# Objective
- Fix#12746
- When users despawn a scene, the `InstanceId` within `spawned_scenes`
and `spawned_dynamic_scenes` is not removed, causing a potential memory
leak
## Solution
- `spawned_scenes` field was never used, and I removed it
- Add a component remove hook for `Handle<DynamicScene>`, and when the
`Handle<DynamicScene>` component is removed, delete the corresponding
`InstanceId` from `spawned_dynamic_scenes`
- Fixes #[12762](https://github.com/bevyengine/bevy/issues/12762).
## Migration Guide
- `Quat` no longer implements `VectorSpace` as unit quaternions don't
actually form proper vector spaces. If you're absolutely certain that
what you're doing is correct, convert the `Quat` into a `Vec4` and
perform the operations before converting back.
# Objective
Other than the exposed functions for reading matched tables and
archetypes, a `QueryState` does not actually need both internal Vecs for
storing matched archetypes and tables. In practice, it will only use one
of the two depending on if it uses dense or archetypal iteration.
Same vein as #12474. The goal is to reduce the memory overhead of using
queries, which Bevy itself, ecosystem plugins, and end users are already
fairly liberally using.
## Solution
Add `StorageId`, which is a union over `TableId` and `ArchetypeId`, and
store only one of the two at runtime. Read the slice as if it was one ID
depending on whether the query is dense or not.
This follows in the same vein as #5085; however, this one directly
impacts heap memory usage at runtime, while #5085 primarily targeted
transient pointers that might not actually exist at runtime.
---
## Changelog
Changed: `QueryState::matched_tables` now returns an iterator instead of
a reference to a slice.
Changed: `QueryState::matched_archetypes` now returns an iterator
instead of a reference to a slice.
## Migration Guide
`QueryState::matched_tables` and `QueryState::matched_archetypes` does
not return a reference to a slice, but an iterator instead. You may need
to use iterator combinators or collect them into a Vec to use it as a
slice.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Speed up CPU-side rendering.
## Solution
Use `QueryIter::for_each` and `Mut::bypass_change_detection` to minimize
the total amount of data being written and allow autovectorization to
speed up iteration.
## Performance
Tested against the default `many_cubes`, this results in greater than
15x speed up: 281us -> 18.4us.
![image](https://github.com/bevyengine/bevy/assets/3137680/18369285-843e-4eb6-9716-c99c6f5ea4e2)
As `ViewVisibility::HIDDEN` just wraps false, this is likely just
degenerating into `memset(0)`s on the tables.
Today, we sort all entities added to all phases, even the phases that
don't strictly need sorting, such as the opaque and shadow phases. This
results in a performance loss because our `PhaseItem`s are rather large
in memory, so sorting is slow. Additionally, determining the boundaries
of batches is an O(n) process.
This commit makes Bevy instead applicable place phase items into *bins*
keyed by *bin keys*, which have the invariant that everything in the
same bin is potentially batchable. This makes determining batch
boundaries O(1), because everything in the same bin can be batched.
Instead of sorting each entity, we now sort only the bin keys. This
drops the sorting time to near-zero on workloads with few bins like
`many_cubes --no-frustum-culling`. Memory usage is improved too, with
batch boundaries and dynamic indices now implicit instead of explicit.
The improved memory usage results in a significant win even on
unbatchable workloads like `many_cubes --no-frustum-culling
--vary-material-data-per-instance`, presumably due to cache effects.
Not all phases can be binned; some, such as transparent and transmissive
phases, must still be sorted. To handle this, this commit splits
`PhaseItem` into `BinnedPhaseItem` and `SortedPhaseItem`. Most of the
logic that today deals with `PhaseItem`s has been moved to
`SortedPhaseItem`. `BinnedPhaseItem` has the new logic.
Frame time results (in ms/frame) are as follows:
| Benchmark | `binning` | `main` | Speedup |
| ------------------------ | --------- | ------- | ------- |
| `many_cubes -nfc -vpi` | 232.179 | 312.123 | 34.43% |
| `many_cubes -nfc` | 25.874 | 30.117 | 16.40% |
| `many_foxes` | 3.276 | 3.515 | 7.30% |
(`-nfc` is short for `--no-frustum-culling`; `-vpi` is short for
`--vary-per-instance`.)
---
## Changelog
### Changed
* Render phases have been split into binned and sorted phases. Binned
phases, such as the common opaque phase, achieve improved CPU
performance by avoiding the sorting step.
