# Objective
NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267.
"Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365).
## Solution
This adds "base sets" as a variant of `SystemSet`:
A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive:
```rust
#[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)]
#[system_set(base)]
enum MyBaseSet {
A,
B,
}
```
**Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build.
**Base sets cannot belong to other sets**: this is where the word "base" comes from
Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set.
```rust
app.add_system(foo.in_base_set(MyBaseSet::A))
// X must be a normal set ... base sets cannot be added to base sets
.configure_set(X.in_base_set(MyBaseSet::A))
```
Base sets can still be configured like normal sets:
```rust
app.add_system(MyBaseSet::B.after(MyBaseSet::Ap))
```
The primary use case for base sets is enabling a "default base set":
```rust
schedule.set_default_base_set(CoreSet::Update)
// this will belong to CoreSet::Update by default
.add_system(foo)
// this will override the default base set with PostUpdate
.add_system(bar.in_base_set(CoreSet::PostUpdate))
```
This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides.
---
## Changelog
- Added "base sets" and ported CoreSet to use them.
## Migration Guide
TODO
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.
# Objective
- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45
## Solution
- [x] Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests
## Changelog
### Added
- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`
### Removed
- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.
### Changed
- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
- `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied.
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.
## Migration Guide
- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
- Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
- Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
- For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with
- `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`
## TODO
- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
- [x] unbreak directional lights
- [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
- [x] game menu example shows loading screen and menu simultaneously
- [x] display settings menu is a blank screen
- [x] `without_winit` example panics
- [x] ensure all tests pass
- [x] SubApp doc test fails
- [x] runs_spawn_local tasks fails
- [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)
## Points of Difficulty and Controversy
**Reviewers, please give feedback on these and look closely**
1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.
## Future Work (ideally before 0.10)
- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
# Objective
Fixes#5859
## Solution
- Add `ClearChildren` and `ReplaceChildren` commands in the `crates/bevy_hierarchy/src/child_builder.rs`
---
## Changelog
- Added `ClearChildren` and `ReplaceChildren` struct
- Added `clear_children(&mut self) -> &mut Self` and `replace_children(&mut self, children: &[Entity]) -> &mut Self` function in `BuildChildren` trait
- Changed `PushChildren` `write` function body to a `push_children ` function to reused in `ReplaceChildren`
- Added `clear_children` function
- Added `push_and_replace_children_commands` and `push_and_clear_children_commands` test
Co-authored-by: ld000 <lidong9144@163.com>
Co-authored-by: lidong63 <lidong63@meituan.com>
# Objective
It is often necessary to update an entity's parent
while keeping its GlobalTransform static. Currently
it is cumbersome and error-prone (two questions in
the discord `#help` channel in the past week)
- Part 2, resolves#5475
- Builds on: #7020.
## Solution
- Added the `BuildChildrenTransformExt` trait, it is part
of `bevy::prelude` and adds the following methods to `EntityCommands`:
- `set_parent_in_place`: Change the parent of an entity and
update its `Transform` in order to preserve its `GlobalTransform` after the parent change
- `remove_parent_in_place`: Remove an entity from a hierarchy,
while preserving its `GlobalTransform`.
---
## Changelog
- Added the `BuildChildrenTransformExt` trait, it is part
of `bevy::prelude` and adds the following methods to `EntityCommands`:
- `set_parent_in_place`: Change the parent of an entity and
update its `Transform` in order to preserve its `GlobalTransform` after the parent change
- `remove_parent_in_place`: Remove an entity from a hierarchy,
while preserving its `GlobalTransform`.
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
# Objective
- Loading a gltf files prints many errors
```
ERROR bevy_ecs::world: Unable to send event `bevy_hierarchy::events::HierarchyEvent`
Event must be added to the app with `add_event()`
https://docs.rs/bevy/*/bevy/app/struct.App.html#method.add_event
```
- Loading a gltf file create a world for a scene where events are not registered. Executing hierarchy commands on that world should not print error
## Solution
- Revert part of #6921
- don't use `world.send_event` / `world.send_event_batch` from commands
# Objective
Align the hierarchy API between `EntityCommands` and `EntityMut`.
