# Objective
I've been collecting some mistakes in the documentation and fixed them
---------
Co-authored-by: Emi <emanuel.boehm@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
# Objective
- Move schedule name into `Schedule` to allow the schedule name to be
used for errors and tracing in Schedule methods
- Fixes#9510
## Solution
- Move label onto `Schedule` and adjust api's on `World` and `Schedule`
to not pass explicit label where it makes sense to.
- add name to errors and tracing.
- `Schedule::new` now takes a label so either add the label or use
`Schedule::default` which uses a default label. `default` is mostly used
in doc examples and tests.
---
## Changelog
- move label onto `Schedule` to improve error message and logging for
schedules.
## Migration Guide
`Schedule::new` and `App::add_schedule`
```rust
// old
let schedule = Schedule::new();
app.add_schedule(MyLabel, schedule);
// new
let schedule = Schedule::new(MyLabel);
app.add_schedule(schedule);
```
if you aren't using a label and are using the schedule struct directly
you can use the default constructor.
```rust
// old
let schedule = Schedule::new();
schedule.run(world);
// new
let schedule = Schedule::default();
schedule.run(world);
```
`Schedules:insert`
```rust
// old
let schedule = Schedule::new();
schedules.insert(MyLabel, schedule);
// new
let schedule = Schedule::new(MyLabel);
schedules.insert(schedule);
```
`World::add_schedule`
```rust
// old
let schedule = Schedule::new();
world.add_schedule(MyLabel, schedule);
// new
let schedule = Schedule::new(MyLabel);
world.add_schedule(schedule);
```
# Objective
`sync_simple_transforms` only checks for removed parents and doesn't
filter for `Without<Parent>`, so it overwrites the `GlobalTransform` of
non-orphan entities that were orphaned and then reparented since the
last update.
Introduced by #7264
## Solution
Filter for `Without<Parent>`.
Fixes#9517, #9492
## Changelog
`sync_simple_transforms`:
* Added a `Without<Parent>` filter to the orphaned entities query.
# Objective
The `QueryParIter::for_each_mut` function is required when doing
parallel iteration with mutable queries.
This results in an unfortunate stutter:
`query.par_iter_mut().par_for_each_mut()` ('mut' is repeated).
## Solution
- Make `for_each` compatible with mutable queries, and deprecate
`for_each_mut`. In order to prevent `for_each` from being called
multiple times in parallel, we take ownership of the QueryParIter.
---
## Changelog
- `QueryParIter::for_each` is now compatible with mutable queries.
`for_each_mut` has been deprecated as it is now redundant.
## Migration Guide
The method `QueryParIter::for_each_mut` has been deprecated and is no
longer functional. Use `for_each` instead, which now supports mutable
queries.
```rust
// Before:
query.par_iter_mut().for_each_mut(|x| ...);
// After:
query.par_iter_mut().for_each(|x| ...);
```
The method `QueryParIter::for_each` now takes ownership of the
`QueryParIter`, rather than taking a shared reference.
```rust
// Before:
let par_iter = my_query.par_iter().batching_strategy(my_batching_strategy);
par_iter.for_each(|x| {
// ...Do stuff with x...
par_iter.for_each(|y| {
// ...Do nested stuff with y...
});
});
// After:
my_query.par_iter().batching_strategy(my_batching_strategy).for_each(|x| {
// ...Do stuff with x...
my_query.par_iter().batching_strategy(my_batching_strategy).for_each(|y| {
// ...Do nested stuff with y...
});
});
```
CI-capable version of #9086
---------
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
# Objective
`GlobalTransform` after insertion will be updated only on `Transform` or
hierarchy change.
Fixes#9075
## Solution
Update `GlobalTransform` after insertion too.
---
## Changelog
- `GlobalTransform` is now updated not only on `Transform` or hierarchy
change, but also on insertion.
# Objective
Fix typos throughout the project.
## Solution
[`typos`](https://github.com/crate-ci/typos) project was used for
scanning, but no automatic corrections were applied. I checked
everything by hand before fixing.
Most of the changes are documentation/comments corrections. Also, there
are few trivial changes to code (variable name, pub(crate) function name
and a few error/panic messages).
## Unsolved
`bevy_reflect_derive` has
[typo](1b51053f19/crates/bevy_reflect/bevy_reflect_derive/src/type_path.rs (L76))
in enum variant name that I didn't fix. Enum is `pub(crate)`, so there
shouldn't be any trouble if fixed. However, code is tightly coupled with
macro usage, so I decided to leave it for more experienced contributor
just in case.
I created this manually as Github didn't want to run CI for the
workflow-generated PR. I'm guessing we didn't hit this in previous
releases because we used bors.
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
# Objective
**This implementation is based on
https://github.com/bevyengine/rfcs/pull/59.**
---
Resolves#4597
Full details and motivation can be found in the RFC, but here's a brief
summary.
`FromReflect` is a very powerful and important trait within the
reflection API. It allows Dynamic types (e.g., `DynamicList`, etc.) to
be formed into Real ones (e.g., `Vec<i32>`, etc.).
This mainly comes into play concerning deserialization, where the
reflection deserializers both return a `Box<dyn Reflect>` that almost
always contain one of these Dynamic representations of a Real type. To
convert this to our Real type, we need to use `FromReflect`.
It also sneaks up in other ways. For example, it's a required bound for
`T` in `Vec<T>` so that `Vec<T>` as a whole can be made `FromReflect`.
It's also required by all fields of an enum as it's used as part of the
`Reflect::apply` implementation.
So in other words, much like `GetTypeRegistration` and `Typed`, it is
very much a core reflection trait.
The problem is that it is not currently treated like a core trait and is
not automatically derived alongside `Reflect`. This makes using it a bit
cumbersome and easy to forget.
## Solution
Automatically derive `FromReflect` when deriving `Reflect`.
Users can then choose to opt-out if needed using the
`#[reflect(from_reflect = false)]` attribute.
```rust
#[derive(Reflect)]
struct Foo;
#[derive(Reflect)]
#[reflect(from_reflect = false)]
struct Bar;
fn test<T: FromReflect>(value: T) {}
test(Foo); // <-- OK
test(Bar); // <-- Panic! Bar does not implement trait `FromReflect`
```
#### `ReflectFromReflect`
This PR also automatically adds the `ReflectFromReflect` (introduced in
#6245) registration to the derived `GetTypeRegistration` impl— if the
type hasn't opted out of `FromReflect` of course.
<details>
<summary><h4>Improved Deserialization</h4></summary>
> **Warning**
> This section includes changes that have since been descoped from this
PR. They will likely be implemented again in a followup PR. I am mainly
leaving these details in for archival purposes, as well as for reference
when implementing this logic again.
