# Objective
Partially addresses #4291.
Speed up the sort phase for unbatched render phases.
## Solution
Split out one of the optimizations in #4899 and allow implementors of `PhaseItem` to change what kind of sort is used when sorting the items in the phase. This currently includes Stable, Unstable, and Unsorted. Each of these corresponds to `Vec::sort_by_key`, `Vec::sort_unstable_by_key`, and no sorting at all. The default is `Unstable`. The last one can be used as a default if users introduce a preliminary depth prepass.
## Performance
This will not impact the performance of any batched phases, as it is still using a stable sort. 2D's only phase is unchanged. All 3D phases are unbatched currently, and will benefit from this change.
On `many_cubes`, where the primary phase is opaque, this change sees a speed up from 907.02us -> 477.62us, a 47.35% reduction.
![image](https://user-images.githubusercontent.com/3137680/174471253-22424874-30d5-4db5-b5b4-65fb2c612a9c.png)
## Future Work
There were prior discussions to add support for faster radix sorts in #4291, which in theory should be a `O(n)` instead of a `O(nlog(n))` time. [`voracious`](https://crates.io/crates/voracious_radix_sort) has been proposed, but it seems to be optimize for use cases with more than 30,000 items, which may be atypical for most systems.
Another optimization included in #4899 is to reduce the size of a few of the IDs commonly used in `PhaseItem` implementations to shrink the types to make swapping/sorting faster. Both `CachedPipelineId` and `DrawFunctionId` could be reduced to `u32` instead of `usize`.
Ideally, this should automatically change to use stable sorts when `BatchedPhaseItem` is implemented on the same phase item type, but this requires specialization, which may not land in stable Rust for a short while.
---
## Changelog
Added: `PhaseItem::sort`
## Migration Guide
RenderPhases now default to a unstable sort (via `slice::sort_unstable_by_key`). This can typically improve sort phase performance, but may produce incorrect batching results when implementing `BatchedPhaseItem`. To revert to the older stable sort, manually implement `PhaseItem::sort` to implement a stable sort (i.e. via `slice::sort_by_key`).
Co-authored-by: Federico Rinaldi <gisquerin@gmail.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: colepoirier <colepoirier@gmail.com>
# Objective
DioxusLabs and Bevy have taken over maintaining what was our abandoned ui layout dependency [stretch](https://github.com/vislyhq/stretch). Dioxus' fork has had a lot of work done on it by @alice-i-cecile, @Weibye , @jkelleyrtp, @mockersf, @HackerFoo, @TimJentzsch and a dozen other contributors and now is in much better shape than stretch was. The updated crate is called taffy and is available on github [here](https://github.com/DioxusLabs/taffy) ([taffy](https://crates.io/crates/taffy) on crates.io). The goal of this PR is to replace stretch v0.3.2 with taffy v0.1.0.
## Solution
I changed the bevy_ui Cargo.toml to depend on taffy instead of stretch and fixed all the errors rustc complained about.
---
## Changelog
Changed bevy_ui layout dependency from stretch to taffy (the maintained fork of stretch).
fixes#677
## Migration Guide
The public api of taffy is different from that of stretch so please advise me on what to do here @alice-i-cecile.
# Objective
- Builds on top of #4938
- Make clustered-forward PBR lighting/shadows functionality callable
- See #3969 for details
## Solution
- Add `PbrInput` struct type containing a `StandardMaterial`, occlusion, world_position, world_normal, and frag_coord
- Split functionality to calculate the unit view vector, and normal-mapped normal into `bevy_pbr::pbr_functions`
- Split high-level shading flow into `pbr(in: PbrInput, N: vec3<f32>, V: vec3<f32>, is_orthographic: bool)` function in `bevy_pbr::pbr_functions`
- Rework `pbr.wgsl` fragment stage entry point to make use of the new functions
- This has been benchmarked on an M1 Max using `many_cubes -- sphere`. `main` had a median frame time of 15.88ms, this PR 15.99ms, which is a 0.69% frame time increase, which is within noise in my opinion.
---
## Changelog
- Added: PBR shading code is now callable. Import `bevy_pbr::pbr_functions` and its dependencies, create a `PbrInput`, calculate the unit view and normal-mapped normal vectors and whether the projection is orthographic, and call `pbr()`!
# Objective
Closes#1557. Partially addresses #3362.
Cleanup the public facing API for storage types. Most of these APIs are difficult to use safely when directly interfacing with these types, and is also currently impossible to interact with in normal ECS use as there is no `World::storages_mut`. The majority of these types should be easy enough to read, and perhaps mutate the contents, but never structurally altered without the same checks in the rest of bevy_ecs code. This both cleans up the public facing types and helps use unused code detection to remove a few of the APIs we're not using internally.
## Solution
- Mark all APIs that take `&mut T` under `bevy_ecs::storage` as `pub(crate)` or `pub(super)`
- Cleanup after it all.
Entire type visibility changes:
- `BlobVec` is `pub(super)`, only storage code should be directly interacting with it.
- `SparseArray` is now `pub(crate)` for the entire type. It's an implementation detail for `Table` and `(Component)SparseSet`.
- `TableMoveResult` is now `pub(crate)
---
## Changelog
TODO
## Migration Guide
Dear God, I hope not.
# Objective
Further speed up visibility checking by removing the main sources of contention for the system.
## Solution
- ~~Make `ComputedVisibility` a resource wrapping a `FixedBitset`.~~
- ~~Remove `ComputedVisibility` as a component.~~
~~This adds a one-bit overhead to every entity in the app world. For a game with 100,000 entities, this is 12.5KB of memory. This is still small enough to fit entirely in most L1 caches. Also removes the need for a per-Entity change detection tick. This reduces the memory footprint of ComputedVisibility 72x.~~
~~The decreased memory usage and less fragmented memory locality should provide significant performance benefits.~~
~~Clearing visible entities should be significantly faster than before:~~
- ~~Setting one `u32` to 0 clears 32 entities per cycle.~~
- ~~No archetype fragmentation to contend with.~~
- ~~Change detection is applied to the resource, so there is no per-Entity update tick requirement.~~
~~The side benefit of this design is that it removes one more "computed component" from userspace. Though accessing the values within it are now less ergonomic.~~
This PR changes `crossbeam_channel` in `check_visibility` to use a `Local<ThreadLocal<Cell<Vec<Entity>>>` to mark down visible entities instead.
Co-Authored-By: TheRawMeatball <therawmeatball@gmail.com>
Co-Authored-By: Aevyrie <aevyrie@gmail.com>
# Objective
The descriptions included in the API docs of `entity` module, `Entity` struct, and `Component` trait have some issues:
1. the concept of entity is not clearly defined,
2. descriptions are a little bit out of place,
3. in a case the description leak too many details about the implementation,
4. some descriptions are not exhaustive,
5. there are not enough examples,
6. the content can be formatted in a much better way.
## Solution
1. ~~Stress the fact that entity is an abstract and elementary concept. Abstract because the concept of entity is not hardcoded into the library but emerges from the interaction of `Entity` with every other part of `bevy_ecs`, like components and world methods. Elementary because it is a fundamental concept that cannot be defined with other terms (like point in euclidean geometry, or time in classical physics).~~ We decided to omit the definition of entity in the API docs ([see why]). It is only described in its relationship with components.
2. Information has been moved to relevant places and links are used instead in the other places.
3. Implementation details about `Entity` have been reduced.
4. Descriptions have been made more exhaustive by stating how to obtain and use items. Entity operations are enriched with `World` methods.
5. Examples have been added or enriched.
6. Sections have been added to organize content. Entity operations are now laid out in a table.
### Todo list
- [x] Break lines at sentence-level.
## For reviewers
- ~~I added a TODO over `Component` docs, make sure to check it out and discuss it if necessary.~~ ([Resolved])
- You can easily check the rendered documentation by doing `cargo doc -p bevy_ecs --no-deps --open`.
[see why]: https://github.com/bevyengine/bevy/pull/4767#discussion_r875106329
[Resolved]: https://github.com/bevyengine/bevy/pull/4767#discussion_r874127825
# Objective
`bevy_ui` doesn't support correctly touch inputs because of two problems in the focus system:
- It attempts to retrieve touch input with a specific `0` id
- It doesn't retrieve touch positions and bases its focus solely on mouse position, absent from mobile devices
## Solution
I added a few methods to the `Touches` resource, allowing to check if **any** touch input was pressed, released or cancelled and to retrieve the *position* of the first pressed touch input and adapted the focus system.
I added a test button to the *iOS* example and it works correclty on emulator. I did not test on a real touch device as:
- Android is not working (https://github.com/bevyengine/bevy/issues/3249)
- I don't have an iOS device
# Objective
- Fixes#4996
## Solution
- Panicking on the global task pool is probably bad. This changes the panicking test to use a single threaded stage to run the test instead.
- I checked the other #[should_panic]
- I also added explicit ordering between the transform propagate system and the parent update system. The ambiguous ordering didn't seem to be causing problems, but the tests are probably more correct this way. The plugins that add these systems have an explicit ordering. I can remove this if necessary.
## Note
I don't have a 100% mental model of why panicking is causing intermittent failures. It probably has to do with a task for one of the other tests landing on the panicking thread when it actually panics. Why this causes a problem I'm not sure, but this PR seems to fix things.
## Open questions
- there are some other #[should_panic] tests that run on the task pool in stage.rs. I don't think we restart panicked threads, so this might be killing most of the threads on the pool. But since they're not causing test failures, we should probably decide what to do about that separately. The solution in this PR won't work since those tests are explicitly testing parallelism.
builds on top of #4780
# Objective
`Reflect` and `Serialize` are currently very tied together because `Reflect` has a `fn serialize(&self) -> Option<Serializable<'_>>` method. Because of that, we can either implement `Reflect` for types like `Option<T>` with `T: Serialize` and have `fn serialize` be implemented, or without the bound but having `fn serialize` return `None`.
By separating `ReflectSerialize` into a separate type (like how it already is for `ReflectDeserialize`, `ReflectDefault`), we could separately `.register::<Option<T>>()` and `.register_data::<Option<T>, ReflectSerialize>()` only if the type `T: Serialize`.
This PR does not change the registration but allows it to be changed in a future PR.
## Solution
- add the type
```rust
struct ReflectSerialize { .. }
impl<T: Reflect + Serialize> FromType<T> for ReflectSerialize { .. }
```
- remove `#[reflect(Serialize)]` special casing.
- when serializing reflect value types, look for `ReflectSerialize` in the `TypeRegistry` instead of calling `value.serialize()`
- changed `EntityCountDiagnosticsPlugin` to not use an exclusive system to get its entity count
- removed mention of `WgpuResourceDiagnosticsPlugin` in example `log_diagnostics` as it doesn't exist anymore
- added ability to enable, disable ~~or toggle~~ a diagnostic (fix#3767)
- made diagnostic values lazy, so they are only computed if the diagnostic is enabled
- do not log an average for diagnostics with only one value
- removed `sum` function from diagnostic as it isn't really useful
- ~~do not keep an average of the FPS diagnostic. it is already an average on the last 20 frames, so the average FPS was an average of the last 20 frames over the last 20 frames~~
- do not compute the FPS value as an average over the last 20 frames but give the actual "instant FPS"
- updated log format to use variable capture
- added some doc
- the frame counter diagnostic value can be reseted to 0
# Objective
- Optional dependencies were enabled by some features as a side effect. for example, enabling the `webgl` feature enables the `bevy_pbr` optional dependency
## Solution
- Use the syntax introduced in rust 1.60 to specify weak dependency features: https://blog.rust-lang.org/2022/04/07/Rust-1.60.0.html#new-syntax-for-cargo-features
> Weak dependency features tackle the second issue where the `"optional-dependency/feature-name"` syntax would always enable `optional-dependency`. However, often you want to enable the feature on the optional dependency only if some other feature has enabled the optional dependency. Starting in 1.60, you can add a ? as in `"package-name?/feature-name"` which will only enable the given feature if something else has enabled the optional dependency.
# Objective
- `.x` is not the correct syntax to access a column in a matrix in WGSL: https://www.w3.org/TR/WGSL/#matrix-access-expr
- naga accepts it and translates it correctly, but it's not valid when shaders are kept as is and used directly in WGSL
## Solution
- Use the correct syntax
# Objective
- Update hashbrown to 0.12
## Solution
- Replace #4004
- As the 0.12 is already in Bevy dependency tree, it shouldn't be an issue to update
- The exception for the 0.11 should be removed once https://github.com/zakarumych/gpu-descriptor/pull/21 is merged and released
- Also removed a few exceptions that weren't needed anymore
# Objective
- KTX2 UASTC format mapping was incorrect. For some reason I had written it to map to a set of data formats based on the count of KTX2 sample information blocks, but the mapping should be done based on the channel type in the sample information.
- This is a valid change pulled out from #4514 as the attempt to fix the array textures there was incorrect
## Solution
- Fix the KTX2 UASTC `DataFormat` enum to contain the correct formats based on the channel types in section 3.10.2 of https://github.khronos.org/KTX-Specification/ (search for "Basis Universal UASTC Format")
- Correctly map from the sample information channel type to `DataFormat`
- Correctly configure transcoding and the resulting texture format based on the `DataFormat`
---
## Changelog
- Fixed: KTX2 UASTC format handling
# Use Case
Seems generally useful, but specifically motivated by my work on the [`bevy_datasize`](https://github.com/BGR360/bevy_datasize) crate.
For that project, I'm implementing "heap size estimators" for all of the Bevy internal types. To do this accurately for `Mesh`, I need to get the lengths of all of the mesh's attribute vectors.
Currently, in order to accomplish this, I am doing the following:
* Checking all of the attributes that are mentioned in the `Mesh` class ([see here](0531ec2d02/src/builtins/render/mesh.rs (L46-L54)))
* Providing the user with an option to configure additional attributes to check ([see here](0531ec2d02/src/config.rs (L7-L21)))
This is both overly complicated and a bit wasteful (since I have to check every attribute name that I know about in case there are attributes set for it).
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Working with a large number of entities with `Aabbs`, rendered with an instanced shader, I found the bottleneck became the frustum culling system. The goal of this PR is to significantly improve culling performance without any major changes. We should consider constructing a BVH for more substantial improvements.
## Solution
- Convert the inner entity query to a parallel iterator with `par_for_each_mut` using a batch size of 1,024.
- This outperforms single threaded culling when there are more than 1,000 entities.
- Below this they are approximately equal, with <= 10 microseconds of multithreading overhead.
- Above this, the multithreaded version is significantly faster, scaling linearly with core count.
- In my million-entity-workload, this PR improves my framerate by 200% - 300%.
## log-log of `check_visibility` time vs. entities for single/multithreaded
![image](https://user-images.githubusercontent.com/2632925/163709007-7eab4437-e9f9-4c06-bac0-250073885110.png)
---
## Changelog
Frustum culling is now run with a parallel query. When culling more than a thousand entities, this is faster than the previous method, scaling proportionally with the number of available cores.
# Objective
- Builds on top of #4901
- Separate out PBR lighting, shadows, clustered forward, and utils from `pbr.wgsl` as part of making the PBR code more reusable and extensible.
- See #3969 for details.
## Solution
- Add `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
---
## Changelog
- Added: `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
# Objective
- Add reusable shader functions for transforming positions / normals / tangents between local and world / clip space for 2D and 3D so that they are done in a simple and correct way
- The next step in #3969 so check there for more details.
## Solution
- Add `bevy_pbr::mesh_functions` and `bevy_sprite::mesh2d_functions` shader imports
- These contain `mesh_` and `mesh2d_` versions of the following functions:
- `mesh_position_local_to_world`
- `mesh_position_world_to_clip`
- `mesh_position_local_to_clip`
- `mesh_normal_local_to_world`
- `mesh_tangent_local_to_world`
- Use them everywhere where it is appropriate
- Notably not in the sprite and UI shaders where `mesh2d_position_world_to_clip` could have been used, but including all the functions depends on the mesh binding so I chose to not use the function there
- NOTE: The `mesh_` and `mesh2d_` functions are currently identical. However, if I had defined only `bevy_pbr::mesh_functions` and used that in bevy_sprite, then bevy_sprite would have a runtime dependency on bevy_pbr, which seems undesirable. I also expect that when we have a proper 2D rendering API, these functions will diverge between 2D and 3D.
---
## Changelog
- Added: `bevy_pbr::mesh_functions` and `bevy_sprite::mesh2d_functions` shader imports containing `mesh_` and `mesh2d_` versions of the following functions:
- `mesh_position_local_to_world`
- `mesh_position_world_to_clip`
- `mesh_position_local_to_clip`
- `mesh_normal_local_to_world`
- `mesh_tangent_local_to_world`
## Migration Guide
- The `skin_tangents` function from the `bevy_pbr::skinning` shader import has been replaced with the `mesh_tangent_local_to_world` function from the `bevy_pbr::mesh_functions` shader import
# Objective
- Fix a type inference regression introduced by #3001
- Make read only bounds on world queries more user friendly
ptrification required you to write `Q::Fetch: ReadOnlyFetch` as `for<'w> QueryFetch<'w, Q>: ReadOnlyFetch` which has the same type inference problem as `for<'w> QueryFetch<'w, Q>: FilterFetch<'w>` had, i.e. the following code would error:
```rust
#[derive(Component)]
struct Foo;
fn bar(a: Query<(&Foo, Without<Foo>)>) {
foo(a);
}
fn foo<Q: WorldQuery>(a: Query<Q, ()>)
where
for<'w> QueryFetch<'w, Q>: ReadOnlyFetch,
{
}
```
`for<..>` bounds are also rather user unfriendly..
## Solution
Remove the `ReadOnlyFetch` trait in favour of a `ReadOnlyWorldQuery` trait, and remove `WorldQueryGats::ReadOnlyFetch` in favor of `WorldQuery::ReadOnly` allowing the previous code snippet to be written as:
```rust
#[derive(Component)]
struct Foo;
fn bar(a: Query<(&Foo, Without<Foo>)>) {
foo(a);
}
fn foo<Q: ReadOnlyWorldQuery>(a: Query<Q, ()>) {}
```
This avoids the `for<...>` bound which makes the code simpler and also fixes the type inference issue.
The reason for moving the two functions out of `FetchState` and into `WorldQuery` is to allow the world query `&mut T` to share a `State` with the `&T` world query so that it can have `type ReadOnly = &T`. Presumably it would be possible to instead have a `ReadOnlyRefMut<T>` world query and then do `type ReadOnly = ReadOnlyRefMut<T>` much like how (before this PR) we had a `ReadOnlyWriteFetch<T>`. A side benefit of the current solution in this PR is that it will likely make it easier in the future to support an API such as `Query<&mut T> -> Query<&T>`. The primary benefit IMO is just that `ReadOnlyRefMut<T>` and its associated fetch would have to reimplement all of the logic that the `&T` world query impl does but this solution avoids that :)
---
## Changelog/Migration Guide
The trait `ReadOnlyFetch` has been replaced with `ReadOnlyWorldQuery` along with the `WorldQueryGats::ReadOnlyFetch` assoc type which has been replaced with `<WorldQuery::ReadOnly as WorldQueryGats>::Fetch`
- Any where clauses such as `QueryFetch<Q>: ReadOnlyFetch` should be replaced with `Q: ReadOnlyWorldQuery`.
- Any custom world query impls should implement `ReadOnlyWorldQuery` insead of `ReadOnlyFetch`
Functions `update_component_access` and `update_archetype_component_access` have been moved from the `FetchState` trait to `WorldQuery`
- Any callers should now call `Q::update_component_access(state` instead of `state.update_component_access` (and `update_archetype_component_access` respectively)
- Any custom world query impls should move the functions from the `FetchState` impl to `WorldQuery` impl
`WorldQuery` has been made an `unsafe trait`, `FetchState` has been made a safe `trait`. (I think this is how it should have always been, but regardless this is _definitely_ necessary now that the two functions have been moved to `WorldQuery`)
- If you have a custom `FetchState` impl make it a normal `impl` instead of `unsafe impl`
- If you have a custom `WorldQuery` impl make it an `unsafe impl`, if your code was sound before it is going to still be sound
This upgrade should bring some significant performance improvements to
instrumentation. These are mostly achieved by disabling features (by
default) that are likely not widely used by default – collection of
callstacks and support for fibers that wasn't used for anything in
particular yet. For callstack collection it might be worthwhile to
provide a mechanism to enable this at runtime by calling
`TracyLayer::with_stackdepth`.
These should bring the cost of a single span down from 30+µs per span to
a more reasonable 1.5µs or so and down to the ns scale for events (on my
1st gen Ryzen machine, anyway.) There is still a fair amount of overhead
over plain tracy_client instrumentation in formatting and such, but
dealing with it requires significant effort and this is a
straightforward improvement to have for the time being.
Co-authored-by: Simonas Kazlauskas <git@kazlauskas.me>
# Objective
- Fixes#4271
## Solution
- Check for a pending transition in addition to a scheduled operation.
- I don't see a valid reason for updating the state unless both `scheduled` and `transition` are empty.
# Objective
Overflow::Hidden doesn't work correctly with scale_factor_override.
If you run the Bevy UI example with scale_factor_override 3 you'll see half clipped text around the edges of the scrolling listbox.
The problem seems to be that the corners of the node are transformed before the amount of clipping required is calculated. But then that transformed clip is compared to the original untransformed size of the node rect to see if it should be culled or not. With a higher scale factor the relative size of the untransformed node rect is going to be really big, so the overflow isn't culled.
# Solution
Multiply the size of the node rect by extracted_uinode.transform before the cull test.
# Objective
Fix#4958
There was 4 issues:
- this is not true in WASM and on macOS: f28b921209/examples/3d/split_screen.rs (L90)
- ~~I made sure the system was running at least once~~
- I'm sending the event on window creation
- in webgl, setting a viewport has impacts on other render passes
- only in webgl and when there is a custom viewport, I added a render pass without a custom viewport
- shaderdef NO_ARRAY_TEXTURES_SUPPORT was not used by the 2d pipeline
- webgl feature was used but not declared in bevy_sprite, I added it to the Cargo.toml
- shaderdef NO_STORAGE_BUFFERS_SUPPORT was not used by the 2d pipeline
- I added it based on the BufferBindingType
The last commit changes the two last fixes to add the shaderdefs in the shader cache directly instead of needing to do it in each pipeline
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Closes#4464
## Solution
- Specify default mag and min filter types for `Image` instead of using `wgpu`'s defaults.
---
## Changelog
### Changed
- Default `Image` filtering changed from `Nearest` to `Linear`.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
> Resolves#4504
It can be helpful to have access to type information without requiring an instance of that type. Especially for `Reflect`, a lot of the gathered type information is known at compile-time and should not necessarily require an instance.
## Solution
Created a dedicated `TypeInfo` enum to store static type information. All types that derive `Reflect` now also implement the newly created `Typed` trait:
```rust
pub trait Typed: Reflect {
fn type_info() -> &'static TypeInfo;
}
```
> Note: This trait was made separate from `Reflect` due to `Sized` restrictions.
If you only have access to a `dyn Reflect`, just call `.get_type_info()` on it. This new trait method on `Reflect` should return the same value as if you had called it statically.
If all you have is a `TypeId` or type name, you can get the `TypeInfo` directly from the registry using the `TypeRegistry::get_type_info` method (assuming it was registered).
### Usage
Below is an example of working with `TypeInfo`. As you can see, we don't have to generate an instance of `MyTupleStruct` in order to get this information.
```rust
#[derive(Reflect)]
struct MyTupleStruct(usize, i32, MyStruct);
let info = MyTupleStruct::type_info();
if let TypeInfo::TupleStruct(info) = info {
assert!(info.is::<MyTupleStruct>());
assert_eq!(std::any::type_name::<MyTupleStruct>(), info.type_name());
assert!(info.field_at(1).unwrap().is::<i32>());
} else {
panic!("Expected `TypeInfo::TupleStruct`");
}
```
### Manual Implementations
It's not recommended to manually implement `Typed` yourself, but if you must, you can use the `TypeInfoCell` to automatically create and manage the static `TypeInfo`s for you (which is very helpful for blanket/generic impls):
```rust
use bevy_reflect::{Reflect, TupleStructInfo, TypeInfo, UnnamedField};
use bevy_reflect::utility::TypeInfoCell;
struct Foo<T: Reflect>(T);
impl<T: Reflect> Typed for Foo<T> {
fn type_info() -> &'static TypeInfo {
static CELL: TypeInfoCell = TypeInfoCell::generic();
CELL.get_or_insert::<Self, _>(|| {
let fields = [UnnamedField:🆕:<T>()];
let info = TupleStructInfo:🆕:<Self>(&fields);
TypeInfo::TupleStruct(info)
})
}
}
```
## Benefits
One major benefit is that this opens the door to other serialization methods. Since we can get all the type info at compile time, we can know how to properly deserialize something like:
```rust
#[derive(Reflect)]
struct MyType {
foo: usize,
bar: Vec<String>
}
// RON to be deserialized:
(
type: "my_crate::MyType", // <- We now know how to deserialize the rest of this object
value: {
// "foo" is a value type matching "usize"
"foo": 123,
// "bar" is a list type matching "Vec<String>" with item type "String"
"bar": ["a", "b", "c"]
}
)
```
Not only is this more compact, but it has better compatibility (we can change the type of `"foo"` to `i32` without having to update our serialized data).
Of course, serialization/deserialization strategies like this may need to be discussed and fully considered before possibly making a change. However, we will be better equipped to do that now that we can access type information right from the registry.
## Discussion
Some items to discuss:
1. Duplication. There's a bit of overlap with the existing traits/structs since they require an instance of the type while the type info structs do not (for example, `Struct::field_at(&self, index: usize)` and `StructInfo::field_at(&self, index: usize)`, though only `StructInfo` is accessible without an instance object). Is this okay, or do we want to handle it in another way?
2. Should `TypeInfo::Dynamic` be removed? Since the dynamic types don't have type information available at runtime, we could consider them `TypeInfo::Value`s (or just even just `TypeInfo::Struct`). The intention with `TypeInfo::Dynamic` was to keep the distinction from these dynamic types and actual structs/values since users might incorrectly believe the methods of the dynamic type's info struct would map to some contained data (which isn't possible statically).
4. General usefulness of this change, including missing/unnecessary parts.
5. Possible changes to the scene format? (One possible issue with changing it like in the example above might be that we'd have to be careful when handling generic or trait object types.)
## Compile Tests
I ran a few tests to compare compile times (as suggested [here](https://github.com/bevyengine/bevy/pull/4042#discussion_r876408143)). I toggled `Reflect` and `FromReflect` derive macros using `cfg_attr` for both this PR (aa5178e773) and main (c309acd432).
<details>
<summary>See More</summary>
The test project included 250 of the following structs (as well as a few other structs):
```rust
#[derive(Default)]
#[cfg_attr(feature = "reflect", derive(Reflect))]
#[cfg_attr(feature = "from_reflect", derive(FromReflect))]
pub struct Big001 {
inventory: Inventory,
foo: usize,
bar: String,
baz: ItemDescriptor,
items: [Item; 20],
hello: Option<String>,
world: HashMap<i32, String>,
okay: (isize, usize, /* wesize */),
nope: ((String, String), (f32, f32)),
blah: Cow<'static, str>,
}
```
> I don't know if the compiler can optimize all these duplicate structs away, but I think it's fine either way. We're comparing times, not finding the absolute worst-case time.
I only ran each build 3 times using `cargo build --timings` (thank you @devil-ira), each of which were preceeded by a `cargo clean --package bevy_reflect_compile_test`.
Here are the times I got:
| Test | Test 1 | Test 2 | Test 3 | Average |
| -------------------------------- | ------ | ------ | ------ | ------- |
| Main | 1.7s | 3.1s | 1.9s | 2.33s |
| Main + `Reflect` | 8.3s | 8.6s | 8.1s | 8.33s |
| Main + `Reflect` + `FromReflect` | 11.6s | 11.8s | 13.8s | 12.4s |
| PR | 3.5s | 1.8s | 1.9s | 2.4s |
| PR + `Reflect` | 9.2s | 8.8s | 9.3s | 9.1s |
| PR + `Reflect` + `FromReflect` | 12.9s | 12.3s | 12.5s | 12.56s |
</details>
---
## Future Work
Even though everything could probably be made `const`, we unfortunately can't. This is because `TypeId::of::<T>()` is not yet `const` (see https://github.com/rust-lang/rust/issues/77125). When it does get stabilized, it would probably be worth coming back and making things `const`.
Co-authored-by: MrGVSV <49806985+MrGVSV@users.noreply.github.com>
# Objective
- Spawning a scene is handled as a special case with a command `spawn_scene` that takes an handle but doesn't let you specify anything else. This is the only handle that works that way.
- Workaround for this have been to add the `spawn_scene` on `ChildBuilder` to be able to specify transform of parent, or to make the `SceneSpawner` available to be able to select entities from a scene by their instance id
## Solution
Add a bundle
```rust
pub struct SceneBundle {
pub scene: Handle<Scene>,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub instance_id: Option<InstanceId>,
}
```
and instead of
```rust
commands.spawn_scene(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"));
```
you can do
```rust
commands.spawn_bundle(SceneBundle {
scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
..Default::default()
});
```
The scene will be spawned as a child of the entity with the `SceneBundle`
~I would like to remove the command `spawn_scene` in favor of this bundle but didn't do it yet to get feedback first~
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Following #4855, `Column` is just a parallel `BlobVec`/`Vec<UnsafeCell<ComponentTicks>>` pair, which is identical to the dense and ticks vecs in `ComponentSparseSet`, which has some code duplication with `Column`.
## Solution
Replace dense and ticks in `ComponentSparseSet` with a `Column`.
# Objective
Most of our `Iterator` impls satisfy the requirements of `std::iter::FusedIterator`, which has internal specialization that optimizes `Interator::fuse`. The std lib iterator combinators do have a few that rely on `fuse`, so this could optimize those use cases. I don't think we're using any of them in the engine itself, but beyond a light increase in compile time, it doesn't hurt to implement the trait.
## Solution
Implement the trait for all eligible iterators in first party crates. Also add a missing `ExactSizeIterator` on an iterator that could use it.
Right now, a direct reference to the target TaskPool is required to launch tasks on the pools, despite the three newtyped pools (AsyncComputeTaskPool, ComputeTaskPool, and IoTaskPool) effectively acting as global instances. The need to pass a TaskPool reference adds notable friction to spawning subtasks within existing tasks. Possible use cases for this may include chaining tasks within the same pool like spawning separate send/receive I/O tasks after waiting on a network connection to be established, or allowing cross-pool dependent tasks like starting dependent multi-frame computations following a long I/O load.
Other task execution runtimes provide static access to spawning tasks (i.e. `tokio::spawn`), which is notably easier to use than the reference passing required by `bevy_tasks` right now.
This PR makes does the following:
* Adds `*TaskPool::init` which initializes a `OnceCell`'ed with a provided TaskPool. Failing if the pool has already been initialized.
* Adds `*TaskPool::get` which fetches the initialized global pool of the respective type or panics. This generally should not be an issue in normal Bevy use, as the pools are initialized before they are accessed.
* Updated default task pool initialization to either pull the global handles and save them as resources, or if they are already initialized, pull the a cloned global handle as the resource.
This should make it notably easier to build more complex task hierarchies for dependent tasks. It should also make writing bevy-adjacent, but not strictly bevy-only plugin crates easier, as the global pools ensure it's all running on the same threads.
One alternative considered is keeping a thread-local reference to the pool for all threads in each pool to enable the same `tokio::spawn` interface. This would spawn tasks on the same pool that a task is currently running in. However this potentially leads to potential footgun situations where long running blocking tasks run on `ComputeTaskPool`.
# Objective
Users should be able to configure depth load operations on cameras. Currently every camera clears depth when it is rendered. But sometimes later passes need to rely on depth from previous passes.
## Solution
This adds the `Camera3d::depth_load_op` field with a new `Camera3dDepthLoadOp` value. This is a custom type because Camera3d uses "reverse-z depth" and this helps us record and document that in a discoverable way. It also gives us more control over reflection + other trait impls, whereas `LoadOp` is owned by the `wgpu` crate.
```rust
commands.spawn_bundle(Camera3dBundle {
camera_3d: Camera3d {
depth_load_op: Camera3dDepthLoadOp::Load,
..default()
},
..default()
});
```
### two_passes example with the "second pass" camera configured to the default (clear depth to 0.0)
![image](https://user-images.githubusercontent.com/2694663/171743172-46d4fdd5-5090-46ea-abe4-1fbc519f6ee8.png)
### two_passes example with the "second pass" camera configured to "load" the depth
![image](https://user-images.githubusercontent.com/2694663/171743323-74dd9a1d-9c25-4883-98dd-38ca0bed8c17.png)
---
## Changelog
### Added
* `Camera3d` now has a `depth_load_op` field, which can configure the Camera's main 3d pass depth loading behavior.
While working on a refactor of `bevy_mod_picking` to include viewport-awareness, I found myself writing these functions to test if a cursor coordinate was inside the camera's rendered area.
# Objective
- Simplify conversion from physical to logical pixels
- Add methods that returns the dimensions of the viewport as a min-max rect
---
## Changelog
- Added `Camera::to_logical`
- Added `Camera::physical_viewport_rect`
- Added `Camera::logical_viewport_rect`
# Objective
- Run examples in WASM in CI
- Fix#4817
## Solution
- on feature `bevy_ci_testing`
- add an extra log message before exiting
- when building for wasm, read CI config file at compile time
- add a simple [playwright](https://playwright.dev) test script that opens the browser then waits for the success log, and takes a screenshot
- add a CI job that runs the playwright test for Chromium and Firefox on one example (lighting) and save the screenshots
- Firefox screenshot is good (with some clusters visible)
- Chromium screenshot is gray, I don't know why but it's logging `GPU stall due to ReadPixels`
- Webkit is not enabled for now, to revisit once https://bugs.webkit.org/show_bug.cgi?id=234926 is fixed or worked around
- the CI job only runs on bors validation
example run: https://github.com/mockersf/bevy/actions/runs/2361673465. The screenshots can be downloaded
# Objective
- fix#4946
- fix running 3d in wasm
## Solution
- since #4867, the imports are splitter differently, and this shader def was not always set correctly depending on the shader used
- add it when needed
# Objective
Improve querying ergonomics around collections and iterators of entities.
Example how queries over Children might be done currently.
```rust
fn system(foo_query: Query<(&Foo, &Children)>, bar_query: Query<(&Bar, &Children)>) {
for (foo, children) in &foo_query {
for child in children.iter() {
if let Ok((bar, children)) = bar_query.get(*child) {
for child in children.iter() {
if let Ok((foo, children)) = foo_query.get(*child) {
// D:
}
}
}
}
}
}
```
Answers #4868
Partially addresses #4864Fixes#1470
## Solution
Based on the great work by @deontologician in #2563
Added `iter_many` and `many_for_each_mut` to `Query`.
These take a list of entities (Anything that implements `IntoIterator<Item: Borrow<Entity>>`).
`iter_many` returns a `QueryManyIter` iterator over immutable results of a query (mutable data will be cast to an immutable form).
`many_for_each_mut` calls a closure for every result of the query, ensuring not aliased mutability.
This iterator goes over the list of entities in order and returns the result from the query for it. Skipping over any entities that don't match the query.
Also added `unsafe fn iter_many_unsafe`.
### Examples
```rust
#[derive(Component)]
struct Counter {
value: i32
}
#[derive(Component)]
struct Friends {
list: Vec<Entity>,
}
fn system(
friends_query: Query<&Friends>,
mut counter_query: Query<&mut Counter>,
) {
for friends in &friends_query {
for counter in counter_query.iter_many(&friends.list) {
println!("Friend's counter: {:?}", counter.value);
}
counter_query.many_for_each_mut(&friends.list, |mut counter| {
counter.value += 1;
println!("Friend's counter: {:?}", counter.value);
});
}
}
```
Here's how example in the Objective section can be written with this PR.
```rust
fn system(foo_query: Query<(&Foo, &Children)>, bar_query: Query<(&Bar, &Children)>) {
for (foo, children) in &foo_query {
for (bar, children) in bar_query.iter_many(children) {
for (foo, children) in foo_query.iter_many(children) {
// :D
}
}
}
}
```
## Additional changes
Implemented `IntoIterator` for `&Children` because why not.
## Todo
- Bikeshed!
Co-authored-by: deontologician <deontologician@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
Currently, providing the wrong number of inputs to a render graph node triggers this assertion:
```
thread 'main' panicked at 'assertion failed: `(left == right)`
left: `1`,
right: `2`', /[redacted]/bevy/crates/bevy_render/src/renderer/graph_runner.rs:164:13
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```
This does not provide the user any context.
## Solution
Add a new `RenderGraphRunnerError` variant to handle this case. The new message looks like this:
```
ERROR bevy_render::renderer: Error running render graph:
ERROR bevy_render::renderer: > node (name: 'Some("outline_pass")') has 2 input slots, but was provided 1 values
```
---
## Changelog
### Changed
`RenderGraphRunnerError` now has a new variant, `MismatchedInputCount`.
