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https://github.com/bevyengine/bevy
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b3d59060db
# Objective Fix #6983. ## Solution Mark the function `propagate_recursive` as unsafe, and specify the safety invariants through doc comments.
428 lines
15 KiB
Rust
428 lines
15 KiB
Rust
use crate::components::{GlobalTransform, Transform};
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use bevy_ecs::prelude::{Changed, Entity, Query, With, Without};
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use bevy_hierarchy::{Children, Parent};
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/// Update [`GlobalTransform`] component of entities that aren't in the hierarchy
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pub fn sync_simple_transforms(
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mut query: Query<
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(&Transform, &mut GlobalTransform),
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(Changed<Transform>, Without<Parent>, Without<Children>),
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>,
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) {
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query.par_for_each_mut(1024, |(transform, mut global_transform)| {
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*global_transform = GlobalTransform::from(*transform);
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});
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}
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/// Update [`GlobalTransform`] component of entities based on entity hierarchy and
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/// [`Transform`] component.
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pub fn propagate_transforms(
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mut root_query: Query<
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(
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Entity,
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&Children,
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&Transform,
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Changed<Transform>,
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Changed<Children>,
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&mut GlobalTransform,
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),
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Without<Parent>,
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>,
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transform_query: Query<(&Transform, Changed<Transform>, &mut GlobalTransform), With<Parent>>,
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parent_query: Query<&Parent>,
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children_query: Query<(&Children, Changed<Children>), (With<Parent>, With<GlobalTransform>)>,
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) {
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root_query.par_for_each_mut(
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// The differing depths and sizes of hierarchy trees causes the work for each root to be
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// different. A batch size of 1 ensures that each tree gets it's own task and multiple
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// large trees are not clumped together.
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1,
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|(entity, children, transform, mut changed, children_changed, mut global_transform)| {
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if changed {
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*global_transform = GlobalTransform::from(*transform);
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}
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// If our `Children` has changed, we need to recalculate everything below us
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changed |= children_changed;
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for child in children.iter() {
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// SAFETY:
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// - We may operate as if the hierarchy is consistent, since `propagate_recursive` will panic before continuing
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// to propagate if it encounters an entity with inconsistent parentage.
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// - Since each root entity is unique and the hierarchy is consistent and forest-like,
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// other root entities' `propagate_recursive` calls will not conflict with this one.
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// - Since this is the only place where `transform_query` gets used, there will be no conflicting fetches elsewhere.
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unsafe {
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propagate_recursive(
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&global_transform,
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&transform_query,
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&parent_query,
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&children_query,
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entity,
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*child,
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changed,
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);
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}
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}
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},
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);
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}
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/// Recursively propagates the transforms for `entity` and all of its descendants.
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///
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/// # Panics
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///
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/// If `entity` or any of its descendants have a malformed hierarchy.
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/// The panic will occur before propagating the transforms of any malformed entities and their descendants.
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///
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/// # Safety
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///
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/// While this function is running, `unsafe_transform_query` must not have any fetches for `entity`,
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/// nor any of its descendants.
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unsafe fn propagate_recursive(
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parent: &GlobalTransform,
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unsafe_transform_query: &Query<
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(&Transform, Changed<Transform>, &mut GlobalTransform),
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With<Parent>,
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>,
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parent_query: &Query<&Parent>,
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children_query: &Query<(&Children, Changed<Children>), (With<Parent>, With<GlobalTransform>)>,
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expected_parent: Entity,
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entity: Entity,
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mut changed: bool,
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) {
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let Ok(actual_parent) = parent_query.get(entity) else {
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panic!("Propagated child for {:?} has no Parent component!", entity);
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};
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assert_eq!(
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actual_parent.get(), expected_parent,
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"Malformed hierarchy. This probably means that your hierarchy has been improperly maintained, or contains a cycle"
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);
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let global_matrix = {
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let Ok((transform, transform_changed, mut global_transform)) =
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// SAFETY: This call cannot create aliased mutable references.
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// - The top level iteration parallelizes on the roots of the hierarchy.
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// - The above assertion ensures that each child has one and only one unique parent throughout the entire
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// hierarchy.
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//
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// For example, consider the following malformed hierarchy:
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//
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// A
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// / \
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// B C
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// \ /
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// D
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//
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// D has two parents, B and C. If the propagation passes through C, but the Parent component on D points to B,
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// the above check will panic as the origin parent does match the recorded parent.
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//
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// Also consider the following case, where A and B are roots:
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//
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// A B
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// \ /
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// C D
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// \ /
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// E
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//
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// Even if these A and B start two separate tasks running in parallel, one of them will panic before attempting
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// to mutably access E.
