mirror of
https://github.com/bevyengine/bevy
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107 commits
Author | SHA1 | Message | Date | |
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andriyDev
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2fea36c1ad
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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). |
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Benjamin Brienen
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40640fdf42
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Don't reëxport bevy_image from bevy_render (#16163)
# Objective Fixes #15940 ## Solution Remove the `pub use` and fix the compile errors. Make `bevy_image` available as `bevy::image`. ## Testing Feature Frenzy would be good here! Maybe I'll learn how to use it if I have some time this weekend, or maybe a reviewer can use it. ## Migration Guide Use `bevy_image` instead of `bevy_render::texture` items. --------- Co-authored-by: chompaa <antony.m.3012@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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ickshonpe
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4e02d3cdb9
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Improved UiImage and Sprite scaling and slicing APIs (#16088)
# Objective 1. UI texture slicing chops and scales an image to fit the size of a node and isn't meant to place any constraints on the size of the node itself, but because the required components changes required `ImageSize` and `ContentSize` for nodes with `UiImage`, texture sliced nodes are laid out using an `ImageMeasure`. 2. In 0.14 users could spawn a `(UiImage, NodeBundle)` which would display an image stretched to fill the UI node's bounds ignoring the image's instrinsic size. Now that `UiImage` requires `ContentSize`, there's no option to display an image without its size placing constrains on the UI layout (unless you force the `Node` to a fixed size, but that's not a solution). 3. It's desirable that the `Sprite` and `UiImage` share similar APIs. Fixes #16109 ## Solution * Remove the `Component` impl from `ImageScaleMode`. * Add a `Stretch` variant to `ImageScaleMode`. * Add a field `scale_mode: ImageScaleMode` to `Sprite`. * Add a field `mode: UiImageMode` to `UiImage`. * Add an enum `UiImageMode` similar to `ImageScaleMode` but with additional UI specific variants. * Remove the queries for `ImageScaleMode` from Sprite and UI extraction, and refer to the new fields instead. * Change `ui_layout_system` to update measure funcs on any change to `ContentSize`s to enable manual clearing without removing the component. * Don't add a measure unless `UiImageMode::Auto` is set in `update_image_content_size_system`. Mutably deref the `Mut<ContentSize>` if the `UiImage` is changed to force removal of any existing measure func. ## Testing Remove all the constraints from the ui_texture_slice example: ```rust //! This example illustrates how to create buttons with their textures sliced //! and kept in proportion instead of being stretched by the button dimensions use bevy::{ color::palettes::css::{GOLD, ORANGE}, prelude::*, winit::WinitSettings, }; fn main() { App::new() .add_plugins(DefaultPlugins) // Only run the app when there is user input. This will significantly reduce CPU/GPU use. .insert_resource(WinitSettings::desktop_app()) .add_systems(Startup, setup) .add_systems(Update, button_system) .run(); } fn button_system( mut interaction_query: Query< (&Interaction, &Children, &mut UiImage), (Changed<Interaction>, With<Button>), >, mut text_query: Query<&mut Text>, ) { for (interaction, children, mut image) in &mut interaction_query { let mut text = text_query.get_mut(children[0]).unwrap(); match *interaction { Interaction::Pressed => { **text = "Press".to_string(); image.color = GOLD.into(); } Interaction::Hovered => { **text = "Hover".to_string(); image.color = ORANGE.into(); } Interaction::None => { **text = "Button".to_string(); image.color = Color::WHITE; } } } } fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { let image = asset_server.load("textures/fantasy_ui_borders/panel-border-010.png"); let slicer = TextureSlicer { border: BorderRect::square(22.0), center_scale_mode: SliceScaleMode::Stretch, sides_scale_mode: SliceScaleMode::Stretch, max_corner_scale: 1.0, }; // ui camera commands.spawn(Camera2d); commands .spawn(Node { width: Val::Percent(100.0), height: Val::Percent(100.0), align_items: AlignItems::Center, justify_content: JustifyContent::Center, ..default() }) .with_children(|parent| { for [w, h] in [[150.0, 150.0], [300.0, 150.0], [150.0, 300.0]] { parent .spawn(( Button, Node { // width: Val::Px(w), // height: Val::Px(h), // horizontally center child text justify_content: JustifyContent::Center, // vertically center child text align_items: AlignItems::Center, margin: UiRect::all(Val::Px(20.0)), ..default() }, UiImage::new(image.clone()), ImageScaleMode::Sliced(slicer.clone()), )) .with_children(|parent| { // parent.spawn(( // Text::new("Button"), // TextFont { // font: asset_server.load("fonts/FiraSans-Bold.ttf"), // font_size: 33.0, // ..default() // }, // TextColor(Color::srgb(0.9, 0.9, 0.9)), // )); }); } }); } ``` This should result in a blank window, since without any constraints the texture slice image nodes should be zero-sized. But in main the image nodes are given the size of the underlying unsliced source image `textures/fantasy_ui_borders/panel-border-010.png`: <img width="321" alt="slicing" src="https://github.com/user-attachments/assets/cbd74c9c-14cd-4b4d-93c6-7c0152bb05ee"> For this PR need to change the lines: ``` UiImage::new(image.clone()), ImageScaleMode::Sliced(slicer.clone()), ``` to ``` UiImage::new(image.clone()).with_mode(UiImageMode::Sliced(slicer.clone()), ``` and then nothing should be rendered, as desired. --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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BD103
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7c593179e3
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Fix bevy_picking plugin suffixes (#16082)
# Objective - `MeshPickingBackend` and `SpritePickingBackend` do not have the `Plugin` suffix - `DefaultPickingPlugins` is masquerading as a `Plugin` when in reality it should be a `PluginGroup` - Fixes #16081. ## Solution - Rename some structures: |Original Name|New Name| |-|-| |`MeshPickingBackend`|`MeshPickingPlugin`| |`MeshPickingBackendSettings`|`MeshPickingSettings`| |`SpritePickingBackend`|`SpritePickingPlugin`| |`UiPickingBackendPlugin`|`UiPickingPlugin`| - Make `DefaultPickingPlugins` a `PluginGroup`. - Because `DefaultPickingPlugins` is within the `DefaultPlugins` plugin group, I also added support for nested plugin groups to the `plugin_group!` macro. ## Testing - I used ripgrep to ensure all references were properly renamed. - For the `plugin_group!` macro, I used `cargo expand` to manually inspect the expansion of `DefaultPlugins`. --- ## Migration Guide > [!NOTE] > > All 3 of the changed structures were added after 0.14, so this does not need to be included in the 0.14 to 0.15 migration guide. - `MeshPickingBackend` is now named `MeshPickingPlugin`. - `MeshPickingBackendSettings` is now named `MeshPickingSettings`. - `SpritePickingBackend` is now named `SpritePickingPlugin`. - `UiPickingBackendPlugin` is now named `UiPickingPlugin`. - `DefaultPickingPlugins` is now a a `PluginGroup` instead of a `Plugin`. |
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Tim
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3da0ef048e
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Remove the Component trait implementation from Handle (#15796)
# Objective - Closes #15716 - Closes #15718 ## Solution - Replace `Handle<MeshletMesh>` with a new `MeshletMesh3d` component - As expected there were some random things that needed fixing: - A couple tests were storing handles just to prevent them from being dropped I believe, which seems to have been unnecessary in some. - The `SpriteBundle` still had a `Handle<Image>` field. I've removed this. - Tests in `bevy_sprite` incorrectly added a `Handle<Image>` field outside of the `Sprite` component. - A few examples were still inserting `Handle`s, switched those to their corresponding wrappers. - 2 examples that were still querying for `Handle<Image>` were changed to query `Sprite` ## Testing - I've verified that the changed example work now ## Migration Guide `Handle` can no longer be used as a `Component`. All existing Bevy types using this pattern have been wrapped in their own semantically meaningful type. You should do the same for any custom `Handle` components your project needs. The `Handle<MeshletMesh>` component is now `MeshletMesh3d`. The `WithMeshletMesh` type alias has been removed. Use `With<MeshletMesh3d>` instead. |
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Emerson Coskey
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7d40e3ec87
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Migrate bevy_sprite to required components (#15489)
# Objective Continue migration of bevy APIs to required components, following guidance of https://hackmd.io/@bevy/required_components/ ## Solution - Make `Sprite` require `Transform` and `Visibility` and `SyncToRenderWorld` - move image and texture atlas handles into `Sprite` - deprecate `SpriteBundle` - remove engine uses of `SpriteBundle` ## Testing ran cargo tests on bevy_sprite and tested several sprite examples. --- ## Migration Guide Replace all uses of `SpriteBundle` with `Sprite`. There are several new convenience constructors: `Sprite::from_image`, `Sprite::from_atlas_image`, `Sprite::from_color`. WARNING: use of `Handle<Image>` and `TextureAtlas` as components on sprite entities will NO LONGER WORK. Use the fields on `Sprite` instead. I would have removed the `Component` impls from `TextureAtlas` and `Handle<Image>` except it is still used within ui. We should fix this moving forward with the migration. |
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vero
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4a23dc4216
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Split out bevy_mesh from bevy_render (#15666)
# Objective - bevy_render is gargantuan ## Solution - Split out bevy_mesh ## Testing - Ran some examples, everything looks fine ## Migration Guide `bevy_render::mesh::morph::inherit_weights` is now `bevy_render::mesh::inherit_weights` if you were using `Mesh::compute_aabb`, you will need to `use bevy_render::mesh::MeshAabb;` now --------- Co-authored-by: Joona Aalto <jondolf.dev@gmail.com> |
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Joona Aalto
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54006b107b
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Migrate meshes and materials to required components (#15524)
# Objective A big step in the migration to required components: meshes and materials! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ): - Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle`. - Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`. - Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`, which wrap a `Handle<M>`. - Meshes *without* a mesh material should be rendered with a default material. The existence of a material is determined by `HasMaterial2d`/`HasMaterial3d`, which is required by `MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the generics. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, previously nothing was rendered. Now, it renders a white default `ColorMaterial` in 2D and a `StandardMaterial` in 3D (this can be overridden). Below, only every other entity has a material: ![Näyttökuva 2024-09-29 181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a) ![Näyttökuva 2024-09-29 181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909) Why white? This is still open for discussion, but I think white makes sense for a *default* material, while *invalid* asset handles pointing to nothing should have something like a pink material to indicate that something is broken (I don't handle that in this PR yet). This is kind of a mix of Godot and Unity: Godot just renders a white material for non-existent materials, while Unity renders nothing when no materials exist, but renders pink for invalid materials. I can also change the default material to pink if that is preferable though. ## Testing I ran some 2D and 3D examples to test if anything changed visually. I have not tested all examples or features yet however. If anyone wants to test more extensively, it would be appreciated! ## Implementation Notes - The relationship between `bevy_render` and `bevy_pbr` is weird here. `bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all of the material logic, and `bevy_render` doesn't depend on it. I feel like the two crates should be refactored in some way, but I think that's out of scope for this PR. - I didn't migrate meshlets to required components yet. That can probably be done in a follow-up, as this is already a huge PR. - It is becoming increasingly clear to me that we really, *really* want to disallow raw asset handles as components. They caused me a *ton* of headache here already, and it took me a long time to find every place that queried for them or inserted them directly on entities, since there were no compiler errors for it. If we don't remove the `Component` derive, I expect raw asset handles to be a *huge* footgun for users as we transition to wrapper components, especially as handles as components have been the norm so far. I personally consider this to be a blocker for 0.15: we need to migrate to wrapper components for asset handles everywhere, and remove the `Component` derive. Also see https://github.com/bevyengine/bevy/issues/14124. --- ## Migration Guide Asset handles for meshes and mesh materials must now be wrapped in the `Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d` components for 2D and 3D respectively. Raw handles as components no longer render meshes. Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle` have been deprecated. Instead, use the mesh and material components directly. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, a white default material is now used. Previously, nothing was rendered if the material was missing. The `WithMesh2d` and `WithMesh3d` query filter type aliases have also been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`. --------- Co-authored-by: Tim Blackbird <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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Clar Fon
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af9b073b0f
