Commit graph

1509 commits

Author SHA1 Message Date
Patrick Walton
4dadebd9c4
Improve performance by binning together opaque items instead of sorting them. (#12453)
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>
2024-03-30 02:55:02 +00:00
Remi Godin
df76fd4a1b
Programmed soundtrack example (#12774)
Created soundtrack example, fade-in and fade-out features, added new
assets, and updated credits.

# Objective
- Fixes #12651 

## Solution
- Created a resource to hold the track list. 
- The audio assets are then loaded by the asset server and added to the
track list.
- Once the game is in a specific state, an `AudioBundle` is spawned and
plays the appropriate track.
- The audio volume starts at zero and is then incremented gradually
until it reaches full volume.
- Once the game state changes, the current track fades out, and a new
one fades in at the same time, offering a relatively seamless
transition.
- Once a track is completely faded out, it is despawned from the app.
- Game state changes are simulated through a `Timer` for simplicity.
- Track change system is only run if there is a change in the
`GameState` resource.
- All tracks are used according to their respective licenses.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-03-29 20:32:30 +00:00
Martin Svanberg
fee824413f
Support wireframes for 2D meshes (#12135)
# 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>
2024-03-29 18:34:04 +00:00
François Mockers
ece6249830
fix example mesh2d_manual in wasm/webgl2 (#12753)
# Objective

- Example `mesh2d_manual` crashes in wasm/webgl2, as reported in
https://github.com/bevyengine/bevy-website/issues/1123#issuecomment-2019479670
```
wgpu error: Validation Error

Caused by:
    In a RenderPass
      note: encoder = `<CommandBuffer-(0, 1, Gl)>`
    In a set_push_constant command
    Provided push constant is for stage(s) ShaderStages(VERTEX), however the pipeline layout has no push constant range for the stage(s) ShaderStages(VERTEX)
```

## Solution

- Properly declare the push constant as in
4508077297/crates/bevy_sprite/src/mesh2d/mesh.rs (L514-L524)
2024-03-28 15:53:42 +00:00
Matty
f924b4d9ef
Move Point out of cubic splines module and expand it (#12747)
# 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>
2024-03-28 13:40:26 +00:00
Charles Bournhonesque
760c645de1
Fix TypeRegistry use in dynamic scene (#12715)
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, &registry_arc);
  + let registry = registry_arc.read();
  + let serializer = SceneSerializer(&scene, &registry);
  ```
* 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>
2024-03-28 03:09:31 +00:00
Jacques Schutte
4508077297
Move FloatOrd into bevy_math (#12732)
# 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`
2024-03-27 18:30:11 +00:00
James Liu
56bcbb0975
Forbid unsafe in most crates in the engine (#12684)
# 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.
2024-03-27 03:30:08 +00:00
Rob Parrett
4edd782f0b
Add padding to new text in ui example (#12567)
# Objective

#11237 added some new text to the UI example. Unlike the other text
sharing the same container just above, this new text has no padding and
straddles the edge of the screen.

## Solution

Move the padding to the container, and add `row_gap` so nodes placed in
the container get some vertical separation as well.

Before / After
<img width="320" alt="12567-before (1)"
src="https://github.com/bevyengine/bevy/assets/200550/de0aa142-c715-4c57-b607-d1bdc5d20a01">
<img width="320" alt="12567-after"
src="https://github.com/bevyengine/bevy/assets/200550/70b5c9db-9cb2-4f92-88b0-83590ea838b0">
2024-03-26 20:17:26 +00:00
Gino Valente
0265436fff
bevy_reflect: Rename UntypedReflectDeserializer to ReflectDeserializer (#12721)
# 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(&registry);
+ let reflect_deserializer = ReflectDeserializer::new(&registry);
```
2024-03-26 19:58:29 +00:00
Mateusz Wachowiak
e6b5f0574e
rename debug_overlay to ui_debug_overlay in bevy_dev_tools (#12737)
# 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`
2024-03-26 19:40:55 +00:00
andristarr
d39ab55b61
Adding explanation to seeded rng used in examples (#12593)
# Objective

