343 lines
12 KiB
Rust
343 lines
12 KiB
Rust
use crate::{DynamicScene, Scene};
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use bevy_app::AppTypeRegistry;
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use bevy_asset::{AssetEvent, Assets, Handle};
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use bevy_ecs::{
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entity::{Entity, EntityMap},
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event::{Events, ManualEventReader},
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system::{Command, Resource},
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world::{Mut, World},
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};
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use bevy_hierarchy::{AddChild, Parent};
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use bevy_utils::{tracing::error, HashMap};
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use thiserror::Error;
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use uuid::Uuid;
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/// Information about a scene instance.
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#[derive(Debug)]
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pub struct InstanceInfo {
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/// Mapping of entities from the scene world to the instance world.
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pub entity_map: EntityMap,
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}
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#[derive(Copy, Clone, Debug, Eq, PartialEq, Hash)]
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pub struct InstanceId(Uuid);
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impl InstanceId {
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fn new() -> Self {
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InstanceId(Uuid::new_v4())
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}
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}
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#[derive(Default, Resource)]
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pub struct SceneSpawner {
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spawned_scenes: HashMap<Handle<Scene>, Vec<InstanceId>>,
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spawned_dynamic_scenes: HashMap<Handle<DynamicScene>, Vec<InstanceId>>,
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spawned_instances: HashMap<InstanceId, InstanceInfo>,
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scene_asset_event_reader: ManualEventReader<AssetEvent<DynamicScene>>,
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dynamic_scenes_to_spawn: Vec<(Handle<DynamicScene>, InstanceId)>,
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scenes_to_spawn: Vec<(Handle<Scene>, InstanceId)>,
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scenes_to_despawn: Vec<Handle<DynamicScene>>,
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instances_to_despawn: Vec<InstanceId>,
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scenes_with_parent: Vec<(InstanceId, Entity)>,
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}
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#[derive(Error, Debug)]
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pub enum SceneSpawnError {
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#[error("scene contains the unregistered component `{type_name}`. consider adding `#[reflect(Component)]` to your type")]
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UnregisteredComponent { type_name: String },
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#[error("scene contains the unregistered type `{type_name}`. consider registering the type using `app.register_type::<T>()`")]
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UnregisteredType { type_name: String },
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#[error("scene does not exist")]
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NonExistentScene { handle: Handle<DynamicScene> },
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#[error("scene does not exist")]
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NonExistentRealScene { handle: Handle<Scene> },
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}
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impl SceneSpawner {
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pub fn spawn_dynamic(&mut self, scene_handle: Handle<DynamicScene>) -> InstanceId {
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let instance_id = InstanceId::new();
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self.dynamic_scenes_to_spawn
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.push((scene_handle, instance_id));
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instance_id
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}
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pub fn spawn_dynamic_as_child(
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&mut self,
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scene_handle: Handle<DynamicScene>,
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parent: Entity,
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) -> InstanceId {
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let instance_id = InstanceId::new();
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self.dynamic_scenes_to_spawn
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.push((scene_handle, instance_id));
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self.scenes_with_parent.push((instance_id, parent));
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instance_id
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}
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pub fn spawn(&mut self, scene_handle: Handle<Scene>) -> InstanceId {
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let instance_id = InstanceId::new();
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self.scenes_to_spawn.push((scene_handle, instance_id));
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instance_id
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}
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pub fn spawn_as_child(&mut self, scene_handle: Handle<Scene>, parent: Entity) -> InstanceId {
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let instance_id = InstanceId::new();
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self.scenes_to_spawn.push((scene_handle, instance_id));
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self.scenes_with_parent.push((instance_id, parent));
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instance_id
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}
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pub fn despawn(&mut self, scene_handle: Handle<DynamicScene>) {
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self.scenes_to_despawn.push(scene_handle);
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}
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pub fn despawn_instance(&mut self, instance_id: InstanceId) {
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self.instances_to_despawn.push(instance_id);
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}
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pub fn despawn_sync(
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&mut self,
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world: &mut World,
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scene_handle: Handle<DynamicScene>,
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) -> Result<(), SceneSpawnError> {
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if let Some(instance_ids) = self.spawned_dynamic_scenes.remove(&scene_handle) {
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for instance_id in instance_ids {
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self.despawn_instance_sync(world, &instance_id);
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}
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}
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Ok(())
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}
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pub fn despawn_instance_sync(&mut self, world: &mut World, instance_id: &InstanceId) {
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if let Some(instance) = self.spawned_instances.remove(instance_id) {
