Commit graph

2559 commits

Author SHA1 Message Date
James Liu
d79888bdae Document and lock down types in bevy_ecs::archetype (#6742)
# Objective
Document `bevy_ecs::archetype` and and declutter the public documentation for the module by making types non-`pub`.

Addresses #3362 for `bevy_ecs::archetype`.

## Solution
 - Add module level documentation.
 - Add type and API level documentation for all public facing types.
 - Make `ArchetypeId`, `ArchetypeGeneration`, and `ArchetypeComponentId` truly opaque IDs that are not publicly constructable. 
 - Make `AddBundle` non-pub, make `Edges::get_add_bundle` return a `Option<ArchetypeId>` and fork the existing function into `Edges::get_add_bundle_internal`.
 - Remove `pub(crate)` on fields that have a corresponding pub accessor function.
 - Removed the `Archetypes: Default` impl, opting for a `pub(crate) fn new` alternative instead.

---

## Changelog
Added: `ArchetypeGeneration` now implements `Ord` and `PartialOrd`.
Removed: `Archetypes`'s `Default` implementation.
Removed: `Archetype::new` and `Archetype::is_empty`.
Removed: `ArchetypeId::new` and `ArchetypeId::value`.
Removed: `ArchetypeGeneration::value`
Removed: `ArchetypeIdentity`.
Removed: `ArchetypeComponentId::new` and `ArchetypeComponentId::value`.
Removed: `AddBundle`. `Edges::get_add_bundle` now returns `Option<ArchetypeId>`
2022-11-28 13:54:12 +00:00
mareq
bbb652a438 Fix documentation on spawining an entity (#6775)
# Objective

- The documentation describing different ways to spawn an Entity is missing reference to "method" for "Spawn an entity with components".

## Solution

- Update the documentation to add the reference to `World::spawn`.
2022-11-28 13:40:31 +00:00
JoJoJet
1615834536 Fix an incorrect safety comment in World::get_resource (#6764)
# Objective

* Fix #6307

## Solution

* Rewrite the safety comment to reflect the actual invariants being asserted.
2022-11-28 13:40:26 +00:00
JoJoJet
70d7f80564 Make adding children idempotent (#6763)
# 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.
2022-11-28 13:40:14 +00:00
JoJoJet
416a33e613 Add const Entity::PLACEHOLDER (#6761)
# 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.
2022-11-28 13:40:10 +00:00
SpecificProtagonist
2364a305c0 Clarify duplicate logger error (#6757)
# Objective

When a global tracing subscriber has already been set, `LogPlugin` panics with an error message explaining this. However, if a global logger has already been set, it simply panics on an unwrap.

#6426 mentiones the panic and has been fixed by unique plugins, but the panic can still occur if a logger has been set through different means or multiple apps are created, as in  #4934. The solution to that specific case isn't clear; this PR only fixes the missing error message.

## Solution

- ~add error message to panic~
- turn into warning
2022-11-28 13:39:47 +00:00
IceSentry
64642fbd3c Remove unnecessary struct in Material AsBindGroup example (#6701)
# Objective

- Reduce confusion around uniform bindings in materials. I've seen multiple people on discord get confused by it because it uses a struct that is named the same in the rust code and the wgsl code, but doesn't contain the same data. Also, the only reason this works is mostly by chance because the memory happens to align correctly.

## Solution

- Remove the confusing parts of the doc

## Notes

It's not super clear in the diff why this causes confusion, but essentially, the rust code defines a `CustomMaterial` struct with a color and a texture, but in the wgsl code the struct with the same name only contains the color. People are confused by it because the struct in wgsl doesn't need to be there.

You _can_ have complex structs on each side and the macro will even combine it for you if you reuse a binding index, but as it is now, this example seems to confuse more than help people.
2022-11-28 13:15:03 +00:00
Hennadii Chernyshchyk
523072902c Fix reflection for PathBuf and OsString (#6776)
# Objective

- `PathBuf` and `OsString` not reflected correctly.

## Solution

- Add missing registrations.
- Add FromReflect impls.
- Always implement `Reflect` for `OsString` just skip `Serialize` and `Deserialize` for unsupported platforms.

---

## Changelog

## Fixed

- Fix reflection for `PathBuf` and `OsString`.
2022-11-27 17:28:06 +00:00
Mitchell Henry
ca74271d07 Fix docs typo (#6771)
# Objective

- Fix a small typo

## Solution

- Type them correctly :D
2022-11-27 01:28:17 +00:00
IceSentry
17b7025a78 Fix set_cursor_grab_mode to try an alternative mode before giving an error (#6599)
# Objective

- Closes https://github.com/bevyengine/bevy/issues/6590
- The grab mode is platform dependent, this is problematic for bevy users since we can't easily use the recommended way to detect if the feature works like the winit docs recommend https://docs.rs/winit/0.27.5/winit/window/struct.Window.html#method.set_cursor_grab

## Solution

Try to use the grab mode that was requested, if it fails use the other one. Only then log an error if it fails after this step.
2022-11-26 13:10:11 +00:00
JoJoJet
03bde74766 impl Reflect for &'static Path (#6755)
# Objective

Fixes #6739 

## Solution

Implement the required traits. They cannot be implemented for `Path` directly, since it is a dynamically-sized type.
2022-11-25 23:49:26 +00:00
Rob Parrett
d1528dfbf8 Warn instead of erroring when max_font_atlases is exceeded (#6673)
# Objective

Fixes #6642

In a way that doesn't create any breaking changes, as a possible way to fix the above in a patch release.

## Solution

Don't actually remove font atlases when `max_font_atlases` is exceeded. Add a warning instead.

Keep `TextError::ExceedMaxTextAtlases` and `TextSettings` as-is so we don't break anything.

This is a bit of a cop-out, but the problems revealed by #6642 seem very challenging to fix properly.

Maybe follow up later with something more like https://github.com/rparrett/bevy/commits/remove-max-font-atlases later, if this is the direction we want to go.

## Note

See previous attempt at a "simple fix" that only solved some of the issues: #6666
2022-11-25 23:49:25 +00:00
Gino Valente
c8c6aba80e bevy_reflect: Remove ReflectSerialize and ReflectDeserialize registrations from most glam types (#6580)
# Objective

> Part of #6573

When serializing a `DynamicScene` we end up treating almost all non-value types as though their type data doesn't exist. This is because when creating the `DynamicScene` we call `Reflect::clone_value` on the components, which generates a Dynamic type for all non-value types.

What this means is that the `glam` types are treated as though their `ReflectSerialize` registrations don't exist. However, the deserializer _does_ pick up the registration and attempts to use that instead. This results in the deserializer trying to operate on "malformed" data, causing this error:

```
WARN bevy_asset::asset_server: encountered an error while loading an asset: Expected float
```

## Solution

Ideally, we should better handle the serialization of possibly-Dynamic types. However, this runs into issues where the `ReflectSerialize` expects the concrete type and not a Dynamic representation, resulting in a panic:

0aa4147af6/crates/bevy_reflect/src/type_registry.rs (L402-L413)

Since glam types are so heavily used in Bevy (specifically in `Transform` and `GlobalTransform`), it makes sense to just a quick fix in that enables them to be used properly in scenes while a proper solution is found.

This PR simply removes all `ReflectSerialize` and `ReflectDeserialize` registrations from the glam types that are reflected as structs.

---

## Changelog

- Remove `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types

## Migration Guide

This PR removes `ReflectSerialize` and `ReflectDeserialize` registrations from most glam types. This means any code relying on either of those type data existing for those glam types will need to not do that.

This also means that some serialized glam types will need to be updated. For example, here is `Affine3A`:

```rust
// BEFORE
(
  "glam::f32::affine3a::Affine3A": (1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0),

// AFTER
  "glam::f32::affine3a::Affine3A": (
    matrix3: (
      x_axis: (
        x: 1.0,
        y: 0.0,
        z: 0.0,
      ),
      y_axis: (
        x: 0.0,
        y: 1.0,
        z: 0.0,
      ),
      z_axis: (
        x: 0.0,
        y: 0.0,
        z: 1.0,
      ),
    ),
    translation: (
      x: 0.0,
      y: 0.0,
      z: 0.0,
    ),
  )
)
```
2022-11-25 23:30:21 +00:00
Gino Valente
3827316100 bevy_reflect: Register missing reflected types for bevy_render (#6725)
# Objective 

Many types in `bevy_render` implemented `Reflect` but were not registered.

## Solution

Register all types in `bevy_render` that impl `Reflect`.

This also registers additional dependent types (i.e. field types).

> Note: Adding these dependent types would not be needed using something like #5781 😉 

---

## Changelog

- Register missing `bevy_render` types in the `TypeRegistry`:
  - `camera::RenderTarget`
  - `globals::GlobalsUniform`
  - `texture::Image`
  - `view::ComputedVisibility`
  - `view::Visibility`
  - `view::VisibleEntities`
- Register additional dependent types:
  - `view::ComputedVisibilityFlags`
  - `Vec<Entity>`
2022-11-23 00:41:21 +00:00
Mike
8eb8ad5c4a await tasks to cancel (#6696)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/6603

## Solution

- `Task`s will cancel when dropped, but wait until they return Pending before they actually get canceled. That means that if a task panics, it's possible for that error to get propagated to the scope and the scope gets dropped, while scoped tasks in other threads are still running. This is a big problem since scoped task can hold life-timed values that are dropped as the scope is dropped leading to UB.

---

## Changelog

- changed `Scope` to use `FallibleTask` and await the cancellation of all remaining tasks when it's dropped.
2022-11-23 00:41:19 +00:00
Alice Cecile
3433a7bd68 Remove warning about missed events due to false positives (#6730)
# Objective

- Reverts #5730.
- Fixes #6173, fixes #6596.

## Solution

Remove the warning entirely.

## Changelog

You will no longer be spammed about

> Missed 31 `bevy_input:🐭:MouseMotion` events. Consider
reading from the `EventReader` more often (generally the best
solution) or calling Events::update() less frequently
(normally this is called once per frame). This problem is most
likely due to run criteria/fixed timesteps or consuming events
conditionally. See the Events documentation for
more information.

when you miss events. These warnings were often (but not always) a false positive. You can still check this manually by using `ManualEventReader::missed_events`
2022-11-23 00:27:29 +00:00
ira
7d57d7ac0c Remove BuildWorldChildren impl from WorldChildBuilder (#6727)
# 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>
2022-11-23 00:27:28 +00:00
Gino Valente
4e2374334f bevy_reflect: Fix binary deserialization not working for unit structs (#6722)
# Objective 

Fixes #6713

Binary deserialization is failing for unit structs as well as structs with all ignored/skipped fields.

## Solution

Add a check for the number of possible fields in a struct before deserializing. If empty, don't attempt to deserialize any fields (as there will be none).

Note: ~~This does not apply to enums as they do not properly handle skipped fields (see #6721).~~ Enums still do not properly handle skipped fields, but I decided to include the logic for it anyways to account for `#[reflect(ignore)]`'d fields in the meantime.

---

## Changelog

- Fix bug where deserializing unit structs would fail for non-self-describing formats
2022-11-23 00:01:36 +00:00
ira
a1607b8065 Rename EntityId to EntityIndex (#6732)
Continuation of #6107

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-11-22 20:38:35 +00:00
Aevyrie
c069c544a7 Fix missing sRGB conversion for dithering non-HDR pipelines (#6707)
# Objective

- Fixes #6706 

Zoom in on the shadow in the following images:

## Current bevy/main

### HDR On - correct
![current-hdron](https://user-images.githubusercontent.com/2632925/202943151-ecad3cbe-a76e-46df-bac9-9e590a31a9f3.png)

### HDR Off - incorrect
![current-hdroff](https://user-images.githubusercontent.com/2632925/202943154-34e3f527-a00e-4546-931d-0691204cc6a4.png)

## This PR

### HDR On - correct
![new-hdron](https://user-images.githubusercontent.com/2632925/202943383-081990de-9a14-45bd-ac52-febcc4289079.png)

### HDR Off - corrected
![new-hdroff](https://user-images.githubusercontent.com/2632925/202943388-a3b05d79-a0f3-4b1e-b114-0a9f03efe351.png)

## Close-up comparison

### New
![Screenshot from 2022-11-20 17-46-46](https://user-images.githubusercontent.com/2632925/202943552-d45c3a48-841e-47a6-981f-776c5a9563f6.png)

### Old
![Screenshot from 2022-11-20 17-46-41](https://user-images.githubusercontent.com/2632925/202943562-555cb5a2-2b20-45f9-b250-89f2bc87af5f.png)

## Solution

- It turns out there was an outright missing sRGB conversion for dithering non-HDR cameras.
- I also tried using a precise sRGB conversion, but it had no apparent effect on the final image.

---

## Changelog

- Fix deband dithering intensity for non-HDR pipelines.
2022-11-22 15:55:50 +00:00
Jakob Hellermann
cf46dd2e7e fix mutable aliases for a very short time if WorldCell is already borrowed (#6639)
# Objective

Consider the test
```rust
let cell = world.cell();
let _value_a = cell.resource_mut::<A>();
let _value_b = cell.resource_mut::<A>();
```

Currently, this will roughly execute

```rust
// first call
let value = unsafe {
    self.world
    .get_non_send_unchecked_mut_with_id(component_id)?
};
return Some(WorldBorrowMut::new(value, archetype_component_id, self.access)))

// second call
let value = unsafe {
    self.world
    .get_non_send_unchecked_mut_with_id(component_id)?
};
return Some(WorldBorrowMut::new(value, archetype_component_id, self.access)))
```
where `WorldBorrowMut::new` will panic if the resource is already borrowed.

This means, that `_value_a` will be created, the access checked (OK), then `value_b` will be created, and the access checked (`panic`).
For a moment, both `_value_a` and `_value_b` existed as `&mut T` to the same location, which is insta-UB as far as I understand it.

## Solution
Flip the order so that `WorldBorrowMut::new` first checks the access, _then_ fetches creates the value. To do that, we pass a `impl FnOnce() -> Mut<T>` instead of the `Mut<T>` directly:

```rust
let get_value = || unsafe {
    self.world
    .get_non_send_unchecked_mut_with_id(component_id)?
};
return Some(WorldBorrowMut::new(get_value, archetype_component_id, self.access)))
```
2022-11-22 15:31:18 +00:00
François
d44e86507f Shader defs can now have a value (#5900)
# Objective

- shaders defs can now have a `bool` or `int` value
- `#if SHADER_DEF <operator> 3`
  - ok if `SHADER_DEF` is defined, has the correct type and pass the comparison
  - `==`, `!=`, `>=`, `>`, `<`, `<=` supported
- `#SHADER_DEF` or `#{SHADER_DEF}`
  - will be replaced by the value in the shader code
---

## Migration Guide

- replace `shader_defs.push(String::from("NAME"));` by `shader_defs.push("NAME".into());`
- if you used shader def `NO_STORAGE_BUFFERS_SUPPORT`, check how `AVAILABLE_STORAGE_BUFFER_BINDINGS` is now used in Bevy default shaders
2022-11-21 22:38:29 +00:00
Torstein Grindvik
daa57fe489 Add try_* to add_slot_edge, add_node_edge (#6720)
# Objective

`add_node_edge` and `add_slot_edge` are fallible methods, but are always used with `.unwrap()`.
`input_node` is often unwrapped as well.
This points to having an infallible behaviour as default, with an alternative fallible variant if needed.

Improves readability and ergonomics.

## Solution

- Change `add_node_edge` and `add_slot_edge` to panic on error.
- Change `input_node` to panic on `None`.
- Add `try_add_node_edge` and `try_add_slot_edge` in case fallible methods are needed.
- Add `get_input_node` to still be able to get an `Option`.
---

## Changelog

### Added

- `try_add_node_edge`
- `try_add_slot_edge`
- `get_input_node`

### Changed

- `add_node_edge` is now infallible (panics on error)
- `add_slot_edge` is now infallible (panics on error)
- `input_node` now panics on `None`

## Migration Guide

Remove `.unwrap()` from `add_node_edge` and `add_slot_edge`.
For cases where the error was handled, use `try_add_node_edge` and `try_add_slot_edge` instead.

Remove `.unwrap()` from `input_node`.
For cases where the option was handled, use `get_input_node` instead.


Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
2022-11-21 21:58:39 +00:00
Chris Juchem
e2d1d9dff8 Update dead links in DefaultPlugins docs (#6695)
# Objective

- Fix dead links on this docs page: https://docs.rs/bevy/0.9.0/bevy/struct.DefaultPlugins.html

## Solution

- Point links to the imported versions instead of the versions in external crates.
2022-11-21 20:12:31 +00:00
James Liu
eaeba0866d Parallelized transform propagation (#4775)
# Objective
Fixes #4697. Hierarchical propagation of properties, currently only Transform -> GlobalTransform, can be a very expensive operation. Transform propagation is a strict dependency for anything positioned in world-space. In large worlds, this can take quite a bit of time, so limiting it to a single thread can result in poor CPU utilization as it bottlenecks the rest of the frame's systems.

## Solution

 - Move transforms without a parent or a child (free-floating (Global)Transform) entities into a separate parallel system.
 - Chunk the hierarchy based on the root entities and process it in parallel with `Query::par_for_each_mut`. 
 - Utilize the hierarchy's specific properties introduced in #4717 to allow for safe use of `Query::get_unchecked` on multiple threads. Assuming each child is unique in the hierarchy, it is impossible to have an aliased `&mut GlobalTransform` so long as we verify that the parent for a child is the same one propagated from.

---

## Changelog
Removed: `transform_propagate_system` is no longer `pub`.
2022-11-21 18:18:38 +00:00
Ida Iyes
96e09f004b Fix PipeSystem panicking with exclusive systems (#6698)
Without this fix, piped systems containing exclusive systems fail to run, giving a runtime panic.
With this PR, running piped systems that contain exclusive systems now works.

## Explanation of the bug

This is because, unless overridden, the default implementation of `run` from the `System` trait simply calls `run_unsafe`. That is not valid for exclusive systems. They must always be called via `run`, as `run_unsafe` takes `&World` instead of `&mut World`.

Trivial reproduction example:
```rust
fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_system(exclusive.pipe(another))
        .run();
}

fn exclusive(_world: &mut World) {}
fn another() {}
```
If you run this, you will get a panic 'Cannot run exclusive systems with a shared World reference' and the backtrace shows how bevy (correctly) tries to call the `run` method (because the system is exclusive), but it is the implementation from the `System` trait (because `PipeSystem` does not have its own), which calls `run_unsafe` (incorrect):
 - 3: <bevy_ecs::system::system_piping::PipeSystem<SystemA,SystemB> as bevy_ecs::system::system::System>::run_unsafe
 - 4: bevy_ecs::system::system::System::run
2022-11-21 14:23:21 +00:00
Torstein Grindvik
174819be83 ExtractComponent output optional associated type (#6699)
# Objective

Allow more use cases where the user may benefit from both `ExtractComponentPlugin` _and_ `UniformComponentPlugin`.

## Solution

Add an associated type to `ExtractComponent` in order to allow specifying the output component (or bundle).

Make `extract_component` return an `Option<_>` such that components can be extracted only when needed.

What problem does this solve?

`ExtractComponentPlugin` allows extracting components, but currently the output type is the same as the input.
This means that use cases such as having a settings struct which turns into a uniform is awkward.

For example we might have:

```rust
struct MyStruct {
    enabled: bool,
    val: f32
}

struct MyStructUniform {
    val: f32
}
```

With the new approach, we can extract `MyStruct` only when it is enabled, and turn it into its related uniform.

This chains well with `UniformComponentPlugin`.

The user may then:

```rust
app.add_plugin(ExtractComponentPlugin::<MyStruct>::default());
app.add_plugin(UniformComponentPlugin::<MyStructUniform>::default());
```

This then saves the user a fair amount of boilerplate.


## Changelog

### Changed

- `ExtractComponent` can specify output type, and outputting is optional.



Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
2022-11-21 13:19:44 +00:00
ira
30070a926f Add Transform::look_to (#6692)
Add a method to rotate a transform to point towards a direction.

Also updated the docs to link to `forward` and `up` instead of mentioning local negative `Z` and local `Y`.

Unfortunately, links to methods don't work in rust-analyzer :(

Co-authored-by: Devil Ira <justthecooldude@gmail.com>
2022-11-21 13:19:43 +00:00
phuocthanhdo
ed2ea0d417 The update_frame_count system should be placed in CorePlugin (#6676)
# Objective

Latest Release, "bevy 0.9" move the FrameCount updater into RenderPlugin, it leads to user who only run app with Core/Minimal Plugin cannot get the right number of FrameCount, it always return 0.

As for use cases like a server app, we don't want to add render dependencies to the app.

More detail in #6656 

## Solution

- Move the `update_frame_count` into CorePlugin
2022-11-21 13:19:41 +00:00
Robin KAY
bdd5cee92a Add Box::from_corners method (#6672)
# Objective

This add a ctor to `Box` to aid the creation of non-centred boxes. The PR adopts @rezural's work on PR #3322, taking into account the feedback on that PR from @james7132.

## Solution

`Box::from_corners()` creates a `Box` from two opposing corners and automatically determines the min and max extents to ensure that the `Box` is well-formed.

Co-authored-by: rezural <rezural@protonmail.com>
2022-11-21 13:19:40 +00:00
Jer
b3e45b75d6 Expose set_cursor_hittest() from winit (#6664)
# Objective

- Bevy should be usable to create 'overlay' type apps, where the input is not captured by Bevy, but passed down/into a target app, or to allow passive displays/widgets etc.
 
## Solution

- the `winit:🪟:Window` already has a `set_cursor_hittest()` which basically does this for mouse input events, so I've exposed it (trying to copy the style laid out in the existing wrappings, and added a simple demo.

---

## Changelog

- Added `hittest` to `WindowAttributes`
- Added the `hittest`'s setters/getters
- Modified the `WindowBuilder`
- Modifed the `WindowDescriptor`'s `Default` impl.
- Added an example `cargo run --example fallthrough`
2022-11-21 12:59:10 +00:00
James Liu
55ca7fc88e Split Component Ticks (#6547)
# Objective
Fixes #4884. `ComponentTicks` stores both added and changed ticks contiguously in the same 8 bytes. This is convenient when passing around both together, but causes half the bytes fetched from memory for the purposes of change detection to effectively go unused. This is inefficient when most queries (no filter, mutating *something*) only write out to the changed ticks.

## Solution
Split the storage for change detection ticks into two separate `Vec`s inside `Column`. Fetch only what is needed during iteration.

This also potentially also removes one blocker from autovectorization of dense queries.

EDIT: This is confirmed to enable autovectorization of dense queries in `for_each` and `par_for_each`  where possible.  Unfortunately `iter` has other blockers that prevent it.

### TODO

 - [x] Microbenchmark
 - [x] Check if this allows query iteration to autovectorize simple loops.
 - [x] Clean up all of the spurious tuples now littered throughout the API

### Open Questions

 - ~~Is `Mut::is_added` absolutely necessary? Can we not just use `Added` or `ChangeTrackers`?~~ It's optimized out if unused.
 - ~~Does the fetch of the added ticks get optimized out if not used?~~ Yes it is.

---

## Changelog
Added: `Tick`, a wrapper around a single change detection tick.
Added: `Column::get_added_ticks`
Added: `Column::get_column_ticks`
Added: `SparseSet::get_added_ticks`
Added: `SparseSet::get_column_ticks`
Changed: `Column` now stores added and changed ticks separately internally.
Changed: Most APIs returning `&UnsafeCell<ComponentTicks>` now returns `TickCells` instead, which contains two separate `&UnsafeCell<Tick>` for either component ticks.
Changed: `Query::for_each(_mut)`, `Query::par_for_each(_mut)` will now leverage autovectorization to speed up query iteration where possible.

## Migration Guide
TODO
2022-11-21 12:59:09 +00:00
James Liu
210979f631 Fix panicking on another scope (#6524)
# Objective
Fix #6453. 

## Solution
Use the solution mentioned in the issue by catching the unwind and dropping the error. Wrap the `executor.try_tick` calls with `std::catch::unwind`.

Ideally this would be moved outside of the hot loop, but the mut ref to the `spawned` future is not `UnwindSafe`.

