Commit graph

2589 commits

Author SHA1 Message Date
Rob Parrett
46293ce1e4 Fix init_non_send_resource overwriting previous values (#7261)
# Objective

Repeated calls to `init_non_send_resource` currently overwrite the old value because the wrong storage is being checked.

## Solution

Use the correct storage. Add some tests.

## Notes

Without the fix, the new test fails with
```
thread 'world::tests::init_non_send_resource_does_not_overwrite' panicked at 'assertion failed: `(left == right)`
  left: `1`,
 right: `0`', crates/bevy_ecs/src/world/mod.rs:2267:9
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
test world::tests::init_non_send_resource_does_not_overwrite ... FAILED
```

This was introduced by #7174 and it seems like a fairly straightforward oopsie.
2023-01-18 17:06:08 +00:00
Charles Bournhonesque
d6bfd44f8f update doc comment for new_archetype in query-state (#7241)
# Objective

I was reading through the bevy_ecs code, trying to understand how everything works.
I was getting a bit confused when reading the doc comment for the `new_archetype` function; it looks like it doesn't create a new archetype but instead updates some internal state in the SystemParam to facility QueryIteration.

(I still couldn't find where a new archetype was actually created)


## Solution

- Adding a doc comment with a more correct explanation.

If it's deemed correct, I can also update the doc-comment for the other `new_archetype` calls
2023-01-18 14:26:07 +00:00
James Liu
88b353c4b1 Reduce the use of atomics in the render phase (#7084)
# Objective
Speed up the render phase of rendering. An extension of #6885.

`SystemState::get` increments the `World`'s change tick atomically every time it's called. This is notably more expensive than a unsynchronized increment, even without contention. It also updates the archetypes, even when there has been nothing to update when it's called repeatedly.

## Solution
Piggyback off of #6885. Split `SystemState::validate_world_and_update_archetypes` into `SystemState::validate_world` and `SystemState::update_archetypes`, and make the later `pub`. Then create safe variants of `SystemState::get_unchecked_manual` that still validate the `World` but do not update archetypes and do not increment the change tick using `World::read_change_tick` and `World::change_tick`. Update `RenderCommandState` to call `SystemState::update_archetypes` in `Draw::prepare` and `SystemState::get_manual` in `Draw::draw`.

## Performance
There's a slight perf benefit (~2%) for `main_opaque_pass_3d` on `many_foxes` (340.39 us -> 333.32 us)

![image](https://user-images.githubusercontent.com/3137680/210643746-25320b98-3e2b-4a95-8084-892c23bb8b4e.png)

## Alternatives
We can change `SystemState::get` to not increment the `World`'s change tick. Though this would still put updating the archetypes and an atomic read on the hot-path.

---

## Changelog
Added: `SystemState::get_manual`
Added: `SystemState::get_manual_mut`
Added: `SystemState::update_archetypes`
2023-01-18 02:19:19 +00:00
ickshonpe
9eefd7c022 Remove VerticalAlign from TextAlignment (#6807)
# Objective

Remove the `VerticalAlign` enum.

Text's alignment field should only affect the text's internal text alignment, not its position. The only way to control a `TextBundle`'s position and bounds should be through the manipulation of the constraints in the `Style` components of the nodes in the Bevy UI's layout tree.

 `Text2dBundle` should have a separate `Anchor` component that sets its position relative to its transform.

Related issues: #676, #1490, #5502, #5513, #5834, #6717, #6724, #6741, #6748

## Changelog
* Changed `TextAlignment` into an enum with `Left`, `Center`, and `Right` variants.
* Removed the `HorizontalAlign` and `VerticalAlign` types.
* Added an `Anchor` component to `Text2dBundle`
* Added `Component` derive to `Anchor`
* Use `f32::INFINITY` instead of `f32::MAX` to represent unbounded text in Text2dBounds

## Migration Guide
The `alignment` field of `Text` now only affects the text's internal alignment.

### Change `TextAlignment` to TextAlignment` which is now an enum. Replace:
  * `TextAlignment::TOP_LEFT`, `TextAlignment::CENTER_LEFT`, `TextAlignment::BOTTOM_LEFT` with `TextAlignment::Left`
  * `TextAlignment::TOP_CENTER`, `TextAlignment::CENTER_LEFT`, `TextAlignment::BOTTOM_CENTER` with `TextAlignment::Center`
  * `TextAlignment::TOP_RIGHT`, `TextAlignment::CENTER_RIGHT`, `TextAlignment::BOTTOM_RIGHT` with `TextAlignment::Right`

### Changes for `Text2dBundle`
`Text2dBundle` has a new field 'text_anchor' that takes an `Anchor` component that controls its position relative to its transform.
2023-01-18 02:19:17 +00:00
IceSentry
4ff50f6b50 fix load_internal_binary_asset with debug_asset_server (#7246)
# Objective

- Enabling the `debug_asset_server` feature doesn't compile when using it with `load_internal_binary_asset!()`. The issue is because it assumes the loader takes an `&'static str` as a parameter, but binary assets loader expect `&'static [u8]`.

## Solution

- Add a generic type for the loader and use a different type in `load_internal_asset` and `load_internal_binary_asset`
2023-01-18 02:07:26 +00:00
dis-da-moe
0df67cdaae Add AddAudioSource trait and improve Decodable docs (#6649)
# Objective

- Fixes #6361
- Fixes #6362 
- Fixes #6364 

## Solution
- Added an example for creating a custom `Decodable` type 
- Clarified the documentation on `Decodable`
- Added an `AddAudioSource` trait and implemented it for `App`

Co-authored-by: dis-da-moe <84386186+dis-da-moe@users.noreply.github.com>
2023-01-17 22:42:00 +00:00
James Liu
7d0edbc4d6 Improve change detection behavior for transform propagation (#6870)
# Objective
Fix #4647. If any child is changed, or even reordered, `Changed<Children>` is true, which causes transform propagation to propagate changes to all siblings of a changed child, even if they don't need to be.

## Solution
As `Parent` and `Children` are updated in tandem in hierarchy commands after #4800. `Changed<Parent>` is true on the child when `Changed<Children>` is true on the parent. However, unlike checking children, checking `Changed<Parent>` is only localized to the current entity and will not force propagation to the siblings.

Also took the opportunity to change propagation to use `Query::iter_many` instead of repeated `Query::get` calls. Should cut a bit of the overhead out of propagation. This means we won't panic when there isn't a `Parent` on the child, just skip over it.

The tests from #4608 still pass, so the change detection here still works just fine under this approach.
2023-01-17 22:26:51 +00:00
Mike
63a291c6a8 add tests for change detection and conditions for stageless (#7249)
# Objective

- add some tests for how change detection and run criteria interact in stageless
2023-01-17 17:54:53 +00:00
robtfm
45dfa71e03 fix bloom viewport (#6802)
# Objective

fix bloom when used on a camera with a viewport specified

## Solution

- pass viewport into the prefilter shader, and use it to read from the correct section of the original rendered screen
- don't apply viewport for the intermediate bloom passes, only for the final blend output
2023-01-17 17:39:28 +00:00
wyhaya
1cc663f290 Improve Color::hex performance (#6940)
# Objective

Improve `Color::hex` performance

#### Bench

```bash
running 2 tests
test bench_color_hex_after  ... bench:           4 ns/iter (+/- 0)
test bench_color_hex_before ... bench:          14 ns/iter (+/- 0)
```

## Solution

Use `const fn` decode hex value.

---

## Changelog

Rename

```rust
HexColorError::Hex(FromHexError) -> HexColorError::Char(char)
```
2023-01-17 13:26:43 +00:00
2ne1ugly
16ff05acdf Add World::clear_resources & World::clear_all (#3212)
# Objective

- Fixes #3158

## Solution

- clear columns

My implementation of `clear_resources` do not remove the components itself but it clears the columns that keeps the resource data. I'm not sure if the issue meant to clear all resources, even the components and component ids (which I'm not sure if it's possible)

Co-authored-by: 2ne1ugly <47616772+2ne1ugly@users.noreply.github.com>
2023-01-17 04:20:42 +00:00
JoJoJet
b5893e570d Add a missing impl of ReadOnlySystemParam for Option<NonSend<>> (#7245)
# Objective

The trait `ReadOnlySystemParam` is not implemented for `Option<NonSend<>>`, even though it should be.

Follow-up to #7243. This fixes another mistake made in #6919.

## Solution

Add the missing impl.
2023-01-17 03:29:08 +00:00
JoJoJet
0efe66b081 Remove an incorrect impl of ReadOnlySystemParam for NonSendMut (#7243)
# Objective

The trait `ReadOnlySystemParam` is implemented for `NonSendMut`, when it should not be. This mistake was made in #6919.

