
# Objective Closes #12985. ## Solution - Derive clone for most types with bundle in their name. - Bundle types missing clone: - [`TextBundle`](https://docs.rs/bevy/latest/bevy/prelude/struct.TextBundle.html) (Contains [`ContentSize`](https://docs.rs/bevy/latest/bevy/ui/struct.ContentSize.html) which can't be cloned because it itself contains a `Option<MeasureFunc>` where [`MeasureFunc`](https://docs.rs/taffy/0.3.18/taffy/node/enum.MeasureFunc.html) isn't clone) - [`ImageBundle`](https://docs.rs/bevy/latest/bevy/prelude/struct.ImageBundle.html) (Same as `TextBundle`) - [`AtlasImageBundle`](https://docs.rs/bevy/latest/bevy/prelude/struct.AtlasImageBundle.html) (Will be deprecated in 0.14 there's no point)
182 lines
6.5 KiB
Rust
182 lines
6.5 KiB
Rust
use bevy_asset::Handle;
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use bevy_derive::{Deref, DerefMut};
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use bevy_ecs::{
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bundle::Bundle,
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change_detection::ResMut,
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entity::Entity,
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prelude::{Changed, Component, Without},
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system::{Commands, Query},
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};
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#[cfg(feature = "bevy_render")]
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use bevy_render::prelude::{InheritedVisibility, ViewVisibility, Visibility};
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use bevy_transform::components::{GlobalTransform, Transform};
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use crate::{DynamicScene, InstanceId, Scene, SceneSpawner};
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/// [`InstanceId`] of a spawned scene. It can be used with the [`SceneSpawner`] to
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/// interact with the spawned scene.
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#[derive(Component, Deref, DerefMut)]
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pub struct SceneInstance(pub(crate) InstanceId);
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/// A component bundle for a [`Scene`] root.
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///
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/// The scene from `scene` will be spawned as a child of the entity with this component.
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/// Once it's spawned, the entity will have a [`SceneInstance`] component.
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#[derive(Default, Bundle, Clone)]
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pub struct SceneBundle {
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/// Handle to the scene to spawn.
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pub scene: Handle<Scene>,
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/// Transform of the scene root entity.
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pub transform: Transform,
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/// Global transform of the scene root entity.
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pub global_transform: GlobalTransform,
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/// User-driven visibility of the scene root entity.
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#[cfg(feature = "bevy_render")]
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pub visibility: Visibility,
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/// Inherited visibility of the scene root entity.
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#[cfg(feature = "bevy_render")]
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pub inherited_visibility: InheritedVisibility,
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/// Algorithmically-computed visibility of the scene root entity for rendering.
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#[cfg(feature = "bevy_render")]
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pub view_visibility: ViewVisibility,
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}
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/// A component bundle for a [`DynamicScene`] root.
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///
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/// The dynamic scene from `scene` will be spawn as a child of the entity with this component.
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/// Once it's spawned, the entity will have a [`SceneInstance`] component.
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#[derive(Default, Bundle, Clone)]
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pub struct DynamicSceneBundle {
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/// Handle to the scene to spawn.
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pub scene: Handle<DynamicScene>,
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/// Transform of the scene root entity.
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pub transform: Transform,
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/// Global transform of the scene root entity.
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pub global_transform: GlobalTransform,
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/// User-driven visibility of the scene root entity.
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#[cfg(feature = "bevy_render")]
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pub visibility: Visibility,
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/// Inherited visibility of the scene root entity.
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#[cfg(feature = "bevy_render")]
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pub inherited_visibility: InheritedVisibility,
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/// Algorithmically-computed visibility of the scene root entity for rendering.
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#[cfg(feature = "bevy_render")]
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pub view_visibility: ViewVisibility,
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}
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/// System that will spawn scenes from [`SceneBundle`].
