scene: fix dynamically loading RenderPipelines scenes
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				@ -156,8 +156,8 @@ name = "keyboard_input_events"
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path = "examples/input/keyboard_input_events.rs"
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					path = "examples/input/keyboard_input_events.rs"
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[[example]]
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					[[example]]
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name = "load_scene"
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					name = "scene"
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path = "examples/scene/load_scene.rs"
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					path = "examples/scene/scene.rs"
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[[example]]
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					[[example]]
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name = "properties"
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					name = "properties"
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@ -33,7 +33,7 @@ impl AppPlugin for AssetPlugin {
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        app.add_stage_before(bevy_app::stage::PRE_UPDATE, stage::LOAD_ASSETS)
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					        app.add_stage_before(bevy_app::stage::PRE_UPDATE, stage::LOAD_ASSETS)
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            .add_stage_after(bevy_app::stage::POST_UPDATE, stage::ASSET_EVENTS)
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					            .add_stage_after(bevy_app::stage::POST_UPDATE, stage::ASSET_EVENTS)
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            .init_resource::<AssetServer>()
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					            .init_resource::<AssetServer>()
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            .register_property_type::<HandleId>();
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					            .register_property::<HandleId>();
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        #[cfg(feature = "filesystem_watcher")]
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					        #[cfg(feature = "filesystem_watcher")]
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        app.add_system_to_stage(
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					        app.add_system_to_stage(
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@ -25,11 +25,12 @@ impl AppPlugin for CorePlugin {
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        app.init_resource::<Time>()
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					        app.init_resource::<Time>()
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            .init_resource::<EntityLabels>()
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					            .init_resource::<EntityLabels>()
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            .register_component::<Timer>()
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					            .register_component::<Timer>()
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            .register_property_type::<Vec2>()
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					            .register_property::<Vec2>()
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            .register_property_type::<Vec3>()
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					            .register_property::<Vec3>()
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            .register_property_type::<Mat3>()
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					            .register_property::<Mat3>()
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            .register_property_type::<Mat4>()
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					            .register_property::<Mat4>()
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            .register_property_type::<Quat>()
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					            .register_property::<Quat>()
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					            .register_property::<Option<String>>()
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            .add_system_to_stage(stage::FIRST, time_system.system())
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					            .add_system_to_stage(stage::FIRST, time_system.system())
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            .add_system_to_stage(stage::FIRST, timer_system.system());
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					            .add_system_to_stage(stage::FIRST, timer_system.system());
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    }
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					    }
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@ -13,7 +13,7 @@ use std::{
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impl<T> Properties for Vec<T>
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					impl<T> Properties for Vec<T>
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where
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					where
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    T: Property + Clone,
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					    T: Property + Clone + Default,
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{
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					{
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    fn prop(&self, _name: &str) -> Option<&dyn Property> {
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					    fn prop(&self, _name: &str) -> Option<&dyn Property> {
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        None
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					        None
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@ -46,7 +46,7 @@ where
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impl<T> Property for Vec<T>
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					impl<T> Property for Vec<T>
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where
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					where
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    T: Property + Clone,
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					    T: Property + Clone + Default,
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{
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					{
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    fn type_name(&self) -> &str {
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					    fn type_name(&self) -> &str {
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        std::any::type_name::<Self>()
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					        std::any::type_name::<Self>()
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@ -66,6 +66,9 @@ where
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    fn set(&mut self, value: &dyn Property) {
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					    fn set(&mut self, value: &dyn Property) {
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        if let Some(properties) = value.as_properties() {
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					        if let Some(properties) = value.as_properties() {
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					            let len = properties.prop_len();
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					            self.resize_with(len, || T::default());
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            if properties.property_type() != self.property_type() {
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					            if properties.property_type() != self.property_type() {
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                panic!(
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					                panic!(
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                    "Properties type mismatch. This type is {:?} but the applied type is {:?}",
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					                    "Properties type mismatch. This type is {:?} but the applied type is {:?}",
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@ -3,6 +3,7 @@ use crate::Draw;
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use bevy_core::FloatOrd;
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					use bevy_core::FloatOrd;
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use bevy_ecs::{Entity, Query};
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					use bevy_ecs::{Entity, Query};
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use bevy_transform::prelude::Transform;
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					use bevy_transform::prelude::Transform;
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					use bevy_property::Properties;
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#[derive(Debug)]
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					#[derive(Debug)]
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pub struct VisibleEntity {
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					pub struct VisibleEntity {
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@ -10,8 +11,9 @@ pub struct VisibleEntity {
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    pub order: FloatOrd,
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					    pub order: FloatOrd,
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}
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					}
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#[derive(Default, Debug)]
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					#[derive(Default, Debug, Properties)]
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pub struct VisibleEntities {
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					pub struct VisibleEntities {
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					    #[property(ignore)]
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    pub value: Vec<VisibleEntity>,
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					    pub value: Vec<VisibleEntity>,
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}
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					}
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@ -7,8 +7,9 @@ use crate::{
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use bevy_asset::Handle;
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					use bevy_asset::Handle;
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use bevy_ecs::Bundle;
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					use bevy_ecs::Bundle;
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use bevy_transform::components::{Rotation, Scale, Transform, Translation};