## Migration Guide
- `PhaseItem` has been split into `BinnedPhaseItem` and
`SortedPhaseItem`. If your code has custom `PhaseItem`s, you will need
to migrate them to one of these two types. `SortedPhaseItem` requires
the fewest code changes, but you may want to pick `BinnedPhaseItem` if
your phase doesn't require sorting, as that enables higher performance.
## Tracy graphs
`many-cubes --no-frustum-culling`, `main` branch:
<img width="1064" alt="Screenshot 2024-03-12 180037"
src="https://github.com/bevyengine/bevy/assets/157897/e1180ce8-8e89-46d2-85e3-f59f72109a55">
`many-cubes --no-frustum-culling`, this branch:
<img width="1064" alt="Screenshot 2024-03-12 180011"
src="https://github.com/bevyengine/bevy/assets/157897/0899f036-6075-44c5-a972-44d95895f46c">
You can see that `batch_and_prepare_binned_render_phase` is a much
smaller fraction of the time. Zooming in on that function, with yellow
being this branch and red being `main`, we see:
<img width="1064" alt="Screenshot 2024-03-12 175832"
src="https://github.com/bevyengine/bevy/assets/157897/0dfc8d3f-49f4-496e-8825-a66e64d356d0">
The binning happens in `queue_material_meshes`. Again with yellow being
this branch and red being `main`:
<img width="1064" alt="Screenshot 2024-03-12 175755"
src="https://github.com/bevyengine/bevy/assets/157897/b9b20dc1-11c8-400c-a6cc-1c2e09c1bb96">
We can see that there is a small regression in `queue_material_meshes`
performance, but it's not nearly enough to outweigh the large gains in
`batch_and_prepare_binned_render_phase`.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
Created soundtrack example, fade-in and fade-out features, added new
assets, and updated credits.
# Objective
- Fixes#12651
## Solution
- Created a resource to hold the track list.
- The audio assets are then loaded by the asset server and added to the
track list.
- Once the game is in a specific state, an `AudioBundle` is spawned and
plays the appropriate track.
- The audio volume starts at zero and is then incremented gradually
until it reaches full volume.
- Once the game state changes, the current track fades out, and a new
one fades in at the same time, offering a relatively seamless
transition.
- Once a track is completely faded out, it is despawned from the app.
- Game state changes are simulated through a `Timer` for simplicity.
- Track change system is only run if there is a change in the
`GameState` resource.
- All tracks are used according to their respective licenses.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Primitive meshing is suboptimal
- Improve primitive meshing
## Solution
- Add primitive meshing benchmark
- Allows measuring future improvements
---
First of a few PRs to refactor and improve primitive meshing.
This commit changes the `StandardMaterialKey` to be based on a set of
bitflags instead of a structure. We hash it every frame for every mesh,
and `#[derive(Hash)]` doesn't generate particularly efficient code for
large structures full of small types. Packing it into a single `u64`
therefore results in a roughly 10% speedup in `queue_material_meshes` on
`many_cubes --no-frustum-culling`.
![Screenshot 2024-03-29
075124](https://github.com/bevyengine/bevy/assets/157897/78afcab6-b616-489b-8243-da9a117f606c)
# Objective
Wireframes are currently supported for 3D meshes using the
`WireframePlugin` in `bevy_pbr`. This PR adds the same functionality for
2D meshes.
Closes#5881.
## Solution
Since there's no easy way to share material implementations between 2D,
3D, and UI, this is mostly a straight copy and rename from the original
plugin into `bevy_sprite`.
<img width="1392" alt="image"
src="https://github.com/bevyengine/bevy/assets/3961616/7aca156f-448a-4c7e-89b8-0a72c5919769">
---
## Changelog
- Added `Wireframe2dPlugin` and related types to support 2D wireframes.
- Added an example to demonstrate how to use 2D wireframes
---------
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
# Objective
- Allow cloning `WinitSettings`. I use this in
[bevy_worldswap](https://github.com/UkoeHB/bevy_worldswap) when
synchronizing secondary app window state.
## Solution
- Add `Clone` to `WinitSettings`.
---
## Changelog
- Added `Clone` to `WinitSettings`.
# Objective
- Reduce the size of `create_windows` and isolate accessibility setup
logic.
## Solution
- Move accessibility setup for new windows to the `accessibility`
module.
## Comments
This is a small refactor, no behavior changes.
# Objective
- Disabling some plugins causes a crash due to ambiguities relying in
feature flags and not checking if both plugins are enabled causing code
like this to crash:
`app.add_plugins(DefaultPlugins.build().disable::<AnimationPlugin>())`
## Solution
- Check if plugins were added before ambiguities.
- Move bevy_gizmos ambiguities from bevy_internal to bevy_gizmos since
they already depend on them.
