Commit graph

6621 commits

Author SHA1 Message Date
MiniaczQ
1a1b22ede8
Restore overwrite capabilities of insert_state (#13848)
# Objective

- Fixes #13844
- Warn user when initializing state multiple times

## Solution

- `insert_state` will overwrite previously initialized state value,
reset transition events and re-insert it's own transition event.
- `init_state`, `add_sub_state`, `add_computed_state` are idempotent, so
calling them multiple times will emit a warning.

## Testing

- 2 tests confirming overwrite works.
- Given the example from #13844
```rs
use bevy::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .insert_state(AppState::A)
        .insert_state(AppState::B)
        .add_systems(OnEnter(AppState::A), setup_a)
        .add_systems(OnEnter(AppState::B), setup_b)
        .add_systems(OnExit(AppState::A), cleanup_a)
        .add_systems(OnExit(AppState::B), cleanup_b)
        .run();
}

#[derive(States, Debug, Clone, PartialEq, Eq, Hash)]
enum AppState {
    A,
    B,
}

fn setup_a() {
    info!("setting up A");
}

fn setup_b() {
    info!("setting up B");
}

fn cleanup_a() {
    info!("cleaning up A");
}

fn cleanup_b() {
    info!("cleaning up B");
}
```

We get the following result:
```
INFO states: setting up B
```
which matches our expectations.
2024-06-14 22:22:59 +00:00
Kristoffer Søholm
1395e3672c
Fix is_plugin_added::<Self>() being true during build (#13817)
# Objective

Fixes #13815 

## Solution

Move insertion of the plugin name to after build is called.

## Testing

I added a regression test

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-06-14 19:37:03 +00:00
robtfm
01971f210e
fix non-exact text h-alignment (#13846)
# Objective

when a parent container is auto-sized, text alignments `Center` and
`Right` don't align to the center and right properly. fix it

## Solution

ab_glyph positions return +/- values from an anchor point. we currently
transform them to positive values from the min-x of the glyphs, and then
offset from the left of the bounds. instead, we can keep the negative
values as ab_glyph intended and offset from the left/middle/right of the
bounds as appropriate.

## Testing

texts with align left, center, right, all contained in the purple boxes:
before (0.14.0-rc.2):
![Screenshot 2024-06-14
165456](https://github.com/bevyengine/bevy/assets/50659922/90fb73b0-d8bd-4ae8-abf3-7106eafc93ba)

after:

![Screenshot 2024-06-14
164449](https://github.com/bevyengine/bevy/assets/50659922/0a75ff09-b51d-4fbe-a491-b655a145c08b)

code:
```rs
use bevy::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .run();
}

fn setup(mut commands: Commands) {
    commands.spawn(Camera2dBundle::default());

    for (left, justify) in [
        (100.0, JustifyText::Left),
        (500.0, JustifyText::Center),
        (900.0, JustifyText::Right),
    ] {
        commands
        // container
        .spawn(NodeBundle {
            style: Style {
                flex_direction: FlexDirection::Column,
                position_type: PositionType::Absolute,
                left: Val::Px(left),
                top: Val::Px(100.0),
                width: Val::Px(300.0),
                ..Default::default()
            },
            ..Default::default()
        })
        .with_children(|commands| {
            commands.spawn(NodeBundle{
                style: Style {
                    flex_direction: FlexDirection::Row,
                    height: Val::Px(75.0),
                    ..Default::default()
                },
                background_color: Color::srgb(1.0, 0.0, 1.0).into(),
                ..Default::default()
            }).with_children(|commands| {
                // a div that reduces the available size
                commands.spawn(NodeBundle {
                    style: Style {
                        width: Val::Px(75.0),
                        ..Default::default()
                    },
                    background_color: Color::srgb(0.0, 1.0, 0.0).into(),
                    ..Default::default()
                });

                // text with width=auto, but actual size will not be what it expcets due to the sibling div above
                commands.spawn(TextBundle {
                    text: Text::from_section("Some text that wraps onto a second line", Default::default()).with_justify(justify),
                    style: Style {
                        align_self: AlignSelf::Center,
                        ..Default::default()
                    },
                    ..Default::default()
                });
            });
        });
    }
}
```
2024-06-14 19:14:42 +00:00
BD103
117346d8b7
Mention updating Bevy book code validation for release candidates (#13849)
# Objective

- https://github.com/bevyengine/bevy-website/pull/1404 updates
`code-validation` on the website to use the latest release candidate.
- It also adds instructions to update this version for each new release
candidate.
- @alice-i-cecile asked [that this is added to the release
checklist](https://github.com/bevyengine/bevy-website/pull/1404#issuecomment-2168453165).

## Solution

- Add a note to the post-release section for release candidates.

## Testing

- No testing needed :)
2024-06-14 18:56:45 +00:00
Elabajaba
2825ac8a8e
Wgpu 0.20 (#13186)
Currently blocked on https://github.com/gfx-rs/wgpu/issues/5774

# Objective

Update to wgpu 0.20

## Solution

Update to wgpu 0.20 and naga_oil 0.14.

## Testing

Tested a few different examples on linux (vulkan, webgl2, webgpu) and
windows (dx12 + vulkan) and they worked.

---

## Changelog

- Updated to wgpu 0.20. Note that we don't currently support wgpu's new
pipeline overridable constants, as they don't work on web currently and
need some more changes to naga_oil (and are somewhat redundant with
naga_oil's shader defs). See wgpu's changelog for more
https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md#v0200-2024-04-28

## Migration Guide

TODO

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2024-06-14 18:39:31 +00:00
Mike
004ba585b2
reduce the antialias strength (#13814)
# Objective

- Fixes #13807

## Solution

- Before this pr we antialiased between 0.5 and -0.5. This pr changes
things to antialias between 0.25 and -0.25. I tried slightly larger
ranges, but the edge between the boxes still showed. I'm not 100% sure
this is the correct solution, but from what I could find the range you
use is more art than science.

