**Problem**
- whenever you want more than one of the builtin cameras (for example multiple windows, split screen, portals), you need to add a render graph node that executes the correct sub graph, extract the camera into the render world and add the correct `RenderPhase<T>` components
- querying for the 3d camera is annoying because you need to compare the camera's name to e.g. `CameraPlugin::CAMERA_3d`
**Solution**
- Introduce the marker types `Camera3d`, `Camera2d` and `CameraUi`
-> `Query<&mut Transform, With<Camera3d>>` works
- `PerspectiveCameraBundle::new_3d()` and `PerspectiveCameraBundle::<Camera3d>::default()` contain the `Camera3d` marker
- `OrthographicCameraBundle::new_3d()` has `Camera3d`, `OrthographicCameraBundle::new_2d()` has `Camera2d`
- remove `ActiveCameras`, `ExtractedCameraNames`
- run 2d, 3d and ui passes for every camera of their respective marker
-> no custom setup for multiple windows example needed
**Open questions**
- do we need a replacement for `ActiveCameras`? What about a component `ActiveCamera { is_active: bool }` similar to `Visibility`?
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Make insertion of uniform components faster
## Solution
- Use batch insertion in the prepare_uniform_components system
- Improves `many_cubes -- sphere` from ~42fps to ~43fps
Co-authored-by: François <mockersf@gmail.com>
# Objective
fix cluster tilesize and tilecount calculations.
Fixes https://github.com/bevyengine/bevy/issues/4127 & https://github.com/bevyengine/bevy/issues/3596
## Solution
- calculate tilesize as smallest integers such that dimensions.xy() tiles will cover the screen
- calculate final dimensions as smallest integers such that final dimensions * tilesize will cover the screen
there is more cleanup that could be done in these functions. a future PR will likely remove the tilesize completely, so this is just a minimal change set to fix the current bug at small screen sizes
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Lets say we need to rotate stretched object for this purpose we can created stretched `Child` and add as child to `Parent`, later we can rotate `Parent`, `Child` in this situation should rotate keeping it form, it is not the case with `SpriteBundle` currently. If you try to do it with `SpriteBundle` it will deform.
## Solution
My pull request fixes order of transformations to scale -> rotate -> translate, with this fix `SpriteBundle` behaves as expected in described rotation, without deformation. Here is quote from "Essential Mathematics for Games":
> Generally, the desired order we wish to use for these transforms is to scale first, then rotate, then translate. Scaling first gives us the scaling along the axes we expect. We can then rotate around the origin of the frame, and then translate it into place.
I'm must say when I was using `MaterialMesh2dBundle` it behaves correctly in both cases with `bevy main` and with my fix, don't know why, was not able to figure it out why there is difference.
here is code I was using for testing:
```rust
use bevy::{
prelude::*,
render::render_resource::{Extent3d, TextureDimension, TextureFormat},
sprite::{MaterialMesh2dBundle, Mesh2dHandle},
};
fn main() {
let mut app = App::new();
app.insert_resource(ClearColor(Color::rgb(0.1, 0.2, 0.3)))
.add_plugins(DefaultPlugins)
.add_startup_system(setup);
app.run();
}
fn setup(
mut commands: Commands,
mut images: ResMut<Assets<Image>>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
let mut c = OrthographicCameraBundle::new_2d();
c.orthographic_projection.scale = 1.0 / 10.0;
commands.spawn_bundle(c);
// note: mesh somehow works for both variants
// let quad: Mesh2dHandle = meshes.add(Mesh::from(shape::Quad::default())).into();
// let child = commands
// .spawn_bundle(MaterialMesh2dBundle {
// mesh: quad.clone(),
// transform: Transform::from_translation(Vec3::new(0.0, 0.0, -1.0))
// .with_scale(Vec3::new(10.0, 1.0, 1.0)),
// material: materials.add(ColorMaterial::from(Color::BLACK)),
// ..Default::default()
// })
// .id();
// commands
// .spawn_bundle(MaterialMesh2dBundle {
// mesh: quad,
// transform: Transform::from_rotation(Quat::from_rotation_z(0.78))
// .with_translation(Vec3::new(0.0, 0.0, 10.0)),
// material: materials.add(ColorMaterial::from(Color::WHITE)),
// ..Default::default()
// })
// .push_children(&[child]);
let white = images.add(get_image(Color::rgb(1.0, 1.0, 1.0)));
let black = images.add(get_image(Color::rgb(0.0, 0.0, 0.0)));
let child = commands
.spawn_bundle(SpriteBundle {
texture: black,
transform: Transform::from_translation(Vec3::new(0.0, 0.0, -1.0))
.with_scale(Vec3::new(10.0, 1.0, 1.0)),
..Default::default()
})
.id();
commands
.spawn_bundle(SpriteBundle {
texture: white,
transform: Transform::from_rotation(Quat::from_rotation_z(0.78))
.with_translation(Vec3::new(0.0, 0.0, 10.0)),
..Default::default()
})
.push_children(&[child]);
}
fn get_image(color: Color) -> Image {
let mut bytes = Vec::with_capacity((1 * 1 * 4 * 4) as usize);
let color = color.as_rgba_f32();
bytes.extend(color[0].to_le_bytes());
bytes.extend(color[1].to_le_bytes());
bytes.extend(color[2].to_le_bytes());
bytes.extend(1.0_f32.to_le_bytes());
Image::new(
Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
TextureDimension::D2,
bytes,
TextureFormat::Rgba32Float,
)
}
```
here is screenshot with `bevy main` and my fix:
![examples](https://user-images.githubusercontent.com/816292/151708304-c07c891e-da70-43f4-9c41-f85fa166a96d.png)
# Objective
provide some customisation for default cluster setup
avoid "cluster index lists is full" in all cases (using a strategy outlined by @superdump)
## Solution
Add ClusterConfig enum (which can be inserted into a view at any time) to allow specifying cluster setup with variants:
- None (do not do any light assignment - for views which do not require light info, e.g. minimaps etc)
- Single (one cluster)
- XYZ (explicit cluster counts in each dimension)
- FixedZ (most similar to current - specify Z-slices and total, then x and y counts are dynamically determined to give approximately square clusters based on current aspect ratio)
Defaults to FixedZ { total: 4096, z: 24 } which is similar to the current setup.
