bevy/crates/bevy_scene/src/bundle.rs
Zhixing Zhang 2aaaed7f69
Make bevy_render an optional dependency of bevy_scene (#8136)
# Objective

bevy-scene does not have a reason to depend on bevy-render except to
include the `Visibility` and `ComputedVisibility` components. Including
that in the dependency chain is unnecessary for people not using
`bevy_render`.

Also fixed a problem where compilation fails when the `serialize`
feature was not enabled.

## Solution

This was added in #5335 to address some of the problems caused by #5310.

Imo the user just always have to remember to include `VisibilityBundle`
when they spawn `SceneBundle` or `DynamicSceneBundle`, but that will be
a breaking change. This PR makes `bevy_render` an optional dependency of
`bevy_scene` instead to respect the existing behavior.
2023-04-03 21:23:26 +00:00

87 lines
3.1 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},
};
#[cfg(feature = "bevy_render")]
use bevy_render::prelude::{ComputedVisibility, Visibility};
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,
#[cfg(feature = "bevy_render")]
pub visibility: Visibility,
#[cfg(feature = "bevy_render")]
pub computed_visibility: ComputedVisibility,
}
/// 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,
#[cfg(feature = "bevy_render")]
pub visibility: Visibility,
#[cfg(feature = "bevy_render")]
pub computed_visibility: ComputedVisibility,
}
/// 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 &mut scene_to_spawn {
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 &mut dynamic_scene_to_spawn {
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));
}
}
}