And since we can do all the above, we might as well improve
deserialization. We can now choose to deserialize into a Dynamic type or
automatically convert it using `FromReflect` under the hood.
`[Un]TypedReflectDeserializer::new` will now perform the conversion and
return the `Box`'d Real type.
`[Un]TypedReflectDeserializer::new_dynamic` will work like what we have
now and simply return the `Box`'d Dynamic type.
```rust
// Returns the Real type
let reflect_deserializer = UntypedReflectDeserializer::new(®istry);
let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;
let output: SomeStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?;
// Returns the Dynamic type
let reflect_deserializer = UntypedReflectDeserializer::new_dynamic(®istry);
let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;
let output: DynamicStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?;
```
</details>
---
## Changelog
* `FromReflect` is now automatically derived within the `Reflect` derive
macro
* This includes auto-registering `ReflectFromReflect` in the derived
`GetTypeRegistration` impl
* ~~Renamed `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` to
`TypedReflectDeserializer::new_dynamic` and
`UntypedReflectDeserializer::new_dynamic`, respectively~~ **Descoped**
* ~~Changed `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` to automatically convert the
deserialized output using `FromReflect`~~ **Descoped**
## Migration Guide
* `FromReflect` is now automatically derived within the `Reflect` derive
macro. Items with both derives will need to remove the `FromReflect`
one.
```rust
// OLD
#[derive(Reflect, FromReflect)]
struct Foo;
// NEW
#[derive(Reflect)]
struct Foo;
```
If using a manual implementation of `FromReflect` and the `Reflect`
derive, users will need to opt-out of the automatic implementation.
```rust
// OLD
#[derive(Reflect)]
struct Foo;
impl FromReflect for Foo {/* ... */}
// NEW
#[derive(Reflect)]
#[reflect(from_reflect = false)]
struct Foo;
impl FromReflect for Foo {/* ... */}
```
<details>
<summary><h4>Removed Migrations</h4></summary>
> **Warning**
> This section includes changes that have since been descoped from this
PR. They will likely be implemented again in a followup PR. I am mainly
leaving these details in for archival purposes, as well as for reference
when implementing this logic again.
* The reflect deserializers now perform a `FromReflect` conversion
internally. The expected output of `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` is no longer a Dynamic (e.g.,
`DynamicList`), but its Real counterpart (e.g., `Vec<i32>`).
```rust
let reflect_deserializer =
UntypedReflectDeserializer::new_dynamic(®istry);
let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;
// OLD
let output: DynamicStruct = reflect_deserializer.deserialize(&mut
deserializer)?.take()?;
// NEW
let output: SomeStruct = reflect_deserializer.deserialize(&mut
deserializer)?.take()?;
```
Alternatively, if this behavior isn't desired, use the
`TypedReflectDeserializer::new_dynamic` and
`UntypedReflectDeserializer::new_dynamic` methods instead:
```rust
// OLD
let reflect_deserializer = UntypedReflectDeserializer::new(®istry);
// NEW
let reflect_deserializer =
UntypedReflectDeserializer::new_dynamic(®istry);
```
</details>
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Better consistency with `add_systems`.
- Deprecating `add_plugin` in favor of a more powerful `add_plugins`.
- Allow passing `Plugin` to `add_plugins`.
- Allow passing tuples to `add_plugins`.
## Solution
- `App::add_plugins` now takes an `impl Plugins` parameter.
- `App::add_plugin` is deprecated.
- `Plugins` is a new sealed trait that is only implemented for `Plugin`,
`PluginGroup` and tuples over `Plugins`.
- All examples, benchmarks and tests are changed to use `add_plugins`,
using tuples where appropriate.
---
## Changelog
### Changed
- `App::add_plugins` now accepts all types that implement `Plugins`,
which is implemented for:
- Types that implement `Plugin`.
- Types that implement `PluginGroup`.
- Tuples (up to 16 elements) over types that implement `Plugins`.
- Deprecated `App::add_plugin` in favor of `App::add_plugins`.
## Migration Guide
- Replace `app.add_plugin(plugin)` calls with `app.add_plugins(plugin)`.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Discovered that PointLight did not implement FromReflect. Adding
FromReflect where Reflect is used. I overreached and applied this rule
everywhere there was a Reflect without a FromReflect, except from where
the compiler wouldn't allow me.
Based from question: https://github.com/bevyengine/bevy/discussions/8774
## Solution
- Adding FromReflect where Reflect was already derived
## Notes
First PR I do in this ecosystem, so not sure if this is the usual
approach, that is, to touch many files at once.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Fixes#8811 .
## Solution
- Rename "write" method to "apply" in Command trait definition.
- Rename other implementations of command trait throughout bevy's code
base.
---
## Changelog
- Changed: `Command::write` has been changed to `Command::apply`
- Changed: `EntityCommand::write` has been changed to
`EntityCommand::apply`
## Migration Guide
- `Command::write` implementations need to be changed to implement
`Command::apply` instead. This is a mere name change, with no further
actions needed.
- `EntityCommand::write` implementations need to be changed to implement
`EntityCommand::apply` instead. This is a mere name change, with no
further actions needed.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- `apply_system_buffers` is an unhelpful name: it introduces a new
internal-only concept
- this is particularly rough for beginners as reasoning about how
commands work is a critical stumbling block
## Solution
- rename `apply_system_buffers` to the more descriptive `apply_deferred`
- rename related fields, arguments and methods in the internals fo
bevy_ecs for consistency
- update the docs
## Changelog
`apply_system_buffers` has been renamed to `apply_deferred`, to more
clearly communicate its intent and relation to `Deferred` system
parameters like `Commands`.
## Migration Guide
- `apply_system_buffers` has been renamed to `apply_deferred`
- the `apply_system_buffers` method on the `System` trait has been
renamed to `apply_deferred`
- the `is_apply_system_buffers` function has been replaced by
`is_apply_deferred`
- `Executor::set_apply_final_buffers` is now
`Executor::set_apply_final_deferred`
- `Schedule::apply_system_buffers` is now `Schedule::apply_deferred`
---------
Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
# Objective
- If I understand correctly, forward points in `direction`, so the
negative of `direction` should be back.
## Migration Guide
- `Transform::look_to` method changed default value of
`direction.try_normalize()` from `Vec3::Z` to `Vec3::NEG_Z`
# Objective
Add a bounding box gizmo
![Screenshot from 2023-04-22
23-49-40](https://user-images.githubusercontent.com/29694403/233808825-7593dc38-0623-48a9-b0d7-a4ca24a9e071.png)
## Changes
- Added the `AabbGizmo` component that will draw the `Aabb` component on
that entity.
- Added an option to draw all bounding boxes in a scene on the
`GizmoConfig` resource.
- Added `TransformPoint` trait to generalize over the point
transformation methods on various transform types (e.g `Transform` and
`GlobalTransform`).
