Commit graph

1569 commits

Author SHA1 Message Date
TheRawMeatball
ce6889b9a8 Implement direct mutable dereferencing (#2100)
This PR adds a way to get the underlying mutable reference for it's full lifetime.

Context:
https://discord.com/channels/691052431525675048/692572690833473578/839255317287796796
2021-05-05 19:35:07 +00:00
TheRawMeatball
81279f3090 Move to smallvec v1.6 (#2074) 2021-05-05 19:14:39 +00:00
jak6jak
809877ade6 official 2D examples linked in rustdoc (#2081)
I linked to examples within the rustdoc for the 2d examples as per issue #1934
2021-05-05 18:45:49 +00:00
François
4f0499b91f Asset re-loading while it's being deleted (#2011)
fixes #824
fixes #1956 

* marked asset loading methods as `must_use`
* fixed asset re-loading while asset is still loading to work as comment is describing code
* introduced a 1 frame delay between unused asset marking and actual asset removal
2021-05-04 20:34:22 +00:00
dependabot[bot]
2390bee647 Update rectangle-pack requirement from 0.3 to 0.4 (#2086)
Updates the requirements on [rectangle-pack](https://github.com/chinedufn/rectangle-pack) to permit the latest version.
<details>
<summary>Commits</summary>
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<li>See full diff in <a href="https://github.com/chinedufn/rectangle-pack/commits">compare view</a></li>
</ul>
</details>
<br />


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2021-05-03 21:20:35 +00:00
François
afaf4ad3da update for wgpu 0.8 (#1959)
Changes to get Bevy to compile with wgpu master.

With this, on a Mac:
* 2d examples look fine
* ~~3d examples crash with an error specific to metal about a compilation error~~
* 3d examples work fine after enabling feature `wgpu/cross`


Feature `wgpu/cross` seems to be needed only on some platforms, not sure how to know which. It was introduced in https://github.com/gfx-rs/wgpu-rs/pull/826
2021-05-02 20:45:25 +00:00
Nikita Zdanovitch
5390be0871 Replace derive(Default) with impl in AssetCountDiagnosticsPlugin (#2077)
Hi, ran into this problem with the derive macro.

It fails trying to derive the Default trait when the asset does not implements it also. This is unnecessary because this plugin does not need that from the asset type, just needs to create the phantom data.
2021-05-02 20:00:55 +00:00
bjorn3
3af3334cfe Various cleanups (#2046)
This includes a few safety improvements and a variety of other cleanups. See the individual commits.
2021-05-01 20:07:06 +00:00
Nathan Ward
b07db8462f Bevy derives handling generics in impl definitions. (#2044)
Fixes #2037 (and then some)

Problem:
- `TypeUuid`, `RenderResource`, and `Bytes` derive macros did not properly handle generic structs. 

Solution:
- Rework the derive macro implementations to handle the generics.
2021-05-01 02:57:20 +00:00
forbjok
1e0c950004 Implement Debug for Res and ResMut (#2050)
This commit adds blanket implementations of Debug for Res and ResMut, as discussed in https://github.com/bevyengine/bevy/issues/2048.
2021-05-01 02:32:32 +00:00
François
c9b33e15f8 gltf: load textures asynchronously using io task pool (#1767)
While trying to reduce load time of gltf files, I noticed most of the loading time is spent transforming bytes into an actual texture.

This PR add asynchronously loading for them using io task pool in gltf loader. It reduces loading of a large glb file from 15 seconds to 6~8 on my laptop

To allow asynchronous tasks in an asset loader, I added a reference to the task pool from the asset server in the load context, which I can use later in the loader.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-30 20:12:50 +00:00
François
07e772814f add a span for frames (#2053)
add a span for frames
2021-04-30 02:08:49 +00:00
TheRawMeatball
dbf519c1d7 Fix unsoundness in Query::for_each_mut (#2045) 2021-04-29 18:12:07 +00:00
speak
85ab55a05b Adds an alias mouse position -> cursor position (#2038)
This alias is to aid people finding the cursor_position function, as the mouse
pressed / moved functionality and naming likely primes people for thinking
of "mouse" before "cursor" when searching the api documentation.
2021-04-28 21:26:47 +00:00
CGMossa
86ad5bf420 Adding WorldQuery for WithBundle (#2024)
In response to #2023, here is a draft for a PR. 

Fixes #2023

I've added an example to show how to use `WithBundle`, and also to test it out. 

Right now there is a bug: If a bundle and a query are "the same", then it doesn't filter out
what it needs to filter out. 

Example: 

```
Print component initated from bundle.
[examples/ecs/query_bundle.rs:57] x = Dummy( <========= This should not get printed
    111,
)
[examples/ecs/query_bundle.rs:57] x = Dummy(
    222,
)
Show all components
[examples/ecs/query_bundle.rs:50] x = Dummy(
    111,
)
[examples/ecs/query_bundle.rs:50] x = Dummy(
    222,
)
```

However, it behaves the right way, if I add one more component to the bundle,
so the query and the bundle doesn't look the same:

```
Print component initated from bundle.
[examples/ecs/query_bundle.rs:57] x = Dummy(
    222,
)
Show all components
[examples/ecs/query_bundle.rs:50] x = Dummy(
    111,
)
[examples/ecs/query_bundle.rs:50] x = Dummy(
    222,
)
```

I hope this helps. I'm definitely up for tinkering with this, and adding anything that I'm asked to add
or change. 





Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-28 21:03:10 +00:00
deprilula28
cdb9097ed4 Make Command's public? (#2034)
I'm using Bevy ECS in a project of mine and I'd like to do world changes asynchronously. 

The current public API for creating entities, `Commands` , has a lifetime that restricts it from being sent across threads. `CommandQueue` on the other hand is a Vec of commands that can be later ran on a World. 

So far this is all public, but the commands themselves are private API. I know the intented use is with `Commands`, but that's not possible for my use case as I mentioned, and so I simply copied over the code for the commands I need and it works. Obviously, this isn't a nice solution, so I'd like to ask if it's not out of scope to make the commands public?
2021-04-28 20:08:33 +00:00
TehPers
cf40f4ab08 Fix mesh with no vertex attributes causing panic (#2036)
If a mesh without any vertex attributes is rendered (for example, one that only has indices), bevy will crash since the mesh still creates a vertex buffer even though it's empty. Later code assumes that there is vertex data, causing an index-out-of-bounds panic. This PR fixes the issue by adding a check that there is any vertex data before creating a vertex buffer.

I ran into this issue while rendering a tilemap without any vertex attributes (only indices).

Stack trace:
```
thread 'main' panicked at 'index out of bounds: the len is 0 but the index is 0', C:\Dev\Games\bevy\crates\bevy_render\src\render_graph\nodes\pass_node.rs:346:9
stack backtrace:
   0: std::panicking::begin_panic_handler
             at /rustc/bb491ed23937aef876622e4beb68ae95938b3bf9\/library\std\src\panicking.rs:493
   1: core::panicking::panic_fmt
             at /rustc/bb491ed23937aef876622e4beb68ae95938b3bf9\/library\core\src\panicking.rs:92
   2: core::panicking::panic_bounds_check
             at /rustc/bb491ed23937aef876622e4beb68ae95938b3bf9\/library\core\src\panicking.rs:69
   3: core::slice::index::{{impl}}::index<core::option::Option<tuple<bevy_render::renderer::render_resource::buffer::BufferId, u64>>>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\core\src\slice\index.rs:184
   4: core::slice::index::{{impl}}::index<core::option::Option<tuple<bevy_render::renderer::render_resource::buffer::BufferId, u64>>,usize>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\core\src\slice\index.rs:15
   5: alloc::vec::{{impl}}::index<core::option::Option<tuple<bevy_render::renderer::render_resource::buffer::BufferId, u64>>,usize,alloc::alloc::Global>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\alloc\src\vec\mod.rs:2386
   6: bevy_render::render_graph::nodes::pass_node::DrawState::is_vertex_buffer_set
             at C:\Dev\Games\bevy\crates\bevy_render\src\render_graph\nodes\pass_node.rs:346
   7: bevy_render::render_graph::nodes::pass_node::{{impl}}::update::{{closure}}<bevy_render::render_graph::base::MainPass*>
             at C:\Dev\Games\bevy\crates\bevy_render\src\render_graph\nodes\pass_node.rs:285
   8: bevy_wgpu::renderer::wgpu_render_context::{{impl}}::begin_pass
             at C:\Dev\Games\bevy\crates\bevy_wgpu\src\renderer\wgpu_render_context.rs:196
   9: bevy_render::render_graph::nodes::pass_node::{{impl}}::update<bevy_render::render_graph::base::MainPass*>
             at C:\Dev\Games\bevy\crates\bevy_render\src\render_graph\nodes\pass_node.rs:244
  10: bevy_wgpu::renderer::wgpu_render_graph_executor::WgpuRenderGraphExecutor::execute
             at C:\Dev\Games\bevy\crates\bevy_wgpu\src\renderer\wgpu_render_graph_executor.rs:75
  11: bevy_wgpu::wgpu_renderer::{{impl}}::run_graph::{{closure}}
             at C:\Dev\Games\bevy\crates\bevy_wgpu\src\wgpu_renderer.rs:115
  12: bevy_ecs::world::World::resource_scope<bevy_render::render_graph::graph::RenderGraph,tuple<>,closure-0>
             at C:\Dev\Games\bevy\crates\bevy_ecs\src\world\mod.rs:715
  13: bevy_wgpu::wgpu_renderer::WgpuRenderer::run_graph
             at C:\Dev\Games\bevy\crates\bevy_wgpu\src\wgpu_renderer.rs:104
  14: bevy_wgpu::wgpu_renderer::WgpuRenderer::update
             at C:\Dev\Games\bevy\crates\bevy_wgpu\src\wgpu_renderer.rs:121
  15: bevy_wgpu::get_wgpu_render_system::{{closure}}
             at C:\Dev\Games\bevy\crates\bevy_wgpu\src\lib.rs:112
  16: alloc::boxed::{{impl}}::call_mut<tuple<mut bevy_ecs::world::World*>,FnMut<tuple<mut bevy_ecs::world::World*>>,alloc::alloc::Global>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\alloc\src\boxed.rs:1553
  17: bevy_ecs::system::exclusive_system::{{impl}}::run
             at C:\Dev\Games\bevy\crates\bevy_ecs\src\system\exclusive_system.rs:41
  18: bevy_ecs::schedule::stage::{{impl}}::run
             at C:\Dev\Games\bevy\crates\bevy_ecs\src\schedule\stage.rs:812
  19: bevy_ecs::schedule::Schedule::run_once
             at C:\Dev\Games\bevy\crates\bevy_ecs\src\schedule\mod.rs:201
  20: bevy_ecs::schedule::{{impl}}::run
             at C:\Dev\Games\bevy\crates\bevy_ecs\src\schedule\mod.rs:219
  21: bevy_app::app::App::update
             at C:\Dev\Games\bevy\crates\bevy_app\src\app.rs:58
  22: bevy_winit::winit_runner_with::{{closure}}
             at C:\Dev\Games\bevy\crates\bevy_winit\src\lib.rs:485
  23: winit::platform_impl::platform::event_loop::{{impl}}::run_return::{{closure}}<tuple<>,closure-1>
             at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop.rs:203
  24: alloc::boxed::{{impl}}::call_mut<tuple<winit::event::Event<tuple<>>, mut winit::event_loop::ControlFlow*>,FnMut<tuple<winit::event::Event<tuple<>>, mut winit::event_loop::ControlFlow*>>,alloc::alloc::Global>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\alloc\src\boxed.rs:1553
  25: winit::platform_impl::platform::event_loop:🏃:{{impl}}::call_event_handler::{{closure}}<tuple<>>
             at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop\runner.rs:245
  26: std::panic::{{impl}}::call_once<tuple<>,closure-0>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panic.rs:344
  27: std::panicking::try::do_call<std::panic::AssertUnwindSafe<closure-0>,tuple<>>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panicking.rs:379
  28: hashbrown::set::HashSet<mut winapi::shared::windef::HWND__*, std::collections:#️⃣:map::RandomState, alloc::alloc::Global>::iter<mut winapi::shared::windef::HWND__*,std::collections:#️⃣:map::RandomState,alloc::alloc::Global>
  29: std::panicking::try<tuple<>,std::panic::AssertUnwindSafe<closure-0>>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panicking.rs:343
  30: std::panic::catch_unwind<std::panic::AssertUnwindSafe<closure-0>,tuple<>>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panic.rs:431
  31: winit::platform_impl::platform::event_loop:🏃:EventLoopRunner<tuple<>>::catch_unwind<tuple<>,tuple<>,closure-0>
             at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop\runner.rs:152
  32: winit::platform_impl::platform::event_loop:🏃:EventLoopRunner<tuple<>>::call_event_handler<tuple<>>
             at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop\runner.rs:239
  33: winit::platform_impl::platform::event_loop:🏃:EventLoopRunner<tuple<>>::move_state_to<tuple<>>
             at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop\runner.rs:341
  34: winit::platform_impl::platform::event_loop:🏃:EventLoopRunner<tuple<>>::main_events_cleared<tuple<>>
             at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop\runner.rs:227
  35: winit::platform_impl::platform::event_loop::flush_paint_messages<tuple<>>
             at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop.rs:676
  36: winit::platform_impl::platform::event_loop::thread_event_target_callback::{{closure}}<tuple<>>
             at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop.rs:1967
  37: std::panic::{{impl}}::call_once<isize,closure-0>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panic.rs:344
  38: std::panicking::try::do_call<std::panic::AssertUnwindSafe<closure-0>,isize>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panicking.rs:379
  39: hashbrown::set::HashSet<mut winapi::shared::windef::HWND__*, std::collections:#️⃣:map::RandomState, alloc::alloc::Global>::iter<mut winapi::shared::windef::HWND__*,std::collections:#️⃣:map::RandomState,alloc::alloc::Global>
  40: std::panicking::try<isize,std::panic::AssertUnwindSafe<closure-0>>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panicking.rs:343
  41: std::panic::catch_unwind<std::panic::AssertUnwindSafe<closure-0>,isize>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panic.rs:431
  42: winit::platform_impl::platform::event_loop:🏃:EventLoopRunner<tuple<>>::catch_unwind<tuple<>,isize,closure-0>
             at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop\runner.rs:152
  43: winit::platform_impl::platform::event_loop::thread_event_target_callback<tuple<>>
             at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop.rs:2151
  44: DefSubclassProc
  45: DefSubclassProc
  46: CallWindowProcW
  47: DispatchMessageW
  48: SendMessageTimeoutW
  49: KiUserCallbackDispatcher
  50: NtUserDispatchMessage
  51: DispatchMessageW
  52: winit::platform_impl::platform::event_loop::EventLoop<tuple<>>::run_return<tuple<>,closure-1>
             at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop.rs:218
  53: winit::platform_impl::platform::event_loop::EventLoop<tuple<>>::run<tuple<>,closure-1>
             at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop.rs:188
  54: winit::event_loop::EventLoop<tuple<>>::run<tuple<>,closure-1>
             at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\event_loop.rs:154
  55: bevy_winit::run<closure-1>
             at C:\Dev\Games\bevy\crates\bevy_winit\src\lib.rs:171
  56: bevy_winit::winit_runner_with
             at C:\Dev\Games\bevy\crates\bevy_winit\src\lib.rs:493
  57: bevy_winit::winit_runner
             at C:\Dev\Games\bevy\crates\bevy_winit\src\lib.rs:211
  58: core::ops::function::Fn::call<fn(bevy_app::app::App),tuple<bevy_app::app::App>>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\core\src\ops\function.rs:70
  59: alloc::boxed::{{impl}}::call<tuple<bevy_app::app::App>,Fn<tuple<bevy_app::app::App>>,alloc::alloc::Global>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\alloc\src\boxed.rs:1560
  60: bevy_app::app::App::run
             at C:\Dev\Games\bevy\crates\bevy_app\src\app.rs:68
  61: bevy_app::app_builder::AppBuilder::run
             at C:\Dev\Games\bevy\crates\bevy_app\src\app_builder.rs:54
  62: game_main::main
             at .\crates\game_main\src\main.rs:23
  63: core::ops::function::FnOnce::call_once<fn(),tuple<>>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\core\src\ops\function.rs:227
note: Some details are omitted, run with `RUST_BACKTRACE=full` for a verbose backtrace.
Apr 27 21:51:01.026 ERROR gpu_descriptor::allocator: `DescriptorAllocator` is dropped while some descriptor sets were not deallocated
error: process didn't exit successfully: `target/cargo\debug\game_main.exe` (exit code: 0xc000041d)
```
2021-04-28 19:04:01 +00:00
bjorn3
2fcd8a3fb0 Monomorphize various things (#1914)
Based on #1910

This shrinks breakout from 310k to 293k. Most of the win is in outlining the drop glue of `App`. The other two commits save about 800 bytes total when using two empty systems and two simple resources.

After this PR the full disassembly for

```rust
fn main() {
    App::build().run();
}
```

is about as minimal as it gets, so pretty much all other costs scale linear in the amount of resources, systems, etc.

```asm
0000000000001100 <_ZN4core3ptr54drop_in_place$LT$bevy_app..app_builder..AppBuilder$GT$17h76850422c20653deE>:
    1100:       ff 25 52 21 00 00       jmpq   *0x2152(%rip)        # 3258 <_ZN60_$LT$bevy_app..app..App$u20$as$u20$core..ops..drop..Drop$GT$4drop17h67d177ae549d917bE@Base>
    1106:       cc                      int3   
    1107:       cc                      int3   
    1108:       cc                      int3   
    1109:       cc                      int3   
    110a:       cc                      int3   
    110b:       cc                      int3   
    110c:       cc                      int3   
    110d:       cc                      int3   
    110e:       cc                      int3   
    110f:       cc                      int3   

0000000000001110 <_ZN8breakout4main17h7cbe07b319de1042E>:
    1110:       53                      push   %rbx
    1111:       48 81 ec 00 03 00 00    sub    $0x300,%rsp
    1118:       48 8d 5c 24 08          lea    0x8(%rsp),%rbx
    111d:       48 89 df                mov    %rbx,%rdi
    1120:       ff 15 3a 21 00 00       callq  *0x213a(%rip)        # 3260 <_ZN8bevy_app3app3App5build17h8b0ea6be9050d6ccE@Base>
    1126:       48 89 df                mov    %rbx,%rdi
    1129:       ff 15 39 21 00 00       callq  *0x2139(%rip)        # 3268 <_ZN8bevy_app11app_builder10AppBuilder3run17hfc8cf50692acdbdeE@Base>
    112f:       48 8d 7c 24 08          lea    0x8(%rsp),%rdi
    1134:       ff 15 1e 21 00 00       callq  *0x211e(%rip)        # 3258 <_ZN60_$LT$bevy_app..app..App$u20$as$u20$core..ops..drop..Drop$GT$4drop17h67d177ae549d917bE@Base>
    113a:       48 81 c4 00 03 00 00    add    $0x300,%rsp
    1141:       5b                      pop    %rbx
    1142:       c3                      retq   
    1143:       48 89 c3                mov    %rax,%rbx
    1146:       48 8d 7c 24 08          lea    0x8(%rsp),%rdi
    114b:       e8 b0 ff ff ff          callq  1100 <_ZN4core3ptr54drop_in_place$LT$bevy_app..app_builder..AppBuilder$GT$17h76850422c20653deE>
    1150:       48 89 df                mov    %rbx,%rdi
    1153:       e8 18 01 00 00          callq  1270 <_Unwind_Resume@plt>
    1158:       0f 0b                   ud2    
    115a:       cc                      int3   
    115b:       cc                      int3   
    115c:       cc                      int3   
    115d:       cc                      int3   
    115e:       cc                      int3   
    115f:       cc                      int3   

0000000000001160 <main>:
    1160:       48 83 ec 08             sub    $0x8,%rsp
    1164:       48 89 f1                mov    %rsi,%rcx
    1167:       48 63 d7                movslq %edi,%rdx
    116a:       48 8d 05 9f ff ff ff    lea    -0x61(%rip),%rax        # 1110 <_ZN8breakout4main17h7cbe07b319de1042E>
    1171:       48 89 04 24             mov    %rax,(%rsp)
    1175:       48 8d 35 94 1e 00 00    lea    0x1e94(%rip),%rsi        # 3010 <__init_array_end>
    117c:       48 89 e7                mov    %rsp,%rdi
    117f:       ff 15 eb 20 00 00       callq  *0x20eb(%rip)        # 3270 <_ZN3std2rt19lang_start_internal17he77194431b0ee4a2E@Base>
    1185:       59                      pop    %rcx
    1186:       c3                      retq   
    1187:       cc                      int3   
    1188:       cc                      int3   
    1189:       cc                      int3   
    118a:       cc                      int3   
    118b:       cc                      int3   
    118c:       cc                      int3   
    118d:       cc                      int3   
    118e:       cc                      int3   
    118f:       cc                      int3   

0000000000001190 <_ZN3std2rt10lang_start28_$u7b$$u7b$closure$u7d$$u7d$17h83a5b8d55f23dff8E.llvm.909376793398482062>:
    1190:       48 83 ec 08             sub    $0x8,%rsp
    1194:       48 8b 3f                mov    (%rdi),%rdi
    1197:       e8 54 ff ff ff          callq  10f0 <_ZN3std10sys_common9backtrace28__rust_begin_short_backtrace17h6e238af75680eb28E>
    119c:       31 c0                   xor    %eax,%eax
    119e:       59                      pop    %rcx
    119f:       c3                      retq   

00000000000011a0 <_ZN4core3ops8function6FnOnce40call_once$u7b$$u7b$vtable.shim$u7d$$u7d$17hb05d591cd29dea4fE.llvm.909376793398482062>:
    11a0:       48 83 ec 08             sub    $0x8,%rsp
    11a4:       48 8b 3f                mov    (%rdi),%rdi
    11a7:       e8 44 ff ff ff          callq  10f0 <_ZN3std10sys_common9backtrace28__rust_begin_short_backtrace17h6e238af75680eb28E>
    11ac:       31 c0                   xor    %eax,%eax
    11ae:       59                      pop    %rcx
    11af:       c3                      retq   

00000000000011b0 <_ZN4core3ptr85drop_in_place$LT$std..rt..lang_start$LT$$LP$$RP$$GT$..$u7b$$u7b$closure$u7d$$u7d$$GT$17he9aeeba375093b99E.llvm.909376793398482062>:
    11b0:       c3                      retq   
    11b1:       cc                      int3   
    11b2:       cc                      int3   
    11b3:       cc                      int3   
    11b4:       cc                      int3   
    11b5:       cc                      int3   
    11b6:       cc                      int3   
    11b7:       cc                      int3   
    11b8:       cc                      int3   
    11b9:       cc                      int3   
    11ba:       cc                      int3   
    11bb:       cc                      int3   
    11bc:       cc                      int3   
    11bd:       cc                      int3   
    11be:       cc                      int3   
    11bf:       cc                      int3
```
2021-04-28 19:04:00 +00:00
François
6f7da027c7 Automatic System Spans (#2033)
As mentioned in https://github.com/bevyengine/bevy/issues/2025#issuecomment-827867660, systems used to have spans by default.

* add spans by default for every system executed
* create folder if missing for feature `wgpu_trace`
2021-04-28 18:41:16 +00:00
Lucas Rocha
b1ed28e17e Hide re-exported docs (#1985)
Solves #1957 

Co-authored-by: caelumLaron <caelum.laron@gmail.com>
2021-04-27 18:29:33 +00:00
TheRawMeatball
c32c37d737 Detect camera projection changes (#2015) 2021-04-27 01:11:04 +00:00
François
fcf8fafa71 fix dead intra links in doc on Input and Reflect (#2007)
fix a few dead links

* Links in `Input` missed a refactor
* `Reflect::downcast` can't use the intra doc link format, as it's not a link to a trait function, but to a function implemented on `dyn Reflect`

noticed in https://github.com/bevyengine/bevy/pull/1781#discussion_r619777879
2021-04-25 17:24:09 +00:00
François
0a8576b710 support assets of any size (#1997)
Fixes #1892 

The following code is a cut down version of the issue, and crashes the same way:
```rust
enum AssetLifecycleEvent <T> {
    Create(T),
    Free
}

fn main() {
    let (sender, _receiver) = crossbeam_channel::unbounded();
    sender.send(AssetLifecycleEvent::<[u32; 32000]>::Free).unwrap();
}
```

- We're creating a channel that need to be able to hold `AssetLifecycleEvent::Create(T)` which has the size of our type `T`
- The two variants of the enums have a very different size

By keeping `T` boxed while sending through the channel, it doesn't crash
2021-04-24 18:14:04 +00:00
TehPers
d653ad2bda Updated docs for ShouldRun (#1987)
The documentation for `ShouldRun` doesn't completely explain what each of the variants you can return does. For instance, it isn't very clear that looping systems aren't executed again until after all the systems in a stage have had a chance to run.

