scene/
scene.rs

1//! This example demonstrates how to load scene data from files and then dynamically
2//! apply that data to entities in your Bevy `World`. This includes spawning new
3//! entities and applying updates to existing ones. Scenes in Bevy encapsulate
4//! serialized and deserialized `Components` or `Resources` so that you can easily
5//! store, load, and manipulate data outside of a purely code-driven context.
6//!
7//! This example also shows how to do the following:
8//! * Register your custom types for reflection, which allows them to be serialized,
9//!   deserialized, and manipulated dynamically.
10//! * Skip serialization of fields you don't want stored in your scene files (like
11//!   runtime values that should always be computed dynamically).
12//! * Save a new scene to disk to show how it can be updated compared to the original
13//!   scene file (and how that updated scene file might then be used later on).
14//!
15//! The example proceeds by creating components and resources, registering their types,
16//! loading a scene from a file, logging when changes are detected, and finally saving
17//! a new scene file to disk. This is useful for anyone wanting to see how to integrate
18//! file-based scene workflows into their Bevy projects.
19//!
20//! # Note on working with files
21//!
22//! The saving behavior uses the standard filesystem APIs, which are blocking, so it
23//! utilizes a thread pool (`IoTaskPool`) to avoid stalling the main thread. This
24//! won't work on WASM because WASM typically doesn't have direct filesystem access.
25//!
26
27use bevy::{asset::LoadState, prelude::*, tasks::IoTaskPool};
28use core::time::Duration;
29use std::{fs::File, io::Write};
30
31/// The entry point of our Bevy app.
32///
33/// Sets up default plugins, registers all necessary component/resource types
34/// for serialization/reflection, and runs the various systems in the correct schedule.
35fn main() {
36    App::new()
37        .add_plugins(DefaultPlugins)
38        .add_systems(
39            Startup,
40            (save_scene_system, load_scene_system, infotext_system),
41        )
42        .add_systems(Update, (log_system, panic_on_fail))
43        .run();
44}
45
46/// # Components, Resources, and Reflection
47///
48/// Below are some simple examples of how to define your own Bevy `Component` types
49/// and `Resource` types so that they can be properly reflected, serialized, and
50/// deserialized. The `#[derive(Reflect)]` macro enables Bevy's reflection features,
51/// and we add component-specific reflection by using `#[reflect(Component)]`.
52/// We also illustrate how to skip serializing fields and how `FromWorld` can help
53/// create runtime-initialized data.
54///
55/// A sample component that is fully serializable.
56///
57/// This component has public `x` and `y` fields that will be included in
58/// the scene files. Notice how it derives `Default`, `Reflect`, and declares
59/// itself as a reflected component with `#[reflect(Component)]`.
60#[derive(Component, Reflect, Default)]
61#[reflect(Component)] // this tells the reflect derive to also reflect component behaviors
62struct ComponentA {
63    /// An example `f32` field
64    pub x: f32,
65    /// Another example `f32` field
66    pub y: f32,
67}
68
69/// A sample component that includes both serializable and non-serializable fields.
70///
71/// This is useful for skipping serialization of runtime data or fields you
72/// don't want written to scene files.
73#[derive(Component, Reflect)]
74#[reflect(Component)]
75struct ComponentB {
76    /// A string field that will be serialized.
77    pub value: String,
78    /// A `Duration` field that should never be serialized to the scene file, so we skip it.
79    #[reflect(skip_serializing)]
80    pub _time_since_startup: Duration,
81}
82
83/// This implements `FromWorld` for `ComponentB`, letting us initialize runtime fields
84/// by accessing the current ECS resources. In this case, we acquire the `Time` resource
85/// and store the current elapsed time.
86impl FromWorld for ComponentB {
87    fn from_world(world: &mut World) -> Self {
88        let time = world.resource::<Time>();
89        ComponentB {
90            _time_since_startup: time.elapsed(),
91            value: "Default Value".to_string(),
92        }
93    }
94}
95
96/// A simple resource that also derives `Reflect`, allowing it to be stored in scenes.
97///
98/// Just like a component, you can skip serializing fields or implement `FromWorld` if needed.
99#[derive(Resource, Reflect, Default)]
100#[reflect(Resource)]
101struct ResourceA {
102    /// This resource tracks a `score` value.
103    pub score: u32,
104}
105
106/// # Scene File Paths
107///
108/// `SCENE_FILE_PATH` points to the original scene file that we'll be loading.
109/// `NEW_SCENE_FILE_PATH` points to the new scene file that we'll be creating
110/// (and demonstrating how to serialize to disk).
111///
112/// The initial scene file will be loaded below and not change when the scene is saved.
113const SCENE_FILE_PATH: &str = "scenes/load_scene_example.scn.ron";
114
115/// The new, updated scene data will be saved here so that you can see the changes.
116const NEW_SCENE_FILE_PATH: &str = "scenes/load_scene_example-new.scn.ron";
117
118/// Loads a scene from an asset file and spawns it in the current world.
