A fork of bevy to implement some features for forestia
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Gino Valente f5210c54d2
bevy_reflect: Reflection-based cloning (#13432)
# Objective

Using `Reflect::clone_value` can be somewhat confusing to those
unfamiliar with how Bevy's reflection crate works. For example take the
following code:

```rust
let value: usize = 123;
let clone: Box<dyn Reflect> = value.clone_value();
```

What can we expect to be the underlying type of `clone`? If you guessed
`usize`, then you're correct! Let's try another:

```rust
#[derive(Reflect, Clone)]
struct Foo(usize);

let value: Foo = Foo(123);
let clone: Box<dyn Reflect> = value.clone_value();
```

What about this code? What is the underlying type of `clone`? If you
guessed `Foo`, unfortunately you'd be wrong. It's actually
`DynamicStruct`.

It's not obvious that the generated `Reflect` impl actually calls
`Struct::clone_dynamic` under the hood, which always returns
`DynamicStruct`.

There are already some efforts to make this a bit more apparent to the
end-user: #7207 changes the signature of `Reflect::clone_value` to
instead return `Box<dyn PartialReflect>`, signaling that we're
potentially returning a dynamic type.

But why _can't_ we return `Foo`?

`Foo` can obviously be cloned— in fact, we already derived `Clone` on
it. But even without the derive, this seems like something `Reflect`
should be able to handle. Almost all types that implement `Reflect`
either contain no data (trivially clonable), they contain a
`#[reflect_value]` type (which, by definition, must implement `Clone`),
or they contain another `Reflect` type (which recursively fall into one
of these three categories).

This PR aims to enable true reflection-based cloning where you get back
exactly the type that you think you do.

## Solution

Add a `Reflect::reflect_clone` method which returns `Result<Box<dyn
Reflect>, ReflectCloneError>`, where the `Box<dyn Reflect>` is
guaranteed to be the same type as `Self`.

```rust
#[derive(Reflect)]
struct Foo(usize);

let value: Foo = Foo(123);
let clone: Box<dyn Reflect> = value.reflect_clone().unwrap();
assert!(clone.is::<Foo>());
```

Notice that we didn't even need to derive `Clone` for this to work: it's
entirely powered via reflection!

Under the hood, the macro generates something like this:

```rust
fn reflect_clone(&self) -> Result<Box<dyn Reflect>, ReflectCloneError> {
    Ok(Box::new(Self {
        // The `reflect_clone` impl for `usize` just makes use of its `Clone` impl
        0: Reflect::reflect_clone(&self.0)?.take().map_err(/* ... */)?,
    }))
}
```

If we did derive `Clone`, we can tell `Reflect` to rely on that instead:

```rust
#[derive(Reflect, Clone)]
#[reflect(Clone)]
struct Foo(usize);
```

<details>
<summary>Generated Code</summary>

```rust
fn reflect_clone(&self) -> Result<Box<dyn Reflect>, ReflectCloneError> {
    Ok(Box::new(Clone::clone(self)))
}
```

</details>

Or, we can specify our own cloning function:

```rust
#[derive(Reflect)]
#[reflect(Clone(incremental_clone))]
struct Foo(usize);

fn incremental_clone(value: &usize) -> usize {
  *value + 1
}
```

<details>
<summary>Generated Code</summary>

```rust
fn reflect_clone(&self) -> Result<Box<dyn Reflect>, ReflectCloneError> {
    Ok(Box::new(incremental_clone(self)))
}
```

</details>

Similarly, we can specify how fields should be cloned. This is important
for fields that are `#[reflect(ignore)]`'d as we otherwise have no way
to know how they should be cloned.

```rust
#[derive(Reflect)]
struct Foo {
 #[reflect(ignore, clone)]
  bar: usize,
  #[reflect(ignore, clone = "incremental_clone")]
  baz: usize,
}

fn incremental_clone(value: &usize) -> usize {
  *value + 1
}
```

<details>
<summary>Generated Code</summary>

```rust
fn reflect_clone(&self) -> Result<Box<dyn Reflect>, ReflectCloneError> {
    Ok(Box::new(Self {
        bar: Clone::clone(&self.bar),
        baz: incremental_clone(&self.baz),
    }))
}
```

</details>

If we don't supply a `clone` attribute for an ignored field, then the
method will automatically return
`Err(ReflectCloneError::FieldNotClonable {/* ... */})`.

