dependabot/cargo/cpal-0.16
191 Commits
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6e918f56d8
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Have System::run_unsafe return Result . (#19145)
# Objective Allow combinator and pipe systems to delay validation of the second system, while still allowing the second system to be skipped. Fixes #18796 Allow fallible systems to be used as one-shot systems, reporting errors to the error handler when used through commands. Fixes #19722 Allow fallible systems to be used as run conditions, including when used with combinators. Alternative to #19580. Always validate parameters when calling the safe `run_without_applying_deferred`, `run`, and `run_readonly` methods on a `System`. ## Solution Have `System::run_unsafe` return a `Result`. We want pipe systems to run the first system before validating the second, since the first system may affect whether the second system has valid parameters. But if the second system skips then we have no output value to return! So, pipe systems must return a `Result` that indicates whether the second system ran. But if we just make pipe systems have `Out = Result<B::Out>`, then chaining `a.pipe(b).pipe(c)` becomes difficult. `c` would need to accept the `Result` from `a.pipe(b)`, which means it would likely need to return `Result` itself, giving `Result<Result<Out>>`! Instead, we make *all* systems return a `Result`! We move the handling of fallible systems from `IntoScheduleConfigs` and `IntoObserverSystem` to `SystemParamFunction` and `ExclusiveSystemParamFunction`, so that an infallible system can be wrapped before being passed to a combinator. As a side effect, this enables fallible systems to be used as run conditions and one-shot systems. Now that the safe `run_without_applying_deferred`, `run`, and `run_readonly` methods return a `Result`, we can have them perform parameter validation themselves instead of requiring each caller to remember to call them. `run_unsafe` will continue to not validate parameters, since it is used in the multi-threaded executor when we want to validate and run in separate tasks. Note that this makes type inference a little more brittle. A function that returns `Result<T>` can be considered either a fallible system returning `T` or an infallible system returning `Result<T>` (and this is important to continue supporting `pipe`-based error handling)! So there are some cases where the output type of a system can no longer be inferred. It will work fine when directly adding to a schedule, since then the output type is fixed to `()` (or `bool` for run conditions). And it will work fine when `pipe`ing to a system with a typed input parameter. I used a dedicated `RunSystemError` for the error type instead of plain `BevyError` so that skipping a system does not box an error or capture a backtrace. |
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83cd46a4dd
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Update criterion requirement from 0.5.1 to 0.6.0 (#19879)
Dependabot will resolve any conflicts with this PR as long as you don't alter it yourself. You can also trigger a rebase manually by commenting `@dependabot rebase`. [//]: # (dependabot-automerge-start) [//]: # (dependabot-automerge-end) --- <details> <summary>Dependabot commands and options</summary> <br /> You can trigger Dependabot actions by commenting on this PR: - `@dependabot rebase` will rebase this PR - `@dependabot recreate` will recreate this PR, overwriting any edits that have been made to it - `@dependabot merge` will merge this PR after your CI passes on it - `@dependabot squash and merge` will squash and merge this PR after your CI passes on it - `@dependabot cancel merge` will cancel a previously requested merge and block automerging - `@dependabot reopen` will reopen this PR if it is closed - `@dependabot close` will close this PR and stop Dependabot recreating it. You can achieve the same result by closing it manually - `@dependabot show <dependency name> ignore conditions` will show all of the ignore conditions of the specified dependency - `@dependabot ignore this major version` will close this PR and stop Dependabot creating any more for this major version (unless you reopen the PR or upgrade to it yourself) - `@dependabot ignore this minor version` will close this PR and stop Dependabot creating any more for this minor version (unless you reopen the PR or upgrade to it yourself) - `@dependabot ignore this dependency` will close this PR and stop Dependabot creating any more for this dependency (unless you reopen the PR or upgrade to it yourself) </details> Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> |
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6367ad4c95
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Add benchmarks for spawning and inserting bundles (#19762)
# Objective - Splitted off from https://github.com/bevyengine/bevy/pull/19491 - Add some benchmarks for spawning and inserting components. Right now these are pretty short, but it's expected that they will be extended when different kinds of dynamic bundles will be implemented. |
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92e65d5eb1
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Upgrade to Rust 1.88 (#19825) | ||
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a3d406dd49
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Upstream raycasting UVs (#19791)
# Objective - Upstream mesh raycast UV support used in #19199 ## Solution - Compute UVs, debug a bunch of math issues with barycentric coordinates and add docs. ## Testing - Tested in diagetic UI in the linked PR. |
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546711b807
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Split EntityClonerBuilder in OptOut and OptIn variants (#19649)
# Objective Further tests after #19326 showed that configuring `EntityCloner` with required components is bug prone and the current design has several weaknesses in it's API: - Mixing `EntityClonerBuilder::allow` and `EntityClonerBuilder::deny` requires extra care how to support that which has an impact on surrounding code that has to keep edge cases in mind. This is especially true for attempts to fix the following issues. There is no use-case known (to me) why someone would mix those. - A builder with `EntityClonerBuilder::allow_all` configuration tries to support required components like `EntityClonerBuilder::deny_all` does, but the meaning of that is conflicting with how you'd expect things to work: - If all components should be cloned except component `A`, do you also want to exclude required components of `A` too? Or are these also valid without `A` at the target entity? - If `EntityClonerBuilder::allow_all` should ignore required components and not add them to be filtered away, which purpose has `EntityClonerBuilder::without_required_components` for this cloner? - Other bugs found with the linked PR are: - Denying `A` also denies required components of `A` even when `A` does not exist at the source entity - Allowing `A` also allows required components of `A` even when `A` does not exist at the source entity - Adding `allow_if_new` filters to the cloner faces the same issues and require a common solution to dealing with source-archetype sensitive cloning Alternative to #19632 and #19635. # Solution `EntityClonerBuilder` is made generic and split into `EntityClonerBuilder<OptOut>` and `EntityClonerBuilder<OptIn>` For an overview of the changes, see the migration guide. It is generally a good idea to start a review of that. ## Algorithm The generic of `EntityClonerBuilder` contains the filter data that is needed to build and clone the entity components. As the filter needs to be borrowed mutably for the duration of the clone, the borrow checker forced me to separate the filter value and all other fields in `EntityCloner`. The latter are now in the `EntityClonerConfig` struct. This caused many changed LOC, sorry. To make reviewing easier: 1. Check the migration guide 2. Many methods of `EntityCloner` now just call identitcal `EntityClonerConfig` methods with a mutable borrow of the filter 3. Check `EntityClonerConfig::clone_entity_internal` which changed a bit regarding the filter usage that is now trait powered (`CloneByFilter`) to support `OptOut`, `OptIn` and `EntityClonerFilter` (an enum combining the first two) 4. Check `OptOut` type that no longer tracks required components but has a `insert_mode` field 5. Check `OptIn` type that has the most logic changes # Testing I added a bunch of tests that cover the new logic parts and the fixed issues. Benchmarks are in a comment a bit below which shows ~4% to 9% regressions, but it varied wildly for me. For example at one run the reflection-based clonings were on-par with main while the other are not, and redoing that swapped the situation for both. It would be really cool if I could get some hints how to get better benchmark results or if you could run them on your machine too. Just be aware this is not a Performance PR but a Bugfix PR, even if I smuggled in some more functionalities. So doing changes to `EntityClonerBuilder` is kind of required here which might make us bite the bullet. --------- Co-authored-by: eugineerd <70062110+eugineerd@users.noreply.github.com> |
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7645ce91ed
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Add newlines before impl blocks (#19746)
# Objective Fix https://github.com/bevyengine/bevy/issues/19617 # Solution Add newlines before all impl blocks. I suspect that at least some of these will be objectionable! If there's a desired Bevy style for this then I'll update the PR. If not then we can just close it - it's the work of a single find and replace. |
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38c3423693
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Event Split: Event , EntityEvent , and BufferedEvent (#19647)
# Objective Closes #19564. The current `Event` trait looks like this: ```rust pub trait Event: Send + Sync + 'static { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` The `Event` trait is used by both buffered events (`EventReader`/`EventWriter`) and observer events. If they are observer events, they can optionally be targeted at specific `Entity`s or `ComponentId`s, and can even be propagated to other entities. However, there has long been a desire to split the trait semantically for a variety of reasons, see #14843, #14272, and #16031 for discussion. Some reasons include: - It's very uncommon to use a single event type as both a buffered event and targeted observer event. They are used differently and tend to have distinct semantics. - A common footgun is using buffered events with observers or event readers with observer events, as there is no type-level error that prevents this kind of misuse. - #19440 made `Trigger::target` return an `Option<Entity>`. This *seriously* hurts ergonomics for the general case of entity observers, as you need to `.unwrap()` each time. If we could statically determine whether the event is expected to have an entity target, this would be unnecessary. There's really two main ways that we can categorize events: push vs. pull (i.e. "observer event" vs. "buffered event") and global vs. targeted: | | Push | Pull | | ------------ | --------------- | --------------------------- | | **Global** | Global observer | `EventReader`/`EventWriter` | | **Targeted** | Entity observer | - | There are many ways to approach this, each with their tradeoffs. Ultimately, we kind of want to split events both ways: - A type-level distinction between observer events and buffered events, to prevent people from using the wrong kind of event in APIs - A statically designated entity target for observer events to avoid accidentally using untargeted events for targeted APIs This PR achieves these goals by splitting event traits into `Event`, `EntityEvent`, and `BufferedEvent`, with `Event` being the shared trait implemented by all events. ## `Event`, `EntityEvent`, and `BufferedEvent` `Event` is now a very simple trait shared by all events. ```rust pub trait Event: Send + Sync + 'static { // Required for observer APIs fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` You can call `trigger` for *any* event, and use a global observer for listening to the event. ```rust #[derive(Event)] struct Speak { message: String, } // ... app.add_observer(|trigger: On<Speak>| { println!("{}", trigger.message); }); // ... commands.trigger(Speak { message: "Y'all like these reworked events?".to_string(), }); ``` To allow an event to be targeted at entities and even propagated further, you can additionally implement the `EntityEvent` trait: ```rust pub trait EntityEvent: Event { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; } ``` This lets you call `trigger_targets`, and to use targeted observer APIs like `EntityCommands::observe`: ```rust #[derive(Event, EntityEvent)] #[entity_event(traversal = &'static ChildOf, auto_propagate)] struct Damage { amount: f32, } // ... let enemy = commands.spawn((Enemy, Health(100.0))).id(); // Spawn some armor as a child of the enemy entity. // When the armor takes damage, it will bubble the event up to the enemy. let armor_piece = commands .spawn((ArmorPiece, Health(25.0), ChildOf(enemy))) .observe(|trigger: On<Damage>, mut query: Query<&mut Health>| { // Note: `On::target` only exists because this is an `EntityEvent`. let mut health = query.get(trigger.target()).unwrap(); health.0 -= trigger.amount(); }); commands.trigger_targets(Damage { amount: 10.0 }, armor_piece); ``` > [!NOTE] > You *can* still also trigger an `EntityEvent` without targets using `trigger`. We probably *could* make this an either-or thing, but I'm not sure that's actually desirable. To allow an event to be used with the buffered API, you can implement `BufferedEvent`: ```rust pub trait BufferedEvent: Event {} ``` The event can then be used with `EventReader`/`EventWriter`: ```rust #[derive(Event, BufferedEvent)] struct Message(String); fn write_hello(mut writer: EventWriter<Message>) { writer.write(Message("I hope these examples are alright".to_string())); } fn read_messages(mut reader: EventReader<Message>) { // Process all buffered events of type `Message`. for Message(message) in reader.read() { println!