Commit graph

5216 commits

Author SHA1 Message Date
re0312
e490b919df
inline iter_combinations (#14680)
# Objective
- fix #14679 
- bevy's performance highly depends on compiler optimization,inline hot
function could greatly help compiler to optimize our program
2024-08-09 17:44:37 +00:00
Matty
23e87270df
A Curve trait for general interoperation — Part I (#14630)
# Objective

This PR implements part of the [Curve
RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/80-curve-trait.md).
See that document for motivation, objectives, etc.

## Solution

For purposes of reviewability, this PR excludes the entire part of the
RFC related to taking multiple samples, resampling, and interpolation
generally. (This means the entire `cores` submodule is also excluded.)
On the other hand, the entire `Interval` type and all of the functional
`Curve` adaptors are included.

## Testing

Test modules are included and can be run locally (but they are also
included in CI).

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-08-09 14:19:44 +00:00
re0312
66bf160ec5
Explicit using clone_from (#14670)
# Objective

- after #14502 ,explicit using clone_from should has better performance
because it could reuse the resources to avoid unnecessary allocations.
2024-08-09 14:17:13 +00:00
AFKessen
e14f3cf402
Fix 3D Gizmo webgpu rendering (#14653)
# Objective

The changes made in https://github.com/bevyengine/bevy/pull/12252
introduced an previously fixed bug in webgpu rendering.

## Solution

This fix is based on https://github.com/bevyengine/bevy/pull/8910 and
applies the same vertex buffer layout assignment for the LineGizmo
Pipeline.

## Testing

- Tested the 3D Gizmo example in webgpu and webgl environments

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-08-09 02:55:56 +00:00
Gino Valente
297c0a3954
bevy_reflect: Add DynamicSet to dynamic_types example (#14665)
# Objective

The `dynamic_types` example was missing a reference to the newly added
`DynamicSet` type.

## Solution

Add `DynamicSet` to the `dynamic_types` example.

For parity with the other dynamic types, I also implemented
`FromIterator<T: Reflect>`, `FromIterator<Box<dyn Reflect>>`, and
`IntoIterator for &DynamicSet`.

## Testing

You can run the example locally:

```
cargo run --example dynamic_types
```
2024-08-08 22:26:18 +00:00
Gino Valente
aeef1c0f20
bevy_reflect: Update internal docs regarding anonymous function type names (#14666)
# Objective

As pointed out by @SkiFire13 on
[Discord](https://discord.com/channels/691052431525675048/1002362493634629796/1270624366119485441),
I was incorrect in #14641 regarding the type name of anonymous
functions. I had stated that they will return something like `fn(i32,
i32) -> i32`, but this is wrong. They actually behave like closures
(despite not technically being closures) and return something more like
`foo::bar::{{closure}}`.

This isn't a major issue because the reasoning behind #14641 still
stands. However, the internal documentation should probably be updated
so future contributors don't believe the lies I left behind.

## Solution

Updated the internal documentation for `create_info` to reflect the
actual type name of an anonymous function.

In that same module, I also added a test for function pointers and
updated all tests to include sanity checks for the `std::any::type_name`
of each category of callable.

## Testing

You can test locally by running:

```
cargo test --package bevy_reflect
```
2024-08-08 22:01:42 +00:00
Gino Valente
3f47273b72
bevy_state: Make reflect module public (#14667)
# Objective

CI is
[failing](https://github.com/bevyengine/bevy/actions/runs/10308658332/job/28536587448)
due to certain methods not being used.

## Solution

Make the `reflect` module public so that these warnings go away and so
that the `pub` items in these modules can be used.

## Testing

CI should pass.
2024-08-08 20:15:38 +00:00
eckz
8c2e70b744
Adding Reflect data types for States and FreelyMutableState. (#14643)
# Objective

- While developing a debug tool I saw the gap where it was not possible
to get all existing states from a World using reflection.
- This PR allows to iterate over all `States` types that exist in a
world, and modify them in case they implement `FreelyMutableState`.
- Two new methods are available on `App` and `SubApp` as helper to
register the data types:
  -  `register_state_reflect` and `register_mutable_state_reflect`

## Solution

- Two new data types are added:
- `ReflectState`: Allows to extract the current value of a state from
the World.
- `ReflectFreelyMutableState`: Allows to set the next state in a world,
similar to call `NextState::set`.
- There is no distinction between `States`, `SubStates` and
`ComputedStates`:
- `States` can register both `ReflectState` and
`ReflectFreelyMutableState`.
- `SubStates` can register both `ReflectState` and
`ReflectFreelyMutableState`.
  -  `ComputedStates` can register only `ReflectState` .

## Testing

- Added tests inside the `bevy_state` crate.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2024-08-08 00:07:00 +00:00
charlotte
994312ac6d
Fix TAA on camera with viewport (#14582)
# Objective

Closes #14526 

## Solution

The history texture was being created incorrectly with the viewport size
rather than target size. When viewport < target, this meant that the
render attachments would differer in size which causes a wgpu validation
error.

## Testing

Example in linked issue works.
2024-08-07 23:59:38 +00:00
Gino Valente
a0cc636ea3
bevy_reflect: Anonymous function parsing (#14641)
# Objective

### TL;DR

#14098 added the `FunctionRegistry` but had some last minute
complications due to anonymous functions. It ended up going with a
"required name" approach to ensure anonymous functions would always have
a name.

However, this approach isn't ideal for named functions since, by
definition, they will always have a name.

Therefore, this PR aims to modify function reflection such that we can
make function registration easier for named functions, while still
allowing anonymous functions to be registered as well.

### Context

Function registration (#14098) ran into a little problem: anonymous
functions.

Anonymous functions, including function pointers, have very non-unique
type names. For example, the anonymous function `|a: i32, b: i32| a + b`
has the type name of `fn(i32, i32) -> i32`. This obviously means we'd
conflict with another function like `|a: i32, b: i32| a - b`.

The solution that #14098 landed on was to always require a name during
function registration.

The downside with this is that named functions (e.g. `fn add(a: i32, b:
i32) -> i32 { a + b }`) had to redundantly provide a name. Additionally,
manually constructed `DynamicFunction`s also ran into this ergonomics
issue.

I don't entirely know how the function registry will be used, but I have
a strong suspicion that most of its registrations will either be named
functions or manually constructed `DynamicFunction`s, with anonymous
functions only being used here and there for quick prototyping or adding
small functionality.

Why then should the API prioritize the anonymous function use case by
always requiring a name during registration?

#### Telling Functions Apart

Rust doesn't provide a lot of out-of-the-box tools for reflecting
functions. One of the biggest hurdles in attempting to solve the problem
outlined above would be to somehow tell the different kinds of functions
apart.

Let's briefly recap on the categories of functions in Rust:

| Category           | Example                                   |
| ------------------ | ----------------------------------------- |
| Named function     | `fn add(a: i32, b: i32) -> i32 { a + b }` |
| Closure            | `\|a: i32\| a + captured_variable`          |
| Anonymous function | `\|a: i32, b: i32\| a + b`                  |
| Function pointer   | `fn(i32, i32) -> i32`                     |

My first thought was to try and differentiate these categories based on
their size. However, we can see that this doesn't quite work:

| Category           | `size_of` |
| ------------------ | --------- |
| Named function     | 0         |
| Closure            | 0+        |
| Anonymous function | 0         |
| Function pointer   | 8         |

Not only does this not tell anonymous functions from named ones, but it
struggles with pretty much all of them.

My second then was to differentiate based on type name:

| Category           | `type_name`             |
| ------------------ | ----------------------- |
| Named function     | `foo::bar::baz`         |
| Closure            | `foo::bar::{{closure}}` |
| Anonymous function | `fn() -> String`        |
| Function pointer   | `fn() -> String`        |

This is much better. While it can't distinguish between function
pointers and anonymous functions, this doesn't matter too much since we
only care about whether we can _name_ the function.

So why didn't we implement this in #14098?

#### Relying on `type_name`

While this solution was known about while working on #14098, it was left
out from that PR due to it being potentially controversial.

The [docs](https://doc.rust-lang.org/stable/std/any/fn.type_name.html)
for `std::any::type_name` state:

> The returned string must not be considered to be a unique identifier
of a type as multiple types may map to the same type name. Similarly,
there is no guarantee that all parts of a type will appear in the
returned string: for example, lifetime specifiers are currently not
included. In addition, the output may change between versions of the
compiler.

So that's it then? We can't use `type_name`?

Well, this statement isn't so much a rule as it is a guideline. And Bevy
is no stranger to bending the rules to make things work or to improve
ergonomics. Remember that before `TypePath`, Bevy's scene system was
entirely dependent on `type_name`. Not to mention that `type_name` is
being used as a key into both the `TypeRegistry` and the
`FunctionRegistry`.

Bevy's practices aside, can we reliably use `type_name` for this?

My answer would be "yes".

Anonymous functions are anonymous. They have no name. There's nothing
Rust could do to give them a name apart from generating a random string
of characters. But remember that this is a diagnostic tool, it doesn't
make sense to obfuscate the type by randomizing the output. So changing
it to be anything other than what it is now is very unlikely.

The only changes that I could potentially see happening are:

1. Closures replace `{{closure}}` with the name of their variable
2. Lifetimes are included in the output

I don't think the first is likely to happen, but if it does then it
actually works out in our favor: closures are now named!

The second point is probably the likeliest. However, adding lifetimes
doesn't mean we can't still rely on `type_name` to determine whether or
not a function is named. So we should be okay in this case as well.

## Solution

Parse the `type_name` of the function in the `TypedFunction` impl to
determine if the function is named or anonymous.

This once again makes `FunctionInfo::name` optional. For manual
constructions of `DynamicFunction`, `FunctionInfo::named` or
``FunctionInfo::anonymous` can be used.

The `FunctionRegistry` API has also been reworked to account for this
change.

`FunctionRegistry::register` no longer takes a name and instead takes it
from the supplied function, returning a
`FunctionRegistrationError::MissingName` error if the name is `None`.
This also doubles as a replacement for the old
`FunctionRegistry::register_dynamic` method, which has been removed.

To handle anonymous functions, a `FunctionRegistry::register_with_name`
method has been added. This works in the same way
`FunctionRegistry::register` used to work before this PR.

The overwriting methods have been updated in a similar manner, with
modifications to `FunctionRegistry::overwrite_registration`, the removal
of `FunctionRegistry::overwrite_registration_dynamic`, and the addition
of `FunctionRegistry::overwrite_registration_with_name`.

This PR also updates the methods on `App` in a similar way:
`App::register_function` no longer requires a name argument and
`App::register_function_with_name` has been added to handle anonymous
functions (and eventually closures).

## Testing

You can run the tests locally by running:

```
cargo test --package bevy_reflect --features functions
```

---

## Internal Migration Guide

> [!important]
> Function reflection was introduced as part of the 0.15 dev cycle. This
migration guide was written for developers relying on `main` during this
cycle, and is not a breaking change coming from 0.14.

> [!note]
> This list is not exhaustive. It only contains some of the most
important changes.

`FunctionRegistry::register` no longer requires a name string for named
functions. Anonymous functions, however, need to be registered using
`FunctionRegistry::register_with_name`.

```rust
// BEFORE
registry
  .register(std::any::type_name_of_val(&foo), foo)?
  .register("bar", || println!("Hello world!"));

// AFTER
registry
  .register(foo)?
  .register_with_name("bar", || println!("Hello world!"));
```

`FunctionInfo::name` is now optional. Anonymous functions and closures
will now have their name set to `None` by default. Additionally,
`FunctionInfo::new` has been renamed to `FunctionInfo::named`.
2024-08-07 03:11:08 +00:00
IceSentry
5abc32ceda
Add 2d opaque phase with depth buffer (#13069)
This PR is based on top of #12982

# Objective

- Mesh2d currently only has an alpha blended phase. Most sprites don't
need transparency though.
- For some 2d games it can be useful to have a 2d depth buffer

## Solution

- Add an opaque phase to render Mesh2d that don't need transparency
- This phase currently uses the `SortedRenderPhase` to make it easier to
implement based on the already existing transparent phase. A follow up
PR will switch this to `BinnedRenderPhase`.
- Add a 2d depth buffer
- Use that depth buffer in the transparent phase to make sure that
sprites and transparent mesh2d are displayed correctly

## Testing

I added the mesh2d_transforms example that layers many opaque and
transparent mesh2d to make sure they all get displayed correctly. I also
confirmed it works with sprites by modifying that example locally.