- Changed the `Gizmos::cuboid` method to accept an `impl TransformPoint`
instead of separate translation, rotation, and scale.
Links in the api docs are nice. I noticed that there were several places
where structs / functions and other things were referenced in the docs,
but weren't linked. I added the links where possible / logical.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
# Objective
- Fix#7263
This has nothing to do with #7024. This is for the case where the
user opted to **not** keep the same global transform on update.
## Solution
- Add a `RemovedComponent<Parent>` to `propagate_transforms`
- Add a `RemovedComponent<Parent>` and `Local<Vec<Entity>>` to
`sync_simple_transforms`
- Add test to make sure all of this works.
### Performance note
This should only incur a cost in cases where a parent is removed.
A minimal overhead (one look up in the `removed_components`
sparse set) per root entities without children which transform didn't
change. A `Vec` the size of the largest number of entities removed
with a `Parent` component in a single frame, and a binary search on
a `Vec` per root entities.
It could slow up considerably in situations where a lot of entities are
orphaned consistently during every frame, since
`sync_simple_transforms` is not parallel. But in this situation,
it is likely that the overhead of archetype updates overwhelms
everything.
---
## Changelog
- Fix the `GlobalTransform` not getting updated when `Parent` is removed
## Migration Guide
- If you called `bevy_transform::systems::sync_simple_transforms` and
`bevy_transform::systems::propagate_transforms` (which is not
re-exported by bevy) you need to account for the additional
`RemovedComponents<Parent>` parameter.
---------
Co-authored-by: vyb <vyb@users.noreply.github.com>
Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
# Objective
The clippy lint `type_complexity` is known not to play well with bevy.
It frequently triggers when writing complex queries, and taking the
lint's advice of using a type alias almost always just obfuscates the
code with no benefit. Because of this, this lint is currently ignored in
CI, but unfortunately it still shows up when viewing bevy code in an
IDE.
As someone who's made a fair amount of pull requests to this repo, I
will say that this issue has been a consistent thorn in my side. Since
bevy code is filled with spurious, ignorable warnings, it can be very
difficult to spot the *real* warnings that must be fixed -- most of the
time I just ignore all warnings, only to later find out that one of them
was real after I'm done when CI runs.
## Solution
Suppress this lint in all bevy crates. This was previously attempted in
#7050, but the review process ended up making it more complicated than
it needs to be and landed on a subpar solution.
The discussion in https://github.com/rust-lang/rust-clippy/pull/10571
explores some better long-term solutions to this problem. Since there is
no timeline on when these solutions may land, we should resolve this
issue in the meantime by locally suppressing these lints.
### Unresolved issues
Currently, these lints are not suppressed in our examples, since that
would require suppressing the lint in every single source file. They are
still ignored in CI.
# Objective
Documentation should no longer be using pre-stageless terminology to
avoid confusion.
## Solution
- update all docs referring to stages to instead refer to sets/schedules
where appropriate
- also mention `apply_system_buffers` for anything system-buffer-related
that previously referred to buffers being applied "at the end of a
stage"
Alternative to #7804
Allows other instances of the `sync_simple_transforms` and `propagate_transforms` systems to be added.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
Closes#7573
- Make `StartupSet` a base set
## Solution
- Add `#[system_set(base)]` to the enum declaration
- Replace `.in_set(StartupSet::...)` with `.in_base_set(StartupSet::...)`
**Note**: I don't really know what I'm doing and what exactly the difference between base and non-base sets are. I mostly opened this PR based on discussion in Discord. I also don't really know how to test that I didn't break everything. Your reviews are appreciated!
---
## Changelog
- `StartupSet` is now a base set
## Migration Guide
`StartupSet` is now a base set. This means that you have to use `.in_base_set` instead of `.in_set`:
### Before
```rs
app.add_system(foo.in_set(StartupSet::PreStartup))
```
### After
```rs
app.add_system(foo.in_base_set(StartupSet::PreStartup))
```
# Objective
We have a few old system labels that are now system sets but are still named or documented as labels. Documentation also generally mentioned system labels in some places.
## Solution
- Clean up naming and documentation regarding system sets
## Migration Guide
`PrepareAssetLabel` is now called `PrepareAssetSet`
# Objective
NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267.
"Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365).
## Solution
This adds "base sets" as a variant of `SystemSet`:
A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive:
```rust
#[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)]
#[system_set(base)]
enum MyBaseSet {
A,
B,
}
```
**Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build.
**Base sets cannot belong to other sets**: this is where the word "base" comes from
Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set.
```rust
app.add_system(foo.in_base_set(MyBaseSet::A))
// X must be a normal set ... base sets cannot be added to base sets
.configure_set(X.in_base_set(MyBaseSet::A))
```
Base sets can still be configured like normal sets:
```rust
app.add_system(MyBaseSet::B.after(MyBaseSet::Ap))
```
The primary use case for base sets is enabling a "default base set":
```rust
schedule.set_default_base_set(CoreSet::Update)
// this will belong to CoreSet::Update by default
.add_system(foo)
// this will override the default base set with PostUpdate
.add_system(bar.in_base_set(CoreSet::PostUpdate))
```
This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides.
---
## Changelog
- Added "base sets" and ported CoreSet to use them.
## Migration Guide
TODO
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.
# Objective
- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45
## Solution
- [x] Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests
## Changelog
### Added
- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`
### Removed
- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.
### Changed
- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
- `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied.
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.
## Migration Guide
- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
- Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
- Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
- For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with
- `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`
## TODO
- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
- [x] unbreak directional lights
- [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
- [x] game menu example shows loading screen and menu simultaneously
- [x] display settings menu is a blank screen
- [x] `without_winit` example panics
- [x] ensure all tests pass
- [x] SubApp doc test fails
- [x] runs_spawn_local tasks fails
- [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)
## Points of Difficulty and Controversy
**Reviewers, please give feedback on these and look closely**
1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.
## Future Work (ideally before 0.10)
- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
# Objective
- Bevy should not have any "internal" execution order ambiguities. These clutter the output of user-facing error reporting, and can result in nasty, nondetermistic, very difficult to solve bugs.
- Verifying this currently involves repeated non-trivial manual work.
## Solution
- [x] add an example to quickly check this
- ~~[ ] ensure that this example panics if there are any unresolved ambiguities~~
- ~~[ ] run the example in CI 😈~~
There's one tricky ambiguity left, between UI and animation. I don't have the tools to fix this without system set configuration, so the remaining work is going to be left to #7267 or another PR after that.
