Store the parent of a scene in its InstanceInfo
.
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065043d687
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0c687143e3
@ -39,6 +39,8 @@ pub struct SceneInstanceReady {
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struct InstanceInfo {
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/// Mapping of entities from the scene world to the instance world.
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entity_map: EntityHashMap<Entity>,
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/// The parent to attach this instance to.
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parent: Option<Entity>,
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}
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/// Unique id identifying a scene instance.
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@ -86,7 +88,6 @@ pub struct SceneSpawner {
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scenes_to_despawn: Vec<AssetId<Scene>>,
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dynamic_scenes_to_despawn: Vec<AssetId<DynamicScene>>,
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instances_to_despawn: Vec<InstanceId>,
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scenes_with_parent: Vec<(InstanceId, Entity)>,
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instances_ready: Vec<(InstanceId, Option<Entity>)>,
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}
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@ -162,7 +163,6 @@ impl SceneSpawner {
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let instance_id = InstanceId::new();
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self.dynamic_scenes_to_spawn
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.push((id.into(), instance_id, Some(parent)));
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self.scenes_with_parent.push((instance_id, parent));
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instance_id
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}
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@ -178,7 +178,6 @@ impl SceneSpawner {
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let instance_id = InstanceId::new();
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self.scenes_to_spawn
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.push((id.into(), instance_id, Some(parent)));
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self.scenes_with_parent.push((instance_id, parent));
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instance_id
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}
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@ -261,10 +260,18 @@ impl SceneSpawner {
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let id = id.into();
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Self::spawn_dynamic_internal(world, id, &mut entity_map)?;
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let instance_id = InstanceId::new();
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self.spawned_instances
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.insert(instance_id, InstanceInfo { entity_map });
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self.spawned_instances.insert(
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instance_id,
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InstanceInfo {
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entity_map,
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parent: None,
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},
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);
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let spawned = self.spawned_dynamic_scenes.entry(id).or_default();
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spawned.insert(instance_id);
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// We trigger `SceneInstanceReady` events after processing all scenes
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// SceneSpawner may not be available in the observer.
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self.instances_ready.push((instance_id, None));
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Ok(instance_id)
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}
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@ -292,10 +299,18 @@ impl SceneSpawner {
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let id = id.into();
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Self::spawn_sync_internal(world, id, &mut entity_map)?;
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let instance_id = InstanceId::new();
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self.spawned_instances
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.insert(instance_id, InstanceInfo { entity_map });
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self.spawned_instances.insert(
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instance_id,
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InstanceInfo {
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entity_map,
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parent: None,
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},
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);
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let spawned = self.spawned_scenes.entry(id).or_default();
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spawned.insert(instance_id);
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// We trigger `SceneInstanceReady` events after processing all scenes
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// SceneSpawner may not be available in the observer.
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self.instances_ready.push((instance_id, None));
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Ok(instance_id)
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}
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@ -335,6 +350,7 @@ impl SceneSpawner {
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// invalid state (e.g., invalid relationships).
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Self::despawn_instance_internal(world, instance_info);
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Self::spawn_sync_internal(world, *id, &mut instance_info.entity_map)?;
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Self::set_scene_instance_parent_sync(world, instance_info);
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}
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}
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}
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@ -360,6 +376,7 @@ impl SceneSpawner {
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// invalid state (e.g., invalid relationships).
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Self::despawn_instance_internal(world, instance_info);
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Self::spawn_dynamic_internal(world, *id, &mut instance_info.entity_map)?;
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Self::set_scene_instance_parent_sync(world, instance_info);
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}
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}
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}
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@ -398,18 +415,15 @@ impl SceneSpawner {
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match Self::spawn_dynamic_internal(world, handle.id(), &mut entity_map) {
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Ok(_) => {
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self.spawned_instances
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.insert(instance_id, InstanceInfo { entity_map });
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let instance_info = InstanceInfo { entity_map, parent };
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Self::set_scene_instance_parent_sync(world, &instance_info);
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self.spawned_instances.insert(instance_id, instance_info);
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let spawned = self.spawned_dynamic_scenes.entry(handle.id()).or_default();
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spawned.insert(instance_id);
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// Scenes with parents need more setup before they are ready.
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// See `set_scene_instance_parent_sync()`.
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if parent.is_none() {
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// We trigger `SceneInstanceReady` events after processing all scenes
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// SceneSpawner may not be available in the observer.
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self.instances_ready.push((instance_id, None));
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}
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// We trigger `SceneInstanceReady` events after processing all scenes
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// SceneSpawner may not be available in the observer.