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for entity in instance.entity_map.values() {
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let _ = world.despawn(entity);
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}
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}
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}
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pub fn spawn_dynamic_sync(
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&mut self,
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world: &mut World,
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scene_handle: &Handle<DynamicScene>,
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) -> Result<(), SceneSpawnError> {
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let mut entity_map = EntityMap::default();
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Self::spawn_dynamic_internal(world, scene_handle, &mut entity_map)?;
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let instance_id = InstanceId::new();
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self.spawned_instances
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.insert(instance_id, InstanceInfo { entity_map });
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let spawned = self
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.spawned_dynamic_scenes
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.entry(scene_handle.clone())
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.or_insert_with(Vec::new);
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spawned.push(instance_id);
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Ok(())
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}
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fn spawn_dynamic_internal(
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world: &mut World,
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scene_handle: &Handle<DynamicScene>,
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entity_map: &mut EntityMap,
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) -> Result<(), SceneSpawnError> {
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world.resource_scope(|world, scenes: Mut<Assets<DynamicScene>>| {
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let scene =
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scenes
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.get(scene_handle)
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.ok_or_else(|| SceneSpawnError::NonExistentScene {
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handle: scene_handle.clone_weak(),
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})?;
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scene.write_to_world(world, entity_map)
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})
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}
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pub fn spawn_sync(
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&mut self,
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world: &mut World,
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scene_handle: Handle<Scene>,
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) -> Result<InstanceId, SceneSpawnError> {
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self.spawn_sync_internal(world, scene_handle, InstanceId::new())
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}
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fn spawn_sync_internal(
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&mut self,
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world: &mut World,
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scene_handle: Handle<Scene>,
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instance_id: InstanceId,
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) -> Result<InstanceId, SceneSpawnError> {
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world.resource_scope(|world, scenes: Mut<Assets<Scene>>| {
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let scene =
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scenes
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.get(&scene_handle)
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.ok_or_else(|| SceneSpawnError::NonExistentRealScene {
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handle: scene_handle.clone(),
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})?;
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let instance_info =
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scene.write_to_world_with(world, &world.resource::<AppTypeRegistry>().clone())?;
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self.spawned_instances.insert(instance_id, instance_info);
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let spawned = self
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.spawned_scenes
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.entry(scene_handle)
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.or_insert_with(Vec::new);
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spawned.push(instance_id);
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Ok(instance_id)
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})
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}
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pub fn update_spawned_scenes(
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&mut self,
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world: &mut World,
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scene_handles: &[Handle<DynamicScene>],
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) -> Result<(), SceneSpawnError> {
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for scene_handle in scene_handles {
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if let Some(spawned_instances) = self.spawned_dynamic_scenes.get(scene_handle) {
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for instance_id in spawned_instances {
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if let Some(instance_info) = self.spawned_instances.get_mut(instance_id) {
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Self::spawn_dynamic_internal(
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world,
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scene_handle,
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&mut instance_info.entity_map,
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)?;
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}
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}
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}
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}
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Ok(())
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}
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pub fn despawn_queued_scenes(&mut self, world: &mut World) -> Result<(), SceneSpawnError> {
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let scenes_to_despawn = std::mem::take(&mut self.scenes_to_despawn);
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for scene_handle in scenes_to_despawn {
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self.despawn_sync(world, scene_handle)?;
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}
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Ok(())
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}
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pub fn despawn_queued_instances(&mut self, world: &mut World) {
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let instances_to_despawn = std::mem::take(&mut self.instances_to_despawn);
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for instance_id in instances_to_despawn {
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self.despawn_instance_sync(world, &instance_id);
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}
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}
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pub fn spawn_queued_scenes(&mut self, world: &mut World) -> Result<(), SceneSpawnError> {
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let scenes_to_spawn = std::mem::take(&mut self.dynamic_scenes_to_spawn);
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for (scene_handle, instance_id) in scenes_to_spawn {
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let mut entity_map = EntityMap::default();