("{message}"); } } ``` In summary: - Need a basic event you can trigger and observe? Derive `Event`! - Need the event to be targeted at an entity? Derive `EntityEvent`! - Need the event to be buffered and support the `EventReader`/`EventWriter` API? Derive `BufferedEvent`! ## Alternatives I'll now cover some of the alternative approaches I have considered and briefly explored. I made this section collapsible since it ended up being quite long :P <details> <summary>Expand this to see alternatives</summary> ### 1. Unified `Event` Trait One option is not to have *three* separate traits (`Event`, `EntityEvent`, `BufferedEvent`), and to instead just use associated constants on `Event` to determine whether an event supports targeting and buffering or not: ```rust pub trait Event: Send + Sync + 'static { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; const TARGETED: bool = false; const BUFFERED: bool = false; fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` Methods can then use bounds like `where E: Event<TARGETED = true>` or `where E: Event<BUFFERED = true>` to limit APIs to specific kinds of events. This would keep everything under one `Event` trait, but I don't think it's necessarily a good idea. It makes APIs harder to read, and docs can't easily refer to specific types of events. You can also create weird invariants: what if you specify `TARGETED = false`, but have `Traversal` and/or `AUTO_PROPAGATE` enabled? ### 2. `Event` and `Trigger` Another option is to only split the traits between buffered events and observer events, since that is the main thing people have been asking for, and they have the largest API difference. If we did this, I think we would need to make the terms *clearly* separate. We can't really use `Event` and `BufferedEvent` as the names, since it would be strange that `BufferedEvent` doesn't implement `Event`. Something like `ObserverEvent` and `BufferedEvent` could work, but it'd be more verbose. For this approach, I would instead keep `Event` for the current `EventReader`/`EventWriter` API, and call the observer event a `Trigger`, since the "trigger" terminology is already used in the observer context within Bevy (both as a noun and a verb). This is also what a long [bikeshed on Discord](https://discord.com/channels/691052431525675048/749335865876021248/1298057661878898791) seemed to land on at the end of last year. ```rust // For `EventReader`/`EventWriter` pub trait Event: Send + Sync + 'static {} // For observers pub trait Trigger: Send + Sync + 'static { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; const TARGETED: bool = false; fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` The problem is that "event" is just a really good term for something that "happens". Observers are rapidly becoming the more prominent API, so it'd be weird to give them the `Trigger` name and leave the good `Event` name for the less common API. So, even though a split like this seems neat on the surface, I think it ultimately wouldn't really work. We want to keep the `Event` name for observer events, and there is no good alternative for the buffered variant. (`Message` was suggested, but saying stuff like "sends a collision message" is weird.) ### 3. `GlobalEvent` + `TargetedEvent` What if instead of focusing on the buffered vs. observed split, we *only* make a distinction between global and targeted events? ```rust // A shared event trait to allow global observers to work pub trait Event: Send + Sync + 'static { fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } // For buffered events and non-targeted observer events pub trait GlobalEvent: Event {} // For targeted observer events pub trait TargetedEvent: Event { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; } ``` This is actually the first approach I implemented, and it has the neat characteristic that you can only use non-targeted APIs like `trigger` with a `GlobalEvent` and targeted APIs like `trigger_targets` with a `TargetedEvent`. You have full control over whether the entity should or should not have a target, as they are fully distinct at the type-level. However, there's a few problems: - There is no type-level indication of whether a `GlobalEvent` supports buffered events or just non-targeted observer events - An `Event` on its own does literally nothing, it's just a shared trait required to make global observers accept both non-targeted and targeted events - If an event is both a `GlobalEvent` and `TargetedEvent`, global observers again have ambiguity on whether an event has a target or not, undermining some of the benefits - The names are not ideal ### 4. `Event` and `EntityEvent` We can fix some of the problems of Alternative 3 by accepting that targeted events can also be used in non-targeted contexts, and simply having the `Event` and `EntityEvent` traits: ```rust // For buffered events and non-targeted observer events pub trait Event: Send + Sync + 'static { fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } // For targeted observer events pub trait EntityEvent: Event { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; } ``` This is essentially identical to this PR, just without a dedicated `BufferedEvent`. The remaining major "problem" is that there is still zero type-level indication of whether an `Event` event *actually* supports the buffered API. This leads us to the solution proposed in this PR, using `Event`, `EntityEvent`, and `BufferedEvent`. </details> ## Conclusion The `Event` + `EntityEvent` + `BufferedEvent` split proposed in this PR aims to solve all the common problems with Bevy's current event model while keeping the "weirdness" factor minimal. It splits in terms of both the push vs. pull *and* global vs. targeted aspects, while maintaining a shared concept for an "event". ### Why I Like This - The term "event" remains as a single concept for all the different kinds of events in Bevy. - Despite all event types being "events", they use fundamentally different APIs. Instead of assuming that you can use an event type with any pattern (when only one is typically supported), you explicitly opt in to each one with dedicated traits. - Using separate traits for each type of event helps with documentation and clearer function signatures. - I can safely make assumptions on expected usage. - If I see that an event is an `EntityEvent`, I can assume that I can use `observe` on it and get targeted events. - If I see that an event is a `BufferedEvent`, I can assume that I can use `EventReader` to read events. - If I see both `EntityEvent` and `BufferedEvent`, I can assume that both APIs are supported. In summary: This allows for a unified concept for events, while limiting the different ways to use them with opt-in traits. No more guess-work involved when using APIs. ### Problems? - Because `BufferedEvent` implements `Event` (for more consistent semantics etc.), you can still use all buffered events for non-targeted observers. I think this is fine/good. The important part is that if you see that an event implements `BufferedEvent`, you know that the `EventReader`/`EventWriter` API should be supported. Whether it *also* supports other APIs is secondary. - I currently only support `trigger_targets` for an `EntityEvent`. However, you can technically target components too, without targeting any entities. I consider that such a niche and advanced use case that it's not a huge problem to only support it for `EntityEvent`s, but we could also split `trigger_targets` into `trigger_entities` and `trigger_components` if we wanted to (or implement components as entities :P). - You can still trigger an `EntityEvent` *without* targets. I consider this correct, since `Event` implements the non-targeted behavior, and it'd be weird if implementing another trait *removed* behavior. However, it does mean that global observers for entity events can technically return `Entity::PLACEHOLDER` again (since I got rid of the `Option<Entity>` added in #19440 for ergonomics). I think that's enough of an edge case that it's not a huge problem, but it is worth keeping in mind. - ~~Deriving both `EntityEvent` and `BufferedEvent` for the same type currently duplicates the `Event` implementation, so you instead need to manually implement one of them.~~ Changed to always requiring `Event` to be derived. ## Related Work There are plans to implement multi-event support for observers, especially for UI contexts. [Cart's example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508) API looked like this: ```rust // Truncated for brevity trigger: Trigger<( OnAdd<Pressed>, OnRemove<Pressed>, OnAdd<InteractionDisabled>, OnRemove<InteractionDisabled>, OnInsert<Hovered>, )>, ``` I believe this shouldn't be in conflict with this PR. If anything, this PR might *help* achieve the multi-event pattern for entity observers with fewer footguns: by statically enforcing that all of these events are `EntityEvent`s in the context of `EntityCommands::observe`, we can avoid misuse or weird cases where *some* events inside the trigger are targeted while others are not. |
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e5dc177b4b
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Rename Trigger to On (#19596)
# Objective Currently, the observer API looks like this: ```rust app.add_observer(|trigger: Trigger<Explode>| { info!("Entity {} exploded!", trigger.target()); }); ``` Future plans for observers also include "multi-event observers" with a trigger that looks like this (see [Cart's example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508)): ```rust trigger: Trigger<( OnAdd<Pressed>, OnRemove<Pressed>, OnAdd<InteractionDisabled>, OnRemove<InteractionDisabled>, OnInsert<Hovered>, )>, ``` In scenarios like this, there is a lot of repetition of `On`. These are expected to be very high-traffic APIs especially in UI contexts, so ergonomics and readability are critical. By renaming `Trigger` to `On`, we can make these APIs read more cleanly and get rid of the repetition: ```rust app.add_observer(|trigger: On<Explode>| { info!("Entity {} exploded!", trigger.target()); }); ``` ```rust trigger: On<( Add<Pressed>, Remove<Pressed>, Add<InteractionDisabled>, Remove<InteractionDisabled>, Insert<Hovered>, )>, ``` Names like `On<Add<Pressed>>` emphasize the actual event listener nature more than `Trigger<OnAdd<Pressed>>`, and look cleaner. This *also* frees up the `Trigger` name if we want to use it for the observer event type, splitting them out from buffered events (bikeshedding this is out of scope for this PR though). For prior art: [`bevy_eventlistener`](https://github.com/aevyrie/bevy_eventlistener) used [`On`](https://docs.rs/bevy_eventlistener/latest/bevy_eventlistener/event_listener/struct.On.html) for its event listener type. Though in our case, the observer is the event listener, and `On` is just a type containing information about the triggered event. ## Solution Steal from `bevy_event_listener` by @aevyrie and use `On`. - Rename `Trigger` to `On` - Rename `OnAdd` to `Add` - Rename `OnInsert` to `Insert` - Rename `OnReplace` to `Replace` - Rename `OnRemove` to `Remove` - Rename `OnDespawn` to `Despawn` ## Discussion ### Naming Conflicts?? Using a name like `Add` might initially feel like a very bad idea, since it risks conflict with `core::ops::Add`. However, I don't expect this to be a big problem in practice. - You rarely need to actually implement the `Add` trait, especially in modules that would use the Bevy ECS. - In the rare cases where you *do* get a conflict, it is very easy to fix by just disambiguating, for example using `ops::Add`. - The `Add` event is a struct while the `Add` trait is a trait (duh), so the compiler error should be very obvious. For the record, renaming `OnAdd` to `Add`, I got exactly *zero* errors or conflicts within Bevy itself. But this is of course not entirely representative of actual projects *using* Bevy. You might then wonder, why not use `Added`? This would conflict with the `Added` query filter, so it wouldn't work. Additionally, the current naming convention for observer events does not use past tense. ### Documentation This does make documentation slightly more awkward when referring to `On` or its methods. Previous docs often referred to `Trigger::target` or "sends a `Trigger`" (which is... a bit strange anyway), which would now be `On::target` and "sends an observer `Event`". You can see the diff in this PR to see some of the effects. I think it should be fine though, we may just need to reword more documentation to read better. |
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ddee5cca85
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Improve Bevy's double-precision story for third-party crates (#19194)
