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https://github.com/bevyengine/bevy
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Reflect derived traits on all components and resources: bevy_render (#15226)
Addresses https://github.com/bevyengine/bevy/issues/15187 for bevy_render
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0c92908baf
commit
274c97d415
11 changed files with 22 additions and 20 deletions
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@ -226,7 +226,7 @@ pub enum ViewportConversionError {
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/// Adding a camera is typically done by adding a bundle, either the `Camera2dBundle` or the
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/// `Camera3dBundle`.
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#[derive(Component, Debug, Reflect, Clone)]
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#[reflect(Component, Default)]
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#[reflect(Component, Default, Debug)]
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pub struct Camera {
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/// If set, this camera will render to the given [`Viewport`] rectangle within the configured [`RenderTarget`].
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pub viewport: Option<Viewport>,
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@ -31,7 +31,7 @@ impl From<Color> for ClearColorConfig {
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/// This color appears as the "background" color for simple apps,
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/// when there are portions of the screen with nothing rendered.
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#[derive(Resource, Clone, Debug, Deref, DerefMut, ExtractResource, Reflect)]
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#[reflect(Resource, Default)]
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#[reflect(Resource, Default, Debug)]
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pub struct ClearColor(pub Color);
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/// Match the dark gray bevy website code block color by default.
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@ -10,7 +10,7 @@ use wgpu::TextureFormat;
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/// A unique id that corresponds to a specific [`ManualTextureView`] in the [`ManualTextureViews`] collection.
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#[derive(Default, Debug, Clone, Copy, PartialEq, Eq, Hash, PartialOrd, Ord, Component, Reflect)]
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#[reflect(Component, Default)]
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#[reflect(Component, Default, Debug, PartialEq, Hash)]
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pub struct ManualTextureViewHandle(pub u32);
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/// A manually managed [`TextureView`] for use as a [`crate::camera::RenderTarget`].
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@ -98,7 +98,7 @@ pub trait CameraProjection {
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/// A configurable [`CameraProjection`] that can select its projection type at runtime.
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#[derive(Component, Debug, Clone, Reflect)]
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#[reflect(Component, Default)]
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#[reflect(Component, Default, Debug)]
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pub enum Projection {
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Perspective(PerspectiveProjection),
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Orthographic(OrthographicProjection),
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@ -154,7 +154,7 @@ impl Default for Projection {
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/// A 3D camera projection in which distant objects appear smaller than close objects.
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#[derive(Component, Debug, Clone, Reflect)]
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#[reflect(Component, Default)]
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#[reflect(Component, Default, Debug)]
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pub struct PerspectiveProjection {
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/// The vertical field of view (FOV) in radians.
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///
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@ -340,7 +340,7 @@ impl DivAssign<f32> for ScalingMode {
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/// });
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/// ```
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#[derive(Component, Debug, Clone, Reflect)]
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#[reflect(Component)]
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#[reflect(Component, Debug, FromWorld)]
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pub struct OrthographicProjection {
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/// The distance of the near clipping plane in world units.
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///
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@ -10,7 +10,7 @@ use bevy_reflect::prelude::*;
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use std::ops::Deref;
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#[derive(Component, Debug, Default, Clone, Reflect)]
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#[reflect(Component, MapEntities, Default)]
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#[reflect(Component, MapEntities, Default, Debug)]
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pub struct SkinnedMesh {
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pub inverse_bindposes: Handle<SkinnedMeshInverseBindposes>,
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pub joints: Vec<Entity>,
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@ -31,7 +31,7 @@ use bevy_reflect::prelude::*;
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/// [`Mesh`]: crate::mesh::Mesh
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/// [`Handle<Mesh>`]: crate::mesh::Mesh
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#[derive(Component, Clone, Copy, Debug, Default, Reflect, PartialEq)]
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#[reflect(Component, Default)]
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#[reflect(Component, Default, Debug, PartialEq)]
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pub struct Aabb {
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pub center: Vec3A,
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pub half_extents: Vec3A,
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@ -212,7 +212,7 @@ impl HalfSpace {
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/// [`CameraProjection`]: crate::camera::CameraProjection
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/// [`GlobalTransform`]: bevy_transform::components::GlobalTransform
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#[derive(Component, Clone, Copy, Debug, Default, Reflect)]
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#[reflect(Component, Default)]
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#[reflect(Component, Default, Debug)]
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pub struct Frustum {
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#[reflect(ignore)]
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pub half_spaces: [HalfSpace; 6],
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@ -303,7 +303,7 @@ impl Frustum {
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}
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#[derive(Component, Clone, Debug, Default, Reflect)]
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#[reflect(Component, Default)]
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#[reflect(Component, Default, Debug)]
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pub struct CubemapFrusta {
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#[reflect(ignore)]
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pub frusta: [Frustum; 6],
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@ -319,7 +319,7 @@ impl CubemapFrusta {
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}
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#[derive(Component, Debug, Default, Reflect, Clone)]
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#[reflect(Component, Default)]
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#[reflect(Component, Default, Debug)]
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pub struct CascadesFrusta {
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#[reflect(ignore)]
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pub frusta: EntityHashMap<Vec<Frustum>>,
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@ -166,7 +166,7 @@ impl Plugin for ViewPlugin {
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Hash,
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Debug,
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)]
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#[reflect(Component, Default)]
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#[reflect(Component, Default, PartialEq, Hash, Debug)]
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pub enum Msaa {
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Off = 1,
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Sample2 = 2,
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@ -210,7 +210,7 @@ impl ExtractedView {
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/// `post_saturation` value in [`ColorGradingGlobal`], which is applied after
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/// tonemapping.