Per frame, estimate the number of indices that would be required for the current config and decrease the cluster counts / increase the cluster sizes in the x and y dimensions if the index list would be too small.
notes:
- I didn't put ClusterConfig in the camera bundles to avoid introducing a dependency from bevy_render to bevy_pbr. the ClusterConfig enum comes with a pbr-centric impl block so i didn't want to move that into bevy_render either.
- ~Might want to add None variant to cluster config for views that don't care about lights?~
- Not well tested for orthographic
- ~there's a cluster_muck branch on my repo which includes some diagnostics / a modified lighting example which may be useful for tyre-kicking~ (outdated, i will bring it up to date if required)
anecdotal timings:
FPS on the lighting demo is negligibly better (~5%), maybe due to a small optimisation constraining the light aabb to be in front of the camera
FPS on the lighting demo with 100 extra lights added is ~33% faster, and also renders correctly as the cluster index count is no longer exceeded
# Objective
- Fix#2163
- Allow configuration of thread pools through `DefaultTaskPoolOptions`
## Solution
- `TaskPoolThreadAssignmentPolicy` was already public but not exported. Export it.
# Objective
Fixes#4133
## Solution
Add comparisons to make sure we don't dereference `Mut<>` in the two places where `Transform` is being mutated. `GlobalTransform` implementation already works properly so fixing Transform automatically fixed that as well.
## Objective
Currently, all directional and point lights have their viewing frusta recalculated every frame, even if they have not moved or been disabled/enabled.
## Solution
The relevant systems now make use of change detection to only update those lights whose viewing frusta may have changed.
# 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`.
# Objective
Fixes#3744
## Solution
The old code used the formula `normal . center + d + radius <= 0` to determine if the sphere with center `center` and radius `radius` is outside the plane with normal `normal` and distance from origin `d`. This only works if `normal` is normalized, which is not necessarily the case. Instead, `normal` and `d` are both multiplied by some factor that `radius` isn't multiplied by. So the additional code multiplied `radius` by that factor.
## Objective
A step towards `f64` `Transform`s (#1680). For now, I am rolling my own `Transform`. But in order to derive Reflect, I specifically need `DQuat` to be reflectable.
```rust
#[derive(Component, Reflect, Copy, Clone, PartialEq, Debug)]
#[reflect(Component, PartialEq)]
pub struct Transform {
pub translation: DVec3,
pub rotation: DQuat, // error: the trait `bevy::prelude::Reflect` is not implemented for `DQuat`
pub scale: DVec3,
}
```
## Solution
I have added a `DQuat` impl for `Reflect` alongside the other glam impls. I've also added impls for `DMat3` and `DMat4` to match.
# Objective
- Reduce power usage for games when not focused.
- Reduce power usage to ~0 when a desktop application is minimized (opt-in).
- Reduce power usage when focused, only updating on a `winit` event, or the user sends a redraw request. (opt-in)
https://user-images.githubusercontent.com/2632925/156904387-ec47d7de-7f06-4c6f-8aaf-1e952c1153a2.mp4
Note resource usage in the Task Manager in the above video.
## Solution
- Added a type `UpdateMode` that allows users to specify how the winit event loop is updated, without exposing winit types.
- Added two fields to `WinitConfig`, both with the `UpdateMode` type. One configures how the application updates when focused, and the other configures how the application behaves when it is not focused. Users can modify this resource manually to set the type of event loop control flow they want.
- For convenience, two functions were added to `WinitConfig`, that provide reasonable presets: `game()` (default) and `desktop_app()`.
- The `game()` preset, which is used by default, is unchanged from current behavior with one exception: when the app is out of focus the app updates at a minimum of 10fps, or every time a winit event is received. This has a huge positive impact on power use and responsiveness on my machine, which will otherwise continue running the app at many hundreds of fps when out of focus or minimized.
- The `desktop_app()` preset is fully reactive, only updating when user input (winit event) is supplied or a `RedrawRequest` event is sent. When the app is out of focus, it only updates on `Window` events - i.e. any winit event that directly interacts with the window. What this means in practice is that the app uses *zero* resources when minimized or not interacted with, but still updates fluidly when the app is out of focus and the user mouses over the application.
- Added a `RedrawRequest` event so users can force an update even if there are no events. This is useful in an application when you want to, say, run an animation even when the user isn't providing input.
- Added an example `low_power` to demonstrate these changes
## Usage
Configuring the event loop:
```rs
use bevy::winit::{WinitConfig};
// ...
.insert_resource(WinitConfig::desktop_app()) // preset
// or
.insert_resource(WinitConfig::game()) // preset
// or
.insert_resource(WinitConfig{ .. }) // manual
```
Requesting a redraw:
```rs
use bevy:🪟:RequestRedraw;
// ...
fn request_redraw(mut event: EventWriter<RequestRedraw>) {
event.send(RequestRedraw);
}
```
## Other details
- Because we have a single event loop for multiple windows, every time I've mentioned "focused" above, I more precisely mean, "if at least one bevy window is focused".
- Due to a platform bug in winit (https://github.com/rust-windowing/winit/issues/1619), we can't simply use `Window::request_redraw()`. As a workaround, this PR will temporarily set the window mode to `Poll` when a redraw is requested. This is then reset to the user's `WinitConfig` setting on the next frame.
# Objective
Currently, errors in the render graph runner are exposed via a `Result::unwrap()` panic message, which dumps the debug representation of the error.
