# Objective
Fixes#12200 .
## Solution
I added a Hue Trait with the rotate_hue method to enable hue rotation.
Additionally, I modified the implementation of animations in the
animated_material sample.
---
## Changelog
- Added a `Hue` trait to `bevy_color/src/color_ops.rs`.
- Added the `Hue` trait implementation to `Hsla`, `Hsva`, `Hwba`,
`Lcha`, and `Oklcha`.
- Updated animated_material sample.
## Migration Guide
Users of Oklcha need to change their usage to use the with_hue method
instead of the with_h method.
---------
Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Fixes#12202
## Solution
- Implements `Animatable` for all color types implementing arithmetic
operations.
- the colors returned by `Animatable`s methods are already clamped.
- Adds a `color_animation.rs` example.
- Implements the `*Assign` operators for color types that already had
the corresponding operators. This is just a 'nice to have' and I am
happy to remove this if it's not wanted.
---
## Changelog
- `bevy_animation` now depends on `bevy_color`.
- `LinearRgba`, `Laba`, `Oklaba` and `Xyza` implement `Animatable`.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
- A new example `rounded_borders` was introduced in #12500, similar to
the `borders` example, but containing labels to describe each border,
leaving inconsistency between the examples.
## Solution
- Update the `borders` example to be consistent with `rounded_borders`.
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
- Currently the fps_overlay affects any other ui node spawned. This
should not happen
## Solution
- Use position absolute and a ZIndex of `i32::MAX - 32`
- I also modified the example a little bit to center it correctly. It
only worked previously because the overlay was pushing it down. I also
took the opportunity to simplify the text spawning code a little bit.
# Objective
Implements border radius for UI nodes. Adopted from #8973, but excludes
shadows.
## Solution
- Add a component `BorderRadius` which contains a radius value for each
corner of the UI node.
- Use a fragment shader to generate the rounded corners using a signed
distance function.
<img width="50%"
src="https://github.com/bevyengine/bevy/assets/26204416/16b2ba95-e274-4ce7-adb2-34cc41a776a5"></img>
## Changelog
- `BorderRadius`: New component that holds the border radius values.
- `NodeBundle` & `ButtonBundle`: Added a `border_radius: BorderRadius`
field.
- `extract_uinode_borders`: Stripped down, most of the work is done in
the shader now. Borders are no longer assembled from multiple rects,
instead the shader uses a signed distance function to draw the border.
- `UiVertex`: Added size, border and radius fields.
- `UiPipeline`: Added three vertex attributes to the vertex buffer
layout, to accept the UI node's size, border thickness and border
radius.
- Examples: Added rounded corners to the UI element in the `button`
example, and a `rounded_borders` example.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
# Objective
- This is an adopted version of #10420
- The objective is to help debugging the Ui layout tree with helpful
outlines, that can be easily enabled/disabled
## Solution
- Like #10420, the solution is using the bevy_gizmos in outlining the
nodes
---
## Changelog
### Added
- Added debug_overlay mod to `bevy_dev_tools`
- Added bevy_ui_debug feature to `bevy_dev_tools`
## How to use
- The user must use `bevy_dev_tools` feature in TOML
- The user must use the plugin UiDebugPlugin, that can be found on
`bevy::dev_tools::debug_overlay`
- Finally, to enable the function, the user must set
`UiDebugOptions::enabled` to true
Someone can easily toggle the function with something like:
```rust
fn toggle_overlay(input: Res<ButtonInput<KeyCode>>, options: ResMut<UiDebugOptions>) {
if input.just_pressed(KeyCode::Space) {
// The toggle method will enable if disabled and disable if enabled
options.toggle();
}
}
```
Note that this feature can be disabled from dev_tools, as its in fact
behind a default feature there, being the feature bevy_ui_debug.
# Limitations
Currently, due to limitations with gizmos itself, it's not possible to
support this feature to more the one window, so this tool is limited to
the primary window only.
