Remove unnecessary calls to `iter()`/`iter_mut()`.
Mainly updates the use of queries in our code, docs, and examples.
```rust
// From
for _ in list.iter() {
for _ in list.iter_mut() {
// To
for _ in &list {
for _ in &mut list {
```
We already enable the pedantic lint [clippy::explicit_iter_loop](https://rust-lang.github.io/rust-clippy/stable/) inside of Bevy. However, this only warns for a few known types from the standard library.
## Note for reviewers
As you can see the additions and deletions are exactly equal.
Maybe give it a quick skim to check I didn't sneak in a crypto miner, but you don't have to torture yourself by reading every line.
I already experienced enough pain making this PR :)
Co-authored-by: devil-ira <justthecooldude@gmail.com>
## Objective
Implement absolute minimum viable product for the changes proposed in bevyengine/rfcs#53.
## Solution
- Remove public mutative access to `Parent` (Children is already publicly read-only). This includes public construction methods like `Copy`, `Clone`, and `Default`.
- Remove `PreviousParent`
- Remove `parent_update_system`
- Update all hierarchy related commands to immediately update both `Parent` and `Children` references.
## Remaining TODOs
- [ ] Update documentation for both `Parent` and `Children`. Discourage using `EntityCommands::remove`
- [x] Add `HierarchyEvent` to notify listeners of hierarchy updates. This is meant to replace listening on `PreviousParent`
## Followup
- These changes should be best moved to the hooks mentioned in #3742.
- Backing storage for both might be best moved to indexes mentioned in the same relations.
# Objective
Users often ask for help with rotations as they struggle with `Quat`s.
`Quat` is rather complex and has a ton of verbose methods.
## Solution
Add rotation helper methods to `Transform`.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
- Small bug in the example game given in examples/ecs/ecs_guide
Currently, if there are 2 players in this example game, the function exclusive_player_system can add a player with the name "Player 2". However, the name should be "Player 3". This PR fixes this. I also add a message to inform that a new player has arrived in the mock game.
Co-authored-by: Dilyan Kostov <dilyanks@amazon.com>
This adds "high level camera driven rendering" to Bevy. The goal is to give users more control over what gets rendered (and where) without needing to deal with render logic. This will make scenarios like "render to texture", "multiple windows", "split screen", "2d on 3d", "3d on 2d", "pass layering", and more significantly easier.
Here is an [example of a 2d render sandwiched between two 3d renders (each from a different perspective)](https://gist.github.com/cart/4fe56874b2e53bc5594a182fc76f4915):
![image](https://user-images.githubusercontent.com/2694663/168411086-af13dec8-0093-4a84-bdd4-d4362d850ffa.png)
Users can now spawn a camera, point it at a RenderTarget (a texture or a window), and it will "just work".
Rendering to a second window is as simple as spawning a second camera and assigning it to a specific window id:
```rust
// main camera (main window)
commands.spawn_bundle(Camera2dBundle::default());
// second camera (other window)
commands.spawn_bundle(Camera2dBundle {
camera: Camera {
target: RenderTarget::Window(window_id),
..default()
},
..default()
});
```
Rendering to a texture is as simple as pointing the camera at a texture:
```rust
commands.spawn_bundle(Camera2dBundle {
camera: Camera {
target: RenderTarget::Texture(image_handle),
..default()
},
..default()
});
```
Cameras now have a "render priority", which controls the order they are drawn in. If you want to use a camera's output texture as a texture in the main pass, just set the priority to a number lower than the main pass camera (which defaults to `0`).
```rust
// main pass camera with a default priority of 0
commands.spawn_bundle(Camera2dBundle::default());
commands.spawn_bundle(Camera2dBundle {
camera: Camera {
target: RenderTarget::Texture(image_handle.clone()),
priority: -1,
..default()
},
..default()
});
commands.spawn_bundle(SpriteBundle {
texture: image_handle,
..default()
})
```
Priority can also be used to layer to cameras on top of each other for the same RenderTarget. This is what "2d on top of 3d" looks like in the new system:
```rust
commands.spawn_bundle(Camera3dBundle::default());
commands.spawn_bundle(Camera2dBundle {
camera: Camera {
// this will render 2d entities "on top" of the default 3d camera's render
priority: 1,
..default()
},
..default()
});
```
There is no longer the concept of a global "active camera". Resources like `ActiveCamera<Camera2d>` and `ActiveCamera<Camera3d>` have been replaced with the camera-specific `Camera::is_active` field. This does put the onus on users to manage which cameras should be active.
