Make SceneEntityMapper
constructor/destructor public (#13630)
# Objective `SceneEntityMapper` seems like it could be generally useful. ## Solution Allow end users to call `SceneEntityMapper::new` and `SceneEntityMapper::finish`.
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@ -132,7 +132,7 @@ impl<'m> SceneEntityMapper<'m> {
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}
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/// Creates a new [`SceneEntityMapper`], spawning a temporary base [`Entity`] in the provided [`World`]
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fn new(map: &'m mut EntityHashMap<Entity>, world: &mut World) -> Self {
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pub fn new(map: &'m mut EntityHashMap<Entity>, world: &mut World) -> Self {
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Self {
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map,
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// SAFETY: Entities data is kept in a valid state via `EntityMapper::world_scope`
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@ -145,7 +145,7 @@ impl<'m> SceneEntityMapper<'m> {
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/// [`Entity`] while reserving extra generations via [`crate::entity::Entities::reserve_generations`]. Because this
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/// renders the [`SceneEntityMapper`] unable to safely allocate any more references, this method takes ownership of
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/// `self` in order to render it unusable.
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fn finish(self, world: &mut World) {
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pub fn finish(self, world: &mut World) {
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// SAFETY: Entities data is kept in a valid state via `EntityMap::world_scope`
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let entities = unsafe { world.entities_mut() };
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assert!(entities.free(self.dead_start).is_some());
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