Commit graph

316 commits

Author SHA1 Message Date
Doonv
ba0f8f996f
Add insert_state to App. (#11043)
# Objective

Fix #10731.

## Solution

Rename `App::add_state<T>(&mut self)` to `init_state`, and add
`App::insert_state<T>(&mut self, state: T)`. I decided on these names
because they are more similar to `init_resource` and `insert_resource`.

I also removed the `States` trait's requirement for `Default`. Instead,
`init_state` requires `FromWorld`.

---

## Changelog

- Renamed `App::add_state` to `init_state`.
- Added `App::insert_state`.
- Removed the `States` trait's requirement for `Default`.

## Migration Guide

- Renamed `App::add_state` to `init_state`.
2023-12-21 14:09:24 +00:00
Thierry Berger
ced216f59a
Update winit dependency to 0.29 (#10702)
# Objective

- Update winit dependency to 0.29

## Changelog

### KeyCode changes

- Removed `ScanCode`, as it was [replaced by
KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292).
- `ReceivedCharacter.char` is now a `SmolStr`, [relevant
doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text).
- Changed most `KeyCode` values, and added more.

KeyCode has changed meaning. With this PR, it refers to physical
position on keyboard rather than the printed letter on keyboard keys.

In practice this means:
- On QWERTY keyboard layouts, nothing changes
- On any other keyboard layout, `KeyCode` no longer reflects the label
on key.
- This is "good". In bevy 0.12, when you used WASD for movement, users
with non-QWERTY keyboards couldn't play your game! This was especially
bad for non-latin keyboards. Now, WASD represents the physical keys. A
French player will press the ZQSD keys, which are near each other,
Kyrgyz players will use "Цфыв".
- This is "bad" as well. You can't know in advance what the label of the
key for input is. Your UI says "press WASD to move", even if in reality,
they should be pressing "ZQSD" or "Цфыв". You also no longer can use
`KeyCode` for text inputs. In any case, it was a pretty bad API for text
input. You should use `ReceivedCharacter` now instead.

### Other changes
- Use `web-time` rather than `instant` crate.
(https://github.com/rust-windowing/winit/pull/2836)
- winit did split `run_return` in `run_onDemand` and `pump_events`, I
did the same change in bevy_winit and used `pump_events`.
- Removed `return_from_run` from `WinitSettings` as `winit::run` now
returns on supported platforms.
- I left the example "return_after_run" as I think it's still useful.
- This winit change is done partly to allow to create a new window after
quitting all windows: https://github.com/emilk/egui/issues/1918 ; this
PR doesn't address.
- added `width` and `height` properties in the `canvas` from wasm
example
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168)

## Known regressions (important follow ups?)
- Provide an API for reacting when a specific key from current layout
was released.
- possible solutions: use winit::Key from winit::KeyEvent ; mapping
between KeyCode and Key ; or .
- We don't receive characters through alt+numpad (e.g. alt + 151 = "ù")
anymore ; reproduced on winit example "ime". maybe related to
https://github.com/rust-windowing/winit/issues/2945
- (windows) Window content doesn't refresh at all when resizing. By
reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect
we should just fire a `window.request_redraw();` from `AboutToWait`, and
handle actual redrawing within `RedrawRequested`. I'm not sure how to
move all that code so I'd appreciate it to be a follow up.
- (windows) unreleased winit fix for using set_control_flow in
AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm
not sure what the implications are, but that feels bad 🤔

## Follow up 

I'd like to avoid bloating this PR, here are a few follow up tasks
worthy of a separate PR, or new issue to track them once this PR is
closed, as they would either complicate reviews, or at risk of being
controversial:
- remove CanvasParentResizePlugin
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856)
- avoid mentionning explicitly winit in docs from bevy_window ?
- NamedKey integration on bevy_input:
https://github.com/rust-windowing/winit/pull/3143 introduced a new
NamedKey variant. I implemented it only on the converters but we'd
benefit making the same changes to bevy_input.
- Add more info in KeyboardInput
https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313
- https://github.com/bevyengine/bevy/pull/9905 added a workaround on a
bug allegedly fixed by winit 0.29. We should check if it's still
necessary.
- update to raw_window_handle 0.6
  - blocked by wgpu
- Rename `KeyCode` to `PhysicalKeyCode`
https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015
- remove `instant` dependency, [replaced
by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd
need to update to :
  - fastrand >= 2.0
- [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7
    - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0
- Verify license, see
[discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800)
  - we might be missing a short notice or description of changes made
- Consider using https://github.com/rust-windowing/cursor-icon directly
rather than vendoring it in bevy.
- investigate [this
unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986)
(`winit_window.canvas().unwrap();`)
- Use more good things about winit's update
- https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428
## Migration Guide

This PR should have one.
2023-12-21 07:40:47 +00:00
Mantas
5af2f022d8
Rename WorldQueryData & WorldQueryFilter to QueryData & QueryFilter (#10779)
# Rename `WorldQueryData` & `WorldQueryFilter` to `QueryData` &
`QueryFilter`

Fixes #10776 

## Solution

Traits `WorldQueryData` & `WorldQueryFilter` were renamed to `QueryData`
and `QueryFilter`, respectively. Related Trait types were also renamed.

---

## Changelog

- Trait `WorldQueryData` has been renamed to `QueryData`. Derive macro's
`QueryData` attribute `world_query_data` has been renamed to
`query_data`.
- Trait `WorldQueryFilter` has been renamed to `QueryFilter`. Derive
macro's `QueryFilter` attribute `world_query_filter` has been renamed to
`query_filter`.
- Trait's `ExtractComponent` type `Query` has been renamed to `Data`.
- Trait's `GetBatchData` types `Query` & `QueryFilter` has been renamed
to `Data` & `Filter`, respectively.
- Trait's `ExtractInstance` type `Query` has been renamed to `Data`.
- Trait's `ViewNode` type `ViewQuery` has been renamed to `ViewData`.
- Trait's `RenderCommand` types `ViewWorldQuery` & `ItemWorldQuery` has
been renamed to `ViewData` & `ItemData`, respectively.

## Migration Guide

Note: if merged before 0.13 is released, this should instead modify the
migration guide of #10776 with the updated names.

- Rename `WorldQueryData` & `WorldQueryFilter` trait usages to
`QueryData` & `QueryFilter` and their respective derive macro attributes
`world_query_data` & `world_query_filter` to `query_data` &
`query_filter`.
- Rename the following trait type usages:
  - Trait's `ExtractComponent` type `Query` to `Data`.
  - Trait's `GetBatchData` type `Query` to `Data`.
  - Trait's `ExtractInstance` type `Query` to `Data`.
  - Trait's `ViewNode` type `ViewQuery` to `ViewData`'
- Trait's `RenderCommand` types `ViewWolrdQuery` & `ItemWorldQuery` to
`ViewData` & `ItemData`, respectively.

```rust
// Before
#[derive(WorldQueryData)]
#[world_query_data(derive(Debug))]
struct EmptyQuery {
    empty: (),
}

// After
#[derive(QueryData)]
#[query_data(derive(Debug))]
struct EmptyQuery {
    empty: (),
}

// Before
#[derive(WorldQueryFilter)]
struct CustomQueryFilter<T: Component, P: Component> {
    _c: With<ComponentC>,
    _d: With<ComponentD>,
    _or: Or<(Added<ComponentC>, Changed<ComponentD>, Without<ComponentZ>)>,
    _generic_tuple: (With<T>, With<P>),
}

// After
#[derive(QueryFilter)]
struct CustomQueryFilter<T: Component, P: Component> {
    _c: With<ComponentC>,
    _d: With<ComponentD>,
    _or: Or<(Added<ComponentC>, Changed<ComponentD>, Without<ComponentZ>)>,
    _generic_tuple: (With<T>, With<P>),
}

// Before
impl ExtractComponent for ContrastAdaptiveSharpeningSettings {
    type Query = &'static Self;
    type Filter = With<Camera>;
    type Out = (DenoiseCAS, CASUniform);

    fn extract_component(item: QueryItem<Self::Query>) -> Option<Self::Out> {
        //...
    }
}

// After
impl ExtractComponent for ContrastAdaptiveSharpeningSettings {
    type Data = &'static Self;
    type Filter = With<Camera>;
    type Out = (DenoiseCAS, CASUniform);

    fn extract_component(item: QueryItem<Self::Data>) -> Option<Self::Out> {
        //...
    }
}

// Before
impl GetBatchData for MeshPipeline {
    type Param = SRes<RenderMeshInstances>;
    type Query = Entity;
    type QueryFilter = With<Mesh3d>;
    type CompareData = (MaterialBindGroupId, AssetId<Mesh>);
    type BufferData = MeshUniform;

    fn get_batch_data(
        mesh_instances: &SystemParamItem<Self::Param>,
        entity: &QueryItem<Self::Query>,
    ) -> (Self::BufferData, Option<Self::CompareData>) {
        // ....
    }
}

// After
impl GetBatchData for MeshPipeline {
    type Param = SRes<RenderMeshInstances>;
    type Data = Entity;
    type Filter = With<Mesh3d>;
    type CompareData = (MaterialBindGroupId, AssetId<Mesh>);
    type BufferData = MeshUniform;

    fn get_batch_data(
        mesh_instances: &SystemParamItem<Self::Param>,
        entity: &QueryItem<Self::Data>,
    ) -> (Self::BufferData, Option<Self::CompareData>) {
        // ....
    }
}

// Before
impl<A> ExtractInstance for AssetId<A>
where
    A: Asset,
{
    type Query = Read<Handle<A>>;
    type Filter = ();

    fn extract(item: QueryItem<'_, Self::Query>) -> Option<Self> {
        Some(item.id())
    }
}

// After
impl<A> ExtractInstance for AssetId<A>
where
    A: Asset,
{
    type Data = Read<Handle<A>>;
    type Filter = ();

    fn extract(item: QueryItem<'_, Self::Data>) -> Option<Self> {
        Some(item.id())
    }
}

// Before
impl ViewNode for PostProcessNode {
    type ViewQuery = (
        &'static ViewTarget,
        &'static PostProcessSettings,
    );

    fn run(
        &self,
        _graph: &mut RenderGraphContext,
        render_context: &mut RenderContext,
        (view_target, _post_process_settings): QueryItem<Self::ViewQuery>,
        world: &World,
    ) -> Result<(), NodeRunError> {
        // ...
    }
}

// After
impl ViewNode for PostProcessNode {
    type ViewData = (
        &'static ViewTarget,
        &'static PostProcessSettings,
    );

    fn run(
        &self,
        _graph: &mut RenderGraphContext,
        render_context: &mut RenderContext,
        (view_target, _post_process_settings): QueryItem<Self::ViewData>,
        world: &World,
    ) -> Result<(), NodeRunError> {
        // ...
    }
}

// Before
impl<P: CachedRenderPipelinePhaseItem> RenderCommand<P> for SetItemPipeline {
    type Param = SRes<PipelineCache>;
    type ViewWorldQuery = ();
    type ItemWorldQuery = ();
    #[inline]
    fn render<'w>(
        item: &P,
        _view: (),
        _entity: (),
        pipeline_cache: SystemParamItem<'w, '_, Self::Param>,
        pass: &mut TrackedRenderPass<'w>,
    ) -> RenderCommandResult {
        // ...
    }
}

// After
impl<P: CachedRenderPipelinePhaseItem> RenderCommand<P> for SetItemPipeline {
    type Param = SRes<PipelineCache>;
    type ViewData = ();
    type ItemData = ();
    #[inline]
    fn render<'w>(
        item: &P,
        _view: (),
        _entity: (),
        pipeline_cache: SystemParamItem<'w, '_, Self::Param>,
        pass: &mut TrackedRenderPass<'w>,
    ) -> RenderCommandResult {
        // ...
    }
}
```
2023-12-12 19:45:50 +00:00
Mateusz Wachowiak
1f97717a3d
Rename Input to ButtonInput (#10859)
# Objective

- Resolves #10853 

## Solution

- ~~Changed the name of `Input` struct to `PressableInput`.~~
- Changed the name of `Input` struct to `ButtonInput`.

## Migration Guide

- Breaking Change: Users need to rename `Input` to `ButtonInput` in
their projects.
2023-12-06 20:32:34 +00:00
tygyh
fd308571c4
Remove unnecessary path prefixes (#10749)
# Objective

- Shorten paths by removing unnecessary prefixes

## Solution

- Remove the prefixes from many paths which do not need them. Finding
the paths was done automatically using built-in refactoring tools in
Jetbrains RustRover.
2023-11-28 23:43:40 +00:00
Mark Wainwright
f0a8994f55
Split WorldQuery into WorldQueryData and WorldQueryFilter (#9918)
# Objective

- Fixes #7680
- This is an updated for https://github.com/bevyengine/bevy/pull/8899
which had the same objective but fell a long way behind the latest
changes


## Solution

The traits `WorldQueryData : WorldQuery` and `WorldQueryFilter :
WorldQuery` have been added and some of the types and functions from
`WorldQuery` has been moved into them.

`ReadOnlyWorldQuery` has been replaced with `ReadOnlyWorldQueryData`. 

`WorldQueryFilter` is safe (as long as `WorldQuery` is implemented
safely).

`WorldQueryData` is unsafe - safely implementing it requires that
`Self::ReadOnly` is a readonly version of `Self` (this used to be a
safety requirement of `WorldQuery`)

The type parameters `Q` and `F` of `Query` must now implement
`WorldQueryData` and `WorldQueryFilter` respectively.

This makes it impossible to accidentally use a filter in the data
position or vice versa which was something that could lead to bugs.
~~Compile failure tests have been added to check this.~~

It was previously sometimes useful to use `Option<With<T>>` in the data
position. Use `Has<T>` instead in these cases.

The `WorldQuery` derive macro has been split into separate derive macros
for `WorldQueryData` and `WorldQueryFilter`.

Previously it was possible to derive both `WorldQuery` for a struct that
had a mixture of data and filter items. This would not work correctly in
some cases but could be a useful pattern in others. *This is no longer
possible.*

---

## Notes

- The changes outside of `bevy_ecs` are all changing type parameters to
the new types, updating the macro use, or replacing `Option<With<T>>`
with `Has<T>`.

- All `WorldQueryData` types always returned `true` for `IS_ARCHETYPAL`
so I moved it to `WorldQueryFilter` and
replaced all calls to it with `true`. That should be the only logic
change outside of the macro generation code.

- `Changed<T>` and `Added<T>` were being generated by a macro that I
have expanded. Happy to revert that if desired.

- The two derive macros share some functions for implementing
`WorldQuery` but the tidiest way I could find to implement them was to
give them a ton of arguments and ask clippy to ignore that.

