# Objective
Fixes#14365
## Migration Guide
- When using the iterator returned by `Mesh::attributes` or
`Mesh::attributes_mut` the first value of the tuple is not the
`MeshVertexAttribute` instead of `MeshVertexAttributeId`. To access the
`MeshVertexAttributeId` use the `MeshVertexAttribute.id` field.
Signed-off-by: Sarthak Singh <sarthak.singh99@gmail.com>
# Objective
- Add custom images as cursors
- Fixes#9557
## Solution
- Change cursor type to accommodate both native and image cursors
- I don't really like this solution because I couldn't use
`Handle<Image>` directly. I would need to import `bevy_assets` and that
causes a circular dependency. Alternatively we could use winit's
`CustomCursor` smart pointers, but that seems hard because the event
loop is needed to create those and is not easily accessable for users.
So now I need to copy around rgba buffers which is sad.
- I use a cache because especially on the web creating cursor images is
really slow
- Sorry to #14196 for yoinking, I just wanted to make a quick solution
for myself and thought that I should probably share it too.
Update:
- Now uses `Handle<Image>`, reads rgba data in `bevy_render` and uses
resources to send the data to `bevy_winit`, where the final cursors are
created.
## Testing
- Added example which works fine at least on Linux Wayland (winit side
has been tested with all platforms).
- I haven't tested if the url cursor works.
## Migration Guide
- `CursorIcon` is no longer a field in `Window`, but a separate
component can be inserted to a window entity. It has been changed to an
enum that can hold custom images in addition to system icons.
- `Cursor` is renamed to `CursorOptions` and `cursor` field of `Window`
is renamed to `cursor_options`
- `CursorIcon` is renamed to `SystemCursorIcon`
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
# Objective
Support more kinds of system params in buildable systems, such as a
`ParamSet` or `Vec` containing buildable params or tuples of buildable
params.
## Solution
Replace the `BuildableSystemParam` trait with `SystemParamBuilder` to
make it easier to compose builders. Provide implementations for existing
buildable params, plus tuples, `ParamSet`, and `Vec`.
## Examples
```rust
// ParamSet of tuple:
let system = (ParamSetBuilder((
QueryParamBuilder::new(|builder| { builder.with::<B>(); }),
QueryParamBuilder::new(|builder| { builder.with::<C>(); }),
)),)
.build_state(&mut world)
.build_system(|mut params: ParamSet<(Query<&mut A>, Query<&mut A>)>| {
params.p0().iter().count() + params.p1().iter().count()
});
// ParamSet of Vec:
let system = (ParamSetBuilder(vec![
QueryParamBuilder::new_box(|builder| { builder.with::<B>(); }),
QueryParamBuilder::new_box(|builder| { builder.with::<C>(); }),
]),)
.build_state(&mut world)
.build_system(|mut params: ParamSet<Vec<Query<&mut A>>>| {
let mut count = 0;
params.for_each(|mut query| count += query.iter_mut().count());
count
});
```
## Migration Guide
The API for `SystemBuilder` has changed. Instead of constructing a
builder with a world and then adding params, you first create a tuple of
param builders and then supply the world.
```rust
// Before
let system = SystemBuilder::<()>::new(&mut world)
.local::<u64>()
.builder::<Local<u64>>(|x| *x = 10)
.builder::<Query<&A>>(|builder| { builder.with::<B>(); })
.build(system);
// After
let system = (
ParamBuilder,
LocalBuilder(10),
QueryParamBuilder::new(|builder| { builder.with::<B>(); }),
)
.build_state(&mut world)
.build_system(system);
```
## Possible Future Work
Here are a few possible follow-up changes. I coded them up to prove that
this API can support them, but they aren't necessary for this PR.
* chescock/bevy#1
* chescock/bevy#2
* chescock/bevy#3
Based on top of #12982 and #13069
# Objective
- Opaque2d was implemented with SortedRenderPhase but BinnedRenderPhase
should be much faster
## Solution
- Implement BinnedRenderPhase for Opaque2d
## Notes
While testing this PR, before the change I had ~14 fps in bevymark with
100k entities. After this change I get ~71 fps, compared to using
sprites where I only get ~63 fps. This means that after this PR mesh2d
with opaque meshes will be faster than the sprite path. This is not a 1
to 1 comparison since sprites do alpha blending.
# Objective
It would be good to have benchmarks handy for function reflection as it
continues to be worked on.
## Solution
Add some basic benchmarks for function reflection.
## Testing
To test locally, run the following in the `benches` directory:
```
cargo bench --bench reflect_function
```
## Results
Here are a couple of the results (M1 Max MacBook Pro):
<img width="936" alt="Results of benching calling functions vs closures
via reflection. Closures average about 40ns, while functions average
about 55ns"
src="https://github.com/user-attachments/assets/b9a6c585-5fbe-43db-9a7b-f57dbd3815e3">
<img width="936" alt="Results of benching converting functions vs
closures into their dynamic representations. Closures average about
34ns, while functions average about 37ns"
src="https://github.com/user-attachments/assets/4614560a-7192-4c1e-9ade-7bc5a4ca68e3">
Currently, it seems `DynamicClosure` is just a bit more performant. This
is likely due to the fact that `DynamicFunction` stores its function
object in an `Arc` instead of a `Box` so that it can be `Send + Sync`
(and also `Clone`).
