
# Objective Closes #9955. Use the same interface for all "pure" builder types: taking and returning `Self` (and not `&mut Self`). ## Solution Changed `DynamicSceneBuilder`, `SceneFilter` and `TableBuilder` to take and return `Self`. ## Changelog ### Changed - `DynamicSceneBuilder` and `SceneBuilder` methods in `bevy_ecs` now take and return `Self`. ## Migration guide When using `bevy_ecs::DynamicSceneBuilder` and `bevy_ecs::SceneBuilder`, instead of binding the builder to a variable, directly use it. Methods on those types now consume `Self`, so you will need to re-bind the builder if you don't `build` it immediately. Before: ```rust let mut scene_builder = DynamicSceneBuilder::from_world(&world); let scene = scene_builder.extract_entity(a).extract_entity(b).build(); ``` After: ```rust let scene = DynamicSceneBuilder::from_world(&world) .extract_entity(a) .extract_entity(b) .build(); ```
657 lines
22 KiB
Rust
657 lines
22 KiB
Rust
use crate::{DynamicEntity, DynamicScene, SceneFilter};
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use bevy_ecs::component::{Component, ComponentId};
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use bevy_ecs::system::Resource;
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use bevy_ecs::{
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prelude::Entity,
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reflect::{AppTypeRegistry, ReflectComponent, ReflectResource},
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world::World,
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};
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use bevy_reflect::Reflect;
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use bevy_utils::default;
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use std::collections::BTreeMap;
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/// A [`DynamicScene`] builder, used to build a scene from a [`World`] by extracting some entities and resources.
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///
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/// # Component Extraction
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///
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/// By default, all components registered with [`ReflectComponent`] type data in a world's [`AppTypeRegistry`] will be extracted.
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/// (this type data is added automatically during registration if [`Reflect`] is derived with the `#[reflect(Component)]` attribute).
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/// This can be changed by [specifying a filter](DynamicSceneBuilder::with_filter) or by explicitly
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/// [allowing](DynamicSceneBuilder::allow)/[denying](DynamicSceneBuilder::deny) certain components.
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///
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/// Extraction happens immediately and uses the filter as it exists during the time of extraction.
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///
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/// # Resource Extraction
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///
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/// By default, all resources registered with [`ReflectResource`] type data in a world's [`AppTypeRegistry`] will be extracted.
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/// (this type data is added automatically during registration if [`Reflect`] is derived with the `#[reflect(Resource)]` attribute).
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/// This can be changed by [specifying a filter](DynamicSceneBuilder::with_resource_filter) or by explicitly
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/// [allowing](DynamicSceneBuilder::allow_resource)/[denying](DynamicSceneBuilder::deny_resource) certain resources.
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///
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/// Extraction happens immediately and uses the filter as it exists during the time of extraction.
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///
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/// # Entity Order
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///
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/// Extracted entities will always be stored in ascending order based on their [index](Entity::index).
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/// This means that inserting `Entity(1v0)` then `Entity(0v0)` will always result in the entities
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/// being ordered as `[Entity(0v0), Entity(1v0)]`.
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///
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/// # Example
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/// ```
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/// # use bevy_scene::DynamicSceneBuilder;
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/// # use bevy_ecs::reflect::AppTypeRegistry;
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/// # use bevy_ecs::{
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/// # component::Component, prelude::Entity, query::With, reflect::ReflectComponent, world::World,
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/// # };
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/// # use bevy_reflect::Reflect;
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/// # #[derive(Component, Reflect, Default, Eq, PartialEq, Debug)]
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/// # #[reflect(Component)]
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/// # struct ComponentA;
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/// # let mut world = World::default();
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/// # world.init_resource::<AppTypeRegistry>();
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/// # let entity = world.spawn(ComponentA).id();
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/// let dynamic_scene = DynamicSceneBuilder::from_world(&world).extract_entity(entity).build();
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/// ```
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pub struct DynamicSceneBuilder<'w> {
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extracted_resources: BTreeMap<ComponentId, Box<dyn Reflect>>,
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extracted_scene: BTreeMap<Entity, DynamicEntity>,
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component_filter: SceneFilter,
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resource_filter: SceneFilter,
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original_world: &'w World,
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}
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impl<'w> DynamicSceneBuilder<'w> {
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/// Prepare a builder that will extract entities and their component from the given [`World`].