## Changelog

### Changed
- Split `WorldQuery` into `WorldQueryData` and `WorldQueryFilter` which
now have separate derive macros. It is not possible to derive both for
the same type.
- `Query` now requires that the first type argument implements
`WorldQueryData` and the second implements `WorldQueryFilter`

## Migration Guide

- Update derives

```rust
// old
#[derive(WorldQuery)]
#[world_query(mutable, derive(Debug))]
struct CustomQuery {
    entity: Entity,
    a: &'static mut ComponentA
}

#[derive(WorldQuery)]
struct QueryFilter {
    _c: With<ComponentC>
}

// new 
#[derive(WorldQueryData)]
#[world_query_data(mutable, derive(Debug))]
struct CustomQuery {
    entity: Entity,
    a: &'static mut ComponentA,
}

#[derive(WorldQueryFilter)]
struct QueryFilter {
    _c: With<ComponentC>
}
```
- Replace `Option<With<T>>` with `Has<T>`

```rust
/// old
fn my_system(query: Query<(Entity, Option<With<ComponentA>>)>)
{
  for (entity, has_a_option) in query.iter(){
    let has_a:bool = has_a_option.is_some();
    //todo!()
  }
}

/// new
fn my_system(query: Query<(Entity, Has<ComponentA>)>)
{
  for (entity, has_a) in query.iter(){
    //todo!()
  }
}
```

- Fix queries which had filters in the data position or vice versa.

```rust
// old
fn my_system(query: Query<(Entity, With<ComponentA>)>)
{
  for (entity, _) in query.iter(){
  //todo!()
  }
}

// new
fn my_system(query: Query<Entity, With<ComponentA>>)
{
  for entity in query.iter(){
  //todo!()
  }
}

// old
fn my_system(query: Query<AnyOf<(&ComponentA, With<ComponentB>)>>)
{
  for (entity, _) in query.iter(){
  //todo!()
  }
}

// new
fn my_system(query: Query<Option<&ComponentA>, Or<(With<ComponentA>, With<ComponentB>)>>)
{
  for entity in query.iter(){
  //todo!()
  }
}

```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-28 03:56:07 +00:00
Nick Fagerlund
91b64df96b
Fix non-functional nondeterministic_system_order example (#10719)
# Objective

The `nondeterministic_system_order` example doesn't actually detect and
log its deliberate order ambiguities! It should, tho.

## Solution

Update the schedule label, and explain in a comment that you can't turn
it on for the whole `Main` schedule in one go (alas, that would be nice,
but it makes sense that it doesn't work that way).
2023-11-25 21:13:35 +00:00
Ame
951c9bb1a2
Add [lints] table, fix adding #![allow(clippy::type_complexity)] everywhere (#10011)
# Objective

- Fix adding `#![allow(clippy::type_complexity)]` everywhere. like #9796

## Solution

- Use the new [lints] table that will land in 1.74
(https://doc.rust-lang.org/nightly/cargo/reference/unstable.html#lints)
- inherit lint to the workspace, crates and examples.
```
[lints]
workspace = true
```

## Changelog

- Bump rust version to 1.74
- Enable lints table for the workspace
```toml
[workspace.lints.clippy]
type_complexity = "allow"
```
- Allow type complexity for all crates and examples
```toml
[lints]
workspace = true
```

---------

Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
2023-11-18 20:58:48 +00:00
Guillaume Gomez
fe7e31ea76
Fix intra-doc link warnings (#10445)
When `cargo doc -Zunstable-options -Zrustdoc-scrape-examples` (trying to
figure out why it doesn't work with bevy), I had the following warnings:

```
warning: unresolved link to `Quad`
 --> examples/2d/mesh2d.rs:1:66
  |
1 | //! Shows how to render a polygonal [`Mesh`], generated from a [`Quad`] primitive, in a 2D scene.
  |                                                                  ^^^^ no item named `Quad` in scope
  |
  = help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
  = note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default

warning: `bevy` (example "mesh2d") generated 1 warning
warning: unresolved link to `update_weights`
 --> examples/animation/morph_targets.rs:6:17
  |
6 | //!   See the [`update_weights`] system for details.
  |                 ^^^^^^^^^^^^^^ no item named `update_weights` in scope
  |
  = help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
  = note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default

warning: public documentation for `morph_targets` links to private item `name_morphs`
 --> examples/animation/morph_targets.rs:7:43
  |
7 | //! - How to read morph target names in [`name_morphs`].
  |                                           ^^^^^^^^^^^ this item is private
  |
  = note: this link will resolve properly if you pass `--document-private-items`
  = note: `#[warn(rustdoc::private_intra_doc_links)]` on by default

warning: public documentation for `morph_targets` links to private item `setup_animations`
 --> examples/animation/morph_targets.rs:8:48
  |
8 | //! - How to play morph target animations in [`setup_animations`].
  |                                                ^^^^^^^^^^^^^^^^ this item is private
  |
  = note: this link will resolve properly if you pass `--document-private-items`

warning: `bevy` (example "morph_targets") generated 3 warnings
warning: unresolved link to `Quad`
 --> examples/2d/mesh2d_vertex_color_texture.rs:1:66
  |
1 | //! Shows how to render a polygonal [`Mesh`], generated from a [`Quad`] primitive, in a 2D scene.
  |                                                                  ^^^^ no item named `Quad` in scope
  |
  = help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
  = note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default

warning: `bevy` (example "mesh2d_vertex_color_texture") generated 1 warning
warning: unresolved link to `UIScale`
 --> examples/ui/ui_scaling.rs:1:36
  |
1 | //! This example illustrates the [`UIScale`] resource from `bevy_ui`.
  |                                    ^^^^^^^ no item named `UIScale` in scope
  |
  = help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
  = note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default

warning: `bevy` (example "ui_scaling") generated 1 warning
warning: unresolved link to `dependencies`
 --> examples/app/headless.rs:5:6
  |
5 | //! [dependencies]
  |      ^^^^^^^^^^^^ no item named `dependencies` in scope
  |
  = help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
  = note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default

warning: `bevy` (example "headless") generated 1 warning
warning: unresolved link to `Material2d`
 --> examples/2d/mesh2d_manual.rs:3:26
  |
3 | //! It doesn't use the [`Material2d`] abstraction, but changes the vertex buffer to include verte...
  |                          ^^^^^^^^^^ no item named `Material2d` in scope
  |
  = help: to escape `[` and `]` characters, add '\' before them like `\[` or `\]`
  = note: `#[warn(rustdoc::broken_intra_doc_links)]` on by default

warning: `bevy` (example "mesh2d_manual") generated 1 warning
```
2023-11-08 14:33:46 +00:00
SecretPocketCat
08248126f0
Example time api (#10204)
# Objective

- Fixes #10133 

## Solution

- Add a new example that focuses on using `Virtual` time

## Changelog

### Added

- new `virtual_time` example

### Changed

- moved `time` & `timers` examples to the new `examples/time` folder
2023-10-28 16:05:03 +00:00
Rob Parrett
7ca0a307f6
Fix outdated comment referencing CoreSet (#10294)
# Objective

Fix a comment that is referencing `CoreSet::UpdateFlush` which no longer
exists.

## Solution

Delete some words. Write some new words.
2023-10-28 03:18:27 +00:00
Ame :]
34da534917
fix typo in time.rs example (#10152)
## Solution
n -> s
2023-10-17 04:51:07 +00:00
Nuutti Kotivuori
3d79dc4cdc
Unify FixedTime and Time while fixing several problems (#8964)
# Objective

Current `FixedTime` and `Time` have several problems. This pull aims to
fix many of them at once.

- If there is a longer pause between app updates, time will jump forward
a lot at once and fixed time will iterate on `FixedUpdate` for a large
number of steps. If the pause is merely seconds, then this will just
mean jerkiness and possible unexpected behaviour in gameplay. If the
pause is hours/days as with OS suspend, the game will appear to freeze
until it has caught up with real time.
- If calculating a fixed step takes longer than specified fixed step
period, the game will enter a death spiral where rendering each frame
takes longer and longer due to more and more fixed step updates being
run per frame and the game appears to freeze.
- There is no way to see current fixed step elapsed time inside fixed
steps. In order to track this, the game designer needs to add a custom
system inside `FixedUpdate` that calculates elapsed or step count in a
resource.
- Access to delta time inside fixed step is `FixedStep::period` rather
than `Time::delta`. This, coupled with the issue that `Time::elapsed`
isn't available at all for fixed steps, makes it that time requiring
systems are either implemented to be run in `FixedUpdate` or `Update`,
but rarely work in both.
- Fixes #8800 
- Fixes #8543 
- Fixes #7439
- Fixes #5692

## Solution

- Create a generic `Time<T>` clock that has no processing logic but
which can be instantiated for multiple usages. This is also exposed for
users to add custom clocks.
- Create three standard clocks, `Time<Real>`, `Time<Virtual>` and
`Time<Fixed>`, all of which contain their individual logic.
- Create one "default" clock, which is just `Time` (or `Time<()>`),
which will be overwritten from `Time<Virtual>` on each update, and
`Time<Fixed>` inside `FixedUpdate` schedule. This way systems that do
not care specifically which time they track can work both in `Update`
and `FixedUpdate` without changes and the behaviour is intuitive.
- Add `max_delta` to virtual time update, which limits how much can be
added to virtual time by a single update. This fixes both the behaviour
after a long freeze, and also the death spiral by limiting how many
fixed timestep iterations there can be per update. Possible future work
could be adding `max_accumulator` to add a sort of "leaky bucket" time
processing to possibly smooth out jumps in time while keeping frame rate
stable.
- Many minor tweaks and clarifications to the time functions and their
documentation.

## Changelog

- `Time::raw_delta()`, `Time::raw_elapsed()` and related methods are
moved to `Time<Real>::delta()` and `Time<Real>::elapsed()` and now match
`Time` API
- `FixedTime` is now `Time<Fixed>` and matches `Time` API. 
- `Time<Fixed>` default timestep is now 64 Hz, or 15625 microseconds.
- `Time` inside `FixedUpdate` now reflects fixed timestep time, making
systems portable between `Update ` and `FixedUpdate`.
- `Time::pause()`, `Time::set_relative_speed()` and related methods must
now be called as `Time<Virtual>::pause()` etc.
- There is a new `max_delta` setting in `Time<Virtual>` that limits how
much the clock can jump by a single update. The default value is 0.25
seconds.
- Removed `on_fixed_timer()` condition as `on_timer()` does the right
thing inside `FixedUpdate` now.

## Migration Guide

- Change all `Res<Time>` instances that access `raw_delta()`,
`raw_elapsed()` and related methods to `Res<Time<Real>>` and `delta()`,
`elapsed()`, etc.
- Change access to `period` from `Res<FixedTime>` to `Res<Time<Fixed>>`
and use `delta()`.
- The default timestep has been changed from 60 Hz to 64 Hz. If you wish
to restore the old behaviour, use
`app.insert_resource(Time::<Fixed>::from_hz(60.0))`.
- Change `app.insert_resource(FixedTime::new(duration))` to
`app.insert_resource(Time::<Fixed>::from_duration(duration))`
- Change `app.insert_resource(FixedTime::new_from_secs(secs))` to
`app.insert_resource(Time::<Fixed>::from_seconds(secs))`
- Change `system.on_fixed_timer(duration)` to
`system.on_timer(duration)`. Timers in systems placed in `FixedUpdate`
schedule automatically use the fixed time clock.
- Change `ResMut<Time>` calls to `pause()`, `is_paused()`,
`set_relative_speed()` and related methods to `ResMut<Time<Virtual>>`
calls. The API is the same, with the exception that `relative_speed()`
will return the actual last ste relative speed, while
`effective_relative_speed()` returns 0.0 if the time is paused and
corresponds to the speed that was set when the update for the current
frame started.

## Todo

- [x] Update pull name and description
- [x] Top level documentation on usage
- [x] Fix examples
- [x] Decide on default `max_delta` value
- [x] Decide naming of the three clocks: is `Real`, `Virtual`, `Fixed`
good?
- [x] Decide if the three clock inner structures should be in prelude
- [x] Decide on best way to configure values at startup: is manually
inserting a new clock instance okay, or should there be config struct
separately?
- [x] Fix links in docs
- [x] Decide what should be public and what not
- [x] Decide how `wrap_period` should be handled when it is changed
- [x] ~~Add toggles to disable setting the clock as default?~~ No,
separate pull if needed.
- [x] Add tests
- [x] Reformat, ensure adheres to conventions etc.
- [x] Build documentation and see that it looks correct

## Contributors

Huge thanks to @alice-i-cecile and @maniwani while building this pull.
It was a shared effort!

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Cameron <51241057+maniwani@users.noreply.github.com>
Co-authored-by: Jerome Humbert <djeedai@gmail.com>
2023-10-16 01:57:55 +00:00
Bruce Mitchener
9a798aa100
Allow clippy::type_complexity in more places. (#9796)
# Objective

- See fewer warnings when running `cargo clippy` locally.

## Solution

- allow `clippy::type_complexity` in more places, which also signals to
users they should do the same.
2023-10-02 21:55:16 +00:00
Trashtalk217
e4b368721d
One Shot Systems (#8963)
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>
2023-09-19 20:17:05 +00:00
Nico Burns
b995827013
Have a separate implicit viewport node per root node + make viewport node Display::Grid (#9637)
# 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.
2023-09-19 15:14:46 +00:00
Rob Parrett
26359f9b37
Remove some old references to CoreSet (#9833)
# Objective

Remove some references to `CoreSet` which was removed in #8079.
2023-09-18 01:07:11 +00:00
louis-le-cam
9ee9d627d7
Rename RemovedComponents::iter/iter_with_id to read/read_with_id (#9778)
# 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>
2023-09-15 12:37:20 +00:00
Joseph
8eb6ccdd87
Remove useless single tuples and trailing commas (#9720)
# Objective

Title
2023-09-08 21:46:54 +00:00
lelo
42e6dc8987
Refactor EventReader::iter to read (#9631)
# 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.
2023-08-30 14:20:03 +00:00
Joseph
474b55a29c
Add system.map(...) for transforming the output of a system (#8526)
# 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>
2023-08-28 16:36:46 +00:00
François
b6a2fc5d80
Improve execution of examples in CI (#9331)
# Objective

- Some examples crash in CI because of needing too many resources for
the windows runner
- Some examples have random results making it hard to compare
screenshots

## Solution

- `bloom_3d`: reduce the number of spheres
- `pbr`:  use simpler spheres and reuse the mesh
- `tonemapping`: use simpler spheres and reuse the mesh
- `shadow_biases`: reduce the number of spheres
- `spotlight`: use a seeded rng, move more cubes in view while reducing
the total number of cubes, and reuse meshes and materials
- `external_source_external_thread`, `iter_combinations`,
`parallel_query`: use a seeded rng

Examples of errors encountered:
```
Caused by:
    In Device::create_bind_group
      note: label = `bloom_upsampling_bind_group`
    Not enough memory left
```

```
Caused by:
    In Queue::write_buffer
    Parent device is lost
```
```
ERROR wgpu_core::device::life: Mapping failed Device(Lost)
```
2023-08-03 12:45:28 +00:00
Ars Militaris Dev
370eed05e5
Fix timers.rs documentation (#9290)
# Objective

The documentation for the `print_when_completed` system stated that this
system would tick the `Timer` component on every entity in the scene.

This was incorrect as this system only ticks the `Timer` on entities
with the `PrintOnCompletionTimer` component.

