 569e2ac80f
			
		
	
	
		569e2ac80f
		
			
		
	
	
	
	
		
			
			# 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(); ```
		
			
				
	
	
		
			277 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			277 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use crate::{DynamicSceneBuilder, Scene, SceneSpawnError};
 | |
| use bevy_ecs::{
 | |
|     entity::Entity,
 | |
|     reflect::{AppTypeRegistry, ReflectComponent, ReflectMapEntities},
 | |
|     world::World,
 | |
| };
 | |
| use bevy_reflect::{Reflect, TypePath, TypeRegistryArc};
 | |
| use bevy_utils::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<DynamicScene>`](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(Asset, TypePath, Default)]
 | |
| pub struct DynamicScene {
 | |
|     /// Resources stored in the dynamic scene.
 | |
|     pub resources: Vec<Box<dyn Reflect>>,
 | |
|     /// Entities contained in the dynamic scene.
 | |
|     pub entities: Vec<DynamicEntity>,
 | |
| }
 | |
| 
 | |
| /// 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<Box<dyn Reflect>>,
 | |
| }
 | |
| 
 | |
| 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 HashMap<Entity, Entity>,
 | |
|         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::<ReflectResource>().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<TypeId, Vec<Entity>> = 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::<ReflectComponent>().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::<ReflectMapEntities>().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::<ReflectMapEntities>() {
 | |
|                 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 HashMap<Entity, Entity>,
 | |
|     ) -> Result<(), SceneSpawnError> {
 | |
|         let registry = world.resource::<AppTypeRegistry>().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<String, ron::Error> {
 | |
|         serialize_ron(SceneSerializer::new(self, registry))
 | |
|     }
 | |
| }
 | |
| 
 | |
| /// Serialize a given Rust data structure into rust object notation (ron).
 | |
| #[cfg(feature = "serialize")]
 | |
| pub fn serialize_ron<S>(serialize: S) -> Result<String, ron::Error>
 | |
| 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::{AddChild, Parent};
 | |
|     use bevy_utils::HashMap;
 | |
| 
 | |
|     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::<AppTypeRegistry>();
 | |
|         world
 | |
|             .resource_mut::<AppTypeRegistry>()
 | |
|             .write()
 | |
|             .register::<Parent>();
 | |
|         let original_parent_entity = world.spawn_empty().id();
 | |
|         let original_child_entity = world.spawn_empty().id();
 | |
|         AddChild {
 | |
|             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 = HashMap::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
 | |
|         AddChild {
 | |
|             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::<Parent>()
 | |
|                 .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::<Parent>()
 | |
|                 .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::<Parent>()
 | |
|                 .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"
 | |
|         );
 | |
|     }
 | |
| }
 |