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Split TextureAtlasSources out of TextureAtlasLayout and make TextureAtlasLayout serializable (#15344)
# Objective Mostly covers the first point in https://github.com/bevyengine/bevy/issues/13713#issuecomment-2364786694 The idea here is that a lot of people want to load their own texture atlases, and many of them do this by deserializing some custom version of `TextureAtlasLayout`. This makes that a little easier by providing `serde` impls for them. ## Solution In order to make `TextureAtlasLayout` serializable, the custom texture mappings that are added by `TextureAtlasBuilder` were separated into their own type, `TextureAtlasSources`. The inner fields are made public so people can create their own version of this type, although because it embeds asset IDs, it's not as easily serializable. In particular, atlases that are loaded directly (e.g. sprite sheets) will not have a copy of this map, and so, don't need to construct it at all. As an aside, since this is the very first thing in `bevy_sprite` with `serde` impls, I've added a `serialize` feature to the crate and made sure it gets activated when the `serialize` feature is enabled on the parent `bevy` crate. ## Testing I was kind of shocked that there isn't anywhere in the code besides a single example that actually used this functionality, so, it was relatively straightforward to do. In #13713, among other places, folks have mentioned adding custom serialization into their pipelines. It would be nice to hear from people whether this change matches what they're doing in their code, and if it's relatively seamless to adapt to. I suspect that the answer is yes, but, that's mainly the only other kind of testing that can be added. ## Migration Guide `TextureAtlasBuilder` no longer stores a mapping back to the original images in `TextureAtlasLayout`; that functionality has been added to a new struct, `TextureAtlasSources`, instead. This also means that the signature for `TextureAtlasBuilder::finish` has changed, meaning that calls of the form: ```rust let (atlas_layout, image) = builder.build()?; ``` Will now change to the form: ```rust let (atlas_layout, atlas_sources, image) = builder.build()?; ``` And instead of performing a reverse-lookup from the layout, like so: ```rust let atlas_layout_handle = texture_atlases.add(atlas_layout.clone()); let index = atlas_layout.get_texture_index(&my_handle); let handle = TextureAtlas { layout: atlas_layout_handle, index, }; ``` You can perform the lookup from the sources instead: ```rust let atlas_layout = texture_atlases.add(atlas_layout); let index = atlas_sources.get_texture_index(&my_handle); let handle = TextureAtlas { layout: atlas_layout, index, }; ``` Additionally, `TextureAtlasSources` also has a convenience method, `handle`, which directly combines the index and an existing `TextureAtlasLayout` handle into a new `TextureAtlas`: ```rust let atlas_layout = texture_atlases.add(atlas_layout); let handle = atlas_sources.handle(atlas_layout, &my_handle); ``` ## Extra notes In the future, it might make sense to combine the three types returned by `TextureAtlasBuilder` into their own struct, just so that people don't need to assign variable names to all three parts. In particular, when creating a version that can be loaded directly (like #11873), we could probably use this new type. |
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Zachary Harrold
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d70595b667
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Add core and alloc over std Lints (#15281)
# Objective - Fixes #6370 - Closes #6581 ## Solution - Added the following lints to the workspace: - `std_instead_of_core` - `std_instead_of_alloc` - `alloc_instead_of_core` - Used `cargo +nightly fmt` with [item level use formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Item%5C%3A) to split all `use` statements into single items. - Used `cargo clippy --workspace --all-targets --all-features --fix --allow-dirty` to _attempt_ to resolve the new linting issues, and intervened where the lint was unable to resolve the issue automatically (usually due to needing an `extern crate alloc;` statement in a crate root). - Manually removed certain uses of `std` where negative feature gating prevented `--all-features` from finding the offending uses. - Used `cargo +nightly fmt` with [crate level use formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Crate%5C%3A) to re-merge all `use` statements matching Bevy's previous styling. - Manually fixed cases where the `fmt` tool could not re-merge `use` statements due to conditional compilation attributes. ## Testing - Ran CI locally ## Migration Guide The MSRV is now 1.81. Please update to this version or higher. ## Notes - This is a _massive_ change to try and push through, which is why I've outlined the semi-automatic steps I used to create this PR, in case this fails and someone else tries again in the future. - Making this change has no impact on user code, but does mean Bevy contributors will be warned to use `core` and `alloc` instead of `std` where possible. - This lint is a critical first step towards investigating `no_std` options for Bevy. --------- Co-authored-by: François Mockers <francois.mockers@vleue.com> |
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Benjamin Brienen
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9386bd0114
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feature gate picking backends (#15369)
# Objective Fixes #15306 ## Solution - Add feature gate on the module and the place where each one is used - Declare the features and make them default ## Testing - CI |
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Rich Churcher
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fd329c0426
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Allow to expect (adopted) (#15301)
# Objective > Rust 1.81 released the #[expect(...)] attribute, which works like #[allow(...)] but throws a warning if the lint isn't raised. This is preferred to #[allow(...)] because it tells us when it can be removed. - Adopts the parts of #15118 that are complete, and updates the branch so it can be merged. - There were a few conflicts, let me know if I misjudged any of 'em. Alice's [recommendation](https://github.com/bevyengine/bevy/issues/15059#issuecomment-2349263900) seems well-taken, let's do this crate by crate now that @BD103 has done the lion's share of this! (Relates to, but doesn't yet completely finish #15059.) Crates this _doesn't_ cover: - bevy_input - bevy_gilrs - bevy_window - bevy_winit - bevy_state - bevy_render - bevy_picking - bevy_core_pipeline - bevy_sprite - bevy_text - bevy_pbr - bevy_ui - bevy_gltf - bevy_gizmos - bevy_dev_tools - bevy_internal - bevy_dylib --------- Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com> Co-authored-by: Ben Frankel <ben.frankel7@gmail.com> Co-authored-by: Antony <antony.m.3012@gmail.com> |
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Blazepaws
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07e79f3e9f
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Reflect derived traits on all components and resources: bevy_sprite (#15227)
Solves https://github.com/bevyengine/bevy/issues/15187 for bevy_sprite |
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Ben Frankel
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7b217a976c
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Remove deprecated SpriteSheetBundle and AtlasImageBundle (#15062)
# Objective Remove bundles that were deprecated in 0.14. ## Testing `rg SpriteSheetBundle` and `rg AtlasImageBundle` show no results. |
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BD103
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6ec6a55645
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Unify crate-level preludes (#15080)
# Objective
- Crate-level prelude modules, such as `bevy_ecs::prelude`, are plagued
with inconsistency! Let's fix it!
## Solution
Format all preludes based on the following rules:
1. All preludes should have brief documentation in the format of:
> The _name_ prelude.
>
> This includes the most common types in this crate, re-exported for
your convenience.
2. All documentation should be outer, not inner. (`///` instead of
`//!`.)
3. No prelude modules should be annotated with `#[doc(hidden)]`. (Items
within them may, though I'm not sure why this was done.)
## Testing
- I manually searched for the term `mod prelude` and updated all
occurrences by hand. 🫠
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
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JoshValjosh
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3540b87e17
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Add bevy_picking sprite backend (#14757)
# Objective Add `bevy_picking` sprite backend as part of the `bevy_mod_picking` upstreamening (#12365). ## Solution More or less a copy/paste from `bevy_mod_picking`, with the changes [here](https://github.com/aevyrie/bevy_mod_picking/pull/354). I'm putting that link here since those changes haven't yet made it through review, so should probably be reviewed on their own. ## Testing I couldn't find any sprite-backend-specific tests in `bevy_mod_picking` and unfortunately I'm not familiar enough with Bevy's testing patterns to write tests for code that relies on windowing and input. I'm willing to break the pointer hit system into testable blocks and add some more modular tests if that's deemed important enough to block, otherwise I can open an issue for adding tests as follow-up. ## Follow-up work - More docs/tests - Ignore pick events on transparent sprite pixels with potential opt-out --------- Co-authored-by: Aevyrie <aevyrie@gmail.com> |
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Lura
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856b39d821
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Apply Clippy lints regarding lazy evaluation and closures (#14015)
# Objective - Lazily evaluate [default](https://rust-lang.github.io/rust-clippy/master/index.html#/unwrap_or_default)~~/[or](https://rust-lang.github.io/rust-clippy/master/index.html#/or_fun_call)~~ values where it makes sense - ~~`unwrap_or(foo())` -> `unwrap_or_else(|| foo())`~~ - `unwrap_or(Default::default())` -> `unwrap_or_default()` - etc. - Avoid creating [redundant closures](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure), even for [method calls](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure_for_method_calls) - `map(|something| something.into())` -> `map(Into:into)` ## Solution - Apply Clippy lints: - ~~[or_fun_call](https://rust-lang.github.io/rust-clippy/master/index.html#/or_fun_call)~~ - [unwrap_or_default](https://rust-lang.github.io/rust-clippy/master/index.html#/unwrap_or_default) - [redundant_closure_for_method_calls](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure_for_method_calls) ([redundant closures](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure) is already enabled) ## Testing - Tested on Windows 11 (`stable-x86_64-pc-windows-gnu`, 1.79.0) - Bevy compiles without errors or warnings and examples seem to work as intended - `cargo clippy` ✅ - `cargo run -p ci -- compile` ✅ --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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Jan Hohenheim
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6273227e09
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Fix lints introduced in Rust beta 1.80 (#13899)
