bevy/examples/scene/scene.rs
Carter Anderson 11b41206eb Add upstream bevy_ecs and prepare for custom-shaders merge (#2815)
This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals:

1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main`
2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review. 

I split this up into 3 commits:

1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`).
2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1).
3. **support manual archetype updates in QueryState**: same situation as (2).
2021-09-14 06:14:19 +00:00

123 lines
4.8 KiB
Rust

use bevy::{prelude::*, reflect::TypeRegistry, utils::Duration};
/// This example illustrates loading and saving scenes from files
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.register_type::<ComponentA>()
.register_type::<ComponentB>()
.add_startup_system(save_scene_system.exclusive_system())
.add_startup_system(load_scene_system)
.add_startup_system(infotext_system)
.add_system(log_system)
.run();
}
// Registered components must implement the `Reflect` and `FromWorld` traits.
// The `Reflect` trait enables serialization, deserialization, and dynamic property access.
// `Reflect` enable a bunch of cool behaviors, so its worth checking out the dedicated `reflect.rs`
// example. The `FromWorld` trait determines how your component is constructed when it loads.
// For simple use cases you can just implement the `Default` trait (which automatically implements
// FromWorld). The simplest registered component just needs these two derives:
#[derive(Reflect, Default)]
#[reflect(Component)] // this tells the reflect derive to also reflect component behaviors
struct ComponentA {
pub x: f32,
pub y: f32,
}
// Some components have fields that cannot (or should not) be written to scene files. These can be
// ignored with the #[reflect(ignore)] attribute. This is also generally where the `FromWorld`
// trait comes into play. `FromWorld` gives you access to your App's current ECS `Resources`
// when you construct your component.
#[derive(Reflect)]
#[reflect(Component)]
struct ComponentB {
pub value: String,
#[reflect(ignore)]
pub _time_since_startup: Duration,
}
impl FromWorld for ComponentB {
fn from_world(world: &mut World) -> Self {
let time = world.get_resource::<Time>().unwrap();
ComponentB {
_time_since_startup: time.time_since_startup(),
value: "Default Value".to_string(),
}
}
}
fn load_scene_system(asset_server: Res<AssetServer>, mut scene_spawner: ResMut<SceneSpawner>) {
// Scenes are loaded just like any other asset.
let scene_handle: Handle<DynamicScene> = asset_server.load("scenes/load_scene_example.scn.ron");
// SceneSpawner can "spawn" scenes. "Spawning" a scene creates a new instance of the scene in
// the World with new entity ids. This guarantees that it will not overwrite existing
// entities.
scene_spawner.spawn_dynamic(scene_handle);
// This tells the AssetServer to watch for changes to assets.
// It enables our scenes to automatically reload in game when we modify their files
asset_server.watch_for_changes().unwrap();
}
// This system logs all ComponentA components in our world. Try making a change to a ComponentA in
// load_scene_example.scn. You should immediately see the changes appear in the console.
fn log_system(query: Query<(Entity, &ComponentA), Changed<ComponentA>>) {
for (entity, component_a) in query.iter() {
info!(" Entity({})", entity.id());
info!(
" ComponentA: {{ x: {} y: {} }}\n",
component_a.x, component_a.y
);
}
}
fn save_scene_system(world: &mut World) {
// Scenes can be created from any ECS World. You can either create a new one for the scene or
// use the current World.
let mut scene_world = World::new();
let mut component_b = ComponentB::from_world(world);
component_b.value = "hello".to_string();
scene_world.spawn().insert_bundle((
component_b,
ComponentA { x: 1.0, y: 2.0 },
Transform::identity(),
));
scene_world
.spawn()
.insert_bundle((ComponentA { x: 3.0, y: 4.0 },));
// The TypeRegistry resource contains information about all registered types (including
// components). This is used to construct scenes.
let type_registry = world.get_resource::<TypeRegistry>().unwrap();
let scene = DynamicScene::from_world(&scene_world, type_registry);
// Scenes can be serialized like this:
info!("{}", scene.serialize_ron(type_registry).unwrap());
// TODO: save scene
}
// This is only necessary for the info message in the UI. See examples/ui/text.rs for a standalone
// text example.
fn infotext_system(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn_bundle(UiCameraBundle::default());
commands.spawn_bundle(TextBundle {
style: Style {
align_self: AlignSelf::FlexEnd,
..Default::default()
},
text: Text::with_section(
"Nothing to see in this window! Check the console output!",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 50.0,
color: Color::WHITE,
},
Default::default(),
),
..Default::default()
});
}