Commit graph

7497 commits

Author SHA1 Message Date
ickshonpe
3dc50b86fd
Improved UiImage and Sprite scaling and slicing APIs (#16088)
1. UI texture slicing chops and scales an image to fit the size of a
node and isn't meant to place any constraints on the size of the node
itself, but because the required components changes required `ImageSize`
and `ContentSize` for nodes with `UiImage`, texture sliced nodes are
laid out using an `ImageMeasure`.

2. In 0.14 users could spawn a `(UiImage, NodeBundle)` which would
display an image stretched to fill the UI node's bounds ignoring the
image's instrinsic size. Now that `UiImage` requires `ContentSize`,
there's no option to display an image without its size placing
constrains on the UI layout (unless you force the `Node` to a fixed
size, but that's not a solution).

3. It's desirable that the `Sprite` and `UiImage` share similar APIs.

Fixes #16109

* Remove the `Component` impl from `ImageScaleMode`.
* Add a `Stretch` variant to `ImageScaleMode`.
* Add a field `scale_mode: ImageScaleMode` to `Sprite`.
* Add a field `mode: UiImageMode` to `UiImage`.
* Add an enum `UiImageMode` similar to `ImageScaleMode` but with
additional UI specific variants.
* Remove the queries for `ImageScaleMode` from Sprite and UI extraction,
and refer to the new fields instead.
* Change `ui_layout_system` to update measure funcs on any change to
`ContentSize`s to enable manual clearing without removing the component.
* Don't add a measure unless `UiImageMode::Auto` is set in
`update_image_content_size_system`. Mutably deref the `Mut<ContentSize>`
if the `UiImage` is changed to force removal of any existing measure
func.

Remove all the constraints from the ui_texture_slice example:

```rust
//! This example illustrates how to create buttons with their textures sliced
//! and kept in proportion instead of being stretched by the button dimensions

use bevy::{
    color::palettes::css::{GOLD, ORANGE},
    prelude::*,
    winit::WinitSettings,
};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        // Only run the app when there is user input. This will significantly reduce CPU/GPU use.
        .insert_resource(WinitSettings::desktop_app())
        .add_systems(Startup, setup)
        .add_systems(Update, button_system)
        .run();
}

fn button_system(
    mut interaction_query: Query<
        (&Interaction, &Children, &mut UiImage),
        (Changed<Interaction>, With<Button>),
    >,
    mut text_query: Query<&mut Text>,
) {
    for (interaction, children, mut image) in &mut interaction_query {
        let mut text = text_query.get_mut(children[0]).unwrap();
        match *interaction {
            Interaction::Pressed => {
                **text = "Press".to_string();
                image.color = GOLD.into();
            }
            Interaction::Hovered => {
                **text = "Hover".to_string();
                image.color = ORANGE.into();
            }
            Interaction::None => {
                **text = "Button".to_string();
                image.color = Color::WHITE;
            }
        }
    }
}

fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    let image = asset_server.load("textures/fantasy_ui_borders/panel-border-010.png");

    let slicer = TextureSlicer {
        border: BorderRect::square(22.0),
        center_scale_mode: SliceScaleMode::Stretch,
        sides_scale_mode: SliceScaleMode::Stretch,
        max_corner_scale: 1.0,
    };
    // ui camera
    commands.spawn(Camera2d);
    commands
        .spawn(Node {
            width: Val::Percent(100.0),
            height: Val::Percent(100.0),
            align_items: AlignItems::Center,
            justify_content: JustifyContent::Center,
            ..default()
        })
        .with_children(|parent| {
            for [w, h] in [[150.0, 150.0], [300.0, 150.0], [150.0, 300.0]] {
                parent
                    .spawn((
                        Button,
                        Node {
                            // width: Val::Px(w),
                            // height: Val::Px(h),
                            // horizontally center child text
                            justify_content: JustifyContent::Center,
                            // vertically center child text
                            align_items: AlignItems::Center,
                            margin: UiRect::all(Val::Px(20.0)),
                            ..default()
                        },
                        UiImage::new(image.clone()),
                        ImageScaleMode::Sliced(slicer.clone()),
                    ))
                    .with_children(|parent| {
                        // parent.spawn((
                        //     Text::new("Button"),
                        //     TextFont {
                        //         font: asset_server.load("fonts/FiraSans-Bold.ttf"),
                        //         font_size: 33.0,
                        //         ..default()
                        //     },
                        //     TextColor(Color::srgb(0.9, 0.9, 0.9)),
                        // ));
                    });
            }
        });
}
```

This should result in a blank window, since without any constraints the
texture slice image nodes should be zero-sized. But in main the image
nodes are given the size of the underlying unsliced source image
`textures/fantasy_ui_borders/panel-border-010.png`:

<img width="321" alt="slicing"
src="https://github.com/user-attachments/assets/cbd74c9c-14cd-4b4d-93c6-7c0152bb05ee">

For this PR need to change the lines:
```
                        UiImage::new(image.clone()),
                        ImageScaleMode::Sliced(slicer.clone()),
```
to
```
                        UiImage::new(image.clone()).with_mode(UiImageMode::Sliced(slicer.clone()),
```
and then nothing should be rendered, as desired.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-11-05 22:42:12 +01:00
urben1680
10433f60e1
Adding ScheduleGraph::contains_set (#16206)
# Objective

The schedule graph can easily confirm whether a set is contained or not.

