# Objective
I was wondering whether to use `Timer::finished` or
`Timer::just_finished` for my repeating timer. This PR clarifies their
difference (or rather, lack thereof).
## Solution
More docs & examples.
# Objective
- There were a few typos in the project.
- This PR fixes these typos.
## Solution
- Fixing the typos.
Signed-off-by: SADIK KUZU <sadikkuzu@hotmail.com>
# Objective
In order to derive `Asset`s (v2), `TypePath` must also be implemented.
`TypePath` is not currently in the prelude, but given it is *required*
when deriving something that *is* in the prelude, I think it deserves to
be added.
## Solution
Add `TypePath` to `bevy_reflect::prelude`.
# Objective
Text bounds are computed by the layout algorithm using the text's
measurefunc so that text will only wrap after it's used the maximum
amount of available horizontal space.
When the layout size is returned the layout coordinates are rounded and
this sometimes results in the final size of the Node not matching the
size computed with the measurefunc. This means that the text may no
longer fit the horizontal available space and instead wrap onto a new
line. However, no glyphs will be generated for this new line because no
vertical space for the extra line was allocated.
fixes#9874
## Solution
Store both the rounded and unrounded node sizes in `Node`.
Rounding is used to eliminate pixel-wide gaps between nodes that should
be touching edge to edge, but this isn't necessary for text nodes as
they don't have solid edges.
## Changelog
* Added the `rounded_size: Vec2` field to `Node`.
* `text_system` uses the unrounded node size when computing a text
layout.
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
Improve compatibility with macOS Sonoma and Xcode 15.0.
## Solution
- Adds the workaround by @ptxmac to ignore the invalid window sizes
provided by `winit` on macOS 14.0
- This still provides a slightly wrong content size when resizing (it
fails to account for the window title bar, so some content gets clipped
at the bottom) but it's _much better_ than crashing.
- Adds docs on how to work around the `bindgen` bug on Xcode 15.0.
## Related Issues:
- https://github.com/RustAudio/coreaudio-sys/issues/85
- https://github.com/rust-windowing/winit/issues/2876
---
## Changelog
- Added a workaround for a `winit`-related crash under macOS Sonoma
(14.0)
---------
Co-authored-by: Peter Kristensen <peter@ptx.dk>
# Objective
- Improve rendering performance, particularly by avoiding the large
system commands costs of using the ECS in the way that the render world
does.
## Solution
- Define `EntityHasher` that calculates a hash from the
`Entity.to_bits()` by `i | (i.wrapping_mul(0x517cc1b727220a95) << 32)`.
`0x517cc1b727220a95` is something like `u64::MAX / N` for N that gives a
value close to π and that works well for hashing. Thanks for @SkiFire13
for the suggestion and to @nicopap for alternative suggestions and
discussion. This approach comes from `rustc-hash` (a.k.a. `FxHasher`)
with some tweaks for the case of hashing an `Entity`. `FxHasher` and
`SeaHasher` were also tested but were significantly slower.
- Define `EntityHashMap` type that uses the `EntityHashser`
- Use `EntityHashMap<Entity, T>` for render world entity storage,
including:
- `RenderMaterialInstances` - contains the `AssetId<M>` of the material
associated with the entity. Also for 2D.
- `RenderMeshInstances` - contains mesh transforms, flags and properties
about mesh entities. Also for 2D.
- `SkinIndices` and `MorphIndices` - contains the skin and morph index
for an entity, respectively
- `ExtractedSprites`
- `ExtractedUiNodes`
## Benchmarks
All benchmarks have been conducted on an M1 Max connected to AC power.
The tests are run for 1500 frames. The 1000th frame is captured for
comparison to check for visual regressions. There were none.
### 2D Meshes
`bevymark --benchmark --waves 160 --per-wave 1000 --mode mesh2d`
#### `--ordered-z`
This test spawns the 2D meshes with z incrementing back to front, which
is the ideal arrangement allocation order as it matches the sorted
render order which means lookups have a high cache hit rate.
<img width="1112" alt="Screenshot 2023-09-27 at 07 50 45"
src="https://github.com/bevyengine/bevy/assets/302146/e140bc98-7091-4a3b-8ae1-ab75d16d2ccb">
-39.1% median frame time.
#### Random
This test spawns the 2D meshes with random z. This not only makes the
batching and transparent 2D pass lookups get a lot of cache misses, it
also currently means that the meshes are almost certain to not be
batchable.
<img width="1108" alt="Screenshot 2023-09-27 at 07 51 28"
src="https://github.com/bevyengine/bevy/assets/302146/29c2e813-645a-43ce-982a-55df4bf7d8c4">
-7.2% median frame time.
### 3D Meshes
`many_cubes --benchmark`
<img width="1112" alt="Screenshot 2023-09-27 at 07 51 57"
src="https://github.com/bevyengine/bevy/assets/302146/1a729673-3254-4e2a-9072-55e27c69f0fc">
-7.7% median frame time.
### Sprites
**NOTE: On `main` sprites are using `SparseSet<Entity, T>`!**
`bevymark --benchmark --waves 160 --per-wave 1000 --mode sprite`
#### `--ordered-z`
This test spawns the sprites with z incrementing back to front, which is
the ideal arrangement allocation order as it matches the sorted render
order which means lookups have a high cache hit rate.
<img width="1116" alt="Screenshot 2023-09-27 at 07 52 31"
src="https://github.com/bevyengine/bevy/assets/302146/bc8eab90-e375-4d31-b5cd-f55f6f59ab67">
+13.0% median frame time.
#### Random
This test spawns the sprites with random z. This makes the batching and
transparent 2D pass lookups get a lot of cache misses.
<img width="1109" alt="Screenshot 2023-09-27 at 07 53 01"
src="https://github.com/bevyengine/bevy/assets/302146/22073f5d-99a7-49b0-9584-d3ac3eac3033">
+0.6% median frame time.
### UI
**NOTE: On `main` UI is using `SparseSet<Entity, T>`!**
`many_buttons`
<img width="1111" alt="Screenshot 2023-09-27 at 07 53 26"
src="https://github.com/bevyengine/bevy/assets/302146/66afd56d-cbe4-49e7-8b64-2f28f6043d85">
+15.1% median frame time.
## Alternatives
- Cart originally suggested trying out `SparseSet<Entity, T>` and indeed
that is slightly faster under ideal conditions. However,
`PassHashMap<Entity, T>` has better worst case performance when data is
randomly distributed, rather than in sorted render order, and does not
have the worst case memory usage that `SparseSet`'s dense `Vec<usize>`
that maps from the `Entity` index to sparse index into `Vec<T>`. This
dense `Vec` has to be as large as the largest Entity index used with the
`SparseSet`.
- I also tested `PassHashMap<u32, T>`, intending to use `Entity.index()`
as the key, but this proved to sometimes be slower and mostly no
different.
- The only outstanding approach that has not been implemented and tested
is to _not_ clear the render world of its entities each frame. That has
its own problems, though they could perhaps be solved.
- Performance-wise, if the entities and their component data were not
cleared, then they would incur table moves on spawn, and should not
thereafter, rather just their component data would be overwritten.
Ideally we would have a neat way of either updating data in-place via
`&mut T` queries, or inserting components if not present. This would
likely be quite cumbersome to have to remember to do everywhere, but
perhaps it only needs to be done in the more performance-sensitive
systems.
- The main problem to solve however is that we want to both maintain a
mapping between main world entities and render world entities, be able
to run the render app and world in parallel with the main app and world
for pipelined rendering, and at the same time be able to spawn entities
in the render world in such a way that those Entity ids do not collide
with those spawned in the main world. This is potentially quite
solvable, but could well be a lot of ECS work to do it in a way that
makes sense.
---
## Changelog
- Changed: Component data for entities to be drawn are no longer stored
on entities in the render world. Instead, data is stored in a
`EntityHashMap<Entity, T>` in various resources. This brings significant
performance benefits due to the way the render app clears entities every
frame. Resources of most interest are `RenderMeshInstances` and
`RenderMaterialInstances`, and their 2D counterparts.
## Migration Guide
Previously the render app extracted mesh entities and their component
data from the main world and stored them as entities and components in
the render world. Now they are extracted into essentially
`EntityHashMap<Entity, T>` where `T` are structs containing an
appropriate group of data. This means that while extract set systems
will continue to run extract queries against the main world they will
store their data in hash maps. Also, systems in later sets will either
need to look up entities in the available resources such as
`RenderMeshInstances`, or maintain their own `EntityHashMap<Entity, T>`
for their own data.
Before:
```rust
fn queue_custom(
material_meshes: Query<(Entity, &MeshTransforms, &Handle<Mesh>), With<InstanceMaterialData>>,
) {
...
for (entity, mesh_transforms, mesh_handle) in &material_meshes {
...
}
}
```
After:
```rust
fn queue_custom(
render_mesh_instances: Res<RenderMeshInstances>,
instance_entities: Query<Entity, With<InstanceMaterialData>>,
) {
...
for entity in &instance_entities {
let Some(mesh_instance) = render_mesh_instances.get(&entity) else { continue; };
// The mesh handle in `AssetId<Mesh>` form, and the `MeshTransforms` can now
// be found in `mesh_instance` which is a `RenderMeshInstance`
...
}
}
```
---------
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
# Objective
Complete the documentation for `bevy_window`.
## Solution
The `warn(missing_doc)` attribute was only applying to the `cursor`
module as it was declared as an inner attribute. I switched it to an
outer attribute and documented the remaining items.
# Objective
Fixes: #9898
## Solution
Make morph behave like other keyframes, lerping first between start and
end, and then between the current state and the result.
## Changelog
Fixed jerky morph targets
---------
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: CGMossa <cgmossa@gmail.com>
# Objective
The scetion for guides about flexbox has a link to grid and the section
for grid has a link to a guide about flexbox.
## Solution
Swapped links for flexbox and grid.
---
This is a duplicate of #9632, it was created since I forgot to make a
new branch when I first made this PR, so I was having trouble resolving
merge conflicts, meaning I had to rebuild my PR.
# Objective
- Allow other plugins to create the renderer resources. An example of
where this would be required is my [OpenXR
plugin](https://github.com/awtterpip/bevy_openxr)
## Solution
- Changed the bevy RenderPlugin to optionally take precreated render
resources instead of a configuration.
## Migration Guide
The `RenderPlugin` now takes a `RenderCreation` enum instead of
`WgpuSettings`. `RenderSettings::default()` returns
`RenderSettings::Automatic(WgpuSettings::default())`. `RenderSettings`
also implements `From<WgpuSettings>`.
```rust
// before
RenderPlugin {
wgpu_settings: WgpuSettings {
...
},
}
// now
RenderPlugin {
render_creation: RenderCreation::Automatic(WgpuSettings {
...
}),
}
// or
RenderPlugin {
render_creation: WgpuSettings {
...
}.into(),
}
```
---------
Co-authored-by: Malek <pocmalek@gmail.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
# Objective
Some beginners spend time trying to manually set the position of a
`TextBundle`, without realizing that `Text2dBundle` exists.
## Solution
Mention `Text2dBundle` in the documentation of `TextBundle`.
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
Fixes#9625
## Solution
Adds `async-io` as an optional dependency of `bevy_tasks`. When enabled,
this causes calls to `futures_lite::future::block_on` to be replaced
with calls to `async_io::block_on`.
---
## Changelog
- Added a new `async-io` feature to `bevy_tasks`. When enabled, this
causes `bevy_tasks` to use `async-io`'s implemention of `block_on`
instead of `futures-lite`'s implementation. You should enable this if
you use `async-io` in your application.
# Objective
This is a minimally disruptive version of #8340. I attempted to update
it, but failed due to the scope of the changes added in #8204.
Fixes#8307. Partially addresses #4642. As seen in
https://github.com/bevyengine/bevy/issues/8284, we're actually copying
data twice in Prepare stage systems. Once into a CPU-side intermediate
scratch buffer, and once again into a mapped buffer. This is inefficient
and effectively doubles the time spent and memory allocated to run these
systems.
## Solution
Skip the scratch buffer entirely and use
`wgpu::Queue::write_buffer_with` to directly write data into mapped
buffers.
Separately, this also directly uses
`wgpu::Limits::min_uniform_buffer_offset_alignment` to set up the
alignment when writing to the buffers. Partially addressing the issue
raised in #4642.
Storage buffers and the abstractions built on top of
`DynamicUniformBuffer` will need to come in followup PRs.
This may not have a noticeable performance difference in this PR, as the
only first-party systems affected by this are view related, and likely
are not going to be particularly heavy.
---
## Changelog
Added: `DynamicUniformBuffer::get_writer`.
Added: `DynamicUniformBufferWriter`.
derive `Reflect` to `GlyphAtlasInfo`,`PositionedGlyph` and
`TextLayoutInfo`.
# Objective
- I need reflection gets all components of the `TextBundle` and
`clone_value` it
## Solution
- registry it
# Objective
mesh.rs is infamously large. We could split off unrelated code.
## Solution
Morph targets are very similar to skinning and have their own module. We
move skinned meshes to an independent module like morph targets and give
the systems similar names.
### Open questions
Should the skinning systems and structs stay public?
---
## Migration Guide
Renamed skinning systems, resources and components:
- extract_skinned_meshes -> extract_skins
- prepare_skinned_meshes -> prepare_skins
- SkinnedMeshUniform -> SkinUniform
- SkinnedMeshJoints -> SkinIndex
---------
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: vero <email@atlasdostal.com>
# Objective
Scheduling low cost systems has significant overhead due to task pool
contention and the extra machinery to schedule and run them. Event
update systems are the prime example of a low cost system, requiring a
guaranteed O(1) operation, and there are a *lot* of them.
## Solution
Add a run condition to every event system so they only run when there is
an event in either of it's two internal Vecs.
---
## Changelog
Changed: Event update systems will not run if there are no events to
process.
## Migration Guide
`Events<T>::update_system` has been split off from the the type and can
be found at `bevy_ecs::event::event_update_system`.
---------
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
# Objective
- Fixes#9707
## Solution
- At large translations (a few thousand units), the precision of
calculating the ray direction from the fragment world position and
camera world position seems to break down. Sampling the cubemap only
needs the ray direction. As such we can use the view space fragment
position, normalise it, rotate it to world space, and use that.
---
## Changelog
- Fixed: Jittery skybox at large translations.
# Objective
- https://github.com/bevyengine/bevy/pull/7609 broke Android support
```
8721 8770 I event crates/bevy_winit/src/system.rs:55: Creating new window "App" (0v0)
8721 8769 I RustStdoutStderr: thread '<unnamed>' panicked at 'Cannot get the native window, it's null and will always be null before Event::Resumed and after Event::Suspended. Make sure you only call this function between those events.', winit-0.28.6/src/platform_impl/android/mod.rs:1058:13
```
## Solution
- Don't create windows on `StartCause::Init` as it's too early
# Objective
- Make it possible to write APIs that require a type or homogenous
storage for both `Children` & `Parent` that is agnostic to edge
direction.
## Solution
- Add a way to get the `Entity` from `Parent` as a slice.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
# Objective
- Implement the foundations of automatic batching/instancing of draw
commands as the next step from #89
- NOTE: More performance improvements will come when more data is
managed and bound in ways that do not require rebinding such as mesh,
material, and texture data.
## Solution
- The core idea for batching of draw commands is to check whether any of
the information that has to be passed when encoding a draw command
changes between two things that are being drawn according to the sorted
render phase order. These should be things like the pipeline, bind
groups and their dynamic offsets, index/vertex buffers, and so on.
- The following assumptions have been made:
- Only entities with prepared assets (pipelines, materials, meshes) are
queued to phases
- View bindings are constant across a phase for a given draw function as
phases are per-view
- `batch_and_prepare_render_phase` is the only system that performs this
batching and has sole responsibility for preparing the per-object data.
As such the mesh binding and dynamic offsets are assumed to only vary as
a result of the `batch_and_prepare_render_phase` system, e.g. due to
having to split data across separate uniform bindings within the same
buffer due to the maximum uniform buffer binding size.
- Implement `GpuArrayBuffer` for `Mesh2dUniform` to store Mesh2dUniform
in arrays in GPU buffers rather than each one being at a dynamic offset
in a uniform buffer. This is the same optimisation that was made for 3D
not long ago.
- Change batch size for a range in `PhaseItem`, adding API for getting
or mutating the range. This is more flexible than a size as the length
of the range can be used in place of the size, but the start and end can
be otherwise whatever is needed.
- Add an optional mesh bind group dynamic offset to `PhaseItem`. This
avoids having to do a massive table move just to insert
`GpuArrayBufferIndex` components.
## Benchmarks
All tests have been run on an M1 Max on AC power. `bevymark` and
`many_cubes` were modified to use 1920x1080 with a scale factor of 1. I
run a script that runs a separate Tracy capture process, and then runs
the bevy example with `--features bevy_ci_testing,trace_tracy` and
`CI_TESTING_CONFIG=../benchmark.ron` with the contents of
`../benchmark.ron`:
```rust
(
exit_after: Some(1500)
)
```
...in order to run each test for 1500 frames.
The recent changes to `many_cubes` and `bevymark` added reproducible
random number generation so that with the same settings, the same rng
will occur. They also added benchmark modes that use a fixed delta time
for animations. Combined this means that the same frames should be
rendered both on main and on the branch.
The graphs compare main (yellow) to this PR (red).
### 3D Mesh `many_cubes --benchmark`
<img width="1411" alt="Screenshot 2023-09-03 at 23 42 10"
src="https://github.com/bevyengine/bevy/assets/302146/2088716a-c918-486c-8129-090b26fd2bc4">
The mesh and material are the same for all instances. This is basically
the best case for the initial batching implementation as it results in 1
draw for the ~11.7k visible meshes. It gives a ~30% reduction in median
frame time.
The 1000th frame is identical using the flip tool:
![flip many_cubes-main-mesh3d many_cubes-batching-mesh3d 67ppd
ldr](https://github.com/bevyengine/bevy/assets/302146/2511f37a-6df8-481a-932f-706ca4de7643)
```
Mean: 0.000000
Weighted median: 0.000000
1st weighted quartile: 0.000000
3rd weighted quartile: 0.000000
Min: 0.000000
Max: 0.000000
Evaluation time: 0.4615 seconds
```
### 3D Mesh `many_cubes --benchmark --material-texture-count 10`
<img width="1404" alt="Screenshot 2023-09-03 at 23 45 18"
src="https://github.com/bevyengine/bevy/assets/302146/5ee9c447-5bd2-45c6-9706-ac5ff8916daf">
This run uses 10 different materials by varying their textures. The
materials are randomly selected, and there is no sorting by material
bind group for opaque 3D so any batching is 'random'. The PR produces a
~5% reduction in median frame time. If we were to sort the opaque phase
by the material bind group, then this should be a lot faster. This
produces about 10.5k draws for the 11.7k visible entities. This makes
sense as randomly selecting from 10 materials gives a chance that two
adjacent entities randomly select the same material and can be batched.
The 1000th frame is identical in flip:
![flip many_cubes-main-mesh3d-mtc10 many_cubes-batching-mesh3d-mtc10
67ppd
ldr](https://github.com/bevyengine/bevy/assets/302146/2b3a8614-9466-4ed8-b50c-d4aa71615dbb)
```
Mean: 0.000000
Weighted median: 0.000000
1st weighted quartile: 0.000000
3rd weighted quartile: 0.000000
Min: 0.000000
Max: 0.000000
Evaluation time: 0.4537 seconds
```
### 3D Mesh `many_cubes --benchmark --vary-per-instance`
<img width="1394" alt="Screenshot 2023-09-03 at 23 48 44"
src="https://github.com/bevyengine/bevy/assets/302146/f02a816b-a444-4c18-a96a-63b5436f3b7f">
This run varies the material data per instance by randomly-generating
its colour. This is the worst case for batching and that it performs
about the same as `main` is a good thing as it demonstrates that the
batching has minimal overhead when dealing with ~11k visible mesh
entities.
The 1000th frame is identical according to flip:
![flip many_cubes-main-mesh3d-vpi many_cubes-batching-mesh3d-vpi 67ppd
ldr](https://github.com/bevyengine/bevy/assets/302146/ac5f5c14-9bda-4d1a-8219-7577d4aac68c)
```
Mean: 0.000000
Weighted median: 0.000000
1st weighted quartile: 0.000000
3rd weighted quartile: 0.000000
Min: 0.000000
Max: 0.000000
Evaluation time: 0.4568 seconds
```
### 2D Mesh `bevymark --benchmark --waves 160 --per-wave 1000 --mode
mesh2d`
<img width="1412" alt="Screenshot 2023-09-03 at 23 59 56"
src="https://github.com/bevyengine/bevy/assets/302146/cb02ae07-237b-4646-ae9f-fda4dafcbad4">
This spawns 160 waves of 1000 quad meshes that are shaded with
ColorMaterial. Each wave has a different material so 160 waves currently
should result in 160 batches. This results in a 50% reduction in median
frame time.
Capturing a screenshot of the 1000th frame main vs PR gives:
![flip bevymark-main-mesh2d bevymark-batching-mesh2d 67ppd
ldr](https://github.com/bevyengine/bevy/assets/302146/80102728-1217-4059-87af-14d05044df40)
```
Mean: 0.001222
Weighted median: 0.750432
1st weighted quartile: 0.453494
3rd weighted quartile: 0.969758
Min: 0.000000
Max: 0.990296
Evaluation time: 0.4255 seconds
```
So they seem to produce the same results. I also double-checked the
number of draws. `main` does 160000 draws, and the PR does 160, as
expected.
### 2D Mesh `bevymark --benchmark --waves 160 --per-wave 1000 --mode
mesh2d --material-texture-count 10`
<img width="1392" alt="Screenshot 2023-09-04 at 00 09 22"
src="https://github.com/bevyengine/bevy/assets/302146/4358da2e-ce32-4134-82df-3ab74c40849c">
This generates 10 textures and generates materials for each of those and
then selects one material per wave. The median frame time is reduced by
50%. Similar to the plain run above, this produces 160 draws on the PR
and 160000 on `main` and the 1000th frame is identical (ignoring the fps
counter text overlay).
![flip bevymark-main-mesh2d-mtc10 bevymark-batching-mesh2d-mtc10 67ppd
ldr](https://github.com/bevyengine/bevy/assets/302146/ebed2822-dce7-426a-858b-b77dc45b986f)
```
Mean: 0.002877
Weighted median: 0.964980
1st weighted quartile: 0.668871
3rd weighted quartile: 0.982749
Min: 0.000000
Max: 0.992377
Evaluation time: 0.4301 seconds
```
### 2D Mesh `bevymark --benchmark --waves 160 --per-wave 1000 --mode
mesh2d --vary-per-instance`
<img width="1396" alt="Screenshot 2023-09-04 at 00 13 53"
src="https://github.com/bevyengine/bevy/assets/302146/b2198b18-3439-47ad-919a-cdabe190facb">
This creates unique materials per instance by randomly-generating the
material's colour. This is the worst case for 2D batching. Somehow, this
PR manages a 7% reduction in median frame time. Both main and this PR
issue 160000 draws.
The 1000th frame is the same:
![flip bevymark-main-mesh2d-vpi bevymark-batching-mesh2d-vpi 67ppd
ldr](https://github.com/bevyengine/bevy/assets/302146/a2ec471c-f576-4a36-a23b-b24b22578b97)
```
Mean: 0.001214
Weighted median: 0.937499
1st weighted quartile: 0.635467
3rd weighted quartile: 0.979085
Min: 0.000000
Max: 0.988971
Evaluation time: 0.4462 seconds
```
### 2D Sprite `bevymark --benchmark --waves 160 --per-wave 1000 --mode
sprite`
<img width="1396" alt="Screenshot 2023-09-04 at 12 21 12"
src="https://github.com/bevyengine/bevy/assets/302146/8b31e915-d6be-4cac-abf5-c6a4da9c3d43">
This just spawns 160 waves of 1000 sprites. There should be and is no
notable difference between main and the PR.
### 2D Sprite `bevymark --benchmark --waves 160 --per-wave 1000 --mode
sprite --material-texture-count 10`
<img width="1389" alt="Screenshot 2023-09-04 at 12 36 08"
src="https://github.com/bevyengine/bevy/assets/302146/45fe8d6d-c901-4062-a349-3693dd044413">
This spawns the sprites selecting a texture at random per instance from
the 10 generated textures. This has no significant change vs main and
shouldn't.
### 2D Sprite `bevymark --benchmark --waves 160 --per-wave 1000 --mode
sprite --vary-per-instance`
<img width="1401" alt="Screenshot 2023-09-04 at 12 29 52"
src="https://github.com/bevyengine/bevy/assets/302146/762c5c60-352e-471f-8dbe-bbf10e24ebd6">
This sets the sprite colour as being unique per instance. This can still
all be drawn using one batch. There should be no difference but the PR
produces median frame times that are 4% higher. Investigation showed no
clear sources of cost, rather a mix of give and take that should not
happen. It seems like noise in the results.
### Summary
| Benchmark | % change in median frame time |
| ------------- | ------------- |
| many_cubes | 🟩 -30% |
| many_cubes 10 materials | 🟩 -5% |
| many_cubes unique materials | 🟩 ~0% |
| bevymark mesh2d | 🟩 -50% |
| bevymark mesh2d 10 materials | 🟩 -50% |
| bevymark mesh2d unique materials | 🟩 -7% |
| bevymark sprite | 🟥 2% |
| bevymark sprite 10 materials | 🟥 0.6% |
| bevymark sprite unique materials | 🟥 4.1% |
---
## Changelog
- Added: 2D and 3D mesh entities that share the same mesh and material
(same textures, same data) are now batched into the same draw command
for better performance.
