Commit graph

2410 commits

Author SHA1 Message Date
François
c16d0c5a39 do not set cursor grab on window creation if not asked for (#3617)
# Objective

- On Safari mobile, calling `winit_window.set_cursor_grab(true)` fails as the API is not implemented (as there is no cursor on Safari mobile, the api doesn't make sense there). I don't know about other mobile browsers
```
[Error] Unhandled Promise Rejection: TypeError: getObject(arg0).exitPointerLock is not a function. (In 'getObject(arg0).exitPointerLock()', 'getObject(arg0).exitPointerLock' is undefined)
    (anonymous function) (rect.js:1089)
    wasm-stub
    <?>.wasm-function[web_sys::features::gen_Document::Document::exit_pointer_lock::h20ffc49be163fc45]
    <?>.wasm-function[winit::platform_impl::platform::backend::canvas::Canvas::set_cursor_grab::h6a9472cf55263e98]
    <?>.wasm-function[bevy_winit::winit_windows::WinitWindows::create_window::h9db5b3cbb24347c5]
    <?>.wasm-function[<bevy_winit::WinitPlugin as bevy_app::plugin::Plugin>::build::ha4a7c046b80c4280]
    <?>.wasm-function[bevy_app::plugin_group::PluginGroupBuilder::finish::h0e5bc78f71c37b2f]
    <?>.wasm-function[rect::main::h899852fd17f2d489]
    <?>.wasm-function[std::sys_common::backtrace::__rust_begin_short_backtrace::hfe38f282e8dda96b]
    <?>.wasm-function[std::rt::lang_start::{{closure}}::hc2f3b555ffc58618]
    <?>.wasm-function[std::rt::lang_start_internal::ha901ae30d88554f2]
    <?>.wasm-function[main]
    <?>.wasm-function[]
    wasm-stub
    21261
    (anonymous function) (rect.js:1664)
    asyncFunctionResume
    (anonymous function)
    promiseReactionJobWithoutPromise
    promiseReactionJob
```

## Solution

- Do not call the api to release cursor grab on window creation, as the cursor is not grabbed anyway at this point
2022-01-15 20:29:58 +00:00
Robert Swain
2186eae89c bevy_crevice: Fix incorrect iterator usage in WriteStd430 impl for [T] (#3591)
# Objective

- Fix incorrect iterator usage in WriteStd430 impl for [T]
  - The first item was being written twice. This is correct in the WriteStd140 impl for [T].

## Solution

- See the code.
2022-01-15 20:10:33 +00:00
Federico Rinaldi
7c22f92ce4 Document sub apps (#3403)
Documentation added to:
- `App::add_sub_app` (
- `App::update` (mentions that sub apps are updated here)

### Future work
- An example for `add_sub_app` would be good, but I wasn't able to come up with a simple one.
- Since `SubApp` is private, maybe the concept of sub applications could be introduced in the `App` struct-level documentation.
2022-01-14 23:14:42 +00:00
dataphract
f073b2d7f3 document more of bevy_reflect (#3655)
This adds documentation for:

- The trait methods of `Reflect` and its subtraits
- The `partial_eq` and `apply` functions for `Map` et al.
- `DynamicList` and `DynamicMap`
- `TypeRegistry` and related types & traits
- `GetPath`, including an explanation of path string syntax

among other things.

Still to be documented are the various macros and `bevy_reflect::serde`.
2022-01-14 19:09:44 +00:00
François
3e8e6c5671 add an example using UI & states to create a game menu (#2960)
adds an example using UI for something more related to a game than the current UI examples.

