Commit graph

5402 commits

Author SHA1 Message Date
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
James Liu
a6e37e7a2a
Add QueryState::contains, document complexity, and make as_nop pub(crate) (#12776)
# Objective
Fixes #12752. Fixes #12750. Document the runtime complexity of all of
the `O(1)` operations on the individual APIs.

## Solution

  * Mirror `Query::contains` onto `QueryState::contains`
  * Make `QueryState::as_nop` pub(crate)
  * Make `NopWorldQuery` pub(crate)
  * Document all of the O(1) operations on Query and QueryState.
2024-03-29 14:49:43 +00:00
James Liu
476e296561
Implement Clone for ManualEventReader (#12777)
# Objective
Fix #12764.

## Solution
Implement Clone for the type.
2024-03-29 14:49:13 +00:00
James Liu
e62a01f403
Make PersistentGpuBufferable a safe trait (#12744)
# Objective
Fixes #12727. All parts that `PersistentGpuBuffer` interact with should
be 100% safe both on the CPU and the GPU: `Queue::write_buffer_with`
zeroes out the slice being written to and when uploading to the GPU, and
all slice writes are bounds checked on the CPU side.

## Solution
Make `PersistentGpuBufferable` a safe trait. Enforce it's correct
implementation via assertions. Re-enable `forbid(unsafe_code)` on
`bevy_pbr`.
2024-03-29 13:14:34 +00:00
Charles Bournhonesque
afff818e5c
Update the Children component of the parent entity when a scene gets deleted (#12710)
# Objective

- A scene usually gets created using the `SceneBundle` or
`DynamicSceneBundle`. This means that the scene's entities get added as
children of the root entity (the entity on which the `SceneBundle` gets
added)
- When the scene gets deleted using the `SceneSpawner`, the scene's
entities are deleted, but the `Children` component of the root entity
doesn't get updated. This means that the hierarchy becomes unsound, with
Children linking to non-existing components.

## Solution

- Update the `despawn_sync` logic to also update the `Children` from any
parents of the scene, if there are any
- Adds a test where a Scene gets despawned and checks for dangling
Children references on the parent. The test fails on `main` but works
here.

## Alternative implementations

- One option could be to add a `parent: Option<Entity>` on the
[InstanceInfo](df15cd7dcc/crates/bevy_scene/src/scene_spawner.rs (L27))
struct that tracks if the SceneInstance was added as a child of a root
entity
2024-03-29 13:13:32 +00:00
Matty
bcdb20d4f3
Fix Triangle2d/Triangle3d interior sampling to correctly follow triangle (#12766)
# Objective

When I wrote #12747 I neglected to translate random samples from
triangles back to the point where they originated, so they would be
sampled near the origin instead of at the actual triangle location.

## Solution

Translate by the first vertex location so that the samples follow the
actual triangle.
2024-03-29 13:10:23 +00:00
James Liu
741803d8c9
Implement QueryData for &Archetype and EntityLocation (#12398)
# Objective
Fixes #12392, fixes #12393, and fixes #11387. Implement QueryData for
Archetype and EntityLocation.

## Solution
Add impls for both of the types.

---

## Changelog
Added: `&Archetype` now implements `QueryData`
Added: `EntityLocation` now implements `QueryData`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-03-29 06:41:01 +00:00
Martín Maita
1b7837c0b2
Update image requirement from 0.24 to 0.25 (#12458)
# Objective

- Closes https://github.com/bevyengine/bevy/pull/12415

## Solution

- Refactored code that was changed/deprecated in `image` 0.25.
- Please review this PR carefully since I'm just making the changes
without any context or deep knowledge of the module.

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2024-03-29 06:40:09 +00:00
James Liu
f0de7620b0
Fix unhandled null characters in Android logs (#12743)
# Objective
Fix #12728. Fix unsoundnesss from unhandled null characters in Android
logs.

## Solution
Use `CString` instead of using formatted Strings. Properly document the
safety invariants of the FFI call.
2024-03-29 03:04:46 +00:00
Gabriel Kwong
d8383fb535
Move PanicHandlerPlugin into bevy_app (#12640)
# Objective

- Move `PanicHandlerPlugin` into `bevy_app`
- Fixes #12603 .

## Solution

- I moved the `bevy_panic_handler` into `bevy_app`
- Copy pasted `bevy_panic_handler`'s lib.rs into a separate module in
`bevy_app` as a `panic_handler.rs` module file and added the
`PanicHandlerPlugin` in lib.rs of `bevy_app`
- added the dependency into `cargo.toml` 

## Review notes

- I probably want some feedback if I imported App and Plugin correctly
in `panic_handler.rs` line 10 and 11.
- As of yet I have not deleted `bevy_panic_handler` crate, wanted to get
a check if I added it correctly.
- Once validated that my move was correct, I'll probably have to remove
the panic handler find default plugins which I probably need some help
to find.
- And then remove bevy panic_handler and making sure ci passes.
- This is my first issue for contributing to bevy so let me know if I am
doing anything wrong.


## tools context
- rust is 1.76 version
- Windows 11

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-03-29 02:04:56 +00:00
UkoeHB
c971b45361
Clean up WinitWindows::remove_window (#12749)
# Objective

- Avoid unbounded HashMap growth for opening/closing windows.

## Solution

- Remove map entry in `WinitWindows::remove_window`.

## Migration Guide

- `WinitWindows::get_window_entity` now returns `None` after a window is
closed, instead of a dead entity.

---

## Comments

The comment this PR replaces was added in
https://github.com/bevyengine/bevy/pull/3575. Since `get_window_entity`
now returns an `Entity` instead of a `WindowId`, this no longer seems
useful. Note that `get_window_entity` is only used
[here](56bcbb0975/crates/bevy_winit/src/lib.rs (L436)),
immediately followed by a warning if the entity returned doesn't exist.
2024-03-29 01:37:13 +00:00
Remi Godin
c223fbb4c8
updated audio_source.rs documentation (#12765)
# Objective
- Fixes #12677 

## Solution
Updated documentation to make it explicit that enabling the appropriate
optional features is required to use the supported audio file format, as
well as provided link to the Bevy docs listing the optional features.

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-03-28 19:10:09 +00:00
Testare
1619d42e78
Add Debug to Has Query type (#12722)
# Objective

Pretty minor change to add `Debug` to `Has`.

This is helpful for users (Like me) who have the
[`missing_debug_implementations`](https://doc.rust-lang.org/stable/nightly-rustc/rustc_lint/builtin/static.MISSING_DEBUG_IMPLEMENTATIONS.html)
lint turned on.

## Solution

Simple `#[derive(Debug)]`

## Changelog
* Has now implemented `Debug`
2024-03-28 18:31:50 +00:00
andriyDev
77de9a5beb
Allow converting mutable handle borrows to AssetId. (#12759)
## Problem

- A mutable borrow of a handle cannot be directly turned into an AssetId
with `.into()`. You must do a reborrow `&*my_handle`.

## Solution

- Add an impl for From<&mut Handle> to AssetId and UntypedAssetId.
2024-03-28 15:53:26 +00:00
Matty
f924b4d9ef
Move Point out of cubic splines module and expand it (#12747)
# Objective

Previously, the `Point` trait, which abstracts all of the operations of
a real vector space, was sitting in the submodule of `bevy_math` for
cubic splines. However, the trait has broader applications than merely
cubic splines, and we should use it when possible to avoid code
duplication when performing vector operations.

## Solution

`Point` has been moved into a new submodule in `bevy_math` named
`common_traits`. Furthermore, it has been renamed to `VectorSpace`,
which is more descriptive, and an additional trait `NormedVectorSpace`
has been introduced to expand the API to cover situations involving
geometry in addition to algebra. Additionally, `VectorSpace` itself now
requires a `ZERO` constant and `Neg`. It also supports a `lerp` function
as an automatic trait method.

Here is what that looks like:
```rust
/// A type that supports the mathematical operations of a real vector space, irrespective of dimension.
/// In particular, this means that the implementing type supports:
/// - Scalar multiplication and division on the right by elements of `f32`
/// - Negation
/// - Addition and subtraction
/// - Zero
///
/// Within the limitations of floating point arithmetic, all the following are required to hold:
/// - (Associativity of addition) For all `u, v, w: Self`, `(u + v) + w == u + (v + w)`.
/// - (Commutativity of addition) For all `u, v: Self`, `u + v == v + u`.
/// - (Additive identity) For all `v: Self`, `v + Self::ZERO == v`.
/// - (Additive inverse) For all `v: Self`, `v - v == v + (-v) == Self::ZERO`.
/// - (Compatibility of multiplication) For all `a, b: f32`, `v: Self`, `v * (a * b) == (v * a) * b`.
/// - (Multiplicative identity) For all `v: Self`, `v * 1.0 == v`.
/// - (Distributivity for vector addition) For all `a: f32`, `u, v: Self`, `(u + v) * a == u * a + v * a`.
/// - (Distributivity for scalar addition) For all `a, b: f32`, `v: Self`, `v * (a + b) == v * a + v * b`.
///
/// Note that, because implementing types use floating point arithmetic, they are not required to actually
/// implement `PartialEq` or `Eq`.
pub trait VectorSpace:
    Mul<f32, Output = Self>
    + Div<f32, Output = Self>
    + Add<Self, Output = Self>
    + Sub<Self, Output = Self>
    + Neg
    + Default
    + Debug
    + Clone
    + Copy
{
    /// The zero vector, which is the identity of addition for the vector space type.
    const ZERO: Self;

    /// Perform vector space linear interpolation between this element and another, based
    /// on the parameter `t`. When `t` is `0`, `self` is recovered. When `t` is `1`, `rhs`
    /// is recovered.
    ///
    /// Note that the value of `t` is not clamped by this function, so interpolating outside
    /// of the interval `[0,1]` is allowed.
    #[inline]
    fn lerp(&self, rhs: Self, t: f32) -> Self {
        *self * (1. - t) + rhs * t
    }
}
```
```rust
/// A type that supports the operations of a normed vector space; i.e. a norm operation in addition
/// to those of [`VectorSpace`]. Specifically, the implementor must guarantee that the following
/// relationships hold, within the limitations of floating point arithmetic:
/// - (Nonnegativity) For all `v: Self`, `v.norm() >= 0.0`.
/// - (Positive definiteness) For all `v: Self`, `v.norm() == 0.0` implies `v == Self::ZERO`.
/// - (Absolute homogeneity) For all `c: f32`, `v: Self`, `(v * c).norm() == v.norm() * c.abs()`.
/// - (Triangle inequality) For all `v, w: Self`, `(v + w).norm() <= v.norm() + w.norm()`.
///
/// Note that, because implementing types use floating point arithmetic, they are not required to actually
/// implement `PartialEq` or `Eq`.
pub trait NormedVectorSpace: VectorSpace {
    /// The size of this element. The return value should always be nonnegative.
    fn norm(self) -> f32;

    /// The squared norm of this element. Computing this is often faster than computing
    /// [`NormedVectorSpace::norm`].
    #[inline]
    fn norm_squared(self) -> f32 {
        self.norm() * self.norm()
    }

    /// The distance between this element and another, as determined by the norm.
    #[inline]
    fn distance(self, rhs: Self) -> f32 {
        (rhs - self).norm()
    }

    /// The squared distance between this element and another, as determined by the norm. Note that
    /// this is often faster to compute in practice than [`NormedVectorSpace::distance`].
    #[inline]
    fn distance_squared(self, rhs: Self) -> f32 {
        (rhs - self).norm_squared()
    }
}
```

Furthermore, this PR also demonstrates the use of the
`NormedVectorSpace` combined API to implement `ShapeSample` for
`Triangle2d` and `Triangle3d` simultaneously. Such deduplication is one
of the drivers for developing these APIs.

---

## Changelog

- `Point` from `cubic_splines` becomes `VectorSpace`, exported as
`bevy::math::VectorSpace`.
- `VectorSpace` requires `Neg` and `VectorSpace::ZERO` in addition to
its existing prerequisites.
- Introduced public traits `bevy::math::NormedVectorSpace` for generic
geometry tasks involving vectors.
- Implemented `ShapeSample` for `Triangle2d` and `Triangle3d`.

## Migration Guide

Since `Point` no longer exists, any projects using it must switch to
`bevy::math::VectorSpace`. Additionally, third-party implementations of
this trait now require the `Neg` trait; the constant `VectorSpace::ZERO`
must be provided as well.

---

## Discussion

### Design considerations

Originally, the `NormedVectorSpace::norm` method was part of a separate
trait `Normed`. However, I think that was probably too broad and, more
importantly, the semantics of having it in `NormedVectorSpace` are much
clearer.

As it currently stands, the API exposed here is pretty minimal, and
there is definitely a lot more that we could do, but there are more
questions to answer along the way. As a silly example, we could
implement `NormedVectorSpace::length` as an alias for
`NormedVectorSpace::norm`, but this overlaps with methods in all of the
glam types, so we would want to make sure that the implementations are
effectively identical (for what it's worth, I think they are already).

### Future directions

One example of something that could belong in the `NormedVectorSpace`
API is normalization. Actually, such a thing previously existed on this
branch before I decided to shelve it because of concerns with namespace
collision. It looked like this:
```rust
/// This element, but normalized to norm 1 if possible. Returns an error when the reciprocal of
/// the element's norm is not finite.
#[inline]
#[must_use]
fn normalize(&self) -> Result<Self, NonNormalizableError> {
    let reciprocal = 1.0 / self.norm();
    if reciprocal.is_finite() {
        Ok(*self * reciprocal)
    } else {
        Err(NonNormalizableError { reciprocal })
    }
}

/// An error indicating that an element of a [`NormedVectorSpace`] was non-normalizable due to having 
/// non-finite norm-reciprocal.
#[derive(Debug, Error)]
#[error("Element with norm reciprocal {reciprocal} cannot be normalized")]
pub struct NonNormalizableError {
    reciprocal: f32
}
```

With this kind of thing in hand, it might be worth considering
eventually making the passage from vectors to directions fully generic
by employing a wrapper type. (Of course, for our concrete types, we
would leave the existing names in place as aliases.) That is, something
like:
```rust
pub struct NormOne<T>
where T: NormedVectorSpace { //... }
```

Utterly separately, the reason that I implemented `ShapeSample` for
`Triangle2d`/`Triangle3d` was to prototype uniform sampling of abstract
meshes, so that's also a future direction.

---------

Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-03-28 13:40:26 +00:00
Charles Bournhonesque
760c645de1
Fix TypeRegistry use in dynamic scene (#12715)
Adopted from and closes https://github.com/bevyengine/bevy/pull/9914 by
@djeedai


# Objective
Fix the use of `TypeRegistry` instead of `TypeRegistryArc` in dynamic
scene and its serializer.

Rename `DynamicScene::serialize_ron()` into `serialize()` to highlight
the fact this is not about serializing to RON specifically, but rather
about serializing to the official Bevy scene format (`.scn` /
`.scn.ron`) which the `SceneLoader` can deserialize (and which happens
to be based in RON, but that not the object here). Also make the link
with the documentation of `SceneLoader` so users understand the full
serializing cycle of a Bevy dynamic scene.

Document `SceneSerializer` with an example showing how to serialize to a
custom format (here: RON), which is easily transposed to serializing
into any other format.

Fixes #9520
 
## Changelog
### Changed
* `SceneSerializer` and all related serializing helper types now take a
`&TypeRegistry` instead of a `&TypeRegistryArc`. ([SceneSerializer
needlessly uses specifically
&TypeRegistryArc #9520](https://github.com/bevyengine/bevy/issues/9520))
* `DynamicScene::serialize_ron()` was renamed to `serialize()`.
 
## Migration Guide
* `SceneSerializer` and all related serializing helper types now take a
`&TypeRegistry` instead of a `&TypeRegistryArc`. You can upgrade by
getting the former from the latter with `TypeRegistryArc::read()`,
_e.g._
  ```diff
    let registry_arc: TypeRegistryArc = [...];
  - let serializer = SceneSerializer(&scene, &registry_arc);
  + let registry = registry_arc.read();
  + let serializer = SceneSerializer(&scene, &registry);
  ```
* Rename `DynamicScene::serialize_ron()` to `serialize()`.

---------

Co-authored-by: Jerome Humbert <djeedai@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2024-03-28 03:09:31 +00:00
mamekoro
6840f95d62
Implement From<Vec2> for AspectRatio (#12754)
# Objective
Since it is common to store a pair of width and height as `Vec2`, it
would be useful to have an easy way to instantiate `AspectRatio` from
`Vec2`.

## Solution
Add `impl From<Vec2> for AspectRatio`.

---

## Changelog
- Added `impl From<Vec2> for AspectRatio`
2024-03-27 22:32:31 +00:00
Vitaliy Sapronenko
c38e2d037d
Math tests fix (#12748)
# Objective

Fixes `cargo test -p bevy_math` as in #12729.

## Solution

As described in
[message](https://github.com/bevyengine/bevy/issues/12729#issuecomment-2022197944)
Added workaround `bevy_math = { path = ".", version = "0.14.0-dev",
features = ["approx"] }` to `bevy_math`'s `dev-dependencies`

---------

Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
2024-03-27 20:48:20 +00:00
Jacques Schutte
4508077297
Move FloatOrd into bevy_math (#12732)
# Objective

- Fixes #12712

## Solution

- Move the `float_ord.rs` file to `bevy_math`
- Change any `bevy_utils::FloatOrd` statements to `bevy_math::FloatOrd`

---

## Changelog

- Moved `FloatOrd` from `bevy_utils` to `bevy_math`

## Migration Guide

- References to `bevy_utils::FloatOrd` should be changed to
`bevy_math::FloatOrd`
2024-03-27 18:30:11 +00:00
James Liu
56bcbb0975
Forbid unsafe in most crates in the engine (#12684)
# Objective
Resolves #3824. `unsafe` code should be the exception, not the norm in
Rust. It's obviously needed for various use cases as it's interfacing
with platforms and essentially running the borrow checker at runtime in
the ECS, but the touted benefits of Bevy is that we are able to heavily
leverage Rust's safety, and we should be holding ourselves accountable
to that by minimizing our unsafe footprint.

## Solution
Deny `unsafe_code` workspace wide. Add explicit exceptions for the
following crates, and forbid it in almost all of the others.

* bevy_ecs - Obvious given how much unsafe is needed to achieve
performant results
* bevy_ptr - Works with raw pointers, even more low level than bevy_ecs.
 * bevy_render - due to needing to integrate with wgpu
 * bevy_window - due to needing to integrate with raw_window_handle
* bevy_utils - Several unsafe utilities used by bevy_ecs. Ideally moved
into bevy_ecs instead of made publicly usable.
 * bevy_reflect - Required for the unsafe type casting it's doing.
 * bevy_transform - for the parallel transform propagation
 * bevy_gizmos  - For the SystemParam impls it has.
* bevy_assets - To support reflection. Might not be required, not 100%
sure yet.
* bevy_mikktspace - due to being a conversion from a C library. Pending
safe rewrite.
* bevy_dynamic_plugin - Inherently unsafe due to the dynamic loading
nature.

Several uses of unsafe were rewritten, as they did not need to be using
them:

* bevy_text - a case of `Option::unchecked` could be rewritten as a
normal for loop and match instead of an iterator.
* bevy_color - the Pod/Zeroable implementations were replaceable with
bytemuck's derive macros.
2024-03-27 03:30:08 +00:00
Kanabenki
025e8e639c
Fix Ord and PartialOrd differing for FloatOrd and optimize implementation (#12711)
# Objective

- `FloatOrd` currently has a different comparison behavior between its
derived `PartialOrd` impl and manually implemented `Ord` impl (The
[`Ord` doc](https://doc.rust-lang.org/std/cmp/trait.Ord.html) says this
is a logic error). This might be a problem for some `std`
containers/algorithms if they rely on both matching, and a footgun for
Bevy users.

## Solution

- Replace the `PartialEq` and `Ord` impls of `FloatOrd` with some
equivalent ones producing [better
assembly.](https://godbolt.org/z/jaWbjnMKx)
- Manually derive `PartialOrd` with the same behavior as `Ord`,
implement the comparison operators.
- Add some tests.

I first tried using a match-based implementation similar to the
`PartialOrd` impl [of the
std](https://doc.rust-lang.org/src/core/cmp.rs.html#1457) (with added
NaN ordering) but I couldn't get it to produce non-branching assembly.
The current implementation is based on [the one from the `ordered_float`
crate](3641f59e31/src/lib.rs (L121)),
adapted since it uses a different ordering. Should this be mentionned
somewhere in the code?

---

## Changelog

### Fixed

- `FloatOrd` now uses the same ordering for its `PartialOrd` and `Ord`
implementations.

## Migration Guide

- If you were depending on the `PartialOrd` behaviour of `FloatOrd`, it
has changed from matching `f32` to matching `FloatOrd`'s `Ord` ordering,
never returning `None`.
2024-03-27 00:26:56 +00:00
Gino Valente
0265436fff
bevy_reflect: Rename UntypedReflectDeserializer to ReflectDeserializer (#12721)
# Objective

We have `ReflectSerializer` and `TypedReflectSerializer`. The former is
the one users will most often use since the latter takes a bit more
effort to deserialize.

However, our deserializers are named `UntypedReflectDeserializer` and
`TypedReflectDeserializer`. There is no obvious indication that
`UntypedReflectDeserializer` must be used with `ReflectSerializer` since
the names don't quite match up.

## Solution

Rename `UntypedReflectDeserializer` back to `ReflectDeserializer`
(initially changed as part of #5723).

Also update the docs for both deserializers (as they were pretty out of
date) and include doc examples.

I also updated the docs for the serializers, too, just so that
everything is consistent.

---

## Changelog

- Renamed `UntypedReflectDeserializer` to `ReflectDeserializer`
- Updated docs for `ReflectDeserializer`, `TypedReflectDeserializer`,
`ReflectSerializer`, and `TypedReflectSerializer`

## Migration Guide

`UntypedReflectDeserializer` has been renamed to `ReflectDeserializer`.
Usages will need to be updated accordingly.

```diff
- let reflect_deserializer = UntypedReflectDeserializer::new(&registry);
+ let reflect_deserializer = ReflectDeserializer::new(&registry);
```
2024-03-26 19:58:29 +00:00
Mateusz Wachowiak
e6b5f0574e
rename debug_overlay to ui_debug_overlay in bevy_dev_tools (#12737)
# Objective

- Be more explicit in the name of the module for the ui debug overlay
- Avoid confusion and possible overlap with new overlays

## Solution

- Rename `debug_overlay` to `ui_debug_overlay`
2024-03-26 19:40:55 +00:00
Charles Bournhonesque
b7ab1466c7
Add entity id to hierarchy propagation error message (#12733)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/12731


## Solution

- Use the `Name` component if present, else default to `Entity 0v1`
instead of `An entity`
2024-03-26 15:20:21 +00:00
James Liu
a0f492b2dd
Fix CI for wasm atomics (#12730)
# Objective
CI is currently broken because of `DiagnosticsRecorder` not being Send
and Sync as required by Resource.

## Solution
Wrap `DiagnosticsRecorder` internally with a `WgpuWrapper`.
2024-03-26 14:26:21 +00:00
Jakub Marcowski
31d91466b4
Add Annulus primitive to bevy_math::primitives (#12706)
# Objective

- #10572

There is no 2D primitive available for the common shape of an annulus
(ring).

## Solution

This PR introduces a new type to the existing math primitives:

- `Annulus`: the region between two concentric circles

---

## Changelog

### Added

- `Annulus` primitive to the `bevy_math` crate
- `Annulus` tests (`diameter`, `thickness`, `area`, `perimeter` and
`closest_point` methods)

---------

Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2024-03-25 23:13:14 +00:00
mamekoro
cb9789bc35
Remove unnecessary executable flags from Rust source files (#12707)
# Objective
I found that some .rs files are unnecessarily executable.

Rust source files may start with a shebang-like statement `#!`, so let's
make sure they are not executable just in case.

Here is the result of the `find` commend that lists executable .rs files
as of main branch `86bd648`.
```console
$ find -name \*.rs -type f -executable
./crates/bevy_gizmos/src/lib.rs
./crates/bevy_tasks/src/lib.rs
./crates/bevy_time/src/lib.rs
./crates/bevy_transform/src/lib.rs
./src/lib.rs
```

It appears that the permissions of those files were originally 644, but
were unexpectedly changed to 755 by commit
52e3f2007b.

## Solution
Make them not executable by using this command;
`find -name \*.rs -type f -executable -exec chmod --verbose a-x -- {}
\+`
2024-03-25 20:03:55 +00:00
Brett Striker
b2b302bdfd
Restore pre 0.13.1 Root Node Layout behavior (#12698)
# Objective

Fix the regression for Root Node's Layout behavior introduced in
https://github.com/bevyengine/bevy/pull/12268

- Add regression test for Root Node Layout's behaving as they did before
0.13.1
- Restore pre 0.13.1 Root Node Layout behavior (fixes
https://github.com/bevyengine/bevy/issues/12624)

## Solution

This implements [@nicoburns suggestion
](https://discord.com/channels/691052431525675048/743663673393938453/1221593626476548146),
where instead of adding the camera to the taffy node tree, we revert
back to adding a new "parent" node for each root node while maintaining
their relationship with the camera.

> If you can do the ecs change detection to move the node to the correct
Taffy instance for the camera then you should also be able to move it to
a `Vec` of root nodes for that camera.

---

## Changelog

Fixed https://github.com/bevyengine/bevy/issues/12624 - Restores pre
0.13.1 Root Node Layout behavior

## Migration Guide

If you were affected by the 0.13.1 regression and added `position_type:
Absolute` to all your root nodes you might be able to reclaim some LOC
by removing them now that the 0.13 behavior is restored.
2024-03-25 19:11:50 +00:00
notmd
0b623e283e
fix: correctly handle UI outline scale (#12568)
# Objective

- The UI outline in the new dev tools does not handle scale correctly
when the scale is not 1. It looks like the `GlobalTransform` already
handles `scale`. Fix #12566
- To reproduce make sure your screen scale is not 1 and run `cargo run
--example ui --features bevy/bevy_dev_tools`
- I'm not really familiar with Bevy UI internal so please review this
carefully.

## Solution
- Dont apply `window_scale` when calculating `LayoutRect` scale
---
#### Question about UI Node with custom scale: 
- How do we expect the outline when the UI Node is spawn with custom
transform
Eg: `Transform::from_scale(Vec3::splat(1.5))`. Related discussion in
Discord
https://discord.com/channels/691052431525675048/743663673393938453/1219575406986788864

Before

![image](https://github.com/bevyengine/bevy/assets/33456881/10a0bd72-d3ce-4d23-803b-2c458a3a34d7)
After 

![image](https://github.com/bevyengine/bevy/assets/33456881/5bb34d71-2d4c-4fb3-9782-abc450ac7c00)
2024-03-25 19:10:58 +00:00
Lynn
97a5059535
Gizmo line styles (#12394)
# Objective

- Adds line styles to bevy gizmos, suggestion of #9400 
- Currently solid and dotted lines are implemented but this can easily
be extended to support dashed lines as well if that is wanted.

## Solution

- Adds the enum `GizmoLineStyle` and uses it in each `GizmoConfig` to
configure the style of the line.
- Each "dot" in a dotted line has the same width and height as the
`line_width` of the corresponding line.

---

## Changelog

- Added `GizmoLineStyle` to `bevy_gizmos`
- Added a `line_style: GizmoLineStyle ` attribute to `GizmoConfig`
- Updated the `lines.wgsl` shader and the pipelines accordingly.

## Migration Guide

- Any manually created `GizmoConfig` must now include the `line_style`
attribute

## Additional information
Some pretty pictures :)

This is the 3d_gizmos example with/without `line_perspective`:
<img width="1440" alt="Screenshot 2024-03-09 at 23 25 53"
src="https://github.com/bevyengine/bevy/assets/62256001/b1b97311-e78d-4de3-8dfe-9e48a35bb27d">
<img width="1440" alt="Screenshot 2024-03-09 at 23 25 39"
src="https://github.com/bevyengine/bevy/assets/62256001/50ee8ecb-5290-484d-ba36-7fd028374f7f">

And the 2d example:
<img width="1440" alt="Screenshot 2024-03-09 at 23 25 06"
src="https://github.com/bevyengine/bevy/assets/62256001/4452168f-d605-4333-bfa5-5461d268b132">

---------

Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
2024-03-25 19:10:45 +00:00
Ian Kettlewell
b35974010b
Get Bevy building for WebAssembly with multithreading (#12205)
# Objective

This gets Bevy building on Wasm when the `atomics` flag is enabled. This
does not yet multithread Bevy itself, but it allows Bevy users to use a
crate like `wasm_thread` to spawn their own threads and manually
parallelize work. This is a first step towards resolving #4078 . Also
fixes #9304.

This provides a foothold so that Bevy contributors can begin to think
about multithreaded Wasm's constraints and Bevy can work towards changes
to get the engine itself multithreaded.

Some flags need to be set on the Rust compiler when compiling for Wasm
multithreading. Here's what my build script looks like, with the correct
flags set, to test out Bevy examples on web:

```bash
set -e
RUSTFLAGS='-C target-feature=+atomics,+bulk-memory,+mutable-globals' \
     cargo build --example breakout --target wasm32-unknown-unknown -Z build-std=std,panic_abort --release
 wasm-bindgen --out-name wasm_example \
   --out-dir examples/wasm/target \
   --target web target/wasm32-unknown-unknown/release/examples/breakout.wasm
 devserver --header Cross-Origin-Opener-Policy='same-origin' --header Cross-Origin-Embedder-Policy='require-corp' --path examples/wasm
```

A few notes:

1. `cpal` crashes immediately when the `atomics` flag is set. That is
patched in https://github.com/RustAudio/cpal/pull/837, but not yet in
the latest crates.io release.

That can be temporarily worked around by patching Cpal like so:
```toml
[patch.crates-io]
cpal = { git = "https://github.com/RustAudio/cpal" }
```

2. When testing out `wasm_thread` you need to enable the `es_modules`
feature.

## Solution

The largest obstacle to compiling Bevy with `atomics` on web is that
`wgpu` types are _not_ Send and Sync. Longer term Bevy will need an
approach to handle that, but in the near term Bevy is already configured
to be single-threaded on web.

Therefor it is enough to wrap `wgpu` types in a
`send_wrapper::SendWrapper` that _is_ Send / Sync, but panics if
accessed off the `wgpu` thread.

---

## Changelog

- `wgpu` types that are not `Send` are wrapped in
`send_wrapper::SendWrapper` on Wasm + 'atomics'
- CommandBuffers are not generated in parallel on Wasm + 'atomics'

## Questions
- Bevy should probably add CI checks to make sure this doesn't regress.
Should that go in this PR or a separate PR? **Edit:** Added checks to
build Wasm with atomics

---------

Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: daxpedda <daxpedda@gmail.com>
Co-authored-by: François <francois.mockers@vleue.com>
2024-03-25 19:10:18 +00:00
Michael Allwright
320033150e
Fix fetching assets in Web Workers (#12134)
# Objective

This PR fixes #12125

## Solution

The logic in this PR was borrowed from gloo-net and essentially probes
the global Javascript context to see if we are in a window or a worker
before calling `fetch_with_str`.

---------

Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-03-25 19:09:30 +00:00
Tygyh
e9343b052f
Support calculating normals for indexed meshes (#11654)
# Objective

- Finish #3987

## Solution

- Rebase and fix typo.

Co-authored-by: Robert Bragg <robert@sixbynine.org>
2024-03-25 19:09:24 +00:00
JMS55
4f20faaa43
Meshlet rendering (initial feature) (#10164)
# Objective
- Implements a more efficient, GPU-driven
(https://github.com/bevyengine/bevy/issues/1342) rendering pipeline
based on meshlets.
- Meshes are split into small clusters of triangles called meshlets,
each of which acts as a mini index buffer into the larger mesh data.
Meshlets can be compressed, streamed, culled, and batched much more
efficiently than monolithic meshes.


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

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

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

---------

Co-authored-by: Ricky Taylor <rickytaylor26@gmail.com>
Co-authored-by: vero <email@atlasdostal.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: atlas dostal <rodol@rivalrebels.com>
2024-03-25 19:08:27 +00:00
James Liu
f096ad4155
Set the logo and favicon for all of Bevy's published crates (#12696)
# Objective
Currently the built docs only shows the logo and favicon for the top
level `bevy` crate. This makes views like
https://docs.rs/bevy_ecs/latest/bevy_ecs/ look potentially unrelated to
the project at first glance.

## Solution
Reproduce the docs attributes for every crate that Bevy publishes.

Ideally this would be done with some workspace level Cargo.toml control,
but AFAICT, such support does not exist.
2024-03-25 18:52:50 +00:00
TheBigCheese
86bd648570
Added an init_bundle method to World (#12573)
# Objective
Make it easy to get the ids of all the components in a bundle (and
initialise any components not yet initialised). This is fairly similar
to the `Bundle::get_component_ids()` method added in the observers PR
however that will return none for any non-initialised components. This
is exactly the API space covered by `Bundle::component_ids()` however
that isn't possible to call outside of `bevy_ecs` as it requires `&mut
Components` and `&mut Storages`.

## Solution
Added `World.init_bundle<B: Bundle>()` which similarly to
`init_component` and `init_resource`, initialises all components in the
bundle and returns a vector of their component ids.

---

## Changelog
Added the method `init_bundle` to `World` as a counterpart to
`init_component` and `init_resource`.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2024-03-24 23:48:51 +00:00
JMS55
93b4c6c9a2
Add iOS to synchronous_pipeline_compilation docs (#12694)
iOS uses Metal, so it has the same limitation as macOS, presumably.
2024-03-24 22:01:55 +00:00
Pietro
99d9cc1e49
fix: make WebGPU shader work again (#12683)
# Objective

- Fixes WebGPU UI shader.

<img width="505" alt="image"
src="https://github.com/bevyengine/bevy/assets/106191044/0ae30234-0aae-4f02-95f2-dfb3657d8e67">


## Solution

- Renames a variable to avoid naming conflict.
2024-03-24 10:29:39 +00:00
Manish
9e0970768a
FIX12527: Changes to make serde optional for bevy_color (#12666)
# Objective

- Add serialize feature to bevy_color
- "Fixes #12527".

## Solution

- Added feature for serialization

---

## Changelog

- Serde serialization is now optional, with flag 'serialize'

## Migration Guide

- If user wants color data structures to be serializable, then
application needs to be build with flag 'serialize'
2024-03-24 08:55:34 +00:00
Charles Bournhonesque
944fc71eb1
Update safety comment for bundle removal (#12657)
# Objective

- Tiny PR to clarify that `self.world.bundles.init_info::<T>` must have
been called so that the BundleInfo is present in the World

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2024-03-23 22:07:08 +00:00
IceSentry
85b488b73d
Make SystemInfo a Resource (#12584)
# Objective

We already collect a lot of system information on startup when possible
but we don't make this information available. With the upcoming work on
a diagnostic overlay it would be useful to be able to display this
information.

## Solution

Make the already existing SystemInfo a Resource

---

## Changelog

Added `SystemInfo` Resource

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
2024-03-23 06:16:02 +00:00
Arthur Brussee
34c8778bf0
Fix get_asset_paths not properly deleting empty folders (& recursive async functions) (#12638)
# Objective

get_asset_paths tries to check whether a folder is empty, and if so
delete it. However rather than checking whether any subfolder contains
files it checks whether _all_ subfolders have files.

Also cleanup various BoxedFutures in async recursive functions like
these, rust 1.77 now allows recursive async functions (albeit still by
boxing), hurray! This is a followup to #12550 (sorta). More BoxedFuture
stuff can be removed now that rust 1.77 is out, which can use async
recursive functions! This is mainly just cleaner code wise - the
recursion still boxes the future so not much to win there.

PR is mainly whitespace changes so do disable whitespace diffs for
easier review.
2024-03-23 03:35:51 +00:00
Ame
72c51cdab9
Make feature(doc_auto_cfg) work (#12642)
# Objective

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


## Solution

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

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

Before:

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

After:
![Screenshot 2024-03-22 at 00 51
32](https://github.com/bevyengine/bevy/assets/104745335/c5bd6d8e-8ddb-45b3-b844-5ecf9f88961c)
2024-03-23 02:22:52 +00:00
Nathaniel Bielanski
d836ece676
Moving structs PointLight, SpotLight, and DirectionalLight out of light/mod.rs (#12656)
# Objective

Follow up from PR #12369 to extract lighting structs from light/mod.rs
into their own file.
Part of the Purdue Refactoring Team's goals issue #12349 

## Solution

- Moved PointLight from light/mod.rs to light/point_light.rs
- Moved SpotLight from light/mod.rs to light/spot_light.rs
- Moved DirectionalLight from light/mod.rs to light/directional_light.rs
2024-03-23 02:16:07 +00:00
Brezak
d80f05cd73
Remove needless color specializaion for SpritePipeline (#12559)
# Objective

Remove color specialization from `SpritePipeline` after it became
useless in #9597

## Solution

Removed the `COLORED` flag from the pipeline key and removed the
specializing the pipeline over it.

---

## Changelog

### Removed
- `SpritePipelineKey` no longer contains the `COLORED` flag. The flag
has had no effect on how the pipeline operates for a while.

## Migration Guide

- The raw values for the `HDR`, `TONEMAP_IN_SHADER` and `DEBAND_DITHER`
flags have changed, so if you were constructing the pipeline key from
raw `u32`s you'll have to account for that.
2024-03-23 01:58:47 +00:00
Charles Bournhonesque
0b5f7b4ff2
Adding some docs for archetype internals (#12578)
# Objective


I was reading some of the Archetype and Bundle code and was getting
confused a little bit in some places (is the `archetype_id` in
`AddBundle` the source or the target archetype id?).
Small PR that adds some docstrings to make it easier for first-time
readers.
2024-03-23 01:48:31 +00:00
Jacques Schutte
fdf2ea7cc5
reflect: remove manual Reflect impls which could be handled by macros (#12596)
# Objective

* Adopted #12025 to fix merge conflicts
* In some cases we used manual impls for certain types, though they are
(at least, now) unnecessary.

## Solution

* Use macros and reflecting-by-value to avoid this clutter.
* Though there were linker issues with Reflect and the CowArc in
AssetPath (see https://github.com/bevyengine/bevy/issues/9747), I
checked these are resolved by using #[reflect_value].

---------

Co-authored-by: soqb <cb.setho@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2024-03-23 01:45:00 +00:00
s-puig
037f9d414b
Clarify documentation regarding just_released and just_pressed inputs (#12661)
# Objective

- Clarify that `ButtonInput::just_release` and
`ButtonInput::just_pressed` don't imply information about the state of
`ButtonInput::pressed` or their counterparts.
2024-03-23 01:26:03 +00:00
Vitaliy Sapronenko
67cc605e9f
Removed Into<AssedId<T>> for Handle<T> as mentioned in #12600 (#12655)
Fixes #12600 

## Solution

Removed Into<AssetId<T>> for Handle<T> as proposed in Issue
conversation, fixed dependent code

## Migration guide

If you use passing Handle by value as AssetId, you should pass reference
or call .id() method on it
Before (0.13):
`assets.insert(handle, value);`
After (0.14):
`assets.insert(&handle, value);`
or
`assets.insert(handle.id(), value);`
2024-03-22 20:26:12 +00:00
A-Walrus
92535b4bea
Fix typo in SceneBundle docs (#12645) 2024-03-22 20:25:15 +00:00
Talin
7133d51331
Interpolating hues should use rem_euclid. (#12641)
Also, added additional tests for the hue interpolation.

Fixes #12632
Fixes #12631
2024-03-22 19:53:10 +00:00
Lynn
6910ca3e8a
Implement maths and Animatable for Srgba (#12649)
# Objective

- Implements maths and `Animatable` for `Srgba` as suggested
[here](https://github.com/bevyengine/bevy/issues/12617#issuecomment-2013494774).

## Solution

- Implements `Animatable` and maths for `Srgba` just like their
implemented for other colors.

---

## Changelog

- Updated the example to mention `Srgba`.

## Migration Guide

- The previously existing implementation of mul/div for `Srgba` did not
modify `alpha` but these operations do modify `alpha` now. Users need to
be aware of this change.
2024-03-22 17:31:48 +00:00
Pablo Reinhardt
78335a5ddc
Allow Commands to register systems (#11019)
# Objective

- Allow registering of systems from Commands with
`Commands::register_one_shot_system`
- Make registering of one shot systems more easy

## Solution

- Add the Command `RegisterSystem` for Commands use.
- Creation of SystemId based on lazy insertion of the System
- Changed the privacy of the fields in SystemId so Commands can return
the SystemId

---

## Changelog

### Added
- Added command `RegisterSystem`
- Added function `Commands::register_one_shot_system`
- Added function `App::register_one_shot_system`

### Changed
- Changed the privacy and the type of struct tuple to regular struct of
SystemId

## Migration Guide

- Changed SystemId fields from tuple struct to a normal struct
If you want to access the entity field, you should use
`SystemId::entity` instead of `SystemId::0`

## Showcase
> Before, if you wanted to register a system with `Commands`, you would
need to do:
```rust
commands.add(|world: &mut World| {
    let id = world.register_system(your_system);
    // You would need to insert the SystemId inside an entity or similar
})
```
> Now, you can:
```rust
let id = commands.register_one_shot_system(your_system);
// Do what you want with the Id

```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Pablo Reinhardt <pabloreinhardt@gmail.com>
2024-03-22 17:31:40 +00:00
Vitor Falcao
c9ec95d782
Add Triangle3d primitive to bevy_math::primitives (#12508)
# Context

[GitHub Discussion
Link](https://github.com/bevyengine/bevy/discussions/12506)

# Objective

- **Clarity:** More explicit representation of a common geometric
primitive.
- **Convenience:** Provide methods tailored to 3D triangles (area,
perimeters, etc.).

## Solution

- Adding the `Triangle3d` primitive into the `bevy_math` crate.

---

## Changelog

### Added

- `Triangle3d` primitive to the `bevy_math` crate

### Changed

- `Triangle2d::reverse`: the first and last vertices are swapped instead
of the second and third.

---------

Co-authored-by: Miles Silberling-Cook <NthTensor@users.noreply.github.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2024-03-22 17:24:51 +00:00
Charles Bournhonesque
e33b93e312
Update ecs query docs (#12595)
# Objective

I'm reading through the ecs query code for the first time, and updating
the docs:
- fixed some typos
- added some docs about things I was confused about (in particular what
the difference between `matches_component_set` and
`update_component_access` was)
2024-03-22 13:28:41 +00:00
Lynn
7673afb03e
Implement Mix for Hsva and Hwba (#12619)
# Objective

- Fixes #12618

## Solution

- Implemented `Mix` for `Hsva` and `Hwba` following the implementation
approach of `Hsla`.
2024-03-22 12:20:08 +00:00
oyasumi731
0950348916
Add hue traits (#12399)
# Objective

Fixes #12200 .

## Solution

I added a Hue Trait with the rotate_hue method to enable hue rotation.
Additionally, I modified the implementation of animations in the
animated_material sample.

---

## Changelog

- Added a  `Hue` trait to `bevy_color/src/color_ops.rs`.
- Added the `Hue` trait implementation to `Hsla`, `Hsva`, `Hwba`,
`Lcha`, and `Oklcha`.
- Updated animated_material sample.

## Migration Guide

Users of Oklcha need to change their usage to use the with_hue method
instead of the with_h method.

---------

Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-03-22 00:36:46 +00:00
Lynn
887bc27a6f
Animatable for colors (#12614)
# Objective

- Fixes #12202 

## Solution

- Implements `Animatable` for all color types implementing arithmetic
operations.
  - the colors returned by `Animatable`s methods are already clamped.
- Adds a `color_animation.rs` example.
- Implements the `*Assign` operators for color types that already had
the corresponding operators. This is just a 'nice to have' and I am
happy to remove this if it's not wanted.

---

## Changelog

- `bevy_animation` now depends on `bevy_color`.
- `LinearRgba`, `Laba`, `Oklaba` and `Xyza` implement `Animatable`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-03-22 00:06:24 +00:00
BeastLe9enD
fcf01a7925
Add path function to ProcessContext (#12636)
# Objective

- It can be useful to have access to the path of the current asset being
processed, for example if you want to need a second file that is
relative to the current file being processed.

