# Objective
Currently, is is very painful to wait for an asset to load from the
context of an `async` task. While bevy's `AssetServer` is asynchronous
at its core, the public API is mainly focused on being used from
synchronous contexts such as bevy systems. Currently, the best way of
waiting for an asset handle to finish loading is to have a system that
runs every frame, and either listens for `AssetEvents` or manually polls
the asset server. While this is an acceptable interface for bevy
systems, it is extremely awkward to do this in a way that integrates
well with the `async` task system. At my work we had to create our own
(inefficient) abstraction that encapsulated the boilerplate of checking
an asset's load status and waking up a task when it's done.
## Solution
Add the method `AssetServer::wait_for_asset`, which returns a future
that suspends until the asset associated with a given `Handle` either
finishes loading or fails to load.
## Testing
- CI
## Notes
This is an adoption of #14431, the above description is directly from
that original PR.
---------
Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
Co-authored-by: andriyDev <andriydzikh@gmail.com>
# Objective
Improve the average user's ability to understand what the heck is going
on with the Curve API.
## Solution
I wrote some docs. I doubt these are perfect; I'm probably far too close
to this for that to be the case. :)
# Objective
Cleanup naming and docs, add missing migration guide after #15591
All text root nodes now use `Text` (UI) / `Text2d`.
All text readers/writers use `Text<Type>Reader`/`Text<Type>Writer`
convention.
---
## Migration Guide
Doubles as #15591 migration guide.
Text bundles (`TextBundle` and `Text2dBundle`) were removed in favor of
`Text` and `Text2d`.
Shared configuration fields were replaced with `TextLayout`, `TextFont`
and `TextColor` components.
Just `TextBundle`'s additional field turned into `TextNodeFlags`
component,
while `Text2dBundle`'s additional fields turned into `TextBounds` and
`Anchor` components.
Text sections were removed in favor of hierarchy-based approach.
For root text entities with `Text` or `Text2d` components, child
entities with `TextSpan` will act as additional text sections.
To still access text spans by index, use the new `TextUiReader`,
`Text2dReader` and `TextUiWriter`, `Text2dWriter` system parameters.
# Objective
This is a follow-up to #15650. While the core `Image` stuff moved from
`bevy_render` to `bevy_image`, the `ImageLoader` and the
`CompressedImageSaver` remained in `bevy_render`.
## Solution
I moved `ImageLoader` and `CompressedImageSaver` to `bevy_image` and
re-exported everything out from `bevy_render`. The second step isn't
strictly necessary, but `bevy_render` is already doing this for all the
other `bevy_image` types, so I kept it the same for consistency.
Unfortunately I had to give `ImageLoader` a constructor so I can keep
the `RenderDevice` stuff in `bevy_render`.
## Testing
It compiles!
## Migration Guide
- `ImageLoader` can no longer be initialized directly through
`init_asset_loader`. Now you must use
`app.register_asset_loader(ImageLoader::new(supported_compressed_formats))`
(check out the implementation of `bevy_render::ImagePlugin`). This only
affects you if you are initializing the loader manually and does not
affect users of `bevy_render::ImagePlugin`.
## Followup work
- We should be able to move most of the `ImagePlugin` to `bevy_image`.
This would likely require an `ImagePlugin` and a `RenderImagePlugin` or
something though.
# Objective
- Closes#14774
## Solution
Added:
```rust
impl<'w, E, B: Bundle> Trigger<'w, E, B> {
pub fn components(&self) -> &[ComponentId];
}
```
I went with storing it in the trigger as a `SmallVec<[Component; 1]>`
because a singular target component will be the most common case, and it
remains the same size as `Vec<ComponentId>`.
## Testing
Added a test.
# Objective
Change UI clipping to respect borders and padding.
Fixes#15335
## Solution
Based on #15163
1. Add a `padding` field to `Node`.
2. In `ui_layout_size` copy the padding values from taffy to
`Node::padding`.
4. Determine the node's content box (The innermost part of the node
excluding the padding and border).
5. In `update_clipping` perform the clipping intersection with the
node's content box.
## Notes
* `Rect` probably needs some helper methods for working with insets but
because `Rect` and `BorderRect` are in different crates it's awkward to
add them. Left for a follow up.
* We could have another `Overflow` variant (probably called
`Overflow::Hidden`) to that clips inside of the border box instead of
the content box. Left it out here as I'm not certain about the naming or
behaviour though. If this PR is adopted, it would be trivial to add a
`Hidden` variant in a follow up.
* Depending on UI scaling there are sometimes gaps in the layout:
<img width="532" alt="rounding-bug"
src="https://github.com/user-attachments/assets/cc29aa0d-44fe-403f-8f0e-cd28a8b1d1b3">
This is caused by existing bugs in `ui_layout_system`'s coordinates
rounding and not anything to do with the changes in this PR.
## Testing
This PR also changes the `overflow` example to display borders on the
overflow nodes so you can see how this works:
#### main (The image is clipped at the edges of the node, overwriting
the border).
<img width="722" alt="main_overflow"
src="https://github.com/user-attachments/assets/eb316cd0-fff8-46ee-b481-e0cd6bab3f5c">
#### this PR (The image is clipped at the edges of the node's border).
<img width="711" alt="content-box-clip"
src="https://github.com/user-attachments/assets/fb302e56-9302-47b9-9a29-ec3e15fe9a9f">
## Migration Guide
Migration guide is on #15561
---------
Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
# Objective
Another clippy-lint fix: the goal is so that `ci lints` actually
displays the problems that a contributor caused, and not a bunch of
existing stuff in the repo. (when run on nightly)
## Solution
This fixes all but the `clippy::needless_lifetimes` lint, which will
result in substantially more fixes and be in other PR(s). I also
explicitly allow `non_local_definitions` since it is [not working
correctly, but will be
fixed](https://github.com/rust-lang/rust/issues/131643).
A few things were manually fixed: for example, some places had an
explicitly defined `div_ceil` function that was used, which is no longer
needed since this function is stable on unsigned integers. Also, empty
lines in doc comments were handled individually.
## Testing
I ran `cargo clippy --workspace --all-targets --all-features --fix
--allow-staged` with the `clippy::needless_lifetimes` lint marked as
`allow` in `Cargo.toml` to avoid fixing that too. It now passes with all
but the listed lint.
# Objective
- Android doesn't receive lifecycle event `Suspended` before suspension
## Solution
- Fix update triggering just after state change on android
## Testing
- Tested on the android emulator
# Objective
The type `AssetLoadError` has `PartialEq` and `Eq` impls, which is
problematic due to the fact that the `AssetLoaderError` and
`AddAsyncError` variants lie in their impls: they will return `true` for
any `Box<dyn Error>` with the same `TypeId`, even if the actual value is
different. This can lead to subtle bugs if a user relies on the equality
comparison to ensure that two values are equal.
The same is true for `DependencyLoadState`,
`RecursiveDependencyLoadState`.
More generally, it is an anti-pattern for large error types involving
dynamic dispatch, such as `AssetLoadError`, to have equality
comparisons. Directly comparing two errors for equality is usually not
desired -- if some logic needs to branch based on the value of an error,
it is usually more correct to check for specific variants and inspect
their fields.
As far as I can tell, the only reason these errors have equality
comparisons is because the `LoadState` enum wraps `AssetLoadError` for
its `Failed` variant. This equality comparison is only used to check for
`== LoadState::Loaded`, which we can easily replace with an `is_loaded`
method.
## Solution
Remove the `{Partial}Eq` impls from `LoadState`, which also allows us to
remove it from the error types.
## Migration Guide
The types `bevy_asset::AssetLoadError` and `bevy_asset::LoadState` no
longer support equality comparisons. If you need to check for an asset's
load state, consider checking for a specific variant using
`LoadState::is_loaded` or the `matches!` macro. Similarly, consider
using the `matches!` macro to check for specific variants of the
`AssetLoadError` type if you need to inspect the value of an asset load
error in your code.
`DependencyLoadState` and `RecursiveDependencyLoadState` are not
released yet, so no migration needed,
---------
Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
# Objective
#15320 is a particularly painful breaking change, and the new
`RenderEntity` in particular is very noisy, with a lot of `let entity =
entity.id()` spam.
## Solution
Implement `WorldQuery`, `QueryData` and `ReadOnlyQueryData` for
`RenderEntity` and `WorldEntity`.
These work the same as the `Entity` impls from a user-facing
perspective: they simply return an owned (copied) `Entity` identifier.
This dramatically reduces noise and eases migration.
Under the hood, these impls defer to the implementations for `&T` for
everything other than the "call .id() for the user" bit, as they involve
read-only access to component data. Doing it this way (as opposed to
implementing a custom fetch, as tried in the first commit) dramatically
reduces the maintenance risk of complex unsafe code outside of
`bevy_ecs`.
To make this easier (and encourage users to do this themselves!), I've
made `ReadFetch` and `WriteFetch` slightly more public: they're no
longer `doc(hidden)`. This is a good change, since trying to vendor the
logic is much worse than just deferring to the existing tested impls.
## Testing
I've run a handful of rendering examples (breakout, alien_cake_addict,
auto_exposure, fog_volumes, box_shadow) and nothing broke.
## Follow-up
We should lint for the uses of `&RenderEntity` and `&MainEntity` in
queries: this is just less nice for no reason.
---------
Co-authored-by: Trashtalk217 <trashtalk217@gmail.com>
# Objective
- closes#15866
## Solution
- Simply migrate where possible.
## Testing
- Expect that CI will do most of the work. Examples is another way of
testing this, as most of the work is in that area.
---
## Notes
For now, this PR doesn't migrate `QueryState::single` and friends as for
now, this look like another issue. So for example, QueryBuilders that
used single or `World::query` that used single wasn't migrated. If there
is a easy way to migrate those, please let me know.
Most of the uses of `Query::single` were removed, the only other uses
that I found was related to tests of said methods, so will probably be
removed when we remove `Query::single`.
# Objective
`insert_or_spawn_batch` exists, but a version for just inserting doesn't
- Closes#2693
- Closes#8384
- Adopts/supersedes #8600
## Solution
Add `insert_batch`, along with the most common `insert` variations:
- `World::insert_batch`
- `World::insert_batch_if_new`
- `World::try_insert_batch`
- `World::try_insert_batch_if_new`
- `Commands::insert_batch`
- `Commands::insert_batch_if_new`
- `Commands::try_insert_batch`
- `Commands::try_insert_batch_if_new`
## Testing
Added tests, and added a benchmark for `insert_batch`.
Performance is slightly better than `insert_or_spawn_batch` when only
inserting:
![Code_HPnUN0QeWe](https://github.com/user-attachments/assets/53091e4f-6518-43f4-a63f-ae57d5470c66)
<details>
<summary>old benchmark</summary>
This was before reworking it to remove the `UnsafeWorldCell`:
![Code_QhXJb8sjlJ](https://github.com/user-attachments/assets/1061e2a7-a521-48e1-a799-1b6b8d1c0b93)
</details>
---
## Showcase
Usage is the same as `insert_or_spawn_batch`:
```
use bevy_ecs::{entity::Entity, world::World, component::Component};
#[derive(Component)]
struct A(&'static str);
#[derive(Component, PartialEq, Debug)]
struct B(f32);
let mut world = World::new();
let entity_a = world.spawn_empty().id();
let entity_b = world.spawn_empty().id();
world.insert_batch([
(entity_a, (A("a"), B(0.0))),
(entity_b, (A("b"), B(1.0))),
]);
assert_eq!(world.get::<B>(entity_a), Some(&B(0.0)));
```
# Objective
- Required components replace bundles, but `SpatialBundle` is yet to be
deprecated
## Solution
- Deprecate `SpatialBundle`
- Insert `Transform` and `Visibility` instead in examples using it
- In `spawn` or `insert` inserting a default `Transform` or `Visibility`
with component already requiring either, remove those components from
the tuple
## Testing
- Did you test these changes? If so, how?
Yes, I ran the examples I changed and tests
- Are there any parts that need more testing?
The `gamepad_viewer` and and `custom_shader_instancing` examples don't
work as intended due to entirely unrelated code, didn't check main.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
Run examples, or just check that all spawned values are identical
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
Linux, wayland trough x11 (cause that's the default feature)
---
## Migration Guide
`SpatialBundle` is now deprecated, insert `Transform` and `Visibility`
instead which will automatically insert all other components that were
in the bundle. If you do not specify these values and any other
components in your `spawn`/`insert` call already requires either of
these components you can leave that one out.
before:
```rust
commands.spawn(SpatialBundle::default());
```
after:
```rust
commands.spawn((Transform::default(), Visibility::default());
```
# Objective
Fixes#15515
## Solution
I went for the simplest solution because "format" in
`shader_format_spirv` didn't sound directly related.
## Testing
The command `cargo b -p bevy --no-default-features -F
spirv_shader_passthrough,x11` failed before, but works now.
# Objective
With the warning removed in
https://github.com/bevyengine/bevy/pull/15736, the rules for the UI tree
changes.
We no longer need to traverse non `Node`/`GhostNode` entities.
## Solution
- Added a filter `Or<(With<Node>, With<GhostNode>)>` to the child
traversal query so we don't unnecessarily traverse nodes that are not
part of the UI tree (like text nodes).
- Also moved the warning for NoUI->UI entities so it is actually
triggered (see comments)
## Testing
- Ran unit tests (still passing)
- Ran the ghost_nodes and ui examples, still works and looks fine 👍
- Tested the warning by spawning a Node under an empty entity.
---
---------
Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
# Objective
Closes#15545.
`bevy_picking` supports UI and sprite picking, but not mesh picking.
Being able to pick meshes would be extremely useful for various games,
tools, and our own examples, as well as scene editors and inspectors.
So, we need a mesh picking backend!
Luckily,
[`bevy_mod_picking`](https://github.com/aevyrie/bevy_mod_picking) (which
`bevy_picking` is based on) by @aevyrie already has a [backend for
it](74f0c3c0fb/backends/bevy_picking_raycast/src/lib.rs)
using [`bevy_mod_raycast`](https://github.com/aevyrie/bevy_mod_raycast).
As a side product of adding mesh picking, we also get support for
performing ray casts on meshes!
## Solution
Upstream a large chunk of the immediate-mode ray casting functionality
from `bevy_mod_raycast`, and add a mesh picking backend based on
`bevy_mod_picking`. Huge thanks to @aevyrie who did all the hard work on
these incredible crates!
All meshes are pickable by default. Picking can be disabled for
individual entities by adding `PickingBehavior::IGNORE`, like normal.
Or, if you want mesh picking to be entirely opt-in, you can set
`MeshPickingBackendSettings::require_markers` to `true` and add a
`RayCastPickable` component to the desired camera and target entities.
You can also use the new `MeshRayCast` system parameter to cast rays
into the world manually:
```rust
fn ray_cast_system(mut ray_cast: MeshRayCast, foo_query: Query<(), With<Foo>>) {
let ray = Ray3d::new(Vec3::ZERO, Dir3::X);
// Only ray cast against entities with the `Foo` component.
let filter = |entity| foo_query.contains(entity);
// Never early-exit. Note that you can change behavior per-entity.
let early_exit_test = |_entity| false;
// Ignore the visibility of entities. This allows ray casting hidden entities.
let visibility = RayCastVisibility::Any;
let settings = RayCastSettings::default()
.with_filter(&filter)
.with_early_exit_test(&early_exit_test)
.with_visibility(visibility);
// Cast the ray with the settings, returning a list of intersections.
let hits = ray_cast.cast_ray(ray, &settings);
}
```
This is largely a direct port, but I did make several changes to match
our APIs better, remove things we don't need or that I think are
unnecessary, and do some general improvements to code quality and
documentation.
### Changes Relative to `bevy_mod_raycast` and `bevy_mod_picking`
- Every `Raycast` and "raycast" has been renamed to `RayCast` and "ray
cast" (similar reasoning as the "Naming" section in #15724)
- `Raycast` system param has been renamed to `MeshRayCast` to avoid
naming conflicts and to be explicit that it is not for colliders
- `RaycastBackend` has been renamed to `MeshPickingBackend`
- `RayCastVisibility` variants are now `Any`, `Visible`, and
`VisibleInView` instead of `Ignore`, `MustBeVisible`, and
`MustBeVisibleAndInView`
- `NoBackfaceCulling` has been renamed to `RayCastBackfaces`, to avoid
implying that it affects the rendering of backfaces for meshes (it
doesn't)
- `SimplifiedMesh` and `RayCastBackfaces` live near other ray casting
API types, not in their own 10 LoC module
- All intersection logic and types are in the same `intersections`
module, not split across several modules
- Some intersection types have been renamed to be clearer and more
consistent
- `IntersectionData` -> `RayMeshHit`
- `RayHit` -> `RayTriangleHit`
- General documentation and code quality improvements
### Removed / Not Ported
- Removed unused ray helpers and types, like `PrimitiveIntersection`
- Removed getters on intersection types, and made their properties
public
- There is no `2d` feature, and `Raycast::mesh_query` and
`Raycast::mesh2d_query` have been merged into `MeshRayCast::mesh_query`,
which handles both 2D and 3D
- I assume this existed previously because `Mesh2dHandle` used to be in
`bevy_sprite`. Now both the 2D and 3D mesh are in `bevy_render`.
- There is no `debug` feature or ray debug rendering
- There is no deferred API (`RaycastSource`)
- There is no `CursorRayPlugin` (the picking backend handles this)
### Note for Reviewers
In case it's helpful, the [first
commit](281638ef10)
here is essentially a one-to-one port. The rest of the commits are
primarily refactoring and cleaning things up in the ways listed earlier,
as well as changes to the module structure.
It may also be useful to compare the original [picking
backend](74f0c3c0fb/backends/bevy_picking_raycast/src/lib.rs)
and [`bevy_mod_raycast`](https://github.com/aevyrie/bevy_mod_raycast) to
this PR. Feel free to mention if there are any changes that I should
revert or something I should not include in this PR.
## Testing
I tested mesh picking and relevant components in some examples, for both
2D and 3D meshes, and added a new `mesh_picking` example. I also
~~stole~~ ported over the [ray-mesh intersection
benchmark](dbc5ef32fe/benches/ray_mesh_intersection.rs)
from `bevy_mod_raycast`.
---
## Showcase
Below is a version of the `2d_shapes` example modified to demonstrate 2D
mesh picking. This is not included in this PR.
https://github.com/user-attachments/assets/7742528c-8630-4c00-bacd-81576ac432bf
And below is the new `mesh_picking` example:
https://github.com/user-attachments/assets/b65c7a5a-fa3a-4c2d-8bbd-e7a2c772986e
There is also a really cool new `mesh_ray_cast` example ported over from
`bevy_mod_raycast`:
https://github.com/user-attachments/assets/3c5eb6c0-bd94-4fb0-bec6-8a85668a06c9
---------
Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Trent <2771466+tbillington@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
Currently text is recomputed unnecessarily on any changes to its color,
which is extremely expensive.
## Solution
Split up `TextStyle` into two separate components `TextFont` and
`TextColor`.
## Testing
I added this system to `many_buttons`:
```rust
fn set_text_colors_changed(mut colors: Query<&mut TextColor>) {
for mut text_color in colors.iter_mut() {
text_color.set_changed();
}
}
```
reports ~4fps on main, ~50fps with this PR.
## Migration Guide
`TextStyle` has been renamed to `TextFont` and its `color` field has
been moved to a separate component named `TextColor` which newtypes
`Color`.
# Objective
The previous `PhantomData` instances were written somewhat lazily, so
they were just things like `PhantomData<T>` for curves with an output
type of `T`. This looks innocuous, but it unnecessarily constrains
`Send/Sync` inference based on `T`. See
[here](https://doc.rust-lang.org/nomicon/phantom-data.html#table-of-phantomdata-patterns).
## Solution
Switch to `PhantomData` of the form `PhantomData<fn() -> T>` for most of
these adaptors. Since they only have a functional relationship to `T`
(i.e. it shows up in the return type of trait methods), this is more
accurate.
## Testing
Tested by compiling Bevy.
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
MacOS has some nice options for controlling the window and titlebar to
make the content appear much more "immersively" in the window. This PR
exposes options for controlling this.
## Solution
Adds new fields to `Window` to control these, with doc comments to
explain what they do and that they're MacOS only.
## Testing
Tested on a MacOS machine (not my own, I don't have one). That's where
the below screenshots were taken.
