Commit graph

6626 commits

Author SHA1 Message Date
Martín Maita
72e7a4fed2
Update trigger_observers to operate over slices of data (#14354)
# Objective

- Fixes #14333 

## Solution

- Updated `trigger_observers` signature to operate over a slice instead
of an `Iterator`.
- Updated calls to `trigger_observers` to match the new signature.

---

## Migration Guide

- TBD
2024-07-17 13:01:52 +00:00
François Mockers
0e76b00e15
update bunny meshlet url (#14345)
# Objective

- https://github.com/bevyengine/bevy/pull/14193 changed the bunny
meshlet url but didn't update example metadata

## Solution

- Also update the url there
2024-07-16 22:07:51 +00:00
Patrick Walton
bc34216929
Pack multiple vertex and index arrays together into growable buffers. (#14257)
This commit uses the [`offset-allocator`] crate to combine vertex and
index arrays from different meshes into single buffers. Since the
primary source of `wgpu` overhead is from validation and synchronization
when switching buffers, this significantly improves Bevy's rendering
performance on many scenes.

This patch is a more flexible version of #13218, which also used slabs.
Unlike #13218, which used slabs of a fixed size, this commit implements
slabs that start small and can grow. In addition to reducing memory
usage, supporting slab growth reduces the number of vertex and index
buffer switches that need to happen during rendering, leading to
improved performance. To prevent pathological fragmentation behavior,
slabs are capped to a maximum size, and mesh arrays that are too large
get their own dedicated slabs.

As an additional improvement over #13218, this commit allows the
application to customize all allocator heuristics. The
`MeshAllocatorSettings` resource contains values that adjust the minimum
and maximum slab sizes, the cutoff point at which meshes get their own
dedicated slabs, and the rate at which slabs grow. Hopefully-sensible
defaults have been chosen for each value.

Unfortunately, WebGL 2 doesn't support the *base vertex* feature, which
is necessary to pack vertex arrays from different meshes into the same
buffer. `wgpu` represents this restriction as the downlevel flag
`BASE_VERTEX`. This patch detects that bit and ensures that all vertex
buffers get dedicated slabs on that platform. Even on WebGL 2, though,
we can combine all *index* arrays into single buffers to reduce buffer
changes, and we do so.

The following measurements are on Bistro:

Overall frame time improves from 8.74 ms to 5.53 ms (1.58x speedup):
![Screenshot 2024-07-09
163521](https://github.com/bevyengine/bevy/assets/157897/5d83c824-c0ee-434c-bbaf-218ff7212c48)

Render system time improves from 6.57 ms to 3.54 ms (1.86x speedup):
![Screenshot 2024-07-09
163559](https://github.com/bevyengine/bevy/assets/157897/d94e2273-c3a0-496a-9f88-20d394129610)

Opaque pass time improves from 4.64 ms to 2.33 ms (1.99x speedup):
![Screenshot 2024-07-09
163536](https://github.com/bevyengine/bevy/assets/157897/e4ef6e48-d60e-44ae-9a71-b9a731c99d9a)

## Migration Guide

### Changed

* Vertex and index buffers for meshes may now be packed alongside other
buffers, for performance.
* `GpuMesh` has been renamed to `RenderMesh`, to reflect the fact that
it no longer directly stores handles to GPU objects.
* Because meshes no longer have their own vertex and index buffers, the
responsibility for the buffers has moved from `GpuMesh` (now called
`RenderMesh`) to the `MeshAllocator` resource. To access the vertex data
for a mesh, use `MeshAllocator::mesh_vertex_slice`. To access the index
data for a mesh, use `MeshAllocator::mesh_index_slice`.

[`offset-allocator`]: https://github.com/pcwalton/offset-allocator
2024-07-16 20:33:15 +00:00
Brezak
293e91564b
Fix the dev docs robots.txt containing a literal \n instead of a newline (#14347)
# Objective

The robots.txt file for the [dev docs](https://dev-docs.bevyengine.org)
looks like this `User-Agent: *\nDisallow: /`
It should look like this
```
User-Agent: *
Disallow: /
```

## Solution

Use
[`ANSI-C`](https://www.gnu.org/software/bash/manual/bash.html#ANSI_002dC-Quoting)
quoting to properly handle the `\n`

## Testing

- [x] Run the fixed echo command in local terminal.
- [ ] Wait for the dev doces to deploy and observe if the mistake has
been fixed
2024-07-16 17:49:07 +00:00
Gino Valente
af865e76a3
bevy_reflect: Improve DynamicFunction ergonomics (#14201)
# Objective

Many functions can be converted to `DynamicFunction` using
`IntoFunction`. Unfortunately, we are limited by Rust itself and the
implementations are far from exhaustive. For example, we can't convert
functions with more than 16 arguments. Additionally, we can't handle
returns with lifetimes not tied to the lifetime of the first argument.

In such cases, users will have to create their `DynamicFunction`
manually.

Let's take the following function:

```rust
fn get(index: usize, list: &Vec<String>) -> &String {
    &list[index]
}
```

This function cannot be converted to a `DynamicFunction` via
`IntoFunction` due to the lifetime of the return value being tied to the
second argument. Therefore, we need to construct the `DynamicFunction`
manually:

```rust
DynamicFunction::new(
    |mut args, info| {
        let list = args
            .pop()
            .unwrap()
            .take_ref::<Vec<String>>(&info.args()[1])?;
        let index = args.pop().unwrap().take_owned::<usize>(&info.args()[0])?;
        Ok(Return::Ref(get(index, list)))
    },
    FunctionInfo::new()
        .with_name("get")
        .with_args(vec![
            ArgInfo:🆕:<usize>(0).with_name("index"),
            ArgInfo:🆕:<&Vec<String>>(1).with_name("list"),
        ])
        .with_return_info(ReturnInfo:🆕:<&String>()),
);
```

While still a small and straightforward snippet, there's a decent amount
going on here. There's a lot of room for improvements when it comes to
ergonomics and readability.

The goal of this PR is to address those issues.

## Solution

Improve the ergonomics and readability of manually created
`DynamicFunction`s.