Example with a game menu:
* new game - will display settings for 5 seconds before returning to menu
* preferences - can modify the settings, with two sub menus
* quit - will quit the game


I wanted a more complex UI example before starting the UI rewrite to have ground for comparison

Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2022-01-14 19:09:42 +00:00
Troels Jessen
39db8ecd03 Added docs for bevy_transform (#3516)
# Objective

bevy_transform needed documentation and warn(missing_docs) as requested by #3492 

## Solution

warn(missing_docs) was activated and documentation was added to cover the crate


Co-authored-by: Troels Jessen <kairyuka@gmail.com>
2022-01-14 18:47:48 +00:00
François
17bb812d5d Ignore clippy 1.58 (#3667)
- Work around #3666 until a proper fix is done
- Also update duplicate dependencies list
2022-01-14 18:21:22 +00:00
Nicholas French
7fd781e670 Fix documentation for QueryState::iter_manual (#3644)
# Objective

- Fixes #3616 

## Solution

- As described in the issue, documentation for `iter_manual` was copied from `iter_combinations` and did not reflect the behavior of the method. I've pulled some information from #2351 to create a more accurate description.
2022-01-13 01:50:54 +00:00
Isse
84144c9429 Remove documentation warning on EntityCommands::insert that is no longer necessary (#3653)
# Objective

- Removes warning about accidently inserting bundles with `EntityCommands::insert`, but since a component now needs to implement `Component` it is unnecessary.
2022-01-13 00:24:31 +00:00
Pascal Hertleif
bc499591c2 Use use instead of lots of full paths (#3564)
Super tiny thing. Found this while reviewing #3479.

# Objective

- Simplify code
- Fix the link in the doc comment

## Solution

- Import a single item :)


Co-authored-by: Pascal Hertleif <pascal@technocreatives.com>
2022-01-11 01:08:39 +00:00
SuperSamus
fc0f15f11e Documentation: simplify NixOS dependencies (#3527)
# Objective

The description of NixOS dependencies is extremely long and spends entire paragraphs just for simple line changes.
With this PR it should be much simpler.

## Solution

- Linking Vulkan in `build.rs` is less effective than adding it in LD_LIBRARY_PATH, so I removed the former (related to #1992);
- I put a simple comment explaining the line in the list of dependencies, instead of making entire paragraphs;
- Clang is not in an absolute path in `.cargo/config_fast_builds` anymore, so that there is no need to specify it in `docs/linux_dependencies.md` (didn't test if this breaks other distros, though I doubt it. Also, maybe it could also be done on Darwin for consistency?);
- Also added optional wayland dependencies.

A few notes:
- The x11 libraries will be linked only during the compilation phase. This means that if you use the `x11` feature without these libraries in the environment (for example because you forget to enter the nix shell before compiling), the program will still compile successfully but won't run. You'll have to `cargo clean` and recompile with the x11 libraries in the environment. I don't know if this is important enough to be added to the documentation, but it's not specified anywhere, though I don't think it's specific to NixOS;
- The wayland dependencies need to be put in LD_LIBRARY_PATH only in certain conditions (IIRC, only if using the `dynamic` feature) and the text doesn't specify it. Because putting them there doesn't increase the number of dependencies (they are already in buildInputs) or alter the performance, I doubt anyone will care;
- Should I comment out what isn't needed by default?
- ~I removed `cargo` from buildInputs. Ignoring the fact that it should be in nativeBuildInputs, having it in `shell.nix` allows to use stable Rust in case it's not in the system environment, but maybe the user wanted to use the version that was already in the system environment and will be caught by surprise. In my opinion, if someone is looking at a Bevy's documentation on NixOS, that user will either have Rust already in the system environment (eg. via rustup) or is capable to add the toolchain they want on shell.nix by themselves. This isn't exactly the place to explain how this works.~ ~EDIT: I replaced `cargo` with Rust from the [Oxalica overlay](https://github.com/oxalica/rust-overlay) in order to have the latest nightly.~ EDIT: Removed `cargo` from dependencies. See comments for details.
2022-01-10 17:05:13 +00:00
Alice Cecile
6bc5c60986 Remove tests from example style guide (#3582)
# Objective

- Consensus has emerged that examples shouldn't have tests.

## Solution

- Discourage tests in examples.
2022-01-10 00:00:19 +00:00
Michael Dorst
130953c717 Enable the doc_markdown clippy lint (#3457)
# Objective

CI should check for missing backticks in doc comments.

