bevy/crates/bevy_scene/src/scene_spawner.rs

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use crate::Scene;
use bevy_app::{EventReader, Events, FromResources, GetEventReader};
use bevy_asset::{AssetEvent, Assets, Handle};
use bevy_type_registry::TypeRegistry;
use legion::prelude::{Entity, Resources, World};
use std::{
collections::{HashMap, HashSet},
num::Wrapping,
};
use thiserror::Error;
pub struct SceneSpawner {
loaded_scene_entities: HashMap<Handle<Scene>, Vec<Entity>>,
scene_asset_event_reader: EventReader<AssetEvent<Scene>>,
scenes_to_spawn: Vec<Handle<Scene>>,
scenes_to_load: Vec<Handle<Scene>>,
}
impl FromResources for SceneSpawner {
fn from_resources(resources: &Resources) -> Self {
SceneSpawner {
scene_asset_event_reader: resources.get_event_reader::<AssetEvent<Scene>>(),
loaded_scene_entities: Default::default(),
scenes_to_spawn: Default::default(),
scenes_to_load: Default::default(),
}
}
}
#[derive(Error, Debug)]
pub enum SceneSpawnError {
#[error("Scene contains an unregistered component.")]
UnregisteredComponent { type_name: String },
#[error("Scene does not exist. Perhaps it is still loading?")]
NonExistentScene { handle: Handle<Scene> },
}
impl SceneSpawner {
pub fn spawn(&mut self, scene: Handle<Scene>) {
self.scenes_to_spawn.push(scene);
}
pub fn load(&mut self, scene: Handle<Scene>) {
self.scenes_to_load.push(scene);
}
pub fn load_sync(
&mut self,
world: &mut World,
resources: &Resources,
scene_handle: Handle<Scene>,
) -> Result<(), SceneSpawnError> {
let type_registry = resources.get::<TypeRegistry>().unwrap();
let component_registry = type_registry.component.read().unwrap();
let scenes = resources.get::<Assets<Scene>>().unwrap();
let scene = scenes
.get(&scene_handle)
.ok_or_else(|| SceneSpawnError::NonExistentScene {
handle: scene_handle,
})?;
// TODO: this vec might not be needed
let mut entity_ids = Vec::with_capacity(scene.entities.len());
for scene_entity in scene.entities.iter() {
// TODO: use EntityEntry when legion refactor is finished
let mut entity = Entity::new(scene_entity.entity, Wrapping(1));
if world.get_entity_location(entity).is_none() {
world.entity_allocator.push_next_ids((&[entity]).iter().cloned());
entity = world.insert((), vec![()])[0];
}
entity_ids.push(entity);
for component in scene_entity.components.iter() {
let component_registration = component_registry
.get_with_name(&component.type_name)
.ok_or_else(|| SceneSpawnError::UnregisteredComponent {
type_name: component.type_name.to_string(),
})?;
component_registration.add_component_to_entity(world, resources, entity, component);
}
}
self.loaded_scene_entities.insert(scene_handle, entity_ids);
Ok(())
}
pub fn load_queued_scenes(&mut self, world: &mut World, resources: &Resources) {
let scenes_to_load = self.scenes_to_load.drain(..).collect::<Vec<_>>();
let mut non_existent_scenes = Vec::new();
for scene_handle in scenes_to_load {
match self.load_sync(world, resources, scene_handle) {
Ok(_) => {}
Err(SceneSpawnError::NonExistentScene { .. }) => {
non_existent_scenes.push(scene_handle)
}
Err(err) => panic!("{:?}", err),
}
}
self.scenes_to_load = non_existent_scenes;
}
}
pub fn scene_spawner_system(world: &mut World, resources: &mut Resources) {
let mut scene_spawner = resources.get_mut::<SceneSpawner>().unwrap();
let scene_asset_events = resources.get::<Events<AssetEvent<Scene>>>().unwrap();
for event in scene_spawner
.scene_asset_event_reader
.iter(&scene_asset_events)
{
if let AssetEvent::Modified { handle } = event {
if scene_spawner.loaded_scene_entities.contains_key(handle) {
scene_spawner.load(*handle);
}
}
}
scene_spawner.load_queued_scenes(world, resources);
}