This commit adds two new `WorldQuery` types: `EntityRefExcept` and
`EntityMutExcept`. These types work just like `EntityRef` and
`EntityMut`, but they prevent access to a statically-specified list of
components. For example, `EntityMutExcept<(AnimationPlayer,
Handle<AnimationGraph>)>` provides mutable access to all components
except for `AnimationPlayer` and `Handle<AnimationGraph>`. These types
are useful when you need to be able to process arbitrary queries while
iterating over the results of another `EntityMut` query.
The motivating use case is *generalized animation*, which is an upcoming
feature that allows animation of any component property, not just
rotation, translation, scaling, or morph weights. To implement this, we
must change the current `AnyOf<(&mut Transform, &mut MorphWeights)>` to
instead be `EntityMutExcept<(AnimationPlayer, Handle<AnimationGraph>)>`.
It's possible to use `FilteredEntityMut` in conjunction with a
dynamically-generated system instead, but `FilteredEntityMut` isn't
optimized for the use case of a large number of allowed components
coupled with a small set of disallowed components. No amount of
optimization of `FilteredEntityMut` produced acceptable performance on
the `many_foxes` benchmark. `Query<EntityMut, Without<AnimationPlayer>>`
will not suffice either, as it's legal and idiomatic for an
`AnimationTarget` and an `AnimationPlayer` to coexist on the same
entity.
An alternate proposal was to implement a somewhat-more-general
`Except<Q, CL>` feature, where Q is a `WorldQuery` and CL is a
`ComponentList`. I wasn't able to implement that proposal in a
reasonable way, because of the fact that methods like
`EntityMut::get_mut` and `EntityRef::get` are inherent methods instead
of methods on `WorldQuery`, and therefore there was no way to delegate
methods like `get` and `get_mut` to the inner query in a generic way.
Refactoring those methods into a trait would probably be possible.
However, I didn't see a use case for a hypothetical `Except` with
arbitrary queries: `Query<Except<(&Transform, &Visibility),
Visibility>>` would just be a complicated equivalent to
`Query<&Transform>`, for instance. So, out of a desire for simplicity, I
omitted a generic `Except` mechanism.
I've tested the performance of generalized animation on `many_foxes` and
found that, with this patch, `animate_targets` has a 7.4% slowdown over
`main`. With `FilteredEntityMut` optimized to use `Arc<Access>`, the
slowdown is 75.6%, due to contention on the reference count. Without
`Arc<Access>`, the slowdown is even worse, over 2x.
## Testing
New tests have been added that check that `EntityRefExcept` and
`EntityMutExcept` allow and disallow access to components properly and
that the query engine can correctly reject conflicting queries involving
those types.
A Tracy profile of `many_foxes` with 10,000 foxes showing generalized
animation using `FilteredEntityMut` (red) vs. main (yellow) is as
follows:
![Screenshot 2024-09-12
225914](https://github.com/user-attachments/assets/2993d74c-a513-4ba4-85bd-225672e7170a)
A Tracy profile of `many_foxes` with 10,000 foxes showing generalized
animation using this `EntityMutExcept` (yellow) vs. main (red) is as
follows:
![Screenshot 2024-09-14
205831](https://github.com/user-attachments/assets/4241015e-0c5d-44ef-835b-43f78a24e604)
# Objective
- Fixes#15106
## Solution
- Trivial refactor to rename the method. The duplicate method `push` was
removed as well. This will simpify the API and make the semantics more
clear. `Add` implies that the action happens immediately, whereas in
reality, the command is queued to be run eventually.
- `ChildBuilder::add_command` has similarly been renamed to
`queue_command`.
## Testing
Unit tests should suffice for this simple refactor.
---
## Migration Guide
- `Commands::add` and `Commands::push` have been replaced with
`Commnads::queue`.
- `ChildBuilder::add_command` has been renamed to
`ChildBuilder::queue_command`.
# Objective
Currently the resource doesn't get dropped if thread panics. This is
presumably to prevent !SEND resource from being dropped by wrong thread.
But, this logic is not needed for SEND resources. So we don't need this
check for SEND resource.
Fixes#15144
## Solution
We check if resource is !SEND before, validating that correct thread is
dropping the resource.
## Testing
- Did you test these changes? If so, how?
I did run cargo test on bevy.
- Are there any parts that need more testing?
No
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
Nothing special
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
x86_64 desktop
Updates the requirements on
[gilrs](https://gitlab.com/gilrs-project/gilrs) to permit the latest
version.