## Testing

- Ran rounded_borders example, the code in the linked issue, and the
testing example from #12702.

---

## Changelog

- reduce antialiasing in ui shader.
2024-06-14 18:36:15 +00:00
James Gayfer
061baa4ff7
Use dynamic uniform buffer in post processing example (#13540)
# Objective

While learning about shaders and pipelines, I found this example to be
misleading; it wasn't clear to me how the node knew what the correct
"instance" of `PostProcessSettings` we should send to the shader (as the
combination of `ExtractComponentPlugin` and `UniformComponentPlugin`
extracts + sends _all_ of our `PostProcessSetting` components to the
GPU).

The goal of this PR is to clarify how to target the view specific
`PostProcessSettings` in the shader when there are multiple cameras.

## Solution

To accomplish this, we can use a dynamic uniform buffer for
`PostProcessSettings`, querying for the relevant `DynamicUniformIndex`
in the `PostProcessNode` to get the relevant index to use with the bind
group.

While the example in its current state is _correct_, I believe that fact
that it's intended to showcase a per camera post processing effect
warrants a dynamic uniform buffer (even though in the context of this
example we have only one camera, and therefore no adverse behaviour).

## Testing

- Run the `post_processing` example before and after this change,
verifying they behave the same.

## Reviewer notes

This is my first PR to Bevy, and I'm by no means an expert in the world
of rendering (though I'm trying to learn all I can). If there's a better
way to do this / a reason not to take this route, I'd love to hear it!

Thanks in advance.
2024-06-14 18:04:13 +00:00
Nionidh
ba198151a4
Add missing plugins to doc of DefaultPlugins (#13833)
StatesPlugin and GizmoPlugin were missing from the doc comment of
DefaultPlugins. I am not sure whether this was for a reason, but i just
stumbled over it and it seemed off...

## Testing

I'm not sure how to test these changes?
2024-06-14 18:03:04 +00:00
François Mockers
14fdec674d
run windows ci on rust 1.78 (#13834)
# Objective

- temporary fix for CI 
- Rust 1.79 seems to have broken bevy on DX12 on some configuration

## Solution

- Keep using Rust 1.78
2024-06-14 18:01:51 +00:00
Alice Cecile
2cffd14923
Ensure that events are updated even when using a bare-bones Bevy App (#13808)
# Objective

As discovered in
https://github.com/Leafwing-Studios/leafwing-input-manager/issues/538,
there appears to be some real weirdness going on in how event updates
are processed between Bevy 0.13 and Bevy 0.14.

To identify the cause and prevent regression, I've added tests to
validate the intended behavior.
My initial suspicion was that this would be fixed by
https://github.com/bevyengine/bevy/pull/13762, but that doesn't seem to
be the case.

Instead, events appear to never be updated at all when using `bevy_app`
by itself. This is part of the problem resolved by
https://github.com/bevyengine/bevy/pull/11528, and introduced by
https://github.com/bevyengine/bevy/pull/10077.

After some investigation, it appears that `signal_event_update_system`
is never added using a bare-bones `App`, and so event updates are always
skipped.

This can be worked around by adding your own copy to a
later-in-the-frame schedule, but that's not a very good fix.

## Solution

Ensure that if we're not using a `FixedUpdate` schedule, events are
always updated every frame.

To do this, I've modified the logic of `event_update_condition` and
`event_update_system` to clearly and correctly differentiate between the
two cases: where we're waiting for a "you should update now" signal and
where we simply don't care.

To encode this, I've added the `ShouldUpdateEvents` enum, replacing a
simple `bool` in `EventRegistry`'s `needs_update` field.

Now, both tests pass as expected, without having to manually add a
system!

## Testing

I've written two parallel unit tests to cover the intended behavior:

1. Test that `iter_current_update_events` works as expected in
`bevy_ecs`.
2. Test that `iter_current_update_events` works as expected in
`bevy_app`

I've also added a test to verify that event updating works correctly in
the presence of a fixed main schedule, and a second test to verify that
fixed updating works at all to help future authors narrow down failures.

## Outstanding

- [x] figure out why the `bevy_app` version of this test fails but the
`bevy_ecs` version does not
- [x] figure out why `EventRegistry::run_updates` isn't working properly
- [x] figure out why `EventRegistry::run_updates` is never getting
called
- [x] figure out why `event_update_condition` is always returning false
- [x] figure out why `EventRegistry::needs_update` is always false
- [x] verify that the problem is a missing `signal_events_update_system`

---------

Co-authored-by: Mike <mike.hsu@gmail.com>
2024-06-12 14:28:51 +00:00
Kornel
435d9bc02c
Highlight dependency on shader files in examples (#13824)
The examples won't work when copy-pasted to another project, without
also copying their shader files. This change adds constants at the top
of the files to bring attention to the dependencies.

Follow up to
[#13624](https://github.com/bevyengine/bevy/pull/13624#issuecomment-2143872791)
2024-06-12 14:16:01 +00:00
CatThingy
f23c686fcf
Fix minor typos in query join docs (#13812)
# Objective

- Correct typos in docs for `Query::join`'s docs

## Solution

- Fix them

Co-authored-by: François Mockers <mockersf@gmail.com>
2024-06-11 23:24:53 +00:00
Mike
07a85676b3
Revert "constrain WorldQuery::init_state argument to ComponentInitial… (#13804)
…izer (#13442)"

This reverts commit 5cfb063d4a.

- This PR broke bevy-trait-query, which needs to be able to write a
resource in init_state. See #13798 for more details.
- Note this doesn't fix everything as transmutes for bevy-trait-query
will still be broken,. But the current usage in that crate is UB, so we
need to find another solution.
2024-06-11 22:54:42 +00:00
Alice Cecile
d659a1f7d5
Revert "Make FOG_ENABLED a shader_def instead of material flag (#13783)" (#13803)
This reverts commit 3ced49f672.