## Solution

We suggest a modification to the documentation of this system to make it
more clear.
2023-07-30 15:30:05 +00:00
Joseph
ddbfa48711
Simplify parallel iteration methods (#8854)
# 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...
    });
});
```
2023-07-23 11:09:24 +00:00
Anby
7f1d084b71
Rename Interaction::Clicked -> Interaction::Pressed (#8989) (#9027)
# Objective

- Fixes #8989

## Solution

- Renamed Interaction::Clicked -> Interaction::Pressed
- Minor changes to comments to keep clarity of terms

## Migration Guide

- Rename all instances of Interaction::Clicked -> Interaction::Pressed
2023-07-05 09:25:31 +00:00
Edgar Geier
f18f28874a
Allow tuples and single plugins in add_plugins, deprecate add_plugin (#8097)
# Objective

- Better consistency with `add_systems`.
- Deprecating `add_plugin` in favor of a more powerful `add_plugins`.
- Allow passing `Plugin` to `add_plugins`.
- Allow passing tuples to `add_plugins`.

## Solution

- `App::add_plugins` now takes an `impl Plugins` parameter.
- `App::add_plugin` is deprecated.
- `Plugins` is a new sealed trait that is only implemented for `Plugin`,
`PluginGroup` and tuples over `Plugins`.
- All examples, benchmarks and tests are changed to use `add_plugins`,
using tuples where appropriate.

---

## Changelog

### Changed

- `App::add_plugins` now accepts all types that implement `Plugins`,
which is implemented for:
  - Types that implement `Plugin`.
  - Types that implement `PluginGroup`.
  - Tuples (up to 16 elements) over types that implement `Plugins`.
- Deprecated `App::add_plugin` in favor of `App::add_plugins`.

## Migration Guide

- Replace `app.add_plugin(plugin)` calls with `app.add_plugins(plugin)`.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-21 20:51:03 +00:00
JMS55
3959908b6b
Small doc fix (#8889) 2023-06-19 03:58:21 +00:00
CatThingy
89cbc78d3d
Require #[derive(Event)] on all Events (#7086)
# Objective

Be consistent with `Resource`s and `Components` and have `Event` types
be more self-documenting.
Although not susceptible to accidentally using a function instead of a
value due to `Event`s only being initialized by their type, much of the
same reasoning for removing the blanket impl on `Resource` also applies
here.

* Not immediately obvious if a type is intended to be an event
* Prevent invisible conflicts if the same third-party or primitive types
are used as events
* Allows for further extensions (e.g. opt-in warning for missed events)

## Solution

Remove the blanket impl for the `Event` trait. Add a derive macro for
it.

---

## Changelog

- `Event` is no longer implemented for all applicable types. Add the
`#[derive(Event)]` macro for events.

## Migration Guide

* Add the `#[derive(Event)]` macro for events. Third-party types used as
events should be wrapped in a newtype.
2023-06-06 14:44:32 +00:00
Alice Cecile
cbd4abf0fc
Rename apply_system_buffers to apply_deferred (#8726)
# Objective

- `apply_system_buffers` is an unhelpful name: it introduces a new
internal-only concept
- this is particularly rough for beginners as reasoning about how
commands work is a critical stumbling block

## Solution

- rename `apply_system_buffers` to the more descriptive `apply_deferred`
- rename related fields, arguments and methods in the internals fo
bevy_ecs for consistency
- update the docs


## Changelog

`apply_system_buffers` has been renamed to `apply_deferred`, to more
clearly communicate its intent and relation to `Deferred` system
parameters like `Commands`.

## Migration Guide

- `apply_system_buffers` has been renamed to `apply_deferred`
- the `apply_system_buffers` method on the `System` trait has been
renamed to `apply_deferred`
- the `is_apply_system_buffers` function has been replaced by
`is_apply_deferred`
- `Executor::set_apply_final_buffers` is now
`Executor::set_apply_final_deferred`
- `Schedule::apply_system_buffers` is now `Schedule::apply_deferred`

---------

Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
2023-06-02 14:04:13 +00:00
lelo
4ce37395da
Add or_else combinator to run_conditions.rs (#8714)
# Objective

- Showcase the use of `or_else()` as requested. Fixes
https://github.com/bevyengine/bevy/issues/8702

## Solution

- Add an uninitialized resource `Unused`
- Use `or_else()` to evaluate a second run condition
- Add documentation explaining how `or_else()` works
2023-05-31 16:52:36 +00:00
Nico Burns
08bf1a6c2e
Flatten UI Style properties that use Size + remove Size (#8548)
# Objective

- Simplify API and make authoring styles easier

See:
https://github.com/bevyengine/bevy/issues/8540#issuecomment-1536177102

## Solution

- The `size`, `min_size`, `max_size`, and `gap` properties have been
replaced by `width`, `height`, `min_width`, `min_height`, `max_width`,
`max_height`, `row_gap`, and `column_gap` properties

---

## Changelog

- Flattened `Style` properties that have a `Size` value directly into
`Style`

## Migration Guide

- The `size`, `min_size`, `max_size`, and `gap` properties have been
replaced by the `width`, `height`, `min_width`, `min_height`,
`max_width`, `max_height`, `row_gap`, and `column_gap` properties. Use
the new properties instead.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
2023-05-16 01:36:32 +00:00
SpecificProtagonist
86aaad743b
Merge ScheduleRunnerSettings into ScheduleRunnerPlugin (#8585)
# Objective

`ScheduleRunnerPlugin` was still configured via a resource, meaning
users would be able to change the settings while the app is running, but
the changes wouldn't have an effect.

## Solution

Configure plugin directly

---

## Changelog

- Changed: merged `ScheduleRunnerSettings` into `ScheduleRunnerPlugin` 

## Migration Guide

- instead of inserting the `ScheduleRunnerSettings` resource, configure
the `ScheduleRunnerPlugin`
2023-05-10 16:46:21 +00:00
Wybe Westra
abf12f3b3b
Fixed several missing links in docs. (#8117)
Links in the api docs are nice. I noticed that there were several places
where structs / functions and other things were referenced in the docs,
but weren't linked. I added the links where possible / logical.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-04-23 17:28:36 +00:00
François
e0e5f3acd4
add a default font (#8445)
# Objective

- Have a default font

## Solution

- Add a font based on FiraMono containing only ASCII characters and use
it as the default font
- It is behind a feature `default_font` enabled by default
- I also updated examples to use it, but not UI examples to still show
how to use a custom font

---

## Changelog

* If you display text without using the default handle provided by
`TextStyle`, the text will be displayed
2023-04-21 22:30:18 +00:00
François
347dc0982c
typo on schedule StateTransitions name in example (#8443)
# Objective

- Fix a typo

## Solution

- Fix the typo
2023-04-20 11:33:45 +00:00
张林伟
5c7abb0579
Remove OnUpdate system set (#8260)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/8239.

## Solution

- Replace `OnUpdate` with `run_if(in_state(xxx))`.

---

## Migration Guide

- Replace `OnUpdate` with `run_if(in_state(xxx))`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-04-04 00:49:41 +00:00
Natalia
7a9e77c79c
make the examples use the States derive macro (#8289)
# Objective
Some examples still manually implement the States trait, even though
manual implementation is no longer needed as there is now the derive
macro for that.

---------

Signed-off-by: Natalia Asteria <fortressnordlys@outlook.com>
2023-04-02 04:25:47 +00:00
Carter Anderson
aefe1f0739
Schedule-First: the new and improved add_systems (#8079)
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-03-18 01:45:34 +00:00
JoJoJet
fd1af7c8b8
Replace multiple calls to add_system with add_systems (#8001) 2023-03-10 18:15:22 +00:00
shuo
002c9d8b7f fix whitespaces in comment (#7853)
fix double whitespaces in comments. (I know it's dumb commit, while reading code, double spaces hurts a little... :P)
2023-03-01 10:20:56 +00:00
Anselmo Sampietro
998e983bac Add example to show how to use apply_system_buffers (#7793)
# Objective

This PR adds an example that shows how to use `apply_system_buffers` and how to order it with respect to the relevant systems. It also shows how not ordering the systems can lead to unexpected behaviours.

## Solution

Add the example.
2023-02-28 00:19:44 +00:00
JoJoJet
b8263b55fb Support system.in_schedule() and system.on_startup() (#7790)
# Objective

Support the following syntax for adding systems:

```rust
App::new()
    .add_system(setup.on_startup())
    .add_systems((
        show_menu.in_schedule(OnEnter(GameState::Paused)),
        menu_ssytem.in_set(OnUpdate(GameState::Paused)),
        hide_menu.in_schedule(OnExit(GameState::Paused)),
    ))
```

## Solution

Add the traits `IntoSystemAppConfig{s}`, which provide the extension methods necessary for configuring which schedule a system belongs to. These extension methods return `IntoSystemAppConfig{s}`, which `App::add_system{s}` uses to choose which schedule to add systems to.

---

## Changelog

+ Added the extension methods `in_schedule(label)` and  `on_startup()` for configuring the schedule a system belongs to.

## Future Work

* Replace all uses of `add_startup_system` in the engine.
* Deprecate this method
2023-02-24 18:33:55 +00:00
Rob Parrett
03c545056c Fix some more typos (#7767)
# Objective

I managed to dig up some more typos with a combination of the "[code spell checker](https://marketplace.visualstudio.com/items?itemName=streetsidesoftware.code-spell-checker)" and "[open folder](https://marketplace.visualstudio.com/items?itemName=rwu823.open-folder)" vscode extensions.

## Solution

Fix em
2023-02-20 23:36:28 +00:00
JoJoJet
0c98f9a225 Add AND/OR combinators for run conditions (#7605)
# Objective

Fix #7584.

## Solution

Add an abstraction for creating custom system combinators with minimal boilerplate. Use this to implement AND/OR combinators. Use this to simplify the implementation of `PipeSystem`.

## Example

Feel free to bikeshed on the syntax.

I chose the names `and_then`/`or_else` to emphasize the fact that these short-circuit, while I chose method syntax to empasize that the arguments are *not* treated equally.

```rust
app.add_systems((
    my_system.run_if(resource_exists::<R>().and_then(resource_equals(R(0)))),
    our_system.run_if(resource_exists::<R>().or_else(resource_exists::<S>())),
));
```

---

## Todo

- [ ] Decide on a syntax
- [x] Write docs
- [x] Write tests

## Changelog

+ Added the extension methods `.and_then(...)` and `.or_else(...)` to run conditions, which allows combining run conditions with short-circuiting behavior.
+ Added the trait `Combine`, which can be used with the new `CombinatorSystem` to create system combinators with custom behavior.
2023-02-20 18:16:11 +00:00
JoJoJet
5a5125671b Deprecate ChangeTrackers<T> in favor of Ref<T> (#7306)
# Objective

`ChangeTrackers<>` is a `WorldQuery` type that lets you access the change ticks for a component. #7097 has added `Ref<>`, which gives access to a component's value in addition to its change ticks. Since bevy's access model does not separate a component's value from its change ticks, there is no benefit to using `ChangeTrackers<T>` over `Ref<T>`.

## Solution

Deprecate `ChangeTrackers<>`.

---

## Changelog

* `ChangeTrackers<T>` has been deprecated. It will be removed in Bevy 0.11.

## Migration Guide

`ChangeTrackers<T>` has been deprecated, and will be removed in the next release. Any usage should be replaced with `Ref<T>`.

```rust
// Before (0.9)
fn my_system(q: Query<(&MyComponent, ChangeTrackers<MyComponent>)>) {
    for (value, trackers) in &q {
        if trackers.is_changed() {
            // Do something with `value`.
        }
    }
}

// After (0.10)
fn my_system(q: Query<Ref<MyComponent>>) {
    for value in &q {
        if value.is_changed() {
            // Do something with `value`.
        }
    }
}
```
2023-02-19 16:19:56 +00:00
Liam Gallagher
50bba0f595 Add example for run conditions (#7652)
Added an example for run conditions. Fixes #7646 if we wait till #7605 is merged and include some of it features.
2023-02-18 05:32:59 +00:00
James Liu
04256735f6 Cleanup ScheduleBuildSettings (#7721)
# Objective
Fix #7440. Fix #7441. 

## Solution

 * Remove builder functions on `ScheduleBuildSettings` in favor of public fields, move docs to the fields.
 * Add `use_shortnames` and use it in `get_node_name` to feed it through `bevy_utils::get_short_name`.
2023-02-17 15:17:52 +00:00
ZoOL
2efc0293ed Remove Anyhow::Result in system_piping.rs example (#7657)
# Objective

Fixes: #7610 

## Solution

- Return a specific error type
2023-02-14 03:33:47 +00:00
tomaspecl
9dadde06cb Fixed a typo in an example state.rs (#7666)
# Objective

Found and fixed a typo in an example ecs/state.rs
2023-02-14 01:16:33 +00:00
Alice Cecile
0a9c469d19 Remove .on_update method to improve API consistency and clarity (#7667)
# Objective

Fixes #7632.

As discussed in #7634, it can be quite challenging for users to intuit the mental model of how states now work.

## Solution

Rather than change the behavior of the `OnUpdate` system set, instead work on making sure it's easy to understand what's going on.

Two things have been done:

1. Remove the `.on_update` method from our bevy of system building traits. This was special-cased and made states feel much more magical than they need to.
2. Improve the docs for the `OnUpdate` system set.
2023-02-14 00:13:10 +00:00
Rob Parrett
1b444975ed Fix panics in ecs_guide example (#7525)
# Objective

Fixes #7565

`ecs_guide` example is currently panicking. This seems to just be a problem with the example only caused by the base sets PR.

## Solution

First, changed a few `in_set` to `in_base_set` to fix a few of

```
thread 'main' panicked at 'Systems cannot be added to 'base' system sets using 'in_set'. Use 'in_base_set' instead.', examples/ecs/ecs_guide.rs:301:45
```

And then added an `in_base_set` to fix the resulting (confusing) cycle error

```
2023-02-06T13:54:29.213843Z ERROR bevy_ecs::schedule_v3::schedule: schedule contains at least 1 cycle(s) -- cycle(s) found within:
 ---- 0: ["ecs_guide::game_over_system", "ecs_guide::score_check_system"]
```

I also changed this `add_system` call so the comment above and below make sense:
```diff
         // add_system(system) adds systems to the Update system set by default
         // However we can manually specify the set if we want to. The following is equivalent to
         // add_system(score_system)
-        .add_system(score_system)
+        .add_system(score_system.in_base_set(CoreSet::Update))
         // There are other `CoreSets`, such as `Last` which runs at the very end of each run.
```

## Notes

- Does `MySet` even need to be a base set? Seems like yes.
- Is that cycle error when there is no explicit `in_base_set` actually expected?
2023-02-08 23:01:53 +00:00
SpecificProtagonist
6314f50e7b States derive macro (#7535)
# Objective
Implementing `States` manually is repetitive, so let's not.

One thing I'm unsure of is whether the macro import statement is in the right place.
2023-02-07 14:02:21 +00:00
张林伟
aa4170d9a4 Rename schedule v3 to schedule (#7519)
# Objective

- Follow up of https://github.com/bevyengine/bevy/pull/7267

## Solution

- Rename schedule_v3 to schedule
- Suppress "module inception" lint
2023-02-06 18:44:40 +00:00
Carter Anderson
dcc03724a5 Base Sets (#7466)
# Objective

NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267.

"Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365).

## Solution

This adds "base sets" as a variant of `SystemSet`:

A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive:

```rust
#[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)]
#[system_set(base)]
enum MyBaseSet {
  A,
  B,
}
``` 

**Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. 

**Base sets cannot belong to other sets**: this is where the word "base" comes from

Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set.