---

## Changelog

- Added `AlphaMode2d`
- Added `Opaque2d` render phase
- Camera2d now have a `ViewDepthTexture` component

## Migration Guide

- `ColorMaterial` now contains `AlphaMode2d`. To keep previous
behaviour, use `AlphaMode::BLEND`. If you know your sprite is opaque,
use `AlphaMode::OPAQUE`

## Follow up PRs

- See tracking issue: #13265

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Christopher Biscardi <chris@christopherbiscardi.com>
2024-08-07 00:22:09 +00:00
Periwink
2334638556
Fix access conflicts for resources (#14635)
# Objective

- I made a mistake when fixing the merge conflicts here:
https://github.com/bevyengine/bevy/pull/14579#discussion_r1705377452

It wasn't caught because there's no easy way to trigger access conflicts
with resources without triggering them with components first.
2024-08-06 14:35:41 +00:00
Lubba64
8e20a3e313
Fix gizmos regression (#14633)
# Objective

- Fixes #14142

## Solution

- Make sure a regression test is written on this case that fails for the
current code base but works with the suggested patch linked in the
aforementioned issue. After this is confirmed to be working, apply the
patch.

## Testing

- Run the regression test in both contexts, outputs were as expected.
2024-08-06 14:00:32 +00:00
Zhixing Zhang
5fd0661c15
Making bevy_render an optional dependency for bevy_gizmos (#14448)
# Objective

This PR makes `bevy_render` an optional dependency for `bevy_gizmos`,
thereby allowing `bevy_gizmos` to be used with alternative rendering
backend.

Previously `bevy_gizmos` assumes that one of `bevy_pbr` or `bevy_sprite`
will be enabled. Here we introduced a new feature named `bevy_render`
which disables all rendering-related code paths. An alternative renderer
will then take the `LineGizmo` assets (made public in this PR) and issue
draw calls on their own. A new field `config_ty` was added to
`LineGizmo` to help looking up the related configuration info.

---

## Migration Guide
No user-visible changes needed from the users.
2024-08-06 13:09:10 +00:00
Periwink
e85c072372
Fix soudness issue with Conflicts involving read_all and write_all (#14579)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/14575
- There is a soundness issue because we use `conflicts()` to check for
system ambiguities + soundness issues. However since the current
conflicts is a `Vec<T>`, we cannot express conflicts where there is no
specific `ComponentId` at fault. For example `q1: Query<EntityMut>, q2:
Query<EntityMut>`
There was a TODO to handle the `write_all` case but it was never
resolved


## Solution

- Introduce an `AccessConflict` enum that is either a list of specific
ids that are conflicting or `All` if all component ids are conflicting

## Testing

- Introduced a new unit test to check for the `EntityMut` case

## Migration guide

The `get_conflicts` method of `Access` now returns an `AccessConflict`
enum instead of simply a `Vec` of `ComponentId`s that are causing the
access conflict. This can be useful in cases where there are no
particular `ComponentId`s conflicting, but instead **all** of them are;
for example `fn system(q1: Query<EntityMut>, q2: Query<EntityRef>)`
2024-08-06 10:55:31 +00:00
charlotte
3360b45153
Expose winit's MonitorHandle (#13669)
# Objective

Adds a new `Monitor` component representing a winit `MonitorHandle` that
can be used to spawn new windows and check for system monitor
information.

Closes #12955.

## Solution

For every winit event, check available monitors and spawn them into the
world as components.

## Testing

TODO:
- [x] Test plugging in and unplugging monitor during app runtime
- [x] Test spawning a window on a second monitor by entity id
- [ ] Since this touches winit, test all platforms

---

## Changelog

- Adds a new `Monitor` component that can be queried for information
about available system monitors.

## Migration Guide

- `WindowMode` variants now take a `MonitorSelection`, which can be set
to `MonitorSelection::Primary` to mirror the old behavior.

---------

Co-authored-by: Pascal Hertleif <pascal@technocreatives.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-08-06 10:54:37 +00:00
Lubba64
897625c899
Add Reflect to OnReplace (#14620)
# Objective

- Fixes #14337 

## Solution

- Add a `cfg_attr` that derives `Refect` for this type. 

## Testing

- I am going to make sure the tests pass on this PR before requesting
review, If more testing is necessary let me know some good action steps
to take.
2024-08-06 01:31:13 +00:00
Gino Valente
0caeaa2ca9
bevy_reflect: Update serde tests for Set (#14616)
# Objective

Support for reflecting set-like types (e.g. `HashSet`) was added in
#13014. However, we didn't add any serialization tests to verify that
serialization works as expected.

## Solution

Update the serde tests.

## Testing

You can test locally by running:

```
cargo test --package bevy_reflect
```
2024-08-06 01:29:15 +00:00
Robert Walter
70a18d26e2
Glam 0.28 update - adopted (#14613)
Basically it's https://github.com/bevyengine/bevy/pull/13792 with the
bumped versions of `encase` and `hexasphere`.

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-08-06 01:28:00 +00:00
Christian Hughes
039bf90817
Improve documentation on Update vs FixedUpdate schedule dichotomy (#14600)
# Objective

When looking at documentation for the `Update` schedule, its not
entirely obvious that developers should actually be using the
`FixedUpdate` schedule for most of their game logic. We should directly
cross-link between the two, and give examples of which systems to put in
which schedules.

## Solution

Do just that.
2024-08-06 01:26:37 +00:00
Periwink
3a664b052d
Separate component and resource access (#14561)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/13139
- Fixes https://github.com/bevyengine/bevy/issues/7255
- Separates component from resource access so that we can correctly
handles edge cases like the issue above
- Inspired from https://github.com/bevyengine/bevy/pull/14472

## Solution

- Update access to have `component` fields and `resource` fields

## Testing

- Added some unit tests
2024-08-06 01:19:39 +00:00
Lixou
0d0f77a7ab
Add invert_winding for triangle list meshes (#14555)
# Objective

Implements #14547 

## Solution

Add a function `invert_winding` for `Mesh` that inverts the winding for
`LineList`, `LineStrip`, `TriangleList` and `TriangleStrip`.

## Testing

Tests added

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Alix Bott <bott.alix@gmail.com>
2024-08-06 01:16:43 +00:00
barsoosayque
5f2570eb4c
Export glTF skins as a Gltf struct (#14343)
# Objective

- Make skin data of glTF meshes available for users, so it would be
possible to create skinned meshes without spawning a scene.
- I believe it contributes to
https://github.com/bevyengine/bevy/issues/13681 ?

## Solution

- Add a new `GltfSkin`, representing skin data from a glTF file, new
member `skin` to `GltfNode` and both `skins` + `named_skins` to `Gltf`
(a la meshes/nodes).
- Rewrite glTF nodes resolution as an iterator which sorts nodes by
their dependencies (nodes without dependencies first). So when we create
`GltfNodes` with their associated `GltfSkin` while iterating, their
dependencies already have been loaded.
- Make a distinction between `GltfSkin` and
`SkinnedMeshInverseBindposes` in assets: prior to this PR,
`GltfAssetLabel::Skin(n)` was responsible not for a skin, but for one of
skin's components. Now `GltfAssetLabel::InverseBindMatrices(n)` will map
to `SkinnedMeshInverseBindposes`, and `GltfAssetLabel::Skin(n)` will map
to `GltfSkin`.

## Testing

- New test `skin_node` does just that; it tests whether or not
`GltfSkin` was loaded properly.

## Migration Guide

- Change `GltfAssetLabel::Skin(..)` to
`GltfAssetLabel::InverseBindMatrices(..)`.
2024-08-06 01:14:42 +00:00
Gino Valente
df61117850
bevy_reflect: Function registry (#14098)
# Objective

#13152 added support for reflecting functions. Now, we need a way to
register those functions such that they may be accessed anywhere within
the ECS.

## Solution

Added a `FunctionRegistry` type similar to `TypeRegistry`.

This allows a function to be registered and retrieved by name.

```rust
fn foo() -> i32 {
    123
}

let mut registry = FunctionRegistry::default();
registry.register("my_function", foo);

let function = registry.get_mut("my_function").unwrap();
let value = function.call(ArgList::new()).unwrap().unwrap_owned();
assert_eq!(value.downcast_ref::<i32>(), Some(&123));
```

Additionally, I added an `AppFunctionRegistry` resource which wraps a
`FunctionRegistryArc`. Functions can be registered into this resource
using `App::register_function` or by getting a mutable reference to the
resource itself.

### Limitations

#### `Send + Sync`

In order to get this registry to work across threads, it needs to be
`Send + Sync`. This means that `DynamicFunction` needs to be `Send +
Sync`, which means that its internal function also needs to be `Send +
Sync`.

In most cases, this won't be an issue because standard Rust functions
(the type most likely to be registered) are always `Send + Sync`.
Additionally, closures tend to be `Send + Sync` as well, granted they
don't capture any `!Send` or `!Sync` variables.

This PR adds this `Send + Sync` requirement, but as mentioned above, it
hopefully shouldn't be too big of an issue.

#### Closures

Unfortunately, closures can't be registered yet. This will likely be
explored and added in a followup PR.

### Future Work

Besides addressing the limitations listed above, another thing we could
look into is improving the lookup of registered functions. One aspect is
in the performance of hashing strings. The other is in the developer
experience of having to call `std::any::type_name_of_val` to get the
name of their function (assuming they didn't give it a custom name).

## Testing

You can run the tests locally with:

```
cargo test --package bevy_reflect
```

---

## Changelog

- Added `FunctionRegistry`
- Added `AppFunctionRegistry` (a `Resource` available from `bevy_ecs`)
- Added `FunctionRegistryArc`
- Added `FunctionRegistrationError`
- Added `reflect_functions` feature to `bevy_ecs` and `bevy_app`
- `FunctionInfo` is no longer `Default`
- `DynamicFunction` now requires its wrapped function be `Send + Sync`

## Internal Migration Guide

> [!important]
> Function reflection was introduced as part of the 0.15 dev cycle. This
migration guide was written for developers relying on `main` during this
cycle, and is not a breaking change coming from 0.14.

`DynamicFunction` (both those created manually and those created with
`IntoFunction`), now require `Send + Sync`. All standard Rust functions
should meet that requirement. Closures, on the other hand, may not if
they capture any `!Send` or `!Sync` variables from its environment.
2024-08-06 01:09:48 +00:00
Periwink
ec4cf024f8
Add a ComponentIndex and update QueryState creation/update to use it (#13460)
# Objective

To implement relations we will need to add a `ComponentIndex`, which is
a map from a Component to the list of archetypes that contain this
component.
One of the reasons is that with fragmenting relations the number of
archetypes will explode, so it will become inefficient to create and
update the query caches by iterating through the list of all archetypes.

In this PR, we introduce the `ComponentIndex`, and we update the
`QueryState` to make use of it:
- if a query has at least 1 required component (i.e. something other
than `()`, `Entity` or `Option<>`, etc.): for each of the required
components we find the list of archetypes that contain it (using the
ComponentIndex). Then, we select the smallest list among these. This
gives a small subset of archetypes to iterate through compared with
iterating through all new archetypes
- if it doesn't, then we keep using the current approach of iterating
through all new archetypes


# Implementation
- This breaks query iteration order, in the sense that we are not
guaranteed anymore to return results in the order in which the
archetypes were created. I think this should be fine because this wasn't
an explicit bevy guarantee so users should not be relying on this. I
updated a bunch of unit tests that were failing because of this.