Some of the major changes:
1. Removed the need for `&ArgInfo` when reifying arguments (i.e. the
`&info.args()[1]` calls)
2. Added additional `pop` methods on `ArgList` to handle both popping
and casting
3. Added `take` methods on `ArgList` for taking the arguments out in
order
4. Removed the need for `&FunctionInfo` in the internal closure (Change
1 made it no longer necessary)
5. Added methods to automatically handle generating `ArgInfo` and
`ReturnInfo`

With all these changes in place, we get something a lot nicer to both
write and look at:

```rust
DynamicFunction::new(
    |mut args| {
        let index = args.take::<usize>()?;
        let list = args.take::<&Vec<String>>()?;
        Ok(Return::Ref(get(index, list)))
    },
    FunctionInfo::new()
        .with_name("get")
        .with_arg::<usize>("index")
        .with_arg::<&Vec<String>>("list")
        .with_return::<&String>(),
);
```

Alternatively, to rely on type inference for taking arguments, you could
do:

```rust
DynamicFunction::new(
    |mut args| {
        let index = args.take_owned()?;
        let list = args.take_ref()?;
        Ok(Return::Ref(get(index, list)))
    },
    FunctionInfo::new()
        .with_name("get")
        .with_arg::<usize>("index")
        .with_arg::<&Vec<String>>("list")
        .with_return::<&String>(),
);
```

## Testing

You can test locally by running:

```
cargo test --package bevy_reflect
```

---

## Changelog

- Removed `&ArgInfo` argument from `FromArg::from_arg` trait method
- Removed `&ArgInfo` argument from `Arg::take_***` methods
- Added `ArgValue`
- `Arg` is now a struct containing an `ArgValue` and an argument `index`
- `Arg::take_***` methods now require `T` is also `TypePath`
- Added `Arg::new`, `Arg::index`, `Arg::value`, `Arg::take_value`, and
`Arg::take` methods
- Replaced `ArgId` in `ArgError` with just the argument `index`
- Added `ArgError::EmptyArgList`
- Renamed `ArgList::push` to `ArgList::push_arg`
- Added `ArgList::pop_arg`, `ArgList::pop_owned`, `ArgList::pop_ref`,
and `ArgList::pop_mut`
- Added `ArgList::take_arg`, `ArgList::take_owned`, `ArgList::take_ref`,
`ArgList::take_mut`, and `ArgList::take`
- `ArgList::pop` is now generic
- Renamed `FunctionError::InvalidArgCount` to
`FunctionError::ArgCountMismatch`
- The closure given to `DynamicFunction::new` no longer has a
`&FunctionInfo` argument
- Added `FunctionInfo::with_arg`
- Added `FunctionInfo::with_return`

## Internal Migration Guide

> [!important]
> Function reflection was introduced as part of the 0.15 dev cycle. This
migration guide was written for developers relying on `main` during this
cycle, and is not a breaking change coming from 0.14.

* The `FromArg::from_arg` trait method and the `Arg::take_***` methods
no longer take a `&ArgInfo` argument.
* What used to be `Arg` is now `ArgValue`. `Arg` is now a struct which
contains an `ArgValue`.
* `Arg::take_***` methods now require `T` is also `TypePath`
* Instances of `id: ArgId` in `ArgError` have been replaced with `index:
usize`
* `ArgList::push` is now `ArgList::push_arg`. It also takes the new
`ArgValue` type.
* `ArgList::pop` has become `ArgList::pop_arg` and now returns
`ArgValue`. `Arg::pop` now takes a generic type and downcasts to that
type. It's recommended to use `ArgList::take` and friends instead since
they allow removing the arguments from the list in the order they were
pushed (rather than reverse order).
* `FunctionError::InvalidArgCount` is now
`FunctionError::ArgCountMismatch`
* The closure given to `DynamicFunction::new` no longer has a
`&FunctionInfo` argument. This argument can be removed.
2024-07-16 13:01:52 +00:00
Steve Frampton
0e13b1ca5e
Added new method to Cone 3D primitive (#14325)
Reference to #14299.

# Objective
- Ensuring consistent practice of instantiating 3D primitive shapes in
Bevy.

## Solution

- Add `new` method, containing `radius` and `height` arguments, to Cone
3D primitive shape.

## Testing

- Instantiated cone using same values (radius is `2.` and height is
`5.`), using the current method and the added `new` method.
- Basic setup of Bevy Default Plugins and `3DCameraBundle`.


---

## Showcase

<details>
  <summary>Click to view showcase</summary>

```rust
use bevy::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .run();
}

fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    let new_cone = meshes.add(Cone::new(2., 5.));
    commands.spawn(PbrBundle {
        mesh: new_cone,
        ..default()
    });

    let old_cone = meshes.add(Cone {
        radius: 2.,
        height: 5.,
    });
    commands.spawn(PbrBundle {
        mesh: old_cone,
        material: materials.add(Color::WHITE),
        transform: Transform::from_xyz(10., 0., 0.),
        ..default()
    });

    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(20., 20., 20.).looking_at(Vec3::ZERO, Dir3::Y),
        ..default()
    });
}
```

</details>


![image](https://github.com/user-attachments/assets/267f8124-8734-4c20-8840-fcf35375a778)


- Pink Cone is created using the `new` method.
- Black Cone is created using the existing method.

## Migration Guide
- Addition of `new` method to the 3D primitive Cone struct.
2024-07-16 12:59:26 +00:00
Mike
cfcb56f5b9
Remove need for EventLoopProxy to be NonSend (#14198)
# Objective

- Continue to pare down the uses on NonSend resources in the engine. In
this case, EventLoopProxy used to be `!Sync`, but is now `Sync` in the
latest version of winit.

## Solution

- New type `EventLoopProxy` as `EventLoopProxyWrapper` to make it into a
normal resource.
- Update the `custom_user_event` example as it no longer needs to
indirectly access the `EventLoopProxy` through a static variable
anymore.

## Testing

- Ran the example. The resource exists just for users to use, so there
aren't any in engine uses for it currently.

---

## Changelog

- make EventLoopProxy into a regular resource. 

## Migration Guide

`EventLoopProxy` has been renamed to `EventLoopProxyWrapper` and is now
`Send`, making it an ordinary resource.

Before:
```rust
event_loop_system(event_loop: NonSend<EventLoopProxy<MyEvent>>) {
    event_loop.send_event(MyEvent);
}
```

After:
```rust
event_loop_system(event_loop: Res<EventLoopProxy<MyEvent>>) {
    event_loop.send_event(MyEvent);
}
```
2024-07-16 06:59:01 +00:00
Gino Valente
1042f09c2e
bevy_reflect: Add DynamicClosure and DynamicClosureMut (#14141)
# Objective

As mentioned in
[this](https://github.com/bevyengine/bevy/pull/13152#issuecomment-2198387297)
comment, creating a function registry (see #14098) is a bit difficult
due to the requirements of `DynamicFunction`. Internally, a
`DynamicFunction` contains a `Box<dyn FnMut>` (the function that reifies
reflected arguments and calls the actual function), which requires `&mut
self` in order to be called.

This means that users would require a mutable reference to the function
registry for it to be useful— which isn't great. And they can't clone
the `DynamicFunction` either because cloning an `FnMut` isn't really
feasible (wrapping it in an `Arc` would allow it to be cloned but we
wouldn't be able to call the clone since we need a mutable reference to
the `FnMut`, which we can't get with multiple `Arc`s still alive,
requiring us to also slap in a `Mutex`, which adds additional overhead).

And we don't want to just replace the `dyn FnMut` with `dyn Fn` as that
would prevent reflecting closures that mutate their environment.

Instead, we need to introduce a new type to split the requirements of
`DynamicFunction`.

## Solution

Introduce new types for representing closures.

Specifically, this PR introduces `DynamicClosure` and
`DynamicClosureMut`. Similar to how `IntoFunction` exists for
`DynamicFunction`, two new traits were introduced: `IntoClosure` and
`IntoClosureMut`.