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pub fn from_world(world: &'w World) -> Self {
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Self {
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extracted_resources: default(),
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extracted_scene: default(),
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component_filter: SceneFilter::default(),
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resource_filter: SceneFilter::default(),
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original_world: world,
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}
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}
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/// Specify a custom component [`SceneFilter`] to be used with this builder.
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#[must_use]
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pub fn with_filter(mut self, filter: SceneFilter) -> Self {
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self.component_filter = filter;
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self
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}
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/// Specify a custom resource [`SceneFilter`] to be used with this builder.
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#[must_use]
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pub fn with_resource_filter(mut self, filter: SceneFilter) -> Self {
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self.resource_filter = filter;
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self
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}
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/// Allows the given component type, `T`, to be included in the generated scene.
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///
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/// This method may be called multiple times for any number of components.
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///
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/// This is the inverse of [`deny`](Self::deny).
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/// If `T` has already been denied, then it will be removed from the denylist.
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#[must_use]
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pub fn allow<T: Component>(mut self) -> Self {
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self.component_filter = self.component_filter.allow::<T>();
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self
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}
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/// Denies the given component type, `T`, from being included in the generated scene.
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///
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/// This method may be called multiple times for any number of components.
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///
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/// This is the inverse of [`allow`](Self::allow).
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/// If `T` has already been allowed, then it will be removed from the allowlist.
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#[must_use]
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pub fn deny<T: Component>(mut self) -> Self {
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self.component_filter = self.component_filter.deny::<T>();
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self
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}
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/// Updates the filter to allow all component types.
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///
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/// This is useful for resetting the filter so that types may be selectively [denied].
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///
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/// [denied]: Self::deny
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#[must_use]
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pub fn allow_all(mut self) -> Self {
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self.component_filter = SceneFilter::allow_all();
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self
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}
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/// Updates the filter to deny all component types.
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///
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/// This is useful for resetting the filter so that types may be selectively [allowed].
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///
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/// [allowed]: Self::allow
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#[must_use]
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pub fn deny_all(mut self) -> Self {
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self.component_filter = SceneFilter::deny_all();
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self
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}
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/// Allows the given resource type, `T`, to be included in the generated scene.
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///
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/// This method may be called multiple times for any number of resources.
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///
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/// This is the inverse of [`deny_resource`](Self::deny_resource).
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/// If `T` has already been denied, then it will be removed from the denylist.
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#[must_use]
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pub fn allow_resource<T: Resource>(mut self) -> Self {
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self.resource_filter = self.resource_filter.allow::<T>();
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self
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}
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/// Denies the given resource type, `T`, from being included in the generated scene.
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///
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/// This method may be called multiple times for any number of resources.
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///
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/// This is the inverse of [`allow_resource`](Self::allow_resource).
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/// If `T` has already been allowed, then it will be removed from the allowlist.
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#[must_use]
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pub fn deny_resource<T: Resource>(mut self) -> Self {
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self.resource_filter = self.resource_filter.deny::<T>();
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self
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}
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/// Updates the filter to allow all resource types.
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///
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/// This is useful for resetting the filter so that types may be selectively [denied].
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///
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/// [denied]: Self::deny_resource
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#[must_use]
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pub fn allow_all_resources(mut self) -> Self {
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self.resource_filter = SceneFilter::allow_all();
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self
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}
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/// Updates the filter to deny all resource types.
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///
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/// This is useful for resetting the filter so that types may be selectively [allowed].
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///
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/// [allowed]: Self::allow_resource
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#[must_use]
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pub fn deny_all_resources(mut self) -> Self {
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self.resource_filter = SceneFilter::deny_all();
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self
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}
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/// Consume the builder, producing a [`DynamicScene`].
