Commit graph

5227 commits

Author SHA1 Message Date
Brezak
d803adff09
Add from_color to StandardMaterial and ColorMaterial (#13791)
# Objective

Closes #13738

## Solution

Added `from_color` to materials that would support it. Didn't add
`from_color` to `WireframeMaterial` as it doesn't seem we expect users
to be constructing them themselves.

## Testing

None

---

## Changelog

### Added

- `from_color` to `StandardMaterial` so you can construct this material
from any color type.
- `from_color` to `ColorMaterial` so you can construct this material
from any color type.
2024-06-10 21:25:31 +00:00
Alice Cecile
54010cc07e
Revert Align Scene::write_to_world_with to match DynamicScene::write_to_world_with (#13800)
# Objective

- https://github.com/bevyengine/bevy/pull/13714 broke scenes pretty
seriously
- Fixes https://github.com/bevyengine/bevy/issues/13796

## Solution

Revert it. We can redo this PR once the behavior is fixed.

Co-authored-by: Dmytro Banin <dima_banin@hotmail.com>
2024-06-10 21:14:11 +00:00
JMS55
fd30e0c67d
Fix meshlet vertex attribute interpolation (#13775)
# Objective

- Mikktspace requires that we normalize world normals/tangents _before_
interpolation across vertices, and then do _not_ normalize after. I had
it backwards.
- We do not (am not supposed to?) need a second set of barycentrics for
motion vectors. If you think about the typical raster pipeline, in the
vertex shader we calculate previous_world_position, and then it gets
interpolated using the current triangle's barycentrics.

## Solution

- Fix normal/tangent processing 
- Reuse barycentrics for motion vector calculations
- Not implementing this for 0.14, but long term I aim to remove explicit
vertex tangents and calculate them in the shader on the fly.

## Testing

- I tested out some of the normal maps we have in repo. Didn't seem to
make a difference, but mikktspace is all about correctness across
various baking tools. I probably just didn't have any of the ones that
would cause it to break.
- Didn't test motion vectors as there's a known bug with the depth
buffer and meshlets that I'm waiting on the render graph rewrite to fix.
2024-06-10 20:18:43 +00:00
Brezak
f187d9c5fc
Poll system information in separate tasks (#13693)
# Objective

Reading system information severely slows down the update loop.
Fixes #12848.

## Solution

Read system info in a separate thread.

## Testing

- Open the scene 3d example
- Add `FrameTimeDiagnosticsPlugin`, `SystemInformationDiagnosticsPlugin`
and `LogDiagnosticsPlugin` to the app.
- Add this system to the update schedule to disable Vsync on the main
window
```rust
fn change_window_mode(mut windows: Query<&mut Window, Added<Window>>) {
    for mut window in &mut windows {
        window.present_mode = PresentMode::AutoNoVsync;
    }
}
```
- Read the fps values in the console before and after this PR.

On my PC I went from around 50 fps to around 1150 fps.

---

## Changelog

### Changed

- The `SystemInformationDiagnosticsPlugin` now reads system data
separate of the update cycle.

### Added 

- The `EXPECTED_SYSTEM_INFORMATION_INTERVAL` constant which defines how
often we read system diagnostic data.

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2024-06-10 19:06:22 +00:00
Chris Juchem
49661b99fe
Remove extra call to clear_trackers (#13762)
Fixes #13758.

# Objective

Calling `update` on the main app already calls `clear_trackers`. Calling
it again in `SubApps::update` caused RemovedCompenet Events to be
cleared earlier than they should be.

## Solution

- Don't call clear_trackers an extra time.

## Testing

I manually tested the fix with this unit test: 
```
#[cfg(test)]
mod test {
    use crate::core::{FrameCount, FrameCountPlugin};
    use crate::prelude::*;

    #[test]
    fn test_next_frame_removal() {
        #[derive(Component)]
        struct Foo;

        #[derive(Resource)]
        struct RemovedCount(usize);

        let mut app = App::new();
        app.add_plugins(FrameCountPlugin);
        app.add_systems(Startup, |mut commands: Commands| {
            for _ in 0..100 {
                commands.spawn(Foo);
            }
            commands.insert_resource(RemovedCount(0));
        });

        app.add_systems(First, |counter: Res<FrameCount>| {
            println!("Frame {}:", counter.0)
        });

        fn detector_system(
            mut removals: RemovedComponents<Foo>,
            foos: Query<Entity, With<Foo>>,
            mut removed_c: ResMut<RemovedCount>,
        ) {
            for e in removals.read() {
                println!("  Detected removed Foo component for {e:?}");
                removed_c.0 += 1;
            }
            let c = foos.iter().count();
            println!("  Total Foos: {}", c);
            assert_eq!(c + removed_c.0, 100);
        }
        fn deleter_system(foos: Query<Entity, With<Foo>>, mut commands: Commands) {
            foos.iter().next().map(|e| {
                commands.entity(e).remove::<Foo>();
            });
        }
        app.add_systems(Update, (detector_system, deleter_system).chain());

        app.update();
        app.update();
        app.update();
        app.update();
    }
}
```
2024-06-10 18:06:05 +00:00
Wuketuke
2c5959a29d
Added an illustration to the compass direction docs (issue 13664) (#13788)
i based the design on @mgi388 in the discussion about the issue.
i added the illustration in such a way that it shows up when you hover
your mouse over the type, i hope this is what was meant by the issue
no unit tests were added bc obviously

Fixes #13664
2024-06-10 17:31:11 +00:00
Periwink
93f3432400
Update serialize flag for bevy_ecs (#13740)
# Objective

There were some issues with the `serialize` feature:
- `bevy_app` had a `serialize` feature and a dependency on `serde` even
there is no usage of serde at all inside `bevy_app`
- the `bevy_app/serialize` feature enabled `bevy_ecs/serde`, which is
strange
- `bevy_internal/serialize` did not enable `bevy_app/serialize` so there
was no way of serializing an Entity in bevy 0.14

## Solution

- Remove `serde` and `bevy_app/serialize` 
- Add a `serialize` flag on `bevy_ecs` that enables `serde`
- ` bevy_internal/serialize` now enables `bevy_ecs/serialize`
2024-06-10 16:37:59 +00:00
T.J. Given
70a38ab1f6
Re-name and Extend Run Conditions API (#13784)
# Objective

- My attempt at fulfilling #13629.

## Solution

Renames the `and_then` / `or_else` run condition methods to `and` /
`or`, respectively.

Extends the run conditions API to include a suite of binary logical
operators:
- `and`
- `or`
- `nand`
- `nor`
- `xor`
- `xnor`

## Testing

- Did you test these changes? If so, how?
- The test **run_condition_combinators** was extended to include the
added run condition combinators. A **double_counter** system was added
to test for combinators running on even count cycles.

- Are there any parts that need more testing?
- I'm not too sure how I feel about the "counter" style of testing but I
wanted to keep it consistent. If it's just a unit test I would prefer
simply to just assert `true` == _combinator output_ or `false` ==
_combinator output_ .

- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Nothing too specific. The added methods should be equivalent to the
logical operators they are analogous to (`&&` , `||`, `^`, `!`).

- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
    - Should not be relevant, I'm using Windows.

## Changelog

- What changed as a result of this PR?
    - The run conditions API.

- If applicable, organize changes under "Added", "Changed", or "Fixed"
sub-headings
    - Changed:
        - `and_then` run condition combinator renamed to simply `and`
        - `or_else` run condition combinator renamed to simply `or`
    - Added:
        - `nand` run condition combinator.
        - `nor` run condition combinator.
        - `xor` run condition combinator.
        - `xnor` run condition combinator.

## Migration Guide

- The `and_then` run condition method has been replaced with the `and`
run condition method.
- The `or_else` run condition method has been replaced with the `or` run
condition method.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Andres O. Vela <andresovela@users.noreply.github.com>
2024-06-10 13:41:56 +00:00
IceSentry
5134272dc9
Make FOG_ENABLED a shader_def instead of material flag (#13783)
# Objective

- If the fog is disabled it still generates a useless branch which can
hurt performance

## Solution

- Make the flag a shader_def instead

## Testing

- I tested enabling/disabling fog works as expected per-material in the
fog example
- I also tested that scenes that don't add the FogSettings resource
still work correctly

## Review notes

I'm not sure how to handle the removed material flag. Right now I just
commented it out and added a not to reuse it instead of creating a new
one.
2024-06-10 13:26:43 +00:00
Lee-Orr
7ec301c48d
fix docs around StateTransition and remove references to `apply_sta… (#13772)
The documentation for the `State` resource still referenced the use of
`apply_state_transition` to manually force a state transition to occur,
and the question around how to force transitions had come up a few times
on discord.

This is a docs-only change, that does the following:
- Properly references `StateTransition` in the `MainSchedule` docs
- replace the explanations for applying `NextState` with ones that
explain the `StateTransition` schedule, and mentions the possibility of
calling it manually
- Add an example of calling `StateTransition` manually in the docs for
the state transition schedule itself.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-10 13:23:14 +00:00
Isaïe
2356276afd
Clarify error message due to missing shader file (#13766)
# Objective

The error printed-out due to a missing shader file was confusing; This
PR changes the error message.

Fixes #13644 

## Solution

I replaced the confusing wording (`... shader is not loaded yet`) with a
clear explanation (`... shader could not be loaded`)

## Testing

> Did you test these changes? If so, how?

removing `assets/shaders/game_of_life.wgsl` & running its associated
example now produces the following error:

```
thread '<unnamed>' panicked at examples/shader/compute_shader_game_of_life.rs:233:25:
Initializing assets/shaders/game_of_life.wgsl:
Pipeline could not be compiled because the following shader could not be loaded: AssetId<bevy_render::render_resource::shader::Shader>{ index: 0, generation: 0}
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Encountered a panic in system `bevy_render::renderer::render_system`!
```

I don't think there are any tests expecting the previous error message,
so this change should not break anything.

> Are there any parts that need more testing?

If there was an intent behind the original message, this might need more
attention.

> How can other people (reviewers) test your changes? Is there anything
specific they need to know?

One should be able to preview the changes by running any example after
deleting/renaming their associated shader(s).

> If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?

N/A
2024-06-10 13:15:54 +00:00
MiniaczQ
6d0b7504a2
Add more granular system sets for state transition schedule ordering (#13763)
# Objective

Fixes #13711 

## Solution

Introduce smaller, generic system sets for each schedule variant, which
are ordered against other generic variants:
- `ExitSchedules<S>` - For `OnExit` schedules, runs from leaf states to
root states.
- `TransitionSchedules<S>` - For `OnTransition` schedules, runs in
arbitrary order.
- `EnterSchedules<S>` - For `OnEnter` schedules, runs from root states
to leaf states.

Also unified `ApplyStateTransition<S>` schedule which works in basically
the same way, just for internals.

## Testing

- One test that tests schedule execution order

---------

Co-authored-by: Lee-Orr <lee-orr@users.noreply.github.com>
2024-06-10 13:13:58 +00:00
JMS55
50ee483665
Meshlet misc (#13761)
- Copy module docs so that they show up in the re-export
- Change meshlet_id to cluster_id in the debug visualization
- Small doc tweaks
2024-06-10 13:06:08 +00:00
Gagnus
298b01f10d
Adds back in way to convert color to u8 array, implemented for the two RGB color types, also renames Color::linear to Color::to_linear. (#13759)
# Objective

One thing missing from the new Color implementation in 0.14 is the
ability to easily convert to a u8 representation of the rgb color.

(note this is a redo of PR https://github.com/bevyengine/bevy/pull/13739
as I needed to move the source branch

## Solution

I have added to_u8_array and to_u8_array_no_alpha to a new trait called
ColorToPacked to mirror the f32 conversions in ColorToComponents and
implemented the new trait for Srgba and LinearRgba.
To go with those I also added matching from_u8... functions and
converted a couple of cases that used ad-hoc implementations of that
conversion to use these.
After discussion on Discord of the experience of using the API I renamed
Color::linear to Color::to_linear, as without that it looks like a
constructor (like Color::rgb).
I also added to_srgba which is the other commonly converted to type of
color (for UI and 2D) to match to_linear.
Removed a redundant extra implementation of to_f32_array for LinearColor
as it is also supplied in ColorToComponents (I'm surprised that's
allowed?)

## Testing

Ran all tests and manually tested.
Added to_and_from_u8 to linear_rgba::tests

## Changelog

visible change is Color::linear becomes Color::to_linear.

---------

Co-authored-by: John Payne <20407779+johngpayne@users.noreply.github.com>
2024-06-10 13:03:46 +00:00
JMS55
c50a4d8821
Remove unused mip_bias parameter from apply_normal_mapping (#13752)
Mip bias is no longer used here
2024-06-10 13:00:34 +00:00
Joseph
0dfdd87248
Improve error handling for AssetServer::add_async (#13745)
# Objective

The method `AssetServer::add_async` (added in
https://github.com/bevyengine/bevy/pull/13700) requires a future that
returns an `AssetLoadError` error, which was a bit of an oversight on my
part, as that type of error only really makes sense in the context of
bevy's own asset loader -- returning it from user-defined futures isn't
very useful.

## Solution

Allow passing custom error types to `add_async`, which get cast into a
trait object matching the form of `AssetLoader::load`. If merged before
the next release this will not be a breaking change
2024-06-10 12:56:21 +00:00
Matty
a569b35c18
Stable interpolation and smooth following (#13741)
# Objective

Partially address #13408 

Rework of #13613

Unify the very nice forms of interpolation specifically present in
`bevy_math` under a shared trait upon which further behavior can be
based.

The ideas in this PR were prompted by [Lerp smoothing is broken by Freya
Holmer](https://www.youtube.com/watch?v=LSNQuFEDOyQ).

## Solution

There is a new trait `StableInterpolate` in `bevy_math::common_traits`
which enshrines a quite-specific notion of interpolation with a lot of
guarantees:
```rust
/// A type with a natural interpolation that provides strong subdivision guarantees.
///
/// Although the only required method is `interpolate_stable`, many things are expected of it:
///
/// 1. The notion of interpolation should follow naturally from the semantics of the type, so
///    that inferring the interpolation mode from the type alone is sensible.
///
/// 2. The interpolation recovers something equivalent to the starting value at `t = 0.0`
///    and likewise with the ending value at `t = 1.0`.
///
/// 3. Importantly, the interpolation must be *subdivision-stable*: for any interpolation curve
///    between two (unnamed) values and any parameter-value pairs `(t0, p)` and `(t1, q)`, the
///    interpolation curve between `p` and `q` must be the *linear* reparametrization of the original
///    interpolation curve restricted to the interval `[t0, t1]`.
///
/// The last of these conditions is very strong and indicates something like constant speed. It
/// is called "subdivision stability" because it guarantees that breaking up the interpolation
/// into segments and joining them back together has no effect.
///
/// Here is a diagram depicting it:
/// ```text
/// top curve = u.interpolate_stable(v, t)
///
///              t0 => p   t1 => q    
///   |-------------|---------|-------------|
/// 0 => u         /           \          1 => v
///              /               \
///            /                   \
///          /        linear         \
///        /     reparametrization     \
///      /   t = t0 * (1 - s) + t1 * s   \
///    /                                   \
///   |-------------------------------------|
/// 0 => p                                1 => q
///
/// bottom curve = p.interpolate_stable(q, s)
/// ```
///
/// Note that some common forms of interpolation do not satisfy this criterion. For example,
/// [`Quat::lerp`] and [`Rot2::nlerp`] are not subdivision-stable.
///
/// Furthermore, this is not to be used as a general trait for abstract interpolation.
/// Consumers rely on the strong guarantees in order for behavior based on this trait to be
/// well-behaved.
///
/// [`Quat::lerp`]: crate::Quat::lerp
/// [`Rot2::nlerp`]: crate::Rot2::nlerp
pub trait StableInterpolate: Clone {
    /// Interpolate between this value and the `other` given value using the parameter `t`.
    /// Note that the parameter `t` is not necessarily clamped to lie between `0` and `1`.
    /// When `t = 0.0`, `self` is recovered, while `other` is recovered at `t = 1.0`,
    /// with intermediate values lying between the two.
    fn interpolate_stable(&self, other: &Self, t: f32) -> Self;
}
```

This trait has a blanket implementation over `NormedVectorSpace`, where
`lerp` is used, along with implementations for `Rot2`, `Quat`, and the
direction types using variants of `slerp`. Other areas may choose to
implement this trait in order to hook into its functionality, but the
stringent requirements must actually be met.

This trait bears no direct relationship with `bevy_animation`'s
`Animatable` trait, although they may choose to use `interpolate_stable`
in their trait implementations if they wish, as both traits involve
type-inferred interpolations of the same kind. `StableInterpolate` is
not a supertrait of `Animatable` for a couple reasons:
1. Notions of interpolation in animation are generally going to be much
more general than those allowed under these constraints.
2. Laying out these generalized interpolation notions is the domain of
`bevy_animation` rather than of `bevy_math`. (Consider also that
inferring interpolation from types is not universally desirable.)

Similarly, this is not implemented on `bevy_color`'s color types,
although their current mixing behavior does meet the conditions of the
trait.

As an aside, the subdivision-stability condition is of interest
specifically for the [Curve
RFC](https://github.com/bevyengine/rfcs/pull/80), where it also ensures
a kind of stability for subsampling.

Importantly, this trait ensures that the "smooth following" behavior
defined in this PR behaves predictably:
```rust
    /// Smoothly nudge this value towards the `target` at a given decay rate. The `decay_rate`
    /// parameter controls how fast the distance between `self` and `target` decays relative to
    /// the units of `delta`; the intended usage is for `decay_rate` to generally remain fixed,
    /// while `delta` is something like `delta_time` from an updating system. This produces a
    /// smooth following of the target that is independent of framerate.
    ///
    /// More specifically, when this is called repeatedly, the result is that the distance between
    /// `self` and a fixed `target` attenuates exponentially, with the rate of this exponential
    /// decay given by `decay_rate`.
    ///
    /// For example, at `decay_rate = 0.0`, this has no effect.
    /// At `decay_rate = f32::INFINITY`, `self` immediately snaps to `target`.
    /// In general, higher rates mean that `self` moves more quickly towards `target`.
    ///
    /// # Example
    /// ```
    /// # use bevy_math::{Vec3, StableInterpolate};
    /// # let delta_time: f32 = 1.0 / 60.0;
    /// let mut object_position: Vec3 = Vec3::ZERO;
    /// let target_position: Vec3 = Vec3::new(2.0, 3.0, 5.0);
    /// // Decay rate of ln(10) => after 1 second, remaining distance is 1/10th
    /// let decay_rate = f32::ln(10.0);
    /// // Calling this repeatedly will move `object_position` towards `target_position`:
    /// object_position.smooth_nudge(&target_position, decay_rate, delta_time);
    /// ```
    fn smooth_nudge(&mut self, target: &Self, decay_rate: f32, delta: f32) {
        self.interpolate_stable_assign(target, 1.0 - f32::exp(-decay_rate * delta));
    }
```

As the documentation indicates, the intention is for this to be called
in game update systems, and `delta` would be something like
`Time::delta_seconds` in Bevy, allowing positions, orientations, and so
on to smoothly follow a target. A new example, `smooth_follow`,
demonstrates a basic implementation of this, with a sphere smoothly
following a sharply moving target:


https://github.com/bevyengine/bevy/assets/2975848/7124b28b-6361-47e3-acf7-d1578ebd0347


## Testing

Tested by running the example with various parameters.
2024-06-10 12:50:59 +00:00
Lynn
1196186257
Add segments to ExtrusionBuilder (#13719)
# Objective

- Add support for `segments` for extrusion-meshes, akin to what is
possible with cylinders

## Solution

- Added a `.segments(segments: usize)` function to `ExtrusionBuilder`.
- Implemented support for segments in the meshing algorithm.
- If you set `.segments(0)`, the meshing will fail, just like it does
with cylinders.

## Additional information

Here is a wireframe of some extrusions with 1, 2, 3, etc. segments:

![image_2024-06-06_233205114](https://github.com/bevyengine/bevy/assets/62256001/358081e2-172d-407b-8bdb-9cda88eb4664)

---------

Co-authored-by: Lynn Büttgenbach <62256001+solis-lumine-vorago@users.noreply.github.com>
2024-06-10 12:50:29 +00:00
Dmytro Banin
1f61c26d2e
Align Scene::write_to_world_with to match DynamicScene::write_to_world_with (#13714)
# Objective

`Scene` and `DynamicScene` work with `InstanceInfo` at different levels
of abstraction
- `Scene::write_to_world_with` returns an `InstanceInfo` whereas
`DynamicScene::write_to_world_with` returns `()`. Instances are created
one level higher at the `SceneSpawner` API level.
- `DynamicScene::write_to_world_with` takes the `entity_map` as an
argument whereas the `Scene` version is less flexible and creates a new
one for you. No reason this needs to be the case.

## Solution

I propose changing `Scene::write_to_world_with` to match the API we have
for `DynamicScene`. Returning the `InstanceInfo` as we do today just
seems like a leaky abstraction - it's only used in
`spawn_sync_internal`. Being able to pass in an entity_map gives you
more flexibility with how you write entities to a world.

This also moves `InstanceInfo` out of `Scene` which is cleaner
conceptually. If someone wants to work with instances then they should
work with `SceneSpawner` - I see `write_to_world_with` as a lower-level
API to be used with exclusive world access.

## Testing

Code is just shifting things around.

## Changelog

Changed `Scene::write_to_world_with` to take `entity_map` as an argument
and no longer return an `InstanceInfo`

## Migration Guide

`Scene::write_to_world_with` no longer returns an `InstanceInfo`. 

Before
```rust
scene.write_to_world_with(world, &registry)
```
After
```rust
let mut entity_map = EntityHashMap::default();
scene.write_to_world_with(world, &mut entity_map, &registry)
```
2024-06-10 12:39:35 +00:00
Jan Hohenheim
1b9edd0e5b
Fix minor doc typo (#13776)
Don't think any description is needed, just happened to stumble on this
while reading up on how to use `Stopwatch` :)
2024-06-10 07:15:38 +00:00
Niklas Eicker
69d7da9b37
Let init_non_send_resource require FromWorld instead of Default (#13779)
# Objective

- Let `init_non_send_resource` take `FromWorld` values again, not only
`Default`
- This reverts an unintended breaking change introduced in #9202

## Solution

- The resource initialized with `init_non_send_resource` requires
`FromWorld` again
2024-06-10 07:10:52 +00:00
thebluefish
7c9c6ff27f
Fix EntityCommands::despawn docs (#13774)
# Objective

The `EntityCommands::despawn` method was previously changed from
panicking behavior to a warning, but the docs continue to state that it
panics.

## Solution

- Removed panic section, copied warning blurb from `World::despawn`
- Adds a similar warning blurb to
`DespawnRecursiveExt::despawn_recursive` and
`DespawnRecursiveExt::despawn_descendants`
2024-06-09 17:59:19 +00:00
Chris Biscardi
b9e67bc3c3
view.inverse_clip_from_world should be world_from_clip (#13756)
As per the other changes in
https://github.com/bevyengine/bevy/pull/13489
`view.inverse_clip_from_world` should be `world_from_clip`.



# Objective

fixes #13749

## Solution

Modified lines.wgsl to use the right name as the current name does not
exist.

## Testing

I ran the 3d_gizmos example and pressed "p".

![screenshot-2024-06-08-at-13 21
22@2x](https://github.com/bevyengine/bevy/assets/551247/b8bfd3db-8273-4606-9dae-040764339883)

![screenshot-2024-06-08-at-13 21
26@2x](https://github.com/bevyengine/bevy/assets/551247/2619f1ae-ce83-44d7-a9fc-07e686950887)
2024-06-09 14:40:14 +00:00
Vitaliy Sapronenko
e9a3a0d694
Clear messed up feature flag on AppExitStates impl (#13737)
# Objective

- In #13649 additional method had been added to AppExitStates, but there
feature gate left for method in implementation for App at refactoring
stage.
- Fixes #13733 .

## Solution

- Removed the feature gate.

## Testing

- Ran reproducing example from #13733 with no compilation errors
2024-06-09 13:49:03 +00:00
charlotte
7b14b8c015
13743 app exit hang (#13744)
Fixes #13743.

---------

Co-authored-by: Brezak <bezak.adam@proton.me>
2024-06-08 21:42:01 +00:00
Zachary Harrold
3bfc427666
Add mappings to EntityMapper (#13727)
# Objective

- Fixes #13703

## Solution

- Added `mappings` to the `EntityMapper` trait, which returns an
iterator over currently tracked `Entity` to `Entity` mappings.
- Added `DynEntityMapper` as an [object
safe](https://doc.rust-lang.org/reference/items/traits.html#object-safety)
alternative to `EntityMapper`.
- Added `assert_object_safe` as a helper for ensuring traits are object
safe.

## Testing

- Added new unit test `entity_mapper_iteration` which tests the
`SceneEntityMapper` implementation of `EntityMapper::mappings`.
- Added unit tests to ensure `DynEntityMapper`, `DynEq` and `DynHash`
are object safe.
- Passed CI on my Windows 10 development environment

---

## Changelog

- Added `mappings` to `EntityMapper` trait.

## Migration Guide

- If you are implementing `EntityMapper` yourself, you can use the below
as a stub implementation:

```rust
fn mappings(&self) -> impl Iterator<Item = (Entity, Entity)> {
    unimplemented!()
}
```

- If you were using `EntityMapper` as a trait object (`dyn
EntityMapper`), instead use `dyn DynEntityMapper` and its associated
methods.

## Notes

- The original issue proposed returning a `Vec` from `EntityMapper`
instead of an `impl Iterator` to preserve its object safety. This is a
simpler option, but also forces an allocation where it isn't strictly
needed. I've opted for this split into `DynEntityMapper` and
`EntityMapper` as it's been done several times across Bevy already, and
provides maximum flexibility to users.
- `assert_object_safe` is an empty function, since the assertion
actually happens once you try to use a `dyn T` for some trait `T`. I
have still added this function to clearly document what object safety is
within Bevy, and to create a standard way to communicate that a given
trait must be object safe.
- Other traits should have tests added to ensure object safety, but I've
left those off to avoid cluttering this PR further.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-08 12:52:23 +00:00
Jerome Humbert
d38d8a148a
Uncouple DynamicTextureAtlasBuilder from assets (#13717)
# Objective

Remove some unnecessary coupling between `DynamicTextureAtlasBuilder`
and `bevy_asset`.

## Solution

Remove the dependency of `DynamicTextureAtlasBuilder::add_texture` to
`bevy_asset`, by directly passing the `Image` of the atlas to mutate,
instead of passing separate `Assets<Image>` and `Handle<Image>` for the
function to do the lookup by itself. The lookup can be done from the
caller, and this allows using the builder in contexts where the `Image`
is not stored inside `Assets`.

Clean-up a bit the font atlas files by introducing a `PlacedGlyph` type
storing the `GlyphId` and its `SubpixelOffset`, which were otherwise
always both passed as function parameters and the pair used as key in
hash maps.

## Testing

There's no change in behavior.

---

## Changelog

- Added a `PlacedGlyph` type aggregating a `GlyphId` and a
`SubpixelOffset`. That type is now used as parameter in a few text atlas
APIs, instead of passing individual values.

## Migration Guide

- Replace the `glyph_id` and `subpixel_offset` of a few text atlas APIs
by a single `place_glyph: PlacedGlyph` parameter trivially combining the
two.
2024-06-08 12:38:03 +00:00
Mincong Lu
651f3d08d7
Make the component types of the new animation players clonable. (#13736)
# Objective

Some use cases might require holding onto the previous state of the
animation player for change detection.

## Solution

Added `clone` and `copy` implementation to most animation types. 
Added optimized `clone_from` implementations for the specific use case
of holding a `PreviousAnimationPlayer` component.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-07 21:51:24 +00:00
Wuketuke
d45bcfd043
improved the error message by insert_boxed (issue #13646) (again) (#13706)
previously I worked on fixing issue #13646, back when the error message
did not include the type at all.
But that error message had room for improvement, so I included the
feedback of @alice-i-cecile and @MrGVSV.
The error message will now read `the given key (of type
bevy_reflect::tests::Foo) does not support hashing` or 'the given key
(of type bevy_reflect::DynamicStruct) does not support hashing' in case
of a dynamic struct that represents a hashable struct

i also added a new unit test for this new behaviour
(`reflect_map_no_hash_dynamic`).
Fixes #13646 (again)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-06-07 20:56:16 +00:00
François Mockers
b17292f9d1
rename the crate bevy_state_macros_official back to its original name (#13732)
# Objective

- Thanks to the original author we can now use the original name

## Solution

- Use it
2024-06-07 12:49:21 +00:00
François Mockers
98bc5ff8c4
Update crate metadata for bevy state (#13722)
# Objective

- crate metadata for bevy_state has been copied from bevy_ecs

## Solution

- Update it
2024-06-07 01:54:53 +00:00
François Mockers
401234a5fb
rename bevy_state_macros to bevy_state_macros_official (#13721)
# Objective

- `bevy_state_macros` is a new crate added in the 0.14
- it already exists outside of the bevy org:
https://crates.io/crates/bevy_state_macros

## Solution

- Rename the crate
2024-06-06 22:18:05 +00:00
charlotte
027f8e21ec
Allow mix of hdr and non-hdr cameras to same render target (#13419)
Changes:
- Track whether an output texture has been written to yet and only clear
it on the first write.
- Use `ClearColorConfig` on `CameraOutputMode` instead of a raw
`LoadOp`.
- Track whether a output texture has been seen when specializing the
upscaling pipeline and use alpha blending for extra cameras rendering to
that texture that do not specify an explicit blend mode.

Fixes #6754

## Testing

Tested against provided test case in issue:

![image](https://github.com/bevyengine/bevy/assets/10366310/d066f069-87fb-4249-a4d9-b6cb1751971b)

---

## Changelog

- Allow cameras rendering to the same output texture with mixed hdr to
work correctly.

## Migration Guide

- - Change `CameraOutputMode` to use `ClearColorConfig` instead of
`LoadOp`.
2024-06-06 20:55:05 +00:00
Rob Parrett
cca0f79022
Fix links to Transform in Transform and GlobalTransform docs (#13704)
# Objective

All the links that should go to the `Transform` type in the `Transform`
and `GlobalTransform` docs currently go to the `transform` example
instead.

## Solution

Fix collision of link labels in `Transform` and `GlobalTransform` docs.
2024-06-06 20:06:54 +00:00
Brandon Reinhart
3122c87702
Provide more information when a filewatcher failure is hit. (#13715)
A naked unwrap led to an opaque error that can be hit when using the
embedded filewatcher.

I've changed this an unwrap_or_else panic! with the error message
providing more details about the failed operation.

A better solution would be to print an error! and not panic...

This was tested with the asset_processing example.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-06 19:20:07 +00:00
IceSentry
f7ae277025
Use TBN in apply_normal_mapping in pbr_prepass (#13716)
# Objective

- apply_normal_mapping was changed to use TBN but the pbr_prepass was
not updated for that change

## Solution

- Update the pbr_prepass to correctly apply normal mapping
2024-06-06 19:04:30 +00:00
JMS55
175e146228
Misc meshlet changes (#13705)
* Rename cull_meshlets -> cull_clusters
* Rename meshlet_visible -> cluster_visible
* Add an if statement around meshlet_second_pass_candidates writes,
maybe a small bit of performance.
2024-06-06 17:10:07 +00:00
Mincong Lu
31be32ff10
Made Mesh::merge take a reference of Mesh. (#13710)
# Objective

`Mesh::merge` does not need ownership of the right hand side mesh.

## Solution

Made `Mesh::merge` take a reference.

## Testing

Modified existing tests.

---

## Changelog

Made `Mesh::merge` take a reference.


## Migration Guide

* `Mesh::merge` now take a reference of a mesh instead of an owned mesh.
2024-06-06 11:57:10 +00:00
Joseph
9389de5c71
Allow loading assets with custom async behavior (#13700)
# Objective

Currently, bevy supports custom asset loading via `AssetServer:;add`,
which allows you to add arbitrary assets to the asset system and returns
a handle to it. However this only works for assets that have already
been fully loaded. If your loading logic involves any async, you need to
wait until the asset is done loading before adding it to the server.
This is problematic, as the `Handle` does not get allocated until the
very end, which makes it very difficult to use and defeats the value of
having handles for asynchronously-loaded assets.

## Solution

Add the method `AssetServer::add_async`. This has the same behavior as
`AssetServer::add`, only it accepts a future instead of a fully loaded
asset.

## Testing

I added an identical method to my company's fork of bevy, which works in
our app. I'm not quite sure how to go about adding an actual unit test
for asset loading behvior, but I will note that `AssetServer::add` also
does not appear to have any tests.

---

## Changelog

+ Added `AssetServer::add_async`, which allows adding assets with custom
asynchronous loading behavior to the `AssetServer`
2024-06-06 00:21:59 +00:00
François Mockers
3d9b1e4025
make UI text rendering camera driven (#13697)
# Objective

- Fixes #13687 

## Solution

- Text rendering in UI is still dependent on the `PrimaryWIndow`
- implements #10559 for text rendering

There are other parts of UI that are still `PrimaryWindow` dependent, if
the changes here are OK I'll apply them everywhere.
I'm not a fan of the `EntityHashMap` here to hold the scale factors, but
it seems the quick and easy fix

## Testing

- Run example `multiple_windows` on a screen with a scale factor
different than 1, close the primary window
2024-06-06 00:20:50 +00:00
Mikhail Novikov
52215ce072
Add labels to Gltf Node and Mesh assets (#13558)
# Objective

Add labels to GltfNode and GltfMesh - they are missing from the assets
even though they are need if one wants to write a custom Gltf spawning
logic.

Eg AnimationPlayer relies on Name component of the node entities to
control the animation. There is no way to actually get names of the gltf
nodes, thus you can't manually spawn subtree from the scene and animate
it.

## Solution

- Add label field and make use of existing label creation logic to store
it there.

## Testing

- Ran all tests
- Fixed tests for node_hierarchy to use lable now

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-06-05 23:10:33 +00:00
Ricky Taylor
9a123cd3a7
Avoid a panic when loading labelled assets (#13506)
# Objective

- Fixes #10820.

## Solution

- Check that the asset ID to be inserted is still being managed.
- Since this route is only used by `AssetServer`-tracked handles, if the
`infos` map no longer contains the asset ID, all handles must have been
dropped. In this case, since nobody can be watching for the result,
we're safe to bail out. This avoids the panic when inserting the asset,
because when the handles are dropped, its slot in `Assets<A>` is
poisoned.
- Someone may be waiting for a labelled asset rather than the main
asset, these are handled with separate calls to `process_asset_load`, so
shouldn't cause any issues.
- Removed the workaround keeping asset info alive after the handle has
died, since we should no longer be trying to operate on any assets once
their handles have been dropped.

## Testing

- I added a `break` in `handle_internal_asset_events`
(`crates/bevy_asset/src/server/mod.rs` on line 1152). I don't believe
this should affect correctness, only efficiency, since it is effectively
only allowing one asset event to be handled per frame. This causes
examples like `animated_fox` to produce the issue fairly frequently.
- I wrote a small program which called `AssetServer::reload` and could
trigger it too.

---

## Changelog
- Fixed an issue which could cause a panic when loading an asset which
was no longer referenced.

---

## Remaining Work

~This needs more testing. I don't yet have a complete project that
reliably crashes without changes to bevy.~ We have at least one vote of
confidence so far from @Testare who had a project broken by this bug.

@cart, (sorry for the ping), I believe you added the code which delays
`remove_dropped`. Was there any other reason `track_assets` needed to
keep the dropped assets alive?
2024-06-05 23:04:52 +00:00
Alice Cecile
2165f2218f
Rename Rotation2d to Rot2 (#13694)
# Objective

- `Rotation2d` is a very long name for a commonly used type.

## Solution

- Rename it to `Rot2` to match `glam`'s naming convention (e.g. `Vec2`)

I ran a poll, and `Rot2` was the favorite of the candidate names.

This is not actually a breaking change, since `Rotation2d` has not been
shipped yet.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-06-05 21:51:13 +00:00
Wuketuke
2eb9d5cc38
hashing error in bevy_reflect now includes the type (bevyengine#13646) (#13691)
# Objective
If you try to add an object to the hashmap that is not capable of
hashing, the program panics. For easier debugging, the type for that
object should be included in the error message.

Fixes #13646.

## Solution
initially i tried calling std::any::type_name_of_val. this had the
problem that it would print something like dyn Box<dyn Reflect>, not
helpful. But since these objects all implement Reflect, i used
Reflect::type_path() instead. Previously, the error message was part of
a constant called HASH_ERROR. i changed that to a macro called
hash_error to print the type of that object more easily

## Testing
i adapted the unit test reflect_map_no_hash to expect the type in that
panic aswell

since this is my first contribution, please let me know if i have done
everything properly
2024-06-05 19:41:23 +00:00
Lynn
fb3a560a1c
Allow Bounded3d implementations for custom primitives (#13688)
# Objective

- Due to coherency, it was previously not possible to implement
`Bounded3d` for `Extrusion<MyCustomPrimitive>`. This PR fixes that.

## Solution

- Added a new trait `BoundedExtrusion: Primitive2d + Bounded2d` which
provides functions for bounding boxes and spheres of extrusions of 2D
primitives.
- Changed all implementations of `Bounded3d for Extrusion<T>` to
`BoundedExtrusion for T`
- Implemented `Bounded3d for Extrusion<T: BoundedExtrusion>`
- Removed the `extrusion_bounding_box` and `extrusion_bounding_sphere`
functions and used them as default implementations in `BoundedExtrusion`

## Testing

- This PR does not change any implementations

---------

Co-authored-by: Lynn Büttgenbach <62256001+solis-lumine-vorago@users.noreply.github.com>
Co-authored-by: Matty <weatherleymatthew@gmail.com>
2024-06-05 19:40:02 +00:00
François Mockers
519abbca11
make sure windows are dropped on main thread (#13686)
# Objective

- On macOS, closing a window by respawning its entity freezes

## Solution

- `WindowWrapper` is keeping an `Arc` of the window, to be able to
access it from the rendering thread. Winit windows are closed when they
are dropped. This need to happen on the main thread on macOS
- Dropping it as soon as the window is closed means the last remaining
`Arc` will be in the rendering thread
- This PR keeps the `Arc` for one frame in the rendering thread before
actually dropping it
2024-06-05 18:13:59 +00:00
Matty
38d3833c83
Allow creation of random Rotation2d (#13684)
# Objective

Fill the gap in this functionality by implementing it for `Rotation2d`.
We have this already for `Quat` in addition to the direction types.

## Solution

`bevy_math::sampling` now contains an implementation of
`Distribution<Rotation2d>` for `Standard`, along with the associated
convenience implementation `Rotation2d: FromRng`, which allows syntax
like this for creating a random rotation:
```rust
// With `FromRng`:
let rotation = Rotation2d::from_rng(rng);
// With `rand::random`:
let another_rotation: Rotation2d = random();
// With `Rng::gen`:
let yet_another_rotation: Rotation2d = rng.gen();
```

I also cleaned up the documentation a little bit, seeding the `Rng`s
instead of building them from entropy, along with adding a handful of
inline directives.
2024-06-05 17:16:51 +00:00
Lukas Chodosevičius
2b20af6b79
Skip tonemapping in case it is none (#13679)
# Objective
Skip unnecessary blit then tonemapping is set to none.

## Testing
Only tested locally on our app.

## Changelog

Changed tonemapping not to execute in case it is set to none.

Co-authored-by: Lukas Chodosevicius <lukaschodosevicius@Lukass-MacBook-Pro.local>
2024-06-05 11:32:46 +00:00
mike
bd6acc6119
flush key_input cache when Bevy loses focus (Adopted) (#13678)
This was adopted from #12878. I rebased the changes resolved the
following merge conflicts:

- moved over the changes originally done in bevy_winit/src/lib.rs's
`handle_winit_event` into bevy_winit/src/state.rs's `window_event`
function
- moved WinitEvent::KeyboardFocusLost event forwarding originally done
in bevy_winit/src/winit_event.rs to the equivalent in
bevy_winit/src/state.rs

Tested this by following the modified keyboard_input example from the
original PR.

First, I verified I could reproduce the issue without the changes. Then,
after applying the changes, I verified that when I Alt+Tabbed away from
the running example that the log showed I released Alt and when I tabbed
back it didn't behave like Alt was stuck.

 
 The following is from the original pull request by @gavlig 
 
 # Objective
 
This helps avoiding stuck key presses after switching from and back to
Bevy window. Key press event gets stuck because window loses focus
before receiving a key release event thus we end up with false positive
in ButtonInput.
 ## Solution
 
 I saw two ways to fix this:
 
     1. add bevy_window as dependency and read WindowFocus events
 
     2. add a KeyboardFocusLost event specifically for this.
 
 
I chose the latter because adding another dependency felt wrong, but if
that is more preferable changing this pr won't be a problem. Also if
someone sees another way please let me know.
 
To test the bug use this small modification over
examples/keyboard_input.rs: (it will work only if you have Alt-Tab
combination for switching between windows in your OS, otherwise change
AltLeft accordingly)
 
 ```
 //! Demonstrates handling a key press/release.
 
 use bevy::{prelude::*, input:⌨️:KeyboardInput};
 
 fn main() {
     App::new()
         .add_plugins(DefaultPlugins)
         .add_systems(Update, keyboard_input_system)
         .run();
 }
 
 /// This system prints 'Alt' key state
fn keyboard_input_system(keyboard_input: Res<ButtonInput<KeyCode>>, mut
keyboard_input_events: EventReader<KeyboardInput>) {
     for event in keyboard_input_events.read() {
         info!("{:?}", event);
     }
 
     if keyboard_input.pressed(KeyCode::AltLeft) {
         info!("'Alt' currently pressed");
     }
 
     if keyboard_input.just_pressed(KeyCode::AltLeft) {
         info!("'Alt' just pressed");
     }
     if keyboard_input.just_released(KeyCode::AltLeft) {
         info!("'Alt' just released");
     }
 }
 ```
 
Here i made a quick video with demo of the fix:
https://youtu.be/qTvUCk4IHvo In first part i press Alt and Alt+Tab to
switch back and forth from example app, logs will indicate that too. In
second part I applied fix and you'll see that Alt will no longer be
pressed when window gets unfocused
 ## Migration Guide
 
 `WinitEvent` has a new enum variant: `WinitEvent::KeyboardFocusLost`.

Co-authored-by: gavlig <gavlig@gmail.com>
2024-06-05 02:06:47 +00:00
Lynn
8e4e840a19
Meshable extrusions - Part 2 (#13676)
# Objective

- Implement `Extrudable` for all meshbuilders of shapes that have been
added after #13478 was created

## Solution

- Implemented meshing for extrusions of `CircularSector`,
`CircularSegment` and `Rhombus`

## Testing

- The correctness of these was confirmed visually.

## Additional information

Here is an image of what they look like :)

![Screenshot 2024-06-04
230633](https://github.com/bevyengine/bevy/assets/62256001/d9cca0ba-30ea-4c48-8ae2-007b469739d7)

Co-authored-by: Lynn Büttgenbach <62256001+solis-lumine-vorago@users.noreply.github.com>
2024-06-04 21:53:06 +00:00
Brezak
1fdddf8992
Forward exit codes in default app runner (#13674)
# Objective

The default app runner fabricates exit codes loosing useful info in the
process.

## Solution

- Make run_once extract the correct exit code from app.
- Add a test to confirm it works.

## Testing

- Run the `runner_returns_correct_exit_code` test.
- Rejoice when it succeeds.
2024-06-04 21:40:40 +00:00
Lynn
fd82ef8956
Meshable extrusions (#13478)
# Objective

- Implement `Meshable` for `Extrusion<T>`

## Solution

- `Meshable` requires `Meshable::Output: MeshBuilder` now. This means
that all `some_primitive.mesh()` calls now return a `MeshBuilder`. These
were added for primitives that did not have one prior to this.
- A new trait `Extrudable: MeshBuilder` has been added. This trait
allows you to specify the indices of the perimeter of the mesh created
by this `MeshBuilder` and whether they are to be shaded smooth or flat.
- `Extrusion<P: Primitive2d + Meshable>` is now `Meshable` aswell. The
associated `MeshBuilder` is `ExtrusionMeshBuilder` which is generic over
`P` and uses the `MeshBuilder` of its baseshape internally.
- `ExtrusionMeshBuilder` exposes the configuration functions of its
base-shapes builder.
- Updated the `3d_shapes` example to include `Extrusion`s

## Migration Guide

- Depending on the context, you may need to explicitly call
`.mesh().build()` on primitives where you have previously called
`.mesh()`
- The `Output` type of custom `Meshable` implementations must now derive
`MeshBuilder`.

## Additional information
- The extrusions UVs are done so that 
- the front face (`+Z`) is in the area between `(0, 0)` and `(0.5,
0.5)`,
- the back face (`-Z`) is in the area between `(0.5, 0)` and `(1, 0.5)`
- the mantle is in the area between `(0, 0.5)` and `(1, 1)`. Each
`PerimeterSegment` you specified in the `Extrudable` implementation will
be allocated an equal portion of this area.
- The UVs of the base shape are scaled to be in the front/back area so
whatever method of filling the full UV-space the base shape used is how
these areas will be filled.

Here is an example of what that looks like on a capsule:


https://github.com/bevyengine/bevy/assets/62256001/425ad288-fbbc-4634-9d3f-5e846cdce85f

This is the texture used:

![extrusion
uvs](https://github.com/bevyengine/bevy/assets/62256001/4e54e421-bfda-44b9-8571-412525cebddf)

The `3d_shapes` example now looks like this:


![image_2024-05-22_235915753](https://github.com/bevyengine/bevy/assets/62256001/3d8bc86d-9ed1-47f2-899a-27aac0a265dd)

---------

Co-authored-by: Lynn Büttgenbach <62256001+solis-lumine-vorago@users.noreply.github.com>
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Matty <2975848+mweatherley@users.noreply.github.com>
2024-06-04 17:27:32 +00:00
Lynn
5e1c841f4e
Extrusion bounded (#13346)
# Objective

- Implement `Bounded3d` for some `Extrusion<T>`
- Provide methods to calculate `Aabb3d`s and `BoundingSphere`s for any
extrusion with a `Bounded2d` base shape

## Solution

- Implemented `Bounded3d` for all 2D `bevy_math` primitives with the
exception of `Plane2d`. As far as I can see, `Plane2d` is pretty much a
line? and I think it is very unintuitive to extrude a plane and get a
plane as a result.
- Add `extrusion_bounding_box` and `extrusion_bounding_sphere`. These
are not always used internally since there are faster methods for
specific extrusions. Both of them produce the optimal result within
precision limits though.

## Testing

- Bounds for extrusions are tested within the same module. All unique
implementations are tested.
- The correctness was validated visually aswell.

---------

Co-authored-by: Raphael Büttgenbach <62256001+solis-lumine-vorago@users.noreply.github.com>
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
2024-06-04 17:25:12 +00:00
Patrick Walton
ace4c6023b
Implement subpixel morphological antialiasing, or SMAA. (#13423)
This commit implements a large subset of [*subpixel morphological
antialiasing*], better known as SMAA. SMAA is a 2011 antialiasing
technique that detects jaggies in an aliased image and smooths them out.
Despite its age, it's been a continual staple of games for over a
decade. Four quality presets are available: *low*, *medium*, *high*, and
*ultra*. I set the default to *high*, on account of modern GPUs being
significantly faster than they were in 2011.

