bevy::scene::Entity renamed to bevy::scene::DynamicEntity. (#3448)
Basic documentation added to bevy::scene::DynamicEntity and bevy::scene::DynamicScene. # Objective - Rename bevy::scene::Entity to bevy::scene::DynamicEntity - fixes #3233 ## Solution - Renamed the struct as requested. - Added basic documentation. Co-authored-by: r4gus <david@thesugar.de>
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@ -8,34 +8,46 @@ use bevy_ecs::{
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use bevy_reflect::{Reflect, TypeRegistryArc, TypeUuid};
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use serde::Serialize;
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/// A collection of serializable dynamic entities, each with its own run-time defined set of components.
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#[derive(Default, TypeUuid)]
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#[uuid = "749479b1-fb8c-4ff8-a775-623aa76014f5"]
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pub struct DynamicScene {
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pub entities: Vec<Entity>,
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pub entities: Vec<DynamicEntity>,
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}
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pub struct Entity {
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/// A reflection-powered serializable representation of an entity and its components.
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pub struct DynamicEntity {
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/// The transiently unique identifier of a corresponding `Entity`.
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pub entity: u32,
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/// A vector of boxed components that belong to the given entity and
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/// implement the `Reflect` trait.
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pub components: Vec<Box<dyn Reflect>>,
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}
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impl DynamicScene {
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/// Create a new dynamic scene from a given scene.
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pub fn from_scene(scene: &Scene, type_registry: &TypeRegistryArc) -> Self {
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Self::from_world(&scene.world, type_registry)
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}
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/// Create a new dynamic scene from a given world.
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pub fn from_world(world: &World, type_registry: &TypeRegistryArc) -> Self {
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let mut scene = DynamicScene::default();
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let type_registry = type_registry.read();
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for archetype in world.archetypes().iter() {
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let entities_offset = scene.entities.len();
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// Create a new dynamic entity for each entity of the given archetype
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// and insert it into the dynamic scene.
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for entity in archetype.entities() {
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scene.entities.push(Entity {
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scene.entities.push(DynamicEntity {
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entity: entity.id(),
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components: Vec::new(),
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});
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}
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// Add each reflection-powered component to the entity it belongs to.
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for component_id in archetype.components() {
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let reflect_component = world
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.components()
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@ -58,6 +70,10 @@ impl DynamicScene {
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scene
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}
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/// Write the dynamic entities and their corresponding components to the given world.
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///
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/// This method will return a `SceneSpawnError` if either a type is not registered
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/// or doesn't reflect the `Component` trait.
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pub fn write_to_world(
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&self,
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world: &mut World,
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@ -65,10 +81,16 @@ impl DynamicScene {
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) -> Result<(), SceneSpawnError> {
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let registry = world.get_resource::<TypeRegistryArc>().unwrap().clone();
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let type_registry = registry.read();
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for scene_entity in self.entities.iter() {
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// Fetch the entity with the given entity id from the `entity_map`
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// or spawn a new entity with a transiently unique id if there is
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// no corresponding entry.
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let entity = *entity_map
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.entry(bevy_ecs::entity::Entity::new(scene_entity.entity))
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.or_insert_with(|| world.spawn().id());
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// Apply/ add each component to the given entity.
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for component in scene_entity.components.iter() {
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let registration = type_registry
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.get_with_name(component.type_name())
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@ -81,6 +103,10 @@ impl DynamicScene {
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type_name: component.type_name().to_string(),
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}
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})?;
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// If the entity already has the given component attached,
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// just apply the (possibly) new value, otherwise add the
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// component to the entity.
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if world
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.entity(entity)
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.contains_type_id(registration.type_id())
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@ -104,11 +130,13 @@ impl DynamicScene {
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}
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// TODO: move to AssetSaver when it is implemented
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/// Serialize this dynamic scene into rust object notation (ron).
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pub fn serialize_ron(&self, registry: &TypeRegistryArc) -> Result<String, ron::Error> {
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serialize_ron(SceneSerializer::new(self, registry))
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}
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}
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/// Serialize a given Rust data structure into rust object notation (ron).
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pub fn serialize_ron<S>(serialize: S) -> Result<String, ron::Error>
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where
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S: Serialize,
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@ -1,4 +1,4 @@
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use crate::{DynamicScene, Entity};
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use crate::{DynamicEntity, DynamicScene};
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use anyhow::Result;
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use bevy_reflect::{
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serde::{ReflectDeserializer, ReflectSerializer},
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@ -38,7 +38,7 @@ impl<'a> Serialize for SceneSerializer<'a> {
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}
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pub struct EntitySerializer<'a> {
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pub entity: &'a Entity,
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pub entity: &'a DynamicEntity,
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pub registry: &'a TypeRegistryArc,
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}
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@ -105,7 +105,7 @@ struct SceneEntitySeqVisitor<'a> {
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}
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impl<'a, 'de> Visitor<'de> for SceneEntitySeqVisitor<'a> {
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type Value = Vec<Entity>;
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type Value = Vec<DynamicEntity>;
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fn expecting(&self, formatter: &mut std::fmt::Formatter) -> std::fmt::Result {
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formatter.write_str("list of entities")
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@ -131,7 +131,7 @@ pub struct SceneEntityDeserializer<'a> {
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}
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impl<'a, 'de> DeserializeSeed<'de> for SceneEntityDeserializer<'a> {
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type Value = Entity;
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type Value = DynamicEntity;
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fn deserialize<D>(self, deserializer: D) -> Result<Self::Value, D::Error>
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where
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@ -163,7 +163,7 @@ struct SceneEntityVisitor<'a> {
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}
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impl<'a, 'de> Visitor<'de> for SceneEntityVisitor<'a> {
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type Value = Entity;
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type Value = DynamicEntity;
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fn expecting(&self, formatter: &mut std::fmt::Formatter) -> std::fmt::Result {
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formatter.write_str("entities")
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@ -202,7 +202,7 @@ impl<'a, 'de> Visitor<'de> for SceneEntityVisitor<'a> {
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let components = components
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.take()
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.ok_or_else(|| Error::missing_field(ENTITY_FIELD_COMPONENTS))?;
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Ok(Entity {
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Ok(DynamicEntity {
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entity: *entity,
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components,
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})
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