## Migration Guide
Exhaustive matches on `RenderGraphRunnerError` will need to add a branch to handle the new `MismatchedInputCount` variant.
# Objective
While playing with the code, I found some problems in the recently merged version-bumping workflow:
- Most importantly, now that we are using `0.8.0-dev` in development, the workflow will try to bump it to `0.9.0` 😭
- The crate filter is outdated now that we have more crates in `tools`.
- We are using `bevy@users.noreply.github.com`, but according to [Github help](https://docs.github.com/en/account-and-profile/setting-up-and-managing-your-personal-account-on-github/managing-email-preferences/setting-your-commit-email-address#about-commit-email-addresses), that email address means "old no-reply email format for the user `bevy`". It is currently not associated with any account, but I feel this is still not appropriate here.
## Solution
- Create a new workflow, `Post-release version bump`, that should be run after a release and bumps version from `0.X.0` to `0.X+1.0-dev`. Unfortunately, cargo-release doesn't have a builtin way to do this, so we need to parse and increment the version manually.
- Add the new crates in `tools` to exclusion list. Also removes the dependency version specifier from `bevy_ecs_compile_fail_tests`. It is not in the workspace so the dependency version will not get automatically updated by cargo-release.
- Change the author email to `41898282+github-actions[bot]@users.noreply.github.com`. According to the discussion [here](https://github.com/actions/checkout/issues/13#issuecomment-724415212) and [here](https://github.community/t/github-actions-bot-email-address/17204/6), this is the email address associated with the github-actions bot account.
- Also add the workflows to our release checklist.
See infmagic2047#5 and infmagic2047#6 for examples of release and post-release PRs.
(follow-up to #4423)
# Objective
Currently, it isn't possible to easily fire commands from within par_for_each blocks. This PR allows for issuing commands from within parallel scopes.
# Objective
Users should be able to render cameras to specific areas of a render target, which enables scenarios like split screen, minimaps, etc.
Builds on the new Camera Driven Rendering added here: #4745Fixes: #202
Alternative to #1389 and #3626 (which are incompatible with the new Camera Driven Rendering)
## Solution
![image](https://user-images.githubusercontent.com/2694663/171560044-f0694f67-0cd9-4598-83e2-a9658c4fed57.png)
Cameras can now configure an optional "viewport", which defines a rectangle within their render target to draw to. If a `Viewport` is defined, the camera's `CameraProjection`, `View`, and visibility calculations will use the viewport configuration instead of the full render target.
```rust
// This camera will render to the first half of the primary window (on the left side).
commands.spawn_bundle(Camera3dBundle {
camera: Camera {
viewport: Some(Viewport {
physical_position: UVec2::new(0, 0),
physical_size: UVec2::new(window.physical_width() / 2, window.physical_height()),
depth: 0.0..1.0,
}),
..default()
},
..default()
});
```
To account for this, the `Camera` component has received a few adjustments:
* `Camera` now has some new getter functions:
* `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, `projection_matrix`
* All computed camera values are now private and live on the `ComputedCameraValues` field (logical/physical width/height, the projection matrix). They are now exposed on `Camera` via getters/setters This wasn't _needed_ for viewports, but it was long overdue.
---
## Changelog
### Added
* `Camera` components now have a `viewport` field, which can be set to draw to a portion of a render target instead of the full target.
* `Camera` component has some new functions: `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, and `projection_matrix`
* Added a new split_screen example illustrating how to render two cameras to the same scene
## Migration Guide
`Camera::projection_matrix` is no longer a public field. Use the new `Camera::projection_matrix()` method instead:
```rust
// Bevy 0.7
let projection = camera.projection_matrix;
// Bevy 0.8
let projection = camera.projection_matrix();
```
# Objective
- Upgrading ndk-glue (our Android interop layer) desynchronized us from winit
- This further broke Android builds, see #4905 (oops...)
- Reverting to 0.5 should help with this, until the new `winit` version releases
- Fixes#4774 and closes#4529
# Objective
At the moment all extra capabilities are disabled when validating shaders with naga:
c7c08f95cb/crates/bevy_render/src/render_resource/shader.rs (L146-L149)
This means these features can't be used even if the corresponding wgpu features are active.
## Solution
With these changes capabilities are now set corresponding to `RenderDevice::features`.
---
I have validated these changes for push constants with a project I am currently working on. Though bevy does not support creating pipelines with push constants yet, so I was only able to see that shaders are validated and compiled as expected.
# Objective
- Users of bevy_reflect probably always want primitive types registered.
## Solution
- Register them by default.
---
This is a minor incremental change along the path of [removing catch-all functionality from bevy_core](https://github.com/bevyengine/bevy/issues/2931).
This adds "high level camera driven rendering" to Bevy. The goal is to give users more control over what gets rendered (and where) without needing to deal with render logic. This will make scenarios like "render to texture", "multiple windows", "split screen", "2d on 3d", "3d on 2d", "pass layering", and more significantly easier.
Here is an [example of a 2d render sandwiched between two 3d renders (each from a different perspective)](https://gist.github.com/cart/4fe56874b2e53bc5594a182fc76f4915):
![image](https://user-images.githubusercontent.com/2694663/168411086-af13dec8-0093-4a84-bdd4-d4362d850ffa.png)
Users can now spawn a camera, point it at a RenderTarget (a texture or a window), and it will "just work".
Rendering to a second window is as simple as spawning a second camera and assigning it to a specific window id:
```rust
// main camera (main window)
commands.spawn_bundle(Camera2dBundle::default());
// second camera (other window)
commands.spawn_bundle(Camera2dBundle {
camera: Camera {
target: RenderTarget::Window(window_id),
..default()
},
..default()
});
```
Rendering to a texture is as simple as pointing the camera at a texture:
```rust
commands.spawn_bundle(Camera2dBundle {
camera: Camera {
target: RenderTarget::Texture(image_handle),
..default()
},
..default()
});
```
Cameras now have a "render priority", which controls the order they are drawn in. If you want to use a camera's output texture as a texture in the main pass, just set the priority to a number lower than the main pass camera (which defaults to `0`).
```rust
// main pass camera with a default priority of 0
commands.spawn_bundle(Camera2dBundle::default());
commands.spawn_bundle(Camera2dBundle {
camera: Camera {
target: RenderTarget::Texture(image_handle.clone()),
priority: -1,
..default()
},
..default()
});
commands.spawn_bundle(SpriteBundle {
texture: image_handle,
..default()
})
```
Priority can also be used to layer to cameras on top of each other for the same RenderTarget. This is what "2d on top of 3d" looks like in the new system:
```rust
commands.spawn_bundle(Camera3dBundle::default());
commands.spawn_bundle(Camera2dBundle {
camera: Camera {
// this will render 2d entities "on top" of the default 3d camera's render
priority: 1,
..default()
},
..default()
});
```
There is no longer the concept of a global "active camera". Resources like `ActiveCamera<Camera2d>` and `ActiveCamera<Camera3d>` have been replaced with the camera-specific `Camera::is_active` field. This does put the onus on users to manage which cameras should be active.
Cameras are now assigned a single render graph as an "entry point", which is configured on each camera entity using the new `CameraRenderGraph` component. The old `PerspectiveCameraBundle` and `OrthographicCameraBundle` (generic on camera marker components like Camera2d and Camera3d) have been replaced by `Camera3dBundle` and `Camera2dBundle`, which set 3d and 2d default values for the `CameraRenderGraph` and projections.
```rust
// old 3d perspective camera
commands.spawn_bundle(PerspectiveCameraBundle::default())
// new 3d perspective camera
commands.spawn_bundle(Camera3dBundle::default())
```
```rust
// old 2d orthographic camera
commands.spawn_bundle(OrthographicCameraBundle::new_2d())
// new 2d orthographic camera
commands.spawn_bundle(Camera2dBundle::default())
```
```rust
// old 3d orthographic camera
commands.spawn_bundle(OrthographicCameraBundle::new_3d())
// new 3d orthographic camera
commands.spawn_bundle(Camera3dBundle {
projection: OrthographicProjection {
scale: 3.0,
scaling_mode: ScalingMode::FixedVertical,
..default()
}.into(),
..default()
})
```
Note that `Camera3dBundle` now uses a new `Projection` enum instead of hard coding the projection into the type. There are a number of motivators for this change: the render graph is now a part of the bundle, the way "generic bundles" work in the rust type system prevents nice `..default()` syntax, and changing projections at runtime is much easier with an enum (ex for editor scenarios). I'm open to discussing this choice, but I'm relatively certain we will all come to the same conclusion here. Camera2dBundle and Camera3dBundle are much clearer than being generic on marker components / using non-default constructors.
If you want to run a custom render graph on a camera, just set the `CameraRenderGraph` component:
```rust
commands.spawn_bundle(Camera3dBundle {
camera_render_graph: CameraRenderGraph::new(some_render_graph_name),
..default()
})
```
Just note that if the graph requires data from specific components to work (such as `Camera3d` config, which is provided in the `Camera3dBundle`), make sure the relevant components have been added.
Speaking of using components to configure graphs / passes, there are a number of new configuration options:
```rust
commands.spawn_bundle(Camera3dBundle {
camera_3d: Camera3d {
// overrides the default global clear color
clear_color: ClearColorConfig::Custom(Color::RED),
..default()
},
..default()
})
commands.spawn_bundle(Camera3dBundle {
camera_3d: Camera3d {
// disables clearing
clear_color: ClearColorConfig::None,
..default()
},
..default()
})
```
Expect to see more of the "graph configuration Components on Cameras" pattern in the future.
By popular demand, UI no longer requires a dedicated camera. `UiCameraBundle` has been removed. `Camera2dBundle` and `Camera3dBundle` now both default to rendering UI as part of their own render graphs. To disable UI rendering for a camera, disable it using the CameraUi component:
```rust
commands
.spawn_bundle(Camera3dBundle::default())
.insert(CameraUi {
is_enabled: false,
..default()
})
```
## Other Changes
* The separate clear pass has been removed. We should revisit this for things like sky rendering, but I think this PR should "keep it simple" until we're ready to properly support that (for code complexity and performance reasons). We can come up with the right design for a modular clear pass in a followup pr.
* I reorganized bevy_core_pipeline into Core2dPlugin and Core3dPlugin (and core_2d / core_3d modules). Everything is pretty much the same as before, just logically separate. I've moved relevant types (like Camera2d, Camera3d, Camera3dBundle, Camera2dBundle) into their relevant modules, which is what motivated this reorganization.
* I adapted the `scene_viewer` example (which relied on the ActiveCameras behavior) to the new system. I also refactored bits and pieces to be a bit simpler.
* All of the examples have been ported to the new camera approach. `render_to_texture` and `multiple_windows` are now _much_ simpler. I removed `two_passes` because it is less relevant with the new approach. If someone wants to add a new "layered custom pass with CameraRenderGraph" example, that might fill a similar niche. But I don't feel much pressure to add that in this pr.
* Cameras now have `target_logical_size` and `target_physical_size` fields, which makes finding the size of a camera's render target _much_ simpler. As a result, the `Assets<Image>` and `Windows` parameters were removed from `Camera::world_to_screen`, making that operation much more ergonomic.
* Render order ambiguities between cameras with the same target and the same priority now produce a warning. This accomplishes two goals:
1. Now that there is no "global" active camera, by default spawning two cameras will result in two renders (one covering the other). This would be a silent performance killer that would be hard to detect after the fact. By detecting ambiguities, we can provide a helpful warning when this occurs.
2. Render order ambiguities could result in unexpected / unpredictable render results. Resolving them makes sense.
## Follow Up Work
* Per-Camera viewports, which will make it possible to render to a smaller area inside of a RenderTarget (great for something like splitscreen)
* Camera-specific MSAA config (should use the same "overriding" pattern used for ClearColor)
* Graph Based Camera Ordering: priorities are simple, but they make complicated ordering constraints harder to express. We should consider adopting a "graph based" camera ordering model with "before" and "after" relationships to other cameras (or build it "on top" of the priority system).
* Consider allowing graphs to run subgraphs from any nest level (aka a global namespace for graphs). Right now the 2d and 3d graphs each need their own UI subgraph, which feels "fine" in the short term. But being able to share subgraphs between other subgraphs seems valuable.
* Consider splitting `bevy_core_pipeline` into `bevy_core_2d` and `bevy_core_3d` packages. Theres a shared "clear color" dependency here, which would need a new home.
# Objective
- Bevy currently panics when displaying text with a *very* big font size (with font size greater than 400, the glyph would have a width or height greater than 512)
```
thread 'main' panicked at 'Fatal error when processing text: failed to add glyph to newly-created atlas GlyphId(514).', crates/bevy_ui/src/widget/text.rs:118:21
```
## Solution
- Create font atlas that scales up with the size of the glyphs
# Objective
- Split PBR and 2D mesh shaders into types and bindings to prepare the shaders to be more reusable.
- See #3969 for details. I'm doing this in multiple steps to make review easier.
---
## Changelog
- Changed: 2D and PBR mesh shaders are now split into types and bindings, the following shader imports are available: `bevy_pbr::mesh_view_types`, `bevy_pbr::mesh_view_bindings`, `bevy_pbr::mesh_types`, `bevy_pbr::mesh_bindings`, `bevy_sprite::mesh2d_view_types`, `bevy_sprite::mesh2d_view_bindings`, `bevy_sprite::mesh2d_types`, `bevy_sprite::mesh2d_bindings`
## Migration Guide
- In shaders for 3D meshes:
- `#import bevy_pbr::mesh_view_bind_group` -> `#import bevy_pbr::mesh_view_bindings`
- `#import bevy_pbr::mesh_struct` -> `#import bevy_pbr::mesh_types`
- NOTE: If you are using the mesh bind group at bind group index 2, you can remove those binding statements in your shader and just use `#import bevy_pbr::mesh_bindings` which itself imports the mesh types needed for the bindings.
- In shaders for 2D meshes:
- `#import bevy_sprite::mesh2d_view_bind_group` -> `#import bevy_sprite::mesh2d_view_bindings`
- `#import bevy_sprite::mesh2d_struct` -> `#import bevy_sprite::mesh2d_types`
- NOTE: If you are using the mesh2d bind group at bind group index 2, you can remove those binding statements in your shader and just use `#import bevy_sprite::mesh2d_bindings` which itself imports the mesh2d types needed for the bindings.
# Objective
Models can be produced that do not have vertex tangents but do have normal map textures. The tangents can be generated. There is a way that the vertex tangents can be generated to be exactly invertible to avoid introducing error when recreating the normals in the fragment shader.
## Solution
- After attempts to get https://github.com/gltf-rs/mikktspace to integrate simple glam changes and version bumps, and releases of that crate taking weeks / not being made (no offense intended to the authors/maintainers, bevy just has its own timelines and needs to take care of) it was decided to fork that repository. The following steps were taken:
- mikktspace was forked to https://github.com/bevyengine/mikktspace in order to preserve the repository's history in case the original is ever taken down
- The README in that repo was edited to add a note stating from where the repository was forked and explaining why
- The repo was locked for changes as its only purpose is historical
- The repo was integrated into the bevy repo using `git subtree add --prefix crates/bevy_mikktspace git@github.com:bevyengine/mikktspace.git master`
- In `bevy_mikktspace`:
- The travis configuration was removed
- `cargo fmt` was run
- The `Cargo.toml` was conformed to bevy's (just adding bevy to the keywords, changing the homepage and repository, changing the version to 0.7.0-dev - importantly the license is exactly the same)
- Remove the features, remove `nalgebra` entirely, only use `glam`, suppress clippy.
- This was necessary because our CI runs clippy with `--all-features` and the `nalgebra` and `glam` features are mutually exclusive, plus I don't want to modify this highly numerically-sensitive code just to appease clippy and diverge even more from upstream.
- Rebase https://github.com/bevyengine/bevy/pull/1795
- @jakobhellermann said it was fine to copy and paste but it ended up being almost exactly the same with just a couple of adjustments when validating correctness so I decided to actually rebase it and then build on top of it.
- Use the exact same fragment shader code to ensure correct normal mapping.
- Tested with both https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/NormalTangentMirrorTest which has vertex tangents and https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/NormalTangentTest which requires vertex tangent generation
Co-authored-by: alteous <alteous@outlook.com>
Adds ability to specify scaling factor for `WindowSize`, size of the fixed axis for `FixedVertical` and `FixedHorizontal` and a new `ScalingMode` that is a mix of `FixedVertical` and `FixedHorizontal`
# The issue
Currently, only available options are to:
* Have one of the axes fixed to value 1
* Have viewport size match the window size
* Manually adjust viewport size
In most of the games these options are not enough and more advanced scaling methods have to be used
## Solution
The solution is to provide additional parameters to current scaling modes, like scaling factor for `WindowSize`. Additionally, a more advanced `Auto` mode is added, which dynamically switches between behaving like `FixedVertical` and `FixedHorizontal` depending on the window's aspect ratio.
Co-authored-by: Daniikk1012 <49123959+Daniikk1012@users.noreply.github.com>
# Objective
allow meshes with equal z-depth to be rendered in a chosen order / avoid z-fighting
## Solution
add a depth_bias to SpecializedMaterial that is added to the mesh depth used for render-ordering.
# Objective
This PR aims to improve the soundness of `CommandQueue`. In particular it aims to:
- make it sound to store commands that contain padding or uninitialized bytes;
- avoid uses of commands after moving them in the queue's buffer (`std::mem::forget` is technically a use of its argument);
- remove useless checks: `self.bytes.as_mut_ptr().is_null()` is always `false` because even `Vec`s that haven't allocated use a dangling pointer. Moreover the same pointer was used to write the command, so it ought to be valid for reads if it was for writes.
## Solution
- To soundly store padding or uninitialized bytes `CommandQueue` was changed to contain a `Vec<MaybeUninit<u8>>` instead of `Vec<u8>`;
- To avoid uses of the command through `std::mem::forget`, `ManuallyDrop` was used.
## Other observations
While writing this PR I noticed that `CommandQueue` doesn't seem to drop the commands that weren't applied. While this is a pretty niche case (you would have to be manually using `CommandQueue`/`std::mem::swap`ping one), I wonder if it should be documented anyway.
# Objective
Don't allocate memory for Component types known at compile-time. Save a bit of memory.
## Solution
Change `ComponentDescriptor::name` from `String` to `Cow<'static, str>` to use the `&'static str` returned by `std::any::type_name`.
# Objective
`debug_assert!` macros must still compile properly in release mode due to how they're implemented. This is causing release builds to fail.
## Solution
Change them to `assert!` macros inside `#[cfg(debug_assertions)]` blocks.
# Objective
`bevy_reflect` as different kinds of reflected types (each with their own trait), `trait Struct: Reflect`, `trait List: Reflect`, `trait Map: Reflect`, ...
Types that don't fit either of those are called reflect value types, they are opaque and can't be deconstructed further.
`bevy_reflect` can serialize `dyn Reflect` values. Any container types (struct, list, map) get deconstructed and their elements serialized separately, which can all happen without serde being involved ever (happens [here](https://github.com/bevyengine/bevy/blob/main/crates/bevy_reflect/src/serde/ser.rs#L50-L85=)).
The only point at which we require types to be serde-serializable is for *value types* (happens [here](https://github.com/bevyengine/bevy/blob/main/crates/bevy_reflect/src/serde/ser.rs#L104=)).
So reflect array serializing is solved, since arrays are container types which don't require serde.
#1213 also introduced added the `serialize` method and `Serialize` impls for `dyn Array` and `DynamicArray` which use their element's `Reflect::serializable` function. This is 1. unnecessary, because it is not used for array serialization, and 2. annoying for removing the `Serialize` bound on container types, because these impls don't have access to the `TypeRegistry`, so we can't move the serialization code there.
# Solution
Remove these impls and `fn serialize`. It's not used and annoying for other changes.
# Objective
Increase compatibility with a fairly common format of padded spritesheets, in which half the padding value occurs before the first sprite box begins. The original behaviour falls out when `Vec2::ZERO` is used for `offset`.
See below unity screenshot for an example of a spritesheet with padding
![Screen Shot 2022-05-24 at 4 11 49 PM](https://user-images.githubusercontent.com/30442265/170123682-287e5733-b69d-452b-b2e6-46d8d29293fb.png)
## Solution
Tiny change to `crates/bevy_sprite/src/texture_atlas.rs`
## Migration Guide
Calls to `TextureAtlas::from_grid_with_padding` should be modified to include a new parameter, which can be set to `Vec2::ZERO` to retain old behaviour.
```rust
from_grid_with_padding(texture, tile_size, columns, rows, padding)
|
V
from_grid_with_padding(texture, tile_size, columns, rows, padding, Vec2::ZERO)
```
Co-authored-by: FraserLee <30442265+FraserLee@users.noreply.github.com>
# Objective
Currently, `FromReflect` makes a couple assumptions:
* Ignored fields must implement `Default`
* Active fields must implement `FromReflect`
* The reflected must be fully populated for active fields (can't use an empty `DynamicStruct`)
However, one or both of these requirements might be unachievable, such as for external types. In these cases, it might be nice to tell `FromReflect` to use a custom default.
## Solution
Added the `#[reflect(default)]` derive helper attribute. This attribute can be applied to any field (ignored or not) and will allow a default value to be specified in place of the regular `from_reflect()` call.
It takes two forms: `#[reflect(default)]` and `#[reflect(default = "some_func")]`. The former specifies that `Default::default()` should be used while the latter specifies that `some_func()` should be used. This is pretty much [how serde does it](https://serde.rs/field-attrs.html#default).
### Example
```rust
#[derive(Reflect, FromReflect)]
struct MyStruct {
// Use `Default::default()`
#[reflect(default)]
foo: String,
// Use `get_bar_default()`
#[reflect(default = "get_bar_default")]
#[reflect(ignore)]
bar: usize,
}
fn get_bar_default() -> usize {
123
}
```
### Active Fields
As an added benefit, this also allows active fields to be completely missing from their dynamic object. This is because the attribute tells `FromReflect` how to handle missing active fields (it still tries to use `from_reflect` first so the `FromReflect` trait is still required).
```rust
let dyn_struct = DynamicStruct::default();
// We can do this without actually including the active fields since they have `#[reflect(default)]`
let my_struct = <MyStruct as FromReflect>::from_reflect(&dyn_struct);
```
### Container Defaults
Also, with the addition of #3733, people will likely start adding `#[reflect(Default)]` to their types now. Just like with the fields, we can use this to mark the entire container as "defaultable". This grants us the ability to completely remove the field markers altogether if our type implements `Default` (and we're okay with fields using that instead of their own `Default` impls):
```rust
#[derive(Reflect, FromReflect)]
#[reflect(Default)]
struct MyStruct {
foo: String,
#[reflect(ignore)]
bar: usize,
}
impl Default for MyStruct {
fn default() -> Self {
Self {
foo: String::from("Hello"),
bar: 123,
}
}
}
// Again, we can now construct this from nothing pretty much
let dyn_struct = DynamicStruct::default();
let my_struct = <MyStruct as FromReflect>::from_reflect(&dyn_struct);
```
Now if _any_ field is missing when using `FromReflect`, we simply fallback onto the container's `Default` implementation.
This behavior can be completely overridden on a per-field basis, of course, by simply defining those same field attributes like before.
### Related
* #3733
* #1395
* #2377
---
## Changelog
* Added `#[reflect(default)]` field attribute for `FromReflect`
* Allows missing fields to be given a default value when using `FromReflect`
* `#[reflect(default)]` - Use the field's `Default` implementation
* `#[reflect(default = "some_fn")]` - Use a custom function to get the default value
* Allow `#[reflect(Default)]` to have a secondary usage as a container attribute
* Allows missing fields to be given a default value based on the container's `Default` impl when using `FromReflect`
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
- Add an `ExtractResourcePlugin` for convenience and consistency
## Solution
- Add an `ExtractResourcePlugin` similar to `ExtractComponentPlugin` but for ECS `Resource`s. The system that is executed simply clones the main world resource into a render world resource, if and only if the main world resource was either added or changed since the last execution of the system.
- Add an `ExtractResource` trait with a `fn extract_resource(res: &Self) -> Self` function. This is used by the `ExtractResourcePlugin` to extract the resource
- Add a derive macro for `ExtractResource` on a `Resource` with the `Clone` trait, that simply returns `res.clone()`
- Use `ExtractResourcePlugin` wherever both possible and appropriate
This was first done in 7b4e3a5, but was then reverted when the new
renderer for 0.6 was merged (ffecb05).
I'm assuming it was simply a mistake when merging.
# Objective
- Same as #2740, I think it was reverted by mistake when merging.
> # Objective
>
> - Make it easy to use HexColorError with `thiserror`, i.e. converting it into other error types.
>
> Makes this possible:
>
> ```rust
> #[derive(Debug, thiserror::Error)]
> pub enum LdtkError {
> #[error("An error occured while deserializing")]
> Json(#[from] serde_json::Error),
> #[error("An error occured while parsing a color")]
> HexColor(#[from] bevy::render::color::HexColorError),
> }
> ```
>
> ## Solution
>
> - Derive thiserror::Error the same way we do elsewhere (see query.rs for instance)
# Objective
- Higher order system could not be created by users.
- However, a simple change to `SystemParamFunction` allows this.
- Higher order systems in this case mean functions which return systems created using other systems, such as `chain` (which is basically equivalent to map)
## Solution
- Change `SystemParamFunction` to be a safe abstraction over `FnMut([In<In>,] ...params)->Out`.
- Note that I believe `SystemParamFunction` should not have been counted as part of our public api before this PR.
- This is because its only use was an unsafe function without an actionable safety comment.
- The safety comment was basically 'call this within bevy code'.
- I also believe that there are no external users in its current form.
- A quick search on Google and in the discord confirmed this.
## See also
- https://github.com/bevyengine/bevy/pull/4666, which uses this and subsumes the example here
---
## Changelog
### Added
- `SystemParamFunction`, which can be used to create higher order systems.
# Objective
Fixes#4353. Fixes#4431. Picks up fixes for a panic for `gilrs` when `getGamepads()` is not available.
## Solution
Update the `gilrs` to `v0.9.0`. Changelog can be seen here: dba36f9186
EDIT: Updated `uuid` to 1.1 to avoid duplicate dependencies. Added `nix`'s two dependencies as exceptions until `rodio` updates their deps.
# Objective
- Add Vertex Color support to 2D meshes and ColorMaterial. This extends the work from #4528 (which in turn builds on the excellent tangent handling).
## Solution
- Added `#ifdef` wrapped support for vertex colors in the 2D mesh shader and `ColorMaterial` shader.
- Added an example, `mesh2d_vertex_color_texture` to demonstrate it in action.
![image](https://user-images.githubusercontent.com/14896751/169530930-6ae0c6be-2f69-40e3-a600-ba91d7178bc3.png)
---
## Changelog
- Added optional (ifdef wrapped) vertex color support to the 2dmesh and color material systems.
# Objective
- Sometimes, people might load an asset as one type, then use it with an `Asset`s for a different type.
- See e.g. #4784.
- This is especially likely with the Gltf types, since users may not have a clear conceptual model of what types the assets will be.
- We had an instance of this ourselves, in the `scene_viewer` example
## Solution
- Make `Assets::get` require a type safe handle.
---
## Changelog
### Changed
- `Assets::<T>::get` and `Assets::<T>::get_mut` now require that the passed handles are `Handle<T>`, improving the type safety of handles.
### Added
- `HandleUntyped::typed_weak`, a helper function for creating a weak typed version of an exisitng `HandleUntyped`.
## Migration Guide
`Assets::<T>::get` and `Assets::<T>::get_mut` now require that the passed handles are `Handle<T>`, improving the type safety of handles. If you were previously passing in:
- a `HandleId`, use `&Handle::weak(id)` instead, to create a weak handle. You may have been able to store a type safe `Handle` instead.
- a `HandleUntyped`, use `&handle_untyped.typed_weak()` to create a weak handle of the specified type. This is most likely to be the useful when using [load_folder](https://docs.rs/bevy_asset/latest/bevy_asset/struct.AssetServer.html#method.load_folder)
- a `Handle<U>` of of a different type, consider whether this is the correct handle type to store. If it is (i.e. the same handle id is used for multiple different Asset types) use `Handle::weak(handle.id)` to cast to a different type.
# Objective
Fixes#4791. `ParallelExecutor` inserts a default `CompteTaskPool` if there isn't one stored as a resource, including when it runs on a different world. When spawning the render sub-app, the main world's `ComputeTaskPool` is not cloned and inserted into the render app's, which causes a second `ComputeTaskPool` with the default configuration to be spawned. This results in an excess number of threads being spawned.
## Solution
Copy the task pools from the main world to the subapps upon creating them.
## Alternative
An alternative to this would be to make the task pools global, as seen in #2250 or bevyengine/rfcs#54.
# Objective
Resolves#4753
## Solution
Using rust doc I added documentation to the struct. Decided to not provide an example in the doc comment but instead refer to the example file that shows the usage.
# Objective
Use less memory to store SparseSet components.
## Solution
Change `ComponentSparseSet` to only use `Entity::id` in it's key internally, and change the usize value in it's SparseArray to use u32 instead, as it cannot have more than u32::MAX live entities stored at once.
This should reduce the overhead of storing components in sparse set storage by 50%.
# Objective
Fixes#3183. Requiring a `&TaskPool` parameter is sort of meaningless if the only correct one is to use the one provided by `Res<ComputeTaskPool>` all the time.
## Solution
Have `QueryState` save a clone of the `ComputeTaskPool` which is used for all `par_for_each` functions.
~~Adds a small overhead of the internal `Arc` clone as a part of the startup, but the ergonomics win should be well worth this hardly-noticable overhead.~~
Updated the docs to note that it will panic the task pool is not present as a resource.
# Future Work
If https://github.com/bevyengine/rfcs/pull/54 is approved, we can replace these resource lookups with a static function call instead to get the `ComputeTaskPool`.
---
## Changelog
Removed: The `task_pool` parameter of `Query(State)::par_for_each(_mut)`. These calls will use the `World`'s `ComputeTaskPool` resource instead.
## Migration Guide
The `task_pool` parameter for `Query(State)::par_for_each(_mut)` has been removed. Remove these parameters from all calls to these functions.
Before:
```rust
fn parallel_system(
task_pool: Res<ComputeTaskPool>,
query: Query<&MyComponent>,
) {
query.par_for_each(&task_pool, 32, |comp| {
...
});
}
```
After:
```rust
fn parallel_system(query: Query<&MyComponent>) {
query.par_for_each(32, |comp| {
...
});
}
```
If using `Query(State)` outside of a system run by the scheduler, you may need to manually configure and initialize a `ComputeTaskPool` as a resource in the `World`.
# Objective
The `ComponentId` in `Column` is redundant as it's stored in parallel in the surrounding `SparseSet` all the time.
## Solution
Remove it. Add `SparseSet::iter(_mut)` to parallel `HashMap::iter(_mut)` to allow iterating pairs of columns and their IDs.
---
## Changelog
Added: `SparseSet::iter` and `SparseSet::iter_mut`.
# Objective
- Rebase of #3159.
- Fixes https://github.com/bevyengine/bevy/issues/3156
- add #[inline] to single related functions so that they matches with other function defs
## Solution
* added functions to QueryState
* get_single_unchecked_manual
* get_single_unchecked
* get_single
* get_single_mut
* single
* single_mut
* make Query::get_single use QueryState::get_single_unchecked_manual
* added #[inline]
---
## Changelog
### Added
Functions `QueryState::single`, `QueryState::get_single`, `QueryState::single_mut`, `QueryState::get_single_mut`, `QueryState::get_single_unchecked`, `QueryState::get_single_unchecked_manual`.
### Changed
`QuerySingleError` is now in the `state` module.
## Migration Guide
Change `query::QuerySingleError` to `state::QuerySingleError`
Co-authored-by: 2ne1ugly <chattermin@gmail.com>
Co-authored-by: 2ne1ugly <47616772+2ne1ugly@users.noreply.github.com>
# Objective
the code in these fns are always identical so stop having two functions
## Solution
make them the same function
---
## Changelog
change `matches_archetype` and `matches_table` to `fn matches_component_set(&self, &SparseArray<ComponentId, usize>) -> bool` then do extremely boring updating of all `FetchState` impls
## Migration Guide
- move logic of `matches_archetype` and `matches_table` into `matches_component_set` in any manual `FetchState` impls
# Objective
Debugging reflected types can be somewhat frustrating since all `dyn Reflect` trait objects return something like `Reflect(core::option::Option<alloc::string::String>)`.
It would be much nicer to be able to see the actual value— or even use a custom `Debug` implementation.
## Solution
Added `Reflect::debug` which allows users to customize the debug output. It sets defaults for all `ReflectRef` subtraits and falls back to `Reflect(type_name)` if no `Debug` implementation was registered.
To register a custom `Debug` impl, users can add `#[reflect(Debug)]` like they can with other traits.
### Example
Using the following structs:
```rust
#[derive(Reflect)]
pub struct Foo {
a: usize,
nested: Bar,
#[reflect(ignore)]
_ignored: NonReflectedValue,
}
#[derive(Reflect)]
pub struct Bar {
value: Vec2,
tuple_value: (i32, String),
list_value: Vec<usize>,
// We can't determine debug formatting for Option<T> yet
unknown_value: Option<String>,
custom_debug: CustomDebug
}
#[derive(Reflect)]
#[reflect(Debug)]
struct CustomDebug;
impl Debug for CustomDebug {
fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result {
write!(f, "This is a custom debug!")
}
}
pub struct NonReflectedValue {
_a: usize,
}
```
We can do:
```rust
let value = Foo {
a: 1,
_ignored: NonReflectedValue { _a: 10 },
nested: Bar {
value: Vec2::new(1.23, 3.21),
tuple_value: (123, String::from("Hello")),
list_value: vec![1, 2, 3],
unknown_value: Some(String::from("World")),
custom_debug: CustomDebug
},
};
let reflected_value: &dyn Reflect = &value;
println!("{:#?}", reflected_value)
```
Which results in:
```rust
Foo {
a: 2,
nested: Bar {
value: Vec2(
1.23,
3.21,
),
tuple_value: (
123,
"Hello",
),
list_value: [
1,
2,
3,
],
unknown_value: Reflect(core::option::Option<alloc::string::String>),
custom_debug: This is a custom debug!,
},
}
```
Notice that neither `Foo` nor `Bar` implement `Debug`, yet we can still deduce it. This might be a concern if we're worried about leaking internal values. If it is, we might want to consider a way to exclude fields (possibly with a `#[reflect(hide)]` macro) or make it purely opt in (as opposed to the default implementation automatically handled by ReflectRef subtraits).
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
Even if bevy itself does not provide any builtin scripting or modding APIs, it should have the foundations for building them yourself.
For that it should be enough to have APIs that are not tied to the actual rust types with generics, but rather accept `ComponentId`s and `bevy_ptr` ptrs.
## Solution
Add the following APIs to bevy
```rust
fn EntityRef::get_by_id(ComponentId) -> Option<Ptr<'w>>;
fn EntityMut::get_by_id(ComponentId) -> Option<Ptr<'_>>;
fn EntityMut::get_mut_by_id(ComponentId) -> Option<MutUntyped<'_>>;
fn World::get_resource_by_id(ComponentId) -> Option<Ptr<'_>>;
fn World::get_resource_mut_by_id(ComponentId) -> Option<MutUntyped<'_>>;
// Safety: `value` must point to a valid value of the component
unsafe fn World::insert_resource_by_id(ComponentId, value: OwningPtr);
fn ComponentDescriptor::new_with_layout(..) -> Self;
fn World::init_component_with_descriptor(ComponentDescriptor) -> ComponentId;
```
~~This PR would definitely benefit from #3001 (lifetime'd pointers) to make sure that the lifetimes of the pointers are valid and the my-move pointer in `insert_resource_by_id` could be an `OwningPtr`, but that can be adapter later if/when #3001 is merged.~~
### Not in this PR
- inserting components on entities (this is very tied to types with bundles and the `BundleInserter`)
- an untyped version of a query (needs good API design, has a large implementation complexity, can be done in a third-party crate)
Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
# Objective
One way to avoid texture atlas bleeding is to ensure that every vertex is
placed at an integer pixel coordinate. This is a particularly appealing
solution for regular structures like tile maps.
Doing so is currently harder than necessary when the WindowSize scaling
mode and Center origin are used: For odd window width or height, the
origin of the coordinate system is placed in the middle of a pixel at
some .5 offset.
## Solution
Avoid this issue by rounding the half width and height values.
Updates the requirements on [tracing-tracy](https://github.com/nagisa/rust_tracy_client) to permit the latest version.
