Commit graph

7647 commits

Author SHA1 Message Date
ickshonpe
56d5591028
Multiple box shadow support (#16502)
# Objective

Add support for multiple box shadows on a single `Node`.

## Solution

* Rename `BoxShadow` to `ShadowStyle` and remove its `Component` derive.
* Create a new `BoxShadow` component that newtypes a `Vec<ShadowStyle>`.
* Add a `new` constructor method to `BoxShadow` for single shadows.
* Change `extract_shadows` to iterate through a list of shadows per
node.

Render order is determined implicitly from the order of the shadows
stored in the `BoxShadow` component, back-to-front.
Might be more efficient to use a `SmallVec<[ShadowStyle; 1]>` for the
list of shadows but not sure if the extra friction is worth it.

## Testing

Added a node with four differently coloured shadows to the `box_shadow`
example.

---

## Showcase

```
cargo run --example box_shadow
```

<img width="460" alt="four-shadow"
src="https://github.com/user-attachments/assets/2f728c47-33b4-42e1-96ba-28a774b94b24">

## Migration Guide

Bevy UI now supports multiple shadows per node. A new struct
`ShadowStyle` is used to set the style for each shadow. And the
`BoxShadow` component is changed to a tuple struct wrapping a vector
containing a list of `ShadowStyle`s. To spawn a node with a single
shadow you can use the `new` constructor function:
```rust
commands.spawn((
    Node::default(),
    BoxShadow::new(
        Color::BLACK.with_alpha(0.8),
        Val::Percent(offset.x),
        Val::Percent(offset.y),
        Val::Percent(spread),
        Val::Px(blur),
    )
));
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-01 21:30:08 +00:00
Sou1gh0st
206f4f7f5f
Add .contains_aabb for Frustum (#16022)
# Objective

- Fixes: #15663

## Solution

- Add an `is_forward_plane` method to `Aabb`, and a `contains_aabb`
method to `Frustum`.

## Test
- I have created a frustum with an offset along with three unit tests to
evaluate the `contains_aabb` algorithm.

## Explanation for the Test Cases
- To facilitate the code review, I will explain how the frustum is
created. Initially, we create a frustum without any offset and then
create a cuboid that is just contained within it.

<img width="714" alt="image"
src="https://github.com/user-attachments/assets/a9ac53a2-f8a3-4e09-b20b-4ee71b27a099">

- Secondly, we move the cuboid by 2 units along both the x-axis and the
y-axis to make it more general.


## Reference
- [Frustum
Culling](https://learnopengl.com/Guest-Articles/2021/Scene/Frustum-Culling#)
- [AABB Plane
intersection](https://gdbooks.gitbooks.io/3dcollisions/content/Chapter2/static_aabb_plane.html)

---------

Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
2024-12-01 21:30:01 +00:00
François Mockers
fcfb685821
enable_state_scoped_entities() as a derive attribute (#16180)
# Objective

- I got tired of calling `enable_state_scoped_entities`, and though it
would make more sense to define that at the place where the state is
defined

## Solution

- add a derive attribute `#[states(scoped_entities)]` when derive
`States` or `SubStates` that enables it automatically when adding the
state

## Testing

- Ran the examples using it, they still work
2024-12-01 20:09:36 +00:00
vil'mo
2a1064ec5e
Getting QueryState from immutable World reference (#16434)
# Objective

There is currently no way of getting `QueryState` from `&World`, so it
is hard to, for example, iterate over all entities with a component,
only having `&World`.

## Solution

Add `try_new` function to `QueryState` that internally uses
`WorldQuery`'s `get_state`.

## Testing

No testing
2024-12-01 20:09:29 +00:00
Christian Hughes
6fe4b1440c
Refactor FunctionSystem to use a single Option (#16514)
# Objective

Combine the `Option<_>` state in `FunctionSystem` into a single `Option`
to provide clarity and save space.

## Solution

Simplifies `FunctionSystem`'s layout by using a single
`Option<FunctionSystemState>` for state that must be initialized before
running, and saves a byte by removing the need to store an enum tag.
Additionally, calling `System::run` on an uninitialized `System` will
now give a more descriptive message prior to verifying the `WorldId`.

## Testing

Ran CI checks locally.
2024-12-01 20:09:22 +00:00
François Mockers
4282c3fe40
make example external_source_external_thread deterministic (#16574)
# Objective

- make example external_source_external_thread deterministic