---------
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Nicola Papale <nico@nicopap.ch>
# Objective
Improve code-gen for `QueryState::validate_world` and
`SystemState::validate_world`.
## Solution
* Move panics into separate, non-inlined functions, to reduce the code
size of the outer methods.
* Mark the panicking functions with `#[cold]` to help the compiler
optimize for the happy path.
* Mark the functions with `#[track_caller]` to make debugging easier.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
Fix a performance regression in the "[bevy vs
pixi](https://github.com/SUPERCILEX/bevy-vs-pixi)" benchmark.
This benchmark seems to have a slightly pathological distribution of `z`
values -- Sprites are spawned with a random `z` value with a child
sprite at `f32::EPSILON` relative to the parent.
See discussion here:
https://github.com/bevyengine/bevy/issues/8100#issuecomment-1726978633
## Solution
Use `radsort` for sorting `Transparent2d` `PhaseItem`s.
Use random `z` values in bevymark to stress the phase sort. Add an
`--ordered-z` option to `bevymark` that uses the old behavior.
## Benchmarks
mac m1 max
| benchmark | fps before | fps after | diff |
| - | - | - | - |
| bevymark --waves 120 --per-wave 1000 --random-z | 42.16 | 47.06 | 🟩
+11.6% |
| bevymark --waves 120 --per-wave 1000 | 52.50 | 52.29 | 🟥 -0.4% |
| bevymark --waves 120 --per-wave 1000 --mode mesh2d --random-z | 9.64 |
10.24 | 🟩 +6.2% |
| bevymark --waves 120 --per-wave 1000 --mode mesh2d | 15.83 | 15.59 | 🟥
-1.5% |
| bevy-vs-pixi | 39.71 | 59.88 | 🟩 +50.1% |
## Discussion
It's possible that `TransparentUi` should also change. We could probably
use `slice::sort_unstable_by_key` with the current sort key though, as
its items are always sorted and unique. I'd prefer to follow up later to
look into that.
Here's a survey of sorts used by other `PhaseItem`s
#### slice::sort_by_key
`Transparent2d`, `TransparentUi`
#### radsort
`Opaque3d`, `AlphaMask3d`, `Transparent3d`, `Opaque3dPrepass`,
`AlphaMask3dPrepass`, `Shadow`
I also tried `slice::sort_unstable_by_key` with a compound sort key
including `Entity`, but it didn't seem as promising and I didn't test it
as thoroughly.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
# Objective
Some rendering system did heavy use of `if let`, and could be improved
by using `let else`.
## Solution
- Reduce rightward drift by using let-else over if-let
- Extract value-to-key mappings to their own functions so that the
system is less bloated, easier to understand
- Use a `let` binding instead of untupling in closure argument to reduce
indentation
## Note to reviewers
Enable the "no white space diff" for easier viewing.
In the "Files changed" view, click on the little cog right of the "Jump
to" text, on the row where the "Review changes" button is. then enable
the "Hide whitespace" checkbox and click reload.
# Objective
Rename the `num_font_atlases` method of `FontAtlasSet` to `len`.
All the function does is return the number of entries in its hashmap and
the unnatural naming only makes it harder to discover.
---
## Changelog
* Renamed the `num_font_atlases` method of `FontAtlasSet` to `len`.
## Migration Guide
The `num_font_atlases` method of `FontAtlasSet` has been renamed to
`len`.
# Objective
Occasionally, it is useful to pull `ComponentInfo` or
`ComponentDescriptor` out of the `Components` collection so that they
can be inspected without borrowing the whole `World`.
## Solution
Make `ComponentInfo` and `ComponentDescriptor` `Clone`, so that
reflection-heavy code can store them in a side table.
---
## Changelog
- Implement `Clone` for `ComponentInfo` and `ComponentDescriptor`
# Objective
- I spoke with some users in the ECS channel of bevy discord today and
they suggested that I implement a fallible form of .insert for
components.
- In my opinion, it would be nice to have a fallible .insert like
.try_insert (or to just make insert be fallible!) because it was causing
a lot of panics in my game. In my game, I am spawning terrain chunks and
despawning them in the Update loop. However, this was causing bevy_xpbd
to panic because it was trying to .insert some physics components on my
chunks and a race condition meant that its check to see if the entity
exists would pass but then the next execution step it would not exist
and would do an .insert and then panic. This means that there is no way
to avoid a panic with conditionals.
Luckily, bevy_xpbd does not care about inserting these components if the
entity is being deleted and so if there were a .try_insert, like this PR
provides it could use that instead in order to NOT panic.
( My interim solution for my own game has been to run the entity despawn
events in the Last schedule but really this is just a hack and I should
not be expected to manage the scheduling of despawns like this - it
should just be easy and simple. IF it just so happened that bevy_xpbd
ran .inserts in the Last schedule also, this would be an untenable soln
overall )
## Solution
- Describe the solution used to achieve the objective above.
Add a new command named TryInsert (entitycommands.try_insert) which
functions exactly like .insert except if the entity does not exist it
will not panic. Instead, it will log to info. This way, crates that are
attaching components in ways which they do not mind that the entity no
longer exists can just use try_insert instead of insert.
---
## Changelog
## Additional Thoughts
In my opinion, NOT panicing should really be the default and having an
.insert that does panic should be the odd edgecase but removing the
panic! from .insert seems a bit above my paygrade -- although i would
love to see it. My other thought is it would be good for .insert to
return an Option AND not panic but it seems it uses an event bus right
now so that seems to be impossible w the current architecture.
# Objective
- Fixes#9876
## Solution
- Reverted commit `5012a0fd57748ab6f146776368b4cf988bba1eaa` to restore
the previous default values for `OrthographicProjection`.
---
## Migration Guide
- Migration guide steps from #9537 should be removed for next release.
# Objective
Fix a typo introduced by #9497. While drafting the PR, the type was
originally called `VisibleInHierarchy` before I renamed it to
`InheritedVisibility`, but this field got left behind due to a typo.
# Objective
- When adding/removing bindings in large binding lists, git would
generate very difficult-to-read diffs
## Solution
- Move the `@group(X) @binding(Y)` into the same line as the binding
type declaration
# Objective
- `check_visibility` system in `bevy_render` had an
`Option<&NoFrustumCulling>` that could be replaced by `Has`, which is
theoretically faster and semantically more correct.
- It also had some awkward indenting due to very large closure argument
lists.
- Some of the tests could be written more concisely
## Solution
Use `Has`, move the tuple destructuring in a `let` binding, create a
function for the tests.
## Note to reviewers
Enable the "no white space diff" in the diff viewer to have a more
meaningful diff in the `check_visibility` system.
In the "Files changed" view, click on the little cog right of the "Jump
to" text, on the row where the "Review changes" button is. then enable
the "Hide whitespace" checkbox and click reload.
---
## Migration Guide
- The `check_visibility` system's `Option<&NoFrustumCulling>` parameter
has been replaced by `Has<NoFrustumCulling>`, if you were calling it
manually, you should change the type to match it
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
Currently, in bevy, it's valid to do `Query<&mut Foo, Changed<Foo>>`.
This assumes that `filter_fetch` and `fetch` are mutually exclusive,
because of the mutable reference to the tick that `Mut<Foo>` implies and
the reference that `Changed<Foo>` implies. However nothing guarantees
that.
## Solution
Documenting this assumption as a safety invariant is the least thing.
# Objective
`single_threaded_task_pool` emitted a warning:
```
warning: use of `default` to create a unit struct
--> crates/bevy_tasks/src/single_threaded_task_pool.rs:22:25
|
22 | Self(PhantomData::default())
| ^^^^^^^^^^^ help: remove this call to `default`
|
= help: for further information visit https://rust-lang.github.io/rust-clippy/master/index.html#default_constructed_unit_structs
= note: `#[warn(clippy::default_constructed_unit_structs)]` on by default
```
## Solution
fix the lint
I'm adopting this ~~child~~ PR.
# Objective
- Working with exclusive world access is not always easy: in many cases,
a standard system or three is more ergonomic to write, and more
modularly maintainable.
- For small, one-off tasks (commonly handled with scripting), running an
event-reader system incurs a small but flat overhead cost and muddies
the schedule.
- Certain forms of logic (e.g. turn-based games) want very fine-grained
linear and/or branching control over logic.
- SystemState is not automatically cached, and so performance can suffer
and change detection breaks.
- Fixes https://github.com/bevyengine/bevy/issues/2192.
- Partial workaround for https://github.com/bevyengine/bevy/issues/279.
## Solution
- Adds a SystemRegistry resource to the World, which stores initialized
systems keyed by their SystemSet.
- Allows users to call world.run_system(my_system) and
commands.run_system(my_system), without re-initializing or losing state
(essential for change detection).
- Add a Callback type to enable convenient use of dynamic one shot
systems and reduce the mental overhead of working with Box<dyn
SystemSet>.
- Allow users to run systems based on their SystemSet, enabling more
complex user-made abstractions.
## Future work
- Parameterized one-shot systems would improve reusability and bring
them closer to events and commands. The API could be something like
run_system_with_input(my_system, my_input) and use the In SystemParam.
- We should evaluate the unification of commands and one-shot systems
since they are two different ways to run logic on demand over a World.
### Prior attempts
- https://github.com/bevyengine/bevy/pull/2234
- https://github.com/bevyengine/bevy/pull/2417
- https://github.com/bevyengine/bevy/pull/4090
- https://github.com/bevyengine/bevy/pull/7999
This PR continues the work done in
https://github.com/bevyengine/bevy/pull/7999.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Federico Rinaldi <gisquerin@gmail.com>
Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Alejandro Pascual Pozo <alejandro.pascual.pozo@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Dmytro Banin <banind@cs.washington.edu>
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
Make `bevy_ui` "root" nodes more intuitive to use/style by:
- Removing the implicit flexbox styling (such as stretch alignment) that
is applied to them, and replacing it with more intuitive CSS Grid
styling (notably with stretch alignment disabled in both axes).
- Making root nodes layout independently of each other. Instead of there
being a single implicit "viewport" node that all root nodes are children
of, there is now an implicit "viewport" node *per root node*. And layout
of each tree is computed separately.
## Solution
- Remove the global implicit viewport node, and instead create an
implicit viewport node for each user-specified root node.
- Keep track of both the user-specified root nodes and the implicit
viewport nodes in a separate `Vec`.
- Use the window's size as the `available_space` parameter to
`Taffy.compute_layout` rather than setting it on the implicit viewport
node (and set the viewport to `height: 100%; width: 100%` to make this
"just work").
---
## Changelog
- Bevy UI now lays out root nodes independently of each other in
separate layout contexts.
- The implicit viewport node (which contains each user-specified root
node) is now `Display::Grid` with `align_items` and `justify_items` both
set to `Start`.
## Migration Guide
- Bevy UI now lays out root nodes independently of each other in
separate layout contexts. If you were relying on your root nodes being
able to affect each other's layouts, then you may need to wrap them in a
single root node.
- The implicit viewport node (which contains each user-specified root
node) is now `Display::Grid` with `align_items` and `justify_items` both
set to `Start`. You may need to add `height: Val::Percent(100.)` to your
root nodes if you were previously relying on being implicitly set.
# Objective
- When initializing the renderer, Bevy currently create a detached task
- This is needed on wasm but not on native
## Solution
- Don't create a detached task on native but block on the future
# Objective
Replace instances of
```rust
for x in collection.iter{_mut}() {
```
with
```rust
for x in &{mut} collection {
```
This also changes CI to no longer suppress this lint. Note that since
this lint only shows up when using clippy in pedantic mode, it was
probably unnecessary to suppress this lint in the first place.
# Objective
- When reading API docs and seeing a reference to `ComponentId`, it
isn't immediately clear how to get one from your `Component`. It could
be made to be more clear.
## Solution
- Improve cross-linking of docs about `ComponentId`
# Objective
The default division for a `usize` rounds down which means the batch
sizes were too small when the `max_size` isn't exactly divisible by the
batch count.
## Solution
Changing the division to round up fixes this which can dramatically
improve performance when using `par_iter`.
I created a small example to proof this out and measured some results. I
don't know if it's worth committing this permanently so I left it out of
the PR for now.
```rust
use std::{thread, time::Duration};
use bevy::{
prelude::*,
window::{PresentMode, WindowPlugin},
};
fn main() {
App::new()
.add_plugins((DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
present_mode: PresentMode::AutoNoVsync,
..default()
}),
..default()
}),))
.add_systems(Startup, spawn)
.add_systems(Update, update_counts)
.run();
}
#[derive(Component, Default, Debug, Clone, Reflect)]
pub struct Count(u32);
fn spawn(mut commands: Commands) {
// Worst case
let tasks = bevy::tasks::available_parallelism() * 5 - 1;
// Best case
// let tasks = bevy::tasks::available_parallelism() * 5 + 1;
for _ in 0..tasks {
commands.spawn(Count(0));
}
}
// changing the bounds of the text will cause a recomputation
fn update_counts(mut count_query: Query<&mut Count>) {
count_query.par_iter_mut().for_each(|mut count| {
count.0 += 1;
thread::sleep(Duration::from_millis(10))
});
}
```
## Results
I ran this four times, with and without the change, with best case
(should favour the old maths) and worst case (should favour the new
maths) task numbers.
### Worst case
Before the change the batches were 9 on each thread, plus the 5
remainder ran on one of the threads in addition. With the change its 10
on each thread apart from one which has 9. The results show a decrease
from ~140ms to ~100ms which matches what you would expect from the maths
(`10 * 10ms` vs `(9 + 4) * 10ms`).
![Screenshot from 2023-09-14
20-24-36](https://github.com/bevyengine/bevy/assets/1353401/82099ee4-83a8-47f4-bb6b-944f1e87a818)
### Best case
Before the change the batches were 10 on each thread, plus the 1
remainder ran on one of the threads in addition. With the change its 11
on each thread apart from one which has 5. The results slightly favour
the new change but are basically identical as the total time is
determined by the worse case which is `11 * 10ms` for both tests.
![Screenshot from 2023-09-14
20-48-51](https://github.com/bevyengine/bevy/assets/1353401/4532211d-ab36-435b-b864-56af3370d90e)
# Objective
according to
[khronos](https://github.com/KhronosGroup/glTF/issues/1697), gltf nodes
with inverted scales should invert the winding order of the mesh data.
this is to allow negative scale to be used for mirrored geometry.
## Solution
in the gltf loader, create a separate material with `cull_mode` set to
`Face::Front` when the node scale is negative.
note/alternatives:
this applies for nodes where the scale is negative at gltf import time.
that seems like enough for the mentioned use case of mirrored geometry.
it doesn't help when scales dynamically go negative at runtime, but you
can always set double sided in that case.
i don't think there's any practical difference between using front-face
culling and setting a clockwise winding order explicitly, but winding
order is supported by wgpu so we could add the field to
StandardMaterial/StandardMaterialKey and set it directly on the pipeline
descriptor if there's a reason to. it wouldn't help with dynamic scale
adjustments anyway, and would still require a separate material.
fixes#4738, probably fixes#7901.
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
The reasoning is similar to #8687.
I'm building a dynamic query. Currently, I store the ReflectFromPtr in
my dynamic `Fetch` type.
[See relevant
code](97ba68ae1e/src/fetches.rs (L14-L17))
However, `ReflectFromPtr` is:
- 16 bytes for TypeId
- 8 bytes for the non-mutable function pointer
- 8 bytes for the mutable function pointer
It's a lot, it adds 32 bytes to my base `Fetch` which is only
`ComponendId` (8 bytes) for a total of 40 bytes.
I only need one function per fetch, reducing the total dynamic fetch
size to 16 bytes.
Since I'm querying the components by the ComponendId associated with the
function pointer I'm using, I don't need the TypeId, it's a redundant
check.
In fact, I've difficulties coming up with situations where checking the
TypeId beforehand is relevant. So to me, if ReflectFromPtr makes sense
as a public API, exposing the function pointers also makes sense.
## Solution
- Make the fields public through methods.
---
## Changelog
- Add `from_ptr` and `from_ptr_mut` methods to `ReflectFromPtr` to
access the underlying function pointers
- `ReflectFromPtr::as_reflect_ptr` is now `ReflectFromPtr::as_reflect`
- `ReflectFromPtr::as_reflect_ptr_mut` is now
`ReflectFromPtr::as_reflect_mut`
## Migration guide
- `ReflectFromPtr::as_reflect_ptr` is now `ReflectFromPtr::as_reflect`
- `ReflectFromPtr::as_reflect_ptr_mut` is now
`ReflectFromPtr::as_reflect_mut`
# Objective
If you remove a `ContentSize` component from a Bevy UI entity and then
replace it `ui_layout_system` will remove the measure func from the
internal Taffy layout tree but no new measure func will be generated to
replace it since it's the widget systems that are responsible for
creating their respective measure funcs not `ui_layout_system`. The
widget systems only perform a measure func update on changes to a widget
entity's content. This means that until its content is changed in some
way, no content will be displayed by the node.
### Example
This example spawns a text node which disappears after a few moments
once its `ContentSize` component is replaced.
```rust
use bevy::prelude::*;
use bevy::ui::ContentSize;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, delayed_replacement)
.run();
}
fn setup(mut commands: Commands) {
commands.spawn(Camera2dBundle::default());
commands.spawn(
TextBundle::from_section(
"Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.",
TextStyle::default(),
)
);
}
// Waits a few frames to make sure the font is loaded and the text's glyph layout has been generated.
fn delayed_replacement(mut commands: Commands, mut count: Local<usize>, query: Query<Entity, With<Style>>) {
*count += 1;
if *count == 10 {
for item in query.iter() {
commands
.entity(item)
.remove::<ContentSize>()
.insert(ContentSize::default());
}
}
}
```
## Solution
Perform `ui_layout_system`'s `ContentSize` removal detection and
resolution first, before the measure func updates.
Then in the widget systems, generate a new `Measure` when a
`ContentSize` component is added to a widget entity.
## Changelog
* `measure_text_system`, `update_image_content_size_system` and
`update_atlas_content_size_system` generate a new `Measure` when a
`ContentSize` component is added.
# Objective
mikktspace tangent generation requires mesh indices, and currently fails
when they are not present. we can just generate them instead.
## Solution
generate the indices.
# Objective
`Val`'s natural place is in the `geometry` module with `UiRect`, not in
`ui_node` with the components.
## Solution
Move `Val` into `geometry`.
# Objective
Rename RemovedComponents::iter/iter_with_id to read/read_with_id to make
it clear that it consume the data
Fixes#9755.
(It's my first pull request, if i've made any mistake, please let me
know)
## Solution
Refactor RemovedComponents::iter/iter_with_id to read/read_with_id
## Changelog
Refactor RemovedComponents::iter/iter_with_id to read/read_with_id
Deprecate RemovedComponents::iter/iter_with_id
Remove IntoIterator implementation
Update removal_detection example accordingly
---
## Migration Guide
Rename calls of RemovedComponents::iter/iter_with_id to
read/read_with_id
Replace IntoIterator iteration (&mut <RemovedComponents>) with .read()
---------
Co-authored-by: denshi_ika <mojang2824@gmail.com>
# Objective
Fixes#9787
## Solution
~~"serialize" feature enables "bevy_asset" now~~
"serialize" feature no longer enables the optional "bevy_scene" feature
if it's not enabled from elsewhere (thanks to @mockersf)
# Objective
The rename is confusing. Each time I import `TypeRegistry` I have to
think at least 10 seconds about how to import it. And I've been working
a lot with bevy reflect, which multiplies the papercut.
In my crates, you can find lots of:
```rust
use bevy::reflect::{TypeRegistryInternal as TypeRegistry};
```
When I "go to definition" on `TypeRegistry` I get to `TypeRegistryArc`.
And when I mean `TypeRegistry` in my function signature, 100% of the
time I mean `TypeRegistry`, not the arc wrapper.
Rust has borrowing, and most use-cases of the TypeRegistry accepts
borrow of the registry, with no need to mutate it.
`TypeRegistryInternal` is also confusing. In bevy crates, it doesn't
exist. The bevy crate documentation often refers to `TypeRegistry` and
link to `TypeRegistryInternal`. It only exists in the bevy re-exports.
It makes it hard to understand which names qualifies which types.
## Solution
Remove the rename, keep the type names as they are in `bevy_reflect`
---
## Changelog
- Remove `TypeRegistry` and `TypeRegistryArc` renames from bevy
`bevy_reflect` re-exports.
## Migration Guide
- `TypeRegistry` as re-exported by the wrapper `bevy` crate is now
`TypeRegistryArc`
- `TypeRegistryInternal` as re-exported by the wrapper `bevy` crate is
now `TypeRegistry`
# Objective
When using `set_if_neq`, sometimes you'd like to know if the new value
was different from the old value so that you can perform some additional
branching.
## Solution
Return a bool from this function, which indicates whether or not the
value was overwritten.
---
## Changelog
* `DetectChangesMut::set_if_neq` now returns a boolean indicating
whether or not the value was changed.
## Migration Guide
The trait method `DetectChangesMut::set_if_neq` now returns a boolean
value indicating whether or not the value was changed. If you were
implementing this function manually, you must now return `true` if the
value was overwritten and `false` if the value was not.
# Objective
Fix#9747
## Solution
Linkers don't like what we're doing with CowArc (I'm guessing it has
something to do with `?Sized`). Weirdly the `Reflect` derive on
`AssetPath` doesn't fail, despite `CowArc` not implementing `Reflect`.
To resolve this, we manually implement "reflect value" for
`AssetPath<'static>`. It sadly cannot use `impl_reflect_value` because
that macro doesn't support static lifetimes.
---------
Co-authored-by: Martin Dickopp <martin@zero-based.org>
# Objective
Add tests for `ui_layout_system` and `UiSurface` to the
`bevy_ui::Layout` module.
## Solution
Spawn a dummy window entity with `Window` and `PrimaryWindow` components
so that `ui_layout_system` can run in a test without a window present.
---
## Changelog
Added tests to the `bevy_ui::layout` module.
# Objective
- I want to associate `TypeData` with `Mesh`, to make it
editable/inspectable in my reflection-based editor. `Mesh` has to
implement `Reflect` for that. The precise reflection behavior does not
matter.
## Solution
- `#[derive(Reflect)]`, ignore fields whose types aren't reflectable.
- Call `App::register_asset_reflect` in the `MeshPlugin`.
---
## Changelog
- `Mesh` now implements `Reflect`.
# Objective
- The tick access methods mention "ticks" (as in: plural). Yet, most of
them only access a single tick.
## Solution
- Rename those methods and fix docs to reflect the singular aspect of
the return values
---
## Migration Guide
The following method names were renamed, from `foo_ticks_bar` to
`foo_tick_bar` (`ticks` is now singular, `tick`):
- `ComponentSparseSet::get_added_ticks` → `get_added_tick`
- `ComponentSparseSet::get_changed_ticks` → `get_changed_tick`
- `Column::get_added_ticks` → `get_added_tick`
- `Column::get_changed_ticks` → `get_changed_tick`
- `Column::get_added_ticks_unchecked` → `get_added_tick_unchecked`
- `Column::get_changed_ticks_unchecked` → `get_changed_tick_unchecked`
# Objective
- Make it possible to snapshot/save states
- Useful for re-using parts of the state system for rollback safe states
- Or to save states with scenes/savegames
## Solution
- Conditionally add the derive if the `bevy_reflect` is enabled
---
## Changelog
- `NextState<S>` and `State<S>` now implement `Reflect` as long as `S`
does.
# Objective
- Fixes#6662
- Wireframe crash for skinned meshes:
```
wgpu error: Validation Error
Caused by:
In Device::create_render_pipeline
note: label = `opaque_mesh_pipeline`
Error matching ShaderStages(VERTEX) shader requirements against the pipeline
Location[4] Uint32x4 interpolated as Some(Flat) with sampling None is not provided by the previous stage outputs
Input is not provided by the earlier stage in the pipeline
```
- Wireframe crash for morphed meshes:
```
wgpu error: Validation Error
Caused by:
In a RenderPass
note: encoder = `<CommandBuffer-(0, 14, Metal)>`
In a draw command, indexed:true indirect:false
note: render pipeline = `opaque_mesh_pipeline`
The pipeline layout, associated with the current render pipeline, contains a bind group layout at index 1 which is incompatible with the bind group layout associated with the bind group at 1
```
## Solution
- Fix the locations for skinned meshes in the wireframe shader
- Add the morph key to the wireframe specialisation key
- Morph the vertex in the wireframe shader
https://github.com/bevyengine/bevy/assets/8672791/ce0a9584-bd28-4d74-9c3f-256602e6fac5
# Objective
In `extract_text2d_sprite` the scaling by the scale factor should be
only be applied to the x and y axes but it's also applied to the z axis.
# Solution
Remove the scaling in the z axis
# Objective
- Fixes#9683
## Solution
- Moved `get_component` from `Query` to `QueryState`.
- Moved `get_component_unchecked_mut` from `Query` to `QueryState`.
- Moved `QueryComponentError` from `bevy_ecs::system` to
`bevy_ecs::query`. Minor Breaking Change.
- Narrowed scope of `unsafe` blocks in `Query` methods.