## Solution
This PR updates `render_system` to log the chain of errors, followed by an explicit panic:
```
ERROR bevy_render::renderer: Error running render graph:
ERROR bevy_render::renderer: > encountered an error when running a sub-graph
ERROR bevy_render::renderer: > tried to pass inputs to sub-graph "outline_graph", which has no input slots
thread 'main' panicked at 'Error running render graph: encountered an error when running a sub-graph', /[redacted]/bevy/crates/bevy_render/src/renderer/mod.rs:44:9
```
Some errors' `Display` impls (via `thiserror`) have also been updated to provide more detail about the cause of the error.
# Objective
- `Assets<T>::iter_mut` sends `Modified` event for all assets first, then returns the iterator
- This means that events could be sent for assets that would not have been mutated if iteration was stopped before
## Solution
- Send `Modified` event when assets are iterated over.
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
This makes it possible for materials to configure front or
back face culling, or disable culling.
Initially I looked at specializing the Mesh which currently
controls this state but conceptually it seems more appropriate
to control this at the material level, not the mesh level.
_Just for reference this also seems to be consistent with Unity
where materials/shaders can configure the culling mode between
front/back/off - as opposed to configuring any culling state
when importing a mesh._
After some archaeology, trying to understand how this might
relate to the existing 'double_sided' option, it was determined
that double_sided is a more high level lighting option originally
from Filament that will cause the normals for back faces to be
flipped.
For sake of avoiding complexity, but keeping control this
currently keeps the options orthogonal, and adds some clarifying
documentation for `double_sided`. This won't affect any existing
apps since there hasn't been a way to disable backface culling
up until now, so the option was essentially redundant.
double_sided support could potentially be updated to imply
disabling of backface culling.
For reference https://github.com/bevyengine/bevy/pull/3734/commits also looks at exposing cull mode control. I think the main difference here is that this patch handles RenderPipelineDescriptor specialization directly within the StandardMaterial implementation instead of communicating info back to the Mesh via the `queue_material_meshes` system.
With the way material.rs builds up the final RenderPipelineDescriptor first by calling specialize for the MeshPipeline followed by specialize for the material then it seems like we have a natural place to override anything in the descriptor that's first configured for the mesh state.
# Objective
Add Visibility for lights
## Solution
- add Visibility to PointLightBundle and DirectionLightBundle
- filter lights used by Visibility.is_visible
note: includes changes from #3916 due to overlap, will be cleaner after that is merged
# Objective
When developing plugins, I very often come up to the need to have logging information printed out. The exact syntax is a bit cryptic, and takes some time to find the documentation.
Also a minor typo fix in `It has the same syntax as` part
## Solution
Adding a direct example in the module level information for both:
1. Enabling a specific level (`trace` in the example) for a module and all its subsystems at App init
2. Doing the same from console, when launching the application
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
fix#3915
## Solution
the issues are caused by
- lights are assigned to clusters before being filtered down to MAX_POINT_LIGHTS, leading to cluster counts potentially being too high
- after fixing the above, packing the count into 8 bits still causes overflow with exactly 256 lights affecting a cluster
to fix:
```assign_lights_to_clusters```
- limit extracted lights to MAX_POINT_LIGHTS, selecting based on shadow-caster & intensity (if required)
- warn if MAX_POINT_LIGHT count is exceeded
```prepare_lights```
- limit the lights assigned to a cluster to CLUSTER_COUNT_MASK (which is 1 less than MAX_POINT_LIGHTS) to avoid overflowing into the offset bits
notes:
- a better solution to the overflow may be to use more than 8 bits for cluster_count (the comment states only 14 of the remaining 24 bits are used for the offset). this would touch more of the code base but i'm happy to try if it has some benefit.
- intensity is only one way to select lights. it may be worth allowing user configuration of the light filtering, but i can't see a clean way to do that
# Objective
- Add ways to control how audio is played
## Solution
- playing a sound will return a (weak) handle to an asset that can be used to control playback
- if the asset is dropped, it will detach the sink (same behaviour as now)
# Objective
- Help debug panics
## Solution
- Insert a custom panic hook when trace is enabled that will log spans
example when running a command on a despawned entity
before:
```
thread 'main' panicked at 'Could not add a component (of type `panic::Marker`) to entity 1v0 because it doesn't exist in this World.
If this command was added to a newly spawned entity, ensure that you have not despawned that entity within the same stage.
This may have occurred due to system order ambiguity, or if the spawning system has multiple command buffers', /bevy/crates/bevy_ecs/src/system/commands/mod.rs:664:13
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```
after:
```
0: bevy_ecs::schedule::stage::system_commands
with name="panic::my_bad_system"
at crates/bevy_ecs/src/schedule/stage.rs:871
1: bevy_ecs::schedule::stage
with name=Update
at crates/bevy_ecs/src/schedule/mod.rs:340
2: bevy_app::app::frame
at crates/bevy_app/src/app.rs:111
3: bevy_app::app::bevy_app
at crates/bevy_app/src/app.rs:126
thread 'main' panicked at 'Could not add a component (of type `panic::Marker`) to entity 1v0 because it doesn't exist in this World.
If this command was added to a newly spawned entity, ensure that you have not despawned that entity within the same stage.
This may have occurred due to system order ambiguity, or if the spawning system has multiple command buffers', /bevy/crates/bevy_ecs/src/system/commands/mod.rs:664:13
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```
# Objective
- Optimize assign_lights_to_clusters
## Solution
- Avoid inserting entities into hash sets in inner loops when it is known they will be inserted in at least one iteration of the loop.
- Use a Vec instead of a hash set where the set is not needed
- Avoid explicit calculation of the cluster_index from x,y,z coordinates, instead using row and column offsets and just adding z in the inner loop
- These changes cut the time spent in the system roughly in half
# Objective
- Currently there is now way of making an indirect draw call from a tracked render pass.
- This is a very useful feature for GPU based rendering.
## Solution
- Expose the `draw_indirect` and `draw_indexed_indirect` methods from the wgpu `RenderPass` in the `TrackedRenderPass`.