# Objective
Fixes#12752. Fixes#12750. Document the runtime complexity of all of
the `O(1)` operations on the individual APIs.
## Solution
* Mirror `Query::contains` onto `QueryState::contains`
* Make `QueryState::as_nop` pub(crate)
* Make `NopWorldQuery` pub(crate)
* Document all of the O(1) operations on Query and QueryState.
# Objective
Fixes#12727. All parts that `PersistentGpuBuffer` interact with should
be 100% safe both on the CPU and the GPU: `Queue::write_buffer_with`
zeroes out the slice being written to and when uploading to the GPU, and
all slice writes are bounds checked on the CPU side.
## Solution
Make `PersistentGpuBufferable` a safe trait. Enforce it's correct
implementation via assertions. Re-enable `forbid(unsafe_code)` on
`bevy_pbr`.
# Objective
- A scene usually gets created using the `SceneBundle` or
`DynamicSceneBundle`. This means that the scene's entities get added as
children of the root entity (the entity on which the `SceneBundle` gets
added)
- When the scene gets deleted using the `SceneSpawner`, the scene's
entities are deleted, but the `Children` component of the root entity
doesn't get updated. This means that the hierarchy becomes unsound, with
Children linking to non-existing components.
## Solution
- Update the `despawn_sync` logic to also update the `Children` from any
parents of the scene, if there are any
- Adds a test where a Scene gets despawned and checks for dangling
Children references on the parent. The test fails on `main` but works
here.
## Alternative implementations
- One option could be to add a `parent: Option<Entity>` on the
[InstanceInfo](df15cd7dcc/crates/bevy_scene/src/scene_spawner.rs (L27))
struct that tracks if the SceneInstance was added as a child of a root
entity
# Objective
When I wrote #12747 I neglected to translate random samples from
triangles back to the point where they originated, so they would be
sampled near the origin instead of at the actual triangle location.
## Solution
Translate by the first vertex location so that the samples follow the
actual triangle.
# Objective
Fixes#12392, fixes#12393, and fixes#11387. Implement QueryData for
Archetype and EntityLocation.
## Solution
Add impls for both of the types.
---
## Changelog
Added: `&Archetype` now implements `QueryData`
Added: `EntityLocation` now implements `QueryData`
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Closes https://github.com/bevyengine/bevy/pull/12415
## Solution
- Refactored code that was changed/deprecated in `image` 0.25.
- Please review this PR carefully since I'm just making the changes
without any context or deep knowledge of the module.
---------
Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
Fix#12728. Fix unsoundnesss from unhandled null characters in Android
logs.
## Solution
Use `CString` instead of using formatted Strings. Properly document the
safety invariants of the FFI call.
# Objective
- Move `PanicHandlerPlugin` into `bevy_app`
- Fixes#12603 .
## Solution
- I moved the `bevy_panic_handler` into `bevy_app`
- Copy pasted `bevy_panic_handler`'s lib.rs into a separate module in
`bevy_app` as a `panic_handler.rs` module file and added the
`PanicHandlerPlugin` in lib.rs of `bevy_app`
- added the dependency into `cargo.toml`
## Review notes
- I probably want some feedback if I imported App and Plugin correctly
in `panic_handler.rs` line 10 and 11.
- As of yet I have not deleted `bevy_panic_handler` crate, wanted to get
a check if I added it correctly.
- Once validated that my move was correct, I'll probably have to remove
the panic handler find default plugins which I probably need some help
to find.
- And then remove bevy panic_handler and making sure ci passes.
- This is my first issue for contributing to bevy so let me know if I am
doing anything wrong.
## tools context
- rust is 1.76 version
- Windows 11
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
CI on main has been failing for the following reason:
```
error[E0636]: the feature `doc_auto_cfg` has already been declared
--> src/lib.rs:48:29
|
48 | #![cfg_attr(docsrs, feature(doc_auto_cfg))]
| ^^^^^^^^^^^^
```
## Solution
Remove the redundant attribute.
# Objective
- Avoid unbounded HashMap growth for opening/closing windows.
## Solution
- Remove map entry in `WinitWindows::remove_window`.
## Migration Guide
- `WinitWindows::get_window_entity` now returns `None` after a window is
closed, instead of a dead entity.
---
## Comments
The comment this PR replaces was added in
https://github.com/bevyengine/bevy/pull/3575. Since `get_window_entity`
now returns an `Entity` instead of a `WindowId`, this no longer seems
useful. Note that `get_window_entity` is only used
[here](56bcbb0975/crates/bevy_winit/src/lib.rs (L436)),
immediately followed by a warning if the entity returned doesn't exist.