## Solution

- I added a `path()` function to the `ProcessContext`
2024-03-21 23:58:54 +00:00
Brezak
ba0f033e8f
Handle NaNs in diagnostics (#12633)
# Objective

Fixes #12628.

## Solution

Added several check for NaN values in `add_measurement`.
2024-03-21 21:26:53 +00:00
François Mockers
2f6d8663d0
rounded border: remove dead code in shader (#12602)
# Objective

- #12500 added dead code to the ui shader

## Solution

- Remove it
2024-03-21 19:17:13 +00:00
Matty
93c17d105a
Make cardinal splines include endpoints (#12574)
# Objective

- Fixes #12570 

## Solution

Previously, cardinal splines constructed by `CubicCardinalSpline` would
leave out their endpoints when constructing the cubic curve segments
connecting their points. (See the linked issue for details.)

Now, cardinal splines include the endpoints. For instance, the provided
usage example
```rust
let points = [
    vec2(-1.0, -20.0),
    vec2(3.0, 2.0),
    vec2(5.0, 3.0),
    vec2(9.0, 8.0),
];
let cardinal = CubicCardinalSpline::new(0.3, points).to_curve();
let positions: Vec<_> = cardinal.iter_positions(100).collect();
```
will actually produce a spline that connects all four of these points
instead of just the middle two "interior" points.

Internally, this is achieved by duplicating the endpoints of the vector
of control points before performing the construction of the associated
`CubicCurve`. This amounts to specifying that the tangents at the
endpoints `P_0` and `P_n` (say) should be parallel to `P_1 - P_0` and
`P_n - P_{n-1}`.

---

## Migration Guide

Any users relying on the old behavior of `CubicCardinalSpline` will have
to truncate any parametrizations they used in order to access a curve
identical to the one they had previously. This would be done by chopping
off a unit-distance segment from each end of the parametrizing interval.
For instance, if a user's existing code looks as follows
```rust
fn interpolate(t: f32) -> Vec2 {
    let points = [
        vec2(-1.0, -20.0),
        vec2(3.0, 2.0),
        vec2(5.0, 3.0),
        vec2(9.0, 8.0),
    ];
    let my_curve = CubicCardinalSpline::new(0.3, points).to_curve();
    my_curve.position(t)
}
```

then in order to obtain similar behavior, `t` will need to be shifted up
by 1, since the output of `CubicCardinalSpline::to_curve` has introduced
a new segment in the interval [0,1], displacing the old segment from
[0,1] to [1,2]:

```rust
fn interpolate(t: f32) -> Vec2 {
    let points = [
        vec2(-1.0, -20.0),
        vec2(3.0, 2.0),
        vec2(5.0, 3.0),
        vec2(9.0, 8.0),
    ];
    let my_curve = CubicCardinalSpline::new(0.3, points).to_curve();
    my_curve.position(t+1)
}
```

(Note that this does not provide identical output for values of `t`
outside of the interval [0,1].)

On the other hand, any user who was specifying additional endpoint
tangents simply to get the curve to pass through the right points (i.e.
not requiring exactly the same output) can simply omit the endpoints
that were being supplied only for control purposes.

---

## Discussion

### Design considerations

This is one of the two approaches outlined in #12570 — in this PR, we
are basically declaring that the docs are right and the implementation
was flawed.

One semi-interesting question is how the endpoint tangents actually
ought to be defined when we include them, and another option considered
was mirroring the control points adjacent to the endpoints instead of
duplicating them, which would have had the advantage that the expected
length of the corresponding difference should be more similar to that of
the other difference-tangents, provided that the points are equally
spaced.

In this PR, the duplication method (which produces smaller tangents) was
chosen for a couple reasons:
- It seems to be more standard
- It is exceptionally simple to implement
- I was a little concerned that the aforementioned alternative would
result in some over-extrapolation

### An annoyance

If you look at the code, you'll see I was unable to find a satisfactory
way of doing this without allocating a new vector. This doesn't seem
like a big problem given the context, but it does bother me. In
particular, if there is some easy parallel to `slice::windows` for
iterators that doesn't pull in an external dependency, I would love to
know about it.
2024-03-21 18:58:51 +00:00
Bruce Mitchener
412711bf1a
typo: 'plateform' -> 'platform' (#12626)
# Objective

- Have even fewer typos.

## Solution

- Fix typos found. In this case, `plateform`.

Co-authored-by: François Mockers <mockersf@gmail.com>
2024-03-21 18:37:35 +00:00
BeastLe9enD
cc3144926b
Make AssetAction::Ignore not copy assets to imported_assets (#12605)
# Objective

Lets say I have the following `.meta` file:
```RON
(
    meta_format_version: "1.0",
    asset: Ignore,
)
```
When a file is inside the `assets` directory and processing is enabled,
the processor will copy the file into `imported_assets` although it
should be ignored and therefore not copied.

## Solution

- I added a simple check that does not copy the assets if the
AssetAction is `Ignore`.


## Migration Guide

- The public `ProcessResult` enum now has a `ProcessResult::Ignore`
variant that must be handled.
2024-03-21 18:13:18 +00:00
Brezak
69e78bd03e
Fix Ci failing over dead code in tests (#12623)
# Objective

Fix Pr CI failing over dead code in tests and main branch CI failing
over a missing semicolon. Fixes #12620.

## Solution

Add dead_code annotations and a semicolon.
2024-03-21 18:08:47 +00:00
François Mockers
7b842e373e
UI: rounded border should use camera instead of windows (#12601)
# Objective

- #12500 use the primary window resolution to do all its calculation.
This means bad support for multiple windows or multiple ui camera

## Solution

- Use camera driven UI (https://github.com/bevyengine/bevy/pull/10559)
2024-03-20 23:50:08 +00:00
François Mockers
bd90a64ae0
UI: don't multiply color channels by alpha (#12599)
# Objective

- since #12500, text is a little bit more gray in UI

## Solution

- don't multiply color by alpha. I think this was done in the original
PR (#8973) for shadows which were not added in #12500
2024-03-20 23:15:40 +00:00
Brezak
ed44eb3913
Add a from Dir2 impl for Vec2 (#12594)
# Objective

Allow converting from `Dir2` to `Vec2` in generic code. Fixes #12529.

## Solution

Added a `From<Dir2>` impl for `Vec2`.
2024-03-20 14:21:50 +00:00
IceSentry
4d0d070059
Always spawn fps_overlay on top of everything (#12586)
# Objective

- Currently the fps_overlay affects any other ui node spawned. This
should not happen

## Solution

- Use position absolute and a ZIndex of `i32::MAX - 32`
- I also modified the example a little bit to center it correctly. It
only worked previously because the overlay was pushing it down. I also
took the opportunity to simplify the text spawning code a little bit.
2024-03-20 13:11:48 +00:00
François Mockers
779e4c4901
UI: allow border radius to be optional for images and background (#12592)
# Objective

- #12500 broke images and background colors in UI. Try examples
`overflow`, `ui_scaling` or `ui_texture_atlas`

## Solution

- Makes the component `BorderRadius` optional in the query, as it's not
always present. Use `[0.; 4]` as border radius in the extracted node
when none was found
2024-03-20 13:11:24 +00:00
Antony
f38895a414
Fix Oklab and Oklch color space inconsistency (#12583)
# Objective

Fixes #12224.

## Solution

- Expand `with_` methods for the `Oklch` to their full names.
- Expand `l` to `lightness` in `Oklaba` comments.

## Migration Guide

The following methods have been renamed for the `Oklch` color space:
- `with_l` -> `with_lightness`.
- `with_c` -> `with_chroma`.
- `with_h` -> `with_hue`.
2024-03-19 22:50:42 +00:00
Pablo Reinhardt
40f82b867b
Reflect default in some types on bevy_render (#12580)
# Objective

- Many types in bevy_render doesn't reflect Default even if it could.

## Solution

- Reflect it.

---

---------

Co-authored-by: Pablo Reinhardt <pabloreinhardt@gmail.com>
2024-03-19 22:50:17 +00:00
Lynn
d7372f2c75
Color maths 4 (#12575)
# Objective

- Fixes #12202 

## Solution

- This PR implements componentwise (including alpha) addition,
subtraction and scalar multiplication/division for some color types.
- The mentioned color types are `Laba`, `Oklaba`, `LinearRgba` and
`Xyza` as all of them are either physically or perceptually linear as
mentioned by @alice-i-cecile in the issue.

---

## Changelog

- Scalar mul/div for `LinearRgba` may modify alpha now.

## Migration Guide

- Users of scalar mul/div for `LinearRgba` need to be aware of the
change and maybe use the `.clamp()` methods or manually set the `alpha`
channel.
2024-03-19 22:46:33 +00:00
Antony
e7a31d000e
Add border radius to UI nodes (adopted) (#12500)
# Objective

Implements border radius for UI nodes. Adopted from #8973, but excludes
shadows.

## Solution

- Add a component `BorderRadius` which contains a radius value for each
corner of the UI node.
- Use a fragment shader to generate the rounded corners using a signed
distance function.

<img width="50%"
src="https://github.com/bevyengine/bevy/assets/26204416/16b2ba95-e274-4ce7-adb2-34cc41a776a5"></img>

## Changelog

- `BorderRadius`: New component that holds the border radius values.
- `NodeBundle` & `ButtonBundle`: Added a `border_radius: BorderRadius`
field.
- `extract_uinode_borders`: Stripped down, most of the work is done in
the shader now. Borders are no longer assembled from multiple rects,
instead the shader uses a signed distance function to draw the border.
- `UiVertex`: Added size, border and radius fields.
- `UiPipeline`: Added three vertex attributes to the vertex buffer
layout, to accept the UI node's size, border thickness and border
radius.
- Examples: Added rounded corners to the UI element in the `button`
example, and a `rounded_borders` example.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
2024-03-19 22:44:00 +00:00
Spencer C. Imbleau
7c7d1e8a64
refactor: separate out PanicHandlerPlugin (#12557)
# Objective

- Allow configuring of platform-specific panic handlers.
- Remove the silent overwrite of the WASM panic handler
- Closes #12546

## Solution

- Separates the panic handler to a new plugin, `PanicHandlerPlugin`.
- `PanicHandlerPlugin` was added to `DefaultPlugins`.
- Can be disabled on `DefaultPlugins`, in the case someone needs to
configure custom panic handlers.

---

## Changelog

### Added
- A `PanicHandlerPlugin` was added to the `DefaultPlugins`, which now
sets sensible target-specific panic handlers.

### Changed
- On WASM, the panic stack trace was output to the console through the
`BevyLogPlugin`. Since this was separated out into `PanicHandlerPlugin`,
you may need to add the new `PanicHandlerPlugin` (included in
`DefaultPlugins`).

## Migration Guide

- If you used `MinimalPlugins` with `LogPlugin` for a WASM-target build,
you will need to add the new `PanicHandlerPlugin` to set the panic
behavior to output to the console. Otherwise, you will see the default
panic handler (opaque, `unreachable` errors in the console).
2024-03-19 00:56:49 +00:00
Pablo Reinhardt
1af9bc853b
Add a gizmo-based overlay to show UI node outlines (Adopted) (#11237)
# Objective

- This is an adopted version of #10420
- The objective is to help debugging the Ui layout tree with helpful
outlines, that can be easily enabled/disabled

## Solution

- Like #10420, the solution is using the bevy_gizmos in outlining the
nodes

---

## Changelog

### Added
- Added debug_overlay mod to `bevy_dev_tools`
- Added bevy_ui_debug feature to `bevy_dev_tools`

## How to use
- The user must use `bevy_dev_tools` feature in TOML
- The user must use the plugin UiDebugPlugin, that can be found on
`bevy::dev_tools::debug_overlay`
- Finally, to enable the function, the user must set
`UiDebugOptions::enabled` to true
Someone can easily toggle the function with something like:

```rust
fn toggle_overlay(input: Res<ButtonInput<KeyCode>>, options: ResMut<UiDebugOptions>) {
   if input.just_pressed(KeyCode::Space) {
      // The toggle method will enable if disabled and disable if enabled
      options.toggle();
   }
}
```

Note that this feature can be disabled from dev_tools, as its in fact
behind a default feature there, being the feature bevy_ui_debug.

# Limitations
Currently, due to limitations with gizmos itself, it's not possible to
support this feature to more the one window, so this tool is limited to
the primary window only.

# Showcase


![image](https://github.com/bevyengine/bevy/assets/126117294/ce9d70e6-0a57-4fa9-9753-ff5a9d82c009)
Ui example with debug_overlay enabled


![image](https://github.com/bevyengine/bevy/assets/126117294/e945015c-5bab-4d7f-9273-472aabaf25a9)
And disabled

---------

Co-authored-by: Nicola Papale <nico@nicopap.ch>
Co-authored-by: Pablo Reinhardt <pabloreinhardt@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-03-18 18:11:06 +00:00
Rob Parrett
289a02cad6
bevy_color: Add Tailwind palette (#12080)
# Objective

Give Bevy a well-designed built-in color palette for users to use while
prototyping or authoring Bevy examples.

## Solution

Generate
([playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=f7b3a3002fb7727db15c1197e0a1a373),
[gist](https://gist.github.com/rust-play/f7b3a3002fb7727db15c1197e0a1a373))
consts from [Tailwind](https://tailwindcss.com/docs/customizing-colors)
(mit license) json.

## Discussion

Are there other popular alternatives we should be looking at? Something
new and fancy involving a really long acronym like CIELUVLCh? I'm not a
tailwind user or color expert, but I really like the way it's broken up
into distinct but plentiful hue and lightness groups.

It beats needing some shades of red, scrolling through the [current
palette](https://docs.rs/bevy/latest/bevy/prelude/enum.Color.html),
choosing a few of `CRIMSON`, `MAROON`, `RED`, `TOMATO` at random and
calling it a day.

The best information I was able to dig up about the Tailwind palette is
from this thread:
https://twitter.com/steveschoger/status/1303795136703410180. Here are
some key excerpts:

> Tried to the "perceptually uniform" thing for Tailwind UI. 
> Ultimately, it just resulted in a bunch of useless shades for colors
like yellow and green that are inherently brighter.

> With that said you're guaranteed to get a contrast ratio of 4.5:1 when
using any 700 shade (in some cases 600) on a 100 shade of the same hue.

> We just spent a lot of time looking at sites to figure out which
colors are popular and tried to fill all the gaps.
> Even the lime green is questionable but felt there needed to be
something in between the jump from yellow to green 😅

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-03-18 18:06:07 +00:00
Arthur Brussee
ac49dce4ca
Use async-fn in traits rather than BoxedFuture (#12550)
# Objective

Simplify implementing some asset traits without Box::pin(async move{})
shenanigans.
Fixes (in part) https://github.com/bevyengine/bevy/issues/11308

## Solution
Use async-fn in traits when possible in all traits. Traits with return
position impl trait are not object safe however, and as AssetReader and
AssetWriter are both used with dynamic dispatch, you need a Boxed
version of these futures anyway.

In the future, Rust is [adding
](https://blog.rust-lang.org/2023/12/21/async-fn-rpit-in-traits.html)proc
macros to generate these traits automatically, and at some point in the
future dyn traits should 'just work'. Until then.... this seemed liked
the right approach given more ErasedXXX already exist, but, no clue if
there's plans here! Especially since these are public now, it's a bit of
an unfortunate API, and means this is a breaking change.

In theory this saves some performance when these traits are used with
static dispatch, but, seems like most code paths go through dynamic
dispatch, which boxes anyway.

I also suspect a bunch of the lifetime annotations on these function
could be simplified now as the BoxedFuture was often the only thing
returned which needed a lifetime annotation, but I'm not touching that
for now as traits + lifetimes can be so tricky.

This is a revival of
[pull/11362](https://github.com/bevyengine/bevy/pull/11362) after a
spectacular merge f*ckup, with updates to the latest Bevy. Just to recap
some discussion:
- Overall this seems like a win for code quality, especially when
implementing these traits, but a loss for having to deal with ErasedXXX
variants.
- `ConditionalSend` was the preferred name for the trait that might be
Send, to deal with wasm platforms.
- When reviewing be sure to disable whitespace difference, as that's 95%
of the PR.


## Changelog
- AssetReader, AssetWriter, AssetLoader, AssetSaver and Process now use
async-fn in traits rather than boxed futures.

## Migration Guide
- Custom implementations of AssetReader, AssetWriter, AssetLoader,
AssetSaver and Process should switch to async fn rather than returning a
bevy_utils::BoxedFuture.
- Simultaniously, to use dynamic dispatch on these traits you should
instead use dyn ErasedXXX.
2024-03-18 17:56:57 +00:00
NiseVoid
ce75dec3b8
Add setting to enable/disable shadows to MaterialPlugin (#12538)
# Objective

- Not all materials need shadow, but a queue_shadows system is always
added to the `Render` schedule and executed

## Solution

- Make a setting for shadows, it defaults to true

## Changelog

- Added `shadows_enabled` setting to `MaterialPlugin`

## Migration Guide

- `MaterialPlugin` now has a `shadows_enabled` setting, if you didn't
spawn the plugin using `::default()` or `..default()`, you'll need to
set it. `shadows_enabled: true` is the same behavior as the previous
version, and also the default value.
2024-03-18 17:54:41 +00:00
Multirious
70da903cec
Add methods to return the inner value for direction types (#12516)
# Objective

Currently in order to retrieve the inner values from direction types is
that you need to use the `Deref` trait or `From`/`Into`. `Deref` that is
currently implemented is an anti-pattern that I believe should be less
relied upon.
This pull-request add getters for retrieving the inner values for
direction types.

Advantages of getters:
- Let rust-analyzer to list out available methods for users to
understand better to on how to get the inner value. (This happens to me.
I really don't know how to get the value until I look through the source
code.)
- They are simple.
- Generally won't be ambiguous in most context. Traits such as
`From`/`Into` will require fully qualified syntax from time to time.
- Unsurprising result.

Disadvantages of getters:
- More verbose

Advantages of deref polymorphism:
- You reduce boilerplate for getting the value and call inner methods
by:
  ```rust
  let dir = Dir3::new(Vec3::UP).unwrap();
  // getting value
  let value = *dir;
  // instead of using getters
  let value = dir.vec3();

  // calling methods for the inner vector
  dir.xy();
  // instead of using getters
  dir.vec3().xy();
  ```

Disadvantages of deref polymorphism:
- When under more level of indirection, it will requires more
dereferencing which will get ugly in some part:
  ```rust
  // getting value
  let value = **dir;
  // instead of using getters
  let value = dir.vec3();

  // calling methods for the inner vector
  dir.xy();
  // instead of using getters
  dir.vec3().xy();
  ```

[More detail
here](https://rust-unofficial.github.io/patterns/anti_patterns/deref.html).


Edit: Update information for From/Into trait.
Edit: Advantages and disadvantages.

## Solution

Add `vec2` method for Dir2.
Add `vec3` method for Dir3.
Add `vec3a` method for Dir3A.
2024-03-18 17:49:58 +00:00
robtfm
26f2d3fb2f
fast-fail in as_bind_group (#12513)
# Objective

prevent gpu buffer allocations when running `as_bind_group` for assets
with texture dependencies that are not yet available.

## Solution

reorder the binding creation so that fallible items are created first.
2024-03-18 17:47:31 +00:00
Antony
adb866947b
Expose Winit's with_skip_taskbar on window creation (#12450)
# Objective

Resolves #12431.

## Solution

Added a `skip_taskbar` field to the `Window` struct (defaults to
`false`). Used in `create_windows` if the target OS is Windows.
2024-03-18 17:41:42 +00:00
Stepan Koltsov
2c953914bc
Explain Camera2dBundle.projection needs to be set carefully (#11115)
Encountered it while implementing
https://github.com/bevyengine/bevy/pull/11109.

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-03-18 17:35:33 +00:00
dependabot[bot]
5cf7d9213e
Update base64 requirement from 0.21.5 to 0.22.0 (#12552)
Updates the requirements on
[base64](https://github.com/marshallpierce/rust-base64) to permit the
latest version.
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/marshallpierce/rust-base64/blob/master/RELEASE-NOTES.md">base64's
changelog</a>.</em></p>
<blockquote>
<h1>0.22.0</h1>
<ul>
<li><code>DecodeSliceError::OutputSliceTooSmall</code> is now
conservative rather than precise. That is, the error will only occur if
the decoded output <em>cannot</em> fit, meaning that
<code>Engine::decode_slice</code> can now be used with exactly-sized
output slices. As part of this, <code>Engine::internal_decode</code> now
returns <code>DecodeSliceError</code> instead of
<code>DecodeError</code>, but that is not expected to affect any
external callers.</li>
<li><code>DecodeError::InvalidLength</code> now refers specifically to
the <em>number of valid symbols</em> being invalid (i.e. <code>len % 4
== 1</code>), rather than just the number of input bytes. This avoids
confusing scenarios when based on interpretation you could make a case
for either <code>InvalidLength</code> or <code>InvalidByte</code> being
appropriate.</li>
<li>Decoding is somewhat faster (5-10%)</li>
</ul>
<h1>0.21.7</h1>
<ul>
<li>Support getting an alphabet's contents as a str via
<code>Alphabet::as_str()</code></li>
</ul>
<h1>0.21.6</h1>
<ul>
<li>Improved introductory documentation and example</li>
</ul>
<h1>0.21.5</h1>
<ul>
<li>Add <code>Debug</code> and <code>Clone</code> impls for the general
purpose Engine</li>
</ul>
<h1>0.21.4</h1>
<ul>
<li>Make <code>encoded_len</code> <code>const</code>, allowing the
creation of arrays sized to encode compile-time-known data lengths</li>
</ul>
<h1>0.21.3</h1>
<ul>
<li>Implement <code>source</code> instead of <code>cause</code> on Error
types</li>
<li>Roll back MSRV to 1.48.0 so Debian can continue to live in a time
warp</li>
<li>Slightly faster chunked encoding for short inputs</li>
<li>Decrease binary size</li>
</ul>
<h1>0.21.2</h1>
<ul>
<li>Rollback MSRV to 1.57.0 -- only dev dependencies need 1.60, not the
main code</li>
</ul>
<h1>0.21.1</h1>
<ul>
<li>Remove the possibility of panicking during decoded length
calculations</li>
<li><code>DecoderReader</code> no longer sometimes erroneously ignores
padding <a
href="https://redirect.github.com/marshallpierce/rust-base64/issues/226">#226</a></li>
</ul>
<h2>Breaking changes</h2>
<ul>
<li><code>Engine.internal_decode</code> return type changed</li>
<li>Update MSRV to 1.60.0</li>
</ul>
<h1>0.21.0</h1>
<h2>Migration</h2>
<h3>Functions</h3>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="5d70ba7576"><code>5d70ba7</code></a>
Merge pull request <a
href="https://redirect.github.com/marshallpierce/rust-base64/issues/269">#269</a>
from marshallpierce/mp/decode-precisely</li>
<li><a
href="efb6c006c7"><code>efb6c00</code></a>
Release notes</li>
<li><a
href="2b91084a31"><code>2b91084</code></a>
Add some tests to boost coverage</li>
<li><a
href="9e9c7abe65"><code>9e9c7ab</code></a>
Engine::internal_decode now returns DecodeSliceError</li>
<li><a
href="a8a60f43c5"><code>a8a60f4</code></a>
Decode main loop improvements</li>
<li><a
href="a25be0667c"><code>a25be06</code></a>
Simplify leftover output writes</li>
<li><a
href="9979cc33bb"><code>9979cc3</code></a>
Keep morsels as separate bytes</li>
<li><a
href="37670c5ec2"><code>37670c5</code></a>
Bump dev toolchain version (<a
href="https://redirect.github.com/marshallpierce/rust-base64/issues/268">#268</a>)</li>
<li><a
href="9652c78773"><code>9652c78</code></a>
v0.21.7</li>
<li><a
href="08deccf703"><code>08deccf</code></a>
provide as_str() method to return the alphabet characters (<a
href="https://redirect.github.com/marshallpierce/rust-base64/issues/264">#264</a>)</li>
<li>Additional commits viewable in <a
href="https://github.com/marshallpierce/rust-base64/compare/v0.21.5...v0.22.0">compare
view</a></li>
</ul>
</details>
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2024-03-18 06:42:58 +00:00
James Liu
6760b6e8a5
Remove WorldCell (#12551)
# Objective
Fixes #12549. WorldCell's support of everything a World can do is
incomplete, and represents an alternative, potentially confusing, and
less performant way of pulling multiple fetches from a `World`. The
typical approach is to use `SystemState` for a runtime cached and safe
way, or `UnsafeWorldCell` if the use of `unsafe` is tolerable.

## Solution
Remove it!

---

## Changelog
Removed: `WorldCell`
Removed: `World::cell`

## Migration Guide
`WorldCell` has been removed. If you were using it to fetch multiple
distinct values from a `&mut World`, use `SystemState` by calling
`SystemState::get` instead. Alternatively, if `SystemState` cannot be
used, `UnsafeWorldCell` can instead be used in unsafe contexts.
2024-03-18 06:28:31 +00:00
Andrew
fc4716f56c
feat: derive some common traits on some UI types (#12532)
# Objective

- working with UI components in Bevy, I found myself wanting some of
these common traits, like `PartialEq` for comparing simple types

## Solution

- I added only (hopefully) uncontroversial `derive`s for some common UI
types

Note that many types, unfortunately, can't have `PartialEq` `derive`d
for them, because they contain `f32`s and / or `Vec`s.
2024-03-18 03:41:50 +00:00
Charles Bournhonesque
ea6540dc41
add reflect for BinaryHeap (#12503)
# Objective
I wanted to have reflection for BinaryHeap for a personal project.

I'm running into some issues:
- I wanted to represent BinaryHeap as a reflect::List type since it's
essentially a wrapper around a Vec, however there's no public way to
access the underlying Vec, which makes it hard to implement the
reflect::List methods. I have omitted the reflect::List methods for
now.. I'm not sure if that's a blocker?
- what would be the alternatives? Simply not implement `reflect::List`?
It is possible to implement `FromReflect` without it. Would the type be
`Struct` then?

---------

Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com>
2024-03-17 22:24:04 +00:00
Yasha Borevich
5d0ff60a6b
Add into_ methods for EntityMut and EntityWorldMut that consume self. (#12419)
# Objective

Provide component access to `&'w T`, `Ref<'w, T>`, `Mut<'w, T>`,
`Ptr<'w>` and `MutUntyped<'w>` from `EntityMut<'w>`/`EntityWorldMut<'w>`
with the world `'w` lifetime instead of `'_`.

Fixes #12417

## Solution

Add `into_` prefixed methods for `EntityMut<'w>`/`EntityWorldMut<'w>`
that consume `self` and returns component access with the world `'w`
lifetime unlike the `get_` prefixed methods that takes `&'a self` and
returns component access with `'a` lifetime.


Methods implemented:
- EntityMut::into_borrow
- EntityMut::into_ref
- EntityMut::into_mut
- EntityMut::into_borrow_by_id
- EntityMut::into_mut_by_id
- EntityWorldMut::into_borrow
- EntityWorldMut::into_ref
- EntityWorldMut::into_mut
- EntityWorldMut::into_borrow_by_id
- EntityWorldMut::into_mut_by_id
2024-03-17 21:40:03 +00:00
robtfm
36cfb2170f
send Unused event when asset is actually unused (#12459)
# Objective

fix #12344

## Solution

use existing machinery in track_assets to determine if the asset is
unused before firing Asset::Unused event

~~most extract functions use `AssetEvent::Removed` to schedule deletion
of render world resources. `RenderAssetPlugin` was using
`AssetEvent::Unused` instead.
`Unused` fires when the last strong handle is dropped, even if a new one
is created. `Removed` only fires when a new one is not created.
as far as i can see, `Unused` is the same as `Removed` except for this
"feature", and that it also fires early if all handles for a loading
asset are dropped (`Removed` fires after the loading completes). note
that in that case, processing based on `Loaded` won't have been done
anyway.
i think we should get rid of `Unused` completely, it is not currently
used anywhere (except here, previously) and i think using it is probably
always a mistake.
i also am not sure why we keep loading assets that have been dropped
while loading, we should probably drop the loader task as well and
remove immediately.~~
2024-03-17 21:37:34 +00:00
Marco Meijer
fe7069e4cc
Compute texture slices after layout (#12533)
# Objective

Whenever a nodes size gets changed, its texture slices get updated a
frame later. This results in visual glitches when animating the size of
a node with a texture slice. See this video:

[Screencast from 17-03-24
14:53:13.webm](https://github.com/bevyengine/bevy/assets/46689298/64e711f7-a1ec-41e3-b119-dc8d7e1a7669)


## Solution

Compute texture slices after the layout system has finished.
2024-03-17 21:10:28 +00:00
Pablo Reinhardt
509a5a0761
Add trait for clamping colors (#12525)
# Objective

- Resolves #12463 

## Solution

- Added `ClampColor`
Due to consistency, `is_within_bounds` is a method of `ClampColor`, like
`is_fully_transparent` is a method of `Alpha`

---

## Changelog

### Added
- `ClampColor` trait

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-03-17 20:32:24 +00:00
LeshaInc
737b719dda
Add pipeline statistics (#9135)
# Objective

It's useful to have access to render pipeline statistics, since they
provide more information than FPS alone. For example, the number of
drawn triangles can be used to debug culling and LODs. The number of
fragment shader invocations can provide a more stable alternative metric
than GPU elapsed time.

See also: Render node GPU timing overlay #8067, which doesn't provide
pipeline statistics, but adds a nice overlay.

## Solution

Add `RenderDiagnosticsPlugin`, which enables collecting pipeline
statistics and CPU & GPU timings.

---

## Changelog

- Add `RenderDiagnosticsPlugin`
- Add `RenderContext::diagnostic_recorder` method

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-03-17 20:29:35 +00:00
amy universe
68f4f59ee6
remove link to inexistent example (#12531)
# Objective

the example `global_vs_local_translation` was removed in 3600c5a340 but
this part of the documentation links to it

## Solution

yeet it
2024-03-17 19:35:00 +00:00
James Liu
eebf3d61ec
Remove archetype_component_access from QueryState (#12474)
# Objective
`QueryState::archetype_component_access` is only really ever used to
extend `SystemMeta`'s. It can be removed to save some memory for every
`Query` in an app.

## Solution

 * Remove it. 
* Have `new_archetype` pass in a `&mut Access<ArchetypeComponentId>`
instead and pull it from `SystemMeta` directly.
* Split `QueryState::new` from `QueryState::new_with_access` and a
common `QueryState::new_uninitialized`.
* Split `new_archetype` into an internal and public version. Call the
internal version in `update_archetypes`.

This should make it faster to construct new QueryStates, and by proxy
lenses and joins as well.

`matched_tables` also similarly is only used to deduplicate inserting
into `matched_table_ids`. If we can find another efficient way to do so,
it might also be worth removing.

The [generated
assembly](https://github.com/james7132/bevy_asm_tests/compare/main...remove-query-state-archetype-component-access#diff-496530101f0b16e495b7e9b77c0e906ae3068c8adb69ed36c92d5a1be5a9efbe)
reflects this well, with all of the access related updates in
`QueryState` being removed.

---

## Changelog
Removed: `QueryState::archetype_component_access`.
Changed: `QueryState::new_archetype` now takes a `&mut
Access<ArchetypeComponentId>` argument, which will be updated with the
new accesses.
Changed: `QueryState::update_archetype_component_access` now takes a
`&mut Access<ArchetypeComponentId>` argument, which will be updated with
the new accesses.

## Migration Guide
TODO
2024-03-17 19:01:52 +00:00
James Liu
8327ce85d8
Update to fixedbitset 0.5 (#12512)
# Objective
Improve code quality involving fixedbitset.

## Solution
Update to fixedbitset 0.5. Use the new `grow_and_insert` function
instead of `grow` and `insert` functions separately.

This should also speed up most of the set operations involving
fixedbitset. They should be ~2x faster, but testing this against the
stress tests seems to show little to no difference. The multithreaded
executor doesn't seem to be all that much faster in many_cubes and
many_foxes. These use cases are likely dominated by other operations or
the bitsets aren't big enough to make them the bottleneck.

This introduces a duplicate dependency due to petgraph and wgpu, but the
former may take some time to update.

## Changelog
Removed: `Access::grow`

## Migration Guide
`Access::grow` has been removed. It's no longer needed. Remove all
references to it.
2024-03-17 18:43:05 +00:00
Jonathan
ec3e7afa4e
Use Dir3 in Transform APIs (#12530)
# Objective

Make `Transform` APIs more ergonomic by allowing users to pass `Dir3` as
an argument where a direction is needed. Fixes #12481.

## Solution

Accept `impl TryInto<Dir3>` instead of `Vec3` for direction/axis
arguments in `Transform` APIs

---

## Changelog
The following `Transform` methods now accept an `impl TryInto<Dir3>`
argument where they previously accepted directions as `Vec3`:
* `Transform::{look_to,looking_to}`
* `Transform::{look_at,looking_at}`
* `Transform::{align,aligned_by}`


## Migration Guide

This is not a breaking change since the arguments were previously `Vec3`
which already implements `TryInto<Dir3>`, and behavior is unchanged.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
2024-03-17 16:31:34 +00:00
Pablo Reinhardt
16107385af
Solve some oklaba inconsistencies (#12526)
# Objective

- Even if we have `Laba` and `Oklcha` colorspaces using lightness as the
L field name, `Oklaba` doesn't do the same
- The shorthand function for creating a new color should be named
`Oklaba::lab`, but is named `lch`

## Solution

- Rename field l in `Oklaba` to lightness
- Rename `Oklaba::lch` to `Oklaba::lab`

---

## Changelog

### Changed
- Changed name in l field in `Oklaba` to lightness
- Changed method name `Oklaba::lch` to `Oklaba::lab`

## Migration Guide

If you were creating a Oklaba instance directly, instead of using L, you
should use lightness
```rust
// Before
let oklaba = Oklaba { l: 1., ..Default::default() };

// Now
let oklaba = Oklaba { lightness: 1., ..Default::default() };
``` 

if you were using the function `Oklaba::lch`, now the method is named
`Oklaba::lab`
2024-03-17 16:24:06 +00:00
s-puig
1067eaa435
Fix typo in bevy_internal/Cargo.toml (#12535)
# Objective

Fixes typo by #11341.
Functionally doesn't change anything other than naming consistency and
stop IDE's from screaming at you.
2024-03-17 16:21:33 +00:00
TheBigCheese
948ea3137a
Uniform point sampling methods for some primitive shapes. (#12484)
# Objective
Give easy methods for uniform point sampling in a variety of primitive
shapes (particularly useful for circles and spheres) because in a lot of
cases its quite easy to get wrong (non-uniform).

## Solution
Added the `ShapeSample` trait to `bevy_math` and implemented it for
`Circle`, `Sphere`, `Rectangle`, `Cuboid`, `Cylinder`, `Capsule2d` and
`Capsule3d`. There are a few other shapes it would be reasonable to
implement for like `Triangle`, `Ellipse` and `Torus` but I'm not
immediately sure how these would be implemented (other than rejection
which could be the best method, and could be more performant than some
of the solutions in this pr I'm not sure). This exposes the
`sample_volume` and `sample_surface` methods to get both a random point
from its interior or its surface. EDIT: Renamed `sample_volume` to
`sample_interior` and `sample_surface` to `sample_boundary`

This brings in `rand` as a default optional dependency (without default
features), and the methods take `&mut impl Rng` which allows them to use
any random source implementing `RngCore`.

---

## Changelog
### Added
Added the methods `sample_interior` and `sample_boundary` to a variety
of primitive shapes providing easy uniform point sampling.
2024-03-17 14:48:16 +00:00
Pablo Reinhardt
7002b24379
Reflect default in colorspaces in bevy_color (#12528)
# Objective

- For some reason, we don't reflect the Default trait in colorspaces

## Solution

- Reflect it.

---
2024-03-17 08:41:36 +00:00
Jonathan
e9dc270d68
Split ScheduleGraph::process_configs function (adopted) (#12435)
Adoption of #10617, resolved conflicts with main

---------

Co-authored-by: Stepan Koltsov <stepan.koltsov@gmail.com>
2024-03-17 02:00:37 +00:00
robtfm
1323de7cd7
stop retrying removed assets (#12505)
# Objective

assets that don't load before they get removed are retried forever,
causing buffer churn and slowdown.

## Solution

stop trying to prepare dead assets.
2024-03-16 04:49:16 +00:00
Antony
fec00040ef
Add with_left, with_right, with_top, with_bottom to UiRect (#12487)
# Objective

Originally proposed as part of #8973. Adds `with_` methods for each side
of `UiRect`

## Solution

Add `with_left`, `with_right`, `with_top`, `with_bottom` to `UiRect`.
2024-03-15 17:43:39 +00:00
Charles Bournhonesque
24b319f6ec
Add reflect for type id (#12495)
# Objective

Add reflect for `std::any::TypeId`.

I couldn't add ReflectSerialize/ReflectDeserialize for it, it was giving
me an error. I don't really understand why, since it works for
`std::path::PathBuf`.

Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com>
2024-03-15 17:43:26 +00:00
Emi
16fb995697
change doc for SphereKind::Ico to reflect that the triangles are equa… (#12482)
# Objective
Fixes #12480 
by removing the explicit mention of equally sized triangles from the doc
for icospheres

Co-authored-by: Emi <emanuel.boehm@gmail.com>
2024-03-15 03:32:52 +00:00
Zeenobit
7d816aab04
Fix inconsistency between Debug and serialized representation of Entity (#12469)
# Objective

Fixes #12139 

## Solution

- Derive `Debug` impl for `Entity`
- Add impl `Display` for `Entity`
- Add `entity_display` test to check the output contains all required
info

I decided to go with `0v0|1234` format as opposed to the `0v0[1234]`
which was initially discussed in the issue.

My rationale for this is that `[1234]` may be confused for index values,
which may be common in logs, and so searching for entities by text would
become harder. I figured `|1234` would help the entity IDs stand out
more.

Additionally, I'm a little concerned that this change is gonna break
existing logging for projects because `Debug` is now going to be a
multi-line output. But maybe this is ok.

We could implement `Debug` to be a single-line output, but then I don't
see why it would be different from `Display` at all.

@alice-i-cecile Let me know if we'd like to make any changes based on
these points.
2024-03-14 14:57:22 +00:00
Matty
325f0fd982
Alignment API for Transforms (#12187)
# Objective

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

## Solution

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

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

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

---

## Changelog

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

---

## Discussion

### On the form of `align`

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

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

### Additional APIs?

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

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

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

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

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

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

### `Dir3`?

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

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

### Future steps

The question of additional APIs was addressed above. For me, the main
thing here to handle more immediately is actually just upstreaming this
API (or something similar and slightly mathier) to `glam::Quat`. The
reason that this would be desirable for users is that this API currently
only works with `Transform`s even though all it's actually doing is
specifying a rotation. Upstreaming to `glam::Quat`, properly done, could
buy a lot basically for free, since a number of `Transform` methods take
a rotation as an input. Using these together would require a little bit
of mathematical savvy, but it opens up some good things (e.g.
`Transform::rotate_around`).
2024-03-14 14:55:55 +00:00
Peter Hayman
d3e44325b4
Fix: deserialize DynamicEnum using index (#12464)
# Objective

- Addresses #12462
- When we serialize an enum, deserialize it, then reserialize it, the
correct variant should be selected.

## Solution

- Change `dynamic_enum.set_variant` to
`dynamic_enum.set_variant_with_index` in `EnumVisitor`
2024-03-14 05:15:20 +00:00
James Liu
4b64d1d1d7
Make a note about the performance of Query::is_empty (#12466)
# Objective
`Query::is_empty` does not mention the potential performance footgun of
using it with non-archetypal filters.

## Solution
Document it.
2024-03-14 01:36:03 +00:00
Lynn
ee0fa7d1c2
Gizmo 3d grids (#12430)
# Objective

- Adds 3d grids, suggestion of #9400

## Solution

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

---

## Changelog

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

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

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-03-13 18:51:53 +00:00
Nathaniel Bielanski
e282ee1a1c
Extracting ambient light from light.rs, and creating light directory (#12369)
# Objective
Beginning of refactoring of light.rs in bevy_pbr, as per issue #12349 
Create and move light.rs to its own directory, and extract AmbientLight
struct.

## Solution

- moved light.rs to light/mod.rs
- extracted AmbientLight struct to light/ambient_light.rs
2024-03-13 01:24:00 +00:00
Rob Parrett
55b786c2b7
Fix blurry text (#12429)
# Objective

Fixes #12064

## Solution

Prior to #11326, the "global physical" translation of text was rounded.

After #11326, only the "offset" is being rounded.

This moves things around so that the "global translation" is converted
to physical pixels, rounded, and then converted back to logical pixels,
which is what I believe was happening before / what the comments above
describe.

## Discussion

This seems to work and fix an obvious mistake in some code, but I don't
fully grok the ui / text pipelines / math here.

## Before / After and test example

<details>
<summary>Expand Code</summary>

```rust
use std::f32::consts::FRAC_PI_2;

use bevy::prelude::*;
use bevy_internal:🪟:WindowResolution;

const FONT_SIZE: f32 = 25.0;
const PADDING: f32 = 5.0;

fn main() {
    App::new()
        .add_plugins(
            DefaultPlugins.set(WindowPlugin {
                primary_window: Some(Window {
                    resolution: WindowResolution::default().with_scale_factor_override(1.0),
                    ..default()
                }),
                ..default()
            }),
            //.set(ImagePlugin::default_nearest()),
        )
        .add_systems(Startup, setup)
        .run();
}

fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn(Camera2dBundle::default());

    let font = asset_server.load("fonts/FiraSans-Bold.ttf");

    for x in [20.5, 140.0] {
        for i in 1..10 {
            text(
                &mut commands,
                font.clone(),
                x,
                (FONT_SIZE + PADDING) * i as f32,
                i,
                Quat::default(),
                1.0,
            );
        }
    }

    for x in [450.5, 700.0] {
        for i in 1..10 {
            text(
                &mut commands,
                font.clone(),
                x,
                ((FONT_SIZE * 2.0) + PADDING) * i as f32,
                i,
                Quat::default(),
                2.0,
            );
        }
    }

    for y in [400.0, 600.0] {
        for i in 1..10 {
            text(
                &mut commands,
                font.clone(),
                (FONT_SIZE + PADDING) * i as f32,
                y,
                i,
                Quat::from_rotation_z(FRAC_PI_2),
                1.0,
            );
        }
    }
}

fn text(
    commands: &mut Commands,
    font: Handle<Font>,
    x: f32,
    y: f32,
    i: usize,
    rot: Quat,
    scale: f32,
) {
    let text = (65..(65 + i)).map(|a| a as u8 as char).collect::<String>();

    commands.spawn(TextBundle {
        style: Style {
            position_type: PositionType::Absolute,
            left: Val::Px(x),
            top: Val::Px(y),
            ..default()
        },
        text: Text::from_section(
            text,
            TextStyle {
                font,
                font_size: FONT_SIZE,
                ..default()
            },
        ),
        transform: Transform::from_rotation(rot).with_scale(Vec2::splat(scale).extend(1.)),
        ..default()
    });
}
```

</details>

Open both images in new tabs and swap back and forth. Pay attention to
the "A" and "ABCD" lines.

<details>
<summary>Before</summary>

<img width="640" alt="main3"
src="https://github.com/bevyengine/bevy/assets/200550/248d7a55-d06d-433f-80da-1914803c3551">

</details>

<details>
<summary>After</summary>

<img width="640" alt="pr3"
src="https://github.com/bevyengine/bevy/assets/200550/26a9d292-07ae-4af3-b035-e187b2529ace">

</details>

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
2024-03-13 01:21:10 +00:00
Eira Fransham
baaf4c8c2d
SystemId should manually implement Eq (#12436)
# Objective

`System<f32>` currently does not implement `Eq` even though it should

## Solution

Manually implement `Eq` like other traits are manually implemented
2024-03-12 22:11:21 +00:00
Umut
78c754ca00
Make CreateWindowParams type and create_windows system public (#12428)
# Objective

To have a user level workaround for #12237.