Added missing methods to `EntityMut`.
Replaced the duplicate `Command` implementations with the ones on `EntityMut` (e.g. The `AddChild` command is now just `world.entity_mut(..).add_child(..)`)
Fixed `update_old_parents` not sending `ChildAdded` events.
This PR does not add `add_children` to `EntityMut` as I would like to remove it from `EntityCommands` instead in #6942.
## Changelog
* Added `add_child`, `set_parent` and `remove_parent` to `EntityMut`
* Fixed missing `ChildAdded` events
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
Remove a method with an unfortunate name and questionable usefulness.
Added in #4708
It doesn't make sense to me for us to provide a method to work around a limitation of closures when we can simply, *not* use a closure.
The limitation in this case is not being able to initialize a variable from inside a closure:
```rust
let child_id;
commands.spawn_empty().with_children(|parent| {
// Error: passing uninitalized variable to a closure.
child_id = parent.spawn_empty().id();
});
// Do something with child_id
```
The docs for `add_children` suggest the following:
```rust
let child_id = commands
.spawn_empty()
.add_children(|parent| parent.spawn_empty().id());
```
I would instead suggest using the following snippet.
```rust
let parent_id = commands.spawn_empty().id();
let child_id = commands.spawn_empty().set_parent(parent_id).id();
// To be fair, at the time of #4708 this would have been a bit more cumbersome since `set_parent` did not exist.
```
Using `add_children` gets more unwieldy when you also want the `parent_id`.
```rust
let parent_commands = commands.spawn_empty();
let parent_id = parent_commands.id();
let child_id = parent_commands.add_children(|parent| parent.spawn_empty().id());
```
### The name
I see why `add_children` is named that way, it's the non-builder variant of `with_children` so it kinda makes sense,
but now the method name situation for `add_child`, `add_children` and `push_children` is *rather* unfortunate.
Removing `add_children` and renaming `push_children` to `add_children` in one go is kinda bleh, but that way we end up with the matching methods `add_child` and `add_children`.
Another reason to rename `push_children` is that it's trying to mimick the `Vec` api naming but fails because `push` is for single elements. I guess it should have been `extend_children_from_slice`, but lets not name it that :)
### Questions
~~Should `push_children` be renamed in this PR? This would make the migration guide easier to deal with.~~
Let's do that later.
Does anyone know of a way to do a simple text/regex search through all the github repos for usage of `add_children`?
That way we can have a better idea of how this will affect users. My guess is that usage of `add_children` is quite rare.
## Migration Guide
The method `add_children` on `EntityCommands` was removed.
If you were using `add_children` over `with_children` to return data out of the closure you can use `set_parent` or `add_child` to avoid the closure instead.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
* Fix#6668
* There is no need to panic when a parenting operation is redundant, as no invalid state is entered.
## Solution
Make `push_children` idempotent.
# Objective
One of the use-cases for the function `Entity::from_raw` is creating placeholder entity ids, which are meant to be overwritten later. If we use a constant for this instead of `from_raw`, it is more ergonomic and self-documenting.
## Solution
Add a constant that returns an entity ID with an index of `u32::MAX` and a generation of zero. Users are instructed to overwrite this value before using it.
# Objective
Remove an obscure and inconsistent bit of API.
Simplify the `WorldChildBuilder` code.
No idea why this even exists.
An example of the removed API:
```rust
world.spawn_empty().with_children(|parent| {
parent.spawn_empty();
parent.push_children(&[some_entity]); // Does *not* add children to the parent.
// It's actually identical to:
parent.spawn_empty().push_children(&[some_entity]);
});
world.spawn_empty().with_children(|parent| {
// This just panics.
parent.push_children(&[some_entity]);
});
```
This exists only on `WorldChildBuilder`; `ChildBuilder` does not have this API.
Yeet.
## Migration Guide
Hierarchy editing methods such as `with_children` and `push_children` have been removed from `WorldChildBuilder`.
You can edit the hierarchy via `EntityMut` instead.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
> Part of #6573
`Children` was not being properly deserialized in scenes. This was due to a missing registration on `SmallVec<[Entity; 8]>`, which is used by `Children`.