---
## Showcase
On MacOS, you now have more options for configuring the window titlebar.
You can, for example, make the title bar transparent and only show the
window controls. This provides a more "immersive" experience for your
rendered content.
Before, only this was possible:
<img width="1392" alt="image"
src="https://github.com/user-attachments/assets/abf03da2-d247-4202-a7e7-731c45d80d54">
Now, you can create windows like this:
<img width="1392" alt="image2"
src="https://github.com/user-attachments/assets/3239d0e3-4708-4798-8755-188541e14f93">
This uses the following `bevy_window::Window` settings:
```rs
fullsize_content_view: true,
titlebar_transparent: true,
titlebar_show_title: false,
```
## Migration Guide
`bevy_window::Window` now has extra fields for configuring MacOS window
settings:
```rs
pub movable_by_window_background: bool,
pub fullsize_content_view: bool,
pub has_shadow: bool,
pub titlebar_shown: bool,
pub titlebar_transparent: bool,
pub titlebar_show_title: bool,
pub titlebar_show_buttons: bool,
```
Using `Window::default` keeps the same behaviour as before.
# Objective
Animation docs could use some clarification regarding:
- how exactly curves are evaluated
- how additive blend nodes actually work
## Solution
Add some documentation that explains how curve domains are used and how
additive blend nodes treat their children.
## Commentary
The way additive blend nodes work right now is a little bit weird, since
their first child's weight is ignored. Arguably this makes sense, since
additive animations are authored differently from ordinary animations,
but it also feels a bit strange. We could make the first node's weight
actually be applied, and the present behavior would be recovered when
the weight is set to 1.
The main disadvantage of how things are set up now is that combining a
bunch of additive animations without a base pose is pretty awkward (e.g.
to add them onto a base pose later in the graph). If we changed it, the
main downside would be that reusing the same animation on different
parts of the graph is harder; on the other hand, the weights can be
locally reassigned by using blend nodes with no other children, which
rectifies this shortfall.
# Objective
On mobile devices, it's best to use the OS's native logging due to the
difficulty of accessing the console. This is already done for Android.
This is an updated version of
https://github.com/bevyengine/bevy/pull/4462.
## Solution
This PR uses Absolucy's
[tracing-oslog](https://github.com/Absolucy/tracing-oslog) ([ZLib
license](https://github.com/Absolucy/tracing-oslog/blob/main/LICENSE.md))
for iOS in order to use Apple's `os_log`.
## Testing
I ran `examples/mobile` with the logging from `examples/app/logs.rs` on
an iOS device, I then checked the logs could be filtered in the MacOS
Console.app.
## Changelog
- Change bevy_log to use Apple's os_log on iOS.
## Questions for Reviewers
It's worth noting that the dependency this adds hasn't had bug fixes
released in a few years, so we may want to consider one or more of:
1. a feature flag to opt-in, and it would also allow `os_log` on MacOS
2. merge as-is and have some (minor?) upstream bugs
3. hold off on this PR until a suitable alternative dependency arises
4. maintain our own implementation
## Future work
In a follow-up PR it might be good to make the `subsystem` field have a
better default value, like [this
one](https://github.com/bevyengine/bevy/blob/main/examples/mobile/bevy_mobile_example.xcodeproj/project.pbxproj#L363).
That value can be retrieved programmatically if we bind another system
API (For posterity in Swift this is `Bundle.main.bundleIdentifier`, but
the C/ObjC equivalent is likely easier to bind). This would almost
always be the correct value, while the current default is unlikely to
ever be correct.
---------
Co-authored-by: Dusty DeWeese <dustin.deweese@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
Oftentimes, users will store an entity on a component or resource. To
make this component/resource `Default`-able, they might initialize it
with `Entity::PLACEHOLDER`. This is sometimes done to avoid the need for
an `Option<Entity>`, especially if it complicates other logic.
For example, it's used in this `Selection` resource to denote "no
selection":
```rust
#[derive(Resource, Debug)]
struct Selection(Entity);
impl Default for Selection {
fn default() -> Self {
Self(Entity::PLACEHOLDER)
}
}
```
The problem is that if we try to `Debug` the current `Selection`, we get
back: `4294967295v1#8589934591`. It's not immediately obvious whether or
not the entity is an actual entity or the placeholder.
Now while it doesn't take long to realize that this is in fact just the
value of `Entity::PLACEHOLDER`, it would be a lot clearer if this was
made explicit, especially for these particular use cases.
## Solution
This PR makes the `Debug` and `Display` impls for `Entity` return
`PLACEHOLDER` for the `Entity::PLACEHOLDER` constant.
~~Feel free to bikeshed the actual value returned here. I think
`PLACEHOLDER` on its own could work too.~~ Swapped to `PLACEHOLDER` from
`Entity::PLACEHOLDER`.
## Testing
You can test locally by running:
```
cargo test --package bevy_ecs
```
---
## Migration Guide
The `Debug` and `Display` impls for `Entity` now return `PLACEHOLDER`
for the `Entity::PLACEHOLDER` constant. If you had any code relying on
these values, you may need to account for this change.
# Objective
- Immediate mode gizmos don't have a main world entity but the phase
items require `MainEntity` since #15756
## Solution
- Add a dummy `MainEntity` component.
## Testing
Both the `3d_gizmos` and `2d_gizmos` examples show gizmos again
# Objective
The other `Curve -> AnimationCurve` wrappers allow public access to the
inner curve, so this one should as well.
## Solution
Made the field public. Instances will still need to be constructed using
the (more ergonomic) `from_curve` method, which infers the phantom type
for the user.
# Objective
- We don't have to `collect` and `sort` invisible sprites in
`sprite_picking` system.
## Solution
- Filter by `ViewVisibility::get()` earlier
## Testing
- `sprite_picking` example still works.
# Objective
In the Render World, there are a number of collections that are derived
from Main World entities and are used to drive rendering. The most
notable are:
- `VisibleEntities`, which is generated in the `check_visibility` system
and contains visible entities for a view.
- `ExtractedInstances`, which maps entity ids to asset ids.
In the old model, these collections were trivially kept in sync -- any
extracted phase item could look itself up because the render entity id
was guaranteed to always match the corresponding main world id.
After #15320, this became much more complicated, and was leading to a
number of subtle bugs in the Render World. The main rendering systems,
i.e. `queue_material_meshes` and `queue_material2d_meshes`, follow a
similar pattern:
```rust
for visible_entity in visible_entities.iter::<With<Mesh2d>>() {
let Some(mesh_instance) = render_mesh_instances.get_mut(visible_entity) else {
continue;
};
// Look some more stuff up and specialize the pipeline...
let bin_key = Opaque2dBinKey {
pipeline: pipeline_id,
draw_function: draw_opaque_2d,
asset_id: mesh_instance.mesh_asset_id.into(),
material_bind_group_id: material_2d.get_bind_group_id().0,
};
opaque_phase.add(
bin_key,
*visible_entity,
BinnedRenderPhaseType::mesh(mesh_instance.automatic_batching),
);
}
```
In this case, `visible_entities` and `render_mesh_instances` are both
collections that are created and keyed by Main World entity ids, and so
this lookup happens to work by coincidence. However, there is a major
unintentional bug here: namely, because `visible_entities` is a
collection of Main World ids, the phase item being queued is created
with a Main World id rather than its correct Render World id.
This happens to not break mesh rendering because the render commands
used for drawing meshes do not access the `ItemQuery` parameter, but
demonstrates the confusion that is now possible: our UI phase items are
correctly being queued with Render World ids while our meshes aren't.
Additionally, this makes it very easy and error prone to use the wrong
entity id to look up things like assets. For example, if instead we
ignored visibility checks and queued our meshes via a query, we'd have
to be extra careful to use `&MainEntity` instead of the natural
`Entity`.
## Solution
Make all collections that are derived from Main World data use
`MainEntity` as their key, to ensure type safety and avoid accidentally
looking up data with the wrong entity id:
```rust
pub type MainEntityHashMap<V> = hashbrown::HashMap<MainEntity, V, EntityHash>;
```
Additionally, we make all `PhaseItem` be able to provide both their Main
and Render World ids, to allow render phase implementors maximum
flexibility as to what id should be used to look up data.
You can think of this like tracking at the type level whether something
in the Render World should use it's "primary key", i.e. entity id, or
needs to use a foreign key, i.e. `MainEntity`.
## Testing
##### TODO:
This will require extensive testing to make sure things didn't break!
Additionally, some extraction logic has become more complicated and
needs to be checked for regressions.
## Migration Guide
With the advent of the retained render world, collections that contain
references to `Entity` that are extracted into the render world have
been changed to contain `MainEntity` in order to prevent errors where a
render world entity id is used to look up an item by accident. Custom
rendering code may need to be changed to query for `&MainEntity` in
order to look up the correct item from such a collection. Additionally,
users who implement their own extraction logic for collections of main
world entity should strongly consider extracting into a different
collection that uses `MainEntity` as a key.
Additionally, render phases now require specifying both the `Entity` and
`MainEntity` for a given `PhaseItem`. Custom render phases should ensure
`MainEntity` is available when queuing a phase item.
# Objective
- Closes#15716
- Closes#15718
## Solution
- Replace `Handle<MeshletMesh>` with a new `MeshletMesh3d` component
- As expected there were some random things that needed fixing:
- A couple tests were storing handles just to prevent them from being
dropped I believe, which seems to have been unnecessary in some.
- The `SpriteBundle` still had a `Handle<Image>` field. I've removed
this.
- Tests in `bevy_sprite` incorrectly added a `Handle<Image>` field
outside of the `Sprite` component.
- A few examples were still inserting `Handle`s, switched those to their
corresponding wrappers.
- 2 examples that were still querying for `Handle<Image>` were changed
to query `Sprite`
## Testing
- I've verified that the changed example work now
## Migration Guide
`Handle` can no longer be used as a `Component`. All existing Bevy types
using this pattern have been wrapped in their own semantically
meaningful type. You should do the same for any custom `Handle`
components your project needs.
The `Handle<MeshletMesh>` component is now `MeshletMesh3d`.
The `WithMeshletMesh` type alias has been removed. Use
`With<MeshletMesh3d>` instead.
# Objective
If a `Resource` implements `FromWorld` or `Default`, it's nicer to be
able to write:
```rust
let foo = world.get_resource_or_init::<Foo>();
```
Rather than:
```rust
let foo = world.get_resource_or_insert_with(Foo::default);
```
The latter is also not possible if a type implements `FromWorld` only,
and not `Default`.
## Solution
Added:
```rust
impl World {
pub fn get_resource_or_init<R: Resource + FromWorld>(&mut self) -> Mut<'_, R>;
}
```
Turns out all current in-engine uses of `get_resource_or_insert_with`
are exactly the above, so they've also been replaced.
## Testing
- Added a doc-test.
- Also added a doc-test for `World::get_resource_or_insert_with`.
In order to create texture atlases from other systems (custom game
solutions) that are compatible with the ones generated by the bevy
builders, it would be nice to have the interface be fully public. This
field is pub(crate). Unless there's a good reason, can we promote this
to pub?
Alternatives:
- Don't do it.
**Ready for review. Examples migration progress: 100%.**
# Objective
- Implement https://github.com/bevyengine/bevy/discussions/15014
## Solution
This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.
Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.
## Testing
- [x] Text examples all work.
---
## Showcase
TODO: showcase-worthy
## Migration Guide
TODO: very breaking
### Accessing text spans by index
Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.
Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
let text = query.single_mut();
text.sections[1].value = format_time(time.elapsed());
}
```
After:
```rust
fn refresh_text(
query: Query<Entity, With<TimeText>>,
mut writer: UiTextWriter,
time: Res<Time>
) {
let entity = query.single();
*writer.text(entity, 1) = format_time(time.elapsed());
}
```
### Iterating text spans
Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.
---------
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Another step towards #15716
- Remove trait implementations that are dependent on `Handle<T>` being a
`Component`
## Solution
- Remove unused `ExtractComponent` trait implementation for `Handle<T>`
- Remove unused `ExtractInstance` trait implementation for `AssetId`
- Although the `ExtractInstance` trait wasn't used, the `AssetId`s were
being stored inside of `ExtractedInstances` which has an
`ExtractInstance` trait bound on its contents.
I've upgraded the `RenderMaterialInstances` type alias to be its own
resource, identical to `ExtractedInstances<AssetId<M>>` to get around
that with minimal breakage.
## Testing
Tested `many_cubes`, rendering did not explode
# Objective
A bunch of code is used only if you care about the `Curve` trait. Put it
behind a feature so it can be ignored if wanted.
## Solution
Added a default feature `curve` to `bevy_math` which feature-gates the
`curve` module and internal integrations.
## Testing
Tested compiling with the feature enabled and disabled.
# Objective
Continue migration of bevy APIs to required components, following
guidance of https://hackmd.io/@bevy/required_components/
## Solution
- Make `Sprite` require `Transform` and `Visibility` and
`SyncToRenderWorld`
- move image and texture atlas handles into `Sprite`
- deprecate `SpriteBundle`
- remove engine uses of `SpriteBundle`
## Testing
ran cargo tests on bevy_sprite and tested several sprite examples.
---
## Migration Guide
Replace all uses of `SpriteBundle` with `Sprite`. There are several new
convenience constructors: `Sprite::from_image`,
`Sprite::from_atlas_image`, `Sprite::from_color`.
WARNING: use of `Handle<Image>` and `TextureAtlas` as components on
sprite entities will NO LONGER WORK. Use the fields on `Sprite` instead.
I would have removed the `Component` impls from `TextureAtlas` and
`Handle<Image>` except it is still used within ui. We should fix this
moving forward with the migration.
# Objective
- Closes#15752
Calling the functions `App::observe` and `World::observe` doesn't make
sense because you're not "observing" the `App` or `World`, you're adding
an observer that listens for an event that occurs *within* the `World`.
We should rename them to better fit this.
## Solution
Renames:
- `App::observe` -> `App::add_observer`
- `World::observe` -> `World::add_observer`
- `Commands::observe` -> `Commands::add_observer`
- `EntityWorldMut::observe_entity` -> `EntityWorldMut::observe`
(Note this isn't a breaking change as the original rename was introduced
earlier this cycle.)
## Testing
Reusing current tests.
# Objective
Fixes#15726
The extraction logic for components makes use of `FromReflect` to try
and ensure we have a concrete type for serialization. However, we did
not do the same for resources.
The reason we're seeing this for the glam types is that #15174 also made
a change to rely on the glam type's `Serialize` and `Deserialize` impls,
which I don't think should have been merged (I'll put up a PR addressing
this specifically soon).
## Solution
Use `FromReflect` on extracted resources.
## Testing
You can test locally by running:
```
cargo test --package bevy_scene
```
# Objective
Getting closer to the end! Another part of the required components
migration: reflection probes.
## Solution
As per the [proposal added by
Cart](https://hackmd.io/@bevy/required_components/%2FNmpIh0tGSiayGlswbfcEzw)
(Proposal 2), make `LightProbe` require `Transform` and `Visibility`,
and deprecate `ReflectionProbeBundle`.
Note that this proposal wasn't officially blessed yet, but it is the
only existing one that really works, so I implemented it here for
consideration.
## Testing
I ran the reflection probe example, and it appears to work.
---
## Migration Guide
`ReflectionProbeBundle` has been deprecated in favor of inserting the
`LightProbe` and `EnvironmentMapLight` components directly. Inserting
them will now automatically insert `Transform` and `Visibility`
components.
---------
Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Fixes#15285
## Solution
`winit` sends resized to zero events when the window is minimized only
on Windows OS(rust-windowing/winit#2015).
This makes updating window viewport size to `(0, 0)` and panicking when
calculating aspect ratio.
~~So, just skip these kinds of events - resizing to (0, 0) when the
window is minimized - on Windows OS~~
Idially, the camera extraction excludes the cameras whose target size
width or height is zero here;
25bfa80e60/crates/bevy_render/src/camera/camera.rs (L1060-L1074)
but it seems that winit event loop sends resize events after extraction
and before post update schedule, so they might panics before the
extraction filters them out.
Alternatively, it might be possible to change event loop evaluating
order or defer them to the right schedule but I'm afraid that it might
cause some breaking changes, so just skip rendering logics for such
windows and they will be all filtered out by the extractions on the next
frame and thereafter.
## Testing
Running the example in the original issue and minimizing causes panic,
or just running `tests/window/minimising.rs` with `cargo run --example
minimising` panics without this PR and doesn't panics with this PR.
I think that we should run it in CI on Windows OS btw
# Objective
- Fixes (partially) #15701.
## Solution
- Use little-endian bytes over native-endian bytes where applicable.
## Testing
- Ran CI.
## Open Questions
- Should we config-gate these for big-endian targets? It looks like
there are [very few
targets](https://doc.rust-lang.org/nightly/rustc/platform-support.html)
that use big-endian.
# Objective
- Closes#15717
## Solution
- Wrap the handle in a new wrapper component: `AnimationGraphHandle`.
## Testing
Searched for all instances of `AnimationGraph` in the examples and
updated and tested those
## Migration Guide
`Handle<AnimationGraph>` is no longer a component. Instead, use the
`AnimationGraphHandle` component which contains a
`Handle<AnimationGraph>`.
# Objective
Fixes#15741
## Solution
- Copied the feature gates of a type to where the type is used.
## Testing
- `cargo check` works now using only the bevy_dev_tools feature
# Objective
- Size is currently hardcoded in the shader which means it will break if
a user uses anything higher than that.
## Solution
- Use a shader_def to define the size
## Testing
Tested with the OIT example
# Objective
The UI text rendering is really slow because it extracts each glyph as a
separate ui node even though all the glyphs in a text section have the
same texture, color and clipping rects.
## Solution
Store the glyphs in a seperate contiguous array, queue one transparent
ui item per text section which has indices into the glyph array.
## Testing
```cargo run --example many_glyphs --release```
Runs at about 22fps on main and 95fps with this PR on my computer.
I'll do some proper comparisons once I work out why tracy 11 is refusing to run.
---------
Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
# Objective
Fixes#15560
Fixes (most of) #15570
Currently a lot of examples (and presumably some user code) depend on
toggling certain render features by adding/removing a single component
to an entity, e.g. `SpotLight` to toggle a light. Because of the
retained render world this no longer works: Extract will add any new
components, but when it is removed the entity persists unchanged in the
render world.
## Solution
Add `SyncComponentPlugin<C: Component>` that registers
`SyncToRenderWorld` as a required component for `C`, and adds a
component hook that will clear all components from the render world
entity when `C` is removed. We add this plugin to
`ExtractComponentPlugin` which fixes most instances of the problem. For
custom extraction logic we can manually add `SyncComponentPlugin` for
that component.
We also rename `WorldSyncPlugin` to `SyncWorldPlugin` so we start a
naming convention like all the `Extract` plugins.
In this PR I also fixed a bunch of breakage related to the retained
render world, stemming from old code that assumed that `Entity` would be
the same in both worlds.
I found that using the `RenderEntity` wrapper instead of `Entity` in
data structures when referring to render world entities makes intent
much clearer, so I propose we make this an official pattern.
## Testing
Run examples like
```
cargo run --features pbr_multi_layer_material_textures --example clearcoat
cargo run --example volumetric_fog
```
and see that they work, and that toggles work correctly. But really we
should test every single example, as we might not even have caught all
the breakage yet.
---
## Migration Guide
The retained render world notes should be updated to explain this edge
case and `SyncComponentPlugin`
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Trashtalk217 <trashtalk217@gmail.com>
# Objective
- `interpolation` crates provides all the curves functions, but some of
them were wrong
- We have a partial solution where some functions comes from the
external crate, some from bevy_math
## Solution
- Move them all to bevy_math
- Remove the dependency on `interpolation`
## Testing
Playing the `easing_functions` example
![easing-functions](https://github.com/user-attachments/assets/88832f34-4bb3-4dc2-85af-7b9e4fa23e52)
# Objective
As discussed in #15591, this warning prevents us from storing leaf nodes
without a `Style` component. Because text sections (as distinct
entities) should not be laid out using `taffy`, this warning is
incorrect.
Users may also have other uses for doing this, and this should generally
increase flexibility without posing particularly serious correctness
concerns.
## Solution
- removed warning about non-UI children with UI parents
- improved the warning about UI parents with non-UI parents
- this warning should stay, for now, as it results in a genuine failure
to perform `taffy` layout
- that said, we should be clearer about the cause and potentially
harmful results of this!