<details>
<summary>Commits</summary>
<ul>
<li><a
href="cbcff6a4cd"><code>cbcff6a</code></a>
Speed up CI by testing only on x86_64-pc-windows-msvc from Windows’
targets</li>
<li><a
href="78582dd9df"><code>78582dd</code></a>
Update deps and prepare for gilrs 0.11.0 and gilrs-core 0.6.0</li>
<li><a
href="aad5c1072d"><code>aad5c10</code></a>
Mark error enums, Event and EventType as non_exhaustive</li>
<li><a
href="ec5d668d6b"><code>ec5d668</code></a>
Fix potential overflow in btn_value()</li>
<li><a
href="59811ff850"><code>59811ff</code></a>
Prepare for gilrs-core 0.5.15 release</li>
<li><a
href="aeaeb747d7"><code>aeaeb74</code></a>
windows: Don’t panic on Reading::update() returning error</li>
<li><a
href="d26e37f121"><code>d26e37f</code></a>
windows: Remove event handlers on drop</li>
<li><a
href="daf263d3cc"><code>daf263d</code></a>
Prevent crash in WASM backend when browser assigns gamepad unexpected
ID</li>
<li><a
href="5f7b786f83"><code>5f7b786</code></a>
Upgrade SDL_GameControllerDB.</li>
<li><a
href="3d92b2e15a"><code>3d92b2e</code></a>
gilrs-core version 0.5.13</li>
<li>Additional commits viewable in <a
href="https://gitlab.com/gilrs-project/gilrs/compare/v0.10.1...v0.11.0">compare
view</a></li>
</ul>
</details>
<br />
Dependabot will resolve any conflicts with this PR as long as you don't
alter it yourself. You can also trigger a rebase manually by commenting
`@dependabot rebase`.
[//]: # (dependabot-automerge-start)
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---
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# Objective
- Fixes#15236
## Solution
- Use bevy_math::ops instead of std floating point operations.
## Testing
- Did you test these changes? If so, how?
Unit tests and `cargo run -p ci -- test`
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
Execute `cargo run -p ci -- test` on Windows.
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
Windows
## Migration Guide
- Not a breaking change
- Projects should use bevy math where applicable
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
# Objective
- Makes naming between add_child and add_children more consistent
- Fixes#15101
## Solution
renamed push_children to add_children
## Testing
- Did you test these changes? If so, how?
Ran tests + grep search for any instance of `push_child`
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
ran tests on WSL2
---
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
rename any use of `push_children()` to the updated `add_children()`
# Objective
Currently, UI is always rendered with anti-aliasing. This makes bevy's
UI completely unsuitable for art-styles that demands hard pixelated
edges, such as retro-style games.
## Solution
Add a component for disabling anti-aliasing in UI.
## Testing
In
[`examples/ui/button.rs`](15e246eff8/examples/ui/button.rs),
add the component to the camera like this:
```rust
use bevy::{prelude::*, ui::prelude::*};
commands.spawn((Camera2dBundle::default(), UiAntiAlias::Off));
```
The rounded button will now render without anti-aliasing.
## Showcase
An example of a rounded UI node rendered without anti-aliasing, with and
without borders:
![image](https://github.com/user-attachments/assets/ea797e40-bdaa-4ede-a0d3-c9a7eab95b6e)
# Objective
- Another way of specifying rotations was requested in
https://github.com/bevyengine/bevy/issues/11132#issuecomment-2344603178
## Solution
- Add methods on `Rot2`
- `turn_fraction(fraction: f32) -> Self`
- `as_turn_fraction(self) -> f32`
- Also add some documentation on range of rotation
## Testing
- extended existing tests
- added new tests
## Showcase
```rust
let rotation1 = Rot2::degrees(90.0);
let rotation2 = Rot2::turn_fraction(0.25);
// rotations should be equal
assert_relative_eq!(rotation1, rotation2);
// The rotation should be 90 degrees
assert_relative_eq!(rotation2.as_radians(), FRAC_PI_2);
assert_relative_eq!(rotation2.as_degrees(), 90.0);
```
---------
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
# Objective
- Adds the missing API commands `insert_if_new_and` and
`try_insert_if_new_and` (resolves#15105)
- Adds some test coverage for existing insert commands
## Testing
- Implemented additional unit tests to add coverage
# Objective
Right now, `DynSystemParam::downcast()` always requires the type
parameter to be specified with a turbofish. Make it so that it can be
inferred from the use of the return value, like:
```rust
fn expects_res_a(mut param: DynSystemParam) {
let res: Res<A> = param.downcast().unwrap();
}
```
## Solution
The reason this doesn't currently work is that the type parameter is a
`'static` version of the `SystemParam` so that it can be used with
`Any::downcast_mut()`. Change the method signature so that the type
parameter matches the return type, and use `T::Item<'static, 'static>`
to get the `'static` version. That means we wind up returning a
`T::Item<'static, 'static>::Item<'w, 's>`, so constrain that to be equal
to `T`. That works with every `SystemParam` implementation, since they
have `T::Item == T` up to lifetimes.