Like the already-implemented FXAA, SMAA works on an unaliased image.
Unlike FXAA, it requires three passes: (1) edge detection; (2) blending
weight calculation; (3) neighborhood blending. Each of the first two
passes writes an intermediate texture for use by the next pass. The
first pass also writes to a stencil buffer in order to dramatically
reduce the number of pixels that the second pass has to examine. Also
unlike FXAA, two built-in lookup textures are required; I bundle them
into the library in compressed KTX2 format.

The [reference implementation of SMAA] is in HLSL, with abundant use of
preprocessor macros to achieve GLSL compatibility. Unfortunately, the
reference implementation predates WGSL by over a decade, so I had to
translate the HLSL to WGSL manually. As much as was reasonably possible
without sacrificing readability, I tried to translate line by line,
preserving comments, both to aid reviewing and to allow patches to the
HLSL to more easily apply to the WGSL. Most of SMAA's features are
supported, but in the interests of making this patch somewhat less huge,
I skipped a few of the more exotic ones:

* The temporal variant is currently unsupported. This is and has been
used in shipping games, so supporting temporal SMAA would be useful
follow-up work. It would, however, require some significant work on TAA
to ensure compatibility, so I opted to skip it in this patch.

* Depth- and chroma-based edge detection are unimplemented; only luma
is. Depth is lower-quality, but faster; chroma is higher-quality, but
slower. Luma is the suggested default edge detection algorithm. (Note
that depth-based edge detection wouldn't work on WebGL 2 anyway, because
of the Naga bug whereby depth sampling is miscompiled in GLSL. This is
the same bug that prevents depth of field from working on that
platform.)

* Predicated thresholding is currently unsupported.

* My implementation is incompatible with SSAA and MSAA, unlike the
original; MSAA must be turned off to use SMAA in Bevy. I believe this
feature was rarely used in practice.

The `anti_aliasing` example has been updated to allow experimentation
with and testing of the different SMAA quality presets. Along the way, I
refactored the example's help text rendering code a bit to eliminate
code repetition.

SMAA is fully supported on WebGL 2.

Fixes #9819.

[*subpixel morphological antialiasing*]: https://www.iryoku.com/smaa/

[reference implementation of SMAA]: https://github.com/iryoku/smaa

## Changelog

### Added

* Subpixel morphological antialiasing, or SMAA, is now available. To use
it, add the `SmaaSettings` component to your `Camera`.

![Screenshot 2024-05-18
134311](https://github.com/bevyengine/bevy/assets/157897/ffbd611c-1b32-4491-b2e2-e410688852ee)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-04 17:07:34 +00:00
IceSentry
d0e1b43402
Add binding() helper function to BufferVec (#13667)
# Objective

- Other render resources have a convenient `.binding()` helper function
to get the binding to the resource

## Solution

- Add the same thing to `BufferVec`, `RawBufferVec`, and
`UninitBufferVec`
2024-06-04 15:36:08 +00:00
Mason Boeman
2b6bfdb5ea
Add dynamic slice based variants of get_many_entities methods (#13584)
# Objective

Add slice based variants of existing `get_many_entities` functions on
`World`. This allows for a collection of entries to be looked up mutably
or immutably instead of requiring a compile time constant number.

## Solution

We just take slices and return Vectors.

the following functions have been added:
- `get_many_entities_dynamic`
- `get_many_entities_dynamic_mut`
- `get_many_entities_from_set_mut`

## Testing

- Doc tests, which pass when run through Miri
2024-06-04 15:29:51 +00:00
Matty
39609f1708
Dir2 -> Rotation2d conversions (#13670)
# Objective

Filling a hole in the API: Previously, there was no particularly
ergonomic way to go from, e.g., a pair of directions to the rotation
that links them.

## Solution

We introduce a small suite of API methods to `Dir2` to address this:
```rust
/// Get the rotation that rotates this direction to `other`.
pub fn rotation_to(self, other: Self) -> Rotation2d { //... }

/// Get the rotation that rotates `other` to this direction.
pub fn rotation_from(self, other: Self) -> Rotation2d { //... }

/// Get the rotation that rotates the X-axis to this direction.
pub fn rotation_from_x(self) -> Rotation2d { //... }

/// Get the rotation that rotates this direction to the X-axis.
pub fn rotation_to_x(self) -> Rotation2d { //... }

/// Get the rotation that rotates this direction to the Y-axis.
pub fn rotation_from_y(self) -> Rotation2d { //... }

/// Get the rotation that rotates the Y-axis to this direction.
pub fn rotation_to_y(self) -> Rotation2d { //... }
```

I also removed some language from the `Rotation2d` docs that is
misleading: the radian and angle conversion functions are already clear
about which angles they spit out, and `Rotation2d` itself doesn't have
any bounds on angles or anything.
2024-06-04 14:44:29 +00:00
MiniaczQ
49338245ea
Generalize StateTransitionEvent<S> to allow identity transitions (#13579)
# Objective

This PR addresses one of the issues from [discord state
discussion](https://discord.com/channels/691052431525675048/1237949214017716356).
Same-state transitions can be desirable, so there should exist a hook
for them.

Fixes https://github.com/bevyengine/bevy/issues/9130.

## Solution

- Allow `StateTransitionEvent<S>` to contain identity transitions.
- Ignore identity transitions at schedule running level (`OnExit`,
`OnTransition`, `OnEnter`).
- Propagate identity transitions through `SubStates` and
`ComputedStates`.
- Add example about registering custom transition schedules.

## Changelog

- `StateTransitionEvent<S>` can be emitted with same `exited` and
`entered` state.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-04 14:23:24 +00:00
François Mockers
df57850310
rename touchpad to gesture, and add new gestures (#13660)
# Objective

- With the recent winit update, touchpad specific events can also be
triggered on mobile

## Solution

- Rename them to gestures and add support for the new ones

## Testing

- Tested on the mobile example on iOS


https://github.com/bevyengine/bevy/assets/8672791/da4ed23f-ff0a-41b2-9dcd-726e8546bef2


## Migration Guide

- `TouchpadMagnify` has been renamed to `PinchGesture`
- `TouchpadRotate` has been renamed to `RotationGesture `

---------

Co-authored-by: mike <ramirezmike2@gmail.com>
2024-06-04 12:44:25 +00:00
MiniaczQ
58a0c1336c
Move utilities from examples to bevy_state and add concept of state-scoped entities (#13649)
# Objective

Move `StateScoped` and `log_transitions` to `bevy_state`, since they're
useful for end users.

Addresses #12852, although not in the way the issue had in mind.

## Solution

- Added `bevy_hierarchy` to default features of `bevy_state`.
- Move `log_transitions` to `transitions` module.
- Move `StateScoped` to `state_scoped` module, gated behind
`bevy_hierarchy` feature.
- Refreshed implementation.
- Added `enable_state_coped_entities<S: States>()` to add required
machinery to `App` for clearing state-scoped entities.


## Changelog

- Added `log_transitions` for displaying state transitions.
- Added `StateScoped` for binding entity lifetime to state and app
`enable_state_coped_entities` to register cleaning behavior.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-06-04 11:44:34 +00:00
Patrick Walton
ad6872275f
Rename "point light" to "clusterable object" in cluster contexts. (#13654)
We want to use the clustering infrastructure for light probes and decals
as well, not just point lights. This patch builds on top of #13640 and
performs the rename.

To make this series easier to review, this patch makes no code changes.
Only identifiers and comments are modified.

## Migration Guide

* In the PBR shaders, `point_lights` is now known as
`clusterable_objects`, `PointLight` is now known as `ClusterableObject`,
and `cluster_light_index_lists` is now known as
`clusterable_object_index_lists`.
2024-06-04 11:01:13 +00:00
Rob Parrett
ab2add64fa
Fix a few typos (#13404)
# Objective

Fix a few typos I spotted while looking over #13347

## Solution

Fix em
2024-06-04 00:51:03 +00:00
Alice Cecile
ec7b3490f6
Add on_unimplemented Diagnostics to Most Public Traits (#13347) (#13662)
# Objective

- #13414 did not have the intended effect.
- #13404 is still blocked

## Solution

- Re-adds #13347.

Co-authored-by: Zachary Harrold <zac@harrold.com.au>
Co-authored-by: Jamie Ridding <Themayu@users.noreply.github.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
2024-06-04 00:31:34 +00:00
Bennett Lambert
37cc8ea33b
Add axes_2d gizmo. (#12334)
# Objective

This PR addresses #12222 (Fixes #12222). Simple addition to add a 2D
axes gizmo.

## Solution

- Add a new method axes_2d which takes a transform and a case length and
then draws two arrows in the XY plane.

The only thing I'm not sure about here is taking a 3D transform as an
argument. It says in the transform comments that for 2D the z-axis is
used for ordering, so I figured I'd keep it that way?

---

## Changelog

- Add method axes_2d.
- Update arrow_2d to also calculate the tip length depending on arrow
length as in arrow.
- Add axes_2d to examples 2d_gizmos.

---------

Co-authored-by: Ben Lambert <bennett-spencer.lambert@pierer-innovation.com>
2024-06-04 00:02:38 +00:00
Kxie
1b6bc2c240
document need to update Aabb in Mesh::(with_)insert_attribute (#13349)
# Objective

solves #12475 for functions `Mesh::insert_attribute` and
`Mesh::with_inserted_attribute`.

## Solution

added references to Aabb and suggest solutions in doc strings

## Testing

ran cargo docs, links work.

---------

Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
2024-06-03 23:46:31 +00:00
Patrick Walton
df8ccb8735
Implement PBR anisotropy per KHR_materials_anisotropy. (#13450)
This commit implements support for physically-based anisotropy in Bevy's
`StandardMaterial`, following the specification for the
[`KHR_materials_anisotropy`] glTF extension.

[*Anisotropy*] (not to be confused with [anisotropic filtering]) is a
PBR feature that allows roughness to vary along the tangent and
bitangent directions of a mesh. In effect, this causes the specular
light to stretch out into lines instead of a round lobe. This is useful
for modeling brushed metal, hair, and similar surfaces. Support for
anisotropy is a common feature in major game and graphics engines;
Unity, Unreal, Godot, three.js, and Blender all support it to varying
degrees.

Two new parameters have been added to `StandardMaterial`:
`anisotropy_strength` and `anisotropy_rotation`. Anisotropy strength,
which ranges from 0 to 1, represents how much the roughness differs
between the tangent and the bitangent of the mesh. In effect, it
controls how stretched the specular highlight is. Anisotropy rotation
allows the roughness direction to differ from the tangent of the model.

In addition to these two fixed parameters, an *anisotropy texture* can
be supplied. Such a texture should be a 3-channel RGB texture, where the
red and green values specify a direction vector using the same
conventions as a normal map ([0, 1] color values map to [-1, 1] vector
values), and the the blue value represents the strength. This matches
the format that the [`KHR_materials_anisotropy`] specification requires.
Such textures should be loaded as linear and not sRGB. Note that this
texture does consume one additional texture binding in the standard
material shader.

The glTF loader has been updated to properly parse the
`KHR_materials_anisotropy` extension.

A new example, `anisotropy`, has been added. This example loads and
displays the barn lamp example from the [`glTF-Sample-Assets`]
repository. Note that the textures were rather large, so I shrunk them
down and converted them to a mixture of JPEG and KTX2 format, in the
interests of saving space in the Bevy repository.

[*Anisotropy*]:
https://google.github.io/filament/Filament.md.html#materialsystem/anisotropicmodel

[anisotropic filtering]:
https://en.wikipedia.org/wiki/Anisotropic_filtering

[`KHR_materials_anisotropy`]:
https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_anisotropy/README.md

[`glTF-Sample-Assets`]:
https://github.com/KhronosGroup/glTF-Sample-Assets/

## Changelog

### Added

* Physically-based anisotropy is now available for materials, which
enhances the look of surfaces such as brushed metal or hair. glTF scenes
can use the new feature with the `KHR_materials_anisotropy` extension.

## Screenshots

With anisotropy:
![Screenshot 2024-05-20
233414](https://github.com/bevyengine/bevy/assets/157897/379f1e42-24e9-40b6-a430-f7d1479d0335)

Without anisotropy:
![Screenshot 2024-05-20
233420](https://github.com/bevyengine/bevy/assets/157897/aa220f05-b8e7-417c-9671-b242d4bf9fc4)
2024-06-03 23:46:06 +00:00
dependabot[bot]
257fec996f
Update ruzstd requirement from 0.6.0 to 0.7.0 (#13642)
Updates the requirements on
[ruzstd](https://github.com/KillingSpark/zstd-rs) to permit the latest
version.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/KillingSpark/zstd-rs/releases">ruzstd's
releases</a>.</em></p>
<blockquote>
<h2>Optimizations, Documentation and slight API changes</h2>
<ul>
<li>Few slight performance optimizations</li>
<li>Big documentation contribution</li>
<li><code>StreamingDecoder</code> now has API to get to the contained
<code>impl Read</code></li>
</ul>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/KillingSpark/zstd-rs/blob/master/Changelog.md">ruzstd's
changelog</a>.</em></p>
<blockquote>
<h1>After 0.7.0</h1>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="101df3eac0"><code>101df3e</code></a>
bump version to 0.7.0</li>
<li><a
href="c7ad34bc1c"><code>c7ad34b</code></a>
fix doc on reverse bitreader</li>
<li><a
href="cd73dffe15"><code>cd73dff</code></a>
changelog</li>
<li><a
href="944b391c30"><code>944b391</code></a>
don't return errors on too large requests on a reversed bitreader (<a
href="https://redirect.github.com/KillingSpark/zstd-rs/issues/58">#58</a>)</li>
<li><a
href="53e7b1a600"><code>53e7b1a</code></a>
fix doc comments for clippy</li>
<li><a
href="16fee8cd45"><code>16fee8c</code></a>
Implement accessors for inner reader on StreamDecoder (<a
href="https://redirect.github.com/KillingSpark/zstd-rs/issues/62">#62</a>)</li>
<li><a
href="0b9607324e"><code>0b96073</code></a>
Add documentation throughout the codebase. (<a
href="https://redirect.github.com/KillingSpark/zstd-rs/issues/61">#61</a>)</li>
<li><a
href="5265c12c8c"><code>5265c12</code></a>
remove derive_more (<a
href="https://redirect.github.com/KillingSpark/zstd-rs/issues/60">#60</a>)</li>
<li><a
href="88f7a41677"><code>88f7a41</code></a>
use core instead of std</li>
<li><a
href="2ee37fdf5b"><code>2ee37fd</code></a>
optimize the copying done in the ringbuffer</li>
<li>Additional commits viewable in <a
href="https://github.com/KillingSpark/zstd-rs/compare/v0.6.0...v0.7.0">compare
view</a></li>
</ul>
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2024-06-03 19:58:37 +00:00
Bob Gardner
0db9fc92cd
Added CompassQuadrant and CompassOctant as per #13647 (#13653)
# Objective

Implements #13647 

## Solution

Created two enums, CompassQuadrant and CompassOctant inside compass.rs
with impls To and From Dir2. Used dir.to_angle().to_degrees() and
matched against the resulting value. I could have skipped to_degrees()
and matched against the radian value, but I thought this was more
readable. I'm probably wrong lol.

## Testing

Tested various dirs to compass variations.

---

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-03 19:46:50 +00:00
Ricky Taylor
9b9d3d81cb
Normalise matrix naming (#13489)
# Objective
- Fixes #10909
- Fixes #8492

## Solution
- Name all matrices `x_from_y`, for example `world_from_view`.

## Testing
- I've tested most of the 3D examples. The `lighting` example
particularly should hit a lot of the changes and appears to run fine.

---

## Changelog
- Renamed matrices across the engine to follow a `y_from_x` naming,
making the space conversion more obvious.

## Migration Guide
- `Frustum`'s `from_view_projection`, `from_view_projection_custom_far`
and `from_view_projection_no_far` were renamed to
`from_clip_from_world`, `from_clip_from_world_custom_far` and
`from_clip_from_world_no_far`.
- `ComputedCameraValues::projection_matrix` was renamed to
`clip_from_view`.
- `CameraProjection::get_projection_matrix` was renamed to
`get_clip_from_view` (this affects implementations on `Projection`,
`PerspectiveProjection` and `OrthographicProjection`).
- `ViewRangefinder3d::from_view_matrix` was renamed to
`from_world_from_view`.
- `PreviousViewData`'s members were renamed to `view_from_world` and
`clip_from_world`.
- `ExtractedView`'s `projection`, `transform` and `view_projection` were
renamed to `clip_from_view`, `world_from_view` and `clip_from_world`.
- `ViewUniform`'s `view_proj`, `unjittered_view_proj`,
`inverse_view_proj`, `view`, `inverse_view`, `projection` and
`inverse_projection` were renamed to `clip_from_world`,
`unjittered_clip_from_world`, `world_from_clip`, `world_from_view`,
`view_from_world`, `clip_from_view` and `view_from_clip`.
- `GpuDirectionalCascade::view_projection` was renamed to
`clip_from_world`.
- `MeshTransforms`' `transform` and `previous_transform` were renamed to
`world_from_local` and `previous_world_from_local`.
- `MeshUniform`'s `transform`, `previous_transform`,
`inverse_transpose_model_a` and `inverse_transpose_model_b` were renamed
to `world_from_local`, `previous_world_from_local`,
`local_from_world_transpose_a` and `local_from_world_transpose_b` (the
`Mesh` type in WGSL mirrors this, however `transform` and
`previous_transform` were named `model` and `previous_model`).
- `Mesh2dTransforms::transform` was renamed to `world_from_local`.
- `Mesh2dUniform`'s `transform`, `inverse_transpose_model_a` and
`inverse_transpose_model_b` were renamed to `world_from_local`,
`local_from_world_transpose_a` and `local_from_world_transpose_b` (the
`Mesh2d` type in WGSL mirrors this).
- In WGSL, in `bevy_pbr::mesh_functions`, `get_model_matrix` and
`get_previous_model_matrix` were renamed to `get_world_from_local` and
`get_previous_world_from_local`.
- In WGSL, `bevy_sprite::mesh2d_functions::get_model_matrix` was renamed
to `get_world_from_local`.
2024-06-03 16:56:53 +00:00
Brandon Reinhart
7570c9f3d2
Map entities from a resource when written to the world. (#13650)
# Objective

- Fix #10958 by performing entity mapping on the entities inside of
resources.

## Solution

- Resources can reflect(MapEntitiesResource) and impl MapEntities to get
access to the mapper during the world insert of the scene.

## Testing

- A test resource_entity_map_maps_entities confirms the desired
behavior.

## Changelog

- Added reflect(MapEntitiesResource) for mapping entities on Resources
in a DynamicScene.

fixes 10958
2024-06-03 16:33:24 +00:00
Gonçalo Rica Pais da Silva
36f2542f63
feat: Reflection implementations on Identifier (#13648)
# Objective

- Follow-up on some changes in #11498
- Unblock using `Identifier` to replace `ComponentId` internals.

## Solution

- Implement the same `Reflect` impls from `Entity` onto `Identifier` as
they share same/similar purposes,

## Testing

- No compile errors. Currently `Identifier` has no serialization impls,
so there's no need to test a serialization/deserialization roundtrip to
ensure correctness.

---

## Changelog

### Added

- Reflection implementations on `Identifier`.
2024-06-03 16:33:14 +00:00
Lynn
e6a0f75a63
More gizmos builders (#13261)
# Objective

- Add GizmoBuilders for some primitives as discussed in #13233

## Solution

- `gizmos.primitive_2d(CIRCLE)` and `gizmos.primitive_2d(ELLIPSE)` now
return `Ellipse2dBuilder` aswell.
- `gizmos.primitive_3d(SPHERE)` and `gizmos.sphere()` now return the
same `SphereBuilder`.
- the `.circle_segments` method on the `SphereBuilder` that used to be
returned by `.sphere()` is now called `.segments`
  - the sphere primitive gizmo now matches the `gizmos.sphere` gizmo
- `gizmos.primitive_2d(ANNULUS)` now returns a `Annulus2dBuilder`
allowing the configuration of the `segments`
- gizmos cylinders and capsules now have only 1 line per axis, similar
to `gizmos.sphere`

## Migration Guide

- Some `gizmos.primitive_nd` methods now return some or different
builders. You may need to adjust types and match statements
- Replace any calls to `circle_segments()` with `.segments()`

---------

Co-authored-by: Raphael Büttgenbach <62256001+solis-lumine-vorago@users.noreply.github.com>
2024-06-03 16:10:14 +00:00
Alice Cecile
cca4fc76de
Add compass direction constants to Dir2 (#13636)
# Objective

When working on `leafwing-input-manager` and in my games, I've found
these compass directions to be both clear and useful when attempting to
describe angles in 2 dimensions.

This was directly used when mapping gamepad inputs into 4-way movement
as a virtual dpad, and I expect other uses are common in games.

## Solution

- Add constants corresponding to the 4 cardinal and 4 semi-cardinal
directions.

## Testing

- I've validated the quadrants of each of the directions through
self-review.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-06-03 15:14:13 +00:00
Patrick Walton
5c74c17c24
Move clustering-related types and functions into their own module. (#13640)
As a prerequisite for decals and clustering of light probes, we want
clustering to operate on objects other than lights. (Currently, it only
operates on point and spot lights.) This necessitates a large
refactoring, so I'm splitting it up into small steps.

The first such step is to separate clustering from lighting by moving
clustering-related types and functions out of lighting and into their
own module subtree within the `bevy_pbr` crate. (Ultimately, we may want
to move it to `bevy_render`, but that requires more work and can be a
followup.)

No code changes have been made other than adjusting import lists and
moving code. This is to make this code easy to review. Ultimately, I
want to rename "light" to "clusterable object" in most cases, but doing
that at the same time as moving the code would make reviewing harder. So
instead I'm moving the code first and will follow this up with renaming.

## Migration Guide

* Clustering-related types and functions (e.g.
`assign_lights_to_clusters`) have moved under `bevy_pbr::cluster`, in
preparation for the ability to cluster objects other than lights.
2024-06-03 15:05:48 +00:00
IceSentry
bb51635481
Add subdivisions to PlaneMeshBuilder (#13580)
# Objective

- Plane subdivision was removed without providing an alternative

## Solution

- Add subdivision to the PlaneMeshBuilder

---

## Migration Guide

If you were using `Plane` `subdivisions`, you now need to use
`Plane3d::default().mesh().subdivisions(10)`

fixes https://github.com/bevyengine/bevy/issues/13258
2024-06-03 13:57:07 +00:00
Ben Frankel
52ace67f0e
Clean up substate code a bit (#13638)
# Objective

Small substate code cleanup.

1. Format closure arguments inside macros.
2. Replace `match bool` blocks with `if-else` blocks.
3. Replace `match` block in substate macro with the same one-liner as in
the non-macro version.
2024-06-03 13:49:00 +00:00
MiniaczQ
25f7a29a2f
Move state installation methods from bevy_app to bevy_state (#13637)
# Objective

After separating `bevy_states`, state installation methods like
`init_state` were kept in `bevy_app` under the `bevy_state` feature
flag.
This is problematic, because `bevy_state` is not a core module,
`bevy_app` is, yet it depends on `bevy_state`.
This causes practical problems like the inability to use
`bevy_hierarchy` inside `bevy_state`, because of circular dependencies.

## Solution

- `bevy_state` now has a `bevy_app` feature flag, which gates the new
`AppStateExt` trait.
All previous state installation methods were moved to this trait.
It's implemented for both `SubApp` and `App`.

## Changelog

- All state related app methods are now in `AppExtStates` trait in
`bevy_state`.
- Added `StatesPlugin` which is in `DefaultPlugins` when `bevy_state` is
enabled.

## Migration Guide

`App::init_state` is now provided by the
`bevy_state::app::AppExtStates;` trait: import it if you need this
method and are not blob-importing the `bevy` prelude.
2024-06-03 13:47:08 +00:00
Dmytro Banin
7307d76fb3
Make SceneEntityMapper constructor/destructor public (#13630)
# Objective

`SceneEntityMapper` seems like it could be generally useful.

## Solution

Allow end users to call `SceneEntityMapper::new` and
`SceneEntityMapper::finish`.
2024-06-03 13:37:53 +00:00
Kornel
159b9a9091
Extra info on Image debug assertions (#13628)
Small message change that helps fix invalid slice lengths given to
`Image::new_fill`.
2024-06-03 13:35:33 +00:00
Félix Lescaudey de Maneville
190d032ae4
Additional options to mesh primitives (#13605)
# Objective

Add new options to some primitives, like anchoring for Cones and
cylinders and custom angle ranges for Torus.
I think these kind of options are useful, but I would understand that
these addition feel overkill

## Solution

Add 

## Testing

- Did you test these changes? If so, how?

> I used the new options in the `3d_shapes` example with various
parameters and got the expected results

## Changelog

- Added `caps` bool option to toggle cylinder circle caps
- Added `angle_range` f32 range option non full torus shapes
- Added `anchor` enum option for cylinders, with either `Top`,
`Midpoint` or `Bottom`
- Added `anchor` enum option for cones, with either `Tip`, `Midpoint` or
`Base`
- **BREAKING** `TorusMeshBuilder` is no longer `Copy` due to
`RangeInclusive`, we can use a `(f32, f32)` if we want it to be `Copy`
2024-06-03 13:27:11 +00:00
Periwink
223a54629c
Add Hash for Tick (#13525)
# Objective

- There are some situations (networking) where storing `Tick` as a key
in a hashmap is useful
2024-06-03 13:19:00 +00:00
Mark Moissette
d26900a9ea
add handling of all missing gltf extras: scene, mesh & materials (#13453)
# Objective

- fixes #4823 

## Solution

As outlined in the discussion in the linked issue as the best current
solution, this PR adds specific GltfExtras for
 - scenes 
 - meshes
 - materials

- As it is , it is not a breaking change, I hesitated to rename the
current "GltfExtras" component to "PrimitiveGltfExtras", but that would
result in a breaking change and might be a bit confusing as to what
"primitive" that refers to.
 

## Testing

- I included a bare-bones example & asset (exported gltf file from
Blender) with gltf extras at all the relevant levels : scene, mesh,
material

---

## Changelog
- adds "SceneGltfExtras" injected at the scene level if any
- adds "MeshGltfExtras", injected at the mesh level if any
- adds "MaterialGltfExtras", injected at the mesh level if any: ie if a
mesh has a material that has gltf extras, the component will be injected
there.
2024-06-03 13:16:38 +00:00
Pietro
061bee7e3c
fix: upgrade to winit v0.30 (#13366)
# Objective

- Upgrade winit to v0.30
- Fixes https://github.com/bevyengine/bevy/issues/13331

## Solution

This is a rewrite/adaptation of the new trait system described and
implemented in `winit` v0.30.

## Migration Guide

The custom UserEvent is now renamed as WakeUp, used to wake up the loop
if anything happens outside the app (a new
[custom_user_event](https://github.com/bevyengine/bevy/pull/13366/files#diff-2de8c0a8d3028d0059a3d80ae31b2bbc1cde2595ce2d317ea378fe3e0cf6ef2d)
shows this behavior.

The internal `UpdateState` has been removed and replaced internally by
the AppLifecycle. When changed, the AppLifecycle is sent as an event.

The `UpdateMode` now accepts only two values: `Continuous` and
`Reactive`, but the latter exposes 3 new properties to enable reactive
to device, user or window events. The previous `UpdateMode::Reactive` is
now equivalent to `UpdateMode::reactive()`, while
`UpdateMode::ReactiveLowPower` to `UpdateMode::reactive_low_power()`.

The `ApplicationLifecycle` has been renamed as `AppLifecycle`, and now
contains the possible values of the application state inside the event
loop:
* `Idle`: the loop has not started yet
* `Running` (previously called `Started`): the loop is running
* `WillSuspend`: the loop is going to be suspended
* `Suspended`: the loop is suspended
* `WillResume`: the loop is going to be resumed

Note: the `Resumed` state has been removed since the resumed app is just
running.

Finally, now that `winit` enables this, it extends the `WinitPlugin` to
support custom events.

## Test platforms

- [x] Windows
- [x] MacOs
- [x] Linux (x11)
- [x] Linux (Wayland)
- [x] Android
- [x] iOS
- [x] WASM/WebGPU
- [x] WASM/WebGL2

## Outstanding issues / regressions

- [ ] iOS: build failed in CI
   - blocking, but may just be flakiness
- [x] Cross-platform: when the window is maximised, changes in the scale
factor don't apply, to make them apply one has to make the window
smaller again. (Re-maximising keeps the updated scale factor)
    - non-blocking, but good to fix
- [ ] Android: it's pretty easy to quickly open and close the app and
then the music keeps playing when suspended.
    - non-blocking but worrying
- [ ]  Web: the application will hang when switching tabs
- Not new, duplicate of https://github.com/bevyengine/bevy/issues/13486
- [ ] Cross-platform?: Screenshot failure, `ERROR present_frames:
wgpu_core::present: No work has been submitted for this frame before`
taking the first screenshot, but after pressing space
    - non-blocking, but good to fix

---------

Co-authored-by: François <francois.mockers@vleue.com>
2024-06-03 13:06:48 +00:00
Vitaliy Sapronenko
44c8cc66c4
Improvement of AssetServer::load documentation to help find a way to load from file with hash in filename (#13272)
# Objective

- Fixes #13192 .
- It is not possible to specify the path of the file and the subasset in
it in one string slice, if there is a hash in the file name, because
hash is separator between filename and subasset, so they must be
separated explicitly

## Solution

- Improved documentation for AssetServer::load.

---------

Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
2024-06-03 12:54:29 +00:00
s-puig
21b3666abf
More idiomatic texture atlas builder (#13238)
# Objective

- TextureAtlasBuilder has some non-idiomatic methods.

## Solution

- Refactor non-idiomatic methods

---

## Changelog

- Renamed `TextureAtlasBuilder::finish()` to
`TextureAtlasBuilder::build()`
- Builder methods return `&mut Self` instead of `Self`

## Migration Guide

```diff
- let mut texture_atlas_builder = TextureAtlasBuilder::default().padding(UVec2::default()).format(..);
+ let mut texture_atlas_builder = TextureAtlasBuilder::default();
+ texture_atlas_builder.padding(UVec2::default()).format(..);

- let (texture_atlas_layout, texture) = texture_atlas_builder.finish().unwrap();
+ let (texture_atlas_layout, texture) = texture_atlas_builder.build().unwrap();
```
2024-06-03 12:43:50 +00:00
JMS55
5536079945
Meshlet single pass depth downsampling (SPD) (#13003)
# Objective
- Using multiple raster passes to generate the depth pyramid is
extremely slow
- Pulling data from the source image is the largest bottleneck, it's
important to sample in a cache-aware pattern
- Barriers and pipeline drain between the raster passes is the second
largest bottleneck
- Each separate RenderPass on the CPU is _really_ expensive

## Solution
- Port [FidelityFX SPD](https://gpuopen.com/fidelityfx-spd) to WGSL,
replacing meshlet's existing multiple raster passes with a ~~single~~
two compute dispatches. Lack of coherent buffers means we have to do the
the last 64x64 tile from mip 7+ in a separate dispatch to ensure the mip
6 writes were flushed :(
- Workgroup shared memory version only at the moment, as the subgroup
operation is blocked by our upgrade to wgpu 0.20 #13186
- Don't enforce a power-of-2 depth pyramid texture size, simply scaling
by 0.5 is fine
2024-06-03 12:41:14 +00:00
Aevyrie
b45786df41
Add Skybox Motion Vectors (#13617)
# Objective

- Add motion vector support to the skybox
- This fixes the last remaining "gap" to complete the motion blur
feature

## Solution

- Add a pipeline for the skybox to write motion vectors to the prepass

## Testing

- Used examples to test motion vectors using motion blur


https://github.com/bevyengine/bevy/assets/2632925/74c0778a-7e77-4e68-8111-05791e4bfdd2

---------

Co-authored-by: Patrick Walton <pcwalton@mimiga.net>
2024-06-02 16:09:28 +00:00
BD103
7d3fcd5067
Update to rodio 0.18 (#13612)
# Objective

- Adopted from #13528.
- `rodio` released 0.18! While we are working on migrating away from it
and towards `kira`, it is still good to keep our dependencies
up-to-date.

## Solution

- Update `Cargo.toml` to depend on `rodio` 0.18.
- #13528 was failing because it didn't update `rodio` for
`wasm32-unknown-unknown` too.

## Testing

- The CI should catch any errors here, but you can also run an audio
example if you want like `spatial_audio_2d`.

---

## Changelog

- Updated `rodio` to 0.18.

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2024-06-02 14:25:51 +00:00
MiniaczQ
07aa9e5641
Combine transition systems of Substates (#13626)
# Objective

Prerequisite to #13579.
Combine separate `Substates` transition systems to centralize transition
logic and exert more control over it.

## Solution

Originally the transition happened in 2 stages:
- `apply_state_transition` in `ManualTransitions` handled `NextState`,
- closure system in `DependentTransitions` handled parent-related
changes, insertion and deletion of the substate.

Now:
- Both transitions are processed in a single closure system during
`DependentTransitions`.
- Since `Substates` no longer use `ManualTransitions`, it's been renamed
to `RootTransitions`. Only root states use it.
- When `Substates` state comes into existence, it will try to initialize
from `NextState` and fallback to `should_exist` result.
- Remove `apply_state_transition` from public API.

Consequentially, removed the possibility of multiple
`StateTransitionEvent`s when both transition systems fire in a single
frame.

## Changelog

- Renamed `ManualTransitions` to `RootTransitions`.
- `Substates` will initialize their value with `NextState` if available
and fallback to `should_exist` result.

## Migration Guide

- `apply_state_transition` is no longer publicly available, run the
`StateTransition` schedule instead.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-02 13:36:44 +00:00
Giacomo Stevanato
09fb6b4820
Use correct minimal version of meshopt (#13551)
# Objective

- The current version of the `meshopt` dependency is incorrect, as
`bevy_pbr` uses features introduced in `meshopt` `0.2.1`
- This causes errors like this when only `meshopt` `0.2` is present in
`Cargo.lock`:
    ```
error[E0432]: unresolved imports
`meshopt::ffi::meshopt_optimizeMeshlet`, `meshopt::simplify_scale`
	  --> crates\bevy_pbr\src\meshlet\from_mesh.rs:10:27
	   |
	10 |     ffi::{meshopt_Bounds, meshopt_optimizeMeshlet},
	   |                           ^^^^^^^^^^^^^^^^^^^^^^^
	   |                           no `meshopt_optimizeMeshlet` in `ffi`
| help: a similar name exists in the module: `meshopt_optimizeOverdraw`
11 | simplify, simplify_scale, Meshlets, SimplifyOptions,
VertexDataAdapter,
	   |               ^^^^^^^^^^^^^^ no `simplify_scale` in the root
    ```

## Solution

- Specify the actual minimum version of `meshopt` that `bevy_pbr`
requires
2024-06-02 00:56:29 +00:00
MiniaczQ
5cb4808026
Simplify state transitions (#13616)
# Objective

Prerequisite to #13579.
Make state transition schedule running simpler.

## Solution

- Remove `should_run_transition` which read the latest event and
fake-fire an event for the startup transitions (e.g. startup
`OnEnter()`).
- Account for startup event, by actually emitting an event when adding
states to `App`.
- Replace `should_run_transition` with `last_transition`, which is a
light wrapper over `EventReader::read().last()`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-06-01 21:00:38 +00:00
Olle Lukowski
4b996c75ab
Implemented GizmoPrimitive2d for Arc2d, CircularSegment, CircularSector, and make arc_2d use counter-clockwise angle. (#13610)
# Objective

Fixes #13606.
Also Fixes #13614.

## Solution

Added the missing trait impls, and made `gizmos.arc_2d()` work with a
counter-clockwise angle.
## Testing

- Updated the render_primitives example, and it works.
2024-06-01 12:30:34 +00:00
Torstein Grindvik
178959b53a
Allow bevy_transform to be used as a barebones dependency (#13533)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/13529

Allow using the `bevy_transform` crate for its definitions of
`Transform` (and `GlobalTransform`) which are re-usable in many
contexts, including ones where other parts of Bevy (ECS, reflection,
etc.) are not necessarily needed or wanted due to the big dependency
tree.

## Solution

Introduce a feature flag "bevy-support" in the `bevy_transform` crate
which makes the dependency tree small when default features are off.

## Testing

Both `cargo b` and `cargo b --no-default-features` builds.

The dependency tree **before**:

```text
bevy_transform v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_transform)
├── bevy_app v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_app)
│   ├── bevy_derive v0.14.0-dev (proc-macro) (/home/togr/repos/bevy/crates/bevy_derive)
│   │   ├── bevy_macro_utils v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_macro_utils)
│   │   │   ├── proc-macro2 v1.0.83
│   │   │   │   └── unicode-ident v1.0.12
│   │   │   ├── quote v1.0.36
│   │   │   │   └── proc-macro2 v1.0.83 (*)
│   │   │   ├── syn v2.0.65
│   │   │   │   ├── proc-macro2 v1.0.83 (*)
│   │   │   │   ├── quote v1.0.36 (*)
│   │   │   │   └── unicode-ident v1.0.12
│   │   │   └── toml_edit v0.22.13
│   │   │       ├── indexmap v2.2.6
│   │   │       │   ├── equivalent v1.0.1
│   │   │       │   └── hashbrown v0.14.5
│   │   │       ├── toml_datetime v0.6.6
│   │   │       └── winnow v0.6.8
│   │   ├── quote v1.0.36 (*)
│   │   └── syn v2.0.65 (*)
│   ├── bevy_ecs v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_ecs)
│   │   ├── bevy_ecs_macros v0.14.0-dev (proc-macro) (/home/togr/repos/bevy/crates/bevy_ecs/macros)
│   │   │   ├── bevy_macro_utils v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_macro_utils) (*)
│   │   │   ├── proc-macro2 v1.0.83 (*)
│   │   │   ├── quote v1.0.36 (*)
│   │   │   └── syn v2.0.65 (*)
│   │   ├── bevy_ptr v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_ptr)
│   │   ├── bevy_reflect v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_reflect)
│   │   │   ├── bevy_math v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_math)
│   │   │   │   ├── approx v0.5.1
│   │   │   │   │   └── num-traits v0.2.19
│   │   │   │   │       [build-dependencies]
│   │   │   │   │       └── autocfg v1.3.0
│   │   │   │   ├── glam v0.27.0
│   │   │   │   │   ├── approx v0.5.1 (*)
│   │   │   │   │   ├── bytemuck v1.16.0
│   │   │   │   │   ├── rand v0.8.5
│   │   │   │   │   │   └── rand_core v0.6.4
│   │   │   │   │   └── serde v1.0.202
│   │   │   │   │       └── serde_derive v1.0.202 (proc-macro)
│   │   │   │   │           ├── proc-macro2 v1.0.83 (*)
│   │   │   │   │           ├── quote v1.0.36 (*)
│   │   │   │   │           └── syn v2.0.65 (*)
│   │   │   │   ├── rand v0.8.5 (*)
│   │   │   │   ├── serde v1.0.202 (*)
│   │   │   │   ├── smallvec v1.13.2
│   │   │   │   └── thiserror v1.0.61
│   │   │   │       └── thiserror-impl v1.0.61 (proc-macro)
│   │   │   │           ├── proc-macro2 v1.0.83 (*)
│   │   │   │           ├── quote v1.0.36 (*)
│   │   │   │           └── syn v2.0.65 (*)
│   │   │   ├── bevy_ptr v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_ptr)
│   │   │   ├── bevy_reflect_derive v0.14.0-dev (proc-macro) (/home/togr/repos/bevy/crates/bevy_reflect/derive)
│   │   │   │   ├── bevy_macro_utils v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_macro_utils) (*)
│   │   │   │   ├── proc-macro2 v1.0.83 (*)
│   │   │   │   ├── quote v1.0.36 (*)
│   │   │   │   ├── syn v2.0.65 (*)
│   │   │   │   └── uuid v1.8.0
│   │   │   │       └── getrandom v0.2.15
│   │   │   │           ├── cfg-if v1.0.0
│   │   │   │           └── libc v0.2.155
│   │   │   ├── bevy_utils v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_utils)
│   │   │   │   ├── ahash v0.8.11
│   │   │   │   │   ├── cfg-if v1.0.0
│   │   │   │   │   ├── getrandom v0.2.15 (*)
│   │   │   │   │   ├── once_cell v1.19.0
│   │   │   │   │   └── zerocopy v0.7.34
│   │   │   │   │   [build-dependencies]
│   │   │   │   │   └── version_check v0.9.4
│   │   │   │   ├── bevy_utils_proc_macros v0.14.0-dev (proc-macro) (/home/togr/repos/bevy/crates/bevy_utils/macros)
│   │   │   │   │   ├── proc-macro2 v1.0.83 (*)
│   │   │   │   │   ├── quote v1.0.36 (*)
│   │   │   │   │   └── syn v2.0.65 (*)
│   │   │   │   ├── hashbrown v0.14.5
│   │   │   │   │   ├── ahash v0.8.11 (*)
│   │   │   │   │   ├── allocator-api2 v0.2.18
│   │   │   │   │   └── serde v1.0.202 (*)
│   │   │   │   ├── thread_local v1.1.8
│   │   │   │   │   ├── cfg-if v1.0.0
│   │   │   │   │   └── once_cell v1.19.0
│   │   │   │   ├── tracing v0.1.40
│   │   │   │   │   ├── pin-project-lite v0.2.14
│   │   │   │   │   └── tracing-core v0.1.32
│   │   │   │   │       └── once_cell v1.19.0
│   │   │   │   └── web-time v0.2.4
│   │   │   ├── downcast-rs v1.2.1
│   │   │   ├── erased-serde v0.4.5
│   │   │   │   ├── serde v1.0.202 (*)
│   │   │   │   └── typeid v1.0.0
│   │   │   ├── glam v0.27.0 (*)
│   │   │   ├── serde v1.0.202 (*)
│   │   │   ├── smallvec v1.13.2
│   │   │   ├── smol_str v0.2.2
│   │   │   └── thiserror v1.0.61 (*)
│   │   ├── bevy_tasks v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_tasks)
│   │   │   ├── async-executor v1.11.0
│   │   │   │   ├── async-task v4.7.1
│   │   │   │   ├── concurrent-queue v2.5.0
│   │   │   │   │   └── crossbeam-utils v0.8.20
│   │   │   │   ├── fastrand v2.1.0
│   │   │   │   ├── futures-lite v2.3.0
│   │   │   │   │   ├── fastrand v2.1.0
│   │   │   │   │   ├── futures-core v0.3.30
│   │   │   │   │   ├── futures-io v0.3.30
│   │   │   │   │   ├── parking v2.2.0
│   │   │   │   │   └── pin-project-lite v0.2.14
│   │   │   │   └── slab v0.4.9
│   │   │   │       [build-dependencies]
│   │   │   │       └── autocfg v1.3.0
│   │   │   └── futures-lite v2.3.0 (*)
│   │   ├── bevy_utils v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_utils) (*)
│   │   ├── bitflags v2.5.0
│   │   ├── concurrent-queue v2.5.0 (*)
│   │   ├── fixedbitset v0.5.7
│   │   ├── nonmax v0.5.5
│   │   ├── petgraph v0.6.5
│   │   │   ├── fixedbitset v0.4.2
│   │   │   └── indexmap v2.2.6 (*)
│   │   └── thiserror v1.0.61 (*)
│   ├── bevy_reflect v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_reflect) (*)
│   ├── bevy_state v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_state)
│   │   ├── bevy_ecs v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_ecs) (*)
│   │   ├── bevy_reflect v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_reflect) (*)
│   │   ├── bevy_state_macros v0.14.0-dev (proc-macro) (/home/togr/repos/bevy/crates/bevy_state/macros)
│   │   │   ├── bevy_macro_utils v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_macro_utils) (*)
│   │   │   ├── proc-macro2 v1.0.83 (*)
│   │   │   ├── quote v1.0.36 (*)
│   │   │   └── syn v2.0.65 (*)
│   │   └── bevy_utils v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_utils) (*)
│   ├── bevy_tasks v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_tasks) (*)
│   ├── bevy_utils v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_utils) (*)
│   ├── downcast-rs v1.2.1
│   └── thiserror v1.0.61 (*)
├── bevy_ecs v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_ecs) (*)
├── bevy_hierarchy v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_hierarchy)
│   ├── bevy_app v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_app) (*)
│   ├── bevy_core v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_core)
│   │   ├── bevy_app v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_app) (*)
│   │   ├── bevy_ecs v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_ecs) (*)
│   │   ├── bevy_reflect v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_reflect) (*)
│   │   ├── bevy_tasks v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_tasks) (*)
│   │   ├── bevy_utils v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_utils) (*)
│   │   └── uuid v1.8.0
│   ├── bevy_ecs v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_ecs) (*)
│   ├── bevy_reflect v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_reflect) (*)
│   ├── bevy_utils v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_utils) (*)
│   └── smallvec v1.13.2
├── bevy_math v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_math) (*)
├── bevy_reflect v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_reflect) (*)
└── thiserror v1.0.61 (*)
```

The dependency tree **after** (no default features):

```text
bevy_transform v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_transform)
├── bevy_math v0.14.0-dev (/home/togr/repos/bevy/crates/bevy_math)
│   ├── approx v0.5.1
│   │   └── num-traits v0.2.19
│   │       [build-dependencies]
│   │       └── autocfg v1.3.0
│   ├── glam v0.27.0
│   │   ├── approx v0.5.1 (*)
│   │   ├── bytemuck v1.16.0
│   │   └── rand v0.8.5
│   │       └── rand_core v0.6.4
│   ├── rand v0.8.5 (*)
│   ├── smallvec v1.13.2
│   └── thiserror v1.0.61
│       └── thiserror-impl v1.0.61 (proc-macro)
│           ├── proc-macro2 v1.0.83
│           │   └── unicode-ident v1.0.12
│           ├── quote v1.0.36
│           │   └── proc-macro2 v1.0.83 (*)
│           └── syn v2.0.65
│               ├── proc-macro2 v1.0.83 (*)
│               ├── quote v1.0.36 (*)
│               └── unicode-ident v1.0.12
└── thiserror v1.0.61 (*)
```

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2024-06-01 11:34:49 +00:00
François Mockers
5559632977
glTF labels: add enum to avoid misspelling and keep up-to-date list documented (#13586)
# Objective

- Followup to #13548
- It added a list of all possible labels to documentation. This seems
hard to keep up and doesn't stop people from making spelling mistake

## Solution

- Add an enum that can create all the labels possible, and encourage its
use rather than manually typed labels

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-05-31 23:25:57 +00:00
François Mockers
ce46d52536
unload unused images that are RenderAssetUsages::RENDER_WORLD (#13609)
# Objective

- Fixes #13500
- Images that are `RenderAssetUsages::RENDER_WORLD` don't free their
memory when they are no longer used

## Solution

- Remove their bind group when the handles are unused
2024-05-31 17:13:29 +00:00
Patrick Walton
be053b1d7c
Implement motion vectors and TAA for skinned meshes and meshes with morph targets. (#13572)
This is a revamped equivalent to #9902, though it shares none of the
code. It handles all special cases that I've tested correctly.

The overall technique consists of double-buffering the joint matrix and
morph weights buffers, as most of the previous attempts to solve this
problem did. The process is generally straightforward. Note that, to
avoid regressing the ability of mesh extraction, skin extraction, and
morph target extraction to run in parallel, I had to add a new system to
rendering, `set_mesh_motion_vector_flags`. The comment there explains
the details; it generally runs very quickly.

I've tested this with modified versions of the `animated_fox`,
`morph_targets`, and `many_foxes` examples that add TAA, and the patch
works. To avoid bloating those examples, I didn't add switches for TAA
to them.

Addresses points (1) and (2) of #8423.

