Commit graph

3283 commits

Author SHA1 Message Date
ira
5f936b42b1
Resolve clippy issues for rust 1.70.0 (#8738)
- Supress false positive `redundant_clone` lints.
- Supress inactionable `result_large_err` lint.
Most of the size(50 out of 68 bytes) is coming from
`naga::WithSpan<naga::valid::ValidationError>`
2023-06-01 21:05:05 +00:00
François
70aee72726
Update cargo deny configuration (#8734)
# Objective

- Make the dependency job successful again

## Solution

- Update the list of duplicates
- Remove a security issue exception not needed anymore
- Also update a dependency that was missed by dependabot
2023-06-01 16:29:45 +00:00
Gauthier Acquitter
acf1362b9a
bevy_reflect: Allow construction of MapIter outside of the bevy_reflect crate. (#8723)
# Objective

Right now it's impossible to construct a MapIter outside of the
bevy_reflect crate, making it impossible to implement the Map trait for
custom map types.

## Solution

Addition of a pub constructor to MapIter.
2023-06-01 10:12:57 +00:00
François
bea7fd1c0b
update bitflags to 2.3 (#8728)
# Objective

- Update bitflags to 2.3
2023-06-01 08:41:42 +00:00
dependabot[bot]
bad754a986
Update android_log-sys requirement from 0.2.0 to 0.3.0 (#7925)
Updates the requirements on
[android_log-sys](https://github.com/nercury/android_log-sys-rs) to
permit the latest version.
<details>
<summary>Commits</summary>
<ul>
<li>See full diff in <a
href="https://github.com/nercury/android_log-sys-rs/commits">compare
view</a></li>
</ul>
</details>
<br />


You can trigger a rebase of this PR by commenting `@dependabot rebase`.

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</details>> **Note**
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Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2023-06-01 07:55:33 +00:00
JMS55
afd4cfd9d5
Use ViewNode for TAA (#8732)
Some code cleanup that was missed in a previous PR. 

Yes, the ViewQuery arguments are formatted like that by rustfmt, I don't
know why 😅.
2023-06-01 04:42:41 +00:00
JoJoJet
233b26cc17
Make the Condition trait generic (#8721)
# Objective

The `Condition` trait is only implemented for systems and system
functions that take no input. This can make it awkward to write
conditions that are intended to be used with system piping.

## Solution

Add an `In` generic to the trait. It defaults to `()`.

---

## Changelog

- Made the `Condition` trait generic over system inputs.
2023-05-31 16:49:46 +00:00
VitalyR
5b0f21c773
Add winit's wayland-csd-adwaita feature to Bevy's wayland feature (#8722)
# Objective

- Fix Wayland window client side decorations issue on Gnome Wayland,
fixes #3301.

## Solution

- One simple one line solution: Add winit's `wayland-csd-adwaita`
feature to Bevy's `wayland` feature.

Copied from
https://github.com/bevyengine/bevy/issues/3301#issuecomment-1569611257:
### Investigation
1. Gnome forced Wayland apps to implement CSD, whether on their own or
using some libraries like Gnome's official solution
[libdecor](https://gitlab.freedesktop.org/libdecor/libdecor). Many Linux
apps do this with libdecor, like blender, kitty... I think it's not
comfortable for Bevy to fix this problem this way.
2. Winit has support for CSD on
wayland(8bb004a1d9/Cargo.toml (L42)),
but Bevy disabled Winit's default features, thus no winit's
`wayland-csd-adwaita` feature. And Bevy's `wayland` feature doesn't
include winit's `wayland-csd-adwaita` feature so users can't get window
decorations on Wayland even with Bevy's `wayland` feature enabled.
3. Many rust UI toolkit, like iced, doesn't disable winit's
`wayland-csd-adwaita` feature.
### Conclusion and one Possible solution

Bevy disabled `winit`'s default features in order to decrease package
size. But I think it's acceptable to add `winit`'s `wayland-csd-adwaita`
feature to Bevy's `wayland` feature gate to fix this issue easily for
this only add on crate: sctk-adwaita.
2023-05-31 16:48:03 +00:00
JoJoJet
5472ea4a14
Improve encapsulation for commands and add docs (#8725)
# Objective

Several of our built-in `Command` types are too public:
- `GetOrSpawn` is public, even though it only makes sense to call it
from within `Commands::get_or_spawn`.
- `Remove` and `RemoveResource` contain public `PhantomData` marker
fields.

## Solution

Remove `GetOrSpawn` and use an anonymous command. Make the marker fields
private.

---

## Migration Guide

The `Command` types `Remove` and `RemoveResource` may no longer be
constructed manually.

```rust
// Before:
commands.add(Remove::<T> {
    entity: id,
    phantom: PhantomData,
});

// After:
commands.add(Remove::<T>::new(id));

// Before:
commands.add(RemoveResource::<T> { phantom: PhantomData });

// After:
commands.add(RemoveResource::<T>::new());
```

The command type `GetOrSpawn` has been removed. It was not possible to
use this type outside of `bevy_ecs`.
2023-05-31 16:45:46 +00:00
Nicola Papale
c8167c1276
Add CubicCurve::segment_count + iter_samples adjustment (#8711)
## Objective

- Provide a way to use `CubicCurve` non-iter methods
- Accept a `FnMut` over a `fn` pointer on `iter_samples`
- Improve `build_*_cubic_100_points` benchmark by -45% (this means they
are twice as fast)

### Solution

Previously, the only way to iterate over an evenly spaced set of points
on a `CubicCurve` was to use one of the `iter_*` methods.

The return value of those methods were bound by `&self` lifetime, making
them unusable in certain contexts.

Furthermore, other `CubicCurve` methods (`position`, `velocity`,
`acceleration`) required normalizing `t` over the `CubicCurve`'s
internal segment count.

There were no way to access this segment count, making those methods
pretty much unusable.

The newly added `segment_count` allows accessing the segment count.

`iter_samples` used to accept a `fn`, a function pointer. This is
surprising and contrary to the rust stdlib APIs, which accept `Fn`
traits for `Iterator` combinators.

`iter_samples` now accepts a `FnMut`.

I don't trust a bit the bevy benchmark suit, but according to it, this
doubles (-45%) the performance on the `build_pos_cubic_100_points` and
`build_accel_cubic_100_points` benchmarks.

---

## Changelog

- Added the `CubicCurve::segments` method to access the underlying
segments of a cubic curve
- Allow closures as `CubicCurve::iter_samples` `sample_function`
argument.
2023-05-31 14:57:37 +00:00
Sélène Amanita
ca81d3e435
Document query errors (#8692)
# Objective

Add documentation to `Query` and `QueryState` errors in bevy_ecs
(`QuerySingleError`, `QueryEntityError`, `QueryComponentError`)

## Solution

- Change display message for `QueryEntityError::QueryDoesNotMatch`: this
error can also happen when the entity has a component which is filtered
out (with `Without<C>`)
- Fix wrong reference in the documentation of `Query::get_component` and
`Query::get_component_mut` from `QueryEntityError` to
`QueryComponentError`
- Complete the documentation of the three error enum variants.
- Add examples for `QueryComponentError::MissingReadAccess` and
`QueryComponentError::MissingWriteAccess`
- Add reference to `QueryState` in `QueryEntityError`'s documentation.

---

## Migration Guide

Expect `QueryEntityError::QueryDoesNotMatch`'s display message to
change? Not sure that counts.

---------

Co-authored-by: harudagondi <giogdeasis@gmail.com>
2023-05-30 14:41:14 +00:00
Marco Buono
292e069bb5
Apply codebase changes in preparation for StandardMaterial transmission (#8704)
# Objective

- Make #8015 easier to review;

## Solution

- This commit contains changes not directly related to transmission
required by #8015, in easier-to-review, one-change-per-commit form.

---

## Changelog

### Fixed

- Clear motion vector prepass using `0.0` instead of `1.0`, to avoid TAA
artifacts on transparent objects against the background;

### Added

- The `E` mathematical constant is now available for use in shaders,
exposed under `bevy_pbr::utils`;
- A new `TAA` shader def is now available, for conditionally enabling
shader logic via `#ifdef` when TAA is enabled; (e.g. for jittering
texture samples)
- A new `FallbackImageZero` resource is introduced, for when a fallback
image filled with zeroes is required;
- A new `RenderPhase<I>::render_range()` method is introduced, for
render phases that need to render their items in multiple parceled out
“steps”;

### Changed

- The `MainTargetTextures` struct now holds both `Texture` and
`TextureViews` for the main textures;
- The fog shader functions under `bevy_pbr::fog` now take the a `Fog`
structure as their first argument, instead of relying on the global
`fog` uniform;
- The main textures can now be used as copy sources;

## Migration Guide

- `ViewTarget::main_texture()` and `ViewTarget::main_texture_other()`
now return `&Texture` instead of `&TextureView`. If you were relying on
these methods, replace your usage with
`ViewTarget::main_texture_view()`and
`ViewTarget::main_texture_other_view()`, respectively;
- `ViewTarget::sampled_main_texture()` now returns `Option<&Texture>`
instead of a `Option<&TextureView>`. If you were relying on this method,
replace your usage with `ViewTarget::sampled_main_texture_view()`;
- The `apply_fog()`, `linear_fog()`, `exponential_fog()`,
`exponential_squared_fog()` and `atmospheric_fog()` functions now take a
configurable `Fog` struct. If you were relying on them, update your
usage by adding the global `fog` uniform as their first argument;
2023-05-30 14:21:53 +00:00
JMS55
c8deedb0e1
Change default tonemapping method (#8685)
Change the default tonemapping method from ReinhardLuminance to
TonyMcMapface, which generally looks nicer and works out of the box with
bloom.

---

## Changelog

- TonyMcMapface is now the default tonemapper, instead of
ReinhardLuminance.

## Migration Guide

- The default tonemapper has been changed from ReinhardLuminance to
TonyMcMapface. Explicitly set ReinhardLuminance on your cameras to get
back the previous look.
2023-05-29 15:36:21 +00:00
Gino Valente
6b292d4263
bevy_reflect: Allow #[reflect(default)] on enum variant fields (#8514)
# Objective

When using `FromReflect`, fields can be optionally left out if they are
marked with `#[reflect(default)]`. This is very handy for working with
serialized data as giant structs only need to list a subset of defined
fields in order to be constructed.

<details>
<summary>Example</summary>

Take the following struct:
```rust
#[derive(Reflect, FromReflect)]
struct Foo {
  #[reflect(default)]
  a: usize,
  #[reflect(default)]
  b: usize,
  #[reflect(default)]
  c: usize,
  #[reflect(default)]
  d: usize,
}
```

Since all the fields are default-able, we can successfully call
`FromReflect` on deserialized data like:

```rust
(
  "foo::Foo": (
    // Only set `b` and default the rest
    b: 123
  )
)
```

</details>

Unfortunately, this does not work with fields in enum variants. Marking
a variant field as `#[reflect(default)]` does nothing when calling
`FromReflect`.

## Solution

Allow enum variant fields to define a default value using
`#[reflect(default)]`.

### `#[reflect(Default)]`

One thing that structs and tuple structs can do is use their `Default`
implementation when calling `FromReflect`. Adding `#[reflect(Default)]`
to the struct or tuple struct both registers `ReflectDefault` and alters
the `FromReflect` implementation to use `Default` to generate any
missing fields.

This works well enough for structs and tuple structs, but for enums it's
not as simple. Since the `Default` implementation for an enum only
covers a single variant, it's not as intuitive as to what the behavior
will be. And (imo) it feels weird that we would be able to specify
default values in this way for one variant but not the others.

Because of this, I chose to not implement that behavior here. However,
I'm open to adding it in if anyone feels otherwise.

---

## Changelog

- Allow enum variant fields to define a default value using
`#[reflect(default)]`
2023-05-29 15:29:29 +00:00
JoJoJet
85a918a8dd
Improve safety for the multi-threaded executor using UnsafeWorldCell (#8292)
# Objective

Fix #7833.

Safety comments in the multi-threaded executor don't really talk about
system world accesses, which makes it unclear if the code is actually
valid.

## Solution

Update the `System` trait to use `UnsafeWorldCell`. This type's API is
written in a way that makes it much easier to cleanly maintain safety
invariants. Use this type throughout the multi-threaded executor, with a
liberal use of safety comments.

---

## Migration Guide

The `System` trait now uses `UnsafeWorldCell` instead of `&World`. This
type provides a robust API for interior mutable world access.
- The method `run_unsafe` uses this type to manage world mutations
across multiple threads.
- The method `update_archetype_component_access` uses this type to
ensure that only world metadata can be used.

```rust
let mut system = IntoSystem::into_system(my_system);
system.initialize(&mut world);

// Before:
system.update_archetype_component_access(&world);
unsafe { system.run_unsafe(&world) }

// After:
system.update_archetype_component_access(world.as_unsafe_world_cell_readonly());
unsafe { system.run_unsafe(world.as_unsafe_world_cell()) }
```

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2023-05-29 15:22:10 +00:00
Marco Buono
4465f256eb
Add MAY_DISCARD shader def, enabling early depth tests for most cases (#6697)
# Objective

- Right now we can't really benefit from [early depth
testing](https://www.khronos.org/opengl/wiki/Early_Fragment_Test) in our
PBR shader because it includes codepaths with `discard`, even for
situations where they are not necessary.

## Solution

- This PR introduces a new `MeshPipelineKey` and shader def,
`MAY_DISCARD`;
- All possible material/mesh options that that may result in `discard`s
being needed must set `MAY_DISCARD` ahead of time:
- Right now, this is only `AlphaMode::Mask(f32)`, but in the future
might include other options/effects; (e.g. one effect I'm personally
interested in is bayer dither pseudo-transparency for LOD transitions of
opaque meshes)
- Shader codepaths that can `discard` are guarded by an `#ifdef
MAY_DISCARD` preprocessor directive:
  - Right now, this is just one branch in `alpha_discard()`;
- If `MAY_DISCARD` is _not_ set, the `@early_depth_test` attribute is
added to the PBR fragment shader. This is a not yet documented, possibly
non-standard WGSL extension I found browsing Naga's source code. [I
opened a PR to document it
there](https://github.com/gfx-rs/naga/pull/2132). My understanding is
that for backends where this attribute is supported, it will force an
explicit opt-in to early depth test. (e.g. via
`layout(early_fragment_tests) in;` in GLSL)

## Caveats

- I included `@early_depth_test` for the sake of us being explicit, and
avoiding the need for the driver to be “smart” about enabling this
feature. That way, if we make a mistake and include a `discard`
unguarded by `MAY_DISCARD`, it will either produce errors or noticeable
visual artifacts so that we'll catch early, instead of causing a
performance regression.
- I'm not sure explicit early depth test is supported on the naga Metal
backend, which is what I'm currently using, so I can't really test the
explicit early depth test enable, I would like others with Vulkan/GL
hardware to test it if possible;
- I would like some guidance on how to measure/verify the performance
benefits of this;
- If I understand it correctly, this, or _something like this_ is needed
to fully reap the performance gains enabled by #6284;
- This will _most definitely_ conflict with #6284 and #6644. I can fix
the conflicts as needed, depending on whether/the order they end up
being merging in.

---

## Changelog

### Changed

- Early depth tests are now enabled whenever possible for meshes using
`StandardMaterial`, reducing the number of fragments evaluated for
scenes with lots of occlusions.
2023-05-29 15:15:01 +00:00
ira
5e3ae770ac
Fix screenshots on Wayland + Nvidia (#8701)
# Objective

Fix #8604

## Solution

Use `.add_srgb_suffix()` when creating the screenshot texture.
Allow converting `Bgra8Unorm` images.

Only a two line change for the fix, the `screenshot.rs` changes are just
a bit of cleanup.
2023-05-29 07:22:13 +00:00
JoJoJet
d628ae808f
Add documentation to UnsafeWorldCell::increment_change_tick (#8697)
# Objective

This function does not have documentation.

## Solution

Copy the docs from `World::increment_change_tick`.
2023-05-28 12:46:24 +00:00
Ame
a21bc41cca
fix warning: variable does not need to be mutable (#8688)
# Objective

Fix warnings:

```rs
warning: variable does not need to be mutable
   --> /bevy/crates/bevy_app/src/plugin_group.rs:147:13
    |
147 |         let mut plugin_entry = self
    |             ----^^^^^^^^^^^^
    |             |
    |             help: remove this `mut`
    |
    = note: `#[warn(unused_mut)]` on by default

warning: variable does not need to be mutable
   --> /bevy/crates/bevy_app/src/plugin_group.rs:161:13
    |
161 |         let mut plugin_entry = self
    |             ----^^^^^^^^^^^^
    |             |
    |             help: remove this `mut`

warning: `bevy_app` (lib) generated 2 warnings (run `cargo fix --lib -p bevy_app` to apply 2 suggestions)
warning: variable does not need to be mutable
   --> /bevy/crates/bevy_render/src/view/window.rs:126:13
    |
126 | ...   let mut extracted_window = extracted_windows.entry(entity).or_insert(Extracte...
    |           ----^^^^^^^^^^^^^^^^
    |
    = note: `#[warn(unused_mut)]` on by default

warning: `bevy_render` (lib) generated 1 warning (run `cargo fix --lib -p bevy_render` to apply 1 suggestion)
```
## Solution

- Remove the mut keyword in those variables.
2023-05-27 20:50:40 +00:00
Martin Lysell
735f9b6024
Allow missing docs on wasm implementation of BoxedFuture (#8674)
# Objective

Reduce missing docs warning noise when building examples for wasm

## Solution

Added "#[allow(missing_docs)]" on the wasm specific version of
BoxedFuture
2023-05-26 00:29:26 +00:00
bird
bc9144bcd6
implement Deref for State<S> (#8668)
# Objective

- Allow for directly call methods on states without first calling
`state.get().my_method()`

## Solution

- Implement `Deref` for `State<S>` with `Target = S`
---
*I did not implement `DerefMut` because states hold no data and should
only be changed via `NextState::set()`*
2023-05-25 10:40:43 +00:00
张林伟
a9ca40506e
Hide naga info logs & Derive PartialEq on Timer and Stopwatch (#8664)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/8662
- Fixes https://github.com/bevyengine/bevy/issues/8663

---------

Co-authored-by: Andres O. Vela <andresovela@users.noreply.github.com>
2023-05-24 15:16:15 +00:00
Nolan Darilek
897daa0ad6
Move bevy_ui accessibility systems to PostUpdate. (#8653)
# Objective

`bevy_ui` accessibility updates are probably more correctly done in
`PostUpdate`.

## Solution

Move `bevy_ui` accessibility updates to `PostUpdate`.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
2023-05-23 23:50:48 +00:00
张林伟
df3e81c1fb
Fix look_to variable naming (#8627)
# Objective

- If I understand correctly, forward points in `direction`, so the
negative of `direction` should be back.

## Migration Guide

- `Transform::look_to` method changed default value of
`direction.try_normalize()` from `Vec3::Z` to `Vec3::NEG_Z`
2023-05-23 02:17:33 +00:00
François
ebac7e8268
update ahash and hashbrown (#8623)
# Objective

- Update `ahash` and `hashbrown`
- Alternative to #5700 and #7420

## Solution

- Update the dependencies

This is a breaking change because we were creating two fixed hashers
with
[`AHasher::new_with_keys`](https://docs.rs/ahash/0.7.6/ahash/struct.AHasher.html#method.new_with_keys),
which was a method that existed only for testing purpose and has been
removed from public.

I replaced it with
[`RandomState::with_seeds`](https://docs.rs/ahash/0.8.3/ahash/random_state/struct.RandomState.html#method.with_seeds)
which is the proper way to get a fixed hasher (see [this
table](https://docs.rs/ahash/0.8.3/ahash/random_state/struct.RandomState.html)).
This means that hashes won't be the same across versions

---

## Migration Guide

- If you were using hashes to an asset or using one of the fixed hasher
exposed by Bevy with a previous version, you will have to update the
hashes
2023-05-23 02:17:07 +00:00
lelo
c475a2a954
Correct RequestRedraw documentation (#8640)
# Objective

- Since the `RequestRedraw` event triggers the bevy app to run `update`
in `bevy_app::app::App`, the documentation should state that all the
windows in the application and its sub-apps are going to get redrawn,
rather than a single window.

## Solution

- Change `RequestRedraw` documentation in `bevy_window` to mention every
window.
2023-05-23 02:16:56 +00:00
Tin Rabzelj
335afbf77a
Make Material2d pipeline systems public (#8642)
# Objective

Make `Material2dPipeline` reusable. This was already done for PBR
materials in #7548.

## Solution

Expose `extract_materials_2d`, `prepare_materials_2d` and
`ExtractedMaterials2d`.

---

## Changelog

- bevy_sprite: Make `prepare_materials_2d`, `extract_materials_2d` and
`ExtractedMaterials2d` public.
2023-05-23 02:16:39 +00:00
dependabot[bot]
f0b1e1d32b
Update libloading requirement from 0.7 to 0.8 (#8649)
Updates the requirements on
[libloading](https://github.com/nagisa/rust_libloading) to permit the
latest version.
<details>
<summary>Commits</summary>
<ul>
<li><a
href="83b1037f21"><code>83b1037</code></a>
Release 0.8.0</li>
<li><a
href="a6a394a7ef"><code>a6a394a</code></a>
bump MSRV to 1.48</li>
<li><a
href="c7955a761e"><code>c7955a7</code></a>
Replace winapi with windows-sys</li>
<li><a
href="95d03a1ddf"><code>95d03a1</code></a>
Add support for QNX Neutrino</li>
<li><a
href="6e284984ae"><code>6e28498</code></a>
Fix CI</li>
<li><a
href="95a0f62e8f"><code>95a0f62</code></a>
Placate clippy</li>
<li><a
href="224a3def35"><code>224a3de</code></a>
Release 0.7.4</li>
<li><a
href="bd17713dcc"><code>bd17713</code></a>
Support AIX dyld constants</li>
<li><a
href="6e07929736"><code>6e07929</code></a>
fix typo</li>
<li><a
href="6b33651a90"><code>6b33651</code></a>
Construct a PathBuf</li>
<li>Additional commits viewable in <a
href="https://github.com/nagisa/rust_libloading/compare/0.7.0...0.8.0">compare
view</a></li>
</ul>
</details>
<br />


Dependabot will resolve any conflicts with this PR as long as you don't
alter it yourself. You can also trigger a rebase manually by commenting
`@dependabot rebase`.

