Commit graph

1351 commits

Author SHA1 Message Date
Alexander Sepity
f6dbc25bd9 Optional .system(), part 6 (chaining) (#2494)
# Objective

- Continue work of #2398 and friends.
- Make `.system()` optional in chaining.

## Solution

- Slight change to `IntoChainSystem` signature and implementation.
- Remove some usages of `.system()` in the chaining example, to verify the implementation.

---

I swear, I'm not splitting these up on purpose, I just legit forgot about most of the things where `System` appears in public API, and my trait usage explorer mingles that with the gajillion internal uses.

In case you're wondering what happened to part 5, #2446 ate it.
2021-07-17 19:14:18 +00:00
Nathan Ward
ecb78048cf [ecs] Improve Commands performance (#2332)
# Objective

- Currently `Commands` are quite slow due to the need to allocate for each command and wrap it in a `Box<dyn Command>`.
- For example:
```rust
fn my_system(mut cmds: Commands) {
    cmds.spawn().insert(42).insert(3.14);
}
```
will have 3 separate `Box<dyn Command>` that need to be allocated and ran.

## Solution

- Utilize a specialized data structure keyed `CommandQueueInner`. 
- The purpose of `CommandQueueInner` is to hold a collection of commands in contiguous memory. 
- This allows us to store each `Command` type contiguously in memory and quickly iterate through them and apply the `Command::write` trait function to each element.
2021-07-16 19:57:20 +00:00
Dusty DeWeese
927973ce6a Don't update when suspended to avoid GPU use on iOS. (#2482)
# Objective

This fixes a crash caused by iOS preventing GPU access when not focused: #2296

## Solution

This skips `app.update()` in `winit_runner` when `winit` sends the `Suspended` event, until `Resumed`.

I've tested that this works for me on my iOS app.
2021-07-16 00:50:39 +00:00
bjorn3
fbf561c2bb Update minimal version requirements for dependencies (#2460)
This was tested using cargo generate-lockfile -Zminimal-versions.
The following indirect dependencies also have minimal version
dependencies. For at least num, rustc-serialize and rand this is
necessary to compile on rustc versions that are not older than 1.0.

* num = "0.1.27"
* rustc-serialize = "0.3.20"
* termcolor = "1.0.4"
* libudev-sys = "0.1.1"
* rand = "0.3.14"
* ab_glyph = "0.2.7

Based on https://github.com/bevyengine/bevy/pull/2455
2021-07-15 21:25:49 +00:00
bjorn3
ebd10681ac Remove unused deps (#2455)
# Objective

Reduce compilation time

# Solution

Remove unused dependencies. While this PR doesn't remove any crates from `Cargo.lock`, it may unlock more build parallelism.
2021-07-14 20:52:50 +00:00
Ixentus
d80303d138 Add feature flag to enable wasm for bevy_audio (#2397)
Exposes Rodio feature flag to enable WASM support.

Note that mp3 doesn't currently work on wasm.
2021-07-14 03:20:21 +00:00
François
5c4909dbb2 update archetypes for run criterias (#2177)
fixes #2000 

archetypes were not updated for run criteria on a stage or on a system set
2021-07-13 22:12:21 +00:00
Gilbert Röhrbein
10b0b1ad40 docs: add hint that texture atlas padding is between tiles (#2447)
I struggled with some sprite sheet animation which was like drifting from right to left.
This PR documents the current behaviour that the padding which is used on slicing a texture into a texture atlas, is assumed to be only between tiles. In my case I had some padding also on the right side of the texture.
2021-07-12 20:29:28 +00:00
Ryan Scheel
b48ee02feb Make Remove Command's fields public (#2449)
In #2034, the `Remove` Command did not get the same treatment as the rest of the commands. There's no discussion saying it shouldn't have public fields, so I am assuming it was an oversight. This fixes that oversight.
2021-07-12 19:48:48 +00:00
Alexander Sepity
11485decca Optional .system(), part 4 (run criteria) (#2431)
# Objective

- Continue work of #2398 and friends.
- Make `.system()` optional in run criteria APIs.

## Solution

- Slight change to `RunCriteriaDescriptorCoercion` signature and implementors.
- Implement `IntoRunCriteria` for `IntoSystem` rather than `System`.
- Remove some usages of `.system()` with run criteria in tests of `stage.rs`, to verify the implementation.
2021-07-08 07:18:00 +00:00
Theia Vogel
85a10eccc5 Fix AssetServer::get_asset_loader deadlock (#2395)
# Objective

Fixes a possible deadlock between `AssetServer::get_asset_loader` / `AssetServer::add_loader`

A thread could take the `extension_to_loader_index` read lock,
and then have the `server.loader` write lock taken in add_loader
before it can. Then add_loader can't take the extension_to_loader_index
lock, and the program deadlocks.

To be more precise:

## Step 1: Thread 1 grabs the `extension_to_loader_index` lock on lines 138..139:

3a1867a92e/crates/bevy_asset/src/asset_server.rs (L133-L145)

## Step 2: Thread 2 grabs the `server.loader` write lock on line 107:

3a1867a92e/crates/bevy_asset/src/asset_server.rs (L103-L116)

## Step 3: Deadlock, since Thread 1 wants to grab `server.loader` on line 141...:

3a1867a92e/crates/bevy_asset/src/asset_server.rs (L133-L145)

... and Thread 2 wants to grab 'extension_to_loader_index` on lines 111..112:

3a1867a92e/crates/bevy_asset/src/asset_server.rs (L103-L116)


## Solution

Fixed by descoping the extension_to_loader_index lock, since
`get_asset_loader` doesn't need to hold the read lock on the extensions map for the duration,
just to get a copyable usize. The block might not be needed,
I think I could have gotten away with just inserting a `copied()`
call into the chain, but I wanted to make the reasoning clear for
future maintainers.
2021-07-06 17:35:16 +00:00
François
b52edc107d use discord vanity link (#2420)
# Objective

I wanted to send the Bevy discord link to someone but couldn't find a pretty link to copy paste 

## Solution

Use the vanity link we have for discord
2021-07-01 20:41:42 +00:00
andoco
941a8fb8a3 Fix unsetting RenderLayers bit in without fn (#2409)
# Objective

Fixes how the layer bit is unset in the RenderLayers bit mask when calling the `without` method.

## Solution

Unsets the layer bit using `&=` and the inverse of the layer bit mask.
2021-07-01 20:41:40 +00:00
MinerSebas
b911a005d9 Mention creation of disjoint Querys with Without<T> in conflicting access Panic (#2413)
# Objective

Beginners semi-regularly appear on the Discord asking for help with using `QuerySet` when they have a system with conflicting data access.
This happens because the Resulting Panic message only mentions `QuerySet` as a solution, even if in most cases `Without<T>` was enough to solve the problem.

## Solution

Mention the usage of `Without<T>` to create disjoint queries as an alternative to `QuerySet`

## Open Questions

- Is `disjoint` a too technical/mathematical word?
- Should `Without<T>` be mentioned before or after `QuerySet`?
  - Before: Using `Without<T>` should be preferred and mentioning it first reinforces this for a reader.
  - After: The Panics can be very long and a Reader could skip to end and only see the `QuerySet`


Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
2021-07-01 20:20:11 +00:00
Aevyrie
46cae5956f Fix view vector in pbr frag to work in ortho (#2370)
# Objective

Fixes #2369

## Solution

Use the view forward direction for all frags when using ortho view.
2021-07-01 19:28:44 +00:00
Alexander Sepity
afb33234db Optional .system(), part 3 (#2422)
# Objective

- Continue work of #2398 and #2403.
- Make `.system()` syntax optional when using `.config()` API.

## Solution

- Introduce new prelude trait, `ConfigurableSystem`, that shorthands `my_system.system().config(...)` as `my_system.config(...)`.
- Expand `configure_system_local` test to also cover the new syntax.
2021-07-01 19:09:34 +00:00
Nathan Ward
c8e2415eaf [ecs] add StorageType documentation (#2394)
# Objective

- Add inline documentation for `StorageType`.
- Currently the README in `bevy_ecs` provides docs for `StorageType`, however, adding addition inline docs makes it simpler for users who are actively reading the source code.

## Solution
- Add inline docs.
2021-06-30 16:38:24 +00:00
Alexander Sepity
10f2dd3ec5 Optional .system(), part 2 (#2403)
# Objective

- Extend work done in #2398.
- Make `.system()` syntax optional when using system descriptor API.

## Solution

- Slight change to `ParallelSystemDescriptorCoercion` signature and implementors.

---

I haven't touched exclusive systems, because it looks like the only two other solutions are going back to doubling our system insertion methods, or starting to lean into stageless. The latter will invalidate the former, so I think exclusive systems should remian pariahs until stageless.

I can grep & nuke `.system()` thorughout the codebase now, which might take a while, or we can do that in subsequent PR(s).
2021-06-29 19:47:46 +00:00
Daniel McNab
c893b99224 Optional .system (#2398)
This can be your 6 months post-christmas present.

# Objective

- Make `.system` optional
- yeet
- It's ugly
- Alternative title: `.system` is dead; long live `.system`
- **yeet**

## Solution

- Use a higher ranked lifetime, and some trait magic.

N.B. This PR does not actually remove any `.system`s, except in a couple of examples. Once this is merged we can do that piecemeal across crates, and decide on syntax for labels.
2021-06-27 00:40:09 +00:00
tiagolam
1bc34b4e67 bevy_utils: Re-introduce with_capacity(). (#2393)
# Objective
Re-introduce `AHashExt` and respective `with_capacity()` implementations to give a more ergonomic way to set a `HashMap` / `HashSet` capacity.

As a note, this has also been discussed and agreed on issue #2115, which this PR addresses (leaving `new()` out of the `AHashExt` trait).

Fixes #2115.

## Solution
PR #1235 had removed the `AHashExt` trait and respective `with_capacity()`s implementations, leaving only the less ergonomic `HashMap::with_capacity_and_hasher(size, Default::default())` option available.

This re-introduces `AHashExt` and respective `with_capacity()` implementations to give a more ergonomic way to set a `HashMap` / `HashSet` capacity.
2021-06-26 19:49:35 +00:00
Jacob Gardner
52e8a19a39 Fixes Timer Precision Error Causing Panic (#2362)
# Objective

Fixes #2361 

## Solution

Uses integer division instead of floating-point which prevents precision errors, I think.
2021-06-26 19:49:34 +00:00
MinerSebas
b8f3d9c365 Allow Option<NonSend<T>> and Option<NonSendMut<T>> as SystemParam (#2345)
# Objective

Currently, you can add `Option<Res<T>` or `Option<ResMut<T>` as a SystemParam, if the Resource could potentially not exist, but this functionality doesn't exist for `NonSend` and `NonSendMut`

## Solution

Adds implementations to use `Option<NonSend<T>>` and Option<NonSendMut<T>> as SystemParams.
2021-06-26 19:29:38 +00:00
Patrik Buhring
7602317087 Update hexasphere to 4.0.0. (#2390)
# Objective

- Update `hexasphere` to 4.0.0, which is now licensed with dual MIT/Apache-2.0.
2021-06-25 00:35:41 +00:00
dependabot[bot]
f91def5c4b Update wgpu requirement from 0.8 to 0.9 (#2371)
Updates the requirements on [wgpu](https://github.com/gfx-rs/wgpu) to permit the latest version.
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a href="https://github.com/gfx-rs/wgpu/blob/master/CHANGELOG.md">wgpu's changelog</a>.</em></p>
<blockquote>
<h1>Change Log</h1>
<h2>v0.9 (2021-06-18)</h2>
<ul>
<li>Updated:
<ul>
<li>naga to <code>v0.5</code>.</li>
</ul>
</li>
<li>Added:
<ul>
<li><code>Features::VERTEX_WRITABLE_STORAGE</code>.</li>
<li><code>Features::CLEAR_COMMANDS</code> which allows you to use <code>cmd_buf.clear_texture</code> and <code>cmd_buf.clear_buffer</code>.</li>
</ul>
</li>
<li>Changed:
<ul>
<li>Updated default storage buffer/image limit to <code>8</code> from <code>4</code>.</li>
</ul>
</li>
<li>Fixed:
<ul>
<li><code>Buffer::get_mapped_range</code> can now have a range of zero.</li>
<li>Fixed output spirv requiring the &quot;kernal&quot; capability.</li>
<li>Fixed segfault due to improper drop order.</li>
<li>Fixed incorrect dynamic stencil reference for Replace ops.</li>
<li>Fixed tracking of temporary resources.</li>
<li>Stopped unconditionally adding cubemap flags when the backend doesn't support cubemaps.</li>
</ul>
</li>
<li>Validation:
<ul>
<li>Ensure that if resources are viewed from the vertex stage, they are read only unless <code>Features::VERTEX_WRITABLE_STORAGE</code> is true.</li>
<li>Ensure storage class (i.e. storage vs uniform) is consistent between the shader and the pipeline layout.</li>
<li>Error when a color texture is used as a depth/stencil texture.</li>
<li>Check that pipeline output formats are logical</li>
<li>Added shader label to log messages if validation fails.</li>
</ul>
</li>
<li>Tracing:
<ul>
<li>Make renderpasses show up in the trace before they are run.</li>
</ul>
</li>
<li>Docs:
<ul>
<li>Fix typo in <code>PowerPreference::LowPower</code> description.</li>
</ul>
</li>
<li>Player:
<ul>
<li>Automatically start and stop RenderDoc captures.</li>
</ul>
</li>
<li>Examples:
<ul>
<li>Handle winit's unconditional exception.</li>
</ul>
</li>
<li>Internal:
<ul>
<li>Merged wgpu-rs and wgpu back into a single repository.</li>
<li>The tracker was split into two different stateful/stateless trackers to reduce overhead.</li>
<li>Added code coverage testing</li>
<li>CI can now test on lavapipe</li>
<li>Add missing extern &quot;C&quot; in wgpu-core on <code>wgpu_render_pass_execute_bundles</code></li>
<li>Fix incorrect function name <code>wgpu_render_pass_bundle_indexed_indirect</code> to <code>wgpu_render_bundle_draw_indexed_indirect</code>.</li>
</ul>
</li>
</ul>
<h2>wgpu-types-0.8.1 (2021-06-08)</h2>
<ul>
<li>fix dynamic stencil reference for Replace ops</li>
</ul>
<h2>v0.8.1 (2021-05-06)</h2>
<ul>
<li>fix SPIR-V generation from WGSL, which was broken due to &quot;Kernel&quot; capability</li>
<li>validate buffer storage classes</li>
</ul>
<h2>Unreleased</h2>
<ul>
<li>Added support for storage texture arrays for Vulkan and Metal.</li>
</ul>
<h2>v0.8 (2021-04-29)</h2>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li>See full diff in <a href="https://github.com/gfx-rs/wgpu/commits">compare view</a></li>
</ul>
</details>
<br />


Dependabot will resolve any conflicts with this PR as long as you don't alter it yourself. You can also trigger a rebase manually by commenting `@dependabot rebase`.

[//]: # (dependabot-automerge-start)
[//]: # (dependabot-automerge-end)

---

<details>
<summary>Dependabot commands and options</summary>
<br />

You can trigger Dependabot actions by commenting on this PR:
- `@dependabot rebase` will rebase this PR
- `@dependabot recreate` will recreate this PR, overwriting any edits that have been made to it
- `@dependabot merge` will merge this PR after your CI passes on it
- `@dependabot squash and merge` will squash and merge this PR after your CI passes on it
- `@dependabot cancel merge` will cancel a previously requested merge and block automerging
- `@dependabot reopen` will reopen this PR if it is closed
- `@dependabot close` will close this PR and stop Dependabot recreating it. You can achieve the same result by closing it manually
- `@dependabot ignore this major version` will close this PR and stop Dependabot creating any more for this major version (unless you reopen the PR or upgrade to it yourself)
- `@dependabot ignore this minor version` will close this PR and stop Dependabot creating any more for this minor version (unless you reopen the PR or upgrade to it yourself)
- `@dependabot ignore this dependency` will close this PR and stop Dependabot creating any more for this dependency (unless you reopen the PR or upgrade to it yourself)


</details>
2021-06-24 16:38:02 +00:00
CGMossa
3106dc4937 Added helpful adders for systemsets (#2366)
# Objective

- This adds a way to add `SystemSet`s to Apps.
2021-06-23 16:47:08 +00:00
Nathan Stocks
f71f93c843 Derive Clone for Time (#2360)
# Objective

- Make it so that `Time` can be cloned
- Makes it so I can clone the entire current `Time` and easily pass it to the user in [Rusty Engine](https://github.com/CleanCut/rusty_engine) instead of [doing this](8302dc3914/src/game.rs (L147-L150))

## Solution

- Derive the `Clone` trait on `Time`
2021-06-22 16:57:48 +00:00
Nathan Ward
00d8d5d5a0 fix clippy warning failing on CI (#2353)
# Objective

- CI jobs are starting to fail due to `clippy::bool-assert-comparison` and `clippy::single_component_path_imports` being triggered.

## Solution

- Fix all uses where `asset_eq!(<condition>, <bool>)` could be replace by `assert!`
- Move the `#[allow()]` for `single_component_path_imports` to `#![allow()]` at the start of the files.
2021-06-18 00:08:39 +00:00
Nathan Ward
71bf07f5c0 [assets] Fix AssetServer::get_handle_path (#2310)
# Objective

- Currently `AssetServer::get_handle_path` always returns `None` since the inner hash map is never written to.

## Solution

- Inside the `load_untracked` function, insert the asset path into the map.

This is similar to #1290 (thanks @TheRawMeatball)
2021-06-09 20:04:22 +00:00
Nathan Ward
b07b2f524e implement DetectChanges for NonSendMut (#2326)
# Objective

- The `DetectChanges` trait is used for types that detect change on mutable access (such as `ResMut`, `Mut`, etc...)
- `DetectChanges` was not implemented for `NonSendMut`

## Solution

- implement `NonSendMut` in terms of `DetectChanges`
2021-06-09 19:02:00 +00:00
MinerSebas
63047b2417 Fix bad bounds for NonSend SystemParams (#2325)
# Objective

Currently, you can't call `is_added` or `is_changed` on a `NonSend` SystemParam, unless the Resource is a Component (implements `Send` and `Sync`). 
This defeats the purpose of providing change detection for NonSend Resources.
While fixing this, I also noticed that `NonSend` does not have a bound at all on its struct.

## Solution

Change the bounds of `T` to always be `'static`.
2021-06-09 19:01:59 +00:00
Waridley
5b0f40f3f1 Document FromType trait (#2323)
# Objective

Prevent future unnecessary mental effort spent figuring out why this trait exists and how to resolve the `TODO`.

## Solution

I happened to notice this trait being used when expanding the `#[derive(Reflect)]` macro in my own crate to figure out how it worked, and noticed that there was a `TODO` comment on it because it is only used in the derive macro and thus appeared to be unused.

I figured I should document my findings to prevent someone else from finding them out the hard way in the future 😆 

Co-authored-by: Waridley <Waridley64@gmail.com>
2021-06-09 18:32:18 +00:00
Callum Tolley
a40ec1c6b6 Add minimum sizes to textures to prevent crash (#2300)
# Objective
- Fixes #2299

## Solution
- Ensures that textures are never requested with 0 height/width.
2021-06-09 18:07:40 +00:00
Nathan Ward
e549f14359 [assets] properly set LoadState with invalid asset extension (#2318)
# Objective

- Currently, when calling any of the `AssetServer`'s `load` functions, if the extension does not exist for the given path, the returned handle's load state is always `LoadState::NotLoaded`. 
- This is due to the `load_async` function early returning without properly creating a `SourceInfo` for the requested asset.
- Fixes #2261

## Solution
- Add the `SourceInfo` prior to checking for valid extension loaders. And set the `LoadState` to `Failed` if the according loader does not exist.
2021-06-08 19:39:59 +00:00
forbjok
ac04c71d97 Fix Bevy crashing if no audio device is found (#2269)
Fixes https://github.com/bevyengine/bevy/issues/850
2021-06-08 03:14:38 +00:00
François
7835c92647 Log errors when loading textures from a gltf file (#2260)
When loading a gltf, if there is an error loading textures, it is completely ignored.

This can happen for example when loading a file with `jpg` textures without the `jpeg` Bevy feature enabled.
This PR adds `warn` logs for the few cases that can happen when loading a texture.

Other possible fix would be to break on first error and returning, making the asset loading failed
2021-06-08 02:46:44 +00:00
Nathan Ward
fe32a60577 [assets] set LoadState properly and more testing! (#2226)
1) Sets `LoadState` properly on all failing cases in `AssetServer::load_async`
2) Adds more tests for sad and happy paths of asset loading

_Note_: this brings in the `tempfile` crate.
2021-06-08 02:46:44 +00:00
François
c2722f713a expose texture/image conversions as From/TryFrom (#2175)
fixes #2169 

Instead of having custom methods with reduced visibility, implement `From<image::DynamicImage> for Texture` and `TryFrom<Texture> for image::DynamicImage`
2021-06-08 02:26:51 +00:00
Niklas Eicker
cebb553bff Add a readme to bevy_ecs (#2028)
[RENDERED](https://github.com/NiklasEi/bevy/blob/ecs_readme/crates/bevy_ecs/README.md)

Since I am trying to learn more about Bevy ECS at the moment, I thought this issue is a perfect fit.

This PR adds a readme to the `bevy_ecs` crate containing a minimal running example of stand alone `bevy_ecs`. Unique features like customizable component storage, Resources or change detection are introduced. For each of these features the readme links to an example in a newly created examples directory inside the `bevy_esc` crate.

Resolves #2008 

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-06-08 01:57:24 +00:00
Yoh Deadfall
a404eb2acf Removed redundant visibility check (#2311)
Since `visible_entities_system` already checks `Visiblie::is_visible` for each entity and requires it to be `true`, there's no reason to verify visibility in `PassNode::prepare` which consumes entities produced by the system.
2021-06-07 19:02:02 +00:00
Nathan Ward
27d809fd23 [assets] remove unnecessary temporary strong handles (#2304)
# Objective

- When creating an asset, the `update_asset_storage` function was unnecessarily creating an extraneous `Handle` to the created asset via calling `set`. This has some overhead as the `RefChange::Increment/Decrement` event was being sent.  
- A similar exteraneous handle is also created in `load_async` when loading dependencies. 