- Fixes #12544

## Solution

- Added/updated a universally worded comment to all seeded rng instances
in our examples.
2024-03-26 19:40:18 +00:00
Lynn
97a5059535
Gizmo line styles (#12394)
# 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>
2024-03-25 19:10:45 +00:00
JMS55
4f20faaa43
Meshlet rendering (initial feature) (#10164)
# Objective
- Implements a more efficient, GPU-driven
(https://github.com/bevyengine/bevy/issues/1342) rendering pipeline
based on meshlets.
- Meshes are split into small clusters of triangles called meshlets,
each of which acts as a mini index buffer into the larger mesh data.
Meshlets can be compressed, streamed, culled, and batched much more
efficiently than monolithic meshes.


![image](https://github.com/bevyengine/bevy/assets/47158642/cb2aaad0-7a9a-4e14-93b0-15d4e895b26a)

![image](https://github.com/bevyengine/bevy/assets/47158642/7534035b-1eb7-4278-9b99-5322e4401715)

# Misc
* Future work: https://github.com/bevyengine/bevy/issues/11518
* Nanite reference:
https://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf
Two pass occlusion culling explained very well:
https://medium.com/@mil_kru/two-pass-occlusion-culling-4100edcad501

---------

Co-authored-by: Ricky Taylor <rickytaylor26@gmail.com>
Co-authored-by: vero <email@atlasdostal.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: atlas dostal <rodol@rivalrebels.com>
2024-03-25 19:08:27 +00:00
Ame
72c51cdab9
Make feature(doc_auto_cfg) work (#12642)
# Objective

- In #12366 `![cfg_attr(docsrs, feature(doc_auto_cfg))] `was added. But
to apply it it needs `--cfg=docsrs` in rustdoc-args.


## Solution

- Apply `--cfg=docsrs` to all crates and CI.

I also added `[package.metadata.docs.rs]` to all crates to avoid adding
code behind a feature and forget adding the metadata.

Before:

![Screenshot 2024-03-22 at 00 51
57](https://github.com/bevyengine/bevy/assets/104745335/6a9dfdaa-8710-4784-852b-5f9b74e3522c)

After:
![Screenshot 2024-03-22 at 00 51
32](https://github.com/bevyengine/bevy/assets/104745335/c5bd6d8e-8ddb-45b3-b844-5ecf9f88961c)
2024-03-23 02:22:52 +00:00
Vitaliy Sapronenko
67cc605e9f
Removed Into<AssedId<T>> for Handle<T> as mentioned in #12600 (#12655)
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);`
2024-03-22 20:26:12 +00:00
Tim Leach
b09f3bdfe6
Switch to portable RNG in examples (#12644)
# Objective

Fixes issue #12613 - the RNG used in examples is _deterministic_, but
its implementation is not _portable_ across platforms. We want to switch
to using a portable RNG that does not vary across platforms, to ensure
certain examples play out the same way every time.

## Solution

Replace all occurences of `rand::rngs::StdRng` with
`rand_chacha::ChaCha8Rng`, as recommended in issue #12613

---

## Changelog

- Add `rand_chacha` as a new dependency (controversial?)
- Replace all occurences of `rand::rngs::StdRng` with
`rand_chacha::ChaCha8Rng`
2024-03-22 20:25:49 +00:00
Lynn
6910ca3e8a
Implement maths and Animatable for Srgba (#12649)
# 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.
2024-03-22 17:31:48 +00:00
Andrew
70d8ce7762
pick nits from example bounding_2d (#12563)
# Objective

- went through bounding_2d example with a fine-toothed comb and found
two small issues

## Solution

- pulled "draw a small filled-in circle" logic into a function
- removed impotent addition of aabb / circle origin (identically
`Vec2(0.0, 0.0)`)
2024-03-22 02:02:00 +00:00
oyasumi731
0950348916
Add hue traits (#12399)
# 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>
2024-03-22 00:36:46 +00:00
Lynn
887bc27a6f
Animatable for colors (#12614)
# 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>
2024-03-22 00:06:24 +00:00
Antony
a5d0265554
Update borders example to match rounded_borders example (#12630)
# Objective

- A new example `rounded_borders` was introduced in #12500, similar to
the `borders` example, but containing labels to describe each border,
leaving inconsistency between the examples.