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match Self::spawn_dynamic_internal(world, &scene_handle, &mut entity_map) {
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Ok(_) => {
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self.spawned_instances
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.insert(instance_id, InstanceInfo { entity_map });
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let spawned = self
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.spawned_dynamic_scenes
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.entry(scene_handle.clone())
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.or_insert_with(Vec::new);
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spawned.push(instance_id);
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}
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Err(SceneSpawnError::NonExistentScene { .. }) => {
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self.dynamic_scenes_to_spawn
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.push((scene_handle, instance_id));
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}
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Err(err) => return Err(err),
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}
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}
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let scenes_to_spawn = std::mem::take(&mut self.scenes_to_spawn);
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for (scene_handle, instance_id) in scenes_to_spawn {
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match self.spawn_sync_internal(world, scene_handle, instance_id) {
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Ok(_) => {}
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Err(SceneSpawnError::NonExistentRealScene { handle }) => {
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self.scenes_to_spawn.push((handle, instance_id));
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}
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Err(err) => return Err(err),
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}
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}
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Ok(())
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}
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pub(crate) fn set_scene_instance_parent_sync(&mut self, world: &mut World) {
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let scenes_with_parent = std::mem::take(&mut self.scenes_with_parent);
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for (instance_id, parent) in scenes_with_parent {
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if let Some(instance) = self.spawned_instances.get(&instance_id) {
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for entity in instance.entity_map.values() {
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// Add the `Parent` component to the scene root, and update the `Children` component of
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// the scene parent
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if !world
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.get_entity(entity)
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// This will filter only the scene root entity, as all other from the
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// scene have a parent
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.map(|entity| entity.contains::<Parent>())
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// Default is true so that it won't run on an entity that wouldn't exist anymore
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// this case shouldn't happen anyway
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.unwrap_or(true)
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{
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AddChild {
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parent,
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child: entity,
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}
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.write(world);
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}
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}
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} else {
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self.scenes_with_parent.push((instance_id, parent));
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}
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}
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}
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/// Check that an scene instance spawned previously is ready to use
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pub fn instance_is_ready(&self, instance_id: InstanceId) -> bool {
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self.spawned_instances.contains_key(&instance_id)
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}
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/// Get an iterator over the entities in an instance, once it's spawned.
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///
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/// Before the scene is spawned, the iterator will be empty. Use [`Self::instance_is_ready`]
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/// to check if the instance is ready.
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pub fn iter_instance_entities(
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&'_ self,
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instance_id: InstanceId,
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) -> impl Iterator<Item = Entity> + '_ {
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self.spawned_instances
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.get(&instance_id)
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.map(|instance| instance.entity_map.values())
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.into_iter()
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.flatten()
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}
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}
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pub fn scene_spawner_system(world: &mut World) {
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world.resource_scope(|world, mut scene_spawner: Mut<SceneSpawner>| {
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let scene_asset_events = world.resource::<Events<AssetEvent<DynamicScene>>>();
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let mut updated_spawned_scenes = Vec::new();
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let scene_spawner = &mut *scene_spawner;
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for event in scene_spawner
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.scene_asset_event_reader
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.iter(scene_asset_events)
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{
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if let AssetEvent::Modified { handle } = event {
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if scene_spawner.spawned_dynamic_scenes.contains_key(handle) {
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updated_spawned_scenes.push(handle.clone_weak());
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}
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}
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}
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scene_spawner.despawn_queued_scenes(world).unwrap();
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scene_spawner.despawn_queued_instances(world);
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scene_spawner
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.spawn_queued_scenes(world)
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.unwrap_or_else(|err| panic!("{}", err));
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scene_spawner
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.update_spawned_scenes(world, &updated_spawned_scenes)
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.unwrap();
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scene_spawner.set_scene_instance_parent_sync(world);
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});
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}
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