## Solution

- Don't depend on real time
2024-12-01 20:09:13 +00:00
Armin Schäfer M.Sc.
2309c07e8e
Updated comment: ZIndex::Local(0) -> ZIndex(0). (#16585)
# Objective

In c5742ff43e ZIndex::Local() and
ZIndex::Global() were replaced with ZIndex() and GlobalZIndex().

A comment was likely forgotten.

## Solution

- Remove the deprecated "::Local" in the comment.
2024-12-01 20:09:09 +00:00
Arnav Mummineni
39842170a5
Update example link (#16581)
# Objective

Redirects broken example link to point to the most similar alternative
2024-12-01 09:47:22 +00:00
Rob Parrett
c425c32064
Fix a couple typos (#16573)
# Objective

Fix typo reported on
[discord](https://discord.com/channels/691052431525675048/743559241461399582/1312485153284558932).

## Solution

- Search for "will can."
- Fix typo
- Fix another related typo
2024-11-30 19:28:53 +00:00
Vic
eaa7dfedea
fix QueryIter::sort_unstable_by (#16565)
# Objective

`QueryIter::sort_unstable_by` is mistakenly using `slice::sort_by`.

## Solution

Use `slice::sort_unstable_by`.
2024-11-30 15:24:35 +00:00
Niklas Eicker
89d094e50f
Remove duplicated default feature (#16552)
# Objective

- The feature `android-game-activity` was in the default feature list
twice

## Solution

- Remove one of the features
2024-11-30 02:02:25 +00:00
Matty Weatherley
83b725f41e
Make bevy_gltf compile without bevy_animation feature (#16551)
# Objective

See title.

## Solution

Move `bevy_animation` import to where it is used.

## Testing

Compiled with and without `bevy_animation` feature enabled.
2024-11-30 00:04:30 +00:00
François Mockers
2745aa102d
Fix example build for wasm (#16557)
# Objective

- Some examples failed to build for wasm on the website

## Solution

- Fix them
  - `Msaa` is now a component instead of a resource
2024-11-30 00:02:04 +00:00
François Mockers
c1d392a5c6
Reduce iOS cpu usage (#16548)
# Objective

- Avoid recreating the monitor every loop (temp fix until it's done
properly on winit side)
- Add a new `WinitSettings` preset for mobile that makes the winit loop
wait more and recommend its usage
2024-11-29 00:34:40 +00:00
Alice Cecile
75c92fb47b
Clarify inheritance behavior of required components (#16546)
Co-authored by: @BenjaminBrienen

# Objective

Fixes #16494. Closes #16539, which this replaces. Suggestions alone
weren't enough, so now we have a new PR!

---------

Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2024-11-28 21:09:26 +00:00
UkoeHB
696c00641f
Improve ZIndex docs (#16536)
# Objective

- In 0.14, ZIndex and GlobalZIndex where split from a shared enum into
separate components. There have been a few people confused by the
behavior of ZIndex when they really needed GlobalZIndex.

## Solution

- Update ZIndex docs to improve discoverability of GlobalZIndex.

---------

Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
2024-11-28 17:31:03 +00:00
Lomírus
740e8f74dd
fix: scroll list is non-scrollable (#16540)
# Objective

Run `testbed_ui` example:

```
cargo run --example testbed_ui
```

The scroll list is non-scrollable because it's blocked by the front
four-icon node.

## Solution

Add `PickingBehavior::IGNORE` for the front node

## Testing

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

Yes.

- Are there any parts that need more testing?

No, I guess.

- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
```
cargo run --example testbed_ui
```
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?

macOS.
2024-11-28 17:27:58 +00:00
Alice Cecile
0438f78c94
Fix newline in AnimationEvaluationState docs (#16542)
# Objective

CI [is
broken](https://github.com/bevyengine/bevy/actions/runs/12070933255/job/33661528875)
by the new Rust version.

## Solution

Appease the crab gods by fixing our doc comments.

## Testing

CI has my back!
2024-11-28 17:13:21 +00:00
Kristoffer Søholm
3d72e08f32
Fix CAS toggle broken by retained render world (#16533)
# Objective

Fixes #16531

I also added change detection when creating the pipeline, which
technically isn't needed but it felt weird leaving it as is.

## Solution

Remove the pipeline if CAS is disabled. The uniform was already being
removed, which caused flickering / weirdness.

## Testing

Tested the anti_alias example by toggling CAS a bunch on/off.
2024-11-27 23:38:09 +00:00
Carter Anderson
af10aa38aa
AnimatedField and Rework Evaluators (#16484)
# Objective

Animating component fields requires too much boilerplate at the moment:

```rust
#[derive(Reflect)]
struct FontSizeProperty;

impl AnimatableProperty for FontSizeProperty {
    type Component = TextFont;

    type Property = f32;

    fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
        Some(&mut component.font_size)
    }
}

animation_clip.add_curve_to_target(
    animation_target_id,
    AnimatableKeyframeCurve::new(
        [0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
            .into_iter()
            .zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
    )
    .map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
    .expect("should be able to build translation curve because we pass in valid samples"),
);
```

## Solution

This adds `AnimatedField` and an `animated_field!` macro, enabling the
following:

```rust
animation_clip.add_curve_to_target(
    animation_target_id,
    AnimatableCurve::new(
        animated_field!(TextFont::font_size),
        AnimatableKeyframeCurve::new(
            [0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0]
                .into_iter()
                .zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]),
        )
        .expect(
            "should be able to build translation curve because we pass in valid samples",
        ),
    ),
);
```

This required reworking the internals a bit, namely stripping out a lot
of the `Reflect` usage, as that implementation was fundamentally
incompatible with the `AnimatedField` pattern. `Reflect` was being used
in this context just to downcast traits. But we can get downcasting
behavior without the `Reflect` requirement by implementing `Downcast`
for `AnimationCurveEvaluator`.

This also reworks "evaluator identity" to support either a (Component /
Field) pair, or a TypeId. This allows properties to reuse evaluators,
even if they have different accessor methods. The "contract" here is
that for a given (Component / Field) pair, the accessor will return the
same value. Fields are identified by their Reflect-ed field index. The
(TypeId, usize) is prehashed and cached to optimize for lookup speed.

This removes the built-in hard-coded TranslationCurve / RotationCurve /
ScaleCurve in favor of AnimatableField.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-27 22:19:55 +00:00
Carter Anderson
a6e13977d5
Fix CAS shader alpha accessor (#16530)
# Objective

Fixes #16528 

## Solution

Use `a` to access alpha instead of `w`
2024-11-27 21:51:29 +00:00
MichiRecRoom
2a66bf0909
Clarify that bevy_app::App.world() (and mut variant) returns the main SubApp's World (#16527)
# Objective
The documentation for `bevy_app::App.world()` (and its mut variant)
could confuse some into thinking that this is the only World that the
App will contain.

## Solution
Clarify the documentation for `bevy_app::App.world()` (and its mut
variant), to say that it returns the main subapp's world. This helps
imply that Apps can contain more than one world (albeit, only one per
SubApp).

## Testing
This is a documentation change, with no changes to doctests. Thus,
testing is not necessary beyond ensuring the link syntax is correct.
2024-11-27 16:09:09 +00:00
Carter Anderson
0a8e2a3c9d
Skip empty spans when updating text buffers (#16524)
# Objective

Fixes #16521

## Solution

If an empty span is encountered (such as the default `Text` value), we
skip it entirely when updating buffers. This prevents unnecessarily
