Commit graph

4531 commits

Author SHA1 Message Date
SpecificProtagonist
21aa5fe2b6
Use TypeIdMap whenever possible (#11684)
Use `TypeIdMap<T>` instead of `HashMap<TypeId, T>`

- ~~`TypeIdMap` was in `bevy_ecs`. I've kept it there because of
#11478~~
- ~~I haven't swapped `bevy_reflect` over because it doesn't depend on
`bevy_ecs`, but I'd also be happy with moving `TypeIdMap` to
`bevy_utils` and then adding a dependency to that~~
- ~~this is a slight change in the public API of
`DrawFunctionsInternal`, does this need to go in the changelog?~~

## Changelog
- moved `TypeIdMap` to `bevy_utils`
- changed `DrawFunctionsInternal::indices` to `TypeIdMap`

## Migration Guide

- `TypeIdMap` now lives in `bevy_utils`
- `DrawFunctionsInternal::indices` now uses a `TypeIdMap`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-03 23:47:04 +00:00
Kanabenki
4e9590a5ce
Update tracing-tracy requirement from 0.10.4 to 0.11.0 and tracy-client requirement from 0.16.4 to 0.17.0 (#11678)
# Objective

- Update `tracing-tracy`.
- Closes #11598.

## Solution

- Bump `tracing-tracy` to 0.11.0 and `tracy-client` alongside it to
0.17.0 to avoid duplicating that dependency in the deps tree.
- `TracyLayer` is now configurable on creation, so use the default
config.

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2024-02-03 21:44:38 +00:00
Tristan Guichaoua
694c06f3d0
Inverse missing_docs logic (#11676)
# Objective

Currently the `missing_docs` lint is allowed-by-default and enabled at
crate level when their documentations is complete (see #3492).
This PR proposes to inverse this logic by making `missing_docs`
warn-by-default and mark crates with imcomplete docs allowed.

## Solution

Makes `missing_docs` warn at workspace level and allowed at crate level
when the docs is imcomplete.
2024-02-03 21:40:55 +00:00
François
55493a823e
Allow prepare_windows to run off main thread on all platforms (#11672)
# Objective

- Allow prepare windows to run off of the main thread on all platforms.
- Fixes https://github.com/bevyengine/bevy/issues/9964 on all platforms.

## Solution

- Running `prepare_windows` on the main thread on apple platforms is
only mandatory to create surface, which is only needed during window
creation. Split that part into its own system that happens before
`prepare_windows`
- Tested on macOS and iOS

---

## Changelog

- Allow prepare windows to run off main thread on all platforms.
2024-02-03 18:07:26 +00:00
Joona Aalto
9bad607df9
Implement meshing for Capsule2d (#11639)
# Objective

The `Capsule2d` primitive was added in #11585. It should support meshing
like the other 2D primitives.

## Solution

Implement meshing for `Capsule2d`.

It doesn't currently support "rings" like Bevy's `Capsule` shape (not
`Capsule3d`), but it does support resolution to control the number of
vertices used for one hemicircle. The total vertex count is two times
the resolution; if we allowed setting the full vertex count, odd numbers
would lead to uneven vertex counts for the top and bottom hemicircles
and produce potentially unwanted results.

The capsule looks like this (with UV visualization and wireframe) using
resolutions of 16, 8, and 3:

![Resolution
16](https://github.com/bevyengine/bevy/assets/57632562/feae22de-bdc5-438a-861f-848284b67a52)
![Resolution
8](https://github.com/bevyengine/bevy/assets/57632562/e95aab8e-793f-45ac-8a74-8be39f7626dd)
![Resolution of
3](https://github.com/bevyengine/bevy/assets/57632562/bcf01d23-1d8b-4cdb-966a-c9022a07c287)

The `2d_shapes` example now includes the capsule, so we also get one
more color of the rainbow 🌈

![New 2D shapes
example](https://github.com/bevyengine/bevy/assets/57632562/1c45b5f5-d26a-4e8c-8e8a-e106ab14d46e)
2024-02-03 18:03:43 +00:00
Chia-Hsiang Cheng
1352bf1df4
Add helpers for translate, rotate, and scale operations - Mesh (#11675)
# Objective

- Fixes #11594

## Solution

- Add helpers for translate, rotate, and scale operations.

---

## Changelog

- Added functions `translated_by`, `translate_by`, `rotated_by`,
`rotate_by`, `scaled_by`, and `scale_by`.
2024-02-03 16:36:43 +00:00
David M. Lary
5c52d0aeee
System Stepping implemented as Resource (#8453)
# Objective

Add interactive system debugging capabilities to bevy, providing
step/break/continue style capabilities to running system schedules.

* Original implementation: #8063
    - `ignore_stepping()` everywhere was too much complexity
* Schedule-config & Resource discussion: #8168
    - Decided on selective adding of Schedules & Resource-based control

## Solution
Created `Stepping` Resource. This resource can be used to enable
stepping on a per-schedule basis. Systems within schedules can be
individually configured to:
* AlwaysRun: Ignore any stepping state and run every frame
* NeverRun: Never run while stepping is enabled
    - this allows for disabling of systems while debugging
* Break: If we're running the full frame, stop before this system is run

Stepping provides two modes of execution that reflect traditional
debuggers:
* Step-based: Only execute one system at a time
* Continue/Break: Run all systems, but stop before running a system
marked as Break

### Demo

https://user-images.githubusercontent.com/857742/233630981-99f3bbda-9ca6-4cc4-a00f-171c4946dc47.mov

Breakout has been modified to use Stepping. The game runs normally for a
couple of seconds, then stepping is enabled and the game appears to
pause. A list of Schedules & Systems appears with a cursor at the first
System in the list. The demo then steps forward full frames using the
spacebar until the ball is about to hit a brick. Then we step system by
system as the ball impacts a brick, showing the cursor moving through
the individual systems. Finally the demo switches back to frame stepping
as the ball changes course.


### Limitations
Due to architectural constraints in bevy, there are some cases systems
stepping will not function as a user would expect.

#### Event-driven systems
Stepping does not support systems that are driven by `Event`s as events
are flushed after 1-2 frames. Although game systems are not running
while stepping, ignored systems are still running every frame, so events
will be flushed.

This presents to the user as stepping the event-driven system never
executes the system. It does execute, but the events have already been
flushed.

This can be resolved by changing event handling to use a buffer for
events, and only dropping an event once all readers have read it.

The work-around to allow these systems to properly execute during
stepping is to have them ignore stepping:
`app.add_systems(event_driven_system.ignore_stepping())`. This was done
in the breakout example to ensure sound played even while stepping.

#### Conditional Systems
When a system is stepped, it is given an opportunity to run. If the
conditions of the system say it should not run, it will not.

Similar to Event-driven systems, if a system is conditional, and that
condition is only true for a very small time window, then stepping the
system may not execute the system. This includes depending on any sort
of external clock.

This exhibits to the user as the system not always running when it is
stepped.

A solution to this limitation is to ensure any conditions are consistent
while stepping is enabled. For example, all systems that modify any
state the condition uses should also enable stepping.

#### State-transition Systems
Stepping is configured on the per-`Schedule` level, requiring the user
to have a `ScheduleLabel`.

To support state-transition systems, bevy generates needed schedules
dynamically. Currently it’s very difficult (if not impossible, I haven’t
verified) for the user to get the labels for these schedules.

Without ready access to the dynamically generated schedules, and a
resolution for the `Event` lifetime, **stepping of the state-transition
systems is not supported**

---

## Changelog
- `Schedule::run()` updated to consult `Stepping` Resource to determine
which Systems to run each frame
- Added `Schedule.label` as a `BoxedSystemLabel`, along with supporting
`Schedule::set_label()` and `Schedule::label()` methods
- `Stepping` needed to know which `Schedule` was running, and prior to
this PR, `Schedule` didn't track its own label
- Would have preferred to add `Schedule::with_label()` and remove
`Schedule::new()`, but this PR touches enough already
- Added calls to `Schedule.set_label()` to `App` and `World` as needed
- Added `Stepping` resource
- Added `Stepping::begin_frame()` system to `MainSchedulePlugin`
    - Run before `Main::run_main()`
    - Notifies any `Stepping` Resource a new render frame is starting
    
## Migration Guide
- Add a call to `Schedule::set_label()` for any custom `Schedule`
    - This is only required if the `Schedule` will be stepped

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-02-03 05:18:38 +00:00
Mike
a919cb0a17
Don't auto insert on the extract schedule (#11669)
# Objective

- In #9822 I forgot to disable auto sync points on the Extract Schedule.
We want to do this because the Commands on the Extract Schedule should
be applied on the render thread.
2024-02-03 05:04:57 +00:00
Stepan Koltsov
c55a5ba40b
Make Archetypes.archetype_component_count private (#10774)
Make more clear where it is used and how.
2024-02-03 00:07:50 +00:00
Mike
c99ca79825
Allow prepare_windows to run off main thread. (#11660)
# Objective

- Allow prepare windows to run off of the main thread on platforms that
allow it.
- Fixes https://github.com/bevyengine/bevy/issues/9964 on most
platforms.

## Solution

- Conditionally compile prepare windows for different OS's
- Seems like it's only the call to `create_surface` that needs to run on
the main thread here.
- I've only tested this on windows, but I do see prepare windows running
on other threads.

---

## Changelog

- Allow prepare windows to run off main thread on platforms that allow
it.
2024-02-02 23:41:44 +00:00
James Liu
602515d8aa
Animatable trait for interpolation and blending (#4482)
# Objective
Allow animation of types other than translation, scale, and rotation on
`Transforms`.

## Solution
Add a base trait for all values that can be animated by the animation
system. This provides the basic operations for sampling and blending
animation values for more than just translation, rotation, and scale.

This implements part of bevyengine/rfcs#51, but is missing the
implementations for `Range<T>` and `Color`. This also does not fully
integrate with the existing `AnimationPlayer` yet, just setting up the
trait.

---------

Co-authored-by: Kirillov Kirill <kirusfg@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: irate <JustTheCoolDude@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-02-02 21:19:37 +00:00
Doug Roeper
c859eacdc8
Fix bug where events are not being dropped (#11528)
# Objective

Fix an issue where events are not being dropped after being read. I
believe #10077 introduced this issue. The code currently works as
follows:

1. `EventUpdateSignal` is **shared for all event types**
2. During the fixed update phase, `EventUpdateSignal` is set to true
3. `event_update_system`, **unique per event type**, runs to update
Events<T>
4. `event_update_system` reads value of `EventUpdateSignal` to check if
it should update, and then **resets** the value to false

If there are multiple event types, the first `event_update_system` run
will reset the shared `EventUpdateSignal` signal, preventing other
events from being cleared.

## Solution

I've updated the code to have separate signals per event type and added
a shared signal to notify all systems that the time plugin is installed.

## Changelog

- Fixed bug where events were not being dropped
2024-02-02 21:14:54 +00:00
Robert Walter
041731b7e0
Drawing Primitives with Gizmos (#11072)
The PR is in a reviewable state now in the sense that the basic
implementations are there. There are still some ToDos that I'm aware of:

- [x] docs for all the new structs and traits
- [x] implement `Default` and derive other useful traits for the new
structs
- [x] Take a look at the notes again (Do this after a first round of
reviews)
- [x] Take care of the repetition in the circle drawing functions

---

# Objective

- TLDR: This PR enables us to quickly draw all the newly added
primitives from `bevy_math` in immediate mode with gizmos
- Addresses #10571

## Solution

- This implements the first design idea I had that covered everything
that was mentioned in the Issue
https://github.com/bevyengine/bevy/issues/10571#issuecomment-1863646197

--- 

## Caveats

- I added the `Primitive(2/3)d` impls for `Direction(2/3)d` to make them
work with the current solution. We could impose less strict requirements
for the gizmoable objects and remove the impls afterwards if the
community doesn't like the current approach.

---

## Changelog

- implement capabilities to draw ellipses on the gizmo in general (this
was required to have some code which is able to draw the ellipse
primitive)
- refactored circle drawing code to use the more general ellipse drawing
code to keep code duplication low
- implement `Primitive2d` for `Direction2d` and impl `Primitive3d` for
`Direction3d`
- implement trait to draw primitives with specialized details with
gizmos
  - `GizmoPrimitive2d` for all the 2D primitives
  - `GizmoPrimitive3d` for all the 3D primitives
- (question while writing this: Does it actually matter if we split this
in 2D and 3D? I guess it could be useful in the future if we do
something based on the main rendering mode even though atm it's kinda
useless)

---

---------

Co-authored-by: nothendev <borodinov.ilya@gmail.com>
2024-02-02 21:13:03 +00:00
ickshonpe
e2916fbad1
Subtract 1 from text positions to account for glyph texture padding. (#11662)
# Objective

Glyph positions don't account for padding added to the font texture
atlas, resulting in them being off by one physical pixel in both axis.

## Example
```rust
use bevy::{
    prelude::*, window::WindowResolution
};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins.set(WindowPlugin {
            primary_window: Some(Window {
                resolution: WindowResolution::default().with_scale_factor_override(1.),
                ..Default::default()
            }),
            ..Default::default()
        }))
        .add_systems(Startup, setup)
        .run();
}

fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn(Camera2dBundle::default());
    commands.spawn(
        TextBundle::from_section(
            "QQQQQ",
            TextStyle {
                font: asset_server.load("FiraMono-Medium.ttf"),
                font_size: 14.0,
                ..default()
            },
        )
        .with_style(Style {
            left:Val::Px(10.),
            top: Val::Px(10.),
            ..default()
        })
        .with_background_color(Color::RED)
    );
}
```

<img width="350" alt="QQQQQ-bad"
src="https://github.com/bevyengine/bevy/assets/27962798/6a509aee-64c8-4ee8-a8c1-77ee65355898">

The coordinates are off by one in physical coordinates, not logical. So
the difference only becomes obvious with `UiScale` and the window scale
factor set to low values.

## Solution

Translate glyph positions by -1 in both axes.

<img width="300" alt="QQQQQ-good"
src="https://github.com/bevyengine/bevy/assets/27962798/16e3f6d9-1223-48e0-9fdd-b682a3e8ade4">

---

## Changelog

* Translate the positions for each glyph by -1 in both axes in
`bevy_text::glyph_brush::process_glyphs`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-02 20:01:01 +00:00
Rose Hudson
d6f1649646
return Direction3d from Transform::up and friends (#11604)
# Objective
Drawing a `Gizmos::circle` whose normal is derived from a Transform's
local axes now requires converting a Vec3 to a Direction3d and
unwrapping the result, and I think we shold move the conversion into
Bevy.

## Solution
We can make
`Transform::{left,right,up,down,forward,back,local_x,local_y,local_z}`
return a Direction3d, because they know that their results will be of
finite non-zero length (roughly 1.0).

---

## Changelog
`Transform::up()` and similar functions now return `Direction3d` instead
of `Vec3`.

## Migration Guide
Callers of `Transform::up()` and similar functions may have to
dereference the returned `Direction3d` to get to the inner `Vec3`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2024-02-02 15:05:35 +00:00
Marco Buono
91c467ebfc
Gate diffuse and specular transmission behind shader defs (#11627)
# Objective

- Address #10338

## Solution

- When implementing specular and diffuse transmission, I inadvertently
introduced a performance regression. On high-end hardware it is barely
noticeable, but **for lower-end hardware it can be pretty brutal**. If I
understand it correctly, this is likely due to use of masking by the GPU
to implement control flow, which means that you still pay the price for
the branches you don't take;
- To avoid that, this PR introduces new shader defs (controlled via
`StandardMaterialKey`) that conditionally include the transmission
logic, that way the shader code for both types of transmission isn't
even sent to the GPU if you're not using them;
- This PR also renames ~~`STANDARDMATERIAL_NORMAL_MAP`~~ to
`STANDARD_MATERIAL_NORMAL_MAP` for consistency with the naming
convention used elsewhere in the codebase. (Drive-by fix)

---

## Changelog

- Added new shader defs, set when using transmission in the
`StandardMaterial`:
  - `STANDARD_MATERIAL_SPECULAR_TRANSMISSION`;
  - `STANDARD_MATERIAL_DIFFUSE_TRANSMISSION`;
  - `STANDARD_MATERIAL_SPECULAR_OR_DIFFUSE_TRANSMISSION`.
- Fixed performance regression caused by the introduction of
transmission, by gating transmission shader logic behind the newly
introduced shader defs;
- Renamed ~~`STANDARDMATERIAL_NORMAL_MAP`~~ to
`STANDARD_MATERIAL_NORMAL_MAP` for consistency;

## Migration Guide

- If you were using `#ifdef STANDARDMATERIAL_NORMAL_MAP` on your shader
code, make sure to update the name to `STANDARD_MATERIAL_NORMAL_MAP`;
(with an underscore between `STANDARD` and `MATERIAL`)
2024-02-02 15:01:56 +00:00
NiseVoid
0ffc8d8a6f
Rename RayTest to RayCast (#11635)
# Objective

- `RayTest` vs `AabbCast` and `CircleCast` is inconsistent

## Solution

- Renaming the other two would only make the name more confusing, so we
rename `RayTest2d/3d` to `RayCast2d/3d`
2024-02-02 15:01:04 +00:00
CowSociety
8866c61161
Fix AssetTransformer breaking LabeledAssets (#11626)
# Objective

- `AssetTransformer` provides an input asset, and output an asset, but
provides no access to the `LabeledAsset`'s created by the `AssetLoader`.
Labeled sub assets are an extremely important piece of many assets, Gltf
in particular, and without them the amount of transformation on an asset
is limited. In order for `AssetTransformer`'s to be useful, they need to
have access to these sub assets.
- LabeledAsset's loaded by `AssetLoader`s are provided to `AssetSaver`s
in the `LoadAndSave` process, but the `LoadTransformAndSave` process
drops these values in the transform stage, and so `AssetSaver` is given
none.
- Fixes #11606

Ideally the AssetTransformer should not ignore labeled sub assets, and
they should be kept at least for the AssetSaver

## Solution

- I created a new struct similar to `SavedAsset` named
`TransformedAsset` which holds the input asset, and the HashMap of
`LabeledAsset`s. The transform function now takes as input a
`TransformedAsset`, and returns a `TransformedAsset::<AssetOutput>`.
This gives the transform function access to the labeled sub assets
created by the `AssetLoader`.
- I also created `TransformedSubAsset` which holds mutable references to
a sub asset and that sub assets HashMap of `LabeledAsset`s. This allows
you to travers the Tree of `LabeledAsset`s by reference relatively
easily.
- The `LoadTransformAndSave` processor was then reworked to use the new
structs, stopping the `LabeledAsset`s from being dropped.

---

## Changelog

- Created TransformedAsset struct and TransformedSubAsset struct.
- Changed `get_untyped_handle` to return a `UntypedHandle` directly
rather than a reference and added `get_handle` as a typed variant in
SavedAsset and TransformedAsset
- Added `SavedAsset::from_transformed` as a constructor from a
`TransformedAsset`
- Switched LoadTransformAndSave process code to work with new
`TransformedAsset` type
- Added a `ProcessError` for `AssetTransformer` in process.rs
- Switched `AssetTransformer::transform` to use `TransformedAsset` as
input and output.
- Switched `AssetTransformer` to use a `BoxedFuture` like `AssetLoader`
and `AssetSaver` to allow for async transformation code.
- Updated AssetTransformer example to use new structure.
2024-02-02 14:57:31 +00:00
Duncan
176223b406
Fix embedded asset path manipulation (#10383)
# Objective

Fixes #10377

## Solution

Use `Path::strip_prefix` instead of `str::split`. Avoid any explicit "/"
characters in path manipulation.

---

## Changelog

- Added: example of embedded asset loading
- Added: support embedded assets in external crates
- Fixed: resolution of embedded assets
- Fixed: unexpected runtime panic during asset path resolution

## Migration Guide

No API changes.

---------

Co-authored-by: Shane Celis <shane.celis@gmail.com>
2024-02-02 14:49:05 +00:00
Joona Aalto
6f2eec8f78
Support rotating Direction3d by Quat (#11649)
# Objective

It's often necessary to rotate directions, but it currently has to be
done like this:

```rust
Direction3d::new_unchecked(quat * *direction)
```

It'd be nice if you could rotate `Direction3d` directly:

```rust
quat * direction
```

## Solution

Implement `Mul<Direction3d>` for `Quat` ~~and the other way around.~~
(Glam doesn't impl `Mul<Quat>` or `MulAssign<Quat>` for `Vec3`)

The quaternion must be a unit quaternion to keep the direction
normalized, so there is a `debug_assert!` to be sure. Almost all `Quat`
constructors produce unit quaternions, so there should only be issues if
doing something like `quat + quat` instead of `quat * quat`, using
`Quat::from_xyzw` directly, or when you have significant enough drift
caused by e.g. physics simulation that doesn't normalize rotation. In
general, these would probably cause unexpected results anyway.

I also moved tests around slightly to make `dim2` and `dim3` more
consistent (`dim3` had *two* separate `test` modules for some reason).

In the future, we'll probably want a `Rotation2d` type that would
support the same for `Direction2d`. I considered implementing
`Mul<Mat2>` for `Direction2d`, but that would probably be more
questionable since `Mat2` isn't as clearly associated with rotations as
`Quat` is.
2024-02-01 20:08:24 +00:00
Doonv
b1a2d342af
Add the ability to manually create ParsedPaths (+ cleanup) (#11029)
# Objective

I'm working on a developer console plugin, and I wanted to get a
field/index of a struct/list/tuple. My command parser already parses
member expressions and all that, so I wanted to construct a `ParsedPath`
manually, but it's all private.

## Solution

Make the internals of `ParsedPath` public and add documentation for
everything, and I changed the boxed slice inside `ParsedPath` to a
vector for more flexibility.

I also did a bunch of code cleanup. Improving documentation, error
messages, code, type names, etc.

---

## Changelog

- Added the ability to manually create `ParsedPath`s from their
elements, without the need of string parsing.
- Improved `ReflectPath` error handling.

## Migration Guide

-  `bevy::reflect::AccessError` has been refactored.

That should be it I think, everything else that was changed was private
before this PR.

---------

Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2024-02-01 19:22:40 +00:00
Joona Aalto
d30fdda2c3
Implement approx traits for direction types (#11650)
# Objective

`approx` has traits like
[`AbsDiffEq`](https://docs.rs/approx/latest/approx/trait.AbsDiffEq.html),
[`RelativeEq`](https://docs.rs/approx/latest/approx/trait.RelativeEq.html),
and [`UlpsEq`](https://docs.rs/approx/latest/approx/trait.UlpsEq.html).
Glam implements them for its math types when the `approx` feature is
enabled. Bevy's `Direction2d` and `Direction3d` should implement these
too.

## Solution

Implement the traits. See [how Glam implements them for its own math
types](https://github.com/bitshifter/glam-rs/blob/main/src/features/impl_approx.rs).
For the epsilon values, I use the same as `Vec2`/`Vec3` (just
`f32::EPSILON`).
2024-02-01 19:22:28 +00:00
Charles Bournhonesque
e618426faa
Adding derive Reflect for tick structs (#11641)
# Objective

- Deriving `Reflect` for some public ChangeDetection/Tick structs in
bevy_ecs

---------

Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com>
2024-02-01 16:11:32 +00:00
NiseVoid
e3126a494f
Add Clone to intersection test types (#11640)
# Objective

- Add Clone to RayTest/AabbCast2d/AabbCast3d/CircleCast/SphereCast
2024-02-01 00:54:30 +00:00
NiseVoid
1b98de68fe
Add volume cast intersection tests (#11586)
# Objective

- Add a basic form of shapecasting for bounding volumes

## Solution

- Implement AabbCast2d, AabbCast3d, BoundingCircleCast, and
BoundingSphereCast
- These are really just raycasts, but they modify the volumes the ray is
casting against
- The tests are slightly simpler, since they just use the raycast code
for the heavy lifting
2024-01-31 20:14:15 +00:00
Zachary Harrold
afa7b5cba5
Added Support for Extension-less Assets (#10153)
# Objective

- Addresses **Support processing and loading files without extensions**
from #9714
- Addresses **More runtime loading configuration** from #9714
- Fixes #367
- Fixes #10703

## Solution

`AssetServer::load::<A>` and `AssetServer::load_with_settings::<A>` can
now use the `Asset` type parameter `A` to select a registered
`AssetLoader` without inspecting the provided `AssetPath`. This change
cascades onto `LoadContext::load` and `LoadContext::load_with_settings`.
This allows the loading of assets which have incorrect or ambiguous file
extensions.

```rust
// Allow the type to be inferred by context
let handle = asset_server.load("data/asset_no_extension");

// Hint the type through the handle
let handle: Handle<CustomAsset> = asset_server.load("data/asset_no_extension");

// Explicit through turbofish
let handle = asset_server.load::<CustomAsset>("data/asset_no_extension");
```

Since a single `AssetPath` no longer maps 1:1 with an `Asset`, I've also
modified how assets are loaded to permit multiple asset types to be
loaded from a single path. This allows for two different `AssetLoaders`
(which return different types of assets) to both load a single path (if
requested).

```rust
// Uses GltfLoader
let model = asset_server.load::<Gltf>("cube.gltf");

// Hypothetical Blob loader for data transmission (for example)
let blob = asset_server.load::<Blob>("cube.gltf");
```

As these changes are reflected in the `LoadContext` as well as the
`AssetServer`, custom `AssetLoaders` can also take advantage of this
behaviour to create more complex assets.

---

## Change Log

- Updated `custom_asset` example to demonstrate extension-less assets.
- Added `AssetServer::get_handles_untyped` and Added
`AssetServer::get_path_ids`

## Notes

As a part of that refactor, I chose to store `AssetLoader`s (within
`AssetLoaders`) using a `HashMap<TypeId, ...>` instead of a `Vec<...>`.
My reasoning for this was I needed to add a relationship between `Asset`
`TypeId`s and the `AssetLoader`, so instead of having a `Vec` and a
`HashMap`, I combined the two, removing the `usize` index from the
adjacent maps.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-31 14:58:08 +00:00
Lixou
16d28ccb91
RenderGraph Labelization (#10644)
# Objective

The whole `Cow<'static, str>` naming for nodes and subgraphs in
`RenderGraph` is a mess.

## Solution

Replaces hardcoded and potentially overlapping strings for nodes and
subgraphs inside `RenderGraph` with bevy's labelsystem.

---

## Changelog

* Two new labels: `RenderLabel` and `RenderSubGraph`.
* Replaced all uses for hardcoded strings with those labels
* Moved `Taa` label from its own mod to all the other `Labels3d`
* `add_render_graph_edges` now needs a tuple of labels
* Moved `ScreenSpaceAmbientOcclusion` label from its own mod with the
`ShadowPass` label to `LabelsPbr`
* Removed  `NodeId`
* Renamed `Edges.id()` to `Edges.label()`
* Removed `NodeLabel`
* Changed examples according to the new label system
* Introduced new `RenderLabel`s: `Labels2d`, `Labels3d`, `LabelsPbr`,
`LabelsUi`
* Introduced new `RenderSubGraph`s: `SubGraph2d`, `SubGraph3d`,
`SubGraphUi`
* Removed `Reflect` and `Default` derive from `CameraRenderGraph`
component struct
* Improved some error messages

## Migration Guide

For Nodes and SubGraphs, instead of using hardcoded strings, you now
pass labels, which can be derived with structs and enums.

```rs
// old
#[derive(Default)]
struct MyRenderNode;
impl MyRenderNode {
    pub const NAME: &'static str = "my_render_node"
}

render_app
    .add_render_graph_node::<ViewNodeRunner<MyRenderNode>>(
        core_3d::graph::NAME,
        MyRenderNode::NAME,
    )
    .add_render_graph_edges(
        core_3d::graph::NAME,
        &[
            core_3d::graph::node::TONEMAPPING,
            MyRenderNode::NAME,
            core_3d::graph::node::END_MAIN_PASS_POST_PROCESSING,
        ],
    );

// new
use bevy::core_pipeline::core_3d::graph::{Labels3d, SubGraph3d};

#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
pub struct MyRenderLabel;

#[derive(Default)]
struct MyRenderNode;

render_app
    .add_render_graph_node::<ViewNodeRunner<MyRenderNode>>(
        SubGraph3d,
        MyRenderLabel,
    )
    .add_render_graph_edges(
        SubGraph3d,
        (
            Labels3d::Tonemapping,
            MyRenderLabel,
            Labels3d::EndMainPassPostProcessing,
        ),
    );
```

### SubGraphs

#### in `bevy_core_pipeline::core_2d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `NAME` | `SubGraph2d` |

#### in `bevy_core_pipeline::core_3d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `NAME` | `SubGraph3d` |

#### in `bevy_ui::render`
| old string-based path | new label |
|-----------------------|-----------|
| `draw_ui_graph::NAME` | `graph::SubGraphUi` |

### Nodes

#### in `bevy_core_pipeline::core_2d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `node::MSAA_WRITEBACK` | `Labels2d::MsaaWriteback` | 
| `node::MAIN_PASS` | `Labels2d::MainPass` | 
| `node::BLOOM` | `Labels2d::Bloom` | 
| `node::TONEMAPPING` | `Labels2d::Tonemapping` | 
| `node::FXAA` | `Labels2d::Fxaa` | 
| `node::UPSCALING` | `Labels2d::Upscaling` | 
| `node::CONTRAST_ADAPTIVE_SHARPENING` |
`Labels2d::ConstrastAdaptiveSharpening` |
| `node::END_MAIN_PASS_POST_PROCESSING` |
`Labels2d::EndMainPassPostProcessing` |

#### in `bevy_core_pipeline::core_3d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `node::MSAA_WRITEBACK` | `Labels3d::MsaaWriteback` | 
| `node::PREPASS` | `Labels3d::Prepass` | 
| `node::DEFERRED_PREPASS` | `Labels3d::DeferredPrepass` | 
| `node::COPY_DEFERRED_LIGHTING_ID` | `Labels3d::CopyDeferredLightingId`
|
| `node::END_PREPASSES` | `Labels3d::EndPrepasses` | 
| `node::START_MAIN_PASS` | `Labels3d::StartMainPass` | 
| `node::MAIN_OPAQUE_PASS` | `Labels3d::MainOpaquePass` | 
| `node::MAIN_TRANSMISSIVE_PASS` | `Labels3d::MainTransmissivePass` | 
| `node::MAIN_TRANSPARENT_PASS` | `Labels3d::MainTransparentPass` | 
| `node::END_MAIN_PASS` | `Labels3d::EndMainPass` | 
| `node::BLOOM` | `Labels3d::Bloom` | 
| `node::TONEMAPPING` | `Labels3d::Tonemapping` | 
| `node::FXAA` | `Labels3d::Fxaa` | 
| `node::UPSCALING` | `Labels3d::Upscaling` | 
| `node::CONTRAST_ADAPTIVE_SHARPENING` |
`Labels3d::ContrastAdaptiveSharpening` |
| `node::END_MAIN_PASS_POST_PROCESSING` |
`Labels3d::EndMainPassPostProcessing` |

#### in `bevy_core_pipeline`
| old string-based path | new label |
|-----------------------|-----------|
| `taa::draw_3d_graph::node::TAA` | `Labels3d::Taa` |

#### in `bevy_pbr`
| old string-based path | new label |
|-----------------------|-----------|
| `draw_3d_graph::node::SHADOW_PASS` | `LabelsPbr::ShadowPass` |
| `ssao::draw_3d_graph::node::SCREEN_SPACE_AMBIENT_OCCLUSION` |
`LabelsPbr::ScreenSpaceAmbientOcclusion` |
| `deferred::DEFFERED_LIGHTING_PASS` | `LabelsPbr::DeferredLightingPass`
|

#### in `bevy_render`
| old string-based path | new label |
|-----------------------|-----------|
| `main_graph::node::CAMERA_DRIVER` | `graph::CameraDriverLabel` |

#### in `bevy_ui::render`
| old string-based path | new label |
|-----------------------|-----------|
| `draw_ui_graph::node::UI_PASS` | `graph::LabelsUi::UiPass` |

---

## Future work

* Make `NodeSlot`s also use types. Ideally, we have an enum with unit
variants where every variant resembles one slot. Then to make sure you
are using the right slot enum and make rust-analyzer play nicely with
it, we should make an associated type in the `Node` trait. With today's
system, we can introduce 3rd party slots to a node, and i wasnt sure if
this was used, so I didn't do this in this PR.

## Unresolved Questions

When looking at the `post_processing` example, we have a struct for the
label and a struct for the node, this seems like boilerplate and on
discord, @IceSentry (sowy for the ping)
[asked](https://discord.com/channels/691052431525675048/743663924229963868/1175197016947699742)
if a node could automatically introduce a label (or i completely
misunderstood that). The problem with that is, that nodes like
`EmptyNode` exist multiple times *inside the same* (sub)graph, so there
we need extern labels to distinguish between those. Hopefully we can
find a way to reduce boilerplate and still have everything unique. For
EmptyNode, we could maybe make a macro which implements an "empty node"
for a type, but for nodes which contain code and need to be present
multiple times, this could get nasty...
2024-01-31 14:51:19 +00:00
Tristan Guichaoua
b66f2fd7c4
bevy_ptr: fix unsafe_op_in_unsafe_fn lint (#11610)
# Objective

- Part of #11590

## Solution

Fix `unsafe_op_in_unsafe_fn` for `bevy_ptr`.
2024-01-30 23:37:29 +00:00
BD103
6990c0ec24
Mark DynamicPluginLoadError internal error types as source (#11618)
# Objective

- [`thiserror`](https://docs.rs/thiserror/) is used to derive the error
type on `bevy_dynamic_plugin`'s
[`DynamicPluginLoadError`](https://docs.rs/bevy_dynamic_plugin/latest/bevy_dynamic_plugin/enum.DynamicPluginLoadError.html).
- It is an enum where each variant wraps a `libloading` error type.
- `thiserror` supports marking this internal error types as `#[source]`
so it can automatically fill out the
[`Error::source`](https://doc.rust-lang.org/std/error/trait.Error.html#method.source)
method.
- This allows other error handling libraries to get more information
about the error than what Bevy by default provides. It increases
interoperability between libraries.

## Solution

- Mark the internal `libloading::Error` of `DynamicPluginLoadError` with
`#[source]`.

---

## Changelog


- Implemented the
[`Error::source`](https://doc.rust-lang.org/std/error/trait.Error.html#method.source)
method for
[`DynamicPluginLoadError`](https://docs.rs/bevy_dynamic_plugin/latest/bevy_dynamic_plugin/enum.DynamicPluginLoadError.html).

---

Here is the output from `cargo-expand` before and after the change.

```rust
// Before
impl Error for DynamicPluginLoadError {}
```

```rust
// After
impl Error for DynamicPluginLoadError {
    fn source(&self) -> Option<&(dyn Error + 'static)> {
        use thiserror::__private::AsDynError as _;

        match self {
            DynamicPluginLoadError::Library { 0: source, .. } => {
                Some(source.as_dyn_error())
            }
            DynamicPluginLoadError::Plugin { 0: source, .. } => {
                Some(source.as_dyn_error())
            }
        }
    }
}
```
2024-01-30 23:37:00 +00:00
CowSociety
ad0af31b05
Make SavedAsset::get_labeled accept &str as label (#11612)
# Objective

- SavedAsset's iter_labels returns ```&str```, however accessing
LabeledAssets requires ```CowArc<'static, str>```
- Although SavedAsset holds UntypedHandles in its hashmap of
LabeledAssets, they are inaccessible as LabeledAssets are casted to
SavedAsset or ErasedLoadedAsset, which don't contain their
UntypedHandles
- Adresses #11609

## Solution

- Used Trait bounds to allow for either ```CowArc<'static, str>``` or
```&str``` to be used as a label in get_labeled and get_erased_labeled.
- Added method get_untyped_handle to get UntypedHandle from the
LabeledAsset.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-30 22:18:41 +00:00
Ikko Eltociear Ashimine
14f1a4f10e
Update cursor.rs (#11617)
# Objective

- BEGGINING -> BEGINNING
2024-01-30 16:34:17 +00:00
radiish
df761af49b
reflection: replace impl_reflect_struct with impl_reflect (#11437)
# Objective

- `impl_reflect_struct` doesn't cover tuple structs or enums.
- Problem brought up [on
Discord](https://discord.com/channels/691052431525675048/1002362493634629796/1190623345817960463).

## Solution

- Replaces `impl_reflect_struct` with the new `impl_reflect` which works
for tuple structs and enums too.

---

## Changelog

- Internally in `bevy_reflect_derive`, we have a new `ReflectProvenance`
type which is composed of `ReflectTraitToImpl` and `ReflectSource`.
- `impl_reflect_struct` is gone and totally superseded by
`impl_reflect`.

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-01-30 14:39:01 +00:00
Tristan Guichaoua
4b7ef44bb4
impl Borrow and AsRef for CowArc (#11616)
# Objective

- Allow `HashMap<Cow<'_, T>, _>` to use `&T` as key for `HashMap::get`
- Makes `CowArc` more like `Cow`

## Solution

Implements `Borrow<T>` and `AsRef<T>` for `CowArc<T>`.
2024-01-30 14:27:53 +00:00
Brian Reavis
6b40b6749e
RenderAssetPersistencePolicy → RenderAssetUsages (#11399)
# Objective

Right now, all assets in the main world get extracted and prepared in
the render world (if the asset's using the RenderAssetPlugin). This is
unfortunate for two cases:

1. **TextureAtlas** / **FontAtlas**: This one's huge. The individual
`Image` assets that make up the atlas are cloned and prepared
individually when there's no reason for them to be. The atlas textures
are built on the CPU in the main world. *There can be hundreds of images
that get prepared for rendering only not to be used.*
2. If one loads an Image and needs to transform it in a system before
rendering it, kind of like the [decompression
example](https://github.com/bevyengine/bevy/blob/main/examples/asset/asset_decompression.rs#L120),
there's a price paid for extracting & preparing the asset that's not
intended to be rendered yet.

------

* References #10520
* References #1782

## Solution

This changes the `RenderAssetPersistencePolicy` enum to bitflags. I felt
that the objective with the parameter is so similar in nature to wgpu's
[`TextureUsages`](https://docs.rs/wgpu/latest/wgpu/struct.TextureUsages.html)
and
[`BufferUsages`](https://docs.rs/wgpu/latest/wgpu/struct.BufferUsages.html),
that it may as well be just like that.

```rust
// This asset only needs to be in the main world. Don't extract and prepare it.
RenderAssetUsages::MAIN_WORLD

// Keep this asset in the main world and  
RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD

// This asset is only needed in the render world. Remove it from the asset server once extracted.
RenderAssetUsages::RENDER_WORLD
```

### Alternate Solution

I considered introducing a third field to `RenderAssetPersistencePolicy`
enum:
```rust
enum RenderAssetPersistencePolicy {
    /// Keep the asset in the main world after extracting to the render world.
    Keep,
    /// Remove the asset from the main world after extracting to the render world.
    Unload,
    /// This doesn't need to be in the render world at all.
    NoExtract, // <-----
}
```
Functional, but this seemed like shoehorning. Another option is renaming
the enum to something like:
```rust
enum RenderAssetExtractionPolicy {
    /// Extract the asset and keep it in the main world.
    Extract,
    /// Remove the asset from the main world after extracting to the render world.
    ExtractAndUnload,
    /// This doesn't need to be in the render world at all.
    NoExtract,
}
```
I think this last one could be a good option if the bitflags are too
clunky.

## Migration Guide

* `RenderAssetPersistencePolicy::Keep` → `RenderAssetUsage::MAIN_WORLD |
RenderAssetUsage::RENDER_WORLD` (or `RenderAssetUsage::default()`)
* `RenderAssetPersistencePolicy::Unload` →
`RenderAssetUsage::RENDER_WORLD`
* For types implementing the `RenderAsset` trait, change `fn
persistence_policy(&self) -> RenderAssetPersistencePolicy` to `fn
asset_usage(&self) -> RenderAssetUsages`.
* Change any references to `cpu_persistent_access`
(`RenderAssetPersistencePolicy`) to `asset_usage` (`RenderAssetUsage`).
This applies to `Image`, `Mesh`, and a few other types.
2024-01-30 13:22:10 +00:00
Kanabenki
e94297fdce
Replace the cubic_spline_interpolation macro with a generic function (#11605)
# Objective

- Address a `TODO` item in `bevy_animation`.

## Solution

- Replace the `cubic_spline_interpolation` macro with a function.

The function isn't marked as `#[inline(always)]` but from what I checked
with `cargo asm` it gets inlined (even in debug, unless I explicitly add
`#[inline(never)]`), so this should be identical to the macro. If needed
I can add the attribute.
2024-01-29 19:50:30 +00:00
dependabot[bot]
a6ec32aca4
Update erased-serde requirement from 0.3 to 0.4 (#11599)
Updates the requirements on
[erased-serde](https://github.com/dtolnay/erased-serde) to permit the
latest version.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/dtolnay/erased-serde/releases">erased-serde's
releases</a>.</em></p>
<blockquote>
<h2>0.4.2</h2>
<ul>
<li>Update proc-macro2 to fix caching issue when using a rustc-wrapper
such as sccache</li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="8f555a2db2"><code>8f555a2</code></a>
Release 0.4.2</li>
<li><a
href="450a9108fc"><code>450a910</code></a>
Pull in proc-macro2 sccache fix</li>
<li><a
href="4726cdb49d"><code>4726cdb</code></a>
Release 0.4.1</li>
<li><a
href="4e04e70902"><code>4e04e70</code></a>
Merge pull request <a
href="https://redirect.github.com/dtolnay/erased-serde/issues/101">#101</a>
from dtolnay/sererror</li>
<li><a
href="c670c72da5"><code>c670c72</code></a>
Preserve error message of errors originated from Serialize impl</li>
<li><a
href="6893670cca"><code>6893670</code></a>
Ignore box_collection clippy lint</li>
<li><a
href="7ddf6aadd8"><code>7ddf6aa</code></a>
Merge pull request <a
href="https://redirect.github.com/dtolnay/erased-serde/issues/100">#100</a>
from KodrAus/fix/failing-serialize-impl</li>
<li><a
href="8227d20573"><code>8227d20</code></a>
handle the case where a Serialize fails without calling the
Serializer</li>
<li><a
href="160c15393e"><code>160c153</code></a>
Release 0.4.0</li>
<li><a
href="2e48977019"><code>2e48977</code></a>
Merge pull request <a
href="https://redirect.github.com/dtolnay/erased-serde/issues/99">#99</a>
from dtolnay/bench</li>
<li>Additional commits viewable in <a
href="https://github.com/dtolnay/erased-serde/compare/0.3.0...0.4.2">compare
view</a></li>
</ul>
</details>
<br />


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2024-01-29 19:03:55 +00:00
Gino Valente
379b9e5cb6
bevy_reflect: Split #[reflect(where)] (#11597)
# Objective

Revert the changes to type parameter bounds introduced in #9046,
improves the `#[reflect(where)]` attribute (also from #9046), and adds
the ability to opt out of field bounds.

This is based on suggestions by @soqb and discussion on
[Discord](https://discord.com/channels/691052431525675048/1002362493634629796/1201227833826103427).

## Solution

Reverts the changes to type parameter bounds when deriving `Reflect`,
introduced in #9046. This was originally done as a means of fixing a
recursion issue (#8965). However, as @soqb pointed out, we could achieve
the same result by simply making an opt-out attribute instead of messing
with the type parameter bounds.

This PR has four main changes:
1. Reverts the type parameter bounds from #9046
2. Includes `TypePath` as a default bound for active fields
3. Changes `#reflect(where)]` to be strictly additive
4. Adds `#reflect(no_field_bounds)]` to opt out of field bounds

Change 1 means that, like before, type parameters only receive at most
the `TypePath` bound (if `#[reflect(type_path = false)]` is not present)
and active fields receive the `Reflect` or `FromReflect` bound. And with
Change 2, they will also receive `TypePath` (since it's indirectly
required by `Typed` to construct `NamedField` and `UnnamedField`
instances).

Change 3 was made to make room for Change 4. By splitting out the
responsibility of `#reflect(where)]`, we can use it with or without
`#reflect(no_field_bounds)]` for various use cases.

For example, if we hadn't done this, the following would have failed:

```rust
// Since we're not using `#reflect(no_field_bounds)]`, 
// `T::Assoc` is automatically given the required bounds
// of `FromReflect + TypePath`
#[derive(Reflect)]
#[reflect(where T::Assoc: OtherTrait)]
struct Foo<T: MyTrait> {
  value: T::Assoc,
}
```

This provides more flexibility to the user while still letting them add
or remove most trait bounds.

And to solve the original recursion issue, we can do:

```rust
#[derive(Reflect)]
#[reflect(no_field_bounds)] // <-- Added
struct Foo {
  foo: Vec<Foo>
}
```

#### Bounds

All in all, we now have four sets of trait bounds:
- `Self` gets the bounds `Any + Send + Sync`
- Type parameters get the bound `TypePath`. This can be opted out of
with `#[reflect(type_path = false)]`
- Active fields get the bounds `TypePath` and `FromReflect`/`Reflect`
bounds. This can be opted out of with `#reflect(no_field_bounds)]`
- Custom bounds can be added with `#[reflect(where)]`

---

## Changelog

- Revert some changes #9046
- `#reflect(where)]` is now strictly additive
- Added `#reflect(no_field_bounds)]` attribute to opt out of automatic
field trait bounds when deriving `Reflect`
- Made the `TypePath` requirement on fields when deriving `Reflect` more
explicit

## Migration Guide

> [!important]
> This PR shouldn't be a breaking change relative to the current version
of Bevy (v0.12). And since it removes the breaking parts of #9046, that
PR also won't need a migration guide.
2024-01-29 17:54:17 +00:00
Joona Aalto
a9f061e909
Add Capsule2d primitive (#11585)
# Objective

Currently, the `Capsule` primitive is technically dimension-agnostic in
that it implements both `Primitive2d` and `Primitive3d`. This seems good
on paper, but it can often be useful to have separate 2D and 3D versions
of primitives.

For example, one might want a two-dimensional capsule mesh. We can't
really implement both 2D and 3D meshing for the same type using the
upcoming `Meshable` trait (see #11431). We also currently don't
implement `Bounded2d` for `Capsule`, see
https://github.com/bevyengine/bevy/pull/11336#issuecomment-1890797788.

Having 2D and 3D separate at a type level is more explicit, and also
more consistent with the existing primitives, as there are no other
types that implement both `Primitive2d` and `Primitive3d` at the same
time.

## Solution

Rename `Capsule` to `Capsule3d` and add `Capsule2d`. `Capsule2d`
implements `Bounded2d`.

For now, I went for `Capsule2d` for the sake of consistency and clarity.
Mathematically the more accurate term would be `Stadium` or `Pill` (see
[Wikipedia](https://en.wikipedia.org/wiki/Stadium_(geometry))), but
those might be less obvious to game devs. For reference, Godot has
[`CapsuleShape2D`](https://docs.godotengine.org/en/stable/classes/class_capsuleshape2d.html).
I can rename it if others think the geometrically correct name is better
though.

---

## Changelog

- Renamed `Capsule` to `Capsule3d`
- Added `Capsule2d` with `Bounded2d` implemented

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-29 17:52:04 +00:00
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>
2024-01-29 17:51:24 +00:00
Rafał Harabień
16ce8c6136
Optimize extract_clusters and prepare_clusters systems (#10633)
# Objective

When developing my game I realized `extract_clusters` and
`prepare_clusters` systems are taking a lot of time despite me creating
very little lights. Reducing number of clusters from the default 4096 to
2048 or less greatly improved performance and stabilized FPS (~300 ->
1000+). I debugged it and found out that the main reason for this is
cloning `VisiblePointLights` in `extract_clusters` system. It contains
light entities grouped by clusters that they affect. The problem is that
we clone 4096 (assuming the default clusters configuration) vectors
every frame. If many of them happen to be non-empty it starts to be a
bottleneck because there is a lot of heap allocation. It wouldn't be a
problem if we reused those vectors in following frames but we don't.

## Solution

Avoid cloning multiple vectors and instead build a single vector
containing data for all clusters.

I've recorded a trace in `3d_scene` example with disabled v-sync before
and after the change.
Mean FPS went from 424 to 990. Mean time for `extract_clusters` system
was reduced from 210 us to 24 us and `prepare_clusters` from 189 us to
87 us.


![image](https://github.com/bevyengine/bevy/assets/160391/ab66aa9d-1fa7-4993-9827-8be76b530972)

---

## Changelog

- Improved performance of `extract_clusters` and `prepare_clusters`
systems for scenes where lights affect a big part of it.
2024-01-29 17:50:22 +00:00
Charles Bournhonesque
b17d42dbe9
Add a doctest example for EntityMapper (#11583)
# Objective

Fixes: https://github.com/bevyengine/bevy/issues/11549 

Add a doctest example of what a custom implementation of an
`EntityMapper` would look like.

(need to wait until https://github.com/bevyengine/bevy/pull/11428 is
merged)

---------

Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
2024-01-29 16:56:44 +00:00
Joona Aalto
2bf481c03b
Add Meshable trait and implement meshing for 2D primitives (#11431)
# Objective

The first part of #10569, split up from #11007.

The goal is to implement meshing support for Bevy's new geometric
primitives, starting with 2D primitives. 3D meshing will be added in a
follow-up, and we can consider removing the old mesh shapes completely.

## Solution

Add a `Meshable` trait that primitives need to implement to support
meshing, as suggested by the
[RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/12-primitive-shapes.md#meshing).