Now `DynamicFunction` stores a `dyn Fn` with a `'static` lifetime.
`DynamicClosure` also uses a `dyn Fn` but has a lifetime, `'env`, tied
to its environment. `DynamicClosureMut` is most like the old
`DynamicFunction`, keeping the `dyn FnMut` and also typing its lifetime,
`'env`, to the environment

Here are some comparison tables:

|   | `DynamicFunction` | `DynamicClosure` | `DynamicClosureMut` |
| - | ----------------- | ---------------- | ------------------- |
| Callable with `&self` |  |  |  |
| Callable with `&mut self` |  |  |  |
| Allows for non-`'static` lifetimes |  |  |  |

|   | `IntoFunction` | `IntoClosure` | `IntoClosureMut` |
| - | -------------- | ------------- | ---------------- |
| Convert `fn` functions |  |  |  |
| Convert `fn` methods |  |  |  |
| Convert anonymous functions |  |  |  |
| Convert closures that capture immutable references |  |  |  |
| Convert closures that capture mutable references |  |  |  |
| Convert closures that capture owned values | [^1] |  |  |

[^1]: Due to limitations in Rust, `IntoFunction` can't be implemented
for just functions (unless we forced users to manually coerce them to
function pointers first). So closures that meet the trait requirements
_can technically_ be converted into a `DynamicFunction` as well. To both
future-proof and reduce confusion, though, we'll just pretend like this
isn't a thing.

```rust
let mut list: Vec<i32> = vec![1, 2, 3];

// `replace` is a closure that captures a mutable reference to `list`
let mut replace = |index: usize, value: i32| -> i32 {
  let old_value = list[index];
  list[index] = value;
  old_value
};

// Convert the closure into a dynamic closure using `IntoClosureMut::into_closure_mut`
let mut func: DynamicClosureMut = replace.into_closure_mut();

// Dynamically call the closure:
let args = ArgList::default().push_owned(1_usize).push_owned(-2_i32);
let value = func.call_once(args).unwrap().unwrap_owned();

// Check the result:
assert_eq!(value.take::<i32>().unwrap(), 2);
assert_eq!(list, vec![1, -2, 3]);
```

### `ReflectFn`/`ReflectFnMut`

To make extending the function reflection system easier (the blanket
impls for `IntoFunction`, `IntoClosure`, and `IntoClosureMut` are all
incredibly short), this PR generalizes callables with two new traits:
`ReflectFn` and `ReflectFnMut`.

These traits mimic `Fn` and `FnMut` but allow for being called via
reflection. In fact, their blanket implementations are identical save
for `ReflectFn` being implemented over `Fn` types and `ReflectFnMut`
being implemented over `FnMut` types.

And just as `Fn` is a subtrait of `FnMut`, `ReflectFn` is a subtrait of
`ReflectFnMut`. So anywhere that expects a `ReflectFnMut` can also be
given a `ReflectFn`.

To reiterate, these traits aren't 100% necessary. They were added in
purely for extensibility. If we decide to split things up differently or
add new traits/types in the future, then those changes should be much
simpler to implement.

### `TypedFunction`

Because of the split into `ReflectFn` and `ReflectFnMut`, we needed a
new way to access the function type information. This PR moves that
concept over into `TypedFunction`.

Much like `Typed`, this provides a way to access a function's
`FunctionInfo`.

By splitting this trait out, it helps to ensure the other traits are
focused on a single responsibility.

### Internal Macros

The original function PR (#13152) implemented `IntoFunction` using a
macro which was passed into an `all_tuples!` macro invocation. Because
we needed the same functionality for these new traits, this PR has
copy+pasted that code for `ReflectFn`, `ReflectFnMut`, and
`TypedFunction`— albeit with some differences between them.

Originally, I was going to try and macro-ify the impls and where clauses
such that we wouldn't have to straight up duplicate a lot of this logic.
However, aside from being more complex in general, autocomplete just
does not play nice with such heavily nested macros (tried in both
RustRover and VSCode). And both of those problems told me that it just
wasn't worth it: we need to ensure the crate is easily maintainable,
even at the cost of duplicating code.

So instead, I made sure to simplify the macro code by removing all
fully-qualified syntax and cutting the where clauses down to the bare
essentials, which helps to clean up a lot of the visual noise. I also
tried my best to document the macro logic in certain areas (I may even
add a bit more) to help with maintainability for future devs.

### Documentation

Documentation for this module was a bit difficult for me. So many of
these traits and types are very interconnected. And each trait/type has
subtle differences that make documenting it in a single place, like at
the module level, difficult to do cleanly. Describing the valid
signatures is also challenging to do well.

Hopefully what I have here is okay. I think I did an okay job, but let
me know if there any thoughts on ways to improve it. We can also move
such a task to a followup PR for more focused discussion.

## Testing

You can test locally by running:

```
cargo test --package bevy_reflect
```

---

## Changelog

- Added `DynamicClosure` struct
- Added `DynamicClosureMut` struct
- Added `IntoClosure` trait
- Added `IntoClosureMut` trait
- Added `ReflectFn` trait
- Added `ReflectFnMut` trait
- Added `TypedFunction` trait
- `IntoFunction` now only works for standard Rust functions
- `IntoFunction` no longer takes a lifetime parameter
- `DynamicFunction::call` now only requires `&self`
- Removed `DynamicFunction::call_once`
- Changed the `IntoReturn::into_return` signature to include a where
clause

## Internal Migration Guide

> [!important]
> Function reflection was introduced as part of the 0.15 dev cycle. This
migration guide was written for developers relying on `main` during this
cycle, and is not a breaking change coming from 0.14.

### `IntoClosure`

`IntoFunction` now only works for standard Rust functions. Calling
`IntoFunction::into_function` on a closure that captures references to
its environment (either mutable or immutable), will no longer compile.

Instead, you will need to use either `IntoClosure::into_closure` to
create a `DynamicClosure` or `IntoClosureMut::into_closure_mut` to
create a `DynamicClosureMut`, depending on your needs:

```rust
let punct = String::from("!");
let print = |value: String| {
    println!("{value}{punct}");
};

// BEFORE
let func: DynamicFunction = print.into_function();

// AFTER
let func: DynamicClosure = print.into_closure();
```

### `IntoFunction` lifetime

Additionally, `IntoFunction` no longer takes a lifetime parameter as it
always expects a `'static` lifetime. Usages will need to remove any
lifetime parameters:

```rust
// BEFORE
fn execute<'env, F: IntoFunction<'env, Marker>, Marker>(f: F) {/* ... */}

// AFTER
fn execute<F: IntoFunction<Marker>, Marker>(f: F) {/* ... */}
```

### `IntoReturn`

`IntoReturn::into_return` now has a where clause. Any manual
implementors will need to add this where clause to their implementation.
2024-07-16 03:22:43 +00:00
Patrick Walton
20c6bcdba4
Allow volumetric fog to be localized to specific, optionally voxelized, regions. (#14099)
Currently, volumetric fog is global and affects the entire scene
uniformly. This is inadequate for many use cases, such as local smoke
effects. To address this problem, this commit introduces *fog volumes*,
which are axis-aligned bounding boxes (AABBs) that specify fog
parameters inside their boundaries. Such volumes can also specify a
*density texture*, a 3D texture of voxels that specifies the density of
the fog at each point.

