This commit makes the following optimizations:
## `MeshPipelineKey`/`BaseMeshPipelineKey` split
`MeshPipelineKey` has been split into `BaseMeshPipelineKey`, which lives
in `bevy_render` and `MeshPipelineKey`, which lives in `bevy_pbr`.
Conceptually, `BaseMeshPipelineKey` is a superclass of
`MeshPipelineKey`. For `BaseMeshPipelineKey`, the bits start at the
highest (most significant) bit and grow downward toward the lowest bit;
for `MeshPipelineKey`, the bits start at the lowest bit and grow upward
toward the highest bit. This prevents them from colliding.
The goal of this is to avoid having to reassemble bits of the pipeline
key for every mesh every frame. Instead, we can just use a bitwise or
operation to combine the pieces that make up a `MeshPipelineKey`.
## `specialize_slow`
Previously, all of `specialize()` was marked as `#[inline]`. This
bloated `queue_material_meshes` unnecessarily, as a large chunk of it
ended up being a slow path that was rarely hit. This commit refactors
the function to move the slow path to `specialize_slow()`.
Together, these two changes shave about 5% off `queue_material_meshes`:
![Screenshot 2024-03-29
130002](https://github.com/bevyengine/bevy/assets/157897/a7e5a994-a807-4328-b314-9003429dcdd2)
## Migration Guide
- The `primitive_topology` field on `GpuMesh` is now an accessor method:
`GpuMesh::primitive_topology()`.
- For performance reasons, `MeshPipelineKey` has been split into
`BaseMeshPipelineKey`, which lives in `bevy_render`, and
`MeshPipelineKey`, which lives in `bevy_pbr`. These two should be
combined with bitwise-or to produce the final `MeshPipelineKey`.
# Objective
Related to #10572
Allow the `Annulus` primitive to be meshed.
## Solution
We introduce a `Meshable` structure, `AnnulusMeshBuilder`, which allows
the `Annulus` primitive to be meshed, leaving optional configuration of
the number of angular sudivisions to the user. Here is a picture of the
annulus's UV-mapping:
<img width="1440" alt="Screenshot 2024-03-26 at 10 39 48 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/b170291d-cba7-441b-90ee-2ad6841eaedb">
Other features are essentially identical to the implementations for
`Circle`/`Ellipse`.
---
## Changelog
- Introduced `AnnulusMeshBuilder`
- Implemented `Meshable` for `Annulus` with `Output =
AnnulusMeshBuilder`
- Implemented `From<Annulus>` and `From<AnnulusMeshBuilder>` for `Mesh`
- Added `impl_reflect!` declaration for `Annulus` and `Triangle3d` in
`bevy_reflect`
---
## Discussion
### Design considerations
The only interesting wrinkle here is that the existing UV-mapping of
`Ellipse` (and hence of `Circle` and `RegularPolygon`) is non-radial
(it's skew-free, created by situating the mesh in a bounding rectangle),
so the UV-mapping of `Annulus` doesn't limit to that of `Circle` as its
inner radius tends to zero, for instance. I don't see this as a real
issue for `Annulus`, which should almost certainly have this kind of
UV-mapping, but I think we ought to at least consider allowing mesh
configuration for `Circle`/`Ellipse` that performs radial UV-mapping
instead. (In these cases in particular, it would be especially easy,
since we wouldn't need a different parameter set in the builder.)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- #10572
There is no 3D primitive available for the common shape of a tetrahedron
(3-simplex).
## Solution
This PR introduces a new type to the existing math primitives:
- `Tetrahedron`: a polyhedron composed of four triangular faces, six
straight edges, and four vertices
---
## Changelog
### Added
- `Tetrahedron` primitive to the `bevy_math` crate
- `Tetrahedron` tests (`area`, `volume` methods)
- `impl_reflect!` declaration for `Tetrahedron` in the `bevy_reflect`
crate
# Objective
Fixes#12442
## Solution
Change `process_touch_event` to not update previous_position /
previous_force, and change it once per frame in
`touch_screen_input_system`.
# Objective
Sometimes it's useful to iterate over removed entities. For example, in
my library
[bevy_replicon](https://github.com/projectharmonia/bevy_replicon) I need
it to iterate over all removals to replicate them over the network.
Right now we do lookups, but it would be more convenient and faster to
just iterate over all removals.
## Solution
Add `RemovedComponentEvents::iter`.
---
## Changelog
### Added
- `RemovedComponentEvents::iter` to iterate over all removed components.
---------
Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
# Objective
- There are several redundant imports in the tests and examples that are
not caught by CI because additional flags need to be passed.
## Solution
- Run `cargo check --workspace --tests` and `cargo check --workspace
--examples`, then fix all warnings.
- Add `test-check` to CI, which will be run in the check-compiles job.
This should catch future warnings for tests. Examples are already
checked, but I'm not yet sure why they weren't caught.
## Discussion
- Should the `--tests` and `--examples` flags be added to CI, so this is
caught in the future?
- If so, #12818 will need to be merged first. It was also a warning
raised by checking the examples, but I chose to split off into a
separate PR.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
There are currently 2 different warning messages that are logged when
resizing on Linux with Nvidia drivers (introduced in
70c69cdd51).
Fixes#12830
## Solution
Generalize both to say:
```Couldn't get swap chain texture. This often happens with the NVIDIA drivers on Linux. It can be safely ignored.```
# Objective
- Since #12453, `DeterministicRenderingConfig` doesn't do anything
## Solution
- Remove it
---
## Migration Guide
- Removed `DeterministicRenderingConfig`. There shouldn't be any z
fighting anymore in the rendering even without setting
`stable_sort_z_fighting`
# Objective
- The `bundles` parameter in `insert_or_spawn_batch` method has
inconsistent naming with docs (e.g. `bundles_iter`) since #11107.
## Solution
- Replace `bundles` with `bundles_iter`, as `bundles_iter` is more
expressive to its type.
# Objective
Make it easy for crates.io / lib.rs users or automated tools to find the
repository of `bevy_utils_proc_macros`
## Solution
Add the `repository` field to the `Cargo.toml` of
`bevy_utils_proc_macros`
# Objective
This is a necessary precursor to #9122 (this was split from that PR to
reduce the amount of code to review all at once).
Moving `!Send` resource ownership to `App` will make it unambiguously
`!Send`. `SubApp` must be `Send`, so it can't wrap `App`.
## Solution
Refactor `App` and `SubApp` to not have a recursive relationship. Since
`SubApp` no longer wraps `App`, once `!Send` resources are moved out of
`World` and into `App`, `SubApp` will become unambiguously `Send`.
There could be less code duplication between `App` and `SubApp`, but
that would break `App` method chaining.
## Changelog
- `SubApp` no longer wraps `App`.
- `App` fields are no longer publicly accessible.
- `App` can no longer be converted into a `SubApp`.
- Various methods now return references to a `SubApp` instead of an
`App`.
## Migration Guide
- To construct a sub-app, use `SubApp::new()`. `App` can no longer
convert into `SubApp`.
- If you implemented a trait for `App`, you may want to implement it for
`SubApp` as well.
- If you're accessing `app.world` directly, you now have to use
`app.world()` and `app.world_mut()`.
- `App::sub_app` now returns `&SubApp`.
- `App::sub_app_mut` now returns `&mut SubApp`.
- `App::get_sub_app` now returns `Option<&SubApp>.`
- `App::get_sub_app_mut` now returns `Option<&mut SubApp>.`
# Objective
Fix crashing on Linux with latest stable Nvidia 550 driver when
resizing. The crash happens at startup with some setups.
Fixes#12199
I think this would be nice to get into 0.13.1
## Solution
Ignore `wgpu::SurfaceError::Outdated` always on this platform+driver.
It looks like Nvidia considered the previous behaviour of not returning
this error a bug:
"Fixed a bug where vkAcquireNextImageKHR() was not returning
VK_ERROR_OUT_OF_DATE_KHR when it should with WSI X11 swapchains"
(https://www.nvidia.com/Download/driverResults.aspx/218826/en-us/)
What I gather from this is that the surface was outdated on previous
drivers too, but they just didn't report it as an error. So behaviour
shouldn't change.