## Alternative
- #3595: Expose the underlying `RenderPass` directly
# 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
Continuation of #2663 due to git problems - better documentation for Query::par_for_each and par_for_each_mut
## Solution
Going into more detail about the function parameters
# Objective
The `#[reflect_trait]` macro did not maintain the visibility of its trait. It also did not make its accessor methods public, which made them inaccessible outside the current module.
## Solution
Made the `Reflect***` struct match the visibility of its trait and made both the `get` and `get_mut` methods always public.
# Objective
- Fix the ugliness of the `config` api.
- Supercedes #2440, #2463, #2491
## Solution
- Since #2398, capturing closure systems have worked.
- Use those instead where we needed config before
- Remove the rest of the config api.
- Related: #2777
# Objective
`Vec3A` is does not implement `Reflect`. This is generally useful for `Reflect` derives using `Vec3A` fields, and may speed up some animation blending use cases.
## Solution
Extend the existing macro uses to include `Vec3A`.
# Objective
- Fixes#4010, as well as any similar issues in this class.
- Winit functions used outside of the main thread can cause the application to unexpectedly hang.
## Solution
- Make the `WinitWindows` resource `!Send`.
- This ensures that any systems that use `WinitWindows` must either be exclusive (run on the main thread), or the resource is explicitly marked with the `NonSend` parameter in user systems.
# Objective
Will fix#3377 and #3254
## Solution
Use an enum to represent either a `WindowId` or `Handle<Image>` in place of `Camera::window`.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# 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
This PR makes a number of changes to how meshes and vertex attributes are handled, which the goal of enabling easy and flexible custom vertex attributes:
* Reworks the `Mesh` type to use the newly added `VertexAttribute` internally
* `VertexAttribute` defines the name, a unique `VertexAttributeId`, and a `VertexFormat`
* `VertexAttributeId` is used to produce consistent sort orders for vertex buffer generation, replacing the more expensive and often surprising "name based sorting"
* Meshes can be used to generate a `MeshVertexBufferLayout`, which defines the layout of the gpu buffer produced by the mesh. `MeshVertexBufferLayouts` can then be used to generate actual `VertexBufferLayouts` according to the requirements of a specific pipeline. This decoupling of "mesh layout" vs "pipeline vertex buffer layout" is what enables custom attributes. We don't need to standardize _mesh layouts_ or contort meshes to meet the needs of a specific pipeline. As long as the mesh has what the pipeline needs, it will work transparently.
* Mesh-based pipelines now specialize on `&MeshVertexBufferLayout` via the new `SpecializedMeshPipeline` trait (which behaves like `SpecializedPipeline`, but adds `&MeshVertexBufferLayout`). The integrity of the pipeline cache is maintained because the `MeshVertexBufferLayout` is treated as part of the key (which is fully abstracted from implementers of the trait ... no need to add any additional info to the specialization key).
* Hashing `MeshVertexBufferLayout` is too expensive to do for every entity, every frame. To make this scalable, I added a generalized "pre-hashing" solution to `bevy_utils`: `Hashed<T>` keys and `PreHashMap<K, V>` (which uses `Hashed<T>` internally) . Why didn't I just do the quick and dirty in-place "pre-compute hash and use that u64 as a key in a hashmap" that we've done in the past? Because its wrong! Hashes by themselves aren't enough because two different values can produce the same hash. Re-hashing a hash is even worse! I decided to build a generalized solution because this pattern has come up in the past and we've chosen to do the wrong thing. Now we can do the right thing! This did unfortunately require pulling in `hashbrown` and using that in `bevy_utils`, because avoiding re-hashes requires the `raw_entry_mut` api, which isn't stabilized yet (and may never be ... `entry_ref` has favor now, but also isn't available yet). If std's HashMap ever provides the tools we need, we can move back to that. Note that adding `hashbrown` doesn't increase our dependency count because it was already in our tree. I will probably break these changes out into their own PR.
* Specializing on `MeshVertexBufferLayout` has one non-obvious behavior: it can produce identical pipelines for two different MeshVertexBufferLayouts. To optimize the number of active pipelines / reduce re-binds while drawing, I de-duplicate pipelines post-specialization using the final `VertexBufferLayout` as the key. For example, consider a pipeline that needs the layout `(position, normal)` and is specialized using two meshes: `(position, normal, uv)` and `(position, normal, other_vec2)`. If both of these meshes result in `(position, normal)` specializations, we can use the same pipeline! Now we do. Cool!
To briefly illustrate, this is what the relevant section of `MeshPipeline`'s specialization code looks like now:
```rust
impl SpecializedMeshPipeline for MeshPipeline {
type Key = MeshPipelineKey;
fn specialize(
&self,
key: Self::Key,
layout: &MeshVertexBufferLayout,
) -> RenderPipelineDescriptor {
let mut vertex_attributes = vec![
Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
Mesh::ATTRIBUTE_NORMAL.at_shader_location(1),
Mesh::ATTRIBUTE_UV_0.at_shader_location(2),
];
let mut shader_defs = Vec::new();
if layout.contains(Mesh::ATTRIBUTE_TANGENT) {
shader_defs.push(String::from("VERTEX_TANGENTS"));
vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3));
}
let vertex_buffer_layout = layout
.get_layout(&vertex_attributes)
.expect("Mesh is missing a vertex attribute");
```
Notice that this is _much_ simpler than it was before. And now any mesh with any layout can be used with this pipeline, provided it has vertex postions, normals, and uvs. We even got to remove `HAS_TANGENTS` from MeshPipelineKey and `has_tangents` from `GpuMesh`, because that information is redundant with `MeshVertexBufferLayout`.
This is still a draft because I still need to:
* Add more docs
* Experiment with adding error handling to mesh pipeline specialization (which would print errors at runtime when a mesh is missing a vertex attribute required by a pipeline). If it doesn't tank perf, we'll keep it.
* Consider breaking out the PreHash / hashbrown changes into a separate PR.
* Add an example illustrating this change
* Verify that the "mesh-specialized pipeline de-duplication code" works properly
Please dont yell at me for not doing these things yet :) Just trying to get this in peoples' hands asap.