Cameras are now assigned a single render graph as an "entry point", which is configured on each camera entity using the new `CameraRenderGraph` component. The old `PerspectiveCameraBundle` and `OrthographicCameraBundle` (generic on camera marker components like Camera2d and Camera3d) have been replaced by `Camera3dBundle` and `Camera2dBundle`, which set 3d and 2d default values for the `CameraRenderGraph` and projections.
```rust
// old 3d perspective camera
commands.spawn_bundle(PerspectiveCameraBundle::default())
// new 3d perspective camera
commands.spawn_bundle(Camera3dBundle::default())
```
```rust
// old 2d orthographic camera
commands.spawn_bundle(OrthographicCameraBundle::new_2d())
// new 2d orthographic camera
commands.spawn_bundle(Camera2dBundle::default())
```
```rust
// old 3d orthographic camera
commands.spawn_bundle(OrthographicCameraBundle::new_3d())
// new 3d orthographic camera
commands.spawn_bundle(Camera3dBundle {
projection: OrthographicProjection {
scale: 3.0,
scaling_mode: ScalingMode::FixedVertical,
..default()
}.into(),
..default()
})
```
Note that `Camera3dBundle` now uses a new `Projection` enum instead of hard coding the projection into the type. There are a number of motivators for this change: the render graph is now a part of the bundle, the way "generic bundles" work in the rust type system prevents nice `..default()` syntax, and changing projections at runtime is much easier with an enum (ex for editor scenarios). I'm open to discussing this choice, but I'm relatively certain we will all come to the same conclusion here. Camera2dBundle and Camera3dBundle are much clearer than being generic on marker components / using non-default constructors.
If you want to run a custom render graph on a camera, just set the `CameraRenderGraph` component:
```rust
commands.spawn_bundle(Camera3dBundle {
camera_render_graph: CameraRenderGraph::new(some_render_graph_name),
..default()
})
```
Just note that if the graph requires data from specific components to work (such as `Camera3d` config, which is provided in the `Camera3dBundle`), make sure the relevant components have been added.
Speaking of using components to configure graphs / passes, there are a number of new configuration options:
```rust
commands.spawn_bundle(Camera3dBundle {
camera_3d: Camera3d {
// overrides the default global clear color
clear_color: ClearColorConfig::Custom(Color::RED),
..default()
},
..default()
})
commands.spawn_bundle(Camera3dBundle {
camera_3d: Camera3d {
// disables clearing
clear_color: ClearColorConfig::None,
..default()
},
..default()
})
```
Expect to see more of the "graph configuration Components on Cameras" pattern in the future.
By popular demand, UI no longer requires a dedicated camera. `UiCameraBundle` has been removed. `Camera2dBundle` and `Camera3dBundle` now both default to rendering UI as part of their own render graphs. To disable UI rendering for a camera, disable it using the CameraUi component:
```rust
commands
.spawn_bundle(Camera3dBundle::default())
.insert(CameraUi {
is_enabled: false,
..default()
})
```
## Other Changes
* The separate clear pass has been removed. We should revisit this for things like sky rendering, but I think this PR should "keep it simple" until we're ready to properly support that (for code complexity and performance reasons). We can come up with the right design for a modular clear pass in a followup pr.
* I reorganized bevy_core_pipeline into Core2dPlugin and Core3dPlugin (and core_2d / core_3d modules). Everything is pretty much the same as before, just logically separate. I've moved relevant types (like Camera2d, Camera3d, Camera3dBundle, Camera2dBundle) into their relevant modules, which is what motivated this reorganization.
* I adapted the `scene_viewer` example (which relied on the ActiveCameras behavior) to the new system. I also refactored bits and pieces to be a bit simpler.
* All of the examples have been ported to the new camera approach. `render_to_texture` and `multiple_windows` are now _much_ simpler. I removed `two_passes` because it is less relevant with the new approach. If someone wants to add a new "layered custom pass with CameraRenderGraph" example, that might fill a similar niche. But I don't feel much pressure to add that in this pr.
* Cameras now have `target_logical_size` and `target_physical_size` fields, which makes finding the size of a camera's render target _much_ simpler. As a result, the `Assets<Image>` and `Windows` parameters were removed from `Camera::world_to_screen`, making that operation much more ergonomic.