## Solution

- Update the `borders` example to be consistent with `rounded_borders`.

Co-authored-by: François Mockers <mockersf@gmail.com>
2024-03-21 18:38:58 +00:00
IceSentry
4d0d070059
Always spawn fps_overlay on top of everything (#12586)
# 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.
2024-03-20 13:11:48 +00:00
Antony
e7a31d000e
Add border radius to UI nodes (adopted) (#12500)
# 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>
2024-03-19 22:44:00 +00:00
Pablo Reinhardt
1af9bc853b
Add a gizmo-based overlay to show UI node outlines (Adopted) (#11237)
# 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>
2024-03-18 18:11:06 +00:00
Arthur Brussee
ac49dce4ca
Use async-fn in traits rather than BoxedFuture (#12550)
# 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.
2024-03-18 17:56:57 +00:00
Rob Parrett
3549ae9e37
Fix pink colors in examples (#12451)
# Objective

I was wondering why the `lighting` example was still looking quite
different lately (specifically, the intensity of the green light on the
cube) and noticed that we had one more color change I didn't catch
before.

Prior to the `bevy_color` port, `PINK` was actually "deep pink" from the
css4 spec.

`palettes::css::PINK` is now correctly a lighter pink color defined by
the same spec.

```rust
// Bevy 0.13
pub const PINK: Color = Color::rgb(1.0, 0.08, 0.58);
// Bevy 0.14-dev
pub const PINK: Srgba = Srgba::new(1.0, 0.753, 0.796, 1.0);
pub const DEEP_PINK: Srgba = Srgba::new(1.0, 0.078, 0.576, 1.0);
```

## Solution

Change usages of `css::PINK` to `DEEP_PINK` to restore the examples to
their former colors.
2024-03-18 17:44:46 +00:00
François Mockers
4a4d73ef55
make example font_atlas_debug deterministic with a seeded random (#12519)
# Objective

- Make example font_atlas_debug deterministic so that it's easier to
check for regression

## Solution

- Use a seeded random
2024-03-17 21:11:25 +00:00
François Mockers
1e1e11c4a6
make alien_cake_addict deterministic with a seeded random (#12515)
# Objective

- Make example alien_cake_addict deterministic so that it's easier to
check for regression

## Solution

- Use a seeded random

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-17 18:42:44 +00:00
François Mockers
17c3faff07
make align deterministic with a seeded random (#12518)
# Objective

- Make example align deterministic so that it's easier to check for
regression

## Solution

- Use a seeded random
2024-03-17 18:36:43 +00:00
François Mockers
1073c49f96
order systems in axes example (#12486)
# Objective

- in example `axes`, the axes are sometime one frame late to follow
their mesh

## Solution

- System `move_cubes` modify the transforms, and `draw_axes` query them
for the axes
- if their order is not specified, it will be random and sometimes axes
are drawn before transforms are updated
- order systems
2024-03-15 00:54:42 +00:00
Tolki
d3d9cab30c
Breakout refactor (#12477)
# Objective

- Improve the code quality of the breakout example
- As a newcomer to `bevy` I was pointed to the breakout example after
the "Getting Started" tutorial
- I'm making this PR because it had a few wrong comments + some
inconsistency in used patterns

## Solution

- Remove references to `wall` in all the collision code as it also
handles bricks and the paddle
- Use the newtype pattern with `bevy::prelude::Deref` for resources
    -  It was already used for `Velocity` before this PR
- `Scoreboard` is a resource only containing `score`, so it's simpler as
a newtype `Score` resource
- `CollisionSound` is already a newtype, so might as well unify the
access pattern for it
- Added docstrings for `WallLocation::position` and `WallLocation::size`
to explain what they represent
2024-03-14 17:32:05 +00:00
Matty
325f0fd982
Alignment API for Transforms (#12187)
# Objective

- Closes #11793 
- Introduces a general API for aligning local coordinates of Transforms
with given vectors.

