Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR. # Objective - Followup #6587. - Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45 ## Solution - [x] Remove old scheduling module - [x] Migrate new methods to no longer use extension methods - [x] Fix compiler errors - [x] Fix benchmarks - [x] Fix examples - [x] Fix docs - [x] Fix tests ## Changelog ### Added - a large number of methods on `App` to work with schedules ergonomically - the `CoreSchedule` enum - `App::add_extract_system` via the `RenderingAppExtension` trait extension method - the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms` ### Removed - stages, and all code that mentions stages - states have been dramatically simplified, and no longer use a stack - `RunCriteriaLabel` - `AsSystemLabel` trait - `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition) - systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world - `RunCriteriaLabel` - `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear. ### Changed - `System::default_labels` is now `System::default_system_sets`. - `App::add_default_labels` is now `App::add_default_sets` - `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet` - `App::add_system_set` was renamed to `App::add_systems` - The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum - `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)` - `SystemLabel` trait was replaced by `SystemSet` - `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>` - The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq` - Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria. - Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found. - the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. - `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`. - `bevy_pbr::add_clusters` is no longer an exclusive system - the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling` - `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread. ## Migration Guide - Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)` - Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed. - The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved. - Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior. - Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you. - For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with - `add_system(my_system.in_set(CoreSet::PostUpdate)` - When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages - Run criteria have been renamed to run conditions. These can now be combined with each other and with states. - Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow. - For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label. - Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default. - Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually. - Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`. - the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior. - the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity - `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl. - Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings. - `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds. - `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool. - States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set` ## TODO - [x] remove dead methods on App and World - [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule` - [x] avoid adding the default system set at inappropriate times - [x] remove any accidental cycles in the default plugins schedule - [x] migrate benchmarks - [x] expose explicit labels for the built-in command flush points - [x] migrate engine code - [x] remove all mentions of stages from the docs - [x] verify docs for States - [x] fix uses of exclusive systems that use .end / .at_start / .before_commands - [x] migrate RenderStage and AssetStage - [x] migrate examples - [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub) - [x] ensure that on_enter schedules are run at least once before the main app - [x] re-enable opt-in to execution order ambiguities - [x] revert change to `update_bounds` to ensure it runs in `PostUpdate` - [x] test all examples - [x] unbreak directional lights - [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples) - [x] game menu example shows loading screen and menu simultaneously - [x] display settings menu is a blank screen - [x] `without_winit` example panics - [x] ensure all tests pass - [x] SubApp doc test fails - [x] runs_spawn_local tasks fails - [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120) ## Points of Difficulty and Controversy **Reviewers, please give feedback on these and look closely** 1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup. 2. The outer schedule controls which schedule is run when `App::update` is called. 3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes. 4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset. 5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order 6. Implemetnation strategy for fixed timesteps 7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks. 8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements. ## Future Work (ideally before 0.10) - Rename schedule_v3 module to schedule or scheduling - Add a derive macro to states, and likely a `EnumIter` trait of some form - Figure out what exactly to do with the "systems added should basically work by default" problem - Improve ergonomics for working with fixed timesteps and states - Polish FixedTime API to match Time - Rebase and merge #7415 - Resolve all internal ambiguities (blocked on better tools, especially #7442) - Add "base sets" to replace the removed default sets.
409 lines
14 KiB
Rust
409 lines
14 KiB
Rust
use crate::components::{GlobalTransform, Transform};
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use bevy_ecs::{
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change_detection::Ref,
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prelude::{Changed, DetectChanges, Entity, Query, With, Without},
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};
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use bevy_hierarchy::{Children, Parent};
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/// Update [`GlobalTransform`] component of entities that aren't in the hierarchy
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///
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/// Third party plugins should ensure that this is used in concert with [`propagate_transforms`].
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pub fn sync_simple_transforms(
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mut query: Query<
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(&Transform, &mut GlobalTransform),
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(Changed<Transform>, Without<Parent>, Without<Children>),
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>,
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) {
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query
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.par_iter_mut()
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.for_each_mut(|(transform, mut global_transform)| {
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*global_transform = GlobalTransform::from(*transform);
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});
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}
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/// Update [`GlobalTransform`] component of entities based on entity hierarchy and
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/// [`Transform`] component.
