Commit graph

5066 commits

Author SHA1 Message Date
Gino Valente
e512cb602c
bevy_reflect: TypeInfo casting methods (#13320)
# Objective

There are times when we might know the type of a `TypeInfo` ahead of
time. Or we may have already checked it one way or another.

In such cases, it's a bit cumbersome to have to pattern match every time
we want to access the nested info:

```rust
if let TypeInfo::List(info) = <Vec<i32>>::type_info() {
  // ...
} else {
  panic!("expected list info");
}
```

Ideally, there would be a way to simply perform the cast down to
`ListInfo` since we already know it will succeed.

Or even if we don't, perhaps we just want a cleaner way of exiting a
function early (i.e. with the `?` operator).

## Solution

Taking a bit from
[`mirror-mirror`](https://docs.rs/mirror-mirror/latest/mirror_mirror/struct.TypeDescriptor.html#implementations),
`TypeInfo` now has methods for attempting a cast into the variant's info
type.

```rust
let info = <Vec<i32>>::type_info().as_list().unwrap();
// ...
```

These new conversion methods return a `Result` where the error type is a
new `TypeInfoError` enum.

A `Result` was chosen as the return type over `Option` because if we do
choose to `unwrap` it, the error message will give us some indication of
what went wrong. In other words, it can truly replace those instances
where we were panicking in the `else` case.

### Open Questions

1. Should the error types instead be a struct? I chose an enum for
future-proofing, but right now it only has one error state.
Alternatively, we could make it a reflect-wide casting error so it could
be used for similar methods on `ReflectRef` and friends.
2. I was going to do it in a separate PR but should I just go ahead and
add similar methods to `ReflectRef`, `ReflectMut`, and `ReflectOwned`? 🤔
3. Should we name these `try_as_***` instead of `as_***` since they
return a `Result`?

## Testing

You can test locally by running:

```
cargo test --package bevy_reflect
```

---

## Changelog

### Added

- `TypeInfoError` enum
- `TypeInfo::kind` method
- `TypeInfo::as_struct` method
- `TypeInfo::as_tuple_struct` method
- `TypeInfo::as_tuple` method
- `TypeInfo::as_list` method
- `TypeInfo::as_array` method
- `TypeInfo::as_map` method
- `TypeInfo::as_enum` method
- `TypeInfo::as_value` method
- `VariantInfoError` enum
- `VariantInfo::variant_type` method
- `VariantInfo::as_unit_variant` method
- `VariantInfo::as_tuple_variant` method
- `VariantInfo::as_struct_variant` method
2024-07-14 20:10:31 +00:00
Joona Aalto
9f376df2d5
Add inverse_mul and inverse_transform_point for isometries (#14311)
# Objective

The isometry types added in #14269 support transforming other isometries
and points, as well as computing the inverse of an isometry using
`inverse`.

However, transformations like `iso1.inverse() * iso2` and `iso.inverse()
* point` can be optimized for single-shot cases using custom methods
that avoid an extra rotation operation.

## Solution

Add `inverse_mul` and `inverse_transform_point` for `Isometry2d` and
`Isometry3d`. Note that these methods are only faster when the isometry
can't be reused for multiple transformations.

## Testing

All of the methods have a test, similarly to the existing transformation
operations.
2024-07-14 19:53:40 +00:00
Joona Aalto
22b65b7256
Add Isometry2d::from_xy and Isometry3d::from_xyz (#14312)
# Objective

Creating isometry types with just a translation is a bit more verbose
than it needs to be for cases where you don't have an existing vector to
pass in.

```rust
let iso = Isometry3d::from_translation(Vec3::new(2.0, 1.0, -1.0));
```

This could be made more ergonomic with a method similar to
`Dir2::from_xy`, `Dir3::from_xyz`, and `Transform::from_xyz`:

```rust
let iso = Isometry3d::from_xyz(2.0, 1.0, -1.0);
```

## Solution

Add `Isometry2d::from_xy` and `Isometry3d::from_xyz`.
2024-07-14 19:53:30 +00:00
re0312
3b23aa0864
Fix prepass batch (#13943)
# Objective

- After #11804 , The queue_prepass_material_meshes function is now
executed in parallel with other queue_* systems. This optimization
introduced a potential issue where mesh_instance.should_batch() could
return false in queue_prepass_material_meshes due to an unset
material_bind_group_id.
2024-07-14 19:35:36 +00:00
re0312
36c6f29832
Lighting Should Only hold Vec<Entity> instead of TypeId<Vec<Entity>> (#14073)
# Objective
- After #13894, I noticed the performance of `many_lights `dropped from
120+ to 60+. I reviewed the PR but couldn't identify any mistakes. After
profiling, I discovered that `Hashmap::Clone `was very slow when its not
empty, causing `extract_light` to increase from 3ms to 8ms.
- Lighting only checks visibility for 3D Meshes. We don't need to
maintain a TypeIdMap for this, as it not only impacts performance
negatively but also reduces ergonomics.

## Solution

- use VisibleMeshEntities for lighint visibility checking.


## Performance
cargo run --release --example many_lights  --features bevy/trace_tracy 
name="bevy_pbr::light::check_point_light_mesh_visibility"}

![image](https://github.com/bevyengine/bevy/assets/45868716/8bad061a-f936-45a0-9bb9-4fbdaceec08b)

system{name="bevy_pbr::render::light::extract_lights"}

![image](https://github.com/bevyengine/bevy/assets/45868716/ca75b46c-b4ad-45d3-8c8d-66442447b753)


## Migration Guide

> now `SpotLightBundle` , `CascadesVisibleEntities `and
`CubemapVisibleEntities `use VisibleMeshEntities instead of
`VisibleEntities`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-07-14 17:00:54 +00:00
Matty
e13c72d8a4
Fix swapped docs for Rot2::rotation_to/from_y (#14307)
# Objective

Fixes #14301 

## Solution

Swap them so that they are no longer swapped.
2024-07-14 17:00:41 +00:00
MiniaczQ
b36b0230e6
Dirty fix for App hanging when windows are invisible on WindowsOS (#14155)
# Objective

- Fixes #14135 

## Solution

- If no windows are visible, app updates will run regardless of redraw
call result.

This a relatively dirty fix, a more robust solution is desired in the
long run:
https://github.com/bevyengine/bevy/issues/1343#issuecomment-770091684

https://discord.com/channels/691052431525675048/1253771396832821270/1258805997011730472
The solution would disconnect rendering from app updates.

## Testing

- `window_settings` now works

## Other platforms

Not a problem on Linux:
https://discord.com/channels/691052431525675048/692572690833473578/1259526650622640160
Not a problem on MacOS:
https://discord.com/channels/691052431525675048/692572690833473578/1259563986148659272
2024-07-14 16:47:28 +00:00
Periwink
17a77445e2
Add error message if states schedule missing (usually because StatesPlugin hasn't been added) (#14160)
# Objective

- Helps improve https://github.com/bevyengine/bevy/issues/14151

## Solution

- At least return an error message from the `Option::unwrap()` call when
we try to access the `StateTransition` schedule

---------

Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
2024-07-14 15:56:16 +00:00
Gino Valente
99c9218b56
bevy_reflect: Feature-gate function reflection (#14174)
# Objective

Function reflection requires a lot of macro code generation in the form
of several `all_tuples!` invocations, as well as impls generated in the
`Reflect` derive macro.

Seeing as function reflection is currently a bit more niche, it makes
sense to gate it all behind a feature.

## Solution

Add a `functions` feature to `bevy_reflect`, which can be enabled in
Bevy using the `reflect_functions` feature.

## Testing

You can test locally by running:

```
cargo test --package bevy_reflect
```

That should ensure that everything still works with the feature
disabled.

To test with the feature on, you can run:

```
cargo test --package bevy_reflect --features functions
```

---

## Changelog

- Moved function reflection behind a Cargo feature
(`bevy/reflect_functions` and `bevy_reflect/functions`)
- Add `IntoFunction` export in `bevy_reflect::prelude`

## Internal Migration Guide

> [!important]
> Function reflection was introduced as part of the 0.15 dev cycle. This
migration guide was written for developers relying on `main` during this
cycle, and is not a breaking change coming from 0.14.

Function reflection is now gated behind a feature. To use function
reflection, enable the feature:
- If using `bevy_reflect` directly, enable the `functions` feature
- If using `bevy`, enable the `reflect_functions` feature
2024-07-14 15:55:31 +00:00
Matty
6c9ec88e54
Basic isometry types (#14269)
# Objective

Introduce isometry types for describing relative and absolute position
in mathematical contexts.

## Solution

For the time being, this is a very minimal implementation. This
implements the following faculties for two- and three-dimensional
isometry types:
- Identity transformations
- Creation from translations and/or rotations
- Inverses
- Multiplication (composition) of isometries with each other
- Application of isometries to points (as vectors)
- Conversion of isometries to affine transformations

There is obviously a lot more that could be added, so I erred on the
side of adding things that I knew would be useful, with the idea of
expanding this in the near future as needed.

(I also fixed some random doc problems in `bevy_math`.)

---

## Design

One point of interest here is the matter of if/when to use aligned
types. In the implementation of 3d isometries, I used `Vec3A` rather
than `Vec3` because it has no impact on size/alignment, but I'm still
not sure about that decision (although it is easily changed).

For 2d isometries — which are encoded by four floats — the idea of
shoving them into a single 128-bit buffer (`__m128` or whatever) sounds
kind of enticing, but it's more involved and would involve writing
unsafe code, so I didn't do that for now.

## Future work

- Expand the API to include shortcuts like `inverse_mul` and
`inverse_transform` for efficiency reasons.
- Include more convenience constructors and methods (e.g. `from_xy`,
`from_xyz`).
- Refactor `bevy_math::bounding` to use the isometry types.
- Add conversions to/from isometries for `Transform`/`GlobalTransform`
in `bevy_transform`.
2024-07-14 15:27:42 +00:00
Giacomo Stevanato
d7080369a7
Fix intra-doc links and make CI test them (#14076)
# Objective

- Bevy currently has lot of invalid intra-doc links, let's fix them!
- Also make CI test them, to avoid future regressions.
- Helps with #1983 (but doesn't fix it, as there could still be explicit
links to docs.rs that are broken)

## Solution

- Make `cargo r -p ci -- doc-check` check fail on warnings (could also
be changed to just some specific lints)
- Manually fix all the warnings (note that in some cases it was unclear
to me what the fix should have been, I'll try to highlight them in a
self-review)
2024-07-11 13:08:31 +00:00
Blake Bedford
2414311079
Fixed #14248 and other URL issues (#14276)
# Objective

Fixes #14248 and other URL issues.

## Solution

- Describe the solution used to achieve the objective above.
Removed the random #s in the URL. Led users to the wrong page. For
example, https://bevyengine.org/learn/errors/#b0003 takes users to
https://bevyengine.org/learn/errors/introduction, which is not the right
page. Removing the #s fixes it.

## Testing

- Did you test these changes? If so, how?
I pasted the URL into my address bar and it took me to the right place.

- Are there any parts that need more testing?
No
2024-07-11 12:01:49 +00:00
IQuick 143
291db3e755
fix: Possible NaN due to denormalised quaternions in AABB implementations for round shapes. (#14240)
# Objective

With an unlucky denormalised quaternion (or just a regular very
denormalised quaternion), it's possible to obtain NaN values for AABB's
in shapes which rely on an AABB for a disk.

## Solution

Add an additional `.max(Vec3::ZERO)` clamp to get rid of negative values
arising due to numerical errors.
Fixup some unnecessary calculations and improve variable names in
relevant code, aiming for consistency.

## Discussion

These two (nontrivial) lines of code are repeated at least 5 times,
maybe they could be their own method.
2024-07-10 16:00:19 +00:00
Matty
9af2ef740b
Make bevy_math::common_traits public (#14245)
# Objective

Fixes #14243 

## Solution

`bevy_math::common_traits` is now a public module.
2024-07-09 17:16:47 +00:00
Rob Parrett
3594c4f2f5
Fix doc list indentation (#14225)
# Objective

Fixes #14221

## Solution

Add indentation as suggested.

## Testing

Confirmed that
- This makes Clippy happy with rust beta
- Built docs visually look the same before/after
2024-07-09 01:21:54 +00:00
Bob Gardner
ec1aa48fc6
Created an EventMutator for when you want to mutate an event before reading (#13818)
# Objective

- Often in games you will want to create chains of systems that modify
some event. For example, a chain of damage systems that handle a
DamageEvent and modify the underlying value before the health system
finally consumes the event. Right now this requires either:

* Using a component added to the entity
* Consuming and refiring events

Neither is ideal when really all we want to do is read the events value,
modify it, and write it back.

## Solution

- Create an EventMutator class similar to EventReader but with ResMut<T>
and iterators that return &mut so that events can be mutated.

## Testing

- I replicated all the existing tests for EventReader to make sure
behavior was the same (I believe) and added a number of tests specific
to testing that 1) events can actually be mutated, and that 2)
EventReader sees changes from EventMutator for events it hasn't already
seen.

## Migration Guide

Users currently using `ManualEventReader` should use `EventCursor`
instead. `ManualEventReader` will be removed in Bevy 0.16. Additionally,
`Events::get_reader` has been replaced by `Events::get_cursor`.

Users currently directly accessing the `Events` resource for mutation
should move to `EventMutator` if possible.

---------

Co-authored-by: poopy <gonesbird@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-07-08 14:53:06 +00:00
github-actions[bot]
8df10d2713
Bump Version after Release (#14219)
Bump version after release
This PR has been auto-generated

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2024-07-08 12:54:08 +00:00
François Mockers
1ebabcfe4a
fix typo processed_dir (#14220)
# Objective

- fix typo processed_dir
- unblock #14217 

## Solution

- fix typo processed_dir
2024-07-08 11:29:40 +00:00
SpecificProtagonist
7db5dc03f1
Fix state example urls (#14209)
Doc was still pointing to old location of state examples

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-07-08 01:19:05 +00:00
Torstein Grindvik
70c0223112
bevy_input: allow use without bevy_reflect (#14167)
# Objective

Allow use of `bevy_input` types without needing `bevy_reflect`.

## Solution

Make `bevy_reflect` within `bevy_input` optional. It's compiled in by
default.
Turn on reflect in dependencies as well when this feature is on.

## Testing

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

I did a `cargo hack -p bevy_input --each-feature build`.

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2024-07-08 01:09:07 +00:00
Torstein Grindvik
faf3c175b8
bevy_core: make bevy_reflect optional (#14179)
# Objective

Allow use of `bevy_core` types without needing `bevy_reflect`.

## Solution

Make `bevy_reflect` within `bevy_core` optional. It's compiled in by
default.
Turn on reflect in dependencies as well when this feature is on.

## Testing

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

I did a `cargo hack -p bevy_core--each-feature build`.


Similar PR: https://github.com/bevyengine/bevy/pull/14167

Discord context starts here:
https://discord.com/channels/691052431525675048/768253008416342076/1258814534651482163

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2024-07-08 01:09:04 +00:00
Litttle_fish
2d34226043
disable gpu preprocessing on android with Adreno 730 GPU and earilier (#14176)
# Objective

Fix #14146 

## Solution

Expansion of #13323 , excluded Adreno 730 and earlier.

## Testing

Tested on android device(Adreno 730) that used to crash
2024-07-08 01:07:03 +00:00
Jan Hohenheim
df80b99e69
Optimize unnecessary normalizations for Transform::local_{xyz} (#14171)
Note that `GlobalTransform` already does it like this for `right`,
`left`, etc. so I didn't have to touch that one
2024-07-08 01:05:09 +00:00
Mike
33ea3b9f7d
use Display for entity id in log_components (#14164)
# Objective

- Cleanup a doubled `Entity` in log components

```
// Before
2024-07-05T19:54:09.082773Z  INFO bevy_ecs::system::commands: Entity Entity { index: 2, generation: 1 }: ["bevy_transform::components::transform::Transform"]

// After
2024-07-05T19:54:09.082773Z  INFO bevy_ecs::system::commands: Entity 2v1: ["bevy_transform::components::transform::Transform"]
```

---------

Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2024-07-08 01:03:27 +00:00
Mike
91dd7e6f0f
add entity to error message (#14163)
# Objective

- There was a new warning added about having an unstyled child in the ui
hierarchy. Debugging the new error is pretty hard without any info about
which entity is.

## Solution

- Add the entity id to the warning.

```text
// Before
2024-07-05T19:40:59.904014Z  WARN bevy_ui::layout::ui_surface: Unstyled child in a UI entity hierarchy. You are using an entity without UI components as a child of an entity with UI components, results may be unexpected.

//After
2024-07-05T19:40:59.904014Z  WARN bevy_ui::layout::ui_surface: Unstyled child `3v1` in a UI entity hierarchy. You are using an entity without UI components as a child of an entity with UI components, results may be unexpected.
```

## Changelog

- add entity id to ui surface warning
2024-07-08 01:01:47 +00:00
Brandon Reinhart
02028d16b3
impl Reflect + Clone for StateScoped (#14156)
# Objective

- Expand the flexibilty of StateScoped by adding Reflect and Clone
- This lets StateScoped be used in Clone Bundles, for example

```rust
#[derive(Component, Reflect, Clone)]
pub struct StateScoped<S: States>(pub S);
```

Notes:
- States are already Clone.
- Type registration is up to the user, but this is commonly the case
with reflected generic types.

## Testing

- Ran the examples.
2024-07-08 01:00:04 +00:00
Brian Reavis
7273ffcd78
Fix crash when an asset load failure event is processed after asset drop (#14123)
# Objective

This PR fixes a crash that happens when an asset failure event is
processed after the asset has already been dropped.

```
2024-07-03T17:12:16.847178Z ERROR bevy_asset::server: Encountered HTTP status 404 when loading asset
thread 'main' panicked at bevy/crates/bevy_asset/src/server/info.rs:593:18:
```

## Solution

- Update `process_asset_fail` to match the graceful behavior in
`process_asset_load` (it does not assume the state still exists).

---

## Changelog

- Fixed a rare crash that happens when an asset failed event is
processed after the asset has been dropped.
2024-07-08 00:58:55 +00:00
Matty
900f50d77d
Uniform mesh sampling (#14071)
# Objective

Allow random sampling from the surfaces of triangle meshes.

## Solution

This has two parts.

Firstly, rendering meshes can now yield their collections of triangles
through a method `Mesh::triangles`. This has signature
```rust
pub fn triangles(&self) -> Result<Vec<Triangle3d>, MeshTrianglesError> { //... }
```

and fails in a variety of cases — the most obvious of these is that the
mesh must have either the `TriangleList` or `TriangleStrip` topology,
and the others correspond to malformed vertex or triangle-index data.

With that in hand, we have the second piece, which is
`UniformMeshSampler`, which is a `Vec3`-valued
[distribution](https://docs.rs/rand/latest/rand/distributions/trait.Distribution.html)
that samples uniformly from collections of triangles. It caches the
triangles' distribution of areas so that after its initial setup,
sampling is allocation-free. It is constructed via
`UniformMeshSampler::try_new`, which looks like this:
```rust
pub fn try_new<T: Into<Vec<Triangle3d>>>(triangles: T) -> Result<Self, ZeroAreaMeshError> { //... }
```

It fails if the collection of triangles has zero area. 

The sum of these parts means that you can sample random points from a
mesh as follows:
```rust
let triangles = my_mesh.triangles().unwrap();
let mut rng = StdRng::seed_from_u64(8765309);
let distribution = UniformMeshSampler::try_new(triangles).unwrap();
// 10000 random points from the surface of my_mesh:
let sample_points: Vec<Vec3> = distribution.sample_iter(&mut rng).take(10000).collect();
```

## Testing

Tested by instantiating meshes and sampling as demonstrated above.

---

## Changelog

- Added `Mesh::triangles` method to get a collection of triangles from a
mesh.
- Added `UniformMeshSampler` to `bevy_math::sampling`. This is a
distribution which allows random sampling over collections of triangles
(such as those provided through meshes).

---

## Discussion

### Design decisions

The main thing here was making sure to have a good separation between
the parts of this in `bevy_render` and in `bevy_math`. Getting the
triangles from a mesh seems like a reasonable step after adding
`Triangle3d` to `bevy_math`, so I decided to make all of the random
sampling operate at that level, with the fallible conversion to
triangles doing most of the work.

Notably, the sampler could be called something else that reflects that
its input is a collection of triangles, but if/when we add other kinds
of meshes to `bevy_math` (e.g. half-edge meshes), the fact that
`try_new` takes an `impl Into<Vec<Triangle3d>>` means that those meshes
just need to satisfy that trait bound in order to work immediately with
this sampling functionality. In that case, the result would just be
something like this:
```rust
let dist = UniformMeshSampler::try_new(mesh).unwrap();
```
I think this highlights that most of the friction is really just from
extracting data from `Mesh`.

It's maybe worth mentioning also that "collection of triangles"
(`Vec<Triangle3d>`) sits downstream of any other kind of triangle mesh,
since the topology connecting the triangles has been effectively erased,
which makes an `Into<Vec<Triangle3d>>` trait bound seem all the more
natural to me.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-07-08 00:57:08 +00:00
re0312
db19d2ee47
Optimize ui_layout_system (#14064)
# Objective

- Currently bevy's ui layout system could takes a long time.

## Solution

- cache `default_ui_camera `entity to avoid repetitive lookup


## Performance
cargo run --release --example many_buttons --features bevy/trace_tracy  


![image](https://github.com/bevyengine/bevy/assets/45868716/f8eda0b0-343d-4379-847f-f1636c38e5ec)
2024-07-08 00:48:35 +00:00
Jenya705
330911f1bf
Component Hook functions as attributes for Component derive macro (#14005)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/13972

## Solution

Added 3 new attributes to the `Component` macro.

## Testing

Added `component_hook_order_spawn_despawn_with_macro_hooks`, that makes
the same as `component_hook_order_spawn_despawn` but uses a struct, that
defines it's hooks with the `Component` macro.

---

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-07-08 00:46:00 +00:00
François Mockers
c994c15d5e
EmptyPathStream is only used in android/wasm32 (#14200)
# Objective

- `EmptyPathStream` is only used in android and wasm32
- This now makes rust nightly warn

## Solution

- flag the struct to only be present when needed
- also change how `MorphTargetNames` is used because that makes rust
happier?
2024-07-07 19:54:53 +00:00
daxpedda
ea2a7e5552
Send SceneInstanceReady when spawning any kind of scene (#11741)
# Objective

- Emit an event regardless of scene type (`Scene` and `DynamicScene`).
- Also send the `InstanceId` along.

Follow-up to #11002.
Fixes #2218.

## Solution

- Send `SceneInstanceReady` regardless of scene type.
- Make `SceneInstanceReady::parent` `Option`al.
- Add `SceneInstanceReady::id`.

---

## Changelog

### Changed

- `SceneInstanceReady` is now sent for `Scene` as well.
`SceneInstanceReady::parent` is an `Option` and
`SceneInstanceReady::id`, an `InstanceId`, is added to identify the
corresponding `Scene`.

## Migration Guide

- `SceneInstanceReady { parent: Entity }` is now `SceneInstanceReady {
id: InstanceId, parent: Option<Entity> }`.
2024-07-06 14:00:39 +00:00
BD103
1ceb45540b
Remove unused type parameter in Parallel::drain() (#14178)
# Objective

- `Parallel::drain()` has an unused type parameter `B` than can be
removed.
- Caught [on
Discord](https://discord.com/channels/691052431525675048/692572690833473578/1259004180560085003)
by Andrew, thanks!

## Solution

- Remove it! :)

## Testing

- `Parallel::drain()` should still function exactly the same.

---

## Changelog

- Removed unused type parameter in `Parallel::drain()`.

## Migration Guide

The type parameter of `Parallel::drain()` was unused, so it is now
removed. If you were manually specifying it, you can remove the bounds.

```rust
// 0.14
// Create a `Parallel` and give it a value.
let mut parallel: Parallel<Vec<u8>> = Parallel::default();
*parallel.borrow_local_mut() = vec![1, 2, 3];

for v in parallel.drain::<u8>() {
    // ...
}

// 0.15
let mut parallel: Parallel<Vec<u8>> = Parallel::default();
*parallel.borrow_local_mut() = vec![1, 2, 3];

// Remove the type parameter.
for v in parallel.drain() {
    // ...
}
```
2024-07-06 13:29:29 +00:00
Gino Valente
09d86bfb96
bevy_reflect: Re-enable reflection compile fail tests (#14165)
# Objective

Looks like I accidentally disabled the reflection compile fail tests in
#13152. These should be re-enabled.

## Solution

Re-enable reflection compile fail tests.

## Testing

CI should pass. You can also test locally by navigating to
`crates/bevy_reflect/compile_fail/` and running:

```
cargo test --target-dir ../../../target
```
2024-07-05 20:49:03 +00:00
NWPlayer123
c6a89c2187
impl Debug for ExtendedMaterial (#14140)
# Objective

Both `Material` and `MaterialExtension` (base and extension) can derive
Debug, so there's no reason to not allow `ExtendedMaterial` to derive it

## Solution

- Describe the solution used to achieve the objective above.
Add `Debug` to the list of derived traits

## Testing

- Did you test these changes? If so, how?
I compiled my test project on latest commit, making sure it actually
compiles
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
Create an ExtendedMaterial instance, try to `println!("{:?}",
material);`

Co-authored-by: NWPlayer123 <NWPlayer123@users.noreply.github.com>
2024-07-04 23:59:48 +00:00
TotalKrill
5986d5d309
Cosmic text (#10193)
# Replace ab_glyph with the more capable cosmic-text

Fixes #7616.

Cosmic-text is a more mature text-rendering library that handles scripts
and ligatures better than ab_glyph, it can also handle system fonts
which can be implemented in bevy in the future

Rebase of https://github.com/bevyengine/bevy/pull/8808

## Changelog

Replaces text renderer ab_glyph with cosmic-text

The definition of the font size has changed with the migration to cosmic
text. The behavior is now consistent with other platforms (e.g. the
web), where the font size in pixels measures the height of the font (the
distance between the top of the highest ascender and the bottom of the
lowest descender). Font sizes in your app need to be rescaled to
approximately 1.2x smaller; for example, if you were using a font size
of 60.0, you should now use a font size of 50.0.

## Migration guide

- `Text2dBounds` has been replaced with `TextBounds`, and it now accepts
`Option`s to the bounds, instead of using `f32::INFINITY` to inidicate
lack of bounds
- Textsizes should be changed, dividing the current size with 1.2 will
result in the same size as before.
- `TextSettings` struct is removed
- Feature `subpixel_alignment` has been removed since cosmic-text
already does this automatically
- TextBundles and things rendering texts requires the `CosmicBuffer`
Component on them as well

## Suggested followups:

- TextPipeline: reconstruct byte indices for keeping track of eventual
cursors in text input
- TextPipeline: (future work) split text entities into section entities
- TextPipeline: (future work) text editing
- Support line height as an option. Unitless `1.2` is the default used
in browsers (1.2x font size).
- Support System Fonts and font families
- Example showing of animated text styles. Eg. throbbing hyperlinks

---------

Co-authored-by: tigregalis <anak.harimau@gmail.com>
Co-authored-by: Nico Burns <nico@nicoburns.com>
Co-authored-by: sam edelsten <samedelsten1@gmail.com>
Co-authored-by: Dimchikkk <velo.app1@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-07-04 20:41:08 +00:00
re0312
1c2f687202
Skip extract UiImage When its texture is default (#14122)
# Objective

- After #14017 , I noticed that the drawcall increased 10x in the
`many_buttons`, causing the `UIPassNode `to increase from 1.5ms to 6ms.
This is because our UI batching is very fragile.

## Solution

- skip extract UiImage when its texture is default


## Performance 
many_buttons UiPassNode

![image](https://github.com/bevyengine/bevy/assets/45868716/9295d958-8c3f-469c-a7e0-d1e90db4dfb7)
2024-07-03 20:54:11 +00:00
re0312
2893fc3e8b
Using simple approx round up in ui_layout_system (#14079)
# Objective

- built-in `f32::round `is slow 
- splits from #14064 
## Solution

- using a simple floor instead of round

## Testing

- I am not an expert on floating-point values, but I enumerated all f32
values to test for potential errors compared to the previous function.
[rust
playground](https://play.rust-lang.org/?version=stable&mode=release&edition=2021&gist=0d8ed5604499e7bd9c61ce57d47e8c06)

three cases where the behavior differs between the new and previous
functions:
| value  |  previous | new  |  
|---|---|---|
|  [-0.5,0) |  -0 | +0  |   
|  0.49999997  | 0  |  1 |   
| +-8388609 |  8388609   | 8388610  |   

## Performance


![image](https://github.com/bevyengine/bevy/assets/45868716/1910f342-e55b-4f5c-851c-24a142d5c72e)
2024-07-03 12:48:34 +00:00
Gagnus
a47b91cccc
Added feature switch to default Standard Material's new anisotropy texture to off (#14048)
# Objective

- Standard Material is starting to run out of samplers (currently uses
13 with no additional features off, I think in 0.13 it was 12).
- This change adds a new feature switch, modelled on the other ones
which add features to Standard Material, to turn off the new anisotropy
feature by default.

## Solution

- feature + texture define

## Testing

- Anisotropy example still works fine
- Other samples work fine
- Standard Material now takes 12 samplers by default on my Mac instead
of 13

## Migration Guide

- Add feature pbr_anisotropy_texture if you are using that texture in
any standard materials.

---------

Co-authored-by: John Payne <20407779+johngpayne@users.noreply.github.com>
2024-07-02 18:02:05 +00:00
Vic
7e0d262d77
use associated type bounds in QueryManyIter and QueryIter::sort() (#14107)
# Objective

The bounds for query iterators are quite intimidating.

## Solution

With Rust 1.79, [associated type
bounds](https://github.com/rust-lang/rust/pull/122055/) stabilized,
which can simplify the bounds slightly.
2024-07-02 13:39:22 +00:00
Mincong Lu
ce5254e3ec
Added get_main_animation for AnimationTransitions (#14104)
# Objective

Added a getter for the main animation of `AnimationTransitions`.

## Solution

Added `get_main_animation` for `AnimationTransitions`.
2024-07-02 13:28:42 +00:00
Vic
1d907c5668
add missing mention of sort_unstable_by_key in QuerySortedIter docs (#14108)
# Objective

There is a missing mention of `sort_unstable_by_key` in the
`QuerySortedIter` docs.

## Solution

Add it.
2024-07-02 13:27:21 +00:00
Jan Hohenheim
7aaf440fbf
Fix push_children inserting a Children component even when no children are supplied (#14109)
# Objective

The Bevy API around manipulating hierarchies removes `Children` if the
operation results in an entity having no children. This means that
`Children` is guaranteed to hold actual children. However, the following
code unexpectedly inserts empty `Children`:

```rust
commands.entity(entity).with_children(|_| {});
```

This was discovered by @Jondolf:
https://discord.com/channels/691052431525675048/1124043933886976171/1257660865625325800

## Solution

- `with_children` is now a noop when no children were passed

## Testing

- Added a regression test
2024-07-02 13:27:02 +00:00
Joseph
5876352206
Optimize common usages of AssetReader (#14082)
# Objective

The `AssetReader` trait allows customizing the behavior of fetching
bytes for an `AssetPath`, and expects implementors to return `dyn
AsyncRead + AsyncSeek`. This gives implementors of `AssetLoader` great
flexibility to tightly integrate their asset loading behavior with the
asynchronous task system.

However, almost all implementors of `AssetLoader` don't use the async
functionality at all, and just call `AsyncReadExt::read_to_end(&mut
Vec<u8>)`. This is incredibly inefficient, as this method repeatedly
calls `poll_read` on the trait object, filling the vector 32 bytes at a
time. At my work we have assets that are hundreds of megabytes which
makes this a meaningful overhead.

## Solution

Turn the `Reader` type alias into an actual trait, with a provided
method `read_to_end`. This provided method should be more efficient than
the existing extension method, as the compiler will know the underlying
type of `Reader` when generating this function, which removes the
repeated dynamic dispatches and allows the compiler to make further
optimizations after inlining. Individual implementors are able to
override the provided implementation -- for simple asset readers that
just copy bytes from one buffer to another, this allows removing a large
amount of overhead from the provided implementation.

Now that `Reader` is an actual trait, I also improved the ergonomics for
implementing `AssetReader`. Currently, implementors are expected to box
their reader and return it as a trait object, which adds unnecessary
boilerplate to implementations. This PR changes that trait method to
return a pseudo trait alias, which allows implementors to return `impl
Reader` instead of `Box<dyn Reader>`. Now, the boilerplate for boxing
occurs in `ErasedAssetReader`.

## Testing

I made identical changes to my company's fork of bevy. Our app, which
makes heavy use of `read_to_end` for asset loading, still worked
properly after this. I am not aware if we have a more systematic way of
testing asset loading for correctness.

---

## Migration Guide

The trait method `bevy_asset::io::AssetReader::read` (and `read_meta`)
now return an opaque type instead of a boxed trait object. Implementors
of these methods should change the type signatures appropriately

```rust
impl AssetReader for MyReader {
    // Before
    async fn read<'a>(&'a self, path: &'a Path) -> Result<Box<Reader<'a>>, AssetReaderError> {
        let reader = // construct a reader
        Box::new(reader) as Box<Reader<'a>>
    }

    // After
    async fn read<'a>(&'a self, path: &'a Path) -> Result<impl Reader + 'a, AssetReaderError> {
        // create a reader
    }
}
```

`bevy::asset::io::Reader` is now a trait, rather than a type alias for a
trait object. Implementors of `AssetLoader::load` will need to adjust
the method signature accordingly

```rust
impl AssetLoader for MyLoader {
    async fn load<'a>(
        &'a self,
        // Before:
        reader: &'a mut bevy::asset::io::Reader,
        // After:
        reader: &'a mut dyn bevy::asset::io::Reader,
        _: &'a Self::Settings,
        load_context: &'a mut LoadContext<'_>,
    ) -> Result<Self::Asset, Self::Error> {
}
```

Additionally, implementors of `AssetReader` that return a type
implementing `futures_io::AsyncRead` and `AsyncSeek` might need to
explicitly implement `bevy::asset::io::Reader` for that type.

```rust
impl bevy::asset::io::Reader for MyAsyncReadAndSeek {}
```
2024-07-01 19:59:42 +00:00
Lee-Orr
bd7dcd3f6d
deregister events (#14083)
# Objective

Add ability to de-register events from the EventRegistry (and the
associated World).

The initial reasoning relates to retaining support for Event hot
reloading in `dexterous_developer`.

## Solution

Add a `deregister_events<T: Event>(&mut world)` method to the
`EventRegistry` struct.

## Testing

Added an automated test that verifies the event registry adds and
removes `Events<T>` from the world.

---------

Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
2024-07-01 16:18:14 +00:00
Lura
856b39d821
Apply Clippy lints regarding lazy evaluation and closures (#14015)
# Objective

- Lazily evaluate
[default](https://rust-lang.github.io/rust-clippy/master/index.html#/unwrap_or_default)~~/[or](https://rust-lang.github.io/rust-clippy/master/index.html#/or_fun_call)~~
values where it makes sense
  - ~~`unwrap_or(foo())` -> `unwrap_or_else(|| foo())`~~
  - `unwrap_or(Default::default())` -> `unwrap_or_default()`
  - etc.
- Avoid creating [redundant
closures](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure),
even for [method
calls](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure_for_method_calls)
  - `map(|something| something.into())` -> `map(Into:into)`

## Solution

- Apply Clippy lints:
-
~~[or_fun_call](https://rust-lang.github.io/rust-clippy/master/index.html#/or_fun_call)~~
-
[unwrap_or_default](https://rust-lang.github.io/rust-clippy/master/index.html#/unwrap_or_default)
-
[redundant_closure_for_method_calls](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure_for_method_calls)
([redundant
closures](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure)
is already enabled)

## Testing

- Tested on Windows 11 (`stable-x86_64-pc-windows-gnu`, 1.79.0)
- Bevy compiles without errors or warnings and examples seem to work as
intended
  - `cargo clippy` 
  - `cargo run -p ci -- compile` 

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-07-01 15:54:40 +00:00
Joseph
9055fc1d68
Clarify the difference between default render layers and none render layers (#14075)
# Objective

It's not always obvious what the default value for `RenderLayers`
represents. It is documented, but since it's an implementation of a
trait method the documentation may or may not be shown depending on the
IDE.

## Solution

Add documentation to the `none` method that explicitly calls out the
difference.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-07-01 14:47:13 +00:00
BD103
f7bc0a01dd
Bump accesskit to 0.16 (#14091)
Also bumps `accesskit_winit` to 0.22 and fixes one breaking change.

# Objective

- `accesskit` has been updated recently to 0.16!

## Solution

- Update `accesskit`, as well as `accesskit_winit`.
- [`accesskit`
changelog](552032c839/common/CHANGELOG.md (0160-2024-06-29))
- [`accesskit_winit`
changelog](552032c839/platforms/winit/CHANGELOG.md (0220-2024-06-29))
- Fix one breaking change where `Role::StaticText` has been renamed to
`Role::Label`.

## Testing

- The test suite should cover most things.
- It would be good to test this with an example, but I don't know how.

---

## Changelog

- Update `accesskit` to 0.16 and `accesskit_winit` to 0.22.

## Migration Guide

`accesskit`'s `Role::StaticText` variant has been renamed to
`Role::Label`.
2024-07-01 14:42:40 +00:00
BD103
b389e7baba
Bump rodio to 0.19 (#14090)
# Objective

- Though Rodio will eventually be replaced with Kira for `bevy_audio`,
we should not let it languish.

## Solution

- Bump Rodio to 0.19.
- This is [the
changelog](27f2b42406/CHANGELOG.md (version-0190-2024-06-29)).
No apparent breaking changes, only 1 feature and 1 fix.

## Testing

- Run an example that uses audio, on both native and WASM.

---

## Changelog

- Bumped Rodio to 0.19.
2024-07-01 14:41:49 +00:00
Al M
ace4eaaf0e
Merge BuildWorldChildren and BuildChildren traits. (#14052)
# Objective

The `BuildChildren` and `BuildWorldChildren` traits are mostly
identical, so I decided to try and merge them. I'm not sure of the
history, maybe they were added before GATs existed.

## Solution

- Add an associated type to `BuildChildren` which reflects the prior
differences between the `BuildChildren` and `BuildWorldChildren` traits.
- Add `ChildBuild` trait that is the bounds for
`BuildChildren::Builder`, with impls for `ChildBuilder` and
`WorldChildBuilder`.
- Remove `BuildWorldChildren` trait and replace it with an impl of
`BuildChildren` for `EntityWorldMut`.

## Testing

I ran several of the examples that use entity hierarchies, mainly UI.

---

## Changelog

n/a

## Migration Guide

n/a
2024-07-01 14:29:39 +00:00
Aztro
6dcff2bfe8
Mouse input accumulation (#14044)
# Objective

- Add the `AccumulatedMouseMotion` and `AccumulatedMouseScroll`
resources to make it simpler to track mouse motion/scroll changes
- Closes #13915

## Solution

- Created two resources, `AccumulatedMouseMotion` and
`AccumulatedMouseScroll`, and a method that tracks the `MouseMotion` and
`MouseWheel` events and accumulates their deltas every frame.
- Also modified the mouse input example to show how to use the
resources.

## Testing

- Tested the changes by modifying an existing example to use the newly
added resources, and moving/scrolling my trackpad around a ton.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-07-01 14:27:21 +00:00
Sarthak Singh
f607be8777
Handle Ctrl+C in the terminal properly (#14001)
# Objective

Fixes #13995.

## Solution

Override the default `Ctrl+C` handler with one that sends `AppExit`
event to every app with `TerminalCtrlCHandlerPlugin`.

## Testing

Tested by running the `3d_scene` example and hitting `Ctrl+C` in the
terminal.

---

## Changelog

Handles `Ctrl+C` in the terminal gracefully.

## Migration Guide

If you are overriding the `Ctrl+C` handler then you should call
`TerminalCtrlCHandlerPlugin::gracefully_exit` from your handler. It will
tell the app to exit.
2024-07-01 14:08:42 +00:00
Mikhail Novikov
cb4fe4ea9e
Make gLTF node children Handle instead of objects (#13707)
Part of #13681 

# Objective

gLTF Assets shouldn't be duplicated between Assets resource and node
children.

Also changed `asset_label` to be a method as [per previous PR
comment](https://github.com/bevyengine/bevy/pull/13558).

## Solution

- Made GltfNode children be Handles instead of asset copies.

## Testing

- Added tests that actually test loading and hierarchy as previous ones
unit tested only one function and that makes little sense.
- Made circular nodes an actual loading failure instead of a warning
no-op. You [_MUST NOT_ have cycles in
gLTF](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#nodes-and-hierarchy)
according to the spec.
- IMO this is a bugfix, not a breaking change. But in an extremely
unlikely event in which you relied on invalid behavior for loading gLTF
with cyclic children, you will not be able to do that anymore. You
should fix your gLTF file as it's not valid according to gLTF spec. For
it to for work someone, it had to be bevy with bevy_animation flag off.

---

## Changelog

### Changed

- `GltfNode.children` are now `Vec<Handle<GltfNode>>` instead of
`Vec<GltfNode>`
- Having children cycles between gLTF nodes in a gLTF document is now an
explicit asset loading failure.

## Migration Guide

If accessing children, use `Assets<GltfNode>` resource to get the actual
child object.

#### Before

```rs
fn gltf_print_first_node_children_system(gltf_component_query: Query<Handle<Gltf>>, gltf_assets: Res<Assets<Gltf>>, gltf_nodes: Res<Assets<GltfNode>>) {
    for gltf_handle in gltf_component_query.iter() {
        let gltf_root = gltf_assets.get(gltf_handle).unwrap();
        let first_node_handle = gltf_root.nodes.get(0).unwrap();
        let first_node = gltf_nodes.get(first_node_handle).unwrap();
        let first_child = first_node.children.get(0).unwrap();
        println!("First nodes child node name is {:?)", first_child.name);
    }
}
```

#### After

```rs
fn gltf_print_first_node_children_system(gltf_component_query: Query<Handle<Gltf>>, gltf_assets: Res<Assets<Gltf>>, gltf_nodes: Res<Assets<GltfNode>>) {
    for gltf_handle in gltf_component_query.iter() {
        let gltf_root = gltf_assets.get(gltf_handle).unwrap();
        let first_node_handle = gltf_root.nodes.get(0).unwrap();
        let first_node = gltf_nodes.get(first_node_handle).unwrap();
        let first_child_handle = first_node.children.get(0).unwrap();
        let first_child = gltf_nodes.get(first_child_handle).unwrap();
        println!("First nodes child node name is {:?)", first_child.name);
    }
}
```
2024-07-01 14:05:16 +00:00
Joseph
64bc811815
Support operations for render layers and fix equality comparisons (#13310)
# Objective

Allow combining render layers with a more-ergonomic syntax than
`RenderLayers::from_iter(a.iter().chain(b.iter()))`.

## Solution

Add the `or` operation (and corresponding `const` method) to allow
computing the union of a set of render layers. While we're here, also
added `and` and `xor` operations. Someone might find them useful

## Testing

Added a simple unit test.
2024-07-01 13:55:25 +00:00
Gino Valente
276dd04001
bevy_reflect: Function reflection (#13152)
# Objective

We're able to reflect types sooooooo... why not functions?

The goal of this PR is to make functions callable within a dynamic
context, where type information is not readily available at compile
time.

For example, if we have a function:

```rust
fn add(left: i32, right: i32) -> i32 {
  left + right
}
```

And two `Reflect` values we've already validated are `i32` types:

```rust
let left: Box<dyn Reflect> = Box::new(2_i32);
let right: Box<dyn Reflect> = Box::new(2_i32);
```

We should be able to call `add` with these values:

```rust
// ?????
let result: Box<dyn Reflect> = add.call_dynamic(left, right);
```

And ideally this wouldn't just work for functions, but methods and
closures too!

Right now, users have two options:

1. Manually parse the reflected data and call the function themselves
2. Rely on registered type data to handle the conversions for them

For a small function like `add`, this isn't too bad. But what about for
more complex functions? What about for many functions?

At worst, this process is error-prone. At best, it's simply tedious.

And this is assuming we know the function at compile time. What if we
want to accept a function dynamically and call it with our own
arguments?

It would be much nicer if `bevy_reflect` could alleviate some of the
problems here.

## Solution

Added function reflection!

This adds a `DynamicFunction` type to wrap a function dynamically. This
can be called with an `ArgList`, which is a dynamic list of
`Reflect`-containing `Arg` arguments. It returns a `FunctionResult`
which indicates whether or not the function call succeeded, returning a
`Reflect`-containing `Return` type if it did succeed.

Many functions can be converted into this `DynamicFunction` type thanks
to the `IntoFunction` trait.

Taking our previous `add` example, this might look something like
(explicit types added for readability):

```rust
fn add(left: i32, right: i32) -> i32 {
  left + right
}

let mut function: DynamicFunction = add.into_function();
let args: ArgList = ArgList::new().push_owned(2_i32).push_owned(2_i32);
let result: Return = function.call(args).unwrap();
let value: Box<dyn Reflect> = result.unwrap_owned();
assert_eq!(value.take::<i32>().unwrap(), 4);
```

And it also works on closures:

```rust
let add = |left: i32, right: i32| left + right;

let mut function: DynamicFunction = add.into_function();
let args: ArgList = ArgList::new().push_owned(2_i32).push_owned(2_i32);
let result: Return = function.call(args).unwrap();
let value: Box<dyn Reflect> = result.unwrap_owned();
assert_eq!(value.take::<i32>().unwrap(), 4);
```

As well as methods:

```rust
#[derive(Reflect)]
struct Foo(i32);

impl Foo {
  fn add(&mut self, value: i32) {
    self.0 += value;
  }
}

let mut foo = Foo(2);

let mut function: DynamicFunction = Foo::add.into_function();
let args: ArgList = ArgList::new().push_mut(&mut foo).push_owned(2_i32);
function.call(args).unwrap();
assert_eq!(foo.0, 4);
```

### Limitations

While this does cover many functions, it is far from a perfect system
and has quite a few limitations. Here are a few of the limitations when
using `IntoFunction`:

1. The lifetime of the return value is only tied to the lifetime of the
first argument (useful for methods). This means you can't have a
function like `(a: i32, b: &i32) -> &i32` without creating the
`DynamicFunction` manually.
2. Only 15 arguments are currently supported. If the first argument is a
(mutable) reference, this number increases to 16.
3. Manual implementations of `Reflect` will need to implement the new
`FromArg`, `GetOwnership`, and `IntoReturn` traits in order to be used
as arguments/return types.

And some limitations of `DynamicFunction` itself:

1. All arguments share the same lifetime, or rather, they will shrink to
the shortest lifetime.
2. Closures that capture their environment may need to have their
`DynamicFunction` dropped before accessing those variables again (there
is a `DynamicFunction::call_once` to make this a bit easier)
3. All arguments and return types must implement `Reflect`. While not a
big surprise coming from `bevy_reflect`, this implementation could
actually still work by swapping `Reflect` out with `Any`. Of course,
that makes working with the arguments and return values a bit harder.
4. Generic functions are not supported (unless they have been manually
monomorphized)

And general, reflection gotchas:

1. `&str` does not implement `Reflect`. Rather, `&'static str`
implements `Reflect` (the same is true for `&Path` and similar types).
This means that `&'static str` is considered an "owned" value for the
sake of generating arguments. Additionally, arguments and return types
containing `&str` will assume it's `&'static str`, which is almost never
the desired behavior. In these cases, the only solution (I believe) is
to use `&String` instead.

### Followup Work

This PR is the first of two PRs I intend to work on. The second PR will
aim to integrate this new function reflection system into the existing
reflection traits and `TypeInfo`. The goal would be to register and call
a reflected type's methods dynamically.

I chose not to do that in this PR since the diff is already quite large.
I also want the discussion for both PRs to be focused on their own
implementation.

Another followup I'd like to do is investigate allowing common container
types as a return type, such as `Option<&[mut] T>` and `Result<&[mut] T,
E>`. This would allow even more functions to opt into this system. I
chose to not include it in this one, though, for the same reasoning as
previously mentioned.

### Alternatives

One alternative I had considered was adding a macro to convert any
function into a reflection-based counterpart. The idea would be that a
struct that wraps the function would be created and users could specify
which arguments and return values should be `Reflect`. It could then be
called via a new `Function` trait.

I think that could still work, but it will be a fair bit more involved,
requiring some slightly more complex parsing. And it of course is a bit
more work for the user, since they need to create the type via macro
invocation.

It also makes registering these functions onto a type a bit more
complicated (depending on how it's implemented).

For now, I think this is a fairly simple, yet powerful solution that
provides the least amount of friction for users.

---

## Showcase

Bevy now adds support for storing and calling functions dynamically
using reflection!

```rust
// 1. Take a standard Rust function
fn add(left: i32, right: i32) -> i32 {
  left + right
}

// 2. Convert it into a type-erased `DynamicFunction` using the `IntoFunction` trait
let mut function: DynamicFunction = add.into_function();
// 3. Define your arguments from reflected values
let args: ArgList = ArgList::new().push_owned(2_i32).push_owned(2_i32);
// 4. Call the function with your arguments
let result: Return = function.call(args).unwrap();
// 5. Extract the return value
let value: Box<dyn Reflect> = result.unwrap_owned();
assert_eq!(value.take::<i32>().unwrap(), 4);
```

## Changelog

#### TL;DR

- Added support for function reflection
- Added a new `Function Reflection` example:
ba727898f2/examples/reflection/function_reflection.rs (L1-L157)

#### Details

Added the following items:

- `ArgError` enum
- `ArgId` enum
- `ArgInfo` struct
- `ArgList` struct
- `Arg` enum
- `DynamicFunction` struct
- `FromArg` trait (derived with `derive(Reflect)`)
- `FunctionError` enum
- `FunctionInfo` struct
- `FunctionResult` alias
- `GetOwnership` trait (derived with `derive(Reflect)`)
- `IntoFunction` trait (with blanket implementation)
- `IntoReturn` trait (derived with `derive(Reflect)`)
- `Ownership` enum
- `ReturnInfo` struct
- `Return` enum

---------

Co-authored-by: Periwink <charlesbour@gmail.com>
2024-07-01 13:49:08 +00:00
Aevyrie
a1545dd3a6
Fix compile failure in WASM without wgpu backend (#14081)
# Objective

- When no wgpu backend is selected, there should be a clear explanation.
- Fix a regression in 0.14 when not using default features. I hit this
compile failure when trying to build bevy_framepace for 0.14.0-rc.4
```
error[E0432]: unresolved import `crate::core_3d::DEPTH_TEXTURE_SAMPLING_SUPPORTED`
  --> /Users/aevyrie/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_core_pipeline-0.14.0-rc.4/src/dof/mod.rs:59:19
   |
59 |         Camera3d, DEPTH_TEXTURE_SAMPLING_SUPPORTED,
   |                   ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ no `DEPTH_TEXTURE_SAMPLING_SUPPORTED` in `core_3d`
   |
note: found an item that was configured out
  --> /Users/aevyrie/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_core_pipeline-0.14.0-rc.4/src/core_3d/mod.rs:53:11
   |
53 | pub const DEPTH_TEXTURE_SAMPLING_SUPPORTED: bool = false;
   |           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
note: found an item that was configured out
  --> /Users/aevyrie/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_core_pipeline-0.14.0-rc.4/src/core_3d/mod.rs:63:11
   |
63 | pub const DEPTH_TEXTURE_SAMPLING_SUPPORTED: bool = true;
   |           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
```

## Solution

- Ensure that `DEPTH_TEXTURE_SAMPLING_SUPPORTED` is either `true` or
`false`, it shouldn't be completely missing.

## Testing

- Building on WASM without default features, which now seemingly no
longer includes webgl, will panic on startup with a message saying that
no wgpu backend was selected. This is much more helpful than the compile
time failure:
```
No wgpu backend feature that is implemented for the target platform was enabled
```
- I can see an argument for making this a compile time failure, however
the current failure mode is very confusing for novice users, and
provides no clues for how to fix it. If we want this to fail at compile
time, we should do it in a way that fails with a helpful message,
similar to what this PR acheives.
2024-06-30 22:58:43 +00:00
François Mockers
8a7d3ce461
don't put previous skin/morph in the morphed_skinned_mesh_layout (#14065)
# Objective

- Fixes #14059
- `morphed_skinned_mesh_layout` is the same as
`morphed_skinned_motion_mesh_layout` but shouldn't have the skin / morph
from previous frame, as they're used for motion

## Solution

- Remove the extra entries

## Testing

- Run with the glTF file reproducing #14059, it works
2024-06-29 01:03:51 +00:00
Brian Reavis
e69e28fe74
Made Material2dBindGroupId instantiable (#14053)
# Objective / Solution

Make it possible to construct `Material2dBindGroupId` for custom 2D
material pipelines by making the inner field public.

---

The 3D variant (`MaterialBindGroupId`) had this done in
e79b9b62ce
2024-06-29 00:41:15 +00:00
Periwink
6573887d5c
Fix error in AnyOf (#14027)
# Objective

- Fixes a correctness error introduced in
https://github.com/bevyengine/bevy/pull/14013 ...

## Solution

I've been playing around a lot of with the access code and I realized
that I introduced a soundness error when trying to simplify the code.
When we have a `Or<(With<A>, With<B>)>` filter, we cannot call
```
  let mut intermediate = FilteredAccess::default();
  $name::update_component_access($name, &mut intermediate);
  _new_access.append_or(&intermediate);
```
because that's just equivalent to adding the new components as `Or`
clauses.
For example if the existing `filter_sets` was `vec![With<C>]`, we would
then get `vec![With<C>, With<A>, With<B>]` which translates to `A or B
or C`.
Instead what we want is `(A and B) or (A and C)`, so we need to have
each new OR clause compose with the existing access like so:
```
let mut intermediate = _access.clone();
// if we previously had a With<C> in the filter_set, this will become `With<C> AND With<A>`
$name::update_component_access($name, &mut intermediate);
_new_access.append_or(&intermediate);
```

## Testing

- Added a unit test that is broken in main, but passes in this PR
2024-06-27 20:20:50 +00:00
Tamás Kiss
edca8707c8
add PartialEq to Outline (#14055)
# Objective

`sickle_ui` needs `PartialEq` on components to turn them into animatable
style attributes.

## Solution

All properties of Outline is already `PartialEq`, add derive on
`Outline` as well.

## Testing

- used `sickle_ui` to test if it can be made animatable
2024-06-27 20:03:07 +00:00
Patrick Walton
44db8b7fac
Allow phase items not associated with meshes to be binned. (#14029)
As reported in #14004, many third-party plugins, such as Hanabi, enqueue
entities that don't have meshes into render phases. However, the
introduction of indirect mode added a dependency on mesh-specific data,
breaking this workflow. This is because GPU preprocessing requires that
the render phases manage indirect draw parameters, which don't apply to
objects that aren't meshes. The existing code skips over binned entities
that don't have indirect draw parameters, which causes the rendering to
be skipped for such objects.

To support this workflow, this commit adds a new field,
`non_mesh_items`, to `BinnedRenderPhase`. This field contains a simple
list of (bin key, entity) pairs. After drawing batchable and unbatchable
objects, the non-mesh items are drawn one after another. Bevy itself
doesn't enqueue any items into this list; it exists solely for the
application and/or plugins to use.

Additionally, this commit switches the asset ID in the standard bin keys
to be an untyped asset ID rather than that of a mesh. This allows more
flexibility, allowing bins to be keyed off any type of asset.

This patch adds a new example, `custom_phase_item`, which simultaneously
serves to demonstrate how to use this new feature and to act as a
regression test so this doesn't break again.

Fixes #14004.

## Changelog

### Added

* `BinnedRenderPhase` now contains a `non_mesh_items` field for plugins
to add custom items to.
2024-06-27 16:13:03 +00:00
Chris Russell
1baa1a11b7
Add missing StaticSystemParam::queue implementation. (#14051)
# Objective

`StaticSystemParam` should delegate all `SystemParam` methods to the
inner param, but it looks like it was missed when the new `queue()`
method was added in #10839.

## Solution

Implement `StaticSystemParam::queue()` to delegate to the inner param.
2024-06-27 15:47:22 +00:00
Vic
e813326c87
add missing sort_unstable_by_key to QueryIter (#14040)
# Objective

`QueryIter::sort_unstable_by_key` is missing.

## Solution

Add `QueryIter::sort_unstable_by_key`.

## Testing

Added the new method to existing test.

## Changelog

Added `QueryIter::sort_unstable_by_key`.
2024-06-27 15:46:19 +00:00
Arseny Kapoulkine
9148847589
Fix incorrect computation of mips for cluster occlusion lookup (#14042)
The comment was incorrect - we are already looking at the pyramid
texture so we do not need to transform the size in any way. Doing that
resulted in a mip that was too fine to be selected in certain cases,
which resulted in a 2x2 pixel footprint not actually fully covering the
cluster sphere - sometimes this could lead to a non-conservative depth
value being computed which resulted in the cluster being marked as
invisible incorrectly.
2024-06-27 05:57:01 +00:00
Arseny Kapoulkine
4cd188568a
Improve MeshletMesh::from_mesh performance further (#14038)
This change updates meshopt-rs to 0.3 to take advantage of the newly
added sparse simplification mode: by default, simplifier assumes that
the entire mesh is simplified and runs a set of calculations that are
O(vertex count), but in our case we simplify many small mesh subsets
which is inefficient.

Sparse mode instead assumes that the simplified subset is only using a
portion of the vertex buffer, and optimizes accordingly. This changes
the meaning of the error (as it becomes relative to the subset, in our
case a meshlet group); to ensure consistent error selection, we also use
the ErrorAbsolute mode which allows us to operate in mesh coordinate
space.

Additionally, meshopt 0.3 runs optimizeMeshlet automatically as part of
`build_meshlets` so we no longer need to call it ourselves.

This reduces the time to build meshlet representation for Stanford Bunny
mesh from ~1.65s to ~0.45s (3.7x) in optimized builds.
2024-06-27 00:06:22 +00:00
François Mockers
3a04d38832
only run one update per frame drawn (#14023)
# Objective

- Fixes #13965 

## Solution

- Don't run multiple updates for a single frame
2024-06-26 20:23:17 +00:00
Martin Svanberg
0ee9827ba2
Fix typo in CPU adapter warning (#14037)
An annoying typo slipped through in #13780
2024-06-26 18:37:34 +00:00
Al M
57ac8f5211
impl BuildChildrenTransformExt for EntityWorldMut (#14022)
# Objective

Implement `BuildChildrenTransformExt` for `EntityWorldMut`, which is
useful when working directly with a mutable `World` ref.

## Solution

I realize this isn't the most optimal implementation in that it doesn't
reuse the existing entity location for the child, but it is terse and
reuses the existing code. I can address that if needed.

## Testing

I only tested locally. There are no tests for `set_parent_in_place` and
`remove_parent_in_place` currently, but I can add some.

---

## Changelog

`BuildChildrenTransformExt` implemented for `EntityWorldMut`.
2024-06-26 14:59:20 +00:00
Joseph
2b7d54b300
Emit a warning if the result of EntityCommand::with_entity is not used (#14028)
# Objective

When using combinators such as `EntityCommand::with_entity` to build
commands, it can be easy to forget to apply that command, leading to
dead code. In many cases this doesn't even lead to an unused variable
warning, which can make these mistakes difficult to track down

## Solution

Annotate the method with `#[must_use]`

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-26 13:54:55 +00:00
re0312
a3f91a28fc
Refactor check_light_mesh_visibility for performance #2 (#13906)
# Objective

- Second part of #13900 
- based on #13905 

## Solution

- check_dir_light_mesh_visibility defers setting the entity's
`ViewVisibility `so that Bevy can schedule it to run in parallel with
`check_point_light_mesh_visibility`.

- Reduce HashMap lookups for directional light checking as much as
possible

- Use `par_iter `to parallelize the checking process within each system.

---------

Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
2024-06-26 12:48:15 +00:00
Joseph
a4c621a127
Use an opaque type for EntityCommand::with_entity (#11210)
# Objective

The trait method `with_entity` is used to add an `EntityCommand` to the
command queue. Currently this method returns `WithEntity<C>` which pairs
a command with an `Entity`. By replacing this explicit type with an
opaque type, implementors can override this default implementation by
returning a custom command or closure that does the same thing with a
lower memory footprint.

# Solution

Return an opaque type from the method. As a bonus this file is now
cleaner without the `WithEntity` boilerplate
2024-06-26 12:47:46 +00:00
Martin Svanberg
0ae7afbcad
Print warning when using llvmpipe (#13780)
# Objective

Numerous people have been confused that Bevy runs slowly, when the
reason is that the `llvmpipe` software rendered is being used.

## Solution

Printing a warning could reduce the confusion.
2024-06-26 12:44:48 +00:00
François Mockers
19d078c609
don't crash without features bevy_pbr, ktx2, zstd (#14020)
# Objective

- Fixes #13728 

## Solution

- add a new feature `smaa_luts`. if enables, it also enables `ktx2` and
`zstd`. if not, it doesn't load the files but use placeholders instead
- adds all the resources needed in the same places that system that uses
them are added.
2024-06-26 03:08:23 +00:00
Periwink
8308ad08a2
AnyOf soundness fix (#14013)
# Objective
Fixes https://github.com/bevyengine/bevy/issues/13993 
PR inspired by https://github.com/bevyengine/bevy/pull/14007 to
accomplish the same thing, but maybe in a clearer fashion.

@Gingeh feel free to take my changes and add them to your PR, I don't
want to steal any credit

---------

Co-authored-by: Gingeh <39150378+Gingeh@users.noreply.github.com>
Co-authored-by: Bob Gardner <rgardner@inworld.ai>
Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
2024-06-25 23:54:50 +00:00
Alice Cecile
336fddb101
Make default behavior for BackgroundColor and BorderColor more intuitive (#14017)
# Objective

In Bevy 0.13, `BackgroundColor` simply tinted the image of any
`UiImage`. This was confusing: in every other case (e.g. Text), this
added a solid square behind the element. #11165 changed this, but
removed `BackgroundColor` from `ImageBundle` to avoid confusion, since
the semantic meaning had changed.

However, this resulted in a serious UX downgrade / inconsistency, as
this behavior was no longer part of the bundle (unlike for `TextBundle`
or `NodeBundle`), leaving users with a relatively frustrating upgrade
path.

Additionally, adding both `BackgroundColor` and `UiImage` resulted in a
bizarre effect, where the background color was seemingly ignored as it
was covered by a solid white placeholder image.

Fixes #13969.

## Solution

Per @viridia's design:

> - if you don't specify a background color, it's transparent.
> - if you don't specify an image color, it's white (because it's a
multiplier).
> - if you don't specify an image, no image is drawn.
> - if you specify both a background color and an image color, they are
independent.
> - the background color is drawn behind the image (in whatever pixels
are transparent)

As laid out by @benfrankel, this involves:

1. Changing the default `UiImage` to use a transparent texture but a
pure white tint.
2. Adding `UiImage::solid_color` to quickly set placeholder images.
3. Changing the default `BorderColor` and `BackgroundColor` to
transparent.
4. Removing the default overrides for these values in the other assorted
UI bundles.
5. Adding `BackgroundColor` back to `ImageBundle` and `ButtonBundle`.
6. Adding a 1x1 `Image::transparent`, which can be accessed from
`Assets<Image>` via the `TRANSPARENT_IMAGE_HANDLE` constant.

Huge thanks to everyone who helped out with the design in the linked
issue and [the Discord
thread](https://discord.com/channels/691052431525675048/1255209923890118697/1255209999278280844):
this was very much a joint design.

@cart helped me figure out how to set the UiImage's default texture to a
transparent 1x1 image, which is a much nicer fix.

## Testing

I've checked the examples modified by this PR, and the `ui` example as
well just to be sure.

## Migration Guide

- `BackgroundColor` no longer tints the color of images in `ImageBundle`
or `ButtonBundle`. Set `UiImage::color` to tint images instead.
- The default texture for `UiImage` is now a transparent white square.
Use `UiImage::solid_color` to quickly draw debug images.
- The default value for `BackgroundColor` and `BorderColor` is now
transparent. Set the color to white manually to return to previous
behavior.
2024-06-25 21:50:41 +00:00
re0312
dbffb41e50
Remove unnecessary compute for rotation interpolation (#14019)
# Objective

- `slerp` has a built-in short path check. And quaternions are ensured
to be normalized during loading .

## Solution
- remove it 

## Testing
`many_foxes ` in single thread

![image](https://github.com/bevyengine/bevy/assets/45868716/a7e74050-e202-4adb-9179-82a87263c300)
2024-06-25 21:14:37 +00:00
JMS55
d8b45ca136
Fix MeshletMesh material system ordering (#14016)
# Objective
- Fixes #13811 (probably, I lost my test code...)

## Solution
- Turns out that Queue and PrepareAssets are _not_ ordered. We should
probably either rethink our system sets (again), or improve the
documentation here. For reference, I've included the current ordering
below.
- The `prepare_meshlet_meshes_X` systems need to run after
`prepare_assets::<PreparedMaterial<M>>`, and have also been moved to
QueueMeshes.

```rust
schedule.configure_sets(
    (
        ExtractCommands,
        ManageViews,
        Queue,
        PhaseSort,
        Prepare,
        Render,
        Cleanup,
    )
        .chain(),
);

schedule.configure_sets((ExtractCommands, PrepareAssets, Prepare).chain());
schedule.configure_sets(QueueMeshes.in_set(Queue).after(prepare_assets::<GpuMesh>));
schedule.configure_sets(
    (PrepareResources, PrepareResourcesFlush, PrepareBindGroups)
        .chain()
        .in_set(Prepare),
);
```

## Testing
- Ambiguity checker to make sure I don't have ambiguous system ordering
2024-06-25 18:17:52 +00:00
Alice Cecile
52e5ad5da7
Don't show .to_bits in Display impl for Entity (#14011)
# Objective

#12469 changed the `Debug` impl for `Entity`, making sure it's actually
accurate for debugging. To ensure that its can still be readily logged
in error messages and inspectors, this PR added a more concise and
human-friendly `Display` impl.

However, users found this form too verbose: the `to_bits` information
was unhelpful and too long. Fixes #13980.

## Solution

- Don't include `Entity::to_bits` in the `Display` implementation for
`Entity`. This information can readily be accessed and logged for users
who need it.
- Also clean up the implementation of `Display` for `DebugName`,
introduced in https://github.com/bevyengine/bevy/pull/13760, to simply
use the new `Display` impl (since this was the desired format there).

## Testing

I've updated an existing test to verify the output of `Entity::display`.

---------

Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
2024-06-25 17:08:24 +00:00
Bob Gardner
4c3b4a445d
Mark events as read during EventReader::par_read (#13836)
# Objective

- Fix issue #13821  

## Solution

- Rewrote the test to ensure that it actually tests the functionality
correctly. Then made the par_read function correctly change the values
of self.reader.last_event_count.

## Testing

- Rewrote the test for par_read to run the system schedule twice,
checking the output each time

---------

Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
2024-06-25 15:36:06 +00:00
Sou1gh0st
f51a306b30
feat(bevy_app): expose an API to perform updates for a specific sub-app. (#14009)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/14003

## Solution

- Expose an API to perform updates for a specific sub-app, so we can
avoid mutable borrow the app twice.

## Testing

- I have tested the API by modifying the code in the `many_lights`
example with the following changes:
```rust
impl Plugin for LogVisibleLights {
    fn build(&self, app: &mut App) {
        let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
            return;
        };

        render_app.add_systems(Render, print_visible_light_count.in_set(RenderSet::Prepare));
    }

    fn finish(&self, app: &mut App) {
        app.update_sub_app_by_label(RenderApp);
    }
}
```

---

## Changelog
- add the `update_sub_app_by_label` API to `App` and `SubApps`.

---------

Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2024-06-25 14:04:31 +00:00
Gagnus
1df811e6a5
Add Display implementation to DebugName. (#13760)
# Objective

- When writing "in game" debugging tools, quite often you need the name
of an entity (for example an entity tree). DebugName is the usual way of
doing that.
- A recent change to Entity's Debug implementation meant it was no
longer a minimal {index}v{generation} but instead a more verbose auto
generated Debug.
- This made DebugName's Debug implementation also verbose

## Solution

- I changed DebugName to derive Debug automatically and added a new
(preferred) Display implementation for it which is the preferred name
for an entity. If the entity has a Name component its the contents of
that, otherwise it is {index}v{generation} (though this does not use
Display of the Entity as that is more verbose than this).

## Testing

- I've added a new test in name.rs which tests the Display
implementation for DebugName by using to_string.

---

## Migration Guide

- In code which uses DebugName you should now use the Display
implementation rather than the Debug implementation (ie {} instead of
{:?} if you were printing it out).

---------

Co-authored-by: John Payne <20407779+johngpayne@users.noreply.github.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
Co-authored-by: Andres O. Vela <andresovela@users.noreply.github.com>
2024-06-25 12:58:53 +00:00
Wuketuke
2d30ae437c
improved error message when forgetting to call system apply function … (#13975)
fixes #13944
I literally just added `Did you forget to call SystemState::apply?` to
the error message. I tested it with the code snipped from the Issue and
yeah it works
2024-06-25 12:27:15 +00:00
Caleb Yates
82fd3df719
Document use of NO_COLOR in LogPlugin (#13984)
# Objective
Fixes #13982

## Solution
~~Adds a new field to `bevy_log::LogPlugin`: `ansi: bool`~~
Documents the use of `std::env::set_var("NO_COLOR", "1");` to disable
colour output in terminals.

## Testing
Yes, all tests passed when I ran `cargo run -p ci -- test` and `cargo
run -p ci -- lints`

I have only tested the code on my Mac, though I doubt this change would
have any affect on other platforms.

---
2024-06-24 21:04:55 +00:00
Michael "Scott" McBee
d48ebdf641
Have WindowPosition::Centered take scale_factor_override into account (#13949)
# Objective

Fixes #8916 

My game has a low resolution pixel art style, and I use
`.with_scale_factor_override()` to make the window larger.
`WindowPosition::Centered` doesn't work for me.

## Solution

If `scale_factor_override` is set, use that over `monitor.scale_factor`

## Testing

Tested on Windows 11 with an Nvidia GPU:

### Main

![image](https://github.com/bevyengine/bevy/assets/3324533/5f9ae90e-b65a-48d9-b601-117df8f08a28)

### This PR

![image](https://github.com/bevyengine/bevy/assets/3324533/cd860611-7b6a-4ae5-b690-28d9ba8ea6ad)
2024-06-24 20:56:46 +00:00
Christian Hughes
3a82d6784b
Add a test asserting that reflected cloning a Handle increments strong count (#13961)
# Objective

Closes #5943. Seems like Assets v2 solved this one.

## Solution

Added a test to confirm that using `Reflect::clone_value` and then
`FromReflect::from_reflect` on a `Handle<T>` both increment the strong
count.

## Testing

A new test was added to confirm behavior.

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-06-24 20:54:54 +00:00
Tamás Kiss
87fa69bd7e
fix panic: invalid SlotMap key used (#13990)
# Objective

Tight, in-frame generation, re-parenting, despawning, etc., UI
operations could sometime lead taffy to panic (invalid SlotMap key used)
when an entity with an invalid state later despawned.

Fixes #12403 

## Solution

Move the `remove_entities` call after children updates.

## Testing

`sickle_ui` had a case that always caused the panic. Tested before this
change, after this change, and before the change again to make sure the
error is there without the fix. The fix worked. Test steps and used
commit described in issue #12403.

I have also ran every bevy UI example, though none of them deal with
entity re-parenting or removal. No regression detected on them.

Tested on Windows only.
2024-06-24 20:47:44 +00:00
JMS55
158ccc6d6a
Fix meshlet interactions with regular shading passes (#13816)
* Fixes https://github.com/bevyengine/bevy/issues/13813
* Fixes https://github.com/bevyengine/bevy/issues/13810

Tested a combined scene with both regular meshes and meshlet meshes
with:
* Regular forward setup
* Forward + normal/motion vector prepasses
* Deferred (with depth prepass since that's required) 
* Deferred + depth/normal/motion vector prepasses

Still broken:
* Using meshlet meshes rendering in deferred and regular meshes
rendering in forward + depth/normal prepass. I don't know how to fix
this at the moment, so for now I've just add instructions to not mix
them.
2024-06-21 19:06:08 +00:00
Carter Anderson
0daa6c510b
Make Observer::with_event (and other variants) unsafe (#13954)
# Objective

`with_event` will result in unsafe casting of event data of the given
type to the type expected by the Observer system. This is inherently
unsafe.

## Solution

Flag `Observer::with_event` and `ObserverDescriptor::with_events` as
unsafe. This will not affect normal workflows as `with_event` is
intended for very specific (largely internal) use cases.

This _should_ be backported to 0.14 before release.

---

## Changelog

- `Observer::with_event` is now unsafe.
- Rename `ObserverDescriptor::with_triggers` to
`ObserverDescriptor::with_events` and make it unsafe.
2024-06-21 18:31:01 +00:00
François Mockers
841df150cc
apply window scale to window size when creating it (#13967)
# Objective

- Fixes #13702
- When creating a new window, its scale was changed to match the one
returned by winit, but its size was not which resulted in an incorrect
size until the event with the correct size was received, at least 1
frame later

## Solution

- Apply the window scale to its size when creating it
2024-06-21 18:04:57 +00:00
Shane Celis
e72f4ef9e9
bug: Don't panic. Warn on missing file_watcher path. (new branch) (#13902)
I updated my 'main' branch, which accidentally closed the original PR
#13747. I'm reopening the this from an actual branch on my repo like I
should have done in the first place. Here's the original info from the
first PR:

* * *

# Problem

The `file_watcher` feature panics if the file_watcher's path "assets" is
not present. I stumbled upon this behavior when I was actually testing
against `embedded_watcher`. I had no "assets" directory and didn't need
one for [my project](https://github.com/shanecelis/bevy_plane_cut).

```text
$ cargo run --example simple; # Runs fine.
$ cargo run --example simple --feature embedded_watcher; # Panics
thread 'main' panicked at /Users/shane/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_asset-0.14.0-rc.2/src/io/source.rs:503:21:
Failed to create file watcher from path "assets", Error { kind: PathNotFound, paths: ["/Users/shane/Projects/bevy_plane_cut/assets"] }
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```

# Opinion

If a project runs without panicing, then adding the `file_watcher`
feature shouldn't cause it to panic.

# Suggested Solution

This PR suggests if the "assets" path does not exist, emit a warning
stating that the file watcher could not be created and why. All other
errors will be treated as before with a panic and a message.

```text
$ cargo run --example simple --feature embedded_watcher; # Panics
2024-06-08T08:55:11.385249Z  WARN bevy_asset::io::source: Skip creating file watcher because path "assets" does not exist.
2024-06-08T08:55:11.385291Z  WARN bevy_asset::io::source: AssetSourceId::Default does not have an AssetWatcher configured. Consider enabling the `file_watcher` feature.
```

The second warning is new and I'd prefer it didn't emit under this
condition, but I'll wait to see whether this is actually regarded as a
bug.

# Testing

No tests added. Compiled against my project and it demonstrated the
suggested behavior.

* * *

I changed the second warning to the following when the `file_watcher`
feature is present. When it's not present, it uses the same warning as
before.

```
024-06-09T01:22:16.880619Z  WARN bevy_asset::io::source: Skip creating file watcher because path "assets" does not exist.
2024-06-09T01:22:16.880660Z  WARN bevy_asset::io::source: AssetSourceId::Default does not have an AssetWatcher configured. Consider adding an "assets" directory.
```
2024-06-21 13:10:57 +00:00
Rob Parrett
e46e246581
Fix a few "repeated word" typos (#13955)
# Objective

Stumbled on one of these and went digging for more

## Solution

```diff
- word word
+ word
```
2024-06-20 21:35:20 +00:00
Octorine
dcb191bb18
Updated descriptions for some geometric primitives to include more detail (#13937)
This is an attempt to address issue #13725, which was about the
geometric primitives in the bevy_math crate lacking some detail in the
docs.

# Objective

Fixes #13725

## Solution

Added details to the docstrings. Mostly this consisted of specifying
that the primitives are centered on the origin, or describing how
they're defined (e.g., a circle is the set of all points some distance
from the origin).

## Testing

No testing, since the only changes were to docs.
2024-06-20 12:16:27 +00:00
charlotte
8635a0f916
Correctly check physical size when updating winit (#13942)
Fixes #13701

After `winit` upgrade to `0.31`, windows were no longer correctly
resizing. This appears to just have been a simple mistake, where the new
physical size was being sourced from the `winit` window rather than on
the incoming `Window` component.

## Testing

Tested on macOS, but I'm curious whether this was also broken on other
platforms.
2024-06-20 11:22:47 +00:00
Alessio Marchi
2f9c42bb33
feat: add insert_after and insert_startup_before (#13941)
# Objective

Fixes #13866 

## Solution

Add `insert_before` in **FixedMainScheduleOrder** and
**MainScheduleOrder**, add `insert_startup_before` in
**MainScheduleOrder**, applying the same logic as `insert_after`, except
for parameters naming and insertion index.
2024-06-20 01:02:16 +00:00
Arseny Kapoulkine
6eec73a9a5
Make meshlet processing deterministic (#13913)
This is a followup to https://github.com/bevyengine/bevy/pull/13904
based on the discussion there, and switches two HashMaps that used
meshlet ids as keys to Vec.

In addition to a small further performance boost for `from_mesh` (1.66s
=> 1.60s), this makes processing deterministic modulo threading issues
wrt CRT rand described in the linked PR. This is valuable for debugging,
as you can visually or programmatically inspect the meshlet distribution
before/after making changes that should not change the output, whereas
previously every asset rebuild would change the meshlet structure.

Tested with https://github.com/bevyengine/bevy/pull/13431; after this
change, the visual output of meshlets is consistent between asset
rebuilds, and the MD5 of the output GLB file does not change either,
which was not the case before.
2024-06-20 00:58:43 +00:00
NiseVoid
38c8dc27c7
Use u32 for resolution/subdivision in primitive meshing (#13930)
# Objective

- Make primitive meshing behavior consisten across platforms
- Avoid using sizes bigger than `u32` since these aren't even supported
for meshes

## Solution

- Use `u32` instead of `usize` for resolution/subdivisions/segments/etc
fields

---

## Changelog

- Change resolutions in primitive mesh builders from `usize` to `u32`

## Migration Guide

- All primitive mesh builders now take `u32` instead of `usize` for
their resolution/subdivision/segment counts
2024-06-20 00:58:21 +00:00
MiniaczQ
31af724944
Move StateTransitionSteps registration to states plugin (#13939)
# Objective

Fixes #13920

## Solution

As described in the issue.

## Testing

Moved a custom transition plugin in example before any of the app-state
methods.
2024-06-20 00:57:40 +00:00
Christian Hughes
ee2487a6e2
Change World::inspect_entity to return an Iterator instead of Vec (#13934)
# Objective

Fixes #13933.

## Solution

Changed the return type.

## Testing

Fixed and reused the pre-existing tests for `inspect_entity`.

---

## Migration Guide

- `World::inspect_entity` now returns an `Iterator` instead of a `Vec`.
If you need a `Vec`, immediately collect the iterator:
`world.inspect_entity(entity).collect<Vec<_>>()`
2024-06-19 21:06:35 +00:00
Ben Frankel
e34ecf2f86
Fix typo in ComponentId docs: of -> or (#13932)
# Objective

Fix a typo. Single-character PR :)
2024-06-19 18:51:47 +00:00
Alessio Marchi
5bab161386
docs(bevy_state): fix broken links in init_state and insert_state (#13929)
# Objective

Fixes #13845 

## Solution

Fix inline docs links inside `init_state` and `insert_state`. 

## Testing

- Did you test these changes? If so, how?
Manually checked on `cargo doc` and  `rust-analyzer lsp`.
2024-06-19 17:38:00 +00:00