# Objective
`bevy_input_focus` needs some love before we ship it to users. There's a
few missing helper methods, the docs could be improved, and `AutoFocus`
should be more generally available.
## Solution
The changes here are broken down by commit, and should generally be
uncontroversial. The ones to focus on during review are:
- Make navigate take a & InputFocus argument: this makes the intended
pattern clearer to users
- Remove TabGroup requirement from `AutoFocus`: I want auto-focusing
even with gamepad-style focus navigation!
- Handle case where tab group is None more gracefully: I think we can
try harder to provide something usable, and shouldn't just fail to
navigate
## Testing
The `tab_navigation` example continues to work.
# Objective
#16132 introduced entity cloning functionality, and while it works and
is useful, it can be made faster. This is the promised follow-up to
improve performance.
## Solution
**PREFACE**: This is my first time writing `unsafe` in rust and I have
only vague idea about what I'm doing. I would encourage reviewers to
scrutinize `unsafe` parts in particular.
The solution is to clone component data to an intermediate buffer and
use `EntityWorldMut::insert_by_ids` to insert components without
additional archetype moves.
To facilitate this, `EntityCloner::clone_entity` now reads all
components of the source entity and provides clone handlers with the
ability to read component data straight from component storage using
`read_source_component` and write to an intermediate buffer using
`write_target_component`. `ComponentId` is used to check that requested
type corresponds to the type available on source entity.
Reflect-based handler is a little trickier to pull of: we only have
`&dyn Reflect` and no direct access to the underlying data.
`ReflectFromPtr` can be used to get `&dyn Reflect` from concrete
component data, but to write it we need to create a clone of the
underlying data using `Reflect`. For this reason only components that
have `ReflectDefault` or `ReflectFromReflect` or `ReflectFromWorld` can
be cloned, all other components will be skipped. The good news is that
this is actually only a temporary limitation: once #13432 lands we will
be able to clone component without requiring one of these `type data`s.
This PR also introduces `entity_cloning` benchmark to better compare
changes between the PR and main, you can see the results in the
**showcase** section.
## Testing
- All previous tests passing
- Added test for fast reflect clone path (temporary, will be removed
after reflection-based cloning lands)
- Ran miri
## Showcase
Here's a table demonstrating the improvement:
| **benchmark** | **main, avg** | **PR, avg** | **change, avg** |
| ----------------------- | ------------- | ----------- |
--------------- |
| many components reflect | 18.505 µs | 2.1351 µs | -89.095% |
| hierarchy wide reflect* | 22.778 ms | 4.1875 ms | -81.616% |
| hierarchy tall reflect* | 107.24 µs | 26.322 µs | -77.141% |
| hierarchy many reflect | 78.533 ms | 9.7415 ms | -87.596% |
| many components clone | 1.3633 µs | 758.17 ns | -45.937% |
| hierarchy wide clone* | 2.7716 ms | 3.3411 ms | +20.546% |
| hierarchy tall clone* | 17.646 µs | 20.190 µs | +17.379% |
| hierarchy many clone | 5.8779 ms | 4.2650 ms | -27.439% |
*: these benchmarks have entities with only 1 component
## Considerations
Once #10154 is resolved a large part of the functionality in this PR
will probably become obsolete. It might still be a little bit faster
than using command batching, but the complexity might not be worth it.
## Migration Guide
- `&EntityCloner` in component clone handlers is changed to `&mut
ComponentCloneCtx` to better separate data.
- Changed `EntityCloneHandler` from enum to struct and added convenience
functions to add default clone and reflect handler more easily.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
# Objective
Simplify the code by using `macro_rules` instead of a proc macro where
possible.
## Solution
Replace `impl_param_set` proc macro with a `macro_rules` macro.
# Objective
The new `bevy_input_focus` crates has a tool to bubble input events up
the entity hierarchy, ending with the window, based on the currently
focused entity. Right now though, this only works for keyboard events!
Both `bevy_ui` buttons and `bevy_egui` should hook into this system
(primarily for contextual hotkeys), and we would like to drive
`leafwing_input_manager` via these events, to help resolve longstanding
pain around "absorbing" / "consuming" inputs based on focus. In order to
make that work properly though, we need gamepad support!
## Solution
The logic backing this has been changed to be generic for any cloneable
event types, and the machinery to make use of this externally has been
made `pub`.
Within the engine itself, I've added support for gamepad button and
scroll events, but nothing else. Mouse button / touch bubbling is
handled via bevy_picking, and mouse / gamepad motion doesn't really make
sense to bubble.
## Testing
The `tab_navigation` example continues to work, and CI is green.
## Future Work
I would like to add more complex UI examples to stress test this, but
not here please.
We should take advantage of the bubbled mouse scrolling when defining
scrolled widgets.
# Objective
In current Bevy, it is very inconvenient to mutably retrieve a
user-provided list of entities more than one element at a time.
If the list contains any duplicate entities, we risk mutable aliasing.
Users of `Query::iter_many_mut` do not have access to `Iterator` trait,
and thus miss out on common functionality, for instance collecting their
`QueryManyIter`.
We can circumvent this issue with validation, however that entails
checking every entity against all others for inequality, or utilizing an
`EntityHashSet`. Even if an entity list remains unchanged, this
validation is/would have to be redone every time we wish to fetch with
the list.
This presents a lot of wasted work, as we often trivially know an entity
list to be unique f.e.: `QueryIter` will fetch every `Entity` once and
only once.
As more things become entities – assets, components, queries – this
issue will become more pronounced.
`get_many`/`many`/`iter_many`/`par_iter_many`-like functionality is all
affected.
## Solution
The solution this PR proposes is to introduce functionality built around
a new trait: `EntitySet`.
The goal is to preserve the property of "uniqueness" in a list wherever
possible, and then rely on it as a bound within new `*_many_unique`
methods to avoid the need for validation.
This is achieved using `Iterator`:
`EntitySet` is blanket implemented for any `T` that implements
`IntoIterator<IntoIter: EntitySetIterator>`.
`EntitySetIterator` is the unsafe trait that actually guarantees an
iterator to be "unique" via its safety contract.
We define an "Iterator over unique entities" as: "No two entities
returned by the iterator may compare equal."
For iterators that cannot return more than 1 element, this is trivially
true.
Whether an iterator can satisfy this is up to the `EntitySetIterator`
implementor to ensure, hence the unsafe.
However, this is not yet a complete solution. Looking at the signature
of `iter_many`, we find that `IntoIterator::Item` is not `Entity`, but
is instead bounded by the `Borrow<Entity>` trait. That is because
iteration without consuming the collection will often yield us
references, not owned items.
`Borrow<Entity>` presents an issue: The `Borrow` docs state that `x = y`
should equal `x.borrow() = y.borrow()`, but unsafe cannot rely on this
for soundness. We run into similar problems with other trait
implementations of any `Borrow<Entity>` type: `PartialEq`, `Eq`,
`PartialOrd`, `Ord`, `Hash`, `Clone`, `Borrow`, and `BorrowMut`.
This PR solves this with the unsafe `TrustedEntityBorrow` trait:
Any implementor promises that the behavior of the aforementioned traits
matches that of the underlying entity.
While `Borrow<Entity>` was the inspiration, we use our own counterpart
trait `EntityBorrow` as the supertrait to `TrustedEntityBorrow`, so we
can circumvent the limitations of the existing `Borrow<T>` blanket
impls.
All together, these traits allow us to implement `*_many_unique`
functionality with a lone `EntitySet` bound.
`EntitySetIterator` is implemented for all the std iterators and
iterator adapters that guarantee or preserve uniqueness, so we can
filter, skip, take, step, reverse, ... our unique entity iterators
without worry!
Sadly, current `HashSet` iterators do not carry the necessary type
information with them to determine whether the source `HashSet` produces
logic errors; A malicious `Hasher` could compromise a `HashSet`.
`HashSet` iteration is generally discouraged in the first place, so we
also exclude the set operation iterators, even though they do carry the
`Hasher` type parameter.
`BTreeSet` implements `EntitySet` without any problems.
If an iterator type cannot guarantee uniqueness at compile time, then a
user can still attach `EntitySetIterator` to an individual instance of
that type via `UniqueEntityIter::from_iterator_unchecked`.
With this, custom types can use `UniqueEntityIter<I>` as their
`IntoIterator::IntoIter` type, if necessary.
This PR is focused on the base concept, and expansions on it are left
for follow-up PRs. See "Potential Future Work" below.
## Testing
Doctests on `iter_many_unique`/`iter_many_unique_mut` + 2 tests in
entity_set.rs.
## Showcase
```rust
// Before:
fn system(player_list: Res<SomeUniquePlayerList>, players: Query<&mut Player>) {
let value = 0;
while let Some(player) = players.iter_many_mut(player_list).fetch_next() {
value += mem::take(player.value_mut())
}
}
// After:
fn system(player_list: Res<SomeUniquePlayerList>, players: Query<&mut Player>) {
let value = players
.iter_many_unique_mut(player_list)
.map(|player| mem::take(player.value_mut()))
.sum();
}
```
## Changelog
- added `EntityBorrow`, `TrustedEntityBorrow`, `EntitySet` and
`EntitySetIterator` traits
- added `iter_many_unique`, `iter_many_unique_mut`,
`iter_many_unique_unsafe` methods on `Query`
- added `iter_many_unique`, `iter_many_unique_mut`,
`iter_many_unique_manual` and `iter_many_unique_unchecked_manual`
methods on `QueryState`
- added corresponding `QueryManyUniqueIter`
- added `UniqueEntityIter`
## Migration Guide
Any custom type used as a `Borrow<Entity>` entity list item for an
`iter_many` method now has to implement `EntityBorrow` instead. Any type
that implements `Borrow<Entity>` can trivially implement `EntityBorrow`.
## Potential Future Work
- `ToEntitySet` trait for converting any entity iterator into an
`EntitySetIterator`
- `EntityIndexSet/Map` to tie in hashing with `EntitySet`
- add `EntityIndexSetSlice/MapSlice`
- requires: `EntityIndexSet/Map`
- Implementing `par_iter_many_unique_mut` for parallel mutable iteration
- requires: `par_iter_many`
- allow collecting into `UniqueEntityVec` to store entity sets
- add `UniqueEntitySlice`s
- Doesn't require, but should be done after: `UniqueEntityVec`
- add `UniqueEntityArray`s
- Doesn't require, but should be done after: `UniqueEntitySlice`
- `get_many_unique`/`many_unique` methods
- requires: `UniqueEntityArray`
- `World::entity_unique` to match `World::entity` methods
- Doesn't require, but makes sense after:
`get_many_unique`/`many_unique`
- implement `TrustedEntityBorrow` for the `EntityRef` family
- Doesn't require, but makes sense after: `UniqueEntityVec`
# Objective
I am suspicious of the command / world helpers for input focus, since
they just provide a trivial helper for setting a resource value.
## Solution
Document that there's nothing magic about them. These can live another
day, but I would also remove them completely if y'all convince me it's
the right choice.
# Objective
Bevy now has first-class input focus handling! We should use this for
accessibility purpose via accesskit too.
## Solution
- Removed bevy_a11y::Focus.
- Replaced all usages of Focus with InputFocus
- Changed the dependency tree so bevy_a11y relies on bevy_input_focus
- Moved initialization of the focus (starts with the primary window)
from bevy_window to bevy_input_focus to avoid circular dependencies (and
it's cleaner)
## Testing
TODO
## Migration Guide
`bevy_a11y::Focus` has been replaced with `bevy_input_focus::Focus`.
# Objective
Allow handling of dead keys on some keyboard layouts.
In some cases, dead keys were impossible to get using the
`KeyboardInput` event. This information is already present in the
underlying winit `KeyEvent`, but it wasn't exposed.
## Solution
Expose the `text` field from winit's `KeyEvent` in `KeyboardInput`.
This logic is inspired egui's implementation here:
adfc0bebfc/crates/egui-winit/src/lib.rs (L790-L807)
## Testing
This is a new field, so it shouldn't break any existing functionality. I
tested that this change works by running the modified `text_input`
example on different keyboard layouts.
## Example
Using a Portuguese/ABNT2 keyboard layout on windows and pressing
<kbd>\~</kbd> followed by
<kbd>a</kbd>/<kbd>Space</kbd>/<kbd>d</kbd>/<kbd>\~</kbd> now generates
the following events:
```
KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: None, repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: KeyA, logical_key: Character("ã"), state: Pressed, text: Some("ã"), repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: None, repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: Space, logical_key: Space, state: Pressed, text: Some("~"), repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: None, repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: KeyD, logical_key: Character("d"), state: Pressed, text: Some("~d"), repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: None, repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: Some("~~"), repeat: false, window: 0v1#4294967296 }
```
The logic for getting an input is pretty simple: check if `text` is
`Some`. If it is, this is actual input text, otherwise it isn't.
There's a small caveat: certain keys generate control characters in the
input text, which needs to be filtered out:
```
KeyboardInput { key_code: Escape, logical_key: Escape, state: Pressed, text: Some("\u{1b}"), repeat: false, window: 0v1#4294967296 }
```
I've updated the text_input example to include egui's solution to this,
which works well.
## Migration Guide
The `KeyboardInput` event now has a new `text` field.
# Objective
- Contributes to #15460
## Solution
- Added the following features:
- `std` (default)
- `async_executor` (default)
- `edge_executor`
- `critical-section`
- `portable-atomic`
- Gated `tracing` in `bevy_utils` to allow compilation on certain
platforms
- Switched from `tracing` to `log` for simple message logging within
`bevy_ecs`. Note that `tracing` supports capturing from `log` so this
should be an uncontroversial change.
- Fixed imports and added feature gates as required
- Made `bevy_tasks` optional within `bevy_ecs`. Turns out it's only
needed for parallel operations which are already gated behind
`multi_threaded` anyway.
## Testing
- Added to `compile-check-no-std` CI command
- `cargo check -p bevy_ecs --no-default-features --features
edge_executor,critical-section,portable-atomic --target
thumbv6m-none-eabi`
- `cargo check -p bevy_ecs --no-default-features --features
edge_executor,critical-section`
- `cargo check -p bevy_ecs --no-default-features`
## Draft Release Notes
Bevy's core ECS now supports `no_std` platforms.
In prior versions of Bevy, it was not possible to work with embedded or
niche platforms due to our reliance on the standard library, `std`. This
has blocked a number of novel use-cases for Bevy, such as an embedded
database for IoT devices, or for creating games on retro consoles.
With this release, `bevy_ecs` no longer requires `std`. To use Bevy on a
`no_std` platform, you must disable default features and enable the new
`edge_executor` and `critical-section` features. You may also need to
enable `portable-atomic` and `critical-section` if your platform does
not natively support all atomic types and operations used by Bevy.
```toml
[dependencies]
bevy_ecs = { version = "0.16", default-features = false, features = [
# Required for platforms with incomplete atomics (e.g., Raspberry Pi Pico)
"portable-atomic",
"critical-section",
# Optional
"bevy_reflect",
"serialize",
"bevy_debug_stepping",
"edge_executor"
] }
```
Currently, this has been tested on bare-metal x86 and the Raspberry Pi
Pico. If you have trouble using `bevy_ecs` on a particular platform,
please reach out either through a GitHub issue or in the `no_std`
working group on the Bevy Discord server.
Keep an eye out for future `no_std` updates as we continue to improve
the parity between `std` and `no_std`. We look forward to seeing what
kinds of applications are now possible with Bevy!
## Notes
- Creating PR in draft to ensure CI is passing before requesting
reviews.
- This implementation has no support for multithreading in `no_std`,
especially due to `NonSend` being unsound if allowed in multithreading.
The reason is we cannot check the `ThreadId` in `no_std`, so we have no
mechanism to at-runtime determine if access is sound.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Vic <59878206+Victoronz@users.noreply.github.com>
# Objective
I have something of a niche use case. I have a camera rendering pixel
art with a scale factor set, and another camera that renders to an
off-screen texture which is supposed to match the main camera exactly.
However, when computing camera target info, Bevy [hardcodes a scale
factor of
1.0](116c2b02fe/crates/bevy_render/src/camera/camera.rs (L828))
for image targets which means that my main camera and my image target
camera get different `OrthographicProjections` calculated.
## Solution
This PR adds an `ImageRenderTarget` struct which allows scale factors to
be specified.
## Testing
I tested the affected examples on macOS and they still work. This is an
additive change and should not break any existing code, apart from what
is trivially fixable by following compiler error messages.
---
## Migration Guide
`RenderTarget::Image` now takes an `ImageRenderTarget` instead of a
`Handle<Image>`. You can call `handle.into()` to construct an
`ImageRenderTarget` using the same settings as before.
# Objective
When preparing `GpuImage`s, we currently discard the
`depth_or_array_layers` of the `Image`'s size by converting it into a
`UVec2`.
Fixes#16715.
## Solution
Change `GpuImage::size` to `Extent3d`, and just pass that through when
creating `GpuImage`s.
Also copy the `aspect_ratio`, and `size` (now `size_2d` for
disambiguation from the field) functions from `Image` to `GpuImage` for
ease of use with 2D textures.
I originally copied all size-related functions (like `width`, and
`height`), but i think they are unnecessary considering how visible the
`size` field on `GpuImage` is compared to `Image`.
## Testing
Tested via `cargo r -p ci` for everything except docs, when generating
docs it keeps spitting out a ton of
```
error[E0554]: `#![feature]` may not be used on the stable release channel
--> crates/bevy_dylib/src/lib.rs:1:21
|
1 | #![cfg_attr(docsrs, feature(doc_auto_cfg))]
|
```
Not sure why this is happening, but it also happens without my changes,
so it's almost certainly some strange issue specific to my machine.
## Migration Guide
- `GpuImage::size` is now an `Extent3d`. To easily get 2D size, use
`size_2d()`.
# Objective
Example error message beforehand:
```
error[B0001]: Query<&mut Data, ()> in system bevytest::main::{{closure}} accesses component(s)Data in a way that conflicts with a previous…
```
# Objective
Implement a new `AssetChanged` query filter that allows users to query
for entities whose related assets may have changed.
- Closes https://github.com/bevyengine/bevy/issues/5069
- Unblocks #16420. Currently, `cold-specialization`, a key rendering
optimization for unlocking ancillary benefits of the retained render
world, is blocked on being unable detect all scenarios in which an
entity's mesh/material changes using events and observers. An
`AssetChanged` filter will drastically simplify our implementation and
be more robust to future changes.
Originally implemented by @nicopap in #5080.
## Solution
- Adds a new `AssetChanged` query filter that initializes a
`AssetChanges<A>` resource that tracks changed assets and ticks in
`asset_events`.
- ~Reverts #13343 and changes the api of `get_state` to accept `impl
Into<UnsafeWorldCell<'w>>` to allow accessing the `AssetChanges<A>`
resource.~
- Adds a `AsAssetId` trait used for newtype handle wrappers (e.g.
`Mesh3d`) that allows associating a component with the underlying
`Asset` it represents.
## Testing
- Tests are added for `AssetChanged`.
- TBD on performance. We are going to add this `Mesh3d` and
`MeshMaterial3d` (etc) in the renderer. Long term wins in render
performance this unblocks should swamp tracking overhead for any
realistic workload.
## Migration Guide
- The `asset_events` system is no longer public. Users should order
their systems relative to the `AssetEvents` system set.
---------
Co-authored-by: Nicola Papale <nico@nicopap.ch>
Co-authored-by: Patrick Walton <pcwalton@mimiga.net>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
# Objective
- Cleanup deprecated code
## Solution
- Removed `#[deprecated]` items which were marked as such in 0.15 or
prior versions.
## Migration Guide
- The following deprecated items were removed: `Events::get_reader`,
`Events::get_reader_current`, `ManualEventReader`,
`Condition::and_then`, `Condition::or_else`, `World::,many_entities`,
`World::many_entities_mut`, `World::get_many_entities`,
`World::get_many_entities_dynamic`, `World::get_many_entities_mut`,
`World::get_many_entities_dynamic_mut`,
`World::get_many_entities_from_set_mut`
# Objective
Expand `track_change_detection` feature to also track entity spawns and
despawns. Use this to create better error messages.
# Solution
Adds `Entities::entity_get_spawned_or_despawned_by` as well as `{all
entity reference types}::spawned_by`.
This also removes the deprecated `get_many_entities_mut` & co (and
therefore can't land in 0.15) because we don't yet have no Polonius.
## Testing
Added a test that checks that the locations get updated and these
updates are ordered correctly vs hooks & observers.
---
## Showcase
Access location:
```rust
let mut world = World::new();
let entity = world.spawn_empty().id();
println!("spawned by: {}", world.entity(entity).spawned_by());
```
```
spawned by: src/main.rs:5:24
```
Error message (with `track_change_detection`):
```rust
world.despawn(entity);
world.entity(entity);
```
```
thread 'main' panicked at src/main.rs:11:11:
Entity 0v1#4294967296 was despawned by src/main.rs:10:11
```
and without:
```
thread 'main' panicked at src/main.rs:11:11:
Entity 0v1#4294967296 does not exist (enable `track_change_detection` feature for more details)
```
Similar error messages now also exists for `Query::get`,
`World::entity_mut`, `EntityCommands` creation and everything that
causes `B0003`, e.g.
```
error[B0003]: Could not insert a bundle (of type `MaterialMeshBundle<StandardMaterial>`) for entity Entity { index: 7, generation: 1 }, which was despawned by src/main.rs:10:11. See: https://bevyengine.org/learn/errors/#b0003
```
---------
Co-authored-by: kurk070ff <108901106+kurk070ff@users.noreply.github.com>
Co-authored-by: Freya Pines <freya@MacBookAir.lan>
Co-authored-by: Freya Pines <freya@Freyas-MacBook-Air.local>
Co-authored-by: Matty Weatherley <weatherleymatthew@gmail.com>
The only thing that was preventing `extract_meshes_for_gpu_building` and
`extract_mesh_materials` from running in parallel was the
`ResMut<RenderMeshMaterialIds>`. This lookup can be safely moved to the
`collect_meshes_for_gpu_building` phase, which runs after the extraction
phase.
This results in a small win on `many_cubes`. `extract_mesh_materials` is
currently nonretained, so it's still slow, but running it in parallel is
an easy win.
Before:

After:

Currently, `check_visibility` is parameterized over a query filter that
specifies the type of potentially-visible object. This has the
unfortunate side effect that we need a separate system,
`mark_view_visibility_as_changed_if_necessary`, to trigger view
visibility change detection. That system is quite slow because it must
iterate sequentially over all entities in the scene.
This PR moves the query filter from `check_visibility` to a new
component, `VisibilityClass`. `VisibilityClass` stores a list of type
IDs, each corresponding to one of the query filters we used to use.
Because `check_visibility` is no longer specialized to the query filter
at the type level, Bevy now only needs to invoke it once, leading to
better performance as `check_visibility` can do change detection on the
fly rather than delegating it to a separate system.
This commit also has ergonomic improvements, as there's no need for
applications that want to add their own custom renderable components to
add specializations of the `check_visibility` system to the schedule.
Instead, they only need to ensure that the `ViewVisibility` component is
properly kept up to date. The recommended way to do this, and the way
that's demonstrated in the `custom_phase_item` and
`specialized_mesh_pipeline` examples, is to make `ViewVisibility` a
required component and to add the type ID to it in a component add hook.
This patch does this for `Mesh3d`, `Mesh2d`, `Sprite`, `Light`, and
`Node`, which means that most app code doesn't need to change at all.
Note that, although this patch has a large impact on the performance of
visibility determination, it doesn't actually improve the end-to-end
frame time of `many_cubes`. That's because the render world was already
effectively hiding the latency from
`mark_view_visibility_as_changed_if_necessary`. This patch is, however,
necessary for *further* improvements to `many_cubes` performance.
`many_cubes` trace before:

`many_cubes` trace after:

## Migration Guide
* `check_visibility` no longer takes a `QueryFilter`, and there's no
need to add it manually to your app schedule anymore for custom
rendering items. Instead, entities with custom renderable components
should add the appropriate type IDs to `VisibilityClass`. See
`custom_phase_item` for an example.
# Objective
When calling any of the `sort` methods on a `QueryManyIter` with mutable
data, `collect_inner()` must be called before fetching items. Remove the
need for that call.
## Solution
Have the `sort` methods `collect()` the entity list into a `Vec` before
returning.
# Objective
Allow resources to be accessed soundly by `QueryData` and `QueryFilter`
implementations.
This mostly works today, and is used in `bevy-trait-query` and will be
used by #16810. The problem is that the access is not made visible to
the executor, so it would be possible for a system with resource access
in a query to run concurrently with a system that accesses the resource
with `ResMut`, resulting in Undefined Behavior.
## Solution
Define calling `add_resource_read` or `add_resource_write` in
`WorldQuery::update_component_access` to be a supported way to declare
resource access in a query.
Modify `QueryState::new_with_access` to check for resource access and
report it in `archetype_component_acccess`.
Modify `FilteredAccess::is_compatible` to consider resource access
conflicting even on queries with disjoint filters.
# Objective
- Enable modifying node size after layout.
- Gain access to a node's content_size. `UiSurface` is a private type so
content size can't be looked up.
## Solution
- Make `ComputedNode` fields public.
- Add `content_size` to `ComputedNode`.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
This PR continues the work of `bevy_input_focus` by adding a pluggable
tab navigation framework.
As part of this work, `FocusKeyboardEvent` now propagates to the window
after exhausting all ancestors.
## Testing
Unit tests and manual tests.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
This PR adds support for *mixed lighting* to Bevy, whereby some parts of
the scene are lightmapped, while others take part in real-time lighting.
(Here *real-time lighting* means lighting at runtime via the PBR shader,
as opposed to precomputed light using lightmaps.) It does so by adding a
new field, `affects_lightmapped_meshes` to `IrradianceVolume` and
`AmbientLight`, and a corresponding field
`affects_lightmapped_mesh_diffuse` to `DirectionalLight`, `PointLight`,
`SpotLight`, and `EnvironmentMapLight`. By default, this value is set to
true; when set to false, the light contributes nothing to the diffuse
irradiance component to meshes with lightmaps.
Note that specular light is unaffected. This is because the correct way
to bake specular lighting is *directional lightmaps*, which we have no
support for yet.
There are two general ways I expect this field to be used:
1. When diffuse indirect light is baked into lightmaps, irradiance
volumes and reflection probes shouldn't contribute any diffuse light to
the static geometry that has a lightmap. That's because the baking tool
should have already accounted for it, and in a higher-quality fashion,
as lightmaps typically offer a higher effective texture resolution than
the light probe does.
2. When direct diffuse light is baked into a lightmap, punctual lights
shouldn't contribute any diffuse light to static geometry with a
lightmap, to avoid double-counting. It may seem odd to bake *direct*
light into a lightmap, as opposed to indirect light. But there is a use
case: in a scene with many lights, avoiding light leaks requires shadow
mapping, which quickly becomes prohibitive when many lights are
involved. Baking lightmaps allows light leaks to be eliminated on static
geometry.
A new example, `mixed_lighting`, has been added. It demonstrates a sofa
(model from the [glTF Sample Assets]) that has been lightmapped offline
using [Bakery]. It has four modes:
1. In *baked* mode, all objects are locked in place, and all the diffuse
direct and indirect light has been calculated ahead of time. Note that
the bottom of the sphere has a red tint from the sofa, illustrating that
the baking tool captured indirect light for it.
2. In *mixed direct* mode, lightmaps capturing diffuse direct and
indirect light have been pre-calculated for the static objects, but the
dynamic sphere has real-time lighting. Note that, because the diffuse
lighting has been entirely pre-calculated for the scenery, the dynamic
sphere casts no shadow. In a real app, you would typically use real-time
lighting for the most important light so that dynamic objects can shadow
the scenery and relegate baked lighting to the less important lights for
which shadows aren't as important. Also note that there is no red tint
on the sphere, because there is no global illumination applied to it. In
an actual game, you could fix this problem by supplementing the
lightmapped objects with an irradiance volume.
3. In *mixed indirect* mode, all direct light is calculated in
real-time, and the static objects have pre-calculated indirect lighting.
This corresponds to the mode that most applications are expected to use.
Because direct light on the scenery is computed dynamically, shadows are
fully supported. As in mixed direct mode, there is no global
illumination on the sphere; in a real application, irradiance volumes
could be used to supplement the lightmaps.
4. In *real-time* mode, no lightmaps are used at all, and all punctual
lights are rendered in real-time. No global illumination exists.
In the example, you can click around to move the sphere, unless you're
in baked mode, in which case the sphere must be locked in place to be
lit correctly.
## Showcase
Baked mode:

Mixed direct mode:

Mixed indirect mode (default):

Real-time mode:

## Migration guide
* The `AmbientLight` resource, the `IrradianceVolume` component, and the
`EnvironmentMapLight` component now have `affects_lightmapped_meshes`
fields. If you don't need to use that field (for example, if you aren't
using lightmaps), you can safely set the field to true.
* `DirectionalLight`, `PointLight`, and `SpotLight` now have
`affects_lightmapped_mesh_diffuse` fields. If you don't need to use that
field (for example, if you aren't using lightmaps), you can safely set
the field to true.
[glTF Sample Assets]:
https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main
[Bakery]:
https://geom.io/bakery/wiki/index.php?title=Bakery_-_GPU_Lightmapper
# Objective
- Wgpu barrier tracking is expensive. Making buffers read-only makes
ideally lets wgpu skip worrying about barriers, although in wgpu 23 it
apparently won't yet.
## Solution
- Remove COPY_DST usage from AsBindGroup uniform buffers to allow future
wgpu versions to make this cheaper.
- AsBindGroup never updates buffers, so there's no need for COPY_DST. We
always recreate all buffers and the bind group every time data changes,
which yeah is also expensive.
## Testing
- Ran the animated materials example with/without bindless enabled. No
crashes.
This commit allows Bevy to bind 16 lightmaps at a time, if the current
platform supports bindless textures. Naturally, if bindless textures
aren't supported, Bevy falls back to binding only a single lightmap at a
time. As lightmaps are usually heavily atlased, I doubt many scenes will
use more than 16 lightmap textures.
This has little performance impact now, but it's desirable for us to
reap the benefits of multidraw and bindless textures on scenes that use
lightmaps. Otherwise, we might have to break batches in order to switch
those lightmaps.
Additionally, this PR slightly reduces the cost of binning because it
makes the lightmap index in `Opaque3dBinKey` 32 bits instead of an
`AssetId`.
## Migration Guide
* The `Opaque3dBinKey::lightmap_image` field is now
`Opaque3dBinKey::lightmap_slab`, which is a lightweight identifier for
an entire binding array of lightmaps.
# Objective
Scroll position uses physical coordinates. This means scrolling may go
faster or slower depending on the scroll factor. Also the scrolled
position will change when the scale factor changes.
## Solution
In `ui_layout_system` convert `max_possible_offset` to logical
coordinates before clamping the scroll position. Then convert the
clamped scroll position to physical coordinates before propagating it to
the node's children.
## Testing
Look at the `scroll` example. On main if you change your display's scale
factor the items displayed by the scrolling lists will change because
`ScrollPosition`'s displacement values don't respect scale factor. With
this PR the displacement will be scaled too, and the won't move.
# Objective
`PartialReflect::serializable` is unused in the codebase and should be
removed.
I believe it originally was used to handle serializing certain types but
that's no longer the case.
## Solution
Remove `PartialReflect::serializable`.
## Testing
You can check locally using:
```
cargo check -p bevy_reflect --all-features
```
---
## Migration Guide
`PartialReflect::serializable` has been removed. If you were using this
to pass on serialization information, use `ReflectSerialize` instead or
create custom type data to generate the `Serializable`.
# Objective
We were waiting for 1.83 to address most of these, due to a bug with
`missing_docs` and `expect`. Relates to, but does not entirely complete,
#15059.
## Solution
- Upgrade to 1.83
- Switch `allow(missing_docs)` to `expect(missing_docs)`
- Remove a few now-unused `allow`s along the way, or convert to `expect`
## Objective
Thanks to @eugineerd's work on entity cloning (#16132), we now have a
robust way to copy components between entities. We can extend this to
implement some useful functionality that would have been more
complicated before.
Closes#15350.
## Solution
`EntityCloneBuilder` now automatically includes required components
alongside any component added/removed from the component filter.
Added the following methods to `EntityCloneBuilder`:
- `move_components`
- `without_required_components`
Added the following methods to `EntityWorldMut` and `EntityCommands`:
- `clone_with`
- `clone_components`
- `move_components`
Also added `clone_and_spawn` and `clone_and_spawn_with` to
`EntityWorldMut` (`EntityCommands` already had them).
## Showcase
```
assert_eq!(world.entity(entity_a).get::<B>(), Some(&B));
assert_eq!(world.entity(entity_b).get::<B>(), None);
world.entity_mut(entity_a).clone_components::<B>(entity_b);
assert_eq!(world.entity(entity_a).get::<B>(), Some(&B));
assert_eq!(world.entity(entity_b).get::<B>(), Some(&B));
assert_eq!(world.entity(entity_a).get::<C>(), Some(&C(5)));
assert_eq!(world.entity(entity_b).get::<C>(), None);
world.entity_mut(entity_a).move_components::<C>(entity_b);
assert_eq!(world.entity(entity_a).get::<C>(), None);
assert_eq!(world.entity(entity_b).get::<C>(), Some(&C(5)));
```
# Objective
- Prework for reviving #9582.
## Solution
- Move the two types to volume.rs and made it compile.
- Also `#[reflect(Debug)]` on `Volume` while I'm here.
## Testing
- Ran example locally.
- Rely on CI.
# Objective
- #16813 added the ability to mute sinks and added a new method
`toggle_mute()`.
- Leaving `toggle()` as is creates inconsistency and a bit of confusion
about what is being toggled.
## Solution
- Rename `toggle()` to `toggle_playback()`.
- The choice to use the `_playback` suffix was easy because the method
comment was already telling us what is being toggled: `Toggles playback
of the sink.`
- [Raised in Discord] and got the OK from Alice.
[Raised in Discord]:
https://discord.com/channels/691052431525675048/749430447326625812/1318000355824504905
## Testing
- I ran the example and also updated the instruction text to make it
clear `Space` is toggling the playback not just pausing.
- I added a unit test for `toggle_playback()` because why not.
---
## Showcase
Example instructions:
<img width="292" alt="image"
src="https://github.com/user-attachments/assets/585c36c6-c4d7-428b-acbe-a92f3a37b460"
/>
## Migration Guide
- `AudioSinkPlayback`'s `toggle` method has been renamed to
`toggle_playback`. This was done to create consistency with the
`toggle_mute` method added in
https://github.com/bevyengine/bevy/pull/16813. Change instances of
`toggle` to `toggle_playback`. E.g.:
Before:
```rust
fn pause(keyboard_input: Res<ButtonInput<KeyCode>>, sink: Single<&AudioSink>) {
if keyboard_input.just_pressed(KeyCode::Space) {
sink.toggle();
}
}
```
After:
```rust
fn pause(keyboard_input: Res<ButtonInput<KeyCode>>, sink: Single<&AudioSink>) {
if keyboard_input.just_pressed(KeyCode::Space) {
sink.toggle_playback();
}
}
```
# Objective
Fixes#16659
## Solution
- I just added all the `#[reflect(Component)]` attributes where
necessary.
## Testing
I wrote a small program that scans the bevy code for all structs and
enums that derive `Component` and `Reflect`, but don't have the
attribute `#[reflect(Component)]`.
I don't know if this testing program should be part of the testing suite
of bevy. It takes a bit of time to scan the whole codebase. In any case,
I've published it [here](https://github.com/anlumo/bevy-reflect-check).
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Allow users to mute audio.
```rust
fn mute(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut sink: Single<&mut AudioSink, With<MyMusic>>,
) {
if keyboard_input.just_pressed(KeyCode::KeyM) {
sink.toggle_mute();
}
}
```
- I want to be able to press, say, `M` and mute all my audio. I want
this for dev, but I'm sure it's a useful player setting as well.
- Muting is different to pausing—I don't want to pause my sounds, I want
them to keep playing but with no volume. For example if I have
background music playing which is made up of 5 tracks, I want to be able
to temporarily mute my background music, and if I unmute at, say, track
4, I want to play track 4 rather than have had everything paused and
still be on the first track.
- I want to be able to continue to control the volume of my audio even
when muted. Like in the example, if I have muted my audio but I use the
volume up/down controls, I want Bevy to remember those volume changes so
that when I unmute, the volume corresponds to that.
## Solution
- Add methods to audio to allow muting, unmuting and toggling muting.
- To preserve the user's intended volume, each sink needs to keep track
of a "managed volume".
- I checked `rodio` and I don't see any built in support for doing this,
so I added it to `bevy_audio`.
- I'm interested to hear if this is a good idea or a bad idea. To me,
this API looks nice and looks usable, but I'm aware it involves some
changes to the existing API and now also requires mutable access in some
places compared to before.
- I'm also aware of work on *Better Audio*, but I'm hoping that if this
change isn't too wild it might be a useful addition considering we don't
really know when we'll eventually get better audio.
## Testing
- Update and run the example: `cargo run --example audio_control`
- Run the example: `cargo run --example soundtrack`
- Update and run the example: `cargo run --example spatial_audio_3d`
- Add unit tests.
---
## Showcase
See 2 changed examples that show how you can mute an audio sink and a
spatial audio sink.
## Migration Guide
- The `AudioSinkPlayback` trait now has 4 new methods to allow you to
mute audio sinks: `is_muted`, `mute`, `unmute` and `toggle_mute`. You
can use these methods on `bevy_audio`'s `AudioSink` and
`SpatialAudioSink` components to manage the sink's mute state.
- `AudioSinkPlayback`'s `set_volume` method now takes a mutable
reference instead of an immutable one. Update your code which calls
`set_volume` on `AudioSink` and `SpatialAudioSink` components to take a
mutable reference. E.g.:
Before:
```rust
fn increase_volume(sink: Single<&AudioSink>) {
sink.set_volume(sink.volume() + 0.1);
}
```
After:
```rust
fn increase_volume(mut sink: Single<&mut AudioSink>) {
let current_volume = sink.volume();
sink.set_volume(current_volume + 0.1);
}
```
- The `PlaybackSettings` component now has a `muted` field which you can
use to spawn your audio in a muted state. `PlaybackSettings` also now
has a helper method `muted` which you can use when building the
component. E.g.:
```rust
commands.spawn((
// ...
AudioPlayer::new(asset_server.load("sounds/Windless Slopes.ogg")),
PlaybackSettings::LOOP.with_spatial(true).muted(),
));
```
---------
Co-authored-by: Nathan Graule <solarliner@gmail.com>
I forgot to set `BINDLESS_SLOT_COUNT` in `ExtendedMaterial`'s
implementation of `AsBindGroup`, so it didn't actually become bindless.
In fact, it would usually crash with a shader/bind group layout
mismatch, because some parts of Bevy's renderer thought that the
resulting material was bindless while other parts didn't. This commit
corrects the situation.
I had to make `BINDLESS_SLOT_COUNT` a function instead of a constant
because the `ExtendedMaterial` version needs some logic. Unfortunately,
trait methods can't be `const fn`s, so it has to be a runtime function.
# Objective
Destructuring in const code blocks isn't allowed, thus using UIRect in
const code can be a hassle as it initialisation function aren't const.
This Pr makes them const.
## Solution
Removed all destructuring in the UIRect implementation
## Testing
- I've ran a few ui examples to check if i didn't make a mistake,
---
# Objective
- Minor consistency improvement in proc macro code.
- Remove `get_path_direct` since it was only used once anyways and
doesn't add much.
## Solution
- Possibly a minor performance improvement since the `Cargo.toml` wont
be parsed as often.
## Testing
- I don't think it breaks anything.
- This is my first time working on bevy itself. Is there a script to do
a quick verify of my pr?
## Other PR
Similar to #7536 but has no extra dependencies.
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
# Objective
- Writing an API, and I want to allow users to pass in extra data
alongside the API provided input, and tuples are the most natural
extension in this case.
- Bring `SystemInput` up to par with `SystemParam` for tuple support.
## Solution
- Added impls for tuples up to 8 elements. If you need a 9-arity tuple
or more, write your own `SystemInput` type (it's incredibly simple to
do).
## Testing
- Added a test demonstrating this.
---
## Showcase
Tuples of arbitrary`SystemInput`s are now supported:
```rust
fn by_value((In(a), In(b)): (In<usize>, In<usize>)) -> usize {
a + b
}
fn by_mut((InMut(a), In(b)): (InMut<usize>, In<usize>)) {
*a += b;
}
let mut world = World::new();
let mut by_value = IntoSystem::into_system(by_value);
let mut by_mut = IntoSystem::into_system(by_mut);
by_value.initialize(&mut world);
by_mut.initialize(&mut world);
assert_eq!(by_value.run((12, 24), &mut world), 36);
let mut a = 10;
let b = 5;
by_mut.run((&mut a, b), &mut world);
assert_eq!(*a, 15);
```
# Objective
- Allow skiping components that don't have ComponentId yet instead of
failing `bevy/query` request.
## Solution
- Describe the solution used to achieve the objective above.
## Testing
My naive approach boils down to:
- bevy/list to get list of all components.
- bevy/query with empty components and has fields and a option that
contains result of the bevy/list.
Before that change I end up with bunch of `Component xxx isn't used in
the world` because some of the components wasn't spawned at any moment
yet in the game. Now it should work.
## Migration Guide
- `BrpQueryParams` now has `strict` boolean field. It serfs as a flag to
fail when encountering an invalid component rather than skipping it.
Defaults to false.
# Objective
Fixes#15485.
## Solution
Deletes the field! The `meta` field had no way to access or mutate it.
## Testing
- It builds!
---
## Migration Guide
- `ErasedAssetLoader` now takes a borrow to `AssetMetaDyn` instead of a
`Box`.
- `LoadedAsset::new_with_dependencies` no longer requires a `meta`
argument.
- `LoadContext::finish` no longer requires a `meta` argument.
# Objective
- `PointerInteraction` components should be updated before sending
picking events. Otherwise they will be stale when event observers run.
- Allow inserting logic before picking events but after
`PointerInteraction` components have been updated.
## Solution
- Reorder systems in `PickSet::Focus`.
This patch replaces the undocumented `NoGpuCulling` component with a new
component, `NoIndirectDrawing`, effectively turning indirect drawing on
by default. Indirect mode is needed for the recently-landed multidraw
feature (#16427). Since multidraw is such a win for performance, when
that feature is supported the small performance tax that indirect mode
incurs is virtually always worth paying.
To ensure that custom drawing code such as that in the
`custom_shader_instancing` example continues to function, this commit
additionally makes GPU culling take the `NoFrustumCulling` component
into account.
This PR is an alternative to #16670 that doesn't break the
`custom_shader_instancing` example. **PR #16755 should land first in
order to avoid breaking deferred rendering, as multidraw currently
breaks it**.
## Migration Guide
* Indirect drawing (GPU culling) is now enabled by default, so the
`GpuCulling` component is no longer available. To disable indirect mode,
which may be useful with custom render nodes, add the new
`NoIndirectDrawing` component to your camera.
## Objective
Some structs and methods in the ECS internals have names that don't
describe their purpose very well, and sometimes don't have docs either.
Also, the function `remove_bundle_from_archetype` is a counterpart to
`BundleInfo::add_bundle_to_archetype`, but isn't a method and is in a
different file.
## Solution
- Renamed the following structs and added docs:
| Before | After |
|----------------------|------------------------------|
| `AddBundle` | `ArchetypeAfterBundleInsert` |
| `InsertBundleResult` | `ArchetypeMoveType` |
- Renamed the following methods:
| Before | After |
|---------------------------------------|----------------------------------------------|
| `Edges::get_add_bundle` | `Edges::get_archetype_after_bundle_insert` |
| `Edges::insert_add_bundle` |
`Edges::cache_archetype_after_bundle_insert` |
| `Edges::get_remove_bundle` |
`Edges::get_archetype_after_bundle_remove` |
| `Edges::insert_remove_bundle` |
`Edges::cache_archetype_after_bundle_remove` |
| `Edges::get_take_bundle` | `Edges::get_archetype_after_bundle_take` |
| `Edges::insert_take_bundle` |
`Edges::cache_archetype_after_bundle_take` |
- Moved `remove_bundle_from_archetype` from `world/entity_ref.rs` to
`BundleInfo`. I left the function in entity_ref in the first commit for
comparison, look there for the diff of comments and whatnot.
- Tidied up docs:
- General grammar and spacing.
- Made the usage of "insert" and "add" more consistent.
- Removed references to information that isn't there.
- Renamed `BundleInfo::add_bundle_to_archetype` to
`BundleInfo::insert_bundle_into_archetype` for consistency.
# Objective
I was curious to use the newly created `bevy_input_focus`, but I found
some issues with it
- It was only implementing traits for `World`.
- Lack of tests
- `is_focus_within` logic was incorrect.
## Solution
This PR includes some improvements to the `bevy_input_focus` crate:
- Add new `IsFocusedHelper` that doesn't require access to `&World`. It
implements `IsFocused`
- Remove `IsFocused` impl for `DeferredWorld`. Since it already
implements `Deref<Target=World>` it was just duplication of code.
- impl `SetInputFocus` for `Commands`. There was no way to use
`SetFocusCommand` directly. This allows it.
- The `is_focus_within` logic has been fixed to check descendants.
Previously it was checking if any of the ancestors had focus which is
not correct according to the documentation.
- Added a bunch of unit tests to verify the logic of the crate.
## Testing
- Did you test these changes? If so, how? Yes, running newly added unit
tests.
---
# Objective
Fixes#16776
## Solution
- reflect `&'static Location` as an opaque type
- I've added this to `impls/std.rs` because other core types are there
too. Maybe they should be split out into a `core.rs` in another PR.
- add source location to `EventId` (behind the
`tracking_change_detection` feature flag)
## Testing
---
## Showcase
```rust
fn apply_damage_to_health(
mut dmg_events: EventReader<DealDamage>,
) {
for (event, event_id) in dmg_events.read_with_id() {
info!(
"Applying {} damage, triggered by {}",
event.amount, event_id.caller
);
…
```
```
2024-12-12T01:21:50.126827Z INFO event: Applying 9 damage, triggered by examples/ecs/event.rs:47:16
```
## Migration Guide
- If you manually construct a `SendEvent`, use `SendEvent::new()`
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fixes#16771
## Solution
Fixed typo in code.
## Testing
- Did you test these changes? If so, how?
I tested on my own example, that I included in the issue. It was
behaving as I expected.
Here is the screenshot after fix, the screenshot before the fix can be
found in the issue.

