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7636 commits

Author SHA1 Message Date
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
dependabot[bot]
fc2f564c6f
Bump crate-ci/typos from 1.23.5 to 1.23.6 (#14626)
Bumps [crate-ci/typos](https://github.com/crate-ci/typos) from 1.23.5 to
1.23.6.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/crate-ci/typos/releases">crate-ci/typos's
releases</a>.</em></p>
<blockquote>
<h2>v1.23.6</h2>
<h2>[1.23.6] - 2024-07-31</h2>
<h3>Fixes</h3>
<ul>
<li>Updated the dictionary with the <a
href="https://redirect.github.com/crate-ci/typos/issues/1051">July
2024</a> changes</li>
</ul>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/crate-ci/typos/blob/master/CHANGELOG.md">crate-ci/typos's
changelog</a>.</em></p>
<blockquote>
<h2>[1.23.6] - 2024-07-31</h2>
<h3>Fixes</h3>
<ul>
<li>Updated the dictionary with the <a
href="https://redirect.github.com/crate-ci/typos/issues/1051">July
2024</a> changes</li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="935271f020"><code>935271f</code></a>
chore: Release</li>
<li><a
href="7dbdf8c01c"><code>7dbdf8c</code></a>
chore: Release</li>
<li><a
href="be714bc5ef"><code>be714bc</code></a>
docs: Update changelog</li>
<li><a
href="a87cf89ab1"><code>a87cf89</code></a>
Merge pull request <a
href="https://redirect.github.com/crate-ci/typos/issues/1070">#1070</a>
from epage/july</li>
<li><a
href="12a33e21f4"><code>12a33e2</code></a>
fix(dict): July updates</li>
<li><a
href="0d9c778a8c"><code>0d9c778</code></a>
chore(deps): Update Rust Stable to v1.80 (<a
href="https://redirect.github.com/crate-ci/typos/issues/1064">#1064</a>)</li>
<li><a
href="ebbe2a1b19"><code>ebbe2a1</code></a>
Merge pull request <a
href="https://redirect.github.com/crate-ci/typos/issues/1066">#1066</a>
from epage/template</li>
<li><a
href="9dc8c88844"><code>9dc8c88</code></a>
chore(ci): Don't check minimal versions for bins</li>
<li><a
href="267121b5d6"><code>267121b</code></a>
style: Make clippy happy</li>
<li><a
href="063ac6d4b5"><code>063ac6d</code></a>
chore: Update from _rust/main template</li>
<li>Additional commits viewable in <a
href="https://github.com/crate-ci/typos/compare/v1.23.5...v1.23.6">compare
view</a></li>
</ul>
</details>
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2024-08-05 07:13:22 +00:00
akimakinai
c1c003d3c7
Fix num_cascades in split_screen exmample for WebGL (#14601)
# Objective

- Fixes #14595

## Solution

- Use `num_cascades: 1` in WebGL build.
`CascadeShadowConfigBuilder::default()` gives this number in WebGL:
8235daaea0/crates/bevy_pbr/src/light/mod.rs (L241-L248)

## Testing

- Tested the modified example in WebGL with Firefox/Chrome

---------

Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2024-08-04 13:57:22 +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
François Mockers
d5ccb096b5
remove changelog file (#14564)
# Objective

- Remove CHANGELOG.md
- it's redundant with the release blog / the git log
- it's an extra step that may be forgotten in the release process (it
was not updated for the 0.14)
- it's an extra file at the root

## Solution

- Remove it
2024-07-31 22:24:33 +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
IceSentry
bfcb19a871
Add example showing how to use SpecializedMeshPipeline (#14370)
# Objective

- A lot of mid-level rendering apis are hard to figure out because they
don't have any examples
- SpecializedMeshPipeline can be really useful in some cases when you
want more flexibility than a Material without having to go to low level
apis.

## Solution

- Add an example showing how to make a custom `SpecializedMeshPipeline`.

## Testing

- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?

---

## Showcase

The examples just spawns 3 triangles in a triangle pattern.


![image](https://github.com/user-attachments/assets/c3098758-94c4-4775-95e5-1d7c7fb9eb86)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-07-31 18:24:58 +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
Rich Churcher
924f1cbc02
Fix lints in nightly (#14543)
# Objective

Similar to #14537 , this fixes a minor lint issue causing CI failures
when using nightly toolchain.

## Solution

Add `#[allow(dead_code)]` to unused sample code.

## Testing

`cargo run -p ci -- lints` using 1.82 toolchain.
2024-07-31 01:35:19 +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
Giacomo Stevanato
adb4709d08
Fix CI after #12965 (#14527)
# Objective

- In #12965 I broke CI (sorry!)
- The command was tested locally, but somehow the yaml formatting messed
it up
- I hate yaml

## Solution

- It should now use the correct formatting
  - I hope
- I wish there was a straightforward way to test github actions locally
2024-07-30 07:14:41 +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
TrialDragon
7ffd6eade1
Stop website examples from linking to old URL with multiple redirects (#14500)
# Objective

Fixes https://github.com/bevyengine/bevy-website/issues/1558
Followup to #12348 

For the website pages extra link, it needs kebab case for the category
name and a trailing forward slash to make the link for the Bevy website
correct and not have unnecessary redirections.

## Solution

Changes the category name to kebab case for the extra link, and adds a
trailing forward slash to the link.

## Testing

I have tested these changes.

Clone my fork with the changes in `bevy-website/generate-wasm-examples/`
then `cd bevy && git switch bevy-website/1558_fix_beautify_example_links
&& cd ..` and then `./generate_wasm_examples.sh` to generate examples.

Afterwards runs `zola serve` and go to `http://127.0.0.1:1111/examples`
and hover over or inspect the cards links / anchors to see that the link
is now correct, click on any of the cards to see that there is no
redirects.
2024-07-29 23:44:42 +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
Sarthak Singh
a9f4fd8ea1
Disabled usage of the POLYGON_MODE_LINE gpu feature in the examples (#14402)
Fixes #14353
Fixes #14371

---------

Signed-off-by: Sarthak Singh <sarthak.singh99@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
2024-07-29 23:40:39 +00:00
Rich Churcher
848e7fae43
Use AccumulatedMouseMotion, AccumulatedMouseScroll in examples (#14488)
# Objective

Use the new `AccumulatedMouseMotion` and `AccumulatedMouseScroll`
resources in place of mouse event handling.

I left the `mouse_input_events` example alone, since by its nature it
demonstrates event detection.

Fixes #14066 

## Testing

Ran each example locally before and after changes.
2024-07-29 23:38:59 +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