```rust
app.add_system(foo.in_base_set(MyBaseSet::A))
       // X must be a normal set ... base sets cannot be added to base sets
       .configure_set(X.in_base_set(MyBaseSet::A))
```

Base sets can still be configured like normal sets:

```rust
app.add_system(MyBaseSet::B.after(MyBaseSet::Ap))
``` 

The primary use case for base sets is enabling a "default base set":

```rust
schedule.set_default_base_set(CoreSet::Update)
  // this will belong to CoreSet::Update by default
  .add_system(foo)
  // this will override the default base set with PostUpdate
  .add_system(bar.in_base_set(CoreSet::PostUpdate))
```

This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides.

---

## Changelog

- Added "base sets" and ported CoreSet to use them.

## Migration Guide

TODO
2023-02-06 03:10:08 +00:00
Alice Cecile
206c7ce219 Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.

# Objective

- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45

## Solution

- [x]  Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests

## Changelog

### Added

- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`

### Removed

- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.

### Changed

- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
-  `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. 
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.

## Migration Guide

- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage`  enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
  - Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
  - Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
  - For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with 
  - `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`

## TODO

- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
  - [x] unbreak directional lights
  - [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
  - [x] game menu example shows loading screen and menu simultaneously
  - [x] display settings menu is a blank screen
  - [x] `without_winit` example panics
- [x] ensure all tests pass
  - [x] SubApp doc test fails
  - [x] runs_spawn_local tasks fails
  - [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)

## Points of Difficulty and Controversy

**Reviewers, please give feedback on these and look closely**

1.  Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.

## Future Work (ideally before 0.10)

- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00
Aceeri
67826b21d4 Replace RemovedComponents<T> backing with Events<Entity> (#5680)
# Objective
Removal events are unwieldy and require some knowledge of when to put systems that need to catch events for them, it is very easy to end up missing one and end up with memory leak-ish issues where you don't clean up after yourself.

## Solution
Consolidate removals with the benefits of `Events<...>` (such as double buffering and per system ticks for reading the events) and reduce the special casing of it, ideally I was hoping to move the removals to a `Resource` in the world, but that seems a bit more rough to implement/maintain because of double mutable borrowing issues.

This doesn't go the full length of change detection esque removal detection a la https://github.com/bevyengine/rfcs/pull/44.
Just tries to make the current workflow a bit more user friendly so detecting removals isn't such a scheduling nightmare.

---

## Changelog
- RemovedComponents<T> is now backed by an `Events<Entity>` for the benefits of double buffering.

## Migration Guide
- Add a `mut` for `removed: RemovedComponents<T>` since we are now modifying an event reader internally.
- Iterating over removed components now requires `&mut removed_components` or `removed_components.iter()` instead of `&removed_components`.
2023-02-04 20:53:37 +00:00
Alice Cecile
5d514fb24f Reduce internal system order ambiguities, and add an example explaining them (#7383)
# Objective

- Bevy should not have any "internal" execution order ambiguities. These clutter the output of user-facing error reporting, and can result in nasty, nondetermistic, very difficult to solve bugs.
- Verifying this currently involves repeated non-trivial manual work. 

## Solution

- [x] add an example to quickly check this
- ~~[ ] ensure that this example panics if there are any unresolved ambiguities~~
- ~~[ ] run the example in CI 😈~~

There's one tricky ambiguity left, between UI and animation. I don't have the tools to fix this without system set configuration, so the remaining work is going to be left to #7267 or another PR after that.

```
2023-01-27T18:38:42.989405Z  INFO bevy_ecs::schedule::ambiguity_detection: Execution order ambiguities detected, you might want to add an explicit dependency relation between some of these systems:
 * Parallel systems:
 -- "bevy_animation::animation_player" and "bevy_ui::flex::flex_node_system"
    conflicts: ["bevy_transform::components::transform::Transform"]
  ```

## Changelog

Resolved internal execution order ambiguities for:
1. Transform propagation (ignored, we need smarter filter checking).
2. Gamepad processing (fixed).
3. bevy_winit's window handling (fixed).
4. Cascaded shadow maps and perspectives (fixed).

Also fixed a desynchronized state bug that could occur when the `Window` component is removed and then added to the same entity in a single frame.
2023-01-31 01:47:00 +00:00
Chris Ohk
3281aea5c2 Fix minor typos in code and docs (#7378)
# Objective

I found several words in code and docs are incorrect. This should be fixed.

## Solution

- Fix several minor typos

Co-authored-by: Chris Ohk <utilforever@gmail.com>
2023-01-27 12:12:53 +00:00
James Liu
dfea88c64d Basic adaptive batching for parallel query iteration (#4777)
# Objective
Fixes #3184. Fixes #6640. Fixes #4798. Using `Query::par_for_each(_mut)` currently requires a `batch_size` parameter, which affects how it chunks up large archetypes and tables into smaller chunks to run in parallel. Tuning this value is difficult, as the performance characteristics entirely depends on the state of the `World` it's being run on. Typically, users will just use a flat constant and just tune it by hand until it performs well in some benchmarks. However, this is both error prone and risks overfitting the tuning on that benchmark.

This PR proposes a naive automatic batch-size computation based on the current state of the `World`.

## Background
`Query::par_for_each(_mut)` schedules a new Task for every archetype or table that it matches. Archetypes/tables larger than the batch size are chunked into smaller tasks. Assuming every entity matched by the query has an identical workload, this makes the worst case scenario involve using a batch size equal to the size of the largest matched archetype or table. Conversely, a batch size of `max {archetype, table} size / thread count * COUNT_PER_THREAD` is likely the sweetspot where the overhead of scheduling tasks is minimized, at least not without grouping small archetypes/tables together.

There is also likely a strict minimum batch size below which the overhead of scheduling these tasks is heavier than running the entire thing single-threaded.

## Solution

- [x] Remove the `batch_size` from `Query(State)::par_for_each`  and friends.
- [x] Add a check to compute `batch_size = max {archeytpe/table} size / thread count  * COUNT_PER_THREAD`
- [x] ~~Panic if thread count is 0.~~ Defer to `for_each` if the thread count is 1 or less.
- [x] Early return if there is no matched table/archetype. 
- [x] Add override option for users have queries that strongly violate the initial assumption that all iterated entities have an equal workload.

---

## Changelog
Changed: `Query::par_for_each(_mut)` has been changed to `Query::par_iter(_mut)` and will now automatically try to produce a batch size for callers based on the current `World` state.

## Migration Guide
The `batch_size` parameter for `Query(State)::par_for_each(_mut)` has been removed. These calls will automatically compute a batch size for you. Remove these parameters from all calls to these functions.

Before:
```rust
fn parallel_system(query: Query<&MyComponent>) {
   query.par_for_each(32, |comp| {
        ...
   });
}
```

After:

```rust
fn parallel_system(query: Query<&MyComponent>) {
   query.par_iter().for_each(|comp| {
        ...
   });
}
```

Co-authored-by: Arnav Choubey <56453634+x-52@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Corey Farwell <coreyf@rwell.org>
Co-authored-by: Aevyrie <aevyrie@gmail.com>
2023-01-20 08:47:20 +00:00
Aceeri
ddfafab971 Windows as Entities (#5589)
# Objective

Fix https://github.com/bevyengine/bevy/issues/4530

- Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component.
- Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open)

## Solution

- Move all properties of window descriptor to ~components~ a component.
- Replace `WindowId` with `Entity`.
- ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~
  Check each field individually to see what we need to update, events are still kept for user convenience.

---

## Changelog

- `WindowDescriptor` renamed to `Window`.
    - Width/height consolidated into a `WindowResolution` component.
    - Requesting maximization/minimization is done on the [`Window::state`] field.
- `WindowId` is now `Entity`.

## Migration Guide

- Replace `WindowDescriptor` with `Window`.
    - Change `width` and `height` fields in a `WindowResolution`, either by doing
      ```rust
      WindowResolution::new(width, height) // Explicitly
      // or using From<_> for tuples for convenience
      (1920., 1080.).into()
      ```
- Replace any `WindowCommand` code to just modify the `Window`'s fields directly  and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so:
  ```rust
  let window = commands.spawn(Window { ... }).id(); // open window
  commands.entity(window).despawn(); // close window
  ```

## Unresolved
- ~How do we tell when a window is minimized by a user?~
  ~Currently using the `Resize(0, 0)` as an indicator of minimization.~
  No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized.
  
 ## Future work
 - Move `exit_on_close` functionality out from windowing and into app(?)
 - https://github.com/bevyengine/bevy/issues/5621
 - https://github.com/bevyengine/bevy/issues/7099
 - https://github.com/bevyengine/bevy/issues/7098


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-01-19 00:38:28 +00:00
Zoey
4820917af6 Add set_if_neq method to DetectChanges trait (Rebased) (#6853)
# Objective

Change detection can be spuriously triggered by setting a field to the same value as before. As a result, a common pattern is to write:

```rust
if *foo != value {
  *foo = value;
}
```

This is confusing to read, and heavy on boilerplate.

Adopted from #5373, but untangled and rebased to current `bevy/main`.

## Solution

    1. Add a method to the `DetectChanges` trait that implements this boilerplate when the appropriate trait bounds are met.

    2. Document this minor footgun, and point users to it.


## Changelog

    * added the `set_if_neq` method to avoid triggering change detection when the new and previous values are equal. This will work on both components and resources.


## Migration Guide

If you are manually checking if a component or resource's value is equal to its new value before setting it to avoid triggering change detection, migrate to the clearer and more convenient `set_if_neq` method.
## Context

Related to #2363 as it avoids triggering change detection, but not a complete solution (as it still requires triggering it when real changes are made).



Co-authored-by: Zoey <Dessix@Dessix.net>
2022-12-11 19:24:19 +00:00
Edvin Kjell
aea4c5b1a4 [Fixes #6224] Add logging variants of system piping (#6751)
# Objective

Fixes #6224, add ``dbg``, ``info``, ``warn`` and ``error`` system piping adapter variants to expand #5776, which call the corresponding re-exported [bevy_log macros](https://docs.rs/bevy/latest/bevy/log/macro.info.html) when the result is an error.

## Solution

* Added ``dbg``, ``info``, ``warn`` and ``error`` system piping adapter variants to ``system_piping.rs``. 
* Modified and added tests for these under examples in ``system_piping.rs``.
2022-12-11 18:10:03 +00:00
Chia-Hsiang Cheng
585dac0582 Remove auto-margin properties from the examples (#6535)
# Objective

Fixes #6498.

## Solution

Adding a parent node with properties AlignItems::Center and JustifyContent::Center to centered child nodes and removing their auto-margin properties.
2022-11-21 14:38:35 +00:00
Hsiang-Cheng Yang
eaa35cf99f use Mul<f32> to double the value of Vec3 (#6607)
improve the example code
2022-11-14 23:08:30 +00:00
2ne1ugly
db0d7698e2 Change From<Icosphere> to TryFrom<Icosphere> (#6484)
# Objective

- Fixes  #6476

## Solution

- Return error instead of panic through `TryFrom`
- ~~Add `.except()` in examples~~ 
- Add `.unwrap()` in examples
2022-11-14 22:34:27 +00:00
targrub
96c9c60f80 Use cbrt() instead of powf(1./3.) (#6481)
# Objective

- Use cube root library function instead of handrolling.

## Solution

- Instead of `powf(1./3.)` use `cbrt()`.
2022-11-05 14:12:04 +00:00
Jakob Hellermann
e71c4d2802 fix nightly clippy warnings (#6395)
# Objective

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

## Solution

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

## Changes
- always prefer `format!("{inline}")` over `format!("{}", not_inline)`
- prefer `Box::default` (or `Box::<T>::default` if necessary) over `Box::new(T::default())`
2022-10-28 21:03:01 +00:00
François
5622d56be1 Use plugin setup for resource only used at setup time (#6360)
# Objective

- Build on #6336 for more plugin configurations

## Solution

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

---

## Changelog

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

## Migration Guide

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

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

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


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

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

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


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

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

// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(CorePlugin {
  task_pool_options: TaskPoolOptions::with_num_threads(4),
}))
```
2022-10-25 22:19:34 +00:00
Cameron
7989cb2650 Add global time scaling (#5752)
# Objective

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

## Solution

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

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

---

## Changelog

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

## Migration Guide

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

If you aren't sure which to use, most systems should continue to use "scaled" time (e.g. `time.delta_seconds()`). The realtime "unscaled" time measurements (e.g. `time.raw_delta_seconds()`) are mostly for debugging and profiling.
2022-10-22 18:52:29 +00:00
Lena Milizé
73605f43b6 Replace the bool argument of Timer with TimerMode (#6247)
As mentioned in #2926, it's better to have an explicit type that clearly communicates the intent of the timer mode rather than an opaque boolean, which can be only understood when knowing the signature or having to look up the documentation.

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

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

# Objective

Fixes #2926.

## Solution

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

---

## Changelog

### Added

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

### Changed

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

## Migration Guide

- Replace `Timer::new(duration, false)` with `Timer::new(duration, TimerMode::Once)`.
- Replace `Timer::new(duration, true)` with `Timer::new(duration, TimerMode::Repeating)`.
- Replace `Timer::from_seconds(seconds, false)` with `Timer::from_seconds(seconds, TimerMode::Once)`.
- Replace `Timer::from_seconds(seconds, true)` with `Timer::from_seconds(seconds, TimerMode::Repeating)`.
- Change `timer.repeating()` to `timer.mode() == TimerMode::Repeating`.
2022-10-17 13:47:01 +00:00
Alice Cecile
c0a93aa7a4 Rename system chaining to system piping (#6230)
# Objective

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

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

Fixes #6225.

## Changelog

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

## Migration Guide

The `.chain(handler_system)` method on systems is now `.pipe(handler_system)`.
The `IntoChainSystem` trait is now `IntoPipeSystem`, and the `ChainSystem` struct is now `PipeSystem`.
2022-10-11 15:21:12 +00:00
Carter Anderson
dc3f801239 Exclusive Systems Now Implement System. Flexible Exclusive System Params (#6083)
# Objective

The [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) involves allowing exclusive systems to be referenced and ordered relative to parallel systems. We've agreed that unifying systems under `System` is the right move.

This is an alternative to #4166 (see rationale in the comments I left there). Note that this builds on the learnings established there (and borrows some patterns).

## Solution

This unifies parallel and exclusive systems under the shared `System` trait, removing the old `ExclusiveSystem` trait / impls. This is accomplished by adding a new `ExclusiveFunctionSystem` impl similar to `FunctionSystem`. It is backed by `ExclusiveSystemParam`, which is similar to `SystemParam`. There is a new flattened out SystemContainer api (which cuts out a lot of trait and type complexity). 