This helps me in my personal project where I write an extension trait
for `Schedule` and I want to configure a specific set in its methods.
The set in question has a run condition though and I don't want to add
that condition to the same schedule as many times as the trait methods
are called. Since the non-pub set is unknown to the schedule until then,
a `contains_set` is sufficient.

It is probably trivial to add a method that returns an `Option<NodeId>`
as well but as I personally don't need it I did not add that. If it is
desired I can do so here though. It might be unneeded to have a
`contains_set` then because one could check `is_some` on the returned id
in that case.

An argument against that is that future changes may be easier if only a
`contains_set` needs to be ported.

## Solution

Added `ScheduleGraph::contains_set`.

## Testing

I put the below showcase code into a temporary unit test and it worked.
If wanted I add it as a test too but I did not see that other more
somewhat complicated methods have tests

---

## Showcase

```rs
#[derive(ScheduleLabel, Debug, Default, Clone, Copy, PartialEq, Eq, Hash)]
struct MySchedule;

#[derive(SystemSet, Debug, Default, Clone, Copy, PartialEq, Eq, Hash)]
struct MySet;

let mut schedule = Schedule::new(MySchedule);
assert_eq!(schedule.graph().contains_set(MySet), false);
schedule.configure_sets(MySet);
assert_eq!(schedule.graph().contains_set(MySet), true);
```
2024-11-05 22:31:36 +01:00
MiniaczQ
25edd3b3e3
Fix fallible param notes (#16218)
I noticed one of the reflinks doesn't work correctly
2024-11-05 22:31:36 +01:00
Lynn
d7f2e431e5
Implement Measured2d for Arc2d-based primitives. (#16213)
# Objective

- `CircularSegment` and `CircularSector` are well defined 2D shapes with
both an area and a perimeter.

# Solution

- This PR implements `perimeter` for both and moves the existsing `area`
functions into the `Measured2d` implementations.

## Testing

- The `arc_tests` have been extended to also check for perimeters.
2024-11-05 22:31:36 +01:00
Friz64
1970b819f0
Correctly feature gate custom_cursor (#16093)
# Objective

Currently there's no way to change the window's cursor icon with the
`custom_cursor` feature **disabled**. You should still be able to set
system cursor icons.

Connections:

- https://github.com/bevyengine/bevy/pull/15649

## Solution

Move some `custom_cursor` feature gates around, as to expose the
`CursorIcon` type again.

Note this refactoring was mainly piloted by hunting after the compiler
warnings -- I shouldn't have missed anything, but FYI.

## Testing

Disabled the `custom_cursor` feature, ran the `window_settings` example.
2024-11-05 22:31:36 +01:00
Joona Aalto
f27449f8f0
Fix and improve MSAA documentation (#16196)
# Objective

#14273 changed `Msaa` to be a component rather than a resource. However,
the documentation still says that it is a resource. This tripped me up
during migration to 0.15 until I looked at the type definition.

Additionally, the docs have some unnecessary repetition and some grammar
mistakes, and they don't link to camera documentation.

## Solution

Fix up the docs!
2024-11-05 22:31:35 +01:00
Thierry Berger
e0308ad920
Derive same attributes as MainEntity for RenderEntity (#16191)
Spotted while working on updating bevy_egui.

Discord context:
https://discordapp.com/channels/691052431525675048/1301212128115687454/1301469954465464320
2024-11-05 22:31:35 +01:00
Miles Silberling-Cook
f6a4167896
Add button_just_down and button_just_up methods to PointerInput (#16176)
# Objective

Upstream two small methods present in `bevy_mod_picking` but not in
`bevy_picking`.

There might be a few more of these.
2024-11-05 22:31:35 +01:00
Aevyrie
c86dc569ea
Picking example touchups (#16129)
# Objective

- Cleanup pass to make the examples a bit more succinct, focusing on the
topic at hand.
- Added drag rotation to make the picking examples more interesting, and
to demonstrate a simple use case.
2024-11-05 22:31:35 +01:00
Design_Dream
3fc8a5d218
Remove the invalid system ordering in the animation example. (#16173)
# Objective

In the animation example, there is the code `.add_systems(Update,
init_animations.before(animate_targets))`, where `animate_targets` is
added to the `PostUpdate` in the `AnimationPlugin`. Therefore, the
`.before(animate_targets)` here is ineffective and should be removed.
2024-11-05 22:31:35 +01:00
ickshonpe
0f95e8820d
Remove the Globals binding from the box shadow shader (#16177)
# Objective

Remove the `Globals` binding from the box shadow shader. It isn't used
and was added by mistake.
2024-11-05 22:31:35 +01:00
ickshonpe
819ecc33f6
Constify ComputedNode (#16134)
# Objective

Make all the methods and associated functions belonging to
`ComputedNode` const.

