Add corresponding methods for all the _dynamic methods to handle Scenes.

This commit is contained in:
andriyDev 2025-03-16 14:34:31 -07:00
parent 21dac5d357
commit 82f0eb7470
2 changed files with 79 additions and 6 deletions

View File

@ -91,12 +91,19 @@ impl Plugin for ScenePlugin {
app.world_mut()
.register_component_hooks::<SceneRoot>()
.on_remove(|mut world, context| {
let Some(handle) = world.get::<SceneRoot>(context.entity) else {
return;
};
let id = handle.id();
if let Some(&SceneInstance(scene_instance)) =
world.get::<SceneInstance>(context.entity)
{
let Some(mut scene_spawner) = world.get_resource_mut::<SceneSpawner>() else {
return;
};
if let Some(instance_ids) = scene_spawner.spawned_scenes.get_mut(&id) {
instance_ids.remove(&scene_instance);
}
scene_spawner.unregister_instance(scene_instance);
}
});

View File

@ -73,11 +73,14 @@ impl InstanceId {
/// - [`despawn_instance`](Self::despawn_instance)
#[derive(Default, Resource)]
pub struct SceneSpawner {
pub(crate) spawned_scenes: HashMap<AssetId<Scene>, HashSet<InstanceId>>,
pub(crate) spawned_dynamic_scenes: HashMap<AssetId<DynamicScene>, HashSet<InstanceId>>,
pub(crate) spawned_instances: HashMap<InstanceId, InstanceInfo>,
scene_asset_event_reader: EventCursor<AssetEvent<Scene>>,
dynamic_scene_asset_event_reader: EventCursor<AssetEvent<DynamicScene>>,
scenes_to_spawn: Vec<(Handle<Scene>, InstanceId, Option<Entity>)>,
dynamic_scenes_to_spawn: Vec<(Handle<DynamicScene>, InstanceId, Option<Entity>)>,
scenes_to_despawn: Vec<AssetId<Scene>>,
dynamic_scenes_to_despawn: Vec<AssetId<DynamicScene>>,
instances_to_despawn: Vec<InstanceId>,
scenes_with_parent: Vec<(InstanceId, Entity)>,
@ -176,6 +179,11 @@ impl SceneSpawner {
instance_id
}
/// Schedule the despawn of all instances of the provided scene.
pub fn despawn(&mut self, id: impl Into<AssetId<Scene>>) {
self.scenes_to_despawn.push(id.into());
}
/// Schedule the despawn of all instances of the provided dynamic scene.
pub fn despawn_dynamic(&mut self, id: impl Into<AssetId<DynamicScene>>) {
self.dynamic_scenes_to_despawn.push(id.into());
@ -195,6 +203,20 @@ impl SceneSpawner {
self.spawned_instances.remove(&instance_id);
}
/// Immediately despawns all instances of a scene.
pub fn despawn_sync(
&mut self,
world: &mut World,
id: impl Into<AssetId<Scene>>,
) -> Result<(), SceneSpawnError> {
if let Some(instance_ids) = self.spawned_scenes.remove(&id.into()) {
for instance_id in instance_ids {
self.despawn_instance_sync(world, &instance_id);
}
}
Ok(())
}
/// Immediately despawns all instances of a dynamic scene.
pub fn despawn_dynamic_sync(
&mut self,
@ -263,6 +285,8 @@ impl SceneSpawner {
let instance_id = InstanceId::new();
self.spawned_instances
.insert(instance_id, InstanceInfo { entity_map });
let spawned = self.spawned_scenes.entry(id).or_default();
spawned.insert(instance_id);
Ok(instance_id)
}
@ -286,7 +310,29 @@ impl SceneSpawner {
/// Iterate through all instances of the provided scenes and update those immediately.
///
/// Useful for updating already spawned scene instances after their corresponding scene has been modified.
/// Useful for updating already spawned scene instances after their corresponding scene has been
/// modified.
pub fn update_spawned_scenes(
&mut self,
world: &mut World,
scene_ids: &[AssetId<Scene>],
) -> Result<(), SceneSpawnError> {
for id in scene_ids {
if let Some(spawned_instances) = self.spawned_scenes.get(id) {
for instance_id in spawned_instances {
if let Some(instance_info) = self.spawned_instances.get_mut(instance_id) {
Self::spawn_sync_internal(world, *id, &mut instance_info.entity_map)?;
}
}
}
}
Ok(())
}
/// Iterate through all instances of the provided dynamic scenes and update those immediately.
///
/// Useful for updating already spawned scene instances after their corresponding dynamic scene
/// has been modified.
pub fn update_spawned_dynamic_scenes(
&mut self,
world: &mut World,
@ -306,8 +352,11 @@ impl SceneSpawner {
/// Immediately despawns all scenes scheduled for despawn by despawning their instances.
pub fn despawn_queued_scenes(&mut self, world: &mut World) -> Result<(), SceneSpawnError> {
let scenes_to_despawn = core::mem::take(&mut self.scenes_to_despawn);
for scene_handle in scenes_to_despawn {
self.despawn_sync(world, scene_handle)?;
}
let scenes_to_despawn = core::mem::take(&mut self.dynamic_scenes_to_despawn);
for scene_handle in scenes_to_despawn {
self.despawn_dynamic_sync(world, scene_handle)?;
}
@ -362,6 +411,8 @@ impl SceneSpawner {
Ok(_) => {
self.spawned_instances
.insert(instance_id, InstanceInfo { entity_map });
let spawned = self.spawned_scenes.entry(scene_handle.id()).or_default();
spawned.insert(instance_id);
// Scenes with parents need more setup before they are ready.
// See `set_scene_instance_parent_sync()`.
@ -471,13 +522,25 @@ pub fn scene_spawner_system(world: &mut World) {
.scenes_to_spawn
.retain(|(_, instance, _)| !dead_instances.contains(instance));
let scene_asset_events = world.resource::<Events<AssetEvent<DynamicScene>>>();
let mut updated_spawned_dynamic_scenes = Vec::new();
let scene_asset_events = world.resource::<Events<AssetEvent<Scene>>>();
let dynamic_scene_asset_events = world.resource::<Events<AssetEvent<DynamicScene>>>();
let scene_spawner = &mut *scene_spawner;
let mut updated_spawned_scenes = Vec::new();
for event in scene_spawner
.scene_asset_event_reader
.read(scene_asset_events)
{
if let AssetEvent::Modified { id } = event {
if scene_spawner.spawned_scenes.contains_key(id) {
updated_spawned_scenes.push(*id);
}
}
}
let mut updated_spawned_dynamic_scenes = Vec::new();
for event in scene_spawner
.dynamic_scene_asset_event_reader
.read(scene_asset_events)
.read(dynamic_scene_asset_events)
{
if let AssetEvent::Modified { id } = event {
if scene_spawner.spawned_dynamic_scenes.contains_key(id) {
@ -491,6 +554,9 @@ pub fn scene_spawner_system(world: &mut World) {
scene_spawner
.spawn_queued_scenes(world)
.unwrap_or_else(|err| panic!("{}", err));
scene_spawner
.update_spawned_scenes(world, &updated_spawned_scenes)
.unwrap();
scene_spawner
.update_spawned_dynamic_scenes(world, &updated_spawned_dynamic_scenes)
.unwrap();