We'll likely need to do the same for `DynamicClosure` so I suspect these
results to change in the near future.
Ci fixed version of: #14541
Upstream the remainder of bevy_picking_core and all of
bevy_picking_input.
This work is intentionally nonfunctional and has minimal changes, but
does compile. More work is necessary to replace bevy_eventlistener with
propagating observers.
This work is being coordinated as part of "bevy_mod_picking upstream"
working group. Come say hi on discord!
---------
Co-authored-by: Miles Silberling-Cook <nth.tensor@gmail.com>
Co-authored-by: Aevyrie <aevyrie@gmail.com>
# Objective
- fix#14679
- bevy's performance highly depends on compiler optimization,inline hot
function could greatly help compiler to optimize our program
# Objective
This PR implements part of the [Curve
RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/80-curve-trait.md).
See that document for motivation, objectives, etc.
## Solution
For purposes of reviewability, this PR excludes the entire part of the
RFC related to taking multiple samples, resampling, and interpolation
generally. (This means the entire `cores` submodule is also excluded.)
On the other hand, the entire `Interval` type and all of the functional
`Curve` adaptors are included.
## Testing
Test modules are included and can be run locally (but they are also
included in CI).
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- after #14502 ,explicit using clone_from should has better performance
because it could reuse the resources to avoid unnecessary allocations.
# Objective
The changes made in https://github.com/bevyengine/bevy/pull/12252
introduced an previously fixed bug in webgpu rendering.
## Solution
This fix is based on https://github.com/bevyengine/bevy/pull/8910 and
applies the same vertex buffer layout assignment for the LineGizmo
Pipeline.
## Testing
- Tested the 3D Gizmo example in webgpu and webgl environments
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
The `dynamic_types` example was missing a reference to the newly added
`DynamicSet` type.
## Solution
Add `DynamicSet` to the `dynamic_types` example.
For parity with the other dynamic types, I also implemented
`FromIterator<T: Reflect>`, `FromIterator<Box<dyn Reflect>>`, and
`IntoIterator for &DynamicSet`.
## Testing
You can run the example locally:
```
cargo run --example dynamic_types
```
# Objective
As pointed out by @SkiFire13 on
[Discord](https://discord.com/channels/691052431525675048/1002362493634629796/1270624366119485441),
I was incorrect in #14641 regarding the type name of anonymous
functions. I had stated that they will return something like `fn(i32,
i32) -> i32`, but this is wrong. They actually behave like closures
(despite not technically being closures) and return something more like
`foo::bar::{{closure}}`.
This isn't a major issue because the reasoning behind #14641 still
stands. However, the internal documentation should probably be updated
so future contributors don't believe the lies I left behind.
## Solution
Updated the internal documentation for `create_info` to reflect the
actual type name of an anonymous function.
In that same module, I also added a test for function pointers and
updated all tests to include sanity checks for the `std::any::type_name`
of each category of callable.
## Testing
You can test locally by running:
```
cargo test --package bevy_reflect
```
# Objective
CI is
[failing](https://github.com/bevyengine/bevy/actions/runs/10308658332/job/28536587448)
due to certain methods not being used.
## Solution
Make the `reflect` module public so that these warnings go away and so
that the `pub` items in these modules can be used.
## Testing
CI should pass.
# Objective
- While developing a debug tool I saw the gap where it was not possible
to get all existing states from a World using reflection.
- This PR allows to iterate over all `States` types that exist in a
world, and modify them in case they implement `FreelyMutableState`.
- Two new methods are available on `App` and `SubApp` as helper to
register the data types:
- `register_state_reflect` and `register_mutable_state_reflect`
## Solution
- Two new data types are added:
- `ReflectState`: Allows to extract the current value of a state from
the World.
- `ReflectFreelyMutableState`: Allows to set the next state in a world,
similar to call `NextState::set`.
- There is no distinction between `States`, `SubStates` and
`ComputedStates`:
- `States` can register both `ReflectState` and
`ReflectFreelyMutableState`.
- `SubStates` can register both `ReflectState` and
`ReflectFreelyMutableState`.
- `ComputedStates` can register only `ReflectState` .
## Testing
- Added tests inside the `bevy_state` crate.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
# Objective
Closes#14526
## Solution
The history texture was being created incorrectly with the viewport size
rather than target size. When viewport < target, this meant that the
render attachments would differer in size which causes a wgpu validation
error.
## Testing
Example in linked issue works.
# Objective
### TL;DR
#14098 added the `FunctionRegistry` but had some last minute
complications due to anonymous functions. It ended up going with a
"required name" approach to ensure anonymous functions would always have
a name.
However, this approach isn't ideal for named functions since, by
definition, they will always have a name.
Therefore, this PR aims to modify function reflection such that we can
make function registration easier for named functions, while still
allowing anonymous functions to be registered as well.
