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Al M. 2ea51fc60f
Use FromReflect when extracting entities in dynamic scenes (#15174)
# 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(&registry).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>
2024-09-15 14:33:39 +00:00
.cargo Use lld for rustdoc on Linux in config_fast_builds.toml (#14839) 2024-08-22 23:08:04 +00:00
.github Fix Welcome Contributors CI (#15123) 2024-09-09 17:52:11 +00:00
assets Add a border to the UI material example (#15120) 2024-09-09 16:34:24 +00:00
benches Opportunistically use dense iter for archetypal iteration in Par_iter (#14673) 2024-09-03 23:41:10 +00:00
crates Use FromReflect when extracting entities in dynamic scenes (#15174) 2024-09-15 14:33:39 +00:00
docs Replace the wgpu_trace feature with a field in bevy_render::settings::WgpuSettings (#14842) 2024-08-25 14:16:11 +00:00
docs-template Fix common capitalization errors in documentation (#14562) 2024-07-31 21:16:05 +00:00
errors Generate links to definition in source code pages on docs.rs and dev-docs.bevyengine.org (#12965) 2024-07-29 23:10:16 +00:00
examples bevy_reflect: Add DynamicTyped trait (#15108) 2024-09-13 17:17:10 +00:00
src Fix common capitalization errors in documentation (#14562) 2024-07-31 21:16:05 +00:00
tests style: simplify string formatting for readability (#15033) 2024-09-03 23:35:49 +00:00
tools remove cfg-check in ci tool (#15063) 2024-09-08 17:12:35 +00:00
.gitattributes Enforce linux-style line endings for .rs and .toml (#3197) 2021-11-26 21:05:35 +00:00
.gitignore compile_fail_utils: Ignore target directory (#14829) 2024-08-19 23:37:29 +00:00
Cargo.toml 2580 Split examples PR feedback (#15181) 2024-09-13 15:47:04 +00:00
clippy.toml Fix common capitalization errors in documentation (#14562) 2024-07-31 21:16:05 +00:00
CODE_OF_CONDUCT.md Update CODE_OF_CONDUCT.md 2020-08-19 20:25:58 +01:00
CONTRIBUTING.md Deprecate old contributing documentation / information (#14885) 2024-08-23 11:47:02 +00:00
CREDITS.md Programmed soundtrack example (#12774) 2024-03-29 20:32:30 +00:00
deny.toml Fix duplicate dependencies on raw-window-handle (#12309) 2024-03-05 08:24:37 +00:00
LICENSE-APACHE Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
LICENSE-MIT Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
README.md Update funding link (#12425) 2024-03-11 21:46:04 +00:00
rustfmt.toml Cargo fmt with unstable features (#1903) 2021-04-21 23:19:34 +00:00
typos.toml remove changelog file (#14564) 2024-07-31 22:24:33 +00:00

Bevy

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What is Bevy?

Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!

WARNING

Bevy is still in the early stages of development. Important features are missing. Documentation is sparse. A new version of Bevy containing breaking changes to the API is released approximately once every 3 months. We provide migration guides, but we can't guarantee migrations will always be easy. Use only if you are willing to work in this environment.

MSRV: Bevy relies heavily on improvements in the Rust language and compiler. As a result, the Minimum Supported Rust Version (MSRV) is generally close to "the latest stable release" of Rust.

Design Goals

  • Capable: Offer a complete 2D and 3D feature set
  • Simple: Easy for newbies to pick up, but infinitely flexible for power users
  • Data Focused: Data-oriented architecture using the Entity Component System paradigm
  • Modular: Use only what you need. Replace what you don't like
  • Fast: App logic should run quickly, and when possible, in parallel
  • Productive: Changes should compile quickly ... waiting isn't fun

About

  • Features: A quick overview of Bevy's features.
  • News: A development blog that covers our progress, plans and shiny new features.

Docs

Community

Before contributing or participating in discussions with the community, you should familiarize yourself with our Code of Conduct.

  • Discord: Bevy's official discord server.
  • Reddit: Bevy's official subreddit.
  • GitHub Discussions: The best place for questions about Bevy, answered right here!
  • Bevy Assets: A collection of awesome Bevy projects, tools, plugins and learning materials.

Contributing

If you'd like to help build Bevy, check out the Contributor's Guide. For simple problems, feel free to open an issue or PR and tackle it yourself!

For more complex architecture decisions and experimental mad science, please open an RFC (Request For Comments) so we can brainstorm together effectively!

Getting Started

We recommend checking out the Quick Start Guide for a brief introduction.

Follow the Setup guide to ensure your development environment is set up correctly. Once set up, you can quickly try out the examples by cloning this repo and running the following commands:

# Switch to the correct version (latest release, default is main development branch)
git checkout latest
# Runs the "breakout" example
cargo run --example breakout

To draw a window with standard functionality enabled, use:

use bevy::prelude::*;

fn main(){
  App::new()
    .add_plugins(DefaultPlugins)
    .run();
}

Fast Compiles

Bevy can be built just fine using default configuration on stable Rust. However for really fast iterative compiles, you should enable the "fast compiles" setup by following the instructions here.

Bevy Cargo Features

This list outlines the different cargo features supported by Bevy. These allow you to customize the Bevy feature set for your use-case.

Thanks

Bevy is the result of the hard work of many people. A huge thanks to all Bevy contributors, the many open source projects that have come before us, the Rust gamedev ecosystem, and the many libraries we build on.

A huge thanks to Bevy's generous sponsors. Bevy will always be free and open source, but it isn't free to make. Please consider sponsoring our work if you like what we're building.

This project is tested with BrowserStack.

License

Bevy is free, open source and permissively licensed! Except where noted (below and/or in individual files), all code in this repository is dual-licensed under either:

at your option. This means you can select the license you prefer! This dual-licensing approach is the de-facto standard in the Rust ecosystem and there are very good reasons to include both.

Some of the engine's code carries additional copyright notices and license terms due to their external origins. These are generally BSD-like, but exact details vary by crate: If the README of a crate contains a 'License' header (or similar), the additional copyright notices and license terms applicable to that crate will be listed. The above licensing requirement still applies to contributions to those crates, and sections of those crates will carry those license terms. The license field of each crate will also reflect this. For example, bevy_mikktspace has code under the Zlib license (as well as a copyright notice when choosing the MIT license).

The assets included in this repository (for our examples) typically fall under different open licenses. These will not be included in your game (unless copied in by you), and they are not distributed in the published bevy crates. See CREDITS.md for the details of the licenses of those files.

Your contributions

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.