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///
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/// Third party plugins should ensure that this is used in concert with [`sync_simple_transforms`].
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pub fn propagate_transforms(
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mut root_query: Query<
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(Entity, &Children, Ref<Transform>, &mut GlobalTransform),
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Without<Parent>,
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>,
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transform_query: Query<(Ref<Transform>, &mut GlobalTransform, Option<&Children>), With<Parent>>,
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parent_query: Query<(Entity, Ref<Parent>)>,
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) {
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root_query.par_iter_mut().for_each_mut(
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|(entity, children, transform, mut global_transform)| {
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let changed = transform.is_changed();
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if changed {
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*global_transform = GlobalTransform::from(*transform);
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}
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for (child, actual_parent) in parent_query.iter_many(children) {
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assert_eq!(
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actual_parent.get(), entity,
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"Malformed hierarchy. This probably means that your hierarchy has been improperly maintained, or contains a cycle"
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);
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// SAFETY:
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// - `child` must have consistent parentage, or the above assertion would panic.
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// Since `child` is parented to a root entity, the entire hierarchy leading to it is consistent.
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// - We may operate as if all descendants are consistent, since `propagate_recursive` will panic before
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// continuing to propagate if it encounters an entity with inconsistent parentage.
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// - Since each root entity is unique and the hierarchy is consistent and forest-like,
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// other root entities' `propagate_recursive` calls will not conflict with this one.
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// - Since this is the only place where `transform_query` gets used, there will be no conflicting fetches elsewhere.
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unsafe {
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propagate_recursive(
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&global_transform,
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&transform_query,
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&parent_query,
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child,
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changed || actual_parent.is_changed(),
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);
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}
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}
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},
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);
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}
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/// Recursively propagates the transforms for `entity` and all of its descendants.
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///
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/// # Panics
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///
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/// If `entity`'s descendants have a malformed hierarchy, this function will panic occur before propagating
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/// the transforms of any malformed entities and their descendants.
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///
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/// # Safety
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///
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/// - While this function is running, `transform_query` must not have any fetches for `entity`,
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/// nor any of its descendants.
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/// - The caller must ensure that the hierarchy leading to `entity`
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/// is well-formed and must remain as a tree or a forest. Each entity must have at most one parent.
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unsafe fn propagate_recursive(
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parent: &GlobalTransform,
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transform_query: &Query<
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(Ref<Transform>, &mut GlobalTransform, Option<&Children>),
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With<Parent>,
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>,
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parent_query: &Query<(Entity, Ref<Parent>)>,
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entity: Entity,
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mut changed: bool,
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) {
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let (global_matrix, children) = {
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let Ok((transform, mut global_transform, children)) =
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// SAFETY: This call cannot create aliased mutable references.
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// - The top level iteration parallelizes on the roots of the hierarchy.
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// - The caller ensures that each child has one and only one unique parent throughout the entire
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// hierarchy.
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//
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// For example, consider the following malformed hierarchy:
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//
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// A
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// / \
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// B C
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// \ /
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// D
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//
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// D has two parents, B and C. If the propagation passes through C, but the Parent component on D points to B,
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// the above check will panic as the origin parent does match the recorded parent.
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//
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// Also consider the following case, where A and B are roots:
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//
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// A B
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// \ /
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// C D
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// \ /
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// E
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//
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// Even if these A and B start two separate tasks running in parallel, one of them will panic before attempting
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// to mutably access E.
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(unsafe { transform_query.get_unchecked(entity) }) else {
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return;
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};
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changed |= transform.is_changed();
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if changed {
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*global_transform = parent.mul_transform(*transform);
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}
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(*global_transform, children)
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};
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let Some(children) = children else { return };
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for (child, actual_parent) in parent_query.iter_many(children) {
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assert_eq!(
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actual_parent.get(), entity,
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"Malformed hierarchy. This probably means that your hierarchy has been improperly maintained, or contains a cycle"
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);
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// SAFETY: The caller guarantees that `transform_query` will not be fetched
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// for any descendants of `entity`, so it is safe to call `propagate_recursive` for each child.