## Solution

Remove the incorrect impl.
2023-01-17 01:39:19 +00:00
Cameron
684f07595f Add bevy_ecs::schedule_v3 module (#6587)
# Objective

Complete the first part of the migration detailed in bevyengine/rfcs#45.

## Solution

Add all the new stuff.

### TODO

- [x] Impl tuple methods.
- [x] Impl chaining.
- [x] Port ambiguity detection.
- [x] Write docs.
- [x] ~~Write more tests.~~(will do later)
- [ ] Write changelog and examples here?
- [x] ~~Replace `petgraph`.~~ (will do later)



Co-authored-by: james7132 <contact@jamessliu.com>
Co-authored-by: Michael Hsu <mike.hsu@gmail.com>
Co-authored-by: Mike Hsu <mike.hsu@gmail.com>
2023-01-17 01:39:17 +00:00
ira
6b4795c428 Add Camera::viewport_to_world_2d (#6557)
# Objective

Add a simpler and less expensive 2D variant of `viewport_to_world`.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2023-01-16 23:13:11 +00:00
Alice Cecile
39e14a4a40 Make EntityRef::new unsafe (#7222)
# Objective

- We rely on the construction of `EntityRef` to be valid elsewhere in unsafe code. This construction is not checked (for performance reasons), and thus this private method must be unsafe.
- Fixes #7218.

## Solution

- Make the method unsafe.
- Add safety docs.
- Improve safety docs slightly for the sibling `EntityMut::new`.
- Add debug asserts to start to verify these assumptions in debug mode.


## Context for reviewers

I attempted to verify the `EntityLocation` more thoroughly, but this turned out to be more work than expected. I've spun that off into #7221 as a result.
2023-01-16 22:10:51 +00:00
ld000
e44990a48d Add ReplaceChildren and ClearChildren EntityCommands (#6035)
# Objective

Fixes #5859 

## Solution

- Add `ClearChildren` and `ReplaceChildren` commands in the `crates/bevy_hierarchy/src/child_builder.rs`

---

## Changelog

  - Added `ClearChildren` and `ReplaceChildren` struct
  - Added `clear_children(&mut self) -> &mut Self` and `replace_children(&mut self, children: &[Entity]) -> &mut Self` function in `BuildChildren` trait
  - Changed `PushChildren` `write` function body to a `push_children ` function to reused in `ReplaceChildren`
  - Added `clear_children` function
  - Added `push_and_replace_children_commands` and `push_and_clear_children_commands` test



Co-authored-by: ld000 <lidong9144@163.com>
Co-authored-by: lidong63 <lidong63@meituan.com>
2023-01-16 21:24:15 +00:00
Elbert Ronnie
d4e3fcdfbf Fix incorrect behavior of just_pressed and just_released in Input<GamepadButton> (#7238)
# Objective

- Fixes a bug where `just_pressed` and `just_released` in `Input<GamepadButton>` might behave incorrectly due calling `clear` 3 times in a single frame through these three different systems: `gamepad_button_event_system`, `gamepad_axis_event_system` and `gamepad_connection_system` in any order

## Solution

- Call `clear` only once and before all the above three systems, i.e. in `gamepad_event_system`

## Additional Info

- Discussion in Discord: https://discord.com/channels/691052431525675048/768253008416342076/1064621963693273279
2023-01-16 21:09:24 +00:00
JoJoJet
addc36fe29 Add safety comments to usages of byte_add (Ptr, PtrMut, OwningPtr) (#7214)
# Objective

The usages of the unsafe function `byte_add` are not properly documented.

Follow-up to #7151.

## Solution

Add safety comments to each call-site.
2023-01-16 20:35:15 +00:00
Nicola Papale
2f4cf76866 Fix axis settings constructor (#7233)
# Objective

Currently, the `AxisSettings::new` function is unusable due to
an implementation quirk. It only allows `AxisSettings` where
the bounds that are supposed to be positive are negative!

## Solution

- We fix the bound check
- We add a test to make sure the method is usable


Seems like the error slipped through because of the relatively
verbose code style. With all those `if/else`, very long names,
range syntax, the bound check is actually hard to spot. I first
refactored a lot of code, but I left out the refactor because the
fix should be integrated independently.

---

## Changelog

- Fix `AxisSettings::new` only accepting invalid bounds
2023-01-16 18:13:04 +00:00
Thierry Berger
83028994d1 Optional BEVY_ASSET_ROOT to find assets directory (#5346)
# Objective

Fixes #5345

## Changelog

- Support optional env variable `BEVY_ASSET_ROOT` to explicitly specify root assets directory.
2023-01-16 17:36:09 +00:00
Dawid Piotrowski
a792f37040 Relative cursor position (#7199)
# Objective

Add useful information about cursor position relative to a UI node. Fixes #7079.

## Solution

- Added a new `RelativeCursorPosition` component

---

## Changelog

- Added
  - `RelativeCursorPosition`
  - an example showcasing the new component

Co-authored-by: Dawid Piotrowski <41804418+Pietrek14@users.noreply.github.com>
2023-01-16 17:17:45 +00:00
Daniel Chia
517deda215 Make PipelineCache internally mutable. (#7205)
# Objective

- Allow rendering queue systems to use a `Res<PipelineCache>` even for queueing up new rendering pipelines. This is part of unblocking parallel execution queue systems.

## Solution

- Make `PipelineCache` internally mutable w.r.t to queueing new pipelines. Pipelines are no longer immediately updated into the cache state, but rather queued into a Vec. The Vec of pending new pipelines is then later processed at the same time we actually create the queued pipelines on the GPU device.

---

## Changelog

`PipelineCache` no longer requires mutable access in order to queue render / compute pipelines.

## Migration Guide

* Most usages of `resource_mut::<PipelineCache>` and `ResMut<PipelineCache>` can be changed to `resource::<PipelineCache>` and `Res<PipelineCache>` as long as they don't use any methods requiring mutability - the only public method requiring it is `process_queue`.
2023-01-16 15:41:14 +00:00
JoJoJet
4b326fb4ca Improve safety for BlobVec::replace_unchecked (#7181)
# Objective

- The function `BlobVec::replace_unchecked` has informal use of safety comments.
- This function does strange things with `OwningPtr` in order to get around the borrow checker.

## Solution

- Put safety comments in front of each unsafe operation. Describe the specific invariants of each operation and how they apply here.
- Added a guard type `OnDrop`, which is used to simplify ownership transfer in case of a panic.

---

## Changelog

+ Added the guard type `bevy_utils::OnDrop`.
+ Added conversions from `Ptr`, `PtrMut`, and `OwningPtr` to `NonNull<u8>`.
2023-01-16 15:41:12 +00:00
JoJoJet
38005b0702 Support piping exclusive systems (#7023)
# Objective

Fix #5248.

## Solution

Support `In<T>` parameters and allow returning arbitrary types in exclusive systems.

---

## Changelog

- Exclusive systems may now be used with system piping.

## Migration Guide

Exclusive systems (systems that access `&mut World`) now support system piping, so the `ExclusiveSystemParamFunction` trait now has generics for the `In`put and `Out`put types.

```rust
// Before
fn my_generic_system<T, Param>(system_function: T)
where T: ExclusiveSystemParamFunction<Param>
{ ... }

// After
fn my_generic_system<T, In, Out, Param>(system_function: T)
where T: ExclusiveSystemParamFunction<In, Out, Param>
{ ... }
```
2023-01-16 15:22:38 +00:00
Sludge
908c40dd88 Implement Clone for all pipeline types (#6653)
# Objective

Pipelines can be customized by wrapping an existing pipeline in a newtype and adding custom logic to its implementation of `SpecializedMeshPipeline::specialize`. To make that easier, the wrapped pipeline type needs to implement `Clone`.

For example, the current non-cloneable pipelines require wrapper pipelines to pull apart the wrapped pipeline like this:

```rust
impl FromWorld for Wireframe2dPipeline {
    fn from_world(world: &mut World) -> Self {
        let p = &world.resource::<Material2dPipeline<ColorMaterial>>();
        Self {
            mesh2d_pipeline: p.mesh2d_pipeline.clone(),
            material2d_layout: p.material2d_layout.clone(),
            vertex_shader: p.vertex_shader.clone(),
            fragment_shader: p.fragment_shader.clone(),
        }
    }
}
```

## Solution

Derive or implement `Clone` on all built-in pipeline types. This is easy to do since they mostly just contain cheaply clonable reference-counted types.

