Commit graph

3823 commits

Author SHA1 Message Date
radiish
1b9c156479 reflect: add insert and remove methods to List (#7063)
# Objective

- Fixes #7061

## Solution

- Add and implement `insert` and `remove` methods for `List`.

---

## Changelog

- Added `insert` and `remove` methods to `List`.
- Changed the `push` and `pop` methods on `List` to have default implementations.

## Migration Guide

- Manual implementors of `List` need to implement the new methods `insert` and `remove` and 
consider whether to use the new default implementation of `push` and `pop`.

Co-authored-by: radiish <thesethskigamer@gmail.com>
2023-01-09 19:47:07 +00:00
James Liu
bef9bc1844 Reduce branching in TrackedRenderPass (#7053)
# Objective
Speed up the render phase for rendering.

## Solution
 - Follow up #6988 and make the internals of atomic IDs `NonZeroU32`. This niches the `Option`s of the IDs in draw state, which reduces the size and branching behavior when evaluating for equality.
 - Require `&RenderDevice` to get the device's `Limits` when initializing a `TrackedRenderPass` to preallocate the bind groups and vertex buffer state in `DrawState`, this removes the branch on needing to resize those `Vec`s.

## Performance
This produces a similar speed up akin to that of #6885. This shows an approximate 6% speed up in `main_opaque_pass_3d` on `many_foxes` (408.79 us -> 388us). This should be orthogonal to the gains seen there.

![image](https://user-images.githubusercontent.com/3137680/209906239-e430f026-63c2-4b95-957e-a2045b810d79.png)

---

## Changelog
Added: `RenderContext::begin_tracked_render_pass`.
Changed: `TrackedRenderPass` now requires a `&RenderDevice` on construction.
Removed: `bevy_render::render_phase::DrawState`. It was not usable in any form outside of `bevy_render`.

## Migration Guide
TODO
2023-01-09 19:24:56 +00:00
Mike
d76b53bf4d Separate Extract from Sub App Schedule (#7046)
# Objective

- This pulls out some of the changes to Plugin setup and sub apps from #6503 to make that PR easier to review.
- Separate the extract stage from running the sub app's schedule to allow for them to be run on separate threads in the future
- Fixes #6990

## Solution

- add a run method to `SubApp` that runs the schedule
- change the name of `sub_app_runner` to extract to make it clear that this function is only for extracting data between the main app and the sub app
- remove the extract stage from the sub app schedule so it can be run separately. This is done by adding a `setup` method to the `Plugin` trait that runs after all plugin build methods run. This is required to allow the extract stage to be removed from the schedule after all the plugins have added their systems to the stage. We will also need the setup method for pipelined rendering to setup the render thread. See e3267965e1/crates/bevy_render/src/pipelined_rendering.rs (L57-L98)

## Changelog

- Separate SubApp Extract stage from running the sub app schedule.

## Migration Guide

### SubApp `runner` has conceptually been changed to an `extract` function.

The `runner` no longer is in charge of running the sub app schedule. It's only concern is now moving data between the main world and the sub app. The `sub_app.app.schedule` is now run for you after the provided function is called.

```rust
// before
fn main() {
    let sub_app = App::empty();
    sub_app.add_stage(MyStage, SystemStage::parallel());
    
    App::new().add_sub_app(MySubApp, sub_app, move |main_world, sub_app| {
        extract(app_world, render_app);
        render_app.app.schedule.run();
    });
}

// after
fn main() {
        let sub_app = App::empty();
    sub_app.add_stage(MyStage, SystemStage::parallel());
    
    App::new().add_sub_app(MySubApp, sub_app, move |main_world, sub_app| {
        extract(app_world, render_app);
        // schedule is automatically called for you after extract is run
    });
}
```
2023-01-09 19:24:54 +00:00
DevinLeamy
e94215c4c6 Gamepad events refactor (#6965)
# Objective 

- Remove redundant gamepad events
- Simplify consuming gamepad events.
- Refactor: Separate handling of gamepad events into multiple systems.

## Solution

- Removed `GamepadEventRaw`, and `GamepadEventType`.
- Added bespoke `GamepadConnectionEvent`, `GamepadAxisChangedEvent`, and `GamepadButtonChangedEvent`. 
- Refactored `gamepad_event_system`.
- Added `gamepad_button_event_system`, `gamepad_axis_event_system`, and `gamepad_connection_system`, which update the `Input` and `Axis` resources using their corresponding event type.

Gamepad events are now handled in their own systems and have their own types. 