```
2023-01-27T18:38:42.989405Z INFO bevy_ecs::schedule::ambiguity_detection: Execution order ambiguities detected, you might want to add an explicit dependency relation between some of these systems:
* Parallel systems:
-- "bevy_animation::animation_player" and "bevy_ui::flex::flex_node_system"
conflicts: ["bevy_transform::components::transform::Transform"]
```
## Changelog
Resolved internal execution order ambiguities for:
1. Transform propagation (ignored, we need smarter filter checking).
2. Gamepad processing (fixed).
3. bevy_winit's window handling (fixed).
4. Cascaded shadow maps and perspectives (fixed).
Also fixed a desynchronized state bug that could occur when the `Window` component is removed and then added to the same entity in a single frame.
# Objective
Fixes#3184. Fixes#6640. Fixes#4798. Using `Query::par_for_each(_mut)` currently requires a `batch_size` parameter, which affects how it chunks up large archetypes and tables into smaller chunks to run in parallel. Tuning this value is difficult, as the performance characteristics entirely depends on the state of the `World` it's being run on. Typically, users will just use a flat constant and just tune it by hand until it performs well in some benchmarks. However, this is both error prone and risks overfitting the tuning on that benchmark.
This PR proposes a naive automatic batch-size computation based on the current state of the `World`.
## Background
`Query::par_for_each(_mut)` schedules a new Task for every archetype or table that it matches. Archetypes/tables larger than the batch size are chunked into smaller tasks. Assuming every entity matched by the query has an identical workload, this makes the worst case scenario involve using a batch size equal to the size of the largest matched archetype or table. Conversely, a batch size of `max {archetype, table} size / thread count * COUNT_PER_THREAD` is likely the sweetspot where the overhead of scheduling tasks is minimized, at least not without grouping small archetypes/tables together.
There is also likely a strict minimum batch size below which the overhead of scheduling these tasks is heavier than running the entire thing single-threaded.
## Solution
- [x] Remove the `batch_size` from `Query(State)::par_for_each` and friends.
- [x] Add a check to compute `batch_size = max {archeytpe/table} size / thread count * COUNT_PER_THREAD`
- [x] ~~Panic if thread count is 0.~~ Defer to `for_each` if the thread count is 1 or less.
- [x] Early return if there is no matched table/archetype.
- [x] Add override option for users have queries that strongly violate the initial assumption that all iterated entities have an equal workload.
---
## Changelog
Changed: `Query::par_for_each(_mut)` has been changed to `Query::par_iter(_mut)` and will now automatically try to produce a batch size for callers based on the current `World` state.
## Migration Guide
The `batch_size` parameter for `Query(State)::par_for_each(_mut)` has been removed. These calls will automatically compute a batch size for you. Remove these parameters from all calls to these functions.
Before:
```rust
fn parallel_system(query: Query<&MyComponent>) {
query.par_for_each(32, |comp| {
...
});
}
```
After:
```rust
fn parallel_system(query: Query<&MyComponent>) {
query.par_iter().for_each(|comp| {
...
});
}
```
Co-authored-by: Arnav Choubey <56453634+x-52@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Corey Farwell <coreyf@rwell.org>
Co-authored-by: Aevyrie <aevyrie@gmail.com>
# Objective
Fix#4647. If any child is changed, or even reordered, `Changed<Children>` is true, which causes transform propagation to propagate changes to all siblings of a changed child, even if they don't need to be.
## Solution
As `Parent` and `Children` are updated in tandem in hierarchy commands after #4800. `Changed<Parent>` is true on the child when `Changed<Children>` is true on the parent. However, unlike checking children, checking `Changed<Parent>` is only localized to the current entity and will not force propagation to the siblings.
Also took the opportunity to change propagation to use `Query::iter_many` instead of repeated `Query::get` calls. Should cut a bit of the overhead out of propagation. This means we won't panic when there isn't a `Parent` on the child, just skip over it.
The tests from #4608 still pass, so the change detection here still works just fine under this approach.
# Objective
It is often necessary to update an entity's parent
while keeping its GlobalTransform static. Currently
it is cumbersome and error-prone (two questions in
the discord `#help` channel in the past week)
- Part 2, resolves#5475
- Builds on: #7020.
## Solution
- Added the `BuildChildrenTransformExt` trait, it is part
of `bevy::prelude` and adds the following methods to `EntityCommands`:
- `set_parent_in_place`: Change the parent of an entity and
update its `Transform` in order to preserve its `GlobalTransform` after the parent change
- `remove_parent_in_place`: Remove an entity from a hierarchy,
while preserving its `GlobalTransform`.
---
## Changelog
- Added the `BuildChildrenTransformExt` trait, it is part
of `bevy::prelude` and adds the following methods to `EntityCommands`:
- `set_parent_in_place`: Change the parent of an entity and
update its `Transform` in order to preserve its `GlobalTransform` after the parent change
- `remove_parent_in_place`: Remove an entity from a hierarchy,
while preserving its `GlobalTransform`.
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
# Objective
It is possible to manually update `GlobalTransform`.
The engine actually assumes this is not possible.
For example, `propagate_transform` does not update children
of an `Entity` which **`GlobalTransform`** changed,
leading to unexpected behaviors.
A `GlobalTransform` set by the user may also be blindly
overwritten by the propagation system.
## Solution
- Remove `translation_mut`
- Explain to users that they shouldn't manually update the `GlobalTransform`
- Remove `global_vs_local.rs` example, since it misleads users
in believing that it is a valid use-case to manually update the
`GlobalTransform`
---
## Changelog
- Remove `GlobalTransform::translation_mut`
## Migration Guide
`GlobalTransform::translation_mut` has been removed without alternative,
if you were relying on this, update the `Transform` instead. If the given entity
had children or parent, you may need to remove its parent to make its transform
independent (in which case the new `Commands::set_parent_in_place` and
`Commands::remove_parent_in_place` may be of interest)
Bevy may add in the future a way to toggle transform propagation on
an entity basis.
# Objective
It is often necessary to update an entity's parent while keeping its GlobalTransform static. Currently it is cumbersome and error-prone (two questions in the discord `#help` channel in the past week)
- Part 1 of #5475
- Part 2: #7024.
## Solution
- Add a `reparented_to` method to `GlobalTransform`
---
## Changelog
- Add a `reparented_to` method to `GlobalTransform`
# Objective
Fixes#4697. Hierarchical propagation of properties, currently only Transform -> GlobalTransform, can be a very expensive operation. Transform propagation is a strict dependency for anything positioned in world-space. In large worlds, this can take quite a bit of time, so limiting it to a single thread can result in poor CPU utilization as it bottlenecks the rest of the frame's systems.
## Solution
- Move transforms without a parent or a child (free-floating (Global)Transform) entities into a separate parallel system.
- Chunk the hierarchy based on the root entities and process it in parallel with `Query::par_for_each_mut`.