## Solution

Constify (except for `inner_radius` which uses non-const `min` and
`max`).

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-05 22:31:35 +01:00
Benjamin Brienen
af24a871c3
ReflectBundle::remove improvement (#16139)
# Objective

Fixes #15676

## Solution

`remove` returns the removed item

Add `take`

## Testing

None yet

## Migration Guide

If you don't need the returned value from `remove`, discard it.
2024-11-05 22:31:34 +01:00
ickshonpe
c3442314f6
Require ContentSize on UiImage again (#16138)
The `ContentSize` requirement on `UiImage` got lost during merge
conflict fixes, causing some images such as the icons on the `game_menu`
example to disappear.

Fixes #16136

Require `ContentSize` on `UiImage` again.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-05 22:31:30 +01:00
ickshonpe
ebce9dbaec
Remove custom rounding (#16097)
# Objective

Taffy added layout rounding a while ago but it had a couple of bugs and
caused some problems with the fussy `ab_glyph` text implementation. So I
disabled Taffy's builtin rounding and added some hacks ad hoc that fixed
(some) of those issues. Since then though Taffy's rounding algorithm has
improved while we've changed layout a lot and migrated to `cosmic-text`
so those hacks don't help any more and in some cases cause significant
problems.

Also our rounding implementation only rounds to the nearest logical
pixel, whereas Taffy rounds to the nearest physical pixel meaning it's
much more accurate with high dpi displays.

fixes #15197

## Some examples of layout rounding errors visible in the UI examples

These errors are much more obvious at high scale factor, you might not
see any problems at a scale factor of 1.

`cargo run --example text_wrap_debug`

<img width="1000" alt="text_debug_gaps"
src="https://github.com/user-attachments/assets/5a584016-b8e2-487b-8842-f0f359077391">

The narrow horizontal and vertical lines are gaps in the layout caused
by errors in the coordinate rounding.

`cargo run --example text_debug`

<img width="1000" alt="text_debug"
src="https://github.com/user-attachments/assets/a4b37c02-a2fd-441c-a7bd-cd7a1a72e7dd">

The two text blocks here are aligned right to the same boundary but in
this screen shot you can see that the lower block is one pixel off to
the left. Because the size of this text node changes between frames with
the reported framerate the rounding errors cause it to jump left and
right.

## Solution

Remove all our custom rounding hacks and reenable Taffy's layout
rounding.

The gaps in the `text_wrap_debug` example are gone:
<img width="1000" alt="text_wrap_debug_fix"
src="https://github.com/user-attachments/assets/92d2dd97-30c6-4ac8-99f1-6d65358995a7">

This doesn't fix some of the gaps that occur between borders and content
but they seem appear to be a rendering problem as they disappear with
`UiAntiAlias::Off` set.

## Testing

Run the examples as described above in the `Objective` section. With
this PR the problems mentioned shouldn't appear.

Also added an example in a separate PR #16096 `layout_rounding_debug`
for identifying these issues.

## Migration Guide

`UiSurface::get_layout` now also returns the final sizes before
rounding. Call `.0` on the `Ok` result to get the previously returned
`taffy::Layout` value.

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-11-05 22:28:18 +01:00
Martín Maita
503c0a4f18
Update notify-debouncer-full requirement from 0.3.1 to 0.4.0 (#16133)
# Objective

- Supersedes #16126 

## Solution

- Updated code in `file_watcher.rs` to fix breaking changes introduced
in the new version.
- Check changelog here:
https://github.com/notify-rs/notify/blob/main/CHANGELOG.md#debouncer-full-040-2024-10-25.
- Relevant PR with the breaking change:
https://github.com/notify-rs/notify/pull/557.

## Testing

- CI checks passing locally

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2024-11-05 22:28:18 +01:00
Eero Lehtinen
3290295a50
Fix linux nvidia + xwayland freeze at startup (#16123)
# Objective

- Fixes #16122

When the wayland feature is not enabled, xwayland is used on wayland.
Nvidia drivers are somewhat bugged on linux and return outdated surfaces
on xwayland for seemingly no reason. Oftentimes at startup we get into
an infine loop where the surface is permanently outdated and nothing (or
sometimes only the first frame) is drawn on the screen.

## Solution

After experimenting I found that we can safely call configure again and
the issue seems to resolve itsef. After this change I couldn't reproduce
the original issue after many tries. More testing is probably needed
though.

The main issue is that `get_current_texture` fails sometimes because the
surface remains outdated even after configuring. It would be better to
just properly handle and never panic when `get_current_texture` fails.
This way we always call configure when outdated and bail when getting
the swapchain fails instead of crashing. The number of special cases is
also reduced.

## Testing

I tested the example "rotation" manually by trying to move around.