# Showcase
![image](https://github.com/bevyengine/bevy/assets/126117294/ce9d70e6-0a57-4fa9-9753-ff5a9d82c009)
Ui example with debug_overlay enabled
![image](https://github.com/bevyengine/bevy/assets/126117294/e945015c-5bab-4d7f-9273-472aabaf25a9)
And disabled
---------
Co-authored-by: Nicola Papale <nico@nicopap.ch>
Co-authored-by: Pablo Reinhardt <pabloreinhardt@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Simplify implementing some asset traits without Box::pin(async move{})
shenanigans.
Fixes (in part) https://github.com/bevyengine/bevy/issues/11308
## Solution
Use async-fn in traits when possible in all traits. Traits with return
position impl trait are not object safe however, and as AssetReader and
AssetWriter are both used with dynamic dispatch, you need a Boxed
version of these futures anyway.
In the future, Rust is [adding
](https://blog.rust-lang.org/2023/12/21/async-fn-rpit-in-traits.html)proc
macros to generate these traits automatically, and at some point in the
future dyn traits should 'just work'. Until then.... this seemed liked
the right approach given more ErasedXXX already exist, but, no clue if
there's plans here! Especially since these are public now, it's a bit of
an unfortunate API, and means this is a breaking change.
In theory this saves some performance when these traits are used with
static dispatch, but, seems like most code paths go through dynamic
dispatch, which boxes anyway.
I also suspect a bunch of the lifetime annotations on these function
could be simplified now as the BoxedFuture was often the only thing
returned which needed a lifetime annotation, but I'm not touching that
for now as traits + lifetimes can be so tricky.
This is a revival of
[pull/11362](https://github.com/bevyengine/bevy/pull/11362) after a
spectacular merge f*ckup, with updates to the latest Bevy. Just to recap
some discussion:
- Overall this seems like a win for code quality, especially when
implementing these traits, but a loss for having to deal with ErasedXXX
variants.
- `ConditionalSend` was the preferred name for the trait that might be
Send, to deal with wasm platforms.
- When reviewing be sure to disable whitespace difference, as that's 95%
of the PR.
## Changelog
- AssetReader, AssetWriter, AssetLoader, AssetSaver and Process now use
async-fn in traits rather than boxed futures.
## Migration Guide
- Custom implementations of AssetReader, AssetWriter, AssetLoader,
AssetSaver and Process should switch to async fn rather than returning a
bevy_utils::BoxedFuture.
- Simultaniously, to use dynamic dispatch on these traits you should
instead use dyn ErasedXXX.
# Objective
I was wondering why the `lighting` example was still looking quite
different lately (specifically, the intensity of the green light on the
cube) and noticed that we had one more color change I didn't catch
before.
Prior to the `bevy_color` port, `PINK` was actually "deep pink" from the
css4 spec.
`palettes::css::PINK` is now correctly a lighter pink color defined by
the same spec.
```rust
// Bevy 0.13
pub const PINK: Color = Color::rgb(1.0, 0.08, 0.58);
// Bevy 0.14-dev
pub const PINK: Srgba = Srgba::new(1.0, 0.753, 0.796, 1.0);
pub const DEEP_PINK: Srgba = Srgba::new(1.0, 0.078, 0.576, 1.0);
```
## Solution
Change usages of `css::PINK` to `DEEP_PINK` to restore the examples to
their former colors.