* Render order ambiguities between cameras with the same target and the same priority now produce a warning. This accomplishes two goals:
1. Now that there is no "global" active camera, by default spawning two cameras will result in two renders (one covering the other). This would be a silent performance killer that would be hard to detect after the fact. By detecting ambiguities, we can provide a helpful warning when this occurs.
2. Render order ambiguities could result in unexpected / unpredictable render results. Resolving them makes sense.
## Follow Up Work
* Per-Camera viewports, which will make it possible to render to a smaller area inside of a RenderTarget (great for something like splitscreen)
* Camera-specific MSAA config (should use the same "overriding" pattern used for ClearColor)
* Graph Based Camera Ordering: priorities are simple, but they make complicated ordering constraints harder to express. We should consider adopting a "graph based" camera ordering model with "before" and "after" relationships to other cameras (or build it "on top" of the priority system).
* Consider allowing graphs to run subgraphs from any nest level (aka a global namespace for graphs). Right now the 2d and 3d graphs each need their own UI subgraph, which feels "fine" in the short term. But being able to share subgraphs between other subgraphs seems valuable.
* Consider splitting `bevy_core_pipeline` into `bevy_core_2d` and `bevy_core_3d` packages. Theres a shared "clear color" dependency here, which would need a new home.
# Objective
Fixes#3183. Requiring a `&TaskPool` parameter is sort of meaningless if the only correct one is to use the one provided by `Res<ComputeTaskPool>` all the time.
## Solution
Have `QueryState` save a clone of the `ComputeTaskPool` which is used for all `par_for_each` functions.
~~Adds a small overhead of the internal `Arc` clone as a part of the startup, but the ergonomics win should be well worth this hardly-noticable overhead.~~
Updated the docs to note that it will panic the task pool is not present as a resource.
# Future Work
If https://github.com/bevyengine/rfcs/pull/54 is approved, we can replace these resource lookups with a static function call instead to get the `ComputeTaskPool`.
---
## Changelog
Removed: The `task_pool` parameter of `Query(State)::par_for_each(_mut)`. These calls will use the `World`'s `ComputeTaskPool` resource instead.
## Migration Guide
The `task_pool` parameter for `Query(State)::par_for_each(_mut)` has been removed. Remove these parameters from all calls to these functions.
Before:
```rust
fn parallel_system(
task_pool: Res<ComputeTaskPool>,
query: Query<&MyComponent>,
) {
query.par_for_each(&task_pool, 32, |comp| {
...
});
}
```
After:
```rust
fn parallel_system(query: Query<&MyComponent>) {
query.par_for_each(32, |comp| {
...
});
}
```
If using `Query(State)` outside of a system run by the scheduler, you may need to manually configure and initialize a `ComputeTaskPool` as a resource in the `World`.
# Objective
- Coming from 7a596f1910 (r876310734)
- Simplify the examples regarding addition of `Msaa` Resource with default value.
## Solution
- Remove addition of `Msaa` Resource with default value from examples,
# Objective
Reduce the catch-all grab-bag of functionality in bevy_core by minimally splitting off time functionality into bevy_time. Functionality like that provided by #3002 would increase the complexity of bevy_time, so this is a good candidate for pulling into its own unit.
A step in addressing #2931 and splitting bevy_core into more specific locations.
## Solution
Pull the time module of bevy_core into a new crate, bevy_time.
# Migration guide
- Time related types (e.g. `Time`, `Timer`, `Stopwatch`, `FixedTimestep`, etc.) should be imported from `bevy::time::*` rather than `bevy::core::*`.
- If you were adding `CorePlugin` manually, you'll also want to add `TimePlugin` from `bevy::time`.
- The `bevy::core::CorePlugin::Time` system label is replaced with `bevy::time::TimeSystem`.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Provide a starting point for #3951, or a partial solution.
Providing a few comment blocks to discuss, and hopefully find better one in the process.
## Solution
Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less.
## Changelog
- Moved some existing comments from main() functions in the 2d examples to the file header level
- Wrote some more comment blocks for most other 2d examples
TODO:
- [x] 2d/sprite_sheet, wasnt able to come up with something good yet
- [x] all other example groups...
Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed.
I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
# Objective
`bevy_ecs` has large amounts of unsafe code which is hard to get right and makes it difficult to audit for soundness.
## Solution
Introduce lifetimed, type-erased pointers: `Ptr<'a>` `PtrMut<'a>` `OwningPtr<'a>'` and `ThinSlicePtr<'a, T>` which are newtypes around a raw pointer with a lifetime and conceptually representing strong invariants about the pointee and validity of the pointer.
