# Objective
Fixes#15726
The extraction logic for components makes use of `FromReflect` to try
and ensure we have a concrete type for serialization. However, we did
not do the same for resources.
The reason we're seeing this for the glam types is that #15174 also made
a change to rely on the glam type's `Serialize` and `Deserialize` impls,
which I don't think should have been merged (I'll put up a PR addressing
this specifically soon).
## Solution
Use `FromReflect` on extracted resources.
## Testing
You can test locally by running:
```
cargo test --package bevy_scene
```
# Objective
- Fixes#6370
- Closes#6581
## Solution
- Added the following lints to the workspace:
- `std_instead_of_core`
- `std_instead_of_alloc`
- `alloc_instead_of_core`
- Used `cargo +nightly fmt` with [item level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Item%5C%3A)
to split all `use` statements into single items.
- Used `cargo clippy --workspace --all-targets --all-features --fix
--allow-dirty` to _attempt_ to resolve the new linting issues, and
intervened where the lint was unable to resolve the issue automatically
(usually due to needing an `extern crate alloc;` statement in a crate
root).
- Manually removed certain uses of `std` where negative feature gating
prevented `--all-features` from finding the offending uses.
- Used `cargo +nightly fmt` with [crate level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Crate%5C%3A)
to re-merge all `use` statements matching Bevy's previous styling.
- Manually fixed cases where the `fmt` tool could not re-merge `use`
statements due to conditional compilation attributes.
## Testing
- Ran CI locally
## Migration Guide
The MSRV is now 1.81. Please update to this version or higher.
## Notes
- This is a _massive_ change to try and push through, which is why I've
outlined the semi-automatic steps I used to create this PR, in case this
fails and someone else tries again in the future.
- Making this change has no impact on user code, but does mean Bevy
contributors will be warned to use `core` and `alloc` instead of `std`
where possible.
- This lint is a critical first step towards investigating `no_std`
options for Bevy.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
It would be convenient to be able to quickly deny or allow all
components and resources on a `DynamicSceneBuilder` with a single method
call.
Context: #15210 renamed `{allow/deny}_all` to
`{allow/deny}_all_components`.
## Solution
Added two new methods to `DynamicSceneBuilder`, `allow_all` and
`deny_all`, which affect both the component and resource filters.
## Showcase
### Before
```rust
let builder = DynamicSceneBuilder::from_world(world)
.deny_all_components()
.deny_all_resources();
```
### After
```rust
let builder = DynamicSceneBuilder::from_world(world).deny_all();
```
# Objective
The method names on `DynamicSceneBuilder` are misleading. Specifically,
`deny_all` and `allow_all` implies everything will be denied/allowed,
including all components and resources. In reality, these methods only
apply to components (which is mentioned in the docs).
## Solution
- change `deny_all` and `allow_all` to `deny_all_components` and
`allow_all_components`
- also, change the remaining methods to mention component where it makes
sense
We could also add the `deny_all` and `allow_all` methods back later,
only this time, they would deny/allow both resources and components.
## Showcase
### Before
```rust
let builder = DynamicSceneBuilder::from_world(world)
.deny_all()
.deny_all_resources()
.allow::<MyComponent>();
```
### After
```rust
let builder = DynamicSceneBuilder::from_world(world)
.deny_all_components()
.deny_all_resources()
.allow_component::<MyComponent>();
```
## Migration Guide
the following invocations on `DynamicSceneBuilder` should be changed by
users
- `with_filter` -> `with_component_filter`
- `allow` -> `allow_component`
- `deny` -> `deny_component`
- `allow_all` -> `allow_all_components`
- `deny_all` -> `deny_all_components`
# Objective
Fix#10284.
## Solution
When `DynamicSceneBuilder` extracts entities, they are cloned via
`PartialReflect::clone_value`, making them into dynamic versions of the
original components. This loses any custom `ReflectSerialize` type data.
Dynamic scenes are deserialized with the original types, not the dynamic
versions, and so any component with a custom serialize may fail. In this
case `Rect` and `Vec2`. The dynamic version includes the field names 'x'
and 'y' but the `Serialize` impl doesn't, hence the "expect float"
error.
