bevy/crates/bevy_ecs/src/reflect/map_entities.rs
Doonv 1c67e020f7
Move EntityHash related types into bevy_ecs (#11498)
# Objective

Reduce the size of `bevy_utils`
(https://github.com/bevyengine/bevy/issues/11478)

## Solution

Move `EntityHash` related types into `bevy_ecs`. This also allows us
access to `Entity`, which means we no longer need `EntityHashMap`'s
first generic argument.

---

## Changelog

- Moved `bevy::utils::{EntityHash, EntityHasher, EntityHashMap,
EntityHashSet}` into `bevy::ecs::entity::hash` .
- Removed `EntityHashMap`'s first generic argument. It is now hardcoded
to always be `Entity`.

## Migration Guide

- Uses of `bevy::utils::{EntityHash, EntityHasher, EntityHashMap,
EntityHashSet}` now have to be imported from `bevy::ecs::entity::hash`.
- Uses of `EntityHashMap` no longer have to specify the first generic
parameter. It is now hardcoded to always be `Entity`.
2024-02-12 15:02:24 +00:00

75 lines
3.4 KiB
Rust

use crate::{
component::Component,
entity::{Entity, EntityHashMap, MapEntities, SceneEntityMapper},
world::World,
};
use bevy_reflect::FromType;
/// For a specific type of component, this maps any fields with values of type [`Entity`] to a new world.
/// Since a given `Entity` ID is only valid for the world it came from, when performing deserialization
/// any stored IDs need to be re-allocated in the destination world.
///
/// See [`SceneEntityMapper`] and [`MapEntities`] for more information.
#[derive(Clone)]
pub struct ReflectMapEntities {
map_all_entities: fn(&mut World, &mut SceneEntityMapper),
map_entities: fn(&mut World, &mut SceneEntityMapper, &[Entity]),
}
impl ReflectMapEntities {
/// A general method for applying [`MapEntities`] behavior to all elements in an [`EntityHashMap<Entity>`].
///
/// Be mindful in its usage: Works best in situations where the entities in the [`EntityHashMap<Entity>`] are newly
/// created, before systems have a chance to add new components. If some of the entities referred to
/// by the [`EntityHashMap<Entity>`] might already contain valid entity references, you should use [`map_entities`](Self::map_entities).
///
/// An example of this: A scene can be loaded with `Parent` components, but then a `Parent` component can be added
/// to these entities after they have been loaded. If you reload the scene using [`map_all_entities`](Self::map_all_entities), those `Parent`
/// components with already valid entity references could be updated to point at something else entirely.
pub fn map_all_entities(&self, world: &mut World, entity_map: &mut EntityHashMap<Entity>) {
SceneEntityMapper::world_scope(entity_map, world, self.map_all_entities);
}
/// A general method for applying [`MapEntities`] behavior to elements in an [`EntityHashMap<Entity>`]. Unlike
/// [`map_all_entities`](Self::map_all_entities), this is applied to specific entities, not all values
/// in the [`EntityHashMap<Entity>`].
///
/// This is useful mostly for when you need to be careful not to update components that already contain valid entity
/// values. See [`map_all_entities`](Self::map_all_entities) for more details.
pub fn map_entities(
&self,
world: &mut World,
entity_map: &mut EntityHashMap<Entity>,
entities: &[Entity],
) {
SceneEntityMapper::world_scope(entity_map, world, |world, mapper| {
(self.map_entities)(world, mapper, entities);
});
}
}
impl<C: Component + MapEntities> FromType<C> for ReflectMapEntities {
fn from_type() -> Self {
ReflectMapEntities {
map_entities: |world, entity_mapper, entities| {
for &entity in entities {
if let Some(mut component) = world.get_mut::<C>(entity) {
component.map_entities(entity_mapper);
}
}
},
map_all_entities: |world, entity_mapper| {
let entities = entity_mapper
.get_map()
.values()
.copied()
.collect::<Vec<Entity>>();
for entity in &entities {
if let Some(mut component) = world.get_mut::<C>(*entity) {
component.map_entities(entity_mapper);
}
}
},
}
}
}