## Solution

- Have the implementation use `Assets::set_untracked` and `AssetServer::load_untracked` so no intermediate handle is created.
2021-06-07 18:32:57 +00:00
MinerSebas
4fed2ee858 Use cfg attribute to filter supported extensions (#2297)
When implementing `AssetLoader ` you need to specify which File extensions are supported by that loader.
Currently, Bevy always says it supports extensions that actually require activating a Feature beforehand.

This PR adds cf attributes, so Bevy only tries to load those Extensions whose Features were activated.

This prevents Bevy from Panicking and reports such a warning:
```
Jun 02 23:05:57.139  WARN bevy_asset::asset_server: no `AssetLoader` found for the following extension: ogg
```

This also fixes the Bug, that the `png Feature had to be activated even if you wanted to load a different image format.

Fixes #640
2021-06-03 19:58:08 +00:00
Nathan Ward
19db1e402b [ecs] implement is_empty for queries (#2271)
## Problem
- The `Query` struct does not provide an easy way to check if it is empty. 
- Specifically, users have to use `.iter().peekable()` or `.iter().next().is_none()` which is not very ergonomic. 
- Fixes: #2270 

## Solution
- Implement an `is_empty` function for queries to more easily check if the query is empty.
2021-06-02 20:50:06 +00:00
Carter Anderson
a20dc36c8c Add new SystemState and rename old SystemState to SystemMeta (#2283)
This enables `SystemParams` to be used outside of function systems. Anything can create and store `SystemState`, which enables efficient "param state cached" access to `SystemParams`.

It adds a `ReadOnlySystemParamFetch` trait, which enables safe `SystemState::get` calls without unique world access.

I renamed the old `SystemState` to `SystemMeta` to enable us to mirror the `QueryState` naming convention (but I'm happy to discuss alternative names if people have other ideas). I initially pitched this as `ParamState`, but given that it needs to include full system metadata, that doesn't feel like a particularly accurate name.

```rust
#[derive(Eq, PartialEq, Debug)]
struct A(usize);

#[derive(Eq, PartialEq, Debug)]
struct B(usize);

let mut world = World::default();
world.insert_resource(A(42));
world.spawn().insert(B(7));

// we get nice lifetime elision when declaring the type on the left hand side
let mut system_state: SystemState<(Res<A>, Query<&B>)> = SystemState::new(&mut world);
let (a, query) = system_state.get(&world);
assert_eq!(*a, A(42), "returned resource matches initial value");
assert_eq!(
    *query.single().unwrap(),
    B(7),
    "returned component matches initial value"
);

// mutable system params require unique world access
let mut system_state: SystemState<(ResMut<A>, Query<&mut B>)> = SystemState::new(&mut world);
let (a, query) = system_state.get_mut(&mut world);

// static lifetimes are required when declaring inside of structs
struct SomeContainer {
  state: SystemState<(Res<'static, A>, Res<'static, B>)>
}

// this can be shortened using type aliases, which will be useful for complex param tuples
type MyParams<'a> = (Res<'a, A>, Res<'a, B>);
struct SomeContainer {
  state: SystemState<MyParams<'static>>
}

// It is the user's responsibility to call SystemState::apply(world) for parameters that queue up work   
let mut system_state: SystemState<(Commands, Query<&B>)> = SystemState::new(&mut world);
{
  let (mut commands, query) = system_state.get(&world);
  commands.insert_resource(3.14);
}
system_state.apply(&mut world);
```

## Future Work

* Actually use SystemState inside FunctionSystem. This would be trivial, but it requires FunctionSystem to wrap SystemState in Option in its current form (which complicates system metadata lookup). I'd prefer to hold off until we adopt something like the later designs linked in #1364, which enable us to contruct Systems using a World reference (and also remove the need for `.system`).
* Consider a "scoped" approach to automatically call SystemState::apply when systems params are no longer being used (either a container type with a Drop impl, or a function that takes a closure for user logic operating on params).
2021-06-02 19:57:38 +00:00
thebluefish
f45dbe5bac Fixes dropping empty BlobVec (#2295)
When dropping the data, we originally only checked the size of an individual item instead of the size of the allocation. However with a capacity of 0, we attempt to deallocate a pointer which was not the result of allocation. That is, an item of `Layout { size_: 8, align_: 8 }` produces an array of `Layout { size_: 0, align_: 8 }` when `capacity = 0`.

Fixes #2294
2021-06-02 19:08:39 +00:00
François
6301b728ea remove commented code and TODO as it's not actually possible (#2289)
Fixing it was tried in #2069 and deemed not possible (https://github.com/bevyengine/bevy/pull/2069#issuecomment-841775844)

Other possibility would be to change the TODO to note the dependency on chalk integration.
2021-06-02 02:30:15 +00:00
Nathan Ward
0b67084e10 [assets] fix Assets being set as 'changed' each frame (#2280)
## Objective
- Fixes: #2275 
- `Assets` were being flagged as 'changed' each frame regardless of if the assets were actually being updated. 

## Solution
- Only have `Assets` change detection be triggered when the collection is actually modified. 
- This includes utilizing `ResMut` further down the stack instead of a `&mut Assets` directly.
2021-06-02 02:30:14 +00:00
Paweł Grabarz
1214ddabb7 drop overwritten component data on double insert (#2227)
Continuing the work on reducing the safety footguns in the code, I've removed one extra `UnsafeCell` in favour of safe `Cell` usage inisde `ComponentTicks`. That change led to discovery of misbehaving component insert logic, where data wasn't properly dropped when overwritten. Apart from that being fixed, some method names were changed to better convey the "initialize new allocation" and "replace existing allocation" semantic.

Depends on #2221, I will rebase this PR after the dependency is merged. For now, review just the last commit.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-05-30 20:15:40 +00:00
Nathan Ward
173bb48d78 Refactor ResMut/Mut/ReflectMut to remove duplicated code (#2217)
`ResMut`, `Mut` and `ReflectMut` all share very similar code for change detection.
This PR is a first pass at refactoring these implementation and removing a lot of the duplicated code.

Note, this introduces a new trait `ChangeDetectable`.

Please feel free to comment away and let me know what you think!
2021-05-30 19:29:31 +00:00
François
08e5939fd7 Despawn with children doesn't need to remove entities from parents children when parents are also removed (#2278)
Fixes #2274 

When calling `despawn_recursive`, the recursive loop doesn't need to remove the entity from the children list of its parent when the parent will also be deleted

Upside:
* Removes two entity lookup per entity being recursively despawned

Downside:
* The change detection on the `Children` component of a deleted entity in the despawned hierarchy will not be triggered
2021-05-30 18:39:32 +00:00
dependabot[bot]
016b60a790 Update rodio requirement from 0.13 to 0.14 (#2244)
Updates the requirements on [rodio](https://github.com/RustAudio/rodio) to permit the latest version.
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a href="https://github.com/RustAudio/rodio/blob/master/CHANGELOG.md">rodio's changelog</a>.</em></p>
<blockquote>
<h1>Version 0.14.0 (2021-05-21)</h1>
<ul>
<li>Re-export <code>cpal</code> in full.</li>
<li>Replace panics when calling <code>OutputStream::try_default</code>, <code>OutputStream::try_from_device</code> with new
<code>StreamError</code> variants.</li>
<li><code>OutputStream::try_default</code> will now fallback to non-default output devices if an <code>OutputStream</code>
cannot be created from the default device.</li>
</ul>
<h1>Version 0.13.1 (2021-03-28)</h1>
<ul>
<li>Fix panic when no <code>pulseaudio-alsa</code> was installed.</li>
</ul>
<h1>Version 0.13.0 (2020-11-03)</h1>
<ul>
<li>Update <code>cpal</code> to <a href="https://github.com/RustAudio/cpal/blob/master/CHANGELOG.md#version-0130-2020-10-28">0.13</a>.</li>
<li>Add Android support.</li>
</ul>
<h1>Version 0.12.0 (2020-10-05)</h1>
<ul>
<li>Breaking: Update <code>cpal</code> to <a href="https://github.com/RustAudio/cpal/blob/master/CHANGELOG.md#version-0120-2020-07-09">0.12</a>.</li>
<li>Breaking: Rework API removing global &quot;rodio audio processing&quot; thread &amp; adapting to the upstream cpal API changes.</li>
<li>Add new_X format specific methods to Decoder.</li>
<li>Fix resampler dependency on internal <code>Vec::capacity</code> behaviour.</li>
</ul>
<h1>Version 0.11.0 (2020-03-16)</h1>
<ul>
<li>Update <code>lewton</code> to <a href="https://github.com/RustAudio/lewton/blob/master/CHANGELOG.md#release-0100---january-30-2020">0.10</a>.</li>
<li>Breaking: Update <code>cpal</code> to <a href="https://github.com/RustAudio/cpal/blob/master/CHANGELOG.md#version-0110-2019-12-11">0.11</a></li>
</ul>
<h1>Version 0.10.0 (2019-11-16)</h1>
<ul>
<li>Removal of nalgebra in favour of own code.</li>
<li>Fix a bug that switched channels when resuming after having paused.</li>
<li>Attempt all supported output formats if the default format fails in <code>Sink::new</code>.</li>
<li>Breaking: Update <code>cpal</code> to <a href="https://github.com/RustAudio/cpal/blob/master/CHANGELOG.md#version-0100-2019-07-05">0.10</a>.</li>
</ul>
<h1>Version 0.9.0 (2019-06-08)</h1>
<ul>
<li>Remove exclusive <code>&amp;mut</code> borrow requirements in <code>Sink</code> &amp; <code>SpatialSink</code> setters.</li>
<li>Use <code>nalgebra</code> instead of <code>cgmath</code> for <code>Spatial</code> source.</li>
</ul>
<h1>Version 0.8.1 (2018-09-18)</h1>
<ul>
<li>Update <code>lewton</code> dependency to <a href="https://github.com/RustAudio/lewton/blob/master/CHANGELOG.md#release-090---august-16-2018">0.9</a></li>
<li>Change license from <code>Apache-2.0</code> only to <code>Apache-2.0 OR MIT</code></li>
</ul>
<h1>Version 0.8.0 (2018-06-22)</h1>
<ul>
<li>Add mp3 decoding capabilities via <code>minimp3</code></li>
</ul>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li>See full diff in <a href="https://github.com/RustAudio/rodio/commits">compare view</a></li>
</ul>
</details>
<br />


Dependabot will resolve any conflicts with this PR as long as you don't alter it yourself. You can also trigger a rebase manually by commenting `@dependabot rebase`.

[//]: # (dependabot-automerge-start)
[//]: # (dependabot-automerge-end)

---

<details>
<summary>Dependabot commands and options</summary>
<br />

You can trigger Dependabot actions by commenting on this PR:
- `@dependabot rebase` will rebase this PR
- `@dependabot recreate` will recreate this PR, overwriting any edits that have been made to it
- `@dependabot merge` will merge this PR after your CI passes on it
- `@dependabot squash and merge` will squash and merge this PR after your CI passes on it
- `@dependabot cancel merge` will cancel a previously requested merge and block automerging
- `@dependabot reopen` will reopen this PR if it is closed
- `@dependabot close` will close this PR and stop Dependabot recreating it. You can achieve the same result by closing it manually
- `@dependabot ignore this major version` will close this PR and stop Dependabot creating any more for this major version (unless you reopen the PR or upgrade to it yourself)
- `@dependabot ignore this minor version` will close this PR and stop Dependabot creating any more for this minor version (unless you reopen the PR or upgrade to it yourself)
- `@dependabot ignore this dependency` will close this PR and stop Dependabot creating any more for this dependency (unless you reopen the PR or upgrade to it yourself)


</details>
2021-05-29 01:08:58 +00:00
Paweł Grabarz
052094757a reduce tricky unsafety and simplify table structure (#2221)
I've noticed that we are overusing interior mutability of the Table data, where in many cases we already own a unique reference to it. That prompted a slight refactor aiming to reduce number of safety constraints that must be manually upheld. Now the majority of those are just about avoiding bound checking, which is relatively easy to prove right.

Another aspect is reducing the complexity of Table struct. Notably, we don't ever use archetypes stored there, so this whole thing goes away. Capacity and grow amount were mostly superficial, as we are already using Vecs inside anyway, so I've got rid of those too. Now the overall table capacity is being driven by the internal entity Vec capacity. This has a side effect of automatically implementing exponential growth pattern for BitVecs reallocations inside Table, which to my measurements slightly improves performance in tests that are heavy on inserts. YMMV, but I hope that those tests were at least remotely correct.
2021-05-24 23:21:19 +00:00
Jonathan Behrens
4b1d47da99 Enable downcasting of RenderContext (#2240)
Related to https://github.com/bevyengine/bevy/discussions/2210. This may make it possible to have external `wgpu` libraries work with `bevy`.
2021-05-24 19:38:33 +00:00
Yoh Deadfall
653c10371e Use bevy_reflect as path in case of no direct references (#1875)
Fixes #1844


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-05-19 19:03:36 +00:00
Nathan Ward
a42343d847 Optimize Events::extend and impl std::iter::Extend (#2207)
The previous implementation of `Events::extend` iterated through each event and manually `sent` it via `Events:;send`.
However, this could be a minor performance hit since calling `Vec::push` in a loop is not optimal.
This refactors the code to use `Vec::extend`.
2021-05-19 18:41:46 +00:00
Nathan Ward
29bc4e3657 Fix Events::<drain/clear> bug (#2206)
Taken from #2145

On draining and clearing, dangling `EventReaders` would not read into the correct event offset.
2021-05-19 03:41:28 +00:00
Nathan Ward
9eb1aeee48 Expose set_changed() on ResMut and Mut (#2208)
This new api stems from this [discord conversation](https://discord.com/channels/691052431525675048/742569353878437978/844057268172357663).

This exposes a public facing `set_changed` method on `ResMut` and `Mut`.

As a side note: `ResMut` and `Mut` have a lot of duplicated code, I have a PR I may put up later that refactors these commonalities into a trait.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-05-18 19:25:58 +00:00
Paweł Grabarz
93cc7219bc small ecs cleanup and remove_bundle drop bugfix (#2172)
- simplified code around archetype generations a little bit, as the special case value is not actually needed
- removed unnecessary UnsafeCell around pointer value that is never updated through shared references
- fixed and added a test for correct drop behaviour when removing sparse components through remove_bundle command
2021-05-18 19:25:57 +00:00
Nathan Ward
4563e69e06 Update glam (0.15.1) and hexasphere (3.4) (#2199)
This is a version of #2195 which addresses the `glam` breaking changes.
Also update hexasphere to ensure versions of `glam` are matching
2021-05-18 18:56:15 +00:00
Gregory Oakes
2fcac67712 Bump winit to 0.25 (#2186)
winit v0.25 includes support for propagating mouse motion events in the HTML canvas to the winit window.
2021-05-18 18:36:36 +00:00
Daniel Burrows
d4ffa3f490 Document what Config is and how to use it. (#2185)
While trying to figure out how to implement a `SystemParam`, I spent a
long time looking for a feature that would do exactly what `Config`
does.  I ignored it at first because all the examples I could find used
`()` and I couldn't see a way to modify it.

This is documented in other places, but `Config` is a logical place to
include some breadcrumbs.  I've added some text that gives a brief
overview of what `Config` is for, and links to the existing docs on
`FunctionSystem::config` for more details.

This would have saved me from embarrassing myself by filing https://github.com/bevyengine/bevy/issues/2178.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-05-18 00:10:18 +00:00
Federico Rinaldi
1f0988be87 Improve legibility of RunOnce::run_unsafe param (#2181)
During PR #2046 @cart suggested that the `(): ()` notation is less legible than `_input: ()`. The first notation still managed to slip in though. This PR applies the second writing.
2021-05-18 00:10:17 +00:00
Paweł Grabarz
a81fb7aa7e Add a method iter_combinations on query to iterate over combinations of query results (#1763)
Related to [discussion on discord](https://discord.com/channels/691052431525675048/742569353878437978/824731187724681289)

With const generics, it is now possible to write generic iterator over multiple entities at once.

This enables patterns of query iterations like

```rust
for [e1, e2, e3] in query.iter_combinations() {
   // do something with relation of all three entities
}
```

The compiler is able to infer the correct iterator for given size of array, so either of those work
```rust
for [e1, e2] in query.iter_combinations()  { ... }
for [e1, e2, e3] in query.iter_combinations()  { ... }
```

This feature can be very useful for systems like collision detection.

When you ask for permutations of size K of N entities:
- if K == N, you get one result of all entities
- if K < N, you get all possible subsets of N with size K, without repetition
- if K > N, the result set is empty (no permutation of size K exist)

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-05-17 23:33:47 +00:00
Andre Popovitch
cb98d31b27 Impl AsRef+AsMut for Res, ResMut, and Mut (#2189)
This can save users from having to type `&*X` all the time at the cost of some complexity in the type signature. For instance, this allows me to accommodate @jakobhellermann's suggestion in #1799 without requiring users to type `&*windows` 99% of the time.
2021-05-17 23:07:19 +00:00
Aevyrie
85b17294b9 Fix PBR regression for unlit materials (#2197)
Fixes the frag shader for unlit materials by correcting the scope of the `#ifndef` to include the light functions. Closes #2190, introduced in #2112.

Tested by changing materials in the the `3d_scene` example to be unlit. Unsure how to prevent future regressions without creating a test case scene that will catch these runtime panics.
2021-05-17 22:45:07 +00:00
Paweł Grabarz
189df30a83 use bytemuck crate instead of Byteable trait (#2183)
This gets rid of multiple unsafe blocks that we had to maintain ourselves, and instead depends on library that's commonly used and supported by the ecosystem. We also get support for glam types for free.

There is still some things to clear up with the `Bytes` trait, but that is a bit more substantial change and can be done separately. Also there are already separate efforts to use `crevice` crate, so I've just added that as a TODO.
2021-05-17 22:29:10 +00:00
Nathan Ward
071965996b revert supporting generics for deriving TypeUuid (#2204)
This reverts some of the changes made in #2044 as supporting generics for a `#[derive(TypeUuid)]` should not work as each generic instantiation would have the same uuid.

Stems from [this conversation](https://github.com/bevyengine/bevy/pull/2044#issuecomment-841743135)
2021-05-17 20:28:50 +00:00
Paweł Grabarz
3cf10e2ef2 prevent memory leak when dropping ParallelSystemContainer (#2176)
`ParallelSystemContainer`'s `system` pointer was extracted from box, but it was never deallocated. This change adds missing drop implementation that cleans up that memory.
2021-05-17 20:01:25 +00:00
bjorn3
1d652941ea Some cleanups (#2170)
The first commit monomorphizes `add_system_inner` which I think was intended to be monomorphized anyway. The second commit moves the type argument of `GraphNode` to an associated type.
2021-05-17 19:06:05 +00:00
dependabot[bot]
b8c98a9065 Update gltf requirement from 0.15.2 to 0.16.0 (#2196)
Updates the requirements on [gltf](https://github.com/gltf-rs/gltf) to permit the latest version.
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a href="https://github.com/gltf-rs/gltf/blob/master/CHANGELOG.md">gltf's changelog</a>.</em></p>
<blockquote>
<h2>[0.16.0] - 2021-05-13</h2>
<h3>Added</h3>
<ul>
<li>Support for the <code>KHR_texture_transform</code> extension.</li>
<li>Support for the <code>KHR_materials_transmission_ior extension</code>.</li>
</ul>
<h3>Changed</h3>
<ul>
<li><code>Material::alpha_cutoff</code> is now optional.</li>
</ul>
<h3>Fixed</h3>
<ul>
<li>URIs with embedded data failing to import when using <code>import_slice</code>.</li>
<li>Serialization of empty primitives object being skipped.</li>
</ul>
<h2>[0.15.2] - 2020-03-29</h2>
<h3>Changed</h3>
<ul>
<li>All features are now exposed in the <a href="http://docs.rs/gltf">online documentation</a>.</li>
<li>Primary iterators now implement <code>Iterator::nth</code> explicitly for improved performance.</li>
</ul>
<h3>Fixed</h3>
<ul>
<li>Compiler warnings regarding deprecation of <code>std::error::Error::description</code>.</li>
</ul>
<h2>[0.15.1] - 2020-03-15</h2>
<h3>Added</h3>
<ul>
<li>New feature <code>guess_mime_type</code> which, as the name suggests, attempts to guess
the MIME type of an image if it doesn't exactly match the standard.</li>
</ul>
<h3>Changed</h3>
<ul>
<li><code>base64</code> updated to <code>0.11</code>.</li>
<li><code>byteorder</code> updated to <code>1.3</code>.</li>
<li><code>image</code> updated to <code>0.23.0</code>.</li>
<li><code>Format</code> has additional variants for 16-bit pixel formats.</li>
</ul>
<h3>Fixed</h3>
<ul>
<li>Off-by-one error when reading whole files incurring a gratuitous reallocation.</li>
</ul>
<h2>[0.15.0] - 2020-01-18</h2>
<h3>Added</h3>
<ul>
<li>Support for the <code>KHR_materials_unlit</code> extension, which adds an <code>unlit</code> field</li>
</ul>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li>See full diff in <a href="https://github.com/gltf-rs/gltf/commits">compare view</a></li>
</ul>
</details>
<br />


Dependabot will resolve any conflicts with this PR as long as you don't alter it yourself. You can also trigger a rebase manually by commenting `@dependabot rebase`.