The solution here: Instead of using `clone_value` to clone the
components, `FromReflect` clones and retains the original information
needed to serialize with any custom `Serialize` impls. I think using
something like `reflect_clone` from
(https://github.com/bevyengine/bevy/pull/13432) might make this more
efficient.
I also did the same when deserializing dynamic scenes to appease some of
the round-trip tests which use `ReflectPartialEq`, which requires the
types be the same and not a unique/proxy pair. I'm not sure it's
otherwise necessary. Maybe this would also be more efficient when
spawning dynamic scenes with `reflect_clone` instead of `FromReflect`
again?
An alternative solution would be to fall back to the dynamic version
when deserializing `DynamicScene`s if the custom version fails. I think
that's possible. Or maybe simply always deserializing via the dynamic
route for dynamic scenes?
## Testing
This example is similar to the original test case in #10284:
``` rust
#![allow(missing_docs)]
use bevy::{prelude::*, scene::SceneInstanceReady};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, (save, load).chain())
.observe(check)
.run();
}
static SAVEGAME_SAVE_PATH: &str = "savegame.scn.ron";
fn save(world: &mut World) {
let entity = world.spawn(OrthographicProjection::default()).id();
let scene = DynamicSceneBuilder::from_world(world)
.extract_entity(entity)
.build();
if let Some(registry) = world.get_resource::<AppTypeRegistry>() {
let registry = registry.read();
let serialized_scene = scene.serialize(®istry).unwrap();
// println!("{}", serialized_scene);
std::fs::write(format!("assets/{SAVEGAME_SAVE_PATH}"), serialized_scene).unwrap();
}
world.entity_mut(entity).despawn_recursive();
}
fn load(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(DynamicSceneBundle {
scene: asset_server.load(SAVEGAME_SAVE_PATH),
..default()
});
}
fn check(_trigger: Trigger<SceneInstanceReady>, query: Query<&OrthographicProjection>) {
dbg!(query.single());
}
```
## Migration Guide
The `DynamicScene` format is changed to use custom serialize impls so
old scene files will need updating:
Old:
```ron
(
resources: {},
entities: {
4294967299: (
components: {
"bevy_render:📷:projection::OrthographicProjection": (
near: 0.0,
far: 1000.0,
viewport_origin: (
x: 0.5,
y: 0.5,
),
scaling_mode: WindowSize(1.0),
scale: 1.0,
area: (
min: (
x: -1.0,
y: -1.0,
),
max: (
x: 1.0,
y: 1.0,
),
),
),
},
),
},
)
```
New:
```ron
(
resources: {},
entities: {
4294967299: (
components: {
"bevy_render:📷:projection::OrthographicProjection": (
near: 0.0,
far: 1000.0,
viewport_origin: (0.5, 0.5),
scaling_mode: WindowSize(1.0),
scale: 1.0,
area: (
min: (-1.0, -1.0),
max: (1.0, 1.0),
),
),
},
),
},
)
```
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
- Implements the [Unique Reflect
RFC](https://github.com/nicopap/rfcs/blob/bevy-reflect-api/rfcs/56-better-reflect.md).
## Solution
- Implements the RFC.
- This implementation differs in some ways from the RFC:
- In the RFC, it was suggested `Reflect: Any` but `PartialReflect:
?Any`. During initial implementation I tried this, but we assume the
`PartialReflect: 'static` in a lot of places and the changes required
crept out of the scope of this PR.
- `PartialReflect::try_into_reflect` originally returned `Option<Box<dyn
Reflect>>` but i changed this to `Result<Box<dyn Reflect>, Box<dyn
PartialReflect>>` since the method takes by value and otherwise there
would be no way to recover the type. `as_full` and `as_full_mut` both
still return `Option<&(mut) dyn Reflect>`.
---
## Changelog
- Added `PartialReflect`.
- `Reflect` is now a subtrait of `PartialReflect`.
- Moved most methods on `Reflect` to the new `PartialReflect`.
- Added `PartialReflect::{as_partial_reflect, as_partial_reflect_mut,
into_partial_reflect}`.