This means you can remove all cases of `exclusive_system()`:

```rust
// before
commands.add_system(some_system.exclusive_system());
// after
commands.add_system(some_system);
```

I've also implemented `ExclusiveSystemParam` for `&mut QueryState` and `&mut SystemState`, which makes this possible in exclusive systems:

```rust
fn some_exclusive_system(
    world: &mut World,
    transforms: &mut QueryState<&Transform>,
    state: &mut SystemState<(Res<Time>, Query<&Player>)>,
) {
    for transform in transforms.iter(world) {
        println!("{transform:?}");
    }
    let (time, players) = state.get(world);
    for player in players.iter() {
        println!("{player:?}");
    }
}
```

Note that "exclusive function systems" assume `&mut World` is present (and the first param). I think this is a fair assumption, given that the presence of `&mut World` is what defines the need for an exclusive system.

I added some targeted SystemParam `static` constraints, which removed the need for this:
``` rust
fn some_exclusive_system(state: &mut SystemState<(Res<'static, Time>, Query<&'static Player>)>) {}
```

## Related

- #2923
- #3001
- #3946

## Changelog

- `ExclusiveSystem` trait (and implementations) has been removed in favor of sharing the `System` trait.
- `ExclusiveFunctionSystem` and `ExclusiveSystemParam` were added, enabling flexible exclusive function systems
- `&mut SystemState` and `&mut QueryState` now implement `ExclusiveSystemParam`
- Exclusive and parallel System configuration is now done via a unified `SystemDescriptor`, `IntoSystemDescriptor`, and `SystemContainer` api.

## Migration Guide

Calling `.exclusive_system()` is no longer required (or supported) for converting exclusive system functions to exclusive systems:

```rust
// Old (0.8)
app.add_system(some_exclusive_system.exclusive_system());
// New (0.9)
app.add_system(some_exclusive_system);
```

Converting "normal" parallel systems to exclusive systems is done by calling the exclusive ordering apis:

```rust
// Old (0.8)
app.add_system(some_system.exclusive_system().at_end());
// New (0.9)
app.add_system(some_system.at_end());
```

Query state in exclusive systems can now be cached via ExclusiveSystemParams, which should be preferred for clarity and performance reasons:
```rust
// Old (0.8)
fn some_system(world: &mut World) {
  let mut transforms = world.query::<&Transform>();
  for transform in transforms.iter(world) {
  }
}
// New (0.9)
fn some_system(world: &mut World, transforms: &mut QueryState<&Transform>) {
  for transform in transforms.iter(world) {
  }
}
```
2022-09-26 23:57:07 +00:00
Alice Cecile
481eec2c92 Rename UiColor to BackgroundColor (#6087)
# Objective

Fixes #6078. The `UiColor` component is unhelpfully named: it is unclear, ambiguous with border color and 

## Solution

Rename the `UiColor` component (and associated fields) to `BackgroundColor` / `background_colorl`.

## Migration Guide

`UiColor` has been renamed to `BackgroundColor`. This change affects `NodeBundle`, `ButtonBundle` and `ImageBundle`. In addition, the corresponding field on `ExtractedUiNode` has been renamed to `background_color` for consistency.
2022-09-25 00:39:17 +00:00
Carter Anderson
01aedc8431 Spawn now takes a Bundle (#6054)
# Objective

Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands).

## Solution

All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input:

```rust
// before:
commands
  .spawn()
  .insert((A, B, C));
world
  .spawn()
  .insert((A, B, C);

// after
commands.spawn((A, B, C));
world.spawn((A, B, C));
```

All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api.  

By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`).

This improves spawn performance by over 10%:
![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png)

To take this measurement, I added a new `world_spawn` benchmark.

Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main.

**Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** 

---

## Changelog

- All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input
- All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api
- World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior.  

## Migration Guide

```rust
// Old (0.8):
commands
  .spawn()
  .insert_bundle((A, B, C));
// New (0.9)
commands.spawn((A, B, C));

// Old (0.8):
commands.spawn_bundle((A, B, C));
// New (0.9)
commands.spawn((A, B, C));

// Old (0.8):
let entity = commands.spawn().id();
// New (0.9)
let entity = commands.spawn_empty().id();

// Old (0.8)
let entity = world.spawn().id();
// New (0.9)
let entity = world.spawn_empty();
```
2022-09-23 19:55:54 +00:00
Carter Anderson
cd15f0f5be Accept Bundles for insert and remove. Deprecate insert/remove_bundle (#6039)
# Objective

Take advantage of the "impl Bundle for Component" changes in #2975 / add the follow up changes discussed there.

## Solution

- Change `insert` and `remove` to accept a Bundle instead of a Component (for both Commands and World)
- Deprecate `insert_bundle`, `remove_bundle`, and `remove_bundle_intersection`
- Add `remove_intersection`

---

## Changelog

- Change `insert` and `remove` now accept a Bundle instead of a Component (for both Commands and World)
- `insert_bundle` and `remove_bundle` are deprecated
 

## Migration Guide

Replace `insert_bundle` with `insert`:
```rust
// Old (0.8)
commands.spawn().insert_bundle(SomeBundle::default());
// New (0.9)
commands.spawn().insert(SomeBundle::default());
```

Replace `remove_bundle` with `remove`:
```rust
// Old (0.8)
commands.entity(some_entity).remove_bundle::<SomeBundle>();
// New (0.9)
commands.entity(some_entity).remove::<SomeBundle>();
```

Replace `remove_bundle_intersection` with `remove_intersection`:
```rust
// Old (0.8)
world.entity_mut(some_entity).remove_bundle_intersection::<SomeBundle>();
// New (0.9)
world.entity_mut(some_entity).remove_intersection::<SomeBundle>();
```

Consider consolidating as many operations as possible to improve ergonomics and cut down on archetype moves:
```rust
// Old (0.8)
commands.spawn()
  .insert_bundle(SomeBundle::default())
  .insert(SomeComponent);

// New (0.9) - Option 1
commands.spawn().insert((
  SomeBundle::default(),
  SomeComponent,
))

// New (0.9) - Option 2
commands.spawn_bundle((
  SomeBundle::default(),
  SomeComponent,
))
```

## Next Steps

Consider changing `spawn` to accept a bundle and deprecate `spawn_bundle`.
2022-09-21 21:47:53 +00:00
Daniel McNab
1a2aedd165 Implement Bundle for Component. Use Bundle tuples for insertion (#2975)
@BoxyUwU this is your fault. 

Also cart didn't arrive in time to tell us not to do this.

# Objective

- Fix #2974

## Solution

- The first commit just does the actual change
- Follow up commits do steps to prove that this method works to unify as required, but this does not remove `insert_bundle`.

## Changelog

### Changed
Nested bundles now collapse automatically, and every `Component` now implements `Bundle`.
This means that you can combine bundles and components arbitrarily, for example:
```rust
// before:
.insert(A).insert_bundle(MyBBundle{..})
// after:
.insert_bundle((A, MyBBundle {..}))
```

Note that there will be a follow up PR that removes the current `insert` impl and renames `insert_bundle` to `insert`.

### Removed
The `bundle` attribute in `derive(Bundle)`.

## Migration guide

In `derive(Bundle)`, the `bundle` attribute has been removed. Nested bundles are not collapsed automatically. You should remove `#[bundle]` attributes.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-09-20 20:17:08 +00:00
ira
76ae6f4c6e Miscellaneous code-quality improvements. (#5860)
Does what it do.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-09-05 00:30:21 +00:00
JoJoJet
697d297b55 Remove last uses of string-labels (#5420)
# Objective

* Related: #4341
* Remove all remaining uses of stringly-typed labels in the repo. Right now, it's just a bunch of tests and examples.
2022-09-03 18:06:41 +00:00
ira
b42f426fc3 Add associated constant IDENTITY to Transform and friends. (#5340)
# Objective
Since `identity` is a const fn that takes no arguments it seems logical to make it an associated constant.
This is also more in line with types from glam (eg. `Quat::IDENTITY`).

## Migration Guide

The method `identity()` on `Transform`, `GlobalTransform` and `TransformBundle` has been deprecated.
Use the associated constant `IDENTITY` instead.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-08-30 22:10:24 +00:00
ira
65252bb87a Consistently use PI to specify angles in examples. (#5825)
Examples inconsistently use either `TAU`, `PI`, `FRAC_PI_2` or `FRAC_PI_4`.
Often in odd ways and without `use`ing the constants, making it difficult to parse.

 * Use `PI` to specify angles.
 * General code-quality improvements.
 * Fix borked `hierarchy` example.


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-08-30 19:52:11 +00:00
ira
992681b59b Make Resource trait opt-in, requiring #[derive(Resource)] V2 (#5577)
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.

While ergonomic, this results in several drawbacks:

* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
 * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
   *ira: My commits are not as well organized :')*
 * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
 * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.

## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.

## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.

If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.

`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.


Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
ira
9f906fdc8b Improve ergonomics and reduce boilerplate around creating text elements. (#5343)
# Objective

Creating UI elements is very boilerplate-y with lots of indentation.
This PR aims to reduce boilerplate around creating text elements.

## Changelog

* Renamed `Text::with_section` to `from_section`.
  It no longer takes a `TextAlignment` as argument, as the vast majority of cases left it `Default::default()`.
* Added `Text::from_sections` which creates a `Text` from a list of `TextSections`.
  Reduces line-count and reduces indentation by one level.
* Added `Text::with_alignment`.
  A builder style method for setting the `TextAlignment` of a `Text`.
* Added `TextSection::new`.
  Does not reduce line count, but reduces character count and made it easier to read. No more `.to_string()` calls!
* Added `TextSection::from_style` which creates an empty `TextSection` with a style.
  No more empty strings! Reduces indentation.
* Added `TextAlignment::CENTER` and friends.
* Added methods to `TextBundle`. `from_section`, `from_sections`, `with_text_alignment` and `with_style`.

## Note for reviewers.
Because of the nature of these changes I recommend setting diff view to 'split'.
~~Look for the book icon~~ cog in the top-left of the Files changed tab.

Have fun reviewing ❤️
<sup> >:D </sup>

## Migration Guide

`Text::with_section` was renamed to `from_section` and no longer takes a `TextAlignment` as argument.
Use `with_alignment` to set the alignment instead.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-07-20 14:14:29 +00:00
Dusty DeWeese
9f8bdeeeb9 Use Affine3A for GlobalTransform to allow any affine transformation (#4379)
# Objective

- Add capability to use `Affine3A`s for some `GlobalTransform`s. This allows affine transformations that are not possible using a single `Transform` such as shear and non-uniform scaling along an arbitrary axis.
- Related to #1755 and #2026

## Solution

- `GlobalTransform` becomes an enum wrapping either a `Transform` or an `Affine3A`.
- The API of `GlobalTransform` is minimized to avoid inefficiency, and to make it clear that operations should be performed using the underlying data types.
- using `GlobalTransform::Affine3A` disables transform propagation, because the main use is for cases that `Transform`s cannot support.

---

## Changelog

- `GlobalTransform`s can optionally support any affine transformation using an `Affine3A`.


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-07-16 00:51:12 +00:00
ira
234e5af882 Implement From<bool> for ShouldRun. (#5306)
Make writing simple yes/no run criteria easier.


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-07-14 17:26:40 +00:00
ira
4847f7e3ad Update codebase to use IntoIterator where possible. (#5269)
Remove unnecessary calls to `iter()`/`iter_mut()`.
Mainly updates the use of queries in our code, docs, and examples.

```rust
// From
for _ in list.iter() {
for _ in list.iter_mut() {

// To
for _ in &list {
for _ in &mut list {
```

We already enable the pedantic lint [clippy::explicit_iter_loop](https://rust-lang.github.io/rust-clippy/stable/) inside of Bevy. However, this only warns for a few known types from the standard library.

## Note for reviewers
As you can see the additions and deletions are exactly equal.
Maybe give it a quick skim to check I didn't sneak in a crypto miner, but you don't have to torture yourself by reading every line.
I already experienced enough pain making this PR :) 


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-07-11 15:28:50 +00:00
James Liu
8eb0440f1e Hierarchy commandization (#4197)
## Objective
Implement absolute minimum viable product for the changes proposed in bevyengine/rfcs#53.

## Solution

 - Remove public mutative access to `Parent` (Children is already publicly read-only). This includes public construction methods like `Copy`, `Clone`, and `Default`.
 - Remove `PreviousParent`
 - Remove `parent_update_system`
 - Update all hierarchy related commands to immediately update both `Parent` and `Children` references.

## Remaining TODOs

 - [ ] Update documentation for both `Parent` and `Children`. Discourage using `EntityCommands::remove`
 - [x] Add `HierarchyEvent` to notify listeners of hierarchy updates. This is meant to replace listening on `PreviousParent`

## Followup

 - These changes should be best moved to the hooks mentioned in #3742.
 - Backing storage for both might be best moved to indexes mentioned in the same relations.
2022-07-10 20:29:06 +00:00
ira
ea13f0bddf Add helper methods for rotating Transforms (#5151)
# Objective
Users often ask for help with rotations as they struggle with `Quat`s.
`Quat` is rather complex and has a ton of verbose methods.

## Solution
Add rotation helper methods to `Transform`.


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-07-01 03:58:54 +00:00
Dilyan
4f5f04041f Fix player number in example game in the ecs_guide (#5098)
# Objective

- Small bug in the example game given in examples/ecs/ecs_guide

Currently, if there are 2 players in this example game, the function exclusive_player_system can add a player with the name "Player 2". However, the name should be "Player 3". This PR fixes this. I also add a message to inform that a new player has arrived in the mock game.

Co-authored-by: Dilyan Kostov <dilyanks@amazon.com>
2022-06-26 13:58:56 +00:00
Carter Anderson
f487407e07 Camera Driven Rendering (#4745)
This adds "high level camera driven rendering" to Bevy. The goal is to give users more control over what gets rendered (and where) without needing to deal with render logic. This will make scenarios like "render to texture", "multiple windows", "split screen", "2d on 3d", "3d on 2d", "pass layering", and more significantly easier. 

Here is an [example of a 2d render sandwiched between two 3d renders (each from a different perspective)](https://gist.github.com/cart/4fe56874b2e53bc5594a182fc76f4915):
![image](https://user-images.githubusercontent.com/2694663/168411086-af13dec8-0093-4a84-bdd4-d4362d850ffa.png)

Users can now spawn a camera, point it at a RenderTarget (a texture or a window), and it will "just work". 