- I had an issue with the borrow checker because iterating the list of
potential archetypes requires access to `&state.component_access`, which
was conflicting with the calls to
```
  if state.new_archetype_internal(archetype) {
      state.update_archetype_component_access(archetype, access);
  }
```
which need a mutable access to the state.

The solution I chose was to introduce a `QueryStateView` which is a
temporary view into the `QueryState` which enables a "split-borrows"
kind of approach. It is described in detail in this blog post:
https://smallcultfollowing.com/babysteps/blog/2018/11/01/after-nll-interprocedural-conflicts/

# Test

The unit tests pass.

Benchmark results:
```
❯ critcmp main pr
group                                  main                                   pr
-----                                  ----                                   --
iter_fragmented/base                   1.00   342.2±25.45ns        ? ?/sec    1.02   347.5±16.24ns        ? ?/sec
iter_fragmented/foreach                1.04   165.4±11.29ns        ? ?/sec    1.00    159.5±4.27ns        ? ?/sec
iter_fragmented/foreach_wide           1.03      3.3±0.04µs        ? ?/sec    1.00      3.2±0.06µs        ? ?/sec
iter_fragmented/wide                   1.03      3.1±0.06µs        ? ?/sec    1.00      3.0±0.08µs        ? ?/sec
iter_fragmented_sparse/base            1.00      6.5±0.14ns        ? ?/sec    1.02      6.6±0.08ns        ? ?/sec
iter_fragmented_sparse/foreach         1.00      6.3±0.08ns        ? ?/sec    1.04      6.6±0.08ns        ? ?/sec
iter_fragmented_sparse/foreach_wide    1.00     43.8±0.15ns        ? ?/sec    1.02     44.6±0.53ns        ? ?/sec
iter_fragmented_sparse/wide            1.00     29.8±0.44ns        ? ?/sec    1.00     29.8±0.26ns        ? ?/sec
iter_simple/base                       1.00      8.2±0.10µs        ? ?/sec    1.00      8.2±0.09µs        ? ?/sec
iter_simple/foreach                    1.00      3.8±0.02µs        ? ?/sec    1.02      3.9±0.03µs        ? ?/sec
iter_simple/foreach_sparse_set         1.00     19.0±0.26µs        ? ?/sec    1.01     19.3±0.16µs        ? ?/sec
iter_simple/foreach_wide               1.00     17.8±0.24µs        ? ?/sec    1.00     17.9±0.31µs        ? ?/sec
iter_simple/foreach_wide_sparse_set    1.06     95.6±6.23µs        ? ?/sec    1.00     90.6±0.59µs        ? ?/sec
iter_simple/sparse_set                 1.00     19.3±1.63µs        ? ?/sec    1.01     19.5±0.29µs        ? ?/sec
iter_simple/system                     1.00      8.1±0.10µs        ? ?/sec    1.00      8.1±0.09µs        ? ?/sec
iter_simple/wide                       1.05     37.7±2.53µs        ? ?/sec    1.00     35.8±0.57µs        ? ?/sec
iter_simple/wide_sparse_set            1.00     95.7±1.62µs        ? ?/sec    1.00     95.9±0.76µs        ? ?/sec
par_iter_simple/with_0_fragment        1.04     35.0±2.51µs        ? ?/sec    1.00     33.7±0.49µs        ? ?/sec
par_iter_simple/with_1000_fragment     1.00     50.4±2.52µs        ? ?/sec    1.01     51.0±3.84µs        ? ?/sec
par_iter_simple/with_100_fragment      1.02     40.3±2.23µs        ? ?/sec    1.00     39.5±1.32µs        ? ?/sec
par_iter_simple/with_10_fragment       1.14     38.8±7.79µs        ? ?/sec    1.00     34.0±0.78µs        ? ?/sec
```
2024-08-06 00:57:15 +00:00
Giacomo Stevanato
68ec6f4f50
Make QueryState::transmute&co validate the world of the &Components used (#14631)
# Objective

- Fix #14629

## Solution

- Make `QueryState::transmute`, `QueryState::transmute_filtered`,
`QueryState::join` and `QueryState::join_filtered` take a `impl
Into<UnsafeWorldCell>` instead of a `&Components` and validate their
`WorldId`

## Migration Guide

- `QueryState::transmute`, `QueryState::transmute_filtered`,
`QueryState::join` and `QueryState::join_filtered` now take a `impl
Into<UnsafeWorldCell>` instead of a `&Components`

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-08-05 22:39:31 +00:00
Rob Parrett
e164e5a873
Add link to with_children in with_child doc (#14604)
# Objective

Discourage users from using `with_child` for spawning multiple children.

## Solution

Add link to `with_children` in docs for `with_child`.
2024-08-04 13:36:52 +00:00
Ben Frankel
9b254aab1e
Explicitly order CameraUpdateSystem before UiSystem::Prepare (#14609)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/14277.

May also fix https://github.com/bevyengine/bevy/issues/14255, needs
verification.

## Solution

Explicitly order `CameraUpdateSystem` before `UiSystem::Prepare`, so
that when the window resizes, `camera_system` will update the `Camera`'s
viewport size before `ui_layout_system` also reacts to the window resize
and tries to read the new `Camera` viewport size to set UI node sizes
accordingly.

## Testing

I tested that explicitly ordering `CameraUpdateSystem` _after_ triggers
the buggy behavior, and explicitly ordering it _before_ does not trigger
the buggy behavior or crash the app (which also demonstrates that the
system sets are ambiguous).

---

## Migration Guide

`CameraUpdateSystem` is now explicitly ordered before
`UiSystem::Prepare` instead of being ambiguous with it.
2024-08-04 13:34:51 +00:00
radiish
4b20d822e9
update hashbrown to 0.14.2 (#14603)
# Objective

- We previously had a dependency in `bevy_utils`, `hashbrown = 0.14`,
and used the `hashbrown::hash_table` api, which was introduced in
`0.14.2`.

## Solution

- Bump `hashbrown` to `0.14.2`

## Testing

- Now compiles with the minimum declared `hashbrown` version.

---
2024-08-04 13:23:28 +00:00
re0312
8235daaea0
Opportunistically use dense iteration for archetypal iteration (#14049)
# Objective
- currently, bevy employs sparse iteration if any of the target
components in the query are stored in a sparse set. it may lead to
increased cache misses in some cases, potentially impacting performance.
- partial fixes #12381 

## Solution

- use dense iteration when an archetype and its table have the same
entity count.
- to avoid introducing complicate unsafe noise, this pr only implement
for `for_each ` style iteration.
- added a benchmark to test performance for hybrid iteration.


## Performance


![image](https://github.com/bevyengine/bevy/assets/45868716/5cce13cf-6ff2-4861-9576-e75edc63bd46)

nearly 2x win in specific scenarios, and no performance degradation in
other test cases.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
2024-08-02 21:18:15 +00:00
Lixou
7c80ae7313
Add depth_ndc_to_view_z for cpu-side (#14590)
# Objective

I want to get the visual depth (after view proj matrix stuff) of the
object beneath my cursor.
Even when having a write-back of the depth texture, you would still need
to convert the NDC depth to a logical value.

## Solution

This is done on shader-side by [this
function](e6261b0f5f/crates/bevy_pbr/src/render/view_transformations.wgsl (L151)),
which I ported over to the cpu-side.

I also added `world_to_viewport_with_depth` to get a `Vec3` instead of
`Vec2`.

---

If anyone knows a smarter solution to get the visual depth instead of
going `screen -> viewport ray -> screen`, please let me know :>
2024-08-02 15:37:29 +00:00
Rob Parrett
5b29402cc8
Add with_child to simplify spawning when there will only be one child (#14594)
# Objective

This idea came up in the context of a hypothetical "text sections as
entities" where text sections are children of a text bundle.

```rust
commands
    .spawn(TextBundle::default())
    .with_children(|parent} {
        parent.spawn(TextSection::from("Hello"));
    });
```

This is a bit cumbersome (but powerful and probably the way things are
headed). [`bsn!`](https://github.com/bevyengine/bevy/discussions/14437)
will eventually make this nicer, but in the mean time, this might
improve ergonomics for the common case where there is only one
`TextSection`.

## Solution

Add a `with_child` method to the `BuildChildren` trait that spawns a
single bundle and adds it as a child to the entity.

```rust
commands
    .spawn(TextBundle::default())
    .with_child(TextSection::from("Hello"));
```

## Testing

I added some tests, and modified the `button` example to use the new
method.

If any potential co-authors want to improve the tests, that would be
great.

## Alternatives

- Some sort of macro. See
https://github.com/tigregalis/bevy_spans_ent/blob/main/examples/macro.rs#L20.
I don't love this, personally, and it would probably be obsoleted by
`bsn!`.
- Wait for `bsn!`
- Add `with_children_batch` that takes an `Into<Iterator>` of bundles.
  ```rust
  with_children_batch(vec![TextSection::from("Hello")])
  ```
This is maybe not as useful as it sounds -- it only works with
homogeneous bundles, so no marker components or styles.
- If this doesn't seem valuable, doing nothing is cool with me.
2024-08-02 15:37:15 +00:00
Lixou
4c2cef2223
Reflection for DepthOfFieldSettings (#14588)
# Objective

I can't mutate the dof settings via tools like `bevy_inspector_egui`

## Solution

Add `Reflect` for `DepthOfFieldSettings` and `DepthOfFieldMode`
2024-08-02 15:36:39 +00:00
Joona Aalto
e6261b0f5f
Add Dir2::from_xy_unchecked and Dir3::from_xyz_unchecked (#14587)
# Objective

Bevy's direction types have `new` and `new_unchecked` constructors, but
no unchecked variant for the `Dir2::from_xy` and `Dir3::from_xyz`
methods.

For me, this has several times lead to constructing directions like
this, in cases where the components of the direction are already known
to be normalized:

```rust
let normal = Dir2::new_unchecked(Vec2::new(-ray.direction.x.signum(), 0.0));
```

```rust
segment.direction =
    Dir2::new_unchecked(Vec2::new(-segment.direction.x, segment.direction.y));
```

For consistency and ergonomics, it would be nice to have unchecked
variants of `Dir2::from_xy` and `Dir3::from_xyz`:

```rust
let normal = Dir2::from_xy_unchecked(-ray.direction.x.signum(), 0.0);
```

```rust
segment.direction = Dir2::from_xy_unchecked(-segment.direction.x, segment.direction.y);
```

## Solution

Add `Dir2::from_xy_unchecked` and `Dir3::from_xyz_unchecked`.
2024-08-02 13:10:13 +00:00
James O'Brien
b98d15f278
Skip batching for phase items from other pipelines (#14296)
# Objective

- Fix #14295

## Solution

- Early out when `GFBD::get_index_and_compare_data` returns None.

## Testing

- Tested on a selection of examples including `many_foxes` and
`3d_shapes`.
- Resolved the original issue in `bevy_vector_shapes`.
2024-08-02 00:15:42 +00:00
JJJimbo1
56c9d4489b
fix asymmetrical 9-slicing (#14148)
# Objective

Fixes #14147.

## Solution

Modify the slicing checks and algorithm to fully allow asymmetrical
textures to work.
Some opinionated code cleanup.

## Testing

Tested using the ui_texture_slice example and a custom asymmetrical
texture.

Before:

![asymmetrical_texture_slice_before](https://github.com/bevyengine/bevy/assets/88861660/00dafce1-904a-41ac-b5d9-faaf087b0681)

After:

![asymmetrical_texture_slice_after](https://github.com/bevyengine/bevy/assets/88861660/f3d742f3-6157-4d35-b383-aee4b8f6e7d0)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-08-01 20:03:23 +00:00
Brian Reavis
4c4a6c4506
Don’t prepare lights (and shadow map textures) for 2D cameras (#14574)
# Objective

When running the Metal debugger I noticed that 2D cameras have shadow
map textures from `bevy_pbr` built for them. For a 2560x1440 2D camera,
this PR saves about 40mb of texture memory.