The process of converting bevy_ecs to use these has already caught multiple cases of unsound behavior.
## Changelog
TL;DR for release notes: `bevy_ecs` now uses lifetimed, type-erased pointers internally, significantly improving safety and legibility without sacrificing performance. This should have approximately no end user impact, unless you were meddling with the (unfortunately public) internals of `bevy_ecs`.
- `Fetch`, `FilterFetch` and `ReadOnlyFetch` trait no longer have a `'state` lifetime
- this was unneeded
- `ReadOnly/Fetch` associated types on `WorldQuery` are now on a new `WorldQueryGats<'world>` trait
- was required to work around lack of Generic Associated Types (we wish to express `type Fetch<'a>: Fetch<'a>`)
- `derive(WorldQuery)` no longer requires `'w` lifetime on struct
- this was unneeded, and improves the end user experience
- `EntityMut::get_unchecked_mut` returns `&'_ mut T` not `&'w mut T`
- allows easier use of unsafe API with less footguns, and can be worked around via lifetime transmutery as a user
- `Bundle::from_components` now takes a `ctx` parameter to pass to the `FnMut` closure
- required because closure return types can't borrow from captures
- `Fetch::init` takes `&'world World`, `Fetch::set_archetype` takes `&'world Archetype` and `&'world Tables`, `Fetch::set_table` takes `&'world Table`
- allows types implementing `Fetch` to store borrows into world
- `WorldQuery` trait now has a `shrink` fn to shorten the lifetime in `Fetch::<'a>::Item`
- this works around lack of subtyping of assoc types, rust doesnt allow you to turn `<T as Fetch<'static>>::Item'` into `<T as Fetch<'a>>::Item'`
- `QueryCombinationsIter` requires this
- Most types implementing `Fetch` now have a lifetime `'w`
- allows the fetches to store borrows of world data instead of using raw pointers
## Migration guide
- `EntityMut::get_unchecked_mut` returns a more restricted lifetime, there is no general way to migrate this as it depends on your code
- `Bundle::from_components` implementations must pass the `ctx` arg to `func`
- `Bundle::from_components` callers have to use a fn arg instead of closure captures for borrowing from world
- Remove lifetime args on `derive(WorldQuery)` structs as it is nonsensical
- `<Q as WorldQuery>::ReadOnly/Fetch` should be changed to either `RO/QueryFetch<'world>` or `<Q as WorldQueryGats<'world>>::ReadOnly/Fetch`
- `<F as Fetch<'w, 's>>` should be changed to `<F as Fetch<'w>>`
- Change the fn sigs of `Fetch::init/set_archetype/set_table` to match respective trait fn sigs
- Implement the required `fn shrink` on any `WorldQuery` implementations
- Move assoc types `Fetch` and `ReadOnlyFetch` on `WorldQuery` impls to `WorldQueryGats` impls
- Pass an appropriate `'world` lifetime to whatever fetch struct you are for some reason using
### Type inference regression
in some cases rustc may give spurrious errors when attempting to infer the `F` parameter on a query/querystate this can be fixed by manually specifying the type, i.e. `QueryState:🆕:<_, ()>(world)`. The error is rather confusing:
```rust=
error[E0271]: type mismatch resolving `<() as Fetch<'_>>::Item == bool`
--> crates/bevy_pbr/src/render/light.rs:1413:30
|
1413 | main_view_query: QueryState::new(world),
| ^^^^^^^^^^^^^^^ expected `bool`, found `()`
|
= note: required because of the requirements on the impl of `for<'x> FilterFetch<'x>` for `<() as WorldQueryGats<'x>>::Fetch`
note: required by a bound in `bevy_ecs::query::QueryState::<Q, F>::new`
--> crates/bevy_ecs/src/query/state.rs:49:32
|
49 | for<'x> QueryFetch<'x, F>: FilterFetch<'x>,
| ^^^^^^^^^^^^^^^ required by this bound in `bevy_ecs::query::QueryState::<Q, F>::new`
```
---
Made with help from @BoxyUwU and @alice-i-cecile
Co-authored-by: Boxy <supbscripter@gmail.com>
# Objective
- Closes#335.
- Related #4285.
- Part of the splitting process of #3503.
## Solution
- Move `Rect` to `bevy_ui` and rename it to `UiRect`.