Relevant to https://github.com/bevyengine/bevy/issues/13802. This wasn't
done quite right and partially broke fog.

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-06-10 23:25:16 +00:00
Bob Gardner
2ccdae7489
Split event.rs into a full module. (#13801)
# Objective

- Split the bevy_ecs::events module so it's easier to work with

## Solution

- Split the event.rs file across multiple files, made sure all tests
passed, and exports from the module were the same as previous

## Testing

- All automated tests pass.
2024-06-10 21:45:01 +00:00
Brezak
d803adff09
Add from_color to StandardMaterial and ColorMaterial (#13791)
# Objective

Closes #13738

## Solution

Added `from_color` to materials that would support it. Didn't add
`from_color` to `WireframeMaterial` as it doesn't seem we expect users
to be constructing them themselves.

## Testing

None

---

## Changelog

### Added

- `from_color` to `StandardMaterial` so you can construct this material
from any color type.
- `from_color` to `ColorMaterial` so you can construct this material
from any color type.
2024-06-10 21:25:31 +00:00
Lynn
c172c3c4b5
Custom primitives example (#13795)
# Objective

- Add a new example showcasing how to add custom primitives and what you
can do with them.

## Solution

- Added a new example `custom_primitives` with a 2D heart shape
primitive highlighting
  - `Bounded2d` by implementing and visualising bounding shapes,
  - `Measured2d` by implementing it,
  - `Meshable` to show the shape on the screen
- The example also includes an `Extrusion<Heart>` implementing
  - `Measured3d`,
  - `Bounded3d` using the `BoundedExtrusion` trait and
  - meshing using the `Extrudable` trait.

## Additional information

Here are two images of the heart and its extrusion:

![image_2024-06-10_194631194](https://github.com/bevyengine/bevy/assets/62256001/53f1836c-df74-4ba6-85e9-fabdafa94c66)
![Screenshot 2024-06-10
194609](https://github.com/bevyengine/bevy/assets/62256001/b1630e71-6e94-4293-b7b5-da8d9cc98faf)

---------

Co-authored-by: Jakub Marcowski <37378746+Chubercik@users.noreply.github.com>
2024-06-10 21:15:21 +00:00
Alice Cecile
54010cc07e
Revert Align Scene::write_to_world_with to match DynamicScene::write_to_world_with (#13800)
# Objective

- https://github.com/bevyengine/bevy/pull/13714 broke scenes pretty
seriously
- Fixes https://github.com/bevyengine/bevy/issues/13796

## Solution

Revert it. We can redo this PR once the behavior is fixed.

Co-authored-by: Dmytro Banin <dima_banin@hotmail.com>
2024-06-10 21:14:11 +00:00
JMS55
fd30e0c67d
Fix meshlet vertex attribute interpolation (#13775)
# Objective

- Mikktspace requires that we normalize world normals/tangents _before_
interpolation across vertices, and then do _not_ normalize after. I had
it backwards.
- We do not (am not supposed to?) need a second set of barycentrics for
motion vectors. If you think about the typical raster pipeline, in the
vertex shader we calculate previous_world_position, and then it gets
interpolated using the current triangle's barycentrics.

## Solution

- Fix normal/tangent processing 
- Reuse barycentrics for motion vector calculations
- Not implementing this for 0.14, but long term I aim to remove explicit
vertex tangents and calculate them in the shader on the fly.

## Testing

- I tested out some of the normal maps we have in repo. Didn't seem to
make a difference, but mikktspace is all about correctness across
various baking tools. I probably just didn't have any of the ones that
would cause it to break.
- Didn't test motion vectors as there's a known bug with the depth
buffer and meshlets that I'm waiting on the render graph rewrite to fix.
2024-06-10 20:18:43 +00:00
Brezak
f187d9c5fc
Poll system information in separate tasks (#13693)
# Objective

Reading system information severely slows down the update loop.
Fixes #12848.

## Solution

Read system info in a separate thread.

## Testing

- Open the scene 3d example
- Add `FrameTimeDiagnosticsPlugin`, `SystemInformationDiagnosticsPlugin`
and `LogDiagnosticsPlugin` to the app.
- Add this system to the update schedule to disable Vsync on the main
window
```rust
fn change_window_mode(mut windows: Query<&mut Window, Added<Window>>) {
    for mut window in &mut windows {
        window.present_mode = PresentMode::AutoNoVsync;
    }
}
```
- Read the fps values in the console before and after this PR.

On my PC I went from around 50 fps to around 1150 fps.

---

## Changelog

### Changed

- The `SystemInformationDiagnosticsPlugin` now reads system data
separate of the update cycle.

### Added 

- The `EXPECTED_SYSTEM_INFORMATION_INTERVAL` constant which defines how
often we read system diagnostic data.

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2024-06-10 19:06:22 +00:00
Chris Juchem
49661b99fe
Remove extra call to clear_trackers (#13762)
Fixes #13758.

# Objective

Calling `update` on the main app already calls `clear_trackers`. Calling
it again in `SubApps::update` caused RemovedCompenet Events to be
cleared earlier than they should be.

## Solution

- Don't call clear_trackers an extra time.