Alternative to #3120Fixes#3030
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
`all_tuples` panics when the start count is set to anything other than 0 or 1. Fix this bug.
## Solution
Originally part of #2381, this PR fixes the slice indexing used by the proc macro.
# Objective
- Fixes#4005
## Solution
- Include the `near` and `far` clipping values from the perspective projection in the `Camera` struct; before that, they were both being defaulted to 0.
# Context
I wanted to add a `texture` to my `ColorMaterial` without explicitly adding a `color`. To do this I used `..Default::default()` which in turn gave me unexpected results. I was expecting that my texture would render without any color modifications, but to my surprise it got rendered in a purple tint (`Color::rgb(1.0, 0.0, 1.0)`). To fix this I had to explicitly define the `color` using `color: Color::WHITE`.
## What I wanted to use
```rust
commands
.spawn_bundle(MaterialMesh2dBundle {
mesh: mesh_handle.clone().into(),
transform: Transform::default().with_scale(Vec3::splat(8.)),
material: materials.add(ColorMaterial {
texture: Some(texture_handle.clone()),
..Default::default() // here
}),
..Default::default()
})
```
![image](https://user-images.githubusercontent.com/75334794/154765141-4a8161ce-4ec8-4687-b7d5-18ddf1b58660.png)
## What I had to use instead
```rust
commands
.spawn_bundle(MaterialMesh2dBundle {
mesh: mesh_handle.clone().into(),
transform: Transform::default().with_scale(Vec3::splat(8.)),
material: materials.add(ColorMaterial {
texture: Some(texture_handle.clone()),
color: Color::WHITE, // here
}),
..Default::default()
})
```
![image](https://user-images.githubusercontent.com/75334794/154765225-f1508b41-9d5b-4f0c-af7b-e89c1a82d85b.png)
Adds "hot reloading" of internal assets, which is normally not possible because they are loaded using `include_str` / direct Asset collection access.
This is accomplished via the following:
* Add a new `debug_asset_server` feature flag
* When that feature flag is enabled, create a second App with a second AssetServer that points to a configured location (by default the `crates` folder). Plugins that want to add hot reloading support for their assets can call the new `app.add_debug_asset::<T>()` and `app.init_debug_asset_loader::<T>()` functions.
* Load "internal" assets using the new `load_internal_asset` macro. By default this is identical to the current "include_str + register in asset collection" approach. But if the `debug_asset_server` feature flag is enabled, it will also load the asset dynamically in the debug asset server using the file path. It will then set up a correlation between the "debug asset" and the "actual asset" by listening for asset change events.
This is an alternative to #3673. The goal was to keep the boilerplate and features flags to a minimum for bevy plugin authors, and allow them to home their shaders near relevant code.
This is a draft because I haven't done _any_ quality control on this yet. I'll probably rename things and remove a bunch of unwraps. I just got it working and wanted to use it to start a conversation.
Fixes#3660
This enables shaders to (optionally) define their import path inside their source. This has a number of benefits:
1. enables users to define their own custom paths directly in their assets
2. moves the import path "close" to the asset instead of centralized in the plugin definition, which seems "better" to me.
3. makes "internal hot shader reloading" way more reasonable (see #3966)
4. logically opens the door to importing "parts" of a shader by defining "import_path blocks".
```rust
#define_import_path bevy_pbr::mesh_struct
struct Mesh {
model: mat4x4<f32>;
inverse_transpose_model: mat4x4<f32>;
// 'flags' is a bit field indicating various options. u32 is 32 bits so we have up to 32 options.
flags: u32;
};
let MESH_FLAGS_SHADOW_RECEIVER_BIT: u32 = 1u;
```
For some keys, it is too expensive to hash them on every lookup. Historically in Bevy, we have regrettably done the "wrong" thing in these cases (pre-computing hashes, then re-hashing them) because Rust's built in hashed collections don't give us the tools we need to do otherwise. Doing this is "wrong" because two different values can result in the same hash. Hashed collections generally get around this by falling back to equality checks on hash collisions. You can't do that if the key _is_ the hash. Additionally, re-hashing a hash increase the odds of collision!
#3959 needs pre-hashing to be viable, so I decided to finally properly solve the problem. The solution involves two different changes:
1. A new generalized "pre-hashing" solution in bevy_utils: `Hashed<T>` types, which store a value alongside a pre-computed hash. And `PreHashMap<K, V>` (which uses `Hashed<T>` internally) . `PreHashMap` is just an alias for a normal HashMap that uses `Hashed<T>` as the key and a new `PassHash` implementation as the Hasher.
2. Replacing the `std::collections` re-exports in `bevy_utils` with equivalent `hashbrown` impls. Avoiding re-hashes requires the `raw_entry_mut` api, which isn't stabilized yet (and may never be ... `entry_ref` has favor now, but also isn't available yet). If std's HashMap ever provides the tools we need, we can move back to that. The latest version of `hashbrown` adds support for the `entity_ref` api, so we can move to that in preparation for an std migration, if thats the direction they seem to be going in. Note that adding hashbrown doesn't increase our dependency count because it was already in our tree.
In addition to providing these core tools, I also ported the "table identity hashing" in `bevy_ecs` to `raw_entry_mut`, which was a particularly egregious case.
The biggest outstanding case is `AssetPathId`, which stores a pre-hash. We need AssetPathId to be cheaply clone-able (and ideally Copy), but `Hashed<AssetPath>` requires ownership of the AssetPath, which makes cloning ids way more expensive. We could consider doing `Hashed<Arc<AssetPath>>`, but cloning an arc is still a non-trivial expensive that needs to be considered. I would like to handle this in a separate PR. And given that we will be re-evaluating the Bevy Assets implementation in the very near future, I'd prefer to hold off until after that conversation is concluded.
# Objective
- `WgpuOptions` is mutated to be updated with the actual device limits and features, but this information is readily available to both the main and render worlds through the `RenderDevice` which has .limits() and .features() methods
- Information about the adapter in terms of its name, the backend in use, etc were not being exposed but have clear use cases for being used to take decisions about what rendering code to use. For example, if something works well on AMD GPUs but poorly on Intel GPUs. Or perhaps something works well in Vulkan but poorly in DX12.