## Changelog

### Fixed

* Motion vectors, and therefore TAA, are now supported for meshes with
skins and/or morph targets.
2024-05-31 17:02:28 +00:00
Dmytro Banin
42d80375db
Add ability to clear all components on an entity via EntityWorldMut (#13588)
# Objective

Adds capability to clear all components on an entity without de-spawning
said entity.

## Testing

The function calls `remove_by_id` on every component in the entity
archetype - wasn't sure if it's worth going out of our way to create a
test for this considering `remove_by_id` is already unit tested.

---

## Changelog

Added `clear` function to `EntityWorldMut` which removes all components
on an entity.

## Migration Guide

N/A

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-05-31 16:42:03 +00:00
Martín Maita
f237cf2441
Updates default Text font size to 24px (#13603)
# Objective

- The default font size is too small to be useful in examples or for
debug text.
- Fixes #13587

## Solution

- Updated the default font size value in `TextStyle` from 12px to 24px.
- Resorted to Text defaults in examples to use the default font size in
most of them.

## Testing

- WIP

---

## Migration Guide

- The default font size has been increased to 24px from 12px. Make sure
you set the font to the appropriate values in places you were using
`Default` text style.
2024-05-31 16:41:27 +00:00
Torstein Grindvik
76d12fa2b3
bevy_transform split up to allow feature gate modularity (#13599)
# Objective

Part of https://github.com/bevyengine/bevy/issues/13529
Helps https://github.com/bevyengine/bevy/pull/13533

Splitting up `bevy_transform` makes it easier to selectively include or
exclude parts of it in such a way that it's possible to include only a
small part with a small dependency tree.

## Solution

Make the crate more modular.

---------

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2024-05-31 16:40:36 +00:00
charlotte
0f03e1d46e
Fix docs for RenderLayers (#13604)
Doc fixup, closes #13598
2024-05-31 15:42:08 +00:00
MiniaczQ
912f77b2fe
Unify transition names to exited and entered (#13594)
# Objective

Unifies the naming convention between `StateTransitionEvent<S>` and
transition schedules.

## Migration Guide

- `StateTransitionEvent<S>` and `OnTransition<S>` schedule had their
fields renamed to `exited` and `entered` to match schedules.
2024-05-31 15:20:01 +00:00
IceSentry
ea283c1dea
Add some missing reflect for volumetric fog types (#13592)
# Objective

- While experimenting with it I realized it's not reflectable

## Solution

- Add missing Reflect derive
2024-05-31 10:20:15 +00:00
Alix Bott
31955cc78b
Add ImageFormatSetting::Guess to image loader (#13575)
# Objective

- Allow using image assets that don't have an extensions and whose
format is unknown. This is useful for loading images from arbitrary HTTP
URLs.

## Solution

- This PR adds a new variant to `ImageFormatSetting` called `Guess`. The
loader will use `image::guess_format` to deduce the format based on the
content of the file.

## Testing

- I locally removed the extension of bevy_bird_dark, and ran a modified
version of the `sprite` example:
```rust
//! Displays a single [`Sprite`], created from an image.

use bevy::{
    prelude::*,
    render::texture::{ImageFormatSetting, ImageLoaderSettings},
};

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

fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn(Camera2dBundle::default());
    commands.spawn(SpriteBundle {
        texture: asset_server
            .load_with_settings("branding/bevy_bird_dark", |s: &mut ImageLoaderSettings| {
                s.format = ImageFormatSetting::Guess
            }),
        ..default()
    });
}

```

## Changelog

### Added

`ImageFormatSetting::Guess` to automatically guess the format of an
image asset from its content.

Co-authored-by: François Mockers <mockersf@gmail.com>
2024-05-30 23:57:22 +00:00
Alice Cecile
61af3d231b
Update docs for NextState (#13578)
# Objective

Fixes #13577.

## Solution

Explain how the resource works now.

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-05-30 19:51:02 +00:00
Nico Burns
a3e60d39b7
Fix image measure function to apply inherent aspect ratio to style sizes (#13555)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/13155
- fixes https://github.com/bevyengine/bevy/issues/13517
- Supercedes https://github.com/bevyengine/bevy/pull/13381
- Requires https://github.com/DioxusLabs/taffy/pull/661

## Solution

- Taffy has been updated to:
    - Apply size styles to absolutely positioned children
    - Pass the node's `Style` through to the measure function
- Bevy's image measure function has been updated to make use of this
style information

## Notes

- This is currently using a git version of Taffy. If this is tested as
fixing the issue then we can turn that into a Taffy 0.5 release (this
would be the only change between Taffy 0.4 and Taffy 0.5 so upgrading is
not expected to be an issue)
- This implementation may not be completely correct. I would have
preferred to extend Taffy's gentest infrastructure to handle images and
used that to nail down the correct behaviour. But I don't have time for
that atm so we'll have to iterate on this in future. This PR at least
puts that under Bevy's control.

## Testing

- I manually tested the game_menu_example (from
https://github.com/bevyengine/bevy/issues/13155)
- More testing is probably merited

---

## Changelog

No changelog should be required as it fixes a regression on `main` that
was not present in bevy 0.13. The changelog for "Taffy upgrade" may want
to be changed from 0.4 to 0.5 if this change gets merged.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-05-30 18:37:39 +00:00
Vic
5cfb063d4a
constrain WorldQuery::init_state argument to ComponentInitializer (#13442)
# Objective

In #13343, `WorldQuery::get_state` was constrained from `&World` as the
argument to `&Components`, but `WorldQuery::init_state` hasn't yet been
changed from `&mut World` to match.

Fixes #13358

## Solution

Create a wrapper around `&mut Components` and `&mut Storages` that can
be obtained from `&mut World` with a `component_initializer` method.
This new `ComponentInitializer` re-exposes the API on `&mut Components`
minus the `&mut Storages` parameter where it was present. For the
`&Components` API, it simply derefs to its `components` field.

## Changelog

### Added
The `World::component_initializer` method.
The `ComponentInitializer` struct that re-exposes `Components` API.
### Changed
`WorldQuery::init_state` now takes `&mut ComponentInitializer` instead
of `&mut World`.

## Migration Guide
Instead of passing `&mut World` to `WorldQuery::init_state` directly,
pass in a mutable reference to the struct returned from
`World::component_initializer`.
2024-05-30 14:47:22 +00:00
François Mockers
e208fb70f5
disable gpu preprocessing on android with Adreno 6xx GPU (#13323)
# Objective

- Fixes #13038 

## Solution

- Disable gpu preprocessing when feature
`SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING` is not
available

## Testing

- Tested on android device that used to crash
2024-05-30 14:33:27 +00:00
Aevyrie
16fe7e64cc
Fix: Motion blur should sample onscreen fragments with no depth (#13573)
# Objective

- Motion blur does not currently work with skyboxes or anything else
that does not write to depth.

## Solution

- When computing blur, include fragments with no depth, as long as they
are onscreen.

## Testing

- Tested with the examples - the motion_blur example uncovered a bug
with this fix, where offscreen pixels where now being sampled and
causing artifacts.
- Attached example showing the skybox being sampled in the blur (note
the feathering on edges):



https://github.com/bevyengine/bevy/assets/2632925/fc14b0c1-2394-46a5-a2b9-a859efcd23ef
2024-05-30 13:52:47 +00:00
Aevyrie
c566ae7155
Run motion blur before TAA to reduce artifacts (#13574)
# Objective

- Reduce edge artifacts and noise in motion blur with TAA.

## Solution

- Reorder's motion blur and TAA, so TAA is run after motion blur.

## Testing

- Tested with built in examples, as well as some external test scenes.

Before:


![image](https://github.com/bevyengine/bevy/assets/2632925/5522b749-9235-4b11-b560-c35350ab4b92)


![image](https://github.com/bevyengine/bevy/assets/2632925/e675aa0d-de0d-4833-9c33-ba7b3cd79955)


After:


![image](https://github.com/bevyengine/bevy/assets/2632925/97261093-1b8e-41ab-840f-f999a4e15a6d)


![image](https://github.com/bevyengine/bevy/assets/2632925/70215d8f-2ec7-4835-9e2d-ccead8972a5e)
2024-05-30 13:52:02 +00:00
Lynn
32a44e14e6
Implement ShapeSample for Extrusion<T> (#13567)
# Objective

- Implement `ShapeSample` for `Extrusion<T>`
2024-05-30 12:08:28 +00:00
François Mockers
4065098586
Fix UI in WebGPU: call textureSample from outside the if (#13546)
# Objective

- since #13523, UI is broken in WebGPU

```
Compilation log for [Invalid ShaderModule (unlabeled)]:
1 error(s) generated while compiling the shader:
:108:27 error: 'textureSample' must only be called from uniform control flow
    let texture_color_1 = textureSample(sprite_texture, sprite_sampler, in_2.uv);
                          ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

:151:19 note: called by 'draw_background' from 'fragment'
        let _e5 = draw_background(in);
                  ^^^^^^^^^^^^^^^^^^^

:147:5 note: control flow depends on possibly non-uniform value
    if _e3 {
    ^^

:146:23 note: parameter 'in' of 'fragment' may be non-uniform
    let _e3 = enabled(in.flags, BORDER);
```


## Solution

- call `textureSample` from outside the if. both branches are using the
same parameters
2024-05-29 23:03:57 +00:00
Alice Cecile
9d74e16821
Set the default target exposure to the minimum value, not 0 (#13562)
# Objective

- In particularly dark scenes, auto-exposure would lead to an unexpected
darkening of the view.
- Fixes #13446.

## Solution

The average luminance should default to something else than 0.0 instead,
when there are no samples. We set it to `settings.min_log_lum`.

## Testing

I was able to reproduce the problem on the `auto_exposure` example by
setting the point light intensity to 2000 and looking into the
right-hand corner. There was a sudden darkening.

Now, the discontinuity is gone.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Bram Buurlage <brambuurlage@gmail.com>
2024-05-29 22:37:42 +00:00
Lynn
4e72bf4751
Clarify cone position (#13568)
# Objective

- Fixes #10616

## Solution

- Added docs describing the center as being the midpoint between the tip
and the center of its base.
2024-05-29 20:19:58 +00:00
IceSentry
29d6575e22
Add docs to bevy_gltf about loading parts of a Gltf asset (#13548)
# Objective

- The Gltf loader has a ton of features to load parts of an asset that
are essentially undocumented.

## Solution

- Add some docs to explain some of those features
- The docs is definitely inspired by the bevy cheatbook page on the
subject but it goes in a lot less details

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-05-28 22:45:22 +00:00
Patrick Walton
05288ffa32
Generalize component reflection to operate on FilteredEntityRef and FilteredEntityMut, not EntityRef and EntityMut. (#13549)
Currently, either an `EntityRef` or `EntityMut` is required in order to
reflect a component on an entity. This can, however, be generalized to
`FilteredEntityRef` and `FilteredEntityMut`, which are versions of
`EntityRef` and `EntityMut` that restrict the components that can be
accessed. This is useful because dynamic queries yield
`FilteredEntityRef` and `FilteredEntityMut` rows when iterated over.

This commit changes `ReflectComponent::contains()`,
`ReflectComponent::reflect()`, and `ReflectComponent::reflect_mut()` to
take an `Into<FilteredEntityRef>` (in the case of `contains()` and
`reflect()`) and `Into<FilteredEntityMut>` (in the case of
`reflect_mut()`). Fortunately, `EntityRef` and `EntityMut` already
implement the corresponding trait, so nothing else has to be done to the
public API. Note that in order to implement
`ReflectComponent::reflect_mut()` properly, an additional method
`FilteredEntityMut::into_mut()` was required, to match the one on
`EntityMut`.

I ran into this when attempting to implement `QUERY` in the Bevy Remote
Protocol when trying to iterate over rows of dynamic queries and fetch
the associated components without unsafe code. There were other
potential ways to work around this problem, but they required either
reimplementing the query logic myself instead of using regular Bevy
queries or storing entity IDs and then issuing another query to fetch
the associated `EntityRef`. Both of these seemed worse than just
improving the `reflect()` function.

## Migration Guide

* `ReflectComponent::contains`, `ReflectComponent::reflect`, and
`ReflectComponent::reflect_mut` now take `FilteredEntityRef` (in the
case of `contains()` and `reflect()`) and `FilteredEntityMut` (in the
case of `reflect_mut()`) parameters. `FilteredEntityRef` and
`FilteredEntityMut` have very similar APIs to `EntityRef` and
`EntityMut` respectively, but optionally restrict the components that
can be accessed.
2024-05-28 14:02:09 +00:00
Giacomo Stevanato
d98d6d8d00
Fix unsoundness in FilteredEntity{Ref,Mut} various get methods (#13554)
# Objective

- `FilteredEntity{Ref,Mut}` various `get` methods never checked that the
given component was present on the entity, only the access allowed
reading/writing them, which is always the case when it is constructed
from a `EntityRef`/`EntityMut`/`EntityWorldMut` (and I guess can also
happen with queries containing `Option<T>` that get transmuted).
- In those cases the various `get` methods were calling
`debug_checked_unwrap` on `None`s, which is UB when debug assertions are
not enabled;
- The goal is thus to fix this soundness issue.

## Solution

- Don't call `debug_checked_unwrap` on those `None` and instead
`flatten` them.

## Testing

- This PR includes regression tests for each combination of
`FilteredEntityRef`/`FilteredEntityMut` and component
present/not-present. The two tests for the not-present cases fail on
`main` but success with this PR changes.
2024-05-28 14:01:23 +00:00
James O'Brien
bc102d41de
Refactor command application for more consistency (#13249)
# Objective

- Prevent the case where a hook/observer is triggered but the source
entity/component no longer exists

## Solution

- Re-order command application such that all hooks/observers that are
notified will run before any have a chance to invalidate the result.

## Testing
Updated relevant tests in `bevy_ecs`, all other tests pass.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: Mike Hsu <mike.hsu@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-05-28 12:17:57 +00:00
arcashka
cdc605cc48
add tonemapping LUT bindings for sprite and mesh2d pipelines (#13262)
Fixes #13118
If you use `Sprite` or `Mesh2d` and create `Camera` with
* hdr=false
* any tonemapper

You would get
```
wgpu error: Validation Error

Caused by:
    In Device::create_render_pipeline
      note: label = `sprite_pipeline`
    Error matching ShaderStages(FRAGMENT) shader requirements against the pipeline
    Shader global ResourceBinding { group: 0, binding: 19 } is not available in the pipeline layout
    Binding is missing from the pipeline layout
```
Because of missing tonemapping LUT bindings 

## Solution
Add missing bindings for tonemapping LUT's to `SpritePipeline` &
`Mesh2dPipeline`

## Testing
I checked that
* `tonemapping`
* `color_grading`
* `sprite_animations`
* `2d_shapes`
* `meshlet`
* `deferred_rendering`
examples are still working

2d cases I checked with this code:
```
use bevy::{
    color::palettes::css::PURPLE, core_pipeline::tonemapping::Tonemapping, prelude::*,
    sprite::MaterialMesh2dBundle,
};

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

fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<ColorMaterial>>,
    asset_server: Res<AssetServer>,
) {
    commands.spawn(Camera2dBundle {
        camera: Camera {
            hdr: false,
            ..default()
        },
        tonemapping: Tonemapping::BlenderFilmic,
        ..default()
    });
    commands.spawn(MaterialMesh2dBundle {
        mesh: meshes.add(Rectangle::default()).into(),
        transform: Transform::default().with_scale(Vec3::splat(128.)),
        material: materials.add(Color::from(PURPLE)),
        ..default()
    });

    commands.spawn(SpriteBundle {
        texture: asset_server.load("asd.png"),
        ..default()
    });
}

fn toggle_tonemapping_method(
    keys: Res<ButtonInput<KeyCode>>,
    mut tonemapping: Query<&mut Tonemapping>,
) {
    let mut method = tonemapping.single_mut();

    if keys.just_pressed(KeyCode::Digit1) {
        *method = Tonemapping::None;
    } else if keys.just_pressed(KeyCode::Digit2) {
        *method = Tonemapping::Reinhard;
    } else if keys.just_pressed(KeyCode::Digit3) {
        *method = Tonemapping::ReinhardLuminance;
    } else if keys.just_pressed(KeyCode::Digit4) {
        *method = Tonemapping::AcesFitted;
    } else if keys.just_pressed(KeyCode::Digit5) {
        *method = Tonemapping::AgX;
    } else if keys.just_pressed(KeyCode::Digit6) {
        *method = Tonemapping::SomewhatBoringDisplayTransform;
    } else if keys.just_pressed(KeyCode::Digit7) {
        *method = Tonemapping::TonyMcMapface;
    } else if keys.just_pressed(KeyCode::Digit8) {
        *method = Tonemapping::BlenderFilmic;
    }
}
```
---

## Changelog
Fix the bug which led to the crash when user uses any tonemapper without
hdr for rendering sprites and 2d meshes.
2024-05-28 12:09:26 +00:00
GitGhillie
f45eddfe82
Set ambient_intensity to 0.0 in volumetric_fog example, correct doc comment (#13531)
# Objective

- Fixes #13521

## Solution

Set `ambient_intensity` to 0.0 in volumetric_fog example.

I chose setting it explicitly over changing the default in order to make
it clear that this needs to be set depending on whether you have an
`EnvironmentMapLight`. See documentation for `ambient_intensity` and
related members.

## Testing

- Run the volumetric_fog example and notice how the light shown in
#13521 is not there anymore, as expected.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-05-28 10:55:29 +00:00
François Mockers
2e8abee14a
use ssr dynamic offset in volumetric fog bind group (#13544)
# Objective

- #13418 broke volumetric fog

```
wgpu error: Validation Error

Caused by:
    In a RenderPass
      note: encoder = `<CommandBuffer-(2, 4, Metal)>`
    In a set_bind_group command
      note: bind group = `mesh_view_bind_group`
    Bind group 0 expects 5 dynamic offsets. However 4 dynamic offsets were provided.
```

## Solution

- add ssr offset to volumetric fog bind group
2024-05-27 21:47:16 +00:00
François Mockers
901d71b81c
fix rounded borders on buttons (#13541)
# Objective

- #13523 introduced a new bug on rounded corners in UI on buttons
- there are artefacts outside of the border, and the text in buttons is
more gray than it should be
- example `color_grading`:

<img width="1280" alt="Screenshot 2024-05-27 at 22 19 13"
src="https://github.com/bevyengine/bevy/assets/8672791/fbb6a8ba-2096-4fcc-9c94-3764e9d16d2f">

## Solution

- Clamp alpha to be between 0.0 and 1.0

<img width="1280" alt="Screenshot 2024-05-27 at 22 18 19"
src="https://github.com/bevyengine/bevy/assets/8672791/295d8e16-30eb-40cc-8d61-4995fca6dded">
2024-05-27 21:46:56 +00:00
Christian Hughes D
8684db139a
Fix bevy_app not compiling without default features (#13532)
# Objective

Fix #13530 (just realized creating an issue was unnecessary since it's a
super simple fix)

## Solution

Add a cfg feature attribute

## Testing

Compiles fine now
2024-05-27 21:22:03 +00:00
Olle Lukowski
d7fc20c484
Implemented Reflect for (almost) all bevy_math types (#13537)
# Objective

Fixes #13535.

## Solution

I implemented `Reflect` for close to all math types now, except for some
types that it would cause issues (like some boxed types).

## Testing

- Everything seems to still build, will await CI though.
---

## Changelog

- Made close to all math types implement `Reflect`.
2024-05-27 18:18:10 +00:00
Mike
cef31ffdd9
Fix various bugs with UI rounded borders (#13523)
# Objective

- Fixes #13503 
- Fix other various bugs I noticed while debugging above issue.

## Solution

- Change the antialiasing(AA) method. It was using fwidth which is the
derivative between pixels, but there were a lot of artifacts being added
from this. So just use the sdf value. This aa method probably isn't as
smooth looking, but better than having artifacts. Below is a
visualization of the fwidth.

![image](https://github.com/bevyengine/bevy/assets/2180432/4e475ad0-c9d0-4a40-af39-5f4422a78392)
- Use the internal sdf for drawing the background instead of the
external sdf and extract the border for these type of nodes. This fixed
2 bugs, one with the background coloring the AA pixels on the edge of
rounded borders. And also allows for the border to use a transparent
color.
- Don't extract borders if all the widths are zero.

## Testing

- played a bunch with the example in the linked issue.
This PR:

![image](https://github.com/bevyengine/bevy/assets/2180432/d7797e0e-e348-4daa-8646-554dc2032523)
Main:

![image](https://github.com/bevyengine/bevy/assets/2180432/4d46c17e-a12d-4e20-aaef-0ffc950cefe2)

- ran the `borders` and `rounded_borders` examples

---

## Changelog

- Fixed various antialiasing issues to do with rounded ui borders.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Andreas Weibye <13300393+Weibye@users.noreply.github.com>
2024-05-27 17:42:13 +00:00
dependabot[bot]
8e7b58496c
Update itertools requirement from 0.12 to 0.13 (#13526)
Updates the requirements on
[itertools](https://github.com/rust-itertools/itertools) to permit the
latest version.
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/rust-itertools/itertools/blob/master/CHANGELOG.md">itertools's
changelog</a>.</em></p>
<blockquote>
<h2>0.13.0</h2>
<h3>Breaking</h3>
<ul>
<li>Removed implementation of <code>DoubleEndedIterator</code> for
<code>ConsTuples</code> (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/853">#853</a>)</li>
<li>Made <code>MultiProduct</code> fused and fixed on an empty iterator
(<a
href="https://redirect.github.com/rust-itertools/itertools/issues/835">#835</a>,
<a
href="https://redirect.github.com/rust-itertools/itertools/issues/834">#834</a>)</li>
<li>Changed <code>iproduct!</code> to return tuples for maxi one
iterator too (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/870">#870</a>)</li>
<li>Changed <code>PutBack::put_back</code> to return the old value (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/880">#880</a>)</li>
<li>Removed deprecated <code>repeat_call, Itertools::{foreach, step,
map_results, fold_results}</code> (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/878">#878</a>)</li>
<li>Removed <code>TakeWhileInclusive::new</code> (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/912">#912</a>)</li>
</ul>
<h3>Added</h3>
<ul>
<li>Added <code>Itertools::{smallest_by, smallest_by_key, largest,
largest_by, largest_by_key}</code> (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/654">#654</a>,
<a
href="https://redirect.github.com/rust-itertools/itertools/issues/885">#885</a>)</li>
<li>Added <code>Itertools::tail</code> (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/899">#899</a>)</li>
<li>Implemented <code>DoubleEndedIterator</code> for
<code>ProcessResults</code> (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/910">#910</a>)</li>
<li>Implemented <code>Debug</code> for <code>FormatWith</code> (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/931">#931</a>)</li>
<li>Added <code>Itertools::get</code> (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/891">#891</a>)</li>
</ul>
<h3>Changed</h3>
<ul>
<li>Deprecated <code>Itertools::group_by</code> (renamed
<code>chunk_by</code>) (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/866">#866</a>,
<a
href="https://redirect.github.com/rust-itertools/itertools/issues/879">#879</a>)</li>
<li>Deprecated <code>unfold</code> (use <code>std::iter::from_fn</code>
instead) (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/871">#871</a>)</li>
<li>Optimized <code>GroupingMapBy</code> (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/873">#873</a>,
<a
href="https://redirect.github.com/rust-itertools/itertools/issues/876">#876</a>)</li>
<li>Relaxed <code>Fn</code> bounds to <code>FnMut</code> in
<code>diff_with, Itertools::into_group_map_by</code> (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/886">#886</a>)</li>
<li>Relaxed <code>Debug/Clone</code> bounds for <code>MapInto</code> (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/889">#889</a>)</li>
<li>Documented the <code>use_alloc</code> feature (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/887">#887</a>)</li>
<li>Optimized <code>Itertools::set_from</code> (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/888">#888</a>)</li>
<li>Removed badges in <code>README.md</code> (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/890">#890</a>)</li>
<li>Added &quot;no-std&quot; categories in <code>Cargo.toml</code> (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/894">#894</a>)</li>
<li>Fixed <code>Itertools::k_smallest</code> on short unfused iterators
(<a
href="https://redirect.github.com/rust-itertools/itertools/issues/900">#900</a>)</li>
<li>Deprecated <code>Itertools::tree_fold1</code> (renamed
<code>tree_reduce</code>) (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/895">#895</a>)</li>
<li>Deprecated <code>GroupingMap::fold_first</code> (renamed
<code>reduce</code>) (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/902">#902</a>)</li>
<li>Fixed <code>Itertools::k_smallest(0)</code> to consume the iterator,
optimized <code>Itertools::k_smallest(1)</code> (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/909">#909</a>)</li>
<li>Specialized <code>Combinations::nth</code> (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/914">#914</a>)</li>
<li>Specialized <code>MergeBy::fold</code> (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/920">#920</a>)</li>
<li>Specialized <code>CombinationsWithReplacement::nth</code> (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/923">#923</a>)</li>
<li>Specialized <code>FlattenOk::{fold, rfold}</code> (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/927">#927</a>)</li>
<li>Specialized <code>Powerset::nth</code> (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/924">#924</a>)</li>
<li>Documentation fixes (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/882">#882</a>,
<a
href="https://redirect.github.com/rust-itertools/itertools/issues/936">#936</a>)</li>
<li>Fixed <code>assert_equal</code> for iterators longer than
<code>i32::MAX</code> (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/932">#932</a>)</li>
<li>Updated the <code>must_use</code> message of non-lazy
<code>KMergeBy</code> and <code>TupleCombinations</code> (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/939">#939</a>)</li>
</ul>
<h3>Notable Internal Changes</h3>
<ul>
<li>Tested iterator laziness (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/792">#792</a>)</li>
<li>Created <code>CONTRIBUTING.md</code> (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/767">#767</a>)</li>
</ul>
<h2>0.12.1</h2>
<h3>Added</h3>
<ul>
<li>Documented iteration order guarantee for
<code>Itertools::[tuple_]combinations</code> (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/822">#822</a>)</li>
<li>Documented possible panic in <code>iterate</code> (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/842">#842</a>)</li>
<li>Implemented <code>Clone</code> and <code>Debug</code> for
<code>Diff</code> (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/845">#845</a>)</li>
</ul>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="d5084d15e9"><code>d5084d1</code></a>
Prepare v0.13.0 release (<a
href="https://redirect.github.com/rust-itertools/itertools/issues/937">#937</a>)</li>
<li><a
href="d7c99d55da"><code>d7c99d5</code></a>
<code>TupleCombinations</code> is not lazy but must be used
nonetheless</li>
<li><a
href="074c7fcc07"><code>074c7fc</code></a>
<code>KMergeBy</code> is not lazy but must be used nonetheless</li>
<li><a
href="2ad9e07ae8"><code>2ad9e07</code></a>
<code>assert_equal</code>: fix
<code>clippy::default_numeric_fallback</code></li>
<li><a
href="0d4efc8432"><code>0d4efc8</code></a>
Remove free function <code>get</code></li>
<li><a
href="05cc0ee256"><code>05cc0ee</code></a>
<code>get(s..=usize::MAX)</code> should be fine when <code>s !=
0</code></li>
<li><a
href="3c16f14baa"><code>3c16f14</code></a>
<code>get</code>: when is it ESI and/or DEI</li>
<li><a
href="4dd6ba0e7c"><code>4dd6ba0</code></a>
<code>get</code>: panics if the range includes
<code>usize::MAX</code></li>
<li><a
href="7a9ce56fc5"><code>7a9ce56</code></a>
<code>get(r: Range)</code> as <code>Skip\&lt;Take&gt;</code></li>
<li><a
href="f676f2f964"><code>f676f2f</code></a>
Remove the unspecified check about
<code>.get(exhausted_range_inclusive)</code></li>
<li>Additional commits viewable in <a
href="https://github.com/rust-itertools/itertools/compare/v0.12.0...v0.13.0">compare
view</a></li>
</ul>
</details>
<br />


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2024-05-27 16:35:52 +00:00
Olle Lukowski
8c7f73ab81
Move bevy_math Reflect impls (#13520)
# Objective

Fixes #13456 

## Solution

Moved `bevy_math`'s `Reflect` impls from `bevy_reflect` to `bevy_math`.


### Quick note
I accidentally used the same commit message while resolving a merge
conflict (first time I had to resolve a conflict). Sorry about that.
2024-05-27 14:15:22 +00:00
Olle Lukowski
cf4baf8fbf
Make gizmos take primitives by ref (#13534)
# Objective

Fixes #13427.

## Solution

I changed the traits, and updated all usages.

## Testing

The `render_primitives` example still works perfectly.

---

## Changelog

- Made `gizmos.primitive_2d()` and `gizmos.primitive_3d()` take the
primitives by ref.

## Migration Guide

- Any usages of `gizmos.primitive_2d()` and/or `gizmos.primitive_3d()`
need to be updated to pass the primitive in by reference.
2024-05-27 13:48:47 +00:00
Patrick Walton
f398674e51
Implement opt-in sharp screen-space reflections for the deferred renderer, with improved raymarching code. (#13418)
This commit, a revamp of #12959, implements screen-space reflections
(SSR), which approximate real-time reflections based on raymarching
through the depth buffer and copying samples from the final rendered
frame. This patch is a relatively minimal implementation of SSR, so as
to provide a flexible base on which to customize and build in the
future. However, it's based on the production-quality [raymarching code
by Tomasz
Stachowiak](https://gist.github.com/h3r2tic/9c8356bdaefbe80b1a22ae0aaee192db).

For a general basic overview of screen-space reflections, see
[1](https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html).
The raymarching shader uses the basic algorithm of tracing forward in
large steps, refining that trace in smaller increments via binary
search, and then using the secant method. No temporal filtering or
roughness blurring, is performed at all; for this reason, SSR currently
only operates on very shiny surfaces. No acceleration via the
hierarchical Z-buffer is implemented (though note that
https://github.com/bevyengine/bevy/pull/12899 will add the
infrastructure for this). Reflections are traced at full resolution,
which is often considered slow. All of these improvements and more can
be follow-ups.

SSR is built on top of the deferred renderer and is currently only
supported in that mode. Forward screen-space reflections are possible
albeit uncommon (though e.g. *Doom Eternal* uses them); however, they
require tracing from the previous frame, which would add complexity.
This patch leaves the door open to implementing SSR in the forward
rendering path but doesn't itself have such an implementation.
Screen-space reflections aren't supported in WebGL 2, because they
require sampling from the depth buffer, which Naga can't do because of a
bug (`sampler2DShadow` is incorrectly generated instead of `sampler2D`;
this is the same reason why depth of field is disabled on that
platform).

To add screen-space reflections to a camera, use the
`ScreenSpaceReflectionsBundle` bundle or the
`ScreenSpaceReflectionsSettings` component. In addition to
`ScreenSpaceReflectionsSettings`, `DepthPrepass` and `DeferredPrepass`
must also be present for the reflections to show up. The
`ScreenSpaceReflectionsSettings` component contains several settings
that artists can tweak, and also comes with sensible defaults.

A new example, `ssr`, has been added. It's loosely based on the
[three.js ocean
sample](https://threejs.org/examples/webgl_shaders_ocean.html), but all
the assets are original. Note that the three.js demo has no screen-space
reflections and instead renders a mirror world. In contrast to #12959,
this demo tests not only a cube but also a more complex model (the
flight helmet).

## Changelog

### Added

* Screen-space reflections can be enabled for very smooth surfaces by
adding the `ScreenSpaceReflections` component to a camera. Deferred
rendering must be enabled for the reflections to appear.

![Screenshot 2024-05-18
143555](https://github.com/bevyengine/bevy/assets/157897/b8675b39-8a89-433e-a34e-1b9ee1233267)

![Screenshot 2024-05-18
143606](https://github.com/bevyengine/bevy/assets/157897/cc9e1cd0-9951-464a-9a08-e589210e5606)
2024-05-27 13:43:40 +00:00
BD103
b0409f63d5
Refactor ci_testing and separate it from DevToolsPlugin (#13513)
# Objective

- We use
[`ci_testing`](https://dev-docs.bevyengine.org/bevy/dev_tools/ci_testing/index.html)
to specify per-example configuration on when to take a screenshot, when
to exit, etc.
- In the future more features may be added, such as #13512. To support
this growth, `ci_testing` should be easier to read and maintain.

## Solution

- Convert `ci_testing.rs` into the folder `ci_testing`, splitting the
configuration and systems into `ci_testing/config.rs` and
`ci_testing/systems.rs`.
- Convert `setup_app` into the plugin `CiTestingPlugin`. This new plugin
is added to both `DefaultPlugins` and `MinimalPlugins`.
- Remove `DevToolsPlugin` from `MinimalPlugins`, since it was only used
for CI testing.
- Clean up some code, add many comments, and add a few unit tests.

## Testing

The most important part is that this still passes all of the CI
validation checks (merge queue), since that is when it will be used the
most. I don't think I changed any behavior, so it should operate the
same.

You can also test it locally using:

```shell
# Run the breakout example, enabling `bevy_ci_testing` and loading the configuration used in CI.
CI_TESTING_CONFIG=".github/example-run/breakout.ron" cargo r --example breakout -F bevy_ci_testing
```

---

## Changelog

- Added `CiTestingPlugin`, which is split off from `DevToolsPlugin`.
- Removed `DevToolsPlugin` from `MinimalPlugins`.

## Migration Guide

Hi maintainers! I believe `DevToolsPlugin` was added within the same
release as this PR, so I don't think a migration guide is needed.

`DevToolsPlugin` is no longer included in `MinimalPlugins`, so you will
need to remove it manually.

```rust
// Before
App::new()
    .add_plugins(MinimalPlugins)
    .run();

// After
App::new()
    .add_plugins(MinimalPlugins)
    .add_plugins(DevToolsPlugin)
    .run();
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-05-26 22:32:36 +00:00
Salvador Carvalhinho
7d843e0c08
Implement Rhombus 2D primitive. (#13501)
# Objective

- Create a new 2D primitive, Rhombus, also knows as "Diamond Shape"
- Simplify the creation and handling of isometric projections
- Extend Bevy's arsenal of 2D primitives

## Testing

- New unit tests created in bevy_math/ primitives and bev_math/ bounding
- Tested translations, rotations, wireframe, bounding sphere, aabb and
creation parameters

---------

Co-authored-by: Luís Figueiredo <luispcfigueiredo@tecnico.ulisboa.pt>
2024-05-26 15:27:57 +00:00
robtfm
037f37e4d6
add glsl feature for bevy_pbr (#13516)
# Objective

in bevy_pbr we check for `shader_format_glsl` before using binding
arrays due to a naga->glsl limitation. but the feature is currently only
enabled for the bevy_render crate.

fix #13232

## Solution

enable the feature for bevy_pbr too.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-05-26 14:37:24 +00:00
Daniel Miller
1d29f8e6f6
Added a Grey trait, and implementations on baked-in colors. Fixes #13206 (#13237)
Added a Grey trait to allow colors to create a generic "grey" color.

This currently assumes the color spaces follow the same gradient, which
I'm pretty sure isn't true, but it should make a "grey-ish" color
relative to the provided intensity.

# Objective

- Implements #13206 

## Solution

- A small `Grey` trait was added and implemented for the common color
kinds.

## Testing

- Currently untested, unit tests exposed the non-linear relation between
colors. I am debating adding an example to show this, as I have no idea
what color space represents what relation of grey, and I figure others
may be similarly confused.

## Changelog

- The `Grey` trait was added, and the corresponding `grey` 

## BREAKING CHANGES

The const qualifier for LinearRGBA::gray was removed (the symbol still
exists via a trait, it's just not const anymore)
2024-05-26 12:53:50 +00:00
Joona Aalto
383314ef62
Add meshing for ConicalFrustum (#11819)
# Objective

The `ConicalFrustum` primitive should support meshing.

## Solution

Implement meshing for the `ConicalFrustum` primitive. The implementation
is nearly identical to `Cylinder` meshing, but supports two radii.

The default conical frustum is equivalent to a cone with a height of 1
and a radius of 0.5, truncated at half-height.


![kuva](https://github.com/bevyengine/bevy/assets/57632562/b4cab136-ff55-4056-b818-1218e4f38845)
2024-05-25 21:56:09 +00:00
Matty
3561467f5a
Add Triangle3d / Tetrahedron to render_primitives example (#13504)
# Objective

This is just cleanup; we've got some more renderable gizmos and
primitives now that hadn't been added to this example, so let's add
them.

## Solution

In the `render_primitives` example:
- Added `Triangle3d` mesh
- Wrote `primitive_3d` gizmo impl for `Triangle3d` and added the gizmo
- Added `Tetrahedron` mesh and gizmo

I also made the 2d triangle bigger, since it was really small.

## Testing

You can just run the example to see that everything turned out all
right.

## Other

Feel free to let me know if there are other primitives that I missed;
I'm happy to tack them onto this PR.
2024-05-25 13:20:58 +00:00
François Mockers
0ec634763e
fix emissive value in StandardMaterial after swith to LinearRgba (#13502)
# Objective

- #13352 broke bloom in 3d

## Solution

- Use the correct value for `emissive` in `StandardMaterial`. It's
computed just above but unused

d87505899f/crates/bevy_pbr/src/pbr_material.rs (L975-L976)

## Testing

- Run example `bloom_3d`
2024-05-25 01:53:47 +00:00
Periwink
d87505899f
Update render graph docs (#13495)
# Objective

I'm reading some of the rendering code for the first time; and using
this opportunity to flesh out some docs for the parts that I did not
understand.
rather than a questionable design choice is not a breaking change.

---------

Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
2024-05-24 21:57:08 +00:00
Periwink
b2b356f462
add Debug for ptr types (#13498)
# Objective

- I wanted to store a Ptr in a struct of mine that has a
`#[derive(Debug)]` and I noticed that the Ptrs don't implement Debug,
even though the underlying `NonNull<u8>` does

## Solution

- Add `#[derive(Debug)]`
2024-05-24 21:25:11 +00:00
andristarr
44c0325ecd
Emissive is now LinearRgba on StandardMaterial (#13352)
StandardMaterial stores a LinearRgba instead of a Color for emissive

Fixes #13212
2024-05-24 17:23:35 +00:00
Ben Harper
ec01c2dc45
New circular primitives: Arc2d, CircularSector, CircularSegment (#13482)
# Objective

Adopted #11748

## Solution

I've rebased on main to fix the merge conflicts. ~~Not quite ready to
merge yet~~

* Clippy is happy and the tests are passing, but...
* ~~The new shapes in `examples/2d/2d_shapes.rs` don't look right at
all~~ Never mind, looks like radians and degrees just got mixed up at
some point?
* I have updated one doc comment based on a review in the original PR.

---------

Co-authored-by: Alexis "spectria" Horizon <spectria.limina@gmail.com>
Co-authored-by: Alexis "spectria" Horizon <118812919+spectria-limina@users.noreply.github.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Ben Harper <ben@tukom.org>
2024-05-23 16:12:46 +00:00
Vitaliy Sapronenko
da1e6e63ff
Mention of Vec normalization for Dir::new (#13483)
# Objective

- Fixes #13429 .

## Solution

- Improved docs for methods `new`, `new_and_length` of `Dir2`, `Dir3`,
`Dir3A`.
2024-05-23 15:20:21 +00:00
Ben Harper
bd5148e0f5
Add triangle_math tests and fix Triangle3d::bounding_sphere bug (#13467)
# Objective

Adopted #12659.

Resolved the merge conflicts on #12659;

* I merged the `triangle_tests` added by this PR and by #13020.
* I moved the [commented out
code](https://github.com/bevyengine/bevy/pull/12659#discussion_r1536640427)
from the original PR into a separate test with `#[should_panic]`.

---------

Co-authored-by: Vitor Falcao <vitorfhc@protonmail.com>
Co-authored-by: Ben Harper <ben@tukom.org>
2024-05-23 15:03:00 +00:00
Mincong Lu
1d950e6195
Allow AssetServer::load to acquire a guard item. (#13051)
# Objective

Supercedes #12881 . Added a simple implementation that allows the user
to react to multiple asset loads both synchronously and asynchronously.

## Solution

Added `load_acquire`, that holds an item and drops it when loading is
finished or failed.

When used synchronously 

Hold an `Arc<()>`, check for `Arc::strong_count() == 1` when all loading
completed.

When used asynchronously 

Hold a `SemaphoreGuard`, await on `acquire_all` for completion.

This implementation has more freedom than the original in my opinion.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-05-23 13:28:29 +00:00
Ricky Taylor
efcb6d6c11
Make LoadContext use the builder pattern for loading dependent assets (#13465)
# Objective
- Fixes #13445.

## Solution
- Removes all `load_` methods from `LoadContext`.
- Introduces `fn loader()` which returns a builder.

## Testing
- I've tested with `cargo test --package=bevy_asset` and run the two
relevant examples (`asset_processing` & `asset_decompression`).

---

## Changelog
- Replaced all `load_` methods on `LoadContext` with the new `loader()`
pattern.

## Migration Guide
- Several LoadContext method calls will need to be updated:
- `load_context.load_with_settings(path, settings)` =>
`load_context.loader().with_settings(settings).load(path)`
- `load_context.load_untyped(path)` =>
`load_context.loader().untyped().load(path)`
- `load_context.load_direct(path)` =>
`load_context.loader().direct().load(path)`
- `load_context.load_direct_untyped(path)` =>
`load_context.loader().direct().untyped().load(path)`
- `load_context.load_direct_with_settings(path, settings)` =>
`load_context.loader().with_settings(settings).direct().load(path)`
- `load_context.load_direct_with_reader(reader, path)` =>
`load_context.loader().direct().with_reader(reader).load(path)`
- `load_context.load_direct_with_reader_and_settings(reader, path,
settings)` =>
`load_context.loader().with_settings(settings).direct().with_reader(reader).load(path)`
- `load_context.load_direct_untyped_with_reader(reader, path)` =>
`load_context.loader().direct().with_reader(reader).untyped().load(path)`

---

CC @alice-i-cecile / @bushrat011899 

Examples:
```rust
load_context.loader()
    .with_asset_type::<A>()
    .with_asset_type_id(TypeId::of::<A>())
    .with_settings(|mut settings| { settings.key = value; })
    // Then, for a Handle<A>:
    .load::<A>()
    // Or, for a Handle<LoadedUntypedAsset>:
    .untyped()
    .load()
    // Or, to load an `A` directly:
    .direct()
    .load::<A>()
    .await
    // Or, to load an `ErasedLoadedAsset` directly:
    .direct()
    .untyped()
    .load()
    .await
```
2024-05-22 23:35:41 +00:00
Gino Valente
faf003fc9d
bevy_reflect: enum_utility cleanup (#13424)
# Objective

The `enum_utility` module contains the `get_variant_constructors`
function, which is used to generate token streams for constructing
enums. It's used for the `FromReflect::from_reflect` implementation and
the `Reflect::try_apply` implementation.

Due to the complexity of enums, this function is understandably a little
messy and difficult to extend.

## Solution

Clean up the `enum_utility` module.

Now "clean" is a bit subjective. I believe my solution is "cleaner" in
that the logic to generate the tokens are strictly coupled with the
intended usage. Because of this, `try_apply` is also no longer strictly
coupled with `from_reflect`.

This makes it easier to extend with new functionality, which is
something I'm doing in a future unrelated PR that I have based off this
one.

## Testing

There shouldn't be any testing required other than ensuring that the
project still builds and that CI passes.
2024-05-22 21:18:57 +00:00
Vic
c4cedb12c8
simple Debug impls for query iterators (#13476)
# Objective

The current query iterators cannot be used in positions with a `Debug`
bound.
F.e. when they are packaged in `Result` in the error position, `expect`
cannot be called on them.
Required for `QueryManyIter::entities_all_unique` in #13477.

## Solution

Add simple `Debug` impls that print the query iterator names.

## Changelog

`QueryIter`, `QueryManyIter`, `QueryCombinationIter`, and
`QuerySortedIter` now implement `Debug`.
2024-05-22 18:56:09 +00:00
Alice Cecile
dda7a744cf
Further improve docs for component hooks (#13475)
# Objective

While reviewing the other open hooks-related PRs, I found that the docs
on the `ComponentHooks` struct itself didn't give enough information
about how and why the feature could be used.

## Solution

1. Clean up the docs to add additional context.
2. Add a doc test demonstrating simple usage.

## Testing

The doc test passes locally.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-05-22 18:04:56 +00:00
Olle Lukowski
1ec5cdf3f2
Optimize the values for EMPTY rect. (#13470)
I am unsure if this needs changing, so let me know if I need to change
anything else.

# Objective

Fixes #13461.

## Solution

I applied the changes as suggested in the issue, and updated the doc
comments accordingly

## Testing

I don't think this needs too much testing, but there are no `cargo test`
failures.
2024-05-22 13:34:23 +00:00
Matty
5dbd827728
Annulus sampling (#13471)
# Objective

Add random sampling for the `Annulus` primitive. This is part of ongoing
work to bring the various `bevy_math` primitives to feature parity.

## Solution

`Annulus` implements `ShapeSample`. Boundary sampling is implemented in
the obvious way, and interior sampling works exactly as in the
implementation for `Circle`, using the fact that the square of the
radius should be taken uniformly from between r^2 and R^2, where r and R
are the inner and outer radii respectively.

## Testing

I generated a bunch of random points and rendered them. Here's 1000
points on the interior of the default annulus:
<img width="1440" alt="Screenshot 2024-05-22 at 8 01 34 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/19c31bb0-edba-477f-b247-2b12d854afae">

This looks kind of weird around the edges, but I verified that they're
all actually inside the annulus, so I assume it has to do with the fact
that the rendered circles have some radius.
2024-05-22 13:13:04 +00:00
Matty
d2ef88f5e8
Add Distribution access methods for ShapeSample trait (#13315)
Stolen from #12835. 

# Objective

Sometimes you want to sample a whole bunch of points from a shape
instead of just one. You can write your own loop to do this, but it's
really more idiomatic to use a `rand`
[`Distribution`](https://docs.rs/rand/latest/rand/distributions/trait.Distribution.html)
with the `sample_iter` method. Distributions also support other useful
things like mapping, and they are suitable as generic items for
consumption by other APIs.

## Solution

`ShapeSample` has been given two new automatic trait methods,
`interior_dist` and `boundary_dist`. They both have similar signatures
(recall that `Output` is the output type for `ShapeSample`):
```rust
fn interior_dist(self) -> impl Distribution<Self::Output>
where Self: Sized { //... }
```

These have default implementations which are powered by wrapper structs
`InteriorOf` and `BoundaryOf` that actually implement `Distribution` —
the implementations effectively just call `ShapeSample::sample_interior`
and `ShapeSample::sample_boundary` on the contained type.

The upshot is that this allows iteration as follows:
```rust
// Get an iterator over boundary points of a rectangle:
let rectangle = Rectangle::new(1.0, 2.0);
let boundary_iter = rectangle.boundary_dist().sample_iter(rng);
// Collect a bunch of boundary points at once:
let boundary_pts: Vec<Vec2> = boundary_iter.take(1000).collect();
```

Alternatively, you can use `InteriorOf`/`BoundaryOf` explicitly to
similar effect:
```rust
let boundary_pts: Vec<Vec2> = BoundaryOf(rectangle).sample_iter(rng).take(1000).collect();
```

---

## Changelog

- Added `InteriorOf` and `BoundaryOf` distribution wrapper structs in
`bevy_math::sampling::shape_sampling`.
- Added `interior_dist` and `boundary_dist` automatic trait methods to
`ShapeSample`.
- Made `shape_sampling` module public with explanatory documentation.

---

## Discussion

### Design choices

The main point of interest here is just the choice of `impl
Distribution` instead of explicitly using `InteriorOf`/`BoundaryOf`
return types for `interior_dist` and `boundary_dist`. The reason for
this choice is that it allows future optimizations for repeated sampling
— for example, instead of just wrapping the base type,
`interior_dist`/`boundary_dist` could construct auxiliary data that is
held over between sampling operations.
2024-05-22 12:38:08 +00:00
Matty
c7f7d906ca
Tetrahedron mesh (#13463)
# Objective

Allow the `Tetrahedron` primitive to be used for mesh generation. This
is part of ongoing work to bring unify the capabilities of `bevy_math`
primitives.

## Solution

`Tetrahedron` implements `Meshable`. Essentially, each face is just
meshed as a `Triangle3d`, but first there is an inversion step when the
signed volume of the tetrahedron is negative to ensure that the faces
all actually point outward.

## Testing

I loaded up some examples and hackily exchanged existing meshes with the
new one to see that it works as expected.
2024-05-22 12:22:11 +00:00
Ida "Iyes
60afec2a00
Fix 2D looking blurry at odd window sizes (#13440)
# Objective

This is a long-standing bug that I have experienced since many versions
of Bevy ago, possibly forever. Today I finally wanted to report it, but
the fix was so easy that I just went and fixed it. :)

The problem is that 2D graphics looks blurry at odd-sized window
resolutions. This is with the **default** 2D camera configuration! The
issue will also manifest itself with any Orthographic Projection with
`ScalingMode::WindowSize` where the viewport origin is not at one of the
corners, such as the default where the origin point is at the center.

The issue happens because the Bevy orthographic projection origin point
is specified as a fraction to be multiplied by the size. For example,
the default (origin at center) is `(0.5, 0.5)`. When this value is
multiplied by the window size, it can result in fractional values for
the actual origin of the projection, thus placing the camera "between
pixels" and misaligning the entire pixel grid.

With the default value, this happens at odd-numbered window resolutions.
It is very easy to reproduce the issue by running any Bevy 2D app with a
resizable window, and slowly resizing the window pixel by pixel. As you
move the mouse to resize the window, you can see how the 2D graphics
inside the window alternate between "crisp, blurry, crisp, blurry, ...".
If you change the projection's origin to be at the corner (say, `(0.0,
0.0)`) and run the app again, the graphics always looks crisp,
regardless of window size.

Here are screenshots from **before** this PR, to illustrate the issue:

Even window size:

![Screenshot_20240520_165304](https://github.com/bevyengine/bevy/assets/40234599/52619281-cf5f-490e-b85e-22bc5f9af737)

Odd window size:

![Screenshot_20240520_165320](https://github.com/bevyengine/bevy/assets/40234599/27a3624c-f39e-4493-ade9-ca3533802083)


## Solution

The solution is easy: just round the computed origin values for the
projection.

To make it work reliably for the general case, I decided to:
- Only do it for `ScalingMode::WindowSize`, as it doesn't make sense for
other scaling modes.
- Round to the nearest multiple of the pixel scale, if it is not 1.0.
This ensures the "pixels" stay aligned even if scaled.

## Testing

I ran Bevy's examples as well as my own projects to ensure things look
correct. I set different values for the pixel scale to test the rounding
behavior and played around with resizing the window to verify that
everything is consistent.

---

## Changelog

Fixed:
- Orthographic projection now rounds the origin point if computed from
screen pixels, so that 2D graphics do not appear blurry at odd window
sizes.
2024-05-22 02:59:40 +00:00
James O'Brien
182fe3292e
Implement a SystemBuilder for building SystemParams (#13123)
# Objective

- Implement a general purpose mechanism for building `SystemParam`.
- Unblock the usage of dynamic queries in regular systems.

## Solution

- Implement a `SystemBuilder` type.

## Examples
Here are some simple test cases for the builder:
```rust
fn local_system(local: Local<u64>) -> u64 {
    *local
}