# Objective
Fixes#14540
## Solution
- Clean slab layouts from stale `SlabId`s when freeing meshes
- Technically performance requirements of freeing now increase based on
the number of existing meshes, but maybe it doesn't matter too much in
practice
- This was the case before this PR too, but it's technically possible to
free and allocate 2^32 times and overflow with `SlabId`s and cause
incorrect behavior. It looks like new meshes would then override old
ones.
## Testing
- Tested in `loading_screen` example and tapping keyboard 1 and 2.
# Objective
- fix#12853
- Make `Table::allocate` faster
## Solution
The PR consists of multiple steps:
1) For the component data: create a new data-structure that's similar to
`BlobVec` but doesn't store `len` & `capacity` inside of it: "BlobArray"
(name suggestions welcome)
2) For the `Tick` data: create a new data-structure that's similar to
`ThinSlicePtr` but supports dynamic reallocation: "ThinArrayPtr" (name
suggestions welcome)
3) Create a new data-structure that's very similar to `Column` that
doesn't store `len` & `capacity` inside of it: "ThinColumn"
4) Adjust the `Table` implementation to use `ThinColumn` instead of
`Column`
The result is that only one set of `len` & `capacity` is stored in
`Table`, in `Table::entities`
### Notes Regarding Performance
Apart from shaving off some excess memory in `Table`, the changes have
also brought noteworthy performance improvements:
The previous implementation relied on `Vec::reserve` &
`BlobVec::reserve`, but that redundantly repeated the same if statement
(`capacity` == `len`). Now that check could be made at the `Table` level
because the capacity and length of all the columns are synchronized;
saving N branches per allocation. The result is a respectable
performance improvement per every `Table::reserve` (and subsequently
`Table::allocate`) call.
I'm hesitant to give exact numbers because I don't have a lot of
experience in profiling and benchmarking, but these are the results I
got so far:
*`add_remove_big/table` benchmark after the implementation:*
![after_add_remove_big_table](https://github.com/bevyengine/bevy/assets/46227443/b667da29-1212-4020-8bb0-ec0f15bb5f8a)
*`add_remove_big/table` benchmark in main branch (measured in comparison
to the implementation):*
![main_add_remove_big_table](https://github.com/bevyengine/bevy/assets/46227443/41abb92f-3112-4e01-b935-99696eb2fe58)
*`add_remove_very_big/table` benchmark after the implementation:*
![after_add_remove_very_big](https://github.com/bevyengine/bevy/assets/46227443/f268a155-295b-4f55-ab02-f8a9dcc64fc2)
*`add_remove_very_big/table` benchmark in main branch (measured in
comparison to the implementation):*
![main_add_remove_very_big](https://github.com/bevyengine/bevy/assets/46227443/78b4e3a6-b255-47c9-baee-1a24c25b9aea)
cc @james7132 to verify
---
## Changelog
- New data-structure that's similar to `BlobVec` but doesn't store `len`
& `capacity` inside of it: `BlobArray`
- New data-structure that's similar to `ThinSlicePtr` but supports
dynamic allocation:`ThinArrayPtr`
- New data-structure that's very similar to `Column` that doesn't store
`len` & `capacity` inside of it: `ThinColumn`
- Adjust the `Table` implementation to use `ThinColumn` instead of
`Column`
- New benchmark: `add_remove_very_big` to benchmark the performance of
spawning a lot of entities with a lot of components (15) each
## Migration Guide
`Table` now uses `ThinColumn` instead of `Column`. That means that
methods that previously returned `Column`, will now return `ThinColumn`
instead.
`ThinColumn` has a much more limited and low-level API, but you can
still achieve the same things in `ThinColumn` as you did in `Column`.
For example, instead of calling `Column::get_added_tick`, you'd call
`ThinColumn::get_added_ticks_slice` and index it to get the specific
added tick.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
It would be convenient to be able to quickly deny or allow all
components and resources on a `DynamicSceneBuilder` with a single method
call.
Context: #15210 renamed `{allow/deny}_all` to
`{allow/deny}_all_components`.