# Objective
The doc comments and function namings for `BorderRect` feel imprecise to
me. Particularly the `square` function which is used to define a uniform
`BorderRect` with equal widths on each edge. But this is potentially
confusing since this "square" border could be around an oblong shape.
Using "padding" to refer to the border extents seems undesirable too
since "padding" is typically used to refer to the area between border
and content, not the border itself.
## Solution
* Rename `square` to `all` (this matches the name of the similar method
on `UiRect`).
* Rename `rectangle` to `axes` (this matches the name of the similar
method on `UiRect`).
* Update doc comments.
## Migration Guide
The `square` and `rectangle` functions belonging to `BorderRect` have
been renamed to `all` and `axes`.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
This commit resolves most of the failures seen in #16670. It contains
two major fixes:
1. The prepass shaders weren't updated for bindless mode, so they were
accessing `material` as a single element instead of as an array. I added
the needed `BINDLESS` check.
2. If the mesh didn't support batch set keys (i.e. `get_batch_set_key()`
returns `None`), and multidraw was enabled, the batching logic would try
to multidraw all the meshes in a bin together instead of disabling
multidraw. This is because we checked whether the `Option<BatchSetKey>`
for the previous batch was equal to the `Option<BatchSetKey>` for the
next batch to determine whether objects could be multidrawn together,
which would return true if batch set keys were absent, causing an entire
bin to be multidrawn together. This patch fixes the logic so that
multidraw is only enabled if the batch set keys match *and are `Some`*.
Additionally, this commit adds batch key support for bins that use
`Opaque3dNoLightmapBinKey`, which in practice means prepasses.
Consequently, this patch enables multidraw for the prepass when GPU
culling is enabled.
When testing this patch, try adding `GpuCulling` to the camera in the
`deferred_rendering` and `ssr` examples. You can see that these examples
break without this patch and work properly with it.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fixes#12359
## Solution
Implement alternative number 4.
https://github.com/bevyengine/bevy/issues/12359#issuecomment-2536422301
> I don't think that I agree with the premise of this issue anymore. I
am not sure that entities "magically" despawning themselves or
components removing themselves make for great defaults in an "ECS-based
API". This behavior is likely to be just as surprising to people.
>
> I think that the lack of sink re-usability should be treated as a bug
and possibly the documentation improved to reflect the current
limitations if it doesn't seem like a fix is forthcoming.
> -- me
# Objective
Partially fixes#16736.
## Solution
`AnimatedField::new_unchecked` now supports tuple struct fields.
`animated_field!` is unchanged.
## Testing
Added a test to make sure common and simple uses of
`AnimatedField::new_unchecked` with tuple structs don't panic.
---------
Co-authored-by: yonzebu <yonzebu@gmail.com>
# Objective
Fixes#16645
## Solution
Keep track of components in callstack when registering required
components.
## Testing
Added a test checking that the error fires.
---
## Showcase
```rust
#[derive(Component, Default)]
#[require(B)]
struct A;
#[derive(Component, Default)]
#[require(A)]
struct B;
World::new().spawn(A);
```
```
thread 'main' panicked at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/component.rs:415:13:
Recursive required components detected: A → B → A
```
---------
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
# Objective
- Register `BoxShadow` type for reflection
## Testing
- Tested that box shadow example compiles and runs
## Additional
- It would be nice to have this in 0.15.1
# Objective
Fixes https://github.com/bevyengine/bevy/issues/16661
## Solution
- Update the doc links to point to the proper objects
## Testing
- Built crate docs and made sure the links worked locally
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fixes https://github.com/bevyengine/bevy/issues/16752
## Solution
Renamed the 3 remaining instances of `enqueue_command` to
`queue_command`
## Testing
- Built locally
## Migration Guide
All instances of the `enqueue_command` method have been renamed to
`queue_command`.
# Objective
Draw the UI debug overlay using the UI renderer.
Significantly simpler and easier to use than
`bevy_dev_tools::ui_debug_overlay` which uses `bevy_gizmos`.
* Supports multiple windows and UI rendered to texture.
* Draws rounded debug rects for rounded UI nodes.
Fixes#16666
## Solution
Removed the `ui_debug_overlay` module from `bevy_dev_tools`.
Added a `bevy_ui_debug` feature gate.
Draw the UI debug overlay using the UI renderer.
Adds a new module `bevy_ui::render::debug_overlay`.
The debug overlay extraction function queries for the existing UI layout
and then adds a border around each UI node with `u32::MAX / 2` added to
each stack index so it's drawn on top.
There is a `UiDebugOptions` resource that can be used to enable or
disable the debug overlay and set the line width.
## Testing
The `testbed_ui` example has been changed to use the new debug overlay:
```
cargo run --example testbed_ui --features bevy_ui_debug
```
Press Space to toggle the debug overlay on and off.
---
## Showcase
<img width="961" alt="testbed-ui-new-debug"
src="https://github.com/user-attachments/assets/e9523d18-39ae-46a8-adbe-7d3f3ab8e951">
## Migration Guide
The `ui_debug_overlay` module has been removed from `bevy_dev_tools`.
There is a new debug overlay implemented using the `bevy_ui` renderer.
To use it, enable the `bevy_ui_debug` feature and set the `enable` field
of the `UiDebugOptions` resource to `true`.
# Objective
- For curves that also include derivatives, make accessing derivative
information via the `Curve` API ergonomic: that is, provide access to a
curve that also samples derivative information.
- Implement this functionality for cubic spline curves provided by
`bevy_math`.
Ultimately, this is to serve the purpose of doing more geometric
operations on curves, like reparametrization by arclength and the
construction of moving frames.
## Solution
This has several parts, some of which may seem redundant. However, care
has been put into this to satisfy the following constraints:
- Accessing a `Curve` that samples derivative information should be not
just possible but easy and non-error-prone. For example, given a
differentiable `Curve<Vec2>`, one should be able to access something
like a `Curve<(Vec2, Vec2)>` ergonomically, and not just sample the
derivatives piecemeal from point to point.
- Derivative access should not step on the toes of ordinary curve usage.
In particular, in the above scenario, we want to avoid simply making the
same curve both a `Curve<Vec2>` and a `Curve<(Vec2, Vec2)>` because this
requires manual disambiguation when the API is used.
- Derivative access must work gracefully in both owned and borrowed
contexts.
### `HasTangent`
We introduce a trait `HasTangent` that provides an associated `Tangent`
type for types that have tangent spaces:
```rust
pub trait HasTangent {
/// The tangent type.
type Tangent: VectorSpace;
}
```
(Mathematically speaking, it would be more precise to say that these are
types that represent spaces which are canonically
[parallelized](https://en.wikipedia.org/wiki/Parallelizable_manifold). )
The idea here is that a point moving through a `HasTangent` type may
have a derivative valued in the associated `Tangent` type at each time
in its journey. We reify this with a `WithDerivative<T>` type that uses
`HasTangent` to include derivative information:
```rust
pub struct WithDerivative<T>
where
T: HasTangent,
{
/// The underlying value.
pub value: T,
/// The derivative at `value`.
pub derivative: T::Tangent,
}
```
And we can play the same game with second derivatives as well, since
every `VectorSpace` type is `HasTangent` where `Tangent` is itself (we
may want to be more restrictive with this in practice, but this holds
mathematically).
```rust
pub struct WithTwoDerivatives<T>
where
T: HasTangent,
{
/// The underlying value.
pub value: T,
/// The derivative at `value`.
pub derivative: T::Tangent,
/// The second derivative at `value`.
pub second_derivative: <T::Tangent as HasTangent>::Tangent,
}
```
In this PR, `HasTangent` is only implemented for `VectorSpace` types,
but it would be valuable to have this implementation for types like
`Rot2` and `Quat` as well. We could also do it for the isometry types
and, potentially, transforms as well. (This is in decreasing order of
value in my opinion.)
### `CurveWithDerivative`
This is a trait for a `Curve<T>` which allows the construction of a
`Curve<WithDerivative<T>>` when derivative information is known
intrinsically. It looks like this:
```rust
/// Trait for curves that have a well-defined notion of derivative, allowing for
/// derivatives to be extracted along with values.
pub trait CurveWithDerivative<T>
where
T: HasTangent,
{
/// This curve, but with its first derivative included in sampling.
fn with_derivative(self) -> impl Curve<WithDerivative<T>>;
}
```
The idea here is to provide patterns like this:
```rust
let value_and_derivative = my_curve.with_derivative().sample_clamped(t);
```
One of the main points here is that `Curve<WithDerivative<T>>` is useful
as an output because it can be used durably. For example, in a dynamic
context, something that needs curves with derivatives can store
something like a `Box<dyn Curve<WithDerivative<T>>>`. Note that
`CurveWithDerivative` is not dyn-compatible.
### `SampleDerivative`
Many curves "know" how to sample their derivatives instrinsically, but
implementing `CurveWithDerivative` as given would be onerous or require
an annoying amount of boilerplate. There are also hurdles to overcome
that involve references to curves: for the `Curve` API, the expectation
is that curve transformations like `with_derivative` take things by
value, with the contract that they can still be used by reference
through deref-magic by including `by_ref` in a method chain.
These problems are solved simultaneously by a trait `SampleDerivative`
which, when implemented, automatically derives `CurveWithDerivative` for
a type and all types that dereference to it. It just looks like this:
```rust
pub trait SampleDerivative<T>: Curve<T>
where
T: HasTangent,
{
fn sample_with_derivative_unchecked(&self, t: f32) -> WithDerivative<T>;
// ... other sampling variants as default methods
}
```
The point is that the output of `with_derivative` is a
`Curve<WithDerivative<T>>` that uses the `SampleDerivative`
implementation. On a `SampleDerivative` type, you can also just call
`my_curve.sample_with_derivative(t)` instead of something like
`my_curve.by_ref().with_derivative().sample(t)`, which is more verbose
and less accessible.
In practice, `CurveWithDerivative<T>` is actually a "sealed" extension
trait of `SampleDerivative<T>`.
## Adaptors
`SampleDerivative` has automatic implementations on all curve adaptors
except for `FunctionCurve`, `MapCurve`, and `ReparamCurve` (because we
do not have a notion of differentiable Rust functions).
For example, `CurveReparamCurve` (the reparametrization of a curve by
another curve) can compute derivatives using the chain rule in the case
both its constituents have them.
## Testing
Tests for derivatives on the curve adaptors are included.
---
## Showcase
This development allows derivative information to be included with and
extracted from curves using the `Curve` API.
```rust
let points = [
vec2(-1.0, -20.0),
vec2(3.0, 2.0),
vec2(5.0, 3.0),
vec2(9.0, 8.0),
];
// A cubic spline curve that goes through `points`.
let curve = CubicCardinalSpline::new(0.3, points).to_curve().unwrap();
// Calling `with_derivative` causes derivative output to be included in the output of the curve API.
let curve_with_derivative = curve.with_derivative();
// A `Curve<f32>` that outputs the speed of the original.
let speed_curve = curve_with_derivative.map(|x| x.derivative.norm());
```
---
## Questions
- ~~Maybe we should seal `WithDerivative` or make it require
`SampleDerivative` (i.e. make it unimplementable except through
`SampleDerivative`).~~ I decided this is a good idea.
- ~~Unclear whether `VectorSpace: HasTangent` blanket implementation is
really appropriate. For colors, for example, I'm not sure that the
derivative values can really be interpreted as a color. In any case, it
should still remain the case that `VectorSpace` types are `HasTangent`
and that `HasTangent::Tangent: HasTangent`.~~ I think this is fine.
- Infinity bikeshed on names of traits and things.
## Future
- Faster implementations of `SampleDerivative` for cubic spline curves.
- Improve ergonomics for accessing only derivatives (and other kinds of
transformations on derivative curves).
- Implement `HasTangent` for:
- `Rot2`/`Quat`
- `Isometry` types
- `Transform`, maybe
- Implement derivatives for easing curves.
- Marker traits for continuous/differentiable curves. (It's actually
unclear to me how much value this has in practice, but we have discussed
it in the past.)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Updating dependencies; adopted version of #15696. (Supercedes #15696.)
Long answer: hashbrown is no longer using ahash by default, meaning that
we can't use the default-hasher methods with ahasher. So, we have to use
the longer-winded versions instead. This takes the opportunity to also
switch our default hasher as well, but without actually enabling the
default-hasher feature for hashbrown, meaning that we'll be able to
change our hasher more easily at the cost of all of these method calls
being obnoxious forever.
One large change from 0.15 is that `insert_unique_unchecked` is now
`unsafe`, and for cases where unsafe code was denied at the crate level,
I replaced it with `insert`.
## Migration Guide
`bevy_utils` has updated its version of `hashbrown` to 0.15 and now
defaults to `foldhash` instead of `ahash`. This means that if you've
hard-coded your hasher to `bevy_utils::AHasher` or separately used the
`ahash` crate in your code, you may need to switch to `foldhash` to
ensure that everything works like it does in Bevy.
# Objective
- Fixes#16497
- This is my first PR, so I'm still learning to contribute to the
project
## Solution
- Added struct `UnregisterSystemCached` and function
`unregister_system_cached`
- renamed `World::run_system_with_input` to `run_system_with`
- reordered input parameters for `World::run_system_once_with`
## Testing
- Added a crude test which registers a system via
`World::register_system_cached`, and removes it via
`Command::unregister_system_cached`.
## Migration Guide
- Change all occurrences of `World::run_system_with_input` to
`World::run_system_with`.
- swap the order of input parameters for `World::run_system_once_with`
such that the system comes before the input.
---------
Co-authored-by: Paul Mattern <mail@paulmattern.dev>
This commit makes skinned meshes batchable on platforms other than WebGL
2. On supported platforms, it replaces the two uniform buffers used for
joint matrices with a pair of storage buffers containing all matrices
for all skinned meshes packed together. The indices into the buffer are
stored in the mesh uniform and mesh input uniform. The GPU mesh
preprocessing step copies the indices in if that step is enabled.
On the `many_foxes` demo, I observed a frame time decrease from 15.470ms
to 11.935ms. This is the result of reducing the `submit_graph_commands`
time from an average of 5.45ms to 0.489ms, an 11x speedup in that
portion of rendering.

This is what the profile looks like for `many_foxes` after these
changes.