## Solution

- We introduce `Transform::align`, which allows a rotation to be
specified by four pieces of alignment data, as explained by the
documentation:
````rust
/// Rotates this [`Transform`] so that the `main_axis` vector, reinterpreted in local coordinates, points
/// in the given `main_direction`, while `secondary_axis` points towards `secondary_direction`.
///
/// For example, if a spaceship model has its nose pointing in the X-direction in its own local coordinates
/// and its dorsal fin pointing in the Y-direction, then `align(Vec3::X, v, Vec3::Y, w)` will make the spaceship's
/// nose point in the direction of `v`, while the dorsal fin does its best to point in the direction `w`.
///
/// More precisely, the [`Transform::rotation`] produced will be such that:
/// * applying it to `main_axis` results in `main_direction`
/// * applying it to `secondary_axis` produces a vector that lies in the half-plane generated by `main_direction` and
/// `secondary_direction` (with positive contribution by `secondary_direction`)
///
/// [`Transform::look_to`] is recovered, for instance, when `main_axis` is `Vec3::NEG_Z` (the [`Transform::forward`]
/// direction in the default orientation) and `secondary_axis` is `Vec3::Y` (the [`Transform::up`] direction in the default
/// orientation). (Failure cases may differ somewhat.)
///
/// In some cases a rotation cannot be constructed. Another axis will be picked in those cases:
/// * if `main_axis` or `main_direction` is zero, `Vec3::X` takes its place
/// * if `secondary_axis` or `secondary_direction` is zero, `Vec3::Y` takes its place
/// * if `main_axis` is parallel with `secondary_axis` or `main_direction` is parallel with `secondary_direction`,
/// a rotation is constructed which takes `main_axis` to `main_direction` along a great circle, ignoring the secondary
/// counterparts
/// 
/// Example
/// ```
/// # use bevy_math::{Vec3, Quat};
/// # use bevy_transform::components::Transform;
/// let mut t1 = Transform::IDENTITY;
/// let mut t2 = Transform::IDENTITY;
/// t1.align(Vec3::ZERO, Vec3::Z, Vec3::ZERO, Vec3::X);
/// t2.align(Vec3::X, Vec3::Z, Vec3::Y, Vec3::X);
/// assert_eq!(t1.rotation, t2.rotation);
/// 
/// t1.align(Vec3::X, Vec3::Z, Vec3::X, Vec3::Y);
/// assert_eq!(t1.rotation, Quat::from_rotation_arc(Vec3::X, Vec3::Z));
/// ```
pub fn align(
    &mut self,
    main_axis: Vec3,
    main_direction: Vec3,
    secondary_axis: Vec3,
    secondary_direction: Vec3,
) { //... }
````

- We introduce `Transform::aligned_by`, the returning-Self version of
`align`:
````rust
pub fn aligned_by(
    mut self,
    main_axis: Vec3,
    main_direction: Vec3,
    secondary_axis: Vec3,
    secondary_direction: Vec3,
) -> Self { //... }
````

- We introduce an example (examples/transforms/align.rs) that shows the
usage of this API. It is likely to be mathier than most other
`Transform` APIs, so when run, the example demonstrates what the API
does in space:
<img width="1440" alt="Screenshot 2024-03-12 at 11 01 19 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/884b3cc3-cbd9-48ae-8f8c-49a677c59dfe">

---

## Changelog

- Added methods `align`, `aligned_by` to `Transform`.
- Added transforms/align.rs to examples.

---

## Discussion

### On the form of `align`

The original issue linked above suggests an API similar to that of the
existing `Transform::look_to` method:
````rust
pub fn align_to(&mut self, direction: Vec3, up: Vec3) { //... }
````
Not allowing an input axis of some sort that is to be aligned with
`direction` would not really solve the problem in the issue, since the
user could easily be in a scenario where they have to compose with
another rotation on their own (undesirable). This leads to something
like:
````rust
pub fn align_to(&mut self, axis: Vec3, direction: Vec3, up: Vec3) { //... }
````
However, this still has two problems:
- If the vector that the user wants to align is parallel to the Y-axis,
then the API basically does not work (we cannot fully specify a
rotation)
- More generally, it does not give the user the freedom to specify which
direction is to be treated as the local "up" direction, so it fails as a
general alignment API

Specifying both leads us to the present situation, with two local axis
inputs (`main_axis` and `secondary_axis`) and two target directions
(`main_direction` and `secondary_direction`). This might seem a little
cumbersome for general use, but for the time being I stand by the
decision not to expand further without prompting from users. I'll expand
on this below.