## Solution

Workaround to the problem is described in:
https://github.com/bevyengine/bevy/issues/12237#issuecomment-1983680632

## Changelog

### Changed

- `CreateWindowParams` type and `create_windows` system from
`bevy_winit` is now public, which allows library authors and game
developers to manually trigger window creation when needed.
2024-03-12 14:54:06 +00:00
James Liu
b1d1077e39
Add more comprehensive crate level docs for bevy_ptr (#12391)
# Objective
Fixes #12301. Provide more comprehensive crate level docs for bevy_ptr,
explaining it's methodology and design.

## Solution
Write out said docs.

---------

Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-03-12 14:04:16 +00:00
UkoeHB
535250c088
Reduce steady-state allocations in ui_stack_system (#12413)
# Objective

- Reduce allocations on the UI hot path.

## Solution

- Cache buffers used by the `ui_stack_system`.

## Follow-Up

- `sort_by_key` is potentially-allocating. It might be worthwhile to
include the child index as part of the sort-key and use unstable sort.
2024-03-12 13:57:57 +00:00
Gino Valente
4c47e31be6
bevy_reflect: Remove U32Visitor (#12433)
# Objective

The `U32Visitor` struct has been unused since its introduction in #6140.
It's made itself known now by causing a recent [CI
failure](https://github.com/bevyengine/bevy/actions/runs/8243333274/job/22543736624).

## Solution

Remove the unused `U32Visitor` struct.

Also removed `PrepassLightsViewFlush` as it was causing a [similar CI
failure](https://github.com/bevyengine/bevy/actions/runs/8243838066/job/22545103746?pr=12433#step:6:269)
on this PR.
2024-03-12 06:19:29 +00:00
66OJ66
c7298599ee
Allow setting RenderAssetUsages for gLTF meshes & materials during load (#12302)
# Objective

- Closes #11954

## Solution

Change the load_meshes field in `GltfLoaderSettings` from a bool to
`RenderAssetUsages` flag, and add a new load_materials flag.

Use these to determine where the gLTF mesh and material assets are
retained in memory (if the provided flags are empty, then the assets are
skipped during load).

---

## Migration Guide
When loading gLTF assets with `asset_server.load_with_settings`, use
`RenderAssetUsages` instead of `bool` when setting load_meshes e.g.
```rust
let _ = asset_server.load_with_settings("...", |s: &mut GltfLoaderSettings| {
    s.load_meshes = RenderAssetUsages::RENDER_WORLD;
});
``` 

Use the new load_materials field for controlling material load &
retention behaviour instead of load_meshes.

gLTF .meta files need similar updates e.g
```
load_meshes: true,
```
to
```
load_meshes: ("MAIN_WORLD | RENDER_WORLD"),
```

---------

Co-authored-by: 66OJ66 <hi0obxud@anonaddy.me>
2024-03-12 00:11:01 +00:00
Antony
686d354d28
Add scale_around_center method to BoundingVolume trait (#12142)
# Objective

Add a `scale_around_center` method to the `BoundingVolume` trait, as per
#12130.

## Solution

Added `scale_around_center` to the `BoundingVolume` trait, implemented
in `Aabb2d`, `Aabb3d`, `BoundingCircle`, and `BoundingSphere` (with
tests).
2024-03-11 21:48:25 +00:00
uwuPyxl
309745c7c6
Send GamepadEvent for gamepads connected at startup (#12424)
# Objective

- Fix GamepadEvent::Connection not being sent for devices connected at
startup.

## Solution

- GamepadConnectionEvent was being sent directly for gamepads connected
at startup, which causes consumers of GamepadEvent to not receive those
events.
- Instead send GamepadEvent. The gamepad_event_system splits
GamepadEvent up, so consumers of GamepadConnectionEvent will still
receive the events.
2024-03-11 20:05:10 +00:00
James Liu
a0897428e2
Gizmos: Replace PositionItem with Vec3 (#12401)
# Objective
Fix #12145.

## Solution
Replace `PositionItem` with Vec3. Clean up the code.
2024-03-11 19:28:05 +00:00
Mateusz Wachowiak
2d29954034
Fps overlay (#12382)
# Objective

- Part of #12351
- Add fps overlay

## Solution

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

### Preview on default settings

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

---------

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

- Adds gizmo line joints, suggestion of #9400

## Solution

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

---

## Changelog

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

## Migration Guide

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

## Known issues

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

## Additional information

Some pretty images :)


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

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

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


Now for a weird video: 


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

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

---------

Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
2024-03-11 19:21:32 +00:00
Joona Aalto
f89af0567b
Add Rotation2d (#11658)
# Objective

Rotating vectors is a very common task. It is required for a variety of
things both within Bevy itself and in many third party plugins, for
example all over physics and collision detection, and for things like
Bevy's bounding volumes and several gizmo implementations.

For 3D, we can do this using a `Quat`, but for 2D, we do not have a
clear and efficient option. `Mat2` can be used for rotating vectors if
created using `Mat2::from_angle`, but this is not obvious to many users,
it doesn't have many rotation helpers, and the type does not give any
guarantees that it represents a valid rotation.

We should have a proper type for 2D rotations. In addition to allowing
for potential optimization, it would allow us to have a consistent and
explicitly documented representation used throughout the engine, i.e.
counterclockwise and in radians.

## Representation

The mathematical formula for rotating a 2D vector is the following:

```
new_x = x * cos - y * sin
new_y = x * sin + y * cos
```

Here, `sin` and `cos` are the sine and cosine of the rotation angle.
Computing these every time when a vector needs to be rotated can be
expensive, so the rotation shouldn't be just an `f32` angle. Instead, it
is often more efficient to represent the rotation using the sine and
cosine of the angle instead of storing the angle itself. This can be
freely passed around and reused without unnecessary computations.

The two options are either a 2x2 rotation matrix or a unit complex
number where the cosine is the real part and the sine is the imaginary
part. These are equivalent for the most part, but the unit complex
representation is a bit more memory efficient (two `f32`s instead of
four), so I chose that. This is like Nalgebra's
[`UnitComplex`](https://docs.rs/nalgebra/latest/nalgebra/geometry/type.UnitComplex.html)
type, which can be used for the
[`Rotation2`](https://docs.rs/nalgebra/latest/nalgebra/geometry/type.Rotation2.html)
type.

## Implementation

Add a `Rotation2d` type represented as a unit complex number:

```rust
/// A counterclockwise 2D rotation in radians.
///
/// The rotation angle is wrapped to be within the `]-pi, pi]` range.
pub struct Rotation2d {
    /// The cosine of the rotation angle in radians.
    ///
    /// This is the real part of the unit complex number representing the rotation.
    pub cos: f32,
    /// The sine of the rotation angle in radians.
    ///
    /// This is the imaginary part of the unit complex number representing the rotation.
    pub sin: f32,
}
```

Using it is similar to using `Quat`, but in 2D:

```rust
let rotation = Rotation2d::radians(PI / 2.0);

// Rotate vector (also works on Direction2d!)
assert_eq!(rotation * Vec2::X, Vec2::Y);

// Get angle as degrees
assert_eq!(rotation.as_degrees(), 90.0);

// Getting sin and cos is free
let (sin, cos) = rotation.sin_cos();

// "Subtract" rotations
let rotation2 = Rotation2d::FRAC_PI_4; // there are constants!
let diff = rotation * rotation2.inverse();
assert_eq!(diff.as_radians(), PI / 4.0);

// This is equivalent to the above
assert_eq!(rotation2.angle_between(rotation), PI / 4.0);

// Lerp
let rotation1 = Rotation2d::IDENTITY;
let rotation2 = Rotation2d::FRAC_PI_2;
let result = rotation1.lerp(rotation2, 0.5);
assert_eq!(result.as_radians(), std::f32::consts::FRAC_PI_4);

// Slerp
let rotation1 = Rotation2d::FRAC_PI_4);
let rotation2 = Rotation2d::degrees(-180.0); // we can use degrees too!
let result = rotation1.slerp(rotation2, 1.0 / 3.0);
assert_eq!(result.as_radians(), std::f32::consts::FRAC_PI_2);
```

There's also a `From<f32>` implementation for `Rotation2d`, which means
that methods can still accept radians as floats if the argument uses
`impl Into<Rotation2d>`. This means that adding `Rotation2d` shouldn't
even be a breaking change.

---

## Changelog

- Added `Rotation2d`
- Bounding volume methods now take an `impl Into<Rotation2d>`
- Gizmo methods with rotation now take an `impl Into<Rotation2d>`

## Future use cases

- Collision detection (a type like this is quite essential considering
how common vector rotations are)
- `Transform` helpers (e.g. return a 2D rotation about the Z axis from a
`Transform`)
- The rotation used for `Transform2d` (#8268)
- More gizmos, maybe meshes... everything in 2D that uses rotation

---------

Co-authored-by: Tristan Guichaoua <33934311+tguichaoua@users.noreply.github.com>
Co-authored-by: Robert Walter <robwalter96@gmail.com>
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
2024-03-11 19:11:57 +00:00
Mike
9cd3165105
Query Joins (#11535)
# Objective

- Add a way to combine 2 queries together in a similar way to
`Query::transmute_lens`
- Fixes #1658

## Solution

- Use a similar method to query transmute, but take the intersection of
matched archetypes between the 2 queries and the union of the accesses
to create the new underlying QueryState.

---

## Changelog

- Add query joins

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-03-11 19:07:36 +00:00
davier
bc1073ee48
Fix doc comment on AssetActionMinimal (#11105)
# Objective

The doc comment on `AssetActionMinimal` links to itself instead of
`AssetAction`

Co-authored-by: François Mockers <mockersf@gmail.com>
2024-03-11 18:59:27 +00:00
James Liu
879b170f28
Mention in docs about the query iteration order and result uniqueness. (#12400)
# Objective
Fix #10876. Improve `Query` and `QueryState`'s docs.

## Solution
Explicitly denote that Query is always guaranteed to return results from
all matching entities once and only once for each entity, and that
iteration order is not guaranteed in any way.
2024-03-11 18:17:46 +00:00
Rob Parrett
c9e32858d7
Fix leftover references to children when despawning audio entities (#12407)
# Objective

Fixes #12402

## Solution

Use `despawn_recursive` instead of `despawn` for despawning
`PlaybackMode::Despawn` audio.

## Migration Guide

`PlaybackSettings::DESPAWN` (`PlaybackMode::Despawn`) now despawns the
audio entity's children as well. If you were relying on the previous
behavior, you may be able to use `PlaybackMode::Remove`, or you may need
to use `PlaybackMode::Once` and manage your audio component lifecycle
manually.
2024-03-11 18:16:13 +00:00
François Mockers
b3655a3601
fix deprecations from toml_edit (#12421)
# Objective

- `toml_edit` released a new patch that deprecates `Document`
- this warns when Bevy builds, and CI deny warns

## Solution

- fix deprecation warnings
2024-03-11 17:53:38 +00:00
dependabot[bot]
63993864c0
Update ruzstd requirement from 0.5.0 to 0.6.0 (#12416)
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>Send + Sync for FrameDecoder and optional checksum calculation</h2>
<ul>
<li>The FrameDecoder is now Send + Sync (RingBuffer impls these traits
now)</li>
<li>Hashing content and checking the result against the frame header is
now optional</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 0.6.0</h1>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="abc01fa186"><code>abc01fa</code></a>
prepare changelog after version 0.6.0 released</li>
<li><a
href="943f96c97a"><code>943f96c</code></a>
we had a breaking change, bump version to 0.6.0</li>
<li><a
href="e0d32e83b4"><code>e0d32e8</code></a>
bump version to 0.5.1 and update criterion dependency</li>
<li><a
href="a16e38be5c"><code>a16e38b</code></a>
make RingBuffer Send + Sync so that the FrameDecoder is Send + Sync</li>
<li><a
href="4688f442da"><code>4688f44</code></a>
Merge pull request <a
href="https://redirect.github.com/KillingSpark/zstd-rs/issues/54">#54</a>
from a1phyr/add_metadata</li>
<li><a
href="6ab76d53c7"><code>6ab76d5</code></a>
Add crate category and keywords</li>
<li><a
href="f7e99753b9"><code>f7e9975</code></a>
try avoiding node12 github actions</li>
<li><a
href="86f97b84f5"><code>86f97b8</code></a>
fix naming</li>
<li><a
href="ea26ea140a"><code>ea26ea1</code></a>
use cargo-hack to test feature powerset</li>
<li><a
href="1ec35d2a3b"><code>1ec35d2</code></a>
add a changelog</li>
<li>Additional commits viewable in <a
href="https://github.com/KillingSpark/zstd-rs/compare/v0.5.0...v0.6.0">compare
view</a></li>
</ul>
</details>
<br />


Dependabot will resolve any conflicts with this PR as long as you don't
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Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2024-03-11 06:35:56 +00:00
Dimitri Belopopsky
1b3c2b0fed
Add table showing complexity of methods for Input (#10126)
# Objective

Fixes #10106 

Adds a table showing computational complexity, as seen for Query (and
similar to std::collections docs).

## Solution

Add the complexity table

---

## Changelog

- Add complexity table for Input methods

Co-authored-by: James Liu <contact@jamessliu.com>
2024-03-10 23:00:20 +00:00
Yasha Borevich
f0a98645d0
Implement MutUntyped::from(mut_typed) (#12406)
# Objective

Allow to create MutUntyped<'a> instance from Mut<'a, T>.
Fixes #12405

## Solution

Added impl<'a, T> From<Mut<'a, T>> for MutUntyped<'>
2024-03-10 12:46:50 +00:00
SpecificProtagonist
aea9b4a9e4
Simplified backtraces (#12305)
# Objective

Remove Bevy internals from backtraces

## Solution

Executors insert `__rust_begin_short_backtrace` into the callstack
before running a system.

<details>
<summary>Example current output</summary>

```
thread 'Compute Task Pool (3)' panicked at src/main.rs:7:33:
Foo
stack backtrace:
   0: rust_begin_unwind
             at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:647:5
   1: core::panicking::panic_fmt
             at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/panicking.rs:72:14
   2: foo::main::{{closure}}
             at ./src/main.rs:7:33
   3: core::ops::function::impls::<impl core::ops::function::FnMut<A> for &mut F>::call_mut
             at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/ops/function.rs:294:13
   4: <Func as bevy_ecs::system::function_system::SystemParamFunction<fn() .> Out>>::run::call_inner
             at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/system/function_system.rs:661:21
   5: <Func as bevy_ecs::system::function_system::SystemParamFunction<fn() .> Out>>::run
             at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/system/function_system.rs:664:17
   6: <bevy_ecs::system::function_system::FunctionSystem<Marker,F> as bevy_ecs::system::system::System>::run_unsafe
             at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/system/function_system.rs:504:19
   7: bevy_ecs::schedule::executor::multi_threaded::ExecutorState::spawn_system_task::{{closure}}::{{closure}}
             at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/schedule/executor/multi_threaded.rs:621:26
   8: core::ops::function::FnOnce::call_once
             at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/ops/function.rs:250:5
   9: <core::panic::unwind_safe::AssertUnwindSafe<F> as core::ops::function::FnOnce<()>>::call_once
             at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/panic/unwind_safe.rs:272:9
  10: std::panicking::try::do_call
             at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:554:40
  11: __rust_try
  12: std::panicking::try
             at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:518:19
  13: std::panic::catch_unwind
             at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panic.rs:142:14
  14: bevy_ecs::schedule::executor::multi_threaded::ExecutorState::spawn_system_task::{{closure}}
             at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/schedule/executor/multi_threaded.rs:614:23
  15: <core::panic::unwind_safe::AssertUnwindSafe<F> as core::future::future::Future>::poll
             at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/panic/unwind_safe.rs:297:9
  16: <futures_lite::future::CatchUnwind<F> as core::future::future::Future>::poll::{{closure}}
             at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/futures-lite-2.2.0/src/future.rs:588:42
  17: <core::panic::unwind_safe::AssertUnwindSafe<F> as core::ops::function::FnOnce<()>>::call_once
             at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/panic/unwind_safe.rs:272:9
  18: std::panicking::try::do_call
             at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:554:40
  19: __rust_try
  20: std::panicking::try
             at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:518:19
  21: std::panic::catch_unwind
             at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panic.rs:142:14
  22: <futures_lite::future::CatchUnwind<F> as core::future::future::Future>::poll
             at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/futures-lite-2.2.0/src/future.rs:588:9
  23: async_executor::Executor::spawn::{{closure}}
             at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/async-executor-1.8.0/src/lib.rs:158:20
  24: async_task::raw::RawTask<F,T,S,M>::run::{{closure}}
             at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/async-task-4.7.0/src/raw.rs:550:21
  25: core::ops::function::FnOnce::call_once
             at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/ops/function.rs:250:5
  26: <core::panic::unwind_safe::AssertUnwindSafe<F> as core::ops::function::FnOnce<()>>::call_once
             at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/panic/unwind_safe.rs:272:9
  27: std::panicking::try::do_call
             at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:554:40
  28: __rust_try
  29: std::panicking::try
             at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:518:19
  30: std::panic::catch_unwind
             at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panic.rs:142:14
  31: async_task::raw::RawTask<F,T,S,M>::run
             at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/async-task-4.7.0/src/raw.rs:549:23
  32: async_task::runnable::Runnable<M>::run
             at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/async-task-4.7.0/src/runnable.rs:781:18
  33: async_executor::Executor::run::{{closure}}::{{closure}}
             at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/async-executor-1.8.0/src/lib.rs:254:21
  34: <futures_lite::future::Or<F1,F2> as core::future::future::Future>::poll
             at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/futures-lite-2.2.0/src/future.rs:449:33
  35: async_executor::Executor::run::{{closure}}
             at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/async-executor-1.8.0/src/lib.rs:261:32
  36: futures_lite::future::block_on::{{closure}}
             at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/futures-lite-2.2.0/src/future.rs:99:19
  37: std:🧵:local::LocalKey<T>::try_with
             at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/thread/local.rs:286:16
  38: std:🧵:local::LocalKey<T>::with
             at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/thread/local.rs:262:9
  39: futures_lite::future::block_on
             at /home/vj/.cargo/registry/src/index.crates.io-6f17d22bba15001f/futures-lite-2.2.0/src/future.rs:78:5
  40: bevy_tasks::task_pool::TaskPool::new_internal::{{closure}}::{{closure}}::{{closure}}::{{closure}}
             at /home/vj/workspace/rust/bevy/crates/bevy_tasks/src/task_pool.rs:180:37
  41: std::panicking::try::do_call
             at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:554:40
  42: __rust_try
  43: std::panicking::try
             at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:518:19
  44: std::panic::catch_unwind
             at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panic.rs:142:14
  45: bevy_tasks::task_pool::TaskPool::new_internal::{{closure}}::{{closure}}::{{closure}}
             at /home/vj/workspace/rust/bevy/crates/bevy_tasks/src/task_pool.rs:174:43
  46: std:🧵:local::LocalKey<T>::try_with
             at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/thread/local.rs:286:16
  47: std:🧵:local::LocalKey<T>::with
             at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/thread/local.rs:262:9
  48: bevy_tasks::task_pool::TaskPool::new_internal::{{closure}}::{{closure}}
             at /home/vj/workspace/rust/bevy/crates/bevy_tasks/src/task_pool.rs:167:25
note: Some details are omitted, run with `RUST_BACKTRACE=full` for a verbose backtrace.
Encountered a panic in system `foo::main::{{closure}}`!
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!
get on your knees and beg mommy for forgiveness you pervert~ 💖
```
</details>

<details>
<summary>Example output with this PR</summary>

```
Panic at src/main.rs:7:33:
Foo
stack backtrace:
   0: rust_begin_unwind
             at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/std/src/panicking.rs:647:5
   1: core::panicking::panic_fmt
             at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/panicking.rs:72:14
   2: foo::main::{{closure}}
             at ./src/main.rs:7:59
   3: core::ops::function::impls::<impl core::ops::function::FnMut<A> for &mut F>::call_mut
             at /rustc/8ace7ea1f7cbba7b4f031e66c54ca237a0d65de6/library/core/src/ops/function.rs:294:13
   4: <Func as bevy_ecs::system::function_system::SystemParamFunction<fn() .> Out>>::run::call_inner
             at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/system/function_system.rs:661:21
   5: <Func as bevy_ecs::system::function_system::SystemParamFunction<fn() .> Out>>::run
             at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/system/function_system.rs:664:17
   6: <bevy_ecs::system::function_system::FunctionSystem<Marker,F> as bevy_ecs::system::system::System>::run_unsafe
             at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/system/function_system.rs:504:19
note: Some details are omitted, run with `RUST_BACKTRACE=full` for a verbose backtrace.
Encountered a panic in system `foo::main::{{closure}}`!
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!
```
</details>

Full backtraces (`RUST_BACKTRACE=full`) are unchanged.

## Alternative solutions

Write a custom panic hook. This could potentially let use exclude a few
more callstack frames but requires a dependency on `backtrace` and is
incompatible with user-provided panic hooks.

---

## Changelog

- Backtraces now exclude many Bevy internals (unless
`RUST_BACKTRACE=full` is used)

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2024-03-10 12:18:59 +00:00
robtfm
bc4d8bbb93
don't attempt to set cursor relative position for zero sized nodes (#12395)
# Objective

fix #12007

## Solution

when node size is zero on either axis, set
`RelativeCursorPosition::normalized` to None.
2024-03-10 02:18:40 +00:00
robtfm
cca4ab3663
try_insert NoAutomaticBatching (#12396)
# Objective

fix occasional crash from commands.insert when quickly spawning and
despawning skinned/morphed meshes
 
## Solution

use `try_insert` instead of `insert`. if the entity is deleted we don't
mind failing to add the `NoAutomaticBatching` marker.
2024-03-10 02:14:33 +00:00
Mike
8a08825348
Move AssetEvents to Last (#12389)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/12380

## Solution

- Before #11986 AssetEvents were scheduled after PostUpdate. That pr
moved these into First. This PR moves them into Last which is closer to
how they were scheduled before.
2024-03-09 21:15:02 +00:00
François
8e467f4cad
CI testing: don't crash if screenshot manager resource is not available (#12385)
# Objective

- After #12370, ci testing with minimal plugins doesn't hang but it
crash as the resource `ScreenshotManager` doesn't exist

## Solution

- Check if the resource exists
2024-03-08 23:38:56 +00:00
Al M
52e3f2007b
Add "all-features = true" to docs.rs metadata for most crates (#12366)
# Objective

Fix missing `TextBundle` (and many others) which are present in the main
crate as default features but optional in the sub-crate. See:

- https://docs.rs/bevy/0.13.0/bevy/ui/node_bundles/index.html
- https://docs.rs/bevy_ui/0.13.0/bevy_ui/node_bundles/index.html

~~There are probably other instances in other crates that I could track
down, but maybe "all-features = true" should be used by default in all
sub-crates? Not sure.~~ (There were many.) I only noticed this because
rust-analyzer's "open docs" features takes me to the sub-crate, not the
main one.

## Solution

Add "all-features = true" to docs.rs metadata for crates that use
features.

## Changelog

### Changed

- Unified features documented on docs.rs between main crate and
sub-crates
2024-03-08 20:03:09 +00:00
Nathan Graule
8eae1d930e
Contribution guidelines for bevy_audio (#12338)
# Objective

Provide guidelines for contributing code to `bevy_audio`, with a focus
on the critical sections of the audio engine.

## Changelog

Added to the crate-level documentation comment with a section
introducing audio programming, real-time safety and why it is important
to audio programming, as well as recommendations for some programming
use-cases. The section concludes with links to more resources about
audio programming.

I might have gone overboard with the writeup, but I didn't want to
assume a lot out of potential `bevy_audio` contributors, and so I spent
a bit of time defining terms as simply as I could.

I didn't want to pressure people to do so, but the first link on the
additional resources should really be "required reading" as it goes more
in depth about the why and how of audio programming.

---------

Co-authored-by: Nathan Graule <nathan.graule@arturia.com>
2024-03-08 19:49:54 +00:00
SpecificProtagonist
da25f1de3f
Document ButtonInput behavior regarding window focus (#12367)
# Objective

`ButtonInput<KeyCode>` documentation is currently incorrect/incomplete,
see #12273.

## Solution

Fix the documentation.

I think in the future we should also stop triggering
`just_pressed`/`just_released` when focus switches between two Bevy
windows, as those functions are independent of the window. It could also
make sense to add individual `ButtonInput<KeyCode>`s per window.

---------

Co-authored-by: Mateusz Wachowiak <mateusz_wachowiak@outlook.com>
2024-03-08 16:03:42 +00:00
Antony
c75d145869
Fix gizmos panicking given bad output from GlobalTransform::to_scale_rotation_translation (#12375)
# Objective

Fixes #12360.

## Solution

Normalize the rotation `Quat` in `sphere`.
2024-03-08 06:20:12 +00:00
Al M
ffb1bc6532
Remove "features" feature (#12373)
I think this was meant to be `default = []` which is the default.
2024-03-08 00:42:45 +00:00
François
71486393ed
move ci testing to dev_tools (#12371)
# Objective

- Fix #12356
- better isolation of ci testing tools in dev tools instead of being in
various crates

## Solution

- Move the parts doing the work of ci testing to the dev tools
2024-03-07 22:38:21 +00:00
François
0baedcf55c
Fix minimal plugins in ci (#12370)
# Objective

- #11341 broke running code using `MinimalPlugins` in CI

## Solution

- include `DevToolsPlugin` in `MinimalPlugins`
2024-03-07 22:24:52 +00:00
Frank Hampus Weslien
118424d64a
Fix incorrect link in UiMaterial documentation (#12361)
# Objective

- Fix incorrect link in UIMaterial docs

## Solution

- Updated the link

Co-authored-by: Frank Hampus Weslien <frankhampusweslien@google.com>
2024-03-07 22:09:57 +00:00
Patrick Walton
dfdf2b9ea4
Implement the AnimationGraph, allowing for multiple animations to be blended together. (#11989)
This is an implementation of RFC #51:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md

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

# Objective

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

## Solution

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

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

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

---

## Changelog

### Added

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

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

## Migration Guide

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

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

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

---------

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

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

## Solution

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

## Showcase

Before:

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

After:

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

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-03-07 15:20:38 +00:00
James Liu
512b7463a3
Disentangle bevy_utils/bevy_core's reexported dependencies (#12313)
# Objective
Make bevy_utils less of a compilation bottleneck. Tackle #11478.

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

---

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

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

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

Add them as dependencies in your own crate instead.
2024-03-07 02:30:15 +00:00
Rob Parrett
a1974a4738
Fix ImageLoader not being initialized with webp or pnm features (#12355)
# Objective

Fixes #12353

When only `webp` was selected, `ImageLoader` would not be initialized.

That is, users using `default-features = false` would need to add `png`
or `bmp` or something in addition to `webp` in order to use `webp`.

This was also the case for `pnm`. 

## Solution

Add `webp` and `pnm` to the list of features that trigger the
initialization of `ImageLoader`.
2024-03-07 00:28:45 +00:00
Mateusz Wachowiak
6533170e94
Add bevy_dev_tools crate (#11341)
# Objective

- Resolves #11309

## Solution

- Add `bevy_dev_tools` crate as a default feature.
- Add `DevToolsPlugin` and add it to an app if the `bevy_dev_tools`
feature is enabled.

`bevy_dev_tools` is reserved by @alice-i-cecile, should we wait until it
gets transferred to cart before merging?

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
2024-03-06 20:33:05 +00:00
vero
13d37c534f
Fix directional light shadow frustum culling near clip plane to infinity (#12342)
# Objective

- Fix slightly wrong logic from #11442
- Directional lights should not have a near clip plane

## Solution

- Push near clip out to infinity, so that the frustum normal is still
available if its needed for whatever reason in shader
- also opportunistically nabs a typo
2024-03-06 19:47:12 +00:00
François
f9e70abcac
Fix ios simulator support (#12339)
# Objective

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

## Solution

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

## Solution
Conservatively remove type registrations. Keeping the top level
components, resources, and events, but dropping everything else that is
a type of a member of those types.
2024-03-06 16:05:53 +00:00
James Liu
4cd53cc7e1
Clean up pointer use in BundleSpawner/BundleInserter (#12269)
# Objective
Following #10756, we're now using raw pointers in BundleInserter and
BundleSpawner. This is primarily to get around the need to split the
borrow on the World, but it leaves a lot to be desired in terms of
safety guarantees. There's no type level guarantee the code can't
dereference a null pointer, and it's restoring them to borrows fairly
liberally within the associated functions.

## Solution

* Replace the pointers with `NonNull` and a new `bevy_ptr::ConstNonNull`
that only allows conversion back to read-only borrows
* Remove the closure to avoid potentially aliasing through the closure
by restructuring the match expression.
* Move all conversions back into borrows as far up as possible to ensure
that the borrow checker is at least locally followed.
2024-03-06 05:52:18 +00:00
Rob Parrett
0746b8eb4c
Fix green colors becoming darker in various examples (#12328)
# Objective

Fixes #12225

Prior to the `bevy_color` port, `GREEN` used to mean "full green." But
it is now a much darker color matching the css1 spec.

## Solution

Change usages of `basic::GREEN` or `css::GREEN` to `LIME` to restore the
examples to their former colors.

This also removes the duplicate definition of `GREEN` from `css`. (it
was already re-exported from `basic`)

## Note

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

"Dark Grey" will be tackled separately and has its own tracking issue.
2024-03-05 23:42:03 +00:00
Antony
ba9d1eff41
Fix with_scale_factor_override improperly setting scale_factor_override (#12321)
# Objective

Fixes #12282.

## Solution

Use `set_scale_factor_override` in `with_scale_factor_override`.
2024-03-05 19:58:09 +00:00
Rob Parrett
fea6f9d915
Use floats mathed from 8-bit values in basic color palette (#12323)
# Objective

Addresses one of the side-notes in #12225.

Colors in the `basic` palette are inconsistent in a few ways:
- `CYAN` was named `AQUA` in the referenced spec. (an alias was added in
a later spec)
- Colors are defined with e.g. "half green" having a `g` value of `0.5`.
But any spec would have been based on 8-bit color, so `0x80 / 0xFF` or
`128 / 255` or ~`0.502`. This precision is likely meaningful when doing
color math/rounding.

## Solution

Regenerate the colors from
https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=37563bedc8858033bd8b8380328c5230
2024-03-05 18:05:27 +00:00
Ben Frankel
e9671f3e96
Fix docs for atlas + slicing support (#12325)
# Objective

The docs say that atlas and slicing are incompatible, but they are now
compatible after https://github.com/bevyengine/bevy/pull/12059.

## Solution

Update the docs.
2024-03-05 18:04:22 +00:00
François
212dc6017d
don't depend directly on oboe (#12316)
# Objective

- Avoid version mismatch
- When cpal updates oboe in a patch release, this breaks android support
for Bevy

## Solution

- Use the same version of oboe as cpal by relying on it to re-export the
feature
2024-03-05 17:23:12 +00:00
Joona Aalto
4bed1b2200
Add note about rotations for Aabb3d (#12315)
# Objective

Fixes #12310.

#11681 added transformations for bounding volumes, but I accidentally
only added a note in the docs about repeated rotations for `Aabb2d` and
not `Aabb3d`.

## Solution

Copy the docs over to `Aabb3d`.
2024-03-05 17:22:53 +00:00
bcolloran
f5ab1040a5
update comment on emissive field of StandardMaterial struct to mention large color channel values (#12248)
# Objective

- Describe the objective or issue this PR addresses.

Improve docs around emissive colors --

I couldn't figure out how to increase the emissive strength of
materials, asking on discord @alice-i-cecile told me that color channel
values can go above `1.0` in the case of the `emissive` field. I would
have never figured this out on my own, because [the docs for
emissive](https://docs.rs/bevy/latest/bevy/prelude/struct.StandardMaterial.html#structfield.emissive)
don't mention this possibility, and indeed if you follow the link in the
`emissive` doc [to the `Color`
type](https://docs.rs/bevy/latest/bevy/render/color/enum.Color.html#variants),
you are told that values should be in `[0.0, 1.0]`.


## Solution

- Describe the solution used to achieve the objective above.

Just added a note on the possibility of large color channel values with
example.
2024-03-05 16:15:28 +00:00
James Liu
ab6a5cac9f
Remove initialize_resource<T> and friends (#12307)
# Objective
`initialize_resource<T>` and it's non-send equivalent is only used in
two locations each. Fix #6285.

## Solution
Remove them, replace their calls with their internals. Cut down on a bit
of generic codegen.

This does mean that `initialize_resource_internal` is now `pub(crate)`,
but that's likely OK given that only one variant will remain once
NonSend resources are removed from the World.
2024-03-05 16:09:13 +00:00
Félix Lescaudey de Maneville
fc202f2e3d
Slicing support for texture atlas (#12059)
# Objective

Follow up to #11600 and #10588 
https://github.com/bevyengine/bevy/issues/11944 made clear that some
people want to use slicing with texture atlases

## Changelog

* Added support for `TextureAtlas` slicing and tiling.
`SpriteSheetBundle` and `AtlasImageBundle` can now use `ImageScaleMode`
* Added new `ui_texture_atlas_slice` example using a texture sheet

<img width="798" alt="Screenshot 2024-02-23 at 11 58 35"
src="https://github.com/bevyengine/bevy/assets/26703856/47a8b764-127c-4a06-893f-181703777501">

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
2024-03-05 16:05:39 +00:00
James Liu
dc40cd134f
Remove ComponentStorage and associated types (#12311)
# Objective
When doing a final pass for #3362, it appeared that `ComponentStorage`
as a trait, the two types implementing it, and the associated type on
`Component` aren't really necessary anymore. This likely was due to an
earlier constraint on the use of consts in traits, but that definitely
doesn't seem to be a problem in Rust 1.76.

## Solution
Remove them.

---

## Changelog
Changed: `Component::Storage` has been replaced with
`Component::STORAGE_TYPE` as a const.
Removed: `bevy::ecs::component::ComponentStorage` trait
Removed: `bevy::ecs::component::TableStorage` struct
Removed: `bevy::ecs::component::SparseSetStorage` struct

## Migration Guide
If you were manually implementing `Component` instead of using the
derive macro, replace the associated `Storage` associated type with the
`STORAGE_TYPE` const:

```rust
// in Bevy 0.13
impl Component for MyComponent {
    type Storage = TableStorage;
}
// in Bevy 0.14
impl Component for MyComponent {
    const STORAGE_TYPE: StorageType = StorageType::Table;
}
```

Component is no longer object safe. If you were relying on `&dyn
Component`, `Box<dyn Component>`, etc. please [file an issue
](https://github.com/bevyengine/bevy/issues) to get [this
change](https://github.com/bevyengine/bevy/pull/12311) reverted.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-03-05 15:54:52 +00:00
Stepan Koltsov
70b70cd323
Rewrite part of Commands rustdoc (#11141)
- Explain it is flushed in the same schedule run (was not obvious to me)
- Point to `apply_deferred` example
- Remove mentions of `System::apply_deferred` and
`Schedule::apply_deferred` which are probably too low level for the most
users

Co-authored-by: James Liu <contact@jamessliu.com>
2024-03-05 09:52:48 +00:00
Ame
ee2fdc094c
Fix duplicate dependencies on raw-window-handle (#12309)
# Objective

cpal has been updated to [0.15.3](https://crates.io/crates/cpal/0.15.3).
we can remove the skip to avoid check for cpal 0.15.2 dependencies in
deny.toml

cpal now uses ndk 8.0 and Oboe 6.0, so we only have a version for
raw-window-handle, version 0.6

## Solution

- Remove temporal fix that skipped the check for the cpal dependency.
- Update oboe to 0.6

Fixes https://github.com/bevyengine/bevy/issues/11917
2024-03-05 08:24:37 +00:00
Gino Valente
5b69613e42
bevy_utils: Add BuildHasher parameter to bevy_utils::Entry type alias (#12308)
# Objective

`bevy_utils::Entry` is only useful when using
`BuildHasherDefault<AHasher>`. It would be great if we didn't have to
write out `bevy_utils::hashbrown::hash_map::Entry` whenever we want to
use a different `BuildHasher`, such as when working with
`bevy_utils::TypeIdMap`.

## Solution

Give `bevy_utils::Entry` a new optional type parameter for defining a
custom `BuildHasher`, such as `NoOpHash`. This parameter defaults to
`BuildHasherDefault<AHasher>`— the `BuildHasher` used by
`bevy_utils::HashMap`.

---

## Changelog

- Added an optional third type parameter to `bevy_utils::Entry` to
specify a custom `BuildHasher`
2024-03-05 02:45:05 +00:00
Joona Aalto
921ba54acf
Support transforming bounding volumes (#11681)
# Objective

Make it straightforward to translate and rotate bounding volumes.

## Solution

Add `translate_by`/`translated_by`, `rotate_by`/`rotated_by`,
`transform_by`/`transformed_by` methods to the `BoundingVolume` trait.
This follows the naming used for mesh transformations (see #11454 and
#11675).

---

## Changelog

- Added `translate_by`/`translated_by`, `rotate_by`/`rotated_by`,
`transform_by`/`transformed_by` methods to the `BoundingVolume` trait
and implemented them for the bounding volumes
- Renamed `Position` associated type to `Translation`

---------

Co-authored-by: Mateusz Wachowiak <mateusz_wachowiak@outlook.com>
2024-03-05 00:48:45 +00:00
Gino Valente
e8583d132c
bevy_ecs: Fix up docs for World::run_system and World::run_system_with_input (#12289)
# Objective

- The doc example for `World::run_system_with_input` mistakenly
indicates that systems share state
- Some of the doc example code is unnecessary and/or could be cleaned up

## Solution

Replace the incorrect result value for the correct one in the doc
example. I also went with an explicit `assert_eq` check as it presents
the same information but can be validated by CI via doc tests.

Also removed some unnecessary code, such as the `Resource` derives on
`Counter`. In fact, I just replaced `Counter` with a `u8` in the
`Local`. I think it makes the example a little cleaner.

---

## Changelog

- Update docs for `World::run_system` and `World::run_system_with_input`
2024-03-04 21:59:24 +00:00
Afonso Lage
15db61a1f8
Improve components hooks docs (#12295)
# Objective

- Closes #12256 

## Solution

- Improved component hooks docs.
- Improved component hooks example docs.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-03-04 19:31:10 +00:00
Brett Striker
b02a2eff17
Fix #12255 Updating TargetCamera on multi camera scenes not allowing layout to be calculated (#12268)
# Objective

- Fixes #12255

Still needs confirming what the consequences are from having camera
viewport nodes live on the root of the taffy tree.

## Solution

To fix calculating the layouts for UI nodes we need to cleanup the
children previously set whenever `TargetCamera` is updated. This also
maintains a list of taffy camera nodes and cleans them up when removed.

---

## Changelog

Fixed #12255

## Migration Guide

changes affect private structs/members so shouldn't need actions by
engine users.
2024-03-04 19:19:25 +00:00
thebluefish
d6a7319106
Fix winit control flow when re-focusing game (#12239)
# Objective

Fixes #12126

Notably this does not appear to fix the console error spam that appears
to be coming from winit, only the performance bug that occurs when
tabbing out and back into the game.

## Solution

The winit event loop starts out as `ControlFlow::Wait` by default. When
switching to `UpdateMode::Reactive` or `UpdateMode::ReactiveLowPower`,
we repeatedly update this to `ControlFlow::WaitUntil(next)`. When
switching back to `UpdateMode::Continuous`, the event loop is
erroneously stuck at the latest `ControlFlow::WaitUntil(next)` that was
issued.

I also changed how we handle `Event::NewEvents` since the `StartCause`
already tells us enough information to make that decision. This came
about my debugging and I left it in as an improvement.
2024-03-04 19:15:05 +00:00
Gino Valente
ccb9d0500f
bevy_reflect: Recursive registration (#5781)
# Objective

Resolves #4154

Currently, registration must all be done manually:

```rust
#[derive(Reflect)]
struct Foo(Bar);

#[derive(Reflect)]
struct Bar(Baz);

#[derive(Reflect)]
struct Baz(usize);

fn main() {
  // ...
  app
    .register_type::<Foo>()
    .register_type::<Bar>()
    .register_type::<Baz>()
    // .register_type::<usize>() <- This one is handled by Bevy, thankfully
  // ...
}
```

This can grow really quickly and become very annoying to add, remove,
and update as types change. It would be great if we could help reduce
the number of types that a user must manually implement themselves.

## Solution

As suggested in #4154, this PR adds automatic recursive registration.
Essentially, when a type is registered, it may now also choose to
register additional types along with it using the new
`GetTypeRegistration::register_type_dependencies` trait method.

The `Reflect` derive macro now automatically does this for all fields in
structs, tuple structs, struct variants, and tuple variants. This is
also done for tuples, arrays, `Vec<T>`, `HashMap<K, V>`, and
`Option<T>`.

This allows us to simplify the code above like:

```rust
#[derive(Reflect)]
struct Foo(Bar);

#[derive(Reflect)]
struct Bar(Baz);

#[derive(Reflect)]
struct Baz(usize);

fn main() {
  // ...
  app.register_type::<Foo>()
  // ...
}
```

This automatic registration only occurs if the type has not yet been
registered. If it has been registered, we simply skip it and move to the
next one. This reduces the cost of registration and prevents overwriting
customized registrations.

## Considerations

While this does improve ergonomics on one front, it's important to look
at some of the arguments against adopting a PR like this.

#### Generic Bounds

~~Since we need to be able to register the fields individually, we need
those fields to implement `GetTypeRegistration`. This forces users to
then add this trait as a bound on their generic arguments. This
annoyance could be relieved with something like #5772.~~

This is no longer a major issue as the `Reflect` derive now adds the
`GetTypeRegistration` bound by default. This should technically be okay,
since we already add the `Reflect` bound.

However, this can also be considered a breaking change for manual
implementations that left out a `GetTypeRegistration` impl ~~or for
items that contain dynamic types (e.g. `DynamicStruct`) since those also
do not implement `GetTypeRegistration`~~.

#### Registration Assumptions

By automatically registering fields, users might inadvertently be
relying on certain types to be automatically registered. If `Foo`
auto-registers `Bar`, but `Foo` is later removed from the code, then
anywhere that previously used or relied on `Bar`'s registration would
now fail.

---

## Changelog

- Added recursive type registration to structs, tuple structs, struct
variants, tuple variants, tuples, arrays, `Vec<T>`, `HashMap<K, V>`, and
`Option<T>`
- Added a new trait in the hidden `bevy_reflect::__macro_exports` module
called `RegisterForReflection`
- Added `GetTypeRegistration` impl for
`bevy_render::render_asset::RenderAssetUsages`

## Migration Guide

All types that derive `Reflect` will now automatically add
`GetTypeRegistration` as a bound on all (unignored) fields. This means
that all reflected fields will need to also implement
`GetTypeRegistration`.

If all fields **derive** `Reflect` or are implemented in `bevy_reflect`,
this should not cause any issues. However, manual implementations of
`Reflect` that excluded a `GetTypeRegistration` impl for their type will
need to add one.

```rust
#[derive(Reflect)]
struct Foo<T: FromReflect> {
  data: MyCustomType<T>
}

// OLD
impl<T: FromReflect> Reflect for MyCustomType<T> {/* ... */}

// NEW
impl<T: FromReflect + GetTypeRegistration> Reflect for MyCustomType<T> {/* ... */}
impl<T: FromReflect + GetTypeRegistration> GetTypeRegistration for MyCustomType<T> {/* ... */}
```

---------

Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: radiish <cb.setho@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-03-04 19:04:10 +00:00
Robin Kellner
d90cb57c2e
Add the ability to request a redraw from an external source (#12197)
Hi, this is a minimal implementation of #12159. I wasn't sure if the
`EventLoopProxy` should be wrapped somewhat to make it more explicit.

# Objective

Minimal implementation of #12159
When using `UpdateMode::Reactive` it is currently not possible to
request a redraw when a long running task is finished or an external
source has new data.

This makes the following possible which will then run an app update once

``` rust
// EventLoopProxy is Send on most architectures
// The EventLoopProxy can also be saved in a thread local for WASM or a static in other architecturecs
pub fn example(proxy: NonSend<EventLoopProxy<()>>) {
    let clone: EventLoopProxy<()> = proxy.clone();
    thread::spawn(move || {
        // do long work
        clone.send_event(());
    });
}
```

## Solution

By using the EventLoopProxy one can manually send events from external
threads to the event loop as `UserEvent`s.
This simply sets redraw_requested when a `UserEvent` is received.