## Testing

I manually tested the fix with this unit test: 
```
#[cfg(test)]
mod test {
    use crate::core::{FrameCount, FrameCountPlugin};
    use crate::prelude::*;

    #[test]
    fn test_next_frame_removal() {
        #[derive(Component)]
        struct Foo;

        #[derive(Resource)]
        struct RemovedCount(usize);

        let mut app = App::new();
        app.add_plugins(FrameCountPlugin);
        app.add_systems(Startup, |mut commands: Commands| {
            for _ in 0..100 {
                commands.spawn(Foo);
            }
            commands.insert_resource(RemovedCount(0));
        });

        app.add_systems(First, |counter: Res<FrameCount>| {
            println!("Frame {}:", counter.0)
        });

        fn detector_system(
            mut removals: RemovedComponents<Foo>,
            foos: Query<Entity, With<Foo>>,
            mut removed_c: ResMut<RemovedCount>,
        ) {
            for e in removals.read() {
                println!("  Detected removed Foo component for {e:?}");
                removed_c.0 += 1;
            }
            let c = foos.iter().count();
            println!("  Total Foos: {}", c);
            assert_eq!(c + removed_c.0, 100);
        }
        fn deleter_system(foos: Query<Entity, With<Foo>>, mut commands: Commands) {
            foos.iter().next().map(|e| {
                commands.entity(e).remove::<Foo>();
            });
        }
        app.add_systems(Update, (detector_system, deleter_system).chain());

        app.update();
        app.update();
        app.update();
        app.update();
    }
}
```
2024-06-10 18:06:05 +00:00
Wuketuke
2c5959a29d
Added an illustration to the compass direction docs (issue 13664) (#13788)
i based the design on @mgi388 in the discussion about the issue.
i added the illustration in such a way that it shows up when you hover
your mouse over the type, i hope this is what was meant by the issue
no unit tests were added bc obviously

Fixes #13664
2024-06-10 17:31:11 +00:00
Periwink
93f3432400
Update serialize flag for bevy_ecs (#13740)
# Objective

There were some issues with the `serialize` feature:
- `bevy_app` had a `serialize` feature and a dependency on `serde` even
there is no usage of serde at all inside `bevy_app`
- the `bevy_app/serialize` feature enabled `bevy_ecs/serde`, which is
strange
- `bevy_internal/serialize` did not enable `bevy_app/serialize` so there
was no way of serializing an Entity in bevy 0.14

## Solution

- Remove `serde` and `bevy_app/serialize` 
- Add a `serialize` flag on `bevy_ecs` that enables `serde`
- ` bevy_internal/serialize` now enables `bevy_ecs/serialize`
2024-06-10 16:37:59 +00:00
T.J. Given
70a38ab1f6
Re-name and Extend Run Conditions API (#13784)
# Objective

- My attempt at fulfilling #13629.

## Solution

Renames the `and_then` / `or_else` run condition methods to `and` /
`or`, respectively.

Extends the run conditions API to include a suite of binary logical
operators:
- `and`
- `or`
- `nand`
- `nor`
- `xor`
- `xnor`

## Testing

- Did you test these changes? If so, how?
- The test **run_condition_combinators** was extended to include the
added run condition combinators. A **double_counter** system was added
to test for combinators running on even count cycles.

- Are there any parts that need more testing?
- I'm not too sure how I feel about the "counter" style of testing but I
wanted to keep it consistent. If it's just a unit test I would prefer
simply to just assert `true` == _combinator output_ or `false` ==
_combinator output_ .

- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Nothing too specific. The added methods should be equivalent to the
logical operators they are analogous to (`&&` , `||`, `^`, `!`).

- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
    - Should not be relevant, I'm using Windows.

## Changelog

- What changed as a result of this PR?
    - The run conditions API.

- If applicable, organize changes under "Added", "Changed", or "Fixed"
sub-headings
    - Changed:
        - `and_then` run condition combinator renamed to simply `and`
        - `or_else` run condition combinator renamed to simply `or`
    - Added:
        - `nand` run condition combinator.
        - `nor` run condition combinator.
        - `xor` run condition combinator.
        - `xnor` run condition combinator.

## Migration Guide

- The `and_then` run condition method has been replaced with the `and`
run condition method.
- The `or_else` run condition method has been replaced with the `or` run
condition method.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Andres O. Vela <andresovela@users.noreply.github.com>
2024-06-10 13:41:56 +00:00
IceSentry
5134272dc9
Make FOG_ENABLED a shader_def instead of material flag (#13783)
# Objective

- If the fog is disabled it still generates a useless branch which can
hurt performance

## Solution

- Make the flag a shader_def instead

## Testing

- I tested enabling/disabling fog works as expected per-material in the
fog example
- I also tested that scenes that don't add the FogSettings resource
still work correctly

## Review notes

I'm not sure how to handle the removed material flag. Right now I just
commented it out and added a not to reuse it instead of creating a new
one.
2024-06-10 13:26:43 +00:00
Lee-Orr
7ec301c48d
fix docs around StateTransition and remove references to `apply_sta… (#13772)
The documentation for the `State` resource still referenced the use of
`apply_state_transition` to manually force a state transition to occur,
and the question around how to force transitions had come up a few times
on discord.

This is a docs-only change, that does the following:
- Properly references `StateTransition` in the `MainSchedule` docs
- replace the explanations for applying `NextState` with ones that
explain the `StateTransition` schedule, and mentions the possibility of
calling it manually
- Add an example of calling `StateTransition` manually in the docs for
the state transition schedule itself.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-10 13:23:14 +00:00
Isaïe
2356276afd
Clarify error message due to missing shader file (#13766)
# Objective

The error printed-out due to a missing shader file was confusing; This
PR changes the error message.

Fixes #13644 

## Solution

I replaced the confusing wording (`... shader is not loaded yet`) with a
clear explanation (`... shader could not be loaded`)

## Testing

> Did you test these changes? If so, how?

removing `assets/shaders/game_of_life.wgsl` & running its associated
example now produces the following error:

```
thread '<unnamed>' panicked at examples/shader/compute_shader_game_of_life.rs:233:25:
Initializing assets/shaders/game_of_life.wgsl:
Pipeline could not be compiled because the following shader could not be loaded: AssetId<bevy_render::render_resource::shader::Shader>{ index: 0, generation: 0}
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Encountered a panic in system `bevy_render::renderer::render_system`!
```

I don't think there are any tests expecting the previous error message,
so this change should not break anything.

> Are there any parts that need more testing?

If there was an intent behind the original message, this might need more
attention.

> How can other people (reviewers) test your changes? Is there anything
specific they need to know?

One should be able to preview the changes by running any example after
deleting/renaming their associated shader(s).

> If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?