# Objective
- Fixes#12677
## Solution
Updated documentation to make it explicit that enabling the appropriate
optional features is required to use the supported audio file format, as
well as provided link to the Bevy docs listing the optional features.
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Example `mesh2d_manual` crashes in wasm/webgl2, as reported in
https://github.com/bevyengine/bevy-website/issues/1123#issuecomment-2019479670
```
wgpu error: Validation Error
Caused by:
In a RenderPass
note: encoder = `<CommandBuffer-(0, 1, Gl)>`
In a set_push_constant command
Provided push constant is for stage(s) ShaderStages(VERTEX), however the pipeline layout has no push constant range for the stage(s) ShaderStages(VERTEX)
```
## Solution
- Properly declare the push constant as in
4508077297/crates/bevy_sprite/src/mesh2d/mesh.rs (L514-L524)
## Problem
- A mutable borrow of a handle cannot be directly turned into an AssetId
with `.into()`. You must do a reborrow `&*my_handle`.
## Solution
- Add an impl for From<&mut Handle> to AssetId and UntypedAssetId.
# Objective
Previously, the `Point` trait, which abstracts all of the operations of
a real vector space, was sitting in the submodule of `bevy_math` for
cubic splines. However, the trait has broader applications than merely
cubic splines, and we should use it when possible to avoid code
duplication when performing vector operations.
## Solution
`Point` has been moved into a new submodule in `bevy_math` named
`common_traits`. Furthermore, it has been renamed to `VectorSpace`,
which is more descriptive, and an additional trait `NormedVectorSpace`
has been introduced to expand the API to cover situations involving
geometry in addition to algebra. Additionally, `VectorSpace` itself now
requires a `ZERO` constant and `Neg`. It also supports a `lerp` function
as an automatic trait method.
Here is what that looks like:
```rust
/// A type that supports the mathematical operations of a real vector space, irrespective of dimension.
/// In particular, this means that the implementing type supports:
/// - Scalar multiplication and division on the right by elements of `f32`
/// - Negation
/// - Addition and subtraction
/// - Zero
///
/// Within the limitations of floating point arithmetic, all the following are required to hold:
/// - (Associativity of addition) For all `u, v, w: Self`, `(u + v) + w == u + (v + w)`.
/// - (Commutativity of addition) For all `u, v: Self`, `u + v == v + u`.
/// - (Additive identity) For all `v: Self`, `v + Self::ZERO == v`.
/// - (Additive inverse) For all `v: Self`, `v - v == v + (-v) == Self::ZERO`.
/// - (Compatibility of multiplication) For all `a, b: f32`, `v: Self`, `v * (a * b) == (v * a) * b`.
/// - (Multiplicative identity) For all `v: Self`, `v * 1.0 == v`.
/// - (Distributivity for vector addition) For all `a: f32`, `u, v: Self`, `(u + v) * a == u * a + v * a`.
/// - (Distributivity for scalar addition) For all `a, b: f32`, `v: Self`, `v * (a + b) == v * a + v * b`.
///
/// Note that, because implementing types use floating point arithmetic, they are not required to actually
/// implement `PartialEq` or `Eq`.
pub trait VectorSpace:
Mul<f32, Output = Self>
+ Div<f32, Output = Self>
+ Add<Self, Output = Self>
+ Sub<Self, Output = Self>
+ Neg
+ Default
+ Debug
+ Clone
+ Copy
{
/// The zero vector, which is the identity of addition for the vector space type.
const ZERO: Self;
/// Perform vector space linear interpolation between this element and another, based
/// on the parameter `t`. When `t` is `0`, `self` is recovered. When `t` is `1`, `rhs`
/// is recovered.
///
/// Note that the value of `t` is not clamped by this function, so interpolating outside
/// of the interval `[0,1]` is allowed.
#[inline]
fn lerp(&self, rhs: Self, t: f32) -> Self {
*self * (1. - t) + rhs * t
}
}
```
```rust
/// A type that supports the operations of a normed vector space; i.e. a norm operation in addition
/// to those of [`VectorSpace`]. Specifically, the implementor must guarantee that the following
/// relationships hold, within the limitations of floating point arithmetic:
/// - (Nonnegativity) For all `v: Self`, `v.norm() >= 0.0`.
/// - (Positive definiteness) For all `v: Self`, `v.norm() == 0.0` implies `v == Self::ZERO`.
/// - (Absolute homogeneity) For all `c: f32`, `v: Self`, `(v * c).norm() == v.norm() * c.abs()`.
