Commit graph

4047 commits

Author SHA1 Message Date
Paul Hansen
b4fa833a92
Add get_unclamped to Axis (#8871)
# Objective

Add a get_unclamped method to
[Axis](https://docs.rs/bevy/0.10.1/bevy/input/struct.Axis.html) to allow
it to be used in cases where being able to get a precise relative
movement is important. For example, camera zoom with the mouse wheel.

This would make it possible for libraries like leafwing input manager to
leverage `Axis` for mouse motion and mouse wheel axis mapping. I tried
to use it my PR here
https://github.com/Leafwing-Studios/leafwing-input-manager/pull/346 but
will likely have to revert that and read the mouse wheel events for now
which is what prompted this PR.

## Solution

Instead of clamping the axis value when it is set, it now stores the raw
value and clamps it in the `get` method. This allows a simple
get_unclamped method that just returns the raw value.


## Changelog

- Added a get_unclamped method to Axis that can return values outside of
-1.0 to 1.0
2023-06-19 23:06:11 +00:00
Duncan
64405469a5
Expand FallbackImage to include a GpuImage for each possible TextureViewDimension (#6974)
# Objective

Fixes #6920 

## Solution

From the issue discussion:

> From looking at the `AsBindGroup` derive macro implementation, the
fallback image's `TextureView` is used when the binding's
`Option<Handle<Image>>` is `None`. Because this relies on already having
a view that matches the desired binding dimensions, I think the solution
will require creating a separate `GpuImage` for each possible
`TextureViewDimension`.

---

## Changelog

Users can now rely on `FallbackImage` to work with a texture binding of
any dimension.
2023-06-19 22:56:25 +00:00
Niklas Eicker
96b9b6c8ad
Add missing inline documentation for android code (#8893)
# Objective

- Document android code that is currently causing clippy warnings due to
not being documented

## Solution

- Document the two previously undocumented items
2023-06-19 22:49:05 +00:00
JoJoJet
f63656051a
Deprecate type aliases for WorldQuery::Fetch (#8843)
# Objective

`WorldQuery::Fetch` is a type used to optimize the implementation of
queries. These types are hidden and not intended to be outside of the
engine, so there is no need to provide type aliases to make it easier to
refer to them. If a user absolutely needs to refer to one of these
types, they can always just refer to the associated type directly.

## Solution

Deprecate these type aliases.

---

## Changelog

- Deprecated the type aliases `QueryFetch` and `ROQueryFetch`.

## Migration Guide

The type aliases `bevy_ecs::query::QueryFetch` and `ROQueryFetch` have
been deprecated. If you need to refer to a `WorldQuery` struct's fetch
type, refer to the associated type defined on `WorldQuery` directly:

```rust
// Before:
type MyFetch<'w> = QueryFetch<'w, MyQuery>;
type MyFetchReadOnly<'w> = ROQueryFetch<'w, MyQuery>;

// After:
type MyFetch<'w> = <MyQuery as WorldQuery>::Fetch;
type MyFetchReadOnly<'w> = <<MyQuery as WorldQuery>::ReadOnly as WorldQuery>::Fetch;
```
2023-06-19 22:46:08 +00:00
mwbryant
8b5bf42c28
UI texture atlas support (#8822)
# Objective

This adds support for using texture atlas sprites in UI. From
discussions today in the ui-dev discord it seems this is a much wanted
feature.

This was previously attempted in #5070 by @ManevilleF however that was
blocked #5103. This work can be easily modified to support #5103 changes
after that merges.

## Solution

I created a new UI bundle that reuses the existing texture atlas
infrastructure. I create a new atlas image component to prevent it from
being drawn by the existing non-UI systems and to remove unused
parameters.

In extract I added new system to calculate the required values for the
texture atlas image, this extracts into the same resource as the
existing UI Image and Text components.

This should have minimal performance impact because if texture atlas is
not present then the exact same code path is followed. Also there should
be no unintended behavior changes because without the new components the
existing systems write the extract same resulting data.

I also added an example showing the sprite working and a system to
advance the animation on space bar presses.

Naming is hard and I would accept any feedback on the bundle name! 

---

## Changelog

>  Added TextureAtlasImageBundle

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
2023-06-19 21:52:02 +00:00
Raffaele Ragni
7fc6db32ce
Add FromReflect where Reflect is used (#8776)
# Objective

Discovered that PointLight did not implement FromReflect. Adding
FromReflect where Reflect is used. I overreached and applied this rule
everywhere there was a Reflect without a FromReflect, except from where
the compiler wouldn't allow me.

Based from question: https://github.com/bevyengine/bevy/discussions/8774

## Solution

- Adding FromReflect where Reflect was already derived

## Notes

First PR I do in this ecosystem, so not sure if this is the usual
approach, that is, to touch many files at once.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-06-19 16:18:17 +00:00
Nicola Papale
23863d526a
Do not require mut on ParsedPath::element_mut (#8891)
# Objective

`ParsedPath` does not need to be mut to access a field of a `Reflect`.
Be that access mutable or not. Yet `element_mut` requires a mutable
borrow on `self`.

## Solution

- Make `element_mut` take a `&self` over a `&mut self`.

#8887 fixes this, but this is a major limitation in the API and I'd
rather see it merged before 0.11.

---

## Changelog

- `ParsedPath::element_mut` and `ParsedPath::reflect_element_mut` now
accept a non-mutable `ParsedPath` (only the accessed `Reflect` needs to
be mutable)
2023-06-19 15:27:45 +00:00
EliasPrescott
e6b655fb25
adding reflection for Cow<'static, [T]> (#7454)
# Objective

- Implementing reflection for Cow<'static, [T]>
- Hopefully fixes #7429

## Solution

- Implementing Reflect, Typed, GetTypeRegistration, and FromReflect for
Cow<'static, [T]>

---

## Notes

I have not used bevy_reflection much yet, so I may not fully understand
all the use cases. This is also my first attempt at contributing, so I
would appreciate any feedback or recommendations for changes. I tried to
add cases for using Cow<'static, str> and Cow<'static, [u8]> to some of
the bevy_reflect tests, but I can't guarantee those tests are
comprehensive enough.

---------

Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-06-19 14:58:49 +00:00
Nicola Papale
28e9c522f7
Make function pointers of ecs Reflect* public (#8687)
Repetitively fetching ReflectResource and ReflectComponent from the
TypeRegistry is costly.

We want to access the underlying `fn`s. to do so, we expose the
`ReflectResourceFns` and `ReflectComponentFns` stored in ReflectResource
and ReflectComponent.

---

## Changelog

- Add the `fn_pointers` methods to `ReflectResource` and
`ReflectComponent` returning the underlying `ReflectResourceFns` and
`ReflectComponentFns`
2023-06-19 14:06:58 +00:00
Jerome Humbert
960e797388
Add UiRect::px() and UiRect::percent() utils (#8866)
# Objective

Make the UI code more concise.

## Solution

Add two utility methods to make manipulating `UiRect` from code more
concise:
- `UiRect::px()` create a new `UiRect` like the `new()` function, but
with values in logical pixels directly.
- `UiRect::percent()` is similar, with values as percentages.

This saves a lot of typing and makes UI code more compact while
retaining readability.

---

## Changelog

### Added

Added two new constructors `UiRect::px()` and `UiRect::percent()` to
create a new `UiRect` from values directly specified in logical pixels
and percentages, respectively. The argument order is the same as
`UiRect::new()`, but avoids having to repeat `Val::Px` and
`Val::Percent`, respectively.
2023-06-19 14:00:18 +00:00
Mark Wainwright
6529d2e7f0
Added Has<T> WorldQuery type (#8844)
# Objective

- Fixes #7811 

## Solution

- I added `Has<T>` (and `HasFetch<T>` ) and implemented `WorldQuery`,
`ReadonlyWorldQuery`, and `ArchetypeFilter` it
- I also added documentation with an example and a unit test


I believe I've done everything right but this is my first contribution
and I'm not an ECS expert so someone who is should probably check my
implementation. I based it on what `Or<With<T>,>`, would do. The only
difference is that `Has` does not update component access - adding `Has`
to a query should never affect whether or not it is disjoint with
another query *I think*.

---

## Changelog

## Added
- Added `Has<T>` WorldQuery to find out whether or not an entity has a
particular component.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
2023-06-19 13:56:20 +00:00
Peter Hayman
6ce4bf5181
Add RenderTarget::TextureView (#8042)
# Objective

We can currently set `camera.target` to either an `Image` or `Window`.
For OpenXR & WebXR we need to be able to render to a `TextureView`.

This partially addresses #115 as with the addition we can create
internal and external xr crates.

## Solution

A `TextureView` item is added to the `RenderTarget` enum. It holds an id
which is looked up by a `ManualTextureViews` resource, much like how
`Assets<Image>` works.
I believe this approach was first used by @kcking in their [xr
fork](eb39afd51b/crates/bevy_render/src/camera/camera.rs (L322)).
The only change is that a `u32` is used to index the textures as
`FromReflect` does not support `uuid` and I don't know how to implement
that.

---

## Changelog

### Added
Render: Added `RenderTarget::TextureView` as a `camera.target` option,
enabling rendering directly to a `TextureView`.

## Migration Guide

References to the `RenderTarget` enum will need to handle the additional
field, ie in `match` statements.

---

## Comments
- The [wgpu
work](c039a74884)
done by @expenses allows us to create framebuffer texture views from
`wgpu v0.15, bevy 0.10`.
- I got the WebXR techniques from the [xr
fork](https://github.com/dekuraan/xr-bevy) by @dekuraan.
- I have tested this with a wip [external webxr
crate](018e22bb06/crates/bevy_webxr/src/bevy_utils/xr_render.rs (L50))
on an Oculus Quest 2.

![Screenshot 2023-03-11
230651](https://user-images.githubusercontent.com/25616826/224483696-c176c06f-a806-4abe-a494-b2e096ac96b7.png)

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: Paul Hansen <mail@paul.rs>
2023-06-19 13:53:05 +00:00
Nicola Papale
08962f1e50
Split the bevy_ecs reflect.rs module (#8834)
# Objective

- Cleanup the `reflect.rs` file in `bevy_ecs`, it's very large and can
get difficult to navigate

## Solution

- Split the file into 3 modules, re-export the types in the
`reflect/mod.rs` to keep a perfectly identical API.
- Add **internal** architecture doc explaining how `ReflectComponent`
works. Note that this doc is internal only, since `component.rs` is not
exposed publicly.

### Tips to reviewers

To review this change properly, you need to compare it to the previous
version of `reflect.rs`. The diff from this PR does not help at all!
What you will need to do is compare `reflect.rs` individually with each
newly created file.

Here is how I did it:

- Adding my fork as remote `git remote add nicopap
https://github.com/nicopap/bevy.git`
- Checkout out the branch `git checkout nicopap/split_ecs_reflect`
- Checkout the old `reflect.rs` by running `git checkout HEAD~1 --
crates/bevy_ecs/src/reflect.rs`
- Compare the old with the new with `git diff --no-index
crates/bevy_ecs/src/reflect.rs crates/bevy_ecs/src/reflect/component.rs`

You could also concatenate everything into a single file and compare
against it:

- `cat
crates/bevy_ecs/src/reflect/{component,resource,map_entities,mod}.rs >
new_reflect.rs`
- `git diff --no-index  crates/bevy_ecs/src/reflect.rs new_reflect.rs`
2023-06-18 23:43:10 +00:00
JMS55
af9c945f40
Screen Space Ambient Occlusion (SSAO) MVP (#7402)
![image](https://github.com/bevyengine/bevy/assets/47158642/dbb62645-f639-4f2b-b84b-26fd915c186d)

# Objective

- Add Screen space ambient occlusion (SSAO). SSAO approximates
small-scale, local occlusion of _indirect_ diffuse light between
objects. SSAO does not apply to direct lighting, such as point or
directional lights.
- This darkens creases, e.g. on staircases, and gives nice contact
shadows where objects meet, giving entities a more "grounded" feel.
- Closes https://github.com/bevyengine/bevy/issues/3632.

## Solution

- Implement the GTAO algorithm.
-
https://www.activision.com/cdn/research/Practical_Real_Time_Strategies_for_Accurate_Indirect_Occlusion_NEW%20VERSION_COLOR.pdf
-
https://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf
- Source code heavily based on [Intel's
XeGTAO](0d177ce06b/Source/Rendering/Shaders/XeGTAO.hlsli).
- Add an SSAO bevy example.

## Algorithm Overview
* Run a depth and normal prepass
* Create downscaled mips of the depth texture (preprocess_depths pass)
* GTAO pass - for each pixel, take several random samples from the
depth+normal buffers, reconstruct world position, raytrace in screen
space to estimate occlusion. Rather then doing completely random samples
on a hemisphere, you choose random _slices_ of the hemisphere, and then
can analytically compute the full occlusion of that slice. Also compute
edges based on depth differences here.
* Spatial denoise pass - bilateral blur, using edge detection to not
blur over edges. This is the final SSAO result.
* Main pass - if SSAO exists, sample the SSAO texture, and set occlusion
to be the minimum of ssao/material occlusion. This then feeds into the
rest of the PBR shader as normal.

---

## Future Improvements
- Maybe remove the low quality preset for now (too noisy)
- WebGPU fallback (see below)
- Faster depth->world position (see reverted code)
- Bent normals 
- Try interleaved gradient noise or spatiotemporal blue noise
- Replace the spatial denoiser with a combined spatial+temporal denoiser
- Render at half resolution and use a bilateral upsample
- Better multibounce approximation
(https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view)

## Far-Future Performance Improvements
- F16 math (missing naga-wgsl support
https://github.com/gfx-rs/naga/issues/1884)
- Faster coordinate space conversion for normals
- Faster depth mipchain creation
(https://github.com/GPUOpen-Effects/FidelityFX-SPD) (wgpu/naga does not
currently support subgroup ops)
- Deinterleaved SSAO for better cache efficiency
(https://developer.nvidia.com/sites/default/files/akamai/gameworks/samples/DeinterleavedTexturing.pdf)

## Other Interesting Papers
- Visibility bitmask
(https://link.springer.com/article/10.1007/s00371-022-02703-y,
https://cdrinmatane.github.io/posts/cgspotlight-slides/)
- Screen space diffuse lighting
(https://github.com/Patapom/GodComplex/blob/master/Tests/TestHBIL/2018%20Mayaux%20-%20Horizon-Based%20Indirect%20Lighting%20(HBIL).pdf)

## Platform Support
* SSAO currently does not work on DirectX12 due to issues with wgpu and
naga:
  * https://github.com/gfx-rs/wgpu/pull/3798
  * https://github.com/gfx-rs/naga/pull/2353
* SSAO currently does not work on WebGPU because r16float is not a valid
storage texture format
https://gpuweb.github.io/gpuweb/wgsl/#storage-texel-formats. We can fix
this with a fallback to r32float.

---

## Changelog

- Added ScreenSpaceAmbientOcclusionSettings,
ScreenSpaceAmbientOcclusionQualityLevel, and
ScreenSpaceAmbientOcclusionBundle

---------

Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-18 21:05:55 +00:00
Sélène Amanita
6c86545736
Fix Plane UVs / texture flip (#8878)
# Objective

Fix https://github.com/bevyengine/bevy/issues/1018 (Textures on the
`Plane` shape appear flipped).

This bug have been around for a very long time apparently, I tested it
was still there (see test code bellow) and sure enough, this image:


![test](https://github.com/bevyengine/bevy/assets/134181069/4cda7cf8-57d9-4677-91f5-02240d1e79b1)

... is flipped vertically when used as a texture on a plane (in main,
0.10.1 and 0.9):

![image](https://github.com/bevyengine/bevy/assets/134181069/0db4f52a-51af-4041-9c45-7bfe1f08b0cc)

I'm pretty confused because this bug is so easy to fix, it has been
around for so long, it is easy to encounter, and PRs touching this code
still didn't fix it: https://github.com/bevyengine/bevy/pull/7546 To the
point where I'm wondering if it's actually intended. If it is, please
explain why and this PR can be changed to "mention that in the doc".

## Solution

Fix the UV mapping on the Plane shape

Here is how it looks after the PR

![image](https://github.com/bevyengine/bevy/assets/134181069/e07ce641-3de8-4da3-a4f3-95a6054c86d7)

## Test code

```rust
use bevy::{
    prelude::*,
};

fn main () {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_startup_system(setup)
        .run();
}

fn setup(
    mut commands: Commands,
    assets: ResMut<AssetServer>,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(0., 3., 0.).looking_at(Vec3::ZERO, Vec3::NEG_Z),
        ..default()
    });

    let mesh = meshes.add(Mesh::from(shape::Plane::default()));
    let texture_image = assets.load("test.png");
    let material = materials.add(StandardMaterial { 
        base_color_texture: Some(texture_image),
        ..default()
    });
    commands.spawn(PbrBundle {
        mesh,
        material,
        ..default()
    });
}
```

## Changelog

Fix textures on `Plane` shapes being flipped vertically.

## Migration Guide

Flip the textures you use on `Plane` shapes.
2023-06-18 19:35:46 +00:00
Thierry Berger
17e1d211c5
doc: update a reference from add_system to add_systems (#8881)
Small fix for a forgotten documentation comment.
2023-06-18 17:17:02 +00:00
Niklas Eicker
84de9e7f28
Add window entity to mouse and keyboard events (#8852)
# Objective

- Resolves #4649 

## Solution

- Added the window entity to `KeyboardInput`, `MouseButtonInput`, and
`MouseWheel` events.
2023-06-16 13:54:06 +00:00
JoJoJet
8ec81496ff
Add a method to run read-only systems using &World (#8849)
# Objective

Resolves #7558.

Systems that are known to never modify the world implement the trait
`ReadOnlySystem`. This is a perfect place to add a safe API for running
a system with a shared reference to a World.

---

## Changelog

- Added the trait method `ReadOnlySystem::run_readonly`, which allows a
system to be run using `&World`.
2023-06-15 22:54:53 +00:00
JoJoJet
5291110002
Make QueryParIter::for_each_unchecked private (#8848)
# Objective

- The function `QueryParIter::for_each_unchecked` is a footgun: the only
ways to use it soundly can be done in safe code using `for_each` or
`for_each_mut`. See [this discussion on
discord](https://discord.com/channels/691052431525675048/749335865876021248/1118642977275924583).

## Solution

- Make `for_each_unchecked` private.

---

## Changelog

- Removed `QueryParIter::for_each_unchecked`. All use-cases of this
method were either unsound or doable in safe code using `for_each` or
`for_each_mut`.

## Migration Guide

The method `QueryParIter::for_each_unchecked` has been removed -- use
`for_each` or `for_each_mut` instead. If your use case can not be
achieved using either of these, then your code was likely unsound.

If you have a use-case for `for_each_unchecked` that you believe is
sound, please [open an
issue](https://github.com/bevyengine/bevy/issues/new/choose).
2023-06-15 13:44:42 +00:00
JoJoJet
96a9d0405a
Simplify the ComponentIdFor type (#8845)
# Objective

`ComponentIdFor` is a type that gives you access to a component's
`ComponentId` in a system. It is currently awkward to use, since it must
be wrapped in a `Local<>` to be used.

## Solution

Make `ComponentIdFor` a proper SystemParam.

---

## Changelog

- Refactored the type `ComponentIdFor` in order to simplify how it is
used.

## Migration Guide

The type `ComponentIdFor<T>` now implements `SystemParam` instead of
`FromWorld` -- this means it should be used as the parameter for a
system directly instead of being used in a `Local`.

```rust
// Before:
fn my_system(
    component_id: Local<ComponentIdFor<MyComponent>>,
) {
    let component_id = **component_id;
}

// After:
fn my_system(
    component_id: ComponentIdFor<MyComponent>,
) {
    let component_id = component_id.get();
}
```
2023-06-15 12:57:47 +00:00
Jim Eckerlein
13f50c7a53
Rename keys like LAlt to AltLeft (#8792)
# Objective

The
[`KeyCode`](https://github.com/bevyengine/bevy/blob/main/crates/bevy_input/src/keyboard.rs#L86)
enum cases `LWin` and `RWin` are too opinionated because they are also
assigned meaning by non-Windows operating systems. macOS calls the keys
completely different.

## Solution

Match [winits
approach](https://github.com/rust-windowing/winit/blob/master/src/keyboard.rs#L1635)
naming convention.

---

## Migration Guide

Migrate by replacing:
- `LAlt` → `AltLeft`
- `RAlt` → `AltRight`
- `LBracket` → `BracketLeft`
- `RBracket` → `BracketRight`
- `LControl` → `ControlLeft`
- `RControl` → `ControlRight`
- `LShift` → `ShiftLeft`
- `RShift` → `ShiftRight`
- `LWin` → `SuperLeft`
- `RWin` → `SuperRight`
2023-06-15 01:37:04 +00:00
JoJoJet
db8d3651e0
Migrate the rest of the engine to UnsafeWorldCell (#8833)
# Objective

Follow-up to #6404 and #8292.

Mutating the world through a shared reference is surprising, and it
makes the meaning of `&World` unclear: sometimes it gives read-only
access to the entire world, and sometimes it gives interior mutable
access to only part of it.

This is an up-to-date version of #6972.

## Solution

Use `UnsafeWorldCell` for all interior mutability. Now, `&World`
*always* gives you read-only access to the entire world.

---

## Changelog

TODO - do we still care about changelogs?

## Migration Guide

Mutating any world data using `&World` is now considered unsound -- the
type `UnsafeWorldCell` must be used to achieve interior mutability. The
following methods now accept `UnsafeWorldCell` instead of `&World`:

- `QueryState`: `get_unchecked`, `iter_unchecked`,
`iter_combinations_unchecked`, `for_each_unchecked`,
`get_single_unchecked`, `get_single_unchecked_manual`.
- `SystemState`: `get_unchecked_manual`

```rust
let mut world = World::new();
let mut query = world.query::<&mut T>();

// Before:
let t1 = query.get_unchecked(&world, entity_1);
let t2 = query.get_unchecked(&world, entity_2);

// After:
let world_cell = world.as_unsafe_world_cell();
let t1 = query.get_unchecked(world_cell, entity_1);
let t2 = query.get_unchecked(world_cell, entity_2);
```

The methods `QueryState::validate_world` and
`SystemState::matches_world` now take a `WorldId` instead of `&World`:

```rust
// Before:
query_state.validate_world(&world);

// After:
query_state.validate_world(world.id());
```

The methods `QueryState::update_archetypes` and
`SystemState::update_archetypes` now take `UnsafeWorldCell` instead of
`&World`:

```rust
// Before:
query_state.update_archetypes(&world);

// After:
query_state.update_archetypes(world.as_unsafe_world_cell_readonly());
```
2023-06-15 01:31:56 +00:00
ickshonpe
f7aa83a247
Ui Node Borders (#7795)
# Objective

Implement borders for UI nodes.

Relevant discussion: #7785
Related: #5924, #3991

<img width="283" alt="borders"
src="https://user-images.githubusercontent.com/27962798/220968899-7661d5ec-6f5b-4b0f-af29-bf9af02259b5.PNG">

## Solution

Add an extraction function to draw the borders.

---

Can only do one colour rectangular borders due to the limitations of the
Bevy UI renderer.

Maybe it can be combined with #3991 eventually to add curved border
support.

## Changelog
* Added a component `BorderColor`.
* Added the `extract_uinode_borders` system to the UI Render App.
* Added the UI example `borders`

---------

Co-authored-by: Nico Burns <nico@nicoburns.com>
2023-06-14 22:43:38 +00:00
JoJoJet
2551ccbe34
Rename a leftover usage of a renamed function read_change_tick (#8837)
# Objective

The method `UnsafeWorldCell::read_change_tick` was renamed in #8588, but
I forgot to update a usage of this method in a doctest.

## Solution

Update the method call.
2023-06-14 02:32:28 +00:00
Nicola Papale
019432af2e
Add get_ref to EntityRef (#8818)
# Objective

To mirror the `Ref` added as `WorldQuery`, and the `Mut` in
`EntityMut::get_mut`, we add `EntityRef::get_ref`, which retrieves `T`
with tick information, but *immutably*.

## Solution

- Add the method in question, also add it to`UnsafeEntityCell` since
this seems to be the best way of getting that information.

Also update/add safety comments to neighboring code.

---

## Changelog

- Add `EntityRef::get_ref` to get an `Option<Ref<T>>` from `EntityRef`

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2023-06-13 08:47:55 +00:00
ira
001b3eb97c
Instanced line rendering for gizmos based on bevy_polyline (#8427)
# Objective

Adopt code from
[bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline)
for gizmo line-rendering.
This adds configurable width and perspective rendering for the lines.

Many thanks to @mtsr for the initial work on bevy_polyline. Thanks to
@aevyrie for maintaining it, @nicopap for adding the depth_bias feature
and the other
[contributors](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline/graphs/contributors)
for squashing bugs and keeping bevy_polyline up-to-date.

#### Before

![Before](https://user-images.githubusercontent.com/29694403/232831591-a8e6ed0c-3a09-4413-80fa-74cb8e0d33dd.png)
#### After - with line perspective

![After](https://user-images.githubusercontent.com/29694403/232831692-ba7cbeb7-e63a-4f8e-9b1b-1b80c668f149.png)

Line perspective is not on by default because with perspective there is
no default line width that works for every scene.

<details><summary>After - without line perspective</summary>
<p>

![After - no
perspective](https://user-images.githubusercontent.com/29694403/232836344-0dbfb4c8-09b7-4cf5-95f9-a4c26f38dca3.png)

</p>
</details>

Somewhat unexpectedly, the performance is improved with this PR.
At 200,000 lines in many_gizmos I get ~110 FPS on main and ~200 FPS with
this PR.
I'm guessing this is a CPU side difference as I would expect the
rendering technique to be more expensive on the GPU to some extent, but
I am not entirely sure.

---------

Co-authored-by: Jonas Matser <github@jonasmatser.nl>
Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Nicola Papale <nico@nicopap.ch>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-06-13 06:49:47 +00:00
JoJoJet
3fba34c9e6
Require read-only queries in QueryState::par_iter (#8832)
# Objective

The method `QueryState::par_iter` does not currently force the query to
be read-only. This means you can unsoundly mutate a world through an
immutable reference in safe code.

```rust
fn bad_system(world: &World, mut query: Local<QueryState<&mut T>>) {
    query.par_iter(world).for_each_mut(|mut x| *x = unsoundness);
}
```

## Solution

Use read-only versions of the `WorldQuery` types.

---

## Migration Guide

The function `QueryState::par_iter` now forces any world accesses to be
read-only, similar to how `QueryState::iter` works. Any code that
previously mutated the world using this method was *unsound*. If you
need to mutate the world, use `par_iter_mut` instead.
2023-06-13 01:17:40 +00:00
Jonathan
c475e271be
Implement Clone for CombinatorSystem (#8826)
# Objective

Make a combined system cloneable if both systems are cloneable on their
own. This is necessary for using chained conditions (e.g
`cond1.and_then(cond2)`) with `distributive_run_if()`.

## Solution

Implement `Clone` for `CombinatorSystem<Func, A, B>` where `A, B:
Clone`.
2023-06-12 19:44:51 +00:00
Opstic
2b4fc10ccf
Initialize DiagnosticStore on register_diagnostic if it does not exist (#8819)
# Objective

- Fixes #8782

## Solution

- Call `init_resource` on `register_diagnostic` so that a
`DiagnosticStore` gets initialized if it does not exist.

---------

Co-authored-by: François <mockersf@gmail.com>
2023-06-12 19:40:09 +00:00
Nuutti Kotivuori
1977b6daf2
Fix documentation of SubApp extract (#8747)
# Objective

The `extract` function is given the main app world, and the subapp, not
vice versa as the comment would lead us to believe.

## Solution

Fix the doc.
2023-06-12 19:30:04 +00:00
lelo
278daab6ae
Rename Plane struct to HalfSpace (#8744)
# Objective

- Rename the `render::primitives::Plane` struct as to not confuse it
with `bevy_render::mesh::shape::Plane`
- Fixes https://github.com/bevyengine/bevy/issues/8730

## Solution

- Refactor the `render::primitives::Plane` struct to
`render::primitives::HalfSpace`
- Modify documentation to reflect this change

## Changelog

- Renamed `Plane` to `HalfSpace` to more accurately represent it's use
- Renamed `planes` member in `Frustum` to `half_spaces` to reflect
changes

## Migration Guide

- `Plane` has been renamed to `HalfSpace`
- `planes` member in `Frustum` has been renamed to `half_spaces`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-06-12 19:27:41 +00:00
Chris Sixsmith
a78c4d78d5
Make setup of Opaque3dPrepass and AlphaMask3dPrepass phase items consistent with others (#8408)
# Objective

When browsing the bevy source code to try and learn about
`bevy_core_pipeline`, I noticed that the `DrawFunctions` resources,
`sort_phase_system`s and texture preparation for the `Opaque3d` and
`AlphaMask3d` phase items are all set up in `bevy_core_pipeline`, while
the `Opaque3dPrepass` and `AlphaMask3dPrepass` phase items are only
*declared* in `bevy_core_pipeline`, and actually registered properly
with the renderer in `bevy_pbr`.

This means that, if I am trying to make crate that replaces `bevy_pbr`,
I need to make sure I manually fix this unfinished setup the same way
that `bevy_pbr` does. Worse, it means that if I try to use the
`PrepassNode` `bevy_core_pipeline` adds *without* fixing this, the
engine will simply crash because the `DrawFunctions<T>` resources cannot
be accessed.

The only advantage I can think of for bevy doing it this way is an
ambiguous performance save due to the prepass render phases not being
present unless you are using prepass materials with PBR.

## Solution

I have moved the registration of `DrawFunctions<T>`,
`sort_phase_system::<T>`, camera `RenderPhase` extraction, and texture
preparation for prepass's phase items into `bevy_core_pipeline`
alongside the equivalent code that sets up the `Opaque3d`, `AlphaMask3d`
and `Transparent3d` phase items.

Am open to tweaking this to improve the performance impact of prepass
things being around if the app doesn't use them if needed.

I've tested that the `shader_prepass` example still works with this
change.
2023-06-12 19:15:28 +00:00
Alice Cecile
584e7d00ff
Remove stray boilerplate line in bevy_dynamic_plugin/Cargo.toml (#8830)
This line is autogenerated with new projects and was never cleaned up.
2023-06-12 19:10:48 +00:00
Liam Gallagher
942766c485
Add integer equivalents for Rect (#7984)
## Objective

Add integer equivalents for the `Rect` type.

Closes #7967

## Solution

- Add `IRect` and `URect`

## Changelog

Added `IRect` and `URect` types.
2023-06-12 19:10:48 +00:00
Nicola Papale
f07bb3c449
Add last_changed_tick and added_tick to ComponentTicks (#8803)
# Objective

EntityRef::get_change_ticks mentions that ComponentTicks is useful to
create change detection for your own runtime.

However, ComponentTicks doesn't even expose enough data to create
something that implements DetectChanges. Specifically, we need to be
able to extract the last change tick.

## Solution

We add a method to get the last change tick. We also add a method to get
the added tick.

## Changelog

- Add `last_changed_tick` and `added_tick` to `ComponentTicks`
2023-06-12 17:55:09 +00:00
Natanael Mojica
f135535cd6
Rename Command's "write" method to "apply" (#8814)
# Objective

- Fixes #8811 .

## Solution

- Rename "write" method to "apply" in Command trait definition.
- Rename other implementations of command trait throughout bevy's code
base.

---

## Changelog

- Changed: `Command::write` has been changed to `Command::apply`
- Changed: `EntityCommand::write` has been changed to
`EntityCommand::apply`

## Migration Guide

- `Command::write` implementations need to be changed to implement
`Command::apply` instead. This is a mere name change, with no further
actions needed.
- `EntityCommand::write` implementations need to be changed to implement
`EntityCommand::apply` instead. This is a mere name change, with no
further actions needed.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-06-12 17:53:47 +00:00
Nicola Papale
ea887d8ffa
Allow unsized types as mapped value in Ref::map (#8817)
# Objective

- I can't map unsized type using `Ref::map` (for example `dyn Reflect`)

## Solution

- Allow unsized types (this is possible because `Ref` stores a reference
to `T`)
2023-06-12 17:52:11 +00:00
Nicola Papale
527d3a5885
Add iter_many_manual QueryState method (#8772)
# Objective

`QueryState` exposes a `get_manual` and `iter_manual` method. However,
there is now `iter_many_manual`.

`iter_many_manual` is useful when you have a `&World` (eg: the `world`
in a `Scene`) and want to run a query several times on it (eg:
iteratively navigate a hierarchy by calling `iter_many` on `Children`
component).

`iter_many`'s need for a `&mut World` makes the API much less flexible.
The exclusive access pattern requires doing some very funky dance and
excludes a category of algorithms for hierarchy traversal.

## Solution

- Add a `iter_many_manual` method to `QueryState`

### Alternative

My current workaround is to use `get_manual`. However, this doesn't
benefit from the optimizations on `QueryManyIter`.

---

## Changelog

- Add a `iter_many_manual` method to `QueryState`
2023-06-10 23:24:09 +00:00
JoJoJet
32faf4cb5c
Document every public item in bevy_ecs (#8731)
# Objective

Title.

---------

Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2023-06-10 23:23:48 +00:00
Nicola Papale
50bc785c8a
Add new and map methods to Ref (#8797)
# Objective

`Ref` is a useful way of accessing change detection data.

However, unlike `Mut`, it doesn't expose a constructor or even a way to
go from `Ref<A>` to `Ref<B>`.

Such methods could be useful, for example, to 3rd party crates that want
to expose change detection information in a clean way.

My use case is to map a `Ref<T>` into a `Ref<dyn Reflect>`, and keep
change detection info to avoid running expansive routines.

## Solution

We add the `new` and `map` methods. Since similar methods exist on `Mut`
where they are much more footgunny to use, I judged that it was
acceptable to create such methods.

## Workaround

Currently, it's not possible to create/project `Ref`s. One can define
their own `Ref` and implement `ChangeDetection` on it. One would then
use `ChangeTrackers` to populate the custom `Ref` with tick data.

---

## Changelog

- Added the `Ref::map` and `Ref::new` methods for more ergonomic `Ref`s

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2023-06-10 23:19:52 +00:00
Nicola Papale
83de94f9f9
Register a few missed reflect components (#8807)
# Objective

-  Some reflect components weren't properly registered.

## Solution

- We register them
- I also sorted the register lines in `Plugin::build` in `bevy_ui`

### Note

How I did I find them:

- I picked up the list of `Component`s from the `Component` trait page
in rustdoc.
- Then I tried to register all of them. Removing the registration when
it doesn't implement `Reflect` to pass compilation.
- Then I added `app.register_type_data::<T, Foo>()`, for all Reflect
components. It panics if `T` is not registered.
- I repeated the last line N times until bevy stopped panicking at
startup

---

## Changelog

- Register the following components: `PrimaryWindow` `Fxaa`
`FogSettings` `NotShadowCaster` `NotShadowReceiver` `CalculatedClip`
`RelativeCursorPosition`
2023-06-10 23:19:39 +00:00
Nicola Papale
0ed8b20d8a
Remove Component derive for AlphaMode (#8804)
`AlphaMode` is not used as a component anywhere in the engine. It
shouldn't implement `Component`. It might mislead users into thinking it
has any effect as a component.

---

## Changelog

- Remove `Component` implementation for `AlphaMode`. It wasn't used by
anything.

## Migration Guide

`AlphaMode` is not a component anymore.

It wasn't used anywhere in the engine. If you were using it as a
component for your own purposes, you should use a newtype instead, as
follow:

```rust
#[derive(Component, Deref)]
struct MyAlphaMode(AlphaMode);
```

Then replace uses of `AlphaMode` with `MyAlphaMode`

```diff
- Query<&AlphaMode, …>,
+ Query<&MyAlphaMode, …>,
```
2023-06-10 22:38:07 +00:00
IceSentry
75da2e7adf
Disable camera on window close (#8802)
# Objective

- When a window is closed, the associated camera keeps rendering even if
the RenderTarget isn't valid anymore.
	- This is essentially just wasting a lot of performance.

## Solution

- Detect the window close event and disable any camera that used the
window has a RenderTarget.

## Notes

It's possible a similar thing could be done for camera that use an image
handle, but I would fix that in a separate PR.
2023-06-10 19:50:37 +00:00
Nicola Papale
c1fd505f9c
Implement Reflect on NoFrustumCulling (#8801)
# Objective

`NoFrustumCulling` doesn't implement `Reflect`, while nothing prevents
it from implementing it.

## Solution

Implement `Reflect` for it.

---

## Changelog

- Add `Reflect` derive to `NoFrustrumCulling`.
- Add `FromReflect` derive to `Visibility`.
2023-06-10 10:04:50 +00:00
ickshonpe
a1494e53df
Perform relative_cursor_position calculation vectorwise in ui_focus_system (#8795)
# Objective

This calculation is performed componentwise but all the values are
vectors so it should be using vector operations.
Works correctly with the `relative_cursor_position` example.
2023-06-09 12:01:07 +00:00
ickshonpe
dc3de5f9b8
Fix errors in the doc comment for UiSurface::upsert_node. (#8796)
# Objective

"Retrieves the taffy node corresponding to given entity exists" 😓
2023-06-09 11:59:57 +00:00
Thierry Berger
b559e9b6b4
bevy_reflect: implement Reflect for SmolStr (#8771)
# Objective
To upgrade winit's dependency, it's useful to reuse SmolStr, which
replaces/improves the too restrictive Key letter enums.

As Input<Key> is a resource it should implement Reflect through all its
fields.

## Solution

Add smol_str to bevy_reflect supported types, behind a feature flag.

This PR blocks winit's upgrade PR:
https://github.com/bevyengine/bevy/pull/8745.

# Current state

- I'm discovering bevy_reflect, I appreciate all feedbacks, and send me
your nitpicks!
- Lacking more tests

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2023-06-08 20:33:21 +00:00
Jim Eckerlein
008030357b
Touchpad magnify and rotate events (#8791)
# Objective

The goal of this PR is to receive touchpad magnification and rotation
events.

## Solution

Implement pendants for winit's `TouchpadMagnify` and `TouchpadRotate`
events.

Adjust the `mouse_input_events.rs` example to debug magnify and rotate
events.

Since winit only reports these events on macOS, the Bevy events for
touchpad magnification and rotation are currently only fired on macOS.
2023-06-08 20:31:43 +00:00
dependabot[bot]
d6d25d8c78
Update notify requirement from 5.0.0 to 6.0.0 (#8757)
Updates the requirements on
[notify](https://github.com/notify-rs/notify) to permit the latest
version.
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/notify-rs/notify/blob/main/CHANGELOG.md">notify's
changelog</a>.</em></p>
<blockquote>
<h2>notify 6.0.0 (2023-05-17)</h2>
<ul>
<li>CHANGE: files and directories moved into a watch folder on Linux
will now be reported as <code>rename to</code> events instead of
<code>create</code> events <a
href="https://redirect.github.com/notify-rs/notify/issues/480">#480</a></li>
<li>CHANGE: on Linux <code>rename from</code> events will be emitted
immediately without starting a new thread <a
href="https://redirect.github.com/notify-rs/notify/issues/480">#480</a></li>
<li>CHANGE: raise MSRV to 1.60 <a
href="https://redirect.github.com/notify-rs/notify/issues/480">#480</a></li>
</ul>
<h2>debouncer-mini 0.3.0 (2023-05-17)</h2>
<ul>
<li>CHANGE: upgrade to notify 6.0.0, pushing MSRV to 1.60 <a
href="https://redirect.github.com/notify-rs/notify/issues/480">#480</a></li>
</ul>
<h2>debouncer-full 0.1.0 (2023-05-17)</h2>
<p>Newly introduced alternative debouncer with more features. <a
href="https://redirect.github.com/notify-rs/notify/issues/480">#480</a></p>
<ul>
<li>FEATURE: only emit a single <code>rename</code> event if the rename
<code>From</code> and <code>To</code> events can be matched</li>
<li>FEATURE: merge multiple <code>rename</code> events</li>
<li>FEATURE: keep track of the file system IDs all files and stiches
rename events together (FSevents, Windows)</li>
<li>FEATURE: emit only one <code>remove</code> event when deleting a
directory (inotify)</li>
<li>FEATURE: don't emit duplicate create events</li>
<li>FEATURE: don't emit <code>Modify</code> events after a
<code>Create</code> event</li>
</ul>
<p><a
href="https://redirect.github.com/notify-rs/notify/issues/480">#480</a>:
<a
href="https://redirect.github.com/notify-rs/notify/pull/480">notify-rs/notify#480</a></p>
<h2>notify 5.2.0 (2023-05-17)</h2>
<ul>
<li>CHANGE: implement <code>Copy</code> for <code>EventKind</code> and
<code>ModifyKind</code> <a
href="https://redirect.github.com/notify-rs/notify/issues/481">#481</a></li>
</ul>
<p><a
href="https://redirect.github.com/notify-rs/notify/issues/481">#481</a>:
<a
href="https://redirect.github.com/notify-rs/notify/pull/481">notify-rs/notify#481</a></p>
<h2>notify 5.1.0 (2023-01-15)</h2>
<ul>
<li>CHANGE: switch from winapi to windows-sys <a
href="https://redirect.github.com/notify-rs/notify/issues/457">#457</a></li>
<li>FIX: kqueue-backend: batch file-watching together to improve
performance <a
href="https://redirect.github.com/notify-rs/notify/issues/454">#454</a></li>
<li>DOCS: include license file in crate again <a
href="https://redirect.github.com/notify-rs/notify/issues/461">#461</a></li>
<li>DOCS: typo and examples fixups</li>
</ul>
<p><a
href="https://redirect.github.com/notify-rs/notify/issues/454">#454</a>:
<a
href="https://redirect.github.com/notify-rs/notify/pull/454">notify-rs/notify#454</a>
<a
href="https://redirect.github.com/notify-rs/notify/issues/461">#461</a>:
<a
href="https://redirect.github.com/notify-rs/notify/pull/461">notify-rs/notify#461</a>
<a
href="https://redirect.github.com/notify-rs/notify/issues/457">#457</a>:
<a
href="https://redirect.github.com/notify-rs/notify/pull/457">notify-rs/notify#457</a></p>
<h2>debouncer-mini 0.2.1 (2022-09-05)</h2>
<ul>
<li>DOCS: correctly document the <code>crossbeam</code> feature <a
href="https://redirect.github.com/notify-rs/notify/issues/440">#440</a></li>
</ul>
<p><a
href="https://redirect.github.com/notify-rs/notify/issues/440">#440</a>:
<a
href="https://redirect.github.com/notify-rs/notify/pull/440">notify-rs/notify#440</a></p>
<h2>debouncer-mini 0.2.0 (2022-08-30)</h2>
<p>Upgrade notify dependency to 5.0.0</p>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
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<li>See full diff in <a
href="https://github.com/notify-rs/notify/commits">compare view</a></li>
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2023-06-06 21:05:21 +00:00
dependabot[bot]
a782902538
Update ruzstd requirement from 0.3.1 to 0.4.0 (#8755)
Updates the requirements on
[ruzstd](https://github.com/KillingSpark/zstd-rs) to permit the latest
version.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/KillingSpark/zstd-rs/releases">ruzstd's
releases</a>.</em></p>
<blockquote>
<h2>No-std support and better dict API</h2>
<p>This release features no-std support with big thanks to <a
href="https://github.com/antangelo"><code>@​antangelo</code></a>!</p>
<p>Also the API for dictionaries has been revised, which required some
breaking changes in that department</p>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="fa7bd9c7b3"><code>fa7bd9c</code></a>
allow streaming decoder to also be used with a &amp;mut FrameDecoder for
easier r...</li>
<li><a
href="3b6403b8e7"><code>3b6403b</code></a>
reenable forcing a different dict</li>
<li><a
href="2be7fbb01b"><code>2be7fbb</code></a>
Merge pull request <a
href="https://redirect.github.com/KillingSpark/zstd-rs/issues/40">#40</a>
from KillingSpark/overhaul_dicts</li>
<li><a
href="343d69b339"><code>343d69b</code></a>
no need to check that the dict still matches at the start of each decode
call</li>
<li><a
href="d73f5e689a"><code>d73f5e6</code></a>
cargo fmt</li>
<li><a
href="f3f09c76f0"><code>f3f09c7</code></a>
improve initing the decoder from a dict</li>
<li><a
href="0b9331dd19"><code>0b9331d</code></a>
make clippy happy</li>
<li><a
href="06433dec34"><code>06433de</code></a>
start overhauling dict API</li>
<li><a
href="1256944604"><code>1256944</code></a>
Update ci.yml</li>
<li><a
href="3449d0a2bf"><code>3449d0a</code></a>
Merge pull request <a
href="https://redirect.github.com/KillingSpark/zstd-rs/issues/39">#39</a>
from antangelo/no_std</li>
<li>Additional commits viewable in <a
href="https://github.com/KillingSpark/zstd-rs/compare/v0.3.1...v0.4.0">compare
view</a></li>
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2023-06-06 21:04:07 +00:00
Mike
0a90bac4f4
skip check change tick for apply_deferred systems (#8760)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/8410

## Solution

- Skip the check that produces the warning for apply_buffers systems.

---

## Changelog

- skip check_change_ticks for apply_buffers systems.
2023-06-06 19:47:07 +00:00
Carter Anderson
8b9d88f4d0
Reflect now requires DynamicTypePath. Remove Reflect::get_type_path() (#8764)
Followup to #7184

This makes `Reflect: DynamicTypePath` which allows us to remove
`Reflect::get_type_path`, reducing unnecessary codegen and simplifying
`Reflect` implementations.
2023-06-06 17:23:58 +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
Jamie Ridding
1e97c79ec1
bevy_reflect: Disambiguate type bounds in where clauses. (#8761)
# Objective

It was accidentally found that rustc is unable to parse certain
constructs in `where` clauses properly. `bevy_reflect::Reflect`'s habit
of copying and pasting the field types in a type's definition to its
`where` clauses made it very easy to accidentally run into this
behaviour - particularly with the construct
```rust
where
    for<'a> fn(&'a T) -> &'a T: Trait1 + Trait2
```

which was incorrectly parsed as
```rust
where
    for<'a> (fn(&'a T) -> &'a T: Trait1 + Trait2)
            ^                                   ^ incorrect syntax grouping
```

instead of
```rust
where
    (for<'a> fn(&'a T) -> &'a T): Trait1 + Trait2
    ^                          ^ correct syntax grouping
```

Fixes #8759 

## Solution

This commit fixes the issue by inserting explicit parentheses to
disambiguate types from their bound lists.
2023-06-05 22:47:08 +00:00
张林伟
b72b15465d
Support to set window theme and expose system window theme changed event (#8593)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/8586.

## Solution

- Add `preferred_theme` field to `Window` and set it when window
creation
- Add `window_theme` field to `InternalWindowState` to store current
window theme
- Expose winit `WindowThemeChanged` event

---------

Co-authored-by: hate <15314665+hate@users.noreply.github.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-06-05 21:04:22 +00:00
Brian Merchant
25add57614
Mention that default spawned primary window is spawned with PrimaryWindow marker component (#8752)
# Objective

Fixes #8751 

## Solution

The doc string for the `primary_window` field on `Window` now mentions
that the default spawned primary window is spawned with the
`PrimaryWindow` marker component.

---------

Co-authored-by: François <mockersf@gmail.com>
2023-06-05 20:56:49 +00:00
François
4e25008dd6
correctly setup everything in the default run_once runner (#8740)
# Objective

- Fix #8658 
- `without_winit` example panics `thread 'Compute Task Pool (2)'
panicked at 'called `Option::unwrap()` on a `None` value',
crates/bevy_render/src/pipelined_rendering.rs:134:84`

## Solution

- In the default runner method `run_once`, correctly finish the
initialisation of the plugins. `run_once` can't be called twice so it's
ok to do it there
2023-06-05 20:54:12 +00:00
Michael Johnson
3507b21dce
Allow systems using Diagnostics to run in parallel (#8677)
# Objective

I was trying to add some `Diagnostics` to have a better break down of
performance but I noticed that the current implementation uses a
`ResMut` which forces the functions to all run sequentially whereas
before they could run in parallel. This created too great a performance
penalty to be usable.

## Solution

This PR reworks how the diagnostics work with a couple of breaking
changes. The idea is to change how `Diagnostics` works by changing it to
a `SystemParam`. This allows us to hold a `Deferred` buffer of
measurements that can be applied later, avoiding the need for multiple
mutable references to the hashmap. This means we can run systems that
write diagnostic measurements in parallel.

Firstly, we rename the old `Diagnostics` to `DiagnosticsStore`. This
clears up the original name for the new interface while allowing us to
preserve more closely the original API.

Then we create a new `Diagnostics` struct which implements `SystemParam`
and contains a deferred `SystemBuffer`. This can be used very similar to
the old `Diagnostics` for writing new measurements.

```rust
fn system(diagnostics: ResMut<Diagnostics>) { diagnostics.new_measurement(ID, || 10.0)}
// changes to
fn system(mut diagnostics: Diagnostics) { diagnostics.new_measurement(ID, || 10.0)}
``` 
For reading the diagnostics, the user needs to change from `Diagnostics`
to `DiagnosticsStore` but otherwise the function calls are the same.

Finally, we add a new method to the `App` for registering diagnostics.
This replaces the old method of creating a startup system and adding it
manually.

Testing it, this PR does indeed allow Diagnostic systems to be run in
parallel.

## Changelog

- Change `Diagnostics` to implement `SystemParam` which allows
diagnostic systems to run in parallel.

## Migration Guide

- Register `Diagnostic`'s using the new
`app.register_diagnostic(Diagnostic::new(DIAGNOSTIC_ID,
"diagnostic_name", 10));`
- In systems for writing new measurements, change `mut diagnostics:
ResMut<Diagnostics>` to `mut diagnostics: Diagnostics` to allow the
systems to run in parallel.
- In systems for reading measurements, change `diagnostics:
Res<Diagnostics>` to `diagnostics: Res<DiagnosticsStore>`.
2023-06-05 20:51:22 +00:00
radiish
1efc762924
reflect: stable type path v2 (#7184)
# Objective

- Introduce a stable alternative to
[`std::any::type_name`](https://doc.rust-lang.org/std/any/fn.type_name.html).
- Rewrite of #5805 with heavy inspiration in design.
- On the path to #5830.
- Part of solving #3327.


## Solution

- Add a `TypePath` trait for static stable type path/name information.
- Add a `TypePath` derive macro.
- Add a `impl_type_path` macro for implementing internal and foreign
types in `bevy_reflect`.

---

## Changelog

- Added `TypePath` trait.
- Added `DynamicTypePath` trait and `get_type_path` method to `Reflect`.
- Added a `TypePath` derive macro.
- Added a `bevy_reflect::impl_type_path` for implementing `TypePath` on
internal and foreign types in `bevy_reflect`.
- Changed `bevy_reflect::utility::(Non)GenericTypeInfoCell` to
`(Non)GenericTypedCell<T>` which allows us to be generic over both
`TypeInfo` and `TypePath`.
- `TypePath` is now a supertrait of `Asset`, `Material` and
`Material2d`.
- `impl_reflect_struct` needs a `#[type_path = "..."]` attribute to be
specified.
- `impl_reflect_value` needs to either specify path starting with a
double colon (`::core::option::Option`) or an `in my_crate::foo`
declaration.
- Added `bevy_reflect_derive::ReflectTypePath`.
- Most uses of `Ident` in `bevy_reflect_derive` changed to use
`ReflectTypePath`.

## Migration Guide

- Implementors of `Asset`, `Material` and `Material2d` now also need to
derive `TypePath`.
- Manual implementors of `Reflect` will need to implement the new
`get_type_path` method.

## Open Questions
- [x] ~This PR currently does not migrate any usages of
`std::any::type_name` to use `bevy_reflect::TypePath` to ease the review
process. Should it?~ Migration will be left to a follow-up PR.
- [ ] This PR adds a lot of `#[derive(TypePath)]` and `T: TypePath` to
satisfy new bounds, mostly when deriving `TypeUuid`. Should we make
`TypePath` a supertrait of `TypeUuid`? [Should we remove `TypeUuid` in
favour of
`TypePath`?](2afbd85532 (r961067892))
2023-06-05 20:31:20 +00:00
Ame
94dce091a9
Change Camera3dBundle::tonemapping to Default (#8753)
# Objective

- Continue with #8685 to make `TonyMcMapface` the default tonemapping

## Solution

- Change the default value `Camera3dBundle::tonemapping` from
`Tonemapping::ReinhardLuminance` to `Default::default()`
(`Tonemapping::TonyMcMapface`)
2023-06-05 01:50:03 +00:00
iiYese
265a25c16b
Fix all_tuples + added docs. (#8743)
- Fix out of range indexing when invoking with start greater than 1.
- Added docs to make the expected behavior clear.
2023-06-02 16:05:27 +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
Егор Куклин
6b4c7d5d88
Add get_at_mut to bevy_reflect::Map trait (#8691)
# Objective

Fixes #8596 

## Solution

Change interface of the trait Map. Adjust implementations of this trait

---

## Changelog

### Changed
- Interface of Map trait

### Added
- `Map::get_at_mut`

## Migration Guide

Every implementor of Map trait would need to implement `get_at_mut`.
Which, judging by changes in this PR, should be fairly trivial.
2023-06-02 12:24:40 +00:00
François
fb148f7d65
remove some use of once_cell that can be replace with new std (#8739)
# Objective

- Some methods are stabilised with Rust 1.70
https://blog.rust-lang.org/2023/06/01/Rust-1.70.0.html#oncecell-and-oncelock

## Solution

- Remove `once_cell` when possible and use std instead
2023-06-01 21:55:18 +00:00
ira
5f936b42b1
Resolve clippy issues for rust 1.70.0 (#8738)
- Supress false positive `redundant_clone` lints.
- Supress inactionable `result_large_err` lint.
Most of the size(50 out of 68 bytes) is coming from
`naga::WithSpan<naga::valid::ValidationError>`
2023-06-01 21:05:05 +00:00
François
70aee72726
Update cargo deny configuration (#8734)
# Objective

- Make the dependency job successful again

## Solution

- Update the list of duplicates
- Remove a security issue exception not needed anymore
- Also update a dependency that was missed by dependabot
2023-06-01 16:29:45 +00:00
Gauthier Acquitter
acf1362b9a
bevy_reflect: Allow construction of MapIter outside of the bevy_reflect crate. (#8723)
# Objective

Right now it's impossible to construct a MapIter outside of the
bevy_reflect crate, making it impossible to implement the Map trait for
custom map types.

## Solution

Addition of a pub constructor to MapIter.
2023-06-01 10:12:57 +00:00
François
bea7fd1c0b
update bitflags to 2.3 (#8728)
# Objective

- Update bitflags to 2.3
2023-06-01 08:41:42 +00:00
dependabot[bot]
bad754a986
Update android_log-sys requirement from 0.2.0 to 0.3.0 (#7925)
Updates the requirements on
[android_log-sys](https://github.com/nercury/android_log-sys-rs) to
permit the latest version.
<details>
<summary>Commits</summary>
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2023-06-01 07:55:33 +00:00
JMS55
afd4cfd9d5
Use ViewNode for TAA (#8732)
Some code cleanup that was missed in a previous PR. 

Yes, the ViewQuery arguments are formatted like that by rustfmt, I don't
know why 😅.
2023-06-01 04:42:41 +00:00
JoJoJet
233b26cc17
Make the Condition trait generic (#8721)
# Objective

The `Condition` trait is only implemented for systems and system
functions that take no input. This can make it awkward to write
conditions that are intended to be used with system piping.

## Solution

Add an `In` generic to the trait. It defaults to `()`.

---

## Changelog

- Made the `Condition` trait generic over system inputs.
2023-05-31 16:49:46 +00:00
VitalyR
5b0f21c773
Add winit's wayland-csd-adwaita feature to Bevy's wayland feature (#8722)
# Objective

- Fix Wayland window client side decorations issue on Gnome Wayland,
fixes #3301.

## Solution

- One simple one line solution: Add winit's `wayland-csd-adwaita`
feature to Bevy's `wayland` feature.

Copied from
https://github.com/bevyengine/bevy/issues/3301#issuecomment-1569611257:
### Investigation
1. Gnome forced Wayland apps to implement CSD, whether on their own or
using some libraries like Gnome's official solution
[libdecor](https://gitlab.freedesktop.org/libdecor/libdecor). Many Linux
apps do this with libdecor, like blender, kitty... I think it's not
comfortable for Bevy to fix this problem this way.
2. Winit has support for CSD on
wayland(8bb004a1d9/Cargo.toml (L42)),
but Bevy disabled Winit's default features, thus no winit's
`wayland-csd-adwaita` feature. And Bevy's `wayland` feature doesn't
include winit's `wayland-csd-adwaita` feature so users can't get window
decorations on Wayland even with Bevy's `wayland` feature enabled.
3. Many rust UI toolkit, like iced, doesn't disable winit's
`wayland-csd-adwaita` feature.
### Conclusion and one Possible solution

Bevy disabled `winit`'s default features in order to decrease package
size. But I think it's acceptable to add `winit`'s `wayland-csd-adwaita`
feature to Bevy's `wayland` feature gate to fix this issue easily for
this only add on crate: sctk-adwaita.
2023-05-31 16:48:03 +00:00
JoJoJet
5472ea4a14
Improve encapsulation for commands and add docs (#8725)
# Objective

Several of our built-in `Command` types are too public:
- `GetOrSpawn` is public, even though it only makes sense to call it
from within `Commands::get_or_spawn`.
- `Remove` and `RemoveResource` contain public `PhantomData` marker
fields.

## Solution

Remove `GetOrSpawn` and use an anonymous command. Make the marker fields
private.

---

## Migration Guide

The `Command` types `Remove` and `RemoveResource` may no longer be
constructed manually.

```rust
// Before:
commands.add(Remove::<T> {
    entity: id,
    phantom: PhantomData,
});

// After:
commands.add(Remove::<T>::new(id));

// Before:
commands.add(RemoveResource::<T> { phantom: PhantomData });

// After:
commands.add(RemoveResource::<T>::new());
```

The command type `GetOrSpawn` has been removed. It was not possible to
use this type outside of `bevy_ecs`.
2023-05-31 16:45:46 +00:00
Nicola Papale
c8167c1276
Add CubicCurve::segment_count + iter_samples adjustment (#8711)
## Objective

- Provide a way to use `CubicCurve` non-iter methods
- Accept a `FnMut` over a `fn` pointer on `iter_samples`
- Improve `build_*_cubic_100_points` benchmark by -45% (this means they
are twice as fast)

### Solution

Previously, the only way to iterate over an evenly spaced set of points
on a `CubicCurve` was to use one of the `iter_*` methods.

The return value of those methods were bound by `&self` lifetime, making
them unusable in certain contexts.

Furthermore, other `CubicCurve` methods (`position`, `velocity`,
`acceleration`) required normalizing `t` over the `CubicCurve`'s
internal segment count.

There were no way to access this segment count, making those methods
pretty much unusable.

The newly added `segment_count` allows accessing the segment count.

`iter_samples` used to accept a `fn`, a function pointer. This is
surprising and contrary to the rust stdlib APIs, which accept `Fn`
traits for `Iterator` combinators.

`iter_samples` now accepts a `FnMut`.

I don't trust a bit the bevy benchmark suit, but according to it, this
doubles (-45%) the performance on the `build_pos_cubic_100_points` and
`build_accel_cubic_100_points` benchmarks.

---

## Changelog

- Added the `CubicCurve::segments` method to access the underlying
segments of a cubic curve
- Allow closures as `CubicCurve::iter_samples` `sample_function`
argument.
2023-05-31 14:57:37 +00:00
Sélène Amanita
ca81d3e435
Document query errors (#8692)
# Objective

Add documentation to `Query` and `QueryState` errors in bevy_ecs
(`QuerySingleError`, `QueryEntityError`, `QueryComponentError`)

## Solution

- Change display message for `QueryEntityError::QueryDoesNotMatch`: this
error can also happen when the entity has a component which is filtered
out (with `Without<C>`)
- Fix wrong reference in the documentation of `Query::get_component` and
`Query::get_component_mut` from `QueryEntityError` to
`QueryComponentError`
- Complete the documentation of the three error enum variants.
- Add examples for `QueryComponentError::MissingReadAccess` and
`QueryComponentError::MissingWriteAccess`
- Add reference to `QueryState` in `QueryEntityError`'s documentation.

---

## Migration Guide

Expect `QueryEntityError::QueryDoesNotMatch`'s display message to
change? Not sure that counts.

---------

Co-authored-by: harudagondi <giogdeasis@gmail.com>
2023-05-30 14:41:14 +00:00
Marco Buono
292e069bb5
Apply codebase changes in preparation for StandardMaterial transmission (#8704)
# Objective

- Make #8015 easier to review;

## Solution

- This commit contains changes not directly related to transmission
required by #8015, in easier-to-review, one-change-per-commit form.

---

## Changelog

### Fixed

- Clear motion vector prepass using `0.0` instead of `1.0`, to avoid TAA
artifacts on transparent objects against the background;

### Added

- The `E` mathematical constant is now available for use in shaders,
exposed under `bevy_pbr::utils`;
- A new `TAA` shader def is now available, for conditionally enabling
shader logic via `#ifdef` when TAA is enabled; (e.g. for jittering
texture samples)
- A new `FallbackImageZero` resource is introduced, for when a fallback
image filled with zeroes is required;
- A new `RenderPhase<I>::render_range()` method is introduced, for
render phases that need to render their items in multiple parceled out
“steps”;

### Changed

- The `MainTargetTextures` struct now holds both `Texture` and
`TextureViews` for the main textures;
- The fog shader functions under `bevy_pbr::fog` now take the a `Fog`
structure as their first argument, instead of relying on the global
`fog` uniform;
- The main textures can now be used as copy sources;

## Migration Guide

- `ViewTarget::main_texture()` and `ViewTarget::main_texture_other()`
now return `&Texture` instead of `&TextureView`. If you were relying on
these methods, replace your usage with
`ViewTarget::main_texture_view()`and
`ViewTarget::main_texture_other_view()`, respectively;
- `ViewTarget::sampled_main_texture()` now returns `Option<&Texture>`
instead of a `Option<&TextureView>`. If you were relying on this method,
replace your usage with `ViewTarget::sampled_main_texture_view()`;
- The `apply_fog()`, `linear_fog()`, `exponential_fog()`,
`exponential_squared_fog()` and `atmospheric_fog()` functions now take a
configurable `Fog` struct. If you were relying on them, update your
usage by adding the global `fog` uniform as their first argument;
2023-05-30 14:21:53 +00:00
JMS55
c8deedb0e1
Change default tonemapping method (#8685)
Change the default tonemapping method from ReinhardLuminance to
TonyMcMapface, which generally looks nicer and works out of the box with
bloom.

---

## Changelog

- TonyMcMapface is now the default tonemapper, instead of
ReinhardLuminance.

## Migration Guide

- The default tonemapper has been changed from ReinhardLuminance to
TonyMcMapface. Explicitly set ReinhardLuminance on your cameras to get
back the previous look.
2023-05-29 15:36:21 +00:00
Gino Valente
6b292d4263
bevy_reflect: Allow #[reflect(default)] on enum variant fields (#8514)
# Objective

When using `FromReflect`, fields can be optionally left out if they are
marked with `#[reflect(default)]`. This is very handy for working with
serialized data as giant structs only need to list a subset of defined
fields in order to be constructed.

<details>
<summary>Example</summary>

Take the following struct:
```rust
#[derive(Reflect, FromReflect)]
struct Foo {
  #[reflect(default)]
  a: usize,
  #[reflect(default)]
  b: usize,
  #[reflect(default)]
  c: usize,
  #[reflect(default)]
  d: usize,
}
```

Since all the fields are default-able, we can successfully call
`FromReflect` on deserialized data like:

```rust
(
  "foo::Foo": (
    // Only set `b` and default the rest
    b: 123
  )
)
```

</details>

Unfortunately, this does not work with fields in enum variants. Marking
a variant field as `#[reflect(default)]` does nothing when calling
`FromReflect`.

## Solution

Allow enum variant fields to define a default value using
`#[reflect(default)]`.

### `#[reflect(Default)]`

One thing that structs and tuple structs can do is use their `Default`
implementation when calling `FromReflect`. Adding `#[reflect(Default)]`
to the struct or tuple struct both registers `ReflectDefault` and alters
the `FromReflect` implementation to use `Default` to generate any
missing fields.

This works well enough for structs and tuple structs, but for enums it's
not as simple. Since the `Default` implementation for an enum only
covers a single variant, it's not as intuitive as to what the behavior
will be. And (imo) it feels weird that we would be able to specify
default values in this way for one variant but not the others.

Because of this, I chose to not implement that behavior here. However,
I'm open to adding it in if anyone feels otherwise.

---

## Changelog

- Allow enum variant fields to define a default value using
`#[reflect(default)]`
2023-05-29 15:29:29 +00:00
JoJoJet
85a918a8dd
Improve safety for the multi-threaded executor using UnsafeWorldCell (#8292)
# Objective

Fix #7833.

Safety comments in the multi-threaded executor don't really talk about
system world accesses, which makes it unclear if the code is actually
valid.

## Solution

Update the `System` trait to use `UnsafeWorldCell`. This type's API is
written in a way that makes it much easier to cleanly maintain safety
invariants. Use this type throughout the multi-threaded executor, with a
liberal use of safety comments.