## Solution
Register `SmallVec<[Entity; 8]>`.
---
## Changelog
- Registered `SmallVec<[Entity; 8]>`
`EntityMut::remove_children` does not call `self.update_location()` which is unsound.
Verified by adding the following assertion, which fails when running the tests.
```rust
let before = self.location();
self.update_location();
assert_eq!(before, self.location());
```
I also removed incorrect messages like "parent entity is not modified" and the unhelpful "Inserting a bundle in the children entities may change the parent entity's location if they were of the same archetype" which might lead people to think that's the *only* thing that can change the entity's location.
# Changelog
Added `EntityMut::world_scope`.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
Replace `WorldQueryGats` trait with actual gats
## Solution
Replace `WorldQueryGats` trait with actual gats
---
## Changelog
- Replaced `WorldQueryGats` trait with actual gats
## Migration Guide
- Replace usage of `WorldQueryGats` assoc types with the actual gats on `WorldQuery` trait
This reverts commit 53d387f340.
# Objective
Reverts #6448. This didn't have the intended effect: we're now getting bevy::prelude shown in the docs again.
Co-authored-by: Alejandro Pascual <alejandro.pascual.pozo@gmail.com>
# Objective
- Right now re-exports are completely hidden in prelude docs.
- Fixes#6433
## Solution
- We could show the re-exports without inlining their documentation.
# Objective
Add methods to `Query<&Children>` and `Query<&Parent>` to iterate over descendants and ancestors, respectively.
## Changelog
* Added extension trait for `Query` in `bevy_hierarchy`, `HierarchyQueryExt`
* Added method `iter_descendants` to `Query<&Children>` via `HierarchyQueryExt` for iterating over the descendants of an entity.
* Added method `iter_ancestors` to `Query<&Parent>` via `HierarchyQueryExt` for iterating over the ancestors of an entity.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
Bevy still has many instances of using single-tuples `(T,)` to create a bundle. Due to #2975, this is no longer necessary.
## Solution
Search for regex `\(.+\s*,\)`. This should have found every instance.
I found myself doing
```rust
let child = commands.spawn(..).id();
commands.entity(parent).add_child(child);
```
When that could just be
```rust
commands.spawn(..).set_parent(parent);
```
Adding `set_parent` was trivial as it's just an `AddChild` command. Most of the changes are for `remove_parent`.
Also updated some outdated docs.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
`RemoveChildren` could remove the `Parent` component from children belonging to a different parent, which breaks the hierarchy.
This change looks a little funny because I'm reusing the events to avoid needing to clone the parent's `Children`.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
Fixes#6010
## Solution
As discussed in #6010, this makes it so the `Children` component is removed from the entity whenever all of its children are removed. The behavior is now consistent between all of the commands that may remove children from a parent, and this is tested via two new test functions (one for world functions and one for commands).
Documentation was also added to `insert_children`, `push_children`, `add_child` and `remove_children` commands to make this behavior clearer for users.
## Changelog
- Fixed `Children` component not getting removed from entity when all its children are moved to a new parent.
## Migration Guide
- Queries with `Changed<Children>` will no longer match entities that had all of their children removed using `remove_children`.
- `RemovedComponents<Children>` will now contain entities that had all of their children remove using `remove_children`.
# Objective
Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands).
## Solution
All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input:
```rust
// before:
commands
.spawn()
.insert((A, B, C));
world
.spawn()
.insert((A, B, C);
// after
commands.spawn((A, B, C));
world.spawn((A, B, C));
```
All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api.
By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`).
This improves spawn performance by over 10%:
![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png)
To take this measurement, I added a new `world_spawn` benchmark.
Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main.
**Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).**
---
## Changelog
- All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input
- All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api
- World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior.