---
## Migration Guide
- `use bevy_ecs::system::QueryComponentError;` -> `use
bevy_ecs::query::QueryComponentError;`
## Notes
I am not very familiar with unsafe Rust nor its use within Bevy, so I
may have committed a Rust faux pas during the migration.
---------
Co-authored-by: Zac Harrold <zharrold@c5prosolutions.com>
Co-authored-by: Tristan Guichaoua <33934311+tguichaoua@users.noreply.github.com>
# Objective
Implement `From<String>` and `From<&str>` for `TextSection`
Example from something I was working on earlier:
```rust
parent.spawn(TextBundle::from_sections([
TextSection::new("press ".to_string(), TextStyle::default()),
TextSection::new("space".to_string(), TextStyle { color: Color::YELLOW, ..default() }),
TextSection::new(" to advance frames".to_string(), TextStyle::default()),
]));
```
After an `impl From<&str> for TextSection` :
```rust
parent.spawn(TextBundle::from_sections([
"press ".into(),
TextSection::new("space".to_string(), TextStyle { color: Color::YELLOW, ..default() }),
" to advance frames".into(),
]));
```
* Potentially unhelpful without a default font, so behind the
`default_font` feature.
Co-authored-by: [hate](https://github.com/hate)
---------
Co-authored-by: hate <15314665+hate@users.noreply.github.com>
# Objective
`TextLayoutInfo::size` isn't the drawn size of the text, but a scaled
value. This is fragile, counter-intuitive and makes it awkward to
retrieve the correct value.
## Solution
Multiply `TextLayoutInfo::size` by the reciprocal of the window's scale
factor after generating the text layout in `update_text2d_layout` and
`bevy_ui::widget::text_system`.
---
fixes: #7787
## Changelog
* Multiply `TextLayoutInfo::size` by the reciprocal of the scale factor
after text computation to reflect the actual size of the text as drawn.
* Reorder the operations in `extract_text2d_sprite` to apply the
alignment offset before the scale factor scaling.
## Migration Guide
The `size` value of `TextLayoutInfo` is stored in logical pixels and has
been renamed to `logical_size`. There is no longer any need to divide by
the window's scale factor to get the logical size.
This needs to be much higher to avoid failures in CI. I don't love the
"loop until" test methodology generally, but this is testing internal
state and making this event driven would change the nature of the test.
# Objective
The `AssetServer` and `AssetProcessor` do a lot of `AssetPath` cloning
(across many threads). To store the path on the handle, to store paths
in dependency lists, to pass an owned path to the offloaded thread, to
pass a path to the LoadContext, etc , etc. Cloning multiple string
allocations multiple times like this will add up. It is worth optimizing
this.
Referenced in #9714
## Solution
Added a new `CowArc<T>` type to `bevy_util`, which behaves a lot like
`Cow<T>`, but the Owned variant is an `Arc<T>`. Use this in place of
`Cow<str>` and `Cow<Path>` on `AssetPath`.
---
## Changelog
- `AssetPath` now internally uses `CowArc`, making clone operations much
cheaper
- `AssetPath` now serializes as `AssetPath("some_path.extension#Label")`
instead of as `AssetPath { path: "some_path.extension", label:
Some("Label) }`
## Migration Guide
```rust
// Old
AssetPath::new("logo.png", None);
// New
AssetPath::new("logo.png");
// Old
AssetPath::new("scene.gltf", Some("Mesh0");
// New
AssetPath::new("scene.gltf").with_label("Mesh0");
```
`AssetPath` now serializes as `AssetPath("some_path.extension#Label")`
instead of as `AssetPath { path: "some_path.extension", label:
Some("Label) }`
---------
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
# Objective
- Fix these warnings
```rust
warning: unused doc comment
--> /bevy/crates/bevy_pbr/src/light.rs:62:13
|
62 | /// Luminous power in lumens
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
63 | intensity: 800.0, // Roughly a 60W non-halogen incandescent bulb
| ---------------- rustdoc does not generate documentation for expression fields
|
= help: use `//` for a plain comment
= note: `#[warn(unused_doc_comments)]` on by default
```
```rust
warning: `&` without an explicit lifetime name cannot be used here
--> /bevy/crates/bevy_asset/src/lib.rs:89:32
|
89 | const DEFAULT_FILE_SOURCE: &str = "assets";
| ^
|
= warning: this was previously accepted by the compiler but is being phased out; it will become a hard error in a future release!
= note: for more information, see issue #115010 <https://github.com/rust-lang/rust/issues/115010>
= note: `#[warn(elided_lifetimes_in_associated_constant)]` on by default
help: use the `'static` lifetime
|
89 | const DEFAULT_FILE_SOURCE: &'static str = "assets";
|
```
# Objective
`TextureAtlas` supports pregenerated texture atlases with padding, but
`TextureAtlasBuilder` can't add padding when it creates a new atlas.
fixes#8150
## Solution
Add a method `padding` to `TextureAtlasBuilder` that sets the amount of
padding to add around each texture.
When queueing the textures to be copied, add the padding value to the
size of each source texture. Then when copying the source textures to
the output atlas texture subtract the same padding value from the sizes
of the target rects.
unpadded:
<img width="961" alt="texture_atlas_example"
src="https://github.com/bevyengine/bevy/assets/27962798/8cf02442-dc3e-4429-90f1-543bc9270d8b">
padded:
<img width="961" alt="texture_atlas_example_with_padding"
src="https://github.com/bevyengine/bevy/assets/27962798/da347bcc-b083-4650-ba0c-86883853764f">
---
## Changelog
`TextureAtlasBuilder`
* Added support for building texture atlases with padding.
* Adds a `padding` method to `TextureAtlasBuilder` that can be used to
set an amount of padding to add between the sprites of the generated
texture atlas.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Related to #9715
- Example `asset_processing` logs the following error:
```
thread 'IO Task Pool (1)' panicked at 'Failed to initialize asset processor log. This cannot be recovered. Try restarting. If that doesn't work, try deleting processed asset folder. No such file or directory (os error 2)', crates/bevy_asset/src/processor/mod.rs:867:25
```
## Solution
- Create the log directory if needed
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Bevy Asset V2 Proposal
## Why Does Bevy Need A New Asset System?
Asset pipelines are a central part of the gamedev process. Bevy's
current asset system is missing a number of features that make it
non-viable for many classes of gamedev. After plenty of discussions and
[a long community feedback
period](https://github.com/bevyengine/bevy/discussions/3972), we've
identified a number missing features:
* **Asset Preprocessing**: it should be possible to "preprocess" /
"compile" / "crunch" assets at "development time" rather than when the
game starts up. This enables offloading expensive work from deployed
apps, faster asset loading, less runtime memory usage, etc.
* **Per-Asset Loader Settings**: Individual assets cannot define their
own loaders that override the defaults. Additionally, they cannot
provide per-asset settings to their loaders. This is a huge limitation,
as many asset types don't provide all information necessary for Bevy
_inside_ the asset. For example, a raw PNG image says nothing about how
it should be sampled (ex: linear vs nearest).
* **Asset `.meta` files**: assets should have configuration files stored
adjacent to the asset in question, which allows the user to configure
asset-type-specific settings. These settings should be accessible during
the pre-processing phase. Modifying a `.meta` file should trigger a
re-processing / re-load of the asset. It should be possible to configure
asset loaders from the meta file.
* **Processed Asset Hot Reloading**: Changes to processed assets (or
their dependencies) should result in re-processing them and re-loading
the results in live Bevy Apps.
* **Asset Dependency Tracking**: The current bevy_asset has no good way
to wait for asset dependencies to load. It punts this as an exercise for
consumers of the loader apis, which is unreasonable and error prone.
There should be easy, ergonomic ways to wait for assets to load and
block some logic on an asset's entire dependency tree loading.
* **Runtime Asset Loading**: it should be (optionally) possible to load
arbitrary assets dynamically at runtime. This necessitates being able to
deploy and run the asset server alongside Bevy Apps on _all platforms_.
For example, we should be able to invoke the shader compiler at runtime,
stream scenes from sources like the internet, etc. To keep deployed
binaries (and startup times) small, the runtime asset server
configuration should be configurable with different settings compared to
the "pre processor asset server".
* **Multiple Backends**: It should be possible to load assets from
arbitrary sources (filesystems, the internet, remote asset serves, etc).
* **Asset Packing**: It should be possible to deploy assets in
compressed "packs", which makes it easier and more efficient to
distribute assets with Bevy Apps.
* **Asset Handoff**: It should be possible to hold a "live" asset
handle, which correlates to runtime data, without actually holding the
asset in memory. Ex: it must be possible to hold a reference to a GPU
mesh generated from a "mesh asset" without keeping the mesh data in CPU
memory
* **Per-Platform Processed Assets**: Different platforms and app
distributions have different capabilities and requirements. Some
platforms need lower asset resolutions or different asset formats to
operate within the hardware constraints of the platform. It should be
possible to define per-platform asset processing profiles. And it should
be possible to deploy only the assets required for a given platform.
These features have architectural implications that are significant
enough to require a full rewrite. The current Bevy Asset implementation
got us this far, but it can take us no farther. This PR defines a brand
new asset system that implements most of these features, while laying
the foundations for the remaining features to be built.
## Bevy Asset V2
Here is a quick overview of the features introduced in this PR.
* **Asset Preprocessing**: Preprocess assets at development time into
more efficient (and configurable) representations
* **Dependency Aware**: Dependencies required to process an asset are
tracked. If an asset's processed dependency changes, it will be
reprocessed
* **Hot Reprocessing/Reloading**: detect changes to asset source files,
reprocess them if they have changed, and then hot-reload them in Bevy
Apps.
* **Only Process Changes**: Assets are only re-processed when their
source file (or meta file) has changed. This uses hashing and timestamps
to avoid processing assets that haven't changed.
* **Transactional and Reliable**: Uses write-ahead logging (a technique
commonly used by databases) to recover from crashes / forced-exits.
Whenever possible it avoids full-reprocessing / only uncompleted
transactions will be reprocessed. When the processor is running in
parallel with a Bevy App, processor asset writes block Bevy App asset
reads. Reading metadata + asset bytes is guaranteed to be transactional
/ correctly paired.
* **Portable / Run anywhere / Database-free**: The processor does not
rely on an in-memory database (although it uses some database techniques
for reliability). This is important because pretty much all in-memory
databases have unsupported platforms or build complications.
* **Configure Processor Defaults Per File Type**: You can say "use this
processor for all files of this type".
* **Custom Processors**: The `Processor` trait is flexible and
unopinionated. It can be implemented by downstream plugins.
* **LoadAndSave Processors**: Most asset processing scenarios can be
expressed as "run AssetLoader A, save the results using AssetSaver X,
and then load the result using AssetLoader B". For example, load this
png image using `PngImageLoader`, which produces an `Image` asset and
then save it using `CompressedImageSaver` (which also produces an
`Image` asset, but in a compressed format), which takes an `Image` asset
as input. This means if you have an `AssetLoader` for an asset, you are
already half way there! It also means that you can share AssetSavers
across multiple loaders. Because `CompressedImageSaver` accepts Bevy's
generic Image asset as input, it means you can also use it with some
future `JpegImageLoader`.
* **Loader and Saver Settings**: Asset Loaders and Savers can now define
their own settings types, which are passed in as input when an asset is
loaded / saved. Each asset can define its own settings.
* **Asset `.meta` files**: configure asset loaders, their settings,
enable/disable processing, and configure processor settings
* **Runtime Asset Dependency Tracking** Runtime asset dependencies (ex:
if an asset contains a `Handle<Image>`) are tracked by the asset server.
An event is emitted when an asset and all of its dependencies have been
loaded
* **Unprocessed Asset Loading**: Assets do not require preprocessing.
They can be loaded directly. A processed asset is just a "normal" asset
with some extra metadata. Asset Loaders don't need to know or care about
whether or not an asset was processed.
* **Async Asset IO**: Asset readers/writers use async non-blocking
interfaces. Note that because Rust doesn't yet support async traits,
there is a bit of manual Boxing / Future boilerplate. This will
hopefully be removed in the near future when Rust gets async traits.
* **Pluggable Asset Readers and Writers**: Arbitrary asset source
readers/writers are supported, both by the processor and the asset
server.
* **Better Asset Handles**
* **Single Arc Tree**: Asset Handles now use a single arc tree that
represents the lifetime of the asset. This makes their implementation
simpler, more efficient, and allows us to cheaply attach metadata to
handles. Ex: the AssetPath of a handle is now directly accessible on the
handle itself!
* **Const Typed Handles**: typed handles can be constructed in a const
context. No more weird "const untyped converted to typed at runtime"
patterns!
* **Handles and Ids are Smaller / Faster To Hash / Compare**: Typed
`Handle<T>` is now much smaller in memory and `AssetId<T>` is even
smaller.
* **Weak Handle Usage Reduction**: In general Handles are now considered
to be "strong". Bevy features that previously used "weak `Handle<T>`"
have been ported to `AssetId<T>`, which makes it statically clear that
the features do not hold strong handles (while retaining strong type
information). Currently Handle::Weak still exists, but it is very
possible that we can remove that entirely.
* **Efficient / Dense Asset Ids**: Assets now have efficient dense
runtime asset ids, which means we can avoid expensive hash lookups.
Assets are stored in Vecs instead of HashMaps. There are now typed and
untyped ids, which means we no longer need to store dynamic type
information in the ID for typed handles. "AssetPathId" (which was a
nightmare from a performance and correctness standpoint) has been
entirely removed in favor of dense ids (which are retrieved for a path
on load)
* **Direct Asset Loading, with Dependency Tracking**: Assets that are
defined at runtime can still have their dependencies tracked by the
Asset Server (ex: if you create a material at runtime, you can still
wait for its textures to load). This is accomplished via the (currently
optional) "asset dependency visitor" trait. This system can also be used
to define a set of assets to load, then wait for those assets to load.
* **Async folder loading**: Folder loading also uses this system and
immediately returns a handle to the LoadedFolder asset, which means
folder loading no longer blocks on directory traversals.
* **Improved Loader Interface**: Loaders now have a specific "top level
asset type", which makes returning the top-level asset simpler and
statically typed.
* **Basic Image Settings and Processing**: Image assets can now be
processed into the gpu-friendly Basic Universal format. The ImageLoader
now has a setting to define what format the image should be loaded as.
Note that this is just a minimal MVP ... plenty of additional work to do
here. To demo this, enable the `basis-universal` feature and turn on
asset processing.
* **Simpler Audio Play / AudioSink API**: Asset handle providers are
cloneable, which means the Audio resource can mint its own handles. This
means you can now do `let sink_handle = audio.play(music)` instead of
`let sink_handle = audio_sinks.get_handle(audio.play(music))`. Note that
this might still be replaced by
https://github.com/bevyengine/bevy/pull/8424.
**Removed Handle Casting From Engine Features**: Ex: FontAtlases no
longer use casting between handle types
## Using The New Asset System
### Normal Unprocessed Asset Loading
By default the `AssetPlugin` does not use processing. It behaves pretty
much the same way as the old system.
If you are defining a custom asset, first derive `Asset`:
```rust
#[derive(Asset)]
struct Thing {
value: String,
}
```
Initialize the asset:
```rust
app.init_asset:<Thing>()
```
Implement a new `AssetLoader` for it:
```rust
#[derive(Default)]
struct ThingLoader;
#[derive(Serialize, Deserialize, Default)]
pub struct ThingSettings {
some_setting: bool,
}
impl AssetLoader for ThingLoader {
type Asset = Thing;
type Settings = ThingSettings;
fn load<'a>(
&'a self,
reader: &'a mut Reader,
settings: &'a ThingSettings,
load_context: &'a mut LoadContext,
) -> BoxedFuture<'a, Result<Thing, anyhow::Error>> {
Box::pin(async move {
let mut bytes = Vec::new();
reader.read_to_end(&mut bytes).await?;
// convert bytes to value somehow
Ok(Thing {
value
})
})
}
fn extensions(&self) -> &[&str] {
&["thing"]
}
}
```
Note that this interface will get much cleaner once Rust gets support
for async traits. `Reader` is an async futures_io::AsyncRead. You can
stream bytes as they come in or read them all into a `Vec<u8>`,
depending on the context. You can use `let handle =
load_context.load(path)` to kick off a dependency load, retrieve a
handle, and register the dependency for the asset.
Then just register the loader in your Bevy app:
```rust
app.init_asset_loader::<ThingLoader>()
```
Now just add your `Thing` asset files into the `assets` folder and load
them like this:
```rust
fn system(asset_server: Res<AssetServer>) {
let handle = Handle<Thing> = asset_server.load("cool.thing");
}
```
You can check load states directly via the asset server:
```rust
if asset_server.load_state(&handle) == LoadState::Loaded { }
```
You can also listen for events:
```rust
fn system(mut events: EventReader<AssetEvent<Thing>>, handle: Res<SomeThingHandle>) {
for event in events.iter() {
if event.is_loaded_with_dependencies(&handle) {
}
}
}
```
Note the new `AssetEvent::LoadedWithDependencies`, which only fires when
the asset is loaded _and_ all dependencies (and their dependencies) have
loaded.
Unlike the old asset system, for a given asset path all `Handle<T>`
values point to the same underlying Arc. This means Handles can cheaply
hold more asset information, such as the AssetPath:
```rust
// prints the AssetPath of the handle
info!("{:?}", handle.path())
```
### Processed Assets
Asset processing can be enabled via the `AssetPlugin`. When developing
Bevy Apps with processed assets, do this:
```rust
app.add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev()))
```
This runs the `AssetProcessor` in the background with hot-reloading. It
reads assets from the `assets` folder, processes them, and writes them
to the `.imported_assets` folder. Asset loads in the Bevy App will wait
for a processed version of the asset to become available. If an asset in
the `assets` folder changes, it will be reprocessed and hot-reloaded in
the Bevy App.
When deploying processed Bevy apps, do this:
```rust
app.add_plugins(DefaultPlugins.set(AssetPlugin::processed()))
```
This does not run the `AssetProcessor` in the background. It behaves
like `AssetPlugin::unprocessed()`, but reads assets from
`.imported_assets`.
When the `AssetProcessor` is running, it will populate sibling `.meta`
files for assets in the `assets` folder. Meta files for assets that do
not have a processor configured look like this:
```rust
(
meta_format_version: "1.0",
asset: Load(
loader: "bevy_render::texture::image_loader::ImageLoader",
settings: (
format: FromExtension,
),
),
)
```
This is metadata for an image asset. For example, if you have
`assets/my_sprite.png`, this could be the metadata stored at
`assets/my_sprite.png.meta`. Meta files are totally optional. If no
metadata exists, the default settings will be used.
In short, this file says "load this asset with the ImageLoader and use
the file extension to determine the image type". This type of meta file
is supported in all AssetPlugin modes. If in `Unprocessed` mode, the
asset (with the meta settings) will be loaded directly. If in
`ProcessedDev` mode, the asset file will be copied directly to the
`.imported_assets` folder. The meta will also be copied directly to the
`.imported_assets` folder, but with one addition:
```rust
(
meta_format_version: "1.0",
processed_info: Some((
hash: 12415480888597742505,
full_hash: 14344495437905856884,
process_dependencies: [],
)),
asset: Load(
loader: "bevy_render::texture::image_loader::ImageLoader",
settings: (
format: FromExtension,
),
),
)
```
`processed_info` contains `hash` (a direct hash of the asset and meta
bytes), `full_hash` (a hash of `hash` and the hashes of all
`process_dependencies`), and `process_dependencies` (the `path` and
`full_hash` of every process_dependency). A "process dependency" is an
asset dependency that is _directly_ used when processing the asset.
Images do not have process dependencies, so this is empty.
When the processor is enabled, you can use the `Process` metadata
config:
```rust
(
meta_format_version: "1.0",
asset: Process(
processor: "bevy_asset::processor::process::LoadAndSave<bevy_render::texture::image_loader::ImageLoader, bevy_render::texture::compressed_image_saver::CompressedImageSaver>",
settings: (
loader_settings: (
format: FromExtension,
),
saver_settings: (
generate_mipmaps: true,
),
),
),
)
```
This configures the asset to use the `LoadAndSave` processor, which runs
an AssetLoader and feeds the result into an AssetSaver (which saves the
given Asset and defines a loader to load it with). (for terseness
LoadAndSave will likely get a shorter/friendlier type name when [Stable
Type Paths](#7184) lands). `LoadAndSave` is likely to be the most common
processor type, but arbitrary processors are supported.
`CompressedImageSaver` saves an `Image` in the Basis Universal format
and configures the ImageLoader to load it as basis universal. The
`AssetProcessor` will read this meta, run it through the LoadAndSave
processor, and write the basis-universal version of the image to
`.imported_assets`. The final metadata will look like this:
```rust
(
meta_format_version: "1.0",
processed_info: Some((
hash: 905599590923828066,
full_hash: 9948823010183819117,
process_dependencies: [],
)),
asset: Load(
loader: "bevy_render::texture::image_loader::ImageLoader",
settings: (
format: Format(Basis),
),
),
)
```
To try basis-universal processing out in Bevy examples, (for example
`sprite.rs`), change `add_plugins(DefaultPlugins)` to
`add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev()))` and run
with the `basis-universal` feature enabled: `cargo run
--features=basis-universal --example sprite`.
To create a custom processor, there are two main paths:
1. Use the `LoadAndSave` processor with an existing `AssetLoader`.
Implement the `AssetSaver` trait, register the processor using
`asset_processor.register_processor::<LoadAndSave<ImageLoader,
CompressedImageSaver>>(image_saver.into())`.
2. Implement the `Process` trait directly and register it using:
`asset_processor.register_processor(thing_processor)`.
You can configure default processors for file extensions like this:
```rust
asset_processor.set_default_processor::<ThingProcessor>("thing")
```
There is one more metadata type to be aware of:
```rust
(
meta_format_version: "1.0",
asset: Ignore,
)
```
This will ignore the asset during processing / prevent it from being
written to `.imported_assets`.
The AssetProcessor stores a transaction log at `.imported_assets/log`
and uses it to gracefully recover from unexpected stops. This means you
can force-quit the processor (and Bevy Apps running the processor in
parallel) at arbitrary times!
`.imported_assets` is "local state". It should _not_ be checked into
source control. It should also be considered "read only". In practice,
you _can_ modify processed assets and processed metadata if you really
need to test something. But those modifications will not be represented
in the hashes of the assets, so the processed state will be "out of
sync" with the source assets. The processor _will not_ fix this for you.
Either revert the change after you have tested it, or delete the
processed files so they can be re-populated.
## Open Questions
There are a number of open questions to be discussed. We should decide
if they need to be addressed in this PR and if so, how we will address
them:
### Implied Dependencies vs Dependency Enumeration
There are currently two ways to populate asset dependencies:
* **Implied via AssetLoaders**: if an AssetLoader loads an asset (and
retrieves a handle), a dependency is added to the list.
* **Explicit via the optional Asset::visit_dependencies**: if
`server.load_asset(my_asset)` is called, it will call
`my_asset.visit_dependencies`, which will grab dependencies that have
been manually defined for the asset via the Asset trait impl (which can
be derived).
This means that defining explicit dependencies is optional for "loaded
assets". And the list of dependencies is always accurate because loaders
can only produce Handles if they register dependencies. If an asset was
loaded with an AssetLoader, it only uses the implied dependencies. If an
asset was created at runtime and added with
`asset_server.load_asset(MyAsset)`, it will use
`Asset::visit_dependencies`.
However this can create a behavior mismatch between loaded assets and
equivalent "created at runtime" assets if `Assets::visit_dependencies`
doesn't exactly match the dependencies produced by the AssetLoader. This
behavior mismatch can be resolved by completely removing "implied loader
dependencies" and requiring `Asset::visit_dependencies` to supply
dependency data. But this creates two problems:
* It makes defining loaded assets harder and more error prone: Devs must
remember to manually annotate asset dependencies with `#[dependency]`
when deriving `Asset`. For more complicated assets (such as scenes), the
derive likely wouldn't be sufficient and a manual `visit_dependencies`
impl would be required.
* Removes the ability to immediately kick off dependency loads: When
AssetLoaders retrieve a Handle, they also immediately kick off an asset
load for the handle, which means it can start loading in parallel
_before_ the asset finishes loading. For large assets, this could be
significant. (although this could be mitigated for processed assets if
we store dependencies in the processed meta file and load them ahead of
time)
### Eager ProcessorDev Asset Loading
I made a controversial call in the interest of fast startup times ("time
to first pixel") for the "processor dev mode configuration". When
initializing the AssetProcessor, current processed versions of unchanged
assets are yielded immediately, even if their dependencies haven't been
checked yet for reprocessing. This means that
non-current-state-of-filesystem-but-previously-valid assets might be
returned to the App first, then hot-reloaded if/when their dependencies
change and the asset is reprocessed.
Is this behavior desirable? There is largely one alternative: do not
yield an asset from the processor to the app until all of its
dependencies have been checked for changes. In some common cases (load
dependency has not changed since last run) this will increase startup
time. The main question is "by how much" and is that slower startup time
worth it in the interest of only yielding assets that are true to the
current state of the filesystem. Should this be configurable? I'm
starting to think we should only yield an asset after its (historical)
dependencies have been checked for changes + processed as necessary, but
I'm curious what you all think.
### Paths Are Currently The Only Canonical ID / Do We Want Asset UUIDs?
In this implementation AssetPaths are the only canonical asset
identifier (just like the previous Bevy Asset system and Godot). Moving
assets will result in re-scans (and currently reprocessing, although
reprocessing can easily be avoided with some changes). Asset
renames/moves will break code and assets that rely on specific paths,
unless those paths are fixed up.