This PR adds to the documentation for `ShouldRun`, and hopefully clarifies what is happening during a stage's execution when run criteria are checked and systems are being executed.
2021-04-23 18:38:18 +00:00
TehPers
0a587ac3b5 Updated remaining system panic messages to include the system name (#1986)
Some panic messages for systems include the system name, but there's a few panic messages which do not. This PR adds the system name for the remaining panic messages.

This is a continuation of the work done in #1864.
Related: #1846
2021-04-23 17:54:04 +00:00
François
e3fb23d4d3 add documentation on LogPlugin and more log usage (#1973)
Fixes #1895 

Changed most `println` to `info` in examples, some to `warn` when it was useful to differentiate from other more noisy logs.

Added doc on `LogPlugin`, how to configure it, and why (and how) you may need to disable it
2021-04-22 23:30:48 +00:00
Zicklag
6508b4ed25 Hide Derived SystemParam State Struct From Docs (#1984)
This makes sure the automatically generated MyStructState type is not
shown in the rustdoc when deriving SystemParam on MyStruct.
2021-04-22 23:09:59 +00:00
bjorn3
6719c2c390 Extract monomorphic get_insert_bundle_info function (#1910)
This shrinks breakout from 316k to 310k when using `--feature dynamic`.

I haven't run the ecs benchmark to test performance as my laptop is too noisy for reliable benchmarking.
2021-04-22 19:34:34 +00:00
Lukas Wirth
7c274e5a44 Improve bevy_ecs query docs (#1935)
Mainly documents Query, WorldQuery and the various Query Filter types as well as some smaller doc changes.
2021-04-22 19:09:09 +00:00
Joshua Ols
19f467ebd0 Spherical Area Lights (#1901)
I still need to simplify and optimize the code, but here's a preliminary working version of Spherical Area Lights. See the example image below from a modified version of my [cubism-demo-rs](https://github.com/Josh015/cubism-demo-rs) app, which you can also clone and run to see them in action.

![Spherical Area Lights v1](https://user-images.githubusercontent.com/8846132/114491862-60df6000-9be5-11eb-8950-f039b74e1e96.jpg)
2021-04-22 18:49:02 +00:00
Carter Anderson
b9640243c6 Separate Query filter access from fetch access during initial evaluation (#1977)
Fixes #1955 

See this comment for implementation details / motivation: https://github.com/bevyengine/bevy/issues/1955#issuecomment-823600886
2021-04-22 02:16:09 +00:00
Carter Anderson
1248a639ee EnumVariantMeta derive (#1972)
There are cases where we want an enum variant name. Right now the only way to do that with rust's std is to derive Debug, but this will also print out the variant's fields. This creates the unfortunate situation where we need to manually write out each variant's string name (ex: in #1963), which is both boilerplate-ey and error-prone. Crates such as `strum` exist for this reason, but it includes a lot of code and complexity that we don't need.

This adds a dead-simple `EnumVariantMeta` derive that exposes `enum_variant_index` and `enum_variant_name` functions. This allows us to make cases like #1963 much cleaner (see the second commit). We might also be able to reuse this logic for `bevy_reflect` enum derives.
2021-04-21 23:46:54 +00:00
Alice Cecile
e4e32598a9 Cargo fmt with unstable features (#1903)
Fresh version of #1670 off the latest main.

Mostly fixing documentation wrapping.
2021-04-21 23:19:34 +00:00
François
30c6ca6166 don't panic when no RenderResourceContext can be found (#1971)
In bevy_webgl2, the `RenderResourceContext` is created after startup as it needs to first wait for an event from js side:
f31e5d49de/src/lib.rs (L117)

remove `panic` introduced in #1965 and log as a `warn` instead
2021-04-20 21:44:32 +00:00
MinerSebas
80df583a21 When missing a render backend also mention the bevy_wgpu feature (#1970) 2021-04-20 21:04:09 +00:00
Nathan Ward
cbfb456847 [bevy_core/bytes] Fix UB with accessing memory with incorrect alignment (#1966)
After running `bevy_core` through `miri`, errors were reported surrounding incorrect memory accesses within the `bytes` test suit. 

Specifically:
```
test bytes::tests::test_array_round_trip ... error: Undefined Behavior: accessing memory with alignment 1, but alignment 4 is required
   --> crates/bevy_core/src/bytes.rs:55:13
    |
55  |             (*ptr).clone()
    |             ^^^^^^ accessing memory with alignment 1, but alignment 4 is required
    |
```

and 

```
test bytes::tests::test_vec_bytes_round_trip ... error: Undefined Behavior: accessing memory with alignment 2, but alignment 4 is required
   --> /home/nward/.rustup/toolchains/nightly-x86_64-unknown-linux-gnu/lib/rustlib/src/rust/library/core/src/slice/raw.rs:95:14
    |
95  |     unsafe { &*ptr::slice_from_raw_parts(data, len) }
    |              ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ accessing memory with alignment 2, but alignment 4 is required
    |
```

Solution:

The solution is to use `slice::align_to` method to ensure correct alignment.
2021-04-20 21:04:08 +00:00
simens_green
c74994ba69 Added TryFrom for VertexAttributeValues (#1963)
This implementations allows you
convert std::vec::Vec<T> to VertexAttributeValues::T and back.

# Examples

```rust
use std::convert::TryInto;
use bevy_render::mesh::VertexAttributeValues;

// creating vector of values
let before = vec![[0_u32; 4]; 10];
let values = VertexAttributeValues::from(before.clone());
let after: Vec<[u32; 4]> = values.try_into().unwrap();

assert_eq!(before, after);
```

Co-authored-by: aloucks <aloucks@cofront.net>
Co-authored-by: simens_green <34134129+simensgreen@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-20 20:41:32 +00:00
MinerSebas
ad43f52bd2 Provide better error message when missing a render backend (#1965)
Fixes #626
2021-04-19 22:16:24 +00:00
MinerSebas
458312236a Document setting "CARGO_MANIFEST_DIR" for asset root (#1950)
This was nowhere documented inside Bevy.
Should I also mention the use case of debugging a project?

Closes #810

Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
2021-04-19 22:16:23 +00:00
MinerSebas
e29a899b90 Added missing Component Bound to Res<> and ResMut<> (#1962)
Fixes #1838
2021-04-19 21:53:34 +00:00
François
f1ddd7a2ad change how to select bevy-glsl-to-spirv or shaderc (#1819)
`cfg` for `bevy-glsl-to-spirv` use now mimics https://github.com/cart/glsl-to-spirv/blob/master/Cargo.toml

fixes #898 
fixes #1348 
fixes #1942 
fixes #1078
2021-04-19 21:28:30 +00:00
Mariusz Kryński
fa6d4dbd53 add render_to_texture example (#1927)
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-19 21:07:19 +00:00
Yoh Deadfall
4f1689ec37 Added example of entity sorting by components (#1817)
We discussed with @alice-i-cecile privately on iterators and agreed that making a custom ordered iterator over query makes no sense since materialization is required anyway and it's better to reuse existing components or code. Therefore, just adding an example to the documentation as requested.

Fixes #1470.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-19 20:28:02 +00:00
François
07cf088f33 fix memory size for PointLightBundle (#1940)
Introduced in #1778, not fixed by #1931 

The size of `Lights` buffer currently is : 
```rust
    16 // (color, `[f32; 4]`)
    + 16 // (number of lights, `f32` encoded as a `[f32; 4]`)
    + 10 // (maximum number of lights)
        * ( 16 // (light position, `[f32; 4]`
          + 16 // (color, `[16; 4]`)
          + 4 // (inverse_range_squared, `f32`)
          )

-> 392
```

This makes the pbr shader crash when running with Xcode debugger or with the WebGL2 backend. They both expect a buffer sized 512. This can also be seen on desktop by adding a second light to a scene with a color, it's position and color will be wrong.

adding a second light to example `load_gltf`:
```rust
    commands
        .spawn_bundle(PointLightBundle {
            transform: Transform::from_xyz(-3.0, 5.0, -3.0),
            point_light: PointLight {
                color: Color::BLUE,
                ..Default::default()
            },
            ..Default::default()
        })
        .insert(Rotates);
```

before fix:
<img width="1392" alt="Screenshot 2021-04-16 at 19 14 59" src="https://user-images.githubusercontent.com/8672791/115060744-866fb080-9ee8-11eb-8915-f87cc872ad48.png">

after fix:
<img width="1392" alt="Screenshot 2021-04-16 at 19 16 44" src="https://user-images.githubusercontent.com/8672791/115060759-8cfe2800-9ee8-11eb-92c2-d79f39c7b36b.png">




This PR changes `inverse_range_squared` to be a `[f32; 4]` instead of a `f32` to have the expected alignement
2021-04-19 19:30:39 +00:00
James Higgins
2bc126e2ce Label for ui_focus_system (#1926)
Needed a label because of a conflict with some custom ui systems
2021-04-19 19:15:27 +00:00
François
97b26d7647 limit number of lights (#1946)
Fixes #1921 

Buffer was growing with the actual number of lights instead of being limited to the max number of lights.

As it's a query that can be exactly sized, I also switched `count()` to `len()`
2021-04-19 18:57:58 +00:00
François
2bd8ed57d0 par_for_each: split batches when iterating on a sparse query (#1945)
Fixes #1943 

Each batch was iterating over the complete query
2021-04-19 18:41:42 +00:00
MinerSebas
20673dbe0e Doctest improvments (#1937) 2021-04-16 19:13:08 +00:00
Logan Magee
d508923eb7 Allow deriving SystemParam on private types (#1936)
Examples creating a public type to derive `SystemParam` on were updated
to create a private type where a public one is no longer needed.

Resolves #1869
2021-04-16 18:40:49 +00:00
Jakob Hellermann
cf221f9659 calculate flat normals for mesh if missing (#1808)
If the gltf loader encounters a mesh without normal attributes, it will duplicate the vertex attributes and compute flat normals, as defined by https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#meshes:

> **Implementation Note**: When normals are not specified, client implementations should calculate flat normals.

![image](https://user-images.githubusercontent.com/22177966/113483243-bb204880-94a2-11eb-8fa1-c4828a4882c5.png)

Helps with #1802 

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-15 21:06:49 +00:00
Lukas Wirth
0a6fee5d17 Improve bevy_ecs::system module docs (#1932)
This includes a lot of single line comments where either saying more wasn't helpful or due to me not knowing enough about things yet to be able to go more indepth. Proofreading is very much welcome.
2021-04-15 20:36:16 +00:00
Boxy
9657f58f6a Fix unsoundness in query component access (#1929)
Pretty much does what it says in the title lol
2021-04-15 20:17:59 +00:00
Yoh Deadfall
22314923d9 Angle bracket annotated types to support generics (#1919)
Fixes #1873. Types should be enclosed in angular brackets to avoid ambiquity and to correctly resolve associated functions.
2021-04-15 00:16:40 +00:00
Richard Tjerngren
490a957542 Document Query.single() (#1915) 2021-04-15 00:16:39 +00:00
bg
55d6c2c34a fixing compilation error on macos aarch64 (#1905)
just so
2021-04-14 23:58:29 +00:00
Daniel McNab
a137df7d57 Fix SytemParam handling of Commands (#1899)
Fixes https://github.com/bevyengine/bevy/issues/1896
2021-04-14 23:58:27 +00:00
TehPers
e0b52079da Implement RenderResource for Box<T> (#1893)
Allows render resources to move data to the heap by boxing them. I did this as a workaround to #1892, but it seems like it'd be useful regardless. If not, feel free to close this PR.
2021-04-14 23:58:25 +00:00
Denis Laprise
d8392e7a3e Add a UV sphere implementation (#1887)
Added a UV sphere implementation
2021-04-14 23:39:58 +00:00
Philipp Mildenberger
ad546a9502 Fix pbr shader compiliation error, #version has to be in the first line (#1884)
I've had problems with compiling and running the pbr example:

```
thread 'main' panicked at 'called `Result::unwrap()` on an `Err` value: Compilation("glslang_shader_preprocess:\nInfo log:\nERROR: 0:40: \'#version\' : must occur first in shader \nERROR: 0:40: \'#version\' : bad profile name; use es, core, or compatibility \nERROR: 0:40: \'#version\' : bad tokens following profile -- expected newline \nERROR: 3 compilation errors.  No code generated.\n\n\nDebug log:\n\n")', crates/bevy_render/src/pipeline/pipeline_compiler.rs:161:22
```

I've checked each shader, and only one shader hasn't had `#version` in the first line.

This change fixed my issue.
2021-04-14 23:39:57 +00:00
aloucks
294feeedc0 Add additional vertex formats (#1878)
- `Short2`
- `Short2Norm`
- `Ushort2`
- `Ushort2Norm`
- `Short4`
- `Short4Norm`
- `Ushort4`
- `Ushort4Norm`
- `Char2`
- `Char2Norm`
- `Uchar2`
- `Uchar2Norm`
- `Char4`
- `Char4Norm`
- `Uchar4`
2021-04-14 23:21:53 +00:00
therealstork
c86d490a20 More detailed errors when resource not found (#1864)
Fixes #1846

Got scared of the other "Requested resource does not exist" error at line 395 in `system_param.rs`, under `impl<'a, T: Component> SystemParamFetch<'a> for ResMutState<T> {`. Someone with better knowledge of the code might be able to go in and improve that one.
2021-04-14 22:52:43 +00:00
TehPers
deb9f23667 Implement Byteable and RenderResource for [T; N] (#1872)
Implements `Byteable` and `RenderResource` for any array containing `Byteable` elements. This allows `RenderResources` to be implemented on structs with arbitrarily-sized arrays, among other things:

```rust
#[derive(RenderResources, TypeUuid)]
#[uuid = "2733ff34-8f95-459f-bf04-3274e686ac5f"]
struct Foo {
    buffer: [i32; 256],
}
```
2021-04-14 22:20:25 +00:00
Patrik Buhring
df3f40afd4 Fix IcoSphere UV coordinates (#1871)
Changes made:
- Swap Y/Z when calculating UV coordinates
- Correct mapping in the UV coordinates
- Fix typo in Azimuth
2021-04-14 22:20:24 +00:00
François
d868d07d0b run some examples on CI using swiftshader (#1826)
From suggestion from Godot workflows: https://github.com/bevyengine/bevy/issues/1730#issuecomment-810321110

* Add a feature `bevy_debug` that will make Bevy read a debug config file to setup some debug systems
  * Currently, only one that will exit after x frames
  * Could add option to dump screen to image file once that's possible
* Add a job in CI workflow that will run a few examples using [`swiftshader`](https://github.com/google/swiftshader)
  * This job takes around 13 minutes, so doesn't add to global CI duration

|example|number of frames|duration|
|-|-|-|
|`alien_cake_addict`|300|1:50|
|`breakout`|1800|0:44|
|`contributors`|1800|0:43|
|`load_gltf`|300|2:37|
|`scene`|1800|0:44|
2021-04-14 21:40:36 +00:00
Jakob Hellermann
d119c1ce14 gltf-loader: support data url for images (#1828)
This allows the `glTF-Embedded` variants in the [sample models](https://github.com/KhronosGroup/glTF-Sample-Models/) to be used.
The data url format is relatively small, so I didn't include a crate like [docs.rs/data-url](https://docs.rs/data-url/0.1.0/data_url/).

Also fixes the 'Box With Spaces' model as URIs are now percent-decoded.

cc #1802
2021-04-13 21:30:32 +00:00
Yoh Deadfall
04a37f722a Moved events to ECS (#1823)
Fixes #1809. It makes it also possible to use `derive` for `SystemParam` inside ECS and avoid manual implementation. An alternative solution to macro changes is to use `use crate as bevy_ecs;` in `event.rs`.
2021-04-13 20:36:37 +00:00
Jonas Matser
7342d463b8 Use a sorted Map for vertex buffer attributes (#1796)
The `VertexBufferLayout` returned by `crates\bevy_render\src\mesh\mesh.rs:308` was unstable, because `HashMap.iter()` has a random order. This caused the pipeline_compiler to wrongly consider a specialization to be different (`crates\bevy_render\src\pipeline\pipeline_compiler.rs:123`), causing each mesh changed event to potentially result in a different `PipelineSpecialization`. This in turn caused `Draw` to emit a `set_pipeline` much more often than needed.

This fix shaves off a `BindPipeline` and two `BindDescriptorSets` (for the Camera and for global renderresources) for every mesh after the first that can now use the same specialization, where it didn't before (which was random).

`StableHashMap` was not a good replacement, because it isn't `Clone`, so instead I replaced it with a `BTreeMap` which is OK in this instance, because there shouldn't be many insertions on `Mesh.attributes` after the mesh is created.
2021-04-13 03:31:29 +00:00
François
4c1099a77f add documentation on Input (#1781)
related to #1700 

This PR:
* documents all methods on `Input<T>`
* adds documentation on the struct about how to use it, and how to implement it for a new input type
* renames method `update` to a easier to understand `clear`
* adds two methods to check for state and clear it after, allowing easier use in the case of #1700 

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-13 03:13:48 +00:00
Jakob Hellermann
9e55d8dbb4 Error message improvements for shader compilation/gltf loading (#1786)
- prints glsl compile error message in multiple lines instead of `thread 'main' panicked at 'called Result::unwrap() on an Err value: Compilation("glslang_shader_parse:\nInfo log:\nERROR: 0:335: \'assign\' :  l-value required \"anon@7\" (can\'t modify a uniform)\nERROR: 0:335: \'\' : compilation terminated \nERROR: 2 compilation errors.  No code generated.\n\n\nDebug log:\n\n")', crates/bevy_render/src/pipeline/pipeline_compiler.rs:161:22`
- makes gltf error messages have more context

New error:
```rust
thread 'Compute Task Pool (5)' panicked at 'Shader compilation error:
glslang_shader_parse:
Info log:
ERROR: 0:12: 'assign' :  l-value required "anon@1" (can't modify a uniform)
ERROR: 0:12: '' : compilation terminated 
ERROR: 2 compilation errors.  No code generated.
', crates/bevy_render/src/pipeline/pipeline_compiler.rs:364:5
```


These changes are a bit unrelated. I can open separate PRs if someone wants that.
2021-04-13 02:56:30 +00:00
Jonas Matser
5c4f3554f9 Rename Light => PointLight and remove unused properties (#1778)
After an inquiry on Reddit about support for Directional Lights and the unused properties on Light, I wanted to clean it up, to hopefully make it ever so slightly more clear for anyone wanting to add additional light types.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-13 02:21:24 +00:00
Julian Heinken
8f1eaa6db5 glTF: added color attribute support (#1775) 2021-04-13 01:47:25 +00:00
MinerSebas
0fce6f0406 Override size_hint for all Iterators and add ExactSizeIterator where applicable (#1734)
After #1697 I looked at all other Iterators from Bevy and added overrides for `size_hint` where it wasn't done.
Also implemented `ExactSizeIterator` where applicable.
2021-04-13 01:28:14 +00:00
Guim Caballero
b060e16f62 Add synonyms for transform relative vectors (#1667)
Fixes #1663.

I think the directions are correct (same as [here](https://docs.godotengine.org/en/stable/classes/class_vector3.html?highlight=forward#constants)), but please double check because I might have mixed them up.

Co-authored-by: guimcaballero <guim.caballero@gmail.com>
Co-authored-by: Guim Caballero <guim.caballero@gmail.com>
2021-04-12 21:53:05 +00:00
Jakob Hellermann
ed36c21e7e fix 'attempted to subtract with overflow' for State::inactives (#1668) 2021-04-10 16:33:35 +00:00
bjorn3
6a4051be3a Make some asset loading functions monomorphic (#1861)
This reduces the size of executables when using bevy as dylib by
ensuring that they get codegened in bevy_assets instead of the game
itself. This by extension avoids pulling in parts of bevy_tasks and
async_task.

Before this change the breakout example was 923k big after this change
it is only 775k big for cg_clif. For cg_llvm in release mode breakout
shrinks from 356k to 316k. For cg_llvm in debug mode breakout shrinks
from 3814k to 3057k.
2021-04-10 16:17:32 +00:00
r00ster
bc13d11c78 Update old docs mentioning Camera2dBundle (#1836)
This replaces some outdated mentions of the `Camera2dBundle` that is removed now with 0.5.
2021-04-06 21:05:08 +00:00
Carter Anderson
97d8e4e179 Release 0.5.0 (#1835) 2021-04-06 18:48:48 +00:00
Jakob Hellermann
aaf204cbac remove active camera entity when despawned (#1825)
fixes #1452

This should probably be in 0.5, as the previous workaround isn't possible after dd4a196329 because the hashmap is now private.
2021-04-06 17:09:28 +00:00
François
3e285d5c0b allow deriving bundle for struct with generics with where clause (#1811)
fixes #1777 

Seems the `_where_clause` parameter to lost somewhere, adding it back
2021-04-03 23:30:30 +00:00
François
9098df3034 make pbr shader std140 compatible (#1798)
In shaders, `vec3` should be avoided for `std140` layout, as they take the size of a `vec4` and won't support manual padding by adding an additional `float`.

This change is needed for 3D to work in WebGL2. With it, I get PBR to render
<img width="1407" alt="Screenshot 2021-04-02 at 02 57 14" src="https://user-images.githubusercontent.com/8672791/113368551-5a3c2780-935f-11eb-8c8d-e9ba65b5ee98.png">

Without it, nothing renders... @cart Could this be considered for 0.5 release?

Also, I learned shaders 2 days ago, so don't hesitate to correct any issue or misunderstanding I may have

bevy_webgl2 PR in progress for Bevy 0.5 is here if you want to test: https://github.com/rparrett/bevy_webgl2/pull/1
2021-04-03 23:30:28 +00:00
François
276a81cc30 allow up to 16 parameters for systems (#1805)
fixes #1772 

1st commit: the limit was at 11 as the macro was not using a range including the upper end. I changed that as it feels the purpose of the macro is clearer that way.

2nd commit: as suggested in the `// TODO`, I added a `Config` trait to go to 16 elements tuples. This means that if someone has a custom system parameter with a config that is not a tuple or an `Option`, they will have to implement `Config` for it instead of the standard `Default`.
2021-04-03 23:13:54 +00:00
Jakob Hellermann
1df3b74d38 fix attempt to modify emissive uniform (#1771)
Previously loading the boom box gltf file panic'd with `ERROR: 0:335: 'assign' :  l-value required "anon@7" (can't modify a uniform)`
2021-04-03 22:51:52 +00:00
Carter Anderson
f520a341d5 flip resource scope order (#1793)
I think [collection, thing_removed_from_collection] is a more natural order than [thing_removed_from_collection, collection]. Just a small tweak that I think we should include in 0.5.
2021-04-01 02:24:42 +00:00
TheRawMeatball
b657a9b39f Add on_in_stack_update to SystemSet (#1792) 2021-03-31 20:24:04 +00:00
Carter Anderson
d6bc414bf0 check for duplicate archetypes in QueryState::new_archetype (#1789)
Fixes #1788

See discussion in that issue for details.
2021-03-30 21:21:47 +00:00
Carter Anderson
94c4184068 Text responds to scale factor changes (#1769)
Fixes #1768

If the scale factor changes, queue up all text to be drawn instead of just changed text.
2021-03-27 03:03:47 +00:00
Jonas Matser
9a78addff0 Add PBR textures (#1632)
This PR adds normal maps on top of PBR #1554. Once that PR lands, the changes should look simpler.

Edit: Turned out to be so little extra work, I added metallic/roughness texture too. And occlusion and emissive.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-26 21:00:34 +00:00
davier
0c374df712 Add insert_children and push_children to EntityMut (#1728)
The only API to add a parent/child relationship between existing entities is through commands, there is no easy way to do it from `World`. Manually inserting the components is not completely possible since `PreviousParent` has no public constructor.

This PR adds two methods to set entities as children of an `EntityMut`: `insert_children` and `push_children`. ~~The API is similar to the one on `Commands`, except that the parent is the `EntityMut`.~~ The API is the same as in #1703.
However, the `Parent` and `Children` components are defined in `bevy_transform` which depends on `bevy_ecs`, while `EntityMut` is defined in `bevy_ecs`, so the methods are added to the `BuildWorldChildren` trait instead.
If #1545 is merged this should be fixed too.

I'm aware cart was experimenting with entity hierarchies, but unless it's a coming soon this PR would be useful to have meanwhile.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-26 20:03:12 +00:00
François
d90d19f1c7 gltf: load normal and occlusion as linear textures (#1762)
Load textures from gltf as linear when needed.

This is for #1632, but can be done independently and won't have any visible impact before.

* during iteration over materials, register textures that need to be loaded as linear
* during iteration over textures
  * directly load bytes from external files instead of adding them as dependencies in the load context
  * configure the texture the same way for buffered and external textures
  * if the texture is linear rgb, set as linear rgb
2021-03-26 18:47:47 +00:00
Ixentus
80bd378aa0 Fix tiny state docs inconsistency (#1764)
@TheRawMeatball
2021-03-26 18:30:28 +00:00
Carter Anderson
7a511394ac Add register_component to AppBuilder and improve error message (#1750) 2021-03-26 04:15:07 +00:00
Alexander Sepity
500d7469e7 Fixed criteria-less systems being re-ran unnecessarily (#1754)
Fixes #1753.

