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Carter Anderson 535cf401cc Reframe old "scene" terminology as "world serialization" (#23630)
Part 2 of #23619 

In **Bevy 0.19** we are landing a subset of Bevy's Next Generation Scene
system (often known as BSN), which now lives in the `bevy_scene` /
`bevy::scene` crate. However the old `bevy_scene` system still needs to
stick around for a bit longer, as it provides some features that Bevy's
Next Generation Scene system doesn't (yet!):

1. It is not _yet_ possible to write a World _to_ BSN, so the old system
is still necessary for "round trip World serialization".
2. The GLTF scene loader has not yet been ported to BSN, so the old
system is still necessary to spawn GLTF scenes in Bevy.

For this reason, we have renamed the old `bevy_scene` crate to
`bevy_world_serialization`. If you were referencing `bevy_scene::*` or
`bevy::scene::*` types, rename those paths to
`bevy_world_serialization::*` and `bevy::world_serialization::*`
respectively.

Additionally, to avoid confusion / conflicts with the new scene system,
all "scene" terminology / types have been reframed as "world
serialization":

- `Scene` -> `WorldAsset` (as this was always just a World wrapper)
- `SceneRoot` -> `WorldAssetRoot`
- `DynamicScene` -> `DynamicWorld`
    - `DynamicScene::from_scene` -> `DynamicWorld::from_world_asset`
- `DynamicSceneBuilder` -> `DynamicWorldBuilder`
- `DynamicSceneRoot` -> `DynamicWorldRoot`
- `SceneInstanceReady` -> `WorldInstanceReady`
- `SceneLoader` -> `WorldAssetLoader`
- `ScenePlugin` -> `WorldSerializationPlugin`
- `SceneRootTemplate` -> `WorldAssetRootTemplate`
- `SceneSpawner` -> `WorldInstanceSpawner`
- `SceneFilter` -> `WorldFilter`
- `SceneLoaderError` -> `WorldAssetLoaderError`
- `SceneSpawnError` -> `WorldInstanceSpawnError`

Note that I went with `bevy_world_serialization` over
`bevy_ecs_serialization`, as that is what all of the internal features
described themselves as. I think it is both more specific and does a
better job of making itself decoupled from `bevy_ecs` proper.
2026-04-04 00:31:47 +00:00