It works with X11 and Xwayland and the non panicing code paths didn't
change so other platforms aren't affected.
2024-11-05 22:28:17 +01:00
Gilles Henaux
2d226b8051
Fix AsBindGroupError display for InvalidSamplerType (#16079)
# Objective

- Display message for `AsBindGroupError::InvalidSamplerType` was not
correctly displaying the binding index

## Solution

- Simple typo fix

## Testing

- Tested locally
2024-11-05 22:28:17 +01:00
ickshonpe
303953d306
Rename ComputedNode::calculated_size to size (#16131)
# Objective

Remove `calculated_` from the name `ComputedNode::calculated_size` as
redundant, It's obvious from context that it's the resolved size value
and it's inconsistant since none of other fields of `ComputedNode` have
a `calculated_` prefix.

## Alternatives

Rename all the fields of `ComputedNode` to `calculated_*`, this seems
worse.
2024-11-05 22:28:17 +01:00
ickshonpe
dfd3d61aae
Move ContentSize requirements from Node to the widget defining components (#16083)
Missed this in the required components PR review. `ContentSize` isn't
used by regular UI nodes, only those with intrinsically sized content
that needs a measure func.

Remove `ContentSize` from `Node`'s required components and add it to the
required components of `Text` and `UiImage`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-05 22:27:44 +01:00
mgi388
013a18b648
Undeprecate is_playing_animation (#16121)
# Objective

- Fixes #16098

## Solution

- Undeprecate `is_playing_animation` and copy the docs from
`animation_is_playing` to it.

## Testing

- CI

## Migration


68e9a34e30/release-content/0.15/migration-guides/_guides.toml (L13-L17)
needs to be removed.
2024-11-05 22:27:28 +01:00
François
8457b4ffc8
Release 0.15.0-rc.2 2024-10-27 21:53:37 +01:00
Hexroll by Pen, Dice & Paper
222483daaa
Adding alpha_threshold to OrderIndependentTransparencySettings for user-level optimization (#16090)
# Objective

Order independent transparency can filter fragment writes based on the
alpha value and it is currently hard-coded to anything higher than 0.0.
By making that value configurable, users can optimize fragment writes,
potentially reducing the number of layers needed and improving
performance in favor of some transparency quality.

## Solution

This PR adds `alpha_threshold` to the
OrderIndependentTransparencySettings component and uses the struct to
configure a corresponding shader uniform. This uniform is then used
instead of the hard-coded value.

To configure OIT with a custom alpha threshold, use:

```rust
fn setup(mut commands: Commands) {
    commands.spawn((
        Camera3d::default(),
        OrderIndependentTransparencySettings {
            layer_count: 8,
            alpha_threshold: 0.2,
        },
    ));
}
```

## Testing

I tested this change using the included OIT example, as well as with two
additional projects.

## Migration Guide

If you previously explicitly initialized
OrderIndependentTransparencySettings with your own `layer_count`, you
will now have to add either a `..default()` statement or an explicit
`alpha_threshold` value:

```rust
fn setup(mut commands: Commands) {
    commands.spawn((
        Camera3d::default(),
        OrderIndependentTransparencySettings {
            layer_count: 16,
            ..default()
        },
    ));
}
```

---------

Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2024-10-27 21:18:19 +01:00
Rob Parrett
5a37e8accc
Cosmetic tweaks to query_gltf_primitives (#16102)
# Objective

This example is really confusing to look at and tell at a glance whether
it's broken or not.

It's displaying a strange shape -- a cube with two vertices stretched in
a couple dimensions at an odd angle, and doing its vertex position
modification in a way where the intent isn't obvious.

## Solution

- Change the gltf geometry so that the object is a recognizable regular
shape
- Change the vertex modification so that the entire cube top is being
"lifted" from the cube
- Adjust colors, lighting, and camera location so we can see what's
going on
- Also remove some irrelevant shadow and environment map setup

## Before


![Image](https://github.com/user-attachments/assets/e5dd5075-0480-49d4-b1ed-cf1fe6106f3c)

## After

<img width="1280" alt="image"
src="https://github.com/user-attachments/assets/59cab60d-efbc-47c3-8688-e4544b462421">
2024-10-27 21:18:18 +01:00
Miles Silberling-Cook
6e849a178a
Emit picking event streams (#16105)
# Objective

In `bevy_mod_picking` events are accessible through event listeners or
`EventReader`s. When I replaced event listeners with observers, I
removed the `EventReader` for simplicity. This adds it back.

## Solution

All picking events are now properly registered, and can be accessed
through `EventReader<Pointer<E>>`. `Pointer` now tracks the entity the
event targeted initially, and this can also be helpful in observers
(which don't currently do this).

## Testing

The picking examples run fine. This shouldn't really change anything.

---------

Co-authored-by: Aevyrie <aevyrie@gmail.com>
2024-10-27 21:18:18 +01:00
Aevyrie
aa9738e1ea
Mesh picking fixes (#16110)
# Objective

- Mesh picking is noisy when a non triangle list is used
- Mesh picking runs even when users don't need it
- Resolve #16065 

## Solution

- Don't add the mesh picking plugin by default
- Remove error spam
2024-10-27 21:18:18 +01:00
Tau Gärtli
1aac2314e8
More #[doc(fake_variadic)] goodness (#16108)
This PR adds `#[doc(fake_variadic)]` to that were previously not
supported by rustdoc.