## Solution
- Stop mutating `WgpuOptions `and don't insert the updated values into the main and render worlds
- Return `AdapterInfo` from `initialize_renderer` and insert it into the main and render worlds
- Use `RenderDevice` limits in the lighting code that was using `WgpuOptions.limits`.
- Renamed `WgpuOptions` to `WgpuSettings`
# Objective
- `SystemStates` rock for dealing with exclusive world access, but are hard to figure out how to use.
- Fixes#3341.
## Solution
- Clearly document how to use `SystemState`, and why they're useful as an end-user.
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
- Support overriding wgpu features and limits that were calculated from default values or queried from the adapter/backend.
- Fixes#3686
## Solution
- Add `disabled_features: Option<wgpu::Features>` to `WgpuOptions`
- Add `constrained_limits: Option<wgpu::Limits>` to `WgpuOptions`
- After maybe obtaining updated features and limits from the adapter/backend in the case of `WgpuOptionsPriority::Functionality`, enable the `WgpuOptions` `features`, disable the `disabled_features`, and constrain the `limits` by `constrained_limits`.
- Note that constraining the limits means for `wgpu::Limits` members named `max_.*` we take the minimum of that which was configured/queried for the backend/adapter and the specified constrained limit value. This means the configured/queried value is used if the constrained limit is larger as that is as much as the device/API supports, or the constrained limit value is used if it is smaller as we are imposing an artificial constraint. For members named `min_.*` we take the maximum instead. For example, a minimum stride might be 256 but we set constrained limit value of 1024, then 1024 is the more conservative value. If the constrained limit value were 16, then 256 would be the more conservative.
On platforms like wasm (on mobile) the cursor can disappear suddenly (ex: the user releases their finger from the screen). This causes the undesirable behavior in #3752. These changes make the UI handler properly handle this case.
Fixes#3752
Alternative to #3599
# Objective
If a user attempts to `.add_render_command::<P, C>()` on a world that does not contain `DrawFunctions<P>`, the engine panics with a generic `Option::unwrap` message:
```
thread 'main' panicked at 'called `Option::unwrap()` on a `None` value', /[redacted]/bevy/crates/bevy_render/src/render_phase/draw.rs:318:76
```
## Solution
This PR adds a panic message describing the problem:
```
thread 'main' panicked at 'DrawFunctions<outline::MeshStencil> must be added to the world as a resource before adding render commands to it', /[redacted]/bevy/crates/bevy_render/src/render_phase/draw.rs:322:17
```
# Objective
The documentation was unclear but it seemed like it was intended to _only_ flip the texture coordinates of the quad. However, it was also swapping the vertex positions, which resulted in inverted winding order so the front became a back face, and the normal was pointing into the face instead of out of it.
## Solution
- This change makes the only difference the UVs being horizontally flipped.
# Objective
Fix `SetSpriteTextureBindGroup` to use index instead of hard coded 1.
Fixes#3895
## Solution
1 -> I
Co-authored-by: devjobe <git@devjobe.com>
# Objective
- Fixes#3078
- Fixes#1397
## Solution
- Implement Commands::init_resource.
- Also implement for World, for consistency and to simplify internal structure.
- While we're here, clean up some of the docs for Command and World resource modification.
(cherry picked from commit de943381bd2a8b242c94db99e6c7bbd70006d7c3)
# Objective
The view uniform lacks view transform information. The inverse transform is currently provided but this is not sufficient if you do not have access to an `inverse` function (such as in WGSL).
## Solution
Grab the view transform, put it in the view uniform, use the same matrix to compute the inverse as well.
# Objective
When I use the latest winit with bevy main, I got this error.
```
error[E0308]: mismatched types
--> /Users/ryo/.cargo/git/checkouts/bevy-f7ffde730c324c74/b13f238/crates/bevy_winit/src/lib.rs:191:5
|
191 | event_loop.run_return(event_handler)
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ expected `()`, found `i32`
|
help: consider using a semicolon here
|
191 | event_loop.run_return(event_handler);
| +
help: try adding a return type
|
187 | -> i32 where
| ++++++
```
In [this commit](a52f755ce8), the signature of `run_return` was changed in winit.
## Solution
This tiny PR does not add support for exit code, but makes compilation successful.
# Objective
- `CoreStage::Startup` is unique in the `CoreStage` enum, in that it represents a `Schedule` and not a `SystemStage`.
- This can lead to confusion about how `CoreStage::Startup` and the `StartupStage` enum are related.
