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use std::marker::PhantomData; use serde::{Deserialize, Serialize}; use amethyst_core::ecs::prelude::{ Component, DenseVecStorage, Entity, FlaggedStorage, Read, ReadExpect, ResourceId, SystemData, World, WriteStorage, }; use amethyst_error::Error; use crate::{ Asset, AssetStorage, Format, Handle, Loader, Progress, ProgressCounter, SerializableFormat, }; pub use self::system::{PrefabLoaderSystem, PrefabLoaderSystemDesc}; mod impls; mod system; /// Trait for loading a prefabs data for a single entity pub trait PrefabData<'a> { /// `SystemData` needed to perform the load type SystemData: SystemData<'a>; /// The result type returned by the load operation type Result; /// Add the data for this prefab onto the given `Entity` /// /// This can also be used to load resources, the recommended way of doing so is to put the /// resources on the main `Entity` of the `Prefab` /// /// ### Parameters: /// /// - `entity`: `Entity` to load components on, or the root `Entity` for the resource scenario /// - `system_data`: `SystemData` needed to do the loading /// - `entities`: Some components need access to the entities that was created as part of the /// full prefab, for linking purposes, so this contains all those `Entity`s. /// - `children`: Entities that need access to the `Hierarchy` in this function won't be able /// to access it yet, since it is only updated after this function runs. As a work- /// around, this slice includes all hierarchical children of the entity being passed. fn add_to_entity( &self, entity: Entity, system_data: &mut Self::SystemData, entities: &[Entity], children: &[Entity], ) -> Result<Self::Result, Error>; /// Trigger asset loading for any sub assets. /// /// ### Parameters: /// /// - `progress`: Progress structure that needs to be used for tracking progress of sub loads /// - `system_data`: `SystemData` for the prefab /// /// ### Returns /// /// - `Err(error)` - if an `Error` occurs /// - `Ok(false)` - if no sub assets need loading /// - `Ok(true)` - if sub assets need loading, in this case the sub asset load must be added to /// the given progress tracker /// /// ### Type parameters: /// /// - `P`: Progress tracker fn load_sub_assets( &mut self, _progress: &mut ProgressCounter, _system_data: &mut Self::SystemData, ) -> Result<bool, Error> { Ok(false) } } /// Main `Prefab` structure, containing all data loaded in a single prefab. /// /// Contains a list prefab data for the entities affected by the prefab. The first entry in the /// `entities` list will be applied to the main `Entity` the `Handle` is placed on, and all other /// entries will trigger creation of a new entity. Note that the parent index is ignored for the /// first entry in the list. /// /// The recommended way of loading resources is to place them on the main `Entity`. /// /// ### Example: /// /// If we want to give the existing Baker entity a Knife and a Plate with a /// Cake on it. The prefab contains 3 new entities `Knife`, `Plate`, /// and `Cake`, and the main `Entity` that the `Handle` is placed on is the /// `Baker`. We want the graph to be `Knife on Baker`, `Plate on Baker`, /// `Cake on Plate` using parent links. The data will be as follows: /// /// ```rust,ignore /// Prefab { /// entities: vec![ /// PrefabEntity { parent: None, .. }, /* #0 Baker, parent is not used */ /// PrefabEntity { parent: Some(0), .. }, /* #1 Knife parented to Baker #0 */ /// PrefabEntity { parent: Some(0), .. }, /* #2 Plate parented to Baker #0 */ /// PrefabEntity { parent: Some(2), .. }, /* #3 Cake parented to Plate #2 */ /// ], /// } /// ``` /// /// ### Type parameters: /// /// - `T`: `PrefabData` #[derive(Default, Deserialize, Serialize)] pub struct Prefab<T> { #[serde(skip)] tag: Option<u64>, entities: Vec<PrefabEntity<T>>, #[serde(skip)] counter: Option<ProgressCounter>, } /// Prefab data container for a single entity /// /// ### Type parameters: /// /// - `T`: `PrefabData` #[derive(Debug, Deserialize, Serialize)] #[serde(default)] pub struct PrefabEntity<T> { parent: Option<usize>, data: Option<T>, } impl<T> Default for PrefabEntity<T> { fn default() -> Self { PrefabEntity::new(None, None) } } impl<T> PrefabEntity<T> { /// New prefab entity pub fn new(parent: Option<usize>, data: Option<T>) -> Self { PrefabEntity { parent, data } } /// Set parent index pub fn set_parent(&mut self, parent: usize) { self.parent = Some(parent); } /// Set data pub fn set_data(&mut self, data: T) { self.data = Some(data); } /// Get immutable access to the data pub fn data(&self) -> Option<&T> { self.data.as_ref() } /// Get mutable access to the data pub fn data_mut(&mut self) -> Option<&mut T> { self.data.as_mut() } /// Get mutable access to the data /// /// If Option is `None`, insert a default entry pub fn data_or_default(&mut self) -> &mut T where T: Default, { self.data.get_or_insert_with(T::default) } /// Get mutable access to the data /// /// If Option is `None`, insert an entry computed from a closure pub fn data_or_insert_with(&mut self, func: impl FnOnce() -> T) -> &mut T { self.data.get_or_insert_with(func) } /// Trigger sub asset loading for the prefab entity pub fn load_sub_assets<'a>( &mut self, progress: &mut ProgressCounter, system_data: &mut <T as PrefabData<'a>>::SystemData, ) -> Result<bool, Error> where T: PrefabData<'a>, { if let Some(ref mut data) = self.data { data.load_sub_assets(progress, system_data) } else { Ok(false) } } } impl<T> Prefab<T> { /// Create new empty prefab pub fn new() -> Self { Prefab { tag: None, entities: vec![PrefabEntity::default()], counter: None, } } /// Create a prefab with data for only the main `Entity` pub fn new_main(data: T) -> Self { Prefab { tag: None, entities: vec![PrefabEntity::new(None, Some(data))], counter: None, } } /// Set main `Entity` data pub fn main(&mut self, data: Option<T>) { self.entities[0].data = data; } /// Add a new entity to the prefab, with optional data and parent. pub fn add(&mut self, parent: Option<usize>, data: Option<T>) -> usize { let index = self.entities.len(); self.entities.push(PrefabEntity::new(parent, data)); index } /// Number of entities in the prefab, including the main entity pub fn len(&self) -> usize { self.entities.len() } /// Returns `true` if the prefab contains no entities. pub fn is_empty(&self) -> bool { self.entities.is_empty() } /// Create a new entity in the prefab, with no data and no parent pub fn new_entity(&mut self) -> usize { self.add(None, None) } /// Get mutable access to the `PrefabEntity` with the given index pub fn entity(&mut self, index: usize) -> Option<&mut PrefabEntity<T>> { self.entities.get_mut(index) } /// Get immutable access to all entities in the prefab pub fn entities(&self) -> impl Iterator<Item = &PrefabEntity<T>> { self.entities.iter() } /// Get mutable access to the data in the `PrefabEntity` with the given index /// /// If data is None, this will insert a default value for `T` /// /// ### Panics /// /// If the given index do not have a `PrefabEntity` pub fn data_or_default(&mut self, index: usize) -> &mut T where T: Default, { self.entities[index].data_or_default() } /// Get mutable access to the data in the `PrefabEntity` with the given index /// /// If data is None, this will insert a value for `T` computed with a closure /// /// ### Panics /// /// If the given index do not have a `PrefabEntity` pub fn data_or_insert_with(&mut self, index: usize, func: impl FnOnce() -> T) -> &mut T { self.entities[index].data_or_insert_with(func) } /// Check if sub asset loading have been triggered pub fn loading(&self) -> bool { self.counter.is_some() } /// Get the `ProgressCounter` for the sub asset loading. /// /// ### Panics /// /// If sub asset loading has not been triggered. pub fn progress(&self) -> &ProgressCounter { self.counter .as_ref() .expect("Sub asset loading has not been triggered") } /// Trigger sub asset loading for the asset pub fn load_sub_assets<'a>( &mut self, system_data: &mut <T as PrefabData<'a>>::SystemData, ) -> Result<bool, Error> where T: PrefabData<'a>, { let mut ret = false; let mut progress = ProgressCounter::default(); for entity in &mut self.entities { if entity.load_sub_assets(&mut progress, system_data)? { ret = true; } } self.counter = Some(progress); Ok(ret) } } /// Tag placed on entities created by the prefab system. /// /// The tag