Resolves #13895 Mostly just involves being more explicit about which parts of the docs belong to a list and which begin a new paragraph. - found a few docs that were malformed because of exactly this, so I fixed that by introducing a paragraph - added indentation to nearly all multiline lists - fixed a few minor typos - added `#[allow(dead_code)]` to types that are needed to test annotations but are never constructed ([here](https://github.com/bevyengine/bevy/pull/13899/files#diff-b02b63604e569c8577c491e7a2030d456886d8f6716eeccd46b11df8aac75dafR1514) and [here](https://github.com/bevyengine/bevy/pull/13899/files#diff-b02b63604e569c8577c491e7a2030d456886d8f6716eeccd46b11df8aac75dafR1523)) - verified that `cargo +beta run -p ci -- lints` passes - verified that `cargo +beta run -p ci -- test` passes |
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arcashka
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cdc605cc48
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add tonemapping LUT bindings for sprite and mesh2d pipelines (#13262)
Fixes #13118 If you use `Sprite` or `Mesh2d` and create `Camera` with * hdr=false * any tonemapper You would get ``` wgpu error: Validation Error Caused by: In Device::create_render_pipeline note: label = `sprite_pipeline` Error matching ShaderStages(FRAGMENT) shader requirements against the pipeline Shader global ResourceBinding { group: 0, binding: 19 } is not available in the pipeline layout Binding is missing from the pipeline layout ``` Because of missing tonemapping LUT bindings ## Solution Add missing bindings for tonemapping LUT's to `SpritePipeline` & `Mesh2dPipeline` ## Testing I checked that * `tonemapping` * `color_grading` * `sprite_animations` * `2d_shapes` * `meshlet` * `deferred_rendering` examples are still working 2d cases I checked with this code: ``` use bevy::{ color::palettes::css::PURPLE, core_pipeline::tonemapping::Tonemapping, prelude::*, sprite::MaterialMesh2dBundle, }; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .add_systems(Update, toggle_tonemapping_method) .run(); } fn setup( mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<ColorMaterial>>, asset_server: Res<AssetServer>, ) { commands.spawn(Camera2dBundle { camera: Camera { hdr: false, ..default() }, tonemapping: Tonemapping::BlenderFilmic, ..default() }); commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Rectangle::default()).into(), transform: Transform::default().with_scale(Vec3::splat(128.)), material: materials.add(Color::from(PURPLE)), ..default() }); commands.spawn(SpriteBundle { texture: asset_server.load("asd.png"), ..default() }); } fn toggle_tonemapping_method( keys: Res<ButtonInput<KeyCode>>, mut tonemapping: Query<&mut Tonemapping>, ) { let mut method = tonemapping.single_mut(); if keys.just_pressed(KeyCode::Digit1) { *method = Tonemapping::None; } else if keys.just_pressed(KeyCode::Digit2) { *method = Tonemapping::Reinhard; } else if keys.just_pressed(KeyCode::Digit3) { *method = Tonemapping::ReinhardLuminance; } else if keys.just_pressed(KeyCode::Digit4) { *method = Tonemapping::AcesFitted; } else if keys.just_pressed(KeyCode::Digit5) { *method = Tonemapping::AgX; } else if keys.just_pressed(KeyCode::Digit6) { *method = Tonemapping::SomewhatBoringDisplayTransform; } else if keys.just_pressed(KeyCode::Digit7) { *method = Tonemapping::TonyMcMapface; } else if keys.just_pressed(KeyCode::Digit8) { *method = Tonemapping::BlenderFilmic; } } ``` --- ## Changelog Fix the bug which led to the crash when user uses any tonemapper without hdr for rendering sprites and 2d meshes. |
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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> |
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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 |
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Patrick Walton
|
363210f8fe
|
Don't examine every entity when extracting SpriteSource s. (#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. |
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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`. |
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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) |
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Cameron
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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>.` |
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James Liu
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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. |
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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. |
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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) |
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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. |
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Alex
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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`](
|
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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> |
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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 |
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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. |
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Rob Parrett
|
1bc293f33a
|
Use IntersectsVolume for breakout example collisions (#11500)
# Objective Fixes #11479 ## Solution - Remove `collide_aabb.rs` - Re-implement the example-specific collision code in the example, taking advantage of the new `IntersectsVolume` trait. ## Changelog - Removed `sprite::collide_aabb::collide` and `sprite::collide_aabb::Collision`. ## Migration Guide `sprite::collide_aabb::collide` and `sprite::collide_aabb::Collision` were removed. ```rust // Before let collision = bevy::sprite::collide_aabb::collide(a_pos, a_size, b_pos, b_size); if collision.is_some() { // ... } // After let collision = Aabb2d::new(a_pos.truncate(), a_size / 2.) .intersects(&Aabb2d::new(b_pos.truncate(), b_size / 2.)); if collision { // ... } ``` If you were making use `collide_aabb::Collision`, see the new `collide_with_side` function in the [`breakout` example](https://bevyengine.org/examples/Games/breakout/). ## Discussion As discussed in the linked issue, maybe we want to wait on `bevy_sprite` generally making use of `Aabb2b` so users don't need to construct it manually. But since they **do** need to construct the bounding circle for the ball manually, this doesn't seem like a big deal to me. --------- Co-authored-by: IQuick 143 <IQuick143cz@gmail.com> |
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Félix Lescaudey de Maneville
|
135c7240f1
|
Texture Atlas rework (#5103)
# Objective > Old MR: #5072 > ~~Associated UI MR: #5070~~ > Adresses #1618 Unify sprite management ## Solution - Remove the `Handle<Image>` field in `TextureAtlas` which is the main cause for all the boilerplate - Remove the redundant `TextureAtlasSprite` component - Renamed `TextureAtlas` asset to `TextureAtlasLayout` ([suggestion](https://github.com/bevyengine/bevy/pull/5103#discussion_r917281844)) - Add a `TextureAtlas` component, containing the atlas layout handle and the section index The difference between this solution and #5072 is that instead of the `enum` approach is that we can more easily manipulate texture sheets without any breaking changes for classic `SpriteBundle`s (@mockersf [comment](https://github.com/bevyengine/bevy/pull/5072#issuecomment-1165836139)) Also, this approach is more *data oriented* extracting the `Handle<Image>` and avoiding complex texture atlas manipulations to retrieve the texture in both applicative and engine code. With this method, the only difference between a `SpriteBundle` and a `SpriteSheetBundle` is an **additional** component storing the atlas handle and the index. ~~This solution can be applied to `bevy_ui` as well (see #5070).~~ EDIT: I also applied this solution to Bevy UI ## Changelog - (**BREAKING**) Removed `TextureAtlasSprite` - (**BREAKING**) Renamed `TextureAtlas` to `TextureAtlasLayout` - (**BREAKING**) `SpriteSheetBundle`: - Uses a `Sprite` instead of a `TextureAtlasSprite` component - Has a `texture` field containing a `Handle<Image>` like the `SpriteBundle` - Has a new `TextureAtlas` component instead of a `Handle<TextureAtlasLayout>` - (**BREAKING**) `DynamicTextureAtlasBuilder::add_texture` takes an additional `&Handle<Image>` parameter - (**BREAKING**) `TextureAtlasLayout::from_grid` no longer takes a `Handle<Image>` parameter - (**BREAKING**) `TextureAtlasBuilder::finish` now returns a `Result<(TextureAtlasLayout, Handle<Image>), _>` - `bevy_text`: - `GlyphAtlasInfo` stores the texture `Handle<Image>` - `FontAtlas` stores the texture `Handle<Image>` - `bevy_ui`: - (**BREAKING**) Removed `UiAtlasImage` , the atlas bundle is now identical to the `ImageBundle` with an additional `TextureAtlas` ## Migration Guide * Sprites ```diff fn my_system( mut images: ResMut<Assets<Image>>, - mut atlases: ResMut<Assets<TextureAtlas>>, + mut atlases: ResMut<Assets<TextureAtlasLayout>>, asset_server: Res<AssetServer> ) { let texture_handle: asset_server.load("my_texture.png"); - let layout = TextureAtlas::from_grid(texture_handle, Vec2::new(25.0, 25.0), 5, 5, None, None); + let layout = TextureAtlasLayout::from_grid(Vec2::new(25.0, 25.0), 5, 5, None, None); let layout_handle = atlases.add(layout); commands.spawn(SpriteSheetBundle { - sprite: TextureAtlasSprite::new(0), - texture_atlas: atlas_handle, + atlas: TextureAtlas { + layout: layout_handle, + index: 0 + }, + texture: texture_handle, ..Default::default() }); } ``` * UI ```diff fn my_system( mut images: ResMut<Assets<Image>>, - mut atlases: ResMut<Assets<TextureAtlas>>, + mut atlases: ResMut<Assets<TextureAtlasLayout>>, asset_server: Res<AssetServer> ) { let texture_handle: asset_server.load("my_texture.png"); - let layout = TextureAtlas::from_grid(texture_handle, Vec2::new(25.0, 25.0), 5, 5, None, None); + let layout = TextureAtlasLayout::from_grid(Vec2::new(25.0, 25.0), 5, 5, None, None); let layout_handle = atlases.add(layout); commands.spawn(AtlasImageBundle { - texture_atlas_image: UiTextureAtlasImage { - index: 0, - flip_x: false, - flip_y: false, - }, - texture_atlas: atlas_handle, + atlas: TextureAtlas { + layout: layout_handle, + index: 0 + }, + image: UiImage { + texture: texture_handle, + flip_x: false, + flip_y: false, + }, ..Default::default() }); } ``` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: François <mockersf@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> |
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Félix Lescaudey de Maneville
|
01139b3472
|
Sprite slicing and tiling (#10588)
> Replaces #5213 # Objective Implement sprite tiling and [9 slice scaling](https://en.wikipedia.org/wiki/9-slice_scaling) for `bevy_sprite`. Allowing slice scaling and texture tiling. Basic scaling vs 9 slice scaling: ![Traditional_scaling_vs_9-slice_scaling](https://user-images.githubusercontent.com/26703856/177335801-27f6fa27-c569-4ce6-b0e6-4f54e8f4e80a.svg) Slicing example: <img width="481" alt="Screenshot 2022-07-05 at 15 05 49" src="https://user-images.githubusercontent.com/26703856/177336112-9e961af0-c0af-4197-aec9-430c1170a79d.png"> Tiling example: <img width="1329" alt="Screenshot 2023-11-16 at 13 53 32" src="https://github.com/bevyengine/bevy/assets/26703856/14db39b7-d9e0-4bc3-ba0e-b1f2db39ae8f"> # Solution - `SpriteBundlue` now has a `scale_mode` component storing a `SpriteScaleMode` enum with three variants: - `Stretched` (default) - `Tiled` to have sprites tile horizontally and/or vertically - `Sliced` allowing 9 slicing the texture and optionally tile some sections with a `Textureslicer`. - `bevy_sprite` has two extra systems to compute a `ComputedTextureSlices` if necessary,: - One system react to changes on `Sprite`, `Handle<Image>` or `SpriteScaleMode` - The other listens to `AssetEvent<Image>` to compute slices on sprites when the texture is ready or changed - I updated the `bevy_sprite` extraction stage to extract potentially multiple textures instead of one, depending on the presence of `ComputedTextureSlices` - I added two examples showcasing the slicing and tiling feature. The addition of `ComputedTextureSlices` as a cache is to avoid querying the image data, to retrieve its dimensions, every frame in a extract or prepare stage. Also it reacts to changes so we can have stuff like this (tiling example): https://github.com/bevyengine/bevy/assets/26703856/a349a9f3-33c3-471f-8ef4-a0e5dfce3b01 # Related - [ ] Once #5103 or #10099 is merged I can enable tiling and slicing for texture sheets as ui # To discuss There is an other option, to consider slice/tiling as part of the asset, using the new asset preprocessing but I have no clue on how to do it. Also, instead of retrieving the Image dimensions, we could use the same system as the sprite sheet and have the user give the image dimensions directly (grid). But I think it's less user friendly --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> |
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Matthew Gries
|
d99053cc8a
|
Update AABB when Sprite component changes in calculate_bounds_2d() (#11016)