`Err` values "bubble up" to the caller. So if `Foo` contains `Bar` and
the `reflect_clone` method for `Bar` returns `Err`, then the
`reflect_clone` method for `Foo` also returns `Err`.

### Attribute Syntax

You might have noticed the differing syntax between the container
attribute and the field attribute.

This was purely done for consistency with the current attributes. There
are PRs aimed at improving this. #7317 aims at making the
"special-cased" attributes more in line with the field attributes
syntactically. And #9323 aims at moving away from the stringified paths
in favor of just raw function paths.

### Compatibility with Unique Reflect

This PR was designed with Unique Reflect (#7207) in mind. This method
actually wouldn't change that much (if at all) under Unique Reflect. It
would still exist on `Reflect` and it would still `Option<Box<dyn
Reflect>>`. In fact, Unique Reflect would only _improve_ the user's
understanding of what this method returns.

We may consider moving what's currently `Reflect::clone_value` to
`PartialReflect` and possibly renaming it to `partial_reflect_clone` or
`clone_dynamic` to better indicate how it differs from `reflect_clone`.

## Testing

You can test locally by running the following command:

```
cargo test --package bevy_reflect
```

---

## Changelog

- Added `Reflect::reflect_clone` method
- Added `ReflectCloneError` error enum
- Added `#[reflect(Clone)]` container attribute
- Added `#[reflect(clone)]` field attribute
2025-03-11 06:02:59 +00:00
.cargo Fix typos in config_fast_builds.toml (#16025) 2024-10-20 16:50:40 +00:00
.github Bump crate-ci/typos from 1.30.0 to 1.30.1 (#18227) 2025-03-10 07:00:05 +00:00
assets Reimplement bindless storage buffers. (#17994) 2025-03-10 21:32:19 +00:00
benches Deprecate insert_or_spawn function family (#18147) 2025-03-06 17:04:16 +00:00
crates bevy_reflect: Reflection-based cloning (#13432) 2025-03-11 06:02:59 +00:00
docs Add support for experimental WESL shader source (#17953) 2025-03-09 19:26:55 +00:00
docs-rs Relationship(…Target) html trait tag (#18140) 2025-03-04 08:05:16 +00:00
docs-template Fix a few typos (#17292) 2025-01-10 22:48:30 +00:00
errors Upgrade to Rust Edition 2024 (#17967) 2025-02-24 03:54:47 +00:00
examples Update text_input and virtual_time examples to use Improved Spawning API (#18249) 2025-03-11 05:47:56 +00:00
src Add no_std support to bevy (#17955) 2025-03-07 03:39:46 +00:00
tests Rework WindowMode::Fullscreen API (#17525) 2025-03-11 01:20:53 +00:00
tests-integration Upgrade to Rust Edition 2024 (#17967) 2025-02-24 03:54:47 +00:00
tools Add no_std support to bevy (#17955) 2025-03-07 03:39:46 +00:00
.gitattributes Enforce linux-style line endings for .rs and .toml (#3197) 2021-11-26 21:05:35 +00:00
.gitignore Harden proc macro path resolution and add integration tests. (#17330) 2025-02-09 19:45:45 +00:00
Cargo.toml Respect viewport position in coordinate conversion functions (#17633) 2025-03-10 21:19:26 +00:00
clippy.toml Enable nonstandard_macro_braces and enforce [] for children! (#17974) 2025-02-22 01:54:49 +00:00
CODE_OF_CONDUCT.md Update CODE_OF_CONDUCT.md 2020-08-19 20:25:58 +01:00
CONTRIBUTING.md Reworded the CONTRIBUTING.md doc (#16849) 2024-12-17 19:18:34 +00:00
CREDITS.md Fix typos CREDITS.md (#17899) 2025-02-17 09:30:04 +00:00
deny.toml Ignore unmaintained security advisory about paste for now (#18209) 2025-03-09 20:17:29 +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 Contributor's Guide link in README.md (#16592) 2024-12-02 15:18:19 +00:00
rustfmt.toml Upgrade to Rust Edition 2024 (#17967) 2025-02-24 03:54:47 +00:00
typos.toml Bump typos to 1.29.7 (#17902) 2025-02-17 20:41:25 +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.