Thanks to an [upstream
contribution](https://github.com/rust-lang/rust/pull/132115) by yours
truly, `#[doc(fake_variadic)]` is now supported on impls such as `impl
QueryData for AnyOf<(T, ...)>` 🎉
Requires the latest nightly compiler (2024-10-25) which is already
available on [docs.rs](https://docs.rs/about/builds).


![image](https://github.com/user-attachments/assets/68589c7e-f68f-44fb-9a7b-09d24ccf19c9)

![image](https://github.com/user-attachments/assets/f09d20d6-d89b-471b-9a81-4a72c8968178)

This means that the impl sections for `QueryData` and `QueryFilter` are
now nice and tidy 

---

I also added `fake_variadic` to some impls that use
`all_tuples_with_size`, however I'm not entirely happy because the docs
are slightly misleading now:


![image](https://github.com/user-attachments/assets/fac93d08-dc02-430f-9f34-c97456256c56)

Note that the docs say `IntoBindGroupLayoutEntryBuilderArray<1>` instead
of
`IntoBindGroupLayoutEntryBuilderArray<N>`.
2024-10-27 21:18:18 +01:00
François Mockers
3c0aca02ab
fix bevy_dev_tools build (#16099)
- bevy_dev_tools 0.15.0-rc.1 failed to build docs
- it use bevy_text feature in bevy_ui but it's not enabled by default
- https://docs.rs/crate/bevy_dev_tools/0.15.0-rc.1
-

- enable bevy_text feature of bevy_ui
2024-10-27 21:18:08 +01:00
BD103
b298d25414
Fix bevy_picking plugin suffixes (#16082)
# Objective

- `MeshPickingBackend` and `SpritePickingBackend` do not have the
`Plugin` suffix
- `DefaultPickingPlugins` is masquerading as a `Plugin` when in reality
it should be a `PluginGroup`
- Fixes #16081.

## Solution

- Rename some structures:

|Original Name|New Name|
|-|-|
|`MeshPickingBackend`|`MeshPickingPlugin`|
|`MeshPickingBackendSettings`|`MeshPickingSettings`|
|`SpritePickingBackend`|`SpritePickingPlugin`|
|`UiPickingBackendPlugin`|`UiPickingPlugin`|

- Make `DefaultPickingPlugins` a `PluginGroup`.
- Because `DefaultPickingPlugins` is within the `DefaultPlugins` plugin
group, I also added support for nested plugin groups to the
`plugin_group!` macro.

## Testing

- I used ripgrep to ensure all references were properly renamed.
- For the `plugin_group!` macro, I used `cargo expand` to manually
inspect the expansion of `DefaultPlugins`.

---

## Migration Guide

> [!NOTE]
>
> All 3 of the changed structures were added after 0.14, so this does
not need to be included in the 0.14 to 0.15 migration guide.

- `MeshPickingBackend` is now named `MeshPickingPlugin`.
- `MeshPickingBackendSettings` is now named `MeshPickingSettings`.
- `SpritePickingBackend` is now named `SpritePickingPlugin`.
- `UiPickingBackendPlugin` is now named `UiPickingPlugin`.
- `DefaultPickingPlugins` is now a a `PluginGroup` instead of a
`Plugin`.
2024-10-27 21:17:18 +01:00
Ludwig DUBOS
96f8208ab2
Add AsyncSeekForwardExt trait to allows a similar API to the previous Bevy version (#16027)
# Objective

This PR introduces an `AsyncSeekForwardExt` trait, which I forgot in my
previous PR #14194.

This new trait is analogous to `AsyncSeekExt` and allows all
implementors of `AsyncSeekForward` to directly use the `seek_forward`
function in async contexts.

## Solution

- Implement a new `AsyncSeekForwardExt` trait
- Automatically implement this trait for all types that implement
`AsyncSeekForward`

## Showcase

This new trait allows a similar API to the previous Bevy version:

```rust
#[derive(Default)]
struct UniverseLoader;

#[derive(Asset, TypePath, Debug)]
struct JustALilAsteroid([u8; 128]);

impl AssetLoader for UniverseLoader {
    type Asset = JustALilAsteroid;
    type Settings = ();
    type Error = std::io::Error;

    async fn load<'a>(
        &'a self,
        reader: &'a mut Reader<'a>,
        _settings: &'a Self::Settings,
        _context: &'a mut LoadContext<'_>,
    ) -> Result<Self::Asset, Self::Error> {
        // read the asteroids entry table
        let entry_offset: u64 = /* ... */;
        let current_offset: u64 = reader.seek_forward(0).await?;

        // jump to the entry
        reader.seek_forward(entry_offset - current_offset).await?;

        let mut asteroid_buf = [0; 128];
        reader.read_exact(&mut asteroid_buf).await?;

        Ok(JustALilAsteroid(asteroid_buf))
    }
    
    fn extensions(&self) -> &[&str] {
        &["celestial"]
    }
}
```
2024-10-27 21:17:18 +01:00
Patrick Walton
dcca983c25
Place percentage-closer soft shadows behind a feature gate to save on samplers. (#16068)
The two additional linear texture samplers that PCSS added caused us to
blow past the limit on Apple Silicon macOS and WebGL. To fix the issue,
this commit adds a `--feature pbr_pcss` feature gate that disables PCSS
if not present.