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//
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// The above assertion ensures that each child has one and only one unique parent throughout the
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// entire hierarchy.
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unsafe {
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propagate_recursive(
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&global_matrix,
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transform_query,
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parent_query,
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child,
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changed || actual_parent.is_changed(),
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);
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}
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}
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}
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#[cfg(test)]
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mod test {
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use bevy_app::prelude::*;
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use bevy_ecs::prelude::*;
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use bevy_ecs::system::CommandQueue;
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use bevy_math::vec3;
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use bevy_tasks::{ComputeTaskPool, TaskPool};
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use crate::components::{GlobalTransform, Transform};
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use crate::systems::*;
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use crate::TransformBundle;
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use bevy_hierarchy::{BuildChildren, BuildWorldChildren, Children, Parent};
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#[test]
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fn did_propagate() {
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ComputeTaskPool::init(TaskPool::default);
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let mut world = World::default();
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let mut schedule = Schedule::new();
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schedule.add_system(sync_simple_transforms);
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schedule.add_system(propagate_transforms);
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// Root entity
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world.spawn(TransformBundle::from(Transform::from_xyz(1.0, 0.0, 0.0)));
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let mut children = Vec::new();
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world
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.spawn(TransformBundle::from(Transform::from_xyz(1.0, 0.0, 0.0)))
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.with_children(|parent| {
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children.push(
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parent
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.spawn(TransformBundle::from(Transform::from_xyz(0.0, 2.0, 0.)))
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.id(),
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);
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children.push(
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parent
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.spawn(TransformBundle::from(Transform::from_xyz(0.0, 0.0, 3.)))
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.id(),
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);
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});
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schedule.run(&mut world);
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assert_eq!(
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*world.get::<GlobalTransform>(children[0]).unwrap(),
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GlobalTransform::from_xyz(1.0, 0.0, 0.0) * Transform::from_xyz(0.0, 2.0, 0.0)
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);
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assert_eq!(
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*world.get::<GlobalTransform>(children[1]).unwrap(),
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GlobalTransform::from_xyz(1.0, 0.0, 0.0) * Transform::from_xyz(0.0, 0.0, 3.0)
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);
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}
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#[test]
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fn did_propagate_command_buffer() {
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let mut world = World::default();
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let mut schedule = Schedule::new();
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schedule.add_system(sync_simple_transforms);
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schedule.add_system(propagate_transforms);
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// Root entity
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let mut queue = CommandQueue::default();
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let mut commands = Commands::new(&mut queue, &world);
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let mut children = Vec::new();
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commands
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.spawn(TransformBundle::from(Transform::from_xyz(1.0, 0.0, 0.0)))
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.with_children(|parent| {
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children.push(
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parent
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.spawn(TransformBundle::from(Transform::from_xyz(0.0, 2.0, 0.0)))
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.id(),
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);
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children.push(
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parent
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.spawn(TransformBundle::from(Transform::from_xyz(0.0, 0.0, 3.0)))
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.id(),
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);
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});
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queue.apply(&mut world);
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schedule.run(&mut world);
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assert_eq!(
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*world.get::<GlobalTransform>(children[0]).unwrap(),
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GlobalTransform::from_xyz(1.0, 0.0, 0.0) * Transform::from_xyz(0.0, 2.0, 0.0)
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);
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assert_eq!(
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*world.get::<GlobalTransform>(children[1]).unwrap(),
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GlobalTransform::from_xyz(1.0, 0.0, 0.0) * Transform::from_xyz(0.0, 0.0, 3.0)
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);
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}
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#[test]
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fn correct_children() {
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ComputeTaskPool::init(TaskPool::default);
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let mut world = World::default();
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let mut schedule = Schedule::new();
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schedule.add_system(sync_simple_transforms);
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schedule.add_system(propagate_transforms);
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// Add parent entities
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let mut children = Vec::new();
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let parent = {
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let mut command_queue = CommandQueue::default();
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let mut commands = Commands::new(&mut command_queue, &world);
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let parent = commands.spawn(Transform::from_xyz(1.0, 0.0, 0.0)).id();
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commands.entity(parent).with_children(|parent| {
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children.push(parent.spawn(Transform::from_xyz(0.0, 2.0, 0.0)).id());
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children.push(parent.spawn(Transform::from_xyz(0.0, 3.0, 0.0)).id());
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});
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command_queue.apply(&mut world);
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schedule.run(&mut world);
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parent
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};
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assert_eq!(
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world
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.get::<Children>(parent)
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.unwrap()
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.iter()
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.cloned()
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.collect::<Vec<_>>(),
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children,
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);
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// Parent `e1` to `e2`.