In the issue conversation we experimented with calling `continue` when
this error happens, but I found that it results in some small issues
like bevy_egui scale not updating with the window sometimes. Just doing
nothing seems to work better.
## Changelog
- Fixed crashing on Linux with Nvidia 550 driver when resizing the
window
## Migration Guide
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
For some asset loaders, it can be useful not to read the entire asset
file and just read a specific region of a file. For this, we need a way
to seek at a specific position inside the file
## Solution
I added support for `AsyncSeek` to `Reader`. In my case, I want to only
read a part of a file, and for that I need to seek to a specific point.
## Migration Guide
Every custom reader (which previously only needed the `AsyncRead` trait
implemented) now also needs to implement the `AsyncSeek` trait to add
the seek capability.
# Objective
- Fix#12746
- When users despawn a scene, the `InstanceId` within `spawned_scenes`
and `spawned_dynamic_scenes` is not removed, causing a potential memory
leak
## Solution
- `spawned_scenes` field was never used, and I removed it
- Add a component remove hook for `Handle<DynamicScene>`, and when the
`Handle<DynamicScene>` component is removed, delete the corresponding
`InstanceId` from `spawned_dynamic_scenes`
- Fixes #[12762](https://github.com/bevyengine/bevy/issues/12762).
## Migration Guide
- `Quat` no longer implements `VectorSpace` as unit quaternions don't
actually form proper vector spaces. If you're absolutely certain that
what you're doing is correct, convert the `Quat` into a `Vec4` and
perform the operations before converting back.
# Objective
Other than the exposed functions for reading matched tables and
archetypes, a `QueryState` does not actually need both internal Vecs for
storing matched archetypes and tables. In practice, it will only use one
of the two depending on if it uses dense or archetypal iteration.
Same vein as #12474. The goal is to reduce the memory overhead of using
queries, which Bevy itself, ecosystem plugins, and end users are already
fairly liberally using.
## Solution
Add `StorageId`, which is a union over `TableId` and `ArchetypeId`, and
store only one of the two at runtime. Read the slice as if it was one ID
depending on whether the query is dense or not.
This follows in the same vein as #5085; however, this one directly
impacts heap memory usage at runtime, while #5085 primarily targeted
transient pointers that might not actually exist at runtime.
---
## Changelog
Changed: `QueryState::matched_tables` now returns an iterator instead of
a reference to a slice.
Changed: `QueryState::matched_archetypes` now returns an iterator
instead of a reference to a slice.
## Migration Guide
`QueryState::matched_tables` and `QueryState::matched_archetypes` does
not return a reference to a slice, but an iterator instead. You may need
to use iterator combinators or collect them into a Vec to use it as a
slice.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Speed up CPU-side rendering.
## Solution
Use `QueryIter::for_each` and `Mut::bypass_change_detection` to minimize
the total amount of data being written and allow autovectorization to
speed up iteration.
## Performance
Tested against the default `many_cubes`, this results in greater than
15x speed up: 281us -> 18.4us.
![image](https://github.com/bevyengine/bevy/assets/3137680/18369285-843e-4eb6-9716-c99c6f5ea4e2)
As `ViewVisibility::HIDDEN` just wraps false, this is likely just
degenerating into `memset(0)`s on the tables.
Today, we sort all entities added to all phases, even the phases that
don't strictly need sorting, such as the opaque and shadow phases. This
results in a performance loss because our `PhaseItem`s are rather large
in memory, so sorting is slow. Additionally, determining the boundaries
of batches is an O(n) process.
This commit makes Bevy instead applicable place phase items into *bins*
keyed by *bin keys*, which have the invariant that everything in the
same bin is potentially batchable. This makes determining batch
boundaries O(1), because everything in the same bin can be batched.
Instead of sorting each entity, we now sort only the bin keys. This
drops the sorting time to near-zero on workloads with few bins like
`many_cubes --no-frustum-culling`. Memory usage is improved too, with
batch boundaries and dynamic indices now implicit instead of explicit.
The improved memory usage results in a significant win even on
unbatchable workloads like `many_cubes --no-frustum-culling
--vary-material-data-per-instance`, presumably due to cache effects.
Not all phases can be binned; some, such as transparent and transmissive
phases, must still be sorted. To handle this, this commit splits
`PhaseItem` into `BinnedPhaseItem` and `SortedPhaseItem`. Most of the
logic that today deals with `PhaseItem`s has been moved to
`SortedPhaseItem`. `BinnedPhaseItem` has the new logic.
Frame time results (in ms/frame) are as follows:
| Benchmark | `binning` | `main` | Speedup |
| ------------------------ | --------- | ------- | ------- |
| `many_cubes -nfc -vpi` | 232.179 | 312.123 | 34.43% |
| `many_cubes -nfc` | 25.874 | 30.117 | 16.40% |
| `many_foxes` | 3.276 | 3.515 | 7.30% |
(`-nfc` is short for `--no-frustum-culling`; `-vpi` is short for
`--vary-per-instance`.)
---
## Changelog
### Changed
* Render phases have been split into binned and sorted phases. Binned
phases, such as the common opaque phase, achieve improved CPU
performance by avoiding the sorting step.
## Migration Guide
- `PhaseItem` has been split into `BinnedPhaseItem` and
`SortedPhaseItem`. If your code has custom `PhaseItem`s, you will need
to migrate them to one of these two types. `SortedPhaseItem` requires
the fewest code changes, but you may want to pick `BinnedPhaseItem` if
your phase doesn't require sorting, as that enables higher performance.
## Tracy graphs
`many-cubes --no-frustum-culling`, `main` branch:
<img width="1064" alt="Screenshot 2024-03-12 180037"
src="https://github.com/bevyengine/bevy/assets/157897/e1180ce8-8e89-46d2-85e3-f59f72109a55">
`many-cubes --no-frustum-culling`, this branch:
<img width="1064" alt="Screenshot 2024-03-12 180011"
src="https://github.com/bevyengine/bevy/assets/157897/0899f036-6075-44c5-a972-44d95895f46c">
You can see that `batch_and_prepare_binned_render_phase` is a much
smaller fraction of the time. Zooming in on that function, with yellow
being this branch and red being `main`, we see:
<img width="1064" alt="Screenshot 2024-03-12 175832"
src="https://github.com/bevyengine/bevy/assets/157897/0dfc8d3f-49f4-496e-8825-a66e64d356d0">
The binning happens in `queue_material_meshes`. Again with yellow being
this branch and red being `main`:
<img width="1064" alt="Screenshot 2024-03-12 175755"
src="https://github.com/bevyengine/bevy/assets/157897/b9b20dc1-11c8-400c-a6cc-1c2e09c1bb96">
We can see that there is a small regression in `queue_material_meshes`
performance, but it's not nearly enough to outweigh the large gains in
`batch_and_prepare_binned_render_phase`.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
This commit changes the `StandardMaterialKey` to be based on a set of
bitflags instead of a structure. We hash it every frame for every mesh,
and `#[derive(Hash)]` doesn't generate particularly efficient code for
large structures full of small types. Packing it into a single `u64`
therefore results in a roughly 10% speedup in `queue_material_meshes` on
`many_cubes --no-frustum-culling`.
![Screenshot 2024-03-29
075124](https://github.com/bevyengine/bevy/assets/157897/78afcab6-b616-489b-8243-da9a117f606c)
# Objective
Wireframes are currently supported for 3D meshes using the
`WireframePlugin` in `bevy_pbr`. This PR adds the same functionality for
2D meshes.
Closes#5881.
## Solution
Since there's no easy way to share material implementations between 2D,
3D, and UI, this is mostly a straight copy and rename from the original
plugin into `bevy_sprite`.
<img width="1392" alt="image"
src="https://github.com/bevyengine/bevy/assets/3961616/7aca156f-448a-4c7e-89b8-0a72c5919769">
---
## Changelog
- Added `Wireframe2dPlugin` and related types to support 2D wireframes.
