2021-05-19 19:03:36 +00:00
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use crate as bevy_reflect;
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2022-05-09 16:32:15 +00:00
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use crate::prelude::ReflectDefault;
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2022-06-20 17:18:58 +00:00
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use crate::{ReflectDeserialize, ReflectSerialize};
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2022-05-09 16:32:15 +00:00
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use bevy_reflect_derive::{impl_from_reflect_value, impl_reflect_struct, impl_reflect_value};
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2022-02-24 08:12:27 +00:00
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use glam::*;
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2020-11-28 00:39:59 +00:00
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2022-05-09 16:32:15 +00:00
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impl_reflect_struct!(
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2022-11-28 14:55:26 +00:00
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#[reflect(Debug, Hash, PartialEq, Default)]
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2023-06-05 20:31:20 +00:00
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#[type_path = "glam"]
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2022-05-09 16:32:15 +00:00
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struct IVec2 {
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x: i32,
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y: i32,
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}
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);
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impl_reflect_struct!(
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2022-11-28 14:55:26 +00:00
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#[reflect(Debug, Hash, PartialEq, Default)]
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2023-06-05 20:31:20 +00:00
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#[type_path = "glam"]
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2022-05-09 16:32:15 +00:00
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struct IVec3 {
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x: i32,
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y: i32,
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z: i32,
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}
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);
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impl_reflect_struct!(
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2022-11-28 14:55:26 +00:00
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#[reflect(Debug, Hash, PartialEq, Default)]
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2023-06-05 20:31:20 +00:00
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#[type_path = "glam"]
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2022-05-09 16:32:15 +00:00
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struct IVec4 {
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x: i32,
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y: i32,
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z: i32,
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w: i32,
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}
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);
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impl_reflect_struct!(
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2022-11-28 14:55:26 +00:00
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#[reflect(Debug, Hash, PartialEq, Default)]
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2023-06-05 20:31:20 +00:00
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#[type_path = "glam"]
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2022-05-09 16:32:15 +00:00
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struct UVec2 {
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x: u32,
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y: u32,
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}
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);
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impl_reflect_struct!(
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2022-11-28 14:55:26 +00:00
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#[reflect(Debug, Hash, PartialEq, Default)]
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2023-06-05 20:31:20 +00:00
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#[type_path = "glam"]
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2022-05-09 16:32:15 +00:00
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struct UVec3 {
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x: u32,
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y: u32,
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z: u32,
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}
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);
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impl_reflect_struct!(
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2022-11-28 14:55:26 +00:00
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#[reflect(Debug, Hash, PartialEq, Default)]
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2023-06-05 20:31:20 +00:00
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#[type_path = "glam"]
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2022-05-09 16:32:15 +00:00
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struct UVec4 {
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x: u32,
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y: u32,
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z: u32,
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w: u32,
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}
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);
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impl_reflect_struct!(
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bevy_reflect: Improve serialization format even more (#5723)
> Note: This is rebased off #4561 and can be viewed as a competitor to that PR. See `Comparison with #4561` section for details.
# Objective
The current serialization format used by `bevy_reflect` is both verbose and error-prone. Taking the following structs[^1] for example:
```rust
// -- src/inventory.rs
#[derive(Reflect)]
struct Inventory {
id: String,
max_storage: usize,
items: Vec<Item>
}
#[derive(Reflect)]
struct Item {
name: String
}
```
Given an inventory of a single item, this would serialize to something like:
```rust
// -- assets/inventory.ron
{
"type": "my_game::inventory::Inventory",
"struct": {
"id": {
"type": "alloc::string::String",
"value": "inv001",
},
"max_storage": {
"type": "usize",
"value": 10
},
"items": {
"type": "alloc::vec::Vec<alloc::string::String>",
"list": [
{
"type": "my_game::inventory::Item",
"struct": {
"name": {
"type": "alloc::string::String",
"value": "Pickaxe"
},
},
},
],
},
},
}
```
Aside from being really long and difficult to read, it also has a few "gotchas" that users need to be aware of if they want to edit the file manually. A major one is the requirement that you use the proper keys for a given type. For structs, you need `"struct"`. For lists, `"list"`. For tuple structs, `"tuple_struct"`. And so on.
It also ***requires*** that the `"type"` entry come before the actual data. Despite being a map— which in programming is almost always orderless by default— the entries need to be in a particular order. Failure to follow the ordering convention results in a failure to deserialize the data.
This makes it very prone to errors and annoyances.
## Solution
Using #4042, we can remove a lot of the boilerplate and metadata needed by this older system. Since we now have static access to type information, we can simplify our serialized data to look like:
```rust
// -- assets/inventory.ron
{
"my_game::inventory::Inventory": (
id: "inv001",
max_storage: 10,
items: [
(
name: "Pickaxe"
),
],
),
}
```
This is much more digestible and a lot less error-prone (no more key requirements and no more extra type names).
Additionally, it is a lot more familiar to users as it follows conventional serde mechanics. For example, the struct is represented with `(...)` when serialized to RON.
#### Custom Serialization
Additionally, this PR adds the opt-in ability to specify a custom serde implementation to be used rather than the one created via reflection. For example[^1]:
```rust
// -- src/inventory.rs
#[derive(Reflect, Serialize)]
#[reflect(Serialize)]
struct Item {
#[serde(alias = "id")]
name: String
}
```
```rust
// -- assets/inventory.ron
{
"my_game::inventory::Inventory": (
id: "inv001",
max_storage: 10,
items: [
(
id: "Pickaxe"
),
],
),
},
```
By allowing users to define their own serialization methods, we do two things:
1. We give more control over how data is serialized/deserialized to the end user
2. We avoid having to re-define serde's attributes and forcing users to apply both (e.g. we don't need a `#[reflect(alias)]` attribute).
### Improved Formats
One of the improvements this PR provides is the ability to represent data in ways that are more conventional and/or familiar to users. Many users are familiar with RON so here are some of the ways we can now represent data in RON:
###### Structs
```js
{
"my_crate::Foo": (
bar: 123
)
}
// OR
{
"my_crate::Foo": Foo(
bar: 123
)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "my_crate::Foo",
"struct": {
"bar": {
"type": "usize",
"value": 123
}
}
}
```
</details>
###### Tuples
```js
{
"(f32, f32)": (1.0, 2.0)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "(f32, f32)",
"tuple": [
{
"type": "f32",
"value": 1.0
},
{
"type": "f32",
"value": 2.0
}
]
}
```
</details>
###### Tuple Structs
```js
{
"my_crate::Bar": ("Hello World!")
}
// OR
{
"my_crate::Bar": Bar("Hello World!")
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "my_crate::Bar",
"tuple_struct": [
{
"type": "alloc::string::String",
"value": "Hello World!"
}
]
}
```
</details>
###### Arrays
It may be a bit surprising to some, but arrays now also use the tuple format. This is because they essentially _are_ tuples (a sequence of values with a fixed size), but only allow for homogenous types. Additionally, this is how RON handles them and is probably a result of the 32-capacity limit imposed on them (both by [serde](https://docs.rs/serde/latest/serde/trait.Serialize.html#impl-Serialize-for-%5BT%3B%2032%5D) and by [bevy_reflect](https://docs.rs/bevy/latest/bevy/reflect/trait.GetTypeRegistration.html#impl-GetTypeRegistration-for-%5BT%3B%2032%5D)).
```js
{
"[i32; 3]": (1, 2, 3)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "[i32; 3]",
"array": [
{
"type": "i32",
"value": 1
},
{
"type": "i32",
"value": 2
},
{
"type": "i32",
"value": 3
}
]
}
```
</details>
###### Enums
To make things simple, I'll just put a struct variant here, but the style applies to all variant types:
```js
{
"my_crate::ItemType": Consumable(
name: "Healing potion"
)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "my_crate::ItemType",
"enum": {
"variant": "Consumable",
"struct": {
"name": {
"type": "alloc::string::String",
"value": "Healing potion"
}
}
}
}
```
</details>
### Comparison with #4561
This PR is a rebased version of #4561. The reason for the split between the two is because this PR creates a _very_ different scene format. You may notice that the PR descriptions for either PR are pretty similar. This was done to better convey the changes depending on which (if any) gets merged first. If #4561 makes it in first, I will update this PR description accordingly.
---
## Changelog
* Re-worked serialization/deserialization for reflected types
* Added `TypedReflectDeserializer` for deserializing data with known `TypeInfo`
* Renamed `ReflectDeserializer` to `UntypedReflectDeserializer`
* ~~Replaced usages of `deserialize_any` with `deserialize_map` for non-self-describing formats~~ Reverted this change since there are still some issues that need to be sorted out (in a separate PR). By reverting this, crates like `bincode` can throw an error when attempting to deserialize non-self-describing formats (`bincode` results in `DeserializeAnyNotSupported`)
* Structs, tuples, tuple structs, arrays, and enums are now all de/serialized using conventional serde methods
## Migration Guide
* This PR reduces the verbosity of the scene format. Scenes will need to be updated accordingly:
```js
// Old format
{
"type": "my_game::item::Item",
"struct": {
"id": {
"type": "alloc::string::String",
"value": "bevycraft:stone",
},
"tags": {
"type": "alloc::vec::Vec<alloc::string::String>",
"list": [
{
"type": "alloc::string::String",
"value": "material"
},
],
},
}
// New format
{
"my_game::item::Item": (
id: "bevycraft:stone",
tags: ["material"]
)
}
```
[^1]: Some derives omitted for brevity.
2022-09-20 19:38:18 +00:00
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#[reflect(Debug, PartialEq, Default)]
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2023-06-05 20:31:20 +00:00
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|
#[type_path = "glam"]
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2022-05-09 16:32:15 +00:00
|
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struct Vec2 {
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x: f32,
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y: f32,
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}
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);
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impl_reflect_struct!(
|
bevy_reflect: Improve serialization format even more (#5723)
> Note: This is rebased off #4561 and can be viewed as a competitor to that PR. See `Comparison with #4561` section for details.
# Objective
The current serialization format used by `bevy_reflect` is both verbose and error-prone. Taking the following structs[^1] for example:
```rust
// -- src/inventory.rs
#[derive(Reflect)]
struct Inventory {
id: String,
max_storage: usize,
items: Vec<Item>
}
#[derive(Reflect)]
struct Item {
name: String
}
```
Given an inventory of a single item, this would serialize to something like:
```rust
// -- assets/inventory.ron
{
"type": "my_game::inventory::Inventory",
"struct": {
"id": {
"type": "alloc::string::String",
"value": "inv001",
},
"max_storage": {
"type": "usize",
"value": 10
},
"items": {
"type": "alloc::vec::Vec<alloc::string::String>",
"list": [
{
"type": "my_game::inventory::Item",
"struct": {
"name": {
"type": "alloc::string::String",
"value": "Pickaxe"
},
},
},
],
},
},
}
```
Aside from being really long and difficult to read, it also has a few "gotchas" that users need to be aware of if they want to edit the file manually. A major one is the requirement that you use the proper keys for a given type. For structs, you need `"struct"`. For lists, `"list"`. For tuple structs, `"tuple_struct"`. And so on.