To create a fog volume, add a `FogVolume` component to an entity (which
is included in the new `FogVolumeBundle` convenience bundle). Like light
probes, a fog volume is conceptually a 1×1×1 cube centered on the
origin; a transform can be used to position and resize this region. Many
of the fields on the existing `VolumetricFogSettings` have migrated to
the new `FogVolume` component. `VolumetricFogSettings` on a camera is
still needed to enable volumetric fog. However, by itself
`VolumetricFogSettings` is no longer sufficient to enable volumetric
fog; a `FogVolume` must be present. Applications that wish to retain the
old global fog behavior can simply surround the scene with a large fog
volume.

By way of implementation, this commit converts the volumetric fog shader
from a full-screen shader to one applied to a mesh. The strategy is
different depending on whether the camera is inside or outside the fog
volume. If the camera is inside the fog volume, the mesh is simply a
plane scaled to the viewport, effectively falling back to a full-screen
pass. If the camera is outside the fog volume, the mesh is a cube
transformed to coincide with the boundaries of the fog volume's AABB.
Importantly, in the latter case, only the front faces of the cuboid are
rendered. Instead of treating the boundaries of the fog as a sphere
centered on the camera position, as we did prior to this patch, we
raytrace the far planes of the AABB to determine the portion of each ray
contained within the fog volume. We then raymarch in shadow map space as
usual. If a density texture is present, we modulate the fixed density
value with the trilinearly-interpolated value from that texture.

Furthermore, this patch introduces optional jitter to fog volumes,
intended for use with TAA. This modifies the position of the ray from
frame to frame using interleaved gradient noise, in order to reduce
aliasing artifacts. Many implementations of volumetric fog in games use
this technique. Note that this patch makes no attempt to write a motion
vector; this is because when a view ray intersects multiple voxels
there's no single direction of motion. Consequently, fog volumes can
have ghosting artifacts, but because fog is "ghostly" by its nature,
these artifacts are less objectionable than they would be for opaque
objects.

A new example, `fog_volumes`, has been added. It demonstrates a single
fog volume containing a voxelized representation of the Stanford bunny.
The existing `volumetric_fog` example has been updated to use the new
local volumetrics API.

## Changelog

### Added

* Local `FogVolume`s are now supported, to localize fog to specific
regions. They can optionally have 3D density voxel textures for precise
control over the distribution of the fog.

### Changed

* `VolumetricFogSettings` on a camera no longer enables volumetric fog;
instead, it simply enables the processing of `FogVolume`s within the
scene.

## Migration Guide

* A `FogVolume` is now necessary in order to enable volumetric fog, in
addition to `VolumetricFogSettings` on the camera. Existing uses of
volumetric fog can be migrated by placing a large `FogVolume`
surrounding the scene.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2024-07-16 03:14:12 +00:00
Joseph
ee15be8549
Make Tasks functional on WASM (#13889)
# Objective

Right not bevy's task pool abstraction is kind of useless on wasm, since
it returns a `FakeTask` which can't be interacted with. This is only
good for fire-and-forget it tasks, and isn't even that useful since it's
just a thin wrapper around `wasm-bindgen-futures::spawn_local`

## Solution

Add a simple `Task<T>` handler type to wasm targets that allow waiting
for a task's output or periodically checking for its completion. This PR
aims to give the wasm version of these tasks feature parity with the
native, multi-threaded version of the task

## Testing

- Did you test these changes? *Not yet*

---------

Co-authored-by: Periwink <charlesbour@gmail.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2024-07-16 01:15:03 +00:00
BD103
c3057d4353
plugin_group! macro (adopted) (#14339)
# Objective

- Adopted from #11460.
- Closes #7332.
- The documentation for `DefaultPlugins` and `MinimalPlugins` frequently
goes out of date because it is not .

## Solution

- Create a macro, `plugin_group!`, to automatically create
`PluginGroup`s and document them.

## Testing

- Run `cargo-expand` on the generated code for `DefaultPlugins` and
`MinimalPlugins`.
- Try creating a custom plugin group with the macro.

---

## Showcase

- You can now define custom `PluginGroup`s using the `plugin_group!`
macro.

```rust
plugin_group! {
    /// My really cool plugic group!
    pub struct MyPluginGroup {
        physics:::PhysicsPlugin,
        rendering:::RenderingPlugin,
        ui:::UiPlugin,
    }
}
```

<details>
  <summary>Expanded output</summary>

```rust
/// My really cool plugic group!
///
/// - [`PhysicsPlugin`](physics::PhysicsPlugin)
/// - [`RenderingPlugin`](rendering::RenderingPlugin)
/// - [`UiPlugin`](ui::UiPlugin)
pub struct MyPluginGroup;
impl ::bevy_app::PluginGroup for MyPluginGroup {
    fn build(self) -> ::bevy_app::PluginGroupBuilder {
        let mut group = ::bevy_app::PluginGroupBuilder::start::<Self>();
        {
            const _: () = {
                const fn check_default<T: Default>() {}
                check_default::<physics::PhysicsPlugin>();
            };
            group = group.add(<physics::PhysicsPlugin>::default());
        }
        {
            const _: () = {
                const fn check_default<T: Default>() {}
                check_default::<rendering::RenderingPlugin>();
            };
            group = group.add(<rendering::RenderingPlugin>::default());
        }
        {
            const _: () = {
                const fn check_default<T: Default>() {}
                check_default::<ui::UiPlugin>();
            };
            group = group.add(<ui::UiPlugin>::default());
        }
        group
    }
}
```

</details>

---------

Co-authored-by: Doonv <58695417+doonv@users.noreply.github.com>
Co-authored-by: Mateusz Wachowiak <mateusz_wachowiak@outlook.com>
2024-07-16 01:14:33 +00:00
Lura
9a1a84dd22
Fix error/typo in SMAA shader (#14338)
# Objective

- Actually use the value assigned to `d_xz`, like in [the original SMAA
implementation](https://github.com/iryoku/smaa/blob/master/SMAA.hlsl#L960).
This not already being the case was likely a mistake when converting
from HLSL to WGSL

## Solution

- Use `d_xz.x` and `d_xz.y` instead of `d.x` and `d.z`

## Testing

- Quickly tested on Windows 11, `x86_64-pc-windows-gnu` `1.79.0` with
the latest NVIDIA drivers. App runs with SMAA enabled and everything
seems to work as intended
- I didn't observe any major visual difference between this and the
previous version, though this should be more correct as it matches the
original SMAA implementation
2024-07-15 23:40:39 +00:00
Jonathan Chan Kwan Yin
e66cd484a7
Add insert_by_id and try_insert_by_id to EntityCommands (#14283)
# Objective

- Allow queuing insertion of dynamic components to an existing entity

## Solution

- Add `insert_by_id<T: Send + 'static>(commands: &mut EntityCommands,
component_id: ComponentId, value: T)` and the `try_insert_by_id`
counterpart

## Testing

TODO

- 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?