## Reasons
- `Rect` is only used in `bevy_ui` and therefore calling it `UiRect` makes the intent clearer.
- We have two types that are called `Rect` currently and it's missleading (see `bevy_sprite::Rect` and #335).
- Discussion in #3503.
## Changelog
### Changed
- The `Rect` type got moved from `bevy_math` to `bevy_ui` and renamed to `UiRect`.
## Migration Guide
- The `Rect` type got renamed to `UiRect`. To migrate you just have to change every occurrence of `Rect` to `UiRect`.
Co-authored-by: KDecay <KDecayMusic@protonmail.com>
Remove the 'chaining' api, as it's peculiar
~~Implement the label traits for `Box<dyn ThatTrait>` (n.b. I'm not confident about this change, but it was the quickest path to not regressing)~~
Remove the need for '`.system`' when using run criteria piping
# Objective
- `Local`s can no longer be accessed outside of their creating system, but these docs say they can be.
- There's also little reason to have a pure wrapper type for `Local`s; they can just use the real type. The parameter name should be sufficiently documenting.
# Objective
- Since #4224, using labels which only refer to one system doesn't make sense.
## Solution
- Remove some of those.
## Future work
- We should remove the ability to use strings as system labels entirely. I haven't in this PR because there are tests which use this, and that's a lot of code to change.
- The only use cases for labels are either intra-crate, which use #4224, or inter-crate, which should either use #4224 or explicit types. Neither of those should use strings.
# Objective
A common pattern in Rust is the [newtype](https://doc.rust-lang.org/rust-by-example/generics/new_types.html). This is an especially useful pattern in Bevy as it allows us to give common/foreign types different semantics (such as allowing it to implement `Component` or `FromWorld`) or to simply treat them as a "new type" (clever). For example, it allows us to wrap a common `Vec<String>` and do things like:
```rust
#[derive(Component)]
struct Items(Vec<String>);
fn give_sword(query: Query<&mut Items>) {
query.single_mut().0.push(String::from("Flaming Poisoning Raging Sword of Doom"));
}
```
> We could then define another struct that wraps `Vec<String>` without anything clashing in the query.
However, one of the worst parts of this pattern is the ugly `.0` we have to write in order to access the type we actually care about. This is why people often implement `Deref` and `DerefMut` in order to get around this.
Since it's such a common pattern, especially for Bevy, it makes sense to add a derive macro to automatically add those implementations.
## Solution
Added a derive macro for `Deref` and another for `DerefMut` (both exported into the prelude). This works on all structs (including tuple structs) as long as they only contain a single field:
```rust
#[derive(Deref)]
struct Foo(String);
#[derive(Deref, DerefMut)]
struct Bar {
name: String,
}
```
This allows us to then remove that pesky `.0`:
```rust
#[derive(Component, Deref, DerefMut)]
struct Items(Vec<String>);
fn give_sword(query: Query<&mut Items>) {
query.single_mut().push(String::from("Flaming Poisoning Raging Sword of Doom"));
}
```
### Alternatives
There are other alternatives to this such as by using the [`derive_more`](https://crates.io/crates/derive_more) crate. However, it doesn't seem like we need an entire crate just yet since we only need `Deref` and `DerefMut` (for now).
### Considerations
One thing to consider is that the Rust std library recommends _not_ using `Deref` and `DerefMut` for things like this: "`Deref` should only be implemented for smart pointers to avoid confusion" ([reference](https://doc.rust-lang.org/std/ops/trait.Deref.html)). Personally, I believe it makes sense to use it in the way described above, but others may disagree.
### Additional Context
Discord: https://discord.com/channels/691052431525675048/692572690833473578/956648422163746827 (controversiality discussed [here](https://discord.com/channels/691052431525675048/692572690833473578/956711911481835630))
---
## Changelog
- Add `Deref` derive macro (exported to prelude)
- Add `DerefMut` derive macro (exported to prelude)
- Updated most newtypes in examples to use one or both derives
Co-authored-by: MrGVSV <49806985+MrGVSV@users.noreply.github.com>
This adds the concept of "default labels" for systems (currently scoped to "parallel systems", but this could just as easily be implemented for "exclusive systems"). Function systems now include their function's `SystemTypeIdLabel` by default.