It also ***requires*** that the `"type"` entry come before the actual data. Despite being a map— which in programming is almost always orderless by default— the entries need to be in a particular order. Failure to follow the ordering convention results in a failure to deserialize the data.
This makes it very prone to errors and annoyances.
## Solution
Using #4042, we can remove a lot of the boilerplate and metadata needed by this older system. Since we now have static access to type information, we can simplify our serialized data to look like:
```rust
// -- assets/inventory.ron
{
"my_game::inventory::Inventory": (
id: "inv001",
max_storage: 10,
items: [
(
name: "Pickaxe"
),
],
),
}
```
This is much more digestible and a lot less error-prone (no more key requirements and no more extra type names).
Additionally, it is a lot more familiar to users as it follows conventional serde mechanics. For example, the struct is represented with `(...)` when serialized to RON.
#### Custom Serialization
Additionally, this PR adds the opt-in ability to specify a custom serde implementation to be used rather than the one created via reflection. For example[^1]:
```rust
// -- src/inventory.rs
#[derive(Reflect, Serialize)]
#[reflect(Serialize)]
struct Item {
#[serde(alias = "id")]
name: String
}
```
```rust
// -- assets/inventory.ron
{
"my_game::inventory::Inventory": (
id: "inv001",
max_storage: 10,
items: [
(
id: "Pickaxe"
),
],
),
},
```
By allowing users to define their own serialization methods, we do two things:
1. We give more control over how data is serialized/deserialized to the end user
2. We avoid having to re-define serde's attributes and forcing users to apply both (e.g. we don't need a `#[reflect(alias)]` attribute).
### Improved Formats
One of the improvements this PR provides is the ability to represent data in ways that are more conventional and/or familiar to users. Many users are familiar with RON so here are some of the ways we can now represent data in RON:
###### Structs
```js
{
"my_crate::Foo": (
bar: 123
)
}
// OR
{
"my_crate::Foo": Foo(
bar: 123
)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "my_crate::Foo",
"struct": {
"bar": {
"type": "usize",
"value": 123
}
}
}
```
</details>
###### Tuples
```js
{
"(f32, f32)": (1.0, 2.0)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "(f32, f32)",
"tuple": [
{
"type": "f32",
"value": 1.0
},
{
"type": "f32",
"value": 2.0
}
]
}
```
</details>
###### Tuple Structs
```js
{
"my_crate::Bar": ("Hello World!")
}
// OR
{
"my_crate::Bar": Bar("Hello World!")
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "my_crate::Bar",
"tuple_struct": [
{
"type": "alloc::string::String",
"value": "Hello World!"
}
]
}
```
</details>
###### Arrays
It may be a bit surprising to some, but arrays now also use the tuple format. This is because they essentially _are_ tuples (a sequence of values with a fixed size), but only allow for homogenous types. Additionally, this is how RON handles them and is probably a result of the 32-capacity limit imposed on them (both by [serde](https://docs.rs/serde/latest/serde/trait.Serialize.html#impl-Serialize-for-%5BT%3B%2032%5D) and by [bevy_reflect](https://docs.rs/bevy/latest/bevy/reflect/trait.GetTypeRegistration.html#impl-GetTypeRegistration-for-%5BT%3B%2032%5D)).
```js
{
"[i32; 3]": (1, 2, 3)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "[i32; 3]",
"array": [
{
"type": "i32",
"value": 1
},
{
"type": "i32",
"value": 2
},
{
"type": "i32",
"value": 3
}
]
}
```
</details>
###### Enums
To make things simple, I'll just put a struct variant here, but the style applies to all variant types:
```js
{
"my_crate::ItemType": Consumable(
name: "Healing potion"
)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "my_crate::ItemType",
"enum": {
"variant": "Consumable",
"struct": {
"name": {
"type": "alloc::string::String",
"value": "Healing potion"
}
}
}
}
```
</details>
### Comparison with #4561
This PR is a rebased version of #4561. The reason for the split between the two is because this PR creates a _very_ different scene format. You may notice that the PR descriptions for either PR are pretty similar. This was done to better convey the changes depending on which (if any) gets merged first. If #4561 makes it in first, I will update this PR description accordingly.
---
## Changelog
* Re-worked serialization/deserialization for reflected types
* Added `TypedReflectDeserializer` for deserializing data with known `TypeInfo`
* Renamed `ReflectDeserializer` to `UntypedReflectDeserializer`
* ~~Replaced usages of `deserialize_any` with `deserialize_map` for non-self-describing formats~~ Reverted this change since there are still some issues that need to be sorted out (in a separate PR). By reverting this, crates like `bincode` can throw an error when attempting to deserialize non-self-describing formats (`bincode` results in `DeserializeAnyNotSupported`)
* Structs, tuples, tuple structs, arrays, and enums are now all de/serialized using conventional serde methods
## Migration Guide
* This PR reduces the verbosity of the scene format. Scenes will need to be updated accordingly:
```js
// Old format
{
"type": "my_game::item::Item",
"struct": {
"id": {
"type": "alloc::string::String",
"value": "bevycraft:stone",
},
"tags": {
"type": "alloc::vec::Vec<alloc::string::String>",
"list": [
{
"type": "alloc::string::String",
"value": "material"
},
],
},
}
// New format
{
"my_game::item::Item": (
id: "bevycraft:stone",
tags: ["material"]
)
}
```
[^1]: Some derives omitted for brevity.
2022-09-20 19:38:18 +00:00
|
|
|
#[reflect(Debug, PartialEq, Default)]
|
2023-06-05 20:31:20 +00:00
|
|
|
#[type_path = "glam"]
|
2022-05-09 16:32:15 +00:00
|
|
|
struct Vec3 {
|
|
|
|
x: f32,
|
|
|
|
y: f32,
|
|
|
|
z: f32,
|
|
|
|
}
|
|
|
|
);
|
|
|
|
impl_reflect_struct!(
|
bevy_reflect: Improve serialization format even more (#5723)
> Note: This is rebased off #4561 and can be viewed as a competitor to that PR. See `Comparison with #4561` section for details.
# Objective
The current serialization format used by `bevy_reflect` is both verbose and error-prone. Taking the following structs[^1] for example:
```rust
// -- src/inventory.rs
#[derive(Reflect)]
struct Inventory {
id: String,
max_storage: usize,
items: Vec<Item>
}
#[derive(Reflect)]
struct Item {
name: String
}
```
Given an inventory of a single item, this would serialize to something like:
```rust
// -- assets/inventory.ron
{
"type": "my_game::inventory::Inventory",
"struct": {
"id": {
"type": "alloc::string::String",
"value": "inv001",
},
"max_storage": {
"type": "usize",
"value": 10
},
"items": {
"type": "alloc::vec::Vec<alloc::string::String>",
"list": [
{
"type": "my_game::inventory::Item",
"struct": {
"name": {
"type": "alloc::string::String",
"value": "Pickaxe"
},
},
},
],
},
},
}
```
Aside from being really long and difficult to read, it also has a few "gotchas" that users need to be aware of if they want to edit the file manually. A major one is the requirement that you use the proper keys for a given type. For structs, you need `"struct"`. For lists, `"list"`. For tuple structs, `"tuple_struct"`. And so on.
It also ***requires*** that the `"type"` entry come before the actual data. Despite being a map— which in programming is almost always orderless by default— the entries need to be in a particular order. Failure to follow the ordering convention results in a failure to deserialize the data.
This makes it very prone to errors and annoyances.
## Solution
Using #4042, we can remove a lot of the boilerplate and metadata needed by this older system. Since we now have static access to type information, we can simplify our serialized data to look like:
```rust
// -- assets/inventory.ron
{
"my_game::inventory::Inventory": (
id: "inv001",
max_storage: 10,
items: [
(
name: "Pickaxe"
),
],
),
}
```
This is much more digestible and a lot less error-prone (no more key requirements and no more extra type names).
Additionally, it is a lot more familiar to users as it follows conventional serde mechanics. For example, the struct is represented with `(...)` when serialized to RON.
#### Custom Serialization
Additionally, this PR adds the opt-in ability to specify a custom serde implementation to be used rather than the one created via reflection. For example[^1]:
```rust
// -- src/inventory.rs
#[derive(Reflect, Serialize)]
#[reflect(Serialize)]
struct Item {
#[serde(alias = "id")]
name: String
}
```
```rust
// -- assets/inventory.ron
{
"my_game::inventory::Inventory": (
id: "inv001",
max_storage: 10,
items: [
(
id: "Pickaxe"
),
],
),
},
```
By allowing users to define their own serialization methods, we do two things:
1. We give more control over how data is serialized/deserialized to the end user
2. We avoid having to re-define serde's attributes and forcing users to apply both (e.g. we don't need a `#[reflect(alias)]` attribute).
### Improved Formats
One of the improvements this PR provides is the ability to represent data in ways that are more conventional and/or familiar to users. Many users are familiar with RON so here are some of the ways we can now represent data in RON:
###### Structs
```js
{
"my_crate::Foo": (
bar: 123
)
}
// OR
{
"my_crate::Foo": Foo(
bar: 123
)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "my_crate::Foo",
"struct": {
"bar": {
"type": "usize",
"value": 123
}
}
}
```
</details>
###### Tuples
```js
{
"(f32, f32)": (1.0, 2.0)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "(f32, f32)",
"tuple": [
{
"type": "f32",
"value": 1.0
},
{
"type": "f32",
"value": 2.0
}
]
}
```
</details>
###### Tuple Structs
```js
{
"my_crate::Bar": ("Hello World!")
}
// OR
{
"my_crate::Bar": Bar("Hello World!")
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "my_crate::Bar",
"tuple_struct": [
{
"type": "alloc::string::String",
"value": "Hello World!"
}
]
}
```
</details>
###### Arrays
It may be a bit surprising to some, but arrays now also use the tuple format. This is because they essentially _are_ tuples (a sequence of values with a fixed size), but only allow for homogenous types. Additionally, this is how RON handles them and is probably a result of the 32-capacity limit imposed on them (both by [serde](https://docs.rs/serde/latest/serde/trait.Serialize.html#impl-Serialize-for-%5BT%3B%2032%5D) and by [bevy_reflect](https://docs.rs/bevy/latest/bevy/reflect/trait.GetTypeRegistration.html#impl-GetTypeRegistration-for-%5BT%3B%2032%5D)).