## Alternatives

This PR is not feature-complete for dynamic components. In particular,
it
- only supports one component
- only supports adding components with a known, sized type

These were not implemented because doing so would require enhancing
`CommandQueue` to support pushing unsized commands (or equivalently,
pushing commands with a buffer of data). Even so, the cost would not be
transparent compared to the implementation in this PR, which simply
captures the `ComponentId` and `value: T` into the command closure and
can be easily memcpy'ed to the stack during execution. For example, to
efficiently pass `&[ComponentId]` from the caller to the world, we would
need to:

1. Update `CommandQueue.bytes` from `Vec<MaybeUninit<u8>>` to
`Vec<MaybeUninit<usize>>` so that it has the same alignment as
`ComponentId` (which probably needs to be made `#[repr(transparent)]`
too)
2. After pushing the Command metadata, push padding bytes until the vec
len is a multiple of `size_of::<usize>()`
3. Store `components.len()` in the data
4. memcpy the user-provided `&[ComponentId]` to `CommandQueue.bytes`
5. During execution, round up the data pointer behind the `Command` to
skip padding, then cast the pointer and consume it as a `&[ComponentId]`

The effort here seems unnecessarily high, unless someone else has such a
requirement. At least for the use case I am working with, I only need a
single known type, and if we need multiple components, we could always
enhance this function to accept a `[ComponentId; N]`.

I recommend enhancing the `Bundle` API in the long term to achieve this
goal more elegantly.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Felix Rath <felixm.rath@gmail.com>
2024-07-15 23:29:13 +00:00
Chris Biscardi
73d7e89a18
remove rounded_borders and merge with borders example (#14317)
# Objective

The borders example is separate from the rounded borders example. If you
find the borders example, you may miss the rounded borders example.

## Solution

Merge the examples in a basic way, since there is enough room to show
all options at the same time.

I also considered renaming the borders and rounded borders examples so
that they would be located next to each other in repo and UI, but it
felt like having a singular example was better.

## Testing

```
cargo run --example borders
```

---

## Showcase

The merged example looks like this:

![screenshot-2024-07-14-at-13 40
10@2x](https://github.com/user-attachments/assets/0f49cc46-1ca0-40d0-abec-020cbf0fb205)
2024-07-15 16:54:05 +00:00
BD103
5ea88895e9
Remove unused default feature from bevy_window (#14313)
# Objective

- Extracted from #14298.
- `bevy_window` has an empty `default` feature that does not enable
anything, which is equivalent to not having any default features.

## Solution

- Remove it :)
- This is technically a breaking change, but specifying `features =
["default"]` manually in `Cargo.toml` is highly discouraged, so the
impact is low.

---

## Migration Guide

`bevy_window` had an empty default feature flag that did not do
anything, so it was removed. You may have to remove any references to it
if you specified it manually.

```toml
# 0.14
[dependencies]
bevy_window = { version = "0.14", default-features = false, features = ["default"] }

# 0.15
[dependencies]
bevy_window = { version = "0.15", default-features = false }
```
2024-07-15 16:49:00 +00:00
Brezak
6522795889
Specify test group names in github summary for compile fail tests (#14330)
# Objective

The github action summary titles every compile test group as
`compile_fail_utils`.


![image](https://github.com/user-attachments/assets/9d00a113-6772-430c-8da9-bffe6a60a8f8)

## Solution

Manually specify group names for compile fail tests.

## Testing

- Wait for compile fail tests to run.
- Observe the generated summary.
2024-07-15 16:13:03 +00:00
SpecificProtagonist
d276525350
Allow non-static trigger targets (#14327)
# Objective

`TriggerTargets` can not be borrowed for use in `World::trigger_targets`

## Solution

Drop `'static` bound on `TriggerEvent`, keep it for `Command` impl.

## Testing

n/a
2024-07-15 16:10:57 +00:00
Joona Aalto
cf1b7fa4cc
Implement Bounded2d for Annulus (#14326)
# Objective

`Annulus` is missing `Bounded2d` even though the implementation is
trivial.

## Solution

Implement `Bounded2d` for `Annulus`.

## Testing

There is a basic test to verify that the produced bounding volumes are
correct.
2024-07-15 16:08:35 +00:00
Joona Aalto
36b521d069
Improve isometry docs (#14318)
# Objective

Fixes #14308.

#14269 added the `Isometry2d` and `Isometry3d` types, but they don't
have usage examples or much documentation on what the types actually
represent or what they may be useful for.

In addition, their module is public and the types are not re-exported at
the crate root, unlike all the other core math types like Glam's types,
direction types, and `Rot2`.

## Solution

Improve the documentation of `Isometry2d` and `Isometry3d`, explaining
what they represent and can be useful for, along with doc examples on
common high-level usage. I also made the way the types are exported
consistent with other core math types.

This does add some duplication, but I personally think having good docs
for this is valuable, and people are also less likely to look at the
module-level docs than type-level docs.
2024-07-15 16:05:33 +00:00
Torstein Grindvik
ee0a85766d
Clearer spatial bundle pub const docs (#14293)
# Objective

The docs on SpatialBundle's pub const constructors mention that one is
"visible" when it's actually inherited, which afaik means it's
conditional on its parent's visibility.

I feel it's more correct like this.

_Also I'm seeing how making a PR from github.dev works hopefully nothing
weird happens_
2024-07-15 16:03:09 +00:00
BD103
b6f61b3ac6
Fix bevy_window failing with serialize feature (#14298)
# Objective

- [`flag-frenzy`](https://github.com/TheBevyFlock/flag-frenzy) found an
issue where `bevy_window` would fail to build when its `serialize`
feature is enabled.
- See
[here](https://github.com/TheBevyFlock/flag-frenzy/actions/runs/9924187577/job/27415224405)
for the specific log.

## Solution

- Turns out it was failing because the `bevy_ecs/serialize` feature was
not enabled. This error can be fixed by adding the flag as a dependency.

## Testing

```bash
cargo check -p bevy_window -F serialize
# Or if you're very cool...
flag-frenzy --manifest-path path/to/bevy/Cargo.toml --config config -p bevy_window
```
2024-07-15 16:00:49 +00:00
masonk
d2bf052515
Clarify GlobalTransform::transform_point (#14292)
The existing doc comment for GlobalTransform::transform_point is
unclear, or, arguably, incorrect.
https://github.com/bevyengine/bevy/discussions/8501 also mentions this.

Additionally, a user reading the doc for transform_point might be
looking for one of the three other transforms that I mentioned in this
doc comment.