```rust
/// A trait for shapes that can be turned into a [`Mesh`].
pub trait Meshable {
    /// The output of [`Self::mesh`]. This can either be a [`Mesh`]
    /// or a builder used for creating a [`Mesh`].
    type Output;

    /// Creates a [`Mesh`] for a shape.
    fn mesh(&self) -> Self::Output;
}
```

This PR implements it for the following primitives:

- `Circle`
- `Ellipse`
- `Rectangle`
- `RegularPolygon`
- `Triangle2d`

The `mesh` method typically returns a builder-like struct such as
`CircleMeshBuilder`. This is needed to support shape-specific
configuration for things like mesh resolution or UV configuration:

```rust
meshes.add(Circle { radius: 0.5 }.mesh().resolution(64));
```

Note that if no configuration is needed, you can even skip calling
`mesh` because `From<MyPrimitive>` is implemented for `Mesh`:

```rust
meshes.add(Circle { radius: 0.5 });
```

I also updated the `2d_shapes` example to use primitives, and tweaked
the colors to have better contrast against the dark background.

Before:

![Old 2D
shapes](https://github.com/bevyengine/bevy/assets/57632562/f1d8c2d5-55be-495f-8ed4-5890154b81ca)

After:

![New 2D
shapes](https://github.com/bevyengine/bevy/assets/57632562/f166c013-34b8-4752-800a-5517b284d978)

Here you can see the UVs and different facing directions: (taken from
#11007, so excuse the 3D primitives at the bottom left)

![UVs and facing
directions](https://github.com/bevyengine/bevy/assets/57632562/eaf0be4e-187d-4b6d-8fb8-c996ba295a8a)

---

## Changelog

- Added `bevy_render::mesh::primitives` module
- Added `Meshable` trait and implemented it for:
  - `Circle`
  - `Ellipse`
  - `Rectangle`
  - `RegularPolygon`
  - `Triangle2d`
- Implemented `Default` and `Copy` for several 2D primitives
- Updated `2d_shapes` example to use primitives
- Tweaked colors in `2d_shapes` example to have better contrast against
the (new-ish) dark background

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-29 16:47:47 +00:00
Alice Cecile
149a313850
Add an example demonstrating how to send and receive events in the same system (#11574)
# Objective

- Sending and receiving events of the same type in the same system is a
reasonably common need, generally due to event filtering.
- However, actually doing so is non-trivial, as the borrow checker
simultaneous hates mutable and immutable access.

## Solution

- Demonstrate two sensible patterns for doing so.
- Update the `ManualEventReader` docs to be more clear and link to this
example.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
Co-authored-by: ickk <git@ickk.io>
2024-01-29 16:41:27 +00:00
vero
45967b03b5
Fix specular envmap in deferred (#11534)
# Objective

- Fixes #11414

## Solution

- Add specular occlusion to g-buffer so PbrInput can be properly
reconstructed for shading with a non-zero value allowing the spec envmap
to be seen


![image](https://github.com/bevyengine/bevy/assets/11307157/84aa8312-7c06-4dc7-92da-5d94b54b133d)

---------

Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2024-01-29 16:39:49 +00:00
Joona Aalto
70f7d9598a
Add Mesh transformation (#11454)
# Objective

It can sometimes be useful to transform actual `Mesh` data without
needing to change the `Transform` of an entity. For example, one might
want to spawn a circle mesh facing up instead of facing Z, or to spawn a
mesh slightly offset without needing child entities.

## Solution

Add `transform_by` and `transformed_by` methods to `Mesh`. They take a
`Transform` and apply the translation, rotation, and scale to vertex
positions, and the rotation to normals and tangents.

In the `load_gltf` example, with this system:

```rust
fn transform(time: Res<Time>, mut q: Query<&mut Handle<Mesh>>, mut meshes: ResMut<Assets<Mesh>>) {
    let sin = 0.0025 * time.elapsed_seconds().sin();

    for mesh_handle in &mut q {
        if let Some(mesh) = meshes.get_mut(mesh_handle.clone_weak()) {
            let transform =
                Transform::from_rotation(Quat::from_rotation_y(0.75 * time.delta_seconds()))
                    .with_scale(Vec3::splat(1.0 + sin));
            mesh.transform_by(transform);
        }
    }
}
```

it looks like this:


https://github.com/bevyengine/bevy/assets/57632562/60432456-6d28-4d06-9c94-2f4148f5acd5
2024-01-29 16:34:19 +00:00
Joona Aalto
92567490a9
Add more constructors and math helpers for primitive shapes (#10632)
# Objective

Working towards finishing a part of #10572, this PR adds a ton of math
helpers and useful constructors for primitive shapes. I also tried
fixing some naming inconsistencies.

## Solution

- Add mathematical helpers like `area`, `volume`, `perimeter`,
`RegularPolygon::inradius` and so on, trying to cover all core
mathematical properties of each shape
- Add some constructors like `Rectangle::from_corners`,
`Cuboid::from_corners` and `Plane3d::from_points`

I also derived `PartialEq` for the shapes where it's trivial. Primitives
like `Line2d` and `Segment2d` are not trivial because you could argue
that they would be equal if they had an opposite direction.

All mathematical methods have tests with reference values computed by
hand or with external tools.

## Todo

- [x] Add tests to verify that the values from mathematical helpers are
correct

---------

Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
2024-01-29 16:04:51 +00:00
Chia-Hsiang Cheng
fb124c35be
Avoid unconditionally unwrapping the Result - UI Stack System (#11575)
# Objective

- Fixes #11572

## Solution

- Avoid unconditionally unwrapping the `Result` in the `ui_stack_system`
function.
2024-01-29 02:38:41 +00:00
Tristan Guichaoua
b0f5d4df58
Enable the unsafe_op_in_unsafe_fn lint (#11591)
# Objective

- Partial fix of #11590

## Solution

- Enable `unsafe_op_in_unsafe_fn` at workspace level
- Fix the lint for most of the crates
2024-01-28 23:18:11 +00:00
vero
eb8de36922
Cleanup bevy winit (#11489)
# Objective

Get #11257 changes merged.

I rewrote them one by one checking each to ensure correctness. In
particular, the window rescale logic changes to accomodate mut app
access are double checked. Not all changes have been included as some of
bevy_winit has since changed, and i am not confident including them.
Namely, the `run_app_update_if_should` change.

### Notes to reviewers

Review commits individually, use the "Hide whitespaces" diff display
mode.

## Changelog

* `bevy:🪟:WindowMoved`'s `entity` field has been renamed to
`window`


## Migration Guide

`bevy:🪟:WindowMoved`'s `entity` field has been renamed to
`window`. This is to be more consistent with other windowing events.

Consider changing usage:

```diff
-window_moved.entity
+window_moved.window
```

---------

Co-authored-by: François <mockersf@gmail.com>
2024-01-28 21:09:23 +00:00
Kanabenki
dad379cdca
Add a getter for asset watching status on AssetServer (#11578)
# Objective

- Closes #11490.
- Allow retrieving the current asset watch behavior from the
`AssetServer`.

## Solution

- Add the corresponding getter. (also fixes some trailing whitespace).

A corresponding helper could also be added on the `AssetPlugin` struct
(returning `self.watch_for_changes_override.unwrap_or(cfg!(feature =
"watch"))`), but it seems it isn't a current practice to have actual
methods on the plugin structs appart from the `Plugin` impl.

---

## Changelog

### Added

Added `watching_for_changes` getter on `AssetServer`.

---------

Co-authored-by: Mateusz Wachowiak <mateusz_wachowiak@outlook.com>
2024-01-28 20:15:14 +00:00
NiseVoid
8851532890
Add RayTest2d and RayTest3d (#11310)
# Objective

Implement a raycast intersection test for bounding volumes

## Solution

- Implement RayTest2d and RayTest3d types

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
2024-01-28 20:12:08 +00:00
Charles Bournhonesque
9223201d54
Make the MapEntities trait generic over Mappers, and add a simpler EntityMapper (#11428)
# Objective

My motivation are to resolve some of the issues I describe in this
[PR](https://github.com/bevyengine/bevy/issues/11415):
- not being able to easily mapping entities because the current
EntityMapper requires `&mut World` access
- not being able to create my own `EntityMapper` because some components
(`Parent` or `Children`) do not provide any public way of modifying the
inner entities

This PR makes the `MapEntities` trait accept a generic type that
implements `Mapper` to perform the mapping.
This means we don't need to use `EntityMapper` to perform our mapping,
we can use any type that implements `Mapper`. Basically this change is
very similar to what `serde` does. Instead of specifying directly how to
map entities for a given type, we have 2 distinct steps:
- the user implements `MapEntities` to define how the type will be
traversed and which `Entity`s will be mapped
  - the `Mapper` defines how the mapping is actually done
This is similar to the distinction between `Serialize` (`MapEntities`)
and `Serializer` (`Mapper`).

This allows networking library to map entities without having to use the
existing `EntityMapper` (which requires `&mut World` access and the use
of `world_scope()`)


## Migration Guide
- The existing `EntityMapper` (notably used to replicate `Scenes` across
different `World`s) has been renamed to `SceneEntityMapper`

- The `MapEntities` trait now works with a generic `EntityMapper`
instead of the specific struct `EntityMapper`.
Calls to `fn map_entities(&mut self, entity_mapper: &mut EntityMapper)`
need to be updated to
`fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M)`

- The new trait `EntityMapper` has been added to the prelude

---------

Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
2024-01-28 19:51:46 +00:00
Stepan Koltsov
3a2e00a7d3
Document RegularPolygon (#11017)
By writing a test.

For changes like https://github.com/bevyengine/bevy/pull/10928, it is
useful to observe possible behavior change not only by running examples.
2024-01-28 19:21:37 +00:00
BD103
069a8776f5
Feature-gate all references to bevy_text in bevy_ui (#11391)
# Objective

- `bevy_ui` fails to compile without `bevy_text` being enabled.
- Fixes #11363.

## Solution

- Add `#[cfg(feature = "bevy_text")]` to all items that require it.

I think this change is honestly a bit ugly, but I can't see any other
way around it. I considered making `bevy_text` required, but we agreed
[on
Discord](https://discord.com/channels/691052431525675048/743663673393938453/1196868117486379148)
that there were some use cases for `bevy_ui` without `bevy_text`. If you
have any ideas that decreases the amount of `#[cfg(...)]`s and
`#[allow(...)]`s, that would be greatly appreciated.

This was tested by running the following commands:

```shell
$ cargo clippy -p bevy_ui
$ cargo clippy -p bevy_ui -F bevy_text
$ cargo run -p ci
```

---

## Changelog

- Fixed `bevy_ui` not compiling without `bevy_text`.
2024-01-28 16:24:54 +00:00
Gino Valente
6e959db134
bevy_reflect: Type parameter bounds (#9046)
# Objective

Fixes #8965.

#### Background

For convenience and to ensure everything is setup properly, we
automatically add certain bounds to the derived types. The current
implementation does this by taking the types from all active fields and
adding them to the where-clause of the generated impls. I believe this
method was chosen because it won't add bounds to types that are
otherwise ignored.

```rust
#[derive(Reflect)]
struct Foo<T, U: SomeTrait, V> {
  t: T,
  u: U::Assoc,
  #[reflect(ignore)]
  v: [V; 2]
}

// Generates something like:
impl<T, U: SomeTrait, V> for Foo<T, U, V>
where
  // Active:
  T: Reflect,
  U::Assoc: Reflect,

  // Ignored:
  [V; 2]: Send + Sync + Any
{
  // ...
}
```

The self-referential type fails because it ends up using _itself_ as a
type bound due to being one of its own active fields.

```rust
#[derive(Reflect)]
struct Foo {
  foo: Vec<Foo>
}

// Foo where Vec<Foo>: Reflect -> Vec<T> where T: Reflect -> Foo where Vec<Foo>: Reflect -> ...
```

## Solution

We can't simply parse all field types for the name of our type. That
would be both complex and prone to errors and false-positives. And even
if it wasn't, what would we replace the bound with?

Instead, I opted to go for a solution that only adds the bounds to what
really needs it: the type parameters. While the bounds on concrete types
make errors a bit cleaner, they aren't strictly necessary. This means we
can change our generated where-clause to only add bounds to generic type
parameters.

Doing this, though, returns us back to the problem of over-bounding
parameters that don't need to be bounded. To solve this, I added a new
container attribute (based on
[this](https://github.com/dtolnay/syn/issues/422#issuecomment-406882925)
comment and @nicopap's
[comment](https://github.com/bevyengine/bevy/pull/9046#issuecomment-1623593780))
that allows us to pass in a custom where clause to modify what bounds
are added to these type parameters.

This allows us to do stuff like:

```rust
trait Trait {
  type Assoc;
}

// We don't need `T` to be reflectable since we only care about `T::Assoc`.
#[derive(Reflect)]
#[reflect(where T::Assoc: FromReflect)]
struct Foo<T: Trait>(T::Assoc);

#[derive(TypePath)]
struct Bar;

impl Trait for Bar {
  type Assoc = usize;
}

#[derive(Reflect)]
struct Baz {
  a: Foo<Bar>,
}
```

> **Note**
> I also
[tried](dc139ea34c)
allowing `#[reflect(ignore)]` to be used on the type parameters
themselves, but that proved problematic since the derive macro does not
consume the attribute. This is why I went with the container attribute
approach.

### Alternatives

One alternative could possibly be to just not add reflection bounds
automatically (i.e. only add required bounds like `Send`, `Sync`, `Any`,
and `TypePath`).

The downside here is we add more friction to using reflection, which
already comes with its own set of considerations. This is a potentially
viable option, but we really need to consider whether or not the
ergonomics hit is worth it.

If we did decide to go the more manual route, we should at least
consider something like #5772 to make it easier for users to add the
right bounds (although, this could still become tricky with
`FromReflect` also being automatically derived).

### Open Questions

1. Should we go with this approach or the manual alternative?
2. ~~Should we add a `skip_params` attribute to avoid the `T: 'static`
trick?~~ ~~Decided to go with `custom_where()` as it's the simplest~~
Scratch that, went with a normal where clause
3. ~~`custom_where` bikeshedding?~~ No longer needed since we are using
a normal where clause

### TODO

- [x] Add compile-fail tests

---

## Changelog

- Fixed issue preventing recursive types from deriving `Reflect`
- Changed how where-clause bounds are generated by the `Reflect` derive
macro
- They are now only applied to the type parameters, not to all active
fields
- Added `#[reflect(where T: Trait, U::Assoc: Trait, ...)]` container
attribute

## Migration Guide

When deriving `Reflect`, generic type params that do not need the
automatic reflection bounds (such as `Reflect`) applied to them will
need to opt-out using a custom where clause like: `#[reflect(where T:
Trait, U::Assoc: Trait, ...)]`.

The attribute can define custom bounds only used by the reflection
impls. To simply opt-out all the type params, we can pass in an empty
where clause: `#[reflect(where)]`.

```rust
// BEFORE:
#[derive(Reflect)]
struct Foo<T>(#[reflect(ignore)] T);

// AFTER:
#[derive(Reflect)]
#[reflect(where)]
struct Foo<T>(#[reflect(ignore)] T);
```

---------

Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2024-01-28 16:24:03 +00:00
pablo-lua
397d111ea7
Insert Gizmos config instead of Init (#11580)
# Objective

- Fixes #11569 

## Solution

- Add new methods to the Ext Trait 

---

## Changelog

### Added
- Added new methods to the trait `AppGizmoBuilder`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-28 15:00:09 +00:00
NiseVoid
755917fe4b
Derive PartialEq, Serialize, Deserialize and Reflect on primitives (#11514)
# Objective

- Implement common traits on primitives

## Solution

- Derive PartialEq on types that were missing it.
- Derive Copy on small types that were missing it.
- Derive Serialize/Deserialize if the feature on bevy_math is enabled.
- Add a lot of cursed stuff to the bevy_reflect `impls` module.
2024-01-28 14:55:30 +00:00
Alice Cecile
01ce75d7bf
Derive Debug for Framecount (#11573)
# Objective

- I wanted this for an example, and I think it's a fundamentally handy
debugging tool (with already public fields).

## Solution

-  `derive(Debug)` for `FrameCount`
2024-01-28 13:25:49 +00:00
Mateusz Wachowiak
59b4921827
Add Accessibility plugin to default plugins docs (#11512)
# Objective

- Fixes #11453

This is a temporary fix. There is PR fixing it (#11460), but I'm not
sure if it's going to be merged before the 0.13 release.
2024-01-28 10:04:43 +00:00
Stepan Koltsov
335c3ff17d
Rustdoc links in bevy_ui (#11555)
# Objective

No links between types make create rustdoc harder to understand.

## Solution

Add links. Also tweak some sentences.
2024-01-28 02:21:39 +00:00
Robert Walter
bcae8e9a8b
Implement Arc3D for Gizmos (#11540)
# Objective

- Implement an arc3d API for gizmos
- Solves #11536

## Solution

### `arc_3d`

- The current `arc3d` method on gizmos only takes an angle
- It draws an "standard arc" by default, this is an arc starting at
`Vec3::X`, in the XZ plane, in counter clockwise direction with a normal
that is facing up
- The "standard arc" can be customized with the usual gizmo builder
pattern. This way you'll be able to draw arbitrary arcs

### `short/long_arc_3d_between`

- Given `center`, `from`, `to` draws an arc between `from` and `to`

---

## Changelog

> This section is optional. If this was a trivial fix, or has no
externally-visible impact, you can delete this section.

- Added: `Gizmos::arc3d(&mut self, angle)` method
- Added: `Gizmos::long_arc_3d_between(&mut self, center, from, to)`
method
- Added: `Gizmos::short_arc_3d_between(&mut self, center, from, to)`
method

---

This PR factors out an orthogonal part of another PR as mentioned in
[this
comment](https://github.com/bevyengine/bevy/pull/11072#issuecomment-1883859573)
2024-01-28 02:13:17 +00:00
Lane Kolbly
9fcf862114
bevy_ecs: Add doc example for par_iter_mut (#11311) (#11499)
# Objective

Fixes #11311 

## Solution

Adds an example to the documentation for `par_iter_mut`. I didn't add
any examples to `par_iter`, because I couldn't think of a good example
and I figure users can infer that `par_iter` and `par_iter_mut` are
similar.
2024-01-28 02:13:03 +00:00
poopy
2391e44fa0
added ability to get Res<T> from World with World::get_resource_ref (#11561)
# Objective

It's sometimes desirable to get a `Res<T>` rather than `&T` from
`World::get_resource`.
Alternative to #9940, partly adresses #9926

## Solution

added additional methods to `World` and `UnsafeWorldCell` to retrieve a
resource wrapped in a `Res`.
- `UnsafeWorldCell::get_resource_ref`
- `World::get_resource_ref`
- `World::resource_ref`

I can change it so `World::resource_mut` returns `ResMut` instead of
`Mut` as well if that's desired, but that could also be added later in a
seperate pr.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Mike <mike.hsu@gmail.com>
Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
2024-01-28 01:38:21 +00:00
vero
886a2560d2
Fix warnings in bevy_reflect (#11556)
# Objective

- Address junk leftover by TypeUuid removal

## Solution

- Get rid of unused deps and imports

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-27 17:34:35 +00:00
pablo-lua
1e241fb6b4
Allow user to choose default ui camera (#11436)
# Objective

- Resolves #11377 

## Solution

- Add marker component `IsDefaultUiCamera` that will be choosen first as
the default camera.

If you want the IsDefaultUiCamera default camera to be in another
window, thats now possible.
- `IsDefaultUiCamera` is expected to be within a single Camera, if that
assertion fails, one PrimaryWindow Camera will be choosen.

---

## Changelog

### Added
- Added `IsDefaultUiCamera` marker component.

---------

Co-authored-by: Mateusz Wachowiak <mateusz_wachowiak@outlook.com>
2024-01-27 17:27:24 +00:00
Bude
3851679173
Allow TextureAtlasBuilder in AssetLoader (#11548)
# Objective

Allow TextureAtlasBuilder in AssetLoader.
Fixes #2987

## Solution

- TextureAtlasBuilder no longer hold just AssetIds that are used to
retrieve the actual image data in `finish`, but &Image instead.
- TextureAtlasBuilder now required AssetId only optionally (and it is
only used to retrieve the index from the AssetId in TextureAtlasLayout),

## Issues

- The issue mentioned here
https://github.com/bevyengine/bevy/pull/11474#issuecomment-1904676937
now also extends to the actual atlas texture. In short: Calling
add_texture multiple times for the same texture will lead to duplicate
image data in the atlas texture and additional indices.
If you provide an AssetId we can probably do something to de-duplicate
the entries while keeping insertion order (suggestions welcome on how
exactly). But if you don't then we are out of luck (unless we can and
want to hash the image, which I do not think we want).

---

## Changelog

### Changed
- TextureAtlasBuilder `add_texture` can be called without providing an
AssetId
- TextureAtlasBuilder `finish` no longer takes Assets<Image> and no
longer returns a Handle<Image>

## Migration Guide

- For `add_texture` you need to wrap your AssetId in Some
- `finish` now returns the atlas texture image directly instead of a
handle. Provide the atlas texture to `add` on Assets<Texture> to get a
Handle<Image>
2024-01-27 16:16:44 +00:00
robtfm
b35b9e5005
normalize joint weights (#10539)
# Objective

allow automatic fixing of bad joint weights.
fix #10447 

## Solution

- remove automatic normalization of vertexes with all zero joint
weights.
- add `Mesh::normalize_joint_weights` which fixes zero joint weights,
and also ensures that all weights sum to 1. this is a manual call as it
may be slow to apply to large skinned meshes, and is unnecessary if you
have control over the source assets.

note: this became a more significant problem with 0.12, as weights that
are close to, but not exactly 1 now seem to use `Vec3::ZERO` for the
unspecified weight, where previously they used the entity translation.
2024-01-27 16:13:38 +00:00
Trashtalk217
a955d65ffa
Exclusive systems can now be used for one-shot systems (#11560)
Joy notified me that exclusive systems should now work (they may have
always worked, I don't know), so here's a quick change to the
documentation.
2024-01-27 16:10:39 +00:00
Elabajaba
45e920c2e1
Workaround for ICE in the DXC shader compiler in debug builds with an EnvironmentMapLight (#11487)
# Objective

DXC+DX12 debug builds with an environment map have been broken since
https://github.com/bevyengine/bevy/pull/11366 merged due to an internal
compiler error in DXC. I tracked it down to a single `break` statement
and reported it upstream
(https://github.com/microsoft/DirectXShaderCompiler/issues/6183)

## Solution

Workaround the ICE by setting the for loop index variable to the max
value of the loop to avoid the `break` that's causing the ICE.

This works because it's the last thing in the for loop.

The `reflection_probes` and `pbr` examples both appear to still work
correctly.
2024-01-27 13:37:08 +00:00
Brian Reavis
c227fc9fad
Fix infinite asset preparation due to undrained AssetEvent events (#11383)
# Objective

After #10520, I was experiencing seriously degraded performance that
ended up being due to never-drained `AssetEvent` events causing havoc
inside `extract_render_asset::<A>`. The same events being read over and
over again meant the same assets were being prepared every frame for
eternity. For what it's worth, I was noticing this on a static scene
about every 3rd or so time running my project.

* References #10520
* Fixes #11240

Why these events aren't sometimes drained between frames is beyond me
and perhaps worthy of another investigation, but the approach in this PR
effectively restores the original cached `EventReader` behavior (which
fixes it).

## Solution

I followed the [`CachedSystemState`
example](3a666cab23/crates/bevy_ecs/src/system/function_system.rs (L155))
to make sure that the `EventReader` state is cached between frames like
it used to be when it was an argument of `extract_render_asset::<A>`.
2024-01-27 03:16:57 +00:00
Joseph
d66c868e6f
Expressively define plugins using functions (#11080)
# Objective

Plugins are an incredible tool for encapsulating functionality. They are
low-key one of Bevy's best features. Combined with rust's module and
privacy system, it's a match made in heaven.

The one downside is that they can be a little too verbose to define. 90%
of all plugin definitions look something like this:

```rust
pub struct MyPlugin;

impl Plugin for MyPlugin {
    fn build(&self, app: &mut App) {
        app.init_resource::<CameraAssets>()
           .add_event::<SetCamera>()
           .add_systems(Update, (collect_set_camera_events, drive_camera).chain());
    }
}
```

Every so often it gets a little spicier:

```rust
pub struct MyGenericPlugin<T>(PhantomData<T>);

impl<T> Default for MyGenericPlugin<T> { 
    fn default() -> Self { ... }
 }

impl<T> Plugin for MyGenericPlugin<T> { ... }
```

This is an annoying amount of boilerplate. Ideally, plugins should be
focused and small in scope, which means any app is going to have a *lot*
of them. Writing a plugin should be as easy as possible, and the *only*
part of this process that carries any meaning is the body of `fn build`.

## Solution

Implement `Plugin` for functions that take `&mut App` as a parameter.

The two examples above now look like this:

```rust
pub fn my_plugin(app: &mut App) {
    app.init_resource::<CameraAssets>()
       .add_event::<SetCamera>()
       .add_systems(Update, (collect_set_camera_events, drive_camera).chain());
} 

pub fn my_generic_plugin<T>(app: &mut App) {
    // No need for PhantomData, it just works.
}
```

Almost all plugins can be written this way, which I believe will make
bevy code much more attractive. Less boilerplate and less meaningless
indentation. More plugins with smaller scopes.

---

## Changelog

The `Plugin` trait is now implemented for all functions that take `&mut
App` as their only parameter. This is an abbreviated way of defining
plugins with less boilerplate than manually implementing the trait.

---------

Co-authored-by: Federico Rinaldi <gisquerin@gmail.com>
2024-01-27 02:40:15 +00:00
Miles Silberling-Cook
8f25805b66
Added documentation explaining the difference between lumens and luxes (#11551)
# Objective

- Fix https://github.com/bevyengine/bevy/issues/9809

## Solution

- Describe the difference between lumens and luxes, and why some
lightsources use one and some the other.
2024-01-27 00:32:14 +00:00
thepackett
182c21dc58
AssetPath source parse fix (#11543)
# Objective


Fixes #11533 


When `AssetPath`s are created from a string type, they are parsed into
an `AssetSource`, a `Path`, and a `Label`.
The current method of parsing has some unnecessary quirks:

- The presence of a `:` character is assumed to be the start of an asset
source indicator.
- This is not necessarily true. There are valid uses of a `:` character
in an asset path, for example an http source's port such as
`localhost:80`.
- If there are multiple instances of `://`, the last one is assumed to
be the asset source deliminator.
- This has some unexpected behavior. Even in a fully formed path, such
as `http://localhost:80`, the `:` between `localhost` and `80` is
assumed to be the start of an asset source, causing an error since it
does not form the full sequence `://`.


## Solution
Changes the `AssetPath`'s `parse_internal` method to be more permissive.
- Only the exact sequence `://` is taken to be the asset source
deliminator, and only the first one if there are multiple.
- As a consequence, it is no longer possible to detect a malformed asset
source deliminator, and so the corresponding error was removed.
2024-01-26 21:23:06 +00:00
Doonv
7ae36a99c8
Fix bug where Sprite::rect was ignored (#11480)
# Objective

https://github.com/bevyengine/bevy/pull/5103 caused a bug where
`Sprite::rect` was ignored by the engine. (Did nothing)

## Solution

My solution changes the way how Bevy calculates the rect, based on this
table:

| `atlas_rect` | `Sprite::rect` | Result |

|--------------|----------------|------------------------------------------------------|
| `None` | `None` | `None` |
| `None` | `Some` | `Sprite::rect` |
| `Some` | `None` | `atlas_rect` |
| `Some` | `Some` | `Sprite::rect` is used, relative to `atlas_rect.min`
|
2024-01-26 20:48:41 +00:00
thepackett
76682fdcb7
AssetSaver and AssetTransformer split (#11260)
# Objective
One of a few Bevy Asset improvements I would like to make: #11216.

Currently asset processing and asset saving are handled by the same
trait, `AssetSaver`. This makes it difficult to reuse saving
implementations and impossible to have a single "universal" saver for a
given asset type.

## Solution
This PR splits off the processing portion of `AssetSaver` into
`AssetTransformer`, which is responsible for transforming assets. This
change involves adding the `LoadTransformAndSave` processor, which
utilizes the new API. The `LoadAndSave` still exists since it remains
useful in situations where no "transformation" of the asset is done,
such as when compressing assets.

## Notes:
As an aside, Bikeshedding is welcome on the names. I'm not entirely
convinced by `AssetTransformer`, which was chosen mostly because
`AssetProcessor` is taken. Additionally, `LoadTransformSave` may be
sufficient instead of `LoadTransformAndSave`.


---

## Changelog
### Added 
- `AssetTransformer` which is responsible for transforming Assets.
- `LoadTransformAndSave`, a `Process` implementation.
### Changed
- Changed `AssetSaver`'s responsibilities from processing and saving to
just saving.
- Updated `asset_processing` example to use new API.
- Old asset .meta files regenerated with new processor.
2024-01-26 20:20:58 +00:00
Elabajaba
35ac1b152e
Update to wgpu 0.19 and raw-window-handle 0.6 (#11280)
# Objective

Keep core dependencies up to date.

## Solution

Update the dependencies.

wgpu 0.19 only supports raw-window-handle (rwh) 0.6, so bumping that was
included in this.

The rwh 0.6 version bump is just the simplest way of doing it. There
might be a way we can take advantage of wgpu's new safe surface creation
api, but I'm not familiar enough with bevy's window management to
untangle it and my attempt ended up being a mess of lifetimes and rustc
complaining about missing trait impls (that were implemented). Thanks to
@MiniaczQ for the (much simpler) rwh 0.6 version bump code.

Unblocks https://github.com/bevyengine/bevy/pull/9172 and
https://github.com/bevyengine/bevy/pull/10812

~~This might be blocked on cpal and oboe updating their ndk versions to
0.8, as they both currently target ndk 0.7 which uses rwh 0.5.2~~ Tested
on android, and everything seems to work correctly (audio properly stops
when minimized, and plays when re-focusing the app).

---

## Changelog

- `wgpu` has been updated to 0.19! The long awaited arcanization has
been merged (for more info, see
https://gfx-rs.github.io/2023/11/24/arcanization.html), and Vulkan
should now be working again on Intel GPUs.
- Targeting WebGPU now requires that you add the new `webgpu` feature
(setting the `RUSTFLAGS` environment variable to
`--cfg=web_sys_unstable_apis` is still required). This feature currently
overrides the `webgl2` feature if you have both enabled (the `webgl2`
feature is enabled by default), so it is not recommended to add it as a
default feature to libraries without putting it behind a flag that
allows library users to opt out of it! In the future we plan on
supporting wasm binaries that can target both webgl2 and webgpu now that
wgpu added support for doing so (see
https://github.com/bevyengine/bevy/issues/11505).
- `raw-window-handle` has been updated to version 0.6.

## Migration Guide

- `bevy_render::instance_index::get_instance_index()` has been removed
as the webgl2 workaround is no longer required as it was fixed upstream
in wgpu. The `BASE_INSTANCE_WORKAROUND` shaderdef has also been removed.
- WebGPU now requires the new `webgpu` feature to be enabled. The
`webgpu` feature currently overrides the `webgl2` feature so you no
longer need to disable all default features and re-add them all when
targeting `webgpu`, but binaries built with both the `webgpu` and
`webgl2` features will only target the webgpu backend, and will only
work on browsers that support WebGPU.
- Places where you conditionally compiled things for webgl2 need to be
updated because of this change, eg:
- `#[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))]`
becomes `#[cfg(any(not(feature = "webgl") ,not(target_arch = "wasm32"),
feature = "webgpu"))]`
- `#[cfg(all(feature = "webgl", target_arch = "wasm32"))]` becomes
`#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature =
"webgpu")))]`
- `if cfg!(all(feature = "webgl", target_arch = "wasm32"))` becomes `if
cfg!(all(feature = "webgl", target_arch = "wasm32", not(feature =
"webgpu")))`
- `create_texture_with_data` now also takes a `TextureDataOrder`. You
can probably just set this to `TextureDataOrder::default()`
- `TextureFormat`'s `block_size` has been renamed to `block_copy_size`
- See the `wgpu` changelog for anything I might've missed:
https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md

---------

Co-authored-by: François <mockersf@gmail.com>
2024-01-26 18:14:21 +00:00
Joona Aalto
dd4d07dc9c
Add new constructors for Circle and Sphere (#11526)
# Objective

Make APIs more consistent and ergonomic by adding a `new` constructor
for `Circle` and `Sphere`.

This could be seen as a redundant "trivial constructor", but in
practise, it seems valuable to me. I have lots of cases where formatting
becomes ugly because of the lack of a constructor, like this:

```rust
Circle {
    radius: self.radius(),
}
.contains_local_point(centered_pt)
```

With `new`, it'd be formatted much nicer:

```rust
Circle::new(self.radius()).contains_local_point(centered_pt)
```

Of course, this is just one example, but my circle/sphere definitions
very frequently span three or more lines when they could fit on one.

Adding `new` also increases consistency. `Ellipse` has `new` already,
and so does the mesh version of `Circle`.

## Solution

Add a `new` constructor for `Circle` and `Sphere`.
2024-01-26 16:00:59 +00:00
Ensar Sarajčić
10f95956a6
Fix documentation for AssetReader::is_directory function (#11538)
# Objective

- Fix documentation for `AssetReader::is_directory` (it is currently
exactly the same as docs for `read_directory`)

---------

Co-authored-by: Kanabenki <lucien.menassol@gmail.com>
2024-01-26 13:55:36 +00:00
Kanabenki
86e91f4368
Reuse sampler when creating cached bind groups (#10610)
# Objective

- Some passes recreate a sampler when creating a bind group to be
cached, even if the sampler is always the same.

## Solution

- Store the sampler in the corresponding pipeline resource.
2024-01-26 13:34:29 +00:00
Manuel Fuchs
bfb8e9978a
Rename Schedule::name to Schedule::label (#11531)
# Objective

While working on #11527 I spotted that the internal field for the label
of a `Schedule` is called `name`. Using `label` seems more in line with
the other naming across Bevy.

## Solution

Renaming the field was straightforward since it's not exposed outside of
the module. This also means a changelog or migration guide isn't
necessary.
2024-01-25 19:13:23 +00:00
Manuel Fuchs
79b4f26158
Add custom schedule example (#11527)
# Objective

Fixes #11411

## Solution

- Added a simple example how to create and configure custom schedules
that are run by the `Main` schedule.
- Spot checked some of the API docs used, fixed `App::add_schedule` docs
that referred to a function argument that was removed by #9600.

## Open Questions

- While spot checking the docs, I noticed that the `Schedule` label is
stored in a field called `name` instead of `label`. This seems
unintuitive since the term label is used everywhere else. Should we
change that field name? It was introduced in #9600. If so, I do think
this change would be out of scope for this PR that mainly adds the
example.
2024-01-25 17:51:53 +00:00
Elabajaba
cd8dccb8b2
Fix cyclic dep (#11523)
# Objective

Rust analyzer kept complaining about a cyclic dependency due to
`bevy_input` having a dev-dependency on `bevy`.

`bevy_input` was also missing `bevy_reflect`'s "smol_str" feature which
it needs to compile on its own.

Fixes #10256

## Solution

Remove the dev-dependency on `bevy` from `bevy_input` since it was only
used to reduce imports for 1 test and 3 doc examples by 1 line each, as
`bevy_input` already has dependencies on everything needed for those
tests and doctests to work.

Add `bevy_reflect`'s "smol_str" feature to `bevy_input`'s dependency
list as it needs it to actually compile.
2024-01-25 17:44:32 +00:00
Rob Parrett
29224768e4
Optional override for global spatial scale (#10419)
# Objective

Fixes #10414.

That issue and its comments do a great job of laying out the case for
this.

## Solution

Added an optional `spatial_scale` field to `PlaybackSettings`, which
overrides the default value set on `AudioPlugin`.

## Changelog

- `AudioPlugin::spatial_scale` has been renamed to
`default_spatial_scale`.
- `SpatialScale` is no longer a resource and is wrapped by
`DefaultSpatialScale`.
- Added an optional `spatial_scale` to `PlaybackSettings`.

## Migration Guide

`AudioPlugin::spatial_scale` has been renamed to `default_spatial_scale`
and the default spatial scale can now be overridden on individual audio
sources with `PlaybackSettings::spatial_scale`.

If you were modifying or reading `SpatialScale` at run time, use
`DefaultSpatialScale` instead.

```rust
// before
app.add_plugins(DefaultPlugins.set(AudioPlugin {
    spatial_scale: SpatialScale::new(AUDIO_SCALE),
    ..default()
}));

// after
app.add_plugins(DefaultPlugins.set(AudioPlugin {
    default_spatial_scale: SpatialScale::new(AUDIO_SCALE),
    ..default()
}));
```
2024-01-25 16:29:35 +00:00
AxiomaticSemantics
2ebf5a303e
Remove TypeUuid (#11497)
# Objective
TypeUuid is deprecated, remove it.

## Migration Guide
Convert any uses of `#[derive(TypeUuid)]` with `#[derive(TypePath]` for
more complex uses see the relevant
[documentation](https://docs.rs/bevy/latest/bevy/prelude/trait.TypePath.html)
for more information.

---------

Co-authored-by: ebola <dev@axiomatic>
2024-01-25 16:16:58 +00:00
Mark Nevill
d974b8210e
Include asset path in get_meta_path panic message (#11504)
# Objective

- Fixes a hurdle encountered when debugging a panic caused by the file
watcher loading a `.gitignore` file, which was hard to debug because
there was no file name in the report, only `asset paths must have
extensions`

## Solution

- Panic with a formatted message that includes the asset path, e.g.
`missing expected extension for asset path .gitignore`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Doonv <58695417+doonv@users.noreply.github.com>
2024-01-25 08:00:36 +00:00
François
95b92307b4
UI and unloaded assets: don't filter out nodes with an unloaded image (#11205)
# Objective

- after #10520, UI can't display images or text with a background color

## Solution

- don't filter out UI nodes with an unloaded image
2024-01-24 22:15:43 +00:00
Jan Hohenheim
02bf4efe64
Fix minor typo (#11491)
"it's type." -> "its type."
2024-01-23 21:00:57 +00:00
dependabot[bot]
f7c498824f
Update ruzstd requirement from 0.4.0 to 0.5.0 (#11467)
Updates the requirements on
[ruzstd](https://github.com/KillingSpark/zstd-rs) to permit the latest
version.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/KillingSpark/zstd-rs/releases">ruzstd's
releases</a>.</em></p>
<blockquote>
<h2>Even better no_std</h2>
<p>Switching from thiserror to derive_more allows for no_std builds on
stable rust</p>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/KillingSpark/zstd-rs/blob/master/Changelog.md">ruzstd's
changelog</a>.</em></p>
<blockquote>
<h1>After 0.5.0</h1>
<ul>
<li>Make the hashing checksum optional (thanks to <a
href="https://github.com/tamird"><code>@​tamird</code></a>)
<ul>
<li>breaking change as the public API changes based on features</li>
</ul>
</li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="e620d2a856"><code>e620d2a</code></a>
Merge pull request <a
href="https://redirect.github.com/KillingSpark/zstd-rs/issues/50">#50</a>
from KillingSpark/remove_thiserror</li>
<li><a
href="9e9d204c63"><code>9e9d204</code></a>
make clippy happy</li>
<li><a
href="f4a6fc0cc1"><code>f4a6fc0</code></a>
bump the version, this is an incompatible change</li>
<li><a
href="64d65b5c4f"><code>64d65b5</code></a>
fix test compile...</li>
<li><a
href="07bbda98c8"><code>07bbda9</code></a>
remove the error_in_core feature and switch the io_nostd to use the
Display t...</li>
<li><a
href="e15eb1e568"><code>e15eb1e</code></a>
Merge pull request <a
href="https://redirect.github.com/KillingSpark/zstd-rs/issues/49">#49</a>
from tamird/clippy</li>
<li><a
href="92a3f2e6b2"><code>92a3f2e</code></a>
Avoid unnecessary cast</li>
<li><a
href="f588d5c362"><code>f588d5c</code></a>
Avoid slow zero-filling initialization</li>
<li><a
href="e79f09876f"><code>e79f098</code></a>
Avoid single-match expression</li>
<li><a
href="c75cc2fbb9"><code>c75cc2f</code></a>
Remove useless assertion</li>
<li>Additional commits viewable in <a
href="https://github.com/KillingSpark/zstd-rs/compare/v0.4.0...v0.5.0">compare
view</a></li>
</ul>
</details>
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2024-01-23 05:39:00 +00:00
BD103
3cfcebcf74
Register AssetPath as type for reflection (#11483)
# Objective

- `AssetPath` implements reflection, but is not registered as a type in
the plugin.
- Fixes #11481.

## Solution

- Register the `AssetPath` type when `AssetPlugin::build` is called.

---

## Changelog

- Registered `AssetPath` type for use in reflection.
2024-01-23 04:30:44 +00:00
BD103
593d41ce58
Fix typo in comment (#11486)
# Objective

- `World::get_resource`'s comment on it's `unsafe` usage meant to say
"mutably" but instead said "immutably."
- Fixes #11430.

## Solution

- Replace "immutably" with "mutably."
2024-01-23 02:50:06 +00:00
Joona Aalto
6a3b059db9
Implement bounding volume intersections (#11439)
# Objective

#10946 added bounding volume types and an `IntersectsVolume` trait, but
didn't actually implement intersections between bounding volumes.

This PR implements AABB-AABB, circle-circle / sphere-sphere, and
AABB-circle / AABB-sphere intersections.

## Solution

Implement `IntersectsVolume` for bounding volume pairs. I also added
`closest_point` methods to return the closest point on the surface /
inside of bounding volumes. This is used for AABB-circle / AABB-sphere
intersections.

---------

Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
2024-01-22 17:55:59 +00:00
Pixelstorm
df063ab1ef
Implement Debug for CommandQueue (#11444)
# Objective

Allow users to impl Debug on types containing `CommandQueue`s

## Solution

Derive Debug on `CommandQueue`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-22 15:45:17 +00:00
Bude
b2e2f8d9e3
TextureAtlasBuilder now respects insertion order (#11474)
# Objective

TextureAtlases are commonly used to drive animations described as a
consecutive range of indices. The current TextureAtlasBuilder uses the
AssetId of the image to determine the index of the texture in the
TextureAtlas. The AssetId of an Image Asset can change between runs.
The TextureAtlas exposes
[`get_texture_index`](https://docs.rs/bevy/latest/bevy/sprite/struct.TextureAtlas.html#method.get_texture_index)
to get the index from a given AssetId, but this needlessly complicates
the process of creating a simple TextureAtlas animation.
Fixes #2459

## Solution

- Use the (ordered) image_ids of the 'texture to place' vector to
retrieve the packed locations and compose the textures of the
TextureAtlas.
2024-01-22 15:44:56 +00:00
Joseph
7d69d3195f
refactor: Simplify lifetimes for Commands and related types (#11445)
# Objective

It would be convenient to be able to call functions with `Commands` as a
parameter without having to move your own instance of `Commands`. Since
this struct is composed entirely of references, we can easily get an
owned instance of `Commands` by shortening the lifetime.

## Solution

Add `Commands::reborrow`, `EntiyCommands::reborrow`, and
`Deferred::reborrow`, which returns an owned version of themselves with
a shorter lifetime.

Remove unnecessary lifetimes from `EntityCommands`. The `'w` and `'s`
lifetimes only have to be separate for `Commands` because it's used as a
`SystemParam` -- this is not the case for `EntityCommands`.

---

## Changelog

Added `Commands::reborrow`. This is useful if you have `&mut Commands`
but need `Commands`. Also added `EntityCommands::reborrow` and
`Deferred:reborrow` which serve the same purpose.

## Migration Guide

The lifetimes for `EntityCommands` have been simplified.

```rust
// Before (Bevy 0.12)
struct MyStruct<'w, 's, 'a> {
     commands: EntityCommands<'w, 's, 'a>,
}

// After (Bevy 0.13)
struct MyStruct<'a> {
    commands: EntityCommands<'a>,
}
```

The method `EntityCommands::commands` now returns `Commands` rather than
`&mut Commands`.

```rust
// Before (Bevy 0.12)
let commands = entity_commands.commands();
commands.spawn(...);

// After (Bevy 0.13)
let mut commands = entity_commands.commands();
commands.spawn(...);
```
2024-01-22 15:35:42 +00:00
laund
e2e4e8eb9a
document which lifetime is needed for systemparam derive (#11321)
# Objective

Document a few common cases of which lifetime is required when using
SystemParam Derive

## Solution

Added a table in the doc comment

---------

Co-authored-by: laund <me@laund.moe>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-22 15:32:42 +00:00
JMS55
a796d53a05
Meshlet prep (#11442)
# Objective

- Prep for https://github.com/bevyengine/bevy/pull/10164
- Make deferred_lighting_pass_id a ColorAttachment
- Correctly extract shadow view frusta so that the view uniforms get
populated
- Make some needed things public
- Misc formatting
2024-01-22 15:28:33 +00:00
Thierry Berger
2165793ff0
Add logical key data to KeyboardInput (#11400)
Add logical key data to KeyboardInput

Addresses an item of https://github.com/bevyengine/bevy/issues/11052

---------

Co-authored-by: Mateusz Wachowiak <mateusz_wachowiak@outlook.com>
2024-01-22 15:25:17 +00:00
John Lewis
cfe4034d25
Add Reflection for Wrapping/Saturating types (#11397)
# Objective

- Extend reflection to the standard library's `Wrapping` and
`Saturating` generic types.

This wasn't my use-case but someone in the discord was surprised that
this wasn't already done. I decided to make a PR because the other
`std::num` items were reflected and if there's a reason to exclude
`Wrapping` and `Saturating`, I am unaware of it.

## Solution

Trivial fix

---

## Changelog

Implemented `Reflect` for `Wrapping<T>` and `Saturating<T>` from
`std::num`.
2024-01-22 15:21:20 +00:00
Chia-Hsiang Cheng
8ad1b93e63
Double the capacity when BlobVec is full (#11167)
# Objective

- Fixes #10797

## Solution

- Double the capacity of a full `BlobVec` before pushing a new element.
2024-01-22 15:05:34 +00:00
Alice Cecile
eb07d16871
Revert rendering-related associated type name changes (#11027)
# Objective

> Can anyone explain to me the reasoning of renaming all the types named
Query to Data. I'm talking about this PR
https://github.com/bevyengine/bevy/pull/10779 It doesn't make sense to
me that a bunch of types that are used to run queries aren't named Query
anymore. Like ViewQuery on the ViewNode is the type of the Query. I
don't really understand the point of the rename, it just seems like it
hides the fact that a query will run based on those types.


[@IceSentry](https://discord.com/channels/691052431525675048/692572690833473578/1184946251431694387)

## Solution

Revert several renames in #10779.

## Changelog

- `ViewNode::ViewData` is now `ViewNode::ViewQuery` again.

## Migration Guide

- This PR amends the migration guide in
https://github.com/bevyengine/bevy/pull/10779

---------

Co-authored-by: atlas dostal <rodol@rivalrebels.com>
2024-01-22 15:01:55 +00:00
HugoPeters1024
8afb3ceb89
add storage_texture option to as_bind_group macro (#9943)
# Objective

- Add the ability to describe storage texture bindings when deriving
`AsBindGroup`.
- This is especially valuable for the compute story of bevy which
deserves some extra love imo.

## Solution

- This add the ability to annotate struct fields with a
`#[storage_texture(0)]` annotation.
- Instead of adding specific option parsing for all the image formats
and access modes, I simply accept a token stream and defer checking to
see if the option is valid to the compiler. This still results in useful
and friendly errors and is free to maintain and always compatible with
wgpu changes.

---

## Changelog

- The `#[storage_texture(..)]` annotation is now accepted for fields of
`Handle<Image>` in structs that derive `AsBindGroup`.
- The game_of_life compute shader example has been updated to use
`AsBindGroup` together with `[storage_texture(..)]` to obtain the
`BindGroupLayout`.

## Migration Guide
2024-01-21 18:47:13 +00:00
Giacomo Stevanato
0fa14c86de
Fix wrong transmuted type in TaskPool::scope_with_executor_inner (#11455)
# Objective

#8219 changed the target type of a `transmute` without changing the one
transmuting from ([see the relevant
diff](55e9ab7c92 (diff-11413fb2eeba97978379d325353d32aa76eefd0af0c8e9b50b7f394ddfda7a26R351-R355))),
making them incompatible. This PR fixes this by changing the initial
type to match the target one (modulo lifetimes).

## Solution

Change the type to be transmuted from to match the one transmuting into
(modulo lifetimes)
2024-01-21 18:08:45 +00:00
Marco Buono
18833fa67c
Fix reflected serialization/deserialization on Name component (#11447)
# Objective

- This PR makes it so that `ReflectSerialize` and `ReflectDeserialize`
traits are properly derived on `Name`. This avoids having the internal
hash “leak” into the serialization when using reflection.

## Solution

- Added a conditional derive for `ReflectDeserialize` and
`ReflectSerialize` via `#[cfg_attr()]`

---

## Changelog

- `Name` now implements `ReflectDeserialize` and `ReflectSerialize`
whenever the `serialize` feature is enabled.
2024-01-21 18:04:13 +00:00
Arthur Brussee
ffb6faafc2
Use Direction3d for gizmos.circle normal (#11422)
# Objective

Fix weird visuals when drawing a gizmo with a non-normed normal.

Fixes #11401

## Solution
Just normalize right before we draw. Could do it when constructing the
builder but that seems less consistent.

## Changelog
- gizmos.circle normal is now a Direction3d instead of a Vec3.

## Migration Guide
- Pass a Direction3d for gizmos.circle normal, eg.
`Direction3d::new(vec).unwrap_or(default)` or potentially
`Direction3d::new_unchecked(vec)` if you know your vec is definitely
normalized.
2024-01-21 18:03:26 +00:00
François
259fb6896e
auto create imported asset folder if needed (#11284)
# Objective

- Since #11218, example `asset_processing` fails:
```
thread 'main' panicked at crates/bevy_asset/src/io/source.rs:489:18:
Failed to create file watcher: Error { kind: PathNotFound, paths: ["examples/asset/processing/imported_assets/Default"] }
```

start from a fresh git clone or delete the folder before running to
reproduce, it is in gitignore and should not be present on a fresh run

a657478675/.gitignore (L18)

## Solution

- Auto create the `imported_assets` folder if it is configured

---------

Co-authored-by: Kyle <37520732+nvdaz@users.noreply.github.com>
2024-01-21 09:30:43 +00:00
Doonv
0387331c12
Direction: Rename from_normalized to new_unchecked (#11425)
# Objective

`Direction2d::from_normalized` & `Direction3d::from_normalized` don't
emphasize that importance of the vector being normalized enough.

## Solution

Rename `from_normalized` to `new_unchecked` and add more documentation.

---

`Direction2d` and `Direction3d` were added somewhat recently in
https://github.com/bevyengine/bevy/pull/10466 (after 0.12), so I don't
think documenting the changelog and migration guide is necessary (Since
there is no major previous version to migrate from).

But here it is anyway in case it's needed:

## Changelog

- Renamed `Direction2d::from_normalized` and
`Direction3d::from_normalized` to `new_unchecked`.

## Migration Guide

- Renamed `Direction2d::from_normalized` and
`Direction3d::from_normalized` to `new_unchecked`.

---------

Co-authored-by: Tristan Guichaoua <33934311+tguichaoua@users.noreply.github.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2024-01-20 21:52:09 +00:00
Joona Aalto
c6f45831e9
Add geometric primitives to bevy_math::prelude (#11432)
# Objective

Currently, the `primitives` module is inside of the prelude for
`bevy_math`, but the actual primitives are not. This requires either
importing the shapes everywhere that uses them, or adding the
`primitives::` prefix:

```rust
let rectangle = meshes.add(primitives::Rectangle::new(5.0, 2.5));
```

(Note: meshing isn't actually implemented yet, but it's in #11431)

The primitives are meant to be used for a variety of tasks across
several crates, like for meshing, bounding volumes, gizmos, colliders,
and so on, so I think having them in the prelude is justified. It would
make several common tasks a lot more ergonomic.