### Context
Function registration (#14098) ran into a little problem: anonymous
functions.
Anonymous functions, including function pointers, have very non-unique
type names. For example, the anonymous function `|a: i32, b: i32| a + b`
has the type name of `fn(i32, i32) -> i32`. This obviously means we'd
conflict with another function like `|a: i32, b: i32| a - b`.
The solution that #14098 landed on was to always require a name during
function registration.
The downside with this is that named functions (e.g. `fn add(a: i32, b:
i32) -> i32 { a + b }`) had to redundantly provide a name. Additionally,
manually constructed `DynamicFunction`s also ran into this ergonomics
issue.
I don't entirely know how the function registry will be used, but I have
a strong suspicion that most of its registrations will either be named
functions or manually constructed `DynamicFunction`s, with anonymous
functions only being used here and there for quick prototyping or adding
small functionality.
Why then should the API prioritize the anonymous function use case by
always requiring a name during registration?
#### Telling Functions Apart
Rust doesn't provide a lot of out-of-the-box tools for reflecting
functions. One of the biggest hurdles in attempting to solve the problem
outlined above would be to somehow tell the different kinds of functions
apart.
Let's briefly recap on the categories of functions in Rust:
| Category | Example |
| ------------------ | ----------------------------------------- |
| Named function | `fn add(a: i32, b: i32) -> i32 { a + b }` |
| Closure | `\|a: i32\| a + captured_variable` |
| Anonymous function | `\|a: i32, b: i32\| a + b` |
| Function pointer | `fn(i32, i32) -> i32` |
My first thought was to try and differentiate these categories based on
their size. However, we can see that this doesn't quite work:
| Category | `size_of` |
| ------------------ | --------- |
| Named function | 0 |
| Closure | 0+ |
| Anonymous function | 0 |
| Function pointer | 8 |
Not only does this not tell anonymous functions from named ones, but it
struggles with pretty much all of them.
My second then was to differentiate based on type name:
| Category | `type_name` |
| ------------------ | ----------------------- |
| Named function | `foo::bar::baz` |
| Closure | `foo::bar::{{closure}}` |
| Anonymous function | `fn() -> String` |
| Function pointer | `fn() -> String` |
This is much better. While it can't distinguish between function
pointers and anonymous functions, this doesn't matter too much since we
only care about whether we can _name_ the function.
So why didn't we implement this in #14098?
#### Relying on `type_name`
While this solution was known about while working on #14098, it was left
out from that PR due to it being potentially controversial.
The [docs](https://doc.rust-lang.org/stable/std/any/fn.type_name.html)
for `std::any::type_name` state:
> The returned string must not be considered to be a unique identifier
of a type as multiple types may map to the same type name. Similarly,
there is no guarantee that all parts of a type will appear in the
returned string: for example, lifetime specifiers are currently not
included. In addition, the output may change between versions of the
compiler.
So that's it then? We can't use `type_name`?
Well, this statement isn't so much a rule as it is a guideline. And Bevy
is no stranger to bending the rules to make things work or to improve
ergonomics. Remember that before `TypePath`, Bevy's scene system was
entirely dependent on `type_name`. Not to mention that `type_name` is
being used as a key into both the `TypeRegistry` and the
`FunctionRegistry`.
Bevy's practices aside, can we reliably use `type_name` for this?
My answer would be "yes".
Anonymous functions are anonymous. They have no name. There's nothing
Rust could do to give them a name apart from generating a random string
of characters. But remember that this is a diagnostic tool, it doesn't
make sense to obfuscate the type by randomizing the output. So changing
it to be anything other than what it is now is very unlikely.
The only changes that I could potentially see happening are:
1. Closures replace `{{closure}}` with the name of their variable
2. Lifetimes are included in the output
I don't think the first is likely to happen, but if it does then it
actually works out in our favor: closures are now named!
The second point is probably the likeliest. However, adding lifetimes
doesn't mean we can't still rely on `type_name` to determine whether or
not a function is named. So we should be okay in this case as well.
## Solution
Parse the `type_name` of the function in the `TypedFunction` impl to
determine if the function is named or anonymous.
This once again makes `FunctionInfo::name` optional. For manual
constructions of `DynamicFunction`, `FunctionInfo::named` or
``FunctionInfo::anonymous` can be used.
The `FunctionRegistry` API has also been reworked to account for this
change.
`FunctionRegistry::register` no longer takes a name and instead takes it
from the supplied function, returning a
`FunctionRegistrationError::MissingName` error if the name is `None`.
This also doubles as a replacement for the old
`FunctionRegistry::register_dynamic` method, which has been removed.
To handle anonymous functions, a `FunctionRegistry::register_with_name`
method has been added. This works in the same way
`FunctionRegistry::register` used to work before this PR.
The overwriting methods have been updated in a similar manner, with
modifications to `FunctionRegistry::overwrite_registration`, the removal
of `FunctionRegistry::overwrite_registration_dynamic`, and the addition
of `FunctionRegistry::overwrite_registration_with_name`.
This PR also updates the methods on `App` in a similar way:
`App::register_function` no longer requires a name argument and
`App::register_function_with_name` has been added to handle anonymous
functions (and eventually closures).
