 8a8293b266
			
		
	
	
		8a8293b266
		
	
	
	
	
		
			
			# Objective - Rename `Entity::new(id: u32)` to `Entity::from_raw(id: u32)`. - Add further documentation. - fixes #3108 ## Solution - Renamed `Entity::new(id: u32)` to `Entity::from_raw(id: u32)`. - Docs extended. I derived the examples from the discussion of issue #3108 . The [first case](https://github.com/bevyengine/bevy/issues/3108#issuecomment-966669781) mentioned in the linked issue is quite obvious but the [second one](https://github.com/bevyengine/bevy/issues/3108#issuecomment-967093902) probably needs further explanation. Co-authored-by: r4gus <david@thesugar.de>
		
			
				
	
	
		
			153 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			153 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use crate::{serde::SceneSerializer, Scene, SceneSpawnError};
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| use anyhow::Result;
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| use bevy_ecs::{
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|     entity::EntityMap,
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|     reflect::{ReflectComponent, ReflectMapEntities},
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|     world::World,
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| };
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| use bevy_reflect::{Reflect, TypeRegistryArc, TypeUuid};
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| use serde::Serialize;
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| 
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| /// A collection of serializable dynamic entities, each with its own run-time defined set of components.
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| #[derive(Default, TypeUuid)]
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| #[uuid = "749479b1-fb8c-4ff8-a775-623aa76014f5"]
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| pub struct DynamicScene {
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|     pub entities: Vec<DynamicEntity>,
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| }
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| 
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| /// A reflection-powered serializable representation of an entity and its components.
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| pub struct DynamicEntity {
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|     /// The transiently unique identifier of a corresponding `Entity`.
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|     pub entity: u32,
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|     /// A vector of boxed components that belong to the given entity and
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|     /// implement the `Reflect` trait.
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|     pub components: Vec<Box<dyn Reflect>>,
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| }
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| 
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| impl DynamicScene {
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|     /// Create a new dynamic scene from a given scene.
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|     pub fn from_scene(scene: &Scene, type_registry: &TypeRegistryArc) -> Self {
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|         Self::from_world(&scene.world, type_registry)
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|     }
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| 
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|     /// Create a new dynamic scene from a given world.
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|     pub fn from_world(world: &World, type_registry: &TypeRegistryArc) -> Self {
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|         let mut scene = DynamicScene::default();
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|         let type_registry = type_registry.read();
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| 
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|         for archetype in world.archetypes().iter() {
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|             let entities_offset = scene.entities.len();
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| 
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|             // Create a new dynamic entity for each entity of the given archetype
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|             // and insert it into the dynamic scene.
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|             for entity in archetype.entities() {
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|                 scene.entities.push(DynamicEntity {
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|                     entity: entity.id(),
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|                     components: Vec::new(),
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|                 });
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|             }
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| 
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|             // Add each reflection-powered component to the entity it belongs to.
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|             for component_id in archetype.components() {
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|                 let reflect_component = world
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|                     .components()
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|                     .get_info(component_id)
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|                     .and_then(|info| type_registry.get(info.type_id().unwrap()))
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|                     .and_then(|registration| registration.data::<ReflectComponent>());
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|                 if let Some(reflect_component) = reflect_component {
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|                     for (i, entity) in archetype.entities().iter().enumerate() {
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|                         if let Some(component) = reflect_component.reflect_component(world, *entity)
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|                         {
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|                             scene.entities[entities_offset + i]
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|                                 .components
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|                                 .push(component.clone_value());
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|                         }
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|                     }
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|                 }
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|             }
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|         }
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| 
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|         scene
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|     }
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| 
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|     /// Write the dynamic entities and their corresponding components to the given world.
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|     ///
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|     /// This method will return a `SceneSpawnError` if either a type is not registered
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|     /// or doesn't reflect the `Component` trait.
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|     pub fn write_to_world(
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|         &self,
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|         world: &mut World,
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|         entity_map: &mut EntityMap,
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|     ) -> Result<(), SceneSpawnError> {
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|         let registry = world.get_resource::<TypeRegistryArc>().unwrap().clone();
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|         let type_registry = registry.read();
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| 
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|         for scene_entity in self.entities.iter() {
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|             // Fetch the entity with the given entity id from the `entity_map`
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|             // or spawn a new entity with a transiently unique id if there is
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|             // no corresponding entry.
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|             let entity = *entity_map
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|                 .entry(bevy_ecs::entity::Entity::from_raw(scene_entity.entity))
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|                 .or_insert_with(|| world.spawn().id());
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| 
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|             // Apply/ add each component to the given entity.
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|             for component in scene_entity.components.iter() {
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|                 let registration = type_registry
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|                     .get_with_name(component.type_name())
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|                     .ok_or_else(|| SceneSpawnError::UnregisteredType {
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|                         type_name: component.type_name().to_string(),
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|                     })?;
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|                 let reflect_component =
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|                     registration.data::<ReflectComponent>().ok_or_else(|| {
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|                         SceneSpawnError::UnregisteredComponent {
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|                             type_name: component.type_name().to_string(),
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|                         }
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|                     })?;
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| 
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|                 // If the entity already has the given component attached,
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|                 // just apply the (possibly) new value, otherwise add the
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|                 // component to the entity.
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|                 if world
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|                     .entity(entity)
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|                     .contains_type_id(registration.type_id())
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|                 {
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|                     reflect_component.apply_component(world, entity, &**component);
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|                 } else {
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|                     reflect_component.add_component(world, entity, &**component);
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|                 }
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|             }
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|         }
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| 
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|         for registration in type_registry.iter() {
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|             if let Some(map_entities_reflect) = registration.data::<ReflectMapEntities>() {
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|                 map_entities_reflect
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|                     .map_entities(world, entity_map)
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|                     .unwrap();
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|             }
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|         }
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| 
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|         Ok(())
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|     }
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| 
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|     // TODO: move to AssetSaver when it is implemented
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|     /// Serialize this dynamic scene into rust object notation (ron).
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|     pub fn serialize_ron(&self, registry: &TypeRegistryArc) -> Result<String, ron::Error> {
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|         serialize_ron(SceneSerializer::new(self, registry))
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|     }
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| }
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| 
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| /// Serialize a given Rust data structure into rust object notation (ron).
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| pub fn serialize_ron<S>(serialize: S) -> Result<String, ron::Error>
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| where
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|     S: Serialize,
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| {
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|     let pretty_config = ron::ser::PrettyConfig::default()
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|         .decimal_floats(true)
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|         .indentor("  ".to_string())
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|         .new_line("\n".to_string());
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|     let mut buf = Vec::new();
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|     let mut ron_serializer = ron::ser::Serializer::new(&mut buf, Some(pretty_config), false)?;
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|     serialize.serialize(&mut ron_serializer)?;
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|     Ok(String::from_utf8(buf).unwrap())
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| }
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