Fixes #3435

## Solution

`clippy` has a lint for this: `doc_markdown`. This enables that lint in the CI script.

Of course, enabling this lint in CI causes a bunch of lint errors, so I've gone through and fixed all of them. This was a huge edit that touched a ton of files, so I split the PR up by crate.

When all of the following are merged, the CI should pass and this can be merged.

+ [x] #3467
+ [x] #3468
+ [x] #3470 
+ [x] #3469
+ [x] #3471 
+ [x] #3472 
+ [x] #3473 
+ [x] #3474 
+ [x] #3475 
+ [x] #3476 
+ [x] #3477 
+ [x] #3478 
+ [x] #3479 
+ [x] #3480 
+ [x] #3481 
+ [x] #3482 
+ [x] #3483 
+ [x] #3484 
+ [x] #3485 
+ [x] #3486
2022-01-09 23:20:13 +00:00
François
600ee7eee6 support all line endings in shader preprocessor (#3603)
# Objective

- Advance uses of shaders seems to often fail for Windows users
- Bevy split lines on `'\n'` which messes with windows line endings

## Solution

- Uses Rust built in https://doc.rust-lang.org/std/primitive.str.html#method.lines
2022-01-09 18:52:18 +00:00
Michael Dorst
e56685370b Fix doc_markdown lints in bevy_render (#3479)
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.

This PR fixes lints in the `bevy_render` crate.
2022-01-09 11:09:46 +00:00
MiniaczQ
6f167aa3d6 Documented Events (#3306)
# Objective

This PR extends the `Events` documentation by:
- informing user about the possible race condition
- explicitly explaining the unusual double buffer implementation

Fixes #3305 


Co-authored-by: MiniaczQ <jakub.motyka.2000@gmail.com>
Co-authored-by: MiniaczQ <MiniaczQ@gmail.com>
2022-01-09 03:48:27 +00:00
Daniel Bearden
8c81e81676 Thread local example cleanup (#3586)
# Objective

Fixes #1917

## Solution

- Change use of "thread local system" wording to "exclusive system".
- Add .exclusive_system() call to example.
2022-01-08 22:36:33 +00:00
dataphract
4b4dbb021f document Struct, TupleStruct and Tuple (#3081)
# Objective

These traits are undocumented on `main`.

## Solution

Now they have docs! Included are examples for each trait and their corresponding `GetTypeField` trait. The docs also mention that `#[derive(Reflect)]` will automatically derive the correct subtrait on structs and tuple structs.
2022-01-08 20:45:24 +00:00
Hennadii Chernyshchyk
458cb7a9e9 Add headless mode (#3439)
# Objective

In this PR I added the ability to opt-out graphical backends. Closes #3155.

## Solution

I turned backends into `Option` ~~and removed panicking sub app API to force users handle the error (was suggested by `@cart`)~~.
2022-01-08 10:39:43 +00:00
Carter Anderson
2ee38cb9e0 Release 0.6.0 (#3587) 2022-01-08 10:18:22 +00:00
Carter Anderson
c6fc51c297
Update CHANGELOG.md 2022-01-07 21:37:34 -08:00
Carter Anderson
270fe9ca90 Add 0.6 changelog (#3584)
Does what it says on the tin.
2022-01-08 04:37:05 +00:00
davier
c2da7800e3 Add 2d meshes and materials (#3460)
# Objective

The current 2d rendering is specialized to render sprites, we need a generic way to render 2d items, using meshes and materials like we have for 3d.

## Solution

I cloned a good part of `bevy_pbr` into `bevy_sprite/src/mesh2d`, removed lighting and pbr itself, adapted it to 2d rendering, added a `ColorMaterial`, and modified the sprite rendering to break batches around 2d meshes.