## Testing
You can run the tests locally by running:
```
cargo test --package bevy_reflect --features functions
```
---
## Internal Migration Guide
> [!important]
> Function reflection was introduced as part of the 0.15 dev cycle. This
migration guide was written for developers relying on `main` during this
cycle, and is not a breaking change coming from 0.14.
> [!note]
> This list is not exhaustive. It only contains some of the most
important changes.
`FunctionRegistry::register` no longer requires a name string for named
functions. Anonymous functions, however, need to be registered using
`FunctionRegistry::register_with_name`.
```rust
// BEFORE
registry
.register(std::any::type_name_of_val(&foo), foo)?
.register("bar", || println!("Hello world!"));
// AFTER
registry
.register(foo)?
.register_with_name("bar", || println!("Hello world!"));
```
`FunctionInfo::name` is now optional. Anonymous functions and closures
will now have their name set to `None` by default. Additionally,
`FunctionInfo::new` has been renamed to `FunctionInfo::named`.
This PR is based on top of #12982
# Objective
- Mesh2d currently only has an alpha blended phase. Most sprites don't
need transparency though.
- For some 2d games it can be useful to have a 2d depth buffer
## Solution
- Add an opaque phase to render Mesh2d that don't need transparency
- This phase currently uses the `SortedRenderPhase` to make it easier to
implement based on the already existing transparent phase. A follow up
PR will switch this to `BinnedRenderPhase`.
- Add a 2d depth buffer
- Use that depth buffer in the transparent phase to make sure that
sprites and transparent mesh2d are displayed correctly
## Testing
I added the mesh2d_transforms example that layers many opaque and
transparent mesh2d to make sure they all get displayed correctly. I also
confirmed it works with sprites by modifying that example locally.
---
## Changelog
- Added `AlphaMode2d`
- Added `Opaque2d` render phase
- Camera2d now have a `ViewDepthTexture` component
## Migration Guide
- `ColorMaterial` now contains `AlphaMode2d`. To keep previous
behaviour, use `AlphaMode::BLEND`. If you know your sprite is opaque,
use `AlphaMode::OPAQUE`
## Follow up PRs
- See tracking issue: #13265
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Christopher Biscardi <chris@christopherbiscardi.com>
# Objective
- I made a mistake when fixing the merge conflicts here:
https://github.com/bevyengine/bevy/pull/14579#discussion_r1705377452
It wasn't caught because there's no easy way to trigger access conflicts
with resources without triggering them with components first.
# Objective
- Fixes#14142
## Solution
- Make sure a regression test is written on this case that fails for the
current code base but works with the suggested patch linked in the
aforementioned issue. After this is confirmed to be working, apply the
patch.
## Testing
- Run the regression test in both contexts, outputs were as expected.
# Objective
This PR makes `bevy_render` an optional dependency for `bevy_gizmos`,
thereby allowing `bevy_gizmos` to be used with alternative rendering
backend.
Previously `bevy_gizmos` assumes that one of `bevy_pbr` or `bevy_sprite`
will be enabled. Here we introduced a new feature named `bevy_render`
which disables all rendering-related code paths. An alternative renderer
will then take the `LineGizmo` assets (made public in this PR) and issue
draw calls on their own. A new field `config_ty` was added to
`LineGizmo` to help looking up the related configuration info.
---
## Migration Guide
No user-visible changes needed from the users.
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/14575
- There is a soundness issue because we use `conflicts()` to check for
system ambiguities + soundness issues. However since the current
conflicts is a `Vec<T>`, we cannot express conflicts where there is no
specific `ComponentId` at fault. For example `q1: Query<EntityMut>, q2:
Query<EntityMut>`
There was a TODO to handle the `write_all` case but it was never
resolved
## Solution
- Introduce an `AccessConflict` enum that is either a list of specific
ids that are conflicting or `All` if all component ids are conflicting
## Testing
- Introduced a new unit test to check for the `EntityMut` case
## Migration guide
The `get_conflicts` method of `Access` now returns an `AccessConflict`
enum instead of simply a `Vec` of `ComponentId`s that are causing the
access conflict. This can be useful in cases where there are no
particular `ComponentId`s conflicting, but instead **all** of them are;
for example `fn system(q1: Query<EntityMut>, q2: Query<EntityRef>)`
# Objective
Adds a new `Monitor` component representing a winit `MonitorHandle` that
can be used to spawn new windows and check for system monitor
information.
Closes#12955.
## Solution
For every winit event, check available monitors and spawn them into the
world as components.
## Testing
TODO:
- [x] Test plugging in and unplugging monitor during app runtime
- [x] Test spawning a window on a second monitor by entity id
- [ ] Since this touches winit, test all platforms
---
## Changelog
- Adds a new `Monitor` component that can be queried for information
about available system monitors.
## Migration Guide
- `WindowMode` variants now take a `MonitorSelection`, which can be set
to `MonitorSelection::Primary` to mirror the old behavior.
---------
Co-authored-by: Pascal Hertleif <pascal@technocreatives.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
# Objective
- Fixes#14337
## Solution
- Add a `cfg_attr` that derives `Refect` for this type.