This enables the following patterns:
```rust
// ordering two systems without manually defining labels
app
.add_system(update_velocity)
.add_system(movement.after(update_velocity))
// ordering sets of systems without manually defining labels
app
.add_system(foo)
.add_system_set(
SystemSet::new()
.after(foo)
.with_system(bar)
.with_system(baz)
)
```
Fixes: #4219
Related to: #4220
Credit to @aevyrie @alice-i-cecile @DJMcNab (and probably others) for proposing (and supporting) this idea about a year ago. I was a big dummy that both shut down this (very good) idea and then forgot I did that. Sorry. You all were right!
# Objective
- Improve documentation.
- Provide helper functions for common uses of `Windows` relating to getting the primary `Window`.
- Reduce repeated `Window` code.
# Solution
- Adds infallible `primary()` and `primary_mut()` functions with standard error text. This replaces the commonly used `get_primary().unwrap()` seen throughout bevy which has inconsistent or nonexistent error messages.
- Adds `scale_factor(WindowId)` to replace repeated code blocks throughout.
# Considerations
- The added functions can panic if the primary window does not exist.
- It is very uncommon for the primary window to not exist, as seen by the regular use of `get_primary().unwrap()`. Most users will have a single window and will need to reference the primary window in their code multiple times.
- The panic provides a consistent error message to make this class of error easy to spot from the panic text.
- This follows the established standard of short names for infallible-but-unlikely-to-panic functions in bevy.
- Removes line noise for common usage of `Windows`.
Adds a `default()` shorthand for `Default::default()` ... because life is too short to constantly type `Default::default()`.
```rust
use bevy::prelude::*;
#[derive(Default)]
struct Foo {
bar: usize,
baz: usize,
}
// Normally you would do this:
let foo = Foo {
bar: 10,
..Default::default()
};
// But now you can do this:
let foo = Foo {
bar: 10,
..default()
};
```
The examples have been adapted to use `..default()`. I've left internal crates as-is for now because they don't pull in the bevy prelude, and the ergonomics of each case should be considered individually.
# Objective
- In the large majority of cases, users were calling `.unwrap()` immediately after `.get_resource`.
- Attempting to add more helpful error messages here resulted in endless manual boilerplate (see #3899 and the linked PRs).
## Solution
- Add an infallible variant named `.resource` and so on.
- Use these infallible variants over `.get_resource().unwrap()` across the code base.
## Notes
I did not provide equivalent methods on `WorldCell`, in favor of removing it entirely in #3939.
## Migration Guide
Infallible variants of `.get_resource` have been added that implicitly panic, rather than needing to be unwrapped.
Replace `world.get_resource::<Foo>().unwrap()` with `world.resource::<Foo>()`.
## Impact
- `.unwrap` search results before: 1084
- `.unwrap` search results after: 942
- internal `unwrap_or_else` calls added: 4
- trivial unwrap calls removed from tests and code: 146
- uses of the new `try_get_resource` API: 11
- percentage of the time the unwrapping API was used internally: 93%
# Objective
- Closes#786
- Closes#2252
- Closes#2588
This PR implements a derive macro that allows users to define their queries as structs with named fields.
## Example
```rust
#[derive(WorldQuery)]
#[world_query(derive(Debug))]
struct NumQuery<'w, T: Component, P: Component> {
entity: Entity,
u: UNumQuery<'w>,
generic: GenericQuery<'w, T, P>,
}
#[derive(WorldQuery)]
#[world_query(derive(Debug))]
struct UNumQuery<'w> {
u_16: &'w u16,
u_32_opt: Option<&'w u32>,
}
#[derive(WorldQuery)]
#[world_query(derive(Debug))]
struct GenericQuery<'w, T: Component, P: Component> {
generic: (&'w T, &'w P),
}
#[derive(WorldQuery)]
#[world_query(filter)]
struct NumQueryFilter<T: Component, P: Component> {
_u_16: With<u16>,
_u_32: With<u32>,
_or: Or<(With<i16>, Changed<u16>, Added<u32>)>,
_generic_tuple: (With<T>, With<P>),
_without: Without<Option<u16>>,
_tp: PhantomData<(T, P)>,
}
fn print_nums_readonly(query: Query<NumQuery<u64, i64>, NumQueryFilter<u64, i64>>) {
for num in query.iter() {
println!("{:#?}", num);
}
}
#[derive(WorldQuery)]
#[world_query(mutable, derive(Debug))]
struct MutNumQuery<'w, T: Component, P: Component> {
i_16: &'w mut i16,
i_32_opt: Option<&'w mut i32>,
}
fn print_nums(mut query: Query<MutNumQuery, NumQueryFilter<u64, i64>>) {
for num in query.iter_mut() {
println!("{:#?}", num);
}
}
```
## TODOs:
- [x] Add support for `&T` and `&mut T`
- [x] Test
- [x] Add support for optional types
- [x] Test
- [x] Add support for `Entity`
- [x] Test
- [x] Add support for nested `WorldQuery`
- [x] Test
- [x] Add support for tuples
- [x] Test
- [x] Add support for generics
- [x] Test
- [x] Add support for query filters
- [x] Test
- [x] Add support for `PhantomData`
- [x] Test
- [x] Refactor `read_world_query_field_type_info`
- [x] Properly document `readonly` attribute for nested queries and the static assertions that guarantee safety
- [x] Test that we never implement `ReadOnlyFetch` for types that need mutable access
- [x] Test that we insert static assertions for nested `WorldQuery` that a user marked as readonly
What is says on the tin.