- Utilize the hierarchy's specific properties introduced in #4717 to allow for safe use of `Query::get_unchecked` on multiple threads. Assuming each child is unique in the hierarchy, it is impossible to have an aliased `&mut GlobalTransform` so long as we verify that the parent for a child is the same one propagated from.
---
## Changelog
Removed: `transform_propagate_system` is no longer `pub`.
Add a method to rotate a transform to point towards a direction.
Also updated the docs to link to `forward` and `up` instead of mentioning local negative `Z` and local `Y`.
Unfortunately, links to methods don't work in rust-analyzer :(
Co-authored-by: Devil Ira <justthecooldude@gmail.com>
# Objective
Fix#6453.
## Solution
Use the solution mentioned in the issue by catching the unwind and dropping the error. Wrap the `executor.try_tick` calls with `std::catch::unwind`.
Ideally this would be moved outside of the hot loop, but the mut ref to the `spawned` future is not `UnwindSafe`.
This PR only addresses the bug, we can address the perf issues (should there be any) later.
# Objective
Right now, the `TaskPool` implementation allows panics to permanently kill worker threads upon panicking. This is currently non-recoverable without using a `std::panic::catch_unwind` in every scheduled task. This is poor ergonomics and even poorer developer experience. This is exacerbated by #2250 as these threads are global and cannot be replaced after initialization.
Removes the need for temporary fixes like #4998. Fixes#4996. Fixes#6081. Fixes#5285. Fixes#5054. Supersedes #2307.
## Solution
The current solution is to wrap `Executor::run` in `TaskPool` with a `catch_unwind`, and discarding the potential panic. This was taken straight from [smol](404c7bcc0a/src/spawn.rs (L44))'s current implementation. ~~However, this is not entirely ideal as:~~
- ~~the signaled to the awaiting task. We would need to change `Task<T>` to use `async_task::FallibleTask` internally, and even then it doesn't signal *why* it panicked, just that it did.~~ (See below).
- ~~no error is logged of any kind~~ (See below)
- ~~it's unclear if it drops other tasks in the executor~~ (it does not)
- ~~This allows the ECS parallel executor to keep chugging even though a system's task has been dropped. This inevitably leads to deadlock in the executor.~~ Assuming we don't catch the unwind in ParallelExecutor, this will naturally kill the main thread.
### Alternatives
A final solution likely will incorporate elements of any or all of the following.
#### ~~Log and Ignore~~
~~Log the panic, drop the task, keep chugging. This only addresses the discoverability of the panic. The process will continue to run, probably deadlocking the executor. tokio's detatched tasks operate in this fashion.~~
Panics already do this by default, even when caught by `catch_unwind`.
#### ~~`catch_unwind` in `ParallelExecutor`~~
~~Add another layer catching system-level panics into the `ParallelExecutor`. How the executor continues when a core dependency of many systems fails to run is up for debate.~~
`async_task::Task` bubbles up panics already, this will transitively push panics all the way to the main thread.
#### ~~Emulate/Copy `tokio::JoinHandle` with `Task<T>`~~
~~`tokio::JoinHandle<T>` bubbles up the panic from the underlying task when awaited. This can be transitively applied across other APIs that also use `Task<T>` like `Query::par_for_each` and `TaskPool::scope`, bubbling up the panic until it's either caught or it reaches the main thread.~~
`async_task::Task` bubbles up panics already, this will transitively push panics all the way to the main thread.
#### Abort on Panic
The nuclear option. Log the error, abort the entire process on any thread in the task pool panicking. Definitely avoids any additional infrastructure for passing the panic around, and might actually lead to more efficient code as any unwinding is optimized out. However gives the developer zero options for dealing with the issue, a seemingly poor choice for debuggability, and prevents graceful shutdown of the process. Potentially an option for handling very low-level task management (a la #4740). Roughly takes the shape of:
```rust
struct AbortOnPanic;
impl Drop for AbortOnPanic {
fn drop(&mut self) {
abort!();
}
}
let guard = AbortOnPanic;
// Run task
std::mem::forget(AbortOnPanic);
```
---
## Changelog
Changed: `bevy_tasks::TaskPool`'s threads will no longer terminate permanently when a task scheduled onto them panics.
Changed: `bevy_tasks::Task` and`bevy_tasks::Scope` will propagate panics in the spawned tasks/scopes to the parent thread.
This reverts commit 53d387f340.
# Objective
Reverts #6448. This didn't have the intended effect: we're now getting bevy::prelude shown in the docs again.
Co-authored-by: Alejandro Pascual <alejandro.pascual.pozo@gmail.com>
# Objective
- Right now re-exports are completely hidden in prelude docs.
- Fixes#6433
## Solution
- We could show the re-exports without inlining their documentation.
# Objective
Fixes#6378
`bevy_transform` is missing a feature corresponding to the `serialize` feature on the `bevy` crate.
## Solution
Adds a `serialize` feature to `bevy_transform`.
Derives `serde::Serialize` and `Deserialize` when feature is enabled.
Bevy's coordinate system is right-handed Y up, so +Z points towards my nose and I'm looking in the -Z direction. Therefore, `Transform::looking_at/look_at` must be pointing towards -Z. Or am I wrong here?
This is a holdover from back when `Transform` was backed by a private `Mat4` two years ago.
Not particularly useful anymore :)
## Migration Guide
`Transform::apply_non_uniform_scale` has been removed.
It can be replaced with the following snippet:
```rust
transform.scale *= scale_factor;
```
Co-authored-by: devil-ira <justthecooldude@gmail.com>
The docs ended up quite verbose :v
Also added a missing `#[inline]` to `GlobalTransform::mul_transform`.
I'd say this resolves#5500
# Migration Guide
`Transform::mul_vec3` has been renamed to `transform_point`.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
Make `GlobalTransform` constructible from scripts, in the same vein as #6187.
## Solution
- Use the derive macro to reflect default
---
## Changelog
> This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section.
- `GlobalTransform` now reflects the `Default` trait.
# Objective
- Fix#5285
## Solution
- Put the panicking system in a single threaded stage during the test
- This way only the main thread will panic, which is handled by `cargo test`
# Objective
Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands).
## Solution
All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input:
```rust
// before:
commands
.spawn()
.insert((A, B, C));
world
.spawn()
.insert((A, B, C);
// after
commands.spawn((A, B, C));
world.spawn((A, B, C));
```
All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api.
By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`).
This improves spawn performance by over 10%:
![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png)
To take this measurement, I added a new `world_spawn` benchmark.
Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main.
**Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).**
---
## Changelog
- All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input
- All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api
- World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior.