## Testing
- I am going to make sure the tests pass on this PR before requesting
review, If more testing is necessary let me know some good action steps
to take.
# Objective
Support for reflecting set-like types (e.g. `HashSet`) was added in
#13014. However, we didn't add any serialization tests to verify that
serialization works as expected.
## Solution
Update the serde tests.
## Testing
You can test locally by running:
```
cargo test --package bevy_reflect
```
Basically it's https://github.com/bevyengine/bevy/pull/13792 with the
bumped versions of `encase` and `hexasphere`.
---------
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
When looking at documentation for the `Update` schedule, its not
entirely obvious that developers should actually be using the
`FixedUpdate` schedule for most of their game logic. We should directly
cross-link between the two, and give examples of which systems to put in
which schedules.
## Solution
Do just that.
# Objective
Implements #14547
## Solution
Add a function `invert_winding` for `Mesh` that inverts the winding for
`LineList`, `LineStrip`, `TriangleList` and `TriangleStrip`.
## Testing
Tests added
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Alix Bott <bott.alix@gmail.com>
# Objective
- Make skin data of glTF meshes available for users, so it would be
possible to create skinned meshes without spawning a scene.
- I believe it contributes to
https://github.com/bevyengine/bevy/issues/13681 ?
## Solution
- Add a new `GltfSkin`, representing skin data from a glTF file, new
member `skin` to `GltfNode` and both `skins` + `named_skins` to `Gltf`
(a la meshes/nodes).
- Rewrite glTF nodes resolution as an iterator which sorts nodes by
their dependencies (nodes without dependencies first). So when we create
`GltfNodes` with their associated `GltfSkin` while iterating, their
dependencies already have been loaded.
- Make a distinction between `GltfSkin` and
`SkinnedMeshInverseBindposes` in assets: prior to this PR,
`GltfAssetLabel::Skin(n)` was responsible not for a skin, but for one of
skin's components. Now `GltfAssetLabel::InverseBindMatrices(n)` will map
to `SkinnedMeshInverseBindposes`, and `GltfAssetLabel::Skin(n)` will map
to `GltfSkin`.
## Testing
- New test `skin_node` does just that; it tests whether or not
`GltfSkin` was loaded properly.
## Migration Guide
- Change `GltfAssetLabel::Skin(..)` to
`GltfAssetLabel::InverseBindMatrices(..)`.
# Objective
#13152 added support for reflecting functions. Now, we need a way to
register those functions such that they may be accessed anywhere within
the ECS.
## Solution
Added a `FunctionRegistry` type similar to `TypeRegistry`.
This allows a function to be registered and retrieved by name.
```rust
fn foo() -> i32 {
123
}
let mut registry = FunctionRegistry::default();
registry.register("my_function", foo);
let function = registry.get_mut("my_function").unwrap();
let value = function.call(ArgList::new()).unwrap().unwrap_owned();
assert_eq!(value.downcast_ref::<i32>(), Some(&123));
```
Additionally, I added an `AppFunctionRegistry` resource which wraps a
`FunctionRegistryArc`. Functions can be registered into this resource
using `App::register_function` or by getting a mutable reference to the
resource itself.
### Limitations
#### `Send + Sync`
In order to get this registry to work across threads, it needs to be
`Send + Sync`. This means that `DynamicFunction` needs to be `Send +
Sync`, which means that its internal function also needs to be `Send +
Sync`.
In most cases, this won't be an issue because standard Rust functions
(the type most likely to be registered) are always `Send + Sync`.
Additionally, closures tend to be `Send + Sync` as well, granted they
don't capture any `!Send` or `!Sync` variables.
This PR adds this `Send + Sync` requirement, but as mentioned above, it
hopefully shouldn't be too big of an issue.
#### Closures
Unfortunately, closures can't be registered yet. This will likely be
explored and added in a followup PR.
### Future Work
Besides addressing the limitations listed above, another thing we could
look into is improving the lookup of registered functions. One aspect is
in the performance of hashing strings. The other is in the developer
experience of having to call `std::any::type_name_of_val` to get the
name of their function (assuming they didn't give it a custom name).
## Testing
You can run the tests locally with:
```
cargo test --package bevy_reflect
```
---
## Changelog
- Added `FunctionRegistry`
- Added `AppFunctionRegistry` (a `Resource` available from `bevy_ecs`)
- Added `FunctionRegistryArc`
- Added `FunctionRegistrationError`
- Added `reflect_functions` feature to `bevy_ecs` and `bevy_app`
- `FunctionInfo` is no longer `Default`
- `DynamicFunction` now requires its wrapped function be `Send + Sync`
## Internal Migration Guide
> [!important]
> Function reflection was introduced as part of the 0.15 dev cycle. This
migration guide was written for developers relying on `main` during this
cycle, and is not a breaking change coming from 0.14.
`DynamicFunction` (both those created manually and those created with
`IntoFunction`), now require `Send + Sync`. All standard Rust functions
should meet that requirement. Closures, on the other hand, may not if
they capture any `!Send` or `!Sync` variables from its environment.