![image](https://github.com/user-attachments/assets/925e9392-2721-41bb-83e9-25c84fd563cd)


![image](https://github.com/user-attachments/assets/0cc3c0a9-cbf7-431c-b444-952c28d4e9d0)


## Solution

- Added `With<Camera3d>` filter to the appropriate view queries.

## Testing

- This is a trivial fix (the examples still work)
2024-08-01 19:29:18 +00:00
Brezak
0c7df881e7
Properly handle repeated window close requests (#14573)
# Objective

Spamming the window close button on window may trigger a panic.

```
thread 'main' panicked at <Bevy repo>\crates\bevy_ecs\src\system\commands\mod.rs:1320:13:
error[B0003]: Could not insert a bundle (of type `bevy_window:🪟:ClosingWindow`) for entity 0v1#4294967296 because it doesn't exist in this World. See: https://bevyengine.org/learn/errors/b0003
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Encountered a panic when applying buffers for system `bevy_window::system::close_when_requested`!
2024-08-01T15:00:29.742612Z  WARN bevy_ecs::world::command_queue: CommandQueue has un-applied commands being dropped. Did you forget to call SystemState::apply?
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!
error: process didn't exit successfully: `target\debug\bevy.exe` (exit code: 101)
```

## Solution

Don't panic when trying to insert the `ClosingWindow` component into a
entity.

## Testing

Found and tested on windows. I haven't checked if this bug happens on
linux or macos.
For testing I ran this code:

```rust
use std::{thread, time::Duration};

use bevy::prelude::*;

fn lag() {
    thread::sleep(Duration::from_millis(300));
}

fn main() -> AppExit {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Update, lag)
        .run()
}
```

Then spammed the window close button. The panic no longer occurs.
2024-08-01 16:15:28 +00:00
SpecificProtagonist
0685d2da4d
B0003: Print caller (#14556)
# Objective

B0003 indicates that you tried to act upon a nonexistant entity, but
does not mention where the error occured:
```
2024-07-31T15:46:25.954840Z  WARN bevy_ecs::world: error[B0003]: Could not despawn entity Entity { index: 4294967295, generation: 1 } because it doesn't exist in this World. See: https://bevyengine.org/learn/errors/b0003
```

## Solution

Include caller location:

```
2024-07-31T15:46:25.954840Z  WARN bevy_ecs::world: error[B0003]: src/main.rs:18:11: Could not despawn entity Entity { index: 4294967295, generation: 1 } because it doesn't exist in this World. See: https://bevyengine.org/learn/errors/b0003
```

Open question: What should the exact message format be?

## Testing

None, this doesn't change any logic.
2024-08-01 00:14:48 +00:00
Guillaume Gomez
0e86675177
Add freebsd support for sysinfo (#14553)
I'm not sure if bevy works on FreeBSD or not. But in case it does,
better allow `sysinfo` to be used as well if users want.
2024-07-31 21:41:40 +00:00
Jan Hohenheim
6f7c554daa
Fix common capitalization errors in documentation (#14562)
WASM -> Wasm
MacOS -> macOS

Nothing important, just something that annoyed me for a while :)
2024-07-31 21:16:05 +00:00
Lixou
20264d0810
Make AnimationPlayer::start and ::play work accordingly to documentation (#14546)
# Objective

While scrolling through the animation crate, I was confused by the docs
and code for the two methods. One does nothing for resetting an
animation, the other just resets the weights for whatever reason.

## Solution

Made the functions work accordingly to their documentation.
`start` now replays the animation.
And `play` doesn't reset the weight anymore. I have no clue why it
should. `play` is there to don't do anything to an already existing
animation.

## Testing

I tested the current 0.14 code with bevy playground in the Animated Fox
exampled and changed it such that on pressing space, either `play` or
`start` would be called. Neither changed anything.
I then inlined the function for start there and it restarted the
animation, so it should work.

---

## Migration Guide

`AnimationPlayer::start` now correspondingly to its docs restarts a
running animation.
`AnimationPlayer::play` doesn't reset the weight anymore.
2024-07-31 14:07:53 +00:00
Guillaume Gomez
68dc7a8b8b
Update sysinfo version to 0.31.0 (#14551)
This release will likely remove a few dependencies in bevy since you
only need the `system` feature.
2024-07-31 14:06:52 +00:00
Rich Churcher
e579622a65
time_system is ambiguous_with event_update_system (#14544)
# Objective

Resolve possible ambiguity detection panic between `time_system` and
`event_update_system`.

Fixes #14524

## Solution

Sets `.ambiguous_with(event_update_system)` on `time_system`. This is
slightly new territory for me, so please treat with scepticism.

## Testing

As described in the issue, added
```
        .configure_schedules(ScheduleBuildSettings {
            ambiguity_detection: LogLevel::Error,
            ..default()
        })
```
to the `time` example and ran it.
2024-07-31 12:13:17 +00:00
Zeenobit
023e0e5bde
Fix Entity Debug Format (#14539)
# Objective

Fixes #12139

## Solution

See this comment on original issue for my proposal:
https://github.com/bevyengine/bevy/issues/12139#issuecomment-2241915791

This PR is an implementation of this proposal.

I modified the implementation of `fmt::Debug` to instead display
`0v0#12345` to ensure entity index, generation, and raw bits are all
present in the output for debug purposes while still keeping log message
concise.

`fmt::Display` remains as is (`0v0`) to offer an even shorter output.

To me, this is the most non-intrusive fix for this issue.

## Testing

Add `fn entity_debug` test

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-07-31 01:36:41 +00:00
BD103
399219a2c7
Fix rust beta lints (#14537)
# Objective

- Fixes #14517.

## Solution

- Replace two instances of `map()` with `inspect()`.
- `#[allow(dead_code)]` on `Bundle` derive macro tests.

## Testing

You need to install the beta toolchain, since these lints are not stable
yet.

```bash
cargo +beta clippy --workspace
cargo +beta test --workspace
```
2024-07-31 01:27:26 +00:00
Robin KAY
3d1c9ca87f
Change SceneInstanceReady to trigger an observer. (#13859)
# Objective

The `SceneInstanceReady` event would be more ergonomic (and potentially
efficient) if it could be delivered to listeners attached to the scene
entities becoming ready rather than into a World-global queue.

This is an evolution of @Shatur's work in #9313.

## Solution

The scene spawner is changed to trigger observers on the scene entity
when it is ready rather than enqueue an event with `EventWriter`.

This addresses the two outstanding feature requests mentioned on #2218,
that i) the events should be "scoped" in some way and ii) that the
`InstanceId` should be included in the event.

## Testing

Modified the `scene_spawner::tests::event` test to use the new
mechanism.

---

## Changelog

- Changed `SceneInstanceReady` to trigger an entity observer rather than
be written to an event queue.
- Changed `SceneInstanceReady` to carry the `InstanceId` of the scene.

## Migration Guide

If you have a system which read `SceneInstanceReady` events:

> ```fn ready_system(ready_events: EventReader<'_, '_,
SceneInstanceReady>) {```

It must be rewritten as an observer:

> ```commands.observe(|trigger: Trigger<SceneInstanceReady>| {```

Or, if you were expecting the event in relation to a specific entity or
entities, as an entity observer:

> ```commands.entity(entity).observe(|trigger:
Trigger<SceneInstanceReady>| {```
2024-07-30 21:23:48 +00:00
s-puig
ba09f35474
Fix UI texture atlas with offset (#13620)
# Objective

- Fixes #11219 

## Solution

- Scaling calculations use texture dimensions instead of layout
dimensions.

## Testing

- Did you test these changes? If so, how?

All UI examples look fine.

- How can other people (reviewers) test your changes? Is there anything
specific they need to know?

Example in #11219

## Migration Guide

```diff
let ui_node = ExtractedUiNode {
                    stack_index,
                    transform,
                    color,
                    rect,
                    image,
-                   atlas_size: Some(atlas_size * scale_factor),      
+                   atlas_scaling: Some(Vec2::splat(scale_factor)),
                    clip,
                    flip_x,
                    flip_y,
                    camera_entity,
                    border,
                    border_radius,
                    node_type,
                },
```

```diff
let computed_slices = ComputedTextureSlices {
    slices,
-    image_size,
}
```
2024-07-30 15:31:58 +00:00
BD103
d722fef23d
Remove deprecated bevy_dynamic_plugin (#14534)
# Objective

- Dynamic plugins were deprecated in #13080 due to being unsound. The
plan was to deprecate them in 0.14 and remove them in 0.15.

## Solution

- Remove all dynamic plugin functionality.
- Update documentation to reflect this change.

---

## Migration Guide

Dynamic plugins were deprecated in 0.14 for being unsound, and they have
now been fully removed. Please consider using the alternatives listed in
the `bevy_dynamic_plugin` crate documentation, or worst-case scenario
you may copy the code from 0.14.
2024-07-30 15:31:08 +00:00
Aevyrie
9575b20d31
Track source location in change detection (#14034)
# Objective

- Make it possible to know *what* changed your component or resource.
- Common need when debugging, when you want to know the last code
location that mutated a value in the ECS.
- This feature would be very useful for the editor alongside system
stepping.

## Solution

- Adds the caller location to column data.
- Mutations now `track_caller` all the way up to the public API.
- Commands that invoke these functions immediately call
`Location::caller`, and pass this into the functions, instead of the
functions themselves attempting to get the caller. This would not work
for commands which are deferred, as the commands are executed by the
scheduler, not the user's code.

## Testing

- The `component_change_detection` example now shows where the component
was mutated:

```
2024-07-28T06:57:48.946022Z  INFO component_change_detection: Entity { index: 1, generation: 1 }: New value: MyComponent(0.0)
2024-07-28T06:57:49.004371Z  INFO component_change_detection: Entity { index: 1, generation: 1 }: New value: MyComponent(1.0)
2024-07-28T06:57:49.012738Z  WARN component_change_detection: Change detected!
        -> value: Ref(MyComponent(1.0))
        -> added: false
        -> changed: true
        -> changed by: examples/ecs/component_change_detection.rs:36:23
```

- It's also possible to inspect change location from a debugger:
<img width="608" alt="image"
src="https://github.com/user-attachments/assets/c90ecc7a-0462-457a-80ae-42e7f5d346b4">


---

## Changelog

- Added source locations to ECS change detection behind the
`track_change_detection` flag.

## Migration Guide

- Added `changed_by` field to many internal ECS functions used with
change detection when the `track_change_detection` feature flag is
enabled. Use Location::caller() to provide the source of the function
call.

---------

Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-07-30 12:02:38 +00:00
Rostyslav Toch
455c1bfbe8
Optimize cloning for Access-related structs (#14502)
# Objective

Optimize the cloning process for Access-related structs in the ECS
system, specifically targeting the `clone_from` method.

Previously, profiling showed that 1% of CPU time was spent in
`FixedBitSet`'s `drop_in_place`, due to the default `clone_from`
implementation:

```rust
fn clone_from(&mut self, source: &Self) {
    *self = source.clone()
}
```

This implementation causes unnecessary allocations and deallocations.
However, [FixedBitSet provides a more optimized clone_from
method](https://github.com/petgraph/fixedbitset/blob/master/src/lib.rs#L1445-L1465)
that avoids these allocations and utilizes SIMD instructions for better
performance.

This PR aims to leverage the optimized clone_from method of FixedBitSet
and implement custom clone_from methods for Access-related structs to
take full advantage of this optimization. By doing so, we expect to
significantly reduce CPU time spent on cloning operations and improve
overall system performance.



![image](https://github.com/user-attachments/assets/7526a5c5-c75b-4a9a-b8d2-891f64fd553b)


## Solution

- Implemented custom `clone` and `clone_from` methods for `Access`,
`FilteredAccess`, `AccessFilters`, and `FilteredAccessSet` structs.
- Removed `#[derive(Clone)]` and manually implemented `Clone` trait to
use optimized `clone_from` method from `FixedBitSet`.
- Added unit tests for cloning and `clone_from` methods to ensure
correctness.