Closes #15345.
Closes #15525.
Closes #15821.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2024-10-25 01:49:30 +02:00
Patrick Walton
74b1877cc7
Reduce the clusterable object UBO size below 16384 for WebGL 2. (#16069)
The PCSS PR #13497 increased the size of clusterable objects from 64
bytes to 80 bytes but didn't decrease the UBO size to compensate, so we
blew past the 16kB limit on WebGL 2. This commit fixes the issue by
lowering the maximum number of clusterable objects to 204, which puts us
under the 16kB limit again.

Closes #15998.
2024-10-24 23:33:24 +02:00
Carter Anderson
0ebcf745cd
Move TextureAtlas into UiImage and remove impl Component for TextureAtlas (#16072)
# Objective

Fixes #16064

## Solution

- Add TextureAtlas to `UiImage::texture_atlas`
- Add `TextureAtlas::from_atlas_image` for parity with `Sprite`
- Rename `UiImage::texture` to `UiImage::image` for parity with `Sprite`
- Port relevant implementations and uses
- Remove `derive(Component)` for `TextureAtlas`

---

## Migration Guide

Before:
```rust
commands.spawn((
  UiImage::new(image),
  TextureAtlas { index, layout },
));
```

After:
```rust
commands.spawn(UiImage::from_atlas_image(image, TextureAtlas { index, layout }));
```

Before:
```rust
commands.spawn(UiImage {
    texture: some_image,
    ..default()
})
```

After:
```rust
commands.spawn(UiImage {
    image: some_image,
    ..default()
})
```
2024-10-24 23:33:24 +02:00
Viktor Gustavsson
22bfe7e981
Ensure ghost nodes are skipped when getting parent clipping rect (#16058)
# Objective

- Follow up on #16044
- `extract_uinode_borders` uses `bevy_hierarchy` directly instead of
going through the traversal utilities, meaning it won't handle
`GhostNode`s properly.

## Solution

- Replaced the use of `bevy_hierarchy::Parent` with
`UIChildren::get_parent`

## Testing

- Ran the `overflow` example, clipping looks ok.

---

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-24 23:33:24 +02:00
ickshonpe
328f537414
Fixes for a few minor borders and outlines bugs (#16071)
# Objective

1. Nodes with `Display::None` set are removed from the layout and have
no position or size. Outlines should not be drawn for a node with
`Display::None` set.
2. The outline and border colors are checked for transparency together.
If only one of the two is transparent, both will get queued.
3. The `node.is_empty()` check is insufficient to check if a border is
present since a non-zero sized node can have a zero width border.

## Solution

1. Add a check to `extract_uinode_borders` and ignore the node if
`Display::None` is set.
2. Filter the border and outline optional components by
`is_fully_transparent`.
3.  Check if all the border widths are zero instead.

## Testing

I added dark cyan outlines around the left and right sections in the
`display_and_visibility` example. If you run the example and set the
outermost node to `Display::None` on the right, then you'll see the that
the outline on the left disappears.
2024-10-24 23:33:23 +02:00
Carter Anderson
05c7842f3e
Use CosmicFontSystem in public bevy_text APIs and remove cosmic_text re-export (#16063)
# Objective

Fixes #16006

## Solution

We currently re-export `cosmic_text`, which is seemingly motivated by
the desire to use `cosmic_text::FontSystem` in `bevy_text` public APIs
instead of our `CosmicFontSystem` resource wrapper type.

This change makes `bevy_text` a "true" abstraction over `cosmic_text`
(it in fact, was already built to be that way generally and has this one
"leak").

This allows us to remove the `cosmic_text` re-export, which helps clean
up the Rust Analyzer imports and generally makes this a "cleaner" API.
2024-10-24 23:33:23 +02:00
JMS55
33365c5b01
Meshlet fill cluster buffers rewritten (#15955)
# Objective
- Make the meshlet fill cluster buffers pass slightly faster
- Address https://github.com/bevyengine/bevy/issues/15920 for meshlets
- Added PreviousGlobalTransform as a required meshlet component to avoid
extra archetype moves, slightly alleviating
https://github.com/bevyengine/bevy/issues/14681 for meshlets
- Enforce that MeshletPlugin::cluster_buffer_slots is not greater than
2^25 (glitches will occur otherwise). Technically this field controls
post-lod/culling cluster count, and the issue is on pre-lod/culling
cluster count, but it's still valid now, and in the future this will be
more true.