# Objective Certain classes of games, usually those with enormous worlds, require some amount of support for double-precision. Libraries like `big_space` exist to allow for large worlds while integrating cleanly with Bevy's primarily single-precision ecosystem, but even then, games will often still work directly in double-precision throughout the part of the pipeline that feeds into the Bevy interface. Currently, working with double-precision types in Bevy is a pain. `glam` provides types like `DVec3`, but Bevy doesn't provide double-precision analogs for `glam` wrappers like `Dir3`. This is mostly because doing so involves one of: - code duplication - generics - templates (like `glam` uses) - macros Each of these has issues that are enough to be deal-breakers as far as maintainability, usability or readability. To work around this, I'm putting together `bevy_dmath`, a crate that duplicates `bevy_math` types and functionality to allow downstream users to enjoy the ergonomics and power of `bevy_math` in double-precision. For the most part, it's a smooth process, but in order to fully integrate, there are some necessary changes that can only be made in `bevy_math`. ## Solution This PR addresses the first and easiest issue with downstream double-precision math support: `VectorSpace` currently can only represent vector spaces over `f32`. This automatically closes the door to double-precision curves, among other things. This restriction can be easily lifted by allowing vector spaces to specify the underlying scalar field. This PR adds a new trait `ScalarField` that satisfies the properties of a scalar field (the ones that can be upheld statically) and adds a new associated type `type Scalar: ScalarField` to `VectorSpace`. It's mostly an unintrusive change. The biggest annoyances are: - it touches a lot of curve code - `bevy_math::ops` doesn't support `f64`, so there are some annoying workarounds As far as curves code, I wanted to make this change unintrusive and bite-sized, so I'm trying to touch as little code as possible. To prove to myself it can be done, I went ahead and (*not* in this PR) migrated most of the curves API to support different `ScalarField`s and it went really smoothly! The ugliest thing was adding `P::Scalar: From<usize>` in several places. There's an argument to be made here that we should be using `num-traits`, but that's not immediately relevant. The point is that for now, the smallest change I could make was to go into every curve impl and make them generic over `VectorSpace<Scalar = f32>`. Curves work exactly like before and don't change the user API at all. # Follow-up - **Extend `bevy_math::ops` to work with `f64`.** `bevy_math::ops` is used all over, and if curves are ever going to support different `ScalarField` types, we'll need to be able to use the correct `std` or `libm` ops for `f64` types as well. Adding an `ops64` mod turned out to be really ugly, but I'll point out the maintenance burden is low because we're not going to be adding new floating-point ops anytime soon. Another solution is to build a floating-point trait that calls the right op variant and impl it for `f32` and `f64`. This reduces maintenance burden because on the off chance we ever *do* want to go modify it, it's all tied together: you can't change the interface on one without changing the trait, which forces you to update the other. A third option is to use `num-traits`, which is basically option 2 but someone else did the work for us. They already support `no_std` using `libm`, so it would be more or less a drop-in replacement. They're missing a couple floating-point ops like `floor` and `ceil`, but we could make our own floating-point traits for those (there's even the potential for upstreaming them into `num-traits`). - **Tweak curves to accept vector spaces over any `ScalarField`.** Curves are ready to support custom scalar types as soon as the bullet above is addressed. I will admit that the code is not as fun to look at: `P::Scalar` instead of `f32` everywhere. We could consider an alternate design where we use `f32` even to interpolate something like a `DVec3`, but personally I think that's a worse solution than parameterizing curves over the vector space's scalar type. At the end of the day, it's not really bad to deal with in my opinion... `ScalarType` supports enough operations that working with them is almost like working with raw float types, and it unlocks a whole ecosystem for games that want to use double-precision. |
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571b3ba475
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Remove ArchetypeComponentId and archetype_component_access (#19143)
# Objective Remove `ArchetypeComponentId` and `archetype_component_access`. Following #16885, they are no longer used by the engine, so we can stop spending time calculating them or space storing them. ## Solution Remove `ArchetypeComponentId` and everything that touches it. The `System::update_archetype_component_access` method no longer needs to update `archetype_component_access`. We do still need to update query caches, but we no longer need to do so *before* running the system. We'd have to touch every caller anyway if we gave the method a better name, so just remove `System::update_archetype_component_access` and `SystemParam::new_archetype` entirely, and update the query cache in `Query::get_param`. The `Single` and `Populated` params also need their query caches updated in `SystemParam::validate_param`, so change `validate_param` to take `&mut Self::State` instead of `&Self::State`. |
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158d9aff0e
|
Fix spawn tracking for spawn commands (#19351)
# Objective See also https://discord.com/channels/691052431525675048/1374187654425481266/1375553989185372292. ## Solution Set spawn info in `Commands::spawn_empty`. Also added a benchmark for `Commands::spawn`. ## Testing See added test. |
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12aba64900
|
Make entity generation a new type and remove identifier (#19121)
# Objective This is a followup to #18704 . There's lots more followup work, but this is the minimum to unblock #18670, etc. This direction has been given the green light by Alice [here](https://github.com/bevyengine/bevy/pull/18704#issuecomment-2853368129). ## Solution I could have split this over multiple PRs, but I figured skipping straight here would be easiest for everyone and would unblock things the quickest. This removes the now no longer needed `identifier` module and makes `Entity::generation` go from `NonZeroU32` to `struct EntityGeneration(u32)`. ## Testing CI --------- Co-authored-by: Mark Nokalt <marknokalt@live.com> |
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0b4858726c
|
Make entity::index non max (#18704)
# Objective There are two problems this aims to solve. First, `Entity::index` is currently a `u32`. That means there are `u32::MAX + 1` possible entities. Not only is that awkward, but it also make `Entity` allocation more difficult. I discovered this while working on remote entity reservation, but even on main, `Entities` doesn't handle the `u32::MAX + 1` entity very well. It can not be batch reserved because that iterator uses exclusive ranges, which has a maximum upper bound of `u32::MAX - 1`. In other words, having `u32::MAX` as a valid index can be thought of as a bug right now. We either need to make that invalid (this PR), which makes Entity allocation cleaner and makes remote reservation easier (because the length only needs to be u32 instead of u64, which, in atomics is a big deal), or we need to take another pass at `Entities` to make it handle the `u32::MAX` index properly. Second, `TableRow`, `ArchetypeRow` and `EntityIndex` (a type alias for u32) all have `u32` as the underlying type. That means using these as the index type in a `SparseSet` uses 64 bits for the sparse list because it stores `Option<IndexType>`. By using `NonMaxU32` here, we cut the memory of that list in half. To my knowledge, `EntityIndex` is the only thing that would really benefit from this niche. `TableRow` and `ArchetypeRow` I think are not stored in an `Option` in bulk. But if they ever are, this would help. Additionally this ensures `TableRow::INVALID` and `ArchetypeRow::INVALID` never conflict with an actual row, which in a nice bonus. As a related note, if we do components as entities where `ComponentId` becomes `Entity`, the the `SparseSet<ComponentId>` will see a similar memory improvement too. ## Solution Create a new type `EntityRow` that wraps `NonMaxU32`, similar to `TableRow` and `ArchetypeRow`. Change `Entity::index` to this type. ## Downsides `NonMax` is implemented as a `NonZero` with a binary inversion. That means accessing and storing the value takes one more instruction. I don't think that's a big deal, but it's worth mentioning. As a consequence, `to_bits` uses `transmute` to skip the inversion which keeps it a nop. But that also means that ordering has now flipped. In other words, higher indices are considered less than lower indices. I don't think that's a problem, but it's also worth mentioning. ## Alternatives We could keep the index as a u32 type and just document that `u32::MAX` is invalid, modifying `Entities` to ensure it never gets handed out. (But that's not enforced by the type system.) We could still take advantage of the niche here in `ComponentSparseSet`. We'd just need some unsafe manual conversions, which is probably fine, but opens up the possibility for correctness problems later. We could change `Entities` to fully support the `u32::MAX` index. (But that makes `Entities` more complex and potentially slightly slower.) ## Testing - CI - A few tests were changed because they depend on different ordering and `to_bits` values. ## Future Work - It might be worth removing the niche on `Entity::generation` since there is now a different niche. - We could move `Entity::generation` into it's own type too for clarity. - We should change `ComponentSparseSet` to take advantage of the new niche. (This PR doesn't change that yet.) - Consider removing or updating `Identifier`. This is only used for `Entity`, so it might be worth combining since `Entity` is now more unique. --------- Co-authored-by: atlv <email@atlasdostal.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au> |
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af8d12c3e1
|
deprecate SimpleExecutor (#18753)
# Objective Contributes to #18741 and #18453. ## Solution Deprecate `SimpleExecutor`. If users run into migration issues, we can backtrack. Otherwise, we follow this up with #18741 We can't easily deprecate the module too because of [this](https://github.com/rust-lang/rust/issues/47238). ## Testing CI --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Cyrill Schenkel <cyrill.schenkel@gmail.com> |
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49f1827633
|
Speed up ECS benchmarks by limiting variations (#18659)
## Objective Reduce the time spent on ECS benchmarks without significantly compromising coverage. ## Background A `cargo bench -p benches --bench ecs` takes about 45 minutes. I'm guessing this bench is mainly used to check for regressions after ECS changes, and requiring 2x45 minute tests means that most people will skip benchmarking entirely. I noticed that some benches are repeated with sizes from long linear progressions (10, 20, ..., 100). This might be nice for detailed profiling, but seems too much for a overall regression check. ## Solution The PR follows the principles of "three or four different sizes is fine" and "powers of ten where it fits". The number of benches is reduced from 394 to 238 (-40%), and time from 46.2 minutes to 32.8 (-30%). While some coverage is lost, I think it's reasonable for anyone doing detailed profiling of a particular feature to temporarily add more benches. There's a couple of changes to avoid leading zeroes. I felt that `0010, 0100, 1000` is harder to read than `10, 100, 1000`. ## Is That Enough? 32 minutes is still too much. Possible future options: - Reduce measurement and warmup times. I suspect the current times (mostly 4-5 seconds total) are too conservative, and 1 second would be fine for spotting significant regressions. - Split the bench into quick and detailed variants. ## Testing ``` cargo bench -p benches --bench ecs ``` |
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bfc76c589e
|
Remove insert_or_spawn function family (#18148)
# Objective Based on and closes #18054, this PR builds on #18035 and #18147 to remove: - `Commands::insert_or_spawn_batch` - `Entities::alloc_at_without_replacement` - `Entities::alloc_at` - `entity::AllocAtWithoutReplacement` - `World::insert_or_spawn_batch` - `World::insert_or_spawn_batch_with_caller` ## Testing Just removing unused, deprecated code, so no new tests. Note that as of writing, #18035 is still under testing and review. ## Future Work Per [this](https://github.com/bevyengine/bevy/issues/18054#issuecomment-2689088899) comment on #18054, there may be additional performance improvements possible to the entity allocator now that `alloc_at` no longer is supported. At a glance, I don't see anything obvious to improve, but it may be worth further investigation in the future. --------- Co-authored-by: JaySpruce <jsprucebruce@gmail.com> |
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b516e78317
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Bump crate-ci/typos from 1.31.1 to 1.32.0 (#19072)
Adopted #19066. Bumps [crate-ci/typos](https://github.com/crate-ci/typos) from 1.31.1 to 1.32.0. --------- Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> |
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e9a0ef49f9
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Rename bevy_platform_support to bevy_platform (#18813)
# Objective The goal of `bevy_platform_support` is to provide a set of platform agnostic APIs, alongside platform-specific functionality. This is a high traffic crate (providing things like HashMap and Instant). Especially in light of https://github.com/bevyengine/bevy/discussions/18799, it deserves a friendlier / shorter name. Given that it hasn't had a full release yet, getting this change in before Bevy 0.16 makes sense. ## Solution - Rename `bevy_platform_support` to `bevy_platform`. |
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d8fa57bd7b
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Switch ChildOf back to tuple struct (#18672)
# Objective In #17905 we swapped to a named field on `ChildOf` to help resolve variable naming ambiguity of child vs parent (ex: `child_of.parent` clearly reads as "I am accessing the parent of the child_of relationship", whereas `child_of.0` is less clear). Unfortunately this has the side effect of making initialization less ideal. `ChildOf { parent }` reads just as well as `ChildOf(parent)`, but `ChildOf { parent: root }` doesn't read nearly as well as `ChildOf(root)`. ## Solution Move back to `ChildOf(pub Entity)` but add a `child_of.parent()` function and use it for all accesses. The downside here is that users are no longer "forced" to access the parent field with `parent` nomenclature, but I think this strikes the right balance. Take a look at the diff. I think the results provide strong evidence for this change. Initialization has the benefit of reading much better _and_ of taking up significantly less space, as many lines go from 3 to 1, and we're cutting out a bunch of syntax in some cases. Sadly I do think this should land in 0.16 as the cost of doing this _after_ the relationships migration is high. |
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89e00b19c4
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Add compute_*_normals benchmarks (#18648)
