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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

228 lines
7.4 KiB
Rust

//! This example shows how to align the orientations of objects in 3D space along two axes using the `Transform::align` API.
use bevy::{
color::palettes::basic::{GRAY, RED, WHITE},
input::mouse::{AccumulatedMouseMotion, MouseButtonInput},
math::StableInterpolate,
prelude::*,
};
use chacha20::ChaCha8Rng;
use rand::{RngExt, SeedableRng};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, (draw_ship_axes, draw_random_axes))
.add_systems(Update, (handle_keypress, handle_mouse, rotate_ship).chain())
.run();
}
/// This struct stores metadata for a single rotational move of the ship
#[derive(Component, Default)]
struct Ship {
/// The target transform of the ship move, the endpoint of interpolation
target_transform: Transform,
/// Whether the ship is currently in motion; allows motion to be paused
in_motion: bool,
}
#[derive(Component)]
struct RandomAxes(Dir3, Dir3);
#[derive(Component)]
struct Instructions;
#[derive(Resource)]
struct MousePressed(bool);
#[derive(Resource)]
struct SeededRng(ChaCha8Rng);
// Setup
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
asset_server: Res<AssetServer>,
) {
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
let mut seeded_rng = ChaCha8Rng::seed_from_u64(19878367467712);
// A camera looking at the origin
commands.spawn((
Camera3d::default(),
Transform::from_xyz(3., 2.5, 4.).looking_at(Vec3::ZERO, Vec3::Y),
));
// A plane that we can sit on top of
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(100.0, 100.0))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
Transform::from_xyz(0., -2., 0.),
));
// A light source
commands.spawn((
PointLight {
shadow_maps_enabled: true,
..default()
},
Transform::from_xyz(4.0, 7.0, -4.0),
));
// Initialize random axes
let first = seeded_rng.random();
let second = seeded_rng.random();
commands.spawn(RandomAxes(first, second));
// Finally, our ship that is going to rotate
commands.spawn((
WorldAssetRoot(
asset_server
.load(GltfAssetLabel::Scene(0).from_asset("models/ship/craft_speederD.gltf")),
),
Ship {
target_transform: random_axes_target_alignment(&RandomAxes(first, second)),
..default()
},
));
// Instructions for the example
commands.spawn((
Text::new(
"The bright red axis is the primary alignment axis, and it will always be\n\
made to coincide with the primary target direction (white) exactly.\n\
The fainter red axis is the secondary alignment axis, and it is made to\n\
line up with the secondary target direction (gray) as closely as possible.\n\
Press 'R' to generate random target directions.\n\
Press 'T' to align the ship to those directions.\n\
Click and drag the mouse to rotate the camera.\n\
Press 'H' to hide/show these instructions.",
),
Node {
position_type: PositionType::Absolute,
top: px(12),
left: px(12),
..default()
},
Instructions,
));
commands.insert_resource(MousePressed(false));
commands.insert_resource(SeededRng(seeded_rng));
}
// Update systems
// Draw the main and secondary axes on the rotating ship
fn draw_ship_axes(mut gizmos: Gizmos, ship_transform: Single<&Transform, With<Ship>>) {
// Local Z-axis arrow, negative direction
let z_ends = arrow_ends(*ship_transform, Vec3::NEG_Z, 1.5);
gizmos.arrow(z_ends.0, z_ends.1, RED);
// local X-axis arrow
let x_ends = arrow_ends(*ship_transform, Vec3::X, 1.5);
gizmos.arrow(x_ends.0, x_ends.1, Color::srgb(0.65, 0., 0.));
}
// Draw the randomly generated axes
fn draw_random_axes(mut gizmos: Gizmos, random_axes: Single<&RandomAxes>) {
let RandomAxes(v1, v2) = *random_axes;
gizmos.arrow(Vec3::ZERO, 1.5 * *v1, WHITE);
gizmos.arrow(Vec3::ZERO, 1.5 * *v2, GRAY);
}
// Actually update the ship's transform according to its initial source and target
fn rotate_ship(ship: Single<(&mut Ship, &mut Transform)>, time: Res<Time>) {
let (mut ship, mut ship_transform) = ship.into_inner();
if !ship.in_motion {
return;
}
let target_rotation = ship.target_transform.rotation;
ship_transform
.rotation
.smooth_nudge(&target_rotation, 3.0, time.delta_secs());
if ship_transform.rotation.angle_between(target_rotation) <= f32::EPSILON {
ship.in_motion = false;
}
}
// Handle user inputs from the keyboard for dynamically altering the scenario
fn handle_keypress(
mut ship: Single<&mut Ship>,
mut random_axes: Single<&mut RandomAxes>,
mut instructions_viz: Single<&mut Visibility, With<Instructions>>,
keyboard: Res<ButtonInput<KeyCode>>,
mut seeded_rng: ResMut<SeededRng>,
) {
if keyboard.just_pressed(KeyCode::KeyR) {
// Randomize the target axes
let first = seeded_rng.0.random();
let second = seeded_rng.0.random();
**random_axes = RandomAxes(first, second);
// Stop the ship and set it up to transform from its present orientation to the new one
ship.in_motion = false;
ship.target_transform = random_axes_target_alignment(&random_axes);
}
if keyboard.just_pressed(KeyCode::KeyT) {
ship.in_motion ^= true;
}
if keyboard.just_pressed(KeyCode::KeyH) {
if *instructions_viz.as_ref() == Visibility::Hidden {
**instructions_viz = Visibility::Visible;
} else {
**instructions_viz = Visibility::Hidden;
}
}
}
// Handle user mouse input for panning the camera around
fn handle_mouse(
accumulated_mouse_motion: Res<AccumulatedMouseMotion>,
mut mouse_button_inputs: MessageReader<MouseButtonInput>,
mut camera_transform: Single<&mut Transform, With<Camera>>,
mut mouse_pressed: ResMut<MousePressed>,
) {
// Store left-pressed state in the MousePressed resource
for mouse_button_input in mouse_button_inputs.read() {
if mouse_button_input.button != MouseButton::Left {
continue;
}
*mouse_pressed = MousePressed(mouse_button_input.state.is_pressed());
}
// If the mouse is not pressed, just ignore motion events
if !mouse_pressed.0 {
return;
}
if accumulated_mouse_motion.delta != Vec2::ZERO {
let displacement = accumulated_mouse_motion.delta.x;
camera_transform.rotate_around(Vec3::ZERO, Quat::from_rotation_y(-displacement / 75.));
}
}
// Helper functions (i.e. non-system functions)
fn arrow_ends(transform: &Transform, axis: Vec3, length: f32) -> (Vec3, Vec3) {
let local_vector = length * (transform.rotation * axis);
(transform.translation, transform.translation + local_vector)
}
// This is where `Transform::align` is actually used!
// Note that the choice of `Vec3::X` and `Vec3::Y` here matches the use of those in `draw_ship_axes`.
fn random_axes_target_alignment(random_axes: &RandomAxes) -> Transform {
let RandomAxes(first, second) = random_axes;
Transform::IDENTITY.aligned_by(Vec3::NEG_Z, *first, Vec3::X, *second)
}