[//]: # (dependabot-automerge-start)
[//]: # (dependabot-automerge-end)

---

<details>
<summary>Dependabot commands and options</summary>
<br />

You can trigger Dependabot actions by commenting on this PR:
- `@dependabot rebase` will rebase this PR
- `@dependabot recreate` will recreate this PR, overwriting any edits that have been made to it
- `@dependabot merge` will merge this PR after your CI passes on it
- `@dependabot squash and merge` will squash and merge this PR after your CI passes on it
- `@dependabot cancel merge` will cancel a previously requested merge and block automerging
- `@dependabot reopen` will reopen this PR if it is closed
- `@dependabot close` will close this PR and stop Dependabot recreating it. You can achieve the same result by closing it manually
- `@dependabot ignore this major version` will close this PR and stop Dependabot creating any more for this major version (unless you reopen the PR or upgrade to it yourself)
- `@dependabot ignore this minor version` will close this PR and stop Dependabot creating any more for this minor version (unless you reopen the PR or upgrade to it yourself)
- `@dependabot ignore this dependency` will close this PR and stop Dependabot creating any more for this dependency (unless you reopen the PR or upgrade to it yourself)


</details>
2021-05-17 18:44:04 +00:00
MsK`
73f4a9d18f Directional light (#2112)
This PR adds a `DirectionalLight` component to bevy_pbr.
2021-05-14 20:37:34 +00:00
Jonas Matser
d1f40148fd Allows a number of clippy lints and fixes 2 (#1999)
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-05-14 20:37:32 +00:00
François
739224f981 fix diagnostic length for asset count (#2165)
fixes #2156 
limit the diagnostic name to `MAX_DIAGNOSTIC_NAME_WIDTH` length
2021-05-14 19:31:36 +00:00
Federico Rinaldi
b4f80c29ee Add module level documentation for collide_aabb (#2152)
Related to #2105.

Doc comments are present on the `collide` function, but not on the module level.
2021-05-14 18:45:31 +00:00
Nathan Ward
883abbb27a [bevy_ecs] Cleanup SparseSetIndex impls (#2099)
Problem:
- SparseSetIndex trait implementations had a lot of duplicated code.

Solution:
- Utilize a macro to implement the trait for a generic type.
2021-05-07 00:46:54 +00:00
Jonas Matser
bfd15d2d4b Fixes incorrect PipelineCompiler::compile_pipeline() step_mode (#2126)
There's what might be considered a proper bug in `PipelineCompiler::compile_pipeline()`, where it overwrites the `step_mode` for the passed in `VertexBufferLayout` with `InputStepMode::Vertex`. Due to this some ugly workarounds are needed to do any kind of instancing.

In the somewhat longer term, `PipelineCompiler::compile_pipeline()` should probably also handle a `Vec<VertexBufferLayout>`, but that would be a (slightly) larger PR, rather than a bugfix. And I'd love to have this fix in sooner than we can deal with a bigger PR.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-05-07 00:28:35 +00:00
Nathan Ward
1690a9db97 [bevy_derive] Refactor modules for better error message. (#2059)
Problem:
- When using the 'as_crate' attribute, if 'as_crate' was empty, the only
  error you would get is 'integer underflow'.

Solution:
- Provide an explicit check for the 'as_crate' attribute's token stream
  to ensure the formatting is correct.

Note:
- Also reworked 'get_meta' by not making it call 'Manifest::find' twice.
2021-05-06 23:45:23 +00:00
Carter Anderson
ce6dda2d4e fix new "inconsistent struct constructor" lint (#2127)
Not super sold on the rationale behind this one, but we can revisit if it ever becomes painful.
2021-05-06 23:25:16 +00:00
Denis Laprise
7d0e98f34c Implement rotation for Text2d (#2084)
Fixes https://github.com/bevyengine/bevy/issues/2080

![CleanShot 2021-05-02 at 22 50 09](https://user-images.githubusercontent.com/11653/116844876-373ca780-ab99-11eb-8f61-8d93d929bff0.gif)


Co-authored-by: Nathan Stocks <cleancut@github.com>
Co-authored-by: Denis Laprise <nside@users.noreply.github.com>
2021-05-06 03:55:55 +00:00
Felipe Jorge
41d9122740 Mesh vertex attributes for skinning and animation (#1831)
Required by #1429,

- Adds the `Ushort4` vertex attribute for joint indices
- `Mesh::ATTRIBUTE_JOINT_WEIGHT` and `Mesh::ATTRIBUTE_JOINT_INDEX` to import vertex attributes related to skinning from GLTF
- impl `Default` for `Mesh` a empty triangle mesh is created (needed by reflect)
- impl `Reflect` for `Mesh` all attributes are ignored (needed by the animation system)
2021-05-06 03:31:20 +00:00
Jakob Hellermann
cf8ef7660c load zeroed UVs as fallback in gltf loader (#1803)
fixes a lot of gltf loading failures (see https://github.com/bevyengine/bevy/issues/1802)
2021-05-06 03:08:53 +00:00
Mika
73ae6af6ef Add inline documentation to bevy code (#1404)
For review, first iteration of bevy code documentation.

I can continue submitting docs every now and then for relevant parts.

Some challenges I found:
* plugins example had to be commented out, as adding bevy_internal (where plugins reside) would pull in too many dependencies

Co-authored-by: Mika <1299457+blaind@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-05-06 02:26:54 +00:00
Patrik Buhring
4e524841a1 Bump glam and hexasphere versions (#2111)
Also fixes typo "feautres" in smallvec dependency.
2021-05-06 00:41:18 +00:00
TheRawMeatball
ce6889b9a8 Implement direct mutable dereferencing (#2100)
This PR adds a way to get the underlying mutable reference for it's full lifetime.

Context:
https://discord.com/channels/691052431525675048/692572690833473578/839255317287796796
2021-05-05 19:35:07 +00:00
TheRawMeatball
81279f3090 Move to smallvec v1.6 (#2074) 2021-05-05 19:14:39 +00:00
jak6jak
809877ade6 official 2D examples linked in rustdoc (#2081)
I linked to examples within the rustdoc for the 2d examples as per issue #1934
2021-05-05 18:45:49 +00:00
François
4f0499b91f Asset re-loading while it's being deleted (#2011)
fixes #824
fixes #1956 

* marked asset loading methods as `must_use`
* fixed asset re-loading while asset is still loading to work as comment is describing code
* introduced a 1 frame delay between unused asset marking and actual asset removal
2021-05-04 20:34:22 +00:00
dependabot[bot]
2390bee647 Update rectangle-pack requirement from 0.3 to 0.4 (#2086)
Updates the requirements on [rectangle-pack](https://github.com/chinedufn/rectangle-pack) to permit the latest version.
<details>
<summary>Commits</summary>
<ul>
<li>See full diff in <a href="https://github.com/chinedufn/rectangle-pack/commits">compare view</a></li>
</ul>
</details>
<br />


Dependabot will resolve any conflicts with this PR as long as you don't alter it yourself. You can also trigger a rebase manually by commenting `@dependabot rebase`.

[//]: # (dependabot-automerge-start)
[//]: # (dependabot-automerge-end)

---

<details>
<summary>Dependabot commands and options</summary>
<br />

You can trigger Dependabot actions by commenting on this PR:
- `@dependabot rebase` will rebase this PR
- `@dependabot recreate` will recreate this PR, overwriting any edits that have been made to it
- `@dependabot merge` will merge this PR after your CI passes on it
- `@dependabot squash and merge` will squash and merge this PR after your CI passes on it
- `@dependabot cancel merge` will cancel a previously requested merge and block automerging
- `@dependabot reopen` will reopen this PR if it is closed
- `@dependabot close` will close this PR and stop Dependabot recreating it. You can achieve the same result by closing it manually
- `@dependabot ignore this major version` will close this PR and stop Dependabot creating any more for this major version (unless you reopen the PR or upgrade to it yourself)
- `@dependabot ignore this minor version` will close this PR and stop Dependabot creating any more for this minor version (unless you reopen the PR or upgrade to it yourself)
- `@dependabot ignore this dependency` will close this PR and stop Dependabot creating any more for this dependency (unless you reopen the PR or upgrade to it yourself)


</details>
2021-05-03 21:20:35 +00:00
François
afaf4ad3da update for wgpu 0.8 (#1959)
Changes to get Bevy to compile with wgpu master.

With this, on a Mac:
* 2d examples look fine
* ~~3d examples crash with an error specific to metal about a compilation error~~
* 3d examples work fine after enabling feature `wgpu/cross`


Feature `wgpu/cross` seems to be needed only on some platforms, not sure how to know which. It was introduced in https://github.com/gfx-rs/wgpu-rs/pull/826
2021-05-02 20:45:25 +00:00
Nikita Zdanovitch
5390be0871 Replace derive(Default) with impl in AssetCountDiagnosticsPlugin (#2077)
Hi, ran into this problem with the derive macro.

It fails trying to derive the Default trait when the asset does not implements it also. This is unnecessary because this plugin does not need that from the asset type, just needs to create the phantom data.
2021-05-02 20:00:55 +00:00
bjorn3
3af3334cfe Various cleanups (#2046)
This includes a few safety improvements and a variety of other cleanups. See the individual commits.
2021-05-01 20:07:06 +00:00
Nathan Ward
b07db8462f Bevy derives handling generics in impl definitions. (#2044)
Fixes #2037 (and then some)

Problem:
- `TypeUuid`, `RenderResource`, and `Bytes` derive macros did not properly handle generic structs. 

Solution:
- Rework the derive macro implementations to handle the generics.
2021-05-01 02:57:20 +00:00
forbjok
1e0c950004 Implement Debug for Res and ResMut (#2050)
This commit adds blanket implementations of Debug for Res and ResMut, as discussed in https://github.com/bevyengine/bevy/issues/2048.
2021-05-01 02:32:32 +00:00
François
c9b33e15f8 gltf: load textures asynchronously using io task pool (#1767)
While trying to reduce load time of gltf files, I noticed most of the loading time is spent transforming bytes into an actual texture.

This PR add asynchronously loading for them using io task pool in gltf loader. It reduces loading of a large glb file from 15 seconds to 6~8 on my laptop

To allow asynchronous tasks in an asset loader, I added a reference to the task pool from the asset server in the load context, which I can use later in the loader.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-30 20:12:50 +00:00
François
07e772814f add a span for frames (#2053)
add a span for frames
2021-04-30 02:08:49 +00:00
TheRawMeatball
dbf519c1d7 Fix unsoundness in Query::for_each_mut (#2045) 2021-04-29 18:12:07 +00:00
speak
85ab55a05b Adds an alias mouse position -> cursor position (#2038)
This alias is to aid people finding the cursor_position function, as the mouse
pressed / moved functionality and naming likely primes people for thinking
of "mouse" before "cursor" when searching the api documentation.
2021-04-28 21:26:47 +00:00
CGMossa
86ad5bf420 Adding WorldQuery for WithBundle (#2024)
In response to #2023, here is a draft for a PR. 

Fixes #2023

I've added an example to show how to use `WithBundle`, and also to test it out. 

Right now there is a bug: If a bundle and a query are "the same", then it doesn't filter out
what it needs to filter out. 

Example: 

```
Print component initated from bundle.
[examples/ecs/query_bundle.rs:57] x = Dummy( <========= This should not get printed
    111,
)
[examples/ecs/query_bundle.rs:57] x = Dummy(
    222,
)
Show all components
[examples/ecs/query_bundle.rs:50] x = Dummy(
    111,
)
[examples/ecs/query_bundle.rs:50] x = Dummy(
    222,
)
```

However, it behaves the right way, if I add one more component to the bundle,
so the query and the bundle doesn't look the same:

```
Print component initated from bundle.
[examples/ecs/query_bundle.rs:57] x = Dummy(
    222,
)
Show all components
[examples/ecs/query_bundle.rs:50] x = Dummy(
    111,
)
[examples/ecs/query_bundle.rs:50] x = Dummy(
    222,
)
```

I hope this helps. I'm definitely up for tinkering with this, and adding anything that I'm asked to add
or change. 





Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-28 21:03:10 +00:00
deprilula28
cdb9097ed4 Make Command's public? (#2034)
I'm using Bevy ECS in a project of mine and I'd like to do world changes asynchronously. 

The current public API for creating entities, `Commands` , has a lifetime that restricts it from being sent across threads. `CommandQueue` on the other hand is a Vec of commands that can be later ran on a World. 

So far this is all public, but the commands themselves are private API. I know the intented use is with `Commands`, but that's not possible for my use case as I mentioned, and so I simply copied over the code for the commands I need and it works. Obviously, this isn't a nice solution, so I'd like to ask if it's not out of scope to make the commands public?
2021-04-28 20:08:33 +00:00
TehPers
cf40f4ab08 Fix mesh with no vertex attributes causing panic (#2036)
If a mesh without any vertex attributes is rendered (for example, one that only has indices), bevy will crash since the mesh still creates a vertex buffer even though it's empty. Later code assumes that there is vertex data, causing an index-out-of-bounds panic. This PR fixes the issue by adding a check that there is any vertex data before creating a vertex buffer.

I ran into this issue while rendering a tilemap without any vertex attributes (only indices).

Stack trace:
```
thread 'main' panicked at 'index out of bounds: the len is 0 but the index is 0', C:\Dev\Games\bevy\crates\bevy_render\src\render_graph\nodes\pass_node.rs:346:9
stack backtrace:
   0: std::panicking::begin_panic_handler
             at /rustc/bb491ed23937aef876622e4beb68ae95938b3bf9\/library\std\src\panicking.rs:493
   1: core::panicking::panic_fmt
             at /rustc/bb491ed23937aef876622e4beb68ae95938b3bf9\/library\core\src\panicking.rs:92
   2: core::panicking::panic_bounds_check
             at /rustc/bb491ed23937aef876622e4beb68ae95938b3bf9\/library\core\src\panicking.rs:69
   3: core::slice::index::{{impl}}::index<core::option::Option<tuple<bevy_render::renderer::render_resource::buffer::BufferId, u64>>>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\core\src\slice\index.rs:184
   4: core::slice::index::{{impl}}::index<core::option::Option<tuple<bevy_render::renderer::render_resource::buffer::BufferId, u64>>,usize>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\core\src\slice\index.rs:15
   5: alloc::vec::{{impl}}::index<core::option::Option<tuple<bevy_render::renderer::render_resource::buffer::BufferId, u64>>,usize,alloc::alloc::Global>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\alloc\src\vec\mod.rs:2386
   6: bevy_render::render_graph::nodes::pass_node::DrawState::is_vertex_buffer_set
             at C:\Dev\Games\bevy\crates\bevy_render\src\render_graph\nodes\pass_node.rs:346
   7: bevy_render::render_graph::nodes::pass_node::{{impl}}::update::{{closure}}<bevy_render::render_graph::base::MainPass*>
             at C:\Dev\Games\bevy\crates\bevy_render\src\render_graph\nodes\pass_node.rs:285
   8: bevy_wgpu::renderer::wgpu_render_context::{{impl}}::begin_pass
             at C:\Dev\Games\bevy\crates\bevy_wgpu\src\renderer\wgpu_render_context.rs:196
   9: bevy_render::render_graph::nodes::pass_node::{{impl}}::update<bevy_render::render_graph::base::MainPass*>
             at C:\Dev\Games\bevy\crates\bevy_render\src\render_graph\nodes\pass_node.rs:244
  10: bevy_wgpu::renderer::wgpu_render_graph_executor::WgpuRenderGraphExecutor::execute
             at C:\Dev\Games\bevy\crates\bevy_wgpu\src\renderer\wgpu_render_graph_executor.rs:75
  11: bevy_wgpu::wgpu_renderer::{{impl}}::run_graph::{{closure}}
             at C:\Dev\Games\bevy\crates\bevy_wgpu\src\wgpu_renderer.rs:115
  12: bevy_ecs::world::World::resource_scope<bevy_render::render_graph::graph::RenderGraph,tuple<>,closure-0>
             at C:\Dev\Games\bevy\crates\bevy_ecs\src\world\mod.rs:715
  13: bevy_wgpu::wgpu_renderer::WgpuRenderer::run_graph
             at C:\Dev\Games\bevy\crates\bevy_wgpu\src\wgpu_renderer.rs:104
  14: bevy_wgpu::wgpu_renderer::WgpuRenderer::update
             at C:\Dev\Games\bevy\crates\bevy_wgpu\src\wgpu_renderer.rs:121
  15: bevy_wgpu::get_wgpu_render_system::{{closure}}
             at C:\Dev\Games\bevy\crates\bevy_wgpu\src\lib.rs:112
  16: alloc::boxed::{{impl}}::call_mut<tuple<mut bevy_ecs::world::World*>,FnMut<tuple<mut bevy_ecs::world::World*>>,alloc::alloc::Global>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\alloc\src\boxed.rs:1553
  17: bevy_ecs::system::exclusive_system::{{impl}}::run
             at C:\Dev\Games\bevy\crates\bevy_ecs\src\system\exclusive_system.rs:41
  18: bevy_ecs::schedule::stage::{{impl}}::run
             at C:\Dev\Games\bevy\crates\bevy_ecs\src\schedule\stage.rs:812
  19: bevy_ecs::schedule::Schedule::run_once
             at C:\Dev\Games\bevy\crates\bevy_ecs\src\schedule\mod.rs:201
  20: bevy_ecs::schedule::{{impl}}::run
             at C:\Dev\Games\bevy\crates\bevy_ecs\src\schedule\mod.rs:219
  21: bevy_app::app::App::update
             at C:\Dev\Games\bevy\crates\bevy_app\src\app.rs:58
  22: bevy_winit::winit_runner_with::{{closure}}
             at C:\Dev\Games\bevy\crates\bevy_winit\src\lib.rs:485
  23: winit::platform_impl::platform::event_loop::{{impl}}::run_return::{{closure}}<tuple<>,closure-1>
             at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop.rs:203
  24: alloc::boxed::{{impl}}::call_mut<tuple<winit::event::Event<tuple<>>, mut winit::event_loop::ControlFlow*>,FnMut<tuple<winit::event::Event<tuple<>>, mut winit::event_loop::ControlFlow*>>,alloc::alloc::Global>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\alloc\src\boxed.rs:1553
  25: winit::platform_impl::platform::event_loop:🏃:{{impl}}::call_event_handler::{{closure}}<tuple<>>
             at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop\runner.rs:245
  26: std::panic::{{impl}}::call_once<tuple<>,closure-0>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panic.rs:344
  27: std::panicking::try::do_call<std::panic::AssertUnwindSafe<closure-0>,tuple<>>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panicking.rs:379
  28: hashbrown::set::HashSet<mut winapi::shared::windef::HWND__*, std::collections:#️⃣:map::RandomState, alloc::alloc::Global>::iter<mut winapi::shared::windef::HWND__*,std::collections:#️⃣:map::RandomState,alloc::alloc::Global>
  29: std::panicking::try<tuple<>,std::panic::AssertUnwindSafe<closure-0>>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panicking.rs:343
  30: std::panic::catch_unwind<std::panic::AssertUnwindSafe<closure-0>,tuple<>>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panic.rs:431
  31: winit::platform_impl::platform::event_loop:🏃:EventLoopRunner<tuple<>>::catch_unwind<tuple<>,tuple<>,closure-0>
             at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop\runner.rs:152
  32: winit::platform_impl::platform::event_loop:🏃:EventLoopRunner<tuple<>>::call_event_handler<tuple<>>
             at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop\runner.rs:239
  33: winit::platform_impl::platform::event_loop:🏃:EventLoopRunner<tuple<>>::move_state_to<tuple<>>
             at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop\runner.rs:341
  34: winit::platform_impl::platform::event_loop:🏃:EventLoopRunner<tuple<>>::main_events_cleared<tuple<>>
             at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop\runner.rs:227
  35: winit::platform_impl::platform::event_loop::flush_paint_messages<tuple<>>
             at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop.rs:676
  36: winit::platform_impl::platform::event_loop::thread_event_target_callback::{{closure}}<tuple<>>
             at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop.rs:1967
  37: std::panic::{{impl}}::call_once<isize,closure-0>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panic.rs:344
  38: std::panicking::try::do_call<std::panic::AssertUnwindSafe<closure-0>,isize>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panicking.rs:379
  39: hashbrown::set::HashSet<mut winapi::shared::windef::HWND__*, std::collections:#️⃣:map::RandomState, alloc::alloc::Global>::iter<mut winapi::shared::windef::HWND__*,std::collections:#️⃣:map::RandomState,alloc::alloc::Global>
  40: std::panicking::try<isize,std::panic::AssertUnwindSafe<closure-0>>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panicking.rs:343
  41: std::panic::catch_unwind<std::panic::AssertUnwindSafe<closure-0>,isize>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\std\src\panic.rs:431
  42: winit::platform_impl::platform::event_loop:🏃:EventLoopRunner<tuple<>>::catch_unwind<tuple<>,isize,closure-0>
             at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop\runner.rs:152
  43: winit::platform_impl::platform::event_loop::thread_event_target_callback<tuple<>>
             at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop.rs:2151
  44: DefSubclassProc
  45: DefSubclassProc
  46: CallWindowProcW
  47: DispatchMessageW
  48: SendMessageTimeoutW
  49: KiUserCallbackDispatcher
  50: NtUserDispatchMessage
  51: DispatchMessageW
  52: winit::platform_impl::platform::event_loop::EventLoop<tuple<>>::run_return<tuple<>,closure-1>
             at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop.rs:218
  53: winit::platform_impl::platform::event_loop::EventLoop<tuple<>>::run<tuple<>,closure-1>
             at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\platform_impl\windows\event_loop.rs:188
  54: winit::event_loop::EventLoop<tuple<>>::run<tuple<>,closure-1>
             at C:\Users\tehpe\.cargo\registry\src\github.com-1ecc6299db9ec823\winit-0.24.0\src\event_loop.rs:154
  55: bevy_winit::run<closure-1>
             at C:\Dev\Games\bevy\crates\bevy_winit\src\lib.rs:171
  56: bevy_winit::winit_runner_with
             at C:\Dev\Games\bevy\crates\bevy_winit\src\lib.rs:493
  57: bevy_winit::winit_runner
             at C:\Dev\Games\bevy\crates\bevy_winit\src\lib.rs:211
  58: core::ops::function::Fn::call<fn(bevy_app::app::App),tuple<bevy_app::app::App>>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\core\src\ops\function.rs:70
  59: alloc::boxed::{{impl}}::call<tuple<bevy_app::app::App>,Fn<tuple<bevy_app::app::App>>,alloc::alloc::Global>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\alloc\src\boxed.rs:1560
  60: bevy_app::app::App::run
             at C:\Dev\Games\bevy\crates\bevy_app\src\app.rs:68
  61: bevy_app::app_builder::AppBuilder::run
             at C:\Dev\Games\bevy\crates\bevy_app\src\app_builder.rs:54
  62: game_main::main
             at .\crates\game_main\src\main.rs:23
  63: core::ops::function::FnOnce::call_once<fn(),tuple<>>
             at C:\Users\tehpe\.rustup\toolchains\nightly-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\core\src\ops\function.rs:227
note: Some details are omitted, run with `RUST_BACKTRACE=full` for a verbose backtrace.
Apr 27 21:51:01.026 ERROR gpu_descriptor::allocator: `DescriptorAllocator` is dropped while some descriptor sets were not deallocated
error: process didn't exit successfully: `target/cargo\debug\game_main.exe` (exit code: 0xc000041d)
```
2021-04-28 19:04:01 +00:00
bjorn3
2fcd8a3fb0 Monomorphize various things (#1914)
Based on #1910

This shrinks breakout from 310k to 293k. Most of the win is in outlining the drop glue of `App`. The other two commits save about 800 bytes total when using two empty systems and two simple resources.