- Added an example to demonstrate how to use 2D wireframes
---------
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
# Objective
- Allow cloning `WinitSettings`. I use this in
[bevy_worldswap](https://github.com/UkoeHB/bevy_worldswap) when
synchronizing secondary app window state.
## Solution
- Add `Clone` to `WinitSettings`.
---
## Changelog
- Added `Clone` to `WinitSettings`.
# Objective
- Reduce the size of `create_windows` and isolate accessibility setup
logic.
## Solution
- Move accessibility setup for new windows to the `accessibility`
module.
## Comments
This is a small refactor, no behavior changes.
# Objective
- Disabling some plugins causes a crash due to ambiguities relying in
feature flags and not checking if both plugins are enabled causing code
like this to crash:
`app.add_plugins(DefaultPlugins.build().disable::<AnimationPlugin>())`
## Solution
- Check if plugins were added before ambiguities.
- Move bevy_gizmos ambiguities from bevy_internal to bevy_gizmos since
they already depend on them.
# Objective
Fixes#12752. Fixes#12750. Document the runtime complexity of all of
the `O(1)` operations on the individual APIs.
## Solution
* Mirror `Query::contains` onto `QueryState::contains`
* Make `QueryState::as_nop` pub(crate)
* Make `NopWorldQuery` pub(crate)
* Document all of the O(1) operations on Query and QueryState.
# Objective
Fixes#12727. All parts that `PersistentGpuBuffer` interact with should
be 100% safe both on the CPU and the GPU: `Queue::write_buffer_with`
zeroes out the slice being written to and when uploading to the GPU, and
all slice writes are bounds checked on the CPU side.
## Solution
Make `PersistentGpuBufferable` a safe trait. Enforce it's correct
implementation via assertions. Re-enable `forbid(unsafe_code)` on
`bevy_pbr`.
# Objective
- A scene usually gets created using the `SceneBundle` or
`DynamicSceneBundle`. This means that the scene's entities get added as
children of the root entity (the entity on which the `SceneBundle` gets
added)
- When the scene gets deleted using the `SceneSpawner`, the scene's
entities are deleted, but the `Children` component of the root entity
doesn't get updated. This means that the hierarchy becomes unsound, with
Children linking to non-existing components.
## Solution
- Update the `despawn_sync` logic to also update the `Children` from any
parents of the scene, if there are any
- Adds a test where a Scene gets despawned and checks for dangling
Children references on the parent. The test fails on `main` but works
here.
## Alternative implementations
- One option could be to add a `parent: Option<Entity>` on the
[InstanceInfo](df15cd7dcc/crates/bevy_scene/src/scene_spawner.rs (L27))
struct that tracks if the SceneInstance was added as a child of a root
entity
# Objective
When I wrote #12747 I neglected to translate random samples from
triangles back to the point where they originated, so they would be
sampled near the origin instead of at the actual triangle location.
## Solution
Translate by the first vertex location so that the samples follow the
actual triangle.
# Objective
Fixes#12392, fixes#12393, and fixes#11387. Implement QueryData for
Archetype and EntityLocation.
## Solution
Add impls for both of the types.
---
## Changelog
Added: `&Archetype` now implements `QueryData`
Added: `EntityLocation` now implements `QueryData`
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Closes https://github.com/bevyengine/bevy/pull/12415
## Solution
- Refactored code that was changed/deprecated in `image` 0.25.
- Please review this PR carefully since I'm just making the changes
without any context or deep knowledge of the module.
---------
Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
Fix#12728. Fix unsoundnesss from unhandled null characters in Android
logs.
## Solution
Use `CString` instead of using formatted Strings. Properly document the
safety invariants of the FFI call.
# Objective
- Move `PanicHandlerPlugin` into `bevy_app`
- Fixes#12603 .
## Solution
- I moved the `bevy_panic_handler` into `bevy_app`
- Copy pasted `bevy_panic_handler`'s lib.rs into a separate module in
`bevy_app` as a `panic_handler.rs` module file and added the
`PanicHandlerPlugin` in lib.rs of `bevy_app`
- added the dependency into `cargo.toml`
## Review notes
- I probably want some feedback if I imported App and Plugin correctly
in `panic_handler.rs` line 10 and 11.
- As of yet I have not deleted `bevy_panic_handler` crate, wanted to get
a check if I added it correctly.
- Once validated that my move was correct, I'll probably have to remove
the panic handler find default plugins which I probably need some help
to find.
- And then remove bevy panic_handler and making sure ci passes.
- This is my first issue for contributing to bevy so let me know if I am
doing anything wrong.
## tools context
- rust is 1.76 version
- Windows 11
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Avoid unbounded HashMap growth for opening/closing windows.
## Solution
- Remove map entry in `WinitWindows::remove_window`.
## Migration Guide
- `WinitWindows::get_window_entity` now returns `None` after a window is
closed, instead of a dead entity.
---
## Comments
The comment this PR replaces was added in
https://github.com/bevyengine/bevy/pull/3575. Since `get_window_entity`
now returns an `Entity` instead of a `WindowId`, this no longer seems
useful. Note that `get_window_entity` is only used
[here](56bcbb0975/crates/bevy_winit/src/lib.rs (L436)),
immediately followed by a warning if the entity returned doesn't exist.
# Objective
- Fixes#12677
## Solution
Updated documentation to make it explicit that enabling the appropriate
optional features is required to use the supported audio file format, as
well as provided link to the Bevy docs listing the optional features.
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
## Problem
- A mutable borrow of a handle cannot be directly turned into an AssetId
with `.into()`. You must do a reborrow `&*my_handle`.
## Solution
- Add an impl for From<&mut Handle> to AssetId and UntypedAssetId.
# Objective
Previously, the `Point` trait, which abstracts all of the operations of
a real vector space, was sitting in the submodule of `bevy_math` for
cubic splines. However, the trait has broader applications than merely
cubic splines, and we should use it when possible to avoid code
duplication when performing vector operations.
## Solution
`Point` has been moved into a new submodule in `bevy_math` named
`common_traits`. Furthermore, it has been renamed to `VectorSpace`,
which is more descriptive, and an additional trait `NormedVectorSpace`
has been introduced to expand the API to cover situations involving
geometry in addition to algebra. Additionally, `VectorSpace` itself now
requires a `ZERO` constant and `Neg`. It also supports a `lerp` function
as an automatic trait method.
Here is what that looks like:
```rust
/// A type that supports the mathematical operations of a real vector space, irrespective of dimension.
/// In particular, this means that the implementing type supports:
/// - Scalar multiplication and division on the right by elements of `f32`
/// - Negation
/// - Addition and subtraction
/// - Zero
///
/// Within the limitations of floating point arithmetic, all the following are required to hold:
/// - (Associativity of addition) For all `u, v, w: Self`, `(u + v) + w == u + (v + w)`.
/// - (Commutativity of addition) For all `u, v: Self`, `u + v == v + u`.
/// - (Additive identity) For all `v: Self`, `v + Self::ZERO == v`.
/// - (Additive inverse) For all `v: Self`, `v - v == v + (-v) == Self::ZERO`.
/// - (Compatibility of multiplication) For all `a, b: f32`, `v: Self`, `v * (a * b) == (v * a) * b`.
/// - (Multiplicative identity) For all `v: Self`, `v * 1.0 == v`.
/// - (Distributivity for vector addition) For all `a: f32`, `u, v: Self`, `(u + v) * a == u * a + v * a`.
/// - (Distributivity for scalar addition) For all `a, b: f32`, `v: Self`, `v * (a + b) == v * a + v * b`.
///
/// Note that, because implementing types use floating point arithmetic, they are not required to actually
/// implement `PartialEq` or `Eq`.
pub trait VectorSpace:
Mul<f32, Output = Self>
+ Div<f32, Output = Self>
+ Add<Self, Output = Self>
+ Sub<Self, Output = Self>
+ Neg
+ Default
+ Debug
+ Clone
+ Copy
{
/// The zero vector, which is the identity of addition for the vector space type.
const ZERO: Self;
/// Perform vector space linear interpolation between this element and another, based
/// on the parameter `t`. When `t` is `0`, `self` is recovered. When `t` is `1`, `rhs`
/// is recovered.
