
# Objective Following the pattern established in #15593, we can reduce the API surface of `World` by providing a single function to grab both a singular entity reference, or multiple entity references. ## Solution The following functions can now also take multiple entity IDs and will return multiple entity references back: - `World::entity` - `World::get_entity` - `World::entity_mut` - `World::get_entity_mut` - `DeferredWorld::entity_mut` - `DeferredWorld::get_entity_mut` If you pass in X, you receive Y: - give a single `Entity`, receive a single `EntityRef`/`EntityWorldMut` (matches current behavior) - give a `[Entity; N]`/`&[Entity; N]` (array), receive an equally-sized `[EntityRef; N]`/`[EntityMut; N]` - give a `&[Entity]` (slice), receive a `Vec<EntityRef>`/`Vec<EntityMut>` - give a `&EntityHashSet`, receive a `EntityHashMap<EntityRef>`/`EntityHashMap<EntityMut>` Note that `EntityWorldMut` is only returned in the single-entity case, because having multiple at the same time would lead to UB. Also, `DeferredWorld` receives an `EntityMut` in the single-entity case because it does not allow structural access. ## Testing - Added doc-tests on `World::entity`, `World::entity_mut`, and `DeferredWorld::entity_mut` - Added tests for aliased mutability and entity existence --- ## Showcase <details> <summary>Click to view showcase</summary> The APIs for fetching `EntityRef`s and `EntityMut`s from the `World` have been unified. ```rust // This code will be referred to by subsequent code blocks. let world = World::new(); let e1 = world.spawn_empty().id(); let e2 = world.spawn_empty().id(); let e3 = world.spawn_empty().id(); ``` Querying for a single entity remains mostly the same: ```rust // 0.14 let eref: EntityRef = world.entity(e1); let emut: EntityWorldMut = world.entity_mut(e1); let eref: Option<EntityRef> = world.get_entity(e1); let emut: Option<EntityWorldMut> = world.get_entity_mut(e1); // 0.15 let eref: EntityRef = world.entity(e1); let emut: EntityWorldMut = world.entity_mut(e1); let eref: Result<EntityRef, Entity> = world.get_entity(e1); let emut: Result<EntityWorldMut, Entity> = world.get_entity_mut(e1); ``` Querying for multiple entities with an array has changed: ```rust // 0.14 let erefs: [EntityRef; 2] = world.many_entities([e1, e2]); let emuts: [EntityMut; 2] = world.many_entities_mut([e1, e2]); let erefs: Result<[EntityRef; 2], Entity> = world.get_many_entities([e1, e2]); let emuts: Result<[EntityMut; 2], QueryEntityError> = world.get_many_entities_mut([e1, e2]); // 0.15 let erefs: [EntityRef; 2] = world.entity([e1, e2]); let emuts: [EntityMut; 2] = world.entity_mut([e1, e2]); let erefs: Result<[EntityRef; 2], Entity> = world.get_entity([e1, e2]); let emuts: Result<[EntityMut; 2], EntityFetchError> = world.get_entity_mut([e1, e2]); ``` Querying for multiple entities with a slice has changed: ```rust let ids = vec![e1, e2, e3]); // 0.14 let erefs: Result<Vec<EntityRef>, Entity> = world.get_many_entities_dynamic(&ids[..]); let emuts: Result<Vec<EntityMut>, QueryEntityError> = world.get_many_entities_dynamic_mut(&ids[..]); // 0.15 let erefs: Result<Vec<EntityRef>, Entity> = world.get_entity(&ids[..]); let emuts: Result<Vec<EntityMut>, EntityFetchError> = world.get_entity_mut(&ids[..]); let erefs: Vec<EntityRef> = world.entity(&ids[..]); // Newly possible! let emuts: Vec<EntityMut> = world.entity_mut(&ids[..]); // Newly possible! ``` Querying for multiple entities with an `EntityHashSet` has changed: ```rust let set = EntityHashSet::from_iter([e1, e2, e3]); // 0.14 let emuts: Result<Vec<EntityMut>, QueryEntityError> = world.get_many_entities_from_set_mut(&set); // 0.15 let emuts: Result<EntityHashMap<EntityMut>, EntityFetchError> = world.get_entity_mut(&set); let erefs: Result<EntityHashMap<EntityRef>, EntityFetchError> = world.get_entity(&set); // Newly possible! let emuts: EntityHashMap<EntityMut> = world.entity_mut(&set); // Newly possible! let erefs: EntityHashMap<EntityRef> = world.entity(&set); // Newly possible! ``` </details> ## Migration Guide - `World::get_entity` now returns `Result<_, Entity>` instead of `Option<_>`. - Use `world.get_entity(..).ok()` to return to the previous behavior. - `World::get_entity_mut` and `DeferredWorld::get_entity_mut` now return `Result<_, EntityFetchError>` instead of `Option<_>`. - Use `world.get_entity_mut(..).ok()` to return to the previous behavior. - Type inference for `World::entity`, `World::entity_mut`, `World::get_entity`, `World::get_entity_mut`, `DeferredWorld::entity_mut`, and `DeferredWorld::get_entity_mut` has changed, and might now require the input argument's type to be explicitly written when inside closures. - The following functions have been deprecated, and should be replaced as such: - `World::many_entities` -> `World::entity::<[Entity; N]>` - `World::many_entities_mut` -> `World::entity_mut::<[Entity; N]>` - `World::get_many_entities` -> `World::get_entity::<[Entity; N]>` - `World::get_many_entities_dynamic` -> `World::get_entity::<&[Entity]>` - `World::get_many_entities_mut` -> `World::get_entity_mut::<[Entity; N]>` - The equivalent return type has changed from `Result<_, QueryEntityError>` to `Result<_, EntityFetchError>` - `World::get_many_entities_dynamic_mut` -> `World::get_entity_mut::<&[Entity]>1 - The equivalent return type has changed from `Result<_, QueryEntityError>` to `Result<_, EntityFetchError>` - `World::get_many_entities_from_set_mut` -> `World::get_entity_mut::<&EntityHashSet>` - The equivalent return type has changed from `Result<Vec<EntityMut>, QueryEntityError>` to `Result<EntityHashMap<EntityMut>, EntityFetchError>`. If necessary, you can still convert the `EntityHashMap` into a `Vec`.