~~The PR is a bit crude; I tried to change as little as I could in both the parts copied from 3d and the current sprite rendering to make reviewing easier. In the future, I expect we could make the sprite rendering a normal 2d material, cleanly integrated with the rest.~~ _edit: see <https://github.com/bevyengine/bevy/pull/3460#issuecomment-1003605194>_

## Remaining work

- ~~don't require mesh normals~~ _out of scope_
- ~~add an example~~ _done_
- support 2d meshes & materials in the UI?
- bikeshed names (I didn't think hard about naming, please check if it's fine)

## Remaining questions

- ~~should we add a depth buffer to 2d now that there are 2d meshes?~~ _let's revisit that when we have an opaque render phase_
- ~~should we add MSAA support to the sprites, or remove it from the 2d meshes?~~ _I added MSAA to sprites since it's really needed for 2d meshes_
- ~~how to customize vertex attributes?~~ _#3120_



Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-01-08 01:29:08 +00:00
Troels Jessen
32f7997c56 Partially document bevy_ui (#3526)
# Objective

Updated the docs for bevy_ui as requested by #3492 

## Solution

I have documented the parts I understand. anchors.rs is not in use and should be removed, thus I haven't documented that, and some of the more renderer-heavy code is beyond me and needs input from either cart or someone familiar with bevy rendering

Co-authored-by: Troels Jessen <kairyuka@gmail.com>
2022-01-07 22:20:34 +00:00
Robert Swain
d34ecd7584 bevy_pbr: Use a special first depth slice for clustered forward (#3545)
# Objective

- Using plain exponential depth slicing for perspective projection cameras results in unnecessarily many slices very close together close to the camera. If the camera is then moved close to a collection of point lights, they will likely exhaust the available uniform buffer space for the lists of which lights affect which clusters.

## Solution

- A simple solution to this is to use a different near plane value for the depth slicing and set it to where the first slice's far plane should be. The default value is 5 and works well. This results in the configured number of depth slices, maintains the exponential slicing beyond the initial slice, and no slices are too small such that they cause problems that are sensitive to the view position.
2022-01-07 21:25:59 +00:00
Dusty DeWeese
f781bfe7d8 Fix shadows for non-TriangleLists (#3581)
Fixes shadows of non TriangleList meshes:

# Without

<img width="1033" alt="Screen Shot 2022-01-07 at 13 03 02" src="https://user-images.githubusercontent.com/1069462/148607402-9bc47978-0b5b-45cd-a6e6-f488825cdf14.png">

# With

<img width="987" alt="Screen Shot 2022-01-07 at 13 04 06" src="https://user-images.githubusercontent.com/1069462/148607437-7d7c1d74-627f-4a7c-bf7b-205405586c17.png">
2022-01-07 21:10:18 +00:00
Niklas Eicker
fbab01a40d Add missing closing ticks for inline examples and some cleanup (#3573)
# Objective

- clean up documentation and inline examples

## Solution

- add missing closing "```"
- remove stray "```"
- remove whitespace in inline examples
- unify inline examples (remove some `rust` labels)
2022-01-07 09:25:12 +00:00
François
015da72250 gltf loader: do not use the taskpool for only one task (#3577)
# Objective

- Fix the case mentioned in https://github.com/bevyengine/bevy/pull/2725#issuecomment-1007014024.
- On a machine with 4 cores, so 1 thread for assets, loading a gltf with only one textures hangs all asset loading

## Solution

- Do not use the task pool when there is only one texture to load


Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2022-01-07 07:19:22 +00:00
yetanothercheer
fda0b2c911 Fix typo (#3578) 2022-01-07 06:25:38 +00:00
Daniel Bearden
b673c51e20 Bevy app docs (#3539)
# Objective

Achieve 100% documentation coverage for bevy_app crate.
See #3492 

## Solution

- Add #![warn(missing_docs)] to crate root
- Add doc comments to public items
- Add doc comment to bevy_utils::define_label macro trait
2022-01-06 23:16:47 +00:00
Daniel McNab
44f370a26c Make the iter_combinators examples more pretty (#3075)
# Objective

- More colours

## Solution

- Various changes
- Would have a video here, but don't have an easy way to record one before I go to sleep
- I intend to additionally change the distribution of the satellites, to be more uniform in space.
2022-01-06 19:13:52 +00:00
Michael Dorst
507441d96f Fix doc_markdown lints in bevy_ecs (#3473)
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.