This allows for querying for gamepad events without having to match on `GamepadEventType` and makes creating handlers for specific gamepad event types, like a `GamepadConnectionEvent` or `GamepadButtonChangedEvent` possible.

We remove `GamepadEventRaw` by filtering the gamepad events, using `GamepadSettings`, _at the source_, in `bevy_gilrs`. This way we can create `GamepadEvent`s directly and avoid creating `GamepadEventRaw` which do not pass the user defined filters. 

We expose ordered `GamepadEvent`s and we can respond to individual gamepad event types.

## Migration Guide

- Replace `GamepadEvent` and `GamepadEventRaw` types with their specific gamepad event type.
2023-01-09 19:24:52 +00:00
Sebastian Meßmer
fa15b31930 Smooth Transition between Animations (#6922)
# Objective

- Fixes https://github.com/bevyengine/bevy/discussions/6338

This PR allows for smooth transitions between different animations.

## Solution

- This PR uses very simple linear blending of animations.
- When starting a new animation, you can give it a duration, and throughout that duration, the previous and the new animation are being linearly blended, until only the new animation is running.
- I'm aware of https://github.com/bevyengine/rfcs/pull/49 and https://github.com/bevyengine/rfcs/pull/51, which are more complete solutions to this problem, but they seem still far from being implemented. Until they're ready, this PR allows for the most basic use case of blending, i.e. smoothly transitioning between different animations.

## Migration Guide

- no bc breaking changes
2023-01-09 19:24:51 +00:00
Yyee
a41e869aa9 Expose symphonia features from rodio in bevy_audio and bevy (#6388)
# Objective
Fix #6301 

## Solution
Add new features in `bevy_audio` to use `symphonia` sound format from `rodio` 
Also add in `bevy`
2023-01-09 19:05:30 +00:00
IceSentry
ee4e98f8a9 Support storage buffers in derive AsBindGroup (#6129)
# Objective

- Storage buffers are useful and not currently supported by the `AsBindGroup` derive which means you need to expand the macro if you need a storage buffer

## Solution

- Add a new `#[storage]` attribute to the derive `AsBindGroup` macro.
	- Support and optional `read_only` parameter that defaults to false when not present.
	- Support visibility parameters like the texture and sampler attributes.

---

## Changelog

- Add a new `#[storage(index)]` attribute to the derive `AsBindGroup` macro.


Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-01-09 18:50:55 +00:00
Robert Swain
16748b8387 bevy_render: Run calculate_bounds in the end-of-update exclusive systems (#7127)
# Objective

- Avoid slower than necessary first frame after spawning many entities due to them not having `Aabb`s and so being marked visible
  - Avoids unnecessarily large system and VRAM allocations as a consequence

## Solution

- I noticed when debugging the `many_cubes` stress test in Xcode that the `MeshUniform` binding was much larger than it needed to be. I realised that this was because initially, all mesh entities are marked as being visible because they don't have `Aabb`s because `calculate_bounds` is being run in `PostUpdate` and there are no system commands applications before executing the visibility check systems that need the `Aabb`s. The solution then is to run the `calculate_bounds` system just before the previous system commands are applied which is at the end of the `Update` stage.
2023-01-09 13:41:59 +00:00
JoJoJet
1efdbb7e3e Remove the SystemParamState trait and remove types like ResState (#6919)
Spiritual successor to #5205.
Actual successor to #6865.

# Objective

Currently, system params are defined using three traits: `SystemParam`, `ReadOnlySystemParam`, `SystemParamState`. The behavior for each param is specified by the `SystemParamState` trait, while `SystemParam` simply defers to the state.

Splitting the traits in this way makes it easier to implement within macros, but it increases the cognitive load. Worst of all, this approach requires each `MySystemParam` to have a public `MySystemParamState` type associated with it.

## Solution

* Merge the trait `SystemParamState` into `SystemParam`.
* Remove all trivial `SystemParam` state types. 
  * `OptionNonSendMutState<T>`: you will not be missed.

---

- [x] Fix/resolve the remaining test failure.

## Changelog

* Removed the trait `SystemParamState`, merging its functionality into `SystemParam`.