189 lines
6.8 KiB
Rust
189 lines
6.8 KiB
Rust
#![expect(deprecated)]
|
|
|
|
use bevy_derive::{Deref, DerefMut};
|
|
use bevy_ecs::{
|
|
bundle::Bundle,
|
|
change_detection::ResMut,
|
|
entity::Entity,
|
|
prelude::{Changed, Component, Without},
|
|
system::{Commands, Query},
|
|
};
|
|
#[cfg(feature = "bevy_render")]
|
|
use bevy_render::prelude::{InheritedVisibility, ViewVisibility, Visibility};
|
|
use bevy_transform::components::{GlobalTransform, Transform};
|
|
|
|
use crate::{DynamicSceneRoot, InstanceId, SceneRoot, SceneSpawner};
|
|
|
|
/// [`InstanceId`] of a spawned scene. It can be used with the [`SceneSpawner`] to
|
|
/// interact with the spawned scene.
|
|
#[derive(Component, Deref, DerefMut)]
|
|
pub struct SceneInstance(pub(crate) InstanceId);
|
|
|
|
/// A component bundle for a [`Scene`](crate::Scene) root.
|
|
///
|
|
/// The scene from `scene` will be spawned as a child of the entity with this component.
|
|
/// Once it's spawned, the entity will have a [`SceneInstance`] component.
|
|
#[derive(Default, Bundle, Clone)]
|
|
#[deprecated(
|
|
since = "0.15.0",
|
|
note = "Use the `SceneRoot` component instead. Inserting `SceneRoot` will also insert the other components required by scenes automatically."
|
|
)]
|
|
pub struct SceneBundle {
|
|
/// Handle to the scene to spawn.
|
|
pub scene: SceneRoot,
|
|
/// Transform of the scene root entity.
|
|
pub transform: Transform,
|
|
/// Global transform of the scene root entity.
|
|
pub global_transform: GlobalTransform,
|
|
|
|
/// User-driven visibility of the scene root entity.
|
|
#[cfg(feature = "bevy_render")]
|
|
pub visibility: Visibility,
|
|
/// Inherited visibility of the scene root entity.
|
|
#[cfg(feature = "bevy_render")]
|
|
pub inherited_visibility: InheritedVisibility,
|
|
/// Algorithmically-computed visibility of the scene root entity for rendering.
|
|
#[cfg(feature = "bevy_render")]
|
|
pub view_visibility: ViewVisibility,
|
|
}
|
|
|
|
/// A component bundle for a [`DynamicScene`](crate::DynamicScene) root.
|
|
///
|
|
/// The dynamic scene from `scene` will be spawn as a child of the entity with this component.
|
|
/// Once it's spawned, the entity will have a [`SceneInstance`] component.
|
|
#[derive(Default, Bundle, Clone)]
|
|
#[deprecated(
|
|
since = "0.15.0",
|
|
note = "Use the `DynamicSceneRoot` component instead. Inserting `DynamicSceneRoot` will also insert the other components required by scenes automatically."
|
|
)]
|
|
pub struct DynamicSceneBundle {
|
|
/// Handle to the scene to spawn.
|
|
pub scene: DynamicSceneRoot,
|
|
/// Transform of the scene root entity.
|
|
pub transform: Transform,
|
|
/// Global transform of the scene root entity.
|
|
pub global_transform: GlobalTransform,
|
|
|
|
/// User-driven visibility of the scene root entity.
|
|
#[cfg(feature = "bevy_render")]
|
|
pub visibility: Visibility,
|
|
/// Inherited visibility of the scene root entity.
|
|
#[cfg(feature = "bevy_render")]
|
|
pub inherited_visibility: InheritedVisibility,
|
|
/// Algorithmically-computed visibility of the scene root entity for rendering.