---------

Co-authored-by: Mason Kramer <mason@masonkramer.net>
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-07-15 15:59:29 +00:00
Ben Frankel
7cb97852a5
Remove second generic from .add_before, .add_after (#14285)
# Objective

```rust
// Currently:
builder.add_after::<FooPlugin, _>(BarPlugin);
// After this PR:
builder.add_after::<FooPlugin>(BarPlugin);
```

This removes some weirdness and better parallels the rest of the
`PluginGroupBuilder` API.

## Solution

Define a helper method `type_id_of_val` to use in `.add_before` and
`.add_after` instead of `TypeId::of::<T>` (which requires the plugin
type to be nameable, preventing `impl Plugin` from being used).

## Testing

Ran `cargo run -p ci lints` successfully.

## Migration Guide

Removed second generic from `PluginGroupBuilder` methods: `add_before`
and `add_after`.

```rust
// Before:
DefaultPlugins
    .build()
    .add_before::<WindowPlugin, _>(FooPlugin)
    .add_after::<WindowPlugin, _>(BarPlugin)

// After:
DefaultPlugins
    .build()
    .add_before::<WindowPlugin>(FooPlugin)
    .add_after::<WindowPlugin>(BarPlugin)
```

---------

Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
2024-07-15 15:58:14 +00:00
Sou1gh0st
65aae92127
Add support for skybox transformation (#14267)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/14036

## Solution

- Add a view space transformation for the skybox

## Testing

- I have tested the newly added `transform` field using the `skybox`
example.
```
diff --git a/examples/3d/skybox.rs b/examples/3d/skybox.rs
index beaf5b268..d16cbe988 100644
--- a/examples/3d/skybox.rs
+++ b/examples/3d/skybox.rs
@@ -81,6 +81,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
         Skybox {
             image: skybox_handle.clone(),
             brightness: 1000.0,
+            rotation: Quat::from_rotation_x(PI * -0.5),
         },
     ));
```
<img width="1280" alt="image"
src="https://github.com/bevyengine/bevy/assets/6300263/1230a608-58ea-492d-a811-90c54c3b43ef">


## Migration Guide
- Since we have added a new filed to the Skybox struct, users will need
to include `..Default::default()` or some rotation value in their
initialization code.
2024-07-15 15:53:20 +00:00
Alix Bott
a79df7b124
Fix overflow in RenderLayers::iter_layers (#14264)
# Objective

- Fixes overflow when calling `RenderLayers::iter_layers` on layers of
the form `k * 64 - 1`
- Causes a panic in debug mode, and an infinite iterator in release mode

## Solution

- Use `u64::checked_shr` instead of `>>=`

## Testing

- Added a test case for this: `render_layer_iter_no_overflow`
2024-07-15 15:50:36 +00:00
SpecificProtagonist
ab255aefc6
Implement FromIterator/IntoIterator for dynamic types (#14250)
# Objective

Implement FromIterator/IntoIterator for dynamic types where missing

Note:
- can't impl `IntoIterator` for `&Array` & co because of orphan rules
- `into_iter().collect()` is a no-op for `Vec`s because of
specialization

---

## Migration Guide

- Change `DynamicArray::from_vec` to `DynamicArray::from_iter`
2024-07-15 15:38:11 +00:00
Ben Frankel
18abe2186c
Fix inaccurate docs for Commands::spawn_empty (#14234)
# Objective

`Commands::spawn_empty` docs say that it queues a command to spawn an
entity, but it doesn't. It immediately reserves an `Entity` to be
spawned at the next flush point, which is possible because
`Entities::reserve_entity()` takes `&self` and no components are added
yet.

## Solution

Fix docs.
2024-07-15 15:32:20 +00:00
UkoeHB
c3320627ac
Clean up UiSystem system sets (#14228)
# Objective

- All UI systems should be in system sets that are easy to order around
in user code.

## Solution

- Add `UiSystem::Prepare` and `UiSystem::PostLayout` system sets to
capture floater systems.
- Adjust how UI systems are scheduled to align with the new sets.

This is *mostly* a pure refactor without any behavior/scheduling
changes. See migration guide.

## Testing

- Not tested, correctness by inspection.

---

## Migration Guide

`UiSystem` system set adjustments.
- The `UiSystem::Outline` system set is now strictly ordered after
`UiSystem::Layout`, rather than overlapping it.
2024-07-15 15:27:38 +00:00
Pixelstorm
0f7c548a4a
Component Lifecycle Hook & Observer Trigger for replaced values (#14212)
# Objective

Fixes #14202

## Solution

Add `on_replaced` component hook and `OnReplaced` observer trigger

## Testing

- Did you test these changes? If so, how?
  - Updated & added unit tests

---

## Changelog

- Added new `on_replaced` component hook and `OnReplaced` observer
trigger for performing cleanup on component values when they are
overwritten with `.insert()`
2024-07-15 15:24:15 +00:00
GT
e79f91fc45
Rename bevy_core::name::DebugName to bevy_core::name::NameOrEntity (#14211)
# Objective

- Fixes #14039

## Solution

- Rename.

## Testing

- CI

---

## Migration Guide

- Rename usages of `bevy_core::name::DebugName` to
`bevy_core::name::NameOrEntity`
2024-07-15 15:21:41 +00:00
MiniaczQ
bc72cedfe3
Make initial StateTransition run before PreStartup (#14208)
# Objective

- Fixes #14206 

## Solution

- Run initial `StateTransition` as a startup schedule before
`PreStartup`, instead of running it inside `Startup` as an exclusive
system.

Related discord discussion:

https://discord.com/channels/691052431525675048/692572690833473578/1259543775668207678

## Testing

Reproduction now works correctly:

```rs
use bevy::prelude::*;

#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
enum AppState {
    #[default]
    Menu,
    InGame,
}

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .init_state::<AppState>()
        .add_systems(Startup, setup)
        .add_systems(OnEnter(AppState::Menu), enter_menu_state)
        .run();
}

fn setup(mut next_state: ResMut<NextState<AppState>>) {
    next_state.set(AppState::Menu);
}

fn enter_menu_state() {
    println!("Entered menu state");
}
```


![image](https://github.com/bevyengine/bevy/assets/13040204/96d7a533-c439-4c0b-8f15-49f620903ce1)


---

## Changelog

- Initial `StateTransition` runs before `PreStartup` instead of inside
`Startup`.
2024-07-15 15:08:54 +00:00
JMS55
6e8d43a037
Faster MeshletMesh deserialization (#14193)
# Objective
- Using bincode to deserialize binary into a MeshletMesh is expensive
(~77ms for a 5mb file).

## Solution
- Write a custom deserializer using bytemuck's Pod types and slice
casting.
  - Total asset load time has gone from ~102ms to ~12ms.
- Change some types I never meant to be public to private and other misc
cleanup.