## Testing

- Conducted performance testing comparing the original and optimized
versions.
- Measured CPU time consumption for the `clone_from` method:
  - Original version: 1.34% of CPU time
  - Optimized version: 0.338% of CPU time
- Compared FPS before and after the changes (results may vary depending
on the run):

Before optimization:
```
2024-07-28T12:49:11.864019Z  INFO bevy diagnostic: fps        :  213.489463   (avg 214.502488)
2024-07-28T12:49:11.864037Z  INFO bevy diagnostic: frame_time :    4.704746ms (avg 4.682251ms)
2024-07-28T12:49:11.864042Z  INFO bevy diagnostic: frame_count: 7947.000000   (avg 7887.500000)
```


![image](https://github.com/user-attachments/assets/7865a365-0569-4b46-814a-964779d90973)

After optimization:
```
2024-07-28T12:29:42.705738Z  INFO bevy diagnostic: fps        :  220.273721   (avg 220.912227)
2024-07-28T12:29:42.705762Z  INFO bevy diagnostic: frame_time :    4.559127ms (avg 4.544905ms)
2024-07-28T12:29:42.705769Z  INFO bevy diagnostic: frame_count: 7596.000000   (avg 7536.500000)
```


![image](https://github.com/user-attachments/assets/8dd96908-86d0-4850-8e29-f80176a005d6)

---

Reviewers can test these changes by running `cargo run --release
--example ssr`
2024-07-29 23:48:21 +00:00
Tamás Kiss
396153ae59
fix issue with phantom ui node children (#14490)
# Objective

The `ui_layout_system` relies on change detection to sync parent-child
relation to taffy. The children need to by synced before node removal to
avoid trying to set deleted nodes as children (due to how the different
queries collect entities). This however may leave nodes that were
removed set as children to other nodes in special cases.

Fixes #11385

## Solution

The solution is simply to re-sync the changed children after the nodes
are removed.

## Testing

Tested with `sickle_ui` where docking zone highlights would end up
glitched when docking was done in a certain manner:
- run the `docking_zone_splits` example
- pop out a tab from the top
- dock the floating panel in the center right
- grab another tab and try to hover the original static docking zone:
the highlight is semi-stuck
- (NOTE: sometimes it worked even without the fix due to scheduling
order not producing the bugged query results)

After the fix, the issue is no longer present.

NOTE: The performance impact should be minimal, as the child sync relies
on change detection. The change detection was also the reason the parent
nodes remained "stuck" with the phantom children if no other update were
done to them.
2024-07-29 23:42:56 +00:00
Rich Churcher
23cb0f9c54
Add note on StatesPlugin requirement for state code (#14489)
# Objective

Clarify that `StatesPlugin` is a prerequisite for state code.

Closes #14329 .

Edit: am I missing a way to link `DefaultPlugins` correctly other than
using the URL? I guess I expected to be able to refer to it with
`bevy::prelude::DefaultPlugins` or some such 🤔
2024-07-29 23:41:14 +00:00
Matty
601cf6b9e5
Refactor Bounded2d/Bounded3d to use isometries (#14485)
# Objective

Previously, this area of bevy_math used raw translation and rotations to
encode isometries, which did not exist earlier. The goal of this PR is
to make the codebase of bevy_math more harmonious by using actual
isometries (`Isometry2d`/`Isometry3d`) in these places instead — this
will hopefully make the interfaces more digestible for end-users, in
addition to facilitating conversions.

For instance, together with the addition of #14478, this means that a
bounding box for a collider with an isometric `Transform` can be
computed as
```rust
collider.aabb_3d(collider_transform.to_isometry())
```
instead of using manual destructuring. 

## Solution

- The traits `Bounded2d` and `Bounded3d` now use `Isometry2d` and
`Isometry3d` (respectively) instead of `translation` and `rotation`
parameters; e.g.:
  ```rust
  /// A trait with methods that return 3D bounding volumes for a shape.
  pub trait Bounded3d {
/// Get an axis-aligned bounding box for the shape translated and
rotated by the given isometry.
      fn aabb_3d(&self, isometry: Isometry3d) -> Aabb3d;
/// Get a bounding sphere for the shape translated and rotated by the
given isometry.
      fn bounding_sphere(&self, isometry: Isometry3d) -> BoundingSphere;
  }
  ```
- Similarly, the `from_point_cloud` constructors for axis-aligned
bounding boxes and bounding circles/spheres now take isometries instead
of separate `translation` and `rotation`; e.g.:
  ```rust
/// Computes the smallest [`Aabb3d`] containing the given set of points,
/// transformed by the rotation and translation of the given isometry.
    ///
    /// # Panics
    ///
    /// Panics if the given set of points is empty.
    #[inline(always)]
    pub fn from_point_cloud(
        isometry: Isometry3d,
        points: impl Iterator<Item = impl Into<Vec3A>>,
    ) -> Aabb3d { //... }
  ```

This has a couple additional results:
1. The end-user no longer interacts directly with `Into<Vec3A>` or
`Into<Rot2>` parameters; these conversions all happen earlier now,
inside the isometry types.
2. Similarly, almost all intermediate `Vec3 -> Vec3A` conversions have
been eliminated from the `Bounded3d` implementations for primitives.
This probably has some performance benefit, but I have not measured it
as of now.

## Testing

Existing unit tests help ensure that nothing has been broken in the
refactor.

---

## Migration Guide

The `Bounded2d` and `Bounded3d` traits now take `Isometry2d` and
`Isometry3d` parameters (respectively) instead of separate translation
and rotation arguments. Existing calls to `aabb_2d`, `bounding_circle`,
`aabb_3d`, and `bounding_sphere` will have to be changed to use
isometries instead. A straightforward conversion is to refactor just by
calling `Isometry2d/3d::new`, as follows:
```rust
// Old:
let aabb = my_shape.aabb_2d(my_translation, my_rotation);

// New:
let aabb = my_shape.aabb_2d(Isometry2d::new(my_translation, my_rotation));
```

However, if the old translation and rotation are 3d
translation/rotations originating from a `Transform` or
`GlobalTransform`, then `to_isometry` may be used instead. For example:
```rust
// Old:
let bounding_sphere = my_shape.bounding_sphere(shape_transform.translation, shape_transform.rotation);

// New:
let bounding_sphere = my_shape.bounding_sphere(shape_transform.to_isometry());
```

This discussion also applies to the `from_point_cloud` construction
method of `Aabb2d`/`BoundingCircle`/`Aabb3d`/`BoundingSphere`, which has
similarly been altered to use isometries.
2024-07-29 23:37:02 +00:00
TheDudeFromCI
7573b3c765
Added serialize flag to bevy_math dep of bevy_ui (#14450)
# Objective

When depending on the `bevy_ui` crate specifically and using the
`serialize` feature flag, the compilation fails due to `bevy_math` not
having the serialize flag enabled.

## Solution

Added the `serialize` flag to the `bevy_math` dependency when using that
flag on `bevy_ui`.

## Testing

Tested by adding `bevy_math = { version = "0.14", features =
["serialize"] }` on a small Bevy library to ensure compilation was
successful.
2024-07-29 23:34:07 +00:00
recatek
87b63af864
bevy_reflect: Adding support for Atomic values (#14419)
Fixes #14418

Note that this does not add AtomicPtr, which would need its own special
casing support, just the regular value types.
Also, I was forced to be opinionated about which Ordering to use, so I
chose SeqCst as the strictest by default.
2024-07-29 23:33:18 +00:00
Matty
74cecb27bb
Disallow empty cubic and rational curves (#14382)
# Objective

Previously, our cubic spline constructors would produce
`CubicCurve`/`RationalCurve` output with no data when they themselves
didn't hold enough control points to produce a well-formed curve.
Attempting to sample the resulting empty "curves" (e.g. by calling
`CubicCurve::position`) would crash the program (😓).

The objectives of this PR are: 
1. Ensure that the curve output of `bevy_math`'s spline constructions
are never invalid as data.
2. Provide a type-level guarantee that `CubicCurve` and `RationalCurve`
actually function as curves.

## Solution

This has a few pieces. Firstly, the curve generator traits
`CubicGenerator`, `CyclicCubicGenerator`, and `RationalGenerator` are
now fallible — they have associated error types, and the
curve-generation functions are allowed to fail:
```rust
/// Implement this on cubic splines that can generate a cubic curve from their spline parameters.
pub trait CubicGenerator<P: VectorSpace> {
    /// An error type indicating why construction might fail.
    type Error;

    /// Build a [`CubicCurve`] by computing the interpolation coefficients for each curve segment.
    fn to_curve(&self) -> Result<CubicCurve<P>, Self::Error>;
}
```

All existing spline constructions use this together with errors that
indicate when they didn't have the right control data and provide curves
which have at least one segment whenever they return an `Ok` variant.

Next, `CubicCurve` and `RationalCurve` have been blessed with a
guarantee that their internal array of segments (`segments`) is never
empty. In particular, this field is no longer public, so that invalid
curves cannot be built using struct instantiation syntax. To compensate
for this shortfall for users (in particular library authors who might
want to implement their own generators), there is a new method
`from_segments` on these for constructing a curve from a list of
segments, failing if the list is empty:
```rust
/// Create a new curve from a collection of segments. If the collection of segments is empty,
/// a curve cannot be built and `None` will be returned instead.
pub fn from_segments(segments: impl Into<Vec<CubicSegment<P>>>) -> Option<Self> { //... }
```

All existing methods on `CyclicCurve` and `CubicCurve` maintain the
invariant, so the direct construction of invalid values by users is
impossible.

## Testing

Run unit tests from `bevy_math::cubic_splines`. Additionally, run the
`cubic_splines` example and try to get it to crash using small numbers
of control points: it uses the fallible constructors directly, so if
invalid data is ever constructed, it is basically guaranteed to crash.

---

## Migration Guide

The `to_curve` method on Bevy's cubic splines is now fallible (returning
a `Result`), meaning that any existing calls will need to be updated by
handling the possibility of an error variant.

Similarly, any custom implementation of `CubicGenerator` or
`RationalGenerator` will need to be amended to include an `Error` type
and be made fallible itself.

Finally, the fields of `CubicCurve` and `RationalCurve` are now private,
so any direct constructions of these structs from segments will need to
be replaced with the new `CubicCurve::from_segments` and
`RationalCurve::from_segments` methods.

---

## Design

The main thing to justify here is the choice for the curve internals to
remain the same. After all, if they were able to cause crashes in the
first place, it's worth wondering why safeguards weren't put in place on
the types themselves to prevent that.

My view on this is that the problem was really that the internals of
these methods implicitly relied on the assumption that the value they
were operating on was *actually a curve*, when this wasn't actually
guaranteed. Now, it's possible to make a bunch of small changes inside
the curve struct methods to account for that, but I think that's worse
than just guaranteeing that the data is valid upstream — sampling is
about as hot a code path as we're going to get in this area, and hitting
an additional branch every time it happens just to check that the struct
contains valid data is probably a waste of resources.

Another way of phrasing this is that even if we're only interested in
solving the crashes, the curve's validity needs to be checked at some
point, and it's almost certainly better to do this once at the point of
construction than every time the curve is sampled.

In cases where the control data is supplied dynamically, users would
already have to deal with empty curve outputs basically not working.
Anecdotally, I ran into this while writing the `cubic_splines` example,
and I think the diff illustrates the improvement pretty nicely — the
code no longer has to anticipate whether the output will be good or not;
it just has to handle the `Result`.

The cost of all this, of course, is that we have to guarantee that the
new invariant is actually maintained whenever we extend the API.
However, for the most part, I don't expect users to want to do much
surgery on the internals of their curves anyway.
2024-07-29 23:25:14 +00:00
Giacomo Stevanato
7de271f992
Add FilteredAccess::empty and simplify the implementatin of update_component_access for AnyOf/Or (#14352)
# Objective

- The implementation of `update_component_access` for `AnyOf`/`Or` is
kinda weird due to special casing the first filter, let's simplify it;
- Fundamentally we want to fold/reduce the various filters using an OR
operation, however in order to do a proper fold we need a neutral
element for the initial accumulator, which for OR is FALSE. However we
didn't have a way to create a `FilteredAccess` value corresponding to
FALSE and thus the only option was reducing, which special cases the
first element as being the initial accumulator.