This PR fixes lints in the `bevy_ecs` crate.
2022-01-06 00:43:37 +00:00
SarthakSingh31
2d301ea0ea Add instruction to enable ALSA api routing on Arch / Manjaro systems (#3455)
# Objective

Every few months a person using Arch asks for help with the following error on discord:
```
ALSA lib pcm_dmix.c:1032:(snd_pcm_dmix_open) unable to open slave
```
This error is caused by their sound server not being configured for ALSA. The fix is to install `pipewire-alsa` or `pulseaudio-alsa` depending on the sound server they use.

Examples:
- https://discord.com/channels/691052431525675048/749690364792668301/924380204237987861
- https://discord.com/channels/691052431525675048/742884593551802431/907392651689619486
- https://discord.com/channels/691052431525675048/742884593551802431/838062316360433664

## Solution

Add the instruction to install either `pipewire-alsa` or `pulseaudio-alsa` to [linux_dependencies.md](https://github.com/bevyengine/bevy/blob/main/docs/linux_dependencies.md#arch--manjaro)

## Extra Info

A lot of people don't run into this issue because `pipewire-alsa` / `pulseaudio-alsa` is a dependency for gnome and cinnamon.

@alice-i-cecile Sorry, had to recreate the pr. It doesn't let me reopen and change the branch of the original pr.
2022-01-05 23:28:30 +00:00
Niklas Eicker
f9b51ca602 Complete inline documentation for bevy_audio (#3510)
# Objective
Part of #3492 

- Complete inline documentation of `bevy_audio`

## Solution

- Added inline documentation to all public parts of `bevy_audio`
- Added a few inline examples at important places
- Some renaming for clarity (e.g. `AudioLoader` and generics)
- added `#![warn(missing_docs)]` and `#![forbid(unsafe_code)]` to `bevy_audio`

I also tried adding support for the other vorbis file endings `.oga` and `.spx` to the `AudioLoader` (see `file endings` at https://tools.ietf.org/html/rfc5334#section-10.3), but the `rodio` decoder does not seem to support those.
2022-01-05 22:30:15 +00:00
Michael Dorst
251514017f Fix doc_markdown lints in bevy_ui (#3484)
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.

This PR fixes lints in the `bevy_ui` crate.
2022-01-05 22:30:14 +00:00
Michael Dorst
0b3a1c18e9 Fix doc_markdown lints in bevy_text (#3482)
#3457 adds the `doc_markdown` clippy lint, which checks doc comments to make sure code identifiers are escaped with backticks. This causes a lot of lint errors, so this is one of a number of PR's that will fix those lint errors one crate at a time.

This PR fixes lints in the `bevy_text` crate.
2022-01-05 22:30:12 +00:00
Alice Cecile
073f381c9e Removal detection cleanup (#3010)
# Objective

- Fixes #1920.
- Users often want to know how to get the values of removed components (#1655).
- Stand-alone `bevy_ecs` behavior is very unintuitive, as `World::clear_trackers()` must be manually called.
- Fixes #2999 by extending the existing test (thanks @hymm for pointing me to it) to be clearer and check for component removal as well.

## Solution

- Better docs!
- Better tests!
2022-01-05 22:06:38 +00:00
Jakob Hellermann
b1476015d9 add some more pipelined-rendering shader examples (#3041)
based on #3031 

Adds some examples showing of how to use the new pipelined rendering for custom shaders.