---

## Changelog

Implement `Clone` for all pipeline types.
2023-01-14 18:33:38 +00:00
JoJoJet
d9265db344 Implement ReadOnlySystemParam for Extract<> (#7182)
# Objective

- `Extract` does not implement `ReadOnlySystemParam` even though it should.
- Noticed by @hymm on discord: https://discord.com/channels/691052431525675048/749335865876021248/1063535818267963543

## Solution

Implement the trait.
2023-01-13 22:35:43 +00:00
robtfm
0af8e1c211 fix spot dir nan again (#7176)
# Objective

fix error with shadow shader's spotlight direction calculation when direction.y ~= 0
fixes #7152

## Solution

same as #6167: in shadows.wgsl, clamp 1-x^2-z^2 to >= 0 so that we can safely sqrt it
2023-01-13 17:06:24 +00:00
Jakob Hellermann
008c156991 refactor: move internals from entity_ref to World, add SAFETY comments (#6402)
# Objective

There are some utility functions for actually working with `Storages` inside `entity_ref.rs` that are used both for `EntityRef/EntityMut` and `World`, with a `// TODO: move to Storages`.
This PR moves them to private methods on `World`, because that's the safest API boundary. On `Storages` you would need to ensure that you pass `Components` from the same world.

## Solution

- move get_component[_with_type], get_ticks[_with_type], get_component_and_ticks[_with_type] to `World` (still pub(crate))
- replace `pub use entity_ref::*;` with `pub use entity_ref::{EntityRef, EntityMut}` and qualified `entity_ref::get_mut[_by_id]` in `world.rs`
- add safety comments to a bunch of methods
2023-01-13 16:50:26 +00:00
JoJoJet
feac2c206c Remove duplicate lookups from Resource initialization (#7174)
# Objective

* `World::init_resource` and `World::get_resource_or_insert_with` are implemented naively, and as such they perform duplicate `TypeId -> ComponentId` lookups.
* `World::get_resource_or_insert_with` contains an additional duplicate `ComponentId -> ResourceData` lookup.
    * This function also contains an unnecessary panic branch, which we rely on the optimizer to be able to remove.

## Solution

Implement the functions using engine-internal code, instead of combining high-level functions. This allows computed variables to persist across different branches, instead of being recomputed.
2023-01-12 23:25:11 +00:00
James Liu
b47c466880 Use Ref instead of &T and Changed<T> (#7175)
# Objective
Follow up #7097. Use `Ref<T>` instead of `&T` and the change detection query params.

## Solution
Replace them.
2023-01-12 22:39:59 +00:00
Nicola Papale
689eab6fb7 Add an extension trait to EntityCommands to update hierarchy while preserving GlobalTransform (#7024)
# Objective

It is often necessary  to update an entity's parent
while keeping its GlobalTransform static. Currently
it is cumbersome and error-prone (two questions in
the discord `#help` channel in the past week)

- Part 2, resolves #5475
- Builds on: #7020.

## Solution

- Added the `BuildChildrenTransformExt` trait, it is part
  of `bevy::prelude` and adds the following methods to `EntityCommands`:
  - `set_parent_in_place`: Change the parent of an entity and
    update its `Transform` in order to preserve its `GlobalTransform` after the parent change
  - `remove_parent_in_place`: Remove an entity from a hierarchy,
    while preserving its `GlobalTransform`.

---

## Changelog


- Added the `BuildChildrenTransformExt` trait, it is part
  of `bevy::prelude` and adds the following methods to `EntityCommands`:
  - `set_parent_in_place`: Change the parent of an entity and
    update its `Transform` in order to preserve its `GlobalTransform` after the parent change
  - `remove_parent_in_place`: Remove an entity from a hierarchy,
    while preserving its `GlobalTransform`.

Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-01-12 18:46:11 +00:00
François
ba3069f008 Change default FocusPolicy to Pass (#7161)
# Objective

- While building UI, it makes more sense for most nodes to have a `FocusPolicy` of `Pass`, so that user interaction can correctly bubble
- Only `ButtonBundle` blocks by default

This change means that for someone adding children to a button, it's not needed to change the focus policy of those children to `Pass` for the button to continue to work.

---

## Changelog

- `FocusPolicy` default has changed from `FocusPolicy::Block` to `FocusPolicy::Pass`

## Migration Guide

- `FocusPolicy` default has changed from `FocusPolicy::Block` to `FocusPolicy::Pass`
2023-01-12 17:15:20 +00:00
Kurt Kühnert
76de9f9407 Improve render phase documentation (#7016)
# Objective

The documentation of the bevy_render crate is still pretty incomplete.
This PR follows up on #6885 and improves the documentation of the `render_phase` module.
This module contains one of our most important rendering abstractions and the current documentation is pretty confusing. This PR tries to clarify what all of these pieces are for and how they work together to form bevy`s modular rendering logic.

## Solution

### Code Reformating
- I have moved the `rangefinder` into the `render_phase` module since it is only used there.
- I have moved the `PhaseItem` (and the `BatchedPhaseItem`) from `render_phase::draw` over to `render_phase::mod`. This does not change the public-facing API since they are reexported anyway, but this change makes the relation between `RenderPhase` and `PhaseItem` clear and easier to discover.

### Documentation
- revised all documentation in the `render_phase` module
- added a module-level explanation of how `RenderPhase`s, `RenderPass`es, `PhaseItem`s, `Draw` functions, and `RenderCommands` relate to each other and how they are used

---

## Changelog

- The `rangefinder` module has been moved into the `render_phase` module.

## Migration Guide

- The `rangefinder` module has been moved into the `render_phase` module.

```rust
//old
use bevy::render::rangefinder::*;

// new
use bevy::render::render_phase::rangefinder::*;
```
2023-01-12 15:11:58 +00:00
James Liu
f4920bbd6d Mark TableRow and TableId as repr(transparent) (#7166)
# Objective
Following #6681, both `TableRow` and `TableId` are now part of `EntityLocation`. However, the safety invariant on `EntityLocation` requires that all of the constituent fields are `repr(transprent)` or `repr(C)` and the bit pattern of all 1s must be valid. This is not true for `TableRow` and `TableId` currently.

## Solution
Mark `TableRow` and `TableId` to satisfy the safety requirement. Add safety comments on `ArchetypeId`, `ArchetypeRow`, `TableId` and `TableRow`.
2023-01-11 23:31:22 +00:00
James Liu
dfc4f05c87 Ensure Ptr/PtrMut/OwningPtr are aligned when casting in debug builds (#7117)
# Objective
Improve safety testing when using `bevy_ptr` types. This is a follow-up to #7113.

## Solution
Add a debug-only assertion that pointers are aligned when casting to a concrete type. This should very quickly catch any unsoundness from unaligned pointers, even without miri. However, this can have a large negative perf impact on debug builds.

---

## Changelog
Added: `Ptr::deref` will now panic in debug builds if the pointer is not aligned.
Added: `PtrMut::deref_mut` will now panic in debug builds if the pointer is not aligned.
Added: `OwningPtr::read` will now panic in debug builds if the pointer is not aligned.
Added: `OwningPtr::drop_as` will now panic in debug builds if the pointer is not aligned.
2023-01-11 23:12:20 +00:00
François
60be8759e3 add helper for macro to get either bevy::x or bevy_x depending on how it was imported (#7164)
# Objective

- It can be useful for third party crates to work independently on how bevy is imported

## Solution

- Expose an helper to get a subcrate path for macros
2023-01-11 21:12:02 +00:00
张林伟
7783393c56 Expose transform propagate systems (#7145)
# Objective

- I tried to create a fork of bevy_rapier to track latest bevy main branch. But bevy_rapier depends on bevy internal `propagate_transforms` system (see https://github.com/dimforge/bevy_rapier/blob/master/src/plugin/plugin.rs#L64).
- `propagate_transforms` system was changed to private in https://github.com/bevyengine/bevy/pull/4775.

I don't know if it's reasonable that making `propagate_transforms` public. I also created an issue to bevy_rapier https://github.com/dimforge/bevy_rapier/issues/307 to see how offical team will solve this issue.

## Solution

- make `propagate_transforms` system public.
2023-01-11 21:12:01 +00:00
François
aa3dd14bad gate an import used only for a debug assert (#7165)
# Objective

- There is a warning when building in release:
```
warning: unused import: `bevy_ecs::system::Local`
 --> crates/bevy_render/src/extract_resource.rs:5:5
  |
5 | use bevy_ecs::system::Local;
  |     ^^^^^^^^^^^^^^^^^^^^^^^
  |
  = note: `#[warn(unused_imports)]` on by default
```
- It's used 59751d6e33/crates/bevy_render/src/extract_resource.rs (L47)
- Fix it

## Solution

- Gate the import
- repeat of #5320
2023-01-11 20:52:04 +00:00
JoJoJet
59751d6e33 Add a method for converting MutUntyped -> Mut<T> (#7113)
# Objective

`MutUntyped` is a struct that stores a `PtrMut` alongside change tick metadata. Working with this type is cumbersome, and has few benefits over storing the pointer and change ticks separately.

Related: #6430 (title is out of date)

## Solution

Add a convenience method for transforming an untyped change detection pointer into its typed counterpart.

