use crate::{ron, DynamicSceneBuilder, Scene, SceneSpawnError}; use bevy_ecs::{ entity::Entity, reflect::{AppTypeRegistry, ReflectComponent, ReflectMapEntities}, world::World, }; use bevy_reflect::{Reflect, TypePath, TypeRegistryArc}; use bevy_utils::{EntityHashMap, HashMap}; use std::any::TypeId; #[cfg(feature = "serialize")] use crate::serde::SceneSerializer; use bevy_asset::Asset; use bevy_ecs::reflect::ReflectResource; #[cfg(feature = "serialize")] use serde::Serialize; /// A collection of serializable resources and dynamic entities. /// /// Each dynamic entity in the collection contains its own run-time defined set of components. /// To spawn a dynamic scene, you can use either: /// * [`SceneSpawner::spawn_dynamic`](crate::SceneSpawner::spawn_dynamic) /// * adding the [`DynamicSceneBundle`](crate::DynamicSceneBundle) to an entity /// * adding the [`Handle`](bevy_asset::Handle) to an entity (the scene will only be /// visible if the entity already has [`Transform`](bevy_transform::components::Transform) and /// [`GlobalTransform`](bevy_transform::components::GlobalTransform) components) /// * using the [`DynamicSceneBuilder`] to construct a `DynamicScene` from `World`. #[derive(Asset, TypePath, Default)] pub struct DynamicScene { /// Resources stored in the dynamic scene. pub resources: Vec>, /// Entities contained in the dynamic scene. pub entities: Vec, } /// A reflection-powered serializable representation of an entity and its components. pub struct DynamicEntity { /// The identifier of the entity, unique within a scene (and the world it may have been generated from). /// /// Components that reference this entity must consistently use this identifier. pub entity: Entity, /// A vector of boxed components that belong to the given entity and /// implement the [`Reflect`] trait. pub components: Vec>, } impl DynamicScene { /// Create a new dynamic scene from a given scene. pub fn from_scene(scene: &Scene) -> Self { Self::from_world(&scene.world) } /// Create a new dynamic scene from a given world. pub fn from_world(world: &World) -> Self { DynamicSceneBuilder::from_world(world) .extract_entities(world.iter_entities().map(|entity| entity.id())) .extract_resources() .build() } /// Write the resources, the dynamic entities, and their corresponding components to the given world. /// /// This method will return a [`SceneSpawnError`] if a type either is not registered /// in the provided [`AppTypeRegistry`] resource, or doesn't reflect the /// [`Component`](bevy_ecs::component::Component) or [`Resource`](bevy_ecs::prelude::Resource) trait. pub fn write_to_world_with( &self, world: &mut World, entity_map: &mut EntityHashMap, type_registry: &AppTypeRegistry, ) -> Result<(), SceneSpawnError> { let type_registry = type_registry.read(); for resource in &self.resources { let type_info = resource.get_represented_type_info().ok_or_else(|| { SceneSpawnError::NoRepresentedType { type_path: resource.reflect_type_path().to_string(), } })?; let registration = type_registry.get(type_info.type_id()).ok_or_else(|| { SceneSpawnError::UnregisteredButReflectedType { type_path: type_info.type_path().to_string(), } })?; let reflect_resource = registration.data::().ok_or_else(|| { SceneSpawnError::UnregisteredResource { type_path: type_info.type_path().to_string(), } })?; // If the world already contains an instance of the given resource // just apply the (possibly) new value, otherwise insert the resource reflect_resource.apply_or_insert(world, &**resource); } // For each component types that reference other entities, we keep track // of which entities in the scene use that component. // This is so we can update the scene-internal references to references // of the actual entities in the world. let mut scene_mappings: HashMap> = HashMap::default(); for scene_entity in &self.entities { // Fetch the entity with the given entity id from the `entity_map` // or spawn a new entity with a transiently unique id if there is // no corresponding entry. let entity = *entity_map .entry(scene_entity.entity) .or_insert_with(|| world.spawn_empty().id()); let entity_mut = &mut world.entity_mut(entity); // Apply/ add each component to the given entity. for component in &scene_entity.components { let type_info = component.get_represented_type_info().ok_or_else(|| { SceneSpawnError::NoRepresentedType { type_path: component.reflect_type_path().to_string(), } })?; let registration = type_registry.get(type_info.type_id()).ok_or_else(|| { SceneSpawnError::UnregisteredButReflectedType { type_path: type_info.type_path().to_string(), } })?; let reflect_component = registration.data::().ok_or_else(|| { SceneSpawnError::UnregisteredComponent { type_path: type_info.type_path().to_string(), } })?; // If