# Objective
- Make example alien_cake_addict deterministic so that it's easier to
check for regression
## Solution
- Use a seeded random
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
- in example `axes`, the axes are sometime one frame late to follow
their mesh
## Solution
- System `move_cubes` modify the transforms, and `draw_axes` query them
for the axes
- if their order is not specified, it will be random and sometimes axes
are drawn before transforms are updated
- order systems
# Objective
- Improve the code quality of the breakout example
- As a newcomer to `bevy` I was pointed to the breakout example after
the "Getting Started" tutorial
- I'm making this PR because it had a few wrong comments + some
inconsistency in used patterns
## Solution
- Remove references to `wall` in all the collision code as it also
handles bricks and the paddle
- Use the newtype pattern with `bevy::prelude::Deref` for resources
- It was already used for `Velocity` before this PR
- `Scoreboard` is a resource only containing `score`, so it's simpler as
a newtype `Score` resource
- `CollisionSound` is already a newtype, so might as well unify the
access pattern for it
- Added docstrings for `WallLocation::position` and `WallLocation::size`
to explain what they represent
# Objective
- Closes#11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
# Objective
- Adds 3d grids, suggestion of #9400
## Solution
- Added 3d grids (grids spanning all three dimensions, not flat grids)
to bevy_gizmos
---
## Changelog
- `gizmos.grid(...)` and `gizmos.grid_2d(...)` now return a
`GridBuilder2d`.
- Added `gizmos.grid_3d(...)` which returns a `GridBuilder3d`.
- The difference between them is basically only that `GridBuilder3d`
exposes some methods for configuring the z axis while the 2d version
doesn't.
- Allowed for drawing the outer edges along a specific axis by calling
`.outer_edges_x()`, etc. on the builder.
## Additional information
Please note that I have not added the 3d grid to any example as not to
clutter them.
Here is an image of what the 3d grid looks like:
<img width="1440" alt="Screenshot 2024-03-12 at 02 19 55"
src="https://github.com/bevyengine/bevy/assets/62256001/4cd3b7de-cf2c-4f05-8a79-920a4dd804b8">
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Scaling `z` by anything but `1.0` in 2d can only lead to bugs and
confusion. See #4149.
## Solution
Use a `Vec2` for the paddle size const, and add a scale of `1.0` later.
This matches the way `BRICK_SIZE` is defined.
# Objective
- no-longer-extant type `WinitConfig` referenced in comments
- `mouse_button_input` refers to `KeyCode` input
- "spacebar" flagged as a typo by RustRover IDE
## Solution
- replace `WinitConfig` with `WinitSettings` in comments
- rename `mouse_button_input` to just `button_input`
- change "spacebar" to "space bar"
# Objective
- Part of #12351
- Add fps overlay
## Solution
- Create `FpsOverlayPlugin`
- Allow for configuration through resource `FpsOverlayConfig`
- Allow for configuration during runtime
### Preview on default settings
![20240308_22h23m25s_grim](https://github.com/bevyengine/bevy/assets/62356462/33d3d7a9-435e-4e0b-9814-d3274e779a69)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Adds gizmo line joints, suggestion of #9400
## Solution
- Adds `line_joints: GizmoLineJoint` to `GizmoConfig`. Currently the
following values are supported:
- `GizmoLineJoint::None`: does not draw line joints, same behaviour as
previously
- `GizmoLineJoint::Bevel`: draws a single triangle between the lines
- `GizmoLineJoint::Miter` / 'spiky joints': draws two triangles between
the lines extending them until they meet at a (miter) point.
- NOTE: for very small angles between the lines, which happens
frequently in 3d, the miter point will be very far away from the point
at which the lines meet.
- `GizmoLineJoint::Round(resolution)`: Draw a circle arc between the
lines. The circle is a triangle fan of `resolution` triangles.
---
## Changelog
- Added `GizmoLineJoint`, use that in `GizmoConfig` and added necessary
pipelines and draw commands.
- Added a new `line_joints.wgsl` shader containing three vertex shaders
`vertex_bevel`, `vertex_miter` and `vertex_round` as well as a basic
`fragment` shader.
## Migration Guide
Any manually created `GizmoConfig`s must now set the `.line_joints`
field.
## Known issues
- The way we currently create basic closed shapes like rectangles,
circles, triangles or really any closed 2d shape means that one of the
corners will not be drawn with joints, although that would probably be
expected. (see the triangle in the 2d image)
- This could be somewhat mitigated by introducing line caps or fixed by
adding another segment overlapping the first of the strip. (Maybe in a
followup PR?)