This PR only addresses the bug, we can address the perf issues (should there be any) later.
2022-11-21 12:59:08 +00:00
Nicola Papale
15ea93a348 Fix size_hint for partially consumed QueryIter and QueryCombinationIter (#5214)
# Objective

Fix #5149

## Solution

Instead of returning the **total count** of elements in the `QueryIter` in
`size_hint`, we return the **count of remaining elements**. This
Fixes #5149 even when #5148 gets merged.

- https://github.com/bevyengine/bevy/issues/5149
- https://github.com/bevyengine/bevy/pull/5148

---

## Changelog

- Fix partially consumed `QueryIter` and `QueryCombinationIter` having invalid `size_hint`


Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2022-11-21 12:37:31 +00:00
研究社交
e0c3c6d166 Make Core Pipeline Graph Nodes Public (#6605)
# Objective

Make core pipeline graphic nodes, including `BloomNode`, `FxaaNode`, `TonemappingNode` and `UpscalingNode` public.
This will allow users to construct their own render graphs with these build-in nodes.

## Solution

Make them public.
Also put node names into bevy's core namespace (`core_2d::graph::node`, `core_3d::graph::node`) which makes them consistent.
2022-11-18 22:16:55 +00:00
Patrick Towles
cb8fe5b7fd Removed Mobile Touch event y-axis flip (#6597)
# Objective

Fix android touch events being flipped.  Only removed test for android, don't have ios device to test with.  Tested with emulator and physical device.

## Solution

Remove check, no longer needed with coordinate change in 0.9
2022-11-18 22:16:54 +00:00
robtfm
2cd0bd7575 improve compile time by type-erasing wgpu structs (#5950)
# Objective

structs containing wgpu types take a long time to compile. this is particularly bad for generics containing the wgpu structs (like the depth pipeline builder with `#[derive(SystemParam)]` i've been working on).

we can avoid that by boxing and type-erasing in the bevy `render_resource` wrappers.

type system magic is not a strength of mine so i guess there will be a cleaner way to achieve this, happy to take feedback or for it to be taken as a proof of concept if someone else wants to do a better job.

## Solution

- add macros to box and type-erase in debug mode
- leave current impl for release mode

timings:


<html xmlns:v="urn:schemas-microsoft-com:vml"
xmlns:o="urn:schemas-microsoft-com:office:office"
xmlns:x="urn:schemas-microsoft-com:office:excel"
xmlns="http://www.w3.org/TR/REC-html40">

<head>

<meta name=ProgId content=Excel.Sheet>
<meta name=Generator content="Microsoft Excel 15">
<link id=Main-File rel=Main-File
href="file:///C:/Users/robfm/AppData/Local/Temp/msohtmlclip1/01/clip.htm">
<link rel=File-List
href="file:///C:/Users/robfm/AppData/Local/Temp/msohtmlclip1/01/clip_filelist.xml">
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</head>

<body link="#0563C1" vlink="#954F72">



current |   |   |  
-- | -- | -- | --
  | Total time: | 64.9s |  
  | bevy_pbr v0.9.0-dev | 19.2s |  
  | bevy_render v0.9.0-dev | 17.0s |  
  | bevy_sprite v0.9.0-dev | 15.1s |  
  | DepthPipelineBuilder | 18.7s |  
  |   |   |  
with type-erasing |   |   | diff
  | Total time: | 49.0s | -24%
  | bevy_render v0.9.0-dev | 12.0s | -38%
  | bevy_pbr v0.9.0-dev | 8.7s | -49%
  | bevy_sprite v0.9.0-dev | 6.1s | -60%
  | DepthPipelineBuilder | 1.2s | -94%



</body>

</html>

the depth pipeline builder is a binary with body: 
```rust
use std::{marker::PhantomData, hash::Hash};
use bevy::{prelude::*, ecs::system::SystemParam, pbr::{RenderMaterials, MaterialPipeline, ShadowPipeline}, render::{renderer::RenderDevice, render_resource::{SpecializedMeshPipelines, PipelineCache}, render_asset::RenderAssets}};

fn main() {
    println!("Hello, world p!\n");
}

#[derive(SystemParam)]
pub struct DepthPipelineBuilder<'w, 's, M: Material> 
where M::Data: Eq + Hash + Clone,
{
    render_device: Res<'w, RenderDevice>,
    material_pipeline: Res<'w, MaterialPipeline<M>>,
    material_pipelines: ResMut<'w, SpecializedMeshPipelines<MaterialPipeline<M>>>,
    shadow_pipeline: Res<'w, ShadowPipeline>,
    pipeline_cache: ResMut<'w, PipelineCache>,
    render_meshes: Res<'w, RenderAssets<Mesh>>,
    render_materials: Res<'w, RenderMaterials<M>>,
    msaa: Res<'w, Msaa>,
    #[system_param(ignore)]
    _p: PhantomData<&'s M>,
}
```
2022-11-18 22:04:23 +00:00
ickshonpe
5972879dec Remove ImageMode (#6674)
# Objective

Delete `ImageMode`. It doesn't do anything except mislead people into thinking it controls the aspect ratio of images somehow.

Fixes #3933 and #6637

## Solution

Delete `ImageMode`

## Changelog

Removes the `ImageMode` enum.
Removes the `image_mode` field from `ImageBundle`
Removes the `With<ImageMode>` query filter from `image_node_system`
Renames `image_node_system` to` update_image_calculated_size_system`
2022-11-18 21:16:32 +00:00
Lixou
4209fcaeda Make spawn_dynamic return InstanceId (#6663)
# Objective

Fixes #6661 

## Solution

Make `SceneSpawner::spawn_dynamic` return `InstanceId` like other functions there.

---

## Changelog

Make `SceneSpawner::spawn_dynamic` return `InstanceId` instead of `()`.
2022-11-18 21:16:31 +00:00
François
0a853f1ca6 wasm: pad globals uniform also in 2d (#6643)
# Objective

- Fix a panic in wasm when using globals in a shader

## Solution

- Similar to #6460
2022-11-18 21:02:56 +00:00
Edgar Soares da Silva
63c0cca0d7 Update old docs from Timer (#6646)
When I was upgrading to 0.9 noticed there were some changes to the timer, mainly the `TimerMode`.  When switching from the old `is_repeating()`  and `set_repeating()` to the new `mode()` and `set_mode()` noticed the docs still had the old description.
2022-11-18 20:42:33 +00:00
James Liu
9f51651eac Replace BlobVec's swap_scratch with a swap_nonoverlapping (#4853)
# Objective
BlobVec currently relies on a scratch piece of memory allocated at initialization to make a temporary copy of a component when using `swap_remove_and_{forget/drop}`. This is potentially suboptimal as it writes to a, well-known, but random part of memory instead of using the stack.

## Solution
As the `FIXME` in the file states, replace `swap_scratch` with a call to `swap_nonoverlapping::<u8>`. The swapped last entry is returned as a `OwnedPtr`.

In theory, this should be faster as the temporary swap is allocated on the stack, `swap_nonoverlapping` allows for easier vectorization for bigger types, and the same memory is used between the swap and the returned `OwnedPtr`.
2022-11-16 20:57:43 +00:00
Nicola Papale
00684d95f7 Fix FilteredAccessSet get_conflicts inconsistency (#5105)
# Objective

* Enable `Res` and `Query` parameter mutual exclusion
* Required for https://github.com/bevyengine/bevy/pull/5080

The `FilteredAccessSet::get_conflicts` methods didn't work properly with
`Res` and `ResMut` parameters. Because those added their access by using
the `combined_access_mut` method and directly modifying the global
access state of the FilteredAccessSet. This caused an inconsistency,
because get_conflicts assumes that ALL added access have a corresponding
`FilteredAccess` added to the `filtered_accesses` field.

In practice, that means that SystemParam that adds their access through
the `Access` returned by `combined_access_mut` and the ones that add
their access using the `add` method lived in two different universes. As
a result, they could never be mutually exclusive.

## Solution

This commit fixes it by removing the `combined_access_mut` method. This
ensures that the `combined_access` field of FilteredAccessSet is always
updated consistently with the addition of a filter. When checking for
filtered access, it is now possible to account for `Res` and `ResMut`
invalid access. This is currently not needed, but might be in the
future.

We add the `add_unfiltered_{read,write}` methods to replace previous
usages of `combined_access_mut`.

We also add improved Debug implementations on FixedBitSet so that their
meaning is much clearer in debug output.


---

## Changelog

* Fix `Res` and `Query` parameter never being mutually exclusive.

## Migration Guide

Note: this mostly changes ECS internals, but since the API is public, it is technically breaking:
* Removed `FilteredAccessSet::combined_access_mut`
  * Replace _immutable_ usage of those by `combined_access`
  * For _mutable_ usages, use the new `add_unfiltered_{read,write}` methods instead of `combined_access_mut` followed by `add_{read,write}`
2022-11-16 11:05:48 +00:00
James Liu
6763b31479 Immutable sparse sets for metadata storage (#4928)
# Objective
Make core types in ECS smaller. The column sparse set in Tables is never updated after creation.

## Solution
Create `ImmutableSparseSet` which removes the capacity fields in the backing vec's and the APIs for inserting or removing elements. Drops the size of the sparse set by 3 usizes (24 bytes on 64-bit systems)

## Followup
~~After #4809, Archetype's component SparseSet should be replaced with it.~~ This has been done.

---

## Changelog
Removed: `Table::component_capacity`

## Migration Guide
`Table::component_capacity()` has been removed as Tables do not support adding/removing columns after construction.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-11-15 22:21:19 +00:00
James Liu
11c544c29a Remove redundant table and sparse set component IDs from Archetype (#4927)
# Objective
Archetype is a deceptively large type in memory. It stores metadata about which components are in which storage in multiple locations, which is only used when creating new Archetypes while moving entities.

## Solution
Remove the redundant `Box<[ComponentId]>`s and iterate over the sparse set of component metadata instead. Reduces Archetype's size by 4 usizes (32 bytes on 64-bit systems), as well as the additional allocations for holding these slices.

It'd seem like there's a downside that the origin archetype has it's component metadata iterated over twice when creating a new archetype, but this change also removes the extra `Vec<ArchetypeComponentId>` allocations when creating a new archetype which may amortize out to a net gain here. This change likely negatively impacts creating new archetypes with a large number of components, but that's a cost mitigated by the fact that these archetypal relationships are cached in Edges and is incurred only once for each edge created.

## Additional Context
There are several other in-flight PRs that shrink Archetype:

 - #4800 merges the entities and rows Vecs together (shaves off 24 bytes per archetype) 
 - #4809 removes unique_components and moves it to it's own dedicated storage (shaves off 72 bytes per archetype)

---

## Changelog
Changed: `Archetype::table_components` and `Archetype::sparse_set_components` return iterators instead of slices. `Archetype::new` requires iterators instead of parallel slices/vecs.

## Migration Guide
Do I still need to do this? I really hope people were not relying on the public facing APIs changed here.
2022-11-15 21:39:21 +00:00
James Liu
51aab032ed Bump gilrs version to 0.10 (#6558)
# Objective
Fix #6555.

## Solution
Bump `gilrs` version to 0.10.
2022-11-15 20:31:17 +00:00
James Liu
688f13cd83 Fix get_unchecked_manual using archetype index instead of table row. (#6625)
# Objective
Fix #6623.

## Solution
Use the right table row instead of the `EntityLocation` archetype index.
2022-11-15 00:19:11 +00:00
James Liu
342f69e304 Shrink ComputedVisibility (#6305)
# Objective
`ComputedVisibility` could afford to be smaller/faster. Optimizing the size and performance of operations on the component will positively benefit almost all extraction systems.

This was listed as one of the potential pieces of future work for #5310.

## Solution
Merge both internal booleans into a single `u8` bitflag field. Rely on bitmasks to evaluate local, hierarchical, and general visibility.

Pros:

 - `ComputedVisibility::is_visible` should be a single bitmask test instead of two.
 - `ComputedVisibility` is now only 1 byte. Should be able to fit 100% more per cache line when using dense iteration.

Cons:

 - Harder to read.
 - Setting individual values inside `ComputedVisiblity` require bitmask mutations. 

This should be a non-breaking change. No public API was changed. The only publicly visible effect is that `ComputedVisibility` is now 1 byte instead of 2.
2022-11-14 23:34:52 +00:00
Mike
8ebd4d909c add span to winit event handler (#6612)
# Objective

- Add a span for the winit event handler. I've found this useful in my PR for pipelined rendering and I've seen it come up in a few other contexts now.

![image](https://user-images.githubusercontent.com/2180432/201588888-5dc02063-2c41-471b-8937-a71aeaf174b4.png)
2022-11-14 23:08:31 +00:00
Daniél Kerkmann
6993f3cfe3 Make function Size::new const for bevy_ui widgets (#6602)
# Objective

Fixes #6594 

## Solution

- `New` function for `Size` is now a `const` function :)

## Changelog

- `New` function for `Size` is now a `const` function

## Migration Guide

- Nothing has been changed
2022-11-14 23:08:29 +00:00
Alessandro Salvatore Nicosia
13abb1fc16 derived Debug on EventReader (#6600)
# Objective
Fixes #6588 

## Solution

Added Debug to the derived traits of EventReader.
2022-11-14 23:08:28 +00:00
Jakob Hellermann
b2090e3a8d add Resources::iter to iterate over all resource IDs (#6592)
# Objective

In bevy 0.8 you could list all resources using `world.archetypes().resource().components()`. As far as I can tell the resource archetype has been replaced with the `Resources` storage, and it would be nice if it could be used to iterate over all resource component IDs as well.

## Solution

- add `fn Resources::iter(&self) -> impl Iterator<Item = (ComponentId, &ResourceData)>`
2022-11-14 23:08:27 +00:00
Johan Klokkhammer Helsing
69011b7e26 Derive clone and debug for AssetPlugin (#6583)
# Objective

- Derive Clone and Debug for `AssetPlugin`
- Make it possible to log asset server settings
- And get an owned instance if wrapping `AssetPlugin` in another plugin. See: 129224ef72/src/web_asset_plugin.rs (L45)
2022-11-14 23:08:26 +00:00
张林伟
8f9556050a Make WindowId::primary() const (#6582)
# Objective

- fixes https://github.com/bevyengine/bevy/issues/6577

## Solution

- simply add `const` to `primary()`.
2022-11-14 23:08:24 +00:00
Gino Valente
1f8cc9dd67 bevy_scene: Add missing registration for SmallVec<[Entity; 8]> (#6578)
# 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]>`
2022-11-14 23:08:23 +00:00
Zhell
af2a199254 [Fixes #6030] Bevy scene optional serde (#6076)
# Objective

Fixes #6030, making ``serde`` optional.

## Solution

This was solved by making a ``serialize`` feature that can activate ``serde``, which is now optional. 

When ``serialize`` is deactivated, the ``Plugin`` implementation for ``ScenePlugin`` does nothing.


Co-authored-by: Linus Käll <linus.kall.business@gmail.com>
2022-11-14 23:08:22 +00:00
JoJoJet
f2f8f9097f Add safe constructors for untyped pointers Ptr and PtrMut (#6539)
# Objective

Currently, `Ptr` and `PtrMut` can only be constructed via unsafe code. This means that downgrading a reference to an untyped pointer is very cumbersome, despite being a very simple operation.

## Solution

Define conversions for easily and safely constructing untyped pointers. This is the non-owned counterpart to `OwningPtr::make`.

Before:

```rust
let ptr = unsafe { PtrMut::new(NonNull::from(&mut value).cast()) };
```

After:

```rust
let ptr = PtrMut::from(&mut value);
```


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-11-14 22:53:50 +00:00
laundmo
635320f172 Expose winit always_on_top (#6527)
# Objective

I needed a window which is always on top, to create a overlay app.

## Solution

expose the `always_on_top` property of winit in bevy's `WindowDescriptor` as a boolean flag

---

## Changelog

### Added
- add `WindowDescriptor.always_on_top` which configures a window to stay on top.
2022-11-14 22:34:29 +00:00
Lixou
b765682c6e Add AutoMax next to ScalingMode::AutoMin (#6496)
# Objective

`ScalingMode::Auto` for cameras only targets min_height and min_width, or as the docs say it `Use minimal possible viewport size while keeping the aspect ratio.`

But there is no ScalingMode that targets max_height and Max_width or `Use maximal possible viewport size while keeping the aspect ratio.`

## Solution

Added `ScalingMode::AutoMax` that does the exact opposite of `ScalingMode::Auto`

---

## Changelog

Renamed `ScalingMode::Auto` to `ScalingMode::AutoMin`.

## Migration Guide

just rename `ScalingMode::Auto` to `ScalingMode::AutoMin` if you are using it.


Co-authored-by: Lixou <82600264+DasLixou@users.noreply.github.com>
2022-11-14 22:34:28 +00:00
2ne1ugly
db0d7698e2 Change From<Icosphere> to TryFrom<Icosphere> (#6484)
# Objective

- Fixes  #6476

## Solution

- Return error instead of panic through `TryFrom`
- ~~Add `.except()` in examples~~ 
- Add `.unwrap()` in examples
2022-11-14 22:34:27 +00:00
ira
308e092153 Add Windows::get_focused(_mut) (#6571)
Add a method to get the focused window.

Use this instead of `WindowFocused` events in `close_on_esc`.
Seems that the OS/window manager might not always send focused events on application startup.

Sadly, not a fix for #5646.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-11-14 21:59:18 +00:00
ickshonpe
5f1261110f Flip UI image (#6292)
# Objective
Fixes  #3225, Allow for flippable UI Images

## Solution
Add flip_x and flip_y fields to UiImage, and swap the UV coordinates accordingly in ui_prepare_nodes.

## Changelog
* Changes UiImage to a struct with texture, flip_x, and flip_y fields.
* Adds flip_x and flip_y fields to ExtractedUiNode.
* Changes extract_uinodes to extract the flip_x and flip_y values from UiImage.
* Changes prepare_uinodes to swap the UV coordinates as required.
* Changes UiImage derefs to texture field accesses.
2022-11-14 21:59:17 +00:00
JoJoJet
3ac06b57e9 Respect alignment for zero-sized types stored in the world (#6618)
# Objective

Fixes #6615.

`BlobVec` does not respect alignment for zero-sized types, which results in UB whenever a ZST with alignment other than 1 is used in the world.

## Solution

Add the fn `bevy_ptr::dangling_with_align`.

---

## Changelog

+ Added the function `dangling_with_align` to `bevy_ptr`, which creates a well-aligned dangling pointer to a type whose alignment is not known at compile time.
2022-11-14 21:16:53 +00:00
radiish
9498bfffcb Add remove method to Map reflection trait. (#6564)
# Objective

- Implements removal of entries from a `dyn Map`
- Fixes #6563

## Solution

- Adds a `remove` method to the `Map` trait which takes in a `&dyn Reflect` key and returns the value removed if it was present.

---

## Changelog

- Added `Map::remove`

## Migration Guide

- Implementors of `Map` will need to implement the `remove` method.


Co-authored-by: radiish <thesethskigamer@gmail.com>
2022-11-14 21:03:39 +00:00
Nicola Papale
1967c3ddef Fix Entity hygiene in WorldQuery (#6614)
# Objective

Fix #6593

## Solution

Fully qualify `Entity` in the `WorldQuery` macro
2022-11-14 14:01:16 +00:00
Tymon
7231e00507 Note about flex in Style docs (#6616)
# Objective 

- Fixes #6606 

## Solution

- Deleted the note Bevy's UI being upside down since it's no longer true as of version 0.9.0
2022-11-14 13:44:29 +00:00
Lixou
e48c05c734 Fix Link in valid_parent_check_plugin.rs (#6584)
# Objective

Link doesn't get to right segment

## Solution

Fix link
2022-11-13 15:35:48 +00:00
Sol Toder
f7c8eb7d86 Correct docs for ButtonSettingsError to read 0.0..=1.0 (#6570)
# Objective

The [documentation for `ButtonSettingsError`](https://docs.rs/bevy/0.9.0/bevy/input/gamepad/enum.ButtonSettingsError.html) incorrectly describes the valid range of values as `0.0..=2.0`, probably because it was copied from `AxisSettingsError`. The actual range, as seen in the functions that return it and in its own `thiserror` description, is `0.0..=1.0`.

## Solution

Update the doc comments to reflect the correct range.


Co-authored-by: Sol Toder <ajaxgb@gmail.com>
2022-11-12 22:59:49 +00:00
github-actions[bot]
920543c824 Release 0.9.0 (#6568)
Preparing next release
This PR has been auto-generated
2022-11-12 20:01:29 +00:00
James Liu
2179a3ebf4 Make Entity::to_bits const (#6559)
# Objective
Fix #6548. Most of these methods were already made `const` in #5688. `Entity::to_bits` is the only one that remained.

## Solution
Make it const.
2022-11-12 16:15:04 +00:00
Nicola Papale
ffa489a846 Ignore Timeout errors on Linux AMD & Intel (#5957)
# Objective

- Fix #3606
- Fix #4579
- Fix #3380

## Solution

When running on a Linux machine with some AMD or Intel device, when calling
`surface.get_current_texture()`, ignore `wgpu::SurfaceError::Timeout` errors.


## Alternative

An alternative solution found in the `wgpu` examples is:

```rust
let frame = surface
    .get_current_texture()
    .or_else(|_| {
        render_device.configure_surface(surface, &swap_chain_descriptor);
        surface.get_current_texture()
    })
    .expect("Error reconfiguring surface");
window.swap_chain_texture = Some(TextureView::from(frame));
```

See: <94ce76391b/wgpu/examples/framework.rs (L362-L370)>

Veloren [handles the Timeout error the way this PR proposes to handle it](https://github.com/gfx-rs/wgpu/issues/1218#issuecomment-1092056971).

The reason I went with this PR's solution is that `configure_surface` seems to be quite an expensive operation, and it would run every frame with the wgpu framework solution, despite the fact it works perfectly fine without `configure_surface`.

I know this looks super hacky with the linux-specific line and the AMD check, but my understanding is that the `Timeout` occurrence is specific to a quirk of some AMD drivers on linux, and if otherwise met should be considered a bug.


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-11-12 08:06:56 +00:00
ira
7ced5336e6 Fix panic when the primary window is closed (#6545)
Issue introduced by #6533.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-11-12 01:28:31 +00:00
François
4ef192b91a Better bloom default settings (#6546)
# Objective

- Use better defaults for bloom

## Solution

- Divide the intensity by 3. It's still noticeable
- Change the mip level? (not sure about that change, it's from a discussion with @superdump)


### bloom example
main:
<img width="1392" alt="Screenshot 2022-11-11 at 01 09 26" src="https://user-images.githubusercontent.com/8672791/201232996-20d6cf65-2511-41bc-979b-f2c193e4e4e6.png">
this pr:
<img width="1392" alt="Screenshot 2022-11-11 at 01 08 00" src="https://user-images.githubusercontent.com/8672791/201232987-b1ebad2a-4ebf-4296-a91b-aab898544a9d.png">


### bistro scene
main:
<img width="1392" alt="Screenshot 2022-11-11 at 01 16 42" src="https://user-images.githubusercontent.com/8672791/201233028-526999a3-0060-44f7-b0dd-f78666b06c1d.png">
this pr:
<img width="1392" alt="Screenshot 2022-11-11 at 01 15 12" src="https://user-images.githubusercontent.com/8672791/201233044-50201034-e881-40e1-8455-76cabc621a9b.png">
2022-11-11 23:46:45 +00:00
Aevyrie
72fbcc7633 Fix color banding by dithering image before quantization (#5264)
# Objective

- Closes #5262 
- Fix color banding caused by quantization.

## Solution

- Adds dithering to the tonemapping node from #3425.
- This is inspired by Godot's default "debanding" shader: https://gist.github.com/belzecue/
- Unlike Godot:
  - debanding happens after tonemapping. My understanding is that this is preferred, because we are running the debanding at the last moment before quantization (`[f32, f32, f32, f32]` -> `f32`). This ensures we aren't biasing the dithering strength by applying it in a different (linear) color space.
  - This code instead uses and reference the origin source, Valve at GDC 2015

![Screenshot from 2022-11-10 13-44-46](https://user-images.githubusercontent.com/2632925/201218880-70f4cdab-a1ed-44de-a88c-8759e77197f1.png)
![Screenshot from 2022-11-10 13-41-11](https://user-images.githubusercontent.com/2632925/201218883-72393352-b162-41da-88bb-6e54a1e26853.png)


## Additional Notes 

Real time rendering to standard dynamic range outputs is limited to 8 bits of depth per color channel. Internally we keep everything in full 32-bit precision (`vec4<f32>`) inside passes and 16-bit between passes until the image is ready to be displayed, at which point the GPU implicitly converts our `vec4<f32>` into a single 32bit value per pixel, with each channel (rgba) getting 8 of those 32 bits.

