# Objective
- Many types in bevy_render doesn't reflect Default even if it could.
## Solution
- Reflect it.
---
---------
Co-authored-by: Pablo Reinhardt <pabloreinhardt@gmail.com>
# Objective
- Fixes#12202
## Solution
- This PR implements componentwise (including alpha) addition,
subtraction and scalar multiplication/division for some color types.
- The mentioned color types are `Laba`, `Oklaba`, `LinearRgba` and
`Xyza` as all of them are either physically or perceptually linear as
mentioned by @alice-i-cecile in the issue.
---
## Changelog
- Scalar mul/div for `LinearRgba` may modify alpha now.
## Migration Guide
- Users of scalar mul/div for `LinearRgba` need to be aware of the
change and maybe use the `.clamp()` methods or manually set the `alpha`
channel.
# Objective
Implements border radius for UI nodes. Adopted from #8973, but excludes
shadows.
## Solution
- Add a component `BorderRadius` which contains a radius value for each
corner of the UI node.
- Use a fragment shader to generate the rounded corners using a signed
distance function.
<img width="50%"
src="https://github.com/bevyengine/bevy/assets/26204416/16b2ba95-e274-4ce7-adb2-34cc41a776a5"></img>
## Changelog
- `BorderRadius`: New component that holds the border radius values.
- `NodeBundle` & `ButtonBundle`: Added a `border_radius: BorderRadius`
field.
- `extract_uinode_borders`: Stripped down, most of the work is done in
the shader now. Borders are no longer assembled from multiple rects,
instead the shader uses a signed distance function to draw the border.
- `UiVertex`: Added size, border and radius fields.
- `UiPipeline`: Added three vertex attributes to the vertex buffer
layout, to accept the UI node's size, border thickness and border
radius.
- Examples: Added rounded corners to the UI element in the `button`
example, and a `rounded_borders` example.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
# Objective
- Allow configuring of platform-specific panic handlers.
- Remove the silent overwrite of the WASM panic handler
- Closes#12546
## Solution
- Separates the panic handler to a new plugin, `PanicHandlerPlugin`.
- `PanicHandlerPlugin` was added to `DefaultPlugins`.
- Can be disabled on `DefaultPlugins`, in the case someone needs to
configure custom panic handlers.
---
## Changelog
### Added
- A `PanicHandlerPlugin` was added to the `DefaultPlugins`, which now
sets sensible target-specific panic handlers.
### Changed
- On WASM, the panic stack trace was output to the console through the
`BevyLogPlugin`. Since this was separated out into `PanicHandlerPlugin`,
you may need to add the new `PanicHandlerPlugin` (included in
`DefaultPlugins`).
## Migration Guide
- If you used `MinimalPlugins` with `LogPlugin` for a WASM-target build,
you will need to add the new `PanicHandlerPlugin` to set the panic
behavior to output to the console. Otherwise, you will see the default
panic handler (opaque, `unreachable` errors in the console).
# Objective
- This is an adopted version of #10420
- The objective is to help debugging the Ui layout tree with helpful
outlines, that can be easily enabled/disabled
## Solution
- Like #10420, the solution is using the bevy_gizmos in outlining the
nodes
---
## Changelog
### Added
- Added debug_overlay mod to `bevy_dev_tools`
- Added bevy_ui_debug feature to `bevy_dev_tools`
## How to use
- The user must use `bevy_dev_tools` feature in TOML
- The user must use the plugin UiDebugPlugin, that can be found on
`bevy::dev_tools::debug_overlay`
- Finally, to enable the function, the user must set
`UiDebugOptions::enabled` to true
Someone can easily toggle the function with something like:
```rust
fn toggle_overlay(input: Res<ButtonInput<KeyCode>>, options: ResMut<UiDebugOptions>) {
if input.just_pressed(KeyCode::Space) {
// The toggle method will enable if disabled and disable if enabled
options.toggle();
}
}
```
Note that this feature can be disabled from dev_tools, as its in fact
behind a default feature there, being the feature bevy_ui_debug.