- 3d shapes can look 'off' with line joints (especially bevel) because
wherever 3 or more lines meet one of them may stick out beyond the joint
drawn between the other 2.
- Adding additional lines so that there is a joint between every line at
a corner would fix this but would probably be too computationally
expensive.
- Miter joints are 'unreasonably long' for very small angles between the
lines (the angle is the angle between the lines in screen space). This
is technically correct but distracting and does not feel right,
especially in 3d contexts. I think limiting the length of the miter to
the point at which the lines meet might be a good idea.
- The joints may be drawn with a different gizmo in-between them and
their corresponding lines in 2d. Some sort of z-ordering would probably
be good here, but I believe this may be out of scope for this PR.
## Additional information
Some pretty images :)
<img width="1175" alt="Screenshot 2024-03-02 at 04 53 50"
src="https://github.com/bevyengine/bevy/assets/62256001/58df7e63-9376-4430-8871-32adba0cb53b">
- Note that the top vertex does not have a joint drawn.
<img width="1440" alt="Screenshot 2024-03-02 at 05 03 55"
src="https://github.com/bevyengine/bevy/assets/62256001/137a00cf-cbd4-48c2-a46f-4b47492d4fd9">
Now for a weird video:
https://github.com/bevyengine/bevy/assets/62256001/93026f48-f1d6-46fe-9163-5ab548a3fce4
- The black lines shooting out from the cube are miter joints that get
very long because the lines between which they are drawn are (almost)
collinear in screen space.
---------
Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
# Objective
- Improve example from #12299
- Make it frame rate independent
- Make it not randomly random
## Solution
- Transitions between transforms will take 2 seconds instead of 100
frames
- Random is seeded
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.
# Objective
Bevy needs animation blending. The RFC for this is [RFC 51].
## Solution
This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.
This is just a draft to get the conversation started. Currently we're
missing a few things:
- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation
---
## Changelog
### Added
* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.
* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.
## Migration Guide
* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.
* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.
[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
- With the recent lighting changes, the default configuration in the
`bloom_3d` example is less clear what bloom actually does
- See [this
screenshot](4fdb1455d5 (r1494648414))
for a comparison.
- `bloom_3d` additionally uses a for-loop to spawn the spheres, which
can be turned into `commands::spawn_batch` call.
- The text is black, which is difficult to see on the gray background.
## Solution
- Increase emmisive values of materials.
- Set text to white.
## Showcase
Before:
<img width="1392" alt="before"
src="https://github.com/bevyengine/bevy/assets/59022059/757057ad-ed9f-4eed-b135-8e2032fcdeb5">
After:
<img width="1392" alt="image"
src="https://github.com/bevyengine/bevy/assets/59022059/3f9dc7a8-94b2-44b9-8ac3-deef1905221b">
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Make bevy_utils less of a compilation bottleneck. Tackle #11478.
## Solution
* Move all of the directly reexported dependencies and move them to
where they're actually used.
* Remove the UUID utilities that have gone unused since `TypePath` took
over for `TypeUuid`.
* There was also a extraneous bytemuck dependency on `bevy_core` that
has not been used for a long time (since `encase` became the primary way
to prepare GPU buffers).
* Remove the `all_tuples` macro reexport from bevy_ecs since it's
accessible from `bevy_utils`.
---
## Changelog
Removed: Many of the reexports from bevy_utils (petgraph, uuid, nonmax,
smallvec, and thiserror).
Removed: bevy_core's reexports of bytemuck.
## Migration Guide
bevy_utils' reexports of petgraph, uuid, nonmax, smallvec, and thiserror
have been removed.
bevy_core' reexports of bytemuck's types has been removed.
Add them as dependencies in your own crate instead.
# Objective
- We must have googly eyes.
- Also it would be nice if there was an example of a desk toy
application (like the old NEKO.EXE).
## Solution
- Created an example with googly eyed Bevy logo under
examples/games/desktoy.rs.
---
## Changelog
- Added "Desk Toy" game example showcasing window transparency and hit
test.
