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[Merged by Bors] - Ensure that the parent is always the expected entity #4717
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DJMcNab
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A section of code that is hard to understand or change
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# Objective - Transform propogation could stack overflow when there was a cycle. - I think #4203 would use all available memory. ## Solution - Make sure that the child entity's `Parent`s are their parents. This is also required for when parallelising, although as noted in the comment, the naïve solution would be UB. (The best way to fix this would probably be an `&mut UnsafeCell<T>` `WorldQuery`, or wrapper type with the same effect)
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Ensure that the parent is always the expected entity
[Merged by Bors] - Ensure that the parent is always the expected entity
May 16, 2022
robtfm
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May 17, 2022
# Objective - Transform propogation could stack overflow when there was a cycle. - I think bevyengine#4203 would use all available memory. ## Solution - Make sure that the child entity's `Parent`s are their parents. This is also required for when parallelising, although as noted in the comment, the naïve solution would be UB. (The best way to fix this would probably be an `&mut UnsafeCell<T>` `WorldQuery`, or wrapper type with the same effect)
exjam
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May 22, 2022
# Objective - Transform propogation could stack overflow when there was a cycle. - I think bevyengine#4203 would use all available memory. ## Solution - Make sure that the child entity's `Parent`s are their parents. This is also required for when parallelising, although as noted in the comment, the naïve solution would be UB. (The best way to fix this would probably be an `&mut UnsafeCell<T>` `WorldQuery`, or wrapper type with the same effect)
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Nov 21, 2022
# Objective Fixes #4697. Hierarchical propagation of properties, currently only Transform -> GlobalTransform, can be a very expensive operation. Transform propagation is a strict dependency for anything positioned in world-space. In large worlds, this can take quite a bit of time, so limiting it to a single thread can result in poor CPU utilization as it bottlenecks the rest of the frame's systems. ## Solution - Move transforms without a parent or a child (free-floating (Global)Transform) entities into a separate parallel system. - Chunk the hierarchy based on the root entities and process it in parallel with `Query::par_for_each_mut`. - Utilize the hierarchy's specific properties introduced in #4717 to allow for safe use of `Query::get_unchecked` on multiple threads. Assuming each child is unique in the hierarchy, it is impossible to have an aliased `&mut GlobalTransform` so long as we verify that the parent for a child is the same one propagated from. --- ## Changelog Removed: `transform_propagate_system` is no longer `pub`.
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Nov 21, 2022
# Objective Fixes #4697. Hierarchical propagation of properties, currently only Transform -> GlobalTransform, can be a very expensive operation. Transform propagation is a strict dependency for anything positioned in world-space. In large worlds, this can take quite a bit of time, so limiting it to a single thread can result in poor CPU utilization as it bottlenecks the rest of the frame's systems. ## Solution - Move transforms without a parent or a child (free-floating (Global)Transform) entities into a separate parallel system. - Chunk the hierarchy based on the root entities and process it in parallel with `Query::par_for_each_mut`. - Utilize the hierarchy's specific properties introduced in #4717 to allow for safe use of `Query::get_unchecked` on multiple threads. Assuming each child is unique in the hierarchy, it is impossible to have an aliased `&mut GlobalTransform` so long as we verify that the parent for a child is the same one propagated from. --- ## Changelog Removed: `transform_propagate_system` is no longer `pub`.
taiyoungjang
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Dec 15, 2022
# Objective Fixes bevyengine#4697. Hierarchical propagation of properties, currently only Transform -> GlobalTransform, can be a very expensive operation. Transform propagation is a strict dependency for anything positioned in world-space. In large worlds, this can take quite a bit of time, so limiting it to a single thread can result in poor CPU utilization as it bottlenecks the rest of the frame's systems. ## Solution - Move transforms without a parent or a child (free-floating (Global)Transform) entities into a separate parallel system. - Chunk the hierarchy based on the root entities and process it in parallel with `Query::par_for_each_mut`. - Utilize the hierarchy's specific properties introduced in bevyengine#4717 to allow for safe use of `Query::get_unchecked` on multiple threads. Assuming each child is unique in the hierarchy, it is impossible to have an aliased `&mut GlobalTransform` so long as we verify that the parent for a child is the same one propagated from. --- ## Changelog Removed: `transform_propagate_system` is no longer `pub`.
alradish
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Jan 22, 2023
# Objective Fixes bevyengine#4697. Hierarchical propagation of properties, currently only Transform -> GlobalTransform, can be a very expensive operation. Transform propagation is a strict dependency for anything positioned in world-space. In large worlds, this can take quite a bit of time, so limiting it to a single thread can result in poor CPU utilization as it bottlenecks the rest of the frame's systems. ## Solution - Move transforms without a parent or a child (free-floating (Global)Transform) entities into a separate parallel system. - Chunk the hierarchy based on the root entities and process it in parallel with `Query::par_for_each_mut`. - Utilize the hierarchy's specific properties introduced in bevyengine#4717 to allow for safe use of `Query::get_unchecked` on multiple threads. Assuming each child is unique in the hierarchy, it is impossible to have an aliased `&mut GlobalTransform` so long as we verify that the parent for a child is the same one propagated from. --- ## Changelog Removed: `transform_propagate_system` is no longer `pub`.
ItsDoot
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Feb 1, 2023
# Objective Fixes bevyengine#4697. Hierarchical propagation of properties, currently only Transform -> GlobalTransform, can be a very expensive operation. Transform propagation is a strict dependency for anything positioned in world-space. In large worlds, this can take quite a bit of time, so limiting it to a single thread can result in poor CPU utilization as it bottlenecks the rest of the frame's systems. ## Solution - Move transforms without a parent or a child (free-floating (Global)Transform) entities into a separate parallel system. - Chunk the hierarchy based on the root entities and process it in parallel with `Query::par_for_each_mut`. - Utilize the hierarchy's specific properties introduced in bevyengine#4717 to allow for safe use of `Query::get_unchecked` on multiple threads. Assuming each child is unique in the hierarchy, it is impossible to have an aliased `&mut GlobalTransform` so long as we verify that the parent for a child is the same one propagated from. --- ## Changelog Removed: `transform_propagate_system` is no longer `pub`.
ItsDoot
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Feb 1, 2023
# Objective - Transform propogation could stack overflow when there was a cycle. - I think bevyengine#4203 would use all available memory. ## Solution - Make sure that the child entity's `Parent`s are their parents. This is also required for when parallelising, although as noted in the comment, the naïve solution would be UB. (The best way to fix this would probably be an `&mut UnsafeCell<T>` `WorldQuery`, or wrapper type with the same effect)
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Labels
A-Hierarchy
Parent-child entity hierarchies
A-Transform
Translations, rotations and scales
C-Code-Quality
A section of code that is hard to understand or change
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Objective
Solution
Parent
s are their parents.This is also required for when parallelising, although as noted in the comment, the naïve solution would be UB.
(The best way to fix this would probably be an
&mut UnsafeCell<T>
WorldQuery
, or wrapper type with the same effect)