Commit Graph

133 Commits

Author SHA1 Message Date
François Mockers
d4906ddad1
Revert "Transform Propagation Optimization: Static Subtree Marking (#18094)" (#18363)
# Objective

- Fixes #18255
- Transform propagation is broken in some cases

## Solution

- Revert #18093

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-03-17 20:01:29 +00:00
Gino Valente
9b32e09551
bevy_reflect: Add clone registrations project-wide (#18307)
# Objective

Now that #13432 has been merged, it's important we update our reflected
types to properly opt into this feature. If we do not, then this could
cause issues for users downstream who want to make use of
reflection-based cloning.

## Solution

This PR is broken into 4 commits:

1. Add `#[reflect(Clone)]` on all types marked `#[reflect(opaque)]` that
are also `Clone`. This is mandatory as these types would otherwise cause
the cloning operation to fail for any type that contains it at any
depth.
2. Update the reflection example to suggest adding `#[reflect(Clone)]`
on opaque types.
3. Add `#[reflect(clone)]` attributes on all fields marked
`#[reflect(ignore)]` that are also `Clone`. This prevents the ignored
field from causing the cloning operation to fail.
   
Note that some of the types that contain these fields are also `Clone`,
and thus can be marked `#[reflect(Clone)]`. This makes the
`#[reflect(clone)]` attribute redundant. However, I think it's safer to
keep it marked in the case that the `Clone` impl/derive is ever removed.
I'm open to removing them, though, if people disagree.
4. Finally, I added `#[reflect(Clone)]` on all types that are also
`Clone`. While not strictly necessary, it enables us to reduce the
generated output since we can just call `Clone::clone` directly instead
of calling `PartialReflect::reflect_clone` on each variant/field. It
also means we benefit from any optimizations or customizations made in
the `Clone` impl, including directly dereferencing `Copy` values and
increasing reference counters.

Along with that change I also took the liberty of adding any missing
registrations that I saw could be applied to the type as well, such as
`Default`, `PartialEq`, and `Hash`. There were hundreds of these to
edit, though, so it's possible I missed quite a few.

That last commit is **_massive_**. There were nearly 700 types to
update. So it's recommended to review the first three before moving onto
that last one.

Additionally, I can break the last commit off into its own PR or into
smaller PRs, but I figured this would be the easiest way of doing it
(and in a timely manner since I unfortunately don't have as much time as
I used to for code contributions).

## Testing

You can test locally with a `cargo check`:

```
cargo check --workspace --all-features
```
2025-03-17 18:32:35 +00:00
Cyrill Schenkel
8570af1d96
Add print_stdout and print_stderr lints (#17446) (#18233)
# Objective

- Prevent usage of `println!`, `eprintln!` and the like because they
require `std`
- Fixes #17446

## Solution

- Enable the `print_stdout` and `print_stderr` clippy lints
- Replace all `println!` and `eprintln!` occurrences with `log::*` where
applicable or alternatively ignore the warnings

## Testing

- Run `cargo clippy --workspace` to ensure that there are no warnings
relating to printing to `stdout` or `stderr`
2025-03-11 19:35:48 +00:00
Brezak
4f6241178f
Remove superfluous spaces in Transform documentation (#18244)
# Objective

Closes #18228

## Solution

`hx
.\crates\bevy_transform\src\components\transform.rs<enter>40ggllldd:wq<enter>`

## Testing

`cargo +beta clippy --all-features`
2025-03-11 11:25:12 +00:00
Aevyrie
f22d93c90f
Transform Propagation Optimization: Static Subtree Marking (#18093)
# Objective

- Optimize static scene performance by marking unchanged subtrees.

## Solution

- Mark hierarchy subtrees with dirty bits to avoid transform propagation
where not needed
- This causes a performance regression when spawning many entities, or
when the scene is entirely dynamic.
- This results in massive speedups for largely static scenes.
- In the future we could allow the user to change this behavior, or add
some threshold based on how dynamic the scene is?

## Testing

- Caldera Hotel scene
2025-03-09 19:29:01 +00:00
Carter Anderson
06cb5c5fd9
Fix Component require() IDE integration (#18165)
# Objective

Component `require()` IDE integration is fully broken, as of #16575.

## Solution

This reverts us back to the previous "put the docs on Component trait"
impl. This _does_ reduce the accessibility of the required components in
rust docs, but the complete erasure of "required component IDE
experience" is not worth the price of slightly increased prominence of
requires in docs.

Additionally, Rust Analyzer has recently started including derive
attributes in suggestions, so we aren't losing that benefit of the
proc_macro attribute impl.
2025-03-06 02:44:47 +00:00
Zachary Harrold
5241e09671
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>
2025-02-24 03:54:47 +00:00
Johannes Ringler
bdf60d6933
Warnings and docs for exponential denormalization in rotate functions (alternative to #17604) (#17646)
# Objective

- When obtaining an axis from the transform and putting that into
`Transform::rotate_axis` or `Transform::rotate_axis_local`, floating
point errors could accumulate exponentially, resulting in denormalized
rotation.
- This is an alternative to and closes #17604, due to lack of consent
around this in the [discord
discussion](https://discord.com/channels/691052431525675048/1203087353850364004/1334232710658392227)
- Closes #16480 

## Solution

- Add a warning of this issue and a recommendation to normalize to the
API docs.
- Add a runtime warning that checks for denormalized axis in debug mode,
with a reference to the API docs.
2025-02-03 22:02:12 +00:00
Carter Anderson
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`.
2025-01-20 22:13:29 +00:00
Carter Anderson
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>
2025-01-18 22:20:30 +00:00
Benjamin Brienen
7112d5594e
Remove all deprecated code (#16338)
# Objective

Release cycle things

## Solution

Delete items deprecated in 0.15 and migrate bevy itself.

## Testing

CI
2025-01-05 20:33:39 +00:00
Zachary Harrold
db5c31e1c4
Add no_std support to bevy_transform (#17030)
# Objective

- Contributes to #15460

## Solution

- Added the following features:
  - `std` (default)
  - `alloc` (default)
  - `bevy_reflect` (default)
  - `libm`

## Testing

- CI

## Notes

- `alloc` feature added to allow using this crate in `no_alloc`
environments.
- `bevy_reflect` was previously always enabled when `bevy-support` was
enabled, which isn't how most other crates handle reflection. I've
brought this in line with how most crates gate `bevy_reflect`.
2024-12-30 21:01:13 +00:00
SpecificProtagonist
d92fc1e456
Move required components doc to type doc (#16575)
# Objective

Make documentation of a component's required components more visible by
moving it to the type's docs

## Solution

Change `#[require]` from a derive macro helper to an attribute macro.