# Limitations
Currently, due to limitations with gizmos itself, it's not possible to
support this feature to more the one window, so this tool is limited to
the primary window only.
# Showcase
![image](https://github.com/bevyengine/bevy/assets/126117294/ce9d70e6-0a57-4fa9-9753-ff5a9d82c009)
Ui example with debug_overlay enabled
![image](https://github.com/bevyengine/bevy/assets/126117294/e945015c-5bab-4d7f-9273-472aabaf25a9)
And disabled
---------
Co-authored-by: Nicola Papale <nico@nicopap.ch>
Co-authored-by: Pablo Reinhardt <pabloreinhardt@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Give Bevy a well-designed built-in color palette for users to use while
prototyping or authoring Bevy examples.
## Solution
Generate
([playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=f7b3a3002fb7727db15c1197e0a1a373),
[gist](https://gist.github.com/rust-play/f7b3a3002fb7727db15c1197e0a1a373))
consts from [Tailwind](https://tailwindcss.com/docs/customizing-colors)
(mit license) json.
## Discussion
Are there other popular alternatives we should be looking at? Something
new and fancy involving a really long acronym like CIELUVLCh? I'm not a
tailwind user or color expert, but I really like the way it's broken up
into distinct but plentiful hue and lightness groups.
It beats needing some shades of red, scrolling through the [current
palette](https://docs.rs/bevy/latest/bevy/prelude/enum.Color.html),
choosing a few of `CRIMSON`, `MAROON`, `RED`, `TOMATO` at random and
calling it a day.
The best information I was able to dig up about the Tailwind palette is
from this thread:
https://twitter.com/steveschoger/status/1303795136703410180. Here are
some key excerpts:
> Tried to the "perceptually uniform" thing for Tailwind UI.
> Ultimately, it just resulted in a bunch of useless shades for colors
like yellow and green that are inherently brighter.
> With that said you're guaranteed to get a contrast ratio of 4.5:1 when
using any 700 shade (in some cases 600) on a 100 shade of the same hue.
> We just spent a lot of time looking at sites to figure out which
colors are popular and tried to fill all the gaps.
> Even the lime green is questionable but felt there needed to be
something in between the jump from yellow to green 😅
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Simplify implementing some asset traits without Box::pin(async move{})
shenanigans.
Fixes (in part) https://github.com/bevyengine/bevy/issues/11308
## Solution
Use async-fn in traits when possible in all traits. Traits with return
position impl trait are not object safe however, and as AssetReader and
AssetWriter are both used with dynamic dispatch, you need a Boxed
version of these futures anyway.
In the future, Rust is [adding
](https://blog.rust-lang.org/2023/12/21/async-fn-rpit-in-traits.html)proc
macros to generate these traits automatically, and at some point in the
future dyn traits should 'just work'. Until then.... this seemed liked
the right approach given more ErasedXXX already exist, but, no clue if
there's plans here! Especially since these are public now, it's a bit of
an unfortunate API, and means this is a breaking change.
In theory this saves some performance when these traits are used with
static dispatch, but, seems like most code paths go through dynamic
dispatch, which boxes anyway.
I also suspect a bunch of the lifetime annotations on these function
could be simplified now as the BoxedFuture was often the only thing
returned which needed a lifetime annotation, but I'm not touching that
for now as traits + lifetimes can be so tricky.
This is a revival of
[pull/11362](https://github.com/bevyengine/bevy/pull/11362) after a
spectacular merge f*ckup, with updates to the latest Bevy. Just to recap
some discussion:
- Overall this seems like a win for code quality, especially when
implementing these traits, but a loss for having to deal with ErasedXXX
variants.
- `ConditionalSend` was the preferred name for the trait that might be
Send, to deal with wasm platforms.
- When reviewing be sure to disable whitespace difference, as that's 95%
of the PR.