---

## Migration Guide

The `System` trait now uses `UnsafeWorldCell` instead of `&World`. This
type provides a robust API for interior mutable world access.
- The method `run_unsafe` uses this type to manage world mutations
across multiple threads.
- The method `update_archetype_component_access` uses this type to
ensure that only world metadata can be used.

```rust
let mut system = IntoSystem::into_system(my_system);
system.initialize(&mut world);

// Before:
system.update_archetype_component_access(&world);
unsafe { system.run_unsafe(&world) }

// After:
system.update_archetype_component_access(world.as_unsafe_world_cell_readonly());
unsafe { system.run_unsafe(world.as_unsafe_world_cell()) }
```

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2023-05-29 15:22:10 +00:00
Marco Buono
4465f256eb
Add MAY_DISCARD shader def, enabling early depth tests for most cases (#6697)
# Objective

- Right now we can't really benefit from [early depth
testing](https://www.khronos.org/opengl/wiki/Early_Fragment_Test) in our
PBR shader because it includes codepaths with `discard`, even for
situations where they are not necessary.

## Solution

- This PR introduces a new `MeshPipelineKey` and shader def,
`MAY_DISCARD`;
- All possible material/mesh options that that may result in `discard`s
being needed must set `MAY_DISCARD` ahead of time:
- Right now, this is only `AlphaMode::Mask(f32)`, but in the future
might include other options/effects; (e.g. one effect I'm personally
interested in is bayer dither pseudo-transparency for LOD transitions of
opaque meshes)
- Shader codepaths that can `discard` are guarded by an `#ifdef
MAY_DISCARD` preprocessor directive:
  - Right now, this is just one branch in `alpha_discard()`;
- If `MAY_DISCARD` is _not_ set, the `@early_depth_test` attribute is
added to the PBR fragment shader. This is a not yet documented, possibly
non-standard WGSL extension I found browsing Naga's source code. [I
opened a PR to document it
there](https://github.com/gfx-rs/naga/pull/2132). My understanding is
that for backends where this attribute is supported, it will force an
explicit opt-in to early depth test. (e.g. via
`layout(early_fragment_tests) in;` in GLSL)

## Caveats

- I included `@early_depth_test` for the sake of us being explicit, and
avoiding the need for the driver to be “smart” about enabling this
feature. That way, if we make a mistake and include a `discard`
unguarded by `MAY_DISCARD`, it will either produce errors or noticeable
visual artifacts so that we'll catch early, instead of causing a
performance regression.
- I'm not sure explicit early depth test is supported on the naga Metal
backend, which is what I'm currently using, so I can't really test the
explicit early depth test enable, I would like others with Vulkan/GL
hardware to test it if possible;
- I would like some guidance on how to measure/verify the performance
benefits of this;
- If I understand it correctly, this, or _something like this_ is needed
to fully reap the performance gains enabled by #6284;
- This will _most definitely_ conflict with #6284 and #6644. I can fix
the conflicts as needed, depending on whether/the order they end up
being merging in.

---

## Changelog

### Changed

- Early depth tests are now enabled whenever possible for meshes using
`StandardMaterial`, reducing the number of fragments evaluated for
scenes with lots of occlusions.
2023-05-29 15:15:01 +00:00
ira
5e3ae770ac
Fix screenshots on Wayland + Nvidia (#8701)
# Objective

Fix #8604

## Solution

Use `.add_srgb_suffix()` when creating the screenshot texture.
Allow converting `Bgra8Unorm` images.

Only a two line change for the fix, the `screenshot.rs` changes are just
a bit of cleanup.
2023-05-29 07:22:13 +00:00
JoJoJet
d628ae808f
Add documentation to UnsafeWorldCell::increment_change_tick (#8697)
# Objective

This function does not have documentation.

## Solution

Copy the docs from `World::increment_change_tick`.
2023-05-28 12:46:24 +00:00
Ame
a21bc41cca
fix warning: variable does not need to be mutable (#8688)
# Objective

Fix warnings:

```rs
warning: variable does not need to be mutable
   --> /bevy/crates/bevy_app/src/plugin_group.rs:147:13
    |
147 |         let mut plugin_entry = self
    |             ----^^^^^^^^^^^^
    |             |
    |             help: remove this `mut`
    |
    = note: `#[warn(unused_mut)]` on by default

warning: variable does not need to be mutable
   --> /bevy/crates/bevy_app/src/plugin_group.rs:161:13
    |
161 |         let mut plugin_entry = self
    |             ----^^^^^^^^^^^^
    |             |
    |             help: remove this `mut`

warning: `bevy_app` (lib) generated 2 warnings (run `cargo fix --lib -p bevy_app` to apply 2 suggestions)
warning: variable does not need to be mutable
   --> /bevy/crates/bevy_render/src/view/window.rs:126:13
    |
126 | ...   let mut extracted_window = extracted_windows.entry(entity).or_insert(Extracte...
    |           ----^^^^^^^^^^^^^^^^
    |
    = note: `#[warn(unused_mut)]` on by default

warning: `bevy_render` (lib) generated 1 warning (run `cargo fix --lib -p bevy_render` to apply 1 suggestion)
```
## Solution

- Remove the mut keyword in those variables.
2023-05-27 20:50:40 +00:00
Martin Lysell
735f9b6024
Allow missing docs on wasm implementation of BoxedFuture (#8674)
# Objective

Reduce missing docs warning noise when building examples for wasm

## Solution

Added "#[allow(missing_docs)]" on the wasm specific version of
BoxedFuture
2023-05-26 00:29:26 +00:00
bird
bc9144bcd6
implement Deref for State<S> (#8668)
# Objective

- Allow for directly call methods on states without first calling
`state.get().my_method()`

## Solution

- Implement `Deref` for `State<S>` with `Target = S`
---
*I did not implement `DerefMut` because states hold no data and should
only be changed via `NextState::set()`*
2023-05-25 10:40:43 +00:00
张林伟
a9ca40506e
Hide naga info logs & Derive PartialEq on Timer and Stopwatch (#8664)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/8662
- Fixes https://github.com/bevyengine/bevy/issues/8663

---------

Co-authored-by: Andres O. Vela <andresovela@users.noreply.github.com>
2023-05-24 15:16:15 +00:00
Nolan Darilek
897daa0ad6
Move bevy_ui accessibility systems to PostUpdate. (#8653)
# Objective

`bevy_ui` accessibility updates are probably more correctly done in
`PostUpdate`.

## Solution

Move `bevy_ui` accessibility updates to `PostUpdate`.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
2023-05-23 23:50:48 +00:00
张林伟
df3e81c1fb
Fix look_to variable naming (#8627)
# Objective

- If I understand correctly, forward points in `direction`, so the
negative of `direction` should be back.

## Migration Guide

- `Transform::look_to` method changed default value of
`direction.try_normalize()` from `Vec3::Z` to `Vec3::NEG_Z`
2023-05-23 02:17:33 +00:00
François
ebac7e8268
update ahash and hashbrown (#8623)
# Objective

- Update `ahash` and `hashbrown`
- Alternative to #5700 and #7420

## Solution

- Update the dependencies

This is a breaking change because we were creating two fixed hashers
with
[`AHasher::new_with_keys`](https://docs.rs/ahash/0.7.6/ahash/struct.AHasher.html#method.new_with_keys),
which was a method that existed only for testing purpose and has been
removed from public.

I replaced it with
[`RandomState::with_seeds`](https://docs.rs/ahash/0.8.3/ahash/random_state/struct.RandomState.html#method.with_seeds)
which is the proper way to get a fixed hasher (see [this
table](https://docs.rs/ahash/0.8.3/ahash/random_state/struct.RandomState.html)).
This means that hashes won't be the same across versions

---

## Migration Guide

- If you were using hashes to an asset or using one of the fixed hasher
exposed by Bevy with a previous version, you will have to update the
hashes
2023-05-23 02:17:07 +00:00
lelo
c475a2a954
Correct RequestRedraw documentation (#8640)
# Objective

- Since the `RequestRedraw` event triggers the bevy app to run `update`
in `bevy_app::app::App`, the documentation should state that all the
windows in the application and its sub-apps are going to get redrawn,
rather than a single window.

## Solution

- Change `RequestRedraw` documentation in `bevy_window` to mention every
window.
2023-05-23 02:16:56 +00:00
Tin Rabzelj
335afbf77a
Make Material2d pipeline systems public (#8642)
# Objective

Make `Material2dPipeline` reusable. This was already done for PBR
materials in #7548.

## Solution

Expose `extract_materials_2d`, `prepare_materials_2d` and
`ExtractedMaterials2d`.

---

## Changelog

- bevy_sprite: Make `prepare_materials_2d`, `extract_materials_2d` and
`ExtractedMaterials2d` public.
2023-05-23 02:16:39 +00:00
dependabot[bot]
f0b1e1d32b
Update libloading requirement from 0.7 to 0.8 (#8649)
Updates the requirements on
[libloading](https://github.com/nagisa/rust_libloading) to permit the
latest version.
<details>
<summary>Commits</summary>
<ul>
<li><a
href="83b1037f21"><code>83b1037</code></a>
Release 0.8.0</li>
<li><a
href="a6a394a7ef"><code>a6a394a</code></a>
bump MSRV to 1.48</li>
<li><a
href="c7955a761e"><code>c7955a7</code></a>
Replace winapi with windows-sys</li>
<li><a
href="95d03a1ddf"><code>95d03a1</code></a>
Add support for QNX Neutrino</li>
<li><a
href="6e284984ae"><code>6e28498</code></a>
Fix CI</li>
<li><a
href="95a0f62e8f"><code>95a0f62</code></a>
Placate clippy</li>
<li><a
href="224a3def35"><code>224a3de</code></a>
Release 0.7.4</li>
<li><a
href="bd17713dcc"><code>bd17713</code></a>
Support AIX dyld constants</li>
<li><a
href="6e07929736"><code>6e07929</code></a>
fix typo</li>
<li><a
href="6b33651a90"><code>6b33651</code></a>
Construct a PathBuf</li>
<li>Additional commits viewable in <a
href="https://github.com/nagisa/rust_libloading/compare/0.7.0...0.8.0">compare
view</a></li>
</ul>
</details>
<br />


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2023-05-22 20:04:15 +00:00
dependabot[bot]
e8779c09e9
Update sysinfo requirement from 0.28.1 to 0.29.0 (#8650)
Updates the requirements on
[sysinfo](https://github.com/GuillaumeGomez/sysinfo) to permit the
latest version.
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/GuillaumeGomez/sysinfo/blob/master/CHANGELOG.md">sysinfo's
changelog</a>.</em></p>
<blockquote>
<h1>0.29.0</h1>
<ul>
<li>Add <code>ProcessExt::effective_user_id</code> and
<code>ProcessExt::effective_group_id</code>.</li>
<li>Rename <code>DiskType</code> into <code>DiskKind</code>.</li>
<li>Rename <code>DiskExt::type_</code> into
<code>DiskExt::kind</code>.</li>
<li>macOS: Correctly handle <code>ProcessStatus</code> and remove public
<code>ThreadStatus</code> field.</li>
<li>Windows 11: Fix CPU core usage.</li>
</ul>
<h1>0.28.4</h1>
<ul>
<li>macOS: Improve CPU computation.</li>
<li>Strengthen a process test (needed for debian).</li>
</ul>
<h1>0.28.3</h1>
<ul>
<li>FreeBSD/Windows: Add missing frequency for global CPU.</li>
<li>macOS: Fix used memory computation.</li>
<li>macOS: Improve available memory computation.</li>
<li>Windows: Fix potential panic when getting process data.</li>
</ul>
<h1>0.28.2</h1>
<ul>
<li>Linux: Improve CPU usage computation.</li>
</ul>
<h1>0.28.1</h1>
<ul>
<li>macOS: Fix overflow when computing CPU usage.</li>
</ul>
<h1>0.28.0</h1>
<ul>
<li>Linux: Fix name and CPU usage for processes tasks.</li>
<li>unix: Keep all users, even &quot;not real&quot; accounts.</li>
<li>Windows: Use SID for Users ID.</li>
<li>Fix C API.</li>
<li>Disable default cdylib compilation.</li>
<li>Add <code>serde</code> feature to enable serialization.</li>
<li>Linux: Handle <code>Idle</code> state in
<code>ProcessStatus</code>.</li>
<li>Linux: Add brand and name of ARM CPUs.</li>
</ul>
<h1>0.27.8</h1>
<ul>
<li>macOS: Fix overflow when computing CPU usage.</li>
</ul>
<h1>0.27.7</h1>
<ul>
<li>macOS: Fix process CPU usage computation</li>
<li>Linux: Improve ARM CPU <code>brand</code> and <code>name</code>
information.</li>
<li>Windows: Fix resource leak.</li>
<li>Documentation improvements.</li>
</ul>
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2023-05-22 18:11:33 +00:00
Alex Tennant
fdec72b860
Make TextureAtlas::texture_handles pub instead of pub(crate) (#8633) (#8643)
# Objective

- Fixes bevyengine#8633

## Solution

Make `TextureAtlas::texture_handles` `pub` instead of `pub(crate)`.
2023-05-21 23:20:36 +00:00
Wilhelm Vallrand
f76b3c4230
Fix bloom wasm support (#8631)
# Objective

- Fixes #7352 

## Solution

GLES doesn't support binding specific mip levels for sampling. Fallback
to using separate textures instead.
-
[wgpu-hal/src/gles/device.rs](628a95cd1c/wgpu-hal/src/gles/device.rs (L1038))

---

---------

Co-authored-by: Wilhelm Vallrand <>
2023-05-19 20:11:41 +00:00
JMS55
a75634ddc7
Update Camera::hdr docs (#8634)
Updates/removes an outdated doc comment. It seems to work without issue
now.

We could also consider making hdr the default at this point.
2023-05-19 20:09:12 +00:00
lelo
e8a694fc35
Remove unused field in FontAtlasSet (#8639)
# Objective

- Fulfill TODO about unused member from `FontAtlasSet`

## Solution

- Removed field `queue: Vec<FontSizeKey>` from `FontAtlasSet`
2023-05-19 18:55:12 +00:00
JoJoJet
b4e7f0899a
Add documentation to last_change_tick (#8598)
# Objective

This method has no documentation and it's extremely unclear what it
does, or what the returned tick represents.

## Solution

Write documentation.
2023-05-19 18:24:11 +00:00
François
ad8875958d
Update ruzstd and basis universal (#8622)
# Objective

- Update dependencies `ruzstd` and `basis-universal`
- Alternative to #5278 and #8133

## Solution

- Update the dependencies, fix the code
- Bevy now also depend on `syn@2` so it's not a blocker to update
`ruzstd` anymore
2023-05-17 23:29:31 +00:00
Nicola Papale
dce472222f
Fix outdated doc in bevy_render (#8578)
# Objective

Fix an out-of-date doc string.

The old doc string says "returns None if …" and "for a given
descriptor",
but this method neither takes an argument or returns an `Option`.
2023-05-17 19:46:18 +00:00
Luca Della Vedova
a47f1ab4be
Add support for pnm textures (#8601)
# Objective

Add support for the [Netpbm](https://en.wikipedia.org/wiki/Netpbm) image
formats, behind a `pnm` feature flag.

My personal use case for this was robotics applications, with `pgm`
being a popular format used in the field to represent world maps in
robots.
I chose the formats and feature name by checking the logic in
[image.rs](a35ed552fa/crates/bevy_render/src/texture/image.rs (L76))

## Solution

Quite straightforward, the `pnm` feature flag already exists in the
`image` crate so it's just creating and exposing a `pnm` feature flag in
the root `Cargo.toml` and forwarding it through `bevy_internal` and
`bevy_render` all the way to the `image` crate.

---

## Changelog

### Added

`pnm` feature to add support for `pam`, `pbm`, `pgm` and `ppm` image
formats.

---------

Signed-off-by: Luca Della Vedova <lucadv@intrinsic.ai>
2023-05-16 23:51:47 +00:00
François
e0b18091b5
fix missed examples in WebGPU update (#8553)
# Objective

- I missed a few examples in #8336 
- fixes #8556 
- fixes #8620

## Solution

- Update them
2023-05-16 20:31:30 +00:00
Gino Valente
56686a8962
bevy_derive: Add #[deref] attribute (#8552)
# Objective

Bevy code tends to make heavy use of the [newtype](
https://doc.rust-lang.org/rust-by-example/generics/new_types.html)
pattern, which is why we have a dedicated derive for
[`Deref`](https://doc.rust-lang.org/std/ops/trait.Deref.html) and
[`DerefMut`](https://doc.rust-lang.org/std/ops/trait.DerefMut.html).
This derive works for any struct with a single field:

```rust
#[derive(Component, Deref, DerefMut)]
struct MyNewtype(usize);
```

One reason for the single-field limitation is to prevent confusion and
footguns related that would arise from allowing multi-field structs:

<table align="center">
<tr>
<th colspan="2">
Similar structs, different derefs
</th>
</tr>
<tr>
<td>

```rust
#[derive(Deref, DerefMut)]
struct MyStruct {
  foo: usize, // <- Derefs usize
  bar: String,
}
```

</td>
<td>

```rust
#[derive(Deref, DerefMut)]
struct MyStruct {
  bar: String, // <- Derefs String
  foo: usize,
}
```

</td>
</tr>
<tr>
<th colspan="2">
Why `.1`?
</th>
</tr>
<tr>
<td colspan="2">

```rust
#[derive(Deref, DerefMut)]
struct MyStruct(Vec<usize>, Vec<f32>);

let mut foo = MyStruct(vec![123], vec![1.23]);

// Why can we skip the `.0` here?
foo.push(456);
// But not here?
foo.1.push(4.56);
```

</td>
</tr>
</table>

However, there are certainly cases where it's useful to allow for
structs with multiple fields. Such as for structs with one "real" field
and one `PhantomData` to allow for generics:

```rust
#[derive(Deref, DerefMut)]
struct MyStruct<T>(
  // We want use this field for the `Deref`/`DerefMut` impls
  String,
  // But we need this field so that we can make this struct generic
  PhantomData<T>
);

// ERROR: Deref can only be derived for structs with a single field
// ERROR: DerefMut can only be derived for structs with a single field
```

Additionally, the possible confusion and footguns are mainly an issue
for newer Rust/Bevy users. Those familiar with `Deref` and `DerefMut`
understand what adding the derive really means and can anticipate its
behavior.

## Solution

Allow users to opt into multi-field `Deref`/`DerefMut` derives using a
`#[deref]` attribute:

```rust
#[derive(Deref, DerefMut)]
struct MyStruct<T>(
  // Use this field for the `Deref`/`DerefMut` impls
  #[deref] String,
  // We can freely include any other field without a compile error
  PhantomData<T>
);
```

This prevents the footgun pointed out in the first issue described in
the previous section, but it still leaves the possible confusion
surrounding `.0`-vs-`.#`. However, the idea is that by making this
behavior explicit with an attribute, users will be more aware of it and
can adapt appropriately.

---

## Changelog

- Added `#[deref]` attribute to `Deref` and `DerefMut` derives
2023-05-16 18:29:09 +00:00
JoJoJet
1da726e046
Fix a change detection test (#8605)
# Objective

The unit test `chang_tick_wraparound` is meant to ensure that change
ticks correctly deal with wrapping by setting the world's
`last_change_tick` to `u32::MAX`. However, since systems don't use* the
value of `World::last_change_tick`, this test doesn't actually involve
any wrapping behavior.

*exclusive systems do use `World::last_change_tick`; however it gets
overwritten by the system's own last tick in `System::run`.

## Solution

Use `QueryState` instead of systems in the unit test. This approach
actually uses `World::last_change_tick`, so it properly tests that
change ticks deal with wrapping correctly.
2023-05-16 01:41:24 +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
JMS55
17f045e2a0
Delay asset hot reloading (#8503)
# Objective

- Fix #5631 

## Solution

- Wait 50ms (configurable) after the last modification event before
reloading an asset.

---

## Changelog

- `AssetPlugin::watch_for_changes` is now a `ChangeWatcher` instead of a
`bool`
- Fixed https://github.com/bevyengine/bevy/issues/5631

## Migration Guide
- Replace `AssetPlugin::watch_for_changes: true` with e.g.
`ChangeWatcher::with_delay(Duration::from_millis(200))`

---------

Co-authored-by: François <mockersf@gmail.com>
2023-05-16 01:26:11 +00:00
François
0736195a1e
update syn, encase, glam and hexasphere (#8573)
# Objective

- Fixes #8282 
- Update `syn` to 2.0, `encase` to 0.6, `glam` to 0.24 and `hexasphere`
to 9.0


Blocked ~~on https://github.com/teoxoy/encase/pull/42~~ and ~~on
https://github.com/OptimisticPeach/hexasphere/pull/17~~

---------

Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
2023-05-16 01:24:17 +00:00
ickshonpe
a35ed552fa
Fix Node::physical_rect and add a physical_size method (#8551)
# Objective

* `Node::physical_rect` divides the logical size of the node by the
scale factor, when it should multiply.
* Add a `physical_size` method to `Node` that calculates the physical
size of a node.

---

## Changelog

* Added a method `physical_size` to `Node` that calculates the physical
size of the `Node` based on the given scale factor.
* Fixed the `Node::physical_rect` method, the logical size should be
multiplied by the scale factor to get the physical size.
* Removed the `scale_value` function from the `text` widget module and
replaced its usage with `Node::physical_size`.
* Derived `Copy` for `Node` (since it's only a wrapped `Vec2`).
* Made `Node::size` const.
2023-05-11 18:38:01 +00:00
JoJoJet
1644426761
Simplify the way run conditions are stored in the schedule (#8594)
# Objective

`ScheduleGraph` currently stores run conditions in a
`Option<Vec<BoxedCondition>>`. The `Option` is unnecessary, since we can
just use an empty vector instead of `None`.
2023-05-11 17:17:15 +00:00
Ame
636f711d26
Remove a repeated phrase in UnsafeWorldCell docs (#8590)
I just found a typo while reading the docs.

# Objective

- Fix `UnsafeWorldCell` docs 

## Solution

- Remove the repeated phrase
2023-05-11 05:35:27 +00:00
JoJoJet
76fe2b40c6
Improve documentation for UnsafeWorldCell::world_mut (#8587)
# Objective

The method `UnsafeWorldCell::world_mut` is a special case, since its
safety contract is more difficult to satisfy than the other methods on
`UnsafeWorldCell`. Rewrite its documentation to be specific about when
it can and cannot be used. Provide examples and emphasize that it is
unsound to call in most cases.
2023-05-11 00:31:26 +00:00
JoJoJet
35240fe4f8
Rename UnsafeWorldCell::read_change_tick (#8588)
# Objective

The method `UnsafeWorldCell::read_change_tick` is longer than it needs
to be. `World` only has a method called this because it has two methods
for getting a change tick: one that takes `&self` and one that takes
`&mut self`. Since this distinction is not applicable to
`UnsafeWorldCell`, we should just call this method `change_tick`.

## Solution

Deprecate the current method and add a new one called `change_tick`.

---

## Changelog

- Renamed `UnsafeWorldCell::read_change_tick` to `change_tick`.

## Migration Guide

The `UnsafeWorldCell` method `read_change_tick` has been renamed to
`change_tick`.
2023-05-10 23:59:04 +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
Connor McMillin
f786ad4906
Added Vec append to BufferVec - Issue #3531 (#8575)
# Objective

- Fixes #3531 

## Solution

- Added an append wrapper to BufferVec based on the function signature
for vec.append()

---

First PR to Bevy. I didn't see any tests for other BufferVec methods
(could have missed them) and currently this method is not used anywhere
in the project. Let me know if there are tests to add or if I should
find somewhere to use append so it is not dead code. The issue mentions
implementing `truncate` and `extend` which were already implemented and
merged
[here](https://github.com/bevyengine/bevy/pull/6833/files#diff-c8fb332382379e383f1811e30c31991b1e0feb38ca436c357971755368012ced)
2023-05-09 17:25:50 +00:00
ickshonpe
8581f607f8
Replace remaining uses of &T, Changed<T> with Ref in UI system queries (#8567)
# Objective

Replace `Query<&T, Changed<T>>` style queries with the more efficient
`Query<Ref<T>>` form in two of the UI systems.

---

## Changelog

Replaced use of `Changed` with `Ref` in queries in the
`ui_layout_system` and `calc_bounds` UI systems.
2023-05-08 20:49:55 +00:00
IceSentry
613b5a69ae
Add ViewNode to simplify render node management (#8118)
# Objective

- When writing render nodes that need a view, you always need to define
a `Query` on the associated view and make sure to update it manually and
query it manually. This is verbose and error prone.

## Solution

- Introduce a new `ViewNode` trait and `ViewNodeRunner` `Node` that will
take care of managing the associated view query automatically.
- The trait is currently a passthrough of the `Node` trait. So it still
has the update/run with all the same data passed in.
- The `ViewNodeRunner` is the actual node that is added to the render
graph and it contains the custom node. This is necessary because it's
the one that takes care of updating the node.

---

## Changelog

- Add `ViewNode`
- Add `ViewNodeRunner`

## Notes

Currently, this only handles the view query, but it could probably have
a ReadOnlySystemState that would also simplify querying all the readonly
resources that most render nodes currently query manually. The issue is
that I don't know how to do that without a `&mut self`.

At first, I tried making this a default feature of all `Node`, but I
kept hitting errors related to traits and generics and stuff I'm not
super comfortable with. This implementations is much simpler and keeps
the default Node behaviour so isn't a breaking change

## Reviewer Notes

The PR looks quite big, but the core of the PR is the changes in
`render_graph/node.rs`. Every other change is simply updating existing
nodes to use this new feature.

## Open questions

~~- Naming is not final, I'm opened to anything. I named it
ViewQueryNode because it's a node with a managed Query on a View.~~
~~- What to do when the query fails? All nodes using this pattern
currently just `return Ok(())` when it fails, so I chose that, but
should it be more flexible?~~
~~- Is the ViewQueryFilter actually necessary? All view queries run on
the entity that is already guaranteed to be a view. Filtering won't do
much, but maybe someone wants to control an effect with the presence of
a component instead of a flag.~~
~~- What to do with Nodes that are empty struct? Implementing
`FromWorld` is pretty verbose but not implementing it means there's 2
ways to create a `ViewNodeRunner` which seems less ideal. This is an
issue now because most node simply existed to hold the query, but now
that they don't hold the query state we are left with a bunch of empty
structs.~~
- Should we have a `RenderGraphApp::add_render_graph_view_node()`, this
isn't necessary, but it could make the code a bit shorter.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-05-08 19:42:23 +00:00
Mincho Paskalev
fe57b9f744
Add Reflect and FromReflect for AssetPath (#8531)
# Objective

- Add Reflect and FromReflect for AssetPath
- Fixes #8458

## Solution

- Straightforward derive of `Reflect` and `FromReflect` for `AssetPath`
- Implement `Reflect` and `FromReflect` for `Cow<'static, Path>` as to
satisfy the 'static lifetime requierments of bevy_reflect.
Implementation is a direct copy of that for `Cow<'static, str>` so maybe
it begs the question that was already asked in #7429 - maybe it would be
benefitial to write a general implementation for `Reflect` for
`Cow<'static, T>`.
2023-05-08 19:19:19 +00:00
Zhixing Zhang
44a365d540
Allow custom depth texture usage (#6815)
# Objective
Sometimes we might want to read from the depth texture in some custom
rendering features. We must then add `STORAGE_BINDING` or
`TEXTURE_BINDING` to the texture usage flags when creating them.

## Solution

This PR allows one to customize the usage flags in the `Camera3d`
component.
2023-05-08 18:20:06 +00:00
bird
8930cfcdd4
conversions between [u8; 4] and Color (#8564)
# Objective

- Fixes #8563

## Solution

~~- Implement From<Color> for [u8; 4]~~
~~- also implement From<[u8; 4]> for Color because why not.~~
- implement method `as_rgba_u8` in Color

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2023-05-08 16:36:46 +00:00
ickshonpe
e0a94abf1c
Replace the local text queues in the text systems with flags stored in a component (#8549)
# Objective

`text_system` and `measure_text_system` both keep local queues to keep
track of text node entities that need recomputations/remeasurement,
which scales very badly with large numbers of text entities (O(n^2)) and
makes the code quite difficult to understand.

Also `text_system` filters for `Changed<Text>`, this isn't something
that it should do. When a text node entity fails to be processed by
`measure_text_system` because a font can't be found, the text node will
still be added to `text_system`'s local queue for recomputation. `Text`
should only ever be queued by `text_system` when a text node's geometry
is modified or a new measure is added.

## Solution

Remove the local text queues and use a component `TextFlags` to schedule
remeasurements and recomputations.

## Changelog
* Created a component `TextFlags` with fields `remeasure` and
`recompute`, which can be used to schedule a text `remeasure` or
`recomputation` respectively and added it to `TextBundle`.
* Removed the local text queues from `measure_text_system` and
`text_system` and instead use the `TextFlags` component to schedule
remeasurements and recomputations.

## Migration Guide

The component `TextFlags` has been added to `TextBundle`.
2023-05-08 13:57:52 +00:00
ickshonpe
845f027ac2
UI layout tree debug print (#8521)
# Objective

Copy the `debug::print_tree` function from Taffy except display entity
ids instead of Taffy's node ids and indicate which ui nodes have a
measure func.
2023-05-08 13:56:19 +00:00
konsti219
1530f63756
Use cmp of Self in implementaions of partial_cmp (#8559)
# Objective

Ensure future consistency between the two compare functions for all
types with manual `Ord` and `PartialOrd` implementations.

## Solution

Use `Self::cpm` in the implementation of `partial_cpm` for types
`Handle` and `Name`.
2023-05-06 22:31:25 +00:00
Nicola Papale
d319910d36
Fix wording on DetectChanges::is_changed (#8550)
# Objective

- Closes #8472 

## Solution

- Fix wording on DetectChanges::is_changed
2023-05-05 20:33:02 +00:00
bird
a616fa8f70
Fix typos in gamepad AxisSettings (#8542)
# Objective

there were typos in AxisSettings livezone/deadzone get/set function doc
comments.

## Solution

I changed the comments to be (hopefully) correct this time. I could be
wrong though.
2023-05-04 23:23:45 +00:00
François
71842c5ac9
Webgpu support (#8336)
# Objective

- Support WebGPU
- alternative to #5027 that doesn't need any async / await
- fixes #8315 
- Surprise fix #7318

## Solution

### For async renderer initialisation 

- Update the plugin lifecycle:
  - app builds the plugin
    - calls `plugin.build`
    - registers the plugin
  - app starts the event loop
- event loop waits for `ready` of all registered plugins in the same
order
    - returns `true` by default
- then call all `finish` then all `cleanup` in the same order as
registered
  - then execute the schedule

In the case of the renderer, to avoid anything async:
- building the renderer plugin creates a detached task that will send
back the initialised renderer through a mutex in a resource
- `ready` will wait for the renderer to be present in the resource
- `finish` will take that renderer and place it in the expected
resources by other plugins
- other plugins (that expect the renderer to be available) `finish` are
called and they are able to set up their pipelines
- `cleanup` is called, only custom one is still for pipeline rendering

### For WebGPU support

- update the `build-wasm-example` script to support passing `--api
webgpu` that will build the example with WebGPU support
- feature for webgl2 was always enabled when building for wasm. it's now
in the default feature list and enabled on all platforms, so check for
this feature must also check that the target_arch is `wasm32`

---

## Migration Guide

- `Plugin::setup` has been renamed `Plugin::cleanup`
- `Plugin::finish` has been added, and plugins adding pipelines should
do it in this function instead of `Plugin::build`
```rust
// Before
impl Plugin for MyPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource::<MyResource>
            .add_systems(Update, my_system);

        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };

        render_app
            .init_resource::<RenderResourceNeedingDevice>()
            .init_resource::<OtherRenderResource>();
    }
}

// After
impl Plugin for MyPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource::<MyResource>
            .add_systems(Update, my_system);
    
        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };
    
        render_app
            .init_resource::<OtherRenderResource>();
    }

    fn finish(&self, app: &mut App) {
        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };
    
        render_app
            .init_resource::<RenderResourceNeedingDevice>();
    }
}
```
2023-05-04 22:07:57 +00:00
konsti219
5da8af7d37
Manually implement common traits for EventId (#8529)
# Objective

Fixes #8528

## Solution

Manually implement `PartialEq`, `Eq`, `PartialOrd`, `Ord`, and `Hash`
for `bevy_ecs::event::EventId`. These new implementations do not rely on
the `Event` implementing the same traits allowing `EventId` to be used
in more cases.
2023-05-04 12:22:25 +00:00
bird
22121e69fb
fix typo in gamepad AxisSettings docs (#8536)
# Objective

there was a typo in AxisSettings. It said "Values that are higher than
`livezone_upperbound` will be rounded up to -1.0." which I'm pretty
confident should be "1.0".

## Solution

I removed the '-'
2023-05-03 19:36:31 +00:00
Ludo
1a43ce15ed
added match statement instead of if-else block (#8500)
# Objective
Replaced the if-else statement block in favor of a match statement to
give a more cleaner code.
2023-05-03 14:01:37 +00:00
Testare
a29d328fe5
Rename map_entities and map_specific_entities (#7570)
# Objective

After fixing dynamic scene to only map specific entities, we want
map_entities to default to the less error prone behavior and have the
previous behavior renamed to "map_all_entities." As this is a breaking
change, it could not be pushed out with the bug fix.

## Solution

Simple rename and refactor.

## Changelog

### Changed
- `map_entities` now accepts a list of entities to apply to, with
`map_all_entities` retaining previous behavior of applying to all
entities in the map.

## Migration Guide 

- In `bevy_ecs`, `ReflectMapEntities::map_entites` now requires an
additional `entities` parameter to specify which entities it applies to.
To keep the old behavior, use the new
`ReflectMapEntities::map_all_entities`, but consider if passing the
entities in specifically might be better for your use case to avoid
bugs.
2023-05-01 21:40:19 +00:00
François
8070c29c21
Take example screenshots in CI (#8488)
# Objective

- I want to take screenshots of examples in CI to help with validation
of changes

## Solution

- Can override how much time is updated per frame
- Can specify on which frame to take a screenshots
- Save screenshots in CI

I reused the `TimeUpdateStrategy::ManualDuration` to be able to set the
time update strategy to a fixed duration every frame. Its previous
meaning didn't make much sense to me. This change makes it possible to
have screenshots that are exactly the same across runs.

If this gets merged, I'll add visual comparison of screenshots between
runs to ensure nothing gets broken

## Migration Guide

* `TimeUpdateStrategy::ManualDuration` meaning has changed. Instead of
setting time to `Instant::now()` plus the given duration, it sets time
to last update plus the given duration.
2023-05-01 18:00:01 +00:00
Marco Buono
5288be7c6e
Expose sorting methods in Children (#8522)
# Objective

- For many UI use cases (e.g. tree views, lists), it is important to be
able to imperatively sort child nodes.
- This also enables us to eventually support something like the
[`order`](https://developer.mozilla.org/en-US/docs/Web/CSS/order) CSS
property, that declaratively re-orders flex box items by a numeric
value, similar to z-index, but in space.

## Solution

We removed the ability to directly construct `Children` from `&[Entity]`
some time ago (#4197 #5532) to enforce consistent hierarchies ([RFC
53](https://github.com/bevyengine/rfcs/blob/main/rfcs/53-consistent-hierarchy.md)).
If I understand it correctly, it's currently possible to re-order
children by using `Children::swap()` or
`commands.entity(id).replace_children(...)`, however these are either
too cumbersome, needlessly inefficient, and/or don't take effect
immediately.

This PR exposes the in-place sorting methods from the `slice` primitive
in `Children`, enabling imperatively sorting children in place via `&mut
Children`, while still preserving consistent hierarchies.

---

## Changelog
### Added
- The sorting methods from the `slice` primitive are now exposed by the
`Children` component, allowing imperatively sorting children in place
(Useful for UI scenarios such as lists)
2023-05-01 15:57:25 +00:00
Illiux
eebc92a7d4
Make scene handling of entity references robust (#7335)
# Objective

- Handle dangling entity references inside scenes
- Handle references to entities with generation > 0 inside scenes
- Fix a latent bug in `Parent`'s `MapEntities` implementation, which
would, if the parent was outside the scene, cause the scene to be loaded
into the new world with a parent reference potentially pointing to some
random entity in that new world.
- Fixes #4793 and addresses #7235 

## Solution

- DynamicScenes now identify entities with a `Entity` instead of a u32,
therefore including generation
- `World` exposes a new `reserve_generations` function that despawns an
entity and advances its generation by some extra amount.
- `MapEntities` implementations have a new `get_or_reserve` function
available that will always return an `Entity`, establishing a new
mapping to a dead entity when the entity they are called with is not in
the `EntityMap`. Subsequent calls with that same `Entity` will return
the same newly created dead entity reference, preserving equality
semantics.
- As a result, after loading a scene containing references to dead
entities (or entities otherwise outside the scene), those references
will all point to different generations on a single entity id in the new
world.

---

## Changelog

### Changed
- In serialized scenes, entities are now identified by a u64 instead of
a u32.
- In serialized scenes, components with entity references now have those
references serialize as u64s instead of structs.
### Fixed
- Scenes containing components with entity references will now
deserialize and add to a world reliably.

## Migration Guide

- `MapEntities` implementations must change from a `&EntityMap`
parameter to a `&mut EntityMapper` parameter and can no longer return a
`Result`. Finally, they should switch from calling `EntityMap::get` to
calling `EntityMapper::get_or_reserve`.

---------

Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
ickshonpe
ba532e4a37
MeasureFunc improvements (#8402)
# Objective

fixes #8516

* Give `CalculatedSize` a more specific and intuitive name.

* `MeasureFunc`s should only be updated when their `CalculatedSize` is
modified by the systems managing their content.

For example, suppose that you have a UI displaying an image using an
`ImageNode`. When the window is resized, the node's `MeasureFunc` will
be updated even though the dimensions of the texture contained by the
node are unchanged.

* Fix the `CalculatedSize` API so that it no longer requires the extra
boxing and the `dyn_clone` method.


## Solution

* Rename `CalculatedSize` to `ContentSize`

* Only update `MeasureFunc`s on `CalculatedSize` changes.

* Remove the `dyn_clone` method from `Measure` and move the `Measure`
from the `ContentSize` component rather than cloning it.

* Change the measure_func field of `ContentSize` to type
`Option<taffy::node::MeasureFunc>`. Add a `set` method that wraps the
given measure appropriately.

---

## Changelog

* Renamed `CalculatedSize` to `ContentSize`.
* Replaced `upsert_leaf` with a function `update_measure` that only
updates the node's `MeasureFunc`.
* `MeasureFunc`s are only updated when the `ContentSize` changes and not
when the layout changes.
* Scale factor is no longer applied to the size values passed to the
`MeasureFunc`.
* Remove the `ContentSize` scaling in `text_system`.
* The `dyn_clone` method has been removed from the `Measure` trait.
* `Measure`s are moved from the `ContentSize` component instead of
cloning them.
* Added `set` method to `ContentSize` that replaces the `new` function.

## Migration Guide

* `CalculatedSize` has been renamed to `ContentSize`.
* The `upsert_leaf` function has been removed from `UiSurface` and
replaced with `update_measure` which updates the `MeasureFunc` without
node insertion.
* The `dyn_clone` method has been removed from the `Measure` trait.
* The new function of `CalculatedSize` has been replaced with the method
`set`.
2023-05-01 15:40:53 +00:00
robtfm
deba3806d6
avoid panic with parented scenes on deleted entities (#8512)
# Objective

after calling `SceneSpawner::spawn_as_child`, the scene spawner system
will always try to attach the scene instance to the parent once it is
loaded, even if the parent has been deleted, causing a panic.

## Solution

check if the parent is still alive, and don't spawn the scene instance
if not.
2023-05-01 15:33:42 +00:00
Troels Jessen
55d6c7d56e
Added reference to ParallelCommands in the Commands doc (#8510)
# Objective

Fixes #8414

---------

Co-authored-by: Sheepyhead <trojes@tuta.io>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:31:33 +00:00
ickshonpe
ee697f820c
Register UiImageSize (#8441)
# Objective

Add `register_type` and derive `Reflect` for `UiImageSize`.

## Changelog
* Added `register_type` and derive `Reflect` for `UiImageSize`.
2023-04-29 23:48:24 +00:00
François
cb286e5b60
Screenshots in wasm (#8455)
# Objective

- Enable taking a screenshot in wasm
- Followup on #7163 

## Solution

- Create a blob from the image data, generate a url to that blob, add an
`a` element to the document linking to that url, click on that element,
then revoke the url
- This will automatically trigger a download of the screenshot file in
the browser
2023-04-28 19:37:11 +00:00
Aceeri
c324b90ffe
Just print out name string, not the entire Name struct (#8494)
# Objective
This is just an oversight on my part when I implemented this in
https://github.com/bevyengine/bevy/pull/7186, there isn't much reason to
print out the hash of a `Name` like it does currently:
```
Name { hash: 1608798714325729304, name: "Suzanne" } (7v0)
```

## Solution
Instead it would be better if we just printed out the string like so:
```
"Suzanne" (7v0)
```

As it conveys all of the information in a less cluttered and immediately
intuitive way which was the original purpose of `DebugName`. Which I
also think translates to `Name` as well since I mostly see it as a thin
wrapper around a string.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-04-26 20:00:03 +00:00
Airing
4d54ce14aa
Updated to wgpu 0.16.0, wgpu-hal 0.16.0 and naga 0.12.0 (#8446)
# Objective

- Updated to wgpu 0.16.0 and wgpu-hal 0.16.0

---

## Changelog

1. Upgrade wgpu to 0.16.0 and  wgpu-hal to 0.16.0
2. Fix the error in native when using a filterable
`TextureSampleType::Float` on a multisample `BindingType::Texture`.
([https://github.com/gfx-rs/wgpu/pull/3686](https://github.com/gfx-rs/wgpu/pull/3686))

---------

Co-authored-by: François <mockersf@gmail.com>
2023-04-26 15:34:23 +00:00
Gino Valente
75130bd5ec
bevy_reflect: Better proxies (#6971)
# Objective

> This PR is based on discussion from #6601

The Dynamic types (e.g. `DynamicStruct`, `DynamicList`, etc.) act as
both:
1. Dynamic containers which may hold any arbitrary data
2. Proxy types which may represent any other type

Currently, the only way we can represent the proxy-ness of a Dynamic is
by giving it a name.

```rust
// This is just a dynamic container
let mut data = DynamicStruct::default();

// This is a "proxy"
data.set_name(std::any::type_name::<Foo>());
```

This type name is the only way we check that the given Dynamic is a
proxy of some other type. When we need to "assert the type" of a `dyn
Reflect`, we call `Reflect::type_name` on it. However, because we're
only using a string to denote the type, we run into a few gotchas and
limitations.

For example, hashing a Dynamic proxy may work differently than the type
it proxies:

```rust
#[derive(Reflect, Hash)]
#[reflect(Hash)]
struct Foo(i32);

let concrete = Foo(123);
let dynamic = concrete.clone_dynamic();

let concrete_hash = concrete.reflect_hash();
let dynamic_hash = dynamic.reflect_hash();

// The hashes are not equal because `concrete` uses its own `Hash` impl
// while `dynamic` uses a reflection-based hashing algorithm
assert_ne!(concrete_hash, dynamic_hash);
```

Because the Dynamic proxy only knows about the name of the type, it's
unaware of any other information about it. This means it also differs on
`Reflect::reflect_partial_eq`, and may include ignored or skipped fields
in places the concrete type wouldn't.

## Solution

Rather than having Dynamics pass along just the type name of proxied
types, we can instead have them pass around the `TypeInfo`.

Now all Dynamic types contain an `Option<&'static TypeInfo>` rather than
a `String`:

```diff
pub struct DynamicTupleStruct {
-    type_name: String,
+    represented_type: Option<&'static TypeInfo>,
    fields: Vec<Box<dyn Reflect>>,
}
```

By changing `Reflect::get_type_info` to
`Reflect::represented_type_info`, hopefully we make this behavior a
little clearer. And to account for `None` values on these dynamic types,
`Reflect::represented_type_info` now returns `Option<&'static
TypeInfo>`.

```rust
let mut data = DynamicTupleStruct::default();

// Not proxying any specific type
assert!(dyn_tuple_struct.represented_type_info().is_none());

let type_info = <Foo as Typed>::type_info();
dyn_tuple_struct.set_represented_type(Some(type_info));
// Alternatively:
// let dyn_tuple_struct = foo.clone_dynamic();

// Now we're proxying `Foo`
assert!(dyn_tuple_struct.represented_type_info().is_some());
```

This means that we can have full access to all the static type
information for the proxied type. Future work would include
transitioning more static type information (trait impls, attributes,
etc.) over to the `TypeInfo` so it can actually be utilized by Dynamic
proxies.

### Alternatives & Rationale

> **Note** 
> These alternatives were written when this PR was first made using a
`Proxy` trait. This trait has since been removed.

<details>
<summary>View</summary>

#### Alternative: The `Proxy<T>` Approach

I had considered adding something like a `Proxy<T>` type where `T` would
be the Dynamic and would contain the proxied type information.

This was nice in that it allows us to explicitly determine whether
something is a proxy or not at a type level. `Proxy<DynamicStruct>`
proxies a struct. Makes sense.

The reason I didn't go with this approach is because (1) tuples, (2)
complexity, and (3) `PartialReflect`.

The `DynamicTuple` struct allows us to represent tuples at runtime. It
also allows us to do something you normally can't with tuples: add new
fields. Because of this, adding a field immediately invalidates the
proxy (e.g. our info for `(i32, i32)` doesn't apply to `(i32, i32,
NewField)`). By going with this PR's approach, we can just remove the
type info on `DynamicTuple` when that happens. However, with the
`Proxy<T>` approach, it becomes difficult to represent this behavior—
we'd have to completely control how we access data for `T` for each `T`.

Secondly, it introduces some added complexities (aside from the manual
impls for each `T`). Does `Proxy<T>` impl `Reflect`? Likely yes, if we
want to represent it as `dyn Reflect`. What `TypeInfo` do we give it?
How would we forward reflection methods to the inner type (remember, we
don't have specialization)? How do we separate this from Dynamic types?
And finally, how do all this in a way that's both logical and intuitive
for users?

Lastly, introducing a `Proxy` trait rather than a `Proxy<T>` struct is
actually more inline with the [Unique Reflect
RFC](https://github.com/bevyengine/rfcs/pull/56). In a way, the `Proxy`
trait is really one part of the `PartialReflect` trait introduced in
that RFC (it's technically not in that RFC but it fits well with it),
where the `PartialReflect` serves as a way for proxies to work _like_
concrete types without having full access to everything a concrete
`Reflect` type can do. This would help bridge the gap between the
current state of the crate and the implementation of that RFC.

All that said, this is still a viable solution. If the community
believes this is the better path forward, then we can do that instead.
These were just my reasons for not initially going with it in this PR.

#### Alternative: The Type Registry Approach

The `Proxy` trait is great and all, but how does it solve the original
problem? Well, it doesn't— yet!

The goal would be to start moving information from the derive macro and
its attributes to the generated `TypeInfo` since these are known
statically and shouldn't change. For example, adding `ignored: bool` to
`[Un]NamedField` or a list of impls.

However, there is another way of storing this information. This is, of
course, one of the uses of the `TypeRegistry`. If we're worried about
Dynamic proxies not aligning with their concrete counterparts, we could
move more type information to the registry and require its usage.

For example, we could replace `Reflect::reflect_hash(&self)` with
`Reflect::reflect_hash(&self, registry: &TypeRegistry)`.

That's not the _worst_ thing in the world, but it is an ergonomics loss.

Additionally, other attributes may have their own requirements, further
restricting what's possible without the registry. The `Reflect::apply`
method will require the registry as well now. Why? Well because the
`map_apply` function used for the `Reflect::apply` impls on `Map` types
depends on `Map::insert_boxed`, which (at least for `DynamicMap`)
requires `Reflect::reflect_hash`. The same would apply when adding
support for reflection-based diffing, which will require
`Reflect::reflect_partial_eq`.

Again, this is a totally viable alternative. I just chose not to go with
it for the reasons above. If we want to go with it, then we can close
this PR and we can pursue this alternative instead.

#### Downsides

Just to highlight a quick potential downside (likely needs more
investigation): retrieving the `TypeInfo` requires acquiring a lock on
the `GenericTypeInfoCell` used by the `Typed` impls for generic types
(non-generic types use a `OnceBox which should be faster). I am not sure
how much of a performance hit that is and will need to run some
benchmarks to compare against.

</details>

### Open Questions

1. Should we use `Cow<'static, TypeInfo>` instead? I think that might be
easier for modding? Perhaps, in that case, we need to update
`Typed::type_info` and friends as well?
2. Are the alternatives better than the approach this PR takes? Are
there other alternatives?

---

## Changelog

### Changed

- `Reflect::get_type_info` has been renamed to
`Reflect::represented_type_info`
- This method now returns `Option<&'static TypeInfo>` rather than just
`&'static TypeInfo`

### Added

- Added `Reflect::is_dynamic` method to indicate when a type is dynamic
- Added a `set_represented_type` method on all dynamic types

### Removed

- Removed `TypeInfo::Dynamic` (use `Reflect::is_dynamic` instead)
- Removed `Typed` impls for all dynamic types

## Migration Guide

- The Dynamic types no longer take a string type name. Instead, they
require a static reference to `TypeInfo`:

    ```rust
    #[derive(Reflect)]
    struct MyTupleStruct(f32, f32);
    
    let mut dyn_tuple_struct = DynamicTupleStruct::default();
    dyn_tuple_struct.insert(1.23_f32);
    dyn_tuple_struct.insert(3.21_f32);
    
    // BEFORE:
    let type_name = std::any::type_name::<MyTupleStruct>();
    dyn_tuple_struct.set_name(type_name);
    
    // AFTER:
    let type_info = <MyTupleStruct as Typed>::type_info();
    dyn_tuple_struct.set_represented_type(Some(type_info));
    ```

- `Reflect::get_type_info` has been renamed to
`Reflect::represented_type_info` and now also returns an
`Option<&'static TypeInfo>` (instead of just `&'static TypeInfo`):

    ```rust
    // BEFORE:
    let info: &'static TypeInfo = value.get_type_info();
    // AFTER:
let info: &'static TypeInfo = value.represented_type_info().unwrap();
    ```

- `TypeInfo::Dynamic` and `DynamicInfo` has been removed. Use
`Reflect::is_dynamic` instead:
   
    ```rust
    // BEFORE:
    if matches!(value.get_type_info(), TypeInfo::Dynamic) {
      // ...
    }
    // AFTER:
    if value.is_dynamic() {
      // ...
    }
    ```

---------

Co-authored-by: radiish <cb.setho@gmail.com>
2023-04-26 12:17:46 +00:00
Gino Valente
85c3251c10
bevy_ui: Add FromReflect derives (#8495)
# Objective

A lot of items in `bevy_ui` could be `FromReflect` but aren't. This
prevents users and library authors from being able to convert from a
`dyn Reflect` to one of these items.

## Solution

Derive `FromReflect` where possible. Also register the
`ReflectFromReflect` type data.
2023-04-26 12:17:23 +00:00
Gino Valente
74d425263a
bevy_reflect: Add ReflectFromReflect to the prelude (#8496)
# Objective

Considering that `FromReflect` is a very common trait to derive, it
would make sense to include `ReflectFromReflect` in the `bevy_reflect`
prelude so users don't need to import it separately.

## Solution

Add `ReflectFromReflect` to the prelude.
2023-04-26 12:16:17 +00:00
Gino Valente
6df65a2aa8
bevy_asset: Add LoadContext::get_handle_untyped (#8470)
# Objective

Currently, there isn't a clean way of getting an untyped handle to an
asset during asset loading. This is useful for when an asset needs to
reference other assets, but may not know the concrete type of each
asset.

We could "hack" this together by just using some random asset:

```rust
// We don't care what `bar.baz` is, so we "pretend" it's an `Image`
let handle: Handle<Image> = load_context.get_handle("foo/bar.baz");
```

This should work since we don't actually care about the underlying type
in this case. However, we can do better.

## Solution

Add the `LoadContext::get_handle_untyped` method to get untyped handles
to assets.
2023-04-25 19:32:34 +00:00
François
949487d92c
make glsl and spirv support optional (#8491)
# Objective

- Reduce compilation time

## Solution

- Make `spirv` and `glsl` shader format support optional. They are not
needed for Bevy shaders.
- on my mac (where shaders are compiled to `msl`), this reduces the
total build time by 2 to 5 seconds, improvement should be even better
with less cores

There is a big reduction in compile time for `naga`, and small
improvements on `wgpu` and `bevy_render`

This PR with optional shader formats enabled timings:
<img width="1478" alt="current main"
src="https://user-images.githubusercontent.com/8672791/234347032-cbd5c276-a9b0-49c3-b793-481677391c18.png">

This PR:
<img width="1479" alt="this pr"
src="https://user-images.githubusercontent.com/8672791/234347059-a67412a9-da8d-4356-91d8-7b0ae84ca100.png">


---

## Migration Guide

- If you want to use shaders in `spirv`, enable the
`shader_format_spirv` feature
- If you want to use shaders in `glsl`, enable the `shader_format_glsl`
feature
2023-04-25 19:30:48 +00:00
Michael Johnson
dea91e94d6
Re-add the "frame" span for tracy comparisons (#8362)
# Objective

In https://github.com/bevyengine/bevy/pull/6503 there were two changes
to the top level tracing span "frame. Firstly it was renamed to "main
app" and secondly the scope was reduced to *only* the main app. This
means that there is no longer a top level span that can be used to
compare frame times.

In addition to making it easier to compare across versions again, it
also helps when running without the render feature. Previously the
"frame" span was present in both cases but now to compare "headless" and
render the comparison is between "main app" and "winit event_handler"
and Tracy doesn't handle comparing non-matching frames well.

Before (0.9)

![image](https://user-images.githubusercontent.com/1353401/231454801-5690fb40-f9c1-4c64-b7b3-cebb15f1d16a.png)

After (0.10)

![image](https://user-images.githubusercontent.com/1353401/231454926-df76e7d3-b5fa-49bc-a56c-67301d2a9e8a.png)



## Solution

This PR reintroduces the "frame" span so comparisons across versions and
features is again easy.


![image](https://user-images.githubusercontent.com/1353401/231455114-94f86d22-64de-48fc-9a0f-a5c607d3f350.png)


![image](https://user-images.githubusercontent.com/1353401/231455182-fe27a646-b55e-4bfb-8e05-c4690f52c550.png)

### Alternative

As an alternative route, the `tracy-client` crate that is used by
`tracing-tracy` supports the ability to set multiple "Frame" markers
using the `secondary_mark_frame` function. It may be possible to create
a PR for `tracing-tracy` that exposes that functionality and then
publish an "update" frame marker instead. This might have additional
benefits in the future as it could be used for other systems we might
want to track as frames without endless nesting.
2023-04-25 14:56:05 +00:00
Nicola Papale
6f291a037f
Fix panic when using debug_asset_server (#8485)
# Objective

- Fixes #8484

## Solution

Since #8445 fonts need to register a debug asset, otherwise the
`debug_asset_server` feature doesn't work. This adds the debug asset
registration
2023-04-25 10:11:11 +00:00
Johan Klokkhammer Helsing
a1e442cd2a
Add gamepad rumble support to bevy_input (#8398)
# Objective

Provide the ability to trigger controller rumbling (force-feedback) with
a cross-platform API.

## Solution

This adds the `GamepadRumbleRequest` event to `bevy_input` and adds a
system in `bevy_gilrs` to read them and rumble controllers accordingly.

It's a relatively primitive API with a `duration` in seconds and
`GamepadRumbleIntensity` with values for the weak and strong gamepad
motors. It's is an almost 1-to-1 mapping to platform APIs. Some
platforms refer to these motors as left and right, and low frequency and
high frequency, but by convention, they're usually the same.

I used #3868 as a starting point, updated to main, removed the low-level
gilrs effect API, and moved the requests to `bevy_input` and exposed the
strong and weak intensities.

I intend this to hopefully be a non-controversial cross-platform
starting point we can build upon to eventually support more fine-grained
control (closer to the gilrs effect API)

---

## Changelog

### Added

- Gamepads can now be rumbled by sending the `GamepadRumbleRequest`
event.

---------

Co-authored-by: Nicola Papale <nico@nicopap.ch>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: Bruce Reif (Buswolley) <bruce.reif@dynata.com>
2023-04-24 15:28:53 +00:00
Scott Lambert
288009ab8b
Changed (Vec2, Vec2) to Rect in Camera::logical_viewport_rect (#7867)
# Objective

`Camera::logical_viewport_rect()` returns `Option<(Vec2, Vec2)>` which
is a tuple of vectors representing the `(min, max)` bounds of the
viewport rect. Since the function says it returns a rect and there is a
`Rect { min, max }` struct in `bevy_math`, using the struct will be
clearer.

## Solution

Replaced `Option<(Vec2, Vec2)>` with `Option<Rect>` for
`Camera::logical_viewport_rect()`.

---

## Changelog

- Changed `Camera::logical_viewport_rect` return type from `(Vec2,
Vec2)` to `Rect`

## Migration Guide

Before:
```
fn view_logical_camera_rect(camera_query: Query<&Camera>) {
    let camera = camera_query.single();
    let Some((min, max)) = camera.logical_viewport_rect() else { return };
    dbg!(min, max);
}
```

After:
```
fn view_logical_camera_rect(camera_query: Query<&Camera>) {
    let camera = camera_query.single();
    let Some(Rect { min, max }) = camera.logical_viewport_rect() else { return };
    dbg!(min, max);
}
```
2023-04-24 15:24:52 +00:00
ira
b5d24d8fb2
Add a bounding box gizmo (#8468)
# Objective

Add a bounding box gizmo

![Screenshot from 2023-04-22
23-49-40](https://user-images.githubusercontent.com/29694403/233808825-7593dc38-0623-48a9-b0d7-a4ca24a9e071.png)

## Changes
- Added the `AabbGizmo` component that will draw the `Aabb` component on
that entity.
- Added an option to draw all bounding boxes in a scene on the
`GizmoConfig` resource.
- Added `TransformPoint` trait to generalize over the point
transformation methods on various transform types (e.g `Transform` and
`GlobalTransform`).
- Changed the `Gizmos::cuboid` method to accept an `impl TransformPoint`
instead of separate translation, rotation, and scale.
2023-04-24 15:23:06 +00:00
Rostyslav Toch
e2531b2273
Fix timer with zero duration (#8467)
# Objective

Timer with zero `Duration` panics at `tick()` because of division by
zero. This PR Fixes #8463 .

## Solution

- Handle division by zero separately with `checked_div` and
`checked_rem`.

---

## Changelog


- Replace division with `checked_div`. Set `times_finished_this_tick` to
u32::MAX when duration is zero.
- Set `elapsed` to `Duration::ZERO` when timer duration is zero.
- Set `percent` to `1.0` when duration is zero.
- `times_finished_this_tick` is [not used
anywhere](https://github.com/bevyengine/bevy/search?q=times_finished_this_tick),
that's why this change will not affect other parts of the project.
- `times_finished_this_tick` is set to `0` after `reset()` and before
first `tick()` call.
2023-04-24 14:32:42 +00:00
Opstic
9a3225d3a8
Add Aabb calculation for Sprite, TextureAtlasSprite and Mesh2d (#7885)
# Objective

- Add `Aabb` calculation for `Sprite`, `TextureAtlasSprite` and
`Mesh2d`.
- Enable frustum culling for 2D entities since frustum culling requires
a `Aabb` component in the entity to function.
- Improve 2D performance massively when there are many sprites out of
view. (ex: `many_sprites`)

## Solution

- Derived from @Weasy666's #3944 pull request, which had no activity
since multiple months.
- Adapted the code to the latest version of Bevy.
- Added support for sprites with non-center `Anchor`s to avoid culling
prematurely when part of the sprite is still in view or not culling when
sprite is already out of view.

### Note
- Gives 15.8x performance boosts in some scenarios. (5 fps vs 79 fps
with 409600 sprites in `many_sprites`)

---------

Co-authored-by: ira <JustTheCoolDude@gmail.com>
2023-04-24 14:26:08 +00:00
Robin KAY
d74533b407
Add support for custom glTF vertex attributes. (#5370)
# Objective

The objective is to be able to load data from "application-specific"
(see glTF spec 3.7.2.1.) vertex attribute semantics from glTF files into
Bevy meshes.

## Solution

Rather than probe the glTF for the specific attributes supported by
Bevy, this PR changes the loader to iterate through all the attributes
and map them onto `MeshVertexAttribute`s. This mapping includes all the
previously supported attributes, plus it is now possible to add mappings
using the `add_custom_vertex_attribute()` method on `GltfPlugin`.

## Changelog

- Add support for loading custom vertex attributes from glTF files.
- Add the `custom_gltf_vertex_attribute.rs` example to illustrate
loading custom vertex attributes.

## Migration Guide

- If you were instantiating `GltfPlugin` using the unit-like struct
syntax, you must instead use `GltfPlugin::default()` as the type is no
longer unit-like.
2023-04-24 14:20:13 +00:00
ira
5dec3236ac
Remove Children component when calling despawn_descendants (#8476)
# Objective

Fix #8474
2023-04-24 14:14:52 +00:00
Æstus Vitæ
a4323d5641
docs(bevy_render): Remove copy-pasted docstring (#8479)
This line does not appear to be an intended part of the `Panics`
section, but instead looks like it was missed when copy-pasting a
`Panics` section from above.

It confused me when I was reading the docs. At first I read it as if it
was an imperative statement saying not to use `match` statements which
seemed odd and out of place. Once I saw the code it was clearly in err.

# Objective

- Cleanup documentation string to reduce end-user confusion.
2023-04-24 00:46:49 +00:00
William Pederzoli
0a35df13c9
Update docs to reflect that the shallowest and not the deepest penetr… (#8473)
# Objective
Update documentation for collide_aabb for multiple sides collisions
behavior
2023-04-23 19:41:21 +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
IceSentry
3f6367d584
Handle vertex_uvs if they are present in default prepass fragment shader (#8330)
# Objective

- Enabling AlphaMode::Opaque in the shader_prepass example crashes. The
issue seems to be that enabling opaque also generates vertex_uvs

Fixes https://github.com/bevyengine/bevy/issues/8273

## Solution

- Use the vertex_uvs in the shader if they are present
2023-04-23 08:07:15 +00:00
ickshonpe
4580a91171
measure_text_system text query fix (#8466)
# Objective

The first query of `measure_text_system`'s `text_queries` `ParamSet`
queries for all changed `Text` meaning that non-UI `Text` entities could
be added to its queue.

## Solution

Add a `With<Node>` query filter.

---

## Changelog
changes:
* Added a `With<Node>` query filter to first query of
`measure_text_system`'s `text_queries` `ParamSet` to ensure that only UI
node entities are added to its local queue.
* Fixed comment (text is not computed on changes to style).
2023-04-22 21:30:38 +00:00
JohnTheCoolingFan
15a96adc01
ChildBuilder docs improvement (#8371)
# Objective

Fixes #7230 

## Solution

Documented some side-effects

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-04-22 20:43:13 +00:00
ira
6b774c0fda
Compute vertex_count for indexed meshes on GpuMesh (#8460)
# Objective

Compute the `vertex_count` for indexed meshes as well as non-indexed
meshes.

I will need this in a future PR based on #8427 that adds a gizmo
component that draws the normals of a mesh when attached to an entity
([branch](https://github.com/devil-ira/bevy/compare/instanced-line-rendering...devil-ira:bevy:instanced-line-rendering-normals)).

<details><summary>Example image</summary>
<p>


![image](https://user-images.githubusercontent.com/29694403/233789526-cb5feb47-0aa7-4e69-90a2-e31ec24aadff.png)

</p>
</details> 

## Solution

Move `vertex_count` field from `GpuBufferInfo::NonIndexed` to `GpuMesh`

## Migration Guide

`vertex_count` is now stored directly on `GpuMesh` instead of
`GpuBufferInfo::NonIndexed`.
2023-04-22 17:28:58 +00:00
François
149c86b2ae
also import the default handle when feature disabled (#8456)
# Objective

- Fix compilation issue when default font is not enabled

## Solution

- Fix import
2023-04-22 07:49:18 +00:00
Noah
a9f766ceb2
Fix Box<dyn Reflect> struct with a hashmap in it panicking when clone_value is called on it (#8184)
# Objective

- Fix the issue described in #8183: Box<dyn Reflect> structs with a
hashmap in them will panic when clone_value is called on it
- Fixes: #8183

## Solution

- Updates the implementation of Reflect for Hashmaps to make clone_value
call from_reflect on the key before inserting it into the new struct
2023-04-22 02:55:53 +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
Kjolnyr
ddefc246b2
Added arc_2d function for gizmos (#8448)
# Objective

Added the possibility to draw arcs in 2d via gizmos

## Solution

- Added `arc_2d` function to `Gizmos`
- Added `arc_inner` function
- Added `Arc2dBuilder<'a, 's>`
- Updated `2d_gizmos.rs` example to draw an arc

---------

Co-authored-by: kjolnyr <kjolnyr@protonmail.ch>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: ira <JustTheCoolDude@gmail.com>
2023-04-21 15:34:07 +00:00
ickshonpe
0cf3000ee0
Fix the double leaf node updates in flex_node_system (#8264)
# Objective

If a UI node has a changed `CalculatedSize` component and either the UI
does a full update or the node also has a changed `Style` component, the
node's corresponding Taffy node will be updated twice by
`flex_node_system`.