bailing when the font doesn't exist (ex: when the default font is
disabled)
2024-11-27 03:28:43 +00:00
Carter Anderson
6659f37df1
Revert "Update sysinfo version to 0.32.1 (#16517)" (#16523)
This reverts commit 3476a9f3a658fe7c8326ca0e618ad543914ca7f4.

# Objective

#16517 makes it impossible to select a libc version, now that the
"breaking" libc release was yanked

## Solution

Revert the version bump so we can select a version of sysinfo that
builds (the previous version)
2024-11-26 22:44:23 +00:00
François Mockers
98d433a174
use scale factor for touches in UI focus (#16522)
# Objective

- Fix the issue mentioned on iOS in
https://github.com/bevyengine/bevy/issues/16363#issuecomment-2499766031
- touch on the button in the mobile example are not detected

## Solution

- UI focus now uses the window scale factor for touches
2024-11-26 21:23:12 +00:00
Guillaume Gomez
6ce566cb07
Update sysinfo version to 0.32.1 (#16517)
Fixes bug for new libc release.
2024-11-26 11:44:17 +00:00
François Mockers
ed8ac30836
use wgpu patch 23.0.1 (#16513)
# Objective

- Fixes #16363
- Ensure that someone using minimum version doesn't get the bugs that
were fixed in the 23.0.1 patch

## Solution

- Use wgpu 23.0.1
2024-11-25 22:47:31 +00:00
ickshonpe
efd2982a88
BorderRadius::percent fix (#16506)
# Objective

Fix the `BorderRadius::percent` function so that it sets percentage
values, not pixel.
2024-11-25 16:40:51 +00:00
Rich Churcher
bb81a2cdb3
Simple integration testing (adopted) (#16489)
# Objective

This older PR from `Wcubed` seemed well worth saving, adopted from
#7314. See also tracking issue #2896 for ongoing discussion of Bevy
testability. Thanks `Wcubed`!

## Solution

- Updated for 0.15
- Added the `expected`/`actual` pattern
- Switched to function plugin
- Tweaked a bit of description

## Testing

Green.

---------

Co-authored-by: Wybe Westra <dev@wwestra.nl>
Co-authored-by: Wybe Westra <wybe.westra@protonmail.com>
2024-11-24 20:54:59 +00:00
Joona Aalto
da68bfe94b
Fix Single doc links (#16493)
# Objective

In the [*Similar parameters* section of
`Query`](https://dev-docs.bevyengine.org/bevy/ecs/prelude/struct.Query.html#similar-parameters),
the doc link for `Single` actually links to `Query::single`, and
`Option<Single>` just links to `Option`. They should both link to
`Single`!

The first link is broken because there is a reference-style link defined
for `single`, but not for `Single`, and rustdoc treats the link as
case-insensitive for some reason.

## Solution

Fix the links!

## Testing

I built the docs locally with `cargo doc` and tested the links.
2024-11-24 18:44:00 +00:00
François Mockers
8e284984aa
remove check on windows screenshots (#16485)
# Objective

- Rendering on Windows in CI is unreliable
- Screenshots are compared but results are not usable
- Related to #15918 

## Solution

- Remove the check on windows screenshots
2024-11-23 18:38:47 +00:00
François Mockers
689c21d315
Add screenshot check on UI (#16486)
# Objective

- Progress towards #15918 
- Add test on UI

## Solution

- Get a single screenshot from the UI testbed example
- Remove older examples from runs in CI as they're covered by the
testbed to reduce CI duration
2024-11-23 18:38:24 +00:00
François Mockers
a9a4b069b6
Make some examples deterministic (#16488)
# Objective

- Improve reproducibility of examples

## Solution

- Use seeded rng when needed
- Use fixed z-ordering when needed

## Testing

