Commit graph

6421 commits

Author SHA1 Message Date
AxiomaticSemantics
f2cb155abc
Don't unconditionally enable bevy_render or bevy_assets if mutli-threaded feature is enabled (#11726)
# Objective

bevy_render has been set to be automatically enabled if mutlti-threaded
feature is

## Solution

make it conditional
2024-02-06 14:40:56 +00:00
Lynn
d4132f661a
Added remove_indices to Mesh (#11733)
# Objective

- Fixes #11727 

## Solution

- Added `Mesh::remove_indices(&mut self) -> Option<Indices>`
2024-02-06 07:41:01 +00:00
François
9180be8069
bevy_render: use the non-send marker from bevy_core (#11725)
# Objective

- There are too many `NonSendMarker`
https://docs.rs/bevy/0.12.1/bevy/index.html?search=nonsendmarker
- There should be only one

## Solution

- Use the marker type from bevy_core in bevy_render

---

## Migration Guide

- If you were using `bevy::render::view::NonSendMarker` or
`bevy::render::view:🪟:NonSendMarker`, use
`bevy::core::NonSendMarker` instead
2024-02-06 07:17:56 +00:00
Elabajaba
2a1ebc4ac4
sort by pipeline then mesh for non transparent passes for massively better batching (#11671)
# Objective

Bevy does ridiculous amount of drawcalls, and our batching isn't very
effective because we sort by distance and only batch if we get multiple
of the same object in a row. This can give us slightly better GPU
performance when not using the depth prepass (due to less overdraw), but
ends up being massively CPU bottlenecked due to doing thousands of
unnecessary drawcalls.

## Solution

Change the sort functions to sort by pipeline key then by mesh id for
large performance gains in more realistic scenes than our stress tests.

Pipelines changed:
- Opaque3d
- Opaque3dDeferred
- Opaque3dPrepass


![image](https://github.com/bevyengine/bevy/assets/177631/8c355256-ad86-4b47-81a0-f3906797fe7e)


---

## Changelog

- Opaque3d drawing order is now sorted by pipeline and mesh, rather than
by distance. This trades off a bit of GPU time in exchange for massively
better batching in scenes that aren't only drawing huge amounts of a
single object.
2024-02-05 22:12:22 +00:00
François
e927756d72
don't run create_surfaces system if not needed (#11720)
# Objective

- Change set of systems as I made a mistake in #11672 
- Don't block main when not needed
- Fixes #11235 

## Solution

- add a run condition so that the system won't run and block main if not
needed
2024-02-05 21:33:46 +00:00
Kanabenki
312df3cec7
Use warn_once where relevant instead of manually implementing a single warn check (#11693)
# Objective

- Some places manually use a `bool` /`AtomicBool` to warn once.

## Solution

- Use the `warn_once` macro which internally creates an `AtomicBool`.

Downside: in some case the warning state would have been reset after
recreating the struct carrying the warn state, whereas now it will
always warn only once per program run (For example, if all
`MeshPipeline`s are dropped or the `World` is recreated for
`Local<bool>`/ a `bool` resource, which shouldn't happen over the course
of a standard `App` run).


---

## Changelog

### Removed

- `FontAtlasWarning` has been removed, but the corresponding warning is
still emitted.
2024-02-05 21:05:43 +00:00
SpecificProtagonist
8faaef17e5
Hash stability guarantees (#11690)
# Objective

We currently over/underpromise hash stability:
- `HashMap`/`HashSet` use `BuildHasherDefault<AHasher>` instead of
`RandomState`. As a result, the hash is stable within the same run.
- [aHash isn't stable between devices (and
versions)](https://github.com/tkaitchuck/ahash?tab=readme-ov-file#goals-and-non-goals),
yet it's used for `StableHashMap`/`StableHashSet`
- the specialized hashmaps are stable

Interestingly, `StableHashMap`/`StableHashSet` aren't used by Bevy
itself (anymore).

## Solution
Add/fix documentation

## Alternatives
For `StableHashMap`/`StableHashSet`:
- remove them
- revive #7107

---

## Changelog
- added iteration stability guarantees for different hashmaps
2024-02-05 17:05:15 +00:00
Robert Walter
381f3d3fa5
fix(primitives): fix polygon gizmo rendering bug (#11699)
This is just a minor fix extracted from #11697

A logic error. We tried to close the polygon shape, if the user
specifies an
unclosed polygon. The closing linestring previously didn't close the
polygon
though, but instead added a zero length line at the last coordinate.

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-05 15:09:49 +00:00
Doonv
56076b7b0c
Improve DynamicStruct::insert (#11068)
# Objective

I wanted to pass in a `String` to `DynamicStruct::insert_boxed` but it
took in a &str. That's fine but I also saw that it immediately converted
the `&str` to a `String`. Which is wasteful.

## Solution

I made `DynamicStruct::insert_boxed` take in a `impl Into<Cow<str>>`.
Same for `DynamicStruct::insert`.

---

## Changelog

- `DynamicStruct::insert_boxed` and `DynamicStruct::insert` now support
taking in anything that implements `impl Into<Cow<str>>`.
2024-02-05 13:57:25 +00:00
daxpedda
2fd5d4695e
Send SceneInstanceReady only once per scene (#11002)
# Objective

Send `SceneInstanceReady` only once per scene.

## Solution

I assume that this was not intentional.
So I just changed it to only be sent once per scene.

---

## Changelog

### Fixed
- Fixed `SceneInstanceReady` being emitted for every `Entity` in a
scene.
2024-02-05 13:54:54 +00:00
JMS55
9f7e61b819
Async pipeline compilation (#10812)
# Objective

- Pipeline compilation is slow and blocks the frame
- Closes https://github.com/bevyengine/bevy/issues/8224

## Solution

- Compile pipelines in a Task on the AsyncComputeTaskPool

---

## Changelog

- Render/compute pipeline compilation is now done asynchronously over
multiple frames when the multi-threaded feature is enabled and on
non-wasm and non-macOS platforms
- Added `CachedPipelineState::Creating` 
- Added `PipelineCache::block_on_render_pipeline()`
- Added `bevy_utils::futures::check_ready`
- Added `bevy_render/multi-threaded` cargo feature

## Migration Guide

- Match on the new `Creating` variant for exhaustive matches of
`CachedPipelineState`
2024-02-05 13:50:50 +00:00
VitalyR
7705c1dd6c
Add name to bevy:🪟:Window (#7650)
# Objective
- Fixes  #4188, make users could set application ID for bevy apps.

## Solution

- Add `name` field to `bevy:🪟:Window`. Specifying this field adds
different properties to the window: application ID on `Wayland`,
`WM_CLASS` on `X11`, or window class name on Windows. It has no effect
on other platforms.
---

## Changelog

### Added
- Add `name` to `bevy:🪟:Window`.

## Migration Guide

- Set the `bevy_window::Window`'s `name` field when needed:
```rust
App::new()
        .add_plugins(DefaultPlugins.set(WindowPlugin {
            primary_window: Some(Window {
                title: "I am a window!".into(),
                name: Some("SpaceGameCompany.SpaceShooter".into()),
                ..default()
            }),
            ..default()
        }))
        .run();
```

---------

Co-authored-by: François <mockersf@gmail.com>
2024-02-05 13:35:35 +00:00
Isard
dd15890c6a
Added formats to MeshVertexAttribute constant's docstrings (#11705)
# Objective

Fixes #11653 

## Solution

- Just added the formats to the docstring, I played around with having
the format appear in the type somehow so that it didn't need to be
written manually in the docstring but it ended up being more trouble
than it was worth.

Co-authored-by: James Liu <contact@jamessliu.com>
2024-02-05 05:53:04 +00:00
SpecificProtagonist
f0b60c7369
CONTRIBUTING.md: Mention splitting complex PRs (#11703)
The tips at the end of the document already mention "Break work into
digestible chunks.", but it's especially relevant here.
2024-02-05 05:01:35 +00:00
Rob Parrett
d897d6e620
Fix a few typos in error docs (#11709)
# Objective

I noticed a few typos in these docs recently.

## Solution

Minimal fixes so that these sentences make sense.
2024-02-05 04:39:45 +00:00
Gino Valente
71be08af68
bevy_reflect: Reflect &'static str (#11686)
# Objective

`&'static str` doesn't implement `Reflect`. I don't think this was
intentionally excluded.

## Solution

Make `&'static str` implement `Reflect`.

---

## Changelog

- Implement `Reflect` and friends for `&'static str`
- Add missing `Reflect::debug` implementation for `Cow<'static, str>`
2024-02-04 01:32:48 +00:00
Stepan Koltsov
08654ad8d8
CameraProjection::compute_frustum (#11139)
Frustum computation is nontrivial amount of code private in
`update_frusta` system.

Make it public.

This is needed to decide which entities to spawn/despawn in `Update`
based on camera changes. But if `Update` also changed camera, frustum is
not yet recomputed.

Technically it is probably possible to run an iteration of
`update_frusta` system by a user in `Update` schedule after propagating
`GlobalTransform` to the cameras, but it is easier to just compute
frustum manually using API added in this PR.

Also replace two places where this code is used.

---------

Co-authored-by: vero <email@atlasdostal.com>
2024-02-04 01:21:07 +00:00
Zachary Harrold
1974723a63
Deprecated Various Component Methods from Query and QueryState (#9920)
# Objective

- (Partially) Fixes #9904
- Acts on #9910

## Solution

- Deprecated the relevant methods from `Query`, cascading changes as
required across Bevy.

---

## Changelog

- Deprecated `QueryState::get_component_unchecked_mut` method
- Deprecated `Query::get_component` method
- Deprecated `Query::get_component_mut` method
- Deprecated `Query::component` method
- Deprecated `Query::component_mut` method
- Deprecated `Query::get_component_unchecked_mut` method

## Migration Guide

### `QueryState::get_component_unchecked_mut`

Use `QueryState::get_unchecked_manual` and select for the exact
component based on the structure of the exact query as required.

### `Query::(get_)component(_unchecked)(_mut)`

Use `Query::get` and select for the exact component based on the
structure of the exact query as required.

- For mutable access (`_mut`), use `Query::get_mut`
- For unchecked access (`_unchecked`), use `Query::get_unchecked`
- For panic variants (non-`get_`), add `.unwrap()`

## Notes

- `QueryComponentError` can be removed once these deprecated methods are
also removed. Due to an interaction with `thiserror`'s derive macro, it
is not marked as deprecated.
2024-02-04 01:01:59 +00:00
SpecificProtagonist
21aa5fe2b6
Use TypeIdMap whenever possible (#11684)
Use `TypeIdMap<T>` instead of `HashMap<TypeId, T>`

- ~~`TypeIdMap` was in `bevy_ecs`. I've kept it there because of
#11478~~
- ~~I haven't swapped `bevy_reflect` over because it doesn't depend on
`bevy_ecs`, but I'd also be happy with moving `TypeIdMap` to
`bevy_utils` and then adding a dependency to that~~
- ~~this is a slight change in the public API of
`DrawFunctionsInternal`, does this need to go in the changelog?~~

## Changelog
- moved `TypeIdMap` to `bevy_utils`
- changed `DrawFunctionsInternal::indices` to `TypeIdMap`

## Migration Guide

- `TypeIdMap` now lives in `bevy_utils`
- `DrawFunctionsInternal::indices` now uses a `TypeIdMap`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-03 23:47:04 +00:00
Kanabenki
4e9590a5ce
Update tracing-tracy requirement from 0.10.4 to 0.11.0 and tracy-client requirement from 0.16.4 to 0.17.0 (#11678)
# Objective

- Update `tracing-tracy`.
- Closes #11598.

## Solution

- Bump `tracing-tracy` to 0.11.0 and `tracy-client` alongside it to
0.17.0 to avoid duplicating that dependency in the deps tree.
- `TracyLayer` is now configurable on creation, so use the default
config.

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2024-02-03 21:44:38 +00:00
Tristan Guichaoua
694c06f3d0
Inverse missing_docs logic (#11676)
# Objective

Currently the `missing_docs` lint is allowed-by-default and enabled at
crate level when their documentations is complete (see #3492).
This PR proposes to inverse this logic by making `missing_docs`
warn-by-default and mark crates with imcomplete docs allowed.

## Solution

Makes `missing_docs` warn at workspace level and allowed at crate level
when the docs is imcomplete.
2024-02-03 21:40:55 +00:00
François
55493a823e
Allow prepare_windows to run off main thread on all platforms (#11672)
# Objective

- Allow prepare windows to run off of the main thread on all platforms.
- Fixes https://github.com/bevyengine/bevy/issues/9964 on all platforms.

## Solution

- Running `prepare_windows` on the main thread on apple platforms is
only mandatory to create surface, which is only needed during window
creation. Split that part into its own system that happens before
`prepare_windows`
- Tested on macOS and iOS

---

## Changelog

- Allow prepare windows to run off main thread on all platforms.
2024-02-03 18:07:26 +00:00
Joona Aalto
9bad607df9
Implement meshing for Capsule2d (#11639)
# Objective

The `Capsule2d` primitive was added in #11585. It should support meshing
like the other 2D primitives.

## Solution

Implement meshing for `Capsule2d`.

It doesn't currently support "rings" like Bevy's `Capsule` shape (not
`Capsule3d`), but it does support resolution to control the number of
vertices used for one hemicircle. The total vertex count is two times
the resolution; if we allowed setting the full vertex count, odd numbers
would lead to uneven vertex counts for the top and bottom hemicircles
and produce potentially unwanted results.

The capsule looks like this (with UV visualization and wireframe) using
resolutions of 16, 8, and 3:

![Resolution
16](https://github.com/bevyengine/bevy/assets/57632562/feae22de-bdc5-438a-861f-848284b67a52)
![Resolution
8](https://github.com/bevyengine/bevy/assets/57632562/e95aab8e-793f-45ac-8a74-8be39f7626dd)
![Resolution of
3](https://github.com/bevyengine/bevy/assets/57632562/bcf01d23-1d8b-4cdb-966a-c9022a07c287)

The `2d_shapes` example now includes the capsule, so we also get one
more color of the rainbow 🌈

![New 2D shapes
example](https://github.com/bevyengine/bevy/assets/57632562/1c45b5f5-d26a-4e8c-8e8a-e106ab14d46e)
2024-02-03 18:03:43 +00:00
NiseVoid
ab9447ac32
Add example for bounding volumes and intersection tests (#11666)
# Objective

- Create an example for bounding volumes and intersection tests

## Solution

- Add an example with a few bounding volumes, created from primitives
- Allow the user to cycle trough the different intersection tests
2024-02-03 17:11:01 +00:00
Chia-Hsiang Cheng
1352bf1df4
Add helpers for translate, rotate, and scale operations - Mesh (#11675)
# Objective

- Fixes #11594

## Solution

- Add helpers for translate, rotate, and scale operations.

---

## Changelog

- Added functions `translated_by`, `translate_by`, `rotated_by`,
`rotate_by`, `scaled_by`, and `scale_by`.
2024-02-03 16:36:43 +00:00
David M. Lary
5c52d0aeee
System Stepping implemented as Resource (#8453)
# Objective

Add interactive system debugging capabilities to bevy, providing
step/break/continue style capabilities to running system schedules.

* Original implementation: #8063
    - `ignore_stepping()` everywhere was too much complexity
* Schedule-config & Resource discussion: #8168
    - Decided on selective adding of Schedules & Resource-based control

## Solution
Created `Stepping` Resource. This resource can be used to enable
stepping on a per-schedule basis. Systems within schedules can be
individually configured to:
* AlwaysRun: Ignore any stepping state and run every frame
* NeverRun: Never run while stepping is enabled
    - this allows for disabling of systems while debugging
* Break: If we're running the full frame, stop before this system is run

Stepping provides two modes of execution that reflect traditional
debuggers:
* Step-based: Only execute one system at a time
* Continue/Break: Run all systems, but stop before running a system
marked as Break

### Demo

https://user-images.githubusercontent.com/857742/233630981-99f3bbda-9ca6-4cc4-a00f-171c4946dc47.mov

Breakout has been modified to use Stepping. The game runs normally for a
couple of seconds, then stepping is enabled and the game appears to
pause. A list of Schedules & Systems appears with a cursor at the first
System in the list. The demo then steps forward full frames using the
spacebar until the ball is about to hit a brick. Then we step system by
system as the ball impacts a brick, showing the cursor moving through
the individual systems. Finally the demo switches back to frame stepping
as the ball changes course.


### Limitations
Due to architectural constraints in bevy, there are some cases systems
stepping will not function as a user would expect.

#### Event-driven systems
Stepping does not support systems that are driven by `Event`s as events
are flushed after 1-2 frames. Although game systems are not running
while stepping, ignored systems are still running every frame, so events
will be flushed.

This presents to the user as stepping the event-driven system never
executes the system. It does execute, but the events have already been
flushed.

This can be resolved by changing event handling to use a buffer for
events, and only dropping an event once all readers have read it.

The work-around to allow these systems to properly execute during
stepping is to have them ignore stepping:
`app.add_systems(event_driven_system.ignore_stepping())`. This was done
in the breakout example to ensure sound played even while stepping.

#### Conditional Systems
When a system is stepped, it is given an opportunity to run. If the
conditions of the system say it should not run, it will not.

Similar to Event-driven systems, if a system is conditional, and that
condition is only true for a very small time window, then stepping the
system may not execute the system. This includes depending on any sort
of external clock.

This exhibits to the user as the system not always running when it is
stepped.

A solution to this limitation is to ensure any conditions are consistent
while stepping is enabled. For example, all systems that modify any
state the condition uses should also enable stepping.

#### State-transition Systems
Stepping is configured on the per-`Schedule` level, requiring the user
to have a `ScheduleLabel`.

To support state-transition systems, bevy generates needed schedules
dynamically. Currently it’s very difficult (if not impossible, I haven’t
verified) for the user to get the labels for these schedules.

Without ready access to the dynamically generated schedules, and a
resolution for the `Event` lifetime, **stepping of the state-transition
systems is not supported**

---

## Changelog
- `Schedule::run()` updated to consult `Stepping` Resource to determine
which Systems to run each frame
- Added `Schedule.label` as a `BoxedSystemLabel`, along with supporting
`Schedule::set_label()` and `Schedule::label()` methods
- `Stepping` needed to know which `Schedule` was running, and prior to
this PR, `Schedule` didn't track its own label
- Would have preferred to add `Schedule::with_label()` and remove
`Schedule::new()`, but this PR touches enough already
- Added calls to `Schedule.set_label()` to `App` and `World` as needed
- Added `Stepping` resource
- Added `Stepping::begin_frame()` system to `MainSchedulePlugin`
    - Run before `Main::run_main()`
    - Notifies any `Stepping` Resource a new render frame is starting
    
## Migration Guide
- Add a call to `Schedule::set_label()` for any custom `Schedule`
    - This is only required if the `Schedule` will be stepped

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-02-03 05:18:38 +00:00
Mike
a919cb0a17
Don't auto insert on the extract schedule (#11669)
# Objective

- In #9822 I forgot to disable auto sync points on the Extract Schedule.
We want to do this because the Commands on the Extract Schedule should
be applied on the render thread.
2024-02-03 05:04:57 +00:00
Stepan Koltsov
c55a5ba40b
Make Archetypes.archetype_component_count private (#10774)
Make more clear where it is used and how.
2024-02-03 00:07:50 +00:00
Mike
c99ca79825
Allow prepare_windows to run off main thread. (#11660)
# Objective

- Allow prepare windows to run off of the main thread on platforms that
allow it.
- Fixes https://github.com/bevyengine/bevy/issues/9964 on most
platforms.

## Solution

- Conditionally compile prepare windows for different OS's
- Seems like it's only the call to `create_surface` that needs to run on
the main thread here.
- I've only tested this on windows, but I do see prepare windows running
on other threads.

---

## Changelog

- Allow prepare windows to run off main thread on platforms that allow
it.
2024-02-02 23:41:44 +00:00
James Liu
602515d8aa
Animatable trait for interpolation and blending (#4482)
# Objective
Allow animation of types other than translation, scale, and rotation on
`Transforms`.

## Solution
Add a base trait for all values that can be animated by the animation
system. This provides the basic operations for sampling and blending
animation values for more than just translation, rotation, and scale.

This implements part of bevyengine/rfcs#51, but is missing the
implementations for `Range<T>` and `Color`. This also does not fully
integrate with the existing `AnimationPlayer` yet, just setting up the
trait.

---------

Co-authored-by: Kirillov Kirill <kirusfg@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: irate <JustTheCoolDude@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-02-02 21:19:37 +00:00
Doug Roeper
c859eacdc8
Fix bug where events are not being dropped (#11528)
# Objective

Fix an issue where events are not being dropped after being read. I
believe #10077 introduced this issue. The code currently works as
follows:

1. `EventUpdateSignal` is **shared for all event types**
2. During the fixed update phase, `EventUpdateSignal` is set to true
3. `event_update_system`, **unique per event type**, runs to update
Events<T>
4. `event_update_system` reads value of `EventUpdateSignal` to check if
it should update, and then **resets** the value to false

If there are multiple event types, the first `event_update_system` run
will reset the shared `EventUpdateSignal` signal, preventing other
events from being cleared.

## Solution

I've updated the code to have separate signals per event type and added
a shared signal to notify all systems that the time plugin is installed.

## Changelog

- Fixed bug where events were not being dropped
2024-02-02 21:14:54 +00:00
Robert Walter
041731b7e0
Drawing Primitives with Gizmos (#11072)
The PR is in a reviewable state now in the sense that the basic
implementations are there. There are still some ToDos that I'm aware of:

- [x] docs for all the new structs and traits
- [x] implement `Default` and derive other useful traits for the new
structs
- [x] Take a look at the notes again (Do this after a first round of
reviews)
- [x] Take care of the repetition in the circle drawing functions

---

# Objective

- TLDR: This PR enables us to quickly draw all the newly added
primitives from `bevy_math` in immediate mode with gizmos
- Addresses #10571

## Solution

- This implements the first design idea I had that covered everything
that was mentioned in the Issue
https://github.com/bevyengine/bevy/issues/10571#issuecomment-1863646197

--- 

## Caveats

- I added the `Primitive(2/3)d` impls for `Direction(2/3)d` to make them
work with the current solution. We could impose less strict requirements
for the gizmoable objects and remove the impls afterwards if the
community doesn't like the current approach.

---

## Changelog

- implement capabilities to draw ellipses on the gizmo in general (this
was required to have some code which is able to draw the ellipse
primitive)
- refactored circle drawing code to use the more general ellipse drawing
code to keep code duplication low
- implement `Primitive2d` for `Direction2d` and impl `Primitive3d` for
`Direction3d`
- implement trait to draw primitives with specialized details with
gizmos
  - `GizmoPrimitive2d` for all the 2D primitives
  - `GizmoPrimitive3d` for all the 3D primitives
- (question while writing this: Does it actually matter if we split this
in 2D and 3D? I guess it could be useful in the future if we do
something based on the main rendering mode even though atm it's kinda
useless)

---

---------

Co-authored-by: nothendev <borodinov.ilya@gmail.com>
2024-02-02 21:13:03 +00:00
ickshonpe
e2916fbad1
Subtract 1 from text positions to account for glyph texture padding. (#11662)
# Objective

Glyph positions don't account for padding added to the font texture
atlas, resulting in them being off by one physical pixel in both axis.

## Example
```rust
use bevy::{
    prelude::*, window::WindowResolution
};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins.set(WindowPlugin {
            primary_window: Some(Window {
                resolution: WindowResolution::default().with_scale_factor_override(1.),
                ..Default::default()
            }),
            ..Default::default()
        }))
        .add_systems(Startup, setup)
        .run();
}

fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn(Camera2dBundle::default());
    commands.spawn(
        TextBundle::from_section(
            "QQQQQ",
            TextStyle {
                font: asset_server.load("FiraMono-Medium.ttf"),
                font_size: 14.0,
                ..default()
            },
        )
        .with_style(Style {
            left:Val::Px(10.),
            top: Val::Px(10.),
            ..default()
        })
        .with_background_color(Color::RED)
    );
}
```

<img width="350" alt="QQQQQ-bad"
src="https://github.com/bevyengine/bevy/assets/27962798/6a509aee-64c8-4ee8-a8c1-77ee65355898">

The coordinates are off by one in physical coordinates, not logical. So
the difference only becomes obvious with `UiScale` and the window scale
factor set to low values.

## Solution

Translate glyph positions by -1 in both axes.

<img width="300" alt="QQQQQ-good"
src="https://github.com/bevyengine/bevy/assets/27962798/16e3f6d9-1223-48e0-9fdd-b682a3e8ade4">

---

## Changelog

* Translate the positions for each glyph by -1 in both axes in
`bevy_text::glyph_brush::process_glyphs`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-02 20:01:01 +00:00
Rose Hudson
d6f1649646
return Direction3d from Transform::up and friends (#11604)
# Objective
Drawing a `Gizmos::circle` whose normal is derived from a Transform's
local axes now requires converting a Vec3 to a Direction3d and
unwrapping the result, and I think we shold move the conversion into
Bevy.

## Solution
We can make
`Transform::{left,right,up,down,forward,back,local_x,local_y,local_z}`
return a Direction3d, because they know that their results will be of
finite non-zero length (roughly 1.0).

---

## Changelog
`Transform::up()` and similar functions now return `Direction3d` instead
of `Vec3`.

## Migration Guide
Callers of `Transform::up()` and similar functions may have to
dereference the returned `Direction3d` to get to the inner `Vec3`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2024-02-02 15:05:35 +00:00
Marco Buono
91c467ebfc
Gate diffuse and specular transmission behind shader defs (#11627)
# Objective

- Address #10338

## Solution

- When implementing specular and diffuse transmission, I inadvertently
introduced a performance regression. On high-end hardware it is barely
noticeable, but **for lower-end hardware it can be pretty brutal**. If I
understand it correctly, this is likely due to use of masking by the GPU
to implement control flow, which means that you still pay the price for
the branches you don't take;
- To avoid that, this PR introduces new shader defs (controlled via
`StandardMaterialKey`) that conditionally include the transmission
logic, that way the shader code for both types of transmission isn't
even sent to the GPU if you're not using them;
- This PR also renames ~~`STANDARDMATERIAL_NORMAL_MAP`~~ to
`STANDARD_MATERIAL_NORMAL_MAP` for consistency with the naming
convention used elsewhere in the codebase. (Drive-by fix)

---

## Changelog

- Added new shader defs, set when using transmission in the
`StandardMaterial`:
  - `STANDARD_MATERIAL_SPECULAR_TRANSMISSION`;
  - `STANDARD_MATERIAL_DIFFUSE_TRANSMISSION`;
  - `STANDARD_MATERIAL_SPECULAR_OR_DIFFUSE_TRANSMISSION`.
- Fixed performance regression caused by the introduction of
transmission, by gating transmission shader logic behind the newly
introduced shader defs;
- Renamed ~~`STANDARDMATERIAL_NORMAL_MAP`~~ to
`STANDARD_MATERIAL_NORMAL_MAP` for consistency;

## Migration Guide

- If you were using `#ifdef STANDARDMATERIAL_NORMAL_MAP` on your shader
code, make sure to update the name to `STANDARD_MATERIAL_NORMAL_MAP`;
(with an underscore between `STANDARD` and `MATERIAL`)
2024-02-02 15:01:56 +00:00
NiseVoid
0ffc8d8a6f
Rename RayTest to RayCast (#11635)
# Objective

- `RayTest` vs `AabbCast` and `CircleCast` is inconsistent

## Solution

- Renaming the other two would only make the name more confusing, so we
rename `RayTest2d/3d` to `RayCast2d/3d`
2024-02-02 15:01:04 +00:00
CowSociety
8866c61161
Fix AssetTransformer breaking LabeledAssets (#11626)
# Objective

- `AssetTransformer` provides an input asset, and output an asset, but
provides no access to the `LabeledAsset`'s created by the `AssetLoader`.
Labeled sub assets are an extremely important piece of many assets, Gltf
in particular, and without them the amount of transformation on an asset
is limited. In order for `AssetTransformer`'s to be useful, they need to
have access to these sub assets.
- LabeledAsset's loaded by `AssetLoader`s are provided to `AssetSaver`s
in the `LoadAndSave` process, but the `LoadTransformAndSave` process
drops these values in the transform stage, and so `AssetSaver` is given
none.
- Fixes #11606

Ideally the AssetTransformer should not ignore labeled sub assets, and
they should be kept at least for the AssetSaver

## Solution

- I created a new struct similar to `SavedAsset` named
`TransformedAsset` which holds the input asset, and the HashMap of
`LabeledAsset`s. The transform function now takes as input a
`TransformedAsset`, and returns a `TransformedAsset::<AssetOutput>`.
This gives the transform function access to the labeled sub assets
created by the `AssetLoader`.
- I also created `TransformedSubAsset` which holds mutable references to
a sub asset and that sub assets HashMap of `LabeledAsset`s. This allows
you to travers the Tree of `LabeledAsset`s by reference relatively
easily.
- The `LoadTransformAndSave` processor was then reworked to use the new
structs, stopping the `LabeledAsset`s from being dropped.

---

## Changelog

- Created TransformedAsset struct and TransformedSubAsset struct.
- Changed `get_untyped_handle` to return a `UntypedHandle` directly
rather than a reference and added `get_handle` as a typed variant in
SavedAsset and TransformedAsset
- Added `SavedAsset::from_transformed` as a constructor from a
`TransformedAsset`
- Switched LoadTransformAndSave process code to work with new
`TransformedAsset` type
- Added a `ProcessError` for `AssetTransformer` in process.rs
- Switched `AssetTransformer::transform` to use `TransformedAsset` as
input and output.
- Switched `AssetTransformer` to use a `BoxedFuture` like `AssetLoader`
and `AssetSaver` to allow for async transformation code.
- Updated AssetTransformer example to use new structure.
2024-02-02 14:57:31 +00:00
Duncan
176223b406
Fix embedded asset path manipulation (#10383)
# Objective

Fixes #10377

## Solution

Use `Path::strip_prefix` instead of `str::split`. Avoid any explicit "/"
characters in path manipulation.

---

## Changelog

- Added: example of embedded asset loading
- Added: support embedded assets in external crates
- Fixed: resolution of embedded assets
- Fixed: unexpected runtime panic during asset path resolution

## Migration Guide

No API changes.

---------

Co-authored-by: Shane Celis <shane.celis@gmail.com>
2024-02-02 14:49:05 +00:00
Joona Aalto
6f2eec8f78
Support rotating Direction3d by Quat (#11649)
# Objective

It's often necessary to rotate directions, but it currently has to be
done like this:

```rust
Direction3d::new_unchecked(quat * *direction)
```

It'd be nice if you could rotate `Direction3d` directly:

```rust
quat * direction
```

## Solution

Implement `Mul<Direction3d>` for `Quat` ~~and the other way around.~~
(Glam doesn't impl `Mul<Quat>` or `MulAssign<Quat>` for `Vec3`)

The quaternion must be a unit quaternion to keep the direction
normalized, so there is a `debug_assert!` to be sure. Almost all `Quat`
constructors produce unit quaternions, so there should only be issues if
doing something like `quat + quat` instead of `quat * quat`, using
`Quat::from_xyzw` directly, or when you have significant enough drift
caused by e.g. physics simulation that doesn't normalize rotation. In
general, these would probably cause unexpected results anyway.

I also moved tests around slightly to make `dim2` and `dim3` more
consistent (`dim3` had *two* separate `test` modules for some reason).

In the future, we'll probably want a `Rotation2d` type that would
support the same for `Direction2d`. I considered implementing
`Mul<Mat2>` for `Direction2d`, but that would probably be more
questionable since `Mat2` isn't as clearly associated with rotations as
`Quat` is.
2024-02-01 20:08:24 +00:00
BD103
3d2d61d063
Use batch spawn in benchmarks (#11611)
# Objective

- The benchmarks for `bevy_ecs`' `iter_simple` group use `for` loops
instead of `World::spawn_batch`.
- There's a TODO comment that says to batch spawn them.

## Solution

- Replace the `for` loops with `World::spawn_batch`.
2024-02-01 19:23:09 +00:00
Kanabenki
e3cf5f8fb2
Use the Continuous update mode in stress tests when unfocused (#11652)
# Objective

- When running any of the stress tests, the refresh rate is currently
capped to 60hz because of the `ReactiveLowPower` default used when the
window is not in focus. Since stress tests should run as fast as
possible (and as such vsync is disabled for all of them), it makes sense
to always run them in `Continuous` mode. This is especially useful to
avoid capturing non-representative frame times when recording a Tracy
frame.

## Solution

- Always use the `Continuous` update mode in stress tests.
2024-02-01 19:22:47 +00:00
Doonv
b1a2d342af
Add the ability to manually create ParsedPaths (+ cleanup) (#11029)
# Objective

I'm working on a developer console plugin, and I wanted to get a
field/index of a struct/list/tuple. My command parser already parses
member expressions and all that, so I wanted to construct a `ParsedPath`
manually, but it's all private.

## Solution

Make the internals of `ParsedPath` public and add documentation for
everything, and I changed the boxed slice inside `ParsedPath` to a
vector for more flexibility.

I also did a bunch of code cleanup. Improving documentation, error
messages, code, type names, etc.

---

## Changelog

- Added the ability to manually create `ParsedPath`s from their
elements, without the need of string parsing.
- Improved `ReflectPath` error handling.

## Migration Guide

-  `bevy::reflect::AccessError` has been refactored.

That should be it I think, everything else that was changed was private
before this PR.

---------

Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2024-02-01 19:22:40 +00:00
Joona Aalto
d30fdda2c3
Implement approx traits for direction types (#11650)
# Objective

`approx` has traits like
[`AbsDiffEq`](https://docs.rs/approx/latest/approx/trait.AbsDiffEq.html),
[`RelativeEq`](https://docs.rs/approx/latest/approx/trait.RelativeEq.html),
and [`UlpsEq`](https://docs.rs/approx/latest/approx/trait.UlpsEq.html).
Glam implements them for its math types when the `approx` feature is
enabled. Bevy's `Direction2d` and `Direction3d` should implement these
too.

## Solution

Implement the traits. See [how Glam implements them for its own math
types](https://github.com/bitshifter/glam-rs/blob/main/src/features/impl_approx.rs).
For the epsilon values, I use the same as `Vec2`/`Vec3` (just
`f32::EPSILON`).
2024-02-01 19:22:28 +00:00
Charles Bournhonesque
e618426faa
Adding derive Reflect for tick structs (#11641)
# Objective

- Deriving `Reflect` for some public ChangeDetection/Tick structs in
bevy_ecs

---------

Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com>
2024-02-01 16:11:32 +00:00
Tygyh
57c83158bc
Rephrase comment about Local<T> for clarity. (Adopted) (#11129)
# Objective

- Finish PR #10322

## Solution

- Rebase changes in PR #10322 and format the changes.

Co-authored-by: Mauer-Oats <maueroats@users.noreply.github.com>
2024-02-01 09:42:44 +00:00
NiseVoid
e3126a494f
Add Clone to intersection test types (#11640)
# Objective

- Add Clone to RayTest/AabbCast2d/AabbCast3d/CircleCast/SphereCast
2024-02-01 00:54:30 +00:00
NiseVoid
1b98de68fe
Add volume cast intersection tests (#11586)
# Objective

- Add a basic form of shapecasting for bounding volumes

## Solution

- Implement AabbCast2d, AabbCast3d, BoundingCircleCast, and
BoundingSphereCast
- These are really just raycasts, but they modify the volumes the ray is
casting against
- The tests are slightly simpler, since they just use the raycast code
for the heavy lifting
2024-01-31 20:14:15 +00:00
François
76d32c9d5a
run examples on macOS to validate PRs (#11630)
# Objective

- CI doesn't validate running examples on macOS
- GitHub now has free m1 runners with a virtualised GPU
https://github.blog/changelog/2024-01-30-github-actions-introducing-the-new-m1-macos-runner-available-to-open-source/

## Solution

- Add a job to run examples on macOS when trying to merge a PR
- Add a patch to disable audio in CI as it timeouts after 15 minutes on
macOS, and fails anyway on the other runners
2024-01-31 20:03:47 +00:00
Zachary Harrold
afa7b5cba5
Added Support for Extension-less Assets (#10153)
# Objective

- Addresses **Support processing and loading files without extensions**
from #9714
- Addresses **More runtime loading configuration** from #9714
- Fixes #367
- Fixes #10703

## Solution

`AssetServer::load::<A>` and `AssetServer::load_with_settings::<A>` can
now use the `Asset` type parameter `A` to select a registered
`AssetLoader` without inspecting the provided `AssetPath`. This change
cascades onto `LoadContext::load` and `LoadContext::load_with_settings`.
This allows the loading of assets which have incorrect or ambiguous file
extensions.

```rust
// Allow the type to be inferred by context
let handle = asset_server.load("data/asset_no_extension");

// Hint the type through the handle
let handle: Handle<CustomAsset> = asset_server.load("data/asset_no_extension");

// Explicit through turbofish
let handle = asset_server.load::<CustomAsset>("data/asset_no_extension");
```

Since a single `AssetPath` no longer maps 1:1 with an `Asset`, I've also
modified how assets are loaded to permit multiple asset types to be
loaded from a single path. This allows for two different `AssetLoaders`
(which return different types of assets) to both load a single path (if
requested).

```rust
// Uses GltfLoader
let model = asset_server.load::<Gltf>("cube.gltf");

// Hypothetical Blob loader for data transmission (for example)
let blob = asset_server.load::<Blob>("cube.gltf");
```

As these changes are reflected in the `LoadContext` as well as the
`AssetServer`, custom `AssetLoaders` can also take advantage of this
behaviour to create more complex assets.

---

## Change Log

- Updated `custom_asset` example to demonstrate extension-less assets.
- Added `AssetServer::get_handles_untyped` and Added
`AssetServer::get_path_ids`

## Notes

As a part of that refactor, I chose to store `AssetLoader`s (within
`AssetLoaders`) using a `HashMap<TypeId, ...>` instead of a `Vec<...>`.
My reasoning for this was I needed to add a relationship between `Asset`
`TypeId`s and the `AssetLoader`, so instead of having a `Vec` and a
`HashMap`, I combined the two, removing the `usize` index from the
adjacent maps.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-31 14:58:08 +00:00
Lixou
16d28ccb91
RenderGraph Labelization (#10644)
# Objective

The whole `Cow<'static, str>` naming for nodes and subgraphs in
`RenderGraph` is a mess.

## Solution

Replaces hardcoded and potentially overlapping strings for nodes and
subgraphs inside `RenderGraph` with bevy's labelsystem.

---

## Changelog

* Two new labels: `RenderLabel` and `RenderSubGraph`.
* Replaced all uses for hardcoded strings with those labels
* Moved `Taa` label from its own mod to all the other `Labels3d`
* `add_render_graph_edges` now needs a tuple of labels
* Moved `ScreenSpaceAmbientOcclusion` label from its own mod with the
`ShadowPass` label to `LabelsPbr`
* Removed  `NodeId`
* Renamed `Edges.id()` to `Edges.label()`
* Removed `NodeLabel`
* Changed examples according to the new label system
* Introduced new `RenderLabel`s: `Labels2d`, `Labels3d`, `LabelsPbr`,
`LabelsUi`
* Introduced new `RenderSubGraph`s: `SubGraph2d`, `SubGraph3d`,
`SubGraphUi`
* Removed `Reflect` and `Default` derive from `CameraRenderGraph`
component struct
* Improved some error messages

## Migration Guide

For Nodes and SubGraphs, instead of using hardcoded strings, you now
pass labels, which can be derived with structs and enums.

```rs
// old
#[derive(Default)]
struct MyRenderNode;
impl MyRenderNode {
    pub const NAME: &'static str = "my_render_node"
}

render_app
    .add_render_graph_node::<ViewNodeRunner<MyRenderNode>>(
        core_3d::graph::NAME,
        MyRenderNode::NAME,
    )
    .add_render_graph_edges(
        core_3d::graph::NAME,
        &[
            core_3d::graph::node::TONEMAPPING,
            MyRenderNode::NAME,
            core_3d::graph::node::END_MAIN_PASS_POST_PROCESSING,
        ],
    );

// new
use bevy::core_pipeline::core_3d::graph::{Labels3d, SubGraph3d};

#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
pub struct MyRenderLabel;

#[derive(Default)]
struct MyRenderNode;

render_app
    .add_render_graph_node::<ViewNodeRunner<MyRenderNode>>(
        SubGraph3d,
        MyRenderLabel,
    )
    .add_render_graph_edges(
        SubGraph3d,
        (
            Labels3d::Tonemapping,
            MyRenderLabel,
            Labels3d::EndMainPassPostProcessing,
        ),
    );
```

### SubGraphs

#### in `bevy_core_pipeline::core_2d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `NAME` | `SubGraph2d` |

#### in `bevy_core_pipeline::core_3d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `NAME` | `SubGraph3d` |

#### in `bevy_ui::render`
| old string-based path | new label |
|-----------------------|-----------|
| `draw_ui_graph::NAME` | `graph::SubGraphUi` |

### Nodes

#### in `bevy_core_pipeline::core_2d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `node::MSAA_WRITEBACK` | `Labels2d::MsaaWriteback` | 
| `node::MAIN_PASS` | `Labels2d::MainPass` | 
| `node::BLOOM` | `Labels2d::Bloom` | 
| `node::TONEMAPPING` | `Labels2d::Tonemapping` | 
| `node::FXAA` | `Labels2d::Fxaa` | 
| `node::UPSCALING` | `Labels2d::Upscaling` | 
| `node::CONTRAST_ADAPTIVE_SHARPENING` |
`Labels2d::ConstrastAdaptiveSharpening` |
| `node::END_MAIN_PASS_POST_PROCESSING` |
`Labels2d::EndMainPassPostProcessing` |

#### in `bevy_core_pipeline::core_3d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `node::MSAA_WRITEBACK` | `Labels3d::MsaaWriteback` | 
| `node::PREPASS` | `Labels3d::Prepass` | 
| `node::DEFERRED_PREPASS` | `Labels3d::DeferredPrepass` | 
| `node::COPY_DEFERRED_LIGHTING_ID` | `Labels3d::CopyDeferredLightingId`
|
| `node::END_PREPASSES` | `Labels3d::EndPrepasses` | 
| `node::START_MAIN_PASS` | `Labels3d::StartMainPass` | 
| `node::MAIN_OPAQUE_PASS` | `Labels3d::MainOpaquePass` | 
| `node::MAIN_TRANSMISSIVE_PASS` | `Labels3d::MainTransmissivePass` | 
| `node::MAIN_TRANSPARENT_PASS` | `Labels3d::MainTransparentPass` | 
| `node::END_MAIN_PASS` | `Labels3d::EndMainPass` | 
| `node::BLOOM` | `Labels3d::Bloom` | 
| `node::TONEMAPPING` | `Labels3d::Tonemapping` | 
| `node::FXAA` | `Labels3d::Fxaa` | 
| `node::UPSCALING` | `Labels3d::Upscaling` | 
| `node::CONTRAST_ADAPTIVE_SHARPENING` |
`Labels3d::ContrastAdaptiveSharpening` |
| `node::END_MAIN_PASS_POST_PROCESSING` |
`Labels3d::EndMainPassPostProcessing` |

#### in `bevy_core_pipeline`
| old string-based path | new label |
|-----------------------|-----------|
| `taa::draw_3d_graph::node::TAA` | `Labels3d::Taa` |

#### in `bevy_pbr`
| old string-based path | new label |
|-----------------------|-----------|
| `draw_3d_graph::node::SHADOW_PASS` | `LabelsPbr::ShadowPass` |
| `ssao::draw_3d_graph::node::SCREEN_SPACE_AMBIENT_OCCLUSION` |
`LabelsPbr::ScreenSpaceAmbientOcclusion` |
| `deferred::DEFFERED_LIGHTING_PASS` | `LabelsPbr::DeferredLightingPass`
|

#### in `bevy_render`
| old string-based path | new label |
|-----------------------|-----------|
| `main_graph::node::CAMERA_DRIVER` | `graph::CameraDriverLabel` |

#### in `bevy_ui::render`
| old string-based path | new label |
|-----------------------|-----------|
| `draw_ui_graph::node::UI_PASS` | `graph::LabelsUi::UiPass` |

---

## Future work

* Make `NodeSlot`s also use types. Ideally, we have an enum with unit
variants where every variant resembles one slot. Then to make sure you
are using the right slot enum and make rust-analyzer play nicely with
it, we should make an associated type in the `Node` trait. With today's
system, we can introduce 3rd party slots to a node, and i wasnt sure if
this was used, so I didn't do this in this PR.

## Unresolved Questions

When looking at the `post_processing` example, we have a struct for the
label and a struct for the node, this seems like boilerplate and on
discord, @IceSentry (sowy for the ping)
[asked](https://discord.com/channels/691052431525675048/743663924229963868/1175197016947699742)
if a node could automatically introduce a label (or i completely
misunderstood that). The problem with that is, that nodes like
`EmptyNode` exist multiple times *inside the same* (sub)graph, so there
we need extern labels to distinguish between those. Hopefully we can
find a way to reduce boilerplate and still have everything unique. For
EmptyNode, we could maybe make a macro which implements an "empty node"
for a type, but for nodes which contain code and need to be present
multiple times, this could get nasty...
2024-01-31 14:51:19 +00:00