### Additional APIs?

Presently, this PR introduces only `align` and `aligned_by`. Other
potentially useful bundles of API surface arrange into a few different
categories:

1. Inferring direction from position, a la `Transform::look_at`, which
might look something like this:
````rust
pub fn align_at(&mut self, axis: Vec3, target: Vec3, up: Vec3) {
    self.align(axis, target - self.translation, Vec3::Y, up);
}
````
(This is simple but still runs into issues when the user wants to point
the local Y-axis somewhere.)

2. Filling in some data for the user for common use-cases; e.g.:
````rust
pub fn align_x(&mut self, direction: Vec3, up: Vec3) {
    self.align(Vec3::X, direction, Vec3::Y, up);
}
````
(Here, use of the `up` vector doesn't lose any generality, but it might
be less convenient to specify than something else. This does naturally
leave open the question of what `align_y` would look like if we provided
it.)

Morally speaking, I do think that the `up` business is more pertinent
when the intention is to work with cameras, which the `look_at` and
`look_to` APIs seem to cover pretty well. If that's the case, then I'm
not sure what the ideal shape for these API functions would be, since it
seems like a lot of input would have to be baked into the function
definitions. For some cases, this might not be the end of the world:
````rust
pub fn align_x_z(&mut self, direction: Vec3, weak_direction: Vec3) {
    self.align(Vec3::X, direction, Vec3::Z, weak_direction);
}
````
(However, this is not symmetrical in x and z, so you'd still need six
API functions just to support the standard positive coordinate axes, and
if you support negative axes then things really start to balloon.)

The reasons that these are not actually produced in this PR are as
follows:
1. Without prompting from actual users in the wild, it is unknown to me
whether these additional APIs would actually see a lot of use. Extending
these to our users in the future would be trivial if we see there is a
demand for something specific from the above-mentioned categories.
2. As discussed above, there are so many permutations of these that
could be provided that trying to do so looks like it risks unduly
ballooning the API surface for this feature.
3. Finally, and most importantly, creating these helper functions in
user-space is trivial, since they all just involve specializing `align`
to particular inputs; e.g.:
````rust
fn align_ship(ship_transform: &mut Transform, nose_direction: Vec3, dorsal_direction: Vec3) {
    ship_transform.align(Ship::NOSE, nose_direction, Ship::DORSAL, dorsal_direction);
}
````

With that in mind, I would prefer instead to focus on making the
documentation and examples for a thin API as clear as possible, so that
users can get a grip on the tool and specialize it for their own needs
when they feel the desire to do so.

### `Dir3`?

As in the case of `Transform::look_to` and `Transform::look_at`, the
inputs to this function are, morally speaking, *directions* rather than
vectors (actually, if we're being pedantic, the input is *really really*
a pair of orthonormal frames), so it's worth asking whether we should
really be using `Dir3` as inputs instead of `Vec3`. I opted for `Vec3`
for the following reasons:
1. Specifying a `Dir3` in user-space is just more annoying than
providing a `Vec3`. Even in the most basic cases (e.g. providing a
vector literal), you still have to do error handling or call an unsafe
unwrap in your function invocations.
2. The existing API mentioned above uses `Vec3`, so we are just adhering
to the same thing.

Of course, the use of `Vec3` has its own downsides; it can be argued
that the replacement of zero-vectors with fixed ones (which we do in
`Transform::align` as well as `Transform::look_to`) more-or-less amounts
to failing silently.