## Migration Guide
```rust
// Old (0.8):
commands
.spawn()
.insert_bundle((A, B, C));
// New (0.9)
commands.spawn((A, B, C));
// Old (0.8):
commands.spawn_bundle((A, B, C));
// New (0.9)
commands.spawn((A, B, C));
// Old (0.8):
let entity = commands.spawn().id();
// New (0.9)
let entity = commands.spawn_empty().id();
// Old (0.8)
let entity = world.spawn().id();
// New (0.9)
let entity = world.spawn_empty();
```
# Objective
Take advantage of the "impl Bundle for Component" changes in #2975 / add the follow up changes discussed there.
## Solution
- Change `insert` and `remove` to accept a Bundle instead of a Component (for both Commands and World)
- Deprecate `insert_bundle`, `remove_bundle`, and `remove_bundle_intersection`
- Add `remove_intersection`
---
## Changelog
- Change `insert` and `remove` now accept a Bundle instead of a Component (for both Commands and World)
- `insert_bundle` and `remove_bundle` are deprecated
## Migration Guide
Replace `insert_bundle` with `insert`:
```rust
// Old (0.8)
commands.spawn().insert_bundle(SomeBundle::default());
// New (0.9)
commands.spawn().insert(SomeBundle::default());
```
Replace `remove_bundle` with `remove`:
```rust
// Old (0.8)
commands.entity(some_entity).remove_bundle::<SomeBundle>();
// New (0.9)
commands.entity(some_entity).remove::<SomeBundle>();
```
Replace `remove_bundle_intersection` with `remove_intersection`:
```rust
// Old (0.8)
world.entity_mut(some_entity).remove_bundle_intersection::<SomeBundle>();
// New (0.9)
world.entity_mut(some_entity).remove_intersection::<SomeBundle>();
```
Consider consolidating as many operations as possible to improve ergonomics and cut down on archetype moves:
```rust
// Old (0.8)
commands.spawn()
.insert_bundle(SomeBundle::default())
.insert(SomeComponent);
// New (0.9) - Option 1
commands.spawn().insert((
SomeBundle::default(),
SomeComponent,
))
// New (0.9) - Option 2
commands.spawn_bundle((
SomeBundle::default(),
SomeComponent,
))
```
## Next Steps
Consider changing `spawn` to accept a bundle and deprecate `spawn_bundle`.
# Objective
A common pitfall since 0.8 is the requirement on `ComputedVisibility`
being present on all ancestors of an entity that itself has
`ComputedVisibility`, without which, the entity becomes invisible.
I myself hit the issue and got very confused, and saw a few people hit
it as well, so it makes sense to provide a hint of what to do when such
a situation is encountered.
- Fixes#5849
- Closes#5616
- Closes#2277
- Closes#5081
## Solution
We now check that all entities with both a `Parent` and a
`ComputedVisibility` component have parents that themselves have a
`ComputedVisibility` component.
Note that the warning is only printed once.
We also add a similar warning to `GlobalTransform`.
This only emits a warning. Because sometimes it could be an intended
behavior.
Alternatives:
- Do nothing and keep repeating to newcomers how to avoid recurring
pitfalls
- Make the transform and visibility propagation tolerant to missing
components (#5616)
- Probably archetype invariants, though the current draft would not
allow detecting that kind of errors
---
## Changelog
- Add a warning when encountering dubious component hierarchy structure
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
# Objective
While poking around the hierarchy code, I wondered why some asserts in tests were duplicated.
Some git blame later, I found out that commit ( 8eb0440f1e ) added already existing asserts while removing others.
## Solution
Remove the duplicated asserts.
#4197 intended to remove all `pub` constructors of `Children` and `Parent` and it seems like this one was missed.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Remove unnecessary calls to `iter()`/`iter_mut()`.
Mainly updates the use of queries in our code, docs, and examples.
```rust
// From
for _ in list.iter() {
for _ in list.iter_mut() {
// To
for _ in &list {
for _ in &mut list {
```
We already enable the pedantic lint [clippy::explicit_iter_loop](https://rust-lang.github.io/rust-clippy/stable/) inside of Bevy. However, this only warns for a few known types from the standard library.
## Note for reviewers
As you can see the additions and deletions are exactly equal.
Maybe give it a quick skim to check I didn't sneak in a crypto miner, but you don't have to torture yourself by reading every line.