```rust
let rectangle = meshes.add(Rectangle::new(5.0, 2.5));
```

## Solution

Add `primitives::*` to `bevy_math::prelude`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-20 20:15:38 +00:00
Joona Aalto
c31f3aa128
Add Aabb2d::new and Aabb3d::new constructors (#11433)
# Objective

Currently, the only way to create an AABB is to specify its `min` and
`max` coordinates. However, it's often more useful to use the center and
half-size instead.

## Solution

Add `new` constructors for `Aabb2d` and `Aabb3d`.

This:

```rust
let aabb = Aabb3d {
    min: center - half_size,
    max: center + half_size,
}
```

becomes this:

```rust
let aabb = Aabb3d::new(center, half_size);
```

I also made the usage of "half-extents" vs. "half-size" a bit more
consistent.
2024-01-20 20:12:20 +00:00
Joona Aalto
b592a72916
Change Ellipse representation and improve helpers (#11435)
# Objective

Currently, the `Ellipse` primitive is represented by a `half_width` and
`half_height`. To improve consistency (similarly to #11434), it might
make more sense to use a `Vec2` `half_size` instead.

Alternatively, to make the elliptical nature clearer, the properties
could also be called `radius_x` and `radius_y`.

Secondly, `Ellipse::new` currently takes a *full* width and height
instead of two radii. I would expect it to take the half-width and
half-height because ellipses and circles are almost always defined using
radii. I wouldn't expect `Circle::new` to take a diameter (if we had
that method).

## Solution

Change `Ellipse` to store a `half_size` and `new` to take the half-width
and half-height.

I also added a `from_size` method similar to `Rectangle::from_size`, and
added the `semi_minor` and `semi_major` helpers to get the
semi-minor/major radius.
2024-01-20 18:04:53 +00:00
Joona Aalto
6337fb33ff
Improve Rectangle and Cuboid consistency (#11434)
# Objective

The `Rectangle` and `Cuboid` primitives currently use different
representations:

```rust
pub struct Rectangle {
    /// The half width of the rectangle
    pub half_width: f32,
    /// The half height of the rectangle
    pub half_height: f32,
}

pub struct Cuboid {
    /// Half of the width, height and depth of the cuboid
    pub half_extents: Vec3,
}
```

The property names and helpers are also inconsistent. `Cuboid` has
`half_extents`, but it also has a method called `from_size`. Most
existing code also uses "size" instead of "extents".

## Solution

Represent both `Rectangle` and `Cuboid` with `half_size` properties.
2024-01-20 18:03:47 +00:00
LeshaInc
320ac65a9e
Replace DiagnosticId by DiagnosticPath (#9266)
# Objective

Implements #9216 

## Solution

- Replace `DiagnosticId` by `DiagnosticPath`. It's pre-hashed using
`const-fnv1a-hash` crate, so it's possible to create path in const
contexts.

---

## Changelog

- Replaced `DiagnosticId` by `DiagnosticPath`
- Set default history length to 120 measurements (2 seconds on 60 fps).

I've noticed hardcoded constant 20 everywhere and decided to change it
to `DEFAULT_MAX_HISTORY_LENGTH` , which is set to new diagnostics by
default. To override it, use `with_max_history_length`.


## Migration Guide

```diff
- const UNIQUE_DIAG_ID: DiagnosticId = DiagnosticId::from_u128(42);
+ const UNIQUE_DIAG_PATH: DiagnosticPath = DiagnosticPath::const_new("foo/bar");

- Diagnostic::new(UNIQUE_DIAG_ID, "example", 10)
+ Diagnostic::new(UNIQUE_DIAG_PATH).with_max_history_length(10)

- diagnostics.add_measurement(UNIQUE_DIAG_ID, || 42);
+ diagnostics.add_measurement(&UNIQUE_DIAG_ID, || 42);
```
2024-01-20 15:42:51 +00:00
re0312
04aedf12fa
optimize batch_and_prepare_render_phase (#11323)
# Objective

- since #9685  ,bevy introduce automatic batching of draw commands, 
- `batch_and_prepare_render_phase` take the responsibility for batching
`phaseItem`,
- `GetBatchData` trait is used for indentify each phaseitem how to
batch. it defines a associated type `Data `used for Query to fetch data
from world.

- however,the impl of `GetBatchData ` in bevy always set ` type
Data=Entity` then we acually get following code
`let entity:Entity =query.get(item.entity())` that cause unnecessary
overhead .

## Solution

- remove associated type `Data ` and `Filter` from `GetBatchData `,
- change the type of the `query_item ` parameter in get_batch_data from`
Self::Data` to `Entity`.
- `batch_and_prepare_render_phase ` no longer takes a query using
`F::Data, F::Filter`
- `get_batch_data `now returns `Option<(Self::BufferData,
Option<Self::CompareData>)>`

---

## Performance
based in main merged with #11290 
Window 11 ,Intel 13400kf, NV 4070Ti

![image](https://github.com/bevyengine/bevy/assets/45868716/f63b9d98-6aee-4057-a2c7-a2162b2db765)
frame time from 3.34ms to 3 ms,  ~ 10%


![image](https://github.com/bevyengine/bevy/assets/45868716/a06eea9c-f79e-4324-8392-8d321560c5ba)
`batch_and_prepare_render_phase` from 800us ~ 400 us  

## Migration Guide
trait `GetBatchData` no longer hold associated type  `Data `and `Filter`
`get_batch_data` `query_item `type from `Self::Data` to `Entity` and
return `Option<(Self::BufferData, Option<Self::CompareData>)>`
`batch_and_prepare_render_phase`  should not have a query
2024-01-20 09:30:44 +00:00
Lee-Orr
63eb151619
Optional state (#11417)
# Objective

Adjust bevy internals to utilize `Option<Res<State<S>>>` instead of
`Res<State<S>>`, to allow for adding/removing states at runtime and
avoid unexpected panics.

As requested here:
https://github.com/bevyengine/bevy/pull/10088#issuecomment-1869185413

---

## Changelog

- Changed the use of `world.resource`/`world.resource_mut` to
`world.get_resource`/`world.get_resource_mut` in the
`run_enter_schedule` and `apply_state_transition` systems and handled
the `None` option.
- `in_state` now returns a ` FnMut(Option<Res<State<S>>>) -> bool +
Clone`, returning `false` if the resource doesn't exist.
- `state_exists_and_equals` was marked as deprecated, and now just runs
and returns `in_state`, since their bevhaviour is now identical
- `state_changed` now takes an `Option<Res<State<S>>>` and returns
`false` if it does not exist.

I would like to remove `state_exists_and_equals` fully, but wanted to
ensure that is acceptable before doing so.

---------

Co-authored-by: Mike <mike.hsu@gmail.com>
2024-01-19 21:38:04 +00:00
Giacomo Stevanato
eff96e20a0
Add ReflectFromWorld and replace the FromWorld requirement on ReflectComponent and ReflectBundle with FromReflect (#9623)
# Objective

- `FromType<T>` for `ReflectComponent` and `ReflectBundle` currently
require `T: FromWorld` for two reasons:
    - they include a `from_world` method;
- they create dummy `T`s using `FromWorld` and then `apply` a `&dyn
Reflect` to it to simulate `FromReflect`.
- However `FromWorld`/`Default` may be difficult/weird/impractical to
implement, while `FromReflect` is easier and also more natural for the
job.
- See also
https://discord.com/channels/691052431525675048/1146022009554337792

## Solution

- Split `from_world` from `ReflectComponent` and `ReflectBundle` into
its own `ReflectFromWorld` struct.
- Replace the requirement on `FromWorld` in `ReflectComponent` and
`ReflectBundle` with `FromReflect`

---

## Changelog

- `ReflectComponent` and `ReflectBundle` no longer offer a `from_world`
method.
- `ReflectComponent` and `ReflectBundle`'s `FromType<T>` implementation
no longer requires `T: FromWorld`, but now requires `FromReflect`.
- `ReflectComponent::insert`, `ReflectComponent::apply_or_insert` and
`ReflectComponent::copy` now take an extra `&TypeRegistry` parameter.
- There is now a new `ReflectFromWorld` struct.

## Migration Guide

- Existing uses of `ReflectComponent::from_world` and
`ReflectBundle::from_world` will have to be changed to
`ReflectFromWorld::from_world`.
- Users of `#[reflect(Component)]` and `#[reflect(Bundle)]` will need to
also implement/derive `FromReflect`.
- Users of `#[reflect(Component)]` and `#[reflect(Bundle)]` may now want
to also add `FromWorld` to the list of reflected traits in case their
`FromReflect` implementation may fail.
- Users of `ReflectComponent` will now need to pass a `&TypeRegistry` to
its `insert`, `apply_or_insert` and `copy` methods.
2024-01-19 16:08:57 +00:00
Patrick Walton
83d6600267
Implement minimal reflection probes (fixed macOS, iOS, and Android). (#11366)
This pull request re-submits #10057, which was backed out for breaking
macOS, iOS, and Android. I've tested this version on macOS and Android
and on the iOS simulator.

# Objective

This pull request implements *reflection probes*, which generalize
environment maps to allow for multiple environment maps in the same
scene, each of which has an axis-aligned bounding box. This is a
standard feature of physically-based renderers and was inspired by [the
corresponding feature in Blender's Eevee renderer].

## Solution

This is a minimal implementation of reflection probes that allows
artists to define cuboid bounding regions associated with environment
maps. For every view, on every frame, a system builds up a list of the
nearest 4 reflection probes that are within the view's frustum and
supplies that list to the shader. The PBR fragment shader searches
through the list, finds the first containing reflection probe, and uses
it for indirect lighting, falling back to the view's environment map if
none is found. Both forward and deferred renderers are fully supported.

A reflection probe is an entity with a pair of components, *LightProbe*
and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to
position it in the world). The *LightProbe* component (along with the
*Transform*) defines the bounding region, while the
*EnvironmentMapLight* component specifies the associated diffuse and
specular cubemaps.

A frequent question is "why two components instead of just one?" The
advantages of this setup are:

1. It's readily extensible to other types of light probes, in particular
*irradiance volumes* (also known as ambient cubes or voxel global
illumination), which use the same approach of bounding cuboids. With a
single component that applies to both reflection probes and irradiance
volumes, we can share the logic that implements falloff and blending
between multiple light probes between both of those features.

2. It reduces duplication between the existing *EnvironmentMapLight* and
these new reflection probes. Systems can treat environment maps attached
to cameras the same way they treat environment maps applied to
reflection probes if they wish.

Internally, we gather up all environment maps in the scene and place
them in a cubemap array. At present, this means that all environment
maps must have the same size, mipmap count, and texture format. A
warning is emitted if this restriction is violated. We could potentially
relax this in the future as part of the automatic mipmap generation
work, which could easily do texture format conversion as part of its
preprocessing.

An easy way to generate reflection probe cubemaps is to bake them in
Blender and use the `export-blender-gi` tool that's part of the
[`bevy-baked-gi`] project. This tool takes a `.blend` file containing
baked cubemaps as input and exports cubemap images, pre-filtered with an
embedded fork of the [glTF IBL Sampler], alongside a corresponding
`.scn.ron` file that the scene spawner can use to recreate the
reflection probes.

Note that this is intentionally a minimal implementation, to aid
reviewability. Known issues are:

* Reflection probes are basically unsupported on WebGL 2, because WebGL
2 has no cubemap arrays. (Strictly speaking, you can have precisely one
reflection probe in the scene if you have no other cubemaps anywhere,
but this isn't very useful.)

* Reflection probes have no falloff, so reflections will abruptly change
when objects move from one bounding region to another.

* As mentioned before, all cubemaps in the world of a given type
(diffuse or specular) must have the same size, format, and mipmap count.

Future work includes:

* Blending between multiple reflection probes.

* A falloff/fade-out region so that reflected objects disappear
gradually instead of vanishing all at once.

* Irradiance volumes for voxel-based global illumination. This should
reuse much of the reflection probe logic, as they're both GI techniques
based on cuboid bounding regions.

* Support for WebGL 2, by breaking batches when reflection probes are
used.

These issues notwithstanding, I think it's best to land this with
roughly the current set of functionality, because this patch is useful
as is and adding everything above would make the pull request
significantly larger and harder to review.

---

## Changelog

### Added

* A new *LightProbe* component is available that specifies a bounding
region that an *EnvironmentMapLight* applies to. The combination of a
*LightProbe* and an *EnvironmentMapLight* offers *reflection probe*
functionality similar to that available in other engines.

[the corresponding feature in Blender's Eevee renderer]:
https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html

[`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi

[glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
2024-01-19 07:33:52 +00:00
François
f795656d65
Winit update: fix suspend on Android (#11403)
# Objective

- Android still plays audio when suspended

## Solution

- When status is `WillSuspend`, trigger an update without requesting a
redraw
2024-01-19 06:26:34 +00:00
Lee-Orr
e9b8c71da0
move once from bevy_log to bevy_utils, to allow for it's use in bevy_ecs (#11419)
# Objective

When working within `bevy_ecs`, we can't use the `log_once` macros due
to their placement in `bevy_log` - which depends on `bevy_ecs`. All this
create does is migrate those macros to the `bevy_utils` crate, while
still re-exporting them in `bevy_log`.

created to resolve this:
https://github.com/bevyengine/bevy/pull/11417#discussion_r1458100211

---------

Co-authored-by: François <mockersf@gmail.com>
2024-01-19 06:07:41 +00:00
pablo-lua
6fbd585d78
Fix gizmos app new panic (#11420)
# Objective

After the Gizmos changes, `App::init_gizmos_group` turned into a
important function that for sure mustn't panic. The problem is: the
actual implementation causes a panic if somehow the code is runned
before `GizmoPlugin` was added to the App
- The error occurs here for example:
```rust
fn main() {
    App::new()
        .init_gizmo_group::<MyGizmoConfig>()
        .add_plugins(DefaultPlugins)
        .run();
}

#[derive(Default, Reflect, GizmoConfigGroup)]
struct MyGizmoConfig;
```

![image](https://github.com/bevyengine/bevy/assets/126117294/35e75608-0946-4320-8035-00a82562e37e)


## Solution

- Instead of panicking when getting `GizmoConfigStore`, insert the store
in `App::init_gizmos_group` if needed

---

## Changelog

### Changed
- Changed App::init_gizmos_group to insert the resource if it don't
exist

### Removed
- Removed explicit init of `GizmoConfigStore`

---------

Co-authored-by: François <mockersf@gmail.com>
2024-01-19 06:03:27 +00:00
IceSentry
7125dcb268
Customizable camera main texture usage (#11412)
# Objective

- Some users want to change the default texture usage of the main camera
but they are currently hardcoded

## Solution

- Add a component that is used to configure the main texture usage field

---

## Changelog

Added `CameraMainTextureUsage`
Added `CameraMainTextureUsage` to `Camera3dBundle` and `Camera2dBundle`

## Migration Guide

Add `main_texture_usages: Default::default()` to your camera bundle.

# Notes

Inspired by: #6815
2024-01-18 20:33:42 +00:00
Doonv
03ee959809
Fix panic on Text UI without Cameras (#11405)
# Objective

Fix https://github.com/bevyengine/bevy/issues/11396.

## Solution

Don't panic on taffy node not existing.

Plus minor warning text improvement.
2024-01-18 20:33:22 +00:00
BD103
056b006d4e
Use static_assertions to check for trait impls (#11407)
# Objective

- Tests are manually checking whether derived types implement certain
traits. (Specifically in `bevy_reflect.)
- #11182 introduces
[`static_assertions`](https://docs.rs/static_assertions/) to
automatically check this.
- Simplifies `Reflect` test in #11195.
- Closes #11196.

## Solution

- Add `static_assertions` and replace current tests.

---

I wasn't sure whether to remove the existing test or not. What do you
think?
2024-01-18 17:21:18 +00:00
Eris
d151883f3e
Get Change Tick methods for Resources (#11404)
# Objective

- Add methods to get Change Ticks for a given resource by type or
ComponentId
- Fixes #11390
The `is_resource_id_changed` requested in the Issue already exists, this
adds their request for `get_resource_change_ticks`

## Solution

- Added two methods to get change ticks by Type or ComponentId
2024-01-18 15:58:13 +00:00
Joona Aalto
c62ad4b2c4
Implement bounding volumes for primitive shapes (#11336)
# Objective

Closes #10570.

#10946 added bounding volume types and traits, but didn't use them for
anything yet. This PR implements `Bounded2d` and `Bounded3d` for Bevy's
primitive shapes.

## Solution

Implement `Bounded2d` and `Bounded3d` for primitive shapes. This allows
computing AABBs and bounding circles/spheres for them.

For most shapes, there are several ways of implementing bounding
volumes. I took inspiration from [Parry's bounding
volumes](https://github.com/dimforge/parry/tree/master/src/bounding_volume),
[Inigo Quilez](http://iquilezles.org/articles/diskbbox/), and figured
out the rest myself using geometry. I tried to comment all slightly
non-trivial or unclear math to make it understandable.

Parry uses support mapping (finding the farthest point in some direction
for convex shapes) for some AABBs like cones, cylinders, and line
segments. This involves several quat operations and normalizations, so I
opted for the simpler and more efficient geometric approaches shown in
[Quilez's article](http://iquilezles.org/articles/diskbbox/).

Below you can see some of the bounding volumes working in 2D and 3D.
Note that I can't conveniently add these examples yet because they use
primitive shape meshing, which is still WIP.


https://github.com/bevyengine/bevy/assets/57632562/4465cbc6-285b-4c71-b62d-a2b3ee16f8b4


https://github.com/bevyengine/bevy/assets/57632562/94b4ac84-a092-46d7-b438-ce2e971496a4

---

## Changelog

- Implemented `Bounded2d`/`Bounded3d` for primitive shapes
- Added `from_point_cloud` method for bounding volumes (used by many
bounding implementations)
- Added `point_cloud_2d/3d_center` and `rotate_vec2` utility functions
- Added `RegularPolygon::vertices` method (used in regular polygon AABB
construction)
- Added `Triangle::circumcenter` method (used in triangle bounding
circle construction)
- Added bounding circle/sphere creation from AABBs and vice versa

## Extra

Do we want to implement `Bounded2d` for some "3D-ish" shapes too? For
example, capsules are sort of dimension-agnostic and useful for 2D, so I
think that would be good to implement. But a cylinder in 2D is just a
rectangle, and a cone is a triangle, so they wouldn't make as much sense
to me. A conical frustum would be an isosceles trapezoid, which could be
useful, but I'm not sure if computing the 2D AABB of a 3D frustum makes
semantic sense.
2024-01-18 15:55:36 +00:00
jeliag
f6b40a6e43
Multiple Configurations for Gizmos (#10342)
# Objective

This PR aims to implement multiple configs for gizmos as discussed in
#9187.

## Solution

Configs for the new `GizmoConfigGroup`s are stored in a
`GizmoConfigStore` resource and can be accesses using a type based key
or iterated over. This type based key doubles as a standardized location
where plugin authors can put their own configuration not covered by the
standard `GizmoConfig` struct. For example the `AabbGizmoGroup` has a
default color and toggle to show all AABBs. New configs can be
registered using `app.init_gizmo_group::<T>()` during startup.

When requesting the `Gizmos<T>` system parameter the generic type
determines which config is used. The config structs are available
through the `Gizmos` system parameter allowing for easy access while
drawing your gizmos.

Internally, resources and systems used for rendering (up to an including
the extract system) are generic over the type based key and inserted on
registering a new config.

## Alternatives

The configs could be stored as components on entities with markers which
would make better use of the ECS. I also implemented this approach
([here](https://github.com/jeliag/bevy/tree/gizmo-multiconf-comp)) and
believe that the ergonomic benefits of a central config store outweigh
the decreased use of the ECS.

## Unsafe Code

Implementing system parameter by hand is unsafe but seems to be required
to access the config store once and not on every gizmo draw function
call. This is critical for performance. ~Is there a better way to do
this?~

## Future Work

New gizmos (such as #10038, and ideas from #9400) will require custom
configuration structs. Should there be a new custom config for every
gizmo type, or should we group them together in a common configuration?
(for example `EditorGizmoConfig`, or something more fine-grained)

## Changelog

- Added `GizmoConfigStore` resource and `GizmoConfigGroup` trait
- Added `init_gizmo_group` to `App`
- Added early returns to gizmo drawing increasing performance when
gizmos are disabled
- Changed `GizmoConfig` and aabb gizmos to use new `GizmoConfigStore`
- Changed `Gizmos` system parameter to use type based key to retrieve
config
- Changed resources and systems used for gizmo rendering to be generic
over type based key
- Changed examples (3d_gizmos, 2d_gizmos) to showcase new API

## Migration Guide

- `GizmoConfig` is no longer a resource and has to be accessed through
`GizmoConfigStore` resource. The default config group is
`DefaultGizmoGroup`, but consider using your own custom config group if
applicable.

---------

Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2024-01-18 15:52:50 +00:00
Brian Reavis
c9e1fcdb35
Added AssetLoadFailedEvent, UntypedAssetLoadFailedEvent (#11369)
# Objective

This adds events for assets that fail to load along with minor utility
methods to make them useful. This paves the way for users writing their
own error handling and retry systems, plus Bevy including robust retry
handling: #11349.

* Addresses #11288
* Needed for #11349

# Solution

```rust
/// An event emitted when a specific [`Asset`] fails to load.
#[derive(Event, Clone, Debug)]
pub struct AssetLoadFailedEvent<A: Asset> {
    pub id: AssetId<A>,
    /// The original handle returned when the asset load was requested.
    pub handle: Option<Handle<A>>,
    /// The asset path that was attempted.
    pub path: AssetPath<'static>,
    /// Why the asset failed to load.
    pub error: AssetLoadError,
}
```

I started implementing `AssetEvent::Failed` like suggested in #11288,
but decided it was better as its own type because:

* I think it makes sense for `AssetEvent` to only refer to assets that
actually exist.
* In order to return `AssetLoadError` in the event (which is useful
information for error handlers that might attempt a retry) we would have
to remove `Copy` from `AssetEvent`.
* There are numerous places in the render app that match against
`AssetEvent`, and I don't think it's worth introducing extra noise about
assets that don't exist.

I also introduced `UntypedAssetLoadErrorEvent`, which is very useful in
places that need to support type flexibility, like an Asset-agnostic
retry plugin.

# Changelog

* **Added:** `AssetLoadFailedEvent<A>`
* **Added**: `UntypedAssetLoadFailedEvent`
* **Added:** `AssetReaderError::Http` for status code information on
HTTP errors. Before this, status codes were only available by parsing
the error message of generic `Io` errors.
* **Added:** `asset_server.get_path_id(path)`. This method simply gets
the asset id for the path. Without this, one was left using
`get_path_handle(path)`, which has the overhead of returning a strong
handle.
* **Fixed**: Made `AssetServer` loads return the same handle for assets
that already exist in a failed state. Now, when you attempt a `load`
that's in a `LoadState::Failed` state, it'll re-use the original asset
id. The advantage of this is that any dependent assets created using the
original handle will "unbreak" if a retry succeeds.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-17 21:12:00 +00:00
robtfm
30940e5cb4
fix occasional crash moving ui root nodes (#11371)
# Objective

fix an occasional crash when moving ui root nodes between cameras.

occasionally, updating the TargetCamera of a ui element and then
removing the element causes a crash.

i believe that is because when we assign a child in taffy, the old
parent doesn't remove that child from it's children, so we have:

```
user: create root node N1, camera A
-> layout::set_camera_children(A) : 
	- create implicit node A1
	- assign 1 as child -> taffy.children[A1] = [N1], taffy.parents[1] = A1

user: move root node N1 to camera B
-> layout::set_camera_children(B) :
	- create implicit node B1
	- assign 1 as child -> taffy.children[A1] = [N1], taffy.children[B1] = [N1], taffy.parents[1] = B1
-> layout::set_camera_children(A) :
	- remove implicit node A1 (which still has N1 as a child) -> 
		-> taffy sets parent[N1] = None ***
		-> taffy.children[B1] = [N1], taffy.parents[1] = None

user: remove N1
-> layout::remove_entities(N1)
	- since parent[N1] is None, it's not removed from B1 -> taffy.children[B1] = [N1], taffy.parents[1] is removed
-> layout::set_camera_children(B)
	- remove implicit node B1
	- taffy crash accessing taffy.parents[N1]
```

## Solution

we can work around this by making sure to remove the child from the old
parent if one exists (this pr).

i think a better fix may be for taffy to check in `Taffy::remove` and
only set the child's parent to None if it is currently equal to the node
being removed but i'm not sure if there's an explicit assumption we're
violating here (@nicoburns).
2024-01-17 16:53:27 +00:00
wackbyte
43f83d5e7c
Remove duplicate #[automatically_derived] in ECS macro (#11388)
# Objective

It's already provided by `item_attrs`, so it can be removed.

# Solution

Remove the extra `#[automatically_derived]`.
2024-01-17 16:52:45 +00:00
Giacomo Stevanato
39cca41f3f
Make DynamicUniformBuffer::push accept an &T instead of T (#11373)
# Objective

- `DynamicUniformBuffer::push` takes an owned `T` but only uses a shared
reference to it
- This in turn requires users of `DynamicUniformBuffer::push` to
potentially unecessarily clone data

## Solution

- Have `DynamicUniformBuffer::push` take a shared reference to `T`

---

## Changelog

- `DynamicUniformBuffer::push` now takes a `&T` instead of `T`

## Migration Guide

- Users of `DynamicUniformBuffer::push` now need to pass references to
`DynamicUniformBuffer::push` (e.g. existing `uniforms.push(value)` will
now become `uniforms.push(&value)`)
2024-01-16 20:51:56 +00:00
James O'Brien
ea42d14344
Dynamic queries and builder API (#9774)
# Objective
Expand the existing `Query` API to support more dynamic use cases i.e.
scripting.

## Prior Art
 - #6390 
 - #8308 
- #10037

## Solution
- Create a `QueryBuilder` with runtime methods to define the set of
component accesses for a built query.
- Create new `WorldQueryData` implementations `FilteredEntityMut` and
`FilteredEntityRef` as variants of `EntityMut` and `EntityRef` that
provide run time checked access to the components included in a given
query.
- Add new methods to `Query` to create "query lens" with a subset of the
access of the initial query.

### Query Builder
The `QueryBuilder` API allows you to define a query at runtime. At it's
most basic use it will simply create a query with the corresponding type
signature:
```rust
let query = QueryBuilder::<Entity, With<A>>::new(&mut world).build();
// is equivalent to
let query = QueryState::<Entity, With<A>>::new(&mut world);
```
Before calling `.build()` you also have the opportunity to add
additional accesses and filters. Here is a simple example where we add
additional filter terms:
```rust
let entity_a = world.spawn((A(0), B(0))).id();
let entity_b = world.spawn((A(0), C(0))).id();

let mut query_a = QueryBuilder::<Entity>::new(&mut world)
    .with::<A>()
    .without::<C>()
    .build();
            
assert_eq!(entity_a, query_a.single(&world));
```
This alone is useful in that allows you to decide which archetypes your
query will match at runtime. However it is also very limited, consider a
case like the following:
```rust
let query_a = QueryBuilder::<&A>::new(&mut world)
// Add an additional access
    .data::<&B>()
    .build();
```
This will grant the query an additional read access to component B
however we have no way of accessing the data while iterating as the type
signature still only includes &A. For an even more concrete example of
this consider dynamic components:
```rust
let query_a = QueryBuilder::<Entity>::new(&mut world)
// Adding a filter is easy since it doesn't need be read later
    .with_id(component_id_a)
// How do I access the data of this component?
    .ref_id(component_id_b)
    .build();
```
With this in mind the `QueryBuilder` API seems somewhat incomplete by
itself, we need some way method of accessing the components dynamically.
So here's one:
### Query Transmutation
If the problem is not having the component in the type signature why not
just add it? This PR also adds transmute methods to `QueryBuilder` and
`QueryState`. Here's a simple example:
```rust
world.spawn(A(0));
world.spawn((A(1), B(0)));
let mut query = QueryBuilder::<()>::new(&mut world)
    .with::<B>()
    .transmute::<&A>()
    .build();

query.iter(&world).for_each(|a| assert_eq!(a.0, 1));
```
The `QueryState` and `QueryBuilder` transmute methods look quite similar
but are different in one respect. Transmuting a builder will always
succeed as it will just add the additional accesses needed for the new
terms if they weren't already included. Transmuting a `QueryState` will
panic in the case that the new type signature would give it access it
didn't already have, for example:
```rust
let query = QueryState::<&A, Option<&B>>::new(&mut world);
/// This is fine, the access for Option<&A> is less restrictive than &A
query.transmute::<Option<&A>>(&world);
/// Oh no, this would allow access to &B on entities that might not have it, so it panics
query.transmute::<&B>(&world);
/// This is right out
query.transmute::<&C>(&world);
```
This is quite an appealing API to also have available on `Query` however
it does pose one additional wrinkle: In order to to change the iterator
we need to create a new `QueryState` to back it. `Query` doesn't own
it's own state though, it just borrows it, so we need a place to borrow
it from. This is why `QueryLens` exists, it is a place to store the new
state so it can be borrowed when you call `.query()` leaving you with an
API like this:
```rust
fn function_that_takes_a_query(query: &Query<&A>) {
    // ...
}

fn system(query: Query<(&A, &B)>) {
    let lens = query.transmute_lens::<&A>();
    let q = lens.query();
    function_that_takes_a_query(&q);
}
```
Now you may be thinking: Hey, wait a second, you introduced the problem
with dynamic components and then described a solution that only works
for static components! Ok, you got me, I guess we need a bit more:
### Filtered Entity References
Currently the only way you can access dynamic components on entities
through a query is with either `EntityMut` or `EntityRef`, however these
can access all components and so conflict with all other accesses. This
PR introduces `FilteredEntityMut` and `FilteredEntityRef` as
alternatives that have additional runtime checking to prevent accessing
components that you shouldn't. This way you can build a query with a
`QueryBuilder` and actually access the components you asked for:
```rust
let mut query = QueryBuilder::<FilteredEntityRef>::new(&mut world)
    .ref_id(component_id_a)
    .with(component_id_b)
    .build();

let entity_ref = query.single(&world);

// Returns Some(Ptr) as we have that component and are allowed to read it
let a = entity_ref.get_by_id(component_id_a);
// Will return None even though the entity does have the component, as we are not allowed to read it
let b = entity_ref.get_by_id(component_id_b);
```
For the most part these new structs have the exact same methods as their
non-filtered equivalents.

Putting all of this together we can do some truly dynamic ECS queries,
check out the `dynamic` example to see it in action:
```
Commands:
    comp, c   Create new components
    spawn, s  Spawn entities
    query, q  Query for entities
Enter a command with no parameters for usage.

> c A, B, C, Data 4  
Component A created with id: 0
Component B created with id: 1
Component C created with id: 2
Component Data created with id: 3

> s A, B, Data 1
Entity spawned with id: 0v0

> s A, C, Data 0
Entity spawned with id: 1v0

> q &Data
0v0: Data: [1, 0, 0, 0]
1v0: Data: [0, 0, 0, 0]

> q B, &mut Data                                                                                     
0v0: Data: [2, 1, 1, 1]

> q B || C, &Data 
0v0: Data: [2, 1, 1, 1]
1v0: Data: [0, 0, 0, 0]
```
## Changelog
 - Add new `transmute_lens` methods to `Query`.
- Add new types `QueryBuilder`, `FilteredEntityMut`, `FilteredEntityRef`
and `QueryLens`
- `update_archetype_component_access` has been removed, archetype
component accesses are now determined by the accesses set in
`update_component_access`
- Added method `set_access` to `WorldQuery`, this is called before
`update_component_access` for queries that have a restricted set of
accesses, such as those built by `QueryBuilder` or `QueryLens`. This is
primarily used by the `FilteredEntity*` variants and has an empty trait
implementation.
- Added method `get_state` to `WorldQuery` as a fallible version of
`init_state` when you don't have `&mut World` access.

## Future Work
Improve performance of `FilteredEntityMut` and `FilteredEntityRef`,
currently they have to determine the accesses a query has in a given
archetype during iteration which is far from ideal, especially since we
already did the work when matching the archetype in the first place. To
avoid making more internal API changes I have left it out of this PR.

---------

Co-authored-by: Mike Hsu <mike.hsu@gmail.com>
2024-01-16 19:16:49 +00:00
vero
54a54d4c10
Remove Vec from GpuArrayBuffer (#11368)
# Objective

- Remove Vec as described in
https://github.com/bevyengine/bevy/pull/11290#issuecomment-1890315650

## Solution

- Rely on StorageBuffer's backing Vec instead

---

## Changelog

- GpuArrayBuffer no longer has a redundant backing Vec
2024-01-16 16:09:17 +00:00
Shane Celis
b6e154fc64
Fix embedded watcher to work with external crates (#11370)
# Objective

Tried using "embedded_watcher" feature and `embedded_asset!()` from
another crate. The assets embedded fine but were not "watched." The
problem appears to be that checking for the feature was done inside the
macro, so rather than checking if "embedded_watcher" was enabled for
bevy, it would check if it was enabled for the current crate.

## Solution

I extracted the checks for the "embedded_watcher" feature into its own
function called `watched_path()`. No external changes.

### Alternative Solution

An alternative fix would be to not do any feature checking in
`embedded_asset!()` or an extracted function and always send the
full_path to `insert_asset()` where it's promptly dropped when the
feature isn't turned on. That would be simpler.

```
    ($app: ident, $source_path: expr, $path: expr) => {{
        let mut embedded = $app
            .world
            .resource_mut::<$crate::io::embedded::EmbeddedAssetRegistry>();
        let path = $crate::embedded_path!($source_path, $path);
        //#[cfg(feature = "embedded_watcher")]
        let full_path = std::path::Path::new(file!()).parent().unwrap().join($path);
        //#[cfg(not(feature = "embedded_watcher"))]
        //let full_path = std::path::PathBuf::new();
        embedded.insert_asset(full_path, &path, include_bytes!($path));
    }};
```

## Changelog

> Fix embedded_watcher feature to work with external crates
2024-01-16 15:18:16 +00:00
JMS55
fcd7c0fc3d
Exposure settings (adopted) (#11347)
Rebased and finished version of
https://github.com/bevyengine/bevy/pull/8407. Huge thanks to @GitGhillie
for adjusting all the examples, and the many other people who helped
write this PR (@superdump , @coreh , among others) :)

Fixes https://github.com/bevyengine/bevy/issues/8369

---

## Changelog
- Added a `brightness` control to `Skybox`.
- Added an `intensity` control to `EnvironmentMapLight`.
- Added `ExposureSettings` and `PhysicalCameraParameters` for
controlling exposure of 3D cameras.
- Removed the baked-in `DirectionalLight` exposure Bevy previously
hardcoded internally.

## Migration Guide
- If using a `Skybox` or `EnvironmentMapLight`, use the new `brightness`
and `intensity` controls to adjust their strength.
- All 3D scene will now have different apparent brightnesses due to Bevy
implementing proper exposure controls. You will have to adjust the
intensity of your lights and/or your camera exposure via the new
`ExposureSettings` component to compensate.

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: GitGhillie <jillisnoordhoek@gmail.com>
Co-authored-by: Marco Buono <thecoreh@gmail.com>
Co-authored-by: vero <email@atlasdostal.com>
Co-authored-by: atlas dostal <rodol@rivalrebels.com>
2024-01-16 14:53:21 +00:00
Richard Hozák
184f233a67
Use glam for computing gLTF node transform (#11361)
# Objective

gltf-rs does its own computations when accessing `transform.matrix()`
which does not use glam types, rendering #11238 useless if people were
to load gltf models and expecting the results to be deterministic across
platforms.

## Solution

Move the computation to bevy side which uses glam types, it was already
used in one place, so I created one common function to handle the two
cases.

The added benefit this has, is that some gltf files can have
translation, rotation and scale directly instead of matrix which skips
the transform computation completely, win-win.
2024-01-16 14:33:19 +00:00
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>
2024-01-16 13:59:08 +00:00
BD103
9f8db0de0d
Bump toml_edit in build-template-pages tool (#11342)
# Objective

- The
[`build-templated-pages`](4778fbeb65/tools/build-templated-pages)
tool is used to render the Markdown templates in the
[docs-template](4778fbeb65/docs-template)
folder.
- It depends on out outdated version of `toml_edit`.

## Solution

- Bump `toml_edit` to 0.21, disabling all features except `parse`.
2024-01-16 05:23:18 +00:00
Roman Salnikov
eb9db21113
Camera-driven UI (#10559)
# Objective

Add support for presenting each UI tree on a specific window and
viewport, while making as few breaking changes as possible.

This PR is meant to resolve the following issues at once, since they're
all related.

- Fixes #5622 
- Fixes #5570 
- Fixes #5621 

Adopted #5892 , but started over since the current codebase diverged
significantly from the original PR branch. Also, I made a decision to
propagate component to children instead of recursively iterating over
nodes in search for the root.


## Solution

Add a new optional component that can be inserted to UI root nodes and
propagate to children to specify which camera it should render onto.
This is then used to get the render target and the viewport for that UI
tree. Since this component is optional, the default behavior should be
to render onto the single camera (if only one exist) and warn of
ambiguity if multiple cameras exist. This reduces the complexity for
users with just one camera, while giving control in contexts where it
matters.

## Changelog

- Adds `TargetCamera(Entity)` component to specify which camera should a
node tree be rendered into. If only one camera exists, this component is
optional.
- Adds an example of rendering UI to a texture and using it as a
material in a 3D world.
- Fixes recalculation of physical viewport size when target scale factor
changes. This can happen when the window is moved between displays with
different DPI.
- Changes examples to demonstrate assigning UI to different viewports
and windows and make interactions in an offset viewport testable.
- Removes `UiCameraConfig`. UI visibility now can be controlled via
combination of explicit `TargetCamera` and `Visibility` on the root
nodes.

---------

Co-authored-by: davier <bricedavier@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-01-16 00:39:10 +00:00
Mike
ee9a1503ed
Async channel v2 (#10692)
# Objective

- Update async channel to v2.

## Solution

- async channel doesn't support `send_blocking` on wasm anymore. So
don't compile the pipelined rendering plugin on wasm anymore.
- Replaces https://github.com/bevyengine/bevy/pull/10405

## Migration Guide
- The `PipelinedRendering` plugin is no longer exported on wasm. If you
are including it in your wasm builds you should remove it.

```rust
#[cfg(all(not(target_arch = "wasm32"))]
app.add_plugins(bevy_render::pipelined_rendering::PipelinedRenderingPlugin);
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-15 19:23:00 +00:00
Turki Al-Marri
fcc1113ec8
Fix doc of [Schedules] to mention exclusion of current schedule. (#11360)
Document that [`Schedules`] resource does not include the current
schedule.
2024-01-15 19:13:13 +00:00
Cameron
aeab690fdb
Change WinitPlugin defaults to limit game update rate when window is not visible (for real this time) (#11305)
# Objective

I goofed. #7611 forgot to change the default update modes set by the
`WinitPlugin`.


<ce5bae55f6/crates/bevy_winit/src/winit_config.rs (L53-L60)>


<ce5bae55f6/crates/bevy_winit/src/lib.rs (L127)>

## Solution

Change `Default` impl for `WinitSettings` to return the `game` settings
that limit FPS when the app runs in the background.
2024-01-15 17:53:35 +00:00
Aevyrie
839d2f8353
Approximate indirect specular occlusion (#11152)
# Objective

- The current PBR renderer over-brightens indirect specular reflections,
which tends to cause objects to appear to glow, because specular
occlusion is not accounted for.

## Solution

- Attenuate indirect specular term with an approximation for specular
occlusion, using [[Lagarde et al., 2014] (pg.
76)](https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf).

| Before | After | Animation |
| --- | --- | --- |
| <img width="1840" alt="before bike"
src="https://github.com/bevyengine/bevy/assets/2632925/b6e10d15-a998-4a94-875a-1c2b1e98348a">
| <img width="1840" alt="after bike"
src="https://github.com/bevyengine/bevy/assets/2632925/53b1479c-b1e4-427f-b140-53df26ca7193">
|
![ezgif-1-fbcbaf272b](https://github.com/bevyengine/bevy/assets/2632925/c2dece1c-eb3d-4e05-92a2-46cf83052c7c)
|
| <img width="1840" alt="classroom before"
src="https://github.com/bevyengine/bevy/assets/2632925/b16c0e74-741e-4f40-a7df-8863eaa62596">
| <img width="1840" alt="classroom after"
src="https://github.com/bevyengine/bevy/assets/2632925/26f9e971-0c63-4ee9-9544-964e5703d65e">
|
![ezgif-1-0f390edd06](https://github.com/bevyengine/bevy/assets/2632925/d8894e52-380f-4528-aa0d-1ca249108178)
|

---

## Changelog

- Ambient occlusion now applies to indirect specular reflections to
approximate how objects occlude specular light.

## Migration Guide

- Renamed `PbrInput::occlusion` to `diffuse_occlusion`, and added
`specular_occlusion`.
2024-01-15 16:10:55 +00:00
vero
4695b82f6b
Use EntityHashMap whenever possible (#11353)
# Objective

Fixes #11352

## Solution

- Use `EntityHashMap<Entity, T>` instead of `HashMap<Entity, T>`

---

## Changelog

Changed
- Use `EntityHashMap<Entity, T>` instead of `HashMap<Entity, T>`
whenever possible

## Migration Guide

TODO
2024-01-15 15:51:17 +00:00
François
3d628a8191
Fix Reactive and ReactiveLowPower update modes (#11325)
# Objective

- Partial fix for #11235 
- Fixes #11274 
- Fixes #11320 
- Fixes #11273

## Solution

- check update mode to trigger redraw request, instead of once a redraw
request has been triggered
- don't ignore device event in case of `Reactive` update mode
- make sure that at least 5 updates are triggered on application start
to ensure everything is correctly initialized
- trigger manual updates instead of relying on redraw requests when
there are no window or they are not visible
2024-01-15 15:46:11 +00:00
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>
2024-01-15 15:40:06 +00:00
Cornelius
a7b99f0500
GLTF extension support (#11138)
# Objective
Adds support for accessing raw extension data of loaded GLTF assets

## Solution
Via the GLTF loader settings, you can specify whether or not to include
the GLTF source. While not the ideal way of solving this problem,
modeling all of GLTF within Bevy just for extensions adds a lot of
complexity to the way Bevy handles GLTF currently. See the example GLTF
meta file and code
```
(
    meta_format_version: "1.0",
    asset: Load(
        loader: "bevy_gltf::loader::GltfLoader",
        settings: (
            load_meshes: true,
            load_cameras: true,
            load_lights: true,
            include_source: true,
        ),
    ),
)
```
```rs
pub fn load_gltf(mut commands: Commands, assets: Res<AssetServer>) {
    let my_gltf = assets.load("test_platform.gltf");

    commands.insert_resource(MyAssetPack {
        spawned: false,
        handle: my_gltf,
    });
}

#[derive(Resource)]
pub struct MyAssetPack {
    pub spawned: bool,
    pub handle: Handle<Gltf>,
}

pub fn spawn_gltf_objects(
    mut commands: Commands,
    mut my: ResMut<MyAssetPack>,
    assets_gltf: Res<Assets<Gltf>>,
) {
    // This flag is used to because this system has to be run until the asset is loaded.
    // If there's a better way of going about this I am unaware of it.
    if my.spawned {
        return;
    }

    if let Some(gltf) = assets_gltf.get(&my.handle) {
        info!("spawn");
        my.spawned = true;
        // spawn the first scene in the file
        commands.spawn(SceneBundle {
            scene: gltf.scenes[0].clone(),
            ..Default::default()
        });

        let source = gltf.source.as_ref().unwrap();
        info!("materials count {}", &source.materials().size_hint().0);
        info!(
            "materials ext is some {}",
            &source.materials().next().unwrap().extensions().is_some()
        );
    }
}
```

---

## Changelog
Added support for GLTF extensions through including raw GLTF source via
loader flag `GltfLoaderSettings::include_source == true`, stored in
`Gltf::source: Option<gltf::Gltf>`

## Migration Guide
This will have issues with "asset migrations", as there is currently no
way for .meta files to be migrated. Attempting to migrate .meta files
without the new flag will yield the following error:
```
bevy_asset::server: Failed to deserialize meta for asset test_platform.gltf: Failed to deserialize asset meta: SpannedError { code: MissingStructField { field: "include_source", outer: Some("GltfLoaderSettings") }, position: Position { line: 9, col: 9 } }
```
This means users who want to migrate their .meta files will have to add
the `include_source: true,` setting to their meta files by hand.
2024-01-15 15:38:01 +00:00
irate
c29a9729a4
Remove the ability to ignore global volume (#11092)
# Objective

The ability to ignore the global volume doesn't seem desirable and
complicates the API.

#7706 added global volume and the ability to ignore it, but there was no
further discussion about whether that's useful. Feel free to discuss
here :)

## Solution

Replace the `Volume` type's functionality with the `VolumeLevel`. Remove
`VolumeLevel`.

I also removed `DerefMut` derive that effectively made the volume `pub`
and actually ensured that the volume isn't set below `0` even in release
builds.

## Migration Guide

The option to ignore the global volume using `Volume::Absolute` has been
removed and `Volume` now stores the volume level directly, removing the
need for the `VolumeLevel` struct.
2024-01-15 15:31:54 +00:00
Charles Bournhonesque
8c6d9b8103
Add support for updating the tracing subscriber in LogPlugin (#10822)
# Objective

This PR is heavily inspired by
https://github.com/bevyengine/bevy/pull/7682
It aims to solve the same problem: allowing the user to extend the
tracing subscriber with extra layers.

(in my case, I'd like to use `use
metrics_tracing_context::{MetricsLayer, TracingContextLayer};`)


## Solution

I'm proposing a different api where the user has the opportunity to take
the existing `subscriber` and apply any transformations on it.

---

## Changelog

- Added a `update_subscriber` option on the `LogPlugin` that lets the
user modify the `subscriber` (for example to extend it with more tracing
`Layers`


## Migration Guide

> This section is optional. If there are no breaking changes, you can
delete this section.

- Added a new field `update_subscriber` in the `LogPlugin`

---------

Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com>
2024-01-15 15:26:13 +00:00
Mateusz Wachowiak
8a523de8db
Describe purpose of bevy_diagnostic (#11327)
# Objective

- Explain purpose of bevy_diagnostic, see:
https://github.com/bevyengine/bevy/issues/11309#issuecomment-1889896308

## Solution

- Add doc comment
2024-01-14 20:17:26 +00:00
Torstein Grindvik
4778fbeb65
Make sure tracy deps conform to compatibility table (#11331)
# Objective

The table [here](https://github.com/nagisa/rust_tracy_client) shows
which versions of [Tracy](https://github.com/wolfpld/tracy) should be
used combined with which Rust deps.

Reading `bevy_log`'s `Cargo.toml` can be slightly confusing since the
exact versions are not picked from the same row.

Reading the produced `Cargo.lock` when building a Bevy example shows
that it's the most recent row that is resolved, but this should be more
clearly understood without needing to check the lock file.


## Solution

- Specify versions from the compatibility table including patch version

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2024-01-14 13:51:28 +00:00
BD103
b2d417b03d
Warn when bevy_sprite and bevy_pbr are not enabled with bevy_gizmos (#11296)
# Objective

- `bevy_gizmos` cannot work if both `bevy_sprite` and `bevy_pbr` are
disabled.
- It silently fails to render, making it difficult to debug.
- Fixes #10984

## Solution

- Log an error message when `GizmoPlugin` is registered.

## Alternatives

I chose to log an error message, since it seemed the least intrusive of
potential solutions. Some alternatives include:

- Choosing one dependency as the default, neglecting the other. (#11035)
- Raising a compile error when neither dependency is enabled. ([See my
original
comment](https://github.com/bevyengine/bevy/issues/10984#issuecomment-1873420426))
- Raising a compile warning using a macro hack. ([Pre-RFC - Add
compile_warning!
macro](https://internals.rust-lang.org/t/pre-rfc-add-compile-warning-macro/9370/7?u=bd103))
- Logging a warning instead of an error.
- _This might be the better option. Let me know if I should change it._

---

## Changelog

- `bevy_gizmos` will now log an error if neither `bevy_pbr` nor
`bevy_sprite` are enabled.
2024-01-14 13:51:14 +00:00
BD103
6f6269e195
Remove Default impl for CubicCurve (#11335)
# Objective

- Implementing `Default` for
[`CubicCurve`](https://docs.rs/bevy/latest/bevy/math/cubic_splines/struct.CubicCurve.html)
does not make sense because it cannot be mutated after creation.
- Closes #11209.
- Alternative to #11211.

## Solution

- Remove `Default` from `CubicCurve`'s derive statement.

Based off of @mockersf comment
(https://github.com/bevyengine/bevy/pull/11211#issuecomment-1880088036):

> CubicCurve can't be updated once created... I would prefer to remove
the Default impl as it doesn't make sense

---

## Changelog

- Removed the `Default` implementation for `CubicCurve`.

## Migration Guide

- Remove `CubicCurve` from any structs that implement `Default`.
- Wrap `CubicCurve` in a new type and provide your own default.

```rust
#[derive(Deref)]
struct MyCubicCurve<P: Point>(pub CubicCurve<P>);

impl Default for MyCubicCurve<Vec2> {
    fn default() -> Self {
        let points = [[
            vec2(-1.0, -20.0),
            vec2(3.0, 2.0),
            vec2(5.0, 3.0),
            vec2(9.0, 8.0),
        ]];

        Self(CubicBezier::new(points).to_curve())
    }
}
```
2024-01-14 04:40:37 +00:00
SpecificProtagonist
cd12e7c836
Make TypeId::hash more robust in case of upstream rustc changes (#11334)
Based on discussion after #11268 was merged:
Instead of panicking should the impl of `TypeId::hash` change
significantly, have a fallback and detect this in a test.
2024-01-14 04:07:14 +00:00
ickshonpe
03404c48ca
UI text rotation and scaling fix (#11326)
# Objective

UI node text is drawn in the wrong position after rotation or scaling.


![294723406-d031a3e6-a4f9-48b4-a66a-ee963100a8b9](https://github.com/bevyengine/bevy/assets/27962798/2755e2e3-6a03-4ee8-8676-bdcaa72ec678)

## Solution
In `extract_text_uinodes` to set the text's offset create a translation
matrix and multiply it by the UI node's transform.

Previously the offset was just added directly to the translation of the
Node's `GlobalTransform`, which meant no scaling or rotation would be
applied to the offset.

<img width="961" alt="296440025-537ec11c-1ea1-469c-8eec-2ad4ae012095"
src="https://github.com/bevyengine/bevy/assets/27962798/eae1a1d2-1369-47ad-8963-3862d03ec0bf">

<img width="961" alt="296440156-dd04029d-8112-4fa5-89a2-56d7acab66df"
src="https://github.com/bevyengine/bevy/assets/27962798/90b1b6db-13f4-4745-9f14-7c1661baad50">

Fixes #11241
2024-01-13 22:21:40 +00:00
Nicola Papale
a634075a39
Inline trivial methods in bevy_hierarchy (#11332)
# Objective

In #11330 I found out that `Parent::get` didn't get inlined, **even with
LTO on**!

This means that just to access a field, we have an instruction cache
invalidation, we will move some registers to the stack, will jump to new
instructions, move the field into a register, then do the same dance in
the other direction to go back to the call site.

## Solution

Mark trivial functions as `#[inline]`.

`inline(always)` may increase compilation time proportional to how many
time the function is called **and the size of the function marked with
`inline`**. Since we mark as `inline` functions that consists in a
single instruction, the cost is absolutely negligible.

I also took the opportunity to `inline` other functions. I'm not as
confident that marking functions calling other functions as `inline`
works similarly to very simple functions, so I used `inline` over
`inline(always)`, which doesn't have the same downsides as
`inline(always)`.

More information on inlining in rust:
https://nnethercote.github.io/perf-book/inlining.html
2024-01-13 22:20:50 +00:00
Nicola Papale
78b5f323f8
Skip alloc when updating animation path cache (#11330)
Not always, but skip it if the new length is smaller.

For context, `path_cache` is a `Vec<Vec<Option<Entity>>>`.

# Objective

Previously, when setting a new length to the `path_cache`, we would:

1. Deallocate all existing `Vec<Option<Entity>>`
2. Deallocate the `path_cache`
3. Allocate a new `Vec<Vec<Option<Entity>>>`, where each item is an
empty `Vec`, and would have to be allocated when pushed to.

This is a lot of allocations!

## Solution

Use
[`Vec::resize_with`](https://doc.rust-lang.org/stable/std/vec/struct.Vec.html#method.resize_with).

With this change, what occurs is:

1. We `clear` each `Vec<Option<Entity>>`, keeping the allocation, but
making the memory of each `Vec` re-usable
2. We only append new `Vec` to `path_cache` when it is too small.

* Fixes #11328 

### Note on performance

I didn't benchmark it, I just ran a diff on the generated assembly (ran
with `--profile stress-test` and `--native`). I found this PR has 20
less instructions in `apply_animation` (out of 2504).

Though on a purely abstract level, I can deduce this leads to less
allocation.

More information on profiling allocations in rust:
https://nnethercote.github.io/perf-book/heap-allocations.html

## Future work

I think a [jagged vec](https://en.wikipedia.org/wiki/Jagged_array) would
be much more pertinent. Because it allocates everything in a single
contiguous buffer.

This would avoid dancing around allocations, and reduces the overhead of
one `*mut T` and two `usize` per row, also removes indirection,
improving cache efficiency. I think it would both improve code quality
and performance.
2024-01-13 19:33:11 +00:00
SpecificProtagonist
69760c78cf
Skip rehashing TypeIds (#11268)
# Objective

`TypeId` contains a high-quality hash. Whenever a lookup based on a
`TypeId` is performed (e.g. to insert/remove components), the hash is
run through a second hash function. This is unnecessary.

## Solution

Skip re-hashing `TypeId`s.

In my
[testing](https://gist.github.com/SpecificProtagonist/4b49ad74c6b82b0aedd3b4ea35121be8),
this improves lookup performance consistently by 10%-15% (of course, the
lookup is only a small part of e.g. a bundle insertion).
2024-01-13 13:26:43 +00:00
Alice Cecile
98b62e829d
Clean up code to find the current keyframe (#11306)
# Objective

While working on #10832, I found this code very dense and hard to
understand.

I was not confident in my fix (or the correctness of the existing code).

## Solution

Clean up, test and document the code used in the `apply_animation`
system.

I also added a pair of length-related utility methods to `Keyframes` for
easier testing. They seemed generically useful, so I made them pub.

## Changelog

- Added `VariableCurve::find_current_keyframe` method.
- Added `Keyframes::len` and `is_empty` methods.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-01-13 13:25:28 +00:00
BD103
99261232f1
Add example using State in docs (#11319)
# Objective

- It may be confusing whether
[`State`](https://docs.rs/bevy_ecs/latest/bevy_ecs/schedule/struct.State.html)
is a `Resource` or a `SystemParam`.
- Fixes #11312.

## Solution

- Add an example using `State` in a system in the docs, to clarify that
it is a `Resource`.

---

I basically copied the example from
[`States`](https://docs.rs/bevy_ecs/latest/bevy_ecs/schedule/trait.States.html)
and added a system beside it. I don't have a strong opinion on what the
example should look like, so please comment if you have a better idea.
:)
2024-01-13 13:24:00 +00:00
Ixentus
e2fd63104d
Simplify conditions (#11316)
# Objective

- Conditions don't have to be closures unless they have state or mutate.

## Solution

- Simplify conditions when possible.

---

## Changelog

The following run conditions are now regular systems:
- resource_exists<T>
- resource_added<T>
- resource_changed<T>
- resource_exists_and_changed<T>
- state_exists<S: States>
- state_changed<S: States>
- any_with_component<T: Component>

## Migration Guide

- resource_exists<T>() -> resource_exists<T>
- resource_added<T>() -> resource_added<T>
- resource_changed<T>() -> resource_changed<T>
- resource_exists_and_changed<T>() -> resource_exists_and_changed<T>
- state_exists<S: States>() -> state_exists<S: States>
- state_changed<S: States>() -> state_changed<S: States>
- any_with_component<T: Component>() -> any_with_component<T: Component>
2024-01-13 13:22:17 +00:00
Gonçalo Rica Pais da Silva
e6a324a11a
Unified identifer for entities & relations (#9797)
# Objective

The purpose of this PR is to begin putting together a unified identifier
structure that can be used by entities and later components (as
entities) as well as relationship pairs for relations, to enable all of
these to be able to use the same storages. For the moment, to keep
things small and focused, only `Entity` is being changed to make use of
the new `Identifier` type, keeping `Entity`'s API and
serialization/deserialization the same. Further changes are for
follow-up PRs.

## Solution

`Identifier` is a wrapper around `u64` split into two `u32` segments
with the idea of being generalised to not impose restrictions on
variants. That is for `Entity` to do. Instead, it is a general API for
taking bits to then merge and map into a `u64` integer. It exposes
low/high methods to return the two value portions as `u32` integers,
with then the MSB masked for usage as a type flag, enabling entity kind
discrimination and future activation/deactivation semantics.

The layout in this PR for `Identifier` is described as below, going from
MSB -> LSB.

```
|F| High value                    | Low value                      |
|_|_______________________________|________________________________|
|1| 31                            | 32                             |

F = Bit Flags
```

The high component in this implementation has only 31 bits, but that
still leaves 2^31 or 2,147,483,648 values that can be stored still, more
than enough for any generation/relation kinds/etc usage. The low part is
a full 32-bit index. The flags allow for 1 bit to be used for
entity/pair discrimination, as these have different usages for the
low/high portions of the `Identifier`. More bits can be reserved for
more variants or activation/deactivation purposes, but this currently
has no use in bevy.

More bits could be reserved for future features at the cost of bits for
the high component, so how much to reserve is up for discussion. Also,
naming of the struct and methods are also subject to further
bikeshedding and feedback.

Also, because IDs can have different variants, I wonder if
`Entity::from_bits` needs to return a `Result` instead of potentially
panicking on receiving an invalid ID.

PR is provided as an early WIP to obtain feedback and notes on whether
this approach is viable.

---

## Changelog

### Added

New `Identifier` struct for unifying IDs.

### Changed

`Entity` changed to use new `Identifier`/`IdentifierMask` as the
underlying ID logic.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: vero <email@atlasdostal.com>
2024-01-13 01:09:32 +00:00
Ixentus
5c6b7d5883
Add paused run condition (#11313)
# Objective

- It is common to run a system only when the clock is paused or not
paused, but this run condition doesn't exist.

## Solution

- Add the "paused" run condition.

---

## Changelog

- Systems can now be scheduled to run only if the clock is paused or not
using `.run_if(paused())` or `.run_if(not(paused()))`.