value match the tag value of the `Prefab` the `Entity` was created from. pub struct PrefabTag<T> { tag: u64, _m: PhantomData<T>, } impl<T> PrefabTag<T> { /// Create a new tag pub fn new(tag: u64) -> Self { PrefabTag { tag, _m: PhantomData, } } /// Get the tag pub fn tag(&self) -> u64 { self.tag } } impl<T> Component for PrefabTag<T> where T: Send + Sync + 'static, { type Storage = DenseVecStorage<Self>; } impl<T> Asset for Prefab<T> where T: Send + Sync + 'static, { const NAME: &'static str = "PREFAB"; type Data = Self; type HandleStorage = FlaggedStorage<Handle<Self>, DenseVecStorage<Handle<Self>>>; } /// Convenience `PrefabData` for loading assets of type `A` using `Format` `F`. /// /// Will add a `Handle<A>` to the `Entity` /// /// ### Type parameters: /// /// - `A`: `Asset`, /// - `F`: `Format` for loading `A` // TODO: Add a debug impl for this that uses Filename correctly by default #[derive(Debug, Clone, Deserialize, Serialize)] pub enum AssetPrefab<A, F = Box<dyn SerializableFormat<<A as Asset>::Data>>> where A: Asset, // A::Data: FormatRegisteredData, F: Format<A::Data>, { /// From existing handle #[serde(skip)] Handle(Handle<A>), /// From file, (name, format) File(String, F), /// Placeholder during loading #[serde(skip)] Placeholder, } impl<'a, A, F> PrefabData<'a> for AssetPrefab<A, F> where A: Asset, F: Format<A::Data>, { type SystemData = ( ReadExpect<'a, Loader>, WriteStorage<'a, Handle<A>>, Read<'a, AssetStorage<A>>, ); type Result = Handle<A>; fn add_to_entity( &self, entity: Entity, system_data: &mut Self::SystemData, _: &[Entity], _: &[Entity], ) -> Result<Handle<A>, Error> { let handle = match *self { AssetPrefab::Handle(ref handle) => handle.clone(), _ => unreachable!(), }; Ok(system_data .1 .insert(entity, handle.clone()) .map(|_| handle)?) } fn load_sub_assets( &mut self, progress: &mut ProgressCounter, (loader, _, storage): &mut Self::SystemData, ) -> Result<bool, Error> { let (ret, next) = match std::mem::replace(self, AssetPrefab::Placeholder) { AssetPrefab::File(name, format) => { let handle = loader.load(name, format, progress, storage); (true, AssetPrefab::Handle(handle)) } slot => (false, slot), }; *self = next; Ok(ret) } } /// Helper structure for loading prefabs. /// /// The recommended way of using this from `State`s is to use `world.exec`. /// /// ### Example /// /// ```rust,ignore /// let prefab_handle = world.exec(|loader: PrefabLoader<SomePrefab>| { /// loader.load("prefab.ron", RonFormat, ()); /// }); /// ``` #[derive(SystemData)] pub struct PrefabLoader<'a, T> where T: Send + Sync + 'static, { loader: ReadExpect<'a, Loader>, storage: Read<'a, AssetStorage<Prefab<T>>>, } impl<'a, T> PrefabLoader<'a, T> where T: Send + Sync + 'static, { /// Load prefab from source pub fn load<F, N, P>(&self, name: N, format: F, progress: P) -> Handle<Prefab<T>> where F: Format<<Prefab<T> as Asset>::Data>, N: Into<String>, P: Progress, { self.loader.load(name, format, progress, &self.storage) } /// Load prefab from explicit data pub fn load_from_data<P>(&self, data: Prefab<T>, progress: P) -> Handle<Prefab<T>> where P: Progress, { self.loader.load_from_data(data, progress, &self.storage) } } #[cfg(test)] mod tests { use std::sync::Arc; use rayon::ThreadPoolBuilder; use amethyst_core::{ ecs::{Builder, RunNow, World, WorldExt}, SystemDesc, Time, Transform, }; use crate::Loader; use super::*; type MyPrefab = Transform; #[test] fn test_prefab_load() { let mut world = World::new(); let pool = Arc::new(ThreadPoolBuilder::default().build().unwrap()); world.insert(pool.clone()); world.insert(Loader::new(".", pool)); world.insert(Time::default()); let mut system = PrefabLoaderSystemDesc::<MyPrefab>::default().build(&mut world); RunNow::setup(&mut system, &mut world); let prefab = Prefab::new_main(Transform::default()); let handle = world.read_resource::<Loader>().load_from_data( prefab, (), &world.read_resource::<AssetStorage<Prefab<MyPrefab>>>(), ); let root_entity = world.create_entity().with(handle).build(); system.run_now(&world); assert_eq!( Some(&Transform::default()), world.read_storage().get(root_entity) ); assert!(world.read_storage::<Transform>().get(root_entity).is_some()); } }