- a minimal shader example which doesn't use render assets
- the same but using glsl
- an example showing how to render instanced data
- a shader which uses the seconds since startup to animate some textures


Instancing shader:
![grafik](https://user-images.githubusercontent.com/22177966/139299294-e176b62a-53d1-4287-9a66-02fb55affc02.png)
Animated shader:
![animate_shader](https://user-images.githubusercontent.com/22177966/139299718-2940c0f3-8480-4ee0-98d7-b6ba40dc1472.gif)
(the gif makes it look a bit ugly)

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-01-05 19:43:11 +00:00
TheRawMeatball
f3fba09615 Add MapMode to wgpu reexports (#3558)
This type can be needed by API s on other reexported types, so it should be included too
2022-01-05 19:19:22 +00:00
François
a1e3c5c100 load names of lights from gltf (#3553)
# Objective

- Load names of lights from gltf

## Solution

- Load names of lights from gltf


Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2022-01-05 03:27:17 +00:00
Alice Cecile
0bae5bb8f4 Remove dead anchor.rs code (#3551)
# Objective

- As noticed by @sheepyhead in #3526, `anchor.rs` is completely unused.

## Solution

- Anchors away!
2022-01-05 00:49:20 +00:00
MrGVSV
36390a80ec Documented Handles and Assets (#3348)
# Objective

Add documentation to [Handle](7356f1586d/crates/bevy_asset/src/handle.rs (L63)) and [Assets](7356f1586d/crates/bevy_asset/src/assets.rs (L48)).

## Tasks
- [x] Document `Handle`
- [x] Document `Assets`

---

Fixes #3347


Co-authored-by: MrGVSV <49806985+MrGVSV@users.noreply.github.com>
2022-01-04 23:38:39 +00:00
Rob Parrett
24b21ea35e Fix torus normals (#3549)
# Objective

Fixes #3547 

## Solution

Normal calc adapted from https://web.cs.ucdavis.edu/~amenta/s12/findnorm.pdf

## Before
<img width="1392" alt="before" src="https://user-images.githubusercontent.com/200550/148125212-fb1c083e-3c57-4330-a656-df34513c36ab.png">

## After
<img width="1392" alt="after" src="https://user-images.githubusercontent.com/200550/148125223-174dc956-37df-4ac2-8983-b18e1e2a9a7d.png">

I'm assuming that the greyness and the self-shadowing artifacts are... normal for the new renderer.
2022-01-04 21:30:46 +00:00
Robert Swain
b9c623e4f3 Configurable wgpu features/limits priority (#3452)
# Objective

- Allow the user to specify the priority when configuring wgpu features/limits and by default use the maximum capabilities of the chosen adapter.

## Solution

- Add a `WgpuOptionsPriority` enum with `Compatibility`, `Functionality` and `WebGL2` options.
- Add a `priority: WgpuOptionsPriority` member to `WgpuOptions`.
- When initialising the renderer, if `WgpuOptions::priority == WgpuOptionsPriority::Functionality`, query the adapter for the available features and limits, use them when creating a device, and update `WgpuOptions` with those values. If `Compatibility` use the behaviour as before this PR. If `WebGL2` then use the WebGL2 downlevel limits as used when when building for wasm, for convenience of testing WebGL2 limits without having to build for wasm.
- Add an environment variable `WGPU_OPTIONS_PRIO` that takes `compatibility`, `functionality`, `webgl2`.
- Default to `WgpuOptionsPriority::Functionality`.
- Insert updated `WgpuOptions` into render app world as well. This is useful for applying the limits when rendering, such as limiting the directional light shadow map texture to 2048x2048 when using WebGL2 downlevel limits but not on wasm.
- Reduced `draw_state` logs from `debug` to `trace` and added `debug` level logs for the wgpu features and limits. Use `RUST_LOG=bevy_render=debug` to see the output.
2022-01-04 20:08:12 +00:00
François
37f9e418d2 Feature for bevy UI (#3546)
# Objective

- For a plugin, I would like to enable `bevy_ui` without adding the complete `render` feature

## Solution

- Add a feature for `bevy_ui`


Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
2022-01-04 19:49:38 +00:00
Michael Nett
1a2646ecc4 Use fully-qualified type names in proc macro. (#3544)
Modifies the code emitted by `derive_label` to use fully-qualified type
names (e.g. `std::boxed::Box` instead of `Box`).