- Beginners sometimes try `.add_system_to_stage(CoreStage::Startup, setup.system())` instead of `.add_startup_system(setup.system())`, which causes a Panic:
```
thread 'main' panicked at 'Stage 'Startup' does not exist or is not a SystemStage', crates\bevy_ecs\src\schedule\mod.rs:153:13
stack backtrace:
0: std::panicking::begin_panic_handler
at /rustc/53cb7b09b00cbea8754ffb78e7e3cb521cb8af4b\/library\std\src\panicking.rs:493
1: std::panicking::begin_panic_fmt
at /rustc/53cb7b09b00cbea8754ffb78e7e3cb521cb8af4b\/library\std\src\panicking.rs:435
2: bevy_ecs::schedule::{{impl}}::add_system_to_stage::stage_not_found
at .\crates\bevy_ecs\src\schedule\mod.rs:153
3: bevy_ecs::schedule::{{impl}}::add_system_to_stage::{{closure}}<tuple<bevy_ecs::system::function_system::IsFunctionSystem, tuple<bevy_ecs::system::commands::Commands, bevy_ecs::change_detection::ResMut<bevy_asset::assets::Assets<bevy_render::mesh::mesh::Me
at .\crates\bevy_ecs\src\schedule\mod.rs:161
4: core::option::Option<mut bevy_ecs::schedule::stage::SystemStage*>::unwrap_or_else<mut bevy_ecs::schedule::stage::SystemStage*,closure-0>
at C:\Users\scher\.rustup\toolchains\stable-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\core\src\option.rs:427
5: bevy_ecs::schedule::Schedule::add_system_to_stage<tuple<bevy_ecs::system::function_system::IsFunctionSystem, tuple<bevy_ecs::system::commands::Commands, bevy_ecs::change_detection::ResMut<bevy_asset::assets::Assets<bevy_render::mesh::mesh::Mesh>>, bevy_ec
at .\crates\bevy_ecs\src\schedule\mod.rs:159
6: bevy_app::app_builder::AppBuilder::add_system_to_stage<tuple<bevy_ecs::system::function_system::IsFunctionSystem, tuple<bevy_ecs::system::commands::Commands, bevy_ecs::change_detection::ResMut<bevy_asset::assets::Assets<bevy_render::mesh::mesh::Mesh>>, be
at .\crates\bevy_app\src\app_builder.rs:196
7: 3d_scene::main
at .\examples\3d\3d_scene.rs:4
8: core::ops::function::FnOnce::call_once<fn(),tuple<>>
at C:\Users\scher\.rustup\toolchains\stable-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\core\src\ops\function.rs:227
```
## Solution
- Replace the `CoreStage::Startup` Label with the new `StartupSchedule` unit type.
Resolves#2229
# Objective
The docs for `{VertexState, FragmentState}::entry_point` stipulate that the entry point function in the shader must return void. This seems to be specific to GLSL; WGSL has no `void` type and its entry point functions return values that describe their output.
## Solution
Remove the mention of the `void` return type.
# Objective
- Currently, when getting a diagnostic value, the oldest value is returned. This is not the best for a diagnostic with a large history, as you could get a value from several frames away
## Solution
- I changed the order in which the history is used to follow ["The “default” usage of this type as a queue is to use push_back to add to the queue, and pop_front to remove from the queue."](https://doc.rust-lang.org/std/collections/vec_deque/struct.VecDeque.html)
# Objective
- `serde_json` assumes that numbers being deserialized are either u64 or i64.
- `Entity` serializes and deserializes as a u32.
- Deserializing an `Entity` with `serde_json` fails with: `Error("invalid type: integer 10947, expected expected Entity"`
## Solution
- Implemented a visitor for u64 that allows an `Entity` to be deserialized in this case.
- While I was here, also fixed the redundant "expected expected Entity" in the error message
- Tested the change in a local project which now correctly deserializes `Entity` structs with `serde_json` when it couldn't before
# Objective
- Fix#3559
- Avoid erasing existing resource `Assets<T>` when adding it twice
## Solution
- Before creating a new `Assets<T>`, check if it has already been added to the world
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
Co-authored-by: Aevyrie Roessler <aevyrie@gmail.com>
# Objective
- Bevy currently has no simple way to make an "empty" Entity work correctly in a Hierachy.
- The current Solution is to insert a Tuple instead:
```rs
.insert_bundle((Transform::default(), GlobalTransform::default()))
```
## Solution
* Add a `TransformBundle` that combines the Components:
```rs
.insert_bundle(TransformBundle::default())
```
* The code is based on #2331, except for missing the more controversial usage of `TransformBundle` as a Sub-bundle in preexisting Bundles.
Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Implements a new Queryable called AnyOf, which will return an item as long as at least one of it's requested Queryables returns something. For example, a `Query<AnyOf<(&A, &B, &C)>>` will return items with type `(Option<&A>, Option<&B>, Option<&C>)`, and will guarantee that for every element at least one of the option s is Some. This is a shorthand for queries like `Query<(Option<&A>, Option<&B>, Option<&C>), Or<(With<A>, With<B>, With&C>)>>`.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Enable the user to specify any presentation modes (including `Mailbox`).
Fixes#3807
## Solution
I've added a new `PresentMode` enum in `bevy_window` that mirrors the `wgpu` enum 1:1. Alternatively, I could add a new dependency on `wgpu-types` if that would be preferred.
## Objective
When print shader validation error messages, we didn't print the sources and error message text, which led to some confusing error messages.
```cs
error:
┌─ wgsl:15:11
│
15 │ return material.color + 1u;
│ ^^^^^^^^^^^^^^^^^^^^ naga::Expression [11]
```
## Solution
New error message:
```cs
error: Entry point fragment at Vertex is invalid
┌─ wgsl:15:11
│
15 │ return material.color + 1u;
│ ^^^^^^^^^^^^^^^^^^^^ naga::Expression [11]
│
= Expression [11] is invalid
= Operation Add can't work with [8] and [10]
```
# Objective
Add a simple way for user to get the size of a loaded texture in an Image object.
Aims to solve #3689
## Solution
Add a `size() -> Vec2` method
Add two simple tests for this method.
Updates:
. method named changed from `size_2d` to `size`
# Objective
- `asset_server.watch_for_changes().unwrap()` only watches changes for assets loaded **_after_** that call.
- Technically, the `hot_asset_reloading` example is racey as the watch on the asset path is set up in an async task scheduled from the asset `load()`, but the filesystem watcher is only constructed in a call that comes **_after_** the call to `load()`.
## Solution
- It feels safest to allow enabling watching the filesystem for changes on the asset server from the point of its construction. Therefore, adding such an option to `AssetServerSettings` seemed to be the correct solution.
- Fix `hot_asset_reloading` by inserting the `AssetServerSettings` resource with `watch_for_changes: true` instead of calling `asset_server.watch_for_changes().unwrap()`.
- Document the shortcomings of `.watch_for_changes()`
# Objective
The query for `VisiblePointLights` in `check_light_mesh_visibility` has a `Without<DirectionalLight>` filter. However, because `VisiblePointLights` is no longer an alias for `VisibleEntities`, the query won't conflict with the query for `DirectionalLight`s and thus the filter is unnecessary.
## Solution
Remove the filter and the outdated comment explaining its purpose.