[//]: # (dependabot-automerge-start)
[//]: # (dependabot-automerge-end)

---

<details>
<summary>Dependabot commands and options</summary>
<br />

You can trigger Dependabot actions by commenting on this PR:
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2023-05-22 20:04:15 +00:00
dependabot[bot]
e8779c09e9
Update sysinfo requirement from 0.28.1 to 0.29.0 (#8650)
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>0.29.0</h1>
<ul>
<li>Add <code>ProcessExt::effective_user_id</code> and
<code>ProcessExt::effective_group_id</code>.</li>
<li>Rename <code>DiskType</code> into <code>DiskKind</code>.</li>
<li>Rename <code>DiskExt::type_</code> into
<code>DiskExt::kind</code>.</li>
<li>macOS: Correctly handle <code>ProcessStatus</code> and remove public
<code>ThreadStatus</code> field.</li>
<li>Windows 11: Fix CPU core usage.</li>
</ul>
<h1>0.28.4</h1>
<ul>
<li>macOS: Improve CPU computation.</li>
<li>Strengthen a process test (needed for debian).</li>
</ul>
<h1>0.28.3</h1>
<ul>
<li>FreeBSD/Windows: Add missing frequency for global CPU.</li>
<li>macOS: Fix used memory computation.</li>
<li>macOS: Improve available memory computation.</li>
<li>Windows: Fix potential panic when getting process data.</li>
</ul>
<h1>0.28.2</h1>
<ul>
<li>Linux: Improve CPU usage computation.</li>
</ul>
<h1>0.28.1</h1>
<ul>
<li>macOS: Fix overflow when computing CPU usage.</li>
</ul>
<h1>0.28.0</h1>
<ul>
<li>Linux: Fix name and CPU usage for processes tasks.</li>
<li>unix: Keep all users, even &quot;not real&quot; accounts.</li>
<li>Windows: Use SID for Users ID.</li>
<li>Fix C API.</li>
<li>Disable default cdylib compilation.</li>
<li>Add <code>serde</code> feature to enable serialization.</li>
<li>Linux: Handle <code>Idle</code> state in
<code>ProcessStatus</code>.</li>
<li>Linux: Add brand and name of ARM CPUs.</li>
</ul>
<h1>0.27.8</h1>
<ul>
<li>macOS: Fix overflow when computing CPU usage.</li>
</ul>
<h1>0.27.7</h1>
<ul>
<li>macOS: Fix process CPU usage computation</li>
<li>Linux: Improve ARM CPU <code>brand</code> and <code>name</code>
information.</li>
<li>Windows: Fix resource leak.</li>
<li>Documentation improvements.</li>
</ul>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
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2023-05-22 18:11:33 +00:00
Alex Tennant
fdec72b860
Make TextureAtlas::texture_handles pub instead of pub(crate) (#8633) (#8643)
# Objective

- Fixes bevyengine#8633

## Solution

Make `TextureAtlas::texture_handles` `pub` instead of `pub(crate)`.
2023-05-21 23:20:36 +00:00
Wilhelm Vallrand
f76b3c4230
Fix bloom wasm support (#8631)
# Objective

- Fixes #7352 

## Solution

GLES doesn't support binding specific mip levels for sampling. Fallback
to using separate textures instead.
-
[wgpu-hal/src/gles/device.rs](628a95cd1c/wgpu-hal/src/gles/device.rs (L1038))

---

---------

Co-authored-by: Wilhelm Vallrand <>
2023-05-19 20:11:41 +00:00
JMS55
a75634ddc7
Update Camera::hdr docs (#8634)
Updates/removes an outdated doc comment. It seems to work without issue
now.

We could also consider making hdr the default at this point.
2023-05-19 20:09:12 +00:00
lelo
e8a694fc35
Remove unused field in FontAtlasSet (#8639)
# Objective

- Fulfill TODO about unused member from `FontAtlasSet`

## Solution

- Removed field `queue: Vec<FontSizeKey>` from `FontAtlasSet`
2023-05-19 18:55:12 +00:00
JoJoJet
b4e7f0899a
Add documentation to last_change_tick (#8598)
# Objective

This method has no documentation and it's extremely unclear what it
does, or what the returned tick represents.

## Solution

Write documentation.
2023-05-19 18:24:11 +00:00
François
ad8875958d
Update ruzstd and basis universal (#8622)
# Objective

- Update dependencies `ruzstd` and `basis-universal`
- Alternative to #5278 and #8133

## Solution

- Update the dependencies, fix the code
- Bevy now also depend on `syn@2` so it's not a blocker to update
`ruzstd` anymore
2023-05-17 23:29:31 +00:00
Nicola Papale
dce472222f
Fix outdated doc in bevy_render (#8578)
# Objective

Fix an out-of-date doc string.

The old doc string says "returns None if …" and "for a given
descriptor",
but this method neither takes an argument or returns an `Option`.
2023-05-17 19:46:18 +00:00
Luca Della Vedova
a47f1ab4be
Add support for pnm textures (#8601)
# Objective

Add support for the [Netpbm](https://en.wikipedia.org/wiki/Netpbm) image
formats, behind a `pnm` feature flag.

My personal use case for this was robotics applications, with `pgm`
being a popular format used in the field to represent world maps in
robots.
I chose the formats and feature name by checking the logic in
[image.rs](a35ed552fa/crates/bevy_render/src/texture/image.rs (L76))

## Solution

Quite straightforward, the `pnm` feature flag already exists in the
`image` crate so it's just creating and exposing a `pnm` feature flag in
the root `Cargo.toml` and forwarding it through `bevy_internal` and
`bevy_render` all the way to the `image` crate.

---

## Changelog

### Added

`pnm` feature to add support for `pam`, `pbm`, `pgm` and `ppm` image
formats.

---------

Signed-off-by: Luca Della Vedova <lucadv@intrinsic.ai>
2023-05-16 23:51:47 +00:00
François
e0b18091b5
fix missed examples in WebGPU update (#8553)
# Objective

- I missed a few examples in #8336 
- fixes #8556 
- fixes #8620

## Solution

- Update them
2023-05-16 20:31:30 +00:00
Gino Valente
56686a8962
bevy_derive: Add #[deref] attribute (#8552)
# Objective

Bevy code tends to make heavy use of the [newtype](
https://doc.rust-lang.org/rust-by-example/generics/new_types.html)
pattern, which is why we have a dedicated derive for
[`Deref`](https://doc.rust-lang.org/std/ops/trait.Deref.html) and
[`DerefMut`](https://doc.rust-lang.org/std/ops/trait.DerefMut.html).
This derive works for any struct with a single field:

```rust
#[derive(Component, Deref, DerefMut)]
struct MyNewtype(usize);
```

One reason for the single-field limitation is to prevent confusion and
footguns related that would arise from allowing multi-field structs:

<table align="center">
<tr>
<th colspan="2">
Similar structs, different derefs
</th>
</tr>
<tr>
<td>

```rust
#[derive(Deref, DerefMut)]
struct MyStruct {
  foo: usize, // <- Derefs usize
  bar: String,
}
```

</td>
<td>

```rust
#[derive(Deref, DerefMut)]
struct MyStruct {
  bar: String, // <- Derefs String
  foo: usize,
}
```

</td>
</tr>
<tr>
<th colspan="2">
Why `.1`?
</th>
</tr>
<tr>
<td colspan="2">

```rust
#[derive(Deref, DerefMut)]
struct MyStruct(Vec<usize>, Vec<f32>);

let mut foo = MyStruct(vec![123], vec![1.23]);

// Why can we skip the `.0` here?
foo.push(456);
// But not here?
foo.1.push(4.56);
```

</td>
</tr>
</table>

However, there are certainly cases where it's useful to allow for
structs with multiple fields. Such as for structs with one "real" field
and one `PhantomData` to allow for generics:

```rust
#[derive(Deref, DerefMut)]
struct MyStruct<T>(
  // We want use this field for the `Deref`/`DerefMut` impls
  String,
  // But we need this field so that we can make this struct generic
  PhantomData<T>
);

// ERROR: Deref can only be derived for structs with a single field
// ERROR: DerefMut can only be derived for structs with a single field
```

Additionally, the possible confusion and footguns are mainly an issue
for newer Rust/Bevy users. Those familiar with `Deref` and `DerefMut`
understand what adding the derive really means and can anticipate its
behavior.

## Solution

Allow users to opt into multi-field `Deref`/`DerefMut` derives using a
`#[deref]` attribute:

```rust
#[derive(Deref, DerefMut)]
struct MyStruct<T>(
  // Use this field for the `Deref`/`DerefMut` impls
  #[deref] String,
  // We can freely include any other field without a compile error
  PhantomData<T>
);
```

This prevents the footgun pointed out in the first issue described in
the previous section, but it still leaves the possible confusion
surrounding `.0`-vs-`.#`. However, the idea is that by making this
behavior explicit with an attribute, users will be more aware of it and
can adapt appropriately.

---

## Changelog

- Added `#[deref]` attribute to `Deref` and `DerefMut` derives
2023-05-16 18:29:09 +00:00
JoJoJet
1da726e046
Fix a change detection test (#8605)
# Objective

The unit test `chang_tick_wraparound` is meant to ensure that change
ticks correctly deal with wrapping by setting the world's
`last_change_tick` to `u32::MAX`. However, since systems don't use* the
value of `World::last_change_tick`, this test doesn't actually involve
any wrapping behavior.

*exclusive systems do use `World::last_change_tick`; however it gets
overwritten by the system's own last tick in `System::run`.

## Solution

Use `QueryState` instead of systems in the unit test. This approach
actually uses `World::last_change_tick`, so it properly tests that
change ticks deal with wrapping correctly.
2023-05-16 01:41:24 +00:00
Nico Burns
08bf1a6c2e
Flatten UI Style properties that use Size + remove Size (#8548)
# Objective

- Simplify API and make authoring styles easier

See:
https://github.com/bevyengine/bevy/issues/8540#issuecomment-1536177102

## Solution

- The `size`, `min_size`, `max_size`, and `gap` properties have been
replaced by `width`, `height`, `min_width`, `min_height`, `max_width`,
`max_height`, `row_gap`, and `column_gap` properties

---

## Changelog

- Flattened `Style` properties that have a `Size` value directly into
`Style`

## Migration Guide

- The `size`, `min_size`, `max_size`, and `gap` properties have been
replaced by the `width`, `height`, `min_width`, `min_height`,
`max_width`, `max_height`, `row_gap`, and `column_gap` properties. Use
the new properties instead.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
2023-05-16 01:36:32 +00:00
JMS55
17f045e2a0
Delay asset hot reloading (#8503)
# Objective

- Fix #5631 

## Solution

- Wait 50ms (configurable) after the last modification event before
reloading an asset.

---

## Changelog

- `AssetPlugin::watch_for_changes` is now a `ChangeWatcher` instead of a
`bool`
- Fixed https://github.com/bevyengine/bevy/issues/5631

## Migration Guide
- Replace `AssetPlugin::watch_for_changes: true` with e.g.
`ChangeWatcher::with_delay(Duration::from_millis(200))`

---------

Co-authored-by: François <mockersf@gmail.com>
2023-05-16 01:26:11 +00:00
François
0736195a1e
update syn, encase, glam and hexasphere (#8573)
# Objective

- Fixes #8282 
- Update `syn` to 2.0, `encase` to 0.6, `glam` to 0.24 and `hexasphere`
to 9.0


Blocked ~~on https://github.com/teoxoy/encase/pull/42~~ and ~~on
https://github.com/OptimisticPeach/hexasphere/pull/17~~

---------

Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
2023-05-16 01:24:17 +00:00
ickshonpe
a35ed552fa
Fix Node::physical_rect and add a physical_size method (#8551)
# Objective

* `Node::physical_rect` divides the logical size of the node by the
scale factor, when it should multiply.
* Add a `physical_size` method to `Node` that calculates the physical
size of a node.

---

## Changelog

* Added a method `physical_size` to `Node` that calculates the physical
size of the `Node` based on the given scale factor.
* Fixed the `Node::physical_rect` method, the logical size should be
multiplied by the scale factor to get the physical size.
* Removed the `scale_value` function from the `text` widget module and
replaced its usage with `Node::physical_size`.
* Derived `Copy` for `Node` (since it's only a wrapped `Vec2`).
* Made `Node::size` const.
2023-05-11 18:38:01 +00:00
JoJoJet
1644426761
Simplify the way run conditions are stored in the schedule (#8594)
# Objective

`ScheduleGraph` currently stores run conditions in a
`Option<Vec<BoxedCondition>>`. The `Option` is unnecessary, since we can
just use an empty vector instead of `None`.
2023-05-11 17:17:15 +00:00
Ame
636f711d26
Remove a repeated phrase in UnsafeWorldCell docs (#8590)
I just found a typo while reading the docs.

# Objective

- Fix `UnsafeWorldCell` docs 

## Solution

- Remove the repeated phrase
2023-05-11 05:35:27 +00:00
JoJoJet
76fe2b40c6
Improve documentation for UnsafeWorldCell::world_mut (#8587)
# Objective

The method `UnsafeWorldCell::world_mut` is a special case, since its
safety contract is more difficult to satisfy than the other methods on
`UnsafeWorldCell`. Rewrite its documentation to be specific about when
it can and cannot be used. Provide examples and emphasize that it is
unsound to call in most cases.
2023-05-11 00:31:26 +00:00
JoJoJet
35240fe4f8
Rename UnsafeWorldCell::read_change_tick (#8588)
# Objective

The method `UnsafeWorldCell::read_change_tick` is longer than it needs
to be. `World` only has a method called this because it has two methods
for getting a change tick: one that takes `&self` and one that takes
`&mut self`. Since this distinction is not applicable to
`UnsafeWorldCell`, we should just call this method `change_tick`.

## Solution

Deprecate the current method and add a new one called `change_tick`.

---

## Changelog

- Renamed `UnsafeWorldCell::read_change_tick` to `change_tick`.

## Migration Guide

The `UnsafeWorldCell` method `read_change_tick` has been renamed to
`change_tick`.
2023-05-10 23:59:04 +00:00
SpecificProtagonist
86aaad743b
Merge ScheduleRunnerSettings into ScheduleRunnerPlugin (#8585)
# Objective

`ScheduleRunnerPlugin` was still configured via a resource, meaning
users would be able to change the settings while the app is running, but
the changes wouldn't have an effect.

## Solution

Configure plugin directly

---

## Changelog

- Changed: merged `ScheduleRunnerSettings` into `ScheduleRunnerPlugin` 

## Migration Guide

- instead of inserting the `ScheduleRunnerSettings` resource, configure
the `ScheduleRunnerPlugin`
2023-05-10 16:46:21 +00:00
Connor McMillin
f786ad4906
Added Vec append to BufferVec - Issue #3531 (#8575)
# Objective

- Fixes #3531 

## Solution

- Added an append wrapper to BufferVec based on the function signature
for vec.append()

---

First PR to Bevy. I didn't see any tests for other BufferVec methods
(could have missed them) and currently this method is not used anywhere
in the project. Let me know if there are tests to add or if I should
find somewhere to use append so it is not dead code. The issue mentions
implementing `truncate` and `extend` which were already implemented and
merged
[here](https://github.com/bevyengine/bevy/pull/6833/files#diff-c8fb332382379e383f1811e30c31991b1e0feb38ca436c357971755368012ced)
2023-05-09 17:25:50 +00:00
ickshonpe
8581f607f8
Replace remaining uses of &T, Changed<T> with Ref in UI system queries (#8567)
# Objective

Replace `Query<&T, Changed<T>>` style queries with the more efficient
`Query<Ref<T>>` form in two of the UI systems.

---

## Changelog

Replaced use of `Changed` with `Ref` in queries in the
`ui_layout_system` and `calc_bounds` UI systems.
2023-05-08 20:49:55 +00:00
IceSentry
613b5a69ae
Add ViewNode to simplify render node management (#8118)
# Objective

- When writing render nodes that need a view, you always need to define
a `Query` on the associated view and make sure to update it manually and
query it manually. This is verbose and error prone.

## Solution

- Introduce a new `ViewNode` trait and `ViewNodeRunner` `Node` that will
take care of managing the associated view query automatically.
- The trait is currently a passthrough of the `Node` trait. So it still
has the update/run with all the same data passed in.
- The `ViewNodeRunner` is the actual node that is added to the render
graph and it contains the custom node. This is necessary because it's
the one that takes care of updating the node.

---

## Changelog

- Add `ViewNode`
- Add `ViewNodeRunner`

## Notes

Currently, this only handles the view query, but it could probably have
a ReadOnlySystemState that would also simplify querying all the readonly
resources that most render nodes currently query manually. The issue is
that I don't know how to do that without a `&mut self`.

At first, I tried making this a default feature of all `Node`, but I
kept hitting errors related to traits and generics and stuff I'm not
super comfortable with. This implementations is much simpler and keeps
the default Node behaviour so isn't a breaking change

## Reviewer Notes

The PR looks quite big, but the core of the PR is the changes in
`render_graph/node.rs`. Every other change is simply updating existing
nodes to use this new feature.

## Open questions

~~- Naming is not final, I'm opened to anything. I named it
ViewQueryNode because it's a node with a managed Query on a View.~~
~~- What to do when the query fails? All nodes using this pattern
currently just `return Ok(())` when it fails, so I chose that, but
should it be more flexible?~~
~~- Is the ViewQueryFilter actually necessary? All view queries run on
the entity that is already guaranteed to be a view. Filtering won't do
much, but maybe someone wants to control an effect with the presence of
a component instead of a flag.~~
~~- What to do with Nodes that are empty struct? Implementing
`FromWorld` is pretty verbose but not implementing it means there's 2
ways to create a `ViewNodeRunner` which seems less ideal. This is an
issue now because most node simply existed to hold the query, but now
that they don't hold the query state we are left with a bunch of empty
structs.~~
- Should we have a `RenderGraphApp::add_render_graph_view_node()`, this
isn't necessary, but it could make the code a bit shorter.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-05-08 19:42:23 +00:00
Mincho Paskalev
fe57b9f744
Add Reflect and FromReflect for AssetPath (#8531)
# Objective

- Add Reflect and FromReflect for AssetPath
- Fixes #8458

## Solution

- Straightforward derive of `Reflect` and `FromReflect` for `AssetPath`
- Implement `Reflect` and `FromReflect` for `Cow<'static, Path>` as to
satisfy the 'static lifetime requierments of bevy_reflect.
Implementation is a direct copy of that for `Cow<'static, str>` so maybe
it begs the question that was already asked in #7429 - maybe it would be
benefitial to write a general implementation for `Reflect` for
`Cow<'static, T>`.
2023-05-08 19:19:19 +00:00
Zhixing Zhang
44a365d540
Allow custom depth texture usage (#6815)
# Objective
Sometimes we might want to read from the depth texture in some custom
rendering features. We must then add `STORAGE_BINDING` or
`TEXTURE_BINDING` to the texture usage flags when creating them.

## Solution

This PR allows one to customize the usage flags in the `Camera3d`
component.
2023-05-08 18:20:06 +00:00
bird
8930cfcdd4
conversions between [u8; 4] and Color (#8564)
# Objective

- Fixes #8563

## Solution

~~- Implement From<Color> for [u8; 4]~~
~~- also implement From<[u8; 4]> for Color because why not.~~
- implement method `as_rgba_u8` in Color

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2023-05-08 16:36:46 +00:00
ickshonpe
e0a94abf1c
Replace the local text queues in the text systems with flags stored in a component (#8549)
# Objective

`text_system` and `measure_text_system` both keep local queues to keep
track of text node entities that need recomputations/remeasurement,
which scales very badly with large numbers of text entities (O(n^2)) and
makes the code quite difficult to understand.

Also `text_system` filters for `Changed<Text>`, this isn't something
that it should do. When a text node entity fails to be processed by
`measure_text_system` because a font can't be found, the text node will
still be added to `text_system`'s local queue for recomputation. `Text`
should only ever be queued by `text_system` when a text node's geometry
is modified or a new measure is added.

## Solution

Remove the local text queues and use a component `TextFlags` to schedule
remeasurements and recomputations.

## Changelog
* Created a component `TextFlags` with fields `remeasure` and
`recompute`, which can be used to schedule a text `remeasure` or
`recomputation` respectively and added it to `TextBundle`.
* Removed the local text queues from `measure_text_system` and
`text_system` and instead use the `TextFlags` component to schedule
remeasurements and recomputations.

## Migration Guide

The component `TextFlags` has been added to `TextBundle`.
2023-05-08 13:57:52 +00:00
ickshonpe
845f027ac2
UI layout tree debug print (#8521)
# Objective

Copy the `debug::print_tree` function from Taffy except display entity
ids instead of Taffy's node ids and indicate which ui nodes have a
measure func.
2023-05-08 13:56:19 +00:00
konsti219
1530f63756
Use cmp of Self in implementaions of partial_cmp (#8559)
# Objective

Ensure future consistency between the two compare functions for all
types with manual `Ord` and `PartialOrd` implementations.

## Solution

Use `Self::cpm` in the implementation of `partial_cpm` for types
`Handle` and `Name`.
2023-05-06 22:31:25 +00:00
Nicola Papale
d319910d36
Fix wording on DetectChanges::is_changed (#8550)
# Objective

- Closes #8472 

## Solution

- Fix wording on DetectChanges::is_changed
2023-05-05 20:33:02 +00:00
bird
a616fa8f70
Fix typos in gamepad AxisSettings (#8542)
# Objective

there were typos in AxisSettings livezone/deadzone get/set function doc
comments.