---------
Co-authored-by: François Mockers <mockersf@gmail.com>
This commit makes `StandardMaterial` use bindless textures, as
implemented in PR #16368. Non-bindless mode, as used for example in
Metal and WebGL 2, remains fully supported via a plethora of `#ifdef
BINDLESS` preprocessor definitions.
Unfortunately, this PR introduces quite a bit of unsightliness into the
PBR shaders. This is a result of the fact that WGSL supports neither
passing binding arrays to functions nor passing individual *elements* of
binding arrays to functions, except directly to texture sample
functions. Thus we're unable to use the `sample_texture` abstraction
that helped abstract over the meshlet and non-meshlet paths. I don't
think there's anything we can do to help this other than to suggest
improvements to upstream Naga.
This patch makes shadows use multidraw when the camera they'll be drawn
to has the `GpuCulling` component. This results in a significant
reduction in drawcalls; Bistro Exterior drops to 3 drawcalls for each
shadow cascade.
Note that PR #16670 will remove the `GpuCulling` component, making
shadows automatically use multidraw. Beware of that when testing this
patch; before #16670 lands, you'll need to manually add `GpuCulling` to
your camera in order to see any performance benefits.
CI was failing because `bevy_math` no longer compiled with `libcore`.
This was due to PR #15981. This commit fixes the issue by moving the
applicable functionality behind `#[cfg(feature = "alloc")]`.
PR #15756 made us create temporary render entities for all visible
objects, even if they had no render world counterpart. This regressed
our `many_cubes` time from about 3.59 ms/frame to 4.66 ms/frame.
This commit changes that behavior to use `Entity::PLACEHOLDER` instead
of creating a temporary render entity. This improves our `many_cubes`
time from 5.66 ms/frame to 3.96 ms/frame, a 43% speedup.
I tested 3D, 2D gizmos, and UI and they seem to work.
See the following graph of `many_cubes` frame time (lower is better). PR
#15756 is the one in October.

# Objective
The `RayCastSettings` type is only used in the context of ray casts with
the `MeshRayCast` system parameter. The current name is somewhat
inconsistent with other existing types, like `MeshRayCast` and
`MeshPickingSettings`, but more importantly, it easily conflicts with
physics, and forces those crates to opt for some other name like
`RayCastConfig` or `RayCastOptions`.
We should rename `RayCastSettings` to `MeshRayCastSettings` to avoid
naming conflicts and improve consistency.
## Solution
Rename `RayCastSettings` to `MeshRayCastSettings`.
---
## Migration Guide
`RayCastSettings` has been renamed to `MeshRayCastSettings` to avoid
naming conflicts with other ray casting backends and types.
## Objective
Follow-up to #16672.
`EntityCommands::clone` looks the same as the `Clone` trait, which could
be confusing. A discord discussion has made me realize that's probably a
bigger problem than I thought. Oops :P
## Solution
Renamed `EntityCommands::clone` to `EntityCommands::clone_and_spawn`,
renamed `EntityCommands::clone_with` to
`EntityCommands::clone_and_spawn_with`. Also added some docs explaining
the commands' relation to `Clone` (components need to implement it (or
`Reflect`)).
## Showcase
```
// Create a new entity and keep its EntityCommands
let mut entity = commands.spawn((ComponentA(10), ComponentB(20)));
// Create a clone of the first entity
let mut entity_clone = entity.clone_and_spawn();
```
## The Bikeshed
- `clone_and_spawn` (Alice's suggestion)
- `spawn_clone` (benfrankel's suggestion)
- `spawn_cloned` (rparrett's suggestion)
# Objective
The documentation for `Query::transmute_lens` lists some allowed
transmutes, but the list is incomplete.
## Solution
Document the underlying rules for what transmutes are allowed.
Add a longer list of examples. Write them as doc tests to ensure that
those examples are actually allowed.
I'm assuming that anything that can be done today is intended to be
supported! If any of these examples are things we plan to prohibit in
the future then we can add some warnings to that effect.
# Objective
The parameter names for `bevy::math::ops::atan2` are labelled such that
`x` is the first argument and `y` is the second argument, but it passes
those arguments directly to
[`f32::atan2`](https://doc.rust-lang.org/stable/std/primitive.f32.html#method.atan2),
whose parameters are expected to be `(y, x)`. This PR changes the
parameter names in the bevy documentation to use the correct order for
the operation being performed. You can verify this by doing:
```rust
fn main() {
let x = 3.0;
let y = 4.0;
let angle = bevy::math::ops::atan2(x, y);
// standard polar coordinates formula
dbg!(5.0 * angle.cos(), 5.0 * angle.sin());
}
```
This will print `(4.0, 3.0)`, which has flipped `x` and `y`. The problem
is that the `atan2` function to calculate the angle was really expecting
`(y, x)`, not `(x, y)`.
## Solution
I flipped the parameter names for `bevy::math::ops::atan2` and updated
the documentation. I also removed references to `self` and `other` from
the documentation which seemed to be copied from the `f32::atan2`
documentation.
## Testing
Not really needed, you can compare the `f32::atan2` docs to the
`bevy::math::ops::atan2` docs to see the problem is obvious. If a test
is required I could add a short one.
## Migration Guide
I'm not sure if this counts as a breaking change, since the
implementation clearly meant to use `f32::atan2` directly, so it was
really just the parameter names that were wrong.
This fixes a minor copy-paste mistake in the `FontAtlasSet::is_empty`
method's documentation.
# Objective
- Correct the documentation for that method.
## Solution
- Remove the copy + paste'd docs from `FontAtlasSet::is_empty` and add
something similar to
`alloc::collections::btree_set::BTreeSet::is_empty`.
## Testing
- No testable changes were made. However, the two tests in the
`bevy_text` module still pass.
A small documentation improvement. The description was copied from
insert_children. I changed the documentation to be singular instead of
plural when referring to the child in add_child.
# Objective
- The description was copied from insert_children and still refers to
the child being added as plural children
## Solution
- Description now has child in singular form.
## Testing
- N/A
---------
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
# Objective
Fixes#16192
## Solution
I renamed the Pointer<Down/Up> to <Pressed/Released> and then I resolved
all the errors.
Renamed variables like "is_down" to "is_pressed" to maintain
consistency.
Modified the docs in places where 'down/up' were used to maintain
consistency.
## Testing
I haven't tested this in any way beside the checks from rust analyzer
and the examples in the examples/ directory.
---
## Migration Guide
### `bevy_picking/src/pointer.rs`:
#### `enum PressDirection`:
- `PressDirection::Down` changes to `PressDirection::Pressed`.
- `PressDirection::Up` changes to `PressDirection::Released`.
These changes are also relevant when working with `enum PointerAction`
### `bevy_picking/src/events.rs`:
Clicking and pressing Events in events.rs categories change from [Down],
[Up], [Click] to [Pressed], [Released], [Click].
- `struct Down` changes to `struct Pressed` - fires when a pointer
button is pressed over the 'target' entity.
- `struct Up` changes to `struct Released` - fires when a pointer button
is released over the 'target' entity.
- `struct Click` now fires when a pointer sends a Pressed event followed
by a Released event on the same 'target'.
- `struct DragStart` now fires when the 'target' entity receives a
pointer Pressed event followed by a pointer Move event.
- `struct DragEnd` now fires when the 'target' entity is being dragged
and receives a pointer Released event.
- `PickingEventWriters<'w>::down_events: EventWriter<'w, Pointer<Down>>`
changes to `PickingEventWriters<'w>::pressed_events: EventWriter<'w,
Pointer<Pressed>>`.
- `PickingEventWriters<'w>::up_events changes to
PickingEventWriters<'w>::released_events`.
---------
Co-authored-by: Harun Ibram <harun.ibram@outlook.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- This PR adds the ability to determine whether a `Polygon<N>` or
`BoxedPolygon` is simple (aka. not self-intersecting) by calling
`my_polygon.is_simple()`.
- This may be useful information for users to determine whether their
polygons are 'valid' and will be useful when adding meshing for
polygons.
- As such this is a step towards fixing #15255
## Solution
- Implemented the Shamos-Hoey algorithm in its own module `polygon`.
## Testing
- Tests are included, and can be verified visually.
---
## Performance
- The Shamos-Hoey algorithm runs in O(n * log n)
- In reality, the results look more linear to me.
- Determining simplicity for a simple polygon (the worst case) with less
than 100 vertices takes less than 0.2ms.