This is an alternative to https://github.com/bevyengine/bevy/pull/14026

## Solution

- Introduce `FilteredAccess::empty` as a way to create a
`FilteredAccess` corresponding to the logical proposition FALSE;
- Use it as the initial accumulator for the above operations, allowing
to handle all the elements to fold in the same way.

---

## Migration Guide

- The behaviour of `AnyOf<()>` and `Or<()>` has been changed to match no
archetypes rather than all archetypes to naturally match the
corresponding logical operation. Consider replacing them with `()`
instead.
2024-07-29 23:20:06 +00:00
Giacomo Stevanato
71c5f1e3e4
Generate links to definition in source code pages on docs.rs and dev-docs.bevyengine.org (#12965)
# Objective

- Fix issue #2611

## Solution

- Add `--generate-link-to-definition` to all the `rustdoc-args` arrays
in the `Cargo.toml`s (for docs.rs)
- Add `--generate-link-to-definition` to the `RUSTDOCFLAGS` environment
variable in the docs workflow (for dev-docs.bevyengine.org)
- Document all the workspace crates in the docs workflow (needed because
otherwise only the source code of the `bevy` package will be included,
making the argument useless)
- I think this also fixes #3662, since it fixes the bug on
dev-docs.bevyengine.org, while on docs.rs it has been fixed for a while
on their side.

---

## Changelog

- The source code viewer on docs.rs now includes links to the
definitions.
2024-07-29 23:10:16 +00:00
JMS55
29e9f0a7f9
Correct minimum range-alloc version (#14420)
Fixes https://github.com/bevyengine/bevy/issues/14417

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-07-29 22:11:29 +00:00
Giacomo Stevanato
59a33e6e14
Fix bevy_render's image dependency version (#14505)
# Objective

- `bevy_render` depends on `image 0.25` but uses `image::ImageReader`
which was added only in `image 0.25.2`
- users that have `image 0.25` in their `Cargo.lock` and update to the
latest `bevy_render` may thus get a compilation due to this (at least I
did)

## Solution

- Properly set the correct minimum version of `image` that `bevy_render`
depends on.
2024-07-28 15:48:51 +00:00
Giacomo Stevanato
bc80b95257
Don't debug SystemId's entity field twice (#14499)
# Objective

- `SystemId`'s `Debug` implementation includes its `entity` field twice.
- This was likely an oversight in #11019, since before that PR the
second field was the `PhantomData` one.

## Solution

- Only include it once

Alternatively, this could be changed to match the struct representation
of `SystemId`, thus instructing the formatter to print a named struct
and including the `PhantomData` field.
2024-07-27 16:15:39 +00:00
thatchedroof
4f5b8ca08c
Fix typo in World::observe (#14492)
# Objective

- Fix a typo in the documentation for `World::observe`

## Solution

- Change `Spawn` to `Spawns` and `it's` to `its`
2024-07-27 13:55:44 +00:00
Brian Reavis
724fe49c73
Fix TextureCache memory leak and add is_empty() method (#14480)
# Objective

Fix a memory leak in `TextureCache` caused by the internal HashMap never
having unused entries cleared.

This isn't a giant memory leak, given the unused entries are simply
empty vectors. Though, if someone goes and resizes a window a bunch, it
can lead to hundreds/thousands of TextureDescriptor keys adding up in
the hashmap – which isn't ideal.

## Solution

- Only retain hashmap entries that still have textures.
- I also added an `is_empty()` method to `TextureCache`, which is useful
for 3rd-party higher-level caches that might have individual caches by
view entity or texture type, for example.

## Testing

- Verified the examples still work (this is a trivial change)
2024-07-27 13:16:27 +00:00
BD103
e49527e34d
Fix bevy_winit not building with serialize feature (#14469)
# Objective

- `bevy_winit` fails to build with just the `serialize` feature.
- Caught by [`flag-frenzy`](https://github.com/TheBevyFlock/flag-frenzy)
in [this
run](https://github.com/TheBevyFlock/flag-frenzy/actions/runs/10087486444/job/27891723948),
using the new, nuanced configuration system!

## Solution

- It was failing because `bevy_winit` did not pass the `serialize` flag
to two of its dependencies: `bevy_input` and `bevy_window`.
- To fix this, add these crates to the feature flag.

## Testing

```bash
# On Linux, you must also specify a backend: `x11` or `wayland`.
# You can do this with `-F serialize,x11`, etc.
cargo check -p bevy_winit --no-default-features -F serialize
```
2024-07-26 22:05:36 +00:00
NiseVoid
a8003b4496
Handle 0 height in prepare_bloom_textures (#14423)
# Objective

- Fix a confusing panic when the viewport width is non-zero and the
height is 0, `prepare_bloom_textures` tries to create a `4294967295x1`
texture.

## Solution

- Avoid dividing by zero
- Apps still crash after this, but now on a more reasonable error about
the zero-size viewport

## Testing

- I isolated and tested the math. A height of 0 sets `mip_height_ratio`
to `inf`, causing the width to explode if it isn't also 0
2024-07-26 21:53:36 +00:00
BD103
ee4ed231da
Fix bevy_gltf PBR features not enabling corresponding bevy_pbr flags (#14486)
# Objective

- `bevy_gltf` does not build with only the
`pbr_multi_layer_material_textures` or `pbr_anisotropy_texture`
features.
- Caught by [`flag-frenzy`](https://github.com/TheBevyFlock/flag-frenzy)
in [this
run](https://github.com/TheBevyFlock/flag-frenzy/actions/runs/10087486444/job/27891723948).

## Solution

- This error was due to the feature not enabling the corresponding
feature in `bevy_pbr`. Adding these flags as a dependency fixes this
error.

## Testing

The following commands fail on `main`, but pass with this PR:

```bash
cargo check -p bevy_gltf --no-default-features -F pbr_multi_layer_material_textures
cargo check -p bevy_gltf --no-default-features -F pbr_anisotropy_texture
```
2024-07-26 17:11:38 +00:00
Brian Reavis
c1fedc2e2d
Made ViewUniform fields public (#14482)
# Objective

- Made `ViewUniform` fields public so that 3rd-parties can create this
uniform. This is useful for custom pipelines that use custom views (e.g.
views buffered by a particular amount, for example).
2024-07-26 17:11:29 +00:00
Sludge
1edec4d890
Remove #[cfg] from the From impls of TextSection (#14439)
# Objective

- Not including bevy's default font shouldn't result in code not
compiling anymore.
- Games may want to load their own default font into the default
`Handle<Font>` and not include bevy's default font, but still use these
convenience impls (https://github.com/bevyengine/bevy/issues/12192
currently makes this a bit inconvenient, but it does work).

## Solution

- Include these impls unconditionally.
- Slightly expand the comment on the `font` field to indicate that a
custom font can be used to override the default font.
- (drive-by: add `#[reflect(Default)]` on `TextSection`, since it was
missing a way to construct it via reflection)
2024-07-26 17:11:12 +00:00
radiish
6dbc8b8f6f
ptr: allow Ptr and PtrMut construction for references to values of ?Sized types (#14479)
# Objective

- Currently `bevy_ptr::{Ptr, PtrMut}` have `From` implementations from
references.
- These implementations impose an implicit `Sized` bound so `bevy_ptr`
types cannot be created from references to slices and trait objects.
- I ran into this trying to use `Ptr<'static>` as an untyped `&'static
dyn Any`, and [had to work around
it](f32b41512c/src/registry.rs (L214-L219)).

## Solution

- Relax the `Sized` bound on the relevant `From` implementations.
2024-07-25 23:14:16 +00:00
Brian Reavis
438217035d
Don’t prepare 2D view bind groups for 3D cameras (#14481)
# Objective

- Before this fix, the view query in `prepare_mesh2d_view_bind_groups`
matched all views – leading to 2D view bind groups being prepared for 3D
cameras.

## Solution

- Added `With<Camera2d>` to the views query.

## Testing

- Verified the examples still work.
2024-07-25 20:37:54 +00:00
Matty
5aa998dc07
Conversions for Isometry3d ⟷ Transform/GlobalTransform (#14478)
# Objective

Allow interoperation between `Isometry3d` and the transform types from
bevy_transform. At least in the short term, the primary goal is to allow
the extraction of isometries from transform components by users.

## Solution

- Add explicit `from_isometry`/`to_isometry` methods to `Transform`.
- Add explicit `from_isometry`/`to_isometry` methods to
`GlobalTransform`. The former is hidden (primarily for internal use),
and the latter has the caveats originating in
[`Affine3A::to_scale_rotation_translation`](https://docs.rs/glam/latest/glam/f32/struct.Affine3A.html#method.to_scale_rotation_translation).
- Implement the `TransformPoint` trait for `Isometry3d`.
2024-07-25 20:23:32 +00:00
Ben Frankel
e7e10f2c0f
Fix hue mixing for Lcha and Oklcha (#14468)
# Objective

Fix erroneous hue mixing in `Lcha` and `Oklcha`. Purple + Red == Green
is the current behavior.

## Solution

Use `crate::color_ops::lerp_hue` to handle the wrap-around at 360
degrees, the same way that `Hsla`, `Hsva`, and `Hwba` do it.

## Testing

Game jamming, but tested that the workaround below produces
correct-looking colors in my jam game.
2024-07-25 19:44:18 +00:00
Robert Walter
52a2a3b146
Dedicated Reflect implementation for Set-like things (#13014)
# Objective

I just wanted to inspect `HashSet`s in `bevy-inspector-egui` but I
noticed that it didn't work for some reason. A few minutes later I found
myself looking into the bevy reflect impls noticing that `HashSet`s have
been covered only rudimentary up until now.

## Solution

I'm not sure if this is overkill (especially the first bullet), but
here's a list of the changes:

- created a whole new trait and enum variants for `ReflectRef` and the
like called `Set`
- mostly oriented myself at the `Map` trait and made the necessary
changes until RA was happy
- create macro `impl_reflect_for_hashset!` and call it on `std::HashSet`
and `hashbrown::HashSet`

Extra notes:

- no `get_mut` or `get_mut_at` mirroring the `std::HashSet`
- `insert[_boxed]` and `remove` return `bool` mirroring `std::HashSet`,
additionally that bool is reflect as I thought that would be how we
handle things in bevy reflect, but I'm not sure on this
- ser/de are handled via `SeqAccess`
- I'm not sure about the general deduplication property of this impl of
`Set` that is generally expected? I'm also not sure yet if `Map` does
provide this. This mainly refers to the `Dynamic[...]` structs
- I'm not sure if there are other methods missing from the `trait`, I
felt like `contains` or the set-operations (union/diff/...) could've
been helpful, but I wanted to get out the bare minimum for feedback
first

---

## Changelog

### Added
- `Set` trait for `bevy_reflect`

### Changed
- `std::collections::HashSet` and `bevy_utils::hashbrown::HashSet` now
implement a more complete set of reflect functionalities instead of
"just" `reflect_value`
- `TypeInfo` contains a new variant `Set` that contains `SetInfo`
- `ReflectKind` contains a new variant `Set`
- `ReflectRef` contains a new variant `Set`
- `ReflectMut` contains a new variant `Set`
- `ReflectOwned` contains a new variant `Set`

## Migration Guide

- The new `Set` variants on the enums listed in the change section
should probably be considered by people working with this level of the
lib
### Help wanted! 

I'm not sure if this change is able to break code. From my understanding
it shouldn't since we just add functionality but I'm not sure yet if
theres anything missing from my impl that would be normally provided by
`impl_reflect_value!`
2024-07-24 19:43:26 +00:00
Blake Bedford
eabb58aa04
Add BorderRadius field to ImageBundle (#14457)
# Objective

- Fixes #14453

## Solution

- Added BorderRadius to ImageBundle

## Testing

- Did you test these changes? If so, how?

- Tested on a random picture I found in the examples and it added a
border radius.

- Are there any parts that need more testing?

- I don't fink so.