---------

Co-authored-by: radiish <cb.setho@gmail.com>
2024-01-12 22:18:57 +00:00
François
3d996639a0
Revert "Implement minimal reflection probes. (#10057)" (#11307)
# Objective

- Fix working on macOS, iOS, Android on main 
- Fixes #11281 
- Fixes #11282 
- Fixes #11283 
- Fixes #11299

## Solution

- Revert #10057
2024-01-12 20:41:51 +00:00
Elabajaba
64a15f1b10
Fix ssao only sampling mip 0 (#11292)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/11222

## Solution

SSAO's sample_mip_level was always giving negative values because it was
in UV space (0..1) when it needed to be in pixel units (0..resolution).

Fixing it so it properly samples lower mip levels when appropriate is a
pretty large speedup (~3.2ms -> ~1ms at 4k, ~507us-> 256us at 1080p on a
6800xt), and I didn't notice any obvious visual quality differences.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-12 05:33:26 +00:00
NiseVoid
c4e479a2d4
Implement bounding volume types (#10946)
# Objective

Implement bounding volume trait and the 4 types from
https://github.com/bevyengine/bevy/issues/10570. I will add intersection
tests in a future PR.

## Solution

Implement mostly everything as written in the issue, except:
- Intersection is no longer a method on the bounding volumes, but a
separate trait.
- I implemented a `visible_area` since it's the most common usecase to
care about the surface that could collide with cast rays.
  - Maybe we want both?

---

## Changelog

- Added bounding volume types to bevy_math

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-10 23:18:51 +00:00
Jakob Hellermann
a657478675
resolve all internal ambiguities (#10411)
- ignore all ambiguities that are not a problem
- remove `.before(Assets::<Image>::track_assets),` that points into a
different schedule (-> should this be caught?)
- add some explicit orderings:
- run `poll_receivers` and `update_accessibility_nodes` after
`window_closed` in `bevy_winit::accessibility`
  - run `bevy_ui::accessibility::calc_bounds` after `CameraUpdateSystem`
- run ` bevy_text::update_text2d_layout` and `bevy_ui::text_system`
after `font_atlas_set::remove_dropped_font_atlas_sets`
- add `app.ignore_ambiguity(a, b)` function for cases where you want to
ignore an ambiguity between two independent plugins `A` and `B`
- add `IgnoreAmbiguitiesPlugin` in `DefaultPlugins` that allows
cross-crate ambiguities like `bevy_animation`/`bevy_ui`
- Fixes https://github.com/bevyengine/bevy/issues/9511

## Before
**Render**
![render_schedule_Render
dot](https://github.com/bevyengine/bevy/assets/22177966/1c677968-7873-40cc-848c-91fca4c8e383)

**PostUpdate**
![schedule_PostUpdate
dot](https://github.com/bevyengine/bevy/assets/22177966/8fc61304-08d4-4533-8110-c04113a7367a)

## After
**Render**
![render_schedule_Render
dot](https://github.com/bevyengine/bevy/assets/22177966/462f3b28-cef7-4833-8619-1f5175983485)
**PostUpdate**
![schedule_PostUpdate
dot](https://github.com/bevyengine/bevy/assets/22177966/8cfb3d83-7842-4a84-9082-46177e1a6c70)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2024-01-09 19:08:15 +00:00
Ian Kettlewell
13d3de8ee1
Remove unnecessary unsafe impls for WinitWindows on Wasm (#11270)
# Objective

In the past `winit:🪟:Window` was not Send + Sync on web.
https://github.com/rust-windowing/winit/pull/2834 made
`winit:🪟:Window` Sync + Send so Bevy's `unsafe impl` is no longer
necessary.

## Solution

Remove the unsafe impls.
2024-01-09 18:31:55 +00:00
Rob Parrett
69016885c2
Remove unused event-listener dependency (#11269)
# Objective

This dependency is seemingly no longer used directly after #7267.

Unfortunately, this doesn't fix us having versions of `event-listener`
in our tree.

Closes #10654

## Solution

Remove it, see if anything breaks.
2024-01-09 15:59:56 +00:00
François
0e61435521
mobile and webgpu: trigger redraw request when needed and improve window creation (#11245)
# Objective

- Since #11227, Bevy doesn't work on mobile anymore. Windows are not
created.

## Solution

- Create initial window on mobile after the initial `Resume` event.
macOS is included because it's excluded from the other initial window
creation and I didn't want it to feel alone. Also, it makes sense. this
is needed for Android

cfcb6885e3/crates/bevy_winit/src/lib.rs (L152)
- request redraw during plugin initialisation (needed for WebGPU)
- request redraw when receiving `AboutToWait` instead of at the end of
the event handler. request to redraw during a `RedrawRequested` event
are ignored on iOS
2024-01-09 15:41:46 +00:00
Stepan Koltsov
06bf928927
Option to enable deterministic rendering (#11248)
# Objective

Issue #10243: rendering multiple triangles in the same place results in
flickering.

## Solution

Considered these alternatives:
- `depth_bias` may not work, because of high number of entities, so
creating a material per entity is practically not possible
- rendering at slightly different positions does not work, because when
camera is far, float rounding causes the same issues (edit: assuming we
have to use the same `depth_bias`)
- considered implementing deterministic operation like
`query.par_iter().flat_map(...).collect()` to be used in
`check_visibility` system (which would solve the issue since query is
deterministic), and could not figure out how to make it as cheap as
current approach with thread-local collectors (#11249)

So adding an option to sort entities after `check_visibility` system
run.

Should not be too bad, because after visibility check, only a handful
entities remain.

This is probably not the only source of non-determinism in Bevy, but
this is one I could find so far. At least it fixes the repro example.

## Changelog

- `DeterministicRenderingConfig` option to enable deterministic
rendering

## Test

<img width="1392" alt="image"
src="https://github.com/bevyengine/bevy/assets/28969/c735bce1-3a71-44cd-8677-c19f6c0ee6bd">

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-09 00:46:01 +00:00
Stepan Koltsov
9813e39f90
Rustdoc examples for OrthographicProjection (#11031)
Minimal working examples are helpful.

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-09 00:08:58 +00:00
TimJentzsch
cf3105a0db
Add run conditions for executing a system after a delay (#11095)
# Objective

I want to run a system once after a given delay.

- First, I tried using the `on_timer` run condition, but it uses a
repeating timer, causing the system to run multiple times.
- Next, I tried combining the `on_timer` with the `run_once` run
condition. However, this causes the timer to *tick* only once, so the
system is never executed.

## Solution

- ~~Replace `on_timer` by `on_time_interval` and `on_real_timer` by
`on_real_time_interval` to clarify the meaning (the old ones are
deprecated to avoid a breaking change).~~ (Reverted according to
feedback)
- Add `once_after_delay` and `once_after_real_delay` to run the system
exactly once after the delay, using `TimerMode::Once`.
- Add `repeating_after_delay` and `repeating_after_real_delay` to run
the system indefinitely after the delay, using `Timer::finished` instead
of `Timer::just_finished`.

---

## Changelog

### Added

- `once_after_delay` and `once_after_real_delay` run conditions to run
the system exactly once after the delay, using `TimerMode::Once`.
- `repeating_after_delay` and `repeating_after_real_delay` run
conditions to run the system indefinitely after the delay, using
`Timer::finished` instead of `Timer::just_finished`.
2024-01-08 23:52:16 +00:00
Natalie Bonnibel Baker
b257fffef8
Change Entity::generation from u32 to NonZeroU32 for niche optimization (#9907)
# Objective

- Implements change described in
https://github.com/bevyengine/bevy/issues/3022
- Goal is to allow Entity to benefit from niche optimization, especially
in the case of Option<Entity> to reduce memory overhead with structures
with empty slots

## Discussion
- First PR attempt: https://github.com/bevyengine/bevy/pull/3029
- Discord:
https://discord.com/channels/691052431525675048/1154573759752183808/1154573764240093224

## Solution

- Change `Entity::generation` from u32 to NonZeroU32 to allow for niche
optimization.
- The reason for changing generation rather than index is so that the
costs are only encountered on Entity free, instead of on Entity alloc
- There was some concern with generations being used, due to there being
some desire to introduce flags. This was more to do with the original
retirement approach, however, in reality even if generations were
reduced to 24-bits, we would still have 16 million generations available
before wrapping and current ideas indicate that we would be using closer
to 4-bits for flags.
- Additionally, another concern was the representation of relationships
where NonZeroU32 prevents us using the full address space, talking with
Joy it seems unlikely to be an issue. The majority of the time these
entity references will be low-index entries (ie. `ChildOf`, `Owes`),
these will be able to be fast lookups, and the remainder of the range
can use slower lookups to map to the address space.
- It has the additional benefit of being less visible to most users,
since generation is only ever really set through `from_bits` type
methods.
- `EntityMeta` was changed to match
- On free, generation now explicitly wraps:
- Originally, generation would panic in debug mode and wrap in release
mode due to using regular ops.
- The first attempt at this PR changed the behavior to "retire" slots
and remove them from use when generations overflowed. This change was
controversial, and likely needs a proper RFC/discussion.
- Wrapping matches current release behaviour, and should therefore be
less controversial.
- Wrapping also more easily migrates to the retirement approach, as
users likely to exhaust the exorbitant supply of generations will code
defensively against aliasing and that defensive code is less likely to
break than code assuming that generations don't wrap.
- We use some unsafe code here when wrapping generations, to avoid
branch on NonZeroU32 construction. It's guaranteed safe due to how we
perform wrapping and it results in significantly smaller ASM code.
    - https://godbolt.org/z/6b6hj8PrM 

## Migration

- Previous `bevy_scene` serializations have a high likelihood of being
broken, as they contain 0th generation entities.

## Current Issues
 
- `Entities::reserve_generations` and `EntityMapper` wrap now, even in
debug - although they technically did in release mode already so this
probably isn't a huge issue. It just depends if we need to change
anything here?

---------

Co-authored-by: Natalie Baker <natalie.baker@advancednavigation.com>
2024-01-08 23:03:00 +00:00
Stepan Koltsov
dfa1a5e547
Explain where rendering is (#11018)
It was not easy to find. Add some pointers to the comment.
2024-01-08 23:02:46 +00:00
irate
ec14e946b8
Update glam, encase and hexasphere (#11082)
Update to `glam` 0.25, `encase` 0.7 and `hexasphere` to 10.0

## Changelog
Added the `FloatExt` trait to the `bevy_math` prelude which adds `lerp`,
`inverse_lerp` and `remap` methods to the `f32` and `f64` types.
2024-01-08 22:58:45 +00:00
Stepan Koltsov
c0f8338697
Better error message on incorrect asset label (#11254)
# Objective

When you have no idea what to put after `#` when loading an asset, error
message may help.

## Solution

Add all labels to the error message.

## Test plan

Modified `anti_alias` example to put incorrect label, the error is:

```
2024-01-08T07:41:25.462287Z ERROR bevy_asset::server: The file at 'models/FlightHelmet/FlightHelmet.gltf' does not contain the labeled asset 'Rrrr'; it contains the following 25 assets: 'Material0', 'Material1', 'Material2', 'Material3', 'Material4', 'Material5', 'Mesh0', 'Mesh0/Primitive0', 'Mesh1', 'Mesh1/Primitive0', 'Mesh2', 'Mesh2/Primitive0', 'Mesh3', 'Mesh3/Primitive0', 'Mesh4', 'Mesh4/Primitive0', 'Mesh5', 'Mesh5/Primitive0', 'Node0', 'Node1', 'Node2', 'Node3', 'Node4', 'Node5', 'Scene0'
```
2024-01-08 22:45:07 +00:00
James Liu
13570cd4c8
Minimize small allocations by dropping the tick Vecs from Resources (#11226)
# Objective
`Column` unconditionally requires three separate allocations: one for
the data, and two for the tick Vecs. The tick Vecs aren't really needed
for Resources, so we're allocating a bunch of one-element Vecs, and it
costs two extra dereferences when fetching/inserting/removing resources.

## Solution
Drop one level lower in `ResourceData` and directly store a `BlobVec`
and two `UnsafeCell<Tick>`s. This should significantly shrink
`ResourceData` (exchanging 6 usizes for 2 u32s), removes the need to
dereference two separate ticks when inserting/removing/fetching
resources, and can significantly decrease the number of small
allocations the ECS makes by default.

This tentatively might have a non-insignificant impact on the CPU cost
for rendering since we're constantly fetching resources in draw
functions, depending on how aggressively inlined the functions are.

This requires reimplementing some of the unsafe functions that `Column`
wraps, but it also allows us to delete a few Column APIs that were only
used for Resources, so the total amount of unsafe we're maintaining
shouldn't change significantly.

---------

Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
2024-01-08 22:39:47 +00:00
Joona Aalto
bcbb7bb9dd
Add new_and_length method to Direction2d and Direction3d (#11172)
# Objective

When creating a normalized direction from a vector, it can be useful to
get both the direction *and* the original length of the vector.

This came up when I was recreating some Parry APIs using bevy_math, and
doing it manually is quite painful. Nalgebra calls this method
[`Unit::try_new_and_get`](https://docs.rs/nalgebra/latest/nalgebra/base/struct.Unit.html#method.try_new_and_get).

## Solution

Add a `new_and_length` method to `Direction2d` and `Direction3d`.

Usage:

```rust
if let Ok((direction, length)) = Direction2d::new_and_length(Vec2::X * 10.0) {
    assert_eq!(direction, Vec2::X);
    assert_eq!(length, 10.0);
}
```

I'm open to different names, couldn't come up with a perfectly clear one
that isn't too long. My reasoning with the current name is that it's
like using `new` and calling `length` on the original vector.
2024-01-08 22:36:56 +00:00
Joseph
df2ba09989
Restore support for running fn EntityCommands on entities that might be despawned (#11107)
# Objective

In #9604 we removed the ability to define an `EntityCommand` as
`fn(Entity, &mut World)`. However I have since realized that `fn(Entity,
&mut World)` is an incredibly expressive and powerful way to define a
command for an entity that may or may not exist (`fn(EntityWorldMut)`
only works on entities that are alive).

## Solution

Support `EntityCommand`s in the style of `fn(Entity, &mut World)`, as
well as `fn(EntityWorldMut)`. Use a marker generic on the
`EntityCommand` trait to allow multiple impls.

The second commit in this PR replaces all of the internal command
definitions with ones using `fn` definitions. This is mostly just to
show off how expressive this style of command is -- we can revert this
commit if we'd rather avoid breaking changes.

---

## Changelog

Re-added support for expressively defining an `EntityCommand` as a
function that takes `Entity, &mut World`.

## Migration Guide

All `Command` types in `bevy_ecs`, such as `Spawn`, `SpawnBatch`,
`Insert`, etc., have been made private. Use the equivalent methods on
`Commands` or `EntityCommands` instead.
2024-01-08 22:32:28 +00:00
Connor King
1260b7bcf1
StateTransitionEvent (#11089)
# Objective

- Make it possible to react to arbitrary state changes
- this will be useful regardless of the other changes to states
currently being discussed

## Solution

- added `StateTransitionEvent<S>` struct
- previously, this would have been impossible:

```rs
#[derive(States, Eq, PartialEq, Hash, Copy, Clone, Default)]
enum MyState {
  #[default]
  Foo,
  Bar(MySubState),
}

enum MySubState {
  Spam,
  Eggs,
}

app.add_system(Update, on_enter_bar);

fn on_enter_bar(trans: EventReader<StateTransition<MyState>>){
  for (befoare, after) in trans.read() {
    match before, after {
      MyState::Foo, MyState::Bar(_) => info!("detected transition foo => bar");
      _, _ => ();
    }
  }
}
```

---

## Changelog

- Added
  - `StateTransitionEvent<S>` - Fired on state changes of `S`

## Migration Guide

N/A no breaking changes

---------

Co-authored-by: Federico Rinaldi <gisquerin@gmail.com>
2024-01-08 22:27:00 +00:00
Stepan Koltsov
8d9a0a883f
Mul<f32> for ScalingMode (#11030)
Complement to https://github.com/bevyengine/bevy/pull/11022: if
`OrthographicProjection.scale` is removed, this can be used instead.

CC @doonv @Davier
2024-01-08 22:24:32 +00:00
Stepan Koltsov
38ef170b86
Explain OrthographicProjection.scale (#11023)
Alternative to https://github.com/bevyengine/bevy/pull/11022.

(Also remove "in world units", it is probably a mistake.)
2024-01-08 22:22:03 +00:00
andriyDev
da485c29b3
Add reserve_handle to Assets. (#10939)
# Objective

Fixes #10938.

## Solution

Adds `reserve_handle` to `Assets`.

---

## Changelog

- Added `reserve_handle` to `Assets`.
2024-01-08 22:17:29 +00:00
Joona Aalto
a795de30b4
Use impl Into<A> for Assets::add (#10878)
# Motivation

When spawning entities into a scene, it is very common to create assets
like meshes and materials and to add them via asset handles. A common
setup might look like this:

```rust
fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    commands.spawn(PbrBundle {
        mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
        material: materials.add(StandardMaterial::from(Color::RED)),
        ..default()
    });
}
```

Let's take a closer look at the part that adds the assets using `add`.

```rust
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(StandardMaterial::from(Color::RED)),
```

Here, "mesh" and "material" are both repeated three times. It's very
explicit, but I find it to be a bit verbose. In addition to being more
code to read and write, the extra characters can sometimes also lead to
the code being formatted to span multiple lines even though the core
task, adding e.g. a primitive mesh, is extremely simple.

A way to address this is by using `.into()`:

```rust
mesh: meshes.add(shape::Cube { size: 1.0 }.into()),
material: materials.add(Color::RED.into()),
```

This is fine, but from the names and the type of `meshes`, we already
know what the type should be. It's very clear that `Cube` should be
turned into a `Mesh` because of the context it's used in. `.into()` is
just seven characters, but it's so common that it quickly adds up and
gets annoying.

It would be nice if you could skip all of the conversion and let Bevy
handle it for you:

```rust
mesh: meshes.add(shape::Cube { size: 1.0 }),
material: materials.add(Color::RED),
```

# Objective

Make adding assets more ergonomic by making `Assets::add` take an `impl
Into<A>` instead of `A`.

## Solution

`Assets::add` now takes an `impl Into<A>` instead of `A`, so e.g. this
works:

```rust
    commands.spawn(PbrBundle {
        mesh: meshes.add(shape::Cube { size: 1.0 }),
        material: materials.add(Color::RED),
        ..default()
    });
```

I also changed all examples to use this API, which increases consistency
as well because `Mesh::from` and `into` were being used arbitrarily even
in the same file. This also gets rid of some lines of code because
formatting is nicer.

---

## Changelog

- `Assets::add` now takes an `impl Into<A>` instead of `A`
- Examples don't use `T::from(K)` or `K.into()` when adding assets

## Migration Guide

Some `into` calls that worked previously might now be broken because of
the new trait bounds. You need to either remove `into` or perform the
conversion explicitly with `from`:

```rust
// Doesn't compile
let mesh_handle = meshes.add(shape::Cube { size: 1.0 }.into()),

// These compile
let mesh_handle = meshes.add(shape::Cube { size: 1.0 }),
let mesh_handle = meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
```

## Concerns

I believe the primary concerns might be:

1. Is this too implicit?
2. Does this increase codegen bloat?

Previously, the two APIs were using `into` or `from`, and now it's
"nothing" or `from`. You could argue that `into` is slightly more
explicit than "nothing" in cases like the earlier examples where a
`Color` gets converted to e.g. a `StandardMaterial`, but I personally
don't think `into` adds much value even in this case, and you could
still see the actual type from the asset type.

As for codegen bloat, I doubt it adds that much, but I'm not very
familiar with the details of codegen. I personally value the user-facing
code reduction and ergonomics improvements that these changes would
provide, but it might be worth checking the other effects in more
detail.

Another slight concern is migration pain; apps might have a ton of
`into` calls that would need to be removed, and it did take me a while
to do so for Bevy itself (maybe around 20-40 minutes). However, I think
the fact that there *are* so many `into` calls just highlights that the
API could be made nicer, and I'd gladly migrate my own projects for it.
2024-01-08 22:14:43 +00:00
Patrick Walton
54a943d232
Implement minimal reflection probes. (#10057)
# Objective

This pull request implements *reflection probes*, which generalize
environment maps to allow for multiple environment maps in the same
scene, each of which has an axis-aligned bounding box. This is a
standard feature of physically-based renderers and was inspired by [the
corresponding feature in Blender's Eevee renderer].

## Solution

This is a minimal implementation of reflection probes that allows
artists to define cuboid bounding regions associated with environment
maps. For every view, on every frame, a system builds up a list of the
nearest 4 reflection probes that are within the view's frustum and
supplies that list to the shader. The PBR fragment shader searches
through the list, finds the first containing reflection probe, and uses
it for indirect lighting, falling back to the view's environment map if
none is found. Both forward and deferred renderers are fully supported.

A reflection probe is an entity with a pair of components, *LightProbe*
and *EnvironmentMapLight* (as well as the standard *SpatialBundle*, to
position it in the world). The *LightProbe* component (along with the
*Transform*) defines the bounding region, while the
*EnvironmentMapLight* component specifies the associated diffuse and
specular cubemaps.

A frequent question is "why two components instead of just one?" The
advantages of this setup are:

1. It's readily extensible to other types of light probes, in particular
*irradiance volumes* (also known as ambient cubes or voxel global
illumination), which use the same approach of bounding cuboids. With a
single component that applies to both reflection probes and irradiance
volumes, we can share the logic that implements falloff and blending
between multiple light probes between both of those features.

2. It reduces duplication between the existing *EnvironmentMapLight* and
these new reflection probes. Systems can treat environment maps attached
to cameras the same way they treat environment maps applied to
reflection probes if they wish.

Internally, we gather up all environment maps in the scene and place
them in a cubemap array. At present, this means that all environment
maps must have the same size, mipmap count, and texture format. A
warning is emitted if this restriction is violated. We could potentially
relax this in the future as part of the automatic mipmap generation
work, which could easily do texture format conversion as part of its
preprocessing.

An easy way to generate reflection probe cubemaps is to bake them in
Blender and use the `export-blender-gi` tool that's part of the
[`bevy-baked-gi`] project. This tool takes a `.blend` file containing
baked cubemaps as input and exports cubemap images, pre-filtered with an
embedded fork of the [glTF IBL Sampler], alongside a corresponding
`.scn.ron` file that the scene spawner can use to recreate the
reflection probes.

Note that this is intentionally a minimal implementation, to aid
reviewability. Known issues are:

* Reflection probes are basically unsupported on WebGL 2, because WebGL
2 has no cubemap arrays. (Strictly speaking, you can have precisely one
reflection probe in the scene if you have no other cubemaps anywhere,
but this isn't very useful.)

* Reflection probes have no falloff, so reflections will abruptly change
when objects move from one bounding region to another.

* As mentioned before, all cubemaps in the world of a given type
(diffuse or specular) must have the same size, format, and mipmap count.

Future work includes:

* Blending between multiple reflection probes.

* A falloff/fade-out region so that reflected objects disappear
gradually instead of vanishing all at once.

* Irradiance volumes for voxel-based global illumination. This should
reuse much of the reflection probe logic, as they're both GI techniques
based on cuboid bounding regions.

* Support for WebGL 2, by breaking batches when reflection probes are
used.

These issues notwithstanding, I think it's best to land this with
roughly the current set of functionality, because this patch is useful
as is and adding everything above would make the pull request
significantly larger and harder to review.

---

## Changelog

### Added

* A new *LightProbe* component is available that specifies a bounding
region that an *EnvironmentMapLight* applies to. The combination of a
*LightProbe* and an *EnvironmentMapLight* offers *reflection probe*
functionality similar to that available in other engines.

[the corresponding feature in Blender's Eevee renderer]:
https://docs.blender.org/manual/en/latest/render/eevee/light_probes/reflection_cubemaps.html

[`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi

[glTF IBL Sampler]: https://github.com/KhronosGroup/glTF-IBL-Sampler
2024-01-08 22:09:17 +00:00
Kyle
2847cc6933
Don't auto create assets folder (#11218)
# Objective

- Don't automatically create an assets folder
- resolves #11208

## Solution

- Removes directory creation from file reader.
- Clearer panic when using file watcher and asset folder doesn't exist

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2024-01-08 21:45:26 +00:00
re0312
101037d0c2
update Outdated comment (#11243)
# Objective

- since #9236 queue_mesh_bind_group has been renamed to
prepare_mesh_bind_group,but the comment referring to it has not been
updated. .
2024-01-07 15:02:43 +00:00
thebluefish
cfcb6885e3
Change SceneSpawner::spawn_dynamic_sync to return InstanceID (#11239)
# Objective

`SceneSpawner::spawn_dynamic_sync` currently returns `()` on success,
which is inconsistent with the other `SceneSpawner::spawn_` methods that
all return an `InstanceId`. We need this ID to do useful work with the
newly-created data.

## Solution

Updated `SceneSpawner::spawn_dynamic_sync` to return `Result<InstanceId,
SceneSpawnError>` instead of `Result<(), SceneSpawnError>`
2024-01-06 22:26:32 +00:00
Joona Aalto
0349809420
Add libm feature to bevy_math (#11238)
# Objective

Different platforms use their own implementations of several
mathematical functions (especially transcendental functions like sin,
cos, tan, atan, and so on) to provide hardware-level optimization using
intrinsics. This is good for performance, but bad when you expect
consistent outputs across machines.

[`libm`](https://github.com/rust-lang/libm) is a widely used crate that
provides mathematical functions that don't use intrinsics like `std`
functions. This allows bit-for-bit deterministic math across hardware,
which is crucial for things like cross-platform deterministic physics
simulation.

Glam has the `libm` feature for using [`libm` for the
math](d2871a151b/src/f32/math.rs (L35))
in its own types. This would be nice to expose as a feature in
`bevy_math`.

## Solution

Add `libm` feature to `bevy_math`. We could name it something like
`enhanced-determinism`, but this wouldn't be accurate for the rest of
Bevy, so I think just `libm` is more fitting and explicit.
2024-01-06 22:01:57 +00:00
Nicola Papale
79021c78c6
Fix perf degradation on web builds (#11227)
# Objective

- Since #10702, the way bevy updates the window leads to major slowdowns
as seen in
    - #11122 
    - #11220
- Slow is bad, furthermore, _very_ slow is _very_ bad. We should fix
this issue.

## Solution

- Move the app update code into the `Event::WindowEvent { event:
WindowEvent::RedrawRequested }` branch of the event loop.
- Run `window.request_redraw()` When `runner_state.redraw_requested`
- Instead of swapping `ControlFlow` between `Poll` and `Wait`, we always
keep it at `Wait`, and use `window.request_redraw()` to schedule an
immediate call to the event loop.
- `runner_state.redraw_requested` is set to `true` when
`UpdateMode::Continuous` and when a `RequestRedraw` event is received.
- Extract the redraw code into a separate function, because otherwise
I'd go crazy with the indentation level.
- Fix #11122.

## Testing

I tested the WASM builds as follow:

```sh
cargo run -p build-wasm-example -- --api webgl2 bevymark
python -m http.server --directory examples/wasm/ 8080
# Open browser at http://localhost:8080
```

On main, even spawning a couple sprites is super choppy. Even if it says
"300 FPS". While on this branch, it is smooth as butter.

I also found that it fixes all choppiness on window resize (tested on
Linux/X11). This was another issue from #10702 IIRC.

So here is what I tested:

- On `wasm`: `many_foxes` and `bevymark`, with `argh::from_env()`
commented out, otherwise we get a cryptic error.
- Both with `PresentMode::AutoVsync` and `PresentMode::AutoNoVsync`
  - On main, it is consistently choppy.
- With this PR, the visible frame rate is consistent with the diagnostic
numbers
- On native (linux/x11) I ran similar tests, making sure that
`AutoVsync` limits to monitor framerate, and `AutoNoVsync` doesn't.

## Future work

Code could be improved, I wanted a quick solution easy to review, but we
really need to make the code more accessible.

- #9768
- ~~**`WinitSettings::desktop_app()` is completely borked.**~~ actually
broken on main as well

### Review guide

Consider enable the non-whitespace diff to see the _real_ change set.
2024-01-06 19:40:13 +00:00
Stepan Koltsov
a35a151f47
Fix integer overflow in BlobVec::reserve_exact (#11234)
# Objective

When `BlobVec::reserve` is called with an argument causing capacity
overflow, in release build capacity overflow is ignored, and capacity is
decreased.

I'm not sure it is possible to exploit this issue using public API of
`bevy_ecs`, but better fix it anyway.

## Solution

Check for capacity overflow.
2024-01-06 17:31:01 +00:00
François
425570aa75
assets should be kept on CPU by default (#11212)
# Objective

- Since #10520, assets are unloaded from RAM by default. This breaks a
number of scenario:
  - using `load_folder`
- loading a gltf, then going through its mesh to transform them /
compute a collider / ...
- any assets/subassets scenario should be `Keep` as you can't know what
the user will do with the assets
  - android suspension, where GPU memory is unloaded

- Alternative to #11202 

## Solution

- Keep assets on CPU memory by default
2024-01-05 05:53:47 +00:00
Mateusz Wachowiak
759b3985d8
Extend Touches with clear and reset methods (#10930)
# Objective

- Resolves #10913.
- Extend `Touches` with methods that are implemented on `ButtonInput`.

## Solution

- Add function `clear_just_pressed` that clears the `just_pressed` state
of the touch input.
- Add function `clear_just_released` that clears the `just_released`
state of the touch input.
- Add function `clear_just_canceled` that clears the `just_canceled`
state of the touch input.
- Add function `release` that changes state of the touch input from
`pressed` to `just_released`.
- Add function `release_all` that changes state of every touch input
from `pressed` to `just_released`
- Add function `clear` that clears `just_pressed`, `just_released` and
`just_canceled` data for every input.
- Add function `reset_all` that clears `pressed`, `just_pressed`,
`just_released` and `just_canceled` data for every input.
- Add tests for functions above.
2024-01-04 23:13:29 +00:00
Stepan Koltsov
cf70f53227
Fix integer overflow in BlobVec::push for ZST (#10799)
`reserve_exact` is no-op for ZST because `self.item_layout.size() > 0`
is always `false`.


daa8bf20df/crates/bevy_ecs/src/storage/blob_vec.rs (L112-L120)

Then in `push` we just increase `.len` ignoring integer overflow.


daa8bf20df/crates/bevy_ecs/src/storage/blob_vec.rs (L232-L237)
2024-01-04 21:32:05 +00:00
Stepan Koltsov
cc2a77b5c5
Explain Camera physical size is in pixel (#11189)
# Objective

It may be not be obviously clear what is physical size. Is it inches? Is
it scaled somehow?

## Solution

Add rustdoc comments.
2024-01-04 18:28:36 +00:00
Adam
fe68005f71
Implement TypePath for EntityHash (#11195)
# Objective

- Fix #11117 by implementing `Reflect` for `EntityHashMap`

## Solution

- By implementing `TypePath` for `EntityHash`, Bevy will automatically
implement `Reflect` for `EntityHashMap`

---

## Changelog

- `TypePath` is implemented for `EntityHash`
- A test called `entity_hashmap_should_impl_reflect` was created to
verify that #11117 was solved.
2024-01-04 18:28:31 +00:00
Torstein Grindvik
99c43fabdf
Usability methods for RenderTargets and image handles (#10736)
# Objective

In my code I use a lot of images as render targets.
I'd like some convenience methods for working with this type.

## Solution

- Allow `.into()` to construct a `RenderTarget`
- Add `.as_image()` 

---

## Changelog

### Added

- `RenderTarget` can be constructed via `.into()` on a `Handle<Image>`
- `RenderTarget` new method: `as_image`

---------

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2024-01-04 17:01:04 +00:00
Chia-Hsiang Cheng
93c7e7cf4d
Rename "AddChild" to "PushChild" (#11194)
# Objective

- Fixes #11187 

## Solution

- Rename the `AddChild` struct to `PushChild`
- Rename the `AddChildInPlace` struct to `PushChildInPlace`

## Migration Guide

The struct `AddChild` has been renamed to `PushChild`, and the struct
`AddChildInPlace` has been renamed to `PushChildInPlace`.
2024-01-04 16:06:14 +00:00
François
5511483408
missed negation during accessibility refactor (#11206)
# Objective

- Since #10911, example `button` crashes when clicking the button
```
thread 'main' panicked at .cargo/registry/src/index.crates.io-6f17d22bba15001f/accesskit_consumer-0.16.1/src/tree.rs:139:9:
assertion `left == right` failed
  left: 1
 right: 0
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Encountered a panic in system `bevy_winit::accessibility::update_accessibility_nodes`!
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!
```


## Solution

- Re-add lost negation
2024-01-03 23:14:22 +00:00
Atomei Alexandru
3f535d54eb
Made the remaining types from bevy_ui to reflect the Default trait if… (#11199)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/11197

## Solution

- Made the remaining types from bevy_ui that do not reflect the Default
trait to do it if possible.
2024-01-03 18:57:05 +00:00
pablo-lua
41c362051c
Create serialize feature for bevy_ui (#11188)
# Objective

- Fixes #11119  

## Solution

- Creation of the serialize feature to ui

---

## Changelog

### Changed
- Changed all the structs that implement Serialize and Deserialize to
only implement when feature is on

## Migration Guide

- If you want to use serialize and deserialize with types from bevy_ui,
you need to use the feature serialize in your TOML
```toml
[dependencies.bevy]
features = ["serialize"]
```
2024-01-03 17:52:16 +00:00
Chia-Hsiang Cheng
b6da40cfe6
Print a warning for un-applied commands being dropped from a CommandQueue (#11146)
# Objective

- Fixes #11125 
## Solution

Add a warning for un-applied commands to the `drop` function.
2024-01-03 15:32:57 +00:00
TheBlckbird
19f5222c29
Fix typos plugin.rs (#11193)
# Objective

- There are multiple grammar mistakes in the `plugin.rs` file.

## Solution

- Corrects the grammar and spelling in the docs of `plugin.rs`
2024-01-03 15:30:35 +00:00
Eye
07cd955c02
Fix: Gizmos crash due to the persistence policy being set to Unload. Change it to Keep (#11192)
# Objective

Fixes Gizmos crash due to the persistence policy being set to `Unload`

## Solution

Change it to `Keep`

Co-authored-by: rqg <ranqingguo318@gmail.com>
2024-01-03 11:03:18 +00:00
Patrick Walton
5697fee3ad
Bump the vertex attribute index for prepass joints. (#11191)
This was missed in #10231.

Fixes #11190.
2024-01-03 10:35:39 +00:00
JMS55
44424391fe
Unload render assets from RAM (#10520)
# Objective
- No point in keeping Meshes/Images in RAM once they're going to be sent
to the GPU, and kept in VRAM. This saves a _significant_ amount of
memory (several GBs) on scenes like bistro.
- References
  - https://github.com/bevyengine/bevy/pull/1782
  - https://github.com/bevyengine/bevy/pull/8624 

## Solution
- Augment RenderAsset with the capability to unload the underlying asset
after extracting to the render world.
- Mesh/Image now have a cpu_persistent_access field. If this field is
RenderAssetPersistencePolicy::Unload, the asset will be unloaded from
Assets<T>.
- A new AssetEvent is sent upon dropping the last strong handle for the
asset, which signals to the RenderAsset to remove the GPU version of the
asset.

---

## Changelog
- Added `AssetEvent::NoLongerUsed` and
`AssetEvent::is_no_longer_used()`. This event is sent when the last
strong handle of an asset is dropped.
- Rewrote the API for `RenderAsset` to allow for unloading the asset
data from the CPU.
- Added `RenderAssetPersistencePolicy`.
- Added `Mesh::cpu_persistent_access` for memory savings when the asset
is not needed except for on the GPU.
- Added `Image::cpu_persistent_access` for memory savings when the asset
is not needed except for on the GPU.
- Added `ImageLoaderSettings::cpu_persistent_access`.
- Added `ExrTextureLoaderSettings`.
- Added `HdrTextureLoaderSettings`.

## Migration Guide
- Asset loaders (GLTF, etc) now load meshes and textures without
`cpu_persistent_access`. These assets will be removed from
`Assets<Mesh>` and `Assets<Image>` once `RenderAssets<Mesh>` and
`RenderAssets<Image>` contain the GPU versions of these assets, in order
to reduce memory usage. If you require access to the asset data from the
CPU in future frames after the GLTF asset has been loaded, modify all
dependent `Mesh` and `Image` assets and set `cpu_persistent_access` to
`RenderAssetPersistencePolicy::Keep`.
- `Mesh` now requires a new `cpu_persistent_access` field. Set it to
`RenderAssetPersistencePolicy::Keep` to mimic the previous behavior.
- `Image` now requires a new `cpu_persistent_access` field. Set it to
`RenderAssetPersistencePolicy::Keep` to mimic the previous behavior.
- `MorphTargetImage::new()` now requires a new `cpu_persistent_access`
parameter. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the
previous behavior.
- `DynamicTextureAtlasBuilder::add_texture()` now requires that the
`TextureAtlas` you pass has an `Image` with `cpu_persistent_access:
RenderAssetPersistencePolicy::Keep`. Ensure you construct the image
properly for the texture atlas.
- The `RenderAsset` trait has significantly changed, and requires
adapting your existing implementations.
  - The trait now requires `Clone`.
- The `ExtractedAsset` associated type has been removed (the type itself
is now extracted).
  - The signature of `prepare_asset()` is slightly different
- A new `persistence_policy()` method is now required (return
RenderAssetPersistencePolicy::Unload to match the previous behavior).
- Match on the new `NoLongerUsed` variant for exhaustive matches of
`AssetEvent`.
2024-01-03 03:31:04 +00:00
Charles Bournhonesque
02755086e8
Add static assertions to bevy_utils for compile-time checks (#11182)
# Objective

- We want to use `static_assertions` to perform precise compile time
checks at testing time. In this PR, we add those checks to make sure
that `EntityHashMap` and `PreHashMap` are `Clone` (and we replace the
more clumsy previous tests)
- Fixes #11181 

(will need to be rebased once
https://github.com/bevyengine/bevy/pull/11178 is merged)

---------

Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com>
2024-01-02 22:08:30 +00:00
Patrick Walton
dd14f3a477
Implement lightmaps. (#10231)
![Screenshot](https://i.imgur.com/A4KzWFq.png)

# Objective

Lightmaps, textures that store baked global illumination, have been a
mainstay of real-time graphics for decades. Bevy currently has no
support for them, so this pull request implements them.

## Solution

The new `Lightmap` component can be attached to any entity that contains
a `Handle<Mesh>` and a `StandardMaterial`. When present, it will be
applied in the PBR shader. Because multiple lightmaps are frequently
packed into atlases, each lightmap may have its own UV boundaries within
its texture. An `exposure` field is also provided, to control the
brightness of the lightmap.

Note that this PR doesn't provide any way to bake the lightmaps. That
can be done with [The Lightmapper] or another solution, such as Unity's
Bakery.

---

## Changelog

### Added
* A new component, `Lightmap`, is available, for baked global
illumination. If your mesh has a second UV channel (UV1), and you attach
this component to the entity with that mesh, Bevy will apply the texture
referenced in the lightmap.

[The Lightmapper]: https://github.com/Naxela/The_Lightmapper

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-01-02 20:38:47 +00:00
Federico Rinaldi
2440aa8475
Add bevy_hierarchy Crate and plugin documentation (#10951)
This PR is part of a project aimed at improving the API documentation of
`bevy_hierarchy`. Other PRs will be based on this.

This PR in particular is also an experiment in providing a high level
overview of the tools provided by a Bevy plugin/crate. It also provides
general information about universal invariants, so statement repetition
in crate items can be dramatically reduced.

## Other changes

The other PRs of this project that expand on this one:

- #10952
- #10953
- #10954
- #10955
- #10956
- #10957

---------

Co-authored-by: GitGhillie <jillisnoordhoek@gmail.com>
2024-01-02 19:40:14 +00:00
Charles Bournhonesque
ab10e85558
Enable cloning EntityHashMap and PreHashMap (#11178)
# Objective

- `EntityHashMap`, `EntityHashSet` and `PreHashMap` are currently not
Cloneable because of a missing trivial `Clone` bound for `EntityHash`
and `PreHash`. This PR makes them Cloneable.

(the parent struct `hashbrown::HashMap` requires the `HashBuilder` to be
`Clone` for the `HashMap` to be `Clone`, see:
https://github.com/rust-lang/hashbrown/blob/master/src/map.rs#L195)


## Solution

- Add a `Clone` bound to `PreHash` and `EntityHash`

---------

Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com>
2024-01-02 18:11:47 +00:00
Joona Aalto
536a7bd810
Add approx feature to bevy_math (#11176)
# Objective

`bevy_math` re-exports Glam, but doesn't have a feature for enabling
`approx` for it. Many projects (including some of Bevy's own crates)
need `approx`, and it'd be nice if you didn't have to manually add Glam
to specify the feature for it.

## Solution

Add an `approx` feature to `bevy_math`.
2024-01-02 18:10:44 +00:00
Joona Aalto
2c5439b25e
Add constants for Direction2d and Direction3d (#11180)
# Objective

I often need a direction along one of the cartesian XYZ axes, and it
currently requires e.g. `Direction2d::from_normalized(Vec2::X)`, which
isn't ideal.

## Solution

Add direction constants that are the same as the ones on Glam types. I
also copied the doc comment format "A unit vector pointing along the ...
axis", but I can change it if there's a better wording for directions.
2024-01-02 17:00:23 +00:00
Joona Aalto
6086d4193e
Implement Neg for Direction2d and Direction3d (#11179)
# Objective

I frequently encounter cases where I need to get the opposite direction.
This currently requires something like
`Direction2d::from_normalized(-*direction)`, which is very inconvenient.

## Solution

Implement `Neg` for `Direction2d` and `Direction3d`.
2024-01-02 16:46:03 +00:00
Miles Silberling-Cook
4034740396
Add window entity to TouchInput events (#11128)
# Objective

If you have multiple windows, there is no way to determine which window
a `TouchInput` event applies to. This fixes that.

## Solution

- Add the window entity directly to `TouchInput`, just like the other
input events.
- Fixes #6011.

## Migration Guide

+ Add a `window` field when constructing or destructuring a `TouchInput`
struct.
2024-01-02 03:03:05 +00:00
Brian Reavis
846a871cb2
Export tonemapping_pipeline_key (2d), alpha_mode_pipeline_key (#11166)
This expands upon https://github.com/bevyengine/bevy/pull/11134.

I found myself needing `tonemapping_pipeline_key` for some custom 2d
draw functions. #11134 exported the 3d version of
`tonemapping_pipeline_key` and this PR exports the 2d version. I also
made `alpha_mode_pipeline_key` public for good measure.
2024-01-01 23:57:12 +00:00
Stepan Koltsov
443b64a612
Print to stderr from panic handler in LogPlugin (#11170)
# Objective

When panic handler prints to stdout instead of stderr, I've observed two
outcomes with this PR test #11169:
- Sometimes output is mixed up, so it is not clear where one record ends
and another stards
- Sometimes output is lost

## Solution

Print to stderr.

## Changelog

- Panic handler in `LogPlugin` writes to stderr instead of stdin.
2024-01-01 17:10:20 +00:00
Stepan Koltsov
6bc2686a7a
impl ExclusiveSystemParam for SystemName (#11163)
# Objective

`SystemName` might be useful in systems which accept `&mut World`.

## Solution

- `impl ExclusiveSystemParam for SystemName`
- move `SystemName` into a separate file, because it no longer belongs
to a file which defines `SystemParam`
- add a test for new impl, and for existing impl

## Changelog

- `impl ExclusiveSystemParam for SystemName`
2024-01-01 17:08:29 +00:00
Marco Buono
c2ab3a0402
Do not load prepass normals for transmissive materials (#11140)
Turns out whenever a normal prepass was active (which includes whenever
you use SSAO) we were attempting to read the normals from the prepass
for the specular transmissive material. Since transmissive materials
don't participate in the prepass (unlike opaque materials) we were
reading the normals from “behind” the mesh, producing really weird
visual results.

# Objective

- Fixes #11112.

## Solution

- We introduce a new `READS_VIEW_TRANSMISSION_TEXTURE` mesh pipeline
key;
- We set it whenever the material properties has the
`reads_view_transmission_texture` flag set; (i.e. the material is
transmissive)
- If this key is set we prevent the reading of normals from the prepass,
by not setting the `LOAD_PREPASS_NORMALS` shader def.

---

## Changelog

### Fixed

- Specular transmissive materials no longer attempt to erroneously load
prepass normals, and now work correctly even with the normal prepass
active (e.g. when using SSAO)
2024-01-01 17:04:20 +00:00
Stepan Koltsov
17ef73199b
Fix Mesh::ATTRIBUTE_UV_0 documentation (#11110)
Comment incorrect suggests that texture is clamped outside of `0..=1`
range, while it can actually be configured.

CC https://github.com/bevyengine/bevy/pull/11109
2024-01-01 16:58:48 +00:00
Tygyh
55c9958dd0
refactor collide code (Adopted) (#11106)
# Objective

- Refactor collide code and add tests.

## Solution

- Rebase the changes made in #4485.

Co-authored-by: Eduardo Canellas de Oliveira <eduardo.canellas@bemobi.com>
2024-01-01 16:57:27 +00:00
Adam
8baefa1570
Implement Deref and DerefMut for In (#11104)
# Objective

Implement Deref and DerefMut for In<T>

makes it so the user doesn't have to add ".0" in most cases
2024-01-01 16:55:07 +00:00
Kees van Beilen
2fd0043cfd
Fixed Typo in the description of EntityMut (#11103)
# Objective
Fix a typo in the description of the  `EntityMut` struct
2024-01-01 16:51:25 +00:00
Doonv
189ceaf0d3
Replace or document ignored doctests (#11040)
# Objective

There are a lot of doctests that are `ignore`d for no documented reason.
And that should be fixed.

## Solution

I searched the bevy repo with the regex ` ```[a-z,]*ignore ` in order to
find all `ignore`d doctests. For each one of the `ignore`d doctests, I
did the following steps:
1. Attempt to remove the `ignored` attribute while still passing the
test. I did this by adding hidden dummy structs and imports.
2. If step 1 doesn't work, attempt to replace the `ignored` attribute
with the `no_run` attribute while still passing the test.
3. If step 2 doesn't work, keep the `ignored` attribute but add
documentation for why the `ignored` attribute was added.

---------

Co-authored-by: François <mockersf@gmail.com>
2024-01-01 16:50:56 +00:00
capt-glorypants
ffded5b78e
Rename ArchetypeEntity::entity into ArchetypeEntity::id (#11118)
# Objective

Fixes #11050

Rename ArchetypeEntity::entity to ArchetypeEntity::id to be consistent
with `EntityWorldMut`, `EntityMut` and `EntityRef`.

## Migration Guide

The method `ArchetypeEntity::entity` has been renamed to
`ArchetypeEntity::id`
2024-01-01 16:12:24 +00:00
pablo-lua
bf0be9cc2c
Remove little warn on bevy_ecs (#11149)
# Objective

- There is an warning about non snake case on system_param.rs generated
by a macro

## Solution

- Allow non snake case on the function at fault
2024-01-01 16:03:25 +00:00
Stepan Koltsov
4fba03b529
impl ExclusiveSystemParam for PhantomData (#11153)
# Objective

Implement `ExclusiveSystemParam` for `PhantomData`.

For the same reason `SystemParam` impl exists: to simplify writing
generic code.


786abbf3f5/crates/bevy_ecs/src/system/system_param.rs (L1557)

Also for consistency.

## Solution

`impl ExclusiveSystemParam for PhantomData`.

## Changelog
Added: PhantomData<T> now implements ExclusiveSystemParam.
2024-01-01 16:02:21 +00:00
Stepan Koltsov
9f397d0cb6
impl ExclusiveSystemParam for WorldId (#11164)
# Objective

Mostly for consistency.

## Solution

```rust
impl ExclusiveSystemParam for WorldId
```

- Also add a test for `SystemParam for WorldId`

## Changelog
Added: Worldd now implements ExclusiveSystemParam.
2024-01-01 15:59:53 +00:00
François
71adb77a2e
support all types of animation interpolation from gltf (#10755)
# Objective

- Support step and cubic spline interpolation from gltf

## Solution

- Support step and cubic spline interpolation from gltf

Tested with
https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/InterpolationTest
expected: 

![](https://raw.githubusercontent.com/KhronosGroup/glTF-Sample-Models/master/2.0/InterpolationTest/screenshot/screenshot.gif)
result: 

![output](https://github.com/bevyengine/bevy/assets/8672791/e7f1afd5-20c9-4921-97d4-8d0c82203068)

---

## Migration Guide

When manually specifying an animation `VariableCurve`, the interpolation
type must be specified:

- Bevy 0.12
```rust
        VariableCurve {
            keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
            keyframes: Keyframes::Rotation(vec![
                Quat::IDENTITY,
                Quat::from_axis_angle(Vec3::Y, PI / 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
                Quat::IDENTITY,
            ]),
        },
```

- Bevy 0.13
```rust
        VariableCurve {
            keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
            keyframes: Keyframes::Rotation(vec![
                Quat::IDENTITY,
                Quat::from_axis_angle(Vec3::Y, PI / 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
                Quat::IDENTITY,
            ]),
            interpolation: Interpolation::Linear,
        },
```
2023-12-31 18:01:50 +00:00
JMS55
70b0eacc3b
Keep track of when a texture is first cleared (#10325)
# Objective
- Custom render passes, or future passes in the engine (such as
https://github.com/bevyengine/bevy/pull/10164) need a better way to know
and indicate to the core passes whether the view color/depth/prepass
attachments have been cleared or not yet this frame, to know if they
should clear it themselves or load it.

## Solution

- For all render targets (depth textures, shadow textures, prepass
textures, main textures) use an atomic bool to track whether or not each
texture has been cleared this frame. Abstracted away in the new
ColorAttachment and DepthAttachment wrappers.

---

## Changelog
- Changed `ViewTarget::get_color_attachment()`, removed arguments.
- Changed `ViewTarget::get_unsampled_color_attachment()`, removed
arguments.
- Removed `Camera3d::clear_color`.
- Removed `Camera2d::clear_color`.
- Added `Camera::clear_color`.
- Added `ExtractedCamera::clear_color`.
- Added `ColorAttachment` and `DepthAttachment` wrappers.
- Moved `ClearColor` and `ClearColorConfig` from
`bevy::core_pipeline::clear_color` to `bevy::render::camera`.
- Core render passes now track when a texture is first bound as an
attachment in order to decide whether to clear or load it.

## Migration Guide
- Remove arguments to `ViewTarget::get_color_attachment()` and
`ViewTarget::get_unsampled_color_attachment()`.
- Configure clear color on `Camera` instead of on `Camera3d` and
`Camera2d`.
- Moved `ClearColor` and `ClearColorConfig` from
`bevy::core_pipeline::clear_color` to `bevy::render::camera`.
- `ViewDepthTexture` must now be created via the `new()` method

---------

Co-authored-by: vero <email@atlasdostal.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-12-31 00:37:37 +00:00
JMS55
3d3a065820
Misc cleanup (#11134)
Re-exports a few types/functions I need that have no reason to be
private, and some minor code quality changes.
2023-12-30 23:27:48 +00:00
Mike
786abbf3f5
Fix ci xvfb (#11143)
# Objective

Fix ci hang, so we can merge pr's again.

## Solution

- switch ppa action to use mesa stable versions
https://launchpad.net/~kisak/+archive/ubuntu/turtle
- use commit from #11123

---------

Co-authored-by: Stepan Koltsov <stepan.koltsov@gmail.com>
2023-12-30 09:07:31 +00:00
Stepan Koltsov
ac58a5fe57
Better doc for SystemName (#11084)
Compared to [current
documentation](https://docs.rs/bevy/latest/bevy/ecs/system/struct.SystemName.html)
it is now immediately clear that it is `SystemParam` readily available
to user, and not just some accidentally exposed internal data type.
2023-12-25 05:09:15 +00:00
radiish
13feac6721
reflect: maximally relax TypePath bounds (#11037)
# Objective

- Provides an alternate solution to the one implemented in #10791
without breaking changes.

## Solution

- Changes the bounds of macro-generated `TypePath` implementations to
universally ignore the types of fields, rather than use the same bounds
as other implementations. I think this is a more holistic solution than
#10791 because it totally erases the finicky bounds we currently
generate, helping to untangle the reflection trait system.
2023-12-24 17:45:46 +00:00
Stepan Koltsov
c6b32a2140
Explain EventWriter limits concurrency (#11063)
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2023-12-24 17:45:21 +00:00
daxpedda
dc698f0174
Use WindowBuilder::with_append() to append canvas (#11065)
# Objective

Replace the canvas appending code with a simpler version provided by
Winit v0.29.

Related: #11052.

## Solution

Use
[`WindowBuilder::with_append()`](https://docs.rs/winit/0.29.5/wasm32-unknown-unknown/winit/platform/web/trait.WindowBuilderExtWebSys.html#tymethod.with_append).
2023-12-24 17:44:50 +00:00
Tygyh
1568d4a415
Reorder impl to be the same as the trait (#11076)
# Objective

- Make the implementation order consistent between all sources to fit
the order in the trait.

## Solution

- Change the implementation order.
2023-12-24 17:43:55 +00:00
Tygyh
7b8305e5b4
Remove unnecessary parens (#11075)
# Objective

- Increase readability.

## Solution

- Remove unnecessary parens.
2023-12-24 17:43:01 +00:00
David Cosby
42b737878f
Re-export smallvec crate from bevy_utils (#11006)
Matches versioning & features from other Cargo.toml files in the
project.