Disadvantages:
- this silences any unused code warnings on the component, as it is used
by the macro!
- need to import `require` if not using the ecs prelude (I have not
included this in the migration guilde as Rust tooling already suggests
the fix)

---

## Showcase
![Documentation of
Camera](https://github.com/user-attachments/assets/3329511b-747a-4c8d-a43e-57f7c9c71a3c)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2024-12-03 19:45:20 +00:00
Sigma-dev
3c2830d607
Improved the global transform api to access rotation and scale (#16211)
# Objective

GlobalTransform's current methods make it unintuitive, long and clunky
to access just the rotation or just the scale.

## Solution

Dedicated just_rotation() and scale() methods to access just these
properties.

I'm not sure about the naming, I chose just_rotation() to show that try
to indicate there is a waste since it also computes the other fields.

## Testing

- Did you test these changes? If so, how?
I tried logging the methods with a rotating and scaling cube and the
values were correct.
- Are there any parts that need more testing?
My methods are based on existing bevy/glam methods so should be correct
from the getgo.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
Probably the easiest is using the 3d_rotations example, adding scaling
to it and then logging the methods I added

---

## Showcase
```rust
fn log(gt_query: Query<&GlobalTransform>) {
        for global_transform in gt_query().iter() {
                   println!("{} {}", global_transform.just_rotation(), global_transform.scale());
        }
}
```

---------

Co-authored-by: Sigma-dev <antonin.programming@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-04 15:35:16 +00:00
Zachary Harrold
bdc649a2d1
Remove thiserror from bevy_transform (#15761)
# Objective

- Contributes to #15460

## Solution

- Removed `thiserror` from `bevy_transform`
2024-10-09 14:27:30 +00:00
Joona Aalto
39d6a745d2
Migrate visibility to required components (#15474)
# Objective

The next step in the migration to required components: Deprecate
`VisibilityBundle` and make `Visibility` require `InheritedVisibility`
and `ViewVisibility`, as per the [chosen
proposal](https://hackmd.io/@bevy/required_components/%2FcO7JPSAQR5G0J_j5wNwtOQ).

## Solution

Deprecate `VisibilityBundle` and make `Visibility` require
`InheritedVisibility` and `ViewVisibility`.

I chose not to deprecate `SpatialBundle` yet, as doing so would mean
that we need to manually add `Visibility` to a bunch of places. It will
be nicer once meshes, sprites, lights, fog, and cameras have been
migrated, since they will require `Transform` and `Visibility` and
therefore not need manually added defaults for them.

---

## Migration Guide

Replace all insertions of `VisibilityBundle` with the `Visibility`
component. The other components required by it will now be inserted
automatically.
2024-09-27 19:06:16 +00:00
Emerson Coskey
b04947d44f
Migrate bevy_transform to required components (#14964)
The first step in the migration to required components! This PR removes
`GlobalTransform` from all user-facing code, since it's now added
automatically wherever `Transform` is used.

## Testing

- None of the examples I tested were broken, and I assume breaking
transforms in any way would be visible *everywhere*

---

## Changelog

- Make `Transform` require `GlobalTransform`
~~- Remove `GlobalTransform` from all engine bundles~~
- Remove in-engine insertions of GlobalTransform and TransformBundle
- Deprecate `TransformBundle`
- update docs to reflect changes

## Migration Guide

Replace all insertions of `GlobalTransform` and/or `TransformBundle`
with `Transform` alone.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Tim <JustTheCoolDude@gmail.com>
2024-09-27 17:06:48 +00:00
Zachary Harrold
d70595b667
Add core and alloc over std Lints (#15281)
# Objective

- Fixes #6370
- Closes #6581

## Solution

- Added the following lints to the workspace:
  - `std_instead_of_core`
  - `std_instead_of_alloc`
  - `alloc_instead_of_core`
- Used `cargo +nightly fmt` with [item level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Item%5C%3A)
to split all `use` statements into single items.
- Used `cargo clippy --workspace --all-targets --all-features --fix
--allow-dirty` to _attempt_ to resolve the new linting issues, and
intervened where the lint was unable to resolve the issue automatically
(usually due to needing an `extern crate alloc;` statement in a crate
root).
- Manually removed certain uses of `std` where negative feature gating
prevented `--all-features` from finding the offending uses.
- Used `cargo +nightly fmt` with [crate level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Crate%5C%3A)
to re-merge all `use` statements matching Bevy's previous styling.
- Manually fixed cases where the `fmt` tool could not re-merge `use`
statements due to conditional compilation attributes.

## Testing

- Ran CI locally

## Migration Guide

The MSRV is now 1.81. Please update to this version or higher.

## Notes

- This is a _massive_ change to try and push through, which is why I've
outlined the semi-automatic steps I used to create this PR, in case this
fails and someone else tries again in the future.
- Making this change has no impact on user code, but does mean Bevy
contributors will be warned to use `core` and `alloc` instead of `std`
where possible.
- This lint is a critical first step towards investigating `no_std`
options for Bevy.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-09-27 00:59:59 +00:00
Blazepaws
5a0c09d38f
Reflect derived traits on all components and resources: bevy_transform (#15230)
Fixes https://github.com/bevyengine/bevy/issues/15187 for bevy_transform
2024-09-15 18:19:44 +00:00
Matty
5aa998dc07
Conversions for Isometry3d ⟷ Transform/GlobalTransform (#14478)
# Objective

Allow interoperation between `Isometry3d` and the transform types from
bevy_transform. At least in the short term, the primary goal is to allow
the extraction of isometries from transform components by users.

## Solution

- Add explicit `from_isometry`/`to_isometry` methods to `Transform`.
- Add explicit `from_isometry`/`to_isometry` methods to
`GlobalTransform`. The former is hidden (primarily for internal use),
and the latter has the caveats originating in
[`Affine3A::to_scale_rotation_translation`](https://docs.rs/glam/latest/glam/f32/struct.Affine3A.html#method.to_scale_rotation_translation).
- Implement the `TransformPoint` trait for `Isometry3d`.
2024-07-25 20:23:32 +00:00
masonk
d2bf052515
Clarify GlobalTransform::transform_point (#14292)
The existing doc comment for GlobalTransform::transform_point is
unclear, or, arguably, incorrect.
https://github.com/bevyengine/bevy/discussions/8501 also mentions this.

