use crate::{DynamicScene, Scene}; use bevy_app::prelude::*; use bevy_asset::{AssetEvent, Assets, Handle}; use bevy_ecs::{EntityMap, Resources, World}; use bevy_reflect::{ReflectComponent, ReflectMapEntities, TypeRegistryArc}; use bevy_utils::HashMap; use thiserror::Error; use uuid::Uuid; #[derive(Debug)] struct InstanceInfo { entity_map: EntityMap, } #[derive(Copy, Clone, Debug, Eq, PartialEq, Hash)] struct InstanceId(Uuid); impl InstanceId { pub fn new() -> Self { InstanceId(Uuid::new_v4()) } } #[derive(Default)] pub struct SceneSpawner { spawned_scenes: HashMap, Vec>, spawned_dynamic_scenes: HashMap, Vec>, spawned_instances: HashMap, scene_asset_event_reader: EventReader>, dynamic_scenes_to_spawn: Vec>, scenes_to_spawn: Vec>, scenes_to_despawn: Vec>, } #[derive(Error, Debug)] pub enum SceneSpawnError { #[error("scene contains an unregistered component")] UnregisteredComponent { type_name: String }, #[error("scene does not exist")] NonExistentScene { handle: Handle }, #[error("scene does not exist")] NonExistentRealScene { handle: Handle }, } impl SceneSpawner { pub fn spawn_dynamic(&mut self, scene_handle: Handle) { self.dynamic_scenes_to_spawn.push(scene_handle); } pub fn spawn(&mut self, scene_handle: Handle) { self.scenes_to_spawn.push(scene_handle); } pub fn despawn(&mut self, scene_handle: Handle) { self.scenes_to_despawn.push(scene_handle); } pub fn despawn_sync( &mut self, world: &mut World, scene_handle: Handle, ) -> Result<(), SceneSpawnError> { if let Some(instance_ids) = self.spawned_dynamic_scenes.get(&scene_handle) { for instance_id in instance_ids { if let Some(instance) = self.spawned_instances.get(&instance_id) { for entity in instance.entity_map.values() { let _ = world.despawn(entity); // Ignore the result, despawn only cares if it exists. } } } self.spawned_dynamic_scenes.remove(&scene_handle); } Ok(()) } pub fn spawn_dynamic_sync( &mut self, world: &mut World, resources: &Resources, scene_handle: &Handle, ) -> Result<(), SceneSpawnError> { let instance_id = InstanceId::new(); let mut instance_info = InstanceInfo { entity_map: EntityMap::default(), }; Self::spawn_dynamic_internal(world, resources, scene_handle, &mut instance_info)?; self.spawned_instances.insert(instance_id, instance_info); let spawned = self .spawned_dynamic_scenes .entry(scene_handle.clone()) .or_insert_with(Vec::new); spawned.push(instance_id); Ok(()) } fn spawn_dynamic_internal( world: &mut World, resources: &Resources, scene_handle: &Handle, instance_info: &mut InstanceInfo, ) -> Result<(), SceneSpawnError> { let type_registry = resources.get::().unwrap(); let type_registry = type_registry.read(); let scenes = resources.get::>().unwrap(); let scene = scenes .get(scene_handle) .ok_or_else(|| SceneSpawnError::NonExistentScene { handle: scene_handle.clone_weak(), })?; for scene_entity in scene.entities.iter() { let entity = *instance_info .entity_map // TODO: use Entity type directly in scenes to properly encode generation / avoid the need to patch things up? .entry(bevy_ecs::Entity::new(scene_entity.entity)) .or_insert_with(|| world.reserve_entity()); for component in scene_entity.components.iter() { let registration = type_registry .get_with_name(component.type_name()) .ok_or_else(|| SceneSpawnError::UnregisteredComponent { type_name: component.type_name().to_string(), })?; let reflect_component = registration.data::().ok_or_else(|| { SceneSpawnError::UnregisteredComponent { type_name: component.type_name().to_string(), } })?; if world.has_component_type(entity, registration.type_id()) { if registration.short_name() != "Camera" { reflect_component.apply_component(world, entity, &**component); } } else { reflect_component.add_component(world, resources, entity, &**component); } } } Ok(()) } pub fn spawn_sync( &mut self, world: &mut World, resources: &Resources, scene_handle: Handle, ) -> Result<(), SceneSpawnError> { let instance_id = InstanceId::new(); let mut instance_info = InstanceInfo { entity_map: EntityMap::default(), }; let type_registry = resources.get::().unwrap(); let type_registry = type_registry.read(); let scenes = resources.get::>().unwrap(); let scene = scenes .get(&scene_handle) .ok_or_else(|| SceneSpawnError::NonExistentRealScene { handle: scene_handle.clone(), })?; for archetype in scene.world.archetypes() { for scene_entity in archetype.iter_entities() { let entity = *instance_info .entity_map .entry(*scene_entity) .or_insert_with(|| world.reserve_entity()); for type_info in archetype.types() { if let Some(registration) = type_registry.get(type_info.id()) { if let Some(component_reflect) = registration.data::() { component_reflect.copy_component( &scene.world, world, resources, *scene_entity, entity, ); } } } } } for registration in type_registry.iter() { if let Some(map_entities_reflect) = registration.data::() { map_entities_reflect .map_entities(world, &instance_info.entity_map) .unwrap(); } } self.spawned_instances.insert(instance_id, instance_info); let spawned = self .spawned_scenes .entry(scene_handle) .or_insert_with(Vec::new); spawned.push(instance_id); Ok(()) } pub fn update_spawned_scenes( &mut self, world: &mut World, resources: &Resources, scene_handles: &[Handle], ) -> Result<(), SceneSpawnError> { for scene_handle in scene_handles { if let Some(spawned_instances) = self.spawned_dynamic_scenes.get(scene_handle) { for instance_id in spawned_instances.iter() { if let Some(instance_info) = self.spawned_instances.get_mut(instance_id) { Self::spawn_dynamic_internal( world, resources, scene_handle, instance_info, )?; } } } } Ok(()) } pub fn despawn_queued_scenes(&mut self, world: &mut World) -> Result<(), SceneSpawnError> { let scenes_to_despawn = std::mem::take(&mut self.scenes_to_despawn); for scene_handle in scenes_to_despawn { self.despawn_sync(world, scene_handle)?; } Ok(()) } pub fn spawn_queued_scenes( &mut self, world: &mut World, resources: &Resources, ) -> Result<(), SceneSpawnError> { let scenes_to_spawn = std::mem::take(&mut self.dynamic_scenes_to_spawn); for scene_handle in scenes_to_spawn { match self.spawn_dynamic_sync(world, resources, &scene_handle) { Ok(_) => {} Err(SceneSpawnError::NonExistentScene { .. }) => { self.dynamic_scenes_to_spawn.push(scene_handle) } Err(err) => return Err(err), } } let scenes_to_spawn = std::mem::take(&mut self.scenes_to_spawn); for scene_handle in scenes_to_spawn { match self.spawn_sync(world, resources, scene_handle) { Ok(_) => {} Err(SceneSpawnError::NonExistentRealScene { handle }) => { self.scenes_to_spawn.push(handle) } Err(err) => return Err(err), } } Ok(()) } } pub fn scene_spawner_system(world: &mut World, resources: &mut Resources) { let mut scene_spawner = resources.get_mut::().unwrap(); let scene_asset_events = resources.get::>>().unwrap(); let mut updated_spawned_scenes = Vec::new(); for event in scene_spawner .scene_asset_event_reader .iter(&scene_asset_events) { if let AssetEvent::Modified { handle } = event { if scene_spawner.spawned_dynamic_scenes.contains_key(handle) { updated_spawned_scenes.push(handle.clone_weak()); } } } scene_spawner.despawn_queued_scenes(world).unwrap(); scene_spawner.spawn_queued_scenes(world, resources).unwrap(); scene_spawner .update_spawned_scenes(world, resources, &updated_spawned_scenes) .unwrap(); }