this component references entities in the scene, track it // so we can update it to the entity in the world. if registration.data::().is_some() { scene_mappings .entry(registration.type_id()) .or_insert(Vec::new()) .push(entity); } // If the entity already has the given component attached, // just apply the (possibly) new value, otherwise add the // component to the entity. reflect_component.apply_or_insert(entity_mut, &**component); } } // Updates references to entities in the scene to entities in the world for (type_id, entities) in scene_mappings.into_iter() { let registration = type_registry.get(type_id).expect( "we should be getting TypeId from this TypeRegistration in the first place", ); if let Some(map_entities_reflect) = registration.data::() { map_entities_reflect.map_entities(world, entity_map, &entities); } } Ok(()) } /// Write the resources, the dynamic entities, and their corresponding components to the given world. /// /// This method will return a [`SceneSpawnError`] if a type either is not registered /// in the world's [`AppTypeRegistry`] resource, or doesn't reflect the /// [`Component`](bevy_ecs::component::Component) trait. pub fn write_to_world( &self, world: &mut World, entity_map: &mut EntityHashMap, ) -> Result<(), SceneSpawnError> { let registry = world.resource::().clone(); self.write_to_world_with(world, entity_map, ®istry) } // TODO: move to AssetSaver when it is implemented /// Serialize this dynamic scene into rust object notation (ron). #[cfg(feature = "serialize")] pub fn serialize_ron(&self, registry: &TypeRegistryArc) -> Result { serialize_ron(SceneSerializer::new(self, registry)) } } /// Serialize a given Rust data structure into rust object notation (ron). #[cfg(feature = "serialize")] pub fn serialize_ron(serialize: S) -> Result where S: Serialize, { let pretty_config = ron::ser::PrettyConfig::default() .indentor(" ".to_string()) .new_line("\n".to_string()); ron::ser::to_string_pretty(&serialize, pretty_config) } #[cfg(test)] mod tests { use bevy_ecs::{reflect::AppTypeRegistry, system::Command, world::World}; use bevy_hierarchy::{Parent, PushChild}; use bevy_utils::EntityHashMap; use crate::dynamic_scene_builder::DynamicSceneBuilder; #[test] fn components_not_defined_in_scene_should_not_be_affected_by_scene_entity_map() { // Testing that scene reloading applies EntityMap correctly to MapEntities components. // First, we create a simple world with a parent and a child relationship let mut world = World::new(); world.init_resource::(); world .resource_mut::() .write() .register::(); let original_parent_entity = world.spawn_empty().id(); let original_child_entity = world.spawn_empty().id(); PushChild { parent: original_parent_entity, child: original_child_entity, } .apply(&mut world); // We then write this relationship to a new scene, and then write that scene back to the // world to create another parent and child relationship let scene = DynamicSceneBuilder::from_world(&world) .extract_entity(original_parent_entity) .extract_entity(original_child_entity) .build(); let mut entity_map = EntityHashMap::default(); scene.write_to_world(&mut world, &mut entity_map).unwrap(); let &from_scene_parent_entity = entity_map.get(&original_parent_entity).unwrap(); let &from_scene_child_entity = entity_map.get(&original_child_entity).unwrap(); // We then add the parent from the scene as a child of the original child // Hierarchy should look like: // Original Parent <- Original Child <- Scene Parent <- Scene Child PushChild { parent: original_child_entity, child: from_scene_parent_entity, } .apply(&mut world); // We then reload the scene to make sure that from_scene_parent_entity's parent component // isn't updated with the entity map, since this component isn't defined in the scene. // With bevy_hierarchy, this can cause serious errors and malformed hierarchies. scene.write_to_world(&mut world, &mut entity_map).unwrap(); assert_eq!( original_parent_entity, world .get_entity(original_child_entity) .unwrap() .get::() .unwrap() .get(), "something about reloading the scene is touching entities with the same scene Ids" ); assert_eq!( original_child_entity, world .get_entity(from_scene_parent_entity) .unwrap() .get::() .unwrap() .get(), "something about reloading the scene is touching components not defined in the scene but on entities defined in the scene" ); assert_eq!( from_scene_parent_entity, world .get_entity(from_scene_child_entity) .unwrap() .get::() .expect("something is wrong with this test, and the scene components don't have a parent/child relationship") .get(), "something is wrong with the this test or the code reloading scenes since the relationship between scene entities is broken" ); } }