# Objective
Resolves #10932 

## Solution
Added smallvec to the bevy_utils cargo.toml and added a line to
re-export the crate. Target version and features set to match what's
used in the other bevy crates.
2023-12-24 15:35:09 +00:00
Anish Bhobe
7374e58e78
Register Camera types. (#11069)
# Objective

Register and Serialize `Camera3dDepthTextureUsage` and
`ScreenSpaceTransmissionQuality`.

Fixes: #11036

## Solution

Added the relevant derives for reflection and serialization and type
registrations.
2023-12-23 17:33:37 +00:00
Guillaume Gomez
e360763b47
Update sysinfo version to 0.30.0 (#11071)
New version comes with a lot of improvements. Full list is available
there:
https://github.com/GuillaumeGomez/sysinfo/blob/master/migration_guide.md
2023-12-23 17:33:15 +00:00
Tygyh
22acd62dbf
Replace calculation with function call (#11077)
# Objective

- Simplify execution.

## Solution

- Replace degrees to radians calculation with function call.
2023-12-23 17:32:26 +00:00
ickshonpe
efb4fa5d61
Give UI nodes with Display::None an empty clipping rect (#10942)
# Objective
Outlines are drawn for UI nodes with `Display::None` set and their
descendants. They should not be visible.

## Solution

Make all Nodes with `Display::None` inherit an empty clipping rect,
ensuring that the outlines are not visible.

Fixes #10940

---

## Changelog
* In `update_clipping_system` if a node has `Display::None` set, clip
the entire node and all its descendants by replacing the inherited clip
with a default rect (which is empty)
2023-12-23 05:07:30 +00:00
Valentine Briese
1142d53a99
Add missing colon in States documentation (#11064)
# Objective

The documentation for the `States` trait contains an error! There is a
single colon missing from `OnExit<T:Variant>`.

## Solution

Replace `OnExit<T:Variant>` with `OnExit<T::Variant>`. (Notice the added
colon.)

---

## Changelog

### Added

- Added missing colon in `States` documentation.

---

Bevy community, you may now rest easy.
2023-12-22 17:19:31 +00:00
Nicola Papale
fcb49a5d80
Document None conditions on compute_aabb (#11051)
The error conditions were not documented, this requires the user to
inspect the source code to know when to expect a `None`.

Error conditions should always be documented, so we document them.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-12-21 23:29:43 +00:00
Thierry Berger
80f15e0dbb
Remove CanvasParentResizePlugin (#11057)
Improves #11052

# Changelog
- Remove `Window::fit_canvas_to_parent`, as its resizing on wasm now
respects its CSS configuration.

## Migration Guide
- Remove uses of `Window::fit_canvas_to_parent` in favor of CSS
properties, for example:
  ```css
  canvas {
    width: 100%;
    height: 100%;
  }
  ```
2023-12-21 20:01:22 +00:00
Stepan Koltsov
b27f74911a
Explain Changed, Added are not archetype filters (#11049)
Explain potential footgun.
2023-12-21 20:01:03 +00:00
François
8666b076d8
fix base64 padding when loading a gltf file (#11053)
# Objective

- After #10336, some gltf files fail to load (examples
custom_gltf_vertex_attribute, gltf_skinned_mesh, ...)
- Fix them

## Solution

- Allow padding in base 64 decoder
2023-12-21 20:00:51 +00:00
Sludge
37e80745d2
Derive Debug for BloomCompositeMode (#11041)
# Objective

- API guidelines recommend that every type should implement `Debug`
where possible.

## Solution

- Do that.
2023-12-21 19:59:46 +00:00
Doonv
ba0f8f996f
Add insert_state to App. (#11043)
# Objective

Fix #10731.

## Solution

Rename `App::add_state<T>(&mut self)` to `init_state`, and add
`App::insert_state<T>(&mut self, state: T)`. I decided on these names
because they are more similar to `init_resource` and `insert_resource`.

I also removed the `States` trait's requirement for `Default`. Instead,
`init_state` requires `FromWorld`.

---

## Changelog

- Renamed `App::add_state` to `init_state`.
- Added `App::insert_state`.
- Removed the `States` trait's requirement for `Default`.

## Migration Guide

- Renamed `App::add_state` to `init_state`.
2023-12-21 14:09:24 +00:00
Doonv
42f721382c
Add SystemTime to bevy_utils (#11054)
# Objective

https://github.com/bevyengine/bevy/pull/10702 has overridden the changes
that https://github.com/bevyengine/bevy/pull/10980 did.

## Solution

Re-add `SystemTime` to `bevy_utils`, along with a few other types.

---

## Changelog

- Rexported `SystemTime`, `SystemTimeError`, and `TryFromFloatSecsError`
from `bevy_utils`.
2023-12-21 14:05:27 +00:00
Thierry Berger
ced216f59a
Update winit dependency to 0.29 (#10702)
# Objective

- Update winit dependency to 0.29

## Changelog

### KeyCode changes

- Removed `ScanCode`, as it was [replaced by
KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292).
- `ReceivedCharacter.char` is now a `SmolStr`, [relevant
doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text).
- Changed most `KeyCode` values, and added more.

KeyCode has changed meaning. With this PR, it refers to physical
position on keyboard rather than the printed letter on keyboard keys.

In practice this means:
- On QWERTY keyboard layouts, nothing changes
- On any other keyboard layout, `KeyCode` no longer reflects the label
on key.
- This is "good". In bevy 0.12, when you used WASD for movement, users
with non-QWERTY keyboards couldn't play your game! This was especially
bad for non-latin keyboards. Now, WASD represents the physical keys. A
French player will press the ZQSD keys, which are near each other,
Kyrgyz players will use "Цфыв".
- This is "bad" as well. You can't know in advance what the label of the
key for input is. Your UI says "press WASD to move", even if in reality,
they should be pressing "ZQSD" or "Цфыв". You also no longer can use
`KeyCode` for text inputs. In any case, it was a pretty bad API for text
input. You should use `ReceivedCharacter` now instead.

### Other changes
- Use `web-time` rather than `instant` crate.
(https://github.com/rust-windowing/winit/pull/2836)
- winit did split `run_return` in `run_onDemand` and `pump_events`, I
did the same change in bevy_winit and used `pump_events`.
- Removed `return_from_run` from `WinitSettings` as `winit::run` now
returns on supported platforms.
- I left the example "return_after_run" as I think it's still useful.
- This winit change is done partly to allow to create a new window after
quitting all windows: https://github.com/emilk/egui/issues/1918 ; this
PR doesn't address.
- added `width` and `height` properties in the `canvas` from wasm
example
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168)

## Known regressions (important follow ups?)
- Provide an API for reacting when a specific key from current layout
was released.
- possible solutions: use winit::Key from winit::KeyEvent ; mapping
between KeyCode and Key ; or .
- We don't receive characters through alt+numpad (e.g. alt + 151 = "ù")
anymore ; reproduced on winit example "ime". maybe related to
https://github.com/rust-windowing/winit/issues/2945
- (windows) Window content doesn't refresh at all when resizing. By
reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect
we should just fire a `window.request_redraw();` from `AboutToWait`, and
handle actual redrawing within `RedrawRequested`. I'm not sure how to
move all that code so I'd appreciate it to be a follow up.
- (windows) unreleased winit fix for using set_control_flow in
AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm
not sure what the implications are, but that feels bad 🤔

## Follow up 

I'd like to avoid bloating this PR, here are a few follow up tasks
worthy of a separate PR, or new issue to track them once this PR is
closed, as they would either complicate reviews, or at risk of being
controversial:
- remove CanvasParentResizePlugin
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856)
- avoid mentionning explicitly winit in docs from bevy_window ?
- NamedKey integration on bevy_input:
https://github.com/rust-windowing/winit/pull/3143 introduced a new
NamedKey variant. I implemented it only on the converters but we'd
benefit making the same changes to bevy_input.
- Add more info in KeyboardInput
https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313
- https://github.com/bevyengine/bevy/pull/9905 added a workaround on a
bug allegedly fixed by winit 0.29. We should check if it's still
necessary.
- update to raw_window_handle 0.6
  - blocked by wgpu
- Rename `KeyCode` to `PhysicalKeyCode`
https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015
- remove `instant` dependency, [replaced
by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd
need to update to :
  - fastrand >= 2.0
- [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7
    - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0
- Verify license, see
[discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800)
  - we might be missing a short notice or description of changes made
- Consider using https://github.com/rust-windowing/cursor-icon directly
rather than vendoring it in bevy.
- investigate [this
unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986)
(`winit_window.canvas().unwrap();`)
- Use more good things about winit's update
- https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428
## Migration Guide

This PR should have one.
2023-12-21 07:40:47 +00:00
Martín Maita
3b59dbd772
Update base64 requirement from 0.13.0 to 0.21.5 (#10336)
# Objective

- Update base64 requirement from 0.13.0 to 0.21.5.
- Closes #10317.

## Solution

- Bumped `base64` requirement and manually migrated code to fix a
breaking change after updating.
2023-12-21 00:55:54 +00:00
Pablo García Ruiz
dc8fc6cb34
Reexport winit::platform::android::activity::* in bevy_winit (#11011)
# Objective

- Fixes #10630

## Solution

- Reexport winit::platform::android::activity::* in bevy_init

---------

Co-authored-by: François <mockersf@gmail.com>
2023-12-19 20:15:03 +00:00
Stepan Koltsov
4852233298
OrthographicProjection.scaling_mode is not just for resize (#11024)
Current comment is somewhat misleading: one may assume the field is used
only when window is resized.
2023-12-19 18:01:53 +00:00
Rob Parrett
7d2e6cb468
Fix typo in docs for Has (#11028)
# Objective

Fix typo

## Solution

Put the letter `i` in there.
2023-12-19 17:59:34 +00:00
Nicola Papale
d64e148e4e
Add non-existent entity behavior to Has doc (#11025)
# Objective

`Has<T>` in some niche cases may behave in an unexpected way.

Specifically, when using `Query::get` on a `Has<T>` with a despawned
entity.

## Solution

Add precision about cases wehre `Query::get` could return an `Err`.
2023-12-19 16:34:55 +00:00
Stepan Koltsov
0c2df27930
Rename some lifetimes (ResMut etc) for clarity (#11021)
Use `'w` for world lifetime consistently.

When implementing system params, useful to look at how other params are
implemented. `'w` makes it clear it is world, not state.
2023-12-19 15:22:25 +00:00
Stepan Koltsov
05b00267c6
Some doc to bevy_diagnostic (#11020) 2023-12-19 08:16:22 +00:00
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.
2023-12-18 20:55:12 +00:00
Mateusz Wachowiak
2c7eab1b4c
Add method to check if all inputs are pressed (#11010)
# Objective

- Provide way to check whether multiple inputs are pressed.

## Solution

- Add `all_pressed` method that checks if all inputs are currently being
pressed.
2023-12-18 01:45:43 +00:00
JMS55
9a89fc44f4
Add is_resource_changed_by_id + is_resource_added_by_id (#11012)
# Objective

- Allow checking if a resource has changed by its ComponentId

---

## Changelog
- Added `World::is_resource_changed_by_id()` and
`World::is_resource_added_by_id()`.
2023-12-18 01:44:33 +00:00
daxpedda
9249856da3
Implement Std traits for SceneInstanceReady (#11003)
# Objective

Being able to do:
```rust
ev_scene_ready.read().next().unwrap();
```
Which currently isn't possible because `SceneInstanceReady` doesn't
implement `Debug`.

## Solution

Implement `Debug` for `SceneInstanceReady`.

---

## Changelog

### Added
- Implement Std traits for `SceneInstanceReady`.
2023-12-17 15:39:13 +00:00
Olle Lukowski
6b9cd57956
Introduce AspectRatio struct (#10368)
# Objective

- Fix an inconsistency in the calculation of aspect ratio's. 
- Fixes #10288 

## Solution

- Created an intermediate `AspectRatio` struct, as suggested in the
issue. This is currently just used in any places where aspect ratio
calculations happen, to prevent doing it wrong. In my and @mamekoro 's
opinion, it would be better if this was used instead of a normal `f32`
in various places, but I didn't want to make too many changes to begin
with.

## Migration Guide
- Anywhere where you are currently expecting a f32 when getting aspect
ratios, you will now receive a `AspectRatio` struct. this still holds
the same value.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-12-17 02:01:26 +00:00
Tygyh
63d17e8494
Simplify equality assertions (#10988)
# Objective

- Shorten assertions.

## Solution

- Replace '==' assertions with 'assert_eq()' and '!=' assertions with
'assert_ne()' .
2023-12-16 23:58:41 +00:00
Tygyh
645625b789
Replace deprecated elements (#10999)
# Objective

- Replace deprecated elements.

## Solution

- Remove 'std::' from constants.
2023-12-16 23:24:49 +00:00
Tygyh
696af48416
Remove unnecessary parentheses (#10990)
# Objective

- Increase readability.

## Solution

- Remove unnecessary parentheses.
2023-12-16 02:26:18 +00:00
Tygyh
d3e96abadc
Replace deprecated elements (#10991)
# Objective

- Replace deprecated elements.

## Solution

- Replace 'u8::max_value()' with 'u8::MAX'.
2023-12-16 02:25:12 +00:00
Torstein Grindvik
16c5a4b7cd
Fix BindingType import warning (#10818)
# Objective

Fix this warning

```
warning: unused import: `BindingType`
  --> ...bevy/crates/bevy_pbr/src/render/mesh_view_bindings.rs:23:88
   |
23 |         BindGroup, BindGroupLayout, BindGroupLayoutEntry, BindGroupLayoutEntryBuilder, BindingType,
   |                                                                                        ^^^^^^^^^^^
   |
   = note: `#[warn(unused_imports)]` on by default
```

## Solution

- Import via globstar

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2023-12-14 18:48:20 +00:00
Joseph
11065974d4
Simplify lifetimes in QueryState methods (#10937)
# Objective

The definition of several `QueryState` methods use unnecessary explicit
lifetimes, which adds to visual noise.

## Solution

Elide the lifetimes.
2023-12-14 17:26:03 +00:00
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>
2023-12-14 17:25:55 +00:00
Nathan Fox
381277d6c3
Fix typo in docs for ViewVisibility (#10979)
Simple doc fix.
2023-12-14 17:25:48 +00:00
Charles Bournhonesque
c4aea07753
Make SystemTime available in both native and wasm (#10980)
# Objective

`Instant` and `Duration` from the `instant` crate are exposed in
`bevy_utils` to have a single abstraction for native/wasm.
It would be useful to have the same thing for
[`SystemTime`](https://doc.rust-lang.org/std/time/struct.SystemTime.html).


---

## Changelog

### Added
- `bevy_utils` now re-exposes the `instant::SystemTime` struct

Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com>
2023-12-14 16:36:24 +00:00
Mike
6b84ba97a3
Auto insert sync points (#9822)
# Objective

- Users are often confused when their command effects are not visible in
the next system. This PR auto inserts sync points if there are deferred
buffers on a system and there are dependents on that system (systems
with after relationships).
- Manual sync points can lead to users adding more than needed and it's
hard for the user to have a global understanding of their system graph
to know which sync points can be merged. However we can easily calculate
which sync points can be merged automatically.

## Solution

1. Add new edge types to allow opting out of new behavior
2. Insert an sync point for each edge whose initial node has deferred
system params.
3. Reuse nodes if they're at the number of sync points away.

* add opt outs for specific edges with `after_ignore_deferred`,
`before_ignore_deferred` and `chain_ignore_deferred`. The
`auto_insert_apply_deferred` boolean on `ScheduleBuildSettings` can be
set to false to opt out for the whole schedule.

## Perf
This has a small negative effect on schedule build times.
```text
group                                           auto-sync                              main-for-auto-sync
-----                                           -----------                            ------------------
build_schedule/1000_schedule                    1.06       2.8±0.15s        ? ?/sec    1.00       2.7±0.06s        ? ?/sec
build_schedule/1000_schedule_noconstraints      1.01     26.2±0.88ms        ? ?/sec    1.00     25.8±0.36ms        ? ?/sec
build_schedule/100_schedule                     1.02     13.1±0.33ms        ? ?/sec    1.00     12.9±0.28ms        ? ?/sec
build_schedule/100_schedule_noconstraints       1.08   505.3±29.30µs        ? ?/sec    1.00   469.4±12.48µs        ? ?/sec
build_schedule/500_schedule                     1.00    485.5±6.29ms        ? ?/sec    1.00    485.5±9.80ms        ? ?/sec
build_schedule/500_schedule_noconstraints       1.00      6.8±0.10ms        ? ?/sec    1.02      6.9±0.16ms        ? ?/sec
```
---

## Changelog

- Auto insert sync points and added `after_ignore_deferred`,
`before_ignore_deferred`, `chain_no_deferred` and
`auto_insert_apply_deferred` APIs to opt out of this behavior

## Migration Guide

- `apply_deferred` points are added automatically when there is ordering
relationship with a system that has deferred parameters like `Commands`.
If you want to opt out of this you can switch from `after`, `before`,
and `chain` to the corresponding `ignore_deferred` API,
`after_ignore_deferred`, `before_ignore_deferred` or
`chain_ignore_deferred` for your system/set ordering.
- You can also set `ScheduleBuildSettings::auto_insert_sync_points` to
`false` if you want to do it for the whole schedule. Note that in this
mode you can still add `apply_deferred` points manually.
- For most manual insertions of `apply_deferred` you should remove them
as they cannot be merged with the automatically inserted points and
might reduce parallelizability of the system graph.

## TODO
- [x] remove any apply_deferred used in the engine
- [x] ~~decide if we should deprecate manually using apply_deferred.~~
We'll still allow inserting manual sync points for now for whatever edge
cases users might have.
- [x] Update migration guide
- [x] rerun schedule build benchmarks

---------

Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
2023-12-14 16:34:01 +00:00
Tygyh
720d6dab82
Change Window scale factor to f32 (adopted) (#10897)
# Objective

- Finish the work done in #8942 .

## Solution

- Rebase the changes made in #8942 and fix the issues stopping it from
being merged earlier

---------

Co-authored-by: Thomas <1234328+thmsgntz@users.noreply.github.com>
2023-12-14 14:56:40 +00:00
Joona Aalto
029dd06f7d
Add Direction2d::from_xy and Direction3d::from_xyz (#10882)
# Objective

Make direction construction a bit more ergonomic.

## Solution

Add `Direction2d::from_xy` and `Direction3d::from_xyz`, similar to
`Transform::from_xyz`:

```rust
let dir2 = Direction2d::from_xy(0.5, 0.5).unwrap();
let dir3 = Direction3d::from_xyz(0.5, 0.5, 0.5).unwrap();
```

This can be a bit cleaner than using `new`:

```rust
let dir2 = Direction2d::new(Vec2::new(0.5, 0.5)).unwrap();
let dir3 = Direction3d::new(Vec3::new(0.5, 0.5, 0.5)).unwrap();
```
2023-12-14 14:56:07 +00:00
Aceeri
fe28e0ec32
Add First/Pre/Post/Last schedules to the Fixed timestep (#10977)
Fixes https://github.com/bevyengine/bevy/issues/10974

# Objective
Duplicate the ordering logic of the `Main` schedule into the `FixedMain`
schedule.

---

## Changelog
- `FixedUpdate` is no longer the main schedule ran in
`RunFixedUpdateLoop`, `FixedMain` has replaced this and has a similar
structure to `Main`.

## Migration Guide
- Usage of `RunFixedUpdateLoop` should be renamed to `RunFixedMainLoop`.
2023-12-14 04:35:40 +00:00
Christian Hughes
a4e0a0c0b9
Allow the editing of startup schedules (#10969)
# Objective

Fixes #10968 

## Solution

Pull startup schedules from a list of `ScheduleLabel`s in the same way
the update schedules are handled.

---

## Changelog

- Added `MainScheduleOrder::startup_labels` to allow the editing of the
startup schedule order.

## Migration Guide

- Added a new field to `MainScheduleOrder`, `startup_labels`, for
editing the startup schedule order.
2023-12-14 04:34:54 +00:00
Elabajaba
70a592f31a
Update to wgpu 0.18 (#10266)
# Objective

Keep up to date with wgpu.

## Solution

Update the wgpu version.

Currently blocked on naga_oil updating to naga 0.14 and releasing a new
version.

3d scenes (or maybe any scene with lighting?) currently don't render
anything due to
```
error: naga_oil bug, please file a report: composer failed to build a valid header: Type [2] '' is invalid
 = Capability Capabilities(CUBE_ARRAY_TEXTURES) is required
 ```

I'm not sure what should be passed in for `wgpu::InstanceFlags`, or if we want to make the gles3minorversion configurable (might be useful for debugging?)

Currently blocked on https://github.com/bevyengine/naga_oil/pull/63, and https://github.com/gfx-rs/wgpu/issues/4569 to be fixed upstream in wgpu first.

## Known issues

Amd+windows+vulkan has issues with texture_binding_arrays (see the image [here](https://github.com/bevyengine/bevy/pull/10266#issuecomment-1819946278)), but that'll be fixed in the next wgpu/naga version, and you can just use dx12 as a workaround for now (Amd+linux mesa+vulkan texture_binding_arrays are fixed though).

---

## Changelog

Updated wgpu to 0.18, naga to 0.14.2, and naga_oil to 0.11.
- Windows desktop GL should now be less painful as it no longer requires Angle.
- You can now toggle shader validation and debug information for debug and release builds using `WgpuSettings.instance_flags` and [InstanceFlags](https://docs.rs/wgpu/0.18.0/wgpu/struct.InstanceFlags.html)

## Migration Guide

- `RenderPassDescriptor` `color_attachments`  (as well as `RenderPassColorAttachment`, and `RenderPassDepthStencilAttachment`) now use `StoreOp::Store` or `StoreOp::Discard` instead of a `boolean` to declare whether or not they should be stored.
- `RenderPassDescriptor` now have `timestamp_writes` and `occlusion_query_set` fields. These can safely be set to `None`.
- `ComputePassDescriptor` now have a `timestamp_writes` field. This can be set to `None` for now.
- See the [wgpu changelog](https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md#v0180-2023-10-25) for additional details
2023-12-14 02:45:47 +00:00
Tygyh
b2661ea73d
Reorder impl to be the same as the trait (#10964)
# Objective

- Make the implementation order consistent between all sources to fit
the order in the trait.

## Solution

- Change the implementation order.
2023-12-13 21:19:49 +00:00
davier
2b9c97d203
Fix Mesh2d normals on webgl (#10967)
# Objective

A workaround for a webgl issue was introduced in #9383 but one function
for mesh2d was missed.

## Solution

Applied the migration guide from #9383 in
`mesh2d_normal_local_to_world()

Note: I'm not using normals so I have not tested the bug & fix
2023-12-13 20:26:17 +00:00
Tim Siegel
1ab0f28acd
docs: AnimationPlayer::play doesn't have transition_duration arg (#10970)
# Objective

The documentation for `AnimationPlayer::play` mentions a non-existent
`transition_duration` argument from an old iteration of the API. It's
confusing.

## Solution

Remove the offending sentence.
2023-12-13 18:51:34 +00:00
Federico Rinaldi
9c78128e8f
Rename Q type parameter to D when referring to WorldQueryData (#10782)
# Objective

Since #10776 split `WorldQuery` to `WorldQueryData` and
`WorldQueryFilter`, it should be clear that the query is actually
composed of two parts. It is not factually correct to call "query" only
the data part. Therefore I suggest to rename the `Q` parameter to `D` in
`Query` and related items.

As far as I know, there shouldn't be breaking changes from renaming
generic type parameters.

## Solution

I used a combination of rust-analyzer go to reference and `Ctrl-F`ing
various patterns to catch as many cases as possible. Hopefully I got
them all. Feel free to check if you're concerned of me having missed
some.

## Notes

This and #10779 have many lines in common, so merging one will cause a
lot of merge conflicts to the other.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-12-13 18:50:46 +00:00
Stepan Koltsov
12a11e2fd0
Actually check alignment in BlobVec test aligned_zst (#10885)
Do not rely on Miri.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2023-12-13 02:36:49 +00:00
Sludge
41db723c5c
Fix soundness of UnsafeWorldCell usage example (#10941)
# Objective

- The example in the docs is unsound.

Demo:

```rust
#[derive(Resource)]
struct MyRes(u32);

fn main() {
    let mut w = World::new();
    w.insert_resource(MyRes(0));

    let (mut res, comp) = split_world_access(&mut w);
    let mut r1 = res.get_resource_mut::<MyRes>().unwrap();
    let mut r2 = res.get_resource_mut::<MyRes>().unwrap();

    *r1 = MyRes(1);
    *r2 = MyRes(2);
}
```

The API in the example allows aliasing mutable references to the same
resource. Miri also complains when running this.

## Solution

- Change the example API to make the returned `Mut` borrow from the
`OnlyResourceAccessWorld` instead of borrowing from the world via `'w`.
This prevents obtaining more than one `Mut` at the same time from it.
2023-12-13 00:55:30 +00:00
Stepan Koltsov
ff7497cb9a
Explain how RegularPolygon mesh is generated (#10927)
I didn't notice minus where vertices are generated, so could not
understand the order there.

Adding a comment to help the next person who is going to understand Bevy
by reading its code.
2023-12-12 21:40:33 +00:00
Mateusz Wachowiak
a7a5d17ae1
Refactor process_handle_drop_internal() in bevy_asset (#10920)
# Objective

- Reduce nesting in `process_handle_drop_internal()`.
- Related to #10896.

## Solution

- Use early returns when possible.
- Reduced from 9 levels of indents to 4.
2023-12-12 19:46:37 +00:00
Mantas
5af2f022d8
Rename WorldQueryData & WorldQueryFilter to QueryData & QueryFilter (#10779)
# Rename `WorldQueryData` & `WorldQueryFilter` to `QueryData` &
`QueryFilter`

Fixes #10776 

## Solution

Traits `WorldQueryData` & `WorldQueryFilter` were renamed to `QueryData`
and `QueryFilter`, respectively. Related Trait types were also renamed.

---

## Changelog

- Trait `WorldQueryData` has been renamed to `QueryData`. Derive macro's
`QueryData` attribute `world_query_data` has been renamed to
`query_data`.
- Trait `WorldQueryFilter` has been renamed to `QueryFilter`. Derive
macro's `QueryFilter` attribute `world_query_filter` has been renamed to
`query_filter`.
- Trait's `ExtractComponent` type `Query` has been renamed to `Data`.
- Trait's `GetBatchData` types `Query` & `QueryFilter` has been renamed
to `Data` & `Filter`, respectively.
- Trait's `ExtractInstance` type `Query` has been renamed to `Data`.
- Trait's `ViewNode` type `ViewQuery` has been renamed to `ViewData`.
- Trait's `RenderCommand` types `ViewWorldQuery` & `ItemWorldQuery` has
been renamed to `ViewData` & `ItemData`, respectively.

## Migration Guide

Note: if merged before 0.13 is released, this should instead modify the
migration guide of #10776 with the updated names.

- Rename `WorldQueryData` & `WorldQueryFilter` trait usages to
`QueryData` & `QueryFilter` and their respective derive macro attributes
`world_query_data` & `world_query_filter` to `query_data` &
`query_filter`.
- Rename the following trait type usages:
  - Trait's `ExtractComponent` type `Query` to `Data`.
  - Trait's `GetBatchData` type `Query` to `Data`.
  - Trait's `ExtractInstance` type `Query` to `Data`.
  - Trait's `ViewNode` type `ViewQuery` to `ViewData`'
- Trait's `RenderCommand` types `ViewWolrdQuery` & `ItemWorldQuery` to
`ViewData` & `ItemData`, respectively.

```rust
// Before
#[derive(WorldQueryData)]
#[world_query_data(derive(Debug))]
struct EmptyQuery {
    empty: (),
}

// After
#[derive(QueryData)]
#[query_data(derive(Debug))]
struct EmptyQuery {
    empty: (),
}

// Before
#[derive(WorldQueryFilter)]
struct CustomQueryFilter<T: Component, P: Component> {
    _c: With<ComponentC>,
    _d: With<ComponentD>,
    _or: Or<(Added<ComponentC>, Changed<ComponentD>, Without<ComponentZ>)>,
    _generic_tuple: (With<T>, With<P>),
}

// After
#[derive(QueryFilter)]
struct CustomQueryFilter<T: Component, P: Component> {
    _c: With<ComponentC>,
    _d: With<ComponentD>,
    _or: Or<(Added<ComponentC>, Changed<ComponentD>, Without<ComponentZ>)>,
    _generic_tuple: (With<T>, With<P>),
}

// Before
impl ExtractComponent for ContrastAdaptiveSharpeningSettings {
    type Query = &'static Self;
    type Filter = With<Camera>;
    type Out = (DenoiseCAS, CASUniform);

    fn extract_component(item: QueryItem<Self::Query>) -> Option<Self::Out> {
        //...
    }
}

// After
impl ExtractComponent for ContrastAdaptiveSharpeningSettings {
    type Data = &'static Self;
    type Filter = With<Camera>;
    type Out = (DenoiseCAS, CASUniform);

    fn extract_component(item: QueryItem<Self::Data>) -> Option<Self::Out> {
        //...
    }
}

// Before
impl GetBatchData for MeshPipeline {
    type Param = SRes<RenderMeshInstances>;
    type Query = Entity;
    type QueryFilter = With<Mesh3d>;
    type CompareData = (MaterialBindGroupId, AssetId<Mesh>);
    type BufferData = MeshUniform;

    fn get_batch_data(
        mesh_instances: &SystemParamItem<Self::Param>,
        entity: &QueryItem<Self::Query>,
    ) -> (Self::BufferData, Option<Self::CompareData>) {
        // ....
    }
}

// After
impl GetBatchData for MeshPipeline {
    type Param = SRes<RenderMeshInstances>;
    type Data = Entity;
    type Filter = With<Mesh3d>;
    type CompareData = (MaterialBindGroupId, AssetId<Mesh>);
    type BufferData = MeshUniform;

    fn get_batch_data(
        mesh_instances: &SystemParamItem<Self::Param>,
        entity: &QueryItem<Self::Data>,
    ) -> (Self::BufferData, Option<Self::CompareData>) {
        // ....
    }
}

// Before
impl<A> ExtractInstance for AssetId<A>
where
    A: Asset,
{
    type Query = Read<Handle<A>>;
    type Filter = ();

    fn extract(item: QueryItem<'_, Self::Query>) -> Option<Self> {
        Some(item.id())
    }
}

// After
impl<A> ExtractInstance for AssetId<A>
where
    A: Asset,
{
    type Data = Read<Handle<A>>;
    type Filter = ();

    fn extract(item: QueryItem<'_, Self::Data>) -> Option<Self> {
        Some(item.id())
    }
}

// Before
impl ViewNode for PostProcessNode {
    type ViewQuery = (
        &'static ViewTarget,
        &'static PostProcessSettings,
    );

    fn run(
        &self,
        _graph: &mut RenderGraphContext,
        render_context: &mut RenderContext,
        (view_target, _post_process_settings): QueryItem<Self::ViewQuery>,
        world: &World,
    ) -> Result<(), NodeRunError> {
        // ...
    }
}

// After
impl ViewNode for PostProcessNode {
    type ViewData = (
        &'static ViewTarget,
        &'static PostProcessSettings,
    );

    fn run(
        &self,
        _graph: &mut RenderGraphContext,
        render_context: &mut RenderContext,
        (view_target, _post_process_settings): QueryItem<Self::ViewData>,
        world: &World,
    ) -> Result<(), NodeRunError> {
        // ...
    }
}

// Before
impl<P: CachedRenderPipelinePhaseItem> RenderCommand<P> for SetItemPipeline {
    type Param = SRes<PipelineCache>;
    type ViewWorldQuery = ();
    type ItemWorldQuery = ();
    #[inline]
    fn render<'w>(
        item: &P,
        _view: (),
        _entity: (),
        pipeline_cache: SystemParamItem<'w, '_, Self::Param>,
        pass: &mut TrackedRenderPass<'w>,
    ) -> RenderCommandResult {
        // ...
    }
}

// After
impl<P: CachedRenderPipelinePhaseItem> RenderCommand<P> for SetItemPipeline {
    type Param = SRes<PipelineCache>;
    type ViewData = ();
    type ItemData = ();
    #[inline]
    fn render<'w>(
        item: &P,
        _view: (),
        _entity: (),
        pipeline_cache: SystemParamItem<'w, '_, Self::Param>,
        pass: &mut TrackedRenderPass<'w>,
    ) -> RenderCommandResult {
        // ...
    }
}
```
2023-12-12 19:45:50 +00:00
Stepan Koltsov
79641c7f08
Reorder fields in SystemSchedule (#10764)
Make more clear what is going on there.
2023-12-12 19:45:44 +00:00
robtfm
67d92e9b85
light renderlayers (#10742)
# Objective

add `RenderLayers` awareness to lights. lights default to
`RenderLayers::layer(0)`, and must intersect the camera entity's
`RenderLayers` in order to affect the camera's output.

note that lights already use renderlayers to filter meshes for shadow
casting. this adds filtering lights per view based on intersection of
camera layers and light layers.

fixes #3462 

## Solution

PointLights and SpotLights are assigned to individual views in
`assign_lights_to_clusters`, so we simply cull the lights which don't
match the view layers in that function.

DirectionalLights are global, so we 
- add the light layers to the `DirectionalLight` struct
- add the view layers to the `ViewUniform` struct
- check for intersection before processing the light in
`apply_pbr_lighting`

potential issue: when mesh/light layers are smaller than the view layers
weird results can occur. e.g:
camera = layers 1+2
light = layers 1
mesh = layers 2

the mesh does not cast shadows wrt the light as (1 & 2) == 0.
the light affects the view as (1+2 & 1) != 0. 
the view renders the mesh as (1+2 & 2) != 0.

so the mesh is rendered and lit, but does not cast a shadow. 

this could be fixed (so that the light would not affect the mesh in that
view) by adding the light layers to the point and spot light structs,
but i think the setup is pretty unusual, and space is at a premium in
those structs (adding 4 bytes more would reduce the webgl point+spot
light max count to 240 from 256).

I think typical usage is for cameras to have a single layer, and
meshes/lights to maybe have multiple layers to render to e.g. minimaps
as well as primary views.

if there is a good use case for the above setup and we should support
it, please let me know.

---

## Migration Guide

Lights no longer affect all `RenderLayers` by default, now like cameras
and meshes they default to `RenderLayers::layer(0)`. To recover the
previous behaviour and have all lights affect all views, add a
`RenderLayers::all()` component to the light entity.
2023-12-12 19:45:37 +00:00
davier
55402bdf2e
Fix debug printing for dynamic types (#10740)
# Objective

Printing `DynamicStruct` with a debug format does not show the contained
type anymore. For instance, in `examples/reflection/reflection.rs`,
adding `dbg!(&reflect_value);` to line 96 will print:
```rust
[examples/reflection/reflection.rs:96] &reflect_value = DynamicStruct(bevy_reflect::DynamicStruct {
    a: 4,
    nested: DynamicStruct(bevy_reflect::DynamicStruct {
        b: 8,
    }),
})
```

## Solution

Show the represented type instead (`reflection::Foo` and
`reflection::Bar` in this case):
```rust
[examples/reflection/reflection.rs:96] &reflect_value = DynamicStruct(reflection::Foo {
    a: 4,
    nested: DynamicStruct(reflection::Bar {
        b: 8,
    }),
})
```

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2023-12-12 19:44:43 +00:00
Ben Frankel
9c8576996f
Add a doc note about despawn footgun (#10889)
# Objective

The `Despawn` command breaks the hierarchy whenever you use it if the
despawned entity has a parent or any children. This is a serious footgun
because the `Despawn` command has the shortest name, the behavior is
unexpected and not likely to be what you want, and the crash that it
causes can be very difficult to track down.

## Solution

Until this can be fixed by relations, add a note mentioning the footgun
in the documentation.
2023-12-12 19:44:05 +00:00
TheBigCheese
6a15ed564d
Improve EntityWorldMut.remove, retain and despawn docs by linking to more detail (#10943)
## Solution

`Commands.remove` and `.retain` (because I copied `remove`s doc)
referenced `EntityWorldMut.remove` and `retain` for more detail but the
`Commands` docs are much more detailed (which makes sense because it is
the most common api), so I have instead inverted this so that
`EntityWorldMut` docs link to `Commands`.

I also made `EntityWorldMut.despawn` reference `World.despawn` for more
details, like `Commands.despawn` does.
2023-12-12 19:27:11 +00:00
Joona Aalto
4b1865f8bd
Normalize only nonzero normals for mikktspace normal maps (#10905)
# Objective

Fixes #5891.

For mikktspace normal maps, normals must be renormalized in vertex
shaders to match the way mikktspace bakes vertex tangents and normal
maps so that the exact inverse process is applied when shading.

However, for invalid normals like `vec3<f32>(0.0, 0.0, 0.0)`, this
normalization causes NaN values, and because it's in the vertex shader,
it affects the entire triangle and causes it to be shaded as black:

![incorrectly shaded
cone](https://github.com/bevyengine/bevy/assets/57632562/3334b3a9-f72a-4a08-853e-8077a346f5c9)

*A cone with a tip that has a vertex normal of [0, 0, 0], causing the
mesh to be shaded as black.*

In some cases, normals of zero are actually *useful*. For example, a
smoothly shaded cone without creases requires the apex vertex normal to
be zero, because there is no singular normal that works correctly, so
the apex shouldn't contribute to the overall shading. Duplicate vertices
for the apex fix some shading issues, but it causes visible creases and
is more expensive. See #5891 and #10298 for more details.

For correctly shaded cones and other similar low-density shapes with
sharp tips, vertex normals of zero can not be normalized in the vertex
shader.

## Solution

Only normalize the vertex normals and tangents in the vertex shader if
the normal isn't [0, 0, 0]. This way, mikktspace normal maps should
still work for everything except the zero normals, and the zero normals
will only be normalized in the fragment shader.

This allows us to render cones correctly:

![smooth cone with some
banding](https://github.com/bevyengine/bevy/assets/57632562/6b36e264-22c6-453b-a6de-c404b314ca1a)

Notice how there is still a weird shadow banding effect in one area. I
noticed that it can be fixed by normalizing
[here](d2614f2d80/crates/bevy_pbr/src/render/pbr_functions.wgsl (L51)),
which produces a perfectly smooth cone without duplicate vertices:

![smooth
cone](https://github.com/bevyengine/bevy/assets/57632562/64f9ad5d-b249-4eae-880b-a1e61e07ae73)

I didn't add this change yet, because it seems a bit arbitrary. I can
add it here if that'd be useful or make another PR though.
2023-12-10 11:42:47 +00:00
Federico Rinaldi
47fa620034
Refactor function update_accessibility_nodes (#10911)
# Objective

`update_accessibility_nodes` is one of the most nested functions in the
entire Bevy repository, with a maximum of 9 levels of indentations. This
PR refactors it down to 3 levels of indentations, while improving
readability on other fronts. The result is a function that is actually
understandable at a first glance.

- This is a proof of concept to demonstrate that it is possible to
gradually lower the nesting limit proposed by #10896.

PS: I read AccessKit's documentation, but I don't have experience with
it. Therefore, naming of variables and subroutines may be a bit off.

PS2: I don't know if the test suite covers the functionality of this
system, but since I've spent quite some time on it and the changes were
simple, I'm pretty confident the refactor is functionally equivalent to
the original.

## Solution

I documented each change with a commit, but as a summary I did the
following to reduce nesting:

- I moved from `if-let` blocks to `let-else` statements where
appropriate to reduce rightward shift
- I extracted the closure body to a new function `update_adapter`
- I factored out parts of `update_adapter` into new functions
`queue_node_for_update` and `add_children_nodes`

**Note for reviewers:** GitHub's diff viewer is not the greatest in
showing horizontal code shifts, therefore you may want to use a
different tool like VSCode to review some commits, especially the second
one (anyway, that commit is very straightforward, despite changing many
lines).
2023-12-10 00:52:16 +00:00
ickshonpe
4a46f273a1
Clip outlines by the node's own clipping rect, not the parent's. (#10922)
# Objective

A nodes outline should be clipped using its own clipping rect, not its
parents.

fixes #10921

## Solution

Clip outlines by the node's own clipping rect, not the parent's.

If you compare the `overflow` ui example in main with this PR, you'll
see that the outlines that appear when you hover above the images are
now clipped along with the images.

---

## Changelog

* Outlines are now clipped using the node's own clipping rect, not the
parent's.
2023-12-10 00:51:19 +00:00
Mateusz Wachowiak
1523e8c409
Non-Intrusive refactor of play_queued_audio_system() (#10910)
# Objective

- Improve readability.
- Somewhat relates to #10896.

## Solution

- Use early returns to minimize nesting.
- Change `emitter_translation` to use `if let` instead of `map`.
2023-12-09 14:27:39 +00:00
Fratiman Bogdan - Gabriel
24060213b5
Renamed Accessibility plugin to AccessKitPlugin in bevy_winit (#10914)
# Objective
- Fixes #10901 

## Solution
- `bevy::a11y::AccessibilityPlugin` remains unchanged.
- Renamed `bevy::winit::accessibility::AccessibilityPlugin` to
`bevy::winit::accessibility::AccessKitPlugin`.
2023-12-09 14:22:33 +00:00
Federico Rinaldi
d4b21d0dea
Remove reference to default schedule (#10918)
Simple doc change since there is no more a default schedule after #8079.
2023-12-09 14:21:43 +00:00
irate
a4c27288c7
Deduplicate systems in bevy_audio (#10906)
# Objective
The `update_emitter_positions`, and `update_listener_positions` systems
are added for every call to `add_audio_source`.
Instead, add them once in the `AudioPlugin` directly.

Also merged the calls to `add_systems`.


Caught while working on my schedule visualizer c:
2023-12-07 19:43:16 +00:00
Nicola Papale
d2614f2d80
Add a couple assertions for system types (#10893)
# Objective

Test more complex function signatures for exclusive systems, and test
that `StaticSystemParam` is indeed a `SystemParam`.

I mean, it currently works, but might as well add a test for it.
2023-12-06 20:35:46 +00:00
Mateusz Wachowiak
1f97717a3d
Rename Input to ButtonInput (#10859)
# Objective

- Resolves #10853 

## Solution

- ~~Changed the name of `Input` struct to `PressableInput`.~~
- Changed the name of `Input` struct to `ButtonInput`.

## Migration Guide

- Breaking Change: Users need to rename `Input` to `ButtonInput` in
their projects.
2023-12-06 20:32:34 +00:00
Joona Aalto
d9aac887b5
Split Ray into Ray2d and Ray3d and simplify plane construction (#10856)
# Objective

A better alternative version of #10843.

Currently, Bevy has a single `Ray` struct for 3D. To allow better
interoperability with Bevy's primitive shapes (#10572) and some third
party crates (that handle e.g. spatial queries), it would be very useful
to have separate versions for 2D and 3D respectively.

## Solution

Separate `Ray` into `Ray2d` and `Ray3d`. These new structs also take
advantage of the new primitives by using `Direction2d`/`Direction3d` for
the direction:

```rust
pub struct Ray2d {
    pub origin: Vec2,
    pub direction: Direction2d,
}

pub struct Ray3d {
    pub origin: Vec3,
    pub direction: Direction3d,
}
```

and by using `Plane2d`/`Plane3d` in `intersect_plane`:

```rust
impl Ray2d {
    // ...
    pub fn intersect_plane(&self, plane_origin: Vec2, plane: Plane2d) -> Option<f32> {
        // ...
    }
}
```

---

## Changelog

### Added

- `Ray2d` and `Ray3d`
- `Ray2d::new` and `Ray3d::new` constructors
- `Plane2d::new` and `Plane3d::new` constructors

### Removed

- Removed `Ray` in favor of `Ray3d`

### Changed

- `direction` is now a `Direction2d`/`Direction3d` instead of a vector,
which provides guaranteed normalization
- `intersect_plane` now takes a `Plane2d`/`Plane3d` instead of just a
vector for the plane normal
- `Direction2d` and `Direction3d` now derive `Serialize` and
`Deserialize` to preserve ray (de)serialization

## Migration Guide

`Ray` has been renamed to `Ray3d`.

### Ray creation

Before:

```rust
Ray {
    origin: Vec3::ZERO,
    direction: Vec3::new(0.5, 0.6, 0.2).normalize(),
}
```

After:

```rust
// Option 1:
Ray3d {
    origin: Vec3::ZERO,
    direction: Direction3d::new(Vec3::new(0.5, 0.6, 0.2)).unwrap(),
}

// Option 2:
Ray3d::new(Vec3::ZERO, Vec3::new(0.5, 0.6, 0.2))
```

### Plane intersections

Before:

```rust
let result = ray.intersect_plane(Vec2::X, Vec2::Y);
```

After:

```rust
let result = ray.intersect_plane(Vec2::X, Plane2d::new(Vec2::Y));
```
2023-12-06 14:09:04 +00:00
Joona Aalto
f683b802f1
Impl TryFrom vector for directions and add InvalidDirectionError (#10884)
# Objective

Implement `TryFrom<Vec2>`/`TryFrom<Vec3>` for direction primitives as
considered in #10857.

## Solution

Implement `TryFrom` for the direction primitives.

These are all equivalent:

```rust
let dir2d = Direction2d::try_from(Vec2::new(0.5, 0.5)).unwrap();
let dir2d = Vec2::new(0.5, 0.5).try_into().unwrap(); // (assumes that the type is inferred)
let dir2d = Direction2d::new(Vec2::new(0.5, 0.5)).unwrap();
```

For error cases, an `Err(InvalidDirectionError)` is returned. It
contains the type of failure:

```rust
/// An error indicating that a direction is invalid.
#[derive(Debug, PartialEq)]
pub enum InvalidDirectionError {
    /// The length of the direction vector is zero or very close to zero.
    Zero,
    /// The length of the direction vector is `std::f32::INFINITY`.
    Infinite,
    /// The length of the direction vector is `NaN`.
    NaN,
}
```
2023-12-06 00:05:37 +00:00
Mateusz Wachowiak
5508915e9b
Add comment about scale factor in WindowMode (#10872)
# Objective

- Resolves #10784 

## Solution

- As @ickshonpe mentioned in #10784, this is intended behavior but could
benefit from mentioning it in docs.
- I'm also thinking about adding a helper function to disable os scaling
such as `disable_os_scaling()`, but not sure if it's needed.

---

## Changelog

> Add a comment about scaling behavior that happens, and point user to
how he can avoid that behavior.
2023-12-05 21:42:34 +00:00
TheBigCheese
9da65b10b4
Add EntityCommands.retain and EntityWorldMut.retain (#10873)
# Objective
Adds `EntityCommands.retain` and `EntityWorldMut.retain` to remove all
components except the given bundle from the entity.
Fixes #10865.

## Solution

I added a private unsafe function in `EntityWorldMut` called
`remove_bundle_info` which performs the shared behaviour of `remove` and
`retain`, namely taking a `BundleInfo` of components to remove, and
removing them from the given entity. Then `retain` simply gets all the
components on the entity and filters them by whether they are in the
bundle it was passed, before passing this `BundleInfo` into
`remove_bundle_info`.

`EntityCommands.retain` just creates a new type `Retain` which runs
`EntityWorldMut.retain` when run.

---

## Changelog

Added `EntityCommands.retain` and `EntityWorldMut.retain`, which remove
all components except the given bundle from the entity, they can also be
used to remove all components by passing `()` as the bundle.
2023-12-05 15:37:33 +00:00
ickshonpe
166686e0f2
Rename TextAlignment to JustifyText. (#10854)
# Objective

The name `TextAlignment` is really deceptive and almost every new user
gets confused about the differences between aligning text with
`TextAlignment`, aligning text with `Style` and aligning text with
anchor (when using `Text2d`).

## Solution

* Rename `TextAlignment` to `JustifyText`. The associated helper methods
are also renamed.
* Improve the doc comments for text explaining explicitly how the
`JustifyText` component affects the arrangement of text.
* Add some extra cases to the `text_debug` example that demonstate the
differences between alignment using `JustifyText` and alignment using
`Style`.
<img width="757" alt="text_debug_2"
src="https://github.com/bevyengine/bevy/assets/27962798/9d53e647-93f9-4bc7-8a20-0d9f783304d2">

---

## Changelog
* `TextAlignment` has been renamed to `JustifyText`
* `TextBundle::with_text_alignment` has been renamed to
`TextBundle::with_text_justify`
* `Text::with_alignment` has been renamed to `Text::with_justify`
* The `text_alignment` field of `TextMeasureInfo` has been renamed to
`justification`

## Migration Guide
* `TextAlignment` has been renamed to `JustifyText`
* `TextBundle::with_text_alignment` has been renamed to
`TextBundle::with_text_justify`
* `Text::with_alignment` has been renamed to `Text::with_justify`
* The `text_alignment` field of `TextMeasureInfo` has been renamed to
`justification`
2023-12-05 03:00:41 +00:00
Zachary Harrold
72adf2ae2a
Reduced TableRow as Casting (#10811)
# Objective

- Fixes #10806

## Solution

Replaced `new` and `index` methods for both `TableRow` and `TableId`
with `from_*` and `as_*` methods. These remove the need to perform
casting at call sites, reducing the total number of casts in the Bevy
codebase. Within these methods, an appropriate `debug_assertion` ensures
the cast will behave in an expected manner (no wrapping, etc.). I am
using a `debug_assertion` instead of an `assert` to reduce any possible
runtime overhead, however minimal. This choice is something I am open to
changing (or leaving up to another PR) if anyone has any strong
arguments for it.

---

## Changelog

- `ComponentSparseSet::sparse` stores a `TableRow` instead of a `u32`
(private change)
- Replaced `TableRow::new` and `TableRow::index` methods with
`TableRow::from_*` and `TableRow::as_*`, with `debug_assertions`
protecting any internal casting.
- Replaced `TableId::new` and `TableId::index` methods with
`TableId::from_*` and `TableId::as_*`, with `debug_assertions`
protecting any internal casting.
- All `TableId` methods are now `const`

## Migration Guide

- `TableRow::new` -> `TableRow::from_usize`
- `TableRow::index` -> `TableRow::as_usize`
- `TableId::new` -> `TableId::from_usize`
- `TableId::index` -> `TableId::as_usize`

---

## Notes

I have chosen to remove the `index` and `new` methods for the following
chain of reasoning:

- Across the codebase, `new` was called with a mixture of `u32` and
`usize` values. Likewise for `index`.
- Choosing `new` to either be `usize` or `u32` would break half of these
call-sites, requiring `as` casting at the site.
- Adding a second method `new_u32` or `new_usize` avoids the above, bu
looks visually inconsistent.
- Therefore, they should be replaced with `from_*` and `as_*` methods
instead.

Worth noting is that by updating `ComponentSparseSet`, there are now
zero instances of interacting with the inner value of `TableRow` as a
`u32`, it is exclusively used as a `usize` value (due to interactions
with methods like `len` and slice indexing). I have left the `as_u32`
and `from_u32` methods as the "proper" constructors/getters.
2023-12-05 02:44:33 +00:00
irate
83ee6de1da
Remove From implementations from the direction types (#10857)
This removes the `From<Vec2/3>` implementations for the direction types.
It doesn't seem right to have when it only works if the vector is
nonzero and finite and produces NaN otherwise.

Added `Direction2d/3d::new` which uses `Vec2/3::try_normalize` to
guarantee it returns either a valid direction or `None`.

This should make it impossible to create an invalid direction, which I
think was the intention with these types.
2023-12-05 02:44:27 +00:00
Jos Feenstra
18ac125997
Add helper macro's for logging only once (#10808)
# Objective

Fixes #10291

This adds a way to easily log messages once within system which are
called every frame.

## Solution

Opted for a macro-based approach. The fact that the 'once' call is
tracked per call site makes the `log_once!()` macro very versatile and
easy-to-use. I suspect it will be very handy for all of us, but
especially beginners, to get some initial feedback from systems without
spamming up the place!

I've made the macro's return its internal `has_fired` state, for
situations in which that might be useful to know (trigger something else
alongside the log, for example).

Please let me know if I placed the macro's in the right location, and if
you would like me to do something more clever with the macro's
themselves, since its looking quite copy-pastey at the moment. I've
tried ways to replace 5 with 1 macro's, but no success yet.

One downside of this approach is: Say you wish to warn the user if a
resource is invalid. In this situation, the
`resource.is_valid()` check would still be performed every frame:
```rust
fn my_system(my_res: Res<MyResource>) {
   if !my_res.is_valid() {
      warn_once!("resource is invalid!");
   }
}
```
If you want to prevent that, you would still need to introduce a local
boolean. I don't think this is a very big deal, as expensive checks
shouldn't be called every frame in any case.


## Changelog
Added: `trace_once!()`, `debug_once!()`, `info_once!()`, `warn_once!()`,
and `error_once!()` log macros which fire only once per call site.
2023-12-05 01:56:40 +00:00
Stepan Koltsov
2653adf5d8
Make ComponentId typed in Components (#10770)
Trying to understand code. Types help.
2023-12-05 01:54:27 +00:00
Federico Rinaldi
c9368734d2
Remove identity map calls (#10848)
Removes calls to `Iterator::map` that don't do any work.
2023-12-04 20:44:53 +00:00
Federico Rinaldi
0400ef059b
Substitute get(0) with first() (#10847)
Substitute calls to `get(0)` with `first()`, improving readability.
2023-12-02 22:13:42 +00:00
Nathan
24c6a7df05
Clarifying Commands' purpose (#10837)
# Objective
As described in [Issue
#10805](https://github.com/bevyengine/bevy/issues/10805) I have changed
"impactful changes" to "structural changes"

## Solution
Updated the text "impactful" to "structural"
2023-12-02 10:07:19 +00:00
AxiomaticSemantics
b4c33da149
Fix typos in safety comment (#10827)
# Objective

- Minor fix for typos in safety comment

- Fix the typos.