## Changelog
- AssetReader, AssetWriter, AssetLoader, AssetSaver and Process now use
async-fn in traits rather than boxed futures.
## Migration Guide
- Custom implementations of AssetReader, AssetWriter, AssetLoader,
AssetSaver and Process should switch to async fn rather than returning a
bevy_utils::BoxedFuture.
- Simultaniously, to use dynamic dispatch on these traits you should
instead use dyn ErasedXXX.
# Objective
- Not all materials need shadow, but a queue_shadows system is always
added to the `Render` schedule and executed
## Solution
- Make a setting for shadows, it defaults to true
## Changelog
- Added `shadows_enabled` setting to `MaterialPlugin`
## Migration Guide
- `MaterialPlugin` now has a `shadows_enabled` setting, if you didn't
spawn the plugin using `::default()` or `..default()`, you'll need to
set it. `shadows_enabled: true` is the same behavior as the previous
version, and also the default value.
# Objective
Currently in order to retrieve the inner values from direction types is
that you need to use the `Deref` trait or `From`/`Into`. `Deref` that is
currently implemented is an anti-pattern that I believe should be less
relied upon.
This pull-request add getters for retrieving the inner values for
direction types.
Advantages of getters:
- Let rust-analyzer to list out available methods for users to
understand better to on how to get the inner value. (This happens to me.
I really don't know how to get the value until I look through the source
code.)
- They are simple.
- Generally won't be ambiguous in most context. Traits such as
`From`/`Into` will require fully qualified syntax from time to time.
- Unsurprising result.
Disadvantages of getters:
- More verbose
Advantages of deref polymorphism:
- You reduce boilerplate for getting the value and call inner methods
by:
```rust
let dir = Dir3::new(Vec3::UP).unwrap();
// getting value
let value = *dir;
// instead of using getters
let value = dir.vec3();
// calling methods for the inner vector
dir.xy();
// instead of using getters
dir.vec3().xy();
```
Disadvantages of deref polymorphism:
- When under more level of indirection, it will requires more
dereferencing which will get ugly in some part:
```rust
// getting value
let value = **dir;
// instead of using getters
let value = dir.vec3();
// calling methods for the inner vector
dir.xy();
// instead of using getters
dir.vec3().xy();
```
[More detail
here](https://rust-unofficial.github.io/patterns/anti_patterns/deref.html).
Edit: Update information for From/Into trait.
Edit: Advantages and disadvantages.
## Solution
Add `vec2` method for Dir2.
Add `vec3` method for Dir3.
Add `vec3a` method for Dir3A.
# Objective
prevent gpu buffer allocations when running `as_bind_group` for assets
with texture dependencies that are not yet available.
## Solution
reorder the binding creation so that fallible items are created first.
# Objective
I was wondering why the `lighting` example was still looking quite
different lately (specifically, the intensity of the green light on the
cube) and noticed that we had one more color change I didn't catch
before.
Prior to the `bevy_color` port, `PINK` was actually "deep pink" from the
css4 spec.
`palettes::css::PINK` is now correctly a lighter pink color defined by
the same spec.
```rust
// Bevy 0.13
pub const PINK: Color = Color::rgb(1.0, 0.08, 0.58);
// Bevy 0.14-dev
pub const PINK: Srgba = Srgba::new(1.0, 0.753, 0.796, 1.0);
pub const DEEP_PINK: Srgba = Srgba::new(1.0, 0.078, 0.576, 1.0);
```
## Solution
Change usages of `css::PINK` to `DEEP_PINK` to restore the examples to
their former colors.
# Objective
Resolves#12431.
## Solution
Added a `skip_taskbar` field to the `Window` struct (defaults to
`false`). Used in `create_windows` if the target OS is Windows.
Updates the requirements on
[base64](https://github.com/marshallpierce/rust-base64) to permit the
latest version.