<details>
<summary>Commits</summary>
<ul>
<li><a href="13b335a710"><code>13b335a</code></a> Remove ability to disable the client at runtime</li>
<li><a href="69e44977ee"><code>69e4497</code></a> The upgrades to 0.8.1</li>
<li><a href="c204b60c7a"><code>c204b60</code></a> Cancel the old test runs</li>
<li><a href="939bd04c1c"><code>939bd04</code></a> Remove the thread initialization calls</li>
<li><a href="7024e776bb"><code>7024e77</code></a> Update Tracy client bindings to v0.8.1</li>
<li><a href="5c54baa244"><code>5c54baa</code></a> tracy-client 0.12.7</li>
<li><a href="f183050b20"><code>f183050</code></a> Non-allocating <code>span!</code> macro</li>
<li><a href="15936ea751"><code>15936ea</code></a> tracy-client 0.12.6</li>
<li><a href="26d0c50542"><code>26d0c50</code></a> Relax literal the requirement of the create_plot macro so that it can be used...</li>
<li>See full diff in <a href="https://github.com/nagisa/rust_tracy_client/compare/tracing-tracy-v0.8.0...tracing-tracy-v0.9.0">compare view</a></li>
</ul>
</details>
<br />
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# Objective
- Make bevy_app's optional bevy_reflect dependency actually optional
- Because bevy_ecs has a default dependency on bevy_reflect, bevy_app includes bevy_reflect transitively even with default-features=false, despite the optional dependency indicating that it was intended to be able to leave out bevy_reflect.
## Solution
- Make bevy_app not enable bevy_ecs's default features, and then use [the `dep:` syntax](https://doc.rust-lang.org/cargo/reference/features.html#optional-dependencies) introduced in 1.60 to make the default bevy_reflect feature enable bevy_ecs's bevy_reflect feature/dependency.
---
## Changelog
- bevy_app no longer enables bevy_ecs's `bevy_reflect` feature when included without its own `bevy_reflect` feature (which is on by default).
# Objective
Reduce the catch-all grab-bag of functionality in bevy_core by minimally splitting off time functionality into bevy_time. Functionality like that provided by #3002 would increase the complexity of bevy_time, so this is a good candidate for pulling into its own unit.
A step in addressing #2931 and splitting bevy_core into more specific locations.
## Solution
Pull the time module of bevy_core into a new crate, bevy_time.
# Migration guide
- Time related types (e.g. `Time`, `Timer`, `Stopwatch`, `FixedTimestep`, etc.) should be imported from `bevy::time::*` rather than `bevy::core::*`.
- If you were adding `CorePlugin` manually, you'll also want to add `TimePlugin` from `bevy::time`.
- The `bevy::core::CorePlugin::Time` system label is replaced with `bevy::time::TimeSystem`.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- As noticed in #4333 by @x-52, the exact purpose and logic of `HasRawWIndowHandleWrapper` is unclear
- Unfortunately, there are rather good reasons why this design is needed (and why we can't just `impl HasRawWindowHandle for RawWindowHandleWrapper`
## Solution
- Rename `HasRawWindowHandleWrapper` to `ThreadLockedRawWindowHandleWrapper`, reflecting the primary distinction
- Document how this design is intended to be used
- Leave comments explaining why this design must exist
## Migration Guide
- renamed `HasRawWindowHandleWrapper` to `ThreadLockedRawWindowHandleWrapper`
# Objective
Make the function consistent with returned values and `as_hsla` method
Fixes#4826
## Solution
- Rename the method
## Migration Guide
- Rename the method
Currently Bevy's web canvases are "fixed size". They are manually set to specific dimensions. This might be fine for some games and website layouts, but for sites with flexible layouts, or games that want to "fill" the browser window, Bevy doesn't provide the tools needed to make this easy out of the box.
There are third party plugins like [bevy-web-resizer](https://github.com/frewsxcv/bevy-web-resizer/) that listen for window resizes, take the new dimensions, and resize the winit window accordingly. However this only covers a subset of cases and this is common enough functionality that it should be baked into Bevy.
A significant motivating use case here is the [Bevy WASM Examples page](https://bevyengine.org/examples/). This scales the canvas to fit smaller windows (such as mobile). But this approach both breaks winit's mouse events and removes pixel-perfect rendering (which means we might be rendering too many or too few pixels). https://github.com/bevyengine/bevy-website/issues/371
In an ideal world, winit would support this behavior out of the box. But unfortunately that seems blocked for now: https://github.com/rust-windowing/winit/pull/2074. And it builds on the ResizeObserver api, which isn't supported in all browsers yet (and is only supported in very new versions of the popular browsers).
While we wait for a complete winit solution, I've added a `fit_canvas_to_parent` option to WindowDescriptor / Window, which when enabled will listen for window resizes and resize the Bevy canvas/window to fit its parent element. This enables users to scale bevy canvases using arbitrary CSS, by "inheriting" their parents' size. Note that the wrapper element _is_ required because winit overrides the canvas sizing with absolute values on each resize.
There is one limitation worth calling out here: while the majority of canvas resizes will be triggered by window resizes, modifying element layout at runtime (css animations, javascript-driven element changes, dev-tool-injected changes, etc) will not be detected here. I'm not aware of a good / efficient event-driven way to do this outside of the ResizeObserver api. In practice, window-resize-driven canvas resizing should cover the majority of use cases. Users that want to actively poll for element resizes can just do that (or we can build another feature and let people choose based on their specific needs).
I also took the chance to make a couple of minor tweaks:
* Made the `canvas` window setting available on all platforms. Users shouldn't need to deal with cargo feature selection to support web scenarios. We can just ignore the value on non-web platforms. I added documentation that explains this.
* Removed the redundant "initial create windows" handler. With the addition of the code in this pr, the code duplication was untenable.
This enables a number of patterns:
## Easy "fullscreen window" mode for the default canvas
The "parent element" defaults to the `<body>` element.
```rust
app
.insert_resource(WindowDescriptor {
fit_canvas_to_parent: true,
..default()
})
```
And CSS:
```css
html, body {
margin: 0;
height: 100%;
}
```
## Fit custom canvas to "wrapper" parent element
```rust
app
.insert_resource(WindowDescriptor {
fit_canvas_to_parent: true,
canvas: Some("#bevy".to_string()),
..default()
})
```
And the HTML:
```html
<div style="width: 50%; height: 100%">
<canvas id="bevy"></canvas>
</div>
```
# Objective
Allow `Box<dyn Reflect>` to be converted into a `Box<dyn MyTrait>` using the `#[reflect_trait]` macro. The other methods `get` and `get_mut` only provide a reference to the reflected object.
## Solution
Add a `get_boxed` method to the `Reflect***` struct generated by the `#[reflect_trait]` macro. This method takes in a `Box<dyn Reflect>` and returns a `Box<dyn MyTrait>`.
Co-authored-by: MrGVSV <49806985+MrGVSV@users.noreply.github.com>
# Objective
Fixes#4657
Example code that wasnt panic'ing before this PR (and so was unsound):
```rust
#[test]
#[should_panic = "error[B0001]"]
fn option_has_no_filter_with() {
fn sys(_1: Query<(Option<&A>, &mut B)>, _2: Query<&mut B, Without<A>>) {}
let mut world = World::default();
run_system(&mut world, sys);
}
#[test]
#[should_panic = "error[B0001]"]
fn any_of_has_no_filter_with() {
fn sys(_1: Query<(AnyOf<(&A, ())>, &mut B)>, _2: Query<&mut B, Without<A>>) {}
let mut world = World::default();
run_system(&mut world, sys);
}
#[test]
#[should_panic = "error[B0001]"]
fn or_has_no_filter_with() {
fn sys(_1: Query<&mut B, Or<(With<A>, With<B>)>>, _2: Query<&mut B, Without<A>>) {}
let mut world = World::default();
run_system(&mut world, sys);
}
```
## Solution
- Only add the intersection of `with`/`without` accesses of all the elements in `Or/AnyOf` to the world query's `FilteredAccess<ComponentId>` instead of the union.
- `Option`'s fix can be thought of the same way since its basically `AnyOf<T, ()>` but its impl is just simpler as `()` has no `with`/`without` accesses
---
## Changelog
- `Or`/`AnyOf`/`Option` will now report more query conflicts in order to fix unsoundness
## Migration Guide
- If you are now getting query conflicts from `Or`/`AnyOf`/`Option` rip to you and ur welcome for it now being caught
# Objective
We have duplicated code between `QueryIter` and `QueryIterationCursor`. Reuse that code.
## Solution
- Reuse `QueryIterationCursor` inside `QueryIter`.
- Slim down `QueryIter` by removing the `&'w World`. It was only being used by the `size_hint` and `ExactSizeIterator` impls, which can use the QueryState and &Archetypes in the type already.
- Benchmark to make sure there is no significant regression.
Relevant benchmark results seem to show that there is no tangible difference between the two. Everything seems to be either identical or within a workable margin of error here.
```
group embed-cursor main
----- ------------ ----
fragmented_iter/base 1.00 387.4±19.70ns ? ?/sec 1.07 413.1±27.95ns ? ?/sec
many_maps_iter 1.00 27.3±0.22ms ? ?/sec 1.00 27.4±0.10ms ? ?/sec
simple_iter/base 1.00 13.8±0.07µs ? ?/sec 1.00 13.7±0.17µs ? ?/sec
simple_iter/sparse 1.00 61.9±0.37µs ? ?/sec 1.00 62.2±0.64µs ? ?/sec
simple_iter/system 1.00 13.7±0.34µs ? ?/sec 1.00 13.7±0.10µs ? ?/sec
sparse_fragmented_iter/base 1.00 11.0±0.54ns ? ?/sec 1.03 11.3±0.48ns ? ?/sec
world_query_iter/50000_entities_sparse 1.08 105.0±2.68µs ? ?/sec 1.00 97.5±2.18µs ? ?/sec
world_query_iter/50000_entities_table 1.00 27.3±0.13µs ? ?/sec 1.00 27.3±0.37µs ? ?/sec
```
# Objective
Quick followup to #4712.
While updating some [other PRs](https://github.com/bevyengine/bevy/pull/4218), I realized the `ReflectTraits` struct could be improved. The issue with the current implementation is that `ReflectTraits::get_xxx_impl(...)` returns just the _logic_ to the corresponding `Reflect` trait method, rather than the entire function.
This makes it slightly more annoying to manage since the variable names need to be consistent across files. For example, `get_partial_eq_impl` uses a `value` variable. But the name "value" isn't defined in the `get_partial_eq_impl` method, it's defined in three other methods in a completely separate file.
It's not likely to cause any bugs if we keep it as it is since differing variable names will probably just result in a compile error (except in very particular cases). But it would be useful to someone who wanted to edit/add/remove a method.
## Solution
Made `get_hash_impl`, `get_partial_eq_impl` and `get_serialize_impl` return the entire method implementation for `reflect_hash`, `reflect_partial_eq`, and `serializable`, respectively.
As a result of this, those three `Reflect` methods were also given default implementations. This was fairly simple to do since all three could just be made to return `None`.
---
## Changelog
* Small cleanup/refactor to `ReflectTraits` in `bevy_reflect_derive`
* Gave `Reflect::reflect_hash`, `Reflect::reflect_partial_eq`, and `Reflect::serializable` default implementations
# Objective
Support returning data out of with_children to enable the use case of changing the parent commands with data created inside the child builder.
## Solution
Change the with_children closure to return T.
Closes https://github.com/bevyengine/bevy/pull/2817.
---
## Changelog
`BuildChildren::add_children` was added with the ability to return data to use outside the closure (for spawning a new child builder on a returned entity for example).
# Objective
- We do a lot of function pointer calls in a hot loop (clearing entities in render). This is slow, since calling function pointers cannot be optimised out. We can avoid that in the cases where the function call is a no-op.
- Alternative to https://github.com/bevyengine/bevy/pull/2897
- On my machine, in `many_cubes`, this reduces dropping time from ~150μs to ~80μs.
## Solution
- Make `drop` in `BlobVec` an `Option`, recording whether the given drop impl is required or not.
- Note that this does add branching in some cases - we could consider splitting this into two fields, i.e. unconditionally call the `drop` fn pointer.
- My intuition of how often types stored in `World` should have non-trivial drops makes me think that would be slower, however.
N.B. Even once this lands, we should still test having a 'drop_multiple' variant - for types with a real `Drop` impl, the current implementation is definitely optimal.
# Objective
- Part of the splitting process of #3692.
## Solution
- Document `keyboard.rs` inside of `bevy_input`.
Co-authored-by: KDecay <KDecayMusic@protonmail.com>
# Objective
- Transform propogation could stack overflow when there was a cycle.
- I think https://github.com/bevyengine/bevy/pull/4203 would use all available memory.
## Solution
- Make sure that the child entity's `Parent`s are their parents.
This is also required for when parallelising, although as noted in the comment, the naïve solution would be UB.
(The best way to fix this would probably be an `&mut UnsafeCell<T>` `WorldQuery`, or wrapper type with the same effect)
# Objective
`bevy_ptr` works just fine without `std`. Mark it as `no_std`. This should generally be useful for non-bevy use cases, but it also marginally speeds up compilation by allowing the crate to compile without loading the std-lib.
## Solution
Replace `std` with `core`. Added `#![no_std]` to the crate and to the crate's tags.
Also added a missing `#![warn(missing_docs)]` that the other crates have.
# Objective
- Fixes#4456
## Solution
- Removed the `near` and `far` fields from the camera and the views.
---
## Changelog
- Removed the `near` and `far` fields from the camera and the views.
- Removed the `ClusterFarZMode::CameraFarPlane` far z mode.
## Migration Guide
- Cameras no longer accept near and far values during initialization
- `ClusterFarZMode::Constant` should be used with the far value instead of `ClusterFarZMode::CameraFarPlane`
# Objective
`bevy_ecs` assumes that `u32 as usize` is a lossless operation and in a few cases relies on this for soundness and correctness. The only platforms that Rust compiles to where this invariant is broken are 16-bit systems.
A very clear example of this behavior is in the SparseSetIndex impl for Entity, where it converts a u32 into a usize to act as an index. If usize is 16-bit, the conversion will overflow and provide the caller with the wrong index. This can easily result in previously unforseen aliased mutable borrows (i.e. Query::get_many_mut).
## Solution
Explicitly fail compilation on 16-bit platforms instead of introducing UB.
Properly supporting 16-bit systems will likely need a workable use case first.
---
## Changelog
Removed: Ability to compile `bevy_ecs` on 16-bit platforms.
## Migration Guide
`bevy_ecs` will now explicitly fail to compile on 16-bit platforms. If this is required, there is currently no alternative. Please file an issue (https://github.com/bevyengine/bevy/issues) to help detail your use case.
# Objective
> ℹ️ **Note**: This is a rebased version of #2383. A large portion of it has not been touched (only a few minor changes) so that any additional discussion may happen here. All credit should go to @NathanSWard for their work on the original PR.
- Currently reflection is not supported for arrays.
- Fixes#1213
## Solution
* Implement reflection for arrays via the `Array` trait.
* Note, `Array` is different from `List` in the way that you cannot push elements onto an array as they are statically sized.
* Now `List` is defined as a sub-trait of `Array`.
---
## Changelog
* Added the `Array` reflection trait
* Allows arrays up to length 32 to be reflected via the `Array` trait
## Migration Guide
* The `List` trait now has the `Array` supertrait. This means that `clone_dynamic` will need to specify which version to use:
```rust
// Before
let cloned = my_list.clone_dynamic();
// After
let cloned = List::clone_dynamic(&my_list);
```
* All implementers of `List` will now need to implement `Array` (this mostly involves moving the existing methods to the `Array` impl)
Co-authored-by: NathanW <nathansward@comcast.net>
Co-authored-by: MrGVSV <49806985+MrGVSV@users.noreply.github.com>
# Objective
- It's pretty common to want to check if an EventReader has received one or multiple events while also needing to consume the iterator to "clear" the EventReader.
- The current approach is to do something like `events.iter().count() > 0` or `events.iter().last().is_some()`. It's not immediately obvious that the purpose of that is to consume the events and check if there were any events. My solution doesn't really solve that part, but it encapsulates the pattern.
## Solution
- Add a `.clear()` method that consumes the iterator.
- It takes the EventReader by value to make sure it isn't used again after it has been called.
---
## Migration Guide
Not a breaking change, but if you ever found yourself in a situation where you needed to consume the EventReader and check if there was any events you can now use
```rust
fn system(events: EventReader<MyEvent>) {
if !events.is_empty {
events.clear();
// Process the fact that one or more event was received
}
}
```
Co-authored-by: Charles <IceSentry@users.noreply.github.com>
# Objective
`Query::par_for_each` and it's variants do not show up when profiling using `tracy` or other profilers. Failing to show the impact of changing batch size, the overhead of scheduling tasks, overall thread utilization, etc. other than the effect on the surrounding system.
## Solution
Add a child span that is entered on every spawned task.
Example view of the results in `tracy` using a modified `parallel_query`:
![image](https://user-images.githubusercontent.com/3137680/167560036-626bd091-344b-4664-b323-b692f4f16084.png)
---
## Changelog
Added: `tracing` spans for `Query::par_for_each` and its variants. Spans should now be visible for all
# Objective
The `bevy_reflect_derive` crate is not the cleanest or easiest to follow/maintain. The `lib.rs` file is especially difficult with over 1000 lines of code written in a confusing order. This is just a result of growth within the crate and it would be nice to clean it up for future work.
## Solution
Split `bevy_reflect_derive` into many more submodules. The submodules include:
* `container_attributes` - Code relating to container attributes
* `derive_data` - Code relating to reflection-based derive metadata
* `field_attributes` - Code relating to field attributes
* `impls` - Code containing actual reflection implementations
* `reflect_value` - Code relating to reflection-based value metadata
* `registration` - Code relating to type registration
* `utility` - General-purpose utility functions
This leaves the `lib.rs` file to contain only the public macros, making it much easier to digest (and fewer than 200 lines).
By breaking up the code into smaller modules, we make it easier for future contributors to find the code they're looking for or identify which module best fits their own additions.
### Metadata Structs
This cleanup also adds two big metadata structs: `ReflectFieldAttr` and `ReflectDeriveData`. The former is used to store all attributes for a struct field (if any). The latter is used to store all metadata for struct-based derive inputs.
Both significantly reduce code duplication and make editing these macros much simpler. The tradeoff is that we may collect more metadata than needed. However, this is usually a small thing (such as checking for attributes when they're not really needed or creating a `ReflectFieldAttr` for every field regardless of whether they actually have an attribute).
We could try to remove these tradeoffs and squeeze some more performance out, but doing so might come at the cost of developer experience. Personally, I think it's much nicer to create a `ReflectFieldAttr` for every field since it means I don't have to do two `Option` checks. Others may disagree, though, and so we can discuss changing this either in this PR or in a future one.
### Out of Scope
_Some_ documentation has been added or improved, but ultimately good docs are probably best saved for a dedicated PR.
## 🔍 Focus Points (for reviewers)
I know it's a lot to sift through, so here is a list of **key points for reviewers**:
- The following files contain code that was mostly just relocated:
- `reflect_value.rs`
- `registration.rs`
- `container_attributes.rs` was also mostly moved but features some general cleanup (reducing nesting, removing hardcoded strings, etc.) and lots of doc comments
- Most impl logic was moved from `lib.rs` to `impls.rs`, but they have been significantly modified to use the new `ReflectDeriveData` metadata struct in order to reduce duplication.
- `derive_data.rs` and `field_attributes.rs` contain almost entirely new code and should probably be given the most attention.
- Likewise, `from_reflect.rs` saw major changes using `ReflectDeriveData` so it should also be given focus.
- There was no change to the `lib.rs` exports so the end-user API should be the same.
## Prior Work
This task was initially tackled by @NathanSWard in #2377 (which was closed in favor of this PR), so hats off to them for beating me to the punch by nearly a year!
---
## Changelog
* **[INTERNAL]** Split `bevy_reflect_derive` into smaller submodules
* **[INTERNAL]** Add `ReflectFieldAttr`
* **[INTERNAL]** Add `ReflectDeriveData`
* Add `BevyManifest::get_path_direct()` method (`bevy_macro_utils`)
Co-authored-by: MrGVSV <49806985+MrGVSV@users.noreply.github.com>
# Objective
The frame marker event was emitted in the loop of presenting all the windows. This would mark the frame as finished multiple times if more than one window is used.
## Solution
Move the frame marker to after the `for`-loop, so that it gets executed only once.
# Objective
- The code in `events.rs` was a bit messy. There was lots of duplication between `EventReader` and `ManualEventReader`, and the state management code is not needed.
## Solution
- Clean it up.
## Future work
Should we remove the type parameter from `ManualEventReader`?
It doesn't have any meaning outside of its source `Events`. But there's no real reason why it needs to have a type parameter - it's just plain data. I didn't remove it yet to keep the type safety in some of the users of it (primarily related to `&mut World` usage)
# Objective
Relevant issue: #4474
Currently glam types implement Reflect as a value, which is problematic for reflection, making scripting/editor work much more difficult. This PR re-implements them as structs.
## Solution
Added a new proc macro, `impl_reflect_struct`, which replaces `impl_reflect_value` and `impl_from_reflect_value` for glam types. This macro could also be used for other types, but I don't know of any that would require it. It's specifically useful for foreign types that cannot derive Reflect normally.
---
## Changelog
### Added
- `impl_reflect_struct` proc macro
### Changed
- Glam reflect impls have been replaced with `impl_reflect_struct`
- from_reflect's `impl_struct` altered to take an optional custom constructor, allowing non-default non-constructible foreign types to use it
- Calls to `impl_struct` altered to conform to new signature
- Altered glam types (All vec/mat combinations) have a different serialization structure, as they are reflected differently now.
## Migration Guide
This will break altered glam types serialized to RON scenes, as they will expect to be serialized/deserialized as structs rather than values now. A future PR to add custom serialization for non-value types is likely on the way to restore previous behavior. Additionally, calls to `impl_struct` must add a `None` parameter to the end of the call to restore previous behavior.
Co-authored-by: PROMETHIA-27 <42193387+PROMETHIA-27@users.noreply.github.com>
Required for https://github.com/bevyengine/bevy/pull/4402.
# Objective
- derived `SystemParam` implementations were never `ReadOnlySystemParamFetch`
- We want them to be, e.g. for `EventReader`
## Solution
- If possible, 'forward' the impl of `ReadOnlySystemParamFetch`.
# Objective
- (Eventually) reduce noise in reporting access conflicts between unordered systems.
- `SystemStage` only looks at unfiltered `ComponentId` access, any conflicts reported are potentially `false`.
- the systems could still be accessing disjoint archetypes
- Comparing systems' filtered access sets can maybe avoid that (for statically known component types).
- #4204
## Solution
- Modify `SparseSetIndex` trait to require `PartialEq`, `Eq`, and `Hash` (all internal types except `BundleId` already did).
- Add `is_compatible` and `get_conflicts` methods to `FilteredAccessSet<T>`
- (existing method renamed to `get_conflicts_single`)
- Add docs for those and all the other methods while I'm at it.
## Objective
- ~~Make absurdly long-lived changes stay detectable for even longer (without leveling up to `u64`).~~
- Give all changes a consistent maximum lifespan.
- Improve code clarity.
## Solution
- ~~Increase the frequency of `check_tick` scans to increase the oldest reliably-detectable change.~~
(Deferred until we can benchmark the cost of a scan.)
- Ignore changes older than the maximum reliably-detectable age.
- General refactoring—name the constants, use them everywhere, and update the docs.
- Update test cases to check for the specified behavior.
## Related
This PR addresses (at least partially) the concerns raised in:
- #3071
- #3082 (and associated PR #3084)
## Background
- #1471
Given the minimum interval between `check_ticks` scans, `N`, the oldest reliably-detectable change is `u32::MAX - (2 * N - 1)` (or `MAX_CHANGE_AGE`). Reducing `N` from ~530 million (current value) to something like ~2 million would extend the lifetime of changes by a billion.
| minimum `check_ticks` interval | oldest reliably-detectable change | usable % of `u32::MAX` |
| --- | --- | --- |
| `u32::MAX / 8` (536,870,911) | `(u32::MAX / 4) * 3` | 75.0% |
| `2_000_000` | `u32::MAX - 3_999_999` | 99.9% |
Similarly, changes are still allowed to be between `MAX_CHANGE_AGE`-old and `u32::MAX`-old in the interim between `check_tick` scans. While we prevent their age from overflowing, the test to detect changes still compares raw values. This makes failure ultimately unreliable, since when ancient changes stop being detected varies depending on when the next scan occurs.
## Open Question
Currently, systems and system states are incorrectly initialized with their `last_change_tick` set to `0`, which doesn't handle wraparound correctly.
For consistent behavior, they should either be initialized to the world's `last_change_tick` (and detect no changes) or to `MAX_CHANGE_AGE` behind the world's current `change_tick` (and detect everything as a change). I've currently gone with the latter since that was closer to the existing behavior.
## Follow-up Work
(Edited: entire section)
We haven't actually profiled how long a `check_ticks` scan takes on a "large" `World` , so we don't know if it's safe to increase their frequency. However, we are currently relying on play sessions not lasting long enough to trigger a scan and apps not having enough entities/archetypes for it to be "expensive" (our assumption). That isn't a real solution. (Either scanning never costs enough to impact frame times or we provide an option to use `u64` change ticks. Nobody will accept random hiccups.)
To further extend the lifetime of changes, we actually only need to increment the world tick if a system has `Fetch: !ReadOnlySystemParamFetch`. The behavior will be identical because all writes are sequenced, but I'm not sure how to implement that in a way that the compiler can optimize the branch out.
Also, since having no false positives depends on a `check_ticks` scan running at least every `2 * N - 1` ticks, a `last_check_tick` should also be stored in the `World` so that any lull in system execution (like a command flush) could trigger a scan if needed. To be completely robust, all the systems initialized on the world should be scanned, not just those in the current stage.
# Objective
- Add two missing ogg vorbis audio extensions.
## Solution
- Add the two missing extensions to the list
- The file format is the same, there are simply two other possible extensions files can use.
- This can be easily (manually) tested by renaming the extension of `assets/sounds/Windless Slopes.ogg` to end in either `.oga` or `.spx` (in both the filesystem and in `examples/audio/audio.rs`) and then running `cargo run --example audio` and observing that the music still plays.
## More info
From the [wikipedia article for Ogg](https://en.wikipedia.org/wiki/Ogg):
> Ogg audio media is registered as [IANA](https://en.wikipedia.org/wiki/Internet_Assigned_Numbers_Authority) [media type](https://en.wikipedia.org/wiki/Media_type) audio/ogg with file extensions .oga, .ogg, and [.spx](https://en.wikipedia.org/wiki/Speex).
The current workaround is to rename any files ending in `.oga` or `.spx` to end in `.ogg` instead, which complicates tracking assets procured from other organizations.
See also [a corresponding change to bevy_kira_audio](https://github.com/NiklasEi/bevy_kira_audio/pull/8)
---
## Changelog
### Added
- Vorbis audio files may now use the `.oga` and `.spx` filename extensions in addition to the more common `.ogg` filename extension.
# Objective
It is possible to get a mutable reference to a `TypeRegistration` using
`TypeRegistry::get_mut`. However, none of its other methods
(`get_mut_with_name`, `get_type_data`, `iter`, etc.) have mutable
versions.
Besides improving consistency, this change would facilitate use cases
which involve storing mutable state data in the `TypeRegistry`.
## Solution
Provides a trivial wrapper around the mutable accessors that the
`TypeRegistration` already provides. Exactly mirrors the existing
immutable versions.
# Objective
Make it easy to get position and index data from Meshes.
## Solution
It was previously possible to get the mesh data by manually matching on `Mesh::VertexAttributeValues` and `Mesh::Indices`as in the bodies of these two methods (`VertexAttributeValues::as_float3(&self)` and `Indices::iter(&self)`), but that's needless duplication that making these methods `pub` fixes.
# Objective
- Remove `Resource` binding on events, introduce a new `Event` trait
- Ensure event iterators are `ExactSizeIterator`
## Solution
- Builds on #2382 and #2969
## Changelog
- Events<T>, EventWriter<T>, EventReader<T> and so on now require that the underlying type is Event, rather than Resource. Both of these are trivial supertraits of Send + Sync + 'static with universal blanket implementations: this change is currently purely cosmetic.
- Event reader iterators now implement ExactSizeIterator
In a `PluginGroupBuilder`, when adding a plugin that was already in the group (potentially disabled), it was then added twice to the app builder when calling `finish`. As the plugin is kept in an `HashMap`, it is not possible to have the same plugins twice with different configuration.
This PR updates the order of the plugin group so that each plugin is present only once.
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
# Objective
- noticed a few Vec3 and Vec2 that could be const
## Solution
- Declared them as const
- It seems to make a tiny improvement in example `many_light`, but given that the change is not complex at all it could still be worth it
# Objective
We have some macros that are public but only used internally for now. They fail on user's code due to the use of crate names like `bevy_utils`, while the user only has `bevy::utils`. There are two affected macros.
- `bevy_utils::define_label`: it may be useful in user's code for defining custom kinds of label traits (this is why I made this PR).
- `bevy_asset::load_internal_asset`: not useful currently due to limitations of the debug asset server, but this may change in the future.
## Solution
We can make them work by using `$crate` instead of names of their own crates, which can refer to the macro's defining crate regardless of the user's setup. Even though our objective is rather low-priority here, the solution adds no maintenance cost so it is still worthwhile.
1. change `PtrMut::as_ptr(self)` and `OwnedPtr::as_ptr(self)` to take `&self`, otherwise printing the pointer will prevent doing anything else afterwards
2. make all `as_ptr` methods safe. There's nothing unsafe about obtaining a pointer, these kinds of methods are safe in std as well [str::as_ptr](https://doc.rust-lang.org/stable/std/primitive.str.html#method.as_ptr), [Rc::as_ptr](https://doc.rust-lang.org/stable/std/rc/struct.Rc.html#method.as_ptr)
3. rename `offset`/`add` to `byte_offset`/`byte_add`. The unprefixed methods in std add in increments of `std::mem::size_of::<T>`, not in bytes. There's a PR for rust to add these byte_ methods https://github.com/rust-lang/rust/pull/95643 and at the call site it makes it much more clear that you need to do `.byte_add(i * layout_size)` instead of `.add(i)`
# Objective
Fixes#3180, builds from https://github.com/bevyengine/bevy/pull/2898
## Solution
Support requesting a window to be closed and closing a window in `bevy_window`, and handle this in `bevy_winit`.
This is a stopgap until we move to windows as entites, which I'm sure I'll get around to eventually.
## Changelog
### Added
- `Window::close` to allow closing windows.
- `WindowClosed` to allow reacting to windows being closed.
### Changed
Replaced `bevy::system::exit_on_esc_system` with `bevy:🪟:close_on_esc`.
## Fixed
The app no longer exits when any window is closed. This difference is only observable when there are multiple windows.
## Migration Guide
`bevy::input::system::exit_on_esc_system` has been removed. Use `bevy:🪟:close_on_esc` instead.
`CloseWindow` has been removed. Use `Window::close` instead.
The `Close` variant has been added to `WindowCommand`. Handle this by closing the relevant window.
# Objective
Fixes#4556
## Solution
StorageBuffer must use the Size of the std430 representation to calculate the buffer size, as the std430 representation is the data that will be written to it.
# Objective
Add support for vertex colors
## Solution
This change is modeled after how vertex tangents are handled, so the shader is conditionally compiled with vertex color support if the mesh has the corresponding attribute set.
Vertex colors are multiplied by the base color. I'm not sure if this is the best for all cases, but may be useful for modifying vertex colors without creating a new mesh.
I chose `VertexFormat::Float32x4`, but I'd prefer 16-bit floats if/when support is added.
## Changelog
### Added
- Vertex colors can be specified using the `Mesh::ATTRIBUTE_COLOR` mesh attribute.
# Objective
Bevy users often want to create circles and other simple shapes.
All the machinery is in place to accomplish this, and there are external crates that help. But when writing code for e.g. a new bevy example, it's not really possible to draw a circle without bringing in a new asset, writing a bunch of scary looking mesh code, or adding a dependency.
In particular, this PR was inspired by this interaction in another PR: https://github.com/bevyengine/bevy/pull/3721#issuecomment-1016774535
## Solution
This PR adds `shape::RegularPolygon` and `shape::Circle` (which is just a `RegularPolygon` that defaults to a large number of sides)
## Discussion
There's a lot of ongoing discussion about shapes in <https://github.com/bevyengine/rfcs/pull/12> and at least one other lingering shape PR (although it seems incomplete).
That RFC currently includes `RegularPolygon` and `Circle` shapes, so I don't think that having working mesh generation code in the engine for those shapes would add much burden to an author of an implementation.
But if we'd prefer not to add additional shapes until after that's sorted out, I'm happy to close this for now.
## Alternatives for users
For any users stumbling on this issue, here are some plugins that will help if you need more shapes.
https://github.com/Nilirad/bevy_prototype_lyonhttps://github.com/johanhelsing/bevy_smudhttps://github.com/Weasy666/bevy_svghttps://github.com/redpandamonium/bevy_more_shapeshttps://github.com/ForesightMiningSoftwareCorporation/bevy_polyline
# Objective
- When spawning a sprite the alpha is used for transparency, but when using the `Color::into()` implementation to spawn a `StandardMaterial`, the alpha is ignored.
- Pretty much everytime I want to make something transparent I started with a `Color::rgb().into()` and I'm always surprised that it doesn't work when changing it to `Color::rgba().into()`
- It's possible there's an issue with this approach I am not thinking of, but I'm not sure what's the point of setting an alpha value without the goal of making a color transparent.
## Solution
- Set the alpha_mode to AlphaMode::Blend when the alpha is not the default value.
---
## Migration Guide
This is not a breaking change, but it can easily be migrated to reduce boilerplate
```rust
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(shape::Cube::default().into()),
material: materials.add(StandardMaterial {
base_color: Color::rgba(1.0, 0.0, 0.0, 0.75),
alpha_mode: AlphaMode::Blend,
..default()
}),
..default()
});
// becomes
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(shape::Cube::default().into()),
material: materials.add(Color::rgba(1.0, 0.0, 0.0, 0.75).into()),
..default()
});
```
Co-authored-by: Charles <IceSentry@users.noreply.github.com>
# Objective
The pointer types introduced in #3001 are useful not just in `bevy_ecs`, but also in crates like `bevy_reflect` (#4475) or even outside of bevy.
## Solution
Extract `Ptr<'a>`, `PtrMut<'a>`, `OwnedPtr<'a>`, `ThinSlicePtr<'a, T>` and `UnsafeCellDeref` from `bevy_ecs::ptr` into `bevy_ptr`.
**Note:** `bevy_ecs` still reexports the `bevy_ptr` as `bevy_ecs::ptr` so that crates like `bevy_transform` can use the `Bundle` derive without needing to depend on `bevy_ptr` themselves.
# Objective
- `RunOnce` was a manual `System` implementation.
- Adding run criteria to stages was yet to be systemyoten
## Solution
- Make it a normal function
- yeet
## Changelog
- Replaced `RunOnce` with `ShouldRun::once`
## Migration guide
The run criterion `RunOnce`, which would make the controlled systems run only once, has been replaced with a new run criterion function `ShouldRun::once`. Replace all instances of `RunOnce` with `ShouldRun::once`.
# Objective
The `Ptr` types gives free access to the underlying `NonNull<u8>`, which adds more publicly visible pointer wrangling than there needs to be. There are also a few edge cases where Ptr types could be more readily utilized for properly validating the soundness of ECS operations.
## Solution
- Replace `*Ptr(Mut)::inner` with `cast` which requires a concrete type to give the pointer. This function could also have a `debug_assert` with an alignment check to ensure that the pointer is aligned properly, but is currently not included.
- Use `OwningPtr::read` in ECS macros over casting the inner pointer around.
# Objective
- After #3412, `Camera::world_to_screen` got a little bit uglier to use by needing to provide both `Windows` and `Assets<Image>`, even though only one would be needed b697e73c3d/crates/bevy_render/src/camera/camera.rs (L117-L123)
- Some time, exact coordinates are not needed but normalized device coordinates is enough
## Solution
- Add a function to just get NDC
### Problem
It currently isn't possible to construct the default value of a reflected type. Because of that, it isn't possible to use `add_component` of `ReflectComponent` to add a new component to an entity because you can't know what the initial value should be.
### Solution
1. add `ReflectDefault` type
```rust
#[derive(Clone)]
pub struct ReflectDefault {
default: fn() -> Box<dyn Reflect>,
}
impl ReflectDefault {
pub fn default(&self) -> Box<dyn Reflect> {
(self.default)()
}
}
impl<T: Reflect + Default> FromType<T> for ReflectDefault {
fn from_type() -> Self {
ReflectDefault {
default: || Box::new(T::default()),
}
}
}
```
2. add `#[reflect(Default)]` to all component types that implement `Default` and are user facing (so not `ComputedSize`, `CubemapVisibleEntities` etc.)