# Objective
Currently function reflection requires users to manually monomorphize
their generic functions. For example:
```rust
fn add<T: Add<Output=T>>(a: T, b: T) -> T {
a + b
}
// We have to specify the type of `T`:
let reflect_add = add::<i32>.into_function();
```
This PR doesn't aim to solve that problem—this is just a limitation in
Rust. However, it also means that reflected functions can only ever work
for a single monomorphization. If we wanted to support other types for
`T`, we'd have to create a separate function for each one:
```rust
let reflect_add_i32 = add::<i32>.into_function();
let reflect_add_u32 = add::<u32>.into_function();
let reflect_add_f32 = add::<f32>.into_function();
// ...
```
So in addition to requiring manual monomorphization, we also lose the
benefit of having a single function handle multiple argument types.
If a user wanted to create a small modding script that utilized function
reflection, they'd have to either:
- Store all sets of supported monomorphizations and require users to
call the correct one
- Write out some logic to find the correct function based on the given
arguments
While the first option would work, it wouldn't be very ergonomic. The
second option is better, but it adds additional complexity to the user's
logic—complexity that `bevy_reflect` could instead take on.
## Solution
Introduce [function
overloading](https://en.wikipedia.org/wiki/Function_overloading).
A `DynamicFunction` can now be overloaded with other `DynamicFunction`s.
We can rewrite the above code like so:
```rust
let reflect_add = add::<i32>
.into_function()
.with_overload(add::<u32>)
.with_overload(add::<f32>);
```
When invoked, the `DynamicFunction` will attempt to find a matching
overload for the given set of arguments.
And while I went into this PR only looking to improve generic function
reflection, I accidentally added support for variadic functions as well
(hence why I use the broader term "overload" over "generic").
```rust
// Supports 1 to 4 arguments
let multiply_all = (|a: i32| a)
.into_function()
.with_overload(|a: i32, b: i32| a * b)
.with_overload(|a: i32, b: i32, c: i32| a * b * c)
.with_overload(|a: i32, b: i32, c: i32, d: i32| a * b * c * d);
```
This is simply an added bonus to this particular implementation. ~~Full
variadic support (i.e. allowing for an indefinite number of arguments)
will be added in a later PR.~~ I actually decided to limit the maximum
number of arguments to 63 to supplement faster lookups, a reduced memory
footprint, and faster cloning.
### Alternatives & Rationale
I explored a few options for handling generic functions. This PR is the
one I feel the most confident in, but I feel I should mention the others
and why I ultimately didn't move forward with them.
#### Adding `GenericDynamicFunction`
**TL;DR:** Adding a distinct `GenericDynamicFunction` type unnecessarily
splits and complicates the API.
<details>
<summary>Details</summary>
My initial explorations involved a dedicated `GenericDynamicFunction` to
contain and handle the mappings.
This was initially started back when `DynamicFunction` was distinct from
`DynamicClosure`. My goal was to not prevent us from being able to
somehow make `DynamicFunction` implement `Copy`. But once we reverted
back to a single `DynamicFunction`, that became a non-issue.
But that aside, the real problem was that it created a split in the API.
If I'm using a third-party library that uses function reflection, I have
to know whether to request a `DynamicFunction` or a
`GenericDynamicFunction`. I might not even know ahead of time which one
I want. It might need to be determined at runtime.
And if I'm creating a library, I might want a type to contain both
`DynamicFunction` and `GenericDynamicFunction`. This might not be
possible if, for example, I need to store the function in a `HashMap`.
The other concern is with `IntoFunction`. Right now `DynamicFunction`
trivially implements `IntoFunction` since it can just return itself. But
what should `GenericDynamicFunction` do? It could return itself wrapped
into a `DynamicFunction`, but then the API for `DynamicFunction` would
have to account for this. So then what was the point of having a
separate `GenericDynamicFunction` anyways?
And even apart from `IntoFunction`, there's nothing stopping someone
from manually creating a generic `DynamicFunction` through lying about
its `FunctionInfo` and wrapping a `GenericDynamicFunction`.
That being said, this is probably the "best" alternative if we added a
`Function` trait and stored functions as `Box<dyn Function>`.
However, I'm not convinced we gain much from this. Sure, we could keep
the API for `DynamicFunction` the same, but consumers of `Function` will
need to account for `GenericDynamicFunction` regardless (e.g. handling
multiple `FunctionInfo`, a ranged argument count, etc.). And for all
cases, except where using `DynamicFunction` directly, you end up
treating them all like `GenericDynamicFunction`.
Right now, if we did go with `GenericDynamicFunction`, the only major
benefit we'd gain would be saving 24 bytes. If memory ever does become
an issue here, we could swap over. But I think for the time being it's
better for us to pursue a clearer mental model and end-user ergonomics
through unification.
</details>
##### Using the `FunctionRegistry`
**TL;DR:** Having overloads only exist in the `FunctionRegistry`
unnecessarily splits and complicates the API.
<details>
<summary>Details</summary>
Another idea was to store the overloads in the `FunctionRegistry`. Users
would then just call functions directly through the registry (i.e.
`registry.call("my_func", my_args)`).
I didn't go with this option because of how it specifically relies on
the functions being registered. You'd not only always need access to the
registry, but you'd need to ensure that the functions you want to call
are even registered.
It also means you can't just store a generic `DynamicFunction` on a
type. Instead, you'll need to store the function's name and use that to
look up the function in the registry—even if it's only ever used by that
type.
Doing so also removes all the benefits of `DynamicFunction`, such as the
ability to pass it to functions accepting `IntoFunction`, modify it if
needed, and so on.
Like `GenericDynamicFunction` this introduces a split in the ecosystem:
you either store `DynamicFunction`, store a string to look up the
function, or force `DynamicFunction` to wrap your generic function
anyways. Or worse yet: have `DynamicFunction` wrap the lookup function
using `FunctionRegistryArc`.
</details>
#### Generic `ArgInfo`
**TL;DR:** Allowing `ArgInfo` and `ReturnInfo` to store the generic
information introduces a footgun when interpreting `FunctionInfo`.
<details>
<summary>Details</summary>
Regardless of how we represent a generic function, one thing is clear:
we need to be able to represent the information for such a function.
This PR does so by introducing a `FunctionInfoType` enum to wrap one or
more `FunctionInfo` values.
Originally, I didn't do this. I had `ArgInfo` and `ReturnInfo` allow for
generic types. This allowed us to have a single `FunctionInfo` to
represent our function, but then I realized that it actually lies about
our function.
If we have two `ArgInfo` that both allow for either `i32` or `u32`, what
does this tell us about our function? It turns out: nothing! We can't
know whether our function takes `(i32, i32)`, `(u32, u32)`, `(i32,
u32)`, or `(u32, i32)`.
It therefore makes more sense to just represent a function with multiple
`FunctionInfo` since that's really what it's made up of.
</details>
#### Flatten `FunctionInfo`
**TL;DR:** Flattening removes additional per-overload information some
users may desire and prevents us from adding more information in the
future.
<details>
<summary>Details</summary>
Why don't we just flatten multiple `FunctionInfo` into just one that can
contain multiple signatures?
This is something we could do, but I decided against it for a few
reasons:
- The only thing we'd be able to get rid of for each signature would be
the `name`. While not enough to not do it, it doesn't really suggest we
*have* to either.
- Some consumers may want access to the names of the functions that make
up the overloaded function. For example, to track a bug where an
undesirable function is being added as an overload. Or to more easily
locate the original function of an overload.
- We may eventually allow for more information to be stored on
`FunctionInfo`. For example, we may allow for documentation to be stored
like we do for `TypeInfo`. Consumers of this documentation may want
access to the documentation of each overload as they may provide
documentation specific to that overload.
</details>
## Testing
This PR adds lots of tests and benchmarks, and also adds to the example.
To run the tests:
```
cargo test --package bevy_reflect --all-features
```
To run the benchmarks:
```
cargo bench --bench reflect_function --all-features
```
To run the example:
```
cargo run --package bevy --example function_reflection --all-features
```
### Benchmarks
One of my goals with this PR was to leave the typical case of
non-overloaded functions largely unaffected by the changes introduced in
this PR. ~~And while the static size of `DynamicFunction` has increased
by 17% (from 136 to 160 bytes), the performance has generally stayed the
same~~ The static size of `DynamicFunction` has decreased from 136 to
112 bytes, while calling performance has generally stayed the same:
| | `main` | 7d293ab | 252f3897d |
|-------------------------------------|--------|---------|-----------|
| `into/function` | 37 ns | 46 ns | 142 ns |
| `with_overload/01_simple_overload` | - | 149 ns | 268 ns |
| `with_overload/01_complex_overload` | - | 332 ns | 431 ns |
| `with_overload/10_simple_overload` | - | 1266 ns | 2618 ns |
| `with_overload/10_complex_overload` | - | 2544 ns | 4170 ns |
| `call/function` | 57 ns | 58 ns | 61 ns |
| `call/01_simple_overload` | - | 255 ns | 242 ns |
| `call/01_complex_overload` | - | 595 ns | 431 ns |
| `call/10_simple_overload` | - | 740 ns | 699 ns |
| `call/10_complex_overload` | - | 1824 ns | 1618 ns |
For the overloaded function tests, the leading number indicates how many
overloads there are: `01` indicates 1 overload, `10` indicates 10
overloads. The `complex` cases have 10 unique generic types and 10
arguments, compared to the `simple` 1 generic type and 2 arguments.
I aimed to prioritize the performance of calling the functions over
creating them, hence creation speed tends to be a bit slower.
There may be other optimizations we can look into but that's probably
best saved for a future PR.
The important bit is that the standard ~~`into/function`~~ and
`call/function` benchmarks show minimal regressions. Since the latest
changes, `into/function` does have some regressions, but again the
priority was `call/function`. We can probably optimize `into/function`
if needed in the future.
---
## Showcase
Function reflection now supports [function
overloading](https://en.wikipedia.org/wiki/Function_overloading)! This
can be used to simulate generic functions:
```rust
fn add<T: Add<Output=T>>(a: T, b: T) -> T {
a + b
}
let reflect_add = add::<i32>
.into_function()
.with_overload(add::<u32>)
.with_overload(add::<f32>);
let args = ArgList::default().push_owned(25_i32).push_owned(75_i32);
let result = func.call(args).unwrap().unwrap_owned();
assert_eq!(result.try_take::<i32>().unwrap(), 100);
let args = ArgList::default().push_owned(25.0_f32).push_owned(75.0_f32);
let result = func.call(args).unwrap().unwrap_owned();
assert_eq!(result.try_take::<f32>().unwrap(), 100.0);
```
You can also simulate variadic functions:
```rust
#[derive(Reflect, PartialEq, Debug)]
struct Player {
name: Option<String>,
health: u32,
}
// Creates a `Player` with one of the following:
// - No name and 100 health
// - A name and 100 health
// - No name and custom health
// - A name and custom health
let create_player = (|| Player {
name: None,
health: 100,
})
.into_function()
.with_overload(|name: String| Player {
name: Some(name),
health: 100,
})
.with_overload(|health: u32| Player {
name: None,
health
})
.with_overload(|name: String, health: u32| Player {
name: Some(name),
health,
});
let args = ArgList::default()
.push_owned(String::from("Urist"))
.push_owned(55_u32);
let player = create_player
.call(args)
.unwrap()
.unwrap_owned()
.try_take::<Player>()
.unwrap();
assert_eq!(
player,
Player {
name: Some(String::from("Urist")),
health: 55
}
);
```
This commit removes the logic that attempted to keep the
`MeshInputUniform` buffer contiguous. Not only was it slow and complex,
but it was also incorrect, which caused #16686 and #16690. I changed the
logic to simply maintain a free list of unused slots in the buffer and
preferentially fill them when pushing new mesh input uniforms.
Closes#16686.
Closes#16690.
# Objective
- A `Trigger` has multiple associated `Entity`s - the entity observing
the event, and the entity that was targeted by the event.
- The field `entity: Entity` encodes no semantic information about what
the entity is used for, you can already tell that it's an `Entity` by
the type signature!
## Solution
- Rename `trigger.entity()` to `trigger.target()`
---
## Changelog
- `Trigger`s are associated with multiple entities. `Trigger::entity()`
has been renamed to `Trigger::target()` to reflect the semantics of the
entity being returned.
## Migration Guide
- Rename `Trigger::entity()` to `Trigger::target()`.
- Rename `ObserverTrigger::entity` to `ObserverTrigger::target`
# Objective
Fixes#16610, related to #16702
## Solution
Upgrade typos and its configuration
## Testing
- Did you test these changes? If so, how? No
- Are there any parts that need more testing? No
- How can other people (reviewers) test your changes? Is there anything
specific they need to know? No
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test? Not applicable
# Objective
Fixes#16706
## Solution
- Added new method: `try_resource_scope` which returns `None` if the
requested resource doesn't exist.
- Changed the `resource_scope` test to use `try_resource_scope` as well
to test for the `None` case.
---
## Showcase
```rust
world.try_resource_scope::<MyResource, _>(|world, mut my_resource| {
// do something with the resource if it exists
});
```
# Objective
Fixes typos in bevy project, following suggestion in
https://github.com/bevyengine/bevy-website/pull/1912#pullrequestreview-2483499337
## Solution
I used https://github.com/crate-ci/typos to find them.
I included only the ones that feel undebatable too me, but I am not in
game engine so maybe some terms are expected.
I left out the following typos:
- `reparametrize` => `reparameterize`: There are a lot of occurences, I
believe this was expected
- `semicircles` => `hemicircles`: 2 occurences, may mean something
specific in geometry
- `invertation` => `inversion`: may mean something specific
- `unparented` => `parentless`: may mean something specific
- `metalness` => `metallicity`: may mean something specific
## Testing
- Did you test these changes? If so, how? I did not test the changes,
most changes are related to raw text. I expect the others to be tested
by the CI.
- Are there any parts that need more testing? I do not think
- How can other people (reviewers) test your changes? Is there anything
specific they need to know? To me there is nothing to test
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
(kept in case I include the `reparameterize` change here)
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
## Questions
- [x] Should I include the above typos? No
(https://github.com/bevyengine/bevy/pull/16702#issuecomment-2525271152)
- [ ] Should I add `typos` to the CI? (I will check how to configure it
properly)
This project looks awesome, I really enjoy reading the progress made,
thanks to everyone involved.
This commit adds support for *multidraw*, which is a feature that allows
multiple meshes to be drawn in a single drawcall. `wgpu` currently
implements multidraw on Vulkan, so this feature is only enabled there.
Multiple meshes can be drawn at once if they're in the same vertex and
index buffers and are otherwise placed in the same bin. (Thus, for
example, at present the materials and textures must be identical, but
see #16368.) Multidraw is a significant performance improvement during
the draw phase because it reduces the number of rebindings, as well as
the number of drawcalls.
This feature is currently only enabled when GPU culling is used: i.e.
when `GpuCulling` is present on a camera. Therefore, if you run for
example `scene_viewer`, you will not see any performance improvements,
because `scene_viewer` doesn't add the `GpuCulling` component to its
camera.
Additionally, the multidraw feature is only implemented for opaque 3D
meshes and not for shadows or 2D meshes. I plan to make GPU culling the
default and to extend the feature to shadows in the future. Also, in the
future I suspect that polyfilling multidraw on APIs that don't support
it will be fruitful, as even without driver-level support use of
multidraw allows us to avoid expensive `wgpu` rebindings.
# Objective
The "mehses" typo introduced in a review comment
[here](https://github.com/bevyengine/bevy/pull/16657#discussion_r1870834999)
hurts my soul, it was merged right as I was about to comment about it :(
## Solution
Fix it :D
(also, why didn't the CI typo checker catch this?)
# Objective
- Remove `derive_more`'s error derivation and replace it with
`thiserror`
## Solution
- Added `derive_more`'s `error` feature to `deny.toml` to prevent it
sneaking back in.
- Reverted to `thiserror` error derivation
## Notes
Merge conflicts were too numerous to revert the individual changes, so
this reversion was done manually. Please scrutinise carefully during
review.
## Objective
I was resolving a conflict between #16132 and my PR #15929 and thought
the `clone_entity` commands made more sense in `EntityCommands`.
## Solution
Moved `Commands::clone_entity` to `EntityCommands::clone`, moved
`Commands::clone_entity_with` to `EntityCommands::clone_with`.
## Testing
Ran the two tests that used the old methods.
## Showcase
```
// Create a new entity and keep its EntityCommands.
let mut entity = commands.spawn((ComponentA(10), ComponentB(20)));
// Create a clone of the first entity
let mut entity_clone = entity.clone();
```
The only potential downside is that the method name is now the same as
the one from the `Clone` trait. `EntityCommands` doesn't implement
`Clone` though, so there's no actual conflict.
Maybe I'm biased because this'll work better with my PR, but I think the
UX is nicer regardless.
# Objective
Volumetric fog was broken by #13746.
Looks like this particular shader just got missed. I don't see any other
instances of `unpack_offset_and_counts` in the codebase.
```
2024-12-06T03:18:42.297494Z ERROR bevy_render::render_resource::pipeline_cache: failed to process shader:
error: no definition in scope for identifier: 'bevy_pbr::clustered_forward::unpack_offset_and_counts'
┌─ crates/bevy_pbr/src/volumetric_fog/volumetric_fog.wgsl:312:29
│
312 │ let offset_and_counts = bevy_pbr::clustered_forward::unpack_offset_and_counts(cluster_index);
│ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ unknown identifier
│
= no definition in scope for identifier: 'bevy_pbr::clustered_forward::unpack_offset_and_counts'
```
## Solution
Use `unpack_clusterable_object_index_ranges` to get the indices for
point/spot lights.
## Testing
`cargo run --example volumetric_fog`
`cargo run --example fog_volumes`
`cargo run --example scrolling_fog`
# Objective
- Contributes to #15460
## Solution
- Added the following features:
- `std` (default)
- `async_executor` (default)
- `edge_executor`
- `critical-section`
- `portable-atomic`
- Added [`edge-executor`](https://crates.io/crates/edge-executor) as a
`no_std` alternative to `async-executor`.
- Updated the `single_threaded_task_pool` to work in `no_std`
environments by gating its reliance on `thread_local`.
## Testing
- Added to `compile-check-no-std` CI command
## Notes
- In previous iterations of this PR, a custom `async-executor`
alternative was vendored in. This raised concerns around maintenance and
testing. In this iteration, an existing version of that same vendoring
is now used, but _only_ in `no_std` contexts. For existing `std`
contexts, the original `async-executor` is used.
- Due to the way statics work, certain `TaskPool` operations have added
restrictions around `Send`/`Sync` in `no_std`. This is because there
isn't a straightforward way to create a thread-local in `no_std`. If
these added constraints pose an issue we can revisit this at a later
date.
- If a user enables both the `async_executor` and `edge_executor`
features, we will default to using `async-executor`. Since enabling
`async_executor` requires `std`, we can safely assume we are in an `std`
context and use the original library.
---------
Co-authored-by: Mike <2180432+hymm@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
This adds a few minor items which were left out of the previous PR:
- Added synchronization from bevy_input_focus to bevy_a11y.
- Initialize InputFocusVisible resource.
- Make `input_focus` available from `bevy` module.
I've tested this using VoiceOver on Mac OS. It works, but it needs
considerable polish.
# Objective
- Fixes#16498
## Solution
- Trivially swaps ordering of hooks and observers for all call sites
where they are triggered for `on_replace` or `on_remove`
## Testing
- Just CI
---
## Migration Guide
The order of hooks and observers for `on_replace` and `on_remove` has
been swapped. Observers are now run before hooks. This is a more natural
ordering where the removal ordering is inverted compared to the
insertion ordering.
# Objective
Error handling in bevy is hard. See for reference
https://github.com/bevyengine/bevy/issues/11562,
https://github.com/bevyengine/bevy/issues/10874 and
https://github.com/bevyengine/bevy/issues/12660. The goal of this PR is
to make it better, by allowing users to optionally return `Result` from
systems as outlined by Cart in
<https://github.com/bevyengine/bevy/issues/14275#issuecomment-2223708314>.
## Solution
This PR introduces a new `ScheuleSystem` type to represent systems that
can be added to schedules. Instances of this type contain either an
infallible `BoxedSystem<(), ()>` or a fallible `BoxedSystem<(),
Result>`. `ScheuleSystem` implements `System<In = (), Out = Result>` and
replaces all uses of `BoxedSystem` in schedules. The async executor now
receives a result after executing a system, which for infallible systems
is always `Ok(())`. Currently it ignores this result, but more useful
error handling could also be implemented.
Aliases for `Error` and `Result` have been added to the `bevy_ecs`
prelude, as well as const `OK` which new users may find more friendly
than `Ok(())`.
## Testing
- Currently there are not actual semantics changes that really require
new tests, but I added a basic one just to make sure we don't break
stuff in the future.
- The behavior of existing systems is totally unchanged, including
logging.
- All of the existing systems tests pass, and I have not noticed
anything strange while playing with the examples
## Showcase
The following minimal example prints "hello world" once, then completes.
```rust
use bevy::prelude::*;
fn main() {
App::new().add_systems(Update, hello_world_system).run();
}
fn hello_world_system() -> Result {
println!("hello world");
Err("string")?;
println!("goodbye world");
OK
}
```
## Migration Guide
This change should be pretty much non-breaking, except for users who
have implemented their own custom executors. Those users should use
`ScheduleSystem` in place of `BoxedSystem<(), ()>` and import the
`System` trait where needed. They can choose to do whatever they wish
with the result.
## Current Work
+ [x] Fix tests & doc comments
+ [x] Write more tests
+ [x] Add examples
+ [X] Draft release notes
## Draft Release Notes
As of this release, systems can now return results.
First a bit of background: Bevy has hisotrically expected systems to
return the empty type `()`. While this makes sense in the context of the
ecs, it's at odds with how error handling is typically done in rust:
returning `Result::Error` to indicate failure, and using the
short-circuiting `?` operator to propagate that error up the call stack
to where it can be properly handled. Users of functional languages will
tell you this is called "monadic error handling".
Not being able to return `Results` from systems left bevy users with a
quandry. They could add custom error handling logic to every system, or
manually pipe every system into an error handler, or perhaps sidestep
the issue with some combination of fallible assignents, logging, macros,
and early returns. Often, users would just litter their systems with
unwraps and possible panics.
While any one of these approaches might be fine for a particular user,
each of them has their own drawbacks, and none makes good use of the
language. Serious issues could also arrise when two different crates
used by the same project made different choices about error handling.
Now, by returning results, systems can defer error handling to the
application itself. It looks like this:
```rust
// Previous, handling internally
app.add_systems(my_system)
fn my_system(window: Query<&Window>) {
let Ok(window) = query.get_single() else {
return;
};
// ... do something to the window here
}
// Previous, handling externally
app.add_systems(my_system.pipe(my_error_handler))
fn my_system(window: Query<&Window>) -> Result<(), impl Error> {
let window = query.get_single()?;
// ... do something to the window here
Ok(())
}
// Previous, panicking
app.add_systems(my_system)
fn my_system(window: Query<&Window>) {
let window = query.single();
// ... do something to the window here
}
// Now
app.add_systems(my_system)
fn my_system(window: Query<&Window>) -> Result {
let window = query.get_single()?;
// ... do something to the window here
Ok(())
}
```
There are currently some limitations. Systems must either return `()` or
`Result<(), Box<dyn Error + Send + Sync + 'static>>`, with no
in-between. Results are also ignored by default, and though implementing
a custom handler is possible, it involves writing your own custom ecs
executor (which is *not* recomended).
Systems should return errors when they cannot perform their normal
behavior. In turn, errors returned to the executor while running the
schedule will (eventually) be treated as unexpected. Users and library
authors should prefer to return errors for anything that disrupts the
normal expected behavior of a system, and should only handle expected
cases internally.
We have big plans for improving error handling further:
+ Allowing users to change the error handling logic of the default
executors.
+ Adding source tracking and optional backtraces to errors.
+ Possibly adding tracing-levels (Error/Warn/Info/Debug/Trace) to
errors.
+ Generally making the default error logging more helpful and
inteligent.
+ Adding monadic system combininators for fallible systems.
+ Possibly removing all panicking variants from our api.
---------
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
- This fixes raycast picking with lyon
- reverse winding of 2D meshes currently results in them being rendered
but not pickable as the raycast passes through the backface and would
only hit "from below"
## Solution
- Disables backface culling for Mesh2d
## Testing
- Tested picking with bevy_prototype_lyon
- Could probably use testing with Mesh3d (should not be affected) and
SimplifiedMesh (no experience with that, could have the same issue if
used for 2D?)
---------
Co-authored-by: Aevyrie <aevyrie@gmail.com>
The bindless PR (#16368) broke some examples:
* `specialized_mesh_pipeline` and `custom_shader_instancing` failed
because they expect to be able to render a mesh with no material, by
overriding enough of the render pipeline to be able to do so. This PR
fixes the issue by restoring the old behavior in which we extract meshes
even if they have no material.
* `texture_binding_array` broke because it doesn't implement
`AsBindGroup::unprepared_bind_group`. This was tricky to fix because
there's a very good reason why `texture_binding_array` doesn't implement
that method: there's no sensible way to do so with `wgpu`'s current
bindless API, due to its multiple levels of borrowed references. To fix
the example, I split `MaterialBindGroup` into
`MaterialBindlessBindGroup` and `MaterialNonBindlessBindGroup`, and
allow direct custom implementations of `AsBindGroup::as_bind_group` for
the latter type of bind groups. To opt in to the new behavior, return
the `AsBindGroupError::CreateBindGroupDirectly` error from your
`AsBindGroup::unprepared_bind_group` implementation, and Bevy will call
your custom `AsBindGroup::as_bind_group` method as before.
## Migration Guide
* Bevy will now unconditionally call
`AsBindGroup::unprepared_bind_group` for your materials, so you must no
longer panic in that function. Instead, return the new
`AsBindGroupError::CreateBindGroupDirectly` error, and Bevy will fall
back to calling `AsBindGroup::as_bind_group` as before.
# Objective
- Contributes to #15460
## Solution
- Added the following new features:
- `std` (default)
- `alloc`
- `encase` (default)
- `libm`
## Testing
- Added to `compile-check-no-std` CI command
## Notes
- `ColorCurve` requires `alloc` due to how the underlying `EvenCore`
type works.
- `Srgba::to_hex` requires `alloc` to return a `String`.
- This was otherwise a _very_ simple change
This commit moves the front end of the rendering pipeline to a retained
model when GPU preprocessing is in use (i.e. by default, except in
constrained environments). `RenderMeshInstance` and `MeshUniformData`
are stored from frame to frame and are updated only for the entities
that changed state. This was rather tricky and requires some careful
surgery to keep the data valid in the case of removals.
This patch is built on top of Bevy's change detection. Generally, this
worked, except that `ViewVisibility` isn't currently properly tracked.
Therefore, this commit adds proper change tracking for `ViewVisibility`.
Doing this required adding a new system that runs after all
`check_visibility` invocations, as no single `check_visibility`
invocation has enough global information to detect changes.
On the Bistro exterior scene, with all textures forced to opaque, this
patch improves steady-state `extract_meshes_for_gpu_building` from
93.8us to 34.5us and steady-state `collect_meshes_for_gpu_building` from
195.7us to 4.28us. Altogether this constitutes an improvement from 290us
to 38us, which is a 7.46x speedup.