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(unsafe { unsafe_transform_query.get_unchecked(entity) }) else {
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return;
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};
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changed |= transform_changed;
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if changed {
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*global_transform = parent.mul_transform(*transform);
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}
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*global_transform
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};
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let Ok((children, changed_children)) = children_query.get(entity) else {
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return
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};
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// If our `Children` has changed, we need to recalculate everything below us
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changed |= changed_children;
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for child in children {
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// SAFETY: The caller guarantees that `unsafe_transform_query` will not be fetched
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// for any descendants of `entity`, so it is safe to call `propagate_recursive` for each child.
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unsafe {
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propagate_recursive(
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&global_matrix,
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unsafe_transform_query,
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parent_query,
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children_query,
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entity,
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*child,
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changed,
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);
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}
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}
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}
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#[cfg(test)]
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mod test {
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use bevy_app::prelude::*;
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use bevy_ecs::prelude::*;
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use bevy_ecs::system::CommandQueue;
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use bevy_math::vec3;
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use bevy_tasks::{ComputeTaskPool, TaskPool};
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use crate::components::{GlobalTransform, Transform};
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use crate::systems::*;
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use crate::TransformBundle;
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use bevy_hierarchy::{BuildChildren, BuildWorldChildren, Children, Parent};
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#[derive(StageLabel)]
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struct Update;
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#[test]
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fn did_propagate() {
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ComputeTaskPool::init(TaskPool::default);
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let mut world = World::default();
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let mut update_stage = SystemStage::parallel();
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update_stage.add_system(sync_simple_transforms);
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update_stage.add_system(propagate_transforms);
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let mut schedule = Schedule::default();
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schedule.add_stage(Update, update_stage);
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// Root entity
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world.spawn(TransformBundle::from(Transform::from_xyz(1.0, 0.0, 0.0)));
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let mut children = Vec::new();
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world
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.spawn(TransformBundle::from(Transform::from_xyz(1.0, 0.0, 0.0)))
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.with_children(|parent| {
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children.push(
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parent
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.spawn(TransformBundle::from(Transform::from_xyz(0.0, 2.0, 0.)))
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.id(),
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);
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children.push(
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parent
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.spawn(TransformBundle::from(Transform::from_xyz(0.0, 0.0, 3.)))
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.id(),
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);
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});
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schedule.run(&mut world);
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assert_eq!(
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*world.get::<GlobalTransform>(children[0]).unwrap(),
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GlobalTransform::from_xyz(1.0, 0.0, 0.0) * Transform::from_xyz(0.0, 2.0, 0.0)
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);
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assert_eq!(
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*world.get::<GlobalTransform>(children[1]).unwrap(),
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GlobalTransform::from_xyz(1.0, 0.0, 0.0) * Transform::from_xyz(0.0, 0.0, 3.0)
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);
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}
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#[test]
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fn did_propagate_command_buffer() {
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let mut world = World::default();
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let mut update_stage = SystemStage::parallel();
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update_stage.add_system(sync_simple_transforms);
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update_stage.add_system(propagate_transforms);
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let mut schedule = Schedule::default();
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schedule.add_stage(Update, update_stage);
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// Root entity
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let mut queue = CommandQueue::default();
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let mut commands = Commands::new(&mut queue, &world);
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let mut children = Vec::new();
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commands
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.spawn(TransformBundle::from(Transform::from_xyz(1.0, 0.0, 0.0)))
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.with_children(|parent| {
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children.push(
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parent
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.spawn(TransformBundle::from(Transform::from_xyz(0.0, 2.0, 0.0)))
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.id(),
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);
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children.push(
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parent
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.spawn(TransformBundle::from(Transform::from_xyz(0.0, 0.0, 3.0)))
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.id(),
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);
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});
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queue.apply(&mut world);
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schedule.run(&mut world);
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assert_eq!(
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*world.get::<GlobalTransform>(children[0]).unwrap(),
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GlobalTransform::from_xyz(1.0, 0.0, 0.0) * Transform::from_xyz(0.0, 2.0, 0.0)
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);
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assert_eq!(
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*world.get::<GlobalTransform>(children[1]).unwrap(),
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GlobalTransform::from_xyz(1.0, 0.0, 0.0) * Transform::from_xyz(0.0, 0.0, 3.0)
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);
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}
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#[test]
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fn correct_children() {
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ComputeTaskPool::init(TaskPool::default);
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let mut world = World::default();
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let mut update_stage = SystemStage::parallel();
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update_stage.add_system(sync_simple_transforms);
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update_stage.add_system(propagate_transforms);
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let mut schedule = Schedule::default();
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schedule.add_stage(Update, update_stage);
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// Add parent entities
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let mut children = Vec::new();
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let parent = {
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let mut command_queue = CommandQueue::default();
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let mut commands = Commands::new(&mut command_queue, &world);
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let parent = commands.spawn(Transform::from_xyz(1.0, 0.0, 0.0)).id();
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commands.entity(parent).with_children(|parent| {
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children.push(parent.spawn(Transform::from_xyz(0.0, 2.0, 0.0)).id());
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children.push(parent.spawn(Transform::from_xyz(0.0, 3.0, 0.0)).id());
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});
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command_queue.apply(&mut world);
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schedule.run(&mut world);
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parent
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};
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assert_eq!(
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world
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.get::<Children>(parent)
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.unwrap()
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.iter()
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.cloned()
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.collect::<Vec<_>>(),
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children,
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);
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// Parent `e1` to `e2`.