Additionally, a user reading the doc for transform_point might be
looking for one of the three other transforms that I mentioned in this
doc comment.

---------

Co-authored-by: Mason Kramer <mason@masonkramer.net>
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-07-15 15:59:29 +00:00
Giacomo Stevanato
d7080369a7
Fix intra-doc links and make CI test them (#14076)
# Objective

- Bevy currently has lot of invalid intra-doc links, let's fix them!
- Also make CI test them, to avoid future regressions.
- Helps with #1983 (but doesn't fix it, as there could still be explicit
links to docs.rs that are broken)

## Solution

- Make `cargo r -p ci -- doc-check` check fail on warnings (could also
be changed to just some specific lints)
- Manually fix all the warnings (note that in some cases it was unclear
to me what the fix should have been, I'll try to highlight them in a
self-review)
2024-07-11 13:08:31 +00:00
Jan Hohenheim
df80b99e69
Optimize unnecessary normalizations for Transform::local_{xyz} (#14171)
Note that `GlobalTransform` already does it like this for `right`,
`left`, etc. so I didn't have to touch that one
2024-07-08 01:05:09 +00:00
Jan Hohenheim
6273227e09
Fix lints introduced in Rust beta 1.80 (#13899)
Resolves #13895

Mostly just involves being more explicit about which parts of the docs
belong to a list and which begin a new paragraph.
- found a few docs that were malformed because of exactly this, so I
fixed that by introducing a paragraph
- added indentation to nearly all multiline lists
- fixed a few minor typos
- added `#[allow(dead_code)]` to types that are needed to test
annotations but are never constructed
([here](https://github.com/bevyengine/bevy/pull/13899/files#diff-b02b63604e569c8577c491e7a2030d456886d8f6716eeccd46b11df8aac75dafR1514)
and
[here](https://github.com/bevyengine/bevy/pull/13899/files#diff-b02b63604e569c8577c491e7a2030d456886d8f6716eeccd46b11df8aac75dafR1523))
- verified that  `cargo +beta run -p ci -- lints` passes
- verified that `cargo +beta run -p ci -- test` passes
2024-06-17 17:22:01 +00:00
Rob Parrett
cca0f79022
Fix links to Transform in Transform and GlobalTransform docs (#13704)
# Objective

All the links that should go to the `Transform` type in the `Transform`
and `GlobalTransform` docs currently go to the `transform` example
instead.

## Solution

Fix collision of link labels in `Transform` and `GlobalTransform` docs.
2024-06-06 20:06:54 +00:00
Ricky Taylor
9b9d3d81cb
Normalise matrix naming (#13489)
# Objective
- Fixes #10909
- Fixes #8492

## Solution
- Name all matrices `x_from_y`, for example `world_from_view`.

## Testing
- I've tested most of the 3D examples. The `lighting` example
particularly should hit a lot of the changes and appears to run fine.

---

## Changelog
- Renamed matrices across the engine to follow a `y_from_x` naming,
making the space conversion more obvious.

## Migration Guide
- `Frustum`'s `from_view_projection`, `from_view_projection_custom_far`
and `from_view_projection_no_far` were renamed to
`from_clip_from_world`, `from_clip_from_world_custom_far` and
`from_clip_from_world_no_far`.
- `ComputedCameraValues::projection_matrix` was renamed to
`clip_from_view`.
- `CameraProjection::get_projection_matrix` was renamed to
`get_clip_from_view` (this affects implementations on `Projection`,
`PerspectiveProjection` and `OrthographicProjection`).
- `ViewRangefinder3d::from_view_matrix` was renamed to
`from_world_from_view`.
- `PreviousViewData`'s members were renamed to `view_from_world` and
`clip_from_world`.
- `ExtractedView`'s `projection`, `transform` and `view_projection` were
renamed to `clip_from_view`, `world_from_view` and `clip_from_world`.
- `ViewUniform`'s `view_proj`, `unjittered_view_proj`,
`inverse_view_proj`, `view`, `inverse_view`, `projection` and
`inverse_projection` were renamed to `clip_from_world`,
`unjittered_clip_from_world`, `world_from_clip`, `world_from_view`,
`view_from_world`, `clip_from_view` and `view_from_clip`.
- `GpuDirectionalCascade::view_projection` was renamed to
`clip_from_world`.
- `MeshTransforms`' `transform` and `previous_transform` were renamed to
`world_from_local` and `previous_world_from_local`.
- `MeshUniform`'s `transform`, `previous_transform`,
`inverse_transpose_model_a` and `inverse_transpose_model_b` were renamed
to `world_from_local`, `previous_world_from_local`,
`local_from_world_transpose_a` and `local_from_world_transpose_b` (the
`Mesh` type in WGSL mirrors this, however `transform` and
`previous_transform` were named `model` and `previous_model`).
- `Mesh2dTransforms::transform` was renamed to `world_from_local`.
- `Mesh2dUniform`'s `transform`, `inverse_transpose_model_a` and
`inverse_transpose_model_b` were renamed to `world_from_local`,
`local_from_world_transpose_a` and `local_from_world_transpose_b` (the
`Mesh2d` type in WGSL mirrors this).
- In WGSL, in `bevy_pbr::mesh_functions`, `get_model_matrix` and
`get_previous_model_matrix` were renamed to `get_world_from_local` and
`get_previous_world_from_local`.
- In WGSL, `bevy_sprite::mesh2d_functions::get_model_matrix` was renamed
to `get_world_from_local`.
2024-06-03 16:56:53 +00:00
Torstein Grindvik
178959b53a
Allow bevy_transform to be used as a barebones dependency (#13533)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/13529

Allow using the `bevy_transform` crate for its definitions of
`Transform` (and `GlobalTransform`) which are re-usable in many
contexts, including ones where other parts of Bevy (ECS, reflection,
etc.) are not necessarily needed or wanted due to the big dependency
tree.

## Solution

Introduce a feature flag "bevy-support" in the `bevy_transform` crate
which makes the dependency tree small when default features are off.

## Testing

Both `cargo b` and `cargo b --no-default-features` builds.