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pub fn scene_spawner(
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mut commands: Commands,
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mut scene_to_spawn: Query<
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(Entity, &Handle<Scene>, Option<&mut SceneInstance>),
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(Changed<Handle<Scene>>, Without<Handle<DynamicScene>>),
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>,
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mut dynamic_scene_to_spawn: Query<
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(Entity, &Handle<DynamicScene>, Option<&mut SceneInstance>),
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(Changed<Handle<DynamicScene>>, Without<Handle<Scene>>),
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>,
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mut scene_spawner: ResMut<SceneSpawner>,
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) {
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for (entity, scene, instance) in &mut scene_to_spawn {
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let new_instance = scene_spawner.spawn_as_child(scene.clone(), entity);
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if let Some(mut old_instance) = instance {
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scene_spawner.despawn_instance(**old_instance);
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*old_instance = SceneInstance(new_instance);
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} else {
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commands.entity(entity).insert(SceneInstance(new_instance));
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}
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}
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for (entity, dynamic_scene, instance) in &mut dynamic_scene_to_spawn {
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let new_instance = scene_spawner.spawn_dynamic_as_child(dynamic_scene.clone(), entity);
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if let Some(mut old_instance) = instance {
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scene_spawner.despawn_instance(**old_instance);
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*old_instance = SceneInstance(new_instance);
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} else {
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commands.entity(entity).insert(SceneInstance(new_instance));
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}
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}
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}
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#[cfg(test)]
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mod tests {
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use crate::{DynamicScene, DynamicSceneBundle, ScenePlugin, SceneSpawner};
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use bevy_app::{App, ScheduleRunnerPlugin};
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use bevy_asset::{AssetPlugin, Assets};
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use bevy_ecs::component::Component;
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use bevy_ecs::entity::Entity;
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use bevy_ecs::prelude::{AppTypeRegistry, ReflectComponent, World};
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use bevy_hierarchy::{Children, HierarchyPlugin};
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use bevy_reflect::Reflect;
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use bevy_utils::default;
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#[derive(Component, Reflect, Default)]
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#[reflect(Component)]
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struct ComponentA {
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pub x: f32,
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pub y: f32,
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}
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#[test]
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fn spawn_and_delete() {
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let mut app = App::new();
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app.add_plugins(ScheduleRunnerPlugin::default())
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.add_plugins(HierarchyPlugin)
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.add_plugins(AssetPlugin::default())
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.add_plugins(ScenePlugin)
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.register_type::<ComponentA>();
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app.update();
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let mut scene_world = World::new();
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// create a new DynamicScene manually
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let type_registry = app.world().resource::<AppTypeRegistry>().clone();
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scene_world.insert_resource(type_registry);
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scene_world.spawn(ComponentA { x: 3.0, y: 4.0 });
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let scene = DynamicScene::from_world(&scene_world);
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let scene_handle = app
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.world_mut()
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.resource_mut::<Assets<DynamicScene>>()
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.add(scene);
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// spawn the scene as a child of `entity` using the `DynamicSceneBundle`
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let entity = app
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.world_mut()
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.spawn(DynamicSceneBundle {
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scene: scene_handle.clone(),
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..default()
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})
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.id();
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// run the app's schedule once, so that the scene gets spawned
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app.update();
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// make sure that the scene was added as a child of the root entity
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let (scene_entity, scene_component_a) = app
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.world_mut()
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.query::<(Entity, &ComponentA)>()
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.single(app.world());
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assert_eq!(scene_component_a.x, 3.0);
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assert_eq!(scene_component_a.y, 4.0);
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assert_eq!(
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app.world().entity(entity).get::<Children>().unwrap().len(),
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1
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);
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// let's try to delete the scene
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let mut scene_spawner = app.world_mut().resource_mut::<SceneSpawner>();
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scene_spawner.despawn(&scene_handle);
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// run the scene spawner system to despawn the scene
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app.update();
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// the scene entity does not exist anymore
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assert!(app.world().get_entity(scene_entity).is_none());
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// the root entity does not have any children anymore
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assert!(app.world().entity(entity).get::<Children>().is_none());
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}
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}
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