## Migration Guide
```rust
// Old (0.8):
commands
.spawn()
.insert_bundle((A, B, C));
// New (0.9)
commands.spawn((A, B, C));
// Old (0.8):
commands.spawn_bundle((A, B, C));
// New (0.9)
commands.spawn((A, B, C));
// Old (0.8):
let entity = commands.spawn().id();
// New (0.9)
let entity = commands.spawn_empty().id();
// Old (0.8)
let entity = world.spawn().id();
// New (0.9)
let entity = world.spawn_empty();
```
# Objective
Both components already derives `Reflect` and it would be nice to have `FromReflect` in order to ser/de between those types without relaying on `downcast`, since it can fail between different platforms, like WebAssembly.
## Solution
Derive `FromReflect` for `Transform` and `GlobalTransform`.
I thought if I should also derive `FromReflect` for `GlobalTransform`, since it's a computed component, but there may be some use cases where a `GlobalTransform` is needed to be sent over the wire, so I decided to do it.
# Objective
Take advantage of the "impl Bundle for Component" changes in #2975 / add the follow up changes discussed there.
## Solution
- Change `insert` and `remove` to accept a Bundle instead of a Component (for both Commands and World)
- Deprecate `insert_bundle`, `remove_bundle`, and `remove_bundle_intersection`
- Add `remove_intersection`
---
## Changelog
- Change `insert` and `remove` now accept a Bundle instead of a Component (for both Commands and World)
- `insert_bundle` and `remove_bundle` are deprecated
## Migration Guide
Replace `insert_bundle` with `insert`:
```rust
// Old (0.8)
commands.spawn().insert_bundle(SomeBundle::default());
// New (0.9)
commands.spawn().insert(SomeBundle::default());
```
Replace `remove_bundle` with `remove`:
```rust
// Old (0.8)
commands.entity(some_entity).remove_bundle::<SomeBundle>();
// New (0.9)
commands.entity(some_entity).remove::<SomeBundle>();
```
Replace `remove_bundle_intersection` with `remove_intersection`:
```rust
// Old (0.8)
world.entity_mut(some_entity).remove_bundle_intersection::<SomeBundle>();
// New (0.9)
world.entity_mut(some_entity).remove_intersection::<SomeBundle>();
```
Consider consolidating as many operations as possible to improve ergonomics and cut down on archetype moves:
```rust
// Old (0.8)
commands.spawn()
.insert_bundle(SomeBundle::default())
.insert(SomeComponent);
// New (0.9) - Option 1
commands.spawn().insert((
SomeBundle::default(),
SomeComponent,
))
// New (0.9) - Option 2
commands.spawn_bundle((
SomeBundle::default(),
SomeComponent,
))
```
## Next Steps
Consider changing `spawn` to accept a bundle and deprecate `spawn_bundle`.
# Objective
Working on issue #1934 , with linking examples to the documentation. PR for transform examples.
## Solution
Added to the documentation in bevy_transform transform.rs and global_transform.rs utilizing links from examples.
[X] 3d_rotations.rs linked to rotate in Transform
[X] global_vs_local_translation.rs linked to top of Transform and GlobalTransform documentation
[X] scale.rs linked to scale Struct in Transform
[X] transform.rs linked to top of Transform documentation
[X] translation.rs linked to from_translation in Transform
Co-authored-by: bwhitt7 <103079612+bwhitt7@users.noreply.github.com>
# Objective
A common pitfall since 0.8 is the requirement on `ComputedVisibility`
being present on all ancestors of an entity that itself has
`ComputedVisibility`, without which, the entity becomes invisible.
I myself hit the issue and got very confused, and saw a few people hit
it as well, so it makes sense to provide a hint of what to do when such
a situation is encountered.
- Fixes#5849
- Closes#5616
- Closes#2277
- Closes#5081
## Solution
We now check that all entities with both a `Parent` and a
`ComputedVisibility` component have parents that themselves have a
`ComputedVisibility` component.
Note that the warning is only printed once.
We also add a similar warning to `GlobalTransform`.
This only emits a warning. Because sometimes it could be an intended
behavior.
Alternatives:
- Do nothing and keep repeating to newcomers how to avoid recurring
pitfalls
- Make the transform and visibility propagation tolerant to missing
components (#5616)
- Probably archetype invariants, though the current draft would not
allow detecting that kind of errors
---
## Changelog
- Add a warning when encountering dubious component hierarchy structure
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
# Objective
Since `identity` is a const fn that takes no arguments it seems logical to make it an associated constant.
This is also more in line with types from glam (eg. `Quat::IDENTITY`).
## Migration Guide
The method `identity()` on `Transform`, `GlobalTransform` and `TransformBundle` has been deprecated.
Use the associated constant `IDENTITY` instead.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
- Help user when they need to add both a `TransformBundle` and a `VisibilityBundle`
## Solution
- Add a `SpatialBundle` adding all components
# Objective
- Add capability to use `Affine3A`s for some `GlobalTransform`s. This allows affine transformations that are not possible using a single `Transform` such as shear and non-uniform scaling along an arbitrary axis.
- Related to #1755 and #2026
## Solution
- `GlobalTransform` becomes an enum wrapping either a `Transform` or an `Affine3A`.
- The API of `GlobalTransform` is minimized to avoid inefficiency, and to make it clear that operations should be performed using the underlying data types.
- using `GlobalTransform::Affine3A` disables transform propagation, because the main use is for cases that `Transform`s cannot support.
---
## Changelog
- `GlobalTransform`s can optionally support any affine transformation using an `Affine3A`.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Someone noted that the `rotate_around` method did not give the results they expected: [discord thread](https://discord.com/channels/691052431525675048/996497295325544479)
I tested `rotate_around` and their workaround and it seems like it was indeed incorrect.
Here is a scene with some cubes at different angles all being rotated around the center on the Y axis.
https://user-images.githubusercontent.com/29694403/178598432-407d7e80-1caf-4b17-b69b-66d9156c81e1.mp4
Interestingly, the middle cube rotates as you might expect. This threw me for a bit of a loop before I added the other cubes to the test haha.
Here is the same scene with the order multiplication of the quaternions flipped in `rotate_around`.
https://user-images.githubusercontent.com/29694403/178598446-a98026f3-524c-448b-8437-4d0d3175c6ca.mp4
That looks better :)
## Changelog
* Fixed `rotate_around` rotating the wrong way around
* Added `translate_around`. - Split out the translation code from `rotate_around`.
* Simplified/optimized `rotate_local_*` methods. - Yep, That works somehow.
<sup>Quaternions sure are wacky. Do not ask me how this works exactly, haha.</sup>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
- Added a bunch of backticks to things that should have them, like equations, abstract variable names,
- Changed all small x, y, and z to capitals X, Y, Z.
This might be more annoying than helpful; Feel free to refuse this PR.
Remove unnecessary calls to `iter()`/`iter_mut()`.
Mainly updates the use of queries in our code, docs, and examples.