# Objective

- Using unqualified types here causes errors when the proc macro is used in contexts that locally define types with conflicting names (e.g. a local definition of `Box`).

## Solution

- Fully qualify standard types emitted by the proc macro code.
2022-01-04 19:49:37 +00:00
Nathan Pinard
3bb50443d4 updated contributing.md with merges rights (#3542)
# Objective

- Update CONTRIBUTING.md with the arrival of a new member who has merge rights

## Solution

- Just add them to the CONTRIBUTING.md


Co-authored-by: Nathan Pinard <42417006+bytemuck@users.noreply.github.com>
2022-01-04 18:56:58 +00:00
yetanothercheer
1bae879bf3 Fix typo (#3538) 2022-01-03 08:51:44 +00:00
dependabot[bot]
97012950f9 Update nalgebra requirement from 0.29.0 to 0.30.0 (#3540)
Updates the requirements on [nalgebra](https://github.com/dimforge/nalgebra) to permit the latest version.
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a href="https://github.com/dimforge/nalgebra/blob/dev/CHANGELOG.md">nalgebra's changelog</a>.</em></p>
<blockquote>
<h2>[0.30.0] (02 Jan. 2022)</h2>
<h3>Breaking changes</h3>
<ul>
<li>The <code>Dim</code> trait is now marked as unsafe.</li>
<li>The <code>Matrix::pow</code> and <code>Matrix::pow_mut</code> methods only allow positive integer exponents now. To compute negative
exponents, the user is free to invert the matrix before calling <code>pow</code> with the exponent’s absolute value.</li>
</ul>
<h3>Modified</h3>
<ul>
<li>Use more concise debug impls for matrices and geometric transformation types.</li>
<li>The singular values computed by the SVD are now sorted in increasing order by default. Use <code>SVD::new_unordered</code>
instead to reproduce the older behavior without the sorting overhead.</li>
<li>The <code>UnitDualQuaternion::sclerp</code> method will no longer panic when given two equal rotations.</li>
<li>The <code>Matrix::select_rows</code> and <code>Matrix::select_columns</code> methods no longer require the matrix components to implement
the trait <code>Zero</code>.</li>
<li>The <code>Matrix::pow</code> and <code>Matrix::pow_mut</code> methods will now also work with integer matrices.</li>
</ul>
<h3>Added</h3>
<ul>
<li>Added the conversion trait <code>From&lt;Vec&lt;T&gt;&gt;</code> and method <code>from_vec_storage</code> for <code>RowDVector</code>.</li>
<li>Added implementation of <code>From</code> and <code>Into</code> for converting between <code>nalgebra</code> types and types from
<code>glam 0.18</code>. These can be enabled by enabling the <code>convert-glam018</code> cargo features.</li>
<li>Added the methods <code>Matrix::product</code>, <code>::row_product</code>, <code>::row_product_tr</code>, and <code>::column_product</code> to compute the
product of the components, rows, or columns, of a single matrix or vector.</li>
<li>The <code>Default</code> trait is now implemented for most geometric types: <code>Point</code>, <code>Isometry</code>, <code>Rotation</code>, <code>Similarity</code>,
<code>Transform</code>, <code>UnitComplex</code>, and <code>UnitQuaternion</code>.</li>
<li>Added the <code>Scale</code> geometric type for representing non-uniform scaling.</li>
<li>Added <code>Cholesky::new_with_substitute</code> that will replace diagonal elements by a given constant whenever <code>Cholesky</code>
meets a non-definite-positiveness.</li>
<li>Re-added the conversion from a vector/matrix slice to a static array.</li>
<li>Added the <code>cuda</code> feature that enables the support of <a href="https://github.com/Rust-GPU/Rust-CUDA">rust-cuda</a> for using
<code>nalgebra</code> features with CUDA kernels written in Rust.</li>