### Future steps

The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
Lynn
ee0fa7d1c2
Gizmo 3d grids (#12430)
# Objective

- Adds 3d grids, suggestion of #9400

## Solution

- Added 3d grids (grids spanning all three dimensions, not flat grids)
to bevy_gizmos

---

## Changelog

- `gizmos.grid(...)` and `gizmos.grid_2d(...)` now return a
`GridBuilder2d`.
- Added `gizmos.grid_3d(...)` which returns a `GridBuilder3d`.
- The difference between them is basically only that `GridBuilder3d`
exposes some methods for configuring the z axis while the 2d version
doesn't.
- Allowed for drawing the outer edges along a specific axis by calling
`.outer_edges_x()`, etc. on the builder.

## Additional information
Please note that I have not added the 3d grid to any example as not to
clutter them.
Here is an image of what the 3d grid looks like:
<img width="1440" alt="Screenshot 2024-03-12 at 02 19 55"
src="https://github.com/bevyengine/bevy/assets/62256001/4cd3b7de-cf2c-4f05-8a79-920a4dd804b8">

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-03-13 18:51:53 +00:00
Rob Parrett
a9ca8491aa
Fix z scale being 0.0 in breakout example (#12439)
# Objective

Scaling `z` by anything but `1.0` in 2d can only lead to bugs and
confusion. See #4149.

## Solution

Use a `Vec2` for the paddle size const, and add a scale of `1.0` later.
This matches the way `BRICK_SIZE` is defined.
2024-03-13 01:30:43 +00:00
Andrew
3f6300dc81
low_power example: pick nits (#12437)
# Objective

- no-longer-extant type `WinitConfig` referenced in comments
- `mouse_button_input` refers to `KeyCode` input
- "spacebar" flagged as a typo by RustRover IDE

## Solution

- replace `WinitConfig` with `WinitSettings` in comments
- rename `mouse_button_input` to just `button_input`
- change "spacebar" to "space bar"
2024-03-12 22:03:41 +00:00
Mateusz Wachowiak
2d29954034
Fps overlay (#12382)
# Objective

- Part of #12351
- Add fps overlay

## Solution

- Create `FpsOverlayPlugin`
- Allow for configuration through resource `FpsOverlayConfig`
- Allow for configuration during runtime

### Preview on default settings

![20240308_22h23m25s_grim](https://github.com/bevyengine/bevy/assets/62356462/33d3d7a9-435e-4e0b-9814-d3274e779a69)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-03-11 19:26:14 +00:00
Lynn
27215b79b0
Gizmo line joints (#12252)
# Objective

- Adds gizmo line joints, suggestion of #9400

## Solution

- Adds `line_joints: GizmoLineJoint` to `GizmoConfig`. Currently the
following values are supported:
- `GizmoLineJoint::None`: does not draw line joints, same behaviour as
previously
  - `GizmoLineJoint::Bevel`: draws a single triangle between the lines
- `GizmoLineJoint::Miter` / 'spiky joints': draws two triangles between
the lines extending them until they meet at a (miter) point.
- NOTE: for very small angles between the lines, which happens
frequently in 3d, the miter point will be very far away from the point
at which the lines meet.
- `GizmoLineJoint::Round(resolution)`: Draw a circle arc between the
lines. The circle is a triangle fan of `resolution` triangles.

---

## Changelog

- Added `GizmoLineJoint`, use that in `GizmoConfig` and added necessary
pipelines and draw commands.
- Added a new `line_joints.wgsl` shader containing three vertex shaders
`vertex_bevel`, `vertex_miter` and `vertex_round` as well as a basic
`fragment` shader.

## Migration Guide

Any manually created `GizmoConfig`s must now set the `.line_joints`
field.

## Known issues

- The way we currently create basic closed shapes like rectangles,
circles, triangles or really any closed 2d shape means that one of the
corners will not be drawn with joints, although that would probably be
expected. (see the triangle in the 2d image)
- This could be somewhat mitigated by introducing line caps or fixed by
adding another segment overlapping the first of the strip. (Maybe in a
followup PR?)
- 3d shapes can look 'off' with line joints (especially bevel) because
wherever 3 or more lines meet one of them may stick out beyond the joint
drawn between the other 2.
- Adding additional lines so that there is a joint between every line at
a corner would fix this but would probably be too computationally
expensive.
- Miter joints are 'unreasonably long' for very small angles between the
lines (the angle is the angle between the lines in screen space). This
is technically correct but distracting and does not feel right,
especially in 3d contexts. I think limiting the length of the miter to
the point at which the lines meet might be a good idea.
- The joints may be drawn with a different gizmo in-between them and
their corresponding lines in 2d. Some sort of z-ordering would probably
be good here, but I believe this may be out of scope for this PR.