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/marshallpierce/rust-base64/blob/master/RELEASE-NOTES.md">base64's
changelog</a>.</em></p>
<blockquote>
<h1>0.22.0</h1>
<ul>
<li><code>DecodeSliceError::OutputSliceTooSmall</code> is now
conservative rather than precise. That is, the error will only occur if
the decoded output <em>cannot</em> fit, meaning that
<code>Engine::decode_slice</code> can now be used with exactly-sized
output slices. As part of this, <code>Engine::internal_decode</code> now
returns <code>DecodeSliceError</code> instead of
<code>DecodeError</code>, but that is not expected to affect any
external callers.</li>
<li><code>DecodeError::InvalidLength</code> now refers specifically to
the <em>number of valid symbols</em> being invalid (i.e. <code>len % 4
== 1</code>), rather than just the number of input bytes. This avoids
confusing scenarios when based on interpretation you could make a case
for either <code>InvalidLength</code> or <code>InvalidByte</code> being
appropriate.</li>
<li>Decoding is somewhat faster (5-10%)</li>
</ul>
<h1>0.21.7</h1>
<ul>
<li>Support getting an alphabet's contents as a str via
<code>Alphabet::as_str()</code></li>
</ul>
<h1>0.21.6</h1>
<ul>
<li>Improved introductory documentation and example</li>
</ul>
<h1>0.21.5</h1>
<ul>
<li>Add <code>Debug</code> and <code>Clone</code> impls for the general
purpose Engine</li>
</ul>
<h1>0.21.4</h1>
<ul>
<li>Make <code>encoded_len</code> <code>const</code>, allowing the
creation of arrays sized to encode compile-time-known data lengths</li>
</ul>
<h1>0.21.3</h1>
<ul>
<li>Implement <code>source</code> instead of <code>cause</code> on Error
types</li>
<li>Roll back MSRV to 1.48.0 so Debian can continue to live in a time
warp</li>
<li>Slightly faster chunked encoding for short inputs</li>
<li>Decrease binary size</li>
</ul>
<h1>0.21.2</h1>
<ul>
<li>Rollback MSRV to 1.57.0 -- only dev dependencies need 1.60, not the
main code</li>
</ul>
<h1>0.21.1</h1>
<ul>
<li>Remove the possibility of panicking during decoded length
calculations</li>
<li><code>DecoderReader</code> no longer sometimes erroneously ignores
padding <a
href="https://redirect.github.com/marshallpierce/rust-base64/issues/226">#226</a></li>
</ul>
<h2>Breaking changes</h2>
<ul>
<li><code>Engine.internal_decode</code> return type changed</li>
<li>Update MSRV to 1.60.0</li>
</ul>
<h1>0.21.0</h1>
<h2>Migration</h2>
<h3>Functions</h3>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="5d70ba7576"><code>5d70ba7</code></a>
Merge pull request <a
href="https://redirect.github.com/marshallpierce/rust-base64/issues/269">#269</a>
from marshallpierce/mp/decode-precisely</li>
<li><a
href="efb6c006c7"><code>efb6c00</code></a>
Release notes</li>
<li><a
href="2b91084a31"><code>2b91084</code></a>
Add some tests to boost coverage</li>
<li><a
href="9e9c7abe65"><code>9e9c7ab</code></a>
Engine::internal_decode now returns DecodeSliceError</li>
<li><a
href="a8a60f43c5"><code>a8a60f4</code></a>
Decode main loop improvements</li>
<li><a
href="a25be0667c"><code>a25be06</code></a>
Simplify leftover output writes</li>
<li><a
href="9979cc33bb"><code>9979cc3</code></a>
Keep morsels as separate bytes</li>
<li><a
href="37670c5ec2"><code>37670c5</code></a>
Bump dev toolchain version (<a
href="https://redirect.github.com/marshallpierce/rust-base64/issues/268">#268</a>)</li>
<li><a
href="9652c78773"><code>9652c78</code></a>
v0.21.7</li>
<li><a
href="08deccf703"><code>08deccf</code></a>
provide as_str() method to return the alphabet characters (<a
href="https://redirect.github.com/marshallpierce/rust-base64/issues/264">#264</a>)</li>
<li>Additional commits viewable in <a
href="https://github.com/marshallpierce/rust-base64/compare/v0.21.5...v0.22.0">compare
view</a></li>
</ul>
</details>
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# Objective
Fixes#12549. WorldCell's support of everything a World can do is
incomplete, and represents an alternative, potentially confusing, and
less performant way of pulling multiple fetches from a `World`. The
typical approach is to use `SystemState` for a runtime cached and safe
way, or `UnsafeWorldCell` if the use of `unsafe` is tolerable.