The problem was introduced while reworking the logic around stages' own criteria. Before #1675 they used to be stored and processed inline with the systems' criteria, and systems without criteria used that of their stage. After, criteria-less systems think they should run, always. This PR more or less restores previous behavior; a less cludge solution can wait until after 0.5 - ideally, until stageless.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-26 00:31:58 +00:00
Carter Anderson
bf053218bf Disable frustum culling and add warning (#1761)
Frustum culling has some pretty major gaps right now (such as not supporting sprite transform scaling and not taking into account projections). It should be disabled by default until it provides a solid experience across all bevy use cases.
2021-03-25 22:05:28 +00:00
Jakob Hellermann
ad60046982 fix clippy lints (#1756) 2021-03-25 20:48:18 +00:00
Carter Anderson
1d7196da4f Add state app builder docs (#1746)
This is intended to help protect users against #1671. It doesn't resolve the issue, but I think its a good stop-gap solution for 0.5. A "full" fix would be very involved (and maybe not worth the added complexity).
2021-03-25 06:12:14 +00:00
Carter Anderson
80961d1bd0 Fix sparse insert (#1748)
Removing the checks on this line https://github.com/bevyengine/bevy/blob/main/crates/bevy_sprite/src/frustum_culling.rs#L64 and running the "many_sprites" example revealed two corner case bugs in bevy_ecs. The first, a simple and honest missed line introduced in #1471. The other, an insidious monster that has been there since the ECS v2 rewrite, just waiting for the time to strike:

1. #1471 accidentally removed the "insert" line for sparse set components with the "mutated" bundle state. Re-adding it fixes the problem. I did a slight refactor here to make the implementation simpler and remove a branch.
2. The other issue is nastier. ECS v2 added an "archetype graph". When determining what components were added/mutated during an archetype change, we read the FromBundle edge (which encodes this state) on the "new" archetype.  The problem is that unlike "add edges" which are guaranteed to be unique for a given ("graph node", "bundle id") pair, FromBundle edges are not necessarily unique:

```rust
// OLD_ARCHETYPE -> NEW_ARCHETYPE

// [] -> [usize]
e.insert(2usize);
// [usize] -> [usize, i32]
e.insert(1i32);
// [usize, i32] -> [usize, i32]
e.insert(1i32);
// [usize, i32] -> [usize]
e.remove::<i32>();
// [usize] -> [usize, i32]
e.insert(1i32);
```

Note that the second `e.insert(1i32)` command has a different "archetype graph edge" than the first, but they both lead to the same "new archetype".

The fix here is simple: just remove FromBundle edges because they are broken and store the information in the "add edges", which are guaranteed to be unique.

FromBundle edges were added to cut down on the number of archetype accesses / make the archetype access patterns nicer. But benching this change resulted in no significant perf changes and the addition of get_2_mut() for archetypes resolves the access pattern issue.
2021-03-25 05:56:00 +00:00
TheRawMeatball
78edec2e45 Change State::*_next to *_replace, add proper next (#1676)
In the current impl, next clears out the entire stack and replaces it with a new state. This PR moves this functionality into a replace method, and changes the behavior of next to only change the top state.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-25 03:28:40 +00:00
Aaron Winter
b65ec82d46 Frustum Culling (for Sprites) (#1492)
This PR adds two systems to the sprite module that culls Sprites and AtlasSprites that are not within the camera's view.
This is achieved by removing / adding a new  `Viewable` Component dynamically.

Some of the render queries now use a `With<Viewable>` filter to only process the sprites that are actually on screen, which improves performance drastically for scene swith a large amount of sprites off-screen.

https://streamable.com/vvzh2u

This scene shows a map with a 320x320 tiles, with a grid size of 64p.
This is exactly 102400 Sprites in the entire scene.

Without this PR, this scene runs with 1 to 4 FPS.

With this PR..
.. at 720p, there are around 600 visible sprites and runs at ~215 FPS
.. at 1440p there are around 2000 visible sprites and runs at ~135 FPS

The Systems this PR adds take around 1.2ms (with 100K+ sprites in the scene)

Note:
This is only implemented for Sprites and AtlasTextureSprites.
There is no culling for 3D in this PR.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-24 21:29:53 +00:00
Alexander Sepity
d3e020a1e7 System sets and run criteria v2 (#1675)
I'm opening this prematurely; consider this an RFC that predates RFCs and therefore not super-RFC-like.

This PR does two "big" things: decouple run criteria from system sets, reimagine system sets as weapons of mass system description.

### What it lets us do:

* Reuse run criteria within a stage.
* Pipe output of one run criteria as input to another.
* Assign labels, dependencies, run criteria, and ambiguity sets to many systems at the same time.

### Things already done:
* Decoupled run criteria from system sets.
* Mass system description superpowers to `SystemSet`.
* Implemented `RunCriteriaDescriptor`.
* Removed `VirtualSystemSet`.
* Centralized all run criteria of `SystemStage`.
* Extended system descriptors with per-system run criteria.
* `.before()` and `.after()` for run criteria.
* Explicit order between state driver and related run criteria. Fixes #1672.
* Opt-in run criteria deduplication; default behavior is to panic.
* Labels (not exposed) for state run criteria; state run criteria are deduplicated.

### API issues that need discussion:

* [`FixedTimestep::step(1.0).label("my label")`](eaccf857cd/crates/bevy_ecs/src/schedule/run_criteria.rs (L120-L122)) and [`FixedTimestep::step(1.0).with_label("my label")`](eaccf857cd/crates/bevy_core/src/time/fixed_timestep.rs (L86-L89)) are both valid but do very different things.

---

I will try to maintain this post up-to-date as things change. Do check the diffs in "edited" thingy from time to time.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-24 20:11:55 +00:00
TheRawMeatball
10ef750899 Expose resource change detection on World (#1715) 2021-03-24 01:00:13 +00:00
François
248ec1ed95 update rectangle-pack to latest release (#1742)
update to release of rectangle-pack  0.3.0 after #1741
2021-03-24 00:21:37 +00:00
François
9ae56e8604 update for rectangle-pack 0.2.1 (fix CI) (#1741)
crate `rectangle-pack` just published version 0.2.1 with a breaking change: c9ecd58f7a

I also opened an issue on their repo so that they are aware of it: https://github.com/chinedufn/rectangle-pack/issues/3
2021-03-23 19:07:33 +00:00
TheRawMeatball
47004dfcb4 Added remove_non_send to World (#1716)
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-23 00:41:54 +00:00
Carter Anderson
81b53d15d4 Make Commands and World apis consistent (#1703)
Resolves #1253 #1562

This makes the Commands apis consistent with World apis. This moves to a "type state" pattern (like World) where the "current entity" is stored in an `EntityCommands` builder.

In general this tends to cuts down on indentation and line count. It comes at the cost of needing to type `commands` more and adding more semicolons to terminate expressions.

I also added `spawn_bundle` to Commands because this is a common enough operation that I think its worth providing a shorthand.
2021-03-23 00:23:40 +00:00
Jakob Hellermann
2dd2e5e9fe make ComponentTicks::set_changed public (#1711)
fixes #1710
2021-03-22 18:49:26 +00:00
Jonas Matser
cd8025d0a7 Remove remaining camerapos bindings (#1708)
Fixes #1706

@JeanMertz already solved it. I just ran all examples and tests.
2021-03-22 18:10:35 +00:00
dependabot[bot]
42924d2227 Update fixedbitset requirement from 0.3 to 0.4 (#1726)
Updates the requirements on [fixedbitset](https://github.com/bluss/fixedbitset) to permit the latest version.
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<summary>Commits</summary>
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<br />


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2021-03-22 07:06:04 +00:00
Jonas Matser
45b2db7070 Rebase of existing PBR work (#1554)
This is a rebase of StarArawns PBR work from #261 with IngmarBitters work from #1160 cherry-picked on top.

I had to make a few minor changes to make some intermediate commits compile and the end result is not yet 100% what I expected, so there's a bit more work to do.

Co-authored-by: John Mitchell <toasterthegamer@gmail.com>
Co-authored-by: Ingmar Bitter <ingmar.bitter@gmail.com>
2021-03-20 03:22:33 +00:00
Carter Anderson
b6be8a5314 Fix table reserve logic (#1698)
Fixes #1692
Alternative to #1696

This ensures that the capacity actually grows in increments of grow_amount, and also ensures that Table capacity is always <= column and entity vec capacity.

Debug logs that describe the new logic (running the example in #1692)
[out.txt](https://github.com/bevyengine/bevy/files/6173808/out.txt)
2021-03-19 23:32:31 +00:00
MinerSebas
c78b76bba8 Provide better size_hint for QueryIter (#1697)
This PR overrides the default size_hint for QueryIter.
This is mainly done to provide inline documentation of Issue #1686.
2021-03-19 20:52:44 +00:00
Carter Anderson
dd4a196329 Flexible camera bindings (#1689)
Alternative to #1203 and #1611

Camera bindings have historically been "hacked in". They were _required_ in all shaders and only supported a single Mat4. PBR (#1554) requires the CameraView matrix, but adding this using the "hacked" method forced users to either include all possible camera data in a single binding (#1203) or include all possible bindings (#1611).

This approach instead assigns each "active camera" its own RenderResourceBindings, which are populated by CameraNode. The PassNode then retrieves (and initializes) the relevant bind groups for all render pipelines used by visible entities. 

* Enables any number of camera bindings , including zero (with any set or binding number ... set 0 should still be used to avoid rebinds).
* Renames Camera binding to CameraViewProj
* Adds CameraView binding
2021-03-19 20:36:40 +00:00
Alice Cecile
6121e5f933 Reliable change detection (#1471)
# Problem Definition

The current change tracking (via flags for both components and resources) fails to detect changes made by systems that are scheduled to run earlier in the frame than they are.

This issue is discussed at length in [#68](https://github.com/bevyengine/bevy/issues/68) and [#54](https://github.com/bevyengine/bevy/issues/54).

This is very much a draft PR, and contributions are welcome and needed.

# Criteria
1. Each change is detected at least once, no matter the ordering.
2. Each change is detected at most once, no matter the ordering.
3. Changes should be detected the same frame that they are made.
4. Competitive ergonomics. Ideally does not require opting-in.
5. Low CPU overhead of computation.
6. Memory efficient. This must not increase over time, except where the number of entities / resources does.
7. Changes should not be lost for systems that don't run.
8. A frame needs to act as a pure function. Given the same set of entities / components it needs to produce the same end state without side-effects.

**Exact** change-tracking proposals satisfy criteria 1 and 2.
**Conservative** change-tracking proposals satisfy criteria 1 but not 2.
**Flaky** change tracking proposals satisfy criteria 2 but not 1.

# Code Base Navigation

There are three types of flags: 
- `Added`: A piece of data was added to an entity / `Resources`.
- `Mutated`: A piece of data was able to be modified, because its `DerefMut` was accessed
- `Changed`: The bitwise OR of `Added` and `Changed`

The special behavior of `ChangedRes`, with respect to the scheduler is being removed in [#1313](https://github.com/bevyengine/bevy/pull/1313) and does not need to be reproduced.

`ChangedRes` and friends can be found in "bevy_ecs/core/resources/resource_query.rs".

The `Flags` trait for Components can be found in "bevy_ecs/core/query.rs".

`ComponentFlags` are stored in "bevy_ecs/core/archetypes.rs", defined on line 446.

# Proposals

**Proposal 5 was selected for implementation.**

## Proposal 0: No Change Detection

The baseline, where computations are performed on everything regardless of whether it changed.

**Type:** Conservative

**Pros:**
- already implemented
- will never miss events
- no overhead

**Cons:**
- tons of repeated work
- doesn't allow users to avoid repeating work (or monitoring for other changes)

## Proposal 1: Earlier-This-Tick Change Detection

The current approach as of Bevy 0.4. Flags are set, and then flushed at the end of each frame.

**Type:** Flaky

**Pros:**
- already implemented
- simple to understand
- low memory overhead (2 bits per component)
- low time overhead (clear every flag once per frame)

**Cons:**
- misses systems based on ordering
- systems that don't run every frame miss changes
- duplicates detection when looping
- can lead to unresolvable circular dependencies

## Proposal 2: Two-Tick Change Detection

Flags persist for two frames, using a double-buffer system identical to that used in events.

A change is observed if it is found in either the current frame's list of changes or the previous frame's.

**Type:** Conservative

**Pros:**
- easy to understand
- easy to implement
- low memory overhead (4 bits per component)
- low time overhead (bit mask and shift every flag once per frame)

**Cons:**
- can result in a great deal of duplicated work
- systems that don't run every frame miss changes
- duplicates detection when looping

## Proposal 3: Last-Tick Change Detection

Flags persist for two frames, using a double-buffer system identical to that used in events.

A change is observed if it is found in the previous frame's list of changes.

**Type:** Exact

**Pros:**
- exact
- easy to understand
- easy to implement
- low memory overhead (4 bits per component)
- low time overhead (bit mask and shift every flag once per frame)

**Cons:**
- change detection is always delayed, possibly causing painful chained delays
- systems that don't run every frame miss changes
- duplicates detection when looping

## Proposal 4: Flag-Doubling Change Detection

Combine Proposal 2 and Proposal 3. Differentiate between `JustChanged` (current behavior) and `Changed` (Proposal 3).

Pack this data into the flags according to [this implementation proposal](https://github.com/bevyengine/bevy/issues/68#issuecomment-769174804).

**Type:** Flaky + Exact

**Pros:**
- allows users to acc
- easy to implement
- low memory overhead (4 bits per component)
- low time overhead (bit mask and shift every flag once per frame)

**Cons:**
- users must specify the type of change detection required
- still quite fragile to system ordering effects when using the flaky `JustChanged` form
- cannot get immediate + exact results
- systems that don't run every frame miss changes
- duplicates detection when looping

## [SELECTED] Proposal 5: Generation-Counter Change Detection

A global counter is increased after each system is run. Each component saves the time of last mutation, and each system saves the time of last execution. Mutation is detected when the component's counter is greater than the system's counter. Discussed [here](https://github.com/bevyengine/bevy/issues/68#issuecomment-769174804). How to handle addition detection is unsolved; the current proposal is to use the highest bit of the counter as in proposal 1.

**Type:** Exact (for mutations), flaky (for additions)

**Pros:**
- low time overhead (set component counter on access, set system counter after execution)
- robust to systems that don't run every frame
- robust to systems that loop

**Cons:**
- moderately complex implementation
- must be modified as systems are inserted dynamically
- medium memory overhead (4 bytes per component + system)
- unsolved addition detection

## Proposal 6: System-Data Change Detection

For each system, track which system's changes it has seen. This approach is only worth fully designing and implementing if Proposal 5 fails in some way.  

**Type:** Exact

**Pros:**
- exact
- conceptually simple

**Cons:**
- requires storing data on each system
- implementation is complex
- must be modified as systems are inserted dynamically

## Proposal 7: Total-Order Change Detection

Discussed [here](https://github.com/bevyengine/bevy/issues/68#issuecomment-754326523). This proposal is somewhat complicated by the new scheduler, but I believe it should still be conceptually feasible. This approach is only worth fully designing and implementing if Proposal 5 fails in some way.  

**Type:** Exact

**Pros:**
- exact
- efficient data storage relative to other exact proposals

**Cons:**
- requires access to the scheduler
- complex implementation and difficulty grokking
- must be modified as systems are inserted dynamically

# Tests

- We will need to verify properties 1, 2, 3, 7 and 8. Priority: 1 > 2 = 3 > 8 > 7
- Ideally we can use identical user-facing syntax for all proposals, allowing us to re-use the same syntax for each.
- When writing tests, we need to carefully specify order using explicit dependencies.
- These tests will need to be duplicated for both components and resources.
- We need to be sure to handle cases where ambiguous system orders exist.

`changing_system` is always the system that makes the changes, and `detecting_system` always detects the changes.

The component / resource changed will be simple boolean wrapper structs.

## Basic Added / Mutated / Changed

2 x 3 design:
- Resources vs. Components
- Added vs. Changed vs. Mutated
- `changing_system` runs before `detecting_system`
- verify at the end of tick 2

## At Least Once

2 x 3 design:
- Resources vs. Components
- Added vs. Changed vs. Mutated
- `changing_system` runs after `detecting_system`
- verify at the end of tick 2

## At Most Once

2 x 3 design:
- Resources vs. Components
- Added vs. Changed vs. Mutated
- `changing_system` runs once before `detecting_system`
- increment a counter based on the number of changes detected
- verify at the end of tick 2

## Fast Detection
2 x 3 design:
- Resources vs. Components
- Added vs. Changed vs. Mutated
- `changing_system` runs before `detecting_system`
- verify at the end of tick 1

## Ambiguous System Ordering Robustness
2 x 3 x 2 design:
- Resources vs. Components
- Added vs. Changed vs. Mutated
- `changing_system` runs [before/after] `detecting_system` in tick 1
- `changing_system` runs [after/before] `detecting_system` in tick 2

## System Pausing
2 x 3 design:
- Resources vs. Components
- Added vs. Changed vs. Mutated
- `changing_system` runs in tick 1, then is disabled by run criteria
- `detecting_system` is disabled by run criteria until it is run once during tick 3
- verify at the end of tick 3

## Addition Causes Mutation

2 design:
- Resources vs. Components
- `adding_system_1` adds a component / resource
- `adding system_2` adds the same component / resource
- verify the `Mutated` flag at the end of the tick
- verify the `Added` flag at the end of the tick

First check tests for: https://github.com/bevyengine/bevy/issues/333
Second check tests for: https://github.com/bevyengine/bevy/issues/1443

## Changes Made By Commands

- `adding_system` runs in Update in tick 1, and sends a command to add a component 
- `detecting_system` runs in Update in tick 1 and 2, after `adding_system`
- We can't detect the changes in tick 1, since they haven't been processed yet
- If we were to track these changes as being emitted by `adding_system`, we can't detect the changes in tick 2 either, since `detecting_system` has already run once after `adding_system` :( 

# Benchmarks

See: [general advice](https://github.com/bevyengine/bevy/blob/master/docs/profiling.md), [Criterion crate](https://github.com/bheisler/criterion.rs)

There are several critical parameters to vary: 
1. entity count (1 to 10^9)
2. fraction of entities that are changed (0% to 100%)
3. cost to perform work on changed entities, i.e. workload (1 ns to 1s)

1 and 2 should be varied between benchmark runs. 3 can be added on computationally.

We want to measure:
- memory cost
- run time

We should collect these measurements across several frames (100?) to reduce bootup effects and accurately measure the mean, variance and drift.

Entity-component change detection is much more important to benchmark than resource change detection, due to the orders of magnitude higher number of pieces of data.

No change detection at all should be included in benchmarks as a second control for cases where missing changes is unacceptable.

## Graphs
1. y: performance, x: log_10(entity count), color: proposal, facet: performance metric. Set cost to perform work to 0. 
2. y: run time, x: cost to perform work, color: proposal, facet: fraction changed. Set number of entities to 10^6
3. y: memory, x: frames, color: proposal

# Conclusions
1. Is the theoretical categorization of the proposals correct according to our tests?
2. How does the performance of the proposals compare without any load?
3. How does the performance of the proposals compare with realistic loads?
4. At what workload does more exact change tracking become worth the (presumably) higher overhead?
5. When does adding change-detection to save on work become worthwhile?
6. Is there enough divergence in performance between the best solutions in each class to ship more than one change-tracking solution?

# Implementation Plan

1. Write a test suite.
2. Verify that tests fail for existing approach.
3. Write a benchmark suite.
4. Get performance numbers for existing approach.
5. Implement, test and benchmark various solutions using a Git branch per proposal.
6. Create a draft PR with all solutions and present results to team.
7. Select a solution and replace existing change detection.

Co-authored-by: Brice DAVIER <bricedavier@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-19 17:53:26 +00:00
François
348e2a3d40 documentation on Transform and GlobalTransform (#1687)
fixes #1599 

* Added doc on `Transform` and `GlobalTransform` to describe usage and how `GlobalTransform` is updated
* Documented all methods on `Transform`
* `#[doc(hidden)]` most constructors and methods mutating `GlobalTransform`, documented the other
* Mentioned z-ordering for `Transform` in 2d
2021-03-19 03:54:53 +00:00
Carter Anderson
8d1e52be31 fix dyn warning (#1690)
This is now a warning on nightly.
2021-03-19 02:53:26 +00:00
Zaszi
0a875f647d Derive PartialEq for WindowMode (#1688)
Many a game will provide some sort of video settings where a window mode option is a common inclusion. I ran into problems, however, with [egui's](https://github.com/emilk/egui) `combo_box` that imposes a `PartialEq` necessity. Deriving the trait would fix this problem, and as this does not break any existing API it should be a non-controversial change.
2021-03-18 23:47:34 +00:00
Alec Deason
cd4c684ad5 Fix tiny typo in ambiguity checker message (#1682)
Add one missing word
2021-03-18 01:28:21 +00:00
François
bcd5318247 color spaces and representation (#1572)
`Color` can now be from different color spaces or representation:
- sRGB
- linear RGB
- HSL

This fixes #1193 by allowing the creation of const colors of all types, and writing it to the linear RGB color space for rendering.

I went with an enum after trying with two different types (`Color` and `LinearColor`) to be able to use the different variants in all place where a `Color` is expected.

I also added the HLS representation because:
- I like it
- it's useful for some case, see example `contributors`: I can just change the saturation and lightness while keeping the hue of the color
- I think adding another variant not using `red`, `green`, `blue` makes it clearer there are differences

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-17 23:59:51 +00:00
Alice Cecile
ab0165d20d Improved documentation for Events (#1669)
Explains subtle behavior more explicitly, documents `add_event`, mentions `EventWriter`.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-17 23:42:19 +00:00
Carter Anderson
5fedb6029a Make Reflect impls unsafe (Reflect::any must return self) (#1679)
Fixes #1100 

Implementors must make sure that `Reflect::any` and `Reflect::any_mut` both return the `self` reference passed in (both for logical correctness and downcast safety).
2021-03-17 22:46:46 +00:00
François
107dd73687 update ColorMaterial when Texture changed (#1461)
fixes #1161, fixes #1243

this adds two systems:
- first is keeping an hashmap of textures and their containing color materials, then listening to events on textures to select color materials that should be updated
- second is chained to send a modified event for all color materials that need updating
2021-03-17 19:53:24 +00:00
TheRawMeatball
284889c64b Redo State architecture (#1424)
An alternative to StateStages that uses SystemSets. Also includes pop and push operations since this was originally developed for my personal project which needed them.
2021-03-15 22:12:04 +00:00
Jakob Hellermann
48ee167531 expose stages and system containers (#1647)
This allows third-party plugins to analyze the schedule, e.g. `bevy_mod_picking` can [display a schedule graph](https://github.com/jakobhellermann/bevy_mod_debugdump/tree/schedule-graph#schedule-graph):

![schedule graph](https://raw.githubusercontent.com/jakobhellermann/bevy_mod_debugdump/schedule-graph/docs/schedule_graph.svg)
2021-03-14 20:44:51 +00:00
davier
de55e05669 Fix error in DynamicScene (#1651)
The wrong error was returned when using an unregistered type in a scene, leading to a confusing error message.
2021-03-14 20:02:10 +00:00
Jakob Hellermann
f6ff80c5b1
add Debug, Copy, Clone for all shapes (#1653) 2021-03-14 12:45:00 -07:00
Jakob Hellermann
ac661188c8 better error message: specify which resource is missing (#1648) 2021-03-14 00:36:16 +00:00
François
86e2fc53d0 improve error message when asset type hasn't beed added to app (#1487)
Error message noticed in #1475 

When an asset type hasn't been added to the app but a load was attempted, the error message wasn't helpful:
```
thread 'IO Task Pool (0)' panicked at 'Failed to find AssetLifecycle for label Some("Mesh0/Primitive0"), which has an asset type 8ecbac0f-f545-4473-ad43-e1f4243af51e. Are you sure that is a registered asset type?', /.cargo/git/checkouts/bevy-f7ffde730c324c74/89a41bc/crates/bevy_asset/src/asset_server.rs:435:17
```
means that 
```rust
.add_asset::<bevy::render::prelude::Mesh>()
```
needs to be added.

* type name was not given, only UUID, which may make it hard to identify type across bevy/plugins
* instruction were not helpful as the `register_asset_type` method is not public

new error message:
```
thread 'IO Task Pool (1)' panicked at 'Failed to find AssetLifecycle for label 'Some("Mesh0/Primitive0")', which has an asset type "bevy_render::mesh::mesh::Mesh" (UUID 8ecbac0f-f545-4473-ad43-e1f4243af51e). Are you sure this asset type has been added to your app builder?', /bevy/crates/bevy_asset/src/asset_server.rs:435:17
```
2021-03-14 00:36:15 +00:00
Simon Guillot
aa81aaf3fa Small improvement of code quality of Assets::set* methods (#1649)
As mentioned in #1609.