The dependency tree **before**:

```text
bevy_transform v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_transform)
├── bevy_app v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_app)
│   ├── bevy_derive v0.14.0-dev (proc-macro) (/home/togr/repos/bevy/crates/bevy_derive)
│   │   ├── bevy_macro_utils v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_macro_utils)
│   │   │   ├── proc-macro2 v1.0.83
│   │   │   │   └── unicode-ident v1.0.12
│   │   │   ├── quote v1.0.36
│   │   │   │   └── proc-macro2 v1.0.83 (*)
│   │   │   ├── syn v2.0.65
│   │   │   │   ├── proc-macro2 v1.0.83 (*)
│   │   │   │   ├── quote v1.0.36 (*)
│   │   │   │   └── unicode-ident v1.0.12
│   │   │   └── toml_edit v0.22.13
│   │   │       ├── indexmap v2.2.6
│   │   │       │   ├── equivalent v1.0.1
│   │   │       │   └── hashbrown v0.14.5
│   │   │       ├── toml_datetime v0.6.6
│   │   │       └── winnow v0.6.8
│   │   ├── quote v1.0.36 (*)
│   │   └── syn v2.0.65 (*)
│   ├── bevy_ecs v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_ecs)
│   │   ├── bevy_ecs_macros v0.14.0-dev (proc-macro) (/home/togr/repos/bevy/crates/bevy_ecs/macros)
│   │   │   ├── bevy_macro_utils v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_macro_utils) (*)
│   │   │   ├── proc-macro2 v1.0.83 (*)
│   │   │   ├── quote v1.0.36 (*)
│   │   │   └── syn v2.0.65 (*)
│   │   ├── bevy_ptr v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_ptr)
│   │   ├── bevy_reflect v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_reflect)
│   │   │   ├── bevy_math v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_math)
│   │   │   │   ├── approx v0.5.1
│   │   │   │   │   └── num-traits v0.2.19
│   │   │   │   │       [build-dependencies]
│   │   │   │   │       └── autocfg v1.3.0
│   │   │   │   ├── glam v0.27.0
│   │   │   │   │   ├── approx v0.5.1 (*)
│   │   │   │   │   ├── bytemuck v1.16.0
│   │   │   │   │   ├── rand v0.8.5
│   │   │   │   │   │   └── rand_core v0.6.4
│   │   │   │   │   └── serde v1.0.202
│   │   │   │   │       └── serde_derive v1.0.202 (proc-macro)
│   │   │   │   │           ├── proc-macro2 v1.0.83 (*)
│   │   │   │   │           ├── quote v1.0.36 (*)
│   │   │   │   │           └── syn v2.0.65 (*)
│   │   │   │   ├── rand v0.8.5 (*)
│   │   │   │   ├── serde v1.0.202 (*)
│   │   │   │   ├── smallvec v1.13.2
│   │   │   │   └── thiserror v1.0.61
│   │   │   │       └── thiserror-impl v1.0.61 (proc-macro)
│   │   │   │           ├── proc-macro2 v1.0.83 (*)
│   │   │   │           ├── quote v1.0.36 (*)
│   │   │   │           └── syn v2.0.65 (*)
│   │   │   ├── bevy_ptr v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_ptr)
│   │   │   ├── bevy_reflect_derive v0.14.0-dev (proc-macro) (/home/togr/repos/bevy/crates/bevy_reflect/derive)
│   │   │   │   ├── bevy_macro_utils v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_macro_utils) (*)
│   │   │   │   ├── proc-macro2 v1.0.83 (*)
│   │   │   │   ├── quote v1.0.36 (*)
│   │   │   │   ├── syn v2.0.65 (*)
│   │   │   │   └── uuid v1.8.0
│   │   │   │       └── getrandom v0.2.15
│   │   │   │           ├── cfg-if v1.0.0
│   │   │   │           └── libc v0.2.155
│   │   │   ├── bevy_utils v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_utils)
│   │   │   │   ├── ahash v0.8.11
│   │   │   │   │   ├── cfg-if v1.0.0
│   │   │   │   │   ├── getrandom v0.2.15 (*)
│   │   │   │   │   ├── once_cell v1.19.0
│   │   │   │   │   └── zerocopy v0.7.34
│   │   │   │   │   [build-dependencies]
│   │   │   │   │   └── version_check v0.9.4
│   │   │   │   ├── bevy_utils_proc_macros v0.14.0-dev (proc-macro) (/home/togr/repos/bevy/crates/bevy_utils/macros)
│   │   │   │   │   ├── proc-macro2 v1.0.83 (*)
│   │   │   │   │   ├── quote v1.0.36 (*)
│   │   │   │   │   └── syn v2.0.65 (*)
│   │   │   │   ├── hashbrown v0.14.5
│   │   │   │   │   ├── ahash v0.8.11 (*)
│   │   │   │   │   ├── allocator-api2 v0.2.18
│   │   │   │   │   └── serde v1.0.202 (*)
│   │   │   │   ├── thread_local v1.1.8
│   │   │   │   │   ├── cfg-if v1.0.0
│   │   │   │   │   └── once_cell v1.19.0
│   │   │   │   ├── tracing v0.1.40
│   │   │   │   │   ├── pin-project-lite v0.2.14
│   │   │   │   │   └── tracing-core v0.1.32
│   │   │   │   │       └── once_cell v1.19.0
│   │   │   │   └── web-time v0.2.4
│   │   │   ├── downcast-rs v1.2.1
│   │   │   ├── erased-serde v0.4.5
│   │   │   │   ├── serde v1.0.202 (*)
│   │   │   │   └── typeid v1.0.0
│   │   │   ├── glam v0.27.0 (*)
│   │   │   ├── serde v1.0.202 (*)
│   │   │   ├── smallvec v1.13.2
│   │   │   ├── smol_str v0.2.2
│   │   │   └── thiserror v1.0.61 (*)
│   │   ├── bevy_tasks v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_tasks)
│   │   │   ├── async-executor v1.11.0
│   │   │   │   ├── async-task v4.7.1
│   │   │   │   ├── concurrent-queue v2.5.0
│   │   │   │   │   └── crossbeam-utils v0.8.20
│   │   │   │   ├── fastrand v2.1.0
│   │   │   │   ├── futures-lite v2.3.0
│   │   │   │   │   ├── fastrand v2.1.0
│   │   │   │   │   ├── futures-core v0.3.30
│   │   │   │   │   ├── futures-io v0.3.30
│   │   │   │   │   ├── parking v2.2.0
│   │   │   │   │   └── pin-project-lite v0.2.14
│   │   │   │   └── slab v0.4.9
│   │   │   │       [build-dependencies]
│   │   │   │       └── autocfg v1.3.0
│   │   │   └── futures-lite v2.3.0 (*)
│   │   ├── bevy_utils v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_utils) (*)
│   │   ├── bitflags v2.5.0
│   │   ├── concurrent-queue v2.5.0 (*)
│   │   ├── fixedbitset v0.5.7
│   │   ├── nonmax v0.5.5
│   │   ├── petgraph v0.6.5
│   │   │   ├── fixedbitset v0.4.2
│   │   │   └── indexmap v2.2.6 (*)
│   │   └── thiserror v1.0.61 (*)
│   ├── bevy_reflect v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_reflect) (*)
│   ├── bevy_state v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_state)
│   │   ├── bevy_ecs v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_ecs) (*)
│   │   ├── bevy_reflect v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_reflect) (*)
│   │   ├── bevy_state_macros v0.14.0-dev (proc-macro) (/home/togr/repos/bevy/crates/bevy_state/macros)
│   │   │   ├── bevy_macro_utils v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_macro_utils) (*)
│   │   │   ├── proc-macro2 v1.0.83 (*)
│   │   │   ├── quote v1.0.36 (*)
│   │   │   └── syn v2.0.65 (*)
│   │   └── bevy_utils v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_utils) (*)
│   ├── bevy_tasks v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_tasks) (*)
│   ├── bevy_utils v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_utils) (*)
│   ├── downcast-rs v1.2.1
│   └── thiserror v1.0.61 (*)
├── bevy_ecs v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_ecs) (*)
├── bevy_hierarchy v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_hierarchy)
│   ├── bevy_app v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_app) (*)
│   ├── bevy_core v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_core)
│   │   ├── bevy_app v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_app) (*)
│   │   ├── bevy_ecs v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_ecs) (*)
│   │   ├── bevy_reflect v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_reflect) (*)
│   │   ├── bevy_tasks v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_tasks) (*)
│   │   ├── bevy_utils v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_utils) (*)
│   │   └── uuid v1.8.0
│   ├── bevy_ecs v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_ecs) (*)
│   ├── bevy_reflect v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_reflect) (*)
│   ├── bevy_utils v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_utils) (*)
│   └── smallvec v1.13.2
├── bevy_math v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_math) (*)
├── bevy_reflect v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_reflect) (*)
└── thiserror v1.0.61 (*)
```