This has got more to do with making `clippy` slightly more *quiet* than it does with changing anything that might greatly impact readability or performance.
that said, deriving `Default` for a couple of structs is a nice easy win
# Objective
My attempt at fixing #2142. My very first attempt at contributing to Bevy so more than open to any feedback.
I borrowed heavily from the [Bevy Cheatbook page](https://bevy-cheatbook.github.io/patterns/generic-systems.html?highlight=generic#generic-systems).
## Solution
Fairly straightforward example using a clean up system to delete entities that are coupled with app state after exiting that state.
Co-authored-by: B-Janson <brandon@canva.com>
# Objective
When using empty events, it can feel redundant to have to specify the type of the event when sending it.
## Solution
Add a new `fire()` function that sends the default value of the event. This requires that the event derives Default.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- More colours
## Solution
- Various changes
- Would have a video here, but don't have an easy way to record one before I go to sleep
- I intend to additionally change the distribution of the satellites, to be more uniform in space.
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.
This PR fixes lints in the `examples` folder.
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.
The examples are all ported over and operational with a few exceptions:
* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
This implements the most minimal variant of #1843 - a derive for marker trait. This is a prerequisite to more complicated features like statically defined storage type or opt-out component reflection.
In order to make component struct's purpose explicit and avoid misuse, it must be annotated with `#[derive(Component)]` (manual impl is discouraged for compatibility). Right now this is just a marker trait, but in the future it might be expanded. Making this change early allows us to make further changes later without breaking backward compatibility for derive macro users.
This already prevents a lot of issues, like using bundles in `insert` calls. Primitive types are no longer valid components as well. This can be easily worked around by adding newtype wrappers and deriving `Component` for them.
One funny example of prevented bad code (from our own tests) is when an newtype struct or enum variant is used. Previously, it was possible to write `insert(Newtype)` instead of `insert(Newtype(value))`. That code compiled, because function pointers (in this case newtype struct constructor) implement `Send + Sync + 'static`, so we allowed them to be used as components. This is no longer the case and such invalid code will trigger a compile error.
Co-authored-by: = <=>
Co-authored-by: TheRawMeatball <therawmeatball@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Enable using exact World lifetimes during read-only access . This is motivated by the new renderer's need to allow read-only world-only queries to outlive the query itself (but still be constrained by the world lifetime).
For example:
115b170d1f/pipelined/bevy_pbr2/src/render/mod.rs (L774)
## Solution
Split out SystemParam state and world lifetimes and pipe those lifetimes up to read-only Query ops (and add into_inner for Res). According to every safety test I've run so far (except one), this is safe (see the temporary safety test commit). Note that changing the mutable variants to the new lifetimes would allow aliased mutable pointers (try doing that to see how it affects the temporary safety tests).
The new state lifetime on SystemParam does make `#[derive(SystemParam)]` more cumbersome (the current impl requires PhantomData if you don't use both lifetimes). We can make this better by detecting whether or not a lifetime is used in the derive and adjusting accordingly, but that should probably be done in its own pr.
## Why is this a draft?
The new lifetimes break QuerySet safety in one very specific case (see the query_set system in system_safety_test). We need to solve this before we can use the lifetimes given.
This is due to the fact that QuerySet is just a wrapper over Query, which now relies on world lifetimes instead of `&self` lifetimes to prevent aliasing (but in systems, each Query has its own implied lifetime, not a centralized world lifetime). I believe the fix is to rewrite QuerySet to have its own World lifetime (and own the internal reference). This will complicate the impl a bit, but I think it is doable. I'm curious if anyone else has better ideas.