## Solution
Added two new methods to `DynamicSceneBuilder`, `allow_all` and
`deny_all`, which affect both the component and resource filters.
## Showcase
### Before
```rust
let builder = DynamicSceneBuilder::from_world(world)
.deny_all_components()
.deny_all_resources();
```
### After
```rust
let builder = DynamicSceneBuilder::from_world(world).deny_all();
```
The function `bevy_input::schedule::condition::Condition::or_else` has
been deprecated in favor of
`bevy_input::schedule::condition::Condition::or`. However the docs for
`ButtonInput` were still using the deprecated function in their example.
# Objective
The method names on `DynamicSceneBuilder` are misleading. Specifically,
`deny_all` and `allow_all` implies everything will be denied/allowed,
including all components and resources. In reality, these methods only
apply to components (which is mentioned in the docs).
## Solution
- change `deny_all` and `allow_all` to `deny_all_components` and
`allow_all_components`
- also, change the remaining methods to mention component where it makes
sense
We could also add the `deny_all` and `allow_all` methods back later,
only this time, they would deny/allow both resources and components.
## Showcase
### Before
```rust
let builder = DynamicSceneBuilder::from_world(world)
.deny_all()
.deny_all_resources()
.allow::<MyComponent>();
```
### After
```rust
let builder = DynamicSceneBuilder::from_world(world)
.deny_all_components()
.deny_all_resources()
.allow_component::<MyComponent>();
```
## Migration Guide
the following invocations on `DynamicSceneBuilder` should be changed by
users
- `with_filter` -> `with_component_filter`
- `allow` -> `allow_component`
- `deny` -> `deny_component`
- `allow_all` -> `allow_all_components`
- `deny_all` -> `deny_all_components`
# Objective
Fix#10284.
## Solution
When `DynamicSceneBuilder` extracts entities, they are cloned via
`PartialReflect::clone_value`, making them into dynamic versions of the
original components. This loses any custom `ReflectSerialize` type data.
Dynamic scenes are deserialized with the original types, not the dynamic
versions, and so any component with a custom serialize may fail. In this
case `Rect` and `Vec2`. The dynamic version includes the field names 'x'
and 'y' but the `Serialize` impl doesn't, hence the "expect float"
error.
The solution here: Instead of using `clone_value` to clone the
components, `FromReflect` clones and retains the original information
needed to serialize with any custom `Serialize` impls. I think using
something like `reflect_clone` from
(https://github.com/bevyengine/bevy/pull/13432) might make this more
efficient.
I also did the same when deserializing dynamic scenes to appease some of
the round-trip tests which use `ReflectPartialEq`, which requires the
types be the same and not a unique/proxy pair. I'm not sure it's
otherwise necessary. Maybe this would also be more efficient when
spawning dynamic scenes with `reflect_clone` instead of `FromReflect`
again?
An alternative solution would be to fall back to the dynamic version
when deserializing `DynamicScene`s if the custom version fails. I think
that's possible. Or maybe simply always deserializing via the dynamic
route for dynamic scenes?
## Testing
This example is similar to the original test case in #10284:
``` rust
#![allow(missing_docs)]
use bevy::{prelude::*, scene::SceneInstanceReady};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, (save, load).chain())
.observe(check)
.run();
}
static SAVEGAME_SAVE_PATH: &str = "savegame.scn.ron";
fn save(world: &mut World) {
let entity = world.spawn(OrthographicProjection::default()).id();
let scene = DynamicSceneBuilder::from_world(world)
.extract_entity(entity)
.build();
if let Some(registry) = world.get_resource::<AppTypeRegistry>() {
let registry = registry.read();
let serialized_scene = scene.serialize(®istry).unwrap();
// println!("{}", serialized_scene);
std::fs::write(format!("assets/{SAVEGAME_SAVE_PATH}"), serialized_scene).unwrap();
}
world.entity_mut(entity).despawn_recursive();
}
fn load(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(DynamicSceneBundle {
scene: asset_server.load(SAVEGAME_SAVE_PATH),
..default()
});
}
fn check(_trigger: Trigger<SceneInstanceReady>, query: Query<&OrthographicProjection>) {
dbg!(query.single());
}
```
## Migration Guide
The `DynamicScene` format is changed to use custom serialize impls so
old scene files will need updating:
Old:
```ron
(
resources: {},
entities: {
4294967299: (
components: {
"bevy_render:📷:projection::OrthographicProjection": (
near: 0.0,
far: 1000.0,
viewport_origin: (
x: 0.5,
y: 0.5,
),
scaling_mode: WindowSize(1.0),
scale: 1.0,
area: (
min: (
x: -1.0,
y: -1.0,
),
max: (
x: 1.0,
y: 1.0,
),
),
),
},
),
},
)
```
New:
```ron
(
resources: {},
entities: {
4294967299: (
components: {
"bevy_render:📷:projection::OrthographicProjection": (
near: 0.0,
far: 1000.0,
viewport_origin: (0.5, 0.5),
scaling_mode: WindowSize(1.0),
scale: 1.0,
area: (
min: (-1.0, -1.0),
max: (1.0, 1.0),
),
),
},
),
},
)
```
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
- Fixes#14552
- Make the current note of `before` and `after` understandable.