The dependency tree **after** (no default features):

```text
bevy_transform v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_transform)
├── bevy_math v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_math)
│   ├── approx v0.5.1
│   │   └── num-traits v0.2.19
│   │       [build-dependencies]
│   │       └── autocfg v1.3.0
│   ├── glam v0.27.0
│   │   ├── approx v0.5.1 (*)
│   │   ├── bytemuck v1.16.0
│   │   └── rand v0.8.5
│   │       └── rand_core v0.6.4
│   ├── rand v0.8.5 (*)
│   ├── smallvec v1.13.2
│   └── thiserror v1.0.61
│       └── thiserror-impl v1.0.61 (proc-macro)
│           ├── proc-macro2 v1.0.83
│           │   └── unicode-ident v1.0.12
│           ├── quote v1.0.36
│           │   └── proc-macro2 v1.0.83 (*)
│           └── syn v2.0.65
│               ├── proc-macro2 v1.0.83 (*)
│               ├── quote v1.0.36 (*)
│               └── unicode-ident v1.0.12
└── thiserror v1.0.61 (*)
```

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2024-06-01 11:34:49 +00:00
Fpgu
60a73fa60b
Use Dir3 for local axis methods in GlobalTransform (#13264)
Switched the return type from `Vec3` to `Dir3` for directional axis
methods within the `GlobalTransform` component.

## Migration Guide
The `GlobalTransform` component's directional axis methods (e.g.,
`right()`, `left()`, `up()`, `down()`, `back()`, `forward()`) have been
updated from returning `Vec3` to `Dir3`.
2024-05-06 20:52:05 +00:00
Matty
221d925e90
Make Transform::rotate_axis and Transform::rotate_local_axis use Dir3 (#12986)
# Objective

Related to #12981

Presently, there is a footgun where we allow non-normalized vectors to
be passed in the `axis` parameters of `Transform::rotate_axis` and
`Transform::rotate_local_axis`. These methods invoke
`Quat::from_axis_angle` which expects the vector to be normalized. This
PR aims to address this.

## Solution

Require `Dir3`-valued `axis` parameters for these functions so that the
vector's normalization can be enforced at type-level.

---

## Migration Guide

All calls to `Transform::rotate_axis` and `Transform::rotate_local_axis`
will need to be updated to use a `Dir3` for the `axis` parameter rather
than a `Vec3`. For a general input, this means calling `Dir3::new` and
handling the `Result`, but if the previous vector is already known to be
normalized, `Dir3::new_unchecked` can be called instead. Note that
literals like `Vec3::X` also have corresponding `Dir3` literals; e.g.
`Dir3::X`, `Dir3::NEG_Y` and so on.

---

## Discussion

This axis input is unambigiously a direction instead of a vector, and
that should probably be reflected and enforced by the function
signature. In previous cases where we used, e.g., `impl TryInto<Dir3>`,
the associated methods already implemented (and required!) additional
fall-back logic, since the input is conceptually more complicated than
merely specifying an axis. In this case, I think it's fairly
cut-and-dry, and I'm pretty sure these methods just predate our
direction types.
2024-04-16 13:07:03 +00:00
amy universe
68f4f59ee6
remove link to inexistent example (#12531)
# Objective

the example `global_vs_local_translation` was removed in 3600c5a340 but
this part of the documentation links to it

## Solution

yeet it
2024-03-17 19:35:00 +00:00
Jonathan
ec3e7afa4e
Use Dir3 in Transform APIs (#12530)
# Objective

Make `Transform` APIs more ergonomic by allowing users to pass `Dir3` as
an argument where a direction is needed. Fixes #12481.

## Solution

Accept `impl TryInto<Dir3>` instead of `Vec3` for direction/axis
arguments in `Transform` APIs

---

## Changelog
The following `Transform` methods now accept an `impl TryInto<Dir3>`
argument where they previously accepted directions as `Vec3`:
* `Transform::{look_to,looking_to}`
* `Transform::{look_at,looking_at}`
* `Transform::{align,aligned_by}`


## Migration Guide

This is not a breaking change since the arguments were previously `Vec3`
which already implements `TryInto<Dir3>`, and behavior is unchanged.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
2024-03-17 16:31:34 +00:00
Matty
325f0fd982
Alignment API for Transforms (#12187)
# Objective

- Closes #11793 
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.