# Objective Benchmark current `compute_*_normals` methods to get a baseline as requested in https://github.com/bevyengine/bevy/pull/18552#issuecomment-2764875143 ## Solution Since the change to the default smooth normals method will definitely cause a regression, but the previous method will remain as an option, I added two technically-redundant benchmarks but with different names: `smooth_normals` for whatever default weighting method is used, and `face_weighted_normals` to benchmark the area-weighted method regardless of what the default is. Then I'm adding `angle_weighted_normals` in #18552. I also added `flat_normals` for completeness. |
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f57c7a43c4
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reexport entity set collections in entity module (#18413)
# Objective Unlike for their helper typers, the import paths for `unique_array::UniqueEntityArray`, `unique_slice::UniqueEntitySlice`, `unique_vec::UniqueEntityVec`, `hash_set::EntityHashSet`, `hash_map::EntityHashMap`, `index_set::EntityIndexSet`, `index_map::EntityIndexMap` are quite redundant. When looking at the structure of `hashbrown`, we can also see that while both `HashSet` and `HashMap` have their own modules, the main types themselves are re-exported to the crate level. ## Solution Re-export the types in their shared `entity` parent module, and simplify the imports where they're used. |
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716fc8b54b
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Fix double-despawning in despawn_world and despawn_world_recursive benchmarks (#18448)
# Objective - Fixes #18430 ## Solution - Moves world creation into per-iteration setup for both `despawn_world` and `despawn_world_recursive`, meaning the world's entities don't aren't despawned multiple times - Doesn't affect despawn APIs ## Testing - Tested manually by running `cargo bench -p benches --bench ecs -- despawn_world` |
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398e011778
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Fix incorrect command given by the benchmarking README (#18431)
Note: Fixing this caused me to open #18430. On the whole, this fix and that bug don't really depend on each other, so I'm opening this PR anyways # Objective - Fixes #18387 ## Solution - Very small update to benchmarking documentation - Checked through to ensure consistency with other documentation. The only other mention of benchmarking commands I could find is a comment in the `Cargo.toml` associated with the benchmarking; the correct command is already listed there. ## Testing - Manual testing on command line using updated commands - Caused me to see #18430 |
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c2854a2a05
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bevy_reflect: Deprecate PartialReflect::clone_value (#18284)
# Objective #13432 added proper reflection-based cloning. This is a better method than cloning via `clone_value` for reasons detailed in the description of that PR. However, it may not be immediately apparent to users why one should be used over the other, and what the gotchas of `clone_value` are. ## Solution This PR marks `PartialReflect::clone_value` as deprecated, with the deprecation notice pointing users to `PartialReflect::reflect_clone`. However, it also suggests using a new method introduced in this PR: `PartialReflect::to_dynamic`. `PartialReflect::to_dynamic` is essentially a renaming of `PartialReflect::clone_value`. By naming it `to_dynamic`, we make it very obvious that what's returned is a dynamic type. The one caveat to this is that opaque types still use `reflect_clone` as they have no corresponding dynamic type. Along with changing the name, the method is now optional, and comes with a default implementation that calls out to the respective reflection subtrait method. This was done because there was really no reason to require manual implementors provide a method that almost always calls out to a known set of methods. Lastly, to make this default implementation work, this PR also did a similar thing with the `clone_dynamic ` methods on the reflection subtraits. For example, `Struct::clone_dynamic` has been marked deprecated and is superseded by `Struct::to_dynamic_struct`. This was necessary to avoid the "multiple names in scope" issue. ### Open Questions This PR maintains the original signature of `clone_value` on `to_dynamic`. That is, it takes `&self` and returns `Box<dyn PartialReflect>`. However, in order for this to work, it introduces a panic if the value is opaque and doesn't override the default `reflect_clone` implementation. One thing we could do to avoid the panic would be to make the conversion fallible, either returning `Option<Box<dyn PartialReflect>>` or `Result<Box<dyn PartialReflect>, ReflectCloneError>`. This makes using the method a little more involved (i.e. users have to either unwrap or handle the rare possibility of an error), but it would set us up for a world where opaque types don't strictly need to be `Clone`. Right now this bound is sort of implied by the fact that `clone_value` is a required trait method, and the default behavior of the macro is to use `Clone` for opaque types. Alternatively, we could keep the signature but make the method required. This maintains that implied bound where manual implementors must provide some way of cloning the value (or YOLO it and just panic), but also makes the API simpler to use. Finally, we could just leave it with the panic. It's unlikely this would occur in practice since our macro still requires `Clone` for opaque types, and thus this would only ever be an issue if someone were to manually implement `PartialReflect` without a valid `to_dynamic` or `reflect_clone` method. ## Testing You can test locally using the following command: ``` cargo test --package bevy_reflect --all-features ``` --- ## Migration Guide `PartialReflect::clone_value` is being deprecated. Instead, use `PartialReflect::to_dynamic` if wanting to create a new dynamic instance of the reflected value. Alternatively, use `PartialReflect::reflect_clone` to attempt to create a true clone of the underlying value. Similarly, the following methods have been deprecated and should be replaced with these alternatives: - `Array::clone_dynamic` → `Array::to_dynamic_array` - `Enum::clone_dynamic` → `Enum::to_dynamic_enum` - `List::clone_dynamic` → `List::to_dynamic_list` - `Map::clone_dynamic` → `Map::to_dynamic_map` - `Set::clone_dynamic` → `Set::to_dynamic_set` - `Struct::clone_dynamic` → `Struct::to_dynamic_struct` - `Tuple::clone_dynamic` → `Tuple::to_dynamic_tuple` - `TupleStruct::clone_dynamic` → `TupleStruct::to_dynamic_tuple_struct` |
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c3ff6d4136
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Fix non-crate typos (#18219)
# Objective Correct spelling ## Solution Fix typos, specifically ones that I found in folders other than /crates ## Testing CI --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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ed7b366b24
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Deprecate insert_or_spawn function family (#18147)
# Objective Based on #18054, this PR builds on #18035 to deprecate: - `Commands::insert_or_spawn_batch` - `Entities::alloc_at_without_replacement` - `Entities::alloc_at` - `World::insert_or_spawn_batch` - `World::insert_or_spawn_batch_with_caller` ## Testing Just deprecation, so no new tests. Note that as of writing #18035 is still under testing and review. ## Open Questions - [x] Should `entity::AllocAtWithoutReplacement` be deprecated? It is internal and only used in `Entities::alloc_at_without_replacement`. **EDIT:** Now deprecated. ## Migration Guide The following functions have been deprecated: - `Commands::insert_or_spawn_batch` - `World::insert_or_spawn_batch` - `World::insert_or_spawn_batch_with_caller` These functions, when used incorrectly, can cause major performance problems and are generally viewed as anti-patterns and foot guns. These are planned to be removed altogether in 0.17. Instead of these functions consider doing one of the following: Option A) Instead of despawing entities and re-spawning them at a particular id, insert the new `Disabled` component without despawning the entity, and use `try_insert_batch` or `insert_batch` and remove `Disabled` instead of re-spawning it. Option B) Instead of giving special meaning to an entity id, simply use `spawn_batch` and ensure entity references are valid when despawning. --------- Co-authored-by: JaySpruce <jsprucebruce@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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a530c07bc5
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Preserve spawned RelationshipTarget order and other improvements (#17858)
Fixes #17720 ## Objective Spawning RelationshipTargets from scenes currently fails to preserve RelationshipTarget ordering (ex: `Children` has an arbitrary order). This is because it uses the normal hook flow to set up the collection, which means we are pushing onto the collection in _spawn order_ (which is currently in archetype order, which will often produce mismatched orderings). We need to preserve the ordering in the original RelationshipTarget collection. Ideally without expensive checking / fixups. ## Solution One solution would be to spawn in hierarchy-order. However this gets complicated as there can be multiple hierarchies, and it also means we can't spawn in more cache-friendly orders (ex: the current per-archetype spawning, or future even-smarter per-table spawning). Additionally, same-world cloning has _slightly_ more nuanced needs (ex: recursively clone linked relationships, while maintaining _original_ relationships outside of the tree via normal hooks). The preferred approach is to directly spawn the remapped RelationshipTarget collection, as this trivially preserves the ordering. Unfortunately we can't _just_ do that, as when we spawn the children with their Relationships (ex: `ChildOf`), that will insert a duplicate. We could "fixup" the collection retroactively by just removing the back half of duplicates, but this requires another pass / more lookups / allocating twice as much space. Additionally, it becomes complicated because observers could insert additional children, making it harder (aka more expensive) to determine which children are dupes and which are not. The path I chose is to support "opting out" of the relationship target hook in the contexts that need that, as this allows us to just cheaply clone the mapped collection. The relationship hook can look for this configuration when it runs and skip its logic when that happens. A "simple" / small-amount-of-code way to do this would be to add a "skip relationship spawn" flag to World. Sadly, any hook / observer that runs _as the result of an insert_ would also read this flag. We really need a way to scope this setting to a _specific_ insert. Therefore I opted to add a new `RelationshipInsertHookMode` enum and an `entity.insert_with_relationship_insert_hook_mode` variant. Obviously this is verbose and ugly. And nobody wants _more_ insert variants. But sadly this was the best I could come up with from a performance and capability perspective. If you have alternatives let me know! There are three variants: 1. `RelationshipInsertHookMode::Run`: always run relationship insert hooks (this is the default) 2. `RelationshipInsertHookMode::Skip`: do not run any relationship insert hooks for this insert (this is used by spawner code) 3. `RelationshipInsertHookMode::RunIfNotLinked`: only run hooks for _unlinked_ relationships (this is used in same-world recursive entity cloning to preserve relationships outside of the deep-cloned tree) Note that I have intentionally only added "insert with relationship hook mode" variants to the cases we absolutely need (everything else uses the default `Run` mode), just to keep the code size in check. I do not think we should add more without real _very necessary_ use cases. I also made some other minor tweaks: 1. I split out `SourceComponent` from `ComponentCloneCtx`. Reading the source component no longer needlessly blocks mutable access to `ComponentCloneCtx`. 2. Thanks to (1), I've removed the `RefCell` wrapper over the cloned component queue. 3. (1) also allowed me to write to the EntityMapper while queuing up clones, meaning we can reserve entities during the component clone and write them to the mapper _before_ inserting the component, meaning cloned collections can be mapped on insert. 4. I've removed the closure from `write_target_component_ptr` to simplify the API / make it compatible with the split `SourceComponent` approach. 5. I've renamed `EntityCloner::recursive` to `EntityCloner::linked_cloning` to connect that feature more directly with `RelationshipTarget::LINKED_SPAWN` 6. I've removed `EntityCloneBehavior::RelationshipTarget`. This was always intended to be temporary, and this new behavior removes the need for it. --------- Co-authored-by: Viktor Gustavsson <villor94@gmail.com> |
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ccb7069e7f
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Change ChildOf to Childof { parent: Entity} and support deriving Relationship and RelationshipTarget with named structs (#17905)
# Objective fixes #17896 ## Solution Change ChildOf ( Entity ) to ChildOf { parent: Entity } by doing this we also allow users to use named structs for relationship derives, When you have more than 1 field in a struct with named fields the macro will look for a field with the attribute #[relationship] and all of the other fields should implement the Default trait. Unnamed fields are still supported. When u have a unnamed struct with more than one field the macro will fail. Do we want to support something like this ? ```rust #[derive(Component)] #[relationship_target(relationship = ChildOf)] pub struct Children (#[relationship] Entity, u8); ``` I could add this, it but doesn't seem nice. ## Testing crates/bevy_ecs - cargo test ## Showcase ```rust use bevy_ecs::component::Component; use bevy_ecs::entity::Entity; #[derive(Component)] #[relationship(relationship_target = Children)] pub struct ChildOf { #[relationship] pub parent: Entity, internal: u8, }; #[derive(Component)] #[relationship_target(relationship = ChildOf)] pub struct Children { children: Vec<Entity> }; ``` --------- Co-authored-by: Tim Overbeek <oorbecktim@Tims-MacBook-Pro.local> Co-authored-by: Tim Overbeek <oorbecktim@c-001-001-042.client.nl.eduvpn.org> Co-authored-by: Tim Overbeek <oorbecktim@c-001-001-059.client.nl.eduvpn.org> Co-authored-by: Tim Overbeek <oorbecktim@c-001-001-054.client.nl.eduvpn.org> Co-authored-by: Tim Overbeek <oorbecktim@c-001-001-027.client.nl.eduvpn.org> |
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c7531074bc