---

## Changelog

- Added the method `MutUntyped::with_type`.
2023-01-11 17:47:54 +00:00
Guillaume Gomez
15ee98db8d Add "transparent" doc alias for Color::NONE (#7160)
As mentioned in https://github.com/bevyengine/bevy/pull/6530. It allows to not create a new constant and simply having it to show up in the documentation when someone is looking for "transparent" (case insensitive) in rustdoc search.

cc @alice-i-cecile
2023-01-11 17:01:11 +00:00
Gino Valente
6cc01c1449 bevy_reflect: Add simple enum support to reflection paths (#6560)
# Objective

Enums are now reflectable, but are not accessible via reflection paths.

This would allow us to do things like:

```rust
#[derive(Reflect)]
struct MyStruct {
  data: MyEnum
}

#[derive(Reflect)]
struct MyEnum {
  Foo(u32, u32),
  Bar(bool)
}

let x = MyStruct {
  data: MyEnum::Foo(123),
};

assert_eq!(*x.get_path::<u32>("data.1").unwrap(), 123);
```

## Solution

Added support for enums in reflection paths.

##### Note
This uses a simple approach of just getting the field with the given accessor. It does not do matching or anything else to ensure the enum is the intended variant. This means that the variant must be known ahead of time or matched outside the reflection path (i.e. path to variant, perform manual match, and continue pathing).

---

## Changelog

- Added support for enums in reflection paths
2023-01-11 16:46:27 +00:00
Gino Valente
229d6c686f bevy_reflect: Simplify take-or-else-from_reflect operation (#6566)
# Objective

There are times where we want to simply take an owned `dyn Reflect` and cast it to a type `T`.

Currently, this involves doing:

```rust
let value = value.take::<T>().unwrap_or_else(|value| {
  T::from_reflect(&*value).unwrap_or_else(|| {
    panic!(
      "expected value of type {} to convert to type {}.",
      value.type_name(),
      std::any::type_name::<T>()
    )
  })
});
```

This is a common operation that could be easily be simplified.

## Solution

Add the `FromReflect::take_from_reflect` method. This first tries to `take` the value, calling `from_reflect` iff that fails.

```rust
let value = T::take_from_reflect(value).unwrap_or_else(|value| {
  panic!(
    "expected value of type {} to convert to type {}.",
    value.type_name(),
    std::any::type_name::<T>()
  )
});
```

Based on suggestion from @soqb on [Discord](https://discord.com/channels/691052431525675048/1002362493634629796/1041046880316043374).

---

## Changelog

- Add `FromReflect::take_from_reflect` method
2023-01-11 16:25:37 +00:00
Joshua Chapman
9dd8fbc570 Added Ref to allow immutable access with change detection (#7097)
# Objective

- Fixes #7066 

## Solution

- Split the ChangeDetection trait into ChangeDetection and ChangeDetectionMut
- Added Ref as equivalent to &T with change detection

---

## Changelog

- Support for Ref which allow inspecting change detection flags in an immutable way

## Migration Guide

- While bevy prelude includes both ChangeDetection and ChangeDetectionMut any code explicitly referencing ChangeDetection might need to be updated to ChangeDetectionMut or both. Specifically any reading logic requires ChangeDetection while writes requires ChangeDetectionMut.

use bevy_ecs::change_detection::DetectChanges -> use bevy_ecs::change_detection::{DetectChanges, DetectChangesMut}

- Previously Res had methods to access change detection `is_changed` and `is_added` those methods have been moved to the `DetectChanges` trait. If you are including bevy prelude you will have access to these types otherwise you will need to `use bevy_ecs::change_detection::DetectChanges` to continue using them.
2023-01-11 15:41:54 +00:00
张林伟
0d2cdb450d Fix beta clippy lints (#7154)
# Objective

- When I run `cargo run -p ci` for my pr locally using latest beta toolchain, the ci failed due to [uninlined_format_args](https://rust-lang.github.io/rust-clippy/master/index.html#uninlined_format_args) and [needless_lifetimes](https://rust-lang.github.io/rust-clippy/master/index.html#needless_lifetimes) lints

## Solution

- Fix lints according to clippy suggestions.
2023-01-11 09:51:22 +00:00
Boxy
512f376fc1 Document alignment requirements of Ptr, PtrMut and OwningPtr (#7151)
# Objective

The types in the `bevy_ptr` accidentally did not document anything relating to alignment. This is unsound as many methods rely on the pointer being correctly aligned. 

## Solution

This PR introduces new safety invariants on the `$ptr::new`, `$ptr::byte_offset` and `$ptr::byte_add` methods requiring them to keep the pointer aligned. This is consistent with the documentation of these pointer types which document them as being "type erased borrows".

As it was pointed out (by @JoJoJet in #7117) that working with unaligned pointers can be useful (for example our commands abstraction which does not try to align anything properly, see #7039) this PR also introduces a default type parameter to all the pointer types that specifies whether it has alignment requirements or not. I could not find any code in `bevy_ecs` that would need unaligned pointers right now so this is going unused.

---

## Changelog

- Correctly document alignment requirements on `bevy_ptr` types.
- Support variants of `bevy_ptr` types that do not require being correctly aligned for the pointee type.

## Migration Guide

- Safety invariants on `bevy_ptr` types' `new` `byte_add` and `byte_offset` methods have been changed. All callers should re-audit for soundness.
2023-01-10 23:12:52 +00:00
Mike
a13b6f8a05 Thread executor for running tasks on specific threads. (#7087)
# Objective

- Spawn tasks from other threads onto an async executor, but limit those tasks to run on a specific thread.
- This is a continuation of trying to break up some of the changes in pipelined rendering.
- Eventually this will be used to allow `NonSend` systems to run on the main thread in pipelined rendering #6503 and also to solve #6552.
- For this specific PR this allows for us to store a thread executor in a thread local, rather than recreating a scope executor for every scope which should save on a little work.

## Solution

- We create a Executor that does a runtime check for what thread it's on before creating a !Send ticker. The ticker is the only way for the executor to make progress.

---

## Changelog

- create a ThreadExecutor that can only be ticked on one thread.
2023-01-10 22:32:42 +00:00
Boxy
d4babafe81 Make Query fields private (#7149)
`Query`'s fields being `pub(crate)` means that the struct can be constructed via safe code from anywhere in `bevy_ecs` . This is Not Good since it is intended that all construction of this type goes through `Query::new` which is an `unsafe fn` letting various `Query` methods rely on those invariants holding even though they can be trivially bypassed.

This has no user facing impact
2023-01-10 18:55:23 +00:00
Nicola Papale
3600c5a340 Remove the GlobalTransform::translation_mut method (#7134)
# Objective

It is possible to manually update `GlobalTransform`.
The engine actually assumes this is not possible.
For example, `propagate_transform` does not update children
of an `Entity` which **`GlobalTransform`** changed,
leading to unexpected behaviors.

A `GlobalTransform` set by the user may also be blindly
overwritten by the propagation system.

## Solution

- Remove `translation_mut`
- Explain to users that they shouldn't manually update the `GlobalTransform`
- Remove `global_vs_local.rs` example, since it misleads users
  in believing that it is a valid use-case to manually update the
  `GlobalTransform`

---

## Changelog

- Remove `GlobalTransform::translation_mut`

## Migration Guide

`GlobalTransform::translation_mut` has been removed without alternative,
if you were relying on this, update the `Transform` instead. If the given entity
had children or parent, you may need to remove its parent to make its transform
independent (in which case the new `Commands::set_parent_in_place` and
`Commands::remove_parent_in_place` may be of interest)

Bevy may add in the future a way to toggle transform propagation on
an entity basis.
2023-01-10 18:55:22 +00:00
JoJoJet
fa40e2badb Fix a miscompilation with #[derive(SystemParam)] (#7105)
# Objective

- Fix #7103.
- The issue is caused because I forgot to add a where clause to a generated struct in #7056.

## Solution

- Add the where clause.
2023-01-10 18:41:50 +00:00
Tirth Patel
a207178344 Add wrapping_add to change_tick (#7146)
# Objective

Fixes #7140


## Solution

As discussed in the issue, added wrapping_add

---
2023-01-10 17:48:34 +00:00
Boxy
d03c1a0687 Ensure Query does not use the wrong World (#7150)
`Query` relies on the `World` it stores being the same as the world used for creating the `QueryState` it stores. If they are not the same then everything is very unsound. This was not actually being checked anywhere, `Query::new` did not have a safety invariant or even an assertion that the `WorldId`'s are the same.

This shouldn't have any user facing impact unless we have really messed up in bevy and have unsoundness elsewhere (in which case we would now get a panic instead of being unsound).
2023-01-10 17:25:45 +00:00
zeroacez
aaaf357dbb Added docs for `.apply()in basic usage of systemState` (#7138)
# Objective

Fixes #5940 

## Solution

Added the suggested comment.