## Testing
- Ran the meshlet example and added timing spans to the asset loader.

---

## Changelog
- Improved `MeshletMesh` loading speed
- The `MeshletMesh` disk format has changed, and
`MESHLET_MESH_ASSET_VERSION` has been bumped
- `MeshletMesh` fields are now private
- Renamed `MeshletMeshSaverLoad` to `MeshletMeshSaverLoader`
- The `Meshlet`, `MeshletBoundingSpheres`, and `MeshletBoundingSphere`
types are now private
- Removed `MeshletMeshSaveOrLoadError::SerializationOrDeserialization`
- Added `MeshletMeshSaveOrLoadError::WrongFileType`

## Migration Guide
- Regenerate your `MeshletMesh` assets, as the disk format has changed,
and `MESHLET_MESH_ASSET_VERSION` has been bumped
- `MeshletMesh` fields are now private
- `MeshletMeshSaverLoad` is now named `MeshletMeshSaverLoader`
- The `Meshlet`, `MeshletBoundingSpheres`, and `MeshletBoundingSphere`
types are now private
- `MeshletMeshSaveOrLoadError::SerializationOrDeserialization` has been
removed
- Added `MeshletMeshSaveOrLoadError::WrongFileType`, match on this
variant if you match on `MeshletMeshSaveOrLoadError`
2024-07-15 15:06:02 +00:00
Antony
5f3a529920
Fix inconsistency in KeyboardInput examples to match migration guide (#14185)
# Objective

- The API usage of `KeyboardInput` in the `char_input_events` and
`text_input` examples don't match the [migration
guide](https://bevyengine.org/learn/migration-guides/0-13-to-0-14/#deprecate-receivedcharacter).

## Solution

- Check using `is_pressed` over `ButtonState::Released`.
2024-07-15 15:03:48 +00:00
ickk
3dd4953b97
bevy_math: faster sphere sampling (#14168)
Uses fewer transcendental functions than the existing approach
2024-07-15 15:01:18 +00:00
Periwink
da997dd0ea
Allow observer systems to have outputs (#14159)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/14157

## Solution

- Update the ObserverSystem traits to accept an `Out` parameter

## Testing

- Added a test where an observer system has a non-empty output which is
piped into another system

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-07-15 14:59:12 +00:00
daxpedda
e7271709b2
Expose Winit's KeyEvent::repeat in KeyboardInput (#14161)
# Objective

I would like to know if an event was emitted because of "key repeats" or
not.
Winit already exposes this information, but it isn't sent along by Bevy,
which this PR intends to address.

## Solution

Expose
[`winit::event::KeyEvent::repeat`](https://docs.rs/winit/0.30.3/winit/event/struct.KeyEvent.html#structfield.repeat)
in
[`bevy::input:⌨️:KeyboardInput`](https://docs.rs/bevy/0.14.0/bevy/input/keyboard/struct.KeyboardInput.html).

## Testing

Just hold any regular key down and only the first event should have
`KeyboardInput::repeat` set to `false`. Most OSs have "key repeat"
enabled by default.

---

## Changelog

- Added `KeyboardInput::repeat` signifying if this event was sent in
response to a "key repeat" event or not.
2024-07-15 14:52:33 +00:00
Gino Valente
276815a9a0
examples: Add Type Data reflection example (#13903)
# Objective

Type data is a **super** useful tool to know about when working with
reflection. However, most users don't fully understand how it works or
that you can use it for more than just object-safe traits.

This is unfortunate because it can be surprisingly simple to manually
create your own type data.

We should have an example detailing how type works, how users can define
their own, and how thy can be used.

## Solution

Added a `type_data` example.

This example goes through all the major points about type data:
- Why we need them
- How they can be defined
- The two ways they can be registered
- A list of common/important type data provided by Bevy

I also thought it might be good to go over the `#[reflect_trait]` macro
as part of this example since it has all the other context, including
how to define type data in places where `#[reflect_trait]` won't work.
Because of this, I removed the `trait_reflection` example.

## Testing

You can run the example locally with the following command:

```
cargo run --example type_data
```

---

## Changelog

- Added the `type_data` example
- Removed the `trait_reflection` example
2024-07-15 14:19:50 +00:00
Dmytro Banin
bf53cf30c7
Align Scene::write_to_world_with to match DynamicScene::write_to_world_with (#13855)
# Objective

Fixes a regression in [previously merged but then reverted
pr](https://github.com/bevyengine/bevy/pull/13714) that aligns
lower-level `Scene` API with that in `DynamicScene`. Please look at the
original pr for more details.

The problem was `spawn_sync_internal` is used in `spawn_queued_scenes`.
Since instance creation was moved up a level we need to make sure we add
a specific instance to `SceneSpawner::spawned_instances` when using
`spawn_sync_internal` (just like we do for `DynamicScene`).

Please look at the last commit when reviewing.

## Testing

`alien_cake_addict` and `deferred_rendering` examples look as expected.

## Changelog

Changed `Scene::write_to_world_with` to take `entity_map` as an argument
and no longer return an `InstanceInfo`

## Migration Guide

`Scene::write_to_world_with` no longer returns an `InstanceInfo`. 

Before
```rust
scene.write_to_world_with(world, &registry)
```
After
```rust
let mut entity_map = EntityHashMap::default();
scene.write_to_world_with(world, &mut entity_map, &registry)
```
2024-07-15 14:04:09 +00:00
Jer
4340f7b7c6
add debug logging to ascertain the base path the asset server is using (#13820)
# Objective
Explicitly and exactly know what of the environment variables (if any)
are being used/not-used/found-not-found by the
`bevy_asset::io::file::get_base_path()`.

- Describe the objective or issue this PR addresses:
In a sufficiently complex project, with enough crates and such it _can_
be hard to know what the Asset Server is using as, what in the bevy
parlance is its 'base path', this change seems to be the lowest effort
to discovering that.

## Solution

- Added `debug!` logging to the `FileAssetReader::new()` call.

## Testing
See output by making a project and trying something like
`RUST_LOG=bevy_asset::io::file=debug cargo run`
- Ran Bevy's tests.

- How can other people (reviewers) test your changes?: Intentionally
mess with your `env` variables (BEVY_ASSET_ROOT and CARGO_MANIFEST_DIR,
scatter assets about and attempt to (without this change) locate where
it's going wrong.

- Is there anything specific they need to know?: I encountered this
issue in a rather large workspace with many many crates with multiple
nested asset directories.

- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test? Linux.

---
2024-07-15 14:00:43 +00:00
Patrick Walton
fcda67e894
Start a built-in postprocessing stack, and implement chromatic aberration in it. (#13695)
This commit creates a new built-in postprocessing shader that's designed
to hold miscellaneous postprocessing effects, and starts it off with
chromatic aberration. Possible future effects include vignette, film
grain, and lens distortion.

[Chromatic aberration] is a common postprocessing effect that simulates
lenses that fail to focus all colors of light to a single point. It's
often used for impact effects and/or horror games. This patch uses the
technique from *Inside* ([Gjøl & Svendsen 2016]), which allows the
developer to customize the particular color pattern to achieve different
effects. Unity HDRP uses the same technique, while Unreal has a
hard-wired fixed color pattern.