## Changelog

- Added the ability to request a redraw from an external source

---------

Co-authored-by: Kellner, Robin <Robin.Kellner@vector.com>
2024-03-04 17:17:17 +00:00
François
b1a5aabce9
Fix failures of typos and check-cfg (#12293)
# Objective

- CI is green

## Solution

- Fix typos (#12045)
- Correctly declare features (#12100)
2024-03-04 07:48:09 +00:00
Sludge
fadc6d08c1
#[reflect(Default)] for Handle/Mesh2dHandle (#12264)
# Objective

- Make default handles constructible via reflection

## Solution

- Add missing `#[reflect(Default)]` to them

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-03-04 04:18:02 +00:00
TrialDragon
541a321a3d
Update Input to ButtonInput in a couple places at keyboard input docs (#12284)
# Objective

Correct references to `Input` into `ButtonInput` in the keyboard input
docs since it was renamed in 0.13.

## Solution

Change the type used in the keyboard input docs from `Input` to
`ButtonInput`.
2024-03-04 00:52:47 +00:00
Joona Aalto
983da7677a
Improve error messages for denormalized directions (#12278)
# Objective

`Dir3` and `Dir3A` can be rotated using `Quat`s. However, if enough
floating point error accumulates or (more commonly) the rotation itself
is degenerate (like not normalized), the resulting direction can also
become denormalized.

Currently, with debug assertions enabled, it panics in these cases with
the message `rotated.is_normalized()`. This error message is unclear,
doesn't give information about *how* it is denormalized (like is the
length too large, NaN, or something else), and is overall not very
helpful. Panicking for small-ish error might also be a bit too strict,
and has lead to unwanted crashes in crates like `bevy_xpbd` (although it
has also helped in finding actual bugs).

The error message should be clearer and give more context, and it
shouldn't cause unwanted crashes.

## Solution

Change the `debug_assert!` to a warning for small error with a (squared
length) threshold of 2e-4 and a panic for clear error with a threshold
of 2e-2. The warnings mention the direction type and the length of the
denormalized vector.

Here's what the error and warning look like:

```
Error: `Dir3` is denormalized after rotation. The length is 1.014242.
```

```
Warning: `Dir3A` is denormalized after rotation. The length is 1.0001414.
```

I gave the same treatment to `new_unchecked`:

```
Error: The vector given to `Dir3::new_unchecked` is not normalized. The length is 1.014242.
```

```
Warning: The vector given to `Dir3A::new_unchecked` is not normalized. The length is 1.0001414.
```

---

## Discussion

### Threshold values

The thresholds are somewhat arbitrary. 2e-4 is what Glam uses for the
squared length in `is_normalized` (after I corrected it in
bitshifter/glam-rs#480), and 2e-2 is just what I thought could be a
clear sign of something being critically wrong. I can definitely tune
them if there are better thresholds though.

### Logging

`bevy_math` doesn't have `bevy_log`, so we can't use `warn!` or
`error!`. This is why I made it use just `eprintln!` and `panic!` for
now. Let me know if there's a better way of logging errors in
`bevy_math`.
2024-03-04 00:01:32 +00:00
Doonv
14c20a6c9c
Add access to App within LogPlugin::update_subscriber (#12045)
# Objective

In my library,
[`bevy_dev_console`](https://github.com/doonv/bevy_dev_console) I need
access to `App` within `LogPlugin::update_subscriber` in order to
communicate with the `App` from my custom `Layer`.

## Solution

Give access to `App`.

---

## Changelog

- Added access to `App` within `LogPlugin::update_subscriber`

## Migration Guide

`LogPlugin::update_subscriber` now has a `&mut App` parameter. If you
don't need access to `App`, you can ignore the parameter with an
underscore (`_`).

```diff,rust
- fn update_subscriber(subscriber: BoxedSubscriber) -> BoxedSubscriber {
+ fn update_subscriber(_: &mut App, subscriber: BoxedSubscriber) -> BoxedSubscriber {
      Box::new(subscriber.with(CustomLayer))
  }
```
2024-03-04 00:01:05 +00:00
UkoeHB
ef8a617e12
Add WinitEvent aggregate event for synchronized window event reading (#12100)
# Objective

- Allow users to read window events in the sequence they appeared. This
is important for precise input handling when there are multiple input
events in a single frame (e.g. click and release vs release and click).

## Solution

- Add a mega-enum `WinitEvent` that collects window events, and send
those alongside the existing more granular window events.

---

## Changelog

- Added `WinitEvent` event that aggregates all window events into a
synchronized event stream.
2024-03-03 23:51:53 +00:00
François
faa2ce4d55
fix example lightmaps after color migration (#12265)
# Objective

- Since #12163 example lightmaps is more dull
<img width="1280" alt="Screenshot 2024-03-02 at 23 04 36"
src="https://github.com/bevyengine/bevy/assets/8672791/7736f420-b9c5-4870-93f6-b5b992c4768a">


## Solution

- Use a srgba color, as it was before:

b24ab2e9fb/examples/3d/lightmaps.rs (L39)

b24ab2e9fb/crates/bevy_render/src/color/mod.rs (L132)

<img width="1280" alt="Screenshot 2024-03-02 at 23 05 09"
src="https://github.com/bevyengine/bevy/assets/8672791/451187ed-8612-456f-ad25-180d5f774188">
2024-03-03 21:36:11 +00:00
Ben Frankel
e8ae0d6c49
Decouple BackgroundColor from UiImage (#11165)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/11157.

## Solution

Stop using `BackgroundColor` as a color tint for `UiImage`. Add a
`UiImage::color` field for color tint instead. Allow a UI node to
simultaneously include a solid-color background and an image, with the
image rendered on top of the background (this is already how it works
for e.g. text).


![2024-02-29_1709239666_563x520](https://github.com/bevyengine/bevy/assets/12173779/ec50c9ef-4c7f-4ab8-a457-d086ce5b3425)

---

## Changelog

- The `BackgroundColor` component now renders a solid-color background
behind `UiImage` instead of tinting its color.
- Removed `BackgroundColor` from `ImageBundle`, `AtlasImageBundle`, and
`ButtonBundle`.
- Added `UiImage::color`.
- Expanded `RenderUiSystem` variants.
- Renamed `bevy_ui::extract_text_uinodes` to `extract_uinodes_text` for
consistency.

## Migration Guide

- `BackgroundColor` no longer tints the color of UI images. Use
`UiImage::color` for that instead.
- For solid color buttons, replace `ButtonBundle { background_color:
my_color.into(), ... }` with `ButtonBundle { image:
UiImage::default().with_color(my_color), ... }`, and update button
interaction systems to use `UiImage::color` instead of `BackgroundColor`
as well.
- `bevy_ui::RenderUiSystem::ExtractNode` has been split into
`ExtractBackgrounds`, `ExtractImages`, `ExtractBorders`, and
`ExtractText`.
- `bevy_ui::extract_uinodes` has been split into
`bevy_ui::extract_uinode_background_colors` and
`bevy_ui::extract_uinode_images`.
- `bevy_ui::extract_text_uinodes` has been renamed to
`extract_uinode_text`.
2024-03-03 21:35:50 +00:00
Ben Frankel
6e83439a06
Deprecate SpriteSheetBundle and AtlasImageBundle (#12218)
# Objective

After the `TextureAtlas` changes that landed in 0.13,
`SpriteSheetBundle` is equivalent to `TextureAtlas` + `SpriteBundle` and
`AtlasImageBundle` is equivalent to `TextureAtlas` + `ImageBundle`. As
such, the atlas bundles aren't particularly useful / necessary additions
to the API anymore.

In addition, atlas bundles are inconsistent with `ImageScaleMode` (also
introduced in 0.13) which doesn't have its own version of each image
bundle.

## Solution

Deprecate `SpriteSheetBundle` and `AtlasImageBundle` in favor of
including `TextureAtlas` as a separate component alongside
`SpriteBundle` and `ImageBundle`, respectively.

---

## Changelog

- Deprecated `SpriteSheetBundle` and `AtlasImageBundle`.

## Migration Guide

- `SpriteSheetBundle` has been deprecated. Use `TextureAtlas` alongside
a `SpriteBundle` instead.
- `AtlasImageBundle` has been deprecated. Use `TextureAtlas` alongside
an `ImageBundle` instead.
2024-03-03 20:11:15 +00:00
Kanabenki
de0ed293fa
Add basic light gizmos (#12228)
# Objective

- Part of #9400.
- Add light gizmos for `SpotLight`, `PointLight` and `DirectionalLight`.

## Solution

- Add a `ShowLightGizmo` and its related gizmo group and plugin, that
shows a gizmo for all lights of an entities when inserted on it. Light
display can also be toggled globally through the gizmo config in the
same way it can already be done for `Aabb`s.
- Add distinct segment setters for height and base one `Cone3dBuilder`.
This allow having a properly rounded base without too much edges along
the height. The doc comments explain how to ensure height and base
connect when setting different values.

Gizmo for the three light types without radius with the depth bias set
to -1:

![without-radius](https://github.com/bevyengine/bevy/assets/18357657/699d0154-f367-4727-9b09-8b458d96a0e2)

With Radius:

![with-radius](https://github.com/bevyengine/bevy/assets/18357657/f3af003e-dbba-427a-a305-c5cc1676e340)

Possible future improvements:
- Add a billboarded sprite with a distinct sprite for each light type.
- Display the intensity of the light somehow (no idea how to represent
that apart from some text).

---

## Changelog

### Added

- The new `ShowLightGizmo`, part of the `LightGizmoPlugin` and
configurable globally with `LightGizmoConfigGroup`, allows drawing gizmo
for `PointLight`, `SpotLight` and `DirectionalLight`. The gizmos color
behavior can be controlled with the `LightGizmoColor` member of
`ShowLightGizmo` and `LightGizmoConfigGroup`.
- The cone gizmo builder (`Cone3dBuilder`) now allows setting a
differing number of segments for the base and height.

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-03-03 18:50:46 +00:00
Joona Aalto
6032978eba
Implement Mul between f32 and direction types (#12276)
# Objective

Bevy's `Dir3` and `Dir3A` only implement `Mul<f32>` and not vice versa,
and `Dir2` can not be multiplied by `f32` at all. They all should
implement multiplication both ways, just like Glam's vector types.

## Solution

Implement `Mul<Dir2>`, `Mul<Dir3>`, and `Mul<Dir3A>` for `f32`, and
`Mul<f32>` for `Dir2`.
2024-03-03 17:44:16 +00:00
James Liu
57733bbec3
Use NonMaxUsize for non-component SparseSets (#12083)
# Objective
Adoption of #2104 and #11843. The `Option<usize>` wastes 3-7 bytes of
memory per potential entry, and represents a scaling memory overhead as
the ID space grows.

The goal of this PR is to reduce memory usage without significantly
impacting common use cases.

Co-Authored By: @NathanSWard 
Co-Authored By: @tygyh 

## Solution
Replace `usize` in `SparseSet`'s sparse array with
`nonmax::NonMaxUsize`. NonMaxUsize wraps a NonZeroUsize, and applies a
bitwise NOT to the value when accessing it. This allows the compiler to
niche the value and eliminate the extra padding used for the `Option`
inside the sparse array, while moving the niche value from 0 to
usize::MAX instead.

Checking the [diff in x86 generated
assembly](6e4da653cc),
this change actually results in fewer instructions generated. One
potential downside is that it seems to have moved a load before a
branch, which means we may be incurring a cache miss even if the element
is not there.

Note: unlike #2104 and #11843, this PR only targets the metadata stores
for the ECS and not the component storage itself. Due to #9907 targeting
`Entity::generation` instead of `Entity::index`, `ComponentSparseSet`
storing only up to `u32::MAX` elements would become a correctness issue.

This will come with a cost when inserting items into the SparseSet, as
now there is a potential for a panic. These cost are really only
incurred when constructing a new Table, Archetype, or Resource that has
never been seen before by the World. All operations that are fairly cold
and not on any particular hotpath, even for command application.

---

## Changelog
Changed: `SparseSet` now can only store up to `usize::MAX - 1` elements
instead of `usize::MAX`.
Changed: `SparseSet` now uses 33-50% less memory overhead per stored
item.
2024-03-03 14:55:27 +00:00
Thierry Berger
8cf5fbbf94
Fix fit_canvas_to_parent (#11278)
Follow up to #11057

Implemented suggestions from reviewers from: a simpler
fit_canvas_to_parent leads to an explicit CSS setting to the canvas.

From my understanding, it has do be set after wgpu creation due to wgpu
overriding the canvas width/height:
4400a58470/examples/src/utils.rs (L68-L74)


# Changelog

- Re-enable a `fit_canvas_to_parent`, it's removal from
https://github.com/bevyengine/bevy/pull/11057 was problematic. Still,
its inner working is more simple than before: bevy doesn't handle its
resizing, winit does.

## Migration Guide

- Cancels the migration from
https://github.com/bevyengine/bevy/pull/11057
2024-03-03 14:33:30 +00:00
geekvest
d5c32bdc23
remove repetitive code (#12270)
Signed-off-by: geekvest <cuimoman@sohu.com>
2024-03-03 07:58:22 +00:00
targrub
13cbb9cf10
Move commands module into bevy::ecs::world (#12234)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/11628

## Migration Guide

`Command` and `CommandQueue` have migrated from `bevy_ecs::system` to
`bevy_ecs::world`, so `use bevy_ecs::world::{Command, CommandQueue};`
when necessary.
2024-03-02 23:13:45 +00:00
François
04ec10552c
PBR: use attenuation instead of base_color for attenuation (#12266)
# Objective

- Copy paste error in #12163

## Solution

- Fix it
2024-03-02 22:20:44 +00:00
James Liu
5619bd09d1
Replace bevy_log's tracing reexport with bevy_utils' (#12254)
# Objective
Fixes #11298. Make the use of bevy_log vs bevy_utils::tracing more
consistent.

## Solution
Replace all uses of bevy_log's logging macros with the reexport from
bevy_utils. Remove bevy_log as a dependency where it's no longer needed
anymore.

Ideally we should just be using tracing directly, but given that all of
these crates are already using bevy_utils, this likely isn't that great
of a loss right now.
2024-03-02 18:38:04 +00:00
James Liu
0d172b2914
Document instability of Entity's internal representation (#12249)
# Objective
bevy_ecs has been developed with a de facto assumption that `Entity` is
to be treated as an opaque identifier by external users, and that its
internal representation is readable but in no way guaranteed to be
stable between versions of bevy_ecs.

This hasn't been clear to users, and the functions on the type that
expose its guts speak a different story.

## Solution
Explicitly document the lack of stability here and define internal
representation changes as a non-breaking change under SemVer. Give it
the same treatment that the standard lib gives `TypeId`.
2024-03-02 18:37:52 +00:00
James Liu
eb52a489ad
Batching: replace GpuArrayBufferIndex::index with a u32 (#12250)
# Objective
While mucking around with batch_and_prepare systems, it became apparent
that `GpuArrayBufferIndex::index` doesn't need to be a NonMaxU32.

## Solution
Replace it with a normal u32. 

This likely has some potential perf benefit by avoiding panics and the
NOT operations, but I haven't been able to find any substantial gains,
so this is primarily for code quality.

---

## Changelog
Changed: `GpuArrayBufferIndex::index` is now a u32.

## Migration Guide
`GpuArrayBuferIndex::index` is now a u32 instead of a `NonMaxU32`.
Remove any calls to `NonMaxU32::get` on the member.
2024-03-02 16:00:28 +00:00
James O'Brien
bacd5e873b
Replace init_component_info with register_component_hooks (#12244)
# Objective

- Fix mismatch between the `Component` trait method and the `World`
method.

## Solution

- Replace init_component_info with register_component_hooks.
2024-03-02 05:27:48 +00:00
Kaur Kuut
165c360070
Update wgpu to v0.19.3 and unpin web-sys. (#12247)
# Objective

This PR unpins `web-sys` so that unrelated projects that have
`bevy_render` in their workspace can finally update their `web-sys`.
More details in and fixes #12246.

## Solution

* Update `wgpu` from 0.19.1 to 0.19.3.
* Remove the `web-sys` pin.
* Update docs and wasm helper to remove the now-stale
`--cfg=web_sys_unstable_apis` Rust flag.

---

## Changelog

Updated `wgpu` to v0.19.3 and removed `web-sys` pin.
2024-03-02 00:44:51 +00:00
Natalie Soltis
cc32610543
Add size and physical_size to window (#12238)
This is an implementation within `bevy_window::window` that fixes
#12229.

# Objective

Fixes #12229, allow users to retrieve the window's size and physical
size as Vectors without having to manually construct them using
`height()` and `width()` or `physical_height()` and `physical_width()`

## Solution

As suggested in #12229, created two public functions within `window`:
`size() -> Vec` and `physical_size() -> UVec` that return the needed
Vectors ready-to-go.

### Discussion

My first FOSS PRQ ever, so bear with me a bit. I'm new to this.

- I replaced instances of ```Vec2::new(window.width(),
window.height());``` or `UVec2::new(window.physical_width(),
window.physical_height());` within bevy examples be replaced with their
`size()`/`physical_size()` counterparts?
- Discussion within #12229 still holds: should these also be added to
WindowResolution?
2024-03-01 22:28:37 +00:00
Patrick Walton
f9cc91d5a1
Intern mesh vertex buffer layouts so that we don't have to compare them over and over. (#12216)
Although we cached hashes of `MeshVertexBufferLayout`, we were paying
the cost of `PartialEq` on `InnerMeshVertexBufferLayout` for every
entity, every frame. This patch changes that logic to place
`MeshVertexBufferLayout`s in `Arc`s so that they can be compared and
hashed by pointer. This results in a 28% speedup in the
`queue_material_meshes` phase of `many_cubes`, with frustum culling
disabled.

Additionally, this patch contains two minor changes:

1. This commit flattens the specialized mesh pipeline cache to one level
of hash tables instead of two. This saves a hash lookup.

2. The example `many_cubes` has been given a `--no-frustum-culling`
flag, to aid in benchmarking.

See the Tracy profile:

<img width="1064" alt="Screenshot 2024-02-29 144406"
src="https://github.com/bevyengine/bevy/assets/157897/18632f1d-1fdd-4ac7-90ed-2d10306b2a1e">

## Migration guide

* Duplicate `MeshVertexBufferLayout`s are now combined into a single
object, `MeshVertexBufferLayoutRef`, which contains an
atomically-reference-counted pointer to the layout. Code that was using
`MeshVertexBufferLayout` may need to be updated to use
`MeshVertexBufferLayoutRef` instead.
2024-03-01 20:56:21 +00:00
James O'Brien
94ff123d7f
Component Lifecycle Hooks and a Deferred World (#10756)
# Objective

- Provide a reliable and performant mechanism to allows users to keep
components synchronized with external sources: closing/opening sockets,
updating indexes, debugging etc.
- Implement a generic mechanism to provide mutable access to the world
without allowing structural changes; this will not only be used here but
is a foundational piece for observers, which are key for a performant
implementation of relations.

## Solution

- Implement a new type `DeferredWorld` (naming is not important,
`StaticWorld` is also suitable) that wraps a world pointer and prevents
user code from making any structural changes to the ECS; spawning
entities, creating components, initializing resources etc.
- Add component lifecycle hooks `on_add`, `on_insert` and `on_remove`
that can be assigned callbacks in user code.

---

## Changelog
- Add new `DeferredWorld` type.
- Add new world methods: `register_component::<T>` and
`register_component_with_descriptor`. These differ from `init_component`
in that they provide mutable access to the created `ComponentInfo` but
will panic if the component is already in any archetypes. These
restrictions serve two purposes:
1. Prevent users from defining hooks for components that may already
have associated hooks provided in another plugin. (a use case better
served by observers)
2. Ensure that when an `Archetype` is created it gets the appropriate
flags to early-out when triggering hooks.
- Add methods to `ComponentInfo`: `on_add`, `on_insert` and `on_remove`
to be used to register hooks of the form `fn(DeferredWorld, Entity,
ComponentId)`
- Modify `BundleInserter`, `BundleSpawner` and `EntityWorldMut` to
trigger component hooks when appropriate.
- Add bit flags to `Archetype` indicating whether or not any contained
components have each type of hook, this can be expanded for other flags
as needed.
- Add `component_hooks` example to illustrate usage. Try it out! It's
fun to mash keys.

## Safety
The changes to component insertion, removal and deletion involve a large
amount of unsafe code and it's fair for that to raise some concern. I
have attempted to document it as clearly as possible and have confirmed
that all the hooks examples are accepted by `cargo miri` as not causing
any undefined behavior. The largest issue is in ensuring there are no
outstanding references when passing a `DeferredWorld` to the hooks which
requires some use of raw pointers (as was already happening to some
degree in those places) and I have taken some time to ensure that is the
case but feel free to let me know if I've missed anything.

## Performance
These changes come with a small but measurable performance cost of
between 1-5% on `add_remove` benchmarks and between 1-3% on `insert`
benchmarks. One consideration to be made is the existence of the current
`RemovedComponents` which is on average more costly than the addition of
`on_remove` hooks due to the early-out, however hooks doesn't completely
remove the need for `RemovedComponents` as there is a chance you want to
respond to the removal of a component that already has an `on_remove`
hook defined in another plugin, so I have not removed it here. I do
intend to deprecate it with the introduction of observers in a follow up
PR.

## Discussion Questions
- Currently `DeferredWorld` implements `Deref` to `&World` which makes
sense conceptually, however it does cause some issues with rust-analyzer
providing autocomplete for `&mut World` references which is annoying.
There are alternative implementations that may address this but involve
more code churn so I have attempted them here. The other alternative is
to not implement `Deref` at all but that leads to a large amount of API
duplication.
- `DeferredWorld`, `StaticWorld`, something else?
- In adding support for hooks to `EntityWorldMut` I encountered some
unfortunate difficulties with my desired API. If commands are flushed
after each call i.e. `world.spawn() // flush commands .insert(A) //
flush commands` the entity may be despawned while `EntityWorldMut` still
exists which is invalid. An alternative was then to add
`self.world.flush_commands()` to the drop implementation for
`EntityWorldMut` but that runs into other problems for implementing
functions like `into_unsafe_entity_cell`. For now I have implemented a
`.flush()` which will flush the commands and consume `EntityWorldMut` or
users can manually run `world.flush_commands()` after using
`EntityWorldMut`.
- In order to allowing querying on a deferred world we need
implementations of `WorldQuery` to not break our guarantees of no
structural changes through their `UnsafeWorldCell`. All our
implementations do this, but there isn't currently any safety
documentation specifying what is or isn't allowed for an implementation,
just for the caller, (they also shouldn't be aliasing components they
didn't specify access for etc.) is that something we should start doing?
(see 10752)

Please check out the example `component_hooks` or the tests in
`bundle.rs` for usage examples. I will continue to expand this
description as I go.

See #10839 for a more ergonomic API built on top of this one that isn't
subject to the same restrictions and supports `SystemParam` dependency
injection.
2024-03-01 14:59:22 +00:00
François
4aca55d76a
bloom: use emissive instead of base_color for emissive (#12220)
# Objective

- bloom is not working anymore in 3d after
https://github.com/bevyengine/bevy/pull/12163

## Solution

- Fix a copy paste mistake and use emissive for the emissive
2024-03-01 14:49:11 +00:00
Matty
f8f8bdd4aa
Add coordinate axes gizmo (#12211)
# Objective

- We introduce a gizmo that displays coordinate axes relative to a
Transform*, primarily for debugging purposes.
- See #9400 

## Solution

A new method, `Gizmos::axes`, takes a `Transform`* as input and displays
the standard coordinate axes, transformed according to it; its signature
looks like this:
````rust
pub fn axes(&mut self, transform: into TransformPoint, base_length: f32) { //... }
````
If my carefully placed asterisks hadn't already tipped you off, the
argument here is not actually a `Transform` but instead anything which
implements `TransformPoint`, which allows it to work also with
`GlobalTransform` (and also `Mat4` and `Affine3A`, if the user happens
to be hand-rolling transformations in some way).

The `base_length` parameter is a scaling factor applied to the
coordinate vectors before the transformation takes place; in other
words, the caller can use this to help size the coordinate axes
appropriately for the entity that they are attached to.

An example invocation of this method looks something like this:
````rust
fn draw_axes_system(
    mut gizmos: Gizmos,
    query: Query<&Transform, With<MyMarkerComponent>>,
) {
    for &transform in &query {
        gizmos.axes(transform, 2.);
    }
}
````

The result is the three coordinate axes, X, Y, Z (colored red, green,
and blue, respectively), drawn onto the entity:
<img width="206" alt="Screenshot 2024-02-29 at 2 41 45 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/789d1703-29ae-4295-80ab-b87459cf8037">

Note that, if scaling was applied as part of the given transformation,
it shows up in scaling on the axes as well:
<img width="377" alt="Screenshot 2024-02-29 at 2 43 53 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/6dc1caf4-8b3e-47f7-a86a-8906d870fa72">

---

## Changelog

- Added `Gizmos::axes` in bevy_gizmos/src/arrows.rs
- Fixed a minor issue with `ArrowBuilder::with_tip_length` not correctly
implementing builder style (no external impact)

---

## Discussion

### Design considerations
I feel pretty strongly that having no default length scale is for the
best, at least for the time being, since it's very easy for the length
scale to be too small, leading to the axes being hidden inside the body
of the object they are associated with. That is, if the API instead
looked like this:
````rust
gizmos.axes(transform); // or
gizmos.axes(transform).with_length_scale(3.0);
````
then I think it's a reasonable expectation that the first thing would
"just work" for most applications, and it wouldn't, which would be kind
of a footgun.

### Future steps

There are a few directions that this might expand in the future:
1. Introduce additional options via the standard builder pattern; i.e.
introducing `AxesBuilder<T: TransformPoint>` so that people can
configure the axis colors, normalize all axes to a fixed length
independent of scale deformations, etc.

2. Fold this functionality into a plugin (like AabbGizmoPlugin) so that
the functionality becomes more-or-less automatic based on certain fixed
marker components. This wouldn't be very hard to implement, and it has
the benefit of making the axes more frictionless to use. Furthermore, if
we coupled this to the AABB functionality we already have, we could also
ensure that the plugin automatically sizes the axes (by coupling their
size to the dimensions of the AABB, for example).

3. Implement something similar for 2d. Honestly, I have no idea if this
is desired/useful, but I could probably just implement it in this PR if
that's the case.
2024-02-29 23:52:05 +00:00
François
ccae4701da
configure_surface needs to be on the main thread on iOS (#12055)
# Objective

- Bevy fails to change screen orientation on iOS
```
Main Thread Checker: UI API called on a background thread: -[UIView layer]
PID: 37669, TID: 13872050, Thread name: Compute Task Pool (1), Queue name: com.apple.root.default-qos.overcommit, QoS: 0
Backtrace:
4   bevy_mobile_example                 0x0000000102cf92b8 _ZN60_$LT$$LP$$RP$$u20$as$u20$objc..message..MessageArguments$GT$6invoke17h8944e3d8ee34f15fE + 64
5   bevy_mobile_example                 0x0000000102c46358 _ZN4objc7message8platform15send_unverified17h667844cebe2d7931E + 132
6   bevy_mobile_example                 0x0000000102bcbd6c _ZN8wgpu_hal5metal7surface100_$LT$impl$u20$wgpu_hal..Surface$LT$wgpu_hal..metal..Api$GT$$u20$for$u20$wgpu_hal..metal..Surface$GT$9configure17h8a6af0f24cec1328E + 1548
7   bevy_mobile_example                 0x000000010279be50 _ZN9wgpu_core6device6global52_$LT$impl$u20$wgpu_core..global..Global$LT$G$GT$$GT$17surface_configure17h52709bbb3b3f0ff1E + 2792
8   bevy_mobile_example                 0x000000010287aacc _ZN84_$LT$wgpu..backend..wgpu_core..ContextWgpuCore$u20$as$u20$wgpu..context..Context$GT$17surface_configure17h54077b9f040286a4E + 508
9   bevy_mobile_example                 0x00000001028904b4 _ZN47_$LT$T$u20$as$u20$wgpu..context..DynContext$GT$17surface_configure17hfd6a0ac5a67a8f02E + 256
10  bevy_mobile_example                 0x00000001028a1870 _ZN4wgpu7Surface9configure17h97bf7dbd54220473E + 148
11  bevy_mobile_example                 0x0000000101fdc7cc _ZN11bevy_render8renderer13render_device12RenderDevice17configure_surface17h6853eab840b53e07E + 56
12  bevy_mobile_example                 0x000000010228eb64 _ZN11bevy_render4view6window15prepare_windows17hf6f8b3c93ba189b8E + 3248
13  bevy_mobile_example                 0x0000000102169eb8 _ZN4core3ops8function5FnMut8call_mut17h53ae762930afec98E + 192
14  bevy_mobile_example                 0x0000000101e46a80 _ZN4core3ops8function5impls79_$LT$impl$u20$core..ops..function..FnMut$LT$A$GT$$u20$for$u20$$RF$mut$u20$F$GT$8call_mut17h5789c37c5983ce4cE + 208
15  bevy_mobile_example                 0x0000000101e936e4 _ZN152_$LT$Func$u20$as$u20$bevy_ecs..system..function_system..SystemParamFunction$LT$fn$LP$F0$C$F1$C$F2$C$F3$C$F4$C$F5$C$F6$C$F7$RP$$u20$.$GT$$u20$Out$GT$$GT$3run10call_inner17h4ea44d3456146151E + 220
16  bevy_mobile_example                 0x0000000101e4683c _ZN152_$LT$Func$u20$as$u20$bevy_ecs..system..function_system..SystemParamFunction$LT$fn$LP$F0$C$F1$C$F2$C$F3$C$F4$C$F5$C$F6$C$F7$RP$$u20$.$GT$$u20$Out$GT$$GT$3run17h6515ba9e61bb4d59E + 204
17  bevy_mobile_example                 0x0000000101e7f99c _ZN120_$LT$bevy_ecs..system..function_system..FunctionSystem$LT$Marker$C$F$GT$$u20$as$u20$bevy_ecs..system..system..System$GT$10run_unsafe17h78999ea2add1da26E + 212
18  bevy_mobile_example                 0x0000000103b4ef60 _ZN8bevy_ecs8schedule8executor14multi_threaded21MultiThreadedExecutor17spawn_system_task28_$u7b$$u7b$closure$u7d$$u7d$28_$u7b$$u7b$closure$u7d$$u7d$17hb2572f7968d8618eE + 48
19  bevy_mobile_example                 0x0000000103b5bc9c _ZN4core3ops8function6FnOnce9call_once17h4cfa9d5c488566d4E + 16
20  bevy_mobile_example                 0x0000000103b2d58c _ZN115_$LT$core..panic..unwind_safe..AssertUnwindSafe$LT$F$GT$$u20$as$u20$core..ops..function..FnOnce$LT$$LP$$RP$$GT$$GT$9call_once17he61d5557ff370a2cE + 40
21  bevy_mobile_example                 0x0000000103b34548 _ZN3std9panicking3try7do_call17hb9ad087e1a06eb39E + 72
22  bevy_mobile_example                 0x0000000103b351bc __rust_try + 32
23  bevy_mobile_example                 0x0000000103b33a30 _ZN3std9panicking3try17hdebf82084f4342b0E + 76
24  bevy_mobile_example                 0x0000000103c4aedc _ZN3std5panic12catch_unwind17h7e60b22a0a18032eE + 12
25  bevy_mobile_example                 0x0000000103b4ea78 _ZN8bevy_ecs8schedule8executor14multi_threaded21MultiThreadedExecutor17spawn_system_task28_$u7b$$u7b$closure$u7d$$u7d$17h1af950387501b795E + 148
26  bevy_mobile_example                 0x0000000103b2cfa0 _ZN100_$LT$core..panic..unwind_safe..AssertUnwindSafe$LT$F$GT$$u20$as$u20$core..future..future..Future$GT$4poll17h1258e4bf3dbe2fd8E + 48
```

## Solution

- run surface configuration on the main thread on iOS

## Migration Guide

System `need_new_surfaces` has been renamed `need_surface_configuration`
and now also configure the surfaces on window creation or resizing
2024-02-29 22:12:39 +00:00
Sludge
080f280b59
Avoid panicking with non-UI nodes (#12213)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/10826
- Fixes https://github.com/bevyengine/bevy/issues/9615

## Solution

- Early-out when components are missing.
2024-02-29 21:36:45 +00:00
Alice Cecile
599e5e4e76
Migrate from LegacyColor to bevy_color::Color (#12163)
# Objective

- As part of the migration process we need to a) see the end effect of
the migration on user ergonomics b) check for serious perf regressions
c) actually migrate the code
- To accomplish this, I'm going to attempt to migrate all of the
remaining user-facing usages of `LegacyColor` in one PR, being careful
to keep a clean commit history.
- Fixes #12056.

## Solution

I've chosen to use the polymorphic `Color` type as our standard
user-facing API.

- [x] Migrate `bevy_gizmos`.
- [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs
- [x] Migrate sprites
- [x] Migrate UI
- [x] Migrate `ColorMaterial`
- [x] Migrate `MaterialMesh2D`
- [x] Migrate fog
- [x] Migrate lights
- [x] Migrate StandardMaterial
- [x] Migrate wireframes
- [x] Migrate clear color
- [x] Migrate text
- [x] Migrate gltf loader
- [x] Register color types for reflection
- [x] Remove `LegacyColor`
- [x] Make sure CI passes

Incidental improvements to ease migration:

- added `Color::srgba_u8`, `Color::srgba_from_array` and friends
- added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the
`Alpha` trait
- add and immediately deprecate (lol) `Color::rgb` and friends in favor
of more explicit and consistent `Color::srgb`
- standardized on white and black for most example text colors
- added vector field traits to `LinearRgba`: ~~`Add`, `Sub`,
`AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications
and divisions do not scale alpha. `Add` and `Sub` have been cut from
this PR.
- added `LinearRgba` and `Srgba` `RED/GREEN/BLUE`
- added `LinearRgba_to_f32_array` and `LinearRgba::to_u32`

## Migration Guide

Bevy's color types have changed! Wherever you used a
`bevy::render::Color`, a `bevy::color::Color` is used instead.

These are quite similar! Both are enums storing a color in a specific
color space (or to be more precise, using a specific color model).
However, each of the different color models now has its own type.

TODO...

- `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`,
`Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`,
`Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`.
- `Color::set_a` and `Color::a` is now `Color::set_alpha` and
`Color::alpha`. These are part of the `Alpha` trait in `bevy_color`.
- `Color::is_fully_transparent` is now part of the `Alpha` trait in
`bevy_color`
- `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for
`g`, `b` `h`, `s` and `l` have been removed due to causing silent
relatively expensive conversions. Convert your `Color` into the desired
color space, perform your operations there, and then convert it back
into a polymorphic `Color` enum.
- `Color::hex` is now `Srgba::hex`. Call `.into` or construct a
`Color::Srgba` variant manually to convert it.
- `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`,
`ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now
store a `LinearRgba`, rather than a polymorphic `Color`
- `Color::rgb_linear` and `Color::rgba_linear` are now
`Color::linear_rgb` and `Color::linear_rgba`
- The various CSS color constants are no longer stored directly on
`Color`. Instead, they're defined in the `Srgba` color space, and
accessed via `bevy::color::palettes::css`. Call `.into()` on them to
convert them into a `Color` for quick debugging use, and consider using
the much prettier `tailwind` palette for prototyping.
- The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with
the standard naming.
- Vector field arithmetic operations on `Color` (add, subtract, multiply
and divide by a f32) have been removed. Instead, convert your colors
into `LinearRgba` space, and perform your operations explicitly there.
This is particularly relevant when working with emissive or HDR colors,
whose color channel values are routinely outside of the ordinary 0 to 1
range.
- `Color::as_linear_rgba_f32` has been removed. Call
`LinearRgba::to_f32_array` instead, converting if needed.
- `Color::as_linear_rgba_u32` has been removed. Call
`LinearRgba::to_u32` instead, converting if needed.
- Several other color conversion methods to transform LCH or HSL colors
into float arrays or `Vec` types have been removed. Please reimplement
these externally or open a PR to re-add them if you found them
particularly useful.
- Various methods on `Color` such as `rgb` or `hsl` to convert the color
into a specific color space have been removed. Convert into
`LinearRgba`, then to the color space of your choice.
- Various implicitly-converting color value methods on `Color` such as
`r`, `g`, `b` or `h` have been removed. Please convert it into the color
space of your choice, then check these properties.
- `Color` no longer implements `AsBindGroup`. Store a `LinearRgba`
internally instead to avoid conversion costs.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
Gingeh
b24ab2e9fb
minor oklab/oklch doc nitpicks (#12196)
# Objective

Just some mild annoyances:
- The `Color::Oklaba`, `Color::Oklcha` and `oklaba::Oklaba` doc comments
were inconsistent with the others
- The crate-level docs didn't include `Oklch` in the list of
representations and misspelt it in a later paragraph

## Solution

- Fix 'em
2024-02-29 16:25:10 +00:00
Kanabenki
58ee3e8908
Calculate AABBs to enable text2d culling (#11663)
# Objective

- Cull 2D text outside the view frustum.
- Part of #11081.

## Solution

- Compute AABBs for entities with a `Text2DBundle` to enable culling
them.


`text2d` example with AABB gizmos on the text entities:


https://github.com/bevyengine/bevy/assets/18357657/52ed3ddc-2274-4480-835b-a7cf23338931


---

## Changelog

### Added

- 2D text outside the view are now culled with the
`calculate_bounds_text2d` system adding the necessary AABBs.
2024-02-29 16:14:31 +00:00
Martin Svanberg
21adeb6842
Add an index argument to parallel iteration helpers in bevy_tasks (#12169)
# Objective

`bevy_tasks` provides utilities for parallel mapping over slices. It can
be useful to have a chunk index available in the iteration function to
know which part of the original slice is being processed.

## Solution

Adds an index argument to the parallel map functions in `bevy_tasks`.

---

## Changelog

### Changed

- `par_chunk_map`, `par_splat_map`, `par_chunk_map_mut`, and
`par_splat_map_mut` now provide a chunk index during iteration.

## Migration Guide

Functions passed as arguments to `par_chunk_map`, `par_splat_map`,
`par_chunk_map_mut`, and `par_splat_map_mut` must now take an additional
index argument.
2024-02-29 08:50:44 +00:00
Joona Aalto
f418de8eb6
Rename Direction2d/3d to Dir2/3 (#12189)
# Objective

Split up from #12017, rename Bevy's direction types.

Currently, Bevy has the `Direction2d`, `Direction3d`, and `Direction3dA`
types, which provide a type-level guarantee that their contained vectors
remain normalized. They can be very useful for a lot of APIs for safety,
explicitness, and in some cases performance, as they can sometimes avoid
unnecessary normalizations.

However, many consider them to be inconvenient to use, and opt for
standard vector types like `Vec3` because of this. One reason is that
the direction type names are a bit long and can be annoying to write (of
course you can use autocomplete, but just typing `Vec3` is still nicer),
and in some intances, the extra characters can make formatting worse.
The naming is also inconsistent with Glam's shorter type names, and
results in names like `Direction3dA`, which (in my opinion) are
difficult to read and even a bit ugly.

This PR proposes renaming the types to `Dir2`, `Dir3`, and `Dir3A`.
These names are nice and easy to write, consistent with Glam, and work
well for variants like the SIMD aligned `Dir3A`. As a bonus, it can also
result in nicer formatting in a lot of cases, which can be seen from the
diff of this PR.

Some examples of what it looks like: (copied from #12017)

```rust
// Before
let ray_cast = RayCast2d::new(Vec2::ZERO, Direction2d::X, 5.0);

// After
let ray_cast = RayCast2d::new(Vec2::ZERO, Dir2::X, 5.0);
```

```rust
// Before (an example using Bevy XPBD)
let hit = spatial_query.cast_ray(
    Vec3::ZERO,
    Direction3d::X,
    f32::MAX,
    true,
    SpatialQueryFilter::default(),
);

// After
let hit = spatial_query.cast_ray(
    Vec3::ZERO,
    Dir3::X,
    f32::MAX,
    true,
    SpatialQueryFilter::default(),
);
```

```rust
// Before
self.circle(
    Vec3::new(0.0, -2.0, 0.0),
    Direction3d::Y,
    5.0,
    Color::TURQUOISE,
);

// After (formatting is collapsed in this case)
self.circle(Vec3::new(0.0, -2.0, 0.0), Dir3::Y, 5.0, Color::TURQUOISE);
```

## Solution

Rename `Direction2d`, `Direction3d`, and `Direction3dA` to `Dir2`,
`Dir3`, and `Dir3A`.

---

## Migration Guide

The `Direction2d` and `Direction3d` types have been renamed to `Dir2`
and `Dir3`.

## Additional Context

This has been brought up on the Discord a few times, and we had a small
[poll](https://discord.com/channels/691052431525675048/1203087353850364004/1212465038711984158)
on this. `Dir2`/`Dir3`/`Dir3A` was quite unanimously chosen as the best
option, but of course it was a very small poll and inconclusive, so
other opinions are certainly welcome too.

---------

Co-authored-by: IceSentry <c.giguere42@gmail.com>
2024-02-28 22:48:43 +00:00
Zachary Harrold
043041f3aa
bevy_color: Add sequence_dispersed to Hsla, Lcha, Oklcha (#12173)
# Objective

- Fixes #12170

## Solution

- Moved the existing `color_from_entity` internals into
`Hsla::sequence_dispersed` which generates a randomly distributed but
deterministic color sequence based.
- Replicated the method for `Lcha` and `Oklcha` as well.

## Examples

### Getting a few colours for a quick palette
```rust
let palette = Hsla::sequence_dispersed().take(5).collect::<Vec<_>>();
/*[
    Hsla::hsl(0.0, 1., 0.5),
    Hsla::hsl(222.49225, 1., 0.5),
    Hsla::hsl(84.984474, 1., 0.5),
    Hsla::hsl(307.4767, 1., 0.5),
    Hsla::hsl(169.96895, 1., 0.5),
]*/
```

### Getting a colour from an `Entity`
```rust
let color = Oklcha::sequence_dispersed().nth(entity.index() as u32).unwrap();
```

## Notes

This was previously a private function exclusively for `Entity` types.
I've decided it should instead be public and operate on a `u32`
directly, since this function may have broader uses for debugging
purposes.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-28 21:45:48 +00:00
AxiomaticSemantics
7826313405
Make sysinfo diagnostic plugin optional (#12164)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/11929
- make sysinfo plugin optional

## Solution

- added features to allow for conditional compilation

---

## Migration Guide

- For users who disable default features of bevy and wish to enable the
diagnostic plugin, add `sysinfo_plugin` to your bevy features list.

---------

Co-authored-by: ebola <dev@axiomatic>
Co-authored-by: François <mockersf@gmail.com>
2024-02-28 20:00:42 +00:00
robtfm
c13de09feb
ui materials respect target camera (#12183)
# Objective

fix #12182 

- extract (or default) target camera for ui material nodes in the same
way as for other material nodes
- render ui material nodes only to their specified target
2024-02-28 17:43:24 +00:00
JohnTheCoolingFan
a543536a34
Cubic splines overhaul (#10701)
# Objective

Improve the `bevy::math::cubic_splines` module by making it more
flexible and adding new curve types.
Closes #10220 

## Solution

Added new spline types and improved existing

---

## Changelog

### Added

- `CubicNurbs` rational cubic curve generator, allows setting the knot
vector and weights associated with every point
- `LinearSpline` curve generator, allows generating a linearly
interpolated curve segment
- Ability to push additional cubic segments to `CubicCurve`
- `IntoIterator` and `Extend` implementations for `CubicCurve`

### Changed

- `Point` trait has been implemented for more types: `Quat` and `Vec4`.
- `CubicCurve::coefficients` was moved to `CubicSegment::coefficients`
because the function returns `CubicSegment`, so it seems logical to be
associated with `CubicSegment` instead. The method is still not public.

