mirror of
https://github.com/bevyengine/bevy
synced 2024-12-23 11:33:06 +00:00
a880b54508
* Add generic support for `#[derive(SystemParam)]` * Make EventReader a SystemParam
350 lines
13 KiB
Rust
350 lines
13 KiB
Rust
use crate::{DynamicScene, Scene};
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use bevy_app::{prelude::*, ManualEventReader};
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use bevy_asset::{AssetEvent, Assets, Handle};
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use bevy_ecs::{Entity, EntityMap, Resources, World};
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use bevy_reflect::{ReflectComponent, ReflectMapEntities, TypeRegistryArc};
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use bevy_transform::prelude::Parent;
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use bevy_utils::HashMap;
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use thiserror::Error;
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use uuid::Uuid;
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#[derive(Debug)]
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struct InstanceInfo {
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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)]
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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>>,
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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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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>) {
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self.dynamic_scenes_to_spawn.push(scene_handle);
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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_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.get(&scene_handle) {
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for instance_id in instance_ids {
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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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let _ = world.despawn(entity); // Ignore the result, despawn only cares if it exists.
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}
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}
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}
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self.spawned_dynamic_scenes.remove(&scene_handle);
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}
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Ok(())
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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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resources: &Resources,
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scene_handle: &Handle<DynamicScene>,
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) -> Result<(), SceneSpawnError> {
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let instance_id = InstanceId::new();
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let mut instance_info = InstanceInfo {
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entity_map: EntityMap::default(),
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};
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Self::spawn_dynamic_internal(world, resources, scene_handle, &mut instance_info)?;
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self.spawned_instances.insert(instance_id, instance_info);
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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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resources: &Resources,
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scene_handle: &Handle<DynamicScene>,
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instance_info: &mut InstanceInfo,
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) -> Result<(), SceneSpawnError> {
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let type_registry = resources.get::<TypeRegistryArc>().unwrap();
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let type_registry = type_registry.read();
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let scenes = resources.get::<Assets<DynamicScene>>().unwrap();
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let scene = 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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for scene_entity in scene.entities.iter() {
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let entity = *instance_info
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.entity_map
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// TODO: use Entity type directly in scenes to properly encode generation / avoid the need to patch things up?
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.entry(bevy_ecs::Entity::new(scene_entity.entity))
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.or_insert_with(|| world.reserve_entity());
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for component in scene_entity.components.iter() {
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let registration = type_registry
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.get_with_name(component.type_name())
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.ok_or_else(|| SceneSpawnError::UnregisteredType {
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type_name: component.type_name().to_string(),
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})?;
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let reflect_component =
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registration.data::<ReflectComponent>().ok_or_else(|| {
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SceneSpawnError::UnregisteredComponent {
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type_name: component.type_name().to_string(),
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}
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})?;
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if world.has_component_type(entity, registration.type_id()) {
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if registration.short_name() != "Camera" {
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reflect_component.apply_component(world, entity, &**component);
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}
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} else {
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reflect_component.add_component(world, resources, entity, &**component);
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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 spawn_sync(
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&mut self,
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world: &mut World,
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resources: &Resources,
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scene_handle: Handle<Scene>,
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) -> Result<InstanceId, SceneSpawnError> {
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self.spawn_sync_internal(world, resources, 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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resources: &Resources,
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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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let mut instance_info = InstanceInfo {
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entity_map: EntityMap::default(),
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};
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let type_registry = resources.get::<TypeRegistryArc>().unwrap();
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let type_registry = type_registry.read();
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let scenes = resources.get::<Assets<Scene>>().unwrap();
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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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for archetype in scene.world.archetypes() {
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for scene_entity in archetype.iter_entities() {
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let entity = *instance_info
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.entity_map
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.entry(*scene_entity)
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.or_insert_with(|| world.reserve_entity());
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for type_info in archetype.types() {
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let registration = type_registry.get(type_info.id()).ok_or_else(|| {
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SceneSpawnError::UnregisteredType {
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type_name: type_info.type_name().to_string(),
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}
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})?;
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let reflect_component =
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registration.data::<ReflectComponent>().ok_or_else(|| {
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SceneSpawnError::UnregisteredComponent {
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type_name: registration.name().to_string(),
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}
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})?;
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reflect_component.copy_component(
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&scene.world,
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world,
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resources,
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*scene_entity,
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entity,
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);
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}
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}
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}
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for registration in type_registry.iter() {
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if let Some(map_entities_reflect) = registration.data::<ReflectMapEntities>() {
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map_entities_reflect
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.map_entities(world, &instance_info.entity_map)
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.unwrap();
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}
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}
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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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pub fn update_spawned_scenes(
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&mut self,
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world: &mut World,
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resources: &Resources,
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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.iter() {
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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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resources,
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scene_handle,
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instance_info,
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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 spawn_queued_scenes(
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&mut self,
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world: &mut World,
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resources: &Resources,
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) -> 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 in scenes_to_spawn {
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match self.spawn_dynamic_sync(world, resources, &scene_handle) {
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Ok(_) => {}
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Err(SceneSpawnError::NonExistentScene { .. }) => {
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self.dynamic_scenes_to_spawn.push(scene_handle)
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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, resources, 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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if let Err(bevy_ecs::ComponentError::MissingComponent(_)) =
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world.get::<Parent>(entity)
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{
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let _ = world.insert_one(entity, Parent(parent));
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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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pub fn iter_instance_entities(
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&'_ self,
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instance_id: InstanceId,
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) -> Option<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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}
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}
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pub fn scene_spawner_system(world: &mut World, resources: &mut Resources) {
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let mut scene_spawner = resources.get_mut::<SceneSpawner>().unwrap();
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let scene_asset_events = resources.get::<Events<AssetEvent<DynamicScene>>>().unwrap();
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let mut updated_spawned_scenes = Vec::new();
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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
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.spawn_queued_scenes(world, resources)
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.unwrap_or_else(|err| panic!("{}", err));
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scene_spawner
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.update_spawned_scenes(world, resources, &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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