bevy/crates/bevy_scene/src/dynamic_scene.rs
Jakub Łabor e1d741aa19 bevy_ecs: ReflectComponentFns without World (#7206)
# 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.
2023-02-03 05:53:58 +00:00

141 lines
5.6 KiB
Rust

use crate::{DynamicSceneBuilder, Scene, SceneSpawnError};
use anyhow::Result;
use bevy_app::AppTypeRegistry;
use bevy_ecs::{
entity::EntityMap,
reflect::{ReflectComponent, ReflectMapEntities},
world::World,
};
use bevy_reflect::{Reflect, TypeRegistryArc, TypeUuid};
#[cfg(feature = "serialize")]
use crate::serde::SceneSerializer;
#[cfg(feature = "serialize")]
use serde::Serialize;
/// A collection of serializable dynamic entities, each with 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)
#[derive(Default, TypeUuid)]
#[uuid = "749479b1-fb8c-4ff8-a775-623aa76014f5"]
pub struct DynamicScene {
pub entities: Vec<DynamicEntity>,
}
/// A reflection-powered serializable representation of an entity and its components.
pub struct DynamicEntity {
/// The transiently unique identifier of a corresponding `Entity`.
pub entity: u32,
/// 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, type_registry: &AppTypeRegistry) -> Self {
Self::from_world(&scene.world, type_registry)
}
/// Create a new dynamic scene from a given world.
pub fn from_world(world: &World, type_registry: &AppTypeRegistry) -> Self {
let mut builder =
DynamicSceneBuilder::from_world_with_type_registry(world, type_registry.clone());
builder.extract_entities(world.iter_entities().map(|entity| entity.id()));
builder.build()
}
/// Write 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) trait.
pub fn write_to_world_with(
&self,
world: &mut World,
entity_map: &mut EntityMap,
type_registry: &AppTypeRegistry,
) -> Result<(), SceneSpawnError> {
let type_registry = type_registry.read();
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(bevy_ecs::entity::Entity::from_raw(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 registration = type_registry
.get_with_name(component.type_name())
.ok_or_else(|| SceneSpawnError::UnregisteredType {
type_name: component.type_name().to_string(),
})?;
let reflect_component =
registration.data::<ReflectComponent>().ok_or_else(|| {
SceneSpawnError::UnregisteredComponent {
type_name: component.type_name().to_string(),
}
})?;
// 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);
}
}
for registration in type_registry.iter() {
if let Some(map_entities_reflect) = registration.data::<ReflectMapEntities>() {
map_entities_reflect
.map_entities(world, entity_map)
.unwrap();
}
}
Ok(())
}
/// Write 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 EntityMap,
) -> 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)
}