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
Fix#12304. Remove unnecessary type registrations thanks to #4154.
## Solution
Conservatively remove type registrations. Keeping the top level
components, resources, and events, but dropping everything else that is
a type of a member of those types.
# Objective
- Make it easier to figure out how to add asset sources
## Solution
- Add an example that adds an asset source, it functions almost
identical to the embedded_asset example
- Move the file from the embedded_asset example into a `files/` folder
# Objective
Fixes#12226
Prior to the `bevy_color` port, `DARK GRAY` used to mean "dark grey."
But it is now lighter than `GRAY`, matching the css4 spec.
## Solution
Change usages of `css::DARK_GRAY` to `Color::srgb(0.25, 0.25, 0.25)` to
restore the examples to their former colors.
With one exception: `display_and_visibility`. I think the new color is
an improvement.
## Note
A lot of these examples could use nicer colors. I'm not trying to revamp
everything here.
The css4 palette is truly a horror. See #12176 and #12080 for some
discussion about alternatives.
# Objective
Fixes#12225
Prior to the `bevy_color` port, `GREEN` used to mean "full green." But
it is now a much darker color matching the css1 spec.
## Solution
Change usages of `basic::GREEN` or `css::GREEN` to `LIME` to restore the
examples to their former colors.
This also removes the duplicate definition of `GREEN` from `css`. (it
was already re-exported from `basic`)
## Note
A lot of these examples could use nicer colors. I'm not trying to do
that here.
"Dark Grey" will be tackled separately and has its own tracking issue.
# Objective
Addresses one of the side-notes in #12225.
Colors in the `basic` palette are inconsistent in a few ways:
- `CYAN` was named `AQUA` in the referenced spec. (an alias was added in
a later spec)
- Colors are defined with e.g. "half green" having a `g` value of `0.5`.
But any spec would have been based on 8-bit color, so `0x80 / 0xFF` or
`128 / 255` or ~`0.502`. This precision is likely meaningful when doing
color math/rounding.
## Solution
Regenerate the colors from
https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=37563bedc8858033bd8b8380328c5230
# Objective
Follow up to #11600 and #10588https://github.com/bevyengine/bevy/issues/11944 made clear that some
people want to use slicing with texture atlases
## Changelog
* Added support for `TextureAtlas` slicing and tiling.
`SpriteSheetBundle` and `AtlasImageBundle` can now use `ImageScaleMode`
* Added new `ui_texture_atlas_slice` example using a texture sheet
<img width="798" alt="Screenshot 2024-02-23 at 11 58 35"
src="https://github.com/bevyengine/bevy/assets/26703856/47a8b764-127c-4a06-893f-181703777501">
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
# Objective
When doing a final pass for #3362, it appeared that `ComponentStorage`
as a trait, the two types implementing it, and the associated type on
`Component` aren't really necessary anymore. This likely was due to an
earlier constraint on the use of consts in traits, but that definitely
doesn't seem to be a problem in Rust 1.76.
## Solution
Remove them.
---
## Changelog
Changed: `Component::Storage` has been replaced with
`Component::STORAGE_TYPE` as a const.
Removed: `bevy::ecs::component::ComponentStorage` trait
Removed: `bevy::ecs::component::TableStorage` struct
Removed: `bevy::ecs::component::SparseSetStorage` struct
## Migration Guide
If you were manually implementing `Component` instead of using the
derive macro, replace the associated `Storage` associated type with the
`STORAGE_TYPE` const:
```rust
// in Bevy 0.13
impl Component for MyComponent {
type Storage = TableStorage;
}
// in Bevy 0.14
impl Component for MyComponent {
const STORAGE_TYPE: StorageType = StorageType::Table;
}
```
Component is no longer object safe. If you were relying on `&dyn
Component`, `Box<dyn Component>`, etc. please [file an issue
](https://github.com/bevyengine/bevy/issues) to get [this
change](https://github.com/bevyengine/bevy/pull/12311) reverted.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- After https://github.com/bevyengine/bevy/pull/11165, example `ui` is
not pretty as it displays the Bevy logo on a white background, with a
comment that is now wrong
## Solution
- Remove the background color
# Objective
- Follow-up to #12211
- Introduces an example project that demonstrates the implementation and
behavior of `Gizmos::axes` for an entity with a `Transform` component.