## Solution
Remove it!
---
## Changelog
Removed: `WorldCell`
Removed: `World::cell`
## Migration Guide
`WorldCell` has been removed. If you were using it to fetch multiple
distinct values from a `&mut World`, use `SystemState` by calling
`SystemState::get` instead. Alternatively, if `SystemState` cannot be
used, `UnsafeWorldCell` can instead be used in unsafe contexts.
# Objective
- working with UI components in Bevy, I found myself wanting some of
these common traits, like `PartialEq` for comparing simple types
## Solution
- I added only (hopefully) uncontroversial `derive`s for some common UI
types
Note that many types, unfortunately, can't have `PartialEq` `derive`d
for them, because they contain `f32`s and / or `Vec`s.
# Objective
I wanted to have reflection for BinaryHeap for a personal project.
I'm running into some issues:
- I wanted to represent BinaryHeap as a reflect::List type since it's
essentially a wrapper around a Vec, however there's no public way to
access the underlying Vec, which makes it hard to implement the
reflect::List methods. I have omitted the reflect::List methods for
now.. I'm not sure if that's a blocker?
- what would be the alternatives? Simply not implement `reflect::List`?
It is possible to implement `FromReflect` without it. Would the type be
`Struct` then?
---------
Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com>
# Objective
Provide component access to `&'w T`, `Ref<'w, T>`, `Mut<'w, T>`,
`Ptr<'w>` and `MutUntyped<'w>` from `EntityMut<'w>`/`EntityWorldMut<'w>`
with the world `'w` lifetime instead of `'_`.
Fixes#12417
## Solution
Add `into_` prefixed methods for `EntityMut<'w>`/`EntityWorldMut<'w>`
that consume `self` and returns component access with the world `'w`
lifetime unlike the `get_` prefixed methods that takes `&'a self` and
returns component access with `'a` lifetime.
Methods implemented:
- EntityMut::into_borrow
- EntityMut::into_ref
- EntityMut::into_mut
- EntityMut::into_borrow_by_id
- EntityMut::into_mut_by_id
- EntityWorldMut::into_borrow
- EntityWorldMut::into_ref
- EntityWorldMut::into_mut
- EntityWorldMut::into_borrow_by_id
- EntityWorldMut::into_mut_by_id
# Objective
The current example showcase site URLs have white-space and caps in them
which looks ugly as an URL.
Fixes https://github.com/bevyengine/bevy-website/issues/736
## Solution
To fix this the example showcase tool now makes the category used for
the site sections lowercase, separated by a hyphen rather than
white-space, and without parentheses.
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: vero <email@atlasdostal.com>
# Objective
fix#12344
## Solution
use existing machinery in track_assets to determine if the asset is
unused before firing Asset::Unused event
~~most extract functions use `AssetEvent::Removed` to schedule deletion
of render world resources. `RenderAssetPlugin` was using
`AssetEvent::Unused` instead.