```rust
// From
for _ in list.iter() {
for _ in list.iter_mut() {
// To
for _ in &list {
for _ in &mut list {
```
We already enable the pedantic lint [clippy::explicit_iter_loop](https://rust-lang.github.io/rust-clippy/stable/) inside of Bevy. However, this only warns for a few known types from the standard library.
## Note for reviewers
As you can see the additions and deletions are exactly equal.
Maybe give it a quick skim to check I didn't sneak in a crypto miner, but you don't have to torture yourself by reading every line.
I already experienced enough pain making this PR :)
Co-authored-by: devil-ira <justthecooldude@gmail.com>
## Objective
Implement absolute minimum viable product for the changes proposed in bevyengine/rfcs#53.
## Solution
- Remove public mutative access to `Parent` (Children is already publicly read-only). This includes public construction methods like `Copy`, `Clone`, and `Default`.
- Remove `PreviousParent`
- Remove `parent_update_system`
- Update all hierarchy related commands to immediately update both `Parent` and `Children` references.
## Remaining TODOs
- [ ] Update documentation for both `Parent` and `Children`. Discourage using `EntityCommands::remove`
- [x] Add `HierarchyEvent` to notify listeners of hierarchy updates. This is meant to replace listening on `PreviousParent`
## Followup
- These changes should be best moved to the hooks mentioned in #3742.
- Backing storage for both might be best moved to indexes mentioned in the same relations.
Removed `const_vec2`/`const_vec3`
and replaced with equivalent `.from_array`.
# Objective
Fixes#5112
## Solution
- `encase` needs to update to `glam` as well. See teoxoy/encase#4 on progress on that.
- `hexasphere` also needs to be updated, see OptimisticPeach/hexasphere#12.
# Objective
Users often ask for help with rotations as they struggle with `Quat`s.
`Quat` is rather complex and has a ton of verbose methods.
## Solution
Add rotation helper methods to `Transform`.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
- Fixes#4996
## Solution
- Panicking on the global task pool is probably bad. This changes the panicking test to use a single threaded stage to run the test instead.
- I checked the other #[should_panic]
- I also added explicit ordering between the transform propagate system and the parent update system. The ambiguous ordering didn't seem to be causing problems, but the tests are probably more correct this way. The plugins that add these systems have an explicit ordering. I can remove this if necessary.
## Note
I don't have a 100% mental model of why panicking is causing intermittent failures. It probably has to do with a task for one of the other tests landing on the panicking thread when it actually panics. Why this causes a problem I'm not sure, but this PR seems to fix things.
## Open questions
- there are some other #[should_panic] tests that run on the task pool in stage.rs. I don't think we restart panicked threads, so this might be killing most of the threads on the pool. But since they're not causing test failures, we should probably decide what to do about that separately. The solution in this PR won't work since those tests are explicitly testing parallelism.
# Objective
- Transform propogation could stack overflow when there was a cycle.
- I think https://github.com/bevyengine/bevy/pull/4203 would use all available memory.
## Solution
- Make sure that the child entity's `Parent`s are their parents.
This is also required for when parallelising, although as noted in the comment, the naïve solution would be UB.
(The best way to fix this would probably be an `&mut UnsafeCell<T>` `WorldQuery`, or wrapper type with the same effect)
### 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?
Supercedes https://github.com/bevyengine/bevy/pull/3340, and absorbs the test from there.
# Objective
- Fixes#3329
## Solution
- If the `Children` component has changed, we currently do not have a way to know how it has changed.
- Therefore, we must update the hierarchy downwards from that point to be correct.
Co-authored-by: Daniel McNab <36049421+DJMcNab@users.noreply.github.com>
# Objective
- in #3851, a feature for tracing was added to bevy_transform
- usage of that feature was moved to bevy_hierarchy, but the feature was not updated
## Solution
- add the feature to bevy_hierarchy, remove it from bevy_transform
# Objective
- Provide more information when despawning an entity
## Solution
- Add a debug log when despawning an entity
- Add spans to the recursive ways of despawning an entity
```sh
RUST_LOG=debug cargo run --example panic --features trace
# RUST_LOG=debug needed to show debug logs from bevy_ecs
# --features trace needed to have the extra spans
...
DEBUG bevy_app:frame:stage{name=Update}:system_commands{name="panic::despawn_parent"}:command{name="DespawnRecursive" entity=0v0}: bevy_ecs::world: Despawning entity 1v0
DEBUG bevy_app:frame:stage{name=Update}:system_commands{name="panic::despawn_parent"}:command{name="DespawnRecursive" entity=0v0}: bevy_ecs::world: Despawning entity 0v0
```
# Objective
- While animating 501 https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/BrainStem, I noticed things were getting a little slow
- Looking in tracy, the system `extract_skinned_meshes` is taking a lot of time, with a mean duration of 15.17ms
## Solution
- ~~Use `Vec` instead of a `SmallVec`~~
- ~~Don't use an temporary variable~~
- Compute the affine matrix as an `Affine3A` instead
- Remove the `temp` vec
| |mean|
|---|---|
|base|15.17ms|
|~~vec~~|~~9.31ms~~|
|~~no temp variable~~|~~11.31ms~~|
|removing the temp vector|8.43ms|
|affine|13.21ms|
|all together|7.23ms|
# Objective
- Improve transform propagation performance
## Solution
- Use `Changed<Transform>` as part of the `root_query` and `transform_query` to avoid the indirection of having to look up the `Entity` in the `changed_transform_query`
- Get rid of the `changed_transform_query` entirely
- `transform_propagate_system` execution time for `many_cubes -- sphere` dropped from 1.07ms to 0.159ms, an 85% reduction for this system. Frame rate increased from ~42fps to ~44fps
# Objective
- Hierarchy tools are not just used for `Transform`: they are also used for scenes.
- In the future there's interest in using them for other features, such as visiibility inheritance.
- The fact that these tools are found in `bevy_transform` causes a great deal of user and developer confusion
- Fixes#2758.
## Solution
- Split `bevy_transform` into two!
- Make everything work again.
Note that this is a very tightly scoped PR: I *know* there are code quality and docs issues that existed in bevy_transform that I've just moved around. We should fix those in a seperate PR and try to merge this ASAP to reduce the bitrot involved in splitting an entire crate.
## Frustrations
The API around `GlobalTransform` is a mess: we have massive code and docs duplication, no link between the two types and no clear way to extend this to other forms of inheritance.
In the medium-term, I feel pretty strongly that `GlobalTransform` should be replaced by something like `Inherited<Transform>`, which lives in `bevy_hierarchy`:
- avoids code duplication
- makes the inheritance pattern extensible
- links the types at the type-level
- allows us to remove all references to inheritance from `bevy_transform`, making it more useful as a standalone crate and cleaning up its docs
## Additional context
- double-blessed by @cart in https://github.com/bevyengine/bevy/issues/4141#issuecomment-1063592414 and https://github.com/bevyengine/bevy/issues/2758#issuecomment-913810963
- preparation for more advanced / cleaner hierarchy tools: go read https://github.com/bevyengine/rfcs/pull/53 !