Personally, I think these new lifetimes need to happen. We've gotta have a way to directly tie read-only World queries to the World lifetime. The new renderer is the first place this has come up, but I doubt it will be the last. Worst case scenario we can come up with a second `WorldLifetimeQuery<Q, F = ()>` parameter to enable these read-only scenarios, but I'd rather not add another type to the type zoo.
## Objective
- Clean up remaining references to the trait `FromResources`, which was replaced in favor of `FromWorld` during the ECS rework.
## Solution
- Remove the derive macro for `FromResources`
- Change doc references of `FromResources` to `FromWorld`
(this is the first item in #2576)
# Objective
- Remove all the `.system()` possible.
- Check for remaining missing cases.
## Solution
- Remove all `.system()`, fix compile errors
- 32 calls to `.system()` remains, mostly internals, the few others should be removed after #2446
This is extracted out of eb8f973646476b4a4926ba644a77e2b3a5772159 and includes some additional changes to remove all references to AppBuilder and fix examples that still used App::build() instead of App::new(). In addition I didn't extract the sub app feature as it isn't ready yet.
You can use `git diff --diff-filter=M eb8f973646476b4a4926ba644a77e2b3a5772159` to find all differences in this PR. The `--diff-filtered=M` filters all files added in the original commit but not in this commit away.
Co-Authored-By: Carter Anderson <mcanders1@gmail.com>
# Objective
Noticed a warning when running tests:
```
> cargo test --workspace
warning: output filename collision.
The example target `change_detection` in package `bevy_ecs v0.5.0 (/bevy/crates/bevy_ecs)` has the same output filename as the example target `change_detection` in package `bevy v0.5.0 (/bevy)`.
Colliding filename is: /bevy/target/debug/examples/change_detection
The targets should have unique names.
Consider changing their names to be unique or compiling them separately.
This may become a hard error in the future; see <https://github.com/rust-lang/cargo/issues/6313>.
warning: output filename collision.
The example target `change_detection` in package `bevy_ecs v0.5.0 (/bevy/crates/bevy_ecs)` has the same output filename as the example target `change_detection` in package `bevy v0.5.0 (/bevy)`.
Colliding filename is: /bevy/target/debug/examples/change_detection.dSYM
The targets should have unique names.
Consider changing their names to be unique or compiling them separately.
This may become a hard error in the future; see <https://github.com/rust-lang/cargo/issues/6313>.
```
## Solution
I renamed example `change_detection` to `component_change_detection`
# Objective
- Extend work done in #2398.
- Make `.system()` syntax optional when using system descriptor API.
## Solution
- Slight change to `ParallelSystemDescriptorCoercion` signature and implementors.
---
I haven't touched exclusive systems, because it looks like the only two other solutions are going back to doubling our system insertion methods, or starting to lean into stageless. The latter will invalidate the former, so I think exclusive systems should remian pariahs until stageless.
I can grep & nuke `.system()` thorughout the codebase now, which might take a while, or we can do that in subsequent PR(s).
Related to [discussion on discord](https://discord.com/channels/691052431525675048/742569353878437978/824731187724681289)
With const generics, it is now possible to write generic iterator over multiple entities at once.
This enables patterns of query iterations like
```rust
for [e1, e2, e3] in query.iter_combinations() {
// do something with relation of all three entities
}
```
The compiler is able to infer the correct iterator for given size of array, so either of those work
```rust
for [e1, e2] in query.iter_combinations() { ... }
for [e1, e2, e3] in query.iter_combinations() { ... }
```
This feature can be very useful for systems like collision detection.
When you ask for permutations of size K of N entities:
- if K == N, you get one result of all entities
- if K < N, you get all possible subsets of N with size K, without repetition
- if K > N, the result set is empty (no permutation of size K exist)
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
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>
If accepted, fixes#1694 .
I wanted to explore system sets and run criteria a bit, so made an example expanding a bit on the snippets shown in the 0.5 release post.
Shows a couple of system sets, uses system labels, run criterion, and a use of the interesting `RunCriterion::pipe` functionality.
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
Direction of movement was reversed, previously.
(i.e. Left arrow key moved sprite to the right; Right arrow key moved sprite to the left.)
This PR changes the code to now be consistent with, for example, the breakout example: 81b53d15d4/examples/game/breakout.rs (L184-L190)
i.e. AFAICT it's not an issue with the keycode being different/wrong.