bevy/crates/bevy_scene/src/dynamic_scene_builder.rs
Kanabenki 569e2ac80f
Make builder types take and return Self (#10001)
# 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();
```
2023-10-09 19:46:17 +00:00

657 lines
22 KiB
Rust

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