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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

133 lines
4.7 KiB
Rust

//! Plays an animation on a skinned glTF model of a fox.
use std::f32::consts::PI;
use bevy::{
light::CascadeShadowConfigBuilder, prelude::*, world_serialization::WorldInstanceReady,
};
// An example asset that contains a mesh and animation.
const GLTF_PATH: &str = "models/animated/Fox.glb";
fn main() {
App::new()
.insert_resource(GlobalAmbientLight {
color: Color::WHITE,
brightness: 2000.,
..default()
})
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup_mesh_and_animation)
.add_systems(Startup, setup_camera_and_environment)
.run();
}
// A component that stores a reference to an animation we want to play. This is
// created when we start loading the mesh (see `setup_mesh_and_animation`) and
// read when the mesh has spawned (see `play_animation_once_loaded`).
#[derive(Component)]
struct AnimationToPlay {
graph_handle: Handle<AnimationGraph>,
index: AnimationNodeIndex,
}
fn setup_mesh_and_animation(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut graphs: ResMut<Assets<AnimationGraph>>,
) {
// Create an animation graph containing a single animation. We want the "run"
// animation from our example asset, which has an index of two.
let (graph, index) = AnimationGraph::from_clip(
asset_server.load(GltfAssetLabel::Animation(2).from_asset(GLTF_PATH)),
);
// Store the animation graph as an asset.
let graph_handle = graphs.add(graph);
// Create a component that stores a reference to our animation.
let animation_to_play = AnimationToPlay {
graph_handle,
index,
};
// Start loading the asset as a scene and store a reference to it in a
// WorldAssetRoot component. This component will automatically spawn a scene
// containing our mesh once it has loaded.
let mesh_scene =
WorldAssetRoot(asset_server.load(GltfAssetLabel::Scene(0).from_asset(GLTF_PATH)));
// Spawn an entity with our components, and connect it to an observer that
// will trigger when the scene is loaded and spawned.
commands
.spawn((animation_to_play, mesh_scene))
.observe(play_animation_when_ready);
}
fn play_animation_when_ready(
scene_ready: On<WorldInstanceReady>,
mut commands: Commands,
children: Query<&Children>,
animations_to_play: Query<&AnimationToPlay>,
mut players: Query<&mut AnimationPlayer>,
) {
// The entity we spawned in `setup_mesh_and_animation` is the trigger's target.
// Start by finding the AnimationToPlay component we added to that entity.
if let Ok(animation_to_play) = animations_to_play.get(scene_ready.entity) {
// The WorldAssetRoot component will have spawned the scene as a hierarchy
// of entities parented to our entity. Since the asset contained a skinned
// mesh and animations, it will also have spawned an animation player
// component. Search our entity's descendants to find the animation player.
for child in children.iter_descendants(scene_ready.entity) {
if let Ok(mut player) = players.get_mut(child) {
// Tell the animation player to start the animation and keep
// repeating it.
//
// If you want to try stopping and switching animations, see the
// `animated_mesh_control.rs` example.
player.play(animation_to_play.index).repeat();
// Add the animation graph. This only needs to be done once to
// connect the animation player to the mesh.
commands
.entity(child)
.insert(AnimationGraphHandle(animation_to_play.graph_handle.clone()));
}
}
}
}
// Spawn a camera and a simple environment with a ground plane and light.
fn setup_camera_and_environment(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(100.0, 100.0, 150.0).looking_at(Vec3::new(0.0, 20.0, 0.0), Vec3::Y),
));
// Plane
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(500000.0, 500000.0))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
));
// Light
commands.spawn((
Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
DirectionalLight {
shadow_maps_enabled: true,
..default()
},
CascadeShadowConfigBuilder {
first_cascade_far_bound: 200.0,
maximum_distance: 400.0,
..default()
}
.build(),
));
}