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Improve cubic segment bezier functionality (#17645)
# Objective - Fixes #17642 ## Solution - Implemented method `new_bezier(points: [P; 4]) -> Self` for `CubicSegment<P>` - Old implementation of `new_bezier` is now `new_bezier_easing(p1: impl Into<Vec2>, p2: impl Into<Vec2>) -> Self` (**breaking change**) - ~~added method `new_bezier_with_anchor`, which can make a bezier curve between two points with one control anchor~~ - added methods `iter_positions`, `iter_velocities`, `iter_accelerations`, the same as in `CubicCurve` (**copied code, potentially can be reduced)** - bezier creation logic is moved from `CubicCurve` to `CubicSegment`, removing the unneeded allocation ## Testing - Did you test these changes? If so, how? - Run tests inside `crates/bevy_math/` - Tested the functionality in my project - Are there any parts that need more testing? - Did not run `cargo test` on the whole bevy directory because of OOM - Performance improvements are expected when creating `CubicCurve` with `new_bezier` and `new_bezier_easing`, but not tested - How can other people (reviewers) test your changes? Is there anything specific they need to know? - Use in any code that works created `CubicCurve::new_bezier` - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? - I don't think relevant --- ## Showcase ```rust // Imagine a car goes towards a local target // Create a simple `CubicSegment`, without using heap let planned_path = CubicSegment::new_bezier([ car_pos, car_pos + car_dir * turn_radius, target_point - target_dir * turn_radius, target_point, ]); // Check if the planned path itersect other entities for pos in planned_path.iter_positions(8) { // do some collision checks } ``` ## Migration Guide > This section is optional. If there are no breaking changes, you can delete this section. - Replace `CubicCurve::new_bezier` with `CubicCurve::new_bezier_easing` |
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20813aed64
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Handle TriggerTargets that are combinations for components/entities (#18024)
# Objective * Fixes https://github.com/bevyengine/bevy/issues/14074 * Applies CI fixes for #16326 It is currently not possible to issues a trigger that targets a specific list of components AND a specific list of entities ## Solution We can now use `((A, B), (entity_1, entity_2))` as a trigger target, as well as the reverse ## Testing Added a unit test. The triggering rules for observers are quite confusing: Triggers once per entity target For each entity target, an observer system triggers if any of its components matches the trigger target components (but it triggers at most once, since we use an internal counter to make sure that an observer can run at most once per entity target) (copied from #14563) (copied from #16326) ## Notes All credit to @BenjaminBrienen and @cBournhonesque! Just applying a small fix to this PR so it can be merged. --------- Co-authored-by: Benjamin Brienen <Benjamin.Brienen@outlook.com> Co-authored-by: Christian Hughes <xdotdash@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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5241e09671
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Upgrade to Rust Edition 2024 (#17967)
# Objective - Fixes #17960 ## Solution - Followed the [edition upgrade guide](https://doc.rust-lang.org/edition-guide/editions/transitioning-an-existing-project-to-a-new-edition.html) ## Testing - CI --- ## Summary of Changes ### Documentation Indentation When using lists in documentation, proper indentation is now linted for. This means subsequent lines within the same list item must start at the same indentation level as the item. ```rust /* Valid */ /// - Item 1 /// Run-on sentence. /// - Item 2 struct Foo; /* Invalid */ /// - Item 1 /// Run-on sentence. /// - Item 2 struct Foo; ``` ### Implicit `!` to `()` Conversion `!` (the never return type, returned by `panic!`, etc.) no longer implicitly converts to `()`. This is particularly painful for systems with `todo!` or `panic!` statements, as they will no longer be functions returning `()` (or `Result<()>`), making them invalid systems for functions like `add_systems`. The ideal fix would be to accept functions returning `!` (or rather, _not_ returning), but this is blocked on the [stabilisation of the `!` type itself](https://doc.rust-lang.org/std/primitive.never.html), which is not done. The "simple" fix would be to add an explicit `-> ()` to system signatures (e.g., `|| { todo!() }` becomes `|| -> () { todo!() }`). However, this is _also_ banned, as there is an existing lint which (IMO, incorrectly) marks this as an unnecessary annotation. So, the "fix" (read: workaround) is to put these kinds of `|| -> ! { ... }` closuers into variables and give the variable an explicit type (e.g., `fn()`). ```rust // Valid let system: fn() = || todo!("Not implemented yet!"); app.add_systems(..., system); // Invalid app.add_systems(..., || todo!("Not implemented yet!")); ``` ### Temporary Variable Lifetimes The order in which temporary variables are dropped has changed. The simple fix here is _usually_ to just assign temporaries to a named variable before use. ### `gen` is a keyword We can no longer use the name `gen` as it is reserved for a future generator syntax. This involved replacing uses of the name `gen` with `r#gen` (the raw-identifier syntax). ### Formatting has changed Use statements have had the order of imports changed, causing a substantial +/-3,000 diff when applied. For now, I have opted-out of this change by amending `rustfmt.toml` ```toml style_edition = "2021" ``` This preserves the original formatting for now, reducing the size of this PR. It would be a simple followup to update this to 2024 and run `cargo fmt`. ### New `use<>` Opt-Out Syntax Lifetimes are now implicitly included in RPIT types. There was a handful of instances where it needed to be added to satisfy the borrow checker, but there may be more cases where it _should_ be added to avoid breakages in user code. ### `MyUnitStruct { .. }` is an invalid pattern Previously, you could match against unit structs (and unit enum variants) with a `{ .. }` destructuring. This is no longer valid. ### Pretty much every use of `ref` and `mut` are gone Pattern binding has changed to the point where these terms are largely unused now. They still serve a purpose, but it is far more niche now. ### `iter::repeat(...).take(...)` is bad New lint recommends using the more explicit `iter::repeat_n(..., ...)` instead. ## Migration Guide The lifetimes of functions using return-position impl-trait (RPIT) are likely _more_ conservative than they had been previously. If you encounter lifetime issues with such a function, please create an issue to investigate the addition of `+ use<...>`. ## Notes - Check the individual commits for a clearer breakdown for what _actually_ changed. --------- Co-authored-by: François Mockers <francois.mockers@vleue.com> |
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63e0f794d1
|
Enable nonstandard_macro_braces and enforce [] for children! (#17974)
# Objective - [`nonstandard_macro_braces`](https://rust-lang.github.io/rust-clippy/master/index.html#nonstandard_macro_braces) is a Clippy lint that enforces what braces certain known macros are allowed to use. - For instance, requiring `println!()` instead of `println!{}`. - I started working on this after seeing https://github.com/TheBevyFlock/bevy_cli/issues/277. ## Solution - Enable `nonstandard_macro_braces` in the workspace. - Configure Clippy so it enforces `[]` braces for `children!`. ## Testing 1. Create `examples/clippy_test.rs`. 2. Paste the following code: ```rust //! Some docs woooooooo use bevy::prelude::*; fn main() { let _ = children!(Name::new("Foo")); } ``` 3. Run `cargo clippy --example clippy_test`. 4. Ensure the following warning is emitted: ```sh warning: use of irregular braces for `children!` macro --> examples/clippy_test.rs:6:13 | 6 | let _ = children!(Name::new("Foo")); | ^^^^^^^^^^^^^^^^^^^^^^^^^^^ help: consider writing: `children![Name::new("Foo")]` | = help: for further information visit https://rust-lang.github.io/rust-clippy/master/index.html#nonstandard_macro_braces = note: requested on the command line with `-W clippy::nonstandard-macro-braces` warning: `bevy` (example "clippy_test") generated 1 warning (run `cargo clippy --fix --example "clippy_test"` to apply 1 suggestion) ``` |
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ea578415e1
|
Improved Spawn APIs and Bundle Effects (#17521)
## Objective A major critique of Bevy at the moment is how boilerplatey it is to compose (and read) entity hierarchies: ```rust commands .spawn(Foo) .with_children(|p| { p.spawn(Bar).with_children(|p| { p.spawn(Baz); }); p.spawn(Bar).with_children(|p| { p.spawn(Baz); }); }); ``` There is also currently no good way to statically define and return an entity hierarchy from a function. Instead, people often do this "internally" with a Commands function that returns nothing, making it impossible to spawn the hierarchy in other cases (direct World spawns, ChildSpawner, etc). Additionally, because this style of API results in creating the hierarchy bits _after_ the initial spawn of a bundle, it causes ECS archetype changes (and often expensive table moves). Because children are initialized after the fact, we also can't count them to pre-allocate space. This means each time a child inserts itself, it has a high chance of overflowing the currently allocated capacity in the `RelationshipTarget` collection, causing literal worst-case reallocations. We can do better! ## Solution The Bundle trait has been extended to support an optional `BundleEffect`. This is applied directly to World immediately _after_ the Bundle has fully inserted. Note that this is [intentionally](https://github.com/bevyengine/bevy/discussions/16920) _not done via a deferred Command_, which would require repeatedly copying each remaining subtree of the hierarchy to a new command as we walk down the tree (_not_ good performance). This allows us to implement the new `SpawnRelated` trait for all `RelationshipTarget` impls, which looks like this in practice: ```rust world.spawn(( Foo, Children::spawn(( Spawn(( Bar, Children::spawn(Spawn(Baz)), )), Spawn(( Bar, Children::spawn(Spawn(Baz)), )), )) )) ``` `Children::spawn` returns `SpawnRelatedBundle<Children, L: SpawnableList>`, which is a `Bundle` that inserts `Children` (preallocated to the size of the `SpawnableList::size_hint()`). `Spawn<B: Bundle>(pub B)` implements `SpawnableList` with a size of 1. `SpawnableList` is also implemented for tuples of `SpawnableList` (same general pattern as the Bundle impl). There are currently three built-in `SpawnableList` implementations: ```rust world.spawn(( Foo, Children::spawn(( Spawn(Name::new("Child1")), SpawnIter(["Child2", "Child3"].into_iter().map(Name::new), SpawnWith(|parent: &mut ChildSpawner| { parent.spawn(Name::new("Child4")); parent.spawn(Name::new("Child5")); }) )), )) ``` We get the benefits of "structured init", but we have nice flexibility where it is required! Some readers' first instinct might be to try to remove the need for the `Spawn` wrapper. This is impossible in the Rust type system, as a tuple of "child Bundles to be spawned" and a "tuple of Components to be added via a single Bundle" is ambiguous in the Rust type system. There are two ways to resolve that ambiguity: 1. By adding support for variadics to the Rust type system (removing the need for nested bundles). This is out of scope for this PR :) 2. Using wrapper types to resolve the ambiguity (this is what I did in this PR). For the single-entity spawn cases, `Children::spawn_one` does also exist, which removes the need for the wrapper: ```rust world.spawn(( Foo, Children::spawn_one(Bar), )) ``` ## This works for all Relationships This API isn't just for `Children` / `ChildOf` relationships. It works for any relationship type, and they can be mixed and matched! ```rust world.spawn(( Foo, Observers::spawn(( Spawn(Observer::new(|trigger: Trigger<FuseLit>| {})), Spawn(Observer::new(|trigger: Trigger<Exploded>| {})), )), OwnerOf::spawn(Spawn(Bar)) Children::spawn(Spawn(Baz)) )) ``` ## Macros While `Spawn` is necessary to satisfy the type system, we _can_ remove the need to express it via macros. The example above can be expressed more succinctly using the new `children![X]` macro, which internally produces `Children::spawn(Spawn(X))`: ```rust world.spawn(( Foo, children![ ( Bar, children![Baz], ), ( Bar, children![Baz], ), ] )) ``` There is also a `related!` macro, which is a generic version of the `children!` macro that supports any relationship type: ```rust world.spawn(( Foo, related!(Children[ ( Bar, related!(Children[Baz]), ), ( Bar, related!(Children[Baz]), ), ]) )) ``` ## Returning Hierarchies from Functions Thanks to these changes, the following pattern is now possible: ```rust fn button(text: &str, color: Color) -> impl Bundle { ( Node { width: Val::Px(300.), height: Val::Px(100.), ..default() }, BackgroundColor(color), children![ Text::new(text), ] ) } fn ui() -> impl Bundle { ( Node { width: Val::Percent(100.0), height: Val::Percent(100.0), ..default(), }, children![ button("hello", BLUE), button("world", RED), ] ) } // spawn from a system fn system(mut commands: Commands) { commands.spawn(ui()); } // spawn directly on World world.spawn(ui()); ``` ## Additional Changes and Notes * `Bundle::from_components` has been split out into `BundleFromComponents::from_components`, enabling us to implement `Bundle` for types that cannot be "taken" from the ECS (such as the new `SpawnRelatedBundle`). * The `NoBundleEffect` trait (which implements `BundleEffect`) is implemented for empty tuples (and tuples of empty tuples), which allows us to constrain APIs to only accept bundles that do not have effects. This is critical because the current batch spawn APIs cannot efficiently apply BundleEffects in their current form (as doing so in-place could invalidate the cached raw pointers). We could consider allocating a buffer of the effects to be applied later, but that does have performance implications that could offset the balance and value of the batched APIs (and would likely require some refactors to the underlying code). I've decided to be conservative here. We can consider relaxing that requirement on those APIs later, but that should be done in a followup imo. * I've ported a few examples to illustrate real-world usage. I think in a followup we should port all examples to the `children!