add scene instance entity iteration (#1058)

add scene instance entity iteration
This commit is contained in:
François 2021-01-01 21:58:49 +01:00 committed by GitHub
parent 030ccf1984
commit c25b41a038
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 126 additions and 11 deletions

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@ -106,6 +106,10 @@ path = "examples/2d/contributors.rs"
name = "text2d"
path = "examples/2d/text2d.rs"
[[example]]
name = "3d_scene"
path = "examples/3d/3d_scene.rs"
[[example]]
name = "load_gltf"
path = "examples/3d/load_gltf.rs"
@ -118,10 +122,6 @@ path = "examples/3d/msaa.rs"
name = "parenting"
path = "examples/3d/parenting.rs"
[[example]]
name = "3d_scene"
path = "examples/3d/3d_scene.rs"
[[example]]
name = "spawner"
path = "examples/3d/spawner.rs"
@ -130,6 +130,10 @@ path = "examples/3d/spawner.rs"
name = "texture"
path = "examples/3d/texture.rs"
[[example]]
name = "update_gltf_scene"
path = "examples/3d/update_gltf_scene.rs"
[[example]]
name = "z_sort_debug"
path = "examples/3d/z_sort_debug.rs"

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@ -14,10 +14,10 @@ struct InstanceInfo {
}
#[derive(Copy, Clone, Debug, Eq, PartialEq, Hash)]
struct InstanceId(Uuid);
pub struct InstanceId(Uuid);
impl InstanceId {
pub fn new() -> Self {
fn new() -> Self {
InstanceId(Uuid::new_v4())
}
}
@ -51,15 +51,17 @@ impl SceneSpawner {
self.dynamic_scenes_to_spawn.push(scene_handle);
}
pub fn spawn(&mut self, scene_handle: Handle<Scene>) {
pub fn spawn(&mut self, scene_handle: Handle<Scene>) -> InstanceId {
let instance_id = InstanceId::new();
self.scenes_to_spawn.push((scene_handle, instance_id));
instance_id
}
pub fn spawn_as_child(&mut self, scene_handle: Handle<Scene>, parent: Entity) {
pub fn spawn_as_child(&mut self, scene_handle: Handle<Scene>, parent: Entity) -> InstanceId {
let instance_id = InstanceId::new();
self.scenes_to_spawn.push((scene_handle, instance_id));
self.scenes_with_parent.push((instance_id, parent));
instance_id
}
pub fn despawn(&mut self, scene_handle: Handle<DynamicScene>) {
@ -155,7 +157,7 @@ impl SceneSpawner {
world: &mut World,
resources: &Resources,
scene_handle: Handle<Scene>,
) -> Result<(), SceneSpawnError> {
) -> Result<InstanceId, SceneSpawnError> {
self.spawn_sync_internal(world, resources, scene_handle, InstanceId::new())
}
@ -165,7 +167,7 @@ impl SceneSpawner {
resources: &Resources,
scene_handle: Handle<Scene>,
instance_id: InstanceId,
) -> Result<(), SceneSpawnError> {
) -> Result<InstanceId, SceneSpawnError> {
let mut instance_info = InstanceInfo {
entity_map: EntityMap::default(),
};
@ -220,7 +222,7 @@ impl SceneSpawner {
.entry(scene_handle)
.or_insert_with(Vec::new);
spawned.push(instance_id);
Ok(())
Ok(instance_id)
}
pub fn update_spawned_scenes(
@ -304,6 +306,21 @@ impl SceneSpawner {
}
}
}
/// Check that an scene instance spawned previously is ready to use
pub fn instance_is_ready(&self, instance_id: InstanceId) -> bool {
self.spawned_instances.contains_key(&instance_id)
}
/// Get an iterator over the entities in an instance, once it's spawned
pub fn iter_instance_entities(
&'_ self,
instance_id: InstanceId,
) -> Option<impl Iterator<Item = Entity> + '_> {
self.spawned_instances
.get(&instance_id)
.map(|instance| instance.entity_map.values())
}
}
pub fn scene_spawner_system(world: &mut World, resources: &mut Resources) {