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					use bevy_transform::components::{Rotation, Scale, Transform, Translation};
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					use bevy_property::Properties;
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#[derive(Default)]
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					#[derive(Default, Properties)]
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pub struct MainPass;
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					pub struct MainPass;
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#[derive(Bundle, Default)]
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					#[derive(Bundle, Default)]
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@ -32,8 +32,8 @@ use bevy_app::prelude::*;
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use bevy_asset::AddAsset;
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					use bevy_asset::AddAsset;
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use bevy_ecs::{IntoQuerySystem, IntoThreadLocalSystem};
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					use bevy_ecs::{IntoQuerySystem, IntoThreadLocalSystem};
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use bevy_type_registry::RegisterType;
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					use bevy_type_registry::RegisterType;
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use camera::{ActiveCameras, Camera, OrthographicProjection, PerspectiveProjection};
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					use camera::{ActiveCameras, Camera, OrthographicProjection, PerspectiveProjection, VisibleEntities};
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use pipeline::{PipelineCompiler, PipelineDescriptor, VertexBufferDescriptors};
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					use pipeline::{PipelineCompiler, PipelineDescriptor, VertexBufferDescriptors, ShaderSpecialization, PipelineSpecialization, DynamicBinding, PrimitiveTopology};
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use render_graph::{
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					use render_graph::{
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    base::{self, BaseRenderGraphBuilder, BaseRenderGraphConfig},
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					    base::{self, BaseRenderGraphBuilder, BaseRenderGraphConfig},
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    RenderGraph,
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					    RenderGraph,
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@ -84,8 +84,14 @@ impl AppPlugin for RenderPlugin {
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            .register_component::<RenderPipelines>()
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					            .register_component::<RenderPipelines>()
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            .register_component::<OrthographicProjection>()
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					            .register_component::<OrthographicProjection>()
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            .register_component::<PerspectiveProjection>()
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					            .register_component::<PerspectiveProjection>()
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            .register_property_type::<Color>()
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					            .register_component::<MainPass>()
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            .register_property_type::<Range<f32>>()
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					            .register_component::<VisibleEntities>()
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					            .register_property::<Color>()
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					            .register_property::<Range<f32>>()
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					            .register_property::<ShaderSpecialization>()
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					            .register_property::<DynamicBinding>()
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					            .register_property::<PrimitiveTopology>()
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					            .register_properties::<PipelineSpecialization>()
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            .init_resource::<RenderGraph>()
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					            .init_resource::<RenderGraph>()
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            .init_resource::<PipelineCompiler>()
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					            .init_resource::<PipelineCompiler>()
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            .init_resource::<RenderResourceBindings>()
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					            .init_resource::<RenderResourceBindings>()
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@ -6,8 +6,9 @@ use crate::{
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use bevy_asset::{Assets, Handle};
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					use bevy_asset::{Assets, Handle};
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use once_cell::sync::Lazy;
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					use once_cell::sync::Lazy;
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use std::collections::{HashMap, HashSet};
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					use std::collections::{HashMap, HashSet};
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					use bevy_property::{Properties, Property};
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#[derive(Clone, Eq, PartialEq, Debug)]
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					use serde::{Serialize, Deserialize};
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					#[derive(Clone, Eq, PartialEq, Debug, Properties)]
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pub struct PipelineSpecialization {
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					pub struct PipelineSpecialization {
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    pub shader_specialization: ShaderSpecialization,
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					    pub shader_specialization: ShaderSpecialization,
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    pub primitive_topology: PrimitiveTopology,
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					    pub primitive_topology: PrimitiveTopology,
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@ -34,7 +35,7 @@ impl PipelineSpecialization {
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    }
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					    }
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}
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					}
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#[derive(Clone, Eq, PartialEq, Debug, Default)]
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					#[derive(Clone, Eq, PartialEq, Debug, Default, Property, Serialize, Deserialize)]
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pub struct ShaderSpecialization {
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					pub struct ShaderSpecialization {
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    pub shader_defs: HashSet<String>,
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					    pub shader_defs: HashSet<String>,
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}
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					}
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@ -49,7 +50,7 @@ struct SpecializedPipeline {
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    specialization: PipelineSpecialization,
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					    specialization: PipelineSpecialization,
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}
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					}
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#[derive(Clone, Eq, PartialEq, Debug, Default)]
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					#[derive(Clone, Eq, PartialEq, Debug, Default, Serialize, Deserialize, Property)]
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pub struct DynamicBinding {
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					pub struct DynamicBinding {
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    pub bind_group: u32,
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					    pub bind_group: u32,
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    pub binding: u32,
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					    pub binding: u32,
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@ -10,7 +10,6 @@ use bevy_property::Properties;
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#[derive(Properties, Default, Clone)]
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					#[derive(Properties, Default, Clone)]
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pub struct RenderPipeline {
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					pub struct RenderPipeline {
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    pub pipeline: Handle<PipelineDescriptor>,
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					    pub pipeline: Handle<PipelineDescriptor>,
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    #[property(ignore)]
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    pub specialization: PipelineSpecialization,
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					    pub specialization: PipelineSpecialization,
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}
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					}
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@ -1,4 +1,6 @@
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use crate::texture::TextureFormat;
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					use crate::texture::TextureFormat;
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					use serde::{Serialize, Deserialize};
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					use bevy_property::Property;
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#[derive(Clone, Debug)]
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					#[derive(Clone, Debug)]
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pub struct DepthStencilStateDescriptor {
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					pub struct DepthStencilStateDescriptor {
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@ -51,7 +53,7 @@ pub enum CompareFunction {
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    Always = 7,
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					    Always = 7,
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}
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					}
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#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