Co-authored-by: zeroacez <43633834+zeroacez@users.noreply.github.com>
2023-01-10 17:25:44 +00:00
JoJoJet
9adc8cdaf6 Add Mut::reborrow (#7114)
# Objective

- In some cases, you need a `Mut<T>` pointer, but you only have a mutable reference to one. There is no easy way of converting `&'a mut Mut<'_, T>` -> `Mut<'a, T>` outside of the engine.

### Example (Before)

```rust
fn do_with_mut<T>(val: Mut<T>) { ... }

for x: Mut<T> in &mut query {
    // The function expects a `Mut<T>`, so `x` gets moved here.
    do_with_mut(x);
    // Error: use of moved value.
    do_a_thing(&x);
}
```

## Solution

- Add the function `reborrow`, which performs the mapping. This is analogous to `PtrMut::reborrow`.

### Example (After)

```rust
fn do_with_mut<T>(val: Mut<T>) { ... }

for x: Mut<T> in &mut query {
    // We reborrow `x`, so the original does not get moved.
    do_with_mut(x.reborrow());
    // Works fine.
    do_a_thing(&x);
}
```

---

## Changelog

- Added the method `reborrow` to `Mut`, `ResMut`, `NonSendMut`, and `MutUntyped`.
2023-01-09 22:20:10 +00:00
Giacomo Stevanato
871c80c103 Add TypeRegistrationDeserializer and remove BorrowedStr (#7094)
# Objective

This a follow-up to #6894, see https://github.com/bevyengine/bevy/pull/6894#discussion_r1045203113

The goal is to avoid cloning any string when getting a `&TypeRegistration` corresponding to a string which is being deserialized. As a bonus code duplication is also reduced.

## Solution

The manual deserialization of a string and lookup into the type registry has been moved into a separate `TypeRegistrationDeserializer` type, which implements `DeserializeSeed` with a `Visitor` that accepts any string with `visit_str`, even ones that may not live longer than that function call.
`BorrowedStr` has been removed since it's no longer used.

---

## Changelog

- The type `TypeRegistrationDeserializer` has been added, which simplifies getting a `&TypeRegistration` while deserializing a string.
2023-01-09 21:57:14 +00:00
François
9be47e3328 Fix overflow scaling for images (#7142)
# Objective

- Fixes #4057 
- Do not multiply position by scale factor
2023-01-09 21:43:30 +00:00
2ne1ugly
76a4695f33 Fix doc in App::add_sub_app (#7139)
# Objective

- Fix the name of function parameter name in docs

## Solution

- Change `f` to `sub_app_runner`

---

It confused me a bit when I was reading the docs in the autocomplete hint.
Hesitated about filing a PR since it's just a one single word change in the comment.
Is this the right process to change these docs?
2023-01-09 21:43:29 +00:00
2ne1ugly
0e9f80e00b Implement SparseSetIndex for WorldId (#7125)
# Objective

- Fixes #7124

## Solution

- Add Hash Derive on `WorldId`
- Add `SparseSetIndex` impl
2023-01-09 21:43:27 +00:00
JoJoJet
afe0a0650b Relax Sync bound on Local<T> as ExclusiveSystemParam (#7040)
# Objective

The type `Local<T>` unnecessarily has the bound `T: Sync` when the local is used in an exclusive system.

## Solution

Lift the bound.

---

## Changelog

Removed the bound `T: Sync` from `Local<T>` when used as an `ExclusiveSystemParam`.
2023-01-09 20:56:06 +00:00
James Liu
aaf384ae58 Panic on dropping NonSend in non-origin thread. (#6534)
# Objective

Fixes #3310. Fixes #6282. Fixes #6278. Fixes #3666.

## Solution
Split out `!Send` resources into `NonSendResources`. Add a `origin_thread_id` to all `!Send` Resources, check it on dropping `NonSendResourceData`, if there's a mismatch, panic. Moved all of the checks that `MainThreadValidator` would do into `NonSendResources` instead.

All `!Send` resources now individually track which thread they were inserted from. This is validated against for every access, mutation, and drop that could be done against the value. 

A regression test using an altered version of the example from #3310 has been added.

This is a stopgap solution for the current status quo. A full solution may involve fully removing `!Send` resources/components from `World`, which will likely require a much more thorough design on how to handle the existing in-engine and ecosystem use cases.

This PR also introduces another breaking change:

```rust
    use bevy_ecs::prelude::*;

    #[derive(Resource)]
    struct Resource(u32);

    fn main() {
        let mut world = World::new();
        world.insert_resource(Resource(1));
        world.insert_non_send_resource(Resource(2));
        let res = world.get_resource_mut::<Resource>().unwrap();
        assert_eq!(res.0, 2);
    }
```

This code will run correctly on 0.9.1 but not with this PR, since NonSend resources and normal resources have become actual distinct concepts storage wise.

## Changelog
Changed: Fix soundness bug with `World: Send`. Dropping a `World` that contains a `!Send` resource on the wrong thread will now panic.

## Migration Guide
Normal resources and `NonSend` resources no longer share the same backing storage. If `R: Resource`, then `NonSend<R>` and `Res<R>` will return different instances from each other. If you are using both `Res<T>` and `NonSend<T>` (or their mutable variants), to fetch the same resources, it's strongly advised to use `Res<T>`.
2023-01-09 20:40:34 +00:00
radiish
1b9c156479 reflect: add insert and remove methods to List (#7063)
# Objective

- Fixes #7061

## Solution

- Add and implement `insert` and `remove` methods for `List`.

---

## Changelog

- Added `insert` and `remove` methods to `List`.
- Changed the `push` and `pop` methods on `List` to have default implementations.

## Migration Guide

- Manual implementors of `List` need to implement the new methods `insert` and `remove` and 
consider whether to use the new default implementation of `push` and `pop`.

Co-authored-by: radiish <thesethskigamer@gmail.com>
2023-01-09 19:47:07 +00:00
James Liu
bef9bc1844 Reduce branching in TrackedRenderPass (#7053)
# Objective
Speed up the render phase for rendering.

## Solution
 - Follow up #6988 and make the internals of atomic IDs `NonZeroU32`. This niches the `Option`s of the IDs in draw state, which reduces the size and branching behavior when evaluating for equality.
 - Require `&RenderDevice` to get the device's `Limits` when initializing a `TrackedRenderPass` to preallocate the bind groups and vertex buffer state in `DrawState`, this removes the branch on needing to resize those `Vec`s.

## Performance
This produces a similar speed up akin to that of #6885. This shows an approximate 6% speed up in `main_opaque_pass_3d` on `many_foxes` (408.79 us -> 388us). This should be orthogonal to the gains seen there.

![image](https://user-images.githubusercontent.com/3137680/209906239-e430f026-63c2-4b95-957e-a2045b810d79.png)

---

## Changelog
Added: `RenderContext::begin_tracked_render_pass`.
Changed: `TrackedRenderPass` now requires a `&RenderDevice` on construction.
Removed: `bevy_render::render_phase::DrawState`. It was not usable in any form outside of `bevy_render`.

## Migration Guide
TODO
2023-01-09 19:24:56 +00:00
Mike
d76b53bf4d Separate Extract from Sub App Schedule (#7046)
# Objective

- This pulls out some of the changes to Plugin setup and sub apps from #6503 to make that PR easier to review.
- Separate the extract stage from running the sub app's schedule to allow for them to be run on separate threads in the future
- Fixes #6990

## Solution

- add a run method to `SubApp` that runs the schedule
- change the name of `sub_app_runner` to extract to make it clear that this function is only for extracting data between the main app and the sub app
- remove the extract stage from the sub app schedule so it can be run separately. This is done by adding a `setup` method to the `Plugin` trait that runs after all plugin build methods run. This is required to allow the extract stage to be removed from the schedule after all the plugins have added their systems to the stage. We will also need the setup method for pipelined rendering to setup the render thread. See e3267965e1/crates/bevy_render/src/pipelined_rendering.rs (L57-L98)

## Changelog

- Separate SubApp Extract stage from running the sub app schedule.

## Migration Guide

### SubApp `runner` has conceptually been changed to an `extract` function.

The `runner` no longer is in charge of running the sub app schedule. It's only concern is now moving data between the main world and the sub app. The `sub_app.app.schedule` is now run for you after the provided function is called.

```rust
// before
fn main() {
    let sub_app = App::empty();
    sub_app.add_stage(MyStage, SystemStage::parallel());
    
    App::new().add_sub_app(MySubApp, sub_app, move |main_world, sub_app| {
        extract(app_world, render_app);
        render_app.app.schedule.run();
    });
}

// after
fn main() {
        let sub_app = App::empty();
    sub_app.add_stage(MyStage, SystemStage::parallel());
    
    App::new().add_sub_app(MySubApp, sub_app, move |main_world, sub_app| {
        extract(app_world, render_app);
        // schedule is automatically called for you after extract is run
    });
}
```
2023-01-09 19:24:54 +00:00
DevinLeamy
e94215c4c6 Gamepad events refactor (#6965)
# Objective 

- Remove redundant gamepad events
- Simplify consuming gamepad events.
- Refactor: Separate handling of gamepad events into multiple systems.