I already experienced enough pain making this PR :)
Co-authored-by: devil-ira <justthecooldude@gmail.com>
## Objective
Implement absolute minimum viable product for the changes proposed in bevyengine/rfcs#53.
## Solution
- Remove public mutative access to `Parent` (Children is already publicly read-only). This includes public construction methods like `Copy`, `Clone`, and `Default`.
- Remove `PreviousParent`
- Remove `parent_update_system`
- Update all hierarchy related commands to immediately update both `Parent` and `Children` references.
## Remaining TODOs
- [ ] Update documentation for both `Parent` and `Children`. Discourage using `EntityCommands::remove`
- [x] Add `HierarchyEvent` to notify listeners of hierarchy updates. This is meant to replace listening on `PreviousParent`
## Followup
- These changes should be best moved to the hooks mentioned in #3742.
- Backing storage for both might be best moved to indexes mentioned in the same relations.
# Objective
`SAFETY` comments are meant to be placed before `unsafe` blocks and should contain the reasoning of why in this case the usage of unsafe is okay. This is useful when reading the code because it makes it clear which assumptions are required for safety, and makes it easier to spot possible unsoundness holes. It also forces the code writer to think of something to write and maybe look at the safety contracts of any called unsafe methods again to double-check their correct usage.
There's a clippy lint called `undocumented_unsafe_blocks` which warns when using a block without such a comment.
## Solution
- since clippy expects `SAFETY` instead of `SAFE`, rename those
- add `SAFETY` comments in more places
- for the last remaining 3 places, add an `#[allow()]` and `// TODO` since I wasn't comfortable enough with the code to justify their safety
- add ` #![warn(clippy::undocumented_unsafe_blocks)]` to `bevy_ecs`
### Note for reviewers
The first commit only renames `SAFETY` to `SAFE` so it doesn't need a thorough review.
cb042a416e..55cef2d6fa is the diff for all other changes.
### Safety comments where I'm not too familiar with the code
774012ece5/crates/bevy_ecs/src/entity/mod.rs (L540-L546)774012ece5/crates/bevy_ecs/src/world/entity_ref.rs (L249-L252)
### Locations left undocumented with a `TODO` comment
5dde944a30/crates/bevy_ecs/src/schedule/executor_parallel.rs (L196-L199)5dde944a30/crates/bevy_ecs/src/world/entity_ref.rs (L287-L289)5dde944a30/crates/bevy_ecs/src/world/entity_ref.rs (L413-L415)
Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
# Objective
- Spawning a scene is handled as a special case with a command `spawn_scene` that takes an handle but doesn't let you specify anything else. This is the only handle that works that way.
- Workaround for this have been to add the `spawn_scene` on `ChildBuilder` to be able to specify transform of parent, or to make the `SceneSpawner` available to be able to select entities from a scene by their instance id
## Solution
Add a bundle
```rust
pub struct SceneBundle {
pub scene: Handle<Scene>,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub instance_id: Option<InstanceId>,
}
```
and instead of
```rust
commands.spawn_scene(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"));
```
you can do
```rust
commands.spawn_bundle(SceneBundle {
scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
..Default::default()
});
```
The scene will be spawned as a child of the entity with the `SceneBundle`
~I would like to remove the command `spawn_scene` in favor of this bundle but didn't do it yet to get feedback first~
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Improve querying ergonomics around collections and iterators of entities.
Example how queries over Children might be done currently.
```rust
fn system(foo_query: Query<(&Foo, &Children)>, bar_query: Query<(&Bar, &Children)>) {
for (foo, children) in &foo_query {
for child in children.iter() {
if let Ok((bar, children)) = bar_query.get(*child) {
for child in children.iter() {
if let Ok((foo, children)) = foo_query.get(*child) {
// D:
}
}
}
}
}
}
```
Answers #4868
Partially addresses #4864Fixes#1470
## Solution
Based on the great work by @deontologician in #2563
Added `iter_many` and `many_for_each_mut` to `Query`.
These take a list of entities (Anything that implements `IntoIterator<Item: Borrow<Entity>>`).