fn query_system(query: Query<()>) -> usize {
    query.iter().count()
}

fn multi_param_system(a: Local<u64>, b: Local<u64>) -> u64 {
    *a + *b + 1
}

#[test]
fn local_builder() {
    let mut world = World::new();

    let system = SystemBuilder::<()>::new(&mut world)
        .builder::<Local<u64>>(|x| *x = 10)
        .build(local_system);

    let result = world.run_system_once(system);
    assert_eq!(result, 10);
}

#[test]
fn query_builder() {
    let mut world = World::new();

    world.spawn(A);
    world.spawn_empty();

    let system = SystemBuilder::<()>::new(&mut world)
        .builder::<Query<()>>(|query| {
            query.with::<A>();
        })
        .build(query_system);

    let result = world.run_system_once(system);
    assert_eq!(result, 1);
}

#[test]
fn multi_param_builder() {
    let mut world = World::new();

    world.spawn(A);
    world.spawn_empty();

    let system = SystemBuilder::<()>::new(&mut world)
        .param::<Local<u64>>()
        .param::<Local<u64>>()
        .build(multi_param_system);

    let result = world.run_system_once(system);
    assert_eq!(result, 1);
}
```
This will be expanded as this PR is iterated.
2024-05-22 00:58:37 +00:00
Patrick Walton
a785e3c20d
Fix UI elements randomly not appearing after #13277. (#13462)
We invoked the `extract_default_ui_camera_view` system twice: once for
2D cameras and once for 3D cameras. This was fine before moving to
resources for render phases, but, after the move to resources, the first
thing such systems do is to clear out all the entities-to-be-rendered
from the previous frame. So, if the scheduler happened to run
`extract_default_ui_camera_view::<Camera2d>` first, then all the UI
elements that it queued would be overwritten by the
`extract_default_ui_camera_view::<Camera3d>` system, or vice versa. The
ordering dependence is the reason why this problem was intermittent.

This commit fixes the problem by merging the two systems into one
systems, using an `Or` query filter.

## Migration Guide

* The `bevy_ui::render::extract_default_ui_camera_view` system is no
longer parameterized over the specific type of camera and is hard-wired
to either `Camera2d` or `Camera3d` components.
2024-05-21 22:06:25 +00:00
SpecificProtagonist
6c95d54652
Fix doc for Added, Changed (#13458)
# Objective

Fixes #13426

## Solution

Correct documentation to describe current behavior

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-05-21 21:23:24 +00:00
Vitaliy Sapronenko
151e198d94
Add slerp function for Dir2, Dir3, Dir3A (#13451)
# Objective

- Fixes #13407 .

## Solution

- Used Quat and Rotation2d.

## Testing

- Added tests based on 0°, 30°, 45°, 60° and 90° angles
2024-05-21 21:13:32 +00:00
Martín Maita
f9da5eecf2
Rename Rect inset() method to inflate() (#13452)
# Objective

- Fixes #13092.

## Solution

- Renamed the `inset()` method in `Rect`, `IRect` and `URect` to
`inflate()`.
- Added `EMPTY` constants to all `Rect` variants, represented by corners
with the maximum numerical values for each kind.

---

## Migration Guide

- Replace `Rect::inset()`, `IRect::inset()` and `URect::inset()` calls
with `inflate()`.
2024-05-21 20:53:55 +00:00
Lynn
9ef9f3b3a4
Inconsistent segments/resolution naming (#13438)
# Objective

- Fixes #13412

## Solution

- Renamed `segments` in `bevy_gizmos` to `resolution` and adjusted
examples

## Migration Guide

- When working with gizmos, replace all calls to `.segments(...)` with
`.resolution(...)`
2024-05-21 18:42:59 +00:00
Matty
b7ec19bb2d
Tetrahedron sampling (#13430)
# Objective

Add interior and boundary sampling for the `Tetrahedron` primitive. This
is part of ongoing work to bring the primitives to parity with each
other in terms of their capabilities.

## Solution

`Tetrahedron` implements the `ShapeSample` trait. To support this, there
is a new public method `Tetrahedron::faces` which gets the faces of a
tetrahedron as `Triangle3d`s. There are more sophisticated ideas for
getting the faces we might want to consider in the future (e.g.
adjusting according to the orientation), but this method gives the most
mathematically straightforward answer, giving the faces the orientation
induced by the tetrahedron itself.
2024-05-21 18:40:03 +00:00
Vic
399fd23797
implement the full set of sort methods on QueryIter (#13417)
# Objective

Currently, a query iterator can be collected into a `Vec` and sorted,
but this can be quite unwieldy, especially when many `Component`s are
involved. The `itertools` crate helps somewhat, but the need to write a
closure over all of `QueryData`
can sometimes hurt ergonomics, anywhere from slightly to strongly. A key
extraction function only partially helps, as `sort_by_key` does not
allow returning non-`Copy` data. `sort_by` does not suffer from the
`Copy` restriction, but now the user has to write out a `cmp` function
over two `QueryData::Item`s when it could have just been handled by the
`Ord` impl for the key.
`sort` requires the entire `Iterator` Item to be `Ord`, which is rarely
usable without manual helper functionality. If the user wants to hide
away unused components with a `..` range, they need to track item tuple
order across their function. Mutable `QueryData` can also introduce
further complexity.
Additionally, sometimes users solely include `Component`s /`Entity` to
guarantee iteration order.

For a user to write a function to abstract away repeated sorts over
various `QueryData` types they use would require reaching for the
`all_tuples!` macro, and continue tracking tuple order afterwards.

Fixes https://github.com/bevyengine/bevy/issues/1470.

## Solution

Custom sort methods on `QueryIter`, which take a query lens as a generic
argument, like `transmute_lens` in `Query`.
This allows users to choose what part of their queries they pass to
their sort function calls, serving as a kind of "key extraction
function" before the sort call. F.e. allowing users to implement `Ord`
for a Component, then call `query.iter().sort::<OrdComponent>()`

This works independent of mutability in `QueryData`, `QueryData` tuple
order, or the underlying `iter/iter_mut` call.
Non-`Copy` components could also be used this way, an internal
`Arc<usize>` being an example.
If `Ord` impls on components do not suffice, other sort methods can be
used. Notably useful when combined with `EntityRef` or `EntityMut`.
Another boon from using underlying `transmute` functionality, is that
with the [allowed
transmutes](http://dev-docs.bevyengine.org/bevy/ecs/prelude/struct.Query.html#allowed-transmutes),
it is possible to sort a `Query` with `Entity` even if it wasn't
included in the original `Query`.
The additional generic parameter on the methods other than `sort` and
`sort_unstable` currently cannot be removed due to Rust limitations,
however their types can be inferred.

The new methods do not conflict with the `itertools` sort methods, as
those use the "sorted" prefix.

This is implemented barely touching existing code. That change to
existing code being that `QueryIter` now holds on to the reference to
`UnsafeWorldCell` that is used to initialize it.
A lens query is constructed with `Entity` attached at the end, sorted,
and turned into an iterator. The iterator maps away the lens query,
leaving only an iterator of `Entity`, which is used by `QuerySortedIter`
to retrieve the actual items.
`QuerySortedIter` resembles a combination of `QueryManyIter` and
`QueryIter`, but it uses an entity list that is guaranteed to contain
unique entities, and implements `ExactSizeIterator`,
`DoubleEndedIterator`, `FusedIterator` regardless of mutability or
filter kind (archetypal/non-archetypal).

The sort methods are not allowed to be called after `next`, and will
panic otherwise. This is checked using `QueryIterationCursor` state,
which is unique on initialization. Empty queries are an exception to
this, as they do not return any item in the first place.
That is because tracking how many iterations have already passed would
require regressing either normal query iteration a slight bit, or sorted
iteration by a lot. Besides, that would not be the intended use of these
methods.

## Testing

To ensure that `next` being called before `sort` results in a panic, I
added some tests. I also test that empty `QueryIter`s do not exhibit
this restriction.

The query sorts test checks for equivalence to the underlying sorts.
This change requires that `Query<(Entity, Entity)>` remains legal, if
that is not already guaranteed, which is also ensured by the
aforementioned test.

## Next Steps

Implement the set of sort methods for `QueryManyIter` as well.
- This will mostly work the same, other than needing to return a new
`QuerySortedManyIter` to account for iteration
over lists of entities that are not guaranteed to be unique. This new
query iterator will need a bit of internal restructuring
to allow for double-ended mutable iteration, while not regressing
read-only iteration.

The implementations for each pair of 
- `sort`, `sort_unstable`, 
- `sort_by`, sort_unstable_by, 
- `sort_by_key,` `sort_by_cached_key`

are the same aside from the panic message and the sort call, so they
could be merged with an inner function.
That would require the use of higher-ranked trait bounds on
`WorldQuery::Item<'1>`, and is unclear to me whether it is currently
doable.

Iteration in QuerySortedIter might have space for improvement.
When sorting by `Entity`, an `(Entity, Entity)` lens `QueryData` is
constructed, is that worth remedying?
When table sorts are implemented, a fast path could be introduced to
these sort methods.

## Future Possibilities

Implementing `Ord` for EntityLocation might be useful.
Some papercuts in ergonomics can be improved by future Rust features:
- The additional generic parameter aside from the query lens can be
removed once this feature is stable:
    `Fn -> impl Trait` (`impl Trait` in `Fn` trait return position)
- With type parameter defaults, the query lens generic can be defaulted
to `QueryData::Item`, allowing the sort methods
to look and behave like `slice::sort` when no query lens is specified.
- With TAIT, the iterator generic on `QuerySortedIter` and thus the huge
visible `impl Iterator` type in the sort function
   signatures can be removed. 
- With specialization, the bound on `L` could be relaxed to `QueryData`
when the underlying iterator is mutable.

## Changelog

Added `sort`, `sort_unstable`, `sort_by`, `sort_unstable_by`,
`sort_by_key`, `sort_by_cached_key` to `QueryIter`.
2024-05-21 18:35:19 +00:00
Ricky Taylor
26df1c1179
Add more load_direct implementations (#13415)
# Objective
- Introduce variants of `LoadContext::load_direct` which allow picking
asset type & configuring settings.
- Fixes #12963.

## Solution
- Implements `ErasedLoadedAsset::downcast` and adds some accessors to
`LoadedAsset<A>`.
- Changes `load_direct`/`load_direct_with_reader` to be typed, and
introduces `load_direct_untyped`/`load_direct_untyped_with_reader`.
- Introduces `load_direct_with_settings` and
`load_direct_with_reader_and_settings`.

## Testing
- I've run cargo test and played with the examples which use
`load_direct`.
- I also extended the `asset_processing` example to use the new typed
version of `load_direct` and use `load_direct_with_settings`.

---

## Changelog
- Introduced new `load_direct` methods in `LoadContext` to allow
specifying type & settings

## Migration Guide
- `LoadContext::load_direct` has been renamed to
`LoadContext::load_direct_untyped`. You may find the new `load_direct`
is more appropriate for your use case (and the migration may only be
moving one type parameter).
- `LoadContext::load_direct_with_reader` has been renamed to
`LoadContext::load_direct_untyped_with_reader`.

---

This might not be an obvious win as a solution because it introduces
quite a few new `load_direct` alternatives - but it does follow the
existing pattern pretty well. I'm very open to alternatives.
😅
2024-05-21 18:32:00 +00:00
Lynn
2857eb6b9d
Fix normals during mesh scaling (#13380)
# Objective

- Fixes scaling normals and tangents of meshes

## Solution

- When scaling a mesh by `Vec3::new(1., 1., -1.)`, the normals should be
flipped along the Z-axis. For example a normal of `Vec3::new(0., 0.,
1.)` should become `Vec3::new(0., 0., -1.)` after scaling. This is
achieved by multiplying the normal by the reciprocal of the scale,
cheking for infinity and normalizing. Before, the normal was multiplied
by a covector of the scale, which is incorrect for normals.
- Tangents need to be multiplied by the `scale`, not its reciprocal as
before

---------

Co-authored-by: vero <11307157+atlv24@users.noreply.github.com>
2024-05-21 18:28:03 +00:00
Patrick Walton
9da0b2a0ec
Make render phases render world resources instead of components. (#13277)
This commit makes us stop using the render world ECS for
`BinnedRenderPhase` and `SortedRenderPhase` and instead use resources
with `EntityHashMap`s inside. There are three reasons to do this:

1. We can use `clear()` to clear out the render phase collections
instead of recreating the components from scratch, allowing us to reuse
allocations.

2. This is a prerequisite for retained bins, because components can't be
retained from frame to frame in the render world, but resources can.

3. We want to move away from storing anything in components in the
render world ECS, and this is a step in that direction.

This patch results in a small performance benefit, due to point (1)
above.

## Changelog

### Changed

* The `BinnedRenderPhase` and `SortedRenderPhase` render world
components have been replaced with `ViewBinnedRenderPhases` and
`ViewSortedRenderPhases` resources.

## Migration Guide

* The `BinnedRenderPhase` and `SortedRenderPhase` render world
components have been replaced with `ViewBinnedRenderPhases` and
`ViewSortedRenderPhases` resources. Instead of querying for the
components, look the camera entity up in the
`ViewBinnedRenderPhases`/`ViewSortedRenderPhases` tables.
2024-05-21 18:23:04 +00:00
BD103
53f4c38e7b
Fix lints on beta Rust (#13444)
# Objective

- Fixes #13437!

## Solution

- Use `f32::INFINITY` instead of `std::f32::INFINITY`.

## Testing

```shell
cargo +beta clippy --workspace --all-targets --all-features -- -Dwarnings
```
2024-05-20 20:40:59 +00:00
BD103
2940636e0a
Deprecate dynamic plugins (#13080)
# Objective

- The current implementation for dynamic plugins is unsound. Please see
#11969 for background and justification.
- Closes #11969 and closes #13073.

## Solution

- Deprecate all dynamic plugin items for Bevy 0.14, with plans to remove
them for Bevy 0.15.

## Discussion

One thing I want to make clear is that I'm not opposed to dynamic
plugins _in general_. I think they can be handy, especially for DLC and
modding, but I think the current system is the wrong approach. It's too
much of a footgun for the meager benefit is provides.

---

## Changelog

- Deprecated the current dynamic plugin system.
- Dynamic plugins will be removed in Bevy 0.15. For now you can continue
using them by marking your code with `#[allow(deprecated)]`.

## Migration Guide

If possible, remove all usage of dynamic plugins.

```rust
// Old
#[derive(DynamicPlugin)]
pub struct MyPlugin;

App::new()
    .load_plugin("path/to/plugin")
    .run();

// New
pub struct MyPlugin;

App::new()
    .add_plugins(MyPlugin)
    .run();
```

If you are unable to do that, you may temporarily silence the
deprecation warnings.

```rust
#[allow(deprecated)]
```

Please note that the current dynamic plugin system will be removed by
the next major Bevy release, so you will have to migrate eventually. You
may be interested in these safer alternatives:

- [Bevy Assets - Scripting]: Scripting and modding libraries for Bevy
- [Bevy Assets - Development tools]: Hot reloading and other development
functionality
- [`stabby`]: Stable Rust ABI

[Bevy Assets - Scripting]: https://bevyengine.org/assets/#scripting
[Bevy Assets - Development tools]:
https://bevyengine.org/assets/#development-tools
[`stabby`]: https://github.com/ZettaScaleLabs/stabby
2024-05-20 20:01:28 +00:00
Spooky Th Ghost
612e77ef78
Adds doc note that Timer and Stopwatch must be progressed manually (#13441)
# Objective
- Fix #13421 

## Solution

- Add an explicit note at the root of each struct that they must be
ticked manually

## Testing

- Generated the docs and the changes look good
---

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
Co-authored-by: Matty <weatherleymatthew@gmail.com>
2024-05-20 19:46:25 +00:00
Gino Valente
5db52663b3
bevy_reflect: Custom attributes (#11659)
# Objective

As work on the editor starts to ramp up, it might be nice to start
allowing types to specify custom attributes. These can be used to
provide certain functionality to fields, such as ranges or controlling
how data is displayed.

A good example of this can be seen in
[`bevy-inspector-egui`](https://github.com/jakobhellermann/bevy-inspector-egui)
with its
[`InspectorOptions`](https://docs.rs/bevy-inspector-egui/0.22.1/bevy_inspector_egui/struct.InspectorOptions.html):

```rust
#[derive(Reflect, Default, InspectorOptions)]
#[reflect(InspectorOptions)]
struct Slider {
    #[inspector(min = 0.0, max = 1.0)]
    value: f32,
}
```

Normally, as demonstrated in the example above, these attributes are
handled by a derive macro and stored in a corresponding `TypeData`
struct (i.e. `ReflectInspectorOptions`).

Ideally, we would have a good way of defining this directly via
reflection so that users don't need to create and manage a whole proc
macro just to allow these sorts of attributes.

And note that this doesn't have to just be for inspectors and editors.
It can be used for things done purely on the code side of things.

## Solution

Create a new method for storing attributes on fields via the `Reflect`
derive.

These custom attributes are stored in type info (e.g. `NamedField`,
`StructInfo`, etc.).

```rust
#[derive(Reflect)]
struct Slider {
    #[reflect(@0.0..=1.0)]
    value: f64,
}

let TypeInfo::Struct(info) = Slider::type_info() else {
    panic!("expected struct info");
};

let field = info.field("value").unwrap();

let range = field.get_attribute::<RangeInclusive<f64>>().unwrap();
assert_eq!(*range, 0.0..=1.0);
```

## TODO

- [x] ~~Bikeshed syntax~~ Went with a type-based approach, prefixed by
`@` for ease of parsing and flexibility
- [x] Add support for custom struct/tuple struct field attributes
- [x] Add support for custom enum variant field attributes
- [x] ~~Add support for custom enum variant attributes (maybe?)~~ ~~Will
require a larger refactor. Can be saved for a future PR if we really
want it.~~ Actually, we apparently still have support for variant
attributes despite not using them, so it was pretty easy to add lol.
- [x] Add support for custom container attributes
- [x] Allow custom attributes to store any reflectable value (not just
`Lit`)
- [x] ~~Store attributes in registry~~ This PR used to store these in
attributes in the registry, however, it has since switched over to
storing them in type info
- [x] Add example

## Bikeshedding

> [!note]
> This section was made for the old method of handling custom
attributes, which stored them by name (i.e. `some_attribute = 123`). The
PR has shifted away from that, to a more type-safe approach.
>
> This section has been left for reference.

There are a number of ways we can syntactically handle custom
attributes. Feel free to leave a comment on your preferred one! Ideally
we want one that is clear, readable, and concise since these will
potentially see _a lot_ of use.

Below is a small, non-exhaustive list of them. Note that the
`skip_serializing` reflection attribute is added to demonstrate how each
case plays with existing reflection attributes.

<details>
<summary>List</summary>

##### 1. `@(name = value)`

> The `@` was chosen to make them stand out from other attributes and
because the "at" symbol is a subtle pneumonic for "attribute". Of
course, other symbols could be used (e.g. `$`, `#`, etc.).

```rust
#[derive(Reflect)]
struct Slider {
    #[reflect(@(min = 0.0, max = 1.0), skip_serializing)]
    #[[reflect(@(bevy_editor::hint = "Range: 0.0 to 1.0"))]
    value: f32,
}
```

##### 2. `@name = value`

> This is my personal favorite.

```rust
#[derive(Reflect)]
struct Slider {
    #[reflect(@min = 0.0, @max = 1.0, skip_serializing)]
    #[[reflect(@bevy_editor::hint = "Range: 0.0 to 1.0")]
    value: f32,
}
```

##### 3. `custom_attr(name = value)`

> `custom_attr` can be anything. Other possibilities include `with` or
`tag`.

```rust
#[derive(Reflect)]
struct Slider {
    #[reflect(custom_attr(min = 0.0, max = 1.0), skip_serializing)]
    #[[reflect(custom_attr(bevy_editor::hint = "Range: 0.0 to 1.0"))]
    value: f32,
}
```

##### 4. `reflect_attr(name = value)`

```rust
#[derive(Reflect)]
struct Slider {
    #[reflect(skip_serializing)]
    #[reflect_attr(min = 0.0, max = 1.0)]
    #[[reflect_attr(bevy_editor::hint = "Range: 0.0 to 1.0")]
    value: f32,
}
```

</details>

---

## Changelog

- Added support for custom attributes on reflected types (i.e.
`#[reflect(@Foo::new("bar")]`)
2024-05-20 19:30:21 +00:00
IceSentry
bf2aced279
Remove another .view_layouts (#13410)
I forgot to save that file when submitting #13394 😅
2024-05-19 00:08:27 +00:00
Patrick Walton
846757cb38
Make the prepass shader compile when lightmaps are present. (#13402)
Commit 3f5a090b1b added a reference to
`STANDARD_MATERIAL_FLAGS_BASE_COLOR_UV_BIT`, a nonexistent identifier,
in the alpha discard portion of the prepass shader. Moreover, the logic
didn't make sense to me. I think the code was trying to choose between
the two UV sets depending on which is present, so I made it do that.

I noticed this when trying Bistro with #13277. I'm not sure why this
issue didn't manifest itself before, but it's clearly a bug, so here's a
fix. We should probably merge this before 0.14.
2024-05-18 22:28:31 +00:00
François Mockers
a55e0e31e8
fix normals computation for gltf (#13396)
# Objective

- some gltf files are broken since #13333 

```
thread 'IO Task Pool (2)' panicked at crates/bevy_render/src/mesh/mesh/mod.rs:581:9:
`compute_flat_normals` can't work on indexed geometry. Consider calling either `Mesh::compute_smooth_normals` or `Mesh::duplicate_vertices` followed by `Mesh::compute_flat_normals`.
```

- test with example `custom_gltf_vertex_attribute` or
`gltf_skinned_mesh`


## Solution

- Call the wrapper function for normals that will either call
`compute_flat_normals` or `compute_smooth_normals` as appropriate

## Testing

- Ran the two examples mentioned above
2024-05-18 12:07:27 +00:00
Lynn
450a9202d0
Common MeshBuilder trait (#13411)
# Objective

- All `ShapeMeshBuilder`s have some methods/implementations in common.
These are `fn build(&self) -> Mesh` and this implementation:
```rust
impl From<ShapeMeshBuilder> for Mesh { 
    fn from(builder: ShapeMeshBuilder) -> { 
        builder.build() 
    } 
}
``` 

- For the sake of consistency, these can be moved into a shared trait

## Solution

- Add `trait MeshBuilder` containing a `fn build(&self) -> Mesh` and
implementing `MeshBuilder for ShapeMeshBuilder`
- Implement `From<T: MeshBuilder> for Mesh`

## Migration Guide

- When calling `.build()` you need to import
`bevy_render::mesh::primitives::MeshBuilder`
2024-05-18 11:58:11 +00:00
Alice Cecile
ee6dfd35c9
Revert "Add on_unimplemented Diagnostics to Most Public Traits" (#13413)
# Objective

- Rust 1.78 breaks all Android support, see
https://github.com/bevyengine/bevy/issues/13331
- We should not bump the MSRV to 1.78 until that's resolved in #13366.

## Solution

- Temporarily revert https://github.com/bevyengine/bevy/pull/13347

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-05-17 17:00:43 +00:00
Johannes Hackel
1fcf6a444f
Add emissive_exposure_weight to the StandardMaterial (#13350)
# Objective

- The emissive color gets multiplied by the camera exposure value. But
this cancels out almost any emissive effect.
- Fixes #13133
- Closes PR #13337 

## Solution
- Add emissive_exposure_weight to the StandardMaterial
- In the shader this value is stored in the alpha channel of the
emissive color.
- This value defines how much the exposure influences the emissive
color.
- It's equal to Google's Filament:
https://google.github.io/filament/Materials.html#emissive

4f021583f1/shaders/src/shading_lit.fs (L287)

## Testing

- The result of
[EmissiveStrengthTest](https://github.com/KhronosGroup/glTF-Sample-Models/tree/main/2.0/EmissiveStrengthTest)
with the default value of 0.0:

without bloom:

![emissive_fix](https://github.com/bevyengine/bevy/assets/688816/8f8c131a-464a-4d7b-a9e4-4e28d679ee5d)

with bloom:

![emissive_fix_bloom](https://github.com/bevyengine/bevy/assets/688816/89f200ee-3bd5-4daa-bf64-8999b56df3fa)
2024-05-17 13:49:53 +00:00
Zachary Harrold
11f0a2dcde
Add on_unimplemented Diagnostics to Most Public Traits (#13347)
# Objective

- Fixes #12377

## Solution

Added simple `#[diagnostic::on_unimplemented(...)]` attributes to some
critical public traits providing a more approachable initial error
message. Where appropriate, a `note` is added indicating that a `derive`
macro is available.

## Examples

<details>
<summary>Examples hidden for brevity</summary>

Below is a collection of examples showing the new error messages
produced by this change. In general, messages will start with a more
Bevy-centric error message (e.g., _`MyComponent` is not a `Component`_),
and a note directing the user to an available derive macro where
appropriate.

### Missing `#[derive(Resource)]`

<details>
<summary>Example Code</summary>

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

struct MyResource;

fn main() {
    App::new()
        .insert_resource(MyResource)
        .run();
}
```

</details>

<details>
<summary>Error Generated</summary>

```error
error[E0277]: `MyResource` is not a `Resource`
   --> examples/app/empty.rs:7:26
    |
7   |         .insert_resource(MyResource)
    |          --------------- ^^^^^^^^^^ invalid `Resource`
    |          |
    |          required by a bound introduced by this call
    |
    = help: the trait `Resource` is not implemented for `MyResource`       
    = note: consider annotating `MyResource` with `#[derive(Resource)]`    
    = help: the following other types implement trait `Resource`:
              AccessibilityRequested
              ManageAccessibilityUpdates
              bevy::bevy_a11y::Focus
              DiagnosticsStore
              FrameCount
              bevy::prelude::State<S>
              SystemInfo
              bevy::prelude::Axis<T>
            and 141 others
note: required by a bound in `bevy::prelude::App::insert_resource`
   --> C:\Users\Zac\Documents\GitHub\bevy\crates\bevy_app\src\app.rs:419:31
    |
419 |     pub fn insert_resource<R: Resource>(&mut self, resource: R) -> &mut Self {
    |                               ^^^^^^^^ required by this bound in `App::insert_resource`
```

</details>

### Putting A `QueryData` in a `QueryFilter` Slot

<details>
<summary>Example Code</summary>

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

#[derive(Component)]
struct A;

#[derive(Component)]
struct B;

fn my_system(_query: Query<&A, &B>) {}

fn main() {
    App::new()
        .add_systems(Update, my_system)
        .run();
}
```

</details>

<details>
<summary>Error Generated</summary>

```error
error[E0277]: `&B` is not a valid `Query` filter
   --> examples/app/empty.rs:9:22
    |
9   | fn my_system(_query: Query<&A, &B>) {}
    |                      ^^^^^^^^^^^^^ invalid `Query` filter
    |
    = help: the trait `QueryFilter` is not implemented for `&B`
    = help: the following other types implement trait `QueryFilter`:
              With<T>
              Without<T>
              bevy::prelude::Or<()>
              bevy::prelude::Or<(F0,)>
              bevy::prelude::Or<(F0, F1)>
              bevy::prelude::Or<(F0, F1, F2)>
              bevy::prelude::Or<(F0, F1, F2, F3)>
              bevy::prelude::Or<(F0, F1, F2, F3, F4)>
            and 28 others
note: required by a bound in `bevy::prelude::Query`
   --> C:\Users\Zac\Documents\GitHub\bevy\crates\bevy_ecs\src\system\query.rs:349:51
    |
349 | pub struct Query<'world, 'state, D: QueryData, F: QueryFilter = ()> {
    |                                                   ^^^^^^^^^^^ required by this bound in `Query`
```

</details>

### Missing `#[derive(Component)]`

<details>
<summary>Example Code</summary>

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

struct A;

fn my_system(mut commands: Commands) {
    commands.spawn(A);
}

fn main() {
    App::new()
        .add_systems(Startup, my_system)
        .run();
}
```

</details>

<details>
<summary>Error Generated</summary>

```error
error[E0277]: `A` is not a `Bundle`
   --> examples/app/empty.rs:6:20
    |
6   |     commands.spawn(A);
    |              ----- ^ invalid `Bundle`
    |              |
    |              required by a bound introduced by this call
    |
    = help: the trait `bevy::prelude::Component` is not implemented for `A`, which is required by `A: Bundle`
    = note: consider annotating `A` with `#[derive(Component)]` or `#[derive(Bundle)]`
    = help: the following other types implement trait `Bundle`:
              TransformBundle
              SceneBundle
              DynamicSceneBundle
              AudioSourceBundle<Source>
              SpriteBundle
              SpriteSheetBundle
              Text2dBundle
              MaterialMesh2dBundle<M>
            and 34 others
    = note: required for `A` to implement `Bundle`
note: required by a bound in `bevy::prelude::Commands::<'w, 's>::spawn`
   --> C:\Users\Zac\Documents\GitHub\bevy\crates\bevy_ecs\src\system\commands\mod.rs:243:21
    |
243 |     pub fn spawn<T: Bundle>(&mut self, bundle: T) -> EntityCommands {
    |                     ^^^^^^ required by this bound in `Commands::<'w, 's>::spawn`
```

</details>

### Missing `#[derive(Asset)]`

<details>
<summary>Example Code</summary>

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

struct A;

fn main() {
    App::new()
        .init_asset::<A>()
        .run();
}
```

</details>

<details>
<summary>Error Generated</summary>

```error
error[E0277]: `A` is not an `Asset`
   --> examples/app/empty.rs:7:23
    |
7   |         .init_asset::<A>()
    |          ----------   ^ invalid `Asset`
    |          |
    |          required by a bound introduced by this call
    |
    = help: the trait `Asset` is not implemented for `A`
    = note: consider annotating `A` with `#[derive(Asset)]`
    = help: the following other types implement trait `Asset`:
              Font
              AnimationGraph
              DynamicScene
              Scene
              AudioSource
              Pitch
              bevy::bevy_gltf::Gltf
              GltfNode
            and 17 others
note: required by a bound in `init_asset`
   --> C:\Users\Zac\Documents\GitHub\bevy\crates\bevy_asset\src\lib.rs:307:22
    |
307 |     fn init_asset<A: Asset>(&mut self) -> &mut Self;
    |                      ^^^^^ required by this bound in `AssetApp::init_asset`
```

</details>

### Mismatched Input and Output on System Piping

<details>
<summary>Example Code</summary>

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

fn producer() -> u32 {
    123
}

fn consumer(_: In<u16>) {}

fn main() {
    App::new()
        .add_systems(Update, producer.pipe(consumer))
        .run();
}
```

</details>

<details>
<summary>Error Generated</summary>

```error
error[E0277]: `fn(bevy::prelude::In<u16>) {consumer}` is not a valid system with input `u32` and output `_`
   --> examples/app/empty.rs:11:44
    |
11  |         .add_systems(Update, producer.pipe(consumer))
    |                                       ---- ^^^^^^^^ invalid system
    |                                       |
    |                                       required by a bound introduced by this call
    |
    = help: the trait `bevy::prelude::IntoSystem<u32, _, _>` is not implemented for fn item `fn(bevy::prelude::In<u16>) {consumer}`
    = note: expecting a system which consumes `u32` and produces `_`
note: required by a bound in `pipe`
   --> C:\Users\Zac\Documents\GitHub\bevy\crates\bevy_ecs\src\system\mod.rs:168:12
    |
166 |     fn pipe<B, Final, MarkerB>(self, system: B) -> PipeSystem<Self::System, B::System>
    |        ---- required by a bound in this associated function
167 |     where
168 |         B: IntoSystem<Out, Final, MarkerB>,
    |            ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ required by this bound in `IntoSystem::pipe`
```

</details>

### Missing Reflection

<details>
<summary>Example Code</summary>

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

#[derive(Component)]
struct MyComponent;

fn main() {
    App::new()
        .register_type::<MyComponent>()
        .run();
}
```

</details>

<details>
<summary>Error Generated</summary>

```error
error[E0277]: `MyComponent` does not provide type registration information
   --> examples/app/empty.rs:8:26
    |
8   |         .register_type::<MyComponent>()
    |          -------------   ^^^^^^^^^^^ the trait `GetTypeRegistration` is not implemented for `MyComponent`
    |          |
    |          required by a bound introduced by this call
    |
    = note: consider annotating `MyComponent` with `#[derive(Reflect)]`
    = help: the following other types implement trait `GetTypeRegistration`:
              bool
              char
              isize
              i8
              i16
              i32
              i64
              i128
            and 443 others
note: required by a bound in `bevy::prelude::App::register_type`
   --> C:\Users\Zac\Documents\GitHub\bevy\crates\bevy_app\src\app.rs:619:29
    |
619 |     pub fn register_type<T: bevy_reflect::GetTypeRegistration>(&mut self) -> &mut Self {
    |                             ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ required by this bound in `App::register_type`
```

</details>

### Missing `#[derive(States)]` Implementation

<details>
<summary>Example Code</summary>

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

#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash)]
enum AppState {
    #[default]
    Menu,
    InGame {
        paused: bool,
        turbo: bool,
    },
}

fn main() {
    App::new()
        .init_state::<AppState>()
        .run();
}
```

</details>

<details>
<summary>Error Generated</summary>

```error
error[E0277]: the trait bound `AppState: FreelyMutableState` is not satisfied
   --> examples/app/empty.rs:15:23
    |
15  |         .init_state::<AppState>()
    |          ----------   ^^^^^^^^ the trait `FreelyMutableState` is not implemented for `AppState`
    |          |
    |          required by a bound introduced by this call
    |
    = note: consider annotating `AppState` with `#[derive(States)]`
note: required by a bound in `bevy::prelude::App::init_state`
   --> C:\Users\Zac\Documents\GitHub\bevy\crates\bevy_app\src\app.rs:282:26
    |
282 |     pub fn init_state<S: FreelyMutableState + FromWorld>(&mut self) -> &mut Self {
    |                          ^^^^^^^^^^^^^^^^^^ required by this bound in `App::init_state`
```

</details>

### Adding a `System` with Unhandled Output

<details>
<summary>Example Code</summary>

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

fn producer() -> u32 {
    123
}

fn main() {
    App::new()
        .add_systems(Update, consumer)
        .run();
}
```

</details>

<details>
<summary>Error Generated</summary>