```js
{
"[i32; 3]": (1, 2, 3)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "[i32; 3]",
"array": [
{
"type": "i32",
"value": 1
},
{
"type": "i32",
"value": 2
},
{
"type": "i32",
"value": 3
}
]
}
```
</details>
###### Enums
To make things simple, I'll just put a struct variant here, but the style applies to all variant types:
```js
{
"my_crate::ItemType": Consumable(
name: "Healing potion"
)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "my_crate::ItemType",
"enum": {
"variant": "Consumable",
"struct": {
"name": {
"type": "alloc::string::String",
"value": "Healing potion"
}
}
}
}
```
</details>
### Comparison with #4561
This PR is a rebased version of #4561. The reason for the split between the two is because this PR creates a _very_ different scene format. You may notice that the PR descriptions for either PR are pretty similar. This was done to better convey the changes depending on which (if any) gets merged first. If #4561 makes it in first, I will update this PR description accordingly.
---
## Changelog
* Re-worked serialization/deserialization for reflected types
* Added `TypedReflectDeserializer` for deserializing data with known `TypeInfo`
* Renamed `ReflectDeserializer` to `UntypedReflectDeserializer`
* ~~Replaced usages of `deserialize_any` with `deserialize_map` for non-self-describing formats~~ Reverted this change since there are still some issues that need to be sorted out (in a separate PR). By reverting this, crates like `bincode` can throw an error when attempting to deserialize non-self-describing formats (`bincode` results in `DeserializeAnyNotSupported`)
* Structs, tuples, tuple structs, arrays, and enums are now all de/serialized using conventional serde methods
## Migration Guide
* This PR reduces the verbosity of the scene format. Scenes will need to be updated accordingly:
```js
// Old format
{
"type": "my_game::item::Item",
"struct": {
"id": {
"type": "alloc::string::String",
"value": "bevycraft:stone",
},
"tags": {
"type": "alloc::vec::Vec<alloc::string::String>",
"list": [
{
"type": "alloc::string::String",
"value": "material"
},
],
},
}
// New format
{
"my_game::item::Item": (
id: "bevycraft:stone",
tags: ["material"]
)
}
```
[^1]: Some derives omitted for brevity.
2022-09-20 19:38:18 +00:00
|
|
|
#[reflect(Debug, PartialEq, Default)]
|
2023-06-05 20:31:20 +00:00
|
|
|
#[type_path = "glam"]
|
2022-05-09 16:32:15 +00:00
|
|
|
struct Vec3A {
|
|
|
|
x: f32,
|
|
|
|
y: f32,
|
|
|
|
z: f32,
|
|
|
|
}
|
|
|
|
);
|
|
|
|
impl_reflect_struct!(
|
bevy_reflect: Improve serialization format even more (#5723)
> Note: This is rebased off #4561 and can be viewed as a competitor to that PR. See `Comparison with #4561` section for details.
# Objective
The current serialization format used by `bevy_reflect` is both verbose and error-prone. Taking the following structs[^1] for example:
```rust
// -- src/inventory.rs
#[derive(Reflect)]
struct Inventory {
id: String,
max_storage: usize,
items: Vec<Item>
}
#[derive(Reflect)]
struct Item {
name: String
}
```
Given an inventory of a single item, this would serialize to something like:
```rust
// -- assets/inventory.ron
{
"type": "my_game::inventory::Inventory",
"struct": {
"id": {
"type": "alloc::string::String",
"value": "inv001",
},
"max_storage": {
"type": "usize",
"value": 10
},
"items": {
"type": "alloc::vec::Vec<alloc::string::String>",
"list": [
{
"type": "my_game::inventory::Item",
"struct": {
"name": {
"type": "alloc::string::String",
"value": "Pickaxe"
},
},
},
],
},
},
}
```
Aside from being really long and difficult to read, it also has a few "gotchas" that users need to be aware of if they want to edit the file manually. A major one is the requirement that you use the proper keys for a given type. For structs, you need `"struct"`. For lists, `"list"`. For tuple structs, `"tuple_struct"`. And so on.
It also ***requires*** that the `"type"` entry come before the actual data. Despite being a map— which in programming is almost always orderless by default— the entries need to be in a particular order. Failure to follow the ordering convention results in a failure to deserialize the data.
This makes it very prone to errors and annoyances.
## Solution
Using #4042, we can remove a lot of the boilerplate and metadata needed by this older system. Since we now have static access to type information, we can simplify our serialized data to look like:
```rust
// -- assets/inventory.ron
{
"my_game::inventory::Inventory": (
id: "inv001",
max_storage: 10,
items: [
(
name: "Pickaxe"
),
],
),
}
```
This is much more digestible and a lot less error-prone (no more key requirements and no more extra type names).
Additionally, it is a lot more familiar to users as it follows conventional serde mechanics. For example, the struct is represented with `(...)` when serialized to RON.
#### Custom Serialization
Additionally, this PR adds the opt-in ability to specify a custom serde implementation to be used rather than the one created via reflection. For example[^1]:
```rust
// -- src/inventory.rs
#[derive(Reflect, Serialize)]
#[reflect(Serialize)]
struct Item {
#[serde(alias = "id")]
name: String
}
```
```rust
// -- assets/inventory.ron
{
"my_game::inventory::Inventory": (
id: "inv001",
max_storage: 10,
items: [
(
id: "Pickaxe"
),
],
),
},
```
By allowing users to define their own serialization methods, we do two things:
1. We give more control over how data is serialized/deserialized to the end user
2. We avoid having to re-define serde's attributes and forcing users to apply both (e.g. we don't need a `#[reflect(alias)]` attribute).
### Improved Formats
One of the improvements this PR provides is the ability to represent data in ways that are more conventional and/or familiar to users. Many users are familiar with RON so here are some of the ways we can now represent data in RON:
###### Structs
```js
{
"my_crate::Foo": (
bar: 123
)
}
// OR
{
"my_crate::Foo": Foo(
bar: 123
)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "my_crate::Foo",
"struct": {
"bar": {
"type": "usize",
"value": 123
}
}
}
```
</details>
###### Tuples
```js
{
"(f32, f32)": (1.0, 2.0)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "(f32, f32)",
"tuple": [
{
"type": "f32",
"value": 1.0
},
{
"type": "f32",
"value": 2.0
}
]
}
```
</details>
###### Tuple Structs
```js
{
"my_crate::Bar": ("Hello World!")
}
// OR
{
"my_crate::Bar": Bar("Hello World!")
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "my_crate::Bar",
"tuple_struct": [
{
"type": "alloc::string::String",
"value": "Hello World!"
}
]
}
```
</details>
###### Arrays
It may be a bit surprising to some, but arrays now also use the tuple format. This is because they essentially _are_ tuples (a sequence of values with a fixed size), but only allow for homogenous types. Additionally, this is how RON handles them and is probably a result of the 32-capacity limit imposed on them (both by [serde](https://docs.rs/serde/latest/serde/trait.Serialize.html#impl-Serialize-for-%5BT%3B%2032%5D) and by [bevy_reflect](https://docs.rs/bevy/latest/bevy/reflect/trait.GetTypeRegistration.html#impl-GetTypeRegistration-for-%5BT%3B%2032%5D)).
```js
{
"[i32; 3]": (1, 2, 3)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "[i32; 3]",
"array": [
{
"type": "i32",
"value": 1
},
{
"type": "i32",
"value": 2
},
{
"type": "i32",
"value": 3
}
]
}
```
</details>
###### Enums
To make things simple, I'll just put a struct variant here, but the style applies to all variant types:
```js
{
"my_crate::ItemType": Consumable(
name: "Healing potion"
)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "my_crate::ItemType",
"enum": {
"variant": "Consumable",
"struct": {
"name": {
"type": "alloc::string::String",
"value": "Healing potion"
}
}
}
}
```
</details>
### Comparison with #4561
This PR is a rebased version of #4561. The reason for the split between the two is because this PR creates a _very_ different scene format. You may notice that the PR descriptions for either PR are pretty similar. This was done to better convey the changes depending on which (if any) gets merged first. If #4561 makes it in first, I will update this PR description accordingly.
---
## Changelog
* Re-worked serialization/deserialization for reflected types
* Added `TypedReflectDeserializer` for deserializing data with known `TypeInfo`
* Renamed `ReflectDeserializer` to `UntypedReflectDeserializer`
* ~~Replaced usages of `deserialize_any` with `deserialize_map` for non-self-describing formats~~ Reverted this change since there are still some issues that need to be sorted out (in a separate PR). By reverting this, crates like `bincode` can throw an error when attempting to deserialize non-self-describing formats (`bincode` results in `DeserializeAnyNotSupported`)
* Structs, tuples, tuple structs, arrays, and enums are now all de/serialized using conventional serde methods
## Migration Guide
* This PR reduces the verbosity of the scene format. Scenes will need to be updated accordingly:
```js
// Old format
{
"type": "my_game::item::Item",
"struct": {
"id": {
"type": "alloc::string::String",
"value": "bevycraft:stone",
},
"tags": {
"type": "alloc::vec::Vec<alloc::string::String>",
"list": [
{
"type": "alloc::string::String",
"value": "material"
},
],
},
}
// New format
{
"my_game::item::Item": (
id: "bevycraft:stone",
tags: ["material"]
)
}
```
[^1]: Some derives omitted for brevity.
2022-09-20 19:38:18 +00:00
|
|
|
#[reflect(Debug, PartialEq, Default)]
|
2023-06-05 20:31:20 +00:00
|
|
|
#[type_path = "glam"]
|
2022-05-09 16:32:15 +00:00
|
|
|
struct Vec4 {
|
|
|
|
x: f32,
|
|
|
|
y: f32,
|
|
|
|
z: f32,
|
|
|
|
w: f32,
|
|
|
|
}
|
|
|
|
);
|
|
|
|
|
2022-07-05 13:38:47 +00:00
|
|
|
impl_reflect_struct!(
|
|
|
|
#[reflect(Debug, PartialEq, Default)]
|
2023-06-05 20:31:20 +00:00
|
|
|
#[type_path = "glam"]
|
2022-07-05 13:38:47 +00:00
|
|
|
struct BVec2 {
|
|
|
|
x: bool,
|
|
|
|
y: bool,
|
|
|
|
}
|
|
|
|
);
|
|
|
|
impl_reflect_struct!(
|
|
|
|
#[reflect(Debug, PartialEq, Default)]
|
2023-06-05 20:31:20 +00:00
|
|
|
#[type_path = "glam"]
|
2022-07-05 13:38:47 +00:00
|
|
|
struct BVec3 {
|
|
|
|
x: bool,
|
|
|
|
y: bool,
|
|
|
|
z: bool,
|
|
|
|
}
|
|
|
|
);
|
|
|
|
impl_reflect_struct!(
|
|
|
|
#[reflect(Debug, PartialEq, Default)]
|
2023-06-05 20:31:20 +00:00
|
|
|
#[type_path = "glam"]
|
2022-07-05 13:38:47 +00:00
|
|
|
struct BVec4 {
|
|
|
|
x: bool,
|
|
|
|
y: bool,
|
|
|
|
z: bool,
|
|
|
|
w: bool,
|
|
|
|
}
|
|
|
|
);
|
|
|
|
|
2022-05-09 16:32:15 +00:00
|
|
|
impl_reflect_struct!(
|
bevy_reflect: Improve serialization format even more (#5723)
> Note: This is rebased off #4561 and can be viewed as a competitor to that PR. See `Comparison with #4561` section for details.