I'm not sure if this is desirable, but on top of factoring the `set` and `set_untracked` methods I added a warning when the return value of `set` isn't used to mitigate similar issues.

I silenced it for the only occurence where it's currently done  68606934e3/crates/bevy_asset/src/asset_server.rs (L468)
2021-03-14 00:19:44 +00:00
Jasen Borisov
2e72755b8a GLTF loader: support mipmap filters (#1639)
This removes the `GltfError::UnsupportedMinFilter` error.

I don't think this error should have existed in the first place, because it prevents users from using assets that bevy could totally render (without mipmap support as of yet).

It's much better to load the asset properly and then render it (even if it looks a little ugly), than to refuse to load the asset at all, giving users a confusing error.
2021-03-13 18:44:26 +00:00
François
bbb9849506 Replace default method calls from Glam types with explicit const (#1645)
it's a followup of #1550 

I think calling explicit methods/values instead of default makes the code easier to read: "what is `Quat::default()`" vs "Oh, it's `Quat::IDENTITY`"

`Transform::identity()` and `GlobalTransform::identity()` can also be consts and I replaced the calls to their `default()` impl with `identity()`
2021-03-13 18:23:39 +00:00
davier
8acb0d2012 Fix cargo doc warnings (#1640)
Fixes all warnings from `cargo doc --all`.
Those related to code blocks were introduced in #1612, but re-formatting using the experimental features in `rustfmt.toml` doesn't seem to reintroduce them.
2021-03-13 18:23:38 +00:00
François
75ae20dc4a use std clamp instead of Bevy's (#1644)
Rust std's `clamp` has been stabilised in 1.50: https://github.com/rust-lang/rust/issues/44095

This is already the minimum supported version, so no change there 👍
2021-03-13 18:07:14 +00:00
Simon Guillot
785aad92f4 Fix pipeline initialisation of wireframe mode (fixes #1609) (#1623)
More details are in the associated issue #1609.

While looking for the source of this issue, I've noticed that the `set` and `set_untracked` methods aren't really DRY:
68606934e3/crates/bevy_asset/src/assets.rs (L76-L85)

68606934e3/crates/bevy_asset/src/assets.rs (L91-L99)

Shouldn't `set` call `set_untracked`? Also, given the bug that arose from a misusage of these functions, maybe some refactoring is needed?
2021-03-12 22:12:07 +00:00
Alice Cecile
03601db51c Basic documentation for Entities, Components and Systems (#1578)
These are largely targeted at beginners, as `Entity`, `Component` and `System` are the most obvious terms to search when first getting introduced to Bevy.
2021-03-12 19:59:55 +00:00
Jonas Matser
32af4b7dc3 Add separate brightness field to AmbientLight (#1605)
Idea being this would be easier to grasp for end-users. Problem with the logical defaults is this breaks current setups, because light will become 20 times less bright. But most folks won't have customized this resource or will not have used `..Default::default()` due to lack of other fields.
2021-03-12 18:59:24 +00:00
MinerSebas
8a9f475edb Remove the Clippy "-A clippy::manual-strip" override (#1619)
That override was added to support pre 1.45 Versions of Rust, but Bevy requires currently the latest stable rust release.
This means that the reason for the override doesn't apply anymore.
2021-03-12 03:05:14 +00:00
Carter Anderson
68606934e3 remove unsafe get_unchecked (and mut variant) from Tables and Archetypes (#1614)
Removes `get_unchecked` and `get_unchecked_mut` from `Tables` and `Archetypes` collections in favor of safe Index implementations. This fixes a safety error in `Archetypes::get_id_or_insert()` (which previously relied on TableId being valid to be safe ... the alternative was to make that method unsafe too). It also cuts down on a lot of unsafe and makes the code easier to look at. I'm not sure what changed since the last benchmark, but these numbers are more favorable than my last tests of similar changes. I didn't include the Components collection as those severely killed perf last time I tried. But this does inspire me to try again (just in a separate pr)! 

Note that the `simple_insert/bevy_unbatched` benchmark fluctuates a lot on both branches (this was also true for prior versions of bevy). It seems like the allocator has more variance for many small allocations. And `sparse_frag_iter/bevy` operates on such a small scale that 10% fluctuations are common.

Some benches do take a small hit here, but I personally think its worth it.

This also fixes a safety error in Query::for_each_mut, which needed to mutably borrow Query (aaahh!).  

![image](https://user-images.githubusercontent.com/2694663/110726926-2b52eb80-81cf-11eb-9ea3-bff951060c7c.png)
![image](https://user-images.githubusercontent.com/2694663/110726991-4c1b4100-81cf-11eb-9199-ca79bef0b9bd.png)
2021-03-11 18:38:22 +00:00
Carter Anderson
b17f8a4bce format comments (#1612)
Uses the new unstable comment formatting features added to rustfmt.toml.
2021-03-11 00:27:30 +00:00
Carter Anderson
be1c317d4e Resolve (most) internal system ambiguities (#1606)
* Adds labels and orderings to systems that need them (uses the new many-to-many labels for InputSystem)
* Removes the Event, PreEvent, Scene, and Ui stages in favor of First, PreUpdate, and PostUpdate (there is more collapsing potential, such as the Asset stages and _maybe_ removing First, but those have more nuance so they should be handled separately)
* Ambiguity detection now prints component conflicts
* Removed broken change filters from flex calculation (which implicitly relied on the z-update system always modifying translation.z). This will require more work to make it behave as expected so i just removed it (and it was already doing this work every frame).
2021-03-10 22:37:02 +00:00
Martín Maita
e9a501e6b8 Fixes potential panic when unwrapping touch event on Moved phase (#1591)
Should fix https://github.com/bevyengine/bevy/issues/1516.

I don't have any devices available to test this tbh but I feel like this was the only spot that could be causing a panic.

@ptircylinder since you posted this issue, could you please try to run the example on this branch and check if you get the same behavior while using your device? Thank you!
2021-03-10 00:44:45 +00:00
Nathan Stocks
faeccd7a09 Reflection cleanup (#1536)
This is an effort to provide the correct `#[reflect_value(...)]` attributes where they are needed.  

Supersedes #1533 and resolves #1528.

---

I am working under the following assumptions (thanks to @bjorn3 and @Davier for advice here):

- Any `enum` that derives `Reflect` and one or more of { `Serialize`, `Deserialize`, `PartialEq`, `Hash` } needs a `#[reflect_value(...)]` attribute containing the same subset of { `Serialize`, `Deserialize`, `PartialEq`, `Hash` } that is present on the derive.
- Same as above for `struct` and `#[reflect(...)]`, respectively.
- If a `struct` is used as a component, it should also have `#[reflect(Component)]`
- All reflected types should be registered in their plugins

I treated the following as components (added `#[reflect(Component)]` if necessary):
- `bevy_render`
  - `struct RenderLayers`
- `bevy_transform`
  - `struct GlobalTransform`
  - `struct Parent`
  - `struct Transform`
- `bevy_ui`
  - `struct Style`

Not treated as components:
- `bevy_math`
  - `struct Size<T>`
  - `struct Rect<T>`
  - Note: The updates for `Size<T>` and `Rect<T>` in `bevy::math::geometry` required using @Davier's suggestion to add `+ PartialEq` to the trait bound. I then registered the specific types used over in `bevy_ui` such as `Size<Val>`, etc. in `bevy_ui`'s plugin, since `bevy::math` does not contain a plugin.
- `bevy_render`
  - `struct Color`
  - `struct PipelineSpecialization`
  - `struct ShaderSpecialization`
  - `enum PrimitiveTopology`
  - `enum IndexFormat`

Not Addressed:
- I am not searching for components in Bevy that are _not_ reflected. So if there are components that are not reflected that should be reflected, that will need to be figured out in another PR.
- I only added `#[reflect(...)]` or `#[reflect_value(...)]` entries for the set of four traits { `Serialize`, `Deserialize`, `PartialEq`, `Hash` } _if they were derived via `#[derive(...)]`_. I did not look for manual trait implementations of the same set of four, nor did I consider any traits outside the four.  Are those other possibilities something that needs to be looked into?
2021-03-09 23:39:41 +00:00
Alexander Sepity
d51130d4ab Many-to-many system labels (#1576)
* Systems can now have more than one label attached to them.
* System labels no longer have to be unique in the stage.

Code like this is now possible:
```rust
SystemStage::parallel()
    .with_system(system_0.system().label("group one").label("first"))
    .with_system(system_1.system().label("group one").after("first"))
    .with_system(system_2.system().after("group one"))
```

I've opted to use only the system name in ambiguity reporting, which previously was only a fallback; this, obviously, is because labels aren't one-to-one with systems anymore. We could allow users to name systems to improve this; we'll then have to think about whether or not we want to allow using the name as a label (this would, effectively, introduce implicit labelling, not all implications of which are clear to me yet wrt many-to-many labels).

Dependency cycle errors are reported using the system names and only the labels that form the cycle, with each system-system "edge" in the cycle represented as one or several labels.

Slightly unrelated: `.before()` and `.after()` with a label not attached to any system no longer crashes, and logs a warning instead. This is necessary to, for example, allow plugins to specify execution order with systems of potentially missing other plugins.
2021-03-09 23:08:34 +00:00
TheRawMeatball
ea9c7d58ff Fix label macro for types with generics (#1498)
Fixes #1497

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-09 03:49:48 +00:00
TheRawMeatball
9d60563adf Query::get_unique (#1263)
Adds `get_unique` and `get_unique_mut` to extend the query api and cover a common use case. Also establishes a second impl block where non-core APIs that don't access the internal fields of queries can live.
2021-03-08 21:21:47 +00:00
Jasen Borisov
13aef05038 impl SystemParam for Option<Res<T>> / Option<ResMut<T>> (#1494)
This allows users to write systems that do not panic if a resource does not exist at runtime (such as if it has not been inserted yet).

This is a copy-paste of the impls for `Res` and `ResMut`, with an extra check to see if the resource exists.

There might be a cleaner way to do it than this check. I don't know.
2021-03-08 20:12:22 +00:00
TheRawMeatball
d9b8b3e618 Add EventWriter (#1575)
This adds a `EventWriter<T>` `SystemParam` that is just a thin wrapper around `ResMut<Events<T>>`. This is primarily to have API symmetry between the reader and writer, and has the added benefit of easily improving the API later with no breaking changes.
2021-03-07 20:42:04 +00:00
Joshua J. Bouw
2b0a48d945 feat: clone indices (#1574)
Super simple and straight forward. I need this for the tilemap because if I need to update all chunk indices, then I can calculate it once and clone it. Of course, for now I'm just returning the Vec itself then wrapping it but would be nice if I didn't have to do that.
2021-03-07 19:50:20 +00:00
François
58d687b86d fix flip of contributor bird (#1573)
Since 89217171b4, some birds in example `contributors` where not colored.

Fix is to use `flip_x` of `Sprite` instead of setting `transform.scale.x` to `-1` as described in #1407.


It may be an unintended side effect, as now we can't easily display a colored sprite while changing it's scale from `1` to `-1`, we would have to change it's scale from `1` to `0`, then flip it, then change scale from `0` to `1`.
2021-03-07 19:50:19 +00:00
Jonas Matser
a7308155ee Make TypeRegistration::get_short_name() pub (#1571)
This would allow for example `bevy_mod_debugdump` to use it, instead of custom typename shortening.
2021-03-07 19:50:18 +00:00
François
dabf419095 update archetypes if needed before running system in SingleThreadedExecutor (#1586)
fixes #1585 

I copied most of the logic from the `ParallelSystemExecutor` impl, simplifying it a little as systems can't run in parallel
2021-03-07 19:32:19 +00:00
Cameron Hart
f61e44db28 Update glam to 0.13.0. (#1550)
See https://github.com/bitshifter/glam-rs/blob/master/CHANGELOG.md for details on changes.

Co-authored-by: Cameron Hart <c_hart@wargaming.net>
2021-03-06 19:39:16 +00:00
Carter Anderson
0eba5f38b9 update hexasphere to 3.2 (#1577) 2021-03-06 19:23:04 +00:00
Alice Cecile
03e0a9f23e Docs for Bundle showing how to nest bundles (#1570)
I've also added a clearer description of what bundles are used for, and explained that you can't query for bundles (a very common beginner confusion).

Co-authored-by: MinerSebas <scherthan_sebastian@web.de>
Co-authored-by: Renato Caldas <renato@calgera.com>
2021-03-06 01:57:03 +00:00
sdfgeoff
006848311c Documented some of the Mesh properties (#1566)
I was fiddling with creating a mesh importer today, and decided to write some more docs. 

A lot of this is describing general renderer/GL stuff, so you'll probably find most of it self explanatory anyway, but perhaps it will be useful for someone.
2021-03-06 01:57:02 +00:00
sdfgeoff
64b29617d6 Added documentation on the query filters (#1553)
This documents both the non-obvious interaction with non-explicit system ordering
and adds examples for Changed and Added. This likely closes #1551
2021-03-06 01:57:01 +00:00
Renato Caldas
87399c3560 Fix staging buffer required size calculation (fixes #1056) (#1509)
Fix staging buffer required size calculation (fixes #1056)

The `required_staging_buffer_size` is currently calculated differently in two places, each will be correct in different situations:

* `prepare_staging_buffers()` based on actual `buffer_byte_len()`
* `set_required_staging_buffer_size_to_max()` based on item_size

In the case of render assets, `prepare_staging_buffers()` would only operate over changed assets. If some of the assets didn't change, their size wouldn't be taken into account for the `required_staging_buffer_size`. In some cases, this meant the buffers wouldn't be resized when they should. Now `prepare_staging_buffers()` is called over all assets, which may hit performance but at least gets the size right.

Shortly after `prepare_staging_buffers()`,  `set_required_staging_buffer_size_to_max()` would unconditionally overwrite the previously computed value, even if using `item_size` made no sense. Now it only overwrites the value if bigger.

This can be considered a short term hack, but should prevent a few hard to debug panics.
2021-03-06 01:42:57 +00:00
MinerSebas
b2d654cbf6 Use rand 0.8 again (#1567)
#1525 accidentally moved back to rand 0.7
2021-03-06 00:53:42 +00:00
Chris Janaqi
ab407aa697 ♻️ Timer refactor to duration. Add Stopwatch struct. (#1151)
This pull request is following the discussion on the issue #1127. Additionally, it integrates the change proposed by #1112.

The list of change of this pull request:

*  Add `Timer::times_finished` method that counts the number of wraps for repeating timers.
* ♻️ Refactored `Timer`
* 🐛 Fix a bug where 2 successive calls to `Timer::tick` which makes a repeating timer to finish makes `Timer::just_finished` to return `false` where it should return `true`. Minimal failing example:
```rust
use bevy::prelude::*;
let mut timer: Timer<()> = Timer::from_seconds(1.0, true);
timer.tick(1.5);
assert!(timer.finished());
assert!(timer.just_finished());
timer.tick(1.5);
assert!(timer.finished());
assert!(timer.just_finished()); // <- This fails where it should not
```
* 📚 Add extensive documentation for Timer with doc examples.
*  Add a `Stopwatch` struct similar to `Timer` with extensive doc and tests.

Even if the type specialization is not retained for bevy, the doc, bugfix and added method are worth salvaging 😅.
This is my first PR for bevy, please be kind to me ❤️ .

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-05 19:59:14 +00:00
Jakob Hellermann
4686437d7a add Or back to prelude (#1564)
The bevy ecs v2 rewrite seems to have removed the `Or` query filter from the prelude, which I assume was done on accident, since `With` and `Without` are still there.
2021-03-05 18:33:20 +00:00
Carter Anderson
3a2a68852c Bevy ECS V2 (#1525)
# Bevy ECS V2

This is a rewrite of Bevy ECS (basically everything but the new executor/schedule, which are already awesome). The overall goal was to improve the performance and versatility of Bevy ECS. Here is a quick bulleted list of changes before we dive into the details:

* Complete World rewrite
* Multiple component storage types:
    * Tables: fast cache friendly iteration, slower add/removes (previously called Archetypes)
    * Sparse Sets: fast add/remove, slower iteration
* Stateful Queries (caches query results for faster iteration. fragmented iteration is _fast_ now)
* Stateful System Params (caches expensive operations. inspired by @DJMcNab's work in #1364)
* Configurable System Params (users can set configuration when they construct their systems. once again inspired by @DJMcNab's work)
* Archetypes are now "just metadata", component storage is separate
* Archetype Graph (for faster archetype changes)
* Component Metadata
    * Configure component storage type
    * Retrieve information about component size/type/name/layout/send-ness/etc
    * Components are uniquely identified by a densely packed ComponentId
    * TypeIds are now totally optional (which should make implementing scripting easier)
* Super fast "for_each" query iterators
* Merged Resources into World. Resources are now just a special type of component
* EntityRef/EntityMut builder apis (more efficient and more ergonomic)
* Fast bitset-backed `Access<T>` replaces old hashmap-based approach everywhere
* Query conflicts are determined by component access instead of archetype component access (to avoid random failures at runtime)
    * With/Without are still taken into account for conflicts, so this should still be comfy to use
* Much simpler `IntoSystem` impl
* Significantly reduced the amount of hashing throughout the ecs in favor of Sparse Sets (indexed by densely packed ArchetypeId, ComponentId, BundleId, and TableId)
* Safety Improvements
    * Entity reservation uses a normal world reference instead of unsafe transmute
    * QuerySets no longer transmute lifetimes
    * Made traits "unsafe" where relevant
    * More thorough safety docs
* WorldCell
    * Exposes safe mutable access to multiple resources at a time in a World 
* Replaced "catch all" `System::update_archetypes(world: &World)` with `System::new_archetype(archetype: &Archetype)`
* Simpler Bundle implementation
* Replaced slow "remove_bundle_one_by_one" used as fallback for Commands::remove_bundle with fast "remove_bundle_intersection"
* Removed `Mut<T>` query impl. it is better to only support one way: `&mut T` 
* Removed with() from `Flags<T>` in favor of `Option<Flags<T>>`, which allows querying for flags to be "filtered" by default 
* Components now have is_send property (currently only resources support non-send)
* More granular module organization
* New `RemovedComponents<T>` SystemParam that replaces `query.removed::<T>()`
* `world.resource_scope()` for mutable access to resources and world at the same time
* WorldQuery and QueryFilter traits unified. FilterFetch trait added to enable "short circuit" filtering. Auto impled for cases that don't need it
* Significantly slimmed down SystemState in favor of individual SystemParam state
* System Commands changed from `commands: &mut Commands` back to `mut commands: Commands` (to allow Commands to have a World reference)

Fixes #1320

## `World` Rewrite

This is a from-scratch rewrite of `World` that fills the niche that `hecs` used to. Yes, this means Bevy ECS is no longer a "fork" of hecs. We're going out our own!

(the only shared code between the projects is the entity id allocator, which is already basically ideal)

A huge shout out to @SanderMertens (author of [flecs](https://github.com/SanderMertens/flecs)) for sharing some great ideas with me (specifically hybrid ecs storage and archetype graphs). He also helped advise on a number of implementation details.

## Component Storage (The Problem)

Two ECS storage paradigms have gained a lot of traction over the years:

* **Archetypal ECS**: 
    * Stores components in "tables" with static schemas. Each "column" stores components of a given type. Each "row" is an entity.
    * Each "archetype" has its own table. Adding/removing an entity's component changes the archetype.
    * Enables super-fast Query iteration due to its cache-friendly data layout
    * Comes at the cost of more expensive add/remove operations for an Entity's components, because all components need to be copied to the new archetype's "table"
* **Sparse Set ECS**:
    * Stores components of the same type in densely packed arrays, which are sparsely indexed by densely packed unsigned integers (Entity ids)
    * Query iteration is slower than Archetypal ECS because each entity's component could be at any position in the sparse set. This "random access" pattern isn't cache friendly. Additionally, there is an extra layer of indirection because you must first map the entity id to an index in the component array.
    * Adding/removing components is a cheap, constant time operation 

Bevy ECS V1, hecs, legion, flec, and Unity DOTS are all "archetypal ecs-es". I personally think "archetypal" storage is a good default for game engines. An entity's archetype doesn't need to change frequently in general, and it creates "fast by default" query iteration (which is a much more common operation). It is also "self optimizing". Users don't need to think about optimizing component layouts for iteration performance. It "just works" without any extra boilerplate.

Shipyard and EnTT are "sparse set ecs-es". They employ "packing" as a way to work around the "suboptimal by default" iteration performance for specific sets of components. This helps, but I didn't think this was a good choice for a general purpose engine like Bevy because:

1. "packs" conflict with each other. If bevy decides to internally pack the Transform and GlobalTransform components, users are then blocked if they want to pack some custom component with Transform.
2. users need to take manual action to optimize

Developers selecting an ECS framework are stuck with a hard choice. Select an "archetypal" framework with "fast iteration everywhere" but without the ability to cheaply add/remove components, or select a "sparse set" framework to cheaply add/remove components but with slower iteration performance.

## Hybrid Component Storage (The Solution)

In Bevy ECS V2, we get to have our cake and eat it too. It now has _both_ of the component storage types above (and more can be added later if needed):

* **Tables** (aka "archetypal" storage)
    * The default storage. If you don't configure anything, this is what you get
    * Fast iteration by default
    * Slower add/remove operations
* **Sparse Sets**
    * Opt-in
    * Slower iteration
    * Faster add/remove operations

These storage types complement each other perfectly. By default Query iteration is fast. If developers know that they want to add/remove a component at high frequencies, they can set the storage to "sparse set":

```rust
world.register_component(
    ComponentDescriptor:🆕:<MyComponent>(StorageType::SparseSet)
).unwrap();
```

## Archetypes

Archetypes are now "just metadata" ... they no longer store components directly. They do store:

* The `ComponentId`s of each of the Archetype's components (and that component's storage type)
    * Archetypes are uniquely defined by their component layouts
    * For example: entities with "table" components `[A, B, C]` _and_ "sparse set" components `[D, E]` will always be in the same archetype.
* The `TableId` associated with the archetype
    * For now each archetype has exactly one table (which can have no components),
    * There is a 1->Many relationship from Tables->Archetypes. A given table could have any number of archetype components stored in it:
        * Ex: an entity with "table storage" components `[A, B, C]` and "sparse set" components `[D, E]` will share the same `[A, B, C]` table as an entity with `[A, B, C]` table component and `[F]` sparse set components.
        * This 1->Many relationship is how we preserve fast "cache friendly" iteration performance when possible (more on this later)
* A list of entities that are in the archetype and the row id of the table they are in
* ArchetypeComponentIds
    * unique densely packed identifiers for (ArchetypeId, ComponentId) pairs
    * used by the schedule executor for cheap system access control
* "Archetype Graph Edges" (see the next section)  

## The "Archetype Graph"

Archetype changes in Bevy (and a number of other archetypal ecs-es) have historically been expensive to compute. First, you need to allocate a new vector of the entity's current component ids, add or remove components based on the operation performed, sort it (to ensure it is order-independent), then hash it to find the archetype (if it exists). And thats all before we get to the _already_ expensive full copy of all components to the new table storage.

The solution is to build a "graph" of archetypes to cache these results. @SanderMertens first exposed me to the idea (and he got it from @gjroelofs, who came up with it). They propose adding directed edges between archetypes for add/remove component operations. If `ComponentId`s are densely packed, you can use sparse sets to cheaply jump between archetypes.

Bevy takes this one step further by using add/remove `Bundle` edges instead of `Component` edges. Bevy encourages the use of `Bundles` to group add/remove operations. This is largely for "clearer game logic" reasons, but it also helps cut down on the number of archetype changes required. `Bundles` now also have densely-packed `BundleId`s. This allows us to use a _single_ edge for each bundle operation (rather than needing to traverse N edges ... one for each component). Single component operations are also bundles, so this is strictly an improvement over a "component only" graph.

As a result, an operation that used to be _heavy_ (both for allocations and compute) is now two dirt-cheap array lookups and zero allocations.

## Stateful Queries

World queries are now stateful. This allows us to:

1. Cache archetype (and table) matches
    * This resolves another issue with (naive) archetypal ECS: query performance getting worse as the number of archetypes goes up (and fragmentation occurs).
2. Cache Fetch and Filter state
    * The expensive parts of fetch/filter operations (such as hashing the TypeId to find the ComponentId) now only happen once when the Query is first constructed
3. Incrementally build up state
    * When new archetypes are added, we only process the new archetypes (no need to rebuild state for old archetypes)

As a result, the direct `World` query api now looks like this:

```rust
let mut query = world.query::<(&A, &mut B)>();
for (a, mut b) in query.iter_mut(&mut world) {
}
```

Requiring `World` to generate stateful queries (rather than letting the `QueryState` type be constructed separately) allows us to ensure that _all_ queries are properly initialized (and the relevant world state, such as ComponentIds). This enables QueryState to remove branches from its operations that check for initialization status (and also enables query.iter() to take an immutable world reference because it doesn't need to initialize anything in world).

However in systems, this is a non-breaking change. State management is done internally by the relevant SystemParam.

