 206c7ce219
			
		
	
	
		206c7ce219
		
	
	
	
	
		
			
			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};
 | |
| use bevy_ecs::{
 | |
|     change_detection::Ref,
 | |
|     prelude::{Changed, DetectChanges, Entity, Query, With, Without},
 | |
| };
 | |
| use bevy_hierarchy::{Children, Parent};
 | |
| 
 | |
| /// Update [`GlobalTransform`] component of entities that aren't in the hierarchy
 | |
| ///
 | |
| /// Third party plugins should ensure that this is used in concert with [`propagate_transforms`].
 | |
| pub fn sync_simple_transforms(
 | |
|     mut query: Query<
 | |
|         (&Transform, &mut GlobalTransform),
 | |
|         (Changed<Transform>, Without<Parent>, Without<Children>),
 | |
|     >,
 | |
| ) {
 | |
|     query
 | |
|         .par_iter_mut()
 | |
|         .for_each_mut(|(transform, mut global_transform)| {
 | |
|             *global_transform = GlobalTransform::from(*transform);
 | |
|         });
 | |
| }
 | |
| 
 | |
| /// Update [`GlobalTransform`] component of entities based on entity hierarchy and
 | |
| /// [`Transform`] component.
 | |
| ///
 | |
| /// Third party plugins should ensure that this is used in concert with [`sync_simple_transforms`].
 | |
| pub fn propagate_transforms(
 | |
|     mut root_query: Query<
 | |
|         (Entity, &Children, Ref<Transform>, &mut GlobalTransform),
 | |
|         Without<Parent>,
 | |
|     >,
 | |
|     transform_query: Query<(Ref<Transform>, &mut GlobalTransform, Option<&Children>), With<Parent>>,
 | |
|     parent_query: Query<(Entity, Ref<Parent>)>,
 | |
| ) {
 | |
|     root_query.par_iter_mut().for_each_mut(
 | |
|         |(entity, children, transform, mut global_transform)| {
 | |
|             let changed = transform.is_changed();
 | |
|             if changed {
 | |
|                 *global_transform = GlobalTransform::from(*transform);
 | |
|             }
 | |
| 
 | |
|             for (child, actual_parent) in parent_query.iter_many(children) {
 | |
|                 assert_eq!(
 | |
|                     actual_parent.get(), entity,
 | |
|                     "Malformed hierarchy. This probably means that your hierarchy has been improperly maintained, or contains a cycle"
 | |
|                 );
 | |
|                 // SAFETY:
 | |
|                 // - `child` must have consistent parentage, or the above assertion would panic.
 | |
|                 // Since `child` is parented to a root entity, the entire hierarchy leading to it is consistent.
 | |
|                 // - We may operate as if all descendants are consistent, since `propagate_recursive` will panic before 
 | |
|                 //   continuing to propagate if it encounters an entity with inconsistent parentage.
 | |
|                 // - Since each root entity is unique and the hierarchy is consistent and forest-like,
 | |
|                 //   other root entities' `propagate_recursive` calls will not conflict with this one.
 | |
|                 // - Since this is the only place where `transform_query` gets used, there will be no conflicting fetches elsewhere.
 | |
|                 unsafe {
 | |
|                     propagate_recursive(
 | |
|                         &global_transform,
 | |
|                         &transform_query,
 | |
|                         &parent_query,
 | |
|                         child,
 | |
|                         changed || actual_parent.is_changed(),
 | |
|                     );
 | |
|                 }
 | |
|             }
 | |
|         },
 | |
|     );
 | |
| }
 | |
| 
 | |
| /// Recursively propagates the transforms for `entity` and all of its descendants.
 | |
| ///
 | |
| /// # Panics
 | |
| ///
 | |
| /// If `entity`'s descendants have a malformed hierarchy, this function will panic occur before propagating
 | |
| /// the transforms of any malformed entities and their descendants.
 | |
| ///
 | |
| /// # Safety
 | |
| ///
 | |
| /// - While this function is running, `transform_query` must not have any fetches for `entity`,
 | |
| /// nor any of its descendants.
 | |
| /// - The caller must ensure that the hierarchy leading to `entity`
 | |
| /// is well-formed and must remain as a tree or a forest. Each entity must have at most one parent.