### The Problem

8 bits of color depth is simply not enough precision to make each step invisible - we only have 256 values per channel! Human vision can perceive steps in luma to about 14 bits of precision. When drawing a very slight gradient, the transition between steps become visible because with a gradient, neighboring pixels will all jump to the next "step" of precision at the same time.

### The Solution

One solution is to simply output in HDR - more bits of color data means the transition between bands will become smaller. However, not everyone has hardware that supports 10+ bit color depth. Additionally, 10 bit color doesn't even fully solve the issue, banding will result in coherent bands on shallow gradients, but the steps will be harder to perceive.

The solution in this PR adds noise to the signal before it is "quantized" or resampled from 32 to 8 bits. Done naively, it's easy to add unneeded noise to the image. To ensure dithering is correct and absolutely minimal, noise is adding *within* one step of the output color depth. When converting from the 32bit to 8bit signal, the value is rounded to the nearest 8 bit value (0 - 255). Banding occurs around the transition from one value to the next, let's say from 50-51. Dithering will never add more than +/-0.5 bits of noise, so the pixels near this transition might round to 50 instead of 51 but will never round more than one step. This means that the output image won't have excess variance:
  - in a gradient from 49 to 51, there will be a step between each band at 49, 50, and 51.
  - Done correctly, the modified image of this gradient will never have a adjacent pixels more than one step (0-255) from each other.
  - I.e. when scanning across the gradient you should expect to see:
```
                  |-band-| |-band-| |-band-|
Baseline:         49 49 49 50 50 50 51 51 51
Dithered:         49 50 49 50 50 51 50 51 51
Dithered (wrong): 49 50 51 49 50 51 49 51 50
```

![Screenshot from 2022-11-10 14-12-36](https://user-images.githubusercontent.com/2632925/201219075-ab3f46be-d4e9-4869-b66b-a92e1706f49e.png)
![Screenshot from 2022-11-10 14-11-48](https://user-images.githubusercontent.com/2632925/201219079-ec5d2add-817d-487a-8fc1-84569c9cda73.png)




You can see from above how correct dithering "fuzzes" the transition between bands to reduce distinct steps in color, without adding excess noise.

### HDR

The previous section (and this PR) assumes the final output is to an 8-bit texture, however this is not always the case. When Bevy adds HDR support, the dithering code will need to take the per-channel depth into account instead of assuming it to be 0-255. Edit: I talked with Rob about this and it seems like the current solution is okay. We may need to revisit once we have actual HDR final image output.

---

## Changelog

### Added

- All pipelines now support deband dithering. This is enabled by default in 3D, and can be toggled in the `Tonemapping` component in camera bundles. Banding is a graphical artifact created when the rendered image is crunched from high precision (f32 per color channel) down to the final output (u8 per channel in SDR). This results in subtle gradients becoming blocky due to the reduced color precision. Deband dithering applies a small amount of noise to the signal before it is "crunched", which breaks up the hard edges of blocks (bands) of color. Note that this does not add excess noise to the image, as the amount of noise is less than a single step of a color channel - just enough to break up the transition between color blocks in a gradient.


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-11-11 19:43:45 +00:00
Robert Swain
c4e791d628 bevy_pbr: Normalize skinned normals (#6543)
# Objective

- Make the many foxes not unnecessarily bright. Broken since #5666.
- Fixes #6528 

## Solution

- In #5666 normalisation of normals was moved from the fragment stage to the vertex stage. However, it was not added to the vertex stage for skinned normals. The many foxes are skinned and their skinned normals were not unit normals. which made them brighter. Normalising the skinned normals fixes this.

---

## Changelog

- Fixed: Non-unit length skinned normals are now normalized.
2022-11-11 03:31:57 +00:00
ira
99c815fd00 Move the cursor's origin back to the bottom-left (#6533)
This reverts commit 8429b6d6ca as discussed in #6522.

I tested that the game_menu example works as it should.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-11-10 20:10:51 +00:00
ira
9b56b549ad Reuse ndc_to_world matrix in Camera::viewport_to_world (#6532)
# Objective

Solve #6531.


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-11-10 16:55:53 +00:00
dataphract
1914a3f288 fix: explicitly specify required version of async-task (#6509)
# Objective

Attempting to build `bevy_tasks` produces the following error:

```
error[E0599]: no method named `is_finished` found for struct `async_executor::Task` in the current scope
  --> /[...]]/bevy/crates/bevy_tasks/src/task.rs:51:16
   |
51 |         self.0.is_finished()
   |                ^^^^^^^^^^^ method not found in `async_executor::Task<T>`

```

It looks like this was introduced along with `Task::is_finished`, which delegates to `async_task::Task::is_finished`. However, the latter was only introduced in `async-task` 4.2.0; `bevy_tasks` does not explicitly depend on `async-task` but on `async-executor` ^1.3.0, which in turn depends on `async-task` ^4.0.0.

## Solution

Add an explicit dependency on `async-task` ^4.2.0.
2022-11-07 21:43:07 +00:00
ira
d688ba5f29 Add send_event and friends to WorldCell (#6515)
# Objective

Copy `send_event` and friends from `World` to `WorldCell`.

Clean up `bevy_winit` using `WorldCell::send_event`.

## Changelog

Added `send_event`, `send_event_default`, and `send_event_batch` to `WorldCell`.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-11-07 21:25:31 +00:00
Jakob Hellermann
4ad621fe0f Reflect for Tonemapping and ClusterConfig (#6488)
# Objective

- it would be useful to inspect these structs using reflection

## Solution

- derive and register reflect
- Note that `#[reflect(Component)]` requires `Default` (or `FromWorld`) until #6060, so I implemented `Default` for `Tonemapping` with `is_enabled: false`
2022-11-07 19:44:17 +00:00
研究社交
0aa17d0aca Macro for Loading Internal Binary Assets (#6478)
# Objective

The `load_internal_asset` macro is helpful when creating rendering plugins, but it doesn't support load binary assets (like those compiled as spir-v).

## Solution

Add a `load_internal_binary_asset` macro that use `include_bytes!`.
2022-11-07 19:44:15 +00:00
Rob Parrett
1170b30785 Fix panic when using globals uniform in wasm builds (#6460)
# Objective

Fixes #5393 

## Solution

- Add padding to `GlobalsUniform` / `Globals` to make it 16-byte aligned.

Still not super clear on whether this is a `naga` thing or an `encase` thing or what. But now that we're offering `globals` up to users and #5393 is not just breaking an example, maybe we should do this sort of workaround?
2022-11-07 19:44:14 +00:00
François
0aab699a84 Update glam 0.22, hexasphere 8.0, encase 0.4 (#6427)
# Objective

- Update glam to 0.22, hexasphere to 8.0, encase to 0.4

## Solution

- Update glam to 0.22, hexasphere to 8.0, encase to 0.4
- ~~waiting on https://github.com/teoxoy/encase/pull/17 and https://github.com/OptimisticPeach/hexasphere/pull/13~~
2022-11-07 19:44:13 +00:00
ira
944b311c67 Improve logging consistency for entity despawning (#6501)
* Move the despawn debug log from `World::despawn` to `EntityMut::despawn`.
 * Move the despawn non-existent warning log from `Commands::despawn` to `World::despawn`.

This should make logging consistent regardless of which of the three `despawn` methods is used.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-11-07 19:23:34 +00:00
Gino Valente
02fbf16c80 bevy_reflect: Add Reflect::into_reflect (#6502)
# Objective

Using `Reflect` we can easily switch between a specific reflection trait object, such as a `dyn Struct`, to a `dyn Reflect` object via `Reflect::as_reflect` or `Reflect::as_reflect_mut`.

```rust
fn do_something(value: &dyn Reflect) {/* ... */}

let foo: Box<dyn Struct> = Box::new(Foo::default());
do_something(foo.as_reflect());
```

However, there is no way to convert a _boxed_ reflection trait object to a `Box<dyn Reflect>`.

## Solution

Add a `Reflect::into_reflect` method which allows converting a boxed reflection trait object back into a boxed `Reflect` trait object.

```rust
fn do_something(value: Box<dyn Reflect>) {/* ... */}

let foo: Box<dyn Struct> = Box::new(Foo::default());
do_something(foo.into_reflect());
```

---

## Changelog

- Added `Reflect::into_reflect`
2022-11-07 02:11:16 +00:00
Hennadii Chernyshchyk
efc111c7f2 Add CameraRenderGraph::set (#6470)
# Objective

Some render plugins, like [bevy-hikari](https://github.com/cryscan/bevy-hikari) require to set `CameraRenderGraph`. In order to switch between render graphs I need to insert a new `CameraRenderGraph` component. It's not very ergonomic.

## Solution

Add `CameraRenderGraph::set` like in [Name](https://docs.rs/bevy/latest/bevy/core/struct.Name.html).

---

## Changelog

### Added

- `CameraRenderGraph::set`.
2022-11-06 17:14:10 +00:00
Hennadii Chernyshchyk
feebbc5ea9 Add reflect_owned (#6494)
# Objective

There is no way to gen an owned value of `Reflect`.

## Solution

Add it! This was originally a part of #6421, but @MrGVSV asked me to create a separate for it to implement reflect diffing.

---

## Changelog

### Added

- `Reflect::reflect_owned` to get an owned version of `Reflect`.
2022-11-06 16:58:38 +00:00
TimJentzsch
694c980c82 Fix clippy::iter_with_drain (#6485)
# Objective

Fixes #6483.

- Fix the [`clippy::iter_with_drain`](https://rust-lang.github.io/rust-clippy/master/index.html#iter_with_drain) warnings
- From the docs: "`.into_iter()` is simpler with better performance"

## Solution

- Replace `.drain(..)` for `Vec` with `.into_iter()`
2022-11-06 01:42:15 +00:00
Brian Merchant
66f495c44e Cleaning up NodeBundle, and some slight UI module re-organization (#6473)
# Objective

`NodeBundle` contains an `image` field, which can be misleading, because if you do supply an image there, nothing will be shown to screen. You need to use an `ImageBundle` instead.

## Solution

* `image` (`UiImage`) field is removed from `NodeBundle`, 
* extraction stage queries now make an optional query for `UiImage`, if one is not found, use the image handle that is used as a default by `UiImage`: c019a60b39/crates/bevy_ui/src/ui_node.rs (L464)
* touching up docs for `NodeBundle` to help guide what `NodeBundle` should be used for
* renamed `entity.rs` to `node_bundle.rs` as that gives more of a hint regarding the module's purpose
* separating `camera_config` stuff from the pre-made UI node bundles so that `node_bundle.rs` makes more sense as a module name.
2022-11-05 20:48:15 +00:00
Jakob Hellermann
5ae94750a1 make register on TypeRegistry idempotent (#6487)
# Objective

- adding a new `.register` should not overwrite old type data
- separate crates should both be able to register the same type

I ran into this while debugging why `register::<Handle<T>>` removed the `ReflectHandle` type data from a prior `register_asset_reflect`.


## Solution

- make `register` do nothing if called again for the same type
- I also removed some unnecessary duplicate registrations
2022-11-05 16:43:15 +00:00
JoJoJet
0e41b79a35 debug_checked_unwrap should track its caller (#6452)
# Objective

When an error causes `debug_checked_unreachable` to be called, the panic message unhelpfully points to the function definition instead of the place that caused the error.

## Solution

Add the `#[track_caller]` attribute in debug mode.
2022-11-05 16:15:08 +00:00
targrub
96c9c60f80 Use cbrt() instead of powf(1./3.) (#6481)
# Objective

- Use cube root library function instead of handrolling.

## Solution

- Instead of `powf(1./3.)` use `cbrt()`.
2022-11-05 14:12:04 +00:00
xtr3m3nerd
40ea5b4ef6 UI scaling fix (#6479)
# Objective

Fixes: https://github.com/bevyengine/bevy/issues/6466 
Summary: The UI Scaling example dynamically scales the UI which will dynamically allocate fonts to the font atlas surpassing the protective limit, throwing a panic. 

## Solution

- Set TextSettings.allow_dynamic_font_size = true for the UI Scaling example. This is the ideal solution since the dynamic changes to the UI are not continuous yet still discrete.
- Update the panic text to reflect ui scaling as a potential cause
2022-11-05 13:51:12 +00:00
Carter Anderson
c019a60b39 Add "end of main pass post processing" render graph node (#6468)
# Objective

Bevy UI (and third party plugins) currently have no good way to position themselves after all post processing effects. They currently use the tonemapping node, but this is not adequate if there is anything after tonemapping (such as FXAA).

## Solution

Add a logical `END_MAIN_PASS_POST_PROCESSING` RenderGraph node that main pass post processing effects position themselves before, and things like UIs can position themselves after.
2022-11-04 22:19:02 +00:00
Carter Anderson
e5905379de Use new let-else syntax where possible (#6463)
# Objective

Let-else syntax is now stable!

## Solution

Use it where possible!
2022-11-04 21:32:09 +00:00
Marco Buono
1bd3d85769 Take DirectionalLight's GlobalTransform into account when calculating shadow map volume (not just direction) (#6384)
# Objective

This PR fixes #5789, by enabling movable (and scalable) directional light shadow volumes.

## Solution

This PR changes `ExtractedDirectionalLight` to hold a copy of the `DirectionalLight` entity's `GlobalTransform`, instead of just a `direction` vector. This allows the shadow map volume (as defined by the light's `shadow_projection` field) to be transformed honoring translation _and_ scale transforms, and not just rotation.

It also augments the texel size calculation (used to determine the `shadow_normal_bias`) so that it now takes into account the upper bound of the x/y/z scale of the `GlobalTransform`.

This change makes the directional light extraction code more consistent with point and spot lights (that already use `transform`), and allows easily moving and scaling the shadow volume along with a player entity based on camera distance/angle, immediately enabling more real world use cases until we have a more sophisticated adaptive implementation, such as the one described in #3629.

**Note:** While it was previously possible to update the projection achieving a similar effect, depending on the light direction and distance to the origin, the fact that the shadow map camera was always positioned at the origin with a hardcoded `Vec3::Y` up value meant you would get sub-optimal or inconsistent/incorrect results.

---

## Changelog

### Changed

- `DirectionalLight` shadow volumes now honor translation and scale transforms

## Migration Guide

- If your directional lights were positioned at the origin and not scaled (the default, most common scenario) no changes are needed on your part; it just works as before;
- If you previously had a system for dynamically updating directional light shadow projections, you might now be able to simplify your code by updating the directional light entity's transform instead;
- In the unlikely scenario that a scene with directional lights that previously rendered shadows correctly has missing shadows, make sure your directional lights are positioned at (0, 0, 0) and are not scaled to a size that's too large or too small.
2022-11-04 20:12:26 +00:00
JMS55
1fe3589a1a Improve BloomSettings docs (#6465)
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: DGriffin91 <github@dgdigital.net>
2022-11-04 17:53:55 +00:00
ira
b0bd8722f3 Fix unsound EntityMut::remove_children. Add EntityMut::world_scope (#6464)
`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>
2022-11-04 17:30:40 +00:00
James Liu
ec8c8fbc8a Remove unnecesary branches/panics from Query accesses (#6461)
# Objective
Supercedes #6452. Upon inspection of the [generated assembly](https://gist.github.com/james7132/c2740c6941b80d7912f1e8888e223cbb#file-original-s) of a [simple Bevy binary](https://gist.github.com/james7132/c2740c6941b80d7912f1e8888e223cbb#file-source-rs) compiled with `cargo rustc --release -- --emit asm`, it's apparent that there are multiple unnecessary branches in the generated assembly:

```assembly
.LBB5_5:
	cmpq	%r10, %r11
	je	.LBB5_15
	movq	(%r11), %rcx
	movq	328(%r15), %rdx
	cmpq	%rdx, %rcx
	jae	.LBB5_14
	movq	312(%r15), %rdi
	leaq	(%rcx,%rcx,2), %rcx
	shlq	$5, %rcx
	movq	336(%r12), %rdx
	movq	64(%rdi,%rcx), %rax
	cmpq	%rdx, %rax
	jbe	.LBB5_4
	leaq	(%rdi,%rcx), %rsi
	movq	48(%rsi), %rbp
	shlq	$4, %rdx
	cmpq	$0, (%rbp,%rdx)
	je	.LBB5_4
	movq	344(%r12), %rbx
	cmpq	%rbx, %rax
	jbe	.LBB5_4
	shlq	$4, %rbx
	cmpq	$0, (%rbp,%rbx)
	je	.LBB5_4
	addq	$8, %r11
	movq	88(%rdi,%rcx), %rcx
	testq	%rcx, %rcx
	je	.LBB5_5
	movq	(%rsi), %rax
	movq	8(%rbp,%rdx), %rdx
	leaq	(%rdx,%rdx,4), %rdi
	shlq	$4, %rdi
	movq	32(%rax,%rdi), %rdx
	movq	56(%rax,%rdi), %r8
	movq	8(%rbp,%rbx), %rbp
	leaq	(%rbp,%rbp,4), %rbp
	shlq	$4, %rbp
	movq	32(%rax,%rbp), %r9
	xorl	%ebp, %ebp
	jmp	.LBB5_13
	.p2align	4, 0x90
```

Almost every one of the instructions starting with `j` is a potential branch, which can significantly slow down accesses. Of these, two labels are both common and never used:

```asm
.LBB5_14:
	leaq	__unnamed_2(%rip), %r8
	callq	_ZN4core9panicking18panic_bounds_check17h70367088e72af65aE
	ud2
.LBB5_4:
	callq	_ZN8bevy_ecs5query25debug_checked_unreachable17h0855ff520ceaea77E
	ud2
	.seh_endproc
```

These correpsond to subprocedure calls to panicking due to out of bounds from indexing `Tables` and `debug_checked_unreadable`. Both of which should be inlined and optimized out, but are not.

## Solution
Make `debug_checked_unreachable` a macro to forcibly inline either `unreachable!()` in debug builds, and `std::hint::unreachable_unchecked()` in release mode. Replace the `Tables` and `Archetype` index access with `get(id).unwrap_or_else(|| debug_checked_unreachable!())` to assume that the table or archetype provided exists.

This has no external breaking change of any kind.

The equivalent section of code with these changes removes most of the conditional jump instructions:

```asm
.LBB5_5:
	movss	(%rbx,%rbp,4), %xmm0
	movl	%r14d, 4(%r8,%rbp,8)
	addss	(%rdi,%rbp,4), %xmm0
	movss	%xmm0, (%rdi,%rbp,4)
	incq	%rbp
.LBB5_1:
	cmpq	%rdx, %rbp
	jne	.LBB5_5
	.p2align	4, 0x90
.LBB5_2:
	cmpq	%rcx, %rax
	je	.LBB5_6
	movq	(%rax), %rdx
	addq	$8, %rax
	movq	312(%rsi), %rbp
	leaq	(%rdx,%rdx,2), %rbx
	shlq	$5, %rbx
	movq	88(%rbp,%rbx), %rdx
	testq	%rdx, %rdx
	je	.LBB5_2
	leaq	(%rbx,%rbp), %r8
	movq	336(%r15), %rdi
	movq	344(%r15), %r9
	movq	48(%rbp,%rbx), %r10
	shlq	$4, %rdi
	movq	(%r8), %rbx
	movq	8(%r10,%rdi), %rdi
	leaq	(%rdi,%rdi,4), %rbp
	shlq	$4, %rbp
	movq	32(%rbx,%rbp), %rdi
	movq	56(%rbx,%rbp), %r8
	shlq	$4, %r9
	movq	8(%r10,%r9), %rbp
	leaq	(%rbp,%rbp,4), %rbp
	shlq	$4, %rbp
	movq	32(%rbx,%rbp), %rbx
	xorl	%ebp, %ebp
	jmp	.LBB5_5
.LBB5_6:
	addq	$40, %rsp
	popq	%rbx
	popq	%rbp
	popq	%rdi
	popq	%rsi
	popq	%r14
	popq	%r15
	retq
	.seh_endproc

```

## Performance

Microbenchmarks results:

<details>

```
group                                                    main                                     no-panic-query
-----                                                    ----                                     --------------
busy_systems/01x_entities_03_systems                     1.20     42.4±2.66µs        ? ?/sec      1.00     35.3±1.68µs        ? ?/sec
busy_systems/01x_entities_06_systems                     1.32     83.8±3.50µs        ? ?/sec      1.00     63.6±1.72µs        ? ?/sec
busy_systems/01x_entities_09_systems                     1.15    113.3±8.90µs        ? ?/sec      1.00     98.2±6.15µs        ? ?/sec
busy_systems/01x_entities_12_systems                     1.27   160.8±32.44µs        ? ?/sec      1.00    126.6±4.70µs        ? ?/sec
busy_systems/01x_entities_15_systems                     1.12    179.6±3.71µs        ? ?/sec      1.00   160.3±11.03µs        ? ?/sec
busy_systems/02x_entities_03_systems                     1.18     76.8±3.14µs        ? ?/sec      1.00     65.2±3.17µs        ? ?/sec
busy_systems/02x_entities_06_systems                     1.16    144.6±6.10µs        ? ?/sec      1.00    124.5±5.14µs        ? ?/sec
busy_systems/02x_entities_09_systems                     1.19    215.3±9.18µs        ? ?/sec      1.00    181.5±5.67µs        ? ?/sec
busy_systems/02x_entities_12_systems                     1.20    266.7±8.33µs        ? ?/sec      1.00    222.0±9.53µs        ? ?/sec
busy_systems/02x_entities_15_systems                     1.23   338.8±10.53µs        ? ?/sec      1.00    276.3±6.94µs        ? ?/sec
busy_systems/03x_entities_03_systems                     1.43    113.5±5.06µs        ? ?/sec      1.00     79.6±1.49µs        ? ?/sec
busy_systems/03x_entities_06_systems                     1.38   217.3±12.67µs        ? ?/sec      1.00    157.5±3.07µs        ? ?/sec
busy_systems/03x_entities_09_systems                     1.23   308.8±24.75µs        ? ?/sec      1.00    251.6±8.93µs        ? ?/sec
busy_systems/03x_entities_12_systems                     1.05   347.7±12.43µs        ? ?/sec      1.00   330.6±11.43µs        ? ?/sec
busy_systems/03x_entities_15_systems                     1.13   455.5±13.88µs        ? ?/sec      1.00   401.7±17.29µs        ? ?/sec
busy_systems/04x_entities_03_systems                     1.24    144.7±5.89µs        ? ?/sec      1.00    116.9±6.29µs        ? ?/sec
busy_systems/04x_entities_06_systems                     1.24   282.8±21.40µs        ? ?/sec      1.00   228.6±21.31µs        ? ?/sec
busy_systems/04x_entities_09_systems                     1.35   431.8±14.10µs        ? ?/sec      1.00    319.6±9.83µs        ? ?/sec
busy_systems/04x_entities_12_systems                     1.16   493.8±22.87µs        ? ?/sec      1.00   424.9±15.24µs        ? ?/sec
busy_systems/04x_entities_15_systems                     1.10   587.5±23.25µs        ? ?/sec      1.00   531.7±16.32µs        ? ?/sec
busy_systems/05x_entities_03_systems                     1.14    148.2±9.61µs        ? ?/sec      1.00    129.5±4.32µs        ? ?/sec
busy_systems/05x_entities_06_systems                     1.31   359.7±17.46µs        ? ?/sec      1.00   273.6±10.55µs        ? ?/sec
busy_systems/05x_entities_09_systems                     1.22   473.5±23.11µs        ? ?/sec      1.00   389.3±13.62µs        ? ?/sec
busy_systems/05x_entities_12_systems                     1.05   562.9±20.76µs        ? ?/sec      1.00   536.5±24.35µs        ? ?/sec
busy_systems/05x_entities_15_systems                     1.23   818.5±28.70µs        ? ?/sec      1.00   666.6±45.87µs        ? ?/sec
contrived/01x_entities_03_systems                        1.27     27.5±0.49µs        ? ?/sec      1.00     21.6±1.71µs        ? ?/sec
contrived/01x_entities_06_systems                        1.22     49.9±1.18µs        ? ?/sec      1.00     40.7±2.62µs        ? ?/sec
contrived/01x_entities_09_systems                        1.30     72.3±2.39µs        ? ?/sec      1.00     55.4±2.60µs        ? ?/sec
contrived/01x_entities_12_systems                        1.28     94.3±9.44µs        ? ?/sec      1.00     73.7±3.62µs        ? ?/sec
contrived/01x_entities_15_systems                        1.25    118.0±2.43µs        ? ?/sec      1.00     94.1±3.99µs        ? ?/sec
contrived/02x_entities_03_systems                        1.23     41.6±1.71µs        ? ?/sec      1.00     33.7±2.30µs        ? ?/sec
contrived/02x_entities_06_systems                        1.19     78.6±2.63µs        ? ?/sec      1.00     65.9±2.35µs        ? ?/sec
contrived/02x_entities_09_systems                        1.28    113.6±3.60µs        ? ?/sec      1.00     88.6±3.60µs        ? ?/sec
contrived/02x_entities_12_systems                        1.20    146.4±5.75µs        ? ?/sec      1.00    121.7±3.35µs        ? ?/sec
contrived/02x_entities_15_systems                        1.23    178.5±4.86µs        ? ?/sec      1.00    145.7±4.00µs        ? ?/sec
contrived/03x_entities_03_systems                        1.42     58.3±2.77µs        ? ?/sec      1.00     41.1±1.54µs        ? ?/sec
contrived/03x_entities_06_systems                        1.32    108.5±7.30µs        ? ?/sec      1.00     82.4±4.86µs        ? ?/sec
contrived/03x_entities_09_systems                        1.23    153.7±4.61µs        ? ?/sec      1.00    125.0±4.76µs        ? ?/sec
contrived/03x_entities_12_systems                        1.18    197.5±5.12µs        ? ?/sec      1.00    166.8±8.14µs        ? ?/sec
contrived/03x_entities_15_systems                        1.23    238.8±6.38µs        ? ?/sec      1.00    194.6±4.55µs        ? ?/sec
contrived/04x_entities_03_systems                        1.34     66.4±3.42µs        ? ?/sec      1.00     49.5±1.98µs        ? ?/sec
contrived/04x_entities_06_systems                        1.27    134.3±4.86µs        ? ?/sec      1.00    105.8±3.58µs        ? ?/sec
contrived/04x_entities_09_systems                        1.26    193.2±3.83µs        ? ?/sec      1.00    153.0±5.60µs        ? ?/sec
contrived/04x_entities_12_systems                        1.16    237.1±5.78µs        ? ?/sec      1.00   204.9±18.77µs        ? ?/sec
contrived/04x_entities_15_systems                        1.17    289.2±4.76µs        ? ?/sec      1.00    246.3±8.57µs        ? ?/sec
contrived/05x_entities_03_systems                        1.26     80.4±2.90µs        ? ?/sec      1.00     63.7±3.07µs        ? ?/sec
contrived/05x_entities_06_systems                        1.27   161.6±13.47µs        ? ?/sec      1.00    127.2±5.59µs        ? ?/sec
contrived/05x_entities_09_systems                        1.22    228.0±7.76µs        ? ?/sec      1.00    186.2±7.68µs        ? ?/sec
contrived/05x_entities_12_systems                        1.20    289.5±6.21µs        ? ?/sec      1.00    241.8±7.52µs        ? ?/sec
contrived/05x_entities_15_systems                        1.18   357.3±11.24µs        ? ?/sec      1.00    302.7±7.21µs        ? ?/sec
heavy_compute/base                                       1.01    302.4±3.52µs        ? ?/sec      1.00    300.2±3.40µs        ? ?/sec
iter_fragmented/base                                     1.00    348.1±7.51ns        ? ?/sec      1.01    351.9±8.32ns        ? ?/sec
iter_fragmented/foreach                                  1.03   239.8±23.78ns        ? ?/sec      1.00   233.8±18.12ns        ? ?/sec
iter_fragmented/foreach_wide                             1.00      3.9±0.13µs        ? ?/sec      1.02      4.0±0.22µs        ? ?/sec
iter_fragmented/wide                                     1.18      4.6±0.15µs        ? ?/sec      1.00      3.9±0.10µs        ? ?/sec
iter_fragmented_sparse/base                              1.02      8.1±0.15ns        ? ?/sec      1.00      7.9±0.56ns        ? ?/sec
iter_fragmented_sparse/foreach                           1.00      7.8±0.22ns        ? ?/sec      1.01      7.9±0.62ns        ? ?/sec
iter_fragmented_sparse/foreach_wide                      1.00     37.2±1.17ns        ? ?/sec      1.10     40.9±0.95ns        ? ?/sec
iter_fragmented_sparse/wide                              1.09     48.4±2.13ns        ? ?/sec      1.00    44.5±18.34ns        ? ?/sec
iter_simple/base                                         1.02      8.4±0.10µs        ? ?/sec      1.00      8.2±0.14µs        ? ?/sec
iter_simple/foreach                                      1.01      8.3±0.07µs        ? ?/sec      1.00      8.2±0.09µs        ? ?/sec
iter_simple/foreach_sparse_set                           1.00     25.3±0.32µs        ? ?/sec      1.02     25.7±0.42µs        ? ?/sec
iter_simple/foreach_wide                                 1.03     41.1±0.94µs        ? ?/sec      1.00     39.9±0.41µs        ? ?/sec
iter_simple/foreach_wide_sparse_set                      1.05    123.6±2.05µs        ? ?/sec      1.00    118.1±2.78µs        ? ?/sec
iter_simple/sparse_set                                   1.14     30.5±1.40µs        ? ?/sec      1.00     26.9±0.64µs        ? ?/sec
iter_simple/system                                       1.01      8.4±0.25µs        ? ?/sec      1.00      8.4±0.11µs        ? ?/sec
iter_simple/wide                                         1.18     48.2±0.62µs        ? ?/sec      1.00     40.7±0.38µs        ? ?/sec
iter_simple/wide_sparse_set                              1.12   140.8±21.56µs        ? ?/sec      1.00    126.0±2.30µs        ? ?/sec
query_get/50000_entities_sparse                          1.17    378.6±7.60µs        ? ?/sec      1.00   324.1±23.17µs        ? ?/sec
query_get/50000_entities_table                           1.08   330.9±10.90µs        ? ?/sec      1.00    306.8±4.98µs        ? ?/sec
query_get_component/50000_entities_sparse                1.00   976.7±19.55µs        ? ?/sec      1.00   979.8±35.87µs        ? ?/sec
query_get_component/50000_entities_table                 1.00  1029.0±15.11µs        ? ?/sec      1.05  1080.0±59.18µs        ? ?/sec
query_get_component_simple/system                        1.13   839.7±14.18µs        ? ?/sec      1.00   742.8±10.72µs        ? ?/sec
query_get_component_simple/unchecked                     1.01   909.0±15.17µs        ? ?/sec      1.00   898.0±13.56µs        ? ?/sec
query_get_many_10/50000_calls_sparse                     1.04      5.5±0.54ms        ? ?/sec      1.00      5.3±0.67ms        ? ?/sec
query_get_many_10/50000_calls_table                      1.01      4.9±0.49ms        ? ?/sec      1.00      4.8±0.45ms        ? ?/sec
query_get_many_2/50000_calls_sparse                      1.28  848.4±210.89µs        ? ?/sec      1.00   664.8±47.69µs        ? ?/sec
query_get_many_2/50000_calls_table                       1.05   779.0±73.85µs        ? ?/sec      1.00   739.2±83.02µs        ? ?/sec
query_get_many_5/50000_calls_sparse                      1.05      2.4±0.37ms        ? ?/sec      1.00      2.3±0.33ms        ? ?/sec
query_get_many_5/50000_calls_table                       1.00  1939.9±75.22µs        ? ?/sec      1.04      2.0±0.19ms        ? ?/sec
run_criteria/yes_using_query/001_systems                 1.00      3.7±0.38µs        ? ?/sec      1.30      4.9±0.14µs        ? ?/sec
run_criteria/yes_using_query/006_systems                 1.00      8.9±0.40µs        ? ?/sec      1.17     10.3±0.57µs        ? ?/sec
run_criteria/yes_using_query/011_systems                 1.00     13.9±0.49µs        ? ?/sec      1.08     15.0±0.89µs        ? ?/sec
run_criteria/yes_using_query/016_systems                 1.00     18.8±0.74µs        ? ?/sec      1.00     18.8±1.43µs        ? ?/sec
run_criteria/yes_using_query/021_systems                 1.07     24.1±0.87µs        ? ?/sec      1.00     22.6±1.58µs        ? ?/sec
run_criteria/yes_using_query/026_systems                 1.04     27.9±0.62µs        ? ?/sec      1.00     26.8±1.71µs        ? ?/sec
run_criteria/yes_using_query/031_systems                 1.09     33.3±1.03µs        ? ?/sec      1.00     30.5±2.18µs        ? ?/sec
run_criteria/yes_using_query/036_systems                 1.14     38.7±0.80µs        ? ?/sec      1.00     33.9±1.75µs        ? ?/sec
run_criteria/yes_using_query/041_systems                 1.18     43.7±1.07µs        ? ?/sec      1.00     37.0±2.39µs        ? ?/sec
run_criteria/yes_using_query/046_systems                 1.14     47.6±1.16µs        ? ?/sec      1.00     41.9±2.09µs        ? ?/sec
run_criteria/yes_using_query/051_systems                 1.17     52.9±2.04µs        ? ?/sec      1.00     45.3±1.75µs        ? ?/sec
run_criteria/yes_using_query/056_systems                 1.25     59.2±2.38µs        ? ?/sec      1.00     47.2±2.01µs        ? ?/sec
run_criteria/yes_using_query/061_systems                 1.28    66.1±15.84µs        ? ?/sec      1.00     51.5±2.47µs        ? ?/sec
run_criteria/yes_using_query/066_systems                 1.28     70.2±2.57µs        ? ?/sec      1.00     54.7±2.58µs        ? ?/sec
run_criteria/yes_using_query/071_systems                 1.30     75.5±2.27µs        ? ?/sec      1.00     58.2±3.31µs        ? ?/sec
run_criteria/yes_using_query/076_systems                 1.26     81.5±2.66µs        ? ?/sec      1.00     64.5±3.13µs        ? ?/sec
run_criteria/yes_using_query/081_systems                 1.29     89.7±2.58µs        ? ?/sec      1.00     69.3±3.47µs        ? ?/sec
run_criteria/yes_using_query/086_systems                 1.33     95.6±3.39µs        ? ?/sec      1.00     71.8±3.48µs        ? ?/sec
run_criteria/yes_using_query/091_systems                 1.25    102.0±3.67µs        ? ?/sec      1.00     81.4±4.82µs        ? ?/sec
run_criteria/yes_using_query/096_systems                 1.33    111.7±3.29µs        ? ?/sec      1.00     83.8±4.15µs        ? ?/sec
run_criteria/yes_using_query/101_systems                 1.29   113.2±12.04µs        ? ?/sec      1.00     87.7±5.15µs        ? ?/sec
world_query_for_each/50000_entities_sparse               1.00     47.4±0.51µs        ? ?/sec      1.00     47.3±0.33µs        ? ?/sec
world_query_for_each/50000_entities_table                1.00     27.2±0.50µs        ? ?/sec      1.00     27.2±0.17µs        ? ?/sec
world_query_get/50000_entities_sparse_wide               1.09    210.5±1.78µs        ? ?/sec      1.00    192.5±2.61µs        ? ?/sec
world_query_get/50000_entities_table                     1.00    127.7±2.09µs        ? ?/sec      1.07    136.2±5.95µs        ? ?/sec
world_query_get/50000_entities_table_wide                1.00    209.8±2.37µs        ? ?/sec      1.15    240.6±2.04µs        ? ?/sec
world_query_iter/50000_entities_sparse                   1.00     54.2±0.36µs        ? ?/sec      1.01     54.7±0.61µs        ? ?/sec
world_query_iter/50000_entities_table                    1.00     27.2±0.31µs        ? ?/sec      1.00     27.3±0.64µs        ? ?/sec
```
</details>

NOTE: This PR includes a change to enable LTO on our benchmarks to get a "fully optimized" baseline for our benchmarks. Both the main and the current PR's results were with LTO enabled.
2022-11-04 06:04:55 +00:00
ira
2c5d072e76 Allow passing glam vector types as vertex attributes (#6442)
Allow passing `Vec`s of glam vector types as vertex attributes.
Alternative to #4548 and #2719

Also used some macros to cut down on all the repetition.

# Migration Guide
Implementations of `From<Vec<[u16; 4]>>` and `From<Vec<[u8; 4]>>` for `VertexAttributeValues` have been removed.
I you're passing either `Vec<[u16; 4]>` or `Vec<[u8; 4]>` into `Mesh::insert_attribute` it will now require wrapping it with right the `VertexAttributeValues` enum variant. 

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-11-04 03:45:17 +00:00
Gino Valente
97f7a1a99c bevy_reflect: Binary formats (#6140)
# Objective

Closes #5934

Currently it is not possible to de/serialize data to non-self-describing formats using reflection.

## Solution

Add support for non-self-describing de/serialization using reflection.

This allows us to use binary formatters, like [`postcard`](https://crates.io/crates/postcard):

```rust
#[derive(Reflect, FromReflect, Debug, PartialEq)]
struct Foo {
  data: String
}

let mut registry = TypeRegistry::new();
registry.register::<Foo>();

let input = Foo {
  data: "Hello world!".to_string()
};

// === Serialize! === //
let serializer = ReflectSerializer::new(&input, &registry);
let bytes: Vec<u8> = postcard::to_allocvec(&serializer).unwrap();

println!("{:?}", bytes); // Output: [129, 217, 61, 98, ...]

// === Deserialize! === //
let deserializer = UntypedReflectDeserializer::new(&registry);

let dynamic_output = deserializer
  .deserialize(&mut postcard::Deserializer::from_bytes(&bytes))
  .unwrap();

let output = <Foo as FromReflect>::from_reflect(dynamic_output.as_ref()).unwrap();

assert_eq!(expected, output); // OK!
```

#### Crates Tested

- ~~[`rmp-serde`](https://crates.io/crates/rmp-serde)~~ Apparently, this _is_ self-describing
- ~~[`bincode` v2.0.0-rc.1](https://crates.io/crates/bincode/2.0.0-rc.1) (using [this PR](https://github.com/bincode-org/bincode/pull/586))~~ This actually works for the latest release (v1.3.3) of [`bincode`](https://crates.io/crates/bincode) as well. You just need to be sure to use fixed-int encoding.
- [`postcard`](https://crates.io/crates/postcard)

## Future Work

Ideally, we would refactor the `serde` module, but I don't think I'll do that in this PR so as to keep the diff relatively small (and to avoid any painful rebases). This should probably be done once this is merged, though.

Some areas we could improve with a refactor:

* Split deserialization logic across multiple files
* Consolidate helper functions/structs
* Make the logic more DRY

---

## Changelog

- Add support for non-self-describing de/serialization using reflection.


Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2022-11-04 02:22:54 +00:00
JMS55
4c4f47697c Bloom (#6397)
# Objective

- Adds a bloom pass for HDR-enabled Camera3ds.
- Supersedes (and all credit due to!) https://github.com/bevyengine/bevy/pull/3430 and https://github.com/bevyengine/bevy/pull/2876

![image](https://user-images.githubusercontent.com/47158642/198698783-228edc00-20b5-4218-a613-331ccd474f38.png)

## Solution

- A threshold is applied to isolate emissive samples, and then a series of downscale and upscaling passes are applied and composited together.
- Bloom is applied to 2d or 3d Cameras with hdr: true and a BloomSettings component.

---

## Changelog

- Added a `core_pipeline::bloom::BloomSettings` component.
- Added `BloomNode` that runs between the main pass and tonemapping.
- Added a `BloomPlugin` that is loaded as part of CorePipelinePlugin.
- Added a bloom example project.

Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: DGriffin91 <github@dgdigital.net>
2022-11-04 01:34:12 +00:00
Carter Anderson
2e653e5774 Fix spawning empty bundles (#6425)
# Objective

Alternative to #6424 
Fixes #6226

Fixes spawning empty bundles

## Solution

Add `BundleComponentStatus` trait and implement it for `AddBundle` and a new `SpawnBundleStatus` type (which always returns an Added status). `write_components` is now generic on `BundleComponentStatus` instead of taking `AddBundle` directly. This means BundleSpawner can now avoid needing AddBundle from the Empty archetype, which means BundleSpawner no longer needs a reference to the original archetype.

In theory this cuts down on the work done in `write_components` when spawning, but I'm seeing no change in the spawn benchmarks.
2022-11-03 22:50:41 +00:00
Carter Anderson
e6a0164587 Specialize UI pipeline on "hdr-ness" (#6459)
# Objective

The UI pass in HDR breaks currently because the color attachment format does not match the HDR ViewTarget.

## Solution

Specialize the UI pipeline on "hdr-ness" and select the appropriate format (like we do in the other built in pipelines).
2022-11-03 21:14:03 +00:00
Robert Swain
fc56c686af bevy_pbr: Fix incorrect and unnecessary normal-mapping code (#5766)
# Objective

- Fixes #4019 
- Fix lighting of double-sided materials when using a negative scale
- The FlightHelmet.gltf model's hose uses a double-sided material. Loading the model with a uniform scale of -1.0, and comparing against Blender, it was identified that negating the world-space tangent, bitangent, and interpolated normal produces incorrect lighting. Discussion with Morten Mikkelsen clarified that this is both incorrect and unnecessary.

## Solution

- Remove the code that negates the T, B, and N vectors (the interpolated world-space tangent, calculated world-space bitangent, and interpolated world-space normal) when seeing the back face of a double-sided material with negative scale.
- Negate the world normal for a double-sided back face only when not using normal mapping

### Before, on `main`, flipping T, B, and N

<img width="932" alt="Screenshot 2022-08-22 at 15 11 53" src="https://user-images.githubusercontent.com/302146/185965366-f776ff2c-cfa1-46d1-9c84-fdcb399c273c.png">

### After, on this PR

<img width="932" alt="Screenshot 2022-08-22 at 15 12 11" src="https://user-images.githubusercontent.com/302146/185965420-8be493e2-3b1a-4188-bd13-fd6b17a76fe7.png">

### Double-sided material without normal maps

https://user-images.githubusercontent.com/302146/185988113-44a384e7-0b55-4946-9b99-20f8c803ab7e.mp4

---

## Changelog

- Fixed: Lighting of normal-mapped, double-sided materials applied to models with negative scale
- Fixed: Lighting and shadowing of back faces with no normal-mapping and a double-sided material

## Migration Guide

`prepare_normal` from the `bevy_pbr::pbr_functions` shader import has been reworked.

Before:
```rust
    pbr_input.world_normal = in.world_normal;

    pbr_input.N = prepare_normal(
        pbr_input.material.flags,
        in.world_normal,
#ifdef VERTEX_TANGENTS
#ifdef STANDARDMATERIAL_NORMAL_MAP
        in.world_tangent,
#endif
#endif
        in.uv,
        in.is_front,
    );
```

After:
```rust
    pbr_input.world_normal = prepare_world_normal(
        in.world_normal,
        (material.flags & STANDARD_MATERIAL_FLAGS_DOUBLE_SIDED_BIT) != 0u,
        in.is_front,
    );

    pbr_input.N = apply_normal_mapping(
        pbr_input.material.flags,
        pbr_input.world_normal,
#ifdef VERTEX_TANGENTS
#ifdef STANDARDMATERIAL_NORMAL_MAP
        in.world_tangent,
#endif
#endif
        in.uv,
    );
```
2022-11-03 20:37:32 +00:00
Boxy
30e35764a1 Replace WorldQueryGats trait with actual gats (#6319)
# 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
2022-11-03 16:33:05 +00:00
Yasha Borevich
157f2c1584 Respect mipmap_filter when create ImageDescriptor with linear()/nearest() (#6349)
Respect mipmap_filter when create ImageDescriptor with linear()/nearest()

# Objective

Fixes #6348

## Migration Guide

This PR changes default `ImageSettings` and may lead to unexpected behaviour for existing projects with mipmapped textures. Users should provide custom `ImageSettings` resource with `mipmap_filter=FilterMode::Nearest` if they want to  keep old behaviour.

Co-authored-by: Yakov Borevich <j.borevich@gmail.com>
2022-11-03 15:33:41 +00:00
Rob Parrett
aa742395d3 Fix trybuild tests broken by rust 1.65 (#6457)
# Objective

- Fix tests that now fail in rust 1.65

## Solution

- Update `.stderr` files with new output
2022-11-03 15:09:27 +00:00
ira
262b3fc40d Fix mesh.wgsl error for meshes without normals (#6439)
# Objective
Split `model` assignment out of `#ifdef VERTEX_NORMALS`.
Remove outdated code/comments talking about required mesh attributes. 

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-11-03 12:38:47 +00:00
Kurt Kühnert
701ed8c59f Increase the MAX_DIRECTIONAL_LIGHTS from 1 to 10 (#6066)
# Objective

Currently we are limiting the amount of direction lights in a scene to one.

## Solution

Increase the amount of direction lights from 1 to 10. 
This still is not a perfect solution, but should unblock many use cases.
We could probably just store the directional lights similar to the point lights in an storage buffer, allowing for an variable amount of directional lights.


Co-authored-by: Kurt Kühnert <51823519+Ku95@users.noreply.github.com>
2022-11-03 07:09:51 +00:00
James Liu
54a1e51623 TaskPool Panic Handling (#6443)
# Objective
Right now, the `TaskPool` implementation allows panics to permanently kill worker threads upon panicking. This is currently non-recoverable without using a `std::panic::catch_unwind` in every scheduled task. This is poor ergonomics and even poorer developer experience. This is exacerbated by #2250 as these threads are global and cannot be replaced after initialization.

Removes the need for temporary fixes like #4998. Fixes #4996. Fixes #6081. Fixes #5285. Fixes #5054. Supersedes #2307.

## Solution

The current solution is to wrap `Executor::run` in `TaskPool` with a `catch_unwind`, and discarding the potential panic. This was taken straight from [smol](404c7bcc0a/src/spawn.rs (L44))'s current implementation. ~~However, this is not entirely ideal as:~~
 
 - ~~the signaled to the awaiting task. We would need to change `Task<T>` to use `async_task::FallibleTask` internally, and even then it doesn't signal *why* it panicked, just that it did.~~ (See below).
 - ~~no error is logged of any kind~~ (See below)
 - ~~it's unclear if it drops other tasks in the executor~~ (it does not)
 - ~~This allows the ECS parallel executor to keep chugging even though a system's task has been dropped. This inevitably leads to deadlock in the executor.~~ Assuming we don't catch the unwind in ParallelExecutor, this will naturally kill the main thread.

### Alternatives
A final solution likely will incorporate elements of any or all of the following.

#### ~~Log and Ignore~~
~~Log the panic, drop the task, keep chugging. This only addresses the discoverability of the panic. The process will continue to run, probably deadlocking the executor. tokio's detatched tasks operate in this fashion.~~

Panics already do this by default, even when caught by `catch_unwind`.

#### ~~`catch_unwind` in `ParallelExecutor`~~
~~Add another layer catching system-level panics into the `ParallelExecutor`. How the executor continues when a core dependency of many systems fails to run is up for debate.~~

`async_task::Task`  bubbles up panics already, this will transitively push panics all the way to the main thread.

#### ~~Emulate/Copy `tokio::JoinHandle` with `Task<T>`~~
~~`tokio::JoinHandle<T>` bubbles up the panic from the underlying task when awaited. This can be transitively applied across other APIs that also use `Task<T>` like `Query::par_for_each` and `TaskPool::scope`, bubbling up the panic until it's either caught or it reaches the main thread.~~

`async_task::Task`  bubbles up panics already, this will transitively push panics all the way to the main thread.