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self.instances_ready.push((instance_id, parent));
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}
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Err(SceneSpawnError::NonExistentScene { .. }) => {
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self.dynamic_scenes_to_spawn
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@ -426,18 +440,16 @@ impl SceneSpawner {
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match Self::spawn_sync_internal(world, scene_handle.id(), &mut entity_map) {
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Ok(_) => {
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self.spawned_instances
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.insert(instance_id, InstanceInfo { entity_map });
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let instance_info = InstanceInfo { entity_map, parent };
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Self::set_scene_instance_parent_sync(world, &instance_info);
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self.spawned_instances.insert(instance_id, instance_info);
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let spawned = self.spawned_scenes.entry(scene_handle.id()).or_default();
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spawned.insert(instance_id);
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// Scenes with parents need more setup before they are ready.
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// See `set_scene_instance_parent_sync()`.
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if parent.is_none() {
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// We trigger `SceneInstanceReady` events after processing all scenes
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// SceneSpawner may not be available in the observer.
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self.instances_ready.push((instance_id, None));
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}
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// We trigger `SceneInstanceReady` events after processing all scenes
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// SceneSpawner may not be available in the observer.
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self.instances_ready.push((instance_id, parent));
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}
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Err(SceneSpawnError::NonExistentRealScene { .. }) => {
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self.scenes_to_spawn
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@ -450,32 +462,23 @@ impl SceneSpawner {
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Ok(())
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}
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pub(crate) fn set_scene_instance_parent_sync(&mut self, world: &mut World) {
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let scenes_with_parent = core::mem::take(&mut self.scenes_with_parent);
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for (instance_id, parent) in scenes_with_parent {
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if let Some(instance) = self.spawned_instances.get(&instance_id) {
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for &entity in instance.entity_map.values() {
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// Add the `ChildOf` component to the scene root, and update the `Children` component of
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// the scene parent
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if !world
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.get_entity(entity)
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.ok()
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// This will filter only the scene root entity, as all other from the
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// scene have a parent
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// Entities that wouldn't exist anymore are also skipped
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// this case shouldn't happen anyway
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.is_none_or(|entity| entity.contains::<ChildOf>())
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{
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world.entity_mut(parent).add_child(entity);
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}
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}
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// We trigger `SceneInstanceReady` events after processing all scenes
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// SceneSpawner may not be available in the observer.
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self.instances_ready.push((instance_id, Some(parent)));
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} else {
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self.scenes_with_parent.push((instance_id, parent));
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fn set_scene_instance_parent_sync(world: &mut World, instance: &InstanceInfo) {
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let Some(parent) = instance.parent else {
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return;
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};
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for &entity in instance.entity_map.values() {
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// Add the `ChildOf` component to the scene root, and update the `Children` component of
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// the scene parent
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if !world
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.get_entity(entity)
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.ok()
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// This will filter only the scene root entity, as all other from the
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// scene have a parent
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// Entities that wouldn't exist anymore are also skipped
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// this case shouldn't happen anyway
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.is_none_or(|entity| entity.contains::<ChildOf>())
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{
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world.entity_mut(parent).add_child(entity);
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}
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}
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}
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@ -520,24 +523,17 @@ impl SceneSpawner {
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pub fn scene_spawner_system(world: &mut World) {
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world.resource_scope(|world, mut scene_spawner: Mut<SceneSpawner>| {
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// remove any loading instances where parent is deleted
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let mut dead_instances = <HashSet<_>>::default();
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scene_spawner
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.scenes_with_parent
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.retain(|(instance, parent)| {
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let retain = world.get_entity(*parent).is_ok();
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if !retain {
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dead_instances.insert(*instance);
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}
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retain
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});
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let is_parent_alive = |parent: &Option<Entity>| {
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parent
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.map(|parent| world.get_entity(parent).is_ok())
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.unwrap_or(true) // If we don't have a parent, then consider the parent alive.
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};
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scene_spawner
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.dynamic_scenes_to_spawn
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.retain(|(_, instance, _)| !dead_instances.contains(instance));
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.retain(|(_, _, parent)| is_parent_alive(parent));
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scene_spawner
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.scenes_to_spawn
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.retain(|(_, instance, _)| !dead_instances.contains(instance));
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.retain(|(_, _, parent)| is_parent_alive(parent));
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let scene_asset_events = world.resource::<Events<AssetEvent<Scene>>>();
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let dynamic_scene_asset_events = world.resource::<Events<AssetEvent<DynamicScene>>>();
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@ -577,7 +573,6 @@ pub fn scene_spawner_system(world: &mut World) {
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scene_spawner
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.update_spawned_dynamic_scenes(world, &updated_spawned_dynamic_scenes)
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.unwrap();
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scene_spawner.set_scene_instance_parent_sync(world);
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scene_spawner.trigger_scene_ready_events(world);
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});
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}
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