`iter_many` returns a `QueryManyIter` iterator over immutable results of a query (mutable data will be cast to an immutable form).
`many_for_each_mut` calls a closure for every result of the query, ensuring not aliased mutability.
This iterator goes over the list of entities in order and returns the result from the query for it. Skipping over any entities that don't match the query.
Also added `unsafe fn iter_many_unsafe`.
### Examples
```rust
#[derive(Component)]
struct Counter {
value: i32
}
#[derive(Component)]
struct Friends {
list: Vec<Entity>,
}
fn system(
friends_query: Query<&Friends>,
mut counter_query: Query<&mut Counter>,
) {
for friends in &friends_query {
for counter in counter_query.iter_many(&friends.list) {
println!("Friend's counter: {:?}", counter.value);
}
counter_query.many_for_each_mut(&friends.list, |mut counter| {
counter.value += 1;
println!("Friend's counter: {:?}", counter.value);
});
}
}
```
Here's how example in the Objective section can be written with this PR.
```rust
fn system(foo_query: Query<(&Foo, &Children)>, bar_query: Query<(&Bar, &Children)>) {
for (foo, children) in &foo_query {
for (bar, children) in bar_query.iter_many(children) {
for (foo, children) in foo_query.iter_many(children) {
// :D
}
}
}
}
```
## Additional changes
Implemented `IntoIterator` for `&Children` because why not.
## Todo
- Bikeshed!
Co-authored-by: deontologician <deontologician@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
Support returning data out of with_children to enable the use case of changing the parent commands with data created inside the child builder.
## Solution
Change the with_children closure to return T.
Closes https://github.com/bevyengine/bevy/pull/2817.
---
## Changelog
`BuildChildren::add_children` was added with the ability to return data to use outside the closure (for spawning a new child builder on a returned entity for example).
# Objective
- Provide more information when despawning an entity
## Solution
- Add a debug log when despawning an entity
- Add spans to the recursive ways of despawning an entity
```sh
RUST_LOG=debug cargo run --example panic --features trace
# RUST_LOG=debug needed to show debug logs from bevy_ecs
# --features trace needed to have the extra spans
...
DEBUG bevy_app:frame:stage{name=Update}:system_commands{name="panic::despawn_parent"}:command{name="DespawnRecursive" entity=0v0}: bevy_ecs::world: Despawning entity 1v0
DEBUG bevy_app:frame:stage{name=Update}:system_commands{name="panic::despawn_parent"}:command{name="DespawnRecursive" entity=0v0}: bevy_ecs::world: Despawning entity 0v0
```
# Objective
- Hierarchy tools are not just used for `Transform`: they are also used for scenes.
- In the future there's interest in using them for other features, such as visiibility inheritance.
- The fact that these tools are found in `bevy_transform` causes a great deal of user and developer confusion
- Fixes#2758.
## Solution
- Split `bevy_transform` into two!
- Make everything work again.
Note that this is a very tightly scoped PR: I *know* there are code quality and docs issues that existed in bevy_transform that I've just moved around. We should fix those in a seperate PR and try to merge this ASAP to reduce the bitrot involved in splitting an entire crate.
## Frustrations
The API around `GlobalTransform` is a mess: we have massive code and docs duplication, no link between the two types and no clear way to extend this to other forms of inheritance.
In the medium-term, I feel pretty strongly that `GlobalTransform` should be replaced by something like `Inherited<Transform>`, which lives in `bevy_hierarchy`:
- avoids code duplication
- makes the inheritance pattern extensible
- links the types at the type-level
- allows us to remove all references to inheritance from `bevy_transform`, making it more useful as a standalone crate and cleaning up its docs
## Additional context
- double-blessed by @cart in https://github.com/bevyengine/bevy/issues/4141#issuecomment-1063592414 and https://github.com/bevyengine/bevy/issues/2758#issuecomment-913810963
- preparation for more advanced / cleaner hierarchy tools: go read https://github.com/bevyengine/rfcs/pull/53 !
- originally attempted by @finegeometer in #2789. It was a great idea, just needed more discussion!
Co-authored-by: Carter Anderson <mcanders1@gmail.com>