- How can other people (reviewers) test your changes? Is there anything
specific they need to know?

- Apply a border radius to a random picture.
2024-07-24 18:41:26 +00:00
Dmytro Banin
e9e29d61c6
Add intradoc links for observer triggers (#14458)
# Objective

When using observers you might want to know what the difference is
between `OnAdd` vs `OnReplace` vs `OnInsert` etc. It's not obvious where
to look (`component_hooks.rs`). Added intradoc links for easier
disambiguation.
2024-07-24 18:41:23 +00:00
Joseph
218f78157d
Require &mut self for World::increment_change_tick (#14459)
# Objective

The method `World::increment_change_tick` currently takes `&self` as the
method receiver, which is semantically strange. Even though the interior
mutability is sound, the existence of this method is strange since we
tend to think of `&World` as being a read-only snapshot of a world, not
an aliasable reference to a world with mutability. For those purposes,
we have `UnsafeWorldCell`.

## Solution

Change the method signature to take `&mut self`. Use exclusive access to
remove the need for atomic adds, which makes the method slightly more
efficient. Redirect users to [`UnsafeWorldCell::increment_change_tick`]
if they need to increment the world's change tick from an aliased
context.

In practice I don't think there will be many breakages, if any. In cases
where you need to call `increment_change_tick`, you usually already have
either `&mut World` or `UnsafeWorldCell`.

---

## Migration Guide

The method `World::increment_change_tick` now requires `&mut self`
instead of `&self`. If you need to call this method but do not have
mutable access to the world, consider using
`world.as_unsafe_world_cell_readonly().increment_change_tick()`, which
does the same thing, but is less efficient than the method on `World`
due to requiring atomic synchronization.

```rust
fn my_system(world: &World) {
    // Before
    world.increment_change_tick();

    // After
    world.as_unsafe_world_cell_readonly().increment_change_tick();
}
```
2024-07-24 12:42:28 +00:00
Felix Rath
abceebebba
feat: Add World::get_reflect() and World::get_reflect_mut() (#14416)
# Objective

Sometimes one wants to retrieve a `&dyn Reflect` for an entity's
component, which so far required multiple, non-obvious steps and
`unsafe`-code.
The docs for
[`MutUntyped`](https://docs.rs/bevy/latest/bevy/ecs/change_detection/struct.MutUntyped.html#method.map_unchanged)
contain an example of the unsafe part.

## Solution

This PR adds the two methods:

```rust
// immutable variant
World::get_reflect(&self, entity: Entity, type_id: TypeId) -> Result<&dyn Reflect, GetComponentReflectError>

// mutable variant
World::get_reflect_mut(&mut self, entity: Entity, type_id: TypeId) -> Result<Mut<'_, dyn Reflect>, GetComponentReflectError>
```

which take care of the necessary steps, check required invariants etc.,
and contain the unsafety so the caller doesn't have to deal with it.

## Testing

- Did you test these changes? If so, how?
- Added tests and a doc test, also (successfully) ran `cargo run -p ci`.
- Are there any parts that need more testing?
- Could add tests for each individual error variant, but it's not
required imo.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Run `cargo test --doc --package bevy_ecs --all-features --
world::World::get_reflect --show-output` for the doctest
- Run `cargo test --package bevy_ecs --lib --all-features --
world::tests::reflect_tests --show-output` for the unittests
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
  - Don't think it's relevant, but tested on 64bit linux (only).

---

## Showcase

Copy of the doctest example which gives a good overview of what this
enables:

```rust
use bevy_ecs::prelude::*;
use bevy_reflect::Reflect;
use std::any::TypeId;

// define a `Component` and derive `Reflect` for it
#[derive(Component, Reflect)]
struct MyComponent;

// create a `World` for this example
let mut world = World::new();

// Note: This is usually handled by `App::register_type()`, but this example can not use `App`.
world.init_resource::<AppTypeRegistry>();
world.get_resource_mut::<AppTypeRegistry>().unwrap().write().register::<MyComponent>();

// spawn an entity with a `MyComponent`
let entity = world.spawn(MyComponent).id();

// retrieve a reflected reference to the entity's `MyComponent`
let comp_reflected: &dyn Reflect = world.get_reflect(entity, TypeId::of::<MyComponent>()).unwrap();

// make sure we got the expected type
assert!(comp_reflected.is::<MyComponent>());
```

## Migration Guide

No breaking changes, but users can use the new methods if they did it
manually before.

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-07-23 16:57:54 +00:00
Shane Celis
8a79185880
feature: Derive Hash for KeyboardInput. (#14263)
# Objective

Derive `Hash` for `KeyboardInput`.

## Problem

I was [writing code](https://github.com/joshka/bevy_ratatui/pull/13) to
take `crossterm` events and republish them as bevy input events. One
scenario requires I check if the same key press was happening
repeatedly; in a regular terminal we don't get key released events, so I
was simulating them.

I was surprised to find that I couldn't put `KeyboardInput` into a
`HashSet`.

## Work Around

My work around was to add a new type that implemented Hash.

```rust
#[derive(Deref, DerefMut, PartialEq, Eq)]
struct KeyInput(KeyboardInput);

impl Hash for KeyInput {
    fn hash<H>(&self, state: &mut H)
    where
        H: Hasher,
    {
        self.key_code.hash(state);
        self.logical_key.hash(state);
        self.state.hash(state);
        self.window.hash(state);
    }
}
```

## Solution

A better solution since all members of `KeyboardInput` implement `Hash`
is to have it derive `Hash` as well.

## Testing

My newtype solution works for its purpose.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Josh McKinney <joshka@users.noreply.github.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
2024-07-23 12:29:15 +00:00
Sludge
f0ff7fb544
Add and reflect Default impls for CSS grid types (#14443)
# Objective

- Some types here were not constructible via reflection, and some were
missing fairly obvious `Default` values.
- Some types used `#[reflect_value]` for some unstated reason, making
them opaque to reflection-based code.

## Solution

- Add and reflect some `Default` impls, and stop using
`#[reflect_value]`.
2024-07-22 21:39:59 +00:00
charlotte
abaea01e30
Fixup Msaa docs. (#14442)
Minor doc fixes missed in #14273
2024-07-22 21:37:25 +00:00
IceSentry
3faca1e549
Don't ignore draw errors (#13240)
# Objective

- It's possible to have errors in a draw command, but these errors are
ignored

## Solution

- Return a result with the error

## Changelog

Renamed `RenderCommandResult::Failure` to `RenderCommandResult::Skip`
Added a `reason` string parameter to `RenderCommandResult::Failure`

## Migration Guide
If you were using `RenderCommandResult::Failure` to just ignore an error
and retry later, use `RenderCommandResult::Skip` instead.

This wasn't intentional, but this PR should also help with
https://github.com/bevyengine/bevy/issues/12660 since we can turn a few
unwraps into error messages now.

---------

Co-authored-by: Charlotte McElwain <charlotte.c.mcelwain@gmail.com>
2024-07-22 19:22:30 +00:00
Ben Frankel
ee88d79d88
Simplify run conditions (#14441)
# Objective

Simplify Bevy-provided functions that return a condition-satisfying
closure instead of just being the condition.

## Solution

Become the condition.

## Testing

I did not test. Game jamming. Hopefully CI passes.

---

## Migration Guide

Some run conditions have been simplified.

```rust
// Before:
app.add_systems(Update, (
    system_0.run_if(run_once()),
    system_1.run_if(resource_changed_or_removed::<T>()),
    system_2.run_if(resource_removed::<T>()),
    system_3.run_if(on_event::<T>()),
    system_4.run_if(any_component_removed::<T>()),
));

// After:
app.add_systems(Update, (
    system_0.run_if(run_once),
    system_1.run_if(resource_changed_or_removed::<T>),
    system_2.run_if(resource_removed::<T>),
    system_3.run_if(on_event::<T>),
    system_4.run_if(any_component_removed::<T>),
));
```
2024-07-22 19:21:47 +00:00
BD103
cd497152bb
Fix error in bevy_ui when building without bevy_text (#14430)
# Objective

- `bevy_ui` does not build without the `bevy_text` feature due to
improper feature gating.
- Specifically, `MeasureArgs<'a>` had an unused lifetime `'a` without
`bevy_text` enabled. This is because it stores a reference to a
`cosmic_text::FontSystem`.
- This was caught by `flag-frenzy` in [this
run](https://github.com/TheBevyFlock/flag-frenzy/actions/runs/10024258523/job/27706132250).

## Solution

- Add a `PhantomData` to `MeasureArgs<'a>` in order to maintain its
lifetime argument.
- I also named it `font_system`, after the feature-gated argument that
actually needs a lifetime, for usability. Please comment if you have a
better solution!
- Move some unused imports to be behind the `bevy_text` feature gate.

## Testing

```bash
# Fails on main.
cargo check -p bevy_ui --no-default-features
# Succeeds on main.
cargo check -p bevy_ui --no-default-features -F bevy_text
```

---

## Migration Guide

**This is not a breaking change for users migrating from 0.14, since
`MeasureArgs` did not exist then.**

When the `bevy_text` feature is disabled for `bevy_ui`, the type of the
`MeasureArgs::font_system` field is now a `PhantomData` instead of being
removed entirely. This is in order to keep the lifetime parameter, even
though it is unused without text being enabled.
2024-07-22 19:19:10 +00:00
Hannes Karppila
93def2611b
Fix repeated animation transition bug (#14411)
# Objective

Fixes #13910

When a transition is over, the animation is stopped. There was a race
condition; if an animation was started while it also had an active
transition, the transition ending would then incorrectly stop the newly
added animation.

## Solution

When starting an animation, cancel any previous transition for the same
animation.

## Testing

The changes were tested manually, mainly by using the `animated_fox`
example. I also tested with changes from
https://github.com/bevyengine/bevy/pull/13909.

I'd like to have an unit test for this as well, but it seems quite
complex to do, as I'm not sure how I would detect an incorrectly paused
animation.

Reviewers can follow the instructions in #13910 to reproduce.

Tested on macos 14.4 (M3 processor) Should be platform-independent,
though.
2024-07-22 19:17:46 +00:00
Daniel Miller
692840274f
Added AstcBlock and AstcChannel to the forwarded wgpu types. (#14410)
Currently `TextureFormat::Astc` can't be programmatically constructed
without importing wgpu in addition to bevy.

# Objective

Allow programmatic construction of `TextureFormat::Astc` with no
additional imports required.

## Solution

Exported the two component enums `AstcBlock` and `AstcChannel` used in
`TextureFormat::Astc` construction.

## Testing

I did not test this, the change seemed pretty safe. :)
2024-07-22 19:14:14 +00:00
Sebastian J. Hamel
d88be59f92
feat: expose the default font bytes (#14406)
# Objective

- Enables use cases where third-party crates would want to use the
default font as well [see linebender's
use](https://github.com/linebender/bevy_vello/pull/66)

## Solution

- Uses `include_bytes` macro and make it `pub`

---------

Co-authored-by: Spencer C. Imbleau <spencer@imbleau.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
2024-07-22 19:09:39 +00:00
John
d1f4262d7d
Only propagate transforms entities with GlobalTransforms. (#14384)
# Objective
Fixes a performance issue when you have 1000s of entities in a bevy
hierarchy without transforms.

This was prominently happening in `bevy_ecs_tilemap`.

## Solution

Filter out entities that don't have a global transform.

## Testing

CI
We should test some other way...