### Fixed

- `CubicBSpline::new` was referencing Cardinal spline instead of
B-Spline

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
Co-authored-by: Miles Silberling-Cook <nth.tensor@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2024-02-28 17:18:42 +00:00
BD103
557e582ec5
Add a colon to error message link (#12174)
# Objective

- #12165 recently added links to Bevy errors in error messages.
- The links were in the form of `See:
https://bevyengine.org/learn/errors/#b000N`
- B0004 does not have the colon separating `See` and the link, unlike
the rest of the error messages

## Solution

- Add a colon, for consistency :)
2024-02-28 03:23:27 +00:00
Sludge
ecdd284b0e
Register fxaa::Sensitivity and derive Debug (#12167)
# Objective

- More reflection

## Solution

- More. Reflection.

(not sure what bevy's policy on `derive(Debug)` is given that reflection
already lets you accomplish something largely equivalent; maybe
`derive(Reflect)` should generate a `Debug` impl that goes through
`Reflect::debug` unless you opt out?)
2024-02-28 03:22:08 +00:00
Alice Cecile
c2ae51d13a
Re-export basic color palette via css color palette (#12172)
# Objective

The `css` contains all of the `basic` colors. Rather than defining them
twice, we can re-export them.

Suggested by @viridia <3

## Solution

- Re-export basic color palette within the css color palette.
- Remove the duplicate colors
- Fix alphabetization of the basic color palette file while I'm here

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-02-28 01:29:49 +00:00
Zachary Harrold
6774e042c7
bevy_color: Add Oklch Color Space (#12168)
# Objective

- Complete compatibility with CSS Module 4

## Solution

- Added `Oklcha` which implements the Oklch color model.
- Updated `Color` and `LegacyColor` accordingly.

## Migration Guide

- Convert `Oklcha` to `Oklaba` using the provided `From` implementations
and then handle accordingly.

## Notes

This is the _last_ color space missing from the CSS Module 4 standard,
and is also the one I believe we should recommend users actually work
with for hand-crafting colours. It has all the uniformity benefits of
Oklab combined with the intuition chroma and hue provide (when compared
to a-axis and b-axis parameters).
2024-02-28 01:22:55 +00:00
François
6f849d32c8
add note about unloading assets from ram in wasm (#12166)
# Objective

- Fixes #12057 

## Solution

- Add a note about memory management in Wasm
2024-02-28 00:39:49 +00:00
Lynn
35cec8bd3a
Add Grid gizmos (#11988)
# Objective

- Implement grid gizmos, suggestion of #9400 

## Solution

- Added `gizmos.grid(...) ` and `gizmos.grid_2d(...)`
- The grids may be configured using `.outer_edges(...)` to specify
whether to draw the outer border/edges of the grid and `.skew(...)`to
specify the skew of the grid along the x or y directions.

---

## Changelog

- Added a `grid` module to `bevy_gizmos` containing `gizmos.grid(...) `
and `gizmos.grid_2d(...)` as well as assorted items.
- Updated the `2d_gizmos` and `3d_gizmos` examples to use grids.

## Additional

The 2D and 3D examples now look like this:
<img width="1440" alt="Screenshot 2024-02-20 at 15 09 40"
src="https://github.com/bevyengine/bevy/assets/62256001/ce04191e-d839-4faf-a6e3-49b6bb4b922b">
<img width="1440" alt="Screenshot 2024-02-20 at 15 10 07"
src="https://github.com/bevyengine/bevy/assets/62256001/317459ba-d452-42eb-ae95-7c84cdbd569b">
2024-02-28 00:18:26 +00:00
Alice Cecile
9ae5ba2e71
bevy_color::Color convenience methods (#12171)
# Objective

As suggested in #12163 by @cart, we should add convenience constructors
to `bevy_color::Color` to match the existing API (easing migration pain)
and generally improve ergonomics.

## Solution

- Add `const fn Color::rgba(red, green, blue, alpha)` and friends, which
directly construct the appropriate variant.
- Add `const fn Color::rgb(red, green, blue)` and friends, which impute
and alpha value of 1.0.
- Add `const BLACK, WHITE, NONE` to `Color`. These are stored in
`LinearRgba` to reduce pointless conversion costs and inaccuracy.
- Changed the default `Color` from `Srgba::WHITE` to the new linear
equivalent for the same reason.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-02-28 00:14:21 +00:00
amy universe
cbfeb9438a
include links in error messages (#12165)
# Objective

Fixes #12118

## Solution
did a grip for any "B000" in the crates directory, and added the links

note: ignored the test functions in this file
https://github.com/bevyengine/bevy/blob/main/crates/bevy_ecs/src/system/mod.rs#L537
2024-02-28 00:01:18 +00:00
Alice Cecile
2fbb4c68ae
Define a prelude for bevy_color, and add it to bevy_internal (#12158)
# Objective

As we start to migrate to `bevy_color` in earnest (#12056), we should
make it visible to Bevy users, and usable in examples.

## Solution

1. Add a prelude to `bevy_color`: I've only excluded the rarely used
`ColorRange` type and the testing-focused color distance module. I
definitely think that some color spaces are less useful than others to
end users, but at the same time the types used there are very unlikely
to conflict with user-facing types.
2. Add `bevy_color` to `bevy_internal` as an optional crate.
3. Re-export `bevy_color`'s prelude as part of `bevy::prelude`.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-02-27 17:04:56 +00:00
Giacomo Stevanato
309c3876bf
Replace FromWorld requirement on ReflectResource and reflect Resource for State<S> (#12136)
# Objective

- In #9623 I forgot to change the `FromWorld` requirement for
`ReflectResource`, fix that;
- Fix #12129

## Solution

- Use the same approach as in #9623 to try using `FromReflect` and
falling back to the `ReflectFromWorld` contained in the `TypeRegistry`
provided
- Just reflect `Resource` on `State<S>` since now that's possible
without introducing new bounds.

---

## Changelog

- `ReflectResource`'s `FromType<T>` implementation no longer requires
`T: FromWorld`, but instead now requires `FromReflect`.
- `ReflectResource::insert`, `ReflectResource::apply_or_insert` and
`ReflectResource::copy` now take an extra `&TypeRegistry` parameter.

## Migration Guide

- Users of `#[reflect(Resource)]` will need to also implement/derive
`FromReflect` (should already be the default).
- Users of `#[reflect(Resource)]` may now want to also add `FromWorld`
to the list of reflected traits in case their `FromReflect`
implementation may fail.
- Users of `ReflectResource` will now need to pass a `&TypeRegistry` to
its `insert`, `apply_or_insert` and `copy` methods.
2024-02-27 15:49:39 +00:00
James Liu
ae9b4fc2dc
Remove downcast-rs as a dependency from bevy_ecs (#12151)
# Objective
`downcast-rs` is not used within bevy_ecs. This is probably a remnant
from before Schedule v3 landed, since stages needed the downcasting.

## Solution
Remove it.
2024-02-27 08:31:51 +00:00
Zachary Harrold
bbcdf6815d
bevy_color: Added Color Conversion Mermaid Diagram (#12147)
Shows relationships between color spaces and explains what files should
contain which conversions.

# Objective

- Provide documentation for maintainers and users on how color space
conversion is implemented.

## Solution

- Created a mermaid diagram documenting the relationships between
various color spaces. This diagram also includes links to defining
articles, and edges include links to conversion formulae.
- Added a `conversion.md` document which is included in the
documentation of each of the color spaces. This ensures it is readily
visible in all relevant contexts.


## Notes

The diagram is in the Mermaid (`.mmd`) format, and must be converted
into an SVG file (or other image format) prior to use in Rust
documentation. I've included a link to
[mermaid.live](https://mermaid.live) as an option for doing such
conversion in an appropriate README.

Below is a screenshot of the documentation added.


![Capture](https://github.com/bevyengine/bevy/assets/2217286/370a65f2-6dd4-4af7-a99b-3763832d1b8a)
2024-02-27 06:03:34 +00:00
dependabot[bot]
00b6545fe4
Update tracing-log requirement from 0.1.2 to 0.2.0 (#10404)
Updates the requirements on
[tracing-log](https://github.com/tokio-rs/tracing) to permit the latest
version.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/tokio-rs/tracing/releases">tracing-log's
releases</a>.</em></p>
<blockquote>
<h2>tracing-log 0.2.0</h2>
<p>This release contains two breaking changes: the removal of the
<code>env_logger</code>
and <code>trace_logger</code> features. Below are the suggested
migration paths:</p>
<ul>
<li><code>env_logger</code>: users should use
[<code>tracing_subscriber::fmt::Subscriber</code>]
or [<code>tracing_subscriber::fmt::Layer</code>] with the
[<code>Targets</code>] or
[<code>EnvFilter</code>] filters instead.</li>
<li><code>trace_logger</code>: users should use the <code>tracing</code>
crate's
[&quot;log&quot; feature flag][log-feature] instead.</li>
</ul>
<h3>Breaking Changes</h3>
<ul>
<li>Remove deprecated <code>env_logger</code> feature. This removes the
dependency
on the unmaintained <code>atty</code> crate, resolving the security
advisory
[GHSA-g98v-hv3f-hcfr]/[RUSTSEC-2021-0145]. (<a
href="https://redirect.github.com/tokio-rs/tracing/issues/2771">#2771</a>)</li>
<li>Remove deprecated <code>trace_logger</code> feature. (<a
href="https://redirect.github.com/tokio-rs/tracing/issues/2771">#2771</a>)</li>
</ul>
<p><a
href="https://redirect.github.com/tokio-rs/tracing/issues/2771">#2771</a>:
<a
href="https://redirect.github.com/tokio-rs/tracing/pull/2771">tokio-rs/tracing#2771</a>
[<code>tracing_subscriber::fmt::Subscriber</code>]: <a
href="https://docs.rs/tracing-subscriber/0.3.17/tracing_subscriber/fmt/struct.Subscriber.html">https://docs.rs/tracing-subscriber/0.3.17/tracing_subscriber/fmt/struct.Subscriber.html</a>
[<code>tracing_subscriber::fmt::Layer</code>]: <a
href="https://docs.rs/tracing-subscriber/0.3.17/tracing_subscriber/fmt/struct.Layer.html">https://docs.rs/tracing-subscriber/0.3.17/tracing_subscriber/fmt/struct.Layer.html</a>
[<code>Targets</code>]: <a
href="https://docs.rs/tracing-subscriber/0.3.17/tracing_subscriber/filter/targets/struct.Targets.html">https://docs.rs/tracing-subscriber/0.3.17/tracing_subscriber/filter/targets/struct.Targets.html</a>
[<code>EnvFilter</code>]: <a
href="https://docs.rs/tracing-subscriber/0.3.17/tracing_subscriber/filter/struct.EnvFilter.html">https://docs.rs/tracing-subscriber/0.3.17/tracing_subscriber/filter/struct.EnvFilter.html</a>
[log-feature]: <a
href="https://docs.rs/tracing/latest/tracing/#emitting-log-records">https://docs.rs/tracing/latest/tracing/#emitting-log-records</a>
[GHSA-g98v-hv3f-hcfr]: <a
href="https://github.com/advisories/GHSA-g98v-hv3f-hcfr">https://github.com/advisories/GHSA-g98v-hv3f-hcfr</a>
[RUSTSEC-2021-0145]: <a
href="https://rustsec.org/advisories/RUSTSEC-2021-0145.html">https://rustsec.org/advisories/RUSTSEC-2021-0145.html</a></p>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="4161d8137d"><code>4161d81</code></a>
chore: prepare tracing-log 0.2.0 (<a
href="https://redirect.github.com/tokio-rs/tracing/issues/2772">#2772</a>)</li>
<li><a
href="1c802c7763"><code>1c802c7</code></a>
log: remove deprecated <code>env_logger</code> and
<code>trace_logger</code> APIs (<a
href="https://redirect.github.com/tokio-rs/tracing/issues/2771">#2771</a>)</li>
<li><a
href="4965c36570"><code>4965c36</code></a>
chore: Prepare tracing-log 0.1.4 (<a
href="https://redirect.github.com/tokio-rs/tracing/issues/2770">#2770</a>)</li>
<li><a
href="15600a3a67"><code>15600a3</code></a>
tracing: prepare to release v0.1.40</li>
<li><a
href="20a1762b3f"><code>20a1762</code></a>
tracing: use ManuallyDrop instead of mem::forget (<a
href="https://redirect.github.com/tokio-rs/tracing/issues/2765">#2765</a>)</li>
<li><a
href="4b99457c87"><code>4b99457</code></a>
chore: prepare tracing 0.1.39 (<a
href="https://redirect.github.com/tokio-rs/tracing/issues/2755">#2755</a>)</li>
<li><a
href="b2a5e11e24"><code>b2a5e11</code></a>
tracing: update core to v0.1.31 and attributes to v0.1.27</li>
<li><a
href="3825a50c1a"><code>3825a50</code></a>
tracing: use full path when calling <code>format_args!</code> (<a
href="https://redirect.github.com/tokio-rs/tracing/issues/2757">#2757</a>)</li>
<li><a
href="c4b2a56937"><code>c4b2a56</code></a>
chore: prepare tracing-core 0.1.32 (<a
href="https://redirect.github.com/tokio-rs/tracing/issues/2754">#2754</a>)</li>
<li><a
href="2502f19d93"><code>2502f19</code></a>
chore: prepare tracing-attributes 0.1.27 (<a
href="https://redirect.github.com/tokio-rs/tracing/issues/2756">#2756</a>)</li>
<li>Additional commits viewable in <a
href="https://github.com/tokio-rs/tracing/compare/tracing-log-0.1.2...tracing-log-0.2.0">compare
view</a></li>
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---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2024-02-27 03:25:42 +00:00
Antony
fd0f1a37ad
Remove unnecessary impl_reflect_for_btree_map macro (#12146)
# Objective

To remove the `impl_reflect_for_btree_map` macro as per #12140.

## Solution

Replaced the `impl_reflect_for_btree_map` macro.
2024-02-27 01:04:11 +00:00
Nicola Papale
f7f7e326e5
Add methods to directly load assets from World (#12023)
# Objective

`FromWorld` is often used to group loading and creation of assets for
resources.

With this setup, users often end up repetitively calling
`.resource::<AssetServer>` and `.resource_mut::<Assets<T>>`, and may
have difficulties handling lifetimes of the returned references.

## Solution

Add extension methods to `World` to add and load assets, through a new
extension trait defined in `bevy_asset`.

### Other considerations

* This might be a bit too "magic", as it makes implicit the resource
access.
* We could also implement `DirectAssetAccessExt` on `App`, but it didn't
feel necessary, as `FromWorld` is the principal use-case here.

---

## Changelog

* Add the `DirectAssetAccessExt` trait, which adds the `add_asset`,
`load_asset` and `load_asset_with_settings` method to the `World` type.
2024-02-27 00:28:26 +00:00
Alice Cecile
5860e01432
Use LinearRgba in bevy_gizmos internals (#12128)
# Objective

This PR arose as part of the migration process for `bevy_color`: see
#12056.

While examining how `bevy_gizmos` stores color types internally, I found
that rather than storing a `Color` internally, it actually stores a
`[f32;4]` for a linear RGB, type aliased to a `ColorItem`.

While we don't *have* to clean this up to complete the migration, now
that we have explicit strong typing for linear color types we should use
them rather than replicating this idea throughout the codebase.

## Solution

- Added `LinearRgba::NAN`, for when you want to do cursed rendering
things.
- Replaced the internal color representation in `bevy_gizmo`: this was
`ColorItem`, but is now `LinearRgba`.
- `LinearRgba` is now `Pod`, enabling us to use the same fast `bytemuck`
bit twiddling tricks that we were using before. This requires:

1. Forcing `LinearRgba` to be `repr(C)`
2. Implementing `Zeroable`, and unsafe trait which defines what the
struct looks like when all values are zero.
3. Implementing `Pod`, a marker trait with stringent safety requirements
that is required for "plain old data".

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-02-26 23:50:33 +00:00
IceSentry
abc6f983ce
Impl ShaderType for LinearRgba (#12137)
# Objective

- LinearRgba is the color type intended for shaders but using it for
shaders is currently not easy because it doesn't implement ShaderType

## Solution

- add encase as a dependency and impl the required traits.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-26 22:31:49 +00:00
Zachary Harrold
4d325eb3f0
bevy_color: Add Laba to support Lab Color Model (#12115)
# Objective

- Improve compatibility with CSS Module 4
- Simplify `Lcha` conversion functions

## Solution

- Added `Laba` which implements the Lab color model.
- Updated `Color` and `LegacyColor` accordingly.

## Migration Guide

- Convert `Laba` to either `Xyza` or `Lcha` using the provided `From`
implementations and then handle accordingly.

## Notes

The Lab color space is a required stepping stone when converting between
XYZ and Lch, therefore we already use the Lab color model, just in an
nameless fashion prone to errors.

This PR also includes a slightly broader refactor of the `From`
implementations between the various colour spaces to better reflect the
graph of definitions. My goal was to keep domain specific knowledge of
each colour space contained to their respective files (e.g., the
`From<Oklaba> for LinearRgba` definition was in `linear_rgba.rs` when it
probably belongs in `oklaba.rs`, since Linear sRGB is a fundamental
space and Oklab is defined in its relation to it)
2024-02-26 22:30:50 +00:00
nil
3bdeac6a42
Add to_bits and from_bits functions to AssetIndex (#12127)
# Objective

The `AssetIndex` cannot be carried across boundaries that do not allow
explicit rust types.

For context, I ran into this issue while trying to implent an
improvement for bevy_egui which leverages the not-so-new custom loader
API. Passing through a handle directly isn't possible, but instead it
requires stringified URI s. I had to work around the lack of this API s
existance using reflection, which is rather dirty.

## Solution

- Add `to_bits` and `from_bits` functions to `AssetIndex` to allow
moving this type through such boundaries.

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-02-26 21:02:26 +00:00
Sludge
881f660433
Make TemporalJitter and MipBias reflectable (#12132)
# Objective

- Make these types usable in reflection-based workflows.

## Solution

- The usual. Also reflect `Default` and `Component` behaviors so that
the types can be constructed, inserted, and removed.
2024-02-26 18:09:06 +00:00
Alice Cecile
1f2b5fcb2f
Fix typos (#12131)
# Objective

The new `typos` check added in #12036 is proving its value already.
It spotted some small typos:
https://github.com/bevyengine/bevy/actions/runs/8053108519/job/21994719657?pr=12128

## Solution

Fix them.

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-02-26 17:46:01 +00:00
Mincong Lu
f45450e26b
Added reflect support for std::HashSet, BTreeSet and BTreeMap. (#12124)
# Objective

Added reflect support for `std::HashSet`, `BTreeSet` and `BTreeMap`.

The set support is limited to `reflect_value` since that's the level of
support prior art `bevy_util::HashSet` got.

## Changelog

Dropped `Hash` Requirement on `MapInfo` since it's not needed on
`BTreeMap`s.
2024-02-26 16:36:04 +00:00
Tristan Guichaoua
1cded6ac60
Use immutable key for HashMap and HashSet (#12086)
# Objective

Memory usage optimisation

## Solution

`HashMap` and `HashSet`'s keys are immutable. So using mutable types
like `String`, `Vec<T>`, or `PathBuf` as a key is a waste of memory:
they have an extra `usize` for their capacity and may have spare
capacity.
This PR replaces these types by their immutable equivalents `Box<str>`,
`Box<[T]>`, and `Box<Path>`.

For more context, I recommend watching the [Use Arc Instead of
Vec](https://www.youtube.com/watch?v=A4cKi7PTJSs) video.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2024-02-26 16:27:40 +00:00
Ame
c97d0103cc
Add typos - Source code spell checker (#12036)
# Objective

- Avoid misspellings throughout the codebase by using
[`typos`](https://github.com/crate-ci/typos) in CI

Inspired by https://github.com/gfx-rs/wgpu/pull/5191

Typos is a minimal code speller written in rust that finds and corrects
spelling mistakes among source code.
 - Fast enough to run on monorepos
 - Low false positives so you can run on PRs


## Solution

- Use
[typos-action](https://github.com/marketplace/actions/typos-action) in
CI
- Add how to use typos in the Contribution Guide

---------

Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2024-02-26 16:19:40 +00:00
radiish
2b7a3b2a55
reflect: treat proxy types correctly when serializing (#12024)
# Objective

- Fixes #12001.
- Note this PR doesn't change any feature flags, however flaky the issue
revealed they are.

## Solution

- Use `FromReflect` to convert proxy types to concrete ones in
`ReflectSerialize::get_serializable`.
- Use `get_represented_type_info() -> type_id()` to get the correct type
id to interact with the registry in
`bevy_reflect::serde::ser::get_serializable`.

---

## Changelog

- Registering `ReflectSerialize` now imposes additional `FromReflect`
and `TypePath` bounds.

## Migration Guide

- If `ReflectSerialize` is registered on a type, but `TypePath` or
`FromReflect` implementations are omitted (perhaps by
`#[reflect(type_path = false)` or `#[reflect(from_reflect = false)]`),
the traits must now be implemented.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-02-26 16:13:04 +00:00
James Liu
51edf9cc8f
Remove the UpdateAssets and AssetEvents schedules (#11986)
# Objective
Fix #11845.

## Solution
Remove the `UpdateAssets` and `AssetEvents` schedules. Moved the
`UpdateAssets` systems to `PreUpdate`, and `AssetEvents` systems into
`First`. The former is meant to run before any of the event flushes.

## Future Work
It'd be ideal if we could manually flush the events for assets to avoid
needing two, sort of redundant, systems. This should at least let them
potentially run in parallel with all of the systems in the schedules
they were moved to.

---

## Changelog
Removed: `UpdateAssets` schedule from the main schedule. All systems
have been moved to `PreUpdate`.
Removed: `AssetEvents` schedule from the main schedule. All systems have
been move to `First` with the same system sets.

## Migration Guide
TODO
2024-02-26 16:05:50 +00:00
JMS55
40bfce556a
Add random shader utils, fix cluster_debug_visualization (#11956)
# Objective
- Partially addresses https://github.com/bevyengine/bevy/issues/11470
(I'd like to add Spatiotemporal Blue Noise in the future, but that's a
bit more controversial).
- Fix cluster_debug_visualization which has not compiled for a while

---

## Changelog
- Added random white noise shader functions to `bevy_pbr::utils`

## Migration Guide
- The `bevy_pbr::utils::random1D` shader function has been replaced by
the similar `bevy_pbr::utils::rand_f`.
2024-02-26 15:59:44 +00:00
François
ebdda09fc3
make gizmo groups ordering stable when rendering (#12034)
# Objective

- During rendering of different gizmo groups, the ordering is random
between executions

## Solution

- Make the ordering stable
- It's using a `TypeIdMap`, its iteration order depends on the insertion
order. so insert when adding a group instead of when adding a gizmo
- Also changed `extract_gizmo_data` to not be group dependent. there
will be only one of those systems, no matter the number of gizmo groups
added

---------

Co-authored-by: pablo-lua <126117294+pablo-lua@users.noreply.github.com>
2024-02-26 15:55:26 +00:00
Doonv
1b1934f4fb
Fix CameraProjectionPlugin not implementing Plugin in some cases (#11766)
# Objective

`CameraProjectionPlugin<T>`'s bounds are `T: CameraProjection`. But the
bounds for `CameraProjectionPlugin` implementing `Plugin` are `T:
CameraProjection + Component + GetTypeRegistration`. This means that if
`T` is valid for `CameraProjectionPlugin`'s bounds, but not the plugin
implementation's bounds, then `CameraProjectionPlugin` would not
implement `Plugin`. Which is weird because you'd expect a struct with
`Plugin` in the name to implement `Plugin`.

## Solution

Make `CameraProjectionPlugin<T>`'s bounds `T: CameraProjection +
Component + GetTypeRegistration`. I also rearranged some of the code.

---

## Changelog

- Changed `CameraProjectionPlugin<T>`'s bounds to `T: CameraProjection +
Component + GetTypeRegistration`

## Migration Guide

`CameraProjectionPlugin<T>`'s trait bounds now require `T` to implement
`CameraProjection`, `Component`, and `GetTypeRegistration`. This
shouldn't affect most existing code as `CameraProjectionPlugin<T>` never
implemented `Plugin` unless those bounds were met.
2024-02-26 15:49:54 +00:00
Joona Aalto
9bd6cc0a5e
Add Direction3dA and move direction types out of primitives (#12018)
# Objective

Split up from #12017, add an aligned version of `Direction3d` for SIMD,
and move direction types out of `primitives`.

## Solution

Add `Direction3dA` and move direction types into a new `direction`
module.

---

## Migration Guide

The `Direction2d`, `Direction3d`, and `InvalidDirectionError` types have
been moved out of `bevy::math::primitives`.

Before:

```rust
use bevy::math::primitives::Direction3d;
```

After:

```rust
use bevy::math::Direction3d;
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-26 13:57:49 +00:00
Zachary Harrold
f939c09f2c
bevy_color: Added Hsva and Hwba Models (#12114)
# Objective

- Improve compatibility with CSS Module 4
- Simplify `Hsla` conversion functions

## Solution

- Added `Hsva` which implements the HSV color model.
- Added `Hwba` which implements the HWB color model.
- Updated `Color` and `LegacyColor` accordingly.

## Migration Guide

- Convert `Hsva` / `Hwba` to either `Hsla` or `Srgba` using the provided
`From` implementations and then handle accordingly.

## Notes

While the HSL color space is older than HWB, the formulation for HWB is
more directly related to RGB. Likewise, HSV is more closely related to
HWB than HSL. This makes the conversion of HSL to/from RGB more
naturally represented as the compound operation HSL <-> HSV <-> HWB <->
RGB. All `From` implementations for HSL, HSV, and HWB have been designed
to take the shortest path between itself and the target space.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-26 12:25:49 +00:00
Alice Cecile
8ec65525ab
Port bevy_core_pipeline to LinearRgba (#12116)
# Objective

- We should move towards a consistent use of the new `bevy_color` crate.
- As discussed in #12089, splitting this work up into small pieces makes
it easier to review.

## Solution

- Port all uses of `LegacyColor` in the `bevy_core_pipeline` to
`LinearRgba`
- `LinearRgba` is the correct type to use for internal rendering types
- Added `LinearRgba::BLACK` and `WHITE` (used during migration)
- Add `LinearRgba::grey` to more easily construct balanced grey colors
(used during migration)
- Add a conversion from `LinearRgba` to `wgpu::Color`. The converse was
not done at this time, as this is typically a user error.

I did not change the field type of the clear color on the cameras: as
this is user-facing, this should be done in concert with the other
configurable fields.

## Migration Guide

`ColorAttachment` now stores a `LinearRgba` color, rather than a Bevy
0.13 `Color`.
`set_blend_constant` now takes a `LinearRgba` argument, rather than a
Bevy 0.13 `Color`.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-02-26 12:25:11 +00:00
porkbrain
43b859dfcf
Implements conversion from SystemId to Entity (#11759)
# Objective

Right now when using egui, systems are inserted without any identifier
and to the root. I'd like to name those systems and insert them as
children to a root entity. This helps to keep the editor organized.

## Solution

- Although the `SystemId` is documented as an opaque type, examples
depicted above benefit from tear down of the abstraction.

---

## Changelog

### Added
- Implemented `From<SystemId>` for `Entity`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-26 12:17:30 +00:00
Elabajaba
78b6fa1f1b
sort alpha masked pipelines by pipeline & mesh instead of by distance (#12117)
# Objective

- followup to https://github.com/bevyengine/bevy/pull/11671
- I forgot to change the alpha masked phases.

## Solution

- Change the sorting for alpha mask phases to sort by pipeline+mesh
instead of distance, for much better batching for alpha masked
materials.

I also fixed some docs that I missed in the previous PR.

---

## Changelog
- Alpha masked materials are now sorted by pipeline and mesh.
2024-02-26 11:14:59 +00:00
AxiomaticSemantics
e0e9794c9e
Add Archetype::component_count (#12119)
Add Archetype::component_count utility method

# Objective

I wanted a method to count components on an archetype without iterating
over them.

## Solution

Added `Archetype::component_count`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-26 04:54:25 +00:00
Chris Russell
c4caebb528
Run the multi-threaded executor at the end of each system task. (#11906)
# Objective

The multi-threaded executor currently runs in a dedicated task on a
single thread. When a system finishes running, it needs to notify that
task and wait for the thread to be available and running before the
executor can process the completion.

See #8304

## Solution

Run the multi-threaded executor at the end of each system task. This
allows it to run immediately instead of needing to wait for the main
thread to wake up. Move the mutable executor state into a separate
struct and wrap it in a mutex so it can be shared among the worker
threads.

While this should be faster in theory, I don't actually know how to
measure the performance impact myself.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: Mike <mike.hsu@gmail.com>
2024-02-26 03:18:34 +00:00
James Liu
3a1b9b98e4
Make Gilrs a normal resource on non-Wasm targets (#12092)
# Objective
Partially address #888. Gilrs is initialized on a separate thread, and
thus conditionally implements `Send`, and all platforms other than Wasm.
This means the `NonSend` resource constraint is likely too conservative.

## Solution
Relax the requirement, and conditionally derive Resource on a wrapper
around it, using `SyncCell` to satisfy the `Sync` requirement on it.
2024-02-26 00:23:42 +00:00
Jan Hohenheim
ad5d790e9e
Fix WebGL not rendering StandardMaterial (#12110)
# Objective

- Fixes #12081

## Solution

Passing the `Affine2` as a neatly packed `mat3x2` breaks WebGL with
`drawElementsInstanced: Buffer for uniform block is smaller than
UNIFORM_BLOCK_DATA_SIZE.`
I fixed this by using a `mat3x3` instead.
Alternative solutions that come to mind:
- Pass in a `mat3x2` on non-webgl targets and a `mat3x3` otherwise. I
guess I could use `#ifdef SIXTEEN_BYTE_ALIGNMENT` for this, but it
doesn't seem quite right? This would be more efficient, but decrease
code quality.
- Do something about `UNIFORM_BLOCK_DATA_SIZE`. I don't know how, so I'd
need some guidance here.

@superdump let me know if you'd like me to implement other variants.
Otherwise, I vote for merging this as a quick fix for `main` and then
improving the packing in subsequent PRs :)

## Additional notes

Ideally we should merge this before @JMS55 rebases #10164 so that they
don't have to rebase everything a second time.
2024-02-25 22:42:28 +00:00
Zachary Harrold
5e63f6815b
Made bevy_color a dependency of bevy_render (#12105)
# Objective

- Fixes #12068

## Solution

- Split `bevy_render::color::colorspace` across the various space
implementations in `bevy_color` as appropriate.
- Moved `From` implementations involving
`bevy_render::color::LegacyColor` into `bevy_render::color`

## Migration Guide

###
`bevy_render::color::colorspace::SrgbColorSpace::<f32>::linear_to_nonlinear_srgb`

Use `bevy_color::color::gamma_function_inverse`

###
`bevy_render::color::colorspace::SrgbColorSpace::<f32>::nonlinear_to_linear_srgb`

Use `bevy_color::color::gamma_function`

###
`bevy_render::color::colorspace::SrgbColorSpace::<u8>::linear_to_nonlinear_srgb`

Modify the `u8` value to instead be an `f32` (`|x| x as f32 / 255.`),
use `bevy_color::color::gamma_function_inverse`, and back again.

###
`bevy_render::color::colorspace::SrgbColorSpace::<u8>::nonlinear_to_linear_srgb`

Modify the `u8` value to instead be an `f32` (`|x| x as f32 / 255.`),
use `bevy_color::color::gamma_function`, and back again.

###
`bevy_render::color::colorspace::HslRepresentation::hsl_to_nonlinear_srgb`

Use `Hsla`'s implementation of `Into<Srgba>`

###
`bevy_render::color::colorspace::HslRepresentation::nonlinear_srgb_to_hsl`

Use `Srgba`'s implementation of `Into<Hsla>`

###
`bevy_render::color::colorspace::LchRepresentation::lch_to_nonlinear_srgb`

Use `Lcha`'s implementation of `Into<Srgba>`

###
`bevy_render::color::colorspace::LchRepresentation::nonlinear_srgb_to_lch`

Use `Srgba`'s implementation of `Into<Lcha>`
2024-02-25 22:35:00 +00:00
Sludge
e5994a4e55
Early-exit bloom node if intensity == 0.0 (#12113)
# Objective

- The bloom effect is currently somewhat costly (in terms of GPU time
used), due to using fragment shaders for down- and upscaling (compute
shaders generally perform better for such tasks).
- Additionally, one might have a `BloomSettings` on a camera whose
`intensity` is only occasionally set to a non-zero value (eg. in outside
areas or areas with bright lighting). Currently, the cost of the bloom
shader is always incurred as long as the `BloomSettings` exists.

## Solution

- Bail out of the bloom render node when `intensity == 0.0`, making the
effect free as long as it is turned all the way down.
2024-02-25 22:34:05 +00:00
Zachary Harrold
bb00d9fc3c
Added add_group to PluginGroupBuilder (#9530)
# Objective

- Fixes #751

## Solution

- Added `PluginGroupBuilder::add_group`, which accepts an owned `impl
PluginGroup` and adds those plugins to self, following
`PluginGroupBuilder::add`'s replacement rules.
- Split `PluginGroupBuilder::upsert_plugin_state` into two functions,
one of the same name, and
`PluginGroupBuilder::upsert_plugin_entry_state` which takes a
`PluginEntry` and `TypeId` directly. This allows for shared behaviour
between `add` and `add_group`.
- Added 2 unit tests documenting the replacement behaviour in
`PluginGroupBuilder::add_group`.

Co-authored-by: François <mockersf@gmail.com>
2024-02-25 21:23:28 +00:00
Charles Bournhonesque
5bcc100d10
Update docstrings for some Commands to use the correct type (#12111)
# Objective

- A tiny nit I noticed; I think the type of these function is
`EntityCommand`, not `Command`

Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com>
2024-02-25 19:48:33 +00:00
James Liu
fd91c61d72
Cleanup: Use Parallel in extract_meshes (#12084)
# Objective
#7348 added `bevy_utils::Parallel` and replaced the usage of the
`ThreadLocal<Cell<Vec<...>>>` in `check_visibility`, but we were also
using it in `extract_meshes`.

## Solution
Refactor the system to use `Parallel` instead.
2024-02-25 19:06:54 +00:00
Alex
a7be8a2655
Prefer UVec2 when working with texture dimensions (#11698)
# Objective

The physical width and height (pixels) of an image is always integers,
but for `GpuImage` bevy currently stores them as `Vec2` (`f32`).
Switching to `UVec2` makes this more consistent with the [underlying
texture data](https://docs.rs/wgpu/latest/wgpu/struct.Extent3d.html).

I'm not sure if this is worth the change in the surface level API. If
not, feel free to close this PR.

## Solution

- Replace uses of `Vec2` with `UVec2` when referring to texture
dimensions.
- Use integer types for the texture atlas dimensions and sections.


[`Sprite::rect`](a81a2d1da3/crates/bevy_sprite/src/sprite.rs (L29))
remains unchanged, so manually specifying a sub-pixel region of an image
is still possible.

---

## Changelog

- `GpuImage` now stores its size as `UVec2` instead of `Vec2`.
- Texture atlases store their size and sections as `UVec2` and `URect`
respectively.
- `UiImageSize` stores its size as `UVec2`.

## Migration Guide

- Change floating point types (`Vec2`, `Rect`) to their respective
unsigned integer versions (`UVec2`, `URect`) when using `GpuImage`,
`TextureAtlasLayout`, `TextureAtlasBuilder`,
`DynamicAtlasTextureBuilder` or `FontAtlas`.
2024-02-25 15:23:04 +00:00
Ian Forsey
14042b1e34
Normalise root path in file_watcher (#12102)
# Objective

- I hit an issue using the `file_watcher` feature to hot reload assets
for my game. The change in this PR allows me to now hot reload assets.
- The issue stemmed from my project being a multi crate workspace
project structured like so:
```
└── my_game
    ├── my_game_core
    │   ├── src
    │   └── assets
    ├── my_game_editor
    │   └── src/main.rs
    └── my_game
        └── src/main.rs
```

 - `my_game_core` is a crate that holds all my game logic and assets
- `my_game` is the crate that creates the binary for my game (depends on
the game logic and assets in `my_game_core`)
- `my_game_editor` is an editor tool for my game (it also depends on the
game logic and assets in `my_game_core`)

Whilst running `my_game` and `my_game_editor` from cargo during
development I would use `AssetPlugin` like so:

```rust
default_plugins.set(AssetPlugin {
  watch_for_changes_override: Some(true),
  file_path: "../my_game_core/assets".to_string(),
  ..Default::default()
})
```

This works fine; bevy picks up the assets. However on saving an asset I
would get the following panic from `file_watcher`. It wouldn't kill the
app, but I wouldn't see the asset hot reload:

```
thread 'notify-rs debouncer loop' panicked at /Users/ian/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_asset-0.12.1/src/io/file/file_watcher.rs:48:58:
called `Result::unwrap()` on an `Err` value: StripPrefixError(())
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```

## Solution

- The solution is to collapse dot segments in the root asset path
`FileWatcher` is using
- There was already bevy code to do this in `AssetPath`, so I extracted
that code so it could be reused in `FileWatcher`
2024-02-25 15:21:06 +00:00
Afonso Lage
bc2ddce432
Simplified bevy_color Srgba hex string parsing (#12082)
# Objective

- Simplify `Srgba` hex string parsing using std hex parsing functions
and removing loops in favor of bitwise ops.

This is a follow-up of the `bevy_color` upstream PR review:
https://github.com/bevyengine/bevy/pull/12013#discussion_r1497408114

## Solution

- Reworked `Srgba::hex` to use  `from_str_radix` and some bitwise ops;

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-02-25 15:20:47 +00:00
Nicola Papale
78b5e49202
Add a way to get a strong handle from an AssetId (#12088)
# Objective

- Sometimes, it is useful to get a `Handle<T>` from an `AssetId<T>`. For
example, when iterating `Assets` to find a specific asset. So much so
that it's possible to do so with `AssetServer::get_id_handle`
- However, `AssetServer::get_id_handle` doesn't work with assets
directly added to `Assets` using `Assets::add`.
- Fixes #12087

## Solution

- Add `Assets::get_strong_handle` to convert an `AssetId` into an
`Handle`
- Document `AssetServer::get_id_handle` to explain its limitation and
point to `get_strong_handle`.
- Add a test for `get_strong_handle`
- Add a `duplicate_handles` field to `Assets` to avoid dropping assets
with a live handle generated by `get_strong_handle` (more reference
counting yay…)
- Fix typos in `Assets` docs

---

## Changelog

- Add `Assets::get_strong_handle` to convert an `AssetId` into an
`Handle`
2024-02-25 15:20:03 +00:00
eri
5f8f3b532c
Check cfg during CI and fix feature typos (#12103)
# Objective

- Add the new `-Zcheck-cfg` checks to catch more warnings
- Fixes #12091

## Solution

- Create a new `cfg-check` to the CI that runs `cargo check -Zcheck-cfg
--workspace` using cargo nightly (and fails if there are warnings)
- Fix all warnings generated by the new check

---

## Changelog

- Remove all redundant imports
- Fix cfg wasm32 targets
- Add 3 dead code exceptions (should StandardColor be unused?)
- Convert ios_simulator to a feature (I'm not sure if this is the right
way to do it, but the check complained before)

## Migration Guide

No breaking changes

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-25 15:19:27 +00:00
Sludge
c0a52d97e1
Reflect GizmoConfigStore (#12104)
# Objective

- Make `GizmoConfigStore` play well with reflection-based workflows like
editors.

## Solution

- `#[derive(Reflect)]` and call `.register_type()`.
2024-02-25 01:57:44 +00:00
Alice Cecile
de004da8d5
Rename bevy_render::Color to LegacyColor (#12069)
# Objective

The migration process for `bevy_color` (#12013) will be fairly involved:
there will be hundreds of affected files, and a large number of APIs.

## Solution

To allow us to proceed granularly, we're going to keep both
`bevy_color::Color` (new) and `bevy_render::Color` (old) around until
the migration is complete.

However, simply doing this directly is confusing! They're both called
`Color`, making it very hard to tell when a portion of the code has been
ported.

As discussed in #12056, by renaming the old `Color` type, we can make it
easier to gradually migrate over, one API at a time.

## Migration Guide

THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK.

This change should not be shipped to end users: delete this section in
the final migration guide!

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-02-24 21:35:32 +00:00
Talin
10aef141f3
Adding "fluent" methods to modify color channels. (#12099)
Fixes #12075
2024-02-24 21:20:44 +00:00
Zachary Harrold
972ca62831
bevy_color: Added Xyza Colour Space (#12079)
# Objective

Add XYZ colour space. This will be most useful as a conversion step when
working with other (more common) colour spaces. See
[Wikipedia](https://en.wikipedia.org/wiki/CIE_1931_color_space) for
details on this space.

## Solution

- Added `Xyza` to `Color` and as its own type.

---

## Changelog

- Added `Xyza` type.
- Added `Color::Xyza` variant.

## Migration Guide

- `Color` enum now has an additional member, `Xyza`. Convert it to any
other type to handle this case in match statements.
2024-02-24 18:49:51 +00:00
Dimitri Belopopsky
65267dd1f9
Fix missing renaming of Input -> ButtonInput (#12096)
# Objective

- Fix a wrongly named type

## Solution

- Rename it properly

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2024-02-24 18:41:17 +00:00
James Liu
42e61557f8
Immediately apply deferred system params in System::run (#11823)
# Objective
Fixes #11821. 

## Solution
* Run `System::apply_deferred` in `System::run` after executing the
system.
* Switch to using `System::run_unsafe` in `SingleThreadedExecutor` to
preserve the current behavior.
* Remove the `System::apply_deferred` in `SimpleExecutor` as it's now
redundant.
* Remove the `System::apply_deferred` when running one-shot systems, as
it's now redundant.

---

## Changelog
Changed: `System::run` will now immediately apply deferred system params
after running the system.

## Migration Guide
`System::run` will now always run `System::apply_deferred` immediately
after running the system now. If you were running systems and then
applying their deferred buffers at a later point in time, you can
eliminate the latter.

```rust
// in 0.13
system.run(world);
// .. sometime later ...
system.apply_deferred(world);

// in 0.14
system.run(world);
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-24 14:01:06 +00:00
SpecificProtagonist
9d13ae3113
Fix SimpleExecutor crash (#12076)
# Objective

Since #9822, `SimpleExecutor` panics when an automatic sync point is
inserted:

```rust
let mut sched = Schedule::default();
sched.set_executor_kind(ExecutorKind::Simple);
sched.add_systems((|_: Commands| (), || ()).chain());
sched.run(&mut World::new());
```
```
System's param_state was not found. Did you forget to initialize this system before running it?
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Encountered a panic in system `bevy_ecs::schedule::executor::apply_deferred`!
```

## Solution

Don't try to run the `apply_deferred` system.
2024-02-24 09:52:25 +00:00
Waridley
9d420b435a
Pad SkyUniforms to 16 bytes for WASM (#12078)
# Objective

Fixes Skyboxes on WebGL, which broke in Bevy 0.13 due to the addition of
the `brightness` uniform, when previously the skybox pipeline only had
view and global uniforms.