```error
error[E0277]: `fn() -> u32 {producer}` does not describe a valid system configuration
   --> examples/app/empty.rs:9:30
    |
9   |         .add_systems(Update, producer)
    |          -----------         ^^^^^^^^ invalid system configuration
    |          |
    |          required by a bound introduced by this call
    |
    = help: the trait `IntoSystem<(), (), _>` is not implemented for fn item `fn() -> u32 {producer}`, which is required by `fn() -> u32 {producer}: IntoSystemConfigs<_>`
    = help: the following other types implement trait `IntoSystemConfigs<Marker>`:
              <Box<(dyn bevy::prelude::System<In = (), Out = ()> + 'static)> as IntoSystemConfigs<()>>
              <NodeConfigs<Box<(dyn bevy::prelude::System<In = (), Out = ()> + 'static)>> as IntoSystemConfigs<()>>
              <(S0,) as IntoSystemConfigs<(SystemConfigTupleMarker, P0)>>
              <(S0, S1) as IntoSystemConfigs<(SystemConfigTupleMarker, P0, P1)>>
              <(S0, S1, S2) as IntoSystemConfigs<(SystemConfigTupleMarker, P0, P1, P2)>>
              <(S0, S1, S2, S3) as IntoSystemConfigs<(SystemConfigTupleMarker, P0, P1, P2, P3)>>
              <(S0, S1, S2, S3, S4) as IntoSystemConfigs<(SystemConfigTupleMarker, P0, P1, P2, P3, P4)>>
              <(S0, S1, S2, S3, S4, S5) as IntoSystemConfigs<(SystemConfigTupleMarker, P0, P1, P2, P3, P4, P5)>>
            and 14 others
    = note: required for `fn() -> u32 {producer}` to implement `IntoSystemConfigs<_>`
note: required by a bound in `bevy::prelude::App::add_systems`
   --> C:\Users\Zac\Documents\GitHub\bevy\crates\bevy_app\src\app.rs:342:23
    |
339 |     pub fn add_systems<M>(
    |            ----------- required by a bound in this associated function
...
342 |         systems: impl IntoSystemConfigs<M>,
    |                       ^^^^^^^^^^^^^^^^^^^^ required by this bound in `App::add_systems`
```

</details>
</details>

## Testing

CI passed locally.

## Migration Guide

Upgrade to version 1.78 (or higher) of Rust.

## Future Work

- Currently, hints are not supported in this diagnostic. Ideally,
suggestions like _"consider using ..."_ would be in a hint rather than a
note, but that is the best option for now.
- System chaining and other `all_tuples!(...)`-based traits have bad
error messages due to the slightly different error message format.

---------

Co-authored-by: Jamie Ridding <Themayu@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
2024-05-17 00:49:05 +00:00
IceSentry
aa907d5437
Remove unnecessary .view_layouts (#13394)
# Objective

- The volumetric fog PR originally needed to be modified to use
`.view_layouts` but that was changed in another PR. The merge with main
still kept those around.

## Solution

- Remove them because they aren't necessary
2024-05-16 19:12:36 +00:00
Ben Harper
be03ba1b68
Add reflect impls for bevy_math curve structs (#13348)
# Objective

Fixes #13189

## Solution

To add the reflect impls I needed to make all the struct fields pub. I
don't think there's any harm for these types, but just a note for
review.

---------

Co-authored-by: Ben Harper <ben@tukom.org>
2024-05-16 17:59:56 +00:00
Patrick Walton
19bfa41768
Implement volumetric fog and volumetric lighting, also known as light shafts or god rays. (#13057)
This commit implements a more physically-accurate, but slower, form of
fog than the `bevy_pbr::fog` module does. Notably, this *volumetric fog*
allows for light beams from directional lights to shine through,
creating what is known as *light shafts* or *god rays*.

To add volumetric fog to a scene, add `VolumetricFogSettings` to the
camera, and add `VolumetricLight` to directional lights that you wish to
be volumetric. `VolumetricFogSettings` has numerous settings that allow
you to define the accuracy of the simulation, as well as the look of the
fog. Currently, only interaction with directional lights that have
shadow maps is supported. Note that the overhead of the effect scales
directly with the number of directional lights in use, so apply
`VolumetricLight` sparingly for the best results.

The overall algorithm, which is implemented as a postprocessing effect,
is a combination of the techniques described in [Scratchapixel] and
[this blog post]. It uses raymarching in screen space, transformed into
shadow map space for sampling and combined with physically-based
modeling of absorption and scattering. Bevy employs the widely-used
[Henyey-Greenstein phase function] to model asymmetry; this essentially
allows light shafts to fade into and out of existence as the user views
them.

Volumetric rendering is a huge subject, and I deliberately kept the
scope of this commit small. Possible follow-ups include:

1. Raymarching at a lower resolution.

2. A post-processing blur (especially useful when combined with (1)).

3. Supporting point lights and spot lights.

4. Supporting lights with no shadow maps.

5. Supporting irradiance volumes and reflection probes.

6. Voxel components that reuse the volumetric fog code to create voxel
shapes.

7. *Horizon: Zero Dawn*-style clouds.

These are all useful, but out of scope of this patch for now, to keep
things tidy and easy to review.

A new example, `volumetric_fog`, has been added to demonstrate the
effect.

## Changelog

### Added

* A new component, `VolumetricFog`, is available, to allow for a more
physically-accurate, but more resource-intensive, form of fog.

* A new component, `VolumetricLight`, can be placed on directional
lights to make them interact with `VolumetricFog`. Notably, this allows
such lights to emit light shafts/god rays.

![Screenshot 2024-04-21
162808](https://github.com/bevyengine/bevy/assets/157897/7a1fc81d-eed5-4735-9419-286c496391a9)

![Screenshot 2024-04-21
132005](https://github.com/bevyengine/bevy/assets/157897/e6d3b5ca-8f59-488d-a3de-15e95aaf4995)

[Scratchapixel]:
https://www.scratchapixel.com/lessons/3d-basic-rendering/volume-rendering-for-developers/intro-volume-rendering.html

[this blog post]: https://www.alexandre-pestana.com/volumetric-lights/

[Henyey-Greenstein phase function]:
https://www.pbr-book.org/4ed/Volume_Scattering/Phase_Functions#TheHenyeyndashGreensteinPhaseFunction
2024-05-16 17:13:18 +00:00
charlotte
4c3b7679ec
#12502 Remove limit on RenderLayers. (#13317)
# Objective

Remove the limit of `RenderLayer` by using a growable mask using
`SmallVec`.

Changes adopted from @UkoeHB's initial PR here
https://github.com/bevyengine/bevy/pull/12502 that contained additional
changes related to propagating render layers.

Changes

## Solution

The main thing needed to unblock this is removing `RenderLayers` from
our shader code. This primarily affects `DirectionalLight`. We are now
computing a `skip` field on the CPU that is then used to skip the light
in the shader.

## Testing

Checked a variety of examples and did a quick benchmark on `many_cubes`.
There were some existing problems identified during the development of
the original pr (see:
https://discord.com/channels/691052431525675048/1220477928605749340/1221190112939872347).
This PR shouldn't change any existing behavior besides removing the
layer limit (sans the comment in migration about `all` layers no longer
being possible).

---

## Changelog

Removed the limit on `RenderLayers` by using a growable bitset that only
allocates when layers greater than 64 are used.

## Migration Guide

- `RenderLayers::all()` no longer exists. Entities expecting to be
visible on all layers, e.g. lights, should compute the active layers
that are in use.

---------

Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
2024-05-16 16:15:47 +00:00
Lynn
05e2552a68
Add Rounded box gizmos (#11948)
# Objective

- Implement rounded cuboids and rectangles, suggestion of #9400 

## Solution

- Added `Gizmos::rounded_cuboid`, `Gizmos::rounded_rect` and
`Gizmos::rounded_rect_2d`.
- All of these return builders that allow configuring of the corner/edge
radius using `.corner_radius(...)` or `.edge_radius(...)` as well as the
line segments of each arc using `.arc_segments(...)`.

---

## Changelog

- Added a new `rounded_box` module to `bevy_gizmos` containing all of
the above methods and builders.
- Updated the examples `2d_gizmos` and `3d_gizmos`

## Additional information

The 3d example now looks like this:

<img width="1440" alt="Screenshot 2024-02-28 at 01 47 28"
src="https://github.com/bevyengine/bevy/assets/62256001/654e30ca-c091-4f14-a402-90138e95c71b">

And this is the updated 2d example showcasing negative corner radius:

<img width="1440" alt="Screenshot 2024-02-28 at 01 59 37"
src="https://github.com/bevyengine/bevy/assets/62256001/3904697a-5462-4ee7-abd9-3e893ca07082">
<img width="1440" alt="Screenshot 2024-02-28 at 01 59 47"
src="https://github.com/bevyengine/bevy/assets/62256001/a8892cfd-3aad-4c0c-87eb-559c17c8864c">

---------

Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: James Gayfer <10660608+jgayfer@users.noreply.github.com>
2024-05-16 16:13:49 +00:00
Adith Ramachandran
65e62ba5eb
Revert "Support calculating normals for indexed meshes" (#12716) and add support for calculating smooth normals (#13333)
# Objective

- Refactor the changes merged in #11654 to compute flat normals for
indexed meshes instead of smooth normals.
- Fixes #12716 

## Solution

- Partially revert the changes in #11654 to compute flat normals for
both indexed and unindexed meshes in `compute_flat_normals`
- Create a new method, `compute_smooth_normals`, that computes smooth
normals for indexed meshes
- Create a new method, `compute_normals`, that computes smooth normals
for indexed meshes and flat normals for unindexed meshes by default. Use
this new method instead of `compute_flat_normals`.

## Testing

- Run the example with and without the changes to ensure that the
results are identical.
2024-05-16 14:54:35 +00:00
Johannes Hackel
1efa578ffb
Fix transmission by setting the correct value for transmissive_lighting_input.F_ab (#13379)
# Objective

- The clearcoat PR #13031 had a small typo which broke transmission
- Fixes #13284

## Solution

- Set transmissive_lighting_input.F_ab to the correct value


![transmission_fix](https://github.com/bevyengine/bevy/assets/688816/92158117-de3a-4fa5-8af8-dcbd1d5eee04)
2024-05-16 14:33:32 +00:00
Xzihnago
eba8744a70
Add Debug derive for ScreenSpaceAmbientOcclusionSettings struct (#13387)
# Objective

To streamline the code which utilizes `Debug` in user's struct like
`GraphicsSettings`. This addition aims to enhance code simplicity and
readability.

## Solution

Add `Debug` derive for `ScreenSpaceAmbientOcclusionSettings` struct.

## Testing

Should have no impact.
2024-05-16 11:29:34 +00:00
IceSentry
d9993a8092
Enable depth of field on webgpu (#13374)
# Objective

- Depth of field is currently disabled on any wasm targets, but the bug
it's trying to avoid is only an issue in webgl.

## Solution

- Enable dof when compiling for webgpu
- I also remove the msaa check because sampling a depth texture doesn't
work with or without msaa in webgl
- Unfortunately, Bokeh seems to be broken when using webgpu, so default
to Gaussian instead to make sure the defaults have the broadest platform
support

## Testing

- I added dof to the 3d_shapes example and compiled it to webgpu to
confirm it works
- I also tried compiling to webgl to confirm things still works and dof
isn't rendered.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2024-05-16 06:48:28 +00:00
IcyLeave6109
f61c55fd90
Allow shapes to be constructed with zero values (#13365)
# Objective

Fixes #13332.

## Solution

The assertion `circumradius >= 0.0` to allow zero.

Are there any other shapes that need to be allowed to be constructed
with zero?

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-05-16 02:22:50 +00:00
Pietro
d17fb160b0
Fix ClearColor in 2d pipelines (#13378)
# Objective

- Fixes #13377
- Fixes https://github.com/bevyengine/bevy/issues/13383

## Solution

- Even if the number of renderables is empty, the transparent phase need
to run to set the clear color.

## Testing

- Tested on the `clear_color` example
2024-05-15 20:36:02 +00:00
floppyhammer
8da4fcb616
Fix UI border artifacts caused by incorrect blending (#12725)
Fixes https://github.com/bevyengine/bevy/issues/12702.

Co-authored-by: François Mockers <mockersf@gmail.com>
2024-05-15 18:50:30 +00:00
JMS55
debcf3fb1d
Misc asset code quality and docs (#13382)
* Fix a doc comment for AssetSources
* Move some complicated generics to a where clause and write out T ->
Transformer fully
2024-05-15 18:49:04 +00:00
Csányi István
f91fd322b7
Skip redundant mesh_position_local_to_world call in vertex prepass shader (#13158)
# Objective

Optimize vertex prepass shader maybe?
Make it consistent with the base vertex shader

## Solution

`mesh_position_local_to_clip` just calls `mesh_position_local_to_world`
and then `position_world_to_clip`
since `out.world_position` is getting calculated anyway a few lines
below, just move it up and use it's output to calculate `out.position`.

It is the same as in the base vertex shader (`mesh.wgsl`).

Note: I have no idea if there is a reason that it was this way. I'm not
an expert, just noticed this inconsistency while messing with custom
shaders.
2024-05-14 16:31:58 +00:00
Jamie Ridding
dcf24dfd6b
Implement WorldQuery and QueryData on Mut. (#13338)
# Objective

Provides a `WorldQuery` implementation on `Mut<T>` that forwards to the
implementation on `&mut T`, and give users a way to opt-in to change
detection in auto-generated `QueryData::ReadOnly` types.

Fixes #13329.

## Solution

I implemented `WorldQuery` on `Mut<'w, T>` as a forwarding
implementation to `&mut T`, setting the `QueryData::ReadOnly` associated
type to `Ref<'w, T>`. This provides users the ability to explicitly
opt-in to change detection in the read-only forms of queries.

## Testing

A documentation test was added to `Mut` showcasing the new
functionality.

---

## Changelog

### Added

- Added an implementation of `WorldQuery` and `QueryData` on
`bevy_ecs::change_detection::Mut`.
2024-05-14 12:38:31 +00:00
Zachary Harrold
6482a036cb
Implement Color Operations for Color (#13285)
# Objective

- Fixes #13214

## Solution

Delegates to internal type when possible, otherwise uses
`ChosenColorSpace` as an intermediary. This _will_ double convert, but
this is considered an acceptable compromise since use of specific colour
types in performance critical colour operations is already encouraged.

`ChosenColorSpace` is `Oklcha` since it's perceptually uniform while
supporting all required operations, and in my opinion is the "best" for
this task. Using different spaces for different operations will make
documenting this double-conversion behaviour more challenging.

## Testing

Changes straightforward enough to not require testing beyond current CI
in my opinion.

---

## Changelog

- Implemented the following traits for `Color`:
  - `Luminance`
  - `Hue`
  - `Mix`
  - `EuclideanDistance`
  - `ClampColor`
- Added documentation to `Color` explaining the behaviour of these
operations (possible conversion, etc.)
2024-05-14 10:15:47 +00:00
Griffin
519ed5de42
Apply uv transform in the prepass (#13250)
# Objective

- The UV transform was applied in the main pass but not the prepass.

## Solution

- Apply the UV transform in the prepass.

## Testing

- The normals in my scene now look correct when using the prepass.
2024-05-13 22:33:09 +00:00
Vic
0eb4bb6bab
constrain WorldQuery::get_state to only use &Components (#13343)
# Objective

Passing `&World` in the `WorldQuery::get_state` method is unnecessary,
as all implementations of this method in the engine either only access
`Components` in `&World`, or do nothing with it.
It can introduce UB by necessitating the creation of a `&World` from a
`UnsafeWorldCell`.
This currently happens in `Query::transmute_lens`, which obtains a
`&World` from the internal `UnsafeWorldCell` solely to pass to
`get_state`. `Query::join` suffers from the same issue.
Other cases of UB come from allowing implementors of `WorldQuery` to
freely access `&World`, like in the `bevy-trait-query` crate, where a
[reference to a resource is
obtained](0c0e7dd646/src/lib.rs (L445))
inside of
[`get_state`](0c0e7dd646/src/one.rs (L245)),
potentially aliasing with a `ResMut` parameter in the same system.

`WorldQuery::init_state` currently requires `&mut World`, which doesn't
suffer from these issues.
But that too can be changed to receive a wrapper around `&mut
Components` and `&mut Storages` for consistency in a follow-up PR.

## Solution

Replace the `&World` parameter in `get_state` with `&Components`.

## Changelog

 `WorldQuery::get_state` now takes `&Components` instead of `&World`.
The `transmute`, `transmute_filtered`, `join` and `join_filtered`
methods on `QueryState` now similarly take `&Components` instead of
`&World`.

## Migration Guide

Users of `WorldQuery::get_state` or `transmute`, `transmute_filtered`,
`join` and `join_filtered` methods on `QueryState` now need to pass
`&Components` instead of `&World`.
`&Components` can be trivially obtained from either `components` method
on `&World` or `UnsafeWorldCell`.
For implementors of `WorldQuery::get_state` that were accessing more
than the `Components` inside `&World` and its methods, this is no longer
allowed.
2024-05-13 21:00:01 +00:00
JoshValjosh
2037b880ac
Add docs for PointLight (#13355)
Fixes #13106
2024-05-13 18:55:36 +00:00
Brezak
cbda71c2b3
Determine msrv for every standalone bevy_* crate. (#13211)
# Objective

As was pointed out in #13183, `bevy_mikktspace` is missing it's msrv
from it `Cargo.toml`. This promted me to check the msrv of every
`bevy_*` crate. Closes #13183.

## Solution

- Call `cargo check` with different rust versions on every bevy crate
until it doesn't complain.
- Write down the rust version `cargo check` started working.

## Testing

- Install `cargo-msrv`.
- Run `cargo msrv verify`.
- Rejoice.

---

## Changelog

Every published bevy crate now specifies a MSRV. If your rust toolchain
isn't at least version `1.77.0` You'll likely not be able to compile
most of bevy.

## Migration Guide

If your rust toolchain is bellow version`1.77.0, update.
2024-05-13 18:26:41 +00:00
Patrick Walton
df31b808c3
Implement fast depth of field as a postprocessing effect. (#13009)
This commit implements the [depth of field] effect, simulating the blur
of objects out of focus of the virtual lens. Either the [hexagonal
bokeh] effect or a faster Gaussian blur may be used. In both cases, the
implementation is a simple separable two-pass convolution. This is not
the most physically-accurate real-time bokeh technique that exists;
Unreal Engine has [a more accurate implementation] of "cinematic depth
of field" from 2018. However, it's simple, and most engines provide
something similar as a fast option, often called "mobile" depth of
field.

The general approach is outlined in [a blog post from 2017]. We take
advantage of the fact that both Gaussian blurs and hexagonal bokeh blurs
are *separable*. This means that their 2D kernels can be reduced to a
small number of 1D kernels applied one after another, asymptotically
reducing the amount of work that has to be done. Gaussian blurs can be
accomplished by blurring horizontally and then vertically, while
hexagonal bokeh blurs can be done with a vertical blur plus a diagonal
blur, plus two diagonal blurs. In both cases, only two passes are
needed. Bokeh requires the first pass to have a second render target and
requires two subpasses in the second pass, which decreases its
performance relative to the Gaussian blur.

The bokeh blur is generally more aesthetically pleasing than the
Gaussian blur, as it simulates the effect of a camera more accurately.
The shape of the bokeh circles are determined by the number of blades of
the aperture. In our case, we use a hexagon, which is usually considered
specific to lower-quality cameras. (This is a downside of the fast
hexagon approach compared to the higher-quality approaches.) The blur
amount is generally specified by the [f-number], which we use to compute
the focal length from the film size and FOV. By default, we simulate
standard cinematic cameras of f/1 and [Super 35]. The developer can
customize these values as desired.

A new example has been added to demonstrate depth of field. It allows
customization of the mode (Gaussian vs. bokeh), focal distance and
f-numbers. The test scene is inspired by a [blog post on depth of field
in Unity]; however, the effect is implemented in a completely different
way from that blog post, and all the assets (textures, etc.) are
original.

Bokeh depth of field:
![Screenshot 2024-04-17
152535](https://github.com/bevyengine/bevy/assets/157897/702f0008-1c8a-4cf3-b077-4110f8c46584)

Gaussian depth of field:
![Screenshot 2024-04-17
152542](https://github.com/bevyengine/bevy/assets/157897/f4ece47a-520e-4483-a92d-f4fa760795d3)

No depth of field:
![Screenshot 2024-04-17
152547](https://github.com/bevyengine/bevy/assets/157897/9444e6aa-fcae-446c-b66b-89469f1a1325)

[depth of field]: https://en.wikipedia.org/wiki/Depth_of_field

[hexagonal bokeh]:
https://colinbarrebrisebois.com/2017/04/18/hexagonal-bokeh-blur-revisited/

[a more accurate implementation]:
https://epicgames.ent.box.com/s/s86j70iamxvsuu6j35pilypficznec04

[a blog post from 2017]:
https://colinbarrebrisebois.com/2017/04/18/hexagonal-bokeh-blur-revisited/

[f-number]: https://en.wikipedia.org/wiki/F-number

[Super 35]: https://en.wikipedia.org/wiki/Super_35

[blog post on depth of field in Unity]:
https://catlikecoding.com/unity/tutorials/advanced-rendering/depth-of-field/

## Changelog

### Added

* A depth of field postprocessing effect is now available, to simulate
objects being out of focus of the camera. To use it, add
`DepthOfFieldSettings` to an entity containing a `Camera3d` component.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Bram Buurlage <brambuurlage@gmail.com>
2024-05-13 18:23:56 +00:00
Johannes Hackel
3f5a090b1b
Add UV channel selection to StandardMaterial (#13200)
# Objective

- The StandardMaterial always uses ATTRIBUTE_UV_0 for each texture
except lightmap. This is not flexible enough for a lot of gltf Files.
- Fixes #12496
- Fixes #13086
- Fixes #13122
- Closes #13153

## Solution

- The StandardMaterial gets extended for each texture by an UvChannel
enum. It defaults to Uv0 but can also be set to Uv1.
- The gltf loader now handles the texcoord information. If the texcoord
is not supported it creates a warning.
- It uses StandardMaterial shader defs to define which attribute to use.

## Testing

This fixes #12496 for example:

![wall_fixed](https://github.com/bevyengine/bevy/assets/688816/bc37c9e1-72ba-4e59-b092-5ee10dade603)

For testing of all kind of textures I used the TextureTransformMultiTest
from
https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main/Models/TextureTransformMultiTest
Its purpose is to test multiple texture transfroms but it is also a good
test for different texcoords.
It also shows the issue with emission #13133.

Before:

![TextureTransformMultiTest_main](https://github.com/bevyengine/bevy/assets/688816/aa701d04-5a3f-4df1-a65f-fc770ab6f4ab)

After:

![TextureTransformMultiTest_texcoord](https://github.com/bevyengine/bevy/assets/688816/c3f91943-b830-4068-990f-e4f2c97771ee)
2024-05-13 18:23:09 +00:00
Joona Aalto
ac1f135e20
Add meshing for Cone (#11820)
# Objective

The `Cone` primitive should support meshing.

## Solution

Implement meshing for the `Cone` primitive. The default cone has a
height of 1 and a base radius of 0.5, and is centered at the origin.

An issue with cone meshes is that the tip does not really have a normal
that works, even with duplicated vertices. This PR uses only a single
vertex for the tip, with a normal of zero; this results in an "invalid"
normal that gets ignored by the fragment shader. This seems to be the
only approach we have for perfectly smooth cones. For discussion on the
topic, see #10298 and #5891.

Another thing to note is that the cone uses polar coordinates for the
UVs:

<img
src="https://github.com/bevyengine/bevy/assets/57632562/e101ded9-110a-4ac4-a98d-f1e4d740a24a"
alt="cone" width="400" />

This way, textures are applied as if looking at the cone from above:

<img
src="https://github.com/bevyengine/bevy/assets/57632562/8dea00f1-a283-4bc4-9676-91e8d4adb07a"
alt="texture" width="200" />

<img
src="https://github.com/bevyengine/bevy/assets/57632562/d9d1b5e6-a8ba-4690-b599-904dd85777a1"
alt="cone" width="200" />
2024-05-13 18:00:59 +00:00
moonlightaria
1a3549a916
State example (#13322)
# Objective
adopted from #10716
adds example for updating state

---------

Co-authored-by: Stepan Koltsov <stepan.koltsov@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-05-13 13:03:42 +00:00
Bram Buurlage
bfc13383e0
Fix incorrect workgroupBarrier and OOB array access in auto_exposure (#13283)
This commit fixes two issues in auto_exposure.wgsl:
* A `storageBarrier()` was incorrectly used where a `workgroupBarrier()`
should be used instead;
* Resetting the `histogram_shared` array would write beyond the 64th
index, which is out of bounds.

## Solution

The first issue is fixed by using the appropriate workgroupBarrier
instead;
The second issue is fixed by adding a range check before setting
`histogram_shared[local_invocation_index] = 0u`.

## Testing

These changes were tested using the Xcode metal profiler, and I could
not find any noticable change in compute shader performance.
2024-05-12 23:24:58 +00:00
IcyLeave6109
de7ff295e1
Make bevy_time optionally depend on bevy_reflect (#13263)
# Objective

Fixes #13246.
2024-05-12 23:19:07 +00:00
François Mockers
173db7726f
remove unused warnings in release (#13344)
# Objective

- When building for release, there are "unused" warnings:
```
warning: unused import: `bevy_utils::warn_once`
  --> crates/bevy_pbr/src/render/mesh_view_bindings.rs:32:5
   |
32 | use bevy_utils::warn_once;
   |     ^^^^^^^^^^^^^^^^^^^^^
   |
   = note: `#[warn(unused_imports)]` on by default

warning: unused variable: `texture_count`
   --> crates/bevy_pbr/src/render/mesh_view_bindings.rs:371:17
    |
371 |             let texture_count: usize = entries
    |                 ^^^^^^^^^^^^^ help: if this is intentional, prefix it with an underscore: `_texture_count`
    |
    = note: `#[warn(unused_variables)]` on by default
```

## Solution

- Gate the import and definition by the same cfg as their uses
2024-05-12 22:30:34 +00:00
ickshonpe
be217ab037
Add doc comments explaining the different behaviours of alignment and Anchor with text_2d (#8022)
# Objective
Add an explanation of the differences between `alignment` and `Anchor`
to the `Text2dBundle` docs.

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2024-05-12 21:42:04 +00:00
Periwink
ded5d523bd
Improve tracing layer customization (#13159)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/12597

The current tracing customization option (the `update_subscriber` field)
was basically unusable because it provides a `dyn Subscriber` and most
layers require a `Subscriber` that also implements `for<'a>
LookupSpan<'a, Data=Data<'a>>`, so it was impossible to add a layer on
top of the `dyn Subscriber`.

This PR provides an alternative way of adding additional tracing layers
to the LogPlugin by instead creating an `Option<Layer>`.

This is enough for most situations because `Option<Layer>` and
`Vec<Layer>` both implement `Layer`.

## Solution

- Replace the `update_subscriber` field of `LogPlugin` with a
`custom_layer` field which is function pointer returning an
`Option<BoxedLayer>`
- Update the examples to showcase that this works:
  - with multiple additional layers
- with Layers that were previously problematic, such as
`bevy::log::tracing_subscriber::fmt::layer().with_file(true)` (mentioned
in the issue)
  
Note that in the example this results in duplicate logs, since we have
our own layer on top of the default `fmt_layer` added in the LogPlugin;
maybe in the future we might want to provide a single one? Or to let the
user customize the default `fmt_layer` ? I still think this change is an
improvement upon the previous solution, which was basically broken.

---

## Changelog

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

- The `LogPlugin`'s `update_subscriber` field has been replaced with
`custom_layer` to allow the user to flexibly add a `tracing::Layer` to
the layer stack

## Migration Guide

- The `LogPlugin`'s `update_subscriber` field has been replaced with
`custom_layer`

---------

Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
2024-05-12 21:16:56 +00:00
Rob Parrett
2fd432c463
Fix motion blur on wasm (#13099)
# Objective

Fixes #13097 and other issues preventing the motion blur example from
working on wasm

## Solution

- Use a vec2 for padding
- Fix error initializing the `MotionBlur` struct on wasm+webgl2
- Disable MSAA on wasm+webgl2
- Fix `GlobalsUniform` padding getting added on the shader side for
webgpu builds

## Notes

The motion blur example now runs, but with artifacts. In addition to the
obvious black artifacts, the motion blur or dithering seem to just look
worse in a way I can't really describe. That may be expected.

```
AdapterInfo { name: "ANGLE (Apple, ANGLE Metal Renderer: Apple M1 Max, Unspecified Version)", vendor: 4203, device: 0, device_type: IntegratedGpu, driver: "", driver_info: "", backend: Gl }
```
<img width="1276" alt="Screenshot 2024-04-25 at 6 51 21 AM"
src="https://github.com/bevyengine/bevy/assets/200550/65401d4f-92fe-454b-9dbc-a2d89d3ad963">
2024-05-12 21:03:36 +00:00
Sean Sullivan
a4597a9c14
bevy_asset: Add missing web-sys feature and cleanup unused ones (#13281)
# Objective

- **Describe the objective or issue this PR addresses.**

`bevy_asset` includes code
[here](4350ad0bd1/crates/bevy_asset/src/io/wasm.rs (L61))
that references `web_sys::WorkerGlobalScope`. However, `bevy_asset` does
not enable this feature, see
[here](4350ad0bd1/crates/bevy_asset/Cargo.toml (L50)).
Running examples does not catch this problem because the feature is
implicitly included by `wgpu` when `bevy_render` is also a dependency,
see
[bevy_render](4350ad0bd1/crates/bevy_render/Cargo.toml (L73-L80))
and
[wgpu](3b6112d45d/wgpu/Cargo.toml (L201)).
This results in compile errors for environments that are not using
`bevy_render`.

To reproduce the problem, try to build the crate individually for wasm
targets by running `cargo build -p bevy_asset --target
wasm32-unknown-unknown`.

Running `cargo tree -e features --target wasm32-unknown-unknown` helped
diagnose the issue.

## Solution

- **Describe the solution used to achieve the objective above.**

This PR adds the `WorkerGlobalScope` feature to the `web-sys` portion of
`bevy_asset`'s `Cargo.toml`.

It also seems to be the case that `bevy_asset` no longer needs the
`Request` feature, since no code for `Request` is present anymore. I
confirmed that building the crate individually for wasm succeeds without
the feature, so that change is also included here.

This is a little off-topic, but the repository would probably benefit
from some automation around these types of changes, but I'm not sure
what would work there. For example, building each crate individually for
some key targets would work, but is...well, a lot. Happy to follow up if
there is agreement on a good direction.

## Testing

- **Did you test these changes? If so, how?**
- **How can other people (reviewers) test your changes? Is there
anything specific they need to know?**

Building the crate individually for wasm by running `cargo build -p
bevy_asset --target wasm32-unknown-unknown`.

- **Are there any parts that need more testing?**

I don't believe so.
2024-05-12 20:53:59 +00:00
Ben Harper
6f641e9f9b
Add copy, clone, and debug derives to cubic spline structs (#13293)
# Objective

Fixes #13190

---------

Co-authored-by: Ben Harper <ben@tukom.org>
2024-05-12 20:48:08 +00:00
charlotte
dc0fdd6ad9
Ensure clean exit (#13236)
# Objective

Fixes two issues related to #13208.

First, we ensure render resources for a window are always dropped first
to ensure that the `winit::Window` always drops on the main thread when
it is removed from `WinitWindows`. Previously, changes in #12978 caused
the window to drop in the render world, causing issues.

We accomplish this by delaying despawning the window by a frame by
inserting a marker component `ClosingWindow` that indicates the window
has been requested to close and is in the process of closing. The render
world now responds to the equivalent `WindowClosing` event rather than
`WindowCloseed` which now fires after the render resources are
guarunteed to be cleaned up.

Secondly, fixing the above caused (revealed?) that additional events
were being delivered to the the event loop handler after exit had
already been requested: in my testing `RedrawRequested` and
`LoopExiting`. This caused errors to be reported try to send an exit
event on the close channel. There are two options here:
- Guard the handler so no additional events are delivered once the app
is exiting. I ~considered this but worried it might be confusing or bug
prone if in the future someone wants to handle `LoopExiting` or some
other event to clean-up while exiting.~ We are now taking this approach.
- Only send an exit signal if we are not already exiting. ~It doesn't
appear to cause any problems to handle the extra events so this seems
safer.~
 
Fixing this also appears to have fixed #13231.

Fixes #10260.

## Testing

Tested on mac only.

---

## Changelog

### Added
- A `WindowClosing` event has been added that indicates the window will
be despawned on the next frame.

### Changed
- Windows now close a frame after their exit has been requested.

## Migration Guide
- Ensure custom exit logic does not rely on the app exiting the same
frame as a window is closed.
2024-05-12 15:56:01 +00:00
rmsthebest
278380394f
Avoid bevy_reflect::List::iter wrapping in release mode (#13271)
# Objective
Fixes  #13230

## Solution
Uses solution described in  #13230
They mention a worry about adding a branch, but I'm not sure there is
one.

This code
```Rust
#[no_mangle]
pub fn next_if_some(num: i32, b: Option<bool>) -> i32 {
    num + b.is_some() as i32
}
```
produces this assembly with opt-level 3
```asm
next_if_some:
        xor     eax, eax
        cmp     sil, 2
        setne   al
        add     eax, edi
        ret
```

## Testing
Added test from #13230, tagged it as ignore as it is only useful in
release mode and very slow if you accidentally invoke it in debug mode.

---

## Changelog
Iterationg of ListIter will no longer overflow and wrap around

## Migration Guide
2024-05-12 15:01:05 +00:00
François Mockers
443ce9a62b
gizmos: take normal of normal on plane 3d before rotation (#13326)
# Objective

- Example `render_primitives` is painful to look at for the plane in 3d,
the gizmo seems to have extra rotations


https://github.com/bevyengine/bevy/assets/8672791/08509624-14ac-4f00-a758-9a14233ef1a9

## Solution

- Take the normal of the normal before rotation, then rotate it

## Testing

- Run the example, rotations are more in sync


https://github.com/bevyengine/bevy/assets/8672791/91c26ce4-4b7b-4575-ba32-7c32026e4596
2024-05-11 19:32:31 +00:00
Zachary Harrold
dcb8a13b22
Remove ClampColor (#13307)
# Objective

- Fixes #12543

## Solution

- Removed `ClampColor`

## Testing

- CI Passed

---

## Migration Guide

Manually clamp the various colour components yourself if this behaviour
is still required.

```rust
fn clamped_srgba(color: Srgba) -> Srgba {
    Srgba {
        red: color.red.clamp(0., 1.),
        green: color.green.clamp(0., 1.),
        blue: color.blue.clamp(0., 1.),
        alpha: color.alpha.clamp(0., 1.),
    }
}
```
2024-05-10 13:15:56 +00:00
Sean Sullivan
4b61bbe4e1
bevy_core: Derive useful traits on FrameCount (#13291)
# Objective

I am emboldened by my last small PR and am here with another.

- **Describe the objective or issue this PR addresses.**

It would be nice if `FrameCount` could be used by downstream plugins
that want to use frame data. The example that I have in mind is
[`leafwing_input_playback`](https://github.com/Leafwing-Studios/leafwing_input_playback/issues/29)
which has a [duplicate implementation of
`FrameCount`](https://github.com/Leafwing-Studios/leafwing_input_playback/blob/main/src/frame_counting.rs#L9-L37)
used in several structs which rely on those derives (or otherwise the
higher-level structs would have to implement these traits manually).
That crate, using `FrameCount`, tracks input frames and timestamps and
enables various playback modes.

I am aware that bevy org refrains from deriving lots of unnecessary
stuff on bevy types to avoid compile time creep. It is worth mentioning
the (equally reasonable) alternative that downstream crates _should_
implement some `FrameCount` themselves if they want special behavior
from it.

## Solution

- **Describe the solution used to achieve the objective above.**

I added derives for `PartialEq, Eq, PartialOrd, Ord` and implementations
for `serde::{Deserialize, Serialize}` to `FrameCount`.

## Testing

Manually confirmed that the serde implementation works, but that's all.
Let me know if I should do more here.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-05-10 10:00:08 +00:00
Matty
4da11fda77
Add AXES iterators for Dir types (#13305)
# Objective

Sometimes it's nice to iterate over all the coordinate axes using
something like `Vec3::AXES`. This was not available for the
corresponding `Dir` types and now it is.

## Solution

We already have things like `Dir2::X`, `Dir3::Z` and so on, so I just
threw them in an array like the vector types do it. I also slightly
refactored the sphere gizmo code to use `Dir3::AXES` and operate on
directions instead of using `Dir3::new_unchecked`.

## Testing

I looked at the sphere in the `3d_gizmos` example and it seems to work,
so I assume I didn't break anything.
2024-05-09 23:30:44 +00:00
Gino Valente
705c144259
bevy_reflect: Remove ContainerAttributes::merge (#13303)
# Objective

Unblocks #11659.

Currently the `Reflect` derive macro has to go through a merge process
for each `#[reflect]`/`#[reflet_value]` attribute encountered on a
container type.

Not only is this a bit inefficient, but it also has a soft requirement
that we can compare attributes such that an error can be thrown on
duplicates, invalid states, etc.

While working on #11659 this proved to be challenging due to the fact
that `syn` types don't implement `PartialEq` or `Hash` without enabling
the `extra-traits` feature.

Ideally, we wouldn't have to enable another feature just to accommodate
this one use case.

## Solution

Removed `ContainerAttributes::merge`.

This was a fairly simple change as we could just have the parsing
functions take `&mut self` instead of returning `Self`.

## Testing

CI should build as there should be no user-facing change.
2024-05-09 18:17:54 +00:00
Lee-Orr
42ba9dfaea
Separate state crate (#13216)
# Objective

Extracts the state mechanisms into a new crate called "bevy_state".

This comes with a few goals:

- state wasn't really an inherent machinery of the ecs system, and so
keeping it within bevy_ecs felt forced
- by mixing it in with bevy_ecs, the maintainability of our more robust
state system was significantly compromised

moving state into a new crate makes it easier to encapsulate as it's own
feature, and easier to read and understand since it's no longer a
single, massive file.

## Solution

move the state-related elements from bevy_ecs to a new crate

## Testing

- Did you test these changes? If so, how? all the automated tests
migrated and passed, ran the pre-existing examples without changes to
validate.

---

## Migration Guide

Since bevy_state is now gated behind the `bevy_state` feature, projects
that use state but don't use the `default-features` will need to add
that feature flag.

Since it is no longer part of bevy_ecs, projects that use bevy_ecs
directly will need to manually pull in `bevy_state`, trigger the
StateTransition schedule, and handle any of the elements that bevy_app
currently sets up.

---------

Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
2024-05-09 18:06:05 +00:00
moonlightaria
3f2cc244d7
Add color conversions #13224 (#13276)
# Objective
fixes #13224
adds conversions for Vec3 and Vec4 since these appear so often

## Solution
added Covert trait (couldn't think of good name) for [f32; 4], [f32, 3],
Vec4, and Vec3 along with the symmetric implementation

## Changelog
added conversions between arrays and vector to colors and vice versa

#migration
LinearRgba appears to have already had implicit conversions for [f32;4]
and Vec4
2024-05-09 18:01:52 +00:00
Brezak
9c4ac7c297
Finish the work on try_apply (#12646)
# Objective

Finish the `try_apply` implementation started in #6770 by @feyokorenhof.
Supersedes and closes #6770. Closes #6182

## Solution

Add `try_apply` to `Reflect` and implement it in all the places that
implement `Reflect`.

---

## Changelog

Added `try_apply` to `Reflect`.

---------

Co-authored-by: Feyo Korenhof <feyokorenhof@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-05-08 14:26:01 +00:00
IceSentry
64e1a7835a
Clean up 2d render phases (#12982)
# Objective

Currently, the 2d pipeline only has a transparent pass that is used for
everything. I want to have separate passes for opaque/alpha
mask/transparent meshes just like in 3d.

This PR does the basic work to start adding new phases to the 2d
pipeline and get the current setup a bit closer to 3d.

## Solution

- Use `ViewNode` for `MainTransparentPass2dNode`
- Added `Node2d::StartMainPass`, `Node2d::EndMainPass`
- Rename everything to clarify that the main pass is currently the
transparent pass

---

## Changelog

- Added `Node2d::StartMainPass`, `Node2d::EndMainPass`

## Migration Guide

If you were using `Node2d::MainPass` to order your own custom render
node. You now need to order it relative to `Node2d::StartMainPass` or
`Node2d::EndMainPass`.
2024-05-08 08:13:39 +00:00
Patrick Walton
0dddfa07ab
Fix the WebGL 2 backend by giving the visibility_ranges array a fixed length. (#13210)
WebGL 2 doesn't support variable-length uniform buffer arrays. So we
arbitrarily set the length of the visibility ranges field to 64 on that
platform.

---------

Co-authored-by: IceSentry <c.giguere42@gmail.com>
2024-05-08 07:34:59 +00:00
Brezak
4350ad0bd1
Make AssetMetaCheck a field on the asset plugin (#13177)
# Objective

There's a TODO comment above the `AssetMetaCheck` enum mentioning this
should have been done in 0.13

## Solution

Do it in 0.14

## Testing

I've checked that all the asset tests compile. I've also run the
asset_processing and asset_settings tests and they both work.

---

## Changelog

### Changed
-
[`AssetMetaCheck`](https://docs.rs/bevy/latest/bevy/asset/enum.AssetMetaCheck.html)
is no longer a resource and is now a field on the
[`AssetPlugin`](https://docs.rs/bevy/latest/bevy/asset/struct.AssetPlugin.html).

## Migration Guide

Changes to how bevy handles asset meta files now need to be specified
when inserting the `AssetPlugin`.
2024-05-07 23:52:30 +00:00
Lynn
03f4cc5dde
Extrusion (#13270)
# Objective

- Adds a basic `Extrusion<T: Primitive2d>` shape, suggestion of #10572 

## Solution

- Adds `Measured2d` and `Measured3d` traits for getting the
perimeter/area or area/volume of shapes. This allows implementing
`.volume()` and `.area()` for all extrusions `Extrusion<T: Primitive2d +
Measured2d>` within `bevy_math`
- All existing perimeter, area and volume implementations for primitves
have been moved into implementations of `Measured2d` and `Measured3d`
- Shapes should be extruded along the Z-axis since an extrusion of depth
`0.` should be equivalent in everything but name to the base shape

## Caviats

- I am not sure about the naming. `Extrusion<T>` could also be
`Prism<T>` and the `MeasuredNd` could also be something like
`MeasuredPrimitiveNd`. If you have any other suggestions, please fell
free to share them :)

## Future work

This PR adds a basic `Extrusion` shape and does not implement a lot of
things you might want it to. Some of the future possibilities include:
- [ ] bounding for extrusions
- [ ] making extrusions work with gizmos
- [ ] meshing

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-05-07 14:41:55 +00:00
BD103
22305acf66
Rename bevy_reflect_derive folder to derive (#13269)
# Objective

- Some of the "large" crates have sub-crates, usually for things such as
macros.
- For an example, see [`bevy_ecs_macros` at
`bevy_ecs/macros`](4f9f987099/crates/bevy_ecs/macros).
- The one crate that does not follow this convention is
[`bevy_reflect_derive`](4f9f987099/crates/bevy_reflect/bevy_reflect_derive),
which is in the `bevy_reflect/bevy_reflect_derive` folder and not
`bevy_reflect/derive` or `bevy_reflect/macros`.

## Solution

- Rename folder `bevy_reflect_derive` to `derive`.
- I chose to use `derive` instead of `macros` because the crate name
itself ends in `_derive`. (One of only two crates to actually use this
convention, funnily enough.)

## Testing

- Build and test `bevy_reflect` and `bevy_reflect_derive`.
- Apply the following patch to `publish.sh` to run it in `--dry-run`
mode, to test that the path has been successfully updated:
- If you have any security concerns about applying random diffs, feel
free to skip this step. Worst case scenario it fails and Cart has to
manually publish a few crates.

```bash
# Apply patch to make `publish.sh` *not* actually publish anything.
git apply path/to/foo.patch
# Make `publish.sh` executable.
chmod +x tools/publish.sh
# Execute `publish.sh`.
./tools/publish.sh
```

```patch
diff --git a/tools/publish.sh b/tools/publish.sh
index b020bad28..fbcc09281 100644
--- a/tools/publish.sh
+++ b/tools/publish.sh
@@ -49,7 +49,7 @@ crates=(
 
 if [ -n "$(git status --porcelain)" ]; then
     echo "You have local changes!"
-    exit 1
+    # exit 1
 fi
 
 pushd crates
@@ -61,15 +61,15 @@ do
   cp ../LICENSE-APACHE "$crate"
   pushd "$crate"
   git add LICENSE-MIT LICENSE-APACHE
-  cargo publish --no-verify --allow-dirty
+  cargo publish --no-verify --allow-dirty --dry-run
   popd
-  sleep 20
+  # sleep 20
 done
 
 popd
 
 echo "Publishing root crate"
-cargo publish --allow-dirty
+cargo publish --allow-dirty --dry-run
 
 echo "Cleaning local state"
 git reset HEAD --hard
```

---

## Changelog

- Moved `bevy_reflect_derive` from
`crates/bevy_reflect/bevy_reflect_derive` to
`crates/bevy_reflect/derive`.
2024-05-07 07:55:32 +00:00
IceSentry
4737106bdd
Extract mesh view layouts logic (#13266)
Copied almost verbatim from the volumetric fog PR

# Objective

- Managing mesh view layouts is complicated

## Solution

- Extract it to it's own struct
- This was done as part of #13057 and is copied almost verbatim. I
wanted to keep this part of the PR it's own atomic commit in case we
ever have to revert fog or run a bisect. This change is good whether or
not we have volumetric fog.

Co-Authored-By: @pcwalton
2024-05-07 06:46:41 +00:00
moonlightaria
1126b5a3d6
replace std::f32::EPSILON with f32::EPSILON (#13267)
# Objective
fixes clippy warning related to using a std::f32::EPSILON which is
planned to be depreciated for f32::EPSILON
2024-05-07 05:23:53 +00:00
Lynn
4f9f987099
Ellipse functions (#13025)
# Objective

- Add some useful methods to `Ellipse`

## Solution

- Added `Ellipse::perimeter()` and `::focal_length()`

---------

Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
2024-05-06 21:31:51 +00:00
Mike
fa0745fdd0
Remove bevy log's usage of non send resource (#13252)
# Objective

I'm adopting #9122 and pulling some of the non controversial changes out
to make the final pr easier to review.

This pr removes the NonSend resource usage from `bevy_log`. 

## Solution

`tracing-chrome` uses a guard that is stored in the world, so that when
it is dropped the json log file is written out. The guard is Send +
!Sync, so we can store it in a SyncCell to hold it in a regular resource
instead of using a non send resource.

## Testing

Tested by running an example with `-F tracing chrome` and making sure
there weren't any errors and the json file was created.

---

## Changelog

- replaced `bevy_log`'s usage of a non send resource.
2024-05-06 21:15:10 +00:00
Fpgu
60a73fa60b
Use Dir3 for local axis methods in GlobalTransform (#13264)
Switched the return type from `Vec3` to `Dir3` for directional axis
methods within the `GlobalTransform` component.

## Migration Guide
The `GlobalTransform` component's directional axis methods (e.g.,
`right()`, `left()`, `up()`, `down()`, `back()`, `forward()`) have been
updated from returning `Vec3` to `Dir3`.
2024-05-06 20:52:05 +00:00
andristarr
bb76a2c69c
multi_threaded feature rename (#12997)
# Objective

Fixes #12966

## Solution

Renaming multi_threaded feature to match snake case

## Migration Guide

Bevy feature multi-threaded should be refered to multi_threaded from now
on.
2024-05-06 20:49:32 +00:00
Patrick Walton
59b52fc94e
Modulate the emissive texture by the emissive color again. (#13251)
Fixes a regression introduced by #13031.
2024-05-06 20:06:10 +00:00
Patrick Walton
77ed72bc16
Implement clearcoat per the Filament and the KHR_materials_clearcoat specifications. (#13031)
Clearcoat is a separate material layer that represents a thin
translucent layer of a material. Examples include (from the [Filament
spec]) car paint, soda cans, and lacquered wood. This commit implements
support for clearcoat following the Filament and Khronos specifications,
marking the beginnings of support for multiple PBR layers in Bevy.

The [`KHR_materials_clearcoat`] specification describes the clearcoat
support in glTF. In Blender, applying a clearcoat to the Principled BSDF
node causes the clearcoat settings to be exported via this extension. As
of this commit, Bevy parses and reads the extension data when present in
glTF. Note that the `gltf` crate has no support for
`KHR_materials_clearcoat`; this patch therefore implements the JSON
semantics manually.

Clearcoat is integrated with `StandardMaterial`, but the code is behind
a series of `#ifdef`s that only activate when clearcoat is present.
Additionally, the `pbr_feature_layer_material_textures` Cargo feature
must be active in order to enable support for clearcoat factor maps,
clearcoat roughness maps, and clearcoat normal maps. This approach
mirrors the same pattern used by the existing transmission feature and
exists to avoid running out of texture bindings on platforms like WebGL
and WebGPU. Note that constant clearcoat factors and roughness values
*are* supported in the browser; only the relatively-less-common maps are
disabled on those platforms.

This patch refactors the lighting code in `StandardMaterial`
significantly in order to better support multiple layers in a natural
way. That code was due for a refactor in any case, so this is a nice
improvement.

A new demo, `clearcoat`, has been added. It's based on [the
corresponding three.js demo], but all the assets (aside from the skybox
and environment map) are my original work.

[Filament spec]:
https://google.github.io/filament/Filament.html#materialsystem/clearcoatmodel

[`KHR_materials_clearcoat`]:
https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_clearcoat/README.md

[the corresponding three.js demo]:
https://threejs.org/examples/webgl_materials_physical_clearcoat.html

![Screenshot 2024-04-19
101143](https://github.com/bevyengine/bevy/assets/157897/3444bcb5-5c20-490c-b0ad-53759bd47ae2)

![Screenshot 2024-04-19
102054](https://github.com/bevyengine/bevy/assets/157897/6e953944-75b8-49ef-bc71-97b0a53b3a27)

## Changelog

### Added

* `StandardMaterial` now supports a clearcoat layer, which represents a
thin translucent layer over an underlying material.
* The glTF loader now supports the `KHR_materials_clearcoat` extension,
representing materials with clearcoat layers.

## Migration Guide

* The lighting functions in the `pbr_lighting` WGSL module now have
clearcoat parameters, if `STANDARD_MATERIAL_CLEARCOAT` is defined.

* The `R` reflection vector parameter has been removed from some
lighting functions, as it was unused.
2024-05-05 22:57:05 +00:00
Lynn
89cd5f54f8
Add Annulus-gizmos (#13233)
# Objective

- Add support for drawing `Annulus`-gizmos using
`gizmos.primitive_2d(...)`

## Changelog

- Updated the example `math/render_primitives`
2024-05-05 22:23:32 +00:00
Brezak
423a4732c3
Update compile test to use ui_test 0.23 (#13245)
# Objective

Closes #13241

## Solution

Update test utils to use `ui_test` 0.23.0.

## Testing

- Run compile tests for bevy_ecs.

cc @BD103
2024-05-05 22:17:56 +00:00
IceSentry
a22ecede49
Only create changed buffer if it already exists (#13242)
# Objective

- `DynamicUniformBuffer` tries to create a buffer as soon as the changed
flag is set to true. This doesn't work correctly when the buffer wasn't
already created. This currently creates a crash because it's trying to
create a buffer of size 0 if the flag is set but there's no buffer yet.

## Solution

- Don't create a changed buffer until there's data that needs to be
written to a buffer.

## Testing

- run `cargo run --example scene_viewer` and see that it doesn't crash
anymore

Fixes #13235
2024-05-05 22:16:11 +00:00
Kim Simmons
d1099ac7db
Doc custom CameraProjection requires use of plugin (#13140)
# Objective

Documentation should mention the two plugins required for your custom
`CameraProjection` to work.

## Solution

Documented!

---

I tried linking to `bevy_pbr::PbrProjectionPlugin` from
`bevy_render:📷:CameraProjection` but it wasn't in scope. Is there
a trick to it?
2024-05-05 15:14:00 +00:00
JMS55
77ebabc4fe
Meshlet remove per-cluster data upload (#13125)
# Objective

- Per-cluster (instance of a meshlet) data upload is ridiculously
expensive in both CPU and GPU time (8 bytes per cluster, millions of
clusters, you very quickly run into PCIE bandwidth maximums, and lots of
CPU-side copies and malloc).
- We need to be uploading only per-instance/entity data. Anything else
needs to be done on the GPU.

## Solution

- Per instance, upload:
- `meshlet_instance_meshlet_counts_prefix_sum` - An exclusive prefix sum
over the count of how many clusters each instance has.
- `meshlet_instance_meshlet_slice_starts` - The starting index of the
meshlets for each instance within the `meshlets` buffer.
- A new `fill_cluster_buffers` pass once at the start of the frame has a
thread per cluster, and finds its instance ID and meshlet ID via a
binary search of `meshlet_instance_meshlet_counts_prefix_sum` to find
what instance it belongs to, and then uses that plus
`meshlet_instance_meshlet_slice_starts` to find what number meshlet
within the instance it is. The shader then writes out the per-cluster
instance/meshlet ID buffers for later passes to quickly read from.
- I've gone from 45 -> 180 FPS in my stress test scene, and saved
~30ms/frame of overall CPU/GPU time.
2024-05-04 19:56:19 +00:00
stinkytoe
ec418aa429
Re-export IntoDynamicImageError as public (#13223)
# Objective

in response to [13222](https://github.com/bevyengine/bevy/issues/13222)

## Solution

The Image trait was already re-exported in bevy_render/src/lib.rs, So I
added it inline there.

## Testing

Confirmed that it does compile. Simple change, shouldn't cause any
bugs/regressions.
2024-05-04 13:13:49 +00:00
arcashka
6027890a11
move wgsl color operations from bevy_pbr to bevy_render (#13209)
# Objective

`bevy_pbr/utils.wgsl` shader file contains mathematical constants and
color conversion functions. Both of those should be accessible without
enabling `bevy_pbr` feature. For example, tonemapping can be done in non
pbr scenario, and it uses color conversion functions.

Fixes #13207

## Solution

* Move mathematical constants (such as PI, E) from
`bevy_pbr/src/render/utils.wgsl` into `bevy_render/src/maths.wgsl`
* Move color conversion functions from `bevy_pbr/src/render/utils.wgsl`
into new file `bevy_render/src/color_operations.wgsl`

## Testing
Ran multiple examples, checked they are working:
* tonemapping
* color_grading
* 3d_scene
* animated_material
* deferred_rendering
* 3d_shapes
* fog
* irradiance_volumes
* meshlet
* parallax_mapping
* pbr
* reflection_probes
* shadow_biases
* 2d_gizmos
* light_gizmos
---

## Changelog
* Moved mathematical constants (such as PI, E) from
`bevy_pbr/src/render/utils.wgsl` into `bevy_render/src/maths.wgsl`
* Moved color conversion functions from `bevy_pbr/src/render/utils.wgsl`
into new file `bevy_render/src/color_operations.wgsl`

## Migration Guide
In user's shader code replace usage of mathematical constants from
`bevy_pbr::utils` to the usage of the same constants from
`bevy_render::maths`.
2024-05-04 10:30:23 +00:00
Bram Buurlage
d390420093
Implement Auto Exposure plugin (#12792)
# Objective

- Add auto exposure/eye adaptation to the bevy render pipeline.
- Support features that users might expect from other engines:
  - Metering masks
  - Compensation curves
  - Smooth exposure transitions 

This PR is based on an implementation I already built for a personal
project before https://github.com/bevyengine/bevy/pull/8809 was
submitted, so I wasn't able to adopt that PR in the proper way. I've
still drawn inspiration from it, so @fintelia should be credited as
well.

## Solution

An auto exposure compute shader builds a 64 bin histogram of the scene's
luminance, and then adjusts the exposure based on that histogram. Using
a histogram allows the system to ignore outliers like shadows and
specular highlights, and it allows to give more weight to certain areas
based on a mask.

---

## Changelog

- Added: AutoExposure plugin that allows to adjust a camera's exposure
based on it's scene's luminance.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-05-03 17:45:17 +00:00
BD103
bdb4899978
Move compile fail tests (#13196)
# Objective

- Follow-up of #13184 :)
- We use `ui_test` to test compiler errors for our custom macros.
- There are four crates related to compile fail tests
- `bevy_ecs_compile_fail_tests`, `bevy_macros_compile_fail_tests`, and
`bevy_reflect_compile_fail_tests`, which actually test the macros.
-
[`bevy_compile_test_utils`](64c1c65783/crates/bevy_compile_test_utils),
which provides helpers and common patterns for these tests.
- All of these crates reside within the `crates` directory.
- This can be confusing, especially for newcomers. All of the other
folders in `crates` are actual published libraries, except for these 4.

## Solution

- Move all compile fail tests to a `compile_fail` folder under their
corresponding crate.
- E.g. `crates/bevy_ecs_compile_fail_tests` would be moved to
`crates/bevy_ecs/compile_fail`.
- Move `bevy_compile_test_utils` to `tools/compile_fail_utils`.

There are a few benefits to this approach:

1. An internal testing detail is less intrusive (and confusing) for
those who just want to browse the public Bevy interface.
2. Follows a pre-existing approach of organizing related crates inside a
larger crate's folder.
   - See `bevy_gizmos/macros` for an example.
4. Makes consistent the terms `compile_test`, `compile_fail`, and
`compile_fail_test` in code. It's all just `compile_fail` now, because
we are specifically testing the error messages on compiler failures.
- To be clear it can still be referred to by these terms in comments and
speech, just the names of the crates and the CI command are now
consistent.

## Testing

Run the compile fail CI command:

```shell
cargo run -p ci -- compile-fail
```

If it still passes, then my refactor was successful.
2024-05-03 13:35:21 +00:00
Ycy
9d8f94d461
fix bevy_gltf crate build (#13202)
# Objective

Fixing `bevy_gltf` crate build fail when `bevy_animation` feature is
disabled

## Solution

Add missing `bevy_animation` feature
2024-05-03 13:00:18 +00:00
Lee-Orr
b9455afd0c
Schedule resource mutation (#13193)
# Objective

Resolves #13185 

## Solution

Move the following methods from `sub_app` to the `Schedules` resource,
and use them in the sub app:

- `add_systems`
- `configure_sets`
- `ignore_ambiguity`

Add an `entry(&mut self, label: impl ScheduleLabel) -> &mut Schedule`
method to the `Schedules` resource, which returns a mutable reference to
the schedule associated with the label, and creates one if it doesn't
already exist. (build on top of the `entry(..).or_insert_with(...)`
pattern in `HashMap`.

## Testing

- Did you test these changes? If so, how? Added 4 unit tests to the
`schedule.rs` - one that validates adding a system to an existing
schedule, one that validates adding a system to a new one, one that
validates configuring sets on an existing schedule, and one that
validates configuring sets on a new schedule.
- I didn't add tests for `entry` since the previous 4 tests use
functions that rely on it.
- I didn't test `ignore_ambiguity` since I didn't see examples of it's
use, and am not familiar enough with it to know how to set up a good
test for it. However, it relies on the `entry` method as well, so it
should work just like the other 2 methods.
2024-05-03 12:40:32 +00:00
Kristoffer Søholm
2089a28717
Add BufferVec, an higher-performance alternative to StorageBuffer, and make GpuArrayBuffer use it. (#13199)
This is an adoption of #12670 plus some documentation fixes. See that PR
for more details.

---

## Changelog

* Renamed `BufferVec` to `RawBufferVec` and added a new `BufferVec`
type.

## Migration Guide
`BufferVec` has been renamed to `RawBufferVec` and a new similar type
has taken the `BufferVec` name.

---------

Co-authored-by: Patrick Walton <pcwalton@mimiga.net>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2024-05-03 11:39:21 +00:00
Brezak
15687b5062
Simplify winit runner exit code reporting (#13151)
# Objective

~Returning a app exit code from the winit runner is complicated and
deadlock prone.~
The code to return a app exit code is rather shoddy. It's use of mutex
is redundant, It uses unwrap when not required and can be broken by a
maintainer simply forgetting to set a value.

## Solution

Switch to using a channel.
- Deals with situations in which a event loop exits unexpectedly.
- Never panics. Even in extreme cases.
2024-05-03 00:17:39 +00:00
Patrick Walton
31835ff76d
Implement visibility ranges, also known as hierarchical levels of detail (HLODs). (#12916)
Implement visibility ranges, also known as hierarchical levels of detail
(HLODs).

This commit introduces a new component, `VisibilityRange`, which allows
developers to specify camera distances in which meshes are to be shown
and hidden. Hiding meshes happens early in the rendering pipeline, so
this feature can be used for level of detail optimization. Additionally,
this feature is properly evaluated per-view, so different views can show
different levels of detail.

This feature differs from proper mesh LODs, which can be implemented
later. Engines generally implement true mesh LODs later in the pipeline;
they're typically more efficient than HLODs with GPU-driven rendering.
However, mesh LODs are more limited than HLODs, because they require the
lower levels of detail to be meshes with the same vertex layout and
shader (and perhaps the same material) as the original mesh. Games often
want to use objects other than meshes to replace distant models, such as
*octahedral imposters* or *billboard imposters*.

The reason why the feature is called *hierarchical level of detail* is
that HLODs can replace multiple meshes with a single mesh when the
camera is far away. This can be useful for reducing drawcall count. Note
that `VisibilityRange` doesn't automatically propagate down to children;
it must be placed on every mesh.

Crossfading between different levels of detail is supported, using the
standard 4x4 ordered dithering pattern from [1]. The shader code to
compute the dithering patterns should be well-optimized. The dithering
code is only active when visibility ranges are in use for the mesh in
question, so that we don't lose early Z.

Cascaded shadow maps show the HLOD level of the view they're associated
with. Point light and spot light shadow maps, which have no CSMs,
display all HLOD levels that are visible in any view. To support this
efficiently and avoid doing visibility checks multiple times, we
precalculate all visible HLOD levels for each entity with a
`VisibilityRange` during the `check_visibility_range` system.

A new example, `visibility_range`, has been added to the tree, as well
as a new low-poly version of the flight helmet model to go with it. It
demonstrates use of the visibility range feature to provide levels of
detail.

[1]: https://en.wikipedia.org/wiki/Ordered_dithering#Threshold_map

[^1]: Unreal doesn't have a feature that exactly corresponds to
visibility ranges, but Unreal's HLOD system serves roughly the same
purpose.

## Changelog

### Added

* A new `VisibilityRange` component is available to conditionally enable
entity visibility at camera distances, with optional crossfade support.
This can be used to implement different levels of detail (LODs).

## Screenshots

High-poly model:
![Screenshot 2024-04-09
185541](https://github.com/bevyengine/bevy/assets/157897/7e8be017-7187-4471-8866-974e2d8f2623)

Low-poly model up close:
![Screenshot 2024-04-09
185546](https://github.com/bevyengine/bevy/assets/157897/429603fe-6bb7-4246-8b4e-b4888fd1d3a0)

Crossfading between the two:
![Screenshot 2024-04-09
185604](https://github.com/bevyengine/bevy/assets/157897/86d0d543-f8f3-49ec-8fe5-caa4d0784fd4)

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-05-03 00:11:35 +00:00
François Mockers
fd4589d8df
new format for ci config file (#13154)
# Objective

- Current config file is hard to extend

## Solution

- Instead of an hard coded list of field, the file now has a list of
`(frame, event)`, and will deal with know events (exiting or taking a
screenshot), or send an event for others that can be dealt by third
party plugins
2024-05-02 22:51:47 +00:00
mgi388
78bf48b874
Use BindGroupLayoutEntryBuilder in texture_binding_array example (#13169)
# Objective

- I've been using the `texture_binding_array` example as a base to use
multiple textures in meshes in my program
- I only realised once I was deep in render code that these helpers
existed to create layouts
- I wish I knew the existed earlier because the alternative (filling in
every struct field) is so much more verbose

## Solution

- Use `BindGroupLayoutEntries::with_indices` to teach users that the
helper exists
- Also fix typo which should be `texture_2d`.

## Alternatives considered

- Just leave it as is to teach users about every single struct field
- However, leaving as is leaves users writing roughly 29 lines versus
roughly 2 lines for 2 entries and I'd prefer the 2 line approach

## Testing

Ran the example locally and compared before and after.

Before: 

<img width="1280" alt="image"
src="https://github.com/bevyengine/bevy/assets/135186256/f5897210-2560-4110-b92b-85497be9023c">

After:

<img width="1279" alt="image"
src="https://github.com/bevyengine/bevy/assets/135186256/8d13a939-b1ce-4a49-a9da-0b1779c8cb6a">

Co-authored-by: mgi388 <>
2024-05-02 20:10:32 +00:00
Pietro
5ee1b40298
fix: rewrite winit loop (#12669)
# Objective

- Simplifies/clarifies the winit loop.
- Fixes #12612.

## Solution

The Winit loop runs following this flow:
* NewEvents
* Any number of other events, that can be 0, including RequestRedraw
* AboutToWait

Bevy also uses the UpdateMode, to define how the next loop has to run.
It can be essentially:
* Continuous, using ControlFlow::Wait for windowed apps, and
ControlFlow::Poll for windowless apps
* Reactive/ReactiveLowPower, using ControlFlow::WaitUntil with a
specific wait delay

The changes are made to follow this pattern, so that 
* NewEvents define if the WaitUntil has been canceled because we
received a Winit event.
* AboutToWait:
  * checks if the window has to be redrawn
  * otherwise calls app.update() if the WaitUntil timeout has elapsed
  * updates the ControlFlow accordingly

To make the code more logical:
* AboutToWait checks if any Bevy's RequestRedraw event has been emitted
* create_windows is run every cycle, at the beginning of the loop
* the ActiveState (that could be renamed ActivityState) is updated in
AboutToWait, symmetrically for WillSuspend/WillResume
* the AppExit events are checked every loop cycle, to exit the app early

## Platform-specific testing

- [x] Windows
- [x] MacOs
- [x] Linux (x11)
- [x] Linux (Wayland)
- [x] Android
- [x] iOS
- [x] WASM/WebGL2 (Chrome)
- [x] WASM/WebGL2 (Firefox)
- [x] WASM/WebGL2 (Safari)
- [x] WASM/WebGpu (Chrome)

---------

Co-authored-by: François <francois.mockers@vleue.com>
2024-05-02 19:57:19 +00:00
Lee-Orr
b8832dc862
Computed State & Sub States (#11426)
## Summary/Description
This PR extends states to allow support for a wider variety of state
types and patterns, by providing 3 distinct types of state:
- Standard [`States`] can only be changed by manually setting the
[`NextState<S>`] resource. These states are the baseline on which the
other state types are built, and can be used on their own for many
simple patterns. See the [state
example](https://github.com/bevyengine/bevy/blob/latest/examples/ecs/state.rs)
for a simple use case - these are the states that existed so far in
Bevy.
- [`SubStates`] are children of other states - they can be changed
manually using [`NextState<S>`], but are removed from the [`World`] if
the source states aren't in the right state. See the [sub_states
example](https://github.com/lee-orr/bevy/blob/derived_state/examples/ecs/sub_states.rs)
for a simple use case based on the derive macro, or read the trait docs
for more complex scenarios.
- [`ComputedStates`] are fully derived from other states - they provide
a [`compute`](ComputedStates::compute) method that takes in the source
states and returns their derived value. They are particularly useful for
situations where a simplified view of the source states is necessary -
such as having an `InAMenu` computed state derived from a source state
that defines multiple distinct menus. See the [computed state
example](https://github.com/lee-orr/bevy/blob/derived_state/examples/ecs/computed_states.rscomputed_states.rs)
to see a sampling of uses for these states.

# Objective

This PR is another attempt at allowing Bevy to better handle complex
state objects in a manner that doesn't rely on strict equality. While my
previous attempts (https://github.com/bevyengine/bevy/pull/10088 and
https://github.com/bevyengine/bevy/pull/9957) relied on complex matching
capacities at the point of adding a system to application, this one
instead relies on deterministically deriving simple states from more
complex ones.

As a result, it does not require any special macros, nor does it change
any other interactions with the state system once you define and add
your derived state. It also maintains a degree of distinction between
`State` and just normal application state - your derivations have to end
up being discreet pre-determined values, meaning there is less of a
risk/temptation to place a significant amount of logic and data within a
given state.

### Addition - Sub States
closes #9942 
After some conversation with Maintainers & SMEs, a significant concern
was that people might attempt to use this feature as if it were
sub-states, and find themselves unable to use it appropriately. Since
`ComputedState` is mainly a state matching feature, while `SubStates`
are more of a state mutation related feature - but one that is easy to
add with the help of the machinery introduced by `ComputedState`, it was
added here as well. The relevant discussion is here:
https://discord.com/channels/691052431525675048/1200556329803186316

## Solution
closes #11358 

The solution is to create a new type of state - one implementing
`ComputedStates` - which is deterministically tied to one or more other
states. Implementors write a function to transform the source states
into the computed state, and it gets triggered whenever one of the
source states changes.

In addition, we added the `FreelyMutableState` trait , which is
implemented as part of the derive macro for `States`. This allows us to
limit use of `NextState<S>` to states that are actually mutable,
preventing mis-use of `ComputedStates`.

---

## Changelog

- Added `ComputedStates` trait
- Added `FreelyMutableState` trait
- Converted `NextState` resource to an Enum, with `Unchanged` and
`Pending`
- Added `App::add_computed_state::<S: ComputedStates>()`, to allow for
easily adding derived states to an App.
- Moved the `StateTransition` schedule label from `bevy_app` to
`bevy_ecs` - but maintained the export in `bevy_app` for continuity.
- Modified the process for updating states. Instead of just having an
`apply_state_transition` system that can be added anywhere, we now have
a multi-stage process that has to run within the `StateTransition`
label. First, all the state changes are calculated - manual transitions
rely on `apply_state_transition`, while computed transitions run their
computation process before both call `internal_apply_state_transition`
to apply the transition, send out the transition event, trigger
dependent states, and record which exit/transition/enter schedules need
to occur. Once all the states have been updated, the transition
schedules are called - first the exit schedules, then transition
schedules and finally enter schedules.
- Added `SubStates` trait
- Adjusted `apply_state_transition` to be a no-op if the `State<S>`
resource doesn't exist

## Migration Guide

If the user accessed the NextState resource's value directly or created
them from scratch they will need to adjust to use the new enum variants:
- if they created a `NextState(Some(S))` - they should now use
`NextState::Pending(S)`
- if they created a `NextState(None)` -they should now use
`NextState::Unchanged`
- if they matched on the `NextState` value, they would need to make the
adjustments above

If the user manually utilized `apply_state_transition`, they should
instead use systems that trigger the `StateTransition` schedule.

---
## Future Work
There is still some future potential work in the area, but I wanted to
keep these potential features and changes separate to keep the scope
here contained, and keep the core of it easy to understand and use.
However, I do want to note some of these things, both as inspiration to
others and an illustration of what this PR could unlock.

- `NextState::Remove` - Now that the `State` related mechanisms all
utilize options (#11417), it's fairly easy to add support for explicit
state removal. And while `ComputedStates` can add and remove themselves,
right now `FreelyMutableState`s can't be removed from within the state
system. While it existed originally in this PR, it is a different
question with a separate scope and usability concerns - so having it as
it's own future PR seems like the best approach. This feature currently
lives in a separate branch in my fork, and the differences between it
and this PR can be seen here: https://github.com/lee-orr/bevy/pull/5

- `NextState::ReEnter` - this would allow you to trigger exit & entry
systems for the current state type. We can potentially also add a
`NextState::ReEnterRecirsive` to also re-trigger any states that depend
on the current one.

- More mechanisms for `State` updates - This PR would finally make
states that aren't a set of exclusive Enums useful, and with that comes
the question of setting state more effectively. Right now, to update a
state you either need to fully create the new state, or include the
`Res<Option<State<S>>>` resource in your system, clone the state, mutate
it, and then use `NextState.set(my_mutated_state)` to make it the
pending next state. There are a few other potential methods that could
be implemented in future PRs:
- Inverse Compute States - these would essentially be compute states
that have an additional (manually defined) function that can be used to
nudge the source states so that they result in the computed states
having a given value. For example, you could use set the `IsPaused`
state, and it would attempt to pause or unpause the game by modifying
the `AppState` as needed.
- Closure-based state modification - this would involve adding a
`NextState.modify(f: impl Fn(Option<S> -> Option<S>)` method, and then
you can pass in closures or function pointers to adjust the state as
needed.
- Message-based state modification - this would involve either creating
states that can respond to specific messages, similar to Elm or Redux.
These could either use the `NextState` mechanism or the Event mechanism.

- ~`SubStates` - which are essentially a hybrid of computed and manual
states. In the simplest (and most likely) version, they would work by
having a computed element that determines whether the state should
exist, and if it should has the capacity to add a new version in, but
then any changes to it's content would be freely mutated.~ this feature
is now part of this PR. See above.

- Lastly, since states are getting more complex there might be value in
moving them out of `bevy_ecs` and into their own crate, or at least out
of the `schedule` module into a `states` module. #11087

As mentioned, all these future work elements are TBD and are explicitly
not part of this PR - I just wanted to provide them as potential
explorations for the future.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Marcel Champagne <voiceofmarcel@gmail.com>
Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
2024-05-02 19:36:23 +00:00
BD103
e357b63448
Add README.md to all crates (#13184)
# Objective

- `README.md` is a common file that usually gives an overview of the
folder it is in.
- When on <https://crates.io>, `README.md` is rendered as the main
description.
- Many crates in this repository are lacking `README.md` files, which
makes it more difficult to understand their purpose.

<img width="1552" alt="image"
src="https://github.com/bevyengine/bevy/assets/59022059/78ebf91d-b0c4-4b18-9874-365d6310640f">

- There are also a few inconsistencies with `README.md` files that this
PR and its follow-ups intend to fix.

## Solution

- Create a `README.md` file for all crates that do not have one.
- This file only contains the title of the crate (underscores removed,
proper capitalization, acronyms expanded) and the <https://shields.io>
badges.
- Remove the `readme` field in `Cargo.toml` for `bevy` and
`bevy_reflect`.
- This field is redundant because [Cargo automatically detects
`README.md`
files](https://doc.rust-lang.org/cargo/reference/manifest.html#the-readme-field).
The field is only there if you name it something else, like `INFO.md`.
- Fix capitalization of `bevy_utils`'s `README.md`.
- It was originally `Readme.md`, which is inconsistent with the rest of
the project.
- I created two commits renaming it to `README.md`, because Git appears
to be case-insensitive.
- Expand acronyms in title of `bevy_ptr` and `bevy_utils`.
- In the commit where I created all the new `README.md` files, I
preferred using expanded acronyms in the titles. (E.g. "Bevy Developer
Tools" instead of "Bevy Dev Tools".)
- This commit changes the title of existing `README.md` files to follow
the same scheme.
- I do not feel strongly about this change, please comment if you
disagree and I can revert it.
- Add <https://shields.io> badges to `bevy_time` and `bevy_transform`,
which are the only crates currently lacking them.

---

## Changelog

- Added `README.md` files to all crates missing it.
2024-05-02 18:56:00 +00:00
Martín Maita
32cd0c5dc1
Update glam version requirement from 0.25 to 0.27 (#12757)
# Objective

- Update glam version requirement to latest version.

## Solution

- Updated `glam` version requirement from 0.25 to 0.27.
- Updated `encase` and `encase_derive_impl` version requirement from 0.7
to 0.8.
- Updated `hexasphere` version requirement from 10.0 to 12.0.
- Breaking changes from glam changelog:
- [0.26.0] Minimum Supported Rust Version bumped to 1.68.2 for impl
From<bool> for {f32,f64} support.
- [0.27.0] Changed implementation of vector fract method to match the
Rust implementation instead of the GLSL implementation, that is self -
self.trunc() instead of self - self.floor().

---

## Migration Guide

- When using `glam` exports, keep in mind that `vector` `fract()` method
now matches Rust implementation (that is `self - self.trunc()` instead
of `self - self.floor()`). If you want to use the GLSL implementation
you should now use `fract_gl()`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-05-02 18:42:34 +00:00
Charles Bournhonesque
fab83471b5
add schedule docs (#13174)
# Objective

I'm reading through the schedule code, which is somewhat lacking
documentation.
I've been adding some docstrings to help me understand the code; I feel
like some of them could be useful to also help others read this code.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-05-02 18:31:32 +00:00
Marcel Müller
6d25545c51
Implement Reflect for Result<T, E> as enum (#13182)
# Objective

- Make `Result<T, E>` implement Reflect such that it is an Enum rather
than a Value
- Fixes #13178

## Solution

- Use the correct macro

## Testing

- Did you test these changes? 

I tried it out locally, and it does what it says on the tin. Not sure
how to test it in context of the crate?


---

## Changelog

### Changed

- Result now uses `ReflectKind::Enum` rather than `ReflectKind::Value`,
allowing for inspection of its constituents

## Migration Guide

`Result<T, E>` has had its `Reflect` implementation changed to align it
with `Option<T>` and its intended semantics: A carrier of either an `Ok`
or `Err` value, and the ability to access it. To achieve this it is no
longer a `ReflectKind::Value` but rather a `ReflectKind::Enum` and as
such carries these changes with it:

For `Result<T, E>`
- Both `T` and `E` no longer require to be `Clone` and now require to be
`FromReflect`
- `<Result<T, E> as Reflect>::reflect_*` now returns a
`ReflectKind::Enum`, so any code that previously relied on it being a
`Value` kind will have to be adapted.
- `Result<T, E>` now implements `Enum`

Since the migration is highly dependent on the previous usage, no
automatic upgrade path can be given.

Signed-off-by: Marcel Müller <neikos@neikos.email>
2024-05-02 18:28:24 +00:00
Patrick Walton
961b24deaf
Implement filmic color grading. (#13121)
This commit expands Bevy's existing tonemapping feature to a complete
set of filmic color grading tools, matching those of engines like Unity,
Unreal, and Godot. The following features are supported:

* White point adjustment. This is inspired by Unity's implementation of
the feature, but simplified and optimized. *Temperature* and *tint*
control the adjustments to the *x* and *y* chromaticity values of [CIE
1931]. Following Unity, the adjustments are made relative to the [D65
standard illuminant] in the [LMS color space].

* Hue rotation. This simply converts the RGB value to [HSV], alters the
hue, and converts back.

* Color correction. This allows the *gamma*, *gain*, and *lift* values
to be adjusted according to the standard [ASC CDL combined function].

* Separate color correction for shadows, midtones, and highlights.
Blender's source code was used as a reference for the implementation of
this. The midtone ranges can be adjusted by the user. To avoid abrupt
color changes, a small crossfade is used between the different sections
of the image, again following Blender's formulas.

A new example, `color_grading`, has been added, offering a GUI to change
all the color grading settings. It uses the same test scene as the
existing `tonemapping` example, which has been factored out into a
shared glTF scene.

[CIE 1931]: https://en.wikipedia.org/wiki/CIE_1931_color_space

[D65 standard illuminant]:
https://en.wikipedia.org/wiki/Standard_illuminant#Illuminant_series_D

[LMS color space]: https://en.wikipedia.org/wiki/LMS_color_space

[HSV]: https://en.wikipedia.org/wiki/HSL_and_HSV

[ASC CDL combined function]:
https://en.wikipedia.org/wiki/ASC_CDL#Combined_Function

## Changelog

### Added

* Many new filmic color grading options have been added to the
`ColorGrading` component.

## Migration Guide

* `ColorGrading::gamma` and `ColorGrading::pre_saturation` are now set
separately for the `shadows`, `midtones`, and `highlights` sections. You
can migrate code with the `ColorGrading::all_sections` and
`ColorGrading::all_sections_mut` functions, which access and/or update
all sections at once.
* `ColorGrading::post_saturation` and `ColorGrading::exposure` are now
fields of `ColorGrading::global`.

## Screenshots

![Screenshot 2024-04-27
143144](https://github.com/bevyengine/bevy/assets/157897/c1de5894-917d-4101-b5c9-e644d141a941)

![Screenshot 2024-04-27
143216](https://github.com/bevyengine/bevy/assets/157897/da393c8a-d747-42f5-b47c-6465044c788d)
2024-05-02 12:18:59 +00:00
Alice Cecile
b3ed0dd002
Add Reflect derive to Events and contained types (#13149)
# Objective

The `Events` containerr should be reflectable, in order to make dev
tools that examine its state more useful.

Fixes #13148.

## Solution

- Add a `Reflect` derive to `Events`, gated behind the `bevy_reflect`
feature
- Add `Reflect` to the contained types to make everything compile.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-05-01 18:47:11 +00:00
Nico Burns
96b9d0a7e2
Upgrade to Taffy 0.4 (#10690)
# Objective

- Enables support for `Display::Block`
- Enables support for `Overflow::Hidden`
- Allows for cleaner integration with text, image and other content
layout.
- Unblocks https://github.com/bevyengine/bevy/pull/8104
- Unlocks the possibility of Bevy creating a custom layout tree over
which Taffy operates.
- Enables #8808 / #10193 to remove a Mutex around the font system.

## Todo

- [x] ~Fix rendering of text/images to account for padding/border on
nodes (should size/position to content box rather than border box)~ In
order get this into a mergeable state this PR instead zeroes out
padding/border when syncing leaf node styles into Taffy to preserve the
existing behaviour. https://github.com/bevyengine/bevy/issues/6879 can
be fixed in a followup PR.

## Solution

- Update the version of Taffy
- Update code to work with the new version

Note: Taffy 0.4 has not yet been released. This PR is being created in
advance of the release to ensure that there are no blockers to upgrading
once the release occurs.

---

## Changelog

- Bevy now supports the `Display::Block` and `Overflow::Hidden` styles.
2024-04-30 14:13:17 +00:00
Friz64
9973f0c8a3
Introduce a WindowWrapper to extend the lifetime of the window when using pipelined rendering (#12978)
# Objective

A `RawWindowHandle` is only valid as long as the window it was retrieved
from is alive. Extend the lifetime of the window, so that the
`RawWindowHandle` doesn't outlive it, and bevy doesn't crash when
closing a window a pipelined renderer is drawing to.

- Fix #11236
- Fix #11150
- Fix #11734
- Alternative to / Closes #12524

## Solution

Introduce a `WindowWrapper` that takes ownership of the window. Require
it to be used when constructing a `RawHandleWrapper`. This forces
windowing backends to store their window in this wrapper.

The `WindowWrapper` is implemented by storing the window in an `Arc<dyn
Any + Send + Sync>`.

We use dynamic dispatch here because we later want the
`RawHandleWrapper` to be able dynamically hold a reference to any
windowing backend's window.

But alas, the `WindowWrapper` itself is still practically invisible to
windowing backends, because it implements `Deref` to the underlying
window, by storing its type in a `PhantomData`.

---

## Changelog

### Added

- Added `WindowWrapper`, which windowing backends are now required to
use to store their underlying window.

### Fixed

- Fixed a safety problem which caused crashes when closing bevy windows
when using pipelined rendering.

## Migration Guide

- Windowing backends now need to store their window in the new
`WindowWrapper`.
2024-04-30 14:13:07 +00:00
Patrick Walton
f1db525f14
Don't ignore unbatchable sorted items. (#13144)
In #12889, I mistakenly started dropping unbatchable sorted items on the
floor instead of giving them solitary batches. This caused the objects
in the `shader_instancing` demo to stop showing up. This patch fixes the
issue by giving those items their own batches as expected.

Fixes #13130.
2024-04-30 07:02:59 +00:00
Antony
7b4b5966d9
Deprecate ReceivedCharacter (#12868)
# Objective

- Partially resolves #12639.

## Solution

- Deprecate `ReceivedCharacter`.
- Replace `ReceivedCharacter` with `KeyboardInput` in the relevant
examples.

## Migration Guide

- `ReceivedCharacter` is now deprecated, use `KeyboardInput` instead.

- Before:
  ```rust
  fn listen_characters(events: EventReader<ReceivedCharacter>) {
    for event in events.read() {
      info!("{}", event.char);
    }
  }
  ```
  
  After:
  ```rust
  fn listen_characters(events: EventReader<KeyboardInput>) {
    for event in events.read() {
      // Only check for characters when the key is pressed.
      if event.state == ButtonState::Released {
        continue;
      }
// Note that some keys such as `Space` and `Tab` won't be detected as
before.
      // Instead, check for them with `Key::Space` and `Key::Tab`.
      if let Key::Character(character) = &event.logical_key {
        info!("{}", character);
      }
    }
  }
  ```

---------

Co-authored-by: Mike <mike.hsu@gmail.com>
2024-04-30 00:49:41 +00:00
Giacomo Stevanato
d9b69731de
Make from_reflect_or_world also try ReflectDefault and improve some comments and panic messages (#12499)
# Objective

- `from_reflect_or_world` is an internal utilty used in the
implementations of `ReflectComponent` and `ReflectBundle` to create a
`T` given a `&dyn Reflect` by trying to use `FromReflect`, and if that
fails it falls back to `ReflectFromWorld`
- reflecting `FromWorld` is not intuitive though: often it is implicitly
implemented by deriving `Default` so people might not even be aware of
it.
- the panic messages mentioning `ReflectFromWorld` are not directly
correlated to what the user would have to do (reflect `FromWorld`)

## Solution

- Also check for `ReflectDefault` in addition to `ReflectFromWorld`.
- Change the panic messages to mention the reflected trait rather than
the `Reflect*` types.

---

## Changelog

- `ReflectComponent` and `ReflectBundle` no longer require `T:
FromReflect` but instead only `T: Reflect`.
- `ReflectComponent` and `ReflectBundle` will also work with types that
only reflected `Default` and not `FromWorld`.

## Migration Guide

- `ReflectBundle::insert` now requires an additional `&TypeRegistry`
parameter.
2024-04-30 00:48:46 +00:00
miro
6c57a16b5e
Fix typo in bevy_render/src/batching/gpu_preprocessing.rs (#13141)
# Objective
   Fix typo in `bevy_render/src/batching/gpu_preprocessing.rs`
   https://github.com/bevyengine/bevy/issues/13135
2024-04-29 20:30:15 +00:00
Charles Bournhonesque
f73950767b
Update App:is_plugin_added to work inside Plugin::finish and Plugin::clean (#12761)
# Objective

I have been trying to check for the existing of some plugins via
`App::is_plugin_added` to conditionally run some behaviour in the
`Plugin::finish` part of my plugin, before realizing that the plugin
registry is actually not available during this step.
This is because the `App::is_plugin_added` using the plugin registry to
check for previous registration.

## Solution

- Switch the `App::is_plugin_added` to use the list of plugin names to
check for previous registrations
- Add a unit test showcasing that `App::is_plugin_added` works during
`Plugin::finish`
2024-04-28 21:32:16 +00:00
Patrick Walton
16531fb3e3
Implement GPU frustum culling. (#12889)
This commit implements opt-in GPU frustum culling, built on top of the
infrastructure in https://github.com/bevyengine/bevy/pull/12773. To
enable it on a camera, add the `GpuCulling` component to it. To
additionally disable CPU frustum culling, add the `NoCpuCulling`
component. Note that adding `GpuCulling` without `NoCpuCulling`
*currently* does nothing useful. The reason why `GpuCulling` doesn't
automatically imply `NoCpuCulling` is that I intend to follow this patch
up with GPU two-phase occlusion culling, and CPU frustum culling plus
GPU occlusion culling seems like a very commonly-desired mode.

Adding the `GpuCulling` component to a view puts that view into
*indirect mode*. This mode makes all drawcalls indirect, relying on the
mesh preprocessing shader to allocate instances dynamically. In indirect
mode, the `PreprocessWorkItem` `output_index` points not to a
`MeshUniform` instance slot but instead to a set of `wgpu`
`IndirectParameters`, from which it allocates an instance slot
dynamically if frustum culling succeeds. Batch building has been updated
to allocate and track indirect parameter slots, and the AABBs are now
supplied to the GPU as `MeshCullingData`.

A small amount of code relating to the frustum culling has been borrowed
from meshlets and moved into `maths.wgsl`. Note that standard Bevy
frustum culling uses AABBs, while meshlets use bounding spheres; this
means that not as much code can be shared as one might think.

This patch doesn't provide any way to perform GPU culling on shadow
maps, to avoid making this patch bigger than it already is. That can be
a followup.

## Changelog

### Added

* Frustum culling can now optionally be done on the GPU. To enable it,
add the `GpuCulling` component to a camera.
* To disable CPU frustum culling, add `NoCpuCulling` to a camera. Note
that `GpuCulling` doesn't automatically imply `NoCpuCulling`.
2024-04-28 12:50:00 +00:00
BD103
45bb6253e2
Restore dragons to their seat of power (#13124)
# Objective

- There is an unfortunate lack of dragons in the meshlet docs.
- Dragons are symbolic of majesty, power, storms, and meshlets.
- A dragon habitat such as our docs requires cultivation to ensure each
winged lizard reaches their fullest, fiery selves.

## Solution

- Fix the link to the dragon image.
- The link originally targeted the `meshlet` branch, but that was later
deleted after it was merged into `main`.

---

## Changelog

- Added a dragon back into the `MeshletPlugin` documentation.
2024-04-28 07:20:16 +00:00
JMS55
e1a0da0fa6
Meshlet LOD-compatible two-pass occlusion culling (#12898)
Keeping track of explicit visibility per cluster between frames does not
work with LODs, and leads to worse culling (using the final depth buffer
from the previous frame is more accurate).

Instead, we need to generate a second depth pyramid after the second
raster pass, and then use that in the first culling pass in the next
frame to test if a cluster would have been visible last frame or not.

As part of these changes, the write_index_buffer pass has been folded
into the culling pass for a large performance gain, and to avoid
tracking a lot of extra state that would be needed between passes.

Prepass previous model/view stuff was adapted to work with meshlets as
well.

Also fixed a bug with materials, and other misc improvements.

---------

Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: atlas dostal <rodol@rivalrebels.com>
Co-authored-by: vero <email@atlasdostal.com>
Co-authored-by: Patrick Walton <pcwalton@mimiga.net>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
2024-04-28 05:30:20 +00:00
Aevyrie
4b446c020e
Add error when extract resource build fails (#4964)
# Objective

- Provide feedback when an extraction plugin fails to add its system.

I had some troubleshooting pain when this happened to me, as the panic
only tells you a resource is missing. This PR adds an error when the
ExtractResource plugin is added before the render world exists, instead
of silently failing.


![image](https://user-images.githubusercontent.com/2632925/172491993-673d9351-215a-4f30-96f7-af239c44686a.png)
2024-04-28 05:20:59 +00:00
François Mockers
22d605c8df
asset throttling: don't be exhausted if there is no limit (#13112)
# Objective

- Since #12622 example `compute_shader_game_of_life` crashes
```
thread 'Compute Task Pool (2)' panicked at examples/shader/compute_shader_game_of_life.rs:137:65:
called `Option::unwrap()` on a `None` value
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Encountered a panic in system `compute_shader_game_of_life::prepare_bind_group`!
thread '<unnamed>' panicked at examples/shader/compute_shader_game_of_life.rs:254:34:
Requested resource compute_shader_game_of_life::GameOfLifeImageBindGroups does not exist in the `World`.
                Did you forget to add it using `app.insert_resource` / `app.init_resource`?
                Resources are also implicitly added via `app.add_event`,
                and can be added by plugins.
Encountered a panic in system `bevy_render::renderer::render_system`!
```

## Solution

- `exhausted()` now checks that there is a limit
2024-04-27 09:00:10 +00:00
Brezak
9d59e52bb0
Switch to ui_test in compile fail tests. (#12810)
# Objective

Make compile fail tests less likely to break with new Rust versions.
Closes #12627

## Solution

Switch from [`trybuild`](https://github.com/dtolnay/trybuild) to
[`ui_test`](https://github.com/oli-obk/ui_test).

## TODO

- [x] Update `bevy_ecs_compile_fail_tests`
- [x] Update `bevy_macros_compile_fail_tests`
- [x] Update `bevy_reflect_compile_fail_tests`

---------

Co-authored-by: Oli Scherer <github35764891676564198441@oli-obk.de>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
2024-04-27 00:00:57 +00:00
Doonv
de9dc9c204
Fix CameraProjection panic and improve CameraProjectionPlugin (#11808)
# Objective

Fix https://github.com/bevyengine/bevy/issues/11799 and improve
`CameraProjectionPlugin`

## Solution

`CameraProjectionPlugin` is now an all-in-one plugin for adding a custom
`CameraProjection`. I also added `PbrProjectionPlugin` which is like
`CameraProjectionPlugin` but for PBR.

P.S. I'd like to get this merged after
https://github.com/bevyengine/bevy/pull/11766.

---

## Changelog

- Changed `CameraProjectionPlugin` to be an all-in-one plugin for adding
a `CameraProjection`
- Removed `VisibilitySystems::{UpdateOrthographicFrusta,
UpdatePerspectiveFrusta, UpdateProjectionFrusta}`, now replaced with
`VisibilitySystems::UpdateFrusta`
- Added `PbrProjectionPlugin` for projection-specific PBR functionality.

## Migration Guide

`VisibilitySystems`'s `UpdateOrthographicFrusta`,
`UpdatePerspectiveFrusta`, and `UpdateProjectionFrusta` variants were
removed, they were replaced with `VisibilitySystems::UpdateFrusta`
2024-04-26 23:52:09 +00:00
François Mockers
75f1c5df7d
UI: pass the untransformed node size to the shader (#12839)
# Objective

- #12500 broke rotating ui nodes, see examples `pbr` (missing "metallic"
label) or `overflow_debug` (bottom right box is empty)

## Solution

- Pass the untransformed node size to the shader
2024-04-26 23:50:04 +00:00
re0312
92928f13ed
Cleanup extract_meshes (#13026)
# Objective

- clean up extract_mesh_(gpu/cpu)_building

## Solution

- gpu_building no need to hold  `prev_render_mesh_instances`
- using `insert_unique_unchecked` instead of simple insert as we know
all entities are unique
- direcly get `previous_input_index ` in par_loop 


## Performance
this should also bring a slight performance win.

cargo run --release --example many_cubes --features bevy/trace_tracy --
--no-frustum-culling
`extract_meshes_for_gpu_building`


![image](https://github.com/bevyengine/bevy/assets/45868716/a5425e8a-258b-482d-afda-170363ee6479)

---------

Co-authored-by: Patrick Walton <pcwalton@mimiga.net>
2024-04-26 23:49:32 +00:00
robtfm
91a393a9e2
Throttle render assets (#12622)
# Objective

allow throttling of gpu uploads to prevent choppy framerate when many
textures/meshes are loaded in.

## Solution

- `RenderAsset`s can implement `byte_len()` which reports their size.
implemented this for `Mesh` and `Image`
- users can add a `RenderAssetBytesPerFrame` which specifies max bytes
to attempt to upload in a frame
- `render_assets::<A>` checks how many bytes have been written before
attempting to upload assets. the limit is a soft cap: assets will be
written until the total has exceeded the cap, to ensure some forward
progress every frame

notes:
- this is a stopgap until we have multiple wgpu queues for proper
streaming of data
- requires #12606

issues
- ~~fonts sometimes only partially upload. i have no clue why, needs to
be fixed~~ fixed now.
- choosing the #bytes is tricky as it should be hardware / framerate
dependent
- many features are not tested (env maps, light probes, etc) - they
won't break unless `RenderAssetBytesPerFrame` is explicitly used though

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-04-26 23:43:33 +00:00
Franklin Blanco
9c38844fc8
Added vmin and vmax to the gridtrack impls, repeatedgridtrack impls (#13096)
# Objective

- Fixes #13094 

## Solution

- Added vmin() and vmax() to the `GridTrack` & `RepeatedGridTrack`
impls, repeatedgridtrack impls, and both to the variants of Min & Max
TrackSizingFunction

## Sidenote
This would be my first PR to bevy. Feel free to say anything.

Thanks to the Bevy Team for everything you've done!

---------

Co-authored-by: Franklin <franklinblanco@tutanota.com>
2024-04-26 18:30:15 +00:00
BD103
9ee02e87d3
Remove version field for non-publish crates and update descriptions (#13100)
# Objective

- The [`version`] field in `Cargo.toml` is optional for crates not
published on <https://crates.io>.
- We have several `publish = false` tools in this repository that still
have a version field, even when it's not useful.

[`version`]:
https://doc.rust-lang.org/cargo/reference/manifest.html#the-version-field

## Solution

- Remove the [`version`] field for all crates where `publish = false`.
- Update the description on a few crates and remove extra newlines as
well.
2024-04-26 11:55:03 +00:00
Mateusz Wachowiak
64b987921c
iter_with_data (#13102)
# Objective

- Provide a way to iterate over the registered TypeData.

## Solution

- a new method on the `TypeRegistry` that iterates over
`TypeRegistrations` with theirs `TypeData`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-04-26 02:09:34 +00:00
findmyhappy
36a3e53e10
chore: fix some comments (#13083)
# Objective

remove repetitive words

Signed-off-by: findmyhappy <findhappy@sohu.com>
2024-04-25 19:09:16 +00:00
NiseVoid
414abb4959
Use Vec3A for 3D bounding volumes and raycasts (#13087)
# Objective

- People have reported bounding volumes being slower than their existing
solution because it doesn't use SIMD aligned types.

## Solution

- Use `Vec3A` internally for bounding volumes, accepting `Into<Vec3A>`
wherever possible
- Change some code to make it more likely SIMD operations are used.

---

## Changelog

- Use `Vec3A` for 3D bounding volumes and raycasts

## Migration Guide

- 3D bounding volumes now use `Vec3A` types internally, return values
from methods on them now return `Vec3A` instead of `Vec3`
2024-04-25 18:56:58 +00:00
iiYese
5b899b48f5
Better SystemId to Entity conversions (#13090)
# Objective

- Better `SystemId` <-> `Entity` conversion.

## Solution

- Provide a method `SystemId::from_entity` to create a `SystemId<I, O>`
form an `Entity`. When users want to deal with the entities manually
they need a way to convert the `Entity` back to a `SystemId` to actually
run the system with `Commands` or `World`.
- Provide a method `SystemId::entity` that returns an `Entity` from
`SystemId`. The current `From` impl is not very discoverable as it does
not appear on the `SystemId` doc page.
- Remove old `From` impl.

## Migration Guide

```rust
let system_id = world.register_system(my_sys);

// old
let entity = Entity::from(system_id);

// new
let entity = system_id.entity();
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-04-25 18:47:49 +00:00
Aevyrie
ade70b3925
Per-Object Motion Blur (#9924)
https://github.com/bevyengine/bevy/assets/2632925/e046205e-3317-47c3-9959-fc94c529f7e0

# Objective

- Adds per-object motion blur to the core 3d pipeline. This is a common
effect used in games and other simulations.
- Partially resolves #4710

## Solution

- This is a post-process effect that uses the depth and motion vector
buffers to estimate per-object motion blur. The implementation is
combined from knowledge from multiple papers and articles. The approach
itself, and the shader are quite simple. Most of the effort was in
wiring up the bevy rendering plumbing, and properly specializing for HDR
and MSAA.
- To work with MSAA, the MULTISAMPLED_SHADING wgpu capability is
required. I've extracted this code from #9000. This is because the
prepass buffers are multisampled, and require accessing with
`textureLoad` as opposed to the widely compatible `textureSample`.
- Added an example to demonstrate the effect of motion blur parameters.

## Future Improvements

- While this approach does have limitations, it's one of the most
commonly used, and is much better than camera motion blur, which does
not consider object velocity. For example, this implementation allows a
dolly to track an object, and that object will remain unblurred while
the background is blurred. The biggest issue with this implementation is
that blur is constrained to the boundaries of objects which results in
hard edges. There are solutions to this by either dilating the object or
the motion vector buffer, or by taking a different approach such as
https://casual-effects.com/research/McGuire2012Blur/index.html
- I'm using a noise PRNG function to jitter samples. This could be
replaced with a blue noise texture lookup or similar, however after
playing with the parameters, it gives quite nice results with 4 samples,
and is significantly better than the artifacts generated when not
jittering.

---

## Changelog

- Added: per-object motion blur. This can be enabled and configured by
adding the `MotionBlurBundle` to a camera entity.

---------

Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
2024-04-25 01:16:02 +00:00
BD103
c8d214d505
Add #[track_caller] to Query methods (#12984)
# Objective

- Closes #12958

## Solution

- Find all methods under `Query` that mention panicking, and add
`#[track_caller]` to them.

---

## Changelog

- Added `#[track_caller]` to `Query::many`, `Query::many_mut`,
`Query::transmute_lens`, and `Query::transmute_lens_filtered`.

## For reviewers

I'm unfamiliar with the depths of the `Query` struct. Please check
whether it makes since for the updated methods to have
`#[track_caller]`, and if I missed any!
2024-04-24 04:51:18 +00:00
BD103
f1d1491126
Use ptr::from_ref and ptr::addr_eq in macro (#13081)
# Objective

- Clippy raises a few warnings on the latest nightly release. 📎

## Solution

- Use `ptr::from_ref` when possible, because it prevents you from
accidentally changing the mutability as well as its type.
- Use `ptr::addr_eq` when comparing two pointers, ignoring pointer
metadata.
2024-04-24 01:54:24 +00:00
Andrew
d59c859a35
new example: sprite animation in response to an event (#12996)
# Objective

- animating a sprite in response to an event is a [common beginner
problem](https://www.reddit.com/r/bevy/comments/13xx4v7/sprite_animation_in_bevy/)

## Solution

- provide a simple example to show how to animate a sprite in response
to an event

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-04-23 21:44:03 +00:00
JMS55
6d6810c90d
Meshlet continuous LOD (#12755)
Adds a basic level of detail system to meshlets. An extremely brief
summary is as follows:
* In `from_mesh.rs`, once we've built the first level of clusters, we
group clusters, simplify the new mega-clusters, and then split the
simplified groups back into regular sized clusters. Repeat several times
(ideally until you can't anymore). This forms a directed acyclic graph
(DAG), where the children are the meshlets from the previous level, and
the parents are the more simplified versions of their children. The leaf
nodes are meshlets formed from the original mesh.
* In `cull_meshlets.wgsl`, each cluster selects whether to render or not
based on the LOD bounding sphere (different than the culling bounding
sphere) of the current meshlet, the LOD bounding sphere of its parent
(the meshlet group from simplification), and the simplification error
relative to its children of both the current meshlet and its parent
meshlet. This kind of breaks two pass occlusion culling, which will be
fixed in a future PR by using an HZB from the previous frame to get the
initial list of occluders.

Many, _many_ improvements to be done in the future
https://github.com/bevyengine/bevy/issues/11518, not least of which is
code quality and speed. I don't even expect this to work on many types
of input meshes. This is just a basic implementation/draft for
collaboration.

Arguable how much we want to do in this PR, I'll leave that up to
maintainers. I've erred on the side of "as basic as possible".

References:
* Slides 27-77 (video available on youtube)
https://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf
*
https://blog.traverseresearch.nl/creating-a-directed-acyclic-graph-from-a-mesh-1329e57286e5
*
https://jglrxavpok.github.io/2024/01/19/recreating-nanite-lod-generation.html,
https://jglrxavpok.github.io/2024/03/12/recreating-nanite-faster-lod-generation.html,
https://jglrxavpok.github.io/2024/04/02/recreating-nanite-runtime-lod-selection.html,
and https://github.com/jglrxavpok/Carrot
*
https://github.com/gents83/INOX/tree/master/crates/plugins/binarizer/src
* https://cs418.cs.illinois.edu/website/text/nanite.html


![image](https://github.com/bevyengine/bevy/assets/47158642/e40bff9b-7d0c-4a19-a3cc-2aad24965977)

![image](https://github.com/bevyengine/bevy/assets/47158642/442c7da3-7761-4da7-9acd-37f15dd13e26)

---------

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>
Co-authored-by: Patrick Walton <pcwalton@mimiga.net>
2024-04-23 21:43:53 +00:00
JMS55
17633c1f75
Remove unused push constants (#13076)
The shader code was removed in #11280, but we never cleaned up the rust
code.
2024-04-23 21:43:46 +00:00
Brezak
30b0931c8a
Simplify runner app exit code. (#13074)
# Objective

Both the shedule and winit runners use/reimplement `app_exit_manual`
even tough they can use `app_exit`

## Solution

Nuke `app_exit_manual` from orbit.
2024-04-23 20:42:00 +00:00
Nicolas Zhao
83f1184ea3
Expose mutable Animation Clips (#13067)
# Objective

- Be able to edit animation inside the editor and save them once
modified. This will allow bevy to modify animation assets with code.
- Fixes #13052

## Solution

- Expose the previously const getters of the Animation curves

---
2024-04-23 14:58:08 +00:00
James Liu
ddc9599d5e
Remove async-task as a dependency (#13071)
# Objective
Follow up to #13062. As of async-executor 1.11, the crate reexports
FallibleTask, which is the only reason bevy_tasks has a direct
dependency on async-task. This should avoid the two dependencies getting
out of sync in the future and causing spurious compilation failures.