## Solution

Add a `Without<Calculated>` query filter so that the two changed node
queries in `flex_node_system` are mutually exclusive and move the
`CalculatedSize` node updater into the else block of the full-update if
conditional.
2023-04-21 14:23:46 +00:00
Nicola Papale
e900bd9e12
Fix 1.69 CI clippy lints (#8450)
- Fix CI by implementing changes recommended by clippy
- It uncovered a bug in a `bevy_ecs` test. Nice!
2023-04-20 16:51:21 +00:00
Robert Swain
d8102a0a04
bevy_pbr: Do not cull meshes without Aabbs from cascades (#8444)
# Objective

- Mesh entities should cast shadows when not having Aabbs and having
NoFrustumCulling
- Fixes #8442 

## Solution

- Mesh entities with NoFrustumCulling get no automatic Aabbs added
- Point and spot lights do not cull mesh entities for their shadow
mapping if they do not have an Aabb, but directional lights do
- Make directional lights not cull mesh entities from cascades if the do
not have Aabbs. So no Aabb as a consequence of a NoFrustumCulling
component will mean that those mesh entities are not culled and so are
visible to the light.

---

## Changelog

- Fixed: Mesh entities with NoFrustumCulling will cast shadows for
directional light shadow maps
2023-04-20 01:43:24 +00:00
Nile
9db70da96f
Add screenshot api (#7163)
Fixes https://github.com/bevyengine/bevy/issues/1207

# Objective

Right now, it's impossible to capture a screenshot of the entire window
without forking bevy. This is because
- The swapchain texture never has the COPY_SRC usage
- It can't be accessed without taking ownership of it
- Taking ownership of it breaks *a lot* of stuff

## Solution

- Introduce a dedicated api for taking a screenshot of a given bevy
window, and guarantee this screenshot will always match up with what
gets put on the screen.

---

## Changelog

- Added the `ScreenshotManager` resource with two functions,
`take_screenshot` and `save_screenshot_to_disk`
2023-04-19 21:28:42 +00:00
JoJoJet
9fd867aeba
Simplify world schedule methods (#8403)
# Objective

Methods for interacting with world schedules currently have two
variants: one that takes `impl ScheduleLabel` and one that takes `&dyn
ScheduleLabel`. Operations such as `run_schedule` or `schedule_scope`
only use the label by reference, so there is little reason to have an
owned variant of these functions.

## Solution

Decrease maintenance burden by merging the `ref` variants of these
functions with the owned variants.

---

## Changelog

- Deprecated `World::run_schedule_ref`. It is now redundant, since
`World::run_schedule` can take values by reference.

## Migration Guide

The method `World::run_schedule_ref` has been deprecated, and will be
removed in the next version of Bevy. Use `run_schedule` instead.
2023-04-19 19:48:35 +00:00
JoJoJet
fe852fd0ad
Fix boxed labels (#8436)
# Objective

Label traits such as `ScheduleLabel` currently have a major footgun: the
trait is implemented for `Box<dyn ScheduleLabel>`, but the
implementation does not function as one would expect since `Box<T>` is
considered to be a distinct type from `T`. This is because the behavior
of the `ScheduleLabel` trait is specified mainly through blanket
implementations, which prevents `Box<dyn ScheduleLabel>` from being
properly special-cased.

## Solution

Replace the blanket-implemented behavior with a series of methods
defined on `ScheduleLabel`. This allows us to fully special-case
`Box<dyn ScheduleLabel>` .

---

## Changelog

Fixed a bug where boxed label types (such as `Box<dyn ScheduleLabel>`)
behaved incorrectly when compared with concretely-typed labels.

## Migration Guide

The `ScheduleLabel` trait has been refactored to no longer depend on the
traits `std::any::Any`, `bevy_utils::DynEq`, and `bevy_utils::DynHash`.
Any manual implementations will need to implement new trait methods in
their stead.

```rust
impl ScheduleLabel for MyType {
    // Before:
    fn dyn_clone(&self) -> Box<dyn ScheduleLabel> { ... }

    // After:
    fn dyn_clone(&self) -> Box<dyn ScheduleLabel> { ... }

    fn as_dyn_eq(&self) -> &dyn DynEq {
        self
    }

    // No, `mut state: &mut` is not a typo.
    fn dyn_hash(&self, mut state: &mut dyn Hasher) {
        self.hash(&mut state);
        // Hashing the TypeId isn't strictly necessary, but it prevents collisions.
        TypeId::of::<Self>().hash(&mut state);
    }
}
```
2023-04-19 02:36:44 +00:00
Nico Burns
5ed6b628eb
Allow bevy_ui crate to compile without the text feature enabled (#8437)
# Objective

Allow `bevy_ui` crate to compile without the `text` feature enabled

## Solution

- Correctly conditionally compile `text_system`
2023-04-18 19:41:02 +00:00
François
3220ad6b0b
do not crash when rendering only one gizmo (#8434)
# Objective

- Fixes #8432

## Solution

- Do not even create mesh when one is not needed
2023-04-18 16:31:55 +00:00
Hennadii Chernyshchyk
315f3cab36
Add any_component_removed condition (#8326)
Added helper extracted from #7711. that PR contains some controversy
conditions, but this one should be good to go.

---

## Changelog

### Added

- `any_component_removed` condition.

---------

Co-authored-by: François <mockersf@gmail.com>
2023-04-18 14:18:09 +00:00
ickshonpe
09df19bcad
Split UI Overflow by axis (#8095)
# Objective

Split the UI overflow enum so that overflow can be set for each axis
separately.

## Solution

Change `Overflow` from an enum to a struct with `x` and `y`
`OverflowAxis` fields, where `OverflowAxis` is an enum with `Clip` and
`Visible` variants. Modify `update_clipping` to calculate clipping for
each axis separately. If only one axis is clipped, the other axis is
given infinite bounds.

<img width="642" alt="overflow"
src="https://user-images.githubusercontent.com/27962798/227592983-568cf76f-7e40-48c4-a511-43c886f5e431.PNG">

---

## Changelog
* Split the UI overflow implementation so overflow can be set for each
axis separately.
* Added the enum `OverflowAxis` with `Clip` and `Visible` variants.
* Changed `Overflow` to a struct with `x` and `y` fields of type
`OverflowAxis`.
* `Overflow` has new methods `visible()` and `hidden()` that replace its
previous `Clip` and `Visible` variants.
* Added `Overflow` helper methods `clip_x()` and `clip_y()` that return
a new `Overflow` value with the given axis clipped.
* Modified `update_clipping` so it calculates clipping for each axis
separately. If a node is only clipped on a single axis, the other axis
is given `-f32::INFINITY` to `f32::INFINITY` clipping bounds.


## Migration Guide

The `Style` property `Overflow` is now a struct with `x` and `y` fields,
that allow for per-axis overflow control.

Use these helper functions to replace the variants of `Overflow`:
* Replace `Overflow::Visible` with  `Overflow::visible()`
* Replace `Overflow::Hidden` with `Overflow::clip()`
2023-04-17 22:23:52 +00:00
ira
e54057c50d
Avoid spawning gizmo meshes when no gizmos are being drawn (#8180)
# Objective

Avoid queuing empty meshes for rendering.
Should prevent #8144 from triggering when no gizmos are in use. Not a
real fix, unfortunately.

## Solution

Add an `in_use` field to `GizmoStorage` and only set it to true when
there are gizmos to draw.
2023-04-17 21:20:29 +00:00
JoJoJet
ce252f8cf7
Reorganize system modules (#8419)
# Objective

Follow-up to #8377.

As the system module has been refactored, there are many types that no
longer make sense to live in the files that they do:
- The `IntoSystem` trait is in `function_system.rs`, even though this
trait is relevant to all kinds of systems. Same for the `In<T>` type.
- `PipeSystem` is now just an implementation of `CombinatorSystem`, so
`system_piping.rs` no longer needs its own file.

## Solution

- Move `IntoSystem`, `In<T>`, and system piping combinators & tests into
the top-level `mod.rs` file for `bevy_ecs::system`.
- Move `PipeSystem` into `combinator.rs`.
2023-04-17 21:10:57 +00:00
Eris
764961be22
Add Reflection Macros to TextureAtlasSprite (#8428)
# Objective

Add Reflection to `TextureAtlasSprite` to bring it inline with `Sprite`

## Solution

Addition of appropriate macros to the type

---

## Changelog

`#[reflect(Component)]` and derive `FromReflect` for
`TextureAtlasSprite`
Added `TextureAtlasSprite` to the TypeRegistry
2023-04-17 20:24:17 +00:00
InnocentusLime
30ac157b80
Register some extra types to type registry (#8430)
# Objective

Fixes #8415.

## Solution

I simply added the missing types to the type registry.

## Changelog

Added `#[reflect(Component]` to `bevi_ui::ui_node::ZIndex`, since it
impls `Component` and `Reflect.`

The following types have been added to the type registry:

1. `bevy_ui::ZIndex`
2. `bevy_math::Rect`
3. `bevy_text::BreakLineOn`
4. `bevy_text::Text2dBounds`
2023-04-17 20:05:59 +00:00
Nico Burns
919919c998
Fix text measurement algorithm (#8425)
# Objective

Followup to #7779 which tweaks the actual text measurement algorithm to
be more robust.

Before:

<img width="822" alt="Screenshot 2023-04-17 at 18 12 05"
src="https://user-images.githubusercontent.com/1007307/232566858-3d3f0fd5-f3d4-400a-8371-3c2a3f541e56.png">

After:

<img width="810" alt="Screenshot 2023-04-17 at 18 41 40"
src="https://user-images.githubusercontent.com/1007307/232566919-4254cbfa-1cc3-4ea7-91ed-8ca1b759bacf.png">

(note extra space taken up in header in before example)

## Solution

- Text layout of horizontal text (currently the only kind of text we
support) is now based solely on the layout constraints in the horizontal
axis. It ignores constraints in the vertical axis and computes vertical
size based on wrapping subject to the horizontal axis constraints.
- I've also added a paragraph to the `grid` example for testing / demo
purposes.
2023-04-17 19:59:42 +00:00
Bruce Reif (Buswolley)
7604464438
fix panic when moving child (#8346)
# Objective
When changing an Entity's `Parent` to a new one from an old `Parent`
that doesn't exist, Bevy panics. Fixes #8337.

## Solution

Use `get_entity_mut` instead of `entity_mut` in `remove_from_children`.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2023-04-17 18:03:47 +00:00
Nico Burns
fe0ad10b0c
Fix text systems broken when resolving merge conflicts in #8026 (#8422)
# Objective

- Incorrectly resolved merge conflicts in
https://github.com/bevyengine/bevy/pull/8026 have caused UI text to not
render at all.

## Solution

Restore correct system schedule for text systems
2023-04-17 17:29:44 +00:00
Nico Burns
363d0f0c7c
Add CSS Grid support to bevy_ui (#8026)
# Objective

An easy way to create 2D grid layouts

## Solution

Enable the `grid` feature in Taffy and add new style types for defining
grids.

## Notes

- ~I'm having a bit of trouble getting `#[derive(Reflect)]` to work
properly. Help with that would be appreciated (EDIT: got it to compile
by ignoring the problematic fields, but this presumably can't be
merged).~ This is now fixed
- ~The alignment types now have a `Normal` variant because I couldn't
get reflect to work with `Option`.~ I've decided to stick with the
flattened variant, as it saves a level of wrapping when authoring
styles. But I've renamed the variants from `Normal` to `Default`.
- ~This currently exposes a simplified API on top of grid. In particular
the following is not currently supported:~
   - ~Negative grid indices~ Now supported.
- ~Custom `end` values for grid placement (you can only use `start` and
`span`)~ Now supported
- ~`minmax()` track sizing functions~ minmax is now support through a
`GridTrack::minmax()` constructor
   - ~`repeat()`~ repeat is now implemented as `RepeatedGridTrack`

- ~Documentation still needs to be improved.~ An initial pass over the
documentation has been completed.

## Screenshot

<img width="846" alt="Screenshot 2023-03-10 at 17 56 21"
src="https://user-images.githubusercontent.com/1007307/224435332-69aa9eac-123d-4856-b75d-5449d3f1d426.png">

---

## Changelog

- Support for CSS Grid layout added to `bevy_ui`

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Andreas Weibye <13300393+Weibye@users.noreply.github.com>
2023-04-17 16:21:38 +00:00
Nicola Papale
ebc6446789
Fix get_vertex_buffer_data doc (#8400)
# Objective

- Fixes #8399

The documentation was out of date and misleading since #3959.
2023-04-17 16:12:12 +00:00
Mike
defc653528
Better error message when index does not exist in texture atlas (#8396)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/8210

## Changelog

- Improve error message when `TextureAtlasSprite::index` does not exist
in texture atlas
2023-04-17 16:10:58 +00:00
JoJoJet
b03b7b557e
Simplify system piping and make it more flexible (#8377)
# Objective

- Currently, it is not possible to call `.pipe` on a system that takes
any input other than `()`.
- The `IntoPipeSystem` trait is currently very difficult to parse due to
its use of generics.

## Solution

Remove the `IntoPipeSystem` trait, and move the `pipe` method to
`IntoSystem`.

---

## Changelog

- System piping has been made more flexible: it is now possible to call
`.pipe` on a system that takes an input.

## Migration Guide

The `IntoPipeSystem` trait has been removed, and the `pipe` method has
been moved to the `IntoSystem` trait.

```rust

// Before:
use bevy_ecs::system::IntoPipeSystem;
schedule.add_systems(first.pipe(second));

// After:
use bevy_ecs::system::IntoSystem;
schedule.add_systems(first.pipe(second));
```
2023-04-17 16:08:32 +00:00
NiseVoid
65292fd559
Improve warning for Send resources marked as non_send (#8000)
# Objective

- Fixes unclear warning when `insert_non_send_resource` is called on a
Send resource

## Solution

- Add a message to the asssert statement that checks this

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2023-04-17 16:06:00 +00:00
François
882c86eee3
add a feature for memory tracing with tracy (#8272)
# Objective

- Expose a feature for tracing with Tracy to profile memory
(https://docs.rs/tracy-client/0.15.2/tracy_client/struct.ProfiledAllocator.html)
- This is a separate feature than just tracing as it can have an
additional cost

<img width="1912" alt="Screenshot 2023-03-30 at 08 39 49"
src="https://user-images.githubusercontent.com/8672791/228985566-dd62fff8-1cbf-4f59-8a10-80c796daba0c.png">
2023-04-17 16:04:46 +00:00
ickshonpe
43d7184b35
Fix the UV calculations for clipped and flipped ImageNodes (#8195)
# Objective

Instead of flipping the entire image, `prepare_ui_nodes` only flips the
unclipped area.

<img width="652" alt="overflow_flipped_bug"
src="https://user-images.githubusercontent.com/27962798/227587867-1467c6ae-8693-45c3-87cb-793cc5b433e4.png">

## Solution

Whenever flip_x or flip_y is set swap the image rect coordinates and
invert the clipping coords along the flipped axes before the UVs are
calculated.

<img width="656" alt="overflow_fixed"
src="https://user-images.githubusercontent.com/27962798/227588839-e0dde3b9-dc26-4652-a129-2faab2d07281.PNG">

--

## Changelog

* Modified `prepare_uinodes` so that the UVs for clipped and flipped
image nodes are calculated correctly.
2023-04-17 15:58:34 +00:00
ickshonpe
ffc62c1a81
text_system split (#7779)
# Objective

`text_system` runs before the UI layout is calculated and the size of
the text node is determined, so it cannot correctly shape the text to
fit the layout, and has no way of determining if the text needs to be
wrapped.

The function `text_constraint` attempts to determine the size of the
node from the local size constraints in the `Style` component. It can't
be made to work, you have to compute the whole layout to get the correct
size. A simple example of where this fails completely is a text node set
to stretch to fill the empty space adjacent to a node with size
constraints set to `Val::Percent(50.)`. The text node will take up half
the space, even though its size constraints are `Val::Auto`

Also because the `text_system` queries for changes to the `Style`
component, when a style value is changed that doesn't affect the node's
geometry the text is recomputed unnecessarily.

Querying on changes to `Node` is not much better. The UI layout is
changed to fit the `CalculatedSize` of the text, so the size of the node
is changed and so the text and UI layout get recalculated multiple times
from a single change to a `Text`.

Also, the `MeasureFunc` doesn't work at all, it doesn't have enough
information to fit the text correctly and makes no attempt.
 
Fixes #7663,  #6717, #5834, #1490,

## Solution

Split the `text_system` into two functions:
* `measure_text_system` which calculates the size constraints for the
text node and runs before `UiSystem::Flex`
* `text_system` which runs after `UiSystem::Flex` and generates the
actual text.
* Fix the `MeasureFunc` calculations.
---

Text wrapping in main:
<img width="961" alt="Capturemain"
src="https://user-images.githubusercontent.com/27962798/220425740-4fe4bf46-24fb-4685-a1cf-bc01e139e72d.PNG">

With this PR:
<img width="961" alt="captured_wrap"
src="https://user-images.githubusercontent.com/27962798/220425807-949996b0-f127-4637-9f33-56a6da944fb0.PNG">

## Changelog

* Removed the previous fields from `CalculatedSize`. `CalculatedSize`
now contains a boxed `Measure`.
 * Added `measurement` module to `bevy_ui`.
* Added the method `create_text_measure` to `TextPipeline`.
* Added a new system `measure_text_system` that runs before
`UiSystem::Flex` that creates a `MeasureFunc` for the text.
* Rescheduled  `text_system` to run after `UiSystem::Flex`.
* Added a trait `Measure`. A `Measure` is used to compute the size of a
UI node when the size of that node is based on its content.
* Added `ImageMeasure` and `TextMeasure` which implement `Measure`.
* Added a new component `UiImageSize` which is used by
`update_image_calculated_size_system` to track image size changes.
* Added a `UiImageSize` component to `ImageBundle`.

## Migration Guide

`ImageBundle` has a new component `UiImageSize` which contains the size
of the image bundle's texture and is updated automatically by
`update_image_calculated_size_system`

---------

Co-authored-by: François <mockersf@gmail.com>
2023-04-17 15:23:21 +00:00
JoJoJet
328347f44c
Add a missing safety invariant to System::run_unsafe (#7778)
# Objective

The implementation of `System::run_unsafe` for `FunctionSystem` requires
that the world is the same one used to initialize the system. However,
the `System` trait has no requirements that the world actually matches,
which makes this implementation unsound.

This was previously mentioned in
https://github.com/bevyengine/bevy/pull/7605#issuecomment-1426491871

Fixes part of #7833.

## Solution

Add the safety invariant that
`System::update_archetype_component_access` must be called prior to
`System::run_unsafe`. Since
`FunctionSystem::update_archetype_component_access` properly validates
the world, this ensures that `run_unsafe` is not called with a
mismatched world.

Most exclusive systems are not required to be run on the same world that
they are initialized with, so this is not a concern for them. Systems
formed by combining an exclusive system with a regular system *do*
require the world to match, however the validation is done inside of
`System::run` when needed.
2023-04-17 15:20:42 +00:00
Vladyslav Batyrenko
71fccb2897
Improve or-with disjoint checks (#7085)
# Objective

This PR attempts to improve query compatibility checks in scenarios
involving `Or` filters.

Currently, for the following two disjoint queries, Bevy will throw a
panic:

```
fn sys(_: Query<&mut C, Or<(With<A>, With<B>)>>, _: Query<&mut C, (Without<A>, Without<B>)>) {}
``` 

This PR addresses this particular scenario.

## Solution

`FilteredAccess::with` now stores a vector of `AccessFilters`
(representing a pair of `with` and `without` bitsets), where each member
represents an `Or` "variant".
Filters like `(With<A>, Or<(With<B>, Without<C>)>` are expected to be
expanded into `A * B + A * !C`.

When calculating whether queries are compatible, every `AccessFilters`
of a query is tested for incompatibility with every `AccessFilters` of
another query.

---

## Changelog

- Improved system and query data access compatibility checks in
scenarios involving `Or` filters

---------

Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-04-17 15:16:58 +00:00
Nicola Papale
c488b7089c
Fix pbr shader breaking on missing UVs (#8412)
# Objective

Fix #8409

Since `in` doesn't have a `uv` field when `VERTEX_UVS` is not defined,
it shouldn't be accessed outside of related `#ifdef`s
2023-04-17 06:22:34 +00:00
JoJoJet
0174d632a5
Add a scope API for world schedules (#8387)
# Objective

If you want to execute a schedule on the world using arbitrarily complex
behavior, you currently need to use "hokey-pokey strats": remove the
schedule from the world, do your thing, and add it back to the world.
Not only is this cumbersome, it's potentially error-prone as one might
forget to re-insert the schedule.

## Solution

Add the `World::{try}schedule_scope{ref}` family of functions, which is
a convenient abstraction over hokey pokey strats. This method
essentially works the same way as `World::resource_scope`.

### Example

```rust
// Run the schedule five times.
world.schedule_scope(MySchedule, |world, schedule| {
    for _ in 0..5 {
        schedule.run(world);
    }
});
```

---

## Changelog

Added the `World::schedule_scope` family of methods, which provide a way
to get mutable access to a world and one of its schedules at the same
time.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2023-04-16 05:09:33 +00:00
Nicola Papale
8df014fbaf
Add parallax mapping to bevy PBR (#5928)
# Objective

Add a [parallax mapping] shader to bevy. Please note that
this is a 3d technique, NOT a 2d sidescroller feature.

## Solution

- Add related fields to `StandardMaterial`
- update the pbr shader
- Add an example taking advantage of parallax mapping

A pre-existing implementation exists at:
https://github.com/nicopap/bevy_mod_paramap/

The implementation is derived from:

https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28

Further discussion on literature is found in the `bevy_mod_paramap`
README.

### Limitations

- The mesh silhouette isn't affected by the depth map.
- The depth of the pixel does not reflect its visual position, resulting
  in artifacts for depth-dependent features such as fog or SSAO
- GLTF does not define a height map texture, so somehow the user will
  always need to work around this limitation, though [an extension is in
  the works][gltf]

### Future work

- It's possible to update the depth in the depth buffer to follow the
  parallaxed texture. This would enable interop with depth-based
  visual effects, it also allows `discard`ing pixels of materials when
  computed depth is higher than the one in depth buffer
- Cheap lower quality single-sample method using [offset limiting]
- Add distance fading, to disable parallaxing (relatively expensive)
  on distant objects
- GLTF extension to allow defining height maps. Or a workaround
  implemented through a blender plugin to the GLTF exporter that
  uses the `extras` field to add height map.
- [Quadratic surface vertex attributes][oliveira_3] to enable parallax
  mapping on bending surfaces and allow clean silhouetting.
- noise based sampling, to limit the pancake artifacts.
- Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires
  preprocessing, increase depth map size, reduces sample count greatly.
- [Quadtree parallax mapping][qpm] (also requires preprocessing)
- Self-shadowing of parallax-mapped surfaces by modifying the shadow map
- Generate depth map from normal map [link to slides], [blender
question]


https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4

[blender question]:
https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map
[link to slides]:
https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf
[oliveira_3]:
https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf
[GPU gems]:
https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping
[simcity]:
https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/
[offset limiting]:
https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf
[gltf]: https://github.com/KhronosGroup/glTF/pull/2196
[qpm]:
https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf

---

## Changelog

- Add a `depth_map` field to the `StandardMaterial`, it is a grayscale
  image where white represents bottom and black the top. If `depth_map`
  is set, bevy's pbr shader will use it to do [parallax mapping] to
  give an increased feel of depth to the material. This is similar to a
  displacement map, but with infinite precision at fairly low cost.
- The fields `parallax_mapping_method`, `parallax_depth_scale` and
  `max_parallax_layer_count` allow finer grained control over the
  behavior of the parallax shader.
- Add the `parallax_mapping` example to show off the effect.

[parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-04-15 10:25:14 +00:00
JoJoJet
1074a41b87
Fix docs for fixed timestep (#8363)
# Objective

The docs for `FixedTime::expend` are unfinished.
2023-04-14 19:41:31 +00:00
Jannik Obermann
d47bb3e6e9
Sync pbr_types.wgsl StandardMaterial values (#8380)
# Objective

The default StandardMaterial values of `pbr_material.rs` and
`pbr_types.wgsl` are out of sync.
I think they are out of sync since
https://github.com/bevyengine/bevy/pull/7664.

## Solution

Adapt the values: `metallic = 0.0`, `perceptual_roughness = 0.5`.
2023-04-14 05:52:57 +00:00
ickshonpe
0cbabefbad
UiRect axes constructor (#7656)
# Objective

We don't have a constructor function for `UiRect` that sets uniform
horizontal and vertical values, even though it is a common pattern.

## Solution

Add a constructor function to `UiRect` called `axes`, that sets both
`left` and `right` to the same given horizontal value,
and sets both `top` and `bottom` to same given vertical value.

## Changelog

* Added a constructor function `axes` to `UiRect`.
2023-04-13 20:52:21 +00:00
Sam T
b9f3272177
added multi-line string formatting (#8350)
# Objective

fixes #8348

## Solution

- Uses multi-line string with backslashes allowing rustfmt to work
properly in the surrounding area.

---------

Co-authored-by: François <mockersf@gmail.com>
2023-04-13 18:00:17 +00:00
JoJoJet
c37a53d52d
Add a regression test for change detection between piped systems (#8368)
# Objective

The behavior of change detection within `PipeSystem` is very tricky and
subtle, and is not currently covered by any of our tests as far as I'm
aware.
2023-04-13 17:59:29 +00:00
James Liu
2ec38d1467
Inline more ECS functions (#8083)
# Objective
Upon closer inspection, there are a few functions in the ECS that are
not being inlined, even with the highest optimizations and LTO enabled:

- Almost all
[WorldQuery::init_fetch](9fd5f20e25/results/query_get.s (L57))
calls. Affects `Query::get` calls in hot loops. In particular, the
`WorldQuery` implementation for `()` is used *everywhere* as the default
filter and is effectively a no-op.
-
[Entities::get](9fd5f20e25/results/query_get.s (L39)).
Affects `Query::get`, `World::get`, and any component insertion or
removal.
-
[Entities::set](9fd5f20e25/results/entity_remove.s (L2487)).
Affects any component insertion or removal.
-
[Tick::new](9fd5f20e25/results/entity_insert.s (L1368)).
I've only seen this in component insertion and spawning.
 - ArchetypeRow::new
 - BlobVec::set_len

Almost all of these have trivial or even empty implementations or have
significant opportunity to be optimized into surrounding code when
inlined with LTO enabled.

## Solution
Inline them
2023-04-12 19:52:06 +00:00
JoJoJet
f3c7ccefc6
Fix panics and docs when using World schedules (#8364)
# Objective

The method `World::try_run_schedule` currently panics if the `Schedules`
resource does not exist, but it should just return an `Err`. Similarly,
`World::add_schedule` panics unnecessarily if the resource does not
exist.

Also, the documentation for `World::add_schedule` is completely wrong.

## Solution

When the `Schedules` resource does not exist, we now treat it the same
as if it did exist but was empty. When calling `add_schedule`, we
initialize it if it does not exist.
2023-04-12 19:29:08 +00:00
Olle Lukowski
14abff99f6
Improved AnimationPlugin declaration. (#8361)
# Objective

Fixes #8347.

## Solution

Implemented the suggested change to the `AnimationPlugin` declaration.
2023-04-12 19:27:38 +00:00
Jonah Henriksson
55e9ab7c92
Cleaned up panic messages (#8219)
# Objective

Fixes #8215 and #8152. When systems panic, it causes the main thread to
panic as well, which clutters the output.

## Solution

Resolves the panic in the multi-threaded scheduler. Also adds an extra
message that tells the user the system that panicked.

Using the example from the issue, here is what the messages now look
like:

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

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Update, panicking_system)
        .run();
}

fn panicking_system() {
    panic!("oooh scary");
}
```
### Before
```
   Compiling bevy_test v0.1.0 (E:\Projects\Rust\bevy_test)
    Finished dev [unoptimized + debuginfo] target(s) in 2m 58s
     Running `target\debug\bevy_test.exe`
2023-03-30T22:19:09.234932Z  INFO bevy_diagnostic::system_information_diagnostics_plugin::internal: SystemInfo { os: "Windows 10 Pro", kernel: "19044", cpu: "AMD Ryzen 5 2600 Six-Core Processor", core_count: "6", memory: "15.9 GiB" }
thread 'Compute Task Pool (5)' panicked at 'oooh scary', src\main.rs:11:5
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
thread 'Compute Task Pool (5)' panicked at 'A system has panicked so the executor cannot continue.: RecvError', E:\Projects\Rust\bevy\crates\bevy_ecs\src\schedule\executor\multi_threaded.rs:194:60
thread 'main' panicked at 'called `Option::unwrap()` on a `None` value', E:\Projects\Rust\bevy\crates\bevy_tasks\src\task_pool.rs:376:49
error: process didn't exit successfully: `target\debug\bevy_test.exe` (exit code: 101)
```
### After
```
   Compiling bevy_test v0.1.0 (E:\Projects\Rust\bevy_test)
    Finished dev [unoptimized + debuginfo] target(s) in 2.39s
     Running `target\debug\bevy_test.exe`
2023-03-30T22:11:24.748513Z  INFO bevy_diagnostic::system_information_diagnostics_plugin::internal: SystemInfo { os: "Windows 10 Pro", kernel: "19044", cpu: "AMD Ryzen 5 2600 Six-Core Processor", core_count: "6", memory: "15.9 GiB" }
thread 'Compute Task Pool (5)' panicked at 'oooh scary', src\main.rs:11:5
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Encountered a panic in system `bevy_test::panicking_system`!
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!
error: process didn't exit successfully: `target\debug\bevy_test.exe` (exit code: 101)
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-04-12 18:27:28 +00:00
JoJoJet
7ec89004dd
Only trigger state transitons if next_state != old_state (#8359)
# Objective

Fix #8191.

Currently, a state transition will be triggered whenever the `NextState`
resource has a value, even if that "transition" is to the same state as
the previous one. This caused surprising/meaningless behavior, such as
the existence of an `OnTransition { from: A, to: A }` schedule.

## Solution

State transition schedules now only run if the new state is not equal to
the old state. Change detection works the same way, only being triggered
when the states compare not equal.

---

## Changelog

- State transition schedules are no longer run when transitioning to and
from the same state.

## Migration Guide

State transitions are now only triggered when the exited and entered
state differ. This means that if the world is currently in state `A`,
the `OnEnter(A)` schedule (or `OnExit`) will no longer be run if you
queue up a state transition to the same state `A`.
2023-04-12 17:07:13 +00:00
James Liu
d623731e2c
Move event traces to detailed_trace! (#7732)
# Objective
Noticed while writing #7728 that we are using `trace!` logs in our event
functions. This has shown to have significant overhead, even trace level
logs are disabled globally, as seen in #7639.

## Solution
Use the `detailed_trace!` macro introduced in #7639. Also removed the
`event_trace` function that was only used in one location.

---

## Changelog
Changed: Event trace logs are now feature gated behind the
`detailed-trace` feature.
2023-04-11 03:37:58 +00:00
ira
52ee83e7e8
Fix viewport change detection (#8323)
# Objective

Fix #8321

## Solution

The `old_viewport_size` that is used to detect whether the viewport has
changed was not being updated and thus always `None`.
2023-04-10 20:41:32 +00:00
Liam Gallagher
dff071c2a8
Ability to set a Global Volume (#7706)
# Objective

Adds a new resource to control a global volume.
Fixes #7690

---

## Solution

Added a new resource to control global volume, this is then multiplied
with an audio sources volume to get the output volume, individual audio
sources can opt out of this my enabling the `absolute_volume` field in
`PlaybackSettings`.

---

## Changelog

### Added
- `GlobalVolume` a resource to control global volume (in prelude).
- `global_volume` field to `AudioPlugin` or setting the initial value of
`GlobalVolume`.
- `Volume` enum that can be `Relative` or `Absolute`.
- `VolumeLevel` struct for defining a volume level.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-04-10 14:08:43 +00:00
robtfm
cc8f023b3a
fix invalid bone weights (#8316)
# Objective

when a mesh uses zero for all bone weights, vertices end up in the
middle of the screen.

## Solution

we can address this by explicitly setting the first bone weight to 1
when the weights are given as zero. this is the approach taken by
[unity](https://forum.unity.com/threads/whats-the-problem-with-this-import-fbx-warning.133736/)
(although that also sets the bone index to zero) and
[three.js](94c1a4b86f/src/objects/SkinnedMesh.js (L98)),
and likely other engines.

## Alternatives

it does add a bit of overhead, and users can always fix this themselves,
though it's a bit awkward particularly with gltfs.

(note - this is for work so my sme status shouldn't apply)

---------

Co-authored-by: ira <JustTheCoolDude@gmail.com>
2023-04-10 07:49:53 +00:00
Nicola Papale
f32ee63fb1
Fix transform propagation of orphaned entities (#7264)
# Objective

- Fix #7263

This has nothing to do with #7024. This is for the case where the
user opted to **not** keep the same global transform on update.

## Solution

- Add a `RemovedComponent<Parent>` to `propagate_transforms`
- Add a `RemovedComponent<Parent>` and `Local<Vec<Entity>>` to
`sync_simple_transforms`
- Add test to make sure all of this works.

### Performance note

This should only incur a cost in cases where a parent is removed.

A minimal overhead (one look up in the `removed_components`
sparse set) per root entities without children which transform didn't
change. A `Vec` the size of the largest number of entities removed
with a `Parent` component in a single frame, and a binary search on
a `Vec` per root entities.

It could slow up considerably in situations where a lot of entities are
orphaned consistently during every frame, since
`sync_simple_transforms` is not parallel. But in this situation,
it is likely that the overhead of archetype updates overwhelms
everything.

---

## Changelog

- Fix the `GlobalTransform` not getting updated when `Parent` is removed

## Migration Guide

- If you called `bevy_transform::systems::sync_simple_transforms` and
`bevy_transform::systems::propagate_transforms` (which is not
re-exported by bevy) you need to account for the additional
`RemovedComponents<Parent>` parameter.

---------

Co-authored-by: vyb <vyb@users.noreply.github.com>
Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
2023-04-09 20:53:33 +00:00
Ashy
0d971a63e4
Added documentation to the fields within derived read-only types (#8334)
Fixes #8333

# Objective

Fixes issue which causes failure to compile if using
`#![deny(missing_docs)]`.

## Solution

Added some very basic commenting to the generated read-only fields.
honestly I feel this to be up for debate since the comments are very
basic and give very little useful information but the purpose of this PR
is to fix the issue at hand.

---

## Changelog

Added comments to the derive macro and the projects now successfully
compile.

---------

Co-authored-by: lupan <kallll5@hotmail.com>
2023-04-09 14:37:34 +00:00
Mikkel Rasmussen
e9312254d8
Non-breaking change* from UK spellings to US (#8291)
Fixes issue mentioned in PR #8285.

_Note: By mistake, this is currently dependent on #8285_
# Objective

Ensure consistency in the spelling of the documentation.

Exceptions:
`crates/bevy_mikktspace/src/generated.rs` - Has not been changed from
licence to license as it is part of a licensing agreement.

Maybe for further consistency,
https://github.com/bevyengine/bevy-website should also be given a look.

## Solution

### Changed the spelling of the current words (UK/CN/AU -> US) :
cancelled -> canceled (Breaking API changes in #8285)
behaviour -> behavior (Breaking API changes in #8285)
neighbour -> neighbor
grey -> gray
recognise -> recognize
centre -> center
metres -> meters
colour -> color

### ~~Update [`engine_style_guide.md`]~~ Moved to #8324 

---

## Changelog

Changed UK spellings in documentation to US

## Migration Guide

Non-breaking changes*

\* If merged after #8285
2023-04-08 16:22:46 +00:00
JoJoJet
3ead10a3e0
Suppress the clippy::type_complexity lint (#8313)
# Objective

The clippy lint `type_complexity` is known not to play well with bevy.
It frequently triggers when writing complex queries, and taking the
lint's advice of using a type alias almost always just obfuscates the
code with no benefit. Because of this, this lint is currently ignored in
CI, but unfortunately it still shows up when viewing bevy code in an
IDE.

As someone who's made a fair amount of pull requests to this repo, I
will say that this issue has been a consistent thorn in my side. Since
bevy code is filled with spurious, ignorable warnings, it can be very
difficult to spot the *real* warnings that must be fixed -- most of the
time I just ignore all warnings, only to later find out that one of them
was real after I'm done when CI runs.

## Solution

Suppress this lint in all bevy crates. This was previously attempted in
#7050, but the review process ended up making it more complicated than
it needs to be and landed on a subpar solution.

The discussion in https://github.com/rust-lang/rust-clippy/pull/10571
explores some better long-term solutions to this problem. Since there is
no timeline on when these solutions may land, we should resolve this
issue in the meantime by locally suppressing these lints.

### Unresolved issues

Currently, these lints are not suppressed in our examples, since that
would require suppressing the lint in every single source file. They are
still ignored in CI.
2023-04-06 21:27:36 +00:00
ira
585baf0a66
Consistent screen-space coordinates (#8306)
# Objective

Make the coordinate systems of screen-space items (cursor position, UI,
viewports, etc.) consistent.

## Solution

Remove the weird double inversion of the cursor position's Y origin.
Once in bevy_winit to the bottom and then again in bevy_ui back to the
top.
This leaves the origin at the top left like it is in every other popular
app framework.

Update the `world_to_viewport`, `viewport_to_world`, and
`viewport_to_world_2d` methods to flip the Y origin (as they should
since the viewport coordinates were always relative to the top left).

## Migration Guide

`Window::cursor_position` now returns the position of the cursor
relative to the top left instead of the bottom left.
This now matches other screen-space coordinates like
`RelativeCursorPosition`, UI, and viewports.

The `world_to_viewport`, `viewport_to_world`, and `viewport_to_world_2d`
methods on `Camera` now return/take the viewport position relative to
the top left instead of the bottom left.

If you were using `world_to_viewport` to position a UI node the returned
`y` value should now be passed into the `top` field on `Style` instead
of the `bottom` field.
Note that this might shift the position of the UI node as it is now
anchored at the top.

If you were passing `Window::cursor_position` to `viewport_to_world` or
`viewport_to_world_2d` no change is necessary.
2023-04-05 22:32:36 +00:00
ickshonpe
1a7f046c4d
Fix size of clipped text glyphs. (#8197)
# Objective

Text glyphs that were clipped were not sized correctly because the
transform extracted from the `extract_text_uinodes` had a scaling on it
that wasn't accounted for.

fixes #8167

## Solution

Remove the scaling from the transform and multiply the size of the
glyphs by the inverse of the scale factor.
2023-04-05 22:26:52 +00:00
ickshonpe
ff9f2234f3
UiImage helper functions (#8199)
# Objective

Add helper functions to `UiImage` for creating flipped images.

## Changelog

* Added `with_flip_x` and `with_flip_y` methods to `UiImage` that return
the `UiImage` flipped along the respective axis.
2023-04-05 22:19:46 +00:00
Hank Jordan
28046d5142
Expose AudioSink::empty() (#8145)
# Objective

Exposes `empty()` method for `AudioSink`.
Based on `0.10.0`, should be a non-breaking change.

---

## Changelog

- Expose `empty()` method for `AudioSink`
- Add `AudioSink::empty()` example

---------

Co-authored-by: hank <hank@hank.co.in>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-04-05 21:54:14 +00:00
ickshonpe
6e67d3e534
Remove the corresponding measure from Taffy when a CalculatedSize component is removed. (#8294)
# Objective

When a `CalculatedSize` component from a UI Node entity is removed, the
corresponding Taffy measure isn't removed which will mess up the layout
in confusing, unpredictable ways.

## Solution

Iterate through all the entities with removed `CalculatedSize`
components and remove the corresponding Taffy measures.
2023-04-05 21:29:29 +00:00
Mikkel Rasmussen
1575481429
Changed spelling linebreak_behaviour to linebreak_behavior (#8285)
# Objective

In the
[`Text`](3442a13d2c/crates/bevy_text/src/text.rs (L18))
struct the field is named: `linebreak_behaviour`, the British spelling
of _behavior_.
**Update**, also found: 
- `FileDragAndDrop::HoveredFileCancelled` 
- `TouchPhase::Cancelled`
- `Touches.just_cancelled`

The majority of all spelling is in the US but when you have a lot of
contributors across the world, sometimes
spelling differences can pop up in APIs such as in this case. 

For consistency, I think it would be worth a while to ensure that the
API is persistent.

Some examples:
`from_reflect.rs` has `DefaultBehavior`
TextStyle has `color` and uses the `Color` struct.
In `bevy_input/src/Touch.rs` `TouchPhase::Cancelled` and _canceled_ are
used interchangeably in the documentation

I've found that there is also the same type of discrepancies in the
documentation, though this is a low priority but is worth checking.
**Update**: I've now checked the documentation (See #8291)

## Solution

I've only renamed the inconsistencies that have breaking changes and
documentation pertaining to them. The rest of the documentation will be
changed via #8291.

Do note that the winit API is written with UK spelling, thus this may be
a cause for confusion:
`winit::event::TouchPhase::Cancelled => TouchPhase::Canceled`
`winit::event::WindowEvent::HoveredFileCancelled` -> Related to
`FileDragAndDrop::HoveredFileCanceled`

But I'm hoping to maybe outline other spelling inconsistencies in the
API, and maybe an addition to the contribution guide.

---

## Changelog

- `Text` field `linebreak_behaviour` has been renamed to
`linebreak_behavior`.
- Event `FileDragAndDrop::HoveredFileCancelled` has been renamed to
`HoveredFileCanceled`
- Function `Touches.just_cancelled` has been renamed to
`Touches.just_canceled`
- Event `TouchPhase::Cancelled` has been renamed to
`TouchPhase::Canceled`

## Migration Guide

Update where `linebreak_behaviour` is used to `linebreak_behavior`
Updated the event `FileDragAndDrop::HoveredFileCancelled` where used to
`HoveredFileCanceled`
Update `Touches.just_cancelled` where used as `Touches.just_canceled`
The event `TouchPhase::Cancelled` is now called `TouchPhase::Canceled`
2023-04-05 21:25:53 +00:00
IceSentry
c70776b3cf
Use RenderGraphApp in more places (#8298)
# Objective

- RenderGraphExt was merged, but only used in limited situations

## Solution

- Fix some remaining issues with the existing api
- Use the new api in the main pass and mass writeback
- Add CORE_2D and CORE_3D constant to make render_graph code shorter
2023-04-05 20:57:56 +00:00
Erik Šabič
0a17751d16
Minor mistake in Frustum::intersects_obb (#8305)
# Objective

Fix a minor mistake

## Solution

Replaced an extraction of a plane normal with an existing method
2023-04-05 19:37:59 +00:00
James Liu
21e1893c4f
Remove capacity fields from all Buffer wrapper types (#8301)
# Objective
While working on #8299, I noticed that we're using a `capacity` field,
even though `wgpu::Buffer` exposes a `size` accessor that does the same
thing.

## Solution
Remove it from all buffer wrappers. Use `wgpu::Buffer::size` instead.
Default to 0 if no buffer has been allocated yet.
2023-04-04 20:12:31 +00:00
James Liu
63d89d31ba
Remove unnecesssary values Vec from DynamicUniformBuffer and DynamicStorageBuffer (#8299)
# Objective
Fixes #8284. `values` is being pushed to separately from the actual
scratch buffer in `DynamicUniformBuffer::push` and
`DynamicStorageBuffer::push`. In both types, `values` is really only
used to track the number of elements being added to the buffer, yet is
causing extra allocations, size increments and excess copies.

## Solution
Remove it and its remaining uses. Replace it with accesses to `scratch`
instead.

I removed the `len` accessor, as it may be non-trivial to compute just
from `scratch`. If this is still desirable to have, we can keep a `len`
member field to track it instead of relying on `scratch`.
2023-04-04 20:12:19 +00:00
Aceeri
ed50c8b4d9
Make state private and only accessible through getter for State resource (#8009)
# Objective
State requires a kind of awkward `state.0` to get the current state and
exposes the field directly to manipulation.

## Solution
Make it accessible through a getter method as well as privatize the
field to make sure false assumptions about setting the state aren't
made.

## Migration Guide
- Use `State::get` instead of accessing the tuple field directly.
2023-04-04 01:25:54 +00:00
IceSentry
614de3019c
Add RenderGraphApp to simplify adding render nodes (#8007)
# Objective

- Adding a node to the render_graph can be quite verbose and error prone
because there's a lot of moving parts to it.

## Solution

- Encapsulate this in a simple utility method
	- Mostly intended for optional nodes that have specific ordering
- Requires that the `Node` impl `FromWorld`, but every internal node is
built using a new function taking a `&mut World` so it was essentially
already `FromWorld`
- Use it for the bloom, fxaa and taa, nodes. 
- The main nodes don't use it because they rely more on the order of
many nodes being added

---

## Changelog

- Impl `FromWorld` for `BloomNode`, `FxaaNode` and `TaaNode`
- Added `RenderGraph::add_node_edges()`
- Added `RenderGraph::sub_graph()`
- Added `RenderGraph::sub_graph_mut()`
- Added `RenderGraphApp`, `RenderGraphApp::add_render_graph_node`,
`RenderGraphApp::add_render_graph_edges`,
`RenderGraphApp::add_render_graph_edge`

## Notes

~~This was taken out of https://github.com/bevyengine/bevy/pull/7995
because it works on it's own. Once the linked PR is done, the new
`add_node()` will be simplified a bit since the input/output params
won't be necessary.~~

This feature will be useful in most of the upcoming render nodes so it's
impact will be more relevant at that point.

Partially fixes #7985 

## Future work

* Add a way to automatically label nodes or at least make it part of the
trait. This would remove one more field from the functions added in this
PR
* Use it in the main pass 2d/3d

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-04-04 00:50:22 +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
JoJoJet
b423e6ee15
Extend the WorldQuery macro to tuple structs (#8119)
# Objective

The `#[derive(WorldQuery)]` macro currently only supports structs with
named fields.

Same motivation as #6957. Remove sharp edges from the derive macro, make
it just work more often.

## Solution

Support tuple structs.

---

## Changelog

+ Added support for tuple structs to the `#[derive(WorldQuery)]` macro.
2023-04-04 00:49:03 +00:00
Zhixing Zhang
2aaaed7f69
Make bevy_render an optional dependency of bevy_scene (#8136)
# Objective

bevy-scene does not have a reason to depend on bevy-render except to
include the `Visibility` and `ComputedVisibility` components. Including
that in the dependency chain is unnecessary for people not using
`bevy_render`.

Also fixed a problem where compilation fails when the `serialize`
feature was not enabled.

## Solution

This was added in #5335 to address some of the problems caused by #5310.

Imo the user just always have to remember to include `VisibilityBundle`
when they spawn `SceneBundle` or `DynamicSceneBundle`, but that will be
a breaking change. This PR makes `bevy_render` an optional dependency of
`bevy_scene` instead to respect the existing behavior.
2023-04-03 21:23:26 +00:00
JoJoJet
086db6d22f
Update increment_change_tick to return a strongly-typed Tick (#8295)
# Objective

While migrating the engine to use the `Tick` type in #7905, I forgot to
update `UnsafeWorldCell::increment_change_tick`.

## Solution

Update the function.

---

## Changelog

- The function `UnsafeWorldCell::increment_change_tick` is now
strongly-typed, returning a value of type `Tick` instead of a raw `u32`.

## Migration Guide

The function `UnsafeWorldCell::increment_change_tick` is now
strongly-typed, returning a value of type `Tick` instead of a raw `u32`.
2023-04-03 17:42:27 +00:00
Elabajaba
09f1bd0be7
Add port of AMD's Robust Contrast Adaptive Sharpening (#7422)
# Objective

TAA, FXAA, and some other post processing effects can cause the image to
become blurry. Sharpening helps to counteract that.

## Solution

~~This is a port of AMD's Contrast Adaptive Sharpening (I ported it from
the
[SweetFX](https://github.com/CeeJayDK/SweetFX/blob/master/Shaders/CAS.fx)
version, which is still MIT licensed). CAS is a good sharpening
algorithm that is better at avoiding the full screen oversharpening
artifacts that simpler algorithms tend to create.~~

This is a port of AMD's Robust Contrast Adaptive Sharpening (RCAS) which
they developed for FSR 1 ([and continue to use in FSR
2](149cf26e12/src/ffx-fsr2-api/shaders/ffx_fsr1.h (L599))).
RCAS is a good sharpening algorithm that is better at avoiding the full
screen oversharpening artifacts that simpler algorithms tend to create.

---

## Future Work

- Consider porting this to a compute shader for potentially better
performance. (In my testing it is currently ridiculously cheap (0.01ms
in Bistro at 1440p where I'm GPU bound), so this wasn't a priority,
especially since it would increase complexity due to still needing the
non-compute version for webgl2 support).

---

## Changelog

- Added Contrast Adaptive Sharpening.

---------

Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2023-04-02 20:14:01 +00:00
JMS55
f0f5d79917
Built-in skybox (#8275)
# Objective

- Closes https://github.com/bevyengine/bevy/issues/8008

## Solution

- Add a skybox plugin that renders a fullscreen triangle, and then
modifies the vertices in a vertex shader to enforce that it renders as a
skybox background.
- Skybox is run at the end of MainOpaquePass3dNode.
- In the future, it would be nice to get something like bevy_atmosphere
built-in, and have a default skybox+environment map light.

---

## Changelog

- Added `Skybox`.
- `EnvironmentMapLight` now renders in the correct orientation.

## Migration Guide
- Flip `EnvironmentMapLight` maps if needed to match how they previously
rendered (which was backwards).

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
2023-04-02 10:57:12 +00:00
Gajo Petrovic
9079f6d976
Fix UI node docs (#8287)
# Objective

- Fix some (probably) incorrect docs.
2023-04-02 00:02:01 +00:00
Sludge
d193d7f537
Reflect Component and Default of BloomSettings (#8283)
These traits are both implemented, but not reflected, requiring user
code to do `app.register_type_data::<BloomSettings,
ReflectDefault>().register_type_data::<BloomSettings,
ReflectComponent>()` to make these usable via reflection.
2023-04-01 18:59:41 +00:00
JoJoJet
3442a13d2c
Use UnsafeWorldCell to increase code quality for SystemParam (#8174)
# Objective

The type `&World` is currently in an awkward place, since it has two
meanings:
1. Read-only access to the entire world.
2. Interior mutable access to the world; immutable and/or mutable access
to certain portions of world data.

This makes `&World` difficult to reason about, and surprising to see in
function signatures if one does not know about the interior mutable
property.

The type `UnsafeWorldCell` was added in #6404, which is meant to
alleviate this confusion by adding a dedicated type for interior mutable
world access. However, much of the engine still treats `&World` as an
interior mutable-ish type. One of those places is `SystemParam`.

## Solution

Modify `SystemParam::get_param` to accept `UnsafeWorldCell` instead of
`&World`. Simplify the safety invariants, since the `UnsafeWorldCell`
type encapsulates the concept of constrained world access.

---

## Changelog

`SystemParam::get_param` now accepts an `UnsafeWorldCell` instead of
`&World`. This type provides a high-level API for unsafe interior
mutable world access.

## Migration Guide

For manual implementers of `SystemParam`: the function `get_item` now
takes `UnsafeWorldCell` instead of `&World`. To access world data, use:

* `.get_entity()`, which returns an `UnsafeEntityCell` which can be used
to access component data.
* `get_resource()` and its variants, to access resource data.
2023-04-01 15:45:07 +00:00
fren_gor
253db50c63
Fix typo in bevy_reflect README (#8281)
# Objective

Fix typo in bevy_reflect README: `MyType` is a struct and not a trait,
so `&dyn MyType` is incorrect.

## Solution

Replace `&dyn MyType` with `&dyn DoThing`
2023-04-01 03:01:44 +00:00
JoJoJet
ae39b07d26
Replace some unsafe system executor code with safe code (#8274)
# Objective

The function `SyncUnsafeCell::from_mut` returns `&SyncUnsafeCell<T>`,
even though it could return `&mut SyncUnsafeCell<T>`. This means it is
not possible to call `get_mut` on the returned value, so you need to use
unsafe code to get exclusive access back.

## Solution

Return `&mut Self` instead of `&Self` in `SyncUnsafeCell::from_mut`.
This is consistent with my proposal for `UnsafeCell::from_mut`:
https://github.com/rust-lang/libs-team/issues/198.

Replace an unsafe pointer dereference with a safe call to `get_mut`.

---

## Changelog

+ The function `bevy_utils::SyncUnsafeCell::get_mut` now returns a value
of type `&mut SyncUnsafeCell<T>`. Previously, this returned an immutable
reference.

## Migration Guide

The function `bevy_utils::SyncUnsafeCell::get_mut` now returns a value
of type `&mut SyncUnsafeCell<T>`. Previously, this returned an immutable
reference.
2023-03-31 21:56:49 +00:00
JoJoJet
711efed018
Fix inaccurate documentation on `QueryState::for_each_unchecked (#8277)
# Objective

The documentation on `QueryState::for_each_unchecked` incorrectly says
that it can only be used with read-only queries.

## Solution

Remove the inaccurate sentence.
2023-03-31 16:54:36 +00:00
Jannik Obermann
f201a9df39
Fix CubicCurve::iter_samples iteration count (#8049)
# Objective

Fix `CubicCurve::iter_samples` iteration count.

## Solution

If I understand the function and the docs correctly, this should iterate
over `0..=subdivisions` instead of `0..subdivisions`.
For example: Now the iteration returns 3 points at `subdivisions = 2`,
as indicated in the documentation.
2023-03-31 08:15:21 +00:00
JoJoJet
a954f3e150
Remove #[system_param(ignore)] and #[world_query(ignore)] (#8265)
# Objective

Follow-up to #8030.

Now that `SystemParam` and `WorldQuery` are implemented for
`PhantomData`, the `ignore` attributes are now unnecessary.

---

## Changelog

- Removed the attributes `#[system_param(ignore)]` and
`#[world_query(ignore)]`.

## Migration Guide

The attributes `#[system_param(ignore)]` and `#[world_query]` ignore
have been removed. If you were using either of these with `PhantomData`
fields, you can simply remove the attribute:

```rust
#[derive(SystemParam)]
struct MyParam<'w, 's, Marker> {
    ...
    // Before:
    #[system_param(ignore)
    _marker: PhantomData<Marker>,

    // After:
    _marker: PhantomData<Marker>,
}
#[derive(WorldQuery)]
struct MyQuery<Marker> {
    ...
    // Before:
    #[world_query(ignore)
    _marker: PhantomData<Marker>,

    // After:
    _marker: PhantomData<Marker>,
}
```

If you were using this for another type that implements `Default`,
consider wrapping that type in `Local<>` (this only works for
`SystemParam`):

```rust
#[derive(SystemParam)]
struct MyParam<'w, 's> {
    // Before:
    #[system_param(ignore)]
    value: MyDefaultType, // This will be initialized using `Default` each time `MyParam` is created.

    // After:
    value: Local<MyDefaultType>, // This will be initialized using `Default` the first time `MyParam` is created.
}
```

If you are implementing either trait and need to preserve the exact
behavior of the old `ignore` attributes, consider manually implementing
`SystemParam` or `WorldQuery` for a wrapper struct that uses the
`Default` trait:

```rust
// Before:

#[derive(WorldQuery)
struct MyQuery {
   #[world_query(ignore)]
    str: String,
}

// After:

#[derive(WorldQuery)
struct MyQuery {
    str: DefaultQuery<String>,
}

pub struct DefaultQuery<T: Default>(pub T);

unsafe impl<T: Default> WorldQuery for DefaultQuery<T> {
    type Item<'w> = Self;
    ...
    unsafe fn fetch<'w>(...) -> Self::Item<'w> {
        Self(T::default())
    }
}
```
2023-03-30 23:02:25 +00:00
JoJoJet
98954311b3
Use actual tests for SystemParam regression tests (#8270)
# Objective

Our regression tests for `SystemParam` currently consist of a bunch of
loosely dispersed struct definitions. This is messy, and doesn't fully
test their functionality.

## Solution

Group the struct definitions into functions annotated with `#[test]`.
This not only makes the module more organized, but it allows us to call
`assert_is_system`, which has the potential to catch some bugs that
would have been missed with the old approach. Also, this approach is
consistent with how `WorldQuery` regression tests are organized.
2023-03-30 21:47:36 +00:00
Edgar Geier
300b275edc
run_if for SystemConfigs via anonymous system sets (#7676)
# Objective

- Fixes #7659

## Solution

The idea of anonymous system sets or "implicit hidden organizational
sets" was briefly mentioned by @cart here:
https://github.com/bevyengine/bevy/pull/7634#issuecomment-1428619449.

- `Schedule::add_systems` creates an implicit, anonymous system set of
all systems in `SystemConfigs`.
- All dependencies and conditions from the `SystemConfigs` are now
applied to the implicit system set, instead of being applied to each
individual system. This should not change the behavior, AFAIU, because
`before`, `after`, `run_if` and `ambiguous_with` are transitive
properties from a set to its members.
- The newly added `AnonymousSystemSet` stores the names of its members
to provide better error messages.
- The names are stored in a reference counted slice, allowing fast
clones of the `AnonymousSystemSet`.
- However, only the pointer of the slice is used for hash and equality
operations
- This ensures that two `AnonymousSystemSet` are not equal, even if they
have the same members / member names.
- So two identical `add_systems` calls will produce two different
`AnonymousSystemSet`s.
  - Clones of the same `AnonymousSystemSet` will be equal.

## Drawbacks
If my assumptions are correct, the observed behavior should stay the
same. But the number of system sets in the `Schedule` will increase with
each `add_systems` call. If this has negative performance implications,
`add_systems` could be changed to only create the implicit system set if
necessary / when a run condition was added.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-30 21:39:10 +00:00
Edgar Geier
a1d771a772
Remove base set error variants of ScheduleBuildError (#8269)
# Objective

With the removal of base sets, some variants of `ScheduleBuildError` can
never occur and should be removed.

## Solution

- Remove the obsolete variants of `ScheduleBuildError`.
- Also fix a doc comment which mentioned base sets.

---

## Changelog

### Removed

- Remove `ScheduleBuildError::SystemInMultipleBaseSets` and
`ScheduleBuildError::SetInMultipleBaseSets`.
2023-03-30 20:32:50 +00:00
JoJoJet
3533c3dae9
Improve documentation for set_if_neq (#8254)
# Objective

Reword the documentation for `set_if_neq` and add a doctest.
2023-03-30 15:43:13 +00:00
JoJoJet
d9113cca6f
Make #[system_param(ignore)] and #[world_query(ignore)] unnecessary (#8030)
# Objective

When using `PhantomData` fields with the `#[derive(SystemParam)]` or
`#[derive(WorldQuery)]` macros, the user is required to add the
`#[system_param(ignore)]` attribute so that the macro knows to treat
that field specially. This is undesirable, since it makes the macro more
fragile and less consistent.

## Solution

Implement `SystemParam` and `WorldQuery` for `PhantomData`. This makes
the `ignore` attributes unnecessary.

Some internal changes make the derive macro compatible with types that
have invariant lifetimes, which fixes #8192. From what I can tell, this
fix requires `PhantomData` to implement `SystemParam` in order to ensure
that all of a type's generic parameters are always constrained.

---

## Changelog

+ Implemented `SystemParam` and `WorldQuery` for `PhantomData<T>`.
+ Fixed a miscompilation caused when invariant lifetimes were used with
the `SystemParam` macro.
2023-03-30 15:12:26 +00:00
JoJoJet
f219a08907
Simplify Clone for ThinSlicePtr (#8247)
# Objective

The type `ThinSlicePtr` has a manual implementation of `Clone` that
manually clones each field. Since this type implements `Copy`, we can
change this implementation to simply dereference `&self`.
2023-03-30 10:22:09 +00:00
JoJoJet
dbb9e428cd
Miscellaneous cleanups to World::resource_scope (#8256)
# Objective

* Make a safety comment less tautological.
* Clearly document that the function can run user code.
* Other small changes.
2023-03-30 10:17:08 +00:00
Rob Parrett
a141aed67d
Format SystemState doc example code (#8261)
# Objective

I noticed some funky whitespace in the examples in the
[`SystemState`](https://docs.rs/bevy/latest/bevy/ecs/system/struct.SystemState.html#example)
doc examples.

## Solution

Semi-manually reformatted these particular code blocks and hid some of
the imports and boilerplate not relevant to the example.


([format_code_in_doc_comments](https://rust-lang.github.io/rustfmt/?version=v1.5.1&search=#format_code_in_doc_comments)
seemingly has a bunch of issues and has not been stabilized)
2023-03-30 10:06:05 +00:00
Robert Walter
5f0abbfd15
Make standard commands more ergonomic (in niche cases) (#8249)
# Objective

I ran into a case where I need to create a `CommandQueue` and push
standard `Command` actions like `Insert` or `Remove` to it manually. I
saw that `Remove` looked as follows:

```rust
struct Remove<T> {
  entity: Entity,
  phantom: PhantomData<T>
}
```

so naturally, I tried to use `Remove::<Foo>::from(entity)` but it didn't
exist. We need to specify the `PhantomData` explicitly when creating
this command action. The same goes for `RemoveResource` and
`InitResource`

## Solution

This PR implements the following:

- `From<Entity>` for `Remove<T>`
- `Default` for `RemoveResource` and `InitResource`
- use these traits in the implementation of methods of `Commands`
- rename `phantom` field on the structs above to `_phantom` to have a
more uniform field naming scheme for the command actions

---

## Changelog

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

- Added: implemented `From<Entity>` for `Remove<T>` and `Default` for
`RemoveResource` and `InitResource` for ergonomics

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-03-29 18:27:48 +00:00
François
36ada9dd4e
Fix segfault with 2d gizmos (#8223)
# Objective

- Don't segfault with gizmos in 2d
- Fixes #8144, Fixes #8211 

## Solution

- Don't use depth in 2d
2023-03-29 18:05:03 +00:00
IceSentry
0859f675c3
Use the prepass normal texture in main pass when possible (#8231)
# Objective

- We support enabling a normal prepass, but the main pass never actually
uses it and recomputes the normals in the main pass. This isn't ideal
since it's doing redundant work.

## Solution

- Use the normal texture from the prepass in the main pass

## Notes

~~I used `NORMAL_PREPASS_ENABLED` as a shader_def because
`NORMAL_PREPASS` is currently used to signify that it is running in the
prepass while this shader_def need to indicate the prepass is done and
the normal prepass was ran before. I'm not sure if there's a better way
to name this.~~
2023-03-29 18:04:40 +00:00
ira
0893852c40
Document bevy_gizmos (#8186)
# Objective
Fix #8179

## Solution
- Added `#![warn(missing_docs)]` and document all public items. All
methods on `Gizmos` have doc examples.
- Expanded the docs on the module/crate. Some unfortunate duplication
there :/
- Moved the methods from `GizmoBuffer` to be directly on `Gizmos` and
made `GizmoBuffer` private. This means the methods on `Gizmos` will show
up on its doc page.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2023-03-28 20:58:02 +00:00
Ame
bb63ad7fab
Re-export glam_assert feature (#8232)
# Objective

- Allow the use of the "glam _assert" feature to help catch runtime
errors and validate the arguments passed to glam.

e.g.
```rs
// Will panic if self is zero length when glam_assert is enabled.
    pub fn normalize(self) -> Self {
        let normalized = self.mul(self.length_recip());
        glam_assert!(normalized.is_finite());
        normalized
    }
```

## Solution

- Re-export the optional feature glam_assert

---

## Changelog

Added: Optional feature "glam_assert"
2023-03-28 20:18:50 +00:00
Asier Illarramendi
e2b8cc836b
Improve UI update_clipping_system comments (#8147)
# Objective

- Improve `update_clipping_system` comments

## Solution

- Add extra comments
- Reorder `CalculatedClip` updating `match` so it's reads `(old, new)`
vs previous `(new, old)`
- Remove `clone` on children iteration

---------

Co-authored-by: ickshonpe <27962798+ickshonpe@users.noreply.github.com>
2023-03-28 20:18:02 +00:00
KernelUwU
95aa387cd0
Added WebP image format support (#8220)
# Objective

WebP is a modern image format developed by Google that offers a
significant reduction in file size compared to other image formats such
as PNG and JPEG, while still maintaining good image quality. This makes
it particularly useful for games with large numbers of images, such as
those with high-quality textures or detailed sprites, where file size
and loading times can have a significant impact on performance.

By adding support for WebP images in Bevy, game developers using this
engine can now take advantage of this modern image format and reduce the
memory usage and loading times of their games. This improvement can
ultimately result in a better gaming experience for players.

In summary, the objective of adding WebP image format support in Bevy is
to enable game developers to use a modern image format that provides
better compression rates and smaller file sizes, resulting in faster
loading times and reduced memory usage for their games.

## Solution

To add support for WebP images in Bevy, this pull request leverages the
existing `image` crate support for WebP. This implementation is easily
integrated into the existing Bevy asset-loading system. To maintain
compatibility with existing Bevy projects, WebP image support is
disabled by default, and developers can enable it by adding a feature
flag to their project's `Cargo.toml` file. With this feature, Bevy
becomes even more versatile for game developers and provides a valuable
addition to the game engine.

---

## Changelog

- Added support for WebP image format in Bevy game engine

## Migration Guide

To enable WebP image support in your Bevy project, add the following
line to your project's Cargo.toml file:

```toml
bevy = { version = "*", features = ["webp"]}
```
2023-03-28 19:53:55 +00:00
UncleScientist
90579933f8
Fix typo in condition.rs (#8238)
# Objective

- Fixes a typo in the docs

## Solution

- Corrected the wording
2023-03-28 17:03:39 +00:00
James O'Brien
ae31361949
Split opaque and transparent phases (#8090)
# Objective

Fixes #8089. 

## Solution

Splits the MainPass3dNode into 2 nodes, one for the opaque + alpha
passes and one for the transparent pass.