## Migration Guide

**Note**: this should replace the migration guide for #6865.
This is relative to Bevy 0.9, not main.

The traits `SystemParamState` and `SystemParamFetch` have been removed, and their functionality has been transferred to `SystemParam`.


```rust
// Before (0.9)
impl SystemParam for MyParam<'_, '_> {
    type State = MyParamState;
}
unsafe impl SystemParamState for MyParamState {
    fn init(world: &mut World, system_meta: &mut SystemMeta) -> Self { ... }
}
unsafe impl<'w, 's> SystemParamFetch<'w, 's> for MyParamState {
    type Item = MyParam<'w, 's>;
    fn get_param(&mut self, ...) -> Self::Item;
}
unsafe impl ReadOnlySystemParamFetch for MyParamState { }

// After (0.10)
unsafe impl SystemParam for MyParam<'_, '_> {
    type State = MyParamState;
    type Item<'w, 's> = MyParam<'w, 's>;
    fn init_state(world: &mut World, system_meta: &mut SystemMeta) -> Self::State { ... }
    fn get_param<'w, 's>(state: &mut Self::State, ...) -> Self::Item<'w, 's>;
}
unsafe impl ReadOnlySystemParam for MyParam<'_, '_> { }
```

The trait `ReadOnlySystemParamFetch` has been replaced with `ReadOnlySystemParam`.

```rust
// Before
unsafe impl ReadOnlySystemParamFetch for MyParamState {}

// After
unsafe impl ReadOnlySystemParam for MyParam<'_, '_> {}
```
2023-01-07 23:20:32 +00:00
JoJoJet
076e6f780c Update an outdated example for Mut::map_unchanged (#7115)
# Objective

- The doctest for `Mut::map_unchanged` uses a fake function `set_if_not_equal` to demonstrate usage.
- Now that #6853 has been merged, we can use `Mut::set_if_neq` directly instead of mocking it.
2023-01-06 23:24:25 +00:00
1e1001
41a5c30fb7 add Axis::devices to get all the input devices (#5400)
(github made me type out a message for the commit which looked like it was for the pr, sorry)

# Objective

- Add a way to get all of the input devices of an `Axis`, primarily useful for looping through them

## Solution

- Adds `Axis<T>::devices()` which returns a `FixedSizeIterator<Item = &T>`
- Adds a (probably unneeded) `test_axis_devices` test because tests are cool.

---

## Changelog

- Added `Axis<T>::devices()` method

## Migration Guide

Not a breaking change.
2023-01-06 18:00:22 +00:00
A-Walrus
ebc5cb352d Fix doc comment "Turbo" -> "Extreme" (#7091)
# Objective
Doc comment mentions turbo which is a sensitivity that doesn't exist.

## Solution

Change the comment to "Extreme" which does exist
2023-01-06 17:46:44 +00:00
iiYese
653c062ba3 Added missing details to SystemParam Local documentation. (#7106)
# Objective

`SystemParam` `Local`s documentation currently leaves out information that should be documented.
- What happens when multiple `SystemParam`s within the same system have the same `Local` type.
- What lifetime parameter is expected by `Local`.
 
## Solution

- Added sentences to documentation to communicate this information.
- Renamed `Local` lifetimes in code to `'s` where they previously were not. Users can get complicated incorrect suggested fixes if they pass the wrong lifetime. Some instance of the code had `'w` indicating the expected lifetime might not have been known to those that wrote the code either.

Co-authored-by: iiYese <83026177+iiYese@users.noreply.github.com>
2023-01-06 15:40:10 +00:00
Rob Parrett
3dd8b42f72 Fix various typos (#7096)
I stumbled across a typo in some docs. Fixed some more while I was in there.
2023-01-06 00:43:30 +00:00
targrub
329b71fa62 Break CorePlugin into TaskPoolPlugin, TypeRegistrationPlugin, FrameCountPlugin. (#7083)
# Objective

- Fixes #7081.

## Solution

- Moved functionality from kitchen sink plugin `CorePlugin` to separate plugins, `TaskPoolPlugin`, `TypeRegistrationPlugin`, `FrameCountPlugin`.  `TaskPoolOptions` resource should now be used with `TaskPoolPlugin`.

## Changelog

Minimal changes made (code kept in `bevy_core/lib.rs`).

## Migration Guide

- `CorePlugin` broken into separate plugins.  If not using `DefaultPlugins` or `MinimalPlugins` `PluginGroup`s, the replacement for `CorePlugin` is now to add `TaskPoolPlugin`, `TypeRegistrationPlugin`, and `FrameCountPlugin` to the app.

## Notes

- Consistent with Bevy goal "modularity over deep integration" but the functionality of `TypeRegistrationPlugin` and `FrameCountPlugin` is weak (the code has to go somewhere, though!).
- No additional tests written.
2023-01-05 11:42:35 +00:00
Matthias Schiffer
85743ce49e asset: make HandleUntyped::id private (#7076)
# Objective

It is currently possible to break reference counting for assets by creating a strong `HandleUntyped` and then modifying the `id` field before dropping the handle. This should not be allowed.