After this PR the full disassembly for

```rust
fn main() {
    App::build().run();
}
```

is about as minimal as it gets, so pretty much all other costs scale linear in the amount of resources, systems, etc.

```asm
0000000000001100 <_ZN4core3ptr54drop_in_place$LT$bevy_app..app_builder..AppBuilder$GT$17h76850422c20653deE>:
    1100:       ff 25 52 21 00 00       jmpq   *0x2152(%rip)        # 3258 <_ZN60_$LT$bevy_app..app..App$u20$as$u20$core..ops..drop..Drop$GT$4drop17h67d177ae549d917bE@Base>
    1106:       cc                      int3   
    1107:       cc                      int3   
    1108:       cc                      int3   
    1109:       cc                      int3   
    110a:       cc                      int3   
    110b:       cc                      int3   
    110c:       cc                      int3   
    110d:       cc                      int3   
    110e:       cc                      int3   
    110f:       cc                      int3   

0000000000001110 <_ZN8breakout4main17h7cbe07b319de1042E>:
    1110:       53                      push   %rbx
    1111:       48 81 ec 00 03 00 00    sub    $0x300,%rsp
    1118:       48 8d 5c 24 08          lea    0x8(%rsp),%rbx
    111d:       48 89 df                mov    %rbx,%rdi
    1120:       ff 15 3a 21 00 00       callq  *0x213a(%rip)        # 3260 <_ZN8bevy_app3app3App5build17h8b0ea6be9050d6ccE@Base>
    1126:       48 89 df                mov    %rbx,%rdi
    1129:       ff 15 39 21 00 00       callq  *0x2139(%rip)        # 3268 <_ZN8bevy_app11app_builder10AppBuilder3run17hfc8cf50692acdbdeE@Base>
    112f:       48 8d 7c 24 08          lea    0x8(%rsp),%rdi
    1134:       ff 15 1e 21 00 00       callq  *0x211e(%rip)        # 3258 <_ZN60_$LT$bevy_app..app..App$u20$as$u20$core..ops..drop..Drop$GT$4drop17h67d177ae549d917bE@Base>
    113a:       48 81 c4 00 03 00 00    add    $0x300,%rsp
    1141:       5b                      pop    %rbx
    1142:       c3                      retq   
    1143:       48 89 c3                mov    %rax,%rbx
    1146:       48 8d 7c 24 08          lea    0x8(%rsp),%rdi
    114b:       e8 b0 ff ff ff          callq  1100 <_ZN4core3ptr54drop_in_place$LT$bevy_app..app_builder..AppBuilder$GT$17h76850422c20653deE>
    1150:       48 89 df                mov    %rbx,%rdi
    1153:       e8 18 01 00 00          callq  1270 <_Unwind_Resume@plt>
    1158:       0f 0b                   ud2    
    115a:       cc                      int3   
    115b:       cc                      int3   
    115c:       cc                      int3   
    115d:       cc                      int3   
    115e:       cc                      int3   
    115f:       cc                      int3   

0000000000001160 <main>:
    1160:       48 83 ec 08             sub    $0x8,%rsp
    1164:       48 89 f1                mov    %rsi,%rcx
    1167:       48 63 d7                movslq %edi,%rdx
    116a:       48 8d 05 9f ff ff ff    lea    -0x61(%rip),%rax        # 1110 <_ZN8breakout4main17h7cbe07b319de1042E>
    1171:       48 89 04 24             mov    %rax,(%rsp)
    1175:       48 8d 35 94 1e 00 00    lea    0x1e94(%rip),%rsi        # 3010 <__init_array_end>
    117c:       48 89 e7                mov    %rsp,%rdi
    117f:       ff 15 eb 20 00 00       callq  *0x20eb(%rip)        # 3270 <_ZN3std2rt19lang_start_internal17he77194431b0ee4a2E@Base>
    1185:       59                      pop    %rcx
    1186:       c3                      retq   
    1187:       cc                      int3   
    1188:       cc                      int3   
    1189:       cc                      int3   
    118a:       cc                      int3   
    118b:       cc                      int3   
    118c:       cc                      int3   
    118d:       cc                      int3   
    118e:       cc                      int3   
    118f:       cc                      int3   

0000000000001190 <_ZN3std2rt10lang_start28_$u7b$$u7b$closure$u7d$$u7d$17h83a5b8d55f23dff8E.llvm.909376793398482062>:
    1190:       48 83 ec 08             sub    $0x8,%rsp
    1194:       48 8b 3f                mov    (%rdi),%rdi
    1197:       e8 54 ff ff ff          callq  10f0 <_ZN3std10sys_common9backtrace28__rust_begin_short_backtrace17h6e238af75680eb28E>
    119c:       31 c0                   xor    %eax,%eax
    119e:       59                      pop    %rcx
    119f:       c3                      retq   

00000000000011a0 <_ZN4core3ops8function6FnOnce40call_once$u7b$$u7b$vtable.shim$u7d$$u7d$17hb05d591cd29dea4fE.llvm.909376793398482062>:
    11a0:       48 83 ec 08             sub    $0x8,%rsp
    11a4:       48 8b 3f                mov    (%rdi),%rdi
    11a7:       e8 44 ff ff ff          callq  10f0 <_ZN3std10sys_common9backtrace28__rust_begin_short_backtrace17h6e238af75680eb28E>
    11ac:       31 c0                   xor    %eax,%eax
    11ae:       59                      pop    %rcx
    11af:       c3                      retq   

00000000000011b0 <_ZN4core3ptr85drop_in_place$LT$std..rt..lang_start$LT$$LP$$RP$$GT$..$u7b$$u7b$closure$u7d$$u7d$$GT$17he9aeeba375093b99E.llvm.909376793398482062>:
    11b0:       c3                      retq   
    11b1:       cc                      int3   
    11b2:       cc                      int3   
    11b3:       cc                      int3   
    11b4:       cc                      int3   
    11b5:       cc                      int3   
    11b6:       cc                      int3   
    11b7:       cc                      int3   
    11b8:       cc                      int3   
    11b9:       cc                      int3   
    11ba:       cc                      int3   
    11bb:       cc                      int3   
    11bc:       cc                      int3   
    11bd:       cc                      int3   
    11be:       cc                      int3   
    11bf:       cc                      int3
```
2021-04-28 19:04:00 +00:00
François
6f7da027c7 Automatic System Spans (#2033)
As mentioned in https://github.com/bevyengine/bevy/issues/2025#issuecomment-827867660, systems used to have spans by default.

* add spans by default for every system executed
* create folder if missing for feature `wgpu_trace`
2021-04-28 18:41:16 +00:00
Lucas Rocha
b1ed28e17e Hide re-exported docs (#1985)
Solves #1957 

Co-authored-by: caelumLaron <caelum.laron@gmail.com>
2021-04-27 18:29:33 +00:00
TheRawMeatball
c32c37d737 Detect camera projection changes (#2015) 2021-04-27 01:11:04 +00:00
François
fcf8fafa71 fix dead intra links in doc on Input and Reflect (#2007)
fix a few dead links

* Links in `Input` missed a refactor
* `Reflect::downcast` can't use the intra doc link format, as it's not a link to a trait function, but to a function implemented on `dyn Reflect`

noticed in https://github.com/bevyengine/bevy/pull/1781#discussion_r619777879
2021-04-25 17:24:09 +00:00
François
0a8576b710 support assets of any size (#1997)
Fixes #1892 

The following code is a cut down version of the issue, and crashes the same way:
```rust
enum AssetLifecycleEvent <T> {
    Create(T),
    Free
}

fn main() {
    let (sender, _receiver) = crossbeam_channel::unbounded();
    sender.send(AssetLifecycleEvent::<[u32; 32000]>::Free).unwrap();
}
```

- We're creating a channel that need to be able to hold `AssetLifecycleEvent::Create(T)` which has the size of our type `T`
- The two variants of the enums have a very different size

By keeping `T` boxed while sending through the channel, it doesn't crash
2021-04-24 18:14:04 +00:00
TehPers
d653ad2bda Updated docs for ShouldRun (#1987)
The documentation for `ShouldRun` doesn't completely explain what each of the variants you can return does. For instance, it isn't very clear that looping systems aren't executed again until after all the systems in a stage have had a chance to run.

This PR adds to the documentation for `ShouldRun`, and hopefully clarifies what is happening during a stage's execution when run criteria are checked and systems are being executed.
2021-04-23 18:38:18 +00:00
TehPers
0a587ac3b5 Updated remaining system panic messages to include the system name (#1986)
Some panic messages for systems include the system name, but there's a few panic messages which do not. This PR adds the system name for the remaining panic messages.

This is a continuation of the work done in #1864.
Related: #1846
2021-04-23 17:54:04 +00:00
François
e3fb23d4d3 add documentation on LogPlugin and more log usage (#1973)
Fixes #1895 

Changed most `println` to `info` in examples, some to `warn` when it was useful to differentiate from other more noisy logs.

Added doc on `LogPlugin`, how to configure it, and why (and how) you may need to disable it
2021-04-22 23:30:48 +00:00
Zicklag
6508b4ed25 Hide Derived SystemParam State Struct From Docs (#1984)
This makes sure the automatically generated MyStructState type is not
shown in the rustdoc when deriving SystemParam on MyStruct.
2021-04-22 23:09:59 +00:00
bjorn3
6719c2c390 Extract monomorphic get_insert_bundle_info function (#1910)
This shrinks breakout from 316k to 310k when using `--feature dynamic`.

I haven't run the ecs benchmark to test performance as my laptop is too noisy for reliable benchmarking.
2021-04-22 19:34:34 +00:00
Lukas Wirth
7c274e5a44 Improve bevy_ecs query docs (#1935)
Mainly documents Query, WorldQuery and the various Query Filter types as well as some smaller doc changes.
2021-04-22 19:09:09 +00:00
Joshua Ols
19f467ebd0 Spherical Area Lights (#1901)
I still need to simplify and optimize the code, but here's a preliminary working version of Spherical Area Lights. See the example image below from a modified version of my [cubism-demo-rs](https://github.com/Josh015/cubism-demo-rs) app, which you can also clone and run to see them in action.

![Spherical Area Lights v1](https://user-images.githubusercontent.com/8846132/114491862-60df6000-9be5-11eb-8950-f039b74e1e96.jpg)
2021-04-22 18:49:02 +00:00
Carter Anderson
b9640243c6 Separate Query filter access from fetch access during initial evaluation (#1977)
Fixes #1955 

See this comment for implementation details / motivation: https://github.com/bevyengine/bevy/issues/1955#issuecomment-823600886
2021-04-22 02:16:09 +00:00
Carter Anderson
1248a639ee EnumVariantMeta derive (#1972)
There are cases where we want an enum variant name. Right now the only way to do that with rust's std is to derive Debug, but this will also print out the variant's fields. This creates the unfortunate situation where we need to manually write out each variant's string name (ex: in #1963), which is both boilerplate-ey and error-prone. Crates such as `strum` exist for this reason, but it includes a lot of code and complexity that we don't need.

This adds a dead-simple `EnumVariantMeta` derive that exposes `enum_variant_index` and `enum_variant_name` functions. This allows us to make cases like #1963 much cleaner (see the second commit). We might also be able to reuse this logic for `bevy_reflect` enum derives.
2021-04-21 23:46:54 +00:00
Alice Cecile
e4e32598a9 Cargo fmt with unstable features (#1903)
Fresh version of #1670 off the latest main.

Mostly fixing documentation wrapping.
2021-04-21 23:19:34 +00:00
François
30c6ca6166 don't panic when no RenderResourceContext can be found (#1971)
In bevy_webgl2, the `RenderResourceContext` is created after startup as it needs to first wait for an event from js side:
f31e5d49de/src/lib.rs (L117)

remove `panic` introduced in #1965 and log as a `warn` instead
2021-04-20 21:44:32 +00:00
MinerSebas
80df583a21 When missing a render backend also mention the bevy_wgpu feature (#1970) 2021-04-20 21:04:09 +00:00
Nathan Ward
cbfb456847 [bevy_core/bytes] Fix UB with accessing memory with incorrect alignment (#1966)
After running `bevy_core` through `miri`, errors were reported surrounding incorrect memory accesses within the `bytes` test suit. 

Specifically:
```
test bytes::tests::test_array_round_trip ... error: Undefined Behavior: accessing memory with alignment 1, but alignment 4 is required
   --> crates/bevy_core/src/bytes.rs:55:13
    |
55  |             (*ptr).clone()
    |             ^^^^^^ accessing memory with alignment 1, but alignment 4 is required
    |
```

and 

```
test bytes::tests::test_vec_bytes_round_trip ... error: Undefined Behavior: accessing memory with alignment 2, but alignment 4 is required
   --> /home/nward/.rustup/toolchains/nightly-x86_64-unknown-linux-gnu/lib/rustlib/src/rust/library/core/src/slice/raw.rs:95:14
    |
95  |     unsafe { &*ptr::slice_from_raw_parts(data, len) }
    |              ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ accessing memory with alignment 2, but alignment 4 is required
    |
```

Solution:

The solution is to use `slice::align_to` method to ensure correct alignment.
2021-04-20 21:04:08 +00:00
simens_green
c74994ba69 Added TryFrom for VertexAttributeValues (#1963)
This implementations allows you
convert std::vec::Vec<T> to VertexAttributeValues::T and back.

# Examples

```rust
use std::convert::TryInto;
use bevy_render::mesh::VertexAttributeValues;

// creating vector of values
let before = vec![[0_u32; 4]; 10];
let values = VertexAttributeValues::from(before.clone());
let after: Vec<[u32; 4]> = values.try_into().unwrap();

assert_eq!(before, after);
```

Co-authored-by: aloucks <aloucks@cofront.net>
Co-authored-by: simens_green <34134129+simensgreen@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-20 20:41:32 +00:00
MinerSebas
ad43f52bd2 Provide better error message when missing a render backend (#1965)
Fixes #626
2021-04-19 22:16:24 +00:00
MinerSebas
458312236a Document setting "CARGO_MANIFEST_DIR" for asset root (#1950)
This was nowhere documented inside Bevy.
Should I also mention the use case of debugging a project?

Closes #810

Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
2021-04-19 22:16:23 +00:00
MinerSebas
e29a899b90 Added missing Component Bound to Res<> and ResMut<> (#1962)
Fixes #1838
2021-04-19 21:53:34 +00:00
François
f1ddd7a2ad change how to select bevy-glsl-to-spirv or shaderc (#1819)
`cfg` for `bevy-glsl-to-spirv` use now mimics https://github.com/cart/glsl-to-spirv/blob/master/Cargo.toml

fixes #898 
fixes #1348 
fixes #1942 
fixes #1078
2021-04-19 21:28:30 +00:00
Mariusz Kryński
fa6d4dbd53 add render_to_texture example (#1927)
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-19 21:07:19 +00:00
Yoh Deadfall
4f1689ec37 Added example of entity sorting by components (#1817)
We discussed with @alice-i-cecile privately on iterators and agreed that making a custom ordered iterator over query makes no sense since materialization is required anyway and it's better to reuse existing components or code. Therefore, just adding an example to the documentation as requested.

Fixes #1470.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-19 20:28:02 +00:00
François
07cf088f33 fix memory size for PointLightBundle (#1940)
Introduced in #1778, not fixed by #1931 

The size of `Lights` buffer currently is : 
```rust
    16 // (color, `[f32; 4]`)
    + 16 // (number of lights, `f32` encoded as a `[f32; 4]`)
    + 10 // (maximum number of lights)
        * ( 16 // (light position, `[f32; 4]`
          + 16 // (color, `[16; 4]`)
          + 4 // (inverse_range_squared, `f32`)
          )

-> 392
```

This makes the pbr shader crash when running with Xcode debugger or with the WebGL2 backend. They both expect a buffer sized 512. This can also be seen on desktop by adding a second light to a scene with a color, it's position and color will be wrong.

adding a second light to example `load_gltf`:
```rust
    commands
        .spawn_bundle(PointLightBundle {
            transform: Transform::from_xyz(-3.0, 5.0, -3.0),
            point_light: PointLight {
                color: Color::BLUE,
                ..Default::default()
            },
            ..Default::default()
        })
        .insert(Rotates);
```

before fix:
<img width="1392" alt="Screenshot 2021-04-16 at 19 14 59" src="https://user-images.githubusercontent.com/8672791/115060744-866fb080-9ee8-11eb-8915-f87cc872ad48.png">

after fix:
<img width="1392" alt="Screenshot 2021-04-16 at 19 16 44" src="https://user-images.githubusercontent.com/8672791/115060759-8cfe2800-9ee8-11eb-92c2-d79f39c7b36b.png">




This PR changes `inverse_range_squared` to be a `[f32; 4]` instead of a `f32` to have the expected alignement
2021-04-19 19:30:39 +00:00
James Higgins
2bc126e2ce Label for ui_focus_system (#1926)
Needed a label because of a conflict with some custom ui systems
2021-04-19 19:15:27 +00:00
François
97b26d7647 limit number of lights (#1946)
Fixes #1921 

Buffer was growing with the actual number of lights instead of being limited to the max number of lights.

As it's a query that can be exactly sized, I also switched `count()` to `len()`
2021-04-19 18:57:58 +00:00
François
2bd8ed57d0 par_for_each: split batches when iterating on a sparse query (#1945)
Fixes #1943 

Each batch was iterating over the complete query
2021-04-19 18:41:42 +00:00
MinerSebas
20673dbe0e Doctest improvments (#1937) 2021-04-16 19:13:08 +00:00
Logan Magee
d508923eb7 Allow deriving SystemParam on private types (#1936)
Examples creating a public type to derive `SystemParam` on were updated
to create a private type where a public one is no longer needed.

Resolves #1869
2021-04-16 18:40:49 +00:00
Jakob Hellermann
cf221f9659 calculate flat normals for mesh if missing (#1808)
If the gltf loader encounters a mesh without normal attributes, it will duplicate the vertex attributes and compute flat normals, as defined by https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#meshes:

> **Implementation Note**: When normals are not specified, client implementations should calculate flat normals.

![image](https://user-images.githubusercontent.com/22177966/113483243-bb204880-94a2-11eb-8fa1-c4828a4882c5.png)

Helps with #1802 

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-15 21:06:49 +00:00
Lukas Wirth
0a6fee5d17 Improve bevy_ecs::system module docs (#1932)
This includes a lot of single line comments where either saying more wasn't helpful or due to me not knowing enough about things yet to be able to go more indepth. Proofreading is very much welcome.
2021-04-15 20:36:16 +00:00
Boxy
9657f58f6a Fix unsoundness in query component access (#1929)
Pretty much does what it says in the title lol
2021-04-15 20:17:59 +00:00
Yoh Deadfall
22314923d9 Angle bracket annotated types to support generics (#1919)
Fixes #1873. Types should be enclosed in angular brackets to avoid ambiquity and to correctly resolve associated functions.
2021-04-15 00:16:40 +00:00
Richard Tjerngren
490a957542 Document Query.single() (#1915) 2021-04-15 00:16:39 +00:00
bg
55d6c2c34a fixing compilation error on macos aarch64 (#1905)
just so
2021-04-14 23:58:29 +00:00
Daniel McNab
a137df7d57 Fix SytemParam handling of Commands (#1899)
Fixes https://github.com/bevyengine/bevy/issues/1896
2021-04-14 23:58:27 +00:00
TehPers
e0b52079da Implement RenderResource for Box<T> (#1893)
Allows render resources to move data to the heap by boxing them. I did this as a workaround to #1892, but it seems like it'd be useful regardless. If not, feel free to close this PR.
2021-04-14 23:58:25 +00:00
Denis Laprise
d8392e7a3e Add a UV sphere implementation (#1887)
Added a UV sphere implementation
2021-04-14 23:39:58 +00:00
Philipp Mildenberger
ad546a9502 Fix pbr shader compiliation error, #version has to be in the first line (#1884)
I've had problems with compiling and running the pbr example:

```
thread 'main' panicked at 'called `Result::unwrap()` on an `Err` value: Compilation("glslang_shader_preprocess:\nInfo log:\nERROR: 0:40: \'#version\' : must occur first in shader \nERROR: 0:40: \'#version\' : bad profile name; use es, core, or compatibility \nERROR: 0:40: \'#version\' : bad tokens following profile -- expected newline \nERROR: 3 compilation errors.  No code generated.\n\n\nDebug log:\n\n")', crates/bevy_render/src/pipeline/pipeline_compiler.rs:161:22
```

I've checked each shader, and only one shader hasn't had `#version` in the first line.