N/A
2024-06-10 13:15:54 +00:00
MiniaczQ
6d0b7504a2
Add more granular system sets for state transition schedule ordering (#13763)
# Objective

Fixes #13711 

## Solution

Introduce smaller, generic system sets for each schedule variant, which
are ordered against other generic variants:
- `ExitSchedules<S>` - For `OnExit` schedules, runs from leaf states to
root states.
- `TransitionSchedules<S>` - For `OnTransition` schedules, runs in
arbitrary order.
- `EnterSchedules<S>` - For `OnEnter` schedules, runs from root states
to leaf states.

Also unified `ApplyStateTransition<S>` schedule which works in basically
the same way, just for internals.

## Testing

- One test that tests schedule execution order

---------

Co-authored-by: Lee-Orr <lee-orr@users.noreply.github.com>
2024-06-10 13:13:58 +00:00
JMS55
50ee483665
Meshlet misc (#13761)
- Copy module docs so that they show up in the re-export
- Change meshlet_id to cluster_id in the debug visualization
- Small doc tweaks
2024-06-10 13:06:08 +00:00
Gagnus
298b01f10d
Adds back in way to convert color to u8 array, implemented for the two RGB color types, also renames Color::linear to Color::to_linear. (#13759)
# Objective

One thing missing from the new Color implementation in 0.14 is the
ability to easily convert to a u8 representation of the rgb color.

(note this is a redo of PR https://github.com/bevyengine/bevy/pull/13739
as I needed to move the source branch

## Solution

I have added to_u8_array and to_u8_array_no_alpha to a new trait called
ColorToPacked to mirror the f32 conversions in ColorToComponents and
implemented the new trait for Srgba and LinearRgba.
To go with those I also added matching from_u8... functions and
converted a couple of cases that used ad-hoc implementations of that
conversion to use these.
After discussion on Discord of the experience of using the API I renamed
Color::linear to Color::to_linear, as without that it looks like a
constructor (like Color::rgb).
I also added to_srgba which is the other commonly converted to type of
color (for UI and 2D) to match to_linear.
Removed a redundant extra implementation of to_f32_array for LinearColor
as it is also supplied in ColorToComponents (I'm surprised that's
allowed?)

## Testing

Ran all tests and manually tested.
Added to_and_from_u8 to linear_rgba::tests

## Changelog

visible change is Color::linear becomes Color::to_linear.

---------

Co-authored-by: John Payne <20407779+johngpayne@users.noreply.github.com>
2024-06-10 13:03:46 +00:00
JMS55
c50a4d8821
Remove unused mip_bias parameter from apply_normal_mapping (#13752)
Mip bias is no longer used here
2024-06-10 13:00:34 +00:00
Joseph
0dfdd87248
Improve error handling for AssetServer::add_async (#13745)
# Objective

The method `AssetServer::add_async` (added in
https://github.com/bevyengine/bevy/pull/13700) requires a future that
returns an `AssetLoadError` error, which was a bit of an oversight on my
part, as that type of error only really makes sense in the context of
bevy's own asset loader -- returning it from user-defined futures isn't
very useful.

## Solution

Allow passing custom error types to `add_async`, which get cast into a
trait object matching the form of `AssetLoader::load`. If merged before
the next release this will not be a breaking change
2024-06-10 12:56:21 +00:00
Matty
a569b35c18
Stable interpolation and smooth following (#13741)
# Objective

Partially address #13408 

Rework of #13613

Unify the very nice forms of interpolation specifically present in
`bevy_math` under a shared trait upon which further behavior can be
based.

The ideas in this PR were prompted by [Lerp smoothing is broken by Freya
Holmer](https://www.youtube.com/watch?v=LSNQuFEDOyQ).

## Solution

There is a new trait `StableInterpolate` in `bevy_math::common_traits`
which enshrines a quite-specific notion of interpolation with a lot of
guarantees:
```rust
/// A type with a natural interpolation that provides strong subdivision guarantees.
///
/// Although the only required method is `interpolate_stable`, many things are expected of it:
///
/// 1. The notion of interpolation should follow naturally from the semantics of the type, so
///    that inferring the interpolation mode from the type alone is sensible.
///
/// 2. The interpolation recovers something equivalent to the starting value at `t = 0.0`
///    and likewise with the ending value at `t = 1.0`.
///
/// 3. Importantly, the interpolation must be *subdivision-stable*: for any interpolation curve
///    between two (unnamed) values and any parameter-value pairs `(t0, p)` and `(t1, q)`, the
///    interpolation curve between `p` and `q` must be the *linear* reparametrization of the original
///    interpolation curve restricted to the interval `[t0, t1]`.
///
/// The last of these conditions is very strong and indicates something like constant speed. It
/// is called "subdivision stability" because it guarantees that breaking up the interpolation
/// into segments and joining them back together has no effect.
///
/// Here is a diagram depicting it:
/// ```text
/// top curve = u.interpolate_stable(v, t)
///
///              t0 => p   t1 => q    
///   |-------------|---------|-------------|
/// 0 => u         /           \          1 => v
///              /               \
///            /                   \
///          /        linear         \
///        /     reparametrization     \
///      /   t = t0 * (1 - s) + t1 * s   \
///    /                                   \
///   |-------------------------------------|
/// 0 => p                                1 => q
///
/// bottom curve = p.interpolate_stable(q, s)
/// ```
///
/// Note that some common forms of interpolation do not satisfy this criterion. For example,
/// [`Quat::lerp`] and [`Rot2::nlerp`] are not subdivision-stable.
///
/// Furthermore, this is not to be used as a general trait for abstract interpolation.
/// Consumers rely on the strong guarantees in order for behavior based on this trait to be
/// well-behaved.
///
/// [`Quat::lerp`]: crate::Quat::lerp
/// [`Rot2::nlerp`]: crate::Rot2::nlerp
pub trait StableInterpolate: Clone {
    /// Interpolate between this value and the `other` given value using the parameter `t`.
    /// Note that the parameter `t` is not necessarily clamped to lie between `0` and `1`.
    /// When `t = 0.0`, `self` is recovered, while `other` is recovered at `t = 1.0`,
    /// with intermediate values lying between the two.
    fn interpolate_stable(&self, other: &Self, t: f32) -> Self;
}
```

This trait has a blanket implementation over `NormedVectorSpace`, where
`lerp` is used, along with implementations for `Rot2`, `Quat`, and the
direction types using variants of `slerp`. Other areas may choose to
implement this trait in order to hook into its functionality, but the
stringent requirements must actually be met.

