bevy/crates/bevy_scene/src/bundle.rs
François c6958b3056 add a SceneBundle to spawn a scene (#2424)
# 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>
2022-06-09 20:34:09 +00:00

75 lines
2.7 KiB
Rust

use bevy_asset::Handle;
use bevy_derive::{Deref, DerefMut};
use bevy_ecs::{
bundle::Bundle,
change_detection::ResMut,
entity::Entity,
prelude::{Changed, Component, Without},
system::{Commands, Query},
};
use bevy_transform::components::{GlobalTransform, Transform};
use crate::{DynamicScene, InstanceId, Scene, SceneSpawner};
/// [`InstanceId`] of a spawned scene. It can be used with the [`SceneSpawner`] to
/// interact with the spawned scene.
#[derive(Component, Deref, DerefMut)]
pub struct SceneInstance(InstanceId);
/// A component bundle for a [`Scene`] root.
///
/// The scene from `scene` will be spawn as a child of the entity with this component.
/// Once it's spawned, the entity will have a [`SceneInstance`] component.
#[derive(Default, Bundle)]
pub struct SceneBundle {
/// Handle to the scene to spawn
pub scene: Handle<Scene>,
pub transform: Transform,
pub global_transform: GlobalTransform,
}
/// A component bundle for a [`DynamicScene`] root.
///
/// The dynamic scene from `scene` will be spawn as a child of the entity with this component.
/// Once it's spawned, the entity will have a [`SceneInstance`] component.
#[derive(Default, Bundle)]
pub struct DynamicSceneBundle {
/// Handle to the scene to spawn
pub scene: Handle<DynamicScene>,
pub transform: Transform,
pub global_transform: GlobalTransform,
}
/// System that will spawn scenes from [`SceneBundle`].
pub fn scene_spawner(
mut commands: Commands,
mut scene_to_spawn: Query<
(Entity, &Handle<Scene>, Option<&mut SceneInstance>),
(Changed<Handle<Scene>>, Without<Handle<DynamicScene>>),
>,
mut dynamic_scene_to_spawn: Query<
(Entity, &Handle<DynamicScene>, Option<&mut SceneInstance>),
(Changed<Handle<DynamicScene>>, Without<Handle<Scene>>),
>,
mut scene_spawner: ResMut<SceneSpawner>,
) {
for (entity, scene, instance) in scene_to_spawn.iter_mut() {
let new_instance = scene_spawner.spawn_as_child(scene.clone(), entity);
if let Some(mut old_instance) = instance {
scene_spawner.despawn_instance(**old_instance);
*old_instance = SceneInstance(new_instance);
} else {
commands.entity(entity).insert(SceneInstance(new_instance));
}
}
for (entity, dynamic_scene, instance) in dynamic_scene_to_spawn.iter_mut() {
let new_instance = scene_spawner.spawn_dynamic_as_child(dynamic_scene.clone(), entity);
if let Some(mut old_instance) = instance {
scene_spawner.despawn_instance(**old_instance);
*old_instance = SceneInstance(new_instance);
} else {
commands.entity(entity).insert(SceneInstance(new_instance));
}
}
}