This change fixed my issue.
2021-04-14 23:39:57 +00:00
aloucks
294feeedc0 Add additional vertex formats (#1878)
- `Short2`
- `Short2Norm`
- `Ushort2`
- `Ushort2Norm`
- `Short4`
- `Short4Norm`
- `Ushort4`
- `Ushort4Norm`
- `Char2`
- `Char2Norm`
- `Uchar2`
- `Uchar2Norm`
- `Char4`
- `Char4Norm`
- `Uchar4`
2021-04-14 23:21:53 +00:00
therealstork
c86d490a20 More detailed errors when resource not found (#1864)
Fixes #1846

Got scared of the other "Requested resource does not exist" error at line 395 in `system_param.rs`, under `impl<'a, T: Component> SystemParamFetch<'a> for ResMutState<T> {`. Someone with better knowledge of the code might be able to go in and improve that one.
2021-04-14 22:52:43 +00:00
TehPers
deb9f23667 Implement Byteable and RenderResource for [T; N] (#1872)
Implements `Byteable` and `RenderResource` for any array containing `Byteable` elements. This allows `RenderResources` to be implemented on structs with arbitrarily-sized arrays, among other things:

```rust
#[derive(RenderResources, TypeUuid)]
#[uuid = "2733ff34-8f95-459f-bf04-3274e686ac5f"]
struct Foo {
    buffer: [i32; 256],
}
```
2021-04-14 22:20:25 +00:00
Patrik Buhring
df3f40afd4 Fix IcoSphere UV coordinates (#1871)
Changes made:
- Swap Y/Z when calculating UV coordinates
- Correct mapping in the UV coordinates
- Fix typo in Azimuth
2021-04-14 22:20:24 +00:00
François
d868d07d0b run some examples on CI using swiftshader (#1826)
From suggestion from Godot workflows: https://github.com/bevyengine/bevy/issues/1730#issuecomment-810321110

* Add a feature `bevy_debug` that will make Bevy read a debug config file to setup some debug systems
  * Currently, only one that will exit after x frames
  * Could add option to dump screen to image file once that's possible
* Add a job in CI workflow that will run a few examples using [`swiftshader`](https://github.com/google/swiftshader)
  * This job takes around 13 minutes, so doesn't add to global CI duration

|example|number of frames|duration|
|-|-|-|
|`alien_cake_addict`|300|1:50|
|`breakout`|1800|0:44|
|`contributors`|1800|0:43|
|`load_gltf`|300|2:37|
|`scene`|1800|0:44|
2021-04-14 21:40:36 +00:00
Jakob Hellermann
d119c1ce14 gltf-loader: support data url for images (#1828)
This allows the `glTF-Embedded` variants in the [sample models](https://github.com/KhronosGroup/glTF-Sample-Models/) to be used.
The data url format is relatively small, so I didn't include a crate like [docs.rs/data-url](https://docs.rs/data-url/0.1.0/data_url/).

Also fixes the 'Box With Spaces' model as URIs are now percent-decoded.

cc #1802
2021-04-13 21:30:32 +00:00
Yoh Deadfall
04a37f722a Moved events to ECS (#1823)
Fixes #1809. It makes it also possible to use `derive` for `SystemParam` inside ECS and avoid manual implementation. An alternative solution to macro changes is to use `use crate as bevy_ecs;` in `event.rs`.
2021-04-13 20:36:37 +00:00
Jonas Matser
7342d463b8 Use a sorted Map for vertex buffer attributes (#1796)
The `VertexBufferLayout` returned by `crates\bevy_render\src\mesh\mesh.rs:308` was unstable, because `HashMap.iter()` has a random order. This caused the pipeline_compiler to wrongly consider a specialization to be different (`crates\bevy_render\src\pipeline\pipeline_compiler.rs:123`), causing each mesh changed event to potentially result in a different `PipelineSpecialization`. This in turn caused `Draw` to emit a `set_pipeline` much more often than needed.

This fix shaves off a `BindPipeline` and two `BindDescriptorSets` (for the Camera and for global renderresources) for every mesh after the first that can now use the same specialization, where it didn't before (which was random).

`StableHashMap` was not a good replacement, because it isn't `Clone`, so instead I replaced it with a `BTreeMap` which is OK in this instance, because there shouldn't be many insertions on `Mesh.attributes` after the mesh is created.
2021-04-13 03:31:29 +00:00
François
4c1099a77f add documentation on Input (#1781)
related to #1700 

This PR:
* documents all methods on `Input<T>`
* adds documentation on the struct about how to use it, and how to implement it for a new input type
* renames method `update` to a easier to understand `clear`
* adds two methods to check for state and clear it after, allowing easier use in the case of #1700 

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-13 03:13:48 +00:00
Jakob Hellermann
9e55d8dbb4 Error message improvements for shader compilation/gltf loading (#1786)
- prints glsl compile error message in multiple lines instead of `thread 'main' panicked at 'called Result::unwrap() on an Err value: Compilation("glslang_shader_parse:\nInfo log:\nERROR: 0:335: \'assign\' :  l-value required \"anon@7\" (can\'t modify a uniform)\nERROR: 0:335: \'\' : compilation terminated \nERROR: 2 compilation errors.  No code generated.\n\n\nDebug log:\n\n")', crates/bevy_render/src/pipeline/pipeline_compiler.rs:161:22`
- makes gltf error messages have more context

New error:
```rust
thread 'Compute Task Pool (5)' panicked at 'Shader compilation error:
glslang_shader_parse:
Info log:
ERROR: 0:12: 'assign' :  l-value required "anon@1" (can't modify a uniform)
ERROR: 0:12: '' : compilation terminated 
ERROR: 2 compilation errors.  No code generated.
', crates/bevy_render/src/pipeline/pipeline_compiler.rs:364:5
```


These changes are a bit unrelated. I can open separate PRs if someone wants that.
2021-04-13 02:56:30 +00:00
Jonas Matser
5c4f3554f9 Rename Light => PointLight and remove unused properties (#1778)
After an inquiry on Reddit about support for Directional Lights and the unused properties on Light, I wanted to clean it up, to hopefully make it ever so slightly more clear for anyone wanting to add additional light types.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-13 02:21:24 +00:00
Julian Heinken
8f1eaa6db5 glTF: added color attribute support (#1775) 2021-04-13 01:47:25 +00:00
MinerSebas
0fce6f0406 Override size_hint for all Iterators and add ExactSizeIterator where applicable (#1734)
After #1697 I looked at all other Iterators from Bevy and added overrides for `size_hint` where it wasn't done.
Also implemented `ExactSizeIterator` where applicable.
2021-04-13 01:28:14 +00:00
Guim Caballero
b060e16f62 Add synonyms for transform relative vectors (#1667)
Fixes #1663.

I think the directions are correct (same as [here](https://docs.godotengine.org/en/stable/classes/class_vector3.html?highlight=forward#constants)), but please double check because I might have mixed them up.

Co-authored-by: guimcaballero <guim.caballero@gmail.com>
Co-authored-by: Guim Caballero <guim.caballero@gmail.com>
2021-04-12 21:53:05 +00:00
Jakob Hellermann
ed36c21e7e fix 'attempted to subtract with overflow' for State::inactives (#1668) 2021-04-10 16:33:35 +00:00
bjorn3
6a4051be3a Make some asset loading functions monomorphic (#1861)
This reduces the size of executables when using bevy as dylib by
ensuring that they get codegened in bevy_assets instead of the game
itself. This by extension avoids pulling in parts of bevy_tasks and
async_task.

Before this change the breakout example was 923k big after this change
it is only 775k big for cg_clif. For cg_llvm in release mode breakout
shrinks from 356k to 316k. For cg_llvm in debug mode breakout shrinks
from 3814k to 3057k.
2021-04-10 16:17:32 +00:00
r00ster
bc13d11c78 Update old docs mentioning Camera2dBundle (#1836)
This replaces some outdated mentions of the `Camera2dBundle` that is removed now with 0.5.
2021-04-06 21:05:08 +00:00
Carter Anderson
97d8e4e179 Release 0.5.0 (#1835) 2021-04-06 18:48:48 +00:00
Jakob Hellermann
aaf204cbac remove active camera entity when despawned (#1825)
fixes #1452

This should probably be in 0.5, as the previous workaround isn't possible after dd4a196329 because the hashmap is now private.
2021-04-06 17:09:28 +00:00
François
3e285d5c0b allow deriving bundle for struct with generics with where clause (#1811)
fixes #1777 

Seems the `_where_clause` parameter to lost somewhere, adding it back
2021-04-03 23:30:30 +00:00
François
9098df3034 make pbr shader std140 compatible (#1798)
In shaders, `vec3` should be avoided for `std140` layout, as they take the size of a `vec4` and won't support manual padding by adding an additional `float`.

This change is needed for 3D to work in WebGL2. With it, I get PBR to render
<img width="1407" alt="Screenshot 2021-04-02 at 02 57 14" src="https://user-images.githubusercontent.com/8672791/113368551-5a3c2780-935f-11eb-8c8d-e9ba65b5ee98.png">

Without it, nothing renders... @cart Could this be considered for 0.5 release?

Also, I learned shaders 2 days ago, so don't hesitate to correct any issue or misunderstanding I may have

bevy_webgl2 PR in progress for Bevy 0.5 is here if you want to test: https://github.com/rparrett/bevy_webgl2/pull/1
2021-04-03 23:30:28 +00:00
François
276a81cc30 allow up to 16 parameters for systems (#1805)
fixes #1772 

1st commit: the limit was at 11 as the macro was not using a range including the upper end. I changed that as it feels the purpose of the macro is clearer that way.

2nd commit: as suggested in the `// TODO`, I added a `Config` trait to go to 16 elements tuples. This means that if someone has a custom system parameter with a config that is not a tuple or an `Option`, they will have to implement `Config` for it instead of the standard `Default`.
2021-04-03 23:13:54 +00:00
Jakob Hellermann
1df3b74d38 fix attempt to modify emissive uniform (#1771)
Previously loading the boom box gltf file panic'd with `ERROR: 0:335: 'assign' :  l-value required "anon@7" (can't modify a uniform)`
2021-04-03 22:51:52 +00:00
Carter Anderson
f520a341d5 flip resource scope order (#1793)
I think [collection, thing_removed_from_collection] is a more natural order than [thing_removed_from_collection, collection]. Just a small tweak that I think we should include in 0.5.
2021-04-01 02:24:42 +00:00
TheRawMeatball
b657a9b39f Add on_in_stack_update to SystemSet (#1792) 2021-03-31 20:24:04 +00:00
Carter Anderson
d6bc414bf0 check for duplicate archetypes in QueryState::new_archetype (#1789)
Fixes #1788

See discussion in that issue for details.
2021-03-30 21:21:47 +00:00
Carter Anderson
94c4184068 Text responds to scale factor changes (#1769)
Fixes #1768

If the scale factor changes, queue up all text to be drawn instead of just changed text.
2021-03-27 03:03:47 +00:00
Jonas Matser
9a78addff0 Add PBR textures (#1632)
This PR adds normal maps on top of PBR #1554. Once that PR lands, the changes should look simpler.

Edit: Turned out to be so little extra work, I added metallic/roughness texture too. And occlusion and emissive.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-26 21:00:34 +00:00
davier
0c374df712 Add insert_children and push_children to EntityMut (#1728)
The only API to add a parent/child relationship between existing entities is through commands, there is no easy way to do it from `World`. Manually inserting the components is not completely possible since `PreviousParent` has no public constructor.

This PR adds two methods to set entities as children of an `EntityMut`: `insert_children` and `push_children`. ~~The API is similar to the one on `Commands`, except that the parent is the `EntityMut`.~~ The API is the same as in #1703.
However, the `Parent` and `Children` components are defined in `bevy_transform` which depends on `bevy_ecs`, while `EntityMut` is defined in `bevy_ecs`, so the methods are added to the `BuildWorldChildren` trait instead.
If #1545 is merged this should be fixed too.

I'm aware cart was experimenting with entity hierarchies, but unless it's a coming soon this PR would be useful to have meanwhile.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-26 20:03:12 +00:00
François
d90d19f1c7 gltf: load normal and occlusion as linear textures (#1762)
Load textures from gltf as linear when needed.

This is for #1632, but can be done independently and won't have any visible impact before.

* during iteration over materials, register textures that need to be loaded as linear
* during iteration over textures
  * directly load bytes from external files instead of adding them as dependencies in the load context
  * configure the texture the same way for buffered and external textures
  * if the texture is linear rgb, set as linear rgb
2021-03-26 18:47:47 +00:00
Ixentus
80bd378aa0 Fix tiny state docs inconsistency (#1764)
@TheRawMeatball
2021-03-26 18:30:28 +00:00
Carter Anderson
7a511394ac Add register_component to AppBuilder and improve error message (#1750) 2021-03-26 04:15:07 +00:00
Alexander Sepity
500d7469e7 Fixed criteria-less systems being re-ran unnecessarily (#1754)
Fixes #1753.

The problem was introduced while reworking the logic around stages' own criteria. Before #1675 they used to be stored and processed inline with the systems' criteria, and systems without criteria used that of their stage. After, criteria-less systems think they should run, always. This PR more or less restores previous behavior; a less cludge solution can wait until after 0.5 - ideally, until stageless.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-26 00:31:58 +00:00
Carter Anderson
bf053218bf Disable frustum culling and add warning (#1761)
Frustum culling has some pretty major gaps right now (such as not supporting sprite transform scaling and not taking into account projections). It should be disabled by default until it provides a solid experience across all bevy use cases.
2021-03-25 22:05:28 +00:00
Jakob Hellermann
ad60046982 fix clippy lints (#1756) 2021-03-25 20:48:18 +00:00
Carter Anderson
1d7196da4f Add state app builder docs (#1746)
This is intended to help protect users against #1671. It doesn't resolve the issue, but I think its a good stop-gap solution for 0.5. A "full" fix would be very involved (and maybe not worth the added complexity).
2021-03-25 06:12:14 +00:00
Carter Anderson
80961d1bd0 Fix sparse insert (#1748)
Removing the checks on this line https://github.com/bevyengine/bevy/blob/main/crates/bevy_sprite/src/frustum_culling.rs#L64 and running the "many_sprites" example revealed two corner case bugs in bevy_ecs. The first, a simple and honest missed line introduced in #1471. The other, an insidious monster that has been there since the ECS v2 rewrite, just waiting for the time to strike:

1. #1471 accidentally removed the "insert" line for sparse set components with the "mutated" bundle state. Re-adding it fixes the problem. I did a slight refactor here to make the implementation simpler and remove a branch.
2. The other issue is nastier. ECS v2 added an "archetype graph". When determining what components were added/mutated during an archetype change, we read the FromBundle edge (which encodes this state) on the "new" archetype.  The problem is that unlike "add edges" which are guaranteed to be unique for a given ("graph node", "bundle id") pair, FromBundle edges are not necessarily unique:

```rust
// OLD_ARCHETYPE -> NEW_ARCHETYPE

// [] -> [usize]
e.insert(2usize);
// [usize] -> [usize, i32]
e.insert(1i32);
// [usize, i32] -> [usize, i32]
e.insert(1i32);
// [usize, i32] -> [usize]
e.remove::<i32>();
// [usize] -> [usize, i32]
e.insert(1i32);
```

Note that the second `e.insert(1i32)` command has a different "archetype graph edge" than the first, but they both lead to the same "new archetype".

The fix here is simple: just remove FromBundle edges because they are broken and store the information in the "add edges", which are guaranteed to be unique.

FromBundle edges were added to cut down on the number of archetype accesses / make the archetype access patterns nicer. But benching this change resulted in no significant perf changes and the addition of get_2_mut() for archetypes resolves the access pattern issue.
2021-03-25 05:56:00 +00:00
TheRawMeatball
78edec2e45 Change State::*_next to *_replace, add proper next (#1676)
In the current impl, next clears out the entire stack and replaces it with a new state. This PR moves this functionality into a replace method, and changes the behavior of next to only change the top state.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-25 03:28:40 +00:00
Aaron Winter
b65ec82d46 Frustum Culling (for Sprites) (#1492)
This PR adds two systems to the sprite module that culls Sprites and AtlasSprites that are not within the camera's view.
This is achieved by removing / adding a new  `Viewable` Component dynamically.

Some of the render queries now use a `With<Viewable>` filter to only process the sprites that are actually on screen, which improves performance drastically for scene swith a large amount of sprites off-screen.

https://streamable.com/vvzh2u

This scene shows a map with a 320x320 tiles, with a grid size of 64p.
This is exactly 102400 Sprites in the entire scene.

Without this PR, this scene runs with 1 to 4 FPS.

With this PR..
.. at 720p, there are around 600 visible sprites and runs at ~215 FPS
.. at 1440p there are around 2000 visible sprites and runs at ~135 FPS

The Systems this PR adds take around 1.2ms (with 100K+ sprites in the scene)

Note:
This is only implemented for Sprites and AtlasTextureSprites.
There is no culling for 3D in this PR.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-24 21:29:53 +00:00
Alexander Sepity
d3e020a1e7 System sets and run criteria v2 (#1675)
I'm opening this prematurely; consider this an RFC that predates RFCs and therefore not super-RFC-like.

This PR does two "big" things: decouple run criteria from system sets, reimagine system sets as weapons of mass system description.

### What it lets us do:

* Reuse run criteria within a stage.
* Pipe output of one run criteria as input to another.
* Assign labels, dependencies, run criteria, and ambiguity sets to many systems at the same time.

### Things already done:
* Decoupled run criteria from system sets.
* Mass system description superpowers to `SystemSet`.
* Implemented `RunCriteriaDescriptor`.
* Removed `VirtualSystemSet`.
* Centralized all run criteria of `SystemStage`.
* Extended system descriptors with per-system run criteria.
* `.before()` and `.after()` for run criteria.
* Explicit order between state driver and related run criteria. Fixes #1672.
* Opt-in run criteria deduplication; default behavior is to panic.
* Labels (not exposed) for state run criteria; state run criteria are deduplicated.

### API issues that need discussion:

* [`FixedTimestep::step(1.0).label("my label")`](eaccf857cd/crates/bevy_ecs/src/schedule/run_criteria.rs (L120-L122)) and [`FixedTimestep::step(1.0).with_label("my label")`](eaccf857cd/crates/bevy_core/src/time/fixed_timestep.rs (L86-L89)) are both valid but do very different things.

---

I will try to maintain this post up-to-date as things change. Do check the diffs in "edited" thingy from time to time.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-24 20:11:55 +00:00
TheRawMeatball
10ef750899 Expose resource change detection on World (#1715) 2021-03-24 01:00:13 +00:00
François
248ec1ed95 update rectangle-pack to latest release (#1742)
update to release of rectangle-pack  0.3.0 after #1741
2021-03-24 00:21:37 +00:00
François
9ae56e8604 update for rectangle-pack 0.2.1 (fix CI) (#1741)
crate `rectangle-pack` just published version 0.2.1 with a breaking change: c9ecd58f7a

I also opened an issue on their repo so that they are aware of it: https://github.com/chinedufn/rectangle-pack/issues/3
2021-03-23 19:07:33 +00:00
TheRawMeatball
47004dfcb4 Added remove_non_send to World (#1716)
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-23 00:41:54 +00:00
Carter Anderson
81b53d15d4 Make Commands and World apis consistent (#1703)
Resolves #1253 #1562

This makes the Commands apis consistent with World apis. This moves to a "type state" pattern (like World) where the "current entity" is stored in an `EntityCommands` builder.

In general this tends to cuts down on indentation and line count. It comes at the cost of needing to type `commands` more and adding more semicolons to terminate expressions.

I also added `spawn_bundle` to Commands because this is a common enough operation that I think its worth providing a shorthand.
2021-03-23 00:23:40 +00:00
Jakob Hellermann
2dd2e5e9fe make ComponentTicks::set_changed public (#1711)
fixes #1710
2021-03-22 18:49:26 +00:00
Jonas Matser
cd8025d0a7 Remove remaining camerapos bindings (#1708)
Fixes #1706

@JeanMertz already solved it. I just ran all examples and tests.
2021-03-22 18:10:35 +00:00
dependabot[bot]
42924d2227 Update fixedbitset requirement from 0.3 to 0.4 (#1726)
Updates the requirements on [fixedbitset](https://github.com/bluss/fixedbitset) to permit the latest version.
<details>
<summary>Commits</summary>
<ul>
<li>See full diff in <a href="https://github.com/bluss/fixedbitset/commits">compare view</a></li>
</ul>
</details>
<br />


Dependabot will resolve any conflicts with this PR as long as you don't alter it yourself. You can also trigger a rebase manually by commenting `@dependabot rebase`.

[//]: # (dependabot-automerge-start)
[//]: # (dependabot-automerge-end)

---

<details>
<summary>Dependabot commands and options</summary>
<br />

You can trigger Dependabot actions by commenting on this PR:
- `@dependabot rebase` will rebase this PR
- `@dependabot recreate` will recreate this PR, overwriting any edits that have been made to it
- `@dependabot merge` will merge this PR after your CI passes on it
- `@dependabot squash and merge` will squash and merge this PR after your CI passes on it
- `@dependabot cancel merge` will cancel a previously requested merge and block automerging
- `@dependabot reopen` will reopen this PR if it is closed
- `@dependabot close` will close this PR and stop Dependabot recreating it. You can achieve the same result by closing it manually
- `@dependabot ignore this major version` will close this PR and stop Dependabot creating any more for this major version (unless you reopen the PR or upgrade to it yourself)
- `@dependabot ignore this minor version` will close this PR and stop Dependabot creating any more for this minor version (unless you reopen the PR or upgrade to it yourself)
- `@dependabot ignore this dependency` will close this PR and stop Dependabot creating any more for this dependency (unless you reopen the PR or upgrade to it yourself)


</details>
2021-03-22 07:06:04 +00:00
Jonas Matser
45b2db7070 Rebase of existing PBR work (#1554)
This is a rebase of StarArawns PBR work from #261 with IngmarBitters work from #1160 cherry-picked on top.

