use std::{collections::HashMap, marker::PhantomData};
use bevy::{
app::{App, First, Plugin, PreStartup, Startup},
ecs::{
component::Component,
entity::Entity,
event::{Event, EventReader, EventWriter, event_update_system},
name::Name,
schedule::IntoScheduleConfigs,
system::{Commands, NonSendMut, Query, SystemParam},
},
log::{debug, trace},
};
use godot::{
builtin::GString,
classes::{Engine, Node, Node2D, Node3D, SceneTree},
meta::ToGodot,
obj::{Gd, Inherits},
prelude::GodotConvert,
};
use crate::{
bridge::GodotNodeHandle,
prelude::{CollisionEventType, Collisions, Transform2D, Transform3D},
};
pub struct GodotSceneTreePlugin;
impl Plugin for GodotSceneTreePlugin {
fn build(&self, app: &mut App) {
app.add_systems(PreStartup, initialize_scene_tree)
.add_systems(Startup, connect_scene_tree)
.add_systems(First, write_scene_tree_events.before(event_update_system))
.add_systems(First, read_scene_tree_events.before(event_update_system))
.add_event::<SceneTreeEvent>()
.init_non_send_resource::<SceneTreeRefImpl>();
}
}
#[derive(SystemParam)]
pub struct SceneTreeRef<'w, 's> {
gd: NonSendMut<'w, SceneTreeRefImpl>,
phantom: PhantomData<&'s ()>,
}
impl<'w, 's> SceneTreeRef<'w, 's> {
pub fn get(&mut self) -> Gd<SceneTree> {
self.gd.0.clone()
}
}
#[doc(hidden)]
#[derive(Debug)]
pub(crate) struct SceneTreeRefImpl(Gd<SceneTree>);
impl SceneTreeRefImpl {
fn get_ref() -> Gd<SceneTree> {
Engine::singleton()
.get_main_loop()
.unwrap()
.cast::<SceneTree>()
}
}
impl Default for SceneTreeRefImpl {
fn default() -> Self {
Self(Self::get_ref())
}
}
fn initialize_scene_tree(
mut commands: Commands,
mut scene_tree: SceneTreeRef,
mut entities: Query<(&mut GodotNodeHandle, Entity)>,
) {
fn traverse(node: Gd<Node>, events: &mut Vec<SceneTreeEvent>) {
events.push(SceneTreeEvent {
node: GodotNodeHandle::from_instance_id(node.instance_id()),
event_type: SceneTreeEventType::NodeAdded,
});
for child in node.get_children().iter_shared() {
traverse(child, events);
}
}
let root = scene_tree.get().get_root().unwrap();
let mut events = vec![];
traverse(root.upcast(), &mut events);
create_scene_tree_entity(&mut commands, events, &mut scene_tree, &mut entities);
}
#[derive(Debug, Clone, Event)]
pub struct SceneTreeEvent {
pub node: GodotNodeHandle,
pub event_type: SceneTreeEventType,
}
#[derive(Copy, Clone, Debug, GodotConvert)]
#[godot(via = GString)]
pub enum SceneTreeEventType {
NodeAdded,
NodeRemoved,
NodeRenamed,
}
fn connect_scene_tree(mut scene_tree: SceneTreeRef) {
let mut scene_tree_gd = scene_tree.get();
let watcher = scene_tree_gd
.get_root()
.unwrap()
.get_node_as::<Node>("/root/BevyAppSingleton/SceneTreeWatcher");
scene_tree_gd.connect(
"node_added",
&watcher
.callable("scene_tree_event")
.bind(&[SceneTreeEventType::NodeAdded.to_variant()]),
);
scene_tree_gd.connect(
"node_removed",
&watcher
.callable("scene_tree_event")
.bind(&[SceneTreeEventType::NodeRemoved.to_variant()]),
);
scene_tree_gd.connect(
"node_renamed",
&watcher
.callable("scene_tree_event")
.bind(&[SceneTreeEventType::NodeRenamed.to_variant()]),
);
}
#[derive(Component, Debug)]