```ignore
panicked at ~/.cargo/registry/src/index.crates.io-6f17d22bba15001f/wgpu-0.19.1/src/backend/wgpu_core.rs:3009:5:
wgpu error: Validation Error

Caused by:
    In Device::create_render_pipeline
      note: label = `skybox_pipeline`
    In the provided shader, the type given for group 0 binding 3 has a size of 4. As the device does not support `DownlevelFlags::BUFFER_BINDINGS_NOT_16_BYTE_ALIGNED`, the type must have a size that is a multiple of 16 bytes.
```

It would be nice if this could be backported to a 0.13.1 patch as well
if possible. I'm needing to rely on my own fork for now.

## Solution

Similar to the Globals uniform solution here:


d31de3f139/crates/bevy_render/src/globals.rs (L59-L60)

I've added 3 conditional fields to `SkyboxUniforms`.
2024-02-24 07:46:00 +00:00
Chris Russell
52f88e5672
Loosen lifetime requirements for single-threaded Scope::spawn to match the multi-threaded version. (#12073)
# Objective

`Scope::spawn`, `Scope::spawn_on_external`, and `Scope::spawn_on_scope`
have different signatures depending on whether the `multi-threaded`
feature is enabled. The single-threaded version has a stricter signature
that prevents sending the `Scope` itself to spawned tasks.

## Solution

Changed the lifetime constraints in the single-threaded signatures from
`'env` to `'scope` to match the multi-threaded version.

This was split off from #11906.
2024-02-24 06:01:34 +00:00
Zachary Harrold
a52b2518fc
bevy_color: Created a private trait StandardColor (#12072)
# Objective

- Assist Bevy contributors in the creation of `bevy_color` spaces by
ensuring consistent API implementation.

## Solution

Created a `pub(crate)` trait `StandardColor` which has all the
requirements for a typical color space (e.g, `Srgba`, `Color`, etc.).

---

## Changelog

- Implemented traits missing from certain color spaces.

## Migration Guide

_No migration required_
2024-02-24 03:04:03 +00:00
Talin
d31de3f139
bevy_color: adding 'palettes' module. (#12067)
Two palettes are added:
- Basic: A basic palette with 16 colors.
- CSS: A palette with the colors from the "extended CSS"/X11/HTML4.0
color names.
2024-02-24 02:32:42 +00:00
Ame
7980fbf703
fix typo: converstion -> conversion (#12074)
# Objective

just fix a typo
2024-02-24 02:27:14 +00:00
Doonv
2701188f43
Remove unnecessary wildcards from LogPlugin and convert warnings to errors. (#12046)
# Objective

Improve code quality and prevent bugs.

## Solution

I removed the unnecessary wildcards from `<LogPlugin as Plugin>::build`.

I also changed the warnings that would occur if the subscriber/logger
was already set into errors.
2024-02-23 18:49:32 +00:00
Talin
31d7fcd9cb
Upstreaming bevy_color. (#12013)
# Objective

This provides a new set of color types and operations for Bevy.

Fixes: #10986 #1402 

## Solution

The new crate provides a set of distinct types for various useful color
spaces, along with utilities for manipulating and converting colors.

This is not a breaking change, as no Bevy APIs are modified (yet).

---------

Co-authored-by: François <mockersf@gmail.com>
2024-02-23 17:51:31 +00:00
Torstein Grindvik
54e2b2ea07
Improve file watcher error msg (#12060)
# Objective

When dealing with custom asset sources it can be a bit tricky to get
asset roots combined with relative paths correct.
It's even harder when it isn't mentioned which path was problematic.

## Solution

Mention which path failed for the file watcher.

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2024-02-23 17:39:33 +00:00
François
c641882cfe
set pipeline to queued when shader is not yet available (#12051)
# Objective

- Fixes #11977 - user defined shaders don't work in wasm
- After investigation, it won't work if the shader is not yet available
when compiling the pipeline on all platforms, for example if you load
many assets

## Solution

- Set the pipeline state to queued when it errs waiting for the shader
so that it's retried
2024-02-23 07:14:09 +00:00
IceSentry
e79b9b62ce
Make more things pub in the renderer (#12053)
# Objective

- Some properties of public types are private but sometimes it's useful
to be able to set those

## Solution

- Make more stuff pub

---

## Changelog

- `MaterialBindGroupId` internal id is now pub and added a new()
constructor
- `ExtractedPointLight` and `ExtractedDirectionalLight` properties are
now all pub

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2024-02-23 06:13:37 +00:00
Sam Pettersson
caa7ec68d4
FIX: iOS Simulator not rendering due to missing CUBE_ARRAY_TEXTURES (#12052)
This PR closes #11978

# Objective

Fix rendering on iOS Simulators.

iOS Simulator doesn't support the capability CUBE_ARRAY_TEXTURES, since
0.13 this started to make iOS Simulator not render anything with the
following message being outputted:

```
2024-02-19T14:59:34.896266Z ERROR bevy_render::render_resource::pipeline_cache: failed to create shader module: Validation Error

Caused by:
    In Device::create_shader_module
    
Shader validation error: 


    Type [40] '' is invalid
    Capability Capabilities(CUBE_ARRAY_TEXTURES) is required
```

## Solution

- Split up NO_ARRAY_TEXTURES_SUPPORT into both NO_ARRAY_TEXTURES_SUPPORT
and NO_CUBE_ARRAY_TEXTURES_SUPPORT and correctly apply
NO_ARRAY_TEXTURES_SUPPORT for iOS Simulator using the cfg flag
introduced in #10178.

---

## Changelog

### Fixed
- Rendering on iOS Simulator due to missing CUBE_ARRAY_TEXTURES support.

---------

Co-authored-by: Sam Pettersson <sam.pettersson@geoguessr.com>
2024-02-23 01:24:59 +00:00
Félix Lescaudey de Maneville
fa1740630c
Fixed Ui Image slicing (#12047)
# Objective

Fixes #11944

## Solution

#11600 made an incorrect assumption on what `UiImageSize` does, removing
its usage in slicing fixes the problem
2024-02-23 01:08:32 +00:00
Ame
9d67edc3a6
fix some typos (#12038)
# Objective

Split - containing only the fixed typos

-
https://github.com/bevyengine/bevy/pull/12036#pullrequestreview-1894738751


# Migration Guide
In `crates/bevy_mikktspace/src/generated.rs` 

```rs
// before
pub struct SGroup {
    pub iVertexRepresentitive: i32,
    ..
}

// after
pub struct SGroup {
    pub iVertexRepresentative: i32,
    ..
}
```

In `crates/bevy_core_pipeline/src/core_2d/mod.rs`

```rs
// before
Node2D::ConstrastAdaptiveSharpening

// after
Node2D::ContrastAdaptiveSharpening
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: François <mockersf@gmail.com>
2024-02-22 18:55:22 +00:00
Ame
5d3f66fbaf
Fix taplo CI - toml fmt (#12037)
# Objective

- Taplo in CI is not running. The link used to download taplo doesn't
work anymore.

## Solution
- Compile taplo directly with cargo
- Improve docs a little
- Run taplo

---------

Co-authored-by: François <mockersf@gmail.com>
2024-02-22 18:13:45 +00:00
Jean Mertz
9dfef453f9
only update Touches resource when needed (#12048)
# Objective

- The `touch_screen_input_system` system runs on every tick.
- It unconditionally calls `update(&mut self)`, on the `Touches`
resource.
- This blocks the usage of a `resource_changed::<Touches>` run
condition.

## Solution

- Remove `update(&mut self)` as it's only used in this one system, and
in-lining the method implementation removes an indirection to an
ambiguously named method.
- Add conditional checks around the calls to clearing the internal maps.

---------

Signed-off-by: Jean Mertz <git@jeanmertz.com>
2024-02-22 17:57:17 +00:00
BD103
44a0e3f947
Document all members of bevy_dynamic_plugin (#12029)
# Objective

- Some members of `bevy_dynamic_plugin` are not documented.
- Part of #3492.

## Solution

- Add documentation to members missing it in `bevy_dynamic_plugin`.
- Update existing documentation for clarity and formatting.

---

## Changelog

- Completely document `bevy_dynamic_plugin`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2024-02-22 13:28:52 +00:00
Tristan Guichaoua
33c7a2251e
bevy_ecs address trivial cases of unsafe_op_in_unsafe_fn (#11861)
# Objective

- Part of #11590
- Fix `unsafe_op_in_unsafe_fn` for trivial cases in bevy_ecs

## Solution

Fix `unsafe_op_in_unsafe_fn` in bevy_ecs for trivial cases, i.e., add an
`unsafe` block when the safety comment already exists or add a comment
like "The invariants are uphold by the caller".

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2024-02-22 00:04:38 +00:00
Jakob Hellermann
a491bce680
Fix SystemTypeSet::system_type being out of sync with System::type_id (#12030)
## Objective

Always have `some_system.into_system().type_id() ==
some_system.into_system_set().system_type().unwrap()`.

System sets have a `fn system_type() -> Option<TypeId>` that is
implemented by `SystemTypeSet` to returning the TypeId of the system's
function type. This was implemented in
https://github.com/bevyengine/bevy/pull/7715 and is used in
`bevy_mod_debugdump` to handle `.after(function)` constraints.

Back then, `System::type_id` always also returned the type id of the
function item, not of `FunctionSystem<M, F>`.

https://github.com/bevyengine/bevy/pull/11728 changes the behaviour of
`System::type_id` so that it returns the id of the
`FunctionSystem`/`ExclusiveFunctionSystem` wrapper, but it did not
change `SystemTypeSet::system_type`, so doing the lookup breaks in
`bevy_mod_debugdump`.

## Solution

Change `IntoSystemSet` for functions to return a
`SystemTypeSet<FunctionSystem>` /
`SystemTypeSet<ExclusiveFunctionSystem>` instead of `SystemTypeSet<F>`.
2024-02-21 23:40:45 +00:00
IceSentry
a513493dcc
Make Globals visible in vertex shaders (#12032)
# Objective

- Globals are supposed to be available in vertex shader but that was
mistakenly removed in 0.13

## Solution

- Configure the visibility of the globals correctly

Fixes https://github.com/bevyengine/bevy/issues/12015
2024-02-21 23:16:43 +00:00
Yutao Yuan
11a3b77811
Create imported_assets directory with full path (#12022)
# Objective

- The file asset source currently creates the `imported_assets/Default`
directory with relative path, which leads to wrongly created directories
when the executable is run with a working directory different from the
project root.

## Solution

- Use the full path instead.
2024-02-21 21:59:59 +00:00
Miguel Medina Ballesteros
e64c8f8b7a
Parse missing mime types (#12028)
# Objective

This PR adds some missing mime types to the
`ImageFormat::from_mime_type` method. As discussed [in this comment on
the Discord Bevy
community](https://discord.com/channels/691052431525675048/691052431974465548/1209904290227949729):

> It's strange that Bevy supports parsing `ImageFormat::WebP` from a
.webp str extension in the method below, but not from the mime type.
> 
> In comparison, the image crate does parse it:
https://github.com/image-rs/image/blob/master/src/image.rs#L170

# Solution

For each of the missing mime types, I added them based on the
`ImageFormat::from_mime_type` of the image crate:
https://github.com/image-rs/image/blob/master/src/image.rs#L209, except
for `ImageFormat::Basis` and `ImageFormat::Ktx2` which are not present
in the image crate, and I ignore if they have a mime type or not*

\* apparently nowadays there is an official mime type: `image/ktx2`
https://www.iana.org/assignments/media-types/image/ktx2

Any feedback is welcome! I thought of refactoring a bit more and
delegating the mime type parsing to the image crate (and possibly the
same for extensions), let me know if that's desired 🙂
2024-02-21 21:56:59 +00:00
github-actions[bot]
e7c3359c4b
Bump Version after Release (#12020)
Fixes #12016.

Bump version after release
This PR has been auto-generated

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
2024-02-21 20:58:59 +00:00
Mincong Lu
464e2871c7
Update async-channel to 2.2.0 (#12004)
# Objective

bevy 0.13 does not compile with async_channel 2.1.0

See


https://cdn.discordapp.com/attachments/1208557723973591051/1208557724229439518/image.png?ex=65e3b817&is=65d14317&hm=b0eccc620b3239d3f1c9ffff70aa6f149d3546a47fcd14f70ab5c0667144ecf5&

## Solution

Update async_channel to 2.2.0
2024-02-21 19:34:39 +00:00
Matty
328008f904
Move AlphaMode into bevy_render (#12012)
# Objective

- Closes #11985

## Solution

- alpha.rs has been moved from bevy_pbr into bevy_render; bevy_pbr and
bevy_gltf now access `AlphaMode` through bevy_render.

---

## Migration Guide

In the present implementation, external consumers of `AlphaMode` will
have to access it through bevy_render rather than through bevy_pbr,
changing their import from `bevy_pbr::AlphaMode` to
`bevy_render::alpha::AlphaMode` (or the corresponding glob import from
`bevy_pbr::prelude::*` to `bevy_render::prelude::*`).

## Uncertainties

Some remaining things from this that I am uncertain about:
- Here, the `app.register_type<AlphaMode>()` call has been moved from
`PbrPlugin` to `RenderPlugin`; I'm not sure if this is quite right, and
I was unable to find any direct relationship between `PbrPlugin` and
`RenderPlugin`.
- `AlphaMode` was placed in the prelude of bevy_render. I'm not certain
that this is actually appropriate.
- bevy_pbr does not re-export `AlphaMode`, which makes this a breaking
change for external consumers.

Any of these things could be easily changed; I'm just not confident that
I necessarily adopted the right approach in these (known) ways since
this codebase and ecosystem is quite new to me.
2024-02-21 19:34:10 +00:00
Jan Hohenheim
8531033b31
Add support for KHR_texture_transform (#11904)
Adopted #8266, so copy-pasting the description from there:

# Objective

Support the KHR_texture_transform extension for the glTF loader.

- Fixes #6335
- Fixes #11869 
- Implements part of #11350
- Implements the GLTF part of #399 

## Solution

As is, this only supports a single transform. Looking at Godot's source,
they support one transform with an optional second one for detail, AO,
and emission. glTF specifies one per texture. The public domain
materials I looked at seem to share the same transform. So maybe having
just one is acceptable for now. I tried to include a warning if multiple
different transforms exist for the same material.

Note the gltf crate doesn't expose the texture transform for the normal
and occlusion textures, which it should, so I just ignored those for
now. (note by @janhohenheim: this is still the case)

Via `cargo run --release --example scene_viewer
~/src/clone/glTF-Sample-Models/2.0/TextureTransformTest/glTF/TextureTransformTest.gltf`:


![texture_transform](https://user-images.githubusercontent.com/283864/228938298-aa2ef524-555b-411d-9637-fd0dac226fb0.png)

## Changelog

Support for the
[KHR_texture_transform](https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_texture_transform)
extension added. Texture UVs that were scaled, rotated, or offset in a
GLTF are now properly handled.

---------

Co-authored-by: Al McElrath <hello@yrns.org>
Co-authored-by: Kanabenki <lucien.menassol@gmail.com>
2024-02-21 01:11:28 +00:00
Martin Svanberg
37e632145a
Fix docs for quaternion interpolation (#12014)
# Objective

The docs currently state that it's doing an nlerp, which is not true.

## Solution

Docs now describe the implementation.
2024-02-20 23:26:40 +00:00
Robin KAY
dc25edd0a2
Fix MSAA writeback when 3 or more cameras have the same target. (#11968)
# Objective

If multiple cameras render to the same target with MSAA enabled, only
the first and the last camera output will appear in the final output*.
This is because each camera maintains a separate flag to track the
active main texture. The first camera renders to texture A and all
subsequent cameras first write-back from A and then render into texture
B. Hence, camera 3 onwards will overwrite the work of the previous
camera.

\* This would manifest slightly differently if there were other calls to
post_process_write() in a more complex setup.

The is a functional regression from Bevy 0.12.

## Solution

The flag which tracks the active main texture should be shared between
cameras with the same `NormalizedRenderTarget`. Add the
`Arc<AtomicUsize>` to the existing per-target cache.
2024-02-20 22:16:28 +00:00
Robert Swain
1d0ea78f36
Save 16 bytes per MeshUniform in uniform/storage buffers (#11999)
# Objective

- Save 16 bytes per MeshUniform in uniform/storage buffers.

## Solution

- Reorder members of MeshUniform to capitalise on alignment and size
rules for tighter data packing. Before the size of a MeshUniform was 160
bytes, and after it is 144 bytes, saving 16 bytes of unused padding for
alignment.

---

## Changelog

- Reduced the size of MeshUniform by 16 bytes.
2024-02-20 16:25:25 +00:00
Nicola Papale
7e782f1edf
Fix example docs on embedded_asset macro (#12003)
# Objective

The derive macro wasn't doc-commented, so it showed up in the generated
doc as follow:

```rust
#[derive(Asset, TypePath)]
let shader = asset_server.load::<Shader>("embedded://bevy_rock/render/rock.wgsl");
```

Which is very confusing

## Solution

Comment the `derive` attribute as well
2024-02-20 16:13:30 +00:00
James Liu
6d547d7ce6
Allow Mesh-related queue phase systems to parallelize (#11804)
# Objective
Partially addresses #3548. `queue_shadows` and `queue_material_meshes`
cannot parallelize because of the `ResMut<RenderMeshInstances>`
parameter for `queue_material_meshes`.

## Solution
Change the `material_bind_group` field to use atomics instead of needing
full mutable access. Change the `ResMut` to a `Res`, which should allow
both sets of systems to parallelize without issue.

## Performance
Tested against `many_foxes`, this has a significant improvement over the
entire render schedule. (Yellow is this PR, red is main)

![image](https://github.com/bevyengine/bevy/assets/3137680/6cc7f346-4f50-4f12-a383-682a9ce1daf6)

The use of atomics does seem to have a negative effect on
`queue_material_meshes` (roughly a 8.29% increase in time spent in the
system).

![image](https://github.com/bevyengine/bevy/assets/3137680/7907079a-863d-4760-aa5b-df68c006ea36)

`queue_shadows` seems to be ever so slightly slower (1.6% more time
spent) in the system.

![image](https://github.com/bevyengine/bevy/assets/3137680/6d90af73-b922-45e4-bae5-df200e8b9784)

`batch_and_prepare_render_phase` seems to be a mix, but overall seems to
be slightly *faster* by about 5%.

![image](https://github.com/bevyengine/bevy/assets/3137680/fac638ff-8c90-436b-9362-c6209b18957c)
2024-02-20 00:12:41 +00:00
James Liu
bc82749012
Remove APIs deprecated in 0.13 (#11974)
# Objective
We deprecated quite a few APIs in 0.13. 0.13 has shipped already. It
should be OK to remove them in 0.14's release. Fixes #4059. Fixes #9011.

## Solution
Remove them.
2024-02-19 19:04:47 +00:00
Kanabenki
f77618eccb
Add a [lints] entry for workspace members missing it (#11900)
# Objective

- Some workspace members do not inherit the global lints.

## Solution

- Add a `[lints]` entry for all files returned by `rg
--files-without-match -F "[lints]" **/Cargo.toml`, except the compile
failure tests since these aren't part of the workspace.
- Add some docstrings where needed.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-19 17:09:47 +00:00
David M. Lary
0dccfb5788
Stepping disabled performance fix (#11959)
# Objective

* Fixes #11932 (performance impact when stepping is disabled)

## Solution

The `Option<FixedBitSet>` argument added to `ScheduleExecutor::run()` in
#8453 caused a measurable performance impact even when stepping is
disabled. This can be seen by the benchmark of running `Schedule:run()`
on an empty schedule in a tight loop
(https://github.com/bevyengine/bevy/issues/11932#issuecomment-1950970236).

I was able to get the same performance results as on 0.12.1 by changing
the argument
`ScheduleExecutor::run()` from `Option<FixedBitSet>` to
`Option<&FixedBitSet>`. The down-side of this change is that
`Schedule::run()` now takes about 6% longer (3.7319 ms vs 3.9855ns) when
stepping is enabled

---

## Changelog
* Change `ScheduleExecutor::run()` `_skipped_systems` from
`Option<FixedBitSet>` to `Option<&FixedBitSet>`
* Added a few benchmarks to measure `Schedule::run()` performance with
various executors
2024-02-19 17:02:14 +00:00
andristarr
e50e848b58
Gltf loader now shows which file is missing pre baked tangents (#11854)
# Objective

- Gltf loader now shows which file is missing pre baked tangents
- Fixes #11831

## Solution

- The file name is shown in the error message


- What changed as a result of this PR?
### Changed:
- Gltf loader now shows which file is missing pre baked tangents

- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
2024-02-19 16:49:32 +00:00
Marco Buono
a475511f43
Add method for querying whether a given short type path is ambiguous (#11840)
# Objective

Currently, the `ambiguous_names` hash set in `TypeRegistry` is used to
keep track of short type names that are ambiguous, and to require the
use of long type names for these types.

However, there's no way for the consumer of `TypeRegistry` to known
whether a given call to `get_with_short_type_path()` or
`get_with_short_type_path_mut()` failed because a type was not
registered at all, or because the short name is ambiguous.

This can be used, for example, for better error reporting to the user by
an editor tool. Here's some code that uses this, from my remote protocol
exploration branch:

```rust
let type_registration = type_registry
  .get_with_type_path(component_name)
  .or_else(|| registry.get_with_short_type_path(component_name))
  .ok_or_else(|| {
      if type_registry.is_ambiguous(component_name) {
          BrpError::ComponentAmbiguous(component_name.clone())
      } else {
          BrpError::MissingTypeRegistration(component_name.clone())
      }
  })?
```

## Solution

- Introduces a `is_ambiguous()` method.
- Also drive-by fixes two documentation comments that had broken links.

---

## Changelog

- Added a `TypeRegistry::is_ambiguous()` method, for checking whether a
given short type path is ambiguous (e.g. `MyType` potentially matching
either `some_crate::MyType` or `another_crate::MyType`)

---------

Co-authored-by: François <mockersf@gmail.com>
2024-02-19 16:47:11 +00:00
François
4134351d9b
also look in just_pressed touches for position (#7743)
# Objective

- On some devices, UI buttons are not responsive

## Solution

- On device with a slower frame rate, touch event can start and end in
the frame rate
- When looking for a touch position, also look into the `just_pressed`
touches that are not cleared by the end event but only at the end of the
frame

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-19 16:44:50 +00:00
Nixy
eb7f554ef7
Implement Debug for SpriteBundle and SpriteSheetBundle (#10506)
# Objective
Implement Debug trait for SpriteBundle and SpriteSheetBundle
It's helpful and other basic bundles like TransformBundle and
VisibilityBundle already implement this trait
2024-02-19 16:38:48 +00:00
James Liu
e34fb68677
refactor: Extract parallel queue abstraction (#7348)
# Objective
There's a repeating pattern of `ThreadLocal<Cell<Vec<T>>>` which is very
useful for low overhead, low contention multithreaded queues that have
cropped up in a few places in the engine. This pattern is surprisingly
useful when building deferred mutation across multiple threads, as noted
by it's use in `ParallelCommands`.

However, `ThreadLocal<Cell<Vec<T>>>` is not only a mouthful, it's also
hard to ensure the thread-local queue is replaced after it's been
temporarily removed from the `Cell`.

## Solution
Wrap the pattern into `bevy_utils::Parallel<T>` which codifies the
entire pattern and ensures the user follows the contract. Instead of
fetching indivdual cells, removing the value, mutating it, and replacing
it, `Parallel::get` returns a `ParRef<'a, T>` which contains the
temporarily removed value and a reference back to the cell, and will
write the mutated value back to the cell upon being dropped.

I would like to use this to simplify the remaining part of #4899 that
has not been adopted/merged.

---

## Changelog
TODO

---------

Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
2024-02-19 16:31:15 +00:00
Patrick Walton
5f1dd3918b
Rework animation to be done in two phases. (#11707)
# Objective

Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.

# Solution

Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.

To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.

# Migration guide

* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
Andrew
f1fcf6932b
rename Camera3dBundle's 'dither' field to 'deband_dither' to align with Camera2dBundle (#11939)
# Objective

- having different field names for `Camera2dBundle` and `Camera3dBundle`
implies that there is something different between these fields when
there is not

## Solution

- rename the field in `Camera3dBundle` to align with `Camera2dBundle`

## Migration Guide

- use the new `deband_dither` field name with `Camera3dBundle`, rather
than the old field name, `dither`
2024-02-19 14:01:35 +00:00
James Liu
ac6a4ff386
Update to toml_edit 0.22 (#11973)
# Objective
Do #11829, but without breaking CI.

## Solution
Update to `toml_edit` v0.22, replace the deprecated function with the
the newer equivalent.
2024-02-19 08:11:29 +00:00
andriyDev
2ae50874d3
Add the serde feature to bitflags for bevy_render. (#11966)
# Objective

Fixes #11964.

## Solution

Adds the `serde` feature to `bitflags` for `bevy_render`. This makes
`bevy_render` compile correctly when used alone.

---

## Changelog

- Fixed an issue where depending on `bevy_render` alone would fail to
compile.
2024-02-19 00:37:34 +00:00
Doonv
a1ef7be4ac
Use is method instead of downcast_ref::<T>().is_some() in App::is_plugin_added (#11949)
# Objective

Improve code quality and performance

## Solution

Instead of using `plugin.downcast_ref::<T>().is_some()` in
`App::is_plugin_added`, use `plugin.is::<T>()`. Which is more performant
and cleaner.
2024-02-18 22:17:17 +00:00
TimJentzsch
c3db02e36e
Fix dds feature dependencies in bevy_core_pipeline (#11962)
# Objective

- Fixes #11960
- The compilation of `bevy_core_pipeline` failed with the `dds` feature
enabled

## Solution

- Enable the `dds` feature of `bevy_render` when enabling it for
`bevy_core_pipeline`
2024-02-18 22:14:29 +00:00
Kristoffer Søholm
6026c08c04
Update documentation for WorldQuery and filters (#11952)
# Objective

`update_archetype_component_access` was removed from queries in #9774,
but some documentation still refers to it.

## Solution

Update the documentation. Since a bunch of these were in SAFETY comments
it would be nice if someone who knows the details better could check
that the rest of those comments are still valid.
2024-02-18 21:58:26 +00:00
Noa
cb5ff51d1e
Qualify embedded_asset expansion with $crate:: (#11961)
# Objective

Right now, if you call `embedded_asset` with 2 arguments as a qualified
path it doesn't work (`bevy::asset::embedded_asset!(app, "foo.wgsl")` ->
"cannot find macro `embedded_asset` in this scope")

## Solution

Use `$crate::` in expansion for 2-arg case.
2024-02-18 21:52:32 +00:00
amy universe
efda05d11e
typo (#11955)
the good ol the good ol typo

# Objective

fix a typo

## Solution

remove one of the repeated instances :D
2024-02-18 20:16:15 +00:00
Aztro
eef7dbefe8
Add single-f32 constructors for a few (very few) primitives (#11934)
# Objective

- I hated having to do `Cuboid::new(1.0, 1.0, 1.0)` or
`Cuboid::from_size(Vec3::splat(1.0))` when there should be a much easier
way to do this.

## Solution

- Implemented a `from_length()` method that only takes in a single
float, and constructs a primitive of equal size in all directions.
- Ex:
  ```rs
  // These:
  Cuboid::new(1.0, 1.0, 1.0);
  Cuboid::from_size(Vec3::splat(1.0));
  // Are equivalent to this:
  Cuboid::from_length(1.0);
  ```
 - For the rest of the changed primitives:
    ```rs
    Rectangle::from_length(1.0);
    Plane3d::default().mesh().from_length(1.0);
    ```
2024-02-18 07:43:45 +00:00
Carter Anderson
abb8c353f4
Release 0.13.0 (#11920)
Bump Bevy crates to 0.13.0 in preparation for release.

(Note that we accidentally skipped the `0.13.0-dev` step this cycle)
2024-02-17 09:24:25 +00:00
Rob Parrett
e6e25dead4
Fix duplicate encase_derive_impl dependency (#11915)
# Objective

Another PR failed CI due to duplicate deps, and I noticed this one in
particular while scanning through the error messages.

I think this was missed in #11082.

## Solution

Bump `encase_derive_impl` dep in `bevy_encase_derive` to same version as
`encase` dep for `bevy_render`.

I spot-checked a few examples, and glanced at the
[changelog](<https://github.com/teoxoy/encase/blob/main/CHANGELOG.md#v070-2024-01-02>)
and I don't think there's anything to be concerned about, but I barely
know what this thing does.
2024-02-17 02:55:21 +00:00
Rob Parrett
756535bacc
Remove naga_oil dependency from bevy_pbr (#11914)
# Objective

Fixes #11908

## Solution

- Remove the `naga_oil` dependency from `bevy_pbr`.
- We were doing a little dance to disable `glsl` support on not-wasm, so
incorporate that dance into `bevy_render`'s `Cargo.toml`.
2024-02-17 02:22:49 +00:00
Patrick Walton
3058c17d6a
Disable irradiance volumes on WebGL and WebGPU. (#11909)
They cause the number of texture bindings to overflow on those
platforms. Ultimately, we shouldn't unconditionally disable them, but
this fixes a crash blocking 0.13.

Closes #11885.
2024-02-17 01:49:46 +00:00
Patrick Walton
7883eea54f
Add MeshPipelineKey::LIGHTMAPPED as applicable during the shadow map pass. (#11910)
I did this during the prepass, but I neglected to do it during the
shadow map pass, causing a panic when directional lights with shadows
were enabled with lightmapped meshes present. This patch fixes the
issue.

Closes #11898.
2024-02-17 00:25:32 +00:00
IceSentry
f81aa64ca4
Derive Reflect for Exposure (#11907)
# Objective

- Don't crash when loading a scene with a camera

## Solution

- Derive Reflect for Exposure

Closes https://github.com/bevyengine/bevy/issues/11905
2024-02-16 19:03:46 +00:00
François
80f2ee2910
WebGPU: fix web-sys version (#11894)
# Objective

- Being able to build for WebGPU

```
error[E0061]: this function takes 1 argument but 3 arguments were supplied
   --> .cargo/registry/src/index.crates.io-6f17d22bba15001f/wgpu-0.19.1/src/backend/webgpu.rs:375:22
    |
375 |     let mut mapped = web_sys::GpuDepthStencilState::new(
    |                      ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
376 |         map_compare_function(desc.depth_compare),
    |         ---------------------------------------- unexpected argument of type `GpuCompareFunction`
377 |         desc.depth_write_enabled,
    |         ------------------------ unexpected argument of type `bool`
    |
note: associated function defined here
   --> .cargo/registry/src/index.crates.io-6f17d22bba15001f/web-sys-0.3.68/src/features/gen_GpuDepthStencilState.rs:27:12
    |
27  |     pub fn new(format: GpuTextureFormat) -> Self {
    |            ^^^
help: remove the extra arguments
    |
376 -         map_compare_function(desc.depth_compare),
376 +         map_texture_format(desc.format),
    |

error[E0061]: this function takes 1 argument but 2 arguments were supplied
    --> .cargo/registry/src/index.crates.io-6f17d22bba15001f/wgpu-0.19.1/src/backend/webgpu.rs:1693:13
     |
1693 |             web_sys::GpuVertexState::new(desc.vertex.entry_point, &module.0);
     |             ^^^^^^^^^^^^^^^^^^^^^^^^^^^^ -------------------------
     |                                          |
     |                                          unexpected argument of type `&str`
     |                                          help: remove the extra argument
     |
note: associated function defined here
    --> .cargo/registry/src/index.crates.io-6f17d22bba15001f/web-sys-0.3.68/src/features/gen_GpuVertexState.rs:27:12
     |
27   |     pub fn new(module: &GpuShaderModule) -> Self {
     |            ^^^

error[E0061]: this function takes 2 arguments but 3 arguments were supplied
    --> .cargo/registry/src/index.crates.io-6f17d22bba15001f/wgpu-0.19.1/src/backend/webgpu.rs:1768:17
     |
1768 |                 web_sys::GpuFragmentState::new(frag.entry_point, &module.0, &targets);
     |                 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ----------------             -------- unexpected argument of type `&js_sys::Array`
     |                                                |
     |                                                expected `&GpuShaderModule`, found `&str`
     |
     = note: expected reference `&GpuShaderModule`
                found reference `&str`
note: associated function defined here
    --> .cargo/registry/src/index.crates.io-6f17d22bba15001f/web-sys-0.3.68/src/features/gen_GpuFragmentState.rs:27:12
     |
27   |     pub fn new(module: &GpuShaderModule, targets: &::wasm_bindgen::JsValue) -> Self {
     |            ^^^
help: remove the extra argument
     |
1768 -                 web_sys::GpuFragmentState::new(frag.entry_point, &module.0, &targets);
1768 +                 web_sys::GpuFragmentState::new(/* &GpuShaderModule */, &module.0);
     |

error[E0061]: this function takes 1 argument but 2 arguments were supplied
    --> .cargo/registry/src/index.crates.io-6f17d22bba15001f/wgpu-0.19.1/src/backend/webgpu.rs:1793:13
     |
1793 |             web_sys::GpuProgrammableStage::new(desc.entry_point, &shader_module.0);
     |             ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ------------------
     |                                                |
     |                                                unexpected argument of type `&str`
     |                                                help: remove the extra argument
     |
note: associated function defined here
    --> .cargo/registry/src/index.crates.io-6f17d22bba15001f/web-sys-0.3.68/src/features/gen_GpuProgrammableStage.rs:27:12
     |
27   |     pub fn new(module: &GpuShaderModule) -> Self {
     |            ^^^

error[E0599]: no method named `write_timestamp` found for struct `GpuCommandEncoder` in the current scope
    --> .cargo/registry/src/index.crates.io-6f17d22bba15001f/wgpu-0.19.1/src/backend/webgpu.rs:2505:14
     |
2503 | /         encoder_data
2504 | |             .0
2505 | |             .write_timestamp(&query_set_data.0, query_index);
     | |             -^^^^^^^^^^^^^^^ method not found in `GpuCommandEncoder`
     | |_____________|
     |

Some errors have detailed explanations: E0061, E0599.
For more information about an error, try `rustc --explain E0061`.
```

## Solution

- `web-sys` doesn't follow semver for the WebGPU APIs as they are
unstable. Force using a compatible version

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-16 17:45:29 +00:00
thepackett
16d710cb3f
Fix asset loader registration warning (#11870)
# Objective

When registering and preregistering asset loaders, there would be a
`warn!` if multiple asset loaders use a given extension, and an `info!`
if multiple asset loaders load the same asset type. Since both of these
situations are individually fine, it was decided that these messages
should be removed.

## Solution

Replace both of these messages with a new `warn!` that notes that if
multiple asset loaders share the same asset type _and_ share extensions,
that the loader must be specified in the `.meta` file for those assets
in order to solve the ambiguity. This is a more useful message, since it
notes when a user must take special action / consideration.
2024-02-16 16:30:10 +00:00
Rob Parrett
ebaa347afe
Add configuration for async pipeline creation on RenderPlugin (#11847)
# Objective

Fixes #11846

## Solution

Add a `synchronous_pipeline_compilation ` field to `RenderPlugin`,
defaulting to `false`.

Most of the diff is whitespace.

## Changelog

Added `synchronous_pipeline_compilation ` to `RenderPlugin` for
disabling async pipeline creation.

## Migration Guide

TODO: consider combining this with the guide for #11846

`RenderPlugin` has a new `synchronous_pipeline_compilation ` property.
The default value is `false`. Set this to `true` if you want to retain
the previous synchronous behavior.

---------

Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
2024-02-16 13:35:47 +00:00
François
9a2ce8e31b
irradiance: use textureSampleLevel for WebGPU support (#11893)
# Objective

- Fixes #11879 

## Solution

- Use `textureSampleLevel` instead of `textureSample`

Co-authored-by: Griffin <33357138+DGriffin91@users.noreply.github.com>
2024-02-16 13:35:16 +00:00
charlotte
9505f6e6a9
Support optional clear color in ColorAttachment. (#11884)
This represents when the user has configured `ClearColorConfig::None` in
their application. If the clear color is `None`, we will always `Load`
instead of attempting to clear the attachment on the first call.

Fixes #11883.
2024-02-16 13:25:55 +00:00
Evgeny Kropotin
149d48f586
Add type registrations for animation types (#11889)
# Objective
Adds type registrations for some animation and math types

Fixes #11848
2024-02-16 13:17:42 +00:00
Carter Anderson
fe777d5c3f
Implement and register Reflect (value) for CameraRenderGraph and CameraMainTextureUsages (#11878)
# Objective

The new render graph labels do not (and cannot) implement normal
Reflect, which breaks spawning scenes with cameras (including GLTF
scenes). Likewise, the new `CameraMainTextureUsages` also does not (and
cannot) implement normal Reflect because it uses `wgpu::TextureUsages`
under the hood.

Fixes #11852

## Solution

This implements minimal "reflect value" for `CameraRenderGraph` and
`CameraMainTextureUsages` and registers the types, which satisfies our
spawn logic.

Note that this _does not_ fix scene serialization for these types, which
will require more significant changes. We will especially need to think
about how (and if) "interned labels" will fit into the scene system. For
the purposes of 0.13, I think this is the best we can do. Given that
this serialization issue is prevalent throughout Bevy atm, I'm ok with
adding a couple more to the pile. When we roll out the new scene system,
we will be forced to solve these on a case-by-case basis.

---

## Changelog

- Implement Reflect (value) for `CameraMainTextureUsages` and
`CameraRenderGraph`, and register those types.
2024-02-15 23:56:37 +00:00
Carter Anderson
f83de49b7a
Rename Core Render Graph Labels (#11882)
# Objective

#10644 introduced nice "statically typed" labels that replace the old
strings. I would like to propose some changes to the names introduced:

* `SubGraph2d` -> `Core2d` and `SubGraph3d` -> `Core3d`. The names of
these graphs have been / should continue to be the "core 2d" graph not
the "sub graph 2d" graph. The crate is called `bevy_core_pipeline`, the
modules are still `core_2d` and `core_3d`, etc.
* `Labels2d` and `Labels3d`, at the very least, should not be plural to
follow naming conventions. A Label enum is not a "collection of labels",
it is a _specific_ Label. However I think `Label2d` and `Label3d` is
significantly less clear than `Node2d` and `Node3d`, so I propose those
changes here. I've done the same for `LabelsPbr` -> `NodePbr` and
`LabelsUi` -> `NodeUi`

Additionally, #10644 accidentally made one of the Camera2dBundle
constructors use the 3D graph instead of the 2D graph. I've fixed that
here.
 
---

## Changelog

* Renamed `SubGraph2d` -> `Core2d`, `SubGraph3d` -> `Core3d`, `Labels2d`
-> `Node2d`, `Labels3d` -> `Node3d`, `LabelsUi` -> `NodeUi`, `LabelsPbr`
-> `NodePbr`
2024-02-15 23:15:16 +00:00
Robin KAY
4ebc560dfb
Change MeshUniform::new() to be public. (#11880)
# Objective

Provide a public replacement for `Into<MeshUniform>` trait impl which
was removed by #10231.

I made use of this in the `bevy_mod_outline` crate and will have to
duplicate this function if it's not accessible.

## Solution

Change the MeshUniform::new() method to be public.
2024-02-15 22:13:17 +00:00
Carter Anderson
dd619a1087
New Exposure and Lighting Defaults (and calibrate examples) (#11868)
# Objective

After adding configurable exposure, we set the default ev100 value to
`7` (indoor). This brought us out of sync with Blender's configuration
and defaults. This PR changes the default to `9.7` (bright indoor or
very overcast outdoors), as I calibrated in #11577. This feels like a
very reasonable default.

The other changes generally center around tweaking Bevy's lighting
defaults and examples to play nicely with this number, alongside a few
other tweaks and improvements.

Note that for artistic reasons I have reverted some examples, which
changed to directional lights in #11581, back to point lights.
 
Fixes #11577 

---

## Changelog

- Changed `Exposure::ev100` from `7` to `9.7` to better match Blender
- Renamed `ExposureSettings` to `Exposure`
- `Camera3dBundle` now includes `Exposure` for discoverability
- Bumped `FULL_DAYLIGHT ` and `DIRECT_SUNLIGHT` to represent the
middle-to-top of those ranges instead of near the bottom
- Added new `AMBIENT_DAYLIGHT` constant and set that as the new
`DirectionalLight` default illuminance.
- `PointLight` and `SpotLight` now have a default `intensity` of
1,000,000 lumens. This makes them actually useful in the context of the
new "semi-outdoor" exposure and puts them in the "cinema lighting"
category instead of the "common household light" category. They are also
reasonably close to the Blender default.
- `AmbientLight` default has been bumped from `20` to `80`.

## Migration Guide

- The increased `Exposure::ev100` means that all existing 3D lighting
will need to be adjusted to match (DirectionalLights, PointLights,
SpotLights, EnvironmentMapLights, etc). Or alternatively, you can adjust
the `Exposure::ev100` on your cameras to work nicely with your current
lighting values. If you are currently relying on default intensity
values, you might need to change the intensity to achieve the same
effect. Note that in Bevy 0.12, point/spot lights had a different hard
coded ev100 value than directional lights. In Bevy 0.13, they use the
same ev100, so if you have both in your scene, the _scale_ between these
light types has changed and you will likely need to adjust one or both
of them.
2024-02-15 20:42:48 +00:00
Doonv
dc9b486650
Change light defaults & fix light examples (#11581)
# Objective

Fix https://github.com/bevyengine/bevy/issues/11577.

## Solution

Fix the examples, add a few constants to make setting light values
easier, and change the default lighting settings to be more realistic.
(Now designed for an overcast day instead of an indoor environment)

---

I did not include any example-related changes in here.

## Changelogs (not including breaking changes)

### bevy_pbr

- Added `light_consts` module (included in prelude), which contains
common lux and lumen values for lights.
- Added `AmbientLight::NONE` constant, which is an ambient light with a
brightness of 0.
- Added non-EV100 variants for `ExposureSettings`'s EV100 constants,
which allow easier construction of an `ExposureSettings` from a EV100
constant.

## Breaking changes

### bevy_pbr

The several default lighting values were changed:

- `PointLight`'s default `intensity` is now `2000.0`
- `SpotLight`'s default `intensity` is now `2000.0`
- `DirectionalLight`'s default `illuminance` is now
`light_consts::lux::OVERCAST_DAY` (`1000.`)
- `AmbientLight`'s default `brightness` is now `20.0`
2024-02-14 20:43:10 +00:00
BD103
bc98333d7c
Fix a few Clippy lints (#11866)
# Objective

- The current implementations for `&Visibility == Visibility` and
`Visibility == &Visibility` are ambiguous, so they raise a warning for
being unconditionally recursive.
- `TaskPool`'s `LOCAL_EXECUTOR` thread local calls a `const` constructor
in a non-`const` context.

## Solution

- Make `&Visibility == Visibility` and `Visibility == &Visibility`
implementations use `Visibility == Visibility`.
- Wrap `LocalExecutor::new` in a special `const` block supported by
[`thread_local`](https://doc.rust-lang.org/stable/std/macro.thread_local.html).

---

This lints were found by running:

```shell
$ cargo clippy --workspace
```

There are a few other warnings that were more complicated, so I chose
not to include them in this PR.

<details>
  <summary>Here they are...</summary>

```shell
warning: function cannot return without recursing
  --> crates/bevy_utils/src/cow_arc.rs:92:5
   |
92 | /     fn eq(&self, other: &Self) -> bool {
93 | |         self.deref().eq(other.deref())
94 | |     }
   | |_____^
   |
note: recursive call site
  --> crates/bevy_utils/src/cow_arc.rs:93:9
   |
93 |         self.deref().eq(other.deref())
   |         ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

warning: method `get_path` is never used
  --> crates/bevy_reflect/src/serde/de.rs:26:8
   |
25 | trait StructLikeInfo {
   |       -------------- method in this trait
26 |     fn get_path(&self) -> &str;
   |        ^^^^^^^^
   |
   = note: `#[warn(dead_code)]` on by default

warning: methods `get_path` and `get_field` are never used
  --> crates/bevy_reflect/src/serde/de.rs:34:8
   |
33 | trait TupleLikeInfo {
   |       ------------- methods in this trait
34 |     fn get_path(&self) -> &str;
   |        ^^^^^^^^
35 |     fn get_field(&self, index: usize) -> Option<&UnnamedField>;
   |        ^^^^^^^^^
```

The other warnings are fixed by #11865.

</details>
2024-02-14 19:07:18 +00:00
BD103
8018d62e41
Use question mark operator when possible (#11865)
# Objective

- There are multiple instances of `let Some(x) = ... else { None };`
throughout the project.
- Because `Option<T>` implements
[`Try`](https://doc.rust-lang.org/stable/std/ops/trait.Try.html), it can
use the question mark `?` operator.

## Solution

- Use question mark operator instead of `let Some(x) = ... else { None
}`.

---

There was another PR that did a similar thing a few weeks ago, but I
couldn't find it.
2024-02-14 18:44:33 +00:00
Joona Aalto
8cf3447343
Overwrite gizmo group in insert_gizmo_group (#11860)
# Objective

I tried using `insert_gizmo_group` to configure my physics gizmos in a
bevy_xpbd example, but was surprised to see that nothing happened. I
found out that the method does *not* overwrite gizmo groups that have
already been initialized (with `init_gizmo_group`). This is unexpected,
since methods like `insert_resource` *do* overwrite.

