bevy/crates/bevy_scene/src/dynamic_scene_builder.rs

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use crate::{DynamicEntity, DynamicScene};
use bevy_app::AppTypeRegistry;
use bevy_ecs::{prelude::Entity, reflect::ReflectComponent, world::World};
use bevy_utils::default;
use std::collections::BTreeMap;
/// A [`DynamicScene`] builder, used to build a scene from a [`World`] by extracting some entities.
///
/// # Entity Order
///
/// Extracted entities will always be stored in ascending order based on their [id](Entity::index).
/// This means that inserting `Entity(1v0)` then `Entity(0v0)` will always result in the entities
/// being ordered as `[Entity(0v0), Entity(1v0)]`.
///
/// # Example
/// ```
/// # use bevy_scene::DynamicSceneBuilder;
/// # use bevy_app::AppTypeRegistry;
/// # use bevy_ecs::{
/// # component::Component, prelude::Entity, query::With, reflect::ReflectComponent, world::World,
/// # };
/// # use bevy_reflect::Reflect;
/// # #[derive(Component, Reflect, Default, Eq, PartialEq, Debug)]
/// # #[reflect(Component)]
/// # struct ComponentA;
/// # let mut world = World::default();
/// # world.init_resource::<AppTypeRegistry>();
/// # let entity = world.spawn(ComponentA).id();
/// let mut builder = DynamicSceneBuilder::from_world(&world);
/// builder.extract_entity(entity);
/// let dynamic_scene = builder.build();
/// ```
pub struct DynamicSceneBuilder<'w> {
extracted_scene: BTreeMap<u32, DynamicEntity>,
type_registry: AppTypeRegistry,
original_world: &'w World,
}
impl<'w> DynamicSceneBuilder<'w> {
/// Prepare a builder that will extract entities and their component from the given [`World`].
/// All components registered in that world's [`AppTypeRegistry`] resource will be extracted.
pub fn from_world(world: &'w World) -> Self {
Self {
extracted_scene: default(),
type_registry: world.resource::<AppTypeRegistry>().clone(),
original_world: world,
}
}
/// Prepare a builder that will extract entities and their component from the given [`World`].
/// Only components registered in the given [`AppTypeRegistry`] will be extracted.
pub fn from_world_with_type_registry(world: &'w World, type_registry: AppTypeRegistry) -> Self {
Self {
extracted_scene: default(),
type_registry,
original_world: world,
}
}
/// Consume the builder, producing a [`DynamicScene`].
///
/// To make sure the dynamic scene doesn't contain entities without any components, call
/// [`Self::remove_empty_entities`] before building the scene.
pub fn build(self) -> DynamicScene {
DynamicScene {
entities: self.extracted_scene.into_values().collect(),
}
}
/// Extract one entity from the builder's [`World`].
///
/// Re-extracting an entity that was already extracted will have no effect.
pub fn extract_entity(&mut self, entity: Entity) -> &mut Self {
self.extract_entities(std::iter::once(entity))
}
/// Despawns all enitities with no components.
///
/// These were likely created because none of their components were present in the provided type registry upon extraction.
pub fn remove_empty_entities(&mut self) -> &mut Self {
self.extracted_scene
.retain(|_, entity| !entity.components.is_empty());
self
}
/// Extract entities from the builder's [`World`].
///
/// Re-extracting an entity that was already extracted will have no effect.
///
/// Extracting entities can be used to extract entities from a query:
/// ```
/// # use bevy_scene::DynamicSceneBuilder;
/// # use bevy_app::AppTypeRegistry;
/// # use bevy_ecs::{
/// # component::Component, prelude::Entity, query::With, reflect::ReflectComponent, world::World,
/// # };
/// # use bevy_reflect::Reflect;
/// #[derive(Component, Default, Reflect)]
/// #[reflect(Component)]
/// struct MyComponent;
///
/// # let mut world = World::default();
/// # world.init_resource::<AppTypeRegistry>();
/// # let _entity = world.spawn(MyComponent).id();
/// let mut query = world.query_filtered::<Entity, With<MyComponent>>();
///
/// let mut builder = DynamicSceneBuilder::from_world(&world);
/// builder.extract_entities(query.iter(&world));
/// let scene = builder.build();
/// ```
pub fn extract_entities(&mut self, entities: impl Iterator<Item = Entity>) -> &mut Self {
let type_registry = self.type_registry.read();
for entity in entities {
let index = entity.index();
if self.extracted_scene.contains_key(&index) {
continue;
}
let mut entry = DynamicEntity {
entity: index,
components: Vec::new(),
};
for component_id in self.original_world.entity(entity).archetype().components() {
let reflect_component = self
.original_world
.components()
.get_info(component_id)
.and_then(|info| type_registry.get(info.type_id().unwrap()))
.and_then(|registration| registration.data::<ReflectComponent>());
if let Some(reflect_component) = reflect_component {