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					#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq, Serialize, Deserialize, Property)]
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pub enum PrimitiveTopology {
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					pub enum PrimitiveTopology {
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    PointList = 0,
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					    PointList = 0,
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    LineList = 1,
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					    LineList = 1,
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@ -102,9 +102,20 @@ impl SceneSpawner {
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            } else {
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					            } else {
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                bevy_ecs::Entity::from_id(scene_entity.entity)
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					                bevy_ecs::Entity::from_id(scene_entity.entity)
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            };
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					            };
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            if !world.contains(entity) {
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					            if world.contains(entity) {
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                world.spawn_as_entity(entity, (1,));
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					                for component in scene_entity.components.iter() {
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					                    let component_registration = component_registry
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					                        .get_with_name(&component.type_name)
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					                        .ok_or_else(|| SceneSpawnError::UnregisteredComponent {
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					                            type_name: component.type_name.to_string(),
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					                        })?;
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					                    if component.type_name != "Camera" {
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					                        component_registration.apply_component_to_entity(world, entity, component);
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                    }
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					                    }
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					                }
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					            } else {
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					                world.spawn_as_entity(entity, (1,));
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                for component in scene_entity.components.iter() {
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					                for component in scene_entity.components.iter() {
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                    let component_registration = component_registry
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					                    let component_registration = component_registry
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                        .get_with_name(&component.type_name)
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					                        .get_with_name(&component.type_name)
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@ -114,6 +125,7 @@ impl SceneSpawner {
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                    component_registration.add_component_to_entity(world, resources, entity, component);
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					                    component_registration.add_component_to_entity(world, resources, entity, component);
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                }
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					                }
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            }
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					            }
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					        }
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        Ok(())
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					        Ok(())
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    }
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					    }
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@ -197,6 +209,7 @@ pub fn scene_spawner_system(world: &mut World, resources: &mut Resources) {
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        }
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					        }
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    }
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					    }
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    scene_spawner.load_queued_scenes(world, resources).unwrap();
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					    scene_spawner.load_queued_scenes(world, resources).unwrap();
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    scene_spawner.spawn_queued_scenes(world, resources).unwrap();
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					    scene_spawner.spawn_queued_scenes(world, resources).unwrap();
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    scene_spawner
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					    scene_spawner
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@ -5,7 +5,6 @@ use std::fmt;
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#[derive(Debug, PartialEq, Clone, Copy, Properties)]
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					#[derive(Debug, PartialEq, Clone, Copy, Properties)]
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pub struct Transform {
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					pub struct Transform {
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    pub value: Mat4,
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					    pub value: Mat4,
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    #[property(ignore)]
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    pub sync: bool, // NOTE: this is hopefully a temporary measure to allow setting the transform directly.
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					    pub sync: bool, // NOTE: this is hopefully a temporary measure to allow setting the transform directly.
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                    // ideally setting the transform automatically propagates back to position / translation / rotation,
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					                    // ideally setting the transform automatically propagates back to position / translation / rotation,
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                    // but right now they are always considered the source of truth
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					                    // but right now they are always considered the source of truth
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@ -13,6 +13,6 @@ pub struct TypeRegistryPlugin;
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impl AppPlugin for TypeRegistryPlugin {
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					impl AppPlugin for TypeRegistryPlugin {
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    fn build(&self, app: &mut AppBuilder) {
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					    fn build(&self, app: &mut AppBuilder) {
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        app.init_resource::<TypeRegistry>()
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					        app.init_resource::<TypeRegistry>()
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            .register_property_type::<DynamicProperties>();
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					            .register_property::<DynamicProperties>();
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    }
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					    }
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}
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					}
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@ -7,7 +7,10 @@ pub trait RegisterType {
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    fn register_component<T>(&mut self) -> &mut Self
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					    fn register_component<T>(&mut self) -> &mut Self
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    where
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					    where
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        T: Properties + DeserializeProperty + Component + FromResources;
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					        T: Properties + DeserializeProperty + Component + FromResources;
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    fn register_property_type<T>(&mut self) -> &mut Self
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					    fn register_properties<T>(&mut self) -> &mut Self
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					    where
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					        T: Properties + DeserializeProperty + FromResources;
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					    fn register_property<T>(&mut self) -> &mut Self
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    where
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					    where
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        T: Property + DeserializeProperty;
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					        T: Property + DeserializeProperty;
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}
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					}
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@ -25,7 +28,18 @@ impl RegisterType for AppBuilder {
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        self
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					        self
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    }
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					    }
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    fn register_property_type<T>(&mut self) -> &mut Self
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					    fn register_properties<T>(&mut self) -> &mut Self
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					    where
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			||||||
 | 
					        T: Properties + DeserializeProperty + Component + FromResources,
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            let type_registry = self.app.resources.get::<TypeRegistry>().unwrap();
 | 
				