## Additional information

Some pretty images :)


<img width="1175" alt="Screenshot 2024-03-02 at 04 53 50"
src="https://github.com/bevyengine/bevy/assets/62256001/58df7e63-9376-4430-8871-32adba0cb53b">

- Note that the top vertex does not have a joint drawn.

<img width="1440" alt="Screenshot 2024-03-02 at 05 03 55"
src="https://github.com/bevyengine/bevy/assets/62256001/137a00cf-cbd4-48c2-a46f-4b47492d4fd9">


Now for a weird video: 


https://github.com/bevyengine/bevy/assets/62256001/93026f48-f1d6-46fe-9163-5ab548a3fce4

- The black lines shooting out from the cube are miter joints that get
very long because the lines between which they are drawn are (almost)
collinear in screen space.

---------

Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
2024-03-11 19:21:32 +00:00
François Mockers
40732148da
correctly set up background color in mobile example (#12384)
# Objective

- Since #11165, the button in the mobile example doesn't visually react
to touches

## Solution

- Correctly set up the background color
2024-03-11 18:36:52 +00:00
François
7546624471
Improve gizmo axes example (#12335)
# Objective

- Improve example from #12299 
- Make it frame rate independent
- Make it not randomly random

## Solution

- Transitions between transforms will take 2 seconds instead of 100
frames
- Random is seeded
2024-03-08 23:05:11 +00:00
andristarr
432a4f1d85
Fix dim emissive values in lighting example (#12343)
# Objective

- Fixes #12330 

## Solution

- Increasing the emissive of the objects representing the lights.
2024-03-07 22:12:57 +00:00
Patrick Walton
dfdf2b9ea4
Implement the AnimationGraph, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md

Note that the implementation strategy is different from the one outlined
in that RFC, because two-phase animation has now landed.

# Objective

Bevy needs animation blending. The RFC for this is [RFC 51].

## Solution

This is an implementation of the RFC. Note that the implementation
strategy is different from the one outlined there, because two-phase
animation has now landed.

This is just a draft to get the conversation started. Currently we're
missing a few things:

- [x] A fully-fleshed-out mechanism for transitions
- [x] A serialization format for `AnimationGraph`s
- [x] Examples are broken, other than `animated_fox`
- [x] Documentation

---

## Changelog

### Added

* The `AnimationPlayer` has been reworked to support blending multiple
animations together through an `AnimationGraph`, and as such will no
longer function unless a `Handle<AnimationGraph>` has been added to the
entity containing the player. See [RFC 51] for more details.

* Transition functionality has moved from the `AnimationPlayer` to a new
component, `AnimationTransitions`, which works in tandem with the
`AnimationGraph`.

## Migration Guide

* `AnimationPlayer`s can no longer play animations by themselves and
need to be paired with a `Handle<AnimationGraph>`. Code that was using
`AnimationPlayer` to play animations will need to create an
`AnimationGraph` asset first, add a node for the clip (or clips) you
want to play, and then supply the index of that node to the
`AnimationPlayer`'s `play` method.

* The `AnimationPlayer::play_with_transition()` method has been removed
and replaced with the `AnimationTransitions` component. If you were
previously using `AnimationPlayer::play_with_transition()`, add all
animations that you were playing to the `AnimationGraph`, and create an
`AnimationTransitions` component to manage the blending between them.

[RFC 51]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-07 20:22:42 +00:00
BD103
713d91b721
Improve Bloom 3D lighting (#11981)
# Objective

- With the recent lighting changes, the default configuration in the
`bloom_3d` example is less clear what bloom actually does
- See [this
screenshot](4fdb1455d5 (r1494648414))
for a comparison.
- `bloom_3d` additionally uses a for-loop to spawn the spheres, which
can be turned into `commands::spawn_batch` call.
- The text is black, which is difficult to see on the gray background.