# Objective - Fixes #10587, where the `Aabb` component of entities with `Sprite` and `Handle<Image>` components was not automatically updated when `Sprite::custom_size` changed. ## Solution - In the query for entities with `Sprite` components in `calculate_bounds_2d`, use the `Changed` filter to detect for `Sprites` that changed as well as sprites that do not have `Aabb` components. As noted in the issue, this will cause the `Aabb` to be recalculated when other fields of the `Sprite` component change, but calculating the `Aabb` for sprites is trivial. --- ## Changelog - Modified query for entities with `Sprite` components in `calculate_bounds_2d`, so that entities with `Sprite` components that changed will also have their AABB recalculated. |
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akimakinai
|
83fbf48238
|
Add docs to bevy_sprite a little (#10947)
# Objective - bevy_sprite crate is missing docs for important types. `Sprite` being undocumented was especially confusing for me even though it is one of the first types I need to learn. ## Solution - Improves the situation a little by adding some documentations. I'm unsure about my understanding of functionality and writing. I'm happy to be pointed out any mistakes. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Federico Rinaldi <gisquerin@gmail.com> |
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robtfm
|
47447beb93
|
try_insert Aabbs (#10801)
# Objective avoid panics from `calculate_bounds` systems if entities are despawned in PostUpdate. there's a running general discussion (#10166) about command panicking. in the meantime we may as well fix up some cases where it's clear a failure to insert is safe. ## Solution change `.insert(aabb)` to `.try_insert(aabb)` |
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Ame
|
951c9bb1a2
|
Add [lints] table, fix adding #![allow(clippy::type_complexity)] everywhere (#10011)
# Objective - Fix adding `#![allow(clippy::type_complexity)]` everywhere. like #9796 ## Solution - Use the new [lints] table that will land in 1.74 (https://doc.rust-lang.org/nightly/cargo/reference/unstable.html#lints) - inherit lint to the workspace, crates and examples. ``` [lints] workspace = true ``` ## Changelog - Bump rust version to 1.74 - Enable lints table for the workspace ```toml [workspace.lints.clippy] type_complexity = "allow" ``` - Allow type complexity for all crates and examples ```toml [lints] workspace = true ``` --------- Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com> |
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st0rmbtw
|
8efcbf3e4f
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Add convenient methods for Image (#10221)
# Objective To get the width or height of an image you do: ```rust self.texture_descriptor.size.{width, height} ``` that is quite verbose. This PR adds some convenient methods for Image to reduce verbosity. ## Changelog * Add a `width()` method for getting the width of an image. * Add a `height()` method for getting the height of an image. * Rename the `size()` method to `size_f32()`. * Add a `size()` method for getting the size of an image as u32. * Renamed the `aspect_2d()` method to `aspect_ratio()`. ## Migration Guide Replace calls to the `Image::size()` method with `size_f32()`. Replace calls to the `Image::aspect_2d()` method with `aspect_ratio()`. |
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Carter Anderson
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5eb292dc10
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Bevy Asset V2 (#8624)
# Bevy Asset V2 Proposal ## Why Does Bevy Need A New Asset System? Asset pipelines are a central part of the gamedev process. Bevy's current asset system is missing a number of features that make it non-viable for many classes of gamedev. After plenty of discussions and [a long community feedback period](https://github.com/bevyengine/bevy/discussions/3972), we've identified a number missing features: * **Asset Preprocessing**: it should be possible to "preprocess" / "compile" / "crunch" assets at "development time" rather than when the game starts up. This enables offloading expensive work from deployed apps, faster asset loading, less runtime memory usage, etc. * **Per-Asset Loader Settings**: Individual assets cannot define their own loaders that override the defaults. Additionally, they cannot provide per-asset settings to their loaders. This is a huge limitation, as many asset types don't provide all information necessary for Bevy _inside_ the asset. For example, a raw PNG image says nothing about how it should be sampled (ex: linear vs nearest). * **Asset `.meta` files**: assets should have configuration files stored adjacent to the asset in question, which allows the user to configure asset-type-specific settings. These settings should be accessible during the pre-processing phase. Modifying a `.meta` file should trigger a re-processing / re-load of the asset. It should be possible to configure asset loaders from the meta file. * **Processed Asset Hot Reloading**: Changes to processed assets (or their dependencies) should result in re-processing them and re-loading the results in live Bevy Apps. * **Asset Dependency Tracking**: The current bevy_asset has no good way to wait for asset dependencies to load. It punts this as an exercise for consumers of the loader apis, which is unreasonable and error prone. There should be easy, ergonomic ways to wait for assets to load and block some logic on an asset's entire dependency tree loading. * **Runtime Asset Loading**: it should be (optionally) possible to load arbitrary assets dynamically at runtime. This necessitates being able to deploy and run the asset server alongside Bevy Apps on _all platforms_. For example, we should be able to invoke the shader compiler at runtime, stream scenes from sources like the internet, etc. To keep deployed binaries (and startup times) small, the runtime asset server configuration should be configurable with different settings compared to the "pre processor asset server". * **Multiple Backends**: It should be possible to load assets from arbitrary sources (filesystems, the internet, remote asset serves, etc). * **Asset Packing**: It should be possible to deploy assets in compressed "packs", which makes it easier and more efficient to distribute assets with Bevy Apps. * **Asset Handoff**: It should be possible to hold a "live" asset handle, which correlates to runtime data, without actually holding the asset in memory. Ex: it must be possible to hold a reference to a GPU mesh generated from a "mesh asset" without keeping the mesh data in CPU memory * **Per-Platform Processed Assets**: Different platforms and app distributions have different capabilities and requirements. Some platforms need lower asset resolutions or different asset formats to operate within the hardware constraints of the platform. It should be possible to define per-platform asset processing profiles. And it should be possible to deploy only the assets required for a given platform. These features have architectural implications that are significant enough to require a full rewrite. The current Bevy Asset implementation got us this far, but it can take us no farther. This PR defines a brand new asset system that implements most of these features, while laying the foundations for the remaining features to be built. ## Bevy Asset V2 Here is a quick overview of the features introduced in this PR. * **Asset Preprocessing**: Preprocess assets at development time into more efficient (and configurable) representations * **Dependency Aware**: Dependencies required to process an asset are tracked. If an asset's processed dependency changes, it will be reprocessed * **Hot Reprocessing/Reloading**: detect changes to asset source files, reprocess them if they have changed, and then hot-reload them in Bevy Apps. * **Only Process Changes**: Assets are only re-processed when their source file (or meta file) has changed. This uses hashing and timestamps to avoid processing assets that haven't changed. * **Transactional and Reliable**: Uses write-ahead logging (a technique commonly used by databases) to recover from crashes / forced-exits. Whenever possible it avoids full-reprocessing / only uncompleted transactions will be reprocessed. When the processor is running in parallel with a Bevy App, processor asset writes block Bevy App asset reads. Reading metadata + asset bytes is guaranteed to be transactional / correctly paired. * **Portable / Run anywhere / Database-free**: The processor does not rely on an in-memory database (although it uses some database techniques for reliability). This is important because pretty much all in-memory databases have unsupported platforms or build complications. * **Configure Processor Defaults Per File Type**: You can say "use this processor for all files of this type". * **Custom Processors**: The `Processor` trait is flexible and unopinionated. It can be implemented by downstream plugins. * **LoadAndSave Processors**: Most asset processing scenarios can be expressed as "run AssetLoader A, save the results using AssetSaver X, and then load the result using AssetLoader B". For example, load this png image using `PngImageLoader`, which produces an `Image` asset and then save it using `CompressedImageSaver` (which also produces an `Image` asset, but in a compressed format), which takes an `Image` asset as input. This means if you have an `AssetLoader` for an asset, you are already half way there! It also means that you can share AssetSavers across multiple loaders. Because `CompressedImageSaver` accepts Bevy's generic Image asset as input, it means you can also use it with some future `JpegImageLoader`. * **Loader and Saver Settings**: Asset Loaders and Savers can now define their own settings types, which are passed in as input when an asset is loaded / saved. Each asset can define its own settings. * **Asset `.meta` files**: configure asset loaders, their settings, enable/disable processing, and configure processor settings * **Runtime Asset Dependency Tracking** Runtime asset dependencies (ex: if an asset contains a `Handle<Image>`) are tracked by the asset server. An event is emitted when an asset and all of its dependencies have been loaded * **Unprocessed Asset Loading**: Assets do not require preprocessing. They can be loaded directly. A processed asset is just a "normal" asset with some extra metadata. Asset Loaders don't need to know or care about whether or not an asset was processed. * **Async Asset IO**: Asset readers/writers use async non-blocking interfaces. Note that because Rust doesn't yet support async traits, there is a bit of manual Boxing / Future boilerplate. This will hopefully be removed in the near future when Rust gets async traits. * **Pluggable Asset Readers and Writers**: Arbitrary asset source readers/writers are supported, both by the processor and the asset server. * **Better Asset Handles** * **Single Arc Tree**: Asset Handles now use a single arc tree that represents the lifetime of the asset. This makes their implementation simpler, more efficient, and allows us to cheaply attach metadata to handles. Ex: the AssetPath of a handle is now directly accessible on the handle itself! * **Const Typed Handles**: typed handles can be constructed in a const context. No more weird "const untyped converted to typed at runtime" patterns! * **Handles and Ids are Smaller / Faster To Hash / Compare**: Typed `Handle<T>` is now much smaller in memory and `AssetId<T>` is even smaller. * **Weak Handle Usage Reduction**: In general Handles are now considered to be "strong". Bevy features that previously used "weak `Handle<T>`" have been ported to `AssetId<T>`, which makes it statically clear that the features do not hold strong handles (while retaining strong type information). Currently Handle::Weak still exists, but it is very possible that we can remove that entirely. * **Efficient / Dense Asset Ids**: Assets now have efficient dense runtime asset ids, which means we can avoid expensive hash lookups. Assets are stored in Vecs instead of HashMaps. There are now typed and untyped ids, which means we no longer need to store dynamic type information in the ID for typed handles. "AssetPathId" (which was a nightmare from a performance and correctness standpoint) has been entirely removed in favor of dense ids (which are retrieved for a path on load) * **Direct Asset Loading, with Dependency Tracking**: Assets that are defined at runtime can still have their dependencies tracked by the Asset Server (ex: if you create a material at runtime, you can still wait for its textures to load). This is accomplished via the (currently optional) "asset dependency visitor" trait. This system can also be used to define a set of assets to load, then wait for those assets to load. * **Async folder loading**: Folder loading also uses this system and immediately returns a handle to the LoadedFolder asset, which means folder loading no longer blocks on directory traversals. * **Improved Loader Interface**: Loaders now have a specific "top level asset type", which makes returning the top-level asset simpler and statically typed. * **Basic Image Settings and Processing**: Image assets can now be processed into the gpu-friendly Basic Universal format. The ImageLoader now has a setting to define what format the image should be loaded as. Note that this is just a minimal MVP ... plenty of additional work to do here. To demo this, enable the `basis-universal` feature and turn on asset processing. * **Simpler Audio Play / AudioSink API**: Asset handle providers are cloneable, which means the Audio