			||||||
 | 
					            type_registry.property.write().unwrap().register::<T>();
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        self
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    fn register_property<T>(&mut self) -> &mut Self
 | 
				
			||||||
    where
 | 
					    where
 | 
				
			||||||
        T: Property + DeserializeProperty,
 | 
					        T: Property + DeserializeProperty,
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
 | 
				
			|||||||
@ -73,6 +73,7 @@ impl ComponentRegistry {
 | 
				
			|||||||
pub struct ComponentRegistration {
 | 
					pub struct ComponentRegistration {
 | 
				
			||||||
    pub ty: TypeId,
 | 
					    pub ty: TypeId,
 | 
				
			||||||
    component_add_fn: fn(&mut World, resources: &Resources, Entity, &dyn Property),
 | 
					    component_add_fn: fn(&mut World, resources: &Resources, Entity, &dyn Property),
 | 
				
			||||||
 | 
					    component_apply_fn: fn(&mut World, Entity, &dyn Property),
 | 
				
			||||||
    component_properties_fn: fn(&Archetype, usize) -> &dyn Properties,
 | 
					    component_properties_fn: fn(&Archetype, usize) -> &dyn Properties,
 | 
				
			||||||
    pub short_name: String,
 | 
					    pub short_name: String,
 | 
				
			||||||
    pub long_name: &'static str,
 | 
					    pub long_name: &'static str,
 | 
				
			||||||
@ -91,6 +92,10 @@ impl ComponentRegistration {
 | 
				
			|||||||
                component.apply(property);
 | 
					                component.apply(property);
 | 
				
			||||||
                world.insert_one(entity, component).unwrap();
 | 
					                world.insert_one(entity, component).unwrap();
 | 
				