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#[derive(Component, Reflect, Debug, Default, Clone)]
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#[reflect(Component, Default)]
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#[reflect(Component, Default, Debug)]
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pub struct ColorGrading {
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/// Filmic color grading values applied to the image as a whole (as opposed
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/// to individual sections, like shadows and highlights).
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@ -31,7 +31,7 @@ use super::NoCpuCulling;
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/// This is done by the `visibility_propagate_system` which uses the entity hierarchy and
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/// `Visibility` to set the values of each entity's [`InheritedVisibility`] component.
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#[derive(Component, Clone, Copy, Reflect, Debug, PartialEq, Eq, Default)]
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#[reflect(Component, Default)]
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#[reflect(Component, Default, Debug, PartialEq)]
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pub enum Visibility {
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/// An entity with `Visibility::Inherited` will inherit the Visibility of its [`Parent`].
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///
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@ -105,7 +105,7 @@ impl PartialEq<&Visibility> for Visibility {
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///
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/// [`VisibilityPropagate`]: VisibilitySystems::VisibilityPropagate
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#[derive(Component, Deref, Debug, Default, Clone, Copy, Reflect, PartialEq, Eq)]
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#[reflect(Component, Default)]
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#[reflect(Component, Default, Debug, PartialEq)]
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pub struct InheritedVisibility(bool);
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impl InheritedVisibility {
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@ -133,7 +133,7 @@ impl InheritedVisibility {
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/// [`VisibilityPropagate`]: VisibilitySystems::VisibilityPropagate
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/// [`CheckVisibility`]: VisibilitySystems::CheckVisibility
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#[derive(Component, Deref, Debug, Default, Clone, Copy, Reflect, PartialEq, Eq)]
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#[reflect(Component, Default)]
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#[reflect(Component, Default, Debug, PartialEq)]
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pub struct ViewVisibility(bool);
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impl ViewVisibility {
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@ -190,7 +190,7 @@ pub struct VisibilityBundle {
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/// - when using some light effects, like wanting a [`Mesh`] out of the [`Frustum`]
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/// to appear in the reflection of a [`Mesh`] within.
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#[derive(Debug, Component, Default, Reflect)]
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#[reflect(Component, Default)]
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#[reflect(Component, Default, Debug)]
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pub struct NoFrustumCulling;
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/// Collection of entities visible from the current view.
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@ -203,7 +203,7 @@ pub struct NoFrustumCulling;
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/// This component is intended to be attached to the same entity as the [`Camera`] and
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/// the [`Frustum`] defining the view.
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#[derive(Clone, Component, Default, Debug, Reflect)]
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#[reflect(Component, Default)]
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#[reflect(Component, Default, Debug)]
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pub struct VisibleEntities {
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#[reflect(ignore)]
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pub entities: TypeIdMap<Vec<Entity>>,
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@ -11,6 +11,7 @@ use bevy_ecs::{
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component::Component,
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entity::{Entity, EntityHashMap},
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query::{Changed, With},
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reflect::ReflectComponent,
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schedule::IntoSystemConfigs as _,
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system::{Query, Res, ResMut, Resource},
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};
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@ -109,6 +110,7 @@ impl Plugin for VisibilityRangePlugin {
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/// `start_margin` of the next lower LOD; this is important for the crossfade
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/// effect to function properly.
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#[derive(Component, Clone, PartialEq, Reflect)]
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#[reflect(Component, PartialEq, Hash)]
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pub struct VisibilityRange {
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/// The range of distances, in world units, between which this entity will
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/// smoothly fade into view as the camera zooms out.
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@ -21,7 +21,7 @@ pub type Layer = usize;
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///
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/// Entities without this component belong to layer `0`.
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#[derive(Component, Clone, Reflect, PartialEq, Eq, PartialOrd, Ord)]
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#[reflect(Component, Default, PartialEq)]
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#[reflect(Component, Default, PartialEq, Debug)]
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pub struct RenderLayers(SmallVec<[u64; INLINE_BLOCKS]>);
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/// The number of memory blocks stored inline
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@ -35,7 +35,7 @@ impl Plugin for CursorPlugin {
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/// Insert into a window entity to set the cursor for that window.
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#[derive(Component, Debug, Clone, Reflect, PartialEq, Eq)]
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#[reflect(Component, Debug, Default)]
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#[reflect(Component, Debug, Default, PartialEq)]
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pub enum CursorIcon {
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/// Custom cursor image.
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Custom(CustomCursor),
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