# Objective
The current serialization format used by `bevy_reflect` is both verbose and error-prone. Taking the following structs[^1] for example:
```rust
// -- src/inventory.rs
#[derive(Reflect)]
struct Inventory {
id: String,
max_storage: usize,
items: Vec<Item>
}
#[derive(Reflect)]
struct Item {
name: String
}
```
Given an inventory of a single item, this would serialize to something like:
```rust
// -- assets/inventory.ron
{
"type": "my_game::inventory::Inventory",
"struct": {
"id": {
"type": "alloc::string::String",
"value": "inv001",
},
"max_storage": {
"type": "usize",
"value": 10
},
"items": {
"type": "alloc::vec::Vec<alloc::string::String>",
"list": [
{
"type": "my_game::inventory::Item",
"struct": {
"name": {
"type": "alloc::string::String",
"value": "Pickaxe"
},
},
},
],
},
},
}
```
Aside from being really long and difficult to read, it also has a few "gotchas" that users need to be aware of if they want to edit the file manually. A major one is the requirement that you use the proper keys for a given type. For structs, you need `"struct"`. For lists, `"list"`. For tuple structs, `"tuple_struct"`. And so on.
It also ***requires*** that the `"type"` entry come before the actual data. Despite being a map— which in programming is almost always orderless by default— the entries need to be in a particular order. Failure to follow the ordering convention results in a failure to deserialize the data.
This makes it very prone to errors and annoyances.
## Solution
Using #4042, we can remove a lot of the boilerplate and metadata needed by this older system. Since we now have static access to type information, we can simplify our serialized data to look like:
```rust
// -- assets/inventory.ron
{
"my_game::inventory::Inventory": (
id: "inv001",
max_storage: 10,
items: [
(
name: "Pickaxe"
),
],
),
}
```
This is much more digestible and a lot less error-prone (no more key requirements and no more extra type names).
Additionally, it is a lot more familiar to users as it follows conventional serde mechanics. For example, the struct is represented with `(...)` when serialized to RON.
#### Custom Serialization
Additionally, this PR adds the opt-in ability to specify a custom serde implementation to be used rather than the one created via reflection. For example[^1]:
```rust
// -- src/inventory.rs
#[derive(Reflect, Serialize)]
#[reflect(Serialize)]
struct Item {
#[serde(alias = "id")]
name: String
}
```
```rust
// -- assets/inventory.ron
{
"my_game::inventory::Inventory": (
id: "inv001",
max_storage: 10,
items: [
(
id: "Pickaxe"
),
],
),
},
```
By allowing users to define their own serialization methods, we do two things:
1. We give more control over how data is serialized/deserialized to the end user
2. We avoid having to re-define serde's attributes and forcing users to apply both (e.g. we don't need a `#[reflect(alias)]` attribute).
### Improved Formats
One of the improvements this PR provides is the ability to represent data in ways that are more conventional and/or familiar to users. Many users are familiar with RON so here are some of the ways we can now represent data in RON:
###### Structs
```js
{
"my_crate::Foo": (
bar: 123
)
}
// OR
{
"my_crate::Foo": Foo(
bar: 123
)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "my_crate::Foo",
"struct": {
"bar": {
"type": "usize",
"value": 123
}
}
}
```
</details>
###### Tuples
```js
{
"(f32, f32)": (1.0, 2.0)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "(f32, f32)",
"tuple": [
{
"type": "f32",
"value": 1.0
},
{
"type": "f32",
"value": 2.0
}
]
}
```
</details>
###### Tuple Structs
```js
{
"my_crate::Bar": ("Hello World!")
}
// OR
{
"my_crate::Bar": Bar("Hello World!")
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "my_crate::Bar",
"tuple_struct": [
{
"type": "alloc::string::String",
"value": "Hello World!"
}
]
}
```
</details>
###### Arrays
It may be a bit surprising to some, but arrays now also use the tuple format. This is because they essentially _are_ tuples (a sequence of values with a fixed size), but only allow for homogenous types. Additionally, this is how RON handles them and is probably a result of the 32-capacity limit imposed on them (both by [serde](https://docs.rs/serde/latest/serde/trait.Serialize.html#impl-Serialize-for-%5BT%3B%2032%5D) and by [bevy_reflect](https://docs.rs/bevy/latest/bevy/reflect/trait.GetTypeRegistration.html#impl-GetTypeRegistration-for-%5BT%3B%2032%5D)).
```js
{
"[i32; 3]": (1, 2, 3)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "[i32; 3]",
"array": [
{
"type": "i32",
"value": 1
},
{
"type": "i32",
"value": 2
},
{
"type": "i32",
"value": 3
}
]
}
```
</details>
###### Enums
To make things simple, I'll just put a struct variant here, but the style applies to all variant types:
```js
{
"my_crate::ItemType": Consumable(
name: "Healing potion"
)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "my_crate::ItemType",
"enum": {
"variant": "Consumable",
"struct": {
"name": {
"type": "alloc::string::String",
"value": "Healing potion"
}
}
}
}
```
</details>
### Comparison with #4561
This PR is a rebased version of #4561. The reason for the split between the two is because this PR creates a _very_ different scene format. You may notice that the PR descriptions for either PR are pretty similar. This was done to better convey the changes depending on which (if any) gets merged first. If #4561 makes it in first, I will update this PR description accordingly.
---
## Changelog
* Re-worked serialization/deserialization for reflected types
* Added `TypedReflectDeserializer` for deserializing data with known `TypeInfo`
* Renamed `ReflectDeserializer` to `UntypedReflectDeserializer`
* ~~Replaced usages of `deserialize_any` with `deserialize_map` for non-self-describing formats~~ Reverted this change since there are still some issues that need to be sorted out (in a separate PR). By reverting this, crates like `bincode` can throw an error when attempting to deserialize non-self-describing formats (`bincode` results in `DeserializeAnyNotSupported`)
* Structs, tuples, tuple structs, arrays, and enums are now all de/serialized using conventional serde methods
## Migration Guide
* This PR reduces the verbosity of the scene format. Scenes will need to be updated accordingly:
```js
// Old format
{
"type": "my_game::item::Item",
"struct": {
"id": {
"type": "alloc::string::String",
"value": "bevycraft:stone",
},
"tags": {
"type": "alloc::vec::Vec<alloc::string::String>",
"list": [
{
"type": "alloc::string::String",
"value": "material"
},
],
},
}
// New format
{
"my_game::item::Item": (
id: "bevycraft:stone",
tags: ["material"]
)
}
```
[^1]: Some derives omitted for brevity.
2022-09-20 19:38:18 +00:00
|
|
|
#[reflect(Debug, PartialEq, Default)]
|
2023-06-05 20:31:20 +00:00
|
|
|
#[type_path = "glam"]
|
2022-05-09 16:32:15 +00:00
|
|
|
struct DVec2 {
|
|
|
|
x: f64,
|
|
|
|
y: f64,
|
|
|
|
}
|
|
|
|
);
|
|
|
|
impl_reflect_struct!(
|
bevy_reflect: Improve serialization format even more (#5723)
> Note: This is rebased off #4561 and can be viewed as a competitor to that PR. See `Comparison with #4561` section for details.
# Objective
The current serialization format used by `bevy_reflect` is both verbose and error-prone. Taking the following structs[^1] for example:
```rust
// -- src/inventory.rs
#[derive(Reflect)]
struct Inventory {
id: String,
max_storage: usize,
items: Vec<Item>
}
#[derive(Reflect)]
struct Item {
name: String
}
```
Given an inventory of a single item, this would serialize to something like:
```rust
// -- assets/inventory.ron
{
"type": "my_game::inventory::Inventory",
"struct": {
"id": {
"type": "alloc::string::String",
"value": "inv001",
},
"max_storage": {
"type": "usize",
"value": 10
},
"items": {
"type": "alloc::vec::Vec<alloc::string::String>",
"list": [
{
"type": "my_game::inventory::Item",
"struct": {
"name": {
"type": "alloc::string::String",
"value": "Pickaxe"
},
},
},
],
},
},
}
```
Aside from being really long and difficult to read, it also has a few "gotchas" that users need to be aware of if they want to edit the file manually. A major one is the requirement that you use the proper keys for a given type. For structs, you need `"struct"`. For lists, `"list"`. For tuple structs, `"tuple_struct"`. And so on.
It also ***requires*** that the `"type"` entry come before the actual data. Despite being a map— which in programming is almost always orderless by default— the entries need to be in a particular order. Failure to follow the ordering convention results in a failure to deserialize the data.
This makes it very prone to errors and annoyances.
## Solution
Using #4042, we can remove a lot of the boilerplate and metadata needed by this older system. Since we now have static access to type information, we can simplify our serialized data to look like:
```rust
// -- assets/inventory.ron
{
"my_game::inventory::Inventory": (
id: "inv001",
max_storage: 10,
items: [
(
name: "Pickaxe"
),
],
),
}
```
This is much more digestible and a lot less error-prone (no more key requirements and no more extra type names).
Additionally, it is a lot more familiar to users as it follows conventional serde mechanics. For example, the struct is represented with `(...)` when serialized to RON.
#### Custom Serialization
Additionally, this PR adds the opt-in ability to specify a custom serde implementation to be used rather than the one created via reflection. For example[^1]:
```rust
// -- src/inventory.rs
#[derive(Reflect, Serialize)]
#[reflect(Serialize)]
struct Item {
#[serde(alias = "id")]
name: String
}
```
```rust
// -- assets/inventory.ron
{
"my_game::inventory::Inventory": (
id: "inv001",
max_storage: 10,
items: [
(
id: "Pickaxe"
),
],
),
},
```
By allowing users to define their own serialization methods, we do two things:
1. We give more control over how data is serialized/deserialized to the end user
2. We avoid having to re-define serde's attributes and forcing users to apply both (e.g. we don't need a `#[reflect(alias)]` attribute).