Do we want / need "stable asset uuids"? Introducing them is very
possible:
1. Generate a UUID and include it in .meta files
2. Support UUID in AssetPath
3. Generate "asset indices" which are loaded on startup and map UUIDs to
paths.
4 (maybe). Consider only supporting UUIDs for processed assets so we can
generate quick-to-load indices instead of scanning meta files.
The main "pro" is that assets referencing UUIDs don't need to be
migrated when a path changes. The main "con" is that UUIDs cannot be
"lazily resolved" like paths. They need a full view of all assets to
answer the question "does this UUID exist". Which means UUIDs require
the AssetProcessor to fully finish startup scans before saying an asset
doesnt exist. And they essentially require asset pre-processing to use
in apps, because scanning all asset metadata files at runtime to resolve
a UUID is not viable for medium-to-large apps. It really requires a
pre-generated UUID index, which must be loaded before querying for
assets.
I personally think this should be investigated in a separate PR. Paths
aren't going anywhere ... _everyone_ uses filesystems (and
filesystem-like apis) to manage their asset source files. I consider
them permanent canonical asset information. Additionally, they behave
well for both processed and unprocessed asset modes. Given that Bevy is
supporting both, this feels like the right canonical ID to start with.
UUIDS (and maybe even other indexed-identifier types) can be added later
as necessary.
### Folder / File Naming Conventions
All asset processing config currently lives in the `.imported_assets`
folder. The processor transaction log is in `.imported_assets/log`.
Processed assets are added to `.imported_assets/Default`, which will
make migrating to processed asset profiles (ex: a
`.imported_assets/Mobile` profile) a non-breaking change. It also allows
us to create top-level files like `.imported_assets/log` without it
being interpreted as an asset. Meta files currently have a `.meta`
suffix. Do we like these names and conventions?
### Should the `AssetPlugin::processed_dev` configuration enable
`watch_for_changes` automatically?
Currently it does (which I think makes sense), but it does make it the
only configuration that enables watch_for_changes by default.
### Discuss on_loaded High Level Interface:
This PR includes a very rough "proof of concept" `on_loaded` system
adapter that uses the `LoadedWithDependencies` event in combination with
`asset_server.load_asset` dependency tracking to support this pattern
```rust
fn main() {
App::new()
.init_asset::<MyAssets>()
.add_systems(Update, on_loaded(create_array_texture))
.run();
}
#[derive(Asset, Clone)]
struct MyAssets {
#[dependency]
picture_of_my_cat: Handle<Image>,
#[dependency]
picture_of_my_other_cat: Handle<Image>,
}
impl FromWorld for ArrayTexture {
fn from_world(world: &mut World) -> Self {
picture_of_my_cat: server.load("meow.png"),
picture_of_my_other_cat: server.load("meeeeeeeow.png"),
}
}
fn spawn_cat(In(my_assets): In<MyAssets>, mut commands: Commands) {
commands.spawn(SpriteBundle {
texture: my_assets.picture_of_my_cat.clone(),
..default()
});
commands.spawn(SpriteBundle {
texture: my_assets.picture_of_my_other_cat.clone(),
..default()
});
}
```
The implementation is _very_ rough. And it is currently unsafe because
`bevy_ecs` doesn't expose some internals to do this safely from inside
`bevy_asset`. There are plenty of unanswered questions like:
* "do we add a Loadable" derive? (effectively automate the FromWorld
implementation above)
* Should `MyAssets` even be an Asset? (largely implemented this way
because it elegantly builds on `server.load_asset(MyAsset { .. })`
dependency tracking).
We should think hard about what our ideal API looks like (and if this is
a pattern we want to support). Not necessarily something we need to
solve in this PR. The current `on_loaded` impl should probably be
removed from this PR before merging.
## Clarifying Questions
### What about Assets as Entities?
This Bevy Asset V2 proposal implementation initially stored Assets as
ECS Entities. Instead of `AssetId<T>` + the `Assets<T>` resource it used
`Entity` as the asset id and Asset values were just ECS components.
There are plenty of compelling reasons to do this:
1. Easier to inline assets in Bevy Scenes (as they are "just" normal
entities + components)
2. More flexible queries: use the power of the ECS to filter assets (ex:
`Query<Mesh, With<Tree>>`).
3. Extensible. Users can add arbitrary component data to assets.
4. Things like "component visualization tools" work out of the box to
visualize asset data.
However Assets as Entities has a ton of caveats right now:
* We need to be able to allocate entity ids without a direct World
reference (aka rework id allocator in Entities ... i worked around this
in my prototypes by just pre allocating big chunks of entities)
* We want asset change events in addition to ECS change tracking ... how
do we populate them when mutations can come from anywhere? Do we use
Changed queries? This would require iterating over the change data for
all assets every frame. Is this acceptable or should we implement a new
"event based" component change detection option?
* Reconciling manually created assets with asset-system managed assets
has some nuance (ex: are they "loaded" / do they also have that
component metadata?)
* "how do we handle "static" / default entity handles" (ties in to the
Entity Indices discussion:
https://github.com/bevyengine/bevy/discussions/8319). This is necessary
for things like "built in" assets and default handles in things like
SpriteBundle.
* Storing asset information as a component makes it easy to "invalidate"
asset state by removing the component (or forcing modifications).
Ideally we have ways to lock this down (some combination of Rust type
privacy and ECS validation)
In practice, how we store and identify assets is a reasonably
superficial change (porting off of Assets as Entities and implementing
dedicated storage + ids took less than a day). So once we sort out the
remaining challenges the flip should be straightforward. Additionally, I
do still have "Assets as Entities" in my commit history, so we can reuse
that work. I personally think "assets as entities" is a good endgame,
but it also doesn't provide _significant_ value at the moment and it
certainly isn't ready yet with the current state of things.
### Why not Distill?
[Distill](https://github.com/amethyst/distill) is a high quality fully
featured asset system built in Rust. It is very natural to ask "why not
just use Distill?".
It is also worth calling out that for awhile, [we planned on adopting
Distill / I signed off on
it](https://github.com/bevyengine/bevy/issues/708).
However I think Bevy has a number of constraints that make Distill
adoption suboptimal:
* **Architectural Simplicity:**
* Distill's processor requires an in-memory database (lmdb) and RPC
networked API (using Cap'n Proto). Each of these introduces API
complexity that increases maintenance burden and "code grokability".
Ignoring tests, documentation, and examples, Distill has 24,237 lines of
Rust code (including generated code for RPC + database interactions). If
you ignore generated code, it has 11,499 lines.
* Bevy builds the AssetProcessor and AssetServer using pluggable
AssetReader/AssetWriter Rust traits with simple io interfaces. They do
not necessitate databases or RPC interfaces (although Readers/Writers
could use them if that is desired). Bevy Asset V2 (at the time of
writing this PR) is 5,384 lines of Rust code (ignoring tests,
documentation, and examples). Grain of salt: Distill does have more
features currently (ex: Asset Packing, GUIDS, remote-out-of-process
asset processor). I do plan to implement these features in Bevy Asset V2
and I personally highly doubt they will meaningfully close the 6115
lines-of-code gap.
* This complexity gap (which while illustrated by lines of code, is much
bigger than just that) is noteworthy to me. Bevy should be hackable and
there are pillars of Distill that are very hard to understand and
extend. This is a matter of opinion (and Bevy Asset V2 also has
complicated areas), but I think Bevy Asset V2 is much more approachable
for the average developer.
* Necessary disclaimer: counting lines of code is an extremely rough
complexity metric. Read the code and form your own opinions.
* **Optional Asset Processing:** Not all Bevy Apps (or Bevy App
developers) need / want asset preprocessing. Processing increases the
complexity of the development environment by introducing things like
meta files, imported asset storage, running processors in the
background, waiting for processing to finish, etc. Distill _requires_
preprocessing to work. With Bevy Asset V2 processing is fully opt-in.
The AssetServer isn't directly aware of asset processors at all.
AssetLoaders only care about converting bytes to runtime Assets ... they
don't know or care if the bytes were pre-processed or not. Processing is
"elegantly" (forgive my self-congratulatory phrasing) layered on top and
builds on the existing Asset system primitives.
* **Direct Filesystem Access to Processed Asset State:** Distill stores
processed assets in a database. This makes debugging / inspecting the
processed outputs harder (either requires special tooling to query the
database or they need to be "deployed" to be inspected). Bevy Asset V2,
on the other hand, stores processed assets in the filesystem (by default
... this is configurable). This makes interacting with the processed
state more natural. Note that both Godot and Unity's new asset system
store processed assets in the filesystem.
* **Portability**: Because Distill's processor uses lmdb and RPC
networking, it cannot be run on certain platforms (ex: lmdb is a
non-rust dependency that cannot run on the web, some platforms don't
support running network servers). Bevy should be able to process assets
everywhere (ex: run the Bevy Editor on the web, compile + process
shaders on mobile, etc). Distill does partially mitigate this problem by
supporting "streaming" assets via the RPC protocol, but this is not a
full solve from my perspective. And Bevy Asset V2 can (in theory) also
stream assets (without requiring RPC, although this isn't implemented
yet)
Note that I _do_ still think Distill would be a solid asset system for
Bevy. But I think the approach in this PR is a better solve for Bevy's
specific "asset system requirements".
### Doesn't async-fs just shim requests to "sync" `std::fs`? What is the
point?
"True async file io" has limited / spotty platform support. async-fs
(and the rust async ecosystem generally ... ex Tokio) currently use
async wrappers over std::fs that offload blocking requests to separate
threads. This may feel unsatisfying, but it _does_ still provide value
because it prevents our task pools from blocking on file system
operations (which would prevent progress when there are many tasks to
do, but all threads in a pool are currently blocking on file system
ops).
Additionally, using async APIs for our AssetReaders and AssetWriters
also provides value because we can later add support for "true async
file io" for platforms that support it. _And_ we can implement other
"true async io" asset backends (such as networked asset io).
## Draft TODO
- [x] Fill in missing filesystem event APIs: file removed event (which
is expressed as dangling RenameFrom events in some cases), file/folder
renamed event
- [x] Assets without loaders are not moved to the processed folder. This
breaks things like referenced `.bin` files for GLTFs. This should be
configurable per-non-asset-type.
- [x] Initial implementation of Reflect and FromReflect for Handle. The
"deserialization" parity bar is low here as this only worked with static
UUIDs in the old impl ... this is a non-trivial problem. Either we add a
Handle::AssetPath variant that gets "upgraded" to a strong handle on
scene load or we use a separate AssetRef type for Bevy scenes (which is
converted to a runtime Handle on load). This deserves its own discussion
in a different pr.
- [x] Populate read_asset_bytes hash when run by the processor (a bit of
a special case .. when run by the processor the processed meta will
contain the hash so we don't need to compute it on the spot, but we
don't want/need to read the meta when run by the main AssetServer)
- [x] Delay hot reloading: currently filesystem events are handled
immediately, which creates timing issues in some cases. For example hot
reloading images can sometimes break because the image isn't finished
writing. We should add a delay, likely similar to the [implementation in
this PR](https://github.com/bevyengine/bevy/pull/8503).
- [x] Port old platform-specific AssetIo implementations to the new
AssetReader interface (currently missing Android and web)
- [x] Resolve on_loaded unsafety (either by removing the API entirely or
removing the unsafe)
- [x] Runtime loader setting overrides
- [x] Remove remaining unwraps that should be error-handled. There are
number of TODOs here
- [x] Pretty AssetPath Display impl
- [x] Document more APIs
- [x] Resolve spurious "reloading because it has changed" events (to
repro run load_gltf with `processed_dev()`)
- [x] load_dependency hot reloading currently only works for processed
assets. If processing is disabled, load_dependency changes are not hot
reloaded.
- [x] Replace AssetInfo dependency load/fail counters with
`loading_dependencies: HashSet<UntypedAssetId>` to prevent reloads from
(potentially) breaking counters. Storing this will also enable
"dependency reloaded" events (see [Next Steps](#next-steps))
- [x] Re-add filesystem watcher cargo feature gate (currently it is not
optional)
- [ ] Migration Guide
- [ ] Changelog
## Followup TODO
- [ ] Replace "eager unchanged processed asset loading" behavior with
"don't returned unchanged processed asset until dependencies have been
checked".
- [ ] Add true `Ignore` AssetAction that does not copy the asset to the
imported_assets folder.
- [ ] Finish "live asset unloading" (ex: free up CPU asset memory after
uploading an image to the GPU), rethink RenderAssets, and port renderer
features. The `Assets` collection uses `Option<T>` for asset storage to
support its removal. (1) the Option might not actually be necessary ...
might be able to just remove from the collection entirely (2) need to
finalize removal apis
- [ ] Try replacing the "channel based" asset id recycling with
something a bit more efficient (ex: we might be able to use raw atomic
ints with some cleverness)
- [ ] Consider adding UUIDs to processed assets (scoped just to helping
identify moved assets ... not exposed to load queries ... see [Next
Steps](#next-steps))
- [ ] Store "last modified" source asset and meta timestamps in
processed meta files to enable skipping expensive hashing when the file
wasn't changed
- [ ] Fix "slow loop" handle drop fix
- [ ] Migrate to TypeName
- [x] Handle "loader preregistration". See #9429
## Next Steps
* **Configurable per-type defaults for AssetMeta**: It should be
possible to add configuration like "all png image meta should default to
using nearest sampling" (currently this hard-coded per-loader/processor
Settings::default() impls). Also see the "Folder Meta" bullet point.
* **Avoid Reprocessing on Asset Renames / Moves**: See the "canonical
asset ids" discussion in [Open Questions](#open-questions) and the
relevant bullet point in [Draft TODO](#draft-todo). Even without
canonical ids, folder renames could avoid reprocessing in some cases.
* **Multiple Asset Sources**: Expand AssetPath to support "asset source
names" and support multiple AssetReaders in the asset server (ex:
`webserver://some_path/image.png` backed by an Http webserver
AssetReader). The "default" asset reader would use normal
`some_path/image.png` paths. Ideally this works in combination with
multiple AssetWatchers for hot-reloading
* **Stable Type Names**: this pr removes the TypeUuid requirement from
assets in favor of `std::any::type_name`. This makes defining assets
easier (no need to generate a new uuid / use weird proc macro syntax).
It also makes reading meta files easier (because things have "friendly
names"). We also use type names for components in scene files. If they
are good enough for components, they are good enough for assets. And
consistency across Bevy pillars is desirable. However,
`std::any::type_name` is not guaranteed to be stable (although in
practice it is). We've developed a [stable type
path](https://github.com/bevyengine/bevy/pull/7184) to resolve this,
which should be adopted when it is ready.
* **Command Line Interface**: It should be possible to run the asset
processor in a separate process from the command line. This will also
require building a network-server-backed AssetReader to communicate
between the app and the processor. We've been planning to build a "bevy
cli" for awhile. This seems like a good excuse to build it.
* **Asset Packing**: This is largely an additive feature, so it made
sense to me to punt this until we've laid the foundations in this PR.
* **Per-Platform Processed Assets**: It should be possible to generate
assets for multiple platforms by supporting multiple "processor
profiles" per asset (ex: compress with format X on PC and Y on iOS). I
think there should probably be arbitrary "profiles" (which can be
separate from actual platforms), which are then assigned to a given
platform when generating the final asset distribution for that platform.
Ex: maybe devs want a "Mobile" profile that is shared between iOS and
Android. Or a "LowEnd" profile shared between web and mobile.
* **Versioning and Migrations**: Assets, Loaders, Savers, and Processors
need to have versions to determine if their schema is valid. If an asset
/ loader version is incompatible with the current version expected at
runtime, the processor should be able to migrate them. I think we should
try using Bevy Reflect for this, as it would allow us to load the old
version as a dynamic Reflect type without actually having the old Rust
type. It would also allow us to define "patches" to migrate between
versions (Bevy Reflect devs are currently working on patching). The
`.meta` file already has its own format version. Migrating that to new
versions should also be possible.
* **Real Copy-on-write AssetPaths**: Rust's actual Cow (clone-on-write
type) currently used by AssetPath can still result in String clones that
aren't actually necessary (cloning an Owned Cow clones the contents).
Bevy's asset system requires cloning AssetPaths in a number of places,
which result in actual clones of the internal Strings. This is not
efficient. AssetPath internals should be reworked to exhibit truer
cow-like-behavior that reduces String clones to the absolute minimum.
* **Consider processor-less processing**: In theory the AssetServer
could run processors "inline" even if the background AssetProcessor is
disabled. If we decide this is actually desirable, we could add this.
But I don't think its a priority in the short or medium term.
* **Pre-emptive dependency loading**: We could encode dependencies in
processed meta files, which could then be used by the Asset Server to
kick of dependency loads as early as possible (prior to starting the
actual asset load). Is this desirable? How much time would this save in
practice?
* **Optimize Processor With UntypedAssetIds**: The processor exclusively
uses AssetPath to identify assets currently. It might be possible to
swap these out for UntypedAssetIds in some places, which are smaller /
cheaper to hash and compare.
* **One to Many Asset Processing**: An asset source file that produces
many assets currently must be processed into a single "processed" asset
source. If labeled assets can be written separately they can each have
their own configured savers _and_ they could be loaded more granularly.
Definitely worth exploring!
* **Automatically Track "Runtime-only" Asset Dependencies**: Right now,
tracking "created at runtime" asset dependencies requires adding them
via `asset_server.load_asset(StandardMaterial::default())`. I think with
some cleverness we could also do this for
`materials.add(StandardMaterial::default())`, making tracking work
"everywhere". There are challenges here relating to change detection /
ensuring the server is made aware of dependency changes. This could be
expensive in some cases.
* **"Dependency Changed" events**: Some assets have runtime artifacts
that need to be re-generated when one of their dependencies change (ex:
regenerate a material's bind group when a Texture needs to change). We
are generating the dependency graph so we can definitely produce these
events. Buuuuut generating these events will have a cost / they could be
high frequency for some assets, so we might want this to be opt-in for
specific cases.
* **Investigate Storing More Information In Handles**: Handles can now
store arbitrary information, which makes it cheaper and easier to
access. How much should we move into them? Canonical asset load states
(via atomics)? (`handle.is_loaded()` would be very cool). Should we
store the entire asset and remove the `Assets<T>` collection?
(`Arc<RwLock<Option<Image>>>`?)
* **Support processing and loading files without extensions**: This is a
pretty arbitrary restriction and could be supported with very minimal
changes.
* **Folder Meta**: It would be nice if we could define per folder
processor configuration defaults (likely in a `.meta` or `.folder_meta`
file). Things like "default to linear filtering for all Images in this
folder".
* **Replace async_broadcast with event-listener?** This might be
approximately drop-in for some uses and it feels more light weight
* **Support Running the AssetProcessor on the Web**: Most of the hard
work is done here, but there are some easy straggling TODOs (make the
transaction log an interface instead of a direct file writer so we can
write a web storage backend, implement an AssetReader/AssetWriter that
reads/writes to something like LocalStorage).
* **Consider identifying and preventing circular dependencies**: This is
especially important for "processor dependencies", as processing will
silently never finish in these cases.
* **Built-in/Inlined Asset Hot Reloading**: This PR regresses
"built-in/inlined" asset hot reloading (previously provided by the
DebugAssetServer). I'm intentionally punting this because I think it can
be cleanly implemented with "multiple asset sources" by registering a
"debug asset source" (ex: `debug://bevy_pbr/src/render/pbr.wgsl` asset
paths) in combination with an AssetWatcher for that asset source and
support for "manually loading pats with asset bytes instead of
AssetReaders". The old DebugAssetServer was quite nasty and I'd love to
avoid that hackery going forward.
* **Investigate ways to remove double-parsing meta files**: Parsing meta
files currently involves parsing once with "minimal" versions of the
meta file to extract the type name of the loader/processor config, then
parsing again to parse the "full" meta. This is suboptimal. We should be
able to define custom deserializers that (1) assume the loader/processor
type name comes first (2) dynamically looks up the loader/processor
registrations to deserialize settings in-line (similar to components in
the bevy scene format). Another alternative: deserialize as dynamic
Reflect objects and then convert.
* **More runtime loading configuration**: Support using the Handle type
as a hint to select an asset loader (instead of relying on AssetPath
extensions)
* **More high level Processor trait implementations**: For example, it
might be worth adding support for arbitrary chains of "asset transforms"
that modify an in-memory asset representation between loading and
saving. (ex: load a Mesh, run a `subdivide_mesh` transform, followed by
a `flip_normals` transform, then save the mesh to an efficient
compressed format).
* **Bevy Scene Handle Deserialization**: (see the relevant [Draft TODO
item](#draft-todo) for context)
* **Explore High Level Load Interfaces**: See [this
discussion](#discuss-on_loaded-high-level-interface) for one prototype.
* **Asset Streaming**: It would be great if we could stream Assets (ex:
stream a long video file piece by piece)
* **ID Exchanging**: In this PR Asset Handles/AssetIds are bigger than
they need to be because they have a Uuid enum variant. If we implement
an "id exchanging" system that trades Uuids for "efficient runtime ids",
we can cut down on the size of AssetIds, making them more efficient.
This has some open design questions, such as how to spawn entities with
"default" handle values (as these wouldn't have access to the exchange
api in the current system).
* **Asset Path Fixup Tooling**: Assets that inline asset paths inside
them will break when an asset moves. The asset system provides the
functionality to detect when paths break. We should build a framework
that enables formats to define "path migrations". This is especially
important for scene files. For editor-generated files, we should also
consider using UUIDs (see other bullet point) to avoid the need to
migrate in these cases.
---------
Co-authored-by: BeastLe9enD <beastle9end@outlook.de>
Co-authored-by: Mike <mike.hsu@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
# Objective
fix #8185, #6710
replace #7005 (closed)
rgb and rgba 16 bit textures currently default to `Rgba16Uint`, the more
common use is `Rgba16Unorm`, which also matches the default type of rgb8
and rgba8 textures.
## Solution
Change default to `Rgba16Unorm`
# Objective
Bevy currently crashes when meshes with different vertex counts for
attributes are provided.
## Solution
Instead of crashing we can warn and take the min length of all the given
attributes.
# Objective
- Fixes#9244.
## Solution
- Changed the `(Into)SystemSetConfigs` traits and structs be more like
the `(Into)SystemConfigs` traits and structs.
- Replaced uses of `IntoSystemSetConfig` with `IntoSystemSetConfigs`
- Added generic `ItemConfig` and `ItemConfigs` types.
- Changed `SystemConfig(s)` and `SystemSetConfig(s)` to be type aliases
to `ItemConfig(s)`.
- Added generic `process_configs` to `ScheduleGraph`.
- Changed `configure_sets_inner` and `add_systems_inner` to reuse
`process_configs`.
---
## Changelog
- Added `run_if` to `IntoSystemSetConfigs`
- Deprecated `Schedule::configure_set` and `App::configure_set`
- Removed `IntoSystemSetConfig`
## Migration Guide
- Use `App::configure_sets` instead of `App::configure_set`
- Use `Schedule::configure_sets` instead of `Schedule::configure_set`
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Currently, the depth textures are cached based on the target. If
multiple camera have the same target but a different
`depth_texture_usage` bevy will just use the same texture and ignore
that setting.
## Solution
- Add the usage as a cache key
# Objective
- Currently we don't have panicking alternative for getting components
from `Query` like for resources. Partially addresses #9443.
## Solution
- Add these functions.
---
## Changelog
### Added
- `Query::component` and `Query::component_mut` to get specific
component from query and panic on error.
# Objective
The recently introduced check that the cursor position returned by
`Window::cursor_position()` is within the bounds of the window
(3cf94e7c9d)
has the following issue:
If *w* is the window width, points within the window satisfy the
condition 0 ≤ *x* < *w*, but the code assumes the condition 0 ≤ *x* ≤
*w*. In other words, if *x* = *w*, the point is not within the window
bounds. Likewise for the height. This program demonstrates the issue:
```rust
use bevy::{prelude::*, window::WindowResolution};
fn main() {
let mut window = Window {
resolution: WindowResolution::new(100.0, 100.0),
..default()
};
window.set_cursor_position(Some(Vec2::new(100.0, 0.0)));
println!("{:?}", window.cursor_position());
}
```
It prints `Some(Vec2(100.0, 0.0))` instead of the expected `None`.
## Solution
- Exclude the upper bound, i.e., the window width for the *x* position
and the window height for the *y* position.
# Objective
Allow mutably iterating over all registered diagnostics. This is a
useful utility method when exposing bevy's diagnostics in an editor that
allows toggling whether the diagnostic is enabled.
## Solution
- Add `iter_mut`, mirroring what `iter` does, just mutably.
---
## Changelog
### Added
- Added `DiagnosticsStore::iter_mut` for mutably iterating over all
registered diagnostics.
# Objective
This PR aims to fix a handful of problems with the `SpatialBundle` docs:
The docs describe the role of the single components of the bundle,
overshadowing the purpose of `SpatialBundle` itself. Also, those items
may be added, removed or changed over time, as it happened with #9497,
requiring a higher maintenance effort, which will often result in
errors, as it happened.
## Solution
Just describe the role of `SpatialBundle` and of the transform and
visibility concepts, without mentioning the specific component types.