This makes it possible to add the default value of a component to an entity without any compile-time information:
```rust
fn main() {
let mut app = App::new();
app.register_type::<Camera>();
let type_registry = app.world.get_resource::<TypeRegistry>().unwrap();
let type_registry = type_registry.read();
let camera_registration = type_registry.get(std::any::TypeId::of::<Camera>()).unwrap();
let reflect_default = camera_registration.data::<ReflectDefault>().unwrap();
let reflect_component = camera_registration
.data::<ReflectComponent>()
.unwrap()
.clone();
let default = reflect_default.default();
drop(type_registry);
let entity = app.world.spawn().id();
reflect_component.add_component(&mut app.world, entity, &*default);
let camera = app.world.entity(entity).get::<Camera>().unwrap();
dbg!(&camera);
}
```
### Open questions
- should we have `ReflectDefault` or `ReflectFromWorld` or both?
# Objective
- While optimising many_cubes, I noticed that all material handles are extracted regardless of whether the entity to which the handle belongs is visible or not. As such >100k handles are extracted when only <20k are visible.
## Solution
- Only extract material handles of visible entities.
- This improves `many_cubes -- sphere` from ~42fps to ~48fps. It reduces not only the extraction time but also system commands time. `Handle<StandardMaterial>` extraction and its system commands went from 0.522ms + 3.710ms respectively, to 0.267ms + 0.227ms an 88% reduction for this system for this case. It's very view dependent but...
# Objective
- Creating and executing render passes has GPU overhead. If there are no phase items in the render phase to draw, then this overhead should not be incurred as it has no benefit.
## Solution
- Check if there are no phase items to draw, and if not, do not construct not execute the render pass
---
## Changelog
- Changed: Do not create nor execute empty render passes
# Objective
1. Previously, the `change_tick` and `last_change_tick` fields on `SystemChangeTick` [were `pub`](https://docs.rs/bevy/0.6.1/bevy/ecs/system/struct.SystemChangeTick.html).
1. This was actively misleading, as while this can be fetched as a `SystemParam`, a copy is returned instead
2. This information could be useful for debugging, but there was no way to investigate when data was changed.
3. There were no docs!
## Solution
1. Move these to a getter method.
2. Add `last_changed` method to the `DetectChanges` trait to enable inspection of when data was last changed.
3. Add docs.
# Changelog
`SystemChangeTick` now provides getter methods for the current and previous change tick, rather than public fields.
This can be combined with `DetectChanges::last_changed()` to debug the timing of changes.
# Migration guide
The `change_tick` and `last_change_tick` fields on `SystemChangeTick` are now private, use the corresponding getter method instead.
# Objective
avoid naming collisions with user structs when deriving ``system_param``.
## Solution
~rename the fetch struct created by ``#[derive(system_param)]`` from ``{}State`` to ``{}SysParamState``.~
place the fetch struct into an anonymous scope.
## Migration Guide
For code that was using a system param's fetch struct, such as ``EventReader``'s ``EventReaderState``, the fetch struct can now be identified via the SystemParam trait associated type ``Fetch``, e.g. for ``EventReader<T>`` it can be identified as ``<EventReader<'static, 'static, T> as SystemParam>::Fetch``
Supercedes https://github.com/bevyengine/bevy/pull/3340, and absorbs the test from there.
# Objective
- Fixes#3329
## Solution
- If the `Children` component has changed, we currently do not have a way to know how it has changed.
- Therefore, we must update the hierarchy downwards from that point to be correct.
Co-authored-by: Daniel McNab <36049421+DJMcNab@users.noreply.github.com>
# Objective
Reflected tuples do not implement `GetTypeRegistration`, preventing us from registering our tuples, like:
```rust
app.register_type::<(i32, i32)>();
```
This is especially important for things like using #4042 to improve the scene format or implementing #4154 to recursively register fields.
## Solution
Added an implementation to the tuple macro:
```rust
impl<$($name: Reflect + for<'de> Deserialize<'de>),*> GetTypeRegistration for ($($name,)*) {
fn get_type_registration() -> TypeRegistration {
let mut registration = TypeRegistration::of::<($($name,)*)>();
registration.insert::<ReflectDeserialize>(FromType::<($($name,)*)>::from_type());
registration
}
}
```
This requires that the tuple's types implement `Deserialize`. This is exactly how `Vec` and `HashMap` handle it:
```rust
impl<T: FromReflect + for<'de> Deserialize<'de>> GetTypeRegistration for Vec<T> {
fn get_type_registration() -> TypeRegistration {
let mut registration = TypeRegistration::of::<Vec<T>>();
registration.insert::<ReflectDeserialize>(FromType::<Vec<T>>::from_type());
registration
}
}
```
This is a replacement for #2106
This adds a `Metadata` struct which contains metadata information about a file, at the moment only the file type.
It also adds a `get_metadata` to `AssetIo` trait and an `asset_io` accessor method to `AssetServer` and `LoadContext`
I am not sure about the changes in `AndroidAssetIo ` and `WasmAssetIo`.
# Objective
- Manually running systems is a somewhat obscure process: systems must be initialized before they are run
- The unwrap is rather hard to debug.
## Solution
- Replace unwraps in `FunctionSystem` methods with expects (progress towards #3892).
- Briefly document this requirement.
# Objective
- Part of the splitting process of #3692.
## Solution
- Remove / change the tuple structs inside of `gamepad.rs` of `bevy_input` to normal structs.
## Reasons
- It made the `gamepad_connection_system` cleaner.
- It made the `gamepad_input_events.rs` example cleaner (which is probably the most notable change for the user facing API).
- Tuple structs are not descriptive (`.0`, `.1`).
- Using tuple structs for more than 1 field is a bad idea (This means that the `Gamepad` type might be fine as a tuple struct, but I still prefer normal structs over tuple structs).
Feel free to discuss this change as this is more or less just a matter of taste.
## Changelog
### Changed
- The `Gamepad`, `GamepadButton`, `GamepadAxis`, `GamepadEvent` and `GamepadEventRaw` types are now normal structs instead of tuple structs and have a `new()` function.
## Migration Guide
- The `Gamepad`, `GamepadButton`, `GamepadAxis`, `GamepadEvent` and `GamepadEventRaw` types are now normal structs instead of tuple structs and have a `new()` function. To migrate change every instantiation to use the `new()` function instead and use the appropriate field names instead of `.0` and `.1`.
# Objective
- Clean up duplicate code in the add_before/add_after functions in PluginGroupBuilder.
## Solution
- moved index retrieval code to a private function index_of() for the PluginGroupBuilder.
- change is just tidying up. No real change to functionality.
# Objective
This code currently fails to compile with error ``the name `T` is already used for a generic parameter in this item's generic parameters``, because `T` is also used in code generated by `derive(Bundle)`.
```rust
#[derive(Bundle)]
struct MyBundle<T: Component> {
component: T,
}
```
## Solution
Add double underscores to type parameter names in `derive(Bundle)`.
# Objective
- Meshes are queued in opaque phase instead of transparent phase when drawing wireframes.
- There is a name mismatch.
## Solution
- Rename `transparent_phase` to `opaque_phase` in `wireframe.rs`.
The only tests we had for `derive(WorldQuery)` checked that the derive doesnt panic/emit a `compiler_error!`. This PR adds tests that actually assert the returned values of a query using the derived `WorldQuery` impl. Also adds a compile fail test to check that we correctly error on read only world queries containing mutable world queries.
# Objective
`bevy_ecs` has large amounts of unsafe code which is hard to get right and makes it difficult to audit for soundness.
## Solution
Introduce lifetimed, type-erased pointers: `Ptr<'a>` `PtrMut<'a>` `OwningPtr<'a>'` and `ThinSlicePtr<'a, T>` which are newtypes around a raw pointer with a lifetime and conceptually representing strong invariants about the pointee and validity of the pointer.
The process of converting bevy_ecs to use these has already caught multiple cases of unsound behavior.
## Changelog
TL;DR for release notes: `bevy_ecs` now uses lifetimed, type-erased pointers internally, significantly improving safety and legibility without sacrificing performance. This should have approximately no end user impact, unless you were meddling with the (unfortunately public) internals of `bevy_ecs`.
- `Fetch`, `FilterFetch` and `ReadOnlyFetch` trait no longer have a `'state` lifetime
- this was unneeded
- `ReadOnly/Fetch` associated types on `WorldQuery` are now on a new `WorldQueryGats<'world>` trait
- was required to work around lack of Generic Associated Types (we wish to express `type Fetch<'a>: Fetch<'a>`)
- `derive(WorldQuery)` no longer requires `'w` lifetime on struct
- this was unneeded, and improves the end user experience
- `EntityMut::get_unchecked_mut` returns `&'_ mut T` not `&'w mut T`
- allows easier use of unsafe API with less footguns, and can be worked around via lifetime transmutery as a user
- `Bundle::from_components` now takes a `ctx` parameter to pass to the `FnMut` closure
- required because closure return types can't borrow from captures
- `Fetch::init` takes `&'world World`, `Fetch::set_archetype` takes `&'world Archetype` and `&'world Tables`, `Fetch::set_table` takes `&'world Table`
- allows types implementing `Fetch` to store borrows into world
- `WorldQuery` trait now has a `shrink` fn to shorten the lifetime in `Fetch::<'a>::Item`
- this works around lack of subtyping of assoc types, rust doesnt allow you to turn `<T as Fetch<'static>>::Item'` into `<T as Fetch<'a>>::Item'`
- `QueryCombinationsIter` requires this
- Most types implementing `Fetch` now have a lifetime `'w`
- allows the fetches to store borrows of world data instead of using raw pointers
## Migration guide
- `EntityMut::get_unchecked_mut` returns a more restricted lifetime, there is no general way to migrate this as it depends on your code
- `Bundle::from_components` implementations must pass the `ctx` arg to `func`
- `Bundle::from_components` callers have to use a fn arg instead of closure captures for borrowing from world
- Remove lifetime args on `derive(WorldQuery)` structs as it is nonsensical
- `<Q as WorldQuery>::ReadOnly/Fetch` should be changed to either `RO/QueryFetch<'world>` or `<Q as WorldQueryGats<'world>>::ReadOnly/Fetch`
- `<F as Fetch<'w, 's>>` should be changed to `<F as Fetch<'w>>`
- Change the fn sigs of `Fetch::init/set_archetype/set_table` to match respective trait fn sigs
- Implement the required `fn shrink` on any `WorldQuery` implementations
- Move assoc types `Fetch` and `ReadOnlyFetch` on `WorldQuery` impls to `WorldQueryGats` impls
- Pass an appropriate `'world` lifetime to whatever fetch struct you are for some reason using
### Type inference regression
in some cases rustc may give spurrious errors when attempting to infer the `F` parameter on a query/querystate this can be fixed by manually specifying the type, i.e. `QueryState:🆕:<_, ()>(world)`. The error is rather confusing:
```rust=
error[E0271]: type mismatch resolving `<() as Fetch<'_>>::Item == bool`
--> crates/bevy_pbr/src/render/light.rs:1413:30
|
1413 | main_view_query: QueryState::new(world),
| ^^^^^^^^^^^^^^^ expected `bool`, found `()`
|
= note: required because of the requirements on the impl of `for<'x> FilterFetch<'x>` for `<() as WorldQueryGats<'x>>::Fetch`
note: required by a bound in `bevy_ecs::query::QueryState::<Q, F>::new`
--> crates/bevy_ecs/src/query/state.rs:49:32
|
49 | for<'x> QueryFetch<'x, F>: FilterFetch<'x>,
| ^^^^^^^^^^^^^^^ required by this bound in `bevy_ecs::query::QueryState::<Q, F>::new`
```
---
Made with help from @BoxyUwU and @alice-i-cecile
Co-authored-by: Boxy <supbscripter@gmail.com>
# Objective
Reduce from scratch build time.
## Solution
Reduce the size of the critical path by removing dependencies between crates where not necessary. For `cargo check --no-default-features` this reduced build time from ~51s to ~45s. For some commits I am not completely sure if the tradeoff between build time reduction and convenience caused by the commit is acceptable. If not, I can drop them.
## Objective
This fixes#1686.
`size_hint` can be useful even if a little niche. For example,
`collect::<Vec<_>>()` uses the `size_hint` of Iterator it collects from
to pre-allocate a memory slice large enough to not require re-allocating
when pushing all the elements of the iterator.
## Solution
To this effect I made the following changes:
* Add a `IS_ARCHETYPAL` associated constant to the `Fetch` trait,
this constant tells us when it is safe to assume that the `Fetch`
relies exclusively on archetypes to filter queried entities
* Add `IS_ARCHETYPAL` to all the implementations of `Fetch`
* Use that constant in `QueryIter::size_hint` to provide a more useful
## Migration guide
The new associated constant is an API breaking change. For the user,
if they implemented a custom `Fetch`, it means they have to add this
associated constant to their implementation. Either `true` if it doesn't limit
the number of entities returned in a query beyond that of archetypes, or
`false` for when it does.
# Objective
Reduce the catch-all grab-bag of functionality in bevy_core by moving FloatOrd to bevy_utils.
A step in addressing #2931 and splitting bevy_core into more specific locations.
## Solution
Move FloatOrd into bevy_utils. Fix the compile errors.
As a result, bevy_core_pipeline, bevy_pbr, bevy_sprite, bevy_text, and bevy_ui no longer depend on bevy_core (they were only using it for `FloatOrd` previously).
# Objective
- Small change that better facilitates custom animation systems
## Solution
- Added a public access function to `bevy::animation::AnimationClip`, making duration publicly readable
---
# Objective
- Code quality bad
## Solution
- Code quality better
- Using rust-analyzer's inline function and inline variable quick assists, I validated that the call to `AssetServer::new` is exactly the same code as the previous version.
# Objective
Comparing two reflected floating points would always fail:
```rust
let a: &dyn Reflect = &1.23_f32;
let b: &dyn Reflect = &1.23_f32;
// Panics:
assert!(a.reflect_partial_eq(b).unwrap_or_default());
```
The comparison returns `None` since `f32` (and `f64`) does not have a reflected `PartialEq` implementation.
## Solution
Include `PartialEq` in the `impl_reflect_value!` macro call for both `f32` and `f64`.
`Hash` is still excluded since neither implement `Hash`.
Also added equality tests for some of the common types from `std` (including `f32`).
Support for deriving `TypeUuid` for types with generics was initially added in https://github.com/bevyengine/bevy/pull/2044 but later reverted https://github.com/bevyengine/bevy/pull/2204 because it lead to `MyStruct<A>` and `MyStruct<B>` having the same type uuid.
This PR fixes this by generating code like
```rust
#[derive(TypeUuid)]
#[uuid = "69b09733-a21a-4dab-a444-d472986bd672"]
struct Type<T>(T);
impl<T: TypeUuid> TypeUuid for Type<T> {
const TYPE_UUID: TypeUuid = generate_compound_uuid(Uuid::from_bytes([/* 69b0 uuid */]), T::TYPE_UUID);
}
```
where `generate_compound_uuid` will XOR the non-metadata bits of the two UUIDs.
Co-authored-by: XBagon <xbagon@outlook.de>
Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
# Objective
Fix wonky torus normals.
## Solution
I attempted this previously in #3549, but it looks like I botched it. It seems like I mixed up the y/z axes. Somehow, the result looked okay from that particular camera angle.
This video shows toruses generated with
- [left, orange] original torus mesh code
- [middle, pink] PR 3549
- [right, purple] This PR
https://user-images.githubusercontent.com/200550/164093183-58a7647c-b436-4512-99cd-cf3b705cefb0.mov
# Objective
Make timers update `just_finished` on tick, even if paused.
Fixes#4436
## Solution
`just_finished()` returns `times_finished > 0`. So I:
* Renamed `times_finished` to `times_finished_this_tick` to reduce confusion.
* Set `times_finished_this_tick` to `0` on tick when paused.
* Additionally set `finished` to `false` if the timer is repeating.
Notably this change broke none of the existing tests, so I added a couple for this.
Files changed shows a lot of noise because of the rename. Check the first commit for the relevant changes.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
- Part of the splitting process of #3692.
## Solution
- Document `mouse.rs` inside of `bevy_input`.
Co-authored-by: KDecay <KDecayMusic@protonmail.com>
# Objective
In some cases, you may want to take ownership of the values in `DynamicList` or `DynamicMap`.
I came across this need while trying to implement a custom deserializer, but couldn't get ownership of the values in the list.
## Solution
Implemented `IntoIter` for both `DynamicList` and `DynamicMap`.
# Objective
- Closes#335.
- Related #4285.
- Part of the splitting process of #3503.
## Solution
- Move `Rect` to `bevy_ui` and rename it to `UiRect`.
## Reasons
- `Rect` is only used in `bevy_ui` and therefore calling it `UiRect` makes the intent clearer.
- We have two types that are called `Rect` currently and it's missleading (see `bevy_sprite::Rect` and #335).
- Discussion in #3503.
## Changelog
### Changed
- The `Rect` type got moved from `bevy_math` to `bevy_ui` and renamed to `UiRect`.
## Migration Guide
- The `Rect` type got renamed to `UiRect`. To migrate you just have to change every occurrence of `Rect` to `UiRect`.
Co-authored-by: KDecay <KDecayMusic@protonmail.com>
# Objective
- `EntityRef` and `EntityMut` are surpisingly important public types when working directly with the `World`.
- They're undocumented.
## Solution
- Just add docs!
# Objective
Trait objects that have `Reflect` as a supertrait cannot be upcast to a `dyn Reflect`.
Attempting something like:
```rust
trait MyTrait: Reflect {
// ...
}
fn foo(value: &dyn MyTrait) {
let reflected = value as &dyn Reflect; // Error!
// ...
}
```
Results in `error[E0658]: trait upcasting coercion is experimental`.
The reason this is important is that a lot of `bevy_reflect` methods require a `&dyn Reflect`. This is trivial with concrete types, but if we don't know the concrete type (we only have the trait object), we can't use these methods. For example, we couldn't create a `ReflectSerializer` for the type since it expects a `&dyn Reflect` value— even though we should be able to.
## Solution
Add `as_reflect` and `as_reflect_mut` to `Reflect` to allow upcasting to a `dyn Reflect`:
```rust
trait MyTrait: Reflect {
// ...
}
fn foo(value: &dyn MyTrait) {
let reflected = value.as_reflect();
// ...
}
```
## Alternatives
We could defer this type of logic to the crate/user. They can add these methods to their trait in the same exact way we do here. The main benefit of doing it ourselves is it makes things convenient for them (especially when using the derive macro).
We could also create an `AsReflect` trait with a blanket impl over all reflected types, however, I could not get that to work for trait objects since they aren't sized.
---
## Changelog
- Added trait method `Reflect::as_reflect(&self)`
- Added trait method `Reflect::as_reflect_mut(&mut self)`
## Migration Guide
- Manual implementors of `Reflect` will need to add implementations for the methods above (this should be pretty easy as most cases just need to return `self`)
# Objective
- Related #4276.
- Part of the splitting process of #3503.
## Solution
- Move `Size` to `bevy_ui`.
## Reasons
- `Size` is only needed in `bevy_ui` (because it needs to use `Val` instead of `f32`), but it's also used as a worse `Vec2` replacement in other areas.
- `Vec2` is more powerful than `Size` so it should be used whenever possible.
- Discussion in #3503.
## Changelog
### Changed
- The `Size` type got moved from `bevy_math` to `bevy_ui`.
## Migration Guide
- The `Size` type got moved from `bevy::math` to `bevy::ui`. To migrate you just have to import `bevy::ui::Size` instead of `bevy::math::Math` or use the `bevy::prelude` instead.
Co-authored-by: KDecay <KDecayMusic@protonmail.com>
# Objective
- The `OrthographicCameraBundle` constructor for 2d cameras uses a hardcoded value for Z position and scale of the camera. It could be useful to be able to customize these values.
## Solution
- Add a new constructor `custom_2d` that takes `far` (Z position) and `scale` as parameters. The default constructor `new_2d` uses this constructor with `far = 1000.0` and `scale = 1.0`.
A couple more uncontroversial changes extracted from #3886.
* Enable full feature of syn
It is necessary for the ItemFn and ItemTrait type. Currently it is indirectly
enabled through the tracing dependency of bevy_utils, but this may no
longer be the case in the future.
* Remove unused function from bevy_macro_utils
# Objective
- Part of the splitting process of #3692.
## Solution
- Add more tests to `input.rs` inside of `bevy_input`.
## Note
- The tests would now catch a change like #4410 and fail accordingly.
# Objective
- Debug logs are useful in release builds, but `tracing` logs are hard-capped (`release_max_level_info`) at the `info` level by `bevy_utils`.
## Solution
- This PR simply removes the limit in `bevy_utils` with no further actions.
- If any out-of-the box performance regressions arise, the steps to enable this `tracing` feature should be documented in a user guide in the future.
This PR closes#4069 and closes#1206.
## Alternatives considered
- Instruct the user to build with `debug-assertions` enabled: this is just a workaround, as it obviously enables all `debug-assertions` that affect more than logging itself.
- Re-exporting the feature from `tracing` and enabling it by default: I believe it just adds complexity and confusion, the `tracing` feature can also be re-enabled with one line in userland.
---
## Changelog
### Fixed
- Log level is not hard capped at `info` for release builds anymore.
## Migration Guide
- Maximum log levels for release builds is not enforced by Bevy anymore, to omit "debug" and "trace" level logs entirely from release builds, `tracing` must be added as a dependency with its `release_max_level_info` feature enabled in `Cargo.toml`. (`tracing = { version = "0.1", features = ["release_max_level_info"] }`)
# Objective
To test systems that implement frame rate-independent update logic, one needs to be able to mock `Time`. By mocking time, it's possible to write tests that confirm systems are frame rate-independent.
This is a follow-up PR to #2549 by @ostwilkens and based on his work.
## Solution
To mock `Time`, one needs to be able to manually update the Time resource with an `Instant` defined by the developer. This can be achieved by making the existing `Time::update_with_instant` method public for use in tests.
## Changelog
- Make `Time::update_with_instant` public
- Add doc to `Time::update_with_instant` clarifying that the method should not be called outside of tests.
- Add doc test to `Time` demonstrating how to use `update_with_instant` in tests.
Co-authored-by: Martin Dickopp <martin@zero-based.org>
# Objective
- The single threaded task pool is not documented
- This doesn't warn in CI as it's feature gated for wasm, but I'm tired of seeing the warnings when building in wasm
## Solution
- Document it
# Objective
- Part of the splitting process of #3692.
## Solution
- Rename `ElementState` to `ButtonState`
## Reasons
- The old name was too generic.
- If something can be pressed it is automatically button-like (thanks to @alice-i-cecile for bringing it up in #3692).
- The reason it is called `ElementState` is because that's how `winit` calls it.
- It is used to define if a keyboard or mouse **button** is pressed or not.
- Discussion in #3692.
## Changelog
### Changed
- The `ElementState` type received a rename and is now called `ButtonState`.
## Migration Guide
- The `ElementState` type received a rename and is now called `ButtonState`. To migrate you just have to change every occurrence of `ElementState` to `ButtonState`.
Co-authored-by: KDecay <KDecayMusic@protonmail.com>
# Objective
`AsSystemLabel` has been introduced on system descriptors to make ordering systems more convenient, but `SystemSet::before` and `SystemSet::after` still take `SystemLabels` directly:
use bevy::ecs::system::AsSystemLabel;
/*…*/ SystemSet::new().before(foo.as_system_label()) /*…*/
is currently necessary instead of
/*…*/ SystemSet::new().before(foo) /*…*/
## Solution
Use `AsSystemLabel` for `SystemSet`
The only way to soundly use this API is already encapsulated within `EntityMut::get`, so this api is removed.
# Migration guide
Replace calls to `EntityMut::get_unchecked` with calls to `EntityMut::get`.
# Objective
When using `derive(WorldQuery)`, then clippy complains with the following:
```rust
warning: missing documentation for a struct
--> src\wild_boar_type\marker_vital_status.rs:35:17
|
35 | #[derive(Debug, WorldQuery)]
| ^^^^^^^^^^
|
= note: this warning originates in the derive macro `WorldQuery` (in Nightly builds, run with -Z macro-backtrace for more info)
```
## Solution
* Either `#[doc(hidden)]` or
* Add a generic documentation line to it.
I don't know what is preferred, but I'd gladly add it in here.
# Objective
- The current API docs of `Commands` is very short and is very opaque to newcomers.
## Solution
- Try to explain what it is without requiring knowledge of other parts of `bevy_ecs` like `World` or `SystemParam`.
Co-authored-by: Charles <IceSentry@users.noreply.github.com>
Free at last!
# Objective
- Using `.system()` is no longer needed anywhere, and anyone using it will have already gotten a deprecation warning.
- https://github.com/bevyengine/bevy/pull/3302 was a super special case for `.system()`, since it was so prevelant. However, that's no reason.
- Despite it being deprecated, another couple of uses of it have already landed, including in the deprecating PR.
- These have all been because of doc examples having warnings not breaking CI - 🎟️?
## Solution
- Remove it.
- It's gone
---
## Changelog
- You can no longer use `.system()`
## Migration Guide
- You can no longer use `.system()`. It was deprecated in 0.7.0, and you should have followed the deprecation warning then. You can just remove the method call.
![image](https://user-images.githubusercontent.com/36049421/163688197-3e774a04-6f8f-40a6-b7a4-1330e0b7acf0.png)
- Thanks to the @TheRawMeatball for producing
# Objective
- Fix `ClusterConfig::None`
- This fix is from @robtfm but they didn't have time to submit it, so I am.
## Solution
- Always clear clusters and skip processing when `ClusterConfig::None`
- Conditionally remove `VisiblePointLights` from the view if it is present
# Objective
- https://github.com/bevyengine/bevy/pull/4098 still hasn't fixed minimisation on Windows.
- `Clusters.lights` is assumed to have the number of items given by the product of `Clusters.dimensions`'s axes.
## Solution
- Make that true in `clear`.
# Objective
- Fixes#4234
- Fixes#4473
- Built on top of #3989
- Improve performance of `assign_lights_to_clusters`
## Solution
- Remove the OBB-based cluster light assignment algorithm and calculation of view space AABBs
- Implement the 'iterative sphere refinement' algorithm used in Just Cause 3 by Emil Persson as documented in the Siggraph 2015 Practical Clustered Shading talk by Persson, on pages 42-44 http://newq.net/dl/pub/s2015_practical.pdf
- Adapt to also support orthographic projections
- Add `many_lights -- orthographic` for testing many lights using an orthographic projection
## Results
- `assign_lights_to_clusters` in `many_lights` before this PR on an M1 Max over 1500 frames had a median execution time of 1.71ms. With this PR it is 1.51ms, a reduction of 0.2ms or 11.7% for this system.
---
## Changelog
- Changed: Improved cluster light assignment performance
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- in #3851, a feature for tracing was added to bevy_transform
- usage of that feature was moved to bevy_hierarchy, but the feature was not updated
## Solution
- add the feature to bevy_hierarchy, remove it from bevy_transform
# Objective
- Provide more information when despawning an entity
## Solution
- Add a debug log when despawning an entity
- Add spans to the recursive ways of despawning an entity
```sh
RUST_LOG=debug cargo run --example panic --features trace
# RUST_LOG=debug needed to show debug logs from bevy_ecs
# --features trace needed to have the extra spans
...
DEBUG bevy_app:frame:stage{name=Update}:system_commands{name="panic::despawn_parent"}:command{name="DespawnRecursive" entity=0v0}: bevy_ecs::world: Despawning entity 1v0
DEBUG bevy_app:frame:stage{name=Update}:system_commands{name="panic::despawn_parent"}:command{name="DespawnRecursive" entity=0v0}: bevy_ecs::world: Despawning entity 0v0
```
## Objective
Fixes#4122.
## Solution
Inherit the visibility of the struct being derived for the `xxItem`, `xxFetch`, `xxState` structs.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
The documentation of the `Time::last_update` and `Time::time_since_startup` methods contains typos. It uses apostrophe instead of backtick characters around `Instant` and `Duration`, so that these words are not recognized as identifiers in the generated API documentation. This should be fixed.
## Solution
Fix the typos.
# Objective
Fixes https://github.com/bevyengine/bevy/issues/3499
## Solution
Uses a `HashMap` from `RenderTarget` to sampled textures when preparing `ViewTarget`s to ensure that two passes with the same render target get sampled to the same texture.
This builds on and depends on https://github.com/bevyengine/bevy/pull/3412, so this will be a draft PR until #3412 is merged. All changes for this PR are in the last commit.
# Objective
glTF files can contain cameras. Currently the scene viewer example uses _a_ camera defined in the file if possible, otherwise it spawns a new one. It would be nice if instead it could load all the cameras and cycle through them, while also having a separate user-controller camera.
## Solution
- instead of just a camera that is already defined, always spawn a new separate user-controller camera
- maintain a list of loaded cameras and cycle through them (wrapping to the user-controller camera) when pressing `C`
This matches the behavious that https://github.khronos.org/glTF-Sample-Viewer-Release/ has.
## Implementation notes
- The gltf scene asset loader just spawns the cameras into the world, but does not return a mapping of camera index to bevy entity. So instead the scene_viewer example just collects all spawned cameras with a good old `query.iter().collect()`, so the order is unspecified and may change between runs.
## Demo
https://user-images.githubusercontent.com/22177966/161826637-40161482-5b3b-4df5-aae8-1d5e9b918393.mp4
using the virtual city glTF sample file: https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/VC
Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
# Objective
- While playing with volume, I noticed that when setting the volume just after playback start, I still get a few milliseconds at normal volume
## Solution
- Replace `play_in_loop` with `play_with_settings` that allows from more controls
- Adds a `PlaybackSettings` to specify the settings from start. Can be used: `PlaybackSettings::LOOP.with_volume(0.75)`
Currently `tracy` interprets the entire trace as one frame because the marker for frames isn't being recorded.
~~When an event with `tracy.trace_marker=true` is recorded, `tracing-tracy` will mark the frame as finished:
<aa0b96b2ae/tracing-tracy/src/lib.rs (L240)>~~
~~Unfortunately this leads to~~
```rs
INFO bevy_app:frame: bevy_app::app: finished frame tracy.frame_mark=true
```
~~being printed every frame (we can't use DEBUG because bevy_log sets `max_release_level_info`.~~
Instead of emitting an event that gets logged every frame, we can depend on tracy-client itself and call `finish_continuous_frame!();`
# Objective
- Fixes the issue with orthographic camera imported from glTF not displaying anything (mentioned in #4005).
## Solution
- This was due to wrong scaling mode being used. This PR simply changes WindowSize scaling mode to FixedHorizontal.
## Important Note
Currently, othographic scale in Blender, three.js, and possibly other software does not translate to Bevy (via glTF) because their developers have [misinterpreted the spec](https://github.com/KhronosGroup/glTF/issues/1663#issuecomment-618194015). The camera parameters have been clarified in glTF 2.0, which was released on October of 2021. In Blender 3.0.1 this issue has **not** been fixed yet. If you are importing orthographic cameras from Blender, you have to divide the scale by 2.
# Objective
- Previously, `iter_combinations()` does not work on queries that have filters.
- Fixes#3651
## Solution
- Derived Copy on all `*Fetch<T>` structs, and manually implemented `Clone` to allow the test to pass (`.count()` does not work on `QueryCombinationIter` when `Clone` is derived)
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Make `set_active_camera` system correctly respond to camera deletion, while preserving its correct behavior on first ever frame and any consequent frame, and with multiple cameras of the same type available in the world.
- Fixes#4227
## Solution
- Add a check that the entity referred to by `ActiveCamera` still exists in the world.
# Objective
- In glTF, mesh can be named. This named is used to be able to reference the mesh, but not as a component on the entity
- Bevy only added the node name to the parent node.
## Solution
- Also adds the name on the mesh entity if there is one.
Limitation: In glTF, it's possible to have one mesh (which can be named) corresponding to several primitives (which can't, but are the actual mesh). I added the mesh name to the entity with the `PbrBundle` matching the primitives, which means that a mesh with several primitives would all have the same name. I think this is acceptable...
# Objective
- Make it possible to use `System`s outside of the scheduler/executor without having to define logic to track new archetypes and call `System::add_archetype()` for each.
## Solution
- Replace `System::add_archetype(&Archetype)` with `System::update_archetypes(&World)`, making systems responsible for tracking their own most recent archetype generation the way that `SystemState` already does.
This has minimal (or simplifying) effect on most of the code with the exception of `FunctionSystem`, which must now track the latest `ArchetypeGeneration` it saw instead of relying on the executor to do it.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Fixes#4193
## Solution
When resetting a node's `Interaction` to `None`, ignore any `Clicked` node because that should be handled by the mouse release check exclusively.
Remove the 'chaining' api, as it's peculiar
~~Implement the label traits for `Box<dyn ThatTrait>` (n.b. I'm not confident about this change, but it was the quickest path to not regressing)~~
Remove the need for '`.system`' when using run criteria piping
# Objective
- While animating 501 https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/BrainStem, I noticed things were getting a little slow
- Looking in tracy, the system `extract_skinned_meshes` is taking a lot of time, with a mean duration of 15.17ms
## Solution
- ~~Use `Vec` instead of a `SmallVec`~~
- ~~Don't use an temporary variable~~
- Compute the affine matrix as an `Affine3A` instead
- Remove the `temp` vec
| |mean|
|---|---|
|base|15.17ms|
|~~vec~~|~~9.31ms~~|
|~~no temp variable~~|~~11.31ms~~|
|removing the temp vector|8.43ms|
|affine|13.21ms|
|all together|7.23ms|
# Objective
- Make use of storage buffers, where they are available, for clustered forward bindings to support far more point lights in a scene
- Fixes#3605
- Based on top of #4079
This branch on an M1 Max can keep 60fps with about 2150 point lights of radius 1m in the Sponza scene where I've been testing. The bottleneck is mostly assigning lights to clusters which grows faster than linearly (I think 1000 lights was about 1.5ms and 5000 was 7.5ms). I have seen papers and presentations leveraging compute shaders that can get this up to over 1 million. That said, I think any further optimisations should probably be done in a separate PR.
## Solution
- Add `RenderDevice` to the `Material` and `SpecializedMaterial` trait `::key()` functions to allow setting flags on the keys depending on feature/limit availability
- Make `GpuPointLights` and `ViewClusterBuffers` into enums containing `UniformVec` and `StorageBuffer` variants. Implement the necessary API on them to make usage the same for both cases, and the only difference is at initialisation time.
- Appropriate shader defs in the shader code to handle the two cases
## Context on some decisions / open questions
- I'm using `max_storage_buffers_per_shader_stage >= 3` as a check to see if storage buffers are supported. I was thinking about diving into 'binding resource management' but it feels like we don't have enough use cases to understand the problem yet, and it is mostly a separate concern to this PR, so I think it should be handled separately.
- Should `ViewClusterBuffers` and `ViewClusterBindings` be merged, duplicating the count variables into the enum variants?
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
The `bevy_app` crate has a lot of inconsistencies in the documentation (formatting, spelling, phrasing, consistency).
## Solution
Make it more consistent.
# Objective
- Fix#4416
- The scene has two root nodes, with the second one being the animation root
## Solution
- Check all scene root nodes, and add the `AnimationPlayer` component to nodes that are also animation roots
# Objective
Make `FromWorld` more useful for abstractions with a form similar to
```rs
trait FancyAbstraction {
type PreInitializedData: FromWorld;
}
```
## Solution
Add a `FromWorld` implementation for `SystemState` as well as a way to group together multiple `FromWorld` implementing types as one.
Note: I plan to follow up this PR with another to add `Local` support to exclusive systems, which should get a fair amount of use from the `FromWorld` implementation on `SystemState`.
# Objective
Avoid crashing if `RenderDevice` doesn't exist (required for headless mode).
Fixes#4392.
## Solution
Use `CompressedImageFormats::all()` if there is no `RenderDevice`.
# Objective
- Revert #4410
- `Input<T>.clear()` is the method call at the end of each frame for inputs. Clearing `pressed` in it mean that checking if a key is pressed will always return false
# Objective
- Fixes#1616, fixes#2225
- Let user specify an anchor for a sprite
## Solution
- Add an enum for an anchor point for most common values, with a variant for a custom point
- Defaults to Center to not change current behaviour
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
Fixes#3408#3001 also solves this but I dont see it getting merged any time soon so...
# Objective
make bevy ecs a lil bit less unsound
## Solution
make `EntityMut::get_component_mut` return borrows from self instead of `'w`
# Objective
- Animation is using `Name` to be able to address nodes in an entity free way
- When loading random animated gltf files, I noticed some had animations without names sometimes
## Solution
- Add default names to all nodes
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/2096
## Solution
- This PR enables the drag-and-drop feature for winit on windows again, as the collision issue between cpal and winit has been fixed in https://github.com/RustAudio/cpal/pull/597. I confirmed the drag and drop example working on windows 10 with this change.