---

## Changelog
- Split MainPass3dNode into MainOpaquePass3dNode and
MainTransparentPass3dNode
- Combine opaque and alpha phases in MainOpaquePass3dNode into one pass
- Create `START_MAIN_PASS` and `END_MAIN_PASS` empty nodes as labels
- Main pass becomes `START_MAIN_PASS -> MAIN_OPAQUE_PASS ->
MAIN_TRANSPARENT_PASS -> END_MAIN_PASS`

## Migration Guide

Nodes that previously added edges involving `MAIN_PASS` should now add
edges to or from `START_MAIN_PASS` or `END_MAIN_PASS` respectively.
2023-03-28 06:35:16 +00:00
JMS55
53667dea56
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)

# Objective

- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663

## Solution

- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA

## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
  - Historical depth based disocclusion tests, for geometry disocclusion
  - Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter

---

## Changelog

- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings

---------

Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
Testare
3d8c7681a7
Bugfix: Scene reload fix (nonbreaking) (#7951)
# Objective

Fix a bug with scene reload.

(This is a copy of #7570 but without the breaking API change, in order
to allow the bugfix to be introduced in 0.10.1)

When a scene was reloaded, it was corrupting components that weren't
native to the scene itself. In particular, when a DynamicScene was
created on Entity (A), all components in the scene without parents are
automatically added as children of Entity (A). But if that scene was
reloaded and the same ID of Entity (A) was a scene ID as well*, that
parent component was corrupted, causing the hierarchy to become
malformed and bevy to panic.


*For example, if Entity (A)'s ID was 3, and the scene contained an
entity with ID 3

This issue could affect any components that:
* Implemented `MapEntities`, basically components that contained
references to other entities
* Were added to entities from a scene file but weren't defined in the
scene file

- Fixes #7529 

## Solution

The solution was to keep track of entities+components that had
`MapEntities` functionality during scene load, and only apply the entity
update behavior to them. They were tracked with a HashMap from the
component's TypeID to a vector of entity ID's. Then the
`ReflectMapEntities` struct was updated to hold a function that took a
list of entities to be applied to, instead of naively applying itself to
all values in the EntityMap.

(See this PR comment
https://github.com/bevyengine/bevy/pull/7570#issuecomment-1432302796 for
a story-based explanation of this bug and solution)

## Changelog

### Fixed
- Components that implement `MapEntities` added to scene entities after
load are not corrupted during scene reload.
2023-03-27 22:18:45 +00:00
Trevor Lovell
464d35aef5
docs: update docs and comments that still refer to stages (#8156)
# Objective
Documentation should no longer be using pre-stageless terminology to
avoid confusion.

## Solution
- update all docs referring to stages to instead refer to sets/schedules
where appropriate
- also mention `apply_system_buffers` for anything system-buffer-related
that previously referred to buffers being applied "at the end of a
stage"
2023-03-27 21:50:21 +00:00
张林伟
8ff7e0dc5c
Register missing types in bevy_window (#7993)
# Objective

-  Fixes https://github.com/bevyengine/bevy/issues/7990.

## Solution

- Register needed types, verified pasted code in issue works.

Do I need to register more `Option<T>` types?
2023-03-27 21:48:29 +00:00
Gino Valente
5e5a305d43
bevy_reflect: Fix trailing comma breaking derives (#8014)
# Objective

Fixes #7989

Based on #7991 by @CoffeeVampir3

## Solution

There were three parts to this issue:
1. `extend_where_clause` did not account for the optionality of a where
clause's trailing comma
    ```rust
    // OKAY
    struct Foo<T> where T: Asset, {/* ... */}
    // ERROR
    struct Foo<T> where T: Asset {/* ... */}
    ```
2. `FromReflect` derive logic was not actively using
`extend_where_clause` which led to some inconsistencies (enums weren't
adding _any_ additional bounds even)
3. Using `extend_where_clause` in the `FromReflect` derive logic meant
we had to optionally add `Default` bounds to ignored fields iff the
entire item itself was not already `Default` (otherwise the definition
for `Handle<T>` wouldn't compile since `HandleType` doesn't impl
`Default` but `Handle<T>` itself does)

---

## Changelog

- Fixed issue where a missing trailing comma could break the reflection
derives
2023-03-27 21:47:33 +00:00
Ababwa
846b748c6f
Dither fix (#7977)
- Fixes #7965
- Code quality improvements.
- Removes the unreferenced function `dither` in pbr_functions.wgsl
introduced in 72fbcc7, but made obsolete in c069c54.
- Makes the reference to `screen_space_dither` in pbr.wgsl conditional
on `#ifdef TONEMAP_IN_SHADER`, as the required import is conditional on
the same, as deband dithering can only occur if tonemapping is also
occurring.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-27 21:27:04 +00:00
Sergey Vikhirev
9784186fc6
Add ReflectComponent registration for Sprite (#8207)
# Objective

- `Sprite` components are not included in scene (de)serialization.
- Fixes #8206

## Solution

- Add `#[reflect(Component, Default)]` to `Sprite`
- Add `#[derive(FromReflect)]` to `Sprite` and `Anchor`

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-27 21:18:10 +00:00
Valaphee The Meerkat
aef643cf50
Make bevy_winit/trace optional in trace feature (#8225)
# Objective

Bevy with
```
default-features = false
features = [
   "trace_tracy"
]
```
will fail due to `error: The platform you're compiling for is not
supported by winit`

## Solution

- Make bevy_winit/trace optional in trace feature
2023-03-26 23:03:38 +00:00
orzogc
e71078af49
Or<T> should be a new type of PhantomData<T> (#8212)
# Objective

`Or<T>` should be a new type of `PhantomData<T>` instead of `T`.

## Solution

Make `Or<T>` a new type of `PhantomData<T>`.

## Migration Guide

`Or<T>` is just used as a type annotation and shouldn't be constructed.
2023-03-26 01:38:16 +00:00
Paul Hüber
4f16d6e0dc
Fix documentation on RegularPolygon (#8164)
A `RegularPolygon` is described by the circumscribed radius, not the
inscribed radius.

## Objective

- Correct documentation for `RegularPolygon`

## Solution

- Use the correct term

---------

Co-authored-by: Paul Hüber <phueber@kernsp.in>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-03-22 23:17:13 +00:00
JoJoJet
ce33354cee
Fix field visibility for read-only WorldQuery types (#8163)
# Objective

When using the `#[derive(WorldQuery)]` macro, the `ReadOnly` struct
generated has default (private) visibility for each field, regardless of
the visibility of the original field.

## Solution

For each field of a read-only `WorldQuery` variant, use the visibility
of the associated field defined on the original struct.
2023-03-22 17:49:42 +00:00
JoJoJet
27f2265e11
Fix name conflicts caused by the SystemParam and WorldQuery macros (#8012)
# Objective

Fix #1727
Fix #8010

Meta types generated by the `SystemParam` and `WorldQuery` derive macros
can conflict with user-defined types if they happen to have the same
name.

## Solution

In order to check if an identifier would conflict with user-defined
types, we can just search the original `TokenStream` passed to the macro
to see if it contains the identifier (since the meta types are defined
in an anonymous scope, it's only possible for them to conflict with the
struct definition itself). When generating an identifier for meta types,
we can simply check if it would conflict, and then add additional
characters to the name until it no longer conflicts with anything.

The `WorldQuery` "Item" and read-only structs are a part of a module's
public API, and thus it is intended for them to conflict with
user-defined types.
2023-03-22 15:45:25 +00:00
JoJoJet
daa1b0209a
Check for conflicting accesses in assert_is_system (#8154)
# Objective

The function `assert_is_system` is used in documentation tests to ensure
that example code actually produces valid systems. Currently,
`assert_is_system` just checks that each function parameter implements
`SystemParam`. To further check the validity of the system, we should
initialize the passed system so that it will be checked for conflicting
accesses. Not only does this enforce the validity of our examples, but
it provides a convenient way to demonstrate conflicting accesses via a
`should_panic` example, which is nicely rendered by rustdoc:

![should_panic
example](https://user-images.githubusercontent.com/21144246/226767682-d1c2f6b9-fc9c-4a4f-a4c4-c7f6070a115f.png)

## Solution

Initialize the system with an empty world to trigger its internal access
conflict checks.

---

## Changelog

The function `bevy::ecs::system::assert_is_system` now panics when
passed a system with conflicting world accesses, as does
`assert_is_read_only_system`.

## Migration Guide

The functions `assert_is_system` and `assert_is_read_only_system` (in
`bevy_ecs::system`) now panic if the passed system has invalid world
accesses. Any tests that called this function on a system with invalid
accesses will now fail. Either fix the system's conflicting accesses, or
specify that the test is meant to fail:

1. For regular tests (that is, functions annotated with `#[test]`), add
the `#[should_panic]` attribute to the function.
2. For documentation tests, add `should_panic` to the start of the code
block: ` ```should_panic`
2023-03-22 13:35:55 +00:00
James Liu
6dda873ddc
Reduce branching when inserting components (#8053)
# Objective
We're currently using an unconditional `unwrap` in multiple locations
when inserting bundles into an entity when we know it will never fail.
This adds a large amount of extra branching that could be avoided on in
release builds.

## Solution
Use `DebugCheckedUnwrap` in bundle insertion code where relevant. Add
and update the safety comments to match.

This should remove the panicking branches from release builds, which has
a significant impact on the generated code:
https://github.com/james7132/bevy_asm_tests/compare/less-panicking-bundles#diff-e55a27cfb1615846ed3b6472f15a1aed66ed394d3d0739b3117f95cf90f46951R2086
shows about a 10% reduction in the number of generated instructions for
`EntityMut::insert`, `EntityMut::remove`, `EntityMut::take`, and related
functions.

---------

Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-21 20:37:25 +00:00
IceSentry
2c21d423fd
Make render graph slots optional for most cases (#8109)
# Objective

- Currently, the render graph slots are only used to pass the
view_entity around. This introduces significant boilerplate for very
little value. Instead of using slots for this, make the view_entity part
of the `RenderGraphContext`. This also means we won't need to have
`IN_VIEW` on every node and and we'll be able to use the default impl of
`Node::input()`.

## Solution

- Add `view_entity: Option<Entity>` to the `RenderGraphContext`
- Update all nodes to use this instead of entity slot input

---

## Changelog

- Add optional `view_entity` to `RenderGraphContext`

## Migration Guide

You can now get the view_entity directly from the `RenderGraphContext`. 

When implementing the Node:

```rust
// 0.10
struct FooNode;
impl FooNode {
    const IN_VIEW: &'static str = "view";
}
impl Node for FooNode {
    fn input(&self) -> Vec<SlotInfo> {
        vec![SlotInfo::new(Self::IN_VIEW, SlotType::Entity)]
    }
    fn run(
        &self,
        graph: &mut RenderGraphContext,
        // ... 
    ) -> Result<(), NodeRunError> {
        let view_entity = graph.get_input_entity(Self::IN_VIEW)?;
        // ...
        Ok(())
    }
}

// 0.11
struct FooNode;
impl Node for FooNode {
    fn run(
        &self,
        graph: &mut RenderGraphContext,
        // ... 
    ) -> Result<(), NodeRunError> {
        let view_entity = graph.view_entity();
        // ...
        Ok(())
    }
}
```

When adding the node to the graph, you don't need to specify a slot_edge
for the view_entity.

```rust
// 0.10
let mut graph = RenderGraph::default();
graph.add_node(FooNode::NAME, node);
let input_node_id = draw_2d_graph.set_input(vec![SlotInfo::new(
    graph::input::VIEW_ENTITY,
    SlotType::Entity,
)]);
graph.add_slot_edge(
    input_node_id,
    graph::input::VIEW_ENTITY,
    FooNode::NAME,
    FooNode::IN_VIEW,
);
// add_node_edge ...

// 0.11
let mut graph = RenderGraph::default();
graph.add_node(FooNode::NAME, node);
// add_node_edge ...
```

## Notes

This PR paired with #8007 will help reduce a lot of annoying boilerplate
with the render nodes. Depending on which one gets merged first. It will
require a bit of clean up work to make both compatible.

I tagged this as a breaking change, because using the old system to get
the view_entity will break things because it's not a node input slot
anymore.

## Notes for reviewers

A lot of the diffs are just removing the slots in every nodes and graph
creation. The important part is mostly in the
graph_runner/CameraDriverNode.
2023-03-21 20:11:13 +00:00
Carl B. Smiley
353f2e0b37
Add documentation comments to bevy_winit (#8115)
# Objective

- [x] Add documentation comments to `bevy_winit`
- [x] Add `#![warn(missing_docs)]` to `bevy_winit`.

Relates to #3492

---------

Co-authored-by: François <mockersf@gmail.com>
2023-03-21 19:59:30 +00:00
ickshonpe
2d5ef75c9f
Val viewport unit variants (#8137)
# Objective

Add viewport variants to `Val` that specify a percentage length based on
the size of the window.

## Solution

Add the variants `Vw`, `Vh`, `VMin` and `VMax` to `Val`.
Add a physical window size parameter to the `from_style` function and
use it to convert the viewport variants to Taffy Points values.

One issue: It isn't responsive to window resizes. So `flex_node_system`
has to do a full update every time the window size changes. Perhaps this
can be fixed with support from Taffy.

---

## Changelog

* Added `Val` viewport unit variants `Vw`, `Vh`, `VMin` and `VMax`.
* Modified `convert` module to support the new `Val` variants.
* Changed `flex_node_system` to support the new `Val` variants.
* Perform full layout update on screen resizing, to propagate the new
viewport size to all nodes.
2023-03-21 19:14:27 +00:00
ira
c809779b6e
Fix crash when enabling HDR on 2d cameras (#8151)
I forgot to specialize the 2d gizmo pipeline on HDR. Oops.
2023-03-21 18:31:52 +00:00
Jakub Łabor
caa662272c
bevy_ecs: add untyped methods for inserting components and bundles (#7204)
This MR is a rebased and alternative proposal to
https://github.com/bevyengine/bevy/pull/5602

# Objective

- https://github.com/bevyengine/bevy/pull/4447 implemented untyped
(using component ids instead of generics and TypeId) APIs for
inserting/accessing resources and accessing components, but left
inserting components for another PR (this one)

## Solution

- add `EntityMut::insert_by_id`

- split `Bundle` into `DynamicBundle` with `get_components` and `Bundle:
DynamicBundle`. This allows the `BundleInserter` machinery to be reused
for bundles that can only be written, not read, and have no statically
available `ComponentIds`

- Compared to the original MR this approach exposes unsafe endpoints and
requires the user to manage instantiated `BundleIds`. This is quite easy
for the end user to do and does not incur the performance penalty of
checking whether component input is correctly provided for the
`BundleId`.

- This MR does ensure that constructing `BundleId` itself is safe

---

## Changelog

- add methods for inserting bundles and components to:
`world.entity_mut(entity).insert_by_id`
2023-03-21 00:33:11 +00:00
ickshonpe
3b51e1c8d9
Improve the 'Val` doc comments (#8134)
# Objective

Add comments explaining:
* That `Val::Px` is a value in logical pixels
* That `Val::Percent` is based on the length of its parent along a
specific axis.
* How the layout algorithm determines which axis the percentage should
be based on.
2023-03-20 22:51:24 +00:00
Francesco
7b38de0a64
(De) serialize resources in scenes (#6846)
# Objective

Co-Authored-By: davier
[bricedavier@gmail.com](mailto:bricedavier@gmail.com)
Fixes #3576.
Adds a `resources` field in scene serialization data to allow
de/serializing resources that have reflection enabled.

## Solution

Most of this code is taken from a previous closed PR:
https://github.com/bevyengine/bevy/pull/3580. Most of the credit goes to
@Davier , what I did was mostly getting it to work on the latest main
branch of Bevy, along with adding a few asserts in the currently
existing tests to be sure everything is working properly.

This PR changes the scene format to include resources in this way:
```
(
  resources: {
    // List of resources here, keyed by resource type name.
  },
  entities: [
    // Previous scene format here
  ],
)
```

An example taken from the tests:
```
(
  resources: {
    "bevy_scene::serde::tests::MyResource": (
      foo: 123,
    ),
  },
  entities: {
    // Previous scene format here
  },
)
```
For this, a `resources` fields has been added on the `DynamicScene` and
the `DynamicSceneBuilder` structs. The latter now also has a method
named `extract_resources` to properly extract the existing resources
registered in the local type registry, in a similar way to
`extract_entities`.


---

## Changelog


Added: Reflect resources registered in the type registry used by dynamic
scenes will now be properly de/serialized in scene data.

## Migration Guide

Since the scene format has been changed, the user may not be able to use
scenes saved prior to this PR due to the `resources` scene field being
missing. ~~To preserve backwards compatibility, I will try to make the
`resources` fully optional so that old scenes can be loaded without
issue.~~

## TODOs

- [x] I may have to update a few doc blocks still referring to dynamic
scenes as mere container of entities, since they now include resources
as well.
- [x] ~~I want to make the `resources` key optional, as specified in the
Migration Guide, so that old scenes will be compatible with this
change.~~ Since this would only be trivial for ron format, I think it
might be better to consider it in a separate PR/discussion to figure out
if it could be done for binary serialization too.
- [x] I suppose it might be a good idea to add a resources in the scene
example so that users will quickly notice they can serialize resources
just like entities.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-20 21:17:02 +00:00
ira
6a85eb3d7e
Immediate Mode Line/Gizmo Drawing (#6529)
# Objective
Add a convenient immediate mode drawing API for visual debugging.

Fixes #5619
Alternative to #1625
Partial alternative to #5734

Based off https://github.com/Toqozz/bevy_debug_lines with some changes:
 * Simultaneous support for 2D and 3D.
 * Methods for basic shapes; circles, spheres, rectangles, boxes, etc.
 * 2D methods.
 * Removed durations. Seemed niche, and can be handled by users.

<details>
<summary>Performance</summary>

Stress tested using Bevy's recommended optimization settings for the dev
profile with the
following command.
```bash
cargo run --example many_debug_lines \
    --config "profile.dev.package.\"*\".opt-level=3" \
    --config "profile.dev.opt-level=1"
```
I dipped to 65-70 FPS at 300,000 lines
CPU: 3700x
RAM Speed: 3200 Mhz
GPU: 2070 super - probably not very relevant, mostly cpu/memory bound

</details>

<details>
<summary>Fancy bloom screenshot</summary>


![Screenshot_20230207_155033](https://user-images.githubusercontent.com/29694403/217291980-f1e0500e-7a14-4131-8c96-eaaaf52596ae.png)

</details>

## Changelog
 * Added `GizmoPlugin`
 * Added `Gizmos` system parameter for drawing lines and wireshapes.

### TODO
- [ ] Update changelog
- [x] Update performance numbers
- [x] Add credit to PR description

### Future work
- Cache rendering primitives instead of constructing them out of line
segments each frame.
- Support for drawing solid meshes
- Interactions. (See
[bevy_mod_gizmos](https://github.com/LiamGallagher737/bevy_mod_gizmos))
- Fancier line drawing. (See
[bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline))
- Support for `RenderLayers`
- Display gizmos for a certain duration. Currently everything displays
for one frame (ie. immediate mode)
- Changing settings per drawn item like drawing on top or drawing to
different `RenderLayers`

Co-Authored By: @lassade <felipe.jorge.pereira@gmail.com>
Co-Authored By: @The5-1 <agaku@hotmail.de> 
Co-Authored By: @Toqozz <toqoz@hotmail.com>
Co-Authored By: @nicopap <nico@nicopap.ch>

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-20 20:57:54 +00:00
Mike
d58ed67fa4
add position to scene errors (#8065)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/6760
- adds line and position on line info to scene errors

```text
Before:
2023-03-12T22:38:59.103220Z  WARN bevy_asset::asset_server: encountered an error while loading an asset: Expected closing `)`
After:
2023-03-12T22:38:59.103220Z  WARN bevy_asset::asset_server: encountered an error while loading an asset: Expected closing `)` at scenes/test/scene.scn.ron:10:4
```

## Solution

- use span_error to get position info. This is what the ron crate does
internally to get the position info.
562963f887/src/options.rs (L158)

## Changelog

- added line numbers to scene errors

---------

Co-authored-by: Paul Hansen <mail@paul.rs>
2023-03-20 19:29:54 +00:00
Shfty
7b7294b8a7
Allow SPIR-V shaders to process when shader defs are present (#7772) 2023-03-19 09:26:26 +00:00
Daniel Chia
20101647c1
Left-handed y-up cubemap coordinates (#8122)
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
2023-03-18 23:06:53 +00:00
Devin Gunay
f255872c1e
Derive Copy and Clone for Collision (#8121) 2023-03-18 04:55:31 +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
Bruce Reif (Buswolley)
bca4b36d4d
change not implemation to custom system struct (#8105)
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-03-17 21:37:16 +00:00
ickshonpe
52b91ac15b
Skip the UV calculations for untextured UI nodes (#7809) 2023-03-17 08:49:40 +00:00
Christian Hughes
609b099e7c
Add World::try_run_schedule (#8028)
Co-authored-by: James Liu <contact@jamessliu.com>
2023-03-17 01:22:54 +00:00
Edgar Geier
67afd21702
Fix Plugin::build detection (#8103) 2023-03-17 00:16:20 +00:00
Mat Hostetter
f3d6c2d90b
Remove redundant bounds check in Entities::get (#8108) 2023-03-16 22:49:36 +00:00
Turki Jamaan
4a62afb97b
Doc and test get_many(_mut) ordering (#8045) 2023-03-16 12:55:44 +00:00
Asier Illarramendi
cb100ba78f
Improve UI stack docs and other small tweaks (#8094) 2023-03-16 12:54:52 +00:00
François
b6b549e3ff
Fix look_to resulting in NaN rotations (#7817)
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Liam Gallagher <ljpgallagher@xtra.co.nz>
2023-03-15 20:45:56 +00:00
BlondeBurrito
602f3baf3f
fix: register Cascade in the TypeRegistry (#8088) 2023-03-15 00:11:55 +00:00
sark
520e413c21
unused_variables warning when building with filesystem_watcher feature disabled (#7938) 2023-03-14 08:58:55 +00:00
ickshonpe
e77eb003ec
Perform text scaling calculations per text, not per glyph (#7819) 2023-03-14 00:01:27 +00:00
Chris Russell
a63881905a
Pass query change ticks to QueryParIter instead of always using change ticks from World. (#8029)
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2023-03-13 22:06:16 +00:00
Bruce Reif (Buswolley)
7c4a0eb768
add Clone to common conditions (#8060) 2023-03-13 19:38:04 +00:00
Anti-Alias
884b9b62af
Added Globals struct to prepass shader (#8070) 2023-03-13 18:55:47 +00:00
James Liu
dcc0edf8a7
Make BundleInfo's fields not pub(crate) (#8068) 2023-03-13 16:18:49 +00:00
JoJoJet
ed97c621b8
Move docs for !Sync resources onto the correct trait (#8066) 2023-03-13 16:16:14 +00:00
Liam Gallagher
0918b30e29
Tests for Run Conditions (#8035) 2023-03-13 15:39:25 +00:00
François
71b1b35757
do not set hit test unconditionally on window creation (#7996) 2023-03-13 15:31:13 +00:00
SneakyBerry
6bfc09f53e
Construct Box<dyn Reflect> from world for ReflectComponent (#7407)
Co-authored-by: SneakyBerry <kennedwyhokilled@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-03-13 15:26:47 +00:00
ickshonpe
87dda354dd
Remove Val::Undefined (#7485) 2023-03-13 15:17:00 +00:00
François
d8b7fed4fe
don't panic on unknown ambiguity (#7950) 2023-03-12 15:24:52 +00:00
Gilbert Röhrbein
7d5f89cca1
Color::Lcha constructors (#8041)
Co-authored-by: James Liu <contact@jamessliu.com>
2023-03-11 18:50:16 +00:00
Gilbert Röhrbein
9e9ae5b830
Fix Color::as_rgba_linear for Color::Lcha (#8040)
Co-authored-by: James Liu <contact@jamessliu.com>
2023-03-11 12:12:31 +00:00
JoJoJet
fd1af7c8b8
Replace multiple calls to add_system with add_systems (#8001) 2023-03-10 18:15:22 +00:00
ickshonpe
729458815c
Fix the Text2d text anchor's incorrect horizontal alignment (#8019) 2023-03-10 14:57:41 +00:00
Christian Hughes
8aa217cc8b
Add OnTransition schedule that is ran between OnExit and OnEnter (#7936) 2023-03-10 09:06:23 +00:00
James Liu
7d9cb1c4ab
Remove ChangeTrackers (#7902) 2023-03-09 20:02:56 +00:00
Konstantin Kostiuk
3ec764ea24
Initialize empty schedules when calling .in_schedule if they do not already exist (#7911) 2023-03-09 17:24:24 +00:00
JoJoJet
2e7b915ba4
Increase type safety and clarity for change detection (#7905) 2023-03-09 17:17:02 +00:00
Rob Parrett
b7ac5d5121
Update trybuild tests for Rust 1.68 (#8002) 2023-03-09 15:46:06 +00:00
ickshonpe
f554700108
Add methods for calculating the size and postion of UI nodes (#7930)
Co-authored-by: François <mockersf@gmail.com>
2023-03-09 14:12:54 +00:00
Ikko Eltociear Ashimine
e22572d9a3
Fix typo in utility.rs (#7997) 2023-03-09 09:20:45 +00:00
James Liu
37df316219
Document bevy_ecs::storage (#7770)
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Carter Weinberg <weinbergcarter@gmail.com>
Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
Co-authored-by: Cameron <51241057+maniwani@users.noreply.github.com>
2023-03-09 07:22:48 +00:00
JoJoJet
21ddc60372
Add a public constructor for Mut<T> (#7931) 2023-03-09 05:40:58 +00:00
JoJoJet
545965075f
Make WorldQuery meta types unnameable (#7964) 2023-03-09 05:40:06 +00:00
张林伟
84711e38b1
Set cursor hittest during window creation (#7966) 2023-03-09 05:39:49 +00:00
Aceeri
3cfcc66bdc
Move cursor position to internal state (#7988) 2023-03-09 05:39:01 +00:00
Rob Parrett
2908bb5e8a
Use derive for default impl of DynamicVariant (#7986) 2023-03-08 22:27:54 +00:00
Ame
d3df04cb4c
Small fix: Change ">" to "Greater than" (#7983) 2023-03-08 21:12:44 +00:00
Ame
6240ba8fa2
Small Fix: Add an escape character to avoid blockquote (#7980) 2023-03-08 19:28:23 +00:00
Nico Burns
872a609a3a
Upgrade Taffy requirement to v0.3.5 (#7959) 2023-03-07 22:10:35 +00:00
Rob Parrett
54dec6079f
Fix min and max size using size value (#7948) 2023-03-07 20:59:02 +00:00
Nico Burns
31d02d45ec
Upgrade Taffy to 0.3.4 (#7953) 2023-03-07 20:01:45 +00:00
github-actions[bot]
6898351348
chore: Release (#7920)
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
2023-03-06 05:13:36 +00:00
github-actions[bot]
b44af49200 Release 0.10.0 (#7919)
Preparing next release
This PR has been auto-generated
2023-03-06 03:53:02 +00:00
github-actions[bot]
8eb67932f1 Bump Version after Release (#7918)
Bump version after release
This PR has been auto-generated
2023-03-06 02:10:30 +00:00
Carter Anderson
97fc8001f7 Fix malformed dev-dependencies (#7916)
This was causing the "post release version bump" to fail
2023-03-06 00:47:07 +00:00
Robert Swain
2c0ff950d1 Fix performance regression with shadow mapping (#7914)
# Objective

- @mockersf identified a performance regression of about 25% longer frame times introduced by #7784 in a complex scene with the Amazon Lumberyard bistro scene with both exterior and interior variants and a number of point lights with shadow mapping enabled
  - The additional time seemed to be spent in the `ShadowPassNode`
  - `ShadowPassNode` encodes the draw commands for the shadow phase. Roughly the same numbers of entities were having draw commands encoded, so something about the way they were being encoded had changed.
  - One thing that definitely changed was that the pipeline used will be different depending on the alpha mode, and the scene has lots entities with opaque and blend materials. This suggested that maybe the pipeline was changing a lot so I tried a quick hack to see if it was the problem.

## Solution

- Sort the shadow phase items by their pipeline id
  - This groups phase items by their pipeline id, which significantly reduces pipeline rebinding required to the point that the performance regression was gone.
2023-03-06 00:00:40 +00:00
Peter Gavin
10e6122c64 make Query::par_iter accept &self (#7912)
This seems to have been a typo/mistake.
2023-03-06 00:00:38 +00:00
Carter Anderson
54d1b03f73 Fix dev dependency version (#7915)
We need to revert this to 0.9.0 so we can run the post release job.
2023-03-05 23:35:08 +00:00
JMS55
0f1754341b Tweak bloom docs (#7907) 2023-03-05 18:09:47 +00:00
Edgar Geier
05b1a6d0b5 Recreate tonemapping bind group if view uniforms buffer has changed (#7904)
# Objective

- Currently, https://github.com/vleue/bevy_bistro_playground crashes when enabling shadows, because this allocates a new buffer for the view uniforms, but the `TonemappingNode` uses a cached bind group that doesn't reference the new uniform buffer.

## Solution

- Check if the buffer id of the view uniforms buffer has changed and create a new bind group if it did.
2023-03-05 15:10:25 +00:00
Michał Iwańczuk
04b42132a8 Add 'Color::as_lcha' function (#7757) (#7766)
# Objective
Fixes #7757

New function `Color::as_lcha` was added and `Color::as_lch_f32` changed name to `Color::as_lcha_f32`.

----
As a side note I did it as in every other Color function, that is I created very simillar code in `as_lcha` as was in `as_lcha_f32`. However it is totally possible to avoid this code duplication in LCHA and other color variants by doing something like :
```
 pub fn as_lcha(self: &Color) -> Color {
    let (lightness, chroma, hue, alpha) = self.as_lcha_f32();
    return Color::Lcha { lightness, chroma, hue, alpha };
}
```
This is maybe slightly less efficient but it avoids copy-pasting this huge match expression which is error prone. Anyways since it is my first commit here I wanted to be consistent with the rest of code but can refactor all variants in separate PR if somebody thinks it is good idea.
2023-03-05 12:26:14 +00:00
robtfm
6124b20f4b use blendstate blend for alphamode::blend (#7899)
# Objective

revert combining pipelines for AlphaMode::Blend and AlphaMode::Premultiplied & Add

the recent blend state pr changed `AlphaMode::Blend` to use a blend state of `Blend::PREMULTIPLIED_ALPHA_BLENDING`, and recovered the original behaviour by multiplying colour by alpha in the standard material's fragment shader. 

this had some advantages (specifically it means more material instances can be batched together in future), but this also means that custom materials that specify `AlphaMode::Blend` now get a premultiplied blend state, so they must also multiply colour by alpha.

## Solution

revert that combination to preserve 0.9 behaviour for custom materials with AlphaMode::Blend.
2023-03-05 00:17:44 +00:00
Marco Buono
f87de36843 Send emissive color to uniform as linear instead of sRGB (#7897)
This produces more accurate results for the `EmissiveStrengthTest` glTF test case.

(Requires manually setting the emission, for now)

Before: <img width="1392" alt="Screenshot 2023-03-04 at 18 21 25" src="https://user-images.githubusercontent.com/418473/222929455-c7363d52-7133-4d4e-9d6a-562098f6bbe8.png">

After: <img width="1392" alt="Screenshot 2023-03-04 at 18 20 57" src="https://user-images.githubusercontent.com/418473/222929454-3ea20ecb-0773-4aad-978c-3832353b6871.png">

Tagging @JMS55 as a co-author, since this fix is based on their experiments with emission.

# Objective

- Have more accurate results for the `EmissiveStrengthTest` glTF test case.

## Solution

- Make sure we send the emissive color as linear instead of sRGB.

---

## Changelog

- Emission strength is now correctly interpreted by the `StandardMaterial` as linear instead of sRGB.

## Migration Guide

- If you have previously manually specified emissive values with `Color::rgb()` and would like to retain the old visual results, you must now use `Color::rgb_linear()` instead;
- If you have previously manually specified emissive values with `Color::rgb_linear()` and would like to retain the old visual results, you'll need to apply a one-time gamma calculation to your channels manually to get the _actual_ linear RGB value: 
  - For channel values greater than `0.0031308`, use `(1.055 * value.powf(1.0 / 2.4)) - 0.055`;
  - For channel values lower than or equal to `0.0031308`, use `value * 12.92`;
- Otherwise, the results should now be more consistent with other tools/engines.
2023-03-04 23:26:04 +00:00
Rob Parrett
43ea6f239d Fix links in QueryParIter docs (#7900)
# Objective

Found a few doc links that went to the wrong methods while reviewing the 0.10 blog post.

## Solution

Fix em
2023-03-04 21:58:18 +00:00
ickshonpe
cfc280cbef Change the Node doc comments to state that it stores the size in logical pixels (#7896)
# Objective

Current `Node` doc comment:
```rust
/// The size of the node as width and height in pixels
/// automatically calculated by [`super::flex::flex_node_system`]
```

It should be changed to make it clear that `Node` stores the size in logical pixels, not physical.
2023-03-04 19:24:56 +00:00
François
57bf771f9a Transparent window on macos (#7617)
# Objective

- Example `transparent_window` doesn't display a transparent window on macOS
- Fixes #6330

## Solution

- Set the `composite_alpha_mode` of the window to the correct value
- Update docs
2023-03-04 14:51:23 +00:00
ickshonpe
76058bcf33 Upgrade to Taffy 0.3.3 (#7859)
# Objective

Upgrade to Taffy 0.3.3

Fixes: #7712

## Solution

Upgrade to Taffy 0.3.3 with the `grid` feature disabled.

---

## Changelog
* Changed Taffy version to 0.3.3 and disabled its `grid` feature. 
* Added the `Start` and `End` variants to `AlignItems`, `AlignSelf`, `AlignContent` and `JustifyContent`.
* Added the `SpaceEvenly` variant to `AlignContent`.
* Updated `from_style` for Taffy 0.3.3.
2023-03-04 14:09:47 +00:00
Edgar Geier
a213c8ac94 Remove the early exit to make sure the prepass textures are cleared (#7891)
# Objective

- Fixes #7888.

## Solution

- Remove the early exit to make sure the prepass textures are cleared.
2023-03-04 12:29:11 +00:00
shuo
0b794c8f1e Use Image::default for 1 pixel white texture directly (#7884)
for place holder image, it should use `default` directly.
2023-03-04 12:29:10 +00:00
robtfm
6beca13553 add standard material depth bias to pipeline (#7847)
# Objective

the current depth bias only adjusts ordering, so it doesn't work for opaque meshes vs alpha-blend meshes, and it doesn't help when two meshes are infinitesimally offset from one another.

## Solution

pass the material's depth bias into the pipeline depth stencil `constant` field.
2023-03-04 12:29:09 +00:00
Edgar Geier
30b29deaa9 Change the glTF loader to use Camera3dBundle (#7890)
# Objective

- Fixes #7889.

## Solution

- Change the glTF loader to insert a `Camera3dBundle` instead of a manually constructed bundle. This might prevent future issues when new components are required for a 3D Camera to work correctly.
- Register the `ColorGrading` type because `bevy_scene` was complaining about it.
2023-03-04 12:05:27 +00:00
JMS55
2a7000a738 Revamp Bloom (#6677)
![image](https://user-images.githubusercontent.com/47158642/220197588-25e11022-02e4-45f3-b2e5-392c4ce7a025.png)

Huge credit to @StarLederer, who did almost all of the work on this. We're just reusing this PR to keep everything in one place.

# Objective

1. Make bloom more physically based.
1. Improve artistic control.
1. Allow to use bloom as screen blur.
1. Fix #6634.
1. Address #6655 (although the author makes incorrect conclusions).

## Solution

1. Set the default threshold to 0.
2. Lerp between bloom textures when `composite_mode: BloomCompositeMode::EnergyConserving`.
1. Use [a parametric function](https://starlederer.github.io/bloom) to control blend levels for each bloom texture. In the future this can be controlled per-pixel for things like lens dirt.
3. Implement BloomCompositeMode::Additive` for situations where the old school look is desired.

## Changelog

* Bloom now looks different.
* Added `BloomSettings:lf_boost`, `BloomSettings:lf_boost_curvature`, `BloomSettings::high_pass_frequency` and `BloomSettings::composite_mode`.
* `BloomSettings::scale` removed.
* `BloomSettings::knee` renamed to `BloomPrefilterSettings::softness`.
* `BloomSettings::threshold` renamed to `BloomPrefilterSettings::threshold`.
* The bloom example has been renamed to bloom_3d and improved. A bloom_2d example was added.

## Migration Guide

* Refactor mentions of `BloomSettings::knee` and `BloomSettings::threshold` as `BloomSettings::prefilter_settings` where knee is now `softness`.
* If defined without `..default()` add `..default()` to definitions of `BloomSettings` instances or manually define missing fields.
* Adapt to Bloom looking visually different (if needed).

Co-authored-by: Herman Lederer <germans.lederers@gmail.com>
2023-03-04 12:05:26 +00:00
Edgar Geier
cbbf8ac575 Update glam to 0.23 (#7883)
# Objective

- Update `glam` to the latest version.

## Solution

- Update `glam` to version `0.23`.

Since the breaking change in `glam` only affects the `scalar-math` feature, this should cause no issues.
2023-03-04 11:42:27 +00:00
Aevyrie
2ea0061018 Add generic cubic splines to bevy_math (#7683)
# Objective

- Make cubic splines more flexible and more performant
- Remove the existing spline implementation that is generic over many degrees
  - This is a potential performance footgun and adds type complexity for negligible gain.
- Add implementations of:
  - Bezier splines
  - Cardinal splines (inc. Catmull-Rom)
  - B-Splines
  - Hermite splines

https://user-images.githubusercontent.com/2632925/221780519-495d1b20-ab46-45b4-92a3-32c46da66034.mp4


https://user-images.githubusercontent.com/2632925/221780524-2b154016-699f-404f-9c18-02092f589b04.mp4


https://user-images.githubusercontent.com/2632925/221780525-f934f99d-9ad4-4999-bae2-75d675f5644f.mp4


## Solution

- Implements the concept that splines are curve generators (e.g. https://youtu.be/jvPPXbo87ds?t=3488) via the `CubicGenerator` trait.
- Common splines are bespoke data types that implement this trait. This gives us flexibility to add custom spline-specific methods on these types, while ultimately all generating a `CubicCurve`.
- All splines generate `CubicCurve`s, which are a chain of precomputed polynomial coefficients. This means that all splines have the same evaluation cost, as the calculations for determining position, velocity, and acceleration are all identical. In addition, `CubicCurve`s are simply a list of `CubicSegment`s, which are evaluated from t=0 to t=1. This also means cubic splines of different type can be chained together, as ultimately they all are simply a collection of `CubicSegment`s.
- Because easing is an operation on a singe segment of a Bezier curve, we can simply implement easing on `Beziers` that use the `Vec2` type for points. Higher level crates such as `bevy_ui` can wrap this in a more ergonomic interface as needed.

### Performance
Measured on a desktop i5 8600K (6-year-old CPU):
- easing: 2.7x faster (19ns)
- cubic vec2 position sample: 1.5x faster (1.8ns)
- cubic vec3 position sample: 1.5x faster (2.6ns)
- cubic vec3a position sample: 1.9x faster (1.4ns)

On a laptop i7 11800H:
- easing: 16ns
- cubic vec2 position sample: 1.6ns
- cubic vec3 position sample: 2.3ns
- cubic vec3a position sample: 1.2ns

---

## Changelog

- Added a generic cubic curve trait, and implementation for Cardinal splines (including Catmull-Rom), B-Splines, Beziers, and Hermite Splines. 2D cubic curve segments also implement easing functionality for animation.
2023-03-03 22:06:42 +00:00
shuo
47ddd4a8ce Doc bevy sprite (#7858)
Add doc for several pub items. Remove dead code and minor changes.
2023-03-03 18:14:40 +00:00
Edgar Geier
cb0db07c5b Fix dependency of shadow mapping on the optional PrepassPlugin (#7878)
# Objective

Unfortunately, there are three issues with my changes introduced by #7784.

1.  The changes left some dead code. This is already taken care of here: #7875.
2. Disabling prepass causes failures because the shadow mapping relies on the `PrepassPlugin` now.
3. Custom materials use the `prepass.wgsl` shader, but this does not always define a fragment entry point.

This PR fixes 2. and 3. and resolves #7879.

## Solution

- Add a regression test with disabled prepass.
- Split `PrepassPlugin` into two plugins:
  - `PrepassPipelinePlugin` contains the part that is required for the shadow mapping to work and is unconditionally added.
  - `PrepassPlugin` now only adds the systems and resources required for the "real" prepasses.
- Add a noop fragment entry point to `prepass.wgsl`, used if `NORMAL_PASS` is not defined.


Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-03 15:08:54 +00:00
JoJoJet
85c8fb9dfa Revise docs for system set marker traits (#7882)
# Objective

#7863 introduced a potential footgun. When trying to incorrectly add a user-defined type using `in_base_set`, the compiler will suggest that the user implement `BaseSystemSet` for their type. This is a reasonable-sounding suggestion, however this is not the correct way to make a base set, and will lead to a confusing panic message when a marker trait is implemented for the wrong type.

## Solution

Rewrite the documentation for these traits, making it more clear that `BaseSystemSet` is a marker for types that are already base sets, and not a way to define a base set.
2023-03-03 14:43:54 +00:00
TimJentzsch
73c1ab1d42 Fix bevy_ui compile error without bevy_text (#7877)
# Objective

- Fixes #7874.
- The `bevy_text` dependency is optional for `bevy_ui`, but the `accessibility` module depended on it.

## Solution

- Guard the `accessibility` module behind the `bevy_text` feature and only add the plugin when it's enabled.
2023-03-02 22:44:12 +00:00
JMS55
fc7a3bdfc2 Remove dead code after #7784 (#7875)
# Objective

- Remove dead code after #7784

# Changelog
- Removed `SetShadowViewBindGroup`, `queue_shadow_view_bind_group()`, and `LightMeta::shadow_view_bind_group` in favor of reusing the prepass view bind group.

# Migration Guide
- Removed `SetShadowViewBindGroup`, `queue_shadow_view_bind_group()`, and `LightMeta::shadow_view_bind_group` in favor of reusing the prepass view bind group.
2023-03-02 22:44:10 +00:00
Jakob Hellermann
8b8078d1d0 single parent set for transform propagate (#7869)
# Objective

- have no system belonging to multiple sets

go from
![before](https://user-images.githubusercontent.com/22177966/222439644-7cf2f84e-0839-4703-a7b4-66ffe92c6aa1.png)
to
![after](https://user-images.githubusercontent.com/22177966/222439747-37872d59-6b8e-4fff-a579-6d40c38f73d3.png)

## Solution

- `propagate_transforms in PropagateTransformSets in TransformSystem::TransformPropagate` instead of
```
propagate_transforms in PropagateTransformSets
propagate_transforms in TransformSystem::TransformPropagate
PropagateTransformsSet is free
```


Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
2023-03-02 20:04:03 +00:00
ickshonpe
9153bd0e78 Document the border field of Style. (#7868)
# Objective

Document the `border` field of `Style`.
2023-03-02 17:37:09 +00:00
JoJoJet
7cd2ee2bbd Use default-implemented methods for IntoSystemConfig<> (#7870)
# Objective

The trait `IntoSystemConfig<>` requires each implementer to repeat every single member method, even though they can all be implemented by just deferring to `SystemConfig`.

## Solution

Add default implementations to most member methods.
2023-03-02 17:19:47 +00:00
JoJoJet
9733613c07 Add marker traits to distinguish base sets from regular system sets (#7863)
# Objective

Base sets, added in #7466  are a special type of system set. Systems can only be added to base sets via `in_base_set`, while non-base sets can only be added via `in_set`. Unfortunately this is currently guarded by a runtime panic, which presents an unfortunate toe-stub when the wrong method is used. The delayed response between writing code and encountering the error (possibly hours) makes the distinction between base sets and other sets much more difficult to learn.

## Solution

Add the marker traits `BaseSystemSet` and `FreeSystemSet`. `in_base_set` and `in_set` now respectively accept these traits, which moves the runtime panic to a compile time error.

---

## Changelog

+ Added the marker trait `BaseSystemSet`, which is distinguished from a `FreeSystemSet`. These are both subtraits of `SystemSet`.

## Migration Guide

None if merged with 0.10
2023-03-02 13:22:58 +00:00
jabu
98cf0d2d2d Add timer-based common run conditions (on_timer and on_fixed_timer) (#7866)
# Objective

Fixes #7864

## Solution

Add the run conditions described in the issue. Also needed to add `bevy` as a dev dependency to `bevy_time` so the doctests can run.

---

## Changelog

- Add `on_timer` and `on_fixed_timer` run conditions
2023-03-02 12:53:54 +00:00
shuo
239b070674 Fix asset_debug_server hang. There should be at most one ThreadExecut… (#7825)
…or's ticker for one thread.

# Objective

- Fix debug_asset_server hang.

## Solution

- Reuse the thread_local executor for MainThreadExecutor resource, so there will be only one ThreadExecutor for main thread. 
- If ThreadTickers from same executor, they are conflict with each other. Then only tick one.
2023-03-02 08:40:25 +00:00
Edgar Geier
e54103fd69 Use prepass shaders for shadows (#7784)
# Objective

- Fixes #4372.

## Solution

- Use the prepass shaders for the shadow passes.
- Move `DEPTH_CLAMP_ORTHO` from `ShadowPipelineKey` to `MeshPipelineKey` and the associated clamp operation from `depth.wgsl` to `prepass.wgsl`.
- Remove `depth.wgsl` .
- Replace `ShadowPipeline` with `ShadowSamplers`.

Instead of running the custom `ShadowPipeline` we run the `PrepassPipeline` with the `DEPTH_PREPASS` flag and additionally the `DEPTH_CLAMP_ORTHO` flag for directional lights as well as the `ALPHA_MASK` flag for materials that use `AlphaMode::Mask(_)`.
2023-03-02 08:21:21 +00:00
Rob Parrett
a39c22386b Add orthographic camera support back to directional shadows (#7796)
# Objective

Fixes #7797 

## Solution

This **seems** like a simple fix, but I'm not 100% confident and I may have messed up the math in some way. In particular, I'm not sure what I should be using for an FOV value.

However, this seems to be producing similar results to 0.9.

Here's the `orthographic` example with a default directional light.

edit: better screen grab below.
2023-03-02 08:04:46 +00:00
SpecificProtagonist
91ff782439 Fix hot reloading for read_asset_bytes (#6797)
# Objective

Fixes #6780

## Solution

- record the asset path of each watched file
- call `AssetIo::watch_for_changes` in `LoadContext::read_asset_bytes`

---

## Changelog

### Fixed
- fixed hot reloading for `LoadContext::read_asset_bytes`

### Changed
- `AssetIo::watch_path_for_changes` allows watched path and path to reload to differ

## Migration Guide
- for custom `AssetIo`s, differentiate paths to watch and asset paths to reload as a consequence

Co-authored-by: Vincent Junge <specificprotagonist@posteo.org>
2023-03-02 02:51:06 +00:00
IceSentry
71cf35ce42 Allow prepass in webgl (#7537)
# Objective

- Use the prepass textures in webgl

## Solution

- Bind the prepass textures even when using webgl, but only if msaa is disabled
- Also did some refactors to centralize how textures are bound, similar to the EnvironmentMapLight PR
- ~~Also did some refactors of the example to make it work in webgl~~
- ~~To make the example work in webgl, I needed to use a sampler for the depth texture, the resulting code looks a bit weird, but it's simple enough and I think it's worth it to show how it works when using webgl~~
2023-03-02 02:23:06 +00:00
Nolan Darilek
8d1f6ff7fa Integrate AccessKit (#6874)
# Objective

UIs created for Bevy cannot currently be made accessible. This PR aims to address that.

## Solution

Integrate AccessKit as a dependency, adding accessibility support to existing bevy_ui widgets.

## Changelog

### Added

* Integrate with and expose [AccessKit](https://accesskit.dev) for platform accessibility.
* Add `Label` for marking text specifically as a label for UI controls.
2023-03-01 22:45:04 +00:00
Carter Anderson
abcb0661e3 Camera Output Modes, MSAA Writeback, and BlitPipeline (#7671)
# Objective

Alternative to #7490. I wrote all of the code in this PR, but I have added @robtfm as co-author on commits that build on ideas from #7490. I would not have been able to solve these problems on my own without much more time investment and I'm largely just rephrasing the ideas from that PR.

Fixes #7435
Fixes #7361
Fixes #5721

## Solution

This implements the solution I [outlined here](https://github.com/bevyengine/bevy/pull/7490#issuecomment-1426580633).


 * Adds "msaa writeback" as an explicit "msaa camera feature" and default to msaa_writeback: true for each camera. If this is true, a camera has MSAA enabled, and it isn't the first camera for the target, add a writeback before the main pass for that camera.
 * Adds a CameraOutputMode, which can be used to configure if (and how) the results of a camera's rendering will be written to the final RenderTarget output texture (via the upscaling node). The `blend_state` and `color_attachment_load_op` are now configurable, giving much more control over how a camera will write to the output texture.
 * Made cameras with the same target share the same main_texture tracker by using `Arc<AtomicUsize>`, which ensures continuity across cameras. This was previously broken / could produce weird results in some cases. `ViewTarget::main_texture()` is now correct in every context.
 * Added a new generic / specializable BlitPipeline, which the new MsaaWritebackNode uses internally. The UpscalingPipelineNode now uses BlitPipeline instead of its own pipeline. We might ultimately need to fork this back out if we choose to add more configurability to the upscaling, but for now this will save on binary size by not embedding the same shader twice.
 * Moved the "camera sorting" logic from the camera driver node to its own system. The results are now stored in the `SortedCameras` resource, which can be used anywhere in the renderer. MSAA writeback makes use of this.

---

## Changelog

- Added `Camera::msaa_writeback` which can enable and disable msaa writeback.
- Added specializable `BlitPipeline` and ported the upscaling node to use this.
- Added SortedCameras, exposing information that was previously internal to the camera driver node.
- Made cameras with the same target share the same main_texture tracker, which ensures continuity across cameras.
2023-03-01 20:35:13 +00:00
JoJoJet
4fd12d099d Improve the panic message for schedule build errors (#7860)
# Objective

The `ScheduleBuildError` type has a `Display` implementation which beautifully formats the error. However, schedule build errors are currently reported using `unwrap()`, which uses the `Debug` implementation and makes the error message look unfished.

## Solution

Use `unwrap_or_else` so we can customize the formatting of the error message.
2023-03-01 20:18:15 +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
张林伟
acfd53a0fc Remove redundant symphonia-mp3 feature (#7852)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/7848.

## Solution

- remove the symphonia-mp3 feature and add a minimp3 feature instead.
2023-03-01 03:22:46 +00:00
JoJoJet
dd7a21703f Move safe operations out of unsafe blocks in Query (#7851)
# Objective

Several `Query` methods unnecessarily place the call to `Query::update_archetypes` inside of unsafe blocks.

## Solution

Move the method calls out of the unsafe blocks.
2023-02-28 17:59:41 +00:00
ickshonpe
f732172c73 Text2d doesn't recompute text on changes to the text's bounds (#7846)
# Objective

Text2d entity's text needs to be recomputed when their bounds are changed, but it isn't.

# Solution
Change `update_text2d_layout` to query for `Ref<Text2dBounds>` and recompute the text if the bounds have changed.
2023-02-28 14:00:34 +00:00
JoJoJet
9e6ad4607f Use correct terminology for a NonSend run condition panic (#7841)
# Objective

There is a panic that occurs when creating a run condition that accesses `NonSend` resources, but it refers to them as 'thread-local' resources instead.

## Solution

Correct the terminology.
2023-02-28 03:38:02 +00:00
James Liu
8cbef73276 Update toml_edit to 0.19 (#7834)
# Objective
Noticed cargo-deny was failing on #6874 because of toml_edit.

## Solution
Update toml_edit to 0.19.
2023-02-27 23:59:06 +00:00
James Liu
107cdc10bc Use a bounded channel in the multithreaded executor (#7829)
# Objective
This is a follow-up to #7745. An unbounded `async_channel`  occasionally allocates whenever it exceeds the capacity of the current buffer in it's internal linked list. This is avoidable.

This also used to be a bounded channel before stageless, which was introduced in #4919.

## Solution
Use a bounded channel to avoid allocations on system completion.

This shouldn't conflict with #7745, as it's impossible for the scheduler to exceed the channel capacity, even if somehow every system completed at the same time.
2023-02-27 23:59:04 +00:00
TheBigCheese
3d3444b981 impl Reflect for std::collections::HashMap instead of only bevy::utils::HashMap (#7739) (#7782)
# Objective

Implement `Reflect` for `std::collections::HashMap<K, V, S>` as well as `hashbrown::HashMap<K, V, S>` rather than just for `hashbrown::HashMap<K, V, RandomState>`. Fixes #7739.

## Solution

Rather than implementing on `HashMap<K, V>` I instead implemented most of the related traits on `HashMap<K, V, S> where S: BuildHasher + Send + Sync + 'static` and then `FromReflect` also needs the extra bound `S: Default` because it needs to use `with_capacity_and_hasher` so needs to be able to generate a default hasher.

As the API of `hashbrown::HashMap` is identical to `collections::HashMap` making them both work just required creating an `impl_reflect_for_hashmap` macro like the `impl_reflect_for_veclike` above and then applying this to both HashMaps.

---

## Changelog

`std::collections::HashMap` can now be reflected. Also more `State` generics than just `RandomState` can now be reflected for both `hashbrown::HashMap` and `collections::HashMap`
2023-02-27 21:37:36 +00:00
James Liu
aba8e81481 Remove mention of Windows 11 from Window::transparent's docs (#7832)
# Objective
Fix #7544. Update docs for `Window::transparent` regarding Windows 11 platform support. Following the update to winit 0.28, this has been fixed.

## Solution
Remove the mention in the docs.
2023-02-27 21:10:52 +00:00
shuo
de10dce10d use try_send to replace send.await, unbounded channel should always b… (#7745)
…e sendable, this improves performance

# Objective

- From prev experience, `.await` is not free, also I did a profiling a half year ago, bevy's multithread executor spend lots cycles on ArcWaker.

## Solution

-  this pr replace `sender.send().await` to `sender.try_send()` to cut some future/await cost.

benchmarked on `empty system`
```bash
➜ critcmp send_base send_optimize
group                                         send_base                              send_optimize
-----                                         ---------                              -------------
empty_systems/000_systems                     1.01      2.8±0.03ns        ? ?/sec    1.00      2.8±0.02ns        ? ?/sec
empty_systems/001_systems                     1.00      5.9±0.21µs        ? ?/sec    1.01      5.9±0.23µs        ? ?/sec
empty_systems/002_systems                     1.03      6.4±0.26µs        ? ?/sec    1.00      6.2±0.19µs        ? ?/sec
empty_systems/003_systems                     1.01      6.5±0.17µs        ? ?/sec    1.00      6.4±0.20µs        ? ?/sec
empty_systems/004_systems                     1.03      7.0±0.24µs        ? ?/sec    1.00      6.8±0.18µs        ? ?/sec
empty_systems/005_systems                     1.04      7.4±0.35µs        ? ?/sec    1.00      7.2±0.21µs        ? ?/sec
empty_systems/010_systems                     1.00      9.0±0.28µs        ? ?/sec    1.00      9.1±0.80µs        ? ?/sec
empty_systems/015_systems                     1.01     10.9±0.36µs        ? ?/sec    1.00     10.8±1.29µs        ? ?/sec
empty_systems/020_systems                     1.12     12.7±0.67µs        ? ?/sec    1.00     11.3±0.37µs        ? ?/sec
empty_systems/025_systems                     1.12     14.6±0.39µs        ? ?/sec    1.00     13.0±1.02µs        ? ?/sec
empty_systems/030_systems                     1.12     16.2±0.39µs        ? ?/sec    1.00     14.4±0.37µs        ? ?/sec
empty_systems/035_systems                     1.19     18.2±0.97µs        ? ?/sec    1.00     15.3±0.48µs        ? ?/sec
empty_systems/040_systems                     1.12     20.6±0.58µs        ? ?/sec    1.00     18.3±1.87µs        ? ?/sec
empty_systems/045_systems                     1.18     22.7±0.57µs        ? ?/sec    1.00     19.2±0.46µs        ? ?/sec
empty_systems/050_systems                     1.03     21.9±0.92µs        ? ?/sec    1.00     21.3±0.96µs        ? ?/sec
empty_systems/055_systems                     1.13     25.7±1.00µs        ? ?/sec    1.00     22.8±0.50µs        ? ?/sec
empty_systems/060_systems                     1.35     30.0±2.57µs        ? ?/sec    1.00     22.2±1.04µs        ? ?/sec
empty_systems/065_systems                     1.28     31.7±0.76µs        ? ?/sec    1.00     24.8±0.79µs        ? ?/sec
empty_systems/070_systems                     1.33    36.8±10.37µs        ? ?/sec    1.00     27.6±0.55µs        ? ?/sec
empty_systems/075_systems                     1.25     38.0±0.83µs        ? ?/sec    1.00     30.3±0.63µs        ? ?/sec
empty_systems/080_systems                     1.33     41.7±1.22µs        ? ?/sec    1.00     31.4±1.01µs        ? ?/sec
empty_systems/085_systems                     1.27     45.6±2.54µs        ? ?/sec    1.00     35.8±4.06µs        ? ?/sec
empty_systems/090_systems                     1.29     48.3±5.33µs        ? ?/sec    1.00     37.6±5.32µs        ? ?/sec
empty_systems/095_systems                     1.16     45.7±0.97µs        ? ?/sec    1.00     39.4±2.75µs        ? ?/sec
empty_systems/100_systems                     1.14     49.5±4.26µs        ? ?/sec    1.00     43.5±1.06µs        ? ?/sec
```
2023-02-27 09:26:32 +00:00
Boxy
2344b943a2 Fix unsoundnes in insert remove and despawn (#7805)
`EntityMut::move_entity_from_remove` had two soundness bugs:

- When removing the entity from the archetype, the swapped entity had its table row updated to the same as the removed entity's
- When removing the entity from the table, the swapped entity did not have its table row updated

`BundleInsert::insert` had two/three soundness bugs
- When moving an entity to a new archetype from an `insert`, the swapped entity had its table row set to a different entities 
- When moving an entity to a new table from an `insert`, the swapped entity did not have its table row updated 
See added tests for examples that trigger those bugs

`EntityMut::despawn` had two soundness bugs
- When despawning an entity, the swapped entity had its table row set to a different entities even if the table didnt change
- When despawning an entity, the swapped entity did not have its table row updated
2023-02-27 08:47:50 +00:00
Guillaume Gomez
41fec57c00 Update sysinfo and improve its use a bit (#7826)
I made a few internal fixes in sysinfo so why not be able to benefit from them? :)

I explain the other changes directly in diff comments.
2023-02-27 01:05:58 +00:00
JoJoJet
15c55a12ff Fix a typo in CombinatorSystem (#7823)
# Objective

I made a typo in #7605.

## Solution

Fix it.
2023-02-26 02:27:41 +00:00
Cameron
be22569db7 EntityMut: rename remove_intersection to remove and remove to take (#7810)
# Objective

- A more intuitive distinction between the two. `remove_intersection` is verbose and unclear.
- `EntityMut::remove` and `Commands::remove` should match.


## Solution

- What the title says.

---

## Migration Guide

Before
```rust
fn clear_children(parent: Entity, world: &mut World) {
    if let Some(children) = world.entity_mut(parent).remove::<Children>() {
        for &child in &children.0 {
            world.entity_mut(child).remove_intersection::<Parent>();
        }
    }
}
```

After
```rust
fn clear_children(parent: Entity, world: &mut World) {
    if let Some(children) = world.entity_mut(parent).take::<Children>() {
        for &child in &children.0 {
            world.entity_mut(child).remove::<Parent>();
        }
    }
}
```
2023-02-26 00:09:19 +00:00
JoJoJet
9c98f8adc3 Clean up formatting in the example for App::add_startup_systems (#7822)
# Objective

rustfmt go brr
2023-02-25 23:53:10 +00:00
Jakob Hellermann
e81142611b add common run conditions to bevy_input (#7806)
# Objective

Common run conditions can be very useful for quick and ergonomic changes to when a system runs.
Specifically what I'd like to be able to do is
```rust
use bevy::prelude::*;
use bevy::input::common_conditions::input_toggle_active;

fn main() {
  App::new()
    .add_plugins(DefaultPlugins)
    .add_plugin(
      bevy_inspector_egui::quick::WorldInspectorPlugin::default()
        .run_if(input_toggle_active(true, KeyCode::Escape)
    )
    .run();
}
```

## Solution

- add `bevy_input::common_conditions` module with `input_toggle_active`, `input_pressed`, `input_just_pressed`, `input_just_released`

## Changelog

- added common run conditions for `bevy_input`
- you can now use `.add_system(jump.run_if(input_just_pressed(KeyCode::Space)))`
2023-02-25 22:08:13 +00:00
Gino Valente
a89277d5bf bevy_reflect: Add missing primitive registrations (#7815)
# Objective

There were a couple primitive types missing from the default `TypeRegistry` constructor.

## Solution

Added the missing registrations for `char` and `String`.
2023-02-25 21:51:06 +00:00
ickshonpe
f420c518c0 Document how padding and margin behave with percentage values (#7785)
# Objective

Add a comment explaining that percentage padding is calculated based on the width of the parent node.
2023-02-25 16:38:03 +00:00
JoJoJet
af4b95c4e8 Remove unnecessary scopes in App methods (#7813)
# Objective

A couple of places in `bevy_app` use a scoped block that doesn't do anything. I imagine these are a relic from when `Mut<T>` implemented `Drop` in the early days of bevy.

## Solution

Remove the scopes.
2023-02-25 05:08:00 +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
ira
40e90b51b5 Avoid using SystemTypeSet for transform systems ambiguity (#7808)
Alternative to #7804

Allows other instances of the `sync_simple_transforms` and `propagate_transforms` systems to be added.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2023-02-24 16:59:19 +00:00
Jakob Hellermann
d1a1f90902 fix Time::pause docs (missing "not") (#7807)
# Objective

Time pausing does *not* affect `raw_*`.

## Solution

- add missing word "not"
2023-02-24 12:55:43 +00:00
JoJoJet
e27e04a4a7 Remove a duplicate lookup in apply_state_transitions (#7800)
# Objective

Remove a duplicate resource lookup and an unnecessary panic.
2023-02-24 10:49:14 +00:00
Edgar Geier
e4fd25a952 Only execute #define if current scope is accepting lines (#7798)
# Objective

While working on #7784, I noticed that a `#define VAR` in a `.wgsl` file is always effective, even if it its scope is not accepting lines. 

Example:
```c
#define A
#ifndef A
#define B
#endif
```

Currently, `B` will be defined although it shouldn't. This PR fixes that. 

## Solution

Move the branch responsible for `#define` lines into the last else branch, which is only evaluated if the current scope is accepting lines.
2023-02-24 02:44:28 +00:00
François
1bd7306a3a make bevy_text optional again (#7801)
# Objective

- `bevy_text` used to be "optional". the feature could be disabled, which meant that the systems were not added but `bevy_text` was still compiled because of a hard dependency in `bevy_ui`
- Running something without `bevy_text` enabled and with `bevy_ui` enabled now crashes:
```
thread 'main' panicked at 'called `Option::unwrap()` on a `None` value', /bevy/crates/bevy_ecs/src/schedule/schedule.rs:1147:34
```
- This is because `bevy_ui` declares some of its systems in ambiguity sets with systems from `bevy_text`, which were not added if `bevy_text` is disabled

## Solution

- Make `bevy_text` completely optional

## Migration Guide

- feature `bevy_text` now completely removes `bevy_text` from the dependencies when not enabled. Enable feature `bevy_text` if you use Bevy to render text
2023-02-24 02:21:07 +00:00
JoJoJet
695d30bd54 Clean up marker generics for systems (#7789)
# Objective

While we use `#[doc(hidden)]` to try and hide marker generics from the user, these types reveal themselves in compiler errors, adding visual noise and confusion.

## Solution

Replace the `AlreadyWasSystem` marker generic with `()`, to reduce visual noise in error messages. This also makes it possible to return `impl Condition<()>` from combinators.

For function systems, use their function signature as the marker type. This should drastically improve the legibility of some error messages.  
The `InputMarker` type has been removed, since it is unnecessary.
2023-02-23 05:11:12 +00:00
JoJoJet
ee4c8c5ecd Use consistent names for marker generics (#7788)
# Objective

Several places in the ECS use marker generics to avoid overlapping trait implementations, but different places alternately refer to it as `Params` and `Marker`. This is potentially confusing, since it might not be clear that the same pattern is being used. Additionally, users might be misled into thinking that the `Params` type corresponds to the `SystemParam`s of a system.

## Solution

Rename `Params` to `Marker`.
2023-02-23 04:37:08 +00:00
Andrii Borziak
12aadfd4a6 Support raw buffers in AsBindGroup macro (#7701)
# Objective

There was PR that introduced support for storage buffer is `AsBindGroup` macro [#6129](https://github.com/bevyengine/bevy/pull/6129), but it does not give more granular control over storage buffer, it will always copy all the data no matter which part of it was updated. There is also currently another open PR #6669 that tries to achieve exactly that, it is just not up to date and seems abandoned (Sorry if that is not right). In this PR I'm proposing a solution for both of these approaches to co-exist using `#[storage(n, buffer)]` and `#[storage(n)]` to distinguish between the cases.