#### Abort on Panic
The nuclear option. Log the error, abort the entire process on any thread in the task pool panicking. Definitely avoids any additional infrastructure for passing the panic around, and might actually lead to more efficient code as any unwinding is optimized out. However gives the developer zero options for dealing with the issue, a seemingly poor choice for debuggability, and prevents graceful shutdown of the process. Potentially an option for handling very low-level task management (a la #4740). Roughly takes the shape of:

```rust
struct AbortOnPanic;

impl Drop for AbortOnPanic {
   fn drop(&mut self) {
     abort!();
   }
}

let guard = AbortOnPanic;
// Run task
std::mem::forget(AbortOnPanic);
```

---

## Changelog

Changed: `bevy_tasks::TaskPool`'s threads  will no longer terminate permanently when a task scheduled onto them panics.
Changed: `bevy_tasks::Task` and`bevy_tasks::Scope` will propagate panics in the spawned tasks/scopes to the parent thread.
2022-11-02 23:40:08 +00:00
Gabriel Bourgeois
4b5a33d970 Add z-index support with a predictable UI stack (#5877)
# Objective

Add consistent UI rendering and interaction where deep nodes inside two different hierarchies will never render on top of one-another by default and offer an escape hatch (z-index) for nodes to change their depth.

## The problem with current implementation

The current implementation of UI rendering is broken in that regard, mainly because [it sets the Z value of the `Transform` component based on a "global Z" space](https://github.com/bevyengine/bevy/blob/main/crates/bevy_ui/src/update.rs#L43) shared by all nodes in the UI. This doesn't account for the fact that each node's final `GlobalTransform` value will be relative to its parent. This effectively makes the depth unpredictable when two deep trees are rendered on top of one-another. 

At the moment, it's also up to each part of the UI code to sort all of the UI nodes. The solution that's offered here does the full sorting of UI node entities once and offers the result through a resource so that all systems can use it.

## Solution

### New ZIndex component
This adds a new optional `ZIndex` enum component for nodes which offers two mechanism:
- `ZIndex::Local(i32)`: Overrides the depth of the node relative to its siblings.
- `ZIndex::Global(i32)`: Overrides the depth of the node relative to the UI root. This basically allows any node in the tree to "escape" the parent and be ordered relative to the entire UI.

Note that in the current implementation, omitting `ZIndex` on a node has the same result as adding `ZIndex::Local(0)`. Additionally, the "global" stacking context is essentially a way to add your node to the root stacking context, so using `ZIndex::Local(n)` on a root node (one without parent) will share that space with all nodes using `Index::Global(n)`.

### New UiStack resource
This adds a new `UiStack` resource which is calculated from both hierarchy and `ZIndex` during UI update and contains a vector of all node entities in the UI, ordered by depth (from farthest from camera to closest). This is exposed publicly by the bevy_ui crate with the hope that it can be used for consistent ordering and to reduce the amount of sorting that needs to be done by UI systems (i.e. instead of sorting everything by `global_transform.z` in every system, this array can be iterated over).

### New z_index example
This also adds a new z_index example that showcases the new `ZIndex` component. It's also a good general demo of the new UI stack system, because making this kind of UI was very broken with the old system (e.g. nodes would render on top of each other, not respecting hierarchy or insert order at all).

![image](https://user-images.githubusercontent.com/1060971/189015985-8ea8f989-0e9d-4601-a7e0-4a27a43a53f9.png)

---

## Changelog

- Added the `ZIndex` component to bevy_ui.
- Added the `UiStack` resource to bevy_ui, and added implementation in a new `stack.rs` module.
- Removed the previous Z updating system from bevy_ui, because it was replaced with the above.
- Changed bevy_ui rendering to use UiStack instead of z ordering.
- Changed bevy_ui focus/interaction system to use UiStack instead of z ordering.
- Added a new z_index example.

## ZIndex demo
Here's a demo I wrote to test these features
https://user-images.githubusercontent.com/1060971/188329295-d7beebd6-9aee-43ab-821e-d437df5dbe8a.mp4


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-11-02 22:06:04 +00:00
Alice Cecile
334e09892b Revert "Show prelude re-exports in docs (#6448)" (#6449)
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>
2022-11-02 20:40:45 +00:00
Alejandro Pascual
53d387f340 Show prelude re-exports in docs (#6448)
# Objective

- Right now re-exports are completely hidden in prelude docs.
- Fixes #6433

## Solution

- We could show the re-exports without inlining their documentation.
2022-11-02 19:35:06 +00:00
targrub
b672465047 Fix doctest warnings (#6447)
# Objective

- Fixes doctest warnings from upcoming Rust release.

` cargo doc --workspace --all-features --no-deps --document-private-items` using `beta-x86_64-pc-windows-msvc (default)
rustc 1.66.0-beta.1 (e080cc5a6 2022-11-01)` was giving warnings on a few comments.

## Solution

- Quoted the Rust code parts.
2022-11-02 16:47:40 +00:00
Edvin Kjell
a8a62fcf3d [Fixes #6059] `Entity`'s “ID” should be named “index” instead (#6107)
# Objective

Fixes #6059, changing all incorrect occurrences of ``id`` in the ``entity`` module to ``index``:

* struct level documentation,
* ``id`` struct field,
* ``id`` method and its documentation.

## Solution

Renaming and verifying using CI. 


Co-authored-by: Edvin Kjell <43633999+Edwox@users.noreply.github.com>
2022-11-02 15:19:50 +00:00
BeastLe9enD
ed3ecda91d Add is_finished to Task<T> (#6444)
# Objective

In some scenarios it can be useful to check if a task has been finished without polling it. I added a function called `is_finished` to check if a task has been finished.

## Solution

Since `async_task` supports it out of the box, it is just a simple wrapper function.

---
2022-11-02 12:27:22 +00:00
Griffin
5640ec855e Add FXAA postprocessing (#6393)
# Objective

- Add post processing passes for FXAA (Fast Approximate Anti-Aliasing)
- Add example comparing MSAA and FXAA

## Solution

When the FXAA plugin is added, passes for FXAA are inserted between the main pass and the tonemapping pass. Supports using either HDR or LDR output from the main pass.

---

## Changelog

- Add a new FXAANode that runs after the main pass when the FXAA plugin is added.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-11-02 06:51:28 +00:00
CGMossa
1f22d54489 Fixed docs for derive(WorldQuery). (#5283)
For `derive(WorldQuery)`, there are three structs generated, `Item`, `Fetch` and `State`. 
These inherit the visibility of the derived structure, thus `#![warn(missing_docs)]` would
warn about missing documentation for these structures.

- [ ] I'd like some advice on what to write here, as I personally don't really understand `Fetch` nor `State`.
2022-11-01 23:44:55 +00:00
Ida Iyes
0cfdbddf2e bevy_dynamic_plugin: make it possible to handle loading errors (#6437)
# Objective

Currently, `bevy_dynamic_plugin` simply panics on error. This makes it impossible to handle failures in applications that use this feature.

For example, I'd like to build an optional expansion for my game, that may not be distributed to all users. I want to use `bevy_dynamic_plugin` for loading it. I want my game to try to load it on startup, but continue without it if it cannot be loaded.

## Solution

 - Make the `dynamically_load_plugin` function return a `Result`, so it can gracefully return loading errors.
 - Create an error enum type, to provide useful information about the kind of error. This adds `thiserror` to the dependencies of `bevy_dynamic_plugin`, but that dependency is already used in other parts of bevy (such as `bevy_asset`), so not a big deal.
 
 I chose not to change the behavior of the builder method in the App extension trait. I kept it as panicking. There is no clean way (that I'm aware of) to make a builder-style API that has fallible methods. So it is either a panic or a warning. I feel the panic is more appropriate.

---

## Changelog

### Changed
 - `bevy_dynamic_plugin::dynamically_load_plugin` now returns `Result` instead of panicking, to allow for error handling
2022-11-01 11:35:44 +00:00
JoJoJet
3d6706f86d Speed up Query::get_many and add benchmarks (#6400)
# Objective

* Add benchmarks for `Query::get_many`.
* Speed up `Query::get_many`.

## Solution

Previously, `get_many` and `get_many_mut` used the method `array::map`, which tends to optimize very poorly. This PR replaces uses of that method with loops.

## Benchmarks

| Benchmark name                       | Execution time | Change from this PR |
|--------------------------------------|----------------|---------------------|
| query_get_many_2/50000_calls_table   | 1.3732 ms      | -24.967%            |
| query_get_many_2/50000_calls_sparse  | 1.3826 ms      | -24.572%            |
| query_get_many_5/50000_calls_table   | 2.6833 ms      | -30.681%            |
| query_get_many_5/50000_calls_sparse  | 2.9936 ms      | -30.672%            |
| query_get_many_10/50000_calls_table  | 5.7771 ms      | -36.950%            |
| query_get_many_10/50000_calls_sparse | 7.4345 ms      | -36.987%            |
2022-11-01 03:51:41 +00:00
Lucas Jenß
e7719bf245 Mention world_query(ignore) attribute for WorldQuery derivation (#6309)
# Objective

Add documentation `#[world_query(ignore)]`. Fixes #6283.

---

I've only described it's behavior so far (which appears to be the same as with `system_param`). Is there another use-case for this besides with `PhantomData`? I could only find a single usage of this construct on GitHub, which is [here](ffcb816927/bevy/examples/ecs/custom_query_param.rs (L102)). 

I was also wondering if it would make sense to add a usage example to the `custom_query_example`? 🤔 That's why it's currently still in there.




Co-authored-by: Lucas Jenß <243719+x3ro@users.noreply.github.com>
2022-11-01 03:15:34 +00:00
Hennadii Chernyshchyk
87d4c6380d Add serialize feature to bevy_core (#6423)
# Objective

`bevy_core` is missing a feature corresponding to the `serialize` feature on the `bevy` crate. Similar to #6378 and https://github.com/bevyengine/bevy/pull/6379 to serialize `Name` easily.

## Solution

Add this feature and hand-written serialization for `Name` (to avoid storing `hash` field).

---

## Changelog

### Added

* `Serialize` and `Deserialize` derives for `Name` under `serialize` feature.
2022-10-31 21:20:57 +00:00
Carter Anderson
b6e46a73cd Rework ViewTarget to better support post processing (#6415)
# Objective

Post processing effects cannot read and write to the same texture. Currently they must own their own intermediate texture and redundantly copy from that back to the main texture. This is very inefficient.

Additionally, working with ViewTarget is more complicated than it needs to be, especially when working with HDR textures. 

## Solution

`ViewTarget` now stores two copies of the "main texture". It uses an atomic value to track which is currently the "main texture" (this interior mutability is necessary to accommodate read-only RenderGraph execution). 

`ViewTarget` now has a `post_process_write` method, which will return a source and destination texture. Each call to this method will flip between the two copies of the "main texture".

```rust
let post_process = render_target.post_process_write();
let source_texture = post_process.source;
let destination_texture = post_process.destination;
```
The caller _must_ read from the source texture and write to the destination texture, as it is assumed that the destination texture will become the new "main texture".


For simplicity / understandability `ViewTarget` is now a flat type. "hdr-ness" is a property of the `TextureFormat`. The internals are fully private in the interest of providing simple / consistent apis. Developers can now easily access the main texture by calling `view_target.main_texture()`.

HDR ViewTargets no longer have an "ldr texture" with `TextureFormat::bevy_default`. They _only_ have their two "hdr" textures. This simplifies the mental model.  All we have is the "currently active hdr texture" and the "other hdr texture", which we flip between for post processing effects.

The tonemapping node has been rephrased to use this "post processing pattern". The blit pass has been removed, and it now only runs a pass when HDR is enabled. Notably, both the input and output texture are assumed to be HDR. This means that tonemapping behaves just like any other "post processing effect". It could theoretically be moved anywhere in the "effect chain" and continue to work.

In general, I think these changes will make the lives of people making post processing effects much easier. And they better position us to start building higher level / more structured  "post processing effect stacks".

---

## Changelog

- `ViewTarget` now stores two copies of the "main texture". Calling `ViewTarget::post_process_write` will flip between copies of the main texture.
2022-10-31 20:22:18 +00:00
Jakob Hellermann
55b3cb0183 add ReflectDefault to std types (#6429)
# Objective

- `ReflectDefault` can be used to create default values for reflected types
- `std` primitives that are `Default`-constructable should register `ReflectDefault`

## Solution

- register `ReflectDefault`
2022-10-31 16:35:22 +00:00
Niklas Eicker
558859691e Fix return_after_run example (#6420)
# Objective

- Fixes  #6311
- Make it clearer what should be done in the example (close the Bevy app window)

## Solution

- Remove the second windowed Bevy App [since winit does not support this](https://github.com/rust-windowing/winit/blob/v0.27.4/src/event_loop.rs#L82-L83)
- Add title to the Bevy window asking the user to close it

This is more of a quick fix to have a working example. It would be nicer if we had a small real usecase for this functionality.
Another alternativ that I tried out: If we want to showcase a second Bevy app as it was before, we could still do this as long as one of them does not have a window. But I don't see how this is helpful in the context of the example, so I stuck with only one Bevy app and a simple print afterwards.
2022-10-31 16:35:20 +00:00
Gino Valente
bb968f41bc bevy_scene: Serialize entities to map (#6416)
# Objective

Entities are unique, however, this is not reflected in the scene format. Currently, entities are stored in a list where a user could inadvertently create a duplicate of the same entity. 

## Solution

Switch from the list representation to a map representation for entities.

---

## Changelog

* The `entities` field in the scene format is now a map of entity ID to entity data

## Migration Guide

The scene format now stores its collection of entities in a map rather than a list:

```rust
// OLD
(
  entities: [
    (
      entity: 12,
      components: {
        "bevy_transform::components::transform::Transform": (
          translation: (
            x: 0.0,
            y: 0.0,
            z: 0.0
          ),
          rotation: (0.0, 0.0, 0.0, 1.0),
          scale: (
            x: 1.0,
            y: 1.0,
            z: 1.0
          ),
        ),
      },
    ),
  ],
)

// NEW
(
  entities: {
    12: (
      components: {
        "bevy_transform::components::transform::Transform": (
          translation: (
            x: 0.0,
            y: 0.0,
            z: 0.0
          ),
          rotation: (0.0, 0.0, 0.0, 1.0),
          scale: (
            x: 1.0,
            y: 1.0,
            z: 1.0
          ),
        ),
      },
    ),
  },
)
```
2022-10-31 16:35:18 +00:00
François
8cdd977a12 Unique plugin (#6411)
# Objective

- Make it impossible to add a plugin twice
- This is going to be more a risk for plugins with configurations, to avoid things like `App::new().add_plugins(DefaultPlugins).add_plugin(ImagePlugin::default_nearest())`

## Solution

- Panic when a plugin is added twice
- It's still possible to mark a plugin as not unique by overriding `is_unique`
- ~~Simpler version of~~ #3988 (not simpler anymore because of how `PluginGroupBuilder` implements `PluginGroup`)
2022-10-31 16:12:19 +00:00
François
ca82fa883b do not set cursor grab on window creation if not asked for (#6381)
# Objective

- Bevy main crashs on Safari mobile
- On Safari mobile, calling winit_window.set_cursor_grab(true) fails as the API is not implemented (as there is no cursor on Safari mobile, the api doesn't make sense there). I don't know about other mobile browsers

## Solution

- Do not call the api to release cursor grab on window creation, as the cursor is not grabbed anyway at this point
- This is #3617 which was lost in #6218
2022-10-31 16:12:18 +00:00
amiani
bf6c457553 add serialize feature to bevy_transform (#6379)
# Objective
Fixes #6378 
`bevy_transform` is missing a feature corresponding to the `serialize` feature on the `bevy` crate.

## Solution

Adds a `serialize` feature to `bevy_transform`.
Derives `serde::Serialize` and `Deserialize` when feature is enabled.
2022-10-31 16:12:15 +00:00
Lena Milizé
599ca782e3 Add a way to toggle AudioSink (#6321)
# Objective

Currently toggling an `AudioSink` (for example from a game menu) requires writing

```rs
if sink.is_paused() {
    sink.play();
} else {
    sink.pause();
}
```

It would be nicer if we could reduce this down to a single line

```rs
sink.toggle();
```

## Solution

Add an `AudioSink::toggle` method which does exactly that.

---

## Changelog

- Added `AudioSink::toggle` which can be used to toggle state of a sink.
2022-10-31 15:57:51 +00:00
ira
13da481bea Add methods to Query<&Children> and Query<&Parent> to iterate over descendants and ancestors (#6185)
# 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>
2022-10-31 15:57:50 +00:00
Yoh Deadfall
8b9aa2cceb Freeing memory held by visible entities vector (#3009)
- Freeing unused memory held by visible entities
- Fixed comment style

# Objective

With Rust 1.56 it's possible to shrink vectors to a specified capacity. Visibility system had a comment before asking for that feature to free unused memory by a vector if its capacity is two times larger than the length.

## Solution

Shrinking the vector of visible entities to the nearest power of 2 elements next to `len()`, if capacity exceeds it more than two times.
2022-10-31 15:36:08 +00:00
Hennadii Chernyshchyk
75403289b2 Add FromReflect for Timer (#6422)
# Objective

- Time have `Reflect`, but doesn't have `FromReflect`.

## Solution

- Add it for `Timer`, `Stopwatch` and `TimerMode`.

---

## Changelog

### Added

* `FromReflect` derive for `Timer`, `Stopwatch` and `TimerMode`.
2022-10-30 16:02:31 +00:00
Patrick Towles
aa8c74591b Removed web-sys from bevy_window, never used (#6414)
# Objective

Noticed bevy_window doesn't ever use web-sys.
That logic resides to bevy_winit and winit.

## Solution

Remove web-sys dependency
2022-10-30 00:00:47 +00:00
Hennadii Chernyshchyk
cca0ca5025 Add FromReflect for Visibility (#6410)
# Objective

- `Visibility` don't have `FromReflect` derive.

## Solution

- Add it.

---

## Changelog

### Added

- `FromReflect` for `Visibility`.
2022-10-29 22:32:47 +00:00
JoJoJet
336049da68 Remove outdated uses of single-tuple bundles (#6406)
# 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.
2022-10-29 18:15:28 +00:00
Carter Anderson
dfb80ee74f Fix query.to_readonly().get_component_mut() soundness bug (#6401)
# Objective

Fix the soundness issue outlined in #5866. In short the problem is that `query.to_readonly().get_component_mut::<T>()` can provide unsound mutable access to the component. This PR is an alternative to just removing the offending api. Given that `to_readonly` is a useful tool, I think this approach is a preferable short term solution. Long term I think theres a better solution out there, but we can find that on its own time.

## Solution

Add what amounts to a "dirty flag" that marks Queries that have been converted to their read-only variant via `to_readonly` as dirty. When this flag is set to true, `get_component_mut` will fail with an error, preventing the unsound access.
2022-10-29 04:13:54 +00:00
Zhixing Zhang
dd7ff88760 Add multi draw indirect draw calls (#6392)
# Objective

- Allows bevy users to dispatch `multi_draw_indirect`, `multi_draw_indexed_indirect`,  `multi_draw_indirect_count`, `multi_draw_indexed_indirect_count` draw calls.
- Fixes #6216

## Solution

- Added the corresponding wrapper methods to `TrackedRenderPass`

---

## Changelog

> Added  `multi_draw_*` draw calls to `TrackedRenderPass`


Co-authored-by: Zhixing Zhang <me@neoto.xin>
2022-10-28 22:43:16 +00:00
Mark Nokalt
306c1ac617 Rename Handle::as_weak() to cast_weak() (#5321)
# Objective

Following discussion on #3536 and #3522, `Handle::as_weak()` takes a type `U`, reinterpreting the handle as of another asset type while keeping the same ID. This is mainly used today in font atlas code. This PR does two things:

- Rename the method to `cast_weak()` to make its intent more clear
- Actually change the type uuid in the handle if it's not an asset path variant.

## Migration Guide

- Rename `Handle::as_weak` uses to `Handle::cast_weak`

    The method now properly sets the associated type uuid if the handle is a direct reference (e.g. not a reference to an `AssetPath`), so adjust you code accordingly if you relied on the previous behavior.
2022-10-28 22:43:14 +00:00
Hennadii Chernyshchyk
71f8b4a92f Use default serde impls for Entity (#6194)
# Objective

Currently for entities we serialize only `id`. But this is not very expected behavior. For example, in networking, when the server sends its state, it contains entities and components. On the client, I create new objects and map them (using `EntityMap`) to those received from the server (to know which one matches which). And if `generation` field is missing, this mapping can be broken. Example:

1. Server sends an entity `Entity{ id: 2, generation: 1}` with components.
2. Client puts the received entity in a map and create a new entity that maps to this received entity. The new entity have different `id` and `generation`. Let's call it `Entity{ id: 12, generation: 4}`.
3. Client sends a command for `Entity{ id: 12, generation: 4}`. To do so, it maps local entity to the one from server. But `generation` field is 0 because it was omitted for serialization on the server. So it maps to `Entity{ id: 2, generation: 0}`.
4. Server receives `Entity{ id: 2, generation: 0}` which is invalid.

In my game I worked around it by [writing custom serialization](https://github.com/dollisgame/dollis/blob/master/src/core/network/entity_serde.rs) and using `serde(with = "...")`. But it feels like a bad default to me.

Using `Entity` over a custom `NetworkId` also have the following advantages:

1. Re-use `MapEntities` trait to map `Entity`s in replicated components.
2. Instead of server `Entity <-> NetworkId ` and `Entity <-> NetworkId`, we map entities only on client.
3. No need to handling uniqueness. It's a rare case, but makes things simpler. For example, I don't need to query for a resource to create an unique ID.

Closes #6143.

## Solution

Use default serde impls. If anyone want to avoid wasting memory on `generation`, they can create a new type that holds `u32`. This is what Bevy do for [DynamicEntity](https://docs.rs/bevy/latest/bevy/scene/struct.DynamicEntity.html) to serialize scenes. And I don't see any use case to serialize an entity id expect this one.

---

## Changelog

### Changed

- Entity now serializes / deserializes `generation` field.

## Migration Guide

- Entity now fully serialized. If you want to serialze only `id`, as it was before, you can create a new type that wraps `u32`.
2022-10-28 22:21:30 +00:00
Carter Anderson
d8bf5f8224 Update tracing-chrome to 0.6.0 (#6398)
Alternative to #4799 

Tested and this works as expected
2022-10-28 21:51:38 +00:00
Jakob Hellermann
e71c4d2802 fix nightly clippy warnings (#6395)
# Objective

- fix new clippy lints before they get stable and break CI

## Solution

- run `clippy --fix` to auto-fix machine-applicable lints
- silence `clippy::should_implement_trait` for `fn HandleId::default<T: Asset>`

## Changes
- always prefer `format!("{inline}")` over `format!("{}", not_inline)`
- prefer `Box::default` (or `Box::<T>::default` if necessary) over `Box::new(T::default())`
2022-10-28 21:03:01 +00:00
Jakob Hellermann
f867319336 add ReflectAsset and ReflectHandle (#5923)
# Objective
![image](https://user-images.githubusercontent.com/22177966/189350194-639a0211-e984-4f73-ae62-0ede44891eb9.png)

^ enable this

Concretely, I need to
- list all handle ids for an asset type
- fetch the asset as `dyn Reflect`, given a `HandleUntyped`
- when encountering a `Handle<T>`, find out what asset type that handle refers to (`T`'s type id) and turn the handle into a `HandleUntyped`

## Solution

- add `ReflectAsset` type containing function pointers for working with assets
```rust
pub struct ReflectAsset {
    type_uuid: Uuid,
    assets_resource_type_id: TypeId, // TypeId of the `Assets<T>` resource

    get: fn(&World, HandleUntyped) -> Option<&dyn Reflect>,
    get_mut: fn(&mut World, HandleUntyped) -> Option<&mut dyn Reflect>,
    get_unchecked_mut: unsafe fn(&World, HandleUntyped) -> Option<&mut dyn Reflect>,
    add: fn(&mut World, &dyn Reflect) -> HandleUntyped,
    set: fn(&mut World, HandleUntyped, &dyn Reflect) -> HandleUntyped,
    len: fn(&World) -> usize,
    ids: for<'w> fn(&'w World) -> Box<dyn Iterator<Item = HandleId> + 'w>,
    remove: fn(&mut World, HandleUntyped) -> Option<Box<dyn Reflect>>,
}
```
- add `ReflectHandle` type relating the handle back to the asset type and providing a way to create a `HandleUntyped`
```rust
pub struct ReflectHandle {
    type_uuid: Uuid,
    asset_type_id: TypeId,
    downcast_handle_untyped: fn(&dyn Any) -> Option<HandleUntyped>,
}
```
- add the corresponding `FromType` impls
- add a function `app.register_asset_reflect` which is supposed to be called after `.add_asset` and registers `ReflectAsset` and `ReflectHandle` in the type registry
---

## Changelog

- add `ReflectAsset` and `ReflectHandle` types, which allow code to use reflection to manipulate arbitrary assets without knowing their types at compile time
2022-10-28 20:42:33 +00:00
Jakob Hellermann
0401f04ba9 update camera projection if viewport changed (#5945)
fixes https://github.com/bevyengine/bevy/issues/5944

Uses the second solution:
> 2. keep track of the old viewport in the computed_state, and if camera.viewport != camera.computed_state.old_viewport, then update the projection. This is more reliable, but needs to store two UVec2s more in the camera (probably not a big deal).
2022-10-28 19:56:31 +00:00
James Liu
fe7ebd4326 Clean up Fetch code (#4800)
# Objective
Clean up code surrounding fetch by pulling out the common parts into the iteration code.