## Solution

- Removed `GamepadEventRaw`, and `GamepadEventType`.
- Added bespoke `GamepadConnectionEvent`, `GamepadAxisChangedEvent`, and `GamepadButtonChangedEvent`. 
- Refactored `gamepad_event_system`.
- Added `gamepad_button_event_system`, `gamepad_axis_event_system`, and `gamepad_connection_system`, which update the `Input` and `Axis` resources using their corresponding event type.

Gamepad events are now handled in their own systems and have their own types. 

This allows for querying for gamepad events without having to match on `GamepadEventType` and makes creating handlers for specific gamepad event types, like a `GamepadConnectionEvent` or `GamepadButtonChangedEvent` possible.

We remove `GamepadEventRaw` by filtering the gamepad events, using `GamepadSettings`, _at the source_, in `bevy_gilrs`. This way we can create `GamepadEvent`s directly and avoid creating `GamepadEventRaw` which do not pass the user defined filters. 

We expose ordered `GamepadEvent`s and we can respond to individual gamepad event types.

## Migration Guide

- Replace `GamepadEvent` and `GamepadEventRaw` types with their specific gamepad event type.
2023-01-09 19:24:52 +00:00
Sebastian Meßmer
fa15b31930 Smooth Transition between Animations (#6922)
# Objective

- Fixes https://github.com/bevyengine/bevy/discussions/6338

This PR allows for smooth transitions between different animations.

## Solution

- This PR uses very simple linear blending of animations.
- When starting a new animation, you can give it a duration, and throughout that duration, the previous and the new animation are being linearly blended, until only the new animation is running.
- I'm aware of https://github.com/bevyengine/rfcs/pull/49 and https://github.com/bevyengine/rfcs/pull/51, which are more complete solutions to this problem, but they seem still far from being implemented. Until they're ready, this PR allows for the most basic use case of blending, i.e. smoothly transitioning between different animations.

## Migration Guide

- no bc breaking changes
2023-01-09 19:24:51 +00:00
Yyee
a41e869aa9 Expose symphonia features from rodio in bevy_audio and bevy (#6388)
# Objective
Fix #6301 

## Solution
Add new features in `bevy_audio` to use `symphonia` sound format from `rodio` 
Also add in `bevy`
2023-01-09 19:05:30 +00:00
IceSentry
ee4e98f8a9 Support storage buffers in derive AsBindGroup (#6129)
# Objective

- Storage buffers are useful and not currently supported by the `AsBindGroup` derive which means you need to expand the macro if you need a storage buffer

## Solution

- Add a new `#[storage]` attribute to the derive `AsBindGroup` macro.
	- Support and optional `read_only` parameter that defaults to false when not present.
	- Support visibility parameters like the texture and sampler attributes.

---

## Changelog

- Add a new `#[storage(index)]` attribute to the derive `AsBindGroup` macro.


Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-01-09 18:50:55 +00:00
Robert Swain
16748b8387 bevy_render: Run calculate_bounds in the end-of-update exclusive systems (#7127)
# Objective

- Avoid slower than necessary first frame after spawning many entities due to them not having `Aabb`s and so being marked visible
  - Avoids unnecessarily large system and VRAM allocations as a consequence

## Solution

- I noticed when debugging the `many_cubes` stress test in Xcode that the `MeshUniform` binding was much larger than it needed to be. I realised that this was because initially, all mesh entities are marked as being visible because they don't have `Aabb`s because `calculate_bounds` is being run in `PostUpdate` and there are no system commands applications before executing the visibility check systems that need the `Aabb`s. The solution then is to run the `calculate_bounds` system just before the previous system commands are applied which is at the end of the `Update` stage.
2023-01-09 13:41:59 +00:00
JoJoJet
1efdbb7e3e Remove the SystemParamState trait and remove types like ResState (#6919)
Spiritual successor to #5205.
Actual successor to #6865.

# Objective

Currently, system params are defined using three traits: `SystemParam`, `ReadOnlySystemParam`, `SystemParamState`. The behavior for each param is specified by the `SystemParamState` trait, while `SystemParam` simply defers to the state.

Splitting the traits in this way makes it easier to implement within macros, but it increases the cognitive load. Worst of all, this approach requires each `MySystemParam` to have a public `MySystemParamState` type associated with it.

## Solution

* Merge the trait `SystemParamState` into `SystemParam`.
* Remove all trivial `SystemParam` state types. 
  * `OptionNonSendMutState<T>`: you will not be missed.

---

- [x] Fix/resolve the remaining test failure.

## Changelog

* Removed the trait `SystemParamState`, merging its functionality into `SystemParam`.

## Migration Guide

**Note**: this should replace the migration guide for #6865.
This is relative to Bevy 0.9, not main.

The traits `SystemParamState` and `SystemParamFetch` have been removed, and their functionality has been transferred to `SystemParam`.


```rust
// Before (0.9)
impl SystemParam for MyParam<'_, '_> {
    type State = MyParamState;
}
unsafe impl SystemParamState for MyParamState {
    fn init(world: &mut World, system_meta: &mut SystemMeta) -> Self { ... }
}
unsafe impl<'w, 's> SystemParamFetch<'w, 's> for MyParamState {
    type Item = MyParam<'w, 's>;
    fn get_param(&mut self, ...) -> Self::Item;
}
unsafe impl ReadOnlySystemParamFetch for MyParamState { }

// After (0.10)
unsafe impl SystemParam for MyParam<'_, '_> {
    type State = MyParamState;
    type Item<'w, 's> = MyParam<'w, 's>;
    fn init_state(world: &mut World, system_meta: &mut SystemMeta) -> Self::State { ... }
    fn get_param<'w, 's>(state: &mut Self::State, ...) -> Self::Item<'w, 's>;
}
unsafe impl ReadOnlySystemParam for MyParam<'_, '_> { }
```

The trait `ReadOnlySystemParamFetch` has been replaced with `ReadOnlySystemParam`.

```rust
// Before
unsafe impl ReadOnlySystemParamFetch for MyParamState {}

// After
unsafe impl ReadOnlySystemParam for MyParam<'_, '_> {}
```
2023-01-07 23:20:32 +00:00
JoJoJet
076e6f780c Update an outdated example for Mut::map_unchanged (#7115)
# Objective

- The doctest for `Mut::map_unchanged` uses a fake function `set_if_not_equal` to demonstrate usage.
- Now that #6853 has been merged, we can use `Mut::set_if_neq` directly instead of mocking it.
2023-01-06 23:24:25 +00:00
1e1001
41a5c30fb7 add Axis::devices to get all the input devices (#5400)
(github made me type out a message for the commit which looked like it was for the pr, sorry)

# Objective

- Add a way to get all of the input devices of an `Axis`, primarily useful for looping through them

## Solution

- Adds `Axis<T>::devices()` which returns a `FixedSizeIterator<Item = &T>`
- Adds a (probably unneeded) `test_axis_devices` test because tests are cool.

---

## Changelog

- Added `Axis<T>::devices()` method

## Migration Guide

Not a breaking change.
2023-01-06 18:00:22 +00:00
A-Walrus
ebc5cb352d Fix doc comment "Turbo" -> "Extreme" (#7091)
# Objective
Doc comment mentions turbo which is a sensitivity that doesn't exist.

## Solution

Change the comment to "Extreme" which does exist
2023-01-06 17:46:44 +00:00
iiYese
653c062ba3 Added missing details to SystemParam Local documentation. (#7106)
# Objective

`SystemParam` `Local`s documentation currently leaves out information that should be documented.
- What happens when multiple `SystemParam`s within the same system have the same `Local` type.
- What lifetime parameter is expected by `Local`.
 
## Solution

- Added sentences to documentation to communicate this information.
- Renamed `Local` lifetimes in code to `'s` where they previously were not. Users can get complicated incorrect suggested fixes if they pass the wrong lifetime. Some instance of the code had `'w` indicating the expected lifetime might not have been known to those that wrote the code either.

Co-authored-by: iiYese <83026177+iiYese@users.noreply.github.com>
2023-01-06 15:40:10 +00:00
Rob Parrett
3dd8b42f72 Fix various typos (#7096)
I stumbled across a typo in some docs. Fixed some more while I was in there.
2023-01-06 00:43:30 +00:00
targrub
329b71fa62 Break CorePlugin into TaskPoolPlugin, TypeRegistrationPlugin, FrameCountPlugin. (#7083)
# Objective

- Fixes #7081.