## Stateful SystemParams

Like Queries, `SystemParams` now also cache state. For example, `Query` system params store the "stateful query" state mentioned above. Commands store their internal `CommandQueue`. This means you can now safely use as many separate `Commands` parameters in your system as you want. `Local<T>` system params store their `T` value in their state (instead of in Resources). 

SystemParam state also enabled a significant slim-down of SystemState. It is much nicer to look at now.

Per-SystemParam state naturally insulates us from an "aliased mut" class of errors we have hit in the past (ex: using multiple `Commands` system params).

(credit goes to @DJMcNab for the initial idea and draft pr here #1364)

## Configurable SystemParams

@DJMcNab also had the great idea to make SystemParams configurable. This allows users to provide some initial configuration / values for system parameters (when possible). Most SystemParams have no config (the config type is `()`), but the `Local<T>` param now supports user-provided parameters:

```rust

fn foo(value: Local<usize>) {    
}

app.add_system(foo.system().config(|c| c.0 = Some(10)));
```

## Uber Fast "for_each" Query Iterators

Developers now have the choice to use a fast "for_each" iterator, which yields ~1.5-3x iteration speed improvements for "fragmented iteration", and minor ~1.2x iteration speed improvements for unfragmented iteration. 

```rust
fn system(query: Query<(&A, &mut B)>) {
    // you now have the option to do this for a speed boost
    query.for_each_mut(|(a, mut b)| {
    });

    // however normal iterators are still available
    for (a, mut b) in query.iter_mut() {
    }
}
```

I think in most cases we should continue to encourage "normal" iterators as they are more flexible and more "rust idiomatic". But when that extra "oomf" is needed, it makes sense to use `for_each`.

We should also consider using `for_each` for internal bevy systems to give our users a nice speed boost (but that should be a separate pr).

## Component Metadata

`World` now has a `Components` collection, which is accessible via `world.components()`. This stores mappings from `ComponentId` to `ComponentInfo`, as well as `TypeId` to `ComponentId` mappings (where relevant). `ComponentInfo` stores information about the component, such as ComponentId, TypeId, memory layout, send-ness (currently limited to resources), and storage type.

## Significantly Cheaper `Access<T>`

We used to use `TypeAccess<TypeId>` to manage read/write component/archetype-component access. This was expensive because TypeIds must be hashed and compared individually. The parallel executor got around this by "condensing" type ids into bitset-backed access types. This worked, but it had to be re-generated from the `TypeAccess<TypeId>`sources every time archetypes changed.

This pr removes TypeAccess in favor of faster bitset access everywhere. We can do this thanks to the move to densely packed `ComponentId`s and `ArchetypeComponentId`s.

## Merged Resources into World

Resources had a lot of redundant functionality with Components. They stored typed data, they had access control, they had unique ids, they were queryable via SystemParams, etc. In fact the _only_ major difference between them was that they were unique (and didn't correlate to an entity).

Separate resources also had the downside of requiring a separate set of access controls, which meant the parallel executor needed to compare more bitsets per system and manage more state.

I initially got the "separate resources" idea from `legion`. I think that design was motivated by the fact that it made the direct world query/resource lifetime interactions more manageable. It certainly made our lives easier when using Resources alongside hecs/bevy_ecs. However we already have a construct for safely and ergonomically managing in-world lifetimes: systems (which use `Access<T>` internally).

This pr merges Resources into World:

```rust
world.insert_resource(1);
world.insert_resource(2.0);
let a = world.get_resource::<i32>().unwrap();
let mut b = world.get_resource_mut::<f64>().unwrap();
*b = 3.0;
```

Resources are now just a special kind of component. They have their own ComponentIds (and their own resource TypeId->ComponentId scope, so they don't conflict wit components of the same type). They are stored in a special "resource archetype", which stores components inside the archetype using a new `unique_components` sparse set (note that this sparse set could later be used to implement Tags). This allows us to keep the code size small by reusing existing datastructures (namely Column, Archetype, ComponentFlags, and ComponentInfo). This allows us the executor to use a single `Access<ArchetypeComponentId>` per system. It should also make scripting language integration easier.

_But_ this merge did create problems for people directly interacting with `World`. What if you need mutable access to multiple resources at the same time? `world.get_resource_mut()` borrows World mutably!

## WorldCell

WorldCell applies the `Access<ArchetypeComponentId>` concept to direct world access:

```rust
let world_cell = world.cell();
let a = world_cell.get_resource_mut::<i32>().unwrap();
let b = world_cell.get_resource_mut::<f64>().unwrap();
```

This adds cheap runtime checks (a sparse set lookup of `ArchetypeComponentId` and a counter) to ensure that world accesses do not conflict with each other. Each operation returns a `WorldBorrow<'w, T>` or `WorldBorrowMut<'w, T>` wrapper type, which will release the relevant ArchetypeComponentId resources when dropped.

World caches the access sparse set (and only one cell can exist at a time), so `world.cell()` is a cheap operation. 

WorldCell does _not_ use atomic operations. It is non-send, does a mutable borrow of world to prevent other accesses, and uses a simple `Rc<RefCell<ArchetypeComponentAccess>>` wrapper in each WorldBorrow pointer. 

The api is currently limited to resource access, but it can and should be extended to queries / entity component access.

## Resource Scopes

WorldCell does not yet support component queries, and even when it does there are sometimes legitimate reasons to want a mutable world ref _and_ a mutable resource ref (ex: bevy_render and bevy_scene both need this). In these cases we could always drop down to the unsafe `world.get_resource_unchecked_mut()`, but that is not ideal!

Instead developers can use a "resource scope"

```rust
world.resource_scope(|world: &mut World, a: &mut A| {
})
```

This temporarily removes the `A` resource from `World`, provides mutable pointers to both, and re-adds A to World when finished. Thanks to the move to ComponentIds/sparse sets, this is a cheap operation.

If multiple resources are required, scopes can be nested. We could also consider adding a "resource tuple" to the api if this pattern becomes common and the boilerplate gets nasty.

## Query Conflicts Use ComponentId Instead of ArchetypeComponentId

For safety reasons, systems cannot contain queries that conflict with each other without wrapping them in a QuerySet. On bevy `main`, we use ArchetypeComponentIds to determine conflicts. This is nice because it can take into account filters:

```rust
// these queries will never conflict due to their filters
fn filter_system(a: Query<&mut A, With<B>>, b: Query<&mut B, Without<B>>) {
}
```

But it also has a significant downside:
```rust
// these queries will not conflict _until_ an entity with A, B, and C is spawned
fn maybe_conflicts_system(a: Query<(&mut A, &C)>, b: Query<(&mut A, &B)>) {
}
```

The system above will panic at runtime if an entity with A, B, and C is spawned. This makes it hard to trust that your game logic will run without crashing.

In this pr, I switched to using `ComponentId` instead. This _is_ more constraining. `maybe_conflicts_system` will now always fail, but it will do it consistently at startup. Naively, it would also _disallow_ `filter_system`, which would be a significant downgrade in usability. Bevy has a number of internal systems that rely on disjoint queries and I expect it to be a common pattern in userspace.

To resolve this, I added a new `FilteredAccess<T>` type, which wraps `Access<T>` and adds with/without filters. If two `FilteredAccess` have with/without values that prove they are disjoint, they will no longer conflict.

## EntityRef / EntityMut

World entity operations on `main` require that the user passes in an `entity` id to each operation:

```rust
let entity = world.spawn((A, )); // create a new entity with A
world.get::<A>(entity);
world.insert(entity, (B, C));
world.insert_one(entity, D);
```

This means that each operation needs to look up the entity location / verify its validity. The initial spawn operation also requires a Bundle as input. This can be awkward when no components are required (or one component is required).

These operations have been replaced by `EntityRef` and `EntityMut`, which are "builder-style" wrappers around world that provide read and read/write operations on a single, pre-validated entity:

```rust
// spawn now takes no inputs and returns an EntityMut
let entity = world.spawn()
    .insert(A) // insert a single component into the entity
    .insert_bundle((B, C)) // insert a bundle of components into the entity
    .id() // id returns the Entity id

// Returns EntityMut (or panics if the entity does not exist)
world.entity_mut(entity)
    .insert(D)
    .insert_bundle(SomeBundle::default());
{
    // returns EntityRef (or panics if the entity does not exist)
    let d = world.entity(entity)
        .get::<D>() // gets the D component
        .unwrap();
    // world.get still exists for ergonomics
    let d = world.get::<D>(entity).unwrap();
}

// These variants return Options if you want to check existence instead of panicing 
world.get_entity_mut(entity)
    .unwrap()
    .insert(E);

if let Some(entity_ref) = world.get_entity(entity) {
    let d = entity_ref.get::<D>().unwrap();
}
```

This _does not_ affect the current Commands api or terminology. I think that should be a separate conversation as that is a much larger breaking change.

## Safety Improvements

* Entity reservation in Commands uses a normal world borrow instead of an unsafe transmute
* QuerySets no longer transmutes lifetimes
* Made traits "unsafe" when implementing a trait incorrectly could cause unsafety
* More thorough safety docs

## RemovedComponents SystemParam

The old approach to querying removed components: `query.removed:<T>()` was confusing because it had no connection to the query itself. I replaced it with the following, which is both clearer and allows us to cache the ComponentId mapping in the SystemParamState:

```rust
fn system(removed: RemovedComponents<T>) {
    for entity in removed.iter() {
    }
} 
```

## Simpler Bundle implementation

Bundles are no longer responsible for sorting (or deduping) TypeInfo. They are just a simple ordered list of component types / data. This makes the implementation smaller and opens the door to an easy "nested bundle" implementation in the future (which i might even add in this pr). Duplicate detection is now done once per bundle type by World the first time a bundle is used.

## Unified WorldQuery and QueryFilter types

(don't worry they are still separate type _parameters_ in Queries .. this is a non-breaking change)

WorldQuery and QueryFilter were already basically identical apis. With the addition of `FetchState` and more storage-specific fetch methods, the overlap was even clearer (and the redundancy more painful).

QueryFilters are now just `F: WorldQuery where F::Fetch: FilterFetch`. FilterFetch requires `Fetch<Item = bool>` and adds new "short circuit" variants of fetch methods. This enables a filter tuple like `(With<A>, Without<B>, Changed<C>)` to stop evaluating the filter after the first mismatch is encountered. FilterFetch is automatically implemented for `Fetch` implementations that return bool.

This forces fetch implementations that return things like `(bool, bool, bool)` (such as the filter above) to manually implement FilterFetch and decide whether or not to short-circuit.

## More Granular Modules

World no longer globs all of the internal modules together. It now exports `core`, `system`, and `schedule` separately. I'm also considering exporting `core` submodules directly as that is still pretty "glob-ey" and unorganized (feedback welcome here).

## Remaining Draft Work (to be done in this pr)

* ~~panic on conflicting WorldQuery fetches (&A, &mut A)~~
    * ~~bevy `main` and hecs both currently allow this, but we should protect against it if possible~~
* ~~batch_iter / par_iter (currently stubbed out)~~
* ~~ChangedRes~~
    * ~~I skipped this while we sort out #1313. This pr should be adapted to account for whatever we land on there~~.
* ~~The `Archetypes` and `Tables` collections use hashes of sorted lists of component ids to uniquely identify each archetype/table. This hash is then used as the key in a HashMap to look up the relevant ArchetypeId or TableId. (which doesn't handle hash collisions properly)~~
* ~~It is currently unsafe to generate a Query from "World A", then use it on "World B" (despite the api claiming it is safe). We should probably close this gap. This could be done by adding a randomly generated WorldId to each world, then storing that id in each Query. They could then be compared to each other on each `query.do_thing(&world)` operation. This _does_ add an extra branch to each query operation, so I'm open to other suggestions if people have them.~~
* ~~Nested Bundles (if i find time)~~

## Potential Future Work

* Expand WorldCell to support queries.
* Consider not allocating in the empty archetype on `world.spawn()`
    * ex: return something like EntityMutUninit, which turns into EntityMut after an `insert` or `insert_bundle` op
    * this actually regressed performance last time i tried it, but in theory it should be faster
* Optimize SparseSet::insert (see `PERF` comment on insert)
* Replace SparseArray `Option<T>` with T::MAX to cut down on branching
    * would enable cheaper get_unchecked() operations
* upstream fixedbitset optimizations
    * fixedbitset could be allocation free for small block counts (store blocks in a SmallVec)
    * fixedbitset could have a const constructor 
* Consider implementing Tags (archetype-specific by-value data that affects archetype identity) 
    * ex: ArchetypeA could have `[A, B, C]` table components and `[D(1)]` "tag" component. ArchetypeB could have `[A, B, C]` table components and a `[D(2)]` tag component. The archetypes are different, despite both having D tags because the value inside D is different.
    * this could potentially build on top of the `archetype.unique_components` added in this pr for resource storage.
* Consider reverting `all_tuples` proc macro in favor of the old `macro_rules` implementation
    * all_tuples is more flexible and produces cleaner documentation (the macro_rules version produces weird type parameter orders due to parser constraints)
    * but unfortunately all_tuples also appears to make Rust Analyzer sad/slow when working inside of `bevy_ecs` (does not affect user code)
* Consider "resource queries" and/or "mixed resource and entity component queries" as an alternative to WorldCell
    * this is basically just "systems" so maybe it's not worth it
* Add more world ops
    * `world.clear()`
    * `world.reserve<T: Bundle>(count: usize)`
 * Try using the old archetype allocation strategy (allocate new memory on resize and copy everything over). I expect this to improve batch insertion performance at the cost of unbatched performance. But thats just a guess. I'm not an allocation perf pro :)
 * Adapt Commands apis for consistency with new World apis 

## Benchmarks

key:

* `bevy_old`: bevy `main` branch
* `bevy`: this branch
* `_foreach`: uses an optimized for_each iterator
* ` _sparse`: uses sparse set storage (if unspecified assume table storage)
* `_system`: runs inside a system (if unspecified assume test happens via direct world ops)

### Simple Insert (from ecs_bench_suite)

![image](https://user-images.githubusercontent.com/2694663/109245573-9c3ce100-7795-11eb-9003-bfd41cd5c51f.png)

### Simpler Iter (from ecs_bench_suite)

![image](https://user-images.githubusercontent.com/2694663/109245795-ffc70e80-7795-11eb-92fb-3ffad09aabf7.png)

### Fragment Iter (from ecs_bench_suite)

![image](https://user-images.githubusercontent.com/2694663/109245849-0fdeee00-7796-11eb-8d25-eb6b7a682c48.png)

### Sparse Fragmented Iter

Iterate a query that matches 5 entities from a single matching archetype, but there are 100 unmatching archetypes

![image](https://user-images.githubusercontent.com/2694663/109245916-2b49f900-7796-11eb-9a8f-ed89c203f940.png)
 
### Schedule (from ecs_bench_suite)

![image](https://user-images.githubusercontent.com/2694663/109246428-1fab0200-7797-11eb-8841-1b2161e90fa4.png)

### Add Remove Component (from ecs_bench_suite)

![image](https://user-images.githubusercontent.com/2694663/109246492-39e4e000-7797-11eb-8985-2706bd0495ab.png)


### Add Remove Component Big

Same as the test above, but each entity has 5 "large" matrix components and 1 "large" matrix component is added and removed

![image](https://user-images.githubusercontent.com/2694663/109246517-449f7500-7797-11eb-835e-28b6790daeaa.png)


### Get Component

Looks up a single component value a large number of times

![image](https://user-images.githubusercontent.com/2694663/109246129-87ad1880-7796-11eb-9fcb-c38012aa7c70.png)
2021-03-05 07:54:35 +00:00
Zhixing Zhang
d9fb61d474 Wireframe Rendering Pipeline (#562)
This PR implements wireframe rendering.

Usage:

This is now ready as soon as #1401 gets merged.


Usage:

```rust
    app
        .insert_resource(WgpuOptions {
            name: Some("3d_scene"),
            features: WgpuFeatures::NON_FILL_POLYGON_MODE,
            ..Default::default()
        }) // To enable the NON_FILL_POLYGON_MODE feature
        .add_plugin(WireframePlugin)
        .run();

```

Now we just need to add the Wireframe component on an entity, and it'll draw. its wireframe.


We can also enable wireframe drawing globally by setting the global property in the `WireframeConfig` resource to `true`.



Co-authored-by: Zhixing Zhang <me@neoto.xin>
2021-03-04 01:23:24 +00:00
Alexander Sepity
4f1a65113d Fixed commands for coerced exclusive systems (#1531)
Fixes #1530.
2021-03-03 23:36:01 +00:00
François
1fcafc4210 Glb textures should use bevy_render to load images (#1454)
Fixes #1396 

<img width="1392" alt="Screenshot 2021-02-16 at 02 24 01" src="https://user-images.githubusercontent.com/8672791/108011774-1b991a80-7008-11eb-979e-6ebfc51fba3c.png">

Issue was that, when loading an image directly from its bytes in the binary glb file, it didn't follow the same flow as when loaded as a texture file. This PR removes the dependency to `image` from `bevy_gltf`, and load the image using `bevy_render` in all cases. I also added support for more mime types while there.

<img width="1392" alt="Screenshot 2021-02-16 at 02 44 56" src="https://user-images.githubusercontent.com/8672791/108011915-674bc400-7008-11eb-83d4-ded96a38919b.png">
2021-03-03 21:36:16 +00:00
Zhixing Zhang
6e14ed23bc Enable wgpu device limits (#1544)
Follow up on #547 and #1401 

Co-authored-by: Zhixing Zhang <me@neoto.xin>
2021-03-03 21:20:46 +00:00
François
6a0968b2ea convert grayscale images to rgb (#1524)
Fixes #1518 

Issue was that images loaded as [`ImageLumaA8`](https://docs.rs/image/0.23.13/image/enum.DynamicImage.html#variant.ImageLumaA8) (grayscale with alpha channel) from `image` were considered as [`Rg8Unorm`](https://docs.rs/wgpu/0.7.0/wgpu/enum.TextureFormat.html#variant.Rg8Unorm) (red green channels) from `wgpu`.
Same for `ImageLuma8` (grayscale) that was converted to `R8Unorm` (only red channel).

As `wgpu` doesn't seem to have grayscale texture formats, I converted the grayscale textures to rgba.
2021-03-03 21:20:45 +00:00
dependabot[bot]
319e75c7aa Update tracing-wasm requirement from 0.1 to 0.2 (#1539)
Updates the requirements on [tracing-wasm](https://github.com/storyscript/tracing-wasm) to permit the latest version.
<details>
<summary>Commits</summary>
<ul>
<li><a href="09a0d75c45"><code>09a0d75</code></a> Disable default features for dependencies and release 0.2.0</li>
<li><a href="bbeca396ed"><code>bbeca39</code></a> Merge pull request <a href="https://github-redirect.dependabot.com/storyscript/tracing-wasm/issues/12">#12</a> from storyscript/readme-clarification</li>
<li><a href="e35b182232"><code>e35b182</code></a> add clarifying note to README.</li>
<li><a href="259e118e7f"><code>259e118</code></a> rustfmt</li>
<li><a href="f2099cfe5e"><code>f2099cf</code></a> Apply clippy suggestions</li>
<li><a href="fde480fa11"><code>fde480f</code></a> Merge pull request <a href="https://github-redirect.dependabot.com/storyscript/tracing-wasm/issues/6">#6</a> from storyscript/config-builder</li>
<li><a href="ad9d4b1903"><code>ad9d4b1</code></a> Merge pull request <a href="https://github-redirect.dependabot.com/storyscript/tracing-wasm/issues/7">#7</a> from storyscript/feat/default-level</li>
<li><a href="64fedbd267"><code>64fedbd</code></a> chore(config): change level to max_level</li>
<li><a href="7cb160a7a9"><code>7cb160a</code></a> feat(level): add default level in config from the builder</li>
<li><a href="a9e7f2a4b8"><code>a9e7f2a</code></a> WIP: Builder pattern for WASMLayerConfig</li>
<li>Additional commits viewable in <a href="https://github.com/storyscript/tracing-wasm/compare/0.1.0...v0.2.0">compare view</a></li>
</ul>
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2021-03-03 21:01:41 +00:00
verzuz
b8961a957e enable wgpu device features (#547)
Should wait for https://github.com/bevyengine/bevy/pull/542 and new wgpu_rs release.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-03 20:07:26 +00:00
Zicklag
89217171b4 Add Sprite Flipping (#1407)
OK, here's my attempt at sprite flipping. There are a couple of points that I need review/help on, but I think the UX is about ideal:

```rust
        .spawn(SpriteBundle {
            material: materials.add(texture_handle.into()),
            sprite: Sprite {
                // Flip the sprite along the x axis
                flip: SpriteFlip { x: true, y: false },
                ..Default::default()
            },
            ..Default::default()
        });
```

Now for the issues. The big issue is that for some reason, when flipping the UVs on the sprite, there is a light "bleeding" or whatever you call it where the UV tries to sample past the texture boundry and ends up clipping. This is only noticed when resizing the window, though. You can see a screenshot below.

![image](https://user-images.githubusercontent.com/25393315/107098172-397aaa00-67d4-11eb-8e02-c90c820cd70e.png)

I am quite baffled why the texture sampling is overrunning like it is and could use some guidance if anybody knows what might be wrong.

The other issue, which I just worked around, is that I had to remove the `#[render_resources(from_self)]` annotation from the Spritesheet because the `SpriteFlip` render resource wasn't being picked up properly in the shader when using it. I'm not sure what the cause of that was, but by removing the annotation and re-organizing the shader inputs accordingly the problem was fixed.

I'm not sure if this is the most efficient way to do this or if there is a better way, but I wanted to try it out if only for the learning experience. Let me know what you think!
2021-03-03 19:26:45 +00:00
Daniel McNab
e61d7920e3 Add suffixes to diagnostics and other cleanup (#1505)
Also a few related clean ups to diagnostics
Old look (from the log_diagnostics_example):
<details>
<summary>Old look hidden to avoid clutter </summary>

![image](https://user-images.githubusercontent.com/36049421/108776774-bc349080-755a-11eb-8569-d4832abf6bc3.png)

</details>
New look: 

![image](https://user-images.githubusercontent.com/36049421/108776587-82638a00-755a-11eb-96eb-539026d59bcb.png)

In particular, notice that the width of the diagnostics has been significantly reduced - within vscode the value no longer wraps on my 1920 width monitor. The value is still 105 columns wide, so there is room for improvement however.
2021-03-03 03:43:15 +00:00
Carter Anderson
74cb13aa70 update libloading (#1543)
Alternative to #1418
2021-03-03 03:11:12 +00:00
Wouter Buckens
000dd4c1c2 Add docs & example for SystemParam (#1435)
It took me a little while to figure out how to use the `SystemParam` derive macro to easily create my own params. So I figured I'd add some docs and an example with what I learned.

- Fixed a bug in the `SystemParam` derive macro where it didn't detect the correct crate name when used in an example (no longer relevant, replaced by #1426 - see further)
- Added some doc comments and a short example code block in the docs for the `SystemParam` trait
- Added a more complete example with explanatory comments in examples
2021-03-03 03:11:11 +00:00
Archina
b8a0ab01ba add to lower case to make asset loading case insensitive (#1427)
This should fix bug #1425
2021-03-03 03:11:10 +00:00
Digital Seven
8dcba7f4a1 Add Window Resize Constraints (#1409)
You should be able to set the minimum and maximum desired resolution of a system window.
This also fixes a bug on Windows operating system: When you try to resize to 0 on the height it crashes.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-03 02:56:50 +00:00
TheRawMeatball
87ada5b589 Get rid of ChangedRes (#1313)
This replaces `ChangedRes` with simple associated methods that return the same info, but don't block execution. Also, since ChangedRes was infectious and was the only reason `FetchSystemParam::get_params` and `System::run_unsafe` returned `Option`s, their implementation could be simplified after this PR is merged, or as part of it with a future commit.
2021-03-03 01:59:40 +00:00
Carter Anderson
e035ce1f2a remove dev-dependencies from bevy_ecs (#1542)
These are no longer used, increase build times, and currently break builds due to a broken criterion dependency on nightly.
2021-03-03 01:39:02 +00:00
Jakob Hellermann
bc4fe9b186 keep track of type name in NodeState (#1444)
Adds the original type_name to `NodeState`, enabling plugins like [this](https://github.com/jakobhellermann/bevy_mod_debugdump).
This does increase the `NodeState` type by 16 bytes, but it is already 176 so it's not that big of an increase.
2021-02-22 09:15:29 +00:00
Jakob Hellermann
a1ec684131 fix bevy_ecs macro path handling (#1426)
- It now doesn't search in the dev-dependencies anymore
- and the behaviour is consistent for derive_bundle and derive_system_param
2021-02-22 09:15:27 +00:00
Jonas Matser
72f2a7b581 Add getter for RenderGraph Node uuid (#1499)
`RenderGraph` errors only give the `Uuid` of the node. So for my graphviz dot based visualization of the `RenderGraph` I really wanted to show it to the user. I think it makes sense to have it accessible for at least debugging purposes.
2021-02-22 08:59:14 +00:00
Nathan Stocks
13b602ee3f Xtask CI (#1387)
This PR is easiest to review commit by commit.