` form whenever possible (and for cases that require things like SpawnIter, use the raw APIs). * Some may ask "why not use the `Relationship` to spawn (ex: `ChildOf::spawn(Foo)`) instead of the `RelationshipTarget` (ex: `Children::spawn(Spawn(Foo))`)?". That _would_ allow us to remove the `Spawn` wrapper. I've explicitly chosen to disallow this pattern. `Bundle::Effect` has the ability to create _significant_ weirdness. Things in `Bundle` position look like components. For example `world.spawn((Foo, ChildOf::spawn(Bar)))` _looks and reads_ like Foo is a child of Bar. `ChildOf` is in Foo's "component position" but it is not a component on Foo. This is a huge problem. Now that `Bundle::Effect` exists, we should be _very_ principled about keeping the "weird and unintuitive behavior" to a minimum. Things that read like components _should be the components they appear to be". ## Remaining Work * The macros are currently trivially implemented using macro_rules and are currently limited to the max tuple length. They will require a proc_macro implementation to work around the tuple length limit. ## Next Steps * Port the remaining examples to use `children!` where possible and raw `Spawn` / `SpawnIter` / `SpawnWith` where the flexibility of the raw API is required. ## Migration Guide Existing spawn patterns will continue to work as expected. Manual Bundle implementations now require a `BundleEffect` associated type. Exisiting bundles would have no bundle effect, so use `()`. Additionally `Bundle::from_components` has been moved to the new `BundleFromComponents` trait. ```rust // Before unsafe impl Bundle for X { unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> Self { } /* remaining bundle impl here */ } // After unsafe impl Bundle for X { type Effect = (); /* remaining bundle impl here */ } unsafe impl BundleFromComponents for X { unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> Self { } } ``` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com> Co-authored-by: Emerson Coskey <emerson@coskey.dev> |
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1b7db895b7
|
Harden proc macro path resolution and add integration tests. (#17330)
This pr uses the `extern crate self as` trick to make proc macros behave the same way inside and outside bevy. # Objective - Removes noise introduced by `crate as` in the whole bevy repo. - Fixes #17004. - Hardens proc macro path resolution. ## TODO - [x] `BevyManifest` needs cleanup. - [x] Cleanup remaining `crate as`. - [x] Add proper integration tests to the ci. ## Notes - `cargo-manifest-proc-macros` is written by me and based/inspired by the old `BevyManifest` implementation and [`bkchr/proc-macro-crate`](https://github.com/bkchr/proc-macro-crate). - What do you think about the new integration test machinery I added to the `ci`? More and better integration tests can be added at a later stage. The goal of these integration tests is to simulate an actual separate crate that uses bevy. Ideally they would lightly touch all bevy crates. ## Testing - Needs RA test - Needs testing from other users - Others need to run at least `cargo run -p ci integration-test` and verify that they work. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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3c8fae2390
|
Improved Entity Mapping and Cloning (#17687)
Fixes #17535 Bevy's approach to handling "entity mapping" during spawning and cloning needs some work. The addition of [Relations](https://github.com/bevyengine/bevy/pull/17398) both [introduced a new "duplicate entities" bug when spawning scenes in the scene system](#17535) and made the weaknesses of the current mapping system exceedingly clear: 1. Entity mapping requires _a ton_ of boilerplate (implement or derive VisitEntities and VisitEntitesMut, then register / reflect MapEntities). Knowing the incantation is challenging and if you forget to do it in part or in whole, spawning subtly breaks. 2. Entity mapping a spawned component in scenes incurs unnecessary overhead: look up ReflectMapEntities, create a _brand new temporary instance_ of the component using FromReflect, map the entities in that instance, and then apply that on top of the actual component using reflection. We can do much better. Additionally, while our new [Entity cloning system](https://github.com/bevyengine/bevy/pull/16132) is already pretty great, it has some areas we can make better: * It doesn't expose semantic info about the clone (ex: ignore or "clone empty"), meaning we can't key off of that in places where it would be useful, such as scene spawning. Rather than duplicating this info across contexts, I think it makes more sense to add that info to the clone system, especially given that we'd like to use cloning code in some of our spawning scenarios. * EntityCloner is currently built in a way that prioritizes a single entity clone * EntityCloner's recursive cloning is built to be done "inside out" in a parallel context (queue commands that each have a clone of EntityCloner). By making EntityCloner the orchestrator of the clone we can remove internal arcs, improve the clarity of the code, make EntityCloner mutable again, and simplify the builder code. * EntityCloner does not currently take into account entity mapping. This is necessary to do true "bullet proof" cloning, would allow us to unify the per-component scene spawning and cloning UX, and ultimately would allow us to use EntityCloner in place of raw reflection for scenes like `Scene(World)` (which would give us a nice performance boost: fewer archetype moves, less reflection overhead). ## Solution ### Improved Entity Mapping First, components now have first-class "entity visiting and mapping" behavior: ```rust #[derive(Component, Reflect)] #[reflect(Component)] struct Inventory { size: usize, #[entities] items: Vec<Entity>, } ``` Any field with the `#[entities]` annotation will be viewable and mappable when cloning and spawning scenes. Compare that to what was required before! ```rust #[derive(Component, Reflect, VisitEntities, VisitEntitiesMut)] #[reflect(Component, MapEntities)] struct Inventory { #[visit_entities(ignore)] size: usize, items: Vec<Entity>, } ``` Additionally, for relationships `#[entities]` is implied, meaning this "just works" in scenes and cloning: ```rust #[derive(Component, Reflect)] #[relationship(relationship_target = Children)] #[reflect(Component)] struct ChildOf(pub Entity); ``` Note that Component _does not_ implement `VisitEntities` directly. Instead, it has `Component::visit_entities` and `Component::visit_entities_mut` methods. This is for a few reasons: 1. We cannot implement `VisitEntities for C: Component` because that would conflict with our impl of VisitEntities for anything that implements `IntoIterator<Item=Entity>`. Preserving that impl is more important from a UX perspective. 2. We should not implement `Component: VisitEntities` VisitEntities in the Component derive, as that would increase the burden of manual Component trait implementors. 3. Making VisitEntitiesMut directly callable for components would make it easy to invalidate invariants defined by a component author. By putting it in the `Component` impl, we can make it harder to call naturally / unavailable to autocomplete using `fn visit_entities_mut(this: &mut Self, ...)`. `ReflectComponent::apply_or_insert` is now `ReflectComponent::apply_or_insert_mapped`. By moving mapping inside this impl, we remove the need to go through the reflection system to do entity mapping, meaning we no longer need to create a clone of the target component, map the entities in that component, and patch those values on top. This will make spawning mapped entities _much_ faster (The default `Component::visit_entities_mut` impl is an inlined empty function, so it will incur no overhead for unmapped entities). ### The Bug Fix To solve #17535, spawning code now skips entities with the new `ComponentCloneBehavior::Ignore` and `ComponentCloneBehavior::RelationshipTarget` variants (note RelationshipTarget is a temporary "workaround" variant that allows scenes to skip these components. This is a temporary workaround that can be removed as these cases should _really_ be using EntityCloner logic, which should be done in a followup PR. When that is done, `ComponentCloneBehavior::RelationshipTarget` can be merged into the normal `ComponentCloneBehavior::Custom`). ### Improved Cloning * `Option<ComponentCloneHandler>` has been replaced by `ComponentCloneBehavior`, which encodes additional intent and context (ex: `Default`, `Ignore`, `Custom`, `RelationshipTarget` (this last one is temporary)). * Global per-world entity cloning configuration has been removed. This felt overly complicated, increased our API surface, and felt too generic. Each clone context can have different requirements (ex: what a user wants in a specific system, what a scene spawner wants, etc). I'd prefer to see how far context-specific EntityCloners get us first. * EntityCloner's internals have been reworked to remove Arcs and make it mutable. * EntityCloner is now directly stored on EntityClonerBuilder, simplifying the code somewhat * EntityCloner's "bundle scratch" pattern has been moved into the new BundleScratch type, improving its usability and making it usable in other contexts (such as future cross-world cloning code). Currently this is still private, but with some higher level safe APIs it could be used externally for making dynamic bundles * EntityCloner's recursive cloning behavior has been "externalized". It is now responsible for orchestrating recursive clones, meaning it no longer needs to be sharable/clone-able across threads / read-only. * EntityCloner now does entity mapping during clones, like scenes do. This gives behavior parity and also makes it more generically useful. * `RelatonshipTarget::RECURSIVE_SPAWN` is now `RelationshipTarget::LINKED_SPAWN`, and this field is used when cloning relationship targets to determine if cloning should happen recursively. The new `LINKED_SPAWN` term was picked to make it more generically applicable across spawning and cloning scenarios. ## Next Steps * I think we should adapt EntityCloner to support cross world cloning. I think this PR helps set the stage for that by making the internals slightly more generalized. We could have a CrossWorldEntityCloner that reuses a lot of this infrastructure. * Once we support cross world cloning, we should use EntityCloner to spawn `Scene(World)` scenes. This would yield significant performance benefits (no archetype moves, less reflection overhead). --------- Co-authored-by: eugineerd <70062110+eugineerd@users.noreply.github.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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15f00278e7
|
Rename ArgList::push methods to with and add new push methods which take &mut self (#16567)
# Objective The `ArgList::push` family of methods consume `self` and return a new `ArgList` which means they can't be used with `&mut ArgList` references. ```rust fn foo(args: &mut ArgList) { args.push_owned(47_i32); // doesn't work :( } ``` It's typical for `push` methods on other existing types to take `&mut self`. ## Solution Renamed the existing push methods to `with_arg`, `with_ref` etc and added new `push` methods which take `&mut self`. ## Migration Guide Uses of the `ArgList::push` methods should be replaced with the `with` counterpart. <details> | old | new | | --- | --- | | push_arg | with_arg | | push_ref | with_ref | | push_mut | with_mut | | push_owned | with_owned | | push_boxed | with_boxed | </details> |
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9bc0ae33c3
|
Move hashbrown and foldhash out of bevy_utils (#17460)
# Objective - Contributes to #16877 ## Solution - Moved `hashbrown`, `foldhash`, and related types out of `bevy_utils` and into `bevy_platform_support` - Refactored the above to match the layout of these types in `std`. - Updated crates as required. ## Testing - CI --- ## Migration Guide - The following items were moved out of `bevy_utils` and into `bevy_platform_support::hash`: - `FixedState` - `DefaultHasher` - `RandomState` - `FixedHasher` - `Hashed` - `PassHash` - `PassHasher` - `NoOpHash` - The following items were moved out of `bevy_utils` and into `bevy_platform_support::collections`: - `HashMap` - `HashSet` - `bevy_utils::hashbrown` has been removed. Instead, import from `bevy_platform_support::collections` _or_ take a dependency on `hashbrown` directly. - `bevy_utils::Entry` has been removed. Instead, import from `bevy_platform_support::collections::hash_map` or `bevy_platform_support::collections::hash_set` as appropriate. - All of the above equally apply to `bevy::utils` and `bevy::platform_support`. ## Notes - I left `PreHashMap`, `PreHashMapExt`, and `TypeIdMap` in `bevy_utils` as they might be candidates for micro-crating. They can always be moved into `bevy_platform_support` at a later date if desired. |
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ba5e71f53d
|
Parent -> ChildOf (#17427)
Fixes #17412 ## Objective `Parent` uses the "has a X" naming convention. There is increasing sentiment that we should use the "is a X" naming convention for relationships (following #17398). This leaves `Children` as-is because there is prevailing sentiment that `Children` is clearer than `ParentOf` in many cases (especially when treating it like a collection). This renames `Parent` to `ChildOf`. This is just the implementation PR. To discuss the path forward, do so in #17412. ## Migration Guide - The `Parent` component has been renamed to `ChildOf`. |
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5a9bc28502
|
Support non-Vec data structures in relations (#17447)
# Objective
The existing `RelationshipSourceCollection` uses `Vec` as the only
possible backing for our relationships. While a reasonable choice,
benchmarking use cases might reveal that a different data type is better
or faster.