Since the bundle has public fields, the reader can easily click them and
read the documentation if they need to know more. I removed the mention
of numbers of components since they were four, now they are five, and
who knows how many they will be in the future. In this process, I
removed the bullet points, which are no longer needed, and were
contextually wrong in the first place, since they were meant to list the
components, but ended up describing use-cases and requirements for
hierarchies.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
`QueryState::is_empty` is unsound, as it does not validate the world. If
a mismatched world is passed in, then the query filter may cast a
component to an incorrect type, causing undefined behavior.
## Solution
Add world validation. To prevent a performance regression in `Query`
(whose world does not need to be validated), the unchecked function
`is_empty_unsafe_world_cell` has been added. This also allows us to
remove one of the last usages of the private function
`UnsafeWorldCell::unsafe_world`, which takes us a step towards being
able to remove that method entirely.
The WGSL spec says that all scalar or vector integer vertex stage
outputs and fragment stage inputs must be marked as @interpolate(flat).
I think wgpu fixed this up for us, but being explicit is more correct.
# Objective
- Supercedes #8872
- Improve sprite rendering performance after the regression in #9236
## Solution
- Use an instance-rate vertex buffer to store per-instance data.
- Store color, UV offset and scale, and a transform per instance.
- Convert Sprite rect, custom_size, anchor, and flip_x/_y to an affine
3x4 matrix and store the transpose of that in the per-instance data.
This is similar to how MeshUniform uses transpose affine matrices.
- Use a special index buffer that has batches of 6 indices referencing 4
vertices. The lower 2 bits indicate the x and y of a quad such that the
corners are:
```
10 11
00 01
```
UVs are implicit but get modified by UV offset and scale The remaining
upper bits contain the instance index.
## Benchmarks
I will compare versus `main` before #9236 because the results should be
as good as or faster than that. Running `bevymark -- 10000 16` on an M1
Max with `main` at `e8b38925` in yellow, this PR in red:
![Screenshot 2023-08-27 at 18 44
10](https://github.com/bevyengine/bevy/assets/302146/bdc5c929-d547-44bb-b519-20dce676a316)
Looking at the median frame times, that's a 37% reduction from before.
---
## Changelog
- Changed: Improved sprite rendering performance by leveraging an
instance-rate vertex buffer.
---------
Co-authored-by: Giacomo Stevanato <giaco.stevanato@gmail.com>
# Objective
Fix#8267.
Fixes half of #7840.
The `ComputedVisibility` component contains two flags: hierarchy
visibility, and view visibility (whether its visible to any cameras).
Due to the modular and open-ended way that view visibility is computed,
it triggers change detection every single frame, even when the value
does not change. Since hierarchy visibility is stored in the same
component as view visibility, this means that change detection for
inherited visibility is completely broken.
At the company I work for, this has become a real issue. We are using
change detection to only re-render scenes when necessary. The broken
state of change detection for computed visibility means that we have to
to rely on the non-inherited `Visibility` component for now. This is
workable in the early stages of our project, but since we will
inevitably want to use the hierarchy, we will have to either:
1. Roll our own solution for computed visibility.
2. Fix the issue for everyone.
## Solution
Split the `ComputedVisibility` component into two: `InheritedVisibilty`
and `ViewVisibility`.
This allows change detection to behave properly for
`InheritedVisibility`.
View visiblity is still erratic, although it is less useful to be able
to detect changes
for this flavor of visibility.
Overall, this actually simplifies the API. Since the visibility system
consists of
self-explaining components, it is much easier to document the behavior
and usage.
This approach is more modular and "ECS-like" -- one could
strip out the `ViewVisibility` component entirely if it's not needed,
and rely only on inherited visibility.
---
## Changelog
- `ComputedVisibility` has been removed in favor of:
`InheritedVisibility` and `ViewVisiblity`.
## Migration Guide
The `ComputedVisibilty` component has been split into
`InheritedVisiblity` and
`ViewVisibility`. Replace any usages of
`ComputedVisibility::is_visible_in_hierarchy`
with `InheritedVisibility::get`, and replace
`ComputedVisibility::is_visible_in_view`
with `ViewVisibility::get`.
```rust
// Before:
commands.spawn(VisibilityBundle {
visibility: Visibility::Inherited,
computed_visibility: ComputedVisibility::default(),
});
// After:
commands.spawn(VisibilityBundle {
visibility: Visibility::Inherited,
inherited_visibility: InheritedVisibility::default(),
view_visibility: ViewVisibility::default(),
});
```
```rust
// Before:
fn my_system(q: Query<&ComputedVisibilty>) {
for vis in &q {
if vis.is_visible_in_hierarchy() {
// After:
fn my_system(q: Query<&InheritedVisibility>) {
for inherited_visibility in &q {
if inherited_visibility.get() {
```
```rust
// Before:
fn my_system(q: Query<&ComputedVisibilty>) {
for vis in &q {
if vis.is_visible_in_view() {
// After:
fn my_system(q: Query<&ViewVisibility>) {
for view_visibility in &q {
if view_visibility.get() {
```
```rust
// Before:
fn my_system(mut q: Query<&mut ComputedVisibilty>) {
for vis in &mut q {
vis.set_visible_in_view();
// After:
fn my_system(mut q: Query<&mut ViewVisibility>) {
for view_visibility in &mut q {
view_visibility.set();
```
---------
Co-authored-by: Robert Swain <robert.swain@gmail.com>
# Objective
- Fixes#9641
- Anonymous sets are named by their system members. When
`ScheduleBuildSettings::report_sets` is on, systems are named by their
sets. So when getting the anonymous set name this would cause an
infinite recursion.
## Solution
- When getting the anonymous system set name, don't get their system's
names with the sets the systems belong to.
## Other Possible solutions
- An alternate solution might be to skip anonymous sets when getting the
system's name for an anonymous set's name.
# Objective
- I broke ambiguity reporting in one of my refactors.
`conflicts_to_string` should have been using the passed in parameter
rather than the one stored on self.
# Objective
I've been collecting some mistakes in the documentation and fixed them
---------
Co-authored-by: Emi <emanuel.boehm@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
# Objective
`Window::physical_cursor_position` checks to see if the cursor's
position is inside the window but it constructs the bounding rect for
the window using its logical size and then checks to see if it contains
the cursor's physical position. When the physical size is smaller than
the logical size, this leaves a dead zone where the cursor is over the
window but its position is unreported.
fixes: #9656
## Solution
Use the physical size of the window.
# Objective
Make it easier to create bounding boxes in user code by providing a
constructor that computes a box surrounding an arbitrary number of
points.
## Solution
Add `Aabb::enclosing`, which accepts iterators, slices, or arrays.
---------
Co-authored-by: Tristan Guichaoua <33934311+tguichaoua@users.noreply.github.com>
# Objective
- The current `EventReader::iter` has been determined to cause confusion
among new Bevy users. It was suggested by @JoJoJet to rename the method
to better clarify its usage.
- Solves #9624
## Solution
- Rename `EventReader::iter` to `EventReader::read`.
- Rename `EventReader::iter_with_id` to `EventReader::read_with_id`.
- Rename `ManualEventReader::iter` to `ManualEventReader::read`.
- Rename `ManualEventReader::iter_with_id` to
`ManualEventReader::read_with_id`.
---
## Changelog
- `EventReader::iter` has been renamed to `EventReader::read`.
- `EventReader::iter_with_id` has been renamed to
`EventReader::read_with_id`.
- `ManualEventReader::iter` has been renamed to
`ManualEventReader::read`.
- `ManualEventReader::iter_with_id` has been renamed to
`ManualEventReader::read_with_id`.
- Deprecated `EventReader::iter`
- Deprecated `EventReader::iter_with_id`
- Deprecated `ManualEventReader::iter`
- Deprecated `ManualEventReader::iter_with_id`
## Migration Guide
- Existing usages of `EventReader::iter` and `EventReader::iter_with_id`
will have to be changed to `EventReader::read` and
`EventReader::read_with_id` respectively.
- Existing usages of `ManualEventReader::iter` and
`ManualEventReader::iter_with_id` will have to be changed to
`ManualEventReader::read` and `ManualEventReader::read_with_id`
respectively.
# Objective
The latest `clippy` release has a much more aggressive application of
the
[`explicit_iter_loop`](https://rust-lang.github.io/rust-clippy/master/index.html#/explicit_into_iter_loop?groups=pedantic)
pedantic lint.
As a result, clippy now suggests the following:
```diff
-for event in events.iter() {
+for event in &mut events {
```
I'm generally in favor of this lint. Using `for mut item in &mut query`
is also recommended over `for mut item in query.iter_mut()` for good
reasons IMO.
But, it is my personal belief that `&mut events` is much less clear than
`events.iter()`.
Why? The reason is that the events from `EventReader` **are not
mutable**, they are immutable references to each event in the event
reader. `&mut events` suggests we are getting mutable access to events —
similarly to `&mut query` — which is not the case. Using `&mut events`
is therefore misleading.
`IntoIterator` requires a mutable `EventReader` because it updates the
internal `last_event_count`, not because it let you mutate it.
So clippy's suggested improvement is a downgrade.
## Solution
Do not implement `IntoIterator` for `&mut events`.
Without the impl, clippy won't suggest its "fix". This also prevents
generally people from using `&mut events` for iterating `EventReader`s,
which makes the ecosystem every-so-slightly better.
---
## Changelog
- Removed `IntoIterator` impl for `&mut EventReader`
## Migration Guide
- `&mut EventReader` does not implement `IntoIterator` anymore. replace
`for foo in &mut events` by `for foo in events.iter()`
# Objective
- Some of the old ambiguity tests didn't get ported over during schedule
v3.
## Solution
- Port over tests from
15ee98db8d/crates/bevy_ecs/src/schedule/ambiguity_detection.rs (L279-L612)
with minimal changes
- Make a method to convert the ambiguity conflicts to a string for
easier verification of correct results.
# Objective
As far as I can tell, this is no longer needed since the switch to
fancier shader imports via `naga_oil`.
This shouldn't have any affect on compile times because it's in our tree
from `naga_oil`, `tracing-subscriber`, and `rodio`.
# Objective
Rename `Val`'s `evaluate` method to `resolve`.
Implement `resolve` support for `Val`'s viewport variants.
fixes#9535
---
## Changelog
`bevy_ui::ui_node::Val`:
* Renamed the following methods and added a `viewport_size` parameter:
- `evaluate` to `resolve`
- `try_add_with_size` to `try_add_with_context`
- `try_add_assign_with_size` to `try_add_assign_with_context`
- `try_sub_with_size` to `try_sub_with_context`
- `try_sub_assign_with_size` to `try_sub_assign_with_context`
* Implemented `resolve` support for `Val`'s viewport coordinate types
## Migration Guide
* Renamed the following `Val` methods and added a `viewport_size`
parameter:
- `evaluate` to `resolve`
- `try_add_with_size` to `try_add_with_context`
- `try_add_assign_with_size` to `try_add_assign_with_context`
- `try_sub_with_size` to `try_sub_with_context`
- `try_sub_assign_with_size` to `try_sub_assign_with_context`
Legitimately, bevy emits a WARN when encountering entities in UI trees
without NodeBunlde components.
Bevy pretty much always panics when such a thing happens, due to the
update_clipping system.
However, sometimes, it's perfectly legitimate to have a child without UI
nodes in a UI tree. For example, as a "seed" entity that is consumed by
a 3rd party plugin, which will later spawn a valid UI tree. In loading
scenarios, you are pretty much guaranteed to have incomplete children.
The presence of the WARN hints that bevy does not intend to panic on
such occasion (otherwise the warn! would be a panic!) so I assume panic
is an unintended behavior, aka a bug.
## Solution
Early-return instead of panicking.
I did only test that it indeed fixed the panic, not checked for UI
inconsistencies. Though on a logical level, it can only have changed
code that would otherwise panic.
## Alternatives
Instead of early-returning on invalid entity in `update_clipping`, do
not call it with invalid entity in its recursive call.
---
## Changelog
- Do not panic on non-UI child of UI entity
# Objective
Fix#4278Fix#5504Fix#9422
Provide safe ways to borrow an entire entity, while allowing disjoint
mutable access. `EntityRef` and `EntityMut` are not suitable for this,
since they provide access to the entire world -- they are just helper
types for working with `&World`/`&mut World`.
This has potential uses for reflection and serialization
## Solution
Remove `EntityRef::world`, which allows it to soundly be used within
queries.
`EntityMut` no longer supports structural world mutations, which allows
multiple instances of it to exist for different entities at once.
Structural world mutations are performed using the new type
`EntityWorldMut`.
```rust
fn disjoint_system(
q2: Query<&mut A>,
q1: Query<EntityMut, Without<A>>,
) { ... }
let [entity1, entity2] = world.many_entities_mut([id1, id2]);
*entity1.get_mut::<T>().unwrap() = *entity2.get().unwrap();
for entity in world.iter_entities_mut() {
...
}
```
---
## Changelog
- Removed `EntityRef::world`, to fix a soundness issue with queries.
+ Removed the ability to structurally mutate the world using
`EntityMut`, which allows it to be used in queries.
+ Added `EntityWorldMut`, which is used to perform structural mutations
that are no longer allowed using `EntityMut`.
## Migration Guide
**Note for maintainers: ensure that the guide for #9604 is updated
accordingly.**
Removed the method `EntityRef::world`, to fix a soundness issue with
queries. If you need access to `&World` while using an `EntityRef`,
consider passing the world as a separate parameter.
`EntityMut` can no longer perform 'structural' world mutations, such as
adding or removing components, or despawning the entity. Additionally,
`EntityMut::world`, `EntityMut::world_mut` , and
`EntityMut::world_scope` have been removed.
Instead, use the newly-added type `EntityWorldMut`, which is a helper
type for working with `&mut World`.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Move schedule name into `Schedule` to allow the schedule name to be
used for errors and tracing in Schedule methods
- Fixes#9510
## Solution
- Move label onto `Schedule` and adjust api's on `World` and `Schedule`
to not pass explicit label where it makes sense to.
- add name to errors and tracing.
- `Schedule::new` now takes a label so either add the label or use
`Schedule::default` which uses a default label. `default` is mostly used
in doc examples and tests.
---
## Changelog
- move label onto `Schedule` to improve error message and logging for
schedules.
## Migration Guide
`Schedule::new` and `App::add_schedule`
```rust
// old
let schedule = Schedule::new();
app.add_schedule(MyLabel, schedule);
// new
let schedule = Schedule::new(MyLabel);
app.add_schedule(schedule);
```
if you aren't using a label and are using the schedule struct directly
you can use the default constructor.
```rust
// old
let schedule = Schedule::new();
schedule.run(world);
// new
let schedule = Schedule::default();
schedule.run(world);
```
`Schedules:insert`
```rust
// old
let schedule = Schedule::new();
schedules.insert(MyLabel, schedule);
// new
let schedule = Schedule::new(MyLabel);
schedules.insert(schedule);
```
`World::add_schedule`
```rust
// old
let schedule = Schedule::new();
world.add_schedule(MyLabel, schedule);
// new
let schedule = Schedule::new(MyLabel);
world.add_schedule(schedule);
```
# Objective
Every frame, `Events::update` gets called, which clears out any old
events from the buffer. There should be a way of taking ownership of
these old events instead of throwing them away. My use-case is dumping
old events into a debug menu so they can be inspected later.
One potential workaround is to just have a system that clones any
incoming events and stores them in a list -- however, this requires the
events to implement `Clone`.
## Solution
Add `Events::update_drain`, which returns an iterator of the events that
were removed from the buffer.
# Objective
Doc comment for the `global_transform` field in `NodeBundle` says:
```
/// This field is automatically managed by the UI layout system.
```
The `GlobalTransform` component is the thing being managed, not the
`global_transform` field, and the `TransformPropagate` systems do the
managing, not the UI layout system.
# Objective
- Fixes: #9508
- Fixes: #9526
## Solution
- Adds
```rust
fn configure_schedules(&mut self, schedule_build_settings: ScheduleBuildSettings)
```
to `Schedules`, and `App` to simplify applying `ScheduleBuildSettings`
to all schedules.
---
## Migration Guide
- No breaking changes.
- Adds `Schedule::get_build_settings()` getter for the schedule's
`ScheduleBuildSettings`.
- Can replaced manual configuration of all schedules:
```rust
// Old
for (_, schedule) in app.world.resource_mut::<Schedules>().iter_mut() {
schedule.set_build_settings(build_settings);
}
// New
app.configure_schedules(build_settings);
```
# Objective
To enable non exclusive system usage of reflected components and make
reflection more ergonomic to use by making it more in line with standard
entity commands.
## Solution
- Implements a new `EntityCommands` extension trait for reflection
related functions in the reflect module of bevy_ecs.
- Implements 4 new commands, `insert_reflect`,
`insert_reflect_with_registry`, `remove_reflect`, and
`remove_reflect_with_registry`. Both insert commands take a `Box<dyn
Reflect>` component while the remove commands take the component type
name.
- Made `EntityCommands` fields pub(crate) to allow access in the reflect
module. (Might be worth making these just public to enable user end
custom entity commands in a different pr)
- Added basic tests to ensure the commands are actually working.
- Documentation of functions.
---
## Changelog
Added:
- Implements 4 new commands on the new entity commands extension.
- `insert_reflect`
- `remove_reflect`
- `insert_reflect_with_registry`
- `remove_reflect_with_registry`
The commands operate the same except the with_registry commands take a
generic parameter for a resource that implements `AsRef<TypeRegistry>`.
Otherwise the default commands use the `AppTypeRegistry` for reflection
data.
Changed:
- Made `EntityCommands` fields pub(crate) to allow access in the reflect
module.
> Hopefully this time it works. Please don't make me rebase again ☹
# Objective
- Fixes [#8835](https://github.com/bevyengine/bevy/issues/8835)
## Solution
- Added a note to the `set_volume` docstring which explains how volume
is interpreted.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: GitGhillie <jillisnoordhoek@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
# Objective
- Fixes#4917
- Replaces #9602
## Solution
- Replaced `EntityCommand` implementation for `FnOnce` to apply to
`FnOnce(EntityMut)` instead of `FnOnce(Entity, &mut World)`
---
## Changelog
- `FnOnce(Entity, &mut World)` no longer implements `EntityCommand`.
This is a breaking change.
## Migration Guide
### 1. New-Type `FnOnce`
Create an `EntityCommand` type which implements the method you
previously wrote:
```rust
pub struct ClassicEntityCommand<F>(pub F);
impl<F> EntityCommand for ClassicEntityCommand<F>
where
F: FnOnce(Entity, &mut World) + Send + 'static,
{
fn apply(self, id: Entity, world: &mut World) {
(self.0)(id, world);
}
}
commands.add(ClassicEntityCommand(|id: Entity, world: &mut World| {
/* ... */
}));
```
### 2. Extract `(Entity, &mut World)` from `EntityMut`
The method `into_world_mut` can be used to gain access to the `World`
from an `EntityMut`.
```rust
let old = |id: Entity, world: &mut World| {
/* ... */
};
let new = |mut entity: EntityMut| {
let id = entity.id();
let world = entity.into_world_mut();
/* ... */
};
```
# Objective
The name `ManualEventIterator` is long and unnecessary, as this is the
iterator type used for both `EventReader` and `ManualEventReader`.
## Solution
Rename `ManualEventIterator` to `EventIterator`. To ease migration, add
a deprecated type alias with the old name.
---
## Changelog
- The types `ManualEventIterator{WithId}` have been renamed to
`EventIterator{WithId}`.
## Migration Guide
The type `ManualEventIterator` has been renamed to `EventIterator`.
Additonally, `ManualEventIteratorWithId` has been renamed to
`EventIteratorWithId`.
# Objective
#5483 allows for the creation of non-`Sync` locals. However, it's not
actually possible to use these types as there is a `Sync` bound on the
`Deref` impls.
## Solution
Remove the unnecessary bounds.
# Objective
- have errors in configure_set and configure_sets show the line number
of the user calling location rather than pointing to schedule.rs
- use display formatting for the errors
## Example Error Text
```text
// dependency loop
// before
thread 'main' panicked at 'called `Result::unwrap()` on an `Err` value: DependencyLoop("A")', crates\bevy_ecs\src\schedule\schedule.rs:682:39
// after
thread 'main' panicked at 'System set `A` depends on itself.', examples/stress_tests/bevymark.rs:16:9
// hierarchy loop
// before
thread 'main' panicked at 'called `Result::unwrap()` on an `Err` value: HierarchyLoop("A")', crates\bevy_ecs\src\schedule\schedule.rs:682:3
// after
thread 'main' panicked at 'System set `A` contains itself.', examples/stress_tests/bevymark.rs:16:9
// configuring a system type set
// before
thread 'main' panicked at 'configuring system type sets is not allowed', crates\bevy_ecs\src\schedule\config.rs:394:9
//after
thread 'main' panicked at 'configuring system type sets is not allowed', examples/stress_tests/bevymark.rs:16:9
```
Code to produce errors:
```rust
use bevy::prelude::*;
#[derive(SystemSet, Clone, Debug, PartialEq, Eq, Hash)]
enum TestSet {
A,
}
fn main() {
fn foo() {}
let mut app = App::empty();
// Hierarchy Loop
app.configure_set(Main, TestSet::A.in_set(TestSet::A));
// Dependency Loop
app.configure_set(Main, TestSet::A.after(TestSet::A));
// Configure System Type Set
app.configure_set(Main, foo.into_system_set());
}
```
# Objective
A Bezier curve is a curve defined by two or more control points. In the
simplest form, it's just a line. The (arguably) most common type of
Bezier curve is a cubic Bezier, defined by four control points. These
are often used in animation, etc. Bevy has a Bezier curve struct called
`Bezier`. However, this is technically a misnomer as it only represents
cubic Bezier curves.
## Solution
This PR changes the struct name to `CubicBezier` to more accurately
reflect the struct's usage. Since it's exposed in Bevy's prelude, it can
potentially collide with other `Bezier` implementations. While that
might instead be an argument for removing it from the prelude, there's
also something to be said for adding a more general `Bezier` into Bevy,
in which case we'd likely want to use the name `Bezier`. As a final
motivator, not only is the struct located in `cubic_spines.rs`, there
are also several other spline-related structs which follow the
`CubicXxx` naming convention where applicable. For example,
`CubicSegment` represents a cubic Bezier curve (with coefficients
pre-baked).
---
## Migration Guide
- Change all `Bezier` references to `CubicBezier`
# Objective
Fixes#9550
## Solution
Removes a check that asserts that _all_ attribute metas are path-only,
rather than just the `#[deref]` attribute itself.
---
## Changelog
- Fixes an issue where deriving `Deref` with `#[deref]` on a field
causes other attributes to sometimes result in a compile error
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
These new defaults match what is used by `Camera2dBundle::default()`,
removing a potential footgun from overriding a field in the projection
component of the bundle.
## Solution
Adjusted the near clipping plane of `OrthographicProjection::default()`
to `-1000.`.
---
## Changelog
Changed: `OrthographicProjection::default()` now matches the value used
in `Camera2dBundle::default()`
## Migration Guide
Workarounds used to keep the projection consistent with the bundle
defaults are no longer required. Meanwhile, uses of
`OrthographicProjection` in 2D scenes may need to be adjusted; the
`near` clipping plane default was changed from `0.0` to `-1000.0`.
# Objective
`sync_simple_transforms` only checks for removed parents and doesn't
filter for `Without<Parent>`, so it overwrites the `GlobalTransform` of
non-orphan entities that were orphaned and then reparented since the
last update.
Introduced by #7264
## Solution
Filter for `Without<Parent>`.
Fixes#9517, #9492
## Changelog
`sync_simple_transforms`:
* Added a `Without<Parent>` filter to the orphaned entities query.
Fixes https://github.com/bevyengine/bevy/issues/9458.
On case-insensitive filesystems (Windows, Mac, NTFS mounted in Linux,
etc.), a path can be represented in a multiple ways:
- `c:\users\user\rust\assets\hello\world`
- `c:/users/user/rust/assets/hello/world`
- `C:\USERS\USER\rust\assets\hello\world`
If user specifies a path variant that doesn't match asset folder path
bevy calculates, `path.strip_prefix()` will fail, as demonstrated below:
```rs
dbg!(Path::new("c:/foo/bar/baz").strip_prefix("c:/foo"));
// Ok("bar/baz")
dbg!(Path::new("c:/FOO/bar/baz").strip_prefix("c:/foo"));
// StripPrefixError(())
```
This commit rewrites the code in question in a way that prefix stripping
is no longer necessary.
I've tested with the following paths on my computer:
```rs
let res = asset_server.load_folder("C:\\Users\\user\\rust\\assets\\foo\\bar");
dbg!(res);
let res = asset_server.load_folder("c:\\users\\user\\rust\\assets\\foo\\bar");
dbg!(res);
let res = asset_server.load_folder("C:/Users/user/rust/assets/foo/bar");
dbg!(res);
```
# Objective
* There is no way to read the fields of `GridPlacement` once set.
* Values of `0` for `GridPlacement`'s fields are invalid but can be set.
* A non-zero representation would be half the size.
fixes#9474
## Solution
* Add `get_start`, `get_end` and `get_span` accessor methods.
* Change`GridPlacement`'s constructor functions to panic on arguments of
zero.
* Use non-zero types instead of primitives for `GridPlacement`'s fields.
---
## Changelog
`bevy_ui::ui_node::GridPlacement`:
* Field types have been changed to `Option<NonZeroI16>` and
`Option<NonZeroU16>`. This is because zero values are not valid for
`GridPlacement`. Previously, Taffy interpreted these as auto variants.