## Solution

I changed the comments to be (hopefully) correct this time. I could be
wrong though.
2023-05-04 23:23:45 +00:00
François
71842c5ac9
Webgpu support (#8336)
# Objective

- Support WebGPU
- alternative to #5027 that doesn't need any async / await
- fixes #8315 
- Surprise fix #7318

## Solution

### For async renderer initialisation 

- Update the plugin lifecycle:
  - app builds the plugin
    - calls `plugin.build`
    - registers the plugin
  - app starts the event loop
- event loop waits for `ready` of all registered plugins in the same
order
    - returns `true` by default
- then call all `finish` then all `cleanup` in the same order as
registered
  - then execute the schedule

In the case of the renderer, to avoid anything async:
- building the renderer plugin creates a detached task that will send
back the initialised renderer through a mutex in a resource
- `ready` will wait for the renderer to be present in the resource
- `finish` will take that renderer and place it in the expected
resources by other plugins
- other plugins (that expect the renderer to be available) `finish` are
called and they are able to set up their pipelines
- `cleanup` is called, only custom one is still for pipeline rendering

### For WebGPU support

- update the `build-wasm-example` script to support passing `--api
webgpu` that will build the example with WebGPU support
- feature for webgl2 was always enabled when building for wasm. it's now
in the default feature list and enabled on all platforms, so check for
this feature must also check that the target_arch is `wasm32`

---

## Migration Guide

- `Plugin::setup` has been renamed `Plugin::cleanup`
- `Plugin::finish` has been added, and plugins adding pipelines should
do it in this function instead of `Plugin::build`
```rust
// Before
impl Plugin for MyPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource::<MyResource>
            .add_systems(Update, my_system);

        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };

        render_app
            .init_resource::<RenderResourceNeedingDevice>()
            .init_resource::<OtherRenderResource>();
    }
}

// After
impl Plugin for MyPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource::<MyResource>
            .add_systems(Update, my_system);
    
        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };
    
        render_app
            .init_resource::<OtherRenderResource>();
    }

    fn finish(&self, app: &mut App) {
        let render_app = match app.get_sub_app_mut(RenderApp) {
            Ok(render_app) => render_app,
            Err(_) => return,
        };
    
        render_app
            .init_resource::<RenderResourceNeedingDevice>();
    }
}
```
2023-05-04 22:07:57 +00:00
konsti219
5da8af7d37
Manually implement common traits for EventId (#8529)
# Objective

Fixes #8528

## Solution

Manually implement `PartialEq`, `Eq`, `PartialOrd`, `Ord`, and `Hash`
for `bevy_ecs::event::EventId`. These new implementations do not rely on
the `Event` implementing the same traits allowing `EventId` to be used
in more cases.
2023-05-04 12:22:25 +00:00
bird
22121e69fb
fix typo in gamepad AxisSettings docs (#8536)
# Objective

there was a typo in AxisSettings. It said "Values that are higher than
`livezone_upperbound` will be rounded up to -1.0." which I'm pretty
confident should be "1.0".

## Solution

I removed the '-'
2023-05-03 19:36:31 +00:00
Ludo
1a43ce15ed
added match statement instead of if-else block (#8500)
# Objective
Replaced the if-else statement block in favor of a match statement to
give a more cleaner code.
2023-05-03 14:01:37 +00:00
Testare
a29d328fe5
Rename map_entities and map_specific_entities (#7570)
# Objective

After fixing dynamic scene to only map specific entities, we want
map_entities to default to the less error prone behavior and have the
previous behavior renamed to "map_all_entities." As this is a breaking
change, it could not be pushed out with the bug fix.

## Solution

Simple rename and refactor.

## Changelog

### Changed
- `map_entities` now accepts a list of entities to apply to, with
`map_all_entities` retaining previous behavior of applying to all
entities in the map.

## Migration Guide 

- In `bevy_ecs`, `ReflectMapEntities::map_entites` now requires an
additional `entities` parameter to specify which entities it applies to.
To keep the old behavior, use the new
`ReflectMapEntities::map_all_entities`, but consider if passing the
entities in specifically might be better for your use case to avoid
bugs.
2023-05-01 21:40:19 +00:00
François
8070c29c21
Take example screenshots in CI (#8488)
# Objective

- I want to take screenshots of examples in CI to help with validation
of changes

## Solution

- Can override how much time is updated per frame
- Can specify on which frame to take a screenshots
- Save screenshots in CI

I reused the `TimeUpdateStrategy::ManualDuration` to be able to set the
time update strategy to a fixed duration every frame. Its previous
meaning didn't make much sense to me. This change makes it possible to
have screenshots that are exactly the same across runs.

If this gets merged, I'll add visual comparison of screenshots between
runs to ensure nothing gets broken

## Migration Guide

* `TimeUpdateStrategy::ManualDuration` meaning has changed. Instead of
setting time to `Instant::now()` plus the given duration, it sets time
to last update plus the given duration.
2023-05-01 18:00:01 +00:00
Marco Buono
5288be7c6e
Expose sorting methods in Children (#8522)
# Objective

- For many UI use cases (e.g. tree views, lists), it is important to be
able to imperatively sort child nodes.
- This also enables us to eventually support something like the
[`order`](https://developer.mozilla.org/en-US/docs/Web/CSS/order) CSS
property, that declaratively re-orders flex box items by a numeric
value, similar to z-index, but in space.

## Solution

We removed the ability to directly construct `Children` from `&[Entity]`
some time ago (#4197 #5532) to enforce consistent hierarchies ([RFC
53](https://github.com/bevyengine/rfcs/blob/main/rfcs/53-consistent-hierarchy.md)).
If I understand it correctly, it's currently possible to re-order
children by using `Children::swap()` or
`commands.entity(id).replace_children(...)`, however these are either
too cumbersome, needlessly inefficient, and/or don't take effect
immediately.

This PR exposes the in-place sorting methods from the `slice` primitive
in `Children`, enabling imperatively sorting children in place via `&mut
Children`, while still preserving consistent hierarchies.

---

## Changelog
### Added
- The sorting methods from the `slice` primitive are now exposed by the
`Children` component, allowing imperatively sorting children in place
(Useful for UI scenarios such as lists)
2023-05-01 15:57:25 +00:00
Illiux
eebc92a7d4
Make scene handling of entity references robust (#7335)
# Objective

- Handle dangling entity references inside scenes
- Handle references to entities with generation > 0 inside scenes
- Fix a latent bug in `Parent`'s `MapEntities` implementation, which
would, if the parent was outside the scene, cause the scene to be loaded
into the new world with a parent reference potentially pointing to some
random entity in that new world.
- Fixes #4793 and addresses #7235 

## Solution

- DynamicScenes now identify entities with a `Entity` instead of a u32,
therefore including generation
- `World` exposes a new `reserve_generations` function that despawns an
entity and advances its generation by some extra amount.
- `MapEntities` implementations have a new `get_or_reserve` function
available that will always return an `Entity`, establishing a new
mapping to a dead entity when the entity they are called with is not in
the `EntityMap`. Subsequent calls with that same `Entity` will return
the same newly created dead entity reference, preserving equality
semantics.
- As a result, after loading a scene containing references to dead
entities (or entities otherwise outside the scene), those references
will all point to different generations on a single entity id in the new
world.

---

## Changelog

### Changed
- In serialized scenes, entities are now identified by a u64 instead of
a u32.
- In serialized scenes, components with entity references now have those
references serialize as u64s instead of structs.
### Fixed
- Scenes containing components with entity references will now
deserialize and add to a world reliably.

## Migration Guide

- `MapEntities` implementations must change from a `&EntityMap`
parameter to a `&mut EntityMapper` parameter and can no longer return a
`Result`. Finally, they should switch from calling `EntityMap::get` to
calling `EntityMapper::get_or_reserve`.

---------

Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:49:27 +00:00
ickshonpe
ba532e4a37
MeasureFunc improvements (#8402)
# Objective

fixes #8516

* Give `CalculatedSize` a more specific and intuitive name.

* `MeasureFunc`s should only be updated when their `CalculatedSize` is
modified by the systems managing their content.

For example, suppose that you have a UI displaying an image using an
`ImageNode`. When the window is resized, the node's `MeasureFunc` will
be updated even though the dimensions of the texture contained by the
node are unchanged.

* Fix the `CalculatedSize` API so that it no longer requires the extra
boxing and the `dyn_clone` method.


## Solution

* Rename `CalculatedSize` to `ContentSize`

* Only update `MeasureFunc`s on `CalculatedSize` changes.

* Remove the `dyn_clone` method from `Measure` and move the `Measure`
from the `ContentSize` component rather than cloning it.

* Change the measure_func field of `ContentSize` to type
`Option<taffy::node::MeasureFunc>`. Add a `set` method that wraps the
given measure appropriately.

---

## Changelog

* Renamed `CalculatedSize` to `ContentSize`.
* Replaced `upsert_leaf` with a function `update_measure` that only
updates the node's `MeasureFunc`.
* `MeasureFunc`s are only updated when the `ContentSize` changes and not
when the layout changes.
* Scale factor is no longer applied to the size values passed to the
`MeasureFunc`.
* Remove the `ContentSize` scaling in `text_system`.
* The `dyn_clone` method has been removed from the `Measure` trait.
* `Measure`s are moved from the `ContentSize` component instead of
cloning them.
* Added `set` method to `ContentSize` that replaces the `new` function.

## Migration Guide

* `CalculatedSize` has been renamed to `ContentSize`.
* The `upsert_leaf` function has been removed from `UiSurface` and
replaced with `update_measure` which updates the `MeasureFunc` without
node insertion.
* The `dyn_clone` method has been removed from the `Measure` trait.
* The new function of `CalculatedSize` has been replaced with the method
`set`.
2023-05-01 15:40:53 +00:00
robtfm
deba3806d6
avoid panic with parented scenes on deleted entities (#8512)
# Objective

after calling `SceneSpawner::spawn_as_child`, the scene spawner system
will always try to attach the scene instance to the parent once it is
loaded, even if the parent has been deleted, causing a panic.

## Solution

check if the parent is still alive, and don't spawn the scene instance
if not.
2023-05-01 15:33:42 +00:00
Troels Jessen
55d6c7d56e
Added reference to ParallelCommands in the Commands doc (#8510)
# Objective

Fixes #8414

---------

Co-authored-by: Sheepyhead <trojes@tuta.io>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-05-01 15:31:33 +00:00
ickshonpe
ee697f820c
Register UiImageSize (#8441)
# Objective

Add `register_type` and derive `Reflect` for `UiImageSize`.

## Changelog
* Added `register_type` and derive `Reflect` for `UiImageSize`.
2023-04-29 23:48:24 +00:00
François
cb286e5b60
Screenshots in wasm (#8455)
# Objective

- Enable taking a screenshot in wasm
- Followup on #7163 

## Solution

- Create a blob from the image data, generate a url to that blob, add an
`a` element to the document linking to that url, click on that element,
then revoke the url
- This will automatically trigger a download of the screenshot file in
the browser
2023-04-28 19:37:11 +00:00
Aceeri
c324b90ffe
Just print out name string, not the entire Name struct (#8494)
# Objective
This is just an oversight on my part when I implemented this in
https://github.com/bevyengine/bevy/pull/7186, there isn't much reason to
print out the hash of a `Name` like it does currently:
```
Name { hash: 1608798714325729304, name: "Suzanne" } (7v0)
```

## Solution
Instead it would be better if we just printed out the string like so:
```
"Suzanne" (7v0)
```

As it conveys all of the information in a less cluttered and immediately
intuitive way which was the original purpose of `DebugName`. Which I
also think translates to `Name` as well since I mostly see it as a thin
wrapper around a string.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-04-26 20:00:03 +00:00
Airing
4d54ce14aa
Updated to wgpu 0.16.0, wgpu-hal 0.16.0 and naga 0.12.0 (#8446)
# Objective

- Updated to wgpu 0.16.0 and wgpu-hal 0.16.0

---

## Changelog

1. Upgrade wgpu to 0.16.0 and  wgpu-hal to 0.16.0
2. Fix the error in native when using a filterable
`TextureSampleType::Float` on a multisample `BindingType::Texture`.
([https://github.com/gfx-rs/wgpu/pull/3686](https://github.com/gfx-rs/wgpu/pull/3686))

---------

Co-authored-by: François <mockersf@gmail.com>
2023-04-26 15:34:23 +00:00
Gino Valente
75130bd5ec
bevy_reflect: Better proxies (#6971)
# Objective

> This PR is based on discussion from #6601

The Dynamic types (e.g. `DynamicStruct`, `DynamicList`, etc.) act as
both:
1. Dynamic containers which may hold any arbitrary data
2. Proxy types which may represent any other type

Currently, the only way we can represent the proxy-ness of a Dynamic is
by giving it a name.

```rust
// This is just a dynamic container
let mut data = DynamicStruct::default();

// This is a "proxy"
data.set_name(std::any::type_name::<Foo>());
```

This type name is the only way we check that the given Dynamic is a
proxy of some other type. When we need to "assert the type" of a `dyn
Reflect`, we call `Reflect::type_name` on it. However, because we're
only using a string to denote the type, we run into a few gotchas and
limitations.

For example, hashing a Dynamic proxy may work differently than the type
it proxies:

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

let concrete = Foo(123);
let dynamic = concrete.clone_dynamic();

let concrete_hash = concrete.reflect_hash();
let dynamic_hash = dynamic.reflect_hash();

// The hashes are not equal because `concrete` uses its own `Hash` impl
// while `dynamic` uses a reflection-based hashing algorithm
assert_ne!(concrete_hash, dynamic_hash);
```

Because the Dynamic proxy only knows about the name of the type, it's
unaware of any other information about it. This means it also differs on
`Reflect::reflect_partial_eq`, and may include ignored or skipped fields
in places the concrete type wouldn't.

## Solution

Rather than having Dynamics pass along just the type name of proxied
types, we can instead have them pass around the `TypeInfo`.

Now all Dynamic types contain an `Option<&'static TypeInfo>` rather than
a `String`:

```diff
pub struct DynamicTupleStruct {
-    type_name: String,
+    represented_type: Option<&'static TypeInfo>,
    fields: Vec<Box<dyn Reflect>>,
}
```

By changing `Reflect::get_type_info` to
`Reflect::represented_type_info`, hopefully we make this behavior a
little clearer. And to account for `None` values on these dynamic types,
`Reflect::represented_type_info` now returns `Option<&'static
TypeInfo>`.

```rust
let mut data = DynamicTupleStruct::default();

// Not proxying any specific type
assert!(dyn_tuple_struct.represented_type_info().is_none());

let type_info = <Foo as Typed>::type_info();
dyn_tuple_struct.set_represented_type(Some(type_info));
// Alternatively:
// let dyn_tuple_struct = foo.clone_dynamic();

// Now we're proxying `Foo`
assert!(dyn_tuple_struct.represented_type_info().is_some());
```

This means that we can have full access to all the static type
information for the proxied type. Future work would include
transitioning more static type information (trait impls, attributes,
etc.) over to the `TypeInfo` so it can actually be utilized by Dynamic
proxies.

### Alternatives & Rationale

> **Note** 
> These alternatives were written when this PR was first made using a
`Proxy` trait. This trait has since been removed.

<details>
<summary>View</summary>

#### Alternative: The `Proxy<T>` Approach

I had considered adding something like a `Proxy<T>` type where `T` would
be the Dynamic and would contain the proxied type information.

This was nice in that it allows us to explicitly determine whether
something is a proxy or not at a type level. `Proxy<DynamicStruct>`
proxies a struct. Makes sense.

The reason I didn't go with this approach is because (1) tuples, (2)
complexity, and (3) `PartialReflect`.

The `DynamicTuple` struct allows us to represent tuples at runtime. It
also allows us to do something you normally can't with tuples: add new
fields. Because of this, adding a field immediately invalidates the
proxy (e.g. our info for `(i32, i32)` doesn't apply to `(i32, i32,
NewField)`). By going with this PR's approach, we can just remove the
type info on `DynamicTuple` when that happens. However, with the
`Proxy<T>` approach, it becomes difficult to represent this behavior—
we'd have to completely control how we access data for `T` for each `T`.

Secondly, it introduces some added complexities (aside from the manual
impls for each `T`). Does `Proxy<T>` impl `Reflect`? Likely yes, if we
want to represent it as `dyn Reflect`. What `TypeInfo` do we give it?
How would we forward reflection methods to the inner type (remember, we
don't have specialization)? How do we separate this from Dynamic types?
And finally, how do all this in a way that's both logical and intuitive
for users?

Lastly, introducing a `Proxy` trait rather than a `Proxy<T>` struct is
actually more inline with the [Unique Reflect
RFC](https://github.com/bevyengine/rfcs/pull/56). In a way, the `Proxy`
trait is really one part of the `PartialReflect` trait introduced in
that RFC (it's technically not in that RFC but it fits well with it),
where the `PartialReflect` serves as a way for proxies to work _like_
concrete types without having full access to everything a concrete
`Reflect` type can do. This would help bridge the gap between the
current state of the crate and the implementation of that RFC.

All that said, this is still a viable solution. If the community
believes this is the better path forward, then we can do that instead.
These were just my reasons for not initially going with it in this PR.

#### Alternative: The Type Registry Approach

The `Proxy` trait is great and all, but how does it solve the original
problem? Well, it doesn't— yet!

The goal would be to start moving information from the derive macro and
its attributes to the generated `TypeInfo` since these are known
statically and shouldn't change. For example, adding `ignored: bool` to
`[Un]NamedField` or a list of impls.

However, there is another way of storing this information. This is, of
course, one of the uses of the `TypeRegistry`. If we're worried about
Dynamic proxies not aligning with their concrete counterparts, we could
move more type information to the registry and require its usage.

For example, we could replace `Reflect::reflect_hash(&self)` with
`Reflect::reflect_hash(&self, registry: &TypeRegistry)`.

That's not the _worst_ thing in the world, but it is an ergonomics loss.

Additionally, other attributes may have their own requirements, further
restricting what's possible without the registry. The `Reflect::apply`
method will require the registry as well now. Why? Well because the
`map_apply` function used for the `Reflect::apply` impls on `Map` types
depends on `Map::insert_boxed`, which (at least for `DynamicMap`)
requires `Reflect::reflect_hash`. The same would apply when adding
support for reflection-based diffing, which will require
`Reflect::reflect_partial_eq`.

Again, this is a totally viable alternative. I just chose not to go with
it for the reasons above. If we want to go with it, then we can close
this PR and we can pursue this alternative instead.

#### Downsides

Just to highlight a quick potential downside (likely needs more
investigation): retrieving the `TypeInfo` requires acquiring a lock on
the `GenericTypeInfoCell` used by the `Typed` impls for generic types
(non-generic types use a `OnceBox which should be faster). I am not sure
how much of a performance hit that is and will need to run some
benchmarks to compare against.

</details>

### Open Questions

1. Should we use `Cow<'static, TypeInfo>` instead? I think that might be
easier for modding? Perhaps, in that case, we need to update
`Typed::type_info` and friends as well?
2. Are the alternatives better than the approach this PR takes? Are
there other alternatives?

---

## Changelog

### Changed

- `Reflect::get_type_info` has been renamed to
`Reflect::represented_type_info`
- This method now returns `Option<&'static TypeInfo>` rather than just
`&'static TypeInfo`

### Added

- Added `Reflect::is_dynamic` method to indicate when a type is dynamic
- Added a `set_represented_type` method on all dynamic types

### Removed

- Removed `TypeInfo::Dynamic` (use `Reflect::is_dynamic` instead)
- Removed `Typed` impls for all dynamic types

## Migration Guide

- The Dynamic types no longer take a string type name. Instead, they
require a static reference to `TypeInfo`:

    ```rust
    #[derive(Reflect)]
    struct MyTupleStruct(f32, f32);
    
    let mut dyn_tuple_struct = DynamicTupleStruct::default();
    dyn_tuple_struct.insert(1.23_f32);
    dyn_tuple_struct.insert(3.21_f32);
    
    // BEFORE:
    let type_name = std::any::type_name::<MyTupleStruct>();
    dyn_tuple_struct.set_name(type_name);
    
    // AFTER:
    let type_info = <MyTupleStruct as Typed>::type_info();
    dyn_tuple_struct.set_represented_type(Some(type_info));
    ```

- `Reflect::get_type_info` has been renamed to
`Reflect::represented_type_info` and now also returns an
`Option<&'static TypeInfo>` (instead of just `&'static TypeInfo`):

    ```rust
    // BEFORE:
    let info: &'static TypeInfo = value.get_type_info();
    // AFTER:
let info: &'static TypeInfo = value.represented_type_info().unwrap();
    ```

- `TypeInfo::Dynamic` and `DynamicInfo` has been removed. Use
`Reflect::is_dynamic` instead:
   
    ```rust
    // BEFORE:
    if matches!(value.get_type_info(), TypeInfo::Dynamic) {
      // ...
    }
    // AFTER:
    if value.is_dynamic() {
      // ...
    }
    ```

---------

Co-authored-by: radiish <cb.setho@gmail.com>
2023-04-26 12:17:46 +00:00
Gino Valente
85c3251c10
bevy_ui: Add FromReflect derives (#8495)
# Objective

A lot of items in `bevy_ui` could be `FromReflect` but aren't. This
prevents users and library authors from being able to convert from a
`dyn Reflect` to one of these items.

## Solution

Derive `FromReflect` where possible. Also register the
`ReflectFromReflect` type data.
2023-04-26 12:17:23 +00:00
Gino Valente
74d425263a
bevy_reflect: Add ReflectFromReflect to the prelude (#8496)
# Objective

Considering that `FromReflect` is a very common trait to derive, it
would make sense to include `ReflectFromReflect` in the `bevy_reflect`
prelude so users don't need to import it separately.

## Solution

Add `ReflectFromReflect` to the prelude.
2023-04-26 12:16:17 +00:00
Gino Valente
6df65a2aa8
bevy_asset: Add LoadContext::get_handle_untyped (#8470)
# Objective

Currently, there isn't a clean way of getting an untyped handle to an
asset during asset loading. This is useful for when an asset needs to
reference other assets, but may not know the concrete type of each
asset.

We could "hack" this together by just using some random asset:

```rust
// We don't care what `bar.baz` is, so we "pretend" it's an `Image`
let handle: Handle<Image> = load_context.get_handle("foo/bar.baz");
```

This should work since we don't actually care about the underlying type
in this case. However, we can do better.

## Solution

Add the `LoadContext::get_handle_untyped` method to get untyped handles
to assets.
2023-04-25 19:32:34 +00:00
François
949487d92c
make glsl and spirv support optional (#8491)
# Objective

- Reduce compilation time

## Solution

- Make `spirv` and `glsl` shader format support optional. They are not
needed for Bevy shaders.
- on my mac (where shaders are compiled to `msl`), this reduces the
total build time by 2 to 5 seconds, improvement should be even better
with less cores

There is a big reduction in compile time for `naga`, and small
improvements on `wgpu` and `bevy_render`

This PR with optional shader formats enabled timings:
<img width="1478" alt="current main"
src="https://user-images.githubusercontent.com/8672791/234347032-cbd5c276-a9b0-49c3-b793-481677391c18.png">

This PR:
<img width="1479" alt="this pr"
src="https://user-images.githubusercontent.com/8672791/234347059-a67412a9-da8d-4356-91d8-7b0ae84ca100.png">


---

## Migration Guide

- If you want to use shaders in `spirv`, enable the
`shader_format_spirv` feature
- If you want to use shaders in `glsl`, enable the `shader_format_glsl`
feature
2023-04-25 19:30:48 +00:00
Michael Johnson
dea91e94d6
Re-add the "frame" span for tracy comparisons (#8362)
# Objective

In https://github.com/bevyengine/bevy/pull/6503 there were two changes
to the top level tracing span "frame. Firstly it was renamed to "main
app" and secondly the scope was reduced to *only* the main app. This
means that there is no longer a top level span that can be used to
compare frame times.

In addition to making it easier to compare across versions again, it
also helps when running without the render feature. Previously the
"frame" span was present in both cases but now to compare "headless" and
render the comparison is between "main app" and "winit event_handler"
and Tracy doesn't handle comparing non-matching frames well.

Before (0.9)

![image](https://user-images.githubusercontent.com/1353401/231454801-5690fb40-f9c1-4c64-b7b3-cebb15f1d16a.png)

After (0.10)

![image](https://user-images.githubusercontent.com/1353401/231454926-df76e7d3-b5fa-49bc-a56c-67301d2a9e8a.png)



## Solution

This PR reintroduces the "frame" span so comparisons across versions and
features is again easy.


![image](https://user-images.githubusercontent.com/1353401/231455114-94f86d22-64de-48fc-9a0f-a5c607d3f350.png)


![image](https://user-images.githubusercontent.com/1353401/231455182-fe27a646-b55e-4bfb-8e05-c4690f52c550.png)

### Alternative

As an alternative route, the `tracy-client` crate that is used by
`tracing-tracy` supports the ability to set multiple "Frame" markers
using the `secondary_mark_frame` function. It may be possible to create
a PR for `tracing-tracy` that exposes that functionality and then
publish an "update" frame marker instead. This might have additional
benefits in the future as it could be used for other systems we might
want to track as frames without endless nesting.
2023-04-25 14:56:05 +00:00
Nicola Papale
6f291a037f
Fix panic when using debug_asset_server (#8485)
# Objective

- Fixes #8484

## Solution

Since #8445 fonts need to register a debug asset, otherwise the
`debug_asset_server` feature doesn't work. This adds the debug asset
registration
2023-04-25 10:11:11 +00:00
Johan Klokkhammer Helsing
a1e442cd2a
Add gamepad rumble support to bevy_input (#8398)
# Objective

Provide the ability to trigger controller rumbling (force-feedback) with
a cross-platform API.

## Solution

This adds the `GamepadRumbleRequest` event to `bevy_input` and adds a
system in `bevy_gilrs` to read them and rumble controllers accordingly.

It's a relatively primitive API with a `duration` in seconds and
`GamepadRumbleIntensity` with values for the weak and strong gamepad
motors. It's is an almost 1-to-1 mapping to platform APIs. Some
platforms refer to these motors as left and right, and low frequency and
high frequency, but by convention, they're usually the same.

I used #3868 as a starting point, updated to main, removed the low-level
gilrs effect API, and moved the requests to `bevy_input` and exposed the
strong and weak intensities.

I intend this to hopefully be a non-controversial cross-platform
starting point we can build upon to eventually support more fine-grained
control (closer to the gilrs effect API)

---

## Changelog

### Added

- Gamepads can now be rumbled by sending the `GamepadRumbleRequest`
event.

---------

Co-authored-by: Nicola Papale <nico@nicopap.ch>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: Bruce Reif (Buswolley) <bruce.reif@dynata.com>
2023-04-24 15:28:53 +00:00
Scott Lambert
288009ab8b
Changed (Vec2, Vec2) to Rect in Camera::logical_viewport_rect (#7867)
# Objective

`Camera::logical_viewport_rect()` returns `Option<(Vec2, Vec2)>` which
is a tuple of vectors representing the `(min, max)` bounds of the
viewport rect. Since the function says it returns a rect and there is a
`Rect { min, max }` struct in `bevy_math`, using the struct will be
clearer.

## Solution

Replaced `Option<(Vec2, Vec2)>` with `Option<Rect>` for
`Camera::logical_viewport_rect()`.

---

## Changelog

- Changed `Camera::logical_viewport_rect` return type from `(Vec2,
Vec2)` to `Rect`

## Migration Guide

Before:
```
fn view_logical_camera_rect(camera_query: Query<&Camera>) {
    let camera = camera_query.single();
    let Some((min, max)) = camera.logical_viewport_rect() else { return };
    dbg!(min, max);
}
```

After:
```
fn view_logical_camera_rect(camera_query: Query<&Camera>) {
    let camera = camera_query.single();
    let Some(Rect { min, max }) = camera.logical_viewport_rect() else { return };
    dbg!(min, max);
}
```
2023-04-24 15:24:52 +00:00
ira
b5d24d8fb2
Add a bounding box gizmo (#8468)
# Objective

Add a bounding box gizmo

![Screenshot from 2023-04-22
23-49-40](https://user-images.githubusercontent.com/29694403/233808825-7593dc38-0623-48a9-b0d7-a4ca24a9e071.png)

## Changes
- Added the `AabbGizmo` component that will draw the `Aabb` component on
that entity.
- Added an option to draw all bounding boxes in a scene on the
`GizmoConfig` resource.
- Added `TransformPoint` trait to generalize over the point
transformation methods on various transform types (e.g `Transform` and
`GlobalTransform`).
- Changed the `Gizmos::cuboid` method to accept an `impl TransformPoint`
instead of separate translation, rotation, and scale.
2023-04-24 15:23:06 +00:00
Rostyslav Toch
e2531b2273
Fix timer with zero duration (#8467)
# Objective

Timer with zero `Duration` panics at `tick()` because of division by
zero. This PR Fixes #8463 .

## Solution

- Handle division by zero separately with `checked_div` and
`checked_rem`.

---

## Changelog


- Replace division with `checked_div`. Set `times_finished_this_tick` to
u32::MAX when duration is zero.
- Set `elapsed` to `Duration::ZERO` when timer duration is zero.
- Set `percent` to `1.0` when duration is zero.
- `times_finished_this_tick` is [not used
anywhere](https://github.com/bevyengine/bevy/search?q=times_finished_this_tick),
that's why this change will not affect other parts of the project.
- `times_finished_this_tick` is set to `0` after `reset()` and before
first `tick()` call.
2023-04-24 14:32:42 +00:00
Opstic
9a3225d3a8
Add Aabb calculation for Sprite, TextureAtlasSprite and Mesh2d (#7885)
# Objective

- Add `Aabb` calculation for `Sprite`, `TextureAtlasSprite` and
`Mesh2d`.
- Enable frustum culling for 2D entities since frustum culling requires
a `Aabb` component in the entity to function.
- Improve 2D performance massively when there are many sprites out of
view. (ex: `many_sprites`)

## Solution

- Derived from @Weasy666's #3944 pull request, which had no activity
since multiple months.
- Adapted the code to the latest version of Bevy.
- Added support for sprites with non-center `Anchor`s to avoid culling
prematurely when part of the sprite is still in view or not culling when
sprite is already out of view.

### Note
- Gives 15.8x performance boosts in some scenarios. (5 fps vs 79 fps
with 409600 sprites in `many_sprites`)

---------

Co-authored-by: ira <JustTheCoolDude@gmail.com>
2023-04-24 14:26:08 +00:00
Robin KAY
d74533b407
Add support for custom glTF vertex attributes. (#5370)
# Objective

The objective is to be able to load data from "application-specific"
(see glTF spec 3.7.2.1.) vertex attribute semantics from glTF files into
Bevy meshes.

## Solution

Rather than probe the glTF for the specific attributes supported by
Bevy, this PR changes the loader to iterate through all the attributes
and map them onto `MeshVertexAttribute`s. This mapping includes all the
previously supported attributes, plus it is now possible to add mappings
using the `add_custom_vertex_attribute()` method on `GltfPlugin`.

## Changelog

- Add support for loading custom vertex attributes from glTF files.
- Add the `custom_gltf_vertex_attribute.rs` example to illustrate
loading custom vertex attributes.

## Migration Guide

- If you were instantiating `GltfPlugin` using the unit-like struct
syntax, you must instead use `GltfPlugin::default()` as the type is no
longer unit-like.
2023-04-24 14:20:13 +00:00
ira
5dec3236ac
Remove Children component when calling despawn_descendants (#8476)
# Objective

Fix #8474
2023-04-24 14:14:52 +00:00
Æstus Vitæ
a4323d5641
docs(bevy_render): Remove copy-pasted docstring (#8479)
This line does not appear to be an intended part of the `Panics`
section, but instead looks like it was missed when copy-pasting a
`Panics` section from above.

It confused me when I was reading the docs. At first I read it as if it
was an imperative statement saying not to use `match` statements which
seemed odd and out of place. Once I saw the code it was clearly in err.

# Objective

- Cleanup documentation string to reduce end-user confusion.
2023-04-24 00:46:49 +00:00
William Pederzoli
0a35df13c9
Update docs to reflect that the shallowest and not the deepest penetr… (#8473)
# Objective
Update documentation for collide_aabb for multiple sides collisions
behavior
2023-04-23 19:41:21 +00:00
Wybe Westra
abf12f3b3b
Fixed several missing links in docs. (#8117)
Links in the api docs are nice. I noticed that there were several places
where structs / functions and other things were referenced in the docs,
but weren't linked. I added the links where possible / logical.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-04-23 17:28:36 +00:00
IceSentry
3f6367d584
Handle vertex_uvs if they are present in default prepass fragment shader (#8330)
# Objective

- Enabling AlphaMode::Opaque in the shader_prepass example crashes. The
issue seems to be that enabling opaque also generates vertex_uvs

Fixes https://github.com/bevyengine/bevy/issues/8273

## Solution

- Use the vertex_uvs in the shader if they are present
2023-04-23 08:07:15 +00:00
ickshonpe
4580a91171
measure_text_system text query fix (#8466)
# Objective

The first query of `measure_text_system`'s `text_queries` `ParamSet`
queries for all changed `Text` meaning that non-UI `Text` entities could
be added to its queue.

## Solution

Add a `With<Node>` query filter.

---

## Changelog
changes:
* Added a `With<Node>` query filter to first query of
`measure_text_system`'s `text_queries` `ParamSet` to ensure that only UI
node entities are added to its local queue.
* Fixed comment (text is not computed on changes to style).
2023-04-22 21:30:38 +00:00
JohnTheCoolingFan
15a96adc01
ChildBuilder docs improvement (#8371)
# Objective

Fixes #7230 

## Solution

Documented some side-effects

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-04-22 20:43:13 +00:00
ira
6b774c0fda
Compute vertex_count for indexed meshes on GpuMesh (#8460)
# Objective

Compute the `vertex_count` for indexed meshes as well as non-indexed
meshes.

I will need this in a future PR based on #8427 that adds a gizmo
component that draws the normals of a mesh when attached to an entity
([branch](https://github.com/devil-ira/bevy/compare/instanced-line-rendering...devil-ira:bevy:instanced-line-rendering-normals)).

<details><summary>Example image</summary>
<p>


![image](https://user-images.githubusercontent.com/29694403/233789526-cb5feb47-0aa7-4e69-90a2-e31ec24aadff.png)

</p>
</details> 

## Solution

Move `vertex_count` field from `GpuBufferInfo::NonIndexed` to `GpuMesh`

## Migration Guide

`vertex_count` is now stored directly on `GpuMesh` instead of
`GpuBufferInfo::NonIndexed`.
2023-04-22 17:28:58 +00:00
François
149c86b2ae
also import the default handle when feature disabled (#8456)
# Objective

- Fix compilation issue when default font is not enabled

## Solution

- Fix import
2023-04-22 07:49:18 +00:00
Noah
a9f766ceb2
Fix Box<dyn Reflect> struct with a hashmap in it panicking when clone_value is called on it (#8184)
# Objective

- Fix the issue described in #8183: Box<dyn Reflect> structs with a
hashmap in them will panic when clone_value is called on it
- Fixes: #8183

## Solution

- Updates the implementation of Reflect for Hashmaps to make clone_value
call from_reflect on the key before inserting it into the new struct
2023-04-22 02:55:53 +00:00
François
e0e5f3acd4
add a default font (#8445)
# Objective

- Have a default font

## Solution

- Add a font based on FiraMono containing only ASCII characters and use
it as the default font
- It is behind a feature `default_font` enabled by default
- I also updated examples to use it, but not UI examples to still show
how to use a custom font

---

## Changelog

* If you display text without using the default handle provided by
`TextStyle`, the text will be displayed
2023-04-21 22:30:18 +00:00
Kjolnyr
ddefc246b2
Added arc_2d function for gizmos (#8448)
# Objective

Added the possibility to draw arcs in 2d via gizmos

## Solution

- Added `arc_2d` function to `Gizmos`
- Added `arc_inner` function
- Added `Arc2dBuilder<'a, 's>`
- Updated `2d_gizmos.rs` example to draw an arc

---------

Co-authored-by: kjolnyr <kjolnyr@protonmail.ch>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: ira <JustTheCoolDude@gmail.com>
2023-04-21 15:34:07 +00:00
ickshonpe
0cf3000ee0
Fix the double leaf node updates in flex_node_system (#8264)
# Objective

If a UI node has a changed `CalculatedSize` component and either the UI
does a full update or the node also has a changed `Style` component, the
node's corresponding Taffy node will be updated twice by
`flex_node_system`.

## Solution

Add a `Without<Calculated>` query filter so that the two changed node
queries in `flex_node_system` are mutually exclusive and move the
`CalculatedSize` node updater into the else block of the full-update if
conditional.
2023-04-21 14:23:46 +00:00
Nicola Papale
e900bd9e12
Fix 1.69 CI clippy lints (#8450)
- Fix CI by implementing changes recommended by clippy
- It uncovered a bug in a `bevy_ecs` test. Nice!
2023-04-20 16:51:21 +00:00
Robert Swain
d8102a0a04
bevy_pbr: Do not cull meshes without Aabbs from cascades (#8444)
# Objective

- Mesh entities should cast shadows when not having Aabbs and having
NoFrustumCulling
- Fixes #8442 

## Solution

- Mesh entities with NoFrustumCulling get no automatic Aabbs added
- Point and spot lights do not cull mesh entities for their shadow
mapping if they do not have an Aabb, but directional lights do
- Make directional lights not cull mesh entities from cascades if the do
not have Aabbs. So no Aabb as a consequence of a NoFrustumCulling
component will mean that those mesh entities are not culled and so are
visible to the light.

---

## Changelog

- Fixed: Mesh entities with NoFrustumCulling will cast shadows for
directional light shadow maps
2023-04-20 01:43:24 +00:00
Nile
9db70da96f
Add screenshot api (#7163)
Fixes https://github.com/bevyengine/bevy/issues/1207

# Objective

Right now, it's impossible to capture a screenshot of the entire window
without forking bevy. This is because
- The swapchain texture never has the COPY_SRC usage
- It can't be accessed without taking ownership of it
- Taking ownership of it breaks *a lot* of stuff

## Solution

- Introduce a dedicated api for taking a screenshot of a given bevy
window, and guarantee this screenshot will always match up with what
gets put on the screen.

---

## Changelog

- Added the `ScreenshotManager` resource with two functions,
`take_screenshot` and `save_screenshot_to_disk`
2023-04-19 21:28:42 +00:00
JoJoJet
9fd867aeba
Simplify world schedule methods (#8403)
# Objective

Methods for interacting with world schedules currently have two
variants: one that takes `impl ScheduleLabel` and one that takes `&dyn
ScheduleLabel`. Operations such as `run_schedule` or `schedule_scope`
only use the label by reference, so there is little reason to have an
owned variant of these functions.

## Solution

Decrease maintenance burden by merging the `ref` variants of these
functions with the owned variants.

---

## Changelog

- Deprecated `World::run_schedule_ref`. It is now redundant, since
`World::run_schedule` can take values by reference.

## Migration Guide

The method `World::run_schedule_ref` has been deprecated, and will be
removed in the next version of Bevy. Use `run_schedule` instead.
2023-04-19 19:48:35 +00:00
JoJoJet
fe852fd0ad
Fix boxed labels (#8436)
# Objective

Label traits such as `ScheduleLabel` currently have a major footgun: the
trait is implemented for `Box<dyn ScheduleLabel>`, but the
implementation does not function as one would expect since `Box<T>` is
considered to be a distinct type from `T`. This is because the behavior
of the `ScheduleLabel` trait is specified mainly through blanket
implementations, which prevents `Box<dyn ScheduleLabel>` from being
properly special-cased.

## Solution

Replace the blanket-implemented behavior with a series of methods
defined on `ScheduleLabel`. This allows us to fully special-case
`Box<dyn ScheduleLabel>` .

---

## Changelog

Fixed a bug where boxed label types (such as `Box<dyn ScheduleLabel>`)
behaved incorrectly when compared with concretely-typed labels.

## Migration Guide

The `ScheduleLabel` trait has been refactored to no longer depend on the
traits `std::any::Any`, `bevy_utils::DynEq`, and `bevy_utils::DynHash`.
Any manual implementations will need to implement new trait methods in
their stead.

```rust
impl ScheduleLabel for MyType {
    // Before:
    fn dyn_clone(&self) -> Box<dyn ScheduleLabel> { ... }