I had to make a few minor changes to make some intermediate commits compile and the end result is not yet 100% what I expected, so there's a bit more work to do.

Co-authored-by: John Mitchell <toasterthegamer@gmail.com>
Co-authored-by: Ingmar Bitter <ingmar.bitter@gmail.com>
2021-03-20 03:22:33 +00:00
Carter Anderson
b6be8a5314 Fix table reserve logic (#1698)
Fixes #1692
Alternative to #1696

This ensures that the capacity actually grows in increments of grow_amount, and also ensures that Table capacity is always <= column and entity vec capacity.

Debug logs that describe the new logic (running the example in #1692)
[out.txt](https://github.com/bevyengine/bevy/files/6173808/out.txt)
2021-03-19 23:32:31 +00:00
MinerSebas
c78b76bba8 Provide better size_hint for QueryIter (#1697)
This PR overrides the default size_hint for QueryIter.
This is mainly done to provide inline documentation of Issue #1686.
2021-03-19 20:52:44 +00:00
Carter Anderson
dd4a196329 Flexible camera bindings (#1689)
Alternative to #1203 and #1611

Camera bindings have historically been "hacked in". They were _required_ in all shaders and only supported a single Mat4. PBR (#1554) requires the CameraView matrix, but adding this using the "hacked" method forced users to either include all possible camera data in a single binding (#1203) or include all possible bindings (#1611).

This approach instead assigns each "active camera" its own RenderResourceBindings, which are populated by CameraNode. The PassNode then retrieves (and initializes) the relevant bind groups for all render pipelines used by visible entities. 

* Enables any number of camera bindings , including zero (with any set or binding number ... set 0 should still be used to avoid rebinds).
* Renames Camera binding to CameraViewProj
* Adds CameraView binding
2021-03-19 20:36:40 +00:00
Alice Cecile
6121e5f933 Reliable change detection (#1471)
# Problem Definition

The current change tracking (via flags for both components and resources) fails to detect changes made by systems that are scheduled to run earlier in the frame than they are.

This issue is discussed at length in [#68](https://github.com/bevyengine/bevy/issues/68) and [#54](https://github.com/bevyengine/bevy/issues/54).

This is very much a draft PR, and contributions are welcome and needed.

# Criteria
1. Each change is detected at least once, no matter the ordering.
2. Each change is detected at most once, no matter the ordering.
3. Changes should be detected the same frame that they are made.
4. Competitive ergonomics. Ideally does not require opting-in.
5. Low CPU overhead of computation.
6. Memory efficient. This must not increase over time, except where the number of entities / resources does.
7. Changes should not be lost for systems that don't run.
8. A frame needs to act as a pure function. Given the same set of entities / components it needs to produce the same end state without side-effects.

**Exact** change-tracking proposals satisfy criteria 1 and 2.
**Conservative** change-tracking proposals satisfy criteria 1 but not 2.
**Flaky** change tracking proposals satisfy criteria 2 but not 1.

# Code Base Navigation

There are three types of flags: 
- `Added`: A piece of data was added to an entity / `Resources`.
- `Mutated`: A piece of data was able to be modified, because its `DerefMut` was accessed
- `Changed`: The bitwise OR of `Added` and `Changed`

The special behavior of `ChangedRes`, with respect to the scheduler is being removed in [#1313](https://github.com/bevyengine/bevy/pull/1313) and does not need to be reproduced.

`ChangedRes` and friends can be found in "bevy_ecs/core/resources/resource_query.rs".

The `Flags` trait for Components can be found in "bevy_ecs/core/query.rs".

`ComponentFlags` are stored in "bevy_ecs/core/archetypes.rs", defined on line 446.

# Proposals

**Proposal 5 was selected for implementation.**

## Proposal 0: No Change Detection

The baseline, where computations are performed on everything regardless of whether it changed.

**Type:** Conservative

**Pros:**
- already implemented
- will never miss events
- no overhead

**Cons:**
- tons of repeated work
- doesn't allow users to avoid repeating work (or monitoring for other changes)

## Proposal 1: Earlier-This-Tick Change Detection

The current approach as of Bevy 0.4. Flags are set, and then flushed at the end of each frame.

**Type:** Flaky

**Pros:**
- already implemented
- simple to understand
- low memory overhead (2 bits per component)
- low time overhead (clear every flag once per frame)

**Cons:**
- misses systems based on ordering
- systems that don't run every frame miss changes
- duplicates detection when looping
- can lead to unresolvable circular dependencies

## Proposal 2: Two-Tick Change Detection

Flags persist for two frames, using a double-buffer system identical to that used in events.

A change is observed if it is found in either the current frame's list of changes or the previous frame's.

**Type:** Conservative

**Pros:**
- easy to understand
- easy to implement
- low memory overhead (4 bits per component)
- low time overhead (bit mask and shift every flag once per frame)

**Cons:**
- can result in a great deal of duplicated work
- systems that don't run every frame miss changes
- duplicates detection when looping

## Proposal 3: Last-Tick Change Detection

Flags persist for two frames, using a double-buffer system identical to that used in events.

A change is observed if it is found in the previous frame's list of changes.

**Type:** Exact

**Pros:**
- exact
- easy to understand
- easy to implement
- low memory overhead (4 bits per component)
- low time overhead (bit mask and shift every flag once per frame)

**Cons:**
- change detection is always delayed, possibly causing painful chained delays
- systems that don't run every frame miss changes
- duplicates detection when looping

## Proposal 4: Flag-Doubling Change Detection

Combine Proposal 2 and Proposal 3. Differentiate between `JustChanged` (current behavior) and `Changed` (Proposal 3).

Pack this data into the flags according to [this implementation proposal](https://github.com/bevyengine/bevy/issues/68#issuecomment-769174804).

**Type:** Flaky + Exact

**Pros:**
- allows users to acc
- easy to implement
- low memory overhead (4 bits per component)
- low time overhead (bit mask and shift every flag once per frame)

**Cons:**
- users must specify the type of change detection required
- still quite fragile to system ordering effects when using the flaky `JustChanged` form
- cannot get immediate + exact results
- systems that don't run every frame miss changes
- duplicates detection when looping

## [SELECTED] Proposal 5: Generation-Counter Change Detection

A global counter is increased after each system is run. Each component saves the time of last mutation, and each system saves the time of last execution. Mutation is detected when the component's counter is greater than the system's counter. Discussed [here](https://github.com/bevyengine/bevy/issues/68#issuecomment-769174804). How to handle addition detection is unsolved; the current proposal is to use the highest bit of the counter as in proposal 1.

**Type:** Exact (for mutations), flaky (for additions)

**Pros:**
- low time overhead (set component counter on access, set system counter after execution)
- robust to systems that don't run every frame
- robust to systems that loop

**Cons:**
- moderately complex implementation
- must be modified as systems are inserted dynamically
- medium memory overhead (4 bytes per component + system)
- unsolved addition detection

## Proposal 6: System-Data Change Detection

For each system, track which system's changes it has seen. This approach is only worth fully designing and implementing if Proposal 5 fails in some way.  

**Type:** Exact

**Pros:**
- exact
- conceptually simple

**Cons:**
- requires storing data on each system
- implementation is complex
- must be modified as systems are inserted dynamically

## Proposal 7: Total-Order Change Detection

Discussed [here](https://github.com/bevyengine/bevy/issues/68#issuecomment-754326523). This proposal is somewhat complicated by the new scheduler, but I believe it should still be conceptually feasible. This approach is only worth fully designing and implementing if Proposal 5 fails in some way.  

**Type:** Exact

**Pros:**
- exact
- efficient data storage relative to other exact proposals

**Cons:**
- requires access to the scheduler
- complex implementation and difficulty grokking
- must be modified as systems are inserted dynamically

# Tests

- We will need to verify properties 1, 2, 3, 7 and 8. Priority: 1 > 2 = 3 > 8 > 7
- Ideally we can use identical user-facing syntax for all proposals, allowing us to re-use the same syntax for each.
- When writing tests, we need to carefully specify order using explicit dependencies.
- These tests will need to be duplicated for both components and resources.
- We need to be sure to handle cases where ambiguous system orders exist.

`changing_system` is always the system that makes the changes, and `detecting_system` always detects the changes.

The component / resource changed will be simple boolean wrapper structs.

## Basic Added / Mutated / Changed

2 x 3 design:
- Resources vs. Components
- Added vs. Changed vs. Mutated
- `changing_system` runs before `detecting_system`
- verify at the end of tick 2

## At Least Once

2 x 3 design:
- Resources vs. Components
- Added vs. Changed vs. Mutated
- `changing_system` runs after `detecting_system`
- verify at the end of tick 2

## At Most Once

2 x 3 design:
- Resources vs. Components
- Added vs. Changed vs. Mutated
- `changing_system` runs once before `detecting_system`
- increment a counter based on the number of changes detected
- verify at the end of tick 2

## Fast Detection
2 x 3 design:
- Resources vs. Components
- Added vs. Changed vs. Mutated
- `changing_system` runs before `detecting_system`
- verify at the end of tick 1

## Ambiguous System Ordering Robustness
2 x 3 x 2 design:
- Resources vs. Components
- Added vs. Changed vs. Mutated
- `changing_system` runs [before/after] `detecting_system` in tick 1
- `changing_system` runs [after/before] `detecting_system` in tick 2

## System Pausing
2 x 3 design:
- Resources vs. Components
- Added vs. Changed vs. Mutated
- `changing_system` runs in tick 1, then is disabled by run criteria
- `detecting_system` is disabled by run criteria until it is run once during tick 3
- verify at the end of tick 3

## Addition Causes Mutation

2 design:
- Resources vs. Components
- `adding_system_1` adds a component / resource
- `adding system_2` adds the same component / resource
- verify the `Mutated` flag at the end of the tick
- verify the `Added` flag at the end of the tick

First check tests for: https://github.com/bevyengine/bevy/issues/333
Second check tests for: https://github.com/bevyengine/bevy/issues/1443

## Changes Made By Commands

- `adding_system` runs in Update in tick 1, and sends a command to add a component 
- `detecting_system` runs in Update in tick 1 and 2, after `adding_system`
- We can't detect the changes in tick 1, since they haven't been processed yet
- If we were to track these changes as being emitted by `adding_system`, we can't detect the changes in tick 2 either, since `detecting_system` has already run once after `adding_system` :( 

# Benchmarks

See: [general advice](https://github.com/bevyengine/bevy/blob/master/docs/profiling.md), [Criterion crate](https://github.com/bheisler/criterion.rs)

There are several critical parameters to vary: 
1. entity count (1 to 10^9)
2. fraction of entities that are changed (0% to 100%)
3. cost to perform work on changed entities, i.e. workload (1 ns to 1s)

1 and 2 should be varied between benchmark runs. 3 can be added on computationally.

We want to measure:
- memory cost
- run time

We should collect these measurements across several frames (100?) to reduce bootup effects and accurately measure the mean, variance and drift.

Entity-component change detection is much more important to benchmark than resource change detection, due to the orders of magnitude higher number of pieces of data.

No change detection at all should be included in benchmarks as a second control for cases where missing changes is unacceptable.

## Graphs
1. y: performance, x: log_10(entity count), color: proposal, facet: performance metric. Set cost to perform work to 0. 
2. y: run time, x: cost to perform work, color: proposal, facet: fraction changed. Set number of entities to 10^6
3. y: memory, x: frames, color: proposal

# Conclusions
1. Is the theoretical categorization of the proposals correct according to our tests?
2. How does the performance of the proposals compare without any load?
3. How does the performance of the proposals compare with realistic loads?
4. At what workload does more exact change tracking become worth the (presumably) higher overhead?
5. When does adding change-detection to save on work become worthwhile?
6. Is there enough divergence in performance between the best solutions in each class to ship more than one change-tracking solution?

# Implementation Plan

1. Write a test suite.
2. Verify that tests fail for existing approach.
3. Write a benchmark suite.
4. Get performance numbers for existing approach.
5. Implement, test and benchmark various solutions using a Git branch per proposal.
6. Create a draft PR with all solutions and present results to team.
7. Select a solution and replace existing change detection.

Co-authored-by: Brice DAVIER <bricedavier@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-19 17:53:26 +00:00
François
348e2a3d40 documentation on Transform and GlobalTransform (#1687)
fixes #1599 

* Added doc on `Transform` and `GlobalTransform` to describe usage and how `GlobalTransform` is updated
* Documented all methods on `Transform`
* `#[doc(hidden)]` most constructors and methods mutating `GlobalTransform`, documented the other
* Mentioned z-ordering for `Transform` in 2d
2021-03-19 03:54:53 +00:00
Carter Anderson
8d1e52be31 fix dyn warning (#1690)
This is now a warning on nightly.
2021-03-19 02:53:26 +00:00
Zaszi
0a875f647d Derive PartialEq for WindowMode (#1688)
Many a game will provide some sort of video settings where a window mode option is a common inclusion. I ran into problems, however, with [egui's](https://github.com/emilk/egui) `combo_box` that imposes a `PartialEq` necessity. Deriving the trait would fix this problem, and as this does not break any existing API it should be a non-controversial change.
2021-03-18 23:47:34 +00:00
Alec Deason
cd4c684ad5 Fix tiny typo in ambiguity checker message (#1682)
Add one missing word
2021-03-18 01:28:21 +00:00
François
bcd5318247 color spaces and representation (#1572)
`Color` can now be from different color spaces or representation:
- sRGB
- linear RGB
- HSL

This fixes #1193 by allowing the creation of const colors of all types, and writing it to the linear RGB color space for rendering.

I went with an enum after trying with two different types (`Color` and `LinearColor`) to be able to use the different variants in all place where a `Color` is expected.

I also added the HLS representation because:
- I like it
- it's useful for some case, see example `contributors`: I can just change the saturation and lightness while keeping the hue of the color
- I think adding another variant not using `red`, `green`, `blue` makes it clearer there are differences

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-17 23:59:51 +00:00
Alice Cecile
ab0165d20d Improved documentation for Events (#1669)
Explains subtle behavior more explicitly, documents `add_event`, mentions `EventWriter`.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-17 23:42:19 +00:00
Carter Anderson
5fedb6029a Make Reflect impls unsafe (Reflect::any must return self) (#1679)
Fixes #1100 

Implementors must make sure that `Reflect::any` and `Reflect::any_mut` both return the `self` reference passed in (both for logical correctness and downcast safety).
2021-03-17 22:46:46 +00:00
François
107dd73687 update ColorMaterial when Texture changed (#1461)
fixes #1161, fixes #1243

this adds two systems:
- first is keeping an hashmap of textures and their containing color materials, then listening to events on textures to select color materials that should be updated
- second is chained to send a modified event for all color materials that need updating
2021-03-17 19:53:24 +00:00
TheRawMeatball
284889c64b Redo State architecture (#1424)
An alternative to StateStages that uses SystemSets. Also includes pop and push operations since this was originally developed for my personal project which needed them.
2021-03-15 22:12:04 +00:00
Jakob Hellermann
48ee167531 expose stages and system containers (#1647)
This allows third-party plugins to analyze the schedule, e.g. `bevy_mod_picking` can [display a schedule graph](https://github.com/jakobhellermann/bevy_mod_debugdump/tree/schedule-graph#schedule-graph):

![schedule graph](https://raw.githubusercontent.com/jakobhellermann/bevy_mod_debugdump/schedule-graph/docs/schedule_graph.svg)
2021-03-14 20:44:51 +00:00
davier
de55e05669 Fix error in DynamicScene (#1651)
The wrong error was returned when using an unregistered type in a scene, leading to a confusing error message.
2021-03-14 20:02:10 +00:00
Jakob Hellermann
f6ff80c5b1
add Debug, Copy, Clone for all shapes (#1653) 2021-03-14 12:45:00 -07:00
Jakob Hellermann
ac661188c8 better error message: specify which resource is missing (#1648) 2021-03-14 00:36:16 +00:00
François
86e2fc53d0 improve error message when asset type hasn't beed added to app (#1487)
Error message noticed in #1475 

When an asset type hasn't been added to the app but a load was attempted, the error message wasn't helpful:
```
thread 'IO Task Pool (0)' panicked at 'Failed to find AssetLifecycle for label Some("Mesh0/Primitive0"), which has an asset type 8ecbac0f-f545-4473-ad43-e1f4243af51e. Are you sure that is a registered asset type?', /.cargo/git/checkouts/bevy-f7ffde730c324c74/89a41bc/crates/bevy_asset/src/asset_server.rs:435:17
```
means that 
```rust
.add_asset::<bevy::render::prelude::Mesh>()
```
needs to be added.

* type name was not given, only UUID, which may make it hard to identify type across bevy/plugins
* instruction were not helpful as the `register_asset_type` method is not public

new error message:
```
thread 'IO Task Pool (1)' panicked at 'Failed to find AssetLifecycle for label 'Some("Mesh0/Primitive0")', which has an asset type "bevy_render::mesh::mesh::Mesh" (UUID 8ecbac0f-f545-4473-ad43-e1f4243af51e). Are you sure this asset type has been added to your app builder?', /bevy/crates/bevy_asset/src/asset_server.rs:435:17
```
2021-03-14 00:36:15 +00:00
Simon Guillot
aa81aaf3fa Small improvement of code quality of Assets::set* methods (#1649)
As mentioned in #1609.

I'm not sure if this is desirable, but on top of factoring the `set` and `set_untracked` methods I added a warning when the return value of `set` isn't used to mitigate similar issues.

I silenced it for the only occurence where it's currently done  68606934e3/crates/bevy_asset/src/asset_server.rs (L468)
2021-03-14 00:19:44 +00:00
Jasen Borisov
2e72755b8a GLTF loader: support mipmap filters (#1639)
This removes the `GltfError::UnsupportedMinFilter` error.

I don't think this error should have existed in the first place, because it prevents users from using assets that bevy could totally render (without mipmap support as of yet).

It's much better to load the asset properly and then render it (even if it looks a little ugly), than to refuse to load the asset at all, giving users a confusing error.
2021-03-13 18:44:26 +00:00
François
bbb9849506 Replace default method calls from Glam types with explicit const (#1645)
it's a followup of #1550 

I think calling explicit methods/values instead of default makes the code easier to read: "what is `Quat::default()`" vs "Oh, it's `Quat::IDENTITY`"

`Transform::identity()` and `GlobalTransform::identity()` can also be consts and I replaced the calls to their `default()` impl with `identity()`
2021-03-13 18:23:39 +00:00
davier
8acb0d2012 Fix cargo doc warnings (#1640)
Fixes all warnings from `cargo doc --all`.
Those related to code blocks were introduced in #1612, but re-formatting using the experimental features in `rustfmt.toml` doesn't seem to reintroduce them.
2021-03-13 18:23:38 +00:00
François
75ae20dc4a use std clamp instead of Bevy's (#1644)
Rust std's `clamp` has been stabilised in 1.50: https://github.com/rust-lang/rust/issues/44095

This is already the minimum supported version, so no change there 👍
2021-03-13 18:07:14 +00:00
Simon Guillot
785aad92f4 Fix pipeline initialisation of wireframe mode (fixes #1609) (#1623)
More details are in the associated issue #1609.

While looking for the source of this issue, I've noticed that the `set` and `set_untracked` methods aren't really DRY:
68606934e3/crates/bevy_asset/src/assets.rs (L76-L85)

68606934e3/crates/bevy_asset/src/assets.rs (L91-L99)

Shouldn't `set` call `set_untracked`? Also, given the bug that arose from a misusage of these functions, maybe some refactoring is needed?
2021-03-12 22:12:07 +00:00
Alice Cecile
03601db51c Basic documentation for Entities, Components and Systems (#1578)
These are largely targeted at beginners, as `Entity`, `Component` and `System` are the most obvious terms to search when first getting introduced to Bevy.
2021-03-12 19:59:55 +00:00
Jonas Matser
32af4b7dc3 Add separate brightness field to AmbientLight (#1605)
Idea being this would be easier to grasp for end-users. Problem with the logical defaults is this breaks current setups, because light will become 20 times less bright. But most folks won't have customized this resource or will not have used `..Default::default()` due to lack of other fields.
2021-03-12 18:59:24 +00:00
MinerSebas
8a9f475edb Remove the Clippy "-A clippy::manual-strip" override (#1619)
That override was added to support pre 1.45 Versions of Rust, but Bevy requires currently the latest stable rust release.
This means that the reason for the override doesn't apply anymore.
2021-03-12 03:05:14 +00:00
Carter Anderson
68606934e3 remove unsafe get_unchecked (and mut variant) from Tables and Archetypes (#1614)
Removes `get_unchecked` and `get_unchecked_mut` from `Tables` and `Archetypes` collections in favor of safe Index implementations. This fixes a safety error in `Archetypes::get_id_or_insert()` (which previously relied on TableId being valid to be safe ... the alternative was to make that method unsafe too). It also cuts down on a lot of unsafe and makes the code easier to look at. I'm not sure what changed since the last benchmark, but these numbers are more favorable than my last tests of similar changes. I didn't include the Components collection as those severely killed perf last time I tried. But this does inspire me to try again (just in a separate pr)! 

Note that the `simple_insert/bevy_unbatched` benchmark fluctuates a lot on both branches (this was also true for prior versions of bevy). It seems like the allocator has more variance for many small allocations. And `sparse_frag_iter/bevy` operates on such a small scale that 10% fluctuations are common.

Some benches do take a small hit here, but I personally think its worth it.

This also fixes a safety error in Query::for_each_mut, which needed to mutably borrow Query (aaahh!).  

