
# Objective Clean up code surrounding fetch by pulling out the common parts into the iteration code. ## Solution Merge `Fetch::table_fetch` and `Fetch::archetype_fetch` into a single API: `Fetch::fetch(&mut self, entity: &Entity, table_row: &usize)`. This provides everything any fetch requires to internally decide which storage to read from and get the underlying data. All of these functions are marked as `#[inline(always)]` and the arguments are passed as references to attempt to optimize out the argument that isn't being used. External to `Fetch`, Query iteration has been changed to keep track of the table row and entity outside of fetch, which moves a lot of the expensive bookkeeping `Fetch` structs had previously done internally into the outer loop. ~~TODO: Benchmark, docs~~ Done. --- ## Changelog Changed: `Fetch::table_fetch` and `Fetch::archetype_fetch` have been merged into a single `Fetch::fetch` function. ## Migration Guide TODO Co-authored-by: Brian Merchant <bhmerchang@gmail.com> Co-authored-by: Saverio Miroddi <saverio.pub2@gmail.com>
104 lines
4.1 KiB
Rust
104 lines
4.1 KiB
Rust
use bevy_app::AppTypeRegistry;
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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::TypeUuid;
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use crate::{DynamicScene, InstanceInfo, SceneSpawnError};
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/// To spawn a scene, you can use either:
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/// * [`SceneSpawner::spawn`](crate::SceneSpawner::spawn)
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/// * adding the [`SceneBundle`](crate::SceneBundle) to an entity
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/// * adding the [`Handle<Scene>`](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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#[derive(Debug, TypeUuid)]
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#[uuid = "c156503c-edd9-4ec7-8d33-dab392df03cd"]
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pub struct Scene {
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pub world: World,
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}
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impl Scene {
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pub fn new(world: World) -> Self {
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Self { world }
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}
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/// Create a new scene from a given dynamic scene.
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pub fn from_dynamic_scene(
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dynamic_scene: &DynamicScene,
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type_registry: &AppTypeRegistry,
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) -> Result<Scene, SceneSpawnError> {
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let mut world = World::new();
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let mut entity_map = EntityMap::default();
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dynamic_scene.write_to_world_with(&mut world, &mut entity_map, type_registry)?;
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Ok(Self { world })
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}
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/// Clone the scene.
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///
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/// This method will return a [`SceneSpawnError`] if a type either is not registered in the
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/// provided [`AppTypeRegistry`] or doesn't reflect the [`Component`](bevy_ecs::component::Component) trait.
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pub fn clone_with(&self, type_registry: &AppTypeRegistry) -> Result<Scene, SceneSpawnError> {
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let mut new_world = World::new();
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self.write_to_world_with(&mut new_world, type_registry)?;
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Ok(Self { world: new_world })
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}
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/// Write the 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 in the
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/// provided [`AppTypeRegistry`] or doesn't reflect the [`Component`](bevy_ecs::component::Component) 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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type_registry: &AppTypeRegistry,
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) -> Result<InstanceInfo, SceneSpawnError> {
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let mut instance_info = InstanceInfo {
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entity_map: EntityMap::default(),
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};
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let type_registry = type_registry.read();
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for archetype in self.world.archetypes().iter() {
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for scene_entity in archetype.entities() {
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let entity = *instance_info
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.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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for component_id in archetype.components() {
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let component_info = self
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.world
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.components()
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.get_info(component_id)
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.expect("component_ids in archetypes should have ComponentInfo");
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let reflect_component = type_registry
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.get(component_info.type_id().unwrap())
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.ok_or_else(|| SceneSpawnError::UnregisteredType {
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type_name: component_info.name().to_string(),
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})
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.and_then(|registration| {
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registration.data::<ReflectComponent>().ok_or_else(|| {
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SceneSpawnError::UnregisteredComponent {
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type_name: component_info.name().to_string(),
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}
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})
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})?;
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reflect_component.copy(&self.world, world, scene_entity.entity(), entity);
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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, &instance_info.entity_map)
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.unwrap();
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}
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}
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Ok(instance_info)
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}
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}
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