* Constructor functions for `GridPlacement` panic on arguments of `0`.
* Added accessor functions: `get_start`, `get_end`, and `get_span`.
These return the inner primitive value (if present) of the respective
fields.
## Migration Guide
`GridPlacement`'s constructor functions no longer accept values of `0`.
Given any argument of `0` they will panic with a `GridPlacementError`.
# Objective
- Fixes#9321
## Solution
- `EntityMap` has been replaced by a simple `HashMap<Entity, Entity>`.
---
## Changelog
- `EntityMap::world_scope` has been replaced with `World::world_scope`
to avoid creating a new trait. This is a public facing change to the
call semantics, but has no effect on results or behaviour.
- `EntityMap`, as a `HashMap`, now operates on `&Entity` rather than
`Entity`. This changes many standard access functions (e.g, `.get`) in a
public-facing way.
## Migration Guide
- Calls to `EntityMap::world_scope` can be directly replaced with the
following:
`map.world_scope(&mut world)` -> `world.world_scope(&mut map)`
- Calls to legacy `EntityMap` methods such as `EntityMap::get` must
explicitly include de/reference symbols:
`let entity = map.get(parent);` -> `let &entity = map.get(&parent);`
# Objective
Fixes#9420
## Solution
Remove one of the two `AppExit` event checks in the
`ScheduleRunnerPlugin`'s main loop. Specificially, the check that
happens immediately before calling `App.update()`, to be consistent with
the `WinitPlugin`.
# Objective
fixes#8357
gltf animations can affect multiple "root" nodes (i.e. top level nodes
within a gltf scene).
the current loader adds an AnimationPlayer to each root node which is
affected by any animation. when a clip which affects multiple root nodes
is played on a root node player, the root node name is not checked,
leading to potentially incorrect weights being applied.
also, the `AnimationClip::compatible_with` method will never return true
for those clips, as it checks that all paths start with the root node
name - not all paths start with the same name so it can't return true.
## Solution
- check the first path node name matches the given root
- change compatible_with to return true if `any` match is found
a better alternative would probably be to attach the player to the scene
root instead of the first child, and then walk the full path from there.
this would be breaking (and would stop multiple animations that *don't*
overlap from being played concurrently), but i'm happy to modify to that
if it's preferred.
---------
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
# Objective
- Meshes with a higher number of joints than `MAX_JOINTS` are crashing
- Fixes partly #9021 (doesn't crash anymore, but the mesh is not
correctly displayed)
## Solution
- Only take up to `MAX_JOINTS` joints when extending the buffer
# Objective
Make code relating to event more readable.
Currently the `impl` block of `Events` is split in two, and the big part
of its implementations are put at the end of the file, far from the
definition of the `struct`.
## Solution
- Move and merge the `impl` blocks of `Events` next to its definition.
- Move the `EventSequence` definition and implementations before the
`Events`, because they're pretty trivial and help understand how
`Events` work, rather than being buried bellow `Events`.
I separated those two steps in two commits to not be too confusing. I
didn't modify any code of documentation. I want to do a second PR with
such modifications after this one is merged.
# Objective
Similar to #6344, but contains only `ReflectBundle` changes. Useful for
scripting. The implementation has also been updated to look exactly like
`ReflectComponent`.
---
## Changelog
### Added
- Reflection for bundles.
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
This PR's first aim is to fix a mistake in `HalfSpace`'s documentation.
When defining a `Frustum` myself in bevy_basic_portals, I realised that
the "distance" of the `HalfSpace` is not, as the current doc defines,
the "distance from the origin along the normal", but actually the
opposite of that.
See the example I gave in this PR.
This means one of two things:
1. The documentation about `HalfSpace` is wrong (it is either way
because of the `n.p + d > 0` formula given later anyway, which is how it
behaves, but in that formula `d` is indeed the opposite of the "distance
from the origin along the normal", otherwise it should be `n.p > d`)
2. The distance is supposed to be the "distance from the origin along
the normal" but when used in a Frustum it's used as the opposite, and it
is a mistake
3. Same as 2, but it is somehow intended
Since I think `HalfSpace` is only used for `Frustum`, and it's easier to
fix documentation than code, I assumed for this PR we're in case number
1. If we're in case number 3, the documentation of `Frustum` needs to
change, and in case number 2, the code needs to be fixed.
While I was at it, I also :
- Tried to improve the documentation for `Frustum`, `Aabb`, and
`VisibilitySystems`, among others, since they're all related to
`Frustum`.
- Fixed documentation about frustum culling not applying to 2d objects,
which is not true since https://github.com/bevyengine/bevy/pull/7885
## Remarks and questions
- What about a `HalfSpace` with an infinite distance, is it allowed and
does it represents the whole space? If so it should probably be
mentioned.
- I referenced the `update_frusta` system in
`bevy_render::view::visibility` directly instead of referencing its
system set, should I reference the system set instead? It's a bit
annoying since it's in 3 sets.
- `visibility_propagate` is not public for some reason, I think it
probably should be, but for now I only documented its system set, should
I make it public? I don't think that would count as a breaking change?
- Why is `Aabb` inserted by a system, with `NoFrustumCulling` as an
opt-out, instead of having it inserted by default in `PbrBundle` for
example and then the system calculating it when it's added? Is it
because there is still no way to have an optional component inside a
bundle?
---------
Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
## Objective
- `bevy_text/src/pipeline.rs` had some crufty code.
## Solution
Remove the cruft.
- `&mut self` argument was unused by
`TextPipeline::create_text_measure`, so we replace it with a constructor
`TextMeasureInfo::from_text`.
- We also pass a `&Text` to `from_text` since there is no reason to
split the struct before passing it as argument.
- from_text also checks beforehand that every Font exist in the
Assets<Font>. This allows rust to skip the drop code on the Vecs we
create in the method, since there is no early exit.
- We also remove the scaled_fonts field on `TextMeasureInfo`. This
avoids an additional allocation. We can re-use the font on `fonts`
instead in `compute_size`. Building a `ScaledFont` seems fairly cheap,
when looking at the ab_glyph internals.
- We also implement ToSectionText on TextMeasureSection, this let us
skip creating a whole new Vec each time we call compute_size.
- This let us remove compute_size_from_section_text, since its only
purpose was to not have to allocate the Vec we just made redundant.
- Make some immutabe `Vec<T>` into `Box<[T]>` and `String` into
`Box<str>`
- `{min,max}_width_content_size` fields of `TextMeasureInfo` have name
`width` in them, yet the contain information on both width and height.
- `TextMeasureInfo::linebreak_behaviour` -> `linebreak_behavior`
## Migration Guide
- The `ResMut<TextPipeline>` argument to `measure_text_system` doesn't
exist anymore. If you were calling this system manually, you should
remove the argument.
- The `{min,max}_width_content_size` fields of `TextMeasureInfo` are
renamed to `min` and `max` respectively
- Other changes to `TextMeasureInfo` may also break your code if you
were manually building it. Please consider using the new
`TextMeasureInfo::from_text` to build one instead.
- `TextPipeline::create_text_measure` has been removed in favor of
`TextMeasureInfo::from_text`
# Objective
Added `AnimationPlayer` API UX improvements.
- Succestor to https://github.com/bevyengine/bevy/pull/5912
- Fixes https://github.com/bevyengine/bevy/issues/5848
_(Credits to @asafigan for filing #5848, creating the initial pull
request, and the discussion in #5912)_
## Solution
- Created `RepeatAnimation` enum to describe an animation repetition
behavior.
- Added `is_finished()`, `set_repeat()`, and `is_playback_reversed()`
methods to the animation player.
- ~~Made the animation clip optional as per the comment from #5912~~
> ~~My problem is that the default handle [used the initialize a
`PlayingAnimation`] could actually refer to an actual animation if an
AnimationClip is set for the default handle, which leads me to ask,
"Should animation_clip should be an Option?"~~
- Added an accessor for the animation clip `animation_clip()` to the
animation player.
To determine if an animation is finished, we use the number of times the
animation has completed and the repetition behavior. If the animation is
playing in reverse then `elapsed < 0.0` counts as a completion.
Otherwise, `elapsed > animation.duration` counts as a completion. This
is what I would expect, personally. If there's any ambiguity, perhaps we
could add some `AnimationCompletionBehavior`, to specify that kind of
completion behavior to use.
Update: Previously `PlayingAnimation::elapsed` was being used as the
seek time into the animation clip. This was misleading because if you
increased the speed of the animation it would also increase (or
decrease) the elapsed time. In other words, the elapsed time was not
actually the elapsed time. To solve this, we introduce
`PlayingAnimation::seek_time` to serve as the value we manipulate the
move between keyframes. Consequently, `elapsed()` now returns the actual
elapsed time, and is not effected by the animation speed. Because
`set_elapsed` was being used to manipulate the displayed keyframe, we
introduce `AnimationPlayer::seek_to` and `AnimationPlayer::replay` to
provide this functionality.
## Migration Guide
- Removed `set_elapsed`.
- Removed `stop_repeating` in favour of
`AnimationPlayer::set_repeat(RepeatAnimation::Never)`.
- Introduced `seek_to` to seek to a given timestamp inside of the
animation.
- Introduced `seek_time` accessor for the `PlayingAnimation::seek_to`.
- Introduced `AnimationPlayer::replay` to reset the `PlayingAnimation`
to a state where no time has elapsed.
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
# Objective
Fixes#8840
Make the cursor position more consistent, right now the cursor position
is *sometimes* outside of the window and returns the position and
*sometimes* `None`.
Even in the cases where someone might be using that position that is
outside of the window, it'll probably require some manual
transformations for it to actually be useful.
## Solution
Check the windows width and height for out of bounds positions.
---
## Changelog
- Cursor position is now always `None` when outside of the window.
---------
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
# Objective
Any time we wish to transform the output of a system, we currently use
system piping to do so:
```rust
my_system.pipe(|In(x)| do_something(x))
```
Unfortunately, system piping is not a zero cost abstraction. Each call
to `.pipe` requires allocating two extra access sets: one for the second
system and one for the combined accesses of both systems. This also adds
extra work to each call to `update_archetype_component_access`, which
stacks as one adds multiple layers of system piping.
## Solution
Add the `AdapterSystem` abstraction: similar to `CombinatorSystem`, this
allows you to implement a trait to generically control how a system is
run and how its inputs and outputs are processed. Unlike
`CombinatorSystem`, this does not have any overhead when computing world
accesses which makes it ideal for simple operations such as inverting or
ignoring the output of a system.
Add the extension method `.map(...)`: this is similar to `.pipe(...)`,
only it accepts a closure as an argument instead of an `In<T>` system.
```rust
my_system.map(do_something)
```
This has the added benefit of making system names less messy: a system
that ignores its output will just be called `my_system`, instead of
`Pipe(my_system, ignore)`
---
## Changelog
TODO
## Migration Guide
The `system_adapter` functions have been deprecated: use `.map` instead,
which is a lightweight alternative to `.pipe`.
```rust
// Before:
my_system.pipe(system_adapter::ignore)
my_system.pipe(system_adapter::unwrap)
my_system.pipe(system_adapter::new(T::from))
// After:
my_system.map(std::mem::drop)
my_system.map(Result::unwrap)
my_system.map(T::from)
// Before:
my_system.pipe(system_adapter::info)
my_system.pipe(system_adapter::dbg)
my_system.pipe(system_adapter::warn)
my_system.pipe(system_adapter::error)
// After:
my_system.map(bevy_utils::info)
my_system.map(bevy_utils::dbg)
my_system.map(bevy_utils::warn)
my_system.map(bevy_utils::error)
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Fix the `borders`, `ui` and `text_wrap_debug` examples.
## Solution
- Swap `TransparentUi` to use a stable sort
---
This is the smallest change to fix the examples but ideally this is
fixed by setting better sort keys for the UI elements such that we can
swap back to an unstable sort.
# Objective
- break up large build_schedule system to make it easier to read
- Clean up related error messages.
- I have a follow up PR that adds the schedule name to the error
messages, but wanted to break this up from that.
## Changelog
- refactor `build_schedule` to be easier to read
## Sample Error Messages
Dependency Cycle
```text
thread 'main' panicked at 'System dependencies contain cycle(s).
schedule has 1 before/after cycle(s):
cycle 1: system set 'A' must run before itself
system set 'A'
... which must run before system set 'B'
... which must run before system set 'A'
', crates\bevy_ecs\src\schedule\schedule.rs:228:13
```
```text
thread 'main' panicked at 'System dependencies contain cycle(s).
schedule has 1 before/after cycle(s):
cycle 1: system 'foo' must run before itself
system 'foo'
... which must run before system 'bar'
... which must run before system 'foo'
', crates\bevy_ecs\src\schedule\schedule.rs:228:13
```
Hierarchy Cycle
```text
thread 'main' panicked at 'System set hierarchy contains cycle(s).
schedule has 1 in_set cycle(s):
cycle 1: set 'A' contains itself
set 'A'
... which contains set 'B'
... which contains set 'A'
', crates\bevy_ecs\src\schedule\schedule.rs:230:13
```
System Type Set
```text
thread 'main' panicked at 'Tried to order against `SystemTypeSet(fn foo())` in a schedule that has more than one `SystemTypeSet(fn foo())` instance. `SystemTypeSet(fn foo())` is a `SystemTypeSet` and cannot be used for ordering if ambiguous. Use a different set without this restriction.', crates\bevy_ecs\src\schedule\schedule.rs:230:13
```
Hierarchy Redundancy
```text
thread 'main' panicked at 'System set hierarchy contains redundant edges.
hierarchy contains redundant edge(s) -- system set 'X' cannot be child of set 'A', longer path exists
', crates\bevy_ecs\src\schedule\schedule.rs:230:13
```
Systems have ordering but interset
```text
thread 'main' panicked at '`A` and `C` have a `before`-`after` relationship (which may be transitive) but share systems.', crates\bevy_ecs\src\schedule\schedule.rs:227:51
```
Cross Dependency
```text
thread 'main' panicked at '`A` and `B` have both `in_set` and `before`-`after` relationships (these might be transitive). This combination is unsolvable as a system cannot run before or after a set it belongs to.', crates\bevy_ecs\src\schedule\schedule.rs:230:13
```
Ambiguity
```text
thread 'main' panicked at 'Systems with conflicting access have indeterminate run order.
1 pairs of systems with conflicting data access have indeterminate execution order. Consider adding `before`, `after`, or `ambiguous_with` relationships between these:
-- res_mut and res_ref
conflict on: ["bevymark::ambiguity::X"]
', crates\bevy_ecs\src\schedule\schedule.rs:230:13
```
# Objective
Sometimes you want to create a plugin with a custom run condition. In a
function, you take the `Condition` trait and then make a
`BoxedCondition` from it to store it. And then you want to add that
condition to a system, but you can't, because there is only the `run_if`
function available which takes `impl Condition<M>` instead of
`BoxedCondition`. So you have to create a wrapper type for the
`BoxedCondition` and implement the `System` and `ReadOnlySystem` traits
for the wrapper (Like it's done in the picture below). It's very
inconvenient and boilerplate. But there is an easy solution for that:
make the `run_if_inner` system that takes a `BoxedCondition` public.
Also, it makes sense to make `in_set_inner` function public as well with
the same motivation.
![image](https://github.com/bevyengine/bevy/assets/61053971/a4455180-7e0c-4c2b-9372-cd8b4a9e682e)
A chunk of the source code of the `bevy-inspector-egui` crate.
## Solution
Make `run_if_inner` function public.
Rename `run_if_inner` to `run_if_dyn`.
Make `in_set_inner` function public.
Rename `in_set_inner` to `in_set_dyn`.
## Changelog
Changed visibility of `run_if_inner` from `pub(crate)` to `pub`.
Renamed `run_if_inner` to `run_if_dyn`.
Changed visibility of `in_set_inner` from `pub(crate)` to `pub`.
Renamed `in_set_inner` to `in_set_dyn`.
## Migration Guide
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
This is a continuation of this PR: #8062
# Objective
- Reorder render schedule sets to allow data preparation when phase item
order is known to support improved batching
- Part of the batching/instancing etc plan from here:
https://github.com/bevyengine/bevy/issues/89#issuecomment-1379249074
- The original idea came from @inodentry and proved to be a good one.
Thanks!
- Refactor `bevy_sprite` and `bevy_ui` to take advantage of the new
ordering
## Solution
- Move `Prepare` and `PrepareFlush` after `PhaseSortFlush`
- Add a `PrepareAssets` set that runs in parallel with other systems and
sets in the render schedule.
- Put prepare_assets systems in the `PrepareAssets` set
- If explicit dependencies are needed on Mesh or Material RenderAssets
then depend on the appropriate system.
- Add `ManageViews` and `ManageViewsFlush` sets between
`ExtractCommands` and Queue
- Move `queue_mesh*_bind_group` to the Prepare stage
- Rename them to `prepare_`
- Put systems that prepare resources (buffers, textures, etc.) into a
`PrepareResources` set inside `Prepare`
- Put the `prepare_..._bind_group` systems into a `PrepareBindGroup` set
after `PrepareResources`
- Move `prepare_lights` to the `ManageViews` set
- `prepare_lights` creates views and this must happen before `Queue`
- This system needs refactoring to stop handling all responsibilities
- Gather lights, sort, and create shadow map views. Store sorted light
entities in a resource
- Remove `BatchedPhaseItem`
- Replace `batch_range` with `batch_size` representing how many items to
skip after rendering the item or to skip the item entirely if
`batch_size` is 0.
- `queue_sprites` has been split into `queue_sprites` for queueing phase
items and `prepare_sprites` for batching after the `PhaseSort`
- `PhaseItem`s are still inserted in `queue_sprites`
- After sorting adjacent compatible sprite phase items are accumulated
into `SpriteBatch` components on the first entity of each batch,
containing a range of vertex indices. The associated `PhaseItem`'s
`batch_size` is updated appropriately.
- `SpriteBatch` items are then drawn skipping over the other items in
the batch based on the value in `batch_size`
- A very similar refactor was performed on `bevy_ui`
---
## Changelog
Changed:
- Reordered and reworked render app schedule sets. The main change is
that data is extracted, queued, sorted, and then prepared when the order
of data is known.
- Refactor `bevy_sprite` and `bevy_ui` to take advantage of the
reordering.
## Migration Guide
- Assets such as materials and meshes should now be created in
`PrepareAssets` e.g. `prepare_assets<Mesh>`
- Queueing entities to `RenderPhase`s continues to be done in `Queue`
e.g. `queue_sprites`
- Preparing resources (textures, buffers, etc.) should now be done in
`PrepareResources`, e.g. `prepare_prepass_textures`,
`prepare_mesh_uniforms`
- Prepare bind groups should now be done in `PrepareBindGroups` e.g.
`prepare_mesh_bind_group`
- Any batching or instancing can now be done in `Prepare` where the
order of the phase items is known e.g. `prepare_sprites`
## Next Steps
- Introduce some generic mechanism to ensure items that can be batched
are grouped in the phase item order, currently you could easily have
`[sprite at z 0, mesh at z 0, sprite at z 0]` preventing batching.
- Investigate improved orderings for building the MeshUniform buffer
- Implementing batching across the rest of bevy
---------
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
# Objective
* `Local` and `SystemName` implement `Debug` manually, but they could
derive it.
* `QueryState` and `dyn System` have unconventional debug formatting.
# Objective
Fixes#9509
## Solution
We use the assumption, that enum types are uppercase in contrast to
module names.
[`collapse_type_name`](crates/bevy_util/src/short_names) is now
retaining the second last segment, if it starts with a uppercase
character.
---------
Co-authored-by: Emi <emanuel.boehm@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
# Objective
- Fixes#9533
## Solution
* Added `Val::ZERO` as a constant which is defined as `Val::Px(0.)`.
* Added manual `PartialEq` implementation for `Val` which allows any
zero value to equal any other zero value. E.g., `Val::Px(0.) ==
Val::Percent(0.)` etc. This is technically a breaking change, as
`Val::Px(0.) == Val::Percent(0.)` now equals `true` instead of `false`
(as an example)
* Replaced instances of `Val::Px(0.)`, `Val::Percent(0.)`, etc. with
`Val::ZERO`
* Fixed `bevy_ui::layout::convert::tests::test_convert_from` test to
account for Taffy not equating `Points(0.)` and `Percent(0.)`. These
tests now use `assert_eq!(...)` instead of `assert!(matches!(...))`
which gives easier to diagnose error messages.
# Objective
All delimiter symbols used by the path parser are ASCII, this means we
can entirely ignore UTF8 handling. This may improve performance.
## Solution
Instead of storing the path as an `&str` + the parser offset, and
reading the path using `&self.path[self.offset..]`, we store the parser
state in a `&[u8]`. This allows two optimizations:
1. Avoid UTF8 checking on `&self.path[self.offset..]`
2. Avoid any kind of bound checking, since the length of what is left to
read is stored in the `&[u8]`'s reference metadata, and is assumed valid
by the compiler.
This is a major improvement when comparing to the previous parser.
1. `access_following` and `next_token` now inline in `PathParser::next`
2. Benchmarking show a 20% performance increase (#9364)
Please note that while we ignore UTF-8 handling, **utf-8 is still
supported**. This is because we only handle "at the edges" what happens
exactly before and after a recognized `SYMBOL`. utf-8 is handled
transparently beyond that.
# Objective
- Unify the `ParsedPath` and `GetPath` APIs. They weirdly didn't play
well together.
- Make `ParsedPath` and `GetPath` API easier to use
## Solution
- Add the `ReflectPath` trait.
- `GetPath` methods now accept an `impl ReflectPath<'a>` instead of a
`&'a str`, this mean it also can accepts a `&ParsedPath`
- Make `GetPath: Reflect` and use default impl for `Reflect` types.
- Add `GetPath` and `ReflectPath` to the `bevy_reflect` prelude
---
## Changelog
- Add the `ReflectPath` trait.
- `GetPath` methods now accept an `impl ReflectPath<'a>` instead of a
`&'a str`, this mean it also can accept a `&ParsedPath`
- Make `GetPath: Reflect` and use default impl for `Reflect` types.
- Add `GetPath` and `ReflectPath` to the `bevy_reflect` prelude
## Migration Guide
`GetPath` now requires `Reflect`. This reduces a lot of boilerplate on
bevy's side. If you were implementing manually `GetPath` on your own
type, please get in touch!
`ParsedPath::element[_mut]` isn't an inherent method of `ParsedPath`,
you must now import `ReflectPath`. This is only relevant if you weren't
importing the bevy prelude.
```diff
-use bevy::reflect::ParsedPath;
+use bevy::reflect::{ParsedPath, ReflectPath};
parsed_path.element(reflect_type).unwrap()
parsed_path.element(reflect_type).unwrap()
# Objective
[Rust 1.72.0](https://blog.rust-lang.org/2023/08/24/Rust-1.72.0.html) is
now stable.
# Notes
- `let-else` formatting has arrived!
- I chose to allow `explicit_iter_loop` due to
https://github.com/rust-lang/rust-clippy/issues/11074.
We didn't hit any of the false positives that prevent compilation, but
fixing this did produce a lot of the "symbol soup" mentioned, e.g. `for
image in &mut *image_events {`.
Happy to undo this if there's consensus the other way.
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
- Fixes#9552
## Solution
- Only n_pixels bytes of data was being copied instead of 1 byte per
component, i.e. n_pixels * 4
---
## Changelog
- Fixed: loading of Rgb8 ktx2 files.
# Objective
- Fix blender gltf imports with emissive materials
- Progress towards https://github.com/bevyengine/bevy/issues/5178
## Solution
- Upgrade to gltf-rs 1.3 supporiting
[KHR_materials_emissive_strength](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_emissive_strength/README.md)
---
## Changelog
- GLTF files using `emissiveStrength` (such as those exported by
blender) are now supported
## Migration Guide
- The GLTF asset loader will now factor in `emissiveStrength` when
converting to Bevy's `StandardMaterial::emissive`. Blender will export
emissive materials using this field. Remove the field from your GLTF
files or manually modify your materials post-asset-load to match how
Bevy would load these files in previous versions.
# Objective
Fixes incorrect docs in `bevy_ui` for `JustifyItems` and `JustifySelf`.
## Solution
`JustifyItems` and `JustifySelf` target the main axis and not the cross
axis.
# Objective
`round_ties_up` checks the predicate:
```rust
0. <= value || value.fract() != 0.5
```
which is meant to determine if the value is negative with a fractional
part of `0.5`.
However given a negative value, `fract` returns a negative fraction so
the predicate is true for all numeric values and `ceil` is never called.
## Solution
Changed the predicate to `value.fract() != -0.5` and added a test.
Also improved the comments a bit.
# Objective
- A few of the `const DEFAULT` properties of the grid feature are not
marked as pub. This is an issue because it means you can't have a
`const` `Style` declaration anymore. Most of the existing properties are
already pub.
## Solution
- add the missing pub
# Objective
- Wireframe currently don't display since #9416
- There is an error
```
2023-08-20T10:06:54.190347Z ERROR bevy_render::render_resource::pipeline_cache: failed to process shader:
error: no definition in scope for identifier: 'vertex_no_morph'
┌─ crates/bevy_pbr/src/render/wireframe.wgsl:26:94
│
26 │ let model = bevy_pbr::mesh_functions::get_model_matrix(vertex_no_morph.instance_index);
│ ^^^^^^^^^^^^^^^ unknown identifier
│
= no definition in scope for identifier: 'vertex_no_morph'
```
## Solution
- Use the correct identifier
# Objective
- Resolves https://github.com/bevyengine/bevy/issues/9440
## Solution
- Remove the doc string mentioning the position of a `NodeBundle`, since
the doc string for the `style` component already explains this ability.
