
# Objective Finish documenting `bevy_scene`. ## Solution Document the remaining items and add a crate-level `warn(missing_doc)` attribute as for the other crates with completed documentation.
101 lines
3.8 KiB
Rust
101 lines
3.8 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(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 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)]
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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)]
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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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