Rendering to a second window is as simple as spawning a second camera and assigning it to a specific window id:
```rust
// main camera (main window)
commands.spawn_bundle(Camera2dBundle::default());

// second camera (other window)
commands.spawn_bundle(Camera2dBundle {
    camera: Camera {
        target: RenderTarget::Window(window_id),
        ..default()
    },
    ..default()
});
```

Rendering to a texture is as simple as pointing the camera at a texture:

```rust
commands.spawn_bundle(Camera2dBundle {
    camera: Camera {
        target: RenderTarget::Texture(image_handle),
        ..default()
    },
    ..default()
});
```

Cameras now have a "render priority", which controls the order they are drawn in. If you want to use a camera's output texture as a texture in the main pass, just set the priority to a number lower than the main pass camera (which defaults to `0`).

```rust
// main pass camera with a default priority of 0
commands.spawn_bundle(Camera2dBundle::default());

commands.spawn_bundle(Camera2dBundle {
    camera: Camera {
        target: RenderTarget::Texture(image_handle.clone()),
        priority: -1,
        ..default()
    },
    ..default()
});

commands.spawn_bundle(SpriteBundle {
    texture: image_handle,
    ..default()
})
```

Priority can also be used to layer to cameras on top of each other for the same RenderTarget. This is what "2d on top of 3d" looks like in the new system:

```rust
commands.spawn_bundle(Camera3dBundle::default());

commands.spawn_bundle(Camera2dBundle {
    camera: Camera {
        // this will render 2d entities "on top" of the default 3d camera's render
        priority: 1,
        ..default()
    },
    ..default()
});
```

There is no longer the concept of a global "active camera". Resources like `ActiveCamera<Camera2d>` and `ActiveCamera<Camera3d>` have been replaced with the camera-specific `Camera::is_active` field. This does put the onus on users to manage which cameras should be active.

Cameras are now assigned a single render graph as an "entry point", which is configured on each camera entity using the new `CameraRenderGraph` component. The old `PerspectiveCameraBundle` and `OrthographicCameraBundle` (generic on camera marker components like Camera2d and Camera3d) have been replaced by `Camera3dBundle` and `Camera2dBundle`, which set 3d and 2d default values for the `CameraRenderGraph` and projections.

```rust
// old 3d perspective camera
commands.spawn_bundle(PerspectiveCameraBundle::default())

// new 3d perspective camera
commands.spawn_bundle(Camera3dBundle::default())
```

```rust
// old 2d orthographic camera
commands.spawn_bundle(OrthographicCameraBundle::new_2d())

// new 2d orthographic camera
commands.spawn_bundle(Camera2dBundle::default())
```

```rust
// old 3d orthographic camera
commands.spawn_bundle(OrthographicCameraBundle::new_3d())

// new 3d orthographic camera
commands.spawn_bundle(Camera3dBundle {
    projection: OrthographicProjection {
        scale: 3.0,
        scaling_mode: ScalingMode::FixedVertical,
        ..default()
    }.into(),
    ..default()
})
```

Note that `Camera3dBundle` now uses a new `Projection` enum instead of hard coding the projection into the type. There are a number of motivators for this change: the render graph is now a part of the bundle, the way "generic bundles" work in the rust type system prevents nice `..default()` syntax, and changing projections at runtime is much easier with an enum (ex for editor scenarios). I'm open to discussing this choice, but I'm relatively certain we will all come to the same conclusion here. Camera2dBundle and Camera3dBundle are much clearer than being generic on marker components / using non-default constructors.

If you want to run a custom render graph on a camera, just set the `CameraRenderGraph` component:

```rust
commands.spawn_bundle(Camera3dBundle {
    camera_render_graph: CameraRenderGraph::new(some_render_graph_name),
    ..default()
})
```

Just note that if the graph requires data from specific components to work (such as `Camera3d` config, which is provided in the `Camera3dBundle`), make sure the relevant components have been added.

Speaking of using components to configure graphs / passes, there are a number of new configuration options:

```rust
commands.spawn_bundle(Camera3dBundle {
    camera_3d: Camera3d {
        // overrides the default global clear color 
        clear_color: ClearColorConfig::Custom(Color::RED),
        ..default()
    },
    ..default()
})

commands.spawn_bundle(Camera3dBundle {
    camera_3d: Camera3d {
        // disables clearing
        clear_color: ClearColorConfig::None,
        ..default()
    },
    ..default()
})
```

Expect to see more of the "graph configuration Components on Cameras" pattern in the future.

By popular demand, UI no longer requires a dedicated camera. `UiCameraBundle` has been removed. `Camera2dBundle` and `Camera3dBundle` now both default to rendering UI as part of their own render graphs. To disable UI rendering for a camera, disable it using the CameraUi component:

```rust
commands
    .spawn_bundle(Camera3dBundle::default())
    .insert(CameraUi {
        is_enabled: false,
        ..default()
    })
```

## Other Changes

* The separate clear pass has been removed. We should revisit this for things like sky rendering, but I think this PR should "keep it simple" until we're ready to properly support that (for code complexity and performance reasons). We can come up with the right design for a modular clear pass in a followup pr.
* I reorganized bevy_core_pipeline into Core2dPlugin and Core3dPlugin (and core_2d / core_3d modules). Everything is pretty much the same as before, just logically separate. I've moved relevant types (like Camera2d, Camera3d, Camera3dBundle, Camera2dBundle) into their relevant modules, which is what motivated this reorganization.
* I adapted the `scene_viewer` example (which relied on the ActiveCameras behavior) to the new system. I also refactored bits and pieces to be a bit simpler. 
* All of the examples have been ported to the new camera approach. `render_to_texture` and `multiple_windows` are now _much_ simpler. I removed `two_passes` because it is less relevant with the new approach. If someone wants to add a new "layered custom pass with CameraRenderGraph" example, that might fill a similar niche. But I don't feel much pressure to add that in this pr.
* Cameras now have `target_logical_size` and `target_physical_size` fields, which makes finding the size of a camera's render target _much_ simpler. As a result, the `Assets<Image>` and `Windows` parameters were removed from `Camera::world_to_screen`, making that operation much more ergonomic.
* Render order ambiguities between cameras with the same target and the same priority now produce a warning. This accomplishes two goals:
    1. Now that there is no "global" active camera, by default spawning two cameras will result in two renders (one covering the other). This would be a silent performance killer that would be hard to detect after the fact. By detecting ambiguities, we can provide a helpful warning when this occurs.
    2. Render order ambiguities could result in unexpected / unpredictable render results. Resolving them makes sense.

## Follow Up Work

* Per-Camera viewports, which will make it possible to render to a smaller area inside of a RenderTarget (great for something like splitscreen)
* Camera-specific MSAA config (should use the same "overriding" pattern used for ClearColor)
* Graph Based Camera Ordering: priorities are simple, but they make complicated ordering constraints harder to express. We should consider adopting a "graph based" camera ordering model with "before" and "after" relationships to other cameras (or build it "on top" of the priority system).
* Consider allowing graphs to run subgraphs from any nest level (aka a global namespace for graphs). Right now the 2d and 3d graphs each need their own UI subgraph, which feels "fine" in the short term. But being able to share subgraphs between other subgraphs seems valuable.
* Consider splitting `bevy_core_pipeline` into `bevy_core_2d` and `bevy_core_3d` packages. Theres a shared "clear color" dependency here, which would need a new home.
2022-06-02 00:12:17 +00:00
Alex Saveau
caef967d14 Derive default on ReportExecutionOrderAmbiguities (#4873) 2022-05-31 15:54:38 +00:00
James Liu
c5e89894f4 Remove task_pool parameter from par_for_each(_mut) (#4705)
# Objective
Fixes #3183. Requiring a `&TaskPool` parameter is sort of meaningless if the only correct one is to use the one provided by `Res<ComputeTaskPool>` all the time.

## Solution
Have `QueryState` save a clone of the `ComputeTaskPool` which is used for all `par_for_each` functions.

~~Adds a small overhead of the internal `Arc` clone as a part of the startup, but the ergonomics win should be well worth this hardly-noticable overhead.~~

Updated the docs to note that it will panic the task pool is not present as a resource.

# Future Work
If https://github.com/bevyengine/rfcs/pull/54 is approved, we can replace these resource lookups with a static function call instead to get the `ComputeTaskPool`.

---

## Changelog
Removed: The `task_pool` parameter of `Query(State)::par_for_each(_mut)`. These calls will use the `World`'s `ComputeTaskPool` resource instead.

## Migration Guide
The `task_pool` parameter for `Query(State)::par_for_each(_mut)` has been removed. Remove these parameters from all calls to these functions.

Before:
```rust
fn parallel_system(
   task_pool: Res<ComputeTaskPool>,
   query: Query<&MyComponent>,
) {
   query.par_for_each(&task_pool, 32, |comp| {
        ...
   });
}
```

After:

```rust
fn parallel_system(query: Query<&MyComponent>) {
   query.par_for_each(32, |comp| {
        ...
   });
}
```

If using `Query(State)` outside of a system run by the scheduler, you may need to manually configure and initialize a `ComputeTaskPool` as a resource in the `World`.
2022-05-30 16:59:38 +00:00
Thierry Berger
99e689cfd2 remove unneeded msaa explicit addition from examples (#4830)
# Objective

- Coming from 7a596f1910 (r876310734)
- Simplify the examples regarding addition of `Msaa` Resource with default value.

## Solution

- Remove addition of `Msaa` Resource with default value from examples,
2022-05-27 20:52:12 +00:00
Christopher Durham
644bd5dbc6 Split time functionality into bevy_time (#4187)
# Objective

Reduce the catch-all grab-bag of functionality in bevy_core by minimally splitting off time functionality into bevy_time. Functionality like that provided by #3002 would increase the complexity of bevy_time, so this is a good candidate for pulling into its own unit.

A step in addressing #2931 and splitting bevy_core into more specific locations.

## Solution

Pull the time module of bevy_core into a new crate, bevy_time.

# Migration guide

- Time related types (e.g. `Time`, `Timer`, `Stopwatch`, `FixedTimestep`, etc.) should be imported from `bevy::time::*` rather than `bevy::core::*`.
- If you were adding `CorePlugin` manually, you'll also want to add `TimePlugin` from `bevy::time`.
- The `bevy::core::CorePlugin::Time` system label is replaced with `bevy::time::TimeSystem`.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-05-26 00:27:18 +00:00
Mark Schmale
1ba7429371 Doc/module style doc blocks for examples (#4438)
# Objective

Provide a starting point for #3951, or a partial solution. 
Providing a few comment blocks to discuss, and hopefully find better one in the process. 

## Solution

Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. 

## Changelog

- Moved some existing comments from main() functions in the 2d examples to the file header level
- Wrote some more comment blocks for most other 2d examples

TODO: 
- [x] 2d/sprite_sheet, wasnt able to come up with something good yet 
- [x] all other example groups...


Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. 
I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
2022-05-16 13:53:20 +00:00
TheRawMeatball
73c78c3667 Use lifetimed, type erased pointers in bevy_ecs (#3001)
# Objective

`bevy_ecs` has large amounts of unsafe code which is hard to get right and makes it difficult to audit for soundness.

## Solution

Introduce lifetimed, type-erased pointers: `Ptr<'a>` `PtrMut<'a>` `OwningPtr<'a>'` and `ThinSlicePtr<'a, T>` which are newtypes around a raw pointer with a lifetime and conceptually representing strong invariants about the pointee and validity of the pointer.

The process of converting bevy_ecs to use these has already caught multiple cases of unsound behavior.

## Changelog

TL;DR for release notes: `bevy_ecs` now uses lifetimed, type-erased pointers internally, significantly improving safety and legibility without sacrificing performance. This should have approximately no end user impact, unless you were meddling with the (unfortunately public) internals of `bevy_ecs`.

- `Fetch`, `FilterFetch` and `ReadOnlyFetch` trait no longer have a `'state` lifetime
    - this was unneeded
- `ReadOnly/Fetch` associated types on `WorldQuery` are now on a new `WorldQueryGats<'world>` trait
    - was required to work around lack of Generic Associated Types (we wish to express `type Fetch<'a>: Fetch<'a>`)
- `derive(WorldQuery)` no longer requires `'w` lifetime on struct
    - this was unneeded, and improves the end user experience
- `EntityMut::get_unchecked_mut` returns `&'_ mut T` not `&'w mut T`
    - allows easier use of unsafe API with less footguns, and can be worked around via lifetime transmutery as a user
- `Bundle::from_components` now takes a `ctx` parameter to pass to the `FnMut` closure
    - required because closure return types can't borrow from captures
- `Fetch::init` takes `&'world World`, `Fetch::set_archetype` takes `&'world Archetype` and `&'world Tables`, `Fetch::set_table` takes `&'world Table`
    - allows types implementing `Fetch` to store borrows into world
- `WorldQuery` trait now has a `shrink` fn to shorten the lifetime in `Fetch::<'a>::Item`
    - this works around lack of subtyping of assoc types, rust doesnt allow you to turn `<T as Fetch<'static>>::Item'` into `<T as Fetch<'a>>::Item'`
    - `QueryCombinationsIter` requires this
- Most types implementing `Fetch` now have a lifetime `'w`
    - allows the fetches to store borrows of world data instead of using raw pointers

## Migration guide

- `EntityMut::get_unchecked_mut` returns a more restricted lifetime, there is no general way to migrate this as it depends on your code
- `Bundle::from_components` implementations must pass the `ctx` arg to `func`
- `Bundle::from_components` callers have to use a fn arg instead of closure captures for borrowing from world
- Remove lifetime args on `derive(WorldQuery)` structs as it is nonsensical
- `<Q as WorldQuery>::ReadOnly/Fetch` should be changed to either `RO/QueryFetch<'world>` or `<Q as WorldQueryGats<'world>>::ReadOnly/Fetch`
- `<F as Fetch<'w, 's>>` should be changed to `<F as Fetch<'w>>`
- Change the fn sigs of `Fetch::init/set_archetype/set_table` to match respective trait fn sigs
- Implement the required `fn shrink` on any `WorldQuery` implementations
- Move assoc types `Fetch` and `ReadOnlyFetch` on `WorldQuery` impls to `WorldQueryGats` impls
- Pass an appropriate `'world` lifetime to whatever fetch struct you are for some reason using

### Type inference regression

in some cases rustc may give spurrious errors when attempting to infer the `F` parameter on a query/querystate this can be fixed by manually specifying the type, i.e. `QueryState:🆕:<_, ()>(world)`. The error is rather confusing:

```rust=
error[E0271]: type mismatch resolving `<() as Fetch<'_>>::Item == bool`
    --> crates/bevy_pbr/src/render/light.rs:1413:30
     |
1413 |             main_view_query: QueryState::new(world),
     |                              ^^^^^^^^^^^^^^^ expected `bool`, found `()`
     |
     = note: required because of the requirements on the impl of `for<'x> FilterFetch<'x>` for `<() as WorldQueryGats<'x>>::Fetch`
note: required by a bound in `bevy_ecs::query::QueryState::<Q, F>::new`
    --> crates/bevy_ecs/src/query/state.rs:49:32
     |
49   |     for<'x> QueryFetch<'x, F>: FilterFetch<'x>,
     |                                ^^^^^^^^^^^^^^^ required by this bound in `bevy_ecs::query::QueryState::<Q, F>::new`
```

---

Made with help from @BoxyUwU and @alice-i-cecile 

Co-authored-by: Boxy <supbscripter@gmail.com>
2022-04-27 23:44:06 +00:00
Nathan Pinard
f1aae380ab Added example of creating a system from a closure (#4327)
Fixes #4262
2022-04-27 18:02:07 +00:00
KDecay
989fb8a78d Move Rect to bevy_ui and rename it to UiRect (#4276)
# Objective

- Closes #335.
- Related #4285.
- Part of the splitting process of #3503.

## Solution

- Move `Rect` to `bevy_ui` and rename it to `UiRect`.