<li>Added special-cases implementations for the 2x2 and 3x3 SVDs for better accuracy and performances.</li>
<li>Added the methods <code>Matrix::polar</code>, <code>Matrix::try_polar</code>, and <code>SVD::to_polar</code> to compute the polar decomposition of
a matrix, based on its SVD.</li>
<li><code>nalgebra-sparse</code>: provide constructors for unsorted but otherwise valid data using the CSR format.</li>
<li><code>nalgebra-sparse</code>: added reading MatrixMarked data files to a sparse <code>CooMatrix</code>.</li>
</ul>
<h3>Fixed</h3>
<ul>
<li>Fixed a potential unsoundness with <code>matrix.get(i)</code> and <code>matrix.get_mut(i)</code> where <code>i</code>  is an <code>usize</code>, and <code>matrix</code>
is a matrix slice with non-default strides.</li>
<li>Fixed potential unsoundness with <code>vector.perp</code> where <code>vector</code> isn’t actually a 2D vector as expected.</li>
<li>Fixed linkage issue with <code>nalgebra-lapack</code>: the user of <code>nalgebra-lapack</code> no longer have to add
<code>extern crate lapack-src</code> to their <code>main.rs</code>.</li>
<li>Fixed the <code>no-std</code> build of <code>nalgebra-glm</code>.</li>
<li>Fix the <code>pow</code> and <code>pow_mut</code> functions (the result was incorrect for some exponent values).</li>
</ul>
<h2>[0.29.0]</h2>
<h3>Breaking changes</h3>
<ul>
<li>We updated to the version 0.6 of <code>simba</code>. This means that the trait bounds <code>T: na::RealField</code>, <code>na::ComplexField</code>,
<code>na::SimdRealField</code>, <code>na:SimdComplexField</code> no imply that <code>T: Copy</code> (they only imply that <code>T: Clone</code>). This may affect</li>
</ul>
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</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a href="e8b9c40123"><code>e8b9c40</code></a> Release v0.30.0</li>
<li><a href="c0f8530d5e"><code>c0f8530</code></a> Merge pull request <a href="https://github-redirect.dependabot.com/dimforge/nalgebra/issues/1055">#1055</a> from dimforge/fix-pow</li>
<li><a href="99ac8c4032"><code>99ac8c4</code></a> Merge pull request <a href="https://github-redirect.dependabot.com/dimforge/nalgebra/issues/1050">#1050</a> from metric-space/polar-decomposition-take-2</li>
<li><a href="498d7e3d4c"><code>498d7e3</code></a> Semi-unitary test checks for if rows or cols are orthonomal</li>
<li><a href="ae6fda7dc7"><code>ae6fda7</code></a> Change svd to svd_unordered for the method output to be equal</li>
<li><a href="d806669cc7"><code>d806669</code></a> Fix Matrix::pow and make it work only with positive exponents</li>
<li><a href="fdaf8c0fbe"><code>fdaf8c0</code></a> Add tests for Matrix::pow</li>
<li><a href="67a82c2c88"><code>67a82c2</code></a> Test: minor style fix</li>
<li><a href="8e0ca439c2"><code>8e0ca43</code></a> Use proptest for testing the polar decomposition</li>
<li><a href="cc10b67dd1"><code>cc10b67</code></a> Add Matrix::try_polar that returns Option and make Matrix::polar not return O...</li>
<li>Additional commits viewable in <a href="https://github.com/dimforge/nalgebra/compare/v0.29.0...v0.30.0">compare view</a></li>
</ul>
</details>
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</details>
2022-01-03 08:33:15 +00:00
Robert Swain
85b7589388 bevy_gltf: Add support for loading lights (#3506)
# Objective

- Add support for loading lights from glTF 2.0 files

## Solution

- This adds support for the KHR_punctual_lights extension which supports point, directional, and spot lights, though we don't yet support spot lights.
- Inserting light bundles when creating scenes required registering some more light bundle component types.
2022-01-03 07:59:25 +00:00