We could also discuss in this PR if there is a need to extend this support to DynamicBuffers as well.
2023-02-22 22:43:29 +00:00
remiCzn
a0606393d7 Add example in Schedule docs (#7775)
# Objective

Fixes #3980

## Solution

Added examples to show how to run a `Schedule`, one with a unique system, and another with several systems

---

## Changelog

- Added: examples in docs to show how to run a `Schedule`


Co-authored-by: remiCzn <77072160+remiCzn@users.noreply.github.com>
2023-02-22 15:52:37 +00:00
JoJoJet
588af17aa3 Make boxed conditions read-only (#7786)
# Objective

The `BoxedCondition` type alias does not require the underlying system to be read-only.

## Solution

Define the type alias using `ReadOnlySystem` instead of `System`.
2023-02-22 15:25:40 +00:00
Cameron
3ec87e49ca Stageless: prettier cycle reporting (#7463)
Graph theory make head hurty. Closes #7367.

Basically, when we topologically sort the dependency graph, we already find its strongly-connected components (a really [neat algorithm][1]). This PR adds an algorithm that can dissect those into simple cycles, giving us more useful error reports.

test: `system_build_errors::dependency_cycle`
```
schedule has 1 before/after cycle(s):
cycle 1: system set 'A' must run before itself
system set 'A'
 ... which must run before system set 'B'
 ... which must run before system set 'A'
```
```
schedule has 1 before/after cycle(s):
cycle 1: system 'foo' must run before itself
system 'foo'
 ... which must run before system 'bar'
 ... which must run before system 'foo'
```

test: `system_build_errors::hierarchy_cycle`
```
schedule has 1 in_set cycle(s):
cycle 1: system set 'A' contains itself
system set 'A'
 ... which contains system set 'B'
 ... which contains system set 'A'
 ```

[1]: https://en.wikipedia.org/wiki/Tarjan%27s_strongly_connected_components_algorithm
2023-02-21 13:42:20 +00:00
Rob Parrett
5bd1907517 Re-enable taffy send+sync assert (#7769)
# Objective

Fix up a `FIXME` comment

## Solution

It looks like the linked issue has been resolved and we can re-enable the "assertion."
2023-02-21 02:36:05 +00:00
Rob Parrett
da8bf66cf8 Remove unnecessary clippy allows (#7768)
# Objective

I think that these allows are no longer necessary after #6534.

## Solution

Let's remove them and see if clippy complains.
2023-02-20 23:59:03 +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
Rob Parrett
e6d60ad24e Fix clippy lint (#7765)
# Objective

`cargo run -p ci` is currently failing locally for me.

```
error: variables can be used directly in the `format!` string
   --> crates/bevy_reflect/bevy_reflect_derive/src/type_uuid.rs:106:69
    |
106 |         let uuid = Uuid::parse_str(&uuid).map_err(|err| input.error(format!("{}", err)))?;
```

It's not clear to me why CI/clippy didn't pick this up in #6633.
2023-02-20 22:56:58 +00:00
Rob Parrett
b39f83640f Fix some typos (#7763)
# Objective

Stumbled on a typo and went on a typo hunt.

## Solution

Fix em
2023-02-20 22:56:57 +00:00
Ida "Iyes
17d1fa4a8b Add more "common run conditions" (#7579)
Add some more useful common run conditions.

Some of these existed in `iyes_loopless`. I know people used them, and it would be a regression for those users, when they try to migrate to new Bevy stageless, if they are missing.

I also took the opportunity to add a few more new ones.

---

## Changelog

### Added
 - More "common run conditions": on_event, resource change detection, state_changed, any_with_component
2023-02-20 22:56:56 +00:00
ickshonpe
c4f0de52eb Add a BackgroundColor component to TextBundle (#7596)
# Objective

`TextBundle` should have a `BackgroundColor` component.

Apart from adding emphasis etc to text, adding a background color to text nodes can be extremely useful for understanding how Bevy aligns, sizes and positions text, and identifying and debugging problems.

It's easy for users to insert the `BackgroundColor` component themselves but not immediately obvious or discoverable that it's possible. A `BackgroundColor` component allows us to add a `with_background_color` helper function to `TextBundle`.

related issue: #5935

## Solution

Add a `BackgroundColor` component to `TextBundle`.

---

## Changelog

* Added a `BackgroundColor` component to `TextBundle`.
* Added a helper method `with_background_color` to `TextBundle`.

## Migration Guide
`TextBundle` now has a `BackgroundColor` component. 

Use `TextBundle`'s `background_color` field or the `with_background_color` method to set a background color for text when spawning a text node, in place of manual insertion of a `BackgroundColor` component.
2023-02-20 22:42:46 +00:00
Edgar Geier
d3e426e86f Use default schedule consistently in add_state (#7751)
# Objective

When working on #7750 I noticed that `CoreSchedule::Main` was explicitly used to get the schedule for the `OnUpdate` set. This can lead to failures or weird behavior if `add_state` is used with a differently configured `default_schedule_label`, because the other systems are added to the default schedule. This PR fixes that.

## Solution

Use `default_schedule_label` to retrieve a single schedule to which all systems are added.
2023-02-20 22:06:34 +00:00
James Liu
4e15d3d8bb Don't log a trace if EventWriter::send_batch is empty (#7753)
# Objective
Fix #5026.

## Solution
Only make a `trace!` log if the event count changed.

---

## Changelog
Changed: `EventWriter::send_batch` will only log a TRACE level log if the batch is non-empty.
2023-02-20 21:51:21 +00:00
Aevyrie
2a598d3e5a Add Beziers to bevy_math (#7653)
# Objective

- Adds foundational math for Bezier curves, useful for UI/2D/3D animation and smooth paths.

https://user-images.githubusercontent.com/2632925/218883143-e138f994-1795-40da-8c59-21d779666991.mp4

## Solution

- Adds the generic `Bezier` type, and a `Point` trait. The `Point` trait allows us to use control points of any dimension, as long as they support vector math. I've implemented it for `f32`(1D), `Vec2`(2D), and `Vec3`/`Vec3A`(3D).
- Adds `CubicBezierEasing` on top of `Bezier` with the addition of an implementation of cubic Bezier easing, which is a foundational tool for UI animation.
  - This involves solving for $t$ in the parametric Bezier function $B(t)$ using the Newton-Raphson method to find a value with error $\leq$ 1e-7, capped at 8 iterations.
- Added type aliases for common Bezier curves: `CubicBezier2d`, `CubicBezier3d`, `QuadraticBezier2d`, and `QuadraticBezier3d`. These types use `Vec3A` to represent control points, as this was found to have an 80-90% speedup over using `Vec3`.
- Benchmarking shows quadratic/cubic Bezier evaluations $B(t)$ take \~1.8/2.4ns respectively. Easing, which requires an iterative solve takes \~50ns for cubic Beziers. 

---

## Changelog

- Added `CubicBezier2d`, `CubicBezier3d`, `QuadraticBezier2d`, and `QuadraticBezier3d` types with methods for sampling position, velocity, and acceleration. The generic `Bezier` type is also available, and generic over any degree of Bezier curve.
- Added `CubicBezierEasing`, with additional methods to allow for smooth easing animations.
2023-02-20 18:34:52 +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
Edgar Geier
e2c77fee03 Remove obsolete after(apply_state_transition::<S>) (#7750)
# Objective

- Fixes #7636.

## Solution

`apply_state_transitions::<S>` runs in `CoreSet::StateTransitions` which is already scheduled before `CoreSet::Update`. Therefore explicitly scheduling `OnUpdate` after `apply_state_transitions::<S>` is not necessary.
2023-02-20 15:57:50 +00:00
Edgar Geier
acff2210c0 Add report_sets option to ScheduleBuildSettings (#7756)
# Objective

- Fixes #7442.

## Solution

- Added `report_sets` option to `ScheduleBuildSettings` like described in the linked issue.

The output of the `3d_scene` example when reporting ambiguities with `report_sets` and `use_shortnames` set to `true` (and with #7755 applied) now looks like this: 
```
82 pairs of systems with conflicting data access have indeterminate execution order. Consider adding `before`, `after`, or `ambiguous_with` relationships between these:
 -- filesystem_watcher_system (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<DynamicScene> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<Scene> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<Shader> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<Mesh> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<SkinnedMeshInverseBindposes> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<Image> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<TextureAtlas> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<ColorMaterial> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<Font> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<FontAtlasSet> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<StandardMaterial> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<Gltf> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<GltfNode> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<GltfPrimitive> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<GltfMesh> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<AudioSource> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<AudioSink> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- update_asset_storage_system<AnimationClip> (LoadAssets) and apply_system_buffers (FirstFlush)
    conflict on: bevy_ecs::world::World
 -- scene_spawner_system (Update) and close_when_requested (Update)
    conflict on: bevy_ecs::world::World
 -- exit_on_all_closed (PostUpdate) and apply_system_buffers (CalculateBoundsFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- exit_on_all_closed (PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- camera_system<Projection> (CameraUpdateSystem, PostUpdate) and apply_system_buffers (CalculateBoundsFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- camera_system<Projection> (CameraUpdateSystem, PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- camera_system<OrthographicProjection> (CameraUpdateSystem, PostUpdate) and apply_system_buffers (CalculateBoundsFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- camera_system<OrthographicProjection> (CameraUpdateSystem, PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- camera_system<PerspectiveProjection> (CameraUpdateSystem, PostUpdate) and apply_system_buffers (CalculateBoundsFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- camera_system<PerspectiveProjection> (CameraUpdateSystem, PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- calculate_bounds (CalculateBounds, PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and visibility_propagate_system (PostUpdate, VisibilityPropagate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and update_text2d_layout (PostUpdate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and ui_stack_system (PostUpdate, Stack)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and text_system (PostUpdate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and update_image_calculated_size_system (PostUpdate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and flex_node_system (Flex, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and add_clusters (AddClusters, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and play_queued_audio_system<AudioSource> (PostUpdate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and animation_player (PostUpdate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and propagate_transforms (PostUpdate, TransformPropagate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and sync_simple_transforms (PostUpdate, TransformPropagate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and update_directional_light_cascades (PostUpdate, UpdateDirectionalLightCascades)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and update_clipping_system (PostUpdate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and update_frusta<Projection> (PostUpdate, UpdateProjectionFrusta)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and update_frusta<PerspectiveProjection> (PostUpdate, UpdatePerspectiveFrusta)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (CalculateBoundsFlush, PostUpdate) and update_frusta<OrthographicProjection> (PostUpdate, UpdateOrthographicFrusta)
    conflict on: bevy_ecs::world::World
 -- visibility_propagate_system (PostUpdate, VisibilityPropagate) and apply_system_buffers (AddClustersFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- update_text2d_layout (PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- ui_stack_system (PostUpdate, Stack) and apply_system_buffers (AddClustersFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- text_system (PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- update_image_calculated_size_system (PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- flex_node_system (Flex, PostUpdate) and apply_system_buffers (AddClustersFlush, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- flex_node_system (Flex, PostUpdate) and animation_player (PostUpdate)
    conflict on: ["bevy_transform::components::transform::Transform"]
 -- apply_system_buffers (AddClustersFlush, PostUpdate) and play_queued_audio_system<AudioSource> (PostUpdate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (AddClustersFlush, PostUpdate) and animation_player (PostUpdate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (AddClustersFlush, PostUpdate) and propagate_transforms (PostUpdate, TransformPropagate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (AddClustersFlush, PostUpdate) and sync_simple_transforms (PostUpdate, TransformPropagate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (AddClustersFlush, PostUpdate) and update_directional_light_cascades (PostUpdate, UpdateDirectionalLightCascades)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (AddClustersFlush, PostUpdate) and update_clipping_system (PostUpdate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (AddClustersFlush, PostUpdate) and update_frusta<Projection> (PostUpdate, UpdateProjectionFrusta)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (AddClustersFlush, PostUpdate) and update_frusta<PerspectiveProjection> (PostUpdate, UpdatePerspectiveFrusta)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (AddClustersFlush, PostUpdate) and update_frusta<OrthographicProjection> (PostUpdate, UpdateOrthographicFrusta)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (AddClustersFlush, PostUpdate) and check_visibility (CheckVisibility, PostUpdate)
    conflict on: bevy_ecs::world::World
 -- apply_system_buffers (AddClustersFlush, PostUpdate) and update_directional_light_frusta (PostUpdate, UpdateLightFrusta)
    conflict on: bevy_ecs::world::World
 -- Assets<Scene>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<Shader>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<Mesh>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<SkinnedMeshInverseBindposes>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<Image>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<TextureAtlas>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<ColorMaterial>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<Font>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<FontAtlasSet>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<StandardMaterial>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<Gltf>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<GltfNode>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<GltfPrimitive>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<GltfMesh>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<AudioSource>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<AudioSink>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<AnimationClip>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
 -- Assets<DynamicScene>::asset_event_system (AssetEvents) and apply_system_buffers (PostUpdateFlush)
    conflict on: bevy_ecs::world::World
```

Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-02-20 15:31:10 +00:00
Edgar Geier
e1a8123145 Retain :: after >, ) or ] when shortening type names (#7755)
# Objective

While working on #7442 i discovered that `get_short_name` does not work well with sub paths after closing brackets. It currently turns `bevy_asset::assets::Assets<bevy_scene::dynamic_scene::DynamicScene>::asset_event_system` into `Assets<DynamicScene>asset_event_system`. This PR fixes that.

## Solution
- Retain `::` after a closing bracket like `>`, `)` or `]`.
- Add a test for all sub path after closing bracket cases.
2023-02-20 15:31:08 +00:00
François
ca1802b774 Basic spatial audio (#6028)
# Objective

- Add basic spatial audio support to Bevy
  - this is what rodio supports, so no HRTF, just simple stereo channel manipulation
  - no "built-in" ECS support: `Emitter` and `Listener` should be components that would automatically update the positions

This PR goal is to just expose rodio functionality, made possible with the recent update to rodio 0.16. A proper ECS integration opens a lot more questions, and would probably require an RFC

Also updates rodio and fixes #6122
2023-02-20 15:31:07 +00:00
JoJoJet
a69e6a1207 Implement FromWorld for WorldId (#7726)
# Objective

Allow using `Local<WorldId>` in systems.

## Solution

- Describe the solution used to achieve the objective above.

---

## Changelog

+ `WorldId` now implements the `FromWorld` trait.
2023-02-20 15:02:16 +00:00
ickshonpe
093d420bb0 Add doc comments for the fields of Text2dBundle (#7749)
# Objective

Add doc comments for the fields of Text2dBundle.
2023-02-20 04:15:16 +00:00
François
7ec9258f08 fix regex for shader define: must have at least one whitespace (#7754)
# Objective

- Nothing render
```
ERROR bevy_render::render_resource::pipeline_cache: failed to process shader: Invalid shader def definition for '_import_path': bevy_pbr
```

## Solution

- Fix define regex so that it must have one whitespace after `define`
2023-02-20 02:19:41 +00:00
François
b056475360 can define a value from inside a shader (#7518)
# Objective

- Fixes #7494
- It is now possible to define a ShaderDef from inside a shader. This can be useful to centralise a value, or making sure an import is only interpreted once

## Solution

- Support `#define <SHADERDEF_NAME> <optional value>`
2023-02-20 00:33:48 +00:00
Jakob Hellermann
19368441f3 fix ambiguities in render schedule (#7725)
# Objective

- ambiguities bad

## Solution

- solve ambiguities
  - by either ignoring (e.g. on `queue_mesh_view_bind_groups` since `LightMeta` access is different)
  - by introducing a dependency (`prepare_windows -> prepare_*` because the latter use the fallback Msaa)
- make `prepare_assets` public so that we can do a proper `.after`
2023-02-20 00:16:47 +00:00
Kurt Kühnert
5ea5ec7518 Remove dependency on the mesh struct in the pbr function (#7597)
# Objective

Currently, it is quite awkward to use the `pbr` function in a custom shader without binding a mesh bind group.
This is because the `pbr` function depends on the `MESH_FLAGS_SHADOW_RECEIVER_BIT` flag.

## Solution

I have removed this dependency by adding the flag as a parameter to the `PbrInput` struct.

I am not sure if this is the ideal solution since the mesh flag indicates both `MESH_FLAGS_SIGN_DETERMINANT_MODEL_3X3_BIT` and `MESH_FLAGS_SHADOW_RECEIVER_BIT`.
The former seems to be unrelated to PBR. Maybe the flag should be split.
2023-02-20 00:16:46 +00:00
JMS55
03575aef22 EnvironmentMapLight support for WebGL2 (#7737)
# Objective

- Fix the environment map shader not working under webgl due to textureNumLevels() not being supported
- Fixes https://github.com/bevyengine/bevy/issues/7722

## Solution

- Instead of using textureNumLevels(), put an extra field in the GpuLights uniform to store the mip count
2023-02-20 00:02:40 +00:00
Griffin
912fb58869 Initial tonemapping options (#7594)
# Objective

Splits tone mapping from https://github.com/bevyengine/bevy/pull/6677 into a separate PR.
Address https://github.com/bevyengine/bevy/issues/2264.
Adds tone mapping options:
- None: Bypasses tonemapping for instances where users want colors output to match those set.
- Reinhard
- Reinhard Luminance: Bevy's exiting tonemapping
- [ACES](https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl) (Fitted version, based on the same implementation that Godot 4 uses) see https://github.com/bevyengine/bevy/issues/2264
- [AgX](https://github.com/sobotka/AgX)
- SomewhatBoringDisplayTransform
- TonyMcMapface
- Blender Filmic

This PR also adds support for EXR images so they can be used to compare tonemapping options with reference images.

## Migration Guide
- Tonemapping is now an enum with NONE and the various tonemappers.
- The DebandDither is now a separate component.




Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2023-02-19 20:38:13 +00:00
shuo
d46427b4e4 for disconnected, use Vec instead of HashSet to reduce insert overhead (#7744)
# Objective

- Improve `Schedule::initialize` performance

## Solution

- replace `disconnected`'s type from HashSet to Vec in `check_graph`
2023-02-19 16:35:39 +00:00
shuo
bd54c4d2d1 extract topsort logic to a new method, one pass to detect cycles and … (#7727)
…top sort. reduce mem alloc

# Objective

- Reduce alloc count.
- Improve code quality.

## Solution

- use `TarjanScc::run` directly, which calls a closure with each scc, in closure, we can detect cycles and flatten nodes
2023-02-19 16:35:38 +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
Trent
0af001edd4 Update DefaultPlugins docs (#7742)
# Objective

- Updates list of plugins and feature information in `DefaultPlugins` doc comment
- Solve the short term issue of https://github.com/bevyengine/bevy/issues/7332

## Solution

- Update doc comment to reflect current implementation
- Sort plugins by appearance in implementation
2023-02-19 15:04:12 +00:00
Liam Gallagher
64b0f19a65 Implement SystemParam for WorldId (#7741)
# Objective

Fixes #7736

## Solution

Implement the `SystemParam` trait for `WorldId`

## Changelog

- `WorldId` can now be taken as a system parameter and will return the id of the world the system is running in
2023-02-19 03:26:13 +00:00
TimJentzsch
9b7060c4d2 Make StartupSet a base set (#7574)
# Objective

Closes #7573

- Make `StartupSet` a base set

## Solution

- Add `#[system_set(base)]` to the enum declaration
- Replace `.in_set(StartupSet::...)` with `.in_base_set(StartupSet::...)`

**Note**: I don't really know what I'm doing and what exactly the difference between base and non-base sets are. I mostly opened this PR based on discussion in Discord. I also don't really know how to test that I didn't break everything. Your reviews are appreciated!

---

## Changelog

- `StartupSet` is now a base set

## Migration Guide

`StartupSet` is now a base set. This means that you have to use `.in_base_set` instead of `.in_set`:

### Before

```rs
app.add_system(foo.in_set(StartupSet::PreStartup))
```

### After

```rs
app.add_system(foo.in_base_set(StartupSet::PreStartup))
```
2023-02-19 03:10:06 +00:00
Sludge
104c74c3bc Allow relative speed of -0.0 (#7740)
# Objective

-0.0 should typically be treated exactly the same as 0.0, but this assertion was rejecting it while allowing 0.0. The `Duration` API handles this correctly (on recent Rust versions) and returns a zero `Duration` for both -0.0 and 0.0.

## Solution

Check for `ratio >= 0.0`, which is true if `ratio` is `-0.0`.

---

## Changelog

Allow relative speed of -0.0 in the `Time::set_relative_speed_fXX` methods.
2023-02-18 22:43:08 +00:00
Edgar Geier
67a89e9c58 Add distributive_run_if to IntoSystemConfigs (#7724)
# Objective

- Fixes #7659.

## Solution

- This PR extracted the `distributive_run_if` part of #7676, because it does not require the controversial introduction of anonymous system sets.
- The distinctive name should make the user aware about the differences between `IntoSystemConfig::run_if` and `IntoSystemConfigs::distributive_run_if`.
- The documentation explains in detail the consequences of using the API and possible pit falls when using it.
- A test demonstrates the possibility of changing the condition result, resulting in some of the systems not being run.

---

## Changelog

### Added
- Add `distributive_run_if` to `IntoSystemConfigs` to enable adding a run condition to each system when using `add_systems`.
2023-02-18 21:33:09 +00:00
shuo
609ad5aaa6 introduce EntityLocation::INVALID const and adjust Entities::get comment (#7623)
also remove one un-needed mut.
2023-02-18 21:15:57 +00:00
Gino Valente
cd1737ecca bevy_reflect: Improved documentation (#7148)
# Objective

`bevy_reflect` can be a moderately complex crate to try and understand. It has many moving parts, a handful of gotchas, and a few subtle contracts that aren't immediately obvious to users and even other contributors.

The current README does an okay job demonstrating how the crate can be used. However, the crate's actual documentation should give a better overview of the crate, its inner-workings, and show some of its own examples.

## Solution

Added crate-level documentation that attempts to summarize the main parts of `bevy_reflect` into small sections.

This PR also updates the documentation for:
- `Reflect`
- `FromReflect`
- The reflection subtraits
- Other important types and traits
- The reflection macros (including the derive macros)
- Crate features

### Open Questions

1. ~~Should I update the docs for the Dynamic types? I was originally going to, but I'm getting a little concerned about the size of this PR 😅~~ Decided to not do this in this PR. It'll be better served from its own PR.
2. Should derive macro documentation be moved to the trait itself? This could improve visibility and allow for better doc links, but could also clutter up the trait's documentation (as well as not being on the actual derive macro's documentation).

### TODO

- [ ] ~~Document Dynamic types (?)~~ I think this should be done in a separate PR.
- [x] Document crate features
- [x] Update docs for `GetTypeRegistration`
- [x] Update docs for `TypeRegistration`
- [x] Update docs for `derive_from_reflect`
- [x] Document `reflect_trait`
- [x] Document `impl_reflect_value`
- [x] Document `impl_from_reflect_value`

---

## Changelog

- Updated documentation across the `bevy_reflect` crate
- Removed `#[module]` helper attribute for `Reflect` derives (this is not currently used)

## Migration Guide

- Removed `#[module]` helper attribute for `Reflect` derives. If your code is relying on this attribute, please replace it with either `#[reflect]` or `#[reflect_value]` (dependent on use-case).


Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2023-02-18 20:42:01 +00:00
Jakob Hellermann
b2e1694c12 make ScheduleGraph::initialize public (#7723)
follow-up to https://github.com/bevyengine/bevy/pull/7716

# Objective

System access is only populated in `System::initialize`, so without calling `initialize` it's actually impossible to see most ambiguities.

## Solution


- make `initialize` public. The method is idempotent, so calling it multiple times doesn't hurt
2023-02-17 20:25:28 +00:00
Aceeri
b24ed8bb0c IntoIterator for EventReader (#7720)
# Objective
Continuation of https://github.com/bevyengine/bevy/pull/5719
Now that we have a definable type for the iterator.

---

## Changelog
- Implemented IntoIterator for EventReader so you can now do `&mut reader` instead of `reader.iter()` for events.
2023-02-17 15:37:36 +00:00
Johan Klokkhammer Helsing
18cfb226db Use a fixed state hasher in bevy_reflect for deterministic Reflect::reflect_hash() across processes (#7583)
# Objective

- bevy_ggrs uses `reflect_hash` in order to produce checksums for its world snapshots. These checksums are sent between clients in order to detect desyncronization.
- However, since we currently use `async::AHasher` with the `std` feature, this means that hashes will always be different for different peers, even if the state is identical.
- This means bevy_ggrs needs a way to get a deterministic (fixed) hash.

## Solution

- ~~Add a feature to use `bevy_utils::FixedState` for the hasher used by bevy_reflect.~~
- Always use `bevy_utils::FixedState` for initializing the bevy_reflect hasher. 

---

## Changelog

- bevy_reflect now uses a fixed state for its hasher, which means the output of `Reflect::reflect_hash` is now deterministic across processes.
2023-02-17 15:37:35 +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
Zhixing Zhang
16feb9acb7 Add push contant config to layout (#7681)
# Objective

Allow for creating pipelines that use push constants. To be able to use push constants. Fixes #4825

As of right now, trying to call `RenderPass::set_push_constants` will trigger the following error:

```
thread 'main' panicked at 'wgpu error: Validation Error

Caused by:
    In a RenderPass
      note: encoder = `<CommandBuffer-(0, 59, Vulkan)>`
    In a set_push_constant command
    provided push constant is for stage(s) VERTEX | FRAGMENT | VERTEX_FRAGMENT, however the pipeline layout has no push constant range for the stage(s) VERTEX | FRAGMENT | VERTEX_FRAGMENT
```
## Solution

Add a field push_constant_ranges to` RenderPipelineDescriptor` and `ComputePipelineDescriptor`.

This PR supersedes #4908 which now contains merge conflicts due to significant changes to `bevy_render`.

Meanwhile, this PR also made the `layout` field of `RenderPipelineDescriptor` and `ComputePipelineDescriptor` non-optional. If the user do not need to specify the bind group layouts, they can simply supply an empty vector here. No need for it to be optional.

---

## Changelog
- Add a field push_constant_ranges to RenderPipelineDescriptor and ComputePipelineDescriptor
- Made the `layout` field of RenderPipelineDescriptor and ComputePipelineDescriptor non-optional.


## Migration Guide

- Add push_constant_ranges: Vec::new() to every `RenderPipelineDescriptor` and `ComputePipelineDescriptor`
- Unwrap the optional values on the `layout` field of `RenderPipelineDescriptor` and `ComputePipelineDescriptor`. If the descriptor has no layout, supply an empty vector.


Co-authored-by: Zhixing Zhang <me@neoto.xin>
2023-02-17 06:20:16 +00:00
Aceeri
c5d2d1a5ff Include 2x/8x sample counts for Msaa (#7684)
# Objective
Fixes #7295 

Should we maybe default to 4x if 2x/8x is selected but not supported?

---

## Changelog
- Added 2x and 8x sample counts for MSAA.
2023-02-17 06:04:01 +00:00
JMS55
db2fd92385 Make ktx2 and zstd default features (#7696)
# Objective
- Environment maps use these formats, and in the future rendering LUTs will need textures loaded by default in the engine

## Solution

- Make ktx2 and zstd part of the default feature
- Let examples assume these features are enabled

---

## Changelog
- `ktx2` and `zstd` are now party of bevy's default enabled features

## Migration Guide

- If you used the `ktx2` or `zstd` features, you no longer need to explicitly enable them, as they are now part of bevy's default enabled features
2023-02-17 01:00:07 +00:00
JoJoJet
38568ccf1f Allow shared access to SyncCell for types that are already Sync (#7718)
# Objective

The type `SyncCell<T>` (added in #5483) is used to force any wrapped type to be `Sync`, by only allowing exclusive access to the wrapped value. This restriction is unnecessary for types which are already `Sync`.

---

## Changelog

+ Added the method `read` to `SyncCell`, which allows shared access to values that already implement the `Sync` trait.
2023-02-17 00:22:57 +00:00
James Liu
69d3a15eae Default to using ExecutorKind::SingleThreaded on wasm32 (#7717)
# Objective
Web builds do not support running on multiple threads right now. Defaulting to the multi-threaded executor has significant overhead without any benefit.

## Solution
Default to the single threaded executor on wasm32 builds.
2023-02-17 00:22:56 +00:00
Jakob Hellermann
45442f7367 expose ambiguities of ScheduleGraph (#7716)
# Objective

- other tools (bevy_mod_debugdump) would like to have access to the ambiguities so that they can do their own reporting/visualization

## Solution

- store `conflicting_systems` in `ScheduleGraph` after calling `build_schedule`

The solution isn't very pretty and as pointed out it https://github.com/bevyengine/bevy/pull/7522, there may be a better way of exposing this, but this is the quick and dirty way if we want to have this functionality exposed in 0.10.
2023-02-17 00:22:55 +00:00
Aceeri
c5702b9b5d Make RemovedComponents mirror EventReaders api surface (#7713)
# Objective
- RemovedComponents is just a thin wrapper around Events/ManualEventReader which is the same as an EventReader, so most usecases that of an EventReader will probably be useful for RemovedComponents too.

I was thinking of making a trait for this but I don't think it is worth the overhead currently.

## Solution
- Mirror the api surface of EventReader
2023-02-17 00:01:13 +00:00
JoJoJet
a95033b288 Optimize .nth() and .last() for event iterators (#7530)
# Objective

Motivated by #7469.

`EventReader` iterators use the default implementations for `.nth()` and `.last()`, which includes iterating over and throwing out all events before the desired one.

## Solution

Add specialized implementations for these methods that directly updates the unread event counter and returns a reference to the desired event.

TODO:

- [x] Add a unit test.
- [x] ~~Add a benchmark, to see if the compiler was doing this automatically already.~~ *On second thought, this doesn't feel like a very useful thing to include in the benchmark suite.*
2023-02-16 23:34:18 +00:00
Jakob Hellermann
b1646e9cee change is_system_type() -> bool to system_type() -> Option<TypeId> (#7715)
# Objective

- it would be nice to be able to associate a `NodeId` of a system type set to the `NodeId` of the actual system (used in bevy_mod_debugdump)

## Solution

- make `system_type` return the type id of the system
  - that way you can check if a `dyn SystemSet` is the system type set of a `dyn System`
- I don't know if this information is already present somewhere else in the scheduler or if there is a better way to expose it
2023-02-16 22:25:48 +00:00
Edgar Geier
6a63940367 Allow adding systems to multiple sets that share the same base set (#7709)
# Objective

Fixes #7702.

## Solution

- Added an test that ensures that no error is returned if a system or set is inside two different sets that share the same base set.
- Added an check to only return an error if the two base sets are not equal.
2023-02-16 17:09:46 +00:00
Jakob Hellermann
b35818c0a3 expose ScheduleGraph for third party dependencies (#7522)
# Objective

The `ScheduleGraph` should be expose so that crates like [bevy_mod_debugdump](https://github.com/jakobhellermann/bevy_mod_debugdump/blob/stageless/docs/README.md) can access useful information. 

## Solution

- expose `ScheduleGraph`, `NodeId`, `BaseSetMembership`, `Dag`
- add accessor functions for sets and systems

## Changelog

- expose `ScheduleGraph` for use in third party tools

This does expose our use of `petgraph` as a graph library, so we can only change that as a breaking change.
2023-02-16 17:09:45 +00:00
dis-da-moe
8853bef6df implement TypeUuid for primitives and fix multiple-parameter generics having the same TypeUuid (#6633)
# Objective

- Fixes #5432 
- Fixes #6680

## Solution

- move code responsible for generating the `impl TypeUuid` from `type_uuid_derive` into a new function, `gen_impl_type_uuid`.
- this allows the new proc macro, `impl_type_uuid`, to call the code for generation.
- added struct `TypeUuidDef` and implemented `syn::Parse` to allow parsing of the input for the new macro.
- finally, used the new macro `impl_type_uuid` to implement `TypeUuid` for the standard library (in `crates/bevy_reflect/src/type_uuid_impl.rs`).
- fixes #6680 by doing a wrapping add of the param's index to its `TYPE_UUID`

Co-authored-by: dis-da-moe <84386186+dis-da-moe@users.noreply.github.com>
2023-02-16 17:09:44 +00:00
JoJoJet
81307290e2 Fix trait bounds for run conditions (#7688)
# Objective

The trait `Condition<>` is implemented for any type that can be converted into a `ReadOnlySystem` which takes no inputs and returns a bool. However, due to the current implementation, consumers of the trait cannot rely on the fact that `<T as Condition>::System` implements `ReadOnlySystem`. In cases such as the `not` combinator (added in #7559), we are required to add redundant `T::System: ReadOnlySystem` trait bounds, even though this should be implied by the `Condition<>` trait.

## Solution

Add a hidden associated type which allows the compiler to figure out that the `System` associated type implements `ReadOnlySystem`.
2023-02-16 16:45:48 +00:00
SpecificProtagonist
d8bd09ebe5 Fix clippy clamp warning (#7697)
Replaced `.max().min()` by `.clamp()` as pointed out by clippy.
2023-02-16 02:13:25 +00:00
shuo
1dc713b605 add len, is_empty, iter method on SparseSets, make SparseSets inspect… (#7638)
…able like Table. Rename clear to clear_entities to clarify that metadata keeps, only value cleared

# Objective

- Provide some inspectability for SparseSets. 

## Solution

- `Tables` has these three methods, len, is_empty and iter too. Add these methods to `SparseSets`, so user can print the shape of storage.

---

## Changelog

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

- Add `len`, `is_empty`, `iter` methods on SparseSets.
- Rename `clear` to `clear_entities` to clarify its purpose.
- Add `new_for_test` on `ComponentInfo` to make test code easy.
- Add test case covering new methods.

## Migration Guide

> This section is optional. If there are no breaking changes, you can delete this section.

- Simply adding new functionality is not a breaking change.
2023-02-15 23:52:02 +00:00
Саня Череп
e392e99f7e feat: improve initialize_bundle error message (#7464)
# Objective

This PR improves message that caused by duplicate components in bundle.

## Solution

Show names of duplicate components.

The solution is not very elegant, in my opinion, I will be happy to listen to suggestions for improving it

Co-authored-by: Саня Череп <41489405+SDesya74@users.noreply.github.com>
2023-02-15 22:56:22 +00:00
JoJoJet
670c4c1852 Use a default implementation for set_if_neq (#7660)
# Objective

While porting my crate `bevy_trait_query` to bevy 0.10, I ran into an issue with the `DetectChangesMut` trait. Due to the way that the `set_if_neq` method (added in #6853) is implemented, you are forced to write a nonsense implementation of it for dynamically sized types. This edge case shows up when implementing trait queries, since `DetectChangesMut` is implemented for `Mut<dyn Trait>`.

## Solution

Simplify the generics for `set_if_neq` and add the `where Self::Target: Sized` trait bound to it. Add a default implementation so implementers don't need to implement a method with nonsensical trait bounds.
2023-02-15 20:10:23 +00:00
JoJoJet
4f57f380c7 Simplify generics for the SystemParamFunction trait (#7675)
# Objective

The `SystemParamFunction` (and `ExclusiveSystemParamFunction`) trait is very cumbersome to use, due to it requiring four generic type parameters. These are currently all used as marker parameters to satisfy rust's trait coherence rules.

### Example (before)

```rust
pub fn pipe<AIn, Shared, BOut, A, AParam, AMarker, B, BParam, BMarker>(
    mut system_a: A,
    mut system_b: B,
) -> impl FnMut(In<AIn>, ParamSet<(AParam, BParam)>) -> BOut
where
    A: SystemParamFunction<AIn, Shared, AParam, AMarker>,
    B: SystemParamFunction<Shared, BOut, BParam, BMarker>,
    AParam: SystemParam,
    BParam: SystemParam,
```

## Solution

Turn the `In`, `Out`, and `Param` generics into associated types. Merge the marker types together to retain coherence.

### Example (after)

```rust
pub fn pipe<A, B, AMarker, BMarker>(
    mut system_a: A,
    mut system_b: B,
) -> impl FnMut(In<A::In>, ParamSet<(A::Param, B::Param)>) -> B::Out
where
    A: SystemParamFunction<AMarker>,
    B: SystemParamFunction<BMarker, In = A::Out>,
```

---

## Changelog

+ Simplified the `SystemParamFunction` and `ExclusiveSystemParamFunction` traits.

## Migration Guide

For users of the `SystemParamFunction` trait, the generic type parameters `In`, `Out`, and `Param` have been turned into associated types. The same has been done with the `ExclusiveSystemParamFunction` trait.
2023-02-15 19:41:15 +00:00
ickshonpe
11c7e5807a Improve the documentation for flex-basis (#7685)
# Objective

The current doc comment for `flex-basis` states that it is "The initial size of the item", which is a bit confusing since size in Bevy is mostly used to refer to two-dimensional extents but `flex-basis` is a one-dimensional value.

It also needs to explain that:
* `flex-basis` sets the initial length of the main axis.
* Overrides `size` on the main axis.
* Obeys the `min_size` and `max_size` constraints.
2023-02-15 13:58:01 +00:00
Giacomo Stevanato
8d51f4a2a5 Remove useless access to archetype in UnsafeWorldCell::fetch_table (#7665)
# Objective

- #6402 changed `World::fetch_table` (now `UnsafeWorldCell::fetch_table`) to access the archetype in order to get the `table_id` and `table_row` of the entity involved. However this is useless since those were already present in the `EntityLocation`
- Moreover it's useless for `UnsafeWorldCell::fetch_table` to return the `TableRow` too, since the caller must already have access to the `EntityLocation` which contains the `TableRow`.
- The result is that `UnsafeWorldCell::fetch_table` now only does 2 memory fetches instead of 4.

## Solution

- Revert the changes to the implementation of `UnsafeWorldCell::fetch_table` made in #6402
2023-02-15 04:39:18 +00:00
shuo
11a7ff2645 use bevy_utils::HashMap for better performance. TypeId is predefined … (#7642)
…u64, so hash safety is not a concern

# Objective

- While reading the code, just noticed the BundleInfo's HashMap is std::collections::HashMap, which uses a slow but safe hasher.

## Solution

- Use bevy_utils::HashMap instead

benchmark diff (I run several times in a linux box, the perf improvement is consistent, though numbers varies from time to time, I paste my last run result here):

``` bash
cargo bench -- spawn
   Compiling bevy_ecs v0.9.0 (/home/lishuo/developer/pr/bevy/crates/bevy_ecs)
   Compiling bevy_app v0.9.0 (/home/lishuo/developer/pr/bevy/crates/bevy_app)
   Compiling benches v0.1.0 (/home/lishuo/developer/pr/bevy/benches)
    Finished bench [optimized] target(s) in 1m 17s
     Running benches/bevy_ecs/change_detection.rs (/home/lishuo/developer/pr/bevy/benches/target/release/deps/change_detection-86c5445d0dc34529)
Gnuplot not found, using plotters backend
     Running benches/bevy_ecs/benches.rs (/home/lishuo/developer/pr/bevy/benches/target/release/deps/ecs-e49b3abe80bfd8c0)
Gnuplot not found, using plotters backend
spawn_commands/2000_entities
                        time:   [153.94 µs 159.19 µs 164.37 µs]
                        change: [-14.706% -11.050% -6.9633%] (p = 0.00 < 0.05)
                        Performance has improved.
spawn_commands/4000_entities
                        time:   [328.77 µs 339.11 µs 349.11 µs]
                        change: [-7.6331% -3.9932% +0.0487%] (p = 0.06 > 0.05)
                        No change in performance detected.
spawn_commands/6000_entities
                        time:   [445.01 µs 461.29 µs 477.36 µs]
                        change: [-16.639% -13.358% -10.006%] (p = 0.00 < 0.05)
                        Performance has improved.
spawn_commands/8000_entities
                        time:   [657.94 µs 677.71 µs 696.95 µs]
                        change: [-8.8708% -5.2591% -1.6847%] (p = 0.01 < 0.05)
                        Performance has improved.

get_or_spawn/individual time:   [452.02 µs 466.70 µs 482.07 µs]
                        change: [-17.218% -14.041% -10.728%] (p = 0.00 < 0.05)
                        Performance has improved.
get_or_spawn/batched    time:   [291.12 µs 301.12 µs 311.31 µs]
                        change: [-12.281% -8.9163% -5.3660%] (p = 0.00 < 0.05)
                        Performance has improved.

spawn_world/1_entities  time:   [81.668 ns 84.284 ns 86.860 ns]
                        change: [-12.251% -6.7872% -1.5402%] (p = 0.02 < 0.05)
                        Performance has improved.
spawn_world/10_entities time:   [789.78 ns 821.96 ns 851.95 ns]
                        change: [-19.738% -14.186% -8.0733%] (p = 0.00 < 0.05)
                        Performance has improved.
spawn_world/100_entities
                        time:   [7.9906 µs 8.2449 µs 8.5013 µs]
                        change: [-12.417% -6.6837% -0.8766%] (p = 0.02 < 0.05)
                        Change within noise threshold.
spawn_world/1000_entities
                        time:   [81.602 µs 84.161 µs 86.833 µs]
                        change: [-13.656% -8.6520% -3.0491%] (p = 0.00 < 0.05)
                        Performance has improved.
Found 1 outliers among 100 measurements (1.00%)
  1 (1.00%) high mild
Benchmarking spawn_world/10000_entities: Warming up for 500.00 ms
Warning: Unable to complete 100 samples in 4.0s. You may wish to increase target time to 4.0s, enable flat sampling, or reduce sample count to 70.
spawn_world/10000_entities
                        time:   [813.02 µs 839.76 µs 865.41 µs]
                        change: [-12.133% -6.1970% -0.2302%] (p = 0.05 < 0.05)
                        Change within noise threshold.
```

---

## Changelog

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

- use bevy_utils::HashMap for Bundles::bundle_ids

## Migration Guide

> This section is optional. If there are no breaking changes, you can delete this section.

- Not a breaking change, hashmap is internal impl.
2023-02-15 04:19:26 +00:00
Niklas Eicker
0bce78439b Cleanup system sets called labels (#7678)
# Objective

We have a few old system labels that are now system sets but are still named or documented as labels. Documentation also generally mentioned system labels in some places.


## Solution

- Clean up naming and documentation regarding system sets

## Migration Guide

`PrepareAssetLabel` is now called `PrepareAssetSet`
2023-02-14 21:46:07 +00:00
Niklas Eicker
f1c0850b81 Rename state_equals condition to in_state (#7677)
# Objective

- Improve readability of the run condition for systems only running in a certain state

## Solution

- Rename `state_equals` to `in_state` (see [comment by cart](https://github.com/bevyengine/bevy/pull/7634#issuecomment-1428740311) in #7634 )
- `.run_if(state_equals(variant))` now is `.run_if(in_state(variant))`

This breaks the naming pattern a bit with the related conditions `state_exists` and `state_exists_and_equals` but I could not think of better names for those and think the improved readability of `in_state` is worth it.
2023-02-14 21:30:14 +00:00
François
fae61ad249 create window as soon as possible (#7668)
# Objective

- Fixes #7612 
- Since #7493, windows started as unfocused

## Solution

- Creating the window at the end of the event loop after the resume event instead of at the beginning of the loop of the next event fixes the focus
2023-02-14 15:08:04 +00:00
ickshonpe
e950b1e09b Changes in the size of a text node should trigger recomputation of its text (#7674)
# Objective

The text contained by a text node is only recomputed when its `Style` or `Text` components change, or when the scale factor changes. Not when the geometry of the text node is modified.

Make it so that any change in text node size triggers a text recomputation.

## Solution

Change `text_system` so that it queries for text nodes with changed `Node` components and recomputes their text. 

---

Most users won't notice any difference but it should fix some confusing edge cases in more complicated and interactive layouts.

## Changelog

* Added `Changed<Node>` to the change detection query of `text_system`. This ensures that any change in the size of a text node will cause any text it contains to be recomputed.
2023-02-14 14:46:28 +00:00
Elabajaba
01043bf83a Change standard material defaults and update docs (#7664)
# Objective

Standard material defaults are currently strange, and the docs are wrong re: metallic.

## Solution

Change the defaults to be similar to [Godot](https://github.com/godotengine/godot/pull/62756).

---

## Changelog

#### Changed

- `StandardMaterial` now defaults to a dielectric material (0.0 `metallic`) with 0.5 `perceptual_roughness`.

## Migration Guide

`StandardMaterial`'s default have now changed to be a fully dielectric material with medium roughness. If you want to use the old defaults, you can set  `perceptual_roughness = 0.089` and `metallic = 0.01` (though metallic should generally only be set to 0.0 or 1.0).
2023-02-14 07:43:19 +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
Jakob Hellermann
17ed41d707 implement Reflect for Fxaa (#7527)
# Objective

- public components and resources should implement `Reflect` if possible

## Solution

- derive `Reflect`
2023-02-13 21:55:28 +00:00
Gino Valente
724b36289c bevy_reflect: Decouple List and Array traits (#7467)
# Objective

Resolves #7121

## Solution

Decouples `List` and `Array` by removing `Array` as a supertrait of `List`. Additionally, similar methods from `Array` have been added to `List` so that their usages can remain largely unchanged.

#### Possible Alternatives

##### `Sequence`

My guess for why we originally made `List` a subtrait of `Array` is that they share a lot of common operations. We could potentially move these overlapping methods to a `Sequence` (name taken from #7059) trait and make that a supertrait of both. This would allow functions to contain logic that simply operates on a sequence rather than "list vs array".

However, this means that we'd need to add methods for converting to a `dyn Sequence`. It also might be confusing since we wouldn't add a `ReflectRef::Sequence` or anything like that. Is such a trait worth adding (either in this PR or a followup one)? 

---

## Changelog

- Removed `Array` as supertrait of `List`
  - Added methods to `List` that were previously provided by `Array`

## Migration Guide

The `List` trait is no longer dependent on `Array`. Implementors of `List` can remove the `Array` impl and move its methods into the `List` impl (with only a couple tweaks).

```rust
// BEFORE
impl Array for Foo {
  fn get(&self, index: usize) -> Option<&dyn Reflect> {/* ... */}
  fn get_mut(&mut self, index: usize) -> Option<&mut dyn Reflect> {/* ... */}
  fn len(&self) -> usize {/* ... */}
  fn is_empty(&self) -> bool {/* ... */}
  fn iter(&self) -> ArrayIter {/* ... */}
  fn drain(self: Box<Self>) -> Vec<Box<dyn Reflect>> {/* ... */}
  fn clone_dynamic(&self) -> DynamicArray {/* ... */}
}

impl List for Foo {
  fn insert(&mut self, index: usize, element: Box<dyn Reflect>) {/* ... */}
  fn remove(&mut self, index: usize) -> Box<dyn Reflect> {/* ... */}
  fn push(&mut self, value: Box<dyn Reflect>) {/* ... */}
  fn pop(&mut self) -> Option<Box<dyn Reflect>> {/* ... */}
  fn clone_dynamic(&self) -> DynamicList {/* ... */}
}

// AFTER
impl List for Foo {
  fn get(&self, index: usize) -> Option<&dyn Reflect> {/* ... */}
  fn get_mut(&mut self, index: usize) -> Option<&mut dyn Reflect> {/* ... */}
  fn insert(&mut self, index: usize, element: Box<dyn Reflect>) {/* ... */}
  fn remove(&mut self, index: usize) -> Box<dyn Reflect> {/* ... */}
  fn push(&mut self, value: Box<dyn Reflect>) {/* ... */}
  fn pop(&mut self) -> Option<Box<dyn Reflect>> {/* ... */}
  fn len(&self) -> usize {/* ... */}
  fn is_empty(&self) -> bool {/* ... */}
  fn iter(&self) -> ListIter {/* ... */}
  fn drain(self: Box<Self>) -> Vec<Box<dyn Reflect>> {/* ... */}
  fn clone_dynamic(&self) -> DynamicList {/* ... */}
}
```

Some other small tweaks that will need to be made include:
- Use `ListIter` for `List::iter` instead of `ArrayIter` (the return type from `Array::iter`)
- Replace `array_hash` with `list_hash` in `Reflect::reflect_hash` for implementors of `List`
2023-02-13 21:07:53 +00:00
Kurt Kühnert
d7d983be60 Reusable Material Pipeline (#7548)
# Objective

- rebased version of #6155

The `MaterialPipeline` cannot be integrated into other pipelines like the `MeshPipeline`.

## Solution

Implement `Clone` for `MaterialPipeline`. Expose systems and resources part of the `MaterialPlugin` to allow custom assembly - especially combining existing systems and resources with a custom `queue_material_meshes` system.


# Changelog
## Added

- Clone impl for MaterialPipeline

## Changed

- ExtractedMaterials, extract_materials and prepare_materials are now public
2023-02-13 19:33:51 +00:00
akimakinai
bf514ff12c Fix closing window does not exit app in desktop_app mode (#7628)
# Objective

- `close_when_requested` system needs to run before `exit_on_*` systems, otherwise it takes another loop to exit app.
- Fixes #7624

## Solution

- Move `close_when_request` system to Update phase [as before](https://github.com/bevyengine/bevy/issues/7624#issuecomment-1426688070).
2023-02-13 19:15:24 +00:00
Kurt Kühnert
68c94c0732 Document usage of SRes::into_inner on the RenderCommand trait (#7224)
# Objective

- Fixes: #7187

Since avoiding the `SRes::into_inner` call does not seem to be possible, this PR tries to at least document its usage.
I am not sure if I explained the lifetime issue correctly, please let me know if something is incorrect.

## Solution

- Add information about the `SRes::into_inner` usage on both `RenderCommand` and `Res`
2023-02-13 18:44:26 +00:00
ickshonpe
39bf45cf5e Add doc tests for the Size constructor functions (#7658)
# Objective

Add doc tests for the `Size` constructor functions.

Also changed the function descriptions so they explicitly state the values that elided values are given.

## Changelog
* Added doc tests for the `Size` constructor functions.
2023-02-13 18:20:34 +00:00
张林伟
14a7689e1a Derive Debug for State and NextState (#7651)
# Objective

- Derive Debug for State and NextState
2023-02-13 18:20:31 +00:00
ickshonpe
5a71831b31 The size field of CalculatedSize should not be a Size (#7641)
# Objective

The `size` field of `CalculatedSize` shouldn't be a `Size` as it only ever stores (unscaled) pixel values. By default its fields are `Val::Auto` but these are converted to `0`s before being sent to Taffy.

## Solution

Change the `size` field of `CalculatedSize` to a Vec2.

## Changelog

* Changed the `size` field of `CalculatedSize` to a Vec2.
* Removed the `Val` <-> `f32`  conversion code for  `CalculatedSize`.

## Migration Guide

* The size field of `CalculatedSize` has been changed to a `Vec2`.
2023-02-13 18:20:29 +00:00
Daniel Chia
40bbbbb34e Introduce detailed_trace macro, use in TrackedRenderPass (#7639)
Profiles show that in extremely hot loops, like the draw loops in the renderer, invoking the trace! macro has noticeable overhead, even if the trace log level is not enabled.

Solve this by introduce a 'wrapper' detailed_trace macro around trace, that wraps the trace! log statement in a trivially false if statement unless a cargo feature is enabled

# Objective

- Eliminate significant overhead observed with trace-level logging in render hot loops, even when trace log level is not enabled.
- This is an alternative solution to the one proposed in #7223 

## Solution

- Introduce a wrapper around the `trace!` macro called `detailed_trace!`. This macro wraps the `trace!` macro with an if statement that is conditional on a new cargo feature, `detailed_trace`. When the feature is not enabled (the default), then the if statement is trivially false and should be optimized away at compile time.
- Convert the observed hot occurrences of trace logging in `TrackedRenderPass` with this new macro.

Testing the results of 

```
cargo run --profile stress-test --features bevy/trace_tracy --example many_cubes -- spheres
```

![image](https://user-images.githubusercontent.com/1222141/218298552-38551717-b062-4c64-afdc-a60267ac984d.png)

shows significant improvement of the `main_opaque_pass_3d`  of the renderer, a median time decrease from 6.0ms to 3.5ms. 

---

## Changelog

- For performance reasons, some detailed renderer trace logs now require the use of cargo feature `detailed_trace` in addition to setting the log level to `TRACE` in order to be shown.

## Migration Guide

- Some detailed bevy trace events now require the use of the cargo feature `detailed_trace` in addition to enabling `TRACE` level logging to view. Should you wish to see these logs, please compile your code with the bevy feature `detailed_trace`. Currently, the only logs that are affected are the renderer logs pertaining to `TrackedRenderPass` functions
2023-02-13 18:20:27 +00:00
JoJoJet
10d0336287 Optimize Iterator::count for event iterators (#7582)
# Objective

Related to #7530.

`EventReader` iterators currently use the default impl for `.count()`, which unnecessarily loops over all unread events.

# Solution

Add specialized impls that mark the `EventReader` as consumed and return the number of unread events.
2023-02-13 18:20:21 +00:00
woodroww
1bd390806f added subdivisions to shape::Plane (#7546)
# Objective

There was issue #191 requesting subdivisions on the shape::Plane.
I also could have used this recently. I then write the solution.

Fixes  #191

## Solution

I changed the shape::Plane to include subdivisions field and the code to create the subdivisions. I don't know how people are counting subdivisions so as I put in the doc comments 0 subdivisions results in the original geometry of the Plane.
Greater then 0 results in the number of lines dividing the plane.

I didn't know if it would be better to create a new struct that implemented this feature, say SubdivisionPlane or change Plane. I decided on changing Plane as that was what the original issue was.

It would be trivial to alter this to use another struct instead of altering Plane.
The issues of migration, although small, would be eliminated if a new struct was implemented.
 
## Changelog
### Added
Added subdivisions field to shape::Plane

## Migration Guide
All the examples needed to be updated to initalize the subdivisions field.
Also there were two tests in tests/window that need to be updated.

A user would have to update all their uses of shape::Plane to initalize the subdivisions field.
2023-02-13 18:20:20 +00:00
Mike
51201ae54c improve safety comment in scope function (#7534)
# Objective

- While working on scope recently, I ran into a missing invariant for the transmutes in scope. The references passed into Scope are active for the rest of the scope function, but rust doesn't know this so it allows using the owned `spawned` and `scope` after `f` returns. 

## Solution

- Update the safety comment
- Shadow the owned values so they can't be used.
2023-02-13 18:20:17 +00:00
Alexander Raish
96a1c6ce15 Add extras field to GltfNode (#6973)
# Objective

In our project we parse `GltfNode` from `*.gltf` file, and we need extra properties information from Blender. Right now there is no way to get this properties from GltfNode (only through query when you spawn scene), so objective of this PR is to add extra properties to `GltfNode`

## Solution

Store extra properties inside `Gltf` structs

---

## Changelog

- Add pub field `extras` to `GltfNode`/`GltfMesh`/`GltfPrimitive` which store extras
- Add pub field `material_extras` to `GltfPrimitive` which store material extras
2023-02-13 17:56:36 +00:00
ickshonpe
eaac730617 Fix the Size helper functions using the wrong default value and improve the UI examples (#7626)
# Objective
`Size::width` sets the `height` field to `Val::DEFAULT` which is `Val::Undefined`, but the default for `Size` `height` is `Val::Auto`. 
`Size::height` has the same problem, but with the `width` field. 

The UI examples specify numeric values in many places where they could either be elided or replaced by composition of the Flex enum properties.

related: https://github.com/bevyengine/bevy/pull/7468
fixes: https://github.com/bevyengine/bevy/issues/6498

## Solution
Change `Size::width` so it sets `height` to `Val::AUTO` and change `Size::height` so it sets `width` to `Val::AUTO`.
Added some tests so this doesn't happen again.

## Changelog
Changed `Size::width` so it sets the `height` to `Val::AUTO`.
Changed `Size::height` so it sets the `width` to `Val::AUTO`.
Added tests to `geometry.rs` for `Size` and `UiRect` to ensure correct behaviour.
Simplified the UI examples. Replaced numeric values with the Flex property enums or elided them where possible, and removed the remaining use of auto margins.

## Migration Guide
The `Size::width` constructor function now sets the `height` to `Val::Auto` instead of `Val::Undefined`.
The `Size::height` constructor function now sets the `width` to `Val::Auto` instead of `Val::Undefined`.
2023-02-11 23:07:16 +00:00
JoJoJet
a1e4114ebe Rename UnsafeWorldCellEntityRef to UnsafeEntityCell (#7568)
# Objective

Make the name less verbose without sacrificing clarity.

---

## Migration Guide

*Note for maintainers:* This PR has no breaking changes relative to bevy 0.9. Instead of this PR having its own migration guide, we should just edit the changelog for #6404.

The type `UnsafeWorldCellEntityRef` has been renamed to `UnsafeEntityCell`.
2023-02-11 18:50:41 +00:00
JoJoJet
7eb7896cf5 Fix last_changed() and set_last_changed() for MutUntyped (#7619)
# Objective

Continuation of #7560.

`MutUntyped::last_changed` and `set_last_changed` do not behave as described in their docs.

## Solution

Fix them using the same approach that was used for `Mut<>` in #7560.
2023-02-11 18:33:57 +00:00
Torstein Grindvik
38766faccb Refactor Globals and View structs into separate shaders (#7512)
fixes #6799 

# Objective

We should be able to reuse the `Globals` or `View` shader struct definitions from anywhere (including third party plugins) without needing to worry about defining unrelated shader defs.
Also we'd like to refactor these structs to not be repeatedly defined.

## Solution

Refactor both `Globals` and `View` into separate importable shaders.
Use the imports throughout.

Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
2023-02-11 17:55:18 +00:00
myreprise1
de98850a3e Use position in code when possible (#7621)
# Objective

- This makes code a little more readable now.

## Solution

- Use `position` provided by `Iter` instead of  `enumerating` indices and `map`ping to the index.
2023-02-11 08:28:14 +00:00
shuo
c791b21d91 typo in comment (#7618)
Fix a typo in comment.
2023-02-11 02:00:14 +00:00
ickshonpe
16ce3859e3 Document how Style's size constraints interact (#7613)
# Objective

Document how `Style`'s size constraints interact.

# Changelog
* Added extra doc comments to `Style`'s size fields.
2023-02-10 23:50:28 +00:00
Kurt Kühnert
9ef840e8e9 Changed &mut PipelineCache to &PipelineCache (#7598)
This was missed in #7205.
Should be fixed now. 😄 

## Migration Guide
- `SpecializedComputePipelines::specialize` now takes a `&PipelineCache` instead of a `&mut PipelineCache`
2023-02-10 11:17:18 +00:00
Mike
cd447fb4e6 Cleanup render schedule (#7589)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/7531

## Solution

- Add systems to prepare set
- Also remove a unnecessary apply_systems_buffers from ExtractCommands set.
2023-02-10 03:32:54 +00:00
Mike
eeb67ee48d add setup function to app (#7586)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/7412
- Fixes https://github.com/bevyengine/bevy/issues/7576 

## Solution

- Add a setup function to app, so users can call the plugin `setup` methods before calling `update`.

## Changelog

- add a setup function to app
2023-02-09 21:41:54 +00:00
ickshonpe
2d1dcbff7b Fix the AlignSelf documentation (#7577)
# Objective

The current `AlignSelf` doc comments: 

```rust
pub enum AlignSelf {
    /// Use the value of [`AlignItems`]
    Auto,
    /// If the parent has [`AlignItems::Center`] only this item will be at the start
    FlexStart,
    /// If the parent has [`AlignItems::Center`] only this item will be at the end
    FlexEnd,
    /// If the parent has [`AlignItems::FlexStart`] only this item will be at the center
    Center,
    /// If the parent has [`AlignItems::Center`] only this item will be at the baseline
    Baseline,
    /// If the parent has [`AlignItems::Center`] only this item will stretch along the whole cross axis
    Stretch,
}
```

Actual behaviour of `AlignSelf` in Bevy main:

<img width="642" alt="align_self" src="https://user-images.githubusercontent.com/27962798/217795178-7a82638f-118d-4474-b7f9-ca27f204731d.PNG">

The white label at the top of each column is the parent node's `AlignItems` setting.
`AlignSelf` is always applied, not (as the documentation states) only when the parent has `AlignItems::Center` or `AlignItems::FlexStart` set.