/// - (Triangle inequality) For all `v, w: Self`, `(v + w).norm() <= v.norm() + w.norm()`.
///
/// Note that, because implementing types use floating point arithmetic, they are not required to actually
/// implement `PartialEq` or `Eq`.
pub trait NormedVectorSpace: VectorSpace {
/// The size of this element. The return value should always be nonnegative.
fn norm(self) -> f32;
/// The squared norm of this element. Computing this is often faster than computing
/// [`NormedVectorSpace::norm`].
#[inline]
fn norm_squared(self) -> f32 {
self.norm() * self.norm()
}
/// The distance between this element and another, as determined by the norm.
#[inline]
fn distance(self, rhs: Self) -> f32 {
(rhs - self).norm()
}
/// The squared distance between this element and another, as determined by the norm. Note that
/// this is often faster to compute in practice than [`NormedVectorSpace::distance`].
#[inline]
fn distance_squared(self, rhs: Self) -> f32 {
(rhs - self).norm_squared()
}
}
```
Furthermore, this PR also demonstrates the use of the
`NormedVectorSpace` combined API to implement `ShapeSample` for
`Triangle2d` and `Triangle3d` simultaneously. Such deduplication is one
of the drivers for developing these APIs.
---
## Changelog
- `Point` from `cubic_splines` becomes `VectorSpace`, exported as
`bevy::math::VectorSpace`.
- `VectorSpace` requires `Neg` and `VectorSpace::ZERO` in addition to
its existing prerequisites.
- Introduced public traits `bevy::math::NormedVectorSpace` for generic
geometry tasks involving vectors.
- Implemented `ShapeSample` for `Triangle2d` and `Triangle3d`.
## Migration Guide
Since `Point` no longer exists, any projects using it must switch to
`bevy::math::VectorSpace`. Additionally, third-party implementations of
this trait now require the `Neg` trait; the constant `VectorSpace::ZERO`
must be provided as well.
---
## Discussion
### Design considerations
Originally, the `NormedVectorSpace::norm` method was part of a separate
trait `Normed`. However, I think that was probably too broad and, more
importantly, the semantics of having it in `NormedVectorSpace` are much
clearer.
As it currently stands, the API exposed here is pretty minimal, and
there is definitely a lot more that we could do, but there are more
questions to answer along the way. As a silly example, we could
implement `NormedVectorSpace::length` as an alias for
`NormedVectorSpace::norm`, but this overlaps with methods in all of the
glam types, so we would want to make sure that the implementations are
effectively identical (for what it's worth, I think they are already).
### Future directions
One example of something that could belong in the `NormedVectorSpace`
API is normalization. Actually, such a thing previously existed on this
branch before I decided to shelve it because of concerns with namespace
collision. It looked like this:
```rust
/// This element, but normalized to norm 1 if possible. Returns an error when the reciprocal of
/// the element's norm is not finite.
#[inline]
#[must_use]
fn normalize(&self) -> Result<Self, NonNormalizableError> {
let reciprocal = 1.0 / self.norm();
if reciprocal.is_finite() {
Ok(*self * reciprocal)
} else {
Err(NonNormalizableError { reciprocal })
}
}
/// An error indicating that an element of a [`NormedVectorSpace`] was non-normalizable due to having
/// non-finite norm-reciprocal.
#[derive(Debug, Error)]
#[error("Element with norm reciprocal {reciprocal} cannot be normalized")]
pub struct NonNormalizableError {
reciprocal: f32
}
```
With this kind of thing in hand, it might be worth considering
eventually making the passage from vectors to directions fully generic
by employing a wrapper type. (Of course, for our concrete types, we
would leave the existing names in place as aliases.) That is, something
like:
```rust
pub struct NormOne<T>
where T: NormedVectorSpace { //... }
```
Utterly separately, the reason that I implemented `ShapeSample` for
`Triangle2d`/`Triangle3d` was to prototype uniform sampling of abstract
meshes, so that's also a future direction.
---------
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
Adopted from and closes https://github.com/bevyengine/bevy/pull/9914 by
@djeedai
# Objective
Fix the use of `TypeRegistry` instead of `TypeRegistryArc` in dynamic
scene and its serializer.
Rename `DynamicScene::serialize_ron()` into `serialize()` to highlight
the fact this is not about serializing to RON specifically, but rather
about serializing to the official Bevy scene format (`.scn` /
`.scn.ron`) which the `SceneLoader` can deserialize (and which happens
to be based in RON, but that not the object here). Also make the link
with the documentation of `SceneLoader` so users understand the full
serializing cycle of a Bevy dynamic scene.