This patch is only lightly tested and shouldn't land before 0.15 is
released anyway, so I'm releasing it as a draft.
# Objective
- Contributes to #15460
## Solution
- Added `std` feature (enabled by default)
## Testing
- CI
- `cargo check -p bevy_reflect --no-default-features --target
"x86_64-unknown-none"`
- UEFI demo application runs with this branch of `bevy_reflect`,
allowing `derive(Reflect)`
## Notes
- The [`spin`](https://crates.io/crates/spin) crate has been included to
provide `RwLock` and `Once` (as an alternative to `OnceLock`) when the
`std` feature is not enabled. Another alternative may be more desirable,
please provide feedback if you have a strong opinion here!
- Certain items (`Box`, `String`, `ToString`) provided by `alloc` have
been added to `__macro_exports` as a way to avoid `alloc` vs `std`
namespacing. I'm personally quite annoyed that we can't rely on `alloc`
as a crate name in `std` environments within macros. I'd love an
alternative to my approach here, but I suspect it's the least-bad
option.
- I would've liked to have an `alloc` feature (for allocation-free
`bevy_reflect`), unfortunately, `erased_serde` unconditionally requires
access to `Box`. Maybe one day we could design around this, but for now
it just means `bevy_reflect` requires `alloc`.
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
On the web, it's common to attach observers to windows. As @viridia has
discovered, this can be quite a nice paradigm in bevy as well when
applied to observers. The changes here are intended to make this
possible.
+ Adds a new default picking back-end as part to the core picking plugin
(which can be disabled) that causes pointers on windows to treat the
window entity as the final hit, behind everything else. This means
clicking empty space now dispatches normal picking events to the window,
and is especially nice for drag-and-drop functionality.
+ Adds a new traversal type, specific to picking events, that causes
them to bubble up to the window entity after they reach the root of the
hierarchy.
## Solution
The window picking back-end is extremely simple, but the bubbling
changes are much more complex, since they require doing a different
traversal depending on the picking event.
To achieve this, `Traversal` has been made generic over an associated
sized data type `D`. Observer bounds have been changed such that
`Event::Traversal<D>` is required for `Trigger<D>`. A blanket
implementation has been added for `()` and `Parent` that preserves the
existing functionality. A new `PointerTraversal` traversal has been
implemented, with a blanket implementation for `Traversal<Pointer<E>>`.
It is still possible to use `Parent` as the traversal for any event,
because of the blanket implementation. It is now possible for users to
add other custom traversals, which read event data during traversal.
## Testing
I tested these changes locally on some picking UI prototypes I have been
playing with. I also tested them on the picking examples.
---------
Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
# Objective
- Currently adding observers spawns an entity which implicitly flushes
the command queue, which can cause undefined behaviour if the
`WorldEntityMut` is used after this
- The reason `WorldEntityMut` attempted to (unsuccessfully) avoid
flushing commands until finished was that such commands may move or
despawn the entity being referenced, invalidating the cached location.
- With the introduction of hooks and observers, this isn't sensible
anymore as running the commands generated by hooks immediately is
required to maintain correct ordering of operations and to not expose
the world in an inconsistent state
- Objective is to make command flushing deterministic and fix the
related issues
- Fixes#16212
- Fixes#14621
- Fixes#16034
## Solution
- Allow `WorldEntityMut` to exist even when it refers to a despawned
entity by allowing `EntityLocation` to be marked invalid
- Add checks to all methods to panic if trying to access a despawned
entity
- Flush command queue after every operation that might trigger hooks or
observers
- Update entity location always after flushing command queue
## Testing
- Added test cases for currently broken behaviour
- Added test cases that flushes happen in all operations
- Added test cases to ensure hooks and commands are run exactly in
correct order when nested
---
Todo:
- [x] Write migration guide
- [x] Add tests that using `EntityWorldMut` on a despawned entity panics
- [x] Add tests that commands are flushed after every operation that is
supposed to flush them
- [x] Add tests that hooks, observers and their spawned commands are run
in the correct order when nested
---
## Migration Guide
Previously `EntityWorldMut` triggered command queue flushes in
unpredictable places, which could interfere with hooks and observers.
Now the command queue is flushed always immediately after any call in
`EntityWorldMut` that spawns or despawns an entity, or adds, removes or
replaces a component. This means hooks and observers will run their
commands in the correct order.
As a side effect, there is a possibility that a hook or observer could
despawn the entity that is being referred to by `EntityWorldMut`. This
could already currently happen if an observer was added while keeping an
`EntityWorldMut` referece and would cause unsound behaviour. If the
entity has been despawned, calling any methods which require the entity
location will panic. This matches the behaviour that `Commands` will
panic if called on an already despawned entity. In the extremely rare
case where taking a new `EntityWorldMut` reference or otherwise
restructuring the code so that this case does not happen is not
possible, there's a new `is_despawned` method that can be used to check
if the referred entity has been despawned.
# Objective
- Required by #16622 due to differing implementations of `System` by
`FunctionSystem` and `ExclusiveFunctionSystem`.
- Optimize the memory usage of instances of `apply_deferred` in system
schedules.
## Solution
By changing `apply_deferred` from being an ordinary system that ends up
as an `ExclusiveFunctionSystem`, and instead into a ZST struct that
implements `System` manually, we save ~320 bytes per instance of
`apply_deferred` in any schedule.
## Testing
- All current tests pass.
---
## Migration Guide
- If you were previously calling the special `apply_deferred` system via
`apply_deferred(world)`, don't.
# Objective
Outside of the `bevy_ecs` crate it's hard to implement `SystemParam`
trait on params that require access to the `World`, because `init_state`
expects user to extend access in `SystemMeta` and access-related fields
of `SystemMeta` are private.
## Solution
Expose those fields as a functions
# Objective
Define a framework for handling keyboard focus and bubbled keyboard
events, as discussed in #15374.
## Solution
Introduces a new crate, `bevy_input_focus`. This crate provides:
* A resource for tracking which entity has keyboard focus.
* Methods for getting and setting keyboard focus.
* Event definitions for triggering bubble-able keyboard input events to
the focused entity.
* A system for dispatching keyboard input events to the focused entity.
This crate does *not* provide any integration with UI widgets, or
provide functions for
tab navigation or gamepad-based focus navigation, as those are typically
application-specific.
## Testing
Most of the code has been copied from a different project, one that has
been well tested. However, most of what's in this module consists of
type definitions, with relatively small amounts of executable code. That
being said, I expect that there will be substantial bikeshedding on the
design, and I would prefer to hold off writing tests until after things
have settled.
I think that an example would be appropriate, however I'm waiting on a
few other pending changes to Bevy before doing so. In particular, I can
see a simple example with four buttons, with focus navigation between
them, and which can be triggered by the keyboard.
@alice-i-cecile
# Objective
- Fixes#16208
## Solution
- Added an associated type to `Component`, `Mutability`, which flags
whether a component is mutable, or immutable. If `Mutability= Mutable`,
the component is mutable. If `Mutability= Immutable`, the component is
immutable.
- Updated `derive_component` to default to mutable unless an
`#[component(immutable)]` attribute is added.
- Updated `ReflectComponent` to check if a component is mutable and, if
not, panic when attempting to mutate.
## Testing
- CI
- `immutable_components` example.
---
## Showcase
Users can now mark a component as `#[component(immutable)]` to prevent
safe mutation of a component while it is attached to an entity:
```rust
#[derive(Component)]
#[component(immutable)]
struct Foo {
// ...
}
```
This prevents creating an exclusive reference to the component while it
is attached to an entity. This is particularly powerful when combined
with component hooks, as you can now fully track a component's value,
ensuring whatever invariants you desire are upheld. Before this would be
done my making a component private, and manually creating a `QueryData`
implementation which only permitted read access.
<details>
<summary>Using immutable components as an index</summary>
```rust
/// This is an example of a component like [`Name`](bevy::prelude::Name), but immutable.
#[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash, Component)]
#[component(
immutable,
on_insert = on_insert_name,
on_replace = on_replace_name,
)]
pub struct Name(pub &'static str);
/// This index allows for O(1) lookups of an [`Entity`] by its [`Name`].
#[derive(Resource, Default)]
struct NameIndex {
name_to_entity: HashMap<Name, Entity>,
}
impl NameIndex {
fn get_entity(&self, name: &'static str) -> Option<Entity> {
self.name_to_entity.get(&Name(name)).copied()
}
}
fn on_insert_name(mut world: DeferredWorld<'_>, entity: Entity, _component: ComponentId) {
let Some(&name) = world.entity(entity).get::<Name>() else {
unreachable!()
};
let Some(mut index) = world.get_resource_mut::<NameIndex>() else {
return;
};
index.name_to_entity.insert(name, entity);
}
fn on_replace_name(mut world: DeferredWorld<'_>, entity: Entity, _component: ComponentId) {
let Some(&name) = world.entity(entity).get::<Name>() else {
unreachable!()
};
let Some(mut index) = world.get_resource_mut::<NameIndex>() else {
return;
};
index.name_to_entity.remove(&name);
}
// Setup our name index
world.init_resource::<NameIndex>();
// Spawn some entities!
let alyssa = world.spawn(Name("Alyssa")).id();
let javier = world.spawn(Name("Javier")).id();
// Check our index
let index = world.resource::<NameIndex>();
assert_eq!(index.get_entity("Alyssa"), Some(alyssa));
assert_eq!(index.get_entity("Javier"), Some(javier));
// Changing the name of an entity is also fully capture by our index
world.entity_mut(javier).insert(Name("Steven"));
// Javier changed their name to Steven
let steven = javier;
// Check our index
let index = world.resource::<NameIndex>();
assert_eq!(index.get_entity("Javier"), None);
assert_eq!(index.get_entity("Steven"), Some(steven));
```
</details>
Additionally, users can use `Component<Mutability = ...>` in trait
bounds to enforce that a component _is_ mutable or _is_ immutable. When
using `Component` as a trait bound without specifying `Mutability`, any
component is applicable. However, methods which only work on mutable or
immutable components are unavailable, since the compiler must be
pessimistic about the type.
## Migration Guide
- When implementing `Component` manually, you must now provide a type
for `Mutability`. The type `Mutable` provides equivalent behaviour to
earlier versions of `Component`:
```rust
impl Component for Foo {
type Mutability = Mutable;
// ...
}
```
- When working with generic components, you may need to specify that
your generic parameter implements `Component<Mutability = Mutable>`
rather than `Component` if you require mutable access to said component.
- The entity entry API has had to have some changes made to minimise
friction when working with immutable components. Methods which
previously returned a `Mut<T>` will now typically return an
`OccupiedEntry<T>` instead, requiring you to add an `into_mut()` to get
the `Mut<T>` item again.
## Draft Release Notes
Components can now be made immutable while stored within the ECS.
Components are the fundamental unit of data within an ECS, and Bevy
provides a number of ways to work with them that align with Rust's rules
around ownership and borrowing. One part of this is hooks, which allow
for defining custom behavior at key points in a component's lifecycle,
such as addition and removal. However, there is currently no way to
respond to _mutation_ of a component using hooks. The reasons for this
are quite technical, but to summarize, their addition poses a
significant challenge to Bevy's core promises around performance.
Without mutation hooks, it's relatively trivial to modify a component in
such a way that breaks invariants it intends to uphold. For example, you
can use `core::mem::swap` to swap the components of two entities,
bypassing the insertion and removal hooks.
This means the only way to react to this modification is via change
detection in a system, which then begs the question of what happens
_between_ that alteration and the next run of that system?
Alternatively, you could make your component private to prevent
mutation, but now you need to provide commands and a custom `QueryData`
implementation to allow users to interact with your component at all.
Immutable components solve this problem by preventing the creation of an
exclusive reference to the component entirely. Without an exclusive
reference, the only way to modify an immutable component is via removal
or replacement, which is fully captured by component hooks. To make a
component immutable, simply add `#[component(immutable)]`:
```rust
#[derive(Component)]
#[component(immutable)]
struct Foo {
// ...
}
```
When implementing `Component` manually, there is an associated type
`Mutability` which controls this behavior:
```rust
impl Component for Foo {
type Mutability = Mutable;
// ...
}
```
Note that this means when working with generic components, you may need
to specify that a component is mutable to gain access to certain
methods:
```rust
// Before
fn bar<C: Component>() {
// ...
}
// After
fn bar<C: Component<Mutability = Mutable>>() {
// ...
}
```
With this new tool, creating index components, or caching data on an
entity should be more user friendly, allowing libraries to provide APIs
relying on components and hooks to uphold their invariants.
## Notes
- ~~I've done my best to implement this feature, but I'm not happy with
how reflection has turned out. If any reflection SMEs know a way to
improve this situation I'd greatly appreciate it.~~ There is an
outstanding issue around the fallibility of mutable methods on
`ReflectComponent`, but the DX is largely unchanged from `main` now.
- I've attempted to prevent all safe mutable access to a component that
does not implement `Component<Mutability = Mutable>`, but there may
still be some methods I have missed. Please indicate so and I will
address them, as they are bugs.
- Unsafe is an escape hatch I am _not_ attempting to prevent. Whatever
you do with unsafe is between you and your compiler.
- I am marking this PR as ready, but I suspect it will undergo fairly
major revisions based on SME feedback.
- I've marked this PR as _Uncontroversial_ based on the feature, not the
implementation.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: Nuutti Kotivuori <naked@iki.fi>
This commit allows the Bevy renderer to use the clustering
infrastructure for light probes (reflection probes and irradiance
volumes) on platforms where at least 3 storage buffers are available. On
such platforms (the vast majority), we stop performing brute-force
searches of light probes for each fragment and instead only search the
light probes with bounding spheres that intersect the current cluster.
This should dramatically improve scalability of irradiance volumes and
reflection probes.
The primary platform that doesn't support 3 storage buffers is WebGL 2,
and we continue using a brute-force search of light probes on that
platform, as the UBO that stores per-cluster indices is too small to fit
the light probe counts. Note, however, that that platform also doesn't
support bindless textures (indeed, it would be very odd for a platform
to support bindless textures but not SSBOs), so we only support one of
each type of light probe per drawcall there in the first place.
Consequently, this isn't a performance problem, as the search will only
have one light probe to consider. (In fact, clustering would probably
end up being a performance loss.)
Known potential improvements include:
1. We currently cull based on a conservative bounding sphere test and
not based on the oriented bounding box (OBB) of the light probe. This is
improvable, but in the interests of simplicity, I opted to keep the
bounding sphere test for now. The OBB improvement can be a follow-up.
2. This patch doesn't change the fact that each fragment only takes a
single light probe into account. Typical light probe implementations
detect the case in which multiple light probes cover the current
fragment and perform some sort of weighted blend between them. As the
light probe fetch function presently returns only a single light probe,
implementing that feature would require more code restructuring, so I
left it out for now. It can be added as a follow-up.
3. Light probe implementations typically have a falloff range. Although
this is a wanted feature in Bevy, this particular commit also doesn't
implement that feature, as it's out of scope.
4. This commit doesn't raise the maximum number of light probes past its
current value of 8 for each type. This should be addressed later, but
would possibly require more bindings on platforms with storage buffers,
which would increase this patch's complexity. Even without raising the
limit, this patch should constitute a significant performance
improvement for scenes that get anywhere close to this limit. In the
interest of keeping this patch small, I opted to leave raising the limit
to a follow-up.
## Changelog
### Changed
* Light probes (reflection probes and irradiance volumes) are now
clustered on most platforms, improving performance when many light
probes are present.
---------
Co-authored-by: Benjamin Brienen <Benjamin.Brienen@outlook.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Add a way to use the gizmo API in a retained manner, for increased
performance.
## Solution
- Move gizmo API from `Gizmos` to `GizmoBuffer`, ~ab~using `Deref` to
keep usage the same as before.
- Merge non-strip and strip variant of `LineGizmo` into one, storing the
data in a `GizmoBuffer` to have the same API for retained `LineGizmo`s.
### Review guide
- The meat of the changes are in `lib.rs`, `retained.rs`, `gizmos.rs`,
`pipeline_3d.rs` and `pipeline_2d.rs`
- The other files contain almost exclusively the churn from moving the
gizmo API from `Gizmos` to `GizmoBuffer`
## Testing
### Performance
Performance compared to the immediate mode API is from 65 to 80 times
better for static lines.
```
7900 XTX, 3700X
1707.9k lines/ms: gizmos_retained (21.3ms)
3488.5k lines/ms: gizmos_retained_continuous_polyline (31.3ms)
0.5k lines/ms: gizmos_retained_separate (97.7ms)
3054.9k lines/ms: bevy_polyline_retained_nan (16.8ms)
3596.3k lines/ms: bevy_polyline_retained_continuous_polyline (14.2ms)
0.6k lines/ms: bevy_polyline_retained_separate (78.9ms)
26.9k lines/ms: gizmos_immediate (14.9ms)
43.8k lines/ms: gizmos_immediate_continuous_polyline (18.3ms)
```
Looks like performance is good enough, being close to par with
`bevy_polyline`.
Benchmarks can be found here:
This branch:
https://github.com/tim-blackbird/line_racing/tree/retained-gizmos
Bevy 0.14: https://github.com/DGriffin91/line_racing
## Showcase
```rust
fn setup(
mut commands: Commands,
mut gizmo_assets: ResMut<Assets<GizmoAsset>>
) {
let mut gizmo = GizmoAsset::default();
// A sphere made out of one million lines!
gizmo
.sphere(default(), 1., CRIMSON)
.resolution(1_000_000 / 3);
commands.spawn(Gizmo {
handle: gizmo_assets.add(gizmo),
..default()
});
}
```
## Follow-up work
- Port over to the retained rendering world proper
- Calculate visibility and cull `Gizmo`s
# Objective
BrpQueryRow doesn't serialize `has` field if it is empty. That is okay
until you try to deserialize it after. Then it will fail to deserialize
due to missing field.
## Solution
Serde support using default value when field is missing, this PR adds
that.
# Objective
Fix a [Blenvy](https://github.com/kaosat-dev/Blenvy) crash due to a
missing type registration for `TextEntity` (as the type is used by
`ComputedTextBlock` but wasn't itself registered.)
## Solution
- Added the missing type registration
## Testing
- N/A
Currently, the prepass has no support for visibility ranges, so
artifacts appear when using dithering visibility ranges in conjunction
with a prepass. This patch fixes that problem.
Note that this patch changes the prepass to use sparse bind group
indices instead of sequential ones. I figured this is cleaner, because
it allows for greater sharing of WGSL code between the forward pipeline
and the prepass pipeline.
The `visibility_range` example has been updated to allow the prepass to
be toggled on and off.
# Objective
- Contributes to #15460
## Solution
- Removed `petgraph` as a dependency from the `bevy_ecs` crate.
- Replaced `TarjanScc` and `GraphMap` with specialised in-tree
alternatives.
## Testing
- Ran CI locally.
- Added new unit tests to check ordering invariants.
- Confirmed `petgraph` is no longer present in `cargo tree -p bevy_ecs`
## Migration Guide
The `Dag::graph` method no longer returns a `petgraph` `DiGraph` and
instead returns the new `DiGraph` type within `bevy_ecs`. Edge and node
iteration methods are provided so conversion to the `petgraph` type
should be trivial if required.
## Notes
- `indexmap` was already in the dependency graph for `bevy_ecs`, so its
inclusion here makes no difference to compilation time for Bevy.
- The implementation for `Graph` is heavily inspired from the `petgraph`
original, with specialisations added to simplify and improve the type.
- `petgraph` does have public plans for `no_std` support, however there
is no timeframe on if or when that functionality will be available.
Moving to an in-house solution in the interim allows Bevy to continue
developing its `no_std` offerings and further explore alternate graphing
options.
---------
Co-authored-by: Lixou <82600264+DasLixou@users.noreply.github.com>
Co-authored-by: vero <11307157+atlv24@users.noreply.github.com>
# Objective
- dont depend on wgpu if we dont have to
## Solution
- works towards this, but doesnt fully accomplish it. bevy_mesh depends
on bevy_image
## Testing
- 3d_scene runs
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
# Objective
- Fixes#16594
## Solution
- `StateTransitionSteps` was made public
## Testing
- _Did you test these changes? If so, how?_
I am now able to import it and use it.
---
## Showcase
- Users can now write their own state scoped resources
```rust
fn init_state_scoped_resource<R: Resource + FromWorld>(
&mut self,
state: impl States,
) -> &mut Self {
use bevy::state::state::StateTransitionSteps; // this PR in action
self.add_systems(
StateTransition,
(
clear_state_scoped_resource_impl::<_, R>(state.clone())
.in_set(StateTransitionSteps::ExitSchedules), // and here
init_state_scoped_resource_impl::<_, R>(state)
.in_set(StateTransitionSteps::EnterSchedules), // here too
),
);
self
}
```
# 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

---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
# Objective
The `UiBoxShadowSamples` resource should be renamed to
`BoxShadowSamples` so it matches the `BoxShadow` component.
## Migration Guide
`UiBoxShadowSamples` has been renamed to `BoxShadowSamples`
# Objective
`flush_and_reserve_invalid_assuming_no_entities` was made for the old
rendering world (which was reset every frame) and is usused since the
0.15 retained rendering world, but wasn't removed yet. It is pub, but is
undocumented apart from the safety comment.
## Solution
Remove `flush_and_reserve_invalid_assuming_no_entities` and the safety
invariants this method required for `EntityMeta`, `EntityLocation`,
`TableId` and `TableRow`. This reduces the amount of unsafe code &
safety invariants and makes #16047 easier.
## Alternatives
- Document `flush_and_reserve_invalid_assuming_no_entities` and keep it
unchanged
- Document `flush_and_reserve_invalid_assuming_no_entities` and change
it to be based on `EntityMeta::INVALID`
## Migration Guide
- exchange `Entities::flush_and_reserve_invalid_assuming_no_entities`
for `reserve` and `flush_as_invalid` and notify us if that's
insufficient
---------
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
# Objective
Remove the `min` and `max` fields from `LayoutContext`.
It doesn't seem useful to cache these values, it's simpler just to call
`min_element` and `max_element` on the `physical_size`
field.
## Migration Guide
The `min` and `max` fields have been removed from `LayoutContext`. To
retrieve these values call `min_element` and `max_element` on
`LayoutContent::physical_size` instead.
# Objective
This was always a bit weird; `IntoIterator` is considered more idiomatic
in Rust.
The reason these used `Into<Vec<..>>` in the first place was (to my
knowledge) because of concerns that passing an already-owned vector
would cause a redundant allocation if the iterator API was used instead.
However, I have looked at simple examples for this scenario and the
generated assembly is identical (i.e. `into_iter().collect()` is
effectively converted to a no-op).
## Solution
As described in the title.
## Testing
It compiles. Ran existing tests.
## Migration Guide
The cubic splines API now uses `IntoIterator` in places where it used
`Into<Vec<..>>`. For most users, this will have little to no effect (it
is largely more permissive). However, in case you were using some
unusual input type that implements `Into<Vec<..>>` without implementing
`IntoIterator`, you can migrate by converting the input to a `Vec<..>`
before passing it into the interface.
# Objective
- Allow bevy_sprite_picking backend to pass through transparent sections
of the sprite.
- Fixes#14929
## Solution
- After sprite picking detects the cursor is within a sprites rect,
check the pixel at that location on the texture and check that it meets
an optional transparency cutoff. Change originally created for
mod_picking on bevy 0.14
(https://github.com/aevyrie/bevy_mod_picking/pull/373)
## Testing
- Ran Sprite Picking example to check it was working both with
transparency enabled and disabled
- ModPicking version is currently in use in my own isometric game where
this has been an extremely noticeable issue
## Showcase

## Migration Guide
Sprite picking now ignores transparent regions (with an alpha value less
than or equal to 0.1). To configure this, modify the
`SpriteBackendSettings` resource.
---------
Co-authored-by: andriyDev <andriydzikh@gmail.com>
This patch adds the infrastructure necessary for Bevy to support
*bindless resources*, by adding a new `#[bindless]` attribute to
`AsBindGroup`.
Classically, only a single texture (or sampler, or buffer) can be
attached to each shader binding. This means that switching materials
requires breaking a batch and issuing a new drawcall, even if the mesh
is otherwise identical. This adds significant overhead not only in the
driver but also in `wgpu`, as switching bind groups increases the amount
of validation work that `wgpu` must do.
*Bindless resources* are the typical solution to this problem. Instead
of switching bindings between each texture, the renderer instead
supplies a large *array* of all textures in the scene up front, and the
material contains an index into that array. This pattern is repeated for
buffers and samplers as well. The renderer now no longer needs to switch
binding descriptor sets while drawing the scene.
Unfortunately, as things currently stand, this approach won't quite work
for Bevy. Two aspects of `wgpu` conspire to make this ideal approach
unacceptably slow:
1. In the DX12 backend, all binding arrays (bindless resources) must
have a constant size declared in the shader, and all textures in an
array must be bound to actual textures. Changing the size requires a
recompile.
2. Changing even one texture incurs revalidation of all textures, a
process that takes time that's linear in the total size of the binding
array.
This means that declaring a large array of textures big enough to
encompass the entire scene is presently unacceptably slow. For example,
if you declare 4096 textures, then `wgpu` will have to revalidate all
4096 textures if even a single one changes. This process can take
multiple frames.
To work around this problem, this PR groups bindless resources into
small *slabs* and maintains a free list for each. The size of each slab
for the bindless arrays associated with a material is specified via the
`#[bindless(N)]` attribute. For instance, consider the following
declaration:
```rust
#[derive(AsBindGroup)]
#[bindless(16)]
struct MyMaterial {
#[buffer(0)]
color: Vec4,
#[texture(1)]
#[sampler(2)]
diffuse: Handle<Image>,
}
```
The `#[bindless(N)]` attribute specifies that, if bindless arrays are
supported on the current platform, each resource becomes a binding array
of N instances of that resource. So, for `MyMaterial` above, the `color`
attribute is exposed to the shader as `binding_array<vec4<f32>, 16>`,
the `diffuse` texture is exposed to the shader as
`binding_array<texture_2d<f32>, 16>`, and the `diffuse` sampler is
exposed to the shader as `binding_array<sampler, 16>`. Inside the
material's vertex and fragment shaders, the applicable index is
available via the `material_bind_group_slot` field of the `Mesh`
structure. So, for instance, you can access the current color like so:
```wgsl
// `uniform` binding arrays are a non-sequitur, so `uniform` is automatically promoted
// to `storage` in bindless mode.
@group(2) @binding(0) var<storage> material_color: binding_array<Color, 4>;
...
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
let color = material_color[mesh[in.instance_index].material_bind_group_slot];
...
}
```
Note that portable shader code can't guarantee that the current platform
supports bindless textures. Indeed, bindless mode is only available in
Vulkan and DX12. The `BINDLESS` shader definition is available for your
use to determine whether you're on a bindless platform or not. Thus a
portable version of the shader above would look like:
```wgsl
#ifdef BINDLESS
@group(2) @binding(0) var<storage> material_color: binding_array<Color, 4>;
#else // BINDLESS
@group(2) @binding(0) var<uniform> material_color: Color;
#endif // BINDLESS
...
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
#ifdef BINDLESS
let color = material_color[mesh[in.instance_index].material_bind_group_slot];
#else // BINDLESS
let color = material_color;
#endif // BINDLESS
...
}
```
Importantly, this PR *doesn't* update `StandardMaterial` to be bindless.
So, for example, `scene_viewer` will currently not run any faster. I
intend to update `StandardMaterial` to use bindless mode in a follow-up
patch.
A new example, `shaders/shader_material_bindless`, has been added to
demonstrate how to use this new feature.
Here's a Tracy profile of `submit_graph_commands` of this patch and an
additional patch (not submitted yet) that makes `StandardMaterial` use
bindless. Red is those patches; yellow is `main`. The scene was Bistro
Exterior with a hack that forces all textures to opaque. You can see a
1.47x mean speedup.