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{
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let mut command_queue = CommandQueue::default();
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let mut commands = Commands::new(&mut command_queue, &world);
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commands.entity(children[1]).add_child(children[0]);
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command_queue.apply(&mut world);
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schedule.run(&mut world);
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}
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assert_eq!(
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world
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.get::<Children>(parent)
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.unwrap()
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.iter()
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.cloned()
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.collect::<Vec<_>>(),
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vec![children[1]]
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);
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assert_eq!(
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world
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.get::<Children>(children[1])
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.unwrap()
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.iter()
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.cloned()
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.collect::<Vec<_>>(),
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vec![children[0]]
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);
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assert!(world.despawn(children[0]));
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schedule.run(&mut world);
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assert_eq!(
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world
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.get::<Children>(parent)
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.unwrap()
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.iter()
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.cloned()
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.collect::<Vec<_>>(),
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vec![children[1]]
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);
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}
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#[test]
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fn correct_transforms_when_no_children() {
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let mut app = App::new();
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ComputeTaskPool::init(TaskPool::default);
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app.add_system(sync_simple_transforms);
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app.add_system(propagate_transforms);
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let translation = vec3(1.0, 0.0, 0.0);
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// These will be overwritten.
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let mut child = Entity::from_raw(0);
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let mut grandchild = Entity::from_raw(1);
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let parent = app
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.world
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.spawn((
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Transform::from_translation(translation),
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GlobalTransform::IDENTITY,
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))
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.with_children(|builder| {
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child = builder
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.spawn(TransformBundle::IDENTITY)
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.with_children(|builder| {
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grandchild = builder.spawn(TransformBundle::IDENTITY).id();
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})
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.id();
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})
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.id();
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app.update();
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// check the `Children` structure is spawned
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assert_eq!(&**app.world.get::<Children>(parent).unwrap(), &[child]);
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assert_eq!(&**app.world.get::<Children>(child).unwrap(), &[grandchild]);
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// Note that at this point, the `GlobalTransform`s will not have updated yet, due to `Commands` delay
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app.update();
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let mut state = app.world.query::<&GlobalTransform>();
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for global in state.iter(&app.world) {
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assert_eq!(global, &GlobalTransform::from_translation(translation));
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}
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}
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#[test]
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#[should_panic]
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fn panic_when_hierarchy_cycle() {
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ComputeTaskPool::init(TaskPool::default);
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// We cannot directly edit Parent and Children, so we use a temp world to break
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// the hierarchy's invariants.
|
|
let mut temp = World::new();
|
|
let mut app = App::new();
|
|
|
|
app.add_system(propagate_transforms)
|
|
.add_system(sync_simple_transforms);
|
|
|
|
fn setup_world(world: &mut World) -> (Entity, Entity) {
|
|
let mut grandchild = Entity::from_raw(0);
|
|
let child = world
|
|
.spawn(TransformBundle::IDENTITY)
|
|
.with_children(|builder| {
|
|
grandchild = builder.spawn(TransformBundle::IDENTITY).id();
|
|
})
|
|
.id();
|
|
(child, grandchild)
|
|
}
|
|
|
|
let (temp_child, temp_grandchild) = setup_world(&mut temp);
|
|
let (child, grandchild) = setup_world(&mut app.world);
|
|
|
|
assert_eq!(temp_child, child);
|
|
assert_eq!(temp_grandchild, grandchild);
|
|
|
|
app.world
|
|
.spawn(TransformBundle::IDENTITY)
|
|
.push_children(&[child]);
|
|
std::mem::swap(
|
|
&mut *app.world.get_mut::<Parent>(child).unwrap(),
|
|
&mut *temp.get_mut::<Parent>(grandchild).unwrap(),
|
|
);
|
|
|
|
app.update();
|
|
}
|
|
}
|