## Solution

Change the `id` field visibility to private and add a getter instead. The same change was previously done for `Handle<T>` in #6176, but `HandleUntyped` was forgotten.

---

## Migration Guide

- Instead of directly accessing the ID of a `HandleUntyped` as `handle.id`, use the new getter `handle.id()`.
2023-01-04 23:40:43 +00:00
Anton Pushkarev
4fff0ce837 Add a more familiar hex color entry (#7060)
# Objective

- When using `Color::hex` for the first time, I was confused by the fact that I can't specify colors using #, which is much more familiar.
- In the code editor (if there is support) there is a preview of the color, which is very convenient.
![Снимок экрана от 2022-12-30 02-54-00](https://user-images.githubusercontent.com/69102503/209990973-f6fc3bc6-08f6-4e51-a9a9-1de8a675c82d.png)

## Solution

- Allow you to enter colors like `#ff33f2` and use the `.strip_prefix` method to delete the `#` character.
2023-01-04 23:40:42 +00:00
JoJoJet
8ca3d0462c Allow SystemParams with private fields (#7056)
# Objective

- Fix #4200

Currently, `#[derive(SystemParam)]` publicly exposes each field type, which makes it impossible to encapsulate private fields.

## Solution

Previously, the fields were leaked because they were used as an input generic type to the macro-generated `SystemParam::State` struct. That type has been changed to store its state in a field with a specific type, instead of a generic type.

---

## Changelog

- Fixed a bug that caused `#[derive(SystemParam)]` to leak the types of private fields.
2023-01-04 23:25:36 +00:00
VitalyR
9ff111e24c fix cursor grab issue (#7010)
# Objective

- Set the cursor grab mode after the window is built, fix #7007, clean some conversion code.

## Solution

- Set the cursor grab mode after the window is built.
2023-01-04 23:00:12 +00:00
Gino Valente
717def2ccf bevy_reflect: Fix deserialization with readers (#6894)
# Objective

Fixes #6891

## Solution

Replaces deserializing map keys as `&str` with deserializing them as `String`.

This bug seems to occur when using something like `File` or `BufReader` rather than bytes or a string directly (I only tested `File` and `BufReader` for `rmp-serde` and `serde_json`). This might be an issue with other `Read` impls as well (except `&[u8]` it seems).

We already had passing tests for Message Pack but none that use a `File` or `BufReader`. This PR also adds or modifies tests to check for this in the future.

This change was also based on [feedback](https://github.com/bevyengine/bevy/pull/4561#discussion_r957385136) I received in a previous PR.

---

## Changelog

- Fix bug where scene deserialization using certain readers could fail (e.g. `BufReader`, `File`, etc.)
2023-01-04 22:03:31 +00:00
James Liu
8d19045d2f Parallelize forward kinematics animation systems (#6785)
# Objective
Speed up animation by leveraging all threads in `ComputeTaskPool`.

## Solution
This PR parallelizes animation sampling across all threads. 

To ensure that this is safely done, all animation is predicated with an ancestor query to ensure that there is no conflicting `AnimationPlayer` above each animated hierarchy that may cause this to alias.

Unlike the RFC, this does not add support for reflect based "animate anything", but only extends the existing `AnimationPlayer` to support high numbers of animated characters on screen at once.

## Performance
This cuts `many_foxes`'s frame time on my machine by a full millisecond, from 7.49ms to 6.5ms. (yellow is this PR, red is main).
![image](https://user-images.githubusercontent.com/3137680/204219698-ffe0136c-5e9b-436f-b8d9-b23f0b8d7d36.png)

---

## Changelog
Changed: Animation sampling now runs fully multi-threaded using threads from `ComputeTaskPool`.
Changed: `AnimationPlayer` that are on a child or descendant of another entity with another player will no longer be run.
2023-01-04 20:43:39 +00:00
James O'Brien
df3673f679 Add const to methods and const defaults to bevy_ui (#5542)
# Objective
- Fixes #5529 

## Solution
- Add assosciated constants named DEFAULT to as many types as possible
- Add const to as many methods in bevy_ui as possible

I have not applied the same treatment to the bundles in bevy_ui as it would require going into other bevy crates to implement const defaults for structs in bevy_text or relies on UiImage which calls HandleUntyped.typed() which isn't const safe.

Alternatively the defaults could relatively easily be turned into a macro to regain some of the readability and conciseness at the cost of explicitness.
Such a macro that partially implements this exists as a crate here: [const-default](https://docs.rs/const-default/latest/const_default/derive.ConstDefault.html) but does not support enums.