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///
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/// To make sure the dynamic scene doesn't contain entities without any components, call
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/// [`Self::remove_empty_entities`] before building the scene.
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#[must_use]
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pub fn build(self) -> DynamicScene {
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DynamicScene {
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resources: self.extracted_resources.into_values().collect(),
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entities: self.extracted_scene.into_values().collect(),
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}
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}
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/// Extract one entity from the builder's [`World`].
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///
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/// Re-extracting an entity that was already extracted will have no effect.
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#[must_use]
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pub fn extract_entity(self, entity: Entity) -> Self {
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self.extract_entities(std::iter::once(entity))
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}
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/// Despawns all entities with no components.
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///
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/// These were likely created because none of their components were present in the provided type registry upon extraction.
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#[must_use]
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pub fn remove_empty_entities(mut self) -> Self {
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self.extracted_scene
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.retain(|_, entity| !entity.components.is_empty());
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self
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}
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/// Extract entities from the builder's [`World`].
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///
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/// Re-extracting an entity that was already extracted will have no effect.
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///
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/// To control which components are extracted, use the [`allow`] or
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/// [`deny`] helper methods.
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///
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/// This method may be used to extract entities from a query:
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/// ```
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/// # use bevy_scene::DynamicSceneBuilder;
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/// # use bevy_ecs::reflect::AppTypeRegistry;
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/// # use bevy_ecs::{
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/// # component::Component, prelude::Entity, query::With, reflect::ReflectComponent, world::World,
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/// # };
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/// # use bevy_reflect::Reflect;
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/// #[derive(Component, Default, Reflect)]
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/// #[reflect(Component)]
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/// struct MyComponent;
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///
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/// # let mut world = World::default();
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/// # world.init_resource::<AppTypeRegistry>();
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/// # let _entity = world.spawn(MyComponent).id();
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/// let mut query = world.query_filtered::<Entity, With<MyComponent>>();
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///
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/// let scene = DynamicSceneBuilder::from_world(&world)
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/// .extract_entities(query.iter(&world))
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/// .build();
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/// ```
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///
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/// Note that components extracted from queried entities must still pass through the filter if one is set.
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///
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/// [`allow`]: Self::allow
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/// [`deny`]: Self::deny
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#[must_use]
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pub fn extract_entities(mut self, entities: impl Iterator<Item = Entity>) -> Self {
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let type_registry = self.original_world.resource::<AppTypeRegistry>().read();
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for entity in entities {
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if self.extracted_scene.contains_key(&entity) {
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continue;
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}
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let mut entry = DynamicEntity {
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entity,
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components: Vec::new(),
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};
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let original_entity = self.original_world.entity(entity);
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for component_id in original_entity.archetype().components() {
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let mut extract_and_push = || {
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let type_id = self
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.original_world
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.components()
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.get_info(component_id)?
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.type_id()?;
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let is_denied = self.component_filter.is_denied_by_id(type_id);
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if is_denied {
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// Component is either in the denylist or _not_ in the allowlist
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return None;
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}
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let component = type_registry
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.get(type_id)?
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.data::<ReflectComponent>()?
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.reflect(original_entity)?;
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entry.components.push(component.clone_value());
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Some(())
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};
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extract_and_push();
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}
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self.extracted_scene.insert(entity, entry);
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}
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self
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}
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/// Extract resources from the builder's [`World`].
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///
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/// Re-extracting a resource that was already extracted will have no effect.
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///
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/// To control which resources are extracted, use the [`allow_resource`] or
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/// [`deny_resource`] helper methods.