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

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_startup_system(setup)
        .run();
}

fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn(Camera2dBundle::default());
    commands.spawn(NodeBundle {
        style: Style {
            justify_content: JustifyContent::SpaceAround,
            align_items: AlignItems::Center,
            size: Size::new(Val::Percent(100.), Val::Percent(100.)),
            ..Default::default()
        },
        background_color: BackgroundColor(Color::NAVY),
        ..Default::default()
    }).with_children(|builder| {
        for align_items in [
            AlignItems::Baseline,
            AlignItems::FlexStart,
            AlignItems::Center,
            AlignItems::FlexEnd,
            AlignItems::Stretch,
        ] {
            builder.spawn(NodeBundle {
                style: Style {
                    align_items,
                    flex_direction: FlexDirection::Column,
                    justify_content: JustifyContent::SpaceBetween,
                    size: Size::new(Val::Px(150.), Val::Px(500.)),
                    ..Default::default()
                },
                background_color: BackgroundColor(Color::DARK_GRAY),
                ..Default::default()
            }).with_children(|builder| {
                builder.spawn((
                    TextBundle {
                        text: Text::from_section(
                            format!("AlignItems::{align_items:?}"),
                            TextStyle {
                                font: asset_server.load("fonts/FiraSans-Regular.ttf"),
                                font_size: 16.0,
                                color: Color::BLACK,
                            },
                        ),
                        style: Style {
                            align_self: AlignSelf::Stretch,
                            ..Default::default()
                        },
                        ..Default::default()
                    },
                    BackgroundColor(Color::WHITE),
                ));

                for align_self in [
                    AlignSelf::Auto,
                    AlignSelf::FlexStart,
                    AlignSelf::Center,
                    AlignSelf::FlexEnd,
                    AlignSelf::Baseline,
                    AlignSelf::Stretch,
                ] {
                    builder.spawn((
                        TextBundle {
                            text: Text::from_section(
                                format!("AlignSelf::{align_self:?}"),
                                TextStyle {
                                    font: asset_server.load("fonts/FiraSans-Regular.ttf"),
                                    font_size: 16.0,
                                    color: Color::WHITE,
                                },
                            ),
                            style: Style {
                                align_self,
                                ..Default::default()
                            },
                            ..Default::default()
                        },
                        BackgroundColor(Color::BLACK),
                    ));
                }
            });
        }
    });
}
```
2023-02-09 20:00:11 +00:00
Chris Juchem
fefe5297ad Fix DetectChanges::last_changed returning the wrong tick (#7560)
# Objective

Make `last_changed` behave as described in its docs.

## Solution

- Return `changed` instead of `last_change_tick`. `last_change_tick` is the system's previous tick and is just used for comparison.
- Update the docs of the similarly named `set_last_changed` (which does correctly interact with `last_change_tick`) to clarify that the two functions touch different data. (I advocate for renaming one or the other if anyone has any good suggestions).

It also might make sense to return a cloned `Tick` instead of `u32`.

---

## Changelog

- Fixed `DetectChanges::last_changed` returning the wrong value.
- Fixed `DetectChangesMut::set_last_changed` not actually updating the `changed` tick. 

## Migration Guide

- The incorrect value that was being returned by `DetectChanges::last_changed` was the previous run tick of the system checking for changed values. If you depended on this value, you can get it from the `SystemChangeTick` `SystemParam` instead.
2023-02-09 17:07:15 +00:00
JMS55
dd4299bcf9 EnvironmentMapLight, BRDF Improvements (#7051)
(Before)
![image](https://user-images.githubusercontent.com/47158642/213946111-15ec758f-1f1d-443c-b196-1fdcd4ae49da.png)
(After)
![image](https://user-images.githubusercontent.com/47158642/217051179-67381e73-dd44-461b-a2c7-87b0440ef8de.png)
![image](https://user-images.githubusercontent.com/47158642/212492404-524e4ad3-7837-4ed4-8b20-2abc276aa8e8.png)

# Objective
- Improve lighting; especially reflections.
- Closes https://github.com/bevyengine/bevy/issues/4581.

## Solution
- Implement environment maps, providing better ambient light.
- Add microfacet multibounce approximation for specular highlights from Filament.
- Occlusion is no longer incorrectly applied to direct lighting. It now only applies to diffuse indirect light. Unsure if it's also supposed to apply to specular indirect light - the glTF specification just says "indirect light". In the case of ambient occlusion, for instance, that's usually only calculated as diffuse though. For now, I'm choosing to apply this just to indirect diffuse light, and not specular.
- Modified the PBR example to use an environment map, and have labels.
- Added `FallbackImageCubemap`.

## Implementation
- IBL technique references can be found in environment_map.wgsl.
- It's more accurate to use a LUT for the scale/bias. Filament has a good reference on generating this LUT. For now, I just used an analytic approximation.
 - For now, environment maps must first be prefiltered outside of bevy using a 3rd party tool. See the `EnvironmentMap` documentation.
- Eventually, we should have our own prefiltering code, so that we can have dynamically changing environment maps, as well as let users drop in an HDR image and use asset preprocessing to create the needed textures using only bevy. 

---

## Changelog
- Added an `EnvironmentMapLight` camera component that adds additional ambient light to a scene.
- StandardMaterials will now appear brighter and more saturated at high roughness, due to internal material changes. This is more physically correct.
- Fixed StandardMaterial occlusion being incorrectly applied to direct lighting.
- Added `FallbackImageCubemap`.

Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-02-09 16:46:32 +00:00
Chris Juchem
1ca8755cc5 Rename Tick::is_older_than to Tick::is_newer_than (#7561)
# Objective

Clarify what the function is actually calculating.

The `Tick::is_older_than` function is actually calculating whether the tick is newer than the system's `last_change_tick`, not older. As far as I can tell, the engine was using it correctly everywhere already. 

## Solution

- Rename the function.
---

## Changelog

- `Tick::is_older_than` was renamed to `Tick::is_newer_than`. This is not a functional change, since that was what was always being calculated, despite the wrong name.

## Migration Guide

- Replace usages of `Tick::is_older_than` with `Tick::is_newer_than`.
2023-02-09 16:21:22 +00:00
Hennadii Chernyshchyk
1ffeff19f9 Add condition negation (#7559)
# Objective

Closes #7202

## Solution

~~Introduce a `not` helper to pipe conditions. Opened mostly for discussion. Maybe create an extension trait with `not` method? Please, advice.~~
Introduce `not(condition)` condition that inverses the result of the passed.

---

## Changelog

### Added

- `not` condition.
2023-02-08 23:24:36 +00:00
xgbwei
09cb590c57 Improve OrthographicCamera consistency and usability (#6201)
# Objective

- Terminology used in field names and docs aren't accurate
- `window_origin` doesn't have any effect when `scaling_mode` is `ScalingMode::None`
- `left`, `right`, `bottom`, and `top` are set automatically unless `scaling_mode` is `None`. Fields that only sometimes give feedback are confusing.
- `ScalingMode::WindowSize` has no arguments, which is inconsistent with other `ScalingMode`s. 1 pixel = 1 world unit is also typically way too wide.
- `OrthographicProjection` feels generally less streamlined than its `PerspectiveProjection` counterpart
- Fixes #5818 
- Fixes #6190 

## Solution

- Improve consistency in `OrthographicProjection`'s public fields (they should either always give feedback or never give feedback).
- Improve consistency in `ScalingMode`'s arguments
- General usability improvements
- Improve accuracy of terminology:
  - "Window" should refer to the physical window on the desktop
  - "Viewport" should refer to the component in the window that images are drawn on (typically all of it)
  - "View frustum" should refer to the volume captured by the projection

---

## Changelog

### Added
- Added argument to `ScalingMode::WindowSize` that specifies the number of pixels that equals one world unit.
- Added documentation for fields and enums

### Changed
- Renamed `window_origin` to `viewport_origin`, which now:
  - Affects all `ScalingMode`s
  - Takes a fraction of the viewport's width and height instead of an enum
    - Removed `WindowOrigin` enum as it's obsolete
- Renamed `ScalingMode::None` to `ScalingMode::Fixed`, which now:
  - Takes arguments to specify the projection size
- Replaced `left`, `right`, `bottom`, and `top` fields with a single `area: Rect`
- `scale` is now applied before updating `area`. Reading from it will take `scale` into account.
- Documentation changes to make terminology more accurate and consistent

## Migration Guide
- Change `window_origin` to `viewport_origin`; replace `WindowOrigin::Center` with `Vec2::new(0.5, 0.5)` and `WindowOrigin::BottomLeft` with `Vec2::new(0.0, 0.0)`
- For shadow projections and such, replace `left`, `right`, `bottom`, and `top` with `area: Rect::new(left, bottom, right, top)`
- For camera projections, remove l/r/b/t values from `OrthographicProjection` instantiations, as they no longer have any effect in any `ScalingMode`
- Change `ScalingMode::None` to `ScalingMode::Fixed`
  - Replace manual changes of l/r/b/t with:
    - Arguments in `ScalingMode::Fixed` to specify size
    - `viewport_origin` to specify offset
- Change `ScalingMode::WindowSize` to `ScalingMode::WindowSize(1.0)`
2023-02-08 21:34:33 +00:00
Ashy
26e00f9069 Fixed minor link error in docs (#7572)
# Objective
Fix #7571
## Solution
* Removed the offending line. 
***
## Changelog
* Removed
* * The line: ``\\ [`apply_system_buffers`]: bevy_ecs::prelude::apply_system_buffers`` from `bevy_app` crate, which overrides the link in that specific comment block.

Co-authored-by: lupan <kallll5@hotmail.com>
2023-02-08 20:26:11 +00:00
Andrew Jakubowicz
978f7cd8bf Remove unused test resource in a bevy_ecs schedule unit test (#7551)
Small commit to remove an unused resource scoped within a single bevy_ecs unit test. Also rearranged the initialization to follow initialization conventions of surrounding tests. World/Schedule initialization followed by resource initialization.

This change was tested locally with `cargo test`, and `cargo fmt` was run.

Risk should be tiny as change is scoped to a single unit test and very tiny, and I can't see any way that this resource is being used in the test.

Thank you so much!
2023-02-07 22:59:19 +00:00
Niklas Eicker
f0fc9e9700 Mention uniqueness check in plugin name method docs (#7554)
# Objective

One of the most important usages of plugin names is currently not mentioned in its documentation: the uniqueness check

## Solution

- Mention that the plugin name is used to check for uniqueness
2023-02-07 22:40:22 +00:00
JoJoJet
5efc226290 Allow piping run conditions (#7547)
# Objective

Run conditions are a special type of system that do not modify the world, and which return a bool. Due to the way they are currently implemented, you can *only* use bare function systems as a run condition. Among other things, this prevents the use of system piping with run conditions. This make very basic constructs impossible, such as `my_system.run_if(my_condition.pipe(not))`.

Unblocks a basic solution for #7202.

## Solution

Add the trait `ReadOnlySystem`, which is implemented for any system whose parameters all implement `ReadOnlySystemParam`. Allow any `-> bool` system implementing this trait to be used as a run condition.

---

## Changelog

+ Added the trait `ReadOnlySystem`, which is implemented for any `System` type whose parameters all implement `ReadOnlySystemParam`.
+ Added the function `bevy::ecs::system::assert_is_read_only_system`.
2023-02-07 22:22:16 +00:00
Niklas Eicker
943499fcdf Remove last mentions of Stages (#7553)
# Objective

- Remove mentions of Stages, since they are gone now

## Solution

- Remove mentions of Stages
2023-02-07 18:07:57 +00:00
JoJoJet
5d2cd08165 Simplify a doc example for EventWriter (#7549)
# Objective

Use the `World::send_event` method added in #5355 to simplify a doc example for `EventWriter`.
2023-02-07 16:45:26 +00:00
robtfm
5581cfe0d1 Cam scale cluster fix (#7078)
# Objective

fix clustering calculations for cameras with non-unit scale

## Solution

get view scale and apply to light range at various points
2023-02-07 16:10:54 +00:00
JMS55
5a152d7d75 Fix crash with debug_asset_server due to base set changes (#7538) 2023-02-07 14:18:15 +00:00
ira
f69f1329e0 Fix Window feedback loop between the OS and Bevy (#7517)
# Objective

Fix #7377
Fix #7513

## Solution

Record the changes made to the Bevy `Window` from `winit` as 'canon' to avoid Bevy sending those changes back to `winit` again, causing a feedback loop.

## Changelog

* Removed `ModifiesWindows` system label.
  Neither `despawn_window` nor `changed_window` actually modify the `Window` component so all the `.after(ModifiesWindows)` shouldn't be necessary.
* Moved `changed_window` and `despawn_window` systems to `CoreStage::Last` to avoid systems making changes to the `Window` between `changed_window` and the end of the frame as they would be ignored.

## Migration Guide
The `ModifiesWindows` system label was removed.


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2023-02-07 14:18:13 +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
Robert Swain
6d399bfaf8 bevy_core_pipeline: Fix prepass sort orders (#7539)
# Objective

- Prepass opaque and alpha mask are incorrectly sorted back to front. This slipped through review by accident.

## Solution

- Sort prepass opaque and alpha mask front to back
2023-02-07 11:31:35 +00:00
robtfm
ea2ecd4f75 add ambient lighting hook (#5428)
# Objective

add a hook for ambient occlusion to the pbr shader

## Solution

add a hook for ambient occlusion to the pbr shader


Co-authored-by: atlas dostal <rodol@rivalrebels.com>
2023-02-07 00:41:18 +00:00
Jakob Hellermann
2e20d04f32 use better set inheritance in render systems (#7524)
# Objective
Some render systems that have system set used as a label so that they can be referenced from somewhere else.
The 1:1 translation from `add_system_to_stage(Prepare, prepare_lights.label(PrepareLights))` is `add_system(prepare_lights.in_set(Prepare).in_set(PrepareLights)`, but configuring the `PrepareLights` set to be in `Prepare` would match the intention better (there are no systems in `PrepareLights` outside of `Prepare`) and it is easier for visualization tools to deal with.

# Solution

- replace
```rust
prepare_lights in PrepareLights
prepare_lights in Prepare
```
with
```rs
prepare_lights in PrepareLights
PrepareLights in Prepare
```

**Before**
![before](https://user-images.githubusercontent.com/22177966/216961792-a0f5eba7-f161-4994-b5a4-33e98763a3b0.svg)

**After**
![after](https://user-images.githubusercontent.com/22177966/216961790-857d0062-7943-49ef-8927-e602dfbab714.svg)
2023-02-06 21:57:59 +00:00
JoJoJet
d26b63a04d Add a SystemParam primitive for deferred mutations; allow #[derive]ing more types of SystemParam (#6817)
# Objective

One pattern to increase parallelism is deferred mutation: instead of directly mutating the world (and preventing other systems from running at the same time), you queue up operations to be applied to the world at the end of the stage. The most common example of this pattern uses the `Commands` SystemParam.

In order to avoid the overhead associated with commands, some power users may want to add their own deferred mutation behavior. To do this, you must implement the unsafe trait `SystemParam`, which interfaces with engine internals in a way that we'd like users to be able to avoid.

## Solution

Add the `Deferred<T>` primitive `SystemParam`, which encapsulates the deferred mutation pattern.
This can be combined with other types of `SystemParam` to safely and ergonomically create powerful custom types.

Essentially, this is just a variant of `Local<T>` which can run code at the end of the stage.

This type is used in the engine to derive `Commands` and `ParallelCommands`, which removes a bunch of unsafe boilerplate.

### Example

```rust
use bevy_ecs::system::{Deferred, SystemBuffer};

/// Sends events with a delay, but may run in parallel with other event writers.
#[derive(SystemParam)]
pub struct BufferedEventWriter<'s, E: Event> {
    queue: Deferred<'s, EventQueue<E>>,
}

struct EventQueue<E>(Vec<E>);

impl<'s, E: Event> BufferedEventWriter<'s, E> {
    /// Queues up an event to be sent at the end of this stage.
    pub fn send(&mut self, event: E) {
        self.queue.0.push(event);
    }
}

// The `SystemBuffer` trait controls how [`Deferred`] gets applied at the end of the stage.
impl<E: Event> SystemBuffer for EventQueue<E> {
    fn apply(&mut self, world: &mut World) {
        let mut events = world.resource_mut::<Events<E>>();
        for e in self.0.drain(..) {
            events.send(e);
        }
    }
}
```

---

## Changelog

+ Added the `SystemParam` type `Deferred<T>`, which can be used to defer `World` mutations. Powered by the new trait `SystemBuffer`.
2023-02-06 21:57:57 +00:00
SpeedRoll
952735f5ae Added buffer usage field to buffers (#7423)
# Objective

Buffers in bevy do not allow for setting buffer usage flags which can be useful for setting COPY_SRC, MAP_READ, MAP_WRITE, which allows for buffers to be copied from gpu to cpu for inspection.

## Solution

Add buffer_usage field to buffers and a set_usage function to set them
2023-02-06 21:41:14 +00:00
Gino Valente
357a16035d bevy_reflect: Support tuple reflection paths (#7324)
# Objective

Currently the `GetPath` documentation suggests it can be used with `Tuple` types (reflected tuples). However, this is not currently the case.

## Solution

Add reflection path support for `Tuple` types.

---

## Changelog

- Add reflection path support for `Tuple` types
2023-02-06 21:22:45 +00:00
Mike
d95df29fc0 early return from multithreaded executor (#7521)
# Objective

- There is a small perf cost for starting the multithreaded executor.

## Solution

- We can skip that cost when there are zero systems in the schedule. Overall not a big perf boost unless there are a lot of empty schedules that are trying to run, but it is something.

Below is a tracy trace of the run_fixed_update_schedule for many_foxes which has zero systems in it. Yellow is main and red is this pr. The time difference between the peaks of the humps is around 15us.

![image](https://user-images.githubusercontent.com/2180432/216884536-f3af8f5e-6224-4d0f-8fbd-67b0beb90baf.png)
2023-02-06 20:50:08 +00:00
Jakob Hellermann
e7e3b2cb5c put update_frusta::<Projection> in UpdateProjectionFrusta set (#7526)
# Objective

- less ambiguities

- `update_frusta<PerspectiveProjection>` is in `UpdatePerspectiveFrusta` and `update_frusta<OrthographicProjection>` is in `UpdateOrthographicFrusta`, but `UpdateProjectionFrusta` is empty and `update_frusta<Projection>` is directly in `PostUpdate`

## Solution

- put `update_frusta<Projection>` in `UpdatePerspectiveFrusta` set

**Before**
![image](https://user-images.githubusercontent.com/22177966/217019086-22709204-0e39-4ffc-a43b-0175f86e17ec.png)
**After**
![image](https://user-images.githubusercontent.com/22177966/217019117-a28329a1-6614-490c-873f-773efadf6f41.png)
2023-02-06 20:34:53 +00:00
Boxy
5c680a38a7 Move all logic to UnsafeWorldCell (#7381)
# Objective

- Implementing logic used by system params and `UnsafeWorldCell` on `&World` is sus since `&World` generally denotes shared read only access to world but this is a lie in the above situations. Move most/all logic that uses `&World` to mean `UnsafeWorldCell` onto `UnsafeWorldCell`
-  Add a way to take a `&mut World` out of `UnsafeWorldCell` and use this in `WorldCell`'s `Drop` impl instead of a `UnsafeCell` field

---

## Changelog

- changed some `UnsafeWorldCell` methods to take `self` instead of `&self`/`&mut self` since there is literally no point to them doing that
- `UnsafeWorldCell::world` is now used to get immutable access to the whole world instead of just the metadata which can now be done via `UnsafeWorldCell::world_metadata`
- `UnsafeWorldCell::world_mut` now exists and can be used to get a `&mut World` out of `UnsafeWorldCell`
- removed `UnsafeWorldCell::storages` since that is probably unsound since storages contains the actual component/resource data not just metadata

## Migration guide

N/A none of the breaking changes here make any difference for a 0.9->0.10 transition since `UnsafeWorldCell` did not exist in 0.9
2023-02-06 19:02:52 +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
François
7e0a9bfade IOS, Android... same thing (#7493)
# Objective

- Merge the examples on iOS and Android
- Make sure they both work from the same code

## Solution

- don't create window when not in an active state (from #6830)
- exit on suspend on Android (from #6830)
- automatically enable dependency feature of bevy_audio on android so that it works out of the box
- don't inverse y position of touch events
- reuse the same example for both Android and iOS

Fixes #4616
Fixes #4103
Fixes #3648
Fixes #3458
Fixes #3249
Fixes #86
2023-02-06 18:08:49 +00:00
Ludwig DUBOS
7b7b34f635 Add LCH(ab) color space to bevy_render::color::Color (#7483)
# Objective

- Fixes #766

## Solution

- Add a new `Lcha` member to `bevy_render::color::Color` enum

---

## Changelog

- Add a new `Lcha` member to `bevy_render::color::Color` enum
- Add `bevy_render::color::LchRepresentation` struct
2023-02-06 17:51:40 +00:00
robtfm
8f81be9845 remove potential ub in render_resource_wrapper (#7279)
# Objective

[as noted](https://github.com/bevyengine/bevy/pull/5950#discussion_r1080762807) by james, transmuting arcs may be UB.
 
we now store a `*const ()` pointer internally, and only rely on `ptr.cast::<()>().cast::<T>() == ptr`.

as a happy side effect this removes the need for boxing the value, so todo: potentially use this for release mode as well
2023-02-06 17:14:00 +00:00
CrystaLamb
4fd092fbec fix typo in bevy_reflect::impls::std GetTypeRegistration for vec like… (#7520)
Implementing GetTypeRegistration in macro impl_reflect_for_veclike! had typos!
It only implement GetTypeRegistration for Vec<T>, but not for VecDeque<T>.
This will cause serialization and deserialization failure.
2023-02-06 12:58:21 +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
François
9adffb7521 remove unused var in fxaa shader (#7509)
# Objective

- There is an unused var
- Removing it doesn't seem to break anything

## Solution

- Remove it
2023-02-06 01:11:41 +00:00
Mike
e1b0bbf5ed Stageless: add a method to scope to always run a task on the scope thread (#7415)
# Objective

- Currently exclusive systems and applying buffers run outside of the multithreaded executor and just calls the funtions on the thread the schedule is running on. Stageless changes this to run these using tasks in a scope. Specifically It uses `spawn_on_scope` to run these. For the render thread this is incorrect as calling `spawn_on_scope` there runs tasks on the main thread. It should instead run these on the render thread and only run nonsend systems on the main thread.
 
## Solution

- Add another executor to `Scope` for spawning tasks on the scope. `spawn_on_scope` now always runs the task on the thread the scope is running on. `spawn_on_external` spawns onto the external executor than is optionally passed in. If None is passed `spawn_on_external` will spawn onto the scope executor.
- Eventually this new machinery will be able to be removed. This will happen once a fix for removing NonSend resources from the world lands. So this is a temporary fix to support stageless.

---

## Changelog

- add a spawn_on_external method to allow spawning on the scope's thread or an external thread

## Migration Guide

> No migration guide. The main thread executor was introduced in pipelined rendering which was merged for 0.10. spawn_on_scope now behaves the same way as on 0.9.
2023-02-05 21:44:46 +00:00
DanielJin21
2e53f3b775 Don't ignore UI scale for text (#7510)
# Objective

Fixes #7476. UI scale was being incorrectly ignored when a primary window exists.

## Solution

Always take into account UI scale, regardless of whether a primary window exists.

Tested locally on @forbjok 's minimal repro project https://github.com/forbjok/bevy_ui_repro with this patch, and the issue is fixed on my machine.
2023-02-05 18:15:22 +00:00
robtfm
e8e61631b7 set cull mode: None for Mesh2d (#7514)
# Objective

allow negatively-scaled mesh2ds to render correctly by disabling back-face culling. this brings the mesh2d pipeline into line with the sprite pipeline. i don't see any cases where backface-culling would be useful for 2d meshes.
2023-02-05 17:59:39 +00:00
CatThingy
b30ba78e16 Add a wrapper around Entity for RemovedComponents (#7503)
# Objective

- Make the internals of `RemovedComponents` clearer


## Solution

- Add a wrapper around `Entity`, used in `RemovedComponents` as `Events<RemovedComponentsEntity>`

---

## Changelog

- `RemovedComponents` now internally uses an `Events<RemovedComponentsEntity>` instead of an `Events<Entity>`
2023-02-05 15:37:07 +00:00
ira
32023a5f6a Remove broken DoubleEndedIterator impls on event iterators (#7469)
The `DoubleEndedIterator` impls produce incorrect results on subsequent calls to `iter()` if the iterator is only partially consumed.

The following code shows what happens
```rust

fn next_back_is_bad() {
    let mut events = Events::<TestEvent>::default();
    events.send(TestEvent { i: 0 });
    events.send(TestEvent { i: 1 });
    events.send(TestEvent { i: 2 });
    let mut reader = events.get_reader();
    let mut iter = reader.iter(&events);
    assert_eq!(iter.next_back(), Some(&TestEvent { i: 2 }));
    assert_eq!(iter.next(), Some(&TestEvent { i: 0 }));
    
    let mut iter = reader.iter(&events);
    // `i: 2` event is returned twice! The `i: 1` event is missed. 
    assert_eq!(iter.next(), Some(&TestEvent { i: 2 }));
    assert_eq!(iter.next(), None);
}
```

I don't think this can be fixed without adding some very convoluted bookkeeping.

## Migration Guide
`ManualEventIterator` and `ManualEventIteratorWithId` are no longer `DoubleEndedIterator`s.



Co-authored-by: devil-ira <justthecooldude@gmail.com>
2023-02-05 15:18:19 +00:00
Daniel Chia
52f06175dd Better cascades config defaults + builder, tweak example configs (#7456)
# Objective

- Improve ergonomics / documentation of cascaded shadow maps
- Allow for the customization of the nearest shadowing distance.
- Fixes #7393 
- Fixes #7362 

## Solution

- Introduce `CascadeShadowConfigBuilder`
- Tweak various example cascade settings for better quality.

---

## Changelog

- Made examples look nicer under cascaded shadow maps.
- Introduce `CascadeShadowConfigBuilder` to help with creating `CascadeShadowConfig`

## Migration Guide

- Configure settings for cascaded shadow maps for directional lights using the newly introduced `CascadeShadowConfigBuilder`.

Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-02-05 08:06:32 +00:00
wangling12
5ee57ff4ba add OpenGL and DX11 backends (#7481)
# Objective

Avoid  ‘Unable to find a GPU! Make sure you have installed required drivers!’ .
Because many devices only support OpenGL without Vulkan.

Fixes #3191

## Solution

Use all backends supported by wgpu.
2023-02-04 23:20:20 +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
Torstein Grindvik
12f30f5667 Shaders can now have #else ifdef chains (#7431)
# Objective

Currently, shaders may only have syntax such as

```wgsl
#ifdef FOO
// foo code
#else
#ifdef BAR
// bar code
#else
#ifdef BAZ
// baz code
#else
// fallback code
#endif
#endif
#endif
```

This is hard to read and follow.
Add a way to allow writing `#else ifdef DEFINE` to reduce the number of scopes introduced and to increase readability.

## Solution

Refactor the current preprocessing a bit and add logic to allow `#else ifdef DEFINE`.
This includes per-scope tracking of whether a branch has been accepted.
Add a few tests for this feature.

With these changes we may now write:

```wgsl
#ifdef FOO
// foo code
#else ifdef BAR
// bar code
#else ifdef BAZ
// baz code
#else
// fallback code
#endif
```

instead.

---

## Changelog

- Add `#else ifdef` to shader preprocessing.
2023-02-04 15:29:35 +00:00
Abnormal Brain Studios
3af6179076 Only compute sprite color once per quad (#7498)
# Objective

This change substantially increased performance when drawing thousands of colored sprites.

## Solution

The same color is used for each vertex in the quad sprites are drawn too, but the color is converted to a linear color each time. This computation only needs to be done once.

The `as_linear_rgba_f32()` call was showing up in profiling the `basic` example in my [particle system library](https://github.com/abnormalbrain/bevy_particle_systems) as a hot path. This change added about 50 fps to the example, from about 150fps to about 200 fps, when rendering around 10k colored sprites. 

Tracy Results:
"This trace" is with the change.

Change in frame time:
![image](https://user-images.githubusercontent.com/102993888/216752612-5e0ad0ce-1c59-4b56-873e-8018287408bb.png)

Change in `queue_sprites`:
![image](https://user-images.githubusercontent.com/102993888/216752767-6f1a6a5c-6181-45d3-bf86-5823bd81dfc4.png)
2023-02-04 08:36:21 +00:00
JoJoJet
e0bf4311d3 Remove ExclusiveSystemParam::apply (#7489)
# Objective

The trait method `SystemParam::apply` allows a `SystemParam` type to defer world mutations, which is internally used to apply `Commands` at the end of the stage. Any operations that require `&mut World` access must be deferred in this way, since parallel systems do not have exclusive access to the world.

The `ExclusiveSystemParam` trait (added in #6083) has an `apply` method which serves the same purpose. However, deferring mutations in this way does not make sense for exclusive systems since they already have `&mut World` access: there is no need to wait until a hard sync point, as the system *is* a hard sync point. World mutations can and should be performed within the body of the system.

## Solution

Remove the method. There were no implementations of this method in the engine.

---

## Changelog

*Note for maintainers: this changelog makes more sense if it's placed above the one for #6919.*

- Removed the method `ExclusiveSystemParamState::apply`.

## Migration Guide

*Note for maintainers: this migration guide makes more sense if it's placed above the one for #6919.*

The trait method `ExclusiveSystemParamState::apply` has been removed. If you have an exclusive system with buffers that must be applied, you should apply them within the body of the exclusive system.
2023-02-04 00:25:09 +00:00
Björn Tegelund
6506ea4d83 Add unit test with system that panics (#7491)
# Objective

Fixes #7434.

This is my first time contributing to a Rust project, so please let me know if this wasn't the change intended by the linked issue.

## Solution

Adds a test with a system that panics to `bevy_ecs`.

I'm not sure if this is the intended panic message, but this is what the test currently results in:
```
thread 'system::tests::panic_inside_system' panicked at 'called `Option::unwrap()` on a `None` value', /Users/bjorn/workplace/bevy/crates/bevy_tasks/src/task_pool.rs:354:49
```
2023-02-03 21:05:47 +00:00
François
3900b48c88 update winit to 0.28 (#7480)
# Objective

- Update winit to 0.28

## Solution

- Small API change 
- A security advisory has been added for a unmaintained crate used by a dependency of winit build script for wayland

I didn't do anything for Android support in this PR though it should be fixable, it should be done in a separate one, maybe https://github.com/bevyengine/bevy/pull/6830 

---

## Changelog

- `window.always_on_top` has been removed, you can now use `window.window_level`

## Migration Guide

before:
```rust
    app.new()
        .add_plugins(DefaultPlugins.set(WindowPlugin {
            primary_window: Some(Window {
                always_on_top: true,
                ..default()
            }),
            ..default()
        }));
```

after:
```rust
    app.new()
        .add_plugins(DefaultPlugins.set(WindowPlugin {
            primary_window: Some(Window {
                window_level: bevy:🪟:WindowLevel::AlwaysOnTop,
                ..default()
            }),
            ..default()
        }));
```
2023-02-03 16:41:39 +00:00
JoJoJet
44a572e4e6 Fix ignored lifetimes in #[derive(SystemParam)] (#7458)
# Objective

Fix #7447.

The `SystemParam` derive uses the wrong lifetimes for ignored fields.

## Solution

Use type inference instead of explicitly naming the types of ignored fields. This allows the compiler to automatically use the correct lifetime.
2023-02-03 09:17:48 +00:00
Mike
ff7d5ff444 Stageless: close the finish channel so executor doesn't deadlock (#7448)
# Objective

- Fix panic_when_hierachy_cycle test hanging
- The problem is that the scope only awaits one task at a time in get_results. In stageless this task is the multithreaded executor. That tasks hangs when a system panics and cannot make anymore progress. This wasn't a problem before because the executor was spawned after all the system tasks had been spawned. But in stageless the executor is spawned before all the system tasks are spawned.

## Solution

- We can catch unwind on each system and close the finish channel if one panics. This then causes the receiver end of the finish channel to panic too.
- this might have a small perf impact, but when running many_foxes it seems to be within the noise. So less than 40us.

## Other possible solutions

- It might be possible to fairly poll all the tasks in get_results in the scope. If we could do that then the scope could panic whenever one of tasks panics. It would require a data structure that we could both poll the futures through a shared ref and also push to it. I tried FuturesUnordered, but it requires an exclusive ref to poll it.
- The catch unwind could be moved onto when we create the tasks for scope instead. We would then need something like a oneshot async channel to inform get_results if a task panics.
2023-02-03 07:16:02 +00:00
Jakub Łabor
e1d741aa19 bevy_ecs: ReflectComponentFns without World (#7206)
# Objective

Ability to use `ReflectComponent` methods in dynamic type contexts with no access to `&World`.

This problem occurred to me when wanting to apply reflected types to an entity where the `&World` reference was already consumed by query iterator leaving only `EntityMut`.

## Solution

- Remove redundant `EntityMut` or `EntityRef` lookup from `World` and `Entity` in favor of taking `EntityMut` directly in `ReflectComponentFns`.
- Added `RefectComponent::contains` to determine without panic whether `apply` can be used.

## Changelog

- Changed function signatures of `ReflectComponent` methods, `apply`, `remove`, `contains`, and `reflect`.

## Migration Guide

- Call `World::entity` before calling into the changed `ReflectComponent` methods, most likely user already has a `EntityRef` or `EntityMut` which was being queried redundantly.
2023-02-03 05:53:58 +00:00
Mike
4f3ed196fa Stageless: move MainThreadExecutor to schedule_v3 (#7444)
# Objective

- Trying to move some of the fixes from https://github.com/bevyengine/bevy/pull/7267 to make that one easier to review
- The MainThreadExecutor is how the render world runs nonsend systems on the main thread for pipelined rendering.
- The multithread executor for stageless wasn't using the MainThreadExecutor.
- MainThreadExecutor was declared in the old executor_parallel module that is getting deleted.
- The way the MainThreadExecutor was getting passed to the scope was actually unsound as the resource could be dropped from the World while the schedule was running

## Solution

- Move MainThreadExecutor to the new multithreaded_executor's file.
- Make the multithreaded executor use the MainThreadExecutor
- Clone the MainThreadExecutor onto the stack and pass that ref in

## Changelog

- Move MainThreadExecutor for stageless migration.
2023-02-03 03:19:41 +00:00
Mike
27e20df6de Stageless: move final apply outside of spawned executor (#7445)
# Objective

- After the multithreaded executor finishes running all the systems, we apply the buffers for any system that hasn't applied it's buffers. This is a courtesy apply for users who forget to order their systems before a apply_system_buffers. When checking stageless, it was found that this apply_system_buffers was running on the executor thread instead of the world's thread. This is a problem because anything with world access should be able to access nonsend resources.

## Solution

- Move the final apply_system_buffers outside of the executor and outside of the scope, so it runs on the same thread that schedule.run is called on.
2023-02-03 02:35:20 +00:00
ickshonpe
36320762f4 change the default width and height of Size to Val::Auto (#7475)
# Objective

In CSS Flexbox width and height are auto by default, whereas in Bevy their default is `Size::Undefined`.
This means that, unlike in CSS, if you elide a height or width value for a node it will be given zero length (unless it has an explicitly sized child node). This has misled users into falsely assuming that they have to explicitly set a value for both height and width all the time.

relevant issue: #7120

## Solution

Change the `Size` `width` and `height` default values to `Val::Auto`

## Changelog

* Changed the `Size` `width` and `height` default values to `Val::Auto`

## Migration Guide

The default values for `Size` `width` and `height` have been changed from `Val::Undefined` to `Val::Auto`.
It's unlikely to cause any issues with existing code.
2023-02-03 01:35:06 +00:00
Mike
3ff68b6ddb Stageless: fix unapplied systems (#7446)
# Objective

- The stageless executor keeps track of systems that have run, but have not applied their system buffers. The bitset for that was being cloned into apply_system_buffers and cleared in that function, but we need to clear the original version instead of the cloned version

## Solution

- move the clear out of the apply_system_buffers function.

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-02-03 01:20:11 +00:00
ira
9481a2c8a7 Optimise EventReader::clear() and improve documentation (#7471)
# Objective

Clearing the reader doesn't require iterating the events. Updating the `last_event_count` of the reader is enough.

I rewrote part of the documentation as some of it was incorrect or harder to understand than necessary.

## Changelog

Added `ManualEventReader::clear()`

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2023-02-03 01:03:56 +00:00
ickshonpe
00ff8adfd6 Size::height sets width not height (#7478)
# Objective
```rust
pub const fn height(width: Val) -> Self {
        Self {
            width,
            height: Val::DEFAULT,
        }
    }
```
😓

## Solution
Swap `width` and `height`.
2023-02-02 22:09:21 +00:00
Stephen Martindale
be46d1502b Increment FrameCount in CoreStage::Last. (#7477)
# Objective

During testing, I observed that the `FrameCount` resource (`bevy_core`) was being incremented by `FrameCountPlugin` non-deterministically, during update, subject to the whims of the execution order.

The effect was that the counter could and did change while a frame was still in flight, while user-systems were still executing.

## Solution

I have delayed the incrementing of the `FrameCount` resource to `CoreStage::Last`. The resource was described in the documentation as "*a count of rendered frames*" and, after my change, it actually will match that description.

## Changes

- `CoreStage::Last` was chosen so that the counter will be `0` during all earlier stages of the very first execution of the schedule.
- Documentation added declaring *when* the counter is incremented.
- Hint added, directing users towards `u32::wrapping_sub()` because integer overflow is reasonable to expect.

## Note

Even though this change might have a short time-to-live in light of the upcoming *Stageless* changes, I think this is worthwhile – at least as an in-code reminder that this counter should behave predictably.
2023-02-02 21:06:29 +00:00
MinerSebas
1a18ab34c4 Remove unnecessary Default impl of HandleType (#7472)
# Objective

- Resolve a Fixme to remove the `Default` impl for `HandleType`, once Reflection no longer requires it.
- Presumebly this Comment was made before the `FromReflect` Derive used the `#[reflect(Default)]`, to substitute for the requirment that a ignored field has a `Default`.

## Solution

- Just remove the `Default` derive and comment.
2023-02-02 15:09:06 +00:00
ickshonpe
fbd569c791 Add width, height and all constructor functions to Size (#7468)
## Objective

A common easy to miss mistake is to write something like:
``` rust
Size::new(Val::Percent(100.), Val::Px(100.));
```

`UiRect` has the `left`, `right`, `all`, `vertical`, etc constructor functions, `Size` is used a lot more frequently but lacks anything similar.

## Solution

Implement `all`, `width` and `height` functions for `Size`.

## Changelog

* Added `all`, `width` and `height` functions to `Size`.
2023-02-02 14:29:39 +00:00
MinerSebas
e5b522064c Follow up on Todo in bevy_reflect_derive (#7461)
# Objective

Follow up on Todo in bevy_reflect_derive

## Solution

- Replaced all Instances that do the same as `ident_or_index` with a call to it.
- Only the following Line wasn't replaced, as it only wants the index, and not the ident:
[69fc8c6b70/crates/bevy_reflect/bevy_reflect_derive/src/impls/tuple_structs.rs (L18))
2023-02-02 04:37:32 +00:00
ickshonpe
f3b8ff6549 Rename the background_color of 'ExtractedUiNode to color` (#7452)
# Problem
The field is called `background_color` but it is also used to hold the colors of text glyphs and images.
It's mildly confusing and longer to type than just `color`.

## Solution
Rename `background_color` to `color`.

## Changelog
* Renamed the `background_color` field of `ExtractedUiNode` to `color`.

## Migration Guide
* The `background_color` field of `ExtractedUiNode` is now named `color`.
2023-02-01 00:24:25 +00:00
Elbert Ronnie
615d3d2157 Add constructor new to ArrayIter (#7449)
# Objective

- Fixes #7430.

## Solution

- Changed fields of `ArrayIter` to be private.
- Add a constructor `new` to `ArrayIter`.
- Replace normal struct creation with `new`.

---

## Changelog

- Add a constructor `new` to `ArrayIter`.


Co-authored-by: Elbert Ronnie <103196773+elbertronnie@users.noreply.github.com>
2023-01-31 23:19:19 +00:00
ickshonpe
a441939ba5 Remove QueuedText (#7414)
## Objective

Remove `QueuedText`.

`QueuedText` isn't useful. It's exposed in the `bevy_ui` public interface but can't be used for anything because its `entities` field is private.

## Solution

Remove the `QueuedText` struct and use a `Local<Vec<Entity>` in its place.

## Changelog

* Removed `QueuedText`
2023-01-31 18:42:22 +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
Robert Swain
cfc56cca2f bevy_pbr: Clear fog DynamicUniformBuffer before populating each frame (#7432)
# Objective

- Fix a bug causing performance to drop over time because the GPU fog buffer was endlessly growing

## Solution

- Clear the fog buffer every frame before populating it
2023-01-30 23:09:38 +00:00
Robert Swain
8b7ebe1738 Fix post_processing and shader_prepass examples (#7419)
# Objective

- Fix `post_processing` and `shader_prepass` examples as they fail when compiling shaders due to missing shader defs
- Fixes #6799
- Fixes #6996
- Fixes #7375 
- Supercedes #6997
- Supercedes #7380 

## Solution

- The prepass was broken due to a missing `MAX_CASCADES_PER_LIGHT` shader def. Add it.
- The shader used in the `post_processing` example is applied to a 2D mesh, so use the correct mesh2d_view_bindings shader import.
2023-01-30 22:53:08 +00:00
Aceeri
937fc039b1 Convenience method for entity naming (#7186)
# Objective
- Trying to make it easier to have a more user friendly debugging name for when you want to print out an entity.

## Solution
- Add a new `WorldQuery` struct `DebugName` to format the `Name` if the entity has one, otherwise formats the `Entity` id.
This means we can do this and get more descriptive errors without much more effort:
```rust
fn my_system(moving: Query<(DebugName, &mut Position, &Velocity)>) {
    for (name, mut position, velocity) in &mut moving {
        position += velocity; 
        if position.is_nan() {
            error!("{:?} has an invalid position state", name);
        }
    }
}
```

---

## Changelog
- Added `DebugName` world query for more human friendly debug names of entities.
2023-01-30 20:50:46 +00:00
Jerome Humbert
1dd3fe0d9c Derive Copy for Aabb (#7401)
# Objective

Derive `Copy` for `Aabb`

## Solution

Just do it :)

---

## Changelog

- The `Aabb` type now derives `Copy`.
2023-01-30 18:27:58 +00:00
Torstein Grindvik
67aa2953d0 Extract component derive (#7399)
# Objective

In simple cases we might want to derive the `ExtractComponent` trait.
This adds symmetry to the existing `ExtractResource` derive.

## Solution

Add an implementation of `#[derive(ExtractComponent)]`.
The implementation is adapted from the existing `ExtractResource` derive macro.

Additionally, there is an attribute called `extract_component_filter`. This allows specifying a query filter type used when extracting.
If not specified, no filter (equal to `()`) is used.

So:

```rust
#[derive(Component, Clone, ExtractComponent)]
#[extract_component_filter(With<Fuel>)]
pub struct Car {
    pub wheels: usize,
}
```

would expand to (a bit cleaned up here):

```rust
impl ExtractComponent for Car
{
    type Query = &'static Self;
    type Filter = With<Fuel>;
    type Out = Self;
    fn extract_component(item: QueryItem<'_, Self::Query>) -> Option<Self::Out> {
        Some(item.clone())
    }
}
```

---

## Changelog

- Added the ability to `#[derive(ExtractComponent)]` with an optional filter.
2023-01-30 18:12:16 +00:00
Robert Swain
c9a53bf5dd Fix KTX2 R8_SRGB, R8_UNORM, R8G8_SRGB, R8G8_UNORM, R8G8B8_SRGB, R8G8B8_UNORM support (#4594)
# Objective

- Fixes #4592

## Solution

- Implement `SrgbColorSpace` for `u8` via `f32`
- Convert KTX2 R8 and R8G8 non-linear sRGB to wgpu `R8Unorm` and `Rg8Unorm` as non-linear sRGB are not supported by wgpu for these formats
- Convert KTX2 R8G8B8 formats to `Rgba8Unorm` and `Rgba8UnormSrgb` by adding an alpha channel as the Rgb variants don't exist in wgpu

---

## Changelog

- Added: Support for KTX2 `R8_SRGB`, `R8_UNORM`, `R8G8_SRGB`, `R8G8_UNORM`, `R8G8B8_SRGB`, `R8G8B8_UNORM` formats by converting to supported wgpu formats as appropriate
2023-01-30 09:04:08 +00:00
Jerome Humbert
a61bf35c97 Derive FromReflect for Aabb (#7396)
# Objective

Add a `FromReflect` derive to the `Aabb` type, like all other math types, so we can reflect `Vec<Aabb>`.

## Solution

Just add it :)

---

## Changelog

### Added

- Implemented `FromReflect` for `Aabb`.
2023-01-30 03:54:52 +00:00
Elabajaba
bfd1d4b0a7 Wgpu 0.15 (#7356)
# Objective

Update Bevy to wgpu 0.15.

## Changelog

- Update to wgpu 0.15, wgpu-hal 0.15.1, and naga 0.11
- Users can now use the [DirectX Shader Compiler](https://github.com/microsoft/DirectXShaderCompiler) (DXC) on Windows with DX12 for faster shader compilation and ShaderModel 6.0+ support (requires `dxcompiler.dll` and `dxil.dll`, which are included in DXC downloads from [here](https://github.com/microsoft/DirectXShaderCompiler/releases/latest))

## Migration Guide

### WGSL Top-Level `let` is now `const`

All top level constants are now declared with `const`, catching up with the wgsl spec.

`let` is no longer allowed at the global scope, only within functions.

```diff
-let SOME_CONSTANT = 12.0;
+const SOME_CONSTANT = 12.0;
```

#### `TextureDescriptor` and `SurfaceConfiguration` now requires a `view_formats` field

The new `view_formats` field in the `TextureDescriptor` is used to specify a list of formats the texture can be re-interpreted to in a texture view. Currently only changing srgb-ness is allowed (ex. `Rgba8Unorm` <=> `Rgba8UnormSrgb`). You should set `view_formats` to `&[]` (empty) unless you have a specific reason not to.

#### The DirectX Shader Compiler (DXC) is now supported on DX12

DXC is now the default shader compiler when using the DX12 backend. DXC is Microsoft's replacement for their legacy FXC compiler, and is faster, less buggy, and allows for modern shader features to be used (ShaderModel 6.0+). DXC requires `dxcompiler.dll` and `dxil.dll` to be available, otherwise it will log a warning and fall back to FXC.

You can get `dxcompiler.dll` and `dxil.dll` by downloading the latest release from [Microsoft's DirectXShaderCompiler github repo](https://github.com/microsoft/DirectXShaderCompiler/releases/latest) and copying them into your project's root directory. These must be included when you distribute your Bevy game/app/etc if you plan on supporting the DX12 backend and are using DXC.

`WgpuSettings` now has a `dx12_shader_compiler` field which can be used to choose between either FXC or DXC (if you pass None for the paths for DXC, it will check for the .dlls in the working directory).
2023-01-29 20:27:30 +00:00
François
3999365bc1 add Input Method Editor support (#7325)
# Objective

- Fix #7315
- Add IME support

## Solution

- Add two new fields to `Window`, to control if IME is enabled and the candidate box position

This allows the use of dead keys which are needed in French, or the full IME experience to type using Pinyin

I also added a basic general text input example that can handle IME input.

https://user-images.githubusercontent.com/8672791/213941353-5ed73a73-5dd1-4e66-a7d6-a69b49694c52.mp4
2023-01-29 20:27:29 +00:00
Asier Illarramendi
477ef70936 Fix small typo in gamepad.rs docs (#7411)
Fix typo, change: `girls` to `gilrs`.
2023-01-29 20:11:46 +00:00
Marco Buono
1a96d820fd Add Distance and Atmospheric Fog support (#6412)
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873533-44c029af-13b7-4740-8ea3-af96bd5867c9.png">
<img width="1392" alt="image" src="https://user-images.githubusercontent.com/418473/203873549-36be7a23-b341-42a2-8a9f-ceea8ac7a2b8.png">


# Objective

- Add support for the “classic” distance fog effect, as well as a more advanced atmospheric fog effect.

## Solution

This PR:

- Introduces a new `FogSettings` component that controls distance fog per-camera. 
- Adds support for three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
- Adds support for directional light influence over fog color;
- Extracts fog via `ExtractComponent`, then uses a prepare system that sets up a new dynamic uniform struct (`Fog`), similar to other mesh view types;
- Renders fog in PBR material shader, as a final adjustment to the `output_color`, after PBR is computed (but before tone mapping);
- Adds a new `StandardMaterial` flag to enable fog; (`fog_enabled`)
- Adds convenience methods for easier artistic control when creating non-linear fog types;
- Adds documentation around fog.

---

## Changelog

### Added

- Added support for distance-based fog effects for PBR materials, controllable per-camera via the new `FogSettings` component;
- Added `FogFalloff` enum for selecting between three widely used “traditional” fog falloff modes: `Linear`, `Exponential` and `ExponentialSquared`, as well as a more advanced `Atmospheric` fog;
2023-01-29 15:28:56 +00:00
JoJoJet
209f6f8e83 Fix unsoundness in EntityMut::world_scope (#7387)
# Objective

Found while working on #7385.

The struct `EntityMut` has the safety invariant that it's cached `EntityLocation` must always accurately specify where the entity is stored. Thus, any time its location might be invalidated (such as by calling `EntityMut::world_mut` and moving archetypes), the cached location *must* be updated by calling `EntityMut::update_location`.

The method `world_scope` encapsulates this pattern in safe API by requiring world mutations to be done in a closure, after which `update_location` will automatically be called. However, this method has a soundness hole: if a panic occurs within the closure, then `update_location` will never get called. If the panic is caught in an outer scope, then the `EntityMut` will be left with an outdated location, which is undefined behavior.

An example of this can be seen in the unit test `entity_mut_world_scope_panic`, which has been added to this PR as a regression test. Without the other changes in this PR, that test will invoke undefined behavior in safe code.

## Solution

Call `EntityMut::update_location()` from within a `Drop` impl, which ensures that it will get executed even if `EntityMut::world_scope` unwinds.
2023-01-29 00:10:45 +00:00
François
bfafa781c1 re-enable tests on apple silicon (#7400)
# Objective

- Fixes #6687

## Solution

- The future is now! Rust 1.67 was released with the fix
2023-01-28 19:00:27 +00:00
JoJoJet
299bd37752 Add Ref to the prelude (#7392)
# Objective

Add the change-detection wrapper type `Ref<T>` (originally added in #7097) to `bevy_ecs::prelude`.
2023-01-28 09:28:47 +00:00
JoJoJet
5d912a2f35 Speed up CommandQueue by storing commands more densely (#6391)
# Objective

* Speed up inserting and applying commands. 
* Halve the stack size of `CommandQueue` to 24 bytes.
* Require fewer allocations.

## Solution

Store commands and metadata densely within the same buffer. Each command takes up 1 `usize` of metadata, plus the bytes to store the command itself. Zero-sized types take up no space except for the metadata.

# Benchmarks

All of the benchmarks related to commands.

| Bench                                  | Time      |  % Change         |    p-value |
|----------------------------------------|-----------|--------------|-----------------|
| empty_commands/0_entities              | 4.7780 ns | -18.381% | 0.00  |
| spawn_commands/2000_entities           | 233.11 us | -0.9961%     | 0.00  |
| spawn_commands/4000_entities           | 448.38 us | -3.1466%     | 0.00  |
| spawn_commands/6000_entities           | 693.12 us | -0.3978%     | _0.52_ |
| spawn_commands/8000_entities           | 889.48 us | -2.8802%     | 0.00  |
| insert_commands/insert                 | 609.95 us | -4.8604%     | 0.00  |
| insert_commands/insert_batch           | 355.54 us | -2.8165%     |  0.00 |
| fake_commands/2000_commands            | 4.8018 us | **-17.802%** | 0.00  |
| fake_commands/4000_commands            | 9.5969 us | **-17.337%** | 0.00  |
| fake_commands/6000_commands            | 14.421 us | **-18.454%** | 0.00  |
| fake_commands/8000_commands            | 19.192 us | **-18.261%** | 0.00 |
| sized_commands_0_bytes/2000_commands   | 4.0593 us | -4.7145%     |  0.00 |
| sized_commands_0_bytes/4000_commands   | 8.1541 us | -4.9470%     |  0.00  |
| sized_commands_0_bytes/6000_commands   | 12.806 us | -12.017%     | 0.00 |
| sized_commands_0_bytes/8000_commands   | 17.096 us | -14.070% |  0.00 |
| sized_commands_12_bytes/2000_commands  | 5.3425 us | **-27.632%** | 0.00 |
| sized_commands_12_bytes/4000_commands  | 10.283 us | **-31.158%** |  0.00  |
| sized_commands_12_bytes/6000_commands  | 15.339 us | **-31.418%** |  0.00 |
| sized_commands_12_bytes/8000_commands  | 20.206 us | **-33.133%** |  0.00 |
| sized_commands_512_bytes/2000_commands | 99.118 us | -9.9655%     |  0.00  |
| sized_commands_512_bytes/4000_commands | 201.96 us | -8.8235%     |  0.00 |
| sized_commands_512_bytes/6000_commands | 300.95 us | -9.2344%     |  0.00  |
| sized_commands_512_bytes/8000_commands | 404.69 us | -8.4578%     |  0.00  |
2023-01-28 01:15:51 +00:00
Charles Bournhonesque
cbb4c26cad Enable deriving Reflect on structs with generic types (#7364)
# Objective

I recently had an issue, where I have a struct:
```
struct Property {
   inner: T
}
```
that I use as a wrapper for internal purposes.
I don't want to update my struct definition to 
```
struct Property<T: Reflect>{
   inner: T
}
```
because I still want to be able to build `Property<T>` for types `T` that are not `Reflect`. (and also because I don't want to update my whole code base with `<T: Reflect>` bounds)

I still wanted to have reflection on it (for `bevy_inspector_egui`), but adding `derive(Reflect)` fails with the error:
`T cannot be sent between threads safely. T needs to implement Sync.`

I believe that `bevy_reflect` should adopt the model of other derives in the case of generics, which is to add the `Reflect` implementation only if the generics also implement `Reflect`. (That is the behaviour of other macros such as `derive(Clone)` or `derive(Debug)`.

It's also the current behavior of `derive(FromReflect)`.

Basically doing something like:
```
impl<T> Reflect for Foo<T>
where T: Reflect
```


## Solution

- I updated the derive macros for `Structs` and `TupleStructs` to add extra `where` bounds.
   -  Every type that is reflected will need a `T: Reflect` bound
   -  Ignored types will need a `T: 'static + Send + Sync` bound. Here's the reason. For cases like this:
```
#[derive(Reflect)]
struct Foo<T, U>{
   a: T
   #[reflect(ignore)]
   b: U
}
```
I had to add the bound `'static + Send + Sync` to ignored generics like `U`.
The reason is that we want `Foo<T, U>` to be `Reflect: 'static + Send + Sync`, so `Foo<T, U>` must be able to implement those auto-traits. `Foo<T, U>` will only implement those auto-traits if every generic type implements them, including ignored types.
This means that the previously compile-fail case now compiles:
```
#[derive(Reflect)]
struct Foo<'a> {
    #[reflect(ignore)]
    value: &'a str,
}
```
But `Foo<'a>` will only be useable in the cases where `'a: 'static` and panic if we don't have `'a: 'static`, which is what we want (nice bonus from this PR ;) )



---

## Changelog

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

### Added
Possibility to add `derive(Reflect)` to structs and enums that contain generic types, like so:
```
#[derive(Reflect)]
struct Foo<T>{
   a: T
}
```
Reflection will only be available if the generic type T also implements `Reflect`.
(previously, this would just return a compiler error)
2023-01-28 00:12:06 +00:00
JoJoJet
9ffba9bb1a Allow returning a value from EntityMut::world_scope (#7385)
# Objective

The function `EntityMut::world_scope` is a safe abstraction that allows you to temporarily get mutable access to the underlying `World` of an `EntityMut`. This function is purely stateful, meaning it is not easily possible to return a value from it.

## Solution

Allow returning a computed value from the closure. This is similar to how `World::resource_scope` works.

---

## Changelog

- The function `EntityMut::world_scope` now allows returning a value from the immediately-computed closure.
2023-01-27 19:42:10 +00:00
Torstein Grindvik
b6376ce654 Add main_texture_other (#7343)
# Objective

## Use Case

A render node which calls `post_process_write()` on a `ViewTarget` multiple times during a single run of the node means both main textures of this view target is accessed.

If the source texture (which alternate between main textures **a** and **b**) is accessed in a shader during those iterations it means that those textures have to be bound using bind groups.

Preparing bind groups for both main textures ahead of time is desired, which means having access to the _other_ main texture is needed.

## Solution

Add a method on `ViewTarget` for accessing the other main texture.

---

## Changelog

### Added

- `main_texture_other` API on `ViewTarget`
2023-01-27 18:41:01 +00:00
wackbyte
0ff839be1d Fix formatting in Name docs (#7384)
# Objective

There's no period at the end of the first line of the `Name` documentation, and this messes up the grammar of the summary rustdoc creates:
```
                                                                          ↓
Component used to identify an entity. Stores a hash for faster comparisons The hash is eagerly re-computed upon each update to the name.
```

## Solution

I added it.
2023-01-27 17:49:11 +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
Jakob Hellermann
0cb0d8b55d add UnsafeWorldCell abstraction (#6404)
alternative to #5922, implements #5956 
builds on top of https://github.com/bevyengine/bevy/pull/6402

# Objective

https://github.com/bevyengine/bevy/issues/5956 goes into more detail, but the TLDR is:
- bevy systems ensure disjoint accesses to resources and components, and for that to work there are methods `World::get_resource_unchecked_mut(&self)`, ..., `EntityRef::get_mut_unchecked(&self)` etc.
- we don't have these unchecked methods for `by_id` variants, so third-party crate authors cannot build their own safe disjoint-access abstractions with these
- having `_unchecked_mut` methods is not great, because in their presence safe code can accidentally violate subtle invariants. Having to go through `world.as_unsafe_world_cell().unsafe_method()` forces you to stop and think about what you want to write in your `// SAFETY` comment.

The alternative is to keep exposing `_unchecked_mut` variants for every operation that we want third-party crates to build upon, but we'd prefer to avoid using these methods alltogether: https://github.com/bevyengine/bevy/pull/5922#issuecomment-1241954543

Also, this is something that **cannot be implemented outside of bevy**, so having either this PR or #5922 as an escape hatch with lots of discouraging comments would be great.

## Solution

- add `UnsafeWorldCell` with `unsafe fn get_resource(&self)`, `unsafe fn get_resource_mut(&self)`
- add `fn World::as_unsafe_world_cell(&mut self) -> UnsafeWorldCell<'_>` (and `as_unsafe_world_cell_readonly(&self)`)
- add `UnsafeWorldCellEntityRef` with `unsafe fn get`, `unsafe fn get_mut` and the other utilities on `EntityRef` (no methods for spawning, despawning, insertion)
- use the `UnsafeWorldCell` abstraction in `ReflectComponent`, `ReflectResource` and `ReflectAsset`, so these APIs are easier to reason about
- remove `World::get_resource_mut_unchecked`, `EntityRef::get_mut_unchecked` and use `unsafe { world.as_unsafe_world_cell().get_mut() }` and `unsafe { world.as_unsafe_world_cell().get_entity(entity)?.get_mut() }` instead

This PR does **not** make use of `UnsafeWorldCell` for anywhere else in `bevy_ecs` such as `SystemParam` or `Query`. That is a much larger change, and I am convinced that having `UnsafeWorldCell` is already useful for third-party crates.

Implemented API:

```rust
struct World { .. }
impl World {
  fn as_unsafe_world_cell(&self) -> UnsafeWorldCell<'_>;
}

struct UnsafeWorldCell<'w>(&'w World);
impl<'w> UnsafeWorldCell {
  unsafe fn world(&self) -> &World;

  fn get_entity(&self) -> UnsafeWorldCellEntityRef<'w>; // returns 'w which is `'self` of the `World::as_unsafe_world_cell(&'w self)`

  unsafe fn get_resource<T>(&self) -> Option<&'w T>;
  unsafe fn get_resource_by_id(&self, ComponentId) -> Option<&'w T>;
  unsafe fn get_resource_mut<T>(&self) -> Option<Mut<'w, T>>;
  unsafe fn get_resource_mut_by_id(&self) -> Option<MutUntyped<'w>>;
  unsafe fn get_non_send_resource<T>(&self) -> Option<&'w T>;
  unsafe fn get_non_send_resource_mut<T>(&self) -> Option<Mut<'w, T>>>;

  // not included: remove, remove_resource, despawn, anything that might change archetypes
}

struct UnsafeWorldCellEntityRef<'w> { .. }
impl UnsafeWorldCellEntityRef<'w> {
  unsafe fn get<T>(&self, Entity) -> Option<&'w T>;
  unsafe fn get_by_id(&self, Entity, ComponentId) -> Option<Ptr<'w>>;
  unsafe fn get_mut<T>(&self, Entity) -> Option<Mut<'w, T>>;
  unsafe fn get_mut_by_id(&self, Entity, ComponentId) -> Option<MutUntyped<'w>>;
  unsafe fn get_change_ticks<T>(&self, Entity) -> Option<Mut<'w, T>>;
  // fn id, archetype, contains, contains_id, containts_type_id
}
```

<details>
<summary>UnsafeWorldCell docs</summary>

Variant of the [`World`] where resource and component accesses takes a `&World`, and the responsibility to avoid
aliasing violations are given to the caller instead of being checked at compile-time by rust's unique XOR shared rule.

### Rationale
In rust, having a `&mut World` means that there are absolutely no other references to the safe world alive at the same time,
without exceptions. Not even unsafe code can change this.

But there are situations where careful shared mutable access through a type is possible and safe. For this, rust provides the [`UnsafeCell`](std::cell::UnsafeCell)
escape hatch, which allows you to get a `*mut T` from a `&UnsafeCell<T>` and around which safe abstractions can be built.

Access to resources and components can be done uniquely using [`World::resource_mut`] and [`World::entity_mut`], and shared using [`World::resource`] and [`World::entity`].
These methods use lifetimes to check at compile time that no aliasing rules are being broken.

This alone is not enough to implement bevy systems where multiple systems can access *disjoint* parts of the world concurrently. For this, bevy stores all values of
resources and components (and [`ComponentTicks`](crate::component::ComponentTicks)) in [`UnsafeCell`](std::cell::UnsafeCell)s, and carefully validates disjoint access patterns using
APIs like [`System::component_access`](crate::system::System::component_access).

A system then can be executed using [`System::run_unsafe`](crate::system::System::run_unsafe) with a `&World` and use methods with interior mutability to access resource values.
access resource values.

### Example Usage

[`UnsafeWorldCell`] can be used as a building block for writing APIs that safely allow disjoint access into the world.
In the following example, the world is split into a resource access half and a component access half, where each one can
safely hand out mutable references.