# Objective
To implement relations we will need to add a `ComponentIndex`, which is
a map from a Component to the list of archetypes that contain this
component.
One of the reasons is that with fragmenting relations the number of
archetypes will explode, so it will become inefficient to create and
update the query caches by iterating through the list of all archetypes.
In this PR, we introduce the `ComponentIndex`, and we update the
`QueryState` to make use of it:
- if a query has at least 1 required component (i.e. something other
than `()`, `Entity` or `Option<>`, etc.): for each of the required
components we find the list of archetypes that contain it (using the
ComponentIndex). Then, we select the smallest list among these. This
gives a small subset of archetypes to iterate through compared with
iterating through all new archetypes
- if it doesn't, then we keep using the current approach of iterating
through all new archetypes
# Implementation
- This breaks query iteration order, in the sense that we are not
guaranteed anymore to return results in the order in which the
archetypes were created. I think this should be fine because this wasn't
an explicit bevy guarantee so users should not be relying on this. I
updated a bunch of unit tests that were failing because of this.
- I had an issue with the borrow checker because iterating the list of
potential archetypes requires access to `&state.component_access`, which
was conflicting with the calls to
```
if state.new_archetype_internal(archetype) {
state.update_archetype_component_access(archetype, access);
}
```
which need a mutable access to the state.
The solution I chose was to introduce a `QueryStateView` which is a
temporary view into the `QueryState` which enables a "split-borrows"
kind of approach. It is described in detail in this blog post:
https://smallcultfollowing.com/babysteps/blog/2018/11/01/after-nll-interprocedural-conflicts/
# Test
The unit tests pass.
Benchmark results:
```
❯ critcmp main pr
group main pr
----- ---- --
iter_fragmented/base 1.00 342.2±25.45ns ? ?/sec 1.02 347.5±16.24ns ? ?/sec
iter_fragmented/foreach 1.04 165.4±11.29ns ? ?/sec 1.00 159.5±4.27ns ? ?/sec
iter_fragmented/foreach_wide 1.03 3.3±0.04µs ? ?/sec 1.00 3.2±0.06µs ? ?/sec
iter_fragmented/wide 1.03 3.1±0.06µs ? ?/sec 1.00 3.0±0.08µs ? ?/sec
iter_fragmented_sparse/base 1.00 6.5±0.14ns ? ?/sec 1.02 6.6±0.08ns ? ?/sec
iter_fragmented_sparse/foreach 1.00 6.3±0.08ns ? ?/sec 1.04 6.6±0.08ns ? ?/sec
iter_fragmented_sparse/foreach_wide 1.00 43.8±0.15ns ? ?/sec 1.02 44.6±0.53ns ? ?/sec
iter_fragmented_sparse/wide 1.00 29.8±0.44ns ? ?/sec 1.00 29.8±0.26ns ? ?/sec
iter_simple/base 1.00 8.2±0.10µs ? ?/sec 1.00 8.2±0.09µs ? ?/sec
iter_simple/foreach 1.00 3.8±0.02µs ? ?/sec 1.02 3.9±0.03µs ? ?/sec
iter_simple/foreach_sparse_set 1.00 19.0±0.26µs ? ?/sec 1.01 19.3±0.16µs ? ?/sec
iter_simple/foreach_wide 1.00 17.8±0.24µs ? ?/sec 1.00 17.9±0.31µs ? ?/sec
iter_simple/foreach_wide_sparse_set 1.06 95.6±6.23µs ? ?/sec 1.00 90.6±0.59µs ? ?/sec
iter_simple/sparse_set 1.00 19.3±1.63µs ? ?/sec 1.01 19.5±0.29µs ? ?/sec
iter_simple/system 1.00 8.1±0.10µs ? ?/sec 1.00 8.1±0.09µs ? ?/sec
iter_simple/wide 1.05 37.7±2.53µs ? ?/sec 1.00 35.8±0.57µs ? ?/sec
iter_simple/wide_sparse_set 1.00 95.7±1.62µs ? ?/sec 1.00 95.9±0.76µs ? ?/sec
par_iter_simple/with_0_fragment 1.04 35.0±2.51µs ? ?/sec 1.00 33.7±0.49µs ? ?/sec
par_iter_simple/with_1000_fragment 1.00 50.4±2.52µs ? ?/sec 1.01 51.0±3.84µs ? ?/sec
par_iter_simple/with_100_fragment 1.02 40.3±2.23µs ? ?/sec 1.00 39.5±1.32µs ? ?/sec
par_iter_simple/with_10_fragment 1.14 38.8±7.79µs ? ?/sec 1.00 34.0±0.78µs ? ?/sec
```
# Objective
- Fix#14629
## Solution
- Make `QueryState::transmute`, `QueryState::transmute_filtered`,
`QueryState::join` and `QueryState::join_filtered` take a `impl
Into<UnsafeWorldCell>` instead of a `&Components` and validate their
`WorldId`
## Migration Guide
- `QueryState::transmute`, `QueryState::transmute_filtered`,
`QueryState::join` and `QueryState::join_filtered` now take a `impl
Into<UnsafeWorldCell>` instead of a `&Components`
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Bumps [crate-ci/typos](https://github.com/crate-ci/typos) from 1.23.5 to
1.23.6.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/crate-ci/typos/releases">crate-ci/typos's
releases</a>.</em></p>
<blockquote>
<h2>v1.23.6</h2>
<h2>[1.23.6] - 2024-07-31</h2>
<h3>Fixes</h3>
<ul>
<li>Updated the dictionary with the <a