Let me know if there's anything I've missed or if I should push further into other crates.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-01-04 19:58:09 +00:00
James Liu
2d727afaf7 Flatten render commands (#6885)
# Objective
Speed up the render phase of rendering. Simplify the trait structure for render commands.

## Solution

 - Merge `EntityPhaseItem` into `PhaseItem` (`EntityPhaseItem::entity` -> `PhaseItem::entity`)
 - Merge `EntityRenderCommand` into `RenderCommand`.
 - Add two associated types to `RenderCommand`: `RenderCommand::ViewWorldQuery` and `RenderCommand::WorldQuery`.
 - Use the new associated types to construct two `QueryStates`s for `RenderCommandState`.
 - Hoist any `SQuery<T>` fetches in `EntityRenderCommand`s into the aformentioned two queries. Batch fetch them all at once.

## Performance
`main_opaque_pass_3d` is slightly faster on `many_foxes` (427.52us -> 401.15us)

![image](https://user-images.githubusercontent.com/3137680/206359804-9928b20a-7d92-41f8-bf7d-6e8c5cc802f0.png)

The shadow pass node is also slightly faster (344.52 -> 338.24us)

![image](https://user-images.githubusercontent.com/3137680/206359977-1212198d-f933-49a0-80f1-62ff88eb5727.png)

## Future Work

 - Can we hoist the view level queries out of the core loop?

---

## Changelog
Added: `PhaseItem::entity`
Added: `RenderCommand::ViewWorldQuery` associated type.
Added: `RenderCommand::ItemorldQuery` associated type.
Added: `Draw<T>::prepare` optional trait function.
Removed: `EntityPhaseItem` trait

## Migration Guide
TODO
2023-01-04 01:13:30 +00:00
Gino Valente
f866d72f15 Fix: CI bench-check command (#7077)
# Objective

I noticed that running the following command didn't actually do anything:

```
cargo run -p ci -- bench-check
```

## Solution

Made it so that running `cargo run -p ci -- bench-check` actually runs a compile check on the `benches` directory.
2023-01-03 22:18:21 +00:00
Robert Swain
b44b606d29 bevy_pbr: Avoid copying structs and using registers in shaders (#7069)
# Objective

- The #7064 PR had poor performance on an M1 Max in MacOS due to significant overuse of registers resulting in 'register spilling' where data that would normally be stored in registers on the GPU is instead stored in VRAM. The latency to read from/write to VRAM instead of registers incurs a significant performance penalty.
- Use of registers is a limiting factor in shader performance. Assignment of a struct from memory to a local variable can incur copies. Passing a variable that has struct type as an argument to a function can also incur copies. As such, these two cases can incur increased register usage and decreased performance.

## Solution

- Remove/avoid a number of assignments of light struct type data to local variables.
- Remove/avoid a number of passing light struct type variables/data as value arguments to shader functions.
2023-01-02 22:07:33 +00:00
Kurt Kühnert
b833bdab17 Allow to reuse the same RenderPass for multiple RenderPhases (#7043)
# Objective

- The recently merged PR #7013 does not allow multiple `RenderPhase`s to share the same `RenderPass`.
- Due to the introduced overhead we want to minimize the number of `RenderPass`es recorded during each frame.

## Solution

- Take a constructed `TrackedRenderPass` instead of a `RenderPassDiscriptor` as a parameter to the `RenderPhase::render` method.

---

## Changelog

To enable multiple `RenderPhases` to share the same `TrackedRenderPass`,
the `RenderPhase::render` signature has changed.

```rust
pub fn render<'w>(
  &self,
  render_pass: &mut TrackedRenderPass<'w>,
  world: &'w World,
  view: Entity)
```


Co-authored-by: Kurt Kühnert <51823519+kurtkuehnert@users.noreply.github.com>
2023-01-02 21:39:54 +00:00
James Liu
a5b1c46d5b Extend EntityLocation with TableId and TableRow (#6681)
# Objective
`Query::get` and other random access methods require looking up `EntityLocation` for every provided entity, then always looking up the `Archetype` to get the table ID and table row. This requires 4 total random fetches from memory: the `Entities` lookup, the `Archetype` lookup, the table row lookup, and the final fetch from table/sparse sets. If `EntityLocation` contains the table ID and table row, only the `Entities` lookup and the final storage fetch are required.

## Solution
Add `TableId` and table row to `EntityLocation`. Ensure it's updated whenever entities are moved around. To ensure `EntityMeta` does not grow bigger, both `TableId` and `ArchetypeId` have been shrunk to u32, and the archetype index and table row are stored as u32s instead of as usizes. This should shrink `EntityMeta` by 4 bytes, from 24 to 20 bytes, as there is no padding anymore due to the change in alignment.