## Solution
In order to demonstrate how `Gizmo::axes` can be used and behaves in
practice, we introduce an example of a simple scene containing a pair of
cuboids locked in a grotesque, inscrutable dance: the two are repeatedly
given random `Transform`s which they interpolate to, showing how the
axes move with objects as they translate, rotate, and scale.
<img width="1023" alt="Screenshot 2024-03-04 at 1 16 33 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/c1ff4794-6722-491c-8522-f59801645139">
On the implementation side, we demonstrate how to draw axes for
entities, automatically sizing them according to their bounding boxes
(so that the axes will be visible):
````rust
fn draw_axes(mut gizmos: Gizmos, query: Query<(&Transform, &Aabb), With<ShowAxes>>) {
for (&transform, &aabb) in &query {
let length = aabb.half_extents.length();
gizmos.axes(transform, length);
}
}
````
---
## Changelog
- Created examples/gizmos/axes.rs.
- Added 'axes' example to Cargo.toml.
# Objective
Resolves#4154
Currently, registration must all be done manually:
```rust
#[derive(Reflect)]
struct Foo(Bar);
#[derive(Reflect)]
struct Bar(Baz);
#[derive(Reflect)]
struct Baz(usize);
fn main() {
// ...
app
.register_type::<Foo>()
.register_type::<Bar>()
.register_type::<Baz>()
// .register_type::<usize>() <- This one is handled by Bevy, thankfully
// ...
}
```
This can grow really quickly and become very annoying to add, remove,
and update as types change. It would be great if we could help reduce
the number of types that a user must manually implement themselves.
## Solution
As suggested in #4154, this PR adds automatic recursive registration.
Essentially, when a type is registered, it may now also choose to
register additional types along with it using the new
`GetTypeRegistration::register_type_dependencies` trait method.
The `Reflect` derive macro now automatically does this for all fields in
structs, tuple structs, struct variants, and tuple variants. This is
also done for tuples, arrays, `Vec<T>`, `HashMap<K, V>`, and
`Option<T>`.
This allows us to simplify the code above like:
```rust
#[derive(Reflect)]
struct Foo(Bar);
#[derive(Reflect)]
struct Bar(Baz);
#[derive(Reflect)]
struct Baz(usize);
fn main() {
// ...
app.register_type::<Foo>()
// ...
}
```
This automatic registration only occurs if the type has not yet been
registered. If it has been registered, we simply skip it and move to the
next one. This reduces the cost of registration and prevents overwriting
customized registrations.
## Considerations
While this does improve ergonomics on one front, it's important to look
at some of the arguments against adopting a PR like this.
#### Generic Bounds
~~Since we need to be able to register the fields individually, we need
those fields to implement `GetTypeRegistration`. This forces users to
then add this trait as a bound on their generic arguments. This
annoyance could be relieved with something like #5772.~~
This is no longer a major issue as the `Reflect` derive now adds the
`GetTypeRegistration` bound by default. This should technically be okay,
since we already add the `Reflect` bound.
However, this can also be considered a breaking change for manual
implementations that left out a `GetTypeRegistration` impl ~~or for
items that contain dynamic types (e.g. `DynamicStruct`) since those also
do not implement `GetTypeRegistration`~~.
#### Registration Assumptions
By automatically registering fields, users might inadvertently be
relying on certain types to be automatically registered. If `Foo`
auto-registers `Bar`, but `Foo` is later removed from the code, then
anywhere that previously used or relied on `Bar`'s registration would
now fail.