			||||||
            },
 | 
					            },
 | 
				
			||||||
 | 
					            component_apply_fn: |world: &mut World, entity: Entity, property: &dyn Property| {
 | 
				
			||||||
 | 
					                let mut component = world.get_mut::<T>(entity).unwrap();
 | 
				
			||||||
 | 
					                component.apply(property);
 | 
				
			||||||
 | 
					            },
 | 
				
			||||||
            component_properties_fn: |archetype: &Archetype, index: usize| {
 | 
					            component_properties_fn: |archetype: &Archetype, index: usize| {
 | 
				
			||||||
                // the type has been looked up by the caller, so this is safe
 | 
					                // the type has been looked up by the caller, so this is safe
 | 
				
			||||||
                unsafe {
 | 
					                unsafe {
 | 
				
			||||||
@ -117,6 +122,15 @@ impl ComponentRegistration {
 | 
				
			|||||||
        (self.component_add_fn)(world, resources, entity, property);
 | 
					        (self.component_add_fn)(world, resources, entity, property);
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    pub fn apply_component_to_entity(
 | 
				
			||||||
 | 
					        &self,
 | 
				
			||||||
 | 
					        world: &mut World,
 | 
				
			||||||
 | 
					        entity: Entity,
 | 
				
			||||||
 | 
					        property: &dyn Property,
 | 
				
			||||||
 | 
					    ) {
 | 
				
			||||||
 | 
					        (self.component_apply_fn)(world, entity, property);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    pub fn get_component_properties<'a>(
 | 
					    pub fn get_component_properties<'a>(
 | 
				
			||||||
        &self,
 | 
					        &self,
 | 
				
			||||||
        archetype: &'a Archetype,
 | 
					        archetype: &'a Archetype,
 | 
				
			||||||
 | 
				
			|||||||
@ -1,131 +0,0 @@
 | 
				
			|||||||
use bevy::{prelude::*, type_registry::TypeRegistry};
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
/// This example illustrates loading and saving scenes from files
 | 
					 | 
				
			||||||
fn main() {
 | 
					 | 
				
			||||||
    App::build()
 | 
					 | 
				
			||||||
        .add_default_plugins()
 | 
					 | 
				
			||||||
        // Registering components informs Bevy that they exist. This allows them to be used when loading scenes
 | 
					 | 
				
			||||||
        // This step is only required if you want to load your components from scene files.
 | 
					 | 
				
			||||||
        // Unregistered components can still be used in your code, but they will be ignored during scene save/load.
 | 
					 | 
				
			||||||
        // In the future registering components will also make them usable from the Bevy editor.
 | 
					 | 
				
			||||||
        // The core Bevy plugins already register their components, so you only need this step for custom components.
 | 
					 | 
				
			||||||
        .register_component::<ComponentA>()
 | 
					 | 
				
			||||||
        .register_component::<ComponentB>()
 | 
					 | 
				
			||||||
        .add_startup_system(save_scene_system.thread_local_system())
 | 
					 | 
				
			||||||
        .add_startup_system(load_scene_system.system())
 | 
					 | 
				
			||||||
        .add_system(print_system.system())
 | 
					 | 
				
			||||||
        .run();
 | 
					 | 
				
			||||||
}
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
// Registered components must implement the `Properties` and `FromResources` traits.
 | 
					 | 
				
			||||||
// The `Properties` trait enables serialization, deserialization, dynamic property access, and change detection.
 | 
					 | 
				
			||||||
// `Properties` enable a bunch of cool behaviors, so its worth checking out the dedicated `properties.rs` example.
 | 
					 | 
				
			||||||
// The `FromResources` trait determines how your component is constructed when it loads. For simple use cases you can just
 | 
					 | 
				
			||||||
// implement the `Default` trait (which automatically implements FromResources). The simplest registered component just needs
 | 
					 | 
				
			||||||
// these two derives:
 | 
					 | 
				
			||||||
#[derive(Properties, Default)]
 | 
					 | 
				
			||||||
struct ComponentA {
 | 
					 | 
				
			||||||
    pub x: f32,
 | 
					 | 
				
			||||||
    pub y: f32,
 | 
					 | 
				
			||||||
}
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
// Some components have fields that cannot (or should not) be written to scene files. These can be ignored with
 | 
					 | 
				