- ~~It also bumps the rodio version, though this is not strictly necessary.~~
# Objective
- While playing with animated models, I noticed some were a little off
## Solution
- Some animations curves only have one keyframe, they are used to set a transform to a given value
- Those were ignored as we're never exactly at the ts 0.0 of an animation. going there explicitly (`.set_elapsed(0.0).pause()`) would crash
- Special case this as there isn't much to animate in this case
https://en.wikipedia.org/wiki/HSL_and_HSV#From_RGB
# Objective
Fixes#4382
## Solution
- Describe the solution used to achieve the objective above.
Fixed conversion formula to account for red and green component being max and equal
---
## Changelog
Fixed RGB -> HSL colorspace conversion
## Migration Guide
Co-authored-by: Francesco Giordana <fgiordana@netflix.com>
# Objective
- Part of the splitting process of #3503.
## Solution
- Remove the `face_toward.rs` file containing the `FaceToward` trait.
## Reasons
- It is unused inside of `bevy`.
- The method `Mat4::face_toward` of the trait is identical to `Mat4::look_at_rh` (see https://docs.rs/glam/latest/glam/f32/struct.Mat4.html#method.look_at_rh).
- Discussion in #3503.
## Changelog
### Removed
- The `FaceToward` trait got removed.
## Migration Guide
- The `FaceToward` trait got removed. To migrate you just have to change every occurrence of `Mat4::face_toward` to `Mat4::look_at_rh`.
# Objective
- Since #4224, using labels which only refer to one system doesn't make sense.
## Solution
- Remove some of those.
## Future work
- We should remove the ability to use strings as system labels entirely. I haven't in this PR because there are tests which use this, and that's a lot of code to change.
- The only use cases for labels are either intra-crate, which use #4224, or inter-crate, which should either use #4224 or explicit types. Neither of those should use strings.
# Objective
- std's new APIs do the same thing as `Query::get_multiple_mut`, but are called `get_many`: https://github.com/rust-lang/rust/pull/83608
## Solution
- Find and replace `get_multiple` with `get_many`
# Objective
Make it so that loading in a mesh without normals that is not a `TriangleList` succeeds.
## Solution
Flat normals can only be calculated on a mesh made of triangles.
Check whether the mesh is a `TriangleList` before trying to compute missing normals.
## Additional changes
The panic condition in `duplicate_vertices` did not make sense to me. I moved it to `compute_flat_normals` where the algorithm would produce incorrect results if the mesh is not a `TriangleList`.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
- Clarify `RemovedComponents` are flushed in `CoreStage::Last` and systems relying on that should run before that stage
## Solution
- Update `RemovedComponents` doc comment
# Objective
make bevy ecs a lil bit less unsound
## Solution
make unsound API unsafe so that there is an unsafe block to blame:
```rust
use bevy_ecs::prelude::*;
#[derive(Debug, Component)]
struct Foo(u8);
fn main() {
let mut world = World::new();
let e1 = world.spawn().id();
let e2 = world.spawn().insert(Foo(2)).id();
world.entities_mut().meta[0] = world.entities_mut().meta[1].clone();
let foo = world.entity(e1).get::<Foo>().unwrap();
// whoo i love having components i dont have
dbg!(foo);
}
```
This is not _strictly_ speaking UB, however:
- `Query::get_multiple` cannot work if this is allowed
- bevy_ecs is a pile of unsafe code whose soundness generally depends on the world being in a "correct" state with "no funny business" so it seems best to disallow this
- it is trivial to get bevy to panic inside of functions with safety invariants that have been violated (the entity location is not valid)
- it seems to violate what the safety invariant on `Entities::flush` is trying to ensure
# Objective
An entity spawned with `MaterialMesh2dBundle<M>` cannot be saved and spawned using `DynamicScene` because the `Mesh2dHandle` component does not `impl Reflect`.
## Solution
Add `#[derive(Reflect)]` and `#[reflect(Component)]` to `Mesh2dHandle`, and call `register_type` in `SpritePlugin`. Also add `#[derive(Debug)]` since I'm touching the `derive`s anyway.
# Objective
Animation with shadows crashes with:
```
thread 'main' panicked at 'wgpu error: Validation Error
Caused by:
In Device::create_render_pipeline
note: label = `shadow_pipeline`
error matching VERTEX shader requirements against the pipeline
shader global ResourceBinding { group: 1, binding: 1 } is not available in the layout pipeline layout
visibility flags don't include the shader stage
```
Animation with wireframe crashes with:
```
thread 'main' panicked at 'wgpu error: Validation Error
Caused by:
In Device::create_render_pipeline
note: label = `opaque_mesh_pipeline`
error matching VERTEX shader requirements against the pipeline
shader global ResourceBinding { group: 2, binding: 0 } is not available in the layout pipeline layout
binding is missing from the pipeline layout
```
## Solution
- Fix the bindings
# Objective
- The inability to have multiple active mutable borrows into a query is a common source of borrow-checker pain for users.
- This is a pointless restriction if and only if we can guarantee that the entities they are accessing are unique.
- This could already by bypassed with get_unchecked, but that is an extremely unsafe API.
- Closes https://github.com/bevyengine/bevy/issues/2042.
## Solution
- Add `get_multiple`, `get_multiple_mut` and their unchecked equivalents (`multiple` and `multiple_mut`) to `Query` and `QueryState`.
- Improve the `QueryEntityError` type to provide more useful error information.
## Changelog
- Added `get_multiple`, `get_multiple_mut` and their unchecked equivalents (`multiple` and `multiple_mut`) to Query and QueryState.
## Migration Guide
- The `QueryEntityError` enum now has a `AliasedMutability variant, and returns the offending entity.
## Context
This is a fresh attempt at #3333; rebasing was behaving very badly and it was important to rebase on top of the recent query soundness fixes. Many thanks to all the reviewers in that thread, especially @BoxyUwU for the help with lifetimes.
## To-do
- [x] Add compile fail tests
- [x] Successfully deduplicate code
- [x] Decide what to do about failing doc tests
- [x] Get some reviews for lifetime soundness
# Objective
Add a system parameter `ParamSet` to be used as container for conflicting parameters.
## Solution
Added two methods to the SystemParamState trait, which gives the access used by the parameter. Did the implementation. Added some convenience methods to FilteredAccessSet. Changed `get_conflicts` to return every conflicting component instead of breaking on the first conflicting `FilteredAccess`.
Co-authored-by: bilsen <40690317+bilsen@users.noreply.github.com>
# Objective
Cleans up some duplicated color -> u32 conversion code in `bevy_sprite` and `bevy_ui`
## Solution
Use `as_linear_rgba_u32` which was added recently by #4088
# Objective
Fixes#4344.
## Solution
Add a new component `Text2dBounds` to `Text2dBundle` that specifies the maximum width and height of text. Text will wrap according to this size.
# Objective
- Part of the splitting process of #3692.
## Solution
- Change the `gamepad_connection_system` to run after the `InputSystem` label.
## Reasons
I changed the `gamepad_connection_system` to run after the `InputSystem` instead of in parallel, because this system checks the `GamepadEvent`s which get send inside of the `gamepad_event_system`. This means that the `gamepad_connection_system` could respond to the events one frame later, instead of instantly resulting in one frame lag.
Old possible case:
1. `gamepad_connection_system` (reacts to the `GamepadEvent`s too early)
2. `gamepad_event_system` (sends the `GamepadEvent`s)
New fixed ordering:
1. `gamepad_event_system` (sends the `GamepadEvent`s)
2. `gamepad_connection_system` (reacts to the `GamepadEvent`s)
# Objective
- Closes#335.
- Part of the splitting process of #3503.
## Solution
- Remove the `margins.rs` file containing the `Margins` type.
## Reasons
- It is unused inside of `bevy`.
- The `Rect`/`UiRect` is identical to the `Margins` type and is also used for margins inside of `bevy` (rename of `Rect` happens in #4276)
- Discussion in #3503.
## Changelog
### Removed
- The `Margins` type got removed.
## Migration Guide
- The `Margins` type got removed. To migrate you just have to change every occurrence of `Margins` to `UiRect`.
# Objective
We are currently inserting an `input` into `pressed` even if it is already pressed. This also applies to releasing an input. This is not a big deal, but since we are already checking if the `input` is pressed or not we might as well remove the cost of the value update caused by the `pressed.insert` method.
Related to #4209
## Solution
Only insert or remove input if needed.
related: https://github.com/bevyengine/bevy/pull/3289
In addition to validating shaders early when debug assertions are enabled, use the new [error scopes](https://gpuweb.github.io/gpuweb/#error-scopes) API when creating a shader module.
I chose to keep the early validation (and thereby parsing twice) when debug assertions are enabled in, because it lets as handle errors ourselves and display them with pretty colors, while the error scopes API just gives us a string we can display.
This change pulls in `futures-util` as a new dependency for `future.now_or_never()`. I can inline that part of futures-lite into `bevy_render` to keep the compilation time lower if that's preferred.
# Objective
Fixes `StandardMaterial` texture update (see sample code below).
Most probably fixes#3674 (did not test)
## Solution
Material updates, such as PBR update, reference the underlying `GpuImage`. Like here: 9a7852db0f/crates/bevy_pbr/src/pbr_material.rs (L177)
However, currently the `GpuImage` update may actually happen *after* the material update fetches the gpu image. Resulting in the material actually not being updated for the correct gpu image.
In this pull req, I introduce new systemlabels for the renderassetplugin. Also assigned the RenderAssetPlugin::<Image> to the `PreAssetExtract` stage, so that it is executed before any material updates.
Code to test.
Expected behavior:
* should update to red texture
Unexpected behavior (before this merge):
* texture stays randomly as green one (depending on the execution order of systems)
```rust
use bevy::{
prelude::*,
render::render_resource::{Extent3d, TextureDimension, TextureFormat},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system(changes)
.run();
}
struct Iteration(usize);
#[derive(Component)]
struct MyComponent;
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut images: ResMut<Assets<Image>>,
) {
commands.spawn_bundle(PointLightBundle {
point_light: PointLight {
..Default::default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..Default::default()
});
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(-2.0, 0.0, 5.0)
.looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
..Default::default()
});
commands.insert_resource(Iteration(0));
commands
.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Quad::new(Vec2::new(3., 2.)))),
material: materials.add(StandardMaterial {
base_color_texture: Some(images.add(Image::new(
Extent3d {
width: 600,
height: 400,
depth_or_array_layers: 1,
},
TextureDimension::D2,
[0, 255, 0, 128].repeat(600 * 400), // GREEN
TextureFormat::Rgba8Unorm,
))),
..Default::default()
}),
..Default::default()
})
.insert(MyComponent);
}
fn changes(
mut materials: ResMut<Assets<StandardMaterial>>,
mut images: ResMut<Assets<Image>>,
mut iteration: ResMut<Iteration>,
webview_query: Query<&Handle<StandardMaterial>, With<MyComponent>>,
) {
if iteration.0 == 2 {
let material = materials.get_mut(webview_query.single()).unwrap();
let image = images
.get_mut(material.base_color_texture.as_ref().unwrap())
.unwrap();
image
.data
.copy_from_slice(&[255, 0, 0, 255].repeat(600 * 400));
}
iteration.0 += 1;
}
```
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Load skeletal weights and indices from GLTF files. Animate meshes.
## Solution
- Load skeletal weights and indices from GLTF files.
- Added `SkinnedMesh` component and ` SkinnedMeshInverseBindPose` asset
- Added `extract_skinned_meshes` to extract joint matrices.
- Added queue phase systems for enqueuing the buffer writes.
Some notes:
- This ports part of # #2359 to the current main.
- This generates new `BufferVec`s and bind groups every frame. The expectation here is that the number of `Query::get` calls during extract is probably going to be the stronger bottleneck, with up to 256 calls per skinned mesh. Until that is optimized, caching buffers and bind groups is probably a non-concern.
- Unfortunately, due to the uniform size requirements, this means a 16KB buffer is allocated for every skinned mesh every frame. There's probably a few ways to get around this, but most of them require either compute shaders or storage buffers, which are both incompatible with WebGL2.
Co-authored-by: james7132 <contact@jamessliu.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
- Improve transform propagation performance
## Solution
- Use `Changed<Transform>` as part of the `root_query` and `transform_query` to avoid the indirection of having to look up the `Entity` in the `changed_transform_query`
- Get rid of the `changed_transform_query` entirely
- `transform_propagate_system` execution time for `many_cubes -- sphere` dropped from 1.07ms to 0.159ms, an 85% reduction for this system. Frame rate increased from ~42fps to ~44fps
# Objective
A common pattern in Rust is the [newtype](https://doc.rust-lang.org/rust-by-example/generics/new_types.html). This is an especially useful pattern in Bevy as it allows us to give common/foreign types different semantics (such as allowing it to implement `Component` or `FromWorld`) or to simply treat them as a "new type" (clever). For example, it allows us to wrap a common `Vec<String>` and do things like:
```rust
#[derive(Component)]
struct Items(Vec<String>);
fn give_sword(query: Query<&mut Items>) {
query.single_mut().0.push(String::from("Flaming Poisoning Raging Sword of Doom"));
}
```
> We could then define another struct that wraps `Vec<String>` without anything clashing in the query.
However, one of the worst parts of this pattern is the ugly `.0` we have to write in order to access the type we actually care about. This is why people often implement `Deref` and `DerefMut` in order to get around this.
Since it's such a common pattern, especially for Bevy, it makes sense to add a derive macro to automatically add those implementations.
## Solution
Added a derive macro for `Deref` and another for `DerefMut` (both exported into the prelude). This works on all structs (including tuple structs) as long as they only contain a single field:
```rust
#[derive(Deref)]
struct Foo(String);
#[derive(Deref, DerefMut)]
struct Bar {
name: String,
}
```
This allows us to then remove that pesky `.0`:
```rust
#[derive(Component, Deref, DerefMut)]
struct Items(Vec<String>);
fn give_sword(query: Query<&mut Items>) {
query.single_mut().push(String::from("Flaming Poisoning Raging Sword of Doom"));
}
```
### Alternatives
There are other alternatives to this such as by using the [`derive_more`](https://crates.io/crates/derive_more) crate. However, it doesn't seem like we need an entire crate just yet since we only need `Deref` and `DerefMut` (for now).
### Considerations
One thing to consider is that the Rust std library recommends _not_ using `Deref` and `DerefMut` for things like this: "`Deref` should only be implemented for smart pointers to avoid confusion" ([reference](https://doc.rust-lang.org/std/ops/trait.Deref.html)). Personally, I believe it makes sense to use it in the way described above, but others may disagree.
### Additional Context
Discord: https://discord.com/channels/691052431525675048/692572690833473578/956648422163746827 (controversiality discussed [here](https://discord.com/channels/691052431525675048/692572690833473578/956711911481835630))
---
## Changelog
- Add `Deref` derive macro (exported to prelude)
- Add `DerefMut` derive macro (exported to prelude)
- Updated most newtypes in examples to use one or both derives
Co-authored-by: MrGVSV <49806985+MrGVSV@users.noreply.github.com>
# Objective
Fixes#1529
Run bevy_ecs in miri
## Solution
- Don't set thread names when running in miri rust-lang/miri/issues/1717
- Update `event-listener` to `2.5.2` as previous versions have UB that is detected by miri: [event-listener commit](1fa31c553e)
- Ignore memory leaks when running in miri as they are impossible to track down rust-lang/miri/issues/1481
- Make `table_add_remove_many` test less "many" because miri is really quite slow :)
- Make CI run `RUSTFLAGS="-Zrandomize-layout" MIRIFLAGS="-Zmiri-ignore-leaks -Zmiri-tag-raw-pointers -Zmiri-disable-isolation" cargo +nightly miri test -p bevy_ecs`
* Refactor assign_lights_to_clusters to always clear + update clusters, even if the screen size isn't available yet / is zero. This fixes#4167. We still avoid the "expensive" per-light work when the screen size isn't available yet. I also consolidated some logic to eliminate some redundancies.
* Removed _a ton_ of (potentially very large) per-frame reallocations
* Removed `Res<VisiblePointLights>` (a vec) in favor of `Res<GlobalVisiblePointLights>` (a hashmap). We were allocating a new hashmap every frame, the collecting it into a vec every frame, then in another system _re-generating the hashmap_. It is always used like a hashmap, might as well embrace that. We now reuse the same hashmap every frame and dont use any intermediate collections.
* We were re-allocating Clusters aabb and light vectors every frame by re-constructing Clusters every frame. We now re-use the existing collections.
* Reuse per-camera VisiblePointLight vecs when possible instead of allocating them every frame. We now only insert VisiblePointLights if the component doesn't exist yet.
This adds the concept of "default labels" for systems (currently scoped to "parallel systems", but this could just as easily be implemented for "exclusive systems"). Function systems now include their function's `SystemTypeIdLabel` by default.
This enables the following patterns:
```rust
// ordering two systems without manually defining labels
app
.add_system(update_velocity)
.add_system(movement.after(update_velocity))
// ordering sets of systems without manually defining labels
app
.add_system(foo)
.add_system_set(
SystemSet::new()
.after(foo)
.with_system(bar)
.with_system(baz)
)
```
Fixes: #4219
Related to: #4220
Credit to @aevyrie @alice-i-cecile @DJMcNab (and probably others) for proposing (and supporting) this idea about a year ago. I was a big dummy that both shut down this (very good) idea and then forgot I did that. Sorry. You all were right!
# Objective
- Fixes#3970
- To support Bevy's shader abstraction(shader defs, shader imports and hot shader reloading) for compute shaders, I have followed carts advice and change the `PipelinenCache` to accommodate both compute and render pipelines.
## Solution
- renamed `RenderPipelineCache` to `PipelineCache`
- Cached Pipelines are now represented by an enum (render, compute)
- split the `SpecializedPipelines` into `SpecializedRenderPipelines` and `SpecializedComputePipelines`
- updated the game of life example
## Open Questions
- should `SpecializedRenderPipelines` and `SpecializedComputePipelines` be merged and how would we do that?
- should the `get_render_pipeline` and `get_compute_pipeline` methods be merged?
- is pipeline specialization for different entry points a good pattern
Co-authored-by: Kurt Kühnert <51823519+Ku95@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Add a helper for storage buffers similar to `UniformVec`
## Solution
- Add a `StorageBuffer<T, U>` where `T` is the main body of the shader struct without any final variable-sized array member, and `U` is the type of the items in a variable-sized array.
- Use `()` as the type for unwanted parts, e.g. `StorageBuffer<(), Vec4>::default()` would construct a binding that would work with `struct MyType { data: array<vec4<f32>>; }` in WGSL and `StorageBuffer<MyType, ()>::default()` would work with `struct MyType { ... }` in WGSL as long as there are no variable-sized arrays.
- Std430 requires that there is at most one variable-sized array in a storage buffer, that if there is one it is the last member of the binding, and that it has at least one item. `StorageBuffer` handles all of these constraints.
Add support for removing nodes, edges, and subgraphs. This enables live re-wiring of the render graph.
This was something I did to support the MSAA implementation, but it turned out to be unnecessary there. However, it is still useful so here it is in its own PR.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
make bevy ecs a lil bit less unsound
## Solution
yeet unsound API `World::components_mut`:
```rust
use bevy_ecs::prelude::*;
#[derive(Component)]
struct Foo(u8);
#[derive(Debug, Component)]
struct Bar([u8; 100]);
fn main() {
let mut world = World::new();
let e = world.spawn().insert(Foo(0)).id();
*world.components_mut() = Default::default();
let bar = world.entity_mut(e).remove::<Bar>().unwrap();
// oopsies reading memory copied from outside allocation
dbg!(bar);
}
```
# Objective
When loading a gltf scene with a camera, bevy will panic at ``thread 'main' panicked at 'scene contains the unregistered type `bevy_render:📷:bundle::Camera3d`. consider registering the type using `app.register_type::<T>()`', /home/jakob/dev/rust/contrib/bevy/bevy/crates/bevy_scene/src/scene_spawner.rs:332:35``.
## Solution
Register the camera types to fix the panic.
# Objective
As described in #4257, registering an Event twice would cause some systems to miss events on some starts, since the event buffer is cleared + swapped multiple times.
Fixes#4257
## Solution
A simple check whether the event is already registered is added, making adding an Event a second time a no-op.
# Objective
- Fixes#4208
## Solution
- Adds a check before inserting into an `Input`'s `just_released` set, in the same way that one exists for adding into the `just_pressed` set.
# Objective
The [glTF spec](8e798b02d2/specification/2.0/Specification.adoc (395-double-sided)) the `doubleSided` has the following to say about the `doubleSided` boolean:
> When this value is false, back-face culling is enabled, i.e., only front-facing triangles are rendered.
> When this value is true, back-face culling is disabled and double sided lighting is enabled. The back-face MUST have its normals reversed before the lighting equation is evaluated.
## Solution
Disable backface culling when `doubleSided: true`.
# Objective
- Make visible how much time is spent building the Opaque3d, AlphaMask3d, and Transparent3d passes
## Solution
- Add a `trace` feature to `bevy_core_pipeline`
- Add tracy spans around the three passes
- I didn't do this for shadows, sprites, etc as they are only one pass in the node. Perhaps it should be split into 3 nodes to allow insertion of other nodes between...?
# Objective
- Reduce time spent in the `check_visibility` system
## Solution
- Use `Vec3A` for all bounding volume types to leverage SIMD optimisations and to avoid repeated runtime conversions from `Vec3` to `Vec3A`
- Inline all bounding volume intersection methods
- Add on-the-fly calculated `Aabb` -> `Sphere` and do `Sphere`-`Frustum` intersection tests before `Aabb`-`Frustum` tests. This is faster for `many_cubes` but could be slower in other cases where the sphere test gives a false-positive that the `Aabb` test discards. Also, I tested precalculating the `Sphere`s and inserting them alongside the `Aabb` but this was slower.
- Do not test meshes against the far plane. Apparently games don't do this anymore with infinite projections, and it's one fewer plane to test against. I made it optional and still do the test for culling lights but that is up for discussion.
- These collectively reduce `check_visibility` execution time in `many_cubes -- sphere` from 2.76ms to 1.48ms and increase frame rate from ~42fps to ~44fps
Tracing added support for "inline span entering", which cuts down on a lot of complexity:
```rust
let span = info_span!("my_span").entered();
```
This adapts our code to use this pattern where possible, and updates our docs to recommend it.
This produces equivalent tracing behavior. Here is a side by side profile of "before" and "after" these changes.
![image](https://user-images.githubusercontent.com/2694663/158912137-b0aa6dc8-c603-425f-880f-6ccf5ad1b7ef.png)
# Objective
- Support compressed textures including 'universal' formats (ETC1S, UASTC) and transcoding of them to
- Support `.dds`, `.ktx2`, and `.basis` files
## Solution
- Fixes https://github.com/bevyengine/bevy/issues/3608 Look there for more details.
- Note that the functionality is all enabled through non-default features. If it is desirable to enable some by default, I can do that.
- The `basis-universal` crate, used for `.basis` file support and for transcoding, is built on bindings against a C++ library. It's not feasible to rewrite in Rust in a short amount of time. There are no Rust alternatives of which I am aware and it's specialised code. In its current state it doesn't support the wasm target, but I don't know for sure. However, it is possible to build the upstream C++ library with emscripten, so there is perhaps a way to add support for web too with some shenanigans.
- There's no support for transcoding from BasisLZ/ETC1S in KTX2 files as it was quite non-trivial to implement and didn't feel important given people could use `.basis` files for ETC1S.
# Objective
- Fixes#3300
- `RunSystem` is messy
## Solution
- Adds the trick theorised in https://github.com/bevyengine/bevy/issues/3300#issuecomment-991791234
P.S. I also want this for an experimental refactoring of `Assets`, to remove the duplication of `Events<AssetEvent<T>>`
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Hierarchy tools are not just used for `Transform`: they are also used for scenes.
- In the future there's interest in using them for other features, such as visiibility inheritance.
- The fact that these tools are found in `bevy_transform` causes a great deal of user and developer confusion
- Fixes#2758.
## Solution
- Split `bevy_transform` into two!
- Make everything work again.
Note that this is a very tightly scoped PR: I *know* there are code quality and docs issues that existed in bevy_transform that I've just moved around. We should fix those in a seperate PR and try to merge this ASAP to reduce the bitrot involved in splitting an entire crate.
## Frustrations
The API around `GlobalTransform` is a mess: we have massive code and docs duplication, no link between the two types and no clear way to extend this to other forms of inheritance.
In the medium-term, I feel pretty strongly that `GlobalTransform` should be replaced by something like `Inherited<Transform>`, which lives in `bevy_hierarchy`:
- avoids code duplication
- makes the inheritance pattern extensible
- links the types at the type-level
- allows us to remove all references to inheritance from `bevy_transform`, making it more useful as a standalone crate and cleaning up its docs
## Additional context
- double-blessed by @cart in https://github.com/bevyengine/bevy/issues/4141#issuecomment-1063592414 and https://github.com/bevyengine/bevy/issues/2758#issuecomment-913810963
- preparation for more advanced / cleaner hierarchy tools: go read https://github.com/bevyengine/rfcs/pull/53 !
- originally attempted by @finegeometer in #2789. It was a great idea, just needed more discussion!
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
**Problem**
- whenever you want more than one of the builtin cameras (for example multiple windows, split screen, portals), you need to add a render graph node that executes the correct sub graph, extract the camera into the render world and add the correct `RenderPhase<T>` components
- querying for the 3d camera is annoying because you need to compare the camera's name to e.g. `CameraPlugin::CAMERA_3d`
**Solution**
- Introduce the marker types `Camera3d`, `Camera2d` and `CameraUi`
-> `Query<&mut Transform, With<Camera3d>>` works
- `PerspectiveCameraBundle::new_3d()` and `PerspectiveCameraBundle::<Camera3d>::default()` contain the `Camera3d` marker
- `OrthographicCameraBundle::new_3d()` has `Camera3d`, `OrthographicCameraBundle::new_2d()` has `Camera2d`
- remove `ActiveCameras`, `ExtractedCameraNames`
- run 2d, 3d and ui passes for every camera of their respective marker
-> no custom setup for multiple windows example needed
**Open questions**
- do we need a replacement for `ActiveCameras`? What about a component `ActiveCamera { is_active: bool }` similar to `Visibility`?
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Make insertion of uniform components faster
## Solution
- Use batch insertion in the prepare_uniform_components system
- Improves `many_cubes -- sphere` from ~42fps to ~43fps
Co-authored-by: François <mockersf@gmail.com>
# Objective
fix cluster tilesize and tilecount calculations.
Fixes https://github.com/bevyengine/bevy/issues/4127 & https://github.com/bevyengine/bevy/issues/3596
## Solution
- calculate tilesize as smallest integers such that dimensions.xy() tiles will cover the screen
- calculate final dimensions as smallest integers such that final dimensions * tilesize will cover the screen
there is more cleanup that could be done in these functions. a future PR will likely remove the tilesize completely, so this is just a minimal change set to fix the current bug at small screen sizes
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Lets say we need to rotate stretched object for this purpose we can created stretched `Child` and add as child to `Parent`, later we can rotate `Parent`, `Child` in this situation should rotate keeping it form, it is not the case with `SpriteBundle` currently. If you try to do it with `SpriteBundle` it will deform.
## Solution
My pull request fixes order of transformations to scale -> rotate -> translate, with this fix `SpriteBundle` behaves as expected in described rotation, without deformation. Here is quote from "Essential Mathematics for Games":
> Generally, the desired order we wish to use for these transforms is to scale first, then rotate, then translate. Scaling first gives us the scaling along the axes we expect. We can then rotate around the origin of the frame, and then translate it into place.
I'm must say when I was using `MaterialMesh2dBundle` it behaves correctly in both cases with `bevy main` and with my fix, don't know why, was not able to figure it out why there is difference.
here is code I was using for testing:
```rust
use bevy::{
prelude::*,
render::render_resource::{Extent3d, TextureDimension, TextureFormat},
sprite::{MaterialMesh2dBundle, Mesh2dHandle},
};
fn main() {
let mut app = App::new();
app.insert_resource(ClearColor(Color::rgb(0.1, 0.2, 0.3)))
.add_plugins(DefaultPlugins)
.add_startup_system(setup);
app.run();
}
fn setup(
mut commands: Commands,
mut images: ResMut<Assets<Image>>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
let mut c = OrthographicCameraBundle::new_2d();
c.orthographic_projection.scale = 1.0 / 10.0;
commands.spawn_bundle(c);
// note: mesh somehow works for both variants
// let quad: Mesh2dHandle = meshes.add(Mesh::from(shape::Quad::default())).into();
// let child = commands
// .spawn_bundle(MaterialMesh2dBundle {
// mesh: quad.clone(),
// transform: Transform::from_translation(Vec3::new(0.0, 0.0, -1.0))
// .with_scale(Vec3::new(10.0, 1.0, 1.0)),
// material: materials.add(ColorMaterial::from(Color::BLACK)),
// ..Default::default()
// })
// .id();
// commands
// .spawn_bundle(MaterialMesh2dBundle {
// mesh: quad,
// transform: Transform::from_rotation(Quat::from_rotation_z(0.78))
// .with_translation(Vec3::new(0.0, 0.0, 10.0)),
// material: materials.add(ColorMaterial::from(Color::WHITE)),
// ..Default::default()
// })
// .push_children(&[child]);
let white = images.add(get_image(Color::rgb(1.0, 1.0, 1.0)));
let black = images.add(get_image(Color::rgb(0.0, 0.0, 0.0)));
let child = commands
.spawn_bundle(SpriteBundle {
texture: black,
transform: Transform::from_translation(Vec3::new(0.0, 0.0, -1.0))
.with_scale(Vec3::new(10.0, 1.0, 1.0)),
..Default::default()
})
.id();
commands
.spawn_bundle(SpriteBundle {
texture: white,
transform: Transform::from_rotation(Quat::from_rotation_z(0.78))
.with_translation(Vec3::new(0.0, 0.0, 10.0)),
..Default::default()
})
.push_children(&[child]);
}
fn get_image(color: Color) -> Image {
let mut bytes = Vec::with_capacity((1 * 1 * 4 * 4) as usize);
let color = color.as_rgba_f32();
bytes.extend(color[0].to_le_bytes());
bytes.extend(color[1].to_le_bytes());
bytes.extend(color[2].to_le_bytes());
bytes.extend(1.0_f32.to_le_bytes());
Image::new(
Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
TextureDimension::D2,
bytes,
TextureFormat::Rgba32Float,
)
}
```
here is screenshot with `bevy main` and my fix:
![examples](https://user-images.githubusercontent.com/816292/151708304-c07c891e-da70-43f4-9c41-f85fa166a96d.png)
# Objective
provide some customisation for default cluster setup
avoid "cluster index lists is full" in all cases (using a strategy outlined by @superdump)
## Solution
Add ClusterConfig enum (which can be inserted into a view at any time) to allow specifying cluster setup with variants:
- None (do not do any light assignment - for views which do not require light info, e.g. minimaps etc)
- Single (one cluster)
- XYZ (explicit cluster counts in each dimension)
- FixedZ (most similar to current - specify Z-slices and total, then x and y counts are dynamically determined to give approximately square clusters based on current aspect ratio)
Defaults to FixedZ { total: 4096, z: 24 } which is similar to the current setup.
Per frame, estimate the number of indices that would be required for the current config and decrease the cluster counts / increase the cluster sizes in the x and y dimensions if the index list would be too small.
notes:
- I didn't put ClusterConfig in the camera bundles to avoid introducing a dependency from bevy_render to bevy_pbr. the ClusterConfig enum comes with a pbr-centric impl block so i didn't want to move that into bevy_render either.
- ~Might want to add None variant to cluster config for views that don't care about lights?~
- Not well tested for orthographic
- ~there's a cluster_muck branch on my repo which includes some diagnostics / a modified lighting example which may be useful for tyre-kicking~ (outdated, i will bring it up to date if required)
anecdotal timings:
FPS on the lighting demo is negligibly better (~5%), maybe due to a small optimisation constraining the light aabb to be in front of the camera
FPS on the lighting demo with 100 extra lights added is ~33% faster, and also renders correctly as the cluster index count is no longer exceeded
# Objective
- Fix#2163
- Allow configuration of thread pools through `DefaultTaskPoolOptions`
## Solution
- `TaskPoolThreadAssignmentPolicy` was already public but not exported. Export it.
# Objective
Fixes#4133
## Solution
Add comparisons to make sure we don't dereference `Mut<>` in the two places where `Transform` is being mutated. `GlobalTransform` implementation already works properly so fixing Transform automatically fixed that as well.
## Objective
Currently, all directional and point lights have their viewing frusta recalculated every frame, even if they have not moved or been disabled/enabled.
## Solution
The relevant systems now make use of change detection to only update those lights whose viewing frusta may have changed.
# Objective
- Improve documentation.
- Provide helper functions for common uses of `Windows` relating to getting the primary `Window`.
- Reduce repeated `Window` code.
# Solution
- Adds infallible `primary()` and `primary_mut()` functions with standard error text. This replaces the commonly used `get_primary().unwrap()` seen throughout bevy which has inconsistent or nonexistent error messages.
- Adds `scale_factor(WindowId)` to replace repeated code blocks throughout.
# Considerations
- The added functions can panic if the primary window does not exist.
- It is very uncommon for the primary window to not exist, as seen by the regular use of `get_primary().unwrap()`. Most users will have a single window and will need to reference the primary window in their code multiple times.
- The panic provides a consistent error message to make this class of error easy to spot from the panic text.
- This follows the established standard of short names for infallible-but-unlikely-to-panic functions in bevy.
- Removes line noise for common usage of `Windows`.
# Objective
Fixes#3744
## Solution
The old code used the formula `normal . center + d + radius <= 0` to determine if the sphere with center `center` and radius `radius` is outside the plane with normal `normal` and distance from origin `d`. This only works if `normal` is normalized, which is not necessarily the case. Instead, `normal` and `d` are both multiplied by some factor that `radius` isn't multiplied by. So the additional code multiplied `radius` by that factor.
## Objective
A step towards `f64` `Transform`s (#1680). For now, I am rolling my own `Transform`. But in order to derive Reflect, I specifically need `DQuat` to be reflectable.
```rust
#[derive(Component, Reflect, Copy, Clone, PartialEq, Debug)]
#[reflect(Component, PartialEq)]
pub struct Transform {
pub translation: DVec3,
pub rotation: DQuat, // error: the trait `bevy::prelude::Reflect` is not implemented for `DQuat`
pub scale: DVec3,
}
```
## Solution
I have added a `DQuat` impl for `Reflect` alongside the other glam impls. I've also added impls for `DMat3` and `DMat4` to match.
# Objective
- Reduce power usage for games when not focused.
- Reduce power usage to ~0 when a desktop application is minimized (opt-in).
- Reduce power usage when focused, only updating on a `winit` event, or the user sends a redraw request. (opt-in)
https://user-images.githubusercontent.com/2632925/156904387-ec47d7de-7f06-4c6f-8aaf-1e952c1153a2.mp4
Note resource usage in the Task Manager in the above video.
## Solution
- Added a type `UpdateMode` that allows users to specify how the winit event loop is updated, without exposing winit types.
- Added two fields to `WinitConfig`, both with the `UpdateMode` type. One configures how the application updates when focused, and the other configures how the application behaves when it is not focused. Users can modify this resource manually to set the type of event loop control flow they want.
- For convenience, two functions were added to `WinitConfig`, that provide reasonable presets: `game()` (default) and `desktop_app()`.
- The `game()` preset, which is used by default, is unchanged from current behavior with one exception: when the app is out of focus the app updates at a minimum of 10fps, or every time a winit event is received. This has a huge positive impact on power use and responsiveness on my machine, which will otherwise continue running the app at many hundreds of fps when out of focus or minimized.
- The `desktop_app()` preset is fully reactive, only updating when user input (winit event) is supplied or a `RedrawRequest` event is sent. When the app is out of focus, it only updates on `Window` events - i.e. any winit event that directly interacts with the window. What this means in practice is that the app uses *zero* resources when minimized or not interacted with, but still updates fluidly when the app is out of focus and the user mouses over the application.
- Added a `RedrawRequest` event so users can force an update even if there are no events. This is useful in an application when you want to, say, run an animation even when the user isn't providing input.
- Added an example `low_power` to demonstrate these changes
## Usage
Configuring the event loop:
```rs
use bevy::winit::{WinitConfig};
// ...
.insert_resource(WinitConfig::desktop_app()) // preset
// or
.insert_resource(WinitConfig::game()) // preset
// or
.insert_resource(WinitConfig{ .. }) // manual
```
Requesting a redraw:
```rs
use bevy:🪟:RequestRedraw;
// ...
fn request_redraw(mut event: EventWriter<RequestRedraw>) {
event.send(RequestRedraw);
}
```
## Other details
- Because we have a single event loop for multiple windows, every time I've mentioned "focused" above, I more precisely mean, "if at least one bevy window is focused".
- Due to a platform bug in winit (https://github.com/rust-windowing/winit/issues/1619), we can't simply use `Window::request_redraw()`. As a workaround, this PR will temporarily set the window mode to `Poll` when a redraw is requested. This is then reset to the user's `WinitConfig` setting on the next frame.