- Added `PartialReflect::{try_as_reflect, try_as_reflect_mut,
try_into_reflect}`.
- Added `<dyn PartialReflect>::{try_downcast_ref, try_downcast_mut,
try_downcast, try_take}` supplementing the methods on `dyn Reflect`.
## Migration Guide
- Most instances of `dyn Reflect` should be changed to `dyn
PartialReflect` which is less restrictive, however trait bounds should
generally stay as `T: Reflect`.
- The new `PartialReflect::{as_partial_reflect, as_partial_reflect_mut,
into_partial_reflect, try_as_reflect, try_as_reflect_mut,
try_into_reflect}` methods as well as `Reflect::{as_reflect,
as_reflect_mut, into_reflect}` will need to be implemented for manual
implementors of `Reflect`.
## Future Work
- This PR is designed to be followed up by another "Unique Reflect Phase
2" that addresses the following points:
- Investigate making serialization revolve around `Reflect` instead of
`PartialReflect`.
- [Remove the `try_*` methods on `dyn PartialReflect` since they are
stop
gaps](https://github.com/bevyengine/bevy/pull/7207#discussion_r1083476050).
- Investigate usages like `ReflectComponent`. In the places they
currently use `PartialReflect`, should they be changed to use `Reflect`?
- Merging this opens the door to lots of reflection features we haven't
been able to implement.
- We could re-add [the `Reflectable`
trait](8e3488c880/crates/bevy_reflect/src/reflect.rs (L337-L342))
and make `FromReflect` a requirement to improve [`FromReflect`
ergonomics](https://github.com/bevyengine/rfcs/pull/59). This is
currently not possible because dynamic types cannot sensibly be
`FromReflect`.
- Since this is an alternative to #5772, #5781 would be made cleaner.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
Closes#9955.
Use the same interface for all "pure" builder types: taking and
returning `Self` (and not `&mut Self`).
## Solution
Changed `DynamicSceneBuilder`, `SceneFilter` and `TableBuilder` to take
and return `Self`.
## Changelog
### Changed
- `DynamicSceneBuilder` and `SceneBuilder` methods in `bevy_ecs` now
take and return `Self`.
## Migration guide
When using `bevy_ecs::DynamicSceneBuilder` and `bevy_ecs::SceneBuilder`,
instead of binding the builder to a variable, directly use it. Methods
on those types now consume `Self`, so you will need to re-bind the
builder if you don't `build` it immediately.
Before:
```rust
let mut scene_builder = DynamicSceneBuilder::from_world(&world);
let scene = scene_builder.extract_entity(a).extract_entity(b).build();
```
After:
```rust
let scene = DynamicSceneBuilder::from_world(&world)
.extract_entity(a)
.extract_entity(b)
.build();
```
# Objective
Currently, `DynamicScene`s extract all components listed in the given
(or the world's) type registry. This acts as a quasi-filter of sorts.
However, it can be troublesome to use effectively and lacks decent
control.
For example, say you need to serialize only the following component over
the network:
```rust
#[derive(Reflect, Component, Default)]
#[reflect(Component)]
struct NPC {
name: Option<String>
}
```
To do this, you'd need to:
1. Create a new `AppTypeRegistry`
2. Register `NPC`
3. Register `Option<String>`
If we skip Step 3, then the entire scene might fail to serialize as
`Option<String>` requires registration.
Not only is this annoying and easy to forget, but it can leave users
with an impossible task: serializing a third-party type that contains
private types.
Generally, the third-party crate will register their private types
within a plugin so the user doesn't need to do it themselves. However,
this means we are now unable to serialize _just_ that type— we're forced
to allow everything!
## Solution
Add the `SceneFilter` enum for filtering components to extract.
This filter can be used to optionally allow or deny entire sets of
components/resources. With the `DynamicSceneBuilder`, users have more
control over how their `DynamicScene`s are built.