///
/// Note that the value of `t` is not clamped by this function, so interpolating outside
/// of the interval `[0,1]` is allowed.
#[inline]
fn lerp(&self, rhs: Self, t: f32) -> Self {
*self * (1. - t) + rhs * t
}
}
```
```rust
/// A type that supports the operations of a normed vector space; i.e. a norm operation in addition
/// to those of [`VectorSpace`]. Specifically, the implementor must guarantee that the following
/// relationships hold, within the limitations of floating point arithmetic:
/// - (Nonnegativity) For all `v: Self`, `v.norm() >= 0.0`.
/// - (Positive definiteness) For all `v: Self`, `v.norm() == 0.0` implies `v == Self::ZERO`.
/// - (Absolute homogeneity) For all `c: f32`, `v: Self`, `(v * c).norm() == v.norm() * c.abs()`.
/// - (Triangle inequality) For all `v, w: Self`, `(v + w).norm() <= v.norm() + w.norm()`.
///
/// Note that, because implementing types use floating point arithmetic, they are not required to actually
/// implement `PartialEq` or `Eq`.
pub trait NormedVectorSpace: VectorSpace {
/// The size of this element. The return value should always be nonnegative.
fn norm(self) -> f32;
/// The squared norm of this element. Computing this is often faster than computing
/// [`NormedVectorSpace::norm`].
#[inline]
fn norm_squared(self) -> f32 {
self.norm() * self.norm()
}
/// The distance between this element and another, as determined by the norm.
#[inline]
fn distance(self, rhs: Self) -> f32 {
(rhs - self).norm()
}
/// The squared distance between this element and another, as determined by the norm. Note that
/// this is often faster to compute in practice than [`NormedVectorSpace::distance`].
#[inline]
fn distance_squared(self, rhs: Self) -> f32 {
(rhs - self).norm_squared()
}
}
```
Furthermore, this PR also demonstrates the use of the
`NormedVectorSpace` combined API to implement `ShapeSample` for
`Triangle2d` and `Triangle3d` simultaneously. Such deduplication is one
of the drivers for developing these APIs.
---
## Changelog
- `Point` from `cubic_splines` becomes `VectorSpace`, exported as
`bevy::math::VectorSpace`.
- `VectorSpace` requires `Neg` and `VectorSpace::ZERO` in addition to
its existing prerequisites.
- Introduced public traits `bevy::math::NormedVectorSpace` for generic
geometry tasks involving vectors.
- Implemented `ShapeSample` for `Triangle2d` and `Triangle3d`.
## Migration Guide
Since `Point` no longer exists, any projects using it must switch to
`bevy::math::VectorSpace`. Additionally, third-party implementations of
this trait now require the `Neg` trait; the constant `VectorSpace::ZERO`
must be provided as well.
---
## Discussion
### Design considerations
Originally, the `NormedVectorSpace::norm` method was part of a separate
trait `Normed`. However, I think that was probably too broad and, more
importantly, the semantics of having it in `NormedVectorSpace` are much
clearer.
As it currently stands, the API exposed here is pretty minimal, and
there is definitely a lot more that we could do, but there are more
questions to answer along the way. As a silly example, we could
implement `NormedVectorSpace::length` as an alias for
`NormedVectorSpace::norm`, but this overlaps with methods in all of the
glam types, so we would want to make sure that the implementations are
effectively identical (for what it's worth, I think they are already).
### Future directions
One example of something that could belong in the `NormedVectorSpace`
API is normalization. Actually, such a thing previously existed on this
branch before I decided to shelve it because of concerns with namespace
collision. It looked like this:
```rust
/// This element, but normalized to norm 1 if possible. Returns an error when the reciprocal of
/// the element's norm is not finite.
#[inline]
#[must_use]
fn normalize(&self) -> Result<Self, NonNormalizableError> {
let reciprocal = 1.0 / self.norm();
if reciprocal.is_finite() {
Ok(*self * reciprocal)
} else {
Err(NonNormalizableError { reciprocal })
}
}
/// An error indicating that an element of a [`NormedVectorSpace`] was non-normalizable due to having
/// non-finite norm-reciprocal.
#[derive(Debug, Error)]
#[error("Element with norm reciprocal {reciprocal} cannot be normalized")]
pub struct NonNormalizableError {
reciprocal: f32
}
```
With this kind of thing in hand, it might be worth considering
eventually making the passage from vectors to directions fully generic
by employing a wrapper type. (Of course, for our concrete types, we
would leave the existing names in place as aliases.) That is, something
like:
```rust
pub struct NormOne<T>
where T: NormedVectorSpace { //... }
```
Utterly separately, the reason that I implemented `ShapeSample` for
`Triangle2d`/`Triangle3d` was to prototype uniform sampling of abstract
meshes, so that's also a future direction.
---------
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
Adopted from and closes https://github.com/bevyengine/bevy/pull/9914 by
@djeedai
# Objective
Fix the use of `TypeRegistry` instead of `TypeRegistryArc` in dynamic
scene and its serializer.
Rename `DynamicScene::serialize_ron()` into `serialize()` to highlight
the fact this is not about serializing to RON specifically, but rather
about serializing to the official Bevy scene format (`.scn` /
`.scn.ron`) which the `SceneLoader` can deserialize (and which happens
to be based in RON, but that not the object here). Also make the link
with the documentation of `SceneLoader` so users understand the full
serializing cycle of a Bevy dynamic scene.
Document `SceneSerializer` with an example showing how to serialize to a
custom format (here: RON), which is easily transposed to serializing
into any other format.
Fixes#9520
## Changelog
### Changed
* `SceneSerializer` and all related serializing helper types now take a
`&TypeRegistry` instead of a `&TypeRegistryArc`. ([SceneSerializer
needlessly uses specifically
&TypeRegistryArc #9520](https://github.com/bevyengine/bevy/issues/9520))
* `DynamicScene::serialize_ron()` was renamed to `serialize()`.
## Migration Guide
* `SceneSerializer` and all related serializing helper types now take a
`&TypeRegistry` instead of a `&TypeRegistryArc`. You can upgrade by
getting the former from the latter with `TypeRegistryArc::read()`,
_e.g._
```diff
let registry_arc: TypeRegistryArc = [...];
- let serializer = SceneSerializer(&scene, ®istry_arc);
+ let registry = registry_arc.read();
+ let serializer = SceneSerializer(&scene, ®istry);
```
* Rename `DynamicScene::serialize_ron()` to `serialize()`.
---------
Co-authored-by: Jerome Humbert <djeedai@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
Since it is common to store a pair of width and height as `Vec2`, it
would be useful to have an easy way to instantiate `AspectRatio` from
`Vec2`.
## Solution
Add `impl From<Vec2> for AspectRatio`.
---
## Changelog
- Added `impl From<Vec2> for AspectRatio`
# Objective
Fixes `cargo test -p bevy_math` as in #12729.
## Solution
As described in
[message](https://github.com/bevyengine/bevy/issues/12729#issuecomment-2022197944)
Added workaround `bevy_math = { path = ".", version = "0.14.0-dev",
features = ["approx"] }` to `bevy_math`'s `dev-dependencies`
---------
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
# Objective
- Fixes#12712
## Solution
- Move the `float_ord.rs` file to `bevy_math`
- Change any `bevy_utils::FloatOrd` statements to `bevy_math::FloatOrd`
---
## Changelog
- Moved `FloatOrd` from `bevy_utils` to `bevy_math`
## Migration Guide
- References to `bevy_utils::FloatOrd` should be changed to
`bevy_math::FloatOrd`
# Objective
Resolves#3824. `unsafe` code should be the exception, not the norm in
Rust. It's obviously needed for various use cases as it's interfacing
with platforms and essentially running the borrow checker at runtime in
the ECS, but the touted benefits of Bevy is that we are able to heavily
leverage Rust's safety, and we should be holding ourselves accountable
to that by minimizing our unsafe footprint.
## Solution
Deny `unsafe_code` workspace wide. Add explicit exceptions for the
following crates, and forbid it in almost all of the others.