```rust
use bevy_ecs::world::World;
use bevy_ecs::change_detection::Mut;
use bevy_ecs::system::Resource;
use bevy_ecs::world::unsafe_world_cell_world::UnsafeWorldCell;

// INVARIANT: existance of this struct means that users of it are the only ones being able to access resources in the world
struct OnlyResourceAccessWorld<'w>(UnsafeWorldCell<'w>);
// INVARIANT: existance of this struct means that users of it are the only ones being able to access components in the world
struct OnlyComponentAccessWorld<'w>(UnsafeWorldCell<'w>);

impl<'w> OnlyResourceAccessWorld<'w> {
    fn get_resource_mut<T: Resource>(&mut self) -> Option<Mut<'w, T>> {
        // SAFETY: resource access is allowed through this UnsafeWorldCell
        unsafe { self.0.get_resource_mut::<T>() }
    }
}
// impl<'w> OnlyComponentAccessWorld<'w> {
//     ...
// }

// the two interior mutable worlds borrow from the `&mut World`, so it cannot be accessed while they are live
fn split_world_access(world: &mut World) -> (OnlyResourceAccessWorld<'_>, OnlyComponentAccessWorld<'_>) {
    let resource_access = OnlyResourceAccessWorld(unsafe { world.as_unsafe_world_cell() });
    let component_access = OnlyComponentAccessWorld(unsafe { world.as_unsafe_world_cell() });
    (resource_access, component_access)
}
```


</details>
2023-01-27 00:12:13 +00:00
ira
aab518af92 Update toml_edit to 0.18 (#7370)
Removes a duplicate dependency from the tree

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2023-01-26 18:09:43 +00:00
Rob Parrett
461497fa2d Fix a few uninlined_format_args lints (#7368)
# Objective

Prevent things from breaking tomorrow when rust 1.67 is released.

## Solution

Fix a few `uninlined_format_args` lints in recently introduced code.
2023-01-26 17:34:52 +00:00
研究社交
6b38863313 Request WGPU Capabilities for Non-uniform Indexing (#6995)
# Objective

Fixes #6952 

## Solution

- Request WGPU capabilities `SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING`, `SAMPLER_NON_UNIFORM_INDEXING` and `UNIFORM_BUFFER_AND_STORAGE_TEXTURE_ARRAY_NON_UNIFORM_INDEXING` when corresponding features are enabled.
- Add an example (`shaders/texture_binding_array`) illustrating (and testing) the use of non-uniform indexed textures and samplers.

![image](https://user-images.githubusercontent.com/16053640/209448310-defa4eae-6bcb-460d-9b3d-a3d2fad4316c.png)

## Changelog

- Added new capabilities for shader validation.
- Added example `shaders/texture_binding_array`.
2023-01-26 13:18:15 +00:00
Daniel Chia
c3a46822e1 Cascaded shadow maps. (#7064)
Co-authored-by: Robert Swain <robert.swain@gmail.com>

# Objective

Implements cascaded shadow maps for directional lights, which produces better quality shadows without needing excessively large shadow maps.

Fixes #3629

Before
![image](https://user-images.githubusercontent.com/1222141/210061203-bbd965a4-8d11-4cec-9a88-67fc59d0819f.png)

After
![image](https://user-images.githubusercontent.com/1222141/210061334-2ff15334-e6d7-4a31-9314-f34a7805cac6.png)


## Solution

Rather than rendering a single shadow map for directional light, the view frustum is divided into a series of cascades, each of which gets its own shadow map. The correct cascade is then sampled for shadow determination.

---

## Changelog

Directional lights now use cascaded shadow maps for improved shadow quality.


## Migration Guide

You no longer have to manually specify a `shadow_projection` for a directional light, and these settings should be removed. If customization of how cascaded shadow maps work is desired, modify the `CascadeShadowConfig` component instead.
2023-01-25 12:35:39 +00:00
James Liu
958a898b4a Remove App::add_sub_app (#7290)
# Objective
Fixes #7286. Both `App::add_sub_app` and `App::insert_sub_app` are rather redundant. Before 0.10 is shipped, one of them should be removed.

## Solution
Remove `App::add_sub_app` to prefer `App::insert_sub_app`.

Also hid away `SubApp::extract` since that can be a footgun if someone mutates it for whatever reason. Willing to revert this change if there are objections.

Perhaps we should make `SubApp: Deref<Target=App>`? Might change if we decide to move `!Send` resources into it.

---

## Changelog
Added: `SubApp::new`
Removed: `App::add_sub_app`

## Migration Guide
`App::add_sub_app` has been removed in favor of `App::insert_sub_app`. Use `SubApp::new` and insert it via `App::add_sub_app`

Old:

```rust
let mut sub_app = App::new()
// Build subapp here
app.add_sub_app(MySubAppLabel, sub_app);
```

New:

```rust
let mut sub_app = App::new()
// Build subapp here
app.insert_sub_app(MySubAppLabel, SubApp::new(sub_app, extract_fn));
```
2023-01-24 21:24:25 +00:00
IceSentry
3c63c0dab7 Move prepass functions to prepass_utils (#7354)
# Objective

- The functions added to utils.wgsl by the prepass assume that mesh_view_bindings are present, which isn't always the case
- Fixes https://github.com/bevyengine/bevy/issues/7353

## Solution

- Move these functions to their own `prepass_utils.wgsl` file


Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-01-24 20:36:40 +00:00
ickshonpe
cf612c8349 fix upsert_leaf not setting a MeasureFunc for new leaf nodes (#7351)
# Problem

The `upsert_leaf` method creates a new `MeasureFunc` and, if required, a new leaf node, but then it only adds the new `MeasureFunc` to existing leaf nodes.

## Solution

Add the `MeasureFunc` to new leaf nodes as well.
2023-01-24 16:09:52 +00:00
Jakob Hellermann
671e7a0de8 schedule_v3: fix default set for systems not being applied (#7350)
# Objective

`add_system(system)` without any `.in_set` configuration should land in `CoreSet::Update`.
We check that the sets are empty, but for systems there is always the `SystemTypeset`.

## Solution

- instead of `is_empty()`, check that the only set it the `SystemTypeSet`
2023-01-24 14:44:46 +00:00
Stephen Martindale
6e44d8a251 Docs: DefaultPlugins vs. MinimalPlugins and ScheduleRunnerPlugin (#7226)
# Objective

The naming of the two plugin groups `DefaultPlugins` and `MinimalPlugins` suggests that one is a super-set of the other but this is not the case. Instead, the two plugin groups are intended for very different purposes.

Closes: https://github.com/bevyengine/bevy/issues/7173

## Solution

This merge request adds doc. comments that compensate for this and try save the user from confusion.

1. `DefaultPlugins` and `MinimalPlugins` intentions are described.
2. A strong emphasis on embracing `DefaultPlugins` as a whole but controlling what it contains with *Cargo* *features* is added – this is because the ordering in `DefaultPlugins` appears to be important so preventing users with "minimalist" foibles (That's Me!) from recreating the code seems worthwhile.
3. Notes are added explaining the confusing fact that `MinimalPlugins` contains `ScheduleRunnerPlugin` (which is very "important"-sounding) but `DefaultPlugins` does not.
2023-01-24 05:25:03 +00:00
Testare
ef8746a91a AppExit documentation updates (#7067) (#7347)
# Objective

Help users understand how to write code that runs when the app is exiting.

See:

- #7067 (Partial resolution)

## Solution

Added documentation to `AppExit` class that mentions using the `Drop` trait for code that needs to run on program exit, as well as linking to the caveat about `App::run()` not being guaranteed to return.
2023-01-23 23:42:56 +00:00
JoJoJet
e84907fc55 Add context to compile tests (#7342)
# Objective

`bevy_ecs/system_param.rs` contains many seemingly-arbitrary struct definitions which serve as compile tests.

## Solution

Add a comment to each one, linking the issue or PR that motivated its addition.
2023-01-23 22:34:32 +00:00
张林伟
02978053cd Rename dynamic feature (#7340)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/7334

## Solution

- Rename `dynamic` feature to `dynamic_linking`.

---

## Migration Guide
- `dynamic` feature was renamed to `dynamic_linking`
2023-01-23 14:28:00 +00:00
Gino Valente
8cd59b6a03 bevy_reflect: Pre-parsed paths (#7321)
# Objective

> ℹ️ **This is an adoption of #4081 by @james7132**

Fixes #4080.

Provide a way to pre-parse reflection paths so as to avoid having to parse at each call to `GetPath::path` (or similar method).

## Solution

Adds the `ParsedPath` struct (named `FieldPath` in the original PR) that parses and caches the sequence of accesses to a reflected element. This is functionally similar to the `GetPath` trait, but removes the need to parse an unchanged path more than once.

### Additional Changes

Included in this PR from the original is cleaner code as well as the introduction of a new pathing operation: field access by index. This allows struct and struct variant fields to be accessed in a more performant (albeit more fragile) way if needed. This operation is faster due to not having to perform string matching. As an example, if we wanted the third field on a struct, we'd write `#2`—where `#` denotes indexed access and `2` denotes the desired field index.

This PR also contains improved documentation for `GetPath` and friends, including renaming some of the methods to be more clear to the end-user with a reduced risk of getting them mixed up.

### Future Work

There are a few things that could be done as a separate PR (order doesn't matter— they could be followup PRs or done in parallel). These are:

- [x] ~~Add support for `Tuple`. Currently, we hint that they work but they do not.~~ See #7324
- [ ] Cleanup `ReflectPathError`. I think it would be nicer to give `ReflectPathError` two variants: `ReflectPathError::ParseError` and `ReflectPathError::AccessError`, with all current variants placed within one of those two. It's not obvious when one might expect to receive one type of error over the other, so we can help by explicitly categorizing them.

---

## Changelog

- Cleaned up `GetPath` logic
- Added `ParsedPath` for cached reflection paths
- Added new reflection path syntax: struct field access by index (example syntax: `foo#1`)
- Renamed methods on `GetPath`:
  - `path` -> `reflect_path`
  - `path_mut` -> `reflect_path_mut`
  - `get_path` -> `path`
  - `get_path_mut` -> `path_mut`

## Migration Guide

`GetPath` methods have been renamed according to the following:
- `path` -> `reflect_path`
- `path_mut` -> `reflect_path_mut`
- `get_path` -> `path`
- `get_path_mut` -> `path_mut`


Co-authored-by: Gino Valente <gino.valente.code@gmail.com>
2023-01-22 23:35:33 +00:00
Johan Klokkhammer Helsing
7ebc68bb84 Allow not preventing default event behaviors on wasm (#7304)
# Objective

On wasm, bevy applications currently prevent any of the normal browser hotkeys from working normally (Ctrl+R, F12, F5, Ctrl+F5, tab, etc.).

Some of those events you may want to override, perhaps you can hold the tab key for showing in-game stats?

However, if you want to make a well-behaved game, you probably don't want to needlessly prevent that behavior unless you have a good reason.

Secondary motivation: Also, consider the workaround presented here to get audio working: https://developer.chrome.com/blog/web-audio-autoplay/#moving-forward ; It won't work (for keydown events) if we stop event propagation.

## Solution

- Winit has a field that allows it to not stop event propagation, expose it on the window settings to allow the user to choose the desired behavior. Default to `true` for backwards compatibility.

---

## Changelog

- Added `Window::prevent_default_event_handling` . This allows bevy apps to not override default browser behavior on hotkeys like F5, F12, Ctrl+R etc.
2023-01-22 23:35:32 +00:00
ira
38691ee95c Fix dynamic linking (on linux) (#7333)
# Problemo

Some code in #5911 and #5454 does not compile with dynamic linking enabled.
The code is behind a feature gate to prevent dynamically linked builds from breaking, but it's not quite set up correctly.

## Solution

Forward the `dynamic` feature flag to the `bevy_diagnostic` crate and gate the code behind it.


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2023-01-22 20:41:28 +00:00
James Liu
5f18033dd3 Use toml_edit instead of toml (#7327)
# Objective
Fixes #5675. Replace `toml` with `toml_edit`

## Solution
Replace `toml` with `toml_edit`. This conveniently also removes the `serde` dependency from `bevy_macro_utils`, which may speed up cold compilation by removing the serde bottleneck from most of the macro crates in the engine.
2023-01-22 19:41:48 +00:00
James Liu
7a176ae0a8 Optimize color computation in prepare_uinodes (#7311)
# Objective
Speed up `prepare_uinodes`. The color `[f32; 4]` is being computed separately for every vertex in the UI, even though the color is the same for all 6 verticies.

## Solution
Avoid recomputing the color and cache it for all 6 verticies.

## Performance
On `many_buttons`, this shaved off 33% of the time in `prepare_uinodes` (7.67ms -> 5.09ms) on my local machine.
![image](https://user-images.githubusercontent.com/3137680/213862448-236ac6e4-040a-4c86-a801-b947d99cc581.png)
2023-01-22 06:51:31 +00:00
James Liu
a85b740f24 Support recording multiple CommandBuffers in RenderContext (#7248)
# Objective
`RenderContext`, the core abstraction for running the render graph, currently only supports recording one `CommandBuffer` across the entire render graph. This means the entire buffer must be recorded sequentially, usually via the render graph itself. This prevents parallelization and forces users to only encode their commands in the render graph.

## Solution
Allow `RenderContext` to store a `Vec<CommandBuffer>` that it progressively appends to. By default, the context will not have a command encoder, but will create one as soon as either `begin_tracked_render_pass` or the `command_encoder` accesor is first called. `RenderContext::add_command_buffer` allows users to interrupt the current command encoder, flush it to the vec, append a user-provided `CommandBuffer` and reset the command encoder to start a new buffer. Users or the render graph will call `RenderContext::finish` to retrieve the series of buffers for submitting to the queue.

This allows users to encode their own `CommandBuffer`s outside of the render graph, potentially in different threads, and store them in components or resources.

Ideally, in the future, the core pipeline passes can run in `RenderStage::Render` systems and end up saving the completed command buffers to either `Commands` or a field in `RenderPhase`. 

## Alternatives
The alternative is to use to use wgpu's `RenderBundle`s, which can achieve similar results; however it's not universally available (no OpenGL, WebGL, and DX11).

---

## Changelog
Added: `RenderContext::new`
Added: `RenderContext::add_command_buffer`
Added: `RenderContext::finish`
Changed: `RenderContext::render_device` is now private. Use the accessor `RenderContext::render_device()` instead.
Changed: `RenderContext::command_encoder` is now private. Use the accessor `RenderContext::command_encoder()` instead.
Changed: `RenderContext` now supports adding external `CommandBuffer`s for inclusion into the render graphs. These buffers can be encoded outside of the render graph (i.e. in a system).

## Migration Guide
`RenderContext`'s fields are now private. Use the accessors on `RenderContext` instead, and construct it with `RenderContext::new`.
2023-01-22 00:21:55 +00:00
Marco Buono
603cb439d9 Standard Material Blend Modes (#6644)
# Objective

- This PR adds support for blend modes to the PBR `StandardMaterial`.

<img width="1392" alt="Screenshot 2022-11-18 at 20 00 56" src="https://user-images.githubusercontent.com/418473/202820627-0636219a-a1e5-437a-b08b-b08c6856bf9c.png">

<img width="1392" alt="Screenshot 2022-11-18 at 20 01 01" src="https://user-images.githubusercontent.com/418473/202820615-c8d43301-9a57-49c4-bd21-4ae343c3e9ec.png">

## Solution

- The existing `AlphaMode` enum is extended, adding three more modes: `AlphaMode::Premultiplied`, `AlphaMode::Add` and `AlphaMode::Multiply`;
- All new modes are rendered in the existing `Transparent3d` phase;
- The existing mesh flags for alpha mode are reorganized for a more compact/efficient representation, and new values are added;
- `MeshPipelineKey::TRANSPARENT_MAIN_PASS` is refactored into `MeshPipelineKey::BLEND_BITS`.
  -  `AlphaMode::Opaque` and `AlphaMode::Mask(f32)` share a single opaque pipeline key: `MeshPipelineKey::BLEND_OPAQUE`;
  - `Blend`, `Premultiplied` and `Add` share a single premultiplied alpha pipeline key, `MeshPipelineKey::BLEND_PREMULTIPLIED_ALPHA`. In the shader, color values are premultiplied accordingly (or not) depending on the blend mode to produce the three different results after PBR/tone mapping/dithering;
  - `Multiply` uses its own independent pipeline key, `MeshPipelineKey::BLEND_MULTIPLY`;
- Example and documentation are provided.
---

## Changelog

### Added

- Added support for additive and multiplicative blend modes in the PBR `StandardMaterial`, via `AlphaMode::Add` and `AlphaMode::Multiply`;
- Added support for premultiplied alpha in the PBR `StandardMaterial`, via `AlphaMode::Premultiplied`;
2023-01-21 21:46:53 +00:00
Molot2032
cef56a0d47 Allow users of Text/TextBundle to choose from glyph_brush_layout's BuiltInLineBreaker options. (#7283)
# Objective
Currently, Text always uses the default linebreaking behaviour in glyph_brush_layout `BuiltInLineBreaker::Unicode` which breaks lines at word boundaries. However, glyph_brush_layout also supports breaking lines at any character by setting the linebreaker to `BuiltInLineBreaker::AnyChar`. Having text wrap character-by-character instead of at word boundaries is desirable in some cases - consider that consoles/terminals usually wrap this way.

As a side note, the default Unicode linebreaker does not seem to handle emergency cases, where there is no word boundary on a line to break at. In that case, the text runs out of bounds. Issue #1867 shows an example of this.

## Solution
Basically just copies how TextAlignment is exposed, but for a new enum TextLineBreakBehaviour.
This PR exposes glyph_brush_layout's two simple linebreaking options (Unicode, AnyChar) to users of Text via the enum TextLineBreakBehaviour (which just translates those 2 aforementioned options), plus a method 'with_linebreak_behaviour' on Text and TextBundle. 

## Changelog

Added `Text::with_linebreak_behaviour`
Added `TextBundle::with_linebreak_behaviour` 
`TextPipeline::queue_text` and `GlyphBrush::compute_glyphs` now need a TextLineBreakBehaviour argument, in order to pass through the new field.
Modified the `text2d` example to show both linebreaking behaviours. 


## Example
Here's what the modified example looks like
![image](https://user-images.githubusercontent.com/117271367/213589184-b1a54bf3-116c-4721-8cb6-1cb69edb3070.png)
2023-01-21 00:17:11 +00:00
François
a94830f0c9 break feedback loop when moving cursor (#7298)
# Objective

- Fixes #7294

## Solution

- Do not trigger change detection when setting the cursor position from winit

When moving the cursor continuously, Winit sends events:
- CursorMoved(0)
- CursorMoved(1)
- => start of Bevy schedule execution
- CursorMoved(2)
- CursorMoved(3)
- <= End of Bevy schedule execution

if Bevy schedule runs after the event 1, events 2 and 3 would happen during the execution but would be read only on the next system run. During the execution, the system would detect a change on cursor position, and send back an order to winit to move it back to 1, so event 2 and 3 would be ignored. By bypassing change detection when setting the cursor from winit event, it doesn't trigger sending back that change to winit out of order.
2023-01-21 00:01:28 +00:00
Jonah Henriksson
eda3ffb0af Added resource_id and changed init_resource and init_non_send_resource to return ComponentId (#7284)
# Objective

- `Components::resource_id` doesn't exist. Like `Components::component_id` but for resources.

## Solution

- Created `Components::resource_id` and added some docs.

---

## Changelog

- Added `Components::resource_id`.
- Changed `World::init_resource` to return the generated `ComponentId`.
- Changed `World::init_non_send_resource` to return the generated `ComponentId`.
2023-01-20 19:08:04 +00:00
Jakob Hellermann
02637b609e fix clippy (#7302)
# Objective

- `cargo clippy` should work (except for clippy::type_complexity)

## Solution

- fix new clippy lints
2023-01-20 14:25:25 +00:00
François
0804136dcd expose cursor position with scale (#7297)
# Objective

- Fixes #7288
- Do not expose access directly to cursor position as it is the physical position, ignoring scale

## Solution

- Make cursor position private
- Expose getter/setter on the window to have access to the scale
2023-01-20 14:25:24 +00:00
François
efa2c6edad revert stage changed for window closing (#7296)
# Objective

- Fix #7287 

## Solution

- Revert stage changed in windows as entities PR for window closing systems

how it was before:
f0c504947c/crates/bevy_window/src/lib.rs (L92-L100)
2023-01-20 14:25:23 +00:00
Sjael
06ada2e93d Changed Msaa to Enum (#7292)
# Objective

Fixes #6931 

Continues #6954 by squashing `Msaa` to a flat enum

Helps out  #7215 

# Solution
```
pub enum Msaa {
    Off = 1,
    #[default]
    Sample4 = 4,
}
```

# Changelog

- Modified
    - `Msaa` is now enum
    - Defaults to 4 samples
    - Uses `.samples()` method to get the sample number as `u32`

# Migration Guide
```
let multi = Msaa { samples: 4 } 
// is now
let multi = Msaa::Sample4

multi.samples
// is now
multi.samples()
```



Co-authored-by: Sjael <jakeobrien44@gmail.com>
2023-01-20 14:25:21 +00:00
JoJoJet
5d5a504685 Revise SystemParam docs (#7274)
# Objective

Increase clarity in a few places for the `SystemParam` docs.
2023-01-20 13:39:23 +00:00
Pascal Hertleif
f024bce2b8 Demand newer async-channel version (#7301)
After #6503, bevy_render uses the `send_blocking` method introduced in async-channel 1.7, but depended only on ^1.4.
I saw this after pulling main without running cargo update.

# Objective

- Fix minimum dependency version of async-channel

## Solution

- Bump async-channel version constraint to ^1.8, which is currently the latest version.

NOTE: Both bevy_ecs and bevy_tasks also depend on async-channel but they didn't use any newer features.
2023-01-20 13:20:28 +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
ickshonpe
cab065bad4 remove the image loaded check for nodes without images in extract_uinodes (#7280)
## Problem

`extract_uinodes` checks if an image is loaded for nodes without images

## Solution

Move the image loading skip check so that it is only performed for nodes with a `UiImage` component.
2023-01-20 01:05:30 +00:00
Mike
2027af4c54 Pipelined Rendering (#6503)
# Objective

- Implement pipelined rendering
- Fixes #5082
- Fixes #4718

## User Facing Description

Bevy now implements piplelined rendering! Pipelined rendering allows the app logic and rendering logic to run on different threads leading to large gains in performance.

![image](https://user-images.githubusercontent.com/2180432/202049871-3c00b801-58ab-448f-93fd-471e30aba55f.png)
*tracy capture of many_foxes example*

To use pipelined rendering, you just need to add the `PipelinedRenderingPlugin`. If you're using `DefaultPlugins` then it will automatically be added for you on all platforms except wasm. Bevy does not currently support multithreading on wasm which is needed for this feature to work. If you aren't using `DefaultPlugins` you can add the plugin manually.

```rust
use bevy::prelude::*;
use bevy::render::pipelined_rendering::PipelinedRenderingPlugin;

fn main() {
    App::new()
        // whatever other plugins you need
        .add_plugin(RenderPlugin)
        // needs to be added after RenderPlugin
        .add_plugin(PipelinedRenderingPlugin)
        .run();
}
```

If for some reason pipelined rendering needs to be removed. You can also disable the plugin the normal way.

```rust
use bevy::prelude::*;
use bevy::render::pipelined_rendering::PipelinedRenderingPlugin;

fn main() {
    App::new.add_plugins(DefaultPlugins.build().disable::<PipelinedRenderingPlugin>());
}
```

### A setup function was added to plugins

A optional plugin lifecycle function was added to the `Plugin trait`. This function is called after all plugins have been built, but before the app runner is called. This allows for some final setup to be done. In the case of pipelined rendering, the function removes the sub app from the main app and sends it to the render thread.

```rust
struct MyPlugin;
impl Plugin for MyPlugin {
    fn build(&self, app: &mut App) {
        
    }
    
    // optional function
    fn setup(&self, app: &mut App) {
        // do some final setup before runner is called
    }
}
```

### A Stage for Frame Pacing

In the `RenderExtractApp` there is a stage labelled `BeforeIoAfterRenderStart` that systems can be added to.  The specific use case for this stage is for a frame pacing system that can delay the start of main app processing in render bound apps to reduce input latency i.e. "frame pacing". This is not currently built into bevy, but exists as `bevy`

```text
|-------------------------------------------------------------------|
|         | BeforeIoAfterRenderStart | winit events | main schedule |
| extract |---------------------------------------------------------|
|         | extract commands | rendering schedule                   |
|-------------------------------------------------------------------|
```

### Small API additions

* `Schedule::remove_stage`
* `App::insert_sub_app`
* `App::remove_sub_app` 
* `TaskPool::scope_with_executor`

## Problems and Solutions

### Moving render app to another thread

Most of the hard bits for this were done with the render redo. This PR just sends the render app back and forth through channels which seems to work ok. I originally experimented with using a scope to run the render task. It was cuter, but that approach didn't allow render to start before i/o processing. So I switched to using channels. There is much complexity in the coordination that needs to be done, but it's worth it. By moving rendering during i/o processing the frame times should be much more consistent in render bound apps. See https://github.com/bevyengine/bevy/issues/4691.

### Unsoundness with Sending World with NonSend resources

Dropping !Send things on threads other than the thread they were spawned on is considered unsound. The render world doesn't have any nonsend resources. So if we tell the users to "pretty please don't spawn nonsend resource on the render world", we can avoid this problem.

More seriously there is this https://github.com/bevyengine/bevy/pull/6534 pr, which patches the unsoundness by aborting the app if a nonsend resource is dropped on the wrong thread. ~~That PR should probably be merged before this one.~~ For a longer term solution we have this discussion going https://github.com/bevyengine/bevy/discussions/6552.

### NonSend Systems in render world

The render world doesn't have any !Send resources, but it does have a non send system. While Window is Send, winit does have some API's that can only be accessed on the main thread. `prepare_windows` in the render schedule thus needs to be scheduled on the main thread. Currently we run nonsend systems by running them on the thread the TaskPool::scope runs on. When we move render to another thread this no longer works.

To fix this, a new `scope_with_executor` method was added that takes a optional `TheadExecutor` that can only be ticked on the thread it was initialized on. The render world then holds a `MainThreadExecutor` resource which can be passed to the scope in the parallel executor that it uses to spawn it's non send systems on. 

### Scopes executors between render and main should not share tasks

Since the render world and the app world share the `ComputeTaskPool`. Because `scope` has executors for the ComputeTaskPool a system from the main world could run on the render thread or a render system could run on the main thread. This can cause performance problems because it can delay a stage from finishing. See https://github.com/bevyengine/bevy/pull/6503#issuecomment-1309791442 for more details.

To avoid this problem, `TaskPool::scope` has been changed to not tick the ComputeTaskPool when it's used by the parallel executor. In the future when we move closer to the 1 thread to 1 logical core model we may want to overprovide threads, because the render and main app threads don't do much when executing the schedule.

## Performance

My machine is Windows 11, AMD Ryzen 5600x, RX 6600

### Examples

#### This PR with pipelining vs Main

> Note that these were run on an older version of main and the performance profile has probably changed due to optimizations

Seeing a perf gain from 29% on many lights to 7% on many sprites.

<html>
<body>
<!--StartFragment--><google-sheets-html-origin>

  | percent |   |   | Diff |   |   | Main |   |   | PR |   |  
-- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --
tracy frame time | mean | median | sigma | mean | median | sigma | mean | median | sigma | mean | median | sigma
many foxes | 27.01% | 27.34% | -47.09% | 1.58 | 1.55 | -1.78 | 5.85 | 5.67 | 3.78 | 4.27 | 4.12 | 5.56
many lights | 29.35% | 29.94% | -10.84% | 3.02 | 3.03 | -0.57 | 10.29 | 10.12 | 5.26 | 7.27 | 7.09 | 5.83
many animated sprites | 13.97% | 15.69% | 14.20% | 3.79 | 4.17 | 1.41 | 27.12 | 26.57 | 9.93 | 23.33 | 22.4 | 8.52
3d scene | 25.79% | 26.78% | 7.46% | 0.49 | 0.49 | 0.15 | 1.9 | 1.83 | 2.01 | 1.41 | 1.34 | 1.86
many cubes | 11.97% | 11.28% | 14.51% | 1.93 | 1.78 | 1.31 | 16.13 | 15.78 | 9.03 | 14.2 | 14 | 7.72
many sprites | 7.14% | 9.42% | -85.42% | 1.72 | 2.23 | -6.15 | 24.09 | 23.68 | 7.2 | 22.37 | 21.45 | 13.35

<!--EndFragment-->
</body>
</html>

#### This PR with pipelining disabled vs Main

Mostly regressions here. I don't think this should be a problem as users that are disabling pipelined rendering are probably running single threaded and not using the parallel executor. The regression is probably mostly due to the switch to use `async_executor::run` instead of `try_tick` and also having one less thread to run systems on. I'll do a writeup on why switching to `run` causes regressions, so we can try to eventually fix it. Using try_tick causes issues when pipeline rendering is enable as seen [here](https://github.com/bevyengine/bevy/pull/6503#issuecomment-1380803518)

<html>
<body>
<!--StartFragment--><google-sheets-html-origin>

  | percent |   |   | Diff |   |   | Main |   |   | PR no pipelining |   |  
-- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --
tracy frame time | mean | median | sigma | mean | median | sigma | mean | median | sigma | mean | median | sigma
many foxes | -3.72% | -4.42% | -1.07% | -0.21 | -0.24 | -0.04 | 5.64 | 5.43 | 3.74 | 5.85 | 5.67 | 3.78
many lights | 0.29% | -0.30% | 4.75% | 0.03 | -0.03 | 0.25 | 10.29 | 10.12 | 5.26 | 10.26 | 10.15 | 5.01
many animated sprites | 0.22% | 1.81% | -2.72% | 0.06 | 0.48 | -0.27 | 27.12 | 26.57 | 9.93 | 27.06 | 26.09 | 10.2
3d scene | -15.79% | -14.75% | -31.34% | -0.3 | -0.27 | -0.63 | 1.9 | 1.83 | 2.01 | 2.2 | 2.1 | 2.64
many cubes | -2.85% | -3.30% | 0.00% | -0.46 | -0.52 | 0 | 16.13 | 15.78 | 9.03 | 16.59 | 16.3 | 9.03
many sprites | 2.49% | 2.41% | 0.69% | 0.6 | 0.57 | 0.05 | 24.09 | 23.68 | 7.2 | 23.49 | 23.11 | 7.15

<!--EndFragment-->
</body>
</html>

### Benchmarks

Mostly the same except empty_systems has got a touch slower. The maybe_pipelining+1 column has the compute task pool with an extra thread over default added. This is because pipelining loses one thread over main to execute systems on, since the main thread no longer runs normal systems.

<details>
<summary>Click Me</summary>

```text
group                                                             main                                         maybe-pipelining+1
-----                                                             -------------------------                ------------------
busy_systems/01x_entities_03_systems                              1.07     30.7±1.32µs        ? ?/sec      1.00     28.6±1.35µs        ? ?/sec
busy_systems/01x_entities_06_systems                              1.10     52.1±1.10µs        ? ?/sec      1.00     47.2±1.08µs        ? ?/sec
busy_systems/01x_entities_09_systems                              1.00     74.6±1.36µs        ? ?/sec      1.00     75.0±1.93µs        ? ?/sec
busy_systems/01x_entities_12_systems                              1.03    100.6±6.68µs        ? ?/sec      1.00     98.0±1.46µs        ? ?/sec
busy_systems/01x_entities_15_systems                              1.11    128.5±3.53µs        ? ?/sec      1.00    115.5±1.02µs        ? ?/sec
busy_systems/02x_entities_03_systems                              1.16     50.4±2.56µs        ? ?/sec      1.00     43.5±3.00µs        ? ?/sec
busy_systems/02x_entities_06_systems                              1.00     87.1±1.27µs        ? ?/sec      1.05     91.5±7.15µs        ? ?/sec
busy_systems/02x_entities_09_systems                              1.04    139.9±6.37µs        ? ?/sec      1.00    134.0±1.06µs        ? ?/sec
busy_systems/02x_entities_12_systems                              1.05    179.2±3.47µs        ? ?/sec      1.00    170.1±3.17µs        ? ?/sec
busy_systems/02x_entities_15_systems                              1.01    219.6±3.75µs        ? ?/sec      1.00    218.1±2.55µs        ? ?/sec
busy_systems/03x_entities_03_systems                              1.10     70.6±2.33µs        ? ?/sec      1.00     64.3±0.69µs        ? ?/sec
busy_systems/03x_entities_06_systems                              1.02    130.2±3.11µs        ? ?/sec      1.00    128.0±1.34µs        ? ?/sec
busy_systems/03x_entities_09_systems                              1.00   195.0±10.11µs        ? ?/sec      1.00    194.8±1.41µs        ? ?/sec
busy_systems/03x_entities_12_systems                              1.01    261.7±4.05µs        ? ?/sec      1.00    259.8±4.11µs        ? ?/sec
busy_systems/03x_entities_15_systems                              1.00    318.0±3.04µs        ? ?/sec      1.06   338.3±20.25µs        ? ?/sec
busy_systems/04x_entities_03_systems                              1.00     82.9±0.63µs        ? ?/sec      1.02     84.3±0.63µs        ? ?/sec
busy_systems/04x_entities_06_systems                              1.01    181.7±3.65µs        ? ?/sec      1.00    179.8±1.76µs        ? ?/sec
busy_systems/04x_entities_09_systems                              1.04    265.0±4.68µs        ? ?/sec      1.00    255.3±1.98µs        ? ?/sec
busy_systems/04x_entities_12_systems                              1.00    335.9±3.00µs        ? ?/sec      1.05   352.6±15.84µs        ? ?/sec
busy_systems/04x_entities_15_systems                              1.00   418.6±10.26µs        ? ?/sec      1.08   450.2±39.58µs        ? ?/sec
busy_systems/05x_entities_03_systems                              1.07    114.3±0.95µs        ? ?/sec      1.00    106.9±1.52µs        ? ?/sec
busy_systems/05x_entities_06_systems                              1.08    229.8±2.90µs        ? ?/sec      1.00    212.3±4.18µs        ? ?/sec
busy_systems/05x_entities_09_systems                              1.03    329.3±1.99µs        ? ?/sec      1.00    319.2±2.43µs        ? ?/sec
busy_systems/05x_entities_12_systems                              1.06    454.7±6.77µs        ? ?/sec      1.00    430.1±3.58µs        ? ?/sec
busy_systems/05x_entities_15_systems                              1.03    554.6±6.15µs        ? ?/sec      1.00   538.4±23.87µs        ? ?/sec
contrived/01x_entities_03_systems                                 1.00     14.0±0.15µs        ? ?/sec      1.08     15.1±0.21µs        ? ?/sec
contrived/01x_entities_06_systems                                 1.04     28.5±0.37µs        ? ?/sec      1.00     27.4±0.44µs        ? ?/sec
contrived/01x_entities_09_systems                                 1.00     41.5±4.38µs        ? ?/sec      1.02     42.2±2.24µs        ? ?/sec
contrived/01x_entities_12_systems                                 1.06     55.9±1.49µs        ? ?/sec      1.00     52.6±1.36µs        ? ?/sec
contrived/01x_entities_15_systems                                 1.02     68.0±2.00µs        ? ?/sec      1.00     66.5±0.78µs        ? ?/sec
contrived/02x_entities_03_systems                                 1.03     25.2±0.38µs        ? ?/sec      1.00     24.6±0.52µs        ? ?/sec
contrived/02x_entities_06_systems                                 1.00     46.3±0.49µs        ? ?/sec      1.04     48.1±4.13µs        ? ?/sec
contrived/02x_entities_09_systems                                 1.02     70.4±0.99µs        ? ?/sec      1.00     68.8±1.04µs        ? ?/sec
contrived/02x_entities_12_systems                                 1.06     96.8±1.49µs        ? ?/sec      1.00     91.5±0.93µs        ? ?/sec
contrived/02x_entities_15_systems                                 1.02    116.2±0.95µs        ? ?/sec      1.00    114.2±1.42µs        ? ?/sec
contrived/03x_entities_03_systems                                 1.00     33.2±0.38µs        ? ?/sec      1.01     33.6±0.45µs        ? ?/sec
contrived/03x_entities_06_systems                                 1.00     62.4±0.73µs        ? ?/sec      1.01     63.3±1.05µs        ? ?/sec
contrived/03x_entities_09_systems                                 1.02     96.4±0.85µs        ? ?/sec      1.00     94.8±3.02µs        ? ?/sec
contrived/03x_entities_12_systems                                 1.01    126.3±4.67µs        ? ?/sec      1.00    125.6±2.27µs        ? ?/sec
contrived/03x_entities_15_systems                                 1.03    160.2±9.37µs        ? ?/sec      1.00    156.0±1.53µs        ? ?/sec
contrived/04x_entities_03_systems                                 1.02     41.4±3.39µs        ? ?/sec      1.00     40.5±0.52µs        ? ?/sec
contrived/04x_entities_06_systems                                 1.00     78.9±1.61µs        ? ?/sec      1.02     80.3±1.06µs        ? ?/sec
contrived/04x_entities_09_systems                                 1.02    121.8±3.97µs        ? ?/sec      1.00    119.2±1.46µs        ? ?/sec
contrived/04x_entities_12_systems                                 1.00    157.8±1.48µs        ? ?/sec      1.01    160.1±1.72µs        ? ?/sec
contrived/04x_entities_15_systems                                 1.00    197.9±1.47µs        ? ?/sec      1.08   214.2±34.61µs        ? ?/sec
contrived/05x_entities_03_systems                                 1.00     49.1±0.33µs        ? ?/sec      1.01     49.7±0.75µs        ? ?/sec
contrived/05x_entities_06_systems                                 1.00     95.0±0.93µs        ? ?/sec      1.00     94.6±0.94µs        ? ?/sec
contrived/05x_entities_09_systems                                 1.01    143.2±1.68µs        ? ?/sec      1.00    142.2±2.00µs        ? ?/sec
contrived/05x_entities_12_systems                                 1.00    191.8±2.03µs        ? ?/sec      1.01    192.7±7.88µs        ? ?/sec
contrived/05x_entities_15_systems                                 1.02    239.7±3.71µs        ? ?/sec      1.00    235.8±4.11µs        ? ?/sec
empty_systems/000_systems                                         1.01     47.8±0.67ns        ? ?/sec      1.00     47.5±2.02ns        ? ?/sec
empty_systems/001_systems                                         1.00  1743.2±126.14ns        ? ?/sec     1.01  1761.1±70.10ns        ? ?/sec
empty_systems/002_systems                                         1.01      2.2±0.04µs        ? ?/sec      1.00      2.2±0.02µs        ? ?/sec
empty_systems/003_systems                                         1.02      2.7±0.09µs        ? ?/sec      1.00      2.7±0.16µs        ? ?/sec
empty_systems/004_systems                                         1.00      3.1±0.11µs        ? ?/sec      1.00      3.1±0.24µs        ? ?/sec
empty_systems/005_systems                                         1.00      3.5±0.05µs        ? ?/sec      1.11      3.9±0.70µs        ? ?/sec
empty_systems/010_systems                                         1.00      5.5±0.12µs        ? ?/sec      1.03      5.7±0.17µs        ? ?/sec
empty_systems/015_systems                                         1.00      7.9±0.19µs        ? ?/sec      1.06      8.4±0.16µs        ? ?/sec
empty_systems/020_systems                                         1.00     10.4±1.25µs        ? ?/sec      1.02     10.6±0.18µs        ? ?/sec
empty_systems/025_systems                                         1.00     12.4±0.39µs        ? ?/sec      1.14     14.1±1.07µs        ? ?/sec
empty_systems/030_systems                                         1.00     15.1±0.39µs        ? ?/sec      1.05     15.8±0.62µs        ? ?/sec
empty_systems/035_systems                                         1.00     16.9±0.47µs        ? ?/sec      1.07     18.0±0.37µs        ? ?/sec
empty_systems/040_systems                                         1.00     19.3±0.41µs        ? ?/sec      1.05     20.3±0.39µs        ? ?/sec
empty_systems/045_systems                                         1.00     22.4±1.67µs        ? ?/sec      1.02     22.9±0.51µs        ? ?/sec
empty_systems/050_systems                                         1.00     24.4±1.67µs        ? ?/sec      1.01     24.7±0.40µs        ? ?/sec
empty_systems/055_systems                                         1.05     28.6±5.27µs        ? ?/sec      1.00     27.2±0.70µs        ? ?/sec
empty_systems/060_systems                                         1.02     29.9±1.64µs        ? ?/sec      1.00     29.3±0.66µs        ? ?/sec
empty_systems/065_systems                                         1.02     32.7±3.15µs        ? ?/sec      1.00     32.1±0.98µs        ? ?/sec
empty_systems/070_systems                                         1.00     33.0±1.42µs        ? ?/sec      1.03     34.1±1.44µs        ? ?/sec
empty_systems/075_systems                                         1.00     34.8±0.89µs        ? ?/sec      1.04     36.2±0.70µs        ? ?/sec
empty_systems/080_systems                                         1.00     37.0±1.82µs        ? ?/sec      1.05     38.7±1.37µs        ? ?/sec
empty_systems/085_systems                                         1.00     38.7±0.76µs        ? ?/sec      1.05     40.8±0.83µs        ? ?/sec
empty_systems/090_systems                                         1.00     41.5±1.09µs        ? ?/sec      1.04     43.2±0.82µs        ? ?/sec
empty_systems/095_systems                                         1.00     43.6±1.10µs        ? ?/sec      1.04     45.2±0.99µs        ? ?/sec
empty_systems/100_systems                                         1.00     46.7±2.27µs        ? ?/sec      1.03     48.1±1.25µs        ? ?/sec
```
</details>

## Migration Guide

### App `runner` and SubApp `extract` functions are now required to be Send 

This was changed to enable pipelined rendering. If this breaks your use case please report it as these new bounds might be able to be relaxed.

## ToDo

* [x] redo benchmarking
* [x] reinvestigate the perf of the try_tick -> run change for task pool scope
2023-01-19 23:45:46 +00:00
IceSentry
b3224e135b Add depth and normal prepass (#6284)
# Objective

- Add a configurable prepass
- A depth prepass is useful for various shader effects and to reduce overdraw. It can be expansive depending on the scene so it's important to be able to disable it if you don't need any effects that uses it or don't suffer from excessive overdraw.
- The goal is to eventually use it for things like TAA, Ambient Occlusion, SSR and various other techniques that can benefit from having a prepass.

## Solution

The prepass node is inserted before the main pass. It runs for each `Camera3d` with a prepass component (`DepthPrepass`, `NormalPrepass`). The presence of one of those components is used to determine which textures are generated in the prepass. When any prepass is enabled, the depth buffer generated will be used by the main pass to reduce overdraw.

The prepass runs for each `Material` created with the `MaterialPlugin::prepass_enabled` option set to `true`. You can overload the shader used by the prepass by using `Material::prepass_vertex_shader()` and/or `Material::prepass_fragment_shader()`. It will also use the `Material::specialize()` for more advanced use cases. It is enabled by default on all materials.

The prepass works on opaque materials and materials using an alpha mask. Transparent materials are ignored.

The `StandardMaterial` overloads the prepass fragment shader to support alpha mask and normal maps.

---

## Changelog

- Add a new `PrepassNode` that runs before the main pass
- Add a `PrepassPlugin` to extract/prepare/queue the necessary data
- Add a `DepthPrepass` and `NormalPrepass` component to control which textures will be created by the prepass and available in later passes.
- Add a new `prepass_enabled` flag to the `MaterialPlugin` that will control if a material uses the prepass or not.
- Add a new `prepass_enabled` flag to the `PbrPlugin` to control if the StandardMaterial uses the prepass. Currently defaults to false.
- Add `Material::prepass_vertex_shader()` and `Material::prepass_fragment_shader()` to control the prepass from the `Material`

## Notes

In bevy's sample 3d scene, the performance is actually worse when enabling the prepass, but on more complex scenes the performance is generally better. I would like more testing on this, but @DGriffin91 has reported a very noticeable improvements in some scenes.

The prepass is also used by @JMS55 for TAA and GTAO

discord thread: <https://discord.com/channels/691052431525675048/1011624228627419187>

This PR was built on top of the work of multiple people

Co-Authored-By: @superdump 
Co-Authored-By: @robtfm 
Co-Authored-By: @JMS55 

Co-authored-by: Charles <IceSentry@users.noreply.github.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2023-01-19 22:11:13 +00:00
Aceeri
519f6f45de Remove unnecessary windows.rs file (#7277)
# Objective
Accidentally re-added this old file at some point during the Windows as Entities PR apparently

## Solution
Removed the file, its unused
2023-01-19 06:05:39 +00:00
Mike
884ebbf4b7 min version of fixedbitset was changed (#7275)
# Objective

- schedule v3 is using is_clear which was added in 0.4.2, so bump the version
2023-01-19 05:08:55 +00:00
JoJoJet
fe382acfd0 Fix a typo on Window::set_minimized (#7276)
# Objective

There is a typo on the method `Window::set_minimized`.

## Solution

fix it
2023-01-19 04:35:46 +00:00
JoJoJet
629cfab135 Improve safety for CommandQueue internals (#7039)
# Objective

- Safety comments for the `CommandQueue` type are quite sparse and very imprecise. Sometimes, they are right for the wrong reasons or use circular reasoning.

## Solution

- Document previously-implicit safety invariants.
- Rewrite safety comments to actually reflect the specific invariants of each operation.
- Use `OwningPtr` instead of raw pointers, to encode an invariant in the type system instead of via comments.
- Use typed pointer methods when possible to increase reliability.

---

## Changelog

+ Added the function `OwningPtr::read_unaligned`.
2023-01-19 03:04:39 +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
Stephen Martindale
f0c504947c Docs: App::run() might never return; effect of WinitSettings::return_from_run. (#7228)
# Objective

See:

- https://github.com/bevyengine/bevy/issues/7067#issuecomment-1381982285
  - (This does not fully close that issue in my opinion.)
- https://discord.com/channels/691052431525675048/1063454009769340989

## Solution

This merge request adds documentation:

1. Alert users to the fact that `App::run()` might never return and code placed after it might never be executed.
2. Makes `winit::WinitSettings::return_from_run` discoverable.
3. Better explains why `winit::WinitSettings::return_from_run` is discouraged and better links to up-stream docs. on that topic.
4. Adds notes to the `app/return_after_run.rs` example which otherwise promotes a feature that carries caveats.

Furthermore, w.r.t `winit::WinitSettings::return_from_run`:

- Broken links to `winit` docs are fixed.
- Links now point to BOTH `EventLoop::run()` and `EventLoopExtRunReturn::run_return()` which are the salient up-stream pages and make more sense, taken together.
- Collateral damage: "Supported platforms" heading; disambiguation of "run" → `App::run()`; links.
   
## Future Work

I deliberately structured the "`run()` might not return" section under `App::run()` to allow for alternative patterns (e.g. `AppExit` event, `WindowClosed` event) to be listed or mentioned, beneath it, in the future.
2023-01-18 23:02:38 +00:00
targrub
f8feec6ef1 Fix tiny clippy issue for upcoming Rust version (#7266)
Co-authored-by: targrub <62773321+targrub@users.noreply.github.com>
2023-01-18 17:20:27 +00:00
harudagondi
e0b921fbd9 AudioOutput is actually a normal resource now, not a non-send resource (#7262)
# Objective

- Fixes #7260

## Solution

- #6649 used `init_non_send_resource` for `AudioOutput`, but this is before #6436 was merged.
- Use `init_resource` instead.
2023-01-18 17:20:26 +00:00
Rob Parrett
46293ce1e4 Fix init_non_send_resource overwriting previous values (#7261)
# Objective

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

## Solution

Use the correct storage. Add some tests.

## Notes

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

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

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

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


## Solution

- Adding a doc comment with a more correct explanation.

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

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

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

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

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

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

---

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

Remove the `VerticalAlign` enum.

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

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

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

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

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

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

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

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

## Solution

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

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

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

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

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

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

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

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

fix bloom when used on a camera with a viewport specified

## Solution

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

Improve `Color::hex` performance

#### Bench

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

## Solution

Use `const fn` decode hex value.

---

## Changelog

Rename

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

- Fixes #3158

## Solution

- clear columns

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

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

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

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

## Solution

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

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

## Solution

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

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

## Solution

Add all the new stuff.

### TODO

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



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

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

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

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

## Solution

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


## Context for reviewers

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

Fixes #5859 

## Solution

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

---

## Changelog

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



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

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

## Solution

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

## Additional Info

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

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

Follow-up to #7151.

## Solution

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

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

## Solution

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


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

---

## Changelog

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

Fixes #5345

## Changelog

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

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

## Solution

- Added a new `RelativeCursorPosition` component

---

## Changelog

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

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

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

## Solution

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

---

## Changelog

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

## Migration Guide

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

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

## Solution

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

---

## Changelog

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

Fix #5248.

## Solution

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

---

## Changelog

- Exclusive systems may now be used with system piping.

## Migration Guide

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

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

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

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

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

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

## Solution

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

---

## Changelog

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

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

## Solution

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

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

## Solution

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

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

## Solution

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

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

## Solution

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

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

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

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

## Solution

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

---

## Changelog


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

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

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

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

---

## Changelog

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

## Migration Guide

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

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

## Solution

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

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

---

## Changelog

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

## Migration Guide

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

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

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

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

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

---

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

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

## Solution

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

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

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

## Solution

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

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

## Solution

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

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

Related: #6430 (title is out of date)

## Solution

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

---

## Changelog

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

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

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

This would allow us to do things like:

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

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

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

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

## Solution

Added support for enums in reflection paths.

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

---

## Changelog

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

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

Currently, this involves doing:

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

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

## Solution

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

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

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

---

## Changelog

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

- Fixes #7066 

## Solution

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

---

## Changelog

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

## Migration Guide

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

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

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

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

## Solution

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

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

## Solution

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

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

---

## Changelog

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

## Migration Guide

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

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

## Solution

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

---

## Changelog

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

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

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

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

## Solution

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

---

## Changelog

- Remove `GlobalTransform::translation_mut`

## Migration Guide

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

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

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

## Solution

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

Fixes #7140


## Solution

As discussed in the issue, added wrapping_add

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

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

Fixes #5940 

## Solution

Added the suggested comment.

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

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

### Example (Before)

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

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

## Solution

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

### Example (After)

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

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

---

## Changelog

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

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

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

## Solution

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

---

## Changelog

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

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

- Fix the name of function parameter name in docs

## Solution

- Change `f` to `sub_app_runner`

---

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

- Fixes #7124

## Solution

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

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

## Solution

Lift the bound.

---

## Changelog

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

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

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

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

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

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

This PR also introduces another breaking change:

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

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

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

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

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

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

- Fixes #7061

## Solution

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

---

## Changelog

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

## Migration Guide

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

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

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

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

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

---

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

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

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

## Solution

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

## Changelog

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

## Migration Guide

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

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

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

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

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

## Solution

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

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

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

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

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

## Migration Guide

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

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

This PR allows for smooth transitions between different animations.

## Solution

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

## Migration Guide

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

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

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

## Solution

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

---

## Changelog

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


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

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

## Solution

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

# Objective

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

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

## Solution

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

---

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

## Changelog

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

## Migration Guide

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

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


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

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

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

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

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

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

# Objective

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

## Solution

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

---

## Changelog

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

## Migration Guide

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

## Solution

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

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

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

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

- Fixes #7081.

## Solution

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

## Changelog

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

## Migration Guide

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

## Notes

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

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

## Solution

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

---

## Migration Guide

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

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

## Solution

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

- Fix #4200

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

## Solution

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

---

## Changelog

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

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

## Solution

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

Fixes #6891

## Solution

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

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

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

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

---

## Changelog

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

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

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

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

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

---

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

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

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

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

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

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

## Solution

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

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

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

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

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

## Future Work

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

---

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

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

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

## Solution

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

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

## Solution

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

---

## Changelog

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

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


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

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

This idea was partially concocted by @BoxyUwU. 

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

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

---

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

## Migration Guide

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

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

## Solution

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

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

### Open Questions

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

---

## Changelog

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

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

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

---

## Changelog

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

Changes in import order are due to clippy.

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

# Objective

- Update Box vertices comment for bevy Y-up

## Solution

- Update comment for Y-up

---

## Changelog

None

## Migration Guide

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

- Fixes #7047 

## Solution

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

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

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

## Solution

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

## Changelog

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

## Migration Guide

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

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

## Solution

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

---

## Changelog

### Changed

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

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

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

## Solution

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

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

## Solution

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

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

## Changelog

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

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

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

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

## Solution

- Add a `reparented_to` method to `GlobalTransform`

---

## Changelog

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

Fix #5914.

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

## Solution

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

Fix #5653.

## Solution

- Add an example of how systems can be ordered from within a stage.
- Update some docs from before #4224
2022-12-25 00:51:17 +00:00
JoJoJet
65d390163f Add a trait for commands that run for a given Entity (#7015)
# Objective

Resolve #6156.

The most common type of command is one that runs for a single entity. Built-in commands like this can be ergonomically added to the command queue using the `EntityCommands` struct. However, adding custom entity commands to the queue is quite cumbersome. You must first spawn an entity, store its ID in a local, then construct a command using that ID and add it to the queue. This prevents method chaining, which is the main benefit of using `EntityCommands`.

### Example (before)

```rust
struct MyCustomCommand(Entity);

impl Command for MyCustomCommand { ... }

let id = commands.spawn((...)).id();
commmands.add(MyCustomCommand(id));
```

## Solution

Add the `EntityCommand` trait, which allows directly adding per-entity commands to the `EntityCommands` struct.

### Example (after)

```rust
struct MyCustomCommand;

impl EntityCommand for MyCustomCommand { ... }

commands.spawn((...)).add(MyCustomCommand);
```
---

## Changelog

- Added the trait `EntityCommand`. This is a counterpart of `Command` for types that execute code for a single entity.

## Future Work

If we feel its necessary, we can simplify built-in commands (such as `Despawn`) to use this trait.
2022-12-25 00:51:16 +00:00
JoJoJet
83b602a77c Relax Sync bound on anonymous Commands (#7014)
# Objective

Any closure with the signature `FnOnce(&mut World)` implicitly implements the trait `Command` due to a blanket implementation. However, this implementation unnecessarily has the `Sync` bound, which limits the types that can be used.

## Solution

Remove the bound.

---

## Changelog

- `Command` closures no longer need to implement the marker trait `std::marker::Sync`.
2022-12-25 00:51:14 +00:00
JoJoJet
b3d59060db Fix unsoundness for propagate_recursive (#7003)
# Objective

Fix #6983.

## Solution

Mark the function `propagate_recursive` as unsafe, and specify the safety invariants through doc comments.
2022-12-25 00:39:31 +00:00
Aceeri
8ad9a7c7c4 Rename camera "priority" to "order" (#6908)
# Objective
The documentation for camera priority is very confusing at the moment, it requires a bit of "double negative" kind of thinking.

# Solution
Flipping the wording on the documentation to reflect more common usecases like having an overlay camera and also renaming it to "order", since priority implies that it will override the other camera rather than have both run.
2022-12-25 00:39:30 +00:00
ickk
a0448eca2f enum Visibility component (#6320)
Consolidation of all the feedback about #6271 as well as the addition of an "unconditionally visible" mode.

# Objective

The current implementation of the `Visibility` struct simply wraps a boolean.. which seems like an odd pattern when rust has such nice enums that allow for more expression using pattern-matching. 

Additionally as it stands Bevy only has two settings for visibility of an entity: 
- "unconditionally hidden" `Visibility { is_visible: false }`, 
- "inherit visibility from parent" `Visibility { is_visible: true }`
   where a root level entity set to "inherit" is visible. 

Note that given the behaviour, the current naming of the inner field is a little deceptive or unclear.

Using an enum for `Visibility` opens the door for adding an extra behaviour mode. This PR adds a new "unconditionally visible" mode, which causes an entity to be visible even if its Parent entity is hidden. There should not really be any performance cost to the addition of this new mode.

--
The recently added `toggle` method is removed in this PR, as its semantics could be confusing with 3 variants.

## Solution

Change the Visibility component into
```rust
enum Visibility {
  Hidden,    // unconditionally hidden
  Visible,   // unconditionally visible
  Inherited, // inherit visibility from parent
}
```

---

## Changelog

### Changed

`Visibility` is now an enum

## Migration Guide

- evaluation of the `visibility.is_visible` field should now check for `visibility == Visibility::Inherited`.
- setting the `visibility.is_visible` field should now directly set the value: `*visibility = Visibility::Inherited`.
- usage of `Visibility::VISIBLE` or `Visibility::INVISIBLE` should now use `Visibility::Inherited` or `Visibility::Hidden` respectively.
- `ComputedVisibility::INVISIBLE` and `SpatialBundle::VISIBLE_IDENTITY` have been renamed to `ComputedVisibility::HIDDEN` and `SpatialBundle::INHERITED_IDENTITY` respectively.






Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-12-25 00:39:29 +00:00
Aceeri
9717204aef Rework manual event iterator so we can actually name the type (#5735)
# Objective
- Be able to name the type that `ManualEventReader::iter/iter_with_id` returns and `EventReader::iter/iter_with_id` by proxy.
  Currently for the purpose of https://github.com/bevyengine/bevy/pull/5719

## Solution
- Create a custom `Iterator` type.
2022-12-25 00:39:27 +00:00
Kurt Kühnert
965ebeff59 Replace UUID based IDs with a atomic-counted ones (#6988)
# Objective

- alternative to #2895 
- as mentioned in #2535 the uuid based ids in the render module should be replaced with atomic-counted ones

## Solution
- instead of generating a random UUID for each render resource, this implementation increases an atomic counter
- this might be replaced by the ids of wgpu if they expose them directly in the future

- I have not benchmarked this solution yet, but this should be slightly faster in theory.
- Bevymark does not seem to be affected much by this change, which is to be expected.

- Nothing of our API has changed, other than that the IDs have lost their IMO rather insignificant documentation.
- Maybe the documentation could be added back into the macro, but this would complicate the code.
2022-12-25 00:23:15 +00:00
AxiomaticSemantics
d3d635b64f Constify SpritePipelineKey implementation. (#6976)
# Objective

- Describe the objective or issue this PR addresses.
SpritePipelineKey could use more constification.

## Solution
Constify SpritePipelineKey implementation.

## Changelog


Co-authored-by: AxiomaticSemantics <117950168+AxiomaticSemantics@users.noreply.github.com>
2022-12-25 00:23:14 +00:00
ira
b39817a27c Add add_child, set_parent and remove_parent to EntityMut (#6926)
# Objective
Align the hierarchy API between `EntityCommands` and `EntityMut`.

Added missing methods to `EntityMut`.
Replaced the duplicate `Command` implementations with the ones on `EntityMut` (e.g. The `AddChild` command is now just `world.entity_mut(..).add_child(..)`)

Fixed `update_old_parents` not sending `ChildAdded` events.

This PR does not add `add_children` to `EntityMut` as I would like to remove it from `EntityCommands` instead in #6942.

## Changelog
* Added `add_child`, `set_parent` and `remove_parent` to `EntityMut`
* Fixed missing `ChildAdded` events


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-12-25 00:23:12 +00:00
JoJoJet
0d98327ce7 Support SystemParam types with const generics (#7001)
# Objective

* Currently, the `SystemParam` derive does not support types with const generic parameters.
  * If you try to use const generics, the error message is cryptic and unhelpful.
* Continuation of the work started in #6867 and #6957.

## Solution

Allow const generic parameters to be used with `#[derive(SystemParam)]`.
2022-12-25 00:06:23 +00:00
JoJoJet
fa2b5f2b36 Add documentation to ParamSet (#6998)
# Objective

Fixes #4729.
Continuation of #4854.

## Solution

Add documentation to `ParamSet` and its methods. Includes examples suggested by community members in the original PR.


Co-authored-by: Nanox19435 <50684926+Nanox19435@users.noreply.github.com>
Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
2022-12-25 00:06:22 +00:00
Thierry Berger
ca87830450 #4231: panic when App::run() is called from Plugin::build() (#4241)
# Objective

Fixes #4231.

## Solution

This PR implements the solution suggested by @bjorn3 : Use an internal property within `App` to detect `App::run()` calls from `Plugin::build()`.

---

## Changelog

- panic when App::run() is called from Plugin::build()
2022-12-24 23:43:41 +00:00
Rob Parrett
2938792c7d Upgrade to Taffy 0.2 (#6743)
# Objective

Upgrade to Taffy 0.2

## Solution

Do it

## Changelog

Upgraded to Taffy 0.2, improving UI layout performance significantly and adding the flexbox `gap` property and `AlignContent::SpaceEvenly`.

## Notes

`many_buttons` is 8% faster! speed improvements for more highly nested UIs will be much more dramatic. Great work, Team Taffy.
2022-12-21 02:15:53 +00:00
JoJoJet
025996b18c Lift the 16-field limit from the SystemParam derive (#6867)
# Objective

* The `SystemParam` derive internally uses tuples, which means it is constrained by the 16-field limit on `all_tuples`.
    * The error message if you exceed this limit is abysmal.
* Supercedes #5965 -- this does the same thing, but is simpler.

## Solution

If any tuples have more than 16 fields, they are folded into tuples of tuples until they are under the 16-field limit.
2022-12-21 01:54:10 +00:00
JoJoJet
0363e0b32a Support tuple structs with #[derive(SystemParam)] (#6957)
# Objective

Currently, only named structs can be used with the `SystemParam` derive macro.

## Solution

Remove the restriction. Tuple structs and unit structs are now supported.

---

## Changelog

+ Added support for tuple structs and unit structs to the `SystemParam` derive macro.
2022-12-20 23:45:44 +00:00
Nick Fagerlund
cf480d939a Fix suppression of all console logs when trace_tracy is enabled (#6955)
# Objective

Fixes #6862 (oh hey good catch @alice-i-cecile)

Bevy was failing to print events from `info!()` and friends to the console if the `trace_tracy` feature was enabled. It shouldn't be doing that.

## Solution

The problem was this per-layer filter that was added in #4320 to suppress a noisy per-frame event (which Tracy requires in order to properly close out a frame):

- The problem event's target was `"bevy_render::renderer"`, not `"tracy"`. - So, the filter wasn't specifically targeting the noisy event.
- Without a default, `tracing_subscriber::filter::Targets` will remove _everything_ that doesn't match an explicit target rule. - So, the filter _was_ silencing the noisy event, along with everything else.

This PR changes that filter to do what was probably intended in #4320: suppress ~any events more verbose than `ERROR` from `bevy_render::renderer`~ the one problematically noisy event, but allow anything else that already made it through the top-level filter_layer.

Also, adds a comment to clarify the intent of that filter, since it's otherwise a bit opaque and required some research.

---

## Changelog

Fixed a bug that hid console log messages when the `trace_tracy` feature was enabled.
2022-12-20 23:45:43 +00:00
Benoît Vermont
150a3572bd Fix UiCameraConfig doc (link to the Camera page) (#6969)
The Camera link in the UiCameraConfig was not rendered properly by the documentation.

# Objective

- In the UiCameraConfig page (https://docs.rs/bevy/latest/bevy/prelude/struct.UiCameraConfig.html), a link to the Camera page (https://docs.rs/bevy/latest/bevy/render/camera/struct.Camera.html) is broken.

## Solution

- It seems that when using URL fragment specifiers, backtick should not be used. It might be an issue of rust itself. Replacing the URL fragment specifier `[`Camera`]: bevy_render:📷:Camera` with `[Camera]: bevy_render:📷:Camera` solves this.
2022-12-20 23:32:04 +00:00
0xc0001a2040
c38659ddea Add fmt::Pointer impl for bevy_ptr::{Ptr, PtrMut, OwnedPtr} (#6980)
# Objective

- `bevy_ptr::{Ptr, PtrMut, OwnedPtr}` wrap raw pointers and should be printable using pointer formatting.

## Solution

- Add a `core::fmt::Pointer` impl for `Ptr`, `PtrMut` and `OwnedPtr` based on the wrapped `NonNull` pointer.

---

## Changelog

- Added a `core::fmt::Pointer` impl to `Ptr`, `PtrMut` and `OwnedPtr`.

Co-authored-by: MrGunflame <mrgunflame@protonmail.com>
2022-12-20 23:18:13 +00:00
ickshonpe
8545580214 text aspect ratio bug fix (#6825)
## Objective 

Bevy UI uses a `MeasureFunc` that preserves the aspect ratio of text, not just images. This means that the extent of flex-items containing text may be calculated incorrectly depending on the ratio of the text size compared to the size of its containing node.

Fixes #6748 
Related to #6724

with Bevy 0.9:

![Capture_cols_0 9](https://user-images.githubusercontent.com/27962798/205435999-386d3400-fe9b-475a-aab1-18e61c4c074f.PNG)

with this PR (accurately matching the behavior of Flexbox):

![Capture_fixed](https://user-images.githubusercontent.com/27962798/205436005-6bafbcc2-cd87-4eb7-b5c6-9dbcb30fc795.PNG)

## Solution
Only perform the aspect ratio calculations if the uinode contains an image.

## Changelog
* Added a field `preserve_aspect_ratio` to `CalculatedSize`
* The `MeasureFunc` only preserves the aspect ratio when `preserve_aspect_ratio` is true.
* `update_image_calculated_size_system` sets `preserve_aspect_ratio` to true for nodes with images.
2022-12-20 16:44:12 +00:00
Nicola Papale
a5106c841f Remove needless manual default impl of ButtonBundle (#6970)
# Objective

- Remove a manual impl block for something that can be derived
- Correct a misleading doc comment.
2022-12-20 16:17:14 +00:00
ira
15b19b930c Move 'startup' Resource WgpuSettings into the RenderPlugin (#6946)
# Objective
The `WgpuSettings` resource is only used during plugin build. Move it into the `RenderPlugin` struct.

Changing these settings requires re-initializing the render context, which is currently not supported.
If it is supported in the future it should probably be more explicit than changing a field on a resource, maybe something similar to the `CreateWindow` event.

## Migration Guide
```rust
// Before (0.9)
App::new()
    .insert_resource(WgpuSettings { .. })
    .add_plugins(DefaultPlugins)
// After (0.10)
App::new()
    .add_plugins(DefaultPlugins.set(RenderPlugin {
        wgpu_settings: WgpuSettings { .. },
    }))
```

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-12-20 16:17:11 +00:00
ira
0761594dd8 Use World helper methods for sending HierarchyEvents (#6921)
A code-quality PR

Also cleans up the helper methods by just importing the `Event` type

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-12-20 16:17:07 +00:00
James Liu
1523c38ce8 Directly extract joints into SkinnedMeshJoints (#6833)
# Objective
Following #4402, extract systems run on the render world instead of the main world, and allow retained state operations on it's resources. We're currently extracting to `ExtractedJoints` and then copying it twice during Prepare. Once into `SkinnedMeshJoints` and again into the actual GPU buffer.

This makes #4902 obsolete.

## Solution
Cut out the middle copy and directly extract joints into `SkinnedMeshJoints` and remove `ExtractedJoints` entirely.

This also removes the per-frame allocation that is being made to send `ExtractedJoints` into the render world.

## Performance
On my local machine, this halves the time for `prepare_skinned _meshes` on `many_foxes` (195.75us -> 93.93us on average).

![image](https://user-images.githubusercontent.com/3137680/205427455-ab91a8a3-a6b0-4f0a-bd48-e54482c563b2.png)

---

## Changelog
Added: `BufferVec::truncate`
Added: `BufferVec::extend`
Changed: `SkinnedMeshJoints::build` now takes a `&mut BufferVec` instead of a `&mut Vec` as a parameter.
Removed: `ExtractedJoints`.

## Migration Guide
`ExtractedJoints` has been removed. Read the bound bones from `SkinnedMeshJoints` instead.
2022-12-20 16:17:05 +00:00
James Liu
53a5bbe2d5 Add thread create/destroy callbacks to TaskPool (#6561)
# Objective
Fix #1991. Allow users to have a bit more control over the creation and finalization of the threads in `TaskPool`.

## Solution
Add new methods to `TaskPoolBuilder` that expose callbacks that are called to initialize and finalize each thread in the `TaskPool`.

Unlike the proposed solution in #1991, the callback is argument-less. If an an identifier is needed, `std:🧵:current` should provide that information easily.

Added a unit test to ensure that they're being called correctly.
2022-12-20 16:17:02 +00:00
François
e8b28547bf Cleanup dynamic scene before building (#6254)
# Objective

- Dynamic scene builder can build scenes without components, if they didn't have any matching the type registry
- Those entities are not really useful in the final `DynamicScene`

## Solution

- Add a method `remove_empty_entities` that will remove empty entities. It's not called by default when calling `build`, I'm not sure if that's a good idea or not.
2022-12-20 16:16:58 +00:00
James Liu
bd615cbf8c Shrink DrawFunctionId (#6944)
# Objective
This includes one part of #4899. The aim is to improve CPU-side rendering performance by reducing the memory footprint and bandwidth required.

## Solution
Shrink `DrawFunctionId` to `u32`. Enforce that `u32 as usize` conversions are always safe by forbidding compilation on 16-bit platforms. This shouldn't be a breaking change since #4736 disabled compilation of `bevy_ecs` on those platforms.

Shrinking `DrawFunctionId` shrinks all of the `PhaseItem` types, which is integral to sort and render phase performance.

Testing against `many_cubes`, the sort phase improved by 22% (174.21us -> 141.76us per frame).

![image](https://user-images.githubusercontent.com/3137680/207345422-a512b4cf-1680-46e0-9973-ea72494ebdfe.png)

The main opaque pass also imrproved by 9% (5.49ms -> 5.03ms)

![image](https://user-images.githubusercontent.com/3137680/207346436-cbee7209-6450-4964-b566-0b64cfa4b4ea.png)

Overall frame time improved by 5% (14.85ms -> 14.09ms)

![image](https://user-images.githubusercontent.com/3137680/207346895-9de8676b-ef37-4cb9-8445-8493f5f90003.png)

There will be a followup PR that likewise shrinks `CachedRenderPipelineId` which should yield similar results on top of these improvements.
2022-12-20 15:40:42 +00:00
Zeenobit
f8e4b755ff Add EntityMap::iter() (#6935)
# Objective

There is currently no way to iterate over key/value pairs inside an `EntityMap`, which makes the usage of this struct very awkward. I couldn't think of a good reason why the `iter()` function should not be exposed, considering the interface already exposes `keys()` and `values()`, so I made this PR.

## Solution

Implement `iter()` for `EntityMap` in terms of its inner map type.
2022-12-16 20:14:13 +00:00
ira
00fa0d8cf2 Apply WindowDescriptor settings in all modes (#6934)
# Objective
Some settings were only applied in windowed mode.
Fix the issue in #6933 

# Solution
Always apply the settings.


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-12-16 20:14:11 +00:00
ira
0d606030a2 Remove EntityCommands::add_children (#6942)
# Objective
Remove a method with an unfortunate name and questionable usefulness.
Added in #4708

It doesn't make sense to me for us to provide a method to work around a limitation of closures when we can simply, *not* use a closure.
The limitation in this case is not being able to initialize a variable from inside a closure:

```rust
let child_id;
commands.spawn_empty().with_children(|parent| {
    // Error: passing uninitalized variable to a closure.
    child_id = parent.spawn_empty().id();
});

// Do something with child_id
```
The docs for `add_children` suggest the following:
```rust
let child_id = commands
    .spawn_empty()
    .add_children(|parent| parent.spawn_empty().id());
```
I would instead suggest using the following snippet.
```rust
let parent_id = commands.spawn_empty().id();
let child_id = commands.spawn_empty().set_parent(parent_id).id();

// To be fair, at the time of #4708 this would have been a bit more cumbersome since `set_parent` did not exist.
```

Using `add_children` gets more unwieldy when you also want the `parent_id`.
```rust
let parent_commands = commands.spawn_empty();
let parent_id = parent_commands.id();
let child_id = parent_commands.add_children(|parent| parent.spawn_empty().id());
```
### The name
I see why `add_children` is named that way, it's the non-builder variant of `with_children` so it kinda makes sense,
but now the method name situation for `add_child`, `add_children` and `push_children` is *rather* unfortunate.

Removing `add_children` and renaming `push_children` to `add_children` in one go is kinda bleh, but that way we end up with the matching methods `add_child` and `add_children`. 

Another reason to rename `push_children` is that it's trying to mimick the `Vec` api naming but fails because `push` is for single elements. I guess it should have been `extend_children_from_slice`, but lets not name it that :)

### Questions
~~Should `push_children` be renamed in this PR? This would make the migration guide easier to deal with.~~
Let's do that later.

Does anyone know of a way to do a simple text/regex search through all the github repos for usage of `add_children`?
That way we can have a better idea of how this will affect users. My guess is that usage of `add_children` is quite rare.

## Migration Guide
The method `add_children` on `EntityCommands` was removed.
If you were using `add_children` over `with_children` to return data out of the closure you can use `set_parent` or `add_child` to avoid the closure instead.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-12-16 19:53:23 +00:00
Jonah Henriksson
38d567d2c5 Make AsBindGroup unsized (#6937)
# Objective

`AsBindGroup` can't be used as a trait object because of the constraint `Sized` and because of the associated function.

This is a problem for [`bevy_atmosphere`](https://github.com/JonahPlusPlus/bevy_atmosphere) because it needs to use a trait that depends on `AsBindGroup` as a trait object, for switching out different shaders at runtime. The current solution it employs is reimplementing the trait and derive macro into that trait, instead of constraining to `AsBindGroup`.

## Solution

Remove the `Sized` constraint from `AsBindGroup` and add the constraint `where Self: Sized` to the associated function `bind_group_layout`. Also change `PreparedBindGroup<T: AsBindGroup>` to `PreparedBindGroup<T>` and use it as `PreparedBindGroup<Self::Data>` instead of `PreparedBindGroup<Self>`.

This weakens the constraints, but increases the flexibility of `AsBindGroup`.
I'm not entirely sure why the `Sized` constraint was there, because it worked fine without it (maybe @cart wasn't aware of use cases for `AsBindGroup` as a trait object or this was just leftover from legacy code?).

---

## Changelog

- `AsBindGroup` can be used as a trait object.
2022-12-16 01:40:15 +00:00
Rob Parrett
ec0478d100 Fix clippy lints and failed test with Rust 1.66 (#6945)
# Objective

[Rust 1.66](https://blog.rust-lang.org/inside-rust/2022/12/12/1.66.0-prerelease.html) is coming in a few days, and bevy doesn't build with it.

Fix that.

## Solution

Replace output from a trybuild test, and fix a few new instances of `needless_borrow` and `unnecessary_cast` that are now caught.

## Note

Due to the trybuild test, this can't be merged until 1.66 is released.
2022-12-15 18:05:15 +00:00
ira
b7d6ee8c68 Update concurrent-queue to 2.0 (#6538)
Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-12-13 21:00:43 +00:00
James Liu
79b9231b74 Move system_commands spans into apply_buffers (#6900)
# Objective
A separate `tracing` span for running a system's commands is created, even if the system doesn't have commands. This is adding extra measuring overhead (see #4892) where it's not needed.

## Solution
Move the span into `ParallelCommandState` and `CommandQueue`'s `SystemParamState::apply`. To get the right metadata for the span, a additional `&SystemMeta` parameter was added to `SystemParamState::apply`.

---

## Changelog
Added: `SystemMeta::name`
Changed: Systems without `Commands` and  `ParallelCommands` will no longer show a "system_commands" span when profiling.
Changed: `SystemParamState::apply` now takes a `&SystemMeta` parameter in addition to the provided `&mut World`.
2022-12-11 23:04:04 +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
Tianlan Zhou
b1a634cade Fix alpha channel in RGB32F image texture format conversion (#6914)
# Objective

The following code:

```rs
use bevy::prelude::Image;
use image::{ DynamicImage, GenericImage, Rgba };

fn main() {
    let mut dynamic_image = DynamicImage::new_rgb32f(1, 1);
    dynamic_image.put_pixel(0, 0, Rgba([1, 1, 1, 1]));
    
    let image = Image::from_dynamic(dynamic_image, false); // Panic!
    println!("{image:?}");
}
```

Can cause an assertion failed:

```
thread 'main' panicked at 'assertion failed: `(left == right)`
  left: `16`,
 right: `14`: Pixel data, size and format have to match', .../bevy_render-0.9.1/src/texture/image.rs:209:9
stack backtrace:
...
   4: core::panicking::assert_failed<usize,usize>
             at /rustc/897e37553bba8b42751c67658967889d11ecd120/library/core/src/panicking.rs:181
   5: bevy_render::texture::image::Image::new
             at .../bevy_render-0.9.1/src/texture/image.rs:209
   6: bevy_render::texture::image::Image::from_dynamic
             at .../bevy_render-0.9.1/src/texture/image_texture_conversion.rs:159
   7: bevy_test::main
             at ./src/main.rs:8
...
```

It seems to be cause by a copypasta in `crates/bevy_render/src/texture/image_texture_conversion.rs`. Let's fix it.

## Solution

```diff
  // DynamicImage::ImageRgb32F(image) => {
- let a = u16::max_value();
+ let a = 1f32;
```

This will fix the conversion.

---

## Changelog

- Fixed the alpha channel of the `image::DynamicImage::ImageRgb32F` to `bevy_render::texture::Image` conversion in `bevy_render::texture::Image::from_dynamic()`.
2022-12-11 18:46:47 +00:00
IceSentry
36691769ba Document undocumented features of AsBindGroup derive (#6910)
# Objective

- https://github.com/bevyengine/bevy/pull/5364 Added a few features to the AsBindGroup derive, but if you don't know they exist they aren't documented anywhere.


## Solution

- Document the new arguments in the doc block for the derive.
2022-12-11 18:46:45 +00:00
James Liu
87bf0e2664 Remove unnecessary branching from bundle insertion (#6902)
# Objective
Speed up bundle insertion and spawning from a bundle.

## Solution
Use the same technique used in #6800 to remove the branch on storage type when writing components from a `Bundle` into storage.

 - Add a `StorageType` argument to the closure on `Bundle::get_components`.
 - Pass `C::Storage::STORAGE_TYPE` into that argument.
 - Match on that argument instead of reading from a `Vec<StorageType>` in `BundleInfo`.
 - Marked all implementations of `Bundle::get_components` as inline to encourage dead code elimination.

The `Vec<StorageType>` in `BundleInfo` was also removed as it's no longer needed. If users were reliant on this, they can either use the compile time constants or fetch the information from `Components`. Should save a rather negligible amount of memory.

## Performance
Microbenchmarks show a slight improvement to inserting components into existing entities, as well as spawning from a bundle. Ranging about 8-16% faster depending on the benchmark.

