Commit graph

7653 commits

Author SHA1 Message Date
andriyDev
2fbad7d845
Fix off-by-one error on Image::get_color_at and Image::set_color_at. (#16475)
# Objective

- Fixes #16474.

## Solution

- Check that the pixel x,y,z is less than width,height,depth.
    - Classic off-by-one.

## Testing

- Added a test.
2024-11-22 18:14:53 +00:00
andriyDev
b1e4512648
Fix the picking backend features not actually disabling the features (#16470)
# Objective

- Fixes #16469.

## Solution

- Make the picking backend features not enabled by default in each
sub-crate.
- Make features in `bevy_internal` to set the backend features
- Make the root `bevy` crate set the features by default.

## Testing

- The mesh and sprite picking examples still work correctly.
2024-11-22 18:14:16 +00:00
Patrick Walton
8bbc6b0139
Fix dynamic linking failures from the AnimationEventFn change. (#16476)
I'm not sure why, but somehow `#[derive(Reflect)]` on a tuple struct
with a boxed trait object can result in linker errors when dynamic
linking is used on Windows using `rust-lld`:

```
  = note: rust-lld: error: <root>: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..reflect..PartialReflect$u20$for$u20$bevy_animation..AnimationEventFn$GT$::reflect_partial_eq::hc4cce1dc55e42e0b␍
          rust-lld: error: <root>: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..from_reflect..FromReflect$u20$for$u20$bevy_animation..AnimationEventFn$GT$::from_reflect::hc2b1d575b8491092␍
          rust-lld: error: <root>: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..tuple_struct..TupleStruct$u20$for$u20$bevy_animation..AnimationEventFn$GT$::clone_dynamic::hab42a4edc8d6b5c2␍
          rust-lld: error: <root>: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..tuple_struct..TupleStruct$u20$for$u20$bevy_animation..AnimationEventFn$GT$::field::h729a3d6dd6a27a43␍
          rust-lld: error: <root>: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..tuple_struct..TupleStruct$u20$for$u20$bevy_animation..AnimationEventFn$GT$::field_mut::hde1c34846d77344b␍
          rust-lld: error: <root>: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..type_registry..GetTypeRegistration$u20$for$u20$bevy_animation..AnimationEventFn$GT$::get_type_registration::hb96eb543e403a132␍
          rust-lld: error: <root>: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..type_registry..GetTypeRegistration$u20$for$u20$bevy_animation..AnimationEventFn$GT$::register_type_dependencies::hcf1a4b69bcfea6ae␍
          rust-lld: error: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..reflect..PartialReflect$u20$for$u20$bevy_animation..AnimationEventFn$GT$::reflect_partial_eq::hc4cce1dc55e42e0b␍
```

etc.

Adding `#[reflect(opaque)]` to the `Reflect` derive fixes the problem,
and that's what this patch does. I think that adding
`#[reflect(opaque)]` is harmless, as there's little that reflection
allows with a boxed trait object anyhow.
2024-11-22 13:14:15 +00:00
andriyDev
6741e01dfa
Fix adding a subtree of required components to an existing tree replacing shallower required component constructors (#16441)
# Objective

- Fixes #16406 even more. The previous implementation did not take into
account the depth of the requiree when setting the depth relative to the
required_by component.

## Solution

- Add the depth of the requiree!

## Testing

- Added a test.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-11-22 00:52:17 +00:00
ickshonpe
8a3a8b5cfb
Only use physical coords internally in bevy_ui (#16375)
# Objective

We switch back and forwards between logical and physical coordinates all
over the place. Systems have to query for cameras and the UiScale when
they shouldn't need to. It's confusing and fragile and new scale factor
bugs get found constantly.

## Solution

* Use physical coordinates whereever possible in `bevy_ui`. 
* Store physical coords in `ComputedNode` and tear out all the unneeded
scale factor calculations and queries.
* Add an `inverse_scale_factor` field to `ComputedNode` and set nodes
changed when their scale factor changes.

## Migration Guide

`ComputedNode`'s fields and methods now use physical coordinates.
`ComputedNode` has a new field `inverse_scale_factor`. Multiplying the
physical coordinates by the `inverse_scale_factor` will give the logical
values.

---------

Co-authored-by: atlv <email@atlasdostal.com>
2024-11-22 00:45:07 +00:00
Carter Anderson
513be52505
AnimationEvent -> Event and other improvements (#16440)
# Objective

Needing to derive `AnimationEvent` for `Event` is unnecessary, and the
trigger logic coupled to it feels like we're coupling "event producer"
logic with the event itself, which feels wrong. It also comes with a
bunch of complexity, which is again unnecessary. We can have the
flexibility of "custom animation event trigger logic" without this
coupling and complexity.

The current `animation_events` example is also needlessly complicated,
due to it needing to work around system ordering issues. The docs
describing it are also slightly wrong. We can make this all a non-issue
by solving the underlying ordering problem.

Related to this, we use the `bevy_animation::Animation` system set to
solve PostUpdate animation order-of-operations issues. If we move this
to bevy_app as part of our "core schedule", we can cut out needless
`bevy_animation` crate dependencies in these instances.

## Solution

- Remove `AnimationEvent`, the derive, and all other infrastructure
associated with it (such as the `bevy_animation/derive` crate)
- Replace all instances of `AnimationEvent` traits with `Event + Clone`
- Store and use functions for custom animation trigger logic (ex:
`clip.add_event_fn()`). For "normal" cases users dont need to think
about this and should use the simpler `clip.add_event()`
- Run the `Animation` system set _before_ updating text
- Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove
unnecessary `bevy_animation` dependency from `bevy_ui`
- Adjust `animation_events` example to use the simpler `clip.add_event`
API, as the workarounds are no longer necessary

This is polishing work that will land in 0.15, and I think it is simple
enough and valuable enough to land in 0.15 with it, in the interest of
making the feature as compelling as possible.
2024-11-22 00:16:04 +00:00
Illus1on
a54d85bb2d
Correcting misspellings (#16443)
When I browsed the source code I found suspicious misspellings

# Objective

- Correcting misspelling

# Solution
- Change `doesnn't` to `doesn't`
2024-11-21 14:42:56 +00:00
Chris Russell
4362b52a01
Add a note to the on_unimplemented message for QueryData recommending &T and &mut T. (#16449)
# Objective

A new user is likely to try `Query<Component>` instead of
`Query<&Component>`. The error message should guide them to the right
solution.

## Solution

Add a note to the on_unimplemented message for `QueryData` recommending
`&T` and `&mut T`.

The full error message now looks like: 

```
error[E0277]: `A` is not valid to request as data in a `Query`
   --> crates\bevy_ecs\src\query\world_query.rs:260:18
    |
260 | fn system(query: Query<A>) {}
    |                  ^^^^^^^^ invalid `Query` data
    |
    = help: the trait `fetch::QueryData` is not implemented for `A`
    = note: if `A` is a component type, try using `&A` or `&mut A`
    = help: the following other types implement trait `fetch::QueryData`:
              &'__w mut T
              &Archetype
              &T
              ()
              (F,)
              (F0, F1)
              (F0, F1, F2)
              (F0, F1, F2, F3)
            and 41 others
note: required by a bound in `system::query::Query`
   --> crates\bevy_ecs\src\system\query.rs:362:37
    |
362 | pub struct Query<'world, 'state, D: QueryData, F: QueryFilter = ()> {
    |                                     ^^^^^^^^^ required by this bound in `Query`
```
2024-11-21 03:52:10 +00:00
Carter Anderson
deda3f2522
Fix detailed_trace! (#16452)
Alternative to #16450 

# Objective

detailed_trace! in its current form does not work  (and breaks CI)

## Solution

Fix detailed_trace by checking for the feature properly, adding it to
the correct crates, and removing it from the incorrect crates
2024-11-20 22:01:33 +00:00
andriyDev
4a6b686832
Fix runtime required components not registering correctly (#16436)
# Objective

- Fixes #16406 
- Fixes an issue where registering a "deeper" required component, then a
"shallower" required component, would result in the wrong required
constructor being used for the root component.

## Solution

- Make `register_required_components` add any "parent" of a component as
`required_by` to the new "child".
- Assign the depth of the `requiree` plus 1 as the depth of a new
runtime required component.

## Testing

- Added two new tests.
2024-11-19 16:31:00 +00:00
Martín Maita
4dd805a003
Adds some helpful methods to TextFont (#16370)
# Objective

- Add methods to facilitate `TextFont` component creation and insertion.

## Solution

- Added `from_font` and `from_font_size` which return a new `TextFont`
with said attributes provided as parameters.
- Added `with_font` and `with_font_size` which return an existing
`TextFont` modifying said attributes with the values provided as
parameters.

## Testing

- CI Checks.
- Tested methods locally by changing values and running the `text_debug`
example.
2024-11-19 01:30:39 +00:00
aecsocket
81db6ec70a
Fix bevy_hierarchy failing to compile without reflect feature (#16428)
# Objective

Run this without this PR:
`cargo build -p bevy_hierarchy --no-default-features`

You'll get:
```
error[E0432]: unresolved import `bevy_reflect`
 --> crates/bevy_hierarchy/src/events.rs:2:5
  |
2 | use bevy_reflect::Reflect;
  |     ^^^^^^^^^^^^ use of undeclared crate or module `bevy_reflect`

For more information about this error, try `rustc --explain E0432`.
error: could not compile `bevy_hierarchy` (lib) due to 1 previous error
warning: build failed, waiting for other jobs to finish...
```

Because of this line:
```rs
use bevy_reflect::Reflect;

#[derive(Event, Debug, Clone, PartialEq, Eq)]
#[cfg_attr(feature = "reflect", derive(Reflect), reflect(Debug, PartialEq))]
pub enum HierarchyEvent { .. }
```

## Solution

use FQN: `derive(bevy_reflect::Reflect)`

## Testing

`cargo build -p bevy_hierarchy --no-default-features`
2024-11-19 01:28:42 +00:00
Asier Illarramendi
1006a528d0
Rename box shadow rendering variable names (#16393)
# Objective

It looks like this file was created based on the `ui_texture_slice`
rendering code and some variable names weren't updated.

## Solution

Rename "texture slice" variable names to "box shadow".
2024-11-19 01:28:34 +00:00
Carter Anderson
00c2edf7b2
Revert most of #16222 and add gamepad accessors (#16425)
# Objective

#16222 regressed the user experience of actually using gamepads:

```rust
// Before 16222
gamepad.just_pressed(GamepadButton::South)

// After 16222
gamepad.digital.just_pressed(GamepadButton::South)

// Before 16222
gamepad.get(GamepadButton::RightTrigger2)

// After 16222
gamepad.analog.get(GamepadButton::RighTrigger2)
```

Users shouldn't need to think about "digital vs analog" when checking if
a button is pressed. This abstraction was intentional and I strongly
believe it is in our users' best interest. Buttons and Axes are _both_
digital and analog, and this is largely an implementation detail. I
don't think reverting this will be controversial.

## Solution

- Revert most of #16222
- Add the `Into<T>` from #16222 to the internals
- Expose read/write `digital` and `analog` accessors on gamepad, in the
interest of enabling the mocking scenarios covered in #16222 (and
allowing the minority of users that care about the "digital" vs "analog"
distinction in this context to make that distinction)

---------

Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-11-19 00:00:16 +00:00
atlv
701ccdec51
add docs to clip_from_view (#16373)
more docs
2024-11-18 00:33:37 +00:00
atlv
c6fe275b21
add docs to view uniform frustum field (#16369)
just some docs to save future me some clicking around
2024-11-18 00:33:24 +00:00
atlv
1cb5604a17
remove gcd impl from bevy_render (#16419)
# Objective

- bevy_render (poorly) implements gcd (which should be in bevy_math but
theres not enough justification to have it there either anyways cus its
just one usage)

## Solution

- hardcoded LUT replacement for the one usage

## Testing

- verified the alternative implementation of 4/gcd(4,x) agreed with
original for 0..200
2024-11-17 21:37:41 +00:00
Arnold Loubriat
59863d3e8c
Properly set accessible value on label nodes (#16418)
# Objective

https://github.com/AccessKit/accesskit/pull/475 changed how text content
should be set for AccessKit nodes with a role of `Label`. This was
unfortunately missing from #16234.

## Solution

When building an `accesskit::Node` with `Role::Label`, calls `set_value`
instead of `set_label` on the node to set its content.

## Testing

I can't test this right now on my Windows machine due to a compilation
error with wgpu-hal I have no idea how to resolve.
2024-11-17 18:10:41 +00:00
aecsocket
17c4b070ab
bevy_reflect: Add ReflectSerializerProcessor (#15548)
**NOTE: This is based on, and should be merged alongside,
https://github.com/bevyengine/bevy/pull/15482.** I'll leave this in
draft until that PR is merged.

# Objective

Equivalent of https://github.com/bevyengine/bevy/pull/15482 but for
serialization. See that issue for the motivation.

Also part of this tracking issue:
https://github.com/bevyengine/bevy/issues/15518

This PR is non-breaking, just like the deserializer PR (because the new
type parameter `P` has a default `P = ()`).

## Solution

Identical solution to the deserializer PR.

## Testing

Added unit tests and a very comprehensive doc test outlining a clear
example and use case.
2024-11-17 14:05:39 +00:00
Joona Aalto
ded5ce27ae
Fix bubbling of runtime requirements for #[require(...)] attribute (#16410)
# Objective

Fixes #16406.

Currently, the `#[require(...)]` attribute internally registers
component requirements using `register_required_components_manual`. This
is done recursively in a way where every requirement in the "inheritance
tree" is added into a flat `RequiredComponents` hash map with component
constructors and inheritance depths stored.

However, this does not consider runtime requirements: if a plugins has
already registered `C` as required by `B`, and a component `A` requires
`B` through the macro attribute, spawning an entity with `A` won't add
`C`. The `required_by` hash set for `C` doesn't have `A`, and the
`RequiredComponents` of `A` don't have `C`.

Intuitively, I would've thought that the macro attribute's requirements
were always added *before* runtime requirements, and in that case I
believe this shouldn't have been an issue. But the macro requirements
are based on `Component::register_required_components`, which in a lot
of cases (I think) is only called *after* the first time a bundle with
the component is inserted. So if a runtime requirement is defined
*before* this (as is often the case, during `Plugin::build`), the macro
may not take it into account.

## Solution

Register requirements inherited from the `required` component in
`register_required_components_manual_unchecked`.

## Testing

I added a test, essentially the same as in #16406, and it now passes. I
also ran some of the tests in #16409, and they seem to work as expected.
All the existing tests for required components pass.
2024-11-17 13:51:39 +00:00
Christian Hughes
d3e9ecbb8c
Add missing exports in bevy_ecs (#16415)
# Objective

Seemed to have missed the export of `DynamicComponentFetch` from #15593.
`TryFromFilteredError` which is returned by `impl
TryFrom<FiliteredEntityMut/Ref> for EntityRef/Mut` also seemed to have
been missing.

## Solution

Export both of them.
2024-11-17 09:47:33 +00:00
Benjamin Brienen
8dfd076982
Fix MSRVs for standalone crates (#16333)
# Objective

MSRV in the standalone crates should be accurate

## Solution

Determine the msrv of each crate and set it

## Testing

Adding better msrv checks to the CI is a next-step.
2024-11-17 09:38:13 +00:00
JMS55
ed6508363e
Bind only the written parts of storage buffers. (#16405)
# Objective
- Fix part of #15920

## Solution

- Keep track of the last written amount of bytes, and bind only that
much of the buffer.

## Testing

- Did you test these changes? If so, how? No
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?

---

## Migration Guide

- Fixed a bug with StorageBuffer and DynamicStorageBuffer binding data
from the previous frame(s) due to caching GPU buffers between frames.
2024-11-17 09:11:26 +00:00
Viktor Gustavsson
9f04fc030b
Expose BRP system scheduling and add system set (#16400)
# Objective
When adding custom BRP methods one might need to:
- Run custom systems in the `RemoteLast` schedule.
- Order those systems before/after request processing and cleanup.

For example in `bevy_remote_inspector` we need a way to perform some
preparation _before_ request processing. And to perform cleanup
_between_ request processing and watcher cleanup.

## Solution

- Make `RemoteLast` public
- Add `RemoteSet` with `ProcessRequests` and `Cleanup` variants.
2024-11-16 23:34:06 +00:00
JMS55
3ec09582c6
Fix meshlet private item regression (#16404)
I didn't mean to make this item private, fixing it for the 0.15 release
to be consistent with 0.14.

(maintainers: please make sure this gets merged into the 0.15 release
branch as well as main)
2024-11-16 22:06:26 +00:00
François Mockers
6e81a05c93
Headless by features (#16401)
# Objective

- Fixes #16152 

## Solution

- Put `bevy_window` and `bevy_a11y` behind the `bevy_window` feature.
they were the only difference
- Add `ScheduleRunnerPlugin` to the `DefaultPlugins` when `bevy_window`
is disabled
- Remove `HeadlessPlugins`
- Update the `headless` example
2024-11-16 21:33:37 +00:00
François Mockers
bce19c1012
remove ViewUniformOffset from inactive cameras (#16399)
# Objective

- Fixes #16285 
- Inactive camera are keeping the component `ViewUniformOffset` from
when they were active, still matching some queries trying to render to
them

## Solution

- Remove component `ViewUniformOffset` from cameras that are inactive

## Testing

- Ran example `render_primitives` and switched camera
2024-11-16 20:39:13 +00:00
Miles Silberling-Cook
56ac38120b
Picking out order (#16231)
Tweaks picking docs slightly for formatting and to add additional
context about the ordering of `Over` and `Out` events. Also shifts `Out`
to trigger before `Over` in the global event ordering.

Because of how focus is tracked, we must send all `Over` and `Out`
events at the same time, in a block. Originally I had `Over` precede
`Out` in the global event order, because this seemed natural. However,
the effect of this, when a pointer moves between entities, is to have
the new entity receive `Over` before the old entity received `Out`,
which several users found confusing.

The new ordering (out before over globally, over before out locally per
entity) should make it much easier to write hover state cleanup code.
2024-11-15 15:39:02 +00:00
ickshonpe
2d91a6fc39
many_buttons --respawn arg (#16390)
# Objective

To capture the performance impact of removing and adding UI nodes add a
`respawn` commandline argument to the `many_buttons` stress test example
that despawns the existing UI layout and then spawns a new layout to
replace it every frame.

## Testing

To run the example with the new changes use:
```cargo run --example many_buttons --release -- --respawn```
2024-11-14 19:50:33 +00:00
andriyDev
4eaebd4608
Fix sprite picking backend not considering the viewport of the camera. (#16386)
# Objective

- When picking sprites, the pointer is offset from the mouse, causing
you to pick sprites you're not mousing over!

## Solution

- Shift over the cursor by the minimum of the viewport.

## Testing

- I was already using the bevy_mod_picking PR for my project, so it
seems to work!
- I tested this on the sprite_example (making the camera only render to
part of the viewport), and it also works there.

## Notes

- This is just https://github.com/aevyrie/bevy_mod_picking/pull/365 but
in Bevy form.
- We don't need to renormalize the viewport in any way since the
viewport is specified in pixels, so all that matters is that the origin
is correct.

Co-authored-by: johanhelsing <johanhelsing@gmail.com>
2024-11-14 13:04:52 +00:00
Carter Anderson
6beeaa89d3
Make PCSS experimental (#16382)
# Objective

PCSS still has some fundamental issues (#16155). We should resolve them
before "releasing" the feature.

## Solution

1. Rename the already-optional `pbr_pcss` cargo feature to
`experimental_pbr_pcss` to better communicate its state to developers.
2. Adjust the description of the `experimental_pbr_pcss` cargo feature
to better communicate its state to developers.
3. Gate PCSS-related light component fields behind that cargo feature,
to prevent surfacing them to developers by default.
2024-11-14 07:39:26 +00:00
ickshonpe
aab36f3951
UI anti-aliasing fix (#16181)
# Objective

UI Anti-aliasing is incorrectly implemented. It always uses an edge
radius of 0.25 logical pixels, and ignores the physical resolution. For
low dpi screens 0.25 is is too low and on higher dpi screens the
physical edge radius is much too large, resulting in visual artifacts.

## Solution

Multiply the distance by the scale factor in the `antialias` function so
that the edge radius stays constant in physical pixels.

## Testing

To see the problem really clearly run the button example with `UiScale`
set really high. With `UiScale(25.)` on main if you examine the button's
border you can see a thick gradient fading away from the edges:

<img width="127" alt="edgg"
src="https://github.com/user-attachments/assets/7c852030-c0e8-4aef-8d3e-768cb2464cab">

With this PR the edges are sharp and smooth at all scale factors: 

<img width="127" alt="edge"
src="https://github.com/user-attachments/assets/b3231140-1bbc-4a4f-a1d3-dde21f287988">
2024-11-13 21:41:02 +00:00
ickshonpe
c0fbadbc4c
Text2d scalefactor change detection fix (#16264)
# Objective 

Text2d doesn't respond to changes to the window scalefactor.

Fixes #16223

## Solution 

In `update_text2d_layout` store the previous scale factor in a `Local`
instead and check against the current scale factor to detect changes.

It seems like previously the text wasn't updated because of a bug with
the `WindowScaleFactorChanged` event and it isn't emitted after changes
to the scale factor. That needs to be looked into, but this will work
for now.

## Testing

Really simple app that draws a big message in the middle of the window:

```
use bevy::prelude::*;

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

fn setup(mut commands: Commands) {
    commands.spawn(Camera2d);
    commands.spawn((
        Text2d::new("Hello"),
        TextFont {
            font_size: 400.,
            ..Default::default()
        },
    ));
}
```

Looks fine:
<img width="500" alt="hello1"
src="https://github.com/user-attachments/assets/5320746b-687e-4682-9e4c-bc43ab7ff9d3">

On main, after changing the monitor's scale factor:
<img width="500" alt="hello2"
src="https://github.com/user-attachments/assets/486cea16-fc44-4d66-9468-6f68905d4196">


With this PR the text maintains the same size and position after the
scale factor is changed.
2024-11-13 21:22:20 +00:00
Rich Churcher
bf9971f239
Minor docs fixes (#16347)
Happened upon a few stray characters while reading about picking.
2024-11-13 20:42:53 +00:00
Volodymyr Enhelhardt
db1915a1f0
Use the fully qualified name for Component in the require attribute (#16378)
# Objective

- Describe the objective or issue this PR addresses.
Use the fully qualified name for `Component` in the `require` attribute

- If you're fixing a specific issue, say "Fixes #X".
Fixes #16377

## Solution

- Describe the solution used to achieve the objective above.
Use the fully qualified name for `Component` in the `require` attribute,
i.e.,`<#ident as #bevy_ecs_path::component::Component>`

## Testing

- Did you test these changes? If so, how?
`cargo run -p ci -- lints`
`cargo run -p ci -- compile`
`cargo run -p ci -- test`
- Are there any parts that need more testing?
no
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
try to compile
```rust
#[derive(::bevy::ecs::component::Component, Default)]
pub struct A;

#[derive(::bevy::ecs::component::Component)]
#[require(A)]
pub struct B;
```
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
Mac only
---


</details>

## Migration Guide

> This section is optional. If there are no breaking changes, you can
delete this section.

- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.

Co-authored-by: Volodymyr Enhelhardt <volodymyr.enhelhardt@ambr.net>
2024-11-13 20:37:50 +00:00
Carter Anderson
7477928f13
Use normal constructors for EasingCurve, FunctionCurve, ConstantCurve (#16367)
# Objective

We currently use special "floating" constructors for `EasingCurve`,
`FunctionCurve`, and `ConstantCurve` (ex: `easing_curve`). This erases
the type being created (and in general "what is happening"
structurally), for very minimal ergonomics improvements. With rare
exceptions, we prefer normal `X::new()` constructors over floating `x()`
constructors in Bevy. I don't think this use case merits special casing
here.

## Solution

Add `EasingCurve::new()`, use normal constructors everywhere, and remove
the floating constructors.

I think this should land in 0.15 in the interest of not breaking people
later.
2024-11-13 15:30:05 +00:00
ickshonpe
7b935c424b
Trivial bevy_picking refactor (#16374)
# Objective

Remove the rebinding and use `Rect::contains` in
`bevy_picking::pointer::Location::is_in_viewport`.
2024-11-13 14:09:17 +00:00
Rob Grindeland
a8c610a52d
Add unregister_system command (#16340)
# Objective

Fixes #16266 

## Solution

Added an `UnregisterSystem` command struct and
`Commands::unregister_system`. Also renamed `World::remove_system` and
`World::remove_system_cached` to `World::unregister_*`

## Testing

It's a fairly simple change, but I tested locally to ensure it actually
works.

---------

Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
2024-11-12 22:49:29 +00:00
François Mockers
4225848b0a
undeprecate component_reads_and_writes (#16357)
# Objective

- Does not correct #16339 but takes it out of the 0.15 milestone

## Solution

- Make it future us problem instead of solving it now
2024-11-11 23:28:16 +00:00
François Mockers
0249bb7686
don't check doc in beta ci as it requires nightly (#16356)
# Objective

- Fixes #16350 

## Solution

- Doc requires nightly, it can't run on beta
2024-11-11 23:23:30 +00:00
Brett Striker
0dea47e90f
Fix not being able to run bevy_ui tests (#16358)
# Objective

Fixes #16316

## Solution

Tweaked a few crates cargo files until I was able to build and test
`bevy_ui` via `cargo test --package bevy_ui`

## Testing

- ran `cargo test --package bevy_ui` successfully
- CI should catch anything amiss (Hopefully?)
2024-11-11 22:50:56 +00:00
ickshonpe
820a64fc7e
Remove the measure func for image nodes with the default UI texture (#16351)
# Objective

`ButtonBundle` has an `ImageNode` component (renamed from `UiImage`)
which wasn't a problem in 0.14 but in 0.15 `requires` pulls in the
`ContentSize` and `NodeImageSize` which means that by default
`ButtonBundle` nodes are given a measure func based on the size of the
image belonging to `TRANSPARENT_IMAGE_HANDLE`, which is 1x1.

This doesn't make sense and the behaviour for default image nodes should
either be to go to zero size or not add a measure func.

## Solution

Check if an image has a `TRANSPARENT_IMAGE_HANDLE` and if it does remove
its measure func.

Possibly a zero-sized measure would make more sense, but that would
break existing code.

## Testing

Used `ButtonBundle` in the 0.15 `button` example and the border doesn't
render, after this change it does.
2024-11-11 22:07:49 +00:00
UkoeHB
33abd3e7f4
Fix panic in UiSurface if Node is removed and re-added (#16288)
# Objective

- Fix bug where `UiSurface::set_camera_children` (and
`UiSurface::update_children` sometimes) will panic if you remove and add
a `Node` component in a single tick. This is more likely to happen now
because of `remove_with_requires`.

## Solution

- Filter out entities with `Node` when cleaning up entities from
`RemovedComponents<Node>`.

## Testing

- Not tested (rust compiler refused to cooperate when I tried to patch
this into my project), correct by inspection.
2024-11-11 21:59:56 +00:00
Logic
bafb9a25fb
Support on_thread_spawn and on_thread_destroy for TaskPoolPlugin (#13045)
# Objective

- Allow to configure `on_thread_spawn` and `on_thread_destroy` when
using `TaskPoolPlugin` of bevy.

## Solution

- In `TaskPoolThreadAssignmentPolicy`, two options `on_thread_spawn` and
`on_thread_destroy` are added, which will be passed to two new methods
motioned above when creating corresponding task pool using builder.
- Due to lack of debug derive for these two options, manually implement
the debug for `TaskPoolThreadAssignmentPolicy`.

---

## Changelog

### Added
- `on_thread_spawn` option and `on_thread_destroy` option to the
`TaskPoolPlugin`, allow user to customize them as needed.

## Migration Guide

- `TaskPooolThreadAssignmentPolicy` now has two additional fields:
`on_thread_spawn` and `on_thread_destroy`. Please consider defaulting
them to `None`.

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-11-11 20:00:01 +00:00
Marco Buono
ef23f465ce
Do not re-check visibility or re-render shadow maps for point and spot lights for each view (#15156)
# Objective

_If I understand it correctly_, we were checking mesh visibility, as
well as re-rendering point and spot light shadow maps for each view.
This makes it so that M views and N lights produce M x N complexity.
This PR aims to fix that, as well as introduce a stress test for this
specific scenario.

## Solution

- Keep track of what lights have already had mesh visibility calculated
and do not calculate it again;
- Reuse shadow depth textures and attachments across all views, and only
render shadow maps for the _first_ time a light is encountered on a
view;
- Directional lights remain unaltered, since their shadow map cascades
are view-dependent;
- Add a new `many_cameras_lights` stress test example to verify the
solution

## Showcase

110% speed up on the stress test
83% reduction of memory usage in stress test

### Before (5.35 FPS on stress test)
<img width="1392" alt="Screenshot 2024-09-11 at 12 25 57"
src="https://github.com/user-attachments/assets/136b0785-e9a4-44df-9a22-f99cc465e126">

### After (11.34 FPS on stress test)
<img width="1392" alt="Screenshot 2024-09-11 at 12 24 35"
src="https://github.com/user-attachments/assets/b8dd858f-5e19-467f-8344-2b46ca039630">


## Testing

- Did you test these changes? If so, how? 
- On my game project where I have two cameras, and many shadow casting
lights I managed to get pretty much double the FPS.
  - Also included a stress test, see the comparison above
- Are there any parts that need more testing?
- Yes, I would like help verifying that this fix is indeed correct, and
that we were really re-rendering the shadow maps by mistake and it's
indeed okay to not do that
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
  - Run the `many_cameras_lights` example
- On the `main` branch, cherry pick the commit with the example (`git
cherry-pick --no-commit 1ed4ace01`) and run it
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
  - macOS

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-11-11 18:49:09 +00:00
Benjamin Brienen
aad1fc6eba
Fix missing import (#16337)
# Objective

Should compile successfully with any combination of features

## Solution

Add the missing import on the right cfg.

## Testing

Tested building locally.

Fixes https://github.com/bevyengine/bevy/issues/16352
2024-11-11 18:48:41 +00:00
Benjamin Brienen
3f30ce2e47
Gitignore all target folders (#16336)
# Objective

Some target folders (such as
`crates\bevy_color\crates\gen_tests\target`) are not in the
`.gitignore`.

## Solution

Use a better pattern.

## Testing

Tested locally
2024-11-11 18:48:11 +00:00
Benjamin Brienen
1d7f663475
Clean up some yaml mistakes (#16300)
# Objective

Our build pipeline should have no grammar or syntax mistakes.

## Solution

Remove a reference to a non-existent variable and clean up the taplo
`echo`s.
2024-11-11 18:47:51 +00:00
Joona Aalto
3ada15ee1c
Add more Glam types and constructors to prelude (#16261)
# Objective

Glam has some common and useful types and helpers that are not in the
prelude of `bevy_math`. This includes shorthand constructors like
`vec3`, or even `Vec3A`, the aligned version of `Vec3`.

```rust
// The "normal" way to create a 3D vector
let vec = Vec3::new(2.0, 1.0, -3.0);

// Shorthand version
let vec = vec3(2.0, 1.0, -3.0);
```

## Solution

Add the following types and methods to the prelude:

- `vec2`, `vec3`, `vec3a`, `vec4`
- `uvec2`, `uvec3`, `uvec4`
- `ivec2`, `ivec3`, `ivec4`
- `bvec2`, `bvec3`, `bvec3a`, `bvec4`, `bvec4a`
- `mat2`, `mat3`, `mat3a`, `mat4`
- `quat` (not sure if anyone uses this, but for consistency)
- `Vec3A`
- `BVec3A`, `BVec4A`
- `Mat3A`

I did not add the u16, i16, or f64 variants like `dvec2`, since there
are currently no existing types like those in the prelude.

The shorthand constructors are currently used a lot in some places in
Bevy, and not at all in others. In a follow-up, we might want to
consider if we have a preference for the shorthand, and make a PR to
change the codebase to use it more consistently.
2024-11-11 18:47:16 +00:00
Sou1gh0st
b83c0e106e
Add EntityMut::get_mut_by_id_unchecked (#16210)
# Objective

- Fixes: #15603 

## Solution

- Add an unsafe `get_mut_by_id_unchecked` to `EntityMut` that borrows
&self instead of &mut self, thereby allowing access to multiple
components simultaneously.

## Testing

- a unit test function `get_mut_by_id_unchecked` was added.

---------

Co-authored-by: Mike <mike.hsu@gmail.com>
2024-11-11 18:46:47 +00:00