# Objective
- When spawning a window, it will be white until the GPU is ready to
draw the app. To avoid this, we can make the window invisible and then
make it visible once the gpu is ready. Unfortunately, the visible flag
is not available to users.
## Solution
- Let users change the visible flag
## Notes
This is only user controlled. It would be nice if it was done
automatically by bevy instead but I want to keep this PR simple.
# Objective
PR #6360 changed `TaskPoolOptions` so it is no longer used as a
Resource, but didn't remove the `Resource` derive.
## Solution
Remove the Resource derive from `TaskPoolOptions`, as it is no longer
needed. Also add a Debug derive, because it didn't have it before.
---
## Changelog
- `TaskPoolOptions` no longer derives Resource, and `TaskPoolOptions` &
`TaskPoolThreadAssignmentPolicy` now derive Debug.
## Migration Guide
If for some reason anyone is still using `TaskPoolOptions` as a
Resource, they would now have to use a wrapper type:
```rust
#[derive(Resource)]
pub struct MyTaskPoolOptions(pub TaskPoolOptions);
```
# Objective
Add `GamepadButtonInput` event
Resolves#8988
## Solution
- Add `GamepadButtonInput` type
- Emit `GamepadButtonInput` events whenever `Input<GamepadButton>` is
written to
- Update example
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
Fixes#9488
## Solution
Set point light radius to always be 0.0. Reading this value from glTF
would require using application specific extras property.
---
## Changelog
### Fixed
- #9488 Point Lights use Range for Radius when importing from GLTF
# Objective
Allow users to specify the power preference when selecting a wgpu
adapter, which is useful for testing or workaround purposes, and makes
the behaviour consistent with the already present check for
`WGPU_BACKEND`.
## Solution
In `WgpuSettings::default()`, allow users to specify the
`WGPU_POWER_PREF` to affect the wgpu adapter choice.
# Objective
fix#9452
when multiple assets are queued to a preregistered loader, only one gets
unblocked when the real loader is registered.
## Solution
i thought async_channel receivers worked like broadcast channels, but in
fact the notification is only received by a single receiver, so only a
single waiting asset is unblocked. close the sender instead so that all
blocked receivers are unblocked.
If a line has one point behind the camera(near plane) then it would
deform or, if the `depth_bias` setting was set to a negative value,
disappear.
## Solution
The issue is that performing a perspective divide does not work
correctly for points behind the near plane and a perspective divide is
used inside the shader to define the line width in screen space.
The solution is to perform near plane clipping manually inside the
shader before the perspective divide is done.
# Objective
Fixes#9455
This change has probably been forgotten in
https://github.com/bevyengine/bevy/pull/8306.
## Solution
Remove the inversion of the Y axis when propagates window change back to
winit.
# Objective
Inconvenient initialization of `UiScale`
## Solution
Change `UiScale` to a tuple struct
## Migration Guide
Replace initialization of `UiScale` like ```UiScale { scale: 1.0 }```
with ```UiScale(1.0)```
# Objective
- Fixes part of #9021
## Solution
- Joint mesh are in format `Unorm8x4` in some gltf file, but Bevy
expects a `Float32x4`. Converts them. Also converts `Unorm16x4`
- According to gltf spec:
https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#skinned-mesh-attributes
> WEIGHTS_n: float, or normalized unsigned byte, or normalized unsigned
short
# Objective
Fix#9089
## Solution
Don't try to draw lines with less than 2 vertices. These would not be
visible either way.
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
- Currently, (AFAIC, accidentally) after registering an event for a
Gilrs button event, we ignore all subsequent events for the same button
in the same frame, because we don't update our filter. This is rare, but
I noticed it while adding gamepad support to a terminal app rendering at
15fps.
- Related to #4664, but does not quite fix it.
## Solution
- Move the edit to the `Axis<GamepadButton>` resource to when we read
the events from Gilrs.
# Objective
Closes#9115, replaces #9117.
## Solution
Emit event when scene is ready.
---
## Changelog
### Added
- `SceneInstanceReady` event when scene becomes ready.
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/9250
## Changelog
- Move scene spawner systems to a new SpawnScene schedule which is after
Update and before PostUpdate (schedule order:
[PreUpdate][Update][SpawnScene][PostUpdate])
## Migration Guide
- Move scene spawner systems to a new SpawnScene schedule which is after
Update and before PostUpdate (schedule order:
[PreUpdate][Update][SpawnScene][PostUpdate]), you might remove system
ordering code related to scene spawning as the execution order has been
guaranteed by bevy engine.
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Updates the requirements on
[tracy-client](https://github.com/nagisa/rust_tracy_client) to permit
the latest version.
<details>
<summary>Commits</summary>
<ul>
<li><a
href="f38da93ff1"><code>f38da93</code></a>
Test with 1.63.0 for MSRV</li>
<li><a
href="3621e20ccd"><code>3621e20</code></a>
tracing-client-sys: 0.21.1</li>
<li><a
href="bccf04b152"><code>bccf04b</code></a>
tracing-tracy: 0.10.3</li>
<li><a
href="bff27b5218"><code>bff27b5</code></a>
tracy-client: 0.15.2 -> 0.16.0 + fix auto update</li>
<li><a
href="9ed943bd6b"><code>9ed943b</code></a>
Add safe GPU API</li>
<li><a
href="60443cc55c"><code>60443cc</code></a>
Benches fell out of sync</li>
<li><a
href="c346a10998"><code>c346a10</code></a>
Fix version table typo</li>
<li><a
href="0763d2d16c"><code>0763d2d</code></a>
Bump MSRV to 1.60.0</li>
<li><a
href="d483998d48"><code>d483998</code></a>
Update Tracy client bindings to v0.9.1</li>
<li><a
href="dce363444f"><code>dce3634</code></a>
client-sys: 0.20.0, client: 0.15.1, tracing: 0.10.2</li>
<li>Additional commits viewable in <a
href="https://github.com/nagisa/rust_tracy_client/compare/tracy-client-v0.15.0...tracy-client-v0.16.0">compare
view</a></li>
</ul>
</details>
<br />
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alter it yourself. You can also trigger a rebase manually by commenting
`@dependabot rebase`.
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# Objective
- Significantly reduce the size of MeshUniform by only including
necessary data.
## Solution
Local to world, model transforms are affine. This means they only need a
4x3 matrix to represent them.
`MeshUniform` stores the current, and previous model transforms, and the
inverse transpose of the current model transform, all as 4x4 matrices.
Instead we can store the current, and previous model transforms as 4x3
matrices, and we only need the upper-left 3x3 part of the inverse
transpose of the current model transform. This change allows us to
reduce the serialized MeshUniform size from 208 bytes to 144 bytes,
which is over a 30% saving in data to serialize, and VRAM bandwidth and
space.
## Benchmarks
On an M1 Max, running `many_cubes -- sphere`, main is in yellow, this PR
is in red:
<img width="1484" alt="Screenshot 2023-08-11 at 02 36 43"
src="https://github.com/bevyengine/bevy/assets/302146/7d99c7b3-f2bb-4004-a8d0-4c00f755cb0d">
A reduction in frame time of ~14%.
---
## Changelog
- Changed: Redefined `MeshUniform` to improve performance by using 4x3
affine transforms and reconstructing 4x4 matrices in the shader. Helper
functions were added to `bevy_pbr::mesh_functions` to unpack the data.
`affine_to_square` converts the packed 4x3 in 3x4 matrix data to a 4x4
matrix. `mat2x4_f32_to_mat3x3` converts the 3x3 in mat2x4 + f32 matrix
data back into a 3x3.
## Migration Guide
Shader code before:
```
var model = mesh[instance_index].model;
```
Shader code after:
```
#import bevy_pbr::mesh_functions affine_to_square
var model = affine_to_square(mesh[instance_index].model);
```
# Objective
- When loading gltf files during app creation (for example using a
FromWorld impl and adding that as a resource), no loader was found.
- As the gltf loader can load compressed formats, it needs to know what
the GPU supports so it's not available at app creation time.
## Solution
alternative to #9426
- add functionality to preregister the loader. loading assets with
matching extensions will block until a real loader is registered.
- preregister "gltf" and "glb".
- prereigster image formats.
the way this is set up, if a set of extensions are all registered with a
single preregistration call, then later a loader is added that matches
some of the extensions, assets using the remaining extensions will then
fail. i think that should work well for image formats that we don't know
are supported until later.
While being nobody other's issue as far I can tell, I want to create a
trait I plan to implement on `App` where more than one schedule is
modified.
My workaround so far was working with a closure that returns an
`ExecutorKind` from a match of the method variable.
It makes it easier for me to being able to clone `ExecutorKind` and I
don't see this being controversial for others working with Bevy.
I did nothing more than adding `Clone` to the derived traits, no
migration guide needed.
(If this worked out then the GitHub editor is not too shabby.)
# Objective
Bevy prefers `mod.rs` inside `module_name` files over `module_name.rs`
collocated with `module_name`. In `bevy_render`, it seems the `window`
modules didn't follow this convention
## Solution
- Follow the `mod.rs` convention.
# Objective
- Fixes#9324
- Audio sinks used to have a custom drop implementation to detach the
sinks because it was not required to keep a reference to it
- With the new audio api, a reference is kept as a component of an
entity
## Solution
- Remove that custom drop implementation, and the option wrapping that
was required for it.
# Objective
Just like
[`set_if_neq`](https://docs.rs/bevy_ecs/latest/bevy_ecs/change_detection/trait.DetectChangesMut.html#method.set_if_neq),
being able to express the "I don't want to unnecessarily trigger the
change detection" but with the ability to handle the previous value if
change occurs.
## Solution
Add `replace_if_neq` to `DetectChangesMut`.
---
## Changelog
- Added `DetectChangesMut::replace_if_neq`: like `set_if_neq` change the
value only if the new value if different from the current one, but
return the previous value if the change occurs.
# Objective
I found it very difficult to understand how bevy tasks work, and I
concluded that the documentation should be improved for beginners like
me.
## Solution
These changes to the documentation were written from my beginner's
perspective after
some extremely helpful explanations by nil on Discord.
I am not familiar enough with rustdoc yet; when looking at the source, I
found the documentation at the very top of `usages.rs` helpful, but I
don't know where they are rendered. They should probably be linked to
from the main `bevy_tasks` README.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Mike <mike.hsu@gmail.com>
# Objective
In `bevy_sprite`, the `Anchor` type is not `Copy`. It makes interacting
with it more difficult than necessary.
## Solution
Derive `Copy` on it. The rust API guidelines are that you should derive
`Copy` when possible.
<https://rust-lang.github.io/api-guidelines/interoperability.html#types-eagerly-implement-common-traits-c-common-traits>
Regardless, `Anchor` is a very small `enum` which warrants `Copy`.
---
## Changelog
- In `bevy_sprite` `Anchor` is now `Copy`.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Need this for a custom `AnimationPlayer` that I tick in `FixedUpdate`
# Objective
- Need access to an animation clip's `paths` from outside the module
## Solution
- Add a getter method to return a reference to `paths`
---------
Co-authored-by: Tristan Guichaoua <33934311+tguichaoua@users.noreply.github.com>
Add a `RunSystem` extension trait to allow for immediate execution of
systems on a `World` for debugging and/or testing purposes.
# Objective
Fixes#6184
Initially, I made this CL as `ApplyCommands`. After a discussion with
@cart , we decided a more generic implementation would be better to
support all systems. This is the new revised CL. Sorry for the long
delay! 😅
This CL allows users to do this:
```rust
use bevy::prelude::*;
use bevy::ecs::system::RunSystem;
struct T(usize);
impl Resource for T {}
fn system(In(n): In<usize>, mut commands: Commands) -> usize {
commands.insert_resource(T(n));
n + 1
}
let mut world = World::default();
let n = world.run_system_with(1, system);
assert_eq!(n, 2);
assert_eq!(world.resource::<T>().0, 1);
```
## Solution
This is implemented as a trait extension and not included in any
preludes to ensure it's being used consciously.
Internally, it just initializes and runs a systems, and applies any
deferred parameters all "in place".
The trait has 2 functions (one of which calls the other by default):
- `run_system_with` is the general implementation, which allows user to
pass system input parameters
- `run_system` is the ergonomic wrapper for systems with no input
parameter (to avoid having the user pass `()` as input).
~~Additionally, this trait is also implemented for `&mut App`. I added
this mainly for ergonomics (`app.run_system` vs.
`app.world.run_system`).~~ (Removed based on feedback)
---------
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
# Objective
Add possibility to use the glam's swizzles traits without having to
manually import them.
```diff
use bevy::prelude::*;
- use bevy::math::Vec3Swizzles;
fn foo(x: Vec3) {
let y: Vec2 = x.xy();
}
```
## Solution
Add the swizzles traits to bevy's prelude.
---
## Changelog
- `Vec2Swizzles`, `Vec3Swizzles` and `Vec4Swizzles` are now part of the
prelude.
# Objective
Fixes#9094
## Solution
Takes a bit from
[this](https://github.com/bevyengine/bevy/issues/9094#issuecomment-1629333851)
comment as well as a
[comment](https://discord.com/channels/691052431525675048/1002362493634629796/1128024873260810271)
from @soqb.
This allows users to opt-out of the `TypePath` implementation that is
automatically generated by the `Reflect` derive macro, allowing custom
`TypePath` implementations.
```rust
#[derive(Reflect)]
#[reflect(type_path = false)]
struct Foo<T> {
#[reflect(ignore)]
_marker: PhantomData<T>,
}
struct NotTypePath;
impl<T: 'static> TypePath for Foo<T> {
fn type_path() -> &'static str {
std::any::type_name::<Self>()
}
fn short_type_path() -> &'static str {
static CELL: GenericTypePathCell = GenericTypePathCell::new();
CELL.get_or_insert::<Self, _>(|| {
bevy_utils::get_short_name(std::any::type_name::<Self>())
})
}
fn crate_name() -> Option<&'static str> {
Some("my_crate")
}
fn module_path() -> Option<&'static str> {
Some("my_crate::foo")
}
fn type_ident() -> Option<&'static str> {
Some("Foo")
}
}
// Can use `TypePath`
let _ = <Foo<NotTypePath> as TypePath>::type_path();
// Can register the type
let mut registry = TypeRegistry::default();
registry.register::<Foo<NotTypePath>>();
```
#### Type Path Stability
The stability of type paths mainly come into play during serialization.
If a type is moved between builds, an unstable type path may become
invalid.
Users that opt-out of `TypePath` and rely on something like
`std::any::type_name` as in the example above, should be aware that this
solution removes the stability guarantees. Deserialization thus expects
that type to never move. If it does, then the serialized type paths will
need to be updated accordingly.
If a user depends on stability, they will need to implement that
stability logic manually (probably by looking at the expanded output of
a typical `Reflect`/`TypePath` derive). This could be difficult for type
parameters that don't/can't implement `TypePath`, and will need to make
heavy use of string parsing and manipulation to achieve the same effect
(alternatively, they can choose to simply exclude any type parameter
that doesn't implement `TypePath`).
---
## Changelog
- Added the `#[reflect(type_path = false)]` attribute to opt out of the
`TypePath` impl when deriving `Reflect`
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Update a camera's frustum only when needed.
- Maybe a performance gain from not having to compute frusta when not
needed, at the cost of change detection (?)
- Making "fighting" with `update_frusta` less tedious, see
https://github.com/bevyengine/bevy/issues/9077 and
https://discord.com/channels/691052431525675048/743663924229963868/1127566087966433322
## Solution
Add change detection filter for `GlobalTransform` or `T:
CameraProjection` in `update_frusta`, since those are the cases when the
frustum needs to be updated.
## Note
I don't think a migration guide and changelog are needed, but I'm not
100% sure, I could put something like "if you're fighting against
`update_frusta`, you can do it only when there is a change to
`GlobalTransform` or `CameraProjection` now", what do you think? It's
not really a breaking change with a normal use case.
naga and wgpu should polyfill WGSL instance_index functionality where it
is not available in GLSL. Until that is done, we can work around it in
bevy using a push constant which is converted to a uniform by naga and
wgpu.
# Objective
- Fixes#9375
## Solution
- Use a push constant to pass in the base instance to the shader on
WebGL2 so that base instance + gl_InstanceID is used to correctly
represent the instance index.
## TODO
- [ ] Benchmark vs per-object dynamic offset MeshUniform as this will
now push a uniform value per-draw as well as update the dynamic offset
per-batch.
- [x] Test on DX12 AMD/NVIDIA to check that this PR does not regress any
problems that were observed there. (@Elabajaba @robtfm were testing that
last time - help appreciated. <3 )
---
## Changelog
- Added: `bevy_render::instance_index` shader import which includes a
workaround for the lack of a WGSL `instance_index` polyfill for WebGL2
in naga and wgpu for the time being. It uses a push_constant which gets
converted to a plain uniform by naga and wgpu.
## Migration Guide
Shader code before:
```
struct Vertex {
@builtin(instance_index) instance_index: u32,
...
}
@vertex
fn vertex(vertex_no_morph: Vertex) -> VertexOutput {
...
var model = mesh[vertex_no_morph.instance_index].model;
```
After:
```
#import bevy_render::instance_index
struct Vertex {
@builtin(instance_index) instance_index: u32,
...
}
@vertex
fn vertex(vertex_no_morph: Vertex) -> VertexOutput {
...
var model = mesh[bevy_render::instance_index::get_instance_index(vertex_no_morph.instance_index)].model;
```
# Objective
The default for `ContentSize` should have the `measure_func` field set
to `None`, instead of a fixed size of zero. This means that until a
measure func is set the size of the UI node will be determined by its
`Style` constraints. This is preferable as it allows users to specify
the space the Node should take up in the layout while waiting for
content to load.
## Solution
Derive `Default` for `ContentSize`.
The PR also adds a `fixed_size` helper function to make it a bit easier
to access the old behaviour.
## Changelog
* Derived `Default` for `ContentSize`
* Added a `fixed_size` helper function to `ContentSize` that creates a
new `ContentSize` with a `MeasureFunc` that always returns the same
value, regardless of layout constraints.
## Migration Guide
The default for `ContentSize` now sets its `measure_func` to `None`,
instead of a fixed size measure that returns `Vec2::ZERO`.
The helper function `fixed_size` can be called with
`ContentSize::fixed_size(Vec2::ZERO)` to get the previous behaviour.
# Objective
It seems the behavior of field attributes was accidentally broken at
some point. Take the following code:
```rust
#[derive(Reflect)]
struct Foo {
#[reflect(ignore, default)]
value: usize
}
```
The above code should simply mark `value` as ignored and specify a
default behavior. However, what this actually does is discard both.
That's especially a problem when we don't want the field to be be given
a `Reflect` or `FromReflect` bound (which is why we ignore it in the
first place).
This only happens when the attributes are combined into one. The
following code works properly:
```rust
#[derive(Reflect)]
struct Foo {
#[reflect(ignore)]
#[reflect(default)]
value: usize
}
```
## Solution
Cleaned up the field attribute parsing logic to support combined field
attributes.
---
## Changelog
- Fixed a bug where `Reflect` derive attributes on fields are not able
to be combined into a single attribute
# Objective
- Follow up to #8887
- The parsing code in `bevy_reflect/src/path/mod.rs` could also do with
some cleanup
## Solution
- Create the `parse.rs` module, move all parsing code to this module
- The parsing errors also now keep track of the whole parsed string, and
are much more fine-grained
### Detailed changes
- Move `PathParser` to `parse.rs` submodule
- Rename `token_to_access` to `access_following` (yep, goes from 132
lines to 16)
- Move parsing tests into the `parse.rs` file
# Objective
The doc comment for `text_system` is not quite correct. It implies that
a new `TextLayoutInfo` is generated on changes to `Text` and `Style`.
While changes to those components might indirectly trigger a
regeneration of the text layout, `text_system` itself only queries for
changes to `Node`
Also added details to `measure_text_system`'s doc comments explaining
how it reacts to changes.
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
- `bevy_tasks` emits warnings under certain conditions
When I run `cargo clippy -p bevy_tasks` the warning doesn't show up,
while if I run it with `cargo clippy -p bevy_asset` the warning shows
up.
## Solution
- Fix the warnings.
## Longer term solution
We should probably fix CI so that those warnings do not slip through.
But that's not the goal of this PR.
# Objective
This doc comment for the `set` method of `ContentSize`:
```
Set a `Measure` for this function
```
doesn't seem to make sense, `ContentSize` is not a function.
# Solution
Replace it.
# Objective
When an `AudioSink` is removed from an entity, the audio player will
automatically start any `AudioSource` still attached, which normally is
the one used to start playback in the first place.
## Solution
Long story short, the default behavior is restarting the audio, and this
commit documents that.
---
## Changelog
Fixed documentation on `AudioSink` to clarify removal behavior.
# Objective
shader defs associated with a shader via `load_internal_asset!` or
`Shader::from_xxx_with_defs` were being accidentally ignored for
top-level shaders.
## Solution
include the defs for top level shaders.
# Objective
- Fixes#9114
## Solution
Inside `ScheduleGraph::build_schedule()` the variable `node_count =
self.systems.len() + self.system_sets.len()` is used to calculate the
indices for the `reachable` bitset derived from `self.hierarchy.graph`.
However, the number of nodes inside `self.hierarchy.graph` does not
always correspond to `self.systems.len() + self.system_sets.len()` when
`ambiguous_with` is used, because an ambiguous set is added to
`system_sets` (because we need an `NodeId` for the ambiguity graph)
without adding a node to `self.hierarchy`.
In this PR, we rename `node_count` to the more descriptive name
`hg_node_count` and set it to `self.hierarchy.graph.node_count()`.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
Fixes#9113
## Solution
disable `multi-threaded` default feature
## Migration Guide
The `multi-threaded` feature in `bevy_ecs` and `bevy_tasks` is no longer
enabled by default. However, this remains a default feature for the
umbrella `bevy` crate. If you depend on `bevy_ecs` or `bevy_tasks`
directly, you should consider enabling this to allow systems to run in
parallel.
Fixes#5856. Fixes#8080. Fixes#9040.
# Objective
We need to limit the update rate of games whose windows are not visible
(minimized or completely occluded). Compositors typically ignore the
VSync settings of windows that aren't visible. That, combined with the
lack of rendering work, results in a scenario where an app becomes
completely CPU-bound and starts updating without limit.
There are currently three update modes.
- `Continuous` updates an app as often as possible.
- `Reactive` updates when new window or device events have appeared, a
timer expires, or a redraw is requested.
- `ReactiveLowPower` is the same as `Reactive` except it ignores device
events (e.g. general mouse movement).
The problem is that the default "game" settings are set to `Contiuous`
even when no windows are visible.
### More Context
- https://github.com/libsdl-org/SDL/issues/1871
- https://github.com/glfw/glfw/issues/680
- https://github.com/godotengine/godot/issues/19741
- https://github.com/godotengine/godot/issues/64708
## Solution
Change the default "unfocused" `UpdateMode` for games to
`ReactiveLowPower` just like desktop apps. This way, even when the
window is occluded, the app still updates at a sensible rate or if
something about the window changes. I chose 20Hz arbitrarily.
# Objective
The `lifetimeless` module has been a source of confusion for bevy users
for a while now.
## Solution
Add a couple paragraph explaining that, yes, you can use one of the type
alias safely, without ever leaking any memory.
Redo of #7590 since I messed up my branch.
# Objective
- Revise docs.
- Refactor event loop code a little bit to make it easier to follow.
## Solution
- Do the above.
---
### Migration Guide
- `UpdateMode::Reactive { max_wait: .. }` -> `UpdateMode::Reactive {
wait: .. }`
- `UpdateMode::ReactiveLowPower { max_wait: .. }` ->
`UpdateMode::ReactiveLowPower { wait: .. }`
---------
Co-authored-by: Sélène Amanita <134181069+Selene-Amanita@users.noreply.github.com>
# Objective
Remove the `With<Parent>` query filter from the `parent_node_query`
parameter of the `bevy_ui::render::extract_uinode_borders` function.
This is a bug, the query is only used to retrieve the size of the
current node's parent. We don't care if that parent node has a `Parent`
or not.
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
- Fixes#9138
## Solution
- Calling `Camera2dBundle::default()` will now result in a
`Camera2dBundle` with `Vec3::ZERO` transform, `far` value of `1000.` and
`near` value of `-1000.`.
- This will enable the rendering of 2d entities in negative z space by
default.
- I did not modify `new_with_far` as moving the camera to `Vec3::ZERO`
in that function will cause entities in the positive z space to become
hidden without further changes. And the further changes cannot be
applied without it being a breaking change.
# Objective
Glam 0.24 added new glam types (```I64Vec``` and ```U64Vec```). However
these are not reflectable unlike the other glam types
## Solution
Implement reflect for these new types
---
## Changelog
Implements reflect with the impl_reflect_struct macro on ```I64Vec2```,
```I64Vec3```, ```I64Vec4```, ```U64Vec2```, ```U64Vec3```, and
```U64Vec4``` types
# Objective
- Repeat in `Gizmos` that they are drawned in immediate mode, which is
said at the module level but not here, and detail what it means.
- Clarify for every method of `Gizmos` that they should be called for
every frame.
- Clarify which methods belong to 3D or 2D space (kinda obvious for 2D
but still)
The first time I used gizmos I didn't understand how they work and was
confused as to why nothing showed up.