## Testing
I inserted an empty entity into the hierarchy in the `button` example as
a leaf node, and it ran with no warnings.
# Objective
Simplify the API surrounding easing curves. Broaden the base of types
that support easing.
## Solution
There is now a single library function, `easing_curve`, which constructs
a unit-parametrized easing curve between two values based on an
`EaseFunction`:
```rust
/// Given a `start` and `end` value, create a curve parametrized over [the unit interval]
/// that connects them, using the given [ease function] to determine the form of the
/// curve in between.
///
/// [the unit interval]: Interval::UNIT
/// [ease function]: EaseFunction
pub fn easing_curve<T: Ease>(start: T, end: T, ease_fn: EaseFunction) -> EasingCurve<T> { //... }
```
As this shows, the type of the output curve is generic only in `T`. In
particular, as long as `T` is `Reflect` (and `FromReflect` etc. — i.e.,
a standard "well-behaved" reflectable type), `EasingCurve<T>` is also
`Reflect`, and there is no special field handling nonsense. Therefore,
`EasingCurve` is the kind of thing that would be able to be easily
changed in an editor. This is made possible by storing the actual
`EaseFunction` on `EasingCurve<T>` instead of indirecting through some
kind of function type (which generally leads to issues with reflection).
The types that can be eased are those that implement a trait `Ease`:
```rust
/// A type whose values can be eased between.
///
/// This requires the construction of an interpolation curve that actually extends
/// beyond the curve segment that connects two values, because an easing curve may
/// extrapolate before the starting value and after the ending value. This is
/// especially common in easing functions that mimic elastic or springlike behavior.
pub trait Ease: Sized {
/// Given `start` and `end` values, produce a curve with [unlimited domain]
/// that:
/// - takes a value equivalent to `start` at `t = 0`
/// - takes a value equivalent to `end` at `t = 1`
/// - has constant speed everywhere, including outside of `[0, 1]`
///
/// [unlimited domain]: Interval::EVERYWHERE
fn interpolating_curve_unbounded(start: &Self, end: &Self) -> impl Curve<Self>;
}
```
(I know, I know, yet *another* interpolation trait. See 'Future
direction'.)
The other existing easing functions from the previous version of this
module have also become new members of `EaseFunction`: `Linear`,
`Steps`, and `Elastic` (which maybe needs a different name). The latter
two are parametrized.
## Testing
Tested using the `easing_functions` example. I also axed the
`cubic_curve` example which was of questionable value and replaced it
with `eased_motion`, which uses this API in the context of animation:
https://github.com/user-attachments/assets/3c802992-6b9b-4b56-aeb1-a47501c29ce2
---
## Future direction
Morally speaking, `Ease` is incredibly similar to `StableInterpolate`.
Probably, we should just merge `StableInterpolate` into `Ease`, and then
make `SmoothNudge` an automatic extension trait of `Ease`. The reason I
didn't do that is that `StableInterpolate` is not implemented for
`VectorSpace` because of concerns about the `Color` types, and I wanted
to avoid controversy. I think that may be a good idea though.
As Alice mentioned before, we should also probably get rid of the
`interpolation` dependency.
The parametrized `Elastic` variant probably also needs some additional
work (e.g. renaming, in/out/in-out variants, etc.) if we want to keep
it.
# Objective
- Closes#15720
## Solution
Wrap the handle in a new wrapper component: `UiMaterialHandle`
It's not possible to match the naming convention of `MeshMaterial3d/2d`
here with the trait already being called `UiMaterial`
Should we consider renaming to `Material3d/2dHandle` and `Mesh3d/2d` to
`Mesh3d/2dHandle`?
- This shouldn't have any merge conflicts with #15591
## Testing
Tested the `ui_material` example
## Migration Guide
Let's defer the migration guide to the required component port. I just
want to yeet the `Component` impl on `Handle` in the meantime :)
# Objective
- Prepare for streaming by storing vertex data per-meshlet, rather than
per-mesh (this means duplicating vertices per-meshlet)
- Compress vertex data to reduce the cost of this
## Solution
The important parts are in from_mesh.rs, the changes to the Meshlet type
in asset.rs, and the changes in meshlet_bindings.wgsl. Everything else
is pretty secondary/boilerplate/straightforward changes.
- Positions are quantized in centimeters with a user-provided power of 2
factor (ideally auto-determined, but that's a TODO for the future),
encoded as an offset relative to the minimum value within the meshlet,
and then stored as a packed list of bits using the minimum number of
bits needed for each vertex position channel for that meshlet
- E.g. quantize positions (lossly, throws away precision that's not
needed leading to using less bits in the bitstream encoding)
- Get the min/max quantized value of each X/Y/Z channel of the quantized
positions within a meshlet
- Encode values relative to the min value of the meshlet. E.g. convert
from [min, max] to [0, max - min]
- The new max value in the meshlet is (max - min), which only takes N
bits, so we only need N bits to store each channel within the meshlet
(lossless)
- We can store the min value and that it takes N bits per channel in the
meshlet metadata, and reconstruct the position from the bitstream
- Normals are octahedral encoded and than snorm2x16 packed and stored as
a single u32.
- Would be better to implement the precise variant of octhedral encoding
for extra precision (no extra decode cost), but decided to keep it
simple for now and leave that as a followup
- Tried doing a quantizing and bitstream encoding scheme like I did for
positions, but struggled to get it smaller. Decided to go with this for
simplicity for now
- UVs are uncompressed and take a full 64bits per vertex which is
expensive
- In the future this should be improved
- Tangents, as of the previous PR, are not explicitly stored and are
instead derived from screen space gradients
- While I'm here, split up MeshletMeshSaverLoader into two separate
types
Other future changes include implementing a smaller encoding of triangle
data (3 u8 indices = 24 bits per triangle currently), and more
disk-oriented compression schemes.
References:
* "A Deep Dive into UE5's Nanite Virtualized Geometry"
https://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf#page=128
(also available on youtube)
* "Towards Practical Meshlet Compression"
https://arxiv.org/pdf/2404.06359
* "Vertex quantization in Omniforce Game Engine"
https://daniilvinn.github.io/2024/05/04/omniforce-vertex-quantization.html
## Testing
- Did you test these changes? If so, how?
- Converted the stanford bunny, and rendered it with a debug material
showing normals, and confirmed that it's identical to what's on main.
EDIT: See additional testing in the comments below.
- Are there any parts that need more testing?
- Could use some more size comparisons on various meshes, and testing
different quantization factors. Not sure if 4 is a good default. EDIT:
See additional testing in the comments below.
- Also did not test runtime performance of the shaders. EDIT: See
additional testing in the comments below.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Use my unholy script, replacing the meshlet example
https://paste.rs/7xQHk.rs (must make MeshletMesh fields pub instead of
pub crate, must add lz4_flex as a dev-dependency) (must compile with
meshlet and meshlet_processor features, mesh must have only positions,
normals, and UVs, no vertex colors or tangents)
---
## Migration Guide
- TBD by JMS55 at the end of the release
# Objective
The `new` constructors for our ray types currently take a `Vec2`/`Vec3`
instead of a `Dir2`/`Dir3`. This is confusing and footgunny for several
reasons.
- Which one of these is the direction? You can't see it from the type.
```rust
let ray = Ray2d::new(Vec2::X, Vec2::X);
```
- Many engines allow unnormalized rays, and this can affect ray cast
results by scaling the time of impact. However, in Bevy, rays are
*always* normalized despite what the input argument in this case
implies, and ray cast results are *not* scaled.
```rust
// The true ray direction is still normalized, unlike what you'd expect.
let ray = Ray2d::new(Vec2::X, Vec2::new(5.0, 0.0, 0.0)));
```
These cases are what the direction types are intended for, and we should
use them as such.
## Solution
Use `Dir2`/`Dir3` in the constructors.
```rust
let ray = Ray2d::new(Vec2::X, Dir2::X);
```
We *could* also use `impl TryInto<DirN>`, which would allow both vectors
and direction types, and then panic if the input is not normalized. This
could be fine for ergonomics in some cases, but especially for rays, I
think it's better to take an explicit direction type here.
---
## Migration Guide
`Ray2d::new` and `Ray3d::new` now take a `Dir2` and `Dir3` instead of
`Vec2` and `Vec3` respectively for the ray direction.
# Objective
Expose the `winit` functions
[drag_window](https://docs.rs/winit/latest/winit/window/struct.Window.html#method.drag_window)
and
[resize_window](https://docs.rs/winit/latest/winit/window/struct.Window.html#method.drag_resize_window).
Which allows implementing move & resize for windows without decorations.
## Solution
Add the functions `start_drag_move` and `start_drag_resize` to
`bevy_window::Window`, which are then assigned to fields in
`InternalWindowState`, and propagated to `winit` in the
`changed_windows` system.
## Testing
I've tested that both functions works on x11 and wayland. Not sure if
someone needs to test on windows/mac?
---
## Showcase
[Screencast from 2024-10-06 11-49-58
(trimmed).webm](https://github.com/user-attachments/assets/1cdee7b1-22bd-41d3-8a0a-6872a6ebf62c)
(The flickering in the video is some issue with resizing without
decorations on x11)
<details>
<summary>Click to view showcase</summary>
Not the same code used in the video, but simple way to test moving a
window without decorations.
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
decorations: false,
..default()
}),
..default()
}))
.add_systems(Update, move_windows)
.run();
}
fn move_windows(mut windows: Query<&mut Window>, input: Res<ButtonInput<MouseButton>>) {
if input.pressed(MouseButton::Left) {
for mut window in windows.iter_mut() {
window.start_drag_move();
}
}
}
```
</details>
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
UI box shadow support
Adds a new component `BoxShadow`:
```rust
pub struct BoxShadow {
/// The shadow's color
pub color: Color,
/// Horizontal offset
pub x_offset: Val,
/// Vertical offset
pub y_offset: Val,
/// Horizontal difference in size from the occluding uninode
pub spread_radius: Val,
/// Blurriness of the shadow
pub blur_radius: Val,
}
```
To use `BoxShadow`, add the component to any Bevy UI node and a shadow
will be drawn beneath that node.
Also adds a resource `BoxShadowSamples` that can be used to adjust the
shadow quality.
#### Notes
* I'm not super happy with the field names. Maybe we need a `struct Size
{ width: Val, height: Val }` type or something.
* The shader isn't very optimised but I don't see that it's too
important for now as the number of shadows being rendered is not going
to be massive most of the time. I think it's more important to get the
API and geometry correct with this PR.
* I didn't implement an inset property, it's not essential and can
easily be added in a follow up.
* Shadows are only rendered for uinodes, not for images or text.
* Batching isn't supported, it would need out-of-the-scope-of-this-pr
changes to the way the UI handles z-ordering for it to be effective.
# Showcase
```cargo run --example box_shadow -- --samples 4```
<img width="391" alt="br" src="https://github.com/user-attachments/assets/4e8add96-dc93-46e0-9e35-d995eb0943ad">
```cargo run --example box_shadow -- --samples 10```
<img width="391" alt="s10"
src="https://github.com/user-attachments/assets/ecb384c9-4012-4cd6-9dea-5180904bf28e">
## Objective
Add a way to stream BRP requests when the data changes.
## Solution
#### BRP Side (reusable for other transports)
Add a new method handler type that returns a optional value. This
handler is run in update and if a value is returned it will be sent on
the message channel. Custom watching handlers can be added with
`RemotePlugin::with_watching_method`.
#### HTTP Side
If a request comes in with `+watch` in the method, it will respond with
`text/event-stream` rather than a single response.
## Testing
I tested with the podman HTTP client. This client has good support for
SSE's if you want to test it too.
## Parts I want some opinions on
- For separating watching methods I chose to add a `+watch` suffix to
the end kind of like `content-type` headers. A get would be
`bevy/get+watch`.
- Should watching methods send an initial response with everything or
only respond when a change happens? Currently the later is what happens.
## Future work
- The `bevy/query` method would also benefit from this but that
condition will be quite complex so I will leave that to later.
---------
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
Several of our APIs (namely gizmos and bounding) use isometries on
current Bevy main. This is nicer than separate properties in a lot of
cases, but users have still expressed usability concerns.
One problem is that in a lot of cases, you only care about e.g.
translation, so you end up with this:
```rust
gizmos.cross_2d(
Isometry2d::from_translation(Vec2::new(-160.0, 120.0)),
12.0,
FUCHSIA,
);
```
The isometry adds quite a lot of length and verbosity, and isn't really
that relevant since only the translation is important here.
It would be nice if you could use the translation directly, and only
supply an isometry if both translation and rotation are needed. This
would make the following possible:
```rust
gizmos.cross_2d(Vec2::new(-160.0, 120.0), 12.0, FUCHSIA);
```
removing a lot of verbosity.
## Solution
Implement `From<Vec2>` and `From<Rot2>` for `Isometry2d`, and
`From<Vec3>`, `From<Vec3A>`, and `From<Quat>` for `Isometry3d`. These
are lossless conversions that fit the semantics of `From`.
This makes the proposed API possible! The methods must now simply take
an `impl Into<IsometryNd>`, and this works:
```rust
gizmos.cross_2d(Vec2::new(-160.0, 120.0), 12.0, FUCHSIA);
```
# Objective
- As discussed on
[Discord](https://discord.com/channels/691052431525675048/1203087353850364004/1285300659746246849),
implement a `ConvexPolygon` 2D math primitive and associated mesh
builder.
- The original goal was to have a mesh builder for the simplest (i.e.
convex) polygons.
## Solution
- The `ConvexPolygon` is created from its vertices.
- The convexity of the polygon is checked when created via `new()` by
verifying that the winding order of all the triangles formed with
adjacent vertices is the same.
- The `ConvexPolygonMeshBuilder` uses an anchor vertex and goes through
every adjacent pair of vertices in the polygon to form triangles that
fill up the polygon.
## Testing
- Tested locally with my own simple `ConvexPolygonMeshBuilder` usage.
The previous fixes were breaking pretty much everything on main due to
naga-oil complaining about the OIT shader not being loaded, since
apparently webgl is a default feature. This fix is a bit messier, but
properly warns the user and is probably what we should have gone for in
the first place.
The gamepads-as-entities change caused several regressions. This patch
fixes each of them:
1. This PR introduces two new fields on `GamepadInfo`: `vendor_id`, and
`product_id`, as well as associated methods. These fields are simply
mirrored from the `gilrs` library.
2. That PR removed the methods that allowed iterating over all pressed
and released buttons, as well as the method that allowed iterating over
the axis values. (It was still technically possible to do so by using
reflection to access the private fields of `Gamepad`.)
3. The `Gamepad` component wasn't marked reflectable. This PR fixes that
problem.
These changes allowed me to forward port `leafwing-input-manager`.
# Objective
- Alpha blending can easily fail in many situations and requires sorting
on the cpu
## Solution
- Implement order independent transparency (OIT) as an alternative to
alpha blending
- The implementation uses 2 passes
- The first pass records all the fragments colors and position to a
buffer that is the size of N layers * the render target resolution.
- The second pass sorts the fragments, blends them and draws them to the
screen. It also currently does manual depth testing because early-z
fails in too many cases in the first pass.
## Testing
- We've been using this implementation at foresight in production for
many months now and we haven't had any issues related to OIT.
---
## Showcase
![image](https://github.com/user-attachments/assets/157f3e32-adaf-4782-b25b-c10313b9bc43)
![image](https://github.com/user-attachments/assets/bef23258-0c22-4b67-a0b8-48a9f571c44f)
## Future work
- Add an example showing how to use OIT for a custom material
- Next step would be to implement a per-pixel linked list to reduce
memory use
- I'd also like to investigate using a BinnedRenderPhase instead of a
SortedRenderPhase. If it works, it would make the transparent pass
significantly faster.
---------
Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: Charlotte McElwain <charlotte.c.mcelwain@gmail.com>
# Objective
- fix https://github.com/bevyengine/bevy/issues/15623
## Solution
- Checking field length of tuple struct before ser/der
## Testing
- CI should pass
## Migration Guide
- Reflection now will serialize and deserialize tuple struct with single
field as newtype struct. Consider this code.
```rs
#[derive(Reflect, Serialize)]
struct Test(usize);
let reflect = Test(3);
let serializer = TypedReflectSerializer::new(reflect.as_partial_reflect(), ®istry);
return serde_json::to_string(&serializer)
```
Old behavior will return `["3"]`. New behavior will return `"3"`. If you
were relying on old behavior you need to update your logic. Especially
with `serde_json`. `ron` doesn't affect from this.
# Objective
Allow curve adaptors to be reliably `Reflect` even if the curves they
hold are not `FromReflect`. This allows them, for example, to be used in
`bevy_animation`. I previously addressed this with the functional
adaptors, but I forgot to address this in the case of fields that hold
other curves and not arbitrary functions.
## Solution
Do the following on every curve adaptor that holds another curve:
```rust
// old:
#[derive(Reflect)]
```
```rust
// new:
#[derive(Reflect, FromReflect)]
#[reflect(from_reflect = false)]
```
This looks inane, but it's necessary because the default
`#[derive(Reflect)]` macro places `FromReflect` bounds on everything. To
avoid this, we opt out of deriving `FromReflect` with that macro by
adding `#[reflect(from_reflect = false)]`, then separately derive
`FromReflect`. (Of course, the latter still has the `FromReflect`
bounds, which is fine.)
# Objective
- Rename `Pickable` to `PickingBehavior` to counter the easily-made
assumption that the component is required. It is optional
- Fix and clarify documentation
- The docs in `crates/bevy_ui/src/picking_backend.rs` were incorrect
about the necessity of `Pickable`
- Plus two minor code quality changes in this commit
(7c2e75f48d)
Closes#15632
# Objective
Bevy supports feature gates for each format it supports, but several
formats that it loads via the `image` crate do not have feature gates.
Additionally, the QOI format is supported by the `image` crate and
wasn't available at all. This fixes that.
## Solution
The following feature gates are added:
* `avif`
* `ff` (Farbfeld)
* `gif`
* `ico`
* `qoi`
* `tiff`
None of these formats are enabled by default, despite the fact that all
these formats appeared to be enabled by default before. Since
`default-features` was disabled for the `image` crate, it's likely that
using any of these formats would have errored by default before this
change, although this probably needs additional testing.
## Testing
The changes seemed minimal enough that a compile test would be
sufficient.
## Migration guide
Image formats that previously weren't feature-gated are now
feature-gated, meaning they will have to be enabled if you use them:
* `avif`
* `ff` (Farbfeld)
* `gif`
* `ico`
* `tiff`
Additionally, the `qoi` feature has been added to support loading QOI
format images.
Previously, these formats appeared in the enum by default, but weren't
actually enabled via the `image` crate, potentially resulting in weird
bugs. Now, you should be able to add these features to your projects to
support them properly.
Currently, it's possible for the `collect_meshes_for_gpu_building`
system to run after `set_mesh_motion_vector_flags`. This will cause
those motion vector flags to be overwritten, which will cause the shader
to ignore the motion vectors for skinned meshes, which will cause
graphical artifacts.
This patch corrects the issue by forcing `set_mesh_motion_vector_flags`
to run after `collect_meshes_for_gpu_building`.
# Objective
The current `QueryData` derive panics when it encounters an error.
Additionally, it doesn't provide the clearest error message:
```rust
#[derive(QueryData)]
#[query_data(mut)]
struct Foo {
// ...
}
```
```
error: proc-macro derive panicked
--> src/foo.rs:16:10
|
16 | #[derive(QueryData)]
| ^^^^^^^^^
|
= help: message: Invalid `query_data` attribute format
```
## Solution
Updated the derive logic to not panic and gave a bit more detail in the
error message.
This is makes the error message just a bit clearer and maintains the
correct span:
```
error: invalid attribute, expected `mutable` or `derive`
--> src/foo.rs:17:14
|
17 | #[query_data(mut)]
| ^^^
```
## Testing
You can test locally by running the following in
`crates/bevy_ecs/compile_fail`:
```
cargo test --target-dir ../../../target
```
# Objective
Migrate `bevy_picking` to the required components API
## Solution
- Made `PointerId` require `PointerLocation`, `PointerPress`, and
`PointerInteraction`
- Removed `PointerBundle`
- Removed all engine uses of `PointerBundle`
- Added convenience constructor `PointerLocation::new(location:
Location)`
## Testing
- ran unit tests
- ran `sprite_picking` example, everything seemed fine.