119///
120/// Spawning a `DynamicSceneRoot` creates a new parent entity, which then spawns new
121/// instances of the scene's entities as its children. If you modify the
122/// `SCENE_FILE_PATH` scene file, or if you enable file watching, you can see
123/// changes reflected immediately.
124fn load_scene_system(mut commands: Commands, asset_server: Res<AssetServer>) {
125    commands.spawn(DynamicSceneRoot(asset_server.load(SCENE_FILE_PATH)));
126}
127
128/// Logs changes made to `ComponentA` entities, and also checks whether `ResourceA`
129/// has been recently added.
130///
131/// Any time a `ComponentA` is modified, that change will appear here. This system
132/// demonstrates how you might detect and handle scene updates at runtime.
133fn log_system(
134    query: Query<(Entity, &ComponentA), Changed<ComponentA>>,
135    res: Option<Res<ResourceA>>,
136) {
137    for (entity, component_a) in &query {
138        info!("  Entity({})", entity.index());
139        info!(
140            "    ComponentA: {{ x: {} y: {} }}\n",
141            component_a.x, component_a.y
142        );
143    }
144    if let Some(res) = res
145        && res.is_added()
146    {
147        info!("  New ResourceA: {{ score: {} }}\n", res.score);
148    }
149}
150
151/// Demonstrates how to create a new scene from scratch, populate it with data,
152/// and then serialize it to a file. The new file is written to `NEW_SCENE_FILE_PATH`.
153///
154/// This system creates a fresh world, duplicates the type registry so that our
155/// custom component types are recognized, spawns some sample entities and resources,
156/// and then serializes the resulting dynamic scene.
157fn save_scene_system(world: &mut World) {
158    // Scenes can be created from any ECS World.
159    // You can either create a new one for the scene or use the current World.
160    // For demonstration purposes, we'll create a new one.
161    let mut scene_world = World::new();
162
163    // The `TypeRegistry` resource contains information about all registered types (including components).
164    // This is used to construct scenes, so we'll want to ensure that our previous type registrations
165    // exist in this new scene world as well.
166    // To do this, we can simply clone the `AppTypeRegistry` resource.
167    let type_registry = world.resource::<AppTypeRegistry>().clone();
168    scene_world.insert_resource(type_registry);
169
170    let mut component_b = ComponentB::from_world(world);
171    component_b.value = "hello".to_string();
172    scene_world.spawn((
173        component_b,
174        ComponentA { x: 1.0, y: 2.0 },
175        Transform::IDENTITY,
176        Name::new("joe"),
177    ));
178    scene_world.spawn(ComponentA { x: 3.0, y: 4.0 });
179    scene_world.insert_resource(ResourceA { score: 1 });
180
181    // With our sample world ready to go, we can now create our scene using DynamicScene or DynamicSceneBuilder.
182    // For simplicity, we will create our scene using DynamicScene:
183    let scene = DynamicScene::from_world(&scene_world);
184
185    // Scenes can be serialized like this:
186    let type_registry = world.resource::<AppTypeRegistry>();
187    let type_registry = type_registry.read();
188    let serialized_scene = scene.serialize(&type_registry).unwrap();
189
190    // Showing the scene in the console
191    info!("{}", serialized_scene);
192
193    // Writing the scene to a new file. Using a task to avoid calling the filesystem APIs in a system
194    // as they are blocking.
195    //
196    // This can't work in Wasm as there is no filesystem access.
197    #[cfg(not(target_arch = "wasm32"))]
198    IoTaskPool::get()
199        .spawn(async move {
200            // Write the scene RON data to file
201            File::create(format!("assets/{NEW_SCENE_FILE_PATH}"))
202                .and_then(|mut file| file.write(serialized_scene.as_bytes()))
203                .expect("Error while writing scene to file");
204        })
205        .detach();
206}
207
208/// Spawns a simple 2D camera and some text indicating that the user should
209/// check the console output for scene loading/saving messages.
210///
211/// This system is only necessary for the info message in the UI.
212fn infotext_system(mut commands: Commands) {
213    commands.spawn(Camera2d);
214    commands.spawn((
215        Text::new("Nothing to see in this window! Check the console output!"),
216        TextFont {
217            font_size: 42.0,
218            ..default()
219        },
220        Node {
221            align_self: AlignSelf::FlexEnd,
222            ..default()
223        },
224    ));
225}
226
227/// To help with Bevy's automated testing, we want the example to close with an appropriate if the
228/// scene fails to load. This is most likely not something you want in your own app.
229fn panic_on_fail(scenes: Query<&DynamicSceneRoot>, asset_server: Res<AssetServer>) {
230    for scene in &scenes {
231        if let Some(LoadState::Failed(err)) = asset_server.get_load_state(&scene.0) {
232            panic!("Failed to load scene. {err}");
233        }
234    }
235}