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{
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let mut command_queue = CommandQueue::default();
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let mut commands = Commands::new(&mut command_queue, &world);
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commands.entity(children[1]).add_child(children[0]);
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command_queue.apply(&mut world);
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schedule.run(&mut world);
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}
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assert_eq!(
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world
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.get::<Children>(parent)
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.unwrap()
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.iter()
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.cloned()
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.collect::<Vec<_>>(),
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vec![children[1]]
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);
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assert_eq!(
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world
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.get::<Children>(children[1])
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.unwrap()
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.iter()
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.cloned()
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.collect::<Vec<_>>(),
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vec![children[0]]
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);
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assert!(world.despawn(children[0]));
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schedule.run(&mut world);
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assert_eq!(
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world
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.get::<Children>(parent)
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.unwrap()
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.iter()
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.cloned()
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.collect::<Vec<_>>(),
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vec![children[1]]
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);
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}
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#[test]
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fn correct_transforms_when_no_children() {
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let mut app = App::new();
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ComputeTaskPool::init(TaskPool::default);
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app.add_system(sync_simple_transforms);
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app.add_system(propagate_transforms);
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let translation = vec3(1.0, 0.0, 0.0);
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// These will be overwritten.
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let mut child = Entity::from_raw(0);
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let mut grandchild = Entity::from_raw(1);
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let parent = app
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.world
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.spawn((
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Transform::from_translation(translation),
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GlobalTransform::IDENTITY,
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))
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.with_children(|builder| {
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child = builder
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.spawn(TransformBundle::IDENTITY)
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.with_children(|builder| {
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grandchild = builder.spawn(TransformBundle::IDENTITY).id();
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})
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.id();
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})
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.id();
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app.update();
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// check the `Children` structure is spawned
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assert_eq!(&**app.world.get::<Children>(parent).unwrap(), &[child]);
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assert_eq!(&**app.world.get::<Children>(child).unwrap(), &[grandchild]);
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// Note that at this point, the `GlobalTransform`s will not have updated yet, due to `Commands` delay
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app.update();
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let mut state = app.world.query::<&GlobalTransform>();
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for global in state.iter(&app.world) {
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assert_eq!(global, &GlobalTransform::from_translation(translation));
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}
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}
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#[test]
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#[should_panic]
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fn panic_when_hierarchy_cycle() {
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ComputeTaskPool::init(TaskPool::default);
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// We cannot directly edit Parent and Children, so we use a temp world to break
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// the hierarchy's invariants.
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let mut temp = World::new();
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let mut app = App::new();
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app.add_system(propagate_transforms)
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.add_system(sync_simple_transforms);
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fn setup_world(world: &mut World) -> (Entity, Entity) {
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let mut grandchild = Entity::from_raw(0);
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let child = world
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.spawn(TransformBundle::IDENTITY)
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.with_children(|builder| {
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grandchild = builder.spawn(TransformBundle::IDENTITY).id();
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})
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.id();
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(child, grandchild)
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}
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let (temp_child, temp_grandchild) = setup_world(&mut temp);
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let (child, grandchild) = setup_world(&mut app.world);
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assert_eq!(temp_child, child);
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assert_eq!(temp_grandchild, grandchild);
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app.world
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.spawn(TransformBundle::IDENTITY)
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.push_children(&[child]);
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std::mem::swap(
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&mut *app.world.get_mut::<Parent>(child).unwrap(),
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&mut *temp.get_mut::<Parent>(grandchild).unwrap(),
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);
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app.update();
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}
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}
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