 | |
| unsafe fn propagate_recursive(
 | |
|     parent: &GlobalTransform,
 | |
|     transform_query: &Query<
 | |
|         (Ref<Transform>, &mut GlobalTransform, Option<&Children>),
 | |
|         With<Parent>,
 | |
|     >,
 | |
|     parent_query: &Query<(Entity, Ref<Parent>)>,
 | |
|     entity: Entity,
 | |
|     mut changed: bool,
 | |
| ) {
 | |
|     let (global_matrix, children) = {
 | |
|         let Ok((transform, mut global_transform, children)) =
 | |
|             // SAFETY: This call cannot create aliased mutable references.
 | |
|             //   - The top level iteration parallelizes on the roots of the hierarchy.
 | |
|             //   - The caller ensures that each child has one and only one unique parent throughout the entire
 | |
|             //     hierarchy.
 | |
|             //
 | |
|             // For example, consider the following malformed hierarchy:
 | |
|             //
 | |
|             //     A
 | |
|             //   /   \
 | |
|             //  B     C
 | |
|             //   \   /
 | |
|             //     D
 | |
|             //
 | |
|             // D has two parents, B and C. If the propagation passes through C, but the Parent component on D points to B,
 | |
|             // the above check will panic as the origin parent does match the recorded parent.
 | |
|             //
 | |
|             // Also consider the following case, where A and B are roots:
 | |
|             //
 | |
|             //  A       B
 | |
|             //   \     /
 | |
|             //    C   D
 | |
|             //     \ /
 | |
|             //      E
 | |
|             //
 | |
|             // Even if these A and B start two separate tasks running in parallel, one of them will panic before attempting
 | |
|             // to mutably access E.
 | |
|             (unsafe { transform_query.get_unchecked(entity) }) else {
 | |
|                 return;
 | |
|             };
 | |
| 
 | |
|         changed |= transform.is_changed();
 | |
|         if changed {
 | |
|             *global_transform = parent.mul_transform(*transform);
 | |
|         }
 | |
|         (*global_transform, children)
 | |
|     };
 | |
| 
 | |
|     let Some(children) = children else { return };
 | |
|     for (child, actual_parent) in parent_query.iter_many(children) {
 | |
|         assert_eq!(
 | |
|             actual_parent.get(), entity,
 | |
|             "Malformed hierarchy. This probably means that your hierarchy has been improperly maintained, or contains a cycle"
 | |
|         );
 | |
|         // SAFETY: The caller guarantees that `transform_query` will not be fetched
 | |
|         // for any descendants of `entity`, so it is safe to call `propagate_recursive` for each child.
 | |
|         //
 | |
|         // The above assertion ensures that each child has one and only one unique parent throughout the
 | |
|         // entire hierarchy.
 | |
|         unsafe {
 | |
|             propagate_recursive(
 | |
|                 &global_matrix,
 | |
|                 transform_query,
 | |
|                 parent_query,
 | |
|                 child,
 | |
|                 changed || actual_parent.is_changed(),
 | |
|             );
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| #[cfg(test)]
 | |
| mod test {
 | |
|     use bevy_app::prelude::*;
 | |
|     use bevy_ecs::prelude::*;
 | |
|     use bevy_ecs::system::CommandQueue;
 | |
|     use bevy_math::vec3;
 | |
|     use bevy_tasks::{ComputeTaskPool, TaskPool};
 | |
| 
 | |
|     use crate::components::{GlobalTransform, Transform};
 | |
|     use crate::systems::*;
 | |
|     use crate::TransformBundle;
 | |
|     use bevy_hierarchy::{BuildChildren, BuildWorldChildren, Children, Parent};
 | |
| 
 | |
|     #[test]
 | |
|     fn did_propagate() {
 | |
|         ComputeTaskPool::init(TaskPool::default);
 | |
|         let mut world = World::default();
 | |
| 
 | |
|         let mut schedule = Schedule::new();
 | |
|         schedule.add_system(sync_simple_transforms);
 | |
|         schedule.add_system(propagate_transforms);
 | |
| 
 | |
|         // Root entity
 | |
|         world.spawn(TransformBundle::from(Transform::from_xyz(1.0, 0.0, 0.0)));
 | |
| 
 | |
|         let mut children = Vec::new();
 | |
|         world
 | |
|             .spawn(TransformBundle::from(Transform::from_xyz(1.0, 0.0, 0.0)))
 | |
|             .with_children(|parent| {
 | |
|                 children.push(
 | |
|                     parent
 | |
|                         .spawn(TransformBundle::from(Transform::from_xyz(0.0, 2.0, 0.)))
