bevy/crates/bevy_scene/src/scene.rs

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use bevy_app::AppTypeRegistry;
use bevy_ecs::{
entity::EntityMap,
reflect::{ReflectComponent, ReflectMapEntities},
world::World,
};
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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)
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
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.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);
}
}
}
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)
}
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}