Document `SceneSerializer` with an example showing how to serialize to a
custom format (here: RON), which is easily transposed to serializing
into any other format.
Fixes#9520
## Changelog
### Changed
* `SceneSerializer` and all related serializing helper types now take a
`&TypeRegistry` instead of a `&TypeRegistryArc`. ([SceneSerializer
needlessly uses specifically
&TypeRegistryArc #9520](https://github.com/bevyengine/bevy/issues/9520))
* `DynamicScene::serialize_ron()` was renamed to `serialize()`.
## Migration Guide
* `SceneSerializer` and all related serializing helper types now take a
`&TypeRegistry` instead of a `&TypeRegistryArc`. You can upgrade by
getting the former from the latter with `TypeRegistryArc::read()`,
_e.g._
```diff
let registry_arc: TypeRegistryArc = [...];
- let serializer = SceneSerializer(&scene, ®istry_arc);
+ let registry = registry_arc.read();
+ let serializer = SceneSerializer(&scene, ®istry);
```
* Rename `DynamicScene::serialize_ron()` to `serialize()`.
---------
Co-authored-by: Jerome Humbert <djeedai@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
Since it is common to store a pair of width and height as `Vec2`, it
would be useful to have an easy way to instantiate `AspectRatio` from
`Vec2`.
## Solution
Add `impl From<Vec2> for AspectRatio`.
---
## Changelog
- Added `impl From<Vec2> for AspectRatio`
# Objective
Fixes `cargo test -p bevy_math` as in #12729.
## Solution
As described in
[message](https://github.com/bevyengine/bevy/issues/12729#issuecomment-2022197944)
Added workaround `bevy_math = { path = ".", version = "0.14.0-dev",
features = ["approx"] }` to `bevy_math`'s `dev-dependencies`
---------
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
# Objective
- Fixes#12712
## Solution
- Move the `float_ord.rs` file to `bevy_math`
- Change any `bevy_utils::FloatOrd` statements to `bevy_math::FloatOrd`
---
## Changelog
- Moved `FloatOrd` from `bevy_utils` to `bevy_math`
## Migration Guide
- References to `bevy_utils::FloatOrd` should be changed to
`bevy_math::FloatOrd`
# Objective
Resolves#3824. `unsafe` code should be the exception, not the norm in
Rust. It's obviously needed for various use cases as it's interfacing
with platforms and essentially running the borrow checker at runtime in
the ECS, but the touted benefits of Bevy is that we are able to heavily
leverage Rust's safety, and we should be holding ourselves accountable
to that by minimizing our unsafe footprint.
## Solution
Deny `unsafe_code` workspace wide. Add explicit exceptions for the
following crates, and forbid it in almost all of the others.
* bevy_ecs - Obvious given how much unsafe is needed to achieve
performant results
* bevy_ptr - Works with raw pointers, even more low level than bevy_ecs.
* bevy_render - due to needing to integrate with wgpu
* bevy_window - due to needing to integrate with raw_window_handle
* bevy_utils - Several unsafe utilities used by bevy_ecs. Ideally moved
into bevy_ecs instead of made publicly usable.
* bevy_reflect - Required for the unsafe type casting it's doing.
* bevy_transform - for the parallel transform propagation
* bevy_gizmos - For the SystemParam impls it has.
* bevy_assets - To support reflection. Might not be required, not 100%
sure yet.
* bevy_mikktspace - due to being a conversion from a C library. Pending
safe rewrite.
* bevy_dynamic_plugin - Inherently unsafe due to the dynamic loading
nature.
Several uses of unsafe were rewritten, as they did not need to be using
them:
* bevy_text - a case of `Option::unchecked` could be rewritten as a
normal for loop and match instead of an iterator.
* bevy_color - the Pod/Zeroable implementations were replaceable with
bytemuck's derive macros.
# Objective
- `FloatOrd` currently has a different comparison behavior between its
derived `PartialOrd` impl and manually implemented `Ord` impl (The
[`Ord` doc](https://doc.rust-lang.org/std/cmp/trait.Ord.html) says this
is a logic error). This might be a problem for some `std`
containers/algorithms if they rely on both matching, and a footgun for
Bevy users.
## Solution
- Replace the `PartialEq` and `Ord` impls of `FloatOrd` with some
equivalent ones producing [better
assembly.](https://godbolt.org/z/jaWbjnMKx)
- Manually derive `PartialOrd` with the same behavior as `Ord`,
implement the comparison operators.
- Add some tests.