if let Some(component) = reflect_component.reflect(self.original_world, entity)
{
entry.components.push(component.clone_value());
}
}
}
self.extracted_scene.insert(index, entry);
}
drop(type_registry);
self
}
}
#[cfg(test)]
mod tests {
use bevy_app::AppTypeRegistry;
use bevy_ecs::{
component::Component, prelude::Entity, query::With, reflect::ReflectComponent, world::World,
};
use bevy_reflect::Reflect;
use super::DynamicSceneBuilder;
#[derive(Component, Reflect, Default, Eq, PartialEq, Debug)]
#[reflect(Component)]
struct ComponentA;
#[derive(Component, Reflect, Default, Eq, PartialEq, Debug)]
#[reflect(Component)]
struct ComponentB;
#[test]
fn extract_one_entity() {
let mut world = World::default();
let atr = AppTypeRegistry::default();
atr.write().register::<ComponentA>();
world.insert_resource(atr);
let entity = world.spawn((ComponentA, ComponentB)).id();
let mut builder = DynamicSceneBuilder::from_world(&world);
builder.extract_entity(entity);
let scene = builder.build();
assert_eq!(scene.entities.len(), 1);
assert_eq!(scene.entities[0].entity, entity.index());
assert_eq!(scene.entities[0].components.len(), 1);
assert!(scene.entities[0].components[0].represents::<ComponentA>());
}
#[test]
fn extract_one_entity_twice() {
let mut world = World::default();
let atr = AppTypeRegistry::default();
atr.write().register::<ComponentA>();
world.insert_resource(atr);
let entity = world.spawn((ComponentA, ComponentB)).id();
let mut builder = DynamicSceneBuilder::from_world(&world);
builder.extract_entity(entity);
builder.extract_entity(entity);
let scene = builder.build();
assert_eq!(scene.entities.len(), 1);
assert_eq!(scene.entities[0].entity, entity.index());
assert_eq!(scene.entities[0].components.len(), 1);
assert!(scene.entities[0].components[0].represents::<ComponentA>());
}
#[test]
fn extract_one_entity_two_components() {
let mut world = World::default();
let atr = AppTypeRegistry::default();
{
let mut register = atr.write();
register.register::<ComponentA>();
register.register::<ComponentB>();
}
world.insert_resource(atr);
let entity = world.spawn((ComponentA, ComponentB)).id();
let mut builder = DynamicSceneBuilder::from_world(&world);
builder.extract_entity(entity);
let scene = builder.build();
assert_eq!(scene.entities.len(), 1);
assert_eq!(scene.entities[0].entity, entity.index());
assert_eq!(scene.entities[0].components.len(), 2);
assert!(scene.entities[0].components[0].represents::<ComponentA>());
assert!(scene.entities[0].components[1].represents::<ComponentB>());
}
#[test]
fn extract_entity_order() {
let mut world = World::default();
world.init_resource::<AppTypeRegistry>();
// Spawn entities in order
let entity_a = world.spawn_empty().id();
let entity_b = world.spawn_empty().id();
let entity_c = world.spawn_empty().id();
let entity_d = world.spawn_empty().id();
let mut builder = DynamicSceneBuilder::from_world(&world);
// Insert entities out of order
builder.extract_entity(entity_b);
builder.extract_entities([entity_d, entity_a].into_iter());
builder.extract_entity(entity_c);
let mut entities = builder.build().entities.into_iter();
// Assert entities are ordered
assert_eq!(entity_a.index(), entities.next().map(|e| e.entity).unwrap());
assert_eq!(entity_b.index(), entities.next().map(|e| e.entity).unwrap());
assert_eq!(entity_c.index(), entities.next().map(|e| e.entity).unwrap());
assert_eq!(entity_d.index(), entities.next().map(|e| e.entity).unwrap());
}
#[test]
fn extract_query() {
let mut world = World::default();
let atr = AppTypeRegistry::default();
{
let mut register = atr.write();
register.register::<ComponentA>();
register.register::<ComponentB>();
}
world.insert_resource(atr);
let entity_a_b = world.spawn((ComponentA, ComponentB)).id();
let entity_a = world.spawn(ComponentA).id();
let _entity_b = world.spawn(ComponentB).id();
let mut query = world.query_filtered::<Entity, With<ComponentA>>();
let mut builder = DynamicSceneBuilder::from_world(&world);
builder.extract_entities(query.iter(&world));
let scene = builder.build();
assert_eq!(scene.entities.len(), 2);
let mut scene_entities = vec![scene.entities[0].entity, scene.entities[1].entity];
scene_entities.sort();
assert_eq!(scene_entities, [entity_a_b.index(), entity_a.index()]);
}
#[test]
fn remove_componentless_entity() {
let mut world = World::default();
let atr = AppTypeRegistry::default();
atr.write().register::<ComponentA>();
world.insert_resource(atr);
let entity_a = world.spawn(ComponentA).id();
let entity_b = world.spawn(ComponentB).id();
let mut builder = DynamicSceneBuilder::from_world(&world);
builder.extract_entities([entity_a, entity_b].into_iter());
builder.remove_empty_entities();
let scene = builder.build();
assert_eq!(scene.entities.len(), 1);
assert_eq!(scene.entities[0].entity, entity_a.index());
}
}