## Migration Guide
This API hasn't shipped yet, so I didn't bother with a deprecation.
However, for any crates tracking main the changes are as follows:
Previous api:
```rs
commands.insert(PointerBundle::new(PointerId::Mouse));
commands.insert(PointerBundle::new(PointerId::Mouse).with_location(location));
```
New api:
```rs
commands.insert(PointerId::Mouse);
commands.insert((PointerId::Mouse, PointerLocation::new(location)));
```
# Objective
After merging retained rendering world #15320, we now have a good way of
creating a link between worlds (*HIYAA intensifies*). This means that
`get_or_spawn` is no longer necessary for that function. Entity should
be opaque as the warning above `get_or_spawn` says. This is also part of
#15459.
I'm deprecating `get_or_spawn_batch` in a different PR in order to keep
the PR small in size.
## Solution
Deprecate `get_or_spawn` and replace it with `get_entity` in most
contexts. If it's possible to query `&RenderEntity`, then the entity is
synced and `render_entity.id()` is initialized in the render world.
## Migration Guide
If you are given an `Entity` and you want to do something with it, use
`Commands.entity(...)` or `World.entity(...)`. If instead you want to
spawn something use `Commands.spawn(...)` or `World.spawn(...)`. If you
are not sure if an entity exists, you can always use `get_entity` and
match on the `Option<...>` that is returned.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Followup for #14788
- Support most usual ease function
## Solution
- Use the crate
[`interpolation`](https://docs.rs/interpolation/0.3.0/interpolation/trait.Ease.html)
which has them all
- it's already used by bevy_easings, bevy_tweening, be_tween,
bevy_tweening_captured, bevy_enoki, kayak_ui in the Bevy ecosystem for
various easing/tweening/interpolation
# Objective
- Working with hierarchies in Bevy is far too tedious due to a lack of
helper functions.
- This is the first half of #15609.
## Solution
Extend
[`HierarchyQueryExt`](https://docs.rs/bevy/latest/bevy/hierarchy/trait.HierarchyQueryExt)
with the following methods:
- `parent`
- `children`
- `root_parent`
- `iter_leaves`
- `iter_siblings`
- `iter_descendants_depth_first`
I've opted to make both `iter_leaves` and `iter_siblings` collect the
list of matching Entities for now, rather that operate by reference like
the existing `iter_descendants`. This was simpler, and in the case of
`iter_siblings` especially, the number of matching entities is likely to
be much smaller.
I've kept the generics in the type signature however, so we can go back
and optimize that freely without a breaking change whenever we want.
## Testing
I've added some basic testing, but they're currently failing. If you'd
like to help, I'd welcome suggestions or a PR to my PR over the weekend
<3
---------
Co-authored-by: Viktor Gustavsson <villor94@gmail.com>
Co-authored-by: poopy <gonesbird@gmail.com>
Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
# Objective
Following the pattern established in #15593, we can reduce the API
surface of `World` by providing a single function to grab both a
singular entity reference, or multiple entity references.
## Solution
The following functions can now also take multiple entity IDs and will
return multiple entity references back:
- `World::entity`
- `World::get_entity`
- `World::entity_mut`
- `World::get_entity_mut`
- `DeferredWorld::entity_mut`
- `DeferredWorld::get_entity_mut`
If you pass in X, you receive Y:
- give a single `Entity`, receive a single `EntityRef`/`EntityWorldMut`
(matches current behavior)
- give a `[Entity; N]`/`&[Entity; N]` (array), receive an equally-sized
`[EntityRef; N]`/`[EntityMut; N]`
- give a `&[Entity]` (slice), receive a
`Vec<EntityRef>`/`Vec<EntityMut>`
- give a `&EntityHashSet`, receive a
`EntityHashMap<EntityRef>`/`EntityHashMap<EntityMut>`
Note that `EntityWorldMut` is only returned in the single-entity case,
because having multiple at the same time would lead to UB. Also,
`DeferredWorld` receives an `EntityMut` in the single-entity case
because it does not allow structural access.
## Testing
- Added doc-tests on `World::entity`, `World::entity_mut`, and
`DeferredWorld::entity_mut`
- Added tests for aliased mutability and entity existence
---
## Showcase
<details>
<summary>Click to view showcase</summary>
The APIs for fetching `EntityRef`s and `EntityMut`s from the `World`
have been unified.
```rust
// This code will be referred to by subsequent code blocks.
let world = World::new();
let e1 = world.spawn_empty().id();
let e2 = world.spawn_empty().id();
let e3 = world.spawn_empty().id();
```
Querying for a single entity remains mostly the same:
```rust
// 0.14
let eref: EntityRef = world.entity(e1);
let emut: EntityWorldMut = world.entity_mut(e1);
let eref: Option<EntityRef> = world.get_entity(e1);
let emut: Option<EntityWorldMut> = world.get_entity_mut(e1);
// 0.15
let eref: EntityRef = world.entity(e1);
let emut: EntityWorldMut = world.entity_mut(e1);
let eref: Result<EntityRef, Entity> = world.get_entity(e1);
let emut: Result<EntityWorldMut, Entity> = world.get_entity_mut(e1);
```
Querying for multiple entities with an array has changed:
```rust
// 0.14
let erefs: [EntityRef; 2] = world.many_entities([e1, e2]);
let emuts: [EntityMut; 2] = world.many_entities_mut([e1, e2]);
let erefs: Result<[EntityRef; 2], Entity> = world.get_many_entities([e1, e2]);
let emuts: Result<[EntityMut; 2], QueryEntityError> = world.get_many_entities_mut([e1, e2]);
// 0.15
let erefs: [EntityRef; 2] = world.entity([e1, e2]);
let emuts: [EntityMut; 2] = world.entity_mut([e1, e2]);
let erefs: Result<[EntityRef; 2], Entity> = world.get_entity([e1, e2]);
let emuts: Result<[EntityMut; 2], EntityFetchError> = world.get_entity_mut([e1, e2]);
```
Querying for multiple entities with a slice has changed:
```rust
let ids = vec![e1, e2, e3]);
// 0.14
let erefs: Result<Vec<EntityRef>, Entity> = world.get_many_entities_dynamic(&ids[..]);
let emuts: Result<Vec<EntityMut>, QueryEntityError> = world.get_many_entities_dynamic_mut(&ids[..]);
// 0.15
let erefs: Result<Vec<EntityRef>, Entity> = world.get_entity(&ids[..]);
let emuts: Result<Vec<EntityMut>, EntityFetchError> = world.get_entity_mut(&ids[..]);
let erefs: Vec<EntityRef> = world.entity(&ids[..]); // Newly possible!
let emuts: Vec<EntityMut> = world.entity_mut(&ids[..]); // Newly possible!
```
Querying for multiple entities with an `EntityHashSet` has changed:
```rust
let set = EntityHashSet::from_iter([e1, e2, e3]);
// 0.14
let emuts: Result<Vec<EntityMut>, QueryEntityError> = world.get_many_entities_from_set_mut(&set);
// 0.15
let emuts: Result<EntityHashMap<EntityMut>, EntityFetchError> = world.get_entity_mut(&set);
let erefs: Result<EntityHashMap<EntityRef>, EntityFetchError> = world.get_entity(&set); // Newly possible!
let emuts: EntityHashMap<EntityMut> = world.entity_mut(&set); // Newly possible!
let erefs: EntityHashMap<EntityRef> = world.entity(&set); // Newly possible!
```
</details>
## Migration Guide
- `World::get_entity` now returns `Result<_, Entity>` instead of
`Option<_>`.
- Use `world.get_entity(..).ok()` to return to the previous behavior.
- `World::get_entity_mut` and `DeferredWorld::get_entity_mut` now return
`Result<_, EntityFetchError>` instead of `Option<_>`.
- Use `world.get_entity_mut(..).ok()` to return to the previous
behavior.
- Type inference for `World::entity`, `World::entity_mut`,
`World::get_entity`, `World::get_entity_mut`,
`DeferredWorld::entity_mut`, and `DeferredWorld::get_entity_mut` has
changed, and might now require the input argument's type to be
explicitly written when inside closures.
- The following functions have been deprecated, and should be replaced
as such:
- `World::many_entities` -> `World::entity::<[Entity; N]>`
- `World::many_entities_mut` -> `World::entity_mut::<[Entity; N]>`
- `World::get_many_entities` -> `World::get_entity::<[Entity; N]>`
- `World::get_many_entities_dynamic` -> `World::get_entity::<&[Entity]>`
- `World::get_many_entities_mut` -> `World::get_entity_mut::<[Entity;
N]>`
- The equivalent return type has changed from `Result<_,
QueryEntityError>` to `Result<_, EntityFetchError>`
- `World::get_many_entities_dynamic_mut` ->
`World::get_entity_mut::<&[Entity]>1
- The equivalent return type has changed from `Result<_,
QueryEntityError>` to `Result<_, EntityFetchError>`
- `World::get_many_entities_from_set_mut` ->
`World::get_entity_mut::<&EntityHashSet>`
- The equivalent return type has changed from `Result<Vec<EntityMut>,
QueryEntityError>` to `Result<EntityHashMap<EntityMut>,
EntityFetchError>`. If necessary, you can still convert the
`EntityHashMap` into a `Vec`.
# Objective
If you want to draw / generate images from the CPU, such as:
- to create procedurally-generated assets
- for games whose artstyle is best implemented by poking pixels directly
from the CPU, instead of using shaders
It is currently very unergonomic to do in Bevy, because you have to deal
with the raw bytes inside `image.data`, take care of the pixel format,
etc.
## Solution
This PR adds some helper methods to `Image` for pixel manipulation.
These methods allow you to use Bevy's user-friendly `Color` struct to
read and write the colors of pixels, at arbitrary coordinates (specified
as `UVec3` to support any texture dimension). They handle
encoding/decoding to the `Image`s `TextureFormat`, incl. any sRGB
conversion.
While we are at it, also add methods to help with direct access to the
raw bytes. It is now easy to compute the offset where the bytes of a
specific pixel coordinate are found, or to just get a Rust slice to
access them.
Caveat: `Color` roundtrips are obviously going to be lossy for non-float
`TextureFormat`s. Using `set_color_at` followed by `get_color_at` will
return a different value, due to the data conversions involved (such as
`f32` -> `u8` -> `f32` for the common `Rgba8UnormSrgb` texture format).
Be careful when comparing colors (such as checking for a color you wrote
before)!
Also adding a new example: `cpu_draw` (under `2d`), to showcase these
new APIs.
---
## Changelog
### Added
- `Image` APIs for easy access to the colors of specific pixels.
---------
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: ltdk <usr@ltdk.xyz>
Updates the requirements on
[sysinfo](https://github.com/GuillaumeGomez/sysinfo) to permit the
latest version.
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/GuillaumeGomez/sysinfo/blob/master/CHANGELOG.md">sysinfo's
changelog</a>.</em></p>
<blockquote>
<h1>0.32.0</h1>
<ul>
<li>Add new <code>Disk::is_read_only</code> API.</li>
<li>Add new <code>remove_dead_processes</code> argument to
<code>System::refresh_processes</code> and
<code>System::refresh_processes_specifics</code>.</li>
<li>macOS: Fix memory leak in disk refresh.</li>
</ul>
<h1>0.31.4</h1>
<ul>
<li>macOS: Force memory cleanup in disk list retrieval.</li>
</ul>
<h1>0.31.3</h1>
<ul>
<li>Raspberry Pi: Fix temperature retrieval.</li>
</ul>
<h1>0.31.2</h1>
<ul>
<li>Remove <code>bstr</code> dependency (needed for rustc
development).</li>
</ul>
<h1>0.31.1</h1>
<ul>
<li>Downgrade version of <code>memchr</code> (needed for rustc
development).</li>
</ul>
<h1>0.31.0</h1>
<ul>
<li>Split crate in features to only enable what you need.</li>
<li>Remove <code>System::refresh_process</code>,
<code>System::refresh_process_specifics</code> and
<code>System::refresh_pids</code>
methods.</li>
<li>Add new argument of type <code>ProcessesToUpdate</code> to
<code>System::refresh_processes</code> and
<code>System::refresh_processes_specifics</code> methods.</li>
<li>Add new <code>NetworkData::ip_networks</code> method.</li>
<li>Add new <code>System::refresh_cpu_list</code> method.</li>
<li>Global CPU now only contains CPU usage.</li>
<li>Rename <code>TermalSensorType</code> to
<code>ThermalSensorType</code>.</li>
<li>Process names is now an <code>OsString</code>.</li>
<li>Remove <code>System::global_cpu_info</code>.</li>
<li>Add <code>System::global_cpu_usage</code>.</li>
<li>macOS: Fix invalid CPU computation when single processes are
refreshed one after the other.</li>
<li>Windows: Fix virtual memory computation.</li>
<li>Windows: Fix WoW64 parent process refresh.</li>
<li>Linux: Retrieve RSS (Resident Set Size) memory for cgroups.</li>
</ul>
<h1>0.30.13</h1>
<ul>
<li>macOS: Fix segfault when calling
<code>Components::refresh_list</code> multiple times.</li>
<li>Windows: Fix CPU arch retrieval.</li>
</ul>
<h1>0.30.12</h1>
<ul>
<li>FreeBSD: Fix network interfaces retrieval (one was always
missing).</li>
</ul>
<h1>0.30.11</h1>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="e022ae4fd1"><code>e022ae4</code></a>
Merge pull request <a
href="https://redirect.github.com/GuillaumeGomez/sysinfo/issues/1354">#1354</a>
from GuillaumeGomez/update</li>
<li><a
href="0c5ca6af60"><code>0c5ca6a</code></a>
Update migration guide for 0.32</li>
<li><a
href="9f14cba660"><code>9f14cba</code></a>
Update crate version to 0.32.0</li>
<li><a
href="eb7f147b27"><code>eb7f147</code></a>
Update CHANGELOG for 0.32.0</li>
<li><a
href="9c86e253dd"><code>9c86e25</code></a>
Fix new clippy lints</li>
<li><a
href="2fb2903272"><code>2fb2903</code></a>
Merge pull request <a
href="https://redirect.github.com/GuillaumeGomez/sysinfo/issues/1353">#1353</a>
from GuillaumeGomez/rm-dead-processes</li>
<li><a
href="7452b8d828"><code>7452b8d</code></a>
Update <code>System::refresh_processes</code> API to give control over
when to remove de...</li>
<li><a
href="6f1d382276"><code>6f1d382</code></a>
Merge pull request <a
href="https://redirect.github.com/GuillaumeGomez/sysinfo/issues/1348">#1348</a>
from kevinbaker/master</li>
<li><a
href="6d5ea97ade"><code>6d5ea97</code></a>
add dependency on windows SystemServices for disk</li>
<li><a
href="1c87f50f1c"><code>1c87f50</code></a>
win: add correct location of FILE_READ_ONLY_VOLUME, correct call</li>
<li>Additional commits viewable in <a
href="https://github.com/GuillaumeGomez/sysinfo/compare/v0.31.0...v0.32.0">compare
view</a></li>
</ul>
</details>
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Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
# Objective
Fix a couple of substantial errors found during the development of
#15665:
- `AnimationCurveEvaluator::add` was secretly unreachable. In other
words, additive blending never actually occurred.
- Weights from the animation graph nodes were ignored, and only
`ActiveAnimation`'s weights were used.
## Solution
Made additive blending reachable and included the graph node weight in
the weight of the stack elements appended in the curve application loop
of `animate_targets`.
## Testing
Tested on existing examples and on the new example added in #15665.
# Objective
I completely forgot that animation events are triggered in two separate
systems (sorry). The issue ~~fixed~~ by #15677, can still happen if the
animation event is not targeting a specific bone.
## Solution
_Realy_ don't trigger animation events for paused animations.
# Objective
Pausing the `animated_fox` example perfectly as one of the feet hits the
ground causes the event to be triggered every frame.
Context: #15538
## Solution
Don't trigger animation events if the animation is paused.
## Testing
Ran the example, I no longer see the issue.
# Objective
- `bevy_render` should not depend on `bevy_winit`
- Fixes#15565
## Solution
- `bevy_render` no longer depends on `bevy_winit`
- The following is behind the `custom_cursor` feature
- Move custom cursor code from `bevy_render` to `bevy_winit` behind the
`custom_cursor` feature
- `bevy_winit` now depends on `bevy_render` (for `Image` and
`TextureFormat`)
- `bevy_winit` now depends on `bevy_asset` (for `Assets`, `Handle` and
`AssetId`)
- `bevy_winit` now depends on `bytemuck` (already in tree)
- Custom cursor code in `bevy_winit` reworked to use `AssetId` (other
than that it is taken over 1:1)
- Rework `bevy_winit` custom cursor interface visibility now that the
logic is all contained in `bevy_winit`
## Testing
- I ran the screenshot and window_settings examples
- Tested on linux wayland so far
---
## Migration Guide
`CursorIcon` and `CustomCursor` previously provided by
`bevy::render::view::cursor` is now available from `bevy::winit`.
A new feature `custom_cursor` enables this functionality (default
feature).
# Objective
- bevy_render is gargantuan
## Solution
- Split out bevy_mesh
## Testing
- Ran some examples, everything looks fine
## Migration Guide
`bevy_render::mesh::morph::inherit_weights` is now
`bevy_render::mesh::inherit_weights`
if you were using `Mesh::compute_aabb`, you will need to `use
bevy_render::mesh::MeshAabb;` now
---------
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
# Objective
- fulfill the needs presented in this issue, which requires the ability
to set custom HTTP headers for responses in the Bevy Remote Protocol
server. #15551
## Solution
- Created a `Headers` struct to store custom HTTP headers as key-value
pairs.
- Added a `headers` field to the `RemoteHttpPlugin` struct.
- Implemented a `with_headers` method in `RemoteHttpPlugin` to allow
users to set custom headers.
- Passed the headers into the processing chain.
## Testing
- I added cors_headers in example/remote/server.rs and tested it with a
static html
[file](https://github.com/spacemen0/bevy/blob/test_file/test.html)
---
# Objective
Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.
Closes#15494
## Solution
Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.
## Testing
Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.
---
## Showcase
`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.
```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```
Events can be added to an `AnimationClip` by specifying a time and
event.
```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```
And optionally, providing a target id.
```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```
I modified the `animated_fox` example to show off the feature.
![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
I noticed a weird break in a doc comment, I assume it must be a typo.
## Solution
Put the missing doc comment in there.
## Testing
It looks better in my IDE now
# Objective
Fixes#13832
## Solution
Additively blend quaternions like this:
```rust
rotation = Quat::slerp(Quat::IDENTITY, incoming_rotation, weight) * rotation;
```
## Testing
Ran `animation_masks`, which behaves the same as before. (In the context
of an animation being blended only onto the base pose, there is no
difference.)
We should create some examples that actually exercise more of the
capabilities of the `AnimationGraph` so that issues like this can become
more visible in general. (On the other hand, I'm quite certain this was
wrong before.)
## Migration Guide
This PR changes the implementation of `Quat: Animatable`, which was not
used internally by Bevy prior to this release version. If you relied on
the old behavior of additive quaternion blending in manual applications,
that code will have to be updated, as the old behavior was incorrect.
# Objective
Yet another PR for migrating stuff to required components. This time,
cameras!
## Solution
As per the [selected
proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected),
deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d`
and `Camera3d`.
Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning,
as suggested by Cart [on
Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273).
I would personally like cameras to work a bit differently and be split
into a few more components, to avoid some footguns and confusing
semantics, but that is more controversial, and shouldn't block this core
migration.
## Testing
I ran a few 2D and 3D examples, and tried cameras with and without
render graphs.
---
## Migration Guide
`Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of
`Camera2d` and `Camera3d`. Inserting them will now also insert the other
components required by them automatically.
# Objective
Fixes#15617
## Solution
The original author confirmed it was not intentional that both these
methods exist.
They do the same, one has the better implementation and the other the
better name.
## Testing
I just ran the unit tests of the module.
---
## Migration Guide
- Change usages of `Events::oldest_id` to `Events::oldest_event_count`
- If `Events::oldest_id` was used to get the actual oldest
`EventId::id`, note that the deprecated method never reliably did that
in the first place as the buffers may contain no id currently.
# Objective
Fixes#15525
The deferred and mesh pipelines tonemapping LUT bindings were
accidentally out of sync, breaking deferred rendering.