* bevy_ecs - Obvious given how much unsafe is needed to achieve
performant results
* bevy_ptr - Works with raw pointers, even more low level than bevy_ecs.
* bevy_render - due to needing to integrate with wgpu
* bevy_window - due to needing to integrate with raw_window_handle
* bevy_utils - Several unsafe utilities used by bevy_ecs. Ideally moved
into bevy_ecs instead of made publicly usable.
* bevy_reflect - Required for the unsafe type casting it's doing.
* bevy_transform - for the parallel transform propagation
* bevy_gizmos - For the SystemParam impls it has.
* bevy_assets - To support reflection. Might not be required, not 100%
sure yet.
* bevy_mikktspace - due to being a conversion from a C library. Pending
safe rewrite.
* bevy_dynamic_plugin - Inherently unsafe due to the dynamic loading
nature.
Several uses of unsafe were rewritten, as they did not need to be using
them:
* bevy_text - a case of `Option::unchecked` could be rewritten as a
normal for loop and match instead of an iterator.
* bevy_color - the Pod/Zeroable implementations were replaceable with
bytemuck's derive macros.
# Objective
- `FloatOrd` currently has a different comparison behavior between its
derived `PartialOrd` impl and manually implemented `Ord` impl (The
[`Ord` doc](https://doc.rust-lang.org/std/cmp/trait.Ord.html) says this
is a logic error). This might be a problem for some `std`
containers/algorithms if they rely on both matching, and a footgun for
Bevy users.
## Solution
- Replace the `PartialEq` and `Ord` impls of `FloatOrd` with some
equivalent ones producing [better
assembly.](https://godbolt.org/z/jaWbjnMKx)
- Manually derive `PartialOrd` with the same behavior as `Ord`,
implement the comparison operators.
- Add some tests.
I first tried using a match-based implementation similar to the
`PartialOrd` impl [of the
std](https://doc.rust-lang.org/src/core/cmp.rs.html#1457) (with added
NaN ordering) but I couldn't get it to produce non-branching assembly.
The current implementation is based on [the one from the `ordered_float`
crate](3641f59e31/src/lib.rs (L121)),
adapted since it uses a different ordering. Should this be mentionned
somewhere in the code?
---
## Changelog
### Fixed
- `FloatOrd` now uses the same ordering for its `PartialOrd` and `Ord`
implementations.
## Migration Guide
- If you were depending on the `PartialOrd` behaviour of `FloatOrd`, it
has changed from matching `f32` to matching `FloatOrd`'s `Ord` ordering,
never returning `None`.
# Objective
We have `ReflectSerializer` and `TypedReflectSerializer`. The former is
the one users will most often use since the latter takes a bit more
effort to deserialize.
However, our deserializers are named `UntypedReflectDeserializer` and
`TypedReflectDeserializer`. There is no obvious indication that
`UntypedReflectDeserializer` must be used with `ReflectSerializer` since
the names don't quite match up.
## Solution
Rename `UntypedReflectDeserializer` back to `ReflectDeserializer`
(initially changed as part of #5723).
Also update the docs for both deserializers (as they were pretty out of
date) and include doc examples.
I also updated the docs for the serializers, too, just so that
everything is consistent.
---
## Changelog
- Renamed `UntypedReflectDeserializer` to `ReflectDeserializer`
- Updated docs for `ReflectDeserializer`, `TypedReflectDeserializer`,
`ReflectSerializer`, and `TypedReflectSerializer`
## Migration Guide
`UntypedReflectDeserializer` has been renamed to `ReflectDeserializer`.
Usages will need to be updated accordingly.
```diff
- let reflect_deserializer = UntypedReflectDeserializer::new(®istry);
+ let reflect_deserializer = ReflectDeserializer::new(®istry);
```
# Objective
- Be more explicit in the name of the module for the ui debug overlay
- Avoid confusion and possible overlap with new overlays
## Solution
- Rename `debug_overlay` to `ui_debug_overlay`
# Objective
CI is currently broken because of `DiagnosticsRecorder` not being Send
and Sync as required by Resource.
## Solution
Wrap `DiagnosticsRecorder` internally with a `WgpuWrapper`.
# Objective
- #10572
There is no 2D primitive available for the common shape of an annulus
(ring).
## Solution
This PR introduces a new type to the existing math primitives:
- `Annulus`: the region between two concentric circles
---
## Changelog
### Added
- `Annulus` primitive to the `bevy_math` crate
- `Annulus` tests (`diameter`, `thickness`, `area`, `perimeter` and
`closest_point` methods)
---------
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
# Objective
I found that some .rs files are unnecessarily executable.
Rust source files may start with a shebang-like statement `#!`, so let's
make sure they are not executable just in case.
Here is the result of the `find` commend that lists executable .rs files
as of main branch `86bd648`.
```console
$ find -name \*.rs -type f -executable
./crates/bevy_gizmos/src/lib.rs
./crates/bevy_tasks/src/lib.rs
./crates/bevy_time/src/lib.rs
./crates/bevy_transform/src/lib.rs
./src/lib.rs
```
It appears that the permissions of those files were originally 644, but
were unexpectedly changed to 755 by commit
52e3f2007b.
## Solution
Make them not executable by using this command;
`find -name \*.rs -type f -executable -exec chmod --verbose a-x -- {}
\+`
# Objective
Fix the regression for Root Node's Layout behavior introduced in
https://github.com/bevyengine/bevy/pull/12268
- Add regression test for Root Node Layout's behaving as they did before
0.13.1
- Restore pre 0.13.1 Root Node Layout behavior (fixes
https://github.com/bevyengine/bevy/issues/12624)
## Solution
This implements [@nicoburns suggestion
](https://discord.com/channels/691052431525675048/743663673393938453/1221593626476548146),
where instead of adding the camera to the taffy node tree, we revert
back to adding a new "parent" node for each root node while maintaining
their relationship with the camera.
> If you can do the ecs change detection to move the node to the correct
Taffy instance for the camera then you should also be able to move it to
a `Vec` of root nodes for that camera.
---
## Changelog
Fixed https://github.com/bevyengine/bevy/issues/12624 - Restores pre
0.13.1 Root Node Layout behavior
## Migration Guide
If you were affected by the 0.13.1 regression and added `position_type:
Absolute` to all your root nodes you might be able to reclaim some LOC
by removing them now that the 0.13 behavior is restored.
# Objective
- Adds line styles to bevy gizmos, suggestion of #9400
- Currently solid and dotted lines are implemented but this can easily
be extended to support dashed lines as well if that is wanted.
## Solution
- Adds the enum `GizmoLineStyle` and uses it in each `GizmoConfig` to
configure the style of the line.
- Each "dot" in a dotted line has the same width and height as the
`line_width` of the corresponding line.
---
## Changelog
- Added `GizmoLineStyle` to `bevy_gizmos`
- Added a `line_style: GizmoLineStyle ` attribute to `GizmoConfig`
- Updated the `lines.wgsl` shader and the pipelines accordingly.
## Migration Guide
- Any manually created `GizmoConfig` must now include the `line_style`
attribute
## Additional information
Some pretty pictures :)
This is the 3d_gizmos example with/without `line_perspective`:
<img width="1440" alt="Screenshot 2024-03-09 at 23 25 53"
src="https://github.com/bevyengine/bevy/assets/62256001/b1b97311-e78d-4de3-8dfe-9e48a35bb27d">
<img width="1440" alt="Screenshot 2024-03-09 at 23 25 39"
src="https://github.com/bevyengine/bevy/assets/62256001/50ee8ecb-5290-484d-ba36-7fd028374f7f">
And the 2d example:
<img width="1440" alt="Screenshot 2024-03-09 at 23 25 06"
src="https://github.com/bevyengine/bevy/assets/62256001/4452168f-d605-4333-bfa5-5461d268b132">
---------
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
# Objective
This gets Bevy building on Wasm when the `atomics` flag is enabled. This
does not yet multithread Bevy itself, but it allows Bevy users to use a
crate like `wasm_thread` to spawn their own threads and manually
parallelize work. This is a first step towards resolving #4078 . Also
fixes#9304.