 | |
|                         .id(),
 | |
|                 );
 | |
|                 children.push(
 | |
|                     parent
 | |
|                         .spawn(TransformBundle::from(Transform::from_xyz(0.0, 0.0, 3.)))
 | |
|                         .id(),
 | |
|                 );
 | |
|             });
 | |
|         schedule.run(&mut world);
 | |
| 
 | |
|         assert_eq!(
 | |
|             *world.get::<GlobalTransform>(children[0]).unwrap(),
 | |
|             GlobalTransform::from_xyz(1.0, 0.0, 0.0) * Transform::from_xyz(0.0, 2.0, 0.0)
 | |
|         );
 | |
| 
 | |
|         assert_eq!(
 | |
|             *world.get::<GlobalTransform>(children[1]).unwrap(),
 | |
|             GlobalTransform::from_xyz(1.0, 0.0, 0.0) * Transform::from_xyz(0.0, 0.0, 3.0)
 | |
|         );
 | |
|     }
 | |
| 
 | |
|     #[test]
 | |
|     fn did_propagate_command_buffer() {
 | |
|         let mut world = World::default();
 | |
| 
 | |
|         let mut schedule = Schedule::new();
 | |
|         schedule.add_system(sync_simple_transforms);
 | |
|         schedule.add_system(propagate_transforms);
 | |
| 
 | |
|         // Root entity
 | |
|         let mut queue = CommandQueue::default();
 | |
|         let mut commands = Commands::new(&mut queue, &world);
 | |
|         let mut children = Vec::new();
 | |
|         commands
 | |
|             .spawn(TransformBundle::from(Transform::from_xyz(1.0, 0.0, 0.0)))
 | |
|             .with_children(|parent| {
 | |
|                 children.push(
 | |
|                     parent
 | |
|                         .spawn(TransformBundle::from(Transform::from_xyz(0.0, 2.0, 0.0)))
 | |
|                         .id(),
 | |
|                 );
 | |
|                 children.push(
 | |
|                     parent
 | |
|                         .spawn(TransformBundle::from(Transform::from_xyz(0.0, 0.0, 3.0)))
 | |
|                         .id(),
 | |
|                 );
 | |
|             });
 | |
|         queue.apply(&mut world);
 | |
|         schedule.run(&mut world);
 | |
| 
 | |
|         assert_eq!(
 | |
|             *world.get::<GlobalTransform>(children[0]).unwrap(),
 | |
|             GlobalTransform::from_xyz(1.0, 0.0, 0.0) * Transform::from_xyz(0.0, 2.0, 0.0)
 | |
|         );
 | |
| 
 | |
|         assert_eq!(
 | |
|             *world.get::<GlobalTransform>(children[1]).unwrap(),
 | |
|             GlobalTransform::from_xyz(1.0, 0.0, 0.0) * Transform::from_xyz(0.0, 0.0, 3.0)
 | |
|         );
 | |
|     }
 | |
| 
 | |
|     #[test]
 | |
|     fn correct_children() {
 | |
|         ComputeTaskPool::init(TaskPool::default);
 | |
|         let mut world = World::default();
 | |
| 
 | |
|         let mut schedule = Schedule::new();
 | |
|         schedule.add_system(sync_simple_transforms);
 | |
|         schedule.add_system(propagate_transforms);
 | |
| 
 | |
|         // Add parent entities
 | |
|         let mut children = Vec::new();
 | |
|         let parent = {
 | |
|             let mut command_queue = CommandQueue::default();
 | |
|             let mut commands = Commands::new(&mut command_queue, &world);
 | |
|             let parent = commands.spawn(Transform::from_xyz(1.0, 0.0, 0.0)).id();
 | |
|             commands.entity(parent).with_children(|parent| {
 | |
|                 children.push(parent.spawn(Transform::from_xyz(0.0, 2.0, 0.0)).id());
 | |
|                 children.push(parent.spawn(Transform::from_xyz(0.0, 3.0, 0.0)).id());
 | |
|             });
 | |
|             command_queue.apply(&mut world);
 | |
|             schedule.run(&mut world);
 | |
|             parent
 | |
|         };
 | |
| 
 | |
|         assert_eq!(
 | |
|             world
 | |
|                 .get::<Children>(parent)
 | |
|                 .unwrap()
 | |
|                 .iter()
 | |
|                 .cloned()
 | |
|                 .collect::<Vec<_>>(),
 | |
|             children,
 | |
|         );
 | |
| 
 | |
|         // Parent `e1` to `e2`.
