
# Objective Ability to use `ReflectComponent` methods in dynamic type contexts with no access to `&World`. This problem occurred to me when wanting to apply reflected types to an entity where the `&World` reference was already consumed by query iterator leaving only `EntityMut`. ## Solution - Remove redundant `EntityMut` or `EntityRef` lookup from `World` and `Entity` in favor of taking `EntityMut` directly in `ReflectComponentFns`. - Added `RefectComponent::contains` to determine without panic whether `apply` can be used. ## Changelog - Changed function signatures of `ReflectComponent` methods, `apply`, `remove`, `contains`, and `reflect`. ## Migration Guide - Call `World::entity` before calling into the changed `ReflectComponent` methods, most likely user already has a `EntityRef` or `EntityMut` which was being queried redundantly.
141 lines
5.6 KiB
Rust
141 lines
5.6 KiB
Rust
use crate::{DynamicSceneBuilder, Scene, SceneSpawnError};
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use anyhow::Result;
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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::{Reflect, TypeRegistryArc, TypeUuid};
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#[cfg(feature = "serialize")]
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use crate::serde::SceneSerializer;
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#[cfg(feature = "serialize")]
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use serde::Serialize;
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/// A collection of serializable dynamic entities, each with 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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#[derive(Default, TypeUuid)]
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#[uuid = "749479b1-fb8c-4ff8-a775-623aa76014f5"]
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pub struct DynamicScene {
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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 transiently unique identifier of a corresponding `Entity`.
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pub entity: u32,
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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, type_registry: &AppTypeRegistry) -> Self {
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Self::from_world(&scene.world, type_registry)
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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, type_registry: &AppTypeRegistry) -> Self {
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let mut builder =
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DynamicSceneBuilder::from_world_with_type_registry(world, type_registry.clone());
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builder.extract_entities(world.iter_entities().map(|entity| entity.id()));
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builder.build()
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}
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/// Write 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) 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 EntityMap,
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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 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(bevy_ecs::entity::Entity::from_raw(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 registration = type_registry
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.get_with_name(component.type_name())
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.ok_or_else(|| SceneSpawnError::UnregisteredType {
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type_name: component.type_name().to_string(),
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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_name: component.type_name().to_string(),
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}
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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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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, entity_map)
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.unwrap();
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}
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}
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Ok(())
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}
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/// Write 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 EntityMap,
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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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