resource can mint its own handles. This means you can now do `let sink_handle = audio.play(music)` instead of `let sink_handle = audio_sinks.get_handle(audio.play(music))`. Note that this might still be replaced by https://github.com/bevyengine/bevy/pull/8424. **Removed Handle Casting From Engine Features**: Ex: FontAtlases no longer use casting between handle types ## Using The New Asset System ### Normal Unprocessed Asset Loading By default the `AssetPlugin` does not use processing. It behaves pretty much the same way as the old system. If you are defining a custom asset, first derive `Asset`: ```rust #[derive(Asset)] struct Thing { value: String, } ``` Initialize the asset: ```rust app.init_asset:<Thing>() ``` Implement a new `AssetLoader` for it: ```rust #[derive(Default)] struct ThingLoader; #[derive(Serialize, Deserialize, Default)] pub struct ThingSettings { some_setting: bool, } impl AssetLoader for ThingLoader { type Asset = Thing; type Settings = ThingSettings; fn load<'a>( &'a self, reader: &'a mut Reader, settings: &'a ThingSettings, load_context: &'a mut LoadContext, ) -> BoxedFuture<'a, Result<Thing, anyhow::Error>> { Box::pin(async move { let mut bytes = Vec::new(); reader.read_to_end(&mut bytes).await?; // convert bytes to value somehow Ok(Thing { value }) }) } fn extensions(&self) -> &[&str] { &["thing"] } } ``` Note that this interface will get much cleaner once Rust gets support for async traits. `Reader` is an async futures_io::AsyncRead. You can stream bytes as they come in or read them all into a `Vec<u8>`, depending on the context. You can use `let handle = load_context.load(path)` to kick off a dependency load, retrieve a handle, and register the dependency for the asset. Then just register the loader in your Bevy app: ```rust app.init_asset_loader::<ThingLoader>() ``` Now just add your `Thing` asset files into the `assets` folder and load them like this: ```rust fn system(asset_server: Res<AssetServer>) { let handle = Handle<Thing> = asset_server.load("cool.thing"); } ``` You can check load states directly via the asset server: ```rust if asset_server.load_state(&handle) == LoadState::Loaded { } ``` You can also listen for events: ```rust fn system(mut events: EventReader<AssetEvent<Thing>>, handle: Res<SomeThingHandle>) { for event in events.iter() { if event.is_loaded_with_dependencies(&handle) { } } } ``` Note the new `AssetEvent::LoadedWithDependencies`, which only fires when the asset is loaded _and_ all dependencies (and their dependencies) have loaded. Unlike the old asset system, for a given asset path all `Handle<T>` values point to the same underlying Arc. This means Handles can cheaply hold more asset information, such as the AssetPath: ```rust // prints the AssetPath of the handle info!("{:?}", handle.path()) ``` ### Processed Assets Asset processing can be enabled via the `AssetPlugin`. When developing Bevy Apps with processed assets, do this: ```rust app.add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev())) ``` This runs the `AssetProcessor` in the background with hot-reloading. It reads assets from the `assets` folder, processes them, and writes them to the `.imported_assets` folder. Asset loads in the Bevy App will wait for a processed version of the asset to become available. If an asset in the `assets` folder changes, it will be reprocessed and hot-reloaded in the Bevy App. When deploying processed Bevy apps, do this: ```rust app.add_plugins(DefaultPlugins.set(AssetPlugin::processed())) ``` This does not run the `AssetProcessor` in the background. It behaves like `AssetPlugin::unprocessed()`, but reads assets from `.imported_assets`. When the `AssetProcessor` is running, it will populate sibling `.meta` files for assets in the `assets` folder. Meta files for assets that do not have a processor configured look like this: ```rust ( meta_format_version: "1.0", asset: Load( loader: "bevy_render::texture::image_loader::ImageLoader", settings: ( format: FromExtension, ), ), ) ``` This is metadata for an image asset. For example, if you have `assets/my_sprite.png`, this could be the metadata stored at `assets/my_sprite.png.meta`. Meta files are totally optional. If no metadata exists, the default settings will be used. In short, this file says "load this asset with the ImageLoader and use the file extension to determine the image type". This type of meta file is supported in all AssetPlugin modes. If in `Unprocessed` mode, the asset (with the meta settings) will be loaded directly. If in `ProcessedDev` mode, the asset file will be copied directly to the `.imported_assets` folder. The meta will also be copied directly to the `.imported_assets` folder, but with one addition: ```rust ( meta_format_version: "1.0", processed_info: Some(( hash: 12415480888597742505, full_hash: 14344495437905856884, process_dependencies: [], )), asset: Load( loader: "bevy_render::texture::image_loader::ImageLoader", settings: ( format: FromExtension, ), ), ) ``` `processed_info` contains `hash` (a direct hash of the asset and meta bytes), `full_hash` (a hash of `hash` and the hashes of all `process_dependencies`), and `process_dependencies` (the `path` and `full_hash` of every process_dependency). A "process dependency" is an asset dependency that is _directly_ used when processing the asset. Images do not have process dependencies, so this is empty. When the processor is enabled, you can use the `Process` metadata config: ```rust ( meta_format_version: "1.0", asset: Process( processor: "bevy_asset::processor::process::LoadAndSave<bevy_render::texture::image_loader::ImageLoader, bevy_render::texture::compressed_image_saver::CompressedImageSaver>", settings: ( loader_settings: ( format: FromExtension, ), saver_settings: ( generate_mipmaps: true, ), ), ), ) ``` This configures the asset to use the `LoadAndSave` processor, which runs an AssetLoader and feeds the result into an AssetSaver (which saves the given Asset and defines a loader to load it with). (for terseness LoadAndSave will likely get a shorter/friendlier type name when [Stable Type Paths](#7184) lands). `LoadAndSave` is likely to be the most common processor type, but arbitrary processors are supported. `CompressedImageSaver` saves an `Image` in the Basis Universal format and configures the ImageLoader to load it as basis universal. The `AssetProcessor` will read this meta, run it through the LoadAndSave processor, and write the basis-universal version of the image to `.imported_assets`. The final metadata will look like this: ```rust ( meta_format_version: "1.0", processed_info: Some(( hash: 905599590923828066, full_hash: 9948823010183819117, process_dependencies: [], )), asset: Load( loader: "bevy_render::texture::image_loader::ImageLoader", settings: ( format: Format(Basis), ), ), ) ``` To try basis-universal processing out in Bevy examples, (for example `sprite.rs`), change `add_plugins(DefaultPlugins)` to `add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev()))` and run with the `basis-universal` feature enabled: `cargo run --features=basis-universal --example sprite`. To create a custom processor, there are two main paths: 1. Use the `LoadAndSave` processor with an existing `AssetLoader`. Implement the `AssetSaver` trait, register the processor using `asset_processor.register_processor::<LoadAndSave<ImageLoader, CompressedImageSaver>>(image_saver.into())`. 2. Implement the `Process` trait directly and register it using: `asset_processor.register_processor(thing_processor)`. You can configure default processors for file extensions like this: ```rust asset_processor.set_default_processor::<ThingProcessor>("thing") ``` There is one more metadata type to be aware of: ```rust ( meta_format_version: "1.0", asset: Ignore, ) ``` This will ignore the asset during processing / prevent it from being written to `.imported_assets`. The AssetProcessor stores a transaction log at `.imported_assets/log` and uses it to gracefully recover from unexpected stops. This means you can force-quit the processor (and Bevy Apps running the processor in parallel) at arbitrary times! `.imported_assets` is "local state". It should _not_ be checked into source control. It should also be considered "read only". In practice, you _can_ modify processed assets and processed metadata if you really need to test something. But those modifications will not be represented in the hashes of the assets, so the processed state will be "out of sync" with the source assets. The processor _will not_ fix this for you. Either revert the change after you have tested it, or delete the processed files so they can be re-populated. ## Open Questions There are a number of open questions to be discussed. We should decide if they need to be addressed in this PR and if so, how we will address them: ### Implied Dependencies vs Dependency Enumeration There are currently two ways to populate asset dependencies: * **Implied via AssetLoaders**: if an AssetLoader loads an asset (and retrieves a handle), a dependency is added to the list. * **Explicit via the optional Asset::visit_dependencies**: if `server.load_asset(my_asset)` is called, it will call `my_asset.visit_dependencies`, which will grab dependencies that have been manually defined for the asset via the Asset trait impl (which can be derived). This means that defining explicit dependencies is optional for "loaded assets". And the list of dependencies is always accurate because loaders can only produce Handles if they register dependencies. If an asset was loaded with an AssetLoader, it only uses the implied dependencies. If an asset was created at runtime and added with `asset_server.load_asset(MyAsset)`, it will use `Asset::visit_dependencies`. However this can create a behavior mismatch between loaded assets and equivalent "created at runtime" assets if `Assets::visit_dependencies` doesn't exactly match the dependencies produced by the AssetLoader. This behavior mismatch can be resolved by completely removing "implied loader dependencies" and requiring `Asset::visit_dependencies` to supply dependency data. But this creates two problems: * It makes defining loaded assets harder and more error prone: Devs must remember to manually annotate asset dependencies with `#[dependency]` when deriving `Asset`. For more complicated assets (such as scenes), the derive likely wouldn't be sufficient and a manual `visit_dependencies` impl would be required. * Removes the ability to immediately kick off dependency loads: When AssetLoaders retrieve a Handle, they also immediately kick off an asset load for the handle, which means it can start loading in parallel _before_ the asset finishes loading. For large assets, this could be significant. (although this could be mitigated for processed assets if we store dependencies in the processed meta file and load them ahead of time) ### Eager ProcessorDev Asset Loading I made a controversial call in the interest of fast startup times ("time to first pixel") for the "processor dev mode configuration". When initializing the AssetProcessor, current processed versions of unchanged assets are yielded immediately, even if their dependencies haven't been checked yet for reprocessing. This means that non-current-state-of-filesystem-but-previously-valid assets might be returned to the App first, then hot-reloaded if/when their dependencies change and the asset is reprocessed. Is this behavior desirable? There is largely one alternative: do not yield an asset from the processor to the app until all of its dependencies have been checked for changes. In some common cases (load dependency has not changed since last run) this will increase startup time. The main question is "by how much" and is that slower startup time worth it in the interest of only yielding assets that are true to the current state of the filesystem. Should this be configurable? I'm starting to think we should only yield an asset after its (historical) dependencies have been checked for changes + processed as necessary, but I'm curious what you all think. ### Paths Are Currently The Only Canonical ID / Do We Want Asset UUIDs? In this implementation AssetPaths are the only canonical asset identifier (just like the previous Bevy Asset system and Godot). Moving assets will result in re-scans (and currently reprocessing, although reprocessing can easily be avoided with some changes). Asset renames/moves will break code and assets that rely on specific paths, unless those paths are fixed up. Do we want / need "stable asset uuids"? Introducing them is very possible: 1. Generate a UUID and include it in .meta files 2. Support UUID in AssetPath 3. Generate "asset indices" which are loaded on startup and map UUIDs to paths. 