## Solution
Merge `Fetch::table_fetch` and `Fetch::archetype_fetch` into a single API: `Fetch::fetch(&mut self, entity: &Entity, table_row: &usize)`. This provides everything any fetch requires to internally decide which storage to read from and get the underlying data. All of these functions are marked as `#[inline(always)]` and the arguments are passed as references to attempt to optimize out the argument that isn't being used.

External to `Fetch`, Query iteration has been changed to keep track of the table row and entity outside of fetch, which moves a lot of the expensive bookkeeping `Fetch` structs had previously done internally into the outer loop.

~~TODO: Benchmark, docs~~ Done.

---

## Changelog
Changed: `Fetch::table_fetch` and `Fetch::archetype_fetch` have been merged into a single `Fetch::fetch` function.

## Migration Guide
TODO

Co-authored-by: Brian Merchant <bhmerchang@gmail.com>
Co-authored-by: Saverio Miroddi <saverio.pub2@gmail.com>
2022-10-28 09:25:50 +00:00
Gino Valente
284b1f1302 bevy_scene: Stabilize entity order in DynamicSceneBuilder (#6382)
# Objective

Currently, `DynamicSceneBuilder` keeps track of entities via a `HashMap`. This has an unintended side-effect in that, when building the full `DynamicScene`, we aren't guaranteed any particular order. 

In other words, inserting Entity A then Entity B can result in either `[A, B]` or `[B, A]`. This can be rather annoying when running tests on scenes generated via the builder as it will work sometimes but not other times. There's also the potential that this might unnecessarily clutter up VCS diffs for scene files (assuming they had an intentional order).

## Solution

Store `DynamicSceneBuilder`'s entities in a `Vec` rather than a `HashMap`.

---

## Changelog

* Stablized entity order in `DynamicSceneBuilder` (0.9.0-dev)
2022-10-27 23:38:03 +00:00
Hans Meine
4bcf49b2ea elaborate on Timer docs (#6385)
These tiny changes answer question I had when using the Timer class.
2022-10-27 15:48:29 +00:00
JoJoJet
456971381c Resolve most remaining execution-order ambiguities (#6341)
# Objective

Bevy's internal plugins have lots of execution-order ambiguities, which makes the ambiguity detection tool very noisy for our users.

## Solution

Silence every last ambiguity that can currently be resolved.
Each time an ambiguity is silenced, it is accompanied by a comment describing why it is correct. This description should be based on the public API of the respective systems. Thus, I have added documentation to some systems describing how they use some resources.

# Future work

Some ambiguities remain, due to issues out of scope for this PR. 

* The ambiguity checker does not respect `Without<>` filters, leading to false positives.
* Ambiguities between `bevy_ui` and `bevy_animation` cannot be resolved, since neither crate knows that the other exists. We will need a general solution to this problem.
2022-10-27 12:56:03 +00:00
Elbert Ronnie
0934abc6bb Expose rodio's Source and Sample traits in bevy_audio (#6374)
# Objective

- Fixes #5876 .

## Solution

- added pub use statements to re-export the following traits in bevy_audio: rodio::source::Source, rodio::Sample, rodio::cpal::Sample.
- rodio::cpal::Sample was re-exported as CpalSample to avoid naming conflict with rodio::Sample.
2022-10-27 12:34:38 +00:00
Gino Valente
894334b51e bevy_scene: Use map for scene components (#6345)
# Objective

Currently scenes define components using a list:

```rust
[
  (
    entity: 0,
    components: [
      {
        "bevy_transform::components::transform::Transform": (
          translation: (
            x: 0.0,
            y: 0.0,
            z: 0.0
          ),
          rotation: (0.0, 0.0, 0.0, 1.0),
          scale: (
            x: 1.0,
            y: 1.0,
            z: 1.0
          ),
        ),
      },
      {
        "my_crate::Foo": (
          text: "Hello World",
        ),
      },
      {
        "my_crate::Bar": (
          baz: 123,
        ),
      },
    ],
  ),
]
```

However, this representation has some drawbacks (as pointed out by @Metadorius in [this](https://github.com/bevyengine/bevy/pull/4561#issuecomment-1202215565) comment):

1. Increased nesting and more characters (minor effect on overall size)
2. More importantly, by definition, entities cannot have more than one instance of any given component. Therefore, such data is best stored as a map— where all values are meant to have unique keys.


## Solution

Change `components` to store a map of components rather than a list:

```rust
[
  (
    entity: 0,
    components: {
      "bevy_transform::components::transform::Transform": (
        translation: (
          x: 0.0,
          y: 0.0,
          z: 0.0
        ),
        rotation: (0.0, 0.0, 0.0, 1.0),
        scale: (
          x: 1.0,
          y: 1.0,
          z: 1.0
        ),
      ),
      "my_crate::Foo": (
        text: "Hello World",
      ),
      "my_crate::Bar": (
        baz: 123
      ),
    },
  ),
]
```

#### Code Representation

This change only affects the scene format itself. `DynamicEntity` still stores its components as a list. The reason for this is that storing such data as a map is not really needed since:
1. The "key" of each value is easily found by just calling `Reflect::type_name` on it
2. We should be generating such structs using the `World` itself which upholds the one-component-per-entity rule

One could in theory create manually create a `DynamicEntity` with duplicate components, but this isn't something I think we should focus on in this PR. `DynamicEntity` can be broken in other ways (i.e. storing a non-component in the components list), and resolving its issues can be done in a separate PR.

---

## Changelog

* The scene format now uses a map to represent the collection of components rather than a list

## Migration Guide

The scene format now uses a map to represent the collection of components. Scene files will need to update from the old list format.

<details>
<summary>Example Code</summary>

```rust
// OLD
[
  (
    entity: 0,
    components: [
      {
        "bevy_transform::components::transform::Transform": (
          translation: (
            x: 0.0,
            y: 0.0,
            z: 0.0
          ),
          rotation: (0.0, 0.0, 0.0, 1.0),
          scale: (
            x: 1.0,
            y: 1.0,
            z: 1.0
          ),
        ),
      },
      {
        "my_crate::Foo": (
          text: "Hello World",
        ),
      },
      {
        "my_crate::Bar": (
          baz: 123,
        ),
      },
    ],
  ),
]

// NEW
[
  (
    entity: 0,
    components: {
      "bevy_transform::components::transform::Transform": (
        translation: (
          x: 0.0,
          y: 0.0,
          z: 0.0
        ),
        rotation: (0.0, 0.0, 0.0, 1.0),
        scale: (
          x: 1.0,
          y: 1.0,
          z: 1.0
        ),
      ),
      "my_crate::Foo": (
        text: "Hello World",
      ),
      "my_crate::Bar": (
        baz: 123
      ),
    },
  ),
]
```

</details>
2022-10-27 01:46:33 +00:00
Carter Anderson
4d3d3c869e Support arbitrary RenderTarget texture formats (#6380)
# Objective

Currently, Bevy only supports rendering to the current "surface texture format". This means that "render to texture" scenarios must use the exact format the primary window's surface uses, or Bevy will crash. This is even harder than it used to be now that we detect preferred surface formats at runtime instead of using hard coded BevyDefault values.

## Solution

1. Look up and store each window surface's texture format alongside other extracted window information
2. Specialize the upscaling pass on the current `RenderTarget`'s texture format, now that we can cheaply correlate render targets to their current texture format
3. Remove the old `SurfaceTextureFormat` and `AvailableTextureFormats`: these are now redundant with the information stored on each extracted window, and probably should not have been globals in the first place (as in theory each surface could have a different format). 

This means you can now use any texture format you want when rendering to a texture! For example, changing the `render_to_texture` example to use `R16Float` now doesn't crash / properly only stores the red component:
![image](https://user-images.githubusercontent.com/2694663/198140125-c606dd0e-6fdf-4544-b93d-dbbd10dbadd2.png)
2022-10-26 23:12:12 +00:00
Jakob Hellermann
838b318863 separate tonemapping and upscaling passes (#3425)
Attempt to make features like bloom https://github.com/bevyengine/bevy/pull/2876 easier to implement.

**This PR:**
- Moves the tonemapping from `pbr.wgsl` into a separate pass
- also add a separate upscaling pass after the tonemapping which writes to the swap chain (enables resolution-independant rendering and post-processing after tonemapping)
- adds a `hdr` bool to the camera which controls whether the pbr and sprite shaders render into a `Rgba16Float` texture

**Open questions:**
- ~should the 2d graph work the same as the 3d one?~ it is the same now
- ~The current solution is a bit inflexible because while you can add a post processing pass that writes to e.g. the `hdr_texture`, you can't write to a separate `user_postprocess_texture` while reading the `hdr_texture` and tell the tone mapping pass to read from the `user_postprocess_texture` instead. If the tonemapping and upscaling render graph nodes were to take in a `TextureView` instead of the view entity this would almost work, but the bind groups for their respective input textures are already created in the `Queue` render stage in the hardcoded order.~ solved by creating bind groups in render node

**New render graph:**

![render_graph](https://user-images.githubusercontent.com/22177966/147767249-57dd4229-cfab-4ec5-9bf3-dc76dccf8e8b.png)
<details>
<summary>Before</summary>

![render_graph_old](https://user-images.githubusercontent.com/22177966/147284579-c895fdbd-4028-41cf-914c-e1ffef60e44e.png)
</details>

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-10-26 20:13:59 +00:00
TehPers
2023ce63c7 Derive Reflect + FromReflect for input types (#6232)
# Objective

Adds support for reflecting many more of the input types. This allows those types to be used via scripting, `bevy-inspector-egui`, etc. These types are registered by the `InputPlugin` so that they're automatically available to anyone who wants to use them 

Closes #6223 

## Solution

Many types now have `#[derive(Reflect, FromReflect)]` added to them in `bevy_input`. Additionally, `#[reflect(traits...)]` has been added for applicable traits to the types.

This PR does not add reflection support for types which have private fields. Notably, `Touch` and `Touches` don't implement `Reflect`/`FromReflect`.

This adds the "glam" feature to the `bevy_reflect` dependency for package `bevy_input`. Since `bevy_input` transitively depends on `glam` already, all this brings in are the reflection `impl`s.

## Migration Guide

- `Input<T>` now implements `Reflect` via `#[reflect]` instead of `#[reflect_value]`. This means it now exposes its private fields via the `Reflect` trait rather than being treated as a value type. For code that relies on the `Input<T>` struct being treated as a value type by reflection, it is still possible to wrap the `Input<T>` type with a wrapper struct and apply `#[reflect_value]` to it.
  - As a reminder, private fields exposed via reflection are not subject to any stability guarantees.
---

## Changelog

Added
- Implemented `Reflect` + `FromReflect` for many input-related types. These types are automatically registered when adding the `InputPlugin`.
2022-10-26 19:52:20 +00:00
targrub
c18b1a839b Prepare for upcoming rustlang by fixing upcoming clippy warnings (#6376)
# Objective

- Proactive changing of code to comply with warnings generated by beta of rustlang version of cargo clippy.

## Solution

- Code changed as recommended by `rustup update`, `rustup default beta`, `cargo run -p ci -- clippy`.
- Tested using `beta` and `stable`.  No clippy warnings in either after changes made.

---

## Changelog

- Warnings fixed were: `clippy::explicit-auto-deref` (present in 11 files), `clippy::needless-borrow` (present in 2 files), and `clippy::only-used-in-recursion` (only 1 file).
2022-10-26 19:15:15 +00:00
François
a083882cb2 ignore nanosec precision tests on apple m1 (#6377)
# Objective

- Some tests are very flaky on a m1
- m1 currently have a 41 ns precision

## Solution

- Do not run tests that compare a `Duration` or a `f64` on a m1 (and m2)
2022-10-26 18:57:23 +00:00
François
7671ddea72 can get the settings of a plugin from the app (#6372)
# Objective

- Make the settings of plugins readable during app building

## Solution

- Added a vector of added plugins to the app. Their settings can be accessed as read only
2022-10-26 17:52:16 +00:00
Boxy
54cf45c5b3 Avoid making Fetchs Clone (#5593)
# Objective

- Do not implement `Copy` or `Clone` for `Fetch` types as this is kind of sus soundness wise (it feels like cloning an `IterMut` in safe code to me). Cloning a fetch seems important to think about soundness wise when doing it so I prefer this over adding a `Clone` bound to the assoc type definition (i.e. `type Fetch: Clone`) even though that would also solve the other listed things here.
- Remove a bunch of `QueryFetch<'w, Q>: Clone` bounds from our API as now all fetches can be "cloned" for use in `iter_combinations`. This should also help avoid the type inference regression ptrification introduced where `for<'a> QueryFetch<'a, Q>: Trait` bounds misbehave since we no longer need any of those kind of higher ranked bounds (although in practice we had none anyway).
- Stop being able to "forget" to implement clone for fetches, we've had a lot of issues where either `derive(Clone)` was used instead of a manual impl (so we ended up with too tight bounds on the impl) or flat out forgot to implement Clone at all. With this change all fetches are able to be cloned for `iter_combinations` so this will no longer be possible to mess up.

On an unrelated note, while making this PR I realised we probably want safety invariants on `archetype/table_fetch` that nothing aliases the table_row/archetype_index according to the access we set.

---

## Changelog

`Clone` and `Copy` were removed from all `Fetch` types.

## Migration Guide

- Call `WorldQuery::clone_fetch` instead of `fetch.clone()`. Make sure to add safety comments :)
2022-10-26 13:16:25 +00:00
François
5622d56be1 Use plugin setup for resource only used at setup time (#6360)
# Objective

- Build on #6336 for more plugin configurations

## Solution

- `LogSettings`, `ImageSettings` and `DefaultTaskPoolOptions` are now plugins settings rather than resources

---

## Changelog

- `LogSettings` plugin settings have been move to `LogPlugin`, `ImageSettings` to `ImagePlugin` and `DefaultTaskPoolOptions` to `CorePlugin`

## Migration Guide

The `LogSettings` settings have been moved from a resource to `LogPlugin` configuration:

```rust
// Old (Bevy 0.8)
app
  .insert_resource(LogSettings {
    level: Level::DEBUG,
    filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".to_string(),
  })
  .add_plugins(DefaultPlugins)

// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(LogPlugin {
    level: Level::DEBUG,
    filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".to_string(),
}))
```


The `ImageSettings` settings have been moved from a resource to `ImagePlugin` configuration:

```rust
// Old (Bevy 0.8)
app
  .insert_resource(ImageSettings::default_nearest())
  .add_plugins(DefaultPlugins)

// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
```


The `DefaultTaskPoolOptions` settings have been moved from a resource to `CorePlugin::task_pool_options`:

```rust
// Old (Bevy 0.8)
app
  .insert_resource(DefaultTaskPoolOptions::with_num_threads(4))
  .add_plugins(DefaultPlugins)

// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(CorePlugin {
  task_pool_options: TaskPoolOptions::with_num_threads(4),
}))
```
2022-10-25 22:19:34 +00:00
dataphract
a6f6a8f6e2 fix: specify required trybuild patch version (#6333)
# Objective

This is a follow-up to #6317, which makes use of a feature of the newest `trybuild` version, `1.0.71`, but does not specify the new patch version in `bevy_ecs_compile_fail_tests/Cargo.toml`.

The PR passed CI because CI downloaded the latest `trybuild` version satisfying the dependency specification. However, Cargo will not know an update is required if a user already has a `^1.0` version of `trybuild` cached locally, which causes the new `$N` syntax to fail the tests.

## Solution

Updated the `trybuild` requirement to `1.0.71`.
2022-10-25 10:21:31 +00:00
Larry Du
c245b17743 Revert thiserror version requirement to match version for all crates. (#6365)
# Objective

- Reverts unnecessary version increase for `thiserror` caused by the following PR. 9066d51420
- The aforementioned PR should have increased `thiserrror` version uniformly across all bevy crates. As far as I can tell it was unneccessary to bump versions 

## Solution

- Revert versions to the matching version used by other bevy "crates"

```
MBP-Larry-Du.local:~/Code/bevy:$ git grep thiserror
CHANGELOG.md:- [Derive thiserror::Error for HexColorError][2740]
crates/bevy_asset/Cargo.toml:thiserror = "1.0"
crates/bevy_asset/src/asset_server.rs:use thiserror::Error;
crates/bevy_asset/src/io/mod.rs:use thiserror::Error;
crates/bevy_gltf/Cargo.toml:thiserror = "1.0"
crates/bevy_gltf/src/loader.rs:use thiserror::Error;
crates/bevy_input/Cargo.toml:thiserror = "1.0"
crates/bevy_input/src/gamepad.rs:use thiserror::Error;
crates/bevy_reflect/Cargo.toml:thiserror = "1.0"
crates/bevy_reflect/src/path.rs:use thiserror::Error;
crates/bevy_render/Cargo.toml:thiserror = "1.0"
```
---

## Changelog

> This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section.

- What changed as a result of this PR? Fixed dependency conflict for building projects. 
Current build of StarRust runs successfully with the `thiserror` reversion: https://github.com/LarsDu/StarRust
But will run into dependency conflicts if `thiserror` is version 1.037


Co-authored-by: Larry Du <larry.du@freenome.com>
2022-10-25 09:55:31 +00:00
Carter Weinberg
c6f27eb054 Add More Description to the Iter Combinations Documentation (#6260)
# Objective

I was trying to implement a collision system for my game, and believed that the iter_combinations method might be what I need. But I couldn't find a simple explanation of what a combination was in Bevy and thought it could use some more explanation. 

## Solution

I added some description to the documentation that can hopefully further elaborate on what a combination is. 

I also changed up the docs for the method because a combination is a different thing than a permutation but the Bevy docs seemed to use them interchangeably.
2022-10-25 00:19:23 +00:00
Theo Ottah
45e5eb1db3 Remove ExactSizeIterator from QueryCombinationIter (#5895)
# Objective

- `QueryCombinationIter` can have sizes greater than `usize::MAX`.
- Fixes #5846 

## Solution

- Only the implementation of `ExactSizeIterator` has been removed. Instead of using `query_combination.len()`, you can use `query_combination.size_hint().0` to get the same value as before.

---

## Migration Guide

- Switch to using other methods of getting the length.
2022-10-24 23:03:15 +00:00
Carter Anderson
1bb751cb8d Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective

Fixes #5884 #2879
Alternative to #2988 #5885 #2886

"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:

1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.

(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.

## Solution

Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.

Plugins are now configured like this:

```rust
app.add_plugin(AssetPlugin {
  watch_for_changes: true,
  ..default()
})
```

PluginGroups are now configured like this:

```rust
app.add_plugins(DefaultPlugins
  .set(AssetPlugin {
    watch_for_changes: true,
    ..default()
  })
)
```

This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.

## Changelog

- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.  
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.

## Migration Guide

The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:

```rust
// Old (Bevy 0.8)
app
  .insert_resource(WindowDescriptor {
    width: 400.0,
    ..default()
  })
  .add_plugins(DefaultPlugins)

// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
  window: WindowDescriptor {
    width: 400.0,
    ..default()
  },
  ..default()
}))
```


The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:

```rust
// Old (Bevy 0.8)
app
  .insert_resource(AssetServerSettings {
    watch_for_changes: true,
    ..default()
  })
  .add_plugins(DefaultPlugins)

// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
  watch_for_changes: true,
  ..default()
}))
```

`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:

```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());

// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
2022-10-24 21:20:33 +00:00
Gino Valente
beab0bdc63 bevy_scene: Replace root list with struct (#6354)
# Objective

Scenes are currently represented as a list of entities. This is all we need currently, but we may want to add more data to this format in the future (metadata, asset lists, etc.). 

It would be nice to update the format in preparation of possible future changes. Doing so now (i.e., before 0.9) could mean reduced[^1] breakage for things added in 0.10.

[^1]: Obviously, adding features runs the risk of breaking things regardless. But if all features added are for whatever reason optional or well-contained, then users should at least have an easier time updating.

## Solution

Made the scene root a struct rather than a list.

```rust
(
  entities: [
    // Entity data here...
  ]
)
```

---

## Changelog

* The scene format now puts the entity list in a newly added `entities` field, rather than having it be the root object

## Migration Guide

The scene file format now uses a struct as the root object rather than a list of entities. The list of entities is now found in the `entities` field of this struct.

