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9 commits
Author | SHA1 | Message | Date | |
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Carter Anderson
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015f2c69ca
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Merge Style properties into Node. Use ComputedNode for computed properties. (#15975)
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ``` |
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VitalyR
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eb19a9ea0b
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Migrate UI bundles to required components (#15898)
# Objective - Migrate UI bundles to required components, fixes #15889 ## Solution - deprecate `NodeBundle` in favor of `Node` - deprecate `ImageBundle` in favor of `UiImage` - deprecate `ButtonBundle` in favor of `Button` ## Testing CI. ## Migration Guide - Replace all uses of `NodeBundle` with `Node`. e.g. ```diff commands - .spawn(NodeBundle { - style: Style { + .spawn(( + Node::default(), + Style { width: Val::Percent(100.), align_items: AlignItems::Center, justify_content: JustifyContent::Center, ..default() }, - ..default() - }) + )) ``` - Replace all uses of `ButtonBundle` with `Button`. e.g. ```diff .spawn(( - ButtonBundle { - style: Style { - width: Val::Px(w), - height: Val::Px(h), - // horizontally center child text - justify_content: JustifyContent::Center, - // vertically center child text - align_items: AlignItems::Center, - margin: UiRect::all(Val::Px(20.0)), - ..default() - }, - image: image.clone().into(), + Button, + Style { + width: Val::Px(w), + height: Val::Px(h), + // horizontally center child text + justify_content: JustifyContent::Center, + // vertically center child text + align_items: AlignItems::Center, + margin: UiRect::all(Val::Px(20.0)), ..default() }, + UiImage::from(image.clone()), ImageScaleMode::Sliced(slicer.clone()), )) ``` - Replace all uses of `ImageBundle` with `UiImage`. e.g. ```diff - commands.spawn(ImageBundle { - image: UiImage { + commands.spawn(( + UiImage { texture: metering_mask, ..default() }, - style: Style { + Style { width: Val::Percent(100.0), height: Val::Percent(100.0), ..default() }, - ..default() - }); + )); ``` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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ickshonpe
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6f7d0e5725
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split up TextStyle (#15857)
# 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`. |
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UkoeHB
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a6be9b4ccd
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Rename TextBlock to TextLayout (#15797)
# Objective - Improve clarity when spawning a text block. See [this discussion](https://github.com/bevyengine/bevy/pull/15591/#discussion_r1787083571). ## Solution - Rename `TextBlock` to `TextLayout`. |
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UkoeHB
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c2c19e5ae4
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Text rework (#15591)
**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> |
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Tim
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700123ec64
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Replace Handle<AnimationGraph> component with a wrapper (#15742)
# 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>`. |
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Joona Aalto
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25bfa80e60
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Migrate cameras to required components (#15641)
# 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. |
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Matty
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429987ebf8
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Curve-based animation (#15434)
# 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> |
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Patrick Walton
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8154164f1b
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Allow animation clips to animate arbitrary properties. (#15282)
Currently, Bevy restricts animation clips to animating `Transform::translation`, `Transform::rotation`, `Transform::scale`, or `MorphWeights`, which correspond to the properties that glTF can animate. This is insufficient for many use cases such as animating UI, as the UI layout systems expect to have exclusive control over UI elements' `Transform`s and therefore the `Style` properties must be animated instead. This commit fixes this, allowing for `AnimationClip`s to animate arbitrary properties. The `Keyframes` structure has been turned into a low-level trait that can be implemented to achieve arbitrary animation behavior. Along with `Keyframes`, this patch adds a higher-level trait, `AnimatableProperty`, that simplifies the task of animating single interpolable properties. Built-in `Keyframes` implementations exist for translation, rotation, scale, and morph weights. For the most part, you can migrate by simply changing your code from `Keyframes::Translation(...)` to `TranslationKeyframes(...)`, and likewise for rotation, scale, and morph weights. An example `AnimatableProperty` implementation for the font size of a text section follows: #[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) } } In order to keep this patch relatively small, this patch doesn't include an implementation of `AnimatableProperty` on top of the reflection system. That can be a follow-up. This patch builds on top of the new `EntityMutExcept<>` type in order to widen the `AnimationTarget` query to include write access to all components. Because `EntityMutExcept<>` has some performance overhead over an explicit query, we continue to explicitly query `Transform` in order to avoid regressing the performance of skeletal animation, such as the `many_foxes` benchmark. I've measured the performance of that benchmark and have found no significant regressions. A new example, `animated_ui`, has been added. This example shows how to use Bevy's built-in animation infrastructure to animate font size and color, which wasn't possible before this patch. ## Showcase https://github.com/user-attachments/assets/1fa73492-a9ce-405a-a8f2-4aacd7f6dc97 ## Migration Guide * Animation keyframes are now an extensible trait, not an enum. Replace `Keyframes::Translation(...)`, `Keyframes::Scale(...)`, `Keyframes::Rotation(...)`, and `Keyframes::Weights(...)` with `Box::new(TranslationKeyframes(...))`, `Box::new(ScaleKeyframes(...))`, `Box::new(RotationKeyframes(...))`, and `Box::new(MorphWeightsKeyframes(...))` respectively. |