This trait bears no direct relationship with `bevy_animation`'s
`Animatable` trait, although they may choose to use `interpolate_stable`
in their trait implementations if they wish, as both traits involve
type-inferred interpolations of the same kind. `StableInterpolate` is
not a supertrait of `Animatable` for a couple reasons:
1. Notions of interpolation in animation are generally going to be much
more general than those allowed under these constraints.
2. Laying out these generalized interpolation notions is the domain of
`bevy_animation` rather than of `bevy_math`. (Consider also that
inferring interpolation from types is not universally desirable.)

Similarly, this is not implemented on `bevy_color`'s color types,
although their current mixing behavior does meet the conditions of the
trait.

As an aside, the subdivision-stability condition is of interest
specifically for the [Curve
RFC](https://github.com/bevyengine/rfcs/pull/80), where it also ensures
a kind of stability for subsampling.

Importantly, this trait ensures that the "smooth following" behavior
defined in this PR behaves predictably:
```rust
    /// Smoothly nudge this value towards the `target` at a given decay rate. The `decay_rate`
    /// parameter controls how fast the distance between `self` and `target` decays relative to
    /// the units of `delta`; the intended usage is for `decay_rate` to generally remain fixed,
    /// while `delta` is something like `delta_time` from an updating system. This produces a
    /// smooth following of the target that is independent of framerate.
    ///
    /// More specifically, when this is called repeatedly, the result is that the distance between
    /// `self` and a fixed `target` attenuates exponentially, with the rate of this exponential
    /// decay given by `decay_rate`.
    ///
    /// For example, at `decay_rate = 0.0`, this has no effect.
    /// At `decay_rate = f32::INFINITY`, `self` immediately snaps to `target`.
    /// In general, higher rates mean that `self` moves more quickly towards `target`.
    ///
    /// # Example
    /// ```
    /// # use bevy_math::{Vec3, StableInterpolate};
    /// # let delta_time: f32 = 1.0 / 60.0;
    /// let mut object_position: Vec3 = Vec3::ZERO;
    /// let target_position: Vec3 = Vec3::new(2.0, 3.0, 5.0);
    /// // Decay rate of ln(10) => after 1 second, remaining distance is 1/10th
    /// let decay_rate = f32::ln(10.0);
    /// // Calling this repeatedly will move `object_position` towards `target_position`:
    /// object_position.smooth_nudge(&target_position, decay_rate, delta_time);
    /// ```
    fn smooth_nudge(&mut self, target: &Self, decay_rate: f32, delta: f32) {
        self.interpolate_stable_assign(target, 1.0 - f32::exp(-decay_rate * delta));
    }
```

As the documentation indicates, the intention is for this to be called
in game update systems, and `delta` would be something like
`Time::delta_seconds` in Bevy, allowing positions, orientations, and so
on to smoothly follow a target. A new example, `smooth_follow`,
demonstrates a basic implementation of this, with a sphere smoothly
following a sharply moving target:


https://github.com/bevyengine/bevy/assets/2975848/7124b28b-6361-47e3-acf7-d1578ebd0347


## Testing

Tested by running the example with various parameters.
2024-06-10 12:50:59 +00:00
Lynn
1196186257
Add segments to ExtrusionBuilder (#13719)
# Objective

- Add support for `segments` for extrusion-meshes, akin to what is
possible with cylinders

## Solution

- Added a `.segments(segments: usize)` function to `ExtrusionBuilder`.
- Implemented support for segments in the meshing algorithm.
- If you set `.segments(0)`, the meshing will fail, just like it does
with cylinders.

## Additional information

Here is a wireframe of some extrusions with 1, 2, 3, etc. segments:

![image_2024-06-06_233205114](https://github.com/bevyengine/bevy/assets/62256001/358081e2-172d-407b-8bdb-9cda88eb4664)

---------

Co-authored-by: Lynn Büttgenbach <62256001+solis-lumine-vorago@users.noreply.github.com>
2024-06-10 12:50:29 +00:00
Dmytro Banin
1f61c26d2e
Align Scene::write_to_world_with to match DynamicScene::write_to_world_with (#13714)
# Objective

`Scene` and `DynamicScene` work with `InstanceInfo` at different levels
of abstraction
- `Scene::write_to_world_with` returns an `InstanceInfo` whereas
`DynamicScene::write_to_world_with` returns `()`. Instances are created
one level higher at the `SceneSpawner` API level.
- `DynamicScene::write_to_world_with` takes the `entity_map` as an
argument whereas the `Scene` version is less flexible and creates a new
one for you. No reason this needs to be the case.

## Solution

I propose changing `Scene::write_to_world_with` to match the API we have
for `DynamicScene`. Returning the `InstanceInfo` as we do today just
seems like a leaky abstraction - it's only used in
`spawn_sync_internal`. Being able to pass in an entity_map gives you
more flexibility with how you write entities to a world.

This also moves `InstanceInfo` out of `Scene` which is cleaner
conceptually. If someone wants to work with instances then they should
work with `SceneSpawner` - I see `write_to_world_with` as a lower-level
API to be used with exclusive world access.

## Testing

Code is just shifting things around.

## Changelog

Changed `Scene::write_to_world_with` to take `entity_map` as an argument
and no longer return an `InstanceInfo`

## Migration Guide

`Scene::write_to_world_with` no longer returns an `InstanceInfo`. 