# Objective
- Provide impls for mutable types to relevant immutable types.
- Closes#2005
## Solution
- impl From<ResMut> for Res
- impl From<NonSendMut> for NonSend
- Mut to &/&mut already impl'd in change_detection_impl! macro
# Objective
- `Name` component is missing some useful trait impls.
## Solution
- Implement the missing traits. `Display`, `AsRef<str>`, and several other conversions to and from strings.
# Objective
It would be useful to be able to restart a state (such as if an operation fails and needs to be retried from `on_enter`). Currently, it seems the way to restart a state is to transition to a dummy state and then transition back.
## Solution
The solution is to add a `restart` method on `State<T>` that allows for transitioning to the already-active state.
## Context
Based on [this](https://discord.com/channels/691052431525675048/742884593551802431/920335041756815441) question from the Discord.
Closes#2385
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- As part of exploring input event suppression in bevy_egui here: 53c1773583
- I found that the only way to suppress events properly, is to allow to clone the relevant Input<Whatever>, and update with events manually from within the system. This cloned Input then is discarded, the Events<*> structs are cleared, and bevy_input's normal update of Input proceeds, without the events that have been suppressed.
## Solution
- This enables Input to be cloned, allowing it to be manually updated with events.
Implements the changes cart decided on in https://github.com/bevyengine/bevy/pull/3404#issuecomment-999806086
> - The default title should be changed to app so we don't leak the "bevy context" by default. app is generic enough that most people building real games will probably want to change it, but also generic enough that if someone doesn't manually set it, users won't bat an eye. I prefer this to binary names because they won't be consistent on all platforms / setups. A user (or developer) renaming a binary would implicitly rename the window title, which feels odd to me.
> - No debug info in the title by default. An opt in plugin for that would be nice though.
closes#3404 ?
# Objective
Fixes#3250
## Solution
Since this panic occurs in bevy_ecs, and StartupStage is part of
bevy_app, we really only have access to the Debug string of the
`stage_label` parameter. This led me to the hacky solution of
comparing the debug output of the label the user provides with the known
variants of StartupStage.
An alternative would be to do this error handling further up in
bevy_app, where we can access StartupStage's typeid, but I don't think
it is worth having a panic in 2 places (_ecs, and _app).
# Objective
- Missing obvious way to rotate a transform around a point. This is popularly used for rotation of an object in world space ("orbiting" a point), or for local rotation of an object around a pivot point on that object.
- Present in other (not to be named) game engines
- Was question from user on Discord today (thread "object rotation")
## Solution
- Added Transform::rotate_around method where point is specified in reference frame of the parent (if any) or in world space.
# Objective
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
Make it possible to use `&World` as a system parameter
## Solution
It seems like all the pieces were already in place, very simple impl
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Provide a non-consuming method of checking if there are events in an `EventReader`.
Fixes#2967
## Solution
Implements the `len` and `is_empty` functions for `EventReader` and `ManualEventReader`, giving users the ability to check for the presence of new events without consuming any.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Calling forget would invalidate the data pointer before it is used.
## Solution
Use `ManuallyDrop` to prevent the value from being dropped without moving it.
This is my first contribution to this exciting project! Thanks so much for your wonderful work. If there is anything that I can improve about this PR, please let me know :)
# Objective
- Fixes#2899
- If a simple one-off command is needed to be added within a System, this simplifies that process so that we can simply do `commands.add(|world: &mut World| { /* code here */ })` instead of defining a custom type implementing `Command`.
## Solution
- This is achieved by `impl Command for F where F: FnOnce(&mut World) + Send + Sync + 'static` as just calling the function.
I am not sure if the bounds can be further relaxed but needed the whole `Send`, `Sync`, and `'static` to get it to compile.
# Objective
A user on Discord couldn't derive SystemParam for this Struct:
```rs
#[derive(SystemParam)]
pub struct SpatialQuery<'w, 's, Q: WorldQuery + Send + Sync + 'static, F: WorldQuery + Send + Sync + 'static = ()>
where
F::Fetch: FilterFetch,
{
query: Query<'w, 's, (C, &'static Transform), F>,
}
```
## Solution
1. The `where`-clause is now also copied to the `SystemParamFetch` impl Block.
2. The `SystemParamState` impl Block no longer gets any defaults for generics
Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
# Objective
Fixes#3566
## Solution
- [x] Fix broken links in private docs.
- [x] Add the `--document-private-items` flag to the CI.
## Note
The following was said by @killercup in #3566:
> I don't have time to confirm this but I assume that linking to private items throws an error/warning when just running cargo doc, and --document-private-item might actually hide that warning. So to test this, you'd have to run it twice.
I tested this and this is thankfully not the case. If you are linking to a private item you will get a warning no matter if you run `cargo doc` or `cargo doc --document-private-items`.
### Example
I added `struct Test;` to `bevy_core/src/name.rs` and linked to it inside of a doc comment using ``[`Test`]``. After that I ran `cargo doc -p bevy_core --document-private-items` using `RUSTDOCFLAGS="-D warnings"` and got the following output (note the last sentence):
```rust
error: public documentation for `Name` links to private item `Test`
--> crates/bevy_core/src/name.rs:11:82
|
11 | /// Component used to identify an entity. Stores a hash for faster comparisons [`Test`]
| ^^^^ this item is private
|
= note: `-D rustdoc::private-intra-doc-links` implied by `-D warnings`
= note: this link resolves only because you passed `--document-private-items`, but will break without
```
# Objective
- Update the `ClearColor` resource docs as described in #3837 so new users (like me) understand it better
## Solution
- Update the docs to use what @alice-i-cecile described in #3837
I took this one up because I got confused by it this weekend. I didn't understand why the "background" was being set by a `ClearColor` resource.
# Objective
Currently, simply calling `iter` on an event reader will mark all of it's events as read, even if the returned iterator is never used
## Solution
With this, the cursor will simply move to the last unread, but available event when iter is called, and incremented by one per `next` call.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>