As noted in the issue it's still broken on wasm due to hitting a texture
limit.
## Solution
Add constants for these instead of hardcoding them.
## Testing
Test with `cargo run --example deferred_rendering` and see it works, run
the same on main and see it crash.
*Additive blending* is an ubiquitous feature in game engines that allows
animations to be concatenated instead of blended. The canonical use case
is to allow a character to hold a weapon while performing arbitrary
poses. For example, if you had a character that needed to be able to
walk or run while attacking with a weapon, the typical workflow is to
have an additive blend node that combines walking and running animation
clips with an animation clip of one of the limbs performing a weapon
attack animation.
This commit adds support for additive blending to Bevy. It builds on top
of the flexible infrastructure in #15589 and introduces a new type of
node, the *add node*. Like blend nodes, add nodes combine the animations
of their children according to their weights. Unlike blend nodes,
however, add nodes don't normalize the weights to 1.0.
The `animation_masks` example has been overhauled to demonstrate the use
of additive blending in combination with masks. There are now controls
to choose an animation clip for every limb of the fox individually.
This patch also fixes a bug whereby masks were incorrectly accumulated
with `insert()` during the graph threading phase, which could cause
corruption of computed masks in some cases.
Note that the `clip` field has been replaced with an `AnimationNodeType`
enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset
has been updated to the new format.
Closes#14395.
## Showcase
https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33
## Migration Guide
* The `animgraph.ron` format has changed to accommodate the new
*additive blending* feature. You'll need to change `clip` fields to
instances of the new `AnimationNodeType` enum.
# Objective
- Another step towards #15558
## Solution
- Instead of allocating a Vec and then having wgpu copy it into a
staging buffer, write directly into the staging buffer.
- gets rid of another hidden copy, in `pad_to_alignment`.
future work:
- why is there a gcd implementation in here (and its subpar, use
binary_gcd. its in the hot path, run twice for every mesh, every frame i
think?) make it better and put it in bevy_math
- zero-copy custom mesh api to avoid having to write out a Mesh from a
custom rep
## Testing
- lighting and many_cubes run fine (and slightly faster. havent
benchmarked though)
---
## Showcase
- look ma... no copies
at least when RenderAssetUsage is GPU only :3
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
# Objective
- Contributes to #15460
## Solution
- Made `web-time` a `wasm32`-only dependency.
- Moved time-related exports to its own module for clarity.
- Feature-gated allocator requirements for `hashbrown` behind `alloc`.
- Enabled compile-time RNG for `ahash` (runtime RNG will preferentially
used in `std` environments)
- Made `thread_local` optional by feature-gating the `Parallel` type.
## Testing
- Ran CI locally.
- `cargo build -p bevy_utils --target "x86_64-unknown-none"
--no-default-features`
# Objective
Someone (let's not name names here) might've been a bit of a goofball,
and happened to forget that "playing audio" should cause this thing
called "sound" to be emitted! That someone might not have realized that
queries should be updated to account for audio using wrapper components
instead of raw asset handles after #15573.
## Solution
Update systems, and listen to the relaxing soundscapes of `Windless
Slopes.ogg` 🎵
# Objective
Allow required component default values to be provided in-line.
```rust
#[derive(Component)]
#[require(
FocusPolicy(block_focus_policy)
)]
struct SomeComponent;
fn block_focus_policy() -> FocusPolicy {
FocusPolicy::Block
}
```
May now be expressed as:
```rust
#[derive(Component)]
#[require(
FocusPolicy(|| FocusPolicy::Block)
)]
struct SomeComponent;
```
## Solution
Modified the #[require] proc macro to accept a closure.
## Testing
Tested using my branch as a dependency, and switching between the inline
closure syntax and function syntax for a bunch of different components.
## Objective
The new Required Components feature (#14791) in Bevy allows spawning a
fixed set of components with a single method with cool require macro.
However, there's currently no corresponding method to remove all those
components together. This makes it challenging to keep insertion and
removal code in sync, especially for simple using cases.
```rust
#[derive(Component)]
#[require(Y)]
struct X;
#[derive(Component, Default)]
struct Y;
world.entity_mut(e).insert(X); // Spawns both X and Y
world.entity_mut(e).remove::<X>();
world.entity_mut(e).remove::<Y>(); // We need to manually remove dependencies without any sync with the `require` macro
```
## Solution
Simplifies component management by providing operations for removal
required components.
This PR introduces simple 'footgun' methods to removes all components of
this bundle and its required components.
Two new methods are introduced:
For Commands:
```rust
commands.entity(e).remove_with_requires::<B>();
```
For World:
```rust
world.entity_mut(e).remove_with_requires::<B>();
```
For performance I created new field in Bundels struct. This new field
"contributed_bundle_ids" contains cached ids for dynamic bundles
constructed from bundle_info.cintributed_components()
## Testing
The PR includes three test cases:
1. Removing a single component with requirements using World.
2. Removing a bundle with requirements using World.
3. Removing a single component with requirements using Commands.
4. Removing a single component with **runtime** requirements using
Commands
These tests ensure the feature works as expected across different
scenarios.
## Showcase
Example:
```rust
use bevy_ecs::prelude::*;
#[derive(Component)]
#[require(Y)]
struct X;
#[derive(Component, Default)]
#[require(Z)]
struct Y;
#[derive(Component, Default)]
struct Z;
#[derive(Component)]
struct W;
let mut world = World::new();
// Spawn an entity with X, Y, Z, and W components
let entity = world.spawn((X, W)).id();
assert!(world.entity(entity).contains::<X>());
assert!(world.entity(entity).contains::<Y>());
assert!(world.entity(entity).contains::<Z>());
assert!(world.entity(entity).contains::<W>());
// Remove X and required components Y, Z
world.entity_mut(entity).remove_with_requires::<X>();
assert!(!world.entity(entity).contains::<X>());
assert!(!world.entity(entity).contains::<Y>());
assert!(!world.entity(entity).contains::<Z>());
assert!(world.entity(entity).contains::<W>());
```
## Motivation for PR
#15580
## Performance
I made simple benchmark
```rust
let mut world = World::default();
let entity = world.spawn_empty().id();
let steps = 100_000_000;
let start = std::time::Instant::now();
for _ in 0..steps {
world.entity_mut(entity).insert(X);
world.entity_mut(entity).remove::<(X, Y, Z, W)>();
}
let end = std::time::Instant::now();
println!("normal remove: {:?} ", (end - start).as_secs_f32());
println!("one remove: {:?} micros", (end - start).as_secs_f64() / steps as f64 * 1_000_000.0);
let start = std::time::Instant::now();
for _ in 0..steps {
world.entity_mut(entity).insert(X);
world.entity_mut(entity).remove_with_requires::<X>();
}
let end = std::time::Instant::now();
println!("remove_with_requires: {:?} ", (end - start).as_secs_f32());
println!("one remove_with_requires: {:?} micros", (end - start).as_secs_f64() / steps as f64 * 1_000_000.0);
```
Output:
CPU: Amd Ryzen 7 2700x
```bash
normal remove: 17.36135
one remove: 0.17361348299999999 micros
remove_with_requires: 17.534006
one remove_with_requires: 0.17534005400000002 micros
```
NOTE: I didn't find any tests or mechanism in the repository to update
BundleInfo after creating new runtime requirements with an existing
BundleInfo. So this PR also does not contain such logic.
## Future work (outside this PR)
Create cache system for fast removing components in "safe" mode, where
"safe" mode is remove only required components that will be no longer
required after removing root component.
---------
Co-authored-by: a.yamaev <a.yamaev@smartengines.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
> Alice 🌹 — Today at 3:43 PM
bevy_dev_tools::ci_testing::systems::send_events
This system should be marked as ambiguous with everything I think
## Solution
- Mark it as `ambiguous_with_all`
# Objective
Currently, sample-interpolated curves (such as those used by the glTF
loader for animations) do unnecessary extra work when `sample_clamped`
is called, since their implementations of `sample_unchecked` are already
clamped. Eliminating this redundant sampling is a small, easy
performance win which doesn't compromise on the animation system's
internal usage of `sample_clamped`, which guarantees that it never
samples curves out-of-bounds.
## Solution
For sample-interpolated curves, define `sample_clamped` in the way
`sample_unchecked` is currently defined, and then redirect
`sample_unchecked` to `sample_clamped`. This is arguably a more
idiomatic way of using the `cores` as well, which is nice.
## Testing
Ran `many_foxes` to make sure I didn't break anything.
# Objective
Support accessing dynamic resources in a dynamic system, including
accessing them by component id. This is similar to how dynamic
components can be queried using `Query<FilteredEntityMut>`.
## Solution
Create `FilteredResources` and `FilteredResourcesMut` types that act
similar to `FilteredEntityRef` and `FilteredEntityMut` and that can be
used as system parameters.
## Example
```rust
// Use `FilteredResourcesParamBuilder` to declare access to resources.
let system = (FilteredResourcesParamBuilder::new(|builder| {
builder.add_read::<B>().add_read::<C>();
}),)
.build_state(&mut world)
.build_system(resource_system);
world.init_resource::<A>();
world.init_resource::<C>();
fn resource_system(res: FilteredResources) {
// The resource exists, but we have no access, so we can't read it.
assert!(res.get::<A>().is_none());
// The resource doesn't exist, so we can't read it.
assert!(res.get::<B>().is_none());
// The resource exists and we have access, so we can read it.
let c = res.get::<C>().unwrap();
// The type parameter can be left out if it can be determined from use.
let c: Res<C> = res.get().unwrap();
}
```
## Future Work
As a follow-up PR, `ReflectResource` can be modified to take `impl
Into<FilteredResources>`, similar to how `ReflectComponent` takes `impl
Into<FilteredEntityRef>`. That will allow dynamic resources to be
accessed using reflection.
# Objective
The current observers have some unfortunate footguns where you can end
up confused about what is actually being observed. For apps you can
chain observe like `app.observe(..).observe(..)` which works like you
would expect, but if you try the same with world the first `observe()`
will return the `EntityWorldMut` for the created observer, and the
second `observe()` will only observe on the observer entity. It took
several hours for multiple people on discord to figure this out, which
is not a great experience.
## Solution
Rename `observe` on entities to `observe_entity`. It's slightly more
verbose when you know you have an entity, but it feels right to me that
observers for specific things have more specific naming, and it prevents
this issue completely.
Another possible solution would be to unify `observe` on `App` and
`World` to have the same kind of return type, but I'm not sure exactly
what that would look like.
## Testing
Simple name change, so only concern is docs really.
---
## Migration Guide
The `observe()` method on entities has been renamed to
`observe_entity()` to prevent confusion about what is being observed in
some cases.
# Objective
Fixes#14511.
`despawn` allows you to remove entities from the world. However, if the
entity does not exist, it emits a warning. This may not be intended
behavior for many users who have use cases where they need to call
`despawn` regardless of if the entity actually exists (see the issue),
or don't care in general if the entity already doesn't exist.
(Also trying to gauge interest on if this feature makes sense, I'd
personally love to have it, but I could see arguments that this might be
a footgun. Just trying to help here 😄 If there's no contention I could
also implement this for `despawn_recursive` and `despawn_descendants` in
the same PR)
## Solution
Add `try_despawn`, `try_despawn_recursive` and
`try_despawn_descendants`.
Modify `World::despawn_with_caller` to also take in a `warn` boolean
argument, which is then considered when logging the warning. Set
`log_warning` to `true` in the case of `despawn`, and `false` in the
case of `try_despawn`.
## Testing
Ran `cargo run -p ci` on macOS, it seemed fine.
# Objective
System param validation warnings should be configurable and default to
"warn once" (per system).
Fixes: #15391
## Solution
`SystemMeta` is given a new `ParamWarnPolicy` field.
The policy decides whether warnings will be emitted by each system param
when it fails validation.
The policy is updated by the system after param validation fails.
Example warning:
```
2024-09-30T18:10:04.740749Z WARN bevy_ecs::system::function_system: System fallible_params::do_nothing_fail_validation will not run because it requested inaccessible system parameter Single<(), (With<Player>, With<Enemy>)>
```
Currently, only the first invalid parameter is displayed.
Warnings can be disabled on function systems using
`.param_never_warn()`.
(there is also `.with_param_warn_policy(policy)`)
## Testing
Ran `fallible_params` example.
---------
Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
This is an updated version of #15530. Review comments were addressed.
This commit changes the animation graph evaluation to be operate in a
more sensible order and updates the semantics of blend nodes to conform
to [the animation composition RFC]. Prior to this patch, a node graph
like this:
```
┌─────┐
│ │
│ 1 │
│ │
└──┬──┘
│
┌───────┴───────┐
│ │
▼ ▼
┌─────┐ ┌─────┐
│ │ │ │
│ 2 │ │ 3 │
│ │ │ │
└──┬──┘ └──┬──┘
│ │
┌───┴───┐ ┌───┴───┐
│ │ │ │
▼ ▼ ▼ ▼
┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐
│ │ │ │ │ │ │ │
│ 4 │ │ 6 │ │ 5 │ │ 7 │
│ │ │ │ │ │ │ │
└─────┘ └─────┘ └─────┘ └─────┘
```
Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp)
operation notated as ⊕. As quaternion multiplication isn't commutative,
this is very counterintuitive and will especially lead to trouble with
the forthcoming additive blending feature (#15198).
This patch fixes the issue by changing the evaluation order to
postorder, with children of a node evaluated in ascending order by node
index.
To do so, this patch revamps `AnimationCurve` to be based on an
*evaluation stack* and a *blend register*. During target evaluation, the
graph evaluator traverses the graph in postorder. When encountering a
clip node, the evaluator pushes the possibly-interpolated value onto the
evaluation stack. When encountering a blend node, the evaluator pops
values off the stack into the blend register, accumulating weights as
appropriate. When the graph is completely evaluated, the top element on
the stack is *committed* to the property of the component.
A new system, the *graph threading* system, is added in order to cache
the sorted postorder traversal to avoid the overhead of sorting children
at animation evaluation time. Mask evaluation has been moved to this
system so that the graph only has to be traversed at most once per
frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached
from frame to frame and only has to be regenerated when the animation
graph asset changes.
This patch currently regresses the `animate_target` performance in
`many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS.
I'd argue that this is an acceptable price to pay for a much more
intuitive system. In the future, we can mitigate the regression with a
fast path that avoids consulting the graph if only one animation is
playing. However, in the interest of keeping this patch simple, I didn't
do so here.
[the animation composition RFC]:
https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md
# Objective
- Describe the objective or issue this PR addresses.
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- Describe the solution used to achieve the objective above.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
> This section is optional. If this PR does not include a visual change
or does not add a new feature, you can delete this section.
- Help others understand the result of this PR by showcasing your
awesome work!
- If this PR adds a new feature or public API, consider adding a brief
pseudo-code snippet of it in action
- If this PR includes a visual change, consider adding a screenshot,
GIF, or video
- If you want, you could even include a before/after comparison!
- If the Migration Guide adequately covers the changes, you can delete
this section
While a showcase should aim to be brief and digestible, you can use a
toggleable section to save space on longer showcases:
<details>
<summary>Click to view showcase</summary>
```rust
println!("My super cool code.");
```
</details>
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- The capsule gizmo uses straight lines for the upper and lower circle
which looks pretty ugly.
## Solution
- Use the circle gizmo instead
---
## Showcase
**BEFORE**
![3d_gizmos_sy3CmKUvKO](https://github.com/user-attachments/assets/be014de4-751e-4b40-b814-b5b97bb72031)
**AFTER**
![3d_gizmos_nyADBAUJHg](https://github.com/user-attachments/assets/539ff765-f9d8-4afe-9ac6-41fe83e94e94)
(the circles are red for demonstration purposes only)
# Notes
I also tried using 3d arcs instead of circles but it looks like arcs
need a lot more computation for an almost identical end result. Circles
seem much simpler. The only thing I'm unsure about is if the rotation
stuff is correct. It worked in my testing though.
# Objective
The `queue()` method is an optional trait method which is necessary for
deferred operations (such as command queues) to work properly in the
context of an observer.
This method was omitted from the proc_macro blanket implementation of
`ParamSet` for tuples; as a result, SystemParams with deferred
application (such as Commands) would not work in observers if they were
part of a ParamSet.
This appears to have been a simple omission, as `queue()` was already
implemented for the separate blanket implementation of `ParamSet` for
`Vec<T>`. In both cases, it is a simple pass-through to the component
SystemParams.
## Solution
Add the `queue()` method implementation to the `impl_param_set` proco
macro.
## Testing
Added a unit test which clearly demonstrates the issue. It fails before
the fix, and passes afterwards.
---
# Objective
It is somewhat unlikely we will actually be able to support
`TransformCurve` (introduced in #15434) after the `AnimationGraph`
evaluation order changes in the immediate future. This is because
correctly blending overlapping animation properties is nontrivial, and
`Transform` overlaps with all of its own fields. We could still
potentially create something like this in the future, but it's likely to
require significant design and implementation work. By way of contrast,
the single-property wrappers `TranslationCurve`, `ScaleCurve`, and
`RotationCurve` should work perfectly fine, since they are
non-overlapping.
In this version release, creating `TransformCurve` in userspace is also
quite easy if desired (see the deletions from this PR).
## Solution
Delete `TransformCurve`.
## Migration Guide
There is no released version that contains this, but we should make sure
that `TransformCurve` is excluded from the release notes for #15434 if
we merge this pull request.
# Objective
- I'm building a streaming plugin for `bevy_remote` and accessing to
builtin method will be very valuable
## Solution
- Add a method to allow access a handler by method name.
## Testing
- CI should pass
# Objective
- Closes#15577
## Solution
The following functions can now also take multiple component IDs and
return multiple pointers back:
- `EntityRef::get_by_id`
- `EntityMut::get_by_id`
- `EntityMut::into_borrow_by_id`
- `EntityMut::get_mut_by_id`
- `EntityMut::into_mut_by_id`
- `EntityWorldMut::get_by_id`
- `EntityWorldMut::into_borrow_by_id`
- `EntityWorldMut::get_mut_by_id`
- `EntityWorldMut::into_mut_by_id`
If you pass in X, you receive Y:
- give a single `ComponentId`, receive a single `Ptr`/`MutUntyped`
- give a `[ComponentId; N]` (array), receive a `[Ptr; N]`/`[MutUntyped;
N]`
- give a `&[ComponentId; N]` (array), receive a `[Ptr; N]`/`[MutUntyped;
N]`
- give a `&[ComponentId]` (slice), receive a
`Vec<Ptr>`/`Vec<MutUntyped>`
- give a `&HashSet<ComponentId>`, receive a `HashMap<ComponentId,
Ptr>`/`HashMap<ComponentId, MutUntyped>`
## Testing
- Added 4 new tests.
---
## Migration Guide
- The following functions now return an `Result<_,
EntityComponentError>` instead of a `Option<_>`: `EntityRef::get_by_id`,
`EntityMut::get_by_id`, `EntityMut::into_borrow_by_id`,
`EntityMut::get_mut_by_id`, `EntityMut::into_mut_by_id`,
`EntityWorldMut::get_by_id`, `EntityWorldMut::into_borrow_by_id`,
`EntityWorldMut::get_mut_by_id`, `EntityWorldMut::into_mut_by_id`
# Objective
Citing @mweatherley
> There is a lot of shortfall for simple cases— e.g., we should have
library functions for making a curve connecting two points, eased
versions of that, and so on.
## Solution
This PR implements
- a simple `Easing` trait which is implemented for all `impl Curve<f32>`
types. We can't really guarantee that these curves have unit interval
domain, which some people would probably expect, but it is documented
that this isn't the case for these types and we redirect to
`EasingCurve` which is used for that purpose
- an `EasingCurve` struct, which is used to interpolate between two
values `start` and `end` using a `impl Easing` curve where the curve
will be guaranteed to be reparametrized
- a `LinearCurve` which linearly interpolates between two values `start`
and `end`
- a `CubicBezierCurve` which interpolates between `start` and `end`
values using a `CubicSegment`
- a `StepCurve` which interpolates between `start` and `end` with an
step-function with `n` steps
- an `ElasticCurve` which interpolates between `start` and `end` with
spring like behavior where the elasticity of the spring is configurable
- some `FunctionCurve` easing curves for different popular functions
including: `quadratic_ease_in`, `quadratic_ease_out`, `smoothstep`,
`identity`
## Testing
- there are a few new tests for all of these in the main module
---------
Co-authored-by: eckz <567737+eckz@users.noreply.github.com>
Co-authored-by: Miles Silberling-Cook <NthTensor@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Matty <weatherleymatthew@gmail.com>
Early implementation. I still have to fix the documentation and consider
writing a small migration guide.