## Solution

Insert the configuration even if it has already been initialized.
2024-02-14 16:20:16 +00:00
Marco Buono
0354ce4450
FilteredEntityRef conversions (#11838)
# Objective

Right now, it's a bit cumbersome to write code that simultaneously deals
with both `FilteredEntityRef`/`EntityRef` or with
`FilteredEntityMut`/`EntityMut`. This PR aims to make it easier by
allowing conversions (both infallible and fallible) between them.

## Solution

- Added infallible conversions from unfiltered into filtered entity refs
- Added fallible conversions from filtered into unfiltered entity refs

---

## Changelog

- Added the following infallible conversions: (`From`)
  - `EntityRef<'a>` → `FilteredEntityRef<'a>`
  - `&'a EntityRef` → `FilteredEntityRef<'a>`
  - `EntityMut<'a>` → `FilteredEntityRef<'a>`
  - `&'a EntityMut` → `FilteredEntityRef<'a>`
  - `EntityWorldMut<'a>` → `FilteredEntityRef<'a>`
  - `&'a EntityWorldMut` → `FilteredEntityRef<'a>`
  - `EntityMut<'a>` → `FilteredEntityMut<'a>`
  - `&'a mut EntityMut` → `FilteredEntityMut<'a>`
  - `EntityWorldMut<'a>` → `FilteredEntityMut<'a>`
  - `&'a mut EntityWorldMut` → `FilteredEntityMut<'a>`
- Added the following _fallible_ conversions: (`TryFrom`)
  - `FilteredEntityRef<'a>` → `EntityRef<'a>`
  - `&'a FilteredEntityRef` → `EntityRef<'a>`
  - `FilteredEntityMut<'a>` → `EntityRef<'a>`
  - `&'a FilteredEntityMut` → `EntityRef<'a>`
  - `FilteredEntityMut<'a>` → `EntityMut<'a>`
  - `&'a mut FilteredEntityMut` → `EntityMut<'a>`
2024-02-14 12:29:58 +00:00
robtfm
73bf730da9
fix shadow batching (#11645)
# Objective

`RenderMeshInstance::material_bind_group_id` is only set from
`queue_material_meshes::<M>`. this field is used (only) for determining
batch groups, so some items may be batched incorrectly if they have
never been in the camera's view or if they don't use the Material
abstraction.

in particular, shadow views render more meshes than the main camera, and
currently batch some meshes where the object has never entered the
camera view together. this is quite hard to trigger, but should occur in
a scene with out-of-view alpha-mask materials (so that the material
instance actually affects the shadow) in the path of a light.

this is also a footgun for custom pipelines: failing to set the
material_bind_group_id will result in all meshes being batched together
and all using the closest/furthest material to the camera (depending on
sort order).

## Solution

- queue_shadows now sets the material_bind_group_id correctly
- `MeshPipeline` doesn't attempt to batch meshes if the
material_bind_group_id has not been set. custom pipelines still need to
set this field to take advantage of batching, but will at least render
correctly if it is not set
2024-02-14 00:31:45 +00:00
Adam
d3c9c61d86
Fix small docs misformat in BundleInfo::new (#11855)
# Objective

- Fix misformatted section in `BundleInfo::new`

## Solution

- Format it correctly
2024-02-13 22:14:05 +00:00
Friz64
77c26f64ce
Fix sysinfo CPU brand output (#11850)
# Objective

sysinfo was updated to 0.30 in #11071. Ever since then the `cpu` field
of the `SystemInfo` struct that gets printed every time one starts an
bevy app has been empty. This is because the following part of the
sysinfo migration guide was overlooked:

---

### `Cpu` changes

Information like `Cpu::brand`, `Cpu::vendor_id` or `Cpu::frequency` are
not set on the "global" CPU.

---

## Solution

- Get the CPU brand information from a specific CPU instead. In this
case, just choose the first one. It's theoretically possible for
different CPUs to have different names, but in practice this doesn't
really happen I think. Even Intel's newer hybrid processors use a
uniform name for all CPUs in my experience.
- We can use this opportunity to also update our `sysinfo::System`
initialization here to only fetch the information we're interested in.
2024-02-13 19:26:20 +00:00
Niklas Eicker
aca71d09b1
Call a TextureAtlasLayout a layout and not an atlas (#11783)
Make the renamings/changes regarding texture atlases a bit less
confusing by calling `TextureAtlasLayout` a layout, not a texture atlas.

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-13 16:08:03 +00:00
Joona Aalto
f1f83bf5bc
Add Mesh::merge (#11456)
# Objective

It can sometimes be useful to combine several meshes into one. This
allows constructing more complex meshes out of simple primitives without
needing to use a 3D modeling program or entity hierarchies.

This could also be used internally to increase code reuse by using
existing mesh generation logic for e.g. circles and using that in
cylinder mesh generation logic to add the top and bottom of the
cylinder.

**Note**: This is *not* implementing CSGs (Constructive Solid Geometry)
or any boolean operations, as that is much more complex. This is simply
adding the mesh data of another mesh to a mesh.

## Solution

Add a `merge` method to `Mesh`. It appends the vertex attributes and
indices of `other` to `self`, resulting in a `Mesh` that is the
combination of the two.

For example, you could do this:

```rust
let mut cuboid = Mesh::from(shape::Box::default());
let mut cylinder = Mesh::from(shape::Cylinder::default());
let mut torus = Mesh::from(shape::Torus::default());

cuboid.merge(cylinder);
cuboid.merge(torus);
```

This would result in `cuboid` being a `Mesh` that also has the cylinder
mesh and torus mesh. In this case, they would just be placed on top of
each other, but by utilizing #11454 we can transform the cylinder and
torus to get a result like this:


https://github.com/bevyengine/bevy/assets/57632562/557402c6-b896-4aba-bd95-312e7d1b5238

This is just a single entity and a single mesh.
2024-02-12 22:04:33 +00:00
Kanabenki
2d90b2093a
Fix global wireframe behavior not being applied on new meshes (#11792)
# Objective

- Fixes #11782.

## Solution

- Remove the run condition for `apply_global_wireframe_material`, since
it prevent detecting when meshes are added or the `NoWireframe` marker
component is removed from an entity. Alternatively this could be done by
using a run condition like "added `Handle<Mesh>` or removed
`NoWireframe` or `WireframeConfig` changed" but this seems less clear to
me than directly letting the queries on
`apply_global_wireframe_material` do the filtering.
2024-02-12 19:48:45 +00:00
BD103
b721aaa9d3
Replace crossbeam::scope reference with thread::scope in docs (#11832)
# Objective

-
[`crossbeam::scope`](https://docs.rs/crossbeam/latest/crossbeam/fn.scope.html)
is soft-deprecated in favor of the standard library's implementation.

## Solution

- Replace reference in `TaskPool`'s docs to mention `std:🧵:scope`
instead.
2024-02-12 19:29:29 +00:00
Lynn
2bc48254b8
Add delta to CursorMoved event (#11710)
# Objective

- Fixes #11695

## Solution

- Added `delta: Option<Vec2>` to `bevy_window::CursorMoved`. `delta` is
an `Option` because the `CursorMoved` event does get fired when the
cursor was outside the window area in the last frame. In that case there
is no cursor position from the last frame to compare with the current
cursor position.

---

## Changelog

- Added `delta: Option<Vec2>` to `bevy_window::CursorMoved`. 

## Migration Guide

- You need to add `delta` to any manually created `CursorMoved` struct.

---------

Co-authored-by: Kanabenki <lucien.menassol@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2024-02-12 18:14:22 +00:00
Zachary Harrold
7b5a4ec4ed
Use Asset Path Extension for AssetLoader Disambiguation (#11644)
# Objective

- Fixes #11638
- See
[here](https://github.com/bevyengine/bevy/issues/11638#issuecomment-1920508465)
for details on the cause of this issue.

## Solution

- Modified `AssetLoaders` to capture possibility of multiple
`AssetLoader` registrations operating on the same `Asset` type, but
different extensions.
- Added an algorithm which will attempt to resolve via `AssetLoader`
name, then `Asset` type, then by extension. If at any point multiple
loaders fit a particular criteria, the next criteria is used as a tie
breaker.
2024-02-12 15:44:55 +00:00
James Liu
87add5660f
Immediately poll the executor once before spawning it as a task (#11801)
# Objective
At the start of every schedule run, there's currently a guaranteed piece
of overhead as the async executor spawns the MultithreadeExecutor task
onto one of the ComputeTaskPool threads.

## Solution
Poll the executor once to immediately schedule systems without waiting
for the async executor, then spawn the task if and only if the executor
does not immediately terminate.

On a similar note, having the executor task immediately start executing
a system in the same async task might yield similar results over a
broader set of cases. However, this might be more involved, and may need
a solution like #8304.
2024-02-12 15:33:35 +00:00
Joseph
bd25135330
Fix double indirection when applying command queues (#11822)
# Objective

When applying a command, we currently use double indirection for the
world reference `&mut Option<&mut World>`. Since this is used across a
`fn` pointer boundary, this can't get optimized away.

## Solution

Reborrow the world reference and pass `Option<&mut World>` instead.
2024-02-12 15:27:18 +00:00
James Liu
eee71bfa93
Put asset_events behind a run condition (#11800)
# Objective
Scheduling low cost systems has significant overhead due to task pool
contention and the extra machinery to schedule and run them. Following
the example of #7728, `asset_events` is good example of this kind of
system, where there is no work to be done when there are no queued asset
events.

## Solution
Put a run condition on it that checks if there are any queued events.

## Performance
Tested against `many_foxes`, we can see a slight improvement in the
total time spent in `UpdateAssets`. Also noted much less volatility due
to not being at the whim of the OS thread scheduler.

![image](https://github.com/bevyengine/bevy/assets/3137680/e0b282bf-27d0-4fe4-81b9-ecd72ab258e5)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-12 15:19:36 +00:00
Gino Valente
9e30aa7c92
bevy_reflect_derive: Clean up attribute logic (#11777)
# Objective

The code in `bevy_reflect_derive` could use some cleanup.

## Solution

Took some of the changes in #11659 to create a dedicated PR for cleaning
up the field and container attribute logic.

#### Updated Naming

I renamed `ReflectTraits` and `ReflectFieldAttr` to
`ContainerAttributes` and `FieldAttributes`, respectively. I think these
are clearer.

#### Updated Parsing

##### Readability

The parsing logic wasn't too bad before, but it was getting difficult to
read. There was some duplicated logic between `Meta::List` and
`Meta::Path` attributes. Additionally, all the logic was kept inside a
large method.

To simply things, I replaced the nested meta parsing with `ParseStream`
parsing. In my opinion, this is easier to follow since it breaks up the
large match statement into a small set of single-line if statements,
where each if-block contains a single call to the appropriate attribute
parsing method.

##### Flexibility

On top of the added simplicity, this also makes our attribute parsing
much more flexible. It allows us to more elegantly handle custom where
clauses (i.e. `#[reflect(where T: Foo)]`) and it opens the door for more
non-standard attribute syntax (e.g. #11659).

##### Errors

This also allows us to automatically provide certain errors when
parsing. For example, since we can use `stream.lookahead1()`, we get
errors like the following for free:

```
error: expected one of: `ignore`, `skip_serializing`, `default`
    --> crates/bevy_reflect/src/lib.rs:1988:23
     |
1988 |             #[reflect(foo)]
     |                       ^^^
```

---

## Changelog

> [!note]
> All changes are internal to `bevy_reflect_derive` and should not
affect the public API[^1].

- Renamed `ReflectTraits` to `ContainerAttributes`
  - Renamed `ReflectMeta::traits` to `ReflectMeta::attrs`
- Renamed `ReflectFieldAttr` to `FieldAttributes`
- Updated parsing logic for field/container attribute parsing
  - Now uses a `ParseStream` directly instead of nested meta parsing
- General code cleanup of the field/container attribute modules for
`bevy_reflect_derive`


[^1]: Does not include errors, which may look slightly different.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-12 15:16:27 +00:00
Joseph
9c2257332a
Add a method for detecting changes within a certain scope (#11687)
# Objective

Bevy's change detection functionality is invaluable for writing robust
apps, but it only works in the context of systems and exclusive systems.
Oftentimes it is necessary to detect changes made in earlier code
without having to place the code in separate systems, but it is not
currently possible to do so since there is no way to set the value of
`World::last_change_tick`.

`World::clear_trackers` allows you to update the change tick, but this
has unintended side effects, since it irreversibly affects the behavior
of change and removal detection for the entire app.

## Solution

Add a method `World::last_change_tick_scope`. This allows you to set
`last_change_tick` to a specific value for a region of code. To ensure
that misuse doesn't break unrelated functions, we restore the world's
original change tick at the end of the provided scope.

### Example

A function that uses this to run an update loop repeatedly, allowing
each iteration of the loop to react to changes made in the previous loop
iteration.

```rust
fn update_loop(
    world: &mut World,
    mut update_fn: impl FnMut(&mut World) -> std::ops::ControlFlow<()>,
) {
    let mut last_change_tick = world.last_change_tick();

    // Repeatedly run the update function until it requests a break.
    loop {
        // Update once.
        let control_flow = world.last_change_tick_scope(last_change_tick, |world| {
            update_fn(world)
        });

        // End the loop when the closure returns `ControlFlow::Break`.
        if control_flow.is_break() {
            break;
        }

        // Increment the change tick so the next update can detect changes from this update.
        last_change_tick = world.change_tick();
        world.increment_change_tick();
    }
}
```

---

## Changelog

+ Added `World::last_change_tick_scope`, which allows you to specify the
reference for change detection within a certain scope.
2024-02-12 15:09:11 +00:00
BD103
078dd061a7
bevy_dynamic_plugin: fix unsafe_op_in_unsafe_fn lint (#11622)
# Objective

- Part of #11590.

## Solution

- Fix `unsafe_op_in_unsafe_fn` for `bevy_dynamic_plugin`.

---

## Changelog

- Added further restrictions to the safety requirements of
`bevy_dynamic_plugin::dynamically_load_plugin`.

---

I had a few issues, specifically with the safety comment on
`dynamically_load_plugin`. There are three different unsafe functions
called within the function body, and they all need their own
justification / message.

Also, would it be unsound to call `dynamically_load_plugin` multiple
times on the same file? I feel the documentation needs to be more clear.
2024-02-12 15:06:00 +00:00
Doonv
1c67e020f7
Move EntityHash related types into bevy_ecs (#11498)
# Objective

Reduce the size of `bevy_utils`
(https://github.com/bevyengine/bevy/issues/11478)

## Solution

Move `EntityHash` related types into `bevy_ecs`. This also allows us
access to `Entity`, which means we no longer need `EntityHashMap`'s
first generic argument.

---

## Changelog

- Moved `bevy::utils::{EntityHash, EntityHasher, EntityHashMap,
EntityHashSet}` into `bevy::ecs::entity::hash` .
- Removed `EntityHashMap`'s first generic argument. It is now hardcoded
to always be `Entity`.

## Migration Guide

- Uses of `bevy::utils::{EntityHash, EntityHasher, EntityHashMap,
EntityHashSet}` now have to be imported from `bevy::ecs::entity::hash`.
- Uses of `EntityHashMap` no longer have to specify the first generic
parameter. It is now hardcoded to always be `Entity`.
2024-02-12 15:02:24 +00:00
Tristan Guichaoua
c1a4e29a1e
Replace pointer castings (as) by their API equivalent (#11818)
# Objective

Since rust `1.76`,
[`ptr::from_ref`](https://doc.rust-lang.org/stable/std/ptr/fn.from_ref.html)
and
[`ptr::from_mut`](https://doc.rust-lang.org/stable/std/ptr/fn.from_mut.html)
are stable.

This PR replaces code that use `as` casting by one of `ptr::from_ref`,
`ptr::from_mut`, `cast_mut`, `cast_const`, or `cast` methods, which are
less error-prone.

## Solution

- Bump MSRV to `1.76.0`
- Enables the following clippy lints:
-
[`ptr_as_ptr`](https://rust-lang.github.io/rust-clippy/master/index.html#/ptr_as_ptr)
-
[`ptr_cast_constness`](https://rust-lang.github.io/rust-clippy/master/index.html#/ptr_cast_constness)
-
[`ref_as_ptr`](https://rust-lang.github.io/rust-clippy/master/index.html#/ref_as_ptr)
(I fix all warnings for this one, but it requires rust 1.77 to be
enabled)
- Fix the lints mentioned above
2024-02-11 23:19:36 +00:00
anarelion
94ab84e915
mipmap levels can be 0 and they should be interpreted as 1 (#11767)
# Objective

Loading some textures from the days of yonder give me errors cause the
mipmap level is 0

## Solution

Set a minimum of 1

## Changelog

Make mipmap level at least 1
2024-02-11 22:00:07 +00:00
Shane Celis
61e01e46b5
Derive Ord for GamepadButtonType. (#11791)
# Objective

Use `GamepadButtonType` with library that requires `Ord`.

## Motivation

`KeyCode` derives `Ord` that I'm using with a trie for recognizing
[input
sequences](https://github.com/shanecelis/bevy-input-sequence/tree/trie).
I would like to do the same for `GamepadButtonType` but am stymied by it
not deriving `Ord`.

## Solution

This PR add derivations PartialOrd and Ord for `GamepadButtonType`.

## Workaround

If deriving `Ord` is not possible, I'd be happy to know how I might
coerce `GamepadButtonType` into a `u32` or something else that is `Ord`,
so I can wrap `GamepadButtonType` in a newtype. I suppose serializing
with serde may work or reflect?
2024-02-11 09:03:06 +00:00
Friz64
d939c4402d
Avoid unwraps in winit fullscreen handling code (#11735)
# Objective

- Get rid of unwraps in winit fullscreen handling code, which are the
source of some crashes.
- Fix #11275

## Solution

- Replace the unwraps with warnings. Ignore the fullscreen request, do
nothing instead.
2024-02-10 20:17:04 +00:00
Patrick Walton
b6945e5332
Stop copying the light probe array to the stack in the shader. (#11805)
This was causing a severe performance regression when light probes were
enabled.

Fixes #11787.
2024-02-10 15:47:29 +00:00
Joseph
2e2f89869b
Expose query accesses (#11700)
# Objective

It would be useful to be able to inspect a `QueryState`'s accesses so we
can detect when the data it accesses changes without having to iterate
it. However there are two things preventing this:

* These accesses are unnecessarily encapsulated.
* `Has<T>` indirectly accesses `T`, but does not register it.

## Solution

* Expose accesses and matches used by `QueryState`.
* Add the notion of "archetypal" accesses, which are not accessed
directly, but whose presence in an archetype affects a query result.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-10 15:22:07 +00:00
Tristan Guichaoua
33676112da
doc(bevy_reflect): add note about trait bounds on impl_type_path (#11810)
# Objective

- fixes #11651
2024-02-10 15:18:16 +00:00
porkbrain
00313912bb
Docs reflect that RemovalDetection also yields despawned entities (#11795)
# Objective

I want to keep track of despawned entities.
I am aware of
[`RemovedComponents`](https://docs.rs/bevy/0.12.1/bevy/ecs/prelude/struct.RemovedComponents.html).
However, the docs don't explicitly mention that despawned entities are
also included in this event iterator.
I searched through the bevy tests to find `removal_tracking` in
`crates/bevy_ecs/src/system/mod.rs` that confirmed the behavior:

```rust
            ...
            assert_eq!(
                removed_i32.read().collect::<Vec<_>>(),
                &[despawned.0],
                "despawning causes the correct entity to show up in the 'RemovedComponent' system parameter."
            );
            ...
```
 
## Solution

- Explicitly mention this behavior in docs.
2024-02-10 11:18:05 +00:00
Patrick Walton
3af8526786
Stop extracting mesh entities to the render world. (#11803)
This fixes a `FIXME` in `extract_meshes` and results in a performance
improvement.

As a result of this change, meshes in the render world might not be
attached to entities anymore. Therefore, the `entity` parameter to
`RenderCommand::render()` is now wrapped in an `Option`. Most
applications that use the render app's ECS can simply unwrap the
`Option`.

Note that for now sprites, gizmos, and UI elements still use the render
world as usual.

## Migration guide

* For efficiency reasons, some meshes in the render world may not have
corresponding `Entity` IDs anymore. As a result, the `entity` parameter
to `RenderCommand::render()` is now wrapped in an `Option`. Custom
rendering code may need to be updated to handle the case in which no
`Entity` exists for an object that is to be rendered.
2024-02-10 10:46:10 +00:00
SpecificProtagonist
55ada617cb
Update ahash to 0.8.7 (#11785)
# Objective

`bevy_utils` only requires aHash 0.8.3, which is broken on Rust 1.7.6:
```
error: could not compile `ahash` (lib) due to 1 previous error
error[E0635]: unknown feature `stdsimd`
```

See https://github.com/tkaitchuck/aHash/issues/200

This is fixed in aHash 0.8.7, so require at least that version
(Cargo.lock is already up to date).
2024-02-10 08:38:34 +00:00
Doonv
f84672b900
Fix Quad deprecation message mentioning a type that doesn't exist (#11798)
# Objective

The deprecation message of `bevy::render::mesh::shape::Quad` says that
you should use `bevy_math`'s `Quad` instead. But it doesn't exist.

## Solution

Mention the correct primitive: `Rectangle`
2024-02-09 20:52:30 +00:00
Félix Lescaudey de Maneville
e0c296ee14
Optional ImageScaleMode (#11780)
> Follow up to #11600 and #10588 

@mockersf expressed some [valid
concerns](https://github.com/bevyengine/bevy/pull/11600#issuecomment-1932796498)
about the current system this PR attempts to fix:

The `ComputedTextureSlices` reacts to asset change in both `bevy_sprite`
and `bevy_ui`, meaning that if the `ImageScaleMode` is inserted by
default in the bundles, we will iterate through most 2d items every time
an asset is updated.

# Solution

- `ImageScaleMode` only has two variants: `Sliced` and `Tiled`. I
removed the `Stretched` default
- `ImageScaleMode` is no longer part of any bundle, but the relevant
bundles explain that this additional component can be inserted

This way, the *absence* of `ImageScaleMode` means the image will be
stretched, and its *presence* will include the entity to the various
slicing systems

Optional components in bundles would make this more straigthfoward

# Additional work

Should I add new bundles with the `ImageScaleMode` component ?
2024-02-09 20:36:32 +00:00
JMS55
f4dab8a4e8
Multithreaded render command encoding (#9172)
# Objective
- Encoding many GPU commands (such as in a renderpass with many draws,
such as the main opaque pass) onto a `wgpu::CommandEncoder` is very
expensive, and takes a long time.
- To improve performance, we want to perform the command encoding for
these heavy passes in parallel.

## Solution
- `RenderContext` can now queue up "command buffer generation tasks"
which are closures that will generate a command buffer when called.
- When finalizing the render context to produce the final list of
command buffers, these tasks are run in parallel on the
`ComputeTaskPool` to produce their corresponding command buffers.
- The general idea is that the node graph will run in serial, but in a
node, instead of doing rendering work, you can add tasks to do render
work in parallel with other node's tasks that get ran at the end of the
graph execution.

## Nodes Parallelized
- `MainOpaquePass3dNode`
- `PrepassNode`
- `DeferredGBufferPrepassNode`
- `ShadowPassNode` (One task per view)


## Future Work
- For large number of draws calls, might be worth further subdividing
passes into 2+ tasks.
- Extend this to UI, 2d, transparent, and transmissive nodes?
- Needs testing - small command buffers are inefficient - it may be
worth reverting to the serial command encoder usage for render phases
with few items.
- All "serial" (traditional) rendering work must finish before parallel
rendering tasks (the new stuff) can start to run.
- There is still only one submission to the graphics queue at the end of
the graph execution. There is still no ability to submit work earlier.

## Performance Improvement
Thanks to @Elabajaba for testing on Bistro.


![image](https://github.com/bevyengine/bevy/assets/47158642/be50dafa-85eb-4da5-a5cd-c0a044f1e76f)


TLDR: Without shadow mapping, this PR has no impact. _With_ shadow
mapping, this PR gives **~40 more fps** than main.

---

## Changelog
- `MainOpaquePass3dNode`, `PrepassNode`, `DeferredGBufferPrepassNode`,
and each shadow map within `ShadowPassNode` are now encoded in parallel,
giving _greatly_ increased CPU performance, mainly when shadow mapping
is enabled.
  - Does not work on WASM or AMD+Windows+Vulkan.
- Added `RenderContext::add_command_buffer_generation_task()`.
- `RenderContext::new()` now takes adapter info
- Some render graph and Node related types and methods now have
additional lifetime constraints.


## Migration Guide
`RenderContext::new()` now takes adapter info
- Some render graph and Node related types and methods now have
additional lifetime constraints.

---------

Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
2024-02-09 07:35:35 +00:00
James Liu
f26b438c22
Cache the QueryState used to drop swapchain TextureViews (#11781)
# Objective
While profiling around to validate the results of #9172, I noticed that
`present_frames` can take a significant amount of time. Digging into the
cause, it seems like we're creating a new `QueryState` from scratch
every frame. This involves scanning the entire World's metadata instead
of just updating its view of the world.

## Solution
Use a `SystemState` argument to cache the `QueryState` to avoid this
construction cost.

## Performance
Against `many_foxes`, this seems to cut the time spent in
`present_frames` by nearly almost 2x. Yellow is this PR, red is main.


![image](https://github.com/bevyengine/bevy/assets/3137680/2b02bbe0-6219-4255-958d-b690e37e7fba)
2024-02-09 00:34:04 +00:00
Joona Aalto
0166db33f7
Deprecate shapes in bevy_render::mesh::shape (#11773)
# Objective

#11431 and #11688 implemented meshing support for Bevy's new geometric
primitives. The next step is to deprecate the shapes in
`bevy_render::mesh::shape` and to later remove them completely for 0.14.

## Solution

Deprecate the shapes and reduce code duplication by utilizing the
primitive meshing API for the old shapes where possible.

Note that some shapes have behavior that can't be exactly reproduced
with the new primitives yet:

- `Box` is more of an AABB with min/max extents
- `Plane` supports a subdivision count
- `Quad` has a `flipped` property

These types have not been changed to utilize the new primitives yet.

---

## Changelog

- Deprecated all shapes in `bevy_render::mesh::shape`
- Changed all examples to use new primitives for meshing

## Migration Guide

Bevy has previously used rendering-specific types like `UVSphere` and
`Quad` for primitive mesh shapes. These have now been deprecated to use
the geometric primitives newly introduced in version 0.13.

Some examples:

```rust
let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0));
let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0));

let before = meshes.add(shape::Quad::default());
let after = meshes.add(Rectangle::default());

let before = meshes.add(shape::Plane::from_size(5.0));
// The surface normal can now also be specified when using `new`
let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0));

let before = meshes.add(
    Mesh::try_from(shape::Icosphere {
        radius: 0.5,
        subdivisions: 5,
    })
    .unwrap(),
);
let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap());
```
2024-02-08 18:01:34 +00:00
Mike
76b6666965
wait for render app when main world is dropped (#11737)
# Objective

- Try not to drop the render world on the render thread, and drop the
main world after the render world.
- The render world has a drop check that will panic if it is dropped off
the main thread.

## Solution

- Keep track of where the render world is and wait for it to come back
when the channel resource is dropped.

---

## Changelog

- Wait for the render world when the main world is dropped.

## Migration Guide

- If you were using the pipelined rendering channels,
`MainToRenderAppSender` and `RenderToMainAppReceiver`, they have been
combined into the single resource `RenderAppChannels`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Friz64 <friz64@protonmail.com>
2024-02-08 14:09:17 +00:00
SpecificProtagonist
44c36ce98e
Mention Resource where missing from component/resource related type docs (#11769)
Several of the types that are used for both components and resources
only mention components in their description. Fixes this.
2024-02-08 06:31:48 +00:00
Félix Lescaudey de Maneville
ab16f5ed6a
UI Texture 9 slice (#11600)
> Follow up to #10588 
> Closes #11749 (Supersedes #11756)

Enable Texture slicing for the following UI nodes:
- `ImageBundle`
- `ButtonBundle`

<img width="739" alt="Screenshot 2024-01-29 at 13 57 43"
src="https://github.com/bevyengine/bevy/assets/26703856/37675681-74eb-4689-ab42-024310cf3134">

I also added a collection of `fantazy-ui-borders` from
[Kenney's](www.kenney.nl) assets, with the appropriate license (CC).
If it's a problem I can use the same textures as the `sprite_slice`
example

# Work done

Added the `ImageScaleMode` component to the targetted bundles, most of
the logic is directly reused from `bevy_sprite`.
The only additional internal component is the UI specific
`ComputedSlices`, which does the same thing as its spritee equivalent
but adapted to UI code.

Again the slicing is not compatible with `TextureAtlas`, it's something
I need to tackle more deeply in the future

# Fixes

* [x] I noticed that `TextureSlicer::compute_slices` could infinitely
loop if the border was larger that the image half extents, now an error
is triggered and the texture will fallback to being stretched
* [x] I noticed that when using small textures with very small *tiling*
options we could generate hundred of thousands of slices. Now I set a
minimum size of 1 pixel per slice, which is already ridiculously small,
and a warning will be sent at runtime when slice count goes above 1000
* [x] Sprite slicing with `flip_x` or `flip_y` would give incorrect
results, correct flipping is now supported to both sprites and ui image
nodes thanks to @odecay observation

# GPU Alternative

I create a separate branch attempting to implementing 9 slicing and
tiling directly through the `ui.wgsl` fragment shader. It works but
requires sending more data to the GPU:
- slice border
- tiling factors

And more importantly, the actual quad *scale* which is hard to put in
the shader with the current code, so that would be for a later iteration
2024-02-07 20:07:53 +00:00
Turki Al-Marri
ff77adc045
Typo in [ScheduleLabel] derive macro (#11764)
[`ScheduleLabel`] derive macro uses "ScheduleName" as the trait name by
mistake. This only affects the error message when a user tries to use
the derive macro on a union type. No other code is affected.
2024-02-07 20:06:40 +00:00
Boris Boutillier
c33b8b92c0
Properly check for result when getting pipeline in Msaa (#11758)
# Objective

- This aims to fix #11755
- After #10812 some pipeline compilation can take more time than before
and all call to `get_render_pipeline` should check the result.

## Solution

- Check `get_render_pipeline` call result for msaa_writeback
- I checked that no other call to `get_render_pipeline` in bevy code
base is missng the checking on the result.
2024-02-07 16:05:36 +00:00
Patrick Walton
f514d5cc15
Don't try to create a uniform buffer for light probes if there are no views. (#11751)
Don't try to create a uniform buffer for light probes if there are no
views.

Fixes the panic on examples that have no views, such as
`touch_input_events`.
2024-02-07 07:17:34 +00:00
Doonv
054134fba2
Add ReflectKind (#11664)
# Objective

Fix https://github.com/bevyengine/bevy/issues/11657

## Solution

Add a `ReflectKind` enum, add `Reflect::reflect_kind` which returns a
`ReflectKind`, and add `kind` method implementions to `ReflectRef`,
`ReflectMut`, and `ReflectOwned`, which returns a `ReflectKind`.

I also changed `AccessError` to use this new struct instead of it's own
`TypeKind` struct.

---

## Changelog

- Added `ReflectKind`, an enumeration over the kinds of a reflected type
without its data.
- Added `Reflect::reflect_kind` (with default implementation)
- Added implementation for the `kind` method on `ReflectRef`,
`ReflectMut`, and `ReflectOwned` which gives their kind without any
information, as a `ReflectKind`
2024-02-07 00:36:23 +00:00
Lynn
4c86ad6aed
Mesh insert indices (#11745)
# Objective

- Fixes #11740 

## Solution

- Turned `Mesh::set_indices` into `Mesh::insert_indices` and added
related methods for completeness.

---

## Changelog

- Replaced `Mesh::set_indices(indices: Option<Indices>)` with
`Mesh::insert_indices(indices: Indices)`
- Replaced `Mesh::with_indices(indices: Option<Indices>)` with
`Mesh::with_inserted_indices(indices: Indices)` and
`Mesh::with_removed_indices()` mirroring the API for inserting /
removing attributes.
- Updated the examples and internal uses of the APIs described above.

## Migration Guide

- Use `Mesh::insert_indices` or `Mesh::with_inserted_indices` instead of
`Mesh::set_indices` / `Mesh::with_indices`.
- If you have passed `None` to `Mesh::set_indices` or
`Mesh::with_indices` you should use `Mesh::remove_indices` or
`Mesh::with_removed_indices` instead.

---------

Co-authored-by: François <mockersf@gmail.com>
2024-02-06 23:31:48 +00:00
François
75d383fa1b
fix create_surfaces system ordering (#11747)
# Objective

- System `create_surfaces` needs to happen before `prepare_windows` or
we lose one frame at startup

## Solution

- Specify the ordering, remove the set as it doesn't mean anything there
2024-02-06 23:27:17 +00:00
Patrick Walton
4c15dd0fc5
Implement irradiance volumes. (#10268)
# Objective

Bevy could benefit from *irradiance volumes*, also known as *voxel
global illumination* or simply as light probes (though this term is not
preferred, as multiple techniques can be called light probes).
Irradiance volumes are a form of baked global illumination; they work by
sampling the light at the centers of each voxel within a cuboid. At
runtime, the voxels surrounding the fragment center are sampled and
interpolated to produce indirect diffuse illumination.

## Solution

This is divided into two sections. The first is copied and pasted from
the irradiance volume module documentation and describes the technique.
The second part consists of notes on the implementation.

### Overview

An *irradiance volume* is a cuboid voxel region consisting of
regularly-spaced precomputed samples of diffuse indirect light. They're
ideal if you have a dynamic object such as a character that can move
about
static non-moving geometry such as a level in a game, and you want that
dynamic object to be affected by the light bouncing off that static
geometry.

To use irradiance volumes, you need to precompute, or *bake*, the
indirect
light in your scene. Bevy doesn't currently come with a way to do this.
Fortunately, [Blender] provides a [baking tool] as part of the Eevee
renderer, and its irradiance volumes are compatible with those used by
Bevy.
The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that
can
extract the baked irradiance volumes from the Blender `.blend` file and
package them up into a `.ktx2` texture for use by the engine. See the
documentation in the `bevy-baked-gi` project for more details as to this
workflow.

Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that
can
be arbitrarily scaled, rotated, and positioned in a scene with the
[`bevy_transform::components::Transform`] component. The 3D voxel grid
will
be stretched to fill the interior of the cube, and the illumination from
the
irradiance volume will apply to all fragments within that bounding
region.

Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used
in
*Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color
of
light from the six 3D cardinal directions and blend the sides together
according to the surface normal.

The primary reason for choosing ambient cubes is to match Blender, so
that
its Eevee renderer can be used for baking. However, they also have some
advantages over the common second-order spherical harmonics approach:
ambient cubes don't suffer from ringing artifacts, they are smaller (6
colors for ambient cubes as opposed to 9 for spherical harmonics), and
evaluation is faster. A smaller basis allows for a denser grid of voxels
with the same storage requirements.

If you wish to use a tool other than `export-blender-gi` to produce the
irradiance volumes, you'll need to pack the irradiance volumes in the
following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is
expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The
unnormalized
texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)*
with
side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows:

```text
s = x

t = y + ⎰  0 if S ∈ {-X, -Y, -Z}
        ⎱ Ry if S ∈ {+X, +Y, +Z}

        ⎧   0 if S ∈ {-X, +X}
p = z + ⎨  Rz if S ∈ {-Y, +Y}
        ⎩ 2Rz if S ∈ {-Z, +Z}
```

Visually, in a left-handed coordinate system with Y up, viewed from the
right, the 3D texture looks like a stacked series of voxel grids, one
for
each cube side, in this order:

| **+X** | **+Y** | **+Z** |
| ------ | ------ | ------ |
| **-X** | **-Y** | **-Z** |

A terminology note: Other engines may refer to irradiance volumes as
*voxel
global illumination*, *VXGI*, or simply as *light probes*. Sometimes
*light
probe* refers to what Bevy calls a reflection probe. In Bevy, *light
probe*
is a generic term that encompasses all cuboid bounding regions that
capture
indirect illumination, whether based on voxels or not.

Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL
2),
then only the closest irradiance volume to the view will be taken into
account during rendering.

[*ambient cubes*]:
https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf

[Mitchell 2006]:
https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf

[Blender]: http://blender.org/

[baking tool]:
https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html

[`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi

### Implementation notes

This patch generalizes light probes so as to reuse as much code as
possible between irradiance volumes and the existing reflection probes.
This approach was chosen because both techniques share numerous
similarities:

1. Both irradiance volumes and reflection probes are cuboid bounding
regions.
2. Both are responsible for providing baked indirect light.
3. Both techniques involve presenting a variable number of textures to
the shader from which indirect light is sampled. (In the current
implementation, this uses binding arrays.)
4. Both irradiance volumes and reflection probes require gathering and
sorting probes by distance on CPU.
5. Both techniques require the GPU to search through a list of bounding
regions.
6. Both will eventually want to have falloff so that we can smoothly
blend as objects enter and exit the probes' influence ranges. (This is
not implemented yet to keep this patch relatively small and reviewable.)

To do this, we generalize most of the methods in the reflection probes
patch #11366 to be generic over a trait, `LightProbeComponent`. This
trait is implemented by both `EnvironmentMapLight` (for reflection
probes) and `IrradianceVolume` (for irradiance volumes). Using a trait
will allow us to add more types of light probes in the future. In
particular, I highly suspect we will want real-time reflection planes
for mirrors in the future, which can be easily slotted into this
framework.

## Changelog

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

### Added
* A new `IrradianceVolume` asset type is available for baked voxelized
light probes. You can bake the global illumination using Blender or
another tool of your choice and use it in Bevy to apply indirect
illumination to dynamic objects.
2024-02-06 23:23:20 +00:00
Joona Aalto
cf15e6bba3
Implement Meshable for some 3D primitives (#11688)
# Objective

Split up from #11007, fixing most of the remaining work for #10569.

Implement `Meshable` for `Cuboid`, `Sphere`, `Cylinder`, `Capsule`,
`Torus`, and `Plane3d`. This covers all shapes that Bevy has mesh
structs for in `bevy_render::mesh::shapes`.

`Cone` and `ConicalFrustum` are new shapes, so I can add them in a
follow-up, or I could just add them here directly if that's preferrable.

## Solution

Implement `Meshable` for `Cuboid`, `Sphere`, `Cylinder`, `Capsule`,
`Torus`, and `Plane3d`.

The logic is mostly just a copy of the the existing `bevy_render`
shapes, but `Plane3d` has a configurable surface normal that affects the
orientation. Some property names have also been changed to be more
consistent.

The default values differ from the old shapes to make them a bit more
logical:

- Spheres now have a radius of 0.5 instead of 1.0. The default capsule
is equivalent to the default cylinder with the sphere's halves glued on.
- The inner and outer radius of the torus are now 0.5 and 1.0 instead of
0.5 and 1.5 (i.e. the new minor and major radii are 0.25 and 0.75). It's
double the width of the default cuboid, half of its height, and the
default sphere matches the size of the hole.
- `Cuboid` is 1x1x1 by default unlike the dreaded `Box` which is 2x1x1.

Before, with "old" shapes:


![old](https://github.com/bevyengine/bevy/assets/57632562/733f3dda-258c-4491-8152-9829e056a1a3)

Now, with primitive meshing:


![new](https://github.com/bevyengine/bevy/assets/57632562/5a1af14f-bb98-401d-82cf-de8072fea4ec)

I only changed the `3d_shapes` example to use primitives for now. I can
change them all in this PR or a follow-up though, whichever way is
preferrable.

### Sphere API

Spheres have had separate `Icosphere` and `UVSphere` structs, but with
primitives we only have one `Sphere`.

We need to handle this with builders:

```rust
// Existing structs
let ico = Mesh::try_from(Icophere::default()).unwrap();
let uv = Mesh::from(UVSphere::default());

// Primitives
let ico = Sphere::default().mesh().ico(5).unwrap();
let uv = Sphere::default().mesh().uv(32, 18);
```

We could add methods on `Sphere` directly to skip calling `.mesh()`.

I also added a `SphereKind` enum that can be used with the `kind`
method:

```rust
let ico = Sphere::default()
    .mesh()
    .kind(SphereKind::Ico { subdivisions: 8 })
    .build();
```

The default mesh for a `Sphere` is an icosphere with 5 subdivisions
(like the default `Icosphere`).

---

## Changelog

- Implement `Meshable` and `Default` for `Cuboid`, `Sphere`, `Cylinder`,
`Capsule`, `Torus`, and `Plane3d`
- Use primitives in `3d_shapes` example

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-06 21:44:13 +00:00
andristarr
9f2eabb02f
Deprecating hashbrown reexports (#11721)
# Objective

- The exported hashtypes are just re-exports from hashbrown, we want to
drop that dependency and (in the future) let the user import their own
choice.
- Fixes #11717

## Solution

- Adding a deprecated tag on the re-exports, so in future releases these
can be safely removed.
2024-02-06 18:04:46 +00:00
Marco Buono
e169b2b217
Missing registrations (#11736)
# Objective

During my exploratory work on the remote editor, I found a couple of
types that were either not registered, or that were missing
`ReflectDefault`.

## Solution

- Added registration and `ReflectDefault` where applicable
- (Drive by fix) Moved `Option<f32>` registration to `bevy_core` instead
of `bevy_ui`, along with similar types.

---

## Changelog

- Fixed: Registered `FogSettings`, `FogFalloff`,
`ParallaxMappingMethod`, `OpaqueRendererMethod` structs for reflection
- Fixed: Registered `ReflectDefault` trait for `ColorGrading` and
`CascadeShadowConfig` structs
2024-02-06 16:33:17 +00:00
Talin
a57832bc9a
Include UI node size in the vertex inputs for UiMaterial. (#11722)
# Objective

Includes the UI node size as a parameter to the UiMaterial shader,
useful for SDF-based rendering, aspect ratio correction and other use
cases.

Fixes #11392

## Solution

Added the node size to the UiMaterial vertex shader params and also to
the data that is passed to the fragment shader.

## Migration Guide

This change should be backwards compatible, using the new field is
optional.

Note to reviewers: render pipelines are a bit outside my comfort zone,
so please make sure I haven't made any mistakes.

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-02-06 16:15:09 +00:00
Zachary Harrold
950bd2284d
System::type_id Consistency (#11728)
# Objective

- Fixes #11679

## Solution

- Added `IntoSystem::system_type_id` which returns the equivalent of
`system.into_system().type_id()` without construction. This allows for
getting the `TypeId` of functions (a function is an unnamed type and
therefore you cannot call `TypeId::of::<apply_deferred::System>()`)
- Added default implementation of `System::type_id` to ensure
consistency between implementations. Some returned `Self`, while others
were returning an inner value instead. This ensures consistency with
`IntoSystem::system_type_id`.

## Migration Guide

If you use `System::type_id()` on function systems (exclusive or not),
ensure you are comparing its value to other `System::type_id()` calls,
or `IntoSystem::system_type_id()`.

This code wont require any changes, because `IntoSystem`'s are directly
compared to each other.

```rust
fn test_system() {}

let type_id = test_system.type_id();

// ...

// No change required
assert_eq!(test_system.type_id(), type_id);
```

Likewise, this code wont, because `System`'s are directly compared.

```rust
fn test_system() {}

let type_id = IntoSystem::into_system(test_system).type_id();

// ...

// No change required
assert_eq!(IntoSystem::into_system(test_system).type_id(), type_id);
```

The below _does_ require a change, since you're comparing a `System`
type to a `IntoSystem` type.

```rust
fn test_system() {}

// Before
assert_eq!(test_system.type_id(), IntoSystem::into_system(test_system).type_id());

// After
assert_eq!(test_system.system_type_id(), IntoSystem::into_system(test_system).type_id());
```
2024-02-06 14:43:33 +00:00
AxiomaticSemantics
f2cb155abc
Don't unconditionally enable bevy_render or bevy_assets if mutli-threaded feature is enabled (#11726)
# Objective

bevy_render has been set to be automatically enabled if mutlti-threaded
feature is

## Solution

make it conditional
2024-02-06 14:40:56 +00:00
Lynn
d4132f661a
Added remove_indices to Mesh (#11733)
# Objective

- Fixes #11727 

## Solution

- Added `Mesh::remove_indices(&mut self) -> Option<Indices>`
2024-02-06 07:41:01 +00:00
François
9180be8069
bevy_render: use the non-send marker from bevy_core (#11725)
# Objective

- There are too many `NonSendMarker`
https://docs.rs/bevy/0.12.1/bevy/index.html?search=nonsendmarker
- There should be only one

## Solution

- Use the marker type from bevy_core in bevy_render

---

## Migration Guide

- If you were using `bevy::render::view::NonSendMarker` or
`bevy::render::view:🪟:NonSendMarker`, use
`bevy::core::NonSendMarker` instead
2024-02-06 07:17:56 +00:00
Elabajaba
2a1ebc4ac4
sort by pipeline then mesh for non transparent passes for massively better batching (#11671)
# Objective

Bevy does ridiculous amount of drawcalls, and our batching isn't very
effective because we sort by distance and only batch if we get multiple
of the same object in a row. This can give us slightly better GPU
performance when not using the depth prepass (due to less overdraw), but
ends up being massively CPU bottlenecked due to doing thousands of
unnecessary drawcalls.