```
group                                          main                                    soft-constant-write-components
-----                                          ----                                    ------------------------------
add_remove/sparse_set                          1.08  1019.0±80.10µs        ? ?/sec     1.00   944.6±66.86µs        ? ?/sec
add_remove/table                               1.07  1343.3±20.37µs        ? ?/sec     1.00  1257.3±18.13µs        ? ?/sec
add_remove_big/sparse_set                      1.08  1132.4±263.10µs        ? ?/sec    1.00  1050.8±240.74µs        ? ?/sec
add_remove_big/table                           1.02      2.6±0.05ms        ? ?/sec     1.00      2.5±0.08ms        ? ?/sec
get_or_spawn/batched                           1.15   401.4±17.76µs        ? ?/sec     1.00   349.3±11.26µs        ? ?/sec
get_or_spawn/individual                        1.13   732.1±43.35µs        ? ?/sec     1.00   645.6±41.44µs        ? ?/sec
insert_commands/insert                         1.12   623.9±37.48µs        ? ?/sec     1.00   557.4±34.99µs        ? ?/sec
insert_commands/insert_batch                   1.16   401.4±17.00µs        ? ?/sec     1.00   347.4±12.87µs        ? ?/sec
insert_simple/base                             1.08    416.9±5.60µs        ? ?/sec     1.00    385.2±4.14µs        ? ?/sec
insert_simple/unbatched                        1.06   934.5±44.58µs        ? ?/sec     1.00   881.3±47.86µs        ? ?/sec
spawn_commands/2000_entities                   1.09   190.7±11.41µs        ? ?/sec     1.00    174.7±9.15µs        ? ?/sec
spawn_commands/4000_entities                   1.10   386.5±25.33µs        ? ?/sec     1.00   352.3±18.81µs        ? ?/sec
spawn_commands/6000_entities                   1.10   586.2±34.42µs        ? ?/sec     1.00   535.3±27.25µs        ? ?/sec
spawn_commands/8000_entities                   1.08   778.5±45.15µs        ? ?/sec     1.00   718.0±33.66µs        ? ?/sec
spawn_world/10000_entities                     1.04  1026.4±195.46µs        ? ?/sec    1.00  985.8±253.37µs        ? ?/sec
spawn_world/1000_entities                      1.06   103.8±20.23µs        ? ?/sec     1.00    97.6±18.22µs        ? ?/sec
spawn_world/100_entities                       1.15     11.4±4.25µs        ? ?/sec     1.00      9.9±1.87µs        ? ?/sec
spawn_world/10_entities                        1.05  1030.8±229.78ns        ? ?/sec    1.00  986.2±231.12ns        ? ?/sec
spawn_world/1_entities                         1.01   105.1±23.33ns        ? ?/sec     1.00   104.6±31.84ns        ? ?/sec
```

---

## Changelog
Changed: `Bundle::get_components` now takes a `FnMut(StorageType, OwningPtr)`. The provided storage type must be correct for the component being fetched.
2022-12-11 18:46:43 +00:00
James Liu
26d6145915 Document remaining members of bevy_utils (#6897)
# Objective
Partially address #3492. 

## Solution
Document the remaining undocumented members of `bevy_utils` and set `warn(missing_docs)` on the crate level. Also enabled `clippy::undocumented_unsafe_blocks` as a warning on the crate to keep it in sync with `bevy_ecs`'s warnings.
2022-12-11 18:46:42 +00:00
ira
ea8f74692f Add with_a and friends to Color (#6899)
# Objective
```rust
// makes clippy complain about 'taking a mutable reference to a `const` item'
let color = *Color::RED.set_a(0.5);

// Now you can do
let color = Color::RED.with_a(0.5);
```

## Changelog
Added `with_r`, `with_g`, `with_b`, and `with_a` to `Color`.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-12-11 18:34:16 +00:00
Mike
75880a0b17 run clear trackers on render world (#6878)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/6417

## Solution

- clear_trackers was not being called on the render world. This causes the removed components vecs to continuously grow. This PR adds clear trackers to the end of RenderStage::Cleanup

## Migration Guide

The call to `clear_trackers` in `App` has been moved from the schedule to App::update for the main world and calls to `clear_trackers` have been added for sub_apps in the same function. This was due to needing stronger guarantees. If clear_trackers isn't called on a world it can lead to memory leaks in `RemovedComponents`.
2022-12-11 18:34:15 +00:00
JoJoJet
1af73624fa Simplify trait hierarchy for SystemParam (#6865)
# Objective

* Implementing a custom `SystemParam` by hand requires implementing three traits -- four if it is read-only.
* The trait `SystemParamFetch<'w, 's>` is a workaround from before we had generic associated types, and is no longer necessary.

## Solution

* Combine the trait `SystemParamFetch` with `SystemParamState`.
    * I decided to remove the `Fetch` name and keep the `State` name, since the former was consistently conflated with the latter.
* Replace the trait `ReadOnlySystemParamFetch` with `ReadOnlySystemParam`, which simplifies trait bounds in generic code.

---

## Changelog

- Removed the trait `SystemParamFetch`, moving its functionality to `SystemParamState`.
- Replaced the trait `ReadOnlySystemParamFetch` with `ReadOnlySystemParam`.

## Migration Guide

The trait `SystemParamFetch` has been removed, and its functionality has been transferred to `SystemParamState`.

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

// After
impl SystemParamState for MyParamState {
    type Item<'w, 's> = MyParam<'w, 's>; // Generic associated types!
    fn init(world: &mut World, system_meta: &mut SystemMeta) -> Self { ... }
    fn get_param<'w, 's>(...) -> Self::Item<'w, 's>;
}
```

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

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

// After
unsafe impl<'w, 's> ReadOnlySystemParam for MyParam<'w, 's> {}
```
2022-12-11 18:34:14 +00:00
James Liu
c16791ce67 Document options for !Sync types for Component and Resources (#6864)
# Objective
It's not clear to users how to handle `!Sync` types as components and resources in the absence of engine level support for them. 

## Solution
Added a section to `Component`'s and `Resource`'s type level docs on available options for making a type `Sync` when it holds `!Sync` fields, linking `bevy_utils::synccell::SyncCell` and the currently unstable `std::sync::Exclusive`.

Also added a compile_fail doctest that illustrates how to apply `SyncCell`. These will break when/if #6572 gets merged, at which point these docs should be updated.
2022-12-11 18:34:13 +00:00
James Liu
0d67c32153 Avoid triggering change detection for inputs (#6847)
# Objective
Fix #5292.

## Solution
Avoid derefencing when clearing to ensure that change detection is not triggered when there is nothing to clear.
2022-12-11 18:22:09 +00:00
James Liu
b37a6ca9a2 Add reflection support for VecDeque (#6831)
# Objective
This is an adoption of #5792. Fixes #5791.

## Solution
Implemented all the required reflection traits for `VecDeque`, taking from `Vec`'s impls.

---

## Changelog
Added: `std::collections::VecDeque` now implements `Reflect` and all relevant traits.

Co-authored-by: james7132 <contact@jamessliu.com>
2022-12-11 18:22:08 +00:00
Mike
6903a9411b get pixel size from wgpu (#6820)
# Objective

- Get rid of giant match statement to get PixelInfo. 
- This will allow for supporting any texture that is uncompressed, instead of people needing to PR in any textures that are supported in wgpu, but not bevy.

## Solution

- More conservative alternative to https://github.com/bevyengine/bevy/pull/6788, where we don't try to make some of the calculations correct for compressed types.
- Delete `PixelInfo` and get the pixel_size directly from wgpu. Data from wgpu is here: https://docs.rs/wgpu-types/0.14.0/src/wgpu_types/lib.rs.html#2359
- Panic if the texture is a compressed type. An integer byte size of a pixel is no longer a valid concept when talking about compressed textures.
- All internal usages use `pixel_size` and not `pixel_info` and are on uncompressed formats. Most of these usages are on either explicit texture formats or slightly indirectly through `TextureFormat::bevy_default()`. The other uses are in `TextureAtlas` and have other calculations that assumes the texture is uncompressed. 

## Changelog

- remove `PixelInfo` and get `pixel_size` from wgpu

## Migration Guide

`PixelInfo` has been removed. `PixelInfo::components` is equivalent to `texture_format.describe().components`. `PixelInfo::type_size` can be gotten from `texture_format.describe().block_size/ texture_format.describe().components`. But note this can yield incorrect results for some texture types like Rg11b10Float.
2022-12-11 18:22:07 +00:00
Jay Pavlina
2e7925d8d0 Add cylinder shape (#6809)
# Objective

Adds a cylinder shape. Fixes #2282.

## Solution

- I added a custom cylinder shape, taken from [here](https://github.com/rparrett/typey_birb/blob/main/src/cylinder.rs) with permission from @rparrett.
- I also added the cylinder shape to the `3d_shapes` example scene.

---

## Changelog

- Added cylinder shape

Co-Authored-By: Rob Parrett <robparrett@gmail.com>
Co-Authored-By: davidhof <7483215+davidhof@users.noreply.github.com>
2022-12-11 18:22:05 +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
dis-da-moe
81153a8b0c document file formats for bytes field of AudioSource (#6619)
# Objective

Fixes #6299 

## Solution

Change one line of documentation.

Co-authored-by: dis-da-moe <84386186+dis-da-moe@users.noreply.github.com>
2022-12-11 18:10:02 +00:00
Jerome Humbert
07e7fa5a4d Document World::clear_trackers() (#6520)
# Objective

Document `World::clear_trackers()`.

## Solution

Document the `World::clear_trackers()` method, and briefly how it's related to change detection and `RemovedComponents`.

This is a follow-up from [this discussion](https://discord.com/channels/691052431525675048/749335865876021248/1039628807025479700) on Discord.
2022-12-11 18:10:01 +00:00
harudagondi
344a65313f Make AudioOutput a Resource (#6436)
# Objective

- Make `AudioOutput` a `Resource`.

## Solution

- Do not store `OutputStream` in the struct.
- `mem::forget` `OutputStream`.

---

## Changelog

### Added

- `AudioOutput` is now a `Resource`.

## Migration Guide

- Use `Res<AudioOutput<Source>>` instead of `NonSend<AudioOutput<Source>>`. Same for `Mut` variants.
2022-12-11 18:10:00 +00:00
Gino Valente
63f1a9dec8 bevy_reflect: Add ReflectFromReflect (v2) (#6245)
# Objective

Resolves #4597 (based on the work from #6056 and a refresh of #4147)

When using reflection, we may often end up in a scenario where we have a Dynamic representing a certain type. Unfortunately, we can't just call `MyType::from_reflect` as we do not have knowledge of the concrete type (`MyType`) at runtime.

Such scenarios happen when we call `Reflect::clone_value`, use the reflection deserializers, or create the Dynamic type ourselves.

## Solution

Add a `ReflectFromReflect` type data struct.

This struct allows us to easily convert Dynamic representations of our types into their respective concrete instances.

```rust
#[derive(Reflect, FromReflect)]
#[reflect(FromReflect)] // <- Register `ReflectFromReflect`
struct MyStruct(String);

let type_id = TypeId::of::<MyStruct>();

// Register our type
let mut registry = TypeRegistry::default();
registry.register::<MyStruct>();

// Create a concrete instance
let my_struct = MyStruct("Hello world".to_string());

// `Reflect::clone_value` will generate a `DynamicTupleStruct` for tuple struct types
let dynamic_value: Box<dyn Reflect> = my_struct.clone_value();
assert!(!dynamic_value.is::<MyStruct>());

// Get the `ReflectFromReflect` type data from the registry
let rfr: &ReflectFromReflect = registry
  .get_type_data::<ReflectFromReflect>(type_id)
  .unwrap();

// Call `FromReflect::from_reflect` on our Dynamic value
let concrete_value: Box<dyn Reflect> = rfr.from_reflect(&dynamic_value);
assert!(concrete_value.is::<MyStruct>());
```

### Why this PR?

###### Why now?

The three main reasons I closed #4147 were that:

1. Registering `ReflectFromReflect` is clunky (deriving `FromReflect` *and* registering `ReflectFromReflect`)
2. The ecosystem and Bevy itself didn't seem to pay much attention to deriving `FromReflect`
3. I didn't see a lot of desire from the community for such a feature

However, as time has passed it seems 2 and 3 are not really true anymore. Bevy is internally adding lots more `FromReflect` derives, which should make this feature all the more useful. Additionally, I have seen a growing number of people look for something like `ReflectFromReflect`.

I think 1 is still an issue, but not a horrible one. Plus it could be made much, much better using #6056. And I think splitting this feature out of #6056 could lead to #6056 being adopted sooner (or at least make the need more clear to users).

###### Why not just re-open #4147?

The main reason is so that this PR can garner more attention than simply re-opening the old one. This helps bring fresh eyes to the PR for potentially more perspectives/reviews.

---

## Changelog

* Added `ReflectFromReflect`

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2022-12-11 17:52:48 +00:00
James Liu
6308041772 Fix Sparse Change Detection (#6896)
# Objective
#6547 accidentally broke change detection for SparseSet components by using `Ticks::from_tick_cells` with the wrong argument order.

## Solution
Use the right argument order. Add a regression test.
2022-12-10 09:25:53 +00:00
TehPers
a5d70b8952 Derive Reflect + FromReflect for window event types (#6235)
# Objective

The window event types currently don't support reflection. This PR adds support to them (as requested [here](https://github.com/bevyengine/bevy/issues/6223#issuecomment-1273852329)).

## Solution

Implement `Reflect` + `FromReflect` for window event types. Relevant traits are also being reflected with `#[reflect(...)]` attributes.

Additionally, this PR derives `Reflect` + `FromReflect` for `WindowDescriptor` and the types it depends on so that `CreateWindow` events can be fully manipulated through reflection.

Finally, this PR adds `FromReflect` for `PathBuf` as a value type, which is needed for `FileDragAndDrop`.

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

## Open questions

Should `app.register_type::<PathBuf>();` be moved to `CorePlugin`? I added it to `WindowPlugin` because that's where it's used and `CorePlugin` doesn't seem to register all the missing std types, but it would also make sense in `CorePlugin` I believe since it's a commonly used type.

---

## Changelog

Added:
- Implemented `Reflect` + `FromReflect` for window events and related types. These types are automatically registered when adding the `WindowPlugin`.
2022-12-09 01:20:44 +00:00
François
8eedc8f69d ShaderDefVal: add an UInt option (#6881)
# Objective

- Fixes #6841 
- In some case, the number of maximum storage buffers is `u32::MAX` which doesn't fit in a `i32`

## Solution

- Add an option to have a `u32` in a `ShaderDefVal`
2022-12-07 23:10:27 +00:00
Boxy
bac0d89059 remove a doc(hidden) on read only version of derive(WorldQuery) (#6877)
having `doc(hidden)` on the read only version of a generated mutable world query leads to docs on the readonly item having a dead link. It also makes it annoying to have nice docs for libraries attempting to expose derived `WorldQuery` structs as re-exporting the read only item does not cause it to appear in docs even though it would be intended for users to know about the read only world query and use it.
2022-12-07 23:10:26 +00:00
Zhell
e08701307b Updated docs for `List Trait in bevy_reflect` (#6872)
# Objective

Fixes #6866.

## Solution

Docs now should describe what the _front_, _first_, _back_, and _last_ elements are for an implementor of the `bevy::reflect::list::List` Trait. Further, the docs should describe how `bevy::reflect::list::List::push` and `bevy::reflect::list::List::pop` should act on these elements.


Co-authored-by: Linus Käll <linus.kall.business@gmail.com>
2022-12-07 23:10:25 +00:00
James Liu
530be10e72 Newtype ArchetypeRow and TableRow (#4878)
# Objective
Prevent future unsoundness that was seen in #6623.

## Solution
Newtype both indexes in `Archetype` and `Table` as `ArchetypeRow` and `TableRow`. This avoids weird numerical manipulation on the indices, and can be stored and treated opaquely. Also enforces the source and destination of where these indices at a type level.

---

## Changelog
Changed: `Archetype` indices and `Table` rows have been newtyped as `ArchetypeRow` and `TableRow`.
2022-12-06 01:38:21 +00:00
James Liu
a3f203b504 Use T::Storage::STORAGE_TYPE to optimize out unused branches (#6800)
# Objective
`EntityRef::get` and friends all type erase calls to fetch the target components by using passing in the `TypeId` instead of using generics. This is forcing a lookup to `Components` to fetch the storage type. This adds an extra memory lookup and forces a runtime branch instead of allowing the compiler to optimize out the unused branch.

## Solution
Leverage `Component::Storage::STORAGE_TYPE` as a constant instead of fetching the metadata from `Components`.

## Performance
This has a near 2x speedup for all calls to `World::get`. Microbenchmark results from my local machine. `Query::get_component`, which uses `EntityRef::get` internally also show a slight speed up. This has closed the gap between `World::get` and `Query::get` for the same use case.

```
group                                                             entity-ref-generics                     main
-----                                                             -------------------                     ----
query_get_component/50000_entities_sparse                         1.00   890.6±40.42µs        ? ?/sec     1.10   980.6±28.22µs        ? ?/sec
query_get_component/50000_entities_table                          1.00   968.5±73.73µs        ? ?/sec     1.08  1048.8±31.76µs        ? ?/sec
query_get_component_simple/system                                 1.00    703.2±4.37µs        ? ?/sec     1.00    702.1±6.13µs        ? ?/sec
query_get_component_simple/unchecked                              1.02    855.8±8.98µs        ? ?/sec     1.00    843.1±8.19µs        ? ?/sec
world_get/50000_entities_sparse                                   1.00    202.3±3.15µs        ? ?/sec     1.85   374.0±20.96µs        ? ?/sec
world_get/50000_entities_table                                    1.00    193.0±1.78µs        ? ?/sec     2.02   389.2±26.55µs        ? ?/sec
world_query_get/50000_entities_sparse                             1.01    162.4±2.23µs        ? ?/sec     1.00    161.3±0.95µs        ? ?/sec
world_query_get/50000_entities_table                              1.00    199.9±0.63µs        ? ?/sec     1.00    200.2±0.74µs        ? ?/sec
```

This should also, by proxy, speed up the `ReflectComponent` APIs as most of those use `World::get` variants internally.
2022-12-05 23:56:33 +00:00
Elbert Ronnie
f9c52f98b9 Make proc macros hygienic in bevy_reflect_derive (#6752)
# Objective

- Fixes #3004 

## Solution

- Replaced all the types with their fully quallified names
- Replaced all trait methods and inherent methods on dyn traits with their fully qualified names
- Made a new file `fq_std.rs` that contains structs corresponding to commonly used Structs and Traits from `std`. These structs are replaced by their respective fully qualified names when used inside `quote!`
2022-12-05 23:39:44 +00:00
polygon
9f0c41f26d Adapt path type of dynamically_load_plugin (#6734)
# Objective

- Fixes #6711

## Solution

- Change the `path` function parameter of `dynamically_load_plugin` and `DynamicPluginExt::load_plugin` to a generic with `AsRef<OsStr>` bound
2022-12-05 23:39:43 +00:00
Griffin
f9ad051e61 Remove unnecessary alternate create_texture path in prepare_asset for Image (#6671)
# Objective

`prepare_asset` for Image has an alternate path for texture creation that is used when the image is not compressed and does not contain mipmaps. This additional code path is unnecessary as `render_device.create_texture_with_data()` will handle both cases correctly.

## Solution

Use `render_device.create_texture_with_data()` in all cases.

Tested successfully with the following examples:
- load_gltf
- render_to_texture
- texture
- 3d_shapes
- sprite
- sprite_sheet
- array_texture
- shader_material_screenspace_texture
- skybox (though this already would use the `create_texture_with_data()` branch anyway)
2022-12-05 23:39:42 +00:00
Jay Pavlina
e621acd7f2 Remove TextError::ExceedMaxTextAtlases(usize) variant (#6796)
# Objective

Fixes #6756

## Solution

Removes the variant wherever it's used

Co-authored-by: Jay Pavlina <jay@enjin.io>
2022-12-05 23:23:16 +00:00
JoJoJet
83e8224694 Add missing docs to World::change_tick and World::read_change_tick (#6765)
# Objective

The methods `World::change_tick` and `World::read_change_tick` lack documentation and have confusingly similar behavior.

## Solution

Add documentation and clarify the distinction between the two functions.
2022-12-05 23:23:14 +00:00
Vladyslav Batyrenko
b337ed63ad Borrow instead of consuming in EventReader::clear (#6851)
The PR fixes the interface of `EventReader::clear`. Currently, the method consumes the reader, which makes it unusable.

## Changelog

- `EventReader::clear` now takes a mutable reference instead of consuming the event reader. 

## Migration Guide

`EventReader::clear` now takes a mutable reference instead of consuming the event reader. This means that `clear` now needs explicit mutable access to the reader variable, which previously could have been omitted in some cases:

```rust
// Old (0.9)
fn clear_events(reader: EventReader<SomeEvent>) {
  reader.clear();
}

// New (0.10)
fn clear_events(mut reader: EventReader<SomeEvent>) {
  reader.clear();
}
``` 

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-12-05 23:07:20 +00:00
ira
77c59c22ab Improve code/comments for Ray::intersect_plane and its tests (#6823)
Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-12-05 22:49:06 +00:00
Martín Maita
eff632dac8 Replace World::read_change_ticks with World::change_ticks within bevy_ecs crate (#6816)
# Objective

- Fixes #6812.

## Solution

- Replaced `World::read_change_ticks` with `World::change_ticks` within `bevy_ecs` crate in places where `World` references were mutable.

---
2022-12-05 22:49:05 +00:00
James Liu
17480b2d89 Remove APIs deprecated in 0.9 (#6801)
# Objective
These functions were deprecated in 0.9. They should be removed in 0.10.

## Solution
Remove them.
2022-12-05 22:49:04 +00:00
James Liu
e8c0df9e1e Allow iterating over with EntityRef over the entire World (#6843)
# Objective
Partially addresses #5504. Allow users to get an `Iterator<Item = EntityRef<'a>>` over all entities in the `World`.

## Solution
Change `World::iter_entities` to return an iterator of `EntityRef` instead of `Entity`.

Not sure how to tackle making an `Iterator<Item = EntityMut<'_>>` without being horribly unsound. Might need to wait for `LendingIterator` to stabilize so we can ensure only one of them is valid at a given time.

---

## Changelog
Changed: `World::iter_entities` now returns an iterator of `EntityRef` instead of `Entity`.
2022-12-05 22:35:02 +00:00
JoJoJet
05b498a224 Make the SystemParam derive macro more flexible (#6694)
# Objective

Currently, the `SystemParam` derive forces you to declare the lifetime parameters `<'w, 's>`, even if you don't use them.
If you don't follow this structure, the error message is quite nasty.

### Example (before):

```rust
#[derive(SystemParam)]
pub struct EventWriter<'w, 's, E: Event> {
    events: ResMut<'w, Events<E>>,
    // The derive forces us to declare the `'s` lifetime even though we don't use it,
    // so we have to add this `PhantomData` to please rustc.
    #[system_param(ignore)]
    _marker: PhantomData<&'s ()>,
}
```


## Solution

* Allow the user to omit either lifetime.
* Emit a descriptive error if any lifetimes used are invalid.

### Example (after):

```rust
#[derive(SystemParam)]
pub struct EventWriter<'w, E: Event> {
    events: ResMut<'w, Events<E>>,
}
```

---

## Changelog

* The `SystemParam` derive is now more flexible, allowing you to omit unused lifetime parameters.
2022-12-05 20:15:03 +00:00
dependabot[bot]
c55d553606 Update tracing-chrome requirement from 0.6.0 to 0.7.0 (#6709)
Updates the requirements on [tracing-chrome](https://github.com/thoren-d/tracing-chrome) to permit the latest version.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a href="https://github.com/thoren-d/tracing-chrome/releases">tracing-chrome's releases</a>.</em></p>
<blockquote>
<h2>Release v0.7.0</h2>
<ul>
<li>Add <code>start_new</code> to <code>FlushGuard</code>. You can now generate multiple traces in one run!</li>
<li>Clean up dependencies</li>
<li>Make events thread-scoped</li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a href="8760d81206"><code>8760d81</code></a> Prepare for 0.7 (<a href="https://github-redirect.dependabot.com/thoren-d/tracing-chrome/issues/16">#16</a>)</li>
<li><a href="a30bfb78d2"><code>a30bfb7</code></a> Update documentation (<a href="https://github-redirect.dependabot.com/thoren-d/tracing-chrome/issues/15">#15</a>)</li>
<li><a href="3fe24ff44d"><code>3fe24ff</code></a> Save thread names for start_new (<a href="https://github-redirect.dependabot.com/thoren-d/tracing-chrome/issues/14">#14</a>)</li>
<li><a href="fa8a0ff8ba"><code>fa8a0ff</code></a> Adding &quot;Start New&quot; feature that allows a user to finalize writing to the (<a href="https://github-redirect.dependabot.com/thoren-d/tracing-chrome/issues/11">#11</a>)</li>
<li><a href="d3059d66b3"><code>d3059d6</code></a> Directly depend on crossbeam_channel (<a href="https://github-redirect.dependabot.com/thoren-d/tracing-chrome/issues/12">#12</a>)</li>
<li><a href="441dba5c21"><code>441dba5</code></a> change scope of instant events to thread (<a href="https://github-redirect.dependabot.com/thoren-d/tracing-chrome/issues/13">#13</a>)</li>
<li>See full diff in <a href="https://github.com/thoren-d/tracing-chrome/compare/v0.6.0...v0.7.0">compare view</a></li>
</ul>
</details>
<br />


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</details>
2022-12-04 22:30:09 +00:00
Pixelstorm
89451226de Intepret glTF colors as linear instead of sRGB (#6828)
# Objective

Fixes #6827

## Solution

Use the `Color::rgba_linear` function instead of the `Color::rgba` function to correctly interpret colors from glTF files in the linear color space rather than the incorrect sRGB color space
2022-12-04 19:35:13 +00:00
Gino Valente
6ada3566ac bevy_reflect: Fix misplaced impls (#6829)
# Objective

> Followup to [this](https://github.com/bevyengine/bevy/pull/6755#discussion_r1032671178) comment

Rearrange the impls in the `impls/std.rs` file.

The issue was that I had accidentally misplaced the impl for `Option<T>` and put it between the `Cow<'static, str>` impls. This is just a slight annoyance and readability issue.

## Solution

Move the `Option<T>` and `&'static Path` impls around to be more readable.
2022-12-03 03:35:45 +00:00
ira
c7d2cb14d0 Add methods intersect_plane and get_point to Ray (#6179)
Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-12-02 02:36:44 +00:00
Aleksandr Belkin
9b72780b82 Provide public EntityRef::get_change_ticks_by_id that takes ComponentId (#6683)
# Objective

Fixes #6682 

## Solution

Add `EntityRef::get_change_ticks_by_id`
Add `EntityMut::get_change_ticks_by_id`


Co-authored-by: Aleksandr Belkin <sQu1rr@users.noreply.github.com>
2022-12-02 02:21:22 +00:00
Mike
8faa12c5d6 pin nightly to 2022-11-28 to fix miri (#6808)
# Objective

- pin nightly to 2022-11-28 to fix miri
2022-12-01 01:30:55 +00:00
James Liu
e954b8573c Lock down access to Entities (#6740)
# Objective
The soundness of the ECS `World` partially relies on the correctness of the state of `Entities` stored within it. We're currently allowing users to (unsafely) mutate it, as well as readily construct it without using a `World`. While this is not strictly unsound so long as users (including `bevy_render`) safely use the APIs, it's a fairly easy path to unsoundness without much of a guard rail.

Addresses #3362 for `bevy_ecs::entity`. Incorporates the changes from #3985.

## Solution
Remove `Entities`'s  `Default` implementation and force access to the type to only be through a properly constructed `World`.

Additional cleanup for other parts of `bevy_ecs::entity`:

 - `Entity::index` and `Entity::generation` are no longer `pub(crate)`, opting to force the rest of bevy_ecs to use the public interface to access these values.
 - `EntityMeta` is no longer `pub` and also not `pub(crate)` to attempt to cut down on updating `generation` without going through an `Entities` API. It's currently inaccessible except via the `pub(crate)` Vec on `Entities`, there was no way for an outside user to use it.
 - Added `Entities::set`, an unsafe `pub(crate)` API for setting the location of an Entity (parallel to `Entities::get`) that replaces the internal case where we need to set the location of an entity when it's been spawned, moved, or despawned.
 - `Entities::alloc_at_without_replacement` is only used in `World::get_or_spawn` within the first party crates, and I cannot find a public use of this API in any ecosystem crate that I've checked (via GitHub search).
 - Attempted to document the few remaining undocumented public APIs in the module.

---

## Changelog
Removed: `Entities`'s `Default` implementation.
Removed: `EntityMeta`
Removed: `Entities::alloc_at_without_replacement` and `AllocAtWithoutReplacement`.

Co-authored-by: james7132 <contact@jamessliu.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2022-11-28 20:39:02 +00:00
François
9c79b39d73 set AVAILABLE_STORAGE_BUFFER_BINDINGS to the actual number of buffers available (#6787)
# Objective

- Since #5900 3d examples fail in wasm
```
ERROR crates/bevy_render/src/render_resource/pipeline_cache.rs:660 failed to process shader: Unknown shader def: 'AVAILABLE_STORAGE_BUFFER_BINDINGS'
```

## Solution

- Fix it by always adding the shaderdef `AVAILABLE_STORAGE_BUFFER_BINDINGS` with the actual value, instead of 3 when 3 or more were available
2022-11-28 19:27:04 +00:00
张林伟
0d833a3ebc Register Hash for glam types (#6786)
# Objective

- fixes https://github.com/bevyengine/bevy/issues/6736

## Solution

- Register `Hash` on all of glam's reflected integer vector types.
2022-11-28 14:55:26 +00:00
Griffin
295faa02fc Add support for Rgb9e5Ufloat textures (#6781)
# Objective

- Support textures in `Rgb9e5Ufloat` format.

## Solution

- Add `TextureFormatPixelInfo` for `Rgb9e5Ufloat`.

Tested this with a `Rgb9e5Ufloat` encoded KTX2 texture.
2022-11-28 14:14:08 +00:00
IceSentry
f119d9df8e Add DrawFunctionsInternals::id() (#6745)
# Objective

- Every usage of `DrawFunctionsInternals::get_id()` was followed by a `.unwrap()`. which just adds boilerplate.

## Solution

- Introduce a fallible version of `DrawFunctionsInternals::get_id()` and use it where possible.
- I also took the opportunity to improve the error message a little in the case where it fails.

---

## Changelog

- Added `DrawFunctionsInternals::id()`
2022-11-28 13:54:13 +00:00
James Liu
d79888bdae Document and lock down types in bevy_ecs::archetype (#6742)
# Objective
Document `bevy_ecs::archetype` and and declutter the public documentation for the module by making types non-`pub`.

Addresses #3362 for `bevy_ecs::archetype`.

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

---

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

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

## Solution

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

* Fix #6307

## Solution

* Rewrite the safety comment to reflect the actual invariants being asserted.
2022-11-28 13:40:26 +00:00
JoJoJet
70d7f80564 Make adding children idempotent (#6763)
# Objective

* Fix #6668
* There is no need to panic when a parenting operation is redundant, as no invalid state is entered.

## Solution

Make `push_children` idempotent.
2022-11-28 13:40:14 +00:00
JoJoJet
416a33e613 Add const Entity::PLACEHOLDER (#6761)
# Objective

One of the use-cases for the function `Entity::from_raw` is creating placeholder entity ids, which are meant to be overwritten later. If we use a constant for this instead of `from_raw`, it is more ergonomic and self-documenting.

## Solution

Add a constant that returns an entity ID with an index of `u32::MAX` and a generation of zero. Users are instructed to overwrite this value before using it.
2022-11-28 13:40:10 +00:00
SpecificProtagonist
2364a305c0 Clarify duplicate logger error (#6757)
# Objective

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

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

## Solution

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

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

## Solution

- Remove the confusing parts of the doc

## Notes

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

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

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

## Solution

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

---

## Changelog

## Fixed

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

- Fix a small typo

## Solution

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

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

## Solution

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

Fixes #6739 

## Solution

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

Fixes #6642

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

## Solution

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

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

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

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

## Note

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

> Part of #6573

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

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

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

## Solution

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

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

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

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

---

## Changelog

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

## Migration Guide

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

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

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

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

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

## Solution

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

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

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

---

## Changelog

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

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

## Solution

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

---

## Changelog

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

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

## Solution

Remove the warning entirely.

## Changelog

You will no longer be spammed about

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

when you miss events. These warnings were often (but not always) a false positive. You can still check this manually by using `ManualEventReader::missed_events`
2022-11-23 00:27:29 +00:00
ira
7d57d7ac0c Remove BuildWorldChildren impl from WorldChildBuilder (#6727)
# Objective
Remove an obscure and inconsistent bit of API.
Simplify the `WorldChildBuilder` code.

No idea why this even exists.

An example of the removed API:
```rust
world.spawn_empty().with_children(|parent| {
    parent.spawn_empty();
    parent.push_children(&[some_entity]); // Does *not* add children to the parent.
    // It's actually identical to:
    parent.spawn_empty().push_children(&[some_entity]);
});

world.spawn_empty().with_children(|parent| {
    // This just panics.
    parent.push_children(&[some_entity]);
});
```
This exists only on `WorldChildBuilder`; `ChildBuilder` does not have this API.

Yeet.

## Migration Guide
Hierarchy editing methods such as `with_children` and `push_children` have been removed from `WorldChildBuilder`.
You can edit the hierarchy via `EntityMut` instead.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-11-23 00:27:28 +00:00
Gino Valente
4e2374334f bevy_reflect: Fix binary deserialization not working for unit structs (#6722)
# Objective 

Fixes #6713

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

## Solution

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

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

---

## Changelog

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

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

- Fixes #6706 

Zoom in on the shadow in the following images:

## Current bevy/main

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

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

## This PR

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

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

## Close-up comparison

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

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

## Solution

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

---

## Changelog

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

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

Currently, this will roughly execute

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

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

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

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

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

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

## Migration Guide

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

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

Improves readability and ergonomics.

## Solution

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

## Changelog

### Added

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

### Changed

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

## Migration Guide

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

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


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

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

## Solution

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

## Solution

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

---

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

## Explanation of the bug

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

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

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

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

## Solution

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

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

What problem does this solve?

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

For example we might have:

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

struct MyStructUniform {
    val: f32
}
```

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

This chains well with `UniformComponentPlugin`.

The user may then:

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

This then saves the user a fair amount of boilerplate.


## Changelog

### Changed

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



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

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

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

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

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

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

More detail in #6656 

## Solution

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

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

## Solution

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

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

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

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

---

## Changelog

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

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

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

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

### TODO

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

### Open Questions

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

---

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

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

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

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

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

Fix #5149

## Solution

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

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

---

## Changelog

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


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

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

## Solution

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

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

## Solution

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

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

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

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

## Solution

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

timings:


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

<head>

<meta name=ProgId content=Excel.Sheet>
<meta name=Generator content="Microsoft Excel 15">
<link id=Main-File rel=Main-File
href="file:///C:/Users/robfm/AppData/Local/Temp/msohtmlclip1/01/clip.htm">
<link rel=File-List
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<body link="#0563C1" vlink="#954F72">



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



</body>

</html>

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

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

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

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

Fixes #3933 and #6637

## Solution

Delete `ImageMode`

## Changelog

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

Fixes #6661 

## Solution

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

---

## Changelog

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

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

## Solution

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

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

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

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

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

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

## Solution

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

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

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


---

## Changelog

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

## Migration Guide

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

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

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

---

## Changelog
Removed: `Table::component_capacity`

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

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

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

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

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

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

---

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

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

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

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

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

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

Pros:

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

Cons:

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

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

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

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

Fixes #6594 

## Solution

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

## Changelog

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

## Migration Guide

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

## Solution

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

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

## Solution

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

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

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

## Solution

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

> Part of #6573

`Children` was not being properly deserialized in scenes. This was due to a missing registration on `SmallVec<[Entity; 8]>`, which is used by `Children`.

## Solution

Register `SmallVec<[Entity; 8]>`.

---

## Changelog

- Registered `SmallVec<[Entity; 8]>`
2022-11-14 23:08:23 +00:00
Zhell
af2a199254 [Fixes #6030] Bevy scene optional serde (#6076)
# Objective

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

## Solution

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

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


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

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

## Solution

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

Before:

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

After:

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


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

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

## Solution

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

---

## Changelog

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

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

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

## Solution

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

---

## Changelog

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

## Migration Guide

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


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

- Fixes  #6476

## Solution

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

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

Sadly, not a fix for #5646.

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

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

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

Fixes #6615.

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

## Solution

Add the fn `bevy_ptr::dangling_with_align`.

---

## Changelog

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

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

## Solution

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

---

## Changelog

- Added `Map::remove`

## Migration Guide

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


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

Fix #6593

## Solution

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

- Fixes #6606 

## Solution

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

Link doesn't get to right segment

## Solution

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

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

## Solution

Update the doc comments to reflect the correct range.


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

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

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

## Solution

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


## Alternative

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

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

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

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

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

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


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

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

- Use better defaults for bloom

## Solution

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


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


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

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

## Solution

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

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


## Additional Notes 

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

### The Problem

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

### The Solution

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

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

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




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

### HDR

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

---

## Changelog

### Added

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


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

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

## Solution

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

---

## Changelog

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

I tested that the game_menu example works as it should.

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

Solve #6531.


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

Attempting to build `bevy_tasks` produces the following error:

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

```

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

## Solution

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

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

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

## Changelog

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

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

- it would be useful to inspect these structs using reflection

## Solution

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

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

## Solution

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

Fixes #5393 

## Solution

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

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

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

## Solution

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

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

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

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

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

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

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

## Solution

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

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

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

---

## Changelog

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

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

## Solution

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

---

## Changelog

### Added

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

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

## Solution

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

---

## Changelog

### Added

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

Fixes #6483.

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

## Solution

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

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

## Solution

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

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

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


## Solution

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

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

## Solution

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

- Use cube root library function instead of handrolling.

## Solution

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

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

## Solution

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

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

## Solution

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

Let-else syntax is now stable!

## Solution

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

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

## Solution

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

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

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

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

---

## Changelog

### Changed

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

## Migration Guide

- If your directional lights were positioned at the origin and not scaled (the default, most common scenario) no changes are needed on your part; it just works as before;
- If you previously had a system for dynamically updating directional light shadow projections, you might now be able to simplify your code by updating the directional light entity's transform instead;
- In the unlikely scenario that a scene with directional lights that previously rendered shadows correctly has missing shadows, make sure your directional lights are positioned at (0, 0, 0) and are not scaled to a size that's too large or too small.
2022-11-04 20:12:26 +00:00
JMS55
1fe3589a1a Improve BloomSettings docs (#6465)
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: DGriffin91 <github@dgdigital.net>
2022-11-04 17:53:55 +00:00
ira
b0bd8722f3 Fix unsound EntityMut::remove_children. Add EntityMut::world_scope (#6464)
`EntityMut::remove_children` does not call `self.update_location()` which is unsound.
Verified by adding the following assertion, which fails when running the tests.
```rust
let before = self.location();
self.update_location();
assert_eq!(before, self.location());
```

I also removed incorrect messages like "parent entity is not modified" and the unhelpful "Inserting a bundle in the children entities may change the parent entity's location if they were of the same archetype" which might lead people to think that's the *only* thing that can change the entity's location.

# Changelog
Added `EntityMut::world_scope`.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-11-04 17:30:40 +00:00
James Liu
ec8c8fbc8a Remove unnecesary branches/panics from Query accesses (#6461)
# Objective
Supercedes #6452. Upon inspection of the [generated assembly](https://gist.github.com/james7132/c2740c6941b80d7912f1e8888e223cbb#file-original-s) of a [simple Bevy binary](https://gist.github.com/james7132/c2740c6941b80d7912f1e8888e223cbb#file-source-rs) compiled with `cargo rustc --release -- --emit asm`, it's apparent that there are multiple unnecessary branches in the generated assembly:

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

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

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

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

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

This has no external breaking change of any kind.

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

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

```

## Performance

Microbenchmarks results:

<details>

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

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

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

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

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

Closes #5934

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

## Solution

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

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

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

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

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

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

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

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

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

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

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

#### Crates Tested

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

## Future Work

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

Some areas we could improve with a refactor:

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

---

## Changelog

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


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

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

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

## Solution

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

---

## Changelog

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

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

Alternative to #6424 
Fixes #6226

Fixes spawning empty bundles

## Solution

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

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

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

## Solution

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

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

## Solution

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

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

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

### After, on this PR

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

### Double-sided material without normal maps

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

---

## Changelog

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

## Migration Guide

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

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

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

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

    pbr_input.N = apply_normal_mapping(
        pbr_input.material.flags,
        pbr_input.world_normal,
#ifdef VERTEX_TANGENTS
#ifdef STANDARDMATERIAL_NORMAL_MAP
        in.world_tangent,
#endif
#endif
        in.uv,
    );
```
2022-11-03 20:37:32 +00:00
Boxy
30e35764a1 Replace WorldQueryGats trait with actual gats (#6319)
# Objective

Replace `WorldQueryGats` trait with actual gats

## Solution

Replace `WorldQueryGats` trait with actual gats

---

## Changelog

- Replaced `WorldQueryGats` trait with actual gats

## Migration Guide

- Replace usage of `WorldQueryGats` assoc types with the actual gats on `WorldQuery` trait
2022-11-03 16:33:05 +00:00
Yasha Borevich
157f2c1584 Respect mipmap_filter when create ImageDescriptor with linear()/nearest() (#6349)
Respect mipmap_filter when create ImageDescriptor with linear()/nearest()

# Objective

Fixes #6348

## Migration Guide

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

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

- Fix tests that now fail in rust 1.65

## Solution

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

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

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

## Solution

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


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

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

## Solution

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

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

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

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

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

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

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

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

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

```rust
struct AbortOnPanic;

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

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

---

## Changelog

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

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

## The problem with current implementation

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

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

## Solution

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

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

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

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

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

---

## Changelog

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

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


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

# Objective

Reverts #6448. This didn't have the intended effect: we're now getting bevy::prelude shown in the docs again.

Co-authored-by: Alejandro Pascual <alejandro.pascual.pozo@gmail.com>
2022-11-02 20:40:45 +00:00
Alejandro Pascual
53d387f340 Show prelude re-exports in docs (#6448)
# Objective

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

## Solution

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

- Fixes doctest warnings from upcoming Rust release.

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

## Solution

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

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

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

## Solution

Renaming and verifying using CI. 


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

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

## Solution

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

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

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

## Solution

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

---

## Changelog

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

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

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

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

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

## Solution

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

---

## Changelog

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

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

## Solution

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

## Benchmarks

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

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

---

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

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




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

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

## Solution

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

---

## Changelog

### Added

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

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

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

## Solution

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

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

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


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

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

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

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

---

## Changelog

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

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

## Solution

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

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

## Solution

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

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

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

## Solution

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

---

## Changelog

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

## Migration Guide

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

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

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

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

## Solution

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

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

## Solution

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

## Solution

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

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

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

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

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

## Solution

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

---

## Changelog

- Added `AudioSink::toggle` which can be used to toggle state of a sink.
2022-10-31 15:57:51 +00:00
ira
13da481bea Add methods to Query<&Children> and Query<&Parent> to iterate over descendants and ancestors (#6185)
# Objective
Add methods to `Query<&Children>` and `Query<&Parent>` to iterate over descendants and ancestors, respectively.

## Changelog

* Added extension trait for `Query` in `bevy_hierarchy`, `HierarchyQueryExt`
* Added method `iter_descendants` to `Query<&Children>` via `HierarchyQueryExt` for iterating over the descendants of an entity.
* Added method `iter_ancestors` to `Query<&Parent>` via `HierarchyQueryExt` for iterating over the ancestors of an entity.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-10-31 15:57:50 +00:00
Yoh Deadfall
8b9aa2cceb Freeing memory held by visible entities vector (#3009)
- Freeing unused memory held by visible entities
- Fixed comment style

# Objective

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

## Solution

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

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

## Solution

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

---

## Changelog

### Added

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

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

## Solution

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

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

## Solution

- Add it.

---

## Changelog

### Added

- `FromReflect` for `Visibility`.
2022-10-29 22:32:47 +00:00
JoJoJet
336049da68 Remove outdated uses of single-tuple bundles (#6406)
# Objective

Bevy still has many instances of using single-tuples `(T,)` to create a bundle. Due to #2975, this is no longer necessary.

## Solution

Search for regex `\(.+\s*,\)`. This should have found every instance.
2022-10-29 18:15:28 +00:00
Carter Anderson
dfb80ee74f Fix query.to_readonly().get_component_mut() soundness bug (#6401)
# Objective

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

## Solution

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

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

## Solution

- Added the corresponding wrapper methods to `TrackedRenderPass`

---

## Changelog

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


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

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

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

## Migration Guide

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

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

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

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

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

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

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

Closes #6143.

## Solution

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

---

## Changelog

### Changed

- Entity now serializes / deserializes `generation` field.

## Migration Guide

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

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

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

## Solution

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

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

^ enable this

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

## Solution

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

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

## Changelog

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

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

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

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

~~TODO: Benchmark, docs~~ Done.

---

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

## Migration Guide
TODO

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

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

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

## Solution

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

---

## Changelog

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

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

## Solution

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

# Future work

Some ambiguities remain, due to issues out of scope for this PR. 

* The ambiguity checker does not respect `Without<>` filters, leading to false positives.
* Ambiguities between `bevy_ui` and `bevy_animation` cannot be resolved, since neither crate knows that the other exists. We will need a general solution to this problem.
2022-10-27 12:56:03 +00:00
Elbert Ronnie
0934abc6bb Expose rodio's Source and Sample traits in bevy_audio (#6374)
# Objective

- Fixes #5876 .

## Solution

- added pub use statements to re-export the following traits in bevy_audio: rodio::source::Source, rodio::Sample, rodio::cpal::Sample.
- rodio::cpal::Sample was re-exported as CpalSample to avoid naming conflict with rodio::Sample.
2022-10-27 12:34:38 +00:00
Gino Valente
894334b51e bevy_scene: Use map for scene components (#6345)
# Objective

Currently scenes define components using a list:

```rust
[
  (
    entity: 0,
    components: [
      {
        "bevy_transform::components::transform::Transform": (
          translation: (
            x: 0.0,
            y: 0.0,
            z: 0.0
          ),
          rotation: (0.0, 0.0, 0.0, 1.0),
          scale: (
            x: 1.0,
            y: 1.0,
            z: 1.0
          ),
        ),
      },
      {
        "my_crate::Foo": (
          text: "Hello World",
        ),
      },
      {
        "my_crate::Bar": (
          baz: 123,
        ),
      },
    ],
  ),
]
```

However, this representation has some drawbacks (as pointed out by @Metadorius in [this](https://github.com/bevyengine/bevy/pull/4561#issuecomment-1202215565) comment):

1. Increased nesting and more characters (minor effect on overall size)
2. More importantly, by definition, entities cannot have more than one instance of any given component. Therefore, such data is best stored as a map— where all values are meant to have unique keys.


## Solution

Change `components` to store a map of components rather than a list:

```rust
[
  (
    entity: 0,
    components: {
      "bevy_transform::components::transform::Transform": (
        translation: (
          x: 0.0,
          y: 0.0,
          z: 0.0
        ),
        rotation: (0.0, 0.0, 0.0, 1.0),
        scale: (
          x: 1.0,
          y: 1.0,
          z: 1.0
        ),
      ),
      "my_crate::Foo": (
        text: "Hello World",
      ),
      "my_crate::Bar": (
        baz: 123
      ),
    },
  ),
]
```

#### Code Representation

This change only affects the scene format itself. `DynamicEntity` still stores its components as a list. The reason for this is that storing such data as a map is not really needed since:
1. The "key" of each value is easily found by just calling `Reflect::type_name` on it
2. We should be generating such structs using the `World` itself which upholds the one-component-per-entity rule

One could in theory create manually create a `DynamicEntity` with duplicate components, but this isn't something I think we should focus on in this PR. `DynamicEntity` can be broken in other ways (i.e. storing a non-component in the components list), and resolving its issues can be done in a separate PR.

---

## Changelog

* The scene format now uses a map to represent the collection of components rather than a list

## Migration Guide

The scene format now uses a map to represent the collection of components. Scene files will need to update from the old list format.

<details>
<summary>Example Code</summary>

```rust
// OLD
[
  (
    entity: 0,
    components: [
      {
        "bevy_transform::components::transform::Transform": (
          translation: (
            x: 0.0,
            y: 0.0,
            z: 0.0
          ),
          rotation: (0.0, 0.0, 0.0, 1.0),
          scale: (
            x: 1.0,
            y: 1.0,
            z: 1.0
          ),
        ),
      },
      {
        "my_crate::Foo": (
          text: "Hello World",
        ),
      },
      {
        "my_crate::Bar": (
          baz: 123,
        ),
      },
    ],
  ),
]

// NEW
[
  (
    entity: 0,
    components: {
      "bevy_transform::components::transform::Transform": (
        translation: (
          x: 0.0,
          y: 0.0,
          z: 0.0
        ),
        rotation: (0.0, 0.0, 0.0, 1.0),
        scale: (
          x: 1.0,
          y: 1.0,
          z: 1.0
        ),
      ),
      "my_crate::Foo": (
        text: "Hello World",
      ),
      "my_crate::Bar": (
        baz: 123
      ),
    },
  ),
]
```

</details>
2022-10-27 01:46:33 +00:00
Carter Anderson
4d3d3c869e Support arbitrary RenderTarget texture formats (#6380)
# Objective

Currently, Bevy only supports rendering to the current "surface texture format". This means that "render to texture" scenarios must use the exact format the primary window's surface uses, or Bevy will crash. This is even harder than it used to be now that we detect preferred surface formats at runtime instead of using hard coded BevyDefault values.

## Solution

1. Look up and store each window surface's texture format alongside other extracted window information
2. Specialize the upscaling pass on the current `RenderTarget`'s texture format, now that we can cheaply correlate render targets to their current texture format
3. Remove the old `SurfaceTextureFormat` and `AvailableTextureFormats`: these are now redundant with the information stored on each extracted window, and probably should not have been globals in the first place (as in theory each surface could have a different format). 

This means you can now use any texture format you want when rendering to a texture! For example, changing the `render_to_texture` example to use `R16Float` now doesn't crash / properly only stores the red component:
![image](https://user-images.githubusercontent.com/2694663/198140125-c606dd0e-6fdf-4544-b93d-dbbd10dbadd2.png)
2022-10-26 23:12:12 +00:00
Jakob Hellermann
838b318863 separate tonemapping and upscaling passes (#3425)
Attempt to make features like bloom https://github.com/bevyengine/bevy/pull/2876 easier to implement.

**This PR:**
- Moves the tonemapping from `pbr.wgsl` into a separate pass
- also add a separate upscaling pass after the tonemapping which writes to the swap chain (enables resolution-independant rendering and post-processing after tonemapping)
- adds a `hdr` bool to the camera which controls whether the pbr and sprite shaders render into a `Rgba16Float` texture

**Open questions:**
- ~should the 2d graph work the same as the 3d one?~ it is the same now
- ~The current solution is a bit inflexible because while you can add a post processing pass that writes to e.g. the `hdr_texture`, you can't write to a separate `user_postprocess_texture` while reading the `hdr_texture` and tell the tone mapping pass to read from the `user_postprocess_texture` instead. If the tonemapping and upscaling render graph nodes were to take in a `TextureView` instead of the view entity this would almost work, but the bind groups for their respective input textures are already created in the `Queue` render stage in the hardcoded order.~ solved by creating bind groups in render node

**New render graph:**

![render_graph](https://user-images.githubusercontent.com/22177966/147767249-57dd4229-cfab-4ec5-9bf3-dc76dccf8e8b.png)
<details>
<summary>Before</summary>

![render_graph_old](https://user-images.githubusercontent.com/22177966/147284579-c895fdbd-4028-41cf-914c-e1ffef60e44e.png)
</details>

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-10-26 20:13:59 +00:00
TehPers
2023ce63c7 Derive Reflect + FromReflect for input types (#6232)
# Objective

Adds support for reflecting many more of the input types. This allows those types to be used via scripting, `bevy-inspector-egui`, etc. These types are registered by the `InputPlugin` so that they're automatically available to anyone who wants to use them 

Closes #6223 

## Solution

Many types now have `#[derive(Reflect, FromReflect)]` added to them in `bevy_input`. Additionally, `#[reflect(traits...)]` has been added for applicable traits to the types.

This PR does not add reflection support for types which have private fields. Notably, `Touch` and `Touches` don't implement `Reflect`/`FromReflect`.

This adds the "glam" feature to the `bevy_reflect` dependency for package `bevy_input`. Since `bevy_input` transitively depends on `glam` already, all this brings in are the reflection `impl`s.

## Migration Guide

- `Input<T>` now implements `Reflect` via `#[reflect]` instead of `#[reflect_value]`. This means it now exposes its private fields via the `Reflect` trait rather than being treated as a value type. For code that relies on the `Input<T>` struct being treated as a value type by reflection, it is still possible to wrap the `Input<T>` type with a wrapper struct and apply `#[reflect_value]` to it.
  - As a reminder, private fields exposed via reflection are not subject to any stability guarantees.
---

## Changelog

Added
- Implemented `Reflect` + `FromReflect` for many input-related types. These types are automatically registered when adding the `InputPlugin`.
2022-10-26 19:52:20 +00:00
targrub
c18b1a839b Prepare for upcoming rustlang by fixing upcoming clippy warnings (#6376)
# Objective

- Proactive changing of code to comply with warnings generated by beta of rustlang version of cargo clippy.

## Solution

- Code changed as recommended by `rustup update`, `rustup default beta`, `cargo run -p ci -- clippy`.
- Tested using `beta` and `stable`.  No clippy warnings in either after changes made.

---

## Changelog

- Warnings fixed were: `clippy::explicit-auto-deref` (present in 11 files), `clippy::needless-borrow` (present in 2 files), and `clippy::only-used-in-recursion` (only 1 file).
2022-10-26 19:15:15 +00:00
François
a083882cb2 ignore nanosec precision tests on apple m1 (#6377)
# Objective

- Some tests are very flaky on a m1
- m1 currently have a 41 ns precision

## Solution

- Do not run tests that compare a `Duration` or a `f64` on a m1 (and m2)
2022-10-26 18:57:23 +00:00
François
7671ddea72 can get the settings of a plugin from the app (#6372)
# Objective

- Make the settings of plugins readable during app building

## Solution

- Added a vector of added plugins to the app. Their settings can be accessed as read only
2022-10-26 17:52:16 +00:00
Boxy
54cf45c5b3 Avoid making Fetchs Clone (#5593)
# Objective

- Do not implement `Copy` or `Clone` for `Fetch` types as this is kind of sus soundness wise (it feels like cloning an `IterMut` in safe code to me). Cloning a fetch seems important to think about soundness wise when doing it so I prefer this over adding a `Clone` bound to the assoc type definition (i.e. `type Fetch: Clone`) even though that would also solve the other listed things here.
- Remove a bunch of `QueryFetch<'w, Q>: Clone` bounds from our API as now all fetches can be "cloned" for use in `iter_combinations`. This should also help avoid the type inference regression ptrification introduced where `for<'a> QueryFetch<'a, Q>: Trait` bounds misbehave since we no longer need any of those kind of higher ranked bounds (although in practice we had none anyway).
- Stop being able to "forget" to implement clone for fetches, we've had a lot of issues where either `derive(Clone)` was used instead of a manual impl (so we ended up with too tight bounds on the impl) or flat out forgot to implement Clone at all. With this change all fetches are able to be cloned for `iter_combinations` so this will no longer be possible to mess up.

On an unrelated note, while making this PR I realised we probably want safety invariants on `archetype/table_fetch` that nothing aliases the table_row/archetype_index according to the access we set.

---

## Changelog

`Clone` and `Copy` were removed from all `Fetch` types.

## Migration Guide

- Call `WorldQuery::clone_fetch` instead of `fetch.clone()`. Make sure to add safety comments :)
2022-10-26 13:16:25 +00:00
François
5622d56be1 Use plugin setup for resource only used at setup time (#6360)
# Objective

- Build on #6336 for more plugin configurations

## Solution

- `LogSettings`, `ImageSettings` and `DefaultTaskPoolOptions` are now plugins settings rather than resources

---

## Changelog

- `LogSettings` plugin settings have been move to `LogPlugin`, `ImageSettings` to `ImagePlugin` and `DefaultTaskPoolOptions` to `CorePlugin`

## Migration Guide

The `LogSettings` settings have been moved from a resource to `LogPlugin` configuration:

```rust
// Old (Bevy 0.8)
app
  .insert_resource(LogSettings {
    level: Level::DEBUG,
    filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".to_string(),
  })
  .add_plugins(DefaultPlugins)

// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(LogPlugin {
    level: Level::DEBUG,
    filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".to_string(),
}))
```


The `ImageSettings` settings have been moved from a resource to `ImagePlugin` configuration:

```rust
// Old (Bevy 0.8)
app
  .insert_resource(ImageSettings::default_nearest())
  .add_plugins(DefaultPlugins)

// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
```


The `DefaultTaskPoolOptions` settings have been moved from a resource to `CorePlugin::task_pool_options`:

```rust
// Old (Bevy 0.8)
app
  .insert_resource(DefaultTaskPoolOptions::with_num_threads(4))
  .add_plugins(DefaultPlugins)

// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(CorePlugin {
  task_pool_options: TaskPoolOptions::with_num_threads(4),
}))
```
2022-10-25 22:19:34 +00:00
dataphract
a6f6a8f6e2 fix: specify required trybuild patch version (#6333)
# Objective

This is a follow-up to #6317, which makes use of a feature of the newest `trybuild` version, `1.0.71`, but does not specify the new patch version in `bevy_ecs_compile_fail_tests/Cargo.toml`.

The PR passed CI because CI downloaded the latest `trybuild` version satisfying the dependency specification. However, Cargo will not know an update is required if a user already has a `^1.0` version of `trybuild` cached locally, which causes the new `$N` syntax to fail the tests.

## Solution

Updated the `trybuild` requirement to `1.0.71`.
2022-10-25 10:21:31 +00:00
Larry Du
c245b17743 Revert thiserror version requirement to match version for all crates. (#6365)
# Objective

- Reverts unnecessary version increase for `thiserror` caused by the following PR. 9066d51420
- The aforementioned PR should have increased `thiserrror` version uniformly across all bevy crates. As far as I can tell it was unneccessary to bump versions 

## Solution

- Revert versions to the matching version used by other bevy "crates"

```
MBP-Larry-Du.local:~/Code/bevy:$ git grep thiserror
CHANGELOG.md:- [Derive thiserror::Error for HexColorError][2740]
crates/bevy_asset/Cargo.toml:thiserror = "1.0"
crates/bevy_asset/src/asset_server.rs:use thiserror::Error;
crates/bevy_asset/src/io/mod.rs:use thiserror::Error;
crates/bevy_gltf/Cargo.toml:thiserror = "1.0"
crates/bevy_gltf/src/loader.rs:use thiserror::Error;
crates/bevy_input/Cargo.toml:thiserror = "1.0"
crates/bevy_input/src/gamepad.rs:use thiserror::Error;
crates/bevy_reflect/Cargo.toml:thiserror = "1.0"
crates/bevy_reflect/src/path.rs:use thiserror::Error;
crates/bevy_render/Cargo.toml:thiserror = "1.0"
```
---

## Changelog

> This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section.

- What changed as a result of this PR? Fixed dependency conflict for building projects. 
Current build of StarRust runs successfully with the `thiserror` reversion: https://github.com/LarsDu/StarRust
But will run into dependency conflicts if `thiserror` is version 1.037


Co-authored-by: Larry Du <larry.du@freenome.com>
2022-10-25 09:55:31 +00:00
Carter Weinberg
c6f27eb054 Add More Description to the Iter Combinations Documentation (#6260)
# Objective

I was trying to implement a collision system for my game, and believed that the iter_combinations method might be what I need. But I couldn't find a simple explanation of what a combination was in Bevy and thought it could use some more explanation. 

## Solution

I added some description to the documentation that can hopefully further elaborate on what a combination is. 

I also changed up the docs for the method because a combination is a different thing than a permutation but the Bevy docs seemed to use them interchangeably.
2022-10-25 00:19:23 +00:00