
# Objective - Fixes #11187 ## Solution - Rename the `AddChild` struct to `PushChild` - Rename the `AddChildInPlace` struct to `PushChildInPlace` ## Migration Guide The struct `AddChild` has been renamed to `PushChild`, and the struct `AddChildInPlace` has been renamed to `PushChildInPlace`.
278 lines
12 KiB
Rust
278 lines
12 KiB
Rust
use crate::{ron, DynamicSceneBuilder, Scene, SceneSpawnError};
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use bevy_ecs::{
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entity::Entity,
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reflect::{AppTypeRegistry, ReflectComponent, ReflectMapEntities},
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world::World,
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};
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use bevy_reflect::{Reflect, TypePath, TypeRegistryArc};
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use bevy_utils::{EntityHashMap, HashMap};
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use std::any::TypeId;
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#[cfg(feature = "serialize")]
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use crate::serde::SceneSerializer;
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use bevy_asset::Asset;
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use bevy_ecs::reflect::ReflectResource;
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#[cfg(feature = "serialize")]
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use serde::Serialize;
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/// A collection of serializable resources and dynamic entities.
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///
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/// Each dynamic entity in the collection contains its own run-time defined set of components.
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/// To spawn a dynamic scene, you can use either:
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/// * [`SceneSpawner::spawn_dynamic`](crate::SceneSpawner::spawn_dynamic)
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/// * adding the [`DynamicSceneBundle`](crate::DynamicSceneBundle) to an entity
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/// * adding the [`Handle<DynamicScene>`](bevy_asset::Handle) to an entity (the scene will only be
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/// visible if the entity already has [`Transform`](bevy_transform::components::Transform) and
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/// [`GlobalTransform`](bevy_transform::components::GlobalTransform) components)
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/// * using the [`DynamicSceneBuilder`] to construct a `DynamicScene` from `World`.
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#[derive(Asset, TypePath, Default)]
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pub struct DynamicScene {
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/// Resources stored in the dynamic scene.
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pub resources: Vec<Box<dyn Reflect>>,
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/// Entities contained in the dynamic scene.
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pub entities: Vec<DynamicEntity>,
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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 identifier of the entity, unique within a scene (and the world it may have been generated from).
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///
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/// Components that reference this entity must consistently use this identifier.
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pub entity: Entity,
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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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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) -> Self {
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Self::from_world(&scene.world)
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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) -> Self {
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DynamicSceneBuilder::from_world(world)
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.extract_entities(world.iter_entities().map(|entity| entity.id()))
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.extract_resources()
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.build()
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}
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/// Write the resources, 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 a type either is not registered
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/// in the provided [`AppTypeRegistry`] resource, or doesn't reflect the
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/// [`Component`](bevy_ecs::component::Component) or [`Resource`](bevy_ecs::prelude::Resource) trait.
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pub fn write_to_world_with(
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&self,
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world: &mut World,
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entity_map: &mut EntityHashMap<Entity, Entity>,
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type_registry: &AppTypeRegistry,
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) -> Result<(), SceneSpawnError> {
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let type_registry = type_registry.read();
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for resource in &self.resources {
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let type_info = resource.get_represented_type_info().ok_or_else(|| {
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SceneSpawnError::NoRepresentedType {
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type_path: resource.reflect_type_path().to_string(),
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}
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})?;
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let registration = type_registry.get(type_info.type_id()).ok_or_else(|| {
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SceneSpawnError::UnregisteredButReflectedType {
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type_path: type_info.type_path().to_string(),
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}
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})?;
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let reflect_resource = registration.data::<ReflectResource>().ok_or_else(|| {
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SceneSpawnError::UnregisteredResource {
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type_path: type_info.type_path().to_string(),
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}
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})?;
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// If the world already contains an instance of the given resource
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// just apply the (possibly) new value, otherwise insert the resource
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reflect_resource.apply_or_insert(world, &**resource);
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}
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// For each component types that reference other entities, we keep track
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// of which entities in the scene use that component.
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// This is so we can update the scene-internal references to references
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// of the actual entities in the world.
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let mut scene_mappings: HashMap<TypeId, Vec<Entity>> = HashMap::default();
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for scene_entity in &self.entities {
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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(scene_entity.entity)
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.or_insert_with(|| world.spawn_empty().id());
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let entity_mut = &mut world.entity_mut(entity);
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// Apply/ add each component to the given entity.