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///
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/// ```
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/// # use bevy_scene::DynamicSceneBuilder;
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/// # use bevy_ecs::reflect::AppTypeRegistry;
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/// # use bevy_ecs::prelude::{ReflectResource, Resource, World};
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/// # use bevy_reflect::Reflect;
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/// #[derive(Resource, Default, Reflect)]
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/// #[reflect(Resource)]
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/// struct MyResource;
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///
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/// # let mut world = World::default();
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/// # world.init_resource::<AppTypeRegistry>();
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/// world.insert_resource(MyResource);
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///
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/// let mut builder = DynamicSceneBuilder::from_world(&world).extract_resources();
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/// let scene = builder.build();
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/// ```
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///
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/// [`allow_resource`]: Self::allow_resource
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/// [`deny_resource`]: Self::deny_resource
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#[must_use]
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pub fn extract_resources(mut self) -> Self {
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let type_registry = self.original_world.resource::<AppTypeRegistry>().read();
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for (component_id, _) in self.original_world.storages().resources.iter() {
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let mut extract_and_push = || {
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let type_id = self
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.original_world
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.components()
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.get_info(component_id)?
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.type_id()?;
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let is_denied = self.resource_filter.is_denied_by_id(type_id);
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if is_denied {
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// Resource is either in the denylist or _not_ in the allowlist
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return None;
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}
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let resource = type_registry
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.get(type_id)?
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.data::<ReflectResource>()?
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.reflect(self.original_world)?;
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self.extracted_resources
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.insert(component_id, resource.clone_value());
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Some(())
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};
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extract_and_push();
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}
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drop(type_registry);
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self
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}
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}
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#[cfg(test)]
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mod tests {
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use bevy_ecs::{
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component::Component, prelude::Entity, prelude::Resource, query::With,
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reflect::AppTypeRegistry, reflect::ReflectComponent, reflect::ReflectResource,
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world::World,
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};
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use bevy_reflect::Reflect;
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use super::DynamicSceneBuilder;
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#[derive(Component, Reflect, Default, Eq, PartialEq, Debug)]
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#[reflect(Component)]
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struct ComponentA;
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#[derive(Component, Reflect, Default, Eq, PartialEq, Debug)]
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#[reflect(Component)]
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struct ComponentB;
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#[derive(Resource, Reflect, Default, Eq, PartialEq, Debug)]
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#[reflect(Resource)]
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struct ResourceA;
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#[derive(Resource, Reflect, Default, Eq, PartialEq, Debug)]
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#[reflect(Resource)]
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struct ResourceB;
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#[test]
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fn extract_one_entity() {
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let mut world = World::default();
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let atr = AppTypeRegistry::default();
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atr.write().register::<ComponentA>();