---
## Changelog
- Added recursive type registration to structs, tuple structs, struct
variants, tuple variants, tuples, arrays, `Vec<T>`, `HashMap<K, V>`, and
`Option<T>`
- Added a new trait in the hidden `bevy_reflect::__macro_exports` module
called `RegisterForReflection`
- Added `GetTypeRegistration` impl for
`bevy_render::render_asset::RenderAssetUsages`
## Migration Guide
All types that derive `Reflect` will now automatically add
`GetTypeRegistration` as a bound on all (unignored) fields. This means
that all reflected fields will need to also implement
`GetTypeRegistration`.
If all fields **derive** `Reflect` or are implemented in `bevy_reflect`,
this should not cause any issues. However, manual implementations of
`Reflect` that excluded a `GetTypeRegistration` impl for their type will
need to add one.
```rust
#[derive(Reflect)]
struct Foo<T: FromReflect> {
data: MyCustomType<T>
}
// OLD
impl<T: FromReflect> Reflect for MyCustomType<T> {/* ... */}
// NEW
impl<T: FromReflect + GetTypeRegistration> Reflect for MyCustomType<T> {/* ... */}
impl<T: FromReflect + GetTypeRegistration> GetTypeRegistration for MyCustomType<T> {/* ... */}
```
---------
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: radiish <cb.setho@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
In my library,
[`bevy_dev_console`](https://github.com/doonv/bevy_dev_console) I need
access to `App` within `LogPlugin::update_subscriber` in order to
communicate with the `App` from my custom `Layer`.
## Solution
Give access to `App`.
---
## Changelog
- Added access to `App` within `LogPlugin::update_subscriber`
## Migration Guide
`LogPlugin::update_subscriber` now has a `&mut App` parameter. If you
don't need access to `App`, you can ignore the parameter with an
underscore (`_`).
```diff,rust
- fn update_subscriber(subscriber: BoxedSubscriber) -> BoxedSubscriber {
+ fn update_subscriber(_: &mut App, subscriber: BoxedSubscriber) -> BoxedSubscriber {
Box::new(subscriber.with(CustomLayer))
}
```
# Objective
Fixes https://github.com/bevyengine/bevy/issues/11157.
## Solution
Stop using `BackgroundColor` as a color tint for `UiImage`. Add a
`UiImage::color` field for color tint instead. Allow a UI node to
simultaneously include a solid-color background and an image, with the
image rendered on top of the background (this is already how it works
for e.g. text).
![2024-02-29_1709239666_563x520](https://github.com/bevyengine/bevy/assets/12173779/ec50c9ef-4c7f-4ab8-a457-d086ce5b3425)
---
## Changelog
- The `BackgroundColor` component now renders a solid-color background
behind `UiImage` instead of tinting its color.
- Removed `BackgroundColor` from `ImageBundle`, `AtlasImageBundle`, and
`ButtonBundle`.
- Added `UiImage::color`.
- Expanded `RenderUiSystem` variants.
- Renamed `bevy_ui::extract_text_uinodes` to `extract_uinodes_text` for
consistency.
## Migration Guide
- `BackgroundColor` no longer tints the color of UI images. Use
`UiImage::color` for that instead.
- For solid color buttons, replace `ButtonBundle { background_color:
my_color.into(), ... }` with `ButtonBundle { image:
UiImage::default().with_color(my_color), ... }`, and update button
interaction systems to use `UiImage::color` instead of `BackgroundColor`
as well.
- `bevy_ui::RenderUiSystem::ExtractNode` has been split into
`ExtractBackgrounds`, `ExtractImages`, `ExtractBorders`, and
`ExtractText`.
- `bevy_ui::extract_uinodes` has been split into
`bevy_ui::extract_uinode_background_colors` and
`bevy_ui::extract_uinode_images`.
- `bevy_ui::extract_text_uinodes` has been renamed to
`extract_uinode_text`.
# Objective
After the `TextureAtlas` changes that landed in 0.13,
`SpriteSheetBundle` is equivalent to `TextureAtlas` + `SpriteBundle` and
`AtlasImageBundle` is equivalent to `TextureAtlas` + `ImageBundle`. As
such, the atlas bundles aren't particularly useful / necessary additions
to the API anymore.