## Migration Guide
* `RenderAssets::prepare_asset` now takes an `AssetId` parameter.
* Bin keys now have Bevy-specific material bind group indices instead of
`wgpu` material bind group IDs, as part of the bindless change. Use the
new `MaterialBindGroupAllocator` to map from bind group index to bind
group ID.
# Objective
Fixes#15941
## Solution
Created https://crates.io/crates/variadics_please and moved the code
there; updating references
`bevy_utils/macros` is deleted.
## Testing
cargo check
## Migration Guide
Use `variadics_please::{all_tuples, all_tuples_with_size}` instead of
`bevy::utils::{all_tuples, all_tuples_with_size}`.
## Objective
Fixes#1515
This PR implements a flexible entity cloning system. The primary use
case for it is to clone dynamically-generated entities.
Example:
```rs
#[derive(Component, Clone)]
pub struct Projectile;
#[derive(Component, Clone)]
pub struct Damage {
value: f32,
}
fn player_input(
mut commands: Commands,
projectiles: Query<Entity, With<Projectile>>,
input: Res<ButtonInput<KeyCode>>,
) {
// Fire a projectile
if input.just_pressed(KeyCode::KeyF) {
commands.spawn((Projectile, Damage { value: 10.0 }));
}
// Triplicate all active projectiles
if input.just_pressed(KeyCode::KeyT) {
for projectile in projectiles.iter() {
// To triplicate a projectile we need to create 2 more clones
for _ in 0..2{
commands.clone_entity(projectile)
}
}
}
}
```
## Solution
### Commands
Add a `clone_entity` command to create a clone of an entity with all
components that can be cloned. Components that can't be cloned will be
ignored.
```rs
commands.clone_entity(entity)
```
If there is a need to configure the cloning process (like set to clone
recursively), there is a second command:
```rs
commands.clone_entity_with(entity, |builder| {
builder.recursive(true)
});
```
Both of these commands return `EntityCommands` of the cloned entity, so
the copy can be modified afterwards.
### Builder
All these commands use `EntityCloneBuilder` internally. If there is a
need to clone an entity using `World` instead, it is also possible:
```rs
let entity = world.spawn(Component).id();
let entity_clone = world.spawn_empty().id();
EntityCloneBuilder::new(&mut world).clone_entity(entity, entity_clone);
```
Builder has methods to `allow` or `deny` certain components during
cloning if required and can be extended by implementing traits on it.
This PR includes two `EntityCloneBuilder` extensions:
`CloneEntityWithObserversExt` to configure adding cloned entity to
observers of the original entity, and `CloneEntityRecursiveExt` to
configure cloning an entity recursively.
### Clone implementations
By default, all components that implement either `Clone` or `Reflect`
will be cloned (with `Clone`-based implementation preferred in case
component implements both).
This can be overriden on a per-component basis:
```rs
impl Component for SomeComponent {
const STORAGE_TYPE: StorageType = StorageType::Table;
fn get_component_clone_handler() -> ComponentCloneHandler {
// Don't clone this component
ComponentCloneHandler::Ignore
}
}
```
### `ComponentCloneHandlers`
Clone implementation specified in `get_component_clone_handler` will get
registered in `ComponentCloneHandlers` (stored in
`bevy_ecs::component::Components`) at component registration time.
The clone handler implementation provided by a component can be
overriden after registration like so:
```rs
let component_id = world.components().component_id::<Component>().unwrap()
world.get_component_clone_handlers_mut()
.set_component_handler(component_id, ComponentCloneHandler::Custom(component_clone_custom))
```
The default clone handler for all components that do not explicitly
define one (or don't derive `Component`) is
`component_clone_via_reflect` if `bevy_reflect` feature is enabled, and
`component_clone_ignore` (noop) otherwise.
Default handler can be overriden using
`ComponentCloneHandlers::set_default_handler`
### Handlers
Component clone handlers can be used to modify component cloning
behavior. The general signature for a handler that can be used in
`ComponentCloneHandler::Custom` is as follows:
```rs
pub fn component_clone_custom(
world: &mut DeferredWorld,
entity_cloner: &EntityCloner,
) {
// implementation
}
```
The `EntityCloner` implementation (used internally by
`EntityCloneBuilder`) assumes that after calling this custom handler,
the `target` entity has the desired version of the component from the
`source` entity.
### Builder handler overrides
Besides component-defined and world-overriden handlers,
`EntityCloneBuilder` also has a way to override handlers locally. It is
mainly used to allow configuration methods like `recursive` and
`add_observers`.
```rs
// From observer clone handler implementation
impl CloneEntityWithObserversExt for EntityCloneBuilder<'_> {
fn add_observers(&mut self, add_observers: bool) -> &mut Self {
if add_observers {
self.override_component_clone_handler::<ObservedBy>(ComponentCloneHandler::Custom(
component_clone_observed_by,
))
} else {
self.remove_component_clone_handler_override::<ObservedBy>()
}
}
}
```
## Testing
Includes some basic functionality tests and doctests.
Performance-wise this feature is the same as calling `clone` followed by
`insert` for every entity component. There is also some inherent
overhead due to every component clone handler having to access component
data through `World`, but this can be reduced without breaking current
public API in a later PR.
# Objective
- Fixes#16078
## Solution
- Rename things to clarify that we _want_ unclipped depth for
directional light shadow views, and need some way of disabling the GPU's
builtin depth clipping
- Use DEPTH_CLIP_CONTROL instead of the fragment shader emulation on
supported platforms
- Pass only the clip position depth instead of the whole clip position
between vertex->fragment shader (no idea if this helps performance or
not, compiler might optimize it anyways)
- Meshlets
- HW raster always uses DEPTH_CLIP_CONTROL since it targets a more
limited set of platforms
- SW raster was not handling DEPTH_CLAMP_ORTHO correctly, it ended up
pretty much doing nothing.
- This PR made me realize that SW raster technically should have depth
clipping for all views that are not directional light shadows, but I
decided not to bother writing it. I'm not sure that it ever matters in
practice. If proven otherwise, I can add it.
## Testing
- Did you test these changes? If so, how?
- Lighting example. Both opaque (no fragment shader) and alpha masked
geometry (fragment shader emulation) are working with
depth_clip_control, and both work when it's turned off. Also tested
meshlet example.
- Are there any parts that need more testing?
- Performance. I can't figure out a good test scene.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Toggle depth_clip_control_supported in prepass/mod.rs line 323 to turn
this PR on or off.
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
- Native
---
## Migration Guide
- `MeshPipelineKey::DEPTH_CLAMP_ORTHO` is now
`MeshPipelineKey::UNCLIPPED_DEPTH_ORTHO`
- The `DEPTH_CLAMP_ORTHO` shaderdef has been renamed to
`UNCLIPPED_DEPTH_ORTHO_EMULATION`
- `clip_position_unclamped: vec4<f32>` is now `unclipped_depth: f32`
# Objective
Avoid a premature normalize operation and get better smooth normals for
it.
## Inspiration
@IceSentry suggested `face_normal()` could have its normalize removed
based on [this article](https://iquilezles.org/articles/normals/) in PR
#16039.
## Solution
I did not want to change `face_normal()` to return a vector that's not
normalized. The name "normal" implies it'll be normalized. Instead I
added the `face_area_normal()` function, whose result is not normalized.
Its magnitude is equal two times the triangle's area. I've noted why
this is the case in its doc comment.
I changed `compute_smooth_normals()` from computing normals from
adjacent faces with equal weight to use the area of the faces as a
weight. This has the benefit of being cheaper computationally and
hopefully produces better normals.
The `compute_flat_normals()` is unchanged and still uses
`face_normal()`.
## Testing
One test was added which shows the bigger triangle having an effect on
the normal, but the previous test that uses the same size triangles is
unchanged.
**WARNING:** No visual test has been done yet. No example exists that
demonstrates the compute_smooth_normals(). Perhaps there's a good model
to demonstrate what the differences are. I would love to have some input
on this.
I'd suggest @IceSentry and @stepancheg to review this PR.
## Further Considerations
It's possible weighting normals by their area is not definitely better
than unweighted. It's possible there may be aesthetic reasons to prefer
one over the other. In such a case, we could offer two variants:
weighted or unweighted. Or we could offer another function perhaps like
this: `compute_smooth_normals_with_weights(|normal, area| 1.0)` which
would restore the original unweighted sum of normals.
---
## Showcase
Smooth normal calculation now weights adjacent face normals by their
area.
## Migration Guide
# Objective
- Exposes raw winit events making Bevy even more modular and powerful
for custom plugin developers (e.g. a custom render plugin).
XRef: https://github.com/bevyengine/bevy/issues/5977
It doesn't quite close the issue as sending events is not supported (or
not very useful to be precise). I would think that supporting that
requires some extra considerations by someone a bit more familiar with
the `bevy_winit` crate. That said, this PR could be a nice step forward.
## Solution
Emit `RawWinitWindowEvent` objects for each received event.
## Testing
I verified that the events are emitted using a basic test app. I don't
think it makes sense to solidify this behavior in one of the examples.
---
## Showcase
My example usage for a custom `egui_winit` integration:
```rust
for ev in winit_events.read() {
if ev.window_id == window.id {
let _ = egui_winit.on_window_event(&window, &ev.event);
}
}
```
---------
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
# Objective
- Keep Taffy version up to date
Taffy 0.6 doesn't include a huge amount relevant to Bevy. But it does:
- Add the `box_sizing` style
- Expose the computed `margin` in layout
- Traitifies the `Style` struct, which opens up the possibility of using
Bevy's `Style` struct directly (although Bevy currently does some style
resolution at conversion time which would no longer be cached if it was
used directly).
- Have a few bug fixes in the layout algorithms
## Solution
- Upgrade Taffy to `0.6.0`
## Testing
- I've run the `grid` example. All looks good.
- More testing is probably warranted. We have had regressions from Taffy
upgrades before
- Having said that, most of the algorithm changes this cycle were driven
by fixing WPT tests run through the new Servo integration. So they're
possibly less likely than usual to cause regressions.
## Breaking changes
The only "breaking" change is adding a field to `Style`. Probably
doesn't bear mentioning?
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Contributes to #15460
## Solution
- Added two new features, `std` (default) and `alloc`, gating `std` and
`alloc` behind them respectively.
- Added missing `f32` functions to `std_ops` as required. These `f32`
methods have been added to the `clippy.toml` deny list to aid in
`no_std` development.
## Testing
- CI
- `cargo clippy -p bevy_math --no-default-features --features libm
--target "x86_64-unknown-none"`
- `cargo test -p bevy_math --no-default-features --features libm`
- `cargo test -p bevy_math --no-default-features --features "libm,
alloc"`
- `cargo test -p bevy_math --no-default-features --features "libm,
alloc, std"`
- `cargo test -p bevy_math --no-default-features --features "std"`
## Notes
The following items require the `alloc` feature to be enabled:
- `CubicBSpline`
- `CubicBezier`
- `CubicCardinalSpline`
- `CubicCurve`
- `CubicGenerator`
- `CubicHermite`
- `CubicNurbs`
- `CyclicCubicGenerator`
- `RationalCurve`
- `RationalGenerator`
- `BoxedPolygon`
- `BoxedPolyline2d`
- `BoxedPolyline3d`
- `SampleCurve`
- `SampleAutoCurve`
- `UnevenSampleCurve`
- `UnevenSampleAutoCurve`
- `EvenCore`
- `UnevenCore`
- `ChunkedUnevenCore`
This requirement could be relaxed in certain cases, but I had erred on
the side of gating rather than modifying. Since `no_std` is a new set of
platforms we are adding support to, and the `alloc` feature is enabled
by default, this is not a breaking change.
---------
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
Co-authored-by: Matty <2975848+mweatherley@users.noreply.github.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
# Objective
~Blocked on #13417~
Motivation is the same as in #13417. If users can sort `QueryIter`, to
only makes sense to also allow them to use this functionality on
`QueryManyIter`.
## Solution
Also implement the sorts on `QueryManyIter`.
The implementation of the sorts themselves are mostly the same as with
`QueryIter` in #13417.
They differ in that they re-use the `entity_iter` passed to the
`iter_many`, and internally call `iter_many_unchecked_manual` on the
lens `QueryState` with it.
These methods also return a different struct, `QuerySortedManyIter`,
because there is no longer a guarantee of unique entities.
`QuerySortedManyIter` implements the various `Iterator` traits for
read-only iteration, as `QueryManyIter` does + `DoubleEndedIterator`.
For mutable iteration, there is both a `fetch_next` and a
`fetch_next_back` method. However, they only become available after the
user calls `collect_inner` on `QuerySortedManyIter` first. This collects
the inner `entity_iter` (this is the sorted one, **not** the original
the user passed) to drop all query lens items to avoid aliasing.
When TAITs are available this `collect_inner` could be hidden away,
until then it is unfortunately not possible to elide this without either
regressing read-only iteration, or introducing a whole new type, mostly
being a copy of `QuerySortedIter`.
As a follow-up we could add a `entities_all_unique` method to check
whether the entity list consists of only unique entities, and then
return a `QuerySortedIter` from it (under opaque impl Trait if need be),
*allowing mutable `Iterator` trait iteration* over what was originally
an `iter_many` call.
Such a method can also be added to `QueryManyIter`, albeit needing a
separate, new return type.
## Testing
I've switched the third example/doc test under `sort` out for one that
shows the collect_inner/fetch_next_back functionality, otherwise the
examples are the same as in #13417, adjusted to use `iter_many` instead
of `iter`.
The `query-iter-many-sorts` test checks for equivalence to the
underlying sorts.
The test after shows that these sorts *do not* panic after
`fetch`/`fetch_next` calls.
## Changelog
Added `sort`, `sort_unstable`, `sort_by`, `sort_unstable_by`,
`sort_by_key`, `sort_by_cached_key` to `QueryManyIter`.
Added `QuerySortedManyIter`.
# Objective
- dont depend on wgpu if we dont have to
## Solution
- works towards this, but doesnt fully accomplish it. the remaining
types stopping us from doing this need to be moved upstream, i will PR
this
## Testing
- 3d_scene runs
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
Add support for multiple box shadows on a single `Node`.
## Solution
* Rename `BoxShadow` to `ShadowStyle` and remove its `Component` derive.
* Create a new `BoxShadow` component that newtypes a `Vec<ShadowStyle>`.
* Add a `new` constructor method to `BoxShadow` for single shadows.
* Change `extract_shadows` to iterate through a list of shadows per
node.
Render order is determined implicitly from the order of the shadows
stored in the `BoxShadow` component, back-to-front.
Might be more efficient to use a `SmallVec<[ShadowStyle; 1]>` for the
list of shadows but not sure if the extra friction is worth it.
## Testing
Added a node with four differently coloured shadows to the `box_shadow`
example.
---
## Showcase
```
cargo run --example box_shadow
```
<img width="460" alt="four-shadow"
src="https://github.com/user-attachments/assets/2f728c47-33b4-42e1-96ba-28a774b94b24">
## Migration Guide
Bevy UI now supports multiple shadows per node. A new struct
`ShadowStyle` is used to set the style for each shadow. And the
`BoxShadow` component is changed to a tuple struct wrapping a vector
containing a list of `ShadowStyle`s. To spawn a node with a single
shadow you can use the `new` constructor function:
```rust
commands.spawn((
Node::default(),
BoxShadow::new(
Color::BLACK.with_alpha(0.8),
Val::Percent(offset.x),
Val::Percent(offset.y),
Val::Percent(spread),
Val::Px(blur),
)
));
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Fixes: #15663
## Solution
- Add an `is_forward_plane` method to `Aabb`, and a `contains_aabb`
method to `Frustum`.
## Test
- I have created a frustum with an offset along with three unit tests to
evaluate the `contains_aabb` algorithm.
## Explanation for the Test Cases
- To facilitate the code review, I will explain how the frustum is
created. Initially, we create a frustum without any offset and then
create a cuboid that is just contained within it.
<img width="714" alt="image"
src="https://github.com/user-attachments/assets/a9ac53a2-f8a3-4e09-b20b-4ee71b27a099">
- Secondly, we move the cuboid by 2 units along both the x-axis and the
y-axis to make it more general.
## Reference
- [Frustum
Culling](https://learnopengl.com/Guest-Articles/2021/Scene/Frustum-Culling#)
- [AABB Plane
intersection](https://gdbooks.gitbooks.io/3dcollisions/content/Chapter2/static_aabb_plane.html)
---------
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
# Objective
- I got tired of calling `enable_state_scoped_entities`, and though it
would make more sense to define that at the place where the state is
defined
## Solution
- add a derive attribute `#[states(scoped_entities)]` when derive
`States` or `SubStates` that enables it automatically when adding the
state
## Testing
- Ran the examples using it, they still work
# Objective
There is currently no way of getting `QueryState` from `&World`, so it
is hard to, for example, iterate over all entities with a component,
only having `&World`.
## Solution
Add `try_new` function to `QueryState` that internally uses
`WorldQuery`'s `get_state`.
## Testing
No testing
# Objective
Combine the `Option<_>` state in `FunctionSystem` into a single `Option`
to provide clarity and save space.
## Solution
Simplifies `FunctionSystem`'s layout by using a single
`Option<FunctionSystemState>` for state that must be initialized before
running, and saves a byte by removing the need to store an enum tag.
Additionally, calling `System::run` on an uninitialized `System` will
now give a more descriptive message prior to verifying the `WorldId`.
## Testing
Ran CI checks locally.
# Objective
See title.
## Solution
Move `bevy_animation` import to where it is used.
## Testing
Compiled with and without `bevy_animation` feature enabled.
# Objective
- Avoid recreating the monitor every loop (temp fix until it's done
properly on winit side)
- Add a new `WinitSettings` preset for mobile that makes the winit loop
wait more and recommend its usage
Co-authored by: @BenjaminBrienen
# Objective
Fixes#16494. Closes#16539, which this replaces. Suggestions alone
weren't enough, so now we have a new PR!
---------
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
# Objective
- In 0.14, ZIndex and GlobalZIndex where split from a shared enum into
separate components. There have been a few people confused by the
behavior of ZIndex when they really needed GlobalZIndex.
## Solution
- Update ZIndex docs to improve discoverability of GlobalZIndex.
---------
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
# Objective
Fixes#16531
I also added change detection when creating the pipeline, which
technically isn't needed but it felt weird leaving it as is.
## Solution
Remove the pipeline if CAS is disabled. The uniform was already being
removed, which caused flickering / weirdness.
## Testing
Tested the anti_alias example by toggling CAS a bunch on/off.
# Objective
Animating component fields requires too much boilerplate at the moment:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = TextFont;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.font_size)
}
}
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("should be able to build translation curve because we pass in valid samples"),
);
```
## Solution
This adds `AnimatedField` and an `animated_field!` macro, enabling the
following:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableCurve::new(
animated_field!(TextFont::font_size),
AnimatableKeyframeCurve::new(
[0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
.into_iter()
.zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
)
.expect(
"should be able to build translation curve because we pass in valid samples",
),
),
);
```
This required reworking the internals a bit, namely stripping out a lot
of the `Reflect` usage, as that implementation was fundamentally
incompatible with the `AnimatedField` pattern. `Reflect` was being used
in this context just to downcast traits. But we can get downcasting
behavior without the `Reflect` requirement by implementing `Downcast`
for `AnimationCurveEvaluator`.
This also reworks "evaluator identity" to support either a (Component /