This provides a foothold so that Bevy contributors can begin to think
about multithreaded Wasm's constraints and Bevy can work towards changes
to get the engine itself multithreaded.
Some flags need to be set on the Rust compiler when compiling for Wasm
multithreading. Here's what my build script looks like, with the correct
flags set, to test out Bevy examples on web:
```bash
set -e
RUSTFLAGS='-C target-feature=+atomics,+bulk-memory,+mutable-globals' \
cargo build --example breakout --target wasm32-unknown-unknown -Z build-std=std,panic_abort --release
wasm-bindgen --out-name wasm_example \
--out-dir examples/wasm/target \
--target web target/wasm32-unknown-unknown/release/examples/breakout.wasm
devserver --header Cross-Origin-Opener-Policy='same-origin' --header Cross-Origin-Embedder-Policy='require-corp' --path examples/wasm
```
A few notes:
1. `cpal` crashes immediately when the `atomics` flag is set. That is
patched in https://github.com/RustAudio/cpal/pull/837, but not yet in
the latest crates.io release.
That can be temporarily worked around by patching Cpal like so:
```toml
[patch.crates-io]
cpal = { git = "https://github.com/RustAudio/cpal" }
```
2. When testing out `wasm_thread` you need to enable the `es_modules`
feature.
## Solution
The largest obstacle to compiling Bevy with `atomics` on web is that
`wgpu` types are _not_ Send and Sync. Longer term Bevy will need an
approach to handle that, but in the near term Bevy is already configured
to be single-threaded on web.
Therefor it is enough to wrap `wgpu` types in a
`send_wrapper::SendWrapper` that _is_ Send / Sync, but panics if
accessed off the `wgpu` thread.
---
## Changelog
- `wgpu` types that are not `Send` are wrapped in
`send_wrapper::SendWrapper` on Wasm + 'atomics'
- CommandBuffers are not generated in parallel on Wasm + 'atomics'
## Questions
- Bevy should probably add CI checks to make sure this doesn't regress.
Should that go in this PR or a separate PR? **Edit:** Added checks to
build Wasm with atomics
---------
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: daxpedda <daxpedda@gmail.com>
Co-authored-by: François <francois.mockers@vleue.com>
# Objective
This PR fixes#12125
## Solution
The logic in this PR was borrowed from gloo-net and essentially probes
the global Javascript context to see if we are in a window or a worker
before calling `fetch_with_str`.
---------
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
Currently the built docs only shows the logo and favicon for the top
level `bevy` crate. This makes views like
https://docs.rs/bevy_ecs/latest/bevy_ecs/ look potentially unrelated to
the project at first glance.
## Solution
Reproduce the docs attributes for every crate that Bevy publishes.
Ideally this would be done with some workspace level Cargo.toml control,
but AFAICT, such support does not exist.
# Objective
Make it easy to get the ids of all the components in a bundle (and
initialise any components not yet initialised). This is fairly similar
to the `Bundle::get_component_ids()` method added in the observers PR
however that will return none for any non-initialised components. This
is exactly the API space covered by `Bundle::component_ids()` however
that isn't possible to call outside of `bevy_ecs` as it requires `&mut
Components` and `&mut Storages`.
## Solution
Added `World.init_bundle<B: Bundle>()` which similarly to
`init_component` and `init_resource`, initialises all components in the
bundle and returns a vector of their component ids.
---
## Changelog
Added the method `init_bundle` to `World` as a counterpart to
`init_component` and `init_resource`.
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
- Add serialize feature to bevy_color
- "Fixes #12527".
## Solution
- Added feature for serialization
---
## Changelog
- Serde serialization is now optional, with flag 'serialize'
## Migration Guide
- If user wants color data structures to be serializable, then
application needs to be build with flag 'serialize'
# Objective
- Tiny PR to clarify that `self.world.bundles.init_info::<T>` must have
been called so that the BundleInfo is present in the World
---------
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
We already collect a lot of system information on startup when possible
but we don't make this information available. With the upcoming work on
a diagnostic overlay it would be useful to be able to display this
information.
## Solution
Make the already existing SystemInfo a Resource
---
## Changelog
Added `SystemInfo` Resource
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
# Objective
get_asset_paths tries to check whether a folder is empty, and if so
delete it. However rather than checking whether any subfolder contains
files it checks whether _all_ subfolders have files.
Also cleanup various BoxedFutures in async recursive functions like
these, rust 1.77 now allows recursive async functions (albeit still by
boxing), hurray! This is a followup to #12550 (sorta). More BoxedFuture
stuff can be removed now that rust 1.77 is out, which can use async
recursive functions! This is mainly just cleaner code wise - the
recursion still boxes the future so not much to win there.
PR is mainly whitespace changes so do disable whitespace diffs for
easier review.
# Objective
Follow up from PR #12369 to extract lighting structs from light/mod.rs
into their own file.
Part of the Purdue Refactoring Team's goals issue #12349
## Solution
- Moved PointLight from light/mod.rs to light/point_light.rs
- Moved SpotLight from light/mod.rs to light/spot_light.rs
- Moved DirectionalLight from light/mod.rs to light/directional_light.rs
# Objective
Remove color specialization from `SpritePipeline` after it became
useless in #9597
## Solution
Removed the `COLORED` flag from the pipeline key and removed the
specializing the pipeline over it.
---
## Changelog
### Removed
- `SpritePipelineKey` no longer contains the `COLORED` flag. The flag
has had no effect on how the pipeline operates for a while.
## Migration Guide
- The raw values for the `HDR`, `TONEMAP_IN_SHADER` and `DEBAND_DITHER`
flags have changed, so if you were constructing the pipeline key from
raw `u32`s you'll have to account for that.
# Objective
I was reading some of the Archetype and Bundle code and was getting
confused a little bit in some places (is the `archetype_id` in
`AddBundle` the source or the target archetype id?).
Small PR that adds some docstrings to make it easier for first-time
readers.
# Objective
* Adopted #12025 to fix merge conflicts
* In some cases we used manual impls for certain types, though they are
(at least, now) unnecessary.
## Solution
* Use macros and reflecting-by-value to avoid this clutter.
* Though there were linker issues with Reflect and the CowArc in
AssetPath (see https://github.com/bevyengine/bevy/issues/9747), I
checked these are resolved by using #[reflect_value].
---------
Co-authored-by: soqb <cb.setho@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
# Objective
- Clarify that `ButtonInput::just_release` and
`ButtonInput::just_pressed` don't imply information about the state of
`ButtonInput::pressed` or their counterparts.
Fixes#12600
## Solution
Removed Into<AssetId<T>> for Handle<T> as proposed in Issue
conversation, fixed dependent code
## Migration guide
If you use passing Handle by value as AssetId, you should pass reference
or call .id() method on it
Before (0.13):
`assets.insert(handle, value);`
After (0.14):
`assets.insert(&handle, value);`
or
`assets.insert(handle.id(), value);`
# Objective
- Implements maths and `Animatable` for `Srgba` as suggested
[here](https://github.com/bevyengine/bevy/issues/12617#issuecomment-2013494774).
## Solution
- Implements `Animatable` and maths for `Srgba` just like their
implemented for other colors.
---
## Changelog
- Updated the example to mention `Srgba`.
## Migration Guide
- The previously existing implementation of mul/div for `Srgba` did not
modify `alpha` but these operations do modify `alpha` now. Users need to
be aware of this change.
# Objective
- Allow registering of systems from Commands with
`Commands::register_one_shot_system`
- Make registering of one shot systems more easy
## Solution
- Add the Command `RegisterSystem` for Commands use.