`Unused` fires when the last strong handle is dropped, even if a new one
is created. `Removed` only fires when a new one is not created.
as far as i can see, `Unused` is the same as `Removed` except for this
"feature", and that it also fires early if all handles for a loading
asset are dropped (`Removed` fires after the loading completes). note
that in that case, processing based on `Loaded` won't have been done
anyway.
i think we should get rid of `Unused` completely, it is not currently
used anywhere (except here, previously) and i think using it is probably
always a mistake.
i also am not sure why we keep loading assets that have been dropped
while loading, we should probably drop the loader task as well and
remove immediately.~~
# Objective
Whenever a nodes size gets changed, its texture slices get updated a
frame later. This results in visual glitches when animating the size of
a node with a texture slice. See this video:
[Screencast from 17-03-24
14:53:13.webm](https://github.com/bevyengine/bevy/assets/46689298/64e711f7-a1ec-41e3-b119-dc8d7e1a7669)
## Solution
Compute texture slices after the layout system has finished.
# Objective
- Resolves#12463
## Solution
- Added `ClampColor`
Due to consistency, `is_within_bounds` is a method of `ClampColor`, like
`is_fully_transparent` is a method of `Alpha`
---
## Changelog
### Added
- `ClampColor` trait
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
It's useful to have access to render pipeline statistics, since they
provide more information than FPS alone. For example, the number of
drawn triangles can be used to debug culling and LODs. The number of
fragment shader invocations can provide a more stable alternative metric
than GPU elapsed time.
See also: Render node GPU timing overlay #8067, which doesn't provide
pipeline statistics, but adds a nice overlay.
## Solution
Add `RenderDiagnosticsPlugin`, which enables collecting pipeline
statistics and CPU & GPU timings.
---
## Changelog
- Add `RenderDiagnosticsPlugin`
- Add `RenderContext::diagnostic_recorder` method
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
`QueryState::archetype_component_access` is only really ever used to
extend `SystemMeta`'s. It can be removed to save some memory for every
`Query` in an app.
## Solution
* Remove it.
* Have `new_archetype` pass in a `&mut Access<ArchetypeComponentId>`
instead and pull it from `SystemMeta` directly.
* Split `QueryState::new` from `QueryState::new_with_access` and a
common `QueryState::new_uninitialized`.
* Split `new_archetype` into an internal and public version. Call the
internal version in `update_archetypes`.
This should make it faster to construct new QueryStates, and by proxy
lenses and joins as well.
`matched_tables` also similarly is only used to deduplicate inserting
into `matched_table_ids`. If we can find another efficient way to do so,
it might also be worth removing.
The [generated
assembly](https://github.com/james7132/bevy_asm_tests/compare/main...remove-query-state-archetype-component-access#diff-496530101f0b16e495b7e9b77c0e906ae3068c8adb69ed36c92d5a1be5a9efbe)
reflects this well, with all of the access related updates in
`QueryState` being removed.
---
## Changelog
Removed: `QueryState::archetype_component_access`.
Changed: `QueryState::new_archetype` now takes a `&mut
Access<ArchetypeComponentId>` argument, which will be updated with the
new accesses.
Changed: `QueryState::update_archetype_component_access` now takes a
`&mut Access<ArchetypeComponentId>` argument, which will be updated with
the new accesses.
## Migration Guide
TODO
# Objective
Improve code quality involving fixedbitset.
## Solution
Update to fixedbitset 0.5. Use the new `grow_and_insert` function
instead of `grow` and `insert` functions separately.
This should also speed up most of the set operations involving
fixedbitset. They should be ~2x faster, but testing this against the
stress tests seems to show little to no difference. The multithreaded
executor doesn't seem to be all that much faster in many_cubes and
many_foxes. These use cases are likely dominated by other operations or
the bitsets aren't big enough to make them the bottleneck.
This introduces a duplicate dependency due to petgraph and wgpu, but the
former may take some time to update.
## Changelog
Removed: `Access::grow`
## Migration Guide
`Access::grow` has been removed. It's no longer needed. Remove all
references to it.
# Objective
- Make example alien_cake_addict deterministic so that it's easier to
check for regression
## Solution
- Use a seeded random
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
Make `Transform` APIs more ergonomic by allowing users to pass `Dir3` as
an argument where a direction is needed. Fixes#12481.