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for component in &scene_entity.components {
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let type_info = component.get_represented_type_info().ok_or_else(|| {
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SceneSpawnError::NoRepresentedType {
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type_path: component.reflect_type_path().to_string(),
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}
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})?;
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let registration = type_registry.get(type_info.type_id()).ok_or_else(|| {
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SceneSpawnError::UnregisteredButReflectedType {
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type_path: type_info.type_path().to_string(),
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}
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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_path: type_info.type_path().to_string(),
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}
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})?;
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// If this component references entities in the scene, track it
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// so we can update it to the entity in the world.
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if registration.data::<ReflectMapEntities>().is_some() {
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scene_mappings
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.entry(registration.type_id())
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.or_insert(Vec::new())
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.push(entity);
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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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reflect_component.apply_or_insert(entity_mut, &**component);
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}
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}
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// Updates references to entities in the scene to entities in the world
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for (type_id, entities) in scene_mappings.into_iter() {
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let registration = type_registry.get(type_id).expect(
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"we should be getting TypeId from this TypeRegistration in the first place",
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);
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if let Some(map_entities_reflect) = registration.data::<ReflectMapEntities>() {
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map_entities_reflect.map_entities(world, entity_map, &entities);
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}
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}
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Ok(())
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}
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/// Write the resources, 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 a type either is not registered
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/// in the world's [`AppTypeRegistry`] resource, or doesn't reflect the
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/// [`Component`](bevy_ecs::component::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 EntityHashMap<Entity, Entity>,
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) -> Result<(), SceneSpawnError> {
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let registry = world.resource::<AppTypeRegistry>().clone();
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self.write_to_world_with(world, entity_map, ®istry)
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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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#[cfg(feature = "serialize")]
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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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/// Serialize a given Rust data structure into rust object notation (ron).
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#[cfg(feature = "serialize")]
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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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.indentor(" ".to_string())
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.new_line("\n".to_string());
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ron::ser::to_string_pretty(&serialize, pretty_config)
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}
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#[cfg(test)]
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mod tests {
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use bevy_ecs::{reflect::AppTypeRegistry, system::Command, world::World};
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use bevy_hierarchy::{Parent, PushChild};
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use bevy_utils::EntityHashMap;
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use crate::dynamic_scene_builder::DynamicSceneBuilder;
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#[test]
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fn components_not_defined_in_scene_should_not_be_affected_by_scene_entity_map() {
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// Testing that scene reloading applies EntityMap correctly to MapEntities components.
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// First, we create a simple world with a parent and a child relationship
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let mut world = World::new();
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world.init_resource::<AppTypeRegistry>();
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world
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.resource_mut::<AppTypeRegistry>()
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.write()
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.register::<Parent>();
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let original_parent_entity = world.spawn_empty().id();
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let original_child_entity = world.spawn_empty().id();
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PushChild {
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parent: original_parent_entity,
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child: original_child_entity,
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}
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.apply(&mut world);
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// We then write this relationship to a new scene, and then write that scene back to the
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// world to create another parent and child relationship
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let scene = DynamicSceneBuilder::from_world(&world)
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.extract_entity(original_parent_entity)
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.extract_entity(original_child_entity)
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.build();
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let mut entity_map = EntityHashMap::default();
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scene.write_to_world(&mut world, &mut entity_map).unwrap();
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let &from_scene_parent_entity = entity_map.get(&original_parent_entity).unwrap();
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let &from_scene_child_entity = entity_map.get(&original_child_entity).unwrap();
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// We then add the parent from the scene as a child of the original child
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// Hierarchy should look like:
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// Original Parent <- Original Child <- Scene Parent <- Scene Child
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PushChild {
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parent: original_child_entity,
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child: from_scene_parent_entity,
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}
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.apply(&mut world);
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// We then reload the scene to make sure that from_scene_parent_entity's parent component
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// isn't updated with the entity map, since this component isn't defined in the scene.
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// With bevy_hierarchy, this can cause serious errors and malformed hierarchies.
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scene.write_to_world(&mut world, &mut entity_map).unwrap();
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assert_eq!(
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original_parent_entity,
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world
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.get_entity(original_child_entity)
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.unwrap()
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.get::<Parent>()
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.unwrap()
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.get(),
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"something about reloading the scene is touching entities with the same scene Ids"
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);
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assert_eq!(
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original_child_entity,
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world
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.get_entity(from_scene_parent_entity)
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.unwrap()
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.get::<Parent>()
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.unwrap()
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.get(),
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"something about reloading the scene is touching components not defined in the scene but on entities defined in the scene"
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);
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assert_eq!(
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from_scene_parent_entity,
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world
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.get_entity(from_scene_child_entity)
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.unwrap()
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.get::<Parent>()
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.expect("something is wrong with this test, and the scene components don't have a parent/child relationship")
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.get(),
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"something is wrong with the this test or the code reloading scenes since the relationship between scene entities is broken"
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);
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}
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}
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