# Objective
Currently, errors in the render graph runner are exposed via a `Result::unwrap()` panic message, which dumps the debug representation of the error.
## Solution
This PR updates `render_system` to log the chain of errors, followed by an explicit panic:
```
ERROR bevy_render::renderer: Error running render graph:
ERROR bevy_render::renderer: > encountered an error when running a sub-graph
ERROR bevy_render::renderer: > tried to pass inputs to sub-graph "outline_graph", which has no input slots
thread 'main' panicked at 'Error running render graph: encountered an error when running a sub-graph', /[redacted]/bevy/crates/bevy_render/src/renderer/mod.rs:44:9
```
Some errors' `Display` impls (via `thiserror`) have also been updated to provide more detail about the cause of the error.
# Objective
- `Assets<T>::iter_mut` sends `Modified` event for all assets first, then returns the iterator
- This means that events could be sent for assets that would not have been mutated if iteration was stopped before
## Solution
- Send `Modified` event when assets are iterated over.
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
This makes it possible for materials to configure front or
back face culling, or disable culling.
Initially I looked at specializing the Mesh which currently
controls this state but conceptually it seems more appropriate
to control this at the material level, not the mesh level.
_Just for reference this also seems to be consistent with Unity
where materials/shaders can configure the culling mode between
front/back/off - as opposed to configuring any culling state
when importing a mesh._
After some archaeology, trying to understand how this might
relate to the existing 'double_sided' option, it was determined
that double_sided is a more high level lighting option originally
from Filament that will cause the normals for back faces to be
flipped.
For sake of avoiding complexity, but keeping control this
currently keeps the options orthogonal, and adds some clarifying
documentation for `double_sided`. This won't affect any existing
apps since there hasn't been a way to disable backface culling
up until now, so the option was essentially redundant.
double_sided support could potentially be updated to imply
disabling of backface culling.
For reference https://github.com/bevyengine/bevy/pull/3734/commits also looks at exposing cull mode control. I think the main difference here is that this patch handles RenderPipelineDescriptor specialization directly within the StandardMaterial implementation instead of communicating info back to the Mesh via the `queue_material_meshes` system.
With the way material.rs builds up the final RenderPipelineDescriptor first by calling specialize for the MeshPipeline followed by specialize for the material then it seems like we have a natural place to override anything in the descriptor that's first configured for the mesh state.
# Objective
Add Visibility for lights
## Solution
- add Visibility to PointLightBundle and DirectionLightBundle
- filter lights used by Visibility.is_visible
note: includes changes from #3916 due to overlap, will be cleaner after that is merged
# Objective
When developing plugins, I very often come up to the need to have logging information printed out. The exact syntax is a bit cryptic, and takes some time to find the documentation.
Also a minor typo fix in `It has the same syntax as` part
## Solution
Adding a direct example in the module level information for both:
1. Enabling a specific level (`trace` in the example) for a module and all its subsystems at App init
2. Doing the same from console, when launching the application
Adds a `default()` shorthand for `Default::default()` ... because life is too short to constantly type `Default::default()`.
```rust
use bevy::prelude::*;
#[derive(Default)]
struct Foo {
bar: usize,
baz: usize,
}
// Normally you would do this:
let foo = Foo {
bar: 10,
..Default::default()
};
// But now you can do this:
let foo = Foo {
bar: 10,
..default()
};
```
The examples have been adapted to use `..default()`. I've left internal crates as-is for now because they don't pull in the bevy prelude, and the ergonomics of each case should be considered individually.
# Objective
fix#3915
## Solution
the issues are caused by
- lights are assigned to clusters before being filtered down to MAX_POINT_LIGHTS, leading to cluster counts potentially being too high
- after fixing the above, packing the count into 8 bits still causes overflow with exactly 256 lights affecting a cluster
to fix:
```assign_lights_to_clusters```
- limit extracted lights to MAX_POINT_LIGHTS, selecting based on shadow-caster & intensity (if required)
- warn if MAX_POINT_LIGHT count is exceeded
```prepare_lights```
- limit the lights assigned to a cluster to CLUSTER_COUNT_MASK (which is 1 less than MAX_POINT_LIGHTS) to avoid overflowing into the offset bits
notes:
- a better solution to the overflow may be to use more than 8 bits for cluster_count (the comment states only 14 of the remaining 24 bits are used for the offset). this would touch more of the code base but i'm happy to try if it has some benefit.
- intensity is only one way to select lights. it may be worth allowing user configuration of the light filtering, but i can't see a clean way to do that
# Objective
- Add ways to control how audio is played
## Solution
- playing a sound will return a (weak) handle to an asset that can be used to control playback
- if the asset is dropped, it will detach the sink (same behaviour as now)
# Objective
- Help debug panics
## Solution
- Insert a custom panic hook when trace is enabled that will log spans
example when running a command on a despawned entity
before:
```
thread 'main' panicked at 'Could not add a component (of type `panic::Marker`) to entity 1v0 because it doesn't exist in this World.
If this command was added to a newly spawned entity, ensure that you have not despawned that entity within the same stage.
This may have occurred due to system order ambiguity, or if the spawning system has multiple command buffers', /bevy/crates/bevy_ecs/src/system/commands/mod.rs:664:13
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```
after:
```
0: bevy_ecs::schedule::stage::system_commands
with name="panic::my_bad_system"
at crates/bevy_ecs/src/schedule/stage.rs:871
1: bevy_ecs::schedule::stage
with name=Update
at crates/bevy_ecs/src/schedule/mod.rs:340
2: bevy_app::app::frame
at crates/bevy_app/src/app.rs:111
3: bevy_app::app::bevy_app
at crates/bevy_app/src/app.rs:126
thread 'main' panicked at 'Could not add a component (of type `panic::Marker`) to entity 1v0 because it doesn't exist in this World.
If this command was added to a newly spawned entity, ensure that you have not despawned that entity within the same stage.
This may have occurred due to system order ambiguity, or if the spawning system has multiple command buffers', /bevy/crates/bevy_ecs/src/system/commands/mod.rs:664:13
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```
# Objective
- Optimize assign_lights_to_clusters
## Solution
- Avoid inserting entities into hash sets in inner loops when it is known they will be inserted in at least one iteration of the loop.
- Use a Vec instead of a hash set where the set is not needed
- Avoid explicit calculation of the cluster_index from x,y,z coordinates, instead using row and column offsets and just adding z in the inner loop
- These changes cut the time spent in the system roughly in half
# Objective
- Currently there is now way of making an indirect draw call from a tracked render pass.
- This is a very useful feature for GPU based rendering.
## Solution
- Expose the `draw_indirect` and `draw_indexed_indirect` methods from the wgpu `RenderPass` in the `TrackedRenderPass`.
## Alternative
- #3595: Expose the underlying `RenderPass` directly
# Objective
- In the large majority of cases, users were calling `.unwrap()` immediately after `.get_resource`.
- Attempting to add more helpful error messages here resulted in endless manual boilerplate (see #3899 and the linked PRs).
## Solution
- Add an infallible variant named `.resource` and so on.
- Use these infallible variants over `.get_resource().unwrap()` across the code base.
## Notes
I did not provide equivalent methods on `WorldCell`, in favor of removing it entirely in #3939.
## Migration Guide
Infallible variants of `.get_resource` have been added that implicitly panic, rather than needing to be unwrapped.
Replace `world.get_resource::<Foo>().unwrap()` with `world.resource::<Foo>()`.
## Impact
- `.unwrap` search results before: 1084
- `.unwrap` search results after: 942
- internal `unwrap_or_else` calls added: 4
- trivial unwrap calls removed from tests and code: 146
- uses of the new `try_get_resource` API: 11
- percentage of the time the unwrapping API was used internally: 93%
# Objective
Continuation of #2663 due to git problems - better documentation for Query::par_for_each and par_for_each_mut
## Solution
Going into more detail about the function parameters
# Objective
The `#[reflect_trait]` macro did not maintain the visibility of its trait. It also did not make its accessor methods public, which made them inaccessible outside the current module.
## Solution
Made the `Reflect***` struct match the visibility of its trait and made both the `get` and `get_mut` methods always public.
# Objective
- Fix the ugliness of the `config` api.
- Supercedes #2440, #2463, #2491
## Solution
- Since #2398, capturing closure systems have worked.
- Use those instead where we needed config before
- Remove the rest of the config api.
- Related: #2777
# Objective
`Vec3A` is does not implement `Reflect`. This is generally useful for `Reflect` derives using `Vec3A` fields, and may speed up some animation blending use cases.
## Solution
Extend the existing macro uses to include `Vec3A`.
# Objective
- Fixes#4010, as well as any similar issues in this class.
- Winit functions used outside of the main thread can cause the application to unexpectedly hang.
## Solution
- Make the `WinitWindows` resource `!Send`.
- This ensures that any systems that use `WinitWindows` must either be exclusive (run on the main thread), or the resource is explicitly marked with the `NonSend` parameter in user systems.
# Objective
Will fix#3377 and #3254
## Solution
Use an enum to represent either a `WindowId` or `Handle<Image>` in place of `Camera::window`.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Closes#786
- Closes#2252
- Closes#2588
This PR implements a derive macro that allows users to define their queries as structs with named fields.
## Example
```rust
#[derive(WorldQuery)]
#[world_query(derive(Debug))]
struct NumQuery<'w, T: Component, P: Component> {
entity: Entity,
u: UNumQuery<'w>,
generic: GenericQuery<'w, T, P>,
}
#[derive(WorldQuery)]
#[world_query(derive(Debug))]
struct UNumQuery<'w> {
u_16: &'w u16,
u_32_opt: Option<&'w u32>,
}
#[derive(WorldQuery)]
#[world_query(derive(Debug))]
struct GenericQuery<'w, T: Component, P: Component> {
generic: (&'w T, &'w P),
}
#[derive(WorldQuery)]
#[world_query(filter)]
struct NumQueryFilter<T: Component, P: Component> {
_u_16: With<u16>,
_u_32: With<u32>,
_or: Or<(With<i16>, Changed<u16>, Added<u32>)>,
_generic_tuple: (With<T>, With<P>),
_without: Without<Option<u16>>,
_tp: PhantomData<(T, P)>,
}
fn print_nums_readonly(query: Query<NumQuery<u64, i64>, NumQueryFilter<u64, i64>>) {
for num in query.iter() {
println!("{:#?}", num);
}
}
#[derive(WorldQuery)]
#[world_query(mutable, derive(Debug))]
struct MutNumQuery<'w, T: Component, P: Component> {
i_16: &'w mut i16,
i_32_opt: Option<&'w mut i32>,
}
fn print_nums(mut query: Query<MutNumQuery, NumQueryFilter<u64, i64>>) {
for num in query.iter_mut() {
println!("{:#?}", num);
}
}
```
## TODOs:
- [x] Add support for `&T` and `&mut T`
- [x] Test
- [x] Add support for optional types
- [x] Test
- [x] Add support for `Entity`
- [x] Test
- [x] Add support for nested `WorldQuery`
- [x] Test
- [x] Add support for tuples
- [x] Test
- [x] Add support for generics
- [x] Test
- [x] Add support for query filters
- [x] Test
- [x] Add support for `PhantomData`
- [x] Test
- [x] Refactor `read_world_query_field_type_info`
- [x] Properly document `readonly` attribute for nested queries and the static assertions that guarantee safety
- [x] Test that we never implement `ReadOnlyFetch` for types that need mutable access
- [x] Test that we insert static assertions for nested `WorldQuery` that a user marked as readonly
This PR makes a number of changes to how meshes and vertex attributes are handled, which the goal of enabling easy and flexible custom vertex attributes:
* Reworks the `Mesh` type to use the newly added `VertexAttribute` internally
* `VertexAttribute` defines the name, a unique `VertexAttributeId`, and a `VertexFormat`
* `VertexAttributeId` is used to produce consistent sort orders for vertex buffer generation, replacing the more expensive and often surprising "name based sorting"
* Meshes can be used to generate a `MeshVertexBufferLayout`, which defines the layout of the gpu buffer produced by the mesh. `MeshVertexBufferLayouts` can then be used to generate actual `VertexBufferLayouts` according to the requirements of a specific pipeline. This decoupling of "mesh layout" vs "pipeline vertex buffer layout" is what enables custom attributes. We don't need to standardize _mesh layouts_ or contort meshes to meet the needs of a specific pipeline. As long as the mesh has what the pipeline needs, it will work transparently.
* Mesh-based pipelines now specialize on `&MeshVertexBufferLayout` via the new `SpecializedMeshPipeline` trait (which behaves like `SpecializedPipeline`, but adds `&MeshVertexBufferLayout`). The integrity of the pipeline cache is maintained because the `MeshVertexBufferLayout` is treated as part of the key (which is fully abstracted from implementers of the trait ... no need to add any additional info to the specialization key).
* Hashing `MeshVertexBufferLayout` is too expensive to do for every entity, every frame. To make this scalable, I added a generalized "pre-hashing" solution to `bevy_utils`: `Hashed<T>` keys and `PreHashMap<K, V>` (which uses `Hashed<T>` internally) . Why didn't I just do the quick and dirty in-place "pre-compute hash and use that u64 as a key in a hashmap" that we've done in the past? Because its wrong! Hashes by themselves aren't enough because two different values can produce the same hash. Re-hashing a hash is even worse! I decided to build a generalized solution because this pattern has come up in the past and we've chosen to do the wrong thing. Now we can do the right thing! This did unfortunately require pulling in `hashbrown` and using that in `bevy_utils`, because avoiding re-hashes requires the `raw_entry_mut` api, which isn't stabilized yet (and may never be ... `entry_ref` has favor now, but also isn't available yet). If std's HashMap ever provides the tools we need, we can move back to that. Note that adding `hashbrown` doesn't increase our dependency count because it was already in our tree. I will probably break these changes out into their own PR.
* Specializing on `MeshVertexBufferLayout` has one non-obvious behavior: it can produce identical pipelines for two different MeshVertexBufferLayouts. To optimize the number of active pipelines / reduce re-binds while drawing, I de-duplicate pipelines post-specialization using the final `VertexBufferLayout` as the key. For example, consider a pipeline that needs the layout `(position, normal)` and is specialized using two meshes: `(position, normal, uv)` and `(position, normal, other_vec2)`. If both of these meshes result in `(position, normal)` specializations, we can use the same pipeline! Now we do. Cool!
To briefly illustrate, this is what the relevant section of `MeshPipeline`'s specialization code looks like now:
```rust
impl SpecializedMeshPipeline for MeshPipeline {
type Key = MeshPipelineKey;
fn specialize(
&self,
key: Self::Key,
layout: &MeshVertexBufferLayout,
) -> RenderPipelineDescriptor {
let mut vertex_attributes = vec![
Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
Mesh::ATTRIBUTE_NORMAL.at_shader_location(1),
Mesh::ATTRIBUTE_UV_0.at_shader_location(2),
];
let mut shader_defs = Vec::new();
if layout.contains(Mesh::ATTRIBUTE_TANGENT) {
shader_defs.push(String::from("VERTEX_TANGENTS"));
vertex_attributes.push(Mesh::ATTRIBUTE_TANGENT.at_shader_location(3));
}
let vertex_buffer_layout = layout
.get_layout(&vertex_attributes)
.expect("Mesh is missing a vertex attribute");
```
Notice that this is _much_ simpler than it was before. And now any mesh with any layout can be used with this pipeline, provided it has vertex postions, normals, and uvs. We even got to remove `HAS_TANGENTS` from MeshPipelineKey and `has_tangents` from `GpuMesh`, because that information is redundant with `MeshVertexBufferLayout`.
This is still a draft because I still need to:
* Add more docs
* Experiment with adding error handling to mesh pipeline specialization (which would print errors at runtime when a mesh is missing a vertex attribute required by a pipeline). If it doesn't tank perf, we'll keep it.
* Consider breaking out the PreHash / hashbrown changes into a separate PR.
* Add an example illustrating this change
* Verify that the "mesh-specialized pipeline de-duplication code" works properly
Please dont yell at me for not doing these things yet :) Just trying to get this in peoples' hands asap.
Alternative to #3120Fixes#3030
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
`all_tuples` panics when the start count is set to anything other than 0 or 1. Fix this bug.
## Solution
Originally part of #2381, this PR fixes the slice indexing used by the proc macro.
# Objective
- Fixes#4005
## Solution
- Include the `near` and `far` clipping values from the perspective projection in the `Camera` struct; before that, they were both being defaulted to 0.
# Context
I wanted to add a `texture` to my `ColorMaterial` without explicitly adding a `color`. To do this I used `..Default::default()` which in turn gave me unexpected results. I was expecting that my texture would render without any color modifications, but to my surprise it got rendered in a purple tint (`Color::rgb(1.0, 0.0, 1.0)`). To fix this I had to explicitly define the `color` using `color: Color::WHITE`.
## What I wanted to use
```rust
commands
.spawn_bundle(MaterialMesh2dBundle {
mesh: mesh_handle.clone().into(),
transform: Transform::default().with_scale(Vec3::splat(8.)),
material: materials.add(ColorMaterial {
texture: Some(texture_handle.clone()),
..Default::default() // here
}),
..Default::default()
})
```
![image](https://user-images.githubusercontent.com/75334794/154765141-4a8161ce-4ec8-4687-b7d5-18ddf1b58660.png)
## What I had to use instead
```rust
commands
.spawn_bundle(MaterialMesh2dBundle {
mesh: mesh_handle.clone().into(),
transform: Transform::default().with_scale(Vec3::splat(8.)),
material: materials.add(ColorMaterial {
texture: Some(texture_handle.clone()),
color: Color::WHITE, // here
}),
..Default::default()
})
```
![image](https://user-images.githubusercontent.com/75334794/154765225-f1508b41-9d5b-4f0c-af7b-e89c1a82d85b.png)
Adds "hot reloading" of internal assets, which is normally not possible because they are loaded using `include_str` / direct Asset collection access.
This is accomplished via the following:
* Add a new `debug_asset_server` feature flag
* When that feature flag is enabled, create a second App with a second AssetServer that points to a configured location (by default the `crates` folder). Plugins that want to add hot reloading support for their assets can call the new `app.add_debug_asset::<T>()` and `app.init_debug_asset_loader::<T>()` functions.
* Load "internal" assets using the new `load_internal_asset` macro. By default this is identical to the current "include_str + register in asset collection" approach. But if the `debug_asset_server` feature flag is enabled, it will also load the asset dynamically in the debug asset server using the file path. It will then set up a correlation between the "debug asset" and the "actual asset" by listening for asset change events.
This is an alternative to #3673. The goal was to keep the boilerplate and features flags to a minimum for bevy plugin authors, and allow them to home their shaders near relevant code.
This is a draft because I haven't done _any_ quality control on this yet. I'll probably rename things and remove a bunch of unwraps. I just got it working and wanted to use it to start a conversation.
Fixes#3660
This enables shaders to (optionally) define their import path inside their source. This has a number of benefits:
1. enables users to define their own custom paths directly in their assets
2. moves the import path "close" to the asset instead of centralized in the plugin definition, which seems "better" to me.
3. makes "internal hot shader reloading" way more reasonable (see #3966)
4. logically opens the door to importing "parts" of a shader by defining "import_path blocks".
```rust
#define_import_path bevy_pbr::mesh_struct
struct Mesh {
model: mat4x4<f32>;
inverse_transpose_model: mat4x4<f32>;
// 'flags' is a bit field indicating various options. u32 is 32 bits so we have up to 32 options.
flags: u32;
};
let MESH_FLAGS_SHADOW_RECEIVER_BIT: u32 = 1u;
```
For some keys, it is too expensive to hash them on every lookup. Historically in Bevy, we have regrettably done the "wrong" thing in these cases (pre-computing hashes, then re-hashing them) because Rust's built in hashed collections don't give us the tools we need to do otherwise. Doing this is "wrong" because two different values can result in the same hash. Hashed collections generally get around this by falling back to equality checks on hash collisions. You can't do that if the key _is_ the hash. Additionally, re-hashing a hash increase the odds of collision!
#3959 needs pre-hashing to be viable, so I decided to finally properly solve the problem. The solution involves two different changes:
1. A new generalized "pre-hashing" solution in bevy_utils: `Hashed<T>` types, which store a value alongside a pre-computed hash. And `PreHashMap<K, V>` (which uses `Hashed<T>` internally) . `PreHashMap` is just an alias for a normal HashMap that uses `Hashed<T>` as the key and a new `PassHash` implementation as the Hasher.
2. Replacing the `std::collections` re-exports in `bevy_utils` with equivalent `hashbrown` impls. Avoiding re-hashes requires the `raw_entry_mut` api, which isn't stabilized yet (and may never be ... `entry_ref` has favor now, but also isn't available yet). If std's HashMap ever provides the tools we need, we can move back to that. The latest version of `hashbrown` adds support for the `entity_ref` api, so we can move to that in preparation for an std migration, if thats the direction they seem to be going in. Note that adding hashbrown doesn't increase our dependency count because it was already in our tree.
In addition to providing these core tools, I also ported the "table identity hashing" in `bevy_ecs` to `raw_entry_mut`, which was a particularly egregious case.
The biggest outstanding case is `AssetPathId`, which stores a pre-hash. We need AssetPathId to be cheaply clone-able (and ideally Copy), but `Hashed<AssetPath>` requires ownership of the AssetPath, which makes cloning ids way more expensive. We could consider doing `Hashed<Arc<AssetPath>>`, but cloning an arc is still a non-trivial expensive that needs to be considered. I would like to handle this in a separate PR. And given that we will be re-evaluating the Bevy Assets implementation in the very near future, I'd prefer to hold off until after that conversation is concluded.
# Objective
- `WgpuOptions` is mutated to be updated with the actual device limits and features, but this information is readily available to both the main and render worlds through the `RenderDevice` which has .limits() and .features() methods
- Information about the adapter in terms of its name, the backend in use, etc were not being exposed but have clear use cases for being used to take decisions about what rendering code to use. For example, if something works well on AMD GPUs but poorly on Intel GPUs. Or perhaps something works well in Vulkan but poorly in DX12.
## Solution
- Stop mutating `WgpuOptions `and don't insert the updated values into the main and render worlds
- Return `AdapterInfo` from `initialize_renderer` and insert it into the main and render worlds
- Use `RenderDevice` limits in the lighting code that was using `WgpuOptions.limits`.
- Renamed `WgpuOptions` to `WgpuSettings`
# Objective
- `SystemStates` rock for dealing with exclusive world access, but are hard to figure out how to use.
- Fixes#3341.
## Solution
- Clearly document how to use `SystemState`, and why they're useful as an end-user.
What is says on the tin.
This has got more to do with making `clippy` slightly more *quiet* than it does with changing anything that might greatly impact readability or performance.
that said, deriving `Default` for a couple of structs is a nice easy win
# Objective
- Support overriding wgpu features and limits that were calculated from default values or queried from the adapter/backend.
- Fixes#3686
## Solution
- Add `disabled_features: Option<wgpu::Features>` to `WgpuOptions`
- Add `constrained_limits: Option<wgpu::Limits>` to `WgpuOptions`
- After maybe obtaining updated features and limits from the adapter/backend in the case of `WgpuOptionsPriority::Functionality`, enable the `WgpuOptions` `features`, disable the `disabled_features`, and constrain the `limits` by `constrained_limits`.
- Note that constraining the limits means for `wgpu::Limits` members named `max_.*` we take the minimum of that which was configured/queried for the backend/adapter and the specified constrained limit value. This means the configured/queried value is used if the constrained limit is larger as that is as much as the device/API supports, or the constrained limit value is used if it is smaller as we are imposing an artificial constraint. For members named `min_.*` we take the maximum instead. For example, a minimum stride might be 256 but we set constrained limit value of 1024, then 1024 is the more conservative value. If the constrained limit value were 16, then 256 would be the more conservative.
On platforms like wasm (on mobile) the cursor can disappear suddenly (ex: the user releases their finger from the screen). This causes the undesirable behavior in #3752. These changes make the UI handler properly handle this case.
Fixes#3752
Alternative to #3599
# Objective
If a user attempts to `.add_render_command::<P, C>()` on a world that does not contain `DrawFunctions<P>`, the engine panics with a generic `Option::unwrap` message:
```
thread 'main' panicked at 'called `Option::unwrap()` on a `None` value', /[redacted]/bevy/crates/bevy_render/src/render_phase/draw.rs:318:76
```
## Solution
This PR adds a panic message describing the problem:
```
thread 'main' panicked at 'DrawFunctions<outline::MeshStencil> must be added to the world as a resource before adding render commands to it', /[redacted]/bevy/crates/bevy_render/src/render_phase/draw.rs:322:17
```
# Objective
The documentation was unclear but it seemed like it was intended to _only_ flip the texture coordinates of the quad. However, it was also swapping the vertex positions, which resulted in inverted winding order so the front became a back face, and the normal was pointing into the face instead of out of it.
## Solution
- This change makes the only difference the UVs being horizontally flipped.
# Objective
Fix `SetSpriteTextureBindGroup` to use index instead of hard coded 1.
Fixes#3895
## Solution
1 -> I
Co-authored-by: devjobe <git@devjobe.com>
# Objective
- Fixes#3078
- Fixes#1397
## Solution
- Implement Commands::init_resource.
- Also implement for World, for consistency and to simplify internal structure.
- While we're here, clean up some of the docs for Command and World resource modification.
(cherry picked from commit de943381bd2a8b242c94db99e6c7bbd70006d7c3)
# Objective
The view uniform lacks view transform information. The inverse transform is currently provided but this is not sufficient if you do not have access to an `inverse` function (such as in WGSL).
## Solution
Grab the view transform, put it in the view uniform, use the same matrix to compute the inverse as well.
# Objective
When I use the latest winit with bevy main, I got this error.
```
error[E0308]: mismatched types
--> /Users/ryo/.cargo/git/checkouts/bevy-f7ffde730c324c74/b13f238/crates/bevy_winit/src/lib.rs:191:5
|
191 | event_loop.run_return(event_handler)
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ expected `()`, found `i32`
|
help: consider using a semicolon here
|
191 | event_loop.run_return(event_handler);
| +
help: try adding a return type
|
187 | -> i32 where
| ++++++
```
In [this commit](a52f755ce8), the signature of `run_return` was changed in winit.
## Solution
This tiny PR does not add support for exit code, but makes compilation successful.
# Objective
- `CoreStage::Startup` is unique in the `CoreStage` enum, in that it represents a `Schedule` and not a `SystemStage`.
- This can lead to confusion about how `CoreStage::Startup` and the `StartupStage` enum are related.
- Beginners sometimes try `.add_system_to_stage(CoreStage::Startup, setup.system())` instead of `.add_startup_system(setup.system())`, which causes a Panic:
```
thread 'main' panicked at 'Stage 'Startup' does not exist or is not a SystemStage', crates\bevy_ecs\src\schedule\mod.rs:153:13
stack backtrace:
0: std::panicking::begin_panic_handler
at /rustc/53cb7b09b00cbea8754ffb78e7e3cb521cb8af4b\/library\std\src\panicking.rs:493
1: std::panicking::begin_panic_fmt
at /rustc/53cb7b09b00cbea8754ffb78e7e3cb521cb8af4b\/library\std\src\panicking.rs:435
2: bevy_ecs::schedule::{{impl}}::add_system_to_stage::stage_not_found
at .\crates\bevy_ecs\src\schedule\mod.rs:153
3: bevy_ecs::schedule::{{impl}}::add_system_to_stage::{{closure}}<tuple<bevy_ecs::system::function_system::IsFunctionSystem, tuple<bevy_ecs::system::commands::Commands, bevy_ecs::change_detection::ResMut<bevy_asset::assets::Assets<bevy_render::mesh::mesh::Me
at .\crates\bevy_ecs\src\schedule\mod.rs:161
4: core::option::Option<mut bevy_ecs::schedule::stage::SystemStage*>::unwrap_or_else<mut bevy_ecs::schedule::stage::SystemStage*,closure-0>
at C:\Users\scher\.rustup\toolchains\stable-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\core\src\option.rs:427
5: bevy_ecs::schedule::Schedule::add_system_to_stage<tuple<bevy_ecs::system::function_system::IsFunctionSystem, tuple<bevy_ecs::system::commands::Commands, bevy_ecs::change_detection::ResMut<bevy_asset::assets::Assets<bevy_render::mesh::mesh::Mesh>>, bevy_ec
at .\crates\bevy_ecs\src\schedule\mod.rs:159
6: bevy_app::app_builder::AppBuilder::add_system_to_stage<tuple<bevy_ecs::system::function_system::IsFunctionSystem, tuple<bevy_ecs::system::commands::Commands, bevy_ecs::change_detection::ResMut<bevy_asset::assets::Assets<bevy_render::mesh::mesh::Mesh>>, be
at .\crates\bevy_app\src\app_builder.rs:196
7: 3d_scene::main
at .\examples\3d\3d_scene.rs:4
8: core::ops::function::FnOnce::call_once<fn(),tuple<>>
at C:\Users\scher\.rustup\toolchains\stable-x86_64-pc-windows-msvc\lib\rustlib\src\rust\library\core\src\ops\function.rs:227
```
## Solution
- Replace the `CoreStage::Startup` Label with the new `StartupSchedule` unit type.
Resolves#2229
# Objective
The docs for `{VertexState, FragmentState}::entry_point` stipulate that the entry point function in the shader must return void. This seems to be specific to GLSL; WGSL has no `void` type and its entry point functions return values that describe their output.
## Solution
Remove the mention of the `void` return type.
# Objective
- Currently, when getting a diagnostic value, the oldest value is returned. This is not the best for a diagnostic with a large history, as you could get a value from several frames away
## Solution
- I changed the order in which the history is used to follow ["The “default” usage of this type as a queue is to use push_back to add to the queue, and pop_front to remove from the queue."](https://doc.rust-lang.org/std/collections/vec_deque/struct.VecDeque.html)
# Objective
- `serde_json` assumes that numbers being deserialized are either u64 or i64.
- `Entity` serializes and deserializes as a u32.
- Deserializing an `Entity` with `serde_json` fails with: `Error("invalid type: integer 10947, expected expected Entity"`
## Solution
- Implemented a visitor for u64 that allows an `Entity` to be deserialized in this case.
- While I was here, also fixed the redundant "expected expected Entity" in the error message
- Tested the change in a local project which now correctly deserializes `Entity` structs with `serde_json` when it couldn't before
# Objective
- Fix#3559
- Avoid erasing existing resource `Assets<T>` when adding it twice
## Solution
- Before creating a new `Assets<T>`, check if it has already been added to the world
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
Co-authored-by: Aevyrie Roessler <aevyrie@gmail.com>
# Objective
- Bevy currently has no simple way to make an "empty" Entity work correctly in a Hierachy.
- The current Solution is to insert a Tuple instead:
```rs
.insert_bundle((Transform::default(), GlobalTransform::default()))
```
## Solution
* Add a `TransformBundle` that combines the Components:
```rs
.insert_bundle(TransformBundle::default())
```
* The code is based on #2331, except for missing the more controversial usage of `TransformBundle` as a Sub-bundle in preexisting Bundles.
Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Implements a new Queryable called AnyOf, which will return an item as long as at least one of it's requested Queryables returns something. For example, a `Query<AnyOf<(&A, &B, &C)>>` will return items with type `(Option<&A>, Option<&B>, Option<&C>)`, and will guarantee that for every element at least one of the option s is Some. This is a shorthand for queries like `Query<(Option<&A>, Option<&B>, Option<&C>), Or<(With<A>, With<B>, With&C>)>>`.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Enable the user to specify any presentation modes (including `Mailbox`).
Fixes#3807
## Solution
I've added a new `PresentMode` enum in `bevy_window` that mirrors the `wgpu` enum 1:1. Alternatively, I could add a new dependency on `wgpu-types` if that would be preferred.
## Objective
When print shader validation error messages, we didn't print the sources and error message text, which led to some confusing error messages.
```cs
error:
┌─ wgsl:15:11
│
15 │ return material.color + 1u;
│ ^^^^^^^^^^^^^^^^^^^^ naga::Expression [11]
```
## Solution
New error message:
```cs
error: Entry point fragment at Vertex is invalid
┌─ wgsl:15:11
│
15 │ return material.color + 1u;
│ ^^^^^^^^^^^^^^^^^^^^ naga::Expression [11]
│
= Expression [11] is invalid
= Operation Add can't work with [8] and [10]
```
# Objective
Add a simple way for user to get the size of a loaded texture in an Image object.
Aims to solve #3689
## Solution
Add a `size() -> Vec2` method
Add two simple tests for this method.
Updates:
. method named changed from `size_2d` to `size`
# Objective
- `asset_server.watch_for_changes().unwrap()` only watches changes for assets loaded **_after_** that call.
- Technically, the `hot_asset_reloading` example is racey as the watch on the asset path is set up in an async task scheduled from the asset `load()`, but the filesystem watcher is only constructed in a call that comes **_after_** the call to `load()`.
## Solution
- It feels safest to allow enabling watching the filesystem for changes on the asset server from the point of its construction. Therefore, adding such an option to `AssetServerSettings` seemed to be the correct solution.
- Fix `hot_asset_reloading` by inserting the `AssetServerSettings` resource with `watch_for_changes: true` instead of calling `asset_server.watch_for_changes().unwrap()`.
- Document the shortcomings of `.watch_for_changes()`
# Objective
The query for `VisiblePointLights` in `check_light_mesh_visibility` has a `Without<DirectionalLight>` filter. However, because `VisiblePointLights` is no longer an alias for `VisibleEntities`, the query won't conflict with the query for `DirectionalLight`s and thus the filter is unnecessary.
## Solution
Remove the filter and the outdated comment explaining its purpose.
# Objective
- Provide impls for mutable types to relevant immutable types.
- Closes#2005
## Solution
- impl From<ResMut> for Res
- impl From<NonSendMut> for NonSend
- Mut to &/&mut already impl'd in change_detection_impl! macro
# Objective
- `Name` component is missing some useful trait impls.
## Solution
- Implement the missing traits. `Display`, `AsRef<str>`, and several other conversions to and from strings.
# Objective
It would be useful to be able to restart a state (such as if an operation fails and needs to be retried from `on_enter`). Currently, it seems the way to restart a state is to transition to a dummy state and then transition back.
## Solution
The solution is to add a `restart` method on `State<T>` that allows for transitioning to the already-active state.
## Context
Based on [this](https://discord.com/channels/691052431525675048/742884593551802431/920335041756815441) question from the Discord.
Closes#2385
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- As part of exploring input event suppression in bevy_egui here: 53c1773583
- I found that the only way to suppress events properly, is to allow to clone the relevant Input<Whatever>, and update with events manually from within the system. This cloned Input then is discarded, the Events<*> structs are cleared, and bevy_input's normal update of Input proceeds, without the events that have been suppressed.
## Solution
- This enables Input to be cloned, allowing it to be manually updated with events.
Implements the changes cart decided on in https://github.com/bevyengine/bevy/pull/3404#issuecomment-999806086
> - The default title should be changed to app so we don't leak the "bevy context" by default. app is generic enough that most people building real games will probably want to change it, but also generic enough that if someone doesn't manually set it, users won't bat an eye. I prefer this to binary names because they won't be consistent on all platforms / setups. A user (or developer) renaming a binary would implicitly rename the window title, which feels odd to me.
> - No debug info in the title by default. An opt in plugin for that would be nice though.
closes#3404 ?
# Objective
Fixes#3250
## Solution
Since this panic occurs in bevy_ecs, and StartupStage is part of
bevy_app, we really only have access to the Debug string of the
`stage_label` parameter. This led me to the hacky solution of
comparing the debug output of the label the user provides with the known
variants of StartupStage.
An alternative would be to do this error handling further up in
bevy_app, where we can access StartupStage's typeid, but I don't think
it is worth having a panic in 2 places (_ecs, and _app).
# Objective
- Missing obvious way to rotate a transform around a point. This is popularly used for rotation of an object in world space ("orbiting" a point), or for local rotation of an object around a pivot point on that object.
- Present in other (not to be named) game engines
- Was question from user on Discord today (thread "object rotation")
## Solution
- Added Transform::rotate_around method where point is specified in reference frame of the parent (if any) or in world space.
# Objective
When using empty events, it can feel redundant to have to specify the type of the event when sending it.
## Solution
Add a new `fire()` function that sends the default value of the event. This requires that the event derives Default.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Make it possible to use `&World` as a system parameter
## Solution
It seems like all the pieces were already in place, very simple impl
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Provide a non-consuming method of checking if there are events in an `EventReader`.
Fixes#2967
## Solution
Implements the `len` and `is_empty` functions for `EventReader` and `ManualEventReader`, giving users the ability to check for the presence of new events without consuming any.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Calling forget would invalidate the data pointer before it is used.
## Solution
Use `ManuallyDrop` to prevent the value from being dropped without moving it.
This is my first contribution to this exciting project! Thanks so much for your wonderful work. If there is anything that I can improve about this PR, please let me know :)
# Objective
- Fixes#2899
- If a simple one-off command is needed to be added within a System, this simplifies that process so that we can simply do `commands.add(|world: &mut World| { /* code here */ })` instead of defining a custom type implementing `Command`.