Followup on https://github.com/bevyengine/bevy/pull/1309#issuecomment-767310084

- [x] Switch from a bash script to an xtask rust workspace member.
  - Results in ~30s longer CI due to compilation of the xtask itself
  - Enables Bevy contributors on any platform to run `cargo ci` to run linting -- if the default available Rust is the same version as on CI, then the command should give an identical result.
- [x] Use the xtask from official CI so there's only one place to update.
- [x] Bonus: Run clippy on the _entire_ workspace (existing CI setup was missing the `--workspace` flag
  - [x] Clean up newly-exposed clippy errors 

~#1388 builds on this to clean up newly discovered clippy errors -- I thought it might be nicer as a separate PR.~  Nope, merged it into this one so CI would pass.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-02-22 08:42:19 +00:00
MinerSebas
c9f19d8663 Cleanup of Markdown Files and add CI Checking (#1463)
I have run the VSCode Extension [markdownlint](https://marketplace.visualstudio.com/items?itemName=DavidAnson.vscode-markdownlint) on all Markdown Files in the Repo.
The provided Rules are documented here: https://github.com/DavidAnson/markdownlint/blob/v0.23.1/doc/Rules.md

Rules I didn't follow/fix:
* MD024/no-duplicate-heading
  * Changelog: Here Heading will always repeat.
  * Examples Readme: Platform-specific documentation should be symmetrical.
* MD025/single-title
* MD026/no-trailing-punctuation
  * Caused by the ! in "Hello, World!".
* MD033/no-inline-html
  * The plugins_guidlines file does need HTML, so the shown badges aren't downscaled too much.
* ~~MD036/no-emphasis-as-heading:~~
  * ~~This Warning only Appears in the Github Issue Templates and can be ignored.~~
* ~~MD041/first-line-heading~~
  * ~~Only appears in the Readme for the AlienCake example Assets, which is unimportant.~~

---

I also sorted the Examples in the Readme and Cargo.toml in this order/Priority:
* Topic/Folder
* Introductionary Examples
* Alphabetical Order

The explanation for each case, where it isn't Alphabetical :
* Diagnostics
  * log_diagnostics: The usage of inbuild Diagnostics is more important than creating your own.
* ECS (Entity Component System)
  * ecs_guide: The guide should be read, before diving into other Features.
* Reflection
  * reflection: Basic Explanation should be read, before more advanced Topics.
* WASM Examples
  * hello_wasm: It's "Hello, World!".
2021-02-22 04:50:05 +00:00
Jakob Hellermann
e5b0c65c86 rename bevy_ui::node module so that bevy_ui::render::node isn't shadowed (#1464)
Previously the `mod node` shadowed the `pub use render::node`, and `CAMERA_UI`, `NODE` and `UI_PASS` constants couldn't be used.
2021-02-22 04:33:33 +00:00
Alexander Krivács Schrøder
e76d6566d7 Add backend feature metadata to make bevy_winit build on docs.rs again (#1430)
The `bevy_winit` crate hasn't been able to build on docs.rs [since 0.2.1](https://docs.rs/crate/bevy_winit/0.4.0). This PR restores the ability of docs.rs to build `bevy_winit` again.

(The choice of backend is essentially arbitrary, but choosing one *is required* for the crate to build)
2021-02-22 04:15:50 +00:00
maxwellodri
ba2226a487 Added Hash and Deserialize/Serialize traits to ElementState (#1447)
This adds traits that are already implemented for KeyCodes/Mouse Button etc.
2021-02-22 03:59:37 +00:00
Jakob Hellermann
cd688d7a41 fix rustdoc warnings (#1437)
Every warning is fixed except for 
b39df9a8d2/crates/bevy_render/src/texture/texture_descriptor.rs (L61)
because I didn't know what the required feature is.
I opened https://github.com/gfx-rs/wgpu/issues/1213 for that.
2021-02-22 03:59:35 +00:00
Alec Deason
97a78c3698 Make vertex buffers optional (#1485)
For some cases, like driving a full screen fragment shader, it is sometimes convenient to not have to create and upload a mesh because the necessary vertices are simple to synthesize in the vertex shader. Bevy's existing pipeline compiler assumes that there will always be a vertex buffer. This PR changes that such that vertex buffer descriptor is only added to the pipeline layout if there are vertex attributes in the shader.
2021-02-22 03:43:27 +00:00
Niklas Eicker
2e3af84590 Add remove resource to commands (#1478)
resolves #1468 

Co-authored-by: Niklas Eicker <git@nikl.me>
2021-02-22 03:43:26 +00:00
Jakob Hellermann
f73c6d18ef better error message on failed derive (#1491)
Before, when deriving `SystemLabel` for a type without `Clone`, the error message was:
```
the trait `SystemLabel` is not implemented for `&TransformSystem`
```
Now it is
```
the trait `Clone` is not implemented for `TransformSystem`
```
which directly shows what's needed to fix the problem.
2021-02-22 03:23:57 +00:00
Renato Caldas
3319195f90 Implement Reflect for integer glam vectors. (#1455)
This is a very simple change that allows the (reflected) use of integer glam vectors (UVec2 for instance) in components.
2021-02-19 22:25:07 +00:00
Yoh Deadfall
578a5b1b88 Moved benchmarks to a single place (#1477)
Closes #1472.
2021-02-19 22:11:00 +00:00
TheRawMeatball
fa73036f9d
Extend AppBuilder api with add_system_set and similar methods (#1453)
Extend AppBuilder api with `add_system_set` and similar methods
2021-02-19 11:36:34 -08:00
Niklas Eicker
884dc46ffe
Replace right/up/forward and counter parts with local_x/local_y and local_z (#1476) 2021-02-19 10:51:26 -08:00
Alexander Sepity
c2a427f1a3
Non-string labels (#1423 continued) (#1473)
Non-string labels
2021-02-18 13:20:37 -08:00
Alexander Sepity
82d0e84a5c
Explicit execution order ambiguities API (#1469)
Explicit execution order ambiguities API.
2021-02-18 11:30:13 -08:00
François
a5d2501b75
add labels and ordering for transform and parent systems in POST_UPDATE stage (#1456) 2021-02-16 18:00:12 -08:00
Alice Cecile
a895256925
Better documentation for explicit dependencies (#1428)
* More in-depth ambiguity checker docs
* Updated ecs_guide example with explicit dependencies
2021-02-16 11:18:08 -08:00
Alexander Sepity
d021a3c374
Relaxed bounds on NonSend. (#1448) 2021-02-14 16:20:16 -08:00
Hans W. Uhlig
f8292ccf7e
Simple Implementation to address #1327 by adding a focused field to the window and related system (#1386)
* Simple Implementation to address #1327 by adding a focused field to the window and related system

* Changing Window update function from bevy_window to bevy_winit.

* Removing unused imports.
2021-02-12 21:32:32 -08:00
Wouter Buckens
b39df9a8d2
Fix missing paths in ECS SystemParam derive macro (#1434) 2021-02-11 15:59:11 -08:00
Daniel McNab
3a32a21fe9
Fix clippy stuff (#1433)
* Fix clippy stuff

* Add comments explaining inconsistency

Also explains that the code is unused
2021-02-11 14:09:01 -08:00
Alexander Sepity
d5a7330431
System sets and parallel executor v2 (#1144)
System sets and parallel executor v2
2021-02-09 12:14:10 -08:00
Carter Anderson
b71ada0346
revert default vsync mode to Fifo (#1416)
the mailbox option doesn't do framelimiting on some devices. we need to rely on vsync for framelimiting until bevy supports framelimiting internally. #1343
2021-02-08 18:13:37 -08:00
MinerSebas
3475a64a2c
More Doctest changes (#1405)
* Add system() to DocTests

* Hide use statements
2021-02-05 17:44:34 -08:00
szunami
c87d4c110f
Update example system in documentation (#1403)
The existing snippet fails to compile with:

```
no method named `system` found for fn item `fn(bevy::prelude::Commands) {example_system}` in the current scope
```
2021-02-05 12:57:47 -08:00
Rob Parrett
110ff77db9
Fix regression causing "flipped" sprites to be invisible (#1399)
Regressed in 81809c71ce
2021-02-04 20:17:11 -08:00
davier
5b115397ba
Fix Reflect serialization of tuple structs (#1366)
* Fix  DynamicTupleStruct::type_name()

* Fix type_name() for DynamicList, DynamicMap  and DynamicTuple
2021-02-02 13:57:26 -08:00
Jakob Hellermann
4796ea8d22
move texture_to_image and image_to_texture into new module (#1381)
The `Texture::convert` function previously was only compiled when
one of the image format features (`png`, `jpeg` etc.) were enabled.
The `bevy_sprite` crate needs this function though, which led
to compilation errors when using `cargo check --no-default-features
--features render`.

Now the `convert` function has no features and the `texture_to_image`
and `image_to_texture` utilites functions are in an unconditionally
compiled module.
2021-02-02 13:25:16 -08:00
dependabot[bot]
1ca8ce4a79
Update crossbeam-utils requirement from 0.7.2 to 0.8.1 (#959)
Updates the requirements on [crossbeam-utils](https://github.com/crossbeam-rs/crossbeam) to permit the latest version.
- [Release notes](https://github.com/crossbeam-rs/crossbeam/releases)
- [Changelog](https://github.com/crossbeam-rs/crossbeam/blob/master/CHANGELOG.md)
- [Commits](https://github.com/crossbeam-rs/crossbeam/compare/crossbeam-0.7.2...crossbeam-utils-0.8.1)

Signed-off-by: dependabot[bot] <support@github.com>

Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-02-01 13:51:44 -08:00
dependabot[bot]
05b8b5c8c2
Update crossbeam-channel requirement from 0.4.4 to 0.5.0 (#668)
Updates the requirements on [crossbeam-channel](https://github.com/crossbeam-rs/crossbeam) to permit the latest version.
- [Release notes](https://github.com/crossbeam-rs/crossbeam/releases)
- [Changelog](https://github.com/crossbeam-rs/crossbeam/blob/master/CHANGELOG.md)
- [Commits](https://github.com/crossbeam-rs/crossbeam/compare/crossbeam-channel-0.4.4...crossbeam-channel-0.5.0)

Signed-off-by: dependabot[bot] <support@github.com>

Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2021-02-01 13:30:38 -08:00
dependabot[bot]
89df94e690
Update ahash requirement from 0.6.1 to 0.7.0 (#1370)
Updates the requirements on [ahash](https://github.com/tkaitchuck/ahash) to permit the latest version.
- [Release notes](https://github.com/tkaitchuck/ahash/releases)
- [Commits](https://github.com/tkaitchuck/ahash/commits)

Signed-off-by: dependabot[bot] <support@github.com>

Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2021-02-01 13:29:54 -08:00
François
6b8f8a7ed0
Texture atlas format and conversion (#1365)
* can specify texture format for a texture atlas
* add automatic conversion
2021-02-01 11:30:11 -08:00
Zhixing Zhang
81809c71ce
Update to wgpu-rs 0.7 (#542)
Update to wgpu-rs 0.7
2021-01-31 20:06:42 -08:00
Will Crichton
e6e23fdfa9
Add support for gltf::Material::unlit (#1341)
* Add support for gltf::Material::unlit
2021-01-31 17:13:16 -08:00
davier
1d3dfd3938
Fix Interaction not resetting to None sometimes (#1315)
* Fix Interaction getting stuck when pressing and releasing mouse button in one frame

* Fix Interaction not resetting in some cases with FocusPolicy::Pass
2021-01-31 17:03:25 -08:00
Nathan Stocks
0867dc76a3
Use Cow<'static, str> in Name (#1308)
* Implement Name { name } as Cow<'static, str>
* Attempt impl Reflect for Cow<'static, str.>
2021-01-31 16:35:23 -08:00
Jasen Borisov
7d065eeb71
3D OrthographicProjection improvements + new example (#1361)
* use `length_squared` for visible entities

* ortho projection 2d/3d different depth calculation

* use ScalingMode::FixedVertical for 3d ortho

* new example: 3d orthographic
2021-01-31 16:22:06 -08:00
François
83e30a841a
bind the labeled asset type to the actual loaded asset (#1363)
bind the labeled asset type to the actual loaded asset
2021-01-31 13:54:15 -08:00
Zicklag
bff44f76ec
Fix Un-Renamed add_resource Compile Error (#1357) 2021-01-30 13:32:46 -08:00
Alice Cecile
6f5a4d9deb
Rename add_resource to insert_resource (#1356)
* Renamed add_resource to insert_resource

* Changed usage of add_resource to insert_resource

* Renamed add_thread_local_resource
2021-01-30 12:55:13 -08:00
Daniel McNab
b922a3ec60
Update init_resource to not overwrite (#1349)
Update init_resource to not overwrite
2021-01-30 12:48:11 -08:00
Renato Caldas
8e0e4223e5
Improve clarity of WindowTextureNode and WindowSwapchainNode error messages (#1355)
Improve clarity of WindowTextureNode and WindowSwapchainNode error messages
2021-01-30 12:47:27 -08:00
Telzhaak
61c9a40fde
[Bugfix] add_stage now checks Stage existence (#1346)
add_stage now checks stage existence
2021-01-30 12:10:14 -08:00
Jasen Borisov
57f9ac18d7
OrthographicProjection scaling mode + camera bundle refactoring (#400)
* add normalized orthographic projection

* custom scale for ScaledOrthographicProjection

* allow choosing base axis for ScaledOrthographicProjection

* cargo fmt

* add general (scaled) orthographic camera bundle

FIXME: does the same "far" trick from Camera2DBundle make any sense here?

* fixes

* camera bundles: rename and new ortho constructors

* unify orthographic projections

* give PerspectiveCameraBundle constructors like those of OrthographicCameraBundle

* update examples with new camera bundle syntax

* rename CameraUiBundle to UiCameraBundle

* update examples

* ScalingMode::None

* remove extra blank lines

* sane default bounds for orthographic projection

* fix alien_cake_addict example

* reorder ScalingMode enum variants

* ios example fix
2021-01-30 02:31:03 -08:00
Zicklag
af67231567
Fix Bug in Asset Server Error Message Formatter (#1340) 2021-01-29 13:26:21 -08:00
Zicklag
cc9ed52ea7
Update Scene Example to Use scn.ron File (#1339) 2021-01-28 14:14:50 -08:00
Jakob Hellermann
f3306e5490
implement Debug for Flags regardless of underlying type (#1323) 2021-01-26 11:58:46 -08:00
davier
528c2858e0
Expose more info in PositionedGlyph (#1319) 2021-01-26 11:53:55 -08:00
Zicklag
b6485ccf29
Process Asset File Extensions With Multiple Dots (#1277)
Process Asset File Extensions With Multiple Dots
Fixes #1276
2021-01-25 12:37:23 -08:00
davier
5edf2d2395
Prevent ImageBundles from causing constant layout recalculations (#1299)
Prevent ImageBundles from causing constant layout recalculations
2021-01-24 21:00:20 -08:00
Toniman20
32acbfb632
Added set_minimized and set_position to Window (#1292)
Added `set_minimized` and `set_position` to `Window`
2021-01-24 20:06:06 -08:00
RedlineTriad
7e368e0b78
Add more transform relative vectors (#1300)
* Add more transform relative vectors (#1298)

* Add inverse of relative directions (#1298)
2021-01-24 20:05:30 -08:00
tigregalis
40b5bbd028
Rich text (#1245)
Rich text support (different fonts / styles within the same text section)
2021-01-24 17:07:43 -08:00
Will Crichton
3d0c4e380c
Don't panic on error when loading assets (#1286)
* Don't panic on IO errors
* Better formatting for asset server errors
2021-01-23 13:23:16 -08:00
Tomasz Sterna
f2b73eaa8a
Fix documentation comment for State::overwrite_next (#1291) 2021-01-23 13:18:28 -08:00
Will Crichton
7166a28baf
Enable dynamic mutable access to component data (#1284)
* Enable dynamic mutable access to component data

* Add clippy allowance, more documentation
2021-01-22 15:15:08 -08:00
Will Crichton
ebcab3638a
Change Name to take Into<String> instead of String (#1283) 2021-01-22 14:13:26 -08:00
Daniel McNab
6bd5ec8404
Change to using add_run_criteria (#1282) 2021-01-22 14:09:14 -08:00
Renato Caldas
0a39c81be6
Add support for reading from mapped buffers (#1274)
* Add support for mapping buffers for reading.

* Add support for reading from a mapped buffer.
2021-01-21 17:53:43 -08:00
Aevyrie
18e4fa8cdf
world coords to screen space (#1258)
Add Camera::world_to_screen to convert world coordinates to screen space
2021-01-21 17:49:29 -08:00
TheRawMeatball
f15d62c0f1
More types (#1267) 2021-01-21 16:05:23 -08:00
bjorn3
7aefd727f6
Use valid keys to initialize AHasher in FixedState (#1268)
Using 0 as keys causes the hasher to get stuck
2021-01-20 14:24:57 -08:00
reidbhuntley
ac7d2de67c
Count number of times a repeating Timer wraps around in a tick (#1112)
Added just_finished_count() function
2021-01-19 14:41:37 -08:00
Alec Deason
1e8060a5a2
Add missing spawn_local method to Scope in the single threaded executor case (#1266) 2021-01-19 13:07:45 -08:00
TheRawMeatball
50ceaf3559
re-export integer vectors from glam (#1264) 2021-01-19 12:56:50 -08:00
TheRawMeatball
a880b54508
Make EventReader a SystemParam (#1244)
* Add generic support for `#[derive(SystemParam)]`
* Make EventReader a SystemParam
2021-01-18 22:23:30 -08:00
Alec Deason
71c6a19ed8
Minimal change to support instanced rendering (#1262) 2021-01-18 16:52:06 -08:00
Nathan Stocks
a0475e9ad5
Change 'components' to 'bundles' where it makes sense semantically (#1257)
change 'components' to 'bundles' where it makes sense semantically
2021-01-18 16:50:36 -08:00
Alec Deason
3c5f1f8a80
Support for !Send tasks (#1216)
Support for !Send tasks
2021-01-18 13:48:28 -08:00
Cameron Hart
e7dab0c359
Update glam to 0.12.0 (#1249) 2021-01-17 13:44:55 -08:00
Christopher Durham
4d5ba7918b
Update rand requirement from 0.7 to 0.8 (#1114)
* Update rand requirement from 0.7 to 0.8

* Update examples' usage of Rng::gen_range
2021-01-17 13:43:03 -08:00
Zhixing Zhang
cf0e9f9968
Adding copy_texture_to_buffer and copy_texture_to_texture (#1236)
* Adding copy_texture_to_buffer and copy_texture_to_texture

* Adding CopyTextureToTexture and CopyTextureToBuffer in CommandQueue
2021-01-14 11:01:07 -08:00
Yoh Deadfall
6a0116e994
Removed unreferenced trait (#1230) 2021-01-12 14:06:01 -08:00
João Capucho
478f947768
Don't panic if there's no index buffer and call draw (#1229) 2021-01-12 14:05:13 -08:00
bjorn3
fbf08ac545
Faster compilation of bevy_diagnostic (#1235)
* Remove AHashExt

There is little benefit of Hash*::new() over Hash*::default(), but it
does require more code that needs to be duplicated for every Hash* in
bevy_utils. It may also slightly increase compile times.

* Add StableHash* to bevy_utils

* Use StableHashMap instead of HashMap + BTreeSet for diagnostics

This is a significant reduction in the release mode compile times of
bevy_diagnostics

```
Benchmark #1: touch crates/bevy_diagnostic/src/lib.rs && cargo build --release -p bevy_diagnostic -j1
  Time (mean ± σ):      3.645 s ±  0.009 s    [User: 3.551 s, System: 0.094 s]
  Range (min … max):    3.632 s …  3.658 s    20 runs
```

```
Benchmark #1: touch crates/bevy_diagnostic/src/lib.rs && cargo build --release -p bevy_diagnostic -j1
  Time (mean ± σ):      2.938 s ±  0.012 s    [User: 2.850 s, System: 0.090 s]
  Range (min … max):    2.919 s …  2.969 s    20 runs
```
2021-01-12 13:21:45 -08:00
François
c434f57de1
use biggest RenderResources instead of first (#1208) 2021-01-11 14:28:32 -08:00
Adamaq01
4a0837048c
Made ReflectMut::Tuple enum variant use a mutable reference (#1226) 2021-01-08 18:29:03 -08:00
Schell Carl Scivally
a6a242cb86
Render Layers (#1209)
Adds RenderLayers, which enable cameras and entities to opt in to layers that apply to them
2021-01-08 12:45:54 -08:00
Jakob Hellermann
3f2dd22cb5
bevy_render: add torus and capsule shape (#1223)
* bevy_render: add torus shape

* bevy_render: add capsule shape

* bevy_render: reorganize shape module

* bevy_render: add more docs
2021-01-08 11:39:33 -08:00
TehPers
5e7456115a
Implement Reflect for tuples up to length 12 (#1218)
Add Reflect impls for tuples up to length 12
2021-01-07 19:50:09 -08:00
AngelicosPhosphoros
9bce8712b5
Use fxhash in TypeIdMap. (#1119)
Relying on TypeId being some hash internally isn't future-proof because there is no guarantee about internal layout or structure of TypeId. I benchmarked TypeId noop hasher vs fxhash and found that there is very little difference.
Also fxhash is likely to be better supported because it is widely used in rustc itself.
[Benchmarks of hashers](https://github.com/bevyengine/bevy/issues/1097)
[Engine wide benchmarks](https://github.com/bevyengine/bevy/pull/1119#issuecomment-751361215)
2021-01-07 17:42:09 -08:00
David Ackerman
0e0906d22e
Fix iOS touch location (#1224) 2021-01-07 13:37:22 -08:00
Jakob Hellermann
599f381a6a
fix repeated gamepad events (#1221)
Previously, if the actual value of LeftStickX was e.g. 0.034 and fluctuated a little
bit (less than the threshold) it would repeatedly send out events,
because it compared the value to the *filtered* old one - 0.0 - which is
more then `0.01` (the threshold) away.