```rust
// OLD
[
  (
    entity: 0,
    components: [
      // Components...
    ]
  ),
]

// NEW
(
  entities: [
    (
      entity: 0,
      components: [
        // Components...
      ]
    ),
  ]
)
```


Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2022-10-24 21:01:11 +00:00
Andre Popovitch
f6b03aa27c Rename play to start and add new play method that won't overwrite the existing animation if it's already playing (#6350)
# Objective

- You usually want to say that a given animation *should* be playing, doing nothing if it's already playing.

## Solution

- Rename play to start and add new play method that won't overwrite the existing animation if it's already playing #6350

---

## Changelog

### Changed

`AnimationPlayer::play` will now not restart the animation if it's already playing

### Added

An `AnimationPlayer ::start` method, which has the old behavior of `play`

## Migration guide

- If you were using `play` to restart an animation that was already playing, that functionality has been moved to `start`. Now, `play` won't have any effect if the requested animation is already playing.
2022-10-24 21:01:09 +00:00
ira
b291223e34 Implement IntoIterator for ECS wrapper types. (#5096)
# Objective

Improve ergonomics by passing on the `IntoIterator` impl of the underlying type to wrapper types.

## Solution

Implement `IntoIterator` for ECS wrapper types (Mut, Local, Res, etc.).

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-10-24 21:01:08 +00:00
Lucidus115
6aa2dce0d1 Re-add local bool has_received_time in time_system (#6357)
# Objective

- Fixes #6355 

## Solution

- Add the removed local bool from #6159
2022-10-24 20:42:13 +00:00
TheRawMeatball
3c13c75036 Optimize rendering slow-down at high entity counts (#5509)
# Objective

- Improve #3953

## Solution

- The very specific circumstances under which the render world is reset meant that the flush_as_invalid function could be replaced with one that had a noop as its init method.
- This removes a double-writing issue leading to greatly increased performance.

Running the reproduction code in the linked issue, this change nearly doubles the framerate.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-10-24 19:24:49 +00:00
Matthias Deiml
3689d5d086 Avoid creating SurfaceConfiguration in prepare_windows (#6255)
# Objective

- Avoids creating a `SurfaceConfiguration` for every window in every frame for the `prepare_windows` system
- As such also avoid calling `get_supported_formats` for every window in every frame

## Solution

- Construct `SurfaceConfiguration` lazyly in `prepare_windows`

---

This also changes the error message for failed initial surface configuration from "Failed to acquire next swapchain texture" to "Error configuring surface".
2022-10-24 15:38:51 +00:00
François
0cbd1bbe43 expose window alpha mode (#6331)
# Objective

- Being able to set the `CompositeAlphaMode`

## Solution

- Expose it on `WindowDescriptor`, in the same way as `PresentMode` is exposed
2022-10-24 14:53:19 +00:00
Rob Parrett
c9888a969c Fix outdated and badly formatted docs for WindowDescriptor::transparent (#6329)
# Objective

See title

## Before / After

<img width="988" alt="Screen Shot 2022-10-21 at 10 51 12 AM" src="https://user-images.githubusercontent.com/200550/197258517-29fec3e0-e272-4ab1-9f4c-c646b04876f2.png">
<img width="988" alt="Screen Shot 2022-10-21 at 10 51 24 AM" src="https://user-images.githubusercontent.com/200550/197258519-7fbaf058-fc2c-469e-ae34-5531f02a632f.png">

## Open questions

~~The old docs previously linked to a winit but that was preventing transparency for working on Windows 11. The recent winit upgrade should have fixed this.~~

~~I'm unable to test on Windows 11 though, so someone should verify that we no longer need to call this out as being broken.~~

edit: Seems like we're good on Windows 11, thanks.
2022-10-24 14:53:18 +00:00
Lena Milizé
b2f223b98f document insert_non_send_resource panics (#6328)
Signed-off-by: Lena Milizé <me@lvmn.org>

# Objective

Fixes #6277.

## Solution

Adds `# Panics` section to [`fn insert_non_send_resource`](http://dev-docs.bevyengine.org/bevy/ecs/world/struct.World.html#method.insert_non_send_resource) documentation, which explains that it panics when called from thread other than main thread.
2022-10-24 14:53:16 +00:00
dataphract
e8368a0761 doc: document PerspectiveProjection (#6310)
# Objective

Fixes #6279.

## Solution

Added documentation explaining the meanings and default values of `PerspectiveProjection`'s fields.


Co-authored-by: dataphract <86984145+dataphract@users.noreply.github.com>
2022-10-24 14:53:14 +00:00
Gino Valente
19fc1f1ed2 bevy_reflect: Fix DynamicScene not respecting component registrations during serialization (#6288)
# Objective

When running the scene example, you might notice we end up printing out the following:
```ron
// ...
{
  "scene::ComponentB": (
    value: "hello",
    _time_since_startup: (
      secs: 0,
      nanos: 0,
    ),
  ),
},
// ...
```

We should not be printing out `_time_since_startup` as the field is marked with `#[reflect(skip_serializing)]`:

```rust
#[derive(Component, Reflect)]
#[reflect(Component)]
struct ComponentB {
  pub value: String,
  #[reflect(skip_serializing)]
  pub _time_since_startup: Duration,
}
```

This is because when we create the `DynamicScene`, we end up calling `Reflect::clone_value`:

82126697ee/crates/bevy_scene/src/dynamic_scene_builder.rs (L114-L114)

This results in non-Value types being cloned into Dynamic types, which means the `TypeId` returned from `reflected_value.type_id()` is not the same as the original component's. 

And this meant we were not able to locate the correct `TypeRegistration`.

## Solution

Use `TypeInfo::type_id()` instead of calling `Any::type_id()` on the value directly.

---

## Changelog

* Fix a bug introduced in `0.9.0-dev` where scenes disregarded component's type registrations
2022-10-24 14:53:12 +00:00
François
a3ca184128 Fix clipping in UI (#6351)
# Objective

- Clipping (visible in the UI example with text scrolling) is funky 
- Fixes #6287 

## Solution

- Fix UV calculation:
  - correct order for values (issue introduced in #6000)

  - add the `y` values instead of subtracting them now that vertical order is reversed
  - take scale factor into account (bug already present before reversing the order)
- While around clipping, I changed clip to only mutate when changed

No more funkiness! 😞 

<img width="696" alt="Screenshot 2022-10-23 at 22 44 18" src="https://user-images.githubusercontent.com/8672791/197417721-30ad4150-5264-427f-ac82-e5265c1fb3a9.png">
2022-10-24 14:33:51 +00:00
dataphract
bcc33f6757 feat: add GamepadInfo, expose gamepad names (#6342)
# Objective

Fixes #6339.

## Solution

This PR adds a new type, `GamepadInfo`, which holds metadata associated with a particular `Gamepad`. The `Gamepads` resource now holds a `HashMap<Gamepad, GamepadInfo>`. The `GamepadInfo` is created when the gamepad backend (by default `bevy_gilrs`) emits a "gamepad connected" event.

The `gamepad_viewer` example has been updated to showcase the new functionality.

Before:

![bevy-gamepad-old](https://user-images.githubusercontent.com/86984145/197359427-2130a3c0-bd8a-4683-ae24-2a9eaa98b586.png)

After:

![bevy-gamepad-new](https://user-images.githubusercontent.com/86984145/197359429-f7963163-df26-4906-af7f-6186fe3bd338.png)


---

## Changelog

### Added

- Added `GamepadInfo`.
- Added `Gamepads::name()`, which returns the name of the specified gamepad if it exists.

### Changed

- `GamepadEventType::Connected` is now a tuple variant with a single field of type `GamepadInfo`.
- Since `GamepadInfo` is not `Copy`, `GamepadEventType` is no longer `Copy`. The same is true of `GamepadEvent` and `GamepadEventRaw`.

## Migration Guide

- Pattern matches on `GamepadEventType::Connected` will need to be updated, as the form of the variant has changed.
- Code that requires `GamepadEvent`, `GamepadEventRaw` or `GamepadEventType` to be `Copy` will need to be updated.
2022-10-24 14:33:50 +00:00
ira
c9ec5c771a Add set_parent and remove_parent to EntityCommands (#6189)
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>
2022-10-24 14:33:49 +00:00
Lucidus115
f7d3fbc7d5 Add TimeUpdateStrategy resource for manual Time updating (#6159)
# Objective

- Addresses #6146 by allowing manual `Time` updating

## Solution
- Create `TimeUpdateStrategy` config resource
- Allow users to specify a manual `Instant/Duration` or leave as default (automatic)
- Get resource in `bevy_time::time_system`and update time with desired value
---

## Changelog

- Add `TimeUpdateStrategy` resource
- Update `bevy_time::time_system` to use optional manual values

Co-authored-by: BuildTools <unconfigured@null.spigotmc.org>
Co-authored-by: Lucidus115 <92978847+Lucidus115@users.noreply.github.com>
2022-10-24 14:33:47 +00:00
Dawid Piotrowski
9066d51420 Utility methods for Val (#6134)
# Objective

Adds a better interface for performing mathematical operations with UI unit `Val`. Fixes #6080.

## Solution

- Added `try_add` and `try_sub` methods to Val.
- Removed the `Add` and `AddAssign` impls for `Val` that introduced unintuitive and bug-prone behaviour.
- As a consequence of the prior,  ~~changed the `Add` and `Sub` impls for the `Size` struct to take a `(Val, Val)` instead of `Vec2`~~ deleted the `Add` and `Sub` impls for the `Size` struct
- Added a `From<(Val, Val)>` impl for the `Size` struct
- Added `evaluate(size: f32)` method that converts from `Val::Percent` to `Val::Px`.
- Added `try_add_with_size` and `try_sub_with_size` methods to `Val`, which evaluate `Val::Percent` values into `Val::Px` values before adding.

---

## Migration Guide

Instead of using the + and - operators, perform calculations on `Val`s using the new `try_add` and `try_sub` methods. Multiplication and division remained unchanged. Also, when adding or subtracting from `Size`, ~~use a `Val` tuple instead of `Vec2`~~ perform the addition on `width` and `height` separately.


Co-authored-by: Dawid Piotrowski <41804418+Pietrek14@users.noreply.github.com>
2022-10-24 14:33:46 +00:00
Marc-Stefan Cassola
7a41efa227 implemented #[bundle(ignore)] (#6123)
# Objective

Fixes #5559

Replaces #5628

## Solution

Because the generated method from_components() creates an instance of Self my implementation requires any field type that is marked to be ignored to implement Default.

---

## Changelog

Added the possibility to ignore fields in a bundle with `#[bundle(ignore)]`. Typically used when `PhantomData` needs to be added to a `Bundle`.
2022-10-24 14:33:45 +00:00
Cameron
1d22634cfb better wording for time scaling docs (#6340)
Quick follow-up to #5752. I think this is a slightly better wording.
2022-10-24 14:14:25 +00:00
Yyee
c226fee707 Add From<String> for AssetPath<'a> (#6337)
# Objective
Fixes #6291 

## Solution
Implement `From<String>` for `AssetPath<'a>`
2022-10-24 14:14:24 +00:00
Mike
0f3f628c48 tick local executor (#6121)
# Objective

- #4466 broke local tasks running.
- Fixes https://github.com/bevyengine/bevy/issues/6120

## Solution

- Add system for ticking local executors on main thread into bevy_core where the tasks pools are initialized.
- Add ticking local executors into thread executors

## Changelog

- tick all thread local executors in task pool.

## Notes

- ~~Not 100% sure about this PR. Ticking the local executor for the main thread in scope feels a little kludgy as it requires users of bevy_tasks to be calling scope periodically for those tasks to make progress.~~ took this out in favor of a system that ticks the local executors.
2022-10-24 13:46:40 +00:00
François
64a8485a11 Disabling default features support in bevy_ecs, bevy_reflect and bevy (#5993)
# Objective

- Fix disabling features in bevy_ecs (broken by #5630)
- Add tests in CI for bevy_ecs, bevy_reflect and bevy as those crates could be use standalone
2022-10-24 13:46:39 +00:00
ira
e4af823b45 Clarify the behaviour of iter_many in the docs (#5973)
Add the following message:
```
Items are returned in the order of the list of entities.
Entities that don't match the query are skipped.
```

Additionally, the docs in `iter.rs` and `state.rs` were updated to match those in `query.rs`.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-10-24 13:46:38 +00:00
Christopher Durham
c19aa5939d Add Exponential Moving Average into diagnostics (#4992)
# Objective

- Add Time-Adjusted Rolling EMA-based smoothing to diagnostics.
- Closes #4983; see that issue for more more information.

## Terms

- EMA - [Exponential Moving Average](https://en.wikipedia.org/wiki/Moving_average#Exponential_moving_average)
- SMA - [Simple Moving Average](https://en.wikipedia.org/wiki/Moving_average#Simple_moving_average)

## Solution

- We use a fairly standard approximation of a true EMA where $EMA_{\text{frame}} = EMA_{\text{previous}} + \alpha \left( x_{\text{frame}} - EMA_{\text{previous}} \right)$ where $\alpha = \Delta t / \tau$ and $\tau$ is an arbitrary smoothness factor. (See #4983 for more discussion of the math.)
- The smoothness factor is here defaulted to $2 / 21$; this was chosen fairly arbitrarily as supposedly related to the existing 20-bucket SMA.
- The smoothness factor can be set on a per-diagnostic basis via `Diagnostic::with_smoothing_factor`.

---

## Changelog

### Added

- `Diagnostic::smoothed` - provides an exponentially smoothed view of a recorded diagnostic, to e.g. reduce jitter in frametime readings.

### Changed
- `LogDiagnosticsPlugin` now records the smoothed value rather than the raw value.
  - For diagnostics recorded less often than every 0.1 seconds, this change to defaults will have no visible effect.
  - For discrete diagnostics where this smoothing is not desirable, set a smoothing factor of 0 to disable smoothing.
  - The average of the recent history is still shown when available.
2022-10-24 13:46:37 +00:00
James Liu
2b96530947 Extract Resources into their own dedicated storage (#4809)
# Objective
At least partially addresses #6282.

Resources are currently stored as a dedicated Resource archetype (ID 1). This allows for easy code reusability, but unnecessarily adds 72 bytes (on 64-bit systems) to the struct that is only used for that one archetype. It also requires several fields to be `pub(crate)` which isn't ideal.

This should also remove one sparse-set lookup from fetching, inserting, and removing resources from a `World`.

## Solution

- Add `Resources` parallel to `Tables` and `SparseSets` and extract the functionality used by `Archetype` in it.
- Remove `unique_components` from `Archetype`
- Remove the `pub(crate)` on `Archetype::components`.
- Remove `ArchetypeId::RESOURCE`
- Remove `Archetypes::resource` and `Archetypes::resource_mut`

---

## Changelog
Added: `Resources` type to store resources.
Added: `Storages::resource`
Removed: `ArchetypeId::RESOURCE`
Removed: `Archetypes::resource` and `Archetypes::resources`
Removed: `Archetype::unique_components` and `Archetypes::unique_components_mut`

## Migration Guide
Resources have been moved to `Resources` under `Storages` in `World`. All code dependent on `Archetype::unique_components(_mut)` should access it via `world.storages().resources()` instead.

All APIs accessing the raw data of individual resources (mutable *and* read-only) have been removed as these APIs allowed for unsound unsafe code. All usages of these APIs should be changed to use `World::{get, insert, remove}_resource`.
2022-10-24 13:46:36 +00:00
James Liu
b508b5c7c7 Skip empty archetypes and tables when iterating over queries (#4724)
# Objective
Speed up queries that are fragmented over many empty archetypes and tables.

## Solution
Add a early-out to check if the table or archetype is empty before iterating over it. This adds an extra branch for every archetype matched, but skips setting the archetype/table to the underlying state and any iteration over it.

This may not be worth it for the default `Query::iter` and maybe even the `Query::for_each` implementations, but this definitely avoids scheduling unnecessary tasks in the `Query::par_for_each` case.

Ideally, `matched_archetypes` should only contain archetypes where there's actually work to do, but this would add a `O(n)` flat cost to every call to `update_archetypes` that scales with the number of matched archetypes.

TODO: Benchmark
2022-10-24 13:22:05 +00:00
Cameron
7989cb2650 Add global time scaling (#5752)
# Objective

- Make `Time` API more consistent.
- Support time accel/decel/pause.

## Solution

This is just the `Time` half of #3002. I was told that part isn't controversial.

- Give the "delta time" and "total elapsed time" methods `f32`, `f64`, and `Duration` variants with consistent naming.
- Implement accelerating / decelerating the passage of time.
- Implement stopping time.

---

## Changelog

- Changed `time_since_startup` to `elapsed` because `time.time_*` is just silly.
- Added `relative_speed` and `set_relative_speed` methods.
- Added `is_paused`, `pause`, `unpause` , and methods. (I'd prefer `resume`, but `unpause` matches `Timer` API.)
- Added `raw_*` variants of the "delta time" and "total elapsed time" methods.
- Added `first_update` method because there's a non-zero duration between startup and the first update.

## Migration Guide

- `time.time_since_startup()` -> `time.elapsed()`
- `time.seconds_since_startup()` -> `time.elapsed_seconds_f64()`
- `time.seconds_since_startup_wrapped_f32()` -> `time.elapsed_seconds_wrapped()`

If you aren't sure which to use, most systems should continue to use "scaled" time (e.g. `time.delta_seconds()`). The realtime "unscaled" time measurements (e.g. `time.raw_delta_seconds()`) are mostly for debugging and profiling.
2022-10-22 18:52:29 +00:00
Torstein Grindvik
cb5e2d84be Use wgsl saturate (#6318)
# Objective

Use saturate wgsl function now implemented in naga (version 0.10.0). There is now no need for one in utils.wgsl.

naga's version allows usage for not only scalars but vectors as well.

## Solution

Remove the utils.wgsl saturate function.

## Changelog

Remove saturate function from utils.wgsl in favor of saturate in naga v0.10.0.
2022-10-22 08:37:51 +00:00
Rob Parrett
543465b721 Fix tests breaking when new WorldQuery impls are added (#6317)
# Objective

I recently wanted to look at the possibility of adding `Mutated` and `Unchanged` query filters and was confronted with some seemingly unrelated broken tests.

These tests were written in such a way that changing the number of WorldQuery impls in the project would break them.

Fortunately, a [very recent release of trybuild](https://github.com/dtolnay/trybuild/releases/tag/1.0.70) has made this unnecessary. 

## Solution

Replace hardcoded numbers in test output with `$N` placeholders.
2022-10-21 11:15:06 +00:00
Mike
48e9dc1964 fix failing doc test and clear up docs (#6314)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/6306

## Solution
 Change the failing assert and expand example to explain when ordering is deterministic or not.

Co-authored-by: Mike Hsu <mike.hsu@gmail.com>
2022-10-20 20:23:57 +00:00
Sludge
abbc0cf339 Register RenderLayers type in CameraPlugin (#6308)
# Objective

The `RenderLayers` type is never registered, making it unavailable for reflection.

## Solution

Register it in `CameraPlugin`, the same plugin that registers the related `Visibility*` types.
2022-10-19 21:48:19 +00:00
VitalyR
c313e21d65 Update wgpu to 0.14.0, naga to 0.10.0, winit to 0.27.4, raw-window-handle to 0.5.0, ndk to 0.7 (#6218)
# Objective

- Update `wgpu` to 0.14.0, `naga` to `0.10.0`, `winit` to 0.27.4, `raw-window-handle` to 0.5.0, `ndk` to 0.7.

## Solution

---

## Changelog

### Changed

- Changed `RawWindowHandleWrapper` to `RawHandleWrapper` which wraps both `RawWindowHandle` and `RawDisplayHandle`, which satisfies the `impl HasRawWindowHandle and HasRawDisplayHandle` that `wgpu` 0.14.0 requires.

- Changed `bevy_window::WindowDescriptor`'s `cursor_locked` to `cursor_grab_mode`, change its type from `bool` to `bevy_window::CursorGrabMode`.

## Migration Guide

- Adjust usage of `bevy_window::WindowDescriptor`'s `cursor_locked` to `cursor_grab_mode`, and adjust its type from `bool` to `bevy_window::CursorGrabMode`.
2022-10-19 17:40:23 +00:00
Gino Valente
a658bfef19 bevy_reflect: Reflect doc comments (#6234)
# Objective

Resolves #6197

Make it so that doc comments can be retrieved via reflection.

## Solution

Adds the new `documentation` feature to `bevy_reflect` (disabled by default).

When enabled, documentation can be found using `TypeInfo::doc` for reflected types:

```rust
/// Some struct.
///
/// # Example
///
/// ```ignore
/// let some_struct = SomeStruct;
/// ```
#[derive(Reflect)]
struct SomeStruct;

let info = <SomeStruct as Typed>::type_info();
assert_eq!(
    Some(" Some struct.\n\n # Example\n\n ```ignore\n let some_struct = SomeStruct;\n ```"),
    info.docs()
);
```

### Notes for Reviewers

The bulk of the files simply added the same 16 lines of code (with slightly different documentation). Most of the real changes occur in the `bevy_reflect_derive` files as well as in the added tests.

---

## Changelog

* Added `documentation` feature to `bevy_reflect`
* Added `TypeInfo::docs` method (and similar methods for all info types)
2022-10-18 13:49:57 +00:00
Michel van der Hulst
0981789ec7 Fixes incorrect glyph positioning for text2d (#6273)
# Objective
Fixes #6272

## Solution
Revert to old way of positioning text for Text2D rendered text.


Co-authored-by: Michel van der Hulst <hulstmichel@gmail.com>
2022-10-18 13:28:34 +00:00
thebluefish
c6e0da4bcb Fix end-of-animation index OOB (#6210)
# Objective

Fixes #6204

## Solution

Added another branch to handle end-of-animation special case
2022-10-17 16:42:34 +00:00
François
b09b2c1056 Create a scene from a dynamic scene (#6229)
# Objective

- Add a method to create a `Scene` from a `DynamicScene`
2022-10-17 16:25:12 +00:00
James Sully
88700f3595 Add mutating toggle method to Visibility component (#6268)
# Objective

Make toggling the visibility of an entity slightly more convenient.

## Solution

Add a mutating `toggle` method to the `Visibility` component

```rust
fn my_system(mut query: Query<&mut Visibility, With<SomeMarker>>) {
    let mut visibility = query.single_mut();
    // before: 
    visibility.is_visible = !visibility.is_visible;
    // after:
    visibility.toggle();
}
```

## Changelog

### Added
- Added a mutating `toggle` method to the `Visibility` component
2022-10-17 15:42:43 +00:00
Rob Parrett
b840ba3eaf Tidy up surface creation in RenderPlugin (#6276)
# Objective

Tidy up a bit
2022-10-17 15:26:39 +00:00
JMS55
708535536b Document EntityCommands/EntityMut insert() (#6270)
Fixes #6258.
2022-10-17 14:38:58 +00:00
Swords
bfbcd47725 Add default implementation of Serialize and Deserialize to Timer and Stopwatch (#6248)
# Objective

Fixes #6244

## Solution

Uses derive to implement `Serialize` and `Deserialize` for `Timer` and `Stopwatch`

### Things to consider
- Should fields such as `finished` and `times_finished_this_tick` in `Timer` be serialized?
- Does `Countdown` and `PrintOnCompletionTimer` need to be serialized and deserialized?

## Changelog

Added `Serialize` and `Deserialize` implementations to `Timer` and `Stopwatch`, `Countdown`.
2022-10-17 14:38:57 +00:00
TehPers
132e8fb382 Support multiple #[reflect]/#[reflect_value] + improve error messages (#6237)
# Objective

Currently, surprising behavior happens when specifying `#[reflect(...)]` or `#[reflect_value(...)]` multiple times. Rather than merging the traits lists from all attributes, only the trait list from the last attribute is used. For example, in the following code, only the `Debug` and `Hash` traits are reflected and not `Default` or `PartialEq`:

```rs
#[derive(Debug, PartialEq, Hash, Default, Reflect)]
#[reflect(PartialEq, Default)]
#[reflect(Debug, Hash)]
struct Foo;
```

This is especially important when some traits should only be reflected under certain circumstances. For example, this previously had surprisingly behavior when the "serialize" feature is enabled:

```rs
#[derive(Debug, Hash, Reflect)]
#[reflect(Debug, Hash)]
#[cfg_attr(
    feature = "serialize",
    derive(Serialize, Deserialize),
    reflect(Serialize, Deserialize)
]
struct Foo;
```

In addition, compile error messages generated from using the derive macro often point to the `#[derive(Reflect)]` rather than to the source of the error. It would be a lot more helpful if the compiler errors pointed to what specifically caused the error rather than just to the derive macro itself.

## Solution

Merge the trait lists in all `#[reflect(...)]` and `#[reflect_value(...)]` attributes. Additionally, make `#[reflect]` and `#[reflect_value]` mutually exclusive.

Additionally, span information is carried throughout some parts of the code now to ensure that error messages point to more useful places and better indicate what caused those errors. For example, `#[reflect(Hash, Hash)]` points to the second `Hash` as the source of an error. Also, in the following example, the compiler error now points to the `Hash` in `#[reflect(Hash)]` rather than to the derive macro:

```rs
#[derive(Reflect)]
#[reflect(Hash)] // <-- compiler error points to `Hash` for lack of a `Hash` implementation
struct Foo;
```

---

## Changelog

Changed
- Using multiple `#[reflect(...)]` or `#[reflect_value(...)]` attributes now merges the trait lists. For example, `#[reflect(Debug, Hash)] #[reflect(PartialEq, Default)]` is equivalent to `#[reflect(Debug, Hash, PartialEq, Default)]`.
  - Multiple `#[reflect(...)]` and `#[reflect_value(...)]` attributes were previously accepted, but only the last attribute was respected.
  - Using both `#[reflect(...)]` and `#[reflect_value(...)]` was previously accepted, but had surprising behavior. This is no longer accepted.
- Improved error messages for `#[derive(Reflect)]` by propagating useful span information. Many errors should now point to the source of those errors rather than to the derive macro.
2022-10-17 14:38:56 +00:00
targrub
c11fbfb3e1 Add getters and setters for InputAxis and ButtonSettings (#6088)
# Objective
Fixes https://github.com/bevyengine/bevy/issues/3418

## Solution

Originally a rebase of https://github.com/bevyengine/bevy/pull/3446.  Work was originally done by mfdorst, who should receive considerable credit.  Then the error types were extensively reworked by targrub.

## Migration Guide

`AxisSettings` now has a `new()`, which may return an `AxisSettingsError`.
`AxisSettings` fields made private; now must be accessed through getters and setters.  There's a dead zone, from `.deadzone_upperbound()` to `.deadzone_lowerbound()`, and a live zone, from `.deadzone_upperbound()` to `.livezone_upperbound()` and from `.deadzone_lowerbound()` to `.livezone_lowerbound()`.
`AxisSettings` setters no longer panic.
`ButtonSettings` fields made private; now must be accessed through getters and setters.
`ButtonSettings` now has a `new()`, which may return a `ButtonSettingsError`.

Co-authored-by: targrub <62773321+targrub@users.noreply.github.com>
2022-10-17 14:38:55 +00:00
targrub
964b047466 Make raw_window_handle field in Window and ExtractedWindow an Option. (#6114)
# Objective

- Trying to make it possible to do write tests that don't require a raw window handle.
- Fixes https://github.com/bevyengine/bevy/issues/6106.

## Solution

- Make the interface and type changes.  Avoid accessing `None`.
---

## Changelog

- Converted `raw_window_handle` field in both `Window` and `ExtractedWindow` to `Option<RawWindowHandleWrapper>`.
- Revised accessor function `Window::raw_window_handle()` to return `Option<RawWindowHandleWrapper>`.
- Skip conditions in loops that would require a raw window handle (to create a `Surface`, for example).

## Migration Guide

`Window::raw_window_handle()` now returns `Option<RawWindowHandleWrapper>`.


Co-authored-by: targrub <62773321+targrub@users.noreply.github.com>
2022-10-17 14:19:24 +00:00
Marlon
bfd6285c3b Add Eq & PartialEq to AssetPath (#6274)
Adds `Eq` and `ArtialEq` to `AssetPath` to make `AssetPath` usable inside HashMaps.
2022-10-17 14:01:53 +00:00
Lena Milizé
5878a62c3f Link to linux_dependencies.md in the panic message when failing to detect a GPU (#6261)
As suggested in #6104, it would be nice to link directly to `linux_dependencies.md` file in the panic message when running on Linux. And when not compiling for Linux, we fall back to the old message.

Signed-off-by: Lena Milizé <me@lvmn.org>

# Objective

Resolves #6104.

## Solution

Add link to `linux_dependencies.md` when compiling for Linux, and fall back to the old one when not.
2022-10-17 14:01:52 +00:00
Zicklag
f9c56b321d Enable Constructing ReflectComponent/Resource (#6257)
# Objective

- Fixes #6206

## Solution

- Create a constructor for creating `ReflectComponent` and `ReflectResource`

---

## Changelog

> This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section.

### Added

- Created constructors for `ReflectComponent` and `ReflectResource`, allowing for advanced scripting use-cases.
2022-10-17 14:01:50 +00:00
JoJoJet
89c4b77bdd Add a method for accessing the width of a Table (#6249)
# Objective

There is currently no good way of getting the width (# of components) of a table outside of `bevy_ecs`.

# Solution

Added the methods `Table::{component_count, component_capacity}`
For consistency and clarity, renamed `Table::{len, capacity}` to `entity_count` and `entity_capacity`.

## Changelog

- Added the methods `Table::component_count` and `Table::component_capacity`
- Renamed `Table::len` and `Table::capacity` to `entity_count` and `entity_capacity`

## Migration Guide

Any use of `Table::len` should now be `Table::entity_count`. Any use of `Table::capacity` should now be `Table::entity_capacity`.
2022-10-17 13:47:02 +00:00
Lena Milizé
73605f43b6 Replace the bool argument of Timer with TimerMode (#6247)
As mentioned in #2926, it's better to have an explicit type that clearly communicates the intent of the timer mode rather than an opaque boolean, which can be only understood when knowing the signature or having to look up the documentation.

This also opens up a way to merge different timers, such as `Stopwatch`, and possibly future ones, such as `DiscreteStopwatch` and `DiscreteTimer` from #2683, into one struct.

Signed-off-by: Lena Milizé <me@lvmn.org>

# Objective

Fixes #2926.

## Solution

Introduce `TimerMode` which replaces the `bool` argument of `Timer` constructors. A `Default` value for `TimerMode` is `Once`.

---

## Changelog

### Added

- `TimerMode` enum, along with variants `TimerMode::Once` and `TimerMode::Repeating`

### Changed

- Replace `bool` argument of `Timer::new` and `Timer::from_seconds` with `TimerMode`
- Change `repeating: bool` field of `Timer` with `mode: TimerMode`

## Migration Guide

- Replace `Timer::new(duration, false)` with `Timer::new(duration, TimerMode::Once)`.
- Replace `Timer::new(duration, true)` with `Timer::new(duration, TimerMode::Repeating)`.
- Replace `Timer::from_seconds(seconds, false)` with `Timer::from_seconds(seconds, TimerMode::Once)`.
- Replace `Timer::from_seconds(seconds, true)` with `Timer::from_seconds(seconds, TimerMode::Repeating)`.
- Change `timer.repeating()` to `timer.mode() == TimerMode::Repeating`.
2022-10-17 13:47:01 +00:00
mike
a0f1468108 Add iter_entities to World #6228 (#6242)
# Objective

- Add a way to iterate over all entities from &World

## Solution

- Added a function `iter_entities` on World which returns an iterator of `Entity` derived from the entities in the `World`'s `archetypes`

---

## Changelog

- Added a function `iter_entities` on World, allowing iterating over all entities in contexts where you only have read-only access to the World.
2022-10-17 13:47:00 +00:00
Sergi-Ferrez
05c7babba2 Clarify bevy::ui::Node field and documentation (#5995)
# Objective
Fixes #5820

## Solution

Change field name and documentation from `bevy::ui::Node` struct

---

## Changelog

`bevy::ui::Node` `size` field has renamed to `calculated_size`

## Migration Guide

All references to the old `size` name has been changed, to access `bevy::ui::Node` `size` field use `calculated_size`
2022-10-17 13:27:24 +00:00
Martin Svanberg
000e6e2874 Fix documentation for looking_at/look_at (#4696)
Bevy's coordinate system is right-handed Y up, so +Z points towards my nose and I'm looking in the -Z direction. Therefore, `Transform::looking_at/look_at` must be pointing towards -Z. Or am I wrong here?
2022-10-12 20:18:20 +00:00
François
ccf7c65a78 dynamic scene builder (#6227)
# Objective

- make it easier to build dynamic scenes

## Solution

- add a builder to create a dynamic scene from a world. it can extract an entity or an iterator of entities
- alternative to #6013, leaving the "hierarchy iteration" part to #6185 which does it better
- alternative to #6004 
- using a builder makes it easier to chain several extractions
2022-10-12 01:48:16 +00:00
Alice Cecile
c0a93aa7a4 Rename system chaining to system piping (#6230)
# Objective

> System chaining is a confusing name: it implies the ability to construct non-linear graphs, and suggests a sense of system ordering that is only incidentally true. Instead, it actually works by passing data from one system to the next, much like the pipe operator.

> In the accepted [stageless RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/45-stageless.md), this concept is renamed to piping, and "system chaining" is used to construct groups of systems with ordering dependencies between them.

Fixes #6225.

## Changelog

System chaining has been renamed to system piping to improve clarity (and free up the name for new ordering APIs). 

## Migration Guide

The `.chain(handler_system)` method on systems is now `.pipe(handler_system)`.
The `IntoChainSystem` trait is now `IntoPipeSystem`, and the `ChainSystem` struct is now `PipeSystem`.
2022-10-11 15:21:12 +00:00
Michel van der Hulst
6ce7ce208e Change UI coordinate system to have origin at top left corner (#6000)
# Objective
Fixes #5572

## Solution

Approach is to invert the Y-axis of the UI Camera by changing the UI projection matrix to render the UI upside down.

After that I'm trying to fix all issues, that pop up:
- interaction expected the "old" position
- images and text were displayed upside-down
- baseline of text was based on the top of the glyph instead of bottom

... probably a lot more.

---

Result when running examples:
<details>
    <summary>Button example</summary>

main branch:
![button main](https://user-images.githubusercontent.com/4232644/190856087-61dd1d98-42b5-4238-bd97-149744ddfeba.png)
this pr:
![button pr](https://user-images.githubusercontent.com/4232644/190856097-3f4bc97a-ed15-4e97-b7f1-2b2dd6bb8b14.png)

</details>

<details>
    <summary>Text example</summary>

m
![text main](https://user-images.githubusercontent.com/4232644/192142831-4cf19aa1-f49a-485e-af7b-374d6f5c396c.png)
ain branch: 


this pr:
![text pr fixed](https://user-images.githubusercontent.com/4232644/192142829-c433db3b-32e1-4ee8-b493-0b4a4d9c8e70.png)


</details>

<details>
    <summary>Text debug example</summary>

main branch:
![text_debug main](https://user-images.githubusercontent.com/4232644/192142822-940aefa6-e502-410b-8da4-5570f77b5df2.png)

this pr:
![text_debug pr fixed](https://user-images.githubusercontent.com/4232644/194547010-8c968f5c-5a71-4ffc-871d-790c06d48016.png)

</details>

<details>
    <summary>Transparency UI example</summary>

main branch:
![transparency_ui main](https://user-images.githubusercontent.com/4232644/190856172-328c60fe-3622-4598-97d5-2f1595db13b3.png)


this pr:
![transperency_ui pr](https://user-images.githubusercontent.com/4232644/190856179-a2dafb99-41ea-45a9-9dd6-400fa3ef24b9.png)

</details>

<details>
    <summary>UI example</summary>

**ui example**
main branch:
![ui main](https://user-images.githubusercontent.com/4232644/192142812-e20ba31a-6841-46d9-a785-4198cf22dc99.png)

this pr:
![ui pr fixed](https://user-images.githubusercontent.com/4232644/192142788-cc0b74e0-7710-4faa-b5a2-60270a5da77c.png)

</details>

## Changelog
UI coordinate system and cursor position was changed from bottom left origin, y+ up to top left origin, y+ down.

## Migration Guide
All flex layout should be inverted (ColumnReverse => Column, FlexStart => FlexEnd, WrapReverse => Wrap)
System where dealing with cursor position should be changed to account for cursor position being based on the top left instead of bottom left
2022-10-11 12:51:44 +00:00
François
13dcdba05f use bevy default texture format if the surface is not yet available (#6233)
# Objective

- Fix #6231

## Solution

- In case no supported format is found, try to use Bevy default instead of panicking
2022-10-11 12:32:03 +00:00
Emerson MX
7673db731e Make TouchInput and ForceTouch serializable (#6191)
Closes #6021
2022-10-10 23:59:27 +00:00
ira
1ca1c8c39e Fix RemoveChildren command (#6192)
# 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>
2022-10-10 23:40:32 +00:00
François
b4accebe10 scenes: simplify return type of iter_instance_entities (#5994)
# Objective

- Taking the API improvement out of #5431 
- `iter_instance_entities` used to return an option of iterator, now it just returns an iterator

---

## Changelog

- If you use `SceneSpawner::iter_instance_entities`, it no longer returns an `Option`. The iterator will be empty if the return value used to be `None`
2022-10-10 23:09:08 +00:00
targrub
9a597b758e Adding Debug implementations for App, Stage, Schedule, Query, QueryState, etc. (#6214)
# Objective

- Adding Debug implementations for App, Stage, Schedule, Query, QueryState.
- Fixes #1130.

## Solution

- Implemented std::fmt::Debug for a number of structures.

---

## Changelog

Also added Debug implementations for ParallelSystemExecutor, SingleThreadedExecutor, various RunCriteria structures, SystemContainer, and SystemDescriptor.

Opinions are sure to differ as to what information to provide in a Debug implementation.  Best guess was taken for this initial version for these structures.


Co-authored-by: targrub <62773321+targrub@users.noreply.github.com>
2022-10-10 20:59:38 +00:00
Torstein Grindvik
55d126cab9 Add globals struct to mesh2d (#6222)
See commit message.
I noticed I couldn't use `globals.time` when using `Material2d`.

I copied the solution from 8073362039 , and now `Material2d` works for me.

Perhaps some of these struct definitions could be shared in the future, but for now I've just copy pasted it (it looked like the `View` struct was done that way).

Ping @IceSentry , I saw a comment on the linked commit that you intended to do this work at some point in the future.
2022-10-10 19:23:43 +00:00
Charles
740ae9a37f remove mandatory mesh attributes (#6127)
# Objective

- It's possible to create a mesh without positions or normals, but currently bevy forces these attributes to be present on any mesh.

## Solution

- Don't assume these attributes are present and add a shader defs for each attributes
- I updated 2d and 3d meshes to use the same logic.

---

## Changelog

- Meshes don't require any attributes

# Notes
I didn't update the pbr.wgsl shader because I'm not sure how to handle it. It doesn't really make sense to use it without positions or normals.
2022-10-10 17:58:15 +00:00
Light Ning
aebd760711 bevy_input: Fix process touch event (#4352)
# Objective

- `process_touch_event` in `bevy_input` don't update position info. `TouchPhase::Ended` and `TouchPhase::Cancelled` should use the position info from `pressed`. Otherwise, it'll not update. The position info is updated from `TouchPhase::Moved`.

## Solution

- Use updated touch info. 

---

## Changelog

> This section is optional. If this was a trivial fix, or has no externally-visible impact, feel free to skip this section.

- Fixed: bevy_input, fix process touch event, update touch info
2022-10-10 17:43:10 +00:00
JoJoJet
2cff2278ca Add a method for mapping Mut<T> -> Mut<U> (#6199)
# Objective

When designing an API, you may wish to provide access only to a specific field of a component or resource. The current options for doing this in safe code are

* `*Mut::into_inner`, which flags a change no matter what.
* `*Mut::bypass_change_detection`, which misses all changes.

## Solution

Add the method `map_unchanged`.

### Example

```rust
// When run, zeroes the translation of every entity.
fn reset_all(mut transforms: Query<&mut Transform>) {
    for transform in &mut transforms {
        // We pinky promise not to modify `t` within the closure.
        let translation = transform.map_unchanged(|t| &mut t.translation);
        // Only reset the translation if it isn't already zero.
        translation.set_if_not_equal(Vec2::ZERO);
    }
}
```

---

## Changelog

+ Added the method `map_unchanged` to types `Mut<T>`, `ResMut<T>`, and `NonSendMut<T>`.
2022-10-10 17:06:31 +00:00
ira
eb0a9e1586 Remove Transform::apply_non_uniform_scale (#6133)
This is a holdover from back when `Transform` was backed by a private `Mat4` two years ago.
Not particularly useful anymore :)

## Migration Guide
`Transform::apply_non_uniform_scale` has been removed.
It can be replaced with the following snippet:
```rust
transform.scale *= scale_factor;
```


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-10-10 16:50:18 +00:00
ira
9423cb6a8d Rename Transform::mul_vec3 to transform_point and improve docs (#6132)
The docs ended up quite verbose :v

Also added a missing `#[inline]` to `GlobalTransform::mul_transform`.

I'd say this resolves #5500

# Migration Guide
`Transform::mul_vec3` has been renamed to `transform_point`.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-10-10 16:50:17 +00:00
Zicklag
a18e2b1a7f Reflect Default for GlobalTransform (#6200)
# Objective

Make `GlobalTransform` constructible from scripts, in the same vein as #6187.

## Solution

- Use the derive macro to reflect default

---

## Changelog

> This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section.

- `GlobalTransform` now reflects the `Default` trait.
2022-10-10 16:34:23 +00:00
Noah
6ae46f6403 Fixes Camera not being serializable due to missing registrations in core functionality. (#6170)
…

# Objective

- Fixes Camera not being serializable due to missing registrations in core functionality. 
- Fixes #6169

## Solution

- Updated Bevy_Render CameraPlugin with registrations for Option<Viewport> and then Bevy_Core CorePlugin with registrations for ReflectSerialize and ReflectDeserialize for type data Range<f32> respectively according to the solution in #6169



Co-authored-by: Noah <noahshomette@gmail.com>
2022-10-10 16:34:22 +00:00
JoJoJet
3321d68a75 Add methods for silencing system-order ambiguity warnings (#6158)
# Background

Incremental implementation of #4299. The code is heavily borrowed from that PR.

# Objective

The execution order ambiguity checker often emits false positives, since bevy is not aware of invariants upheld by the user.

## Solution

Title

---

## Changelog

+ Added methods `SystemDescriptor::ignore_all_ambiguities` and `::ambiguous_with`. These allow you to silence warnings for specific system-order ambiguities.

## Migration Guide

***Note for maintainers**: This should replace the migration guide for #5916*

Ambiguity sets have been replaced with a simpler API.

```rust
// These systems technically conflict, but we don't care which order they run in.
fn jump_on_click(mouse: Res<Input<MouseButton>>, mut transforms: Query<&mut Transform>) { ... }
fn jump_on_spacebar(keys: Res<Input<KeyCode>>, mut transforms: Query<&mut Transform>) { ... }

//
// Before

#[derive(AmbiguitySetLabel)]
struct JumpSystems;

app
  .add_system(jump_on_click.in_ambiguity_set(JumpSystems))
  .add_system(jump_on_spacebar.in_ambiguity_set(JumpSystems));

//
// After

app
  .add_system(jump_on_click.ambiguous_with(jump_on_spacebar))
  .add_system(jump_on_spacebar);

```
2022-10-10 16:34:21 +00:00
VitalyR
f5322cd757 get proper texture format after the renderer is initialized, fix #3897 (#5413)
# Objective
There is no Srgb support on some GPU and display protocols with `winit` (for example, Nvidia's GPUs with Wayland). Thus `TextureFormat::bevy_default()` which returns `Rgba8UnormSrgb` or `Bgra8UnormSrgb` will cause panics on such platforms. This patch will resolve this problem. Fix https://github.com/bevyengine/bevy/issues/3897.

## Solution

Make `initialize_renderer` expose `wgpu::Adapter` and `first_available_texture_format`, use the `first_available_texture_format` by default.

## Changelog

* Fixed https://github.com/bevyengine/bevy/issues/3897.
2022-10-10 16:10:05 +00:00
TimJentzsch
1738527902 Make the default background color of NodeBundle transparent (#6211)
# Objective

Closes #6202.

The default background color for `NodeBundle` is currently white.
However, it's very rare that you actually want a white background color.
Instead, you often want a background color specific to the style of your game or a transparent background (e.g. for UI layout nodes).

## Solution

`Default` is not derived for `NodeBundle` anymore, but explicitly specified.
The default background color is now transparent (`Color::NONE.into()`) as this is the most common use-case, is familiar from the web and makes specifying a layout for your UI less tedious.

---

## Changelog

- Changed the default `NodeBundle.background_color` to be transparent (`Color::NONE.into()`).

## Migration Guide

If you want a `NodeBundle` with a white background color, you must explicitly specify it:

Before:

```rust
let node = NodeBundle {
    ..default()
}
```

After:

```rust
let node = NodeBundle {
    background_color: Color::WHITE.into(),
    ..default()
}
```
2022-10-09 21:03:05 +00:00
CatThingy
5e71d7f833 Call mesh2d_tangent_local_to_world with the right arguments (#6209)
# Objective

Allow `Mesh2d` shaders to work with meshes that have vertex tangents
## Solution

Correctly pass `mesh.model` into `mesh2d_tangent_local_to_world`
2022-10-09 16:21:42 +00:00
Hennadii Chernyshchyk
ca3e6e6797 Impl Reflect for PathBuf and OsString (#6193)
# Objective

`Reflect` impl is missing for `PathBuf` and `OsString`. Closes #6166.

## Solution

Add implementations.

---

## Changelog

### Added

`Reflect` impls for `PathBuf` and `OsString`.
2022-10-08 17:02:21 +00:00
Dan Kov
cf86f275a9 Fix doc for Timer::percent_left (#6198)
# Objective

- Fix a mistake in documentation.
2022-10-08 14:51:21 +00:00
Gabriel Bourgeois
6b75589e2c Fix inconsistent children removal behavior (#6017)
# 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`.
2022-10-06 21:39:34 +00:00
Zicklag
cfba7312ef Reflect Default for ComputedVisibility and Handle<T> (#6187)
# Objective

- Reflecting `Default` is required for scripts to create `Reflect` types at runtime with no static type information.
- Reflecting `Default` on `Handle<T>` and `ComputedVisibility` should allow scripts from `bevy_mod_js_scripting` to actually spawn sprites from scratch, without needing any hand-holding from the host-game.

## Solution

- Derive `ReflectDefault` for `Handle<T>` and `ComputedVisiblity`.

---

## Changelog

> This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section.

- The `Default` trait is now reflected for `Handle<T>` and `ComputedVisibility`
2022-10-06 19:31:47 +00:00
François
f00212fd48 make Handle::<T> field id private, and replace with a getter (#6176)
# Objective

- Field `id` of `Handle<T>` is public: https://docs.rs/bevy/latest/bevy/asset/struct.Handle.html#structfield.id
- Changing the value of this field doesn't make sense as it could mean changing the previous handle without dropping it, breaking asset cleanup detection for the old handle and the new one

## Solution

- Make the field private, and add a public getter


Opened after discussion in #6171. Pinging @zicklag 

---

## Migration Guide

- If you were accessing the value `handle.id`, you can now do so with `handle.id()`
2022-10-06 13:33:30 +00:00
Emerson MX
087f1c66aa Make bevy_window and bevy_input events serializable (#6180)
Closes #6021
2022-10-06 13:14:23 +00:00
ira
37860a09de Add Camera::viewport_to_world (#6126)
# Objective

Add a method for getting a world space ray from a viewport position.

Opted to add a `Ray` type to `bevy_math` instead of returning a tuple of `Vec3`'s as this is clearer and easier to document
The docs on `viewport_to_world` are okay, but I'm not super happy with them.

## Changelog
* Add `Camera::viewport_to_world`
* Add `Camera::ndc_to_world`
* Add `Ray` to `bevy_math`
* Some doc tweaks

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-10-05 22:16:26 +00:00
François
720b67396f flaky test: put panicking system in a single threaded stage (#6172)
# Objective

- Fix #5285 

## Solution

- Put the panicking system in a single threaded stage during the test
- This way only the main thread will panic, which is handled by `cargo test`
2022-10-05 16:34:55 +00:00
Noah
26c299bd2a Update window.rs PresentMode docs to clarify which PresentMode will panic and which will fallback (#6160)
# Objective

- Fixes contradictory docs in Window::PresentMode partaining to PresentMode fallback behavior. Fix based on commit history showing the most recent update didn't remove old references to the gracefal fallback for Immediate and Mailbox.
- Fixes #5831 

## Solution

- Updated the docs for Window::PresentMode itself and for each individual enum variant to clarify which will fallback and which will panic.


Co-authored-by: Noah <noahshomette@gmail.com>
2022-10-05 13:51:32 +00:00
Kewei Huang
2a6b544a0a Document EntityMut::remove() (#6168)
# Objective

- Fixes #5990

## Solution

- Add docs for `EntityMut::remove()` explaining its return value.
2022-10-05 12:21:09 +00:00
robtfm
29098b7a11 fix spot dir nan bug (#6167)
# Objective

fix error with pbr shader's spotlight direction calculation when direction.y ~= 0

## Solution

in pbr_lighting.wgsl, clamp `1-x^2-z^2` to `>= 0` so that we can safely `sqrt` it
2022-10-05 12:00:07 +00:00
JoJoJet
8a268129f9 Deduplicate ambiguity reporting code (#6149)
# Objective

Now that #6083 has been merged, we can clean up some ugly ambiguity detection code.

# Solution

Deduplicate code.
2022-10-03 16:57:31 +00:00
Sludge
ac364e9e28 Register Wireframe type (#6152)
# Objective

The `Wireframe` type implements `Reflect`, but is never registered, making its reflection inaccessible.

## Solution

Call `App::register_type::<Wireframe>()` in the `Plugin::build` implementation of `WireframePlugin`.

---

## Changelog

Fixed `Wireframe` type reflection not getting registered.
2022-10-03 16:37:03 +00:00
Nicola Papale
6b8cc2652a Document all StandardMaterial fields (#5921)
# Objective

Add more documentation on `StandardMaterial` and improve
consistency on existing doc.

Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2022-09-28 21:20:29 +00:00
Lucidus115
e8e541e4b7 fix #6062 incorrect links for render module docs (#6099)
# Objective

- Fixes #6062

## Solution

- Change path to `(crate::render::renderer)` from `(bevy_render::renderer)` in `crates/bevy_internal/src/lib.rs`

---
2022-09-28 21:02:26 +00:00
Dawid Piotrowski
0bf7f3153d Allow access to non-send resource through World::resource_scope (#6113)
# Objective

Relaxes the trait bound for `World::resource_scope` to allow non-send resources. Fixes #6037.

## Solution

No big changes in code had to be made. Added a check so that the non-send resources won't be accessed from a different thread.

---

## Changelog
 - `World::resource_scope` accepts non-send resources now
 - `World::resource_scope` verifies non-send access if the resource is non-send
 - Two new tests are added, one for valid use of `World::resource_scope` with a non-send resource, and one for invalid use (calling it from a different thread, resulting in panic)

Co-authored-by: Dawid Piotrowski <41804418+Pietrek14@users.noreply.github.com>
2022-09-28 17:53:58 +00:00