- originally attempted by @finegeometer in #2789. It was a great idea, just needed more discussion!
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Lets say we need to rotate stretched object for this purpose we can created stretched `Child` and add as child to `Parent`, later we can rotate `Parent`, `Child` in this situation should rotate keeping it form, it is not the case with `SpriteBundle` currently. If you try to do it with `SpriteBundle` it will deform.
## Solution
My pull request fixes order of transformations to scale -> rotate -> translate, with this fix `SpriteBundle` behaves as expected in described rotation, without deformation. Here is quote from "Essential Mathematics for Games":
> Generally, the desired order we wish to use for these transforms is to scale first, then rotate, then translate. Scaling first gives us the scaling along the axes we expect. We can then rotate around the origin of the frame, and then translate it into place.
I'm must say when I was using `MaterialMesh2dBundle` it behaves correctly in both cases with `bevy main` and with my fix, don't know why, was not able to figure it out why there is difference.
here is code I was using for testing:
```rust
use bevy::{
prelude::*,
render::render_resource::{Extent3d, TextureDimension, TextureFormat},
sprite::{MaterialMesh2dBundle, Mesh2dHandle},
};
fn main() {
let mut app = App::new();
app.insert_resource(ClearColor(Color::rgb(0.1, 0.2, 0.3)))
.add_plugins(DefaultPlugins)
.add_startup_system(setup);
app.run();
}
fn setup(
mut commands: Commands,
mut images: ResMut<Assets<Image>>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
let mut c = OrthographicCameraBundle::new_2d();
c.orthographic_projection.scale = 1.0 / 10.0;
commands.spawn_bundle(c);
// note: mesh somehow works for both variants
// let quad: Mesh2dHandle = meshes.add(Mesh::from(shape::Quad::default())).into();
// let child = commands
// .spawn_bundle(MaterialMesh2dBundle {
// mesh: quad.clone(),
// transform: Transform::from_translation(Vec3::new(0.0, 0.0, -1.0))
// .with_scale(Vec3::new(10.0, 1.0, 1.0)),
// material: materials.add(ColorMaterial::from(Color::BLACK)),
// ..Default::default()
// })
// .id();
// commands
// .spawn_bundle(MaterialMesh2dBundle {
// mesh: quad,
// transform: Transform::from_rotation(Quat::from_rotation_z(0.78))
// .with_translation(Vec3::new(0.0, 0.0, 10.0)),
// material: materials.add(ColorMaterial::from(Color::WHITE)),
// ..Default::default()
// })
// .push_children(&[child]);
let white = images.add(get_image(Color::rgb(1.0, 1.0, 1.0)));
let black = images.add(get_image(Color::rgb(0.0, 0.0, 0.0)));
let child = commands
.spawn_bundle(SpriteBundle {
texture: black,
transform: Transform::from_translation(Vec3::new(0.0, 0.0, -1.0))
.with_scale(Vec3::new(10.0, 1.0, 1.0)),
..Default::default()
})
.id();
commands
.spawn_bundle(SpriteBundle {
texture: white,
transform: Transform::from_rotation(Quat::from_rotation_z(0.78))
.with_translation(Vec3::new(0.0, 0.0, 10.0)),
..Default::default()
})
.push_children(&[child]);
}
fn get_image(color: Color) -> Image {
let mut bytes = Vec::with_capacity((1 * 1 * 4 * 4) as usize);
let color = color.as_rgba_f32();
bytes.extend(color[0].to_le_bytes());
bytes.extend(color[1].to_le_bytes());
bytes.extend(color[2].to_le_bytes());
bytes.extend(1.0_f32.to_le_bytes());
Image::new(
Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
TextureDimension::D2,
bytes,
TextureFormat::Rgba32Float,
)
}
```
here is screenshot with `bevy main` and my fix:
![examples](https://user-images.githubusercontent.com/816292/151708304-c07c891e-da70-43f4-9c41-f85fa166a96d.png)
What is says on the tin.
This has got more to do with making `clippy` slightly more *quiet* than it does with changing anything that might greatly impact readability or performance.
that said, deriving `Default` for a couple of structs is a nice easy win
# Objective
- Bevy currently has no simple way to make an "empty" Entity work correctly in a Hierachy.
- The current Solution is to insert a Tuple instead:
```rs
.insert_bundle((Transform::default(), GlobalTransform::default()))
```
## Solution
* Add a `TransformBundle` that combines the Components:
```rs
.insert_bundle(TransformBundle::default())
```
* The code is based on #2331, except for missing the more controversial usage of `TransformBundle` as a Sub-bundle in preexisting Bundles.
Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Missing obvious way to rotate a transform around a point. This is popularly used for rotation of an object in world space ("orbiting" a point), or for local rotation of an object around a pivot point on that object.
- Present in other (not to be named) game engines
- Was question from user on Discord today (thread "object rotation")
## Solution
- Added Transform::rotate_around method where point is specified in reference frame of the parent (if any) or in world space.
# Objective
bevy_transform needed documentation and warn(missing_docs) as requested by #3492
## Solution
warn(missing_docs) was activated and documentation was added to cover the crate
Co-authored-by: Troels Jessen <kairyuka@gmail.com>
# Objective
CI should check for missing backticks in doc comments.
Fixes#3435
## Solution
`clippy` has a lint for this: `doc_markdown`. This enables that lint in the CI script.
Of course, enabling this lint in CI causes a bunch of lint errors, so I've gone through and fixed all of them. This was a huge edit that touched a ton of files, so I split the PR up by crate.
When all of the following are merged, the CI should pass and this can be merged.
+ [x] #3467
+ [x] #3468
+ [x] #3470
+ [x] #3469
+ [x] #3471
+ [x] #3472
+ [x] #3473
+ [x] #3474
+ [x] #3475
+ [x] #3476
+ [x] #3477
+ [x] #3478
+ [x] #3479
+ [x] #3480
+ [x] #3481
+ [x] #3482
+ [x] #3483
+ [x] #3484
+ [x] #3485
+ [x] #3486
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.
This PR fixes lints in the `bevy_transform` crate.
# Objective
Fix#2406
Scene parenting was not done completely, leaving the hierarchy maintenance to the standard system. As scene spawning happens in stage `PreUpdate` and hierarchy maintenance in stage `PostUpdate`, this left the scene in an invalid state parent wise for part of a frame
## Solution
Also add/update the `Children` component when spawning the scene.
I kept the `Children` component as a `SmallVec`, it could be moved to an `HashSet` to guarantee uniqueness
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>