This idea was partially concocted by @BoxyUwU. 

## Performance
This should restore the `Query::get` "gains" lost to #6625 that were introduced in #4800 without being unsound, and also incorporates some of the memory usage reductions seen in #3678.

This also removes the same lookups during add/remove/spawn commands, so there may be a bit of a speedup in commands and `Entity{Ref,Mut}`.

---

## Changelog
Added: `EntityLocation::table_id`
Added: `EntityLocation::table_row`.
Changed: `World`s can now only hold a maximum of 2<sup>32</sup>- 1 archetypes.
Changed: `World`s can now only hold a maximum of 2<sup>32</sup> - 1 tables.

## Migration Guide

A `World` can only hold a maximum of 2<sup>32</sup> - 1 archetypes and tables now. If your use case requires more than this, please file an issue explaining your use case.
2023-01-02 21:25:04 +00:00
Gino Valente
f8a229b0c9 bevy_reflect: Add compile fail tests for bevy_reflect (#7041)
# Objective

There isn't really a way to test that code using bevy_reflect compiles or doesn't compile for certain scenarios. This would be especially useful for macro-centric PRs like #6511 and #6042.

## Solution

Using `bevy_ecs_compile_fail_tests` as reference, added the `bevy_reflect_compile_fail_tests` crate.

Currently, this crate contains a very simple test case. This is so that we can get the basic foundation of this crate agreed upon and merged so that more tests can be added by other PRs.

### Open Questions

- [x] Should this be added to CI? (Answer: Yes)

---

## Changelog

- Added the `bevy_reflect_compile_fail_tests` crate for testing compilation errors
2023-01-02 21:07:33 +00:00
l1npengtul
290d6363b8 add system information plugin and update relevant examples (#5911)
# Objective
Solve #5464 

## Solution
Adds a `SystemInformationDiagnosticsPlugin` to add diagnostics.

Adds `Cargo.toml` flags to fix building on different platforms. 

---

## Changelog

Adds `sysinfo` crate to `bevy-diagnostics`. 

Changes in import order are due to clippy.

Co-authored-by: l1npengtul <35755164+l1npengtul@users.noreply.github.com>
Co-authored-by: IceSentry <c.giguere42@gmail.com>
2023-01-02 20:49:43 +00:00
ZoOL
b027d402e2 Update Box vertices comment (#7055)
Old comment is Z-up ,  Fix comment for bevy Y-up

# Objective

- Update Box vertices comment for bevy Y-up

## Solution

- Update comment for Y-up

---

## Changelog

None

## Migration Guide

None
2022-12-29 23:45:07 +00:00
figsoda
d2963267ba improve nix docs (#7044)
# Objective

`xlibsWrapper` is being deprecated: https://github.com/NixOS/nixpkgs/issues/194054, this pr removes the deprecated xlibsWrapper and makes a couple more improvements

## Solution

- rename NixOS to Nix since this is not specific to NixOS
- remove usage of `xlibsWrapper`
- add instructions for nix flakes with `nix develop`
- add example of a packaged bevy program in nixpkgs
- minor cosmetic/grammatical changes
2022-12-29 21:37:27 +00:00
François
61e027e8a8 Shadow render phase - pass the correct view entity (#7048)
# Objective

- Fixes #7047 

## Solution

- Pass the correct view entity
2022-12-28 20:07:35 +00:00
Predko Silvestr
2665299d1c Use ``bevy`` with default features in iOS example (#7042)
# Objective

I am new to Bevy. And during my development, I noticed that the `iOS` example doesn't work.
Example panics with next message: ```panicked at 'Resource requested by bevy_ui::widget::text::text_system does not exist: bevy_asset::assets::Assets```.

I have asked for help in a `discord` iOS chat and there I receive a recommendation that it is possible that some bevy features missing.

## Solution

So, I used ```bevy``` with default features.
2022-12-28 17:09:35 +00:00
Jinlei Li
09c64ffe9f Remove redundant bitwise OR TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES (#7033)
# Objective

`TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES`  was already included in `adapter.features()` on non-wasm target, and since it is the default value for `WgpuSettings.features`, the subsequent code will also combine into this feature:
b6066c30b6/crates/bevy_render/src/renderer/mod.rs (L155-L156)
2022-12-27 16:27:55 +00:00
Nile
0ddaa7e83a Round out the untyped api s (#7009)
# Objective

Bevy uses custom `Ptr` types so the rust borrow checker can help ensure lifetimes are correct, even when types aren't known. However, these types don't benefit from the automatic lifetime coercion regular rust references enjoy

## Solution

Add a couple methods to Ptr, PtrMut, and MutUntyped to allow for easy usage of these types in more complex scenarios.