4 (maybe). Consider only supporting UUIDs for processed assets so we can generate quick-to-load indices instead of scanning meta files. The main "pro" is that assets referencing UUIDs don't need to be migrated when a path changes. The main "con" is that UUIDs cannot be "lazily resolved" like paths. They need a full view of all assets to answer the question "does this UUID exist". Which means UUIDs require the AssetProcessor to fully finish startup scans before saying an asset doesnt exist. And they essentially require asset pre-processing to use in apps, because scanning all asset metadata files at runtime to resolve a UUID is not viable for medium-to-large apps. It really requires a pre-generated UUID index, which must be loaded before querying for assets. I personally think this should be investigated in a separate PR. Paths aren't going anywhere ... _everyone_ uses filesystems (and filesystem-like apis) to manage their asset source files. I consider them permanent canonical asset information. Additionally, they behave well for both processed and unprocessed asset modes. Given that Bevy is supporting both, this feels like the right canonical ID to start with. UUIDS (and maybe even other indexed-identifier types) can be added later as necessary. ### Folder / File Naming Conventions All asset processing config currently lives in the `.imported_assets` folder. The processor transaction log is in `.imported_assets/log`. Processed assets are added to `.imported_assets/Default`, which will make migrating to processed asset profiles (ex: a `.imported_assets/Mobile` profile) a non-breaking change. It also allows us to create top-level files like `.imported_assets/log` without it being interpreted as an asset. Meta files currently have a `.meta` suffix. Do we like these names and conventions? ### Should the `AssetPlugin::processed_dev` configuration enable `watch_for_changes` automatically? Currently it does (which I think makes sense), but it does make it the only configuration that enables watch_for_changes by default. ### Discuss on_loaded High Level Interface: This PR includes a very rough "proof of concept" `on_loaded` system adapter that uses the `LoadedWithDependencies` event in combination with `asset_server.load_asset` dependency tracking to support this pattern ```rust fn main() { App::new() .init_asset::<MyAssets>() .add_systems(Update, on_loaded(create_array_texture)) .run(); } #[derive(Asset, Clone)] struct MyAssets { #[dependency] picture_of_my_cat: Handle<Image>, #[dependency] picture_of_my_other_cat: Handle<Image>, } impl FromWorld for ArrayTexture { fn from_world(world: &mut World) -> Self { picture_of_my_cat: server.load("meow.png"), picture_of_my_other_cat: server.load("meeeeeeeow.png"), } } fn spawn_cat(In(my_assets): In<MyAssets>, mut commands: Commands) { commands.spawn(SpriteBundle { texture: my_assets.picture_of_my_cat.clone(), ..default() }); commands.spawn(SpriteBundle { texture: my_assets.picture_of_my_other_cat.clone(), ..default() }); } ``` The implementation is _very_ rough. And it is currently unsafe because `bevy_ecs` doesn't expose some internals to do this safely from inside `bevy_asset`. There are plenty of unanswered questions like: * "do we add a Loadable" derive? (effectively automate the FromWorld implementation above) * Should `MyAssets` even be an Asset? (largely implemented this way because it elegantly builds on `server.load_asset(MyAsset { .. })` dependency tracking). We should think hard about what our ideal API looks like (and if this is a pattern we want to support). Not necessarily something we need to solve in this PR. The current `on_loaded` impl should probably be removed from this PR before merging. ## Clarifying Questions ### What about Assets as Entities? This Bevy Asset V2 proposal implementation initially stored Assets as ECS Entities. Instead of `AssetId<T>` + the `Assets<T>` resource it used `Entity` as the asset id and Asset values were just ECS components. There are plenty of compelling reasons to do this: 1. Easier to inline assets in Bevy Scenes (as they are "just" normal entities + components) 2. More flexible queries: use the power of the ECS to filter assets (ex: `Query<Mesh, With<Tree>>`). 3. Extensible. Users can add arbitrary component data to assets. 4. Things like "component visualization tools" work out of the box to visualize asset data. However Assets as Entities has a ton of caveats right now: * We need to be able to allocate entity ids without a direct World reference (aka rework id allocator in Entities ... i worked around this in my prototypes by just pre allocating big chunks of entities) * We want asset change events in addition to ECS change tracking ... how do we populate them when mutations can come from anywhere? Do we use Changed queries? This would require iterating over the change data for all assets every frame. Is this acceptable or should we implement a new "event based" component change detection option? * Reconciling manually created assets with asset-system managed assets has some nuance (ex: are they "loaded" / do they also have that component metadata?) * "how do we handle "static" / default entity handles" (ties in to the Entity Indices discussion: https://github.com/bevyengine/bevy/discussions/8319). This is necessary for things like "built in" assets and default handles in things like SpriteBundle. * Storing asset information as a component makes it easy to "invalidate" asset state by removing the component (or forcing modifications). Ideally we have ways to lock this down (some combination of Rust type privacy and ECS validation) In practice, how we store and identify assets is a reasonably superficial change (porting off of Assets as Entities and implementing dedicated storage + ids took less than a day). So once we sort out the remaining challenges the flip should be straightforward. Additionally, I do still have "Assets as Entities" in my commit history, so we can reuse that work. I personally think "assets as entities" is a good endgame, but it also doesn't provide _significant_ value at the moment and it certainly isn't ready yet with the current state of things. ### Why not Distill? [Distill](https://github.com/amethyst/distill) is a high quality fully featured asset system built in Rust. It is very natural to ask "why not just use Distill?". It is also worth calling out that for awhile, [we planned on adopting Distill / I signed off on it](https://github.com/bevyengine/bevy/issues/708). However I think Bevy has a number of constraints that make Distill adoption suboptimal: * **Architectural Simplicity:** * Distill's processor requires an in-memory database (lmdb) and RPC networked API (using Cap'n Proto). Each of these introduces API complexity that increases maintenance burden and "code grokability". Ignoring tests, documentation, and examples, Distill has 24,237 lines of Rust code (including generated code for RPC + database interactions). If you ignore generated code, it has 11,499 lines. * Bevy builds the AssetProcessor and AssetServer using pluggable AssetReader/AssetWriter Rust traits with simple io interfaces. They do not necessitate databases or RPC interfaces (although Readers/Writers could use them if that is desired). Bevy Asset V2 (at the time of writing this PR) is 5,384 lines of Rust code (ignoring tests, documentation, and examples). Grain of salt: Distill does have more features currently (ex: Asset Packing, GUIDS, remote-out-of-process asset processor). I do plan to implement these features in Bevy Asset V2 and I personally highly doubt they will meaningfully close the 6115 lines-of-code gap. * This complexity gap (which while illustrated by lines of code, is much bigger than just that) is noteworthy to me. Bevy should be hackable and there are pillars of Distill that are very hard to understand and extend. This is a matter of opinion (and Bevy Asset V2 also has complicated areas), but I think Bevy Asset V2 is much more approachable for the average developer. * Necessary disclaimer: counting lines of code is an extremely rough complexity metric. Read the code and form your own opinions. * **Optional Asset Processing:** Not all Bevy Apps (or Bevy App developers) need / want asset preprocessing. Processing increases the complexity of the development environment by introducing things like meta files, imported asset storage, running processors in the background, waiting for processing to finish, etc. Distill _requires_ preprocessing to work. With Bevy Asset V2 processing is fully opt-in. The AssetServer isn't directly aware of asset processors at all. AssetLoaders only care about converting bytes to runtime Assets ... they don't know or care if the bytes were pre-processed or not. Processing is "elegantly" (forgive my self-congratulatory phrasing) layered on top and builds on the existing Asset system primitives. * **Direct Filesystem Access to Processed Asset State:** Distill stores processed assets in a database. This makes debugging / inspecting the processed outputs harder (either requires special tooling to query the database or they need to be "deployed" to be inspected). Bevy Asset V2, on the other hand, stores processed assets in the filesystem (by default ... this is configurable). This makes interacting with the processed state more natural. Note that both Godot and Unity's new asset system store processed assets in the filesystem. * **Portability**: Because Distill's processor uses lmdb and RPC networking, it cannot be run on certain platforms (ex: lmdb is a non-rust dependency that cannot run on the web, some platforms don't support running network servers). Bevy should be able to process assets everywhere (ex: run the Bevy Editor on the web, compile + process shaders on mobile, etc). Distill does partially mitigate this problem by supporting "streaming" assets via the RPC protocol, but this is not a full solve from my perspective. And Bevy Asset V2 can (in theory) also stream assets (without requiring RPC, although this isn't implemented yet) Note that I _do_ still think Distill would be a solid asset system for Bevy. But I think the approach in this PR is a better solve for Bevy's specific "asset system requirements". ### Doesn't async-fs just shim requests to "sync" `std::fs`? What is the point? "True async file io" has limited / spotty platform support. async-fs (and the rust async ecosystem generally ... ex Tokio) currently use async wrappers over std::fs that offload blocking requests to separate threads. This may feel unsatisfying, but it _does_ still provide value because it prevents our task pools from blocking on file system operations (which would prevent progress when there are many tasks to do, but all threads in a pool are currently blocking on file system ops). Additionally, using async APIs for our AssetReaders and AssetWriters also provides value because we can later add support for "true async file io" for platforms that support it. _And_ we can implement other "true async io" asset backends (such as networked asset io). ## Draft TODO - [x] Fill in missing filesystem event APIs: file removed event (which is expressed as dangling RenameFrom events in some cases), file/folder renamed event - [x] Assets without loaders are not moved to the processed folder. This breaks things like referenced `.bin` files for GLTFs. This should be configurable per-non-asset-type. - [x] Initial implementation of Reflect and FromReflect for Handle. The "deserialization" parity bar is low here as this only worked with static UUIDs in the old impl ... this is a non-trivial problem. Either we add a Handle::AssetPath variant that gets "upgraded" to a strong handle on scene load or we use a separate AssetRef type for Bevy scenes (which is converted to a runtime Handle on load). This deserves its own discussion in a different pr. - [x] Populate read_asset_bytes hash when run by the processor (a bit of a special case .. when run by the processor the processed meta will contain the hash so we don't need to compute it on the spot, but we don't want/need to read the meta when run by the main AssetServer) - [x] Delay hot reloading: currently filesystem events are handled immediately, which creates timing issues in some cases. For example hot reloading images can sometimes break because the image isn't finished writing. We should add a delay, likely similar to the [implementation in this PR](https://github.com/bevyengine/bevy/pull/8503). - [x] Port old platform-specific AssetIo implementations to the new AssetReader interface (currently missing Android and web) - [x] Resolve on_loaded unsafety (either by removing the API entirely or removing the unsafe) - [x] Runtime loader setting overrides - [x] Remove remaining unwraps that should be error-handled. There are number of TODOs here - [x] Pretty AssetPath Display impl - [x] Document more APIs - [x] Resolve spurious "reloading because it has changed" events (to repro run load_gltf with `processed_dev()`) - [x] load_dependency hot reloading currently only works for processed assets. If processing is disabled, load_dependency changes are not hot reloaded. - [x] Replace AssetInfo dependency load/fail counters with `loading_dependencies: HashSet<UntypedAssetId>` to prevent reloads from (potentially) breaking counters. Storing this will also enable "dependency reloaded" events (see [Next Steps](#next-steps)) - [x] Re-add filesystem watcher cargo feature gate (currently it is not optional) - [ ] Migration Guide - [ ] Changelog ## Followup TODO - [ ] Replace "eager unchanged processed asset loading" behavior with "don't returned unchanged processed asset until dependencies have been checked". - [ ] Add true `Ignore` AssetAction that does not copy the asset to the imported_assets folder. - [ ] Finish "live asset unloading" (ex: free up CPU asset memory after uploading an image to the GPU), rethink RenderAssets, and port renderer features. The `Assets` collection uses `Option<T>` for asset storage to support its removal. (1) the Option might not actually be necessary ... might be able to just remove from the collection entirely (2) need to finalize removal apis - [ ] Try replacing the "channel based" asset id recycling with something a bit more efficient (ex: we might be able to use raw atomic ints with some cleverness) - [ ] Consider adding UUIDs to processed assets (scoped just to helping identify moved assets ... not exposed to load queries ... see [Next Steps](#next-steps)) - [ ] Store "last modified" source asset and meta timestamps in processed meta files to enable skipping expensive hashing when the file wasn't changed - [ ] Fix "slow loop" handle drop fix - [ ] Migrate to TypeName - [x] Handle "loader preregistration". See #9429 ## Next Steps * **Configurable per-type defaults for AssetMeta**: It should be possible to add configuration like "all png image meta should default to using nearest sampling" (currently this hard-coded per-loader/processor Settings::default() impls). Also see the "Folder Meta" bullet point. * **Avoid Reprocessing on Asset Renames / Moves**: See the "canonical asset ids" discussion in [Open Questions](#open-questions) and the relevant bullet point in [Draft TODO](#draft-todo). Even without canonical ids, folder renames could avoid reprocessing in some cases. * **Multiple Asset Sources**: Expand AssetPath to support "asset source names" and support multiple AssetReaders in the asset server (ex: `webserver://some_path/image.png` backed by an Http webserver AssetReader). The "default" asset reader would use normal `some_path/image.png` paths. Ideally this works in combination with multiple AssetWatchers for hot-reloading * **Stable Type Names**: this pr removes the TypeUuid requirement from assets in favor of `std::any::type_name`. This makes defining assets easier (no need to generate a new uuid / use weird proc macro syntax). It also makes reading meta files easier (because things have "friendly names"). We also use type names for components in scene files. If they are good enough for components, they are good enough for assets. And consistency across Bevy pillars is desirable. However, `std::any::type_name` is not guaranteed to be stable (although in practice it is). We've developed a [stable type path](https://github.com/bevyengine/bevy/pull/7184) to resolve this, which should be adopted when it is ready. * **Command Line Interface**: It should be possible to run the asset processor in a separate process from the command line. This will also require building a network-server-backed AssetReader to communicate between the app and the processor. We've been planning to build a "bevy cli" for awhile. This seems like a good excuse to build it. * **Asset Packing**: This is largely an additive feature, so it made sense to me to punt this until we've laid the foundations in this PR. * **Per-Platform Processed Assets**: It should be possible to generate assets for multiple platforms by supporting multiple "processor profiles" per asset (ex: compress with format X on PC and Y on iOS). I think there should probably be arbitrary "profiles" (which can be separate from actual platforms), which are then assigned to a given platform when generating the final asset distribution for that platform. Ex: maybe devs want a "Mobile" profile that is shared between iOS and Android. Or a "LowEnd" profile shared between web and mobile. * **Versioning and Migrations**: Assets, Loaders, Savers, and Processors need to have versions to determine if their schema is valid. If an asset / loader version is incompatible with the current version expected at runtime, the processor should be able to migrate them. I think we should try using Bevy Reflect for this, as it would allow us to load the old version as a dynamic Reflect type without actually having the old Rust type. It would also allow us to define "patches" to migrate between versions (Bevy Reflect devs are currently working on patching). The `.meta` file already has its own format version. Migrating that to new versions should also be possible. * **Real Copy-on-write AssetPaths**: Rust's actual Cow (clone-on-write type) currently used by AssetPath can still result in String clones that aren't actually necessary (cloning an Owned Cow clones the contents). Bevy's asset system requires cloning AssetPaths in a number of places, which result in actual clones of the internal Strings. This is not efficient. AssetPath internals should be reworked to exhibit truer cow-like-behavior that reduces String clones to the absolute minimum. * **Consider processor-less processing**: In theory the AssetServer could run processors "inline" even if the background AssetProcessor is disabled. If we decide this is actually desirable, we could add this. But I don't think its a priority in the short or medium term. * **Pre-emptive dependency loading**: We could encode dependencies in processed meta files, which could then be used by the Asset Server to kick of dependency loads as early as possible (prior to starting the actual asset load). Is this desirable? How much time would this save in practice? * **Optimize Processor With UntypedAssetIds**: The processor exclusively uses AssetPath to identify assets currently. It might be possible to swap these out for UntypedAssetIds in some places, which are smaller / cheaper to hash and compare. * **One to Many Asset Processing**: An asset source file that produces many assets currently must be processed into a single "processed" asset source. If labeled assets can be written separately they can each have their own configured savers _and_ they could be loaded more granularly. Definitely worth exploring! * **Automatically Track "Runtime-only" Asset Dependencies**: Right now, tracking "created at runtime" asset dependencies requires adding them via `asset_server.load_asset(StandardMaterial::default())`. I think with some cleverness we could also do this for `materials.add(StandardMaterial::default())`, making tracking work "everywhere". There are challenges here relating to change detection / ensuring the server is made aware of dependency changes. This could be expensive in some cases. * **"Dependency Changed" events**: Some assets have runtime artifacts that need to be re-generated when one of their dependencies change (ex: regenerate a material's bind group when a Texture needs to change). We are generating the dependency graph so we can definitely produce these events. Buuuuut generating these events will have a cost / they could be high frequency for some assets, so we might want this to be opt-in for specific cases. * **Investigate Storing More Information In Handles**: Handles can now store arbitrary information, which makes it cheaper and easier to access. How much should we move into them? Canonical asset load states (via atomics)? (`handle.is_loaded()` would be very cool). Should we store the entire asset and remove the `Assets<T>` collection? (`Arc<RwLock<Option<Image>>>`?) * **Support processing and loading files without extensions**: This is a pretty arbitrary restriction and could be supported with very minimal changes. * **Folder Meta**: It would be nice if we could define per folder processor configuration defaults (likely in a `.meta` or `.folder_meta` file). Things like "default to linear filtering for all Images in this folder". * **Replace async_broadcast with event-listener?** This might be approximately drop-in for some uses and it feels more light weight * **Support Running the AssetProcessor on the Web**: Most of the hard work is done here, but there are some easy straggling TODOs (make the transaction log an interface instead of a direct file writer so we can write a web storage backend, implement an AssetReader/AssetWriter that reads/writes to something like LocalStorage). * **Consider identifying and preventing circular dependencies**: This is especially important for "processor dependencies", as processing will silently never finish in these cases. * **Built-in/Inlined Asset Hot Reloading**: This PR regresses "built-in/inlined" asset hot reloading (previously provided by the DebugAssetServer). I'm intentionally punting this because I think it can be cleanly implemented with "multiple asset sources" by registering a "debug asset source" (ex: `debug://bevy_pbr/src/render/pbr.wgsl` asset paths) in combination with an AssetWatcher for that asset source and support for "manually loading pats with asset bytes instead of AssetReaders". The old DebugAssetServer was quite nasty and I'd love to avoid that hackery going forward. * **Investigate ways to remove double-parsing meta files**: Parsing meta files currently involves parsing once with "minimal" versions of the meta file to extract the type name of the loader/processor config, then parsing again to parse the "full" meta. This is suboptimal. We should be able to define custom deserializers that (1) assume the loader/processor type name comes first (2) dynamically looks up the loader/processor registrations to deserialize settings in-line (similar to components in the bevy scene format). Another alternative: deserialize as dynamic Reflect objects and then convert. * **More runtime loading configuration**: Support using the Handle type as a hint to select an asset loader (instead of relying on AssetPath extensions) * **More high level Processor trait implementations**: For example, it might be worth adding support for arbitrary chains of "asset transforms" that modify an in-memory asset representation between loading and saving. (ex: load a Mesh, run a `subdivide_mesh` transform, followed by a `flip_normals` transform, then save the mesh to an efficient compressed format). * **Bevy Scene Handle Deserialization**: (see the relevant [Draft TODO item](#draft-todo) for context) * **Explore High Level Load Interfaces**: See [this discussion](#discuss-on_loaded-high-level-interface) for one prototype. * **Asset Streaming**: It would be great if we could stream Assets (ex: stream a long video file piece by piece) * **ID Exchanging**: In this PR Asset Handles/AssetIds are bigger than they need to be because they have a Uuid enum variant. If we implement an "id exchanging" system that trades Uuids for "efficient runtime ids", we can cut down on the size of AssetIds, making them more efficient. This has some open design questions, such as how to spawn entities with "default" handle values (as these wouldn't have access to the exchange api in the current system). * **Asset Path Fixup Tooling**: Assets that inline asset paths inside them will break when an asset moves. The asset system provides the functionality to detect when paths break. We should build a framework that enables formats to define "path migrations". This is especially important for scene files. For editor-generated files, we should also consider using UUIDs (see other bullet point) to avoid the need to migrate in these cases. --------- Co-authored-by: BeastLe9enD <beastle9end@outlook.de> Co-authored-by: Mike <mike.hsu@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> |
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Sélène Amanita
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44f677a38a
|
Improve documentation relating to Frustum and HalfSpace (#9136)
# Objective This PR's first aim is to fix a mistake in `HalfSpace`'s documentation. When defining a `Frustum` myself in bevy_basic_portals, I realised that the "distance" of the `HalfSpace` is not, as the current doc defines, the "distance from the origin along the normal", but actually the opposite of that. See the example I gave in this PR. This means one of two things: 1. The documentation about `HalfSpace` is wrong (it is either way because of the `n.p + d > 0` formula given later anyway, which is how it behaves, but in that formula `d` is indeed the opposite of the "distance from the origin along the normal", otherwise it should be `n.p > d`) 2. The distance is supposed to be the "distance from the origin along the normal" but when used in a Frustum it's used as the opposite, and it is a mistake 3. Same as 2, but it is somehow intended Since I think `HalfSpace` is only used for `Frustum`, and it's easier to fix documentation than code, I assumed for this PR we're in case number 1. If we're in case number 3, the documentation of `Frustum` needs to change, and in case number 2, the code needs to be fixed. While I was at it, I also : - Tried to improve the documentation for `Frustum`, `Aabb`, and `VisibilitySystems`, among others, since they're all related to `Frustum`. - Fixed documentation about frustum culling not applying to 2d objects, which is not true since https://github.com/bevyengine/bevy/pull/7885 ## Remarks and questions - What about a `HalfSpace` with an infinite distance, is it allowed and does it represents the whole space? If so it should probably be mentioned. - I referenced the `update_frusta` system in `bevy_render::view::visibility` directly instead of referencing its system set, should I reference the system set instead? It's a bit annoying since it's in 3 sets. - `visibility_propagate` is not public for some reason, I think it probably should be, but for now I only documented its system set, should I make it public? I don't think that would count as a breaking change? - Why is `Aabb` inserted by a system, with `NoFrustumCulling` as an opt-out, instead of having it inserted by default in `PbrBundle` for example and then the system calculating it when it's added? Is it because there is still no way to have an optional component inside a bundle? --------- Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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James O'Brien
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4f1d9a6315
