# Bevy Scene hook
[](https://github.com/bevyengine/bevy/blob/main/docs/plugins_guidelines.md#main-branch-tracking)
[](https://crates.io/crates/bevy_scene_hook)
[](./LICENSE)
[](https://docs.rs/bevy-scene-hook/)
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].
## Usage
1. Add the crate to your dependencies
```toml
[dependencies]
bevy-scene-hook = "5.1"
```
2. Add the plugin
```rust
.add_plugin(HookPlugin)
```
### Example
```rust
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_bundle(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.
### Implementation
`bevy-scene-hook` is a tinny crate, here is copy/pastable code you can directly vendor
in your project:
```rust
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);
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_system(run_hooks); }
}
```
Note that `bevy-scene-hook` also has a few items defined for user convinience:
- `HookedSceneBundle`
- `HookedSceneState`
- `is_scene_hooked`
Those extra items are all defined in `lib.rs`.
[bevy game engine]: https://bevyengine.org/
[crates.io]: https://crates.io/crates/bevy-scene-hook
[warlock-source]: https://github.com/team-plover/warlocks-gambit
## Change log
* `1.1.0`: Add `is_loaded` method to `SceneInstance`
* `1.2.0`: 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.
* Remove the `world` module, as the base hook method has become much more
powerful.
* Rename `SceneHook` to `Hook`, now `Hook` has a unique method to implement.
* You don't have to add any system yourself, now you have to add the
`HookPlugin` plugin to your app.
* Move the API exclusively to a new `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:)
* Moved the `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`.
* Now supports passing closures as hooks, instead of having to define
a trait each time.
* Now supports adding multiple of the same scene! Doesn't handle
hot-reloading, but that's alright since bevy's scene hot-reloading
is currently broken anyway :D
* `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`
* Uses the new scene bundle system
* Rename `SceneLoaded` to `SceneHooked`.
* Removed the `Hook` trait, now `SceneHook::new` accepts a closure.
* Instead of using `HookingSceneSpawner`, uses `HookedSceneBundle`
and spawn it into an entity.
* `4.1.0`: Add `HookedDynamicSceneBundle` to use with `DynamicScene`s.
Thanks Shatur (#3)
* `5.0.0`: **Breaking**: bump bevy version to `0.9`
* `5.1.1`: My bad, I accidentally published to version `5.1.0` instead of
`5.0.0`
* `5.1.2`: 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.
### Version matrix
| 0.9 | 5.1.2 |
| 0.8 | 4.1.0 |
| 0.7 | 3.1.0 |
| 0.6 | 1.2.0 |
## License
This library is licensed under Apache 2.0.