## Changelog

- Added `as_mut` and `as_ref` methods to `MutUntyped`.
- Added `shrink` and `as_ref` methods to `PtrMut`.

## Migration Guide

- `MutUntyped::into_inner` now marks things as changed.
2022-12-27 16:05:16 +00:00
Kurt Kühnert
ca85f6c903 Extract common RenderPhase code into render method (#7013)
# Objective

All `RenderPhases` follow the same render procedure.
The same code is duplicated multiple times across the codebase.

## Solution

I simply extracted this code into a method on the `RenderPhase`. 
This avoids code duplication and makes setting up new `RenderPhases` easier.

---

## Changelog

### Changed

You can now set up the rendering code of a `RenderPhase` directly using the `RenderPhase::render` method, instead of implementing it manually in your render graph node.
2022-12-27 03:29:59 +00:00
Aceeri
5566d73d9e Nicer usage for scene viewer (#7035)
# Objective
Scene viewer mouse sensitivity/cursor usage isn't the best it could be atm, so just adding some quick, maybe opinionated, tweaks to make it feel more at home in usage.

## Solution
- Mouse delta shouldn't be affected by delta time, it should be more expected that if I move my mouse 1 inch to the right that it should move the in game camera/whatever is controlled the same regardless of FPS.
- Uses a magic number of 180.0 for a nice default sensitivity, modeled after Valorant's default sensitivity.
- Cursor now gets locked/hidden when rotating the camera to give it more of the effect that you are grabbing the camera.
2022-12-27 00:34:06 +00:00
Jinlei Li
741a91ed46 Replace WgpuAdapterInfo with RenderAdapterInfo in the documentation. (#7036)
# Objective

Fixes #6598
In addition, macOS can also support GL backends through ANGLE.
2022-12-26 19:47:01 +00:00
aktaboot
4ca19ac4d3 Update linux_dependencies.md (#7021)
fixes alsalib dependency for NixOS
2022-12-26 16:52:17 +00:00
François
f1a21db250 don't error when sending HierarchyEvents when Event type not registered (#7031)
# Objective

- Loading a gltf files prints many errors
```
ERROR bevy_ecs::world: Unable to send event `bevy_hierarchy::events::HierarchyEvent`
	Event must be added to the app with `add_event()`
	https://docs.rs/bevy/*/bevy/app/struct.App.html#method.add_event
```
- Loading a gltf file create a world for a scene where events are not registered. Executing hierarchy commands on that world should not print error

## Solution

- Revert part of #6921 
- don't use `world.send_event` / `world.send_event_batch` from commands
2022-12-26 16:39:17 +00:00
IceSentry
7763b5ec74 log system info on startup (#5454)
# Objective

- We already log the adapter info on startup when bevy_render is present. It would be nice to have more info about the system to be able to ask users to submit it in bug reports

## Solution

- Use the `sysinfo` crate to get all the information
  - I made sure it _only_ gets the required informations to avoid unnecessary system request
- Add a system that logs this on startup
  - This system is currently in `bevy_diagnostics` because I didn't really know where to put it.

Here's an example log from my system:
```log
INFO bevy_diagnostic: SystemInformation { os: "Windows 10 Pro", kernel: "19044", cpu: "AMD Ryzen 7 5800X 8-Core Processor", core_count: "8", memory: "34282242 KB" }
```
---

## Changelog

- Added a new default log when starting a bevy app that logs the system information
2022-12-26 15:16:46 +00:00
Jinlei Li
b6066c30b6 Fix ndk-macro link (#7027)
# Objective

[ndk-glue](https://github.com/rust-mobile/ndk-glue)  has been split from `android-ndk-rs` into a separate repository.
2022-12-25 05:06:03 +00:00
Nicola Papale
b8a9933d46 Add a reparented_to method to GlobalTransform (#7020)
# Objective

It is often necessary  to update an entity's parent while keeping its GlobalTransform static. Currently it is cumbersome and error-prone (two questions in the discord `#help` channel in the past week)

- Part 1 of #5475
- Part 2: #7024.

## Solution

- Add a `reparented_to` method to `GlobalTransform`

---

## Changelog

- Add a `reparented_to` method to `GlobalTransform`
2022-12-25 00:51:20 +00:00
JoJoJet
48b4a45d82 Add a const PipeSystem constructor (#7019)
# Objective

Fix #5914.

`PipeSystem` cannot be constructed in `const` contexts.

