| Crates.io | bevy-scene-hook |
| lib.rs | bevy-scene-hook |
| version | 10.0.0 |
| created_at | 2022-03-08 14:24:59.344366+00 |
| updated_at | 2024-02-19 11:05:28.053923+00 |
| description | Ad-hoc component insertion for bevy scenes |
| homepage | |
| repository | https://github.com/nicopap/bevy-scene-hook |
| max_upload_size | |
| id | 546304 |
| size | 142,504 |
A proof of concept for adding components ad-hoc within code to entities
spawned through scenes (such as gltf files) in the bevy game engine.
If you don't mind adding such a small dependency to your code rather than copy/pasting the code as a module, you can get it from crates.io.
[dependencies]
bevy-scene-hook = "10.0.0"
.add_plugins(HookPlugin)
use bevy::prelude::*;
use bevy_scene_hook::{SceneHook, HookedSceneBundle};
enum PileType { Drawing }
#[derive(Component)]
struct Pile(PileType);
#[derive(Component)]
struct Card;
fn load_scene(mut cmds: Commands, asset_server: Res<AssetServer>) {
cmds.spawn(HookedSceneBundle {
scene: SceneBundle { scene: asset_server.load("scene.glb#Scene0"), ..default() },
hook: SceneHook::new(|entity, cmds| {
match entity.get::<Name>().map(|t|t.as_str()) {
Some("Pile") => cmds.insert(Pile(PileType::Drawing)),
Some("Card") => cmds.insert(Card),
_ => cmds,
};
}),
});
}
It loads the scene.glb file when the game starts. When the scene is fully loaded,
the closure passed to SceneHook::new is ran for each entity
present in the scene. We add a Pile component to entities
with a Name component of value "Pile".
It is possible to name object in glb scenes in blender using the Outliner
dock (the tree view at the top right) and double-clicking object names.
Note that SceneHook hooks have access solely to one EntityRef and
EntityCommands at a time, and ignore asset reloading.
Consider using this crate's reload::Hook for more advanced use-cases.
bevy-scene-hook is a tinny crate, here is copy/pastable code you can directly vendor
in your project:
use bevy::{
prelude::*,
scene::SceneInstance,
ecs::{world::EntityRef, system::EntityCommands},
};
#[derive(Component, Debug)]
pub struct SceneHooked;
#[derive(Component)]
pub struct SceneHook {
hook: Box<dyn Fn(&EntityRef, &mut EntityCommands) + Send + Sync + 'static>,
}
impl SceneHook {
pub fn new<F: Fn(&EntityRef, &mut EntityCommands) + Send + Sync + 'static>(hook: F) -> Self {
Self { hook: Box::new(hook) }
}
}
pub fn run_hooks(
unloaded_instances: Query<(Entity, &SceneInstance, &SceneHook), Without<SceneHooked>>,
scene_manager: Res<SceneSpawner>,
world: &World,
mut cmds: Commands,
) {
for (entity, instance, hooked) in unloaded_instances.iter() {
if scene_manager.instance_is_ready(**instance) {
cmds.entity(entity).insert(SceneHooked);
}
let entities = scene_manager
.iter_instance_entities(**instance)
.chain(std::iter::once(entity));
for entity_ref in entities.filter_map(|e| world.get_entity(e)) {
let mut cmd = cmds.entity(entity_ref.id());
(hooked.hook)(&entity_ref, &mut cmd);
}
}
}
pub struct HookPlugin;
impl Plugin for HookPlugin {
fn build(&self, app: &mut App) { app.add_systems(Update, run_hooks); }
}
Note that bevy-scene-hook also has a few items defined for user convinience:
HookedSceneBundleHookedSceneStateis_scene_hookedThose extra items are all defined in lib.rs.
1.1.0: Add is_loaded method to SceneInstance1.2.0: Add the world module containing a SceneHook trait that has
exclusive world access. Useful if you want access to assets for example.2.0.0: Breaking: bump bevy version to 0.7 (you should be able to
upgrade from 1.2.0 without changing your code)3.0.0: Breaking: completely rework the crate.
world module, as the base hook method has become much more
powerful.SceneHook to Hook, now Hook has a unique method to implement.HookPlugin plugin to your app.SystemParam: HookingSceneSpawner.
Please use that parameter to add and remove scenes that contain hooks.
(please tell if you you accidentally spell it HonkingSceneSpawner more
than once :duck:)when_spawned run criteria to the is_scene_hooked
function exposed at the root of the crate, the HookedSceneState
system parameter or the SceneLoaded component. Please use any of
those three instead of when_spawned.3.1.0: make run_hooks system public so that it's possible to add it to
any stage you want in relation to any other system you want.4.0.0: Breaking: bump bevy version to 0.8
SceneLoaded to SceneHooked.Hook trait, now SceneHook::new accepts a closure.HookingSceneSpawner, uses HookedSceneBundle
and spawn it into an entity.4.1.0: Add HookedDynamicSceneBundle to use with DynamicScenes.
Thanks Shatur (https://github.com/nicopap/bevy-scene-hook/pull/3)5.0.0: Breaking: bump bevy version to 0.95.1.1: My bad, I accidentally published to version 5.1.0 instead of
5.0.05.1.2: Fix scenes never triggering hooks due to a missing check. Thanks
sdfgeoff (#5) If you depend on bevy-scene-hook as a cargo dependency, you
must run cargo update to get this fix.5.2.0: Add the reload module, defining reload::Hook, a variant of
SceneHook that handles gracefully reloads and unloads.6.0.0: Breaking: bump bevy version to 0.10.7.0.0: Breaking: bump bevy version to 0.11.8.0.0: Add the root entity of the scene to the list of traversed scene entities.
9.0.0: Breaking: bump bevy version to 0.12.
hook functions to the SpawnScene schedule10.0.0: Breaking: bump bevy version to 0.13.
file_path reload::Hook field in favor of the Handle::path method.| bevy | latest supporting version |
|---|---|
| 0.13 | 10.0.0 |
| 0.12 | 9.0.0 |
| 0.11 | 8.0.0 |
| 0.10 | 6.0.0 |
| 0.9 | 5.2.0 |
| 0.8 | 4.1.0 |
| 0.7 | 3.1.0 |
| 0.6 | 1.2.0 |
This library is licensed under Apache 2.0.