## Solution
Bump async-executor to 1.11, use the reexport, remove the dependency on
async-task.
2024-04-23 14:57:55 +00:00
re0312
0f27500e46
Improve par_iter and Parallel (#12904)
# Objective

- bevy usually use `Parallel::scope` to collect items from `par_iter`,
but `scope` will be called with every satifified items. it will cause a
lot of unnecessary lookup.

## Solution

- similar to Rayon ,we introduce `for_each_init` for `par_iter` which
only be invoked when spawn a task for a group of items.

---

## Changelog

- added  `for_each_init`

## Performance
`check_visibility `  in  `many_foxes ` 

![image](https://github.com/bevyengine/bevy/assets/45868716/030c41cf-0d2f-4a36-a071-35097d93e494)
 
~40% performance gain in `check_visibility`.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2024-04-23 12:05:34 +00:00
Aceeri
b1ab036329
Contextually clearing gizmos (#10973)
# Objective
Allow `Gizmos` to work in `FixedUpdate` without any changes needed. This
changes `Gizmos` from being a purely immediate mode api, but allows the
user to use it as if it were an immediate mode API regardless of
schedule context.

Also allows for extending by other custom schedules by adding their own
`GizmoStorage<Clear>` and the requisite systems:
- `propagate_gizmos::<Clear>` before `update_gizmo_meshes`
- `stash_default_gizmos` when starting a clear context
- `pop_default_gizmos` when ending a clear context
- `collect_default_gizmos` when grabbing the requested gizmos 
- `clear_gizmos` for clearing the context's gizmos

## Solution
Adds a generic to `Gizmos` that defaults to `Update` (the current way
gizmos works). When entering a new clear context the default `Gizmos`
gets swapped out for that context's duration so the context can collect
the gizmos requested.

Prior work: https://github.com/bevyengine/bevy/pull/9153

## To do
- [x] `FixedUpdate` should probably get its own First, Pre, Update,
Post, Last system sets for this. Otherwise users will need to make sure
to order their systems before `clear_gizmos`. This could alternatively
be fixed by moving the setup of this to `bevy_time::fixed`?
   PR to fix this issue: https://github.com/bevyengine/bevy/pull/10977
- [x] use mem::take internally for the swaps?
- [x] Better name for the `Context` generic on gizmos? `Clear`?

---

## Changelog
- Gizmos drawn in `FixedMain` now last until the next `FixedMain`
iteration runs.
2024-04-23 00:16:12 +00:00
Daniel Skates
279e89b858
Bump async-task (#13062)
Bumps `async-task` to 4.7.0 , note this is what Cargo.lock has as well.
Building as a dependency gives the following:

```
   Compiling async-channel v1.8.0
   Compiling futures-lite v1.12.0
error[E0432]: unresolved import `async_task::Builder`
  --> /Users/daniel/.cargo/registry/src/index.crates.io-6f17d22bba15001f/async-executor-1.8.0/src/lib.rs:46:18
   |
46 | use async_task::{Builder, Runnable};
   |                  ^^^^^^^ no `Builder` in the root
   |
   = help: consider importing this struct instead:
           std:🧵:Builder

For more information about this error, try `rustc --explain E0432`.
error: could not compile `async-executor` (lib) due to 1 previous error
warning: build failed, waiting for other jobs to finish...
```

With this change, builds correctly
2024-04-22 22:40:17 +00:00
nullicorn
f496d2a3c3
Additional doc aliases for WindingOrder in bevy_math (#13065)
# Objective

Adds a few extra `#[doc(alias)]` entries to the
`bevy_math::primitives::WindingOrder` enum and its variants to improve
searchability.

## Solution

- Add "Orientation" for `WindingOrder` itself
- Add "AntiClockwise" for `CounterClockwise` variant
- Add "Collinear" for `Invalid` variant

These alternate terms seem to be quite common, especially in the
contexts of rendering and collision-detection.

Signed-off-by: Nullicorn <git@nullicorn.me>
2024-04-22 21:50:27 +00:00
Daniel Miller
5c452c6c00
Added ButtonInput docs usage example (#13046)
# Objective

Fixes #12470

This adds a examples for `ButtonInput` with `KeyCode`, `MouseButton`,
and `GamepadButton`.

It also includes an example of checking a multi-key combination, and
checking multiple keys to mean roughly the same thing.
2024-04-22 17:48:46 +00:00
Brezak
de875fdc4c
Make AppExit more specific about exit reason. (#13022)
# Objective

Closes #13017.

## Solution

- Make `AppExit` a enum with a `Success` and `Error` variant.
- Make `App::run()` return a `AppExit` if it ever returns.
- Make app runners return a `AppExit` to signal if they encountered a
error.

---

## Changelog

### Added

- [`App::should_exit`](https://example.org/)
- [`AppExit`](https://docs.rs/bevy/latest/bevy/app/struct.AppExit.html)
to the `bevy` and `bevy_app` preludes,

### Changed

- [`AppExit`](https://docs.rs/bevy/latest/bevy/app/struct.AppExit.html)
is now a enum with 2 variants (`Success` and `Error`).
- The app's [runner
function](https://docs.rs/bevy/latest/bevy/app/struct.App.html#method.set_runner)
now has to return a `AppExit`.
-
[`App::run()`](https://docs.rs/bevy/latest/bevy/app/struct.App.html#method.run)
now also returns the `AppExit` produced by the runner function.


## Migration Guide

- Replace all usages of
[`AppExit`](https://docs.rs/bevy/latest/bevy/app/struct.AppExit.html)
with `AppExit::Success` or `AppExit::Failure`.
- Any custom app runners now need to return a `AppExit`. We suggest you
return a `AppExit::Error` if any `AppExit` raised was a Error. You can
use the new [`App::should_exit`](https://example.org/) method.
- If not exiting from `main` any other way. You should return the
`AppExit` from `App::run()` so the app correctly returns a error code if
anything fails e.g.
```rust
fn main() -> AppExit {
    App::new()
        //Your setup here...
        .run()
}
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-04-22 16:48:18 +00:00
BD103
a50223622f
Remove unecessary lint #[allow(...)] (#12983)
# Objective

- https://github.com/rust-lang/rust/pull/123905 has been merged, so the
workaround introduced in #12913 is no longer necessary.
- Closes #12968

## Solution

- Remove unecessary `allow` attribute
  - This is currently blocked until Rust beta updates.
  - Last tested with `rustc 1.78.0-beta.7 (6fd191292 2024-04-12)`.
2024-04-22 16:45:29 +00:00
Salvador Carvalhinho
16ff354f1c
Correctly handle UI hierarchy without a camera (#12816)
# Objective
Add support so bevy_ui can correctly handle an UI hierarchy without a
camera present.

- Fixes #12184

## Solution

As there was no default behavior for what should happen when a camera is
not present in a UI hierarchy, the solution
was based in defining that default behavior and improving the overall
handling of this "exception".


## Changelog

- Create default values to be used in upsert_node
- Add flag to control warnings about no camera present
- Create unit test no_camera_ui (to test if ui handles no camera
present)
2024-04-22 16:42:13 +00:00
Jonathan
e9be54b0ea
Parallel event reader (#12554)
# Objective

Allow parallel iteration over events, resolve #10766

## Solution

- Add `EventParIter` which works similarly to `QueryParIter`,
implementing a `for_each{_with_id}` operator.
I chose to not mirror `EventIteratorWithId` and instead implement both
operations on a single struct.
- Reuse `BatchingStrategy` from `QueryParIter`

## Changelog

- `EventReader` now supports parallel event iteration using
`par_read().for_each(|event| ...)`.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
2024-04-22 16:37:42 +00:00
Miles Silberling-Cook
6b95b0137a
Switch monolithic lib to module re-exports (#13059)
# Objective

Makes crate module docs render correctly in the docs for the monolithic
library. Fixes https://github.com/bevyengine/bevy/issues/13055.

## Solution

Swap from
```rust
pub mod foo {
    pub use bevy_foo::*;
}
```
to
```rust
pub use bevy_foo as foo;
```
2024-04-22 01:32:51 +00:00
Daniel Miller
570c43fdd5
ButtonInput docs - performance cost adjustment (#13047)
Adjusted the documentation to better describe the performance cost of
`ButtonInput::any_just_pressed|any_just_released|any_pressed`.

Each function iterates the full input, but each check is expected
constant cost. It was described previously as a full input check, and a
full internal list iteration, which I believe is incorrect.
2024-04-22 00:42:04 +00:00
François Mockers
c40b485095
use a u64 for MeshPipelineKey (#13015)
# Objective

- `MeshPipelineKey` use some bits for two things
- First commit in this PR adds an assertion that doesn't work currently
on main
- This leads to some mesh topology not working anymore, for example
`LineStrip`
- With examples `lines`, there should be two groups of lines, the blue
one doesn't display currently

## Solution

- Change the `MeshPipelineKey` to be backed by a `u64` instead, to have
enough bits
2024-04-21 20:01:45 +00:00
Charles Bournhonesque
13cac2eeff
Fix doc when state is missing (#13049)
# Objective

The warning mentions the function `add_state` which doesn't exist;
replaced with `init_state`
2024-04-21 13:19:26 +00:00
James Liu
54456b7ea6
Make SystemParam::new_archetype and QueryState::new_archetype unsafe functions (#13044)
# Objective
Fix #2128. Both `Query::new_archetype` and `SystemParam::new_archetype`
do not check if the `Archetype` comes from the same World the state is
initialized from. This could result in unsoundness via invalid accesses
if called incorrectly.

## Solution
Make them `unsafe` functions and lift the invariant to the caller. This
also caught one instance of us not validating the World in
`SystemState::update_archetypes_unsafe_world_cell`'s implementation.

---

## Changelog
Changed: `QueryState::new_archetype` is now an unsafe function.
Changed: `SystemParam::new_archetype` is now an unsafe function.

## Migration Guide
`QueryState::new_archetype` and `SystemParam::new_archetype` are now an
unsafe functions that must be sure that the provided `Archetype` is from
the same `World` that the state was initialized from. Callers may need
to add additional assertions or propagate the safety invariant upwards
through the callstack to ensure safety.
2024-04-21 02:49:42 +00:00
IceSentry
8403c41c67
Use WireframeColor to override global color (#13034)
# Objective

- The docs says the WireframeColor is supposed to override the default
global color but it doesn't.

## Solution

- Use WireframeColor to override global color like docs said it was
supposed to do.
- Updated the example to document this feature
- I also took the opportunity to clean up the code a bit

Fixes #13032
2024-04-20 13:59:12 +00:00
BD103
b3d3daad5a
Fix Clippy lints on WASM (#13030)
# Objective

- Fixes #13024.

## Solution

- Run `cargo clippy --target wasm32-unknown-unknown` until there are no
more errors.
  - I recommend reviewing one commit at a time :)

---

## Changelog

- Fixed Clippy lints for `wasm32-unknown-unknown` target.
- Updated `bevy_transform`'s `README.md`.
2024-04-20 09:15:42 +00:00
Kanabenki
1df41b79dd
Expose desired_maximum_frame_latency through window creation (#12954)
# Objective

- Closes #12930.

## Solution

- Add a corresponding optional field on `Window` and `ExtractedWindow`

---

## Changelog

### Added

- `wgpu`'s `desired_maximum_frame_latency` is exposed through window
creation. This can be used to override the default maximum number of
queued frames on the GPU (currently 2).

## Migration Guide

- The `desired_maximum_frame_latency` field must be added to instances
of `Window` and `ExtractedWindow` where all fields are explicitly
specified.
2024-04-19 23:09:30 +00:00
targrub
8316166622
Fix uses of "it's" vs "its". (#13033)
Grammar changes only.
2024-04-19 18:17:31 +00:00
Marco Meijer
2ad27ee4ee
fix: use try_insert instead of insert in bevy_ui to prevent panics when despawning ui nodes (#13000)
# Objective

Sometimes when despawning a ui node in the PostUpdate schedule it
panics. This is because both a despawn command and insert command are
being run on the same entity.

See this example code:

```rs
use bevy::{prelude::*, ui::UiSystem};

#[derive(Resource)]
struct SliceSquare(Handle<Image>);

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .add_systems(Update, create_ui)
        .add_systems(PostUpdate, despawn_nine_slice.after(UiSystem::Layout))
        .run();
}

fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn(Camera2dBundle::default());
    commands.insert_resource(SliceSquare(asset_server.load("textures/slice_square.png")));
}

fn create_ui(mut commands: Commands, slice_square: Res<SliceSquare>) {
    commands.spawn((
        NodeBundle {
            style: Style {
                width: Val::Px(200.),
                height: Val::Px(200.),
                ..default()
            },
            background_color: Color::WHITE.into(),
            ..default()
        },
        UiImage::new(slice_square.0.clone()),
        ImageScaleMode::Sliced(TextureSlicer {
            border: BorderRect::square(220.),
            center_scale_mode: SliceScaleMode::Stretch,
            sides_scale_mode: SliceScaleMode::Stretch,
            max_corner_scale: 1.,
        }),
    ));
}

fn despawn_nine_slice(mut commands: Commands, mut slices: Query<Entity, With<ImageScaleMode>>) {
    for entity in slices.iter_mut() {
        commands.entity(entity).despawn_recursive();
    }
}
```

This code spawns a UiNode with a sliced image scale mode, and despawns
it in the same frame. The
bevy_ui::texture_slice::compute_slices_on_image_change system tries to
insert the ComputedTextureSlices component on that node, but that entity
is already despawned causing this error:

```md
error[B0003]: Could not insert a bundle (of type `bevy_ui::texture_slice::ComputedTextureSlices`) for entity Entity { index: 2, generation: 3 } because it doesn't 
exist in this World. See: https://bevyengine.org/learn/errors/#b0003
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Encountered a panic when applying buffers for system `bevy_ui::texture_slice::compute_slices_on_image_change`!
Encountered a panic in system `bevy_ecs::schedule::executor::apply_deferred`!
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!
```

Note that you might have to run the code a few times before this error
appears.

## Solution

Use try_insert instead of insert for non critical inserts in the bevy_ui
crate.

## Some notes

In a lot of cases it does not makes much sense to despawn ui nodes after
the layout system has finished. Except maybe if you delete the root ui
node of a tree. I personally encountered this issue in bevy `0.13.2`
with a system that was running before the layout system. And in `0.13.2`
the `compute_slices_on_image_change` system was also running before the
layout system. But now it runs after the layout system. So the only way
that this bug appears now is if you despawn ui nodes after the layout
system. So I am not 100% sure if using try_insert in this system is the
best option. But personally I still think it is better then the program
panicking.

However the `update_children_target_camera` system does still run before
the layout system. So I do think it might still be able to panic when ui
nodes are despawned before the layout system. Though I haven't been able
to verify that.
2024-04-19 18:12:08 +00:00
Lynn
cd80b10d43
Math primitives cleanup (#13020)
# Objective

- General clenup of the primitives in `bevy_math`
- Add `eccentricity()` to `Ellipse`

## Solution

- Moved `Bounded3d` implementation for `Triangle3d` to the `bounded`
module
- Added `eccentricity()` to `Ellipse`
- `Ellipse::semi_major()` and `::semi_minor()` now accept `&self`
instead of `self`
- `Triangle3d::is_degenerate()` actually uses `f32::EPSILON` as
documented
- Added tests for `Triangle3d`-maths

---------

Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
Co-authored-by: Miles Silberling-Cook <nth.tensor@gmail.com>
2024-04-18 23:45:51 +00:00
Brezak
f68bc01544
Run CheckVisibility after all the other visibility system sets have… (#12962)
# Objective

Make visibility system ordering explicit. Fixes #12953.

## Solution

Specify `CheckVisibility` happens after all other `VisibilitySystems`
sets have happened.

---------

Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
2024-04-18 20:33:29 +00:00
andristarr
2b3e3341d6
separating finite and infinite 3d planes (#12426)
# Objective

Fixes #12388

## Solution

- Removing the plane3d and adding rect3d primitive mesh
2024-04-18 14:13:22 +00:00
vero
158defd67b
Document Camera coordinate space (#13012)
# Objective

Missing docs

## Solution

Add docs paraphrased from the Cart's mouth:
https://discord.com/channels/691052431525675048/691052431974465548/1172305792154738759
> It follows the natural "results" of right handed y-up. The default
camera will face "forward" in -Z, with +X being "right". The RH y-up
setup is reasonably common. Thats why I asked for existing examples.I
think we should appeal to the masses here / see how other RH Y-up 3D
packages / engines handle this

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
2024-04-18 13:02:15 +00:00
zuiyu
3fea726db3
Added deref trait for Mesh2dHandle (#13002)
# Added deref trait for Mesh2dHandle

- Fixes #13001 ".

## Solution

- Added Derive Deref for Mesh2dHandle.
2024-04-18 12:59:29 +00:00
charlotte
ef7bafa68e
Add missing Default impl to ExtendedMaterial. (#13008)
# Objective

When trying to be generic over `Material + Default`, the lack of a
`Default` impl for `ExtendedMaterial`, even when both of its components
implement `Default`, is problematic. I think was probably just
overlooked.

## Solution

Impl `Default` if the material and extension both impl `Default`.

---

## Changelog

## Migration Guide
2024-04-18 12:57:14 +00:00
Victor
11afe16079
Fix extensionless image loading panic (#13005)
Remake of #12938 targeting main
2024-04-17 15:13:33 +00:00
vero
cab1c5702a
Fix a copy-paste typo doc (#13004)
trivial, new doc copied from
https://github.com/bevyengine/bevy/blob/main/crates/bevy_asset/src/io/mod.rs#L138
2024-04-17 03:11:56 +00:00
Brezak
368c5cef1a
Implement clone for most bundles. (#12993)
# Objective

Closes #12985.

## Solution

- Derive clone for most types with bundle in their name.
- Bundle types missing clone:
-
[`TextBundle`](https://docs.rs/bevy/latest/bevy/prelude/struct.TextBundle.html)
(Contains
[`ContentSize`](https://docs.rs/bevy/latest/bevy/ui/struct.ContentSize.html)
which can't be cloned because it itself contains a `Option<MeasureFunc>`
where
[`MeasureFunc`](https://docs.rs/taffy/0.3.18/taffy/node/enum.MeasureFunc.html)
isn't clone)
-
[`ImageBundle`](https://docs.rs/bevy/latest/bevy/prelude/struct.ImageBundle.html)
(Same as `TextBundle`)
-
[`AtlasImageBundle`](https://docs.rs/bevy/latest/bevy/prelude/struct.AtlasImageBundle.html)
(Will be deprecated in 0.14 there's no point)
2024-04-16 16:37:09 +00:00
Marco Meijer
7e9f6328da
fix: incorrect sprite size for aabb when sprite has rect and no custom_size (#12738)
# Objective

Fixes #12736 

## Solution

Use sprite rect to calculate sprite size for aabb when custom_size is
None
2024-04-16 16:36:16 +00:00
Matty
221d925e90
Make Transform::rotate_axis and Transform::rotate_local_axis use Dir3 (#12986)
# Objective

Related to #12981

Presently, there is a footgun where we allow non-normalized vectors to
be passed in the `axis` parameters of `Transform::rotate_axis` and
`Transform::rotate_local_axis`. These methods invoke
`Quat::from_axis_angle` which expects the vector to be normalized. This
PR aims to address this.

## Solution

Require `Dir3`-valued `axis` parameters for these functions so that the
vector's normalization can be enforced at type-level.

---

## Migration Guide

All calls to `Transform::rotate_axis` and `Transform::rotate_local_axis`
will need to be updated to use a `Dir3` for the `axis` parameter rather
than a `Vec3`. For a general input, this means calling `Dir3::new` and
handling the `Result`, but if the previous vector is already known to be
normalized, `Dir3::new_unchecked` can be called instead. Note that
literals like `Vec3::X` also have corresponding `Dir3` literals; e.g.
`Dir3::X`, `Dir3::NEG_Y` and so on.

---

## Discussion

This axis input is unambigiously a direction instead of a vector, and
that should probably be reflected and enforced by the function
signature. In previous cases where we used, e.g., `impl TryInto<Dir3>`,
the associated methods already implemented (and required!) additional
fall-back logic, since the input is conceptually more complicated than
merely specifying an axis. In this case, I think it's fairly
cut-and-dry, and I'm pretty sure these methods just predate our
direction types.
2024-04-16 13:07:03 +00:00
Chris Russell
e3f55d6dfc
Instrument asset loading and processing. (#12988)
# Objective

As described in #12467, Bevy does not have any spans for any of the
tasks scheduled onto the IO and async compute task pools.

## Solution

Instrument all asset loads and asset processing. Since this change is
restricted to asset tasks, it does not completely solve #12467, but it
does mean we can record the asset path in the trace.


![image](https://github.com/bevyengine/bevy/assets/8494645/59faee63-1f69-40af-bf47-312c4d67d1e2)

---

## Changelog

Tracing will now include spans for asset loading and asset processing.
2024-04-16 12:02:11 +00:00
Patrick Walton
6003a317b8
Add Cascades to the type registry, fixing lights in glTF. (#12989)
glTF files that contain lights currently panic when loaded into Bevy,
because Bevy tries to reflect on `Cascades`, which accidentally wasn't
registered.
2024-04-16 05:16:45 +00:00
Robert Walter
2532447dcb
impl Reflect for EntityHashSet (#12971)
`EntityHashSet` doesn't seem to implement `Reflect` which seems weird!
Especially since `EntityHashMap` implements `Reflect`.

This PR just added an extra `impl_reflect_value!` for `EntityHashSet`
and this seems to do the trick.

I left out doing the same for `StableHashSet` since it's marked as
deprecated.

---

I'm really wondering what was the issue here. If anyone can explain why
`EntityHashSet` can't use the `Reflect` impl of `bevy_utils::HashSet`
similar to how it's the case with the `...HashMap`s I'd be interested!
2024-04-16 02:48:03 +00:00
BD103
7b8d502083
Fix beta lints (#12980)
# Objective

- Fixes #12976

## Solution

This one is a doozy.

- Run `cargo +beta clippy --workspace --all-targets --all-features` and
fix all issues
- This includes:
- Moving inner attributes to be outer attributes, when the item in
question has both inner and outer attributes
  - Use `ptr::from_ref` in more scenarios
- Extend the valid idents list used by `clippy:doc_markdown` with more
names
  - Use `Clone::clone_from` when possible
  - Remove redundant `ron` import
  - Add backticks to **so many** identifiers and items
    - I'm sorry whoever has to review this

---

## Changelog

- Added links to more identifiers in documentation.
2024-04-16 02:46:46 +00:00
James Liu
9dde99fb96
Cleanup the multithreaded executor (#12969)
# Objective
Improve the code quality of the multithreaded executor.

## Solution
 * Remove some unused variables.
 * Use `Mutex::get_mut` where applicable instead of locking.
* Use a `startup_systems` FixedBitset to pre-compute the starting
systems instead of building it bit-by-bit on startup.
* Instead of using `FixedBitset::clear` and `FixedBitset::union_with`,
use `FixedBitset::clone_from` instead, which does only a single copy and
will not allocate if the target bitset has a large enough allocation.
* Replace the `Mutex` around `Conditions` with `SyncUnsafeCell`, and add
a `Context::try_lock` that forces it to be synchronized fetched
alongside the executor lock.

This might produce minimal performance gains, but the focus here is on
the code quality improvements.
2024-04-16 02:37:19 +00:00
Vitaliy Sapronenko
a5fa32e1e7
Normalization anchor for sprite slice in dimensions of this slice (#12769)
# Objective

Fixes #12408 .
Fixes #12680.

## Solution

- Recaclulated anchor from dimensions of sprite to dimension of each
part of it (each part contains its own anchor)
2024-04-16 01:36:47 +00:00
Pablo Reinhardt
6b0e3fa572
Add double end arrow to gizmos (#11890)
# Objective

- Implement double ended arrows, suggestion of #9400

## Solution

- Creation of new field and method to the `ArrowBuilder`

---

## Changelog

### Added
- New field `ArrowBuilder::double_ended`
- New method `ArrowBuilder::with_double_end` to redefine the
double_ended field

## Additional

I added this in the 3d_gizmos example, that's the result:


![image](https://github.com/bevyengine/bevy/assets/126117294/2f8a93eb-4952-401a-b600-b1454cf898a9)

I added this arrow in the 2d_gizmos example too:


![image](https://github.com/bevyengine/bevy/assets/126117294/c46b4871-8acf-4711-9ca8-c2df36c0464b)

---------

Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
Co-authored-by: Pablo Reinhardt <pabloreinhardt@gmail.com>
2024-04-16 01:34:22 +00:00
Patrick Walton
1141e731ff
Implement alpha to coverage (A2C) support. (#12970)
[Alpha to coverage] (A2C) replaces alpha blending with a
hardware-specific multisample coverage mask when multisample
antialiasing is in use. It's a simple form of [order-independent
transparency] that relies on MSAA. ["Anti-aliased Alpha Test: The
Esoteric Alpha To Coverage"] is a good summary of the motivation for and
best practices relating to A2C.

This commit implements alpha to coverage support as a new variant for
`AlphaMode`. You can supply `AlphaMode::AlphaToCoverage` as the
`alpha_mode` field in `StandardMaterial` to use it. When in use, the
standard material shader automatically applies the texture filtering
method from ["Anti-aliased Alpha Test: The Esoteric Alpha To Coverage"].
Objects with alpha-to-coverage materials are binned in the opaque pass,
as they're fully order-independent.

The `transparency_3d` example has been updated to feature an object with
alpha to coverage. Happily, the example was already using MSAA.

This is part of #2223, as far as I can tell.

[Alpha to coverage]: https://en.wikipedia.org/wiki/Alpha_to_coverage

[order-independent transparency]:
https://en.wikipedia.org/wiki/Order-independent_transparency

["Anti-aliased Alpha Test: The Esoteric Alpha To Coverage"]:
https://bgolus.medium.com/anti-aliased-alpha-test-the-esoteric-alpha-to-coverage-8b177335ae4f

---

## Changelog

### Added

* The `AlphaMode` enum now supports `AlphaToCoverage`, to provide
limited order-independent transparency when multisample antialiasing is
in use.
2024-04-15 20:37:52 +00:00
re0312
09a1f94d14
fix shadow pass trace (#12977)
# Objective

- shadow pass trace does not work correctly

## Solution

- enable it.
2024-04-15 15:55:39 +00:00
Robert Walter
e7ab65675d
Update docs of set_if_neq and replace_if_neq (#12919)
# Objective

- ~~This PR adds more flexible versions of `set_if_neq` and
`replace_if_neq` to only compare and update certain fields of a
components which is not just a newtype~~
- https://github.com/bevyengine/bevy/pull/12919#issuecomment-2048049786
gave a good solution to the original problem, so let's update the docs
so that this is easier to find

## Solution

- ~~Add `set_if_neq_with` and `replace_if_neq_with` which take an
accessor closure to access the relevant field~~

---

In a recent project, a scenario emerged that required careful
consideration regarding change detection without compromising
performance. The context involves a component that maintains a
collection of `Vec<Vec2>` representing a horizontal surface, alongside a
height field. When the height is updated, there are a few approaches to
consider:

1. Clone the collection of points to utilize the existing `set_if_neq`
method.
2. Inline and adjust the `set_if_neq` code specifically for this
scenario.
3. (Consider splitting the component into more granular components.)

It's worth noting that the third option might be the most suitable in
most cases.

A similar situation arises with the Bevy internal Transform component,
which includes fields for translation, rotation, and scale. These fields
are relatively small (`Vec3` or `Quat` with 3 or 4 `f32` values), but
the creation of a single pointer (`usize`) might be more efficient than
copying the data of the other fields. This is speculative, and insights
from others could be valuable.

Questions remain:

- Is it feasible to develop a more flexible API, and what might that
entail?
- Is there general interest in this change?

There's no hard feelings if this idea or the PR is ultimately rejected.
I just wanted to put this idea out there and hope that this might be
beneficial to others and that feedback could be valuable before
abandoning the idea.
2024-04-15 12:38:38 +00:00
Robert Swain
5f05e75a70
Fix 2D BatchedInstanceBuffer clear (#12922)
# Objective

- `cargo run --release --example bevymark -- --benchmark --waves 160
--per-wave 1000 --mode mesh2d` runs slower and slower over time due to
`no_gpu_preprocessing::write_batched_instance_buffer<bevy_sprite::mesh2d::mesh::Mesh2dPipeline>`
taking longer and longer because the `BatchedInstanceBuffer` is not
cleared

## Solution

- Split the `clear_batched_instance_buffers` system into CPU and GPU
versions
- Use the CPU version for 2D meshes
2024-04-15 05:00:43 +00:00
Hexorg
7a9a459a40
Fixed crash when transcoding one- or two-channel KTX2 textures (#12629)
# Objective

Fixes a crash when transcoding one- or two-channel KTX2 textures

## Solution

transcoded array has been pre-allocated up to levels.len using a macros.
Rgb8 transcoding already uses that and addresses transcoded array by an
index. R8UnormSrgb and Rg8UnormSrgb were pushing on top of the
transcoded vec, resulting in first levels.len() vectors to stay empty,
and second levels.len() levels actually being transcoded, which then
resulted in out of bounds read when copying levels to gpu
2024-04-14 14:40:10 +00:00
BD103
a362c278bb
Fix crates not building individually (#12948)
# Objective

- `cargo check --workspace` appears to merge features and dependencies
together, so it does not catch some issues where dependencies are not
properly feature-gated.
- The issues **are** caught, though, by running `cd $crate && cargo
check`.

## Solution

- Manually check each crate for issues.

```shell
# Script used
for i in crates/bevy_* do
    pushd $i
    cargo check
    popd
done
```

- `bevy_color` had an issue where it used `#[derive(Pod, Zeroable)]`
without using `bytemuck`'s `derive` feature.
- The `FpsOverlayPlugin` in `bevy_dev_tools` uses `bevy_ui`'s
`bevy_text` integration without properly enabling `bevy_text` as a
feature.
- `bevy_gizmos`'s `light` module was not properly feature-gated behind
`bevy_pbr`.
- ~~Lights appear to only be implemented in `bevy_pbr` and not
`bevy_sprite`, so I think this is the right call. Can I get a
confirmation by a gizmos person?~~ Confirmed :)
- `bevy_gltf` imported `SmallVec`, but only used it if `bevy_animation`
was enabled.
- There was another issue, but it was more challenging to solve than the
`smallvec` one. Run `cargo check -p bevy_gltf` and it will raise an
issue about `animation_roots`.

<details>
  <summary><code>bevy_gltf</code> errors</summary>

```shell
error[E0425]: cannot find value `animation_roots` in this scope
   --> crates/bevy_gltf/src/loader.rs:608:26
    |
608 |                         &animation_roots,
    |                          ^^^^^^^^^^^^^^^ not found in this scope

warning: variable does not need to be mutable
    --> crates/bevy_gltf/src/loader.rs:1015:5
     |
1015 |     mut animation_context: Option<AnimationContext>,
     |     ----^^^^^^^^^^^^^^^^^
     |     |
     |     help: remove this `mut`
     |
     = note: `#[warn(unused_mut)]` on by default

For more information about this error, try `rustc --explain E0425`.
warning: `bevy_gltf` (lib) generated 1 warning
error: could not compile `bevy_gltf` (lib) due to 1 previous error; 1 warning emitted
```

</details> 

---

## Changelog

- Fixed `bevy_color`, `bevy_dev_tools`, and `bevy_gizmos` so they can
now compile by themselves.
2024-04-14 00:06:03 +00:00
blukai
9622557093
fix find_current_keyframe panic (#12931)
# Objective

i downloaded a random model from sketchfab
(https://sketchfab.com/3d-models/dragon-glass-fe00cb0ecaca4e4595874b70de7e116b)
to fiddle with bevy and encountered a panic when attempted to play
animations:
```
thread 'Compute Task Pool (3)' panicked at /home/username/code/bevy/crates/bevy_animation/src/lib.rs:848:58:
index out of bounds: the len is 40 but the index is 40
```

"Animation / Animated Fox"
(5caf085dac/examples/animation/animated_fox.rs)
example can be used for reproduction. to reproduce download a model from
sketchfab (link above) and load it instead of loading fox.glb, keep only
`dragon_glass.glb#Animation0` and remove `1` and `2` -> run and wait 1-2
seconds for crash to happen.

## Solution

correct keyframe indexing, i guess
2024-04-13 22:32:21 +00:00
Patrick Walton
363210f8fe
Don't examine every entity when extracting SpriteSources. (#12957)
`ExtractComponentPlugin` doesn't check to make sure the component is
actually present unless it's in the `QueryFilter`. This meant we placed
it everywhere. This regressed performance on many examples, such as
`many_cubes`.

Fixes #12956.
2024-04-13 22:25:37 +00:00
James Liu
60e400b22f
Remove the system task span (#12950)
# Objective
The system task span is pretty consistent in how much time it uses, so
all it adds is overhead/additional bandwidth when profiling.

## Solution
Remove it.
2024-04-13 19:27:11 +00:00
Patrick Walton
8577a448f7
Fix rendering of sprites, text, and meshlets after #12582. (#12945)
`Sprite`, `Text`, and `Handle<MeshletMesh>` were types of renderable
entities that the new segregated visible entity system didn't handle, so
they didn't appear.

Because `bevy_text` depends on `bevy_sprite`, and the visibility
computation of text happens in the latter crate, I had to introduce a
new marker component, `SpriteSource`. `SpriteSource` marks entities that
aren't themselves sprites but become sprites during rendering. I added
this component to `Text2dBundle`. Unfortunately, this is technically a
breaking change, although I suspect it won't break anybody in practice
except perhaps editors.

Fixes #12935.

## Changelog

### Changed

* `Text2dBundle` now includes a new marker component, `SpriteSource`.
Bevy uses this internally to optimize visibility calculation.

## Migration Guide

* `Text` now requires a `SpriteSource` marker component in order to
appear. This component has been added to `Text2dBundle`.
2024-04-13 14:15:00 +00:00
James Liu
ae9775c83b
Optimize Event Updates (#12936)
# Objective
Improve performance scalability when adding new event types to a Bevy
app. Currently, just using Bevy in the default configuration, all apps
spend upwards of 100+us in the `First` schedule, every app tick,
evaluating if it should update events or not, even if events are not
being used for that particular frame, and this scales with the number of
Events registered in the app.

## Solution
As `Events::update` is guaranteed `O(1)` by just checking if a
resource's value, swapping two Vecs, and then clearing one of them, the
actual cost of running `event_update_system` is *very* cheap. The
overhead of doing system dependency injection, task scheduling ,and the
multithreaded executor outweighs the cost of running the system by a
large margin.

Create an `EventRegistry` resource that keeps a number of function
pointers that update each event. Replace the per-event type
`event_update_system` with a singular exclusive system uses the
`EventRegistry` to update all events instead. Update `SubApp::add_event`
to use `EventRegistry` instead.

## Performance
This speeds reduces the cost of the `First` schedule in both many_foxes
and many_cubes by over 80%. Note this is with system spans on. The
majority of this is now context-switching costs from launching
`time_system`, which should be mostly eliminated with #12869.

![image](https://github.com/bevyengine/bevy/assets/3137680/037624be-21a2-4dc2-a42f-9d0bfa3e9b4a)

The actual `event_update_system` is usually *very* short, using only a
few microseconds on average.

![image](https://github.com/bevyengine/bevy/assets/3137680/01ff1689-3595-49b6-8f09-5c44bcf903e8)

---

## Changelog
TODO

## Migration Guide
TODO

---------

Co-authored-by: Josh Matthews <josh@joshmatthews.net>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-04-13 14:11:28 +00:00
NiseVoid
57719fc998
Add archetypal to Access Debug impl (#12947)
# Objective

- The `archetypal` field in `Access` doesn't get printed in debug output

## Solution

- Add the field to the impl
2024-04-13 06:06:48 +00:00
Ycy
70ce6f110b
fix bevy_hierarchy crate optional feature bevy_app (#12943)
fix bevy_hierarchy crate optional feature `bevy_app`
2024-04-13 04:46:00 +00:00
BD103
aa2ebbb43f
Fix some nightly Clippy lints (#12927)
# Objective

- I daily drive nightly Rust when developing Bevy, so I notice when new
warnings are raised by `cargo check` and Clippy.
- `cargo +nightly clippy` raises a few of these new warnings.

## Solution

- Fix most warnings from `cargo +nightly clippy`
- I skipped the docs-related warnings because some were covered by
#12692.
- Use `Clone::clone_from` in applicable scenarios, which can sometimes
avoid an extra allocation.
- Implement `Default` for structs that have a `pub const fn new() ->
Self` method.
- Fix an occurrence where generic constraints were defined in both `<C:
Trait>` and `where C: Trait`.
  - Removed generic constraints that were implied by the `Bundle` trait.

---

## Changelog

- `BatchingStrategy`, `NonGenericTypeCell`, and `GenericTypeCell` now
implement `Default`.
2024-04-13 02:05:38 +00:00
Patrick Walton
5caf085dac
Divide the single VisibleEntities list into separate lists for 2D meshes, 3D meshes, lights, and UI elements, for performance. (#12582)
This commit splits `VisibleEntities::entities` into four separate lists:
one for lights, one for 2D meshes, one for 3D meshes, and one for UI
elements. This allows `queue_material_meshes` and similar methods to
avoid examining entities that are obviously irrelevant. In particular,
this separation helps scenes with many skinned meshes, as the individual
bones are considered visible entities but have no rendered appearance.

Internally, `VisibleEntities::entities` is a `HashMap` from the `TypeId`
representing a `QueryFilter` to the appropriate `Entity` list. I had to
do this because `VisibleEntities` is located within an upstream crate
from the crates that provide lights (`bevy_pbr`) and 2D meshes
(`bevy_sprite`). As an added benefit, this setup allows apps to provide
their own types of renderable components, by simply adding a specialized
`check_visibility` to the schedule.

This provides a 16.23% end-to-end speedup on `many_foxes` with 10,000
foxes (24.06 ms/frame to 20.70 ms/frame).

## Migration guide

* `check_visibility` and `VisibleEntities` now store the four types of
renderable entities--2D meshes, 3D meshes, lights, and UI
elements--separately. If your custom rendering code examines
`VisibleEntities`, it will now need to specify which type of entity it's
interested in using the `WithMesh2d`, `WithMesh`, `WithLight`, and
`WithNode` types respectively. If your app introduces a new type of
renderable entity, you'll need to add an explicit call to
`check_visibility` to the schedule to accommodate your new component or
components.

## Analysis

`many_foxes`, 10,000 foxes: `main`:
![Screenshot 2024-03-31
114444](https://github.com/bevyengine/bevy/assets/157897/16ecb2ff-6e04-46c0-a4b0-b2fde2084bad)

`many_foxes`, 10,000 foxes, this branch:
![Screenshot 2024-03-31
114256](https://github.com/bevyengine/bevy/assets/157897/94dedae4-bd00-45b2-9aaf-dfc237004ddb)

`queue_material_meshes` (yellow = this branch, red = `main`):
![Screenshot 2024-03-31
114637](https://github.com/bevyengine/bevy/assets/157897/f90912bd-45bd-42c4-bd74-57d98a0f036e)

`queue_shadows` (yellow = this branch, red = `main`):
![Screenshot 2024-03-31
114607](https://github.com/bevyengine/bevy/assets/157897/6ce693e3-20c0-4234-8ec9-a6f191299e2d)
2024-04-11 20:33:20 +00:00
BD103
5c3ae32ab1
Enable clippy::ref_as_ptr (#12918)
# Objective

-
[`clippy::ref_as_ptr`](https://rust-lang.github.io/rust-clippy/master/index.html#/ref_as_ptr)
prevents you from directly casting references to pointers, requiring you
to use `std::ptr::from_ref` instead. This prevents you from accidentally
converting an immutable reference into a mutable pointer (`&x as *mut
T`).
- Follow up to #11818, now that our [`rust-version` is
1.77](11817f4ba4/Cargo.toml (L14)).

## Solution

- Enable lint and fix all warnings.
2024-04-10 20:16:48 +00:00
Patrick Walton
d59b1e71ef
Implement percentage-closer filtering (PCF) for point lights. (#12910)
I ported the two existing PCF techniques to the cubemap domain as best I
could. Generally, the technique is to create a 2D orthonormal basis
using Gram-Schmidt normalization, then apply the technique over that
basis. The results look fine, though the shadow bias often needs
adjusting.

For comparison, Unity uses a 4-tap pattern for PCF on point lights of
(1, 1, 1), (-1, -1, 1), (-1, 1, -1), (1, -1, -1). I tried this but
didn't like the look, so I went with the design above, which ports the
2D techniques to the 3D domain. There's surprisingly little material on
point light PCF.

I've gone through every example using point lights and verified that the
shadow maps look fine, adjusting biases as necessary.

Fixes #3628.

---

## Changelog

### Added
* Shadows from point lights now support percentage-closer filtering
(PCF), and as a result look less aliased.

### Changed
* `ShadowFilteringMethod::Castano13` and
`ShadowFilteringMethod::Jimenez14` have been renamed to
`ShadowFilteringMethod::Gaussian` and `ShadowFilteringMethod::Temporal`
respectively.

## Migration Guide

* `ShadowFilteringMethod::Castano13` and
`ShadowFilteringMethod::Jimenez14` have been renamed to
`ShadowFilteringMethod::Gaussian` and `ShadowFilteringMethod::Temporal`
respectively.
2024-04-10 20:16:08 +00:00
Vitaliy Sapronenko
ddcbb3cc80
flipping texture coords methods has been added to the StandardMaterial (#12917)
# Objective

Fixes #11996 
The deprecated shape Quad's flip field role migrated to
StandardMaterial's flip/flipped methods

## Solution

flip/flipping methods of StandardMaterial is applicable to any mesh

---

## Changelog

- Added flip and flipped methods to the StandardMaterial implementation
- Added FLIP_HORIZONTAL, FLIP_VERTICAL, FLIP_X, FLIP_Y, FLIP_Z constants

## Migration Guide

Instead of using `Quad::flip` field, call `flipped(true, false)` method
on the StandardMaterial instance when adding the mesh.

---------

Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
2024-04-10 18:23:55 +00:00
Lynn
597799a979
Add tetrahedron gizmos (#12914)
# Objective

- Adds tetrahedron gizmos, suggestion of #9400

## Solution

- Implement tetrahedron gizmos as a `gizmos.primitive_3d`

## Additional info

Here is a short video of the default tetrahedron :)


https://github.com/bevyengine/bevy/assets/62256001/a6f31b6f-78bc-4dc2-8f46-2ebd04ed8a0e

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-04-10 17:59:58 +00:00
Patrick Walton
11817f4ba4
Generate MeshUniforms on the GPU via compute shader where available. (#12773)
Currently, `MeshUniform`s are rather large: 160 bytes. They're also
somewhat expensive to compute, because they involve taking the inverse
of a 3x4 matrix. Finally, if a mesh is present in multiple views, that
mesh will have a separate `MeshUniform` for each and every view, which
is wasteful.

This commit fixes these issues by introducing the concept of a *mesh
input uniform* and adding a *mesh uniform building* compute shader pass.
The `MeshInputUniform` is simply the minimum amount of data needed for
the GPU to compute the full `MeshUniform`. Most of this data is just the
transform and is therefore only 64 bytes. `MeshInputUniform`s are
computed during the *extraction* phase, much like skins are today, in
order to avoid needlessly copying transforms around on CPU. (In fact,
the render app has been changed to only store the translation of each
mesh; it no longer cares about any other part of the transform, which is
stored only on the GPU and the main world.) Before rendering, the
`build_mesh_uniforms` pass runs to expand the `MeshInputUniform`s to the
full `MeshUniform`.

The mesh uniform building pass does the following, all on GPU:

1. Copy the appropriate fields of the `MeshInputUniform` to the
`MeshUniform` slot. If a single mesh is present in multiple views, this
effectively duplicates it into each view.

2. Compute the inverse transpose of the model transform, used for
transforming normals.

3. If applicable, copy the mesh's transform from the previous frame for
TAA. To support this, we double-buffer the `MeshInputUniform`s over two
frames and swap the buffers each frame. The `MeshInputUniform`s for the
current frame contain the index of that mesh's `MeshInputUniform` for
the previous frame.

This commit produces wins in virtually every CPU part of the pipeline:
`extract_meshes`, `queue_material_meshes`,
`batch_and_prepare_render_phase`, and especially
`write_batched_instance_buffer` are all faster. Shrinking the amount of
CPU data that has to be shuffled around speeds up the entire rendering
process.

| Benchmark              | This branch | `main`  | Speedup |
|------------------------|-------------|---------|---------|
| `many_cubes -nfc`      |      17.259 |  24.529 |  42.12% |
| `many_cubes -nfc -vpi` |     302.116 | 312.123 |   3.31% |
| `many_foxes`           |       3.227 |   3.515 |   8.92% |

Because mesh uniform building requires compute shader, and WebGL 2 has
no compute shader, the existing CPU mesh uniform building code has been
left as-is. Many types now have both CPU mesh uniform building and GPU
mesh uniform building modes. Developers can opt into the old CPU mesh
uniform building by setting the `use_gpu_uniform_builder` option on
`PbrPlugin` to `false`.

Below are graphs of the CPU portions of `many-cubes
--no-frustum-culling`. Yellow is this branch, red is `main`.

`extract_meshes`:
![Screenshot 2024-04-02
124842](https://github.com/bevyengine/bevy/assets/157897/a6748ea4-dd05-47b6-9254-45d07d33cb10)
It's notable that we get a small win even though we're now writing to a
GPU buffer.

`queue_material_meshes`:
![Screenshot 2024-04-02
124911](https://github.com/bevyengine/bevy/assets/157897/ecb44d78-65dc-448d-ba85-2de91aa2ad94)
There's a bit of a regression here; not sure what's causing it. In any
case it's very outweighed by the other gains.

`batch_and_prepare_render_phase`:
![Screenshot 2024-04-02
125123](https://github.com/bevyengine/bevy/assets/157897/4e20fc86-f9dd-4e5c-8623-837e4258f435)
There's a huge win here, enough to make batching basically drop off the
profile.

`write_batched_instance_buffer`:
![Screenshot 2024-04-02
125237](https://github.com/bevyengine/bevy/assets/157897/401a5c32-9dc1-4991-996d-eb1cac6014b2)
There's a massive improvement here, as expected. Note that a lot of it
simply comes from the fact that `MeshInputUniform` is `Pod`. (This isn't
a maintainability problem in my view because `MeshInputUniform` is so
simple: just 16 tightly-packed words.)

## Changelog

### Added

* Per-mesh instance data is now generated on GPU with a compute shader
instead of CPU, resulting in rendering performance improvements on
platforms where compute shaders are supported.

## Migration guide

* Custom render phases now need multiple systems beyond just
`batch_and_prepare_render_phase`. Code that was previously creating
custom render phases should now add a `BinnedRenderPhasePlugin` or
`SortedRenderPhasePlugin` as appropriate instead of directly adding
`batch_and_prepare_render_phase`.
2024-04-10 05:33:32 +00:00
BD103
a9943e8d2c
Fix beta CI (#12913)
# Objective

- Fixes #12905.

## Solution

- Use proper code `` tags for `TaskPoolBuilder::thread_name`.
- Remove leftover documentation in `TaskPool` referencing the deleted
`TaskPoolInner` struct.
- It may be possible to rephrase this, but I do not know enough about
the task pool to write something. (cc @james7132 who made the change
removing `TaskPoolInner`.)
- Ignore a buggy rustdoc lint that thinks `App` is already in scope for
`UpdateMode` doc. (Extracted from #12692.)
2024-04-09 17:33:59 +00:00
Lynn
2f0b5b9c5a
Use impl Into<Color> for gizmos.primitive_3d(...) (#12915)
# Objective

- All gizmos APIs besides `gizmos.primitive_3d` use `impl Into<Color>`
as their type for `color`.

## Solution

- This PR changes `primitive_3d()` to use `impl Into<Color>` aswell.
2024-04-09 17:33:34 +00:00
Robert Swain
ab7cbfa8fc
Consolidate Render(Ui)Materials(2d) into RenderAssets (#12827)
# Objective

- Replace `RenderMaterials` / `RenderMaterials2d` / `RenderUiMaterials`
with `RenderAssets` to enable implementing changes to one thing,
`RenderAssets`, that applies to all use cases rather than duplicating
changes everywhere for multiple things that should be one thing.
- Adopts #8149 

## Solution

- Make RenderAsset generic over the destination type rather than the
source type as in #8149
- Use `RenderAssets<PreparedMaterial<M>>` etc for render materials

---

## Changelog

- Changed:
- The `RenderAsset` trait is now implemented on the destination type.
Its `SourceAsset` associated type refers to the type of the source
asset.
- `RenderMaterials`, `RenderMaterials2d`, and `RenderUiMaterials` have
been replaced by `RenderAssets<PreparedMaterial<M>>` and similar.

## Migration Guide

- `RenderAsset` is now implemented for the destination type rather that
the source asset type. The source asset type is now the `RenderAsset`
trait's `SourceAsset` associated type.
2024-04-09 13:26:34 +00:00
Matty
956604e4c7
Meshing for Triangle3d primitive (#12686)
# Objective

- Ongoing work for #10572 
- Implement the `Meshable` trait for `Triangle3d`, allowing 3d triangle
primitives to produce meshes.

## Solution

The `Meshable` trait for `Triangle3d` directly produces a `Mesh`, much
like that of `Triangle2d`. The mesh consists only of a single triangle
(the triangle itself), and its vertex data consists of:
- Vertex positions, which are the triangle's vertices themselves (i.e.
the triangle provides its own coordinates in mesh space directly)
- Normals, which are all the normal of the triangle itself
- Indices, which are directly inferred from the vertex order (note that
this is slightly different than `Triangle2d` which, because of its lower
dimension, has an orientation which can be corrected for so that it
always faces "the right way")
- UV coordinates, which are produced as follows:
1. The first coordinate is coincident with the `ab` direction of the
triangle.
2. The second coordinate maps to be perpendicular to the first in mesh
space, so that the UV-mapping is skew-free.
3. The UV-coordinates map to the smallest rectangle possible containing
the triangle, given the preceding constraints.

Here is a visual demonstration; here, the `ab` direction of the triangle
is horizontal, left to right — the point `c` moves, expanding the
bounding rectangle of the triangle when it pushes past `a` or `b`:

<img width="1440" alt="Screenshot 2024-03-23 at 5 36 01 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/bef4d786-7b82-4207-abd4-ac4557d0f8b8">

<img width="1440" alt="Screenshot 2024-03-23 at 5 38 12 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/c0f72b8f-8e70-46fa-a750-2041ba6dfb78">

<img width="1440" alt="Screenshot 2024-03-23 at 5 37 15 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/db287e4f-2b0b-4fd4-8d71-88f4e7a03b7c">

The UV-mapping of `Triangle2d` has also been changed to use the same
logic.

---

## Changelog

- Implemented `Meshable` for `Triangle3d`.
- Changed UV-mapping of `Triangle2d` to match that of `Triangle3d`.

## Migration Guide

The UV-mapping of `Triangle2d` has changed with this PR; the main
difference is that the UVs are no longer dependent on the triangle's
absolute coordinates, but instead follow translations of the triangle
itself in its definition. If you depended on the old UV-coordinates for
`Triangle2d`, then you will have to update affected areas to use the new
ones which, briefly, can be described as follows:
- The first coordinate is parallel to the line between the first two
vertices of the triangle.
- The second coordinate is orthogonal to this, pointing in the direction
of the third point.

Generally speaking, this means that the first two points will have
coordinates `[_, 0.]`, while the third coordinate will be `[_, 1.]`,
with the exact values depending on the position of the third point
relative to the first two. For acute triangles, the first two vertices
always have UV-coordinates `[0., 0.]` and `[1., 0.]` respectively. For
obtuse triangles, the third point will have coordinate `[0., 1.]` or
`[1., 1.]`, with the coordinate of one of the two other points shifting
to maintain proportionality.

For example: 
- The default `Triangle2d` has UV-coordinates `[0., 0.]`, `[0., 1.]`,
[`0.5, 1.]`.
- The triangle with vertices `vec2(0., 0.)`, `vec2(1., 0.)`, `vec2(2.,
1.)` has UV-coordinates `[0., 0.]`, `[0.5, 0.]`, `[1., 1.]`.
- The triangle with vertices `vec2(0., 0.)`, `vec2(1., 0.)`, `vec2(-2.,
1.)` has UV-coordinates `[2./3., 0.]`, `[1., 0.]`, `[0., 1.]`.

## Discussion

### Design considerations

1. There are a number of ways to UV-map a triangle (at least two of
which are fairly natural); for instance, we could instead declare the
second axis to be essentially `bc` so that the vertices are always `[0.,
0.]`, `[0., 1.]`, and `[1., 0.]`. I chose this method instead because it
is skew-free, so that the sampling from textures has only bilinear
scaling. I think this is better for cases where a relatively "uniform"
texture is mapped to the triangle, but it's possible that we might want
to support the other thing in the future. Thankfully, we already have
the capability of easily expanding to do that with Builders if the need
arises. This could also allow us to provide things like barycentric
subdivision.
2. Presently, the mesh-creation code for `Triangle3d` is set up to never
fail, even in the case that the triangle is degenerate. I have mixed
feelings about this, but none of our other primitive meshes fail, so I
decided to take the same approach. Maybe this is something that could be
worth revisiting in the future across the board.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Jakub Marcowski <37378746+Chubercik@users.noreply.github.com>
2024-04-08 23:00:04 +00:00
James Liu
934f2cfadf
Clean up some low level dependencies (#12858)
# Objective
Minimize the number of dependencies low in the tree.

## Solution

* Remove the dependency on rustc-hash in bevy_ecs (not used) and
bevy_macro_utils (only used in one spot).
* Deduplicate the dependency on `sha1_smol` with the existing blake3
dependency already being used for bevy_asset.
 * Remove the unused `ron` dependency on `bevy_app`
* Make the `serde` dependency for `bevy_ecs` optional. It's only used
for serializing Entity.
* Change the `wgpu` dependency to `wgpu-types`, and make it optional for
`bevy_color`.
 * Remove the unused `thread-local` dependency on `bevy_render`.
* Make multiple dependencies for `bevy_tasks` optional and enabled only
when running with the `multi-threaded` feature. Preferably they'd be
disabled all the time on wasm, but I couldn't find a clean way to do
this.

---

## Changelog
TODO 

## Migration Guide
TODO
2024-04-08 19:45:42 +00:00
Hexorg
b9a232966b
Fixed a bug where skybox ddsfile would crash from wgpu (#12894)
Fixed a bug where skybox ddsfile would crash from wgpu while trying to
read past the file buffer.
Added a unit-test to prevent regression.
Bumped ddsfile dependency version to 0.5.2

# Objective

Prevents a crash when loading dds skybox.

## Solution

ddsfile already automatically sets array layers to be 6 for skyboxes.
Removed bevy's extra *= 6 multiplication.

---

This is a copy of
[#12598](https://github.com/bevyengine/bevy/pull/12598) ... I made that
one off of main and wasn't able to make more pull requests without
making a new branch.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-04-08 17:16:25 +00:00
orzogc
5570315baf
Document the lifetime requirement of byte_offset and byte_add (#12893)
# Objective

`byte_offset` and `byte_add` of `Ptr`, `PtrMut` and `OwningPtr` are
missing the lifetime requirement.

## Solution

Add documents.
2024-04-08 17:13:35 +00:00
UkoeHB
2ee69807b1
Fix potential out-of-bounds access in pbr_functions.wgsl (#12585)
# Objective

- Fix a potential out-of-bounds access in the `pbr_functions.wgsl`
shader.

## Solution

- Correctly compute the `GpuLights::directional_lights` array length.

## Comments

I think this solves this comment in the code, but need someone to test
it:
```rust
//NOTE: When running bevy on Adreno GPU chipsets in WebGL, any value above 1 will result in a crash
// when loading the wgsl "pbr_functions.wgsl" in the function apply_fog.
```
2024-04-08 17:00:09 +00:00
Martín Maita
0c78bf3bb0
Moves intern and label modules into bevy_ecs (#12772)
# Objective

- Attempts to solve two items from
https://github.com/bevyengine/bevy/issues/11478.

## Solution

- Moved `intern` module from `bevy_utils` into `bevy_ecs` crate and
updated all relevant imports.
- Moved `label` module from `bevy_utils` into `bevy_ecs` crate and
updated all relevant imports.

---

## Migration Guide

- Replace `bevy_utils::define_label` imports with
`bevy_ecs::define_label` imports.
- Replace `bevy_utils:🏷️:DynEq` imports with
`bevy_ecs:🏷️:DynEq` imports.
- Replace `bevy_utils:🏷️:DynHash` imports with
`bevy_ecs:🏷️:DynHash` imports.
- Replace `bevy_utils::intern::Interned` imports with
`bevy_ecs::intern::Interned` imports.
- Replace `bevy_utils::intern::Internable` imports with
`bevy_ecs::intern::Internable` imports.
- Replace `bevy_utils::intern::Interner` imports with
`bevy_ecs::intern::Interner` imports.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2024-04-08 15:34:11 +00:00
Martín Maita
3fc0c6869d
Bump crate-ci/typos from 1.19.0 to 1.20.4 (#12907)
# Objective

- Adopting https://github.com/bevyengine/bevy/pull/12903.

## Solution

- Bump crate-ci/typos from 1.19.0 to 1.20.4.
- Fixed a typo in `crates/bevy_pbr/src/render/pbr_functions.wgsl` file.
- Added "PNG", "iy" and "SME" as exceptions to prevent false positives.

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2024-04-08 15:31:11 +00:00
Giacomo Stevanato
74f52076a3
Make some ReflectComponent/ReflectBundle methods work with EntityMut too (#12895)
# Objective

- Make `ReflectComponent::apply`, `ReflectComponent::reflect_mut` and
`ReflectBundle::apply` work with `EntityMut` too (currently they only
work with the more restricting `EntityWorldMut`);
- Note: support for the `Filtered*` variants has been left out since the
conversion in that case is more expensive. Let me know if I should add
support for them too.

## Solution

- Make `ReflectComponent::apply`, `ReflectComponent::reflect_mut` and
`ReflectBundle::apply` take an `impl Into<EntityMut<'a>>`;
- Make the corresponding `*Fns` function pointers take a `EntityMut`.

---

## Changelog

- `ReflectComponent::apply`, `ReflectComponent::reflect_mut` and
`ReflectBundle::apply` now accept `EntityMut` as well

## Migration Guide

- `ReflectComponentFns`'s `apply` and `reflect_mut` fields now take
`EntityMut` instead of `&mut EntityWorldMut`
- `ReflectBundleFns`'s `apply` field now takes `EntityMut` instead of
`&mut EntityWorldMut`
2024-04-08 01:46:07 +00:00
JMS55
31b5943ad4
Add previous_view_uniforms.inverse_view (#12902)
# Objective
- Upload previous frame's inverse_view matrix to the GPU for use with
https://github.com/bevyengine/bevy/pull/12898.

---

## Changelog
- Added `prepass_bindings::previous_view_uniforms.inverse_view`.
- Renamed `prepass_bindings::previous_view_proj` to
`prepass_bindings::previous_view_uniforms.view_proj`.
- Renamed `PreviousViewProjectionUniformOffset` to
`PreviousViewUniformOffset`.
- Renamed `PreviousViewProjection` to `PreviousViewData`.

## Migration Guide
- Renamed `prepass_bindings::previous_view_proj` to
`prepass_bindings::previous_view_uniforms.view_proj`.
- Renamed `PreviousViewProjectionUniformOffset` to
`PreviousViewUniformOffset`.
- Renamed `PreviousViewProjection` to `PreviousViewData`.
2024-04-07 18:59:16 +00:00
robtfm
452821dd52
more robust gpu image use (#12606)
# Objective

make morph targets and tonemapping more tolerant of delayed image
loading.

neither of these actually fail currently unless using a bespoke loader
(and even then it would be rare), but i am working on adding throttling
for asset gpu uploads (as a stopgap until we can do proper asset
streaming) and they break with that.

## Solution

when a mesh with morph targets is uploaded to the gpu, the prepare
function uploads the morph target texture if it's available, otherwise
it uploads without morph targets. this is generally fine as long as
morph targets are typically loaded from bytes (in gltf loader), but may
fail for a custom loader if the asset server async-loads the target
texture and the texture is not available yet. the mesh fails to render
and doesn't update when the image is loaded
-> if morph targets are specified but not ready yet, retry mesh upload
next frame

tonemapping `unwrap`s on the lookup table image. this is never a problem
since the image is added via `include_bytes!`, but could be a problem in
future with asset gpu throttling/streaming.
-> if the lookup texture is not yet available, use a fallback
-> in the node, check if the fallback was used before caching the bind
group
2024-04-07 17:18:58 +00:00
Giacomo Stevanato
4227781e8c
Implement From<&'w mut EntityMut> for EntityMut<'w> (#12896)
# Objective

- Implement `From<&'w mut EntityMut>` for `EntityMut<'w>`;
- Make it possible to pass `&mut EntityMut` where `impl Into<EntityMut>`
is required;
- Helps with #12895.

## Solution

- Implement `From<&'w mut EntityMut>` for `EntityMut<'w>`

---

## Changelog

- `EntityMut<'w>` now implements `From<&'w mut EntityMut>`
2024-04-07 13:24:10 +00:00
JMS55
9264850a1c
Fix skybox wrong alpha (#12888)
Fix https://github.com/bevyengine/bevy/issues/12740
2024-04-06 08:08:55 +00:00
Luís Figueiredo
ac91b19118
Fixes #12000: When viewport is set to camera and switched to SizedFul… (#12861)
# Objective

- When viewport is set to the same size as the window on creation, when
adjusting to SizedFullscreen, the window may be smaller than the
viewport for a moment, which caused the arguments to be invalid and
panic.
- Fixes #12000.

## Solution

- The fix consists of matching the size of the viewport to the lower
size of the window ( if the x value of the window is lower, I update
only the x value of the viewport, same for the y value). Also added a
test to show that it does not panic anymore.

---
2024-04-06 02:22:50 +00:00
Multirious
a27ce270d0
Fix broken link in mesh docs (#12872)
# Objective

Fixes #12813

## Solution

Update the link to
`https://github.com/bevyengine/bevy/tree/main/crates/bevy_render/src/mesh/primitives`
2024-04-05 18:22:52 +00:00
François Mockers
a9964f442d
fix msaa shift with irradiance volumes in mesh pipeline key (#12845)
# Objective

- #12791 broke example `irradiance_volumes`
- Fixes #12876 