To only serialize a subset of components, use the `allow` method:
```rust
let scene = builder
.allow::<ComponentA>()
.allow::<ComponentB>()
.extract_entity(entity)
.build();
```
To serialize everything _but_ a subset of components, use the `deny`
method:
```rust
let scene = builder
.deny::<ComponentA>()
.deny::<ComponentB>()
.extract_entity(entity)
.build();
```
Or create a custom filter:
```rust
let components = HashSet::from([type_id]);
let filter = SceneFilter::Allowlist(components);
// let filter = SceneFilter::Denylist(components);
let scene = builder
.with_filter(Some(filter))
.extract_entity(entity)
.build();
```
Similar operations exist for resources:
<details>
<summary>View Resource Methods</summary>
To only serialize a subset of resources, use the `allow_resource`
method:
```rust
let scene = builder
.allow_resource::<ResourceA>()
.extract_resources()
.build();
```
To serialize everything _but_ a subset of resources, use the
`deny_resource` method:
```rust
let scene = builder
.deny_resource::<ResourceA>()
.extract_resources()
.build();
```
Or create a custom filter:
```rust
let resources = HashSet::from([type_id]);
let filter = SceneFilter::Allowlist(resources);
// let filter = SceneFilter::Denylist(resources);
let scene = builder
.with_resource_filter(Some(filter))
.extract_resources()
.build();
```
</details>
### Open Questions
- [x] ~~`allow` and `deny` are mutually exclusive. Currently, they
overwrite each other. Should this instead be a panic?~~ Took @soqb's
suggestion and made it so that the opposing method simply removes that
type from the list.
- [x] ~~`DynamicSceneBuilder` extracts entity data as soon as
`extract_entity`/`extract_entities` is called. Should this behavior
instead be moved to the `build` method to prevent ordering mixups (e.g.
`.allow::<Foo>().extract_entity(entity)` vs
`.extract_entity(entity).allow::<Foo>()`)? The tradeoff would be
iterating over the given entities twice: once at extraction and again at
build.~~ Based on the feedback from @Testare it sounds like it might be
better to just keep the current functionality (if anything we can open a
separate PR that adds deferred methods for extraction, so the
choice/performance hit is up to the user).
- [ ] An alternative might be to remove the filter from
`DynamicSceneBuilder` and have it as a separate parameter to the
extraction methods (either in the existing ones or as added
`extract_entity_with_filter`-type methods). Is this preferable?
- [x] ~~Should we include constructors that include common types to
allow/deny? For example, a `SceneFilter::standard_allowlist` that
includes things like `Parent` and `Children`?~~ Consensus suggests we
should. I may split this out into a followup PR, though.
- [x] ~~Should we add the ability to remove types from the filter
regardless of whether an allowlist or denylist (e.g.
`filter.remove::<Foo>()`)?~~ See the first list item
- [x] ~~Should `SceneFilter` be an enum? Would it make more sense as a
struct that contains an `is_denylist` boolean?~~ With the added
`SceneFilter::None` state (replacing the need to wrap in an `Option` or
rely on an empty `Denylist`), it seems an enum is better suited now
- [x] ~~Bikeshed: Do we like the naming convention? Should we instead
use `include`/`exclude` terminology?~~ Sounds like we're sticking with
`allow`/`deny`!