### Improved Formats
One of the improvements this PR provides is the ability to represent data in ways that are more conventional and/or familiar to users. Many users are familiar with RON so here are some of the ways we can now represent data in RON:
###### Structs
```js
{
"my_crate::Foo": (
bar: 123
)
}
// OR
{
"my_crate::Foo": Foo(
bar: 123
)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "my_crate::Foo",
"struct": {
"bar": {
"type": "usize",
"value": 123
}
}
}
```
</details>
###### Tuples
```js
{
"(f32, f32)": (1.0, 2.0)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "(f32, f32)",
"tuple": [
{
"type": "f32",
"value": 1.0
},
{
"type": "f32",
"value": 2.0
}
]
}
```
</details>
###### Tuple Structs
```js
{
"my_crate::Bar": ("Hello World!")
}
// OR
{
"my_crate::Bar": Bar("Hello World!")
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "my_crate::Bar",
"tuple_struct": [
{
"type": "alloc::string::String",
"value": "Hello World!"
}
]
}
```
</details>
###### Arrays
It may be a bit surprising to some, but arrays now also use the tuple format. This is because they essentially _are_ tuples (a sequence of values with a fixed size), but only allow for homogenous types. Additionally, this is how RON handles them and is probably a result of the 32-capacity limit imposed on them (both by [serde](https://docs.rs/serde/latest/serde/trait.Serialize.html#impl-Serialize-for-%5BT%3B%2032%5D) and by [bevy_reflect](https://docs.rs/bevy/latest/bevy/reflect/trait.GetTypeRegistration.html#impl-GetTypeRegistration-for-%5BT%3B%2032%5D)).
```js
{
"[i32; 3]": (1, 2, 3)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "[i32; 3]",
"array": [
{
"type": "i32",
"value": 1
},
{
"type": "i32",
"value": 2
},
{
"type": "i32",
"value": 3
}
]
}
```
</details>
###### Enums
To make things simple, I'll just put a struct variant here, but the style applies to all variant types:
```js
{
"my_crate::ItemType": Consumable(
name: "Healing potion"
)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "my_crate::ItemType",
"enum": {
"variant": "Consumable",
"struct": {
"name": {
"type": "alloc::string::String",
"value": "Healing potion"
}
}
}
}
```
</details>
### Comparison with #4561
This PR is a rebased version of #4561. The reason for the split between the two is because this PR creates a _very_ different scene format. You may notice that the PR descriptions for either PR are pretty similar. This was done to better convey the changes depending on which (if any) gets merged first. If #4561 makes it in first, I will update this PR description accordingly.
---
## Changelog
* Re-worked serialization/deserialization for reflected types
* Added `TypedReflectDeserializer` for deserializing data with known `TypeInfo`
* Renamed `ReflectDeserializer` to `UntypedReflectDeserializer`
* ~~Replaced usages of `deserialize_any` with `deserialize_map` for non-self-describing formats~~ Reverted this change since there are still some issues that need to be sorted out (in a separate PR). By reverting this, crates like `bincode` can throw an error when attempting to deserialize non-self-describing formats (`bincode` results in `DeserializeAnyNotSupported`)
* Structs, tuples, tuple structs, arrays, and enums are now all de/serialized using conventional serde methods
## Migration Guide
* This PR reduces the verbosity of the scene format. Scenes will need to be updated accordingly:
```js
// Old format
{
"type": "my_game::item::Item",
"struct": {
"id": {
"type": "alloc::string::String",
"value": "bevycraft:stone",
},
"tags": {
"type": "alloc::vec::Vec<alloc::string::String>",
"list": [
{
"type": "alloc::string::String",
"value": "material"
},
],
},
}
// New format
{
"my_game::item::Item": (
id: "bevycraft:stone",
tags: ["material"]
)
}
```
[^1]: Some derives omitted for brevity.
2022-09-20 19:38:18 +00:00
|
|
|
#[reflect(Debug, PartialEq, Default)]
|
2023-06-05 20:31:20 +00:00
|
|
|
#[type_path = "glam"]
|
2022-05-09 16:32:15 +00:00
|
|
|
struct DVec3 {
|
|
|
|
x: f64,
|
|
|
|
y: f64,
|
|
|
|
z: f64,
|
|
|
|
}
|
|
|
|
);
|
|
|
|
impl_reflect_struct!(
|
bevy_reflect: Improve serialization format even more (#5723)
> Note: This is rebased off #4561 and can be viewed as a competitor to that PR. See `Comparison with #4561` section for details.
# Objective
The current serialization format used by `bevy_reflect` is both verbose and error-prone. Taking the following structs[^1] for example:
```rust
// -- src/inventory.rs
#[derive(Reflect)]
struct Inventory {
id: String,
max_storage: usize,
items: Vec<Item>
}
#[derive(Reflect)]
struct Item {
name: String
}
```
Given an inventory of a single item, this would serialize to something like:
```rust
// -- assets/inventory.ron
{
"type": "my_game::inventory::Inventory",
"struct": {
"id": {
"type": "alloc::string::String",
"value": "inv001",
},
"max_storage": {
"type": "usize",
"value": 10
},
"items": {
"type": "alloc::vec::Vec<alloc::string::String>",
"list": [
{
"type": "my_game::inventory::Item",
"struct": {
"name": {
"type": "alloc::string::String",
"value": "Pickaxe"
},
},
},
],
},
},
}
```
Aside from being really long and difficult to read, it also has a few "gotchas" that users need to be aware of if they want to edit the file manually. A major one is the requirement that you use the proper keys for a given type. For structs, you need `"struct"`. For lists, `"list"`. For tuple structs, `"tuple_struct"`. And so on.
It also ***requires*** that the `"type"` entry come before the actual data. Despite being a map— which in programming is almost always orderless by default— the entries need to be in a particular order. Failure to follow the ordering convention results in a failure to deserialize the data.
This makes it very prone to errors and annoyances.
## Solution
Using #4042, we can remove a lot of the boilerplate and metadata needed by this older system. Since we now have static access to type information, we can simplify our serialized data to look like:
```rust
// -- assets/inventory.ron
{
"my_game::inventory::Inventory": (
id: "inv001",
max_storage: 10,
items: [
(
name: "Pickaxe"
),
],
),
}
```
This is much more digestible and a lot less error-prone (no more key requirements and no more extra type names).
Additionally, it is a lot more familiar to users as it follows conventional serde mechanics. For example, the struct is represented with `(...)` when serialized to RON.
#### Custom Serialization
Additionally, this PR adds the opt-in ability to specify a custom serde implementation to be used rather than the one created via reflection. For example[^1]:
```rust
// -- src/inventory.rs
#[derive(Reflect, Serialize)]
#[reflect(Serialize)]
struct Item {
#[serde(alias = "id")]
name: String
}
```
```rust
// -- assets/inventory.ron
{
"my_game::inventory::Inventory": (
id: "inv001",
max_storage: 10,
items: [
(
id: "Pickaxe"
),
],
),
},
```
By allowing users to define their own serialization methods, we do two things:
1. We give more control over how data is serialized/deserialized to the end user
2. We avoid having to re-define serde's attributes and forcing users to apply both (e.g. we don't need a `#[reflect(alias)]` attribute).
### Improved Formats
One of the improvements this PR provides is the ability to represent data in ways that are more conventional and/or familiar to users. Many users are familiar with RON so here are some of the ways we can now represent data in RON:
###### Structs
```js
{
"my_crate::Foo": (
bar: 123
)
}
// OR
{
"my_crate::Foo": Foo(
bar: 123
)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "my_crate::Foo",
"struct": {
"bar": {
"type": "usize",
"value": 123
}
}
}
```
</details>
###### Tuples
```js
{
"(f32, f32)": (1.0, 2.0)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "(f32, f32)",
"tuple": [
{
"type": "f32",
"value": 1.0
},
{
"type": "f32",
"value": 2.0
}
]
}
```
</details>
###### Tuple Structs
```js
{
"my_crate::Bar": ("Hello World!")
}
// OR
{
"my_crate::Bar": Bar("Hello World!")
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "my_crate::Bar",
"tuple_struct": [
{
"type": "alloc::string::String",
"value": "Hello World!"
}
]
}
```
</details>
###### Arrays
It may be a bit surprising to some, but arrays now also use the tuple format. This is because they essentially _are_ tuples (a sequence of values with a fixed size), but only allow for homogenous types. Additionally, this is how RON handles them and is probably a result of the 32-capacity limit imposed on them (both by [serde](https://docs.rs/serde/latest/serde/trait.Serialize.html#impl-Serialize-for-%5BT%3B%2032%5D) and by [bevy_reflect](https://docs.rs/bevy/latest/bevy/reflect/trait.GetTypeRegistration.html#impl-GetTypeRegistration-for-%5BT%3B%2032%5D)).
```js
{
"[i32; 3]": (1, 2, 3)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "[i32; 3]",
"array": [
{
"type": "i32",
"value": 1
},
{
"type": "i32",
"value": 2
},
{
"type": "i32",
"value": 3
}
]
}
```
</details>
###### Enums
To make things simple, I'll just put a struct variant here, but the style applies to all variant types:
```js
{
"my_crate::ItemType": Consumable(
name: "Healing potion"
)
}
```
<details>
<summary>Old Format</summary>
```js
{
"type": "my_crate::ItemType",
"enum": {
"variant": "Consumable",
"struct": {
"name": {
"type": "alloc::string::String",
"value": "Healing potion"
}
}
}
}
```
</details>
### Comparison with #4561
This PR is a rebased version of #4561. The reason for the split between the two is because this PR creates a _very_ different scene format. You may notice that the PR descriptions for either PR are pretty similar. This was done to better convey the changes depending on which (if any) gets merged first. If #4561 makes it in first, I will update this PR description accordingly.
---
## Changelog
* Re-worked serialization/deserialization for reflected types
* Added `TypedReflectDeserializer` for deserializing data with known `TypeInfo`
* Renamed `ReflectDeserializer` to `UntypedReflectDeserializer`
* ~~Replaced usages of `deserialize_any` with `deserialize_map` for non-self-describing formats~~ Reverted this change since there are still some issues that need to be sorted out (in a separate PR). By reverting this, crates like `bincode` can throw an error when attempting to deserialize non-self-describing formats (`bincode` results in `DeserializeAnyNotSupported`)
* Structs, tuples, tuple structs, arrays, and enums are now all de/serialized using conventional serde methods
## Migration Guide
* This PR reduces the verbosity of the scene format. Scenes will need to be updated accordingly:
```js
// Old format
{
"type": "my_game::item::Item",
"struct": {
"id": {
"type": "alloc::string::String",
"value": "bevycraft:stone",
},
"tags": {
"type": "alloc::vec::Vec<alloc::string::String>",
"list": [
{
"type": "alloc::string::String",
"value": "material"
},
],
},
}
// New format
{
"my_game::item::Item": (
id: "bevycraft:stone",
tags: ["material"]
)
}
```
[^1]: Some derives omitted for brevity.