## Migration Guide

- To avoid surprising performance pitfalls, `Transform` /
`GlobalTransform` propagation is no longer performed down through
hierarchies where intermediate parent are missing a `GlobalTransform`.
To restore the previous behavior, add `GlobalTransform::default` to
intermediate entities.
2024-07-22 19:07:21 +00:00
Coder-Joe458
8f5345573c
Remove manual --cfg docsrs (#14376)
# Objective

- Fixes #14132 

## Solution

- Remove the cfg docsrs
2024-07-22 18:58:04 +00:00
Patrick Walton
d235d41af1
Fix the example regressions from packed growable buffers. (#14375)
The "uberbuffers" PR #14257 caused some examples to fail intermittently
for different reasons:

1. `morph_targets` could fail because vertex displacements for morph
targets are keyed off the vertex index. With buffer packing, the vertex
index can vary based on the position in the buffer, which caused the
morph targets to be potentially incorrect. The solution is to include
the first vertex index with the `MeshUniform` (and `MeshInputUniform` if
GPU preprocessing is in use), so that the shader can calculate the true
vertex index before performing the morph operation. This results in
wasted space in `MeshUniform`, which is unfortunate, but we'll soon be
filling in the padding with the ID of the material when bindless
textures land, so this had to happen sooner or later anyhow.

Including the vertex index in the `MeshInputUniform` caused an ordering
problem. The `MeshInputUniform` was created during the extraction phase,
before the allocations occurred, so the extraction logic didn't know
where the mesh vertex data was going to end up. The solution is to move
the `MeshInputUniform` creation (the `collect_meshes_for_gpu_building`
system) to after the allocations phase. This should be better for
parallelism anyhow, because it allows the extraction phase to finish
quicker. It's also something we'll have to do for bindless in any event.

2. The `lines` and `fog_volumes` examples could fail because their
custom drawing nodes weren't updated to supply the vertex and index
offsets in their `draw_indexed` and `draw` calls. This commit fixes this
oversight.

Fixes #14366.
2024-07-22 18:55:51 +00:00
Rostyslav Toch
d30391b583
Optimize transform propagation (#14373)
# Objective

- Optimize the `propagate_recursive` function in the transform system to
reduce CPU usage.
- Addresses performance bottleneck in transform propagation, especially
for scenes with complex hierarchies.

## Solution

- Avoided unnecessary cloning of `global_transform` when creating the
tuple in the `propagate_recursive` function.
- Used `as_ref()` method on `Mut<GlobalTransform>` when passing it to
the recursive call, avoiding an extra dereference.
- These changes significantly reduced the CPU usage of this function
from 4.91% to 1.16% of self function time.

## Testing

- Performance testing was conducted using the Hotspot GUI tool,
comparing CPU usage before and after the changes.
- `cargo run --release --example many_foxes`
- Tested on Fedora Linux.
---

## Showcase

Here are the PERF GUI results showing the improvement in CPU usage:

### Before

![image](https://github.com/user-attachments/assets/b5c52800-710b-4793-bf75-33e3eb1d2083)

### After

![image](https://github.com/user-attachments/assets/654a4feb-924c-41c8-8ff9-3a1027bd28b9)

As we can see, the CPU usage for the `propagate_recursive` function has
been reduced from 4.91% to 1.16%, resulting in a significant performance
improvement.

## Migration Guide

This change does not introduce any breaking changes. Users of the Bevy
engine will automatically benefit from this performance improvement
without needing to modify their code.
2024-07-22 18:53:16 +00:00
Sludge
4ea8c66321
Unignore Camera.target field for reflection (#14367)
# Objective

- The `RenderTarget` type wasn't being registered, and the `target`
field of `Camera` was marked as ignored, so it wasn't inspectable by
editors.

## Solution

- Remove `#[reflect(ignore)]` from the field
- I've also reordered the `Default` impl of `RenderTarget` because it
looked like it belonged to a different type
2024-07-22 18:46:40 +00:00
Al M.
e06f4d4083
Fix single keyframe animations. (#14344)
# Objective

For clips with more than one curve, only the first was being applied if
there is only one keyframe in it.

## Solution

Continue!
2024-07-22 18:44:27 +00:00
IQuick 143
420f7f72dc
Fast renormalize (#14316)
# Objective

- Addresses part of #14302 .

## Solution

- Add a fast_remormalize method to Dir2/Dir3/Dir3A and Rot2.

## Testing

- Added tests too

---------

Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2024-07-22 18:42:48 +00:00
charlotte
03fd1b46ef
Move Msaa to component (#14273)
Switches `Msaa` from being a globally configured resource to a per
camera view component.

Closes #7194

# Objective

Allow individual views to describe their own MSAA settings. For example,
when rendering to different windows or to different parts of the same
view.

## Solution

Make `Msaa` a component that is required on all camera bundles.

## Testing

Ran a variety of examples to ensure that nothing broke.

TODO:
- [ ] Make sure android still works per previous comment in
`extract_windows`.

---

## Migration Guide

`Msaa` is no longer configured as a global resource, and should be
specified on each spawned camera if a non-default setting is desired.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-07-22 18:28:23 +00:00
Sou1gh0st
462da1e49d
Fix incorrect function calls to hsv_to_rgb in render debug code. (#14260)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/14139

## Solution

- correct the input parameters at these call sites.

## Testing

1. Use a 3D scene example with PBR lighting and shadows enabled, such as
the `shadow_caster_receiver` and `load_gltf` example, for testing.
2. Enable relevant shader defines in crates/bevy_pbr/src/pbr_material.rs
for the StandardMaterial.
```rust
impl Material for StandardMaterial {
    // ...
    fn specialize(
            _pipeline: &MaterialPipeline<Self>,
            descriptor: &mut RenderPipelineDescriptor,
            _layout: &MeshVertexBufferLayoutRef,
            key: MaterialPipelineKey<Self>,
        ) -> Result<(), SpecializedMeshPipelineError> {
            // ...
            // shader_defs.push("CLUSTERED_FORWARD_DEBUG_Z_SLICES".into());
            // shader_defs.push("CLUSTERED_FORWARD_DEBUG_CLUSTER_COHERENCY".into());
            shader_defs.push("DIRECTIONAL_LIGHT_SHADOW_MAP_DEBUG_CASCADES".into());
            // ...
    }
}
``` 

## Showcase
### CLUSTERED_FORWARD_DEBUG_Z_SLICES
- example: examples/3d/shadow_caster_receiver.rs

![Screenshot2024_07_10_143150](https://github.com/bevyengine/bevy/assets/6300263/fbd12712-5cb9-489d-a7d1-ed55f72fb234)

### CLUSTERED_FORWARD_DEBUG_CLUSTER_COHERENCY
- example: examples/3d/shadow_caster_receiver.rs

![Screenshot2024_07_10_143312](https://github.com/bevyengine/bevy/assets/6300263/8eca5d7a-27b6-4ff5-9f8d-d10b49b3f990)

### DIRECTIONAL_LIGHT_SHADOW_MAP_DEBUG_CASCADES
For this one, we need to use a large scene and modity the
`CascadeShadowConfigBuilder`, here is a simple patch for the `load_gltf`
example:
```
diff --git a/examples/3d/load_gltf.rs b/examples/3d/load_gltf.rs
index 358446238..9403aa288 100644
--- a/examples/3d/load_gltf.rs
+++ b/examples/3d/load_gltf.rs
@@ -18,7 +18,7 @@ fn main() {
 fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
     commands.spawn((
         Camera3dBundle {
-            transform: Transform::from_xyz(0.7, 0.7, 1.0)
+            transform: Transform::from_xyz(0.7, 0.7, 2.0)
                 .looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
             ..default()
         },
@@ -39,30 +39,40 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
         // We also adjusted the shadow map to be larger since we're
         // only using a single cascade.
         cascade_shadow_config: CascadeShadowConfigBuilder {
-            num_cascades: 1,
-            maximum_distance: 1.6,
+            num_cascades: 5,
+            maximum_distance: 20.0,
             ..default()
         }
         .into(),
         ..default()
     });
+
     commands.spawn(SceneBundle {
         scene: asset_server
             .load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
         ..default()
     });
+
+    for i in 1..=10 {
+        commands.spawn(SceneBundle {
+            scene: asset_server
+                .load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
+            transform: Transform::from_xyz(i as f32 * 0.5, 0.0, i as f32 * -2.0),
+            ..default()
+        });
+    }
 }
 
 fn animate_light_direction(
     time: Res<Time>,
     mut query: Query<&mut Transform, With<DirectionalLight>>,
 ) {
-    for mut transform in &mut query {
-        transform.rotation = Quat::from_euler(
-            EulerRot::ZYX,
-            0.0,
-            time.elapsed_seconds() * PI / 5.0,
-            -FRAC_PI_4,
-        );
-    }
+    // for mut transform in &mut query {
+    //     transform.rotation = Quat::from_euler(
+    //         EulerRot::ZYX,
+    //         0.0,
+    //         time.elapsed_seconds() * PI / 5.0,
+    //         -FRAC_PI_4,
+    //     );
+    // }
 }
``` 

![Screenshot2024_07_10_145737](https://github.com/bevyengine/bevy/assets/6300263/c5c71894-f9f7-45fa-9b4f-598e324b42d0)

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
2024-07-22 18:25:54 +00:00
Peter Hayman
b8416b3043
Add some missing reflect attributes (#14259)
# Objective

- Some types are missing reflection attributes, which means we can't use
them in scene serialization etc.
- Effected types
   - `BorderRadius`
   - `AnimationTransitions`
   - `OnAdd`
   - `OnInsert`
   - `OnRemove`
- My use-case for `OnAdd` etc to derive reflect is 'Serializable
Observer Components'. Add the component, save the scene, then the
observer is re-added on scene load.

```rust
#[derive(Reflect)]
struct MySerializeableObserver<T: Event>(#[reflect(ignore)]PhantomData<T>);

impl<T: Event> Component for MySerializeableObserver<T> {
  const STORAGE_TYPE: StorageType  = StorageType::Table;
    fn register_component_hooks(hooks: &mut ComponentHooks) {
      hooks.on_add(|mut world, entity, _| {
        world
          .commands()
          .entity(entity)
          .observe(|_trigger: Trigger<T>| {
            println!("it triggered etc.");
          });
    });
  }
}
```

## Solution

- Add the missing traits

---
2024-07-22 18:24:10 +00:00
ickshonpe
453e0e4fc1
Prevent division by zero in HWBA to HSVA conversions (#14256)
# Problem

Division by zero in `crates/bevy_color/src/hsva.rs` when `blackness` is
`1`:

```rust
impl From<Hwba> for Hsva {
    fn from(
        Hwba {
            hue,
            whiteness,
            blackness,
            alpha,
        }: Hwba,
    ) -> Self {
        // Based on https://en.wikipedia.org/wiki/HWB_color_model#Conversion
        let value = 1. - blackness;
        let saturation = 1. - (whiteness / value);

        Hsva::new(hue, saturation, value, alpha)
    }
}
```

## Solution
With `Hsva` colors if the `value` component is set to `0.` the output
will be pure black regardless of the values of the `hue` or `saturation`
components.

So if `value` is `0`, we don't need to calculate a `saturation` value
and can just set it to `0`:

```rust
impl From<Hwba> for Hsva {
    fn from(
        Hwba {
            hue,
            whiteness,
            blackness,
            alpha,
        }: Hwba,
    ) -> Self {
        // Based on https://en.wikipedia.org/wiki/HWB_color_model#Conversion
        let value = 1. - blackness;
        let saturation = if value != 0. {
            1. - (whiteness / value)
        } else {
            0.
        };

        Hsva::new(hue, saturation, value, alpha)
    }
}

```

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-07-22 18:22:26 +00:00
Vic
bc36b4e561
implement DoubleEndedIterator for QueryManyIter (#14128)
# Objective

We currently cannot iterate from the back of `QueryManyIter`.

## Solution

Implement `DoubleEndedIterator` for `QueryManyIter` and add a
`fetch_next_back` method. These impls are bounded on the underlying
`entity_iter` implementing `DoubleEndedIterator`.

## Changelog

Added `DoubleEndedIterator` implementation for `QueryManyIter`.
Added the `fetch_next_back` method to `QueryManyIter`.
2024-07-22 18:21:42 +00:00
charlotte
08d3497d87
Fix breaking image 0.25.2 release. (#14421)
Deprecated item breaking ci:
https://github.com/image-rs/image/releases/tag/v0.25.2. See
https://github.com/bevyengine/bevy/actions/runs/10030764981/job/27720434072?pr=14419
for example.
2024-07-21 21:27:07 +00:00