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world.insert_resource(atr);
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let entity = world.spawn((ComponentA, ComponentB)).id();
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let scene = DynamicSceneBuilder::from_world(&world)
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.extract_entity(entity)
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.build();
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assert_eq!(scene.entities.len(), 1);
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assert_eq!(scene.entities[0].entity, entity);
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assert_eq!(scene.entities[0].components.len(), 1);
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assert!(scene.entities[0].components[0].represents::<ComponentA>());
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}
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#[test]
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fn extract_one_entity_twice() {
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let mut world = World::default();
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let atr = AppTypeRegistry::default();
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atr.write().register::<ComponentA>();
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world.insert_resource(atr);
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let entity = world.spawn((ComponentA, ComponentB)).id();
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let scene = DynamicSceneBuilder::from_world(&world)
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.extract_entity(entity)
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.extract_entity(entity)
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.build();
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assert_eq!(scene.entities.len(), 1);
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assert_eq!(scene.entities[0].entity, entity);
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assert_eq!(scene.entities[0].components.len(), 1);
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assert!(scene.entities[0].components[0].represents::<ComponentA>());
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}
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#[test]
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fn extract_one_entity_two_components() {
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let mut world = World::default();
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let atr = AppTypeRegistry::default();
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{
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let mut register = atr.write();
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register.register::<ComponentA>();
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register.register::<ComponentB>();
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}
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world.insert_resource(atr);
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let entity = world.spawn((ComponentA, ComponentB)).id();
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let scene = DynamicSceneBuilder::from_world(&world)
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.extract_entity(entity)
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.build();
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assert_eq!(scene.entities.len(), 1);
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assert_eq!(scene.entities[0].entity, entity);
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assert_eq!(scene.entities[0].components.len(), 2);
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assert!(scene.entities[0].components[0].represents::<ComponentA>());
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assert!(scene.entities[0].components[1].represents::<ComponentB>());
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}
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#[test]
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fn extract_entity_order() {
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let mut world = World::default();
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world.init_resource::<AppTypeRegistry>();
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// Spawn entities in order
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let entity_a = world.spawn_empty().id();
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let entity_b = world.spawn_empty().id();
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let entity_c = world.spawn_empty().id();
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let entity_d = world.spawn_empty().id();
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// Insert entities out of order
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let builder = DynamicSceneBuilder::from_world(&world)
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.extract_entity(entity_b)
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.extract_entities([entity_d, entity_a].into_iter())
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.extract_entity(entity_c);
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let mut entities = builder.build().entities.into_iter();
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// Assert entities are ordered
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assert_eq!(entity_a, entities.next().map(|e| e.entity).unwrap());
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assert_eq!(entity_b, entities.next().map(|e| e.entity).unwrap());
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assert_eq!(entity_c, entities.next().map(|e| e.entity).unwrap());
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assert_eq!(entity_d, entities.next().map(|e| e.entity).unwrap());
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}
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#[test]
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fn extract_query() {