pub struct Groups {
groups: Vec<String>,
}
impl<T: Inherits<Node>> From<&Gd<T>> for Groups {
fn from(node: &Gd<T>) -> Self {
Groups {
groups: node
.clone()
.upcast::<Node>()
.get_groups()
.iter_shared()
.map(|variant| variant.to_string())
.collect(),
}
}
}
#[doc(hidden)]
pub struct SceneTreeEventReader(pub std::sync::mpsc::Receiver<SceneTreeEvent>);
fn write_scene_tree_events(
event_reader: NonSendMut<SceneTreeEventReader>,
mut event_writer: EventWriter<SceneTreeEvent>,
) {
event_writer.write_batch(event_reader.0.try_iter());
}
fn create_scene_tree_entity(
commands: &mut Commands,
events: impl IntoIterator<Item = SceneTreeEvent>,
scene_tree: &mut SceneTreeRef,
entities: &mut Query<(&mut GodotNodeHandle, Entity)>,
) {
let mut ent_mapping = entities
.iter()
.map(|(reference, ent)| (reference.instance_id(), ent))
.collect::<HashMap<_, _>>();
let scene_root = scene_tree.get().get_root().unwrap();
let collision_watcher = scene_tree
.get()
.get_root()
.unwrap()
.get_node_as::<Node>("/root/BevyAppSingleton/CollisionWatcher");
for event in events.into_iter() {
trace!(target: "godot_scene_tree_events", event = ?event);
let mut node = event.node.clone();
let ent = ent_mapping.get(&node.instance_id()).cloned();
match event.event_type {
SceneTreeEventType::NodeAdded => {
let mut ent = if let Some(ent) = ent {
commands.entity(ent)
} else {
commands.spawn_empty()
};
ent.insert(GodotNodeHandle::clone(&node))
.insert(Name::from(node.get::<Node>().get_name().to_string()));
if let Some(node3d) = node.try_get::<Node3D>() {
ent.insert(Transform3D::from(node3d.get_transform()));
}
if let Some(node2d) = node.try_get::<Node2D>() {
let transform = node2d.get_transform();
ent.insert(Transform2D(transform));
}
let mut node = node.get::<Node>();
if node.has_signal("body_entered") {
debug!(target: "godot_scene_tree_collisions", body_id = node.instance_id().to_string(), "has body_entered signal");
let node_clone = node.clone();
node.connect(
"body_entered",
&collision_watcher.callable("collision_event").bind(&[
node_clone.to_variant(),
CollisionEventType::Started.to_variant(),
]),
);
node.connect(
"body_exited",
&collision_watcher.callable("collision_event").bind(&[
node_clone.to_variant(),
CollisionEventType::Ended.to_variant(),
]),
);
ent.insert(Collisions::default());
}
ent.insert(Groups::from(&node));
let ent = ent.id();
ent_mapping.insert(node.instance_id(), ent);
if node.instance_id() != scene_root.instance_id() {
let parent = node.get_parent().unwrap().instance_id();
commands
.entity(*ent_mapping.get(&parent).unwrap())
.add_children(&[ent]);
}
}
SceneTreeEventType::NodeRemoved => {
commands.entity(ent.unwrap()).despawn();
}
SceneTreeEventType::NodeRenamed => {
commands
.entity(ent.unwrap())
.insert(Name::from(node.get::<Node>().get_name().to_string()));
}
}
}
}
fn read_scene_tree_events(
mut commands: Commands,
mut scene_tree: SceneTreeRef,
mut event_reader: EventReader<SceneTreeEvent>,
mut entities: Query<(&mut GodotNodeHandle, Entity)>,
) {
create_scene_tree_entity(
&mut commands,
event_reader.read().cloned(),
&mut scene_tree,
&mut entities,
);
}