## Solution

- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
/// 
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
/// 
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
    &mut self,
    main_axis: Vec3,
    main_direction: Vec3,
    secondary_axis: Vec3,
    secondary_direction: Vec3,
) { //... }
````

- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
    mut self,
    main_axis: Vec3,
    main_direction: Vec3,
    secondary_axis: Vec3,
    secondary_direction: Vec3,
) -> Self { //... }
````

- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">

---

## Changelog

- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.

---

## Discussion

### On the form of `align`

The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API

Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.

### Additional APIs?

Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:

1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
    self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)

2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
    self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)

Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
    self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)

The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
    ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````

With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.

### `Dir3`?

As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.

Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.

### Future steps

The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
Joona Aalto
f418de8eb6
Rename Direction2d/3d to Dir2/3 (#12189)
# Objective

Split up from #12017, rename Bevy's direction types.

Currently, Bevy has the `Direction2d`, `Direction3d`, and `Direction3dA`
types, which provide a type-level guarantee that their contained vectors
remain normalized. They can be very useful for a lot of APIs for safety,
explicitness, and in some cases performance, as they can sometimes avoid
unnecessary normalizations.

However, many consider them to be inconvenient to use, and opt for
standard vector types like `Vec3` because of this. One reason is that
the direction type names are a bit long and can be annoying to write (of
course you can use autocomplete, but just typing `Vec3` is still nicer),
and in some intances, the extra characters can make formatting worse.
The naming is also inconsistent with Glam's shorter type names, and
results in names like `Direction3dA`, which (in my opinion) are
difficult to read and even a bit ugly.

This PR proposes renaming the types to `Dir2`, `Dir3`, and `Dir3A`.
These names are nice and easy to write, consistent with Glam, and work
well for variants like the SIMD aligned `Dir3A`. As a bonus, it can also
result in nicer formatting in a lot of cases, which can be seen from the
diff of this PR.

Some examples of what it looks like: (copied from #12017)

```rust
// Before
let ray_cast = RayCast2d::new(Vec2::ZERO, Direction2d::X, 5.0);

// After
let ray_cast = RayCast2d::new(Vec2::ZERO, Dir2::X, 5.0);
```

```rust
// Before (an example using Bevy XPBD)
let hit = spatial_query.cast_ray(
    Vec3::ZERO,
    Direction3d::X,
    f32::MAX,
    true,
    SpatialQueryFilter::default(),
);

// After
let hit = spatial_query.cast_ray(
    Vec3::ZERO,
    Dir3::X,
    f32::MAX,
    true,
    SpatialQueryFilter::default(),
);
```

```rust
// Before
self.circle(
    Vec3::new(0.0, -2.0, 0.0),
    Direction3d::Y,
    5.0,
    Color::TURQUOISE,
);

// After (formatting is collapsed in this case)
self.circle(Vec3::new(0.0, -2.0, 0.0), Dir3::Y, 5.0, Color::TURQUOISE);
```

## Solution

Rename `Direction2d`, `Direction3d`, and `Direction3dA` to `Dir2`,
`Dir3`, and `Dir3A`.

---

## Migration Guide

The `Direction2d` and `Direction3d` types have been renamed to `Dir2`
and `Dir3`.

## Additional Context

This has been brought up on the Discord a few times, and we had a small
[poll](https://discord.com/channels/691052431525675048/1203087353850364004/1212465038711984158)
on this. `Dir2`/`Dir3`/`Dir3A` was quite unanimously chosen as the best
option, but of course it was a very small poll and inconclusive, so
other opinions are certainly welcome too.

---------

Co-authored-by: IceSentry <c.giguere42@gmail.com>
2024-02-28 22:48:43 +00:00
Joona Aalto
9bd6cc0a5e
Add Direction3dA and move direction types out of primitives (#12018)
# Objective

Split up from #12017, add an aligned version of `Direction3d` for SIMD,
and move direction types out of `primitives`.

## Solution

Add `Direction3dA` and move direction types into a new `direction`
module.

---

## Migration Guide

The `Direction2d`, `Direction3d`, and `InvalidDirectionError` types have
been moved out of `bevy::math::primitives`.