```
wgpu error: Validation Error

Caused by:
    In Device::create_render_pipeline
      note: label = `pbr_opaque_mesh_pipeline`
    Color state [0] is invalid
    Sample count 8 is not supported by format Rgba8UnormSrgb on this device. The WebGPU spec guarentees [1, 4] samples are supported by this format. With the TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES feature your device supports [1, 2, 4].
```

## Solution

- Shift bits a bit more
2024-04-05 17:50:23 +00:00
Remi Godin
c233d6e0d0
Added method to get waiting pipelines IDs from pipeline cache. (#12874)
# Objective
- Add a way to easily get currently waiting pipelines IDs.

## Solution
- Added a method to get waiting pipelines `CachedPipelineId`.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2024-04-05 03:46:15 +00:00
James Liu
a4ed1b88b8
Relax BufferVec's type constraints (#12866)
# Objective
Since BufferVec was first introduced, `bytemuck` has added additional
traits with fewer restrictions than `Pod`. Within BufferVec, we only
rely on the constraints of `bytemuck::cast_slice` to a `u8` slice, which
now only requires `T: NoUninit` which is a strict superset of `Pod`
types.

## Solution
Change out the `Pod` generic type constraint with `NoUninit`. Also
taking the opportunity to substitute `cast_slice` with
`must_cast_slice`, which avoids a runtime panic in place of a compile
time failure if `T` cannot be used.

---

## Changelog
Changed: `BufferVec` now supports working with types containing
`NoUninit` but not `Pod` members.
Changed: `BufferVec` will now fail to compile if used with a type that
cannot be safely read from. Most notably, this includes ZSTs, which
would previously always panic at runtime.
2024-04-05 02:11:41 +00:00
Matty
3a7923ea92
Random sampling of directions and quaternions (#12857)
# Objective

Augment Bevy's random sampling capabilities by providing good tools for
producing random directions and rotations.

## Solution

The `rand` crate has a natural tool for providing `Distribution`s whose
output is a type that doesn't require any additional data to sample
values — namely,
[`Standard`](https://docs.rs/rand/latest/rand/distributions/struct.Standard.html).

Here, our existing `ShapeSample` implementations have been put to good
use in providing these, resulting in patterns like the following:
```rust
// Using thread-local rng
let random_direction1: Dir3 = random();

// Using an explicit rng
let random_direction2: Dir3 = rng.gen();

// Using an explicit rng coupled explicitly with Standard
let random_directions: Vec<Dir3> = rng.sample_iter(Standard).take(5).collect();
```

Furthermore, we have introduced a trait `FromRng` which provides sugar
for `rng.gen()` that is more namespace-friendly (in this author's
opinion):
```rust
let random_direction = Dir3::from_rng(rng);
```

The types this has been implemented for are `Dir2`, `Dir3`, `Dir3A`, and
`Quat`. Notably, `Quat` uses `glam`'s implementation rather than an
in-house one, and as a result, `bevy_math`'s "rand" feature now enables
that of `glam`.

---

## Changelog

- Created `standard` submodule in `sampling` to hold implementations and
other items related to the `Standard` distribution.
- "rand" feature of `bevy_math` now enables that of `glam`.

---

## Discussion

From a quick glance at `Quat`'s distribution implementation in `glam`, I
am a bit suspicious, since it is simple and doesn't match any algorithm
that I came across in my research. I will do a little more digging as a
follow-up to this and see if it's actually uniform (maybe even using
those tools I wrote — what a thrill).

As an aside, I'd also like to say that I think
[`Distribution`](https://docs.rs/rand/latest/rand/distributions/trait.Distribution.html)
is really, really good. It integrates with distributions provided
externally (e.g. in `rand` itself and its extensions) along with doing a
good job of isolating the source of randomness, so that output can be
reliably reproduced if need be. Finally, `Distribution::sample_iter` is
quite good for ergonomically acquiring lots of random values. At one
point I found myself writing traits to describe random sampling and
essentially reinvented this one. I just think it's good, and I think
it's worth centralizing around to a significant extent.
2024-04-04 23:13:00 +00:00
Carter Anderson
b27896f875
Disable RAY_QUERY and RAY_TRACING_ACCELERATION_STRUCTURE by default (#12862)
# Objective

See https://github.com/gfx-rs/wgpu/issues/5488 for context and
rationale.

## Solution

- Disables `wgpu::Features::RAY_QUERY` and
`wgpu::Features::RAY_TRACING_ACCELERATION_STRUCTURE` by default. They
must be explicitly opted into now.

---

## Changelog

- Disables `wgpu::Features::RAY_QUERY` and
`wgpu::Features::RAY_TRACING_ACCELERATION_STRUCTURE` by default. They
must be explicitly opted into now.

## Migration Guide

- If you need `wgpu::Features::RAY_QUERY` or
`wgpu::Features::RAY_TRACING_ACCELERATION_STRUCTURE`, enable them
explicitly using `WgpuSettings::features`
2024-04-04 19:20:19 +00:00
Vitaliy Sapronenko
4da4493449
Error info has been added to LoadState::Failed (#12709)
# Objective

Fixes #12667.

## Solution

- Stored
[AssetLoadError](https://docs.rs/bevy/latest/bevy/asset/enum.AssetLoadError.html)
inside of
[LoadState::Failed](https://docs.rs/bevy/latest/bevy/asset/enum.LoadState.html)
as a Box<AssetLoadError> to avoid bloating the size of all variants of
LoadState.
- Fixed dependent code

## Migration guide

Added
[AssetLoadError](https://docs.rs/bevy/latest/bevy/asset/enum.AssetLoadError.html)
to
[LoadState::Failed](https://docs.rs/bevy/latest/bevy/asset/enum.LoadState.html)
option
Removed `Copy`, `Ord` and `PartialOrd` implementations for
[LoadState](https://docs.rs/bevy/latest/bevy/asset/enum.LoadState.html)
enum
Added `Eq` and `PartialEq` implementations for
[MissingAssetSourceError](https://docs.rs/bevy/latest/bevy/asset/io/struct.MissingAssetSourceError.html),
[MissingProcessedAssetReaderError](https://docs.rs/bevy/latest/bevy/asset/io/struct.MissingProcessedAssetReaderError.html),
[DeserializeMetaError](https://docs.rs/bevy/latest/bevy/asset/enum.DeserializeMetaError.html),
[LoadState](https://docs.rs/bevy/latest/bevy/asset/enum.LoadState.html),
[AssetLoadError](https://docs.rs/bevy/latest/bevy/asset/enum.AssetLoadError.html),
[MissingAssetLoaderForTypeNameError](https://docs.rs/bevy/latest/bevy/asset/struct.MissingAssetLoaderForTypeNameError.html)
and
[MissingAssetLoaderForTypeIdError](https://docs.rs/bevy/latest/bevy/asset/struct.MissingAssetLoaderForTypeIdError.html)
2024-04-04 14:04:27 +00:00
re0312
4ca8cf5d66
Cluster small table/archetype into single Task in parallel iteration (#12846)
# Objective

- Fix #7303
- bevy would spawn a lot of tasks in parallel iteration when it matchs a
large storage and many small storage ,it significantly increase the
overhead of schedule.

## Solution

- collect small storage into one task
2024-04-04 07:09:26 +00:00
Antony
344e28d095
Change Tetrahedron default origin to (0, 0, 0) (#12867)
# Objective

- Fixes #12837.

## Solution

- Update `Tetrahedron` default vertices to `[0.5, 0.5, 0.5]`, `[-0.5,
0.5, -0.5]`, `[-0.5, -0.5, 0.5]` and `[0.5, -0.5, -0.5]` respectively.
- Update `tetrahedron_math` tests to account for change in default
vertices.
2024-04-03 23:00:54 +00:00
Jonathan
eb82ec047e
Remove stepping from default features (#12847)
# Objective

Fix #11931 

## Solution

- Make stepping a non-default feature
- Adjust documentation and examples
- In particular, make the breakout example not show the stepping prompt
if compiled without the feature (shows a log message instead)

---

## Changelog

- Removed `bevy_debug_stepping` from default features

## Migration Guide

The system-by-system stepping feature is now disabled by default; to use
it, enable the `bevy_debug_stepping` feature explicitly:

```toml
[dependencies]
bevy = { version = "0.14", features = ["bevy_debug_stepping"] }
```

Code using
[`Stepping`](https://docs.rs/bevy/latest/bevy/ecs/schedule/struct.Stepping.html)
will still compile with the feature disabled, but will print a runtime
error message to the console if the application attempts to enable
stepping.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-04-03 19:16:02 +00:00
Kristoffer Søholm
3928d01841
Ignore query parameters in AssetPaths when determining the extension (#12828)
# Objective

A help thread on discord asked how to use signed URLs for assets. This
currently fails because the query parameters are included in the
extension, which causes no suitable loader to be found:

```
Failed to load asset 'http://localhost:4566/dev/1711921849174.jpeg?X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Content-Sha256=UNSIGNED-PAYLOAD&X-Amz-Credential=%2F20240331%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20240331T230145Z&X-Amz-Expires=900&X-Amz-Signature=64855e731c279fa01063568e37095562ef74e09387c881bd3e3604181d0cc108&X-Amz-SignedHeaders=host&x-id=GetObject' with asset loader 'bevy_render::texture::image_loader::ImageLoader': 
Could not load texture file: Error reading image file localhost:4566/dev/1711921849174.jpeg?X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Content-Sha256=UNSIGNED-PAYLOAD&X-Amz-Credential=%2F20240331%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20240331T230145Z&X-Amz-Expires=900&X-Amz-Signature=64855e731c279fa01063568e37095562ef74e09387c881bd3e3604181d0cc108&X-Amz-SignedHeaders=host&x-id=GetObject: invalid image extension: jpeg?X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Content-Sha256=UNSIGNED-PAYLOAD&X-Amz-Credential=%2F20240331%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20240331T230145Z&X-Amz-Expires=900&X-Amz-Signature=64855e731c279fa01063568e37095562ef74e09387c881bd3e3604181d0cc108&X-Amz-SignedHeaders=host&x-id=GetObject, this is an error in `bevy_render`.
```

## Solution

Make `get_full_extension` remove everything after the first `?`
character.

If this is accepted then it should also be documented in `AssetPath`
that extensions cannot include question marks.

An alternative is to special case this handling only for wasm, but that
would be annoying for the
[bevy_web_asset](https://github.com/johanhelsing/bevy_web_asset) plugin,
and in my opinion also just more confusing overall.
2024-04-03 18:57:03 +00:00
Mateusz Wachowiak
6ccb2a306e
remove close_on_esc (#12859)
# Objective

- Remove `close_on_esc`
- For context about why we are removing it see:
[discord](https://discordapp.com/channels/691052431525675048/692572690833473578/1225075194524073985)

## Migration Guide

- Users who added `close_on_esc` in their application will have to
replace it with their own solution.

```rust
pub fn close_on_esc(
    mut commands: Commands,
    focused_windows: Query<(Entity, &Window)>,
    input: Res<ButtonInput<KeyCode>>,
) {
    for (window, focus) in focused_windows.iter() {
        if !focus.focused {
            continue;
        }

        if input.just_pressed(KeyCode::Escape) {
            commands.entity(window).despawn();
        }
    }
}
```
2024-04-03 18:02:50 +00:00
Peter Hayman
f516de456b
Add EntityWorldMut::remove_by_id (#12842)
# Objective

- Add `remove_by_id` method to `EntityWorldMut` and `EntityCommands`
- This is a duplicate of the awesome work by @mateuseap, last updated
04/09/23 - #9663
- I'm opening a second one to ensure the feature makes it into `0.14`
- Fixes #9261

## Solution

Almost identical to #9663 with three exceptions
- Uses a closure instead of struct for commands, consistent with other
similar commands
- Does not refactor `EntityCommands::insert`, so no migration guide
- `EntityWorldMut::remove_by_id` is now safe containing unsafe blocks, I
think thats what @SkiFire13 was indicating should happen [in this
comment](https://github.com/bevyengine/bevy/pull/9663#discussion_r1314307525)

## Changelog

- Added `EntityWorldMut::remove_by_id` method and its tests.
- Added `EntityCommands::remove_by_id` method and its tests.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2024-04-03 09:50:32 +00:00
Brett Striker
ba8d70288d
[bevy_ui/layout] Update tests to get GlobalTransform properly (#12802)
This is 2 of 5 iterative PR's that affect bevy_ui/layout

- [x] Blocked by https://github.com/bevyengine/bevy/pull/12801

[Diff to parent
PR](https://github.com/StrikeForceZero/bevy/compare/dev/bevy_ui/breakup_layout_mod..dev/bevy_ui/update_layout_tests)

---

# Objective

- Update a test in bevy_ui/layout to use the proper way to get an up to
date `GlobalTransform`

## Solution

- Adds `sync_simple_transforms`, and `propagate_transforms` to the test
schedule in bevy_ui/layout

---
2024-04-03 02:48:06 +00:00
Mateusz Wachowiak
1d4176d4cd
Add methods iter_resources and iter_resources_mut (#12829)
# Objective

- Closes #12019
- Related to #4955
- Useful for dev_tools and networking

## Solution

- Create `World::iter_resources()` and `World::iter_resources_mut()`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
2024-04-03 02:47:08 +00:00
Stephen Turley
257df3af5f
Changed the order of arguments for the Arc gizmo docs (#12854)
Just updating docs for the arc gizmo so that the argument documentation
matches the order of the function arguments.
Also added docs for the color argument.

# Objective

- Improve docs

## Solution

- Moved the radius argument to the end of the argument list to match the
function

---

## Changelog

> N/A

## Migration Guide

> N/A

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-04-03 01:46:20 +00:00
BD103
97131e1909
Move close_on_esc to bevy_dev_tools (#12855)
# Objective

- As @james7132 said [on
Discord](https://discord.com/channels/691052431525675048/692572690833473578/1224626740773523536),
the `close_on_esc` system is forcing `bevy_window` to depend on
`bevy_input`.
- `close_on_esc` is not likely to be used in production, so it arguably
does not have a place in `bevy_window`.

## Solution

- As suggested by @afonsolage, move `close_on_esc` into
`bevy_dev_tools`.
  - Add an example to the documentation too.
- Remove `bevy_window`'s dependency on `bevy_input`.
- Add `bevy_reflect`'s `smol_str` feature to `bevy_window` because it
was implicitly depended upon with `bevy_input` before it was removed.
- Remove any usage of `close_on_esc` from the examples.
- `bevy_dev_tools` is not enabled by default. I personally find it
frustrating to run examples with additional features, so I opted to
remove it entirely.
  - This is up for discussion if you have an alternate solution.

---

## Changelog

- Moved `bevy_window::close_on_esc` to `bevy_dev_tools::close_on_esc`.
- Removed usage of `bevy_dev_tools::close_on_esc` from all examples.

## Migration Guide

`bevy_window::close_on_esc` has been moved to
`bevy_dev_tools::close_on_esc`. You will first need to enable
`bevy_dev_tools` as a feature in your `Cargo.toml`:

```toml
[dependencies]
bevy = { version = "0.14", features = ["bevy_dev_tools"] }
```

Finally, modify any imports to use `bevy_dev_tools` instead:

```rust
// Old:
// use bevy:🪟:close_on_esc;

// New:
use bevy::dev_tools::close_on_esc;

App::new()
    .add_systems(Update, close_on_esc)
    // ...
    .run();
```
2024-04-03 01:29:06 +00:00
re0312
06738bff63
Remove unnecessary branch in query iteration (#12844)
# Objective

- Since #10811,Bevy uses `assert `in the hot path of iteration. The
`for_each `method has an assert in the outer loop to help the compiler
remove unnecessary branching in the internal loop.
- However , ` for` style iterations do not receive the same treatment.
it still have a branch check in the internal loop, which could
potentially hurt performance.

## Solution

- use `TableRow::from_u32 ` instead of ` TableRow::from_usize` to avoid
unnecessary branch.

Before


![image](https://github.com/bevyengine/bevy/assets/45868716/f6d2a1ac-2129-48ff-97bf-d86713ddeaaf)



After
----------------------------------------------------------------------------


![image](https://github.com/bevyengine/bevy/assets/45868716/bfe5a9ee-ba6c-4a80-85b0-1c6d43adfe8c)
2024-04-02 06:02:56 +00:00
mamekoro
8092e2c86d
Implement basic traits for AspectRatio (#12840)
# Objective
`AspectRatio` is a newtype of `f32`, so it can implement basic traits;
`Copy`, `Clone`, `Debug`, `PartialEq` and `PartialOrd`.

## Solution
Derive basic traits for `AspectRatio`.
2024-04-01 23:02:07 +00:00
Brett Striker
cf092d45f9
[bevy_ui/layout] Extract UiSurface to its own file (#12801)
This is 1 of 5 iterative PR's that affect bevy_ui/layout

---

# Objective

- Extract `UiSurface` into its own file to make diffs in future PR's
easier to digest

## Solution

- Moved `UiSurface` to its own file
2024-04-01 22:47:34 +00:00
Patrick Walton
37522fd0ae
Micro-optimize queue_material_meshes, primarily to remove bit manipulation. (#12791)
This commit makes the following optimizations:

## `MeshPipelineKey`/`BaseMeshPipelineKey` split

`MeshPipelineKey` has been split into `BaseMeshPipelineKey`, which lives
in `bevy_render` and `MeshPipelineKey`, which lives in `bevy_pbr`.
Conceptually, `BaseMeshPipelineKey` is a superclass of
`MeshPipelineKey`. For `BaseMeshPipelineKey`, the bits start at the
highest (most significant) bit and grow downward toward the lowest bit;
for `MeshPipelineKey`, the bits start at the lowest bit and grow upward
toward the highest bit. This prevents them from colliding.

The goal of this is to avoid having to reassemble bits of the pipeline
key for every mesh every frame. Instead, we can just use a bitwise or
operation to combine the pieces that make up a `MeshPipelineKey`.

## `specialize_slow`

Previously, all of `specialize()` was marked as `#[inline]`. This
bloated `queue_material_meshes` unnecessarily, as a large chunk of it
ended up being a slow path that was rarely hit. This commit refactors
the function to move the slow path to `specialize_slow()`.

Together, these two changes shave about 5% off `queue_material_meshes`:

![Screenshot 2024-03-29
130002](https://github.com/bevyengine/bevy/assets/157897/a7e5a994-a807-4328-b314-9003429dcdd2)

## Migration Guide

- The `primitive_topology` field on `GpuMesh` is now an accessor method:
`GpuMesh::primitive_topology()`.
- For performance reasons, `MeshPipelineKey` has been split into
`BaseMeshPipelineKey`, which lives in `bevy_render`, and
`MeshPipelineKey`, which lives in `bevy_pbr`. These two should be
combined with bitwise-or to produce the final `MeshPipelineKey`.
2024-04-01 21:58:53 +00:00
Matty
c8aa3ac7d1
Meshing for Annulus primitive (#12734)
# Objective

Related to #10572 
Allow the `Annulus` primitive to be meshed.

## Solution

We introduce a `Meshable` structure, `AnnulusMeshBuilder`, which allows
the `Annulus` primitive to be meshed, leaving optional configuration of
the number of angular sudivisions to the user. Here is a picture of the
annulus's UV-mapping:
<img width="1440" alt="Screenshot 2024-03-26 at 10 39 48 AM"
src="https://github.com/bevyengine/bevy/assets/2975848/b170291d-cba7-441b-90ee-2ad6841eaedb">

Other features are essentially identical to the implementations for
`Circle`/`Ellipse`.

---

## Changelog

- Introduced `AnnulusMeshBuilder`
- Implemented `Meshable` for `Annulus` with `Output =
AnnulusMeshBuilder`
- Implemented `From<Annulus>` and `From<AnnulusMeshBuilder>` for `Mesh`
- Added `impl_reflect!` declaration for `Annulus` and `Triangle3d` in
`bevy_reflect`

---

## Discussion

### Design considerations

The only interesting wrinkle here is that the existing UV-mapping of
`Ellipse` (and hence of `Circle` and `RegularPolygon`) is non-radial
(it's skew-free, created by situating the mesh in a bounding rectangle),
so the UV-mapping of `Annulus` doesn't limit to that of `Circle` as its
inner radius tends to zero, for instance. I don't see this as a real
issue for `Annulus`, which should almost certainly have this kind of
UV-mapping, but I think we ought to at least consider allowing mesh
configuration for `Circle`/`Ellipse` that performs radial UV-mapping
instead. (In these cases in particular, it would be especially easy,
since we wouldn't need a different parameter set in the builder.)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-04-01 21:55:49 +00:00
Jakub Marcowski
20ee56e719
Add Tetrahedron primitive to bevy_math::primitives (#12688)
# Objective

- #10572

There is no 3D primitive available for the common shape of a tetrahedron
(3-simplex).

## Solution

This PR introduces a new type to the existing math primitives:

- `Tetrahedron`: a polyhedron composed of four triangular faces, six
straight edges, and four vertices

---

## Changelog

### Added

- `Tetrahedron` primitive to the `bevy_math` crate
- `Tetrahedron` tests (`area`, `volume` methods)
- `impl_reflect!` declaration for `Tetrahedron` in the `bevy_reflect`
crate
2024-04-01 21:53:12 +00:00
César Sagaert
aa477028ef
fix previous_position / previous_force being discarded too early (#12556)
# Objective

Fixes #12442

## Solution

Change `process_touch_event` to not update previous_position /
previous_force, and change it once per frame in
`touch_screen_input_system`.
2024-04-01 21:45:47 +00:00
Hennadii Chernyshchyk
891c2f1203
Add RemovedComponentEvents::iter (#12815)
# Objective

Sometimes it's useful to iterate over removed entities. For example, in
my library
[bevy_replicon](https://github.com/projectharmonia/bevy_replicon) I need
it to iterate over all removals to replicate them over the network.

Right now we do lookups, but it would be more convenient and faster to
just iterate over all removals.

## Solution

Add `RemovedComponentEvents::iter`.

---

## Changelog

### Added

- `RemovedComponentEvents::iter` to iterate over all removed components.

---------

Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
2024-04-01 20:20:30 +00:00
BD103
84363f2fab
Remove redundant imports (#12817)
# Objective

- There are several redundant imports in the tests and examples that are
not caught by CI because additional flags need to be passed.

## Solution

- Run `cargo check --workspace --tests` and `cargo check --workspace
--examples`, then fix all warnings.
- Add `test-check` to CI, which will be run in the check-compiles job.
This should catch future warnings for tests. Examples are already
checked, but I'm not yet sure why they weren't caught.

## Discussion

- Should the `--tests` and `--examples` flags be added to CI, so this is
caught in the future?
- If so, #12818 will need to be merged first. It was also a warning
raised by checking the examples, but I chose to split off into a
separate PR.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-04-01 19:59:08 +00:00
Jake
abd94480ab
Normalize warning messages with Nvidia drivers (#12833)
# Objective
There are currently 2 different warning messages that are logged when
resizing on Linux with Nvidia drivers (introduced in
70c69cdd51).
Fixes #12830

## Solution
Generalize both to say:
```Couldn't get swap chain texture. This often happens with the NVIDIA drivers on Linux. It can be safely ignored.```
2024-04-01 19:56:56 +00:00
François Mockers
93fd02e8ea
remove DeterministicRenderingConfig (#12811)
# Objective

- Since #12453, `DeterministicRenderingConfig` doesn't do anything

## Solution

- Remove it

---

## Migration Guide

- Removed `DeterministicRenderingConfig`. There shouldn't be any z
fighting anymore in the rendering even without setting
`stable_sort_z_fighting`
2024-04-01 09:32:47 +00:00
unknownue
50699ecf76
Fix typos in insert_or_spawn_batch/spawn_batch methods (#12812)
# Objective

- The `bundles` parameter in `insert_or_spawn_batch` method has
inconsistent naming with docs (e.g. `bundles_iter`) since #11107.

## Solution

- Replace `bundles` with `bundles_iter`, as `bundles_iter` is more
expressive to its type.
2024-03-31 20:18:27 +00:00
Paolo Barbolini
2ae7b4c7ac
Add repository field to bevy_utils_proc_macros (#12808)
# Objective

Make it easy for crates.io / lib.rs users or automated tools to find the
repository of `bevy_utils_proc_macros`

## Solution

Add the `repository` field to the `Cargo.toml` of
`bevy_utils_proc_macros`
2024-03-31 09:58:16 +00:00
Cameron
01649f13e2
Refactor App and SubApp internals for better separation (#9202)
# Objective

This is a necessary precursor to #9122 (this was split from that PR to
reduce the amount of code to review all at once).

Moving `!Send` resource ownership to `App` will make it unambiguously
`!Send`. `SubApp` must be `Send`, so it can't wrap `App`.

## Solution

Refactor `App` and `SubApp` to not have a recursive relationship. Since
`SubApp` no longer wraps `App`, once `!Send` resources are moved out of
`World` and into `App`, `SubApp` will become unambiguously `Send`.

There could be less code duplication between `App` and `SubApp`, but
that would break `App` method chaining.

## Changelog

- `SubApp` no longer wraps `App`.
- `App` fields are no longer publicly accessible.
- `App` can no longer be converted into a `SubApp`.
- Various methods now return references to a `SubApp` instead of an
`App`.
## Migration Guide

- To construct a sub-app, use `SubApp::new()`. `App` can no longer
convert into `SubApp`.
- If you implemented a trait for `App`, you may want to implement it for
`SubApp` as well.
- If you're accessing `app.world` directly, you now have to use
`app.world()` and `app.world_mut()`.
- `App::sub_app` now returns `&SubApp`.
- `App::sub_app_mut`  now returns `&mut SubApp`.
- `App::get_sub_app` now returns `Option<&SubApp>.`
- `App::get_sub_app_mut` now returns `Option<&mut SubApp>.`
2024-03-31 03:16:10 +00:00
Eero Lehtinen
70c69cdd51
Fix crash on Linux Nvidia 550 driver (#12542)
# Objective

Fix crashing on Linux with latest stable Nvidia 550 driver when
resizing. The crash happens at startup with some setups.

Fixes #12199

I think this would be nice to get into 0.13.1

## Solution

Ignore `wgpu::SurfaceError::Outdated` always on this platform+driver.

It looks like Nvidia considered the previous behaviour of not returning
this error a bug:
"Fixed a bug where vkAcquireNextImageKHR() was not returning
VK_ERROR_OUT_OF_DATE_KHR when it should with WSI X11 swapchains"
(https://www.nvidia.com/Download/driverResults.aspx/218826/en-us/)

What I gather from this is that the surface was outdated on previous
drivers too, but they just didn't report it as an error. So behaviour
shouldn't change.

In the issue conversation we experimented with calling `continue` when
this error happens, but I found that it results in some small issues
like bevy_egui scale not updating with the window sometimes. Just doing
nothing seems to work better.

## Changelog

- Fixed crashing on Linux with Nvidia 550 driver when resizing the
window

## Migration Guide

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2024-03-30 23:10:54 +00:00
BeastLe9enD
eb44db4437
Add AsyncSeek trait to Reader to be able to seek inside asset loaders (#12547)
# Objective

For some asset loaders, it can be useful not to read the entire asset
file and just read a specific region of a file. For this, we need a way
to seek at a specific position inside the file

## Solution

I added support for `AsyncSeek` to `Reader`. In my case, I want to only
read a part of a file, and for that I need to seek to a specific point.

## Migration Guide

Every custom reader (which previously only needed the `AsyncRead` trait
implemented) now also needs to implement the `AsyncSeek` trait to add
the seek capability.
2024-03-30 22:26:30 +00:00
Fpgu
cdecd39e31
Remove InstanceId when Scene Despawn (#12778)
# Objective

- Fix #12746
- When users despawn a scene, the `InstanceId` within `spawned_scenes`
and `spawned_dynamic_scenes` is not removed, causing a potential memory
leak

## Solution

- `spawned_scenes` field was never used, and I removed it
- Add a component remove hook for `Handle<DynamicScene>`, and when the
`Handle<DynamicScene>` component is removed, delete the corresponding
`InstanceId` from `spawned_dynamic_scenes`
2024-03-30 22:16:49 +00:00
Verte
97f0555cb0
Remove VectorSpace impl on Quat (#12796)
- Fixes #[12762](https://github.com/bevyengine/bevy/issues/12762).

## Migration Guide

- `Quat` no longer implements `VectorSpace` as unit quaternions don't
actually form proper vector spaces. If you're absolutely certain that
what you're doing is correct, convert the `Quat` into a `Vec4` and
perform the operations before converting back.
2024-03-30 17:18:52 +00:00
James Liu
286bc8cce5
Store only the IDs needed for Query iteration (#12476)
# Objective
Other than the exposed functions for reading matched tables and
archetypes, a `QueryState` does not actually need both internal Vecs for
storing matched archetypes and tables. In practice, it will only use one
of the two depending on if it uses dense or archetypal iteration.

Same vein as #12474. The goal is to reduce the memory overhead of using
queries, which Bevy itself, ecosystem plugins, and end users are already
fairly liberally using.

## Solution
Add `StorageId`, which is a union over `TableId` and `ArchetypeId`, and
store only one of the two at runtime. Read the slice as if it was one ID
depending on whether the query is dense or not.

This follows in the same vein as #5085; however, this one directly
impacts heap memory usage at runtime, while #5085 primarily targeted
transient pointers that might not actually exist at runtime.

---

## Changelog
Changed: `QueryState::matched_tables` now returns an iterator instead of
a reference to a slice.
Changed: `QueryState::matched_archetypes` now returns an iterator
instead of a reference to a slice.

## Migration Guide
`QueryState::matched_tables` and `QueryState::matched_archetypes` does
not return a reference to a slice, but an iterator instead. You may need
to use iterator combinators or collect them into a Vec to use it as a
slice.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-03-30 10:15:55 +00:00
James Liu
24030d2a0c
Vectorize reset_view_visibility (#12797)
# Objective
Speed up CPU-side rendering.

## Solution
Use `QueryIter::for_each` and `Mut::bypass_change_detection` to minimize
the total amount of data being written and allow autovectorization to
speed up iteration.

## Performance
Tested against the default `many_cubes`, this results in greater than
15x speed up: 281us -> 18.4us.

![image](https://github.com/bevyengine/bevy/assets/3137680/18369285-843e-4eb6-9716-c99c6f5ea4e2)

As `ViewVisibility::HIDDEN` just wraps false, this is likely just
degenerating into `memset(0)`s on the tables.
2024-03-30 08:28:16 +00:00
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
Patrick Walton
5b746d2b19
Pack the StandardMaterialKey into a single scalar instead of a structure. (#12783)
This commit changes the `StandardMaterialKey` to be based on a set of
bitflags instead of a structure. We hash it every frame for every mesh,
and `#[derive(Hash)]` doesn't generate particularly efficient code for
large structures full of small types. Packing it into a single `u64`
therefore results in a roughly 10% speedup in `queue_material_meshes` on
`many_cubes --no-frustum-culling`.

![Screenshot 2024-03-29
075124](https://github.com/bevyengine/bevy/assets/157897/78afcab6-b616-489b-8243-da9a117f606c)
2024-03-29 18:34:27 +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
UkoeHB
5357e15966
Add Clone to WinitSettings (#12787)
# Objective

- Allow cloning `WinitSettings`. I use this in
[bevy_worldswap](https://github.com/UkoeHB/bevy_worldswap) when
synchronizing secondary app window state.

## Solution

- Add `Clone` to `WinitSettings`.

---

## Changelog

- Added `Clone` to `WinitSettings`.
2024-03-29 17:24:11 +00:00
UkoeHB
61b4b38ad0
Move accessibility setup to accessibility module (#12784)
# Objective

- Reduce the size of `create_windows` and isolate accessibility setup
logic.

## Solution

- Move accessibility setup for new windows to the `accessibility`
module.

## Comments

This is a small refactor, no behavior changes.
2024-03-29 16:02:25 +00:00
s-puig
7363268ea8
Fix ambiguities causing a crash (#12780)
# Objective

- Disabling some plugins causes a crash due to ambiguities relying in
feature flags and not checking if both plugins are enabled causing code
like this to crash:

`app.add_plugins(DefaultPlugins.build().disable::<AnimationPlugin>())`

## Solution

- Check if plugins were added before ambiguities.
- Move bevy_gizmos ambiguities from bevy_internal to bevy_gizmos since
they already depend on them.
2024-03-29 16:00:13 +00:00