Co-authored-by: ebola <dev@axiomatic>
2023-12-01 18:07:16 +00:00
Aldrich Suratos
cbf39b7eab
Deprecate QueryState::for_each_unchecked (#10815)
# Objective

Resolves Issue #10772.

## Solution

Added the deprecated warning for QueryState::for_each_unchecked, as
noted in the comments of PR #6773.
Followed the wording in the deprecation messages for `for_each` and
`for_each_mut`
2023-12-01 09:48:16 +00:00
James Liu
2148518758
Override QueryIter::fold to port Query::for_each perf gains to select Iterator combinators (#6773)
# Objective
After #6547, `Query::for_each` has been capable of automatic
vectorization on certain queries, which is seeing a notable (>50% CPU
time improvements) for iteration. However, `Query::for_each` isn't
idiomatic Rust, and lacks the flexibility of iterator combinators.

Ideally, `Query::iter` and friends should be able to achieve the same
results. However, this does seem to blocked upstream
(rust-lang/rust#104914) by Rust's loop optimizations.

## Solution
This is an intermediate solution and refactor. This moves the
`Query::for_each` implementation onto the `Iterator::fold`
implementation for `QueryIter` instead. This should result in the same
automatic vectorization optimization on all `Iterator` functions that
internally use fold, including `Iterator::for_each`, `Iterator::count`,
etc.

With this, it should close the gap between the two completely.
Internally, this PR changes `Query::for_each` to use
`query.iter().for_each(..)` instead of the duplicated implementation.

Separately, the duplicate implementations of internal iteration (i.e.
`Query::par_for_each`) now use portions of the current `Query::for_each`
implementation factored out into their own functions.

This also massively cleans up our internal fragmentation of internal
iteration options, deduplicating the iteration code used in `for_each`
and `par_iter().for_each()`.

---

## Changelog
Changed: `Query::for_each`, `Query::for_each_mut`, `Query::for_each`,
and `Query::for_each_mut` have been moved to `QueryIter`'s
`Iterator::for_each` implementation, and still retains their performance
improvements over normal iteration. These APIs are deprecated in 0.13
and will be removed in 0.14.

---------

Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-12-01 09:09:55 +00:00
robtfm
74ead1eb80
Add GltfLoaderSettings (#10804)
# Objective

when loading gltfs we may want to filter the results. in particular, i
need to be able to exclude cameras.

i can do this already by modifying the gltf after load and before
spawning, but it seems like a useful general option.

## Solution

add `GltfLoaderSettings` struct with bool members:
- `load_cameras` : checked before processing camera nodes.
- `load_lights` : checked before processing light nodes
- `load_meshes` : checked before loading meshes, materials and morph
weights

Existing code will work as before. Now you also have the option to
restrict what parts of the gltf are loaded. For example, to load a gltf
but exclude the cameras, replace a call to
`asset_server.load("my.gltf")` with:
```rust
asset_server.load_with_settings(
    "my.gltf",
    |s: &mut GltfLoaderSettings| {
        s.load_cameras = false;
    }
);
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-30 00:34:45 +00:00
Carter Anderson
0a588dbfd9
Allow removing and reloading assets with live handles (#10785)
# Objective

Fixes #10444 

Currently manually removing an asset prevents it from being reloaded
while there are still active handles. Doing so will result in a panic,
because the storage entry has been marked as "empty / None" but the ID
is still assumed to be active by the asset server.

Patterns like `images.remove() -> asset_server.reload()` and
`images.remove() -> images.insert()` would fail if the handle was still
alive.

## Solution

Most of the groundwork for this was already laid in Bevy Asset V2. This
is largely just a matter of splitting out `remove` into two separate
operations:

* `remove_dropped`: remove the stored asset, invalidate the internal
Assets entry (preventing future insertions with the old id), and recycle
the id
* `remove_still_alive`: remove the stored asset, but leave the entry
otherwise untouched (and dont recycle the id).

`remove_still_alive` and `insert` can be called any number of times (in
any order) for an id until `remove_dropped` has been called, which will
invalidate the id.

From a user-facing perspective, there are no API changes and this is non
breaking. The public `Assets::remove` will internally call
`remove_still_alive`. `remove_dropped` can only be called by the
internal "handle management" system.

---

## Changelog

- Fix a bug preventing `Assets::remove` from blocking future inserts for
a specific `AssetIndex`.
2023-11-29 23:32:13 +00:00
Elabajaba
0f5d8128c9
Fix prepass binding issues causing crashes when not all prepass bindings are used (#10788)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/10786

## Solution

The bind_group_layout entries for the prepass were wrong when not all 4
prepass textures were used, as it just zipped [17, 18, 19, 20] with the
smallvec of prepass `bind_group_layout` entries that potentially didn't
contain 4 entries. (eg. if you had a depth and motion vector prepass but
no normal prepass, then depth would be correct but the entry for the
motion vector prepass would be 18 (normal prepass' spot) instead of 19).

Change the prepass `get_bind_group_layout_entries` function to return an
array of `[Option<BindGroupLayoutEntryBuilder>; 4]` and only add the
layout entry if it exists.
2023-11-29 23:11:12 +00:00
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)`
2023-11-29 15:00:50 +00:00
Stepan Koltsov
d04a2204f5
Make IntoSystemConfigs::into_configs public API (visible in docs) (#10624)
`IntoSystemConfigs::into_configs` function is public, but hidden from
documentation. This PR makes it visible.

Fixes #10622.
2023-11-29 14:38:37 +00:00
Gino Valente
daa8bf20df
Fix nested generics in Reflect derive (#10791)
# Objective

> Issue raised on
[Discord](https://discord.com/channels/691052431525675048/1002362493634629796/1179182488787103776)

Currently the following code fails due to a missing `TypePath` bound:

```rust
#[derive(Reflect)] struct Foo<T>(T);
#[derive(Reflect)] struct Bar<T>(Foo<T>);
#[derive(Reflect)] struct Baz<T>(Bar<Foo<T>>);
```

## Solution

Add `TypePath` to the per-field bounds instead of _just_ the generic
type parameter bounds.

### Related Work

It should be noted that #9046 would help make these kinds of issues
easier to work around and/or avoid entirely.

---

## Changelog

- Fixes missing `TypePath` requirement when deriving `Reflect` on nested
generics
2023-11-29 01:46:09 +00:00
Carter Anderson
4221f7e7e9
Print precise and correct watch warnings (and only when necessary) (#10787)
# Objective

Fixes #10401 

## Solution

* Allow sources to register specific processed/unprocessed watch
warnings.
* Specify per-platform watch warnings. This removes the need to cover
all platform cases in one warning message.
* Only register watch warnings for the _processed_ embedded source, as
warning about watching unprocessed embedded isn't helpful.

---

## Changelog

- Asset sources can now register specific watch warnings.
2023-11-29 00:35:13 +00:00
Stepan Koltsov
506bdc5e68
Remove pointless trait implementation exports in bevy_reflect (#10771)
Trait implementations do not need to be reexported to be used.

```
warning: unused import: `self::std::*`
   --> crates/bevy_reflect/src/lib.rs:502:13
    |
502 |     pub use self::std::*;
    |             ^^^^^^^^^^^^
    |
    = note: `#[warn(unused_imports)]` on by default

warning: unused import: `self::uuid::*`
   --> crates/bevy_reflect/src/lib.rs:503:13
    |
503 |     pub use self::uuid::*;
    |             ^^^^^^^^^^^^^

warning: unused import: `impls::*`
   --> crates/bevy_reflect/src/lib.rs:525:9
    |
525 | pub use impls::*;
    |         ^^^^^^^^
```
2023-11-29 00:11:06 +00:00
Mateusz Wachowiak
3ec1b5c323
Mention DynamicSceneBuilder in doc comment (#10780)
# Objective

Resolves #10773

## Solution

Added comment mentioning DynamicSceneBuilder
2023-11-28 23:45:00 +00:00
tygyh
fd308571c4
Remove unnecessary path prefixes (#10749)
# Objective

- Shorten paths by removing unnecessary prefixes

## Solution

- Remove the prefixes from many paths which do not need them. Finding
the paths was done automatically using built-in refactoring tools in
Jetbrains RustRover.
2023-11-28 23:43:40 +00:00
Sludge
b19ea0dd1d
Reflect and register audio-related types (#10484)
# Objective

These type are unavailable to editors and scripting interfaces making
use of reflection.

## Solution

`#[derive(Reflect)]` and call `.register_type` during plugin
initialization.

---

## Changelog

### Added

- Implement `Reflect` for audio-related types, and register them.
2023-11-28 22:26:58 +00:00
JMS55
4bf20e7d27
Swap material and mesh bind groups (#10485)
# Objective
- Materials should be a more frequent rebind then meshes (due to being
able to use a single vertex buffer, such as in #10164) and therefore
should be in a higher bind group.

---

## Changelog
- For 2d and 3d mesh/material setups (but not UI materials, or other
rendering setups such as gizmos, sprites, or text), mesh data is now in
bind group 1, and material data is now in bind group 2, which is swapped
from how they were before.

## Migration Guide
- Custom 2d and 3d mesh/material shaders should now use bind group 2
`@group(2) @binding(x)` for their bound resources, instead of bind group
1.
- Many internal pieces of rendering code have changed so that mesh data
is now in bind group 1, and material data is now in bind group 2.
Semi-custom rendering setups (that don't use the Material or Material2d
APIs) should adapt to these changes.
2023-11-28 22:26:22 +00:00
scottmcm
a902ea6f85
Save an instruction in EntityHasher (#10648)
# Objective

Keep essentially the same structure of `EntityHasher` from #9903, but
rephrase the multiplication slightly to save an instruction.

cc @superdump 
Discord thread:
https://discord.com/channels/691052431525675048/1172033156845674507/1174969772522356756

## Solution

Today, the hash is
```rust
        self.hash = i | (i.wrapping_mul(FRAC_U64MAX_PI) << 32);
```
with `i` being `(generation << 32) | index`.

Expanding things out, we get
```rust
i | ( (i * CONST) << 32 )
= (generation << 32) | index | ((((generation << 32) | index) * CONST) << 32)
= (generation << 32) | index | ((index * CONST) << 32)  // because the generation overflowed
= (index * CONST | generation) << 32 | index
```

What if we do the same thing, but with `+` instead of `|`? That's almost
the same thing, except that it has carries, which are actually often
better in a hash function anyway, since it doesn't saturate. (`|` can be
dangerous, since once something becomes `-1` it'll stay that, and
there's no mixing available.)

```rust
(index * CONST + generation) << 32 + index
= (CONST << 32 + 1) * index + generation << 32
= (CONST << 32 + 1) * index + (WHATEVER << 32 + generation) << 32 // because the extra overflows and thus can be anything
= (CONST << 32 + 1) * index + ((CONST * generation) << 32 + generation) << 32 // pick "whatever" to be something convenient
= (CONST << 32 + 1) * index + ((CONST << 32 + 1) * generation) << 32
= (CONST << 32 + 1) * index +((CONST << 32 + 1) * (generation << 32)
= (CONST << 32 + 1) * (index + generation << 32)
= (CONST << 32 + 1) * (generation << 32 | index)
= (CONST << 32 + 1) * i
```

So we can do essentially the same thing using a single multiplication
instead of doing multiply-shift-or.

LLVM was already smart enough to merge the shifting into a
multiplication, but this saves the extra `or`:

![image](https://github.com/bevyengine/bevy/assets/18526288/d9396614-2326-4730-abbe-4908c01b5ace)
<https://rust.godbolt.org/z/MEvbz4eo4>

It's a very small change, and often will disappear in load latency
anyway, but it's a couple percent faster in lookups:

![image](https://github.com/bevyengine/bevy/assets/18526288/c365ec85-6adc-4f6d-8fa6-a65146f55a75)

(There was more of an improvement here before #10558, but with `to_bits`
being a single `qword` load now, keeping things mostly as it is turned
out to be better than the bigger changes I'd tried in #10605.)

---

## Changelog

(Probably skip it)

## Migration Guide

(none needed)
2023-11-28 12:37:30 +00:00
robtfm
d95d20f4b1
prepass vertex shader always outputs world position (#10657)
# Objective

the pbr prepass vertex shader currently only sets
`VertexOutput::world_position` when deferred or motion prepasses are
enabled.
the field is always in the vertex output so is otherwise undetermined,
and the calculation is very cheap.

## Solution

always set the world position in the pbr prepass vert shader.
2023-11-28 12:13:28 +00:00
davier
e44b74fb6a
Provide GlobalsUniform in UiMaterial shaders (#10739)
# Objective

`GlobalsUniform` provides the current time to shaders, which is useful
for animations. `UiMaterial` is an abstraction that makes it easier to
write custom shaders for UI elements.
This PR makes it possible to use the `GlobalsUniform` in `UiMaterial`
shaders.

## Solution

The `GlobalsUniform` is bound to `@group(0) @binding(1)`. It is
accessible in shaders with:
```wgsl
#import bevy_render::globals::Globals

@group(0) @binding(1)
var<uniform> globals: Globals;
```

---

## Changelog

Added `GlobalsUniform` in `UiMaterial` shaders

## Discussion

Should I modify the existing ui_material example to showcase this?
2023-11-28 12:08:28 +00:00
Kanabenki
0e9f6e92ea
Add clippy::manual_let_else at warn level to lints (#10684)
# Objective

Related to #10612.

Enable the
[`clippy::manual_let_else`](https://rust-lang.github.io/rust-clippy/master/#manual_let_else)
lint as a warning. The `let else` form seems more idiomatic to me than a
`match`/`if else` that either match a pattern or diverge, and from the
clippy doc, the lint doesn't seem to have any possible false positive.

## Solution

Add the lint as warning in `Cargo.toml`, refactor places where the lint
triggers.
2023-11-28 04:15:27 +00:00
IceSentry
6d0c11a28f
Bind group layout entries (#10224)
# Objective

- Follow up to #9694

## Solution

- Same api as #9694 but adapted for `BindGroupLayoutEntry`
- Use the same `ShaderStages` visibilty for all entries by default
- Add `BindingType` helper function that mirror the wgsl equivalent and
that make writing layouts much simpler.

Before:
```rust
let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
    label: Some("post_process_bind_group_layout"),
    entries: &[
        BindGroupLayoutEntry {
            binding: 0,
            visibility: ShaderStages::FRAGMENT,
            ty: BindingType::Texture {
                sample_type: TextureSampleType::Float { filterable: true },
                view_dimension: TextureViewDimension::D2,
                multisampled: false,
            },
            count: None,
        },
        BindGroupLayoutEntry {
            binding: 1,
            visibility: ShaderStages::FRAGMENT,
            ty: BindingType::Sampler(SamplerBindingType::Filtering),
            count: None,
        },
        BindGroupLayoutEntry {
            binding: 2,
            visibility: ShaderStages::FRAGMENT,
            ty: BindingType::Buffer {
                ty: bevy::render::render_resource::BufferBindingType::Uniform,
                has_dynamic_offset: false,
                min_binding_size: Some(PostProcessSettings::min_size()),
            },
            count: None,
        },
    ],
});
```
After:
```rust
let layout = render_device.create_bind_group_layout(
    "post_process_bind_group_layout"),
    &BindGroupLayoutEntries::sequential(
        ShaderStages::FRAGMENT,
        (
            texture_2d_f32(),
            sampler(SamplerBindingType::Filtering),
            uniform_buffer(false, Some(PostProcessSettings::min_size())),
        ),
    ),
);
```

Here's a more extreme example in bevy_solari:
86dab7f5da

---

## Changelog

- Added `BindGroupLayoutEntries` and all `BindingType` helper functions.

## Migration Guide

`RenderDevice::create_bind_group_layout()` doesn't take a
`BindGroupLayoutDescriptor` anymore. You need to provide the parameters
separately

```rust
// 0.12
let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
    label: Some("post_process_bind_group_layout"),
    entries: &[
        BindGroupLayoutEntry {
			// ...
        },
    ],
});

// 0.13
let layout = render_device.create_bind_group_layout(
	"post_process_bind_group_layout",
    &[
        BindGroupLayoutEntry {
			// ...
        },
    ],
);
```

## TODO

- [x] implement a `Dynamic` variant
- [x] update the `RenderDevice::create_bind_group_layout()` api to match
the one from `RenderDevice::creat_bind_group()`
- [x] docs
2023-11-28 04:00:49 +00:00
Mark Wainwright
f0a8994f55
Split WorldQuery into WorldQueryData and WorldQueryFilter (#9918)
# Objective

- Fixes #7680
- This is an updated for https://github.com/bevyengine/bevy/pull/8899
which had the same objective but fell a long way behind the latest
changes


## Solution

The traits `WorldQueryData : WorldQuery` and `WorldQueryFilter :
WorldQuery` have been added and some of the types and functions from
`WorldQuery` has been moved into them.

`ReadOnlyWorldQuery` has been replaced with `ReadOnlyWorldQueryData`. 

`WorldQueryFilter` is safe (as long as `WorldQuery` is implemented
safely).

`WorldQueryData` is unsafe - safely implementing it requires that
`Self::ReadOnly` is a readonly version of `Self` (this used to be a
safety requirement of `WorldQuery`)

The type parameters `Q` and `F` of `Query` must now implement
`WorldQueryData` and `WorldQueryFilter` respectively.

This makes it impossible to accidentally use a filter in the data
position or vice versa which was something that could lead to bugs.
~~Compile failure tests have been added to check this.~~

It was previously sometimes useful to use `Option<With<T>>` in the data
position. Use `Has<T>` instead in these cases.

The `WorldQuery` derive macro has been split into separate derive macros
for `WorldQueryData` and `WorldQueryFilter`.

Previously it was possible to derive both `WorldQuery` for a struct that
had a mixture of data and filter items. This would not work correctly in
some cases but could be a useful pattern in others. *This is no longer
possible.*

---

## Notes

- The changes outside of `bevy_ecs` are all changing type parameters to
the new types, updating the macro use, or replacing `Option<With<T>>`
with `Has<T>`.

- All `WorldQueryData` types always returned `true` for `IS_ARCHETYPAL`
so I moved it to `WorldQueryFilter` and
replaced all calls to it with `true`. That should be the only logic
change outside of the macro generation code.

- `Changed<T>` and `Added<T>` were being generated by a macro that I
have expanded. Happy to revert that if desired.

- The two derive macros share some functions for implementing
`WorldQuery` but the tidiest way I could find to implement them was to
give them a ton of arguments and ask clippy to ignore that.

## Changelog

### Changed
- Split `WorldQuery` into `WorldQueryData` and `WorldQueryFilter` which
now have separate derive macros. It is not possible to derive both for
the same type.
- `Query` now requires that the first type argument implements
`WorldQueryData` and the second implements `WorldQueryFilter`

## Migration Guide

- Update derives

```rust
// old
#[derive(WorldQuery)]
#[world_query(mutable, derive(Debug))]
struct CustomQuery {
    entity: Entity,
    a: &'static mut ComponentA
}

#[derive(WorldQuery)]
struct QueryFilter {
    _c: With<ComponentC>
}

// new 
#[derive(WorldQueryData)]
#[world_query_data(mutable, derive(Debug))]
struct CustomQuery {
    entity: Entity,
    a: &'static mut ComponentA,
}

#[derive(WorldQueryFilter)]
struct QueryFilter {
    _c: With<ComponentC>
}
```
- Replace `Option<With<T>>` with `Has<T>`

```rust
/// old
fn my_system(query: Query<(Entity, Option<With<ComponentA>>)>)
{
  for (entity, has_a_option) in query.iter(){
    let has_a:bool = has_a_option.is_some();
    //todo!()
  }
}

/// new
fn my_system(query: Query<(Entity, Has<ComponentA>)>)
{
  for (entity, has_a) in query.iter(){
    //todo!()
  }
}
```

- Fix queries which had filters in the data position or vice versa.

```rust
// old
fn my_system(query: Query<(Entity, With<ComponentA>)>)
{
  for (entity, _) in query.iter(){
  //todo!()
  }
}

// new
fn my_system(query: Query<Entity, With<ComponentA>>)
{
  for entity in query.iter(){
  //todo!()
  }
}

// old
fn my_system(query: Query<AnyOf<(&ComponentA, With<ComponentB>)>>)
{
  for (entity, _) in query.iter(){
  //todo!()
  }
}

// new
fn my_system(query: Query<Option<&ComponentA>, Or<(With<ComponentA>, With<ComponentB>)>>)
{
  for entity in query.iter(){
  //todo!()
  }
}

```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-28 03:56:07 +00:00
Carter Anderson
90958104cb
Ensure instance_index push constant is always used in prepass.wgsl (#10706)
# Objective

 Kind of helps #10509 

## Solution

Add a line to `prepass.wgsl` that ensure the `instance_index` push
constant is always used on WebGL 2. This is not a full fix, as the
_second_ a custom shader is used that doesn't use the push constant, the
breakage will resurface. We have satisfying medium term and long term
solutions. This is just a short term hack for 0.12.1 that will make more
cases work. See #10509 for more details.
2023-11-28 01:13:25 +00:00
Helix
879893c30a
fix insert_reflect panic caused by clone_value (#10627)
# Objective

- `insert_reflect` relies on `reflect_type_path`, which doesn't gives
the actual type path for object created by `clone_value`, leading to an
unexpected panic. This is a workaround for it.
- Fix #10590 

## Solution

- Tries to get type path from `get_represented_type_info` if get failed
from `reflect_type_path`.

---

## Defect remaining

- `get_represented_type_info` implies a shortage on performance than
using `TypeRegistry`.
2023-11-28 00:17:10 +00:00
Carter Anderson
cc6c4d65ed
Fix GLTF scene dependencies and make full scene renders predictable (#10745)
# Objective

Fixes #10688

There were a number of issues at play:

1. The GLTF loader was not registering Scene dependencies properly. They
were being registered at the root instead of on the scene assets. This
made `LoadedWithDependencies` fire immediately on load.
2. Recursive labeled assets _inside_ of labeled assets were not being
loaded. This only became relevant for scenes after fixing (1) because we
now add labeled assets to the nested scene `LoadContext` instead of the
root load context. I'm surprised nobody has hit this yet. I'm glad I
caught it before somebody hit it.
3. Accessing "loaded with dependencies" state on the Asset Server is
boilerplatey + error prone (because you need to manually query two
states).

## Solution

1. In GltfLoader, use a nested LoadContext for scenes and load
dependencies through that context.
2. In the `AssetServer`, load labeled assets recursively.
3. Added a simple `asset_server.is_loaded_with_dependencies(id)`

I also added some docs to `LoadContext` to help prevent this problem in
the future.

---

## Changelog

- Added `AssetServer::is_loaded_with_dependencies`
- Fixed GLTF Scene dependencies
- Fixed nested labeled assets not being loaded

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-27 22:42:28 +00:00
Zachary Harrold
6e871ab919
Implement Drop for CommandQueue (#10746)
# Objective

- Fixes #10676, preventing a possible memory leak for commands which
owned resources.

## Solution

Implemented `Drop` for `CommandQueue`. This has been done entirely in
the private API of `CommandQueue`, ensuring no breaking changes. Also
added a unit test, `test_command_queue_inner_drop_early`, based on the
reproduction steps as outlined in #10676.

## Notes

I believe this can be applied to `0.12.1` as well, but I am uncertain of
the process to make that kind of change. Please let me know if there's
anything I can do to help with the back-porting of this change.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-11-27 22:35:36 +00:00
Carter Anderson
fa903a122f
AssetMetaMode (#10623)
# Objective

Fixes #10157

## Solution

Add `AssetMetaCheck` resource which can configure when/if asset meta
files will be read:

```rust
app
  // Never attempts to look up meta files. The default meta configuration will be used for each asset.
  .insert_resource(AssetMetaCheck::Never)
  .add_plugins(DefaultPlugins)
```


This serves as a band-aid fix for the issue with wasm's
`HttpWasmAssetReader` creating a bunch of requests for non-existent
meta, which can slow down asset loading (by waiting for the 404
response) and creates a bunch of noise in the logs. This also provides a
band-aid fix for the more serious issue of itch.io deployments returning
403 responses, which results in full failure of asset loads.

If users don't want to include meta files for all deployed assets for
web builds, and they aren't using meta files at all, they should set
this to `AssetMetaCheck::Never`.

If users do want to include meta files for specific assets, they can use
`AssetMetaCheck::Paths`, which will only look up meta for those paths.

Currently, this defaults to `AssetMetaCheck::Always`, which makes this
fully non-breaking for the `0.12.1` release. _**However it _is_ worth
discussing making this `AssetMetaCheck::Never` by default**_, given that
I doubt most people are using meta files without the Asset Processor
enabled. This would be a breaking change, but it would make WASM / Itch
deployments work by default, which is a pretty big win imo. The downside
is that people using meta files _without_ processing would need to
manually enable `AssetMetaCheck::Always`, which is also suboptimal.

When in `AssetMetaCheck::Processed`, the meta check resource is ignored,
as processing requires asset meta files to function.

In general, I don't love adding this knob as things should ideally "just
work" in all cases. But this is the reality of the current situation.

---

## Changelog

- Added `AssetMetaCheck` resource, which can configure when/if asset
meta files will be read
2023-11-27 22:32:36 +00:00
Aldrich Suratos
1e2132672e
Copy over docs for Condition trait from PR #10718 (#10748)
# Objective

Resolves #10743.

## Solution

Copied over the documentation written by @stepancheng from PR #10718.

I left out the lines from the doctest where `<()>` is removed, as that
seemed to be the part people couldn't decide on whether to keep or not.
2023-11-27 16:33:22 +00:00
Cameron
53919c3e70
Wait until FixedUpdate can see events before dropping them (#10077)
## Objective
 
Currently, events are dropped after two frames. This cadence wasn't
*chosen* for a specific reason, double buffering just lets events
persist for at least two frames. Events only need to be dropped at a
predictable point so that the event queues don't grow forever (i.e.
events should never cause a memory leak).
 
Events (and especially input events) need to be observable by systems in
`FixedUpdate`, but as-is events are dropped before those systems even
get a chance to see them.
 
## Solution
 
Instead of unconditionally dropping events in `First`, require
`FixedUpdate` to first queue the buffer swap (if the `TimePlugin` has
been installed). This way, events are only dropped after a frame that
runs `FixedUpdate`.
 
## Future Work

In the same way we have independent copies of `Time` for tracking time
in `Main` and `FixedUpdate`, we will need independent copies of `Input`
for tracking press/release status correctly in `Main` and `FixedUpdate`.

--
 
Every run of `FixedUpdate` covers a specific timespan. For example, if
the fixed timestep `Δt` is 10ms, the first three `FixedUpdate` runs
cover `[0ms, 10ms)`, `[10ms, 20ms)`, and `[20ms, 30ms)`.
 
`FixedUpdate` can run many times in one frame. For truly
framerate-independent behavior, each `FixedUpdate` should only see the
events that occurred in its covered timespan, but what happens right now
is the first step in the frame reads all pending events.

Fixing that will require timestamped events.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-26 23:04:41 +00:00
extrawurst
9849221522
add new event WindowOccluded from winit (#10735)
forward for bevy user to consume

# Objective

- since winit 0.27 an event WindowOccluded will be produced:
https://docs.rs/winit/latest/winit/event/enum.WindowEvent.html#variant.Occluded
- on ios this is currently the only way to know if an app comes back
from the background which is an important time to to things (like
resetting the badge)

## Solution

- pick up the winit event and forward it to a new `EventWriter`

---

## Changelog

### Added
- new Event `WindowOccluded` added allowing to hook into
`WindowEvent::Occluded` of winit
2023-11-26 21:58:54 +00:00
Torstein Grindvik
73bb310304
impl From<Color> for ClearColorConfig (#10734)
# Objective

I tried setting `ClearColorConfig` in my app via `Color::FOO.into()`
expecting it to work, but the impl was missing.

## Solution

- Add `impl From<Color> for ClearColorConfig`
- Change examples to use this impl

## Changelog

### Added

- `ClearColorConfig` can be constructed via `.into()` on a `Color`

---------

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2023-11-26 20:48:03 +00:00
Torstein Grindvik
4788315fd0
Use as_image_copy where possible (#10733)
# Objective

`wgpu` has a helper method `texture.as_image_copy()` for a common
pattern when making a default-like `ImageCopyTexture` from a texture.

This is used in various places in Bevy for texture copy operations, but
it was not used where `write_texture` is called.

## Solution

- Replace struct `ImageCopyTexture` initialization with
`texture.as_image_copy()` where appropriate

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2023-11-26 19:24:32 +00:00
François
89d652ba3a
don't run update before window creation in winit (#10741)
# Objective

- Window size, scale and position are not correct on the first execution
of the systems
- Fixes #10407,  fixes #10642

## Solution

- Don't run `update` before we get a chance to create the window in
winit
- Finish reverting #9826 after #10389
2023-11-26 01:26:44 +00:00
Gino Valente
13f2749021
bevy_utils: Export generate_composite_uuid utility function (#10496)
# Objective

The `generate_composite_uuid` utility function hidden in
`bevy_reflect::__macro_exports` could be generally useful to users.

For example, I previously relied on `Hash` to generate a `u64` to create
a deterministic `HandleId`. In v0.12, `HandleId` has been replaced by
`AssetId` which now requires a `Uuid`, which I could generate with this
function.

## Solution

Relocate `generate_composite_uuid` from `bevy_reflect::__macro_exports`
to `bevy_utils::uuid`.

It is still re-exported under `bevy_reflect::__macro_exports` so there
should not be any breaking changes (although, users should generally not
rely on pseudo-private/hidden modules like `__macro_exports`).

I chose to keep it in `bevy_reflect::__macro_exports` so as to not
clutter up our public API and to reduce the number of changes in this
PR. We could have also marked the export as `#[doc(hidden)]`, but
personally I like that we have a dedicated module for this (makes it
clear what is public and what isn't when just looking at the macro
code).

---

## Changelog

- Moved `generate_composite_uuid` to `bevy_utils::uuid` and made it
public
  - Note: it was technically already public, just hidden
2023-11-25 23:21:35 +00:00
Stepan Koltsov
c454b26c38
Some explanations for Window component (#10714) 2023-11-25 21:13:27 +00:00
Sludge
3c8c257fa3
Add a depth_bias to Material2d (#10683)
# Objective

It is currently impossible to control the relative ordering of two 2D
materials at the same depth. This is required to implement wireframes
for 2D meshes correctly
(https://github.com/bevyengine/bevy/issues/5881).

## Solution

Add a `Material2d::depth_bias` function that mirrors the existing 3D
`Material::depth_bias` function.

(this is pulled out of https://github.com/bevyengine/bevy/pull/10489)

---

## Changelog

### Added

- Added `Material2d::depth_bias`

## Migration Guide

`PreparedMaterial2d` has a new `depth_bias` field. A value of 0.0 can be
used to get the previous behavior.
2023-11-25 21:12:46 +00:00
Aldrich Suratos
a84d8c3239
Fix typo in resolve_outlines_system (#10730)
# Objective

Resolves  #10727.

`outline.width` was being assigned to `node.outline_offset` instead of
`outline.offset`.

## Solution

Changed `.width` to `.offset` in line 413.
2023-11-25 14:23:17 +00:00
wgxer
4eafd60ce9
Add wgpu_pass method to TrackedRenderPass (#10722)
# Objective

- Fixes  #10707 

## Solution

- Add a method to obtain `RenderPass` to `TrackedRenderPass` simillar to
`RenderDevice::wgpu_device`

---

## Changelog

Added `wgpu_pass` method to `TrackedRenderPass`
2023-11-25 03:11:24 +00:00
Mincong Lu
c33bacd5fd
Make bevy_app and reflect opt-out for bevy_hierarchy. (#10721)
# Objective

Bevy_hierarchy is very useful for ECS only usages of bevy_ecs, but it
currently pulls in bevy_reflect, bevy_app and bevy_core with no way to
opt out.

## Solution

This PR provides features `bevy_app` and `reflect` that are enabled by
default. If disabled, they should remove these dependencies from
bevy_hierarchy.

---

## Changelog

Added features `bevy_app` and `reflect` to bevy_hierarchy.
2023-11-25 03:05:38 +00:00
Alice Cecile
1065028154
Remove trailing whitespace (#10723)
# Objective

- Make CI green.

## Solution

- Remove one (1) space.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2023-11-24 16:31:55 +00:00
Mike
11b1b3a24f
delete methods deprecated in 0.12 (#10693)
## Changelog

- delete methods deprecated in 0.12
2023-11-24 16:15:47 +00:00
Trent
6f56380826
bump bevy_tasks futures-lite to 2.0.1 (#10675)
# Objective

Updates [`futures-lite`](https://github.com/smol-rs/futures-lite) in
bevy_tasks to the next major version (1 -> 2).

Also removes the duplication of `futures-lite`, as `async-fs` requires v
2, so there are currently 2 copies of futures-lite in the dependency
tree.

Futures-lite has received [a number of
updates](https://github.com/smol-rs/futures-lite/blob/master/CHANGELOG.md)
since bevy's current version `1.4`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-11-24 00:11:02 +00:00
Stepan Koltsov
790fafdbb0
Explain how AmbientLight is inserted and configured (#10712) 2023-11-24 00:07:58 +00:00
Hank Jordan
e85af0e366
Fix issue with Option serialization (#10705)
# Objective

- Fix #10499 

## Solution

- Use `.get_represented_type_info()` module path and type ident instead
of `.reflect_*` module path and type ident when serializing the `Option`
enum

---

## Changelog

- Fix serialization bug
- Add simple test
  - Add `serde_json` dev dependency
- Add `serde` with `derive` feature dev dependency (wouldn't compile for
me without it)

---------

Co-authored-by: hank <hank@hank.co.in>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2023-11-23 14:04:51 +00:00
Stepan Koltsov
48af029f7b
Warn that Added/Changed filters do not see deferred changes (#10681)
Explain https://github.com/bevyengine/bevy/issues/10625.

This might be obvious to those familiar with Bevy internals, but it
surprised me.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-23 14:04:07 +00:00
Lixou
960f6e9131
remove double-hasing of typeid for handle (#10699)
# Objective

There is a double hash for the typeid for asset handles. (see
[this](https://github.com/bevyengine/bevy/issues/10695#issuecomment-1822340727)
for more info)

## Solution

- Remove the second hash of the typeid
2023-11-23 01:04:37 +00:00
Stepan Koltsov
85b6326970
Link to Main schedule docs from other schedules (#10691)
I incorrectly assumed that moving a system from `Update` to
`FixedUpdate` would simplify logic without hurting performance.

But this is not the case: if there's single-threaded long computation in
the `FixedUpdate`, the machine won't do anything else in parallel with
it. Which might be not what users expect.

So this PR adds a note. But maybe it is obvious, I don't know.
2023-11-22 20:50:37 +00:00
Stepan Koltsov
b0cc6bfd7e
Rustdoc example for Ref (#10682) 2023-11-22 20:20:39 +00:00
robtfm
ea01c3e387
Non uniform transmission samples (#10674)
# Objective

fix webgpu+chrome(119) textureSample in non-uniform control flow error

## Solution

modify view transmission texture sampling to use textureSampleLevel.
there are no mips for the view transmission texture, so this doesn't
change the result, but it removes the need for the samples to be in
uniform control flow.

note: in future we may add a mipchain to the transmission texture to
improve the blur effect. if uniformity analysis hasn't improved, this
would require switching to manual derivative calculations (which is
something we plan to do anyway).
2023-11-22 18:54:45 +00:00
Connor King
daf3547636
move gizmo arcs to their own file (#10660)
## Objective

- Split different types of gizmos into their own files

## Solution

- Move `arc_2d` and `Arc2dBuilder` into `arcs.rs`
- turns out there's no 3d arc function! I'll add one Soon(TM) in another
MR

## Changelog

- Changed
  - moved `gizmos::Arc2dBuilder` to `gizmos::arcs::Arc2dBuilder`

## Migration Guide

- `gizmos::Arc2dBuilder` -> `gizmos::arcs::Arc2dBuilder`
2023-11-22 14:58:34 +00:00
ickshonpe
bca057d7ec
Make clipped areas of UI nodes non-interactive (#10454)
# Objective

Problems:

* The clipped, non-visible regions of UI nodes are interactive.
* `RelativeCursorPostion` is set relative to the visible part of the
node. It should be relative to the whole node.
* The `RelativeCursorPostion::mouse_over` method returns `true` when the
mouse is over a clipped part of a node.

fixes #10470

## Solution

Intersect a node's bounding rect with its clipping rect before checking
if it contains the cursor.

Added the field `normalized_visible_node_rect` to
`RelativeCursorPosition`. This is set to the bounds of the unclipped
area of the node rect by `ui_focus_system` expressed in normalized
coordinates relative to the entire node.

Instead of checking if the normalized cursor position lies within a unit
square, it instead checks if it is contained by
`normalized_visible_node_rect`.

Added outlines to the `overflow` example that appear when the cursor is
over the visible part of the images, but not the clipped area.

---

## Changelog

* `ui_focus_system` intersects a node's bounding rect with its clipping
rect before checking if mouse over.
* Added the field `normalized_visible_node_rect` to
`RelativeCursorPosition`. This is set to the bounds of the unclipped
area of the node rect by `ui_focus_system` expressed in normalized
coordinates relative to the entire node.
* `RelativeCursorPostion` is calculated relative to the whole node's
position and size, not only the visible part.
* `RelativeCursorPosition::mouse_over` only returns true when the mouse
is over an unclipped region of the UI node.
* Removed the `Deref` and `DerefMut` derives from
`RelativeCursorPosition` as it is no longer a single field struct.
* Added some outlines to the `overflow` example that respond to
`Interaction` changes.

## Migration Guide

The clipped areas of UI nodes are no longer interactive.

`RelativeCursorPostion` is now calculated relative to the whole node's
position and size, not only the visible part. Its `mouse_over` method
only returns true when the cursor is over an unclipped part of the node.

`RelativeCursorPosition` no longer implements `Deref` and `DerefMut`.
2023-11-22 14:30:38 +00:00
Martín Maita
4ffd5104f3
Bumps async crates requirements to latest major version (#10370)
# Objective

- Closes #10316

## Solution

- Grouped a bunch of version requirement bumps for most of the `async`
crates.
2023-11-22 13:41:48 +00:00
Zachary Harrold
f613c450bc
Fix Asset Loading Bug (#10698)
# Objective

- Fixes #10695

## Solution

Fixed obvious blunder in `PartialEq` implementation for
`UntypedAssetId`'s where the `TypeId` was not included in the
comparison. This was not picked up in the unit tests I added because
they only tested over a single asset type.
2023-11-22 13:39:44 +00:00
Mike
208ecb53dc
Append commands (#10400)
# Objective

- I've been experimenting with different patterns to try and make async
tasks more convenient. One of the better ones I've found is to return a
command queue to allow for deferred &mut World access. It can be
convenient to check for task completion in a normal system, but it is
hard to do something with the command queue after getting it back. This
pr adds a `append` to Commands. This allows appending the returned
command queue onto the system's commands.

## Solution

- I edited the async compute example to use the new `append`, but not
sure if I should keep the example changed as this might be too
opinionated.

## Future Work

- It would be very easy to pull the pattern used in the example out into
a plugin or a external crate, so users wouldn't have to add the checking
system.

---

## Changelog

- add `append` to `Commands` and `CommandQueue`
2023-11-22 00:04:37 +00:00
BD103
3578eec351
Re-export futures_lite in bevy_tasks (#10670)
# Objective

- Fixes #10664

## Solution

- `pub use futures_lite as future` :)

---

## Changelog

- Made `futures_lite` available as `future` in the `bevy_tasks` module.

## Migration Guide

- Remove `futures_lite` from `Cargo.toml`.

```diff
[dependencies]
bevy = "0.12.0"
- futures-lite = "1.4.0"
```

- Replace `futures_lite` imports with `bevy::tasks::future`.

```diff
- use futures_lite::poll_once;
+ use bevy::tasks::future::poll_once;
```
2023-11-21 16:51:13 +00:00
TheBigCheese
e67cfdf82b
Enable clippy::undocumented_unsafe_blocks warning across the workspace (#10646)
# Objective

Enables warning on `clippy::undocumented_unsafe_blocks` across the
workspace rather than only in `bevy_ecs`, `bevy_transform` and
`bevy_utils`. This adds a little awkwardness in a few areas of code that
have trivial safety or explain safety for multiple unsafe blocks with
one comment however automatically prevents these comments from being
missed.

## Solution

This adds `undocumented_unsafe_blocks = "warn"` to the workspace
`Cargo.toml` and fixes / adds a few missed safety comments. I also added
`#[allow(clippy::undocumented_unsafe_blocks)]` where the safety is
explained somewhere above.

There are a couple of safety comments I added I'm not 100% sure about in
`bevy_animation` and `bevy_render/src/view` and I'm not sure about the
use of `#[allow(clippy::undocumented_unsafe_blocks)]` compared to adding
comments like `// SAFETY: See above`.
2023-11-21 02:06:24 +00:00
Joona Aalto
897b13bf9d
Use minor and major radii for Torus primitive shape (#10643)
# Objective

First, some terminology:

- **Minor radius**: The radius of the tube of a torus, i.e. the
"half-thickness"
- **Major radius**: The distance from the center of the tube to the
center of the torus
- **Inner radius**: The radius of the hole (if it exists), `major_radius
- minor_radius`
- **Outer radius**: The radius of the overall shape, `major_radius +
minor_radius`
- **Ring torus**: The familiar donut shape with a hole in the center,
`major_radius > minor_radius`
- **Horn torus**: A torus that doesn't have a hole but also isn't
self-intersecting, `major_radius == minor_radius`
- **Spindle torus**: A self-intersecting torus, `major_radius <
minor_radius`

Different tori from [Wikipedia](https://en.wikipedia.org/wiki/Torus),
where *R* is the major radius and *r* is the minor radius:


![kuva](https://github.com/bevyengine/bevy/assets/57632562/53ead786-2402-43a7-ae8a-5720e6e54dcc)

Currently, Bevy's torus is represented by a `radius` and `ring_radius`.
I believe these correspond to the outer radius and minor radius, but
they are rather confusing and inconsistent names, and they make the
assumption that the torus always has a ring.

I also couldn't find any other big engines using this representation;
[Godot](https://docs.godotengine.org/en/stable/classes/class_torusmesh.html)
and [Unity
ProBuilder](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/manual/Torus.html)
use the inner and outer radii, while
[Unreal](https://docs.unrealengine.com/5.3/en-US/BlueprintAPI/GeometryScript/Primitives/AppendTorus/)
uses the minor and major radii.
[Blender](https://docs.blender.org/manual/en/latest/modeling/meshes/primitives.html#torus)
supports both, but defaults to minor/major.

Bevy's `Torus` primitive should have an efficient, consistent, clear and
flexible representation, and the current `radius` and `ring_radius`
properties are not ideal for that.

## Solution

Change `Torus` to be represented by a `minor_radius` and `major_radius`.

- Mathematically correct and consistent
- Flexible, not restricted to ring tori
- Computations and conversions are efficient
  - `inner_radius = major_radius - minor_radius`
  - `outer_radius = major_radius + minor_radius`
- Mathematical formulae for things like area and volume rely on the
minor and major radii, no conversion needed

Perhaps the primary issue with this representation is that "minor
radius" and "major radius" are rather mathematical, and an inner/outer
radius can be more intuitive in some cases. However, this can be
mitigated with constructors and helpers.
2023-11-21 01:49:35 +00:00
Andrew Safigan
a22020bf5c
Make impl block for RemovedSystem generic (#10651)
# Objective

Make the impl block for RemovedSystem generic so that the methods can be
called for systems that have inputs or outputs.

## Solution

Simply adding generics to the impl block.
2023-11-21 01:27:29 +00:00
TheBigCheese
865041de74
Add an Entry api to EntityWorldMut. (#10650)
# Objective

Adds `.entry` to `EntityWorldMut` with `Entry`, `OccupiedEntry` and
`VacantEntry` for easier in-situ modification, based on `HashMap.entry`.

Fixes #10635

## Solution

This adds the `entry` method to `EntityWorldMut` which returns an
`Entry`. This is an enum of `OccupiedEntry` and `VacantEntry` and has
the methods `and_modify`, `insert_entry`, `or_insert`, `or_insert_with`
and `or_default`. The only difference between `OccupiedEntry` and
`VacantEntry` is the type, they are both a mutable reference to the
`EntityWorldMut` and a marker for the component type, `HashMap` also
stores things to make it quicker to access the data in `OccupiedEntry`
but I wasn't sure if we had anything it would be logical to store to
make accessing/modifying the component faster? As such, the differences
are that `OccupiedEntry` assumes the entity has the component (because
nothing else can have an `EntityWorldMut` so it can't be changed outside
the entry api) and has different methods.

All the methods are based very closely off `hashbrown::HashMap` (because
its easier to read the source of) with a couple of quirks like
`OccupiedEntry.insert` doesn't return the old value because we don't
appear to have an api for mem::replacing components.

---

## Changelog

- Added a new function `EntityWorldMut.entry` which returns an `Entry`,
allowing easier in-situ modification of a component.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2023-11-21 01:26:06 +00:00
Zachary Harrold
57a175f546
Ensure consistency between Un/Typed AssetId and Handle (#10628)
# Objective

- Fixes #10629
- `UntypedAssetId` and `AssetId` (along with `UntypedHandle` and
`Handle`) do not hash to the same values when pointing to the same
`Asset`. Additionally, comparison and conversion between these types
does not follow idiomatic Rust standards.

## Solution

- Added new unit tests to validate/document expected behaviour
- Added trait implementations to make working with Un/Typed values more
ergonomic
- Ensured hashing and comparison between Un/Typed values is consistent
- Removed `From` trait implementations that panic, and replaced them
with `TryFrom`

---

## Changelog

- Ensured `Handle::<A>::hash` and `UntypedHandle::hash` will produce the
same value for the same `Asset`
- Added non-panicing `Handle::<A>::try_typed`
- Added `PartialOrd` to `UntypedHandle` to match `Handle<A>` (this will
return `None` for `UntypedHandles` for differing `Asset` types)
- Added `TryFrom<UntypedHandle>` for `Handle<A>`
- Added `From<Handle<A>>` for `UntypedHandle`
- Removed panicing `From<Untyped...>` implementations. These are
currently unused within the Bevy codebase, and shouldn't be used
externally, hence removal.
- Added cross-implementations of `PartialEq` and `PartialOrd` for
`UntypedHandle` and `Handle<A>` allowing direct comparison when
`TypeId`'s match.
- Near-identical changes to `AssetId` and `UntypedAssetId`

## Migration Guide

If you relied on any of the panicing `From<Untyped...>` implementations,
simply call the existing `typed` methods instead. Alternatively, use the
new `TryFrom` implementation instead to directly expose possible
mistakes.

## Notes

I've made these changes since `Handle` is such a fundamental type to the
entire `Asset` ecosystem within Bevy, and yet it had pretty unclear
behaviour with no direct testing. The fact that hashing untyped vs typed
versions of the same handle would produce different values is something
I expect to cause a very subtle bug for someone else one day.

I haven't included it in this PR to avoid any controversy, but I also
believe the `typed_unchecked` methods should be removed from these
types, or marked as `unsafe`. The `texture_atlas` example currently uses
it, and I believe it is a bad choice. The performance gained by not
type-checking before conversion would be entirely dwarfed by the act of
actually loading an asset and creating its handle anyway. If an end user
is in a tight loop repeatedly calling `typed_unchecked` on an
`UntypedHandle` for the entire runtime of their application, I think the
small performance drop caused by that safety check is ~~a form of cosmic
justice~~ reasonable.
2023-11-21 01:13:36 +00:00
Stepan Koltsov
1da0afa3aa
bevy_hierarchy: add some docs (#10598)
Just adding comments to code I did not understand before and I hope
understand now.

---------

Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
2023-11-21 01:11:20 +00:00
Konstantin Kostiuk
eeb0c2f2e4
Allow #[derive(Bundle)] on tuple structs (take 3) (#10561)
- rework of old @Veykril's work in
[2499](https://github.com/bevyengine/bevy/pull/2499)
- Fixes [3537](https://github.com/bevyengine/bevy/issues/3537)
2023-11-21 01:09:16 +00:00
robtfm
7ff61a8dc9
derive asset for enums (#10410)
# Objective

allow deriving `Asset` for enums, and for tuple structs.

## Solution

add to the proc macro, generating visitor calls to the variant's data
(if required).

supports unnamed or named field variants, and struct variants when the
struct also derives `Asset`:
```rust
#[derive(Asset, TypePath)]
pub enum MyAssetEnum {
    Unnamed (
        #[dependency]
        Handle<Image>
    ),
    Named {
        #[dependency]
        array_handle: Handle<Image>,
        #[dependency]
        atlas_handles: Vec<Handle<Image>>,
    },
    StructStyle(
        #[dependency]
        VariantStruct
    ),
    Empty,
}

#[derive(Asset, TypePath)]
pub struct VariantStruct {
    // ...
}
```

also extend the struct implementation to support tuple structs: 
```rust
#[derive(Asset, TypePath)]
pub struct MyImageNewtype(
    #[dependency]
    Handle<Image>
);
````

---------

Co-authored-by: Nicola Papale <nico@nicopap.ch>
2023-11-21 01:06:55 +00:00
Ame
8c0ce5280b
Standardize toml format with taplo (#10594)
# Objective

- Standardize fmt for toml files

## Solution

- Add [taplo](https://taplo.tamasfe.dev/) to CI (check for fmt and diff
for toml files), for context taplo is used by the most popular extension
in VScode [Even Better
TOML](https://marketplace.visualstudio.com/items?itemName=tamasfe.even-better-toml
- Add contribution section to explain toml fmt with taplo.
 
Now to pass CI you need to run `taplo fmt --option indent_string=" "` or
if you use vscode have the `Even Better TOML` extension with 4 spaces
for indent

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-21 01:04:14 +00:00
Connor King
04ab9a0531
Move Circle Gizmos to Their Own File (#10631)
## Objective

- Give all the intuitive groups of gizmos their own file
- don't be a breaking change
- don't change Gizmos interface
- eventually do arcs too
- future types of gizmos should be in their own files
- see also https://github.com/bevyengine/bevy/issues/9400

## Solution

- Moved `gizmos.circle`, `gizmos.2d_circle`, and assorted helpers into
`circles.rs`
- Can also do arcs in this MR if y'all want; just figured I should do
one thing at a time.

## Changelog

- Changed
  - `gizmos::CircleBuilder` moved to `gizmos::circles::Circle2dBuilder`
- `gizmos::Circle2dBuilder` moved to `gizmos::circles::Circle2dBuilder`

## Migration Guide

- change `gizmos::CircleBuilder` to `gizmos::circles::Circle2dBuilder`
- change `gizmos::Circle2dBuilder` to `gizmos::circles::Circle2dBuilder`

---------

Co-authored-by: François <mockersf@gmail.com>
2023-11-20 09:47:50 +00:00
Joona Aalto
e1c8d60f91
Add winding order for Triangle2d (#10620)
# Objective

This PR adds some helpers for `Triangle2d` to work with its winding
order. This could also be extended to polygons (and `Triangle3d` once
it's added).

## Solution

- Add `WindingOrder` enum with `Clockwise`, `Counterclockwise` and
`Invalid` variants
- `Invalid` is for cases where the winding order can not be reliably
computed, i.e. the points lie on a single line and the area is zero
- Add `Triangle2d::winding_order` method that uses a signed surface area
to determine the winding order
- Add `Triangle2d::reverse` method that reverses the winding order by
swapping the second and third vertices

The API looks like this:

```rust
let mut triangle = Triangle2d::new(
    Vec2::new(0.0, 2.0),
    Vec2::new(-0.5, -1.2),
    Vec2::new(-1.0, -1.0),
);
assert_eq!(triangle.winding_order(), WindingOrder::Clockwise);