## Solution

Change the sort functions to sort by pipeline key then by mesh id for
large performance gains in more realistic scenes than our stress tests.

Pipelines changed:
- Opaque3d
- Opaque3dDeferred
- Opaque3dPrepass


![image](https://github.com/bevyengine/bevy/assets/177631/8c355256-ad86-4b47-81a0-f3906797fe7e)


---

## Changelog

- Opaque3d drawing order is now sorted by pipeline and mesh, rather than
by distance. This trades off a bit of GPU time in exchange for massively
better batching in scenes that aren't only drawing huge amounts of a
single object.
2024-02-05 22:12:22 +00:00
François
e927756d72
don't run create_surfaces system if not needed (#11720)
# Objective

- Change set of systems as I made a mistake in #11672 
- Don't block main when not needed
- Fixes #11235 

## Solution

- add a run condition so that the system won't run and block main if not
needed
2024-02-05 21:33:46 +00:00
Kanabenki
312df3cec7
Use warn_once where relevant instead of manually implementing a single warn check (#11693)
# Objective

- Some places manually use a `bool` /`AtomicBool` to warn once.

## Solution

- Use the `warn_once` macro which internally creates an `AtomicBool`.

Downside: in some case the warning state would have been reset after
recreating the struct carrying the warn state, whereas now it will
always warn only once per program run (For example, if all
`MeshPipeline`s are dropped or the `World` is recreated for
`Local<bool>`/ a `bool` resource, which shouldn't happen over the course
of a standard `App` run).


---

## Changelog

### Removed

- `FontAtlasWarning` has been removed, but the corresponding warning is
still emitted.
2024-02-05 21:05:43 +00:00
SpecificProtagonist
8faaef17e5
Hash stability guarantees (#11690)
# Objective

We currently over/underpromise hash stability:
- `HashMap`/`HashSet` use `BuildHasherDefault<AHasher>` instead of
`RandomState`. As a result, the hash is stable within the same run.
- [aHash isn't stable between devices (and
versions)](https://github.com/tkaitchuck/ahash?tab=readme-ov-file#goals-and-non-goals),
yet it's used for `StableHashMap`/`StableHashSet`
- the specialized hashmaps are stable

Interestingly, `StableHashMap`/`StableHashSet` aren't used by Bevy
itself (anymore).

## Solution
Add/fix documentation

## Alternatives
For `StableHashMap`/`StableHashSet`:
- remove them
- revive #7107

---

## Changelog
- added iteration stability guarantees for different hashmaps
2024-02-05 17:05:15 +00:00
Robert Walter
381f3d3fa5
fix(primitives): fix polygon gizmo rendering bug (#11699)
This is just a minor fix extracted from #11697

A logic error. We tried to close the polygon shape, if the user
specifies an
unclosed polygon. The closing linestring previously didn't close the
polygon
though, but instead added a zero length line at the last coordinate.

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-05 15:09:49 +00:00
Doonv
56076b7b0c
Improve DynamicStruct::insert (#11068)
# Objective

I wanted to pass in a `String` to `DynamicStruct::insert_boxed` but it
took in a &str. That's fine but I also saw that it immediately converted
the `&str` to a `String`. Which is wasteful.

## Solution

I made `DynamicStruct::insert_boxed` take in a `impl Into<Cow<str>>`.
Same for `DynamicStruct::insert`.

---

## Changelog

- `DynamicStruct::insert_boxed` and `DynamicStruct::insert` now support
taking in anything that implements `impl Into<Cow<str>>`.
2024-02-05 13:57:25 +00:00
daxpedda
2fd5d4695e
Send SceneInstanceReady only once per scene (#11002)
# Objective

Send `SceneInstanceReady` only once per scene.

## Solution

I assume that this was not intentional.
So I just changed it to only be sent once per scene.

---

## Changelog

### Fixed
- Fixed `SceneInstanceReady` being emitted for every `Entity` in a
scene.
2024-02-05 13:54:54 +00:00
JMS55
9f7e61b819
Async pipeline compilation (#10812)
# Objective

- Pipeline compilation is slow and blocks the frame
- Closes https://github.com/bevyengine/bevy/issues/8224

## Solution

- Compile pipelines in a Task on the AsyncComputeTaskPool

---

## Changelog

- Render/compute pipeline compilation is now done asynchronously over
multiple frames when the multi-threaded feature is enabled and on
non-wasm and non-macOS platforms
- Added `CachedPipelineState::Creating` 
- Added `PipelineCache::block_on_render_pipeline()`
- Added `bevy_utils::futures::check_ready`
- Added `bevy_render/multi-threaded` cargo feature

## Migration Guide

- Match on the new `Creating` variant for exhaustive matches of
`CachedPipelineState`
2024-02-05 13:50:50 +00:00
VitalyR
7705c1dd6c
Add name to bevy:🪟:Window (#7650)
# Objective
- Fixes  #4188, make users could set application ID for bevy apps.

## Solution

- Add `name` field to `bevy:🪟:Window`. Specifying this field adds
different properties to the window: application ID on `Wayland`,
`WM_CLASS` on `X11`, or window class name on Windows. It has no effect
on other platforms.
---

## Changelog

### Added
- Add `name` to `bevy:🪟:Window`.

## Migration Guide

- Set the `bevy_window::Window`'s `name` field when needed:
```rust
App::new()
        .add_plugins(DefaultPlugins.set(WindowPlugin {
            primary_window: Some(Window {
                title: "I am a window!".into(),
                name: Some("SpaceGameCompany.SpaceShooter".into()),
                ..default()
            }),
            ..default()
        }))
        .run();
```

---------

Co-authored-by: François <mockersf@gmail.com>
2024-02-05 13:35:35 +00:00
Isard
dd15890c6a
Added formats to MeshVertexAttribute constant's docstrings (#11705)
# Objective

Fixes #11653 

## Solution

- Just added the formats to the docstring, I played around with having
the format appear in the type somehow so that it didn't need to be
written manually in the docstring but it ended up being more trouble
than it was worth.

Co-authored-by: James Liu <contact@jamessliu.com>
2024-02-05 05:53:04 +00:00
Gino Valente
71be08af68
bevy_reflect: Reflect &'static str (#11686)
# Objective

`&'static str` doesn't implement `Reflect`. I don't think this was
intentionally excluded.

## Solution

Make `&'static str` implement `Reflect`.

---

## Changelog

- Implement `Reflect` and friends for `&'static str`
- Add missing `Reflect::debug` implementation for `Cow<'static, str>`
2024-02-04 01:32:48 +00:00
Stepan Koltsov
08654ad8d8
CameraProjection::compute_frustum (#11139)
Frustum computation is nontrivial amount of code private in
`update_frusta` system.

Make it public.

This is needed to decide which entities to spawn/despawn in `Update`
based on camera changes. But if `Update` also changed camera, frustum is
not yet recomputed.

Technically it is probably possible to run an iteration of
`update_frusta` system by a user in `Update` schedule after propagating
`GlobalTransform` to the cameras, but it is easier to just compute
frustum manually using API added in this PR.

Also replace two places where this code is used.

---------

Co-authored-by: vero <email@atlasdostal.com>
2024-02-04 01:21:07 +00:00
Zachary Harrold
1974723a63
Deprecated Various Component Methods from Query and QueryState (#9920)
# Objective

- (Partially) Fixes #9904
- Acts on #9910

## Solution

- Deprecated the relevant methods from `Query`, cascading changes as
required across Bevy.

---

## Changelog

- Deprecated `QueryState::get_component_unchecked_mut` method
- Deprecated `Query::get_component` method
- Deprecated `Query::get_component_mut` method
- Deprecated `Query::component` method
- Deprecated `Query::component_mut` method
- Deprecated `Query::get_component_unchecked_mut` method

## Migration Guide

### `QueryState::get_component_unchecked_mut`

Use `QueryState::get_unchecked_manual` and select for the exact
component based on the structure of the exact query as required.

### `Query::(get_)component(_unchecked)(_mut)`

Use `Query::get` and select for the exact component based on the
structure of the exact query as required.

- For mutable access (`_mut`), use `Query::get_mut`
- For unchecked access (`_unchecked`), use `Query::get_unchecked`
- For panic variants (non-`get_`), add `.unwrap()`

## Notes

- `QueryComponentError` can be removed once these deprecated methods are
also removed. Due to an interaction with `thiserror`'s derive macro, it
is not marked as deprecated.
2024-02-04 01:01:59 +00:00
SpecificProtagonist
21aa5fe2b6
Use TypeIdMap whenever possible (#11684)
Use `TypeIdMap<T>` instead of `HashMap<TypeId, T>`

- ~~`TypeIdMap` was in `bevy_ecs`. I've kept it there because of
#11478~~
- ~~I haven't swapped `bevy_reflect` over because it doesn't depend on
`bevy_ecs`, but I'd also be happy with moving `TypeIdMap` to
`bevy_utils` and then adding a dependency to that~~
- ~~this is a slight change in the public API of
`DrawFunctionsInternal`, does this need to go in the changelog?~~

## Changelog
- moved `TypeIdMap` to `bevy_utils`
- changed `DrawFunctionsInternal::indices` to `TypeIdMap`

## Migration Guide

- `TypeIdMap` now lives in `bevy_utils`
- `DrawFunctionsInternal::indices` now uses a `TypeIdMap`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-03 23:47:04 +00:00
Kanabenki
4e9590a5ce
Update tracing-tracy requirement from 0.10.4 to 0.11.0 and tracy-client requirement from 0.16.4 to 0.17.0 (#11678)
# Objective

- Update `tracing-tracy`.
- Closes #11598.

## Solution

- Bump `tracing-tracy` to 0.11.0 and `tracy-client` alongside it to
0.17.0 to avoid duplicating that dependency in the deps tree.
- `TracyLayer` is now configurable on creation, so use the default
config.

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2024-02-03 21:44:38 +00:00
Tristan Guichaoua
694c06f3d0
Inverse missing_docs logic (#11676)
# Objective

Currently the `missing_docs` lint is allowed-by-default and enabled at
crate level when their documentations is complete (see #3492).
This PR proposes to inverse this logic by making `missing_docs`
warn-by-default and mark crates with imcomplete docs allowed.

## Solution

Makes `missing_docs` warn at workspace level and allowed at crate level
when the docs is imcomplete.
2024-02-03 21:40:55 +00:00
François
55493a823e
Allow prepare_windows to run off main thread on all platforms (#11672)
# Objective

- Allow prepare windows to run off of the main thread on all platforms.
- Fixes https://github.com/bevyengine/bevy/issues/9964 on all platforms.

## Solution

- Running `prepare_windows` on the main thread on apple platforms is
only mandatory to create surface, which is only needed during window
creation. Split that part into its own system that happens before
`prepare_windows`
- Tested on macOS and iOS

---

## Changelog

- Allow prepare windows to run off main thread on all platforms.
2024-02-03 18:07:26 +00:00
Joona Aalto
9bad607df9
Implement meshing for Capsule2d (#11639)
# Objective

The `Capsule2d` primitive was added in #11585. It should support meshing
like the other 2D primitives.

## Solution

Implement meshing for `Capsule2d`.

It doesn't currently support "rings" like Bevy's `Capsule` shape (not
`Capsule3d`), but it does support resolution to control the number of
vertices used for one hemicircle. The total vertex count is two times
the resolution; if we allowed setting the full vertex count, odd numbers
would lead to uneven vertex counts for the top and bottom hemicircles
and produce potentially unwanted results.

The capsule looks like this (with UV visualization and wireframe) using
resolutions of 16, 8, and 3:

![Resolution
16](https://github.com/bevyengine/bevy/assets/57632562/feae22de-bdc5-438a-861f-848284b67a52)
![Resolution
8](https://github.com/bevyengine/bevy/assets/57632562/e95aab8e-793f-45ac-8a74-8be39f7626dd)
![Resolution of
3](https://github.com/bevyengine/bevy/assets/57632562/bcf01d23-1d8b-4cdb-966a-c9022a07c287)

The `2d_shapes` example now includes the capsule, so we also get one
more color of the rainbow 🌈

![New 2D shapes
example](https://github.com/bevyengine/bevy/assets/57632562/1c45b5f5-d26a-4e8c-8e8a-e106ab14d46e)
2024-02-03 18:03:43 +00:00
Chia-Hsiang Cheng
1352bf1df4
Add helpers for translate, rotate, and scale operations - Mesh (#11675)
# Objective

- Fixes #11594

## Solution

- Add helpers for translate, rotate, and scale operations.

---

## Changelog

- Added functions `translated_by`, `translate_by`, `rotated_by`,
`rotate_by`, `scaled_by`, and `scale_by`.
2024-02-03 16:36:43 +00:00
David M. Lary
5c52d0aeee
System Stepping implemented as Resource (#8453)
# Objective

Add interactive system debugging capabilities to bevy, providing
step/break/continue style capabilities to running system schedules.

* Original implementation: #8063
    - `ignore_stepping()` everywhere was too much complexity
* Schedule-config & Resource discussion: #8168
    - Decided on selective adding of Schedules & Resource-based control

## Solution
Created `Stepping` Resource. This resource can be used to enable
stepping on a per-schedule basis. Systems within schedules can be
individually configured to:
* AlwaysRun: Ignore any stepping state and run every frame
* NeverRun: Never run while stepping is enabled
    - this allows for disabling of systems while debugging
* Break: If we're running the full frame, stop before this system is run

Stepping provides two modes of execution that reflect traditional
debuggers:
* Step-based: Only execute one system at a time
* Continue/Break: Run all systems, but stop before running a system
marked as Break

### Demo

https://user-images.githubusercontent.com/857742/233630981-99f3bbda-9ca6-4cc4-a00f-171c4946dc47.mov

Breakout has been modified to use Stepping. The game runs normally for a
couple of seconds, then stepping is enabled and the game appears to
pause. A list of Schedules & Systems appears with a cursor at the first
System in the list. The demo then steps forward full frames using the
spacebar until the ball is about to hit a brick. Then we step system by
system as the ball impacts a brick, showing the cursor moving through
the individual systems. Finally the demo switches back to frame stepping
as the ball changes course.


### Limitations
Due to architectural constraints in bevy, there are some cases systems
stepping will not function as a user would expect.

#### Event-driven systems
Stepping does not support systems that are driven by `Event`s as events
are flushed after 1-2 frames. Although game systems are not running
while stepping, ignored systems are still running every frame, so events
will be flushed.

This presents to the user as stepping the event-driven system never
executes the system. It does execute, but the events have already been
flushed.

This can be resolved by changing event handling to use a buffer for
events, and only dropping an event once all readers have read it.

The work-around to allow these systems to properly execute during
stepping is to have them ignore stepping:
`app.add_systems(event_driven_system.ignore_stepping())`. This was done
in the breakout example to ensure sound played even while stepping.

#### Conditional Systems
When a system is stepped, it is given an opportunity to run. If the
conditions of the system say it should not run, it will not.

Similar to Event-driven systems, if a system is conditional, and that
condition is only true for a very small time window, then stepping the
system may not execute the system. This includes depending on any sort
of external clock.

This exhibits to the user as the system not always running when it is
stepped.

A solution to this limitation is to ensure any conditions are consistent
while stepping is enabled. For example, all systems that modify any
state the condition uses should also enable stepping.

#### State-transition Systems
Stepping is configured on the per-`Schedule` level, requiring the user
to have a `ScheduleLabel`.

To support state-transition systems, bevy generates needed schedules
dynamically. Currently it’s very difficult (if not impossible, I haven’t
verified) for the user to get the labels for these schedules.

Without ready access to the dynamically generated schedules, and a
resolution for the `Event` lifetime, **stepping of the state-transition
systems is not supported**

---

## Changelog
- `Schedule::run()` updated to consult `Stepping` Resource to determine
which Systems to run each frame
- Added `Schedule.label` as a `BoxedSystemLabel`, along with supporting
`Schedule::set_label()` and `Schedule::label()` methods
- `Stepping` needed to know which `Schedule` was running, and prior to
this PR, `Schedule` didn't track its own label
- Would have preferred to add `Schedule::with_label()` and remove
`Schedule::new()`, but this PR touches enough already
- Added calls to `Schedule.set_label()` to `App` and `World` as needed
- Added `Stepping` resource
- Added `Stepping::begin_frame()` system to `MainSchedulePlugin`
    - Run before `Main::run_main()`
    - Notifies any `Stepping` Resource a new render frame is starting
    
## Migration Guide
- Add a call to `Schedule::set_label()` for any custom `Schedule`
    - This is only required if the `Schedule` will be stepped

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-02-03 05:18:38 +00:00
Mike
a919cb0a17
Don't auto insert on the extract schedule (#11669)
# Objective

- In #9822 I forgot to disable auto sync points on the Extract Schedule.
We want to do this because the Commands on the Extract Schedule should
be applied on the render thread.
2024-02-03 05:04:57 +00:00
Stepan Koltsov
c55a5ba40b
Make Archetypes.archetype_component_count private (#10774)
Make more clear where it is used and how.
2024-02-03 00:07:50 +00:00
Mike
c99ca79825
Allow prepare_windows to run off main thread. (#11660)
# Objective

- Allow prepare windows to run off of the main thread on platforms that
allow it.
- Fixes https://github.com/bevyengine/bevy/issues/9964 on most
platforms.

## Solution

- Conditionally compile prepare windows for different OS's
- Seems like it's only the call to `create_surface` that needs to run on
the main thread here.
- I've only tested this on windows, but I do see prepare windows running
on other threads.

---

## Changelog

- Allow prepare windows to run off main thread on platforms that allow
it.
2024-02-02 23:41:44 +00:00
James Liu
602515d8aa
Animatable trait for interpolation and blending (#4482)
# Objective
Allow animation of types other than translation, scale, and rotation on
`Transforms`.

## Solution
Add a base trait for all values that can be animated by the animation
system. This provides the basic operations for sampling and blending
animation values for more than just translation, rotation, and scale.

This implements part of bevyengine/rfcs#51, but is missing the
implementations for `Range<T>` and `Color`. This also does not fully
integrate with the existing `AnimationPlayer` yet, just setting up the
trait.

---------

Co-authored-by: Kirillov Kirill <kirusfg@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: irate <JustTheCoolDude@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-02-02 21:19:37 +00:00
Doug Roeper
c859eacdc8
Fix bug where events are not being dropped (#11528)
# Objective

Fix an issue where events are not being dropped after being read. I
believe #10077 introduced this issue. The code currently works as
follows:

1. `EventUpdateSignal` is **shared for all event types**
2. During the fixed update phase, `EventUpdateSignal` is set to true
3. `event_update_system`, **unique per event type**, runs to update
Events<T>
4. `event_update_system` reads value of `EventUpdateSignal` to check if
it should update, and then **resets** the value to false

If there are multiple event types, the first `event_update_system` run
will reset the shared `EventUpdateSignal` signal, preventing other
events from being cleared.

## Solution

I've updated the code to have separate signals per event type and added
a shared signal to notify all systems that the time plugin is installed.

## Changelog

- Fixed bug where events were not being dropped
2024-02-02 21:14:54 +00:00
Robert Walter
041731b7e0
Drawing Primitives with Gizmos (#11072)
The PR is in a reviewable state now in the sense that the basic
implementations are there. There are still some ToDos that I'm aware of:

- [x] docs for all the new structs and traits
- [x] implement `Default` and derive other useful traits for the new
structs
- [x] Take a look at the notes again (Do this after a first round of
reviews)
- [x] Take care of the repetition in the circle drawing functions

---

# Objective

- TLDR: This PR enables us to quickly draw all the newly added
primitives from `bevy_math` in immediate mode with gizmos
- Addresses #10571

## Solution

- This implements the first design idea I had that covered everything
that was mentioned in the Issue
https://github.com/bevyengine/bevy/issues/10571#issuecomment-1863646197

--- 

## Caveats

- I added the `Primitive(2/3)d` impls for `Direction(2/3)d` to make them
work with the current solution. We could impose less strict requirements
for the gizmoable objects and remove the impls afterwards if the
community doesn't like the current approach.

---

## Changelog

- implement capabilities to draw ellipses on the gizmo in general (this
was required to have some code which is able to draw the ellipse
primitive)
- refactored circle drawing code to use the more general ellipse drawing
code to keep code duplication low
- implement `Primitive2d` for `Direction2d` and impl `Primitive3d` for
`Direction3d`
- implement trait to draw primitives with specialized details with
gizmos
  - `GizmoPrimitive2d` for all the 2D primitives
  - `GizmoPrimitive3d` for all the 3D primitives
- (question while writing this: Does it actually matter if we split this
in 2D and 3D? I guess it could be useful in the future if we do
something based on the main rendering mode even though atm it's kinda
useless)

---

---------

Co-authored-by: nothendev <borodinov.ilya@gmail.com>
2024-02-02 21:13:03 +00:00
ickshonpe
e2916fbad1
Subtract 1 from text positions to account for glyph texture padding. (#11662)
# Objective

Glyph positions don't account for padding added to the font texture
atlas, resulting in them being off by one physical pixel in both axis.

## Example
```rust
use bevy::{
    prelude::*, window::WindowResolution
};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins.set(WindowPlugin {
            primary_window: Some(Window {
                resolution: WindowResolution::default().with_scale_factor_override(1.),
                ..Default::default()
            }),
            ..Default::default()
        }))
        .add_systems(Startup, setup)
        .run();
}

fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn(Camera2dBundle::default());
    commands.spawn(
        TextBundle::from_section(
            "QQQQQ",
            TextStyle {
                font: asset_server.load("FiraMono-Medium.ttf"),
                font_size: 14.0,
                ..default()
            },
        )
        .with_style(Style {
            left:Val::Px(10.),
            top: Val::Px(10.),
            ..default()
        })
        .with_background_color(Color::RED)
    );
}
```

<img width="350" alt="QQQQQ-bad"
src="https://github.com/bevyengine/bevy/assets/27962798/6a509aee-64c8-4ee8-a8c1-77ee65355898">

The coordinates are off by one in physical coordinates, not logical. So
the difference only becomes obvious with `UiScale` and the window scale
factor set to low values.

## Solution

Translate glyph positions by -1 in both axes.

<img width="300" alt="QQQQQ-good"
src="https://github.com/bevyengine/bevy/assets/27962798/16e3f6d9-1223-48e0-9fdd-b682a3e8ade4">

---

## Changelog

* Translate the positions for each glyph by -1 in both axes in
`bevy_text::glyph_brush::process_glyphs`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-02 20:01:01 +00:00
Rose Hudson
d6f1649646
return Direction3d from Transform::up and friends (#11604)
# Objective
Drawing a `Gizmos::circle` whose normal is derived from a Transform's
local axes now requires converting a Vec3 to a Direction3d and
unwrapping the result, and I think we shold move the conversion into
Bevy.

## Solution
We can make
`Transform::{left,right,up,down,forward,back,local_x,local_y,local_z}`
return a Direction3d, because they know that their results will be of
finite non-zero length (roughly 1.0).

---

## Changelog
`Transform::up()` and similar functions now return `Direction3d` instead
of `Vec3`.

## Migration Guide
Callers of `Transform::up()` and similar functions may have to
dereference the returned `Direction3d` to get to the inner `Vec3`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2024-02-02 15:05:35 +00:00
Marco Buono
91c467ebfc
Gate diffuse and specular transmission behind shader defs (#11627)
# Objective

- Address #10338

## Solution

- When implementing specular and diffuse transmission, I inadvertently
introduced a performance regression. On high-end hardware it is barely
noticeable, but **for lower-end hardware it can be pretty brutal**. If I
understand it correctly, this is likely due to use of masking by the GPU
to implement control flow, which means that you still pay the price for
the branches you don't take;
- To avoid that, this PR introduces new shader defs (controlled via
`StandardMaterialKey`) that conditionally include the transmission
logic, that way the shader code for both types of transmission isn't
even sent to the GPU if you're not using them;
- This PR also renames ~~`STANDARDMATERIAL_NORMAL_MAP`~~ to
`STANDARD_MATERIAL_NORMAL_MAP` for consistency with the naming
convention used elsewhere in the codebase. (Drive-by fix)

---

## Changelog

- Added new shader defs, set when using transmission in the
`StandardMaterial`:
  - `STANDARD_MATERIAL_SPECULAR_TRANSMISSION`;
  - `STANDARD_MATERIAL_DIFFUSE_TRANSMISSION`;
  - `STANDARD_MATERIAL_SPECULAR_OR_DIFFUSE_TRANSMISSION`.
- Fixed performance regression caused by the introduction of
transmission, by gating transmission shader logic behind the newly
introduced shader defs;
- Renamed ~~`STANDARDMATERIAL_NORMAL_MAP`~~ to
`STANDARD_MATERIAL_NORMAL_MAP` for consistency;

## Migration Guide

- If you were using `#ifdef STANDARDMATERIAL_NORMAL_MAP` on your shader
code, make sure to update the name to `STANDARD_MATERIAL_NORMAL_MAP`;
(with an underscore between `STANDARD` and `MATERIAL`)
2024-02-02 15:01:56 +00:00
NiseVoid
0ffc8d8a6f
Rename RayTest to RayCast (#11635)
# Objective

- `RayTest` vs `AabbCast` and `CircleCast` is inconsistent

## Solution

- Renaming the other two would only make the name more confusing, so we
rename `RayTest2d/3d` to `RayCast2d/3d`
2024-02-02 15:01:04 +00:00
CowSociety
8866c61161
Fix AssetTransformer breaking LabeledAssets (#11626)
# Objective

- `AssetTransformer` provides an input asset, and output an asset, but
provides no access to the `LabeledAsset`'s created by the `AssetLoader`.
Labeled sub assets are an extremely important piece of many assets, Gltf
in particular, and without them the amount of transformation on an asset
is limited. In order for `AssetTransformer`'s to be useful, they need to
have access to these sub assets.
- LabeledAsset's loaded by `AssetLoader`s are provided to `AssetSaver`s
in the `LoadAndSave` process, but the `LoadTransformAndSave` process
drops these values in the transform stage, and so `AssetSaver` is given
none.
- Fixes #11606

Ideally the AssetTransformer should not ignore labeled sub assets, and
they should be kept at least for the AssetSaver

## Solution

- I created a new struct similar to `SavedAsset` named
`TransformedAsset` which holds the input asset, and the HashMap of
`LabeledAsset`s. The transform function now takes as input a
`TransformedAsset`, and returns a `TransformedAsset::<AssetOutput>`.
This gives the transform function access to the labeled sub assets
created by the `AssetLoader`.
- I also created `TransformedSubAsset` which holds mutable references to
a sub asset and that sub assets HashMap of `LabeledAsset`s. This allows
you to travers the Tree of `LabeledAsset`s by reference relatively
easily.
- The `LoadTransformAndSave` processor was then reworked to use the new
structs, stopping the `LabeledAsset`s from being dropped.

---

## Changelog

- Created TransformedAsset struct and TransformedSubAsset struct.
- Changed `get_untyped_handle` to return a `UntypedHandle` directly
rather than a reference and added `get_handle` as a typed variant in
SavedAsset and TransformedAsset
- Added `SavedAsset::from_transformed` as a constructor from a
`TransformedAsset`
- Switched LoadTransformAndSave process code to work with new
`TransformedAsset` type
- Added a `ProcessError` for `AssetTransformer` in process.rs
- Switched `AssetTransformer::transform` to use `TransformedAsset` as
input and output.
- Switched `AssetTransformer` to use a `BoxedFuture` like `AssetLoader`
and `AssetSaver` to allow for async transformation code.
- Updated AssetTransformer example to use new structure.
2024-02-02 14:57:31 +00:00
Duncan
176223b406
Fix embedded asset path manipulation (#10383)
# Objective

Fixes #10377

## Solution

Use `Path::strip_prefix` instead of `str::split`. Avoid any explicit "/"
characters in path manipulation.

---

## Changelog

- Added: example of embedded asset loading
- Added: support embedded assets in external crates
- Fixed: resolution of embedded assets
- Fixed: unexpected runtime panic during asset path resolution

## Migration Guide

No API changes.

---------

Co-authored-by: Shane Celis <shane.celis@gmail.com>
2024-02-02 14:49:05 +00:00
Joona Aalto
6f2eec8f78
Support rotating Direction3d by Quat (#11649)
# Objective

It's often necessary to rotate directions, but it currently has to be
done like this:

```rust
Direction3d::new_unchecked(quat * *direction)
```

It'd be nice if you could rotate `Direction3d` directly:

```rust
quat * direction
```

## Solution

Implement `Mul<Direction3d>` for `Quat` ~~and the other way around.~~
(Glam doesn't impl `Mul<Quat>` or `MulAssign<Quat>` for `Vec3`)

The quaternion must be a unit quaternion to keep the direction
normalized, so there is a `debug_assert!` to be sure. Almost all `Quat`
constructors produce unit quaternions, so there should only be issues if
doing something like `quat + quat` instead of `quat * quat`, using
`Quat::from_xyzw` directly, or when you have significant enough drift
caused by e.g. physics simulation that doesn't normalize rotation. In
general, these would probably cause unexpected results anyway.

I also moved tests around slightly to make `dim2` and `dim3` more
consistent (`dim3` had *two* separate `test` modules for some reason).

In the future, we'll probably want a `Rotation2d` type that would
support the same for `Direction2d`. I considered implementing
`Mul<Mat2>` for `Direction2d`, but that would probably be more
questionable since `Mat2` isn't as clearly associated with rotations as
`Quat` is.
2024-02-01 20:08:24 +00:00
Doonv
b1a2d342af
Add the ability to manually create ParsedPaths (+ cleanup) (#11029)
# Objective

I'm working on a developer console plugin, and I wanted to get a
field/index of a struct/list/tuple. My command parser already parses
member expressions and all that, so I wanted to construct a `ParsedPath`
manually, but it's all private.

## Solution

Make the internals of `ParsedPath` public and add documentation for
everything, and I changed the boxed slice inside `ParsedPath` to a
vector for more flexibility.

I also did a bunch of code cleanup. Improving documentation, error
messages, code, type names, etc.

---

## Changelog

- Added the ability to manually create `ParsedPath`s from their
elements, without the need of string parsing.
- Improved `ReflectPath` error handling.

## Migration Guide

-  `bevy::reflect::AccessError` has been refactored.

That should be it I think, everything else that was changed was private
before this PR.

---------

Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2024-02-01 19:22:40 +00:00
Joona Aalto
d30fdda2c3
Implement approx traits for direction types (#11650)
# Objective

`approx` has traits like
[`AbsDiffEq`](https://docs.rs/approx/latest/approx/trait.AbsDiffEq.html),
[`RelativeEq`](https://docs.rs/approx/latest/approx/trait.RelativeEq.html),
and [`UlpsEq`](https://docs.rs/approx/latest/approx/trait.UlpsEq.html).
Glam implements them for its math types when the `approx` feature is
enabled. Bevy's `Direction2d` and `Direction3d` should implement these
too.

## Solution

Implement the traits. See [how Glam implements them for its own math
types](https://github.com/bitshifter/glam-rs/blob/main/src/features/impl_approx.rs).
For the epsilon values, I use the same as `Vec2`/`Vec3` (just
`f32::EPSILON`).
2024-02-01 19:22:28 +00:00
Charles Bournhonesque
e618426faa
Adding derive Reflect for tick structs (#11641)
# Objective

- Deriving `Reflect` for some public ChangeDetection/Tick structs in
bevy_ecs

---------

Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com>
2024-02-01 16:11:32 +00:00
NiseVoid
e3126a494f
Add Clone to intersection test types (#11640)
# Objective

- Add Clone to RayTest/AabbCast2d/AabbCast3d/CircleCast/SphereCast
2024-02-01 00:54:30 +00:00
NiseVoid
1b98de68fe
Add volume cast intersection tests (#11586)
# Objective

- Add a basic form of shapecasting for bounding volumes

## Solution

- Implement AabbCast2d, AabbCast3d, BoundingCircleCast, and
BoundingSphereCast
- These are really just raycasts, but they modify the volumes the ray is
casting against
- The tests are slightly simpler, since they just use the raycast code
for the heavy lifting
2024-01-31 20:14:15 +00:00
Zachary Harrold
afa7b5cba5
Added Support for Extension-less Assets (#10153)
# Objective

- Addresses **Support processing and loading files without extensions**
from #9714
- Addresses **More runtime loading configuration** from #9714
- Fixes #367
- Fixes #10703

## Solution

`AssetServer::load::<A>` and `AssetServer::load_with_settings::<A>` can
now use the `Asset` type parameter `A` to select a registered
`AssetLoader` without inspecting the provided `AssetPath`. This change
cascades onto `LoadContext::load` and `LoadContext::load_with_settings`.
This allows the loading of assets which have incorrect or ambiguous file
extensions.

```rust
// Allow the type to be inferred by context
let handle = asset_server.load("data/asset_no_extension");

// Hint the type through the handle
let handle: Handle<CustomAsset> = asset_server.load("data/asset_no_extension");

// Explicit through turbofish
let handle = asset_server.load::<CustomAsset>("data/asset_no_extension");
```

Since a single `AssetPath` no longer maps 1:1 with an `Asset`, I've also
modified how assets are loaded to permit multiple asset types to be
loaded from a single path. This allows for two different `AssetLoaders`
(which return different types of assets) to both load a single path (if
requested).

```rust
// Uses GltfLoader
let model = asset_server.load::<Gltf>("cube.gltf");

// Hypothetical Blob loader for data transmission (for example)
let blob = asset_server.load::<Blob>("cube.gltf");
```

As these changes are reflected in the `LoadContext` as well as the
`AssetServer`, custom `AssetLoaders` can also take advantage of this
behaviour to create more complex assets.

---

## Change Log

- Updated `custom_asset` example to demonstrate extension-less assets.
- Added `AssetServer::get_handles_untyped` and Added
`AssetServer::get_path_ids`

## Notes

As a part of that refactor, I chose to store `AssetLoader`s (within
`AssetLoaders`) using a `HashMap<TypeId, ...>` instead of a `Vec<...>`.
My reasoning for this was I needed to add a relationship between `Asset`
`TypeId`s and the `AssetLoader`, so instead of having a `Vec` and a
`HashMap`, I combined the two, removing the `usize` index from the
adjacent maps.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-31 14:58:08 +00:00
Lixou
16d28ccb91
RenderGraph Labelization (#10644)
# Objective

The whole `Cow<'static, str>` naming for nodes and subgraphs in
`RenderGraph` is a mess.

## Solution

Replaces hardcoded and potentially overlapping strings for nodes and
subgraphs inside `RenderGraph` with bevy's labelsystem.

---

## Changelog

* Two new labels: `RenderLabel` and `RenderSubGraph`.
* Replaced all uses for hardcoded strings with those labels
* Moved `Taa` label from its own mod to all the other `Labels3d`
* `add_render_graph_edges` now needs a tuple of labels
* Moved `ScreenSpaceAmbientOcclusion` label from its own mod with the
`ShadowPass` label to `LabelsPbr`
* Removed  `NodeId`
* Renamed `Edges.id()` to `Edges.label()`
* Removed `NodeLabel`
* Changed examples according to the new label system
* Introduced new `RenderLabel`s: `Labels2d`, `Labels3d`, `LabelsPbr`,
`LabelsUi`
* Introduced new `RenderSubGraph`s: `SubGraph2d`, `SubGraph3d`,
`SubGraphUi`
* Removed `Reflect` and `Default` derive from `CameraRenderGraph`
component struct
* Improved some error messages

## Migration Guide

For Nodes and SubGraphs, instead of using hardcoded strings, you now
pass labels, which can be derived with structs and enums.

```rs
// old
#[derive(Default)]
struct MyRenderNode;
impl MyRenderNode {
    pub const NAME: &'static str = "my_render_node"
}

render_app
    .add_render_graph_node::<ViewNodeRunner<MyRenderNode>>(
        core_3d::graph::NAME,
        MyRenderNode::NAME,
    )
    .add_render_graph_edges(
        core_3d::graph::NAME,
        &[
            core_3d::graph::node::TONEMAPPING,
            MyRenderNode::NAME,
            core_3d::graph::node::END_MAIN_PASS_POST_PROCESSING,
        ],
    );

// new
use bevy::core_pipeline::core_3d::graph::{Labels3d, SubGraph3d};

#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
pub struct MyRenderLabel;

#[derive(Default)]
struct MyRenderNode;

render_app
    .add_render_graph_node::<ViewNodeRunner<MyRenderNode>>(
        SubGraph3d,
        MyRenderLabel,
    )
    .add_render_graph_edges(
        SubGraph3d,
        (
            Labels3d::Tonemapping,
            MyRenderLabel,
            Labels3d::EndMainPassPostProcessing,
        ),
    );
```

### SubGraphs

#### in `bevy_core_pipeline::core_2d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `NAME` | `SubGraph2d` |

#### in `bevy_core_pipeline::core_3d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `NAME` | `SubGraph3d` |

#### in `bevy_ui::render`
| old string-based path | new label |
|-----------------------|-----------|
| `draw_ui_graph::NAME` | `graph::SubGraphUi` |

### Nodes

#### in `bevy_core_pipeline::core_2d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `node::MSAA_WRITEBACK` | `Labels2d::MsaaWriteback` | 
| `node::MAIN_PASS` | `Labels2d::MainPass` | 
| `node::BLOOM` | `Labels2d::Bloom` | 
| `node::TONEMAPPING` | `Labels2d::Tonemapping` | 
| `node::FXAA` | `Labels2d::Fxaa` | 
| `node::UPSCALING` | `Labels2d::Upscaling` | 
| `node::CONTRAST_ADAPTIVE_SHARPENING` |
`Labels2d::ConstrastAdaptiveSharpening` |
| `node::END_MAIN_PASS_POST_PROCESSING` |
`Labels2d::EndMainPassPostProcessing` |

#### in `bevy_core_pipeline::core_3d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `node::MSAA_WRITEBACK` | `Labels3d::MsaaWriteback` | 
| `node::PREPASS` | `Labels3d::Prepass` | 
| `node::DEFERRED_PREPASS` | `Labels3d::DeferredPrepass` | 
| `node::COPY_DEFERRED_LIGHTING_ID` | `Labels3d::CopyDeferredLightingId`
|
| `node::END_PREPASSES` | `Labels3d::EndPrepasses` | 
| `node::START_MAIN_PASS` | `Labels3d::StartMainPass` | 
| `node::MAIN_OPAQUE_PASS` | `Labels3d::MainOpaquePass` | 
| `node::MAIN_TRANSMISSIVE_PASS` | `Labels3d::MainTransmissivePass` | 
| `node::MAIN_TRANSPARENT_PASS` | `Labels3d::MainTransparentPass` | 
| `node::END_MAIN_PASS` | `Labels3d::EndMainPass` | 
| `node::BLOOM` | `Labels3d::Bloom` | 
| `node::TONEMAPPING` | `Labels3d::Tonemapping` | 
| `node::FXAA` | `Labels3d::Fxaa` | 
| `node::UPSCALING` | `Labels3d::Upscaling` | 
| `node::CONTRAST_ADAPTIVE_SHARPENING` |
`Labels3d::ContrastAdaptiveSharpening` |
| `node::END_MAIN_PASS_POST_PROCESSING` |
`Labels3d::EndMainPassPostProcessing` |

#### in `bevy_core_pipeline`
| old string-based path | new label |
|-----------------------|-----------|
| `taa::draw_3d_graph::node::TAA` | `Labels3d::Taa` |

#### in `bevy_pbr`
| old string-based path | new label |
|-----------------------|-----------|
| `draw_3d_graph::node::SHADOW_PASS` | `LabelsPbr::ShadowPass` |
| `ssao::draw_3d_graph::node::SCREEN_SPACE_AMBIENT_OCCLUSION` |
`LabelsPbr::ScreenSpaceAmbientOcclusion` |
| `deferred::DEFFERED_LIGHTING_PASS` | `LabelsPbr::DeferredLightingPass`
|

#### in `bevy_render`
| old string-based path | new label |
|-----------------------|-----------|
| `main_graph::node::CAMERA_DRIVER` | `graph::CameraDriverLabel` |

#### in `bevy_ui::render`
| old string-based path | new label |
|-----------------------|-----------|
| `draw_ui_graph::node::UI_PASS` | `graph::LabelsUi::UiPass` |

---

## Future work

* Make `NodeSlot`s also use types. Ideally, we have an enum with unit
variants where every variant resembles one slot. Then to make sure you
are using the right slot enum and make rust-analyzer play nicely with
it, we should make an associated type in the `Node` trait. With today's
system, we can introduce 3rd party slots to a node, and i wasnt sure if
this was used, so I didn't do this in this PR.

## Unresolved Questions

When looking at the `post_processing` example, we have a struct for the
label and a struct for the node, this seems like boilerplate and on
discord, @IceSentry (sowy for the ping)
[asked](https://discord.com/channels/691052431525675048/743663924229963868/1175197016947699742)
if a node could automatically introduce a label (or i completely
misunderstood that). The problem with that is, that nodes like
`EmptyNode` exist multiple times *inside the same* (sub)graph, so there
we need extern labels to distinguish between those. Hopefully we can
find a way to reduce boilerplate and still have everything unique. For
EmptyNode, we could maybe make a macro which implements an "empty node"
for a type, but for nodes which contain code and need to be present
multiple times, this could get nasty...
2024-01-31 14:51:19 +00:00
Tristan Guichaoua
b66f2fd7c4
bevy_ptr: fix unsafe_op_in_unsafe_fn lint (#11610)
# Objective

- Part of #11590

## Solution

Fix `unsafe_op_in_unsafe_fn` for `bevy_ptr`.
2024-01-30 23:37:29 +00:00
BD103
6990c0ec24
Mark DynamicPluginLoadError internal error types as source (#11618)
# Objective

- [`thiserror`](https://docs.rs/thiserror/) is used to derive the error
type on `bevy_dynamic_plugin`'s
[`DynamicPluginLoadError`](https://docs.rs/bevy_dynamic_plugin/latest/bevy_dynamic_plugin/enum.DynamicPluginLoadError.html).
- It is an enum where each variant wraps a `libloading` error type.
- `thiserror` supports marking this internal error types as `#[source]`
so it can automatically fill out the
[`Error::source`](https://doc.rust-lang.org/std/error/trait.Error.html#method.source)
method.
- This allows other error handling libraries to get more information
about the error than what Bevy by default provides. It increases
interoperability between libraries.

## Solution

- Mark the internal `libloading::Error` of `DynamicPluginLoadError` with
`#[source]`.

---

## Changelog


- Implemented the
[`Error::source`](https://doc.rust-lang.org/std/error/trait.Error.html#method.source)
method for
[`DynamicPluginLoadError`](https://docs.rs/bevy_dynamic_plugin/latest/bevy_dynamic_plugin/enum.DynamicPluginLoadError.html).

---

Here is the output from `cargo-expand` before and after the change.

```rust
// Before
impl Error for DynamicPluginLoadError {}
```

```rust
// After
impl Error for DynamicPluginLoadError {
    fn source(&self) -> Option<&(dyn Error + 'static)> {
        use thiserror::__private::AsDynError as _;

        match self {
            DynamicPluginLoadError::Library { 0: source, .. } => {
                Some(source.as_dyn_error())
            }
            DynamicPluginLoadError::Plugin { 0: source, .. } => {
                Some(source.as_dyn_error())
            }
        }
    }
}
```
2024-01-30 23:37:00 +00:00