			||||||
// the #[property(ignore)] attribute. This is also generally where the `FromResources` trait comes into play.
 | 
					 | 
				
			||||||
// `FromResources` gives you access to your App's current ECS `Resources` when you construct your component.
 | 
					 | 
				
			||||||
#[derive(Properties)]
 | 
					 | 
				
			||||||
struct ComponentB {
 | 
					 | 
				
			||||||
    pub value: String,
 | 
					 | 
				
			||||||
    #[property(ignore)]
 | 
					 | 
				
			||||||
    pub time_since_startup: std::time::Duration,
 | 
					 | 
				
			||||||
}
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
impl FromResources for ComponentB {
 | 
					 | 
				
			||||||
    fn from_resources(resources: &Resources) -> Self {
 | 
					 | 
				
			||||||
        let time = resources.get::<Time>().unwrap();
 | 
					 | 
				
			||||||
        ComponentB {
 | 
					 | 
				
			||||||
            time_since_startup: time.time_since_startup(),
 | 
					 | 
				
			||||||
            value: "Default Value".to_string(),
 | 
					 | 
				
			||||||
        }
 | 
					 | 
				
			||||||
    }
 | 
					 | 
				
			||||||
}
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
fn load_scene_system(asset_server: Res<AssetServer>, mut scene_spawner: ResMut<SceneSpawner>) {
 | 
					 | 
				
			||||||
    // Scenes are loaded just like any other asset.
 | 
					 | 
				
			||||||
    let scene_handle: Handle<Scene> = asset_server
 | 
					 | 
				
			||||||
        .load("assets/scenes/load_scene_example.scn")
 | 
					 | 
				
			||||||
        .unwrap();
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // SceneSpawner can "instance" scenes. "instancing" a scene creates a new instance of the scene in the World with new entity ids.
 | 
					 | 
				
			||||||
    // This guarantees that it will not overwrite existing entities.
 | 
					 | 
				
			||||||
    scene_spawner.instance(scene_handle);
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // SceneSpawner can also "load" scenes. "loading" a scene preserves the entity ids in the scene.
 | 
					 | 
				
			||||||
    // In general, you should "instance" scenes when you are dynamically composing your World and "load" scenes for things like game saves.
 | 
					 | 
				
			||||||
    scene_spawner.load(scene_handle);
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // we have now loaded `scene_handle` AND instanced it, which means our World now has one set of entities with the Scene's ids and
 | 
					 | 
				
			||||||
    // one set of entities with new ids
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // This tells the AssetServer to watch for changes to assets.
 | 
					 | 
				
			||||||
    // It enables our scenes to automatically reload in game when we modify their files
 | 
					 | 
				
			||||||
    asset_server.watch_for_changes().unwrap();
 | 
					 | 
				
			||||||
}
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
// Using SceneSpawner instance() and load() queues them up to be added to the World at the beginning of the next update. However if
 | 
					 | 
				
			||||||
// you need scenes to load immediately, you can use the following approach. But be aware that this takes full control of the ECS world
 | 
					 | 
				
			||||||
// and therefore blocks other parallel systems from executing until it finishes. In most cases you should use the SceneSpawner
 | 
					 | 
				
			||||||
// instance() and load() methods.
 | 
					 | 
				
			||||||
#[allow(dead_code)]
 | 
					 | 
				
			||||||
fn load_scene_right_now_system(world: &mut World, resources: &mut Resources) {
 | 
					 | 
				
			||||||
    let scene_handle: Handle<Scene> = {
 | 
					 | 
				
			||||||
        let asset_server = resources.get::<AssetServer>().unwrap();
 | 
					 | 
				
			||||||
        let mut scenes = resources.get_mut::<Assets<Scene>>().unwrap();
 | 
					 | 
				
			||||||
        asset_server
 | 
					 | 
				
			||||||
            .load_sync(&mut scenes, "assets/scenes/load_scene_example.scn")
 | 
					 | 
				
			||||||
            .unwrap()
 | 
					 | 
				
			||||||
    };
 | 
					 | 
				
			||||||
    let mut scene_spawner = resources.get_mut::<SceneSpawner>().unwrap();
 | 
					 | 
				
			||||||
    scene_spawner
 | 
					 | 
				
			||||||
        .load_sync(world, resources, scene_handle)
 | 
					 | 
				
			||||||
        .unwrap();
 | 
					 | 
				
			||||||
}
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
// This system prints all ComponentA components in our world. Try making a change to a ComponentA in load_scene_example.scn.
 | 
					 | 
				