## Solution

- Moved functionality from kitchen sink plugin `CorePlugin` to separate plugins, `TaskPoolPlugin`, `TypeRegistrationPlugin`, `FrameCountPlugin`.  `TaskPoolOptions` resource should now be used with `TaskPoolPlugin`.

## Changelog

Minimal changes made (code kept in `bevy_core/lib.rs`).

## Migration Guide

- `CorePlugin` broken into separate plugins.  If not using `DefaultPlugins` or `MinimalPlugins` `PluginGroup`s, the replacement for `CorePlugin` is now to add `TaskPoolPlugin`, `TypeRegistrationPlugin`, and `FrameCountPlugin` to the app.

## Notes

- Consistent with Bevy goal "modularity over deep integration" but the functionality of `TypeRegistrationPlugin` and `FrameCountPlugin` is weak (the code has to go somewhere, though!).
- No additional tests written.
2023-01-05 11:42:35 +00:00
Matthias Schiffer
85743ce49e asset: make HandleUntyped::id private (#7076)
# Objective

It is currently possible to break reference counting for assets by creating a strong `HandleUntyped` and then modifying the `id` field before dropping the handle. This should not be allowed.

## Solution

Change the `id` field visibility to private and add a getter instead. The same change was previously done for `Handle<T>` in #6176, but `HandleUntyped` was forgotten.

---

## Migration Guide

- Instead of directly accessing the ID of a `HandleUntyped` as `handle.id`, use the new getter `handle.id()`.
2023-01-04 23:40:43 +00:00
Anton Pushkarev
4fff0ce837 Add a more familiar hex color entry (#7060)
# Objective

- When using `Color::hex` for the first time, I was confused by the fact that I can't specify colors using #, which is much more familiar.
- In the code editor (if there is support) there is a preview of the color, which is very convenient.
![Снимок экрана от 2022-12-30 02-54-00](https://user-images.githubusercontent.com/69102503/209990973-f6fc3bc6-08f6-4e51-a9a9-1de8a675c82d.png)

## Solution

- Allow you to enter colors like `#ff33f2` and use the `.strip_prefix` method to delete the `#` character.
2023-01-04 23:40:42 +00:00
JoJoJet
8ca3d0462c Allow SystemParams with private fields (#7056)
# Objective

- Fix #4200

Currently, `#[derive(SystemParam)]` publicly exposes each field type, which makes it impossible to encapsulate private fields.

## Solution

Previously, the fields were leaked because they were used as an input generic type to the macro-generated `SystemParam::State` struct. That type has been changed to store its state in a field with a specific type, instead of a generic type.

---

## Changelog

- Fixed a bug that caused `#[derive(SystemParam)]` to leak the types of private fields.
2023-01-04 23:25:36 +00:00
VitalyR
9ff111e24c fix cursor grab issue (#7010)
# Objective

- Set the cursor grab mode after the window is built, fix #7007, clean some conversion code.

## Solution

- Set the cursor grab mode after the window is built.
2023-01-04 23:00:12 +00:00
Gino Valente
717def2ccf bevy_reflect: Fix deserialization with readers (#6894)
# Objective

Fixes #6891

## Solution

Replaces deserializing map keys as `&str` with deserializing them as `String`.

This bug seems to occur when using something like `File` or `BufReader` rather than bytes or a string directly (I only tested `File` and `BufReader` for `rmp-serde` and `serde_json`). This might be an issue with other `Read` impls as well (except `&[u8]` it seems).

We already had passing tests for Message Pack but none that use a `File` or `BufReader`. This PR also adds or modifies tests to check for this in the future.

This change was also based on [feedback](https://github.com/bevyengine/bevy/pull/4561#discussion_r957385136) I received in a previous PR.

---

## Changelog

- Fix bug where scene deserialization using certain readers could fail (e.g. `BufReader`, `File`, etc.)
2023-01-04 22:03:31 +00:00
James Liu
8d19045d2f Parallelize forward kinematics animation systems (#6785)
# Objective
Speed up animation by leveraging all threads in `ComputeTaskPool`.

## Solution
This PR parallelizes animation sampling across all threads. 

To ensure that this is safely done, all animation is predicated with an ancestor query to ensure that there is no conflicting `AnimationPlayer` above each animated hierarchy that may cause this to alias.

Unlike the RFC, this does not add support for reflect based "animate anything", but only extends the existing `AnimationPlayer` to support high numbers of animated characters on screen at once.

## Performance
This cuts `many_foxes`'s frame time on my machine by a full millisecond, from 7.49ms to 6.5ms. (yellow is this PR, red is main).
![image](https://user-images.githubusercontent.com/3137680/204219698-ffe0136c-5e9b-436f-b8d9-b23f0b8d7d36.png)

---

## Changelog
Changed: Animation sampling now runs fully multi-threaded using threads from `ComputeTaskPool`.
Changed: `AnimationPlayer` that are on a child or descendant of another entity with another player will no longer be run.
2023-01-04 20:43:39 +00:00
James O'Brien
df3673f679 Add const to methods and const defaults to bevy_ui (#5542)
# Objective
- Fixes #5529 

## Solution
- Add assosciated constants named DEFAULT to as many types as possible
- Add const to as many methods in bevy_ui as possible

I have not applied the same treatment to the bundles in bevy_ui as it would require going into other bevy crates to implement const defaults for structs in bevy_text or relies on UiImage which calls HandleUntyped.typed() which isn't const safe.

Alternatively the defaults could relatively easily be turned into a macro to regain some of the readability and conciseness at the cost of explicitness.
Such a macro that partially implements this exists as a crate here: [const-default](https://docs.rs/const-default/latest/const_default/derive.ConstDefault.html) but does not support enums.

Let me know if there's anything I've missed or if I should push further into other crates.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-01-04 19:58:09 +00:00
James Liu
2d727afaf7 Flatten render commands (#6885)
# Objective
Speed up the render phase of rendering. Simplify the trait structure for render commands.

## Solution

 - Merge `EntityPhaseItem` into `PhaseItem` (`EntityPhaseItem::entity` -> `PhaseItem::entity`)
 - Merge `EntityRenderCommand` into `RenderCommand`.
 - Add two associated types to `RenderCommand`: `RenderCommand::ViewWorldQuery` and `RenderCommand::WorldQuery`.
 - Use the new associated types to construct two `QueryStates`s for `RenderCommandState`.
 - Hoist any `SQuery<T>` fetches in `EntityRenderCommand`s into the aformentioned two queries. Batch fetch them all at once.

## Performance
`main_opaque_pass_3d` is slightly faster on `many_foxes` (427.52us -> 401.15us)

![image](https://user-images.githubusercontent.com/3137680/206359804-9928b20a-7d92-41f8-bf7d-6e8c5cc802f0.png)

The shadow pass node is also slightly faster (344.52 -> 338.24us)

![image](https://user-images.githubusercontent.com/3137680/206359977-1212198d-f933-49a0-80f1-62ff88eb5727.png)

## Future Work

 - Can we hoist the view level queries out of the core loop?

---

## Changelog
Added: `PhaseItem::entity`
Added: `RenderCommand::ViewWorldQuery` associated type.
Added: `RenderCommand::ItemorldQuery` associated type.
Added: `Draw<T>::prepare` optional trait function.
Removed: `EntityPhaseItem` trait

## Migration Guide
TODO
2023-01-04 01:13:30 +00:00
Robert Swain
b44b606d29 bevy_pbr: Avoid copying structs and using registers in shaders (#7069)
# Objective

- The #7064 PR had poor performance on an M1 Max in MacOS due to significant overuse of registers resulting in 'register spilling' where data that would normally be stored in registers on the GPU is instead stored in VRAM. The latency to read from/write to VRAM instead of registers incurs a significant performance penalty.
- Use of registers is a limiting factor in shader performance. Assignment of a struct from memory to a local variable can incur copies. Passing a variable that has struct type as an argument to a function can also incur copies. As such, these two cases can incur increased register usage and decreased performance.

## Solution

- Remove/avoid a number of assignments of light struct type data to local variables.
- Remove/avoid a number of passing light struct type variables/data as value arguments to shader functions.
2023-01-02 22:07:33 +00:00
Kurt Kühnert
b833bdab17 Allow to reuse the same RenderPass for multiple RenderPhases (#7043)
# Objective

- The recently merged PR #7013 does not allow multiple `RenderPhase`s to share the same `RenderPass`.
- Due to the introduced overhead we want to minimize the number of `RenderPass`es recorded during each frame.

## Solution

- Take a constructed `TrackedRenderPass` instead of a `RenderPassDiscriptor` as a parameter to the `RenderPhase::render` method.