Before:

```rust
use bevy::math::primitives::Direction3d;
```

After:

```rust
use bevy::math::Direction3d;
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-26 13:57:49 +00:00
Rose Hudson
d6f1649646
return Direction3d from Transform::up and friends (#11604)
# Objective
Drawing a `Gizmos::circle` whose normal is derived from a Transform's
local axes now requires converting a Vec3 to a Direction3d and
unwrapping the result, and I think we shold move the conversion into
Bevy.

## Solution
We can make
`Transform::{left,right,up,down,forward,back,local_x,local_y,local_z}`
return a Direction3d, because they know that their results will be of
finite non-zero length (roughly 1.0).

---

## Changelog
`Transform::up()` and similar functions now return `Direction3d` instead
of `Vec3`.

## Migration Guide
Callers of `Transform::up()` and similar functions may have to
dereference the returned `Direction3d` to get to the inner `Vec3`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2024-02-02 15:05:35 +00:00
Doonv
189ceaf0d3
Replace or document ignored doctests (#11040)
# Objective

There are a lot of doctests that are `ignore`d for no documented reason.
And that should be fixed.

## Solution

I searched the bevy repo with the regex ` ```[a-z,]*ignore ` in order to
find all `ignore`d doctests. For each one of the `ignore`d doctests, I
did the following steps:
1. Attempt to remove the `ignored` attribute while still passing the
test. I did this by adding hidden dummy structs and imports.
2. If step 1 doesn't work, attempt to replace the `ignored` attribute
with the `no_run` attribute while still passing the test.
3. If step 2 doesn't work, keep the `ignored` attribute but add
documentation for why the `ignored` attribute was added.

---------

Co-authored-by: François <mockersf@gmail.com>
2024-01-01 16:50:56 +00:00
tygyh
fd308571c4
Remove unnecessary path prefixes (#10749)
# Objective

- Shorten paths by removing unnecessary prefixes

## Solution

- Remove the prefixes from many paths which do not need them. Finding
the paths was done automatically using built-in refactoring tools in
Jetbrains RustRover.
2023-11-28 23:43:40 +00:00
Johan Klokkhammer Helsing
ef50b3c9f6
Add Transform::is_finite (#10592)
# Objective

- Sometimes it's very useful to know if a `Transform` contains any `NaN`
or infinite values. It's a bit boiler-plate heavy to check translation,
rotation and scale individually.

## Solution

- Add a new method `is_finite` that returns true if, and only if
translation, rotation and scale all are finite.
- It's a natural extension of `Quat::is_finite`, and `Vec3::is_finite`,
which return true if, and only if all their components' `is_finite()`
returns true.

---

## Changelog

- Added `Transform::is_finite`
2023-11-20 09:42:57 +00:00
ira
4b65a533f1
Add system parameter for computing up-to-date GlobalTransforms (#8603)
# Objective

Add a way to easily compute the up-to-date `GlobalTransform` of an
entity.

## Solution

Add the `TransformHelper`(Name pending) system parameter with the
`compute_global_transform` method that takes an `Entity` and returns a
`GlobalTransform` if successful.

## Changelog
- Added the `TransformHelper` system parameter for computing the
up-to-date `GlobalTransform` of an entity.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Noah <noahshomette@gmail.com>
2023-10-18 20:07:51 +00:00
ClayenKitten
ffc572728f
Fix typos throughout the project (#9090)
# Objective

Fix typos throughout the project.

## Solution

[`typos`](https://github.com/crate-ci/typos) project was used for
scanning, but no automatic corrections were applied. I checked
everything by hand before fixing.

Most of the changes are documentation/comments corrections. Also, there
are few trivial changes to code (variable name, pub(crate) function name
and a few error/panic messages).

## Unsolved

`bevy_reflect_derive` has
[typo](1b51053f19/crates/bevy_reflect/bevy_reflect_derive/src/type_path.rs (L76))
in enum variant name that I didn't fix. Enum is `pub(crate)`, so there
shouldn't be any trouble if fixed. However, code is tightly coupled with
macro usage, so I decided to leave it for more experienced contributor
just in case.
2023-07-10 00:11:51 +00:00
Gino Valente
aeeb20ec4c
bevy_reflect: FromReflect Ergonomics Implementation (#6056)
# Objective

**This implementation is based on
https://github.com/bevyengine/rfcs/pull/59.**

---

Resolves #4597

Full details and motivation can be found in the RFC, but here's a brief
summary.

`FromReflect` is a very powerful and important trait within the
reflection API. It allows Dynamic types (e.g., `DynamicList`, etc.) to
be formed into Real ones (e.g., `Vec<i32>`, etc.).

This mainly comes into play concerning deserialization, where the
reflection deserializers both return a `Box<dyn Reflect>` that almost
always contain one of these Dynamic representations of a Real type. To
convert this to our Real type, we need to use `FromReflect`.

It also sneaks up in other ways. For example, it's a required bound for
`T` in `Vec<T>` so that `Vec<T>` as a whole can be made `FromReflect`.
It's also required by all fields of an enum as it's used as part of the
`Reflect::apply` implementation.

So in other words, much like `GetTypeRegistration` and `Typed`, it is
very much a core reflection trait.

The problem is that it is not currently treated like a core trait and is
not automatically derived alongside `Reflect`. This makes using it a bit
cumbersome and easy to forget.

## Solution

Automatically derive `FromReflect` when deriving `Reflect`.

Users can then choose to opt-out if needed using the
`#[reflect(from_reflect = false)]` attribute.

```rust
#[derive(Reflect)]
struct Foo;

#[derive(Reflect)]
#[reflect(from_reflect = false)]
struct Bar;

fn test<T: FromReflect>(value: T) {}

test(Foo); // <-- OK
test(Bar); // <-- Panic! Bar does not implement trait `FromReflect`
```

#### `ReflectFromReflect`

This PR also automatically adds the `ReflectFromReflect` (introduced in
#6245) registration to the derived `GetTypeRegistration` impl— if the
type hasn't opted out of `FromReflect` of course.

<details>
<summary><h4>Improved Deserialization</h4></summary>

> **Warning**
> This section includes changes that have since been descoped from this
PR. They will likely be implemented again in a followup PR. I am mainly
leaving these details in for archival purposes, as well as for reference
when implementing this logic again.

And since we can do all the above, we might as well improve
deserialization. We can now choose to deserialize into a Dynamic type or
automatically convert it using `FromReflect` under the hood.

`[Un]TypedReflectDeserializer::new` will now perform the conversion and
return the `Box`'d Real type.

`[Un]TypedReflectDeserializer::new_dynamic` will work like what we have
now and simply return the `Box`'d Dynamic type.

```rust
// Returns the Real type
let reflect_deserializer = UntypedReflectDeserializer::new(&registry);
let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;

let output: SomeStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?;

// Returns the Dynamic type
let reflect_deserializer = UntypedReflectDeserializer::new_dynamic(&registry);
let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;

let output: DynamicStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?;
```

</details>

---

## Changelog

* `FromReflect` is now automatically derived within the `Reflect` derive
macro
* This includes auto-registering `ReflectFromReflect` in the derived
`GetTypeRegistration` impl
* ~~Renamed `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` to
`TypedReflectDeserializer::new_dynamic` and
`UntypedReflectDeserializer::new_dynamic`, respectively~~ **Descoped**
* ~~Changed `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` to automatically convert the
deserialized output using `FromReflect`~~ **Descoped**

## Migration Guide

* `FromReflect` is now automatically derived within the `Reflect` derive
macro. Items with both derives will need to remove the `FromReflect`
one.

  ```rust
  // OLD
  #[derive(Reflect, FromReflect)]
  struct Foo;
  
  // NEW
  #[derive(Reflect)]
  struct Foo;
  ```

If using a manual implementation of `FromReflect` and the `Reflect`
derive, users will need to opt-out of the automatic implementation.

  ```rust
  // OLD
  #[derive(Reflect)]
  struct Foo;
  
  impl FromReflect for Foo {/* ... */}
  
  // NEW
  #[derive(Reflect)]
  #[reflect(from_reflect = false)]
  struct Foo;
  
  impl FromReflect for Foo {/* ... */}
  ```

<details>
<summary><h4>Removed Migrations</h4></summary>

> **Warning**
> This section includes changes that have since been descoped from this
PR. They will likely be implemented again in a followup PR. I am mainly
leaving these details in for archival purposes, as well as for reference
when implementing this logic again.

* The reflect deserializers now perform a `FromReflect` conversion
internally. The expected output of `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` is no longer a Dynamic (e.g.,
`DynamicList`), but its Real counterpart (e.g., `Vec<i32>`).