---------
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- In bevy_polyline, we discovered an issue that happens when line width
is smaller than 1.0 and using perspective. It would sometimes end up
negative or NaN. I'm not entirely sure _why_ it happens.
## Solution
- Make sure the width doesn't go below 0 before multiplying it with the
alpha
# Notes
Here's a link to the bevy_polyline issue
https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/issues/46
I'm not sure if the solution is correct but it solved the issue in my
testing.
Co-authored-by: François <mockersf@gmail.com>
# Objective
This PR continues https://github.com/bevyengine/bevy/pull/8885
It aims to improve the `Mesh` documentation in the following ways:
- Put everything at the "top level" instead of the "impl".
- Explain better what is a Mesh, how it can be created, and that it can
be edited.
- Explain it can be used with a `Material`, and mention
`StandardMaterial`, `PbrBundle`, `ColorMaterial`, and
`ColorMesh2dBundle` since those cover most cases
- Mention the glTF/Bevy vocabulary discrepancy for "Mesh"
- Add an image for the example
- Various nitpicky modifications
## Note
- The image I added is 90.3ko which I think is small enough?
- Since rustdoc doesn't allow cross-reference not in dependencies of a
subcrate [yet](https://github.com/rust-lang/rust/issues/74481), I have a
lot of backtick references that are not links :(
- Since rustdoc doesn't allow linking to code in the crate (?) I put
link to github directly.
- Since rustdoc doesn't allow embed images in doc
[yet](https://github.com/rust-lang/rust/issues/32104), maybe
[soon](https://github.com/rust-lang/rfcs/pull/3397), I had to put only a
link to the image. I don't think it's worth adding
[embed_doc_image](https://docs.rs/embed-doc-image/latest/embed_doc_image/)
as a dependency for this.
# Objective
- Fix shader_material_glsl example
## Solution
- Expose the `PER_OBJECT_BUFFER_BATCH_SIZE` shader def through the
default `MeshPipeline` specialization.
- Make use of it in the `custom_material.vert` shader to access the mesh
binding.
---
## Changelog
- Added: Exposed the `PER_OBJECT_BUFFER_BATCH_SIZE` shader def through
the default `MeshPipeline` specialization to use in custom shaders not
using bevy_pbr::mesh_bindings that still want to use the mesh binding in
some way.
# Objective
- The `path` module was getting fairly large.
- The code in `AccessRef::read_element` and mut equivalent was very
complex and difficult to understand.
- The `ReflectPathError` had a lot of variants, and was difficult to
read.
## Solution
- Split the file in two, `access` now has its own module
- Rewrite the `read_element` methods, they were ~200 lines long, they
are now ~70 lines long — I didn't change any of the logic. It's really
just the same code, but error handling is separated.
- Split the `ReflectPathError` error
- Merge `AccessRef` and `Access`
- A few other changes that aim to reduce code complexity
### Fully detailed change list
- `Display` impl of `ParsedPath` now includes prefix dots — this allows
simplifying its implementation, and IMO `.path.to.field` is a better way
to express a "path" than `path.to.field` which could suggest we are
reading the `to` field of a variable named `path`
- Add a test to check that dot prefixes and other are correctly parsed —
Until now, no test contained a prefixing dot
- Merge `Access` and `AccessRef`, using a `Cow<'a, str>`. Generated code
seems to agree with this decision (`ParsedPath::parse` sheds 5% of
instructions)
- Remove `Access::as_ref` since there is no such thing as an `AccessRef`
anymore.
- Rename `AccessRef::to_owned` into `AccessRef::into_owned()` since it
takes ownership of `self` now.
- Add a `parse_static` that doesn't allocate new strings for named
fields!
- Add a section about path reflection in the `bevy_reflect` crate root
doc — I saw a few people that weren't aware of path reflection, so I
thought it was pertinent to add it to the root doc
- a lot of nits
- rename `index` to `offset` when it refers to offset in the path string
— There is no more confusion with the other kind of indices in this
context, also it's a common naming convention for parsing.
- Make a dedicated enum for parsing errors
- rename the `read_element` methods to `element` — shorter, but also
`read_element_mut` was a fairly poor name
- The error values now not only contain the expected type but also the
actual type.
- Remove lifetimes that could be inferred from the `GetPath` trait
methods.
---
## Change log
- Added the `ParsedPath::parse_static` method, avoids allocating when
parsing `&'static str`.
## Migration Guide
If you were matching on the `Err(ReflectPathError)` value returned by
`GetPath` and `ParsedPath` methods, now only the parse-related errors
and the offset are publicly accessible. You can always use the
`fmt::Display` to get a clear error message, but if you need
programmatic access to the error types, please open an issue.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
- attempt to clarify with better docstrings the default behaviour of
WindowPlugin and the component type it accepts.
# Objective
- I'm new to Rust and Bevy, I got a bit confused about how to customise
some window parameters (title, height, width etc) and while the docs do
show the struct code for that field `Option<Window>` I was a bit of a
doofus and skipped that to read the docstring entry for `primary_window`
and then the `Window` component directly which aren't linked together.
This is a minor improvement which I think will help in-case others, like
me, have a doofus moment.
---------
Co-authored-by: Sélène Amanita <134181069+Selene-Amanita@users.noreply.github.com>
# Objective
This PR updates the name of the enum variant used in the docs for
`OrthographicProjection`.
## Solution
- Change the outdated 'WindowScale` to `WindowSize`.
# Objective
- Reduce the number of rebindings to enable batching of draw commands
## Solution
- Use the new `GpuArrayBuffer` for `MeshUniform` data to store all
`MeshUniform` data in arrays within fewer bindings
- Sort opaque/alpha mask prepass, opaque/alpha mask main, and shadow
phases also by the batch per-object data binding dynamic offset to
improve performance on WebGL2.
---
## Changelog
- Changed: Per-object `MeshUniform` data is now managed by
`GpuArrayBuffer` as arrays in buffers that need to be indexed into.
## Migration Guide
Accessing the `model` member of an individual mesh object's shader
`Mesh` struct the old way where each `MeshUniform` was stored at its own
dynamic offset:
```rust
struct Vertex {
@location(0) position: vec3<f32>,
};
fn vertex(vertex: Vertex) -> VertexOutput {
var out: VertexOutput;
out.clip_position = mesh_position_local_to_clip(
mesh.model,
vec4<f32>(vertex.position, 1.0)
);
return out;
}
```
The new way where one needs to index into the array of `Mesh`es for the
batch:
```rust
struct Vertex {
@builtin(instance_index) instance_index: u32,
@location(0) position: vec3<f32>,
};
fn vertex(vertex: Vertex) -> VertexOutput {
var out: VertexOutput;
out.clip_position = mesh_position_local_to_clip(
mesh[vertex.instance_index].model,
vec4<f32>(vertex.position, 1.0)
);
return out;
}
```
Note that using the instance_index is the default way to pass the
per-object index into the shader, but if you wish to do custom rendering
approaches you can pass it in however you like.
---------
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
# Objective
My attempt at implementing #7515
## Solution
Added struct `Pitch` and implemented on it `Source` trait.
## Changelog
### Added
- File pitch.rs to bevy_audio crate
- Struct `Pitch` and type aliases for `AudioSourceBundle<Pitch>` and
`SpatialAudioSourceBundle<Pitch>`
- New example showing how to use `PitchBundle`
### Changed
- `AudioPlugin` now adds system for `Pitch` audio
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
The previous formatting didn't render as you'd expect, with 'For CSS
Grid containers' getting adopted by the prior bullet point. Rather than
fixing that directly I opted for a slight reformatting for consistency
with other fields, notably left/right/top/bottom.
# Objective
Fixes#9298 - Default window title leaks "bevy" context
## Solution
I just replaced the literal string "Bevy App" with "App" in Window's
Default trait implementation.
# Objective
Cloning a `WorldQuery` type's "fetch" struct was made unsafe in #5593,
by adding the `unsafe fn clone_fetch` to `WorldQuery`. However, as that
method's documentation explains, it is not the right place to put the
safety invariant:
> While calling this method on its own cannot cause UB it is marked
`unsafe` as the caller must ensure that the returned value is not used
in any way that would cause two `QueryItem<Self>` for the same
`archetype_index` or `table_row` to be alive at the same time.
You can clone a fetch struct all you want and it will never cause
undefined behavior -- in order for something to go wrong, you need to
improperly call `WorldQuery::fetch` with it (which is marked unsafe).
Additionally, making it unsafe to clone a fetch struct does not even
prevent undefined behavior, since there are other ways to incorrectly
use a fetch struct. For example, you could just call fetch more than
once for the same entity, which is not currently forbidden by any
documented invariants.
## Solution
Document a safety invariant on `WorldQuery::fetch` that requires the
caller to not create aliased `WorldQueryItem`s for mutable types. Remove
the `clone_fetch` function, and add the bound `Fetch: Clone` instead.
---
## Changelog
- Removed the associated function `WorldQuery::clone_fetch`, and added a
`Clone` bound to `WorldQuery::Fetch`.
## Migration Guide
### `fetch` invariants
The function `WorldQuery::fetch` has had the following safety invariant
added:
> If this type does not implement `ReadOnlyWorldQuery`, then the caller
must ensure that it is impossible for more than one `Self::Item` to
exist for the same entity at any given time.
This invariant was always required for soundness, but was previously
undocumented. If you called this function manually anywhere, you should
check to make sure that this invariant is not violated.
### Removed `clone_fetch`
The function `WorldQuery::clone_fetch` has been removed. The associated
type `WorldQuery::Fetch` now has the bound `Clone`.
Before:
```rust
struct MyFetch<'w> { ... }
unsafe impl WorldQuery for MyQuery {
...
type Fetch<'w> = MyFetch<'w>
unsafe fn clone_fetch<'w>(fetch: &Self::Fetch<'w>) -> Self::Fetch<'w> {
MyFetch {
field1: fetch.field1,
field2: fetch.field2.clone(),
...
}
}
}
```
After:
```rust
#[derive(Clone)]
struct MyFetch<'w> { ... }
unsafe impl WorldQuery for MyQuery {
...
type Fetch<'w> = MyFetch<'w>;
}
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fixes https://github.com/bevyengine/bevy/issues/9234
re-breaks: The issues that were linked in #9169
## Solution
Revert the PR that broke tonemapping/postprocessing/etc.
Any passes that are post msaa resolve need to use the main textures, not
the msaa texture.
## Changelog
Idk what to put here since it's a revert.
# Objective
Fixes#9097
## Solution
Reorder the `ExtractSchedule` so that the `extract_text_uinodes` and
`extract_uinode_borders` systems are run after `extract_atlas_uinodes`.
## Changelog
`bevy_ui::render`:
* Added the `ExtractAtlasNode` variant to `RenderUiSystem`.
* Changed `ExtractSchedule` so that `extract_uinode_borders` and
`extract_text_uinodes` run after `extract_atlas_uinodes`.
This is not used directly within the rendering code.
# Objective
- Remove extraneous dependency on `wgpu-hal` as it is not used.
## Solution
- The dependency has been removed and should have no externally visible
impact.
# Objective
The `QueryParIter::for_each_mut` function is required when doing
parallel iteration with mutable queries.
This results in an unfortunate stutter:
`query.par_iter_mut().par_for_each_mut()` ('mut' is repeated).
## Solution
- Make `for_each` compatible with mutable queries, and deprecate
`for_each_mut`. In order to prevent `for_each` from being called
multiple times in parallel, we take ownership of the QueryParIter.
---
## Changelog
- `QueryParIter::for_each` is now compatible with mutable queries.
`for_each_mut` has been deprecated as it is now redundant.
## Migration Guide
The method `QueryParIter::for_each_mut` has been deprecated and is no
longer functional. Use `for_each` instead, which now supports mutable
queries.
```rust
// Before:
query.par_iter_mut().for_each_mut(|x| ...);
// After:
query.par_iter_mut().for_each(|x| ...);
```
The method `QueryParIter::for_each` now takes ownership of the
`QueryParIter`, rather than taking a shared reference.
```rust
// Before:
let par_iter = my_query.par_iter().batching_strategy(my_batching_strategy);
par_iter.for_each(|x| {
// ...Do stuff with x...
par_iter.for_each(|y| {
// ...Do nested stuff with y...
});
});
// After:
my_query.par_iter().batching_strategy(my_batching_strategy).for_each(|x| {
// ...Do stuff with x...
my_query.par_iter().batching_strategy(my_batching_strategy).for_each(|y| {
// ...Do nested stuff with y...
});
});
```
# Objective
Fixes#9121
Context:
- `ImageTextureLoader` depends on `RenderDevice` to work out which
compressed image formats it can support
- `RenderDevice` is initialised by `RenderPlugin`
- https://github.com/bevyengine/bevy/pull/8336 made `RenderPlugin`
initialisation async
- This caused `RenderDevice` to be missing at the time of
`ImageTextureLoader` initialisation, which in turn meant UASTC encoded
ktx2 textures were being converted to unsupported formats, and thus
caused panics
## Solution
- Delay `ImageTextureLoader` initialisation
---
## Changelog
- Moved `ImageTextureLoader` initialisation from `ImagePlugin::build()`
to `ImagePlugin::finish()`
- Default to `CompressedImageFormats::NONE` if `RenderDevice` resource
is missing
---------
Co-authored-by: 66OJ66 <hi0obxud@anonaddy.me>
### **Adopted #6430**
# Objective
`MutUntyped` is the untyped variant of `Mut<T>` that stores a `PtrMut`
instead of a `&mut T`. Working with a `MutUntyped` is a bit annoying,
because as soon you want to use the ptr e.g. as a `&mut dyn Reflect` you
cannot use a type like `Mut<dyn Reflect>` but instead need to carry
around a `&mut dyn Reflect` and a `impl FnMut()` to mark the value as
changed.
## Solution
* Provide a method `map_unchanged` to turn a `MutUntyped` into a
`Mut<T>` by mapping the `PtrMut<'a>` to a `&'a mut T`
This can be used like this:
```rust
// SAFETY: ptr is of type `u8`
let val: Mut<u8> = mut_untyped.map_unchanged(|ptr| unsafe { ptr.deref_mut::<u8>() });
// SAFETY: from the context it is known that `ReflectFromPtr` was made for the type of the `MutUntyped`
let val: Mut<dyn Reflect> = mut_untyped.map_unchanged(|ptr| unsafe { reflect_from_ptr.as_reflect_ptr_mut(ptr) });
```
Note that nothing prevents you from doing
```rust
mut_untyped.map_unchanged(|ptr| &mut ());
```
or using any other mutable reference you can get, but IMO that is fine
since that will only result in a `Mut` that will dereference to that
value and mark the original value as changed. The lifetimes here prevent
anything bad from happening.
## Alternatives
1. Make `Ticks` public and provide a method to get construct a `Mut`
from `Ticks` and `&mut T`. More powerful and more easy to misuse.
2. Do nothing. People can still do everything they want, but they need
to pass (`&mut dyn Reflect, impl FnMut() + '_)` around instead of
`Mut<dyn Reflect>`
## Changelog
- add `MutUntyped::map_unchanged` to turn a `MutUntyped` into its typed
counterpart
---------
Co-authored-by: Jakob Hellermann <jakob.hellermann@protonmail.com>
Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
# Objective
Fix#8936.
## Solution
Stop using `unwrap` in the core pipelined rendering logic flow.
Separately also scoped the `sub app` span to just running the render app
instead of including the blocking send.
Current unknowns: should we use `std::panic::catch_unwind` around
running the render app? Other engine threads use it defensively, but
we're letting it bubble up here, and a user-created panic could cause a
deadlock if it kills the thread.
---
## Changelog
Fixed: Pipelined rendering should no longer have spurious panics upon
app exit.
# Objective
Implements #9082 but with an option to toggle minimize and close buttons
too.
## Solution
- Added an `enabled_buttons` member to the `Window` struct through which
users can enable or disable specific window control buttons.
---
## Changelog
- Added an `enabled_buttons` member to the `Window` struct through which
users can enable or disable specific window control buttons.
- Added a new system to the `window_settings` example which demonstrates
the toggling functionality.
---
## Migration guide
- Added an `enabled_buttons` member to the `Window` struct through which
users can enable or disable specific window control buttons.
# Objective
Currently the panic message if a duplicate plugin is added isn't really
helpful or at least can be made more useful if it includes the location
where the plugin was added a second time.
## Solution
Add `track_caller` to `add_plugins` and it's called dependencies.
# Objective
This attempts to make the new IRect and URect structs in bevy_math more
similar to the existing Rect struct.
## Solution
Add reflect implementations for IRect and URect, since one already
exists for Rect.
# Objective
- #8960 isn't optimal for very distinct AABB colors, it can be improved
## Solution
We want a function that maps sequential values (entities concurrently
living in a scene _usually_ have ids that are sequential) into very
different colors (the hue component of the color, to be specific)
What we are looking for is a [so-called "low discrepancy"
sequence](https://en.wikipedia.org/wiki/Low-discrepancy_sequence). ie: a
function `f` such as for integers in a given range (eg: 101, 102, 103…),
`f(i)` returns a rational number in the [0..1] range, such as `|f(i) -
f(i±1)| ≈ 0.5` (maximum difference of images for neighboring preimages)
AHash is a good random hasher, but it has relatively high discrepancy,
so we need something else.
Known good low discrepancy sequences are:
#### The [Van Der Corput
sequence](https://en.wikipedia.org/wiki/Van_der_Corput_sequence)
<details><summary>Rust implementation</summary>
```rust
fn van_der_corput(bits: u64) -> f32 {
let leading_zeros = if bits == 0 { 0 } else { bits.leading_zeros() };
let nominator = bits.reverse_bits() >> leading_zeros;
let denominator = bits.next_power_of_two();
nominator as f32 / denominator as f32
}
```
</details>
#### The [Gold Kronecker
sequence](https://extremelearning.com.au/unreasonable-effectiveness-of-quasirandom-sequences/)
<details><summary>Rust implementation</summary>
Note that the implementation suggested in the linked post assumes
floats, we have integers
```rust
fn gold_kronecker(bits: u64) -> f32 {
const U64_MAX_F: f32 = u64::MAX as f32;
// (u64::MAX / Φ) rounded down
const FRAC_U64MAX_GOLDEN_RATIO: u64 = 11400714819323198485;
bits.wrapping_mul(FRAC_U64MAX_GOLDEN_RATIO) as f32 / U64_MAX_F
}
```
</details>
### Comparison of the sequences
So they are both pretty good. Both only have a single (!) division and
two `u32 as f32` conversions.
- Kronecker is resilient to regular sequence (eg: 100, 102, 104, 106)
while this kills Van Der Corput (consider that potentially one entity
out of two spawned might be a mesh)
I made a small app to compare the two sequences, available at:
https://gist.github.com/nicopap/5dd9bd6700c6a9a9cf90c9199941883e
At the top, we have Van Der Corput, at the bottom we have the Gold
Kronecker. In the video, we spawn a vertical line at the position on
screen where the x coordinate is the image of the sequence. The
preimages are 1,2,3,4,… The ideal algorithm would always have the
largest possible gap between each line (imagine the screen x coordinate
as the color hue):
https://github.com/bevyengine/bevy/assets/26321040/349aa8f8-f669-43ba-9842-f9a46945e25c
Here, we repeat the experiment, but with with `entity.to_bits()` instead
of a sequence:
https://github.com/bevyengine/bevy/assets/26321040/516cea27-7135-4daa-a4e7-edfd1781d119
Notice how Van Der Corput tend to bunch the lines on a single side of
the screen. This is because we always skip odd-numbered entities.
Gold Kronecker seems always worse than Van Der Corput, but it is
resilient to finicky stuff like entity indices being multiples of a
number rather than purely sequential, so I prefer it over Van Der
Corput, since we can't really predict how distributed the entity indices
will be.
### Chosen implementation
You'll notice this PR's implementation is not the Golden ratio-based
Kronecker sequence as described in
[tueoqs](https://extremelearning.com.au/unreasonable-effectiveness-of-quasirandom-sequences/).
Why?
tueoqs R function multiplies a rational/float and takes the fractional
part of the result `(x/Φ) % 1`. We start with an integer `u32`. So
instead of converting into float and dividing by Φ (mod 1) we directly
divide by Φ as integer (mod 2³²) both operations are equivalent, the
integer division (which is actually a multiplication by `u32::MAX / Φ`)
is probably faster.
## Acknowledgements
- `inspi` on discord linked me to
https://extremelearning.com.au/unreasonable-effectiveness-of-quasirandom-sequences/
and the wikipedia article.
- [this blog
post](https://probablydance.com/2018/06/16/fibonacci-hashing-the-optimization-that-the-world-forgot-or-a-better-alternative-to-integer-modulo/)
for the idea of multiplying the `u32` rather than the `f32`.
- `nakedible` for suggesting the `index()` over `to_bits()` which
considerably reduces generated code (goes from 50 to 11 instructions)
# Objective
- Add a type for uploading a Rust `Vec<T>` to a GPU `array<T>`.
- Makes progress towards https://github.com/bevyengine/bevy/issues/89.
## Solution
- Port @superdump's `BatchedUniformBuffer` to bevy main, as a fallback
for WebGL2, which doesn't support storage buffers.
- Rather than getting an `array<T>` in a shader, you get an `array<T,
N>`, and have to rebind every N elements via dynamic offsets.
- Add `GpuArrayBuffer` to abstract over
`StorageBuffer<Vec<T>>`/`BatchedUniformBuffer`.
## Future Work
Add a shader macro kinda thing to abstract over the following
automatically:
https://github.com/bevyengine/bevy/pull/8204#pullrequestreview-1396911727
---
## Changelog
* Added `GpuArrayBuffer`, `GpuComponentArrayBufferPlugin`,
`GpuArrayBufferable`, and `GpuArrayBufferIndex` types.
* Added `DynamicUniformBuffer::new_with_alignment()`.
---------
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Teodor Tanasoaia <28601907+teoxoy@users.noreply.github.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Vincent <9408210+konsolas@users.noreply.github.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
# Objective
Fixes#9200
Switches ()'s to []'s when talking about the optional `_mut` suffix in
the ECS Query Struct page to have more idiomatic docs.
## Solution
Replace `()` with `[]` in appropriate doc pages.
When building Bevy using Bazel, you don't need a 'Cargo.toml'... except
Bevy requires it currently. Hopefully this can help illuminate the
requirement.
# Objective
I recently started exploring Bazel and Buck2. Currently Bazel has some
great advantages over Cargo for me and I was pretty happy to find that
things generally work quite well!
Once I added a target to my test project that depended on bevy but
didn't use Cargo, I didn't create a Cargo.toml file for it and things
appeared to work, but as soon as I went to derive from Component the
build failed with the cryptic error:
```
ERROR: /Users/photex/workspaces/personal/mb-rogue/scratch/BUILD:24:12: Compiling Rust bin hello_bevy (0 files) failed: (Exit 1): process_wrapper failed: error executing command (from target //scratch:hello_bevy) bazel-out/darwin_arm64-opt-exec-2B5CBBC6/bin/external/rules_rust/util/process_wrapper/process_wrapper --arg-file ... (remaining 312 arguments skipped)
error: proc-macro derive panicked
--> scratch/hello_bevy.rs:5:10
|
5 | #[derive(Component)]
| ^^^^^^^^^
|
= help: message: called `Result::unwrap()` on an `Err` value: Os { code: 2, kind: NotFound, message: "No such file or directory" }
error: proc-macro derive panicked
--> scratch/hello_bevy.rs:8:10
|
8 | #[derive(Component)]
| ^^^^^^^^^
|
= help: message: called `Result::unwrap()` on an `Err` value: Os { code: 2, kind: NotFound, message: "No such file or directory" }
```
## Solution
After poking around I realized that the proc macros in Bevy all use
bevy_macro_utils::BevyManifest, which was attempting to load a Cargo
manifest that doesn't exist.
This PR doesn't address the Cargo requirement (I'd love to see if there
was a way to support more than Cargo transparently), but it *does*
replace some calls to unwrap with expect and hopefully the error
messages will be more helpful for other folks like me hoping to pat down
a new trail:
```
ERROR: /Users/photex/workspaces/personal/mb-rogue/scratch/BUILD:23:12: Compiling Rust bin hello_bevy (0 files) failed: (Exit 1): process_wrapper failed: error executing command (from target //scratch:hello_bevy) bazel-out/darwin_arm64-opt-exec-2B5CBBC6/bin/external/rules_rust/util/process_wrapper/process_wrapper --arg-file ... (remaining 312 arguments skipped)
error: proc-macro derive panicked
--> scratch/hello_bevy.rs:5:10
|
5 | #[derive(Component)]
| ^^^^^^^^^
|
= help: message: Unable to read cargo manifest: /private/var/tmp/_bazel_photex/135f23dc56826c24d6c3c9f6b688b2fe/execroot/__main__/scratch/Cargo.toml: Os { code: 2, kind: NotFound, message: "No such file or directory" }
error: proc-macro derive panicked
--> scratch/hello_bevy.rs:8:10
|
8 | #[derive(Component)]
| ^^^^^^^^^
|
= help: message: Unable to read cargo manifest: /private/var/tmp/_bazel_photex/135f23dc56826c24d6c3c9f6b688b2fe/execroot/__main__/scratch/Cargo.toml: Os { code: 2, kind: NotFound, message: "No such file or directory" }
```
Co-authored-by: Chip Collier <chip.collier@avid.com>