- [x] ~~Does this feature need a new example? Do we simply include it in
the existing one (maybe even as a comment?)? Should this be done in a
followup PR instead?~~ Example will be added in a followup PR
### Followup Tasks
- [ ] Add a dedicated `SceneFilter` example
- [ ] Possibly add default types to the filter (e.g. deny things like
`ComputedVisibility`, allow `Parent`, etc)
---
## Changelog
- Added the `SceneFilter` enum for filtering components and resources
when building a `DynamicScene`
- Added methods:
- `DynamicSceneBuilder::with_filter`
- `DynamicSceneBuilder::allow`
- `DynamicSceneBuilder::deny`
- `DynamicSceneBuilder::allow_all`
- `DynamicSceneBuilder::deny_all`
- `DynamicSceneBuilder::with_resource_filter`
- `DynamicSceneBuilder::allow_resource`
- `DynamicSceneBuilder::deny_resource`
- `DynamicSceneBuilder::allow_all_resources`
- `DynamicSceneBuilder::deny_all_resources`
- Removed methods:
- `DynamicSceneBuilder::from_world_with_type_registry`
- `DynamicScene::from_scene` and `DynamicScene::from_world` no longer
require an `AppTypeRegistry` reference
## Migration Guide
- `DynamicScene::from_scene` and `DynamicScene::from_world` no longer
require an `AppTypeRegistry` reference:
```rust
// OLD
let registry = world.resource::<AppTypeRegistry>();
let dynamic_scene = DynamicScene::from_world(&world, registry);
// let dynamic_scene = DynamicScene::from_scene(&scene, registry);
// NEW
let dynamic_scene = DynamicScene::from_world(&world);
// let dynamic_scene = DynamicScene::from_scene(&scene);
```
- Removed `DynamicSceneBuilder::from_world_with_type_registry`. Now the
registry is automatically taken from the given world:
```rust
// OLD
let registry = world.resource::<AppTypeRegistry>();
let builder = DynamicSceneBuilder::from_world_with_type_registry(&world,
registry);
// NEW
let builder = DynamicSceneBuilder::from_world(&world);
```
# Objective
- Use `AppTypeRegistry` on API defined in `bevy_ecs`
(https://github.com/bevyengine/bevy/pull/8895#discussion_r1234748418)
A lot of the API on `Reflect` depends on a registry. When it comes to
the ECS. We should use `AppTypeRegistry` in the general case.
This is however impossible in `bevy_ecs`, since `AppTypeRegistry` is
defined in `bevy_app`.
## Solution
- Move `AppTypeRegistry` resource definition from `bevy_app` to
`bevy_ecs`
- Still add the resource in the `App` plugin, since bevy_ecs itself
doesn't know of plugins
Note that `bevy_ecs` is a dependency of `bevy_app`, so nothing
revolutionary happens.
## Alternative
- Define the API as a trait in `bevy_app` over `bevy_ecs`. (though this
prevents us from using bevy_ecs internals)
- Do not rely on `AppTypeRegistry` for the API in question, requring
users to extract themselves the resource and pass it to the API methods.
---
## Changelog
- Moved `AppTypeRegistry` resource definition from `bevy_app` to
`bevy_ecs`
## Migration Guide
- If you were **not** using a `prelude::*` to import `AppTypeRegistry`,
you should update your imports:
```diff
- use bevy::app::AppTypeRegistry;
+ use bevy::ecs::reflect::AppTypeRegistry
```
# Objective
- Handle dangling entity references inside scenes
- Handle references to entities with generation > 0 inside scenes
- Fix a latent bug in `Parent`'s `MapEntities` implementation, which
would, if the parent was outside the scene, cause the scene to be loaded
into the new world with a parent reference potentially pointing to some
random entity in that new world.
- Fixes#4793 and addresses #7235
## Solution
- DynamicScenes now identify entities with a `Entity` instead of a u32,
therefore including generation
- `World` exposes a new `reserve_generations` function that despawns an
entity and advances its generation by some extra amount.
- `MapEntities` implementations have a new `get_or_reserve` function
available that will always return an `Entity`, establishing a new
mapping to a dead entity when the entity they are called with is not in
the `EntityMap`. Subsequent calls with that same `Entity` will return
the same newly created dead entity reference, preserving equality
semantics.
- As a result, after loading a scene containing references to dead
entities (or entities otherwise outside the scene), those references
will all point to different generations on a single entity id in the new
world.
---
## Changelog
### Changed
- In serialized scenes, entities are now identified by a u64 instead of
a u32.
- In serialized scenes, components with entity references now have those
references serialize as u64s instead of structs.
### Fixed
- Scenes containing components with entity references will now
deserialize and add to a world reliably.
## Migration Guide
- `MapEntities` implementations must change from a `&EntityMap`
parameter to a `&mut EntityMapper` parameter and can no longer return a
`Result`. Finally, they should switch from calling `EntityMap::get` to
calling `EntityMapper::get_or_reserve`.
---------
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
# Objective
Co-Authored-By: davier
[bricedavier@gmail.com](mailto:bricedavier@gmail.com)
Fixes#3576.
Adds a `resources` field in scene serialization data to allow
de/serializing resources that have reflection enabled.