- > The given set is not implicitly added to the schedule when this
system set is added.
## Solution
- Replace note in docs of [`after` and
`before`](https://docs.rs/bevy/latest/bevy/ecs/prelude/trait.IntoSystemConfigs.html#method.before)
- Note of after was removed completely, and links to `before`, because
they notes would be identical.
- Also encourage to use `.chain`, which is much simpler and safer to use
## Testing
- Checked the docs after running `cargo doc` and `cargo run -p ci --
lints`
- Are there any parts that need more testing?
- no need to test, but please review the text. If it is still including
the intended message and especially if its understandable.
---------
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
`Capsule2d::sample_interior` uses the radius of the capsule for the
width of its rectangular section. It should be using two times the
radius for the full width!
I noticed this as I was getting incorrect results for angular inertia
approximated from a point cloud of points sampled on the capsule. This
hinted that something was wrong with the sampling.
## Solution
Multiply the radius by two to get the full width of the rectangular
section. With this, the sampling produces the correct result in my
tests.
# Objective
- implements ParsedPath::try_from<&str>
- resolves#14438
## Testing
- Added unit test for ParsedPath::try_from<&str>
Note: I don't claim to be an expert on lifetimes! That said I think it
makes sense that the error shares a lifetime with input string as deeper
down it is used to construct it.
# Objective
Thanks to #7207, we now have a way to validate at the type-level that a
reflected value is actually the type it says it is and not just a
dynamic representation of that type.
`dyn PartialReflect` values _might_ be a dynamic type, but `dyn Reflect`
values are guaranteed to _not_ be a dynamic type.
Therefore, we can start to add methods to `Reflect` that weren't really
possible before. For example, we should now be able to always get a
`&'static TypeInfo`, and not just an `Option<&'static TypeInfo>`.
## Solution
Add the `DynamicTyped` trait.
This trait is similar to `DynamicTypePath` in that it provides a way to
use the non-object-safe `Typed` trait in an object-safe way.
And since all types that derive `Reflect` will also derive `Typed`, we
can safely add `DynamicTyped` as a supertrait of `Reflect`. This allows
us to use it when just given a `dyn Reflect` trait object.
## Testing
You can test locally by running:
```
cargo test --package bevy_reflect
```
---
## Showcase
`Reflect` now has a supertrait of `DynamicTyped`, allowing `TypeInfo` to
be retrieved from a `dyn Reflect` trait object without having to unwrap
anything!
```rust
let value: Box<dyn Reflect> = Box::new(String::from("Hello!"));
// BEFORE
let info: &'static TypeInfo = value.get_represented_type_info().unwrap();
// AFTER
let info: &'static TypeInfo = value.reflect_type_info();
```
## Migration Guide
`Reflect` now has a supertrait of `DynamicTyped`. If you were manually
implementing `Reflect` and did not implement `Typed`, you will now need
to do so.
# Objective
Fixes#14980
## Solution
Only iterate over archetypes containing the component.
## Alternatives
Additionally, for each archetype, cache how many observers are watching
one of its components & use this to speed up the check for each affected
archetype ([implemented
here](55c89aa033)).
Benchmarking showed this to lead only to a minor speedup.
## Testing
There's both already a test checking that observers don't run after
being despawned as well as a regression test for the bug that
necessitates the check this PR optimizes.
# Objective
Applies feedback from previous PR #15135 'cause it got caught up in the
merge train 🚂
I couldn't resist including roll, both for completeness and due to
playing too many games that implemented it as a child.
cc: @janhohenheim
# Objective
Fixes https://github.com/bevyengine/bevy/issues/13225
## Solution
Invalidate `TrackedRenderPass` internal state upon accessing internal
`wgpu::RenderPass`.
## Testing
- Tested by calling `set_bind_group` on `RenderPass` returned by
`TrackedRenderPass::wgpu_pass` and checking if in later `set_bind_group`
calls on `TrackedRenderPass` correct bind group is restored.