```sh
steps=5;
echo "cpu_draw\nparallel_query\nanimated_fox\ntransparency_2d" > test
cargo run -p example-showcase -- run --stop-frame 250 --screenshot-frame 100 --fixed-frame-time 0.05 --example-list test --in-ci;
mv screenshots base;
for prefix in `seq 0 $steps`;
do
  echo step $prefix;
  cargo run -p example-showcase -- run --stop-frame 250 --screenshot-frame 100 --fixed-frame-time 0.05 --example-list test;
  mv screenshots $prefix-screenshots;
done;
mv base screenshots
for prefix in `seq 0 $steps`;
do
  echo check $prefix
  for file in screenshots/*/*;
  do
    echo $file;
    diff $file $prefix-$file;
  done;
done;
```
2024-11-23 18:28:47 +00:00
atlv
636e99c9fb
cleanup bevy_render/lib.rs (#16481)
# Objective

- Refactor

## Solution

- Refactor

## Testing

- Ran 3d_scene

---

## Migration Guide

`RenderCreation::Manual` variant fields are now wrapped in a struct
called `RenderResources`
2024-11-22 22:32:04 +00:00
Rich Churcher
28efc1401a
and -> an (#16483)
Fix stray character in docs.
2024-11-22 22:16:26 +00:00
Rob Parrett
35de45277c
Use default storage for TemporaryRenderEntity (#16462)
# Objective

`TemporaryRenderEntity` currently uses `SparseSet` storage, but doesn't
seem to fit the criteria for a component that would benefit from this.

Typical usage of `TemporaryRenderEntity` (and all current usages of it
in engine as far as I can tell) would be to spawn an entity with it once
and then iterate over it once to despawn that entity.

`SparseSet` is said to be useful for insert/removal perf at the cost of
iteration perf.

## Solution

Use the default table storage

## Testing

Possibly this could show up in stress tests like `many_buttons`. I
didn't do any benchmarking.
2024-11-22 21:01:53 +00:00
notmd
d9282486e3
Dont enable bevy_remote by default (#16464)
# Objective

- I dont think we want bevy_remote enable by default until our editor is
out.

## Solution

- Disable it
2024-11-22 19:22:12 +00:00
DAA
7ff47a111f
feat: mark some functions in bevy_math as const (#16439)
# Objective

Mark simple functions as const in `bevy_math`
https://github.com/bevyengine/bevy/issues/16124

## Solution

- Make them const

## Testing

`cargo test -p bevy_math --all-features`
2024-11-22 18:26:47 +00:00
Marco Meijer
d82bbd8370
fix: setting content size to rect size if image has a rect (#16457)
# Objective

When using a rect for a ui image, its content size is still equal to the
size of the full image instead of the size of the rect.

## Solution

Use the rect size if it is present.

## Testing

I tested it using all 4 possible combinations of having a rect and
texture atlas or not. See the showcase section.

---

## Showcase

<details>
  <summary>Click to view showcase</summary>

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

fn main() {
    App::new()
        .add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
        .add_systems(Startup, create_ui)
        .run();
}

fn create_ui(
    mut commands: Commands,
    assets: Res<AssetServer>,
    mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
    mut ui_scale: ResMut<UiScale>,
) {
    let texture = assets.load("textures/fantasy_ui_borders/numbered_slices.png");
    let layout = TextureAtlasLayout::from_grid(UVec2::splat(16), 3, 3, None, None);
    let texture_atlas_layout = texture_atlas_layouts.add(layout);

    ui_scale.0 = 2.;

    commands.spawn(Camera2d::default());

    commands
        .spawn(Node {
            display: Display::Flex,
            align_items: AlignItems::Center,
            ..default()
        })
        .with_children(|parent| {
            // nothing
            parent.spawn(ImageNode::new(texture.clone()));

            // with rect
            parent.spawn(ImageNode::new(texture.clone()).with_rect(Rect::new(0., 0., 16., 16.)));

            // with rect and texture atlas
            parent.spawn(
                ImageNode::from_atlas_image(
                    texture.clone(),
                    TextureAtlas {
                        layout: texture_atlas_layout.clone(),
                        index: 1,
                    },
                )
                .with_rect(Rect::new(0., 0., 8., 8.)),
            );

            // with texture atlas
            parent.spawn(ImageNode::from_atlas_image(
                texture.clone(),
                TextureAtlas {
                    layout: texture_atlas_layout.clone(),
                    index: 2,
                },
            ));
        });
}
```