2022-09-20 19:38:18 +00:00
|
|
|
#[reflect(Debug, PartialEq, Default)]
|
2023-06-05 20:31:20 +00:00
|
|
|
#[type_path = "glam"]
|
2022-05-09 16:32:15 +00:00
|
|
|
struct DVec4 {
|
|
|
|
x: f64,
|
|
|
|
y: f64,
|
|
|
|
z: f64,
|
|
|
|
w: f64,
|
|
|
|
}
|
|
|
|
);
|
|
|
|
|
2022-07-05 13:38:47 +00:00
|
|
|
impl_reflect_struct!(
|
bevy_reflect: Remove `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types (#6580)
# Objective
> Part of #6573
When serializing a `DynamicScene` we end up treating almost all non-value types as though their type data doesn't exist. This is because when creating the `DynamicScene` we call `Reflect::clone_value` on the components, which generates a Dynamic type for all non-value types.
What this means is that the `glam` types are treated as though their `ReflectSerialize` registrations don't exist. However, the deserializer _does_ pick up the registration and attempts to use that instead. This results in the deserializer trying to operate on "malformed" data, causing this error:
```
WARN bevy_asset::asset_server: encountered an error while loading an asset: Expected float
```
## Solution
Ideally, we should better handle the serialization of possibly-Dynamic types. However, this runs into issues where the `ReflectSerialize` expects the concrete type and not a Dynamic representation, resulting in a panic:
https://github.com/bevyengine/bevy/blob/0aa4147af6d583c707863484d6a8ad50ed0ed984/crates/bevy_reflect/src/type_registry.rs#L402-L413
Since glam types are so heavily used in Bevy (specifically in `Transform` and `GlobalTransform`), it makes sense to just a quick fix in that enables them to be used properly in scenes while a proper solution is found.
This PR simply removes all `ReflectSerialize` and `ReflectDeserialize` registrations from the glam types that are reflected as structs.
---
## Changelog
- Remove `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types
## Migration Guide
This PR removes `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types. This means any code relying on either of those type data existing for those glam types will need to not do that.
This also means that some serialized glam types will need to be updated. For example, here is `Affine3A`:
```rust
// BEFORE
(
"glam::f32::affine3a::Affine3A": (1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0),
// AFTER
"glam::f32::affine3a::Affine3A": (
matrix3: (
x_axis: (
x: 1.0,
y: 0.0,
z: 0.0,
),
y_axis: (
x: 0.0,
y: 1.0,
z: 0.0,
),
z_axis: (
x: 0.0,
y: 0.0,
z: 1.0,
),
),
translation: (
x: 0.0,
y: 0.0,
z: 0.0,
),
)
)
```
2022-11-25 23:30:21 +00:00
|
|
|
#[reflect(Debug, PartialEq, Default)]
|
2023-06-05 20:31:20 +00:00
|
|
|
#[type_path = "glam"]
|
2022-07-05 13:38:47 +00:00
|
|
|
struct Mat2 {
|
|
|
|
x_axis: Vec2,
|
|
|
|
y_axis: Vec2,
|
|
|
|
}
|
|
|
|
);
|
2022-05-09 16:32:15 +00:00
|
|
|
impl_reflect_struct!(
|
bevy_reflect: Remove `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types (#6580)
# Objective
> Part of #6573
When serializing a `DynamicScene` we end up treating almost all non-value types as though their type data doesn't exist. This is because when creating the `DynamicScene` we call `Reflect::clone_value` on the components, which generates a Dynamic type for all non-value types.
What this means is that the `glam` types are treated as though their `ReflectSerialize` registrations don't exist. However, the deserializer _does_ pick up the registration and attempts to use that instead. This results in the deserializer trying to operate on "malformed" data, causing this error:
```
WARN bevy_asset::asset_server: encountered an error while loading an asset: Expected float
```
## Solution
Ideally, we should better handle the serialization of possibly-Dynamic types. However, this runs into issues where the `ReflectSerialize` expects the concrete type and not a Dynamic representation, resulting in a panic:
https://github.com/bevyengine/bevy/blob/0aa4147af6d583c707863484d6a8ad50ed0ed984/crates/bevy_reflect/src/type_registry.rs#L402-L413
Since glam types are so heavily used in Bevy (specifically in `Transform` and `GlobalTransform`), it makes sense to just a quick fix in that enables them to be used properly in scenes while a proper solution is found.
This PR simply removes all `ReflectSerialize` and `ReflectDeserialize` registrations from the glam types that are reflected as structs.
---
## Changelog
- Remove `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types
## Migration Guide
This PR removes `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types. This means any code relying on either of those type data existing for those glam types will need to not do that.
This also means that some serialized glam types will need to be updated. For example, here is `Affine3A`:
```rust
// BEFORE
(
"glam::f32::affine3a::Affine3A": (1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0),
// AFTER
"glam::f32::affine3a::Affine3A": (
matrix3: (
x_axis: (
x: 1.0,
y: 0.0,
z: 0.0,
),
y_axis: (
x: 0.0,
y: 1.0,
z: 0.0,
),
z_axis: (
x: 0.0,
y: 0.0,
z: 1.0,
),
),
translation: (
x: 0.0,
y: 0.0,
z: 0.0,
),
)
)
```
2022-11-25 23:30:21 +00:00
|
|
|
#[reflect(Debug, PartialEq, Default)]
|
2023-06-05 20:31:20 +00:00
|
|
|
#[type_path = "glam"]
|
2022-05-09 16:32:15 +00:00
|
|
|
struct Mat3 {
|
|
|
|
x_axis: Vec3,
|
|
|
|
y_axis: Vec3,
|
|
|
|
z_axis: Vec3,
|
|
|
|
}
|
|
|
|
);
|
2022-07-05 13:38:47 +00:00
|
|
|
impl_reflect_struct!(
|
bevy_reflect: Remove `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types (#6580)
# Objective
> Part of #6573
When serializing a `DynamicScene` we end up treating almost all non-value types as though their type data doesn't exist. This is because when creating the `DynamicScene` we call `Reflect::clone_value` on the components, which generates a Dynamic type for all non-value types.
What this means is that the `glam` types are treated as though their `ReflectSerialize` registrations don't exist. However, the deserializer _does_ pick up the registration and attempts to use that instead. This results in the deserializer trying to operate on "malformed" data, causing this error:
```
WARN bevy_asset::asset_server: encountered an error while loading an asset: Expected float
```
## Solution
Ideally, we should better handle the serialization of possibly-Dynamic types. However, this runs into issues where the `ReflectSerialize` expects the concrete type and not a Dynamic representation, resulting in a panic:
https://github.com/bevyengine/bevy/blob/0aa4147af6d583c707863484d6a8ad50ed0ed984/crates/bevy_reflect/src/type_registry.rs#L402-L413
Since glam types are so heavily used in Bevy (specifically in `Transform` and `GlobalTransform`), it makes sense to just a quick fix in that enables them to be used properly in scenes while a proper solution is found.
This PR simply removes all `ReflectSerialize` and `ReflectDeserialize` registrations from the glam types that are reflected as structs.
---
## Changelog
- Remove `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types
## Migration Guide
This PR removes `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types. This means any code relying on either of those type data existing for those glam types will need to not do that.
This also means that some serialized glam types will need to be updated. For example, here is `Affine3A`:
```rust
// BEFORE
(
"glam::f32::affine3a::Affine3A": (1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0),
// AFTER
"glam::f32::affine3a::Affine3A": (
matrix3: (
x_axis: (
x: 1.0,
y: 0.0,
z: 0.0,
),
y_axis: (
x: 0.0,
y: 1.0,
z: 0.0,
),
z_axis: (
x: 0.0,
y: 0.0,
z: 1.0,
),
),
translation: (
x: 0.0,
y: 0.0,
z: 0.0,
),
)
)
```
2022-11-25 23:30:21 +00:00
|
|
|
#[reflect(Debug, PartialEq, Default)]
|
2023-06-05 20:31:20 +00:00
|
|
|
#[type_path = "glam"]
|
2022-07-05 13:38:47 +00:00
|
|
|
struct Mat3A {
|
|
|
|
x_axis: Vec3A,
|
|
|
|
y_axis: Vec3A,
|
|
|
|
z_axis: Vec3A,
|
|
|
|
}
|
|
|
|
);
|
2022-05-09 16:32:15 +00:00
|
|
|
impl_reflect_struct!(
|
bevy_reflect: Remove `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types (#6580)
# Objective
> Part of #6573
When serializing a `DynamicScene` we end up treating almost all non-value types as though their type data doesn't exist. This is because when creating the `DynamicScene` we call `Reflect::clone_value` on the components, which generates a Dynamic type for all non-value types.
What this means is that the `glam` types are treated as though their `ReflectSerialize` registrations don't exist. However, the deserializer _does_ pick up the registration and attempts to use that instead. This results in the deserializer trying to operate on "malformed" data, causing this error:
```
WARN bevy_asset::asset_server: encountered an error while loading an asset: Expected float
```
## Solution
Ideally, we should better handle the serialization of possibly-Dynamic types. However, this runs into issues where the `ReflectSerialize` expects the concrete type and not a Dynamic representation, resulting in a panic:
https://github.com/bevyengine/bevy/blob/0aa4147af6d583c707863484d6a8ad50ed0ed984/crates/bevy_reflect/src/type_registry.rs#L402-L413
Since glam types are so heavily used in Bevy (specifically in `Transform` and `GlobalTransform`), it makes sense to just a quick fix in that enables them to be used properly in scenes while a proper solution is found.
This PR simply removes all `ReflectSerialize` and `ReflectDeserialize` registrations from the glam types that are reflected as structs.
---
## Changelog
- Remove `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types
## Migration Guide
This PR removes `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types. This means any code relying on either of those type data existing for those glam types will need to not do that.