Questions left to answer:
* [x] should thickness be an overridable constant?
* [x] is there a better way to implement `Eq`/`Hash` for `SSAOMethod`?
* [x] do we want to keep the linear sampler for the depth texture?
* [x] is there a better way to separate the logic than preprocessor
macros?
![vbao](https://github.com/bevyengine/bevy/assets/4136413/2a8a0389-2add-4c2e-be37-e208e52dcd25)
## Migration guide
SSAO algorithm was changed from GTAO to VBAO (visibility bitmasks). A
new field, `constant_object_thickness`, was added to
`ScreenSpaceAmbientOcclusion`. `ScreenSpaceAmbientOcclusion` also lost
its `Eq` and `Hash` implementations.
---------
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
# Objective
Relevant: #15208
## Solution
I went ahead and added the variadics documentation in all applicable
locations.
## Testing
- I built the documentation and inspected it to see whether the feature
is there.
As discussed in #15521
- Partial revert of #14897, reverting the change to the methods to
consume `self`
- The `insert_if` method is kept
The migration guide of #14897 should be removed
Closes#15521
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Remove dependency in bevy_asset to bevy_winit
- First step for #15565
## Solution
- the static `ANDROID_APP` and the `android_activity` reexport are now
in `bevy_window`
## Migration Guide
If you use the `android_activity` reexport from
`bevy::winit::android_activity`, it is now in
`bevy:🪟:android_activity`. Same for the `ANDROID_APP` static
## Objective
I am using BRP for a web inspector. To get components from a entity is
first do a `bevy/list` on the specific entity and then use the result in
a `bevy/get` request. The problem with this is `bevy/list` returns all
components even if they aren't reflect-able (which is what I expect) but
when I then do a `bevy/get` request even if all bar one of the
components are reflect-able the request will fail.
## Solution
Update the `bevy/get` response to include a map of components like it
did for successful request and a map of errors. This means if one or
more components are not present on the entity or cannot be reflected it
will not fail the entire request.
I also only did `bevy/get` as I don't think any of the other methods
would benefit from this.
## Testing
I tested this with my inspector and with a http client and it worked as
expected.
---------
Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
# Objective
### The Problem
Currently, the reflection deserializers give little control to users for
how a type is deserialized. The most control a user can have is to
register `ReflectDeserialize`, which will use a type's `Deserialize`
implementation.
However, there are times when a type may require slightly more control.
For example, let's say we want to make Bevy's `Mesh` easier to
deserialize via reflection (assume `Mesh` actually implemented
`Reflect`). Since we want this to be extensible, we'll make it so users
can use their own types so long as they satisfy `Into<Mesh>`. The end
result should allow users to define a RON file like:
```rust
{
"my_game::meshes::Sphere": (
radius: 2.5
)
}
```
### The Current Solution
Since we don't know the types ahead of time, we'll need to use
reflection. Luckily, we can access type information dynamically via the
type registry. Let's make a custom type data struct that users can
register on their types:
```rust
pub struct ReflectIntoMesh {
// ...
}
impl<T: FromReflect + Into<Mesh>> FromType<T> for ReflectIntoMesh {
fn from_type() -> Self {
// ...
}
}
```
Now we'll need a way to use this type data during deserialization.
Unfortunately, we can't use `Deserialize` since we need access to the
registry. This is where `DeserializeSeed` comes in handy:
```rust
pub struct MeshDeserializer<'a> {
pub registry: &'a TypeRegistry
}
impl<'a, 'de> DeserializeSeed<'de> for MeshDeserializer<'a> {
type Value = Mesh;
fn deserialize<D>(self, deserializer: D) -> Result<Self::Value, D::Error>
where
D: serde::Deserializer<'de>,
{
struct MeshVisitor<'a> {
registry: &'a TypeRegistry
}
impl<'a, 'de> Visitor<'de> for MeshVisitor<'a> {
fn expecting(&self, formatter: &mut Formatter) -> std::fmt::Result {
write!(formatter, "map containing mesh information")
}
fn visit_map<A>(self, mut map: A) -> Result<Self::Value, serde:🇩🇪:Error> where A: MapAccess<'de> {
// Parse the type name
let type_name = map.next_key::<String>()?.unwrap();
// Deserialize the value based on the type name
let registration = self.registry
.get_with_name(&type_name)
.expect("should be registered");
let value = map.next_value_seed(TypedReflectDeserializer {
registration,
registry: self.registry,
})?;
// Convert the deserialized value into a `Mesh`
let into_mesh = registration.data::<ReflectIntoMesh>().unwrap();
Ok(into_mesh.into(value))
}
}
}
}
```
### The Problem with the Current Solution
The solution above works great when all we need to do is deserialize
`Mesh` directly. But now, we want to be able to deserialize a struct
like this:
```rust
struct Fireball {
damage: f32,
mesh: Mesh,
}
```
This might look simple enough and should theoretically be no problem for
the reflection deserializer to handle, but this is where our
`MeshDeserializer` solution starts to break down.
In order to use `MeshDeserializer`, we need to have access to the
registry. The reflection deserializers have access to that, but we have
no way of borrowing it for our own deserialization since they have no
way of knowing about `MeshDeserializer`.
This means we need to implement _another_ `DeserializeSeed`— this time
for `Fireball`!
And if we decided to put `Fireball` inside another type, well now we
need one for that type as well.
As you can see, this solution does not scale well and results in a lot
of unnecessary boilerplate for the user.
## Solution
> [!note]
> This PR originally only included the addition of
`DeserializeWithRegistry`. Since then, a corresponding
`SerializeWithRegistry` trait has also been added. The reasoning and
usage is pretty much the same as the former so I didn't bother to update
the full PR description.
Created the `DeserializeWithRegistry` trait and
`ReflectDeserializeWithRegistry` type data.
The `DeserializeWithRegistry` trait works like a standard `Deserialize`
but provides access to the registry. And by registering the
`ReflectDeserializeWithRegistry` type data, the reflection deserializers
will automatically use the `DeserializeWithRegistry` implementation,
just like it does for `Deserialize`.
All we need to do is make the following changes:
```diff
#[derive(Reflect)]
+ #[reflect(DeserializeWithRegistry)]
struct Mesh {
// ...
}
- impl<'a, 'de> DeserializeSeed<'de> for MeshDeserializer<'a> {
- type Value = Mesh;
- fn deserialize<D>(self, deserializer: D) -> Result<Self::Value, D::Error>
+ impl<'de> DeserializeWithRegistry<'de> for Mesh {
+ fn deserialize<D>(deserializer: D, registry: &TypeRegistry) -> Result<Self, D::Error>
where
D: serde::Deserializer<'de>,
{
// ...
}
}
```
Now, any time the reflection deserializer comes across `Mesh`, it will
opt to use its `DeserializeWithRegistry` implementation. And this means
we no longer need to create a whole slew of `DeserializeSeed` types just
to deserialize `Mesh`.
### Why not a trait like `DeserializeSeed`?
While this would allow for anyone to define a deserializer for `Mesh`,
the problem is that it means __anyone can define a deserializer for
`Mesh`.__ This has the unfortunate consequence that users can never be
certain that their registration of `ReflectDeserializeSeed` is the one
that will actually be used.
We could consider adding something like that in the future, but I think
this PR's solution is much safer and follows the example set by
`ReflectDeserialize`.
### What if we made the `TypeRegistry` globally available?
This is one potential solution and has been discussed before (#6101).
However, that change is much more controversial and comes with its own
set of disadvantages (can't have multiple registries such as with
multiple worlds, likely some added performance cost with each access,
etc.).
### Followup Work
Once this PR is merged, we should consider merging `ReflectDeserialize`
into `DeserializeWithRegistry`. ~~There is already a blanket
implementation to make this transition generally pretty
straightforward.~~ The blanket implementations were removed for the sake
of this PR and will need to be re-added in the followup. I would propose
that we first mark `ReflectDeserialize` as deprecated, though, before we
outright remove it in a future release.
---
## Changelog
- Added the `DeserializeReflect` trait and `ReflectDeserializeReflect`
type data
- Added the `SerializeReflect` trait and `ReflectSerializeReflect` type
data
- Added `TypedReflectDeserializer::of` convenience constructor
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: aecsocket <43144841+aecsocket@users.noreply.github.com>
# Objective
- Fixes#14826
- For context, see #15238
## Solution
Add a `GhostNode` component to `bevy_ui` and update all the relevant
systems to use it to traverse for UI children.
- [x] `ghost_hierarchy` module
- [x] Add `GhostNode`
- [x] Add `UiRootNodes` system param for iterating (ghost-aware) UI root
nodes
- [x] Add `UiChildren` system param for iterating (ghost-aware) UI
children
- [x] Update `layout::ui_layout_system`
- [x] Use ghost-aware root nodes for camera updates
- [x] Update and remove children in taffy
- [x] Initial spawn
- [x] Detect changes on nested UI children
- [x] Use ghost-aware children traversal in
`update_uinode_geometry_recursive`
- [x] Update the rest of the UI systems to use the ghost hierarchy
- [x] `stack::ui_stack_system`
- [x] `update::`
- [x] `update_clipping_system`
- [x] `update_target_camera_system`
- [x] `accessibility::calc_name`
## Testing
- [x] Added a new example `ghost_nodes` that can be used as a testbed.
- [x] Added unit tests for _some_ of the traversal utilities in
`ghost_hierarchy`
- [x] Ensure this fulfills the needs for currently known use cases
- [x] Reactivity libraries (test with `bevy_reactor`)
- [ ] Text spans (mentioned by koe [on
discord](https://discord.com/channels/691052431525675048/1285371432460881991/1285377442998915246))
---
## Performance
[See comment
below](https://github.com/bevyengine/bevy/pull/15341#issuecomment-2385456820)
## Migration guide
Any code that previously relied on `Parent`/`Children` to iterate UI
children may now want to use `bevy_ui::UiChildren` to ensure ghost nodes
are skipped, and their first descendant Nodes included.
UI root nodes may now be children of ghost nodes, which means
`Without<Parent>` might not query all root nodes. Use
`bevy_ui::UiRootNodes` where needed to iterate root nodes instead.
## Potential future work
- Benchmarking/optimizations of hierarchies containing lots of ghost
nodes
- Further exploration of UI hierarchies and markers for root nodes/leaf
nodes to create better ergonomics for things like `UiLayer` (world-space
ui)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
# Objective
- Prepare `TextPipeline` to work with multi-entity text blocks. See
https://github.com/bevyengine/bevy/discussions/15014
## Solution
- Refactor `TextPipeline::update_buffer` to accept an iterator instead
of slice. Adjust `update_buffer` implementation to only iterate spans
once instead of three times (which would require iterating a hierarchy
three times with multi-entity blocks).
## Testing
- Tested with `text_debug` example.
# Objective
Again, a step forward in the migration to required components: a bunch
of camera rendering cormponents!
Note that this does not include the camera components themselves yet,
because the naming and API for `Camera` hasn't been fully decided yet.
## Solution
As per the [selected
proposals](https://hackmd.io/@bevy/required_components/%2FpiqD9GOdSFKZZGzzh3C7Uw):
- Deprecate `MotionBlurBundle` in favor of the `MotionBlur` component
- Deprecate `TemporalAntiAliasBundle` in favor of the
`TemporalAntiAliasing` component
- Deprecate `ScreenSpaceAmbientOcclusionBundle` in favor of the
`ScreenSpaceAmbientOcclusion` component
- Deprecate `ScreenSpaceReflectionsBundle` in favor of the
`ScreenSpaceReflections` component
---
## Migration Guide
`MotionBlurBundle`, `TemporalAntiAliasBundle`,
`ScreenSpaceAmbientOcclusionBundle`, and `ScreenSpaceReflectionsBundle`
have been deprecated in favor of the `MotionBlur`,
`TemporalAntiAliasing`, `ScreenSpaceAmbientOcclusion`, and
`ScreenSpaceReflections` components instead. Inserting them will now
also insert the other components required by them automatically.
# Objective
What's that? Another PR for the grand migration to required components?
This time, audio!
## Solution
Deprecate `AudioSourceBundle`, `AudioBundle`, and `PitchBundle`, as per
the [chosen
proposal](https://hackmd.io/@bevy/required_components/%2Fzxgp-zMMRUCdT7LY1ZDQwQ).
However, we cannot call the component `AudioSource`, because that's what
the stored asset is called. I deliberated on a few names, like
`AudioHandle`, or even just `Audio`, but landed on `AudioPlayer`, since
it's probably the most accurate and "nice" name for this. Open to
alternatives though.
---
## Migration Guide
Replace all insertions of `AudioSoucreBundle`, `AudioBundle`, and
`PitchBundle` with the `AudioPlayer` component. The other components
required by it will now be inserted automatically.
In cases where the generics cannot be inferred, you may need to specify
them explicitly. For example:
```rust
commands.spawn(AudioPlayer::<AudioSource>(asset_server.load("sounds/sick_beats.ogg")));
```
# Objective
A step in the migration to required components: scenes!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2FPJtNGVMMQhyM0zIvCJSkbA):
- Deprecate `SceneBundle` and `DynamicSceneBundle`.
- Add `SceneRoot` and `DynamicSceneRoot` components, which wrap a
`Handle<Scene>` and `Handle<DynamicScene>` respectively.
## Migration Guide
Asset handles for scenes and dynamic scenes must now be wrapped in the
`SceneRoot` and `DynamicSceneRoot` components. Raw handles as components
no longer spawn scenes.
Additionally, `SceneBundle` and `DynamicSceneBundle` have been
deprecated. Instead, use the scene components directly.
Previously:
```rust
let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf"));
commands.spawn(SceneBundle {
scene: model_scene,
transform: Transform::from_xyz(-4.0, 0.0, -3.0),
..default()
});
```
Now:
```rust
let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf"));
commands.spawn((
SceneRoot(model_scene),
Transform::from_xyz(-4.0, 0.0, -3.0),
));
```
# Objective
- Improve code quality in preparation for
https://github.com/bevyengine/bevy/discussions/15014
## Solution
- Rename BreakLineOn to LineBreak.
## Migration Guide
`BreakLineOn` was renamed to `LineBreak`, and paramters named
`linebreak_behavior` were renamed to `linebreak`.
# Objective
Add two features to switch bevy to use `NativeActivity` or
`GameActivity` on Android, use `GameActivity` by default.
Also close #12058 and probably #12026 .
## Solution
Add two features to the corresponding crates so you can toggle it, like
what `winit` and `android-activity` crate did.
---
## Changelog
Removed default `NativeActivity` feature implementation for Android,
added two new features to enable `NativeActivity` and `GameActivity`,
and use `GameActivity` by default.
## Migration Guide
Because `cargo-apk` is not compatible with `GameActivity`,
building/running using `cargo apk build/run -p bevy_mobile_example` is
no longer possible.
Users should follow the new workflow described in document.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
Co-authored-by: Rich Churcher <rich.churcher@gmail.com>
# Objective
A big step in the migration to required components: meshes and
materials!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ):
- Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle`.
- Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`.
- Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`,
which wrap a `Handle<M>`.
- Meshes *without* a mesh material should be rendered with a default
material. The existence of a material is determined by
`HasMaterial2d`/`HasMaterial3d`, which is required by
`MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the
generics.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, previously nothing was rendered. Now,
it renders a white default `ColorMaterial` in 2D and a
`StandardMaterial` in 3D (this can be overridden). Below, only every
other entity has a material:
![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)
![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)
Why white? This is still open for discussion, but I think white makes
sense for a *default* material, while *invalid* asset handles pointing
to nothing should have something like a pink material to indicate that
something is broken (I don't handle that in this PR yet). This is kind
of a mix of Godot and Unity: Godot just renders a white material for
non-existent materials, while Unity renders nothing when no materials
exist, but renders pink for invalid materials. I can also change the
default material to pink if that is preferable though.
## Testing
I ran some 2D and 3D examples to test if anything changed visually. I
have not tested all examples or features yet however. If anyone wants to
test more extensively, it would be appreciated!
## Implementation Notes
- The relationship between `bevy_render` and `bevy_pbr` is weird here.
`bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all
of the material logic, and `bevy_render` doesn't depend on it. I feel
like the two crates should be refactored in some way, but I think that's
out of scope for this PR.
- I didn't migrate meshlets to required components yet. That can
probably be done in a follow-up, as this is already a huge PR.
- It is becoming increasingly clear to me that we really, *really* want
to disallow raw asset handles as components. They caused me a *ton* of
headache here already, and it took me a long time to find every place
that queried for them or inserted them directly on entities, since there
were no compiler errors for it. If we don't remove the `Component`
derive, I expect raw asset handles to be a *huge* footgun for users as
we transition to wrapper components, especially as handles as components
have been the norm so far. I personally consider this to be a blocker
for 0.15: we need to migrate to wrapper components for asset handles
everywhere, and remove the `Component` derive. Also see
https://github.com/bevyengine/bevy/issues/14124.
---
## Migration Guide
Asset handles for meshes and mesh materials must now be wrapped in the
`Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d`
components for 2D and 3D respectively. Raw handles as components no
longer render meshes.
Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle` have been deprecated. Instead, use the mesh and material
components directly.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, a white default material is now used.
Previously, nothing was rendered if the material was missing.
The `WithMesh2d` and `WithMesh3d` query filter type aliases have also
been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`.
---------
Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Another part of the migration to required components: fog volumes!
## Solution
Deprecate `FogVolumeBundle` and make `FogVolume` require `Transform` and
`Visibility`, as per the [chosen
proposal](https://hackmd.io/@bevy/required_components/%2FcO7JPSAQR5G0J_j5wNwtOQ).
---
## Migration Guide
Replace all insertions of `FogVolumeBundle` with the `Visibility`
component. The other components required by it will now be inserted
automatically.
Previous PR https://github.com/bevyengine/bevy/pull/14549 was closed in
error and couldn't be reopened since I had updated the branch
😿
# Objective
Fixes#14465
## Solution
`ReflectMapEntities` now works similarly to `MapEntities` in that it
works on the reflected value itself rather than the component in the
world after insertion. This makes it so that observers see the remapped
entities on insertion rather than the entity IDs from the scene.
`ReflectMapEntities` now works for both components and resources, so we
only need the one.
## Testing
* New unit test for `Observer`s + `DynamicScene`s
* New unit test for `Observer`s + `Scene`s
* Open to suggestions for other tests!
---
## Migration Guide
- Consumers of `ReflectMapEntities` will need to call `map_entities` on
values prior to inserting them into the world.
- Implementors of `MapEntities` will need to remove the `mappings`
method, which is no longer needed for `ReflectMapEntities` and has been
removed from the trait.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
# Objective
- First step towards #15558
## Solution
- Rename `get_vertex_buffer_data` to `create_packed_vertex_buffer_data`
to make it clear that it is not "free" and actually allocates
- Compute length analytically for preallocation instead of creating the
buffer to get its length and immediately discard it
- Use existing vertex attribute size calculation method to reduce code
duplication
- Fix a bug where mesh index data was being replaced by unnecessarily
newly created mesh vertex data in some cases
- Overall reduces mesh copies by two. We still have plenty to go, but
these were the easy ones.
## Testing
- I ran 3d_scene, lighting, and many_cubes, they look fine.
- Benchmarks would be nice, but this is very obviously a win in perf and
correctness.
---
## Migration Guide
- `Mesh::create_packed_vertex_buffer_data` has been renamed
`Mesh::create_packed_vertex_buffer_data` to reflect the fact that it
copies data and allocates.
