# Objective
Fixes#5153
## Solution
Search for all enums and manually check if they have default impls that can use this new derive.
By my reckoning:
| enum | num |
|-|-|
| total | 159 |
| has default impl | 29 |
| default is unit variant | 23 |
### Problem
It currently isn't possible to construct the default value of a reflected type. Because of that, it isn't possible to use `add_component` of `ReflectComponent` to add a new component to an entity because you can't know what the initial value should be.
### Solution
1. add `ReflectDefault` type
```rust
#[derive(Clone)]
pub struct ReflectDefault {
default: fn() -> Box<dyn Reflect>,
}
impl ReflectDefault {
pub fn default(&self) -> Box<dyn Reflect> {
(self.default)()
}
}
impl<T: Reflect + Default> FromType<T> for ReflectDefault {
fn from_type() -> Self {
ReflectDefault {
default: || Box::new(T::default()),
}
}
}
```
2. add `#[reflect(Default)]` to all component types that implement `Default` and are user facing (so not `ComputedSize`, `CubemapVisibleEntities` etc.)
This makes it possible to add the default value of a component to an entity without any compile-time information:
```rust
fn main() {
let mut app = App::new();
app.register_type::<Camera>();
let type_registry = app.world.get_resource::<TypeRegistry>().unwrap();
let type_registry = type_registry.read();
let camera_registration = type_registry.get(std::any::TypeId::of::<Camera>()).unwrap();
let reflect_default = camera_registration.data::<ReflectDefault>().unwrap();
let reflect_component = camera_registration
.data::<ReflectComponent>()
.unwrap()
.clone();
let default = reflect_default.default();
drop(type_registry);
let entity = app.world.spawn().id();
reflect_component.add_component(&mut app.world, entity, &*default);
let camera = app.world.entity(entity).get::<Camera>().unwrap();
dbg!(&camera);
}
```
### Open questions
- should we have `ReflectDefault` or `ReflectFromWorld` or both?
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.
The examples are all ported over and operational with a few exceptions:
* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
2021-12-14 03:58:23 +00:00
Renamed from pipelined/bevy_pbr2/src/alpha.rs (Browse further)