bevy/crates/bevy_scene/src/dynamic_scene.rs
Chia-Hsiang Cheng 93c7e7cf4d
Rename "AddChild" to "PushChild" (#11194)
# 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`.
2024-01-04 16:06:14 +00:00

278 lines
12 KiB
Rust

use crate::{ron, DynamicSceneBuilder, Scene, SceneSpawnError};
use bevy_ecs::{
entity::Entity,
reflect::{AppTypeRegistry, ReflectComponent, ReflectMapEntities},
world::World,
};
use bevy_reflect::{Reflect, TypePath, TypeRegistryArc};
use bevy_utils::{EntityHashMap, 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)
/// * using the [`DynamicSceneBuilder`] to construct a `DynamicScene` from `World`.
#[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 EntityHashMap<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 EntityHashMap<Entity, Entity>,
) -> Result<(), SceneSpawnError> {
let registry = world.resource::<AppTypeRegistry>().clone();
self.write_to_world_with(world, entity_map, &registry)
}
// 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::{Parent, PushChild};
use bevy_utils::EntityHashMap;
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();
PushChild {
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 = EntityHashMap::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
PushChild {
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"
);
}
}