Before this change:
<img width="529" alt="Screenshot 2024-11-21 at 11 55 45"
src="https://github.com/user-attachments/assets/23196003-08ca-4049-8409-fe349bd5aa54">

After the change:
<img width="400" alt="Screenshot 2024-11-21 at 11 54 54"
src="https://github.com/user-attachments/assets/e2cd6ebf-859c-40a1-9fc4-43bb28b024e5">


</details>
2024-11-22 18:21:45 +00:00
Rob Parrett
984ff9ba88
Make render world sync marker components Copy (#16461)
# Objective

Original motivation was a bundle I am migrating that is `Copy` which
needs to be synced to the render world. It probably doesn't actually
*need* to be `Copy`, so this isn't critical or anything.

I am continuing to use this bundle while bundles still exist to give
users an easier migration path.

## Solution

These ZSTs might as well be `Copy`. Add `Copy` derives.
2024-11-22 18:18:59 +00:00
Patrick Walton
d80b809ea1
Only use the AABB center for mesh visibility range testing if specified. (#16468)
PR #15164 made Bevy consider the center of the mesh to be the center of
the axis-aligned bounding box (AABB). Unfortunately, this breaks
crossfading in many cases. LODs may have different AABBs and so the
center of the AABB may differ for different LODs of the same mesh. The
crossfading, however, relies on all LODs having *precisely* the same
position.

To address this problem, this PR adds a new field, `use_aabb`, to
`VisibilityRange`, which makes the AABB center point behavior opt-in.

@BenjaminBrienen first noticed this issue when reviewing PR #16286. That
PR contains a video showing the effects of this regression on the
`visibility_range` example. This commit fixes that example.

## Migration Guide

* The `VisibilityRange` component now has an extra field, `use_aabb`.
Generally, you can safely set it to false.
2024-11-22 18:18:20 +00:00
Patrick Walton
9fed566cf7
Refresh RenderVisibilityRanges when a visibility range is removed from the scene. (#16467)
We have an early-out to avoid updating `RenderVisibilityRanges` when a
`VisibilityRange` component is *modified*, but not when one is
*removed*. This means that removing `VisibilityRange` from an entity
might not update the rendering.

This PR fixes the issue by adding a check for removed
`VisibilityRange`s.
2024-11-22 18:17:17 +00:00
andriyDev
2fea36c1ad
Add flags to SpritePlugin and UiPlugin to allow disabling their picking backend (without needing to disable features). (#16473)
# Objective

- Fixes #16472.

## Solution

- Add flags to `SpritePlugin` and `UiPlugin` to disable their picking
backends.

## Testing

- The change is pretty trivial, so not much to test!

---

## Migration Guide

- `UiPlugin` now contains an extra `add_picking` field if
`bevy_ui_picking_backend` is enabled.
- `SpritePlugin` is no longer a unit struct, and has one field if
`bevy_sprite_picking_backend` is enabled (otherwise no fields).
2024-11-22 18:16:34 +00:00
andriyDev
1e0d98d53e
Allow Unicode-3.0 license in addition to Unicode-DFS-2016 for unicode-ident crate. (#16471)
# Objective

- Fixes #16451.

## Solution

- Just allows the new license.

## Notes

According to the [Open Source
Initiative](https://opensource.org/license/unicode-inc-license-agreement-data-files-and-software),
the UNICODE-DFS-**2015** is superseded by UNICODE-3.0. I'm not sure
whether 2015 vs 2016 matters, and whether these are 3.0 and DFS-2016 are
materially different.
2024-11-22 18:15:31 +00:00
andriyDev
2fbad7d845
Fix off-by-one error on Image::get_color_at and Image::set_color_at. (#16475)
# Objective

- Fixes #16474.

## Solution

- Check that the pixel x,y,z is less than width,height,depth.
    - Classic off-by-one.

## Testing

- Added a test.
2024-11-22 18:14:53 +00:00
andriyDev
b1e4512648
Fix the picking backend features not actually disabling the features (#16470)
# Objective

- Fixes #16469.

## Solution

- Make the picking backend features not enabled by default in each
sub-crate.
- Make features in `bevy_internal` to set the backend features
- Make the root `bevy` crate set the features by default.

## Testing

- The mesh and sprite picking examples still work correctly.
2024-11-22 18:14:16 +00:00
Patrick Walton
8bbc6b0139
Fix dynamic linking failures from the AnimationEventFn change. (#16476)
I'm not sure why, but somehow `#[derive(Reflect)]` on a tuple struct
with a boxed trait object can result in linker errors when dynamic
linking is used on Windows using `rust-lld`:

```
  = note: rust-lld: error: <root>: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..reflect..PartialReflect$u20$for$u20$bevy_animation..AnimationEventFn$GT$::reflect_partial_eq::hc4cce1dc55e42e0b␍
          rust-lld: error: <root>: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..from_reflect..FromReflect$u20$for$u20$bevy_animation..AnimationEventFn$GT$::from_reflect::hc2b1d575b8491092␍
          rust-lld: error: <root>: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..tuple_struct..TupleStruct$u20$for$u20$bevy_animation..AnimationEventFn$GT$::clone_dynamic::hab42a4edc8d6b5c2␍
          rust-lld: error: <root>: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..tuple_struct..TupleStruct$u20$for$u20$bevy_animation..AnimationEventFn$GT$::field::h729a3d6dd6a27a43␍
          rust-lld: error: <root>: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..tuple_struct..TupleStruct$u20$for$u20$bevy_animation..AnimationEventFn$GT$::field_mut::hde1c34846d77344b␍
          rust-lld: error: <root>: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..type_registry..GetTypeRegistration$u20$for$u20$bevy_animation..AnimationEventFn$GT$::get_type_registration::hb96eb543e403a132␍
          rust-lld: error: <root>: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..type_registry..GetTypeRegistration$u20$for$u20$bevy_animation..AnimationEventFn$GT$::register_type_dependencies::hcf1a4b69bcfea6ae␍
          rust-lld: error: undefined symbol: bevy_animation::_::_$LT$impl$u20$bevy_reflect..reflect..PartialReflect$u20$for$u20$bevy_animation..AnimationEventFn$GT$::reflect_partial_eq::hc4cce1dc55e42e0b␍
```