## Solution
Most of this code is taken from a previous closed PR:
https://github.com/bevyengine/bevy/pull/3580. Most of the credit goes to
@Davier , what I did was mostly getting it to work on the latest main
branch of Bevy, along with adding a few asserts in the currently
existing tests to be sure everything is working properly.
This PR changes the scene format to include resources in this way:
```
(
resources: {
// List of resources here, keyed by resource type name.
},
entities: [
// Previous scene format here
],
)
```
An example taken from the tests:
```
(
resources: {
"bevy_scene::serde::tests::MyResource": (
foo: 123,
),
},
entities: {
// Previous scene format here
},
)
```
For this, a `resources` fields has been added on the `DynamicScene` and
the `DynamicSceneBuilder` structs. The latter now also has a method
named `extract_resources` to properly extract the existing resources
registered in the local type registry, in a similar way to
`extract_entities`.
---
## Changelog
Added: Reflect resources registered in the type registry used by dynamic
scenes will now be properly de/serialized in scene data.
## Migration Guide
Since the scene format has been changed, the user may not be able to use
scenes saved prior to this PR due to the `resources` scene field being
missing. ~~To preserve backwards compatibility, I will try to make the
`resources` fully optional so that old scenes can be loaded without
issue.~~
## TODOs
- [x] I may have to update a few doc blocks still referring to dynamic
scenes as mere container of entities, since they now include resources
as well.
- [x] ~~I want to make the `resources` key optional, as specified in the
Migration Guide, so that old scenes will be compatible with this
change.~~ Since this would only be trivial for ron format, I think it
might be better to consider it in a separate PR/discussion to figure out
if it could be done for binary serialization too.
- [x] I suppose it might be a good idea to add a resources in the scene
example so that users will quickly notice they can serialize resources
just like entities.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Ability to use `ReflectComponent` methods in dynamic type contexts with no access to `&World`.
This problem occurred to me when wanting to apply reflected types to an entity where the `&World` reference was already consumed by query iterator leaving only `EntityMut`.
## Solution
- Remove redundant `EntityMut` or `EntityRef` lookup from `World` and `Entity` in favor of taking `EntityMut` directly in `ReflectComponentFns`.
- Added `RefectComponent::contains` to determine without panic whether `apply` can be used.
## Changelog
- Changed function signatures of `ReflectComponent` methods, `apply`, `remove`, `contains`, and `reflect`.
## Migration Guide
- Call `World::entity` before calling into the changed `ReflectComponent` methods, most likely user already has a `EntityRef` or `EntityMut` which was being queried redundantly.
# Objective
- Dynamic scene builder can build scenes without components, if they didn't have any matching the type registry
- Those entities are not really useful in the final `DynamicScene`
## Solution
- Add a method `remove_empty_entities` that will remove empty entities. It's not called by default when calling `build`, I'm not sure if that's a good idea or not.
# Objective
Fixes#6059, changing all incorrect occurrences of ``id`` in the ``entity`` module to ``index``:
* struct level documentation,
* ``id`` struct field,
* ``id`` method and its documentation.
## Solution
Renaming and verifying using CI.
Co-authored-by: Edvin Kjell <43633999+Edwox@users.noreply.github.com>
# Objective
Currently, `DynamicSceneBuilder` keeps track of entities via a `HashMap`. This has an unintended side-effect in that, when building the full `DynamicScene`, we aren't guaranteed any particular order.
In other words, inserting Entity A then Entity B can result in either `[A, B]` or `[B, A]`. This can be rather annoying when running tests on scenes generated via the builder as it will work sometimes but not other times. There's also the potential that this might unnecessarily clutter up VCS diffs for scene files (assuming they had an intentional order).
## Solution
Store `DynamicSceneBuilder`'s entities in a `Vec` rather than a `HashMap`.
---
## Changelog
* Stablized entity order in `DynamicSceneBuilder` (0.9.0-dev)
# Objective
- make it easier to build dynamic scenes
## Solution
- add a builder to create a dynamic scene from a world. it can extract an entity or an iterator of entities
- alternative to #6013, leaving the "hierarchy iteration" part to #6185 which does it better
- alternative to #6004
- using a builder makes it easier to chain several extractions