use crate::{DynamicSceneBuilder, Scene, SceneSpawnError}; use anyhow::Result; use bevy_app::AppTypeRegistry; use bevy_ecs::{ entity::EntityMap, reflect::{ReflectComponent, ReflectMapEntities}, world::World, }; use bevy_reflect::{Reflect, TypeRegistryArc, TypeUuid}; #[cfg(feature = "serialize")] use crate::serde::SceneSerializer; #[cfg(feature = "serialize")] use serde::Serialize; /// A collection of serializable dynamic entities, each with 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) #[derive(Default, TypeUuid)] #[uuid = "749479b1-fb8c-4ff8-a775-623aa76014f5"] pub struct DynamicScene { pub entities: Vec, } /// A reflection-powered serializable representation of an entity and its components. pub struct DynamicEntity { /// The transiently unique identifier of a corresponding `Entity`. pub entity: u32, /// 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, type_registry: &AppTypeRegistry) -> Self { Self::from_world(&scene.world, type_registry) } /// Create a new dynamic scene from a given world. pub fn from_world(world: &World, type_registry: &AppTypeRegistry) -> Self { let mut builder = DynamicSceneBuilder::from_world_with_type_registry(world, type_registry.clone()); builder.extract_entities(world.iter_entities().map(|entity| entity.id())); builder.build() } /// Write 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) trait. pub fn write_to_world_with( &self, world: &mut World, entity_map: &mut EntityMap, type_registry: &AppTypeRegistry, ) -> Result<(), SceneSpawnError> { let type_registry = type_registry.read(); 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(bevy_ecs::entity::Entity::from_raw(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 registration = type_registry .get_with_name(component.type_name()) .ok_or_else(|| SceneSpawnError::UnregisteredType { type_name: component.type_name().to_string(), })?; let reflect_component = registration.data::().ok_or_else(|| { SceneSpawnError::UnregisteredComponent { type_name: component.type_name().to_string(), } })?; // 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); } } for registration in type_registry.iter() { if let Some(map_entities_reflect) = registration.data::() { map_entities_reflect .map_entities(world, entity_map) .unwrap(); } } Ok(()) } /// Write 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 EntityMap, ) -> 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) }