## Reasons

- `Rect` is only used in `bevy_ui` and therefore calling it `UiRect` makes the intent clearer.
- We have two types that are called `Rect` currently and it's missleading (see `bevy_sprite::Rect` and #335).
- Discussion in #3503.

## Changelog

### Changed

- The `Rect` type got moved from `bevy_math` to `bevy_ui` and renamed to `UiRect`.

## Migration Guide

- The `Rect` type got renamed to `UiRect`. To migrate you just have to change every occurrence of `Rect` to `UiRect`.

Co-authored-by: KDecay <KDecayMusic@protonmail.com>
2022-04-25 19:20:38 +00:00
Daniel McNab
21a875d67b Some small changes related to run criteria piping (#3923)
Remove the 'chaining' api, as it's peculiar

~~Implement the label traits for `Box<dyn ThatTrait>` (n.b. I'm not confident about this change, but it was the quickest path to not regressing)~~

Remove the need for '`.system`' when using run criteria piping
2022-04-07 19:08:08 +00:00
Daniel McNab
99a2dc50a6 Cleanup some outdated parts of ecs_guide (#4342)
# Objective

- `Local`s can no longer be accessed outside of their creating system, but these docs say they can be.
- There's also little reason to have a pure wrapper type for `Local`s; they can just use the real type. The parameter name should be sufficiently documenting.
2022-04-04 21:16:36 +00:00
Daniel McNab
c26be39719 Remove unnecessary system labels (#4340)
# Objective

- Since #4224, using labels which only refer to one system doesn't make sense.

## Solution

- Remove some of those.

## Future work

- We should remove the ability to use strings as system labels entirely. I haven't in this PR because there are tests which use this, and that's a lot of code to change.
   - The only use cases for labels are either intra-crate, which use #4224, or inter-crate, which should either use #4224 or explicit types. Neither of those should use strings.
2022-04-01 21:11:05 +00:00
MrGVSV
f16768d868 bevy_derive: Add derives for Deref and DerefMut (#4328)
# Objective

A common pattern in Rust is the [newtype](https://doc.rust-lang.org/rust-by-example/generics/new_types.html). This is an especially useful pattern in Bevy as it allows us to give common/foreign types different semantics (such as allowing it to implement `Component` or `FromWorld`) or to simply treat them as a "new type" (clever). For example, it allows us to wrap a common `Vec<String>` and do things like:

```rust
#[derive(Component)]
struct Items(Vec<String>);

fn give_sword(query: Query<&mut Items>) { 
  query.single_mut().0.push(String::from("Flaming Poisoning Raging Sword of Doom"));
}
```

> We could then define another struct that wraps `Vec<String>` without anything clashing in the query.

However, one of the worst parts of this pattern is the ugly `.0` we have to write in order to access the type we actually care about. This is why people often implement `Deref` and `DerefMut` in order to get around this.

Since it's such a common pattern, especially for Bevy, it makes sense to add a derive macro to automatically add those implementations.


## Solution

Added a derive macro for `Deref` and another for `DerefMut` (both exported into the prelude). This works on all structs (including tuple structs) as long as they only contain a single field:

```rust
#[derive(Deref)]
struct Foo(String);

#[derive(Deref, DerefMut)]
struct Bar {
  name: String,
}
```

This allows us to then remove that pesky `.0`:

```rust
#[derive(Component, Deref, DerefMut)]
struct Items(Vec<String>);

fn give_sword(query: Query<&mut Items>) { 
  query.single_mut().push(String::from("Flaming Poisoning Raging Sword of Doom"));
}
```

### Alternatives

There are other alternatives to this such as by using the [`derive_more`](https://crates.io/crates/derive_more) crate. However, it doesn't seem like we need an entire crate just yet since we only need `Deref` and `DerefMut` (for now).

### Considerations

One thing to consider is that the Rust std library recommends _not_ using `Deref` and `DerefMut` for things like this: "`Deref` should only be implemented for smart pointers to avoid confusion" ([reference](https://doc.rust-lang.org/std/ops/trait.Deref.html)). Personally, I believe it makes sense to use it in the way described above, but others may disagree.

### Additional Context

Discord: https://discord.com/channels/691052431525675048/692572690833473578/956648422163746827 (controversiality discussed [here](https://discord.com/channels/691052431525675048/692572690833473578/956711911481835630))

---

## Changelog

- Add `Deref` derive macro (exported to prelude)
- Add `DerefMut` derive macro (exported to prelude)
- Updated most newtypes in examples to use one or both derives

Co-authored-by: MrGVSV <49806985+MrGVSV@users.noreply.github.com>
2022-03-29 02:10:06 +00:00
Carter Anderson
b1c3e9862d Auto-label function systems with SystemTypeIdLabel (#4224)
This adds the concept of "default labels" for systems (currently scoped to "parallel systems", but this could just as easily be implemented for "exclusive systems"). Function systems now include their function's `SystemTypeIdLabel` by default.

This enables the following patterns:

```rust
// ordering two systems without manually defining labels
app
  .add_system(update_velocity)
  .add_system(movement.after(update_velocity))

// ordering sets of systems without manually defining labels
app
  .add_system(foo)
  .add_system_set(
    SystemSet::new()
      .after(foo)
      .with_system(bar)
      .with_system(baz)
  )
```

Fixes: #4219
Related to: #4220 

Credit to @aevyrie @alice-i-cecile @DJMcNab (and probably others) for proposing (and supporting) this idea about a year ago. I was a big dummy that both shut down this (very good) idea and then forgot I did that. Sorry. You all were right!
2022-03-23 22:53:56 +00:00
Aevyrie
b3aff9a7b1 Add docs and common helper functions to Windows (#4107)
# Objective

- Improve documentation.
- Provide helper functions for common uses of `Windows` relating to getting the primary `Window`.
- Reduce repeated `Window` code.

# Solution

- Adds infallible `primary()` and `primary_mut()` functions with standard error text. This replaces the commonly used `get_primary().unwrap()` seen throughout bevy which has inconsistent or nonexistent error messages.
- Adds `scale_factor(WindowId)` to replace repeated code blocks throughout.

# Considerations

- The added functions can panic if the primary window does not exist.
    - It is very uncommon for the primary window to not exist, as seen by the regular use of `get_primary().unwrap()`. Most users will have a single window and will need to reference the primary window in their code multiple times.
    - The panic provides a consistent error message to make this class of error easy to spot from the panic text.
    - This follows the established standard of short names for infallible-but-unlikely-to-panic functions in bevy.
- Removes line noise for common usage of `Windows`.
2022-03-08 00:46:04 +00:00
Carter Anderson
b6a647cc01 default() shorthand (#4071)
Adds a `default()` shorthand for `Default::default()` ... because life is too short to constantly type `Default::default()`.

```rust
use bevy::prelude::*;

#[derive(Default)]
struct Foo {
  bar: usize,
  baz: usize,
}

// Normally you would do this:
let foo = Foo {
  bar: 10,
  ..Default::default()
};

// But now you can do this:
let foo = Foo {
  bar: 10,
  ..default()
};
```

The examples have been adapted to use `..default()`. I've left internal crates as-is for now because they don't pull in the bevy prelude, and the ergonomics of each case should be considered individually.
2022-03-01 20:52:09 +00:00
Alice Cecile
557ab9897a Make get_resource (and friends) infallible (#4047)
# Objective

- In the large majority of cases, users were calling `.unwrap()` immediately after `.get_resource`.
- Attempting to add more helpful error messages here resulted in endless manual boilerplate (see #3899 and the linked PRs).

## Solution

- Add an infallible variant named `.resource` and so on.
- Use these infallible variants over `.get_resource().unwrap()` across the code base.

## Notes

I did not provide equivalent methods on `WorldCell`, in favor of removing it entirely in #3939.

## Migration Guide

Infallible variants of `.get_resource` have been added that implicitly panic, rather than needing to be unwrapped.

Replace `world.get_resource::<Foo>().unwrap()` with `world.resource::<Foo>()`.

## Impact

- `.unwrap` search results before: 1084
- `.unwrap` search results after: 942
- internal `unwrap_or_else` calls added: 4
- trivial unwrap calls removed from tests and code: 146
- uses of the new `try_get_resource` API: 11
- percentage of the time the unwrapping API was used internally: 93%
2022-02-27 22:37:18 +00:00
Vladyslav Batyrenko
ba6b74ba20 Implement WorldQuery derive macro (#2713)
# Objective

- Closes #786
- Closes #2252
- Closes #2588

This PR implements a derive macro that allows users to define their queries as structs with named fields.

## Example

```rust
#[derive(WorldQuery)]
#[world_query(derive(Debug))]
struct NumQuery<'w, T: Component, P: Component> {
    entity: Entity,
    u: UNumQuery<'w>,
    generic: GenericQuery<'w, T, P>,
}

#[derive(WorldQuery)]
#[world_query(derive(Debug))]
struct UNumQuery<'w> {
    u_16: &'w u16,
    u_32_opt: Option<&'w u32>,
}

#[derive(WorldQuery)]
#[world_query(derive(Debug))]
struct GenericQuery<'w, T: Component, P: Component> {
    generic: (&'w T, &'w P),
}

#[derive(WorldQuery)]
#[world_query(filter)]
struct NumQueryFilter<T: Component, P: Component> {
    _u_16: With<u16>,
    _u_32: With<u32>,
    _or: Or<(With<i16>, Changed<u16>, Added<u32>)>,
    _generic_tuple: (With<T>, With<P>),
    _without: Without<Option<u16>>,
    _tp: PhantomData<(T, P)>,
}

fn print_nums_readonly(query: Query<NumQuery<u64, i64>, NumQueryFilter<u64, i64>>) {
    for num in query.iter() {
        println!("{:#?}", num);
    }
}

#[derive(WorldQuery)]
#[world_query(mutable, derive(Debug))]
struct MutNumQuery<'w, T: Component, P: Component> {
    i_16: &'w mut i16,
    i_32_opt: Option<&'w mut i32>,
}

fn print_nums(mut query: Query<MutNumQuery, NumQueryFilter<u64, i64>>) {
    for num in query.iter_mut() {
        println!("{:#?}", num);
    }
}
```

## TODOs:
- [x] Add support for `&T` and `&mut T`
  - [x] Test
- [x] Add support for optional types
  - [x] Test
- [x] Add support for `Entity`
  - [x] Test
- [x] Add support for nested `WorldQuery`
  - [x] Test
- [x] Add support for tuples
  - [x] Test
- [x] Add support for generics
  - [x] Test
- [x] Add support for query filters
  - [x] Test
- [x] Add support for `PhantomData`
  - [x] Test
- [x] Refactor `read_world_query_field_type_info`
- [x] Properly document `readonly` attribute for nested queries and the static assertions that guarantee safety
  - [x] Test that we never implement `ReadOnlyFetch` for types that need mutable access
  - [x] Test that we insert static assertions for nested `WorldQuery` that a user marked as readonly
2022-02-24 00:19:49 +00:00
danieleades
d8974e7c3d small and mostly pointless refactoring (#2934)
What is says on the tin.

This has got more to do with making `clippy` slightly more *quiet* than it does with changing anything that might greatly impact readability or performance.

that said, deriving `Default` for a couple of structs is a nice easy win
2022-02-13 22:33:55 +00:00
B-Janson
38f6da5a85 Add generic systems example (#2636)
# Objective
My attempt at fixing #2142. My very first attempt at contributing to Bevy so more than open to any feedback.
I borrowed heavily from the [Bevy Cheatbook page](https://bevy-cheatbook.github.io/patterns/generic-systems.html?highlight=generic#generic-systems).

## Solution
Fairly straightforward example using a clean up system to delete entities that are coupled with app state after exiting that state.


Co-authored-by: B-Janson <brandon@canva.com>
2022-02-08 16:24:46 +00:00
Daniel McNab
6615b7bf64 Deprecate .system (#3302)
# Objective

- Using `.system()` is no longer idiomatic.

## Solution

- Give a warning when using it
2022-02-08 04:00:58 +00:00
Charles
7d712406fe Simplify sending empty events (#2935)
# Objective

When using empty events, it can feel redundant to have to specify the type of the event when sending it.

## Solution

Add a new `fire()` function that sends the default value of the event. This requires that the event derives Default.


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-02-04 01:24:47 +00:00
Daniel McNab
6f111136b9 Cleanup some things which shouldn't be components (#2982)
# Objective

- Using `Stopwatch` and `Timer` as raw components is a footgun.

## Solution

- Stop them from being components
2022-02-03 23:56:57 +00:00
Daniel Bearden
8c81e81676 Thread local example cleanup (#3586)
# Objective

Fixes #1917

## Solution

- Change use of "thread local system" wording to "exclusive system".
- Add .exclusive_system() call to example.
2022-01-08 22:36:33 +00:00
Niklas Eicker
fbab01a40d Add missing closing ticks for inline examples and some cleanup (#3573)
# Objective

- clean up documentation and inline examples

## Solution

- add missing closing "```"
- remove stray "```"
- remove whitespace in inline examples
- unify inline examples (remove some `rust` labels)
2022-01-07 09:25:12 +00:00
Daniel McNab
44f370a26c Make the iter_combinators examples more pretty (#3075)
# Objective

- More colours

## Solution

- Various changes
- Would have a video here, but don't have an easy way to record one before I go to sleep
- I intend to additionally change the distribution of the satellites, to be more uniform in space.
2022-01-06 19:13:52 +00:00
Michael Dorst
e6bce74220 Fix doc_markdown lints in examples (#3486)
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.

This PR fixes lints in the `examples` folder.
2021-12-29 17:25:34 +00:00
研究社交
46c1480f42 Fix hierarchy example panic (#3378)
# Objective
Fixes #3321 

## Solution
Uses `despawn_recursive()` instead of `despawn()` when removing children.
2021-12-20 20:33:38 +00:00
Carter Anderson
ffecb05a0a Replace old renderer with new renderer (#3312)
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.

The examples are all ported over and operational with a few exceptions:

* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
2021-12-14 03:58:23 +00:00
Paweł Grabarz
07ed1d053e Implement and require #[derive(Component)] on all component structs (#2254)
This implements the most minimal variant of #1843 - a derive for marker trait. This is a prerequisite to more complicated features like statically defined storage type or opt-out component reflection.

In order to make component struct's purpose explicit and avoid misuse, it must be annotated with `#[derive(Component)]` (manual impl is discouraged for compatibility). Right now this is just a marker trait, but in the future it might be expanded. Making this change early allows us to make further changes later without breaking backward compatibility for derive macro users.

This already prevents a lot of issues, like using bundles in `insert` calls. Primitive types are no longer valid components as well. This can be easily worked around by adding newtype wrappers and deriving `Component` for them.

One funny example of prevented bad code (from our own tests) is when an newtype struct or enum variant is used. Previously, it was possible to write `insert(Newtype)` instead of `insert(Newtype(value))`. That code compiled, because function pointers (in this case newtype struct constructor) implement `Send + Sync + 'static`, so we allowed them to be used as components. This is no longer the case and such invalid code will trigger a compile error.