// Reverse winding order
triangle.reverse();
assert_eq!(triangle.winding_order(), WindingOrder::Counterclockwise);
```

I also added tests to make sure the methods work correctly. For now,
they live in the same file as the primitives.

## Open questions

- Should it be `Counterclockwise` or `CounterClockwise`? The first one
is more correct but perhaps a bit less readable. Counter-clockwise is
also a valid spelling, but it seems to be a lot less common than
counterclockwise.
- Is `WindingOrder::Invalid` a good name? Parry uses
`TriangleOrientation::Degenerate`, but I'm not a huge fan, at least as a
non-native English speaker. Any better suggestions?
- Is `WindingOrder` fine in `bevy_math::primitives`? It's not specific
to a dimension, so I put it there for now.
2023-11-20 09:47:05 +00:00
Nicola Papale
96444b24fd
Fix file_watcher feature hanging indefinitely (#10585)
# Objective

Fix the `bevy_asset/file_watcher` feature in practice depending on
multithreading, while not informing the user of it.

**As I understand it** (I didn't check it), the file watcher feature
depends on spawning a concurrent thread to receive file update events
from the `notify-debouncer-full` crate. But if multithreading is
disabled, that thread will never have time to read the events and
consume them.

- Fixes #10573 


## Solution

Add a `compile_error!` causing compilation failure if `file_watcher` is
enabled while `multi-threaded` is disabled.

This is considered better than adding a dependency on `multi-threaded`
on the `file_watcher`, as (according to @mockersf) toggling on/off
`multi-threaded` has a non-zero chance of changing behavior. And we
shouldn't implicitly change behavior. A compilation failure prevents
compilation of code that is invalid, while informing the user of the
steps needed to fix it.
2023-11-20 09:43:43 +00:00
Johan Klokkhammer Helsing
ef50b3c9f6
Add Transform::is_finite (#10592)
# Objective

- Sometimes it's very useful to know if a `Transform` contains any `NaN`
or infinite values. It's a bit boiler-plate heavy to check translation,
rotation and scale individually.

## Solution

- Add a new method `is_finite` that returns true if, and only if
translation, rotation and scale all are finite.
- It's a natural extension of `Quat::is_finite`, and `Vec3::is_finite`,
which return true if, and only if all their components' `is_finite()`
returns true.

---

## Changelog

- Added `Transform::is_finite`
2023-11-20 09:42:57 +00:00
Torstein Grindvik
1f168a154b
Re-export wgpu BufferAsyncError (#10611)
# Objective

The `map_async` method involves a type `BufferAsyncError`:
https://docs.rs/bevy/latest/bevy/render/render_resource/struct.BufferSlice.html#method.map_async

This type is not re-exported in Bevy, so if a user wants to store a
struct involving this type they have to add wgpu manually to their
manifest.

## Solution

- Re-export wgpu::BufferAsyncError

---

## Changelog

### Added

- Re-export wgpu::BufferAsyncError

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2023-11-20 09:00:25 +00:00
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>
2023-11-18 20:58:48 +00:00
Gonçalo Rica Pais da Silva
9c0fca072d
Optimise Entity with repr align & manual PartialOrd/Ord (#10558)
# Objective

- Follow up on https://github.com/bevyengine/bevy/pull/10519, diving
deeper into optimising `Entity` due to the `derive`d `PartialOrd`
`partial_cmp` not being optimal with codegen:
https://github.com/rust-lang/rust/issues/106107
- Fixes #2346.

## Solution

Given the previous PR's solution and the other existing LLVM codegen
bug, there seemed to be a potential further optimisation possible with
`Entity`. In exploring providing manual `PartialOrd` impl, it turned out
initially that the resulting codegen was not immediately better than the
derived version. However, once `Entity` was given `#[repr(align(8)]`,
the codegen improved remarkably, even more once the fields in `Entity`
were rearranged to correspond to a `u64` layout (Rust doesn't
automatically reorder fields correctly it seems). The field order and
`align(8)` additions also improved `to_bits` codegen to be a single
`mov` op. In turn, this led me to replace the previous
"non-shortcircuiting" impl of `PartialEq::eq` to use direct `to_bits`
comparison.

The result was remarkably better codegen across the board, even for
hastable lookups.

The current baseline codegen is as follows:
https://godbolt.org/z/zTW1h8PnY

Assuming the following example struct that mirrors with the existing
`Entity` definition:

```rust
#[derive(Clone, Copy, Eq, PartialEq, PartialOrd, Ord)]
pub struct FakeU64 {
    high: u32,
    low: u32,
}
```

the output for `to_bits` is as follows:

```
example::FakeU64::to_bits:
        shl     rdi, 32
        mov     eax, esi
        or      rax, rdi
        ret
```

Changing the struct to:
```rust
#[derive(Clone, Copy, Eq)]
#[repr(align(8))]
pub struct FakeU64 {
    low: u32,
    high: u32,
}
```
and providing manual implementations for `PartialEq`/`PartialOrd`/`Ord`,
`to_bits` now optimises to:
```
example::FakeU64::to_bits:
        mov     rax, rdi
        ret
```
The full codegen example for this PR is here for reference:
https://godbolt.org/z/n4Mjx165a

To highlight, `gt` comparison goes from
```
example::greater_than:
        cmp     edi, edx
        jae     .LBB3_2
        xor     eax, eax
        ret
.LBB3_2:
        setne   dl
        cmp     esi, ecx
        seta    al
        or      al, dl
        ret
```
to
```
example::greater_than:
        cmp     rdi, rsi
        seta    al
        ret
```

As explained on Discord by @scottmcm :

>The root issue here, as far as I understand it, is that LLVM's
middle-end is inexplicably unwilling to merge loads if that would make
them under-aligned. It leaves that entirely up to its target-specific
back-end, and thus a bunch of the things that you'd expect it to do that
would fix this just don't happen.

## Benchmarks

Before discussing benchmarks, everything was tested on the following
specs:

AMD Ryzen 7950X 16C/32T CPU
64GB 5200 RAM
AMD RX7900XT 20GB Gfx card
Manjaro KDE on Wayland

I made use of the new entity hashing benchmarks to see how this PR would
improve things there. With the changes in place, I first did an
implementation keeping the existing "non shortcircuit" `PartialEq`
implementation in place, but with the alignment and field ordering
changes, which in the benchmark is the `ord_shortcircuit` column. The
`to_bits` `PartialEq` implementation is the `ord_to_bits` column. The
main_ord column is the current existing baseline from `main` branch.


![Screenshot_20231114_132908](https://github.com/bevyengine/bevy/assets/3116268/cb9090c9-ff74-4cc5-abae-8e4561332261)

My machine is not super set-up for benchmarking, so some results are
within noise, but there's not just a clear improvement between the
non-shortcircuiting implementation, but even further optimisation taking
place with the `to_bits` implementation.

On my machine, a fair number of the stress tests were not showing any
difference (indicating other bottlenecks), but I was able to get a clear
difference with `many_foxes` with a fox count of 10,000:

Test with `cargo run --example many_foxes --features
bevy/trace_tracy,wayland --release -- --count 10000`:


![Screenshot_20231114_144217](https://github.com/bevyengine/bevy/assets/3116268/89bdc21c-7209-43c8-85ae-efbf908bfed3)

On avg, a framerate of about 28-29FPS was improved to 30-32FPS. "This
trace" represents the current PR's perf, while "External trace"
represents the `main` branch baseline.

## Changelog

Changed: micro-optimized Entity align and field ordering as well as
providing manual `PartialOrd`/`Ord` impls to help LLVM optimise further.

## Migration Guide

Any `unsafe` code relying on field ordering of `Entity` or sufficiently
cursed shenanigans should change to reflect the different internal
representation and alignment requirements of `Entity`.

Co-authored-by: james7132 <contact@jamessliu.com>
Co-authored-by: NathanW <nathansward@comcast.net>
2023-11-18 20:04:37 +00:00
ickk
29f711cd40
add regression test for #10385/#10389 (#10609)
Bevy introduced unintentional breaking behaviour along with the v0.12.0
release regarding the `App::set_runner` API. See: #10385, #10389 for
details. We weren't able to catch this before release because this API
is only used internally in one or two places (the very places which
motivated the break).

This commit adds a regression test to help guarantee some expected
behaviour for custom runners, namely that `app::update` won't be called
before the runner has a chance to initialise state.
2023-11-18 12:53:09 +00:00
Carter Anderson
48d10e6d48
Use handles for queued scenes in SceneSpawner (#10619)
# Objective

Fixes #10482

## Solution

Store Handles instead of AssetIds for queued Scenes and DynamicScenes in
SceneSpawner.
2023-11-18 01:27:05 +00:00
NiseVoid
1d3ae677df
Add discard_overstep function to Time<Fixed> (#10453)
# Objective

There is no easy way to discard some amount for `Time<Fixed>`'s
overstep. This can be useful for online games when the client receives
information about a tick (which happens when you get a FPS drop or the
ping changes for example) it has not yet processed, it can discard
overstep equal to the number of ticks it can jump ahead.

Currently the workaround would be to create a new `Time<Fixed>` copy the
old timestep, advance it by the overstep amount that would remain after
subtracting the discarded amount, and using `.context_mut()` to
overwrite the old context with the new one. If you overwrite the whole
`Time<Fixed>` or forget to copy over the timestep you can introduce
undesirable side effects.

## Solution

Introduce a `discard_overstep` method, which discards the provided
amount of overstep. It uses satuarting_sub to avoid errors (negative
`Duration`s do not exist).

---

## Changelog

- Added `discard_overstep` function to `Time<Fixed>`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-18 00:50:26 +00:00
Michael Leandersson
9a909f593a
Do not panic when failing to create assets folder (#10613) (#10614)
# Objective

- Allow bevy applications that does not have any assets folder to start
from a read-only directory. (typically installed to a systems folder)

Fixes #10613

## Solution

- warn instead of panic when assets folder creation fails.
2023-11-17 22:06:08 +00:00
MevLyshkin
2b32de9ba2
Fix wasm builds with file_watcher enabled (#10589)
# Objective

- Currently, in 0.12 there is an issue that it is not possible to build
bevy for Wasm with feature "file_watcher" enabled. It still would not
compile, but now with proper explanation.
- Fixes https://github.com/bevyengine/bevy/issues/10507


## Solution

- Remove `notify-debouncer-full` dependency on WASM platform entirely.
- Compile with "file_watcher" feature now on platform `wasm32` gives
meaningful compile error.

---

## Changelog

### Fixed

- Compile with "file_watcher" feature now on platform `wasm32` gives
meaningful compile error.
2023-11-17 22:04:42 +00:00
Aztro
33cd59fb04
Add and impl Primitives (#10580)
# Add and implement constructors for Primitives

- Adds more Primitive types and adds a constructor for almost all of
them
- Works towards finishing #10572 

## Solution

- Created new primitives
    - Torus
    - Conical Frustum
    - Cone
    - Ellipse
- Implemented constructors (`Primitive::new`) for almost every single
other primitive.

---------

Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-17 20:10:30 +00:00
Stepan Koltsov
0c9f265423
Link to In in pipe documentation (#10596) 2023-11-17 15:34:58 +00:00
Johan Klokkhammer Helsing
201f5b2d0b
Add VolumeLevel::ZERO (#10608)
# Objective

- Handy to have a constant instead of `VolumeLevel::new(0.0)`
- `VolumeLevel::new` is not `const`

## Solution

- Adds a `VolumeLevel::ZERO` constant, which we have for most of our
other types where it makes sense.

---

## Changelog

- Add `VolumeLevel::ZERO`
2023-11-17 15:15:56 +00:00
irate
bc9e159b26
Revert App::run() behavior/Remove winit specific code from bevy_app (#10389)
# Objective
The way `bevy_app` works was changed unnecessarily in #9826 whose
changes should have been specific to `bevy_winit`.
I'm somewhat disappointed that happened and we can see in
https://github.com/bevyengine/bevy/pull/10195 that it made things more
complicated.

Even worse, in #10385 it's clear that this breaks the clean abstraction
over another engine someone built with Bevy!

Fixes #10385.

## Solution

- Move the changes made to `bevy_app` in #9826 to `bevy_winit`
- Revert the changes to `ScheduleRunnerPlugin` and the `run_once` runner
in #10195 as they're no longer necessary.

While this code is breaking relative to `0.12.0`, it reverts the
behavior of `bevy_app` back to how it was in `0.11`.
Due to the nature of the breakage relative to `0.11` I hope this will be
considered for `0.12.1`.
2023-11-16 21:50:17 +00:00
Markus Ort
efc7dc0859
Fix panic when using image in UiMaterial (#10591)
# Objective

- Fix the panic on using Images in UiMaterials due to assets not being
loaded.
- Fixes #10513 

## Solution

- add `let else` statement that `return`s or `continue`s instead of
unwrapping, causing a panic.
2023-11-16 21:31:25 +00:00
Carter Anderson
c7f5cec8be
Add missing asset load error logs for load_folder and load_untyped (#10578)
# Objective

Fixes #10515 

## Solution

Add missing error logs.
2023-11-16 21:31:20 +00:00
Zachary Harrold
46b8e904f4
Added Method to Allow Pipelined Asset Loading (#10565)
# Objective

- Fixes #10518

## Solution

I've added a method to `LoadContext`, `load_direct_with_reader`, which
mirrors the behaviour of `load_direct` with a single key difference: it
is provided with the `Reader` by the caller, rather than getting it from
the contained `AssetServer`. This allows for an `AssetLoader` to process
its `Reader` stream, and then directly hand the results off to the
`LoadContext` to handle further loading. The outer `AssetLoader` can
control how the `Reader` is interpreted by providing a relevant
`AssetPath`.

For example, a Gzip decompression loader could process the asset
`images/my_image.png.gz` by decompressing the bytes, then handing the
decompressed result to the `LoadContext` with the new path
`images/my_image.png.gz/my_image.png`. This intuitively reflects the
nature of contained assets, whilst avoiding unintended behaviour, since
the generated path cannot be a real file path (a file and folder of the
same name cannot coexist in most file-systems).

```rust
#[derive(Asset, TypePath)]
pub struct GzAsset {
    pub uncompressed: ErasedLoadedAsset,
}

#[derive(Default)]
pub struct GzAssetLoader;

impl AssetLoader for GzAssetLoader {
    type Asset = GzAsset;
    type Settings = ();
    type Error = GzAssetLoaderError;
    fn load<'a>(
        &'a self,
        reader: &'a mut Reader,
        _settings: &'a (),
        load_context: &'a mut LoadContext,
    ) -> BoxedFuture<'a, Result<Self::Asset, Self::Error>> {
        Box::pin(async move {
            let compressed_path = load_context.path();
            let file_name = compressed_path
                .file_name()
                .ok_or(GzAssetLoaderError::IndeterminateFilePath)?
                .to_string_lossy();
            let uncompressed_file_name = file_name
                .strip_suffix(".gz")
                .ok_or(GzAssetLoaderError::IndeterminateFilePath)?;
            let contained_path = compressed_path.join(uncompressed_file_name);

            let mut bytes_compressed = Vec::new();

            reader.read_to_end(&mut bytes_compressed).await?;

            let mut decoder = GzDecoder::new(bytes_compressed.as_slice());

            let mut bytes_uncompressed = Vec::new();

            decoder.read_to_end(&mut bytes_uncompressed)?;

            // Now that we have decompressed the asset, let's pass it back to the
            // context to continue loading

            let mut reader = VecReader::new(bytes_uncompressed);

            let uncompressed = load_context
                .load_direct_with_reader(&mut reader, contained_path)
                .await?;

            Ok(GzAsset { uncompressed })
        })
    }

    fn extensions(&self) -> &[&str] {
        &["gz"]
    }
}
```

Because this example is so prudent, I've included an
`asset_decompression` example which implements this exact behaviour:

```rust
fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .init_asset::<GzAsset>()
        .init_asset_loader::<GzAssetLoader>()
        .add_systems(Startup, setup)
        .add_systems(Update, decompress::<Image>)
        .run();
}

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

    commands.spawn((
        Compressed::<Image> {
            compressed: asset_server.load("data/compressed_image.png.gz"),
            ..default()
        },
        Sprite::default(),
        TransformBundle::default(),
        VisibilityBundle::default(),
    ));
}

fn decompress<A: Asset>(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut compressed_assets: ResMut<Assets<GzAsset>>,
    query: Query<(Entity, &Compressed<A>)>,
) {
    for (entity, Compressed { compressed, .. }) in query.iter() {
        let Some(GzAsset { uncompressed }) = compressed_assets.remove(compressed) else {
            continue;
        };

        let uncompressed = uncompressed.take::<A>().unwrap();

        commands
            .entity(entity)
            .remove::<Compressed<A>>()
            .insert(asset_server.add(uncompressed));
    }
}
```

A key limitation to this design is how to type the internally loaded
asset, since the example `GzAssetLoader` is unaware of the internal
asset type `A`. As such, in this example I store the contained asset as
an `ErasedLoadedAsset`, and leave it up to the consumer of the `GzAsset`
to handle typing the final result, which is the purpose of the
`decompress` system. This limitation can be worked around by providing
type information to the `GzAssetLoader`, such as `GzAssetLoader<Image,
ImageAssetLoader>`, but this would require registering the asset loader
for every possible decompression target.

Aside from this limitation, nested asset containerisation works as an
end user would expect; if the user registers a `TarAssetLoader`, and a
`GzAssetLoader`, then they can load assets with compound
containerisation, such as `images.tar.gz`.

---

## Changelog

- Added `LoadContext::load_direct_with_reader`
- Added `asset_decompression` example

## Notes

- While I believe my implementation of a Gzip asset loader is
reasonable, I haven't included it as a public feature of `bevy_asset` to
keep the scope of this PR as focussed as possible.
- I have included `flate2` as a `dev-dependency` for the example; it is
not included in the main dependency graph.
2023-11-16 17:47:31 +00:00
Stepan Koltsov
17e509748d
Some docs for IntoSystemSet (#10563)
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-16 17:44:42 +00:00
Stepan Koltsov
1c5c972e14
Document how to configure FixedUpdate (#10564)
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2023-11-16 17:41:55 +00:00
orph3usLyre
a2d90a8533
ReadAssetBytesError::Io exposes failing path (#10450)
# Objective

Addresses #[10438](https://github.com/bevyengine/bevy/issues/10438)

The objective was to include the failing path in the error for the user
to see.

## Solution

Add a `path` field to the `ReadAssetBytesError::Io` variant to expose
the failing path in the error message.

## Migration Guide
- The `ReadAssetBytesError::Io` variant now contains two named fields
instead of converting from `std::io::Error`.
    1. `path`: The requested (failing) path (`PathBuf`)
    2. `source`: The source `std::io::Error`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-16 17:41:37 +00:00
Zachary Harrold
3c689b9ca8
Update Event send methods to return EventId (#10551)
# Objective

- Fixes #10532

## Solution

I've updated the various `Event` send methods to return the sent
`EventId`(s). Since these methods previously returned nothing, and this
information is cheap to copy, there should be minimal negative
consequences to providing this additional information. In the case of
`send_batch`, an iterator is returned built from `Range` and `Map`,
which only consumes 16 bytes on the stack with no heap allocations for
all batch sizes. As such, the cost of this information is negligible.

These changes are reflected for `EventWriter` and `World`. For `World`,
the return types are optional to account for the possible lack of an
`Events` resource. Again, these methods previously returned no
information, so its inclusion should only be a benefit.

## Usage

Now when sending events, the IDs of those events is available for
immediate use:

```rust
// Example of a request-response system where the requester can track handled requests.

/// A system which can make and track requests
fn requester(
    mut requests: EventWriter<Request>,
    mut handled: EventReader<Handled>,
    mut pending: Local<HashSet<EventId<Request>>>,
) {
    // Check status of previous requests
    for Handled(id) in handled.read() {
        pending.remove(&id);
    }

    if !pending.is_empty() {
        error!("Not all my requests were handled on the previous frame!");
        pending.clear();
    }

    // Send a new request and remember its ID for later
    let request_id = requests.send(Request::MyRequest { /* ... */ });

    pending.insert(request_id);
}

/// A system which handles requests
fn responder(
    mut requests: EventReader<Request>,
    mut handled: EventWriter<Handled>,
) {
    for (request, id) in requests.read_with_id() {
        if handle(request).is_ok() {
            handled.send(Handled(id));
        }
    }
}
```

In the above example, a `requester` system can send request events, and
keep track of which ones are currently pending by `EventId`. Then, a
`responder` system can act on that event, providing the ID as a
reference that the `requester` can use. Before this PR, it was not
trivial for a system sending events to keep track of events by ID. This
is unfortunate, since for a system reading events, it is trivial to
access the ID of a event.

---

## Changelog

- Updated `Events`:
  - Added `send_batch`
  - Modified `send` to return the sent `EventId`
  - Modified `send_default` to return the sent `EventId`
- Updated `EventWriter`
  - Modified `send_batch` to return all sent `EventId`s
  - Modified `send` to return the sent `EventId`
  - Modified `send_default` to return the sent `EventId`
- Updated `World`
- Modified `send_event` to return the sent `EventId` if sent, otherwise
`None`.
- Modified `send_event_default` to return the sent `EventId` if sent,
otherwise `None`.
- Modified `send_event_batch` to return all sent `EventId`s if sent,
otherwise `None`.
- Added unit test `test_send_events_ids` to ensure returned `EventId`s
match the sent `Event`s
- Updated uses of modified methods.

## Migration Guide

### `send` / `send_default` / `send_batch`

For the following methods:

- `Events::send`
- `Events::send_default`
- `Events::send_batch`
- `EventWriter::send`
- `EventWriter::send_default`
- `EventWriter::send_batch`
- `World::send_event`
- `World::send_event_default`
- `World::send_event_batch`

Ensure calls to these methods either handle the returned value, or
suppress the result with `;`.

```rust
// Now fails to compile due to mismatched return type
fn send_my_event(mut events: EventWriter<MyEvent>) {
    events.send_default()
}

// Fix
fn send_my_event(mut events: EventWriter<MyEvent>) {
    events.send_default();
}
```

This will most likely be noticed within `match` statements:

```rust
// Before
match is_pressed {
    true => events.send(PlayerAction::Fire),
//                 ^--^ No longer returns ()
    false => {}
}

// After
match is_pressed {
    true => {
        events.send(PlayerAction::Fire);
    },
    false => {}
}
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-11-16 17:20:43 +00:00
Testare
675aac97e5
Add load_untyped to LoadContext (#10526)
# Objective

Give us the ability to load untyped assets in AssetLoaders.

## Solution

Basically just copied the code from `load`, but used
`asset_server.load_untyped` instead internally.

## Changelog

Added `load_untyped` method to `LoadContext`
2023-11-15 22:31:33 +00:00
NiseVoid
01b9ddd92c
Define a basic set of Primitives (#10466)
# Objective

- Implement a subset of
https://github.com/bevyengine/rfcs/blob/main/rfcs/12-primitive-shapes.md#feature-name-primitive-shapes

## Solution

- Define a very basic set of primitives in bevy_math
- Assume a 0,0,0 origin for most shapes
- Use radius and half extents to avoid unnecessary computational
overhead wherever they get used
- Provide both Boxed and const generics variants for shapes with
variable sizes
- Boxed is useful if a 3rd party crate wants to use something like
enum-dispatch for all supported primitives
- Const generics is useful when just working on a single primitive, as
it causes no allocs

#### Some discrepancies from the RFC:

- Box was changed to Cuboid, because Box is already used for an alloc
type
- Skipped Cone because it's unclear where the origin should be for
different uses
- Skipped Wedge because it's too niche for an initial PR (we also don't
implement Torus, Pyramid or a Death Star (there's an SDF for that!))
- Skipped Frustum because while it would be a useful math type, it's not
really a common primitive
- Skipped Triangle3d and Quad3d because those are just rotated 2D shapes

## Future steps

- Add more primitives
- Add helper methods to make primitives easier to construct (especially
when half extents are involved)
- Add methods to calculate AABBs for primitives (useful for physics, BVH
construction, for the mesh AABBs, etc)
- Add wrappers for common and cheap operations, like extruding 2D shapes
and translating them
- Use the primitives to generate meshes
- Provide signed distance functions and gradients for primitives (maybe)

---

## Changelog

- Added a collection of primitives to the bevy_math crate

---------

Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2023-11-15 16:51:03 +00:00
st0rmbtw
cbcd826612
Explicit color conversion methods (#10321)
# Objective

Closes #10319 

## Changelog
* Added a new `Color::rgba_from_array([f32; 4]) -> Color` method.
* Added a new `Color::rgb_from_array([f32; 3]) -> Color` method.
* Added a new `Color::rgba_linear_from_array([f32; 4]) -> Color` method.
* Added a new `Color::rgb_linear_from_array([f32; 3]) -> Color` method.
* Added a new `Color::hsla_from_array([f32; 4]) -> Color` method.
* Added a new `Color::hsl_from_array([f32; 3]) -> Color` method.
* Added a new `Color::lcha_from_array([f32; 4]) -> Color` method.
* Added a new `Color::lch_from_array([f32; 3]) -> Color` method.
* Added a new `Color::rgba_to_vec4(&self) -> Vec4` method.
* Added a new `Color::rgba_to_array(&self) -> [f32; 4]` method.
* Added a new `Color::rgb_to_vec3(&self) -> Vec3` method.
* Added a new `Color::rgb_to_array(&self) -> [f32; 3]` method.
* Added a new `Color::rgba_linear_to_vec4(&self) -> Vec4` method.
* Added a new `Color::rgba_linear_to_array(&self) -> [f32; 4]` method.
* Added a new `Color::rgb_linear_to_vec3(&self) -> Vec3` method.
* Added a new `Color::rgb_linear_to_array(&self) -> [f32; 3]` method.
* Added a new `Color::hsla_to_vec4(&self) -> Vec4` method.
* Added a new `Color::hsla_to_array(&self) -> [f32; 4]` method.
* Added a new `Color::hsl_to_vec3(&self) -> Vec3` method.
* Added a new `Color::hsl_to_array(&self) -> [f32; 3]` method.
* Added a new `Color::lcha_to_vec4(&self) -> Vec4` method.
* Added a new `Color::lcha_to_array(&self) -> [f32; 4]` method.
* Added a new `Color::lch_to_vec3(&self) -> Vec3` method.
* Added a new `Color::lch_to_array(&self) -> [f32; 3]` method.

## Migration Guide
`Color::from(Vec4)` is now `Color::rgba_from_array(impl Into<[f32; 4]>)`
`Vec4::from(Color)` is now `Color::rgba_to_vec4(&self)`

Before:
```rust
let color_vec4 = Vec4::new(0.5, 0.5, 0.5);
let color_from_vec4 = Color::from(color_vec4);

let color_array = [0.5, 0.5, 0.5];
let color_from_array = Color::from(color_array);
```
After:
```rust
let color_vec4 = Vec4::new(0.5, 0.5, 0.5);
let color_from_vec4 = Color::rgba_from_array(color_vec4);

let color_array = [0.5, 0.5, 0.5];
let color_from_array = Color::rgba_from_array(color_array);
```
2023-11-15 16:47:32 +00:00
Joseph
dcfae72386
Re-export ron in bevy_scene (#10529)
# Objective

Close #10504. Improve the development experience for working with scenes
by not requiring the user to specify a matching version of `ron` in
their `Cargo.toml`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-15 14:45:54 +00:00
Noah
d0c9e2197a
Make FakeTask public on singlethreaded context (#10517)
# Objective

- When compiling bevy for both singlethreaded and multithreaded contexts
and using `Task` directly, you can run into errors where you expect a
`Task` to be returned but `FakeTask` is instead. Due to `FakeTask` being
private the only solution is to ignore the return at all however because
it *is* returned that isn't totally clear. The error is confusing and
doesn't provide a solution or help figuring it out.


## Solution

- Made `FakeTask` public and added brief documentation providing a use
(none) that helps guide usage (no usage) of FakeTask.
2023-11-15 14:29:43 +00:00
Dustin Brown
60bbfd78ac
Make ButtonSettings.is_pressed/released public (#10534)
In gamepad.rs, `ButtonSettings` `is_pressed` and `is_released` are both
private, but their implementations use publicly available values.
Keeping them private forces consumers to unnecessarily re-implement this
logic, so just make them public.
2023-11-15 14:29:33 +00:00
Connor King
ab300d0ed9
Gizmo Arrows (#10550)
## Objective

- Add an arrow gizmo as suggested by #9400 

## Solution

(excuse my Protomen music)


https://github.com/bevyengine/bevy/assets/14184826/192adf24-079f-4a4b-a17b-091e892974ec

Wasn't horribly hard when i remembered i can change coordinate systems
whenever I want. Gave them four tips (as suggested by @alice-i-cecile in
discord) instead of trying to decide what direction the tips should
point.

Made the tip length default to 1/10 of the arrow's length, which looked
good enough to me. Hard-coded the angle from the body to the tips to 45
degrees.

## Still TODO

- [x] actual doc comments
- [x] doctests
- [x] `ArrowBuilder.with_tip_length()`

---

## Changelog

- Added `gizmos.arrow()` and `gizmos.arrow_2d()`
- Added arrows to `2d_gizmos` and `3d_gizmos` examples

## Migration Guide

N/A

---------

Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-11-15 14:19:15 +00:00
AxiomaticSemantics
8c15713b9a
Add Debug, PartialEq and Eq derives to bevy_animation. (#10562)
# Objective

- Add `Debug` `PartialEq` and `Eq` impl's to `RepeatAnimation`

## Solution

- Add the wanted derives.

Co-authored-by: ebola <dev@axiomatic>
2023-11-15 14:05:04 +00:00
Nathan Fenner
1f05e1e2ab
Add 'World::run_system_with_input' function + allow World::run_system to get system output (#10380)
# Objective

Allows chained systems taking an `In<_>` input parameter to be run as
one-shot systems. This API was mentioned in #8963.

In addition, `run_system(_with_input)` returns the system output, for
any `'static` output type.

## Solution

A new function, `World::run_system_with_input` allows a `SystemId<I, O>`
to be run by providing an `I` value as input and producing `O` as an
output.

`SystemId<I, O>` is now generic over the input type `I` and output type
`O`, along with the related functions and types `RegisteredSystem`,
`RemovedSystem`, `register_system`, `remove_system`, and
`RegisteredSystemError`. These default to `()`, preserving the existing
API, for all of the public types.

---

## Changelog

- Added `World::run_system_with_input` function to allow one-shot
systems that take `In<_>` input parameters
- Changed `World::run_system` and `World::register_system` to support
systems with return types beyond `()`
- Added `Commands::run_system_with_input` command that schedules a
one-shot system with an `In<_>` input parameter
2023-11-15 13:44:44 +00:00
BrayMatter
bad55c1ad8
Ensure ExtendedMaterial works with reflection (to enable bevy_egui_inspector integration) (#10548)
# Objective

- Ensure ExtendedMaterial can be referenced in bevy_egui_inspector
correctly

## Solution

Add a more manual `TypePath` implementation to work around bugs in the
derive macro.
2023-11-15 12:48:36 +00:00
Torstein Grindvik
782f1863b9
Make sure added image assets are checked in camera_system (#10556)
# Objective

Make sure a camera which has had its render target changed recomputes
its info.

On main, the following is possible:

- System A has an inactive camera with render target set to the default
`Image` (i.e. white 1x1 rgba texture)

Later:

- System B sets the same camera active and sets the `camera.target` to a
newly created `Image`

**Bug**: Since `camera_system` only checks `Modified` and not `Added`
events, the size of the render target is not recomputed, which means the
camera will render with 1x1 size even though the new target is an
entirely different size.

## Solution

- Ensure `camera_system` checks `Added` image assets events

## Changelog

### Fixed

- Cameras which have their render targets changed to a newly created
target with a different size than the previous target will now render
properly

---------

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
2023-11-15 12:44:21 +00:00
irate
7b2213a5f3
Fix float precision issue in the gizmo shader (#10408)
Fix a precision issue with in the manual near-clipping function.
This only affected lines that span large distances (starting at 100_000~
units) in my testing.

Fixes #10403
2023-11-14 22:36:02 +00:00
Torstein Grindvik
719b30a719
More inactive camera checks (#10555)
# Objective

- Reduce work from inactive cameras

Tracing was done on the `3d_shapes` example on PR
https://github.com/bevyengine/bevy/pull/10543 .
Doing tracing on a "real" application showed more instances of
unnecessary work.

## Solution

- Skip work on inactive cameras

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2023-11-14 13:44:42 +00:00
ickshonpe
0b0ef583b6
Improved Text Rendering (#10537)
# Objective

The quality of Bevy's text rendering can vary wildly depending on the
font, font size, pixel alignment and scale factor.

But this situation can be improved dramatically with some small
adjustments.

## Solution

* Text node positions are rounded to the nearest physical pixel before
rendering.
* Each glyph texture has a 1-pixel wide transparent border added along
its edges.

This means font atlases will use more memory because of the extra pixel
of padding for each glyph but it's more than worth it I think (although
glyph size is increased by 2 pixels on both axes, the net increase is 1
pixel as the font texture atlas's padding has been removed).

## Results

Screenshots are from the 'ui' example with a scale factor of 1.5. 

Things can get much uglier with the right font and worst scale
factor<sup>tm</sup>.

### before 
<img width="300" alt="list-bad-text"
src="https://github.com/bevyengine/bevy/assets/27962798/482b384d-8743-4bae-9a65-468ff1b4c301">

### after
<img width="300" alt="good_list_text"
src="https://github.com/bevyengine/bevy/assets/27962798/34323b0a-f714-47ba-9728-a59804987bc8">
 
---

## Changelog
* Font texture atlases are no longer padded.
* Each glyph texture has a 1-pixel wide padding added along its edges.
* Text node positions are rounded to the nearest physical pixel before
rendering.
2023-11-14 13:44:25 +00:00
Carter Anderson
749f3d7430
Fix untyped labeled asset loading (#10514)
# Objective

Fixes #10436
Alternative to #10465 

## Solution

`load_untyped_async` / `load_internal` currently has a bug. In
`load_untyped_async`, we pass None into `load_internal` for the
`UntypedHandle` of the labeled asset path. This results in a call to
`get_or_create_path_handle_untyped` with `loader.asset_type_id()`
This is a new code path that wasn't hit prior to the newly added
`load_untyped` because `load_untyped_async` was a private method only
used in the context of the `load_folder` impl (which doesn't have
labels)

The fix required some refactoring to catch that case and defer handle
retrieval. I have also made `load_untyped_async` public as it is now
"ready for public use" and unlocks new scenarios.
2023-11-14 02:41:10 +00:00
Torstein Grindvik
74c97332a6
Ignore inactive cameras (#10543)
# Objective

Currently, if a large amount of inactive cameras are spawned, they will
immensely slow down performance.

This can be reproduced by adding

```rust
    let default_image = images.add(default());
    for _ in 0..10000 {
        commands.spawn(Camera3dBundle {
            camera: Camera {
                is_active: false,
                target: RenderTarget::Image(default_image.clone()),
                ..default()
            },
            ..default()
        });
    }
```

to for example `3d_shapes`.

Using `tracy`, it's clear that preparing view bind groups for all
cameras is still happening.
Also, visibility checks on the extracted views from inactive cameras
also take place.

## Performance gains

The following `tracy` comparisons show the effect of skipping this
unneeded work.
Yellow is Bevy main, red is with the fix.

### Visibility checks


![bevy-visibility-check-savings](https://github.com/bevyengine/bevy/assets/52322338/154a20ce-bd70-487e-a85c-8b993950ea2b)

### Bind group preparation


![bevy-mesh2d-savings](https://github.com/bevyengine/bevy/assets/52322338/a48d8d9a-8c37-4c34-9698-b1b1bf01f070)


## Solution

- Check if the cameras are inactive in the appropriate places, and if so
skip them

## Changelog

### Changed

- Do not extract views from inactive cameras or check visiblity from
their extracted views

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2023-11-14 02:13:21 +00:00
scottmcm
713b1d8fa4
Optimize Entity::eq (#10519)
(This is my first PR here, so I've probably missed some things. Please
let me know what else I should do to help you as a reviewer!)

# Objective

Due to https://github.com/rust-lang/rust/issues/117800, the `derive`'d
`PartialEq::eq` on `Entity` isn't as good as it could be. Since that's
used in hashtable lookup, let's improve it.

## Solution

The derived `PartialEq::eq` short-circuits if the generation doesn't
match. However, having a branch there is sub-optimal, especially on
64-bit systems like x64 that could just load the whole `Entity` in one
load anyway.

Due to complications around `poison` in LLVM and the exact details of
what unsafe code is allowed to do with reference in Rust
(https://github.com/rust-lang/unsafe-code-guidelines/issues/346), LLVM
isn't allowed to completely remove the short-circuiting. `&Entity` is
marked `dereferencable(8)` so LLVM knows it's allowed to *load* all 8
bytes -- and does so -- but it has to assume that the `index` might be
undef/poison if the `generation` doesn't match, and thus while it finds
a way to do it without needing a branch, it has to do something slightly
more complicated than optimal to combine the results. (LLVM is allowed
to change non-short-circuiting code to use branches, but not the other
way around.)

Here's a link showing the codegen today:
<https://rust.godbolt.org/z/9WzjxrY7c>
```rust
#[no_mangle]
pub fn demo_eq_ref(a: &Entity, b: &Entity) -> bool {
    a == b
}
```
ends up generating the following assembly:
```asm
demo_eq_ref:
        movq    xmm0, qword ptr [rdi]
        movq    xmm1, qword ptr [rsi]
        pcmpeqd xmm1, xmm0
        pshufd  xmm0, xmm1, 80
        movmskpd        eax, xmm0
        cmp     eax, 3
        sete    al
        ret
```
(It's usually not this bad in real uses after inlining and LTO, but it
makes a strong demo.)

This PR manually implements `PartialEq::eq` *without* short-circuiting,
and because that tells LLVM that neither the generations nor the index
can be poison, it doesn't need to be so careful and can generate the
"just compare the two 64-bit values" code you'd have probably already
expected:
```asm
demo_eq_ref:
        mov     rax, qword ptr [rsi]
        cmp     qword ptr [rdi], rax
        sete    al
        ret
```

Since this doesn't change the representation of `Entity`, if it's
instead passed by *value*, then each `Entity` is two `u32` registers,
and the old and the new code do exactly the same thing. (Other
approaches, like changing `Entity` to be `[u32; 2]` or `u64`, affect
this case.)

This should hopefully merge easily with changes like
https://github.com/bevyengine/bevy/pull/9907 that also want to change
`Entity`.

## Benchmarks

I'm not super-confident that I got my machine fully consistent for
benchmarking, but whether I run the old or the new one first I get
reasonably consistent results.

Here's a fairly typical example of the benchmarks I added in this PR:

![image](https://github.com/bevyengine/bevy/assets/18526288/24226308-4616-4082-b0ff-88fc06285ef1)

Building the sets seems to be basically the same. It's usually reported
as noise, but sometimes I see a few percent slower or faster.

But lookup hits in particular -- since a hit checks that the key is
equal -- consistently shows around 10% improvement.

`cargo run --example many_cubes --features bevy/trace_tracy --release --
--benchmark` showed as slightly faster with this change, though if I had
to bet I'd probably say it's more noise than meaningful (but at least
it's not worse either):

![image](https://github.com/bevyengine/bevy/assets/18526288/58bb8c96-9c45-487f-a5ab-544bbfe9fba0)

This is my first PR here -- and my first time running Tracy -- so please
let me know what else I should run, or run things on your own more
reliable machines to double-check.

---

## Changelog

(probably not worth including)

Changed: micro-optimized `Entity::eq` to help LLVM slightly.

## Migration Guide

(I really hope nobody was using this on uninitialized entities where
sufficiently tortured `unsafe` could could technically notice that this
has changed.)
2023-11-14 02:06:21 +00:00
Nicola Papale
c730d8c4cc
Fix animations resetting after repeat count (#10540)
# Objective

After #9002, it seems that "single shot" animations were broken. When
completing, they would reset to their initial value. Which is generally
not what you want.

- Fixes #10480

## Solution

Avoid `%`-ing the animation after the number of completions exceeds the
specified one. Instead, we early-return. This is also true when the
player is playing in reverse.

---

## Changelog

- Avoid resetting animations after `Repeat::Never` animation completion.
2023-11-14 01:59:36 +00:00
Waridley
9f4c3e943a
Prepend root_path to meta path in HttpWasmAssetReader (#10527)
# Objective

Fixes an issue where Bevy will look for `.meta` files in the root of the
server instead of `imported_assets/Default` on the web.

## Solution

`self.root_path.join` was seemingly forgotten in the `read_meta`
function on `HttpWasmAssetReader`, though it was included in the `read`
function. This PR simply adds the missing function call.
2023-11-14 01:29:22 +00:00
Rafał Harabień
e3a59c480d
Make AssetLoader/Saver Error type bounds compatible with anyhow::Error (#10493)
# Objective

* In Bevy 0.11 asset loaders used `anyhow::Error` for returning errors.
In Bevy 0.12 `AssetLoader` (and `AssetSaver`) have associated `Error`
type. Unfortunately it's type bounds does not allow `anyhow::Error` to
be used despite migration guide claiming otherwise. This makes migration
to 0.12 more challenging. Solve this by changing type bounds for
associated `Error` type.
* Fix #10350

## Solution

Change associated `Error` type bounds to require `Into<Box<dyn
std::error::Error + Send + Sync + 'static>>` to be implemented instead
of `std::error::Error + Send + Sync + 'static`. Both `anyhow::Error` and
errors generated by `thiserror` seems to be fine with such type bound.

---

## Changelog

### Fixed
* Fixed compatibility with `anyhow::Error` in `AssetLoader` and
`AssetSaver` associated `Error` type
2023-11-14 01:25:06 +00:00
mamekoro
18d001d27c
Rename Timer::{percent,percent_left} to Timer::{fraction,fraction_remaining} (#10442)
# Objective
Fixes #10439

`Timer::percent()` and `Timer::percent_left()` return values in the
range of 0.0 to 1.0, even though their names contain "percent".

These functions should be renamed for clarity.

## Solution
- Rename `Timer::percent()` to `Timer::fraction()`
- Rename `Timer::percent_left()` to `Timer::fraction_remaining()`

---

## Changelog

### Changed
- Renamed `Timer::percent()` to `Timer::fraction()`
- Renamed `Timer::percent_left()` to `Timer::fraction_remaining()`

## Migration Guide
- `Timer::percent()` has been renamed to `Timer::fraction()`
- `Timer::percent_left()` has been renamed to
`Timer::fraction_remaining()`
2023-11-13 14:59:42 +00:00
mamekoro
54b7cabc7b
Rename Time::<Fixed>::overstep_percentage() and Time::<Fixed>::overstep_percentage_f64() (#10448)
# Objective
This is similar to #10439.

`Time::<Fixed>::overstep_percentage()` and
`Time::<Fixed>::overstep_percentage_f64()` returns values from 0.0 to
1.0, but their names use the word "percentage". These function names
make it easy to misunderstand that they return values from 0.0 to 100.0.

To avoid confusion, these functions should be renamed to
"`overstep_fraction(_f64)`".

## Solution
Rename them.

---

## Changelog

### Changed
- Renamed `Time::<Fixed>::overstep_percentage()` to
`Time::<Fixed>::overstep_fraction()`
- Renamed `Time::<Fixed>::overstep_percentage_f64()` to
`Time::<Fixed>::overstep_fraction_f64()`

## Migration Guide
- `Time::<Fixed>::overstep_percentage()` has been renamed to
`Time::<Fixed>::overstep_fraction()`
- `Time::<Fixed>::overstep_percentage_f64()` has been renamed to
`Time::<Fixed>::overstep_fraction_f64()`
2023-11-13 14:36:46 +00:00
Connor King
bf4f4e42da
use tree syntax to explain bevy_rock file structure (#10523)
# Objective

The current way it's written is just kinda hard to read

![image](https://github.com/bevyengine/bevy/assets/14184826/3102f50a-9220-4f86-99e0-41ea23822ea7)


## Solution

the box-drawing characters stolen from `tree`

![image](https://github.com/bevyengine/bevy/assets/14184826/e66c027b-ed69-469d-a0ee-1d73e2c7be18)

---

would've added this to my previous PR but i woke up this morning and it
was merged
2023-11-12 17:11:26 +00:00
Sludge
39c8998257
Register WireframeColor (#10486)
This makes it usable via reflection by adding its data to the
`TypeRegistry`.
2023-11-12 17:07:15 +00:00
Connor King
51180f81a2
Remove rogue : from embedded_asset! docs (#10516)
# Objective

- Fix a random typo I noticed in the docs of `embedded_asset`

## Solution

- fixed the typo
2023-11-12 14:51:35 +00:00
Carter Anderson
0eeb8f95fb
Fix shader import hot reloading on windows (#10502)
# Objective

Hot reloading shader imports on windows is currently broken due to
inconsistent `/` and `\` usage ('/` is used in the user facing APIs and
`\` is produced by notify-rs (and likely other OS apis).

Fixes #10500

## Solution

Standardize import paths when loading a `Shader`. The correct long term
fix is to standardize AssetPath on `/`-only, but this is the right scope
of fix for a patch release.

---------

Co-authored-by: François <mockersf@gmail.com>
2023-11-11 23:01:08 +00:00
Sludge
c505610358
#[derive(Reflect)] on GizmoConfig (#10483) 2023-11-11 21:26:41 +00:00
Spencer C. Imbleau
2a036b658f
feat: Debug implemented for AssetMode (#10494)
# Objective

- Implements Debug for AssetMode

Closes #10473

Co-authored-by: Sebastian Hamel <sebastian@jhamel.com>
2023-11-10 21:38:46 +00:00
Giacomo Stevanato
e75c2f8b16
Remove a ptr-to-int cast in CommandQueue::apply (#10475)
# Objective

- `CommandQueue::apply` calculates the address of the end of the
internal buffer as a `usize` rather than as a pointer, requiring two
casts of `cursor` to `usize`. Casting pointers to integers is generally
discouraged and may also prevent optimizations. It's also unnecessary
here.

## Solution

- Calculate the end address as a pointer rather than a `usize`.

Small note:

A trivial translation of the old code to use pointers would have
computed `end_addr` as `cursor.add(self.bytes.len())`, which is not
wrong but is an additional `unsafe` operation that also needs to be
properly documented and proven correct. However this operation is
already implemented in the form of the safe `as_mut_ptr_range`, so I
just used that.
2023-11-09 19:32:33 +00:00
Sludge
13d46a528a
Don't .unwrap() in AssetPath::try_parse (#10452)
# Objective

- The docs on `AssetPath::try_parse` say that it will return an error
when the string is malformed, but it actually just `.unwrap()`s the
result.

## Solution

- Use `?` instead of unwrapping the result.
2023-11-09 18:07:48 +00:00
Sludge
f91f69e88f
Reexport wgpu::Maintain (#10461)
# Objective

Calling `RenderDevice::poll` requires an instance of `wgpu::Maintain`,
but the type was not reexported by bevy. Working around it requires
adding a dependency on `wgpu`, since bevy does not reexport the `wgpu`
crate as a whole anywhere.

## Solution

Reexport `wgpu::Maintain` in `render_resource`, where the other wgpu
types are reexported.
2023-11-09 02:10:22 +00:00
Lixou
003765a878
Remove unnecessary if statement in scheduler (#10446)
# Objective

There is an if statement checking if a node is present in a graph
moments after it explicitly being added.
Unless the edge function has super weird side effects and the tests
don't pass, this is unnecessary.

## Solution

Removed it
2023-11-09 00:57:22 +00:00
Aevyrie
0cc11791b9
Allow registering boxed systems (#10378)
# Objective

- Allow registration of one-shot systems when those systems have already
been `Box`ed.
- Needed for `bevy_eventlisteners` which allows adding event listeners
with callbacks in normal systems. The current one shot system
implementation requires systems be registered from an exclusive system,
and that those systems be passed in as types that implement
`IntoSystem`. However, the eventlistener callback crate allows users to
define their callbacks in normal systems, by boxing the system and
deferring initialization to an exclusive system.

## Solution

- Separate the registration of the system from the boxing of the system.
This is non-breaking, and adds a new method.

---

## Changelog

- Added `World::register_boxed_system` to allow registration of
already-boxed one shot systems.
2023-11-08 14:54:32 +00:00
Doonv
4852fc7578
Implement Clone for VisibilityBundle and SpatialBundle (#10394)
# Objective

Had an issue where I had `VisibilityBundle` inside a bundle that
implements `Clone`, but since `VisibilityBundle` doesn't implement
`Clone` that wasn't possible. This PR fixes that.

## Solution

Implement `Clone` for `VisibilityBundle` by deriving it. And also
`SpatialBundle` too because why not.

---

## Changelog

- Added implementation for `Clone` on `VisibilityBundle` and
`SpatialBundle`.
2023-11-07 21:25:00 +00:00
kayh
c98481aa56
Fix bevy_pbr shader function name (#10423)
# Objective

Fix a shader error that happens when using pbr morph targets.

## Solution

Fix the function name in the `prepass.wgsl` shader, which is incorrectly
prefixed with `morph::` (added in
61bad4eb57 (diff-97e4500f0a36bc6206d7b1490c8dd1a69459ee39dc6822eb9b2f7b160865f49fR42)).

This section of the shader is only enabled when using morph targets, so
it seems like there are no tests / examples using it?
2023-11-07 20:04:25 +00:00
François
72a6106f2e
UI Materials: ignore entities with a BackgroundColor component (#10434)
# Objective

- Entities with both a `BackgroundColor` and a
`Handle<CustomUiMaterial>` are extracted by both pipelines and results
in entities being overwritten in the render world
- Fixes #10431 

## Solution

- Ignore entities with `BackgroundColor` when extracting ui material
entities, and document that limit
2023-11-07 20:04:10 +00:00
François
aaef5577cd
UI Material: each material should have its own buffer (#10422)
# Objective

- When having several UI Material, nodes are not correctly placed

## Solution

- have a buffer per material
2023-11-07 09:51:40 +00:00
Mincong Lu
49cff08560
Add PartialEq to Anchor (#10424)
Add PartialEq to Anchor.

# Objective

Make Anchor work with bevy_egui's ComboBox.

## Solution

Make Anchor PartialEq.
2023-11-07 08:36:10 +00:00
BD103
04ceb46fe0
Use EntityHashMap for EntityMapper (#10415)
# Objective

- There is a specialized hasher for entities:
[`EntityHashMap`](https://docs.rs/bevy/latest/bevy/utils/type.EntityHashMap.html)
- [`EntityMapper`] currently uses a normal `HashMap<Entity, Entity>`
- Fixes #10391

## Solution

- Replace the normal `HashMap` with the more performant `EntityHashMap`

## Questions

- This does change public API. Should a system be implemented to help
migrate code?
  - Perhaps an `impl From<HashMap<K, V, S>> for EntityHashMap<K, V>`
- I updated to docs for each function that I changed, but I may have
missed something

---

## Changelog

- Changed `EntityMapper` to use `EntityHashMap` instead of normal
`HashMap`

## Migration Guide

If you are using the following types, update their listed methods to use
the new `EntityHashMap`. `EntityHashMap` has the same methods as the
normal `HashMap`, so you just need to replace the name.

### `EntityMapper`

- `get_map`
- `get_mut_map`
- `new`
- `world_scope`

### `ReflectMapEntities`

- `map_all_entities`
- `map_entities`
- `write_to_world`

### `InstanceInfo`

- `entity_map`
  - This is a property, not a method.

---

This is my first time contributing in a while, and I'm not familiar with
the usage of `EntityMapper`. I changed the type definition and fixed all
errors, but there may have been things I've missed. Please keep an eye
out for me!
2023-11-07 08:23:04 +00:00
François
6ce33d0267
ui material: fix right border width (#10421)
# Objective

- When writing a custom UI material, the right border doesn't have the
correct value

## Solution

- Fix the calculation
2023-11-07 01:54:34 +00:00
Jesus Bracho
32a5c7db35
docs: use read instead of deprecated iter (#10376)
https://docs.rs/bevy/latest/bevy/ecs/event/struct.EventReader.html#method.iter

# Objective

- Remove doc example using deprecated `EventReader.iter` method

## Solution

- Update docs to use `read` instead of `iter`
2023-11-05 02:03:42 +00:00
github-actions[bot]
bf30a25efc
Release 0.12 (#10362)
Preparing next release
This PR has been auto-generated

---------

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
2023-11-04 17:24:23 +00:00
robtfm
cd594221cf
gate depth reads on !WEBGL2 (#10365)
# Objective

fix #10364 

## Solution

gate depth prepass reads in pbr_transmission.wgsl by `#ifndef WEBGL2`
2023-11-04 02:02:49 +00:00
IceSentry
64faadb932
Fix gizmo crash when prepass enabled (#10360)
# Objective

- Fix gizmo crash when prepass enabled

## Solution

- Add the prepass to the view key

Fixes: https://github.com/bevyengine/bevy/issues/10347
2023-11-03 23:38:50 +00:00
François
49bc6cfd62
support file operations in single threaded context (#10312)
# Objective

- Fixes #10209 
- Assets should work in single threaded

## Solution

- In single threaded mode, don't use `async_fs` but fallback on
`std::fs` with a thin layer to mimic the async API
- file `file_asset.rs` is the async imps from `mod.rs`
- file `sync_file_asset.rs` is the same with `async_fs` APIs replaced by
`std::fs`
- which module is used depends on the `multi-threaded` feature

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-11-03 23:00:34 +00:00
Markus Ort
fd232ad360
Add UI Materials (#9506)
# Objective

- Add Ui Materials so that UI can render more complex and animated
widgets.
- Fixes #5607 

## Solution
- Create a UiMaterial trait for specifying a Shader Asset and Bind Group
Layout/Data.
- Create a pipeline for rendering these Materials inside the Ui
layout/tree.
- Create a MaterialNodeBundle for simple spawning.

## Changelog

- Created a `UiMaterial` trait for specifying a Shader asset and Bind
Group.
- Created a `UiMaterialPipeline` for rendering said Materials.
- Added Example [`ui_material`
](https://github.com/MarkusTheOrt/bevy/blob/ui_material/examples/ui/ui_material.rs)
for example usage.
- Created
[`UiVertexOutput`](https://github.com/MarkusTheOrt/bevy/blob/ui_material/crates/bevy_ui/src/render/ui_vertex_output.wgsl)
export as VertexData for shaders.
- Created
[`material_ui`](https://github.com/MarkusTheOrt/bevy/blob/ui_material/crates/bevy_ui/src/render/ui_material.wgsl)
shader as default for both Vertex and Fragment shaders.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-11-03 22:33:01 +00:00
Doonv
6a7b21592f
Fix typo in window.rs (#10358)
# Objective

Fixes a small typo in `bevy_window/src/window.rs`

## Solution

Change `Should be used instead 'scale_factor' when set.` to `Should be
used instead of 'scale_factor' when set.`
2023-11-03 22:04:39 +00:00
François
a1681f43d9
Allow AccessKit to react to WindowEvents before they reach the engine (#10356)
# Objective

- Adopt #10239 to get it in time for the release
- Fix accessibility on macOS and linux

## Solution

- call `on_event` from AcccessKit adapter on winit events

---------

Co-authored-by: Nolan Darilek <nolan@thewordnerd.info>
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-03 21:37:25 +00:00
papow65
708569c91e
Corrected incorrect doc comment on read_asset_bytes (#10352)
Fixes #10302 

## Solution

- Removed the incorrect comment.
2023-11-03 21:01:05 +00:00
Aevyrie
1918608b02
Update default ClearColor to better match Bevy's branding (#10339)
# Objective

- Changes the default clear color to match the code block color on
Bevy's website.