Before
```rust
scene.write_to_world_with(world, &registry)
```
After
```rust
let mut entity_map = EntityHashMap::default();
scene.write_to_world_with(world, &mut entity_map, &registry)
```
2024-06-10 12:39:35 +00:00
Julian
33dff0d3f7
2D top-down camera example (#12720)
# Objective

This PR addresses the 2D part of #12658. I plan to separate the examples
and make one PR per camera example.

## Solution

Added a new top-down example composed of:

- [x] Player keyboard movements
- [x] UI for keyboard instructions
- [x] Colors and bloom effect to see the movement of the player
- [x] Camera smooth movement towards the player (lerp)

## Testing

```bash
cargo run --features="wayland,bevy/dynamic_linking" --example 2d_top_down_camera
```



https://github.com/bevyengine/bevy/assets/10638479/95db0587-e5e0-4f55-be11-97444b795793
2024-06-10 12:33:48 +00:00
Jan Hohenheim
1b9edd0e5b
Fix minor doc typo (#13776)
Don't think any description is needed, just happened to stumble on this
while reading up on how to use `Stopwatch` :)
2024-06-10 07:15:38 +00:00
Niklas Eicker
69d7da9b37
Let init_non_send_resource require FromWorld instead of Default (#13779)
# Objective

- Let `init_non_send_resource` take `FromWorld` values again, not only
`Default`
- This reverts an unintended breaking change introduced in #9202

## Solution

- The resource initialized with `init_non_send_resource` requires
`FromWorld` again
2024-06-10 07:10:52 +00:00
dependabot[bot]
3478d158cc
Bump crate-ci/typos from 1.21.0 to 1.22.3 (#13786)
Bumps [crate-ci/typos](https://github.com/crate-ci/typos) from 1.21.0 to
1.22.3.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/crate-ci/typos/releases">crate-ci/typos's
releases</a>.</em></p>
<blockquote>
<h2>v1.22.3</h2>
<h2>[1.22.3] - 2024-06-07</h2>
<h3>Fixes</h3>
<ul>
<li>Don't correct <code>arbitral</code></li>
</ul>
<h2>v1.22.2</h2>
<h2>[1.22.2] - 2024-06-07</h2>
<h2>v1.22.1</h2>
<h2>[1.22.1] - 2024-06-05</h2>
<ul>
<li>In golang, <code>flate</code> is a valid term from the stdlib</li>
</ul>
<h2>v1.22.0</h2>
<h2>[1.22.0] - 2024-06-03</h2>
<h3>Fixes</h3>
<ul>
<li>Updated the dictionary with the <a
href="https://redirect.github.com/crate-ci/typos/issues/1007">May
2024</a> changes</li>
</ul>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/crate-ci/typos/blob/master/CHANGELOG.md">crate-ci/typos's
changelog</a>.</em></p>
<blockquote>
<h2>[1.22.3] - 2024-06-07</h2>
<h3>Fixes</h3>
<ul>
<li>Don't correct <code>arbitral</code></li>
</ul>
<h2>[1.22.2] - 2024-06-07</h2>
<h2>[1.22.1] - 2024-06-05</h2>
<ul>
<li>In golang, <code>flate</code> is a valid term from the stdlib</li>
</ul>
<h2>[1.22.0] - 2024-06-03</h2>
<h3>Fixes</h3>
<ul>
<li>Updated the dictionary with the <a
href="https://redirect.github.com/crate-ci/typos/issues/1007">May
2024</a> changes</li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="8382594ee0"><code>8382594</code></a>
chore: Release</li>
<li><a
href="e1f52262c1"><code>e1f5226</code></a>
docs: Update changelog</li>
<li><a
href="372a352672"><code>372a352</code></a>
Merge pull request <a
href="https://redirect.github.com/crate-ci/typos/issues/1030">#1030</a>
from epage/arbitral</li>
<li><a
href="c94dbf9024"><code>c94dbf9</code></a>
fix(dict): Don't correct arbitral</li>
<li><a
href="e12da5495c"><code>e12da54</code></a>
chore: Release</li>
<li><a
href="49d37361a0"><code>49d3736</code></a>
chore: Release</li>
<li><a
href="32458c6289"><code>32458c6</code></a>
docs: Update changelog</li>
<li><a
href="8d0593d333"><code>8d0593d</code></a>
Merge pull request <a
href="https://redirect.github.com/crate-ci/typos/issues/1019">#1019</a>
from SOF3/go-flate</li>
<li><a
href="107f99d4c6"><code>107f99d</code></a>
fix(dict): Ignore flate for Go files</li>
<li><a
href="160c60dfce"><code>160c60d</code></a>
Merge pull request <a
href="https://redirect.github.com/crate-ci/typos/issues/1026">#1026</a>
from noahp/noahp/dotall</li>
<li>Additional commits viewable in <a
href="https://github.com/crate-ci/typos/compare/v1.21.0...v1.22.3">compare
view</a></li>
</ul>
</details>
<br />


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2024-06-10 07:07:31 +00:00
thebluefish
7c9c6ff27f
Fix EntityCommands::despawn docs (#13774)
# Objective

The `EntityCommands::despawn` method was previously changed from
panicking behavior to a warning, but the docs continue to state that it
panics.

## Solution

- Removed panic section, copied warning blurb from `World::despawn`
- Adds a similar warning blurb to
`DespawnRecursiveExt::despawn_recursive` and
`DespawnRecursiveExt::despawn_descendants`
2024-06-09 17:59:19 +00:00
Chris Biscardi
b9e67bc3c3
view.inverse_clip_from_world should be world_from_clip (#13756)
As per the other changes in
https://github.com/bevyengine/bevy/pull/13489
`view.inverse_clip_from_world` should be `world_from_clip`.



# Objective

fixes #13749

## Solution

Modified lines.wgsl to use the right name as the current name does not
exist.

## Testing

I ran the 3d_gizmos example and pressed "p".

