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bevy clone entity tree
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use std::sync::Arc; | |
#[derive(Debug, Clone, PartialEq, Eq)] | |
pub struct EntityTreeNode { | |
pub source: Entity, | |
pub destination: Entity, | |
pub children: Vec<EntityTreeNode>, | |
} | |
impl EntityTreeNode { | |
pub fn from_entity_recursive( | |
commands: &mut Commands, | |
from_entity: Entity, | |
q_children: &Query<&Children>, | |
) -> EntityTreeNode { | |
let children = match q_children.get(from_entity) { | |
Ok(children) => children | |
.iter() | |
.map(|&child| { | |
EntityTreeNode::from_entity_recursive( | |
commands, child, q_children, | |
) | |
}) | |
.collect::<Vec<_>>(), | |
Err(QueryEntityError::QueryDoesNotMatch(_)) => vec![], | |
Err(e) => panic!("{}", e), | |
}; | |
EntityTreeNode { | |
source: from_entity, | |
destination: commands.spawn_empty().id(), | |
children, | |
} | |
} | |
pub fn iter(&self) -> impl Iterator<Item = &EntityTreeNode> { | |
self.children.iter() | |
} | |
} | |
pub fn clone_entity_tree( | |
world: &mut World, | |
EntityTreeNode { | |
source, | |
destination, | |
children, | |
}: &EntityTreeNode, | |
) { | |
clone_entity_components(world, *source, *destination); | |
for node in children { | |
clone_entity_tree(world, node); | |
let mut destination = world.get_entity_mut(*destination).unwrap(); | |
destination.add_child(node.destination); | |
} | |
} | |
// uses arc to prevent cloning the whole tree. | |
pub struct CloneEntityTree(Arc<EntityTreeNode>); | |
impl Command for CloneEntityTree { | |
fn apply(self, world: &mut World) { | |
clone_entity_tree(world, &self.0); | |
} | |
} |
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