## Solution

Add a const `PipeSystem::new` function.
2022-12-25 00:51:19 +00:00
JoJoJet
a91f89db73 Add a basic example for system ordering (#7017)
# Objective

Fix #5653.

## Solution

- Add an example of how systems can be ordered from within a stage.
- Update some docs from before #4224
2022-12-25 00:51:17 +00:00
JoJoJet
65d390163f Add a trait for commands that run for a given Entity (#7015)
# Objective

Resolve #6156.

The most common type of command is one that runs for a single entity. Built-in commands like this can be ergonomically added to the command queue using the `EntityCommands` struct. However, adding custom entity commands to the queue is quite cumbersome. You must first spawn an entity, store its ID in a local, then construct a command using that ID and add it to the queue. This prevents method chaining, which is the main benefit of using `EntityCommands`.

### Example (before)

```rust
struct MyCustomCommand(Entity);

impl Command for MyCustomCommand { ... }

let id = commands.spawn((...)).id();
commmands.add(MyCustomCommand(id));
```

## Solution

Add the `EntityCommand` trait, which allows directly adding per-entity commands to the `EntityCommands` struct.

### Example (after)

```rust
struct MyCustomCommand;

impl EntityCommand for MyCustomCommand { ... }

commands.spawn((...)).add(MyCustomCommand);
```
---

## Changelog

- Added the trait `EntityCommand`. This is a counterpart of `Command` for types that execute code for a single entity.

## Future Work

If we feel its necessary, we can simplify built-in commands (such as `Despawn`) to use this trait.
2022-12-25 00:51:16 +00:00
JoJoJet
83b602a77c Relax Sync bound on anonymous Commands (#7014)
# Objective

Any closure with the signature `FnOnce(&mut World)` implicitly implements the trait `Command` due to a blanket implementation. However, this implementation unnecessarily has the `Sync` bound, which limits the types that can be used.

## Solution

Remove the bound.

---

## Changelog

- `Command` closures no longer need to implement the marker trait `std::marker::Sync`.
2022-12-25 00:51:14 +00:00
JoJoJet
b3d59060db Fix unsoundness for propagate_recursive (#7003)
# Objective

Fix #6983.

## Solution

Mark the function `propagate_recursive` as unsafe, and specify the safety invariants through doc comments.
2022-12-25 00:39:31 +00:00
Aceeri
8ad9a7c7c4 Rename camera "priority" to "order" (#6908)
# Objective
The documentation for camera priority is very confusing at the moment, it requires a bit of "double negative" kind of thinking.

# Solution
Flipping the wording on the documentation to reflect more common usecases like having an overlay camera and also renaming it to "order", since priority implies that it will override the other camera rather than have both run.
2022-12-25 00:39:30 +00:00
ickk
a0448eca2f enum Visibility component (#6320)
Consolidation of all the feedback about #6271 as well as the addition of an "unconditionally visible" mode.

# Objective

The current implementation of the `Visibility` struct simply wraps a boolean.. which seems like an odd pattern when rust has such nice enums that allow for more expression using pattern-matching. 

Additionally as it stands Bevy only has two settings for visibility of an entity: 
- "unconditionally hidden" `Visibility { is_visible: false }`, 
- "inherit visibility from parent" `Visibility { is_visible: true }`
   where a root level entity set to "inherit" is visible. 

Note that given the behaviour, the current naming of the inner field is a little deceptive or unclear.

Using an enum for `Visibility` opens the door for adding an extra behaviour mode. This PR adds a new "unconditionally visible" mode, which causes an entity to be visible even if its Parent entity is hidden. There should not really be any performance cost to the addition of this new mode.

--
The recently added `toggle` method is removed in this PR, as its semantics could be confusing with 3 variants.

## Solution

Change the Visibility component into
```rust
enum Visibility {
  Hidden,    // unconditionally hidden
  Visible,   // unconditionally visible
  Inherited, // inherit visibility from parent
}
```

---

## Changelog

### Changed

`Visibility` is now an enum

## Migration Guide

- evaluation of the `visibility.is_visible` field should now check for `visibility == Visibility::Inherited`.
- setting the `visibility.is_visible` field should now directly set the value: `*visibility = Visibility::Inherited`.
- usage of `Visibility::VISIBLE` or `Visibility::INVISIBLE` should now use `Visibility::Inherited` or `Visibility::Hidden` respectively.
- `ComputedVisibility::INVISIBLE` and `SpatialBundle::VISIBLE_IDENTITY` have been renamed to `ComputedVisibility::HIDDEN` and `SpatialBundle::INHERITED_IDENTITY` respectively.






Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-12-25 00:39:29 +00:00