href="https://redirect.github.com/crate-ci/typos/issues/1051">July
2024</a> changes</li>
</ul>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/crate-ci/typos/blob/master/CHANGELOG.md">crate-ci/typos's
changelog</a>.</em></p>
<blockquote>
<h2>[1.23.6] - 2024-07-31</h2>
<h3>Fixes</h3>
<ul>
<li>Updated the dictionary with the <a
href="https://redirect.github.com/crate-ci/typos/issues/1051">July
2024</a> changes</li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="935271f020"><code>935271f</code></a>
chore: Release</li>
<li><a
href="7dbdf8c01c"><code>7dbdf8c</code></a>
chore: Release</li>
<li><a
href="be714bc5ef"><code>be714bc</code></a>
docs: Update changelog</li>
<li><a
href="a87cf89ab1"><code>a87cf89</code></a>
Merge pull request <a
href="https://redirect.github.com/crate-ci/typos/issues/1070">#1070</a>
from epage/july</li>
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fix(dict): July updates</li>
<li><a
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chore(deps): Update Rust Stable to v1.80 (<a
href="https://redirect.github.com/crate-ci/typos/issues/1064">#1064</a>)</li>
<li><a
href="ebbe2a1b19"><code>ebbe2a1</code></a>
Merge pull request <a
href="https://redirect.github.com/crate-ci/typos/issues/1066">#1066</a>
from epage/template</li>
<li><a
href="9dc8c88844"><code>9dc8c88</code></a>
chore(ci): Don't check minimal versions for bins</li>
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href="267121b5d6"><code>267121b</code></a>
style: Make clippy happy</li>
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href="063ac6d4b5"><code>063ac6d</code></a>
chore: Update from _rust/main template</li>
<li>Additional commits viewable in <a
href="https://github.com/crate-ci/typos/compare/v1.23.5...v1.23.6">compare
view</a></li>
</ul>
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# Objective
- Fixes#14595
## Solution
- Use `num_cascades: 1` in WebGL build.
`CascadeShadowConfigBuilder::default()` gives this number in WebGL:
8235daaea0/crates/bevy_pbr/src/light/mod.rs (L241-L248)
## Testing
- Tested the modified example in WebGL with Firefox/Chrome
---------
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
# Objective
Fixes https://github.com/bevyengine/bevy/issues/14277.
May also fix https://github.com/bevyengine/bevy/issues/14255, needs
verification.
## Solution
Explicitly order `CameraUpdateSystem` before `UiSystem::Prepare`, so
that when the window resizes, `camera_system` will update the `Camera`'s
viewport size before `ui_layout_system` also reacts to the window resize
and tries to read the new `Camera` viewport size to set UI node sizes
accordingly.
## Testing
I tested that explicitly ordering `CameraUpdateSystem` _after_ triggers
the buggy behavior, and explicitly ordering it _before_ does not trigger
the buggy behavior or crash the app (which also demonstrates that the
system sets are ambiguous).
---
## Migration Guide
`CameraUpdateSystem` is now explicitly ordered before
`UiSystem::Prepare` instead of being ambiguous with it.
# Objective
- We previously had a dependency in `bevy_utils`, `hashbrown = 0.14`,
and used the `hashbrown::hash_table` api, which was introduced in
`0.14.2`.
## Solution
- Bump `hashbrown` to `0.14.2`
## Testing
- Now compiles with the minimum declared `hashbrown` version.
---
# Objective
- currently, bevy employs sparse iteration if any of the target
components in the query are stored in a sparse set. it may lead to
increased cache misses in some cases, potentially impacting performance.
- partial fixes#12381
## Solution
- use dense iteration when an archetype and its table have the same
entity count.
- to avoid introducing complicate unsafe noise, this pr only implement
for `for_each ` style iteration.
- added a benchmark to test performance for hybrid iteration.
## Performance
![image](https://github.com/bevyengine/bevy/assets/45868716/5cce13cf-6ff2-4861-9576-e75edc63bd46)
nearly 2x win in specific scenarios, and no performance degradation in
other test cases.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
# Objective
I want to get the visual depth (after view proj matrix stuff) of the
object beneath my cursor.
Even when having a write-back of the depth texture, you would still need
to convert the NDC depth to a logical value.
## Solution
This is done on shader-side by [this
function](e6261b0f5f/crates/bevy_pbr/src/render/view_transformations.wgsl (L151)),
which I ported over to the cpu-side.
I also added `world_to_viewport_with_depth` to get a `Vec3` instead of
`Vec2`.