The is fixed by first doing the deadzone and then comparing to the old
value.
Another possible solution would be to store both the actual old value
and the filtered one, but that would add complexity.
2021-01-07 12:35:40 -08:00
Daniel McNab
9f2410a4ac
Add from_xyz to Transform (#1212)
* Add the from_xyz helper method to Transform

* Use `from_xyz` where possible
2021-01-06 17:17:06 -08:00
TheRawMeatball
c69aa98a60
Refactor Box<dyn System> to BoxedSystem (#1191)
Added BoxedSystem
2021-01-03 12:39:30 -08:00
Nathan Jeffords
60be99859a
Subpixel text positioning (#1196)
* cleanup unnecessary changes from PR #1171

* add feature to correctly render glyphs with sub-pixel positioning
2021-01-03 12:39:11 -08:00
Rob Parrett
8a330a889d
Add support for OTF fonts (#1200) 2021-01-03 12:10:23 -08:00
Restioson
820f37fccf
add convenience function (#1197) 2021-01-03 11:57:18 -08:00
MsK`
ca310b856f
New mesh attribute: color (#1194)
New mesh attribute: color
2021-01-03 11:39:15 -08:00
Adam Bates
b7e35ef744
Made gilrs crate public within bevy so we can reference the plugin outside of DefaultPlugins. (#1195) 2021-01-03 11:36:42 -08:00
Théo Degioanni
804c068cc9
bevy_reflect incorrectly looks for bevy in dev-deps (#1182)
* fix: bevy_reflect looking for bevy in dev-deps
* fix: support bevy as dev-dep only in bevy_reflect
2021-01-03 11:28:00 -08:00
François
c95d0ddfb9
remove panics when mixing UI and non UI entities in hierarchy (#1180)
* replace unwrap with logs when mixing UI and non UI entities in hierarchy
2021-01-01 16:06:40 -06:00
Nathan Jeffords
b8fb462eff
Text2d render quality (#1171)
improve quality of text2d rendering

* remove coordinate tweaking in sprite-sheet shader
* fixes glyph shimmering of animated text
* reposition glyph before passing it to ab_glyph to normalize its rendering

The result of layout of sequence of glyphs causes individuals to have fractional positions, but since glyph renderings are reused for future instances of that glyph, this produces errors. This change accepts the errors but repositions the glyph to "0, 0" in an effort to get the cleanest possible rendering.
2021-01-01 15:36:00 -06:00
Dimitri Belopopsky
a01f22e0c5
Add basic file drag and drop support (#1096)
Add basic file drag and drop support
2021-01-01 15:31:22 -06:00
François
228c3df751
use Name on node when loading a gltf file (#1183)
* export Name in prelude
* use Name instead of Labels in gltf scenes
2021-01-01 15:30:18 -06:00
François
c25b41a038
add scene instance entity iteration (#1058)
add scene instance entity iteration
2021-01-01 14:58:49 -06:00
Matthias Seiffert
030ccf1984
Derive Clone for SpriteSheetBundle and SpriteBundle (#1177)
* Derive Clone for TextureAtlasSprite and SpriteSheetBundle

* Derive Clone for Sprite and SpriteBundle
2021-01-01 14:52:09 -06:00
dependabot[bot]
271644a4f7
Update base64 requirement from 0.12.3 to 0.13.0 (#628)
Updates the requirements on [base64](https://github.com/marshallpierce/rust-base64) to permit the latest version.
- [Release notes](https://github.com/marshallpierce/rust-base64/releases)
- [Changelog](https://github.com/marshallpierce/rust-base64/blob/master/RELEASE-NOTES.md)
- [Commits](https://github.com/marshallpierce/rust-base64/compare/v0.12.3...v0.13.0)

Signed-off-by: dependabot[bot] <support@github.com>

Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2020-12-31 18:43:48 -06:00
Adam Bates
8f426b71c9
Minor grammar fix in code-comment for fn in state (#1173) 2020-12-31 18:37:02 -06:00
Patrik Buhring
f71dc5daeb
Fix potential bug when using multiple lights. (#1055) 2020-12-31 16:51:21 -06:00
François
d91117d6e7
add Flags<T> as a query to get flags of component (#1172)
add `Flags` as a query to get flags of component
2020-12-31 16:29:08 -06:00
Carter Anderson
38010d96ab
remove unnecessary semicolon (#1179) 2020-12-31 16:05:37 -06:00
François
21794fe6df
make more information available from loaded GLTF model (#1020)
make more information available from loaded GLTF model 
* make gltf nodes available as assets
* add list of primitive per mesh, and their associated material
* complete gltf structure
* get names of gltf assets
* only load materials once
* add labels with node names
2020-12-31 14:57:15 -06:00
Felipe Jorge
30fd302c7e
Name component with fast comparisons (#1109)
Name component with fast comparisons
2020-12-31 14:52:02 -06:00
Nathan Jeffords
6531fcdfd2
HIDPI Text (#1132)
HIDPI Text 
* add more operator overloads to `bevy::math::Size`
* render UI text at physical resolution
2020-12-30 16:40:50 -06:00
MsK`
2754a9dde8
Mutable mesh accessors: indices_mut and attribute_mut (#1164)
mutable mesh accessors: indices_mut and attribute_mut
2020-12-30 15:17:44 -06:00
François
871b47f1c3
let user disable feature png when using only other format (#1156) 2020-12-28 15:31:23 -06:00
François
adb249c394
enable change detection for labels (#1155) 2020-12-28 15:25:01 -06:00
W. Brian Gourlie
b94f266183
Implement Copy for ElementState (#1154) 2020-12-28 15:24:31 -06:00
TheRawMeatball
3cb2e22e89
Added use_dpi setting to WindowDescriptor (#1131)
Added scale_factor_override
2020-12-28 14:26:50 -06:00
Gilbert Röhrbein
4825051c6a
Test entity labels, fixed corner cases, changed interface (#1152)
* Test entity labels, fixed corner cases, changed interface

* add tests for entity_labels_system
* fixed filling label_entities map
* fixed corner cases when removing entities, Labels component
* changed EntityLabels::get to return slice or empty slice instead of
  None or Some empty or non-empty slice

Changing the interface of EntityLabels::get is beneficial, since else
you would get different results in case there was an entity before that
with this missing label or not. You would either get None or Some(&[])
and need to handle both, which is actually not necessary.

* register type Labels in CorePlugin
2020-12-27 18:28:49 -06:00
Martin Lavoie
909b396b9e
Add option to ignore events when receving unknown WindowId (#1072)
Ignore window events with unknown window id
2020-12-27 13:24:31 -06:00
Nathan Stocks
f574c2c547
Render text in 2D scenes (#1122)
Render text in 2D scenes
2020-12-27 13:19:03 -06:00
François
b28365f966
updates on diagnostics (log + new diagnostics) (#1085)
* move print diagnostics to log

* entity count diagnostic

* asset count diagnostic

* remove useless `pub`s

* use `BTreeMap` instead of `HashMap`

* get entity count from world

* keep ordered list of diagnostics
2020-12-24 13:28:31 -06:00
Martin Lavoie
d3d6c35789
Add an alternative winit runner that can be started when not on the main thread (#1063) 2020-12-24 12:43:30 -06:00
Jakob Hellermann
0a51a26aba
bevy_render: load .spv assets (#1104)
bevy_render: ShaderLoader can now load spv files
2020-12-23 19:41:34 -06:00
Patrik Buhring
cbc0fe1416
Modify Derive to allow unit structs for RenderResources. (#1089) 2020-12-23 17:21:10 -06:00
Ryan Lee
acc29ec719
Add bmp as a supported texture format (#1081) 2020-12-23 16:53:02 -06:00
François
09c15ea890
do not check for focus until cursor position has been set (#1070)
do not check for focus until cursor position has been set
2020-12-23 16:10:39 -06:00
Carter Anderson
61ce3f7bcf
make wgpu options public (#1133) 2020-12-22 22:35:17 -06:00
Martin Lavoie
906b406f6a
Prevent double panic in the Drop of TaksPoolInner (#1064) 2020-12-22 14:21:21 -06:00
Alec Deason
814c413372
Fix lock order to remove the chance of deadlock (#1121) 2020-12-22 13:49:40 -06:00
Agorgianitis Loukas
dd668c1970
Expose wgpu backend in WgpuOptions and allow it to be configured from the environment (#1042) 2020-12-22 13:31:01 -06:00
Carter Anderson
3b2c6ce49b
release 0.4.0 (#1093) 2020-12-19 13:28:00 -06:00
Carter Anderson
caf3d8b3ef
add with_enter_stage (and other variants) (#1091) 2020-12-19 12:31:47 -06:00
François
18e5411d7d
set is_transparent to true by default for UI bundles (#1071)
set is_transparent to true by default for UI bundles
2020-12-18 15:21:37 -06:00
François
d0840bd721
Fix example return_after_run (#1082)
* ignore error when setting global tracing subscriber

* ignore unfocus event on window closed previously

* update example to show how to disable LogPlugin
2020-12-18 15:08:26 -06:00
Nathan Jeffords
596bed8ce2
add ability to provide custom a AssetIo implementation (#1037)
make it easier to override the default asset IO instance
2020-12-18 13:34:44 -06:00
Carter Anderson
841755aaf2
Adopt a Fetch pattern for SystemParams (#1074) 2020-12-15 21:57:16 -08:00
Nathan Jeffords
51650f114f
run stretch's layout on physical coordinates to fix pixel alignment (#1061)
run stretch's layout on physical coordinates to fix pixel alignment of the results
2020-12-14 23:17:34 -08:00
Carter Anderson
45e2be3847
suppress wgpu warnings by default. they are generally unactionable and noisy (#1066) 2020-12-14 17:15:07 -08:00
Carter Anderson
b12e3bf3bb
Improve usability of StateStage and cut down on "magic" (#1059)
Improve usability of StateStage and cut down on "magic"
2020-12-14 17:13:22 -08:00
Nathan Jeffords
d2e4327b14
update Window's width & height methods to return f32 (#1033)
update `Window`'s `width` & `height` methods to return `f32`
2020-12-13 15:05:56 -08:00
Alec Deason
e511cdbda7
More informative error message on missing stage (#1048)
More informative error message on missing state
2020-12-13 12:12:09 -08:00
sapir
002e22fca0
Fix hang on missing state update handler (#1051) 2020-12-13 11:55:32 -08:00
Corey Farwell
9602b24d0f
Add support for Apple Silicon by upgrading winit. (#1043) 2020-12-13 11:27:54 -08:00
Carter Anderson
509b138e8f
Schedule v2 (#1021)
Schedule V2
2020-12-12 18:04:42 -08:00
Nathan Jeffords
9239621ffc
add ability to load .dds, .tga, and .jpeg texture formats (#1038)
add ability to load `.dds`, `.tga`, and `.jpeg` texture formats
2020-12-09 18:34:27 -08:00
James R
4a5bcccde2
Don't panic when attempting to set shader defs from an asset that hasn't loaded yet (#1035)
Don't panic when attempting to set shader defs from an asset that hasn't loaded yet
2020-12-09 16:34:22 -08:00
Carter Anderson
7ab0eeece0
Break out Visible component from Draw (#1034)
Break out Visible component from Draw
2020-12-09 13:38:48 -08:00
Corey Farwell
66f972c850
Use shaderc for aarch64-apple-darwin. (#1027) 2020-12-09 13:02:43 -08:00
François
f53ee54eb6
can spawn a scene from a ChildBuilder, or directly set its parent when spawning it (#1026)
can spawn a scene from a ChildBuilder, or directly set its parent when spawning one
2020-12-09 12:41:49 -08:00
François
c54179b182
only update components for entities in map (#1023) 2020-12-08 20:01:54 -08:00
rod-salazar
19c4f331ac
Ensure default material is loaded (#1016) 2020-12-08 19:36:41 -08:00
Nathan Jeffords
3d386a77b4
attempt to deal with rounding issue when creating the swap chain (#997)
attempt to deal with rounding issue when creating the swap chain on high DPI displays
2020-12-07 13:32:57 -08:00
thebluefish
08b6aa59f8
Added WindowFocused event (#956) 2020-12-07 13:24:25 -08:00
Lukas Orsvärn
e1b995f0b0
Add documentation for bevy::ecs::Query::removed (#950)
Add documentation for bevy::ecs::Query::removed
2020-12-07 12:41:40 -08:00
Al M
2c9b7956d1
Live reloading of shaders (#937)
* Add ShaderLoader, rebuild pipelines for modified shader assets
* New example
* Add shader_update_system, ShaderError, remove specialization assets
* Don't panic on shader compilation failure
2020-12-07 12:32:13 -08:00
François
a3bca7e464
Fix ci (#1024)
* fix format

* fix clippy

* used fixed nightly
2020-12-07 11:57:15 -08:00
Corey Farwell
1398d78330
Allow windows to maximized. (#1004)
Adds a new `set_maximized` method to allow users to maximize windows.
2020-12-04 14:31:17 -08:00
Patrik Buhring
fcbae57489
Update Hexasphere to improve MSRV (#994)
Assumes hexasphere will follow semver (I will try to make sure it does!)
2020-12-04 10:38:25 -08:00
Carter Anderson
d601eeb829
account for "still loading" textures in RenderResourceNodes (#1000) 2020-12-04 10:37:41 -08:00
Carter Anderson
704a116778
fix scene loading (#988) 2020-12-03 13:57:36 -08:00
François
59d98de194
naming coherence for cameras (#995)
naming coherence for cameras
2020-12-03 13:46:15 -08:00
Carter Anderson
7699f8b6db
optimize asset gpu data transfer (#987) 2020-12-03 12:39:29 -08:00
Nathan Jeffords
1aff709d27
Set cursor updates (#993)
* update `Window::set_cursor_position` to take a `Vec2` instead of `i32`s

this allows fractional coordinates to work correctly
2020-12-03 12:39:03 -08:00
Tomasz Sterna
1f2e4171cf
Store mouse cursor position in Window (#940) 2020-12-03 11:30:27 -08:00
Joshua J. Bouw
b8f8d468db
ChangeTextureAtlasBuilder into expected Builder conventions (#969)
* Change`TextureAtlasBuilder` into expected Builder conventions
2020-12-02 20:54:13 -08:00
Michael Tang
ff12f69233
Document part of bevy_ecs::Commands (#976)
Document part of bevy_ecs::Commands
2020-12-02 19:11:28 -08:00
Robert Swain
59010caff5
Tracing chrome span names (#979)
* Update tracing-chrome to 0.3.0

* bevy_log: Add fields to span names for tracing-chrome

* Conditionally import tracing_subscriber modules based on feature
2020-12-02 16:14:02 -08:00
Tomasz Sterna
c346d282b6
Add Archetype TypeInfo::type_name accessor (#985) 2020-12-02 14:33:17 -08:00
Carter Anderson
915024bf35
fix changed meshes (#984) 2020-12-02 14:23:49 -08:00
Carter Anderson
5a77339df0
Revert "Add Archetype TypeInfo::type_name accessor (#980)" (#982)
This reverts commit 4833c2a7f4.
2020-12-02 12:58:39 -08:00
Carter Anderson
ccb31bc949
Optimize Text rendering / SharedBuffers (#972)
optimize Text rendering / SharedBuffers
2020-12-02 12:38:20 -08:00
Tomasz Sterna
4833c2a7f4
Add Archetype TypeInfo::type_name accessor (#980) 2020-12-02 12:37:40 -08:00
Joshua J. Bouw
9f4c8b1b9a
Fix errors and panics to typical Rust conventions (#968)
Fix errors and panics to typical Rust conventions
2020-12-02 11:31:16 -08:00
Patrik Buhring
f54eb12efc
Fixed Hexasphere versioning. (#974) 2020-12-01 21:48:25 -08:00
Carter Anderson
c05c1dc119
hidpi swap chains (#973)
hidpi swap chains
2020-12-01 20:25:31 -08:00
Carter Anderson
b5ffab7135
Renderer Optimization Round 1 (#958)
* only update global transforms when they (or their ancestors) have changed

* only update render resource nodes when they have changed (quality check plz)

* only update entity mesh specialization when mesh (or mesh component) has changed

* only update sprite size when changed

* remove stale bind groups

* fix setting size of loading sprites

* store unmatched render resource binding results

* reduce state changes

* cargo fmt + clippy

* remove cached "NoMatch" results when new bindings are added to RenderResourceBindings

* inline current_entity in world_builder

* try creating bind groups even when they havent changed

* render_resources_node: update all entities when resized

* fmt
2020-12-01 13:17:48 -08:00
Nathan Stocks
3cee95e59a
Rename reflect 'hash' method to 'reflect_hash' and partial_eq to reflect_partial_eq (#954)
* Rename reflect 'hash' method to 'reflect_hash' to avoid colliding with std:#️⃣:Hash::hash to resolve #943.

* Rename partial_eq to reflect_partial_eq to avoid collisions with implementations of PartialEq on primitives.
2020-12-01 11:15:07 -08:00
Andre Kuehne
0b818d7b32
Fix collision detection by calculating positive penetration depth. (#966) 2020-12-01 00:33:52 -08:00
Amber Kowalski
ef99e59469
Test more areas of the codebase (#953)
Test more areas of the codebase
2020-11-30 22:58:49 -08:00
Carter Anderson
8675fea0f2
consolidate find-crate (#964) 2020-11-30 22:36:38 -08:00
dependabot[bot]
048e6e2561
Update glam requirement from 0.10.0 to 0.11.0 (#961)
Updates the requirements on [glam](https://github.com/bitshifter/glam-rs) to permit the latest version.
- [Release notes](https://github.com/bitshifter/glam-rs/releases)
- [Changelog](https://github.com/bitshifter/glam-rs/blob/master/CHANGELOG.md)
- [Commits](https://github.com/bitshifter/glam-rs/compare/0.10.0...0.11.0)

Signed-off-by: dependabot[bot] <support@github.com>

Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2020-11-30 22:25:42 -08:00
Patrik Buhring
3da653e4dd
Update Hexasphere & Usage. (#965) 2020-11-30 22:25:33 -08:00
François
6b004f7d16
switch winit size to logical to be dpi independent (#947)
* switch winit size to logical

* make scale factor available from bevy_window
2020-11-30 18:24:49 -08:00
dependabot[bot]
4cd3dd70b7
Update ahash requirement from 0.5.3 to 0.6.1 (#960)
Updates the requirements on [ahash](https://github.com/tkaitchuck/ahash) to permit the latest version.
- [Release notes](https://github.com/tkaitchuck/ahash/releases)
- [Commits](https://github.com/tkaitchuck/ahash/commits)

Signed-off-by: dependabot[bot] <support@github.com>

Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2020-11-30 18:21:02 -08:00
Toothbrush
bc2f43c1c3
Fix examples in bevy_reflect/README.md (#963) 2020-11-30 18:12:09 -08:00
Amber Kowalski
4c1bc02723
Change bevy_input::Touch API to match similar APIs (#952) 2020-11-30 17:14:08 -08:00
Joshua J. Bouw
c7b9ad5097
Fix RenderResources index slicing (#948) 2020-11-30 13:33:52 -08:00
Nick
f35f813137
additional vertex attribute value types (#946) 2020-11-30 13:05:03 -08:00
Jonathan Cornaz
52d6799544
Run parent-update and transform-propagation during the "post-startup" stage (instead of "startup") (#955)
* Propagate transforms during the POST_STARTUP start-up stage

* Update changelog
2020-11-29 14:07:47 -08:00
Mariusz Kryński
dbf226be49
store PipelineSpecialization.dynamic_bindings in HashSet (#936) 2020-11-28 13:10:18 -08:00
Amber Kowalski
097a55948c
Refactor Time API and internals (#934)
Refactor Time API and internals
2020-11-28 13:08:31 -08:00
Nick
f3b49e44c9
removed redundant v_Normal in shader (#938) 2020-11-28 12:44:25 -08:00
Carter Anderson
72b2fc9843
Bevy Reflection (#926)
Bevy Reflection
2020-11-27 16:39:59 -08:00
Philip Degarmo
ec8fd57c45
When a task scope produces <= 1 task to run, run it on the calling thread immediately. (#932)
While generally speaking the calling thread would have picked up the task first anyways, I don't think it makes much sense usually to block the calling thread until another thread wakes and does the work.
2020-11-27 12:14:44 -08:00
RiskLove
7d4cb70d92
BugFix: Archetype grow with defferent size. (#930)
Co-authored-by: heshuai <heshuai@163.com>
2020-11-27 11:55:55 -08:00
Nathan Stocks
12f29bd38c
Timer Polishing (#931)
* Pause stops ticks. Consistent getter method names. Update tests.

* Add timing example

* Format with the nightly formatter

Co-authored-by: Amber Kowalski <amberkowalski03@gmail.com>
2020-11-27 11:39:33 -08:00
Amber Kowalski
f69cc6f94c
Allow timers to be paused and encapsulate fields (#914)
Allow timers to be paused and encapsulate fields
2020-11-26 11:25:36 -08:00
dependabot[bot]
8e4eb41757
Update shaderc requirement from 0.6.3 to 0.7.0 (#823)
Updates the requirements on [shaderc](https://github.com/google/shaderc-rs) to permit the latest version.
- [Release notes](https://github.com/google/shaderc-rs/releases)
- [Commits](https://github.com/google/shaderc-rs/compare/v0.6.3...v0.7.0)

Signed-off-by: dependabot[bot] <support@github.com>

Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2020-11-25 18:46:13 -08:00
Philip Degarmo
cf75c22c9a
Fix a deadlock that can occur when using scope() on ComputeTaskPool from within a system. (#892) 2020-11-25 18:05:55 -08:00
Carter Anderson
bd5bd3bc07
temporarily suppress new clipply lint (#929) 2020-11-25 17:46:37 -08:00
SvenTS
de5ff0aa5a
Remove Changed from parent update system (#907)
System has to check for actual change of the value anyway. This way,
children inserted after postupdate get synced in the next frame and are
not lost.
2020-11-25 17:33:59 -08:00
Tomasz Sterna
fd6b787efc
Create winit windows before app.initialize() (#916)
This is required so startup systems have access
to Windows and WinitWindows resources.
2020-11-25 17:32:41 -08:00
Tomasz Sterna
b2c82955ff
Add set_cursor_position method to Window (#917) 2020-11-25 17:31:10 -08:00
Carter Anderson
86d724e04e
wgpu: use mailbox instead of fifo for vsync (#920) 2020-11-25 17:28:58 -08:00
SvenTS
69603904ab
Allow despawning of hierarchies in threadlocal systems (#908)
* Rename test components for easier understanding of failures

* Make recursive despawn public

This way, threadlocal systems can despawn hierarchies.

* Swap children before despawning
2020-11-25 17:13:11 -08:00
SvenTS
dd1b08ef8b
Improve ui depth system (#905)
* Add test for ui-z system

* Remove generic hierarchy runner and refactor ui z-system

* Remove different handling for childless nodes

Having an empty children list should be the same as having no child
component.

* Further simplify system after change
2020-11-25 16:55:55 -08:00
Nathan Stocks
2f408cf053
Improve timer ergonomics. Add tests (#923) 2020-11-25 16:43:16 -08:00
bg
01ba7c4425
avoid exclusive lock during update_asset_storage (#909)
avoid exclusive lock during `update_asset_storage`

Co-authored-by: Jay <jay@heinousjay.com>
2020-11-22 12:29:26 -08:00
Felipe Jorge
c1e499d5fe
Fix duplicated chilren in Scene spawn (#904)
Fix duplicated chilren in Scene spawn
2020-11-22 12:05:58 -08:00
Duncan
46fac78774
Extend the Texture asset type to support 3D data (#903)
Extend the Texture asset type to support 3D data

Textures are still loaded from images as 2D, but they can be reshaped
according to how the render pipeline would like to use them.

Also add an example of how this can be used with the texture2DArray uniform type.
2020-11-22 12:04:47 -08:00
marius851000
eb587b2f10
do not spend time drawing text with is_visible = false (#893)
do not draw text with is_visible = false
2020-11-22 11:57:52 -08:00
Joel Nordström
1e9a0544bd
Fix pixel format conversion in bevy_gltf (#897)
* Fix pixel format conversion in bevy_gltf

* Update renamed image::DynamicImage method calls

* Remove unused GltfError variant
2020-11-21 19:08:50 -08:00
Plecra
3a9a5b4e07
fix: update image version (#911)
into_bgra8 was added in 0.23.12
2020-11-21 19:08:02 -08:00
Mariusz Kryński
d96493a42a
use wasm-friendly instant::Instant everywhere (#895)
* use instant::Instant everywhere
* reexport instant::{Duration, Instant} from bevy_utils
2020-11-21 16:38:24 -08:00
Valentin
d458406540
Add box shape (#883)
* Add rectangular cuboid shape

Co-authored-by: Jason Lessard <jason.lessard@usherbrooke.ca>
Co-authored-by: Jason Lessard <jason.lessard@usherbrooke.ca>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2020-11-21 14:51:24 -08:00
bjorn3
0dbbcd98b6
Expose an EventId for events (#894)
* Expose an EventId for events

This can be helpful for correlating the place where an event is created
to the place where the event is processed.
2020-11-21 14:03:18 -08:00
rod-salazar
85ecab8bb9
Tweaks to TextureAtlasBuilder.finish() (#887)
Tweaks to TextureAtlasBuilder.finish()
2020-11-21 12:55:25 -08:00
bg
106486bd99
fix deprecation error in image_texture_loader (and CI error) (#906)
fix deprecation error in image_texture_loader (and CI error)
2020-11-21 12:26:35 -08:00
Vladyslav Batyrenko
d11be437cb
Switch to default PartialEq implementation for RenderResourceBinding (#877)
* Switch to default PartialEq implementation for RenderResourceBinding
* Move specialized RenderResourceBinding Hash implementation to BindGroupBuilder
2020-11-21 11:52:44 -08:00
Joshua J. Bouw
b4a864ba5a
Replace Bytes with Byteable for TextureAtlasSprite (#874)
Replace Bytes with Byteable for TextureAtlasSprite
2020-11-21 11:48:10 -08:00
Carter Anderson
4fecb899aa
initialize chained systems (#886) 2020-11-17 17:06:47 -08:00
Carter Anderson
457a8bd17d
ecs: replace "bool" component states with bitflags (#878) 2020-11-17 17:04:44 -08:00
bjorn3
d6eb647451
Misc cleanups (#879)
* Remove cfg!(feature = "metal-auto-capture")

This cfg! has existed since the initial commit, but the corresponding
feature has never been part of Cargo.toml

* Remove unnecessary handle_create_window_events call

* Remove EventLoopProxyPtr wrapper

* Remove unnecessary statics

* Fix unrelated deprecation warning to fix CI
2020-11-17 13:40:18 -08:00
Carter Anderson
3a6f6de277
System Inputs, Outputs, Chaining, and Registration Ergo (#876)
System Inputs, Outputs, Chaining, and Registration Ergo
2020-11-16 18:18:00 -08:00
bjorn3
50c7e229b2
Rework ResourceData to use VecResourceStorage instead of Archetype (#873) 2020-11-16 16:55:59 -08:00
dependabot[bot]
601411d201
Update find-crate requirement from 0.5 to 0.6 (#872)
Updates the requirements on [find-crate](https://github.com/taiki-e/find-crate) to permit the latest version.
- [Release notes](https://github.com/taiki-e/find-crate/releases)
- [Changelog](https://github.com/taiki-e/find-crate/blob/master/CHANGELOG.md)
- [Commits](https://github.com/taiki-e/find-crate/compare/v0.5.0...v0.6.1)

Signed-off-by: dependabot[bot] <support@github.com>

Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2020-11-16 16:39:26 -08:00
rod-salazar
3fca8c60bb
Remove redundant texture copies in TextureCopyNode (#871)
Remove redundant texture syncs in TextureCopyNode
2020-11-16 16:38:14 -08:00
Julian Heinken
fcf9d525e1
Removed vertex fallback buffer (#870)
removed fallback buffer
2020-11-16 16:36:57 -08:00
Rob
7aac4223d0
Fixed property typos, KeyCode typo. (#857)
* Fixed property typos, KeyCode typo.

