 c6958b3056
			
		
	
	
		c6958b3056
		
	
	
	
	
		
			
			# Objective
- Spawning a scene is handled as a special case with a command `spawn_scene` that takes an handle but doesn't let you specify anything else. This is the only handle that works that way.
- Workaround for this have been to add the `spawn_scene` on `ChildBuilder` to be able to specify transform of parent, or to make the `SceneSpawner` available to be able to select entities from a scene by their instance id
## Solution
Add a bundle
```rust
pub struct SceneBundle {
    pub scene: Handle<Scene>,
    pub transform: Transform,
    pub global_transform: GlobalTransform,
    pub instance_id: Option<InstanceId>,
}
```
and instead of 
```rust
commands.spawn_scene(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"));
```
you can do
```rust
commands.spawn_bundle(SceneBundle {
    scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
    ..Default::default()
});
```
The scene will be spawned as a child of the entity with the `SceneBundle`
~I would like to remove the command `spawn_scene` in favor of this bundle but didn't do it yet to get feedback first~
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
	
			
		
			
				
	
	
		
			74 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			74 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Update a scene from a glTF file, either by spawning the scene as a child of another entity,
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| //! or by accessing the entities of the scene.
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| 
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| use bevy::prelude::*;
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(setup)
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|         .add_system(move_scene_entities)
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|         .run();
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| }
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| 
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| #[derive(Component)]
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| struct MovedScene;
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| 
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     commands.spawn_bundle(PointLightBundle {
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|         transform: Transform::from_xyz(4.0, 5.0, 4.0),
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|         ..default()
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|     });
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|     commands.spawn_bundle(Camera3dBundle {
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|         transform: Transform::from_xyz(1.05, 0.9, 1.5)
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|             .looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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|         ..default()
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|     });
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| 
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|     // Spawn the scene as a child of this entity at the given transform
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|     commands.spawn_bundle(SceneBundle {
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|         transform: Transform::from_xyz(0.0, 0.0, -1.0),
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|         scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
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|         ..default()
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|     });
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| 
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|     // Spawn a second scene, and add a tag component to be able to target it later
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|     commands
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|         .spawn_bundle(SceneBundle {
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|             scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
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|             ..default()
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|         })
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|         .insert(MovedScene);
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| }
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| 
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| // This system will move all entities that are descendants of MovedScene (which will be all entities spawned in the scene)
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| fn move_scene_entities(
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|     time: Res<Time>,
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|     moved_scene: Query<Entity, With<MovedScene>>,
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|     children: Query<&Children>,
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|     mut transforms: Query<&mut Transform>,
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| ) {
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|     for moved_scene_entity in moved_scene.iter() {
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|         let mut offset = 0.;
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|         iter_hierarchy(moved_scene_entity, &children, &mut |entity| {
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|             if let Ok(mut transform) = transforms.get_mut(entity) {
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|                 transform.translation = Vec3::new(
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|                     offset * time.seconds_since_startup().sin() as f32 / 20.,
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|                     0.,
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|                     time.seconds_since_startup().cos() as f32 / 20.,
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|                 );
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|                 offset += 1.0;
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|             }
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|         });
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|     }
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| }
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| 
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| fn iter_hierarchy(entity: Entity, children_query: &Query<&Children>, f: &mut impl FnMut(Entity)) {
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|     (f)(entity);
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|     if let Ok(children) = children_query.get(entity) {
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|         for child in children.iter().copied() {
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|             iter_hierarchy(child, children_query, f);
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|         }
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|     }
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| }
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