This also means that some serialized glam types will need to be updated. For example, here is `Affine3A`:
```rust
// BEFORE
(
"glam::f32::affine3a::Affine3A": (1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0),
// AFTER
"glam::f32::affine3a::Affine3A": (
matrix3: (
x_axis: (
x: 1.0,
y: 0.0,
z: 0.0,
),
y_axis: (
x: 0.0,
y: 1.0,
z: 0.0,
),
z_axis: (
x: 0.0,
y: 0.0,
z: 1.0,
),
),
translation: (
x: 0.0,
y: 0.0,
z: 0.0,
),
)
)
```
2022-11-25 23:30:21 +00:00
|
|
|
#[reflect(Debug, PartialEq, Default)]
|
2023-06-05 20:31:20 +00:00
|
|
|
#[type_path = "glam"]
|
2022-05-09 16:32:15 +00:00
|
|
|
struct Mat4 {
|
|
|
|
x_axis: Vec4,
|
|
|
|
y_axis: Vec4,
|
|
|
|
z_axis: Vec4,
|
|
|
|
w_axis: Vec4,
|
|
|
|
}
|
|
|
|
);
|
|
|
|
|
2022-07-05 13:38:47 +00:00
|
|
|
impl_reflect_struct!(
|
bevy_reflect: Remove `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types (#6580)
# Objective
> Part of #6573
When serializing a `DynamicScene` we end up treating almost all non-value types as though their type data doesn't exist. This is because when creating the `DynamicScene` we call `Reflect::clone_value` on the components, which generates a Dynamic type for all non-value types.
What this means is that the `glam` types are treated as though their `ReflectSerialize` registrations don't exist. However, the deserializer _does_ pick up the registration and attempts to use that instead. This results in the deserializer trying to operate on "malformed" data, causing this error:
```
WARN bevy_asset::asset_server: encountered an error while loading an asset: Expected float
```
## Solution
Ideally, we should better handle the serialization of possibly-Dynamic types. However, this runs into issues where the `ReflectSerialize` expects the concrete type and not a Dynamic representation, resulting in a panic:
https://github.com/bevyengine/bevy/blob/0aa4147af6d583c707863484d6a8ad50ed0ed984/crates/bevy_reflect/src/type_registry.rs#L402-L413
Since glam types are so heavily used in Bevy (specifically in `Transform` and `GlobalTransform`), it makes sense to just a quick fix in that enables them to be used properly in scenes while a proper solution is found.
This PR simply removes all `ReflectSerialize` and `ReflectDeserialize` registrations from the glam types that are reflected as structs.
---
## Changelog
- Remove `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types
## Migration Guide
This PR removes `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types. This means any code relying on either of those type data existing for those glam types will need to not do that.
This also means that some serialized glam types will need to be updated. For example, here is `Affine3A`:
```rust
// BEFORE
(
"glam::f32::affine3a::Affine3A": (1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0),
// AFTER
"glam::f32::affine3a::Affine3A": (
matrix3: (
x_axis: (
x: 1.0,
y: 0.0,
z: 0.0,
),
y_axis: (
x: 0.0,
y: 1.0,
z: 0.0,
),
z_axis: (
x: 0.0,
y: 0.0,
z: 1.0,
),
),
translation: (
x: 0.0,
y: 0.0,
z: 0.0,
),
)
)
```
2022-11-25 23:30:21 +00:00
|
|
|
#[reflect(Debug, PartialEq, Default)]
|
2023-06-05 20:31:20 +00:00
|
|
|
#[type_path = "glam"]
|
2022-07-05 13:38:47 +00:00
|
|
|
struct DMat2 {
|
|
|
|
x_axis: DVec2,
|
|
|
|
y_axis: DVec2,
|
|
|
|
}
|
|
|
|
);
|
2022-05-09 16:32:15 +00:00
|
|
|
impl_reflect_struct!(
|
bevy_reflect: Remove `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types (#6580)
# Objective
> Part of #6573
When serializing a `DynamicScene` we end up treating almost all non-value types as though their type data doesn't exist. This is because when creating the `DynamicScene` we call `Reflect::clone_value` on the components, which generates a Dynamic type for all non-value types.
What this means is that the `glam` types are treated as though their `ReflectSerialize` registrations don't exist. However, the deserializer _does_ pick up the registration and attempts to use that instead. This results in the deserializer trying to operate on "malformed" data, causing this error:
```
WARN bevy_asset::asset_server: encountered an error while loading an asset: Expected float
```
## Solution
Ideally, we should better handle the serialization of possibly-Dynamic types. However, this runs into issues where the `ReflectSerialize` expects the concrete type and not a Dynamic representation, resulting in a panic:
https://github.com/bevyengine/bevy/blob/0aa4147af6d583c707863484d6a8ad50ed0ed984/crates/bevy_reflect/src/type_registry.rs#L402-L413
Since glam types are so heavily used in Bevy (specifically in `Transform` and `GlobalTransform`), it makes sense to just a quick fix in that enables them to be used properly in scenes while a proper solution is found.
This PR simply removes all `ReflectSerialize` and `ReflectDeserialize` registrations from the glam types that are reflected as structs.
---
## Changelog
- Remove `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types
## Migration Guide
This PR removes `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types. This means any code relying on either of those type data existing for those glam types will need to not do that.
This also means that some serialized glam types will need to be updated. For example, here is `Affine3A`:
```rust
// BEFORE
(
"glam::f32::affine3a::Affine3A": (1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0),
// AFTER
"glam::f32::affine3a::Affine3A": (
matrix3: (
x_axis: (
x: 1.0,
y: 0.0,
z: 0.0,
),
y_axis: (
x: 0.0,
y: 1.0,
z: 0.0,
),
z_axis: (
x: 0.0,
y: 0.0,
z: 1.0,
),
),
translation: (
x: 0.0,
y: 0.0,
z: 0.0,
),
)
)
```
2022-11-25 23:30:21 +00:00
|
|
|
#[reflect(Debug, PartialEq, Default)]
|
2023-06-05 20:31:20 +00:00
|
|
|
#[type_path = "glam"]
|
2022-05-09 16:32:15 +00:00
|
|
|
struct DMat3 {
|
|
|
|
x_axis: DVec3,
|
|
|
|
y_axis: DVec3,
|
|
|
|
z_axis: DVec3,
|
|
|
|
}
|
|
|
|
);
|
|
|
|
impl_reflect_struct!(
|
bevy_reflect: Remove `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types (#6580)
# Objective
> Part of #6573
When serializing a `DynamicScene` we end up treating almost all non-value types as though their type data doesn't exist. This is because when creating the `DynamicScene` we call `Reflect::clone_value` on the components, which generates a Dynamic type for all non-value types.
What this means is that the `glam` types are treated as though their `ReflectSerialize` registrations don't exist. However, the deserializer _does_ pick up the registration and attempts to use that instead. This results in the deserializer trying to operate on "malformed" data, causing this error:
```
WARN bevy_asset::asset_server: encountered an error while loading an asset: Expected float
```
## Solution
Ideally, we should better handle the serialization of possibly-Dynamic types. However, this runs into issues where the `ReflectSerialize` expects the concrete type and not a Dynamic representation, resulting in a panic:
https://github.com/bevyengine/bevy/blob/0aa4147af6d583c707863484d6a8ad50ed0ed984/crates/bevy_reflect/src/type_registry.rs#L402-L413
Since glam types are so heavily used in Bevy (specifically in `Transform` and `GlobalTransform`), it makes sense to just a quick fix in that enables them to be used properly in scenes while a proper solution is found.
This PR simply removes all `ReflectSerialize` and `ReflectDeserialize` registrations from the glam types that are reflected as structs.
---
## Changelog
- Remove `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types
## Migration Guide
This PR removes `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types. This means any code relying on either of those type data existing for those glam types will need to not do that.
This also means that some serialized glam types will need to be updated. For example, here is `Affine3A`:
```rust
// BEFORE
(
"glam::f32::affine3a::Affine3A": (1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0),
// AFTER
"glam::f32::affine3a::Affine3A": (
matrix3: (
x_axis: (
x: 1.0,
y: 0.0,
z: 0.0,
),
y_axis: (
x: 0.0,
y: 1.0,
z: 0.0,
),
z_axis: (
x: 0.0,
y: 0.0,
z: 1.0,
),
),
translation: (
x: 0.0,
y: 0.0,
z: 0.0,
),
)
)
```
2022-11-25 23:30:21 +00:00
|
|
|
#[reflect(Debug, PartialEq, Default)]
|
2023-06-05 20:31:20 +00:00
|
|
|
#[type_path = "glam"]
|
2022-05-09 16:32:15 +00:00
|
|
|
struct DMat4 {
|
|
|
|
x_axis: DVec4,
|
|
|
|
y_axis: DVec4,
|
|
|
|
z_axis: DVec4,
|
|
|
|
w_axis: DVec4,
|
|
|
|
}
|
|
|
|
);
|
|
|
|
|
2022-07-05 13:38:47 +00:00
|
|
|
impl_reflect_struct!(
|
bevy_reflect: Remove `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types (#6580)
# Objective
> Part of #6573
When serializing a `DynamicScene` we end up treating almost all non-value types as though their type data doesn't exist. This is because when creating the `DynamicScene` we call `Reflect::clone_value` on the components, which generates a Dynamic type for all non-value types.
What this means is that the `glam` types are treated as though their `ReflectSerialize` registrations don't exist. However, the deserializer _does_ pick up the registration and attempts to use that instead. This results in the deserializer trying to operate on "malformed" data, causing this error:
```
WARN bevy_asset::asset_server: encountered an error while loading an asset: Expected float
```
## Solution
Ideally, we should better handle the serialization of possibly-Dynamic types. However, this runs into issues where the `ReflectSerialize` expects the concrete type and not a Dynamic representation, resulting in a panic:
https://github.com/bevyengine/bevy/blob/0aa4147af6d583c707863484d6a8ad50ed0ed984/crates/bevy_reflect/src/type_registry.rs#L402-L413
Since glam types are so heavily used in Bevy (specifically in `Transform` and `GlobalTransform`), it makes sense to just a quick fix in that enables them to be used properly in scenes while a proper solution is found.
This PR simply removes all `ReflectSerialize` and `ReflectDeserialize` registrations from the glam types that are reflected as structs.
---
## Changelog
- Remove `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types
## Migration Guide
This PR removes `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types. This means any code relying on either of those type data existing for those glam types will need to not do that.
This also means that some serialized glam types will need to be updated. For example, here is `Affine3A`:
```rust
// BEFORE
(
"glam::f32::affine3a::Affine3A": (1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0),
// AFTER
"glam::f32::affine3a::Affine3A": (
matrix3: (
x_axis: (
x: 1.0,
y: 0.0,
z: 0.0,
),
y_axis: (
x: 0.0,
y: 1.0,
z: 0.0,
),
z_axis: (
x: 0.0,
y: 0.0,
z: 1.0,
),
),
translation: (
x: 0.0,
y: 0.0,
z: 0.0,
),
)
)
```
2022-11-25 23:30:21 +00:00
|
|
|
#[reflect(Debug, PartialEq, Default)]
|
2023-06-05 20:31:20 +00:00
|
|
|
#[type_path = "glam"]
|
2022-07-05 13:38:47 +00:00
|
|
|
struct Affine2 {
|
|
|
|
matrix2: Mat2,
|
|
|
|
translation: Vec2,
|
|
|
|
}
|
|
|
|
);
|
|
|
|
impl_reflect_struct!(
|
bevy_reflect: Remove `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types (#6580)
# Objective
> Part of #6573
When serializing a `DynamicScene` we end up treating almost all non-value types as though their type data doesn't exist. This is because when creating the `DynamicScene` we call `Reflect::clone_value` on the components, which generates a Dynamic type for all non-value types.