## Solution

- Increase emmisive values of materials.
- Set text to white.

## Showcase

Before:

<img width="1392" alt="before"
src="https://github.com/bevyengine/bevy/assets/59022059/757057ad-ed9f-4eed-b135-8e2032fcdeb5">

After:

<img width="1392" alt="image"
src="https://github.com/bevyengine/bevy/assets/59022059/3f9dc7a8-94b2-44b9-8ac3-deef1905221b">

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-03-07 15:20:38 +00:00
Antony
f67b17d80d
Use .register_asset_source() in extra_asset_source example (#12350)
# Objective

Fixes #12347.

## Solution

Use `.register_asset_source()` in `extra_asset_source` example instead
of writing part of the app state.
2024-03-07 05:44:52 +00:00
James Liu
512b7463a3
Disentangle bevy_utils/bevy_core's reexported dependencies (#12313)
# Objective
Make bevy_utils less of a compilation bottleneck. Tackle #11478.

## Solution
* Move all of the directly reexported dependencies and move them to
where they're actually used.
* Remove the UUID utilities that have gone unused since `TypePath` took
over for `TypeUuid`.
* There was also a extraneous bytemuck dependency on `bevy_core` that
has not been used for a long time (since `encase` became the primary way
to prepare GPU buffers).
* Remove the `all_tuples` macro reexport from bevy_ecs since it's
accessible from `bevy_utils`.

---

## Changelog
Removed: Many of the reexports from bevy_utils (petgraph, uuid, nonmax,
smallvec, and thiserror).
Removed: bevy_core's reexports of bytemuck.

## Migration Guide
bevy_utils' reexports of petgraph, uuid, nonmax, smallvec, and thiserror
have been removed.

bevy_core' reexports of bytemuck's types has been removed. 

Add them as dependencies in your own crate instead.
2024-03-07 02:30:15 +00:00
Turki Al-Marri
6f2ecdf822
We must have googly eyes (new Game example) (#12331)
# Objective

- We must have googly eyes.
- Also it would be nice if there was an example of a desk toy
application (like the old NEKO.EXE).

## Solution

- Created an example with googly eyed Bevy logo under
examples/games/desktoy.rs.

---

## Changelog
- Added "Desk Toy" game example showcasing window transparency and hit
test.

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-03-06 22:21:41 +00:00
François
f9e70abcac
Fix ios simulator support (#12339)
# Objective

- #12103 broke iOS simulator support, it doesn't even compile anymore

## Solution

- Fix the feature
2024-03-06 17:48:17 +00:00
James Liu
9e5db9abc7
Clean up type registrations (#12314)
# Objective
Fix #12304. Remove unnecessary type registrations thanks to #4154.

## Solution
Conservatively remove type registrations. Keeping the top level
components, resources, and events, but dropping everything else that is
a type of a member of those types.
2024-03-06 16:05:53 +00:00
NiseVoid
e3b318f599
Add extra_asset_source example (#11824)
# Objective

- Make it easier to figure out how to add asset sources

## Solution

- Add an example that adds an asset source, it functions almost
identical to the embedded_asset example
- Move the file from the embedded_asset example into a `files/` folder
2024-03-06 16:00:03 +00:00
Rob Parrett
d56e16754c
Fix "dark grey" colors becoming lighter in various examples (#12333)
# Objective

Fixes #12226

Prior to the `bevy_color` port, `DARK GRAY` used to mean "dark grey."
But it is now lighter than `GRAY`, matching the css4 spec.

## Solution

Change usages of `css::DARK_GRAY` to `Color::srgb(0.25, 0.25, 0.25)` to
restore the examples to their former colors.

With one exception: `display_and_visibility`. I think the new color is
an improvement.

## Note

A lot of these examples could use nicer colors. I'm not trying to revamp
everything here.

The css4 palette is truly a horror. See #12176 and #12080 for some
discussion about alternatives.
2024-03-06 05:19:59 +00:00