## Solution
- This is achieved by `impl Command for F where F: FnOnce(&mut World) + Send + Sync + 'static` as just calling the function.
I am not sure if the bounds can be further relaxed but needed the whole `Send`, `Sync`, and `'static` to get it to compile.
# Objective
A user on Discord couldn't derive SystemParam for this Struct:
```rs
#[derive(SystemParam)]
pub struct SpatialQuery<'w, 's, Q: WorldQuery + Send + Sync + 'static, F: WorldQuery + Send + Sync + 'static = ()>
where
F::Fetch: FilterFetch,
{
query: Query<'w, 's, (C, &'static Transform), F>,
}
```
## Solution
1. The `where`-clause is now also copied to the `SystemParamFetch` impl Block.
2. The `SystemParamState` impl Block no longer gets any defaults for generics
Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
# Objective
Fixes#3566
## Solution
- [x] Fix broken links in private docs.
- [x] Add the `--document-private-items` flag to the CI.
## Note
The following was said by @killercup in #3566:
> I don't have time to confirm this but I assume that linking to private items throws an error/warning when just running cargo doc, and --document-private-item might actually hide that warning. So to test this, you'd have to run it twice.
I tested this and this is thankfully not the case. If you are linking to a private item you will get a warning no matter if you run `cargo doc` or `cargo doc --document-private-items`.
### Example
I added `struct Test;` to `bevy_core/src/name.rs` and linked to it inside of a doc comment using ``[`Test`]``. After that I ran `cargo doc -p bevy_core --document-private-items` using `RUSTDOCFLAGS="-D warnings"` and got the following output (note the last sentence):
```rust
error: public documentation for `Name` links to private item `Test`
--> crates/bevy_core/src/name.rs:11:82
|
11 | /// Component used to identify an entity. Stores a hash for faster comparisons [`Test`]
| ^^^^ this item is private
|
= note: `-D rustdoc::private-intra-doc-links` implied by `-D warnings`
= note: this link resolves only because you passed `--document-private-items`, but will break without
```
# Objective
- Update the `ClearColor` resource docs as described in #3837 so new users (like me) understand it better
## Solution
- Update the docs to use what @alice-i-cecile described in #3837
I took this one up because I got confused by it this weekend. I didn't understand why the "background" was being set by a `ClearColor` resource.
# Objective
Currently, simply calling `iter` on an event reader will mark all of it's events as read, even if the returned iterator is never used
## Solution
With this, the cursor will simply move to the last unread, but available event when iter is called, and incremented by one per `next` call.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Updates the requirements on [gltf](https://github.com/gltf-rs/gltf) to permit the latest version.
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a href="https://github.com/gltf-rs/gltf/blob/master/CHANGELOG.md">gltf's changelog</a>.</em></p>
<blockquote>
<h2>[1.0.0] - 2022-01-29</h2>
<h3>Added</h3>
<ul>
<li>Support for the <code>KHR_materials_specular</code> extension.</li>
<li>Support for the <code>KHR_materials_variants</code> extension.</li>
<li>Support for the <code>KHR_materials_volume</code> extension.</li>
<li><code>ExactSizeIterator</code> implementation for <code>Joints</code> iterator.</li>
</ul>
<h3>Changed</h3>
<ul>
<li>The <code>mesh.primitives</code> property is now always serialized.</li>
</ul>
<h3>Fixed</h3>
<ul>
<li>Incorrect implementation of <code>Normalize<u16></code> and <code>Normalize<f32></code> for <code>u16</code>.</li>
</ul>
<h2>[0.16.0] - 2021-05-13</h2>
<h3>Added</h3>
<ul>
<li>Support for the <code>KHR_texture_transform</code> extension.</li>
<li>Support for the <code>KHR_materials_transmission_ior</code> extension.</li>
</ul>
<h3>Changed</h3>
<ul>
<li><code>Material::alpha_cutoff</code> is now optional.</li>
</ul>
<h3>Fixed</h3>
<ul>
<li>URIs with embedded data failing to import when using <code>import_slice</code>.</li>
<li>Serialization of empty primitives object being skipped.</li>
</ul>
<h2>[0.15.2] - 2020-03-29</h2>
<h3>Changed</h3>
<ul>
<li>All features are now exposed in the <a href="http://docs.rs/gltf">online documentation</a>.</li>
<li>Primary iterators now implement <code>Iterator::nth</code> explicitly for improved performance.</li>
</ul>
<h3>Fixed</h3>
<ul>
<li>Compiler warnings regarding deprecation of <code>std::error::Error::description</code>.</li>
</ul>
<h2>[0.15.1] - 2020-03-15</h2>
<h3>Added</h3>
<ul>
<li>New feature <code>guess_mime_type</code> which, as the name suggests, attempts to guess
the MIME type of an image if it doesn't exactly match the standard.</li>
</ul>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li>See full diff in <a href="https://github.com/gltf-rs/gltf/commits">compare view</a></li>
</ul>
</details>
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# Objective
I think the 'collide' function inside the 'bevy/crates/bevy_sprite/src/collide_aabb.rs' file should return 'Some' if the two rectangles are fully overlapping or one is inside the other. This can happen on low-end machines when a lot of time passes between two frames because of a stutter, so a bullet for example gets inside its target. I can also think of situations where this is a valid use case even without stutters.
## Solution
I added an 'Inside' version to the Collision enum declared in the file. And I use it, when the two rectangles are overlapping, but we can't say from which direction it happened. I gave a 'penetration depth' of minus Infinity to these cases, so that this variant only appears, when the two rectangles overlap from each side fully. I am not sure if this is the right thing to do.
Fixes#1980
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- While it is not safe to enable mappable primary buffers for all GPUs, it should be preferred for integrated GPUs where an integrated GPU is one that is sharing system memory.
## Solution
- Auto-disable mappable primary buffers only for discrete GPUs. If the GPU is integrated and mappable primary buffers are supported, use them.
# Objective
In order to create a glsl shader, we must provide the `naga::ShaderStage` type which is not exported by bevy, meaning a user would have to manually include naga just to access this type.
`pub fn from_glsl(source: impl Into<Cow<'static, str>>, stage: naga::ShaderStage) -> Shader {`
## Solution
Re-rexport naga::ShaderStage from `render_resources`
# Objective
- Test is failing on nightly after the merge of https://github.com/rust-lang/rust/pull/90247
- It was relying on the precision of the duration of `1.0 / 3.0`
## Solution
- Fix the test to be less reliant on float precision to have the same result
This PR is part of the issue #3492.
# Objective
- Add crate level docs to the bevy_log documentation to achieve a 100% documentation coverage.
- Add the #![warn(missing_docs)] lint to keep the documentation coverage for the future.
# Solution
- Add and update the bevy_log crate level docs
- Add a note about panicking from multiple `LogPlugins` per process.
- Add the #![warn(missing_docs)] lint.
# Objective
- Calling .id() has no purpose unless you use the Entity returned
- This is an easy source of confusion for beginners.
- This is easily missed during refactors.
## Solution
- Mark the appropriate methods as #[must_use]
# Objective
- Users can get confused when they ask for watching to be unsupported, then find it isn't supported
- Fixes https://github.com/bevyengine/bevy/issues/3683
## Solution
- Add a warning if the `watch_for_changes` call would do nothing
# Objective
- Fixes#3562
## Solution
- The outdated reference to `TextGlyphs` has been removed, and replaced with a more accurate docstring.
## What was `TextGlyphs`?
This is the real question of this Issue and PR. This is particulary interesting because not only is `TextGlyphs` not a type in bevy, but it _never was_. Indeed, this type never existed on main. Where did it come from?
`TextGlyphs` was originally a tuple struct wrapping a `Vec<PositionedGlyph>`. It was first introduced back in commit ec390aec4e in #765. At the time, position information was being stored on the text entities directly. However, after design review, [it was decided](https://github.com/bevyengine/bevy/pull/765#issuecomment-725047186) to instead store the glyphs in a `HashMap` owned by the `TextPipeline`. When this was done, the original type was not only removed, but abstracted behind a few layers of the `TextPipeline` API. Obviously, the original docstring wasn't updated accordingly.
Later, as part of #1122, the incorrect docstring was swept up when copy/pasting `text_system` for `text2d`. (Although I don't blame @CleanCut for this; it took me like 3 hours to track all this down to find the original context.)
# Objective
- Allow opting-out of the built-in frustum culling for cases where its behaviour would be incorrect
- Make use of the this in the shader_instancing example that uses a custom instancing method. The built-in frustum culling breaks the custom instancing in the shader_instancing example if the camera is moved to:
```rust
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(12.0, 0.0, 15.0)
.looking_at(Vec3::new(12.0, 0.0, 0.0), Vec3::Y),
..Default::default()
});
```
...such that the Aabb of the cube Mesh that is at the origin goes completely out of view. This incorrectly (for the purpose of the custom instancing) culls the `Mesh` and so culls all instances even though some may be visible.
## Solution
- Add a `NoFrustumCulling` marker component
- Do not compute and add an `Aabb` to `Mesh` entities without an `Aabb` if they have a `NoFrustumCulling` marker component
- Do not apply frustum culling to entities with the `NoFrustumCulling` marker component
# Objective
- Do not panic when mroe than 256 point lights are added the scene
- Fixes https://github.com/bevyengine/bevy/issues/3682
## Solution
- Only iterate the first `MAX_POINT_LIGHTS` lights instead of as many as there are
## Open questions
- Should we warn that there are more than the maximum allowed number of point lights in the scene?
# Objective
- When using `WgpuOptionsPriority::Functionality`, which is the default, wgpu::Features::MAPPABLE_PRIMARY_BUFFERS would be automatically enabled. This feature can and does have a significant negative impact on performance for discrete GPUs where resizable bar is not supported, which is a common case. As such, this feature should not be automatically enabled.
- Fixes the performance regression part of https://github.com/bevyengine/bevy/issues/3686 and at least some, if not all cases of https://github.com/bevyengine/bevy/issues/3687
## Solution
- When using `WgpuOptionsPriority::Functionality`, use the adapter-supported features, enable `TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES` and disable `MAPPABLE_PRIMARY_BUFFERS`
# Objective
Fixes#3613
[Link to issue](https://github.com/bevyengine/bevy/issues/3613)
## Solution
Changed the Deref Target to `str` and changed the `deref()` function body so that a `&str` is returned by using `as_ref() `.
Fixed doc comment where render Node input/output methods refered to using `RenderContext` for interaction instead of `RenderGraphContext`
# Objective
The doc comments for `Node` refer to `RenderContext` for slots instead of `RenderGraphContext`, which is only confusing because `Node::run` is passed both `RenderContext` and `RenderGraphContext`
## Solution
Fixed the typo
This PR is part of the issue #3492.
# Objective
- Add and update the bevy_tasks documentation to achieve a 100% documentation coverage (sans `prelude` module)
- Add the #![warn(missing_docs)] lint to keep the documentation coverage for the future.
## Solution
- Add and update the bevy_math documentation.
- Add the #![warn(missing_docs)] lint.
- Added doctest wherever there should be in the missing docs.
# Objective
Emitting compile errors produces cleaner messages than panicking in a proc-macro.
## Solution
- Replace match-with-panic code with call to new `bevy_macro_utils::get_named_struct_fields` function
- Replace one use of match-with-panic for enums with inline match
_Aside:_ I'm also the maintainer of [`darling`](https://docs.rs/darling), a crate which provides a serde-like API for parsing macro inputs. I avoided using it here because it seemed like overkill, but if there are plans to add lots more attributes/macros then that might be a good way of offloading macro error handling.
# Objective
- 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
```
[Error] Unhandled Promise Rejection: TypeError: getObject(arg0).exitPointerLock is not a function. (In 'getObject(arg0).exitPointerLock()', 'getObject(arg0).exitPointerLock' is undefined)
(anonymous function) (rect.js:1089)
wasm-stub
<?>.wasm-function[web_sys::features::gen_Document::Document::exit_pointer_lock::h20ffc49be163fc45]
<?>.wasm-function[winit::platform_impl::platform::backend::canvas::Canvas::set_cursor_grab::h6a9472cf55263e98]
<?>.wasm-function[bevy_winit::winit_windows::WinitWindows::create_window::h9db5b3cbb24347c5]
<?>.wasm-function[<bevy_winit::WinitPlugin as bevy_app::plugin::Plugin>::build::ha4a7c046b80c4280]
<?>.wasm-function[bevy_app::plugin_group::PluginGroupBuilder::finish::h0e5bc78f71c37b2f]
<?>.wasm-function[rect::main::h899852fd17f2d489]
<?>.wasm-function[std::sys_common::backtrace::__rust_begin_short_backtrace::hfe38f282e8dda96b]
<?>.wasm-function[std::rt::lang_start::{{closure}}::hc2f3b555ffc58618]
<?>.wasm-function[std::rt::lang_start_internal::ha901ae30d88554f2]
<?>.wasm-function[main]
<?>.wasm-function[]
wasm-stub
21261
(anonymous function) (rect.js:1664)
asyncFunctionResume
(anonymous function)
promiseReactionJobWithoutPromise
promiseReactionJob
```
## Solution
- Do not call the api to release cursor grab on window creation, as the cursor is not grabbed anyway at this point
# Objective
- Fix incorrect iterator usage in WriteStd430 impl for [T]
- The first item was being written twice. This is correct in the WriteStd140 impl for [T].
## Solution
- See the code.
Documentation added to:
- `App::add_sub_app` (
- `App::update` (mentions that sub apps are updated here)
### Future work
- An example for `add_sub_app` would be good, but I wasn't able to come up with a simple one.
- Since `SubApp` is private, maybe the concept of sub applications could be introduced in the `App` struct-level documentation.
This adds documentation for:
- The trait methods of `Reflect` and its subtraits
- The `partial_eq` and `apply` functions for `Map` et al.
- `DynamicList` and `DynamicMap`
- `TypeRegistry` and related types & traits
- `GetPath`, including an explanation of path string syntax
among other things.
Still to be documented are the various macros and `bevy_reflect::serde`.
# Objective
bevy_transform needed documentation and warn(missing_docs) as requested by #3492
## Solution
warn(missing_docs) was activated and documentation was added to cover the crate
Co-authored-by: Troels Jessen <kairyuka@gmail.com>
# Objective
- Fixes#3616
## Solution
- As described in the issue, documentation for `iter_manual` was copied from `iter_combinations` and did not reflect the behavior of the method. I've pulled some information from #2351 to create a more accurate description.
# Objective
- Removes warning about accidently inserting bundles with `EntityCommands::insert`, but since a component now needs to implement `Component` it is unnecessary.
Super tiny thing. Found this while reviewing #3479.
# Objective
- Simplify code
- Fix the link in the doc comment
## Solution
- Import a single item :)
Co-authored-by: Pascal Hertleif <pascal@technocreatives.com>
# Objective
CI should check for missing backticks in doc comments.
Fixes#3435
## Solution
`clippy` has a lint for this: `doc_markdown`. This enables that lint in the CI script.
Of course, enabling this lint in CI causes a bunch of lint errors, so I've gone through and fixed all of them. This was a huge edit that touched a ton of files, so I split the PR up by crate.
When all of the following are merged, the CI should pass and this can be merged.
+ [x] #3467
+ [x] #3468
+ [x] #3470
+ [x] #3469
+ [x] #3471
+ [x] #3472
+ [x] #3473
+ [x] #3474
+ [x] #3475
+ [x] #3476
+ [x] #3477
+ [x] #3478
+ [x] #3479
+ [x] #3480
+ [x] #3481
+ [x] #3482
+ [x] #3483
+ [x] #3484
+ [x] #3485
+ [x] #3486
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.
This PR fixes lints in the `bevy_render` crate.
# Objective
This PR extends the `Events` documentation by:
- informing user about the possible race condition
- explicitly explaining the unusual double buffer implementation
Fixes#3305
Co-authored-by: MiniaczQ <jakub.motyka.2000@gmail.com>
Co-authored-by: MiniaczQ <MiniaczQ@gmail.com>
# Objective
These traits are undocumented on `main`.
## Solution
Now they have docs! Included are examples for each trait and their corresponding `GetTypeField` trait. The docs also mention that `#[derive(Reflect)]` will automatically derive the correct subtrait on structs and tuple structs.
# Objective
In this PR I added the ability to opt-out graphical backends. Closes#3155.
## Solution
I turned backends into `Option` ~~and removed panicking sub app API to force users handle the error (was suggested by `@cart`)~~.
# Objective
The current 2d rendering is specialized to render sprites, we need a generic way to render 2d items, using meshes and materials like we have for 3d.
## Solution
I cloned a good part of `bevy_pbr` into `bevy_sprite/src/mesh2d`, removed lighting and pbr itself, adapted it to 2d rendering, added a `ColorMaterial`, and modified the sprite rendering to break batches around 2d meshes.
~~The PR is a bit crude; I tried to change as little as I could in both the parts copied from 3d and the current sprite rendering to make reviewing easier. In the future, I expect we could make the sprite rendering a normal 2d material, cleanly integrated with the rest.~~ _edit: see <https://github.com/bevyengine/bevy/pull/3460#issuecomment-1003605194>_
## Remaining work
- ~~don't require mesh normals~~ _out of scope_
- ~~add an example~~ _done_
- support 2d meshes & materials in the UI?
- bikeshed names (I didn't think hard about naming, please check if it's fine)
## Remaining questions
- ~~should we add a depth buffer to 2d now that there are 2d meshes?~~ _let's revisit that when we have an opaque render phase_
- ~~should we add MSAA support to the sprites, or remove it from the 2d meshes?~~ _I added MSAA to sprites since it's really needed for 2d meshes_
- ~~how to customize vertex attributes?~~ _#3120_
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Updated the docs for bevy_ui as requested by #3492
## Solution
I have documented the parts I understand. anchors.rs is not in use and should be removed, thus I haven't documented that, and some of the more renderer-heavy code is beyond me and needs input from either cart or someone familiar with bevy rendering
Co-authored-by: Troels Jessen <kairyuka@gmail.com>
# Objective
- Using plain exponential depth slicing for perspective projection cameras results in unnecessarily many slices very close together close to the camera. If the camera is then moved close to a collection of point lights, they will likely exhaust the available uniform buffer space for the lists of which lights affect which clusters.
## Solution
- A simple solution to this is to use a different near plane value for the depth slicing and set it to where the first slice's far plane should be. The default value is 5 and works well. This results in the configured number of depth slices, maintains the exponential slicing beyond the initial slice, and no slices are too small such that they cause problems that are sensitive to the view position.
# Objective
- Fix the case mentioned in https://github.com/bevyengine/bevy/pull/2725#issuecomment-1007014024.
- On a machine with 4 cores, so 1 thread for assets, loading a gltf with only one textures hangs all asset loading
## Solution
- Do not use the task pool when there is only one texture to load
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.
This PR fixes lints in the `bevy_ecs` crate.
# Objective
Part of #3492
- Complete inline documentation of `bevy_audio`
## Solution
- Added inline documentation to all public parts of `bevy_audio`
- Added a few inline examples at important places
- Some renaming for clarity (e.g. `AudioLoader` and generics)
- added `#![warn(missing_docs)]` and `#![forbid(unsafe_code)]` to `bevy_audio`
I also tried adding support for the other vorbis file endings `.oga` and `.spx` to the `AudioLoader` (see `file endings` at https://tools.ietf.org/html/rfc5334#section-10.3), but the `rodio` decoder does not seem to support those.
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.
This PR fixes lints in the `bevy_ui` crate.
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.
This PR fixes lints in the `bevy_text` crate.
# Objective
- Fixes#1920.
- Users often want to know how to get the values of removed components (#1655).
- Stand-alone `bevy_ecs` behavior is very unintuitive, as `World::clear_trackers()` must be manually called.
- Fixes#2999 by extending the existing test (thanks @hymm for pointing me to it) to be clearer and check for component removal as well.
## Solution
- Better docs!
- Better tests!
# Objective
- Load names of lights from gltf
## Solution
- Load names of lights from gltf
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
# Objective
- Allow the user to specify the priority when configuring wgpu features/limits and by default use the maximum capabilities of the chosen adapter.
## Solution
- Add a `WgpuOptionsPriority` enum with `Compatibility`, `Functionality` and `WebGL2` options.
- Add a `priority: WgpuOptionsPriority` member to `WgpuOptions`.
- When initialising the renderer, if `WgpuOptions::priority == WgpuOptionsPriority::Functionality`, query the adapter for the available features and limits, use them when creating a device, and update `WgpuOptions` with those values. If `Compatibility` use the behaviour as before this PR. If `WebGL2` then use the WebGL2 downlevel limits as used when when building for wasm, for convenience of testing WebGL2 limits without having to build for wasm.
- Add an environment variable `WGPU_OPTIONS_PRIO` that takes `compatibility`, `functionality`, `webgl2`.
- Default to `WgpuOptionsPriority::Functionality`.
- Insert updated `WgpuOptions` into render app world as well. This is useful for applying the limits when rendering, such as limiting the directional light shadow map texture to 2048x2048 when using WebGL2 downlevel limits but not on wasm.
- Reduced `draw_state` logs from `debug` to `trace` and added `debug` level logs for the wgpu features and limits. Use `RUST_LOG=bevy_render=debug` to see the output.
Modifies the code emitted by `derive_label` to use fully-qualified type
names (e.g. `std::boxed::Box` instead of `Box`).
# Objective
- Using unqualified types here causes errors when the proc macro is used in contexts that locally define types with conflicting names (e.g. a local definition of `Box`).
## Solution
- Fully qualify standard types emitted by the proc macro code.
Updates the requirements on [nalgebra](https://github.com/dimforge/nalgebra) to permit the latest version.
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a href="https://github.com/dimforge/nalgebra/blob/dev/CHANGELOG.md">nalgebra's changelog</a>.</em></p>
<blockquote>
<h2>[0.30.0] (02 Jan. 2022)</h2>
<h3>Breaking changes</h3>
<ul>
<li>The <code>Dim</code> trait is now marked as unsafe.</li>
<li>The <code>Matrix::pow</code> and <code>Matrix::pow_mut</code> methods only allow positive integer exponents now. To compute negative
exponents, the user is free to invert the matrix before calling <code>pow</code> with the exponent’s absolute value.</li>
</ul>
<h3>Modified</h3>
<ul>
<li>Use more concise debug impls for matrices and geometric transformation types.</li>
<li>The singular values computed by the SVD are now sorted in increasing order by default. Use <code>SVD::new_unordered</code>
instead to reproduce the older behavior without the sorting overhead.</li>
<li>The <code>UnitDualQuaternion::sclerp</code> method will no longer panic when given two equal rotations.</li>
<li>The <code>Matrix::select_rows</code> and <code>Matrix::select_columns</code> methods no longer require the matrix components to implement
the trait <code>Zero</code>.</li>
<li>The <code>Matrix::pow</code> and <code>Matrix::pow_mut</code> methods will now also work with integer matrices.</li>
</ul>
<h3>Added</h3>
<ul>
<li>Added the conversion trait <code>From<Vec<T>></code> and method <code>from_vec_storage</code> for <code>RowDVector</code>.</li>
<li>Added implementation of <code>From</code> and <code>Into</code> for converting between <code>nalgebra</code> types and types from
<code>glam 0.18</code>. These can be enabled by enabling the <code>convert-glam018</code> cargo features.</li>
<li>Added the methods <code>Matrix::product</code>, <code>::row_product</code>, <code>::row_product_tr</code>, and <code>::column_product</code> to compute the
product of the components, rows, or columns, of a single matrix or vector.</li>
<li>The <code>Default</code> trait is now implemented for most geometric types: <code>Point</code>, <code>Isometry</code>, <code>Rotation</code>, <code>Similarity</code>,
<code>Transform</code>, <code>UnitComplex</code>, and <code>UnitQuaternion</code>.</li>
<li>Added the <code>Scale</code> geometric type for representing non-uniform scaling.</li>
<li>Added <code>Cholesky::new_with_substitute</code> that will replace diagonal elements by a given constant whenever <code>Cholesky</code>
meets a non-definite-positiveness.</li>
<li>Re-added the conversion from a vector/matrix slice to a static array.</li>
<li>Added the <code>cuda</code> feature that enables the support of <a href="https://github.com/Rust-GPU/Rust-CUDA">rust-cuda</a> for using
<code>nalgebra</code> features with CUDA kernels written in Rust.</li>
<li>Added special-cases implementations for the 2x2 and 3x3 SVDs for better accuracy and performances.</li>
<li>Added the methods <code>Matrix::polar</code>, <code>Matrix::try_polar</code>, and <code>SVD::to_polar</code> to compute the polar decomposition of
a matrix, based on its SVD.</li>
<li><code>nalgebra-sparse</code>: provide constructors for unsorted but otherwise valid data using the CSR format.</li>
<li><code>nalgebra-sparse</code>: added reading MatrixMarked data files to a sparse <code>CooMatrix</code>.</li>
</ul>
<h3>Fixed</h3>
<ul>
<li>Fixed a potential unsoundness with <code>matrix.get(i)</code> and <code>matrix.get_mut(i)</code> where <code>i</code> is an <code>usize</code>, and <code>matrix</code>
is a matrix slice with non-default strides.</li>
<li>Fixed potential unsoundness with <code>vector.perp</code> where <code>vector</code> isn’t actually a 2D vector as expected.</li>
<li>Fixed linkage issue with <code>nalgebra-lapack</code>: the user of <code>nalgebra-lapack</code> no longer have to add
<code>extern crate lapack-src</code> to their <code>main.rs</code>.</li>
<li>Fixed the <code>no-std</code> build of <code>nalgebra-glm</code>.</li>
<li>Fix the <code>pow</code> and <code>pow_mut</code> functions (the result was incorrect for some exponent values).</li>
</ul>
<h2>[0.29.0]</h2>
<h3>Breaking changes</h3>
<ul>
<li>We updated to the version 0.6 of <code>simba</code>. This means that the trait bounds <code>T: na::RealField</code>, <code>na::ComplexField</code>,
<code>na::SimdRealField</code>, <code>na:SimdComplexField</code> no imply that <code>T: Copy</code> (they only imply that <code>T: Clone</code>). This may affect</li>
</ul>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a href="e8b9c40123"><code>e8b9c40</code></a> Release v0.30.0</li>
<li><a href="c0f8530d5e"><code>c0f8530</code></a> Merge pull request <a href="https://github-redirect.dependabot.com/dimforge/nalgebra/issues/1055">#1055</a> from dimforge/fix-pow</li>
<li><a href="99ac8c4032"><code>99ac8c4</code></a> Merge pull request <a href="https://github-redirect.dependabot.com/dimforge/nalgebra/issues/1050">#1050</a> from metric-space/polar-decomposition-take-2</li>
<li><a href="498d7e3d4c"><code>498d7e3</code></a> Semi-unitary test checks for if rows or cols are orthonomal</li>
<li><a href="ae6fda7dc7"><code>ae6fda7</code></a> Change svd to svd_unordered for the method output to be equal</li>
<li><a href="d806669cc7"><code>d806669</code></a> Fix Matrix::pow and make it work only with positive exponents</li>
<li><a href="fdaf8c0fbe"><code>fdaf8c0</code></a> Add tests for Matrix::pow</li>
<li><a href="67a82c2c88"><code>67a82c2</code></a> Test: minor style fix</li>
<li><a href="8e0ca439c2"><code>8e0ca43</code></a> Use proptest for testing the polar decomposition</li>
<li><a href="cc10b67dd1"><code>cc10b67</code></a> Add Matrix::try_polar that returns Option and make Matrix::polar not return O...</li>
<li>Additional commits viewable in <a href="https://github.com/dimforge/nalgebra/compare/v0.29.0...v0.30.0">compare view</a></li>
</ul>
</details>
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# Objective
- Add support for loading lights from glTF 2.0 files
## Solution
- This adds support for the KHR_punctual_lights extension which supports point, directional, and spot lights, though we don't yet support spot lights.
- Inserting light bundles when creating scenes required registering some more light bundle component types.
This PR is part of the issue #3492.
# Objective
- Clean up dead code in `bevy_core`.
- Add and update the `bevy_core` documentation to achieve a 100% documentation coverage.
- Add the #![warn(missing_docs)] lint to keep the documentation coverage for the future.
# Solution
- Remove unused `Bytes`, `FromBytes`, `Labels`, and `EntityLabels` types and associated systems.
- Made several types private that really only have use as internal types, mostly pertaining to fixed timestep execution.
- Add and update the bevy_core documentation.
- Add the #![warn(missing_docs)] lint.
# Open Questions
Should more of the internal states of `FixedTimestep` be public? Seems mostly to be an implementation detail unless someone really needs that fixed timestep state.
# Objective
- Nightly checks where disabled because of a bug in Rust
- Dependency checks are failing because of a new duplicate
## Solution
- Now that https://github.com/rust-lang/rust/pull/92175 has been merged, re-enable nightly checks
- Add the new duplicate dependency to the known list
- Removed `Inflector` dependency as it's not used anymore
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
# Objective
Docs updates.
## Solution
- Detail what `OrthographicCameraBundle::new_2d()` creates.
- Fix a few renamed parameters in comments of `TrackedRenderPass`.
- Add missing comments for viewport and debug markers.
Co-authored-by: Jerome Humbert <djeedai@gmail.com>
This PR is part of the issue #3492.
# Objective
- Add and update the bevy_dylib documentation to achieve a 100% documentation coverage.
- Add the #![warn(missing_docs)] lint to keep the documentation coverage for the future.
# Solution
- Add and update the bevy_dylib documentation.
- Add the #![warn(missing_docs)] lint.
# Objective
This contributes documentation that should cover the entirety of bevy_internal as requested in #3492
## Solution
warn(missing_docs) has been activated and documentation has been added to missing parts so that no warnings appear from this setting
# Objective
- After updating #2988, all the examples started crashing with
```
thread 'main' panicked at 'Plugin "bevy_render::render_component::ExtractComponentPlugin<bevy_asset::handle::Handle<bevy_pbr::pbr_material::StandardMaterial>>" was already added', crates/bevy_app/src/app.rs:831:33
```
## Solution
Plugin was added twice:
directly:
1d0d8a3397/crates/bevy_pbr/src/lib.rs (L73)
and through `MaterialPlugin`:
1d0d8a3397/crates/bevy_pbr/src/lib.rs (L72)1d0d8a3397/crates/bevy_pbr/src/material.rs (L183)
I removed the extra plugin
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
# Objective
Remove the `StorageType` parameter from `ComponentDescriptor::new_resource` as discussed in #3361.
- fixes#3361
## Solution
- Parameter removed.
- Basic docs added.
## Note
Left a [comment](https://github.com/bevyengine/bevy/issues/3361#issuecomment-996433346) about `SparseStorage` being the more reasonable choice.
Co-authored-by: r4gus <david@thesugar.de>
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.
This PR fixes lints in the `bevy_utils` crate.
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.
This PR fixes lints in the `bevy_transform` crate.
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.
This PR fixes lints in the `bevy_app` crate.
# Objective
- `Msaa` was disabled in webgl due to a bug in wgpu
- Bug has been fixed (https://github.com/gfx-rs/wgpu/pull/2307) and backported (https://github.com/gfx-rs/wgpu/pull/2327), and updates for [`wgpu-core`](https://crates.io/crates/wgpu-core/0.12.1) and [`wgpu-hal`](https://crates.io/crates/wgpu-hal/0.12.1) have been released
## Solution
- Remove custom config for `Msaa` in webgl
- I also changed two options that were using the arch instead of the `webgl` feature. it shouldn't change much for webgl, but could help if someone wants to target wasm but not webgl2
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
# Objective
Resolves#3277
Currenty if we try to serialize a scene that contains a `Duration` (which is very common, since `Timer` contains one), we get an error saying:
> Type 'core::time::Duration' does not support ReflectValue serialization
## Solution
Let `Duration` implement `SerializeValue`.
Co-authored-by: Jonathan Cornaz <jcornaz@users.noreply.github.com>
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.
This PR fixes lints in the `bevy_pbr` crate.
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.
This PR fixes lints in the `bevy_sprite` crate.
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.
This PR fixes lints in the `bevy_audio` crate.
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.
This PR fixes lints in the `bevy_asset` crate.
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.
This PR fixes lints in the `bevy_tasks` crate.
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.
This PR fixes lints in the `bevy_reflect` crate.
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.
This PR fixes lints in the `bevy_log` crate.
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.
This PR fixes lints in the `bevy_input` crate.
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.
This PR fixes lints in the `bevy_gltf` crate.
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.
This PR fixes lints in the `bevy_diagnostic` crate.
# Objective
Fix a bug: UI nodes that are clipped could still be interacted with in the clipped area.
## Solution
Clip the position calculation in `ui_focus_system`
# Objective
- Fix#3436
## Solution
- Do not add twice `render_resource` when coming from `bevy`
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
Dynamic types (`DynamicStruct`, `DynamicTupleStruct`, `DynamicTuple`, `DynamicList` and `DynamicMap`) are used when deserializing scenes, but currently they can only be applied to existing concrete types. This leads to issues when trying to spawn non trivial deserialized scene.
For components, the issue is avoided by requiring that reflected components implement ~~`FromResources`~~ `FromWorld` (or `Default`). When spawning, a new concrete type is created that way, and the dynamic type is applied to it. Unfortunately, some components don't have any valid implementation of these traits.
In addition, any `Vec` or `HashMap` inside a component will panic when a dynamic type is pushed into it (for instance, `Text` panics when adding a text section).
To solve this issue, this PR adds the `FromReflect` trait that creates a concrete type from a dynamic type that represent it, derives the trait alongside the `Reflect` trait, drops the ~~`FromResources`~~ `FromWorld` requirement on reflected components, ~~and enables reflection for UI and Text bundles~~. It also adds the requirement that fields ignored with `#[reflect(ignore)]` implement `Default`, since we need to initialize them somehow.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- While reading code, found some queries that are `mut` and not used as such
## Solution
- Remove `mut` when possible
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
This adds "high level" `Material` and `SpecializedMaterial` traits, which can be used with a `MaterialPlugin<T: SpecializedMaterial>`. `MaterialPlugin` automatically registers the appropriate resources, draw functions, and queue systems. The `Material` trait is simpler, and should cover most use cases. `SpecializedMaterial` is like `Material`, but it also requires defining a "specialization key" (see #3031). `Material` has a trivial blanket impl of `SpecializedMaterial`, which allows us to use the same types + functions for both.
This makes defining custom 3d materials much simpler (see the `shader_material` example diff) and ensures consistent behavior across all 3d materials (both built in and custom). I ported the built in `StandardMaterial` to `MaterialPlugin`. There is also a new `MaterialMeshBundle<T: SpecializedMaterial>`, which `PbrBundle` aliases to.
# Objective
- I want to port `bevy_egui` to Bevy main and only reuse re-exports from Bevy
## Solution
- Add exports for `BufferBinding` and `BufferDescriptor`
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
# Objective
Fixes#3422
## Solution
Adds the existing `Visibility` component to UI bundles and checks for it in the extract phase of the render app.
The `ComputedVisibility` component was not added. I don't think the UI camera needs frustum culling, but having `RenderLayers` work may be desirable. However I think we would need to change `check_visibility()` to differentiate between 2d, 3d and UI entities.
# Objective
Fix#2406
Scene parenting was not done completely, leaving the hierarchy maintenance to the standard system. As scene spawning happens in stage `PreUpdate` and hierarchy maintenance in stage `PostUpdate`, this left the scene in an invalid state parent wise for part of a frame
## Solution
Also add/update the `Children` component when spawning the scene.
I kept the `Children` component as a `SmallVec`, it could be moved to an `HashSet` to guarantee uniqueness
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
# Objective
- Our crevice is still called "crevice", which we can't use for a release
- Users would need to use our "crevice" directly to be able to use the derive macro
## Solution
- Rename crevice to bevy_crevice, and crevice-derive to bevy-crevice-derive
- Re-export it from bevy_render, and use it from bevy_render everywhere
- Fix derive macro to work either from bevy_render, from bevy_crevice, or from bevy
## Remaining
- It is currently re-exported as `bevy::render::bevy_crevice`, is it the path we want?
- After a brief suggestion to Cart, I changed the version to follow Bevy version instead of crevice, do we want that?
- Crevice README.md need to be updated
- in the `Cargo.toml`, there are a few things to change. How do we want to change them? How do we keep attributions to original Crevice?
```
authors = ["Lucien Greathouse <me@lpghatguy.com>"]
documentation = "https://docs.rs/crevice"
homepage = "https://github.com/LPGhatguy/crevice"
repository = "https://github.com/LPGhatguy/crevice"
```
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
WIthout the feature, `gilrs` uses `stdweb` instead of `wasm-bindgen` which isn't compatible with the rest of bevy.
Unfortunately, the `stdweb` dependency is still in the dependency tree, it just isn't used (https://gitlab.com/gilrs-project/gilrs/-/issues/101). This will be fixed in `gilrs 0.9` when it releases.
