bevy/crates/bevy_scene/src/scene.rs
James Liu fe7ebd4326 Clean up Fetch code (#4800)
# 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>
2022-10-28 09:25:50 +00:00

104 lines
4.1 KiB
Rust

use bevy_app::AppTypeRegistry;
use bevy_ecs::{
entity::EntityMap,
reflect::{ReflectComponent, ReflectMapEntities},
world::World,
};
use bevy_reflect::TypeUuid;
use crate::{DynamicScene, InstanceInfo, SceneSpawnError};
/// To spawn a scene, you can use either:
/// * [`SceneSpawner::spawn`](crate::SceneSpawner::spawn)
/// * adding the [`SceneBundle`](crate::SceneBundle) to an entity
/// * adding the [`Handle<Scene>`](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(Debug, TypeUuid)]
#[uuid = "c156503c-edd9-4ec7-8d33-dab392df03cd"]
pub struct Scene {
pub world: World,
}
impl Scene {
pub fn new(world: World) -> Self {
Self { world }
}
/// Create a new scene from a given dynamic scene.
pub fn from_dynamic_scene(
dynamic_scene: &DynamicScene,
type_registry: &AppTypeRegistry,
) -> Result<Scene, SceneSpawnError> {
let mut world = World::new();
let mut entity_map = EntityMap::default();
dynamic_scene.write_to_world_with(&mut world, &mut entity_map, type_registry)?;
Ok(Self { world })
}
/// Clone the scene.
///
/// This method will return a [`SceneSpawnError`] if a type either is not registered in the
/// provided [`AppTypeRegistry`] or doesn't reflect the [`Component`](bevy_ecs::component::Component) trait.
pub fn clone_with(&self, type_registry: &AppTypeRegistry) -> Result<Scene, SceneSpawnError> {
let mut new_world = World::new();
self.write_to_world_with(&mut new_world, type_registry)?;
Ok(Self { world: new_world })
}
/// Write the 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`] or doesn't reflect the [`Component`](bevy_ecs::component::Component) trait.
pub fn write_to_world_with(
&self,
world: &mut World,
type_registry: &AppTypeRegistry,
) -> Result<InstanceInfo, SceneSpawnError> {
let mut instance_info = InstanceInfo {
entity_map: EntityMap::default(),
};
let type_registry = type_registry.read();
for archetype in self.world.archetypes().iter() {
for scene_entity in archetype.entities() {
let entity = *instance_info
.entity_map
.entry(scene_entity.entity())
.or_insert_with(|| world.spawn_empty().id());
for component_id in archetype.components() {
let component_info = self
.world
.components()
.get_info(component_id)
.expect("component_ids in archetypes should have ComponentInfo");
let reflect_component = type_registry
.get(component_info.type_id().unwrap())
.ok_or_else(|| SceneSpawnError::UnregisteredType {
type_name: component_info.name().to_string(),
})
.and_then(|registration| {
registration.data::<ReflectComponent>().ok_or_else(|| {
SceneSpawnError::UnregisteredComponent {
type_name: component_info.name().to_string(),
}
})
})?;
reflect_component.copy(&self.world, world, scene_entity.entity(), entity);
}
}
}
for registration in type_registry.iter() {
if let Some(map_entities_reflect) = registration.data::<ReflectMapEntities>() {
map_entities_reflect
.map_entities(world, &instance_info.entity_map)
.unwrap();
}
}
Ok(instance_info)
}
}