For example:
- Not all relationships require a stable ordering between the
relationship sources (i.e. children). In cases where we a) have many
such relations and b) don't care about the ordering between them, a hash
set is likely a better datastructure than a `Vec`.
- The number of children-like entities may be small on average, and a
`smallvec` may be faster
## Solution
- Implement `RelationshipSourceCollection` for `EntityHashSet`, our
custom entity-optimized `HashSet`.
-~~Implement `DoubleEndedIterator` for `EntityHashSet` to make things
compile.~~
- This implementation was cursed and very surprising.
- Instead, by moving the iterator type on `RelationshipSourceCollection`
from an erased RPTIT to an explicit associated type we can add a trait
bound on the offending methods!
- Implement `RelationshipSourceCollection` for `SmallVec`
## Testing
I've added a pair of new tests to make sure this pattern compiles
successfully in practice!
## Migration Guide
`EntityHashSet` and `EntityHashMap` are no longer re-exported in
`bevy_ecs::entity` directly. If you were not using `bevy_ecs` / `bevy`'s
`prelude`, you can access them through their now-public modules,
`hash_set` and `hash_map` instead.
## Notes to reviewers
The `EntityHashSet::Iter` type needs to be public for this impl to be
allowed. I initially renamed it to something that wasn't ambiguous and
re-exported it, but as @Victoronz pointed out, that was somewhat
unidiomatic.
In
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21f1e3045c
|
Relationships (non-fragmenting, one-to-many) (#17398)
This adds support for one-to-many non-fragmenting relationships (with planned paths for fragmenting and non-fragmenting many-to-many relationships). "Non-fragmenting" means that entities with the same relationship type, but different relationship targets, are not forced into separate tables (which would cause "table fragmentation"). Functionally, this fills a similar niche as the current Parent/Children system. The biggest differences are: 1. Relationships have simpler internals and significantly improved performance and UX. Commands and specialized APIs are no longer necessary to keep everything in sync. Just spawn entities with the relationship components you want and everything "just works". 2. Relationships are generalized. Bevy can provide additional built in relationships, and users can define their own. **REQUEST TO REVIEWERS**: _please don't leave top level comments and instead comment on specific lines of code. That way we can take advantage of threaded discussions. Also dont leave comments simply pointing out CI failures as I can read those just fine._ ## Built on top of what we have Relationships are implemented on top of the Bevy ECS features we already have: components, immutability, and hooks. This makes them immediately compatible with all of our existing (and future) APIs for querying, spawning, removing, scenes, reflection, etc. The fewer specialized APIs we need to build, maintain, and teach, the better. ## Why focus on one-to-many non-fragmenting first? 1. This allows us to improve Parent/Children relationships immediately, in a way that is reasonably uncontroversial. Switching our hierarchy to fragmenting relationships would have significant performance implications. ~~Flecs is heavily considering a switch to non-fragmenting relations after careful considerations of the performance tradeoffs.~~ _(Correction from @SanderMertens: Flecs is implementing non-fragmenting storage specialized for asset hierarchies, where asset hierarchies are many instances of small trees that have a well defined structure)_ 2. Adding generalized one-to-many relationships is currently a priority for the [Next Generation Scene / UI effort](https://github.com/bevyengine/bevy/discussions/14437). Specifically, we're interested in building reactions and observers on top. ## The changes This PR does the following: 1. Adds a generic one-to-many Relationship system 3. Ports the existing Parent/Children system to Relationships, which now lives in `bevy_ecs::hierarchy`. The old `bevy_hierarchy` crate has been removed. 4. Adds on_despawn component hooks 5. Relationships can opt-in to "despawn descendants" behavior, meaning that the entire relationship hierarchy is despawned when `entity.despawn()` is called. The built in Parent/Children hierarchies enable this behavior, and `entity.despawn_recursive()` has been removed. 6. `world.spawn` now applies commands after spawning. This ensures that relationship bookkeeping happens immediately and removes the need to manually flush. This is in line with the equivalent behaviors recently added to the other APIs (ex: insert). 7. Removes the ValidParentCheckPlugin (system-driven / poll based) in favor of a `validate_parent_has_component` hook. ## Using Relationships The `Relationship` trait looks like this: ```rust pub trait Relationship: Component + Sized { type RelationshipSources: RelationshipSources<Relationship = Self>; fn get(&self) -> Entity; fn from(entity: Entity) -> Self; } ``` A relationship is a component that: 1. Is a simple wrapper over a "target" Entity. 2. Has a corresponding `RelationshipSources` component, which is a simple wrapper over a collection of entities. Every "target entity" targeted by a "source entity" with a `Relationship` has a `RelationshipSources` component, which contains every "source entity" that targets it. For example, the `Parent` component (as it currently exists in Bevy) is the `Relationship` component and the entity containing the Parent is the "source entity". The entity _inside_ the `Parent(Entity)` component is the "target entity". And that target entity has a `Children` component (which implements `RelationshipSources`). In practice, the Parent/Children relationship looks like this: ```rust #[derive(Relationship)] #[relationship(relationship_sources = Children)] pub struct Parent(pub Entity); #[derive(RelationshipSources)] #[relationship_sources(relationship = Parent)] pub struct Children(Vec<Entity>); ``` The Relationship and RelationshipSources derives automatically implement Component with the relevant configuration (namely, the hooks necessary to keep everything in sync). The most direct way to add relationships is to spawn entities with relationship components: ```rust let a = world.spawn_empty().id(); let b = world.spawn(Parent(a)).id(); assert_eq!(world.entity(a).get::<Children>().unwrap(), &[b]); ``` There are also convenience APIs for spawning more than one entity with the same relationship: ```rust world.spawn_empty().with_related::<Children>(|s| { s.spawn_empty(); s.spawn_empty(); }) ``` The existing `with_children` API is now a simpler wrapper over `with_related`. This makes this change largely non-breaking for existing spawn patterns. ```rust world.spawn_empty().with_children(|s| { s.spawn_empty(); s.spawn_empty(); }) ``` There are also other relationship APIs, such as `add_related` and `despawn_related`. ## Automatic recursive despawn via the new on_despawn hook `RelationshipSources` can opt-in to "despawn descendants" behavior, which will despawn all related entities in the relationship hierarchy: ```rust #[derive(RelationshipSources)] #[relationship_sources(relationship = Parent, despawn_descendants)] pub struct Children(Vec<Entity>); ``` This means that `entity.despawn_recursive()` is no longer required. Instead, just use `entity.despawn()` and the relevant related entities will also be despawned. To despawn an entity _without_ despawning its parent/child descendants, you should remove the `Children` component first, which will also remove the related `Parent` components: ```rust entity .remove::<Children>() .despawn() ``` This builds on the on_despawn hook introduced in this PR, which is fired when an entity is despawned (before other hooks). ## Relationships are the source of truth `Relationship` is the _single_ source of truth component. `RelationshipSources` is merely a reflection of what all the `Relationship` components say. By embracing this, we are able to significantly improve the performance of the system as a whole. We can rely on component lifecycles to protect us against duplicates, rather than needing to scan at runtime to ensure entities don't already exist (which results in quadratic runtime). A single source of truth gives us constant-time inserts. This does mean that we cannot directly spawn populated `Children` components (or directly add or remove entities from those components). I personally think this is a worthwhile tradeoff, both because it makes the performance much better _and_ because it means theres exactly one way to do things (which is a philosophy we try to employ for Bevy APIs). As an aside: treating both sides of the relationship as "equivalent source of truth relations" does enable building simple and flexible many-to-many relationships. But this introduces an _inherent_ need to scan (or hash) to protect against duplicates. [`evergreen_relations`](https://github.com/EvergreenNest/evergreen_relations) has a very nice implementation of the "symmetrical many-to-many" approach. Unfortunately I think the performance issues inherent to that approach make it a poor choice for Bevy's default relationship system. ## Followup Work * Discuss renaming `Parent` to `ChildOf`. I refrained from doing that in this PR to keep the diff reasonable, but I'm personally biased toward this change (and using that naming pattern generally for relationships). * [Improved spawning ergonomics](https://github.com/bevyengine/bevy/discussions/16920) * Consider adding relationship observers/triggers for "relationship targets" whenever a source is added or removed. This would replace the current "hierarchy events" system, which is unused upstream but may have existing users downstream. I think triggers are the better fit for this than a buffered event queue, and would prefer not to add that back. * Fragmenting relations: My current idea hinges on the introduction of "value components" (aka: components whose type _and_ value determines their ComponentId, via something like Hashing / PartialEq). By labeling a Relationship component such as `ChildOf(Entity)` as a "value component", `ChildOf(e1)` and `ChildOf(e2)` would be considered "different components". This makes the transition between fragmenting and non-fragmenting a single flag, and everything else continues to work as expected. * Many-to-many support * Non-fragmenting: We can expand Relationship to be a list of entities instead of a single entity. I have largely already written the code for this. * Fragmenting: With the "value component" impl mentioned above, we get many-to-many support "for free", as it would allow inserting multiple copies of a Relationship component with different target entities. Fixes #3742 (If this PR is merged, I think we should open more targeted followup issues for the work above, with a fresh tracking issue free of the large amount of less-directed historical context) Fixes #17301 Fixes #12235 Fixes #15299 Fixes #15308 ## Migration Guide * Replace `ChildBuilder` with `ChildSpawnerCommands`. * Replace calls to `.set_parent(parent_id)` with `.insert(Parent(parent_id))`. * Replace calls to `.replace_children()` with `.remove::<Children>()` followed by `.add_children()`. Note that you'll need to manually despawn any children that are not carried over. * Replace calls to `.despawn_recursive()` with `.despawn()`. * Replace calls to `.despawn_descendants()` with `.despawn_related::<Children>()`. * If you have any calls to `.despawn()` which depend on the children being preserved, you'll need to remove the `Children` component first. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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26bb0b40d2
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Move #![warn(clippy::allow_attributes, clippy::allow_attributes_without_reason)] to the workspace Cargo.toml (#17374)
# Objective Fixes https://github.com/bevyengine/bevy/issues/17111 ## Solution Move `#![warn(clippy::allow_attributes, clippy::allow_attributes_without_reason)]` to the workspace `Cargo.toml` ## Testing Lots of CI testing, and local testing too. --------- Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com> |
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4bca7f1b6d
|