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@ -0,0 +1,93 @@
use bevy::{prelude::*, scene::InstanceId};
fn main() {
App::build()
.add_resource(Msaa { samples: 4 })
.add_plugins(DefaultPlugins)
.add_resource(SceneInstance::default())
.add_startup_system(setup.system())
.add_system(scene_update.system())
.add_system(move_scene_entities.system())
.run();
}
// Resource to hold the scene `instance_id` until it is loaded
#[derive(Default)]
struct SceneInstance(Option<InstanceId>);
// Component that will be used to tag entities in the scene
struct EntityInMyScene;
fn setup(
commands: &mut Commands,
asset_server: Res<AssetServer>,
mut scene_spawner: ResMut<SceneSpawner>,
mut scene_instance: ResMut<SceneInstance>,
) {
commands
.spawn(LightBundle {
transform: Transform::from_translation(Vec3::new(4.0, 5.0, 4.0)),
..Default::default()
})
.spawn(Camera3dBundle {
transform: Transform::from_translation(Vec3::new(1.05, 0.9, 1.5))
.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::unit_y()),
..Default::default()
});
// Spawn the scene as a child of another entity. This first scene will be translated backward
// with its parent
commands
.spawn((
Transform::from_translation(Vec3::new(0.0, 0.0, -1.0)),
GlobalTransform::default(),
))
.with_children(|parent| {
parent.spawn_scene(asset_server.load("models/FlightHelmet/FlightHelmet.gltf"));
});
// Spawn a second scene, and keep its `instance_id`
let instance_id =
scene_spawner.spawn(asset_server.load("models/FlightHelmet/FlightHelmet.gltf"));
scene_instance.0 = Some(instance_id);
}
// This system will wait for the scene to be ready, and then tag entities from
// the scene with `EntityInMyScene`. All entities from the second scene will be
// tagged
fn scene_update(
commands: &mut Commands,
scene_spawner: Res<SceneSpawner>,
scene_instance: Res<SceneInstance>,
mut done: Local<bool>,
) {
if !*done {
if let Some(instance_id) = scene_instance.0 {
if let Some(entity_iter) = scene_spawner.iter_instance_entities(instance_id) {
entity_iter.for_each(|entity| {
commands.insert_one(entity, EntityInMyScene);
});
*done = true;
}
}
}
}
// This system will move all entities with component `EntityInMyScene`, so all
// entities from the second scene
fn move_scene_entities(
time: Res<Time>,
mut scene_entities: Query<&mut Transform, With<EntityInMyScene>>,
) {
let mut direction = 1.;
let mut scale = 1.;
for mut transform in scene_entities.iter_mut() {
transform.translation = Vec3::new(
scale * direction * time.seconds_since_startup().sin() as f32 / 20.,
0.,
time.seconds_since_startup().cos() as f32 / 20.,
);
direction *= -1.;
scale += 0.5;
}
}

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@ -73,6 +73,7 @@ Example | File | Description
`parenting` | [`3d/parenting.rs`](./3d/parenting.rs) | Demonstrates parent->child relationships and relative transformations
`spawner` | [`3d/spawner.rs`](./3d/spawner.rs) | Renders a large number of cubes with changing position and material
`texture` | [`3d/texture.rs`](./3d/texture.rs) | Shows configuration of texture materials
`update_gltf_scene` | [`3d/update_gltf_scene.rs`](./3d/update_gltf_scene.rs) | Update a scene from a gltf file, either by spawning the scene as a child of another entity, or by accessing the entities of the scene
`z_sort_debug` | [`3d/z_sort_debug.rs`](./3d/z_sort_debug.rs) | Visualizes camera Z-ordering
## Application