    // After:
    fn dyn_clone(&self) -> Box<dyn ScheduleLabel> { ... }

    fn as_dyn_eq(&self) -> &dyn DynEq {
        self
    }

    // No, `mut state: &mut` is not a typo.
    fn dyn_hash(&self, mut state: &mut dyn Hasher) {
        self.hash(&mut state);
        // Hashing the TypeId isn't strictly necessary, but it prevents collisions.
        TypeId::of::<Self>().hash(&mut state);
    }
}
```
2023-04-19 02:36:44 +00:00
Nico Burns
5ed6b628eb
Allow bevy_ui crate to compile without the text feature enabled (#8437)
# Objective

Allow `bevy_ui` crate to compile without the `text` feature enabled

## Solution

- Correctly conditionally compile `text_system`
2023-04-18 19:41:02 +00:00
François
3220ad6b0b
do not crash when rendering only one gizmo (#8434)
# Objective

- Fixes #8432

## Solution

- Do not even create mesh when one is not needed
2023-04-18 16:31:55 +00:00
Hennadii Chernyshchyk
315f3cab36
Add any_component_removed condition (#8326)
Added helper extracted from #7711. that PR contains some controversy
conditions, but this one should be good to go.

---

## Changelog

### Added

- `any_component_removed` condition.

---------

Co-authored-by: François <mockersf@gmail.com>
2023-04-18 14:18:09 +00:00
ickshonpe
09df19bcad
Split UI Overflow by axis (#8095)
# Objective

Split the UI overflow enum so that overflow can be set for each axis
separately.

## Solution

Change `Overflow` from an enum to a struct with `x` and `y`
`OverflowAxis` fields, where `OverflowAxis` is an enum with `Clip` and
`Visible` variants. Modify `update_clipping` to calculate clipping for
each axis separately. If only one axis is clipped, the other axis is
given infinite bounds.

<img width="642" alt="overflow"
src="https://user-images.githubusercontent.com/27962798/227592983-568cf76f-7e40-48c4-a511-43c886f5e431.PNG">

---

## Changelog
* Split the UI overflow implementation so overflow can be set for each
axis separately.
* Added the enum `OverflowAxis` with `Clip` and `Visible` variants.
* Changed `Overflow` to a struct with `x` and `y` fields of type
`OverflowAxis`.
* `Overflow` has new methods `visible()` and `hidden()` that replace its
previous `Clip` and `Visible` variants.
* Added `Overflow` helper methods `clip_x()` and `clip_y()` that return
a new `Overflow` value with the given axis clipped.
* Modified `update_clipping` so it calculates clipping for each axis
separately. If a node is only clipped on a single axis, the other axis
is given `-f32::INFINITY` to `f32::INFINITY` clipping bounds.


## Migration Guide

The `Style` property `Overflow` is now a struct with `x` and `y` fields,
that allow for per-axis overflow control.

Use these helper functions to replace the variants of `Overflow`:
* Replace `Overflow::Visible` with  `Overflow::visible()`
* Replace `Overflow::Hidden` with `Overflow::clip()`
2023-04-17 22:23:52 +00:00
ira
e54057c50d
Avoid spawning gizmo meshes when no gizmos are being drawn (#8180)
# Objective

Avoid queuing empty meshes for rendering.
Should prevent #8144 from triggering when no gizmos are in use. Not a
real fix, unfortunately.

## Solution

Add an `in_use` field to `GizmoStorage` and only set it to true when
there are gizmos to draw.
2023-04-17 21:20:29 +00:00
JoJoJet
ce252f8cf7
Reorganize system modules (#8419)
# Objective

Follow-up to #8377.

As the system module has been refactored, there are many types that no
longer make sense to live in the files that they do:
- The `IntoSystem` trait is in `function_system.rs`, even though this
trait is relevant to all kinds of systems. Same for the `In<T>` type.
- `PipeSystem` is now just an implementation of `CombinatorSystem`, so
`system_piping.rs` no longer needs its own file.

## Solution

- Move `IntoSystem`, `In<T>`, and system piping combinators & tests into
the top-level `mod.rs` file for `bevy_ecs::system`.
- Move `PipeSystem` into `combinator.rs`.
2023-04-17 21:10:57 +00:00
Eris
764961be22
Add Reflection Macros to TextureAtlasSprite (#8428)
# Objective

Add Reflection to `TextureAtlasSprite` to bring it inline with `Sprite`

## Solution

Addition of appropriate macros to the type

---

## Changelog

`#[reflect(Component)]` and derive `FromReflect` for
`TextureAtlasSprite`
Added `TextureAtlasSprite` to the TypeRegistry
2023-04-17 20:24:17 +00:00
InnocentusLime
30ac157b80
Register some extra types to type registry (#8430)
# Objective

Fixes #8415.

## Solution

I simply added the missing types to the type registry.

## Changelog

Added `#[reflect(Component]` to `bevi_ui::ui_node::ZIndex`, since it
impls `Component` and `Reflect.`

The following types have been added to the type registry:

1. `bevy_ui::ZIndex`
2. `bevy_math::Rect`
3. `bevy_text::BreakLineOn`
4. `bevy_text::Text2dBounds`
2023-04-17 20:05:59 +00:00
Nico Burns
919919c998
Fix text measurement algorithm (#8425)
# Objective

Followup to #7779 which tweaks the actual text measurement algorithm to
be more robust.

Before:

<img width="822" alt="Screenshot 2023-04-17 at 18 12 05"
src="https://user-images.githubusercontent.com/1007307/232566858-3d3f0fd5-f3d4-400a-8371-3c2a3f541e56.png">

After:

<img width="810" alt="Screenshot 2023-04-17 at 18 41 40"
src="https://user-images.githubusercontent.com/1007307/232566919-4254cbfa-1cc3-4ea7-91ed-8ca1b759bacf.png">

(note extra space taken up in header in before example)

## Solution

- Text layout of horizontal text (currently the only kind of text we
support) is now based solely on the layout constraints in the horizontal
axis. It ignores constraints in the vertical axis and computes vertical
size based on wrapping subject to the horizontal axis constraints.
- I've also added a paragraph to the `grid` example for testing / demo
purposes.
2023-04-17 19:59:42 +00:00
Bruce Reif (Buswolley)
7604464438
fix panic when moving child (#8346)
# Objective
When changing an Entity's `Parent` to a new one from an old `Parent`
that doesn't exist, Bevy panics. Fixes #8337.

## Solution

Use `get_entity_mut` instead of `entity_mut` in `remove_from_children`.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2023-04-17 18:03:47 +00:00
Nico Burns
fe0ad10b0c
Fix text systems broken when resolving merge conflicts in #8026 (#8422)
# Objective

- Incorrectly resolved merge conflicts in
https://github.com/bevyengine/bevy/pull/8026 have caused UI text to not
render at all.

## Solution

Restore correct system schedule for text systems
2023-04-17 17:29:44 +00:00
Nico Burns
363d0f0c7c
Add CSS Grid support to bevy_ui (#8026)
# Objective

An easy way to create 2D grid layouts

## Solution

Enable the `grid` feature in Taffy and add new style types for defining
grids.

## Notes

- ~I'm having a bit of trouble getting `#[derive(Reflect)]` to work
properly. Help with that would be appreciated (EDIT: got it to compile
by ignoring the problematic fields, but this presumably can't be
merged).~ This is now fixed
- ~The alignment types now have a `Normal` variant because I couldn't
get reflect to work with `Option`.~ I've decided to stick with the
flattened variant, as it saves a level of wrapping when authoring
styles. But I've renamed the variants from `Normal` to `Default`.
- ~This currently exposes a simplified API on top of grid. In particular
the following is not currently supported:~
   - ~Negative grid indices~ Now supported.
- ~Custom `end` values for grid placement (you can only use `start` and
`span`)~ Now supported
- ~`minmax()` track sizing functions~ minmax is now support through a
`GridTrack::minmax()` constructor
   - ~`repeat()`~ repeat is now implemented as `RepeatedGridTrack`

- ~Documentation still needs to be improved.~ An initial pass over the
documentation has been completed.

## Screenshot

<img width="846" alt="Screenshot 2023-03-10 at 17 56 21"
src="https://user-images.githubusercontent.com/1007307/224435332-69aa9eac-123d-4856-b75d-5449d3f1d426.png">

---

## Changelog

- Support for CSS Grid layout added to `bevy_ui`

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Andreas Weibye <13300393+Weibye@users.noreply.github.com>
2023-04-17 16:21:38 +00:00
Nicola Papale
ebc6446789
Fix get_vertex_buffer_data doc (#8400)
# Objective

- Fixes #8399

The documentation was out of date and misleading since #3959.
2023-04-17 16:12:12 +00:00
Mike
defc653528
Better error message when index does not exist in texture atlas (#8396)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/8210

## Changelog

- Improve error message when `TextureAtlasSprite::index` does not exist
in texture atlas
2023-04-17 16:10:58 +00:00
JoJoJet
b03b7b557e
Simplify system piping and make it more flexible (#8377)
# Objective

- Currently, it is not possible to call `.pipe` on a system that takes
any input other than `()`.
- The `IntoPipeSystem` trait is currently very difficult to parse due to
its use of generics.

## Solution

Remove the `IntoPipeSystem` trait, and move the `pipe` method to
`IntoSystem`.

---

## Changelog

- System piping has been made more flexible: it is now possible to call
`.pipe` on a system that takes an input.

## Migration Guide

The `IntoPipeSystem` trait has been removed, and the `pipe` method has
been moved to the `IntoSystem` trait.

```rust

// Before:
use bevy_ecs::system::IntoPipeSystem;
schedule.add_systems(first.pipe(second));

// After:
use bevy_ecs::system::IntoSystem;
schedule.add_systems(first.pipe(second));
```
2023-04-17 16:08:32 +00:00
NiseVoid
65292fd559
Improve warning for Send resources marked as non_send (#8000)
# Objective

- Fixes unclear warning when `insert_non_send_resource` is called on a
Send resource

## Solution

- Add a message to the asssert statement that checks this

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2023-04-17 16:06:00 +00:00
François
882c86eee3
add a feature for memory tracing with tracy (#8272)
# Objective

- Expose a feature for tracing with Tracy to profile memory
(https://docs.rs/tracy-client/0.15.2/tracy_client/struct.ProfiledAllocator.html)
- This is a separate feature than just tracing as it can have an
additional cost

<img width="1912" alt="Screenshot 2023-03-30 at 08 39 49"
src="https://user-images.githubusercontent.com/8672791/228985566-dd62fff8-1cbf-4f59-8a10-80c796daba0c.png">
2023-04-17 16:04:46 +00:00
ickshonpe
43d7184b35
Fix the UV calculations for clipped and flipped ImageNodes (#8195)
# Objective

Instead of flipping the entire image, `prepare_ui_nodes` only flips the
unclipped area.

<img width="652" alt="overflow_flipped_bug"
src="https://user-images.githubusercontent.com/27962798/227587867-1467c6ae-8693-45c3-87cb-793cc5b433e4.png">

## Solution

Whenever flip_x or flip_y is set swap the image rect coordinates and
invert the clipping coords along the flipped axes before the UVs are
calculated.

<img width="656" alt="overflow_fixed"
src="https://user-images.githubusercontent.com/27962798/227588839-e0dde3b9-dc26-4652-a129-2faab2d07281.PNG">

--

## Changelog

* Modified `prepare_uinodes` so that the UVs for clipped and flipped
image nodes are calculated correctly.
2023-04-17 15:58:34 +00:00
ickshonpe
ffc62c1a81
text_system split (#7779)
# Objective

`text_system` runs before the UI layout is calculated and the size of
the text node is determined, so it cannot correctly shape the text to
fit the layout, and has no way of determining if the text needs to be
wrapped.

The function `text_constraint` attempts to determine the size of the
node from the local size constraints in the `Style` component. It can't
be made to work, you have to compute the whole layout to get the correct
size. A simple example of where this fails completely is a text node set
to stretch to fill the empty space adjacent to a node with size
constraints set to `Val::Percent(50.)`. The text node will take up half
the space, even though its size constraints are `Val::Auto`

Also because the `text_system` queries for changes to the `Style`
component, when a style value is changed that doesn't affect the node's
geometry the text is recomputed unnecessarily.

Querying on changes to `Node` is not much better. The UI layout is
changed to fit the `CalculatedSize` of the text, so the size of the node
is changed and so the text and UI layout get recalculated multiple times
from a single change to a `Text`.

Also, the `MeasureFunc` doesn't work at all, it doesn't have enough
information to fit the text correctly and makes no attempt.
 
Fixes #7663,  #6717, #5834, #1490,

## Solution

Split the `text_system` into two functions:
* `measure_text_system` which calculates the size constraints for the
text node and runs before `UiSystem::Flex`
* `text_system` which runs after `UiSystem::Flex` and generates the
actual text.
* Fix the `MeasureFunc` calculations.
---

Text wrapping in main:
<img width="961" alt="Capturemain"
src="https://user-images.githubusercontent.com/27962798/220425740-4fe4bf46-24fb-4685-a1cf-bc01e139e72d.PNG">

With this PR:
<img width="961" alt="captured_wrap"
src="https://user-images.githubusercontent.com/27962798/220425807-949996b0-f127-4637-9f33-56a6da944fb0.PNG">

## Changelog

* Removed the previous fields from `CalculatedSize`. `CalculatedSize`
now contains a boxed `Measure`.
 * Added `measurement` module to `bevy_ui`.
* Added the method `create_text_measure` to `TextPipeline`.
* Added a new system `measure_text_system` that runs before
`UiSystem::Flex` that creates a `MeasureFunc` for the text.
* Rescheduled  `text_system` to run after `UiSystem::Flex`.
* Added a trait `Measure`. A `Measure` is used to compute the size of a
UI node when the size of that node is based on its content.
* Added `ImageMeasure` and `TextMeasure` which implement `Measure`.
* Added a new component `UiImageSize` which is used by
`update_image_calculated_size_system` to track image size changes.
* Added a `UiImageSize` component to `ImageBundle`.

## Migration Guide

`ImageBundle` has a new component `UiImageSize` which contains the size
of the image bundle's texture and is updated automatically by
`update_image_calculated_size_system`

---------

Co-authored-by: François <mockersf@gmail.com>
2023-04-17 15:23:21 +00:00
JoJoJet
328347f44c
Add a missing safety invariant to System::run_unsafe (#7778)
# Objective

The implementation of `System::run_unsafe` for `FunctionSystem` requires
that the world is the same one used to initialize the system. However,
the `System` trait has no requirements that the world actually matches,
which makes this implementation unsound.

This was previously mentioned in
https://github.com/bevyengine/bevy/pull/7605#issuecomment-1426491871

Fixes part of #7833.

## Solution

Add the safety invariant that
`System::update_archetype_component_access` must be called prior to
`System::run_unsafe`. Since
`FunctionSystem::update_archetype_component_access` properly validates
the world, this ensures that `run_unsafe` is not called with a
mismatched world.

Most exclusive systems are not required to be run on the same world that
they are initialized with, so this is not a concern for them. Systems
formed by combining an exclusive system with a regular system *do*
require the world to match, however the validation is done inside of
`System::run` when needed.
2023-04-17 15:20:42 +00:00
Vladyslav Batyrenko
71fccb2897
Improve or-with disjoint checks (#7085)
# Objective

This PR attempts to improve query compatibility checks in scenarios
involving `Or` filters.

Currently, for the following two disjoint queries, Bevy will throw a
panic:

```
fn sys(_: Query<&mut C, Or<(With<A>, With<B>)>>, _: Query<&mut C, (Without<A>, Without<B>)>) {}
``` 

This PR addresses this particular scenario.

## Solution

`FilteredAccess::with` now stores a vector of `AccessFilters`
(representing a pair of `with` and `without` bitsets), where each member
represents an `Or` "variant".
Filters like `(With<A>, Or<(With<B>, Without<C>)>` are expected to be
expanded into `A * B + A * !C`.

When calculating whether queries are compatible, every `AccessFilters`
of a query is tested for incompatibility with every `AccessFilters` of
another query.

---

## Changelog

- Improved system and query data access compatibility checks in
scenarios involving `Or` filters

---------

Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-04-17 15:16:58 +00:00
Nicola Papale
c488b7089c
Fix pbr shader breaking on missing UVs (#8412)
# Objective

Fix #8409

Since `in` doesn't have a `uv` field when `VERTEX_UVS` is not defined,
it shouldn't be accessed outside of related `#ifdef`s
2023-04-17 06:22:34 +00:00
JoJoJet
0174d632a5
Add a scope API for world schedules (#8387)
# Objective

If you want to execute a schedule on the world using arbitrarily complex
behavior, you currently need to use "hokey-pokey strats": remove the
schedule from the world, do your thing, and add it back to the world.
Not only is this cumbersome, it's potentially error-prone as one might
forget to re-insert the schedule.

## Solution

Add the `World::{try}schedule_scope{ref}` family of functions, which is
a convenient abstraction over hokey pokey strats. This method
essentially works the same way as `World::resource_scope`.

### Example