- Creation of SystemId based on lazy insertion of the System
- Changed the privacy of the fields in SystemId so Commands can return
the SystemId
---
## Changelog
### Added
- Added command `RegisterSystem`
- Added function `Commands::register_one_shot_system`
- Added function `App::register_one_shot_system`
### Changed
- Changed the privacy and the type of struct tuple to regular struct of
SystemId
## Migration Guide
- Changed SystemId fields from tuple struct to a normal struct
If you want to access the entity field, you should use
`SystemId::entity` instead of `SystemId::0`
## Showcase
> Before, if you wanted to register a system with `Commands`, you would
need to do:
```rust
commands.add(|world: &mut World| {
let id = world.register_system(your_system);
// You would need to insert the SystemId inside an entity or similar
})
```
> Now, you can:
```rust
let id = commands.register_one_shot_system(your_system);
// Do what you want with the Id
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Pablo Reinhardt <pabloreinhardt@gmail.com>
# Context
[GitHub Discussion
Link](https://github.com/bevyengine/bevy/discussions/12506)
# Objective
- **Clarity:** More explicit representation of a common geometric
primitive.
- **Convenience:** Provide methods tailored to 3D triangles (area,
perimeters, etc.).
## Solution
- Adding the `Triangle3d` primitive into the `bevy_math` crate.
---
## Changelog
### Added
- `Triangle3d` primitive to the `bevy_math` crate
### Changed
- `Triangle2d::reverse`: the first and last vertices are swapped instead
of the second and third.
---------
Co-authored-by: Miles Silberling-Cook <NthTensor@users.noreply.github.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
# Objective
I'm reading through the ecs query code for the first time, and updating
the docs:
- fixed some typos
- added some docs about things I was confused about (in particular what
the difference between `matches_component_set` and
`update_component_access` was)
# Objective
Fixes#12200 .
## Solution
I added a Hue Trait with the rotate_hue method to enable hue rotation.
Additionally, I modified the implementation of animations in the
animated_material sample.
---
## Changelog
- Added a `Hue` trait to `bevy_color/src/color_ops.rs`.
- Added the `Hue` trait implementation to `Hsla`, `Hsva`, `Hwba`,
`Lcha`, and `Oklcha`.
- Updated animated_material sample.
## Migration Guide
Users of Oklcha need to change their usage to use the with_hue method
instead of the with_h method.
---------
Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Fixes#12202
## Solution
- Implements `Animatable` for all color types implementing arithmetic
operations.
- the colors returned by `Animatable`s methods are already clamped.
- Adds a `color_animation.rs` example.
- Implements the `*Assign` operators for color types that already had
the corresponding operators. This is just a 'nice to have' and I am
happy to remove this if it's not wanted.
---
## Changelog
- `bevy_animation` now depends on `bevy_color`.
- `LinearRgba`, `Laba`, `Oklaba` and `Xyza` implement `Animatable`.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
- It can be useful to have access to the path of the current asset being
processed, for example if you want to need a second file that is
relative to the current file being processed.
## Solution
- I added a `path()` function to the `ProcessContext`
# Objective
- Fixes#12570
## Solution
Previously, cardinal splines constructed by `CubicCardinalSpline` would
leave out their endpoints when constructing the cubic curve segments
connecting their points. (See the linked issue for details.)
Now, cardinal splines include the endpoints. For instance, the provided
usage example
```rust
let points = [
vec2(-1.0, -20.0),
vec2(3.0, 2.0),
vec2(5.0, 3.0),
vec2(9.0, 8.0),
];
let cardinal = CubicCardinalSpline::new(0.3, points).to_curve();
let positions: Vec<_> = cardinal.iter_positions(100).collect();
```
will actually produce a spline that connects all four of these points
instead of just the middle two "interior" points.
Internally, this is achieved by duplicating the endpoints of the vector
of control points before performing the construction of the associated
`CubicCurve`. This amounts to specifying that the tangents at the
endpoints `P_0` and `P_n` (say) should be parallel to `P_1 - P_0` and
`P_n - P_{n-1}`.
---
## Migration Guide
Any users relying on the old behavior of `CubicCardinalSpline` will have
to truncate any parametrizations they used in order to access a curve
identical to the one they had previously. This would be done by chopping
off a unit-distance segment from each end of the parametrizing interval.
For instance, if a user's existing code looks as follows
```rust
fn interpolate(t: f32) -> Vec2 {
let points = [
vec2(-1.0, -20.0),
vec2(3.0, 2.0),
vec2(5.0, 3.0),
vec2(9.0, 8.0),
];
let my_curve = CubicCardinalSpline::new(0.3, points).to_curve();
my_curve.position(t)
}
```
then in order to obtain similar behavior, `t` will need to be shifted up
by 1, since the output of `CubicCardinalSpline::to_curve` has introduced
a new segment in the interval [0,1], displacing the old segment from
[0,1] to [1,2]:
```rust
fn interpolate(t: f32) -> Vec2 {
let points = [
vec2(-1.0, -20.0),
vec2(3.0, 2.0),
vec2(5.0, 3.0),
vec2(9.0, 8.0),
];
let my_curve = CubicCardinalSpline::new(0.3, points).to_curve();
my_curve.position(t+1)
}
```
(Note that this does not provide identical output for values of `t`
outside of the interval [0,1].)
On the other hand, any user who was specifying additional endpoint
tangents simply to get the curve to pass through the right points (i.e.
not requiring exactly the same output) can simply omit the endpoints
that were being supplied only for control purposes.
---
## Discussion
### Design considerations
This is one of the two approaches outlined in #12570 — in this PR, we
are basically declaring that the docs are right and the implementation
was flawed.
One semi-interesting question is how the endpoint tangents actually
ought to be defined when we include them, and another option considered
was mirroring the control points adjacent to the endpoints instead of
duplicating them, which would have had the advantage that the expected
length of the corresponding difference should be more similar to that of
the other difference-tangents, provided that the points are equally
spaced.
In this PR, the duplication method (which produces smaller tangents) was
chosen for a couple reasons:
- It seems to be more standard
- It is exceptionally simple to implement
- I was a little concerned that the aforementioned alternative would
result in some over-extrapolation
### An annoyance
If you look at the code, you'll see I was unable to find a satisfactory
way of doing this without allocating a new vector. This doesn't seem
like a big problem given the context, but it does bother me. In
particular, if there is some easy parallel to `slice::windows` for
iterators that doesn't pull in an external dependency, I would love to
know about it.
# Objective
Lets say I have the following `.meta` file:
```RON
(
meta_format_version: "1.0",
asset: Ignore,
)
```
When a file is inside the `assets` directory and processing is enabled,
the processor will copy the file into `imported_assets` although it
should be ignored and therefore not copied.
## Solution
- I added a simple check that does not copy the assets if the
AssetAction is `Ignore`.
## Migration Guide
- The public `ProcessResult` enum now has a `ProcessResult::Ignore`
variant that must be handled.
# Objective
Fix Pr CI failing over dead code in tests and main branch CI failing
over a missing semicolon. Fixes#12620.
## Solution
Add dead_code annotations and a semicolon.
# Objective
- #12500 use the primary window resolution to do all its calculation.
This means bad support for multiple windows or multiple ui camera
## Solution
- Use camera driven UI (https://github.com/bevyengine/bevy/pull/10559)
# Objective
- since #12500, text is a little bit more gray in UI
## Solution
- don't multiply color by alpha. I think this was done in the original
PR (#8973) for shadows which were not added in #12500
# Objective
- Currently the fps_overlay affects any other ui node spawned. This
should not happen
## Solution
- Use position absolute and a ZIndex of `i32::MAX - 32`
- I also modified the example a little bit to center it correctly. It
only worked previously because the overlay was pushing it down. I also
took the opportunity to simplify the text spawning code a little bit.
# Objective
- #12500 broke images and background colors in UI. Try examples
`overflow`, `ui_scaling` or `ui_texture_atlas`
## Solution
- Makes the component `BorderRadius` optional in the query, as it's not
always present. Use `[0.; 4]` as border radius in the extracted node
when none was found
# Objective
Fixes#12224.
## Solution
- Expand `with_` methods for the `Oklch` to their full names.
- Expand `l` to `lightness` in `Oklaba` comments.
## Migration Guide
The following methods have been renamed for the `Oklch` color space:
- `with_l` -> `with_lightness`.
- `with_c` -> `with_chroma`.
- `with_h` -> `with_hue`.
# Objective
- Many types in bevy_render doesn't reflect Default even if it could.
## Solution
- Reflect it.
---
---------
Co-authored-by: Pablo Reinhardt <pabloreinhardt@gmail.com>
# Objective
- Fixes#12202
## Solution
- This PR implements componentwise (including alpha) addition,
subtraction and scalar multiplication/division for some color types.
- The mentioned color types are `Laba`, `Oklaba`, `LinearRgba` and
`Xyza` as all of them are either physically or perceptually linear as
mentioned by @alice-i-cecile in the issue.
---
## Changelog
- Scalar mul/div for `LinearRgba` may modify alpha now.
## Migration Guide
- Users of scalar mul/div for `LinearRgba` need to be aware of the
change and maybe use the `.clamp()` methods or manually set the `alpha`
channel.
# Objective
Implements border radius for UI nodes. Adopted from #8973, but excludes
shadows.
## Solution
- Add a component `BorderRadius` which contains a radius value for each
corner of the UI node.
- Use a fragment shader to generate the rounded corners using a signed
distance function.
<img width="50%"
src="https://github.com/bevyengine/bevy/assets/26204416/16b2ba95-e274-4ce7-adb2-34cc41a776a5"></img>
## Changelog
- `BorderRadius`: New component that holds the border radius values.
- `NodeBundle` & `ButtonBundle`: Added a `border_radius: BorderRadius`
field.
- `extract_uinode_borders`: Stripped down, most of the work is done in
the shader now. Borders are no longer assembled from multiple rects,
instead the shader uses a signed distance function to draw the border.
- `UiVertex`: Added size, border and radius fields.
- `UiPipeline`: Added three vertex attributes to the vertex buffer
layout, to accept the UI node's size, border thickness and border
radius.
- Examples: Added rounded corners to the UI element in the `button`
example, and a `rounded_borders` example.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
# Objective
- Allow configuring of platform-specific panic handlers.
- Remove the silent overwrite of the WASM panic handler
- Closes#12546
## Solution
- Separates the panic handler to a new plugin, `PanicHandlerPlugin`.
- `PanicHandlerPlugin` was added to `DefaultPlugins`.
- Can be disabled on `DefaultPlugins`, in the case someone needs to
configure custom panic handlers.
---
## Changelog
### Added
- A `PanicHandlerPlugin` was added to the `DefaultPlugins`, which now
sets sensible target-specific panic handlers.
### Changed
- On WASM, the panic stack trace was output to the console through the
`BevyLogPlugin`. Since this was separated out into `PanicHandlerPlugin`,
you may need to add the new `PanicHandlerPlugin` (included in
`DefaultPlugins`).
## Migration Guide
- If you used `MinimalPlugins` with `LogPlugin` for a WASM-target build,
you will need to add the new `PanicHandlerPlugin` to set the panic
behavior to output to the console. Otherwise, you will see the default
panic handler (opaque, `unreachable` errors in the console).
# Objective
- This is an adopted version of #10420
- The objective is to help debugging the Ui layout tree with helpful
outlines, that can be easily enabled/disabled
## Solution
- Like #10420, the solution is using the bevy_gizmos in outlining the
nodes
---
## Changelog
### Added
- Added debug_overlay mod to `bevy_dev_tools`
- Added bevy_ui_debug feature to `bevy_dev_tools`
## How to use
- The user must use `bevy_dev_tools` feature in TOML
- The user must use the plugin UiDebugPlugin, that can be found on
`bevy::dev_tools::debug_overlay`
- Finally, to enable the function, the user must set
`UiDebugOptions::enabled` to true
Someone can easily toggle the function with something like:
```rust
fn toggle_overlay(input: Res<ButtonInput<KeyCode>>, options: ResMut<UiDebugOptions>) {
if input.just_pressed(KeyCode::Space) {
// The toggle method will enable if disabled and disable if enabled
options.toggle();
}
}
```
Note that this feature can be disabled from dev_tools, as its in fact
behind a default feature there, being the feature bevy_ui_debug.
# Limitations
Currently, due to limitations with gizmos itself, it's not possible to
support this feature to more the one window, so this tool is limited to
the primary window only.
# Showcase
![image](https://github.com/bevyengine/bevy/assets/126117294/ce9d70e6-0a57-4fa9-9753-ff5a9d82c009)
Ui example with debug_overlay enabled
![image](https://github.com/bevyengine/bevy/assets/126117294/e945015c-5bab-4d7f-9273-472aabaf25a9)
And disabled
---------
Co-authored-by: Nicola Papale <nico@nicopap.ch>
Co-authored-by: Pablo Reinhardt <pabloreinhardt@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Give Bevy a well-designed built-in color palette for users to use while
prototyping or authoring Bevy examples.
## Solution
Generate
([playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=f7b3a3002fb7727db15c1197e0a1a373),
[gist](https://gist.github.com/rust-play/f7b3a3002fb7727db15c1197e0a1a373))
consts from [Tailwind](https://tailwindcss.com/docs/customizing-colors)
(mit license) json.
## Discussion
Are there other popular alternatives we should be looking at? Something
new and fancy involving a really long acronym like CIELUVLCh? I'm not a
tailwind user or color expert, but I really like the way it's broken up
into distinct but plentiful hue and lightness groups.
It beats needing some shades of red, scrolling through the [current
palette](https://docs.rs/bevy/latest/bevy/prelude/enum.Color.html),
choosing a few of `CRIMSON`, `MAROON`, `RED`, `TOMATO` at random and
calling it a day.
The best information I was able to dig up about the Tailwind palette is
from this thread:
https://twitter.com/steveschoger/status/1303795136703410180. Here are
some key excerpts:
> Tried to the "perceptually uniform" thing for Tailwind UI.
> Ultimately, it just resulted in a bunch of useless shades for colors
like yellow and green that are inherently brighter.
> With that said you're guaranteed to get a contrast ratio of 4.5:1 when
using any 700 shade (in some cases 600) on a 100 shade of the same hue.
> We just spent a lot of time looking at sites to figure out which
colors are popular and tried to fill all the gaps.
> Even the lime green is questionable but felt there needed to be
something in between the jump from yellow to green 😅
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Simplify implementing some asset traits without Box::pin(async move{})
shenanigans.
Fixes (in part) https://github.com/bevyengine/bevy/issues/11308
## Solution
Use async-fn in traits when possible in all traits. Traits with return
position impl trait are not object safe however, and as AssetReader and
AssetWriter are both used with dynamic dispatch, you need a Boxed
version of these futures anyway.
In the future, Rust is [adding
](https://blog.rust-lang.org/2023/12/21/async-fn-rpit-in-traits.html)proc
macros to generate these traits automatically, and at some point in the
future dyn traits should 'just work'. Until then.... this seemed liked
the right approach given more ErasedXXX already exist, but, no clue if
there's plans here! Especially since these are public now, it's a bit of
an unfortunate API, and means this is a breaking change.
In theory this saves some performance when these traits are used with
static dispatch, but, seems like most code paths go through dynamic
dispatch, which boxes anyway.
I also suspect a bunch of the lifetime annotations on these function
could be simplified now as the BoxedFuture was often the only thing
returned which needed a lifetime annotation, but I'm not touching that
for now as traits + lifetimes can be so tricky.
This is a revival of
[pull/11362](https://github.com/bevyengine/bevy/pull/11362) after a
spectacular merge f*ckup, with updates to the latest Bevy. Just to recap
some discussion:
- Overall this seems like a win for code quality, especially when
implementing these traits, but a loss for having to deal with ErasedXXX
variants.
- `ConditionalSend` was the preferred name for the trait that might be
Send, to deal with wasm platforms.
- When reviewing be sure to disable whitespace difference, as that's 95%
of the PR.
## Changelog
- AssetReader, AssetWriter, AssetLoader, AssetSaver and Process now use
async-fn in traits rather than boxed futures.
## Migration Guide
- Custom implementations of AssetReader, AssetWriter, AssetLoader,
AssetSaver and Process should switch to async fn rather than returning a
bevy_utils::BoxedFuture.
- Simultaniously, to use dynamic dispatch on these traits you should
instead use dyn ErasedXXX.