Field) pair, or a TypeId. This allows properties to reuse evaluators,
even if they have different accessor methods. The "contract" here is
that for a given (Component / Field) pair, the accessor will return the
same value. Fields are identified by their Reflect-ed field index. The
(TypeId, usize) is prehashed and cached to optimize for lookup speed.
This removes the built-in hard-coded TranslationCurve / RotationCurve /
ScaleCurve in favor of AnimatableField.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
The documentation for `bevy_app::App.world()` (and its mut variant)
could confuse some into thinking that this is the only World that the
App will contain.
## Solution
Clarify the documentation for `bevy_app::App.world()` (and its mut
variant), to say that it returns the main subapp's world. This helps
imply that Apps can contain more than one world (albeit, only one per
SubApp).
## Testing
This is a documentation change, with no changes to doctests. Thus,
testing is not necessary beyond ensuring the link syntax is correct.
# Objective
Fixes#16521
## Solution
If an empty span is encountered (such as the default `Text` value), we
skip it entirely when updating buffers. This prevents unnecessarily
bailing when the font doesn't exist (ex: when the default font is
disabled)
This reverts commit 3476a9f3a658fe7c8326ca0e618ad543914ca7f4.
# Objective
#16517 makes it impossible to select a libc version, now that the
"breaking" libc release was yanked
## Solution
Revert the version bump so we can select a version of sysinfo that
builds (the previous version)
# Objective
- Fixes#16363
- Ensure that someone using minimum version doesn't get the bugs that
were fixed in the 23.0.1 patch
## Solution
- Use wgpu 23.0.1
# Objective
In the [*Similar parameters* section of
`Query`](https://dev-docs.bevyengine.org/bevy/ecs/prelude/struct.Query.html#similar-parameters),
the doc link for `Single` actually links to `Query::single`, and
`Option<Single>` just links to `Option`. They should both link to
`Single`!
The first link is broken because there is a reference-style link defined
for `single`, but not for `Single`, and rustdoc treats the link as
case-insensitive for some reason.
## Solution
Fix the links!
## Testing
I built the docs locally with `cargo doc` and tested the links.
# Objective
- Refactor
## Solution
- Refactor
## Testing
- Ran 3d_scene
---
## Migration Guide
`RenderCreation::Manual` variant fields are now wrapped in a struct
called `RenderResources`
# Objective
`TemporaryRenderEntity` currently uses `SparseSet` storage, but doesn't
seem to fit the criteria for a component that would benefit from this.
Typical usage of `TemporaryRenderEntity` (and all current usages of it
in engine as far as I can tell) would be to spawn an entity with it once
and then iterate over it once to despawn that entity.
`SparseSet` is said to be useful for insert/removal perf at the cost of
iteration perf.
## Solution
Use the default table storage
## Testing
Possibly this could show up in stress tests like `many_buttons`. I
didn't do any benchmarking.
# Objective
When using a rect for a ui image, its content size is still equal to the
size of the full image instead of the size of the rect.
## Solution
Use the rect size if it is present.
## Testing
I tested it using all 4 possible combinations of having a rect and
texture atlas or not. See the showcase section.
---
## Showcase
<details>
<summary>Click to view showcase</summary>
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
.add_systems(Startup, create_ui)
.run();
}
fn create_ui(
mut commands: Commands,
assets: Res<AssetServer>,
mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
mut ui_scale: ResMut<UiScale>,
) {
let texture = assets.load("textures/fantasy_ui_borders/numbered_slices.png");
let layout = TextureAtlasLayout::from_grid(UVec2::splat(16), 3, 3, None, None);
let texture_atlas_layout = texture_atlas_layouts.add(layout);
ui_scale.0 = 2.;
commands.spawn(Camera2d::default());
commands
.spawn(Node {
display: Display::Flex,
align_items: AlignItems::Center,
..default()
})
.with_children(|parent| {
// nothing
parent.spawn(ImageNode::new(texture.clone()));
// with rect
parent.spawn(ImageNode::new(texture.clone()).with_rect(Rect::new(0., 0., 16., 16.)));
// with rect and texture atlas
parent.spawn(
ImageNode::from_atlas_image(
texture.clone(),
TextureAtlas {
layout: texture_atlas_layout.clone(),
index: 1,
},
)
.with_rect(Rect::new(0., 0., 8., 8.)),
);
// with texture atlas
parent.spawn(ImageNode::from_atlas_image(
texture.clone(),
TextureAtlas {
layout: texture_atlas_layout.clone(),
index: 2,
},
));
});
}
```
Before this change:
<img width="529" alt="Screenshot 2024-11-21 at 11 55 45"
src="https://github.com/user-attachments/assets/23196003-08ca-4049-8409-fe349bd5aa54">
After the change:
<img width="400" alt="Screenshot 2024-11-21 at 11 54 54"
src="https://github.com/user-attachments/assets/e2cd6ebf-859c-40a1-9fc4-43bb28b024e5">
</details>
# Objective
Original motivation was a bundle I am migrating that is `Copy` which
needs to be synced to the render world. It probably doesn't actually
*need* to be `Copy`, so this isn't critical or anything.
I am continuing to use this bundle while bundles still exist to give
users an easier migration path.
## Solution
These ZSTs might as well be `Copy`. Add `Copy` derives.
PR #15164 made Bevy consider the center of the mesh to be the center of
the axis-aligned bounding box (AABB). Unfortunately, this breaks
crossfading in many cases. LODs may have different AABBs and so the
center of the AABB may differ for different LODs of the same mesh. The
crossfading, however, relies on all LODs having *precisely* the same
position.
To address this problem, this PR adds a new field, `use_aabb`, to
`VisibilityRange`, which makes the AABB center point behavior opt-in.
@BenjaminBrienen first noticed this issue when reviewing PR #16286. That
PR contains a video showing the effects of this regression on the
`visibility_range` example. This commit fixes that example.
## Migration Guide
* The `VisibilityRange` component now has an extra field, `use_aabb`.
Generally, you can safely set it to false.
We have an early-out to avoid updating `RenderVisibilityRanges` when a
`VisibilityRange` component is *modified*, but not when one is
*removed*. This means that removing `VisibilityRange` from an entity
might not update the rendering.
This PR fixes the issue by adding a check for removed
`VisibilityRange`s.
# Objective
- Fixes#16472.
## Solution
- Add flags to `SpritePlugin` and `UiPlugin` to disable their picking
backends.
## Testing
- The change is pretty trivial, so not much to test!
---
## Migration Guide
- `UiPlugin` now contains an extra `add_picking` field if
`bevy_ui_picking_backend` is enabled.
- `SpritePlugin` is no longer a unit struct, and has one field if
`bevy_sprite_picking_backend` is enabled (otherwise no fields).
# Objective
- Fixes#16469.
## Solution
- Make the picking backend features not enabled by default in each
sub-crate.
- Make features in `bevy_internal` to set the backend features
- Make the root `bevy` crate set the features by default.
## Testing
- The mesh and sprite picking examples still work correctly.
I'm not sure why, but somehow `#[derive(Reflect)]` on a tuple struct
with a boxed trait object can result in linker errors when dynamic
linking is used on Windows using `rust-lld`:
```
= note: rust-lld: error: <root>: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..reflect..PartialReflect$u20$for$u20$bevy_animation..AnimationEventFn$GT$::reflect_partial_eq::hc4cce1dc55e42e0b␍
rust-lld: error: <root>: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..from_reflect..FromReflect$u20$for$u20$bevy_animation..AnimationEventFn$GT$::from_reflect::hc2b1d575b8491092␍
rust-lld: error: <root>: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..tuple_struct..TupleStruct$u20$for$u20$bevy_animation..AnimationEventFn$GT$::clone_dynamic::hab42a4edc8d6b5c2␍
rust-lld: error: <root>: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..tuple_struct..TupleStruct$u20$for$u20$bevy_animation..AnimationEventFn$GT$::field::h729a3d6dd6a27a43␍
rust-lld: error: <root>: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..tuple_struct..TupleStruct$u20$for$u20$bevy_animation..AnimationEventFn$GT$::field_mut::hde1c34846d77344b␍
rust-lld: error: <root>: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..type_registry..GetTypeRegistration$u20$for$u20$bevy_animation..AnimationEventFn$GT$::get_type_registration::hb96eb543e403a132␍
rust-lld: error: <root>: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..type_registry..GetTypeRegistration$u20$for$u20$bevy_animation..AnimationEventFn$GT$::register_type_dependencies::hcf1a4b69bcfea6ae␍
rust-lld: error: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..reflect..PartialReflect$u20$for$u20$bevy_animation..AnimationEventFn$GT$::reflect_partial_eq::hc4cce1dc55e42e0b␍
```
etc.
Adding `#[reflect(opaque)]` to the `Reflect` derive fixes the problem,
and that's what this patch does. I think that adding
`#[reflect(opaque)]` is harmless, as there's little that reflection
allows with a boxed trait object anyhow.
# Objective
- Fixes#16406 even more. The previous implementation did not take into
account the depth of the requiree when setting the depth relative to the
required_by component.
## Solution
- Add the depth of the requiree!
## Testing
- Added a test.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
We switch back and forwards between logical and physical coordinates all
over the place. Systems have to query for cameras and the UiScale when
they shouldn't need to. It's confusing and fragile and new scale factor
bugs get found constantly.
## Solution
* Use physical coordinates whereever possible in `bevy_ui`.
* Store physical coords in `ComputedNode` and tear out all the unneeded
scale factor calculations and queries.
* Add an `inverse_scale_factor` field to `ComputedNode` and set nodes
changed when their scale factor changes.
## Migration Guide
`ComputedNode`'s fields and methods now use physical coordinates.
`ComputedNode` has a new field `inverse_scale_factor`. Multiplying the
physical coordinates by the `inverse_scale_factor` will give the logical
values.
---------
Co-authored-by: atlv <email@atlasdostal.com>
# Objective
Needing to derive `AnimationEvent` for `Event` is unnecessary, and the
trigger logic coupled to it feels like we're coupling "event producer"
logic with the event itself, which feels wrong. It also comes with a
bunch of complexity, which is again unnecessary. We can have the
flexibility of "custom animation event trigger logic" without this
coupling and complexity.
The current `animation_events` example is also needlessly complicated,
due to it needing to work around system ordering issues. The docs
describing it are also slightly wrong. We can make this all a non-issue
by solving the underlying ordering problem.
Related to this, we use the `bevy_animation::Animation` system set to
solve PostUpdate animation order-of-operations issues. If we move this
to bevy_app as part of our "core schedule", we can cut out needless
`bevy_animation` crate dependencies in these instances.
## Solution
- Remove `AnimationEvent`, the derive, and all other infrastructure
associated with it (such as the `bevy_animation/derive` crate)
- Replace all instances of `AnimationEvent` traits with `Event + Clone`
- Store and use functions for custom animation trigger logic (ex:
`clip.add_event_fn()`). For "normal" cases users dont need to think
about this and should use the simpler `clip.add_event()`
- Run the `Animation` system set _before_ updating text
- Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove
unnecessary `bevy_animation` dependency from `bevy_ui`
- Adjust `animation_events` example to use the simpler `clip.add_event`
API, as the workarounds are no longer necessary
This is polishing work that will land in 0.15, and I think it is simple
enough and valuable enough to land in 0.15 with it, in the interest of
making the feature as compelling as possible.
# Objective
A new user is likely to try `Query<Component>` instead of
`Query<&Component>`. The error message should guide them to the right
solution.
## Solution
Add a note to the on_unimplemented message for `QueryData` recommending
`&T` and `&mut T`.
The full error message now looks like:
```
error[E0277]: `A` is not valid to request as data in a `Query`
--> crates\bevy_ecs\src\query\world_query.rs:260:18
|
260 | fn system(query: Query<A>) {}
| ^^^^^^^^ invalid `Query` data
|
= help: the trait `fetch::QueryData` is not implemented for `A`
= note: if `A` is a component type, try using `&A` or `&mut A`
= help: the following other types implement trait `fetch::QueryData`:
&'__w mut T
&Archetype
&T
()
(F,)
(F0, F1)
(F0, F1, F2)
(F0, F1, F2, F3)
and 41 others
note: required by a bound in `system::query::Query`
--> crates\bevy_ecs\src\system\query.rs:362:37
|
362 | pub struct Query<'world, 'state, D: QueryData, F: QueryFilter = ()> {
| ^^^^^^^^^ required by this bound in `Query`
```
Alternative to #16450
# Objective
detailed_trace! in its current form does not work (and breaks CI)
## Solution
Fix detailed_trace by checking for the feature properly, adding it to
the correct crates, and removing it from the incorrect crates
# Objective
- Fixes#16406
- Fixes an issue where registering a "deeper" required component, then a
"shallower" required component, would result in the wrong required
constructor being used for the root component.
## Solution
- Make `register_required_components` add any "parent" of a component as
`required_by` to the new "child".
- Assign the depth of the `requiree` plus 1 as the depth of a new
runtime required component.
## Testing
- Added two new tests.
# Objective
- Add methods to facilitate `TextFont` component creation and insertion.
## Solution
- Added `from_font` and `from_font_size` which return a new `TextFont`
with said attributes provided as parameters.
- Added `with_font` and `with_font_size` which return an existing
`TextFont` modifying said attributes with the values provided as
parameters.
## Testing
- CI Checks.
- Tested methods locally by changing values and running the `text_debug`
example.
# Objective
Run this without this PR:
`cargo build -p bevy_hierarchy --no-default-features`
You'll get:
```
error[E0432]: unresolved import `bevy_reflect`
--> crates/bevy_hierarchy/src/events.rs:2:5
|
2 | use bevy_reflect::Reflect;
| ^^^^^^^^^^^^ use of undeclared crate or module `bevy_reflect`
For more information about this error, try `rustc --explain E0432`.
error: could not compile `bevy_hierarchy` (lib) due to 1 previous error
warning: build failed, waiting for other jobs to finish...
```
Because of this line:
```rs
use bevy_reflect::Reflect;
#[derive(Event, Debug, Clone, PartialEq, Eq)]
#[cfg_attr(feature = "reflect", derive(Reflect), reflect(Debug, PartialEq))]
pub enum HierarchyEvent { .. }
```
## Solution
use FQN: `derive(bevy_reflect::Reflect)`
## Testing
`cargo build -p bevy_hierarchy --no-default-features`
# Objective
It looks like this file was created based on the `ui_texture_slice`
rendering code and some variable names weren't updated.
## Solution
Rename "texture slice" variable names to "box shadow".
# Objective
#16222 regressed the user experience of actually using gamepads:
```rust
// Before 16222
gamepad.just_pressed(GamepadButton::South)
// After 16222
gamepad.digital.just_pressed(GamepadButton::South)
// Before 16222
gamepad.get(GamepadButton::RightTrigger2)
// After 16222
gamepad.analog.get(GamepadButton::RighTrigger2)
```
Users shouldn't need to think about "digital vs analog" when checking if
a button is pressed. This abstraction was intentional and I strongly
believe it is in our users' best interest. Buttons and Axes are _both_
digital and analog, and this is largely an implementation detail. I
don't think reverting this will be controversial.
## Solution
- Revert most of #16222
- Add the `Into<T>` from #16222 to the internals
- Expose read/write `digital` and `analog` accessors on gamepad, in the
interest of enabling the mocking scenarios covered in #16222 (and
allowing the minority of users that care about the "digital" vs "analog"
distinction in this context to make that distinction)
---------
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
- bevy_render (poorly) implements gcd (which should be in bevy_math but
theres not enough justification to have it there either anyways cus its
just one usage)
## Solution
- hardcoded LUT replacement for the one usage
## Testing
- verified the alternative implementation of 4/gcd(4,x) agreed with
original for 0..200
# Objective
https://github.com/AccessKit/accesskit/pull/475 changed how text content
should be set for AccessKit nodes with a role of `Label`. This was
unfortunately missing from #16234.
## Solution
When building an `accesskit::Node` with `Role::Label`, calls `set_value`
instead of `set_label` on the node to set its content.
## Testing
I can't test this right now on my Windows machine due to a compilation
error with wgpu-hal I have no idea how to resolve.
**NOTE: This is based on, and should be merged alongside,
https://github.com/bevyengine/bevy/pull/15482.** I'll leave this in
draft until that PR is merged.
# Objective
Equivalent of https://github.com/bevyengine/bevy/pull/15482 but for
serialization. See that issue for the motivation.
Also part of this tracking issue:
https://github.com/bevyengine/bevy/issues/15518
This PR is non-breaking, just like the deserializer PR (because the new
type parameter `P` has a default `P = ()`).
## Solution
Identical solution to the deserializer PR.
## Testing
Added unit tests and a very comprehensive doc test outlining a clear
example and use case.
# Objective
Fixes#16406.
Currently, the `#[require(...)]` attribute internally registers
component requirements using `register_required_components_manual`. This
is done recursively in a way where every requirement in the "inheritance
tree" is added into a flat `RequiredComponents` hash map with component
constructors and inheritance depths stored.
However, this does not consider runtime requirements: if a plugins has
already registered `C` as required by `B`, and a component `A` requires
`B` through the macro attribute, spawning an entity with `A` won't add
`C`. The `required_by` hash set for `C` doesn't have `A`, and the
`RequiredComponents` of `A` don't have `C`.
Intuitively, I would've thought that the macro attribute's requirements
were always added *before* runtime requirements, and in that case I
believe this shouldn't have been an issue. But the macro requirements
are based on `Component::register_required_components`, which in a lot
of cases (I think) is only called *after* the first time a bundle with
the component is inserted. So if a runtime requirement is defined
*before* this (as is often the case, during `Plugin::build`), the macro
may not take it into account.
## Solution
Register requirements inherited from the `required` component in
`register_required_components_manual_unchecked`.
## Testing
I added a test, essentially the same as in #16406, and it now passes. I
also ran some of the tests in #16409, and they seem to work as expected.
All the existing tests for required components pass.
# Objective
Seemed to have missed the export of `DynamicComponentFetch` from #15593.
`TryFromFilteredError` which is returned by `impl
TryFrom<FiliteredEntityMut/Ref> for EntityRef/Mut` also seemed to have
been missing.
## Solution
Export both of them.
# Objective
MSRV in the standalone crates should be accurate
## Solution
Determine the msrv of each crate and set it
## Testing
Adding better msrv checks to the CI is a next-step.
# Objective
- Fix part of #15920
## Solution
- Keep track of the last written amount of bytes, and bind only that
much of the buffer.
## Testing
- Did you test these changes? If so, how? No
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Migration Guide
- Fixed a bug with StorageBuffer and DynamicStorageBuffer binding data
from the previous frame(s) due to caching GPU buffers between frames.
# Objective
When adding custom BRP methods one might need to:
- Run custom systems in the `RemoteLast` schedule.
- Order those systems before/after request processing and cleanup.
For example in `bevy_remote_inspector` we need a way to perform some
preparation _before_ request processing. And to perform cleanup
_between_ request processing and watcher cleanup.
## Solution
- Make `RemoteLast` public
- Add `RemoteSet` with `ProcessRequests` and `Cleanup` variants.
I didn't mean to make this item private, fixing it for the 0.15 release
to be consistent with 0.14.
(maintainers: please make sure this gets merged into the 0.15 release
branch as well as main)
# Objective
- Fixes#16152
## Solution
- Put `bevy_window` and `bevy_a11y` behind the `bevy_window` feature.
they were the only difference
- Add `ScheduleRunnerPlugin` to the `DefaultPlugins` when `bevy_window`
is disabled
- Remove `HeadlessPlugins`
- Update the `headless` example
# Objective
- Fixes#16285
- Inactive camera are keeping the component `ViewUniformOffset` from
when they were active, still matching some queries trying to render to
them
## Solution
- Remove component `ViewUniformOffset` from cameras that are inactive
## Testing
- Ran example `render_primitives` and switched camera