![image](https://user-images.githubusercontent.com/2694663/110726926-2b52eb80-81cf-11eb-9ea3-bff951060c7c.png)
![image](https://user-images.githubusercontent.com/2694663/110726991-4c1b4100-81cf-11eb-9199-ca79bef0b9bd.png)
2021-03-11 18:38:22 +00:00
Carter Anderson
b17f8a4bce format comments (#1612)
Uses the new unstable comment formatting features added to rustfmt.toml.
2021-03-11 00:27:30 +00:00
Carter Anderson
be1c317d4e Resolve (most) internal system ambiguities (#1606)
* Adds labels and orderings to systems that need them (uses the new many-to-many labels for InputSystem)
* Removes the Event, PreEvent, Scene, and Ui stages in favor of First, PreUpdate, and PostUpdate (there is more collapsing potential, such as the Asset stages and _maybe_ removing First, but those have more nuance so they should be handled separately)
* Ambiguity detection now prints component conflicts
* Removed broken change filters from flex calculation (which implicitly relied on the z-update system always modifying translation.z). This will require more work to make it behave as expected so i just removed it (and it was already doing this work every frame).
2021-03-10 22:37:02 +00:00
Martín Maita
e9a501e6b8 Fixes potential panic when unwrapping touch event on Moved phase (#1591)
Should fix https://github.com/bevyengine/bevy/issues/1516.

I don't have any devices available to test this tbh but I feel like this was the only spot that could be causing a panic.

@ptircylinder since you posted this issue, could you please try to run the example on this branch and check if you get the same behavior while using your device? Thank you!
2021-03-10 00:44:45 +00:00
Nathan Stocks
faeccd7a09 Reflection cleanup (#1536)
This is an effort to provide the correct `#[reflect_value(...)]` attributes where they are needed.  

Supersedes #1533 and resolves #1528.

---

I am working under the following assumptions (thanks to @bjorn3 and @Davier for advice here):

- Any `enum` that derives `Reflect` and one or more of { `Serialize`, `Deserialize`, `PartialEq`, `Hash` } needs a `#[reflect_value(...)]` attribute containing the same subset of { `Serialize`, `Deserialize`, `PartialEq`, `Hash` } that is present on the derive.
- Same as above for `struct` and `#[reflect(...)]`, respectively.
- If a `struct` is used as a component, it should also have `#[reflect(Component)]`
- All reflected types should be registered in their plugins

I treated the following as components (added `#[reflect(Component)]` if necessary):
- `bevy_render`
  - `struct RenderLayers`
- `bevy_transform`
  - `struct GlobalTransform`
  - `struct Parent`
  - `struct Transform`
- `bevy_ui`
  - `struct Style`

Not treated as components:
- `bevy_math`
  - `struct Size<T>`
  - `struct Rect<T>`
  - Note: The updates for `Size<T>` and `Rect<T>` in `bevy::math::geometry` required using @Davier's suggestion to add `+ PartialEq` to the trait bound. I then registered the specific types used over in `bevy_ui` such as `Size<Val>`, etc. in `bevy_ui`'s plugin, since `bevy::math` does not contain a plugin.
- `bevy_render`
  - `struct Color`
  - `struct PipelineSpecialization`
  - `struct ShaderSpecialization`
  - `enum PrimitiveTopology`
  - `enum IndexFormat`

Not Addressed:
- I am not searching for components in Bevy that are _not_ reflected. So if there are components that are not reflected that should be reflected, that will need to be figured out in another PR.
- I only added `#[reflect(...)]` or `#[reflect_value(...)]` entries for the set of four traits { `Serialize`, `Deserialize`, `PartialEq`, `Hash` } _if they were derived via `#[derive(...)]`_. I did not look for manual trait implementations of the same set of four, nor did I consider any traits outside the four.  Are those other possibilities something that needs to be looked into?
2021-03-09 23:39:41 +00:00
Alexander Sepity
d51130d4ab Many-to-many system labels (#1576)
* Systems can now have more than one label attached to them.
* System labels no longer have to be unique in the stage.

Code like this is now possible:
```rust
SystemStage::parallel()
    .with_system(system_0.system().label("group one").label("first"))
    .with_system(system_1.system().label("group one").after("first"))
    .with_system(system_2.system().after("group one"))
```

I've opted to use only the system name in ambiguity reporting, which previously was only a fallback; this, obviously, is because labels aren't one-to-one with systems anymore. We could allow users to name systems to improve this; we'll then have to think about whether or not we want to allow using the name as a label (this would, effectively, introduce implicit labelling, not all implications of which are clear to me yet wrt many-to-many labels).

Dependency cycle errors are reported using the system names and only the labels that form the cycle, with each system-system "edge" in the cycle represented as one or several labels.

Slightly unrelated: `.before()` and `.after()` with a label not attached to any system no longer crashes, and logs a warning instead. This is necessary to, for example, allow plugins to specify execution order with systems of potentially missing other plugins.
2021-03-09 23:08:34 +00:00
TheRawMeatball
ea9c7d58ff Fix label macro for types with generics (#1498)
Fixes #1497

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-09 03:49:48 +00:00
TheRawMeatball
9d60563adf Query::get_unique (#1263)
Adds `get_unique` and `get_unique_mut` to extend the query api and cover a common use case. Also establishes a second impl block where non-core APIs that don't access the internal fields of queries can live.
2021-03-08 21:21:47 +00:00
Jasen Borisov
13aef05038 impl SystemParam for Option<Res<T>> / Option<ResMut<T>> (#1494)
This allows users to write systems that do not panic if a resource does not exist at runtime (such as if it has not been inserted yet).

This is a copy-paste of the impls for `Res` and `ResMut`, with an extra check to see if the resource exists.

There might be a cleaner way to do it than this check. I don't know.
2021-03-08 20:12:22 +00:00
TheRawMeatball
d9b8b3e618 Add EventWriter (#1575)
This adds a `EventWriter<T>` `SystemParam` that is just a thin wrapper around `ResMut<Events<T>>`. This is primarily to have API symmetry between the reader and writer, and has the added benefit of easily improving the API later with no breaking changes.
2021-03-07 20:42:04 +00:00
Joshua J. Bouw
2b0a48d945 feat: clone indices (#1574)
Super simple and straight forward. I need this for the tilemap because if I need to update all chunk indices, then I can calculate it once and clone it. Of course, for now I'm just returning the Vec itself then wrapping it but would be nice if I didn't have to do that.
2021-03-07 19:50:20 +00:00
François
58d687b86d fix flip of contributor bird (#1573)
Since 89217171b4, some birds in example `contributors` where not colored.

Fix is to use `flip_x` of `Sprite` instead of setting `transform.scale.x` to `-1` as described in #1407.


It may be an unintended side effect, as now we can't easily display a colored sprite while changing it's scale from `1` to `-1`, we would have to change it's scale from `1` to `0`, then flip it, then change scale from `0` to `1`.
2021-03-07 19:50:19 +00:00
Jonas Matser
a7308155ee Make TypeRegistration::get_short_name() pub (#1571)
This would allow for example `bevy_mod_debugdump` to use it, instead of custom typename shortening.
2021-03-07 19:50:18 +00:00
François
dabf419095 update archetypes if needed before running system in SingleThreadedExecutor (#1586)
fixes #1585 

I copied most of the logic from the `ParallelSystemExecutor` impl, simplifying it a little as systems can't run in parallel
2021-03-07 19:32:19 +00:00
Cameron Hart
f61e44db28 Update glam to 0.13.0. (#1550)
See https://github.com/bitshifter/glam-rs/blob/master/CHANGELOG.md for details on changes.

Co-authored-by: Cameron Hart <c_hart@wargaming.net>
2021-03-06 19:39:16 +00:00
Carter Anderson
0eba5f38b9 update hexasphere to 3.2 (#1577) 2021-03-06 19:23:04 +00:00
Alice Cecile
03e0a9f23e Docs for Bundle showing how to nest bundles (#1570)
I've also added a clearer description of what bundles are used for, and explained that you can't query for bundles (a very common beginner confusion).

Co-authored-by: MinerSebas <scherthan_sebastian@web.de>
Co-authored-by: Renato Caldas <renato@calgera.com>
2021-03-06 01:57:03 +00:00
sdfgeoff
006848311c Documented some of the Mesh properties (#1566)
I was fiddling with creating a mesh importer today, and decided to write some more docs. 

A lot of this is describing general renderer/GL stuff, so you'll probably find most of it self explanatory anyway, but perhaps it will be useful for someone.
2021-03-06 01:57:02 +00:00
sdfgeoff
64b29617d6 Added documentation on the query filters (#1553)
This documents both the non-obvious interaction with non-explicit system ordering
and adds examples for Changed and Added. This likely closes #1551
2021-03-06 01:57:01 +00:00
Renato Caldas
87399c3560 Fix staging buffer required size calculation (fixes #1056) (#1509)
Fix staging buffer required size calculation (fixes #1056)

The `required_staging_buffer_size` is currently calculated differently in two places, each will be correct in different situations:

* `prepare_staging_buffers()` based on actual `buffer_byte_len()`
* `set_required_staging_buffer_size_to_max()` based on item_size

In the case of render assets, `prepare_staging_buffers()` would only operate over changed assets. If some of the assets didn't change, their size wouldn't be taken into account for the `required_staging_buffer_size`. In some cases, this meant the buffers wouldn't be resized when they should. Now `prepare_staging_buffers()` is called over all assets, which may hit performance but at least gets the size right.

Shortly after `prepare_staging_buffers()`,  `set_required_staging_buffer_size_to_max()` would unconditionally overwrite the previously computed value, even if using `item_size` made no sense. Now it only overwrites the value if bigger.

This can be considered a short term hack, but should prevent a few hard to debug panics.
2021-03-06 01:42:57 +00:00
MinerSebas
b2d654cbf6 Use rand 0.8 again (#1567)
#1525 accidentally moved back to rand 0.7
2021-03-06 00:53:42 +00:00
Chris Janaqi
ab407aa697 ♻️ Timer refactor to duration. Add Stopwatch struct. (#1151)
This pull request is following the discussion on the issue #1127. Additionally, it integrates the change proposed by #1112.

The list of change of this pull request:

*  Add `Timer::times_finished` method that counts the number of wraps for repeating timers.
* ♻️ Refactored `Timer`
* 🐛 Fix a bug where 2 successive calls to `Timer::tick` which makes a repeating timer to finish makes `Timer::just_finished` to return `false` where it should return `true`. Minimal failing example:
```rust
use bevy::prelude::*;
let mut timer: Timer<()> = Timer::from_seconds(1.0, true);
timer.tick(1.5);
assert!(timer.finished());
assert!(timer.just_finished());
timer.tick(1.5);
assert!(timer.finished());
assert!(timer.just_finished()); // <- This fails where it should not
```
* 📚 Add extensive documentation for Timer with doc examples.
*  Add a `Stopwatch` struct similar to `Timer` with extensive doc and tests.

Even if the type specialization is not retained for bevy, the doc, bugfix and added method are worth salvaging 😅.
This is my first PR for bevy, please be kind to me ❤️ .

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-05 19:59:14 +00:00
Jakob Hellermann
4686437d7a add Or back to prelude (#1564)
The bevy ecs v2 rewrite seems to have removed the `Or` query filter from the prelude, which I assume was done on accident, since `With` and `Without` are still there.
2021-03-05 18:33:20 +00:00
Carter Anderson
3a2a68852c Bevy ECS V2 (#1525)
# Bevy ECS V2

This is a rewrite of Bevy ECS (basically everything but the new executor/schedule, which are already awesome). The overall goal was to improve the performance and versatility of Bevy ECS. Here is a quick bulleted list of changes before we dive into the details:

* Complete World rewrite
* Multiple component storage types:
    * Tables: fast cache friendly iteration, slower add/removes (previously called Archetypes)
    * Sparse Sets: fast add/remove, slower iteration
* Stateful Queries (caches query results for faster iteration. fragmented iteration is _fast_ now)
* Stateful System Params (caches expensive operations. inspired by @DJMcNab's work in #1364)
* Configurable System Params (users can set configuration when they construct their systems. once again inspired by @DJMcNab's work)
* Archetypes are now "just metadata", component storage is separate
* Archetype Graph (for faster archetype changes)
* Component Metadata
    * Configure component storage type
    * Retrieve information about component size/type/name/layout/send-ness/etc
    * Components are uniquely identified by a densely packed ComponentId
    * TypeIds are now totally optional (which should make implementing scripting easier)
* Super fast "for_each" query iterators
* Merged Resources into World. Resources are now just a special type of component
* EntityRef/EntityMut builder apis (more efficient and more ergonomic)
* Fast bitset-backed `Access<T>` replaces old hashmap-based approach everywhere
* Query conflicts are determined by component access instead of archetype component access (to avoid random failures at runtime)
    * With/Without are still taken into account for conflicts, so this should still be comfy to use
* Much simpler `IntoSystem` impl
* Significantly reduced the amount of hashing throughout the ecs in favor of Sparse Sets (indexed by densely packed ArchetypeId, ComponentId, BundleId, and TableId)
* Safety Improvements
    * Entity reservation uses a normal world reference instead of unsafe transmute
    * QuerySets no longer transmute lifetimes
    * Made traits "unsafe" where relevant
    * More thorough safety docs
* WorldCell
    * Exposes safe mutable access to multiple resources at a time in a World 
* Replaced "catch all" `System::update_archetypes(world: &World)` with `System::new_archetype(archetype: &Archetype)`
* Simpler Bundle implementation
* Replaced slow "remove_bundle_one_by_one" used as fallback for Commands::remove_bundle with fast "remove_bundle_intersection"
* Removed `Mut<T>` query impl. it is better to only support one way: `&mut T` 
* Removed with() from `Flags<T>` in favor of `Option<Flags<T>>`, which allows querying for flags to be "filtered" by default 
* Components now have is_send property (currently only resources support non-send)
* More granular module organization
* New `RemovedComponents<T>` SystemParam that replaces `query.removed::<T>()`
* `world.resource_scope()` for mutable access to resources and world at the same time
* WorldQuery and QueryFilter traits unified. FilterFetch trait added to enable "short circuit" filtering. Auto impled for cases that don't need it
* Significantly slimmed down SystemState in favor of individual SystemParam state
* System Commands changed from `commands: &mut Commands` back to `mut commands: Commands` (to allow Commands to have a World reference)

Fixes #1320

## `World` Rewrite

This is a from-scratch rewrite of `World` that fills the niche that `hecs` used to. Yes, this means Bevy ECS is no longer a "fork" of hecs. We're going out our own!

(the only shared code between the projects is the entity id allocator, which is already basically ideal)

A huge shout out to @SanderMertens (author of [flecs](https://github.com/SanderMertens/flecs)) for sharing some great ideas with me (specifically hybrid ecs storage and archetype graphs). He also helped advise on a number of implementation details.

## Component Storage (The Problem)

Two ECS storage paradigms have gained a lot of traction over the years:

* **Archetypal ECS**: 
    * Stores components in "tables" with static schemas. Each "column" stores components of a given type. Each "row" is an entity.
    * Each "archetype" has its own table. Adding/removing an entity's component changes the archetype.
    * Enables super-fast Query iteration due to its cache-friendly data layout
    * Comes at the cost of more expensive add/remove operations for an Entity's components, because all components need to be copied to the new archetype's "table"
* **Sparse Set ECS**:
    * Stores components of the same type in densely packed arrays, which are sparsely indexed by densely packed unsigned integers (Entity ids)
    * Query iteration is slower than Archetypal ECS because each entity's component could be at any position in the sparse set. This "random access" pattern isn't cache friendly. Additionally, there is an extra layer of indirection because you must first map the entity id to an index in the component array.
    * Adding/removing components is a cheap, constant time operation 

Bevy ECS V1, hecs, legion, flec, and Unity DOTS are all "archetypal ecs-es". I personally think "archetypal" storage is a good default for game engines. An entity's archetype doesn't need to change frequently in general, and it creates "fast by default" query iteration (which is a much more common operation). It is also "self optimizing". Users don't need to think about optimizing component layouts for iteration performance. It "just works" without any extra boilerplate.

Shipyard and EnTT are "sparse set ecs-es". They employ "packing" as a way to work around the "suboptimal by default" iteration performance for specific sets of components. This helps, but I didn't think this was a good choice for a general purpose engine like Bevy because:

1. "packs" conflict with each other. If bevy decides to internally pack the Transform and GlobalTransform components, users are then blocked if they want to pack some custom component with Transform.
2. users need to take manual action to optimize

Developers selecting an ECS framework are stuck with a hard choice. Select an "archetypal" framework with "fast iteration everywhere" but without the ability to cheaply add/remove components, or select a "sparse set" framework to cheaply add/remove components but with slower iteration performance.

## Hybrid Component Storage (The Solution)

In Bevy ECS V2, we get to have our cake and eat it too. It now has _both_ of the component storage types above (and more can be added later if needed):

* **Tables** (aka "archetypal" storage)
    * The default storage. If you don't configure anything, this is what you get
    * Fast iteration by default
    * Slower add/remove operations
* **Sparse Sets**
    * Opt-in
    * Slower iteration
    * Faster add/remove operations

These storage types complement each other perfectly. By default Query iteration is fast. If developers know that they want to add/remove a component at high frequencies, they can set the storage to "sparse set":

```rust
world.register_component(
    ComponentDescriptor:🆕:<MyComponent>(StorageType::SparseSet)
).unwrap();
```

## Archetypes

Archetypes are now "just metadata" ... they no longer store components directly. They do store:

* The `ComponentId`s of each of the Archetype's components (and that component's storage type)
    * Archetypes are uniquely defined by their component layouts
    * For example: entities with "table" components `[A, B, C]` _and_ "sparse set" components `[D, E]` will always be in the same archetype.
* The `TableId` associated with the archetype
    * For now each archetype has exactly one table (which can have no components),
    * There is a 1->Many relationship from Tables->Archetypes. A given table could have any number of archetype components stored in it:
        * Ex: an entity with "table storage" components `[A, B, C]` and "sparse set" components `[D, E]` will share the same `[A, B, C]` table as an entity with `[A, B, C]` table component and `[F]` sparse set components.
        * This 1->Many relationship is how we preserve fast "cache friendly" iteration performance when possible (more on this later)
* A list of entities that are in the archetype and the row id of the table they are in
* ArchetypeComponentIds
    * unique densely packed identifiers for (ArchetypeId, ComponentId) pairs
    * used by the schedule executor for cheap system access control
* "Archetype Graph Edges" (see the next section)  

## The "Archetype Graph"

Archetype changes in Bevy (and a number of other archetypal ecs-es) have historically been expensive to compute. First, you need to allocate a new vector of the entity's current component ids, add or remove components based on the operation performed, sort it (to ensure it is order-independent), then hash it to find the archetype (if it exists). And thats all before we get to the _already_ expensive full copy of all components to the new table storage.

The solution is to build a "graph" of archetypes to cache these results. @SanderMertens first exposed me to the idea (and he got it from @gjroelofs, who came up with it). They propose adding directed edges between archetypes for add/remove component operations. If `ComponentId`s are densely packed, you can use sparse sets to cheaply jump between archetypes.

Bevy takes this one step further by using add/remove `Bundle` edges instead of `Component` edges. Bevy encourages the use of `Bundles` to group add/remove operations. This is largely for "clearer game logic" reasons, but it also helps cut down on the number of archetype changes required. `Bundles` now also have densely-packed `BundleId`s. This allows us to use a _single_ edge for each bundle operation (rather than needing to traverse N edges ... one for each component). Single component operations are also bundles, so this is strictly an improvement over a "component only" graph.

As a result, an operation that used to be _heavy_ (both for allocations and compute) is now two dirt-cheap array lookups and zero allocations.

## Stateful Queries

World queries are now stateful. This allows us to:

1. Cache archetype (and table) matches
    * This resolves another issue with (naive) archetypal ECS: query performance getting worse as the number of archetypes goes up (and fragmentation occurs).
2. Cache Fetch and Filter state
    * The expensive parts of fetch/filter operations (such as hashing the TypeId to find the ComponentId) now only happen once when the Query is first constructed
3. Incrementally build up state
    * When new archetypes are added, we only process the new archetypes (no need to rebuild state for old archetypes)

As a result, the direct `World` query api now looks like this:

```rust
let mut query = world.query::<(&A, &mut B)>();
for (a, mut b) in query.iter_mut(&mut world) {
}
```

Requiring `World` to generate stateful queries (rather than letting the `QueryState` type be constructed separately) allows us to ensure that _all_ queries are properly initialized (and the relevant world state, such as ComponentIds). This enables QueryState to remove branches from its operations that check for initialization status (and also enables query.iter() to take an immutable world reference because it doesn't need to initialize anything in world).

However in systems, this is a non-breaking change. State management is done internally by the relevant SystemParam.

## Stateful SystemParams

Like Queries, `SystemParams` now also cache state. For example, `Query` system params store the "stateful query" state mentioned above. Commands store their internal `CommandQueue`. This means you can now safely use as many separate `Commands` parameters in your system as you want. `Local<T>` system params store their `T` value in their state (instead of in Resources). 

SystemParam state also enabled a significant slim-down of SystemState. It is much nicer to look at now.

Per-SystemParam state naturally insulates us from an "aliased mut" class of errors we have hit in the past (ex: using multiple `Commands` system params).

(credit goes to @DJMcNab for the initial idea and draft pr here #1364)

## Configurable SystemParams

@DJMcNab also had the great idea to make SystemParams configurable. This allows users to provide some initial configuration / values for system parameters (when possible). Most SystemParams have no config (the config type is `()`), but the `Local<T>` param now supports user-provided parameters:

```rust

fn foo(value: Local<usize>) {    
}

app.add_system(foo.system().config(|c| c.0 = Some(10)));
```

## Uber Fast "for_each" Query Iterators

Developers now have the choice to use a fast "for_each" iterator, which yields ~1.5-3x iteration speed improvements for "fragmented iteration", and minor ~1.2x iteration speed improvements for unfragmented iteration. 

```rust
fn system(query: Query<(&A, &mut B)>) {
    // you now have the option to do this for a speed boost
    query.for_each_mut(|(a, mut b)| {
    });

    // however normal iterators are still available
    for (a, mut b) in query.iter_mut() {
    }
}
```

I think in most cases we should continue to encourage "normal" iterators as they are more flexible and more "rust idiomatic". But when that extra "oomf" is needed, it makes sense to use `for_each`.

We should also consider using `for_each` for internal bevy systems to give our users a nice speed boost (but that should be a separate pr).