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let mut world = World::default();
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let atr = AppTypeRegistry::default();
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{
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let mut register = atr.write();
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register.register::<ComponentA>();
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register.register::<ComponentB>();
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}
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world.insert_resource(atr);
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let entity_a_b = world.spawn((ComponentA, ComponentB)).id();
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let entity_a = world.spawn(ComponentA).id();
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let _entity_b = world.spawn(ComponentB).id();
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let mut query = world.query_filtered::<Entity, With<ComponentA>>();
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let scene = DynamicSceneBuilder::from_world(&world)
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.extract_entities(query.iter(&world))
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.build();
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assert_eq!(scene.entities.len(), 2);
|
|
let mut scene_entities = vec![scene.entities[0].entity, scene.entities[1].entity];
|
|
scene_entities.sort();
|
|
assert_eq!(scene_entities, [entity_a_b, entity_a]);
|
|
}
|
|
|
|
#[test]
|
|
fn remove_componentless_entity() {
|
|
let mut world = World::default();
|
|
|
|
let atr = AppTypeRegistry::default();
|
|
atr.write().register::<ComponentA>();
|
|
world.insert_resource(atr);
|
|
|
|
let entity_a = world.spawn(ComponentA).id();
|
|
let entity_b = world.spawn(ComponentB).id();
|
|
|
|
let scene = DynamicSceneBuilder::from_world(&world)
|
|
.extract_entities([entity_a, entity_b].into_iter())
|
|
.remove_empty_entities()
|
|
.build();
|
|
|
|
assert_eq!(scene.entities.len(), 1);
|
|
assert_eq!(scene.entities[0].entity, entity_a);
|
|
}
|
|
|
|
#[test]
|
|
fn extract_one_resource() {
|
|
let mut world = World::default();
|
|
|
|
let atr = AppTypeRegistry::default();
|
|
atr.write().register::<ResourceA>();
|
|
world.insert_resource(atr);
|
|
|
|
world.insert_resource(ResourceA);
|
|
|
|
let scene = DynamicSceneBuilder::from_world(&world)
|
|
.extract_resources()
|
|
.build();
|
|
|
|
assert_eq!(scene.resources.len(), 1);
|
|
assert!(scene.resources[0].represents::<ResourceA>());
|
|
}
|
|
|
|
#[test]
|
|
fn extract_one_resource_twice() {
|
|
let mut world = World::default();
|
|
|
|
let atr = AppTypeRegistry::default();
|
|
atr.write().register::<ResourceA>();
|
|
world.insert_resource(atr);
|
|
|
|
world.insert_resource(ResourceA);
|
|
|
|
let scene = DynamicSceneBuilder::from_world(&world)
|
|
.extract_resources()
|
|
.extract_resources()
|
|
.build();
|
|
|
|
assert_eq!(scene.resources.len(), 1);
|
|
assert!(scene.resources[0].represents::<ResourceA>());
|
|
}
|
|
|
|
#[test]
|
|
fn should_extract_allowed_components() {
|
|
let mut world = World::default();
|
|
|
|
let atr = AppTypeRegistry::default();
|
|
{
|
|
let mut register = atr.write();
|
|
register.register::<ComponentA>();
|
|
register.register::<ComponentB>();
|
|
}
|
|
world.insert_resource(atr);
|
|
|
|
let entity_a_b = world.spawn((ComponentA, ComponentB)).id();
|
|
let entity_a = world.spawn(ComponentA).id();
|
|
let entity_b = world.spawn(ComponentB).id();
|
|
|
|
let scene = DynamicSceneBuilder::from_world(&world)
|
|
.allow::<ComponentA>()
|
|
.extract_entities([entity_a_b, entity_a, entity_b].into_iter())
|
|
.build();
|
|
|
|
assert_eq!(scene.entities.len(), 3);
|
|
assert!(scene.entities[0].components[0].represents::<ComponentA>());
|
|
assert!(scene.entities[1].components[0].represents::<ComponentA>());
|
|
assert_eq!(scene.entities[2].components.len(), 0);
|
|
}
|
|
|
|
#[test]
|
|
fn should_not_extract_denied_components() {
|
|
let mut world = World::default();
|
|
|
|
let atr = AppTypeRegistry::default();
|
|
{
|
|
let mut register = atr.write();
|
|
register.register::<ComponentA>();
|
|
register.register::<ComponentB>();
|
|
}
|
|
world.insert_resource(atr);
|
|
|
|
let entity_a_b = world.spawn((ComponentA, ComponentB)).id();
|
|
let entity_a = world.spawn(ComponentA).id();
|
|
let entity_b = world.spawn(ComponentB).id();
|
|
|
|
let scene = DynamicSceneBuilder::from_world(&world)
|
|
.deny::<ComponentA>()
|
|
.extract_entities([entity_a_b, entity_a, entity_b].into_iter())
|
|
.build();
|
|
|
|
assert_eq!(scene.entities.len(), 3);
|
|
assert!(scene.entities[0].components[0].represents::<ComponentB>());
|
|
assert_eq!(scene.entities[1].components.len(), 0);
|
|
assert!(scene.entities[2].components[0].represents::<ComponentB>());
|
|
}
|
|
|
|
#[test]
|
|
fn should_extract_allowed_resources() {
|
|
let mut world = World::default();
|
|
|
|
let atr = AppTypeRegistry::default();
|
|
{
|
|
let mut register = atr.write();
|
|
register.register::<ResourceA>();
|
|
register.register::<ResourceB>();
|
|
}
|
|
world.insert_resource(atr);
|
|
|
|
world.insert_resource(ResourceA);
|
|
world.insert_resource(ResourceB);
|
|
|
|
let scene = DynamicSceneBuilder::from_world(&world)
|
|
.allow_resource::<ResourceA>()
|
|
.extract_resources()
|
|
.build();
|
|
|
|
assert_eq!(scene.resources.len(), 1);
|
|
assert!(scene.resources[0].represents::<ResourceA>());
|
|
}
|
|
|
|
#[test]
|
|
fn should_not_extract_denied_resources() {
|
|
let mut world = World::default();
|
|
|
|
let atr = AppTypeRegistry::default();
|
|
{
|
|
let mut register = atr.write();
|
|
register.register::<ResourceA>();
|
|
register.register::<ResourceB>();
|
|
}
|
|
world.insert_resource(atr);
|
|
|
|
world.insert_resource(ResourceA);
|
|
world.insert_resource(ResourceB);
|
|
|
|
let scene = DynamicSceneBuilder::from_world(&world)
|
|
.deny_resource::<ResourceA>()
|
|
.extract_resources()
|
|
.build();
|
|
|
|
assert_eq!(scene.resources.len(), 1);
|
|
assert!(scene.resources[0].represents::<ResourceB>());
|
|
}
|
|
}
|