I first tried using a match-based implementation similar to the
`PartialOrd` impl [of the
std](https://doc.rust-lang.org/src/core/cmp.rs.html#1457) (with added
NaN ordering) but I couldn't get it to produce non-branching assembly.
The current implementation is based on [the one from the `ordered_float`
crate](3641f59e31/src/lib.rs (L121)),
adapted since it uses a different ordering. Should this be mentionned
somewhere in the code?
---
## Changelog
### Fixed
- `FloatOrd` now uses the same ordering for its `PartialOrd` and `Ord`
implementations.
## Migration Guide
- If you were depending on the `PartialOrd` behaviour of `FloatOrd`, it
has changed from matching `f32` to matching `FloatOrd`'s `Ord` ordering,
never returning `None`.
# Objective
We have `ReflectSerializer` and `TypedReflectSerializer`. The former is
the one users will most often use since the latter takes a bit more
effort to deserialize.
However, our deserializers are named `UntypedReflectDeserializer` and
`TypedReflectDeserializer`. There is no obvious indication that
`UntypedReflectDeserializer` must be used with `ReflectSerializer` since
the names don't quite match up.
## Solution
Rename `UntypedReflectDeserializer` back to `ReflectDeserializer`
(initially changed as part of #5723).
Also update the docs for both deserializers (as they were pretty out of
date) and include doc examples.
I also updated the docs for the serializers, too, just so that
everything is consistent.
---
## Changelog
- Renamed `UntypedReflectDeserializer` to `ReflectDeserializer`
- Updated docs for `ReflectDeserializer`, `TypedReflectDeserializer`,
`ReflectSerializer`, and `TypedReflectSerializer`
## Migration Guide
`UntypedReflectDeserializer` has been renamed to `ReflectDeserializer`.
Usages will need to be updated accordingly.
```diff
- let reflect_deserializer = UntypedReflectDeserializer::new(®istry);
+ let reflect_deserializer = ReflectDeserializer::new(®istry);
```
# Objective
- Be more explicit in the name of the module for the ui debug overlay
- Avoid confusion and possible overlap with new overlays
## Solution
- Rename `debug_overlay` to `ui_debug_overlay`
# Objective
CI is currently broken because of `DiagnosticsRecorder` not being Send
and Sync as required by Resource.
## Solution
Wrap `DiagnosticsRecorder` internally with a `WgpuWrapper`.
# Objective
- #10572
There is no 2D primitive available for the common shape of an annulus
(ring).
## Solution
This PR introduces a new type to the existing math primitives:
- `Annulus`: the region between two concentric circles
---
## Changelog
### Added
- `Annulus` primitive to the `bevy_math` crate
- `Annulus` tests (`diameter`, `thickness`, `area`, `perimeter` and
`closest_point` methods)
---------
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
# Objective
I found that some .rs files are unnecessarily executable.
Rust source files may start with a shebang-like statement `#!`, so let's
make sure they are not executable just in case.
Here is the result of the `find` commend that lists executable .rs files
as of main branch `86bd648`.
```console
$ find -name \*.rs -type f -executable
./crates/bevy_gizmos/src/lib.rs
./crates/bevy_tasks/src/lib.rs
./crates/bevy_time/src/lib.rs
./crates/bevy_transform/src/lib.rs
./src/lib.rs
```
It appears that the permissions of those files were originally 644, but
were unexpectedly changed to 755 by commit
52e3f2007b.
## Solution
Make them not executable by using this command;
`find -name \*.rs -type f -executable -exec chmod --verbose a-x -- {}
\+`
# Objective
Fix the regression for Root Node's Layout behavior introduced in
https://github.com/bevyengine/bevy/pull/12268
- Add regression test for Root Node Layout's behaving as they did before
0.13.1
- Restore pre 0.13.1 Root Node Layout behavior (fixes
https://github.com/bevyengine/bevy/issues/12624)
## Solution
This implements [@nicoburns suggestion
](https://discord.com/channels/691052431525675048/743663673393938453/1221593626476548146),
where instead of adding the camera to the taffy node tree, we revert
back to adding a new "parent" node for each root node while maintaining
their relationship with the camera.
> If you can do the ecs change detection to move the node to the correct
Taffy instance for the camera then you should also be able to move it to
a `Vec` of root nodes for that camera.
---
## Changelog
Fixed https://github.com/bevyengine/bevy/issues/12624 - Restores pre
0.13.1 Root Node Layout behavior
## Migration Guide
If you were affected by the 0.13.1 regression and added `position_type:
Absolute` to all your root nodes you might be able to reclaim some LOC
by removing them now that the 0.13 behavior is restored.