|
|
#[cfg(feature = "bevy_render")]
|
|
pub view_visibility: ViewVisibility,
|
|
}
|
|
|
|
/// System that will spawn scenes from the [`SceneRoot`] and [`DynamicSceneRoot`] components.
|
|
pub fn scene_spawner(
|
|
mut commands: Commands,
|
|
mut scene_to_spawn: Query<
|
|
(Entity, &SceneRoot, Option<&mut SceneInstance>),
|
|
(Changed<SceneRoot>, Without<DynamicSceneRoot>),
|
|
>,
|
|
mut dynamic_scene_to_spawn: Query<
|
|
(Entity, &DynamicSceneRoot, Option<&mut SceneInstance>),
|
|
(Changed<DynamicSceneRoot>, Without<SceneRoot>),
|
|
>,
|
|
mut scene_spawner: ResMut<SceneSpawner>,
|
|
) {
|
|
for (entity, scene, instance) in &mut scene_to_spawn {
|
|
let new_instance = scene_spawner.spawn_as_child(scene.0.clone(), entity);
|
|
if let Some(mut old_instance) = instance {
|
|
scene_spawner.despawn_instance(**old_instance);
|
|
*old_instance = SceneInstance(new_instance);
|
|
} else {
|
|
commands.entity(entity).insert(SceneInstance(new_instance));
|
|
}
|
|
}
|
|
for (entity, dynamic_scene, instance) in &mut dynamic_scene_to_spawn {
|
|
let new_instance = scene_spawner.spawn_dynamic_as_child(dynamic_scene.0.clone(), entity);
|
|
if let Some(mut old_instance) = instance {
|
|
scene_spawner.despawn_instance(**old_instance);
|
|
*old_instance = SceneInstance(new_instance);
|
|
} else {
|
|
commands.entity(entity).insert(SceneInstance(new_instance));
|
|
}
|
|
}
|
|
}
|
|
|
|
#[cfg(test)]
|
|
mod tests {
|
|
use crate::{DynamicScene, DynamicSceneRoot, ScenePlugin, SceneSpawner};
|
|
use bevy_app::{App, ScheduleRunnerPlugin};
|
|
use bevy_asset::{AssetPlugin, Assets};
|
|
use bevy_ecs::{
|
|
component::Component,
|
|
entity::Entity,
|
|
prelude::{AppTypeRegistry, ReflectComponent, World},
|
|
};
|
|
use bevy_hierarchy::{Children, HierarchyPlugin};
|
|
use bevy_reflect::Reflect;
|
|
|
|
#[derive(Component, Reflect, Default)]
|
|
#[reflect(Component)]
|
|
struct ComponentA {
|
|
pub x: f32,
|
|
pub y: f32,
|
|
}
|
|
|
|
#[test]
|
|
fn spawn_and_delete() {
|
|
let mut app = App::new();
|
|
|
|
app.add_plugins(ScheduleRunnerPlugin::default())
|
|
.add_plugins(HierarchyPlugin)
|
|
.add_plugins(AssetPlugin::default())
|
|
.add_plugins(ScenePlugin)
|
|
.register_type::<ComponentA>();
|
|
app.update();
|
|
|
|
let mut scene_world = World::new();
|
|
|
|
// create a new DynamicScene manually
|
|
let type_registry = app.world().resource::<AppTypeRegistry>().clone();
|
|
scene_world.insert_resource(type_registry);
|
|
scene_world.spawn(ComponentA { x: 3.0, y: 4.0 });
|
|
let scene = DynamicScene::from_world(&scene_world);
|
|
let scene_handle = app
|
|
.world_mut()
|
|
.resource_mut::<Assets<DynamicScene>>()
|
|
.add(scene);
|
|
|
|
// spawn the scene as a child of `entity` using `DynamicSceneRoot`
|
|
let entity = app
|
|
.world_mut()
|
|
.spawn(DynamicSceneRoot(scene_handle.clone()))
|
|
.id();
|
|
|
|
// run the app's schedule once, so that the scene gets spawned
|
|
app.update();
|
|
|
|
// make sure that the scene was added as a child of the root entity
|
|
let (scene_entity, scene_component_a) = app
|
|
.world_mut()
|
|
.query::<(Entity, &ComponentA)>()
|
|
.single(app.world());
|
|
assert_eq!(scene_component_a.x, 3.0);
|
|
assert_eq!(scene_component_a.y, 4.0);
|
|
assert_eq!(
|
|
app.world().entity(entity).get::<Children>().unwrap().len(),
|
|
1
|
|
);
|
|
|
|
// let's try to delete the scene
|
|
let mut scene_spawner = app.world_mut().resource_mut::<SceneSpawner>();
|
|
scene_spawner.despawn(&scene_handle);
|
|
|
|
// run the scene spawner system to despawn the scene
|
|
app.update();
|
|
|
|
// the scene entity does not exist anymore
|
|
assert!(app.world().get_entity(scene_entity).is_err());
|
|
|
|
// the root entity does not have any children anymore
|
|
assert!(app.world().entity(entity).get::<Children>().is_none());
|
|
}
|
|
}
|