```rust
// Run the schedule five times.
world.schedule_scope(MySchedule, |world, schedule| {
    for _ in 0..5 {
        schedule.run(world);
    }
});
```

---

## Changelog

Added the `World::schedule_scope` family of methods, which provide a way
to get mutable access to a world and one of its schedules at the same
time.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2023-04-16 05:09:33 +00:00
Nicola Papale
8df014fbaf
Add parallax mapping to bevy PBR (#5928)
# Objective

Add a [parallax mapping] shader to bevy. Please note that
this is a 3d technique, NOT a 2d sidescroller feature.

## Solution

- Add related fields to `StandardMaterial`
- update the pbr shader
- Add an example taking advantage of parallax mapping

A pre-existing implementation exists at:
https://github.com/nicopap/bevy_mod_paramap/

The implementation is derived from:

https://web.archive.org/web/20150419215321/http://sunandblackcat.com/tipFullView.php?l=eng&topicid=28

Further discussion on literature is found in the `bevy_mod_paramap`
README.

### Limitations

- The mesh silhouette isn't affected by the depth map.
- The depth of the pixel does not reflect its visual position, resulting
  in artifacts for depth-dependent features such as fog or SSAO
- GLTF does not define a height map texture, so somehow the user will
  always need to work around this limitation, though [an extension is in
  the works][gltf]

### Future work

- It's possible to update the depth in the depth buffer to follow the
  parallaxed texture. This would enable interop with depth-based
  visual effects, it also allows `discard`ing pixels of materials when
  computed depth is higher than the one in depth buffer
- Cheap lower quality single-sample method using [offset limiting]
- Add distance fading, to disable parallaxing (relatively expensive)
  on distant objects
- GLTF extension to allow defining height maps. Or a workaround
  implemented through a blender plugin to the GLTF exporter that
  uses the `extras` field to add height map.
- [Quadratic surface vertex attributes][oliveira_3] to enable parallax
  mapping on bending surfaces and allow clean silhouetting.
- noise based sampling, to limit the pancake artifacts.
- Cone mapping ([GPU gems], [Simcity (2013)][simcity]). Requires
  preprocessing, increase depth map size, reduces sample count greatly.
- [Quadtree parallax mapping][qpm] (also requires preprocessing)
- Self-shadowing of parallax-mapped surfaces by modifying the shadow map
- Generate depth map from normal map [link to slides], [blender
question]


https://user-images.githubusercontent.com/26321040/223563792-dffcc6ab-70e8-4ff9-90d1-b36c338695ad.mp4

[blender question]:
https://blender.stackexchange.com/questions/89278/how-to-get-a-smooth-curvature-map-from-a-normal-map
[link to slides]:
https://developer.download.nvidia.com/assets/gamedev/docs/nmap2displacement.pdf
[oliveira_3]:
https://www.inf.ufrgs.br/~oliveira/pubs_files/Oliveira_Policarpo_RP-351_Jan_2005.pdf
[GPU gems]:
https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-18-relaxed-cone-stepping-relief-mapping
[simcity]:
https://community.simtropolis.com/omnibus/other-games/building-and-rendering-simcity-2013-r247/
[offset limiting]:
https://raw.githubusercontent.com/marcusstenbeck/tncg14-parallax-mapping/master/documents/Parallax%20Mapping%20with%20Offset%20Limiting%20-%20A%20Per-Pixel%20Approximation%20of%20Uneven%20Surfaces.pdf
[gltf]: https://github.com/KhronosGroup/glTF/pull/2196
[qpm]:
https://www.gamedevs.org/uploads/quadtree-displacement-mapping-with-height-blending.pdf

---

## Changelog

- Add a `depth_map` field to the `StandardMaterial`, it is a grayscale
  image where white represents bottom and black the top. If `depth_map`
  is set, bevy's pbr shader will use it to do [parallax mapping] to
  give an increased feel of depth to the material. This is similar to a
  displacement map, but with infinite precision at fairly low cost.
- The fields `parallax_mapping_method`, `parallax_depth_scale` and
  `max_parallax_layer_count` allow finer grained control over the
  behavior of the parallax shader.
- Add the `parallax_mapping` example to show off the effect.

[parallax mapping]: https://en.wikipedia.org/wiki/Parallax_mapping

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-04-15 10:25:14 +00:00
JoJoJet
1074a41b87
Fix docs for fixed timestep (#8363)
# Objective

The docs for `FixedTime::expend` are unfinished.
2023-04-14 19:41:31 +00:00
Jannik Obermann
d47bb3e6e9
Sync pbr_types.wgsl StandardMaterial values (#8380)
# Objective

The default StandardMaterial values of `pbr_material.rs` and
`pbr_types.wgsl` are out of sync.
I think they are out of sync since
https://github.com/bevyengine/bevy/pull/7664.

## Solution

Adapt the values: `metallic = 0.0`, `perceptual_roughness = 0.5`.
2023-04-14 05:52:57 +00:00
ickshonpe
0cbabefbad
UiRect axes constructor (#7656)
# Objective

We don't have a constructor function for `UiRect` that sets uniform
horizontal and vertical values, even though it is a common pattern.

## Solution

Add a constructor function to `UiRect` called `axes`, that sets both
`left` and `right` to the same given horizontal value,
and sets both `top` and `bottom` to same given vertical value.

## Changelog

* Added a constructor function `axes` to `UiRect`.
2023-04-13 20:52:21 +00:00
Sam T
b9f3272177
added multi-line string formatting (#8350)
# Objective

fixes #8348

## Solution

- Uses multi-line string with backslashes allowing rustfmt to work
properly in the surrounding area.

---------

Co-authored-by: François <mockersf@gmail.com>
2023-04-13 18:00:17 +00:00
JoJoJet
c37a53d52d
Add a regression test for change detection between piped systems (#8368)
# Objective

The behavior of change detection within `PipeSystem` is very tricky and
subtle, and is not currently covered by any of our tests as far as I'm
aware.
2023-04-13 17:59:29 +00:00
James Liu
2ec38d1467
Inline more ECS functions (#8083)
# Objective
Upon closer inspection, there are a few functions in the ECS that are
not being inlined, even with the highest optimizations and LTO enabled:

- Almost all
[WorldQuery::init_fetch](9fd5f20e25/results/query_get.s (L57))
calls. Affects `Query::get` calls in hot loops. In particular, the
`WorldQuery` implementation for `()` is used *everywhere* as the default
filter and is effectively a no-op.
-
[Entities::get](9fd5f20e25/results/query_get.s (L39)).
Affects `Query::get`, `World::get`, and any component insertion or
removal.
-
[Entities::set](9fd5f20e25/results/entity_remove.s (L2487)).
Affects any component insertion or removal.
-
[Tick::new](9fd5f20e25/results/entity_insert.s (L1368)).
I've only seen this in component insertion and spawning.
 - ArchetypeRow::new
 - BlobVec::set_len

Almost all of these have trivial or even empty implementations or have
significant opportunity to be optimized into surrounding code when
inlined with LTO enabled.

## Solution
Inline them
2023-04-12 19:52:06 +00:00
JoJoJet
f3c7ccefc6
Fix panics and docs when using World schedules (#8364)
# Objective

The method `World::try_run_schedule` currently panics if the `Schedules`
resource does not exist, but it should just return an `Err`. Similarly,
`World::add_schedule` panics unnecessarily if the resource does not
exist.

Also, the documentation for `World::add_schedule` is completely wrong.

## Solution

When the `Schedules` resource does not exist, we now treat it the same
as if it did exist but was empty. When calling `add_schedule`, we
initialize it if it does not exist.
2023-04-12 19:29:08 +00:00
Olle Lukowski
14abff99f6
Improved AnimationPlugin declaration. (#8361)
# Objective

Fixes #8347.

## Solution

Implemented the suggested change to the `AnimationPlugin` declaration.
2023-04-12 19:27:38 +00:00
Jonah Henriksson
55e9ab7c92
Cleaned up panic messages (#8219)
# Objective

Fixes #8215 and #8152. When systems panic, it causes the main thread to
panic as well, which clutters the output.

## Solution

Resolves the panic in the multi-threaded scheduler. Also adds an extra
message that tells the user the system that panicked.

Using the example from the issue, here is what the messages now look
like:

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

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

fn panicking_system() {
    panic!("oooh scary");
}
```
### Before
```
   Compiling bevy_test v0.1.0 (E:\Projects\Rust\bevy_test)
    Finished dev [unoptimized + debuginfo] target(s) in 2m 58s
     Running `target\debug\bevy_test.exe`
2023-03-30T22:19:09.234932Z  INFO bevy_diagnostic::system_information_diagnostics_plugin::internal: SystemInfo { os: "Windows 10 Pro", kernel: "19044", cpu: "AMD Ryzen 5 2600 Six-Core Processor", core_count: "6", memory: "15.9 GiB" }
thread 'Compute Task Pool (5)' panicked at 'oooh scary', src\main.rs:11:5
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
thread 'Compute Task Pool (5)' panicked at 'A system has panicked so the executor cannot continue.: RecvError', E:\Projects\Rust\bevy\crates\bevy_ecs\src\schedule\executor\multi_threaded.rs:194:60
thread 'main' panicked at 'called `Option::unwrap()` on a `None` value', E:\Projects\Rust\bevy\crates\bevy_tasks\src\task_pool.rs:376:49
error: process didn't exit successfully: `target\debug\bevy_test.exe` (exit code: 101)
```
### After
```
   Compiling bevy_test v0.1.0 (E:\Projects\Rust\bevy_test)
    Finished dev [unoptimized + debuginfo] target(s) in 2.39s
     Running `target\debug\bevy_test.exe`
2023-03-30T22:11:24.748513Z  INFO bevy_diagnostic::system_information_diagnostics_plugin::internal: SystemInfo { os: "Windows 10 Pro", kernel: "19044", cpu: "AMD Ryzen 5 2600 Six-Core Processor", core_count: "6", memory: "15.9 GiB" }
thread 'Compute Task Pool (5)' panicked at 'oooh scary', src\main.rs:11:5
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Encountered a panic in system `bevy_test::panicking_system`!
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!
error: process didn't exit successfully: `target\debug\bevy_test.exe` (exit code: 101)
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-04-12 18:27:28 +00:00
JoJoJet
7ec89004dd
Only trigger state transitons if next_state != old_state (#8359)
# Objective

Fix #8191.

Currently, a state transition will be triggered whenever the `NextState`
resource has a value, even if that "transition" is to the same state as
the previous one. This caused surprising/meaningless behavior, such as
the existence of an `OnTransition { from: A, to: A }` schedule.

## Solution

State transition schedules now only run if the new state is not equal to
the old state. Change detection works the same way, only being triggered
when the states compare not equal.

---

## Changelog

- State transition schedules are no longer run when transitioning to and
from the same state.

## Migration Guide

State transitions are now only triggered when the exited and entered
state differ. This means that if the world is currently in state `A`,
the `OnEnter(A)` schedule (or `OnExit`) will no longer be run if you
queue up a state transition to the same state `A`.
2023-04-12 17:07:13 +00:00
James Liu
d623731e2c
Move event traces to detailed_trace! (#7732)
# Objective
Noticed while writing #7728 that we are using `trace!` logs in our event
functions. This has shown to have significant overhead, even trace level
logs are disabled globally, as seen in #7639.

## Solution
Use the `detailed_trace!` macro introduced in #7639. Also removed the
`event_trace` function that was only used in one location.

---

## Changelog
Changed: Event trace logs are now feature gated behind the
`detailed-trace` feature.
2023-04-11 03:37:58 +00:00
ira
52ee83e7e8
Fix viewport change detection (#8323)
# Objective

Fix #8321

## Solution

The `old_viewport_size` that is used to detect whether the viewport has
changed was not being updated and thus always `None`.
2023-04-10 20:41:32 +00:00
Liam Gallagher
dff071c2a8
Ability to set a Global Volume (#7706)
# Objective

Adds a new resource to control a global volume.
Fixes #7690

---

## Solution

Added a new resource to control global volume, this is then multiplied
with an audio sources volume to get the output volume, individual audio
sources can opt out of this my enabling the `absolute_volume` field in
`PlaybackSettings`.

---

## Changelog

### Added
- `GlobalVolume` a resource to control global volume (in prelude).
- `global_volume` field to `AudioPlugin` or setting the initial value of
`GlobalVolume`.
- `Volume` enum that can be `Relative` or `Absolute`.
- `VolumeLevel` struct for defining a volume level.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-04-10 14:08:43 +00:00
robtfm
cc8f023b3a
fix invalid bone weights (#8316)
# Objective

when a mesh uses zero for all bone weights, vertices end up in the
middle of the screen.

## Solution

we can address this by explicitly setting the first bone weight to 1
when the weights are given as zero. this is the approach taken by
[unity](https://forum.unity.com/threads/whats-the-problem-with-this-import-fbx-warning.133736/)
(although that also sets the bone index to zero) and
[three.js](94c1a4b86f/src/objects/SkinnedMesh.js (L98)),
and likely other engines.

## Alternatives

it does add a bit of overhead, and users can always fix this themselves,
though it's a bit awkward particularly with gltfs.

(note - this is for work so my sme status shouldn't apply)

---------

Co-authored-by: ira <JustTheCoolDude@gmail.com>
2023-04-10 07:49:53 +00:00
Nicola Papale
f32ee63fb1
Fix transform propagation of orphaned entities (#7264)
# Objective

- Fix #7263

This has nothing to do with #7024. This is for the case where the
user opted to **not** keep the same global transform on update.

## Solution

- Add a `RemovedComponent<Parent>` to `propagate_transforms`
- Add a `RemovedComponent<Parent>` and `Local<Vec<Entity>>` to
`sync_simple_transforms`
- Add test to make sure all of this works.

### Performance note

This should only incur a cost in cases where a parent is removed.

A minimal overhead (one look up in the `removed_components`
sparse set) per root entities without children which transform didn't
change. A `Vec` the size of the largest number of entities removed
with a `Parent` component in a single frame, and a binary search on
a `Vec` per root entities.

It could slow up considerably in situations where a lot of entities are
orphaned consistently during every frame, since
`sync_simple_transforms` is not parallel. But in this situation,
it is likely that the overhead of archetype updates overwhelms
everything.

---

## Changelog

- Fix the `GlobalTransform` not getting updated when `Parent` is removed

## Migration Guide

- If you called `bevy_transform::systems::sync_simple_transforms` and
`bevy_transform::systems::propagate_transforms` (which is not
re-exported by bevy) you need to account for the additional
`RemovedComponents<Parent>` parameter.

---------

Co-authored-by: vyb <vyb@users.noreply.github.com>
Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
2023-04-09 20:53:33 +00:00
Ashy
0d971a63e4
Added documentation to the fields within derived read-only types (#8334)
Fixes #8333

# Objective

Fixes issue which causes failure to compile if using
`#![deny(missing_docs)]`.

## Solution

Added some very basic commenting to the generated read-only fields.
honestly I feel this to be up for debate since the comments are very
basic and give very little useful information but the purpose of this PR
is to fix the issue at hand.

---

## Changelog

Added comments to the derive macro and the projects now successfully
compile.

---------

Co-authored-by: lupan <kallll5@hotmail.com>
2023-04-09 14:37:34 +00:00
Mikkel Rasmussen
e9312254d8
Non-breaking change* from UK spellings to US (#8291)
Fixes issue mentioned in PR #8285.

_Note: By mistake, this is currently dependent on #8285_
# Objective

Ensure consistency in the spelling of the documentation.

Exceptions:
`crates/bevy_mikktspace/src/generated.rs` - Has not been changed from
licence to license as it is part of a licensing agreement.

Maybe for further consistency,
https://github.com/bevyengine/bevy-website should also be given a look.

## Solution

### Changed the spelling of the current words (UK/CN/AU -> US) :
cancelled -> canceled (Breaking API changes in #8285)
behaviour -> behavior (Breaking API changes in #8285)
neighbour -> neighbor
grey -> gray
recognise -> recognize
centre -> center
metres -> meters
colour -> color

### ~~Update [`engine_style_guide.md`]~~ Moved to #8324 

---

## Changelog

Changed UK spellings in documentation to US

## Migration Guide

Non-breaking changes*

\* If merged after #8285
2023-04-08 16:22:46 +00:00
JoJoJet
3ead10a3e0
Suppress the clippy::type_complexity lint (#8313)
# Objective

The clippy lint `type_complexity` is known not to play well with bevy.
It frequently triggers when writing complex queries, and taking the
lint's advice of using a type alias almost always just obfuscates the
code with no benefit. Because of this, this lint is currently ignored in
CI, but unfortunately it still shows up when viewing bevy code in an
IDE.

As someone who's made a fair amount of pull requests to this repo, I
will say that this issue has been a consistent thorn in my side. Since
bevy code is filled with spurious, ignorable warnings, it can be very
difficult to spot the *real* warnings that must be fixed -- most of the
time I just ignore all warnings, only to later find out that one of them
was real after I'm done when CI runs.

## Solution

Suppress this lint in all bevy crates. This was previously attempted in
#7050, but the review process ended up making it more complicated than
it needs to be and landed on a subpar solution.

The discussion in https://github.com/rust-lang/rust-clippy/pull/10571
explores some better long-term solutions to this problem. Since there is
no timeline on when these solutions may land, we should resolve this
issue in the meantime by locally suppressing these lints.

### Unresolved issues

Currently, these lints are not suppressed in our examples, since that
would require suppressing the lint in every single source file. They are
still ignored in CI.
2023-04-06 21:27:36 +00:00
ira
585baf0a66
Consistent screen-space coordinates (#8306)
# Objective

Make the coordinate systems of screen-space items (cursor position, UI,
viewports, etc.) consistent.

## Solution

Remove the weird double inversion of the cursor position's Y origin.
Once in bevy_winit to the bottom and then again in bevy_ui back to the
top.
This leaves the origin at the top left like it is in every other popular
app framework.

Update the `world_to_viewport`, `viewport_to_world`, and
`viewport_to_world_2d` methods to flip the Y origin (as they should
since the viewport coordinates were always relative to the top left).

## Migration Guide

`Window::cursor_position` now returns the position of the cursor
relative to the top left instead of the bottom left.
This now matches other screen-space coordinates like
`RelativeCursorPosition`, UI, and viewports.

The `world_to_viewport`, `viewport_to_world`, and `viewport_to_world_2d`
methods on `Camera` now return/take the viewport position relative to
the top left instead of the bottom left.

If you were using `world_to_viewport` to position a UI node the returned
`y` value should now be passed into the `top` field on `Style` instead
of the `bottom` field.
Note that this might shift the position of the UI node as it is now
anchored at the top.

If you were passing `Window::cursor_position` to `viewport_to_world` or
`viewport_to_world_2d` no change is necessary.
2023-04-05 22:32:36 +00:00
ickshonpe
1a7f046c4d
Fix size of clipped text glyphs. (#8197)
# Objective

Text glyphs that were clipped were not sized correctly because the
transform extracted from the `extract_text_uinodes` had a scaling on it
that wasn't accounted for.

fixes #8167

## Solution

Remove the scaling from the transform and multiply the size of the
glyphs by the inverse of the scale factor.
2023-04-05 22:26:52 +00:00
ickshonpe
ff9f2234f3
UiImage helper functions (#8199)
# Objective

Add helper functions to `UiImage` for creating flipped images.

## Changelog

* Added `with_flip_x` and `with_flip_y` methods to `UiImage` that return
the `UiImage` flipped along the respective axis.
2023-04-05 22:19:46 +00:00
Hank Jordan
28046d5142
Expose AudioSink::empty() (#8145)
# Objective

Exposes `empty()` method for `AudioSink`.
Based on `0.10.0`, should be a non-breaking change.

---

## Changelog

- Expose `empty()` method for `AudioSink`
- Add `AudioSink::empty()` example

---------

Co-authored-by: hank <hank@hank.co.in>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-04-05 21:54:14 +00:00
ickshonpe
6e67d3e534
Remove the corresponding measure from Taffy when a CalculatedSize component is removed. (#8294)
# Objective

When a `CalculatedSize` component from a UI Node entity is removed, the
corresponding Taffy measure isn't removed which will mess up the layout
in confusing, unpredictable ways.

## Solution

Iterate through all the entities with removed `CalculatedSize`
components and remove the corresponding Taffy measures.
2023-04-05 21:29:29 +00:00
Mikkel Rasmussen
1575481429
Changed spelling linebreak_behaviour to linebreak_behavior (#8285)
# Objective

In the
[`Text`](3442a13d2c/crates/bevy_text/src/text.rs (L18))
struct the field is named: `linebreak_behaviour`, the British spelling
of _behavior_.
**Update**, also found: 
- `FileDragAndDrop::HoveredFileCancelled` 
- `TouchPhase::Cancelled`
- `Touches.just_cancelled`

The majority of all spelling is in the US but when you have a lot of
contributors across the world, sometimes
spelling differences can pop up in APIs such as in this case. 

For consistency, I think it would be worth a while to ensure that the
API is persistent.

Some examples:
`from_reflect.rs` has `DefaultBehavior`
TextStyle has `color` and uses the `Color` struct.
In `bevy_input/src/Touch.rs` `TouchPhase::Cancelled` and _canceled_ are
used interchangeably in the documentation

I've found that there is also the same type of discrepancies in the
documentation, though this is a low priority but is worth checking.
**Update**: I've now checked the documentation (See #8291)

## Solution

I've only renamed the inconsistencies that have breaking changes and
documentation pertaining to them. The rest of the documentation will be
changed via #8291.

Do note that the winit API is written with UK spelling, thus this may be
a cause for confusion:
`winit::event::TouchPhase::Cancelled => TouchPhase::Canceled`
`winit::event::WindowEvent::HoveredFileCancelled` -> Related to
`FileDragAndDrop::HoveredFileCanceled`

But I'm hoping to maybe outline other spelling inconsistencies in the
API, and maybe an addition to the contribution guide.

---

## Changelog

- `Text` field `linebreak_behaviour` has been renamed to
`linebreak_behavior`.
- Event `FileDragAndDrop::HoveredFileCancelled` has been renamed to
`HoveredFileCanceled`
- Function `Touches.just_cancelled` has been renamed to
`Touches.just_canceled`
- Event `TouchPhase::Cancelled` has been renamed to
`TouchPhase::Canceled`

## Migration Guide

Update where `linebreak_behaviour` is used to `linebreak_behavior`
Updated the event `FileDragAndDrop::HoveredFileCancelled` where used to
`HoveredFileCanceled`
Update `Touches.just_cancelled` where used as `Touches.just_canceled`
The event `TouchPhase::Cancelled` is now called `TouchPhase::Canceled`
2023-04-05 21:25:53 +00:00
IceSentry
c70776b3cf
Use RenderGraphApp in more places (#8298)
# Objective

- RenderGraphExt was merged, but only used in limited situations

## Solution

- Fix some remaining issues with the existing api
- Use the new api in the main pass and mass writeback
- Add CORE_2D and CORE_3D constant to make render_graph code shorter
2023-04-05 20:57:56 +00:00
Erik Šabič
0a17751d16
Minor mistake in Frustum::intersects_obb (#8305)
# Objective

Fix a minor mistake

## Solution

Replaced an extraction of a plane normal with an existing method
2023-04-05 19:37:59 +00:00
James Liu
21e1893c4f
Remove capacity fields from all Buffer wrapper types (#8301)
# Objective
While working on #8299, I noticed that we're using a `capacity` field,
even though `wgpu::Buffer` exposes a `size` accessor that does the same
thing.

## Solution
Remove it from all buffer wrappers. Use `wgpu::Buffer::size` instead.
Default to 0 if no buffer has been allocated yet.
2023-04-04 20:12:31 +00:00
James Liu
63d89d31ba
Remove unnecesssary values Vec from DynamicUniformBuffer and DynamicStorageBuffer (#8299)
# Objective
Fixes #8284. `values` is being pushed to separately from the actual
scratch buffer in `DynamicUniformBuffer::push` and
`DynamicStorageBuffer::push`. In both types, `values` is really only
used to track the number of elements being added to the buffer, yet is
causing extra allocations, size increments and excess copies.

## Solution
Remove it and its remaining uses. Replace it with accesses to `scratch`
instead.

I removed the `len` accessor, as it may be non-trivial to compute just
from `scratch`. If this is still desirable to have, we can keep a `len`
member field to track it instead of relying on `scratch`.
2023-04-04 20:12:19 +00:00
Aceeri
ed50c8b4d9
Make state private and only accessible through getter for State resource (#8009)
# Objective
State requires a kind of awkward `state.0` to get the current state and
exposes the field directly to manipulation.

## Solution
Make it accessible through a getter method as well as privatize the
field to make sure false assumptions about setting the state aren't
made.

## Migration Guide
- Use `State::get` instead of accessing the tuple field directly.
2023-04-04 01:25:54 +00:00
IceSentry
614de3019c
Add RenderGraphApp to simplify adding render nodes (#8007)
# Objective

- Adding a node to the render_graph can be quite verbose and error prone
because there's a lot of moving parts to it.

## Solution

- Encapsulate this in a simple utility method
	- Mostly intended for optional nodes that have specific ordering
- Requires that the `Node` impl `FromWorld`, but every internal node is
built using a new function taking a `&mut World` so it was essentially
already `FromWorld`
- Use it for the bloom, fxaa and taa, nodes. 
- The main nodes don't use it because they rely more on the order of
many nodes being added

---

## Changelog

- Impl `FromWorld` for `BloomNode`, `FxaaNode` and `TaaNode`
- Added `RenderGraph::add_node_edges()`
- Added `RenderGraph::sub_graph()`
- Added `RenderGraph::sub_graph_mut()`
- Added `RenderGraphApp`, `RenderGraphApp::add_render_graph_node`,
`RenderGraphApp::add_render_graph_edges`,
`RenderGraphApp::add_render_graph_edge`

## Notes

~~This was taken out of https://github.com/bevyengine/bevy/pull/7995
because it works on it's own. Once the linked PR is done, the new
`add_node()` will be simplified a bit since the input/output params
won't be necessary.~~

This feature will be useful in most of the upcoming render nodes so it's
impact will be more relevant at that point.

Partially fixes #7985 

## Future work

* Add a way to automatically label nodes or at least make it part of the
trait. This would remove one more field from the functions added in this
PR
* Use it in the main pass 2d/3d

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-04-04 00:50:22 +00:00
张林伟
5c7abb0579
Remove OnUpdate system set (#8260)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/8239.

## Solution

- Replace `OnUpdate` with `run_if(in_state(xxx))`.

---

## Migration Guide

- Replace `OnUpdate` with `run_if(in_state(xxx))`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-04-04 00:49:41 +00:00
JoJoJet
b423e6ee15
Extend the WorldQuery macro to tuple structs (#8119)
# Objective

The `#[derive(WorldQuery)]` macro currently only supports structs with
named fields.

Same motivation as #6957. Remove sharp edges from the derive macro, make
it just work more often.

## Solution

Support tuple structs.

---

## Changelog

+ Added support for tuple structs to the `#[derive(WorldQuery)]` macro.
2023-04-04 00:49:03 +00:00
Zhixing Zhang
2aaaed7f69
Make bevy_render an optional dependency of bevy_scene (#8136)
# Objective

bevy-scene does not have a reason to depend on bevy-render except to
include the `Visibility` and `ComputedVisibility` components. Including
that in the dependency chain is unnecessary for people not using
`bevy_render`.

Also fixed a problem where compilation fails when the `serialize`
feature was not enabled.

## Solution

This was added in #5335 to address some of the problems caused by #5310.

Imo the user just always have to remember to include `VisibilityBundle`
when they spawn `SceneBundle` or `DynamicSceneBundle`, but that will be
a breaking change. This PR makes `bevy_render` an optional dependency of
`bevy_scene` instead to respect the existing behavior.
2023-04-03 21:23:26 +00:00
JoJoJet
086db6d22f
Update increment_change_tick to return a strongly-typed Tick (#8295)
# Objective

While migrating the engine to use the `Tick` type in #7905, I forgot to
update `UnsafeWorldCell::increment_change_tick`.

## Solution

Update the function.

---

## Changelog

- The function `UnsafeWorldCell::increment_change_tick` is now
strongly-typed, returning a value of type `Tick` instead of a raw `u32`.

## Migration Guide

The function `UnsafeWorldCell::increment_change_tick` is now
strongly-typed, returning a value of type `Tick` instead of a raw `u32`.
2023-04-03 17:42:27 +00:00
Elabajaba
09f1bd0be7
Add port of AMD's Robust Contrast Adaptive Sharpening (#7422)
# Objective

TAA, FXAA, and some other post processing effects can cause the image to
become blurry. Sharpening helps to counteract that.

## Solution

~~This is a port of AMD's Contrast Adaptive Sharpening (I ported it from
the
[SweetFX](https://github.com/CeeJayDK/SweetFX/blob/master/Shaders/CAS.fx)
version, which is still MIT licensed). CAS is a good sharpening
algorithm that is better at avoiding the full screen oversharpening
artifacts that simpler algorithms tend to create.~~

This is a port of AMD's Robust Contrast Adaptive Sharpening (RCAS) which
they developed for FSR 1 ([and continue to use in FSR
2](149cf26e12/src/ffx-fsr2-api/shaders/ffx_fsr1.h (L599))).
RCAS is a good sharpening algorithm that is better at avoiding the full
screen oversharpening artifacts that simpler algorithms tend to create.

---

## Future Work

- Consider porting this to a compute shader for potentially better
performance. (In my testing it is currently ridiculously cheap (0.01ms
in Bistro at 1440p where I'm GPU bound), so this wasn't a priority,
especially since it would increase complexity due to still needing the
non-compute version for webgl2 support).

---

## Changelog

- Added Contrast Adaptive Sharpening.

---------

Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2023-04-02 20:14:01 +00:00
JMS55
f0f5d79917
Built-in skybox (#8275)
# Objective

- Closes https://github.com/bevyengine/bevy/issues/8008

## Solution

- Add a skybox plugin that renders a fullscreen triangle, and then
modifies the vertices in a vertex shader to enforce that it renders as a
skybox background.
- Skybox is run at the end of MainOpaquePass3dNode.
- In the future, it would be nice to get something like bevy_atmosphere
built-in, and have a default skybox+environment map light.

---

## Changelog

- Added `Skybox`.
- `EnvironmentMapLight` now renders in the correct orientation.

## Migration Guide
- Flip `EnvironmentMapLight` maps if needed to match how they previously
rendered (which was backwards).

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
2023-04-02 10:57:12 +00:00
Gajo Petrovic
9079f6d976
Fix UI node docs (#8287)
# Objective

- Fix some (probably) incorrect docs.
2023-04-02 00:02:01 +00:00
Sludge
d193d7f537
Reflect Component and Default of BloomSettings (#8283)
These traits are both implemented, but not reflected, requiring user
code to do `app.register_type_data::<BloomSettings,
ReflectDefault>().register_type_data::<BloomSettings,
ReflectComponent>()` to make these usable via reflection.
2023-04-01 18:59:41 +00:00
JoJoJet
3442a13d2c
Use UnsafeWorldCell to increase code quality for SystemParam (#8174)
# Objective

The type `&World` is currently in an awkward place, since it has two
meanings:
1. Read-only access to the entire world.
2. Interior mutable access to the world; immutable and/or mutable access
to certain portions of world data.

This makes `&World` difficult to reason about, and surprising to see in
function signatures if one does not know about the interior mutable
property.

The type `UnsafeWorldCell` was added in #6404, which is meant to
alleviate this confusion by adding a dedicated type for interior mutable
world access. However, much of the engine still treats `&World` as an
interior mutable-ish type. One of those places is `SystemParam`.

## Solution

Modify `SystemParam::get_param` to accept `UnsafeWorldCell` instead of
`&World`. Simplify the safety invariants, since the `UnsafeWorldCell`
type encapsulates the concept of constrained world access.

---

## Changelog

`SystemParam::get_param` now accepts an `UnsafeWorldCell` instead of
`&World`. This type provides a high-level API for unsafe interior
mutable world access.

## Migration Guide

For manual implementers of `SystemParam`: the function `get_item` now
takes `UnsafeWorldCell` instead of `&World`. To access world data, use:

* `.get_entity()`, which returns an `UnsafeEntityCell` which can be used
to access component data.
* `get_resource()` and its variants, to access resource data.
2023-04-01 15:45:07 +00:00
fren_gor
253db50c63
Fix typo in bevy_reflect README (#8281)
# Objective

Fix typo in bevy_reflect README: `MyType` is a struct and not a trait,
so `&dyn MyType` is incorrect.

## Solution

Replace `&dyn MyType` with `&dyn DoThing`
2023-04-01 03:01:44 +00:00
JoJoJet
ae39b07d26
Replace some unsafe system executor code with safe code (#8274)
# Objective

The function `SyncUnsafeCell::from_mut` returns `&SyncUnsafeCell<T>`,
even though it could return `&mut SyncUnsafeCell<T>`. This means it is
not possible to call `get_mut` on the returned value, so you need to use
unsafe code to get exclusive access back.

## Solution

Return `&mut Self` instead of `&Self` in `SyncUnsafeCell::from_mut`.
This is consistent with my proposal for `UnsafeCell::from_mut`:
https://github.com/rust-lang/libs-team/issues/198.

Replace an unsafe pointer dereference with a safe call to `get_mut`.

---

## Changelog

+ The function `bevy_utils::SyncUnsafeCell::get_mut` now returns a value
of type `&mut SyncUnsafeCell<T>`. Previously, this returned an immutable
reference.

## Migration Guide

The function `bevy_utils::SyncUnsafeCell::get_mut` now returns a value
of type `&mut SyncUnsafeCell<T>`. Previously, this returned an immutable
reference.
2023-03-31 21:56:49 +00:00
JoJoJet
711efed018
Fix inaccurate documentation on `QueryState::for_each_unchecked (#8277)
# Objective

The documentation on `QueryState::for_each_unchecked` incorrectly says
that it can only be used with read-only queries.

## Solution

Remove the inaccurate sentence.
2023-03-31 16:54:36 +00:00
Jannik Obermann
f201a9df39
Fix CubicCurve::iter_samples iteration count (#8049)
# Objective

Fix `CubicCurve::iter_samples` iteration count.

## Solution

If I understand the function and the docs correctly, this should iterate
over `0..=subdivisions` instead of `0..subdivisions`.
For example: Now the iteration returns 3 points at `subdivisions = 2`,
as indicated in the documentation.
2023-03-31 08:15:21 +00:00
JoJoJet
a954f3e150
Remove #[system_param(ignore)] and #[world_query(ignore)] (#8265)
# Objective

Follow-up to #8030.

Now that `SystemParam` and `WorldQuery` are implemented for
`PhantomData`, the `ignore` attributes are now unnecessary.

---

## Changelog

- Removed the attributes `#[system_param(ignore)]` and
`#[world_query(ignore)]`.

## Migration Guide

The attributes `#[system_param(ignore)]` and `#[world_query]` ignore
have been removed. If you were using either of these with `PhantomData`
fields, you can simply remove the attribute:

```rust
#[derive(SystemParam)]
struct MyParam<'w, 's, Marker> {
    ...
    // Before:
    #[system_param(ignore)
    _marker: PhantomData<Marker>,

    // After:
    _marker: PhantomData<Marker>,
}
#[derive(WorldQuery)]
struct MyQuery<Marker> {
    ...
    // Before:
    #[world_query(ignore)
    _marker: PhantomData<Marker>,

    // After:
    _marker: PhantomData<Marker>,
}
```

If you were using this for another type that implements `Default`,
consider wrapping that type in `Local<>` (this only works for
`SystemParam`):

```rust
#[derive(SystemParam)]
struct MyParam<'w, 's> {
    // Before:
    #[system_param(ignore)]
    value: MyDefaultType, // This will be initialized using `Default` each time `MyParam` is created.

    // After:
    value: Local<MyDefaultType>, // This will be initialized using `Default` the first time `MyParam` is created.
}
```

If you are implementing either trait and need to preserve the exact
behavior of the old `ignore` attributes, consider manually implementing
`SystemParam` or `WorldQuery` for a wrapper struct that uses the
`Default` trait:

```rust
// Before:

#[derive(WorldQuery)
struct MyQuery {
   #[world_query(ignore)]
    str: String,
}

// After:

#[derive(WorldQuery)
struct MyQuery {
    str: DefaultQuery<String>,
}

pub struct DefaultQuery<T: Default>(pub T);

unsafe impl<T: Default> WorldQuery for DefaultQuery<T> {
    type Item<'w> = Self;
    ...
    unsafe fn fetch<'w>(...) -> Self::Item<'w> {
        Self(T::default())
    }
}
```
2023-03-30 23:02:25 +00:00
JoJoJet
98954311b3
Use actual tests for SystemParam regression tests (#8270)
# Objective

Our regression tests for `SystemParam` currently consist of a bunch of
loosely dispersed struct definitions. This is messy, and doesn't fully
test their functionality.

## Solution

Group the struct definitions into functions annotated with `#[test]`.
This not only makes the module more organized, but it allows us to call
`assert_is_system`, which has the potential to catch some bugs that
would have been missed with the old approach. Also, this approach is
consistent with how `WorldQuery` regression tests are organized.
2023-03-30 21:47:36 +00:00
Edgar Geier
300b275edc
run_if for SystemConfigs via anonymous system sets (#7676)
# Objective

- Fixes #7659

## Solution

The idea of anonymous system sets or "implicit hidden organizational
sets" was briefly mentioned by @cart here:
https://github.com/bevyengine/bevy/pull/7634#issuecomment-1428619449.

- `Schedule::add_systems` creates an implicit, anonymous system set of
all systems in `SystemConfigs`.
- All dependencies and conditions from the `SystemConfigs` are now
applied to the implicit system set, instead of being applied to each
individual system. This should not change the behavior, AFAIU, because
`before`, `after`, `run_if` and `ambiguous_with` are transitive
properties from a set to its members.
- The newly added `AnonymousSystemSet` stores the names of its members
to provide better error messages.
- The names are stored in a reference counted slice, allowing fast
clones of the `AnonymousSystemSet`.
- However, only the pointer of the slice is used for hash and equality
operations
- This ensures that two `AnonymousSystemSet` are not equal, even if they
have the same members / member names.
- So two identical `add_systems` calls will produce two different
`AnonymousSystemSet`s.
  - Clones of the same `AnonymousSystemSet` will be equal.

## Drawbacks
If my assumptions are correct, the observed behavior should stay the
same. But the number of system sets in the `Schedule` will increase with
each `add_systems` call. If this has negative performance implications,
`add_systems` could be changed to only create the implicit system set if
necessary / when a run condition was added.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-30 21:39:10 +00:00
Edgar Geier
a1d771a772
Remove base set error variants of ScheduleBuildError (#8269)
# Objective

With the removal of base sets, some variants of `ScheduleBuildError` can
never occur and should be removed.

## Solution

- Remove the obsolete variants of `ScheduleBuildError`.
- Also fix a doc comment which mentioned base sets.

---

## Changelog

### Removed

- Remove `ScheduleBuildError::SystemInMultipleBaseSets` and
`ScheduleBuildError::SetInMultipleBaseSets`.
2023-03-30 20:32:50 +00:00
JoJoJet
3533c3dae9
Improve documentation for set_if_neq (#8254)
# Objective

Reword the documentation for `set_if_neq` and add a doctest.
2023-03-30 15:43:13 +00:00
JoJoJet
d9113cca6f
Make #[system_param(ignore)] and #[world_query(ignore)] unnecessary (#8030)
# Objective

When using `PhantomData` fields with the `#[derive(SystemParam)]` or
`#[derive(WorldQuery)]` macros, the user is required to add the
`#[system_param(ignore)]` attribute so that the macro knows to treat
that field specially. This is undesirable, since it makes the macro more
fragile and less consistent.

## Solution

Implement `SystemParam` and `WorldQuery` for `PhantomData`. This makes
the `ignore` attributes unnecessary.

Some internal changes make the derive macro compatible with types that
have invariant lifetimes, which fixes #8192. From what I can tell, this
fix requires `PhantomData` to implement `SystemParam` in order to ensure
that all of a type's generic parameters are always constrained.

---

## Changelog

+ Implemented `SystemParam` and `WorldQuery` for `PhantomData<T>`.
+ Fixed a miscompilation caused when invariant lifetimes were used with
the `SystemParam` macro.
2023-03-30 15:12:26 +00:00
JoJoJet
f219a08907
Simplify Clone for ThinSlicePtr (#8247)
# Objective

The type `ThinSlicePtr` has a manual implementation of `Clone` that
manually clones each field. Since this type implements `Copy`, we can
change this implementation to simply dereference `&self`.
2023-03-30 10:22:09 +00:00
JoJoJet
dbb9e428cd
Miscellaneous cleanups to World::resource_scope (#8256)
# Objective

* Make a safety comment less tautological.
* Clearly document that the function can run user code.
* Other small changes.
2023-03-30 10:17:08 +00:00
Rob Parrett
a141aed67d
Format SystemState doc example code (#8261)
# Objective

I noticed some funky whitespace in the examples in the
[`SystemState`](https://docs.rs/bevy/latest/bevy/ecs/system/struct.SystemState.html#example)
doc examples.

## Solution

Semi-manually reformatted these particular code blocks and hid some of
the imports and boilerplate not relevant to the example.


([format_code_in_doc_comments](https://rust-lang.github.io/rustfmt/?version=v1.5.1&search=#format_code_in_doc_comments)
seemingly has a bunch of issues and has not been stabilized)
2023-03-30 10:06:05 +00:00
Robert Walter
5f0abbfd15
Make standard commands more ergonomic (in niche cases) (#8249)
# Objective

I ran into a case where I need to create a `CommandQueue` and push
standard `Command` actions like `Insert` or `Remove` to it manually. I
saw that `Remove` looked as follows:

```rust
struct Remove<T> {
  entity: Entity,
  phantom: PhantomData<T>
}
```

so naturally, I tried to use `Remove::<Foo>::from(entity)` but it didn't
exist. We need to specify the `PhantomData` explicitly when creating
this command action. The same goes for `RemoveResource` and
`InitResource`

## Solution

This PR implements the following:

- `From<Entity>` for `Remove<T>`
- `Default` for `RemoveResource` and `InitResource`
- use these traits in the implementation of methods of `Commands`
- rename `phantom` field on the structs above to `_phantom` to have a
more uniform field naming scheme for the command actions

---

## Changelog

> This section is optional. If this was a trivial fix, or has no
externally-visible impact, you can delete this section.

- Added: implemented `From<Entity>` for `Remove<T>` and `Default` for
`RemoveResource` and `InitResource` for ergonomics

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-03-29 18:27:48 +00:00
François
36ada9dd4e
Fix segfault with 2d gizmos (#8223)
# Objective

- Don't segfault with gizmos in 2d
- Fixes #8144, Fixes #8211 

## Solution

- Don't use depth in 2d
2023-03-29 18:05:03 +00:00
IceSentry
0859f675c3
Use the prepass normal texture in main pass when possible (#8231)
# Objective

- We support enabling a normal prepass, but the main pass never actually
uses it and recomputes the normals in the main pass. This isn't ideal
since it's doing redundant work.

## Solution

- Use the normal texture from the prepass in the main pass

## Notes

~~I used `NORMAL_PREPASS_ENABLED` as a shader_def because
`NORMAL_PREPASS` is currently used to signify that it is running in the
prepass while this shader_def need to indicate the prepass is done and
the normal prepass was ran before. I'm not sure if there's a better way
to name this.~~
2023-03-29 18:04:40 +00:00
ira
0893852c40
Document bevy_gizmos (#8186)
# Objective
Fix #8179

## Solution
- Added `#![warn(missing_docs)]` and document all public items. All
methods on `Gizmos` have doc examples.
- Expanded the docs on the module/crate. Some unfortunate duplication
there :/
- Moved the methods from `GizmoBuffer` to be directly on `Gizmos` and
made `GizmoBuffer` private. This means the methods on `Gizmos` will show
up on its doc page.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2023-03-28 20:58:02 +00:00
Ame
bb63ad7fab
Re-export glam_assert feature (#8232)
# Objective

- Allow the use of the "glam _assert" feature to help catch runtime
errors and validate the arguments passed to glam.

e.g.
```rs
// Will panic if self is zero length when glam_assert is enabled.
    pub fn normalize(self) -> Self {
        let normalized = self.mul(self.length_recip());
        glam_assert!(normalized.is_finite());
        normalized
    }
```

## Solution

- Re-export the optional feature glam_assert

---

## Changelog

Added: Optional feature "glam_assert"
2023-03-28 20:18:50 +00:00
Asier Illarramendi
e2b8cc836b
Improve UI update_clipping_system comments (#8147)
# Objective

- Improve `update_clipping_system` comments

## Solution

- Add extra comments
- Reorder `CalculatedClip` updating `match` so it's reads `(old, new)`
vs previous `(new, old)`
- Remove `clone` on children iteration

---------

Co-authored-by: ickshonpe <27962798+ickshonpe@users.noreply.github.com>
2023-03-28 20:18:02 +00:00
KernelUwU
95aa387cd0
Added WebP image format support (#8220)
# Objective

WebP is a modern image format developed by Google that offers a
significant reduction in file size compared to other image formats such
as PNG and JPEG, while still maintaining good image quality. This makes
it particularly useful for games with large numbers of images, such as
those with high-quality textures or detailed sprites, where file size
and loading times can have a significant impact on performance.

By adding support for WebP images in Bevy, game developers using this
engine can now take advantage of this modern image format and reduce the
memory usage and loading times of their games. This improvement can
ultimately result in a better gaming experience for players.

In summary, the objective of adding WebP image format support in Bevy is
to enable game developers to use a modern image format that provides
better compression rates and smaller file sizes, resulting in faster
loading times and reduced memory usage for their games.

## Solution

To add support for WebP images in Bevy, this pull request leverages the
existing `image` crate support for WebP. This implementation is easily
integrated into the existing Bevy asset-loading system. To maintain
compatibility with existing Bevy projects, WebP image support is
disabled by default, and developers can enable it by adding a feature
flag to their project's `Cargo.toml` file. With this feature, Bevy
becomes even more versatile for game developers and provides a valuable
addition to the game engine.

---

## Changelog

- Added support for WebP image format in Bevy game engine

## Migration Guide

To enable WebP image support in your Bevy project, add the following
line to your project's Cargo.toml file:

```toml
bevy = { version = "*", features = ["webp"]}
```
2023-03-28 19:53:55 +00:00
UncleScientist
90579933f8
Fix typo in condition.rs (#8238)
# Objective

- Fixes a typo in the docs

## Solution

- Corrected the wording
2023-03-28 17:03:39 +00:00
James O'Brien
ae31361949
Split opaque and transparent phases (#8090)
# Objective

Fixes #8089. 

## Solution

Splits the MainPass3dNode into 2 nodes, one for the opaque + alpha
passes and one for the transparent pass.

---

## Changelog
- Split MainPass3dNode into MainOpaquePass3dNode and
MainTransparentPass3dNode
- Combine opaque and alpha phases in MainOpaquePass3dNode into one pass
- Create `START_MAIN_PASS` and `END_MAIN_PASS` empty nodes as labels
- Main pass becomes `START_MAIN_PASS -> MAIN_OPAQUE_PASS ->
MAIN_TRANSPARENT_PASS -> END_MAIN_PASS`

## Migration Guide

Nodes that previously added edges involving `MAIN_PASS` should now add
edges to or from `START_MAIN_PASS` or `END_MAIN_PASS` respectively.
2023-03-28 06:35:16 +00:00
JMS55
53667dea56
Temporal Antialiasing (TAA) (#7291)
![image](https://user-images.githubusercontent.com/47158642/214374911-412f0986-3927-4f7a-9a6c-413bdee6b389.png)

# Objective

- Implement an alternative antialias technique
- TAA scales based off of view resolution, not geometry complexity
- TAA filters textures, firefly pixels, and other aliasing not covered
by MSAA
- TAA additionally will reduce noise / increase quality in future
stochastic rendering techniques
- Closes https://github.com/bevyengine/bevy/issues/3663

## Solution

- Add a temporal jitter component
- Add a motion vector prepass
- Add a TemporalAntialias component and plugin
- Combine existing MSAA and FXAA examples and add TAA

## Followup Work
- Prepass motion vector support for skinned meshes
- Move uniforms needed for motion vectors into a separate bind group,
instead of using different bind group layouts
- Reuse previous frame's GPU view buffer for motion vectors, instead of
recomputing
- Mip biasing for sharper textures, and or unjitter texture UVs
https://github.com/bevyengine/bevy/issues/7323
- Compute shader for better performance
- Investigate FSR techniques
  - Historical depth based disocclusion tests, for geometry disocclusion
  - Historical luminance/hue based tests, for shading disocclusion
- Pixel "locks" to reduce blending rate / revamp history confidence
mechanism
- Orthographic camera support for TemporalJitter
- Figure out COD's 1-tap bicubic filter

---

## Changelog

- Added MotionVectorPrepass and TemporalJitter
- Added TemporalAntialiasPlugin, TemporalAntialiasBundle, and
TemporalAntialiasSettings

---------

Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
2023-03-27 22:22:40 +00:00
Testare
3d8c7681a7
Bugfix: Scene reload fix (nonbreaking) (#7951)
# Objective

Fix a bug with scene reload.

(This is a copy of #7570 but without the breaking API change, in order
to allow the bugfix to be introduced in 0.10.1)

When a scene was reloaded, it was corrupting components that weren't
native to the scene itself. In particular, when a DynamicScene was
created on Entity (A), all components in the scene without parents are
automatically added as children of Entity (A). But if that scene was
reloaded and the same ID of Entity (A) was a scene ID as well*, that
parent component was corrupted, causing the hierarchy to become
malformed and bevy to panic.


*For example, if Entity (A)'s ID was 3, and the scene contained an
entity with ID 3

This issue could affect any components that:
* Implemented `MapEntities`, basically components that contained
references to other entities
* Were added to entities from a scene file but weren't defined in the
scene file

- Fixes #7529 

## Solution

The solution was to keep track of entities+components that had
`MapEntities` functionality during scene load, and only apply the entity
update behavior to them. They were tracked with a HashMap from the
component's TypeID to a vector of entity ID's. Then the
`ReflectMapEntities` struct was updated to hold a function that took a
list of entities to be applied to, instead of naively applying itself to
all values in the EntityMap.

(See this PR comment
https://github.com/bevyengine/bevy/pull/7570#issuecomment-1432302796 for
a story-based explanation of this bug and solution)

## Changelog

### Fixed
- Components that implement `MapEntities` added to scene entities after
load are not corrupted during scene reload.
2023-03-27 22:18:45 +00:00
Trevor Lovell
464d35aef5
docs: update docs and comments that still refer to stages (#8156)
# Objective
Documentation should no longer be using pre-stageless terminology to
avoid confusion.

## Solution
- update all docs referring to stages to instead refer to sets/schedules
where appropriate
- also mention `apply_system_buffers` for anything system-buffer-related
that previously referred to buffers being applied "at the end of a
stage"
2023-03-27 21:50:21 +00:00
张林伟
8ff7e0dc5c
Register missing types in bevy_window (#7993)
# Objective

-  Fixes https://github.com/bevyengine/bevy/issues/7990.

## Solution

- Register needed types, verified pasted code in issue works.

Do I need to register more `Option<T>` types?
2023-03-27 21:48:29 +00:00
Gino Valente
5e5a305d43
bevy_reflect: Fix trailing comma breaking derives (#8014)
# Objective

Fixes #7989

Based on #7991 by @CoffeeVampir3

## Solution

There were three parts to this issue:
1. `extend_where_clause` did not account for the optionality of a where
clause's trailing comma
    ```rust
    // OKAY
    struct Foo<T> where T: Asset, {/* ... */}
    // ERROR
    struct Foo<T> where T: Asset {/* ... */}
    ```
2. `FromReflect` derive logic was not actively using
`extend_where_clause` which led to some inconsistencies (enums weren't
adding _any_ additional bounds even)
3. Using `extend_where_clause` in the `FromReflect` derive logic meant
we had to optionally add `Default` bounds to ignored fields iff the
entire item itself was not already `Default` (otherwise the definition
for `Handle<T>` wouldn't compile since `HandleType` doesn't impl
`Default` but `Handle<T>` itself does)

---

## Changelog

- Fixed issue where a missing trailing comma could break the reflection
derives
2023-03-27 21:47:33 +00:00
Ababwa
846b748c6f
Dither fix (#7977)
- Fixes #7965
- Code quality improvements.
- Removes the unreferenced function `dither` in pbr_functions.wgsl
introduced in 72fbcc7, but made obsolete in c069c54.
- Makes the reference to `screen_space_dither` in pbr.wgsl conditional
on `#ifdef TONEMAP_IN_SHADER`, as the required import is conditional on
the same, as deband dithering can only occur if tonemapping is also
occurring.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-27 21:27:04 +00:00
Sergey Vikhirev
9784186fc6
Add ReflectComponent registration for Sprite (#8207)
# Objective

- `Sprite` components are not included in scene (de)serialization.
- Fixes #8206

## Solution

- Add `#[reflect(Component, Default)]` to `Sprite`
- Add `#[derive(FromReflect)]` to `Sprite` and `Anchor`

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-27 21:18:10 +00:00
Valaphee The Meerkat
aef643cf50
Make bevy_winit/trace optional in trace feature (#8225)
# Objective

Bevy with
```
default-features = false
features = [
   "trace_tracy"
]
```
will fail due to `error: The platform you're compiling for is not
supported by winit`

## Solution

- Make bevy_winit/trace optional in trace feature
2023-03-26 23:03:38 +00:00
orzogc
e71078af49
Or<T> should be a new type of PhantomData<T> (#8212)
# Objective

`Or<T>` should be a new type of `PhantomData<T>` instead of `T`.

## Solution

Make `Or<T>` a new type of `PhantomData<T>`.

## Migration Guide

`Or<T>` is just used as a type annotation and shouldn't be constructed.
2023-03-26 01:38:16 +00:00
Paul Hüber
4f16d6e0dc
Fix documentation on RegularPolygon (#8164)
A `RegularPolygon` is described by the circumscribed radius, not the
inscribed radius.

## Objective

- Correct documentation for `RegularPolygon`

## Solution

- Use the correct term

---------

Co-authored-by: Paul Hüber <phueber@kernsp.in>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-03-22 23:17:13 +00:00
JoJoJet
ce33354cee
Fix field visibility for read-only WorldQuery types (#8163)
# Objective

When using the `#[derive(WorldQuery)]` macro, the `ReadOnly` struct
generated has default (private) visibility for each field, regardless of
the visibility of the original field.

## Solution

For each field of a read-only `WorldQuery` variant, use the visibility
of the associated field defined on the original struct.
2023-03-22 17:49:42 +00:00
JoJoJet
27f2265e11
Fix name conflicts caused by the SystemParam and WorldQuery macros (#8012)
# Objective

Fix #1727
Fix #8010

Meta types generated by the `SystemParam` and `WorldQuery` derive macros
can conflict with user-defined types if they happen to have the same
name.

## Solution

In order to check if an identifier would conflict with user-defined
types, we can just search the original `TokenStream` passed to the macro
to see if it contains the identifier (since the meta types are defined
in an anonymous scope, it's only possible for them to conflict with the
struct definition itself). When generating an identifier for meta types,
we can simply check if it would conflict, and then add additional
characters to the name until it no longer conflicts with anything.

The `WorldQuery` "Item" and read-only structs are a part of a module's
public API, and thus it is intended for them to conflict with
user-defined types.
2023-03-22 15:45:25 +00:00
JoJoJet
daa1b0209a
Check for conflicting accesses in assert_is_system (#8154)
# Objective

The function `assert_is_system` is used in documentation tests to ensure
that example code actually produces valid systems. Currently,
`assert_is_system` just checks that each function parameter implements
`SystemParam`. To further check the validity of the system, we should
initialize the passed system so that it will be checked for conflicting
accesses. Not only does this enforce the validity of our examples, but
it provides a convenient way to demonstrate conflicting accesses via a
`should_panic` example, which is nicely rendered by rustdoc:

![should_panic
example](https://user-images.githubusercontent.com/21144246/226767682-d1c2f6b9-fc9c-4a4f-a4c4-c7f6070a115f.png)

## Solution

Initialize the system with an empty world to trigger its internal access
conflict checks.

---

## Changelog

The function `bevy::ecs::system::assert_is_system` now panics when
passed a system with conflicting world accesses, as does
`assert_is_read_only_system`.

## Migration Guide

The functions `assert_is_system` and `assert_is_read_only_system` (in
`bevy_ecs::system`) now panic if the passed system has invalid world
accesses. Any tests that called this function on a system with invalid
accesses will now fail. Either fix the system's conflicting accesses, or
specify that the test is meant to fail:

1. For regular tests (that is, functions annotated with `#[test]`), add
the `#[should_panic]` attribute to the function.
2. For documentation tests, add `should_panic` to the start of the code
block: ` ```should_panic`
2023-03-22 13:35:55 +00:00
James Liu
6dda873ddc
Reduce branching when inserting components (#8053)
# Objective
We're currently using an unconditional `unwrap` in multiple locations
when inserting bundles into an entity when we know it will never fail.
This adds a large amount of extra branching that could be avoided on in
release builds.

## Solution
Use `DebugCheckedUnwrap` in bundle insertion code where relevant. Add
and update the safety comments to match.

This should remove the panicking branches from release builds, which has
a significant impact on the generated code:
https://github.com/james7132/bevy_asm_tests/compare/less-panicking-bundles#diff-e55a27cfb1615846ed3b6472f15a1aed66ed394d3d0739b3117f95cf90f46951R2086
shows about a 10% reduction in the number of generated instructions for
`EntityMut::insert`, `EntityMut::remove`, `EntityMut::take`, and related
functions.

---------

Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-21 20:37:25 +00:00
IceSentry
2c21d423fd
Make render graph slots optional for most cases (#8109)
# Objective

- Currently, the render graph slots are only used to pass the
view_entity around. This introduces significant boilerplate for very
little value. Instead of using slots for this, make the view_entity part
of the `RenderGraphContext`. This also means we won't need to have
`IN_VIEW` on every node and and we'll be able to use the default impl of
`Node::input()`.

## Solution

- Add `view_entity: Option<Entity>` to the `RenderGraphContext`
- Update all nodes to use this instead of entity slot input

---

## Changelog

- Add optional `view_entity` to `RenderGraphContext`

## Migration Guide

You can now get the view_entity directly from the `RenderGraphContext`. 

When implementing the Node:

```rust
// 0.10
struct FooNode;
impl FooNode {
    const IN_VIEW: &'static str = "view";
}
impl Node for FooNode {
    fn input(&self) -> Vec<SlotInfo> {
        vec![SlotInfo::new(Self::IN_VIEW, SlotType::Entity)]
    }
    fn run(
        &self,
        graph: &mut RenderGraphContext,
        // ... 
    ) -> Result<(), NodeRunError> {
        let view_entity = graph.get_input_entity(Self::IN_VIEW)?;
        // ...
        Ok(())
    }
}

// 0.11
struct FooNode;
impl Node for FooNode {
    fn run(
        &self,
        graph: &mut RenderGraphContext,
        // ... 
    ) -> Result<(), NodeRunError> {
        let view_entity = graph.view_entity();
        // ...
        Ok(())
    }
}
```

When adding the node to the graph, you don't need to specify a slot_edge
for the view_entity.

```rust
// 0.10
let mut graph = RenderGraph::default();
graph.add_node(FooNode::NAME, node);
let input_node_id = draw_2d_graph.set_input(vec![SlotInfo::new(
    graph::input::VIEW_ENTITY,
    SlotType::Entity,
)]);
graph.add_slot_edge(
    input_node_id,
    graph::input::VIEW_ENTITY,
    FooNode::NAME,
    FooNode::IN_VIEW,
);
// add_node_edge ...

// 0.11
let mut graph = RenderGraph::default();
graph.add_node(FooNode::NAME, node);
// add_node_edge ...
```

## Notes

This PR paired with #8007 will help reduce a lot of annoying boilerplate
with the render nodes. Depending on which one gets merged first. It will
require a bit of clean up work to make both compatible.

I tagged this as a breaking change, because using the old system to get
the view_entity will break things because it's not a node input slot
anymore.

## Notes for reviewers

A lot of the diffs are just removing the slots in every nodes and graph
creation. The important part is mostly in the
graph_runner/CameraDriverNode.
2023-03-21 20:11:13 +00:00
Carl B. Smiley
353f2e0b37
Add documentation comments to bevy_winit (#8115)
# Objective

- [x] Add documentation comments to `bevy_winit`
- [x] Add `#![warn(missing_docs)]` to `bevy_winit`.

Relates to #3492

---------

Co-authored-by: François <mockersf@gmail.com>
2023-03-21 19:59:30 +00:00
ickshonpe
2d5ef75c9f
Val viewport unit variants (#8137)
# Objective

Add viewport variants to `Val` that specify a percentage length based on
the size of the window.

## Solution

Add the variants `Vw`, `Vh`, `VMin` and `VMax` to `Val`.
Add a physical window size parameter to the `from_style` function and
use it to convert the viewport variants to Taffy Points values.

One issue: It isn't responsive to window resizes. So `flex_node_system`
has to do a full update every time the window size changes. Perhaps this
can be fixed with support from Taffy.

---

## Changelog

* Added `Val` viewport unit variants `Vw`, `Vh`, `VMin` and `VMax`.
* Modified `convert` module to support the new `Val` variants.
* Changed `flex_node_system` to support the new `Val` variants.
* Perform full layout update on screen resizing, to propagate the new
viewport size to all nodes.
2023-03-21 19:14:27 +00:00
ira
c809779b6e
Fix crash when enabling HDR on 2d cameras (#8151)
I forgot to specialize the 2d gizmo pipeline on HDR. Oops.
2023-03-21 18:31:52 +00:00
Jakub Łabor
caa662272c
bevy_ecs: add untyped methods for inserting components and bundles (#7204)
This MR is a rebased and alternative proposal to
https://github.com/bevyengine/bevy/pull/5602

# Objective

- https://github.com/bevyengine/bevy/pull/4447 implemented untyped
(using component ids instead of generics and TypeId) APIs for
inserting/accessing resources and accessing components, but left
inserting components for another PR (this one)

## Solution

- add `EntityMut::insert_by_id`

- split `Bundle` into `DynamicBundle` with `get_components` and `Bundle:
DynamicBundle`. This allows the `BundleInserter` machinery to be reused
for bundles that can only be written, not read, and have no statically
available `ComponentIds`

- Compared to the original MR this approach exposes unsafe endpoints and
requires the user to manage instantiated `BundleIds`. This is quite easy
for the end user to do and does not incur the performance penalty of
checking whether component input is correctly provided for the
`BundleId`.

- This MR does ensure that constructing `BundleId` itself is safe

---

## Changelog

- add methods for inserting bundles and components to:
`world.entity_mut(entity).insert_by_id`
2023-03-21 00:33:11 +00:00
ickshonpe
3b51e1c8d9
Improve the 'Val` doc comments (#8134)
# Objective

Add comments explaining:
* That `Val::Px` is a value in logical pixels
* That `Val::Percent` is based on the length of its parent along a
specific axis.
* How the layout algorithm determines which axis the percentage should
be based on.
2023-03-20 22:51:24 +00:00
Francesco
7b38de0a64
(De) serialize resources in scenes (#6846)
# Objective

Co-Authored-By: davier
[bricedavier@gmail.com](mailto:bricedavier@gmail.com)
Fixes #3576.
Adds a `resources` field in scene serialization data to allow
de/serializing resources that have reflection enabled.

## Solution

Most of this code is taken from a previous closed PR:
https://github.com/bevyengine/bevy/pull/3580. Most of the credit goes to
@Davier , what I did was mostly getting it to work on the latest main
branch of Bevy, along with adding a few asserts in the currently
existing tests to be sure everything is working properly.

This PR changes the scene format to include resources in this way:
```
(
  resources: {
    // List of resources here, keyed by resource type name.
  },
  entities: [
    // Previous scene format here
  ],
)
```

An example taken from the tests:
```
(
  resources: {
    "bevy_scene::serde::tests::MyResource": (
      foo: 123,
    ),
  },
  entities: {
    // Previous scene format here
  },
)
```
For this, a `resources` fields has been added on the `DynamicScene` and
the `DynamicSceneBuilder` structs. The latter now also has a method
named `extract_resources` to properly extract the existing resources
registered in the local type registry, in a similar way to
`extract_entities`.


---

## Changelog


Added: Reflect resources registered in the type registry used by dynamic
scenes will now be properly de/serialized in scene data.

## Migration Guide

Since the scene format has been changed, the user may not be able to use
scenes saved prior to this PR due to the `resources` scene field being
missing. ~~To preserve backwards compatibility, I will try to make the
`resources` fully optional so that old scenes can be loaded without
issue.~~

## TODOs

- [x] I may have to update a few doc blocks still referring to dynamic
scenes as mere container of entities, since they now include resources
as well.
- [x] ~~I want to make the `resources` key optional, as specified in the
Migration Guide, so that old scenes will be compatible with this
change.~~ Since this would only be trivial for ron format, I think it
might be better to consider it in a separate PR/discussion to figure out
if it could be done for binary serialization too.
- [x] I suppose it might be a good idea to add a resources in the scene
example so that users will quickly notice they can serialize resources
just like entities.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-20 21:17:02 +00:00
ira
6a85eb3d7e
Immediate Mode Line/Gizmo Drawing (#6529)
# Objective
Add a convenient immediate mode drawing API for visual debugging.

Fixes #5619
Alternative to #1625
Partial alternative to #5734

Based off https://github.com/Toqozz/bevy_debug_lines with some changes:
 * Simultaneous support for 2D and 3D.
 * Methods for basic shapes; circles, spheres, rectangles, boxes, etc.
 * 2D methods.
 * Removed durations. Seemed niche, and can be handled by users.

<details>
<summary>Performance</summary>

Stress tested using Bevy's recommended optimization settings for the dev
profile with the
following command.
```bash
cargo run --example many_debug_lines \
    --config "profile.dev.package.\"*\".opt-level=3" \
    --config "profile.dev.opt-level=1"
```
I dipped to 65-70 FPS at 300,000 lines
CPU: 3700x
RAM Speed: 3200 Mhz
GPU: 2070 super - probably not very relevant, mostly cpu/memory bound

</details>

<details>
<summary>Fancy bloom screenshot</summary>


![Screenshot_20230207_155033](https://user-images.githubusercontent.com/29694403/217291980-f1e0500e-7a14-4131-8c96-eaaaf52596ae.png)

</details>

## Changelog
 * Added `GizmoPlugin`
 * Added `Gizmos` system parameter for drawing lines and wireshapes.

### TODO
- [ ] Update changelog
- [x] Update performance numbers
- [x] Add credit to PR description

### Future work
- Cache rendering primitives instead of constructing them out of line
segments each frame.
- Support for drawing solid meshes
- Interactions. (See
[bevy_mod_gizmos](https://github.com/LiamGallagher737/bevy_mod_gizmos))
- Fancier line drawing. (See
[bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline))
- Support for `RenderLayers`
- Display gizmos for a certain duration. Currently everything displays
for one frame (ie. immediate mode)
- Changing settings per drawn item like drawing on top or drawing to
different `RenderLayers`

Co-Authored By: @lassade <felipe.jorge.pereira@gmail.com>
Co-Authored By: @The5-1 <agaku@hotmail.de> 
Co-Authored By: @Toqozz <toqoz@hotmail.com>
Co-Authored By: @nicopap <nico@nicopap.ch>

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-20 20:57:54 +00:00
Mike
d58ed67fa4
add position to scene errors (#8065)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/6760
- adds line and position on line info to scene errors

```text
Before:
2023-03-12T22:38:59.103220Z  WARN bevy_asset::asset_server: encountered an error while loading an asset: Expected closing `)`
After:
2023-03-12T22:38:59.103220Z  WARN bevy_asset::asset_server: encountered an error while loading an asset: Expected closing `)` at scenes/test/scene.scn.ron:10:4
```

## Solution

- use span_error to get position info. This is what the ron crate does
internally to get the position info.
562963f887/src/options.rs (L158)

## Changelog

- added line numbers to scene errors

---------

Co-authored-by: Paul Hansen <mail@paul.rs>
2023-03-20 19:29:54 +00:00
Shfty
7b7294b8a7
Allow SPIR-V shaders to process when shader defs are present (#7772) 2023-03-19 09:26:26 +00:00
Daniel Chia
20101647c1
Left-handed y-up cubemap coordinates (#8122)
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
2023-03-18 23:06:53 +00:00
Devin Gunay
f255872c1e
Derive Copy and Clone for Collision (#8121) 2023-03-18 04:55:31 +00:00
Carter Anderson
aefe1f0739
Schedule-First: the new and improved add_systems (#8079)
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-03-18 01:45:34 +00:00
Bruce Reif (Buswolley)
bca4b36d4d
change not implemation to custom system struct (#8105)
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-03-17 21:37:16 +00:00
ickshonpe
52b91ac15b
Skip the UV calculations for untextured UI nodes (#7809) 2023-03-17 08:49:40 +00:00
Christian Hughes
609b099e7c
Add World::try_run_schedule (#8028)
Co-authored-by: James Liu <contact@jamessliu.com>
2023-03-17 01:22:54 +00:00
Edgar Geier
67afd21702
Fix Plugin::build detection (#8103) 2023-03-17 00:16:20 +00:00
Mat Hostetter
f3d6c2d90b
Remove redundant bounds check in Entities::get (#8108) 2023-03-16 22:49:36 +00:00
Turki Jamaan
4a62afb97b
Doc and test get_many(_mut) ordering (#8045) 2023-03-16 12:55:44 +00:00
Asier Illarramendi
cb100ba78f
Improve UI stack docs and other small tweaks (#8094) 2023-03-16 12:54:52 +00:00
François
b6b549e3ff
Fix look_to resulting in NaN rotations (#7817)
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Liam Gallagher <ljpgallagher@xtra.co.nz>
2023-03-15 20:45:56 +00:00
BlondeBurrito
602f3baf3f
fix: register Cascade in the TypeRegistry (#8088) 2023-03-15 00:11:55 +00:00
sark
520e413c21
unused_variables warning when building with filesystem_watcher feature disabled (#7938) 2023-03-14 08:58:55 +00:00
ickshonpe
e77eb003ec
Perform text scaling calculations per text, not per glyph (#7819) 2023-03-14 00:01:27 +00:00
Chris Russell
a63881905a
Pass query change ticks to QueryParIter instead of always using change ticks from World. (#8029)
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2023-03-13 22:06:16 +00:00
Bruce Reif (Buswolley)
7c4a0eb768
add Clone to common conditions (#8060) 2023-03-13 19:38:04 +00:00
Anti-Alias
884b9b62af
Added Globals struct to prepass shader (#8070) 2023-03-13 18:55:47 +00:00
James Liu
dcc0edf8a7
Make BundleInfo's fields not pub(crate) (#8068) 2023-03-13 16:18:49 +00:00
JoJoJet
ed97c621b8
Move docs for !Sync resources onto the correct trait (#8066) 2023-03-13 16:16:14 +00:00
Liam Gallagher
0918b30e29
Tests for Run Conditions (#8035) 2023-03-13 15:39:25 +00:00
François
71b1b35757
do not set hit test unconditionally on window creation (#7996) 2023-03-13 15:31:13 +00:00
SneakyBerry
6bfc09f53e
Construct Box<dyn Reflect> from world for ReflectComponent (#7407)
Co-authored-by: SneakyBerry <kennedwyhokilled@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-03-13 15:26:47 +00:00
ickshonpe
87dda354dd
Remove Val::Undefined (#7485) 2023-03-13 15:17:00 +00:00
François
d8b7fed4fe
don't panic on unknown ambiguity (#7950) 2023-03-12 15:24:52 +00:00
Gilbert Röhrbein
7d5f89cca1
Color::Lcha constructors (#8041)
Co-authored-by: James Liu <contact@jamessliu.com>
2023-03-11 18:50:16 +00:00
Gilbert Röhrbein
9e9ae5b830
Fix Color::as_rgba_linear for Color::Lcha (#8040)
Co-authored-by: James Liu <contact@jamessliu.com>
2023-03-11 12:12:31 +00:00
JoJoJet
fd1af7c8b8
Replace multiple calls to add_system with add_systems (#8001) 2023-03-10 18:15:22 +00:00
ickshonpe
729458815c
Fix the Text2d text anchor's incorrect horizontal alignment (#8019) 2023-03-10 14:57:41 +00:00
Christian Hughes
8aa217cc8b
Add OnTransition schedule that is ran between OnExit and OnEnter (#7936) 2023-03-10 09:06:23 +00:00
James Liu
7d9cb1c4ab
Remove ChangeTrackers (#7902) 2023-03-09 20:02:56 +00:00
Konstantin Kostiuk
3ec764ea24
Initialize empty schedules when calling .in_schedule if they do not already exist (#7911) 2023-03-09 17:24:24 +00:00
JoJoJet
2e7b915ba4
Increase type safety and clarity for change detection (#7905) 2023-03-09 17:17:02 +00:00
Rob Parrett
b7ac5d5121
Update trybuild tests for Rust 1.68 (#8002) 2023-03-09 15:46:06 +00:00
ickshonpe
f554700108
Add methods for calculating the size and postion of UI nodes (#7930)
Co-authored-by: François <mockersf@gmail.com>
2023-03-09 14:12:54 +00:00
Ikko Eltociear Ashimine
e22572d9a3
Fix typo in utility.rs (#7997) 2023-03-09 09:20:45 +00:00