bevy/crates/bevy_scene/src/scene_spawner.rs
TheRawMeatball a880b54508
Make EventReader a SystemParam (#1244)
* Add generic support for `#[derive(SystemParam)]`
* Make EventReader a SystemParam
2021-01-18 22:23:30 -08:00

350 lines
13 KiB
Rust

use crate::{DynamicScene, Scene};
use bevy_app::{prelude::*, ManualEventReader};
use bevy_asset::{AssetEvent, Assets, Handle};
use bevy_ecs::{Entity, EntityMap, Resources, World};
use bevy_reflect::{ReflectComponent, ReflectMapEntities, TypeRegistryArc};
use bevy_transform::prelude::Parent;
use bevy_utils::HashMap;
use thiserror::Error;
use uuid::Uuid;
#[derive(Debug)]
struct InstanceInfo {
entity_map: EntityMap,
}
#[derive(Copy, Clone, Debug, Eq, PartialEq, Hash)]
pub struct InstanceId(Uuid);
impl InstanceId {
fn new() -> Self {
InstanceId(Uuid::new_v4())
}
}
#[derive(Default)]
pub struct SceneSpawner {
spawned_scenes: HashMap<Handle<Scene>, Vec<InstanceId>>,
spawned_dynamic_scenes: HashMap<Handle<DynamicScene>, Vec<InstanceId>>,
spawned_instances: HashMap<InstanceId, InstanceInfo>,
scene_asset_event_reader: ManualEventReader<AssetEvent<DynamicScene>>,
dynamic_scenes_to_spawn: Vec<Handle<DynamicScene>>,
scenes_to_spawn: Vec<(Handle<Scene>, InstanceId)>,
scenes_to_despawn: Vec<Handle<DynamicScene>>,
scenes_with_parent: Vec<(InstanceId, Entity)>,
}
#[derive(Error, Debug)]
pub enum SceneSpawnError {
#[error("scene contains the unregistered component `{type_name}`. consider adding `#[reflect(Component)]` to your type")]
UnregisteredComponent { type_name: String },
#[error("scene contains the unregistered type `{type_name}`. consider registering the type using `app.register_type::<T>()`")]
UnregisteredType { type_name: String },
#[error("scene does not exist")]
NonExistentScene { handle: Handle<DynamicScene> },
#[error("scene does not exist")]
NonExistentRealScene { handle: Handle<Scene> },
}
impl SceneSpawner {
pub fn spawn_dynamic(&mut self, scene_handle: Handle<DynamicScene>) {
self.dynamic_scenes_to_spawn.push(scene_handle);
}
pub fn spawn(&mut self, scene_handle: Handle<Scene>) -> InstanceId {
let instance_id = InstanceId::new();
self.scenes_to_spawn.push((scene_handle, instance_id));
instance_id
}
pub fn spawn_as_child(&mut self, scene_handle: Handle<Scene>, parent: Entity) -> InstanceId {
let instance_id = InstanceId::new();
self.scenes_to_spawn.push((scene_handle, instance_id));
self.scenes_with_parent.push((instance_id, parent));
instance_id
}
pub fn despawn(&mut self, scene_handle: Handle<DynamicScene>) {
self.scenes_to_despawn.push(scene_handle);
}
pub fn despawn_sync(
&mut self,
world: &mut World,
scene_handle: Handle<DynamicScene>,
) -> 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<DynamicScene>,
) -> 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<DynamicScene>,
instance_info: &mut InstanceInfo,
) -> Result<(), SceneSpawnError> {
let type_registry = resources.get::<TypeRegistryArc>().unwrap();
let type_registry = type_registry.read();
let scenes = resources.get::<Assets<DynamicScene>>().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::UnregisteredType {
type_name: component.type_name().to_string(),
})?;
let reflect_component =
registration.data::<ReflectComponent>().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<Scene>,
) -> Result<InstanceId, SceneSpawnError> {
self.spawn_sync_internal(world, resources, scene_handle, InstanceId::new())
}
fn spawn_sync_internal(
&mut self,
world: &mut World,
resources: &Resources,
scene_handle: Handle<Scene>,
instance_id: InstanceId,
) -> Result<InstanceId, SceneSpawnError> {
let mut instance_info = InstanceInfo {
entity_map: EntityMap::default(),
};
let type_registry = resources.get::<TypeRegistryArc>().unwrap();
let type_registry = type_registry.read();
let scenes = resources.get::<Assets<Scene>>().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() {
let registration = type_registry.get(type_info.id()).ok_or_else(|| {
SceneSpawnError::UnregisteredType {
type_name: type_info.type_name().to_string(),
}
})?;
let reflect_component =
registration.data::<ReflectComponent>().ok_or_else(|| {
SceneSpawnError::UnregisteredComponent {
type_name: registration.name().to_string(),
}
})?;
reflect_component.copy_component(
&scene.world,
world,
resources,
*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();
}
}
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(instance_id)
}
pub fn update_spawned_scenes(
&mut self,
world: &mut World,
resources: &Resources,
scene_handles: &[Handle<DynamicScene>],
) -> 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, instance_id) in scenes_to_spawn {
match self.spawn_sync_internal(world, resources, scene_handle, instance_id) {
Ok(_) => {}
Err(SceneSpawnError::NonExistentRealScene { handle }) => {
self.scenes_to_spawn.push((handle, instance_id))
}
Err(err) => return Err(err),
}
}
Ok(())
}
pub(crate) fn set_scene_instance_parent_sync(&mut self, world: &mut World) {
let scenes_with_parent = std::mem::take(&mut self.scenes_with_parent);
for (instance_id, parent) in scenes_with_parent {
if let Some(instance) = self.spawned_instances.get(&instance_id) {
for entity in instance.entity_map.values() {
if let Err(bevy_ecs::ComponentError::MissingComponent(_)) =
world.get::<Parent>(entity)
{
let _ = world.insert_one(entity, Parent(parent));
}
}
} else {
self.scenes_with_parent.push((instance_id, parent));
}
}
}
/// Check that an scene instance spawned previously is ready to use
pub fn instance_is_ready(&self, instance_id: InstanceId) -> bool {
self.spawned_instances.contains_key(&instance_id)
}
/// Get an iterator over the entities in an instance, once it's spawned
pub fn iter_instance_entities(
&'_ self,
instance_id: InstanceId,
) -> Option<impl Iterator<Item = Entity> + '_> {
self.spawned_instances
.get(&instance_id)
.map(|instance| instance.entity_map.values())
}
}
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<DynamicScene>>>().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_or_else(|err| panic!("{}", err));
scene_spawner
.update_spawned_scenes(world, resources, &updated_spawned_scenes)
.unwrap();
scene_spawner.set_scene_instance_parent_sync(world);
}