What this means is that the `glam` types are treated as though their `ReflectSerialize` registrations don't exist. However, the deserializer _does_ pick up the registration and attempts to use that instead. This results in the deserializer trying to operate on "malformed" data, causing this error:
```
WARN bevy_asset::asset_server: encountered an error while loading an asset: Expected float
```
## Solution
Ideally, we should better handle the serialization of possibly-Dynamic types. However, this runs into issues where the `ReflectSerialize` expects the concrete type and not a Dynamic representation, resulting in a panic:
https://github.com/bevyengine/bevy/blob/0aa4147af6d583c707863484d6a8ad50ed0ed984/crates/bevy_reflect/src/type_registry.rs#L402-L413
Since glam types are so heavily used in Bevy (specifically in `Transform` and `GlobalTransform`), it makes sense to just a quick fix in that enables them to be used properly in scenes while a proper solution is found.
This PR simply removes all `ReflectSerialize` and `ReflectDeserialize` registrations from the glam types that are reflected as structs.
---
## Changelog
- Remove `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types
## Migration Guide
This PR removes `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types. This means any code relying on either of those type data existing for those glam types will need to not do that.
This also means that some serialized glam types will need to be updated. For example, here is `Affine3A`:
```rust
// BEFORE
(
"glam::f32::affine3a::Affine3A": (1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0),
// AFTER
"glam::f32::affine3a::Affine3A": (
matrix3: (
x_axis: (
x: 1.0,
y: 0.0,
z: 0.0,
),
y_axis: (
x: 0.0,
y: 1.0,
z: 0.0,
),
z_axis: (
x: 0.0,
y: 0.0,
z: 1.0,
),
),
translation: (
x: 0.0,
y: 0.0,
z: 0.0,
),
)
)
```
2022-11-25 23:30:21 +00:00
|
|
|
#[reflect(Debug, PartialEq, Default)]
|
2023-06-05 20:31:20 +00:00
|
|
|
#[type_path = "glam"]
|
2022-07-05 13:38:47 +00:00
|
|
|
struct Affine3A {
|
|
|
|
matrix3: Mat3A,
|
|
|
|
translation: Vec3A,
|
|
|
|
}
|
|
|
|
);
|
|
|
|
|
|
|
|
impl_reflect_struct!(
|
bevy_reflect: Remove `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types (#6580)
# Objective
> Part of #6573
When serializing a `DynamicScene` we end up treating almost all non-value types as though their type data doesn't exist. This is because when creating the `DynamicScene` we call `Reflect::clone_value` on the components, which generates a Dynamic type for all non-value types.
What this means is that the `glam` types are treated as though their `ReflectSerialize` registrations don't exist. However, the deserializer _does_ pick up the registration and attempts to use that instead. This results in the deserializer trying to operate on "malformed" data, causing this error:
```
WARN bevy_asset::asset_server: encountered an error while loading an asset: Expected float
```
## Solution
Ideally, we should better handle the serialization of possibly-Dynamic types. However, this runs into issues where the `ReflectSerialize` expects the concrete type and not a Dynamic representation, resulting in a panic:
https://github.com/bevyengine/bevy/blob/0aa4147af6d583c707863484d6a8ad50ed0ed984/crates/bevy_reflect/src/type_registry.rs#L402-L413
Since glam types are so heavily used in Bevy (specifically in `Transform` and `GlobalTransform`), it makes sense to just a quick fix in that enables them to be used properly in scenes while a proper solution is found.
This PR simply removes all `ReflectSerialize` and `ReflectDeserialize` registrations from the glam types that are reflected as structs.
---
## Changelog
- Remove `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types
## Migration Guide
This PR removes `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types. This means any code relying on either of those type data existing for those glam types will need to not do that.
This also means that some serialized glam types will need to be updated. For example, here is `Affine3A`:
```rust
// BEFORE
(
"glam::f32::affine3a::Affine3A": (1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0),
// AFTER
"glam::f32::affine3a::Affine3A": (
matrix3: (
x_axis: (
x: 1.0,
y: 0.0,
z: 0.0,
),
y_axis: (
x: 0.0,
y: 1.0,
z: 0.0,
),
z_axis: (
x: 0.0,
y: 0.0,
z: 1.0,
),
),
translation: (
x: 0.0,
y: 0.0,
z: 0.0,
),
)
)
```
2022-11-25 23:30:21 +00:00
|
|
|
#[reflect(Debug, PartialEq, Default)]
|
2023-06-05 20:31:20 +00:00
|
|
|
#[type_path = "glam"]
|
2022-07-05 13:38:47 +00:00
|
|
|
struct DAffine2 {
|
|
|
|
matrix2: DMat2,
|
|
|
|
translation: DVec2,
|
|
|
|
}
|
|
|
|
);
|
|
|
|
impl_reflect_struct!(
|
bevy_reflect: Remove `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types (#6580)
# Objective
> Part of #6573
When serializing a `DynamicScene` we end up treating almost all non-value types as though their type data doesn't exist. This is because when creating the `DynamicScene` we call `Reflect::clone_value` on the components, which generates a Dynamic type for all non-value types.
What this means is that the `glam` types are treated as though their `ReflectSerialize` registrations don't exist. However, the deserializer _does_ pick up the registration and attempts to use that instead. This results in the deserializer trying to operate on "malformed" data, causing this error:
```
WARN bevy_asset::asset_server: encountered an error while loading an asset: Expected float
```
## Solution
Ideally, we should better handle the serialization of possibly-Dynamic types. However, this runs into issues where the `ReflectSerialize` expects the concrete type and not a Dynamic representation, resulting in a panic:
https://github.com/bevyengine/bevy/blob/0aa4147af6d583c707863484d6a8ad50ed0ed984/crates/bevy_reflect/src/type_registry.rs#L402-L413
Since glam types are so heavily used in Bevy (specifically in `Transform` and `GlobalTransform`), it makes sense to just a quick fix in that enables them to be used properly in scenes while a proper solution is found.
This PR simply removes all `ReflectSerialize` and `ReflectDeserialize` registrations from the glam types that are reflected as structs.
---
## Changelog
- Remove `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types
## Migration Guide
This PR removes `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types. This means any code relying on either of those type data existing for those glam types will need to not do that.
This also means that some serialized glam types will need to be updated. For example, here is `Affine3A`:
```rust
// BEFORE
(
"glam::f32::affine3a::Affine3A": (1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0),
// AFTER
"glam::f32::affine3a::Affine3A": (
matrix3: (
x_axis: (
x: 1.0,
y: 0.0,
z: 0.0,
),
y_axis: (
x: 0.0,
y: 1.0,
z: 0.0,
),
z_axis: (
x: 0.0,
y: 0.0,
z: 1.0,
),
),
translation: (
x: 0.0,
y: 0.0,
z: 0.0,
),
)
)
```
2022-11-25 23:30:21 +00:00
|
|
|
#[reflect(Debug, PartialEq, Default)]
|
2023-06-05 20:31:20 +00:00
|
|
|
#[type_path = "glam"]
|
2022-07-05 13:38:47 +00:00
|
|
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struct DAffine3 {
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matrix3: DMat3,
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translation: DVec3,
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}
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);
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2022-05-09 16:32:15 +00:00
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// Quat fields are read-only (as of now), and reflection is currently missing
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// mechanisms for read-only fields. I doubt those mechanisms would be added,
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// so for now quaternions will remain as values. They are represented identically
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// to Vec4 and DVec4, so you may use those instead and convert between.
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2023-06-05 20:31:20 +00:00
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impl_reflect_value!(::glam::Quat(
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Debug,
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PartialEq,
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Serialize,
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Deserialize,
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Default
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));
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impl_reflect_value!(::glam::DQuat(
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Debug,
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PartialEq,
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Serialize,
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Deserialize,
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Default
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));
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2022-05-09 16:32:15 +00:00
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Add FromReflect trait to convert dynamic types to concrete types (#1395)
Dynamic types (`DynamicStruct`, `DynamicTupleStruct`, `DynamicTuple`, `DynamicList` and `DynamicMap`) are used when deserializing scenes, but currently they can only be applied to existing concrete types. This leads to issues when trying to spawn non trivial deserialized scene.
For components, the issue is avoided by requiring that reflected components implement ~~`FromResources`~~ `FromWorld` (or `Default`). When spawning, a new concrete type is created that way, and the dynamic type is applied to it. Unfortunately, some components don't have any valid implementation of these traits.
In addition, any `Vec` or `HashMap` inside a component will panic when a dynamic type is pushed into it (for instance, `Text` panics when adding a text section).
To solve this issue, this PR adds the `FromReflect` trait that creates a concrete type from a dynamic type that represent it, derives the trait alongside the `Reflect` trait, drops the ~~`FromResources`~~ `FromWorld` requirement on reflected components, ~~and enables reflection for UI and Text bundles~~. It also adds the requirement that fields ignored with `#[reflect(ignore)]` implement `Default`, since we need to initialize them somehow.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-12-26 18:49:01 +00:00
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impl_from_reflect_value!(Quat);
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Add Reflect support for DMat3, DMat4, DQuat (#4128)
## Objective
A step towards `f64` `Transform`s (#1680). For now, I am rolling my own `Transform`. But in order to derive Reflect, I specifically need `DQuat` to be reflectable.
```rust
#[derive(Component, Reflect, Copy, Clone, PartialEq, Debug)]
#[reflect(Component, PartialEq)]
pub struct Transform {
pub translation: DVec3,
pub rotation: DQuat, // error: the trait `bevy::prelude::Reflect` is not implemented for `DQuat`
pub scale: DVec3,
}
```
## Solution
I have added a `DQuat` impl for `Reflect` alongside the other glam impls. I've also added impls for `DMat3` and `DMat4` to match.
2022-03-08 00:14:21 +00:00
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impl_from_reflect_value!(DQuat);
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2022-07-05 13:38:47 +00:00
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2023-06-05 20:31:20 +00:00
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impl_reflect_value!(::glam::EulerRot(Debug, Default));
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impl_reflect_value!(::glam::BVec3A(Debug, Default));
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impl_reflect_value!(::glam::BVec4A(Debug, Default));
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