etc.

Adding `#[reflect(opaque)]` to the `Reflect` derive fixes the problem,
and that's what this patch does. I think that adding
`#[reflect(opaque)]` is harmless, as there's little that reflection
allows with a boxed trait object anyhow.
2024-11-22 13:14:15 +00:00
andriyDev
6741e01dfa
Fix adding a subtree of required components to an existing tree replacing shallower required component constructors (#16441)
# Objective

- Fixes #16406 even more. The previous implementation did not take into
account the depth of the requiree when setting the depth relative to the
required_by component.

## Solution

- Add the depth of the requiree!

## Testing

- Added a test.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-11-22 00:52:17 +00:00
ickshonpe
8a3a8b5cfb
Only use physical coords internally in bevy_ui (#16375)
# Objective

We switch back and forwards between logical and physical coordinates all
over the place. Systems have to query for cameras and the UiScale when
they shouldn't need to. It's confusing and fragile and new scale factor
bugs get found constantly.

## Solution

* Use physical coordinates whereever possible in `bevy_ui`. 
* Store physical coords in `ComputedNode` and tear out all the unneeded
scale factor calculations and queries.
* Add an `inverse_scale_factor` field to `ComputedNode` and set nodes
changed when their scale factor changes.

## Migration Guide

`ComputedNode`'s fields and methods now use physical coordinates.
`ComputedNode` has a new field `inverse_scale_factor`. Multiplying the
physical coordinates by the `inverse_scale_factor` will give the logical
values.

---------

Co-authored-by: atlv <email@atlasdostal.com>
2024-11-22 00:45:07 +00:00
Carter Anderson
513be52505
AnimationEvent -> Event and other improvements (#16440)
# Objective

Needing to derive `AnimationEvent` for `Event` is unnecessary, and the
trigger logic coupled to it feels like we're coupling "event producer"
logic with the event itself, which feels wrong. It also comes with a
bunch of complexity, which is again unnecessary. We can have the
flexibility of "custom animation event trigger logic" without this
coupling and complexity.

The current `animation_events` example is also needlessly complicated,
due to it needing to work around system ordering issues. The docs
describing it are also slightly wrong. We can make this all a non-issue
by solving the underlying ordering problem.

Related to this, we use the `bevy_animation::Animation` system set to
solve PostUpdate animation order-of-operations issues. If we move this
to bevy_app as part of our "core schedule", we can cut out needless
`bevy_animation` crate dependencies in these instances.

## Solution

- Remove `AnimationEvent`, the derive, and all other infrastructure
associated with it (such as the `bevy_animation/derive` crate)
- Replace all instances of `AnimationEvent` traits with `Event + Clone`
- Store and use functions for custom animation trigger logic (ex:
`clip.add_event_fn()`). For "normal" cases users dont need to think
about this and should use the simpler `clip.add_event()`
- Run the `Animation` system set _before_ updating text
- Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove
unnecessary `bevy_animation` dependency from `bevy_ui`
- Adjust `animation_events` example to use the simpler `clip.add_event`
API, as the workarounds are no longer necessary

This is polishing work that will land in 0.15, and I think it is simple
enough and valuable enough to land in 0.15 with it, in the interest of
making the feature as compelling as possible.
2024-11-22 00:16:04 +00:00