![screenshot-2024-06-08-at-13 21
22@2x](https://github.com/bevyengine/bevy/assets/551247/b8bfd3db-8273-4606-9dae-040764339883)

![screenshot-2024-06-08-at-13 21
26@2x](https://github.com/bevyengine/bevy/assets/551247/2619f1ae-ce83-44d7-a9fc-07e686950887)
2024-06-09 14:40:14 +00:00
Vitaliy Sapronenko
e9a3a0d694
Clear messed up feature flag on AppExitStates impl (#13737)
# Objective

- In #13649 additional method had been added to AppExitStates, but there
feature gate left for method in implementation for App at refactoring
stage.
- Fixes #13733 .

## Solution

- Removed the feature gate.

## Testing

- Ran reproducing example from #13733 with no compilation errors
2024-06-09 13:49:03 +00:00
charlotte
7b14b8c015
13743 app exit hang (#13744)
Fixes #13743.

---------

Co-authored-by: Brezak <bezak.adam@proton.me>
2024-06-08 21:42:01 +00:00
Zachary Harrold
3bfc427666
Add mappings to EntityMapper (#13727)
# Objective

- Fixes #13703

## Solution

- Added `mappings` to the `EntityMapper` trait, which returns an
iterator over currently tracked `Entity` to `Entity` mappings.
- Added `DynEntityMapper` as an [object
safe](https://doc.rust-lang.org/reference/items/traits.html#object-safety)
alternative to `EntityMapper`.
- Added `assert_object_safe` as a helper for ensuring traits are object
safe.

## Testing

- Added new unit test `entity_mapper_iteration` which tests the
`SceneEntityMapper` implementation of `EntityMapper::mappings`.
- Added unit tests to ensure `DynEntityMapper`, `DynEq` and `DynHash`
are object safe.
- Passed CI on my Windows 10 development environment

---

## Changelog

- Added `mappings` to `EntityMapper` trait.

## Migration Guide

- If you are implementing `EntityMapper` yourself, you can use the below
as a stub implementation:

```rust
fn mappings(&self) -> impl Iterator<Item = (Entity, Entity)> {
    unimplemented!()
}
```

- If you were using `EntityMapper` as a trait object (`dyn
EntityMapper`), instead use `dyn DynEntityMapper` and its associated
methods.

## Notes

- The original issue proposed returning a `Vec` from `EntityMapper`
instead of an `impl Iterator` to preserve its object safety. This is a
simpler option, but also forces an allocation where it isn't strictly
needed. I've opted for this split into `DynEntityMapper` and
`EntityMapper` as it's been done several times across Bevy already, and
provides maximum flexibility to users.
- `assert_object_safe` is an empty function, since the assertion
actually happens once you try to use a `dyn T` for some trait `T`. I
have still added this function to clearly document what object safety is
within Bevy, and to create a standard way to communicate that a given
trait must be object safe.
- Other traits should have tests added to ensure object safety, but I've
left those off to avoid cluttering this PR further.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-08 12:52:23 +00:00
Jerome Humbert
d38d8a148a
Uncouple DynamicTextureAtlasBuilder from assets (#13717)
# Objective

Remove some unnecessary coupling between `DynamicTextureAtlasBuilder`
and `bevy_asset`.

## Solution

Remove the dependency of `DynamicTextureAtlasBuilder::add_texture` to
`bevy_asset`, by directly passing the `Image` of the atlas to mutate,
instead of passing separate `Assets<Image>` and `Handle<Image>` for the
function to do the lookup by itself. The lookup can be done from the
caller, and this allows using the builder in contexts where the `Image`
is not stored inside `Assets`.

Clean-up a bit the font atlas files by introducing a `PlacedGlyph` type
storing the `GlyphId` and its `SubpixelOffset`, which were otherwise
always both passed as function parameters and the pair used as key in
hash maps.

## Testing

There's no change in behavior.

---

## Changelog

- Added a `PlacedGlyph` type aggregating a `GlyphId` and a
`SubpixelOffset`. That type is now used as parameter in a few text atlas
APIs, instead of passing individual values.

## Migration Guide

- Replace the `glyph_id` and `subpixel_offset` of a few text atlas APIs
by a single `place_glyph: PlacedGlyph` parameter trivially combining the
two.
2024-06-08 12:38:03 +00:00
Mincong Lu
651f3d08d7
Make the component types of the new animation players clonable. (#13736)
# Objective

Some use cases might require holding onto the previous state of the
animation player for change detection.

## Solution

Added `clone` and `copy` implementation to most animation types. 
Added optimized `clone_from` implementations for the specific use case
of holding a `PreviousAnimationPlayer` component.

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Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-07 21:51:24 +00:00
Wuketuke
d45bcfd043
improved the error message by insert_boxed (issue #13646) (again) (#13706)
previously I worked on fixing issue #13646, back when the error message
did not include the type at all.
But that error message had room for improvement, so I included the
feedback of @alice-i-cecile and @MrGVSV.
The error message will now read `the given key (of type
bevy_reflect::tests::Foo) does not support hashing` or 'the given key
(of type bevy_reflect::DynamicStruct) does not support hashing' in case
of a dynamic struct that represents a hashable struct

i also added a new unit test for this new behaviour
(`reflect_map_no_hash_dynamic`).
Fixes #13646 (again)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-06-07 20:56:16 +00:00
François Mockers
b17292f9d1
rename the crate bevy_state_macros_official back to its original name (#13732)
# Objective

- Thanks to the original author we can now use the original name

## Solution

- Use it
2024-06-07 12:49:21 +00:00
François Mockers
ecdd1624f3
Document the Release Candidate process (#13718)
# Objective

- Document how to release a RC

## Solution

- Also allow CI to trigger on release branches
2024-06-07 01:56:25 +00:00
François Mockers
98bc5ff8c4
Update crate metadata for bevy state (#13722)
# Objective

- crate metadata for bevy_state has been copied from bevy_ecs

## Solution

- Update it
2024-06-07 01:54:53 +00:00