 | |
|         {
 | |
|             let mut command_queue = CommandQueue::default();
 | |
|             let mut commands = Commands::new(&mut command_queue, &world);
 | |
|             commands.entity(children[1]).add_child(children[0]);
 | |
|             command_queue.apply(&mut world);
 | |
|             schedule.run(&mut world);
 | |
|         }
 | |
| 
 | |
|         assert_eq!(
 | |
|             world
 | |
|                 .get::<Children>(parent)
 | |
|                 .unwrap()
 | |
|                 .iter()
 | |
|                 .cloned()
 | |
|                 .collect::<Vec<_>>(),
 | |
|             vec![children[1]]
 | |
|         );
 | |
| 
 | |
|         assert_eq!(
 | |
|             world
 | |
|                 .get::<Children>(children[1])
 | |
|                 .unwrap()
 | |
|                 .iter()
 | |
|                 .cloned()
 | |
|                 .collect::<Vec<_>>(),
 | |
|             vec![children[0]]
 | |
|         );
 | |
| 
 | |
|         assert!(world.despawn(children[0]));
 | |
| 
 | |
|         schedule.run(&mut world);
 | |
| 
 | |
|         assert_eq!(
 | |
|             world
 | |
|                 .get::<Children>(parent)
 | |
|                 .unwrap()
 | |
|                 .iter()
 | |
|                 .cloned()
 | |
|                 .collect::<Vec<_>>(),
 | |
|             vec![children[1]]
 | |
|         );
 | |
|     }
 | |
| 
 | |
|     #[test]
 | |
|     fn correct_transforms_when_no_children() {
 | |
|         let mut app = App::new();
 | |
|         ComputeTaskPool::init(TaskPool::default);
 | |
| 
 | |
|         app.add_system(sync_simple_transforms);
 | |
|         app.add_system(propagate_transforms);
 | |
| 
 | |
|         let translation = vec3(1.0, 0.0, 0.0);
 | |
| 
 | |
|         // These will be overwritten.
 | |
|         let mut child = Entity::from_raw(0);
 | |
|         let mut grandchild = Entity::from_raw(1);
 | |
|         let parent = app
 | |
|             .world
 | |
|             .spawn((
 | |
|                 Transform::from_translation(translation),
 | |
|                 GlobalTransform::IDENTITY,
 | |
|             ))
 | |
|             .with_children(|builder| {
 | |
|                 child = builder
 | |
|                     .spawn(TransformBundle::IDENTITY)
 | |
|                     .with_children(|builder| {
 | |
|                         grandchild = builder.spawn(TransformBundle::IDENTITY).id();
 | |
|                     })
 | |
|                     .id();
 | |
|             })
 | |
|             .id();
 | |
| 
 | |
|         app.update();
 | |
| 
 | |
|         // check the `Children` structure is spawned
 | |
|         assert_eq!(&**app.world.get::<Children>(parent).unwrap(), &[child]);
 | |
|         assert_eq!(&**app.world.get::<Children>(child).unwrap(), &[grandchild]);
 | |
|         // Note that at this point, the `GlobalTransform`s will not have updated yet, due to `Commands` delay
 | |
|         app.update();
 | |
| 
 | |
|         let mut state = app.world.query::<&GlobalTransform>();
 | |
|         for global in state.iter(&app.world) {
 | |
|             assert_eq!(global, &GlobalTransform::from_translation(translation));
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     #[test]
 | |
|     #[should_panic]
 | |
|     fn panic_when_hierarchy_cycle() {
 | |
|         ComputeTaskPool::init(TaskPool::default);
 | |
|         // We cannot directly edit Parent and Children, so we use a temp world to break
 | |
|         // 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();
 | |
|     }
 | |
| }
 |