Co-authored-by: = <=>
Co-authored-by: TheRawMeatball <therawmeatball@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-10-03 19:23:44 +00:00
MinerSebas
9effc3e9b3 Replace .insert_resource(T::default()) calls with init_resource::<T>() (#2807)
# Objective

I added the [INSERT_RESOURCE_WITH_DEFAULT](https://minersebas.github.io/bevy_lint/bevy_lint/static.INSERT_RESOURCE_WITH_DEFAULT.html) Lint to [bevy_lint](https://github.com/MinerSebas/bevy_lint) and while Testing it on bevy itself, I found several places where the Lint correctly triggered.



## Solution

Replace `.insert_resource(T::default())` calls with `init_resource::<T>()`
2021-09-13 14:02:28 +00:00
Carter Anderson
9d453530fa System Param Lifetime Split (#2605)
# Objective

Enable using exact World lifetimes during read-only access . This is motivated by the new renderer's need to allow read-only world-only queries to outlive the query itself (but still be constrained by the world lifetime).

For example:
115b170d1f/pipelined/bevy_pbr2/src/render/mod.rs (L774)

## Solution

Split out SystemParam state and world lifetimes and pipe those lifetimes up to read-only Query ops (and add into_inner for Res). According to every safety test I've run so far (except one), this is safe (see the temporary safety test commit). Note that changing the mutable variants to the new lifetimes would allow aliased mutable pointers (try doing that to see how it affects the temporary safety tests).

The new state lifetime on SystemParam does make `#[derive(SystemParam)]` more cumbersome (the current impl requires PhantomData if you don't use both lifetimes). We can make this better by detecting whether or not a lifetime is used in the derive and adjusting accordingly, but that should probably be done in its own pr.  

## Why is this a draft?

The new lifetimes break QuerySet safety in one very specific case (see the query_set system in system_safety_test). We need to solve this before we can use the lifetimes given.

This is due to the fact that QuerySet is just a wrapper over Query, which now relies on world lifetimes instead of `&self` lifetimes to prevent aliasing (but in systems, each Query has its own implied lifetime, not a centralized world lifetime).  I believe the fix is to rewrite QuerySet to have its own World lifetime (and own the internal reference). This will complicate the impl a bit, but I think it is doable. I'm curious if anyone else has better ideas.

Personally, I think these new lifetimes need to happen. We've gotta have a way to directly tie read-only World queries to the World lifetime. The new renderer is the first place this has come up, but I doubt it will be the last. Worst case scenario we can come up with a second `WorldLifetimeQuery<Q, F = ()>` parameter to enable these read-only scenarios, but I'd rather not add another type to the type zoo.
2021-08-15 20:51:53 +00:00
davier
6aedb2500a Cleanup FromResources (#2601)
## Objective

- Clean up remaining references to the trait `FromResources`, which was replaced in favor of `FromWorld` during the ECS rework.

## Solution

- Remove the derive macro for `FromResources`
- Change doc references of `FromResources` to `FromWorld`

(this is the first item in #2576)
2021-08-13 22:21:34 +00:00
Hoidigan
49038d03f5 Remove with bundle filter (#2623)
# Objective

Fixes #2620

## Solution

Remove WithBundle filter and temporarily remove example for query_bundle.
2021-08-10 01:55:52 +00:00
François
b724a0f586 Down with the system! (#2496)
# Objective

- Remove all the `.system()` possible.
- Check for remaining missing cases.

## Solution

- Remove all `.system()`, fix compile errors
- 32 calls to `.system()` remains, mostly internals, the few others should be removed after #2446
2021-07-27 23:42:36 +00:00
bjorn3
6d6bc2a8b4 Merge AppBuilder into App (#2531)
This is extracted out of eb8f973646476b4a4926ba644a77e2b3a5772159 and includes some additional changes to remove all references to AppBuilder and fix examples that still used App::build() instead of App::new(). In addition I didn't extract the sub app feature as it isn't ready yet.

You can use `git diff --diff-filter=M eb8f973646476b4a4926ba644a77e2b3a5772159` to find all differences in this PR. The `--diff-filtered=M` filters all files added in the original commit but not in this commit away.

Co-Authored-By: Carter Anderson <mcanders1@gmail.com>
2021-07-27 20:21:06 +00:00
François
57c021538e rename example change_detection to have unique name (#2419)
# Objective

Noticed a warning when running tests:
```
> cargo test --workspace
warning: output filename collision.
The example target `change_detection` in package `bevy_ecs v0.5.0 (/bevy/crates/bevy_ecs)` has the same output filename as the example target `change_detection` in package `bevy v0.5.0 (/bevy)`.
Colliding filename is: /bevy/target/debug/examples/change_detection
The targets should have unique names.
Consider changing their names to be unique or compiling them separately.
This may become a hard error in the future; see <https://github.com/rust-lang/cargo/issues/6313>.
warning: output filename collision.
The example target `change_detection` in package `bevy_ecs v0.5.0 (/bevy/crates/bevy_ecs)` has the same output filename as the example target `change_detection` in package `bevy v0.5.0 (/bevy)`.
Colliding filename is: /bevy/target/debug/examples/change_detection.dSYM
The targets should have unique names.
Consider changing their names to be unique or compiling them separately.
This may become a hard error in the future; see <https://github.com/rust-lang/cargo/issues/6313>.
```


## Solution

I renamed example `change_detection` to `component_change_detection`
2021-07-12 20:09:43 +00:00
Alexander Sepity
10f2dd3ec5 Optional .system(), part 2 (#2403)
# Objective

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

## Solution

- Slight change to `ParallelSystemDescriptorCoercion` signature and implementors.

---

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

I can grep & nuke `.system()` thorughout the codebase now, which might take a while, or we can do that in subsequent PR(s).
2021-06-29 19:47:46 +00:00
Daniel Borges
5cccba5d21 Fixed a comment in the fixed timestep example (#2245)
Co-authored-by: Daniel Borges <daniel@manufacture43.com>
2021-05-24 20:05:36 +00:00
Paweł Grabarz
a81fb7aa7e Add a method iter_combinations on query to iterate over combinations of query results (#1763)
Related to [discussion on discord](https://discord.com/channels/691052431525675048/742569353878437978/824731187724681289)

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

This enables patterns of query iterations like

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

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

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

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

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-05-17 23:33:47 +00:00
CGMossa
86ad5bf420 Adding WorldQuery for WithBundle (#2024)
In response to #2023, here is a draft for a PR. 

Fixes #2023

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

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

Example: 

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

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

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

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





Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-04-28 21:03:10 +00:00
Grindv1k
38feddb878 Add system sets and run criteria example (#1909)
If accepted, fixes #1694 .

I wanted to explore system sets and run criteria a bit, so made an example expanding a bit on the snippets shown in the 0.5 release post.

Shows a couple of system sets, uses system labels, run criterion, and a use of the interesting `RunCriterion::pipe` functionality.
2021-04-23 19:08:16 +00:00
François
e3fb23d4d3 add documentation on LogPlugin and more log usage (#1973)
Fixes #1895 

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

Added doc on `LogPlugin`, how to configure it, and why (and how) you may need to disable it
2021-04-22 23:30:48 +00:00
Logan Magee
d508923eb7 Allow deriving SystemParam on private types (#1936)
Examples creating a public type to derive `SystemParam` on were updated
to create a private type where a public one is no longer needed.

Resolves #1869
2021-04-16 18:40:49 +00:00
follower
57e3d4f1c2 Fix the left/right movement direction in state example. (#1879)
Direction of movement was reversed, previously.

(i.e. Left arrow key moved sprite to the right; Right arrow key moved sprite to the left.)

This PR changes the code to now be consistent with, for example, the breakout example: 81b53d15d4/examples/game/breakout.rs (L184-L190)

i.e. AFAICT it's not an issue with the keycode being different/wrong.
2021-04-14 23:39:56 +00:00
Yoh Deadfall
8aa22ba477 Removed frame rate updates from fixed step example (#1850)
Fixes #1751.

Output before:

```
...
update: 0.016478100000000495
update: 0.01955749999999945
fixed_update: 2.0052284
  overstep_percentage: 0.00946374999999966
update: 0.013902800000000326
update: 0.02283240000000042
...
```

Output after:

```
...
fixed_update: 2.0053731
  overstep_percentage: 0.0031439500000001175
fixed_update: 1.9976363
  overstep_percentage: 0.0019621000000002997
fixed_update: 2.0069121999999995
  overstep_percentage: 0.005418200000000262
...
```
2021-04-14 22:38:04 +00:00
TheRawMeatball
78edec2e45 Change State::*_next to *_replace, add proper next (#1676)
In the current impl, next clears out the entire stack and replaces it with a new state. This PR moves this functionality into a replace method, and changes the behavior of next to only change the top state.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-25 03:28:40 +00:00
Alexander Sepity
d3e020a1e7 System sets and run criteria v2 (#1675)
I'm opening this prematurely; consider this an RFC that predates RFCs and therefore not super-RFC-like.

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

### What it lets us do:

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

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

### API issues that need discussion:

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

---

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

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-24 20:11:55 +00:00
Nolan Darilek
9c252e904a Add LogPlugin, otherwise the ambiguity detector doesn't work. (#1740) 2021-03-23 20:29:28 +00:00
Carter Anderson
81b53d15d4 Make Commands and World apis consistent (#1703)
Resolves #1253 #1562

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

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

I also added `spawn_bundle` to Commands because this is a common enough operation that I think its worth providing a shorthand.
2021-03-23 00:23:40 +00:00
Alice Cecile
6121e5f933 Reliable change detection (#1471)
# Problem Definition

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

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

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

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

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

# Code Base Navigation

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

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

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

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

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

# Proposals

**Proposal 5 was selected for implementation.**

## Proposal 0: No Change Detection

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

**Type:** Conservative

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

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

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

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

**Type:** Flaky

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

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

## Proposal 2: Two-Tick Change Detection

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

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

**Type:** Conservative

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

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

## Proposal 3: Last-Tick Change Detection

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

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

**Type:** Exact

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

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

## Proposal 4: Flag-Doubling Change Detection

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

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

**Type:** Flaky + Exact

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

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

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

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

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

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

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

## Proposal 6: System-Data Change Detection

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

**Type:** Exact

**Pros:**
- exact
- conceptually simple

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

## Proposal 7: Total-Order Change Detection

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

**Type:** Exact

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

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

# Tests

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

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

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

## Basic Added / Mutated / Changed

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

## At Least Once

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

## At Most Once

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

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

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

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

## Addition Causes Mutation

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

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

## Changes Made By Commands

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

# Benchmarks

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

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

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

We want to measure:
- memory cost
- run time

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

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

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

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

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

# Implementation Plan

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

Co-authored-by: Brice DAVIER <bricedavier@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-19 17:53:26 +00:00
TheRawMeatball
284889c64b Redo State architecture (#1424)
An alternative to StateStages that uses SystemSets. Also includes pop and push operations since this was originally developed for my personal project which needed them.
2021-03-15 22:12:04 +00:00
François
bbb9849506 Replace default method calls from Glam types with explicit const (#1645)
it's a followup of #1550 

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

`Transform::identity()` and `GlobalTransform::identity()` can also be consts and I replaced the calls to their `default()` impl with `identity()`
2021-03-13 18:23:39 +00:00
Carter Anderson
b17f8a4bce format comments (#1612)
Uses the new unstable comment formatting features added to rustfmt.toml.
2021-03-11 00:27:30 +00:00
TheRawMeatball
d9b8b3e618 Add EventWriter (#1575)
This adds a `EventWriter<T>` `SystemParam` that is just a thin wrapper around `ResMut<Events<T>>`. This is primarily to have API symmetry between the reader and writer, and has the added benefit of easily improving the API later with no breaking changes.
2021-03-07 20:42:04 +00:00
Chris Janaqi
ab407aa697 ♻️ Timer refactor to duration. Add Stopwatch struct. (#1151)
This pull request is following the discussion on the issue #1127. Additionally, it integrates the change proposed by #1112.

The list of change of this pull request:

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

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

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2021-03-05 19:59:14 +00:00
Carter Anderson
3a2a68852c Bevy ECS V2 (#1525)
# Bevy ECS V2

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

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

Fixes #1320

## `World` Rewrite

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

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

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

## Component Storage (The Problem)

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

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

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

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

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

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

## Hybrid Component Storage (The Solution)

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

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

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

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

## Archetypes

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

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

## The "Archetype Graph"

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

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

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

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

## Stateful Queries

World queries are now stateful. This allows us to:

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

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

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

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

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

## Stateful SystemParams

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

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

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

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

## Configurable SystemParams

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

```rust

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

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

## Uber Fast "for_each" Query Iterators

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

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

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

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

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

## Component Metadata

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

## Significantly Cheaper `Access<T>`

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

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

## Merged Resources into World

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

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

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

This pr merges Resources into World:

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

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

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

## WorldCell

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

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

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

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

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

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

## Resource Scopes

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

Instead developers can use a "resource scope"

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

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

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

## Query Conflicts Use ComponentId Instead of ArchetypeComponentId

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

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

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

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

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

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

## EntityRef / EntityMut

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

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

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

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

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

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

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

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

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

## Safety Improvements

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

## RemovedComponents SystemParam

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

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

## Simpler Bundle implementation

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

## Unified WorldQuery and QueryFilter types

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

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

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

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

## More Granular Modules

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

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

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

## Potential Future Work

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

## Benchmarks

key:

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

### Simple Insert (from ecs_bench_suite)

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

### Simpler Iter (from ecs_bench_suite)

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

### Fragment Iter (from ecs_bench_suite)

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

### Sparse Fragmented Iter

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

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

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

### Add Remove Component (from ecs_bench_suite)

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


### Add Remove Component Big

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

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


### Get Component

Looks up a single component value a large number of times

![image](https://user-images.githubusercontent.com/2694663/109246129-87ad1880-7796-11eb-9fcb-c38012aa7c70.png)
2021-03-05 07:54:35 +00:00
Wouter Buckens
000dd4c1c2 Add docs & example for SystemParam (#1435)
It took me a little while to figure out how to use the `SystemParam` derive macro to easily create my own params. So I figured I'd add some docs and an example with what I learned.

- Fixed a bug in the `SystemParam` derive macro where it didn't detect the correct crate name when used in an example (no longer relevant, replaced by #1426 - see further)
- Added some doc comments and a short example code block in the docs for the `SystemParam` trait
- Added a more complete example with explanatory comments in examples
2021-03-03 03:11:11 +00:00
Aevyrie
d85b89b430 Update example with new stage terminology (#1496)
Updates old comments from the old `stage::UPDATE` terminology to the new `CoreStage` enum.
2021-02-22 03:43:28 +00:00
Alexander Sepity
c2a427f1a3
Non-string labels (#1423 continued) (#1473)
Non-string labels
2021-02-18 13:20:37 -08:00
Alice Cecile
a895256925
Better documentation for explicit dependencies (#1428)
* More in-depth ambiguity checker docs
* Updated ecs_guide example with explicit dependencies
2021-02-16 11:18:08 -08:00
Alice Cecile
6f5a4d9deb
Rename add_resource to insert_resource (#1356)
* Renamed add_resource to insert_resource

* Changed usage of add_resource to insert_resource

* Renamed add_thread_local_resource
2021-01-30 12:55:13 -08:00