## Solution
Accept `impl TryInto<Dir3>` instead of `Vec3` for direction/axis
arguments in `Transform` APIs
---
## Changelog
The following `Transform` methods now accept an `impl TryInto<Dir3>`
argument where they previously accepted directions as `Vec3`:
* `Transform::{look_to,looking_to}`
* `Transform::{look_at,looking_at}`
* `Transform::{align,aligned_by}`
## Migration Guide
This is not a breaking change since the arguments were previously `Vec3`
which already implements `TryInto<Dir3>`, and behavior is unchanged.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
# Objective
- Even if we have `Laba` and `Oklcha` colorspaces using lightness as the
L field name, `Oklaba` doesn't do the same
- The shorthand function for creating a new color should be named
`Oklaba::lab`, but is named `lch`
## Solution
- Rename field l in `Oklaba` to lightness
- Rename `Oklaba::lch` to `Oklaba::lab`
---
## Changelog
### Changed
- Changed name in l field in `Oklaba` to lightness
- Changed method name `Oklaba::lch` to `Oklaba::lab`
## Migration Guide
If you were creating a Oklaba instance directly, instead of using L, you
should use lightness
```rust
// Before
let oklaba = Oklaba { l: 1., ..Default::default() };
// Now
let oklaba = Oklaba { lightness: 1., ..Default::default() };
```
if you were using the function `Oklaba::lch`, now the method is named
`Oklaba::lab`
# Objective
Give easy methods for uniform point sampling in a variety of primitive
shapes (particularly useful for circles and spheres) because in a lot of
cases its quite easy to get wrong (non-uniform).
## Solution
Added the `ShapeSample` trait to `bevy_math` and implemented it for
`Circle`, `Sphere`, `Rectangle`, `Cuboid`, `Cylinder`, `Capsule2d` and
`Capsule3d`. There are a few other shapes it would be reasonable to
implement for like `Triangle`, `Ellipse` and `Torus` but I'm not
immediately sure how these would be implemented (other than rejection
which could be the best method, and could be more performant than some
of the solutions in this pr I'm not sure). This exposes the
`sample_volume` and `sample_surface` methods to get both a random point
from its interior or its surface. EDIT: Renamed `sample_volume` to
`sample_interior` and `sample_surface` to `sample_boundary`
This brings in `rand` as a default optional dependency (without default
features), and the methods take `&mut impl Rng` which allows them to use
any random source implementing `RngCore`.
---
## Changelog
### Added
Added the methods `sample_interior` and `sample_boundary` to a variety
of primitive shapes providing easy uniform point sampling.
# Objective
assets that don't load before they get removed are retried forever,
causing buffer churn and slowdown.
## Solution
stop trying to prepare dead assets.
# Objective
The `example-showcase` command is failing to run.
```
cargo run --release -p example-showcase -- run --screenshot --in-ci
Updating crates.io index
Compiling example-showcase v0.14.0-dev (/Users/robparrett/src/bevy/tools/example-showcase)
Finished release [optimized] target(s) in 2.59s
Running `target/release/example-showcase run --screenshot --in-ci`
$ git apply --ignore-whitespace tools/example-showcase/remove-desktop-app-mode.patch
error: patch failed: crates/bevy_winit/src/winit_config.rs:29
error: crates/bevy_winit/src/winit_config.rs: patch does not apply
thread 'main' panicked at tools/example-showcase/src/main.rs:203:18:
called `Result::unwrap()` on an `Err` value: command exited with non-zero code `git apply --ignore-whitespace tools/example-showcase/remove-desktop-app-mode.patch`: 1
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```
## Solution
Update `remove-desktop-app-mode.patch`.
# Objective
Originally proposed as part of #8973. Adds `with_` methods for each side
of `UiRect`
## Solution
Add `with_left`, `with_right`, `with_top`, `with_bottom` to `UiRect`.
# Objective
Add reflect for `std::any::TypeId`.
I couldn't add ReflectSerialize/ReflectDeserialize for it, it was giving
me an error. I don't really understand why, since it works for
`std::path::PathBuf`.
Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com>
# Objective
Fixes#12480
by removing the explicit mention of equally sized triangles from the doc
for icospheres
Co-authored-by: Emi <emanuel.boehm@gmail.com>
# Objective
- in example `axes`, the axes are sometime one frame late to follow
their mesh
## Solution
- System `move_cubes` modify the transforms, and `draw_axes` query them
for the axes
- if their order is not specified, it will be random and sometimes axes
are drawn before transforms are updated
- order systems
# Objective
- Improve the code quality of the breakout example
- As a newcomer to `bevy` I was pointed to the breakout example after
the "Getting Started" tutorial
- I'm making this PR because it had a few wrong comments + some
inconsistency in used patterns
## Solution
- Remove references to `wall` in all the collision code as it also
handles bricks and the paddle
- Use the newtype pattern with `bevy::prelude::Deref` for resources
- It was already used for `Velocity` before this PR
- `Scoreboard` is a resource only containing `score`, so it's simpler as
a newtype `Score` resource
- `CollisionSound` is already a newtype, so might as well unify the
access pattern for it
- Added docstrings for `WallLocation::position` and `WallLocation::size`
to explain what they represent
# Objective
Fixes#12139
## Solution
- Derive `Debug` impl for `Entity`
- Add impl `Display` for `Entity`
- Add `entity_display` test to check the output contains all required
info
I decided to go with `0v0|1234` format as opposed to the `0v0[1234]`
which was initially discussed in the issue.
My rationale for this is that `[1234]` may be confused for index values,
which may be common in logs, and so searching for entities by text would
become harder. I figured `|1234` would help the entity IDs stand out
more.
Additionally, I'm a little concerned that this change is gonna break
existing logging for projects because `Debug` is now going to be a
multi-line output. But maybe this is ok.
We could implement `Debug` to be a single-line output, but then I don't
see why it would be different from `Display` at all.
@alice-i-cecile Let me know if we'd like to make any changes based on
these points.
# Objective
- Closes#11793
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.
## Solution
- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
///
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
///
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
&mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) { //... }
````
- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
mut self,
main_axis: Vec3,
main_direction: Vec3,
secondary_axis: Vec3,
secondary_direction: Vec3,
) -> Self { //... }
````
- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">
---
## Changelog
- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.
---
## Discussion
### On the form of `align`
The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API
Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.
### Additional APIs?
Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:
1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)
2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)
Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)
The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````
With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.
### `Dir3`?
As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.
Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.
### Future steps
The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
# Objective
- Addresses #12462
- When we serialize an enum, deserialize it, then reserialize it, the
correct variant should be selected.
## Solution
- Change `dynamic_enum.set_variant` to
`dynamic_enum.set_variant_with_index` in `EnumVisitor`
# Objective
- Adds 3d grids, suggestion of #9400
## Solution
- Added 3d grids (grids spanning all three dimensions, not flat grids)
to bevy_gizmos
---
## Changelog
- `gizmos.grid(...)` and `gizmos.grid_2d(...)` now return a
`GridBuilder2d`.
- Added `gizmos.grid_3d(...)` which returns a `GridBuilder3d`.
- The difference between them is basically only that `GridBuilder3d`
exposes some methods for configuring the z axis while the 2d version
doesn't.
- Allowed for drawing the outer edges along a specific axis by calling
`.outer_edges_x()`, etc. on the builder.
## Additional information
Please note that I have not added the 3d grid to any example as not to
clutter them.
Here is an image of what the 3d grid looks like:
<img width="1440" alt="Screenshot 2024-03-12 at 02 19 55"
src="https://github.com/bevyengine/bevy/assets/62256001/4cd3b7de-cf2c-4f05-8a79-920a4dd804b8">
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Scaling `z` by anything but `1.0` in 2d can only lead to bugs and
confusion. See #4149.
## Solution
Use a `Vec2` for the paddle size const, and add a scale of `1.0` later.
This matches the way `BRICK_SIZE` is defined.