Replace internal uses of insert_or_spawn_batch
(#18035)
## Objective `insert_or_spawn_batch` is due to be deprecated eventually (#15704), and removing uses internally will make that easier. ## Solution Replaced internal uses of `insert_or_spawn_batch` with `try_insert_batch` (non-panicking variant because `insert_or_spawn_batch` didn't panic). All of the internal uses are in rendering code. Since retained rendering was meant to get rid non-opaque entity IDs, I assume the code was just using `insert_or_spawn_batch` because `insert_batch` didn't exist and not because it actually wanted to spawn something. However, I am *not* confident in my ability to judge rendering code.
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@ -347,7 +347,7 @@ pub fn extract_lights(
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));
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}
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*previous_point_lights_len = point_lights_values.len();
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commands.insert_or_spawn_batch(point_lights_values);
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commands.try_insert_batch(point_lights_values);
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let mut spot_lights_values = Vec::with_capacity(*previous_spot_lights_len);
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for entity in global_point_lights.iter().copied() {
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@ -410,7 +410,7 @@ pub fn extract_lights(
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}
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}
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*previous_spot_lights_len = spot_lights_values.len();
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commands.insert_or_spawn_batch(spot_lights_values);
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commands.try_insert_batch(spot_lights_values);
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for (
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main_entity,
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@ -167,7 +167,7 @@ fn apply_wireframe_material(
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let material = get_wireframe_material(maybe_color, &mut materials, &global_material);
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material_to_spawn.push((e, MeshMaterial3d(material)));
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}
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commands.insert_or_spawn_batch(material_to_spawn);
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commands.try_insert_batch(material_to_spawn);
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}
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type WireframeFilter = (With<Mesh3d>, Without<Wireframe>, Without<NoWireframe>);
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@ -195,7 +195,7 @@ fn apply_global_wireframe_material(
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// This makes it easy to detect which mesh is using the global material and which ones are user specified
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material_to_spawn.push((e, MeshMaterial3d(material)));
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}
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commands.insert_or_spawn_batch(material_to_spawn);
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commands.try_insert_batch(material_to_spawn);
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} else {
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for e in &meshes_with_global_material {
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commands
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@ -154,7 +154,7 @@ fn prepare_uniform_components<C>(
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)
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})
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.collect::<Vec<_>>();
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commands.insert_or_spawn_batch(entities);
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commands.try_insert_batch(entities);
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}
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/// This plugin extracts the components into the render world for synced entities.
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@ -212,7 +212,7 @@ fn extract_components<C: ExtractComponent>(
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}
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}
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*previous_len = values.len();
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commands.insert_or_spawn_batch(values);
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commands.try_insert_batch(values);
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}
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/// This system extracts all components of the corresponding [`ExtractComponent`], for entities that are visible and synced via [`crate::sync_world::SyncToRenderWorld`].
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@ -232,5 +232,5 @@ fn extract_visible_components<C: ExtractComponent>(
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}
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}
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*previous_len = values.len();
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commands.insert_or_spawn_batch(values);
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commands.try_insert_batch(values);
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}
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@ -53,7 +53,7 @@ fn prepare_gpu_component_array_buffers<C: Component + GpuArrayBufferable>(
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.iter()
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.map(|(entity, component)| (entity, gpu_array_buffer.push(component.clone())))
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.collect::<Vec<_>>();
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commands.insert_or_spawn_batch(entities);
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commands.try_insert_batch(entities);
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gpu_array_buffer.write_buffer(&render_device, &render_queue);
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}
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@ -180,7 +180,7 @@ fn apply_wireframe_material(
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};
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wireframes_to_spawn.push((e, MeshMaterial2d(material)));
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}
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commands.insert_or_spawn_batch(wireframes_to_spawn);
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commands.try_insert_batch(wireframes_to_spawn);
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}
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type Wireframe2dFilter = (With<Mesh2d>, Without<Wireframe2d>, Without<NoWireframe2d>);
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@ -209,7 +209,7 @@ fn apply_global_wireframe_material(
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// This makes it easy to detect which mesh is using the global material and which ones are user specified
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material_to_spawn.push((e, MeshMaterial2d(global_material.handle.clone())));
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}
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commands.insert_or_spawn_batch(material_to_spawn);
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commands.try_insert_batch(material_to_spawn);
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} else {
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for e in &meshes_with_global_material {
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commands
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@ -526,7 +526,7 @@ pub fn prepare_shadows(
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ui_meta.vertices.write_buffer(&render_device, &render_queue);
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ui_meta.indices.write_buffer(&render_device, &render_queue);
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*previous_len = batches.len();
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commands.insert_or_spawn_batch(batches);
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commands.try_insert_batch(batches);
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}
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extracted_shadows.box_shadows.clear();
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}
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@ -1389,7 +1389,7 @@ pub fn prepare_uinodes(
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ui_meta.vertices.write_buffer(&render_device, &render_queue);
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ui_meta.indices.write_buffer(&render_device, &render_queue);
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*previous_len = batches.len();
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commands.insert_or_spawn_batch(batches);
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commands.try_insert_batch(batches);
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}
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extracted_uinodes.clear();
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}
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@ -578,7 +578,7 @@ pub fn prepare_uimaterial_nodes<M: UiMaterial>(
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}
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ui_meta.vertices.write_buffer(&render_device, &render_queue);
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*previous_len = batches.len();
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commands.insert_or_spawn_batch(batches);
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commands.try_insert_batch(batches);
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}
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extracted_uinodes.uinodes.clear();
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}
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@ -649,7 +649,7 @@ pub fn prepare_ui_slices(
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ui_meta.vertices.write_buffer(&render_device, &render_queue);
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ui_meta.indices.write_buffer(&render_device, &render_queue);
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*previous_len = batches.len();
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commands.insert_or_spawn_batch(batches);
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commands.try_insert_batch(batches);
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}
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extracted_slices.slices.clear();
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}
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@ -357,7 +357,7 @@ pub fn extract_colored_mesh2d(
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);
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}
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*previous_len = values.len();
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commands.insert_or_spawn_batch(values);
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commands.try_insert_batch(values);
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}
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/// Queue the 2d meshes marked with [`ColoredMesh2d`] using our custom pipeline and draw function
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