* cargo fmt
2020-11-16 16:33:19 -08:00
Carter Anderson
7628f4a64e
combine bevy_ecs and bevy_hecs crates. rename XComponents to XBundle (#863)
combine bevy_ecs and bevy_hecs crates. rename XComponents to XBundle
2020-11-15 20:32:23 -08:00
François
02f543eca3
Fall back to remove components one by one when failing to remove a bundle (#719)
Fall back to remove components one by one when failing to remove a bundle
2020-11-15 14:32:54 -08:00
milkybit
b3541a9a31
Add all basic color constants (#859)
Add all basic color constants
2020-11-15 12:44:02 -08:00
memoryruins
4bdff66b80
Check for conflicting system resource parameters (#864) 2020-11-15 12:42:43 -08:00
Joshua J. Bouw
bb4a7392c0
Remove redundant .into for mesh set_attributes with impl (#866) 2020-11-15 12:08:03 -08:00
Mariusz Kryński
515d750004
wasm32: non-spirv shader specialization (#843)
wasm32: non-spirv shader specialization
2020-11-15 12:07:17 -08:00
Jackson Lango
18195bfa91
Controllable ambient light color (#852)
Control ambient light color via resource

The AmbientLight resource now controls the ambient light color in the
pbr fragment shader.
2020-11-15 11:34:55 -08:00
MinerSebas
43aac1a784
More query filter usage (#851)
* Examples now use With<>

* More Bevy systems now use With<>

* parent_update_system now uses Changed<>
2020-11-12 18:22:46 -08:00
Marcus Buffett
1a92ec2638
Make Timer.tick return &Self (#820)
Make Timer::tick return &Self
2020-11-12 18:03:03 -08:00
Nathan Stocks
a0b16e8620
Clean up now-unused files due to changes in the transform system (#849) 2020-11-12 17:24:41 -08:00
Carter Anderson
e03f17ba7f
Log Plugin (#836)
add bevy_log plugin
2020-11-12 17:23:57 -08:00
Olivier Pinon
465c3d4f7b
Use glyph_brush_layout and add text alignment support (#765)
Use glyph_brush_layout and add text alignment support

Co-authored-by: Olivier Pinon <op@impero.com>
Co-authored-by: tigregalis <anak.harimau@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2020-11-12 16:21:48 -08:00
Carter Anderson
1eff53462a
cross-platform main function (#847) 2020-11-12 13:26:48 -08:00
Mariusz Kryński
fae628797f
bevy_render: delegate buffer aligning to render_resource_context (#842) 2020-11-11 14:08:27 -08:00
Carter Anderson
e769974d6a
query filters (#834) 2020-11-10 20:48:34 -08:00
Robert Swain
a266578992
Add tracing spans to schedules, stages, systems (#789)
Add tracing spans to schedules, stages, systems
2020-11-10 18:49:49 -08:00
Mikail Khan
b3e1048e73
added #[inline] to more window accessor functions (#830) 2020-11-10 17:20:31 -08:00
Joshua J. Bouw
c9acef04e3
Ahash constructor extensions and HashMap / HashSet (#790)
Ahash constructor extensions and HashMap / HashSet
2020-11-10 17:06:55 -08:00
rod-salazar
0c30762ab7
Update FileAssetIo NotFound error to include full path (#821) 2020-11-10 16:21:41 -08:00
memoryruins
a68c217ccf
Mark Query and QuerySet contructors as pub(crate) (#829)
Mark Query and QuerySet contructors as pub(crate)
2020-11-10 16:14:33 -08:00
Mariusz Kryński
60fa2d5f93
delegate layout reflection to RenderResourceContext (#691)
* delegate layout reflection to RenderResourceContext
Also:
 * auto-reflect DynamicBindings
 * use RenderPipeline::new, update dynamic_bindings

linting.

* add dynamic binding generation

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2020-11-10 13:20:05 -08:00
bjorn3
80a0448473
Add bevy_dylib to force dynamic linking of bevy (#808)
This easily improve compilation time by 2x
2020-11-09 19:26:08 -08:00
Carter Anderson
4ef6eb8a85
adjust to new clippy lints (#826) 2020-11-09 14:12:42 -08:00
Bram Buurlage
07f07a0736
Added RenderPass::set_scissor_rect (#815)
Added RenderPass::set_scissor_rect
2020-11-09 13:24:29 -08:00
Carter Anderson
213ba9629a
ecs: fix system name in "conflicting system" error message (#816) 2020-11-08 13:48:00 -08:00
Carter Anderson
ebcdc9fb8c
Flexible ECS System Params (#798)
system params can be in any order, faster compiles, remove foreach
2020-11-08 12:34:05 -08:00
Oscar
f54788527b
Add received character (#805)
* Add ReceivedCharacter window event

* Add ReceivedCharacter window event examples
2020-11-06 17:15:56 -08:00
Carter Anderson
9224983897
upgrade glam and hexasphere (#794) 2020-11-06 17:11:32 -08:00
Rob
06f95e9982
Fixed several typos. (#806)
* Fixed common typo in several struct names.

* Fixed minor doc typos.
2020-11-06 17:11:12 -08:00
Chrs Msln
35d4fca0d0
[gltf] Support camera and fix hierarchy (#772)
[gltf] Support camera and fix hierarchy
2020-11-06 17:08:15 -08:00
Lukas Wirth
fb7c651ab9
Port hecs derive macro improvements (#761)
* Port derive macro changes from hecs

* Emit more info on duplicate components in archetype creation
2020-11-06 13:20:53 -08:00
Carter Anderson
26be22e73c
fix unit test (#802) 2020-11-06 12:49:20 -08:00
Guillaume DALLENNE
5bd6deb974
Add mutated state when inserting an already existing component (#404)
Add mutated state when inserting an already existing component
2020-11-04 17:51:54 -08:00
Carter Anderson
1aa832be1d
fix unsafe Query function names (#785) 2020-11-03 14:10:29 -08:00
Carter Anderson
9afe196f16
release: 0.3.0 (#783) 2020-11-03 13:34:00 -08:00
memoryruins
e21705bec6
Remove two unused deps (#780) 2020-11-03 11:38:37 -08:00
David Ackerman
7efb1b1887
Fix initial Android support (#778)
* Add force touches, fix ui focus system and touch screen system

* Fix examples README. Update rodio with Android support. Add Android build CI

* Alter android metadata in root Cargo.toml
2020-11-03 11:32:48 -08:00
Carter Anderson
2e2fa4fef4
make Mesh::attribute() immutable (#774) 2020-11-02 22:54:20 -08:00
Carter Anderson
66f2f76a18
rename add_plugin_group to add_plugins (#773) 2020-11-02 19:01:17 -08:00
Nathan Stocks
9871e7e24b
Remove add_default_plugins and add MinimalPlugins for simple "headless" scenarios (#767)
Remove add_default_plugins and add MinimalPlugins for simple "headless" scenarios
2020-11-02 18:38:37 -08:00
Nathan Stocks
2f87ff6618
Move ElementState to top-level of bevy_input. Resolves #687. (#769) 2020-11-02 18:16:13 -08:00
Nicholas Rishel
53c4c45eca
Use embedded glslang for runtime glsl-to-spirv and add Android example (#740)
Use embedded glslang for runtime glsl-to-spirv and add Android example
2020-11-02 16:30:30 -08:00
Carter Anderson
44b3e24e32
fix mesh allocation bug and public mesh api improvements (#768) 2020-11-02 13:15:07 -08:00
memoryruins
f81208adaa
impl ReadOnlyFetch for Or, FetchOr, and FetchMutated (#763) 2020-11-01 16:51:51 -08:00
simlay
9cc6368b28
An initial xcode setup for using xcode (#539)
An example of bevy using xcode
2020-10-31 14:36:24 -07:00
Julian Heinken
4645da30c8
Mesh overhaul with custom vertex attributes #592 (#599)
Mesh overhaul with custom vertex attributes
2020-10-30 19:21:53 -07:00
Carter Anderson
ad940fbf6e
Rename query.entity() to query.get() and query.get() to query.get_component() (#752) 2020-10-30 18:04:33 -07:00
tigregalis
ff626f2f6f
fix wavy text (#725)
fix wavy text

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2020-10-30 16:29:24 -07:00
Oscar
b6004e44cf
Local resources don't create if already present (#745)
Local<T> will no longer insert the inner resource if it already exists.
2020-10-30 12:21:57 -07:00
Boxy
dea05e9af5
Remove unsound cast in thread local resources (#749)
* Remove unsound cast in thread local resources

* Make ResourceRef(Mut)::new impossible to cause unsoundness with
2020-10-30 11:43:39 -07:00
Carter Anderson
1d4a95db62
ecs: ergonomic query.iter(), remove locks, add QuerySets (#741) 2020-10-29 23:39:55 -07:00
Alex Hirsch
1b051d3353
Add SamplerDescriptor to Texture (#399) (#747)
GLTF loader now grabs (some) sampler information from the respective
GLTF sampler struct.
2020-10-29 14:22:45 -07:00
Utkarsh
fb2b19def5
Fix bug of connection event of gamepad at startup (#730)
* Removed f32==f32 comparision in gamepad.rs

* Trigger gamepad connection event at start up
2020-10-29 13:55:35 -07:00
SvenTS
7734b1ea6d
Fix PreviousParent lag by merging parent update systems (#713)
* Sync previous parent in parent_update_system

* Previous parent does not need to be an option now

* Remove previous parent after parent deletion
2020-10-29 13:54:29 -07:00
Carter Anderson
bf2a917b81
app: PluginGroups and DefaultPlugins (#744) 2020-10-29 13:04:28 -07:00
David Ackerman
0cddeed1c0
Add support for android file system (#723)
Add support for android file system
2020-10-28 17:08:33 -07:00
Freya
040b8f72b3
Optimize returns in file_asset_io.rs and entities.rs (#728)
Optimize returns in file_asset_io.rs and entities.rs
2020-10-28 16:59:45 -07:00
Boxy
8c053e7c67
Run app.initialize in the run_once runner (#736) 2020-10-28 16:43:17 -07:00
Carter Anderson
a6ac8faa8a
port upstream hecs performance improvements (#716) 2020-10-22 11:53:59 -07:00
CGMossa
58eb7e7e05
Documenting small things here and there.. (#706)
Documenting small things here and there..
2020-10-21 15:57:03 -07:00
Carter Anderson
267599e577
gamepad: expose raw and filtered gamepad events. (#711) 2020-10-21 15:56:07 -07:00
Mariusz Kryński
894cc5e40a
fix getrandom (#712) 2020-10-21 15:55:35 -07:00
Mariusz Kryński
677cb1fc67
fix wasm assets (#714)
fix wasm assets
2020-10-21 15:55:15 -07:00
Utkarsh
d01ba9e4fc
Separate gamepad state code from gamepad event code and other customizations (#700)
Separated gamepad event and gamepad state code and made gamepad input more customizable
2020-10-21 10:27:00 -07:00
James R
0f43fb066f
update glam (#707) 2020-10-20 12:31:49 -07:00
lee-orr
0dba0fe45f
add flag for low power gpu as default (#397) 2020-10-20 11:47:10 -07:00
Dashiell Elliott
0dbba3efff
Migrate to rodio 0.12 using thread local resources (#692)
Migrate to rodio 0.12 using thread local resources
2020-10-20 11:44:50 -07:00
dependabot[bot]
67f87e1d2b
Update ahash requirement from 0.4.5 to 0.5.3 (#704)
Updates the requirements on [ahash](https://github.com/tkaitchuck/ahash) to permit the latest version.
- [Release notes](https://github.com/tkaitchuck/ahash/releases)
- [Commits](https://github.com/tkaitchuck/ahash/commits)

Signed-off-by: dependabot[bot] <support@github.com>

Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2020-10-19 18:24:50 -07:00
Carter Anderson
f88cfabdde
asset: WasmAssetIo (#703)
asset: WasmAssetIo
2020-10-19 17:29:31 -07:00
tigregalis
03bc5d7fdd
two-way conversions between Color-Vec4 and Color-[f32; 4] (#688)
two-way conversions between `Color`-`Vec4` and `Color`-`[f32; 4]` - use `impl From` instead of `impl Into`
2020-10-19 12:37:15 -07:00
Carter Anderson
c32e637384
Asset system rework and GLTF scene loading (#693) 2020-10-18 13:48:15 -07:00
Carter Anderson
a602f50c2c
small input example improvements (#701) 2020-10-18 13:20:42 -07:00
Marek Legris
5acebed731
Transform and GlobalTransform are now Similarities (#596)
Transform and GlobalTransform are now Similarities.

This resolves precision errors and simplifies the api

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2020-10-18 13:03:16 -07:00
Tomasz Sterna
149c39950a
Runners explicitly call App.initialize() (#690) 2020-10-18 12:25:33 -07:00
Sergey Minakov
a80469bd13
Touch support implementation (#696)
Adds a basic touch input system
2020-10-18 12:24:01 -07:00
Alex
d004bce0c9
Added basic mouse capture API (#679)
Added basic cursor lock API
2020-10-16 14:07:01 -07:00
David Ackerman
7ba45849f3
Add default for texture format (#675) 2020-10-16 11:44:31 -07:00
Mariusz Kryński
fccfa12d3b
do not depend on spirv on wasm target (#689)
do not use spirv for wasm target
2020-10-16 11:12:55 -07:00
Mat Hostetter
871790c6e0
Adjust how ArchetypeAccess tracks mutable & immutable deps (#660)
`ArchetypeAccess` was tracking `immutable` and `mutable` separately.
This means that checking is_compatible requires three checks:
m+m, m+i, i+m.

Instead, continue tracking `mutable` accesses, but instead of
`immutable` track `immutable | mutable` as another `accessed` bit mask.
This drops the comparisons to two (m+a, a+m) and turns out to be
what the rest of the code base wants too, unifying various duplicated
checks and loops.
2020-10-15 13:39:01 -07:00
Junfeng Liu
f66a72563e
Expose a pointer of EventLoopProxy to process custom messages (#674) 2020-10-15 13:31:34 -07:00
Carter Anderson
b03d8da9bb
fix clippy (#686) 2020-10-15 12:49:56 -07:00
Utkarsh
dd91f8e116
Add support to get gamepad button/trigger values using Axis<GamepadButton> (#683) 2020-10-15 12:45:34 -07:00
François
76cc25823d
can change window settings at runtime (#644)
can change window settings at runtime
2020-10-15 11:42:19 -07:00
M
9c48e5cccb
Add a way to specify padding/ margins between sprites in a TextureAtlas. (#460)
Add a way to specify padding between sprites in a TextureAtlas
2020-10-14 20:49:07 -07:00
Catherine Gilbert
1f7fe77f32
added frame count to FrameTimeDiagnosticsPlugin (#678)
added frame count to FrameTimeDiagnosticsPlugin
2020-10-14 15:13:43 -07:00
Nathan Jeffords
7e23e132ef
add version of the ecs's write_world method that takes a pre-boxed world writer (#661)
Co-authored-by: Nathan Jeffords <njeffords@comtechefdata.com>
2020-10-14 14:01:08 -07:00
Carter Anderson
df64e1fc92
upgrade rectangle pack (#673) 2020-10-12 18:12:17 -07:00
Carter Anderson
5e7c36d1c1
Fix example colors (#672) 2020-10-12 16:54:22 -07:00
Carter Anderson
930eba4ccd
add thread local resources (#671) 2020-10-12 15:09:44 -07:00
walterpie
53d6d10506
Register IndexFormat as a property (#664) 2020-10-12 10:22:10 -07:00
Joshua J. Bouw
036b3bc0e6
add more methods to Assets for clearing and allocation reduction (#669) 2020-10-12 10:21:28 -07:00
Julian Heinken
32b122e1c5
Update color.rs (#670)
Co-authored-by: Julian Heinken <julian.heinken@gmail.com>
2020-10-12 10:19:06 -07:00
Nathan Stocks
f6fc76db1d
Upgrade to gilrs 0.8.0 to gain dpad support on macos from https://gitlab.com/gilrs-project/gilrs/-/merge_requests/50 (#653) 2020-10-10 13:30:34 -07:00
Carter Anderson
1f27d8c727
fix new clippy error (#656) 2020-10-10 12:16:52 -07:00
Nathan Stocks
333fd3f0e0
Don't Panic (#651)
Don't panic when despawning recursively
2020-10-08 18:43:41 -07:00
Nathan Stocks
bf501b77cc
Don't panic when despawning entity multiple times (#649)
Emit a debug log message instead of a panic when despawning an entity which has already been despawned.
2020-10-08 16:58:19 -07:00
memoryruins
ebce1f9c4a
Remove outdated ecs docs (#646) 2020-10-08 15:32:25 -07:00
Grayson Burton
354d71cc1f
The Great Debuggening (#632)
The Great Debuggening
2020-10-08 11:43:01 -07:00
Julian Heinken
a92790c011
sRGB awareness for Color (#616)
Color is now sRGB aware, added SrgbColorSpace trait for f32
2020-10-08 10:30:23 -07:00
François
52a4d49bbf
set asset path relative to root when loading sync (#643) 2020-10-07 11:09:17 -07:00
Downtime
125afb41ac
Exposing winit decorations (#627)
Exposing winit decorations
2020-10-05 10:51:36 -07:00
Boutillier
219527ed7d
Iter added camera to update their projection (#488) 2020-10-05 10:41:34 -07:00
Boutillier
1bdb9d3b00
Fix Added behaviour for QueryOne get. (#543)
Query unchanged as impacts performances.
Added tests in bevy_ecs/hecs
2020-10-05 10:38:12 -07:00
Andrew Hickman
9a4167ef7f
Fix FloatOrd hash being different for different NaN values (#618)
* Fix FloatOrd hash being different for different NaN values

* Fix FloatOrd hashing +0.0 and -0.0 to different values
2020-10-03 12:56:25 -07:00
Carter Anderson
22a2c88a47
winit: upgrade to 0.23.0 / move back upstream! (#617) 2020-10-02 12:24:30 -07:00
EthanYidong
4c753e2588
move dynamic plugin loading to its own optional crate (#544)
move dynamic plugin loading to its own crate
2020-10-01 13:04:06 -07:00
Will Hart
1beee4fd28
Add AppBuilder::asset_loader_from_instance (#580)
* Implement add_asset_loader_from_instance

* Add example of different data loaders
2020-10-01 11:31:06 -07:00
Gregor
056f84a2c1
Expose current_entity in ChildBuilder (#595) 2020-10-01 11:00:10 -07:00
Jonas Matser
3a4eacbdee
Adds derive for missing debug implementations (#597) 2020-10-01 10:58:21 -07:00
Nolan Darilek
d52f9e32aa
Add #[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))] to gamepad types. (#583)
Seems these may have been missed in the gamepad implementation, copied them from keyboard.rs.
2020-10-01 10:54:20 -07:00
Daniel McNab
cd9e502b12
Fix ScheduleRunnerPlugin (#610)
Fixes #609
2020-10-01 10:52:29 -07:00
Tomasz Sterna
408114269b
Use instant::Instant with wasm-bindgen feature (#591) 2020-09-27 12:55:06 -07:00
Raymond
74ad1c3752
Add remove bundle to bevy_ecs commands (#579)
add remove bundle to bevy_ecs commands
2020-09-26 14:27:56 -07:00
Alexander Sepity
85a7f883d1
Fix typo in #569. (#582) 2020-09-26 10:26:19 -07:00
Carter Anderson
dd07674b59
github actions: use stable clippy (#577) 2020-09-25 21:34:47 -07:00
Carter Anderson
05db806e15
fix DrawableText crash (#574) 2020-09-25 17:57:23 -07:00
Mariusz Kryński
a3012d94bb
WASM asset loading (#559)
wasm assets
2020-09-25 15:26:23 -07:00
Gray Olson
afc656701d
switch to u32 indices by default (#572) 2020-09-25 14:29:30 -07:00
Alexander Sepity
3abfcad7ab
Patch memory leak in Archetype::grow(). (#569) 2020-09-25 12:33:27 -07:00
Gray Olson
f7c8882c04
Index buffer specialization (#568)
index buffer specialization
2020-09-25 12:13:01 -07:00
Carter Anderson
a768bae33b
properly update bind group ids when setting dynamic bindings. (#560) 2020-09-23 13:20:14 -07:00
Carter Anderson
028a22b129
asset: use bevy_tasks in AssetServer (#550) 2020-09-21 20:23:09 -07:00
Tomasz Sterna
dd6f0b5e04
Option to give existing canvas element as winit window (#515) 2020-09-21 16:12:34 -07:00
Stjepan Glavina
74f881f20d
Fix compilation error on wasm (#549)
Fix compilation error on wasm
2020-09-21 15:47:38 -07:00
Logan Magee
b5f3585d2e
Merge some imports in bevy_winit/src/lib.rs (#522) 2020-09-21 13:54:47 -07:00
HyperLightKitsune
295e1f0a18
use FnOnce in Commands and ChildBuilder where possible (#535)
use FnOnce in Commands and ChildBuilder
2020-09-21 13:51:38 -07:00
Stjepan Glavina
5aa77979d1
Remove some unsafe code (#540) 2020-09-21 13:13:40 -07:00
memoryruins
fd1d6a388d
Stop looping when scheduler receives an AppExit (#536) 2020-09-20 16:32:07 -07:00
Carter Anderson
74dba5f36b
release: 0.2.1 (#533) 2020-09-20 15:58:32 -07:00
Stjepan Glavina
b05708f66a
Update async-executor to 1.3.0 (#526) 2020-09-20 11:27:24 -07:00
memoryruins
924afc3c0c
Remove UI debug print (#521) 2020-09-19 23:25:07 -07:00
Carter Anderson
ba5af4dd56
release: 0.2.0 (#520) 2020-09-19 15:29:08 -07:00
Carter Anderson
57a52e6ed7
fix font atlas text width bug (#519) 2020-09-19 14:22:01 -07:00
Carter Anderson
ff54efe3e3
transform: add "setter" builder functions, make naming clearer, and fix examples (#516) 2020-09-19 13:35:48 -07:00
Boutillier
b9f18efd86
Do not assume font handle is present in assets. (#490) 2020-09-19 12:57:52 -07:00
Tomasz Sterna
5e3731ddce
Create winit canvas under WebAssembly (#506) 2020-09-18 20:11:26 -07:00
Utkarsh
19d4694d24
Added gamepad support using Gilrs (#280)
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2020-09-18 14:43:47 -07:00
Boiethios
d4c8436457
Add AppBuilder::add_startup_stage_[before/after] (#505)
Co-authored-by: Boiethios <felix-dev@daudre-vignier.fr>
2020-09-18 13:30:54 -07:00
Carter Anderson
70ad6671db
ecs: use generational entity ids and other optimizations (#504)
ecs: use generational entity ids and other optimizations
2020-09-17 17:16:38 -07:00
Tomasz Sterna
34c6f5f41b
Implement WASM support for bevy_winit (#503)
Also, replaced wasm_timer::Instant with instant::Instant as it is
used by winit WASM implementation.
2020-09-16 13:40:32 -07:00
Carter Anderson
ad7613c674
Fix set_scale and set_rotation in new Transform api (#500) 2020-09-16 00:19:14 -07:00
verzuz
d4ab2f4d47
fix font atlas overflow (#495)
manage font_atlas overflow
2020-09-15 18:06:10 -07:00
Tomasz Sterna
2b0ee24a5d
Implement single threaded task scheduler for WebAssembly (#496)
* Add hello_wasm example

* Implement single threaded task scheduler for WebAssembly
2020-09-15 18:05:31 -07:00
Carter Anderson
e81111c1b1
simplify transform usage where possible (#494) 2020-09-14 18:20:20 -07:00
Smite Rust
a5259ab45f
update dependencies (#493) 2020-09-14 18:12:52 -07:00
Ilja Kartašov
b3e339e58a
Fix missing asset info path for synchronous loading (#486) 2020-09-14 14:14:54 -07:00
Smite Rust
b0e64d4295
update async-executor (#484)
update async-executor
2020-09-14 14:01:41 -07:00
Marek Legris
474bb5403e
Transform Rewrite (#374)
Remove individual Translation / Rotation / Scale components in favor of a combined Transform component
2020-09-14 14:00:32 -07:00
Logan Magee
3bc5e4cb1e
render: Export specific items outside of prelude (#473)
It's a preference of some people to not use prelude modules at all in
order to make their imports more explicit. Currently, items like
`Camera3dComponent` are only exported in a prelude module, making an
explicit import look like

`use bevy::prelude::Camera3dComponent`

which feels a bit hackish. This change doesn't remove such components
from the prelude, but just re-exports them at the crate's
(`bevy_render` in this case) root.
2020-09-11 16:23:21 -07:00
Logan Magee
e7d254517e
Load assets from root path when loading directly (#478) 2020-09-11 16:22:42 -07:00
Fabian Löschner
5447592c07
Fix handling of nested generics in PropertyTypeRegistration (#458) (#458) 2020-09-11 12:37:59 -07:00