Improved Command Errors (#17215)
# Objective Rework / build on #17043 to simplify the implementation. #17043 should be merged first, and the diff from this PR will get much nicer after it is merged (this PR is net negative LOC). ## Solution 1. Command and EntityCommand have been vastly simplified. No more marker components. Just one function. 2. Command and EntityCommand are now generic on the return type. This enables result-less commands to exist, and allows us to statically distinguish between fallible and infallible commands, which allows us to skip the "error handling overhead" for cases that don't need it. 3. There are now only two command queue variants: `queue` and `queue_fallible`. `queue` accepts commands with no return type. `queue_fallible` accepts commands that return a Result (specifically, one that returns an error that can convert to `bevy_ecs::result::Error`). 4. I've added the concept of the "default error handler", which is used by `queue_fallible`. This is a simple direct call to the `panic()` error handler by default. Users that want to override this can enable the `configurable_error_handler` cargo feature, then initialize the GLOBAL_ERROR_HANDLER value on startup. This is behind a flag because there might be minor overhead with `OnceLock` and I'm guessing this will be a niche feature. We can also do perf testing with OnceLock if someone really wants it to be used unconditionally, but I don't personally feel the need to do that. 5. I removed the "temporary error handler" on Commands (and all code associated with it). It added more branching, made Commands bigger / more expensive to initialize (note that we construct it at high frequencies / treat it like a pointer type), made the code harder to follow, and introduced a bunch of additional functions. We instead rely on the new default error handler used in `queue_fallible` for most things. In the event that a custom handler is required, `handle_error_with` can be used. 6. EntityCommand now _only_ supports functions that take `EntityWorldMut` (and all existing entity commands have been ported). Removing the marker component from EntityCommand hinged on this change, but I strongly believe this is for the best anyway, as this sets the stage for more efficient batched entity commands. 7. I added `EntityWorldMut::resource` and the other variants for more ergonomic resource access on `EntityWorldMut` (removes the need for entity.world_scope, which also incurs entity-lookup overhead). ## Open Questions 1. I believe we could merge `queue` and `queue_fallible` into a single `queue` which accepts both fallible and infallible commands (via the introduction of a `QueueCommand` trait). Is this desirable? |
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3742e621ef
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Allow clippy::too_many_arguments to lint without warnings (#17249)
# Objective Many instances of `clippy::too_many_arguments` linting happen to be on systems - functions which we don't call manually, and thus there's not much reason to worry about the argument count. ## Solution Allow `clippy::too_many_arguments` globally, and remove all lint attributes related to it. |
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8e51b326b5
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Cleanup instances of #[allow(clippy::type_complexity)] (#17248)
# Objective I never realized `clippy::type_complexity` was an allowed lint - I've been assuming it'd generate a warning when performing my linting PRs. ## Solution Removes any instances of `#[allow(clippy::type_complexity)]` and `#[expect(clippy::type_complexity)]` ## Testing `cargo clippy` ran without errors or warnings. |
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020d082617
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Fix "Unrecognized Option" error when using Criterion-specific arguments in benchmarks (#17222)
# Objective - Commands like `cargo bench -- --save-baseline before` do not work because the default `libtest` is intercepting Criterion-specific CLI arguments. - Fixes #17200. ## Solution - Disable the default `libtest` benchmark harness for the library crate, as per [the Criterion book](https://bheisler.github.io/criterion.rs/book/faq.html#cargo-bench-gives-unrecognized-option-errors-for-valid-command-line-options). ## Testing - `cargo bench -p benches -- --save-baseline before` - You don't need to run the entire benchmarks, just make sure that they start without any errors. :) |
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ee4414159b
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Add Result handling to Commands and EntityCommands (#17043)
## Objective Fixes #2004 Fixes #3845 Fixes #7118 Fixes #10166 ## Solution - The crux of this PR is the new `Command::with_error_handling` method. This wraps the relevant command in another command that, when applied, will apply the original command and handle any resulting errors. - To enable this, `Command::apply` and `EntityCommand::apply` now return `Result`. - `Command::with_error_handling` takes as a parameter an error handler of the form `fn(&mut World, CommandError)`, which it passes the error to. - `CommandError` is an enum that can be either `NoSuchEntity(Entity)` or `CommandFailed(Box<dyn Error>)`. ### Closures - Closure commands can now optionally return `Result`, which will be passed to `with_error_handling`. ### Commands - Fallible commands can be queued with `Commands::queue_fallible` and `Commands::queue_fallible_with`, which call `with_error_handling` before queuing them (using `Commands::queue` will queue them without error handling). - `Commands::queue_fallible_with` takes an `error_handler` parameter, which will be used by `with_error_handling` instead of a command's default. - The `command` submodule provides unqueued forms of built-in fallible commands so that you can use them with `queue_fallible_with`. - There is also an `error_handler` submodule that provides simple error handlers for convenience. ### Entity Commands - `EntityCommand` now automatically checks if the entity exists before executing the command, and returns `NoSuchEntity` if it doesn't. - Since all entity commands might need to return an error, they are always queued with error handling. - `EntityCommands::queue_with` takes an `error_handler` parameter, which will be used by `with_error_handling` instead of a command's default. - The `entity_command` submodule provides unqueued forms of built-in entity commands so that you can use them with `queue_with`. ### Defaults - In the future, commands should all fail according to the global error handling setting. That doesn't exist yet though. - For this PR, commands all fail the way they do on `main`. - Both now and in the future, the defaults can be overridden by `Commands::override_error_handler` (or equivalent methods on `EntityCommands` and `EntityEntryCommands`). - `override_error_handler` takes an error handler (`fn(&mut World, CommandError)`) and passes it to every subsequent command queued with `Commands::queue_fallible` or `EntityCommands::queue`. - The `_with` variants of the queue methods will still provide an error handler directly to the command. - An override can be reset with `reset_error_handler`. ## Future Work - After a universal error handling mode is added, we can change all commands to fail that way by default. - Once we have all commands failing the same way (which would require either the full removal of `try` variants or just making them useless while they're deprecated), `queue_fallible_with_default` could be removed, since its only purpose is to enable commands having different defaults. |
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765166b727
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Update entity cloning benchmarks (#17084)
# Objective - `entity_cloning` was separated from the rest of the ECS benchmarks. - There was some room for improvement in the benchmarks themselves. - Part of #16647. ## Solution - Merge `entity_cloning` into the rest of the ECS benchmarks. - Apply the `bench!` macro to all benchmark names.\ - Reorganize benchmarks and their helper functions, with more comments than before. - Remove all the extra component definitions (`C2`, `C3`, etc.), and just leave one. Now all entities have exactly one component. ## Testing ```sh # List all entity cloning benchmarks, to verify their names have updated. cargo bench -p benches --bench ecs entity_cloning -- --list # Test benchmarks by running them once. cargo test -p benches --bench ecs entity_cloning # Run all benchmarks (takes about a minute). cargo bench -p benches --bench ecs entity_cloning ``` --- ## Showcase  Interestingly, using `Clone` instead of `Reflect` appears to be 2-2.5 times faster. Furthermore, there were noticeable jumps in time when running the benchmarks:  I theorize this is because the `World` is allocating more space for all the entities, but I don't know for certain. Neat! |
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c890cc9dc3
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Overhaul picking benchmarks (#17033)
# Objective - Part of #16647. - This PR goes through our `ray_cast::ray_mesh_intersection()` benchmarks and overhauls them with more comments and better extensibility. The code is also a lot less duplicated! ## Solution - Create a `Benchmarks` enum that describes all of the different kind of scenarios we want to benchmark. - Merge all of our existing benchmark functions into a single one, `bench()`, which sets up the scenarios all at once. - Add comments to `mesh_creation()` and `ptoxznorm()`, and move some lines around to be a bit clearer. - Make the benchmarks use the new `bench!` macro, as part of #16647. - Rename many functions and benchmarks to be clearer. ## For reviewers I split this PR up into several, easier to digest commits. You might find it easier to review by looking through each commit, instead of the complete file changes. None of my changes actually modifies the behavior of the benchmarks; they still track the exact same test cases. There shouldn't be significant changes in benchmark performance before and after this PR. ## Testing List all picking benchmarks: `cargo bench -p benches --bench picking -- --list` Run the benchmarks once in debug mode: `cargo test -p benches --bench picking` Run the benchmarks and analyze their performance: `cargo bench -p benches --bench picking` - Check out the generated HTML report in `./target/criterion/report/index.html` once you're done! --- ## Showcase List of all picking benchmarks, after having been renamed: <img width="524" alt="image" src="https://github.com/user-attachments/assets/a1b53daf-4a8b-4c45-a25a-c6306c7175d1" /> Example report for `picking::ray_mesh_intersection::cull_intersect/100_vertices`: <img width="992" alt="image" src="https://github.com/user-attachments/assets/a1aaf53f-ce21-4bef-89c4-b982bb158f5d" /> |
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291cb31798
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Overhaul bezier curve benchmarks (#17016)
# Objective - Part of #16647. - The benchmarks for bezier curves have several issues and do not yet use the new `bench!` naming scheme. ## Solution - Make all `bevy_math` benchmarks use the `bench!` macro for their name. - Delete the `build_accel_cubic()` benchmark, since it was an exact duplicate of `build_pos_cubic()`. - Remove `collect::<Vec<_>>()` call in `build_pos_cubic()` and replace it with a `for` loop. - Combine all of the benchmarks that measure `curve.position()` under a single group, `curve_position`, and extract the common bench routine into a helper function. - Move the time calculation for the `curve.ease()` benchmark into the setup closure so it is not tracked. - Rename the benchmarks to be more descriptive on what they do. - `easing_1000` -> `segment_ease` - `cubic_position_Vec2` -> `curve_position/vec2` - `cubic_position_Vec3A` -> `curve_position/vec3a` - `cubic_position_Vec3` -> `curve_position/vec3` - `build_pos_cubic_100_points` -> `curve_iter_positions` ## Testing - `cargo test -p benches --bench math` - `cargo bench -p benches --bench math` - Then open `./target/criterion/report/index.html` to see the report! --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |