# Objective
- `interpolation` crates provides all the curves functions, but some of
them were wrong
- We have a partial solution where some functions comes from the
external crate, some from bevy_math
## Solution
- Move them all to bevy_math
- Remove the dependency on `interpolation`
## Testing
Playing the `easing_functions` example
![easing-functions](https://github.com/user-attachments/assets/88832f34-4bb3-4dc2-85af-7b9e4fa23e52)
This PR improves the `fps_overlay` example by adding:
1. The ability to increase the overlay font size (previously, only
decreasing the size was supported).
2. A toggle for overlay color between red and green (previously, it only
changed from green to red without toggling back).
# Objective
As discussed in #15591, this warning prevents us from storing leaf nodes
without a `Style` component. Because text sections (as distinct
entities) should not be laid out using `taffy`, this warning is
incorrect.
Users may also have other uses for doing this, and this should generally
increase flexibility without posing particularly serious correctness
concerns.
## Solution
- removed warning about non-UI children with UI parents
- improved the warning about UI parents with non-UI parents
- this warning should stay, for now, as it results in a genuine failure
to perform `taffy` layout
- that said, we should be clearer about the cause and potentially
harmful results of this!
## Testing
I inserted an empty entity into the hierarchy in the `button` example as
a leaf node, and it ran with no warnings.
# Objective
Simplify the API surrounding easing curves. Broaden the base of types
that support easing.
## Solution
There is now a single library function, `easing_curve`, which constructs
a unit-parametrized easing curve between two values based on an
`EaseFunction`:
```rust
/// Given a `start` and `end` value, create a curve parametrized over [the unit interval]
/// that connects them, using the given [ease function] to determine the form of the
/// curve in between.
///
/// [the unit interval]: Interval::UNIT
/// [ease function]: EaseFunction
pub fn easing_curve<T: Ease>(start: T, end: T, ease_fn: EaseFunction) -> EasingCurve<T> { //... }
```
As this shows, the type of the output curve is generic only in `T`. In
particular, as long as `T` is `Reflect` (and `FromReflect` etc. — i.e.,
a standard "well-behaved" reflectable type), `EasingCurve<T>` is also
`Reflect`, and there is no special field handling nonsense. Therefore,
`EasingCurve` is the kind of thing that would be able to be easily
changed in an editor. This is made possible by storing the actual
`EaseFunction` on `EasingCurve<T>` instead of indirecting through some
kind of function type (which generally leads to issues with reflection).
The types that can be eased are those that implement a trait `Ease`:
```rust
/// A type whose values can be eased between.
///
/// This requires the construction of an interpolation curve that actually extends
/// beyond the curve segment that connects two values, because an easing curve may
/// extrapolate before the starting value and after the ending value. This is
/// especially common in easing functions that mimic elastic or springlike behavior.
pub trait Ease: Sized {
/// Given `start` and `end` values, produce a curve with [unlimited domain]
/// that:
/// - takes a value equivalent to `start` at `t = 0`
/// - takes a value equivalent to `end` at `t = 1`
/// - has constant speed everywhere, including outside of `[0, 1]`
///
/// [unlimited domain]: Interval::EVERYWHERE
fn interpolating_curve_unbounded(start: &Self, end: &Self) -> impl Curve<Self>;
}
```
(I know, I know, yet *another* interpolation trait. See 'Future
direction'.)
The other existing easing functions from the previous version of this
module have also become new members of `EaseFunction`: `Linear`,
`Steps`, and `Elastic` (which maybe needs a different name). The latter
two are parametrized.
## Testing
Tested using the `easing_functions` example. I also axed the
`cubic_curve` example which was of questionable value and replaced it
with `eased_motion`, which uses this API in the context of animation:
https://github.com/user-attachments/assets/3c802992-6b9b-4b56-aeb1-a47501c29ce2
---
## Future direction
Morally speaking, `Ease` is incredibly similar to `StableInterpolate`.
Probably, we should just merge `StableInterpolate` into `Ease`, and then
make `SmoothNudge` an automatic extension trait of `Ease`. The reason I
didn't do that is that `StableInterpolate` is not implemented for
`VectorSpace` because of concerns about the `Color` types, and I wanted
to avoid controversy. I think that may be a good idea though.
As Alice mentioned before, we should also probably get rid of the
`interpolation` dependency.
The parametrized `Elastic` variant probably also needs some additional
work (e.g. renaming, in/out/in-out variants, etc.) if we want to keep
it.
# Objective
- Closes#15720
## Solution
Wrap the handle in a new wrapper component: `UiMaterialHandle`
It's not possible to match the naming convention of `MeshMaterial3d/2d`
here with the trait already being called `UiMaterial`
Should we consider renaming to `Material3d/2dHandle` and `Mesh3d/2d` to
`Mesh3d/2dHandle`?
- This shouldn't have any merge conflicts with #15591
## Testing
Tested the `ui_material` example
## Migration Guide
Let's defer the migration guide to the required component port. I just
want to yeet the `Component` impl on `Handle` in the meantime :)
# Objective
- Prepare for streaming by storing vertex data per-meshlet, rather than
per-mesh (this means duplicating vertices per-meshlet)
- Compress vertex data to reduce the cost of this
## Solution
The important parts are in from_mesh.rs, the changes to the Meshlet type
in asset.rs, and the changes in meshlet_bindings.wgsl. Everything else
is pretty secondary/boilerplate/straightforward changes.
- Positions are quantized in centimeters with a user-provided power of 2
factor (ideally auto-determined, but that's a TODO for the future),
encoded as an offset relative to the minimum value within the meshlet,
and then stored as a packed list of bits using the minimum number of
bits needed for each vertex position channel for that meshlet
- E.g. quantize positions (lossly, throws away precision that's not
needed leading to using less bits in the bitstream encoding)
- Get the min/max quantized value of each X/Y/Z channel of the quantized
positions within a meshlet
- Encode values relative to the min value of the meshlet. E.g. convert
from [min, max] to [0, max - min]
- The new max value in the meshlet is (max - min), which only takes N
bits, so we only need N bits to store each channel within the meshlet
(lossless)
- We can store the min value and that it takes N bits per channel in the
meshlet metadata, and reconstruct the position from the bitstream
- Normals are octahedral encoded and than snorm2x16 packed and stored as
a single u32.
- Would be better to implement the precise variant of octhedral encoding
for extra precision (no extra decode cost), but decided to keep it
simple for now and leave that as a followup
- Tried doing a quantizing and bitstream encoding scheme like I did for
positions, but struggled to get it smaller. Decided to go with this for
simplicity for now
- UVs are uncompressed and take a full 64bits per vertex which is
expensive
- In the future this should be improved
- Tangents, as of the previous PR, are not explicitly stored and are
instead derived from screen space gradients
- While I'm here, split up MeshletMeshSaverLoader into two separate
types
Other future changes include implementing a smaller encoding of triangle
data (3 u8 indices = 24 bits per triangle currently), and more
disk-oriented compression schemes.
References:
* "A Deep Dive into UE5's Nanite Virtualized Geometry"
https://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf#page=128
(also available on youtube)
* "Towards Practical Meshlet Compression"
https://arxiv.org/pdf/2404.06359
* "Vertex quantization in Omniforce Game Engine"
https://daniilvinn.github.io/2024/05/04/omniforce-vertex-quantization.html
## Testing
- Did you test these changes? If so, how?
- Converted the stanford bunny, and rendered it with a debug material
showing normals, and confirmed that it's identical to what's on main.
EDIT: See additional testing in the comments below.
- Are there any parts that need more testing?
- Could use some more size comparisons on various meshes, and testing
different quantization factors. Not sure if 4 is a good default. EDIT:
See additional testing in the comments below.
- Also did not test runtime performance of the shaders. EDIT: See
additional testing in the comments below.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Use my unholy script, replacing the meshlet example
https://paste.rs/7xQHk.rs (must make MeshletMesh fields pub instead of
pub crate, must add lz4_flex as a dev-dependency) (must compile with
meshlet and meshlet_processor features, mesh must have only positions,
normals, and UVs, no vertex colors or tangents)
---
## Migration Guide
- TBD by JMS55 at the end of the release
# Objective
The `new` constructors for our ray types currently take a `Vec2`/`Vec3`
instead of a `Dir2`/`Dir3`. This is confusing and footgunny for several
reasons.
- Which one of these is the direction? You can't see it from the type.
```rust
let ray = Ray2d::new(Vec2::X, Vec2::X);
```
- Many engines allow unnormalized rays, and this can affect ray cast
results by scaling the time of impact. However, in Bevy, rays are
*always* normalized despite what the input argument in this case
implies, and ray cast results are *not* scaled.
```rust
// The true ray direction is still normalized, unlike what you'd expect.
let ray = Ray2d::new(Vec2::X, Vec2::new(5.0, 0.0, 0.0)));
```
These cases are what the direction types are intended for, and we should
use them as such.
## Solution
Use `Dir2`/`Dir3` in the constructors.
```rust
let ray = Ray2d::new(Vec2::X, Dir2::X);
```
We *could* also use `impl TryInto<DirN>`, which would allow both vectors
and direction types, and then panic if the input is not normalized. This
could be fine for ergonomics in some cases, but especially for rays, I
think it's better to take an explicit direction type here.
---
## Migration Guide
`Ray2d::new` and `Ray3d::new` now take a `Dir2` and `Dir3` instead of
`Vec2` and `Vec3` respectively for the ray direction.
# Objective
Expose the `winit` functions
[drag_window](https://docs.rs/winit/latest/winit/window/struct.Window.html#method.drag_window)
and
[resize_window](https://docs.rs/winit/latest/winit/window/struct.Window.html#method.drag_resize_window).
Which allows implementing move & resize for windows without decorations.
## Solution
Add the functions `start_drag_move` and `start_drag_resize` to
`bevy_window::Window`, which are then assigned to fields in
`InternalWindowState`, and propagated to `winit` in the
`changed_windows` system.
## Testing
I've tested that both functions works on x11 and wayland. Not sure if
someone needs to test on windows/mac?
---
## Showcase
[Screencast from 2024-10-06 11-49-58
(trimmed).webm](https://github.com/user-attachments/assets/1cdee7b1-22bd-41d3-8a0a-6872a6ebf62c)
(The flickering in the video is some issue with resizing without
decorations on x11)
<details>
<summary>Click to view showcase</summary>
Not the same code used in the video, but simple way to test moving a
window without decorations.
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
decorations: false,
..default()
}),
..default()
}))
.add_systems(Update, move_windows)
.run();
}
fn move_windows(mut windows: Query<&mut Window>, input: Res<ButtonInput<MouseButton>>) {
if input.pressed(MouseButton::Left) {
for mut window in windows.iter_mut() {
window.start_drag_move();
}
}
}
```
</details>
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
UI box shadow support
Adds a new component `BoxShadow`:
```rust
pub struct BoxShadow {
/// The shadow's color
pub color: Color,
/// Horizontal offset
pub x_offset: Val,
/// Vertical offset
pub y_offset: Val,
/// Horizontal difference in size from the occluding uninode
pub spread_radius: Val,
/// Blurriness of the shadow
pub blur_radius: Val,
}
```
To use `BoxShadow`, add the component to any Bevy UI node and a shadow
will be drawn beneath that node.
Also adds a resource `BoxShadowSamples` that can be used to adjust the
shadow quality.
#### Notes
* I'm not super happy with the field names. Maybe we need a `struct Size
{ width: Val, height: Val }` type or something.
* The shader isn't very optimised but I don't see that it's too
important for now as the number of shadows being rendered is not going
to be massive most of the time. I think it's more important to get the
API and geometry correct with this PR.
* I didn't implement an inset property, it's not essential and can
easily be added in a follow up.
* Shadows are only rendered for uinodes, not for images or text.
* Batching isn't supported, it would need out-of-the-scope-of-this-pr
changes to the way the UI handles z-ordering for it to be effective.
# Showcase
```cargo run --example box_shadow -- --samples 4```
<img width="391" alt="br" src="https://github.com/user-attachments/assets/4e8add96-dc93-46e0-9e35-d995eb0943ad">
```cargo run --example box_shadow -- --samples 10```
<img width="391" alt="s10"
src="https://github.com/user-attachments/assets/ecb384c9-4012-4cd6-9dea-5180904bf28e">
## Objective
Add a way to stream BRP requests when the data changes.
## Solution
#### BRP Side (reusable for other transports)
Add a new method handler type that returns a optional value. This
handler is run in update and if a value is returned it will be sent on
the message channel. Custom watching handlers can be added with
`RemotePlugin::with_watching_method`.
#### HTTP Side
If a request comes in with `+watch` in the method, it will respond with
`text/event-stream` rather than a single response.
## Testing
I tested with the podman HTTP client. This client has good support for
SSE's if you want to test it too.
## Parts I want some opinions on
- For separating watching methods I chose to add a `+watch` suffix to
the end kind of like `content-type` headers. A get would be
`bevy/get+watch`.
- Should watching methods send an initial response with everything or
only respond when a change happens? Currently the later is what happens.
## Future work
- The `bevy/query` method would also benefit from this but that
condition will be quite complex so I will leave that to later.
---------
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
Several of our APIs (namely gizmos and bounding) use isometries on
current Bevy main. This is nicer than separate properties in a lot of
cases, but users have still expressed usability concerns.
One problem is that in a lot of cases, you only care about e.g.
translation, so you end up with this:
```rust
gizmos.cross_2d(
Isometry2d::from_translation(Vec2::new(-160.0, 120.0)),
12.0,
FUCHSIA,
);
```
The isometry adds quite a lot of length and verbosity, and isn't really
that relevant since only the translation is important here.
It would be nice if you could use the translation directly, and only
supply an isometry if both translation and rotation are needed. This
would make the following possible:
```rust
gizmos.cross_2d(Vec2::new(-160.0, 120.0), 12.0, FUCHSIA);
```
removing a lot of verbosity.
## Solution
Implement `From<Vec2>` and `From<Rot2>` for `Isometry2d`, and
`From<Vec3>`, `From<Vec3A>`, and `From<Quat>` for `Isometry3d`. These
are lossless conversions that fit the semantics of `From`.
This makes the proposed API possible! The methods must now simply take
an `impl Into<IsometryNd>`, and this works:
```rust
gizmos.cross_2d(Vec2::new(-160.0, 120.0), 12.0, FUCHSIA);
```
# Objective
- Adds better comments and includes an example where the aspect ratio
between `size` and `full_size` differ
- Fixes#15576
## Solution
- Viewports are dynamically scaled to window size
## Testing
- Tested with moving the window around and by manually setting the
window scaling factor
- Just to make sure nothing else is going on, someone on macOS should
also test this
## Showcase
Since calculating padding from window size is a hassle, the example now
looks a bit more squished together:
![image](https://github.com/user-attachments/assets/68609cf2-5a67-49bd-8e0b-910bfd17f4d8)
# Objective
- As discussed on
[Discord](https://discord.com/channels/691052431525675048/1203087353850364004/1285300659746246849),
implement a `ConvexPolygon` 2D math primitive and associated mesh
builder.
- The original goal was to have a mesh builder for the simplest (i.e.
convex) polygons.
## Solution
- The `ConvexPolygon` is created from its vertices.
- The convexity of the polygon is checked when created via `new()` by
verifying that the winding order of all the triangles formed with
adjacent vertices is the same.
- The `ConvexPolygonMeshBuilder` uses an anchor vertex and goes through
every adjacent pair of vertices in the polygon to form triangles that
fill up the polygon.
## Testing
- Tested locally with my own simple `ConvexPolygonMeshBuilder` usage.
The previous fixes were breaking pretty much everything on main due to
naga-oil complaining about the OIT shader not being loaded, since
apparently webgl is a default feature. This fix is a bit messier, but
properly warns the user and is probably what we should have gone for in
the first place.
# Objective
Enhance the [custom skinned mesh
example](https://bevyengine.org/examples/animation/custom-skinned-mesh/)
to show some variety and clarify what the transform does to the mesh.
## Solution
https://github.com/user-attachments/assets/c919db74-6e77-4f33-ba43-0f40a88042b3
Add variety and clarity with the following changes:
- vary transform changes,
- use a UV texture,
- and show transform changes via gizmos.
(Maybe it'd be worth turning on wireframe rendering to show what happens
to the mesh. I think it'd be nice visually but might make the code a
little noisy.)
## Testing
I exercised it on my x86 macOS computer. It'd be good to have it
validated on Windows, Linux, and WASM.
---
## Showcase
- Custom skinned mesh example varies the transforms changes and uses a
UV test texture.
The gamepads-as-entities change caused several regressions. This patch
fixes each of them:
1. This PR introduces two new fields on `GamepadInfo`: `vendor_id`, and
`product_id`, as well as associated methods. These fields are simply
mirrored from the `gilrs` library.
2. That PR removed the methods that allowed iterating over all pressed
and released buttons, as well as the method that allowed iterating over
the axis values. (It was still technically possible to do so by using
reflection to access the private fields of `Gamepad`.)
3. The `Gamepad` component wasn't marked reflectable. This PR fixes that
problem.
These changes allowed me to forward port `leafwing-input-manager`.
# Objective
- Alpha blending can easily fail in many situations and requires sorting
on the cpu
## Solution
- Implement order independent transparency (OIT) as an alternative to
alpha blending
- The implementation uses 2 passes
- The first pass records all the fragments colors and position to a
buffer that is the size of N layers * the render target resolution.
- The second pass sorts the fragments, blends them and draws them to the
screen. It also currently does manual depth testing because early-z
fails in too many cases in the first pass.
## Testing
- We've been using this implementation at foresight in production for
many months now and we haven't had any issues related to OIT.
---
## Showcase
![image](https://github.com/user-attachments/assets/157f3e32-adaf-4782-b25b-c10313b9bc43)
![image](https://github.com/user-attachments/assets/bef23258-0c22-4b67-a0b8-48a9f571c44f)
## Future work
- Add an example showing how to use OIT for a custom material
- Next step would be to implement a per-pixel linked list to reduce
memory use
- I'd also like to investigate using a BinnedRenderPhase instead of a
SortedRenderPhase. If it works, it would make the transparent pass
significantly faster.
---------
Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: Charlotte McElwain <charlotte.c.mcelwain@gmail.com>
# Objective
- fix https://github.com/bevyengine/bevy/issues/15623
## Solution
- Checking field length of tuple struct before ser/der
## Testing
- CI should pass
## Migration Guide
- Reflection now will serialize and deserialize tuple struct with single
field as newtype struct. Consider this code.
```rs
#[derive(Reflect, Serialize)]
struct Test(usize);
let reflect = Test(3);
let serializer = TypedReflectSerializer::new(reflect.as_partial_reflect(), ®istry);
return serde_json::to_string(&serializer)
```
Old behavior will return `["3"]`. New behavior will return `"3"`. If you
were relying on old behavior you need to update your logic. Especially
with `serde_json`. `ron` doesn't affect from this.
This example was missed during the port to required components for
meshes and materials.
Easy fix, I checked that it works as it did in the PR that added the
example (#13912).
# Objective
Allow curve adaptors to be reliably `Reflect` even if the curves they
hold are not `FromReflect`. This allows them, for example, to be used in
`bevy_animation`. I previously addressed this with the functional
adaptors, but I forgot to address this in the case of fields that hold
other curves and not arbitrary functions.
## Solution
Do the following on every curve adaptor that holds another curve:
```rust
// old:
#[derive(Reflect)]
```
```rust
// new:
#[derive(Reflect, FromReflect)]
#[reflect(from_reflect = false)]
```
This looks inane, but it's necessary because the default
`#[derive(Reflect)]` macro places `FromReflect` bounds on everything. To
avoid this, we opt out of deriving `FromReflect` with that macro by
adding `#[reflect(from_reflect = false)]`, then separately derive
`FromReflect`. (Of course, the latter still has the `FromReflect`
bounds, which is fine.)
# Objective
- Followup to #15675
- Add an example showcasing the functions
## Solution
- Add an example showcasing the functions
- Some of the functions from the interpolation crate are messed up,
fixed in #15706
![ease](https://github.com/user-attachments/assets/1f3b2b80-23d2-45c7-8b08-95b2e870aa02)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
# Objective
- Rename `Pickable` to `PickingBehavior` to counter the easily-made
assumption that the component is required. It is optional
- Fix and clarify documentation
- The docs in `crates/bevy_ui/src/picking_backend.rs` were incorrect
about the necessity of `Pickable`
- Plus two minor code quality changes in this commit
(7c2e75f48d)
Closes#15632
# Objective
Bevy supports feature gates for each format it supports, but several
formats that it loads via the `image` crate do not have feature gates.
Additionally, the QOI format is supported by the `image` crate and
wasn't available at all. This fixes that.
## Solution
The following feature gates are added:
* `avif`
* `ff` (Farbfeld)
* `gif`
* `ico`
* `qoi`
* `tiff`
None of these formats are enabled by default, despite the fact that all
these formats appeared to be enabled by default before. Since
`default-features` was disabled for the `image` crate, it's likely that
using any of these formats would have errored by default before this
change, although this probably needs additional testing.
## Testing
The changes seemed minimal enough that a compile test would be
sufficient.
## Migration guide
Image formats that previously weren't feature-gated are now
feature-gated, meaning they will have to be enabled if you use them:
* `avif`
* `ff` (Farbfeld)
* `gif`
* `ico`
* `tiff`
Additionally, the `qoi` feature has been added to support loading QOI
format images.
Previously, these formats appeared in the enum by default, but weren't
actually enabled via the `image` crate, potentially resulting in weird
bugs. Now, you should be able to add these features to your projects to
support them properly.
Currently, it's possible for the `collect_meshes_for_gpu_building`
system to run after `set_mesh_motion_vector_flags`. This will cause
those motion vector flags to be overwritten, which will cause the shader
to ignore the motion vectors for skinned meshes, which will cause
graphical artifacts.
This patch corrects the issue by forcing `set_mesh_motion_vector_flags`
to run after `collect_meshes_for_gpu_building`.
# Objective
The current `QueryData` derive panics when it encounters an error.
Additionally, it doesn't provide the clearest error message:
```rust
#[derive(QueryData)]
#[query_data(mut)]
struct Foo {
// ...
}
```
```
error: proc-macro derive panicked
--> src/foo.rs:16:10
|
16 | #[derive(QueryData)]
| ^^^^^^^^^
|
= help: message: Invalid `query_data` attribute format
```
## Solution
Updated the derive logic to not panic and gave a bit more detail in the
error message.
This is makes the error message just a bit clearer and maintains the
correct span:
```
error: invalid attribute, expected `mutable` or `derive`
--> src/foo.rs:17:14
|
17 | #[query_data(mut)]
| ^^^
```
## Testing
You can test locally by running the following in
`crates/bevy_ecs/compile_fail`:
```
cargo test --target-dir ../../../target
```
# Objective
Migrate `bevy_picking` to the required components API
## Solution
- Made `PointerId` require `PointerLocation`, `PointerPress`, and
`PointerInteraction`
- Removed `PointerBundle`
- Removed all engine uses of `PointerBundle`
- Added convenience constructor `PointerLocation::new(location:
Location)`
## Testing
- ran unit tests
- ran `sprite_picking` example, everything seemed fine.
## Migration Guide
This API hasn't shipped yet, so I didn't bother with a deprecation.
However, for any crates tracking main the changes are as follows:
Previous api:
```rs
commands.insert(PointerBundle::new(PointerId::Mouse));
commands.insert(PointerBundle::new(PointerId::Mouse).with_location(location));
```
New api:
```rs
commands.insert(PointerId::Mouse);
commands.insert((PointerId::Mouse, PointerLocation::new(location)));
```
# Objective
After merging retained rendering world #15320, we now have a good way of
creating a link between worlds (*HIYAA intensifies*). This means that
`get_or_spawn` is no longer necessary for that function. Entity should
be opaque as the warning above `get_or_spawn` says. This is also part of
#15459.
I'm deprecating `get_or_spawn_batch` in a different PR in order to keep
the PR small in size.
## Solution
Deprecate `get_or_spawn` and replace it with `get_entity` in most
contexts. If it's possible to query `&RenderEntity`, then the entity is
synced and `render_entity.id()` is initialized in the render world.
## Migration Guide
If you are given an `Entity` and you want to do something with it, use
`Commands.entity(...)` or `World.entity(...)`. If instead you want to
spawn something use `Commands.spawn(...)` or `World.spawn(...)`. If you
are not sure if an entity exists, you can always use `get_entity` and
match on the `Option<...>` that is returned.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Followup for #14788
- Support most usual ease function
## Solution
- Use the crate
[`interpolation`](https://docs.rs/interpolation/0.3.0/interpolation/trait.Ease.html)
which has them all
- it's already used by bevy_easings, bevy_tweening, be_tween,
bevy_tweening_captured, bevy_enoki, kayak_ui in the Bevy ecosystem for
various easing/tweening/interpolation
# Objective
- Working with hierarchies in Bevy is far too tedious due to a lack of
helper functions.
- This is the first half of #15609.
## Solution
Extend
[`HierarchyQueryExt`](https://docs.rs/bevy/latest/bevy/hierarchy/trait.HierarchyQueryExt)
with the following methods:
- `parent`
- `children`
- `root_parent`
- `iter_leaves`
- `iter_siblings`
- `iter_descendants_depth_first`
I've opted to make both `iter_leaves` and `iter_siblings` collect the
list of matching Entities for now, rather that operate by reference like
the existing `iter_descendants`. This was simpler, and in the case of
`iter_siblings` especially, the number of matching entities is likely to
be much smaller.
I've kept the generics in the type signature however, so we can go back
and optimize that freely without a breaking change whenever we want.
## Testing
I've added some basic testing, but they're currently failing. If you'd
like to help, I'd welcome suggestions or a PR to my PR over the weekend
<3
---------
Co-authored-by: Viktor Gustavsson <villor94@gmail.com>
Co-authored-by: poopy <gonesbird@gmail.com>
Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
# Objective
Following the pattern established in #15593, we can reduce the API
surface of `World` by providing a single function to grab both a
singular entity reference, or multiple entity references.
## Solution
The following functions can now also take multiple entity IDs and will
return multiple entity references back:
- `World::entity`
- `World::get_entity`
- `World::entity_mut`
- `World::get_entity_mut`
- `DeferredWorld::entity_mut`
- `DeferredWorld::get_entity_mut`
If you pass in X, you receive Y:
- give a single `Entity`, receive a single `EntityRef`/`EntityWorldMut`
(matches current behavior)
- give a `[Entity; N]`/`&[Entity; N]` (array), receive an equally-sized
`[EntityRef; N]`/`[EntityMut; N]`
- give a `&[Entity]` (slice), receive a
`Vec<EntityRef>`/`Vec<EntityMut>`
- give a `&EntityHashSet`, receive a
`EntityHashMap<EntityRef>`/`EntityHashMap<EntityMut>`
Note that `EntityWorldMut` is only returned in the single-entity case,
because having multiple at the same time would lead to UB. Also,
`DeferredWorld` receives an `EntityMut` in the single-entity case
because it does not allow structural access.
## Testing
- Added doc-tests on `World::entity`, `World::entity_mut`, and
`DeferredWorld::entity_mut`
- Added tests for aliased mutability and entity existence
---
## Showcase
<details>
<summary>Click to view showcase</summary>
The APIs for fetching `EntityRef`s and `EntityMut`s from the `World`
have been unified.
```rust
// This code will be referred to by subsequent code blocks.
let world = World::new();
let e1 = world.spawn_empty().id();
let e2 = world.spawn_empty().id();
let e3 = world.spawn_empty().id();
```
Querying for a single entity remains mostly the same:
```rust
// 0.14
let eref: EntityRef = world.entity(e1);
let emut: EntityWorldMut = world.entity_mut(e1);
let eref: Option<EntityRef> = world.get_entity(e1);
let emut: Option<EntityWorldMut> = world.get_entity_mut(e1);
// 0.15
let eref: EntityRef = world.entity(e1);
let emut: EntityWorldMut = world.entity_mut(e1);
let eref: Result<EntityRef, Entity> = world.get_entity(e1);
let emut: Result<EntityWorldMut, Entity> = world.get_entity_mut(e1);
```
Querying for multiple entities with an array has changed:
```rust
// 0.14
let erefs: [EntityRef; 2] = world.many_entities([e1, e2]);
let emuts: [EntityMut; 2] = world.many_entities_mut([e1, e2]);
let erefs: Result<[EntityRef; 2], Entity> = world.get_many_entities([e1, e2]);
let emuts: Result<[EntityMut; 2], QueryEntityError> = world.get_many_entities_mut([e1, e2]);
// 0.15
let erefs: [EntityRef; 2] = world.entity([e1, e2]);
let emuts: [EntityMut; 2] = world.entity_mut([e1, e2]);
let erefs: Result<[EntityRef; 2], Entity> = world.get_entity([e1, e2]);
let emuts: Result<[EntityMut; 2], EntityFetchError> = world.get_entity_mut([e1, e2]);
```
Querying for multiple entities with a slice has changed:
```rust
let ids = vec![e1, e2, e3]);
// 0.14
let erefs: Result<Vec<EntityRef>, Entity> = world.get_many_entities_dynamic(&ids[..]);
let emuts: Result<Vec<EntityMut>, QueryEntityError> = world.get_many_entities_dynamic_mut(&ids[..]);
// 0.15
let erefs: Result<Vec<EntityRef>, Entity> = world.get_entity(&ids[..]);
let emuts: Result<Vec<EntityMut>, EntityFetchError> = world.get_entity_mut(&ids[..]);
let erefs: Vec<EntityRef> = world.entity(&ids[..]); // Newly possible!
let emuts: Vec<EntityMut> = world.entity_mut(&ids[..]); // Newly possible!
```
Querying for multiple entities with an `EntityHashSet` has changed:
```rust
let set = EntityHashSet::from_iter([e1, e2, e3]);
// 0.14
let emuts: Result<Vec<EntityMut>, QueryEntityError> = world.get_many_entities_from_set_mut(&set);
// 0.15
let emuts: Result<EntityHashMap<EntityMut>, EntityFetchError> = world.get_entity_mut(&set);
let erefs: Result<EntityHashMap<EntityRef>, EntityFetchError> = world.get_entity(&set); // Newly possible!
let emuts: EntityHashMap<EntityMut> = world.entity_mut(&set); // Newly possible!
let erefs: EntityHashMap<EntityRef> = world.entity(&set); // Newly possible!
```
</details>
## Migration Guide
- `World::get_entity` now returns `Result<_, Entity>` instead of
`Option<_>`.
- Use `world.get_entity(..).ok()` to return to the previous behavior.
- `World::get_entity_mut` and `DeferredWorld::get_entity_mut` now return
`Result<_, EntityFetchError>` instead of `Option<_>`.
- Use `world.get_entity_mut(..).ok()` to return to the previous
behavior.
- Type inference for `World::entity`, `World::entity_mut`,
`World::get_entity`, `World::get_entity_mut`,
`DeferredWorld::entity_mut`, and `DeferredWorld::get_entity_mut` has
changed, and might now require the input argument's type to be
explicitly written when inside closures.
- The following functions have been deprecated, and should be replaced
as such:
- `World::many_entities` -> `World::entity::<[Entity; N]>`
- `World::many_entities_mut` -> `World::entity_mut::<[Entity; N]>`
- `World::get_many_entities` -> `World::get_entity::<[Entity; N]>`
- `World::get_many_entities_dynamic` -> `World::get_entity::<&[Entity]>`
- `World::get_many_entities_mut` -> `World::get_entity_mut::<[Entity;
N]>`
- The equivalent return type has changed from `Result<_,
QueryEntityError>` to `Result<_, EntityFetchError>`
- `World::get_many_entities_dynamic_mut` ->
`World::get_entity_mut::<&[Entity]>1
- The equivalent return type has changed from `Result<_,
QueryEntityError>` to `Result<_, EntityFetchError>`
- `World::get_many_entities_from_set_mut` ->
`World::get_entity_mut::<&EntityHashSet>`
- The equivalent return type has changed from `Result<Vec<EntityMut>,
QueryEntityError>` to `Result<EntityHashMap<EntityMut>,
EntityFetchError>`. If necessary, you can still convert the
`EntityHashMap` into a `Vec`.
# Objective
If you want to draw / generate images from the CPU, such as:
- to create procedurally-generated assets
- for games whose artstyle is best implemented by poking pixels directly
from the CPU, instead of using shaders
It is currently very unergonomic to do in Bevy, because you have to deal
with the raw bytes inside `image.data`, take care of the pixel format,
etc.
## Solution
This PR adds some helper methods to `Image` for pixel manipulation.
These methods allow you to use Bevy's user-friendly `Color` struct to
read and write the colors of pixels, at arbitrary coordinates (specified
as `UVec3` to support any texture dimension). They handle
encoding/decoding to the `Image`s `TextureFormat`, incl. any sRGB
conversion.
While we are at it, also add methods to help with direct access to the
raw bytes. It is now easy to compute the offset where the bytes of a
specific pixel coordinate are found, or to just get a Rust slice to
access them.
Caveat: `Color` roundtrips are obviously going to be lossy for non-float
`TextureFormat`s. Using `set_color_at` followed by `get_color_at` will
return a different value, due to the data conversions involved (such as
`f32` -> `u8` -> `f32` for the common `Rgba8UnormSrgb` texture format).
Be careful when comparing colors (such as checking for a color you wrote
before)!
Also adding a new example: `cpu_draw` (under `2d`), to showcase these
new APIs.
---
## Changelog
### Added
- `Image` APIs for easy access to the colors of specific pixels.
---------
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: ltdk <usr@ltdk.xyz>
Updates the requirements on
[sysinfo](https://github.com/GuillaumeGomez/sysinfo) to permit the
latest version.
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/GuillaumeGomez/sysinfo/blob/master/CHANGELOG.md">sysinfo's
changelog</a>.</em></p>
<blockquote>
<h1>0.32.0</h1>
<ul>
<li>Add new <code>Disk::is_read_only</code> API.</li>
<li>Add new <code>remove_dead_processes</code> argument to
<code>System::refresh_processes</code> and
<code>System::refresh_processes_specifics</code>.</li>
<li>macOS: Fix memory leak in disk refresh.</li>
</ul>
<h1>0.31.4</h1>
<ul>
<li>macOS: Force memory cleanup in disk list retrieval.</li>
</ul>
<h1>0.31.3</h1>
<ul>
<li>Raspberry Pi: Fix temperature retrieval.</li>
</ul>
<h1>0.31.2</h1>
<ul>
<li>Remove <code>bstr</code> dependency (needed for rustc
development).</li>
</ul>
<h1>0.31.1</h1>
<ul>
<li>Downgrade version of <code>memchr</code> (needed for rustc
development).</li>
</ul>
<h1>0.31.0</h1>
<ul>
<li>Split crate in features to only enable what you need.</li>
<li>Remove <code>System::refresh_process</code>,
<code>System::refresh_process_specifics</code> and
<code>System::refresh_pids</code>
methods.</li>
<li>Add new argument of type <code>ProcessesToUpdate</code> to
<code>System::refresh_processes</code> and
<code>System::refresh_processes_specifics</code> methods.</li>
<li>Add new <code>NetworkData::ip_networks</code> method.</li>
<li>Add new <code>System::refresh_cpu_list</code> method.</li>
<li>Global CPU now only contains CPU usage.</li>
<li>Rename <code>TermalSensorType</code> to
<code>ThermalSensorType</code>.</li>
<li>Process names is now an <code>OsString</code>.</li>
<li>Remove <code>System::global_cpu_info</code>.</li>
<li>Add <code>System::global_cpu_usage</code>.</li>
<li>macOS: Fix invalid CPU computation when single processes are
refreshed one after the other.</li>
<li>Windows: Fix virtual memory computation.</li>
<li>Windows: Fix WoW64 parent process refresh.</li>
<li>Linux: Retrieve RSS (Resident Set Size) memory for cgroups.</li>
</ul>
<h1>0.30.13</h1>
<ul>
<li>macOS: Fix segfault when calling
<code>Components::refresh_list</code> multiple times.</li>
<li>Windows: Fix CPU arch retrieval.</li>
</ul>
<h1>0.30.12</h1>
<ul>
<li>FreeBSD: Fix network interfaces retrieval (one was always
missing).</li>
</ul>
<h1>0.30.11</h1>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="e022ae4fd1"><code>e022ae4</code></a>
Merge pull request <a
href="https://redirect.github.com/GuillaumeGomez/sysinfo/issues/1354">#1354</a>
from GuillaumeGomez/update</li>
<li><a
href="0c5ca6af60"><code>0c5ca6a</code></a>
Update migration guide for 0.32</li>
<li><a
href="9f14cba660"><code>9f14cba</code></a>
Update crate version to 0.32.0</li>
<li><a
href="eb7f147b27"><code>eb7f147</code></a>
Update CHANGELOG for 0.32.0</li>
<li><a
href="9c86e253dd"><code>9c86e25</code></a>
Fix new clippy lints</li>
<li><a
href="2fb2903272"><code>2fb2903</code></a>
Merge pull request <a
href="https://redirect.github.com/GuillaumeGomez/sysinfo/issues/1353">#1353</a>
from GuillaumeGomez/rm-dead-processes</li>
<li><a
href="7452b8d828"><code>7452b8d</code></a>
Update <code>System::refresh_processes</code> API to give control over
when to remove de...</li>
<li><a
href="6f1d382276"><code>6f1d382</code></a>
Merge pull request <a
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from kevinbaker/master</li>
<li><a
href="6d5ea97ade"><code>6d5ea97</code></a>
add dependency on windows SystemServices for disk</li>
<li><a
href="1c87f50f1c"><code>1c87f50</code></a>
win: add correct location of FILE_READ_ONLY_VOLUME, correct call</li>
<li>Additional commits viewable in <a
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</ul>
</details>
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# Objective
Fix a couple of substantial errors found during the development of
#15665:
- `AnimationCurveEvaluator::add` was secretly unreachable. In other
words, additive blending never actually occurred.
- Weights from the animation graph nodes were ignored, and only
`ActiveAnimation`'s weights were used.
## Solution
Made additive blending reachable and included the graph node weight in
the weight of the stack elements appended in the curve application loop
of `animate_targets`.
## Testing
Tested on existing examples and on the new example added in #15665.
Bumps [crate-ci/typos](https://github.com/crate-ci/typos) from 1.24.6 to
1.25.0.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/crate-ci/typos/releases">crate-ci/typos's
releases</a>.</em></p>
<blockquote>
<h2>v1.25.0</h2>
<h2>[1.25.0] - 2024-10-01</h2>
<h3>Fixes</h3>
<ul>
<li>Updated the dictionary with the <a
href="https://redirect.github.com/crate-ci/typos/issues/1107">September
2024</a> changes</li>
</ul>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/crate-ci/typos/blob/master/CHANGELOG.md">crate-ci/typos's
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<blockquote>
<h2>[1.25.0] - 2024-10-01</h2>
<h3>Fixes</h3>
<ul>
<li>Updated the dictionary with the <a
href="https://redirect.github.com/crate-ci/typos/issues/1107">September
2024</a> changes</li>
</ul>
</blockquote>
</details>
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chore: Release</li>
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chore: Release</li>
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<li><a
href="977faa8c94"><code>977faa8</code></a>
Merge pull request <a
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chore: Update from _rust template</li>
<li><a
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Merge pull request <a
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<li><a
href="6e193aa09a"><code>6e193aa</code></a>
chore: Ensure pre-commit gets non-system Python</li>
<li>Additional commits viewable in <a
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# Objective
I completely forgot that animation events are triggered in two separate
systems (sorry). The issue ~~fixed~~ by #15677, can still happen if the
animation event is not targeting a specific bone.
## Solution
_Realy_ don't trigger animation events for paused animations.
Wayland only supports pre-multiplied alpha. Behavior on X11 seems
unchanged.
# Objective
- Fix#10929 on wayland.
## Solution
- Request pre-multiplied alpha.
## Testing
- Ran the example locally.
# Objective
Pausing the `animated_fox` example perfectly as one of the feet hits the
ground causes the event to be triggered every frame.
Context: #15538
## Solution
Don't trigger animation events if the animation is paused.
## Testing
Ran the example, I no longer see the issue.
# Objective
- `bevy_render` should not depend on `bevy_winit`
- Fixes#15565
## Solution
- `bevy_render` no longer depends on `bevy_winit`
- The following is behind the `custom_cursor` feature
- Move custom cursor code from `bevy_render` to `bevy_winit` behind the
`custom_cursor` feature
- `bevy_winit` now depends on `bevy_render` (for `Image` and
`TextureFormat`)
- `bevy_winit` now depends on `bevy_asset` (for `Assets`, `Handle` and
`AssetId`)
- `bevy_winit` now depends on `bytemuck` (already in tree)
- Custom cursor code in `bevy_winit` reworked to use `AssetId` (other
than that it is taken over 1:1)
- Rework `bevy_winit` custom cursor interface visibility now that the
logic is all contained in `bevy_winit`
## Testing
- I ran the screenshot and window_settings examples
- Tested on linux wayland so far
---
## Migration Guide
`CursorIcon` and `CustomCursor` previously provided by
`bevy::render::view::cursor` is now available from `bevy::winit`.
A new feature `custom_cursor` enables this functionality (default
feature).
# Objective
- bevy_render is gargantuan
## Solution
- Split out bevy_mesh
## Testing
- Ran some examples, everything looks fine
## Migration Guide
`bevy_render::mesh::morph::inherit_weights` is now
`bevy_render::mesh::inherit_weights`
if you were using `Mesh::compute_aabb`, you will need to `use
bevy_render::mesh::MeshAabb;` now
---------
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>