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I have a draft implementation here (click here to view changes). Essentially, it defines a new kind of pseudo-"trait reflection" (kind of like ReflectComponent) that lets DynamicScene::write_to_world obtain components from objects that implement the Proxy trait. This is general enough that I can imagine doing something similar for things like nested scenes, inline assets, bundle loading, etc... and frankly that's the direction I'm hoping to take this... but as a sort of proof of concept I just made it do so-called ProxyHandles for now. They turn into strong handles when you spawn the scene.
If there's interest in this, I can write up an RFC or draft PR, but I just want to make sure I'm in the right ballpark here before I get in too deep; especially since I'm not entirely sure where things stand wrt #3972 and #92.
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I have a draft implementation here (click here to view changes). Essentially, it defines a new kind of pseudo-"trait reflection" (kind of like
ReflectComponent
) that letsDynamicScene::write_to_world
obtain components from objects that implement theProxy
trait. This is general enough that I can imagine doing something similar for things like nested scenes, inline assets, bundle loading, etc... and frankly that's the direction I'm hoping to take this... but as a sort of proof of concept I just made it do so-calledProxyHandle
s for now. They turn into strong handles when you spawn the scene.If there's interest in this, I can write up an RFC or draft PR, but I just want to make sure I'm in the right ballpark here before I get in too deep; especially since I'm not entirely sure where things stand wrt #3972 and #92.
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