---

## Changelog

To enable multiple `RenderPhases` to share the same `TrackedRenderPass`,
the `RenderPhase::render` signature has changed.

```rust
pub fn render<'w>(
  &self,
  render_pass: &mut TrackedRenderPass<'w>,
  world: &'w World,
  view: Entity)
```


Co-authored-by: Kurt Kühnert <51823519+kurtkuehnert@users.noreply.github.com>
2023-01-02 21:39:54 +00:00
James Liu
a5b1c46d5b Extend EntityLocation with TableId and TableRow (#6681)
# Objective
`Query::get` and other random access methods require looking up `EntityLocation` for every provided entity, then always looking up the `Archetype` to get the table ID and table row. This requires 4 total random fetches from memory: the `Entities` lookup, the `Archetype` lookup, the table row lookup, and the final fetch from table/sparse sets. If `EntityLocation` contains the table ID and table row, only the `Entities` lookup and the final storage fetch are required.

## Solution
Add `TableId` and table row to `EntityLocation`. Ensure it's updated whenever entities are moved around. To ensure `EntityMeta` does not grow bigger, both `TableId` and `ArchetypeId` have been shrunk to u32, and the archetype index and table row are stored as u32s instead of as usizes. This should shrink `EntityMeta` by 4 bytes, from 24 to 20 bytes, as there is no padding anymore due to the change in alignment.

This idea was partially concocted by @BoxyUwU. 

## Performance
This should restore the `Query::get` "gains" lost to #6625 that were introduced in #4800 without being unsound, and also incorporates some of the memory usage reductions seen in #3678.

This also removes the same lookups during add/remove/spawn commands, so there may be a bit of a speedup in commands and `Entity{Ref,Mut}`.

---

## Changelog
Added: `EntityLocation::table_id`
Added: `EntityLocation::table_row`.
Changed: `World`s can now only hold a maximum of 2<sup>32</sup>- 1 archetypes.
Changed: `World`s can now only hold a maximum of 2<sup>32</sup> - 1 tables.

## Migration Guide

A `World` can only hold a maximum of 2<sup>32</sup> - 1 archetypes and tables now. If your use case requires more than this, please file an issue explaining your use case.
2023-01-02 21:25:04 +00:00
Gino Valente
f8a229b0c9 bevy_reflect: Add compile fail tests for bevy_reflect (#7041)
# Objective

There isn't really a way to test that code using bevy_reflect compiles or doesn't compile for certain scenarios. This would be especially useful for macro-centric PRs like #6511 and #6042.

## Solution

Using `bevy_ecs_compile_fail_tests` as reference, added the `bevy_reflect_compile_fail_tests` crate.

Currently, this crate contains a very simple test case. This is so that we can get the basic foundation of this crate agreed upon and merged so that more tests can be added by other PRs.

### Open Questions

- [x] Should this be added to CI? (Answer: Yes)

---

## Changelog

- Added the `bevy_reflect_compile_fail_tests` crate for testing compilation errors
2023-01-02 21:07:33 +00:00
l1npengtul
290d6363b8 add system information plugin and update relevant examples (#5911)
# Objective
Solve #5464 

## Solution
Adds a `SystemInformationDiagnosticsPlugin` to add diagnostics.

Adds `Cargo.toml` flags to fix building on different platforms. 

---

## Changelog

Adds `sysinfo` crate to `bevy-diagnostics`. 

Changes in import order are due to clippy.

Co-authored-by: l1npengtul <35755164+l1npengtul@users.noreply.github.com>
Co-authored-by: IceSentry <c.giguere42@gmail.com>
2023-01-02 20:49:43 +00:00
ZoOL
b027d402e2 Update Box vertices comment (#7055)
Old comment is Z-up ,  Fix comment for bevy Y-up

# Objective

- Update Box vertices comment for bevy Y-up

## Solution

- Update comment for Y-up

---

## Changelog

None

## Migration Guide

None
2022-12-29 23:45:07 +00:00
François
61e027e8a8 Shadow render phase - pass the correct view entity (#7048)
# Objective

- Fixes #7047 

## Solution

- Pass the correct view entity
2022-12-28 20:07:35 +00:00
Jinlei Li
09c64ffe9f Remove redundant bitwise OR TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES (#7033)
# Objective

`TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES`  was already included in `adapter.features()` on non-wasm target, and since it is the default value for `WgpuSettings.features`, the subsequent code will also combine into this feature:
b6066c30b6/crates/bevy_render/src/renderer/mod.rs (L155-L156)
2022-12-27 16:27:55 +00:00
Nile
0ddaa7e83a Round out the untyped api s (#7009)
# Objective

Bevy uses custom `Ptr` types so the rust borrow checker can help ensure lifetimes are correct, even when types aren't known. However, these types don't benefit from the automatic lifetime coercion regular rust references enjoy

## Solution

Add a couple methods to Ptr, PtrMut, and MutUntyped to allow for easy usage of these types in more complex scenarios.

## Changelog

- Added `as_mut` and `as_ref` methods to `MutUntyped`.
- Added `shrink` and `as_ref` methods to `PtrMut`.

## Migration Guide

- `MutUntyped::into_inner` now marks things as changed.
2022-12-27 16:05:16 +00:00
Kurt Kühnert
ca85f6c903 Extract common RenderPhase code into render method (#7013)
# Objective

All `RenderPhases` follow the same render procedure.
The same code is duplicated multiple times across the codebase.

## Solution

I simply extracted this code into a method on the `RenderPhase`. 
This avoids code duplication and makes setting up new `RenderPhases` easier.

---

## Changelog

### Changed

You can now set up the rendering code of a `RenderPhase` directly using the `RenderPhase::render` method, instead of implementing it manually in your render graph node.
2022-12-27 03:29:59 +00:00
Jinlei Li
741a91ed46 Replace WgpuAdapterInfo with RenderAdapterInfo in the documentation. (#7036)
# Objective

Fixes #6598
In addition, macOS can also support GL backends through ANGLE.
2022-12-26 19:47:01 +00:00
François
f1a21db250 don't error when sending HierarchyEvents when Event type not registered (#7031)
# Objective

- Loading a gltf files prints many errors
```
ERROR bevy_ecs::world: Unable to send event `bevy_hierarchy::events::HierarchyEvent`
	Event must be added to the app with `add_event()`
	https://docs.rs/bevy/*/bevy/app/struct.App.html#method.add_event
```
- Loading a gltf file create a world for a scene where events are not registered. Executing hierarchy commands on that world should not print error

## Solution

- Revert part of #6921 
- don't use `world.send_event` / `world.send_event_batch` from commands
2022-12-26 16:39:17 +00:00
IceSentry
7763b5ec74 log system info on startup (#5454)
# Objective

- We already log the adapter info on startup when bevy_render is present. It would be nice to have more info about the system to be able to ask users to submit it in bug reports

## Solution

- Use the `sysinfo` crate to get all the information
  - I made sure it _only_ gets the required informations to avoid unnecessary system request
- Add a system that logs this on startup
  - This system is currently in `bevy_diagnostics` because I didn't really know where to put it.

Here's an example log from my system:
```log
INFO bevy_diagnostic: SystemInformation { os: "Windows 10 Pro", kernel: "19044", cpu: "AMD Ryzen 7 5800X 8-Core Processor", core_count: "8", memory: "34282242 KB" }
```
---

## Changelog

- Added a new default log when starting a bevy app that logs the system information
2022-12-26 15:16:46 +00:00
Jinlei Li
b6066c30b6 Fix ndk-macro link (#7027)
# Objective

[ndk-glue](https://github.com/rust-mobile/ndk-glue)  has been split from `android-ndk-rs` into a separate repository.
2022-12-25 05:06:03 +00:00
Nicola Papale
b8a9933d46 Add a reparented_to method to GlobalTransform (#7020)
# Objective

It is often necessary  to update an entity's parent while keeping its GlobalTransform static. Currently it is cumbersome and error-prone (two questions in the discord `#help` channel in the past week)

- Part 1 of #5475
- Part 2: #7024.

## Solution

- Add a `reparented_to` method to `GlobalTransform`

---

## Changelog

- Add a `reparented_to` method to `GlobalTransform`
2022-12-25 00:51:20 +00:00
JoJoJet
48b4a45d82 Add a const PipeSystem constructor (#7019)
# Objective

Fix #5914.

`PipeSystem` cannot be constructed in `const` contexts.

## Solution

Add a const `PipeSystem::new` function.
2022-12-25 00:51:19 +00:00
JoJoJet
a91f89db73 Add a basic example for system ordering (#7017)
# Objective

Fix #5653.

## Solution

- Add an example of how systems can be ordered from within a stage.
- Update some docs from before #4224
2022-12-25 00:51:17 +00:00