Needs to be merged after https://github.com/bevyengine/bevy/pull/15846
and https://github.com/bevyengine/bevy/pull/15886

## Solution

- Old pass dispatched a thread per cluster, and did a binary search over
the instances to find which instance the cluster belongs to, and what
meshlet index within the instance it is.
- New pass dispatches a workgroup per instance, and has the workgroup
loop over all meshlets in the instance in order to write out the cluster
data.
- Use a push constant instead of arrayLength to fix the linked bug
- Remap 1d->2d dispatch for software raster only if actually needed to
save on spawning excess workgroups

## Testing

- Did you test these changes? If so, how?
- Ran the meshlet example, and an example with 1041 instances of 32217
meshlets per instance. Profiled the second scene with nsight, went from
0.55ms -> 0.40ms. Small savings. We're pretty much VRAM bandwidth bound
at this point.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
  - Run the meshlet example

## Changelog (non-meshlets)
- PreviousGlobalTransform now implements the Default trait
2024-10-24 23:33:23 +02:00
JMS55
119e37d2ae
Meshlet builder improvements redux (#15886)
Take a bunch more improvements from @zeux's nanite.cpp code.

* Use position-only vertices (discard other attributes) to determine
meshlet connectivity for grouping
* Rather than using the lock borders flag when simplifying meshlet
groups, provide the locked vertices ourselves. The lock borders flag
locks the entire border of the meshlet group, but really we only want to
lock the edges between meshlet groups - outwards facing edges are fine
to unlock. This gives a really significant increase to the DAG quality.
* Add back stuck meshlets (group has only a single meshlet,
simplification failed) to the simplification queue to allow them to get
used later on and have another attempt at simplifying
* Target 8 meshlets per group instead of 4 (second biggest improvement
after manual locks)
* Provide a seed to metis for deterministic meshlet building
* Misc other improvements

We can remove the usage of unsafe after the next upstream meshopt
release, but for now we need to use the ffi function directly. I'll do
another round of improvements later, mainly attribute-aware
simplification and using spatial weights for meshlet grouping.

Need to merge https://github.com/bevyengine/bevy/pull/15846 first.
2024-10-23 19:29:59 +02:00
akimakinai
627eb72461
Fix point light count limit (#16062)
# Objective

- I made a mistake in #15902, specifically [this
diff](e2faedb99c)
-- the `point_light_count` variable is used for all point lights, not
just shadow mapped ones, so I cannot add `.min(max_texture_cubes)`
there. (Despite `spot_light_count` having `.min(..)`)

It may have broken code like this (where `index` is index of
`point_light` vec):


9930df83ed/crates/bevy_pbr/src/render/light.rs (L848-L850)

and also causes panic here:

9930df83ed/crates/bevy_pbr/src/render/light.rs (L1173-L1174)

## Solution

- Adds `.min(max_texture_cubes)` directly to the loop where texture
views for point lights are created.

## Testing

- `lighting` example (with the directional light removed; original
example doesn't crash as only 1 directional-or-spot light in total is
shadow-mapped on webgl) no longer crashes on webgl
2024-10-23 01:57:04 +02:00
JMS55
730e85b7bc
Meshlet fix software rasterization (#16049)
# Objective
1. Prevent weird glitches with stray pixels scattered around the scene

![image](https://github.com/user-attachments/assets/f12adb38-5996-4dc7-bea6-bd326b7317e1)
2. Prevent weird glitchy full-screen triangles that pop-up and destroy
perf (SW rasterizing huge triangles is slow)

![image](https://github.com/user-attachments/assets/d3705427-13a5-47bc-a54b-756f0409da0b)

## Solution
1. Use floating point math in the SW rasterizer bounding box calculation
to handle negative verticss, and add backface culling
2. Force hardware raster for clusters that clip the near plane, and let
the hardware rasterizer handle the clipping

I also adjusted the SW rasterizer threshold to < 64 pixels (little bit
better perf in my test scene, but still need to do a more comprehensive
test), and enabled backface culling for the hardware raster pipeline.

## Testing

- Did you test these changes? If so, how?
  - Yes, on an example scene. Issues no longer occur.
- Are there any parts that need more testing?
  - No.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
  - Run the meshlet example.
2024-10-23 01:57:03 +02:00
François Mockers
e51429548f
crate publish order: bevy_animation depends on bevy_animation_derive (#16060)
# Objective

- bevy_animation publication fails because of missed dependency
- bevy_animation depends on bevy_animation_derive which is published
after

## Solution

- Reorder crates bevy_animation and bevy_animation_derive
2024-10-23 01:01:23 +02:00
François
e14c15f121
Release 0.15.0-rc.1 2024-10-22 22:44:41 +02:00
François Mockers
fac0b34b20
remove reference to missing file in bevy_remote cargo.toml (#16057)
# Objective

- bevy_remote Cargo.toml file references a readme that doesn't exist
- This is blocking releasing the rc

## Solution

- Remove the reference
2024-10-22 20:21:19 +00:00
JMS55
9d54fe0370
Meshlet new error projection (#15846)
* New error projection code taken from @zeux's meshoptimizer nanite.cpp
demo for determining LOD (thanks zeux!)
* Builder: `compute_lod_group_data()`
* Runtime: `lod_error_is_imperceptible()`
2024-10-22 20:14:30 +00:00
ickshonpe
9930df83ed
UI borders and outlines clipping fix (#16044)
# Objective

fixes #15502

Clipped borders and outlines aren't drawn correctly.