  ```rust
let reflect_deserializer =
UntypedReflectDeserializer::new_dynamic(&registry);
  let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;
  
  // OLD
let output: DynamicStruct = reflect_deserializer.deserialize(&mut
deserializer)?.take()?;
  
  // NEW
let output: SomeStruct = reflect_deserializer.deserialize(&mut
deserializer)?.take()?;
  ```

Alternatively, if this behavior isn't desired, use the
`TypedReflectDeserializer::new_dynamic` and
`UntypedReflectDeserializer::new_dynamic` methods instead:

  ```rust
  // OLD
  let reflect_deserializer = UntypedReflectDeserializer::new(&registry);
  
  // NEW
let reflect_deserializer =
UntypedReflectDeserializer::new_dynamic(&registry);
  ```

</details>

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-29 01:31:34 +00:00
Raffaele Ragni
7fc6db32ce
Add FromReflect where Reflect is used (#8776)
# Objective

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

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

## Solution

- Adding FromReflect where Reflect was already derived

## Notes

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

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-06-19 16:18:17 +00:00
张林伟
df3e81c1fb
Fix look_to variable naming (#8627)
# Objective

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

## Migration Guide

- `Transform::look_to` method changed default value of
`direction.try_normalize()` from `Vec3::Z` to `Vec3::NEG_Z`
2023-05-23 02:17:33 +00:00
Wybe Westra
abf12f3b3b
Fixed several missing links in docs. (#8117)
Links in the api docs are nice. I noticed that there were several places
where structs / functions and other things were referenced in the docs,
but weren't linked. I added the links where possible / logical.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-04-23 17:28:36 +00:00
Trevor Lovell
464d35aef5
docs: update docs and comments that still refer to stages (#8156)
# Objective
Documentation should no longer be using pre-stageless terminology to
avoid confusion.

## Solution
- update all docs referring to stages to instead refer to sets/schedules
where appropriate
- also mention `apply_system_buffers` for anything system-buffer-related
that previously referred to buffers being applied "at the end of a
stage"
2023-03-27 21:50:21 +00:00
Carter Anderson
aefe1f0739
Schedule-First: the new and improved add_systems (#8079)
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-03-18 01:45:34 +00:00
François
b6b549e3ff
Fix look_to resulting in NaN rotations (#7817)
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Liam Gallagher <ljpgallagher@xtra.co.nz>
2023-03-15 20:45:56 +00:00
Niklas Eicker
0bce78439b Cleanup system sets called labels (#7678)
# Objective

We have a few old system labels that are now system sets but are still named or documented as labels. Documentation also generally mentioned system labels in some places.


## Solution

- Clean up naming and documentation regarding system sets

## Migration Guide

`PrepareAssetLabel` is now called `PrepareAssetSet`
2023-02-14 21:46:07 +00:00
shuo
c791b21d91 typo in comment (#7618)
Fix a typo in comment.
2023-02-11 02:00:14 +00:00
Alice Cecile
206c7ce219 Migrate engine to Schedule v3 (#7267)
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR.

# Objective

- Followup #6587.
- Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45

## Solution

- [x]  Remove old scheduling module
- [x] Migrate new methods to no longer use extension methods
- [x] Fix compiler errors
- [x] Fix benchmarks
- [x] Fix examples
- [x] Fix docs
- [x] Fix tests

## Changelog

### Added

- a large number of methods on `App` to work with schedules ergonomically
- the `CoreSchedule` enum
- `App::add_extract_system` via the `RenderingAppExtension` trait extension method
- the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms`

### Removed

- stages, and all code that mentions stages
- states have been dramatically simplified, and no longer use a stack
- `RunCriteriaLabel`
- `AsSystemLabel` trait
- `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition)
- systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world
- `RunCriteriaLabel`
- `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear.

### Changed

- `System::default_labels` is now `System::default_system_sets`.
- `App::add_default_labels` is now `App::add_default_sets`
- `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet`
- `App::add_system_set` was renamed to `App::add_systems`
- The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum
-  `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)`
- `SystemLabel` trait was replaced by `SystemSet`
- `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>`
- The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq`
- Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria.
- Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. 
- `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`.
- `bevy_pbr::add_clusters` is no longer an exclusive system
- the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling`
- `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread.

## Migration Guide

- Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)`
- Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed.
- The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage`  enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved.
  - Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior.
  - Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you.
  - For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with 
  - `add_system(my_system.in_set(CoreSet::PostUpdate)`
- When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages
- Run criteria have been renamed to run conditions. These can now be combined with each other and with states.
- Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow.
- For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label.
- Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default.
- Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually.
- Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`.
- the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior.
- the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity
- `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl.
- Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings.
- `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds.
- `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool.
- States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set`

## TODO

- [x] remove dead methods on App and World
- [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule`
- [x] avoid adding the default system set at inappropriate times
- [x] remove any accidental cycles in the default plugins schedule
- [x] migrate benchmarks
- [x] expose explicit labels for the built-in command flush points
- [x] migrate engine code
- [x] remove all mentions of stages from the docs
- [x] verify docs for States
- [x] fix uses of exclusive systems that use .end / .at_start / .before_commands
- [x] migrate RenderStage and AssetStage
- [x] migrate examples
- [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub)
- [x] ensure that on_enter schedules are run at least once before the main app
- [x] re-enable opt-in to execution order ambiguities
- [x] revert change to `update_bounds` to ensure it runs in `PostUpdate`
- [x] test all examples
  - [x] unbreak directional lights
  - [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples)
  - [x] game menu example shows loading screen and menu simultaneously
  - [x] display settings menu is a blank screen
  - [x] `without_winit` example panics
- [x] ensure all tests pass
  - [x] SubApp doc test fails
  - [x] runs_spawn_local tasks fails
  - [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120)

## Points of Difficulty and Controversy

**Reviewers, please give feedback on these and look closely**

1.  Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup.
2. The outer schedule controls which schedule is run when `App::update` is called.
3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes.
4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset.
5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order
6. Implemetnation strategy for fixed timesteps
7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks.
8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements.

## Future Work (ideally before 0.10)

- Rename schedule_v3 module to schedule or scheduling
- Add a derive macro to states, and likely a `EnumIter` trait of some form
- Figure out what exactly to do with the "systems added should basically work by default" problem
- Improve ergonomics for working with fixed timesteps and states
- Polish FixedTime API to match Time
- Rebase and merge #7415
- Resolve all internal ambiguities (blocked on better tools, especially #7442)
- Add "base sets" to replace the removed default sets.
2023-02-06 02:04:50 +00:00