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Reorder render sets, refactor bevy_sprite to take advantage (#9236)
This is a continuation of this PR: #8062 # Objective - Reorder render schedule sets to allow data preparation when phase item order is known to support improved batching - Part of the batching/instancing etc plan from here: https://github.com/bevyengine/bevy/issues/89#issuecomment-1379249074 - The original idea came from @inodentry and proved to be a good one. Thanks! - Refactor `bevy_sprite` and `bevy_ui` to take advantage of the new ordering ## Solution - Move `Prepare` and `PrepareFlush` after `PhaseSortFlush` - Add a `PrepareAssets` set that runs in parallel with other systems and sets in the render schedule. - Put prepare_assets systems in the `PrepareAssets` set - If explicit dependencies are needed on Mesh or Material RenderAssets then depend on the appropriate system. - Add `ManageViews` and `ManageViewsFlush` sets between `ExtractCommands` and Queue - Move `queue_mesh*_bind_group` to the Prepare stage - Rename them to `prepare_` - Put systems that prepare resources (buffers, textures, etc.) into a `PrepareResources` set inside `Prepare` - Put the `prepare_..._bind_group` systems into a `PrepareBindGroup` set after `PrepareResources` - Move `prepare_lights` to the `ManageViews` set - `prepare_lights` creates views and this must happen before `Queue` - This system needs refactoring to stop handling all responsibilities - Gather lights, sort, and create shadow map views. Store sorted light entities in a resource - Remove `BatchedPhaseItem` - Replace `batch_range` with `batch_size` representing how many items to skip after rendering the item or to skip the item entirely if `batch_size` is 0. - `queue_sprites` has been split into `queue_sprites` for queueing phase items and `prepare_sprites` for batching after the `PhaseSort` - `PhaseItem`s are still inserted in `queue_sprites` - After sorting adjacent compatible sprite phase items are accumulated into `SpriteBatch` components on the first entity of each batch, containing a range of vertex indices. The associated `PhaseItem`'s `batch_size` is updated appropriately. - `SpriteBatch` items are then drawn skipping over the other items in the batch based on the value in `batch_size` - A very similar refactor was performed on `bevy_ui` --- ## Changelog Changed: - Reordered and reworked render app schedule sets. The main change is that data is extracted, queued, sorted, and then prepared when the order of data is known. - Refactor `bevy_sprite` and `bevy_ui` to take advantage of the reordering. ## Migration Guide - Assets such as materials and meshes should now be created in `PrepareAssets` e.g. `prepare_assets<Mesh>` - Queueing entities to `RenderPhase`s continues to be done in `Queue` e.g. `queue_sprites` - Preparing resources (textures, buffers, etc.) should now be done in `PrepareResources`, e.g. `prepare_prepass_textures`, `prepare_mesh_uniforms` - Prepare bind groups should now be done in `PrepareBindGroups` e.g. `prepare_mesh_bind_group` - Any batching or instancing can now be done in `Prepare` where the order of the phase items is known e.g. `prepare_sprites` ## Next Steps - Introduce some generic mechanism to ensure items that can be batched are grouped in the phase item order, currently you could easily have `[sprite at z 0, mesh at z 0, sprite at z 0]` preventing batching. - Investigate improved orderings for building the MeshUniform buffer - Implementing batching across the rest of bevy --------- Co-authored-by: Robert Swain <robert.swain@gmail.com> Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com> |
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robtfm
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10f5c92068
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improve shader import model (#5703)
# Objective operate on naga IR directly to improve handling of shader modules. - give codespan reporting into imported modules - allow glsl to be used from wgsl and vice-versa the ultimate objective is to make it possible to - provide user hooks for core shader functions (to modify light behaviour within the standard pbr pipeline, for example) - make automatic binding slot allocation possible but ... since this is already big, adds some value and (i think) is at feature parity with the existing code, i wanted to push this now. ## Solution i made a crate called naga_oil (https://github.com/robtfm/naga_oil - unpublished for now, could be part of bevy) which manages modules by - building each module independantly to naga IR - creating "header" files for each supported language, which are used to build dependent modules/shaders - make final shaders by combining the shader IR with the IR for imported modules then integrated this into bevy, replacing some of the existing shader processing stuff. also reworked examples to reflect this. ## Migration Guide shaders that don't use `#import` directives should work without changes. the most notable user-facing difference is that imported functions/variables/etc need to be qualified at point of use, and there's no "leakage" of visible stuff into your shader scope from the imports of your imports, so if you used things imported by your imports, you now need to import them directly and qualify them. the current strategy of including/'spreading' `mesh_vertex_output` directly into a struct doesn't work any more, so these need to be modified as per the examples (e.g. color_material.wgsl, or many others). mesh data is assumed to be in bindgroup 2 by default, if mesh data is bound into bindgroup 1 instead then the shader def `MESH_BINDGROUP_1` needs to be added to the pipeline shader_defs. |
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Edgar Geier
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f18f28874a
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Allow tuples and single plugins in add_plugins , deprecate add_plugin (#8097)
# Objective - Better consistency with `add_systems`. - Deprecating `add_plugin` in favor of a more powerful `add_plugins`. - Allow passing `Plugin` to `add_plugins`. - Allow passing tuples to `add_plugins`. ## Solution - `App::add_plugins` now takes an `impl Plugins` parameter. - `App::add_plugin` is deprecated. - `Plugins` is a new sealed trait that is only implemented for `Plugin`, `PluginGroup` and tuples over `Plugins`. - All examples, benchmarks and tests are changed to use `add_plugins`, using tuples where appropriate. --- ## Changelog ### Changed - `App::add_plugins` now accepts all types that implement `Plugins`, which is implemented for: - Types that implement `Plugin`. - Types that implement `PluginGroup`. - Tuples (up to 16 elements) over types that implement `Plugins`. - Deprecated `App::add_plugin` in favor of `App::add_plugins`. ## Migration Guide - Replace `app.add_plugin(plugin)` calls with `app.add_plugins(plugin)`. --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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François
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71842c5ac9
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Webgpu support (#8336)
# Objective - Support WebGPU - alternative to #5027 that doesn't need any async / await - fixes #8315 - Surprise fix #7318 ## Solution ### For async renderer initialisation - Update the plugin lifecycle: - app builds the plugin - calls `plugin.build` - registers the plugin - app starts the event loop - event loop waits for `ready` of all registered plugins in the same order - returns `true` by default - then call all `finish` then all `cleanup` in the same order as registered - then execute the schedule In the case of the renderer, to avoid anything async: - building the renderer plugin creates a detached task that will send back the initialised renderer through a mutex in a resource - `ready` will wait for the renderer to be present in the resource - `finish` will take that renderer and place it in the expected resources by other plugins - other plugins (that expect the renderer to be available) `finish` are called and they are able to set up their pipelines - `cleanup` is called, only custom one is still for pipeline rendering ### For WebGPU support - update the `build-wasm-example` script to support passing `--api webgpu` that will build the example with WebGPU support - feature for webgl2 was always enabled when building for wasm. it's now in the default feature list and enabled on all platforms, so check for this feature must also check that the target_arch is `wasm32` --- ## Migration Guide - `Plugin::setup` has been renamed `Plugin::cleanup` - `Plugin::finish` has been added, and plugins adding pipelines should do it in this function instead of `Plugin::build` ```rust // Before impl Plugin for MyPlugin { fn build(&self, app: &mut App) { app.insert_resource::<MyResource> .add_systems(Update, my_system); let render_app = match app.get_sub_app_mut(RenderApp) { Ok(render_app) => render_app, Err(_) => return, }; render_app .init_resource::<RenderResourceNeedingDevice>() .init_resource::<OtherRenderResource>(); } } // After impl Plugin for MyPlugin { fn build(&self, app: &mut App) { app.insert_resource::<MyResource> .add_systems(Update, my_system); let render_app = match app.get_sub_app_mut(RenderApp) { Ok(render_app) => render_app, Err(_) => return, }; render_app .init_resource::<OtherRenderResource>(); } fn finish(&self, app: &mut App) { let render_app = match app.get_sub_app_mut(RenderApp) { Ok(render_app) => render_app, Err(_) => return, }; render_app .init_resource::<RenderResourceNeedingDevice>(); } } ``` |
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Opstic
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9a3225d3a8
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Add Aabb calculation for Sprite , TextureAtlasSprite and Mesh2d (#7885)
# Objective - Add `Aabb` calculation for `Sprite`, `TextureAtlasSprite` and `Mesh2d`. - Enable frustum culling for 2D entities since frustum culling requires a `Aabb` component in the entity to function. - Improve 2D performance massively when there are many sprites out of view. (ex: `many_sprites`) ## Solution - Derived from @Weasy666's #3944 pull request, which had no activity since multiple months. - Adapted the code to the latest version of Bevy. - Added support for sprites with non-center `Anchor`s to avoid culling prematurely when part of the sprite is still in view or not culling when sprite is already out of view. ### Note - Gives 15.8x performance boosts in some scenarios. (5 fps vs 79 fps with 409600 sprites in `many_sprites`) --------- Co-authored-by: ira <JustTheCoolDude@gmail.com> |
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Eris
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764961be22
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Add Reflection Macros to TextureAtlasSprite (#8428)
# Objective Add Reflection to `TextureAtlasSprite` to bring it inline with `Sprite` ## Solution Addition of appropriate macros to the type --- ## Changelog `#[reflect(Component)]` and derive `FromReflect` for `TextureAtlasSprite` Added `TextureAtlasSprite` to the TypeRegistry |
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JoJoJet
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3ead10a3e0
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Suppress the clippy::type_complexity lint (#8313)
# Objective The clippy lint `type_complexity` is known not to play well with bevy. It frequently triggers when writing complex queries, and taking the lint's advice of using a type alias almost always just obfuscates the code with no benefit. Because of this, this lint is currently ignored in CI, but unfortunately it still shows up when viewing bevy code in an IDE. As someone who's made a fair amount of pull requests to this repo, I will say that this issue has been a consistent thorn in my side. Since bevy code is filled with spurious, ignorable warnings, it can be very difficult to spot the *real* warnings that must be fixed -- most of the time I just ignore all warnings, only to later find out that one of them was real after I'm done when CI runs. ## Solution Suppress this lint in all bevy crates. This was previously attempted in #7050, but the review process ended up making it more complicated than it needs to be and landed on a subpar solution. The discussion in https://github.com/rust-lang/rust-clippy/pull/10571 explores some better long-term solutions to this problem. Since there is no timeline on when these solutions may land, we should resolve this issue in the meantime by locally suppressing these lints. ### Unresolved issues Currently, these lints are not suppressed in our examples, since that would require suppressing the lint in every single source file. They are still ignored in CI. |