## Showcase
- look mom, less copies
# Objective
The `NestedLoader` API as it stands right now is somewhat lacking:
- It consists of several types `NestedLoader`, `UntypedNestedLoader`,
`DirectNestedLoader`, and `UntypedDirectNestedLoader`, where a typestate
pattern on `NestedLoader` would be make it more obvious what it does,
and allow centralising the documentation
- The term "untyped" in the asset loader code is overloaded. It can mean
either:
- we have literally no idea what the type of this asset will be when we
load it (I dub this "unknown type")
- we know what type of asset it will be, but we don't know it statically
- we only have a TypeId (I dub this "dynamic type" / "erased")
- There is no way to get an `UntypedHandle` (erased) given a `TypeId`
## Solution
Changes `NestedLoader` into a type-state pattern, adding two type
params:
- `T` determines the typing
- `StaticTyped`, the default, where you pass in `A` statically into `fn
load<A>() -> ..`
- `DynamicTyped`, where you give a `TypeId`, giving you a
`UntypedHandle`
- `UnknownTyped`, where you have literally no idea what type of asset
you're loading, giving you a `Handle<LoadedUntypedAsset>`
- `M` determines the "mode" (bikeshedding TBD, I couldn't come up with a
better name)
- `Deferred`, the default, won't load the asset when you call `load`,
but it does give you a `Handle` to it (this is nice since it can be a
sync fn)
- `Immediate` will load the asset as soon as you call it, and give you
access to it, but you must be in an async context to call it
Changes some naming of internals in `AssetServer` to fit the new
definitions of "dynamic type" and "unknown type". Note that I didn't do
a full pass over this code to keep the diff small. That can probably be
done in a new PR - I think the definiton I laid out of unknown type vs.
erased makes it pretty clear where each one applies.
<details>
<summary>Old issue</summary>
The only real problem I have with this PR is the requirement to pass in
`type_name` (from `core::any::type_name`) into Erased. Users might not
have that type name, only the ID, and it just seems sort of weird to
*have* to give an asset type name. However, the reason we need it is
because of this:
```rs
pub(crate) fn get_or_create_path_handle_erased(
&mut self,
path: AssetPath<'static>,
type_id: TypeId,
type_name: &str,
loading_mode: HandleLoadingMode,
meta_transform: Option<MetaTransform>,
) -> (UntypedHandle, bool) {
let result = self.get_or_create_path_handle_internal(
path,
Some(type_id),
loading_mode,
meta_transform,
);
// it is ok to unwrap because TypeId was specified above
unwrap_with_context(result, type_name).unwrap()
}
pub(crate) fn unwrap_with_context<T>(
result: Result<T, GetOrCreateHandleInternalError>,
type_name: &str,
) -> Option<T> {
match result {
Ok(value) => Some(value),
Err(GetOrCreateHandleInternalError::HandleMissingButTypeIdNotSpecified) => None,
Err(GetOrCreateHandleInternalError::MissingHandleProviderError(_)) => {
panic!("Cannot allocate an Asset Handle of type '{type_name}' because the asset type has not been initialized. \
Make sure you have called app.init_asset::<{type_name}>()")
}
}
}
```
This `unwrap_with_context` is literally the only reason we need the
`type_name`. Potentially, this can be turned into an `impl
Into<Option<&str>>`, and output a different error message if the type
name is missing. Since if we are loading an asset where we only know the
type ID, by definition we can't output that error message, since we
don't have the type name. I'm open to suggestions on this.
</details>
## Testing
Not sure how to test this, since I kept most of the actual NestedLoader
logic the same. The only new API is loading an `UntypedHandle` when in
the `DynamicTyped, Immediate` state.
## Migration Guide
Code which uses `bevy_asset`'s `LoadContext::loader` / `NestedLoader`
will see some naming changes:
- `untyped` is replaced by `with_unknown_type`
- `with_asset_type` is replaced by `with_static_type`
- `with_asset_type_id` is replaced by `with_dynamic_type`
- `direct` is replaced by `immediate` (the opposite of "immediate" is
"deferred")
# Objective
- This PR fixes#12488
## Solution
- This PR adds a new property to `Camera` that emulates the
functionality of the
[setViewOffset()](https://threejs.org/docs/#api/en/cameras/PerspectiveCamera.setViewOffset)
API in three.js.
- When set, the perspective and orthographic projections will restrict
the visible area of the camera to a part of the view frustum defined by
`offset` and `size`.
## Testing
- In the new `camera_sub_view` example, a fixed, moving and control sub
view is created for both perspective and orthographic projection
- Run the example with `cargo run --example camera_sub_view`
- The code can be tested by adding a `SubCameraView` to a camera
---
## Showcase
![image](https://github.com/user-attachments/assets/75ac45fc-d75d-4664-8ef6-ff7865297c25)
- Left Half: Perspective Projection
- Right Half: Orthographic Projection
- Small boxes in order:
- Sub view of the left half of the full image
- Sub view moving from the top left to the bottom right of the full
image
- Sub view of the full image (acting as a control)
- Large box: No sub view
<details>
<summary>Shortened camera setup of `camera_sub_view` example</summary>
```rust
// Main perspective Camera
commands.spawn(Camera3dBundle {
transform,
..default()
});
// Perspective camera left half
commands.spawn(Camera3dBundle {
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view camera to the left half of the full image
full_size: uvec2(500, 500),
offset: ivec2(0, 0),
size: uvec2(250, 500),
}),
order: 1,
..default()
},
transform,
..default()
});
// Perspective camera moving
commands.spawn((
Camera3dBundle {
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view camera to a fifth of the full view and
// move it in another system
full_size: uvec2(500, 500),
offset: ivec2(0, 0),
size: uvec2(100, 100),
}),
order: 2,
..default()
},
transform,
..default()
},
MovingCameraMarker,
));
// Perspective camera control
commands.spawn(Camera3dBundle {
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view to the full image, to ensure that it matches
// the projection without sub view
full_size: uvec2(450, 450),
offset: ivec2(0, 0),
size: uvec2(450, 450),
}),
order: 3,
..default()
},
transform,
..default()
});
// Main orthographic camera
commands.spawn(Camera3dBundle {
projection: OrthographicProjection {
...
}
.into(),
camera: Camera {
order: 4,
..default()
},
transform,
..default()
});
// Orthographic camera left half
commands.spawn(Camera3dBundle {
projection: OrthographicProjection {
...
}
.into(),
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view camera to the left half of the full image
full_size: uvec2(500, 500),
offset: ivec2(0, 0),
size: uvec2(250, 500),
}),
order: 5,
..default()
},
transform,
..default()
});
// Orthographic camera moving
commands.spawn((
Camera3dBundle {
projection: OrthographicProjection {
...
}
.into(),
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view camera to a fifth of the full view and
// move it in another system
full_size: uvec2(500, 500),
offset: ivec2(0, 0),
size: uvec2(100, 100),
}),
order: 6,
..default()
},
transform,
..default()
},
MovingCameraMarker,
));
// Orthographic camera control
commands.spawn(Camera3dBundle {
projection: OrthographicProjection {
...
}
.into(),
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view to the full image, to ensure that it matches
// the projection without sub view
full_size: uvec2(450, 450),
offset: ivec2(0, 0),
size: uvec2(450, 450),
}),
order: 7,
..default()
},
transform,
..default()
});
```
</details>
# Objective
- Fixes#9968
## Solution
- Uses
[open_dir](https://docs.rs/ndk/latest/ndk/asset/struct.AssetManager.html#method.open_dir)
to read directories and collects child list, since it can't be shared
across threads.
- For `is_directory`, uses result of
[open](https://docs.rs/ndk/latest/ndk/asset/struct.AssetManager.html#method.open),
which will fail for directories. I tried using the result of `open_dir`
for this, but it was successful for files too, which made loading
folders return empty lists, since `open_dir` was successful and treated
all files as empty directories.
- Ignoring `meta` files was copied from filesystem implementation
---
## Changelog
- Fixed: Android's AssetReader implementation now supports
read_directory and is_directory.
## Notes
I noticed late that there was the #9968 issue (I only noticed #9591), so
I have also missed that a PR was already open (#9969). Feel free to copy
over the fixes from this one over there.
The only difference I notice between these 2, is that I have used `open`
instead of `open_dir` for `is_directory` implementation. I have tried
with `open_dir` too, but unfortunately that didn't work. I tested this
on an actual device, using the mobile example, by making some minor
changes:
```rust
#[derive(Resource)]
struct FolderAssets(Handle<LoadedFolder>);
// the `bevy_main` proc_macro generates the required boilerplate for iOS and Android
#[bevy_main]
fn main() {
// ...
.add_systems(Startup, (setup_scene, load_music_files))
.add_systems(
Update,
// Removed the handle_lifetime since AudioBundle is added later
(touch_camera, button_handler, setup_music),
);
// ...
}
fn load_music_files(asset_server: Res<AssetServer>, mut commands: Commands) {
let sounds = asset_server.load_folder("sounds");
commands.insert_resource(FolderAssets(sounds));
}
fn setup_music(
mut commands: Commands,
folders: Res<Assets<LoadedFolder>>,
mut loaded_event: EventReader<AssetEvent<LoadedFolder>>,
) {
for event in loaded_event.read() {
if let AssetEvent::LoadedWithDependencies { id } = event {
if let Some(folder) = folders.get(*id) {
warn!("Folder items: {:?}", folder.handles);
if let Some(source) = folder.handles.first() {
commands.spawn(AudioBundle {
source: source.clone().typed::<AudioSource>(),
settings: PlaybackSettings::LOOP,
});
}
}
}
}
}
```
---------
Co-authored-by: Kanabenki <lucien.menassol@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
The primary motivation behind this PR is to (partially?) address the
limitations imposed by the recently added `AsyncSeek` trait bound
discussed in issue #12880. While the `AsyncSeek` trait add some
flexibility to the reader, it inadvertently restricts the ability to
write asset readers that can truly stream bytes, particularly in
scenarios like HTTP requests where backward seeking is not supported. It
is also challenging in contexts where assets are stored in compressed
formats or require other kinds of transformations.
The logic behind this change is that currently, with `AsyncSeek`, an
asset Reader based on streamed data will either 1) fail silently, 2)
return an error, or 3) use a buffer to satisfy the trait constraint. I
believe that being able to advance in the file without having to "read"
it is a good thing. The only issue here is the ability to seek backward.
It is highly likely that in this context, we only need to seek forward
in the file because we would have already read an entry table upstream
and just want to access one or more resources further in the file. I
understand that in some cases, this may not be applicable, but I think
it is more beneficial not to constrain `Reader`s that want to stream
than to allow "Assets" to read files in a completely arbitrary order.
## Solution
Replace the current `AsyncSeek` trait with `AsyncSeekForward` on asset
`Reader`
## Changelog
- Introduced a new custom trait, `AsyncSeekForward`, for the asset
Reader.
- Replaced the current `AsyncSeek` trait with `AsyncSeekForward` for all
asset `Reader` implementations.
## Migration Guide
Replace all instances of `AsyncSeek` with `AsyncSeekForward` in your
asset reader implementations.
# Objective
Another step in the migration to required components: lights!
Note that this does not include `EnvironmentMapLight` or reflection
probes yet, because their API hasn't been fully chosen yet.
## Solution
As per the [selected
proposals](https://hackmd.io/@bevy/required_components/%2FLLnzwz9XTxiD7i2jiUXkJg):
- Deprecate `PointLightBundle` in favor of the `PointLight` component
- Deprecate `SpotLightBundle` in favor of the `PointLight` component
- Deprecate `DirectionalLightBundle` in favor of the `DirectionalLight`
component
## Testing
I ran some examples with lights.
---
## Migration Guide
`PointLightBundle`, `SpotLightBundle`, and `DirectionalLightBundle` have
been deprecated. Use the `PointLight`, `SpotLight`, and
`DirectionalLight` components instead. Adding them will now insert the
other components required by them automatically.
# Objective
Fixes#15540
End-users risk using `World::flush_commands` instead of `World::flush`,
which panics if any queued commands are `spawn`. Hiding
`World::flush_commands` would help avoid calling a potentially panicky
function, and helps alleviate end-user API confusion.
## Solution
This PR updates the function visibility to crate-level, like
`World::flush_entities`, hiding it from the end-user while still making
it accessible for the tests that are currently set up.
## Testing
The change was tested by executing the available tests for `bevy_ecs`.
From what I've gathered, `World::flush_commands` is not used in any
other bevy crate. If further testing is recommended, please inform me!
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fixes#15541
A bunch of lifetimes were added during the Assets V2 rework, but after
moving to async traits in #12550 they can be elided. That PR mentions
that this might be the case, but apparently it wasn't followed up on at
the time.
~~I ended up grepping for `<'a` and finding a similar case in
`bevy_reflect` which I also fixed.~~ (edit: that one was needed
apparently)
Note that elided lifetimes are unstable in `impl Trait`. If that gets
stabilized then we can elide even more.
## Solution
Remove the extra lifetimes.
## Testing
Everything still compiles. If I have messed something up there is a
small risk that some user code stops compiling, but all the examples
still work at least.
---
## Migration Guide
The traits `AssetLoader`, `AssetSaver` and `Process` traits from
`bevy_asset` now use elided lifetimes. If you implement these then
remove the named lifetime.
# Objective
This PR extends and reworks the material from #15282 by allowing
arbitrary curves to be used by the animation system to animate arbitrary
properties. The goals of this work are to:
- Allow far greater flexibility in how animations are allowed to be
defined in order to be used with `bevy_animation`.
- Delegate responsibility over keyframe interpolation to `bevy_math` and
the `Curve` libraries and reduce reliance on keyframes in animation
definitions generally.
- Move away from allowing the glTF spec to completely define animations
on a mechanical level.
## Solution
### Overview
At a high level, curves have been incorporated into the animation system
using the `AnimationCurve` trait (closely related to what was
`Keyframes`). From the top down:
1. In `animate_targets`, animations are driven by `VariableCurve`, which
is now a thin wrapper around a `Box<dyn AnimationCurve>`.
2. `AnimationCurve` is something built out of a `Curve`, and it tells
the animation system how to use the curve's output to actually mutate
component properties. The trait looks like this:
```rust
/// A low-level trait that provides control over how curves are actually applied to entities
/// by the animation system.
///
/// Typically, this will not need to be implemented manually, since it is automatically
/// implemented by [`AnimatableCurve`] and other curves used by the animation system
/// (e.g. those that animate parts of transforms or morph weights). However, this can be
/// implemented manually when `AnimatableCurve` is not sufficiently expressive.
///
/// In many respects, this behaves like a type-erased form of [`Curve`], where the output
/// type of the curve is remembered only in the components that are mutated in the
/// implementation of [`apply`].
///
/// [`apply`]: AnimationCurve::apply
pub trait AnimationCurve: Reflect + Debug + Send + Sync {
/// Returns a boxed clone of this value.
fn clone_value(&self) -> Box<dyn AnimationCurve>;
/// The range of times for which this animation is defined.
fn domain(&self) -> Interval;
/// Write the value of sampling this curve at time `t` into `transform` or `entity`,
/// as appropriate, interpolating between the existing value and the sampled value
/// using the given `weight`.
fn apply<'a>(
&self,
t: f32,
transform: Option<Mut<'a, Transform>>,
entity: EntityMutExcept<'a, (Transform, AnimationPlayer, Handle<AnimationGraph>)>,
weight: f32,
) -> Result<(), AnimationEvaluationError>;
}
```
3. The conversion process from a `Curve` to an `AnimationCurve` involves
using wrappers which communicate the intent to animate a particular
property. For example, here is `TranslationCurve`, which wraps a
`Curve<Vec3>` and uses it to animate `Transform::translation`:
```rust
/// This type allows a curve valued in `Vec3` to become an [`AnimationCurve`] that animates
/// the translation component of a transform.
pub struct TranslationCurve<C>(pub C);
```
### Animatable Properties
The `AnimatableProperty` trait survives in the transition, and it can be
used to allow curves to animate arbitrary component properties. The
updated documentation for `AnimatableProperty` explains this process:
<details>
<summary>Expand AnimatableProperty example</summary
An `AnimatableProperty` is a value on a component that Bevy can animate.
You can implement this trait on a unit struct in order to support
animating
custom components other than transforms and morph weights. Use that type
in
conjunction with `AnimatableCurve` (and perhaps
`AnimatableKeyframeCurve`
to define the animation itself). For example, in order to animate font
size of a
text section from 24 pt. to 80 pt., you might use:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
```
You can then create an `AnimationClip` to animate this property like so:
```rust
let mut animation_clip = AnimationClip::default();
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[
(0.0, 24.0),
(1.0, 80.0),
]
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("Failed to create font size curve")
);
```
Here, the use of `AnimatableKeyframeCurve` creates a curve out of the
given keyframe time-value
pairs, using the `Animatable` implementation of `f32` to interpolate
between them. The
invocation of `AnimatableCurve::from_curve` with `FontSizeProperty`
indicates that the `f32`
output from that curve is to be used to animate the font size of a
`Text` component (as
configured above).
</details>
### glTF Loading
glTF animations are now loaded into `Curve` types of various kinds,
depending on what is being animated and what interpolation mode is being
used. Those types get wrapped into and converted into `Box<dyn
AnimationCurve>` and shoved inside of a `VariableCurve` just like
everybody else.
### Morph Weights
There is an `IterableCurve` abstraction which allows sampling these from
a contiguous buffer without allocating. Its only reason for existing is
that Rust disallows you from naming function types, otherwise we would
just use `Curve` with an iterator output type. (The iterator involves
`Map`, and the name of the function type would have to be able to be
named, but it is not.)
A `WeightsCurve` adaptor turns an `IterableCurve` into an
`AnimationCurve`, so it behaves like everything else in that regard.
## Testing
Tested by running existing animation examples. Interpolation logic has
had additional tests added within the `Curve` API to replace the tests
in `bevy_animation`. Some kinds of out-of-bounds errors have become
impossible.
Performance testing on `many_foxes` (`animate_targets`) suggests that
performance is very similar to the existing implementation. Here are a
couple trace histograms across different runs (yellow is this branch,
red is main).
<img width="669" alt="Screenshot 2024-09-27 at 9 41 50 AM"
src="https://github.com/user-attachments/assets/5ba4e9ac-3aea-452e-aaf8-1492acc2d7fc">
<img width="673" alt="Screenshot 2024-09-27 at 9 45 18 AM"
src="https://github.com/user-attachments/assets/8982538b-04cf-46b5-97b2-164c6bc8162e">
---
## Migration Guide
Most user code that does not directly deal with `AnimationClip` and
`VariableCurve` will not need to be changed. On the other hand,
`VariableCurve` has been completely overhauled. If you were previously
defining animation curves in code using keyframes, you will need to
migrate that code to use curve constructors instead. For example, a
rotation animation defined using keyframes and added to an animation
clip like this:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
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,
},
);
```
would now be added like this:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
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,
]))
.map(RotationCurve)
.expect("Failed to build rotation curve"),
);
```
Note that the interface of `AnimationClip::add_curve_to_target` has also
changed (as this example shows, if subtly), and now takes its curve
input as an `impl AnimationCurve`. If you need to add a `VariableCurve`
directly, a new method `add_variable_curve_to_target` accommodates that
(and serves as a one-to-one migration in this regard).
### For reviewers
The diff is pretty big, and the structure of some of the changes might
not be super-obvious:
- `keyframes.rs` became `animation_curves.rs`, and `AnimationCurve` is
based heavily on `Keyframes`, with the adaptors also largely following
suite.
- The Curve API adaptor structs were moved from `bevy_math::curve::mod`
into their own module `adaptors`. There are no functional changes to how
these adaptors work; this is just to make room for the specialized
reflection implementations since `mod.rs` was getting kind of cramped.
- The new module `gltf_curves` holds the additional curve constructions
that are needed by the glTF loader. Note that the loader uses a mix of
these and off-the-shelf `bevy_math` curve stuff.
- `animatable.rs` no longer holds logic related to keyframe
interpolation, which is now delegated to the existing abstractions in
`bevy_math::curve::cores`.
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: aecsocket <43144841+aecsocket@users.noreply.github.com>
# Objective
Fixes#15367.
Currently, required components can only be defined through the `require`
macro attribute. While this should be used in most cases, there are also
several instances where you may want to define requirements at runtime,
commonly in plugins.
Example use cases:
- Require components only if the relevant optional plugins are enabled.
For example, a `SleepTimer` component (for physics) is only relevant if
the `SleepPlugin` is enabled.
- Third party crates can define their own requirements for first party
types. For example, "each `Handle<Mesh>` should require my custom
rendering data components". This also gets around the orphan rule.
- Generic plugins that add marker components based on the existence of
other components, like a generic `ColliderPlugin<C: AnyCollider>` that
wants to add a `ColliderMarker` component for all types of colliders.
- This is currently relevant for the retained render world in #15320.
The `ExtractComponentPlugin<C>` should add `SyncToRenderWorld` to all
components that should be extracted. This is currently done with
observers, which is more expensive than required components, and causes
archetype moves.