## Component Metadata

`World` now has a `Components` collection, which is accessible via `world.components()`. This stores mappings from `ComponentId` to `ComponentInfo`, as well as `TypeId` to `ComponentId` mappings (where relevant). `ComponentInfo` stores information about the component, such as ComponentId, TypeId, memory layout, send-ness (currently limited to resources), and storage type.

## Significantly Cheaper `Access<T>`

We used to use `TypeAccess<TypeId>` to manage read/write component/archetype-component access. This was expensive because TypeIds must be hashed and compared individually. The parallel executor got around this by "condensing" type ids into bitset-backed access types. This worked, but it had to be re-generated from the `TypeAccess<TypeId>`sources every time archetypes changed.

This pr removes TypeAccess in favor of faster bitset access everywhere. We can do this thanks to the move to densely packed `ComponentId`s and `ArchetypeComponentId`s.

## Merged Resources into World

Resources had a lot of redundant functionality with Components. They stored typed data, they had access control, they had unique ids, they were queryable via SystemParams, etc. In fact the _only_ major difference between them was that they were unique (and didn't correlate to an entity).

Separate resources also had the downside of requiring a separate set of access controls, which meant the parallel executor needed to compare more bitsets per system and manage more state.

I initially got the "separate resources" idea from `legion`. I think that design was motivated by the fact that it made the direct world query/resource lifetime interactions more manageable. It certainly made our lives easier when using Resources alongside hecs/bevy_ecs. However we already have a construct for safely and ergonomically managing in-world lifetimes: systems (which use `Access<T>` internally).

This pr merges Resources into World:

```rust
world.insert_resource(1);
world.insert_resource(2.0);
let a = world.get_resource::<i32>().unwrap();
let mut b = world.get_resource_mut::<f64>().unwrap();
*b = 3.0;
```

Resources are now just a special kind of component. They have their own ComponentIds (and their own resource TypeId->ComponentId scope, so they don't conflict wit components of the same type). They are stored in a special "resource archetype", which stores components inside the archetype using a new `unique_components` sparse set (note that this sparse set could later be used to implement Tags). This allows us to keep the code size small by reusing existing datastructures (namely Column, Archetype, ComponentFlags, and ComponentInfo). This allows us the executor to use a single `Access<ArchetypeComponentId>` per system. It should also make scripting language integration easier.

_But_ this merge did create problems for people directly interacting with `World`. What if you need mutable access to multiple resources at the same time? `world.get_resource_mut()` borrows World mutably!

## WorldCell

WorldCell applies the `Access<ArchetypeComponentId>` concept to direct world access:

```rust
let world_cell = world.cell();
let a = world_cell.get_resource_mut::<i32>().unwrap();
let b = world_cell.get_resource_mut::<f64>().unwrap();
```

This adds cheap runtime checks (a sparse set lookup of `ArchetypeComponentId` and a counter) to ensure that world accesses do not conflict with each other. Each operation returns a `WorldBorrow<'w, T>` or `WorldBorrowMut<'w, T>` wrapper type, which will release the relevant ArchetypeComponentId resources when dropped.

World caches the access sparse set (and only one cell can exist at a time), so `world.cell()` is a cheap operation. 

WorldCell does _not_ use atomic operations. It is non-send, does a mutable borrow of world to prevent other accesses, and uses a simple `Rc<RefCell<ArchetypeComponentAccess>>` wrapper in each WorldBorrow pointer. 

The api is currently limited to resource access, but it can and should be extended to queries / entity component access.

## Resource Scopes

WorldCell does not yet support component queries, and even when it does there are sometimes legitimate reasons to want a mutable world ref _and_ a mutable resource ref (ex: bevy_render and bevy_scene both need this). In these cases we could always drop down to the unsafe `world.get_resource_unchecked_mut()`, but that is not ideal!

Instead developers can use a "resource scope"

```rust
world.resource_scope(|world: &mut World, a: &mut A| {
})
```

This temporarily removes the `A` resource from `World`, provides mutable pointers to both, and re-adds A to World when finished. Thanks to the move to ComponentIds/sparse sets, this is a cheap operation.

If multiple resources are required, scopes can be nested. We could also consider adding a "resource tuple" to the api if this pattern becomes common and the boilerplate gets nasty.

## Query Conflicts Use ComponentId Instead of ArchetypeComponentId

For safety reasons, systems cannot contain queries that conflict with each other without wrapping them in a QuerySet. On bevy `main`, we use ArchetypeComponentIds to determine conflicts. This is nice because it can take into account filters:

```rust
// these queries will never conflict due to their filters
fn filter_system(a: Query<&mut A, With<B>>, b: Query<&mut B, Without<B>>) {
}
```

But it also has a significant downside:
```rust
// these queries will not conflict _until_ an entity with A, B, and C is spawned
fn maybe_conflicts_system(a: Query<(&mut A, &C)>, b: Query<(&mut A, &B)>) {
}
```

The system above will panic at runtime if an entity with A, B, and C is spawned. This makes it hard to trust that your game logic will run without crashing.

In this pr, I switched to using `ComponentId` instead. This _is_ more constraining. `maybe_conflicts_system` will now always fail, but it will do it consistently at startup. Naively, it would also _disallow_ `filter_system`, which would be a significant downgrade in usability. Bevy has a number of internal systems that rely on disjoint queries and I expect it to be a common pattern in userspace.

To resolve this, I added a new `FilteredAccess<T>` type, which wraps `Access<T>` and adds with/without filters. If two `FilteredAccess` have with/without values that prove they are disjoint, they will no longer conflict.

## EntityRef / EntityMut

World entity operations on `main` require that the user passes in an `entity` id to each operation:

```rust
let entity = world.spawn((A, )); // create a new entity with A
world.get::<A>(entity);
world.insert(entity, (B, C));
world.insert_one(entity, D);
```

This means that each operation needs to look up the entity location / verify its validity. The initial spawn operation also requires a Bundle as input. This can be awkward when no components are required (or one component is required).

These operations have been replaced by `EntityRef` and `EntityMut`, which are "builder-style" wrappers around world that provide read and read/write operations on a single, pre-validated entity:

```rust
// spawn now takes no inputs and returns an EntityMut
let entity = world.spawn()
    .insert(A) // insert a single component into the entity
    .insert_bundle((B, C)) // insert a bundle of components into the entity
    .id() // id returns the Entity id

// Returns EntityMut (or panics if the entity does not exist)
world.entity_mut(entity)
    .insert(D)
    .insert_bundle(SomeBundle::default());
{
    // returns EntityRef (or panics if the entity does not exist)
    let d = world.entity(entity)
        .get::<D>() // gets the D component
        .unwrap();
    // world.get still exists for ergonomics
    let d = world.get::<D>(entity).unwrap();
}

// These variants return Options if you want to check existence instead of panicing 
world.get_entity_mut(entity)
    .unwrap()
    .insert(E);

if let Some(entity_ref) = world.get_entity(entity) {
    let d = entity_ref.get::<D>().unwrap();
}
```

This _does not_ affect the current Commands api or terminology. I think that should be a separate conversation as that is a much larger breaking change.

## Safety Improvements

* Entity reservation in Commands uses a normal world borrow instead of an unsafe transmute
* QuerySets no longer transmutes lifetimes
* Made traits "unsafe" when implementing a trait incorrectly could cause unsafety
* More thorough safety docs

## RemovedComponents SystemParam

The old approach to querying removed components: `query.removed:<T>()` was confusing because it had no connection to the query itself. I replaced it with the following, which is both clearer and allows us to cache the ComponentId mapping in the SystemParamState:

```rust
fn system(removed: RemovedComponents<T>) {
    for entity in removed.iter() {
    }
} 
```

## Simpler Bundle implementation

Bundles are no longer responsible for sorting (or deduping) TypeInfo. They are just a simple ordered list of component types / data. This makes the implementation smaller and opens the door to an easy "nested bundle" implementation in the future (which i might even add in this pr). Duplicate detection is now done once per bundle type by World the first time a bundle is used.

## Unified WorldQuery and QueryFilter types

(don't worry they are still separate type _parameters_ in Queries .. this is a non-breaking change)

WorldQuery and QueryFilter were already basically identical apis. With the addition of `FetchState` and more storage-specific fetch methods, the overlap was even clearer (and the redundancy more painful).

QueryFilters are now just `F: WorldQuery where F::Fetch: FilterFetch`. FilterFetch requires `Fetch<Item = bool>` and adds new "short circuit" variants of fetch methods. This enables a filter tuple like `(With<A>, Without<B>, Changed<C>)` to stop evaluating the filter after the first mismatch is encountered. FilterFetch is automatically implemented for `Fetch` implementations that return bool.

This forces fetch implementations that return things like `(bool, bool, bool)` (such as the filter above) to manually implement FilterFetch and decide whether or not to short-circuit.

## More Granular Modules

World no longer globs all of the internal modules together. It now exports `core`, `system`, and `schedule` separately. I'm also considering exporting `core` submodules directly as that is still pretty "glob-ey" and unorganized (feedback welcome here).

## Remaining Draft Work (to be done in this pr)

* ~~panic on conflicting WorldQuery fetches (&A, &mut A)~~
    * ~~bevy `main` and hecs both currently allow this, but we should protect against it if possible~~
* ~~batch_iter / par_iter (currently stubbed out)~~
* ~~ChangedRes~~
    * ~~I skipped this while we sort out #1313. This pr should be adapted to account for whatever we land on there~~.
* ~~The `Archetypes` and `Tables` collections use hashes of sorted lists of component ids to uniquely identify each archetype/table. This hash is then used as the key in a HashMap to look up the relevant ArchetypeId or TableId. (which doesn't handle hash collisions properly)~~
* ~~It is currently unsafe to generate a Query from "World A", then use it on "World B" (despite the api claiming it is safe). We should probably close this gap. This could be done by adding a randomly generated WorldId to each world, then storing that id in each Query. They could then be compared to each other on each `query.do_thing(&world)` operation. This _does_ add an extra branch to each query operation, so I'm open to other suggestions if people have them.~~
* ~~Nested Bundles (if i find time)~~

## Potential Future Work

* Expand WorldCell to support queries.
* Consider not allocating in the empty archetype on `world.spawn()`
    * ex: return something like EntityMutUninit, which turns into EntityMut after an `insert` or `insert_bundle` op
    * this actually regressed performance last time i tried it, but in theory it should be faster
* Optimize SparseSet::insert (see `PERF` comment on insert)
* Replace SparseArray `Option<T>` with T::MAX to cut down on branching
    * would enable cheaper get_unchecked() operations
* upstream fixedbitset optimizations
    * fixedbitset could be allocation free for small block counts (store blocks in a SmallVec)
    * fixedbitset could have a const constructor 
* Consider implementing Tags (archetype-specific by-value data that affects archetype identity) 
    * ex: ArchetypeA could have `[A, B, C]` table components and `[D(1)]` "tag" component. ArchetypeB could have `[A, B, C]` table components and a `[D(2)]` tag component. The archetypes are different, despite both having D tags because the value inside D is different.
    * this could potentially build on top of the `archetype.unique_components` added in this pr for resource storage.
* Consider reverting `all_tuples` proc macro in favor of the old `macro_rules` implementation
    * all_tuples is more flexible and produces cleaner documentation (the macro_rules version produces weird type parameter orders due to parser constraints)
    * but unfortunately all_tuples also appears to make Rust Analyzer sad/slow when working inside of `bevy_ecs` (does not affect user code)
* Consider "resource queries" and/or "mixed resource and entity component queries" as an alternative to WorldCell
    * this is basically just "systems" so maybe it's not worth it
* Add more world ops
    * `world.clear()`
    * `world.reserve<T: Bundle>(count: usize)`
 * Try using the old archetype allocation strategy (allocate new memory on resize and copy everything over). I expect this to improve batch insertion performance at the cost of unbatched performance. But thats just a guess. I'm not an allocation perf pro :)
 * Adapt Commands apis for consistency with new World apis 

## Benchmarks

key:

* `bevy_old`: bevy `main` branch
* `bevy`: this branch
* `_foreach`: uses an optimized for_each iterator
* ` _sparse`: uses sparse set storage (if unspecified assume table storage)
* `_system`: runs inside a system (if unspecified assume test happens via direct world ops)

### Simple Insert (from ecs_bench_suite)

![image](https://user-images.githubusercontent.com/2694663/109245573-9c3ce100-7795-11eb-9003-bfd41cd5c51f.png)

### Simpler Iter (from ecs_bench_suite)

![image](https://user-images.githubusercontent.com/2694663/109245795-ffc70e80-7795-11eb-92fb-3ffad09aabf7.png)

### Fragment Iter (from ecs_bench_suite)

![image](https://user-images.githubusercontent.com/2694663/109245849-0fdeee00-7796-11eb-8d25-eb6b7a682c48.png)

### Sparse Fragmented Iter

Iterate a query that matches 5 entities from a single matching archetype, but there are 100 unmatching archetypes

![image](https://user-images.githubusercontent.com/2694663/109245916-2b49f900-7796-11eb-9a8f-ed89c203f940.png)
 
### Schedule (from ecs_bench_suite)

![image](https://user-images.githubusercontent.com/2694663/109246428-1fab0200-7797-11eb-8841-1b2161e90fa4.png)

### Add Remove Component (from ecs_bench_suite)

![image](https://user-images.githubusercontent.com/2694663/109246492-39e4e000-7797-11eb-8985-2706bd0495ab.png)


### Add Remove Component Big

Same as the test above, but each entity has 5 "large" matrix components and 1 "large" matrix component is added and removed

![image](https://user-images.githubusercontent.com/2694663/109246517-449f7500-7797-11eb-835e-28b6790daeaa.png)


### Get Component

Looks up a single component value a large number of times

![image](https://user-images.githubusercontent.com/2694663/109246129-87ad1880-7796-11eb-9fcb-c38012aa7c70.png)
2021-03-05 07:54:35 +00:00
Zhixing Zhang
d9fb61d474 Wireframe Rendering Pipeline (#562)
This PR implements wireframe rendering.

Usage:

This is now ready as soon as #1401 gets merged.


Usage:

```rust
    app
        .insert_resource(WgpuOptions {
            name: Some("3d_scene"),
            features: WgpuFeatures::NON_FILL_POLYGON_MODE,
            ..Default::default()
        }) // To enable the NON_FILL_POLYGON_MODE feature
        .add_plugin(WireframePlugin)
        .run();

```

Now we just need to add the Wireframe component on an entity, and it'll draw. its wireframe.


We can also enable wireframe drawing globally by setting the global property in the `WireframeConfig` resource to `true`.



Co-authored-by: Zhixing Zhang <me@neoto.xin>
2021-03-04 01:23:24 +00:00
Alexander Sepity
4f1a65113d Fixed commands for coerced exclusive systems (#1531)
Fixes #1530.
2021-03-03 23:36:01 +00:00
François
1fcafc4210 Glb textures should use bevy_render to load images (#1454)
Fixes #1396 

<img width="1392" alt="Screenshot 2021-02-16 at 02 24 01" src="https://user-images.githubusercontent.com/8672791/108011774-1b991a80-7008-11eb-979e-6ebfc51fba3c.png">

Issue was that, when loading an image directly from its bytes in the binary glb file, it didn't follow the same flow as when loaded as a texture file. This PR removes the dependency to `image` from `bevy_gltf`, and load the image using `bevy_render` in all cases. I also added support for more mime types while there.

<img width="1392" alt="Screenshot 2021-02-16 at 02 44 56" src="https://user-images.githubusercontent.com/8672791/108011915-674bc400-7008-11eb-83d4-ded96a38919b.png">
2021-03-03 21:36:16 +00:00
Zhixing Zhang
6e14ed23bc Enable wgpu device limits (#1544)
Follow up on #547 and #1401 

Co-authored-by: Zhixing Zhang <me@neoto.xin>
2021-03-03 21:20:46 +00:00
François
6a0968b2ea convert grayscale images to rgb (#1524)
Fixes #1518 

Issue was that images loaded as [`ImageLumaA8`](https://docs.rs/image/0.23.13/image/enum.DynamicImage.html#variant.ImageLumaA8) (grayscale with alpha channel) from `image` were considered as [`Rg8Unorm`](https://docs.rs/wgpu/0.7.0/wgpu/enum.TextureFormat.html#variant.Rg8Unorm) (red green channels) from `wgpu`.
Same for `ImageLuma8` (grayscale) that was converted to `R8Unorm` (only red channel).

As `wgpu` doesn't seem to have grayscale texture formats, I converted the grayscale textures to rgba.
2021-03-03 21:20:45 +00:00
dependabot[bot]
319e75c7aa Update tracing-wasm requirement from 0.1 to 0.2 (#1539)
Updates the requirements on [tracing-wasm](https://github.com/storyscript/tracing-wasm) to permit the latest version.
<details>
<summary>Commits</summary>
<ul>
<li><a href="09a0d75c45"><code>09a0d75</code></a> Disable default features for dependencies and release 0.2.0</li>
<li><a href="bbeca396ed"><code>bbeca39</code></a> Merge pull request <a href="https://github-redirect.dependabot.com/storyscript/tracing-wasm/issues/12">#12</a> from storyscript/readme-clarification</li>
<li><a href="e35b182232"><code>e35b182</code></a> add clarifying note to README.</li>
<li><a href="259e118e7f"><code>259e118</code></a> rustfmt</li>
<li><a href="f2099cfe5e"><code>f2099cf</code></a> Apply clippy suggestions</li>
<li><a href="fde480fa11"><code>fde480f</code></a> Merge pull request <a href="https://github-redirect.dependabot.com/storyscript/tracing-wasm/issues/6">#6</a> from storyscript/config-builder</li>
<li><a href="ad9d4b1903"><code>ad9d4b1</code></a> Merge pull request <a href="https://github-redirect.dependabot.com/storyscript/tracing-wasm/issues/7">#7</a> from storyscript/feat/default-level</li>
<li><a href="64fedbd267"><code>64fedbd</code></a> chore(config): change level to max_level</li>
<li><a href="7cb160a7a9"><code>7cb160a</code></a> feat(level): add default level in config from the builder</li>
<li><a href="a9e7f2a4b8"><code>a9e7f2a</code></a> WIP: Builder pattern for WASMLayerConfig</li>
<li>Additional commits viewable in <a href="https://github.com/storyscript/tracing-wasm/compare/0.1.0...v0.2.0">compare view</a></li>
</ul>
</details>
<br />


Dependabot will resolve any conflicts with this PR as long as you don't alter it yourself. You can also trigger a rebase manually by commenting `@dependabot rebase`.

[//]: # (dependabot-automerge-start)
[//]: # (dependabot-automerge-end)

---

<details>
<summary>Dependabot commands and options</summary>
<br />

You can trigger Dependabot actions by commenting on this PR:
- `@dependabot rebase` will rebase this PR
- `@dependabot recreate` will recreate this PR, overwriting any edits that have been made to it
- `@dependabot merge` will merge this PR after your CI passes on it
- `@dependabot squash and merge` will squash and merge this PR after your CI passes on it
- `@dependabot cancel merge` will cancel a previously requested merge and block automerging
- `@dependabot reopen` will reopen this PR if it is closed
- `@dependabot close` will close this PR and stop Dependabot recreating it. You can achieve the same result by closing it manually
- `@dependabot ignore this major version` will close this PR and stop Dependabot creating any more for this major version (unless you reopen the PR or upgrade to it yourself)
- `@dependabot ignore this minor version` will close this PR and stop Dependabot creating any more for this minor version (unless you reopen the PR or upgrade to it yourself)
- `@dependabot ignore this dependency` will close this PR and stop Dependabot creating any more for this dependency (unless you reopen the PR or upgrade to it yourself)


</details>
2021-03-03 21:01:41 +00:00
verzuz
b8961a957e enable wgpu device features (#547)
Should wait for https://github.com/bevyengine/bevy/pull/542 and new wgpu_rs release.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-03 20:07:26 +00:00
Zicklag
89217171b4 Add Sprite Flipping (#1407)
OK, here's my attempt at sprite flipping. There are a couple of points that I need review/help on, but I think the UX is about ideal:

```rust
        .spawn(SpriteBundle {
            material: materials.add(texture_handle.into()),
            sprite: Sprite {
                // Flip the sprite along the x axis
                flip: SpriteFlip { x: true, y: false },
                ..Default::default()
            },
            ..Default::default()
        });
```

Now for the issues. The big issue is that for some reason, when flipping the UVs on the sprite, there is a light "bleeding" or whatever you call it where the UV tries to sample past the texture boundry and ends up clipping. This is only noticed when resizing the window, though. You can see a screenshot below.

![image](https://user-images.githubusercontent.com/25393315/107098172-397aaa00-67d4-11eb-8e02-c90c820cd70e.png)

I am quite baffled why the texture sampling is overrunning like it is and could use some guidance if anybody knows what might be wrong.

The other issue, which I just worked around, is that I had to remove the `#[render_resources(from_self)]` annotation from the Spritesheet because the `SpriteFlip` render resource wasn't being picked up properly in the shader when using it. I'm not sure what the cause of that was, but by removing the annotation and re-organizing the shader inputs accordingly the problem was fixed.

I'm not sure if this is the most efficient way to do this or if there is a better way, but I wanted to try it out if only for the learning experience. Let me know what you think!
2021-03-03 19:26:45 +00:00
Daniel McNab
e61d7920e3 Add suffixes to diagnostics and other cleanup (#1505)
Also a few related clean ups to diagnostics
Old look (from the log_diagnostics_example):
<details>
<summary>Old look hidden to avoid clutter </summary>

![image](https://user-images.githubusercontent.com/36049421/108776774-bc349080-755a-11eb-8569-d4832abf6bc3.png)

</details>
New look: 

![image](https://user-images.githubusercontent.com/36049421/108776587-82638a00-755a-11eb-96eb-539026d59bcb.png)

In particular, notice that the width of the diagnostics has been significantly reduced - within vscode the value no longer wraps on my 1920 width monitor. The value is still 105 columns wide, so there is room for improvement however.
2021-03-03 03:43:15 +00:00