			||||||
// You should immediately see the changes appear in the console.
 | 
					 | 
				
			||||||
fn print_system(mut query: Query<(Entity, &ComponentA)>) {
 | 
					 | 
				
			||||||
    println!("Current World State:");
 | 
					 | 
				
			||||||
    for (entity, component_a) in &mut query.iter() {
 | 
					 | 
				
			||||||
        println!("  Entity({})", entity.id());
 | 
					 | 
				
			||||||
        println!(
 | 
					 | 
				
			||||||
            "    ComponentA: {{ x: {} y: {} }}\n",
 | 
					 | 
				
			||||||
            component_a.x, component_a.y
 | 
					 | 
				
			||||||
        );
 | 
					 | 
				
			||||||
    }
 | 
					 | 
				
			||||||
}
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
fn save_scene_system(_world: &mut World, resources: &mut Resources) {
 | 
					 | 
				
			||||||
    // Scenes can be created from any ECS World. You can either create a new one for the scene or use the current World.
 | 
					 | 
				
			||||||
    let mut world = World::new();
 | 
					 | 
				
			||||||
    world.spawn((
 | 
					 | 
				
			||||||
        ComponentA { x: 1.0, y: 2.0 },
 | 
					 | 
				
			||||||
        ComponentB {
 | 
					 | 
				
			||||||
            value: "hello".to_string(),
 | 
					 | 
				
			||||||
            ..ComponentB::from_resources(resources)
 | 
					 | 
				
			||||||
        },
 | 
					 | 
				
			||||||
    ));
 | 
					 | 
				
			||||||
    world.spawn((ComponentA { x: 3.0, y: 4.0 },));
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // The component registry resource contains information about all registered components. This is used to construct scenes.
 | 
					 | 
				
			||||||
    let type_registry = resources.get::<TypeRegistry>().unwrap();
 | 
					 | 
				
			||||||
    let scene = Scene::from_world(&world, &type_registry.component.read().unwrap());
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // Scenes can be serialized like this:
 | 
					 | 
				
			||||||
    println!(
 | 
					 | 
				
			||||||
        "{}",
 | 
					 | 
				
			||||||
        scene
 | 
					 | 
				
			||||||
            .serialize_ron(&type_registry.property.read().unwrap())
 | 
					 | 
				
			||||||
            .unwrap()
 | 
					 | 
				
			||||||
    );
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    // TODO: save scene
 | 
					 | 
				
			||||||
}
 | 
					 | 
				
			||||||
@ -13,9 +13,9 @@ fn main() {
 | 
				
			|||||||
    App::build()
 | 
					    App::build()
 | 
				
			||||||
        .add_default_plugins()
 | 
					        .add_default_plugins()
 | 
				
			||||||
        // If you need to deserialize custom property types, register them like this:
 | 
					        // If you need to deserialize custom property types, register them like this:
 | 
				
			||||||
        .register_property_type::<Test>()
 | 
					        .register_property::<Test>()
 | 
				
			||||||
        .register_property_type::<Nested>()
 | 
					        .register_property::<Nested>()
 | 
				
			||||||
        .register_property_type::<CustomProperty>()
 | 
					        .register_property::<CustomProperty>()
 | 
				
			||||||
        .add_startup_system(setup.system())
 | 
					        .add_startup_system(setup.system())
 | 
				
			||||||
        .run();
 | 
					        .run();
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
@ -58,7 +58,7 @@ fn setup(type_registry: Res<TypeRegistry>) {
 | 
				
			|||||||
    patch.set::<usize>("a", 4);
 | 
					    patch.set::<usize>("a", 4);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    // You can "apply" Properties on top of other Properties. This will only set properties with the same name and type.
 | 
					    // You can "apply" Properties on top of other Properties. This will only set properties with the same name and type.
 | 
				
			||||||
    // You can use this to "patch" your components with new values.
 | 
					    // You can use this to "patch" your properties with new values.
 | 
				
			||||||
    test.apply(&patch);
 | 
					    test.apply(&patch);
 | 
				
			||||||
    assert_eq!(test.a, 4);
 | 
					    assert_eq!(test.a, 4);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
				
			|||||||
		Loading…
	
		Reference in New Issue
	
	Block a user