# Objective
- Adds line styles to bevy gizmos, suggestion of #9400
- Currently solid and dotted lines are implemented but this can easily
be extended to support dashed lines as well if that is wanted.
## Solution
- Adds the enum `GizmoLineStyle` and uses it in each `GizmoConfig` to
configure the style of the line.
- Each "dot" in a dotted line has the same width and height as the
`line_width` of the corresponding line.
---
## Changelog
- Added `GizmoLineStyle` to `bevy_gizmos`
- Added a `line_style: GizmoLineStyle ` attribute to `GizmoConfig`
- Updated the `lines.wgsl` shader and the pipelines accordingly.
## Migration Guide
- Any manually created `GizmoConfig` must now include the `line_style`
attribute
## Additional information
Some pretty pictures :)
This is the 3d_gizmos example with/without `line_perspective`:
<img width="1440" alt="Screenshot 2024-03-09 at 23 25 53"
src="https://github.com/bevyengine/bevy/assets/62256001/b1b97311-e78d-4de3-8dfe-9e48a35bb27d">
<img width="1440" alt="Screenshot 2024-03-09 at 23 25 39"
src="https://github.com/bevyengine/bevy/assets/62256001/50ee8ecb-5290-484d-ba36-7fd028374f7f">
And the 2d example:
<img width="1440" alt="Screenshot 2024-03-09 at 23 25 06"
src="https://github.com/bevyengine/bevy/assets/62256001/4452168f-d605-4333-bfa5-5461d268b132">
---------
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
# Objective
This gets Bevy building on Wasm when the `atomics` flag is enabled. This
does not yet multithread Bevy itself, but it allows Bevy users to use a
crate like `wasm_thread` to spawn their own threads and manually
parallelize work. This is a first step towards resolving #4078 . Also
fixes#9304.
This provides a foothold so that Bevy contributors can begin to think
about multithreaded Wasm's constraints and Bevy can work towards changes
to get the engine itself multithreaded.
Some flags need to be set on the Rust compiler when compiling for Wasm
multithreading. Here's what my build script looks like, with the correct
flags set, to test out Bevy examples on web:
```bash
set -e
RUSTFLAGS='-C target-feature=+atomics,+bulk-memory,+mutable-globals' \
cargo build --example breakout --target wasm32-unknown-unknown -Z build-std=std,panic_abort --release
wasm-bindgen --out-name wasm_example \
--out-dir examples/wasm/target \
--target web target/wasm32-unknown-unknown/release/examples/breakout.wasm
devserver --header Cross-Origin-Opener-Policy='same-origin' --header Cross-Origin-Embedder-Policy='require-corp' --path examples/wasm
```
A few notes:
1. `cpal` crashes immediately when the `atomics` flag is set. That is
patched in https://github.com/RustAudio/cpal/pull/837, but not yet in
the latest crates.io release.
That can be temporarily worked around by patching Cpal like so:
```toml
[patch.crates-io]
cpal = { git = "https://github.com/RustAudio/cpal" }
```
2. When testing out `wasm_thread` you need to enable the `es_modules`
feature.
## Solution
The largest obstacle to compiling Bevy with `atomics` on web is that
`wgpu` types are _not_ Send and Sync. Longer term Bevy will need an
approach to handle that, but in the near term Bevy is already configured
to be single-threaded on web.
Therefor it is enough to wrap `wgpu` types in a
`send_wrapper::SendWrapper` that _is_ Send / Sync, but panics if
accessed off the `wgpu` thread.
---
## Changelog
- `wgpu` types that are not `Send` are wrapped in
`send_wrapper::SendWrapper` on Wasm + 'atomics'
- CommandBuffers are not generated in parallel on Wasm + 'atomics'
## Questions
- Bevy should probably add CI checks to make sure this doesn't regress.
Should that go in this PR or a separate PR? **Edit:** Added checks to
build Wasm with atomics
---------
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: daxpedda <daxpedda@gmail.com>
Co-authored-by: François <francois.mockers@vleue.com>
# Objective
This PR fixes#12125
## Solution
The logic in this PR was borrowed from gloo-net and essentially probes
the global Javascript context to see if we are in a window or a worker
before calling `fetch_with_str`.
---------
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
Currently the built docs only shows the logo and favicon for the top
level `bevy` crate. This makes views like
https://docs.rs/bevy_ecs/latest/bevy_ecs/ look potentially unrelated to
the project at first glance.
## Solution
Reproduce the docs attributes for every crate that Bevy publishes.
Ideally this would be done with some workspace level Cargo.toml control,
but AFAICT, such support does not exist.