## Solution

- Changed the clear color, updated text in examples to ensure adequate
contrast. Inconsistent usage of white text color set to use the default
color instead, which is already white.
- Additionally, updated the `3d_scene` example to make it look a bit
better, and use bevy's branding colors.


![image](https://github.com/bevyengine/bevy/assets/2632925/540a22c0-826c-4c33-89aa-34905e3e313a)
2023-11-03 12:57:38 +00:00
Sélène Amanita
c376954b87
Make DirectionalLight Cascades computation generic over CameraProjection (#9226)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/9077 (see this issue for
motivations)

## Solution

Implement 1 and 2 of the "How to fix it" section of
https://github.com/bevyengine/bevy/issues/9077

`update_directional_light_cascades` is split into
`clear_directional_light_cascades` and a generic
`build_directional_light_cascades`, to clear once and potentially insert
many times.

---

## Changelog

`DirectionalLight`'s computation is now generic over `CameraProjection`
and can work with custom camera projections.

## Migration Guide

If you have a component `MyCustomProjection` that implements
`CameraProjection`:
- You need to implement a new required associated method,
`get_frustum_corners`, returning an array of the corners of a subset of
the frustum with given `z_near` and `z_far`, in local camera space.
- You can now add the
`build_directional_light_cascades::<MyCustomProjection>` system in
`SimulationLightSystems::UpdateDirectionalLightCascades` after
`clear_directional_light_cascades` for your projection to work with
directional lights.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-11-03 06:07:59 +00:00
Carter Anderson
3ec52c2bdb
Increase default normal bias to avoid common artifacts (#10346)
# Objective

Bevy's default bias values for directional and spot lights currently
cause significant artifacts. We should fix that so shadows look good by
default!

This is a less controversial/invasive alternative to #10188, which might
enable us to keep the default bias value low, but also has its own sets
of concerns and caveats that make it a risky choice for Bevy 0.12.

## Solution

Bump the default normal bias from `0.6` to `1.8`. There is precedent for
values in this general area as Godot has a default normal bias of `2.0`.

### Before


![image](https://github.com/superdump/bevy/assets/2694663/a5828011-33fc-4427-90ed-f093d7389053)

### After


![image](https://github.com/bevyengine/bevy/assets/2694663/0f2b16b0-c116-41ab-9886-1ace9e00efd6)

## Migration Guide

The default `shadow_normal_bias` value for `DirectionalLight` and
`SpotLight` has changed to accommodate artifacts introduced with the new
shadow PCF changes. It is unlikely (especially given the new PCF shadow
behaviors with these values), but you might need to manually tweak this
value if your scene requires a lower bias and it relied on the previous
default value.
2023-11-03 05:44:57 +00:00
ickshonpe
d70b4a3170
UI batching Fix (#9610)
# Objective

Reimplement #8793 on top of the recent rendering changes.

## Solution

The batch creation logic is quite convoluted, but I tested it on enough
examples to convince myself that it works.

The initial value of `batch_image_handle` is changed from
`HandleId::Id(Uuid::nil(), u64::MAX)` to `DEFAULT_IMAGE_HANDLE.id()`,
which allowed me to make the if-block simpler I think.

The default image from `DEFAULT_IMAGE_HANDLE` is always inserted into
`UiImageBindGroups` even if it's not used. I tried to add a check so
that it would be only inserted when there is only one batch using the
default image but this crashed.

---

## Changelog
`prepare_uinodes`
* Changed the initial value of `batch_image_handle` to
`DEFAULT_IMAGE_HANDLE.id()`.
* The default image is added to the UI image bind groups before
assembling the batches.
* A new `UiBatch` isn't created when the next `ExtractedUiNode`s image
is set to `DEFAULT_IMAGE_HANDLE` (unless it is the first item in the UI
phase items list).
2023-11-03 01:14:43 +00:00
robtfm
5cc3352f5b
allow DeferredPrepass to work without other prepass markers (#10223)
# Objective

fix crash / misbehaviour when `DeferredPrepass` is used without
`DepthPrepass`.

- Deferred lighting requires the depth prepass texture to be present, so
that the depth texture is available for binding. without it the deferred
lighting pass will use 0 for depth of all meshes.
- When `DeferredPrepass` is used without other prepass markers, and with
any materials that use `OpaqueRenderMode::Forward`, those entities will
try to queue to the `Opaque3dPrepass` render phase, which doesn't exist,
causing a crash.

## Solution

- check if the prepass phases exist before queueing
- generate prepass textures if `Opaque3dDeferred` is present
- add a note to the DeferredPrepass marker to note that DepthPrepass is
also required by the default deferred lighting pass
- also changed some `With<T>.is_some()`s to `Has<T>`s
2023-11-03 01:09:14 +00:00
Christopher Biscardi
74b5073f75
Make VERTEX_COLORS usable in prepass shader, if available (#10341)
# Objective

I was working with forward rendering prepass fragment shaders and ran
into an issue of not being able to access vertex colors in the prepass.
I was able to access vertex colors in regular fragment shaders as well
as in deferred shaders.

## Solution

It seems like this `if` was nested unintentionally as moving it outside
of the `deferred` block works.

---

## Changelog

Enable vertex colors in forward rendering prepass fragment shaders
2023-11-03 00:54:13 +00:00
Rob Parrett
09c2090c15
Combine visibility queries in check_visibility_system (#10196)
# Objective

Alternative to #7310

## Solution

Implemented the suggestion from
https://github.com/bevyengine/bevy/pull/7310#discussion_r1083356655

I am guessing that these were originally split as an optimization, but I
am not sure since I believe the original author of the code is the one
speculating about combining them up there.

## Benchmarks

I ran three benchmarks to compare main, this PR, and the approach from
#7310
([updated](https://github.com/rparrett/bevy/commits/rebased-parallel-check-visibility)
to the same commit on main).

This seems to perform slightly better than main in scenarios where most
entities have AABBs, and a bit worse when they don't (`many_lights`).
That seems to make sense to me.

Either way, the difference is ~-20 microseconds in the more common
scenarios or ~+100 microseconds in the less common scenario. I would
speculate that this might perform **very slightly** worse in
single-threaded scenarios.

Benches were run in release mode for 2000 frames while capturing a trace
with tracy.

| bench | commit | check_visibility_system mean μs |
| -- | -- | -- |
| many_cubes | main | 929.5 |
| many_cubes | this | 914.0 |
| many_cubes | 7310 | 1003.5 |
| | |
| many_foxes | main | 191.6 |
| many_foxes | this | 173.2 |
| many_foxes | 7310 | 167.9 |
| | |
| many_lights | main | 619.3 |
| many_lights | this | 703.7 |
| many_lights | 7310 | 842.5 |

## Notes

Technically this behaves slightly differently -- prior to this PR, view
visibility was determined even for entities without `GlobalTransform`. I
don't think this has any practical impact though.

IMO, I don't think we need to do this. But I opened a PR because it
seemed like the handiest way to share the code / benchmarks.

## TODO

I have done some rudimentary testing with the examples above, but I can
do some screenshot diffing if it seems like we want to do this.
2023-11-02 22:06:38 +00:00
François
0dfb6cf89b
don't Implement Display for Val (#10345)
# Objective

- Revert #10296 

## Solution

- Avoid implementing `Display` without a justification
- `Display` implementation is a guarantee without a direct use, takes
additional time to compile and require work to maintain
- `Debug`, `Reflect` or `Serialize` should cover all needs
2023-11-02 21:54:41 +00:00
François
6f8848a6c2
double sided normals: fix apply_normal_mapping calls (#10330)
# Objective

- After #10326, examples `array_texture`, `ssao` and `shader_prepass`
don't render correctly
```
error: failed to build a valid final module: Entry point fragment at Fragment is invalid
   ┌─ crates/bevy_pbr/src/render/pbr_prepass.wgsl:26:22
   │
26 │           let normal =  evy_pbr::pbr_functions::31mapply_normal_mapping(
   │ ╭──────────────────────^
27 │ │             bevy_pbr::pbr_bindings::material.flags,
28 │ │             world_normal,
29 │ │
   · │
36 │ │
37 │ │             bevy_pbr::mesh_view_bindings::view.mip_bias,
   │ ╰───────────────────────────────────────────────────────────────────────────────────────^ invalid function call
   │
   = Call to [9] is invalid
   = Requires 6 arguments, but 4 are provided

```

## Solution

- fix `apply_normal_mapping` calls
2023-11-01 16:40:25 +00:00
Talin
d2c754c816
Added 'clear_children' and 'replace_children' methods to BuildWorldChildren to be consistent with BuildChildren. (#10311)
# Objective

The `BuildWorldChildren` API was missing several methods that exist in
`BuildChildren`.

## Solution

Added the methods (and tests) for consistency.
2023-10-31 23:55:33 +00:00
ickshonpe
563d6e36bb
Add stack index to Node (#9853)
# Objective

If we add the stack index to `Node` then we don't need to walk the
`UiStack` repeatedly during extraction.

## Solution

Add a field `stack_index`  to `Node`.
Update it in `ui_stack_system`.
Iterate queries directly in the UI's extraction systems.

### Benchmarks 
```
cargo run --profile stress-test --features trace_tracy --example many_buttons -- --no-text --no-borders
```

frames (yellow this PR, red main):

<img width="447" alt="frames-per-second"
src="https://github.com/bevyengine/bevy/assets/27962798/385c0ccf-c257-42a2-b736-117542d56eff">

`ui_stack_system`:
<img width="585" alt="ui-stack-system"
src="https://github.com/bevyengine/bevy/assets/27962798/2916cc44-2887-4c3b-a144-13250d84f7d5">

extract schedule:
<img width="469" alt="extract-schedule"
src="https://github.com/bevyengine/bevy/assets/27962798/858d4ab4-d99f-48e8-b153-1c92f51e0743">

---

## Changelog

* Added the field `stack_index` to `Node`.
* `ui_stack_system` updates `Node::stack_index` after a new `UiStack` is
generated.
* The UI's extraction functions iterate a query directly rather than
walking the `UiStack` and doing lookups.
2023-10-31 23:32:51 +00:00
Marco Buono
44928e0df4
StandardMaterial Light Transmission (#8015)
# Objective

<img width="1920" alt="Screenshot 2023-04-26 at 01 07 34"
src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png">

This PR adds both diffuse and specular light transmission capabilities
to the `StandardMaterial`, with support for screen space refractions.
This enables realistically representing a wide range of real-world
materials, such as:

  - Glass; (Including frosted glass)
  - Transparent and translucent plastics;
  - Various liquids and gels;
  - Gemstones;
  - Marble;
  - Wax;
  - Paper;
  - Leaves;
  - Porcelain.

Unlike existing support for transparency, light transmission does not
rely on fixed function alpha blending, and therefore works with both
`AlphaMode::Opaque` and `AlphaMode::Mask` materials.

## Solution

- Introduces a number of transmission related fields in the
`StandardMaterial`;
- For specular transmission:
- Adds logic to take a view main texture snapshot after the opaque
phase; (in order to perform screen space refractions)
- Introduces a new `Transmissive3d` phase to the renderer, to which all
meshes with `transmission > 0.0` materials are sent.
- Calculates a light exit point (of the approximate mesh volume) using
`ior` and `thickness` properties
- Samples the snapshot texture with an adaptive number of taps across a
`roughness`-controlled radius enabling “blurry” refractions
- For diffuse transmission:
- Approximates transmitted diffuse light by using a second, flipped +
displaced, diffuse-only Lambertian lobe for each light source.

## To Do

- [x] Figure out where `fresnel_mix()` is taking place, if at all, and
where `dielectric_specular` is being calculated, if at all, and update
them to use the `ior` value (Not a blocker, just a nice-to-have for more
correct BSDF)
- To the _best of my knowledge, this is now taking place, after
964340cdd. The fresnel mix is actually "split" into two parts in our
implementation, one `(1 - fresnel(...))` in the transmission, and
`fresnel()` in the light implementations. A surface with more
reflectance now will produce slightly dimmer transmission towards the
grazing angle, as more of the light gets reflected.
- [x] Add `transmission_texture`
- [x] Add `diffuse_transmission_texture`
- [x] Add `thickness_texture`
- [x] Add `attenuation_distance` and `attenuation_color`
- [x] Connect values to glTF loader
  - [x] `transmission` and `transmission_texture`
  - [x] `thickness` and `thickness_texture`
  - [x] `ior`
- [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs
upstream support in `gltf` crate, not a blocker)
- [x] Add support for multiple screen space refraction “steps”
- [x] Conditionally create no transmission snapshot texture at all if
`steps == 0`
- [x] Conditionally enable/disable screen space refraction transmission
snapshots
- [x] Read from depth pre-pass to prevent refracting pixels in front of
the light exit point
- [x] Use `interleaved_gradient_noise()` function for sampling blur in a
way that benefits from TAA
- [x] Drill down a TAA `#define`, tweak some aspects of the effect
conditionally based on it
- [x] Remove const array that's crashing under HLSL (unless a new `naga`
release with https://github.com/gfx-rs/naga/pull/2496 comes out before
we merge this)
- [ ] Look into alternatives to the `switch` hack for dynamically
indexing the const array (might not be needed, compilers seem to be
decent at expanding it)
- [ ] Add pipeline keys for gating transmission (do we really want/need
this?)
- [x] Tweak some material field/function names?

## A Note on Texture Packing

_This was originally added as a comment to the
`specular_transmission_texture`, `thickness_texture` and
`diffuse_transmission_texture` documentation, I removed it since it was
more confusing than helpful, and will likely be made redundant/will need
to be updated once we have a better infrastructure for preprocessing
assets_

Due to how channels are mapped, you can more efficiently use a single
shared texture image
for configuring the following:

- R - `specular_transmission_texture`
- G - `thickness_texture`
- B - _unused_
- A - `diffuse_transmission_texture`

The `KHR_materials_diffuse_transmission` glTF extension also defines a
`diffuseTransmissionColorTexture`,
that _we don't currently support_. One might choose to pack the
intensity and color textures together,
using RGB for the color and A for the intensity, in which case this
packing advice doesn't really apply.

---

## Changelog

- Added a new `Transmissive3d` render phase for rendering specular
transmissive materials with screen space refractions
- Added rendering support for transmitted environment map light on the
`StandardMaterial` as a fallback for screen space refractions
- Added `diffuse_transmission`, `specular_transmission`, `thickness`,
`ior`, `attenuation_distance` and `attenuation_color` to the
`StandardMaterial`
- Added `diffuse_transmission_texture`, `specular_transmission_texture`,
`thickness_texture` to the `StandardMaterial`, gated behind a new
`pbr_transmission_textures` cargo feature (off by default, for maximum
hardware compatibility)
- Added `Camera3d::screen_space_specular_transmission_steps` for
controlling the number of “layers of transparency” rendered for
transmissive objects
- Added a `TransmittedShadowReceiver` component for enabling shadows in
(diffusely) transmitted light. (disabled by default, as it requires
carefully setting up the `thickness` to avoid self-shadow artifacts)
- Added support for the `KHR_materials_transmission`,
`KHR_materials_ior` and `KHR_materials_volume` glTF extensions
- Renamed items related to temporal jitter for greater consistency

## Migration Guide

- `SsaoPipelineKey::temporal_noise` has been renamed to
`SsaoPipelineKey::temporal_jitter`
- The `TAA` shader def (controlled by the presence of the
`TemporalAntiAliasSettings` component in the camera) has been replaced
with the `TEMPORAL_JITTER` shader def (controlled by the presence of the
`TemporalJitter` component in the camera)
- `MeshPipelineKey::TAA` has been replaced by
`MeshPipelineKey::TEMPORAL_JITTER`
- The `TEMPORAL_NOISE` shader def has been consolidated with
`TEMPORAL_JITTER`
2023-10-31 20:59:02 +00:00
TimJentzsch
d67fbd5e90
Add helper function to determine if color is transparent (#10310)
# Objective

- We need to check multiple times if a color is fully transparent, e.g.
for performance optimizations.
- Make code more readable.
- Reduce code duplication, to simplify making changes if needed (e.g. if
we need to take floating point weirdness into account later on).

## Solution

- Introduce a new `Color::is_fully_transparent` helper function to
determine if the alpha of a color is 0.
- Use the helper function in our UI rendering code.

---

## Changelog

- Added `Color::is_fully_transparent` helper function.

---------

Co-authored-by: François <mockersf@gmail.com>
2023-10-31 15:00:49 +00:00
Marco Buono
dc1f76d9a2
Fix handling of double_sided for normal maps (#10326)
# Objective

Right now, we flip the `world_normal` in response to `double_sided &&
!is_front`, however when calculating `N` from tangents and the normal
map, we don't flip the normal read from the normal map, which produces
extremely weird results.

## Solution

- Pass `double_sided` and `is_front` flags to the
`apply_normal_mapping()` function and use them to conditionally flip
`Nt`

## Comparison

Note: These are from a custom scene running with the `transmission`
branch, (#8015) I noticed lighting got pretty weird for the back side of
translucent `double_sided` materials whenever I added a normal map.

### Before

<img width="1392" alt="Screenshot 2023-10-31 at 01 26 06"
src="https://github.com/bevyengine/bevy/assets/418473/d5f8c9c3-aca1-4c2f-854d-f0d0fd2fb19a">

### After

<img width="1392" alt="Screenshot 2023-10-31 at 01 25 42"
src="https://github.com/bevyengine/bevy/assets/418473/fa0e1aa2-19ad-4c27-bb08-37299d97971c">


---

## Changelog

- Fixed a bug where `StandardMaterial::double_sided` would interact
incorrectly with normal maps, producing broken results.
2023-10-31 09:44:40 +00:00
JMS55
3628e09045
Add frustum to shader View (#10306)
# Objective
- Work towards GPU-driven culling
(https://github.com/bevyengine/bevy/pull/10164)

## Solution
- Pass the view frustum to the shader view uniform

---

## Changelog
- View Frustums are now extracted to the render world and made available
to shaders
2023-10-31 02:00:21 +00:00
Griffin
d3e41e2ff7
Fix deferred lighting pass values not all working on M1 in WebGL2 (#10304)
# Objective

- On MacOS M1 WebGL2 the deferred lighting ID depth comparison is
failing for some values (including 1, the default)
Note: this issue is just with WebGL2, native on MacOS M1 is working with
current bevy main.

## Solution

- Use Depth16Unorm for lighting pass id format.

This format is aliasing to the same value consistently (in
[copy_deferred_lighting_id](https://github.com/bevyengine/bevy/blob/main/crates/bevy_core_pipeline/src/deferred/copy_deferred_lighting_id.wgsl#L15)
and
[deferred_lighting](https://github.com/bevyengine/bevy/blob/main/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L39))
on MacOS M1 WebGL, and appears to be supported across WebGL2, WebGPU,
DX12, OpenGL 3.3, Vulkan.

Successfully tested all 256 ids on:

- MacOS M1 native and WebGL2
- Window RTX3060 Vulkan/DX12/WebGL2
- Windows Intel UHD Graphics 630 IGP DX12/WebGL2 
(bevy w/ Vulkan doesn't work on this IGP in general
https://github.com/bevyengine/bevy/issues/8037)
2023-10-29 16:47:48 +00:00
CrumbsTrace
e9a0d6ccc5
Update UI alignment docs (#10303)
# Objective

- Address inconsistent term usage in the docs for the alignment
properties for UI nodes. Fixes #10218
- `JustifyContent::Stretch` is missing despite being supported by Taffy,
being as the default value for Grids, so it should be added to Bevy as
well

## Solution

- Consistently provide links to the mdn site for the css equivalent
- Match (mostly) the documentation given on the pub struct and the
underlying enums
- Use the term `items` consistently to refer each child in the container
- Add `JustifyContent::Stretch` and map it to Taffy

## Migration Guide

- The `JustifyContents` enum has been expanded to include
`JustifyContents::Stretch`.
2023-10-29 15:32:11 +00:00
Pascal Hertleif
0c2c52a0cd
Derive Error for more error types (#10240)
# Objective

Align all error-like types to implement `Error`.

Fixes  #10176

## Solution

- Derive `Error` on more types
- Refactor instances of manual implementations that could be derived

This adds thiserror as a dependency to bevy_transform, which might
increase compilation time -- but I don't know of any situation where you
might only use that but not any other crate that pulls in bevy_utils.

The `contributors` example has a `LoadContributorsError` type, but as
it's an example I have not updated it. Doing that would mean either
having a `use bevy_internal::utils::thiserror::Error;` in an example
file, or adding `thiserror` as a dev-dependency to the main `bevy`
crate.

---

## Changelog

- All `…Error` types now implement the `Error` trait
2023-10-28 22:20:37 +00:00
Aevyrie
9d088dd144
Add Cubic prefix to all cubic curve generators (#10299)
# Objective

- Fixes #10258 

## Solution

- Renamed.

---

## Changelog

- Changed: `BSpline` -> `CubicBSpline`
- Changed: `CardinalSpline` -> `CubicCardinalSpline`
- Changed: `Hermite` -> `CubicHermite`

## Migration Guide

- Rename: `BSpline` -> `CubicBSpline`
- Rename: `CardinalSpline` -> `CubicCardinalSpline`
- Rename: `Hermite` -> `CubicHermite`
2023-10-28 21:53:38 +00:00
Stepan Koltsov
a4d98f3377
[bevy_text] Document what happens when font is not specified (#10252) 2023-10-28 19:55:25 +00:00
Jeb Brooks
4b50edc980
Truncate attribute buffer data rather than attribute buffers (#10270)
Existing truncation code limits the number of attribute buffers to be
less than or equal to the number of vertices.
Instead the number of elements from each attribute buffer should be
limited to the length of the shortest buffer as mentioned in the earlier
warning.

# Objective

- Fixes #10267 

## Solution

- Moves the `.take()` from the outer loop of attribute buffers, to the
inner loop of attribute values.
---
2023-10-28 19:03:37 +00:00
ickshonpe
6d7808da74
Implement Display for Val (#10296)
# Objective

Implement `Display` for `Val`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-10-28 19:03:18 +00:00
ickshonpe
c959c1ba58
normalize method for Rect (#10297)
# Objective

`normalize` method that expresses a rectangle relative to a normalized
[0..1] x [0..1] space defined by another rectangle.

Useful for UI and texture atlas calculations etc.

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-10-28 19:02:58 +00:00
ickshonpe
3eaad948a7
Implement Neg for Val (#10295)
# Objective

Implement `Neg` for `Val`
2023-10-28 16:04:04 +00:00
Bruce Mitchener
8eeb01e935
Slightly improve CursorIcon doc. (#10289)
# Objective

- When finding the `CursorIcon` doc, it should be easier to find out
where to use it.
- When saying it is partially copied from the browser, be more clear
about the provenance and link to the spec document.

## Solution

- Link to the example code.
- Link to the CSS3 UI spec document.
2023-10-28 12:30:33 +00:00
Theo Ottah
f48e68508c
docs: Update input_toggle_active example (#9913)
# Objective

- Update incomplete example for
`bevy::input::common_conditions::input_toggle_active`.

## Solution

- Update example.
2023-10-28 06:17:48 +00:00
JMS55
b208388af9
Smaller TAA fixes (#10200)
Extracted the easy stuff from #8974 .

# Problem
1. Commands from `update_previous_view_projections` would crash when
matching entities were despawned.
2. `TaaPipelineId` and `draw_3d_graph` module were not public.
3. When the motion vectors pointed to pixels that are now off screen, a
smearing artifact could occur.

# Solution
1. Use `try_insert` command instead.
2. Make them public, renaming to `TemporalAntiAliasPipelineId`.
3. Check for this case, and ignore history for pixels that are
off-screen.
2023-10-27 23:13:14 +00:00
Bruce Mitchener
c5087fef3c
Use clippy::doc_markdown more. (#10286)
# Objective

- Remove special cases where `clippy::doc_markdown` lint is disabled.

## Solution

- Add default values back into `clippy.toml` by adding `".."` to the
list of `doc-valid-idents`.
- Add `"VSync"` and `"WebGL2"` to the list of `doc-valid-idents`.
- Remove all instances where `clippy::doc_markdown` is allowed.
- Fix `max_mip` formatting so that there isn't a warning.
2023-10-27 22:49:02 +00:00
Bruce Mitchener
0db999c795
Add some more docs for bevy_text. (#9873)
# Objective

- Have more docs for `bevy_text` to avoid reading the source code for
some things.

## Solution

- Add some additional docs.

## Changelog

- `TextSettings.max_font_atlases` in `bevy_text` has been renamed to `
TextSettings.soft_max_font_atlases`.

## Migration Guide

- Usages of `TextSettings.max_font_atlases` from `bevy_text` must be
changed to `TextSettings.soft_max_font_atlases`.
2023-10-27 18:53:57 +00:00
Raffaele Ragni
b22db47e10
default inherited visibility when parent has invalid components (#10275)
# Situation

- In case of parent without visibility components, the visibility
inheritance of children creates a panic.

## Solution

- Apply same fallback visibility as parent not found instead of panic.
2023-10-27 03:59:29 +00:00
Talin
cfcc113fb7
Additional AssetPath unit tests. (#10279)
# Objective

Additional unit test for AssetPath.
2023-10-27 03:29:25 +00:00
Elabajaba
65b3ff1c63
Log a warning when the tonemapping_luts feature is disabled but required for the selected tonemapper. (#10253)
# Objective

Make it obvious why stuff renders pink when rendering stuff with bevy
with `default_features = false` and bevy's default tonemapper
(TonyMcMapFace, it requires a LUT which requires the `tonemapping_luts`,
`ktx2`, and `zstd` features).

Not sure if this should be considered as fixing these issues, but in my
previous PR (https://github.com/bevyengine/bevy/pull/9073, and old
discussions on discord that I only somewhat remember) it seemed like we
didn't want to make ktx2 and zstd required features for
bevy_core_pipeline.

Related https://github.com/bevyengine/bevy/issues/9179
Related https://github.com/bevyengine/bevy/issues/9098

## Solution

This logs an error when a LUT based tonemapper is used without the
`tonemapping_luts` feature enabled, and cleans up the default features a
bit (`tonemapping_luts` now includes the `ktx2` and `zstd` features,
since it panics without them).

Another solution would be to fall back to a non-lut based tonemapper,
but I don't like this solution as then it's not explicitly clear to
users why eg. a library example renders differently than a normal bevy
app (if the library forgot the `tonemapping_luts` feature).

I did remove the `ktx2` and `zstd` features from the list of default
features in Cargo.toml, as I don't believe anything else currently in
bevy relies on them (or at least searching through every hit for `ktx2`
and `zstd` didn't show anything except loading an environment map in
some examples), and they still show up in the `cargo_features` doc as
default features.

---

## Changelog

- The `tonemapping_luts` feature now includes both the `ktx2` and `zstd`
features to avoid a panic when the `tonemapping_luts` feature was enable
without both the `ktx2` and `zstd` feature enabled.
2023-10-27 02:07:24 +00:00
Robert Swain
0f54a82e3b
Fix sampling of diffuse env map texture with non-uniform control flow (#10276)
# Objective

- `deferred_rendering` and `load_gltf` fail in WebGPU builds due to
textureSample() being called on the diffuse environment map texture
after non-uniform control flow

## Solution

- The diffuse environment map texture only has one mip, so use
`textureSampleLevel(..., 0.0)` to sample that mip and not require UV
gradient calculation.
2023-10-27 01:35:19 +00:00
Carter Anderson
134750d18e
Image Sampler Improvements (#10254)
# Objective

- Build on the changes in https://github.com/bevyengine/bevy/pull/9982
- Use `ImageSamplerDescriptor` as the "public image sampler descriptor"
interface in all places (for consistency)
- Make it possible to configure textures to use the "default" sampler
(as configured in the `DefaultImageSampler` resource)
- Fix a bug introduced in #9982 that prevents configured samplers from
being used in Basis, KTX2, and DDS textures

---

## Migration Guide

- When using the `Image` API, use `ImageSamplerDescriptor` instead of
`wgpu::SamplerDescriptor`
- If writing custom wgpu renderer features that work with `Image`, call
`&image_sampler.as_wgpu()` to convert to a wgpu descriptor.
2023-10-26 23:30:09 +00:00
Niklas Eicker
bfca4384cc
Reuse and hot reload folder handles (#10210)
# Objective

- Folder handles are not shared. Loading the same folder multiple times
will result in different handles.
- Once folder handles are shared, they can no longer be manually
reloaded, so we should add support for hot-reloading them


## Solution

- Reuse folder handles based on their path
- Trigger a reload of a folder if a file contained in it (or a sub
folder) is added or removed
- This also covers adding/removing/moving sub folders containing files

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-10-26 22:19:57 +00:00
Niklas Eicker
77309ba5d8
Non-blocking load_untyped using a wrapper asset (#10198)
# Objective

- Assets v2 does not currently offer a public API to load untyped assets

## Solution

- Wrap the untyped handle in a `LoadedUntypedAsset` asset to offer a
non-blocking load for untyped assets. The user does not need to know the
actual asset type.
- Handles to `LoadedUntypedAsset` have the same path as the wrapped
asset, but their handles are shared using a label.

The user side of `load_untyped` looks like this:
```rust
use bevy::prelude::*;
use bevy_internal::asset::LoadedUntypedAsset;

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

#[derive(Resource)]
struct UntypedAsset {
    handle: Handle<LoadedUntypedAsset>,
}

fn setup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
) {
    let handle = asset_server.load_untyped("branding/banner.png");
    commands.insert_resource(UntypedAsset { handle });
    commands.spawn(Camera2dBundle::default());
}

fn check(
    mut commands: Commands,
    res: Option<Res<UntypedAsset>>,
    assets: Res<Assets<LoadedUntypedAsset>>,
) {
    if let Some(untyped_asset) = res {
        if let Some(asset) = assets.get(&untyped_asset.handle) {
            commands.spawn(SpriteBundle {
                texture: asset.handle.clone().typed(),
                ..default()
            });
            commands.remove_resource::<UntypedAsset>();
        }
    }
}
```

---

## Changelog

- `load_untyped` on the asset server now returns a handle to a
`LoadedUntypedAsset` instead of an untyped handle to the asset at the
given path. The untyped handle for the given path can be retrieved from
the `LoadedUntypedAsset` once it is done loading.


## Migration Guide

Whenever possible use the typed API in order to directly get a handle to
your asset. If you do not know the type or need to use `load_untyped`
for a different reason, Bevy 0.12 introduces an additional layer of
indirection. The asset server will return a handle to a
`LoadedUntypedAsset`, which will load in the background. Once it is
loaded, the untyped handle to the asset file can be retrieved from the
`LoadedUntypedAsset`s field `handle`.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-10-26 22:14:32 +00:00
Rob Parrett
befbf52a18
Fix crash with certain right-aligned text (#10271)
# Objective

Fixes #9395
Alternative to #9415 (See discussion here)

## Solution

Do clamping like
[`fit-content`](https://www.w3.org/TR/css-sizing-3/#column-sizing).

## Notes

I am not sure if this is a valid approach. It doesn't seem to cause any
obvious issues with our existing examples.
2023-10-26 22:09:34 +00:00
François
e5b3cc45ba
Assets: fix first hot reloading (#9804)
# Objective

- Hot reloading doesn't work the first time it is used

## Solution

- Currently, Bevy processor:
  1. Create the `imported_assets` folder
  2. Setup a watcher on it
  3. Clear empty folders, so the `imported_assets` folder is deleted
4. Recreate the `imported_assets` folder and add all the imported assets
- On a first run without an existing `imported_assets` with some
content, hot reloading won't work as step 3 breaks the file watcher
- This PR stops the empty root folder from being deleted
- Also don't setup the processor internal asset server for file
watching, freeing up a thread

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-10-26 21:32:12 +00:00
Talin
c81e2bd586
Adding AssetPath::resolve() method. (#9528)
# Objective

Fixes #9473 

## Solution

Added `resolve()` method to AssetPath. This method accepts a relative
asset path string and returns a "full" path that has been resolved
relative to the current (self) path.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-10-26 21:05:45 +00:00
Edgar Geier
a830530be4
Replace all labels with interned labels (#7762)
# Objective

First of all, this PR took heavy inspiration from #7760 and #5715. It
intends to also fix #5569, but with a slightly different approach.


This also fixes #9335 by reexporting `DynEq`.

## Solution

The advantage of this API is that we can intern a value without
allocating for zero-sized-types and for enum variants that have no
fields. This PR does this automatically in the `SystemSet` and
`ScheduleLabel` derive macros for unit structs and fieldless enum
variants. So this should cover many internal and external use cases of
`SystemSet` and `ScheduleLabel`. In these optimal use cases, no memory
will be allocated.

- The interning returns a `Interned<dyn SystemSet>`, which is just a
wrapper around a `&'static dyn SystemSet`.
- `Hash` and `Eq` are implemented in terms of the pointer value of the
reference, similar to my first approach of anonymous system sets in
#7676.
- Therefore, `Interned<T>` does not implement `Borrow<T>`, only `Deref`.
- The debug output of `Interned<T>` is the same as the interned value.

Edit: 
- `AppLabel` is now also interned and the old
`derive_label`/`define_label` macros were replaced with the new
interning implementation.
- Anonymous set ids are reused for different `Schedule`s, reducing the
amount of leaked memory.

### Pros
- `InternedSystemSet` and `InternedScheduleLabel` behave very similar to
the current `BoxedSystemSet` and `BoxedScheduleLabel`, but can be copied
without an allocation.
- Many use cases don't allocate at all.
- Very fast lookups and comparisons when using `InternedSystemSet` and
`InternedScheduleLabel`.
- The `intern` module might be usable in other areas.
- `Interned{ScheduleLabel, SystemSet, AppLabel}` does implement
`{ScheduleLabel, SystemSet, AppLabel}`, increasing ergonomics.

### Cons
- Implementors of `SystemSet` and `ScheduleLabel` still need to
implement `Hash` and `Eq` (and `Clone`) for it to work.

## Changelog

### Added

- Added `intern` module to `bevy_utils`.
- Added reexports of `DynEq` to `bevy_ecs` and `bevy_app`.

### Changed

- Replaced `BoxedSystemSet` and `BoxedScheduleLabel` with
`InternedSystemSet` and `InternedScheduleLabel`.
- Replaced `impl AsRef<dyn ScheduleLabel>` with `impl ScheduleLabel`.
- Replaced `AppLabelId` with `InternedAppLabel`.
- Changed `AppLabel` to use `Debug` for error messages.
- Changed `AppLabel` to use interning.
- Changed `define_label`/`derive_label` to use interning. 
- Replaced `define_boxed_label`/`derive_boxed_label` with
`define_label`/`derive_label`.
- Changed anonymous set ids to be only unique inside a schedule, not
globally.
- Made interned label types implement their label trait. 

### Removed

- Removed `define_boxed_label` and `derive_boxed_label`. 

## Migration guide

- Replace `BoxedScheduleLabel` and `Box<dyn ScheduleLabel>` with
`InternedScheduleLabel` or `Interned<dyn ScheduleLabel>`.
- Replace `BoxedSystemSet` and `Box<dyn SystemSet>` with
`InternedSystemSet` or `Interned<dyn SystemSet>`.
- Replace `AppLabelId` with `InternedAppLabel` or `Interned<dyn
AppLabel>`.
- Types manually implementing `ScheduleLabel`, `AppLabel` or `SystemSet`
need to implement:
  - `dyn_hash` directly instead of implementing `DynHash`
  - `as_dyn_eq`
- Pass labels to `World::try_schedule_scope`, `World::schedule_scope`,
`World::try_run_schedule`. `World::run_schedule`, `Schedules::remove`,
`Schedules::remove_entry`, `Schedules::contains`, `Schedules::get` and
`Schedules::get_mut` by value instead of by reference.

---------

Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-10-25 21:39:23 +00:00
Thierry Berger
442a316a1d
few fmt tweaks (#10264)
few format tweaks, initially spotted working on
https://github.com/bevyengine/bevy/pull/8745
2023-10-25 19:20:17 +00:00
Torstein Grindvik
f992398c79
Make mesh attr vertex count mismatch warn more readable (#10259)
# Objective

When a mesh vertex attribute has a vertex count mismatch, a warning
message is printed with the index of the attribute which did not match.

Change to name the attribute, or fall back to the old behaviour if it
was not a known attribute.

Before:

```
MeshVertexAttributeId(2) has a different vertex count (32) than other attributes (64) in this mesh, all attributes will be truncated to match the smallest.
```

After:

```
Vertex_Uv has a different vertex count (32) than other attributes (64) in this mesh, all attributes will be truncated to match the smallest.
```

## Solution

Name the mesh attribute which had a count mismatch.


## Changelog

- If a mesh vertex attribute has a different count than other vertex
attributes, name the offending attribute using a human readable name

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2023-10-25 19:03:05 +00:00
Nicola Papale
66f72dd25b
Use wildcard imports in bevy_pbr (#9847)
# Objective

- the style of import used by bevy guarantees merge conflicts when any
file change
- This is especially true when import lists are large, such as in
`bevy_pbr`
- Merge conflicts are tricky to resolve. This bogs down rendering PRs
and makes contributing to bevy's rendering system more difficult than it
needs to

## Solution

- Use wildcard imports to replace multiline import list in `bevy_pbr`

I suspect this is controversial, but I'd like to hear alternatives.
Because this is one of many papercuts that makes developing render
features near impossible.
2023-10-25 08:40:55 +00:00
Kanabenki
756fb069b1
Add ImageSamplerDescriptor as an image loader setting (#9982)
Closes #9946 

# Objective

Add a new type mirroring `wgpu::SamplerDescriptor` for
`ImageLoaderSettings` to control how a loaded image should be sampled.

Fix issues with texture sampler descriptors not being set when loading
gltf texture from URI.

## Solution

Add a new `ImageSamplerDescriptor` and its affiliated types that mirrors
`wgpu::SamplerDescriptor`, use it in the image loader settings.

---

## Changelog

### Added

- Added new types `ImageSamplerDescriptor`, `ImageAddressMode`,
`ImageFilterMode`, `ImageCompareFunction` and `ImageSamplerBorderColor`
that mirrors the corresponding wgpu types.
- `ImageLoaderSettings` now carries an `ImageSamplerDescriptor` field
that will be used to determine how the loaded image is sampled, and will
be serialized as part of the image assets `.meta` files.

### Changed

- `Image::from_buffer` now takes the sampler descriptor to use as an
additional parameter.

### Fixed

- Sampler descriptors are set for gltf textures loaded from URI.
2023-10-25 01:50:20 +00:00
François
af37ab51ec
WebGL2: fix import path for unpack_unorm3x4_plus_unorm_20_ (#10251)
# Objective

- Fixes #10250 

```
[Log] ERROR crates/bevy_render/src/render_resource/pipeline_cache.rs:823 failed to process shader: (wasm_example.js, line 376)
error: no definition in scope for identifier: 'bevy_pbr::pbr_deferred_functions::unpack_unorm3x4_plus_unorm_20_'
   ┌─ crates/bevy_pbr/src/deferred/deferred_lighting.wgsl:44:20
   │
44 │     frag_coord.z = bevy_pbr::pbr_deferred_functions::unpack_unorm3x4_plus_unorm_20_(deferred_data.b).w;
   │                    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ unknown identifier
   │
   = no definition in scope for identifier: 'bevy_pbr::pbr_deferred_functions::unpack_unorm3x4_plus_unorm_20_'
```

## Solution

- Fix the import path

The "gray" issue is since #9258 on macOS 

... at least they're not white anymore
<img width="1294" alt="Screenshot 2023-10-25 at 00 14 11"
src="https://github.com/bevyengine/bevy/assets/8672791/df1a1138-c26c-4417-9b49-a00fbb8561d7">
2023-10-25 00:18:45 +00:00
Griffin
1bd7e5a8e6
View Transformations (#9726)
# Objective

- Add functions for common view transformations.

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-10-24 21:26:19 +00:00
dependabot[bot]
fb5588413f
Update async-io requirement from 1.13.0 to 2.0.0 (#10238)
Updates the requirements on
[async-io](https://github.com/smol-rs/async-io) to permit the latest
version.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/smol-rs/async-io/releases">async-io's
releases</a>.</em></p>
<blockquote>
<h2>v2.0.0</h2>
<ul>
<li><strong>Breaking:</strong> <code>Async::new()</code> now takes types
that implement <code>AsFd</code>/<code>AsSocket</code> instead of
<code>AsRawFd</code>/<code>AsRawSocket</code>, in order to implement I/O
safety. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/142">#142</a>)</li>
<li><strong>Breaking:</strong> <code>Async::get_mut()</code>,
<code>Async::read_with_mut()</code> and
<code>Async::write_with_mut()</code> are now <code>unsafe</code>. The
underlying source is technically &quot;borrowed&quot; by the polling
instance, so moving it out would be unsound. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/142">#142</a>)</li>
<li>Expose miscellaneous <code>kqueue</code> filters in the
<code>os::kqueue</code> module. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/112">#112</a>)</li>
<li>Expose a way to get the underlying <code>Poller</code>'s file
descriptor on Unix. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/125">#125</a>)</li>
<li>Add a new <code>Async::new_nonblocking</code> method to allow users
to avoid duplicating an already nonblocking socket. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/159">#159</a>)</li>
<li>Remove the unused <code>fastrand</code> and <code>memchr</code>
dependencies. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/131">#131</a>)</li>
<li>Use <code>tracing</code> instead of <code>log</code>. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/140">#140</a>)</li>
<li>Support ESP-IDF. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/144">#144</a>)</li>
<li>Optimize the <code>block_on</code> function to reduce allocation,
leading to a slight performance improvement. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/149">#149</a>)</li>
</ul>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/smol-rs/async-io/blob/master/CHANGELOG.md">async-io's
changelog</a>.</em></p>
<blockquote>
<h1>Version 2.0.0</h1>
<ul>
<li><strong>Breaking:</strong> <code>Async::new()</code> now takes types
that implement <code>AsFd</code>/<code>AsSocket</code> instead of
<code>AsRawFd</code>/<code>AsRawSocket</code>, in order to implement I/O
safety. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/142">#142</a>)</li>
<li><strong>Breaking:</strong> <code>Async::get_mut()</code>,
<code>Async::read_with_mut()</code> and
<code>Async::write_with_mut()</code> are now <code>unsafe</code>. The
underlying source is technically &quot;borrowed&quot; by the polling
instance, so moving it out would be unsound. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/142">#142</a>)</li>
<li>Expose miscellaneous <code>kqueue</code> filters in the
<code>os::kqueue</code> module. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/112">#112</a>)</li>
<li>Expose a way to get the underlying <code>Poller</code>'s file
descriptor on Unix. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/125">#125</a>)</li>
<li>Add a new <code>Async::new_nonblocking</code> method to allow users
to avoid duplicating an already nonblocking socket. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/159">#159</a>)</li>
<li>Remove the unused <code>fastrand</code> and <code>memchr</code>
dependencies. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/131">#131</a>)</li>
<li>Use <code>tracing</code> instead of <code>log</code>. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/140">#140</a>)</li>
<li>Support ESP-IDF. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/144">#144</a>)</li>
<li>Optimize the <code>block_on</code> function to reduce allocation,
leading to a slight performance improvement. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/149">#149</a>)</li>
</ul>
<h1>Version 1.13.0</h1>
<ul>
<li>Use <a
href="https://crates.io/crates/rustix/"><code>rustix</code></a> instead
of <a href="https://crates.io/crates/libc/"><code>libc</code></a>/<a
href="https://crates.io/crates/windows-sys/"><code>windows-sys</code></a>
for system calls (<a
href="https://redirect.github.com/smol-rs/async-io/issues/76">#76</a>)</li>
<li>Add a <code>will_fire</code> method to <code>Timer</code> to test if
it will ever fire (<a
href="https://redirect.github.com/smol-rs/async-io/issues/106">#106</a>)</li>
<li>Reduce syscalls in <code>Async::new</code> (<a
href="https://redirect.github.com/smol-rs/async-io/issues/107">#107</a>)</li>
<li>Improve the drop ergonomics of <code>Readable</code> and
<code>Writable</code> (<a
href="https://redirect.github.com/smol-rs/async-io/issues/109">#109</a>)</li>
<li>Change the &quot;<code>wepoll</code>&quot; in documentation to
&quot;<code>IOCP</code>&quot; (<a
href="https://redirect.github.com/smol-rs/async-io/issues/116">#116</a>)</li>
</ul>
<h1>Version 1.12.0</h1>
<ul>
<li>Switch from <code>winapi</code> to <code>windows-sys</code> (<a
href="https://redirect.github.com/smol-rs/async-io/issues/102">#102</a>)</li>
</ul>
<h1>Version 1.11.0</h1>
<ul>
<li>Update <code>concurrent-queue</code> to v2. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/99">#99</a>)</li>
</ul>
<h1>Version 1.10.0</h1>
<ul>
<li>Remove the dependency on the <code>once_cell</code> crate to restore
the MSRV. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/95">#95</a>)</li>
</ul>
<h1>Version 1.9.0</h1>
<ul>
<li>Fix panic on very large durations. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/87">#87</a>)</li>
<li>Add <code>Timer::never</code> (<a
href="https://redirect.github.com/smol-rs/async-io/issues/87">#87</a>)</li>
</ul>
<h1>Version 1.8.0</h1>
<ul>
<li>Implement I/O safety traits on Rust 1.63+ (<a
href="https://redirect.github.com/smol-rs/async-io/issues/84">#84</a>)</li>
</ul>
<h1>Version 1.7.0</h1>
<ul>
<li>Process timers set for exactly <code>now</code>. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/73">#73</a>)</li>
</ul>
<h1>Version 1.6.0</h1>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="7e89eec4d1"><code>7e89eec</code></a>
v2.0.0</li>
<li><a
href="356431754c"><code>3564317</code></a>
tests: Add test for <a
href="https://redirect.github.com/smol-rs/async-io/issues/154">#154</a></li>
<li><a
href="a5da16f072"><code>a5da16f</code></a>
Expose Async::new_nonblocking</li>
<li><a
href="0f2af634d8"><code>0f2af63</code></a>
Avoid needless set_nonblocking calls</li>
<li><a
href="62e3454f38"><code>62e3454</code></a>
Migrate to Rust 2021 (<a
href="https://redirect.github.com/smol-rs/async-io/issues/160">#160</a>)</li>
<li><a
href="59ee2ea27c"><code>59ee2ea</code></a>
Use set_nonblocking in Async::new on Windows (<a
href="https://redirect.github.com/smol-rs/async-io/issues/157">#157</a>)</li>
<li><a
href="d5bc619021"><code>d5bc619</code></a>
Remove needless as_fd/as_socket calls (<a
href="https://redirect.github.com/smol-rs/async-io/issues/158">#158</a>)</li>
<li><a
href="0b5016e567"><code>0b5016e</code></a>
m: Replace socket2 calls with rustix</li>
<li><a
href="8c3c3bd80b"><code>8c3c3bd</code></a>
m: Optimize block_on by caching Parker and Waker</li>
<li><a
href="1b1466a6c1"><code>1b1466a</code></a>
Update this crate to use the new polling breaking changes (<a
href="https://redirect.github.com/smol-rs/async-io/issues/142">#142</a>)</li>
<li>Additional commits viewable in <a
href="https://github.com/smol-rs/async-io/compare/v1.13.0...v2.0.0">compare
view</a></li>
</ul>
</details>
<br />


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2023-10-23 23:49:57 +00:00
st0rmbtw
afe8b5f20d
Replace all usages of texture_descritor.size.* with the helper methods (#10227)
# Objective

A follow-up PR for https://github.com/bevyengine/bevy/pull/10221

## Changelog

Replaced usages of texture_descriptor.size with the helper methods of
`Image` through the entire engine codebase
2023-10-23 20:49:02 +00:00
Pixelstorm
faa1b57de5
Global TaskPool API improvements (#10008)
# Objective

Reduce code duplication and improve APIs of Bevy's [global
taskpools](https://github.com/bevyengine/bevy/blob/main/crates/bevy_tasks/src/usages.rs).

## Solution

- As all three of the global taskpools have identical implementations
and only differ in their identifiers, this PR moves the implementation
into a macro to reduce code duplication.
- The `init` method is renamed to `get_or_init` to more accurately
reflect what it really does.
- Add a new `try_get` method that just returns `None` when the pool is
uninitialized, to complement the other getter methods.
- Minor documentation improvements to accompany the above changes.

---

## Changelog

- Added a new `try_get` method to the global TaskPools
- The global TaskPools' `init` method has been renamed to `get_or_init`
for clarity
- Documentation improvements

## Migration Guide

- Uses of `ComputeTaskPool::init`, `AsyncComputeTaskPool::init` and
`IoTaskPool::init` should be changed to `::get_or_init`.
2023-10-23 20:48:48 +00:00
François
7d504b89c3
Application lifetime events (suspend audio on Android) (#10158)
# Objective

- Handle pausing audio when Android app is suspended

## Solution

- This is the start of application lifetime events. They are mostly
useful on mobile
- Next version of winit should add a few more
- When application is suspended, send an event to notify the
application, and run the schedule one last time before actually
suspending the app
- Audio is now suspended too 🎉 



https://github.com/bevyengine/bevy/assets/8672791/d74e2e09-ee29-4f40-adf2-36a0c064f94e

---------

Co-authored-by: Marco Buono <418473+coreh@users.noreply.github.com>
2023-10-23 20:47:55 +00:00
Rafał Harabień
51c70bc98c
Fix fog color being inaccurate (#10226)
# Objective

Fog color was passed to shaders without conversion from sRGB to linear
color space. Because shaders expect colors in linear space this resulted
in wrong color being used. This is most noticeable in open scenes with
dark fog color and clear color set to the same color. In such case
background/clear color (which is properly processed) is going to be
darker than very far objects.

Example:

![image](https://github.com/bevyengine/bevy/assets/160391/89b70d97-b2d0-4bc5-80f4-c9e8b8801c4c)

[bevy-fog-color-bug.zip](https://github.com/bevyengine/bevy/files/13063718/bevy-fog-color-bug.zip)

## Solution

Add missing conversion of fog color to linear color space.

---

## Changelog

* Fixed conversion of fog color

## Migration Guide

- Colors in `FogSettings` struct (`color` and `directional_light_color`)
are now sent to the GPU in linear space. If you were using
`Color::rgb()`/`Color::rgba()` and would like to retain the previous
colors, you can quickly fix it by switching to
`Color::rgb_linear()`/`Color::rgba_linear()`.
2023-10-23 12:45:18 +00:00
François
8fb5c99347
fix run-once runners (#10195)
# Objective

- After #9826, there are issues on "run once runners"
- example `without_winit` crashes:
```
2023-10-19T22:06:01.810019Z  INFO bevy_render::renderer: AdapterInfo { name: "llvmpipe (LLVM 15.0.7, 256 bits)", vendor: 65541, device: 0, device_type: Cpu, driver: "llvmpipe", driver_info: "Mesa 23.2.1 - kisak-mesa PPA (LLVM 15.0.7)", backend: Vulkan }
2023-10-19T22:06:02.860331Z  WARN bevy_audio::audio_output: No audio device found.
2023-10-19T22:06:03.215154Z  INFO bevy_diagnostic::system_information_diagnostics_plugin::internal: SystemInfo { os: "Linux 22.04 Ubuntu", kernel: "6.2.0-1014-azure", cpu: "Intel(R) Xeon(R) CPU E5-2673 v3 @ 2.40GHz", core_count: "2", memory: "6.8 GiB" }
thread 'main' panicked at crates/bevy_render/src/pipelined_rendering.rs:91:14:
Unable to get RenderApp. Another plugin may have removed the RenderApp before PipelinedRenderingPlugin
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```
- example `headless` runs the app twice with the `run_once` schedule

## Solution

- Expose a more complex state of an app than just "ready"
- Also block adding plugins to an app after it has finished or cleaned
up its plugins as that wouldn't work anyway

## Migration Guide

* `app.ready()` has been replaced by `app.plugins_state()` which will
return more details on the current state of plugins in the app
2023-10-23 12:25:02 +00:00
Al M
b28525b772
Remove unused import warning when default_font feature is disabled (#10230)
# Objective

- Fixes:

```
warning: unused import: `Handle`
  --> crates/bevy_text/src/lib.rs:31:28
   |
31 | use bevy_asset::{AssetApp, Handle};
   |                            ^^^^^^
   |
   = note: `#[warn(unused_imports)]` on by default
```

## Solution

- Moved import to match feature.
2023-10-23 12:24:00 +00:00
François
d938275b9c
assets: use blake3 instead of md5 (#10208)
# Objective

- Replace md5 by another hasher, as suggested in
https://github.com/bevyengine/bevy/pull/8624#discussion_r1359291028
- md5 is not secure, and is slow. use something more secure and faster

## Solution

- Replace md5 by blake3


Putting this PR in the 0.12 as once it's released, changing the hash
algorithm will be a painful breaking change
2023-10-23 04:15:04 +00:00