### Borders aren't clipped

Spawn two nodes with the same dimensions and border thickness, but clip
on of the nodes so that only its top left quarter is visible:

<img width="194" alt="clip"
src="https://github.com/user-attachments/assets/2d3f6d28-aa20-44df-967a-677725828294">

You can see that instead of clipping the border, instead the border is
scaled to fit inside of the unclipped section.

```rust
use bevy::color::palettes::css::BLUE;
use bevy::prelude::*;
use bevy::winit::WinitSettings;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .insert_resource(WinitSettings::desktop_app())
        .add_systems(Startup, setup)
        .run();
}

fn setup(mut commands: Commands) {
    commands.spawn(Camera2d);
    commands
        .spawn(Node {
            width: Val::Percent(100.),
            height: Val::Percent(100.),
            justify_content: JustifyContent::Center,
            align_items: AlignItems::Center,
            ..Default::default()
        })
        .with_children(|commands| {
            commands
                .spawn(Node {
                    column_gap: Val::Px(10.),
                    ..Default::default()
                })
                .with_children(|commands| {
                    commands
                        .spawn(Node {
                            width: Val::Px(100.),
                            height: Val::Px(100.),
                            overflow: Overflow::clip(),
                            ..Default::default()
                        })
                        .with_child((
                            Node {
                                position_type: PositionType::Absolute,
                                width: Val::Px(100.),
                                height: Val::Px(100.),
                                border: UiRect::all(Val::Px(10.)),
                                ..Default::default()
                            },
                            BackgroundColor(Color::WHITE),
                            BorderColor(BLUE.into()),
                        ));

                    commands
                        .spawn(Node {
                            width: Val::Px(50.),
                            height: Val::Px(50.),
                            overflow: Overflow::clip(),
                            ..Default::default()
                        })
                        .with_child((
                            Node {
                                position_type: PositionType::Absolute,
                                width: Val::Px(100.),
                                height: Val::Px(100.),
                                border: UiRect::all(Val::Px(10.)),
                                ..Default::default()
                            },
                            BackgroundColor(Color::WHITE),
                            BorderColor(BLUE.into()),
                        ));
                });
        });
}
```

You can also see this problem in the `overflow` example. If you hover
over any of the clipped nodes you'll see that the outline only wraps the
visible section of the node

### Outlines are clipped incorrectly

A UI nodes Outline's are drawn outside of its bounds, so applying the
local clipping rect to the outline doesn't make any sense.
Instead an `Outline` should be clipped using its parent's clipping rect.

## Solution

* Pass the `point` value into the vertex shader instead of calculating
it in the shader.
* In `extract_uinode_borders` use the parents clipping rect when
clipping outlines.

The extra parameter isn't a great solution I think, but I wanted to fix
borders for the 0.15 release and this is the most minimal approach I
could think of without replacing the whole shader and prepare function.

 ## Showcase

<img width="149" alt="clipp"
src="https://github.com/user-attachments/assets/19fbd3cc-e7cd-42e1-a5e0-fd92aad04dcd">

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-21 22:54:09 +00:00
Stepan Koltsov
d0af199249
Add a test for Mesh::triangles and fix for TriangleStrip (#16026)
# Objective

- Illustrate behavior with a test
- Fix a bug revealed by a test

## Solution

- Add a test and fix

## Testing

Test added.
2024-10-21 15:57:52 +00:00
Stepan Koltsov
465d1139e7
Replace TwoIterators with Either in bevy_animation (#16036)
# Objective

- Less code
- Better iterator (implements `size_hint` for example)

## Solution

- Use `either`
- This change is free because `bevy_animation` depends on `bevy_asset`,
which already depends on `either`

## Testing

CI
2024-10-21 02:17:59 +00:00
Rob Parrett
30d84519a2
Use en-us locale for typos (#16037)
# Objective

Bevy seems to want to standardize on "American English" spellings. Not
sure if this is laid out anywhere in writing, but see also #15947.

While perusing the docs for `typos`, I noticed that it has a `locale`
config option and tried it out.

## Solution

Switch to `en-us` locale in the `typos` config and run `typos -w`

## Migration Guide

The following methods or fields have been renamed from `*dependants*` to
`*dependents*`.

- `ProcessorAssetInfo::dependants`
- `ProcessorAssetInfos::add_dependant`
- `ProcessorAssetInfos::non_existent_dependants`
- `AssetInfo::dependants_waiting_on_load`
- `AssetInfo::dependants_waiting_on_recursive_dep_load`
- `AssetInfos::loader_dependants`
- `AssetInfos::remove_dependants_and_labels`
2024-10-20 18:55:17 +00:00
Stepan Koltsov
472bbaae26
Unnecessary division in compute_smooth_normals (#16039)
# Objective

- Less code
- Simpler code

## Solution

- Remove unnecessary division: `normalize` already does that

## Testing

- Test added in #16038
2024-10-20 18:55:08 +00:00
Stepan Koltsov
2e2d669406
Add a test for Mesh::compute_smooth_normals (#16038)
# Objective

- Code is safer with tests

## Solution

- Add a test

## Testing

- Test added
2024-10-20 18:10:41 +00:00