224 lines
6.8 KiB
Rust

//! Demonstrates parallax-corrected cubemap reflections.
use core::f32;
use bevy::{
camera::Hdr,
camera_controller::free_camera::{FreeCamera, FreeCameraPlugin},
light::ParallaxCorrection,
prelude::*,
};
use crate::widgets::{WidgetClickEvent, WidgetClickSender};
#[path = "../helpers/widgets.rs"]
mod widgets;
/// A marker component for the inner rotating reflective cube.
#[derive(Clone, Component)]
struct InnerCube;
/// The brightness of the cubemap.
///
/// Since the cubemap image was baked in Blender, which uses a different
/// exposure setting than that of Bevy, we need this factor in order to make the
/// exposure of the baked image match ours.
const ENVIRONMENT_MAP_INTENSITY: f32 = 100.0;
const OUTER_CUBE_URL: &str =
"https://github.com/bevyengine/bevy_asset_files/raw/main/pccm_example/outer_cube.glb#Scene0";
const ENV_DIFFUSE_URL: &str =
"https://github.com/bevyengine/bevy_asset_files/raw/main/pccm_example/env_diffuse.ktx2";
const ENV_SPECULAR_URL: &str =
"https://github.com/bevyengine/bevy_asset_files/raw/main/pccm_example/env_specular.ktx2";
/// The current value of user-customizable settings for this demo.
#[derive(Resource, Default)]
struct AppStatus {
/// Whether parallax correction is enabled.
pccm_enabled: PccmEnableStatus,
}
/// Whether parallax correction is enabled.
#[derive(Clone, Copy, PartialEq, Default)]
enum PccmEnableStatus {
/// Parallax correction is enabled.
#[default]
Enabled,
/// Parallax correction is disabled.
Disabled,
}
/// The example entry point.
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Bevy Parallax-Corrected Cubemaps Example".into(),
..default()
}),
..default()
}),
FreeCameraPlugin,
))
.init_resource::<AppStatus>()
.add_message::<WidgetClickEvent<PccmEnableStatus>>()
.add_systems(Startup, setup)
.add_systems(Update, widgets::handle_ui_interactions::<PccmEnableStatus>)
.add_systems(
Update,
(handle_pccm_enable_change, update_radio_buttons)
.after(widgets::handle_ui_interactions::<PccmEnableStatus>),
)
.run();
}
/// Creates the initial scene.
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Spawn the glTF scene.
commands.spawn(WorldAssetRoot(asset_server.load(OUTER_CUBE_URL)));
spawn_camera(&mut commands);
spawn_inner_cube(&mut commands, &mut meshes, &mut materials);
spawn_reflection_probe(&mut commands, &asset_server);
spawn_buttons(&mut commands);
}
/// Spawns the camera.
fn spawn_camera(commands: &mut Commands) {
commands.spawn((
Camera3d::default(),
FreeCamera::default(),
Transform::from_xyz(0.0, 0.0, 4.0).looking_at(Vec3::new(0.0, -2.5, 0.0), Dir3::Y),
Hdr,
));
}
/// Spawns the inner reflective cube in the scene.
fn spawn_inner_cube(
commands: &mut Commands,
meshes: &mut Assets<Mesh>,
materials: &mut Assets<StandardMaterial>,
) {
let cube_mesh = meshes.add(
Cuboid {
half_size: Vec3::new(5.0, 1.0, 2.0),
}
.mesh()
.build()
.with_duplicated_vertices()
.with_computed_flat_normals(),
);
let cube_material = materials.add(StandardMaterial {
base_color: Color::WHITE,
metallic: 1.0,
reflectance: 1.0,
perceptual_roughness: 0.0,
..default()
});
commands.spawn((
Mesh3d(cube_mesh),
MeshMaterial3d(cube_material),
Transform::from_xyz(0.0, -4.0, -2.5),
InnerCube,
));
}
/// Spawns the reflection probe (i.e. cubemap reflection) in the center of the scene.
fn spawn_reflection_probe(commands: &mut Commands, asset_server: &AssetServer) {
let diffuse_map = asset_server.load(ENV_DIFFUSE_URL);
let specular_map = asset_server.load(ENV_SPECULAR_URL);
commands.spawn((
LightProbe::default(),
EnvironmentMapLight {
diffuse_map,
specular_map,
intensity: ENVIRONMENT_MAP_INTENSITY,
..default()
},
// HACK: slightly larger than 10.0 to avoid z-fighting from the outer cube
// faces being partially inside and partially outside the light probe influence
// volume. We should have a smooth falloff probe transition option at some point.
Transform::from_scale(Vec3::splat(10.01)),
));
}
/// Spawns the buttons at the bottom of the screen.
fn spawn_buttons(commands: &mut Commands) {
commands.spawn((
widgets::main_ui_node(),
children![widgets::option_buttons(
"Parallax Correction",
&[
(PccmEnableStatus::Enabled, "On"),
(PccmEnableStatus::Disabled, "Off"),
],
)],
));
}
/// Handles a change to the parallax correction setting UI.
fn handle_pccm_enable_change(
mut commands: Commands,
light_probe_query: Query<Entity, With<LightProbe>>,
mut app_status: ResMut<AppStatus>,
mut messages: MessageReader<WidgetClickEvent<PccmEnableStatus>>,
) {
let Some(light_probe_entity) = light_probe_query.iter().next() else {
return;
};
for message in messages.read() {
// The UI message contains the `PccmEnableStatus` value that the user
// selected.
app_status.pccm_enabled = **message;
// Add the appropriate variant of the `ParallaxCorrection` component.
match **message {
PccmEnableStatus::Enabled => {
commands
.entity(light_probe_entity)
.insert(ParallaxCorrection::Auto);
}
PccmEnableStatus::Disabled => {
commands
.entity(light_probe_entity)
.insert(ParallaxCorrection::None);
}
}
}
}
/// Updates the state of the UI at the bottom of the screen to reflect the
/// current application settings.
fn update_radio_buttons(
mut widgets_query: Query<(
Entity,
Option<&mut BackgroundColor>,
Has<Text>,
&WidgetClickSender<PccmEnableStatus>,
)>,
app_status: Res<AppStatus>,
mut text_ui_writer: TextUiWriter,
) {
for (entity, maybe_bg_color, has_text, sender) in &mut widgets_query {
// The `sender` value contains the `PccmEnableStatus` that the user
// selected.
let selected = app_status.pccm_enabled == **sender;
if let Some(mut bg_color) = maybe_bg_color {
widgets::update_ui_radio_button(&mut bg_color, selected);
}
if has_text {
widgets::update_ui_radio_button_text(entity, &mut text_ui_writer, selected);
}
}
}