# Objective
Instead of panicking when the `indices` field of a mesh is `None`, actually manage it.
This is just a question of keeping track of the vertex buffer size.
## Notes
* Relying on this change to improve performance on [bevy_debug_lines using the new renderer](https://github.com/Toqozz/bevy_debug_lines/pull/10)
* I'm still new to rendering, my only expertise with wgpu is the learn-wgpu tutorial, likely I'm overlooking something.
### Problem
- shader processing errors are not displayed
- during hot reloading when encountering a shader with errors, the whole app crashes
### Solution
- log `error!`s for shader processing errors
- when `cfg(debug_assertions)` is enabled (i.e. you're running in `debug` mode), parse shaders before passing them to wgpu. This lets us handle errors early.
# Objective
- 3d examples fail to run in webgl2 because of unsupported texture formats or texture too large
## Solution
- switch to supported formats if a feature is enabled. I choose a feature instead of a build target to not conflict with a potential webgpu support
Very inspired by 6813b2edc5, and need #3290 to work.
I named the feature `webgl2`, but it's only needed if one want to use PBR in webgl2. Examples using only 2D already work.
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
# Objective
- I want to be able to use `#ifdef` and other processor directives in an imported shader
## Solution
- Process imported shader strings
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
# Objective
- fixes#3397
## Solution
- Uses EventWriter instead of ResMut<Event> in gilrs_system.rs.
I also renamed the argument from `event` to `events` for consistency. All other instances I could find in the engine of EventWriter use a plural argument name. Happy to undo or modify this change if desired.
# Objective
Add missing methods to `TrackedRenderPass`
- `set_push_constants`
- `set_viewport`
- `insert_debug_marker`
- `push_debug_group`
- `pop_debug_group`
- `set_blend_constant`
https://docs.rs/wgpu/0.12.0/wgpu/struct.RenderPass.html
I need `set_push_constants` but started adding the others as I noticed they were also missing. The `draw indirect` family of methods are still missing as are the `timestamp query` methods.
# Objective
The window's cursor should be settable without having to implement a custom cursor icon solution. This will especially be helpful when creating user-interfaces that might like to use the cursor to denote some meaning (e.g., _clickable_, _resizable_, etc.).
## Solution
Added a `CursorIcon` enum that maps one-to-one to winit's `CursorIcon` enum, as well as a method to set/get it for the given `Window`.
# Objective
Fixes: #3368
Issue was caused by screen size being: `(0, 0)`.
## Solution
Don't update clusters if the screen size is zero. A better solution might be to not render when minimized, but this works in the meantime.
Co-authored-by: John <startoaster23@gmail.com>
# Objective
- Only bevy_render should depend directly on wgpu
- This helps to make sure bevy_render re-exports everything needed from wgpu
## Solution
- Remove bevy_pbr, bevy_sprite and bevy_ui dependency on wgpu
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
# Objective
- Storages are used to store the ECS data.
- They're undocumented.
## Solution
- Add some very basic docs.
## Notes
- Some of this was hard to immediately understand when reading the code, so suggestions on improvements / things to add are particularly welcome.
# Objective
Fixes#3379
## Solution
The custom mesh pipelines needed to be specialized on each mesh's primitive topology, as done in `queue_meshes()`
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
This PR implements the `overflow` style property in `bevy_ui`. When set to `Overflow::Hidden`, the children of that node are clipped so that overflowing parts are not rendered. This is an important building block for UI widgets.
## Solution
Clipping is done on the CPU so that it does not break batching.
The clip regions update was implemented as a separate system for clarity, but it could be merged with the other UI systems to avoid doing an additional tree traversal. (I don't think it's important until we fix the layout performance issues though).
A scrolling list was added to the `ui_pipelined` example to showcase `Overflow::Hidden`. For the sake of simplicity, it can only be scrolled with a mouse.
# Objective
Fixes#3352Fixes#3208
## Solution
- Update wgpu to 0.12
- Update naga to 0.8
- Resolve compilation errors
- Remove [[block]] from WGSL shaders (because it is depracated and now wgpu cant parse it)
- Replace `elseif` with `else if` in pbr.wgsl
Fixes#2566Fixes#3005
There are only READMEs in the 4 crates here (with the exception of bevy itself).
Those 4 crates are ecs, reflect, tasks, and transform.
These should each now include their respective README files.
Co-authored-by: Hoidigan <57080125+Hoidigan@users.noreply.github.com>
Co-authored-by: Daniel Nelsen <57080125+Hoidigan@users.noreply.github.com>
# Objective
I thought I'd have a go a trying to fix#2597.
Hopefully fixes#2597.
## Solution
I reused the memory pointed to by the value parameter, that is already required by `insert` to not be dropped, to contain the extracted value while dropping it.
# Objective
- The multiple windows example which was viciously murdered in #3175.
- cart asked me to
## Solution
- Rework the example to work on pipelined-rendering, based on the work from #2898
These derives seem to be leftover vestiges of the old renderer.
At least removing them doesn't seem to harm anything.
edit: thanks `@forbjok` on discord for pointing this out.
# Objective
- There are a few warnings when building Bevy docs for dead links
- CI seems to not catch those warnings when it should
## Solution
- Enable doc CI on all Bevy workspace
- Fix warnings
- Also noticed plugin GilrsPlugin was not added anymore when feature was enabled
First commit to check that CI would actually fail with it: https://github.com/bevyengine/bevy/runs/4532652688?check_suite_focus=true
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
# Objective And Solution
Add `set_scissor_rect` from wgpu-rs to the `TrackedRenderPass`. wgpu documentation can be found here:
https://docs.rs/wgpu/latest/wgpu/struct.RenderPass.html#method.set_scissor_rect
The reason for adding this is to cull fragments that are outside of the given rect. For my purposes this is extremely useful for UI.
# Objective
Previously, the gilrs system had no explicit relationship to the input
systems. This could potentially cause it to be scheduled after the
input systems, leading to a one-frame lag in gamepad inputs.
This was a regression introduced in #1606 which removed the `PreEvent` stage
## Solution
This adds an explicit `before` relationship to the gilrs plugin,
ensuring that raw gamepad events will be processed on the same frame
that they are generated.
Currently the `ClearPassNode` is not exported, due to an additional `use ...;` in the core pipeline's `lib.rs`. This seems unintentional, as there already is a public glob import in the file.
This just removes the explicit use. If it actually was intentional to keep the node internal, let me know.
# Objective
`KeyCode::*Win` and `KeyCode::*Alt` might be confusing for some Mac users.
## Solution
Added some small documentation to clarify the mappings for those developing on a Mac.
## Additional Context
Related issue: #3240
# Objective
This PR fixes a crash when winit is enabled when there is a camera in the world. Part of #3155
## Solution
In this PR, I removed two unwraps and added an example for regression testing.
# Objective
PBR lighting was broken in the new renderer when using orthographic projections due to the way the depth slicing works for the clusters. Fix it.
## Solution
- The default orthographic projection near plane is 0.0. The perspective projection depth slicing does a division by the near plane which gives a floating point NaN and the clustering all breaks down.
- Orthographic projections have a linear depth mapping, so it made intuitive sense to me to do depth slicing with a linear mapping too. The alternative I saw was to try to handle the near plane being at 0.0 and using the exponential depth slicing, but that felt like a hack that didn't make sense.
- As such, I have added code that detects whether the projection is orthographic based on `projection[3][3] == 1.0` and then implemented the orthographic mapping case throughout (when computing cluster AABBs, and when mapping a view space position (or light) to a cluster id in both the rust and shader code).
## Screenshots
Before:
![before](https://user-images.githubusercontent.com/302146/145847278-5b1bca74-fbad-4cc5-8b49-384f6a377fdc.png)
After:
<img width="1392" alt="Screenshot 2021-12-13 at 16 36 53" src="https://user-images.githubusercontent.com/302146/145847314-6f3a2035-5d87-4896-8032-0c3e35e15b7d.png">
Old renderer (slightly lighter due to slight difference in configured intensity):
<img width="1392" alt="Screenshot 2021-12-13 at 16 42 23" src="https://user-images.githubusercontent.com/302146/145847391-6a5e6fe0-22da-4fc1-a6c7-440543689a63.png">
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.
The examples are all ported over and operational with a few exceptions:
* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
# Objective
Fixes#3247
## Solution
- Added docs to `Axis<T>`. This one can be extended @alice-i-cecile
- Added unit tests
- Added `min` and `max` values to the struct. @alice-i-cecile Do we need to these variables?
- Limited `set` method usage with `min` and `max` values
Co-authored-by: CrazyRoka <rokarostuk@gmail.com>
# Objective
Port bevy_ui to pipelined-rendering (see #2535 )
## Solution
I did some changes during the port:
- [X] separate color from the texture asset (as suggested [here](https://discord.com/channels/691052431525675048/743663924229963868/874353914525413406))
- [X] ~give the vertex shader a per-instance buffer instead of per-vertex buffer~ (incompatible with batching)
Remaining features to implement to reach parity with the old renderer:
- [x] textures
- [X] TextBundle
I'd also like to add these features, but they need some design discussion:
- [x] batching
- [ ] separate opaque and transparent phases
- [ ] multiple windows
- [ ] texture atlases
- [ ] (maybe) clipping
# Objective
Make it easier to build and use an asset path with `format!()`. This can be useful for accessing assets in a loop.
Enabled by this PR:
```rust
let monkey_handle = asset_server.get_handle(&format!("models/monkey/Monkey.gltf#Mesh0/Primitive0"));
let monkey_handle = asset_server.get_handle(format!("models/monkey/Monkey.gltf#Mesh0/Primitive0"));
```
Before this PR:
```rust
let monkey_handle = asset_server.get_handle(format!("models/monkey/Monkey.gltf#Mesh0/Primitive0").as_str());
```
It's just a tiny improvement in ergonomics, but i ran into it and was wondering why the function does not accept a `String` and Bevy is all about simplicity/ergonomics, right? 😄😉
## Solution
Implement `Into<HandleId>` for `String` and `&String`.
# Objective
- there are a few new versions for `ron`, `winit`, `ndk`, `raw-window-handle`
- `cargo-deny` is failing due to new security issues / duplicated dependencies
## Solution
- Update our dependencies
- Note all new security issues, with which of Bevy direct dependency it comes from
- Update duplicate crate list, with which of Bevy direct dependency it comes from
`notify` is not updated here as it's in #2993
Fills in some gaps we had in our Bevy ECS tracing spans:
* Exclusive systems
* System Commands (for `apply_buffers = true` cases)
* System archetype updates
* Parallel system execution prep
Applogies, had to recreate this pr because of branching issue.
Old PR: https://github.com/bevyengine/bevy/pull/3033
# Objective
Fixes#3032
Allowing a user to create a transparent window
## Solution
I've allowed the transparent bool to be passed to the winit window builder
# Objective
- Checks for NaN in computed NDC space coordinates, fixing unexpected NaN in a fallible (`Option<T>`) function.
## Solution
- Adds a NaN check, in addition to the existing NDC bounds checks.
- This is a helper function, and should have no performance impact to the engine itself.
- This will help prevent hard-to-trace NaN propagation in user code, by returning `None` instead of `Some(NaN)`.
Depends on https://github.com/bevyengine/bevy/pull/3269 for CI error fix.
# Objective
Fixes recent pipeline errors:
```
error: use of deprecated associated function `std::array::IntoIter::<T, N>::new`: use `IntoIterator::into_iter` instead
--> crates/bevy_render/src/mesh/mesh.rs:467:54
|
467 | .flat_map(|normal| std::array::IntoIter::new([normal, normal, normal]))
| ^^^
|
= note: `-D deprecated` implied by `-D warnings`
Compiling bevy_render2 v0.5.0 (/home/runner/work/bevy/bevy/pipelined/bevy_render2)
error: use of deprecated associated function `std::array::IntoIter::<T, N>::new`: use `IntoIterator::into_iter` instead
--> pipelined/bevy_render2/src/mesh/mesh/mod.rs:287:54
|
287 | .flat_map(|normal| std::array::IntoIter::new([normal, normal, normal]))
| ^^^
|
= note: `-D deprecated` implied by `-D warnings`
error: could not compile `bevy_render` due to previous error
```
## Solution
- Replaced `IntoIter::new` with `IntoIterator::into_iter`
## Suggestions
For me it looks like two equivalent `Mesh` structs with the same methods. Should we refactor it? Or, they will be different in the near future?
Co-authored-by: CrazyRoka <rokarostuk@gmail.com>
# Objective
- New clippy lints with rust 1.57 are failing
## Solution
- Fixed clippy lints following suggestions
- I ignored clippy in old renderer because there was many and it will be removed soon
A sample implementation of how to have `iter()` work on mutable queries without breaking aliasing rules.
# Objective
- Fixes#753
## Solution
- Added a ReadOnlyFetch to WorldQuery that is the `&T` version of `&mut T` that is used to specify the return type for read only operations like `iter()`.
- ~~As the comment suggests specifying the bound doesn't work due to restrictions on defining recursive implementations (like `Or`). However bounds on the functions are fine~~ Never mind I misread how `Or` was constructed, bounds now exist.
- Note that the only mutable one has a new `Fetch` for readonly as the `State` has to be the same for any of this to work
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
This pull request aims to solve the issue of a lack of documentation in the enum WindowMode
# Objective
- Fixes#3136
## Solution
- Added a few lines of documentation that should document what the enum does better
# Problem
Let's say I am writting a simple bevy plugin, and I want to depend on `bevy_ecs` crate instead of depending on the full `bevy`.
So I write the following:
*Cargo.toml*:
```toml
[dependencies]
bevy_ecs = { git = "https://github.com/bevyengine/bevy.git", rev = "94db0176fecfac7e7e9763f2dc7458a54c105886" }
```
*lib.rs*:
```rust
use bevy_ecs::prelude::*;
#[derive(Debug, Default, Component)
pub struct MyFancyComponent;
```
So far, so good. Everything works. But let's say I want to write some examples for using my plugin. And for theses I'd like to use the `bevy` crate, so that I can write complete examples (rendering stuff, etc.) that are simple and look like what the consumer of my plugin will do (`use bevy::prelude::*` and `DefaultPlugins`)
So I amend my *Cargo.toml*:
```toml
[dependencies]
bevy_ecs = { git = "https://github.com/bevyengine/bevy.git", rev = "94db0176fecfac7e7e9763f2dc7458a54c105886" }
[dev-dependencies]
bevy = { git = "https://github.com/bevyengine/bevy.git", rev = "94db0176fecfac7e7e9763f2dc7458a54c105886", default-features = false }
```
And that leads to a complilation error
```
error[E0433]: failed to resolve: use of undeclared crate or module `bevy`
```
Basically, because `bevy` is in the `dev-dependencies`, the macro (of the production code) decides to use the `bevy::ecs` path instead of `bevy_ecs`. But `bevy` is not available there.
## Solution
This PR fixes the problem. I amend the macro utility responsible of finding the path of a module.
If we try to find a path, we first test if this correspond to a crate that the user directly depend on. (Like, if we search for `bevy_ecs`, we first check if there is a `bevy_ecs` dependency). If yes, we can depend on that directly. Otherwise, we proceed with the existing logic (testing `bevy` and `bevy_internal`)
## Shader Imports
This adds "whole file" shader imports. These come in two flavors:
### Asset Path Imports
```rust
// /assets/shaders/custom.wgsl
#import "shaders/custom_material.wgsl"
[[stage(fragment)]]
fn fragment() -> [[location(0)]] vec4<f32> {
return get_color();
}
```
```rust
// /assets/shaders/custom_material.wgsl
[[block]]
struct CustomMaterial {
color: vec4<f32>;
};
[[group(1), binding(0)]]
var<uniform> material: CustomMaterial;
```
### Custom Path Imports
Enables defining custom import paths. These are intended to be used by crates to export shader functionality:
```rust
// bevy_pbr2/src/render/pbr.wgsl
#import bevy_pbr::mesh_view_bind_group
#import bevy_pbr::mesh_bind_group
[[block]]
struct StandardMaterial {
base_color: vec4<f32>;
emissive: vec4<f32>;
perceptual_roughness: f32;
metallic: f32;
reflectance: f32;
flags: u32;
};
/* rest of PBR fragment shader here */
```
```rust
impl Plugin for MeshRenderPlugin {
fn build(&self, app: &mut bevy_app::App) {
let mut shaders = app.world.get_resource_mut::<Assets<Shader>>().unwrap();
shaders.set_untracked(
MESH_BIND_GROUP_HANDLE,
Shader::from_wgsl(include_str!("mesh_bind_group.wgsl"))
.with_import_path("bevy_pbr::mesh_bind_group"),
);
shaders.set_untracked(
MESH_VIEW_BIND_GROUP_HANDLE,
Shader::from_wgsl(include_str!("mesh_view_bind_group.wgsl"))
.with_import_path("bevy_pbr::mesh_view_bind_group"),
);
```
By convention these should use rust-style module paths that start with the crate name. Ultimately we might enforce this convention.
Note that this feature implements _run time_ import resolution. Ultimately we should move the import logic into an asset preprocessor once Bevy gets support for that.
## Decouple Mesh Logic from PBR Logic via MeshRenderPlugin
This breaks out mesh rendering code from PBR material code, which improves the legibility of the code, decouples mesh logic from PBR logic, and opens the door for a future `MaterialPlugin<T: Material>` that handles all of the pipeline setup for arbitrary shader materials.
## Removed `RenderAsset<Shader>` in favor of extracting shaders into RenderPipelineCache
This simplifies the shader import implementation and removes the need to pass around `RenderAssets<Shader>`.
## RenderCommands are now fallible
This allows us to cleanly handle pipelines+shaders not being ready yet. We can abort a render command early in these cases, preventing bevy from trying to bind group / do draw calls for pipelines that couldn't be bound. This could also be used in the future for things like "components not existing on entities yet".
# Next Steps
* Investigate using Naga for "partial typed imports" (ex: `#import bevy_pbr::material::StandardMaterial`, which would import only the StandardMaterial struct)
* Implement `MaterialPlugin<T: Material>` for low-boilerplate custom material shaders
* Move shader import logic into the asset preprocessor once bevy gets support for that.
Fixes#3132
This is a squash-and-rebase of @Ku95's documentation of the new renderer onto the latest `pipelined-rendering` branch.
Original PR is #2884.
Co-authored-by: dataphract <dataphract@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Document that the error codes will be rendered on the bevy website (see bevyengine/bevy-website#216)
- Some Cargo.toml files did not include the license or a description field
## Solution
- Readme for the errors crate
- Mark internal/development crates with `publish = false`
- Add missing license/descriptions to some crates
- [x] merge bevyengine/bevy-website#216
# Objective
bevy_ecs has several compile_fail tests that assert lifetime safety. In the past, these tests have been green for the wrong reasons (see e.g. #2984). This PR makes sure, that they will fail if the compiler error changes.
## Solution
Use [trybuild](https://crates.io/crates/trybuild) to assert the compiler errors.
The UI tests are in a separate crate that is not part of the Bevy workspace. This is to ensure that they do not break Bevy's crater builds. The tests get executed by the CI workflow on the stable toolchain.
# Objective
Document that `AssetServer::load()` is asynchronous.
## Solution
Document that `AssetServer::load()` is asynchronous, and that the asset
will not be immediately available once the call returns. Instead,
explain that the user must call `AssetServer::get_load_state()` to
monitor the loading state of an asset.
# Objective
- `bevy_ecs` exposes as an optional feature `bevy_reflect`. Disabling it doesn't compile.
- `bevy_asset` exposes as an optional feature `filesystem_watcher`. Disabling it doesn't compile. It is also not possible to disable this feature from Bevy
## Solution
- Fix compilation errors when disabling the default features. Make it possible to disable the feature `filesystem_watcher` from Bevy
# Objective
- Update vendor crevice to have the latest update from crevice 0.8.0
- Using https://github.com/ElectronicRU/crevice/tree/arrays which has the changes to make arrays work
## Solution
- Also updated glam and hexasphere to only have one version of glam
- From the original PR, using crevice to write GLSL code containing arrays would probably not work but it's not something used by Bevy
# Objective
Clarify the fact that setting the `RUST_LOG` environment variable
overrides any setting from the `LogSettings` resource.
## Solution
Update docstring comment for `LogSettings`.
- Requires #2997
- Removes `wasm_audio` feature as discussed in #2397
- Closes only task in #2479
Open questions:
Should we enable wasm audio by default or only when building for wasm using `cfg`?
Maybe there should be a global wasm feature for bevy?
# Objective
Fixes#2823.
## Solution
This PR adds notes to the `HashMap` and `HashSet` docs explaining why `HashMap::new()` (resp. `HashSet::new()`) is not available, and guiding the user toward using the `Default` implementation for an empty collection.
# Objective
- Improve error descriptions and help understand how to fix them
- I noticed one today that could be expanded, it seemed like a good starting point
## Solution
- Start something like https://github.com/rust-lang/rust/tree/master/compiler/rustc_error_codes/src/error_codes
- Remove sentence about Rust mutability rules which is not very helpful in the error message
I decided to start the error code with B for Bevy so that they're not confused with error code from rust (which starts with E)
Longer term, there are a few more evolutions that can continue this:
- the code samples should be compiled check, and even executed for some of them to check they have the correct error code in a panic
- the error could be build on a page in the website like https://doc.rust-lang.org/error-index.html
- most panic should have their own error code
Mention the fact that the UI layout system is based on the CSS layout
model through a docstring comment on the `Style` type.
# Objective
Explain to new users that the Bevy UI uses the CSS layout model, to lower the barrier to entry given the fact documentation (book and code) is fairly limited on the topic.
## Solution
Fix as discussed with @alice-i-cecile on #2918.
# Objective
Set initial position of the window, so I can start it at the left side of the view automatically, used with `cargo watch`
## Solution
add window position to WindowDescriptor
# Objective
Make possible to use wgpu gles backend on in the browser (wasm32 + WebGL2).
## Solution
It is built on top of old @cart patch initializing windows before wgpu. Also:
- initializes wgpu with `Backends::GL` and proper `wgpu::Limits` on wasm32
- changes default texture format to `wgpu::TextureFormat::Rgba8UnormSrgb`
Co-authored-by: Mariusz Kryński <mrk@sed.pl>
# Objective
- Fixes#2919
- Initial pixel was hard coded and not dependent on texture format
- Replace #2920 as I noticed this needed to be done also on pipeline rendering branch
## Solution
- Replace the hard coded pixel with one using the texture pixel size
Objective
During work on #3009 I've found that not all jobs use actions-rs, and therefore, an previous version of Rust is used for them. So while compilation and other stuff can pass, checking markup and Android build may fail with compilation errors.
Solution
This PR adds `action-rs` for any job running cargo, and updates the edition to 2021.
# Objective
The current TODO comment is out of date
## Solution
I switched up the comment
Co-authored-by: William Batista <45850508+billyb2@users.noreply.github.com>
# Objective
- Bevy has several `compile_fail` test
- #2254 added `#[derive(Component)]`
- Those tests now fail for a different reason.
- This was not caught as these test still "successfully" failed to compile.
## Solution
- Add `#[derive(Component)]` to the doctest
- Also changed their cfg attribute from `doc` to `doctest`, so that these tests don't appear when running `cargo doc` with `--document-private-items`
# Objective
- Fixes#2501
- Builds up on #2639 taking https://github.com/bevyengine/bevy/pull/2639#issuecomment-898701047 into account
## Solution
- keep the physical cursor position in `Window`, and expose it.
- still convert to logical position in event, and when getting `cursor_position`
Co-authored-by: Ahmed Charles <acharles@outlook.com>
# Objective
The update to wgpu 0.11 broke CI for android. This was due to a confusion between `bevy::render::ShaderStage` and `wgpu::ShaderStage`.
## Solution
Revert the incorrect change
#2605 changed the lifetime annotations on `get_component` introducing unsoundness as you could keep the returned borrow even after using the query.
Example unsoundness:
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_startup_system(startup)
.add_system(unsound)
.run();
}
#[derive(Debug, Component, PartialEq, Eq)]
struct Foo(Vec<u32>);
fn startup(mut c: Commands) {
let e = c.spawn().insert(Foo(vec![10])).id();
c.insert_resource(e);
}
fn unsound(mut q: Query<&mut Foo>, res: Res<Entity>) {
let foo = q.get_component::<Foo>(*res).unwrap();
let mut foo2 = q.iter_mut().next().unwrap();
let first_elem = &foo.0[0];
for _ in 0..16 {
foo2.0.push(12);
}
dbg!(*first_elem);
}
```
output:
`[src/main.rs:26] *first_elem = 0`
Add the entity ID and generation to the expect() message of two
world accessors, to make it easier to debug use-after-free issues.
Coupled with e.g. bevy-inspector-egui which also displays the entity ID,
this makes it much easier to identify what entity is being misused.
# Objective
Make it easier to identity an entity being accessed after being deleted.
## Solution
Augment the error message of some `expect()` call with the entity ID and
generation. Combined with some external tool like `bevy-inspector-egui`, which
also displays the entity ID, this increases the chances to be able to identify
the entity, and therefore find the error that led to a use-after-despawn.
Upgrades both the old and new renderer to wgpu 0.11 (and naga 0.7). This builds on @zicklag's work here #2556.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Remove duplicate `Events::update` call in `gilrs_event_system` (fixes#2893)
- See #2893 for context
- While there, make the systems no longer exclusive, as that is not required of them
## Solution
- Do the change
r? @alice-i-cecile
This PR adds a ControlNode which marks an entity as "transparent" to the UI layout system, meaning the children of this entity will be treated as the children of this entity s parent by the layout system(s).
# Objective
- Fixes#2904 (see for context)
## Solution
- Simply hoist span creation out of the threaded task
- Confirmed to solve the issue locally
Now all events have the full span parent tree up through `bevy_ecs::schedule::stage` all the way to `bevy_app::app::bevy_app` (and its parents in bevy-consumer code, if any).
# Objective
- Avoid usages of `format!` that ~immediately get passed to another `format!`. This avoids a temporary allocation and is just generally cleaner.
## Solution
- `bevy_derive::shader_defs` does a `format!("{}", val.to_string())`, which is better written as just `format!("{}", val)`
- `bevy_diagnostic::log_diagnostics_plugin` does a `format!("{:>}", format!(...))`, which is better written as `format!("{:>}", format_args!(...))`
- `bevy_ecs::schedule` does `tracing::info!(..., name = &*format!("{:?}", val))`, which is better written with the tracing shorthand `tracing::info!(..., name = ?val)`
- `bevy_reflect::reflect` does `f.write_str(&format!(...))`, which is better written as `write!(f, ...)` (this could also be written using `f.debug_tuple`, but I opted to maintain alt debug behavior)
- `bevy_reflect::serde::{ser, de}` do `serde::Error::custom(format!(...))`, which is better written as `Error::custom(format_args!(...))`, as `Error::custom` takes `impl Display` and just immediately calls `format!` again
This implements the most minimal variant of #1843 - a derive for marker trait. This is a prerequisite to more complicated features like statically defined storage type or opt-out component reflection.
In order to make component struct's purpose explicit and avoid misuse, it must be annotated with `#[derive(Component)]` (manual impl is discouraged for compatibility). Right now this is just a marker trait, but in the future it might be expanded. Making this change early allows us to make further changes later without breaking backward compatibility for derive macro users.
This already prevents a lot of issues, like using bundles in `insert` calls. Primitive types are no longer valid components as well. This can be easily worked around by adding newtype wrappers and deriving `Component` for them.
One funny example of prevented bad code (from our own tests) is when an newtype struct or enum variant is used. Previously, it was possible to write `insert(Newtype)` instead of `insert(Newtype(value))`. That code compiled, because function pointers (in this case newtype struct constructor) implement `Send + Sync + 'static`, so we allowed them to be used as components. This is no longer the case and such invalid code will trigger a compile error.
Co-authored-by: = <=>
Co-authored-by: TheRawMeatball <therawmeatball@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Fixes these issues:
- `WorldId`s currently aren't necessarily unique
- I want to guarantee that they're unique to safeguard my librarified version of https://github.com/bevyengine/bevy/discussions/2805
- There probably hasn't been a collision yet, but they could technically collide
- `SystemId` isn't used for anything
- It's no longer used now that `Locals` are stored within the `System`.
- `bevy_ecs` depends on rand
## Solution
- Instead of randomly generating `WorldId`s, just use an incrementing atomic counter, panicing on overflow.
- Remove `SystemId`
- We do need to allow Locals for exclusive systems at some point, but exclusive systems couldn't access their own `SystemId` anyway.
- Now that these don't depend on rand, move it to a dev-dependency
## Todo
Determine if `WorldId` should be `u32` based instead
If you need to build a texture atlas from an already created texture that is not match a grid, you need to use new_empty and add_texture to create it. However it is not straight forward to get the index to be used with TextureAtlasSprite. add_texture should be changed to return the index to the texture.
Currently you can do something like this:
```rs
let texture = asset_server.load::<Texture>::("texture.png");
let texture_atlas = TextureAtlas::new_empty(texture, Vec2::new(40.0, 40.0));
texture_atlas.add_texture(Rect {
min: Vec2::new(20.0, 20.0),
max: Vec2::new(40.0, 40.0),
});
let index = (texture_atlas.len() - 1) as u32;
let texture_atlas_sprite = TextureAtlasSprite {
index,
Default::default()
};
```
But this is more clear
```rs
let index = texture_atlas.add_texture(Rect {
min: Vec2::new(20.0, 20.0),
max: Vec2::new(40.0, 40.0),
});
```
Updates the requirements on [hexasphere](https://github.com/OptimisticPeach/hexasphere) to permit the latest version.
<details>
<summary>Commits</summary>
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<li>See full diff in <a href="https://github.com/OptimisticPeach/hexasphere/commits">compare view</a></li>
</ul>
</details>
<br />
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# Objective
Noticed a comment saying changed detection should be enabled for hierarchy maintenance once stable
Fixes#891
## Solution
Added `Changed<Parent>` filter on the query
Changed out unwraps to use if let syntax instead. Returning false when None.
Also modified an existing test to encompass these methods
This PR fixes#2828
This changes how render logic is composed to make it much more modular. Previously, all extraction logic was centralized for a given "type" of rendered thing. For example, we extracted meshes into a vector of ExtractedMesh, which contained the mesh and material asset handles, the transform, etc. We looked up bindings for "drawn things" using their index in the `Vec<ExtractedMesh>`. This worked fine for built in rendering, but made it hard to reuse logic for "custom" rendering. It also prevented us from reusing things like "extracted transforms" across contexts.
To make rendering more modular, I made a number of changes:
* Entities now drive rendering:
* We extract "render components" from "app components" and store them _on_ entities. No more centralized uber lists! We now have true "ECS-driven rendering"
* To make this perform well, I implemented #2673 in upstream Bevy for fast batch insertions into specific entities. This was merged into the `pipelined-rendering` branch here: #2815
* Reworked the `Draw` abstraction:
* Generic `PhaseItems`: each draw phase can define its own type of "rendered thing", which can define its own "sort key"
* Ported the 2d, 3d, and shadow phases to the new PhaseItem impl (currently Transparent2d, Transparent3d, and Shadow PhaseItems)
* `Draw` trait and and `DrawFunctions` are now generic on PhaseItem
* Modular / Ergonomic `DrawFunctions` via `RenderCommands`
* RenderCommand is a trait that runs an ECS query and produces one or more RenderPass calls. Types implementing this trait can be composed to create a final DrawFunction. For example the DrawPbr DrawFunction is created from the following DrawCommand tuple. Const generics are used to set specific bind group locations:
```rust
pub type DrawPbr = (
SetPbrPipeline,
SetMeshViewBindGroup<0>,
SetStandardMaterialBindGroup<1>,
SetTransformBindGroup<2>,
DrawMesh,
);
```
* The new `custom_shader_pipelined` example illustrates how the commands above can be reused to create a custom draw function:
```rust
type DrawCustom = (
SetCustomMaterialPipeline,
SetMeshViewBindGroup<0>,
SetTransformBindGroup<2>,
DrawMesh,
);
```
* ExtractComponentPlugin and UniformComponentPlugin:
* Simple, standardized ways to easily extract individual components and write them to GPU buffers
* Ported PBR and Sprite rendering to the new primitives above.
* Removed staging buffer from UniformVec in favor of direct Queue usage
* Makes UniformVec much easier to use and more ergonomic. Completely removes the need for custom render graph nodes in these contexts (see the PbrNode and view Node removals and the much simpler call patterns in the relevant Prepare systems).
* Added a many_cubes_pipelined example to benchmark baseline 3d rendering performance and ensure there were no major regressions during this port. Avoiding regressions was challenging given that the old approach of extracting into centralized vectors is basically the "optimal" approach. However thanks to a various ECS optimizations and render logic rephrasing, we pretty much break even on this benchmark!
* Lifetimeless SystemParams: this will be a bit divisive, but as we continue to embrace "trait driven systems" (ex: ExtractComponentPlugin, UniformComponentPlugin, DrawCommand), the ergonomics of `(Query<'static, 'static, (&'static A, &'static B, &'static)>, Res<'static, C>)` were getting very hard to bear. As a compromise, I added "static type aliases" for the relevant SystemParams. The previous example can now be expressed like this: `(SQuery<(Read<A>, Read<B>)>, SRes<C>)`. If anyone has better ideas / conflicting opinions, please let me know!
* RunSystem trait: a way to define Systems via a trait with a SystemParam associated type. This is used to implement the various plugins mentioned above. I also added SystemParamItem and QueryItem type aliases to make "trait stye" ecs interactions nicer on the eyes (and fingers).
* RenderAsset retrying: ensures that render assets are only created when they are "ready" and allows us to create bind groups directly inside render assets (which significantly simplified the StandardMaterial code). I think ultimately we should swap this out on "asset dependency" events to wait for dependencies to load, but this will require significant asset system changes.
* Updated some built in shaders to account for missing MeshUniform fields
## Objective
The upcoming Bevy Book makes many references to the API documentation of bevy.
Most references belong to the first two chapters of the Bevy Book:
- bevyengine/bevy-website#176
- bevyengine/bevy-website#182
This PR attempts to improve the documentation of `bevy_ecs` and `bevy_app` in order to help readers of the Book who want to delve deeper into technical details.
## Solution
- Add crate and level module documentation
- Document the most important items (basically those included in the preludes), with the following style, where applicable:
- **Summary.** Short description of the item.
- **Second paragraph.** Detailed description of the item, without going too much in the implementation.
- **Code example(s).**
- **Safety or panic notes.**
## Collaboration
Any kind of collaboration is welcome, especially corrections, wording, new ideas and guidelines on where the focus should be put in.
---
### Related issues
- Fixes#2246
# Objective
[Tracy](https://github.com/wolfpld/tracy) is:
> A real time, nanosecond resolution, remote telemetry, hybrid frame and sampling profiler for games and other applications.
With the `trace_tracy` feature enabled, you run your bevy app and either a headless server (`capture`) or a live, interactive profiler UI (`Tracy`), and connect that to your bevy application to then stream the metric data and events, and save it or inspect it live/offline.
Previously when I implemented the spans across systems and stages and I was trying out different profiling tools, Tracy was too unstable on macOS to use. But now, quite some months later, it is working stably with Tracy 0.7.8. You can see timelines, aggregate statistics of mean system/stage execution times, and much more. It's very useful!
![Screenshot_2021-09-15_at_18 07 19](https://user-images.githubusercontent.com/302146/133554920-350d3d45-fbb8-479f-91f7-7a7a4f9f5873.png)
## Solution
- Use the `tracing-tracy` crate which supports our tracing spans
- Expose via the non-default feature `trace_tracy` for consistency with other `trace*` features
This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals:
1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main`
2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review.
I split this up into 3 commits:
1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`).
2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1).
3. **support manual archetype updates in QueryState**: same situation as (2).
# Objective
- CI is failing again
- These failures result from https://github.com/rust-lang/rust/pull/85200
## Solution
- Fix the errors which result from this by using the given fields
- I also removed the now unused `Debug` impl.
I suspect that we shouldn't use -D warnings for nightly CI - ideally we'd get a discord webhook message into some (non-#github) dedicated channel on warnings.
But this does not implement that.
# Objective
The vast majority of `.single()` usage I've seen is immediately followed by a `.unwrap()`. Since it seems most people use it without handling the error, I think making it easier to just get what you want fast while also having a more verbose alternative when you want to handle the error could help.
## Solution
Instead of having a lot of `.unwrap()` everywhere, this PR introduces a `try_single()` variant that behaves like the current `.single()` and make the new `.single()` panic on error.
# Objective
- Fixes#2751
## Solution
- Avoid changing the window size if there is a scale factor override
- Can be tested with the `scale_factor_override` example - use <kbd>⏎</kbd> to active overriding the scale factor
A few minor changes to fix warnings emitted from clippy on the nightly toolchain, including redundant_allocation, unwrap_or_else_default, and collapsible_match, fixes#2698