- Replace some built-in components with custom versions. For example, if
`GlobalTransform` required `Transform` through `TransformPlugin`, but we
wanted to use a `CustomTransform` type, we could replace
`TransformPlugin` with our own plugin. (This specific example isn't
good, but there are likely better use cases where this may be useful)
See #15367 for more in-depth reasoning.
## Solution
Add `register_required_components::<T, R>` and
`register_required_components_with::<T, R>` methods for `Default` and
custom constructors respectively. These methods exist on `App` and
`World`.
```rust
struct BirdPlugin;
impl Plugin for BirdPlugin {
fn plugin(app: &mut App) {
// Make `Bird` require `Wings` with a `Default` constructor.
app.register_required_components::<Bird, Wings>();
// Make `Wings` require `FlapSpeed` with a custom constructor.
// Fun fact: Some hummingbirds can flutter their wings 80 times per second!
app.register_required_components_with::<Wings, FlapSpeed>(|| FlapSpeed::from_duration(1.0 / 80.0));
}
}
```
The custom constructor is a function pointer to match the `require` API,
though it could take a raw value too.
Requirement inheritance works similarly as with the `require` attribute.
If `Bird` required `FlapSpeed` directly, it would take precedence over
indirectly requiring it through `Wings`. The same logic applies to all
levels of the inheritance tree.
Note that registering the same component requirement more than once will
panic, similarly to trying to add multiple component hooks of the same
type to the same component. This avoids constructor conflicts and
confusing ordering issues.
### Implementation
Runtime requirements have two additional challenges in comparison to the
`require` attribute.
1. The `require` attribute uses recursion and macros with clever
ordering to populate hash maps of required components for each component
type. The expected semantics are that "more specific" requirements
override ones deeper in the inheritance tree. However, at runtime, there
is no representation of how "specific" each requirement is.
2. If you first register the requirement `X -> Y`, and later register `Y
-> Z`, then `X` should also indirectly require `Z`. However, `Y` itself
doesn't know that it is required by `X`, so it's not aware that it
should update the list of required components for `X`.
My solutions to these problems are:
1. Store the depth in the inheritance tree for each entry of a given
component's `RequiredComponents`. This is used to determine how
"specific" each requirement is. For `require`-based registration, these
depths are computed as part of the recursion.
2. Store and maintain a `required_by` list in each component's
`ComponentInfo`, next to `required_components`. For `require`-based
registration, these are also added after each registration, as part of
the recursion.
When calling `register_required_components`, it works as follows:
1. Get the required components of `Foo`, and check that `Bar` isn't
already a *direct* requirement.
3. Register `Bar` as a required component for `Foo`, and add `Foo` to
the `required_by` list for `Bar`.
4. Find and register all indirect requirements inherited from `Bar`,
adding `Foo` to the `required_by` list for each component.
5. Iterate through components that require `Foo`, registering the new
inherited requires for them as indirect requirements.
The runtime registration is likely slightly more expensive than the
`require` version, but it is a one-time cost, and quite negligible in
practice, unless projects have hundreds or thousands of runtime
requirements. I have not benchmarked this however.
This does also add a small amount of extra cost to the `require`
attribute for updating `required_by` lists, but I expect it to be very
minor.
## Testing
I added some tests that are copies of the `require` versions, as well as
some tests that are more specific to the runtime implementation. I might
add a few more tests though.
## Discussion
- Is `register_required_components` a good name? Originally I went for
`register_component_requirement` to be consistent with
`register_component_hooks`, but the general feature is often referred to
as "required components", which is why I changed it to
`register_required_components`.
- Should we *not* panic for duplicate requirements? If so, should they
just be ignored, or should the latest registration overwrite earlier
ones?
- If we do want to panic for duplicate, conflicting registrations,
should we at least not panic if the registrations are *exactly* the
same, i.e. same component and same constructor? The current
implementation panics for all duplicate direct registrations regardless
of the constructor.
## Next Steps
- Allow `register_required_components` to take a `Bundle` instead of a
single required component.
- I could also try to do it in this PR if that would be preferable.
- Not directly related, but archetype invariants?
- Adopted from #14449
- Still fixes#12144.
## Migration Guide
The retained render world is a complex change: migrating might take one
of a few different forms depending on the patterns you're using.
For every example, we specify in which world the code is run. Most of
the changes affect render world code, so for the average Bevy user who's
using Bevy's high-level rendering APIs, these changes are unlikely to
affect your code.
### Spawning entities in the render world
Previously, if you spawned an entity with `world.spawn(...)`,
`commands.spawn(...)` or some other method in the rendering world, it
would be despawned at the end of each frame. In 0.15, this is no longer
the case and so your old code could leak entities. This can be mitigated
by either re-architecting your code to no longer continuously spawn
entities (like you're used to in the main world), or by adding the
`bevy_render::world_sync::TemporaryRenderEntity` component to the entity
you're spawning. Entities tagged with `TemporaryRenderEntity` will be
removed at the end of each frame (like before).
### Extract components with `ExtractComponentPlugin`
```
// main world
app.add_plugins(ExtractComponentPlugin::<ComponentToExtract>::default());
```
`ExtractComponentPlugin` has been changed to only work with synced
entities. Entities are automatically synced if `ComponentToExtract` is
added to them. However, entities are not "unsynced" if any given
`ComponentToExtract` is removed, because an entity may have multiple
components to extract. This would cause the other components to no
longer get extracted because the entity is not synced.
So be careful when only removing extracted components from entities in
the render world, because it might leave an entity behind in the render
world. The solution here is to avoid only removing extracted components
and instead despawn the entire entity.
### Manual extraction using `Extract<Query<(Entity, ...)>>`
```rust
// in render world, inspired by bevy_pbr/src/cluster/mod.rs
pub fn extract_clusters(
mut commands: Commands,
views: Extract<Query<(Entity, &Clusters, &Camera)>>,
) {
for (entity, clusters, camera) in &views {
// some code
commands.get_or_spawn(entity).insert(...);
}
}
```
One of the primary consequences of the retained rendering world is that
there's no longer a one-to-one mapping from entity IDs in the main world
to entity IDs in the render world. Unlike in Bevy 0.14, Entity 42 in the
main world doesn't necessarily map to entity 42 in the render world.
Previous code which called `get_or_spawn(main_world_entity)` in the
render world (`Extract<Query<(Entity, ...)>>` returns main world
entities). Instead, you should use `&RenderEntity` and
`render_entity.id()` to get the correct entity in the render world. Note
that this entity does need to be synced first in order to have a
`RenderEntity`.
When performing manual abstraction, this won't happen automatically
(like with `ExtractComponentPlugin`) so add a `SyncToRenderWorld` marker
component to the entities you want to extract.
This results in the following code:
```rust
// in render world, inspired by bevy_pbr/src/cluster/mod.rs
pub fn extract_clusters(
mut commands: Commands,
views: Extract<Query<(&RenderEntity, &Clusters, &Camera)>>,
) {
for (render_entity, clusters, camera) in &views {
// some code
commands.get_or_spawn(render_entity.id()).insert(...);
}
}
// in main world, when spawning
world.spawn(Clusters::default(), Camera::default(), SyncToRenderWorld)
```
### Looking up `Entity` ids in the render world
As previously stated, there's now no correspondence between main world
and render world `Entity` identifiers.
Querying for `Entity` in the render world will return the `Entity` id in
the render world: query for `MainEntity` (and use its `id()` method) to
get the corresponding entity in the main world.
This is also a good way to tell the difference between synced and
unsynced entities in the render world, because unsynced entities won't
have a `MainEntity` component.
---------
Co-authored-by: re0312 <re0312@outlook.com>
Co-authored-by: re0312 <45868716+re0312@users.noreply.github.com>
Co-authored-by: Periwink <charlesbour@gmail.com>
Co-authored-by: Anselmo Sampietro <ans.samp@gmail.com>
Co-authored-by: Emerson Coskey <56370779+ecoskey@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
# Objective
Unlike `Capsule3d` which has the `.to_cylinder` method, `Capsule2d`
doesn't have an equivalent `.to_inner_rectangle` method and as shown by
#15191 this is surprisingly easy to get wrong
## Solution
Implemented a `Capsule2d::to_inner_rectangle` method as it is
implemented in the fixed `Capsule2d` shape sampling, and as I was adding
tests I noticed `Capsule2d` didn't implement `Measure2d` so I did this
as well.
## Changelog
### Added
- `Capsule2d::to_inner_rectangle`, `Capsule2d::area` and
`Capsule2d::perimeter`
---------
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
`ui_stack_system` generates a tree of `StackingContexts` which it then
flattens to get the `UiStack`.
But there's no need to construct a new tree. We can query for nodes with
a global `ZIndex`, add those nodes to the root nodes list and then build
the `UiStack` from a walk of the existing layout tree, ignoring any
branches that have a global `Zindex`.
Fixes#9877
## Solution
Split the `ZIndex` enum into two separate components, `ZIndex` and
`GlobalZIndex`
Query for nodes with a `GlobalZIndex`, add those nodes to the root nodes
list and then build the `UiStack` from a walk of the existing layout
tree, filtering branches by `Without<GlobalZIndex>` so we don't revisit
nodes.
```
cargo run --profile stress-test --features trace_tracy --example many_buttons
```
<img width="672" alt="ui-stack-system-walk-split-enum"
src="https://github.com/bevyengine/bevy/assets/27962798/11e357a5-477f-4804-8ada-c4527c009421">
(Yellow is this PR, red is main)
---
## Changelog
`Zindex`
* The `ZIndex` enum has been split into two separate components `ZIndex`
(which replaces `ZIndex::Local`) and `GlobalZIndex` (which replaces
`ZIndex::Global`). An entity can have both a `ZIndex` and
`GlobalZIndex`, in comparisons `ZIndex` breaks ties if two
`GlobalZIndex` values are equal.
`ui_stack_system`
* Instead of generating a tree of `StackingContexts`, query for nodes
with a `GlobalZIndex`, add those nodes to the root nodes list and then
build the `UiStack` from a walk of the existing layout tree, filtering
branches by `Without<GlobalZIndex` so we don't revisit nodes.
## Migration Guide
The `ZIndex` enum has been split into two separate components `ZIndex`
(which replaces `ZIndex::Local`) and `GlobalZIndex` (which replaces
`ZIndex::Global`). An entity can have both a `ZIndex` and
`GlobalZIndex`, in comparisons `ZIndex` breaks ties if two
`GlobalZindex` values are equal.
---------
Co-authored-by: Gabriel Bourgeois <gabriel.bourgeoisv4si@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
(Note: #15434 implements something very similar to this for functional
curve adaptors, which is why they aren't present in this PR.)
# Objective
Previously, there was basically no chance that the
explicitly-interpolating sample curve structs from the `Curve` API would
actually be `Reflect`. The reason for this is functional programming:
the structs contain an explicit interpolation `I: Fn(&T, &T, f32) -> T`
which, under typical circumstances, will never be `Reflect`, which
prevents the derive from realistically succeeding. In fact, they won't
be a lot of other things either, notably including both`Debug` and
`TypePath`, which are also required for reflection to succeed.
The goal of this PR is to weaken the implementations of reflection
traits for these structs so that they can implement `Reflect` under
reasonable circumstances. (Notably, they will still not be
`FromReflect`, which is unavoidable.)
## Solution
The function fields are marked as `#[reflect(ignore)]`, and the derive
macro for `Reflect` has `FromReflect` disabled. (This is not fully
optimal, but we don't presently have any kind of "read-only" attribute
for these fields.) Additionally, these structs receive custom `Debug`
and `TypePath` implementations that display the function's (unstable!)
type name instead of its value or type path (respectively). In the case
of `TypePath`, this is a bit janky, but the instability of `type_name`
won't generally present an issue for generics, which would have to be
registered manually in the type registry anyway, which is impossible
because the function type parameters cannot be named.
(And in general, the "blessed" route for such cases would generally
involve manually monomorphizing the function parameter away, which also
allows access to `FromReflect` etc. through very ordinary use of the
derive macro.)
## Testing
Tests in the new `bevy_math::curve::sample_curves` module guarantee that
these are actually `Reflect` under reasonable circumstances.
---
## Future changes
If and when function item types become `Default`, these types will need
to receive custom `FromReflect` implementations that exploit it. Such a
custom implementation would also be desirable if users start doing
things like wrapping function items in `Default`/`FromReflect` wrappers
that still implement a `Fn` trait.
Additionally, if function types become nameable in user-space, the
stance on `Debug`/`TypePath` may bear reexamination, since partial
monomorphization through wrappers would make implementing reflect traits
for function types potentially more viable.
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
Fix#12273
## Solution
– Only emit `KeyboardFocusLost` when the keyboard focus is lost
– ignore synthetic key releases too, not just key presses (as they're
already covered by `KeyboardFocusLost`)
---
## Changelog
### Fixed
- Don't trigger `ButtonInput<KeyCode>::just_pressed`/`just_released`
when spawning a window/focus moving between Bevy windows
# Objective
- Contributes to #15460
- Allows `bevy_mikktspace` to be used in `no_std` contexts.
## Solution
- Added `std` (default) and `libm` features which control the inclusion
of the standard library. To use `bevy_mikktspace` in `no_std`
environments, enable the `libm` feature.
## Testing
- CI
- `cargo clippy -p bevy_mikktspace --target "x86_64-unknown-none"
--no-default-features --features libm`
# Objective
Add a `Populated` system parameter that acts like `Query`, but prevents
system from running if there are no matching entities.
Fixes: #15302
## Solution
Implement the system param which newtypes the `Query`.
The only change is new validation, which fails if query is empty.
The new system param is used in `fallible_params` example.
## Testing
Ran `fallible_params` example.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Currently, reflecting a generic type provides no information about the
generic parameters. This means that you can't get access to the type of
`T` in `Foo<T>` without creating custom type data (we do this for
[`ReflectHandle`](https://docs.rs/bevy/0.14.2/bevy/asset/struct.ReflectHandle.html#method.asset_type_id)).
## Solution
This PR makes it so that generic type parameters and generic const
parameters are tracked in a `Generics` struct stored on the `TypeInfo`
for a type.
For example, `struct Foo<T, const N: usize>` will store `T` and `N` as a
`TypeParamInfo` and `ConstParamInfo`, respectively.
The stored information includes:
- The name of the generic parameter (i.e. `T`, `N`, etc.)
- The type of the generic parameter (remember that we're dealing with
monomorphized types, so this will actually be a concrete type)
- The default type/value, if any (e.g. `f32` in `T = f32` or `10` in
`const N: usize = 10`)
### Caveats
The only requirement for this to work is that the user does not opt-out
of the automatic `TypePath` derive with `#[reflect(type_path = false)]`.
Doing so prevents the macro code from 100% knowing that the generic type
implements `TypePath`. This in turn means the generated `Typed` impl
can't add generics to the type.
There are two solutions for this—both of which I think we should explore
in a future PR:
1. We could just not use `TypePath`. This would mean that we can't store
the `Type` of the generic, but we can at least store the `TypeId`.
2. We could provide a way to opt out of the automatic `Typed` derive
with a `#[reflect(typed = false)]` attribute. This would allow users to
manually implement `Typed` to add whatever generic information they need
(e.g. skipping a parameter that can't implement `TypePath` while the
rest can).
I originally thought about making `Generics` an enum with `Generic`,
`NonGeneric`, and `Unavailable` variants to signify whether there are
generics, no generics, or generics that cannot be added due to opting
out of `TypePath`. I ultimately decided against this as I think it adds
a bit too much complexity for such an uncommon problem.
Additionally, user's don't necessarily _have_ to know the generics of a
type, so just skipping them should generally be fine for now.
## Testing
You can test locally by running:
```
cargo test --package bevy_reflect
```
---
## Showcase
You can now access generic parameters via `TypeInfo`!
```rust
#[derive(Reflect)]
struct MyStruct<T, const N: usize>([T; N]);
let generics = MyStruct::<f32, 10>::type_info().generics();
// Get by index:
let t = generics.get(0).unwrap();
assert_eq!(t.name(), "T");
assert!(t.ty().is::<f32>());
assert!(!t.is_const());
// Or by name:
let n = generics.get_named("N").unwrap();
assert_eq!(n.name(), "N");
assert!(n.ty().is::<usize>());
assert!(n.is_const());
```
You can even access parameter defaults:
```rust
#[derive(Reflect)]
struct MyStruct<T = String, const N: usize = 10>([T; N]);
let generics = MyStruct::<f32, 5>::type_info().generics();
let GenericInfo::Type(info) = generics.get_named("T").unwrap() else {
panic!("expected a type parameter");
};
let default = info.default().unwrap();
assert!(default.is::<String>());
let GenericInfo::Const(info) = generics.get_named("N").unwrap() else {
panic!("expected a const parameter");
};
let default = info.default().unwrap();
assert_eq!(default.downcast_ref::<usize>().unwrap(), &10);
```
# Objective
We introduced the fancy Curve API earlier in this version. The goal of
this PR is to provide a level of integration between that API and the
existing spline constructions in `bevy_math`.
Note that this PR only covers the integration of position-sampling via
the `Curve` API. Other (substantially more complex) planned work will
introduce general facilities for handling derivatives.
## Solution
`CubicSegment`, `CubicCurve`, `RationalSegment`, and `RationalCurve` all
now implement `Curve`, using their `position` function to sample the
output.
Additionally, some documentation has been updated/corrected, and
`Serialize`/`Deserialize` derives have been added for all the curve
structs. (Note that there are some barriers to automatic registration of
`ReflectSerialize`/`ReflectSerialize` involving generics that have not
been resolved in this PR.)
---
## Migration Guide
The `RationalCurve::domain` method has been renamed to
`RationalCurve::length`. Calling `.domain()` on a `RationalCurve` now
returns its entire domain as an `Interval`.
# Objective
* Remove all uses of render_resource_wrapper.
* Make it easier to share a `wgpu::Device` between Bevy and application
code.
## Solution
Removed the `render_resource_wrapper` macro.
To improve the `RenderCreation:: Manual ` API, `ErasedRenderDevice` was
replaced by `Arc`. Unfortunately I had to introduce one more usage of
`WgpuWrapper` which seems like an unwanted constraint on the caller.
## Testing
- Did you test these changes? If so, how?
- Ran `cargo test`.
- Ran a few examples.
- Used `RenderCreation::Manual` in my own project
- Exercised `RenderCreation::Automatic` through examples
- Are there any parts that need more testing?
- No
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Run examples
- Use `RenderCreation::Manual` in their own project
# Objective
- Provide a generic and _reflectable_ way to iterate over contained
entities
## Solution
Adds two new traits:
* `VisitEntities`: Reflectable iteration, accepts a closure rather than
producing an iterator. Implemented by default for `IntoIterator`
implementing types. A proc macro is also provided.
* A `Mut` variant of the above. Its derive macro uses the same field
attribute to avoid repetition.
## Testing
Added a test for `VisitEntities` that also transitively tests its derive
macro as well as the default `MapEntities` impl.
# Objective
Adds a new `Readback` component to request for readback of a
`Handle<Image>` or `Handle<ShaderStorageBuffer>` to the CPU in a future
frame.
## Solution
We track the `Readback` component and allocate a target buffer to write
the gpu resource into and map it back asynchronously, which then fires a
trigger on the entity in the main world. This proccess is asynchronous,
and generally takes a few frames.
## Showcase
```rust
let mut buffer = ShaderStorageBuffer::from(vec![0u32; 16]);
buffer.buffer_description.usage |= BufferUsages::COPY_SRC;
let buffer = buffers.add(buffer);
commands
.spawn(Readback::buffer(buffer.clone()))
.observe(|trigger: Trigger<ReadbackComplete>| {
info!("Buffer data from previous frame {:?}", trigger.event());
});
```
---------
Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
# Objective
`World::flush_commands` will cause a panic with `error[B0003]: Could not
insert a bundle [...] for entity [...] because it doesn't exist in this
World` if there was a `spawn` command in the queue and you should
instead use `flush` for this but this isn't mentioned in the docs
## Solution
Add a note to the docs suggesting to use `World::flush` in this context.
This error doesn't appear to happen with `spawn_batch` so I didn't add
that to the note although you can cause it with
`commands.spawn_empty().insert(...)` but I wasn't sure that was worth
the documentation complexity as it is pretty unlikely (and equivalent to
`commands.spawn(...)`.