---
If anyone knows a smarter solution to get the visual depth instead of
going `screen -> viewport ray -> screen`, please let me know :>
# Objective
This idea came up in the context of a hypothetical "text sections as
entities" where text sections are children of a text bundle.
```rust
commands
.spawn(TextBundle::default())
.with_children(|parent} {
parent.spawn(TextSection::from("Hello"));
});
```
This is a bit cumbersome (but powerful and probably the way things are
headed). [`bsn!`](https://github.com/bevyengine/bevy/discussions/14437)
will eventually make this nicer, but in the mean time, this might
improve ergonomics for the common case where there is only one
`TextSection`.
## Solution
Add a `with_child` method to the `BuildChildren` trait that spawns a
single bundle and adds it as a child to the entity.
```rust
commands
.spawn(TextBundle::default())
.with_child(TextSection::from("Hello"));
```
## Testing
I added some tests, and modified the `button` example to use the new
method.
If any potential co-authors want to improve the tests, that would be
great.
## Alternatives
- Some sort of macro. See
https://github.com/tigregalis/bevy_spans_ent/blob/main/examples/macro.rs#L20.
I don't love this, personally, and it would probably be obsoleted by
`bsn!`.
- Wait for `bsn!`
- Add `with_children_batch` that takes an `Into<Iterator>` of bundles.
```rust
with_children_batch(vec![TextSection::from("Hello")])
```
This is maybe not as useful as it sounds -- it only works with
homogeneous bundles, so no marker components or styles.
- If this doesn't seem valuable, doing nothing is cool with me.
# Objective
I can't mutate the dof settings via tools like `bevy_inspector_egui`
## Solution
Add `Reflect` for `DepthOfFieldSettings` and `DepthOfFieldMode`
# Objective
Bevy's direction types have `new` and `new_unchecked` constructors, but
no unchecked variant for the `Dir2::from_xy` and `Dir3::from_xyz`
methods.
For me, this has several times lead to constructing directions like
this, in cases where the components of the direction are already known
to be normalized:
```rust
let normal = Dir2::new_unchecked(Vec2::new(-ray.direction.x.signum(), 0.0));
```
```rust
segment.direction =
Dir2::new_unchecked(Vec2::new(-segment.direction.x, segment.direction.y));
```
For consistency and ergonomics, it would be nice to have unchecked
variants of `Dir2::from_xy` and `Dir3::from_xyz`:
```rust
let normal = Dir2::from_xy_unchecked(-ray.direction.x.signum(), 0.0);
```
```rust
segment.direction = Dir2::from_xy_unchecked(-segment.direction.x, segment.direction.y);
```
## Solution
Add `Dir2::from_xy_unchecked` and `Dir3::from_xyz_unchecked`.
# Objective
- Fix#14295
## Solution
- Early out when `GFBD::get_index_and_compare_data` returns None.
## Testing
- Tested on a selection of examples including `many_foxes` and
`3d_shapes`.
- Resolved the original issue in `bevy_vector_shapes`.
# Objective
Spamming the window close button on window may trigger a panic.
```
thread 'main' panicked at <Bevy repo>\crates\bevy_ecs\src\system\commands\mod.rs:1320:13:
error[B0003]: Could not insert a bundle (of type `bevy_window:🪟:ClosingWindow`) for entity 0v1#4294967296 because it doesn't exist in this World. See: https://bevyengine.org/learn/errors/b0003
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Encountered a panic when applying buffers for system `bevy_window::system::close_when_requested`!
2024-08-01T15:00:29.742612Z WARN bevy_ecs::world::command_queue: CommandQueue has un-applied commands being dropped. Did you forget to call SystemState::apply?
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!
error: process didn't exit successfully: `target\debug\bevy.exe` (exit code: 101)
```
## Solution
Don't panic when trying to insert the `ClosingWindow` component into a
entity.
## Testing
Found and tested on windows. I haven't checked if this bug happens on
linux or macos.
For testing I ran this code:
```rust
use std::{thread, time::Duration};
use bevy::prelude::*;
fn lag() {
thread::sleep(Duration::from_millis(300));
}
fn main() -> AppExit {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Update, lag)
.run()
}
```
Then spammed the window close button. The panic no longer occurs.
# Objective
B0003 indicates that you tried to act upon a nonexistant entity, but
does not mention where the error occured:
```
2024-07-31T15:46:25.954840Z WARN bevy_ecs::world: error[B0003]: Could not despawn entity Entity { index: 4294967295, generation: 1 } because it doesn't exist in this World. See: https://bevyengine.org/learn/errors/b0003
```
## Solution
Include caller location:
```
2024-07-31T15:46:25.954840Z WARN bevy_ecs::world: error[B0003]: src/main.rs:18:11: Could not despawn entity Entity { index: 4294967295, generation: 1 } because it doesn't exist in this World. See: https://bevyengine.org/learn/errors/b0003
```
Open question: What should the exact message format be?
## Testing
None, this doesn't change any logic.
# Objective
- Remove CHANGELOG.md
- it's redundant with the release blog / the git log
- it's an extra step that may be forgotten in the release process (it
was not updated for the 0.14)
- it's an extra file at the root
## Solution
- Remove it