In addition, atlas bundles are inconsistent with `ImageScaleMode` (also
introduced in 0.13) which doesn't have its own version of each image
bundle.
## Solution
Deprecate `SpriteSheetBundle` and `AtlasImageBundle` in favor of
including `TextureAtlas` as a separate component alongside
`SpriteBundle` and `ImageBundle`, respectively.
---
## Changelog
- Deprecated `SpriteSheetBundle` and `AtlasImageBundle`.
## Migration Guide
- `SpriteSheetBundle` has been deprecated. Use `TextureAtlas` alongside
a `SpriteBundle` instead.
- `AtlasImageBundle` has been deprecated. Use `TextureAtlas` alongside
an `ImageBundle` instead.
# Objective
- Part of #9400.
- Add light gizmos for `SpotLight`, `PointLight` and `DirectionalLight`.
## Solution
- Add a `ShowLightGizmo` and its related gizmo group and plugin, that
shows a gizmo for all lights of an entities when inserted on it. Light
display can also be toggled globally through the gizmo config in the
same way it can already be done for `Aabb`s.
- Add distinct segment setters for height and base one `Cone3dBuilder`.
This allow having a properly rounded base without too much edges along
the height. The doc comments explain how to ensure height and base
connect when setting different values.
Gizmo for the three light types without radius with the depth bias set
to -1:
![without-radius](https://github.com/bevyengine/bevy/assets/18357657/699d0154-f367-4727-9b09-8b458d96a0e2)
With Radius:
![with-radius](https://github.com/bevyengine/bevy/assets/18357657/f3af003e-dbba-427a-a305-c5cc1676e340)
Possible future improvements:
- Add a billboarded sprite with a distinct sprite for each light type.
- Display the intensity of the light somehow (no idea how to represent
that apart from some text).
---
## Changelog
### Added
- The new `ShowLightGizmo`, part of the `LightGizmoPlugin` and
configurable globally with `LightGizmoConfigGroup`, allows drawing gizmo
for `PointLight`, `SpotLight` and `DirectionalLight`. The gizmos color
behavior can be controlled with the `LightGizmoColor` member of
`ShowLightGizmo` and `LightGizmoConfigGroup`.
- The cone gizmo builder (`Cone3dBuilder`) now allows setting a
differing number of segments for the base and height.
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Follow up to #11057
Implemented suggestions from reviewers from: a simpler
fit_canvas_to_parent leads to an explicit CSS setting to the canvas.
From my understanding, it has do be set after wgpu creation due to wgpu
overriding the canvas width/height:
4400a58470/examples/src/utils.rs (L68-L74)
# Changelog
- Re-enable a `fit_canvas_to_parent`, it's removal from
https://github.com/bevyengine/bevy/pull/11057 was problematic. Still,
its inner working is more simple than before: bevy doesn't handle its
resizing, winit does.
## Migration Guide
- Cancels the migration from
https://github.com/bevyengine/bevy/pull/11057
# Objective
Fixes https://github.com/bevyengine/bevy/issues/11628
## Migration Guide
`Command` and `CommandQueue` have migrated from `bevy_ecs::system` to
`bevy_ecs::world`, so `use bevy_ecs::world::{Command, CommandQueue};`
when necessary.
# Objective
- Fix mismatch between the `Component` trait method and the `World`
method.
## Solution
- Replace init_component_info with register_component_hooks.
# Objective
This PR unpins `web-sys` so that unrelated projects that have
`bevy_render` in their workspace can finally update their `web-sys`.
More details in and fixes#12246.
## Solution
* Update `wgpu` from 0.19.1 to 0.19.3.
* Remove the `web-sys` pin.
* Update docs and wasm helper to remove the now-stale
`--cfg=web_sys_unstable_apis` Rust flag.
---
## Changelog
Updated `wgpu` to v0.19.3 and removed `web-sys` pin.