A new example, `post_processing`, has been added, in order to
demonstrate the technique. The existing `post_processing` shader has
been renamed to `custom_post_processing`, for clarity.

[Chromatic aberration]:
https://en.wikipedia.org/wiki/Chromatic_aberration

[Gjøl & Svendsen 2016]:
https://github.com/playdeadgames/publications/blob/master/INSIDE/rendering_inside_gdc2016.pdf

![Screenshot 2024-06-04
180304](https://github.com/bevyengine/bevy/assets/157897/3631c64f-a615-44fe-91ca-7f04df0a54b2)

![Screenshot 2024-06-04
180743](https://github.com/bevyengine/bevy/assets/157897/ee055cbf-4314-49c5-8bfa-8d8a17bd52bb)

## Changelog

### Added

* Chromatic aberration is now available as a built-in postprocessing
effect. To use it, add `ChromaticAberration` to your camera.
2024-07-15 13:59:02 +00:00
Miles Silberling-Cook
ed2b8e0f35
Minimal Bubbling Observers (#13991)
# Objective

Add basic bubbling to observers, modeled off `bevy_eventlistener`.

## Solution

- Introduce a new `Traversal` trait for components which point to other
entities.
- Provide a default `TraverseNone: Traversal` component which cannot be
constructed.
- Implement `Traversal` for `Parent`.
- The `Event` trait now has an associated `Traversal` which defaults to
`TraverseNone`.
- Added a field `bubbling: &mut bool` to `Trigger` which can be used to
instruct the runner to bubble the event to the entity specified by the
event's traversal type.
- Added an associated constant `SHOULD_BUBBLE` to `Event` which
configures the default bubbling state.
- Added logic to wire this all up correctly.

Introducing the new associated information directly on `Event` (instead
of a new `BubblingEvent` trait) lets us dispatch both bubbling and
non-bubbling events through the same api.

## Testing

I have added several unit tests to cover the common bugs I identified
during development. Running the unit tests should be enough to validate
correctness. The changes effect unsafe portions of the code, but should
not change any of the safety assertions.

## Changelog

Observers can now bubble up the entity hierarchy! To create a bubbling
event, change your `Derive(Event)` to something like the following:

```rust
#[derive(Component)]
struct MyEvent;

impl Event for MyEvent {
    type Traverse = Parent; // This event will propagate up from child to parent.
    const AUTO_PROPAGATE: bool = true; // This event will propagate by default.
}
```

You can dispatch a bubbling event using the normal
`world.trigger_targets(MyEvent, entity)`.

Halting an event mid-bubble can be done using
`trigger.propagate(false)`. Events with `AUTO_PROPAGATE = false` will
not propagate by default, but you can enable it using
`trigger.propagate(true)`.

If there are multiple observers attached to a target, they will all be
triggered by bubbling. They all share a bubbling state, which can be
accessed mutably using `trigger.propagation_mut()` (`trigger.propagate`
is just sugar for this).

You can choose to implement `Traversal` for your own types, if you want
to bubble along a different structure than provided by `bevy_hierarchy`.
Implementers must be careful never to produce loops, because this will
cause bevy to hang.

## Migration Guide
+ Manual implementations of `Event` should add associated type `Traverse
= TraverseNone` and associated constant `AUTO_PROPAGATE = false`;
+ `Trigger::new` has new field `propagation: &mut Propagation` which
provides the bubbling state.
+ `ObserverRunner` now takes the same `&mut Propagation` as a final
parameter.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-07-15 13:39:41 +00:00
dependabot[bot]
d57531a900
Bump crate-ci/typos from 1.23.1 to 1.23.2 (#14324)
Bumps [crate-ci/typos](https://github.com/crate-ci/typos) from 1.23.1 to
1.23.2.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/crate-ci/typos/releases">crate-ci/typos's
releases</a>.</em></p>
<blockquote>
<h2>v1.23.2</h2>
<h2>[1.23.2] - 2024-07-10</h2>
<h3>Features</h3>
<ul>
<li>Automatically ignore JWT tokens</li>
</ul>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/crate-ci/typos/blob/master/CHANGELOG.md">crate-ci/typos's
changelog</a>.</em></p>
<blockquote>
<h2>[1.23.2] - 2024-07-10</h2>
<h3>Features</h3>
<ul>
<li>Automatically ignore JWT tokens</li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="320b578147"><code>320b578</code></a>
chore: Release</li>
<li><a
href="4259807ead"><code>4259807</code></a>
docs: Update changelog</li>
<li><a
href="fdac765801"><code>fdac765</code></a>
Merge pull request <a
href="https://redirect.github.com/crate-ci/typos/issues/1058">#1058</a>
from epage/jwt</li>
<li><a
href="6047fba1fe"><code>6047fba</code></a>
feat(tokens): Ignore JWTs</li>
<li><a
href="5eab324cdd"><code>5eab324</code></a>
refactor(tokens): Simplify parser logic</li>
<li><a
href="8c8f52fe6a"><code>8c8f52f</code></a>
test(tokens): Show JWT behavior</li>
<li><a
href="dc42232bba"><code>dc42232</code></a>
test(tokens): Use snapshot testing</li>
<li><a
href="4dfaa36adf"><code>4dfaa36</code></a>
Merge pull request <a
href="https://redirect.github.com/crate-ci/typos/issues/1050">#1050</a>
from crate-ci/renovate/maturin-1.x</li>
<li><a
href="1eae253a72"><code>1eae253</code></a>
chore(deps): Update dependency maturin to &gt;=1.6,&lt;1.7</li>
<li>See full diff in <a
href="https://github.com/crate-ci/typos/compare/v1.23.1...v1.23.2">compare
view</a></li>
</ul>
</details>
<br />


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Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2024-07-15 06:55:19 +00:00
Andrew
4a312a12e7
Add a direct link in the docs to the Discord's #working-groups channel (#14321)
# Objective

Reading the documentation it wasn't clear to me where to see a
definitive list of working groups. I somehow missed the discord channel,
I'm not sure if my Discord settings had it hidden.

## Solution

I've made it clearer in the docs where to find the list of existing
working groups.

Note: This assumes that all working groups are in there on the discord,
that's my understanding from the current docs.

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-07-15 01:06:42 +00:00
Gino Valente
aa241672e1
bevy_reflect: Nested TypeInfo getters (#13321)
# Objective

Right now, `TypeInfo` can be accessed directly from a type using either
`Typed::type_info` or `Reflect::get_represented_type_info`.

However, once that `TypeInfo` is accessed, any nested types must be
accessed via the `TypeRegistry`.

```rust
#[derive(Reflect)]
struct Foo {
  bar: usize
}

let registry = TypeRegistry::default();

let TypeInfo::Struct(type_info) = Foo::type_info() else {
  panic!("expected struct info");
};

let field = type_info.field("bar").unwrap();

let field_info = registry.get_type_info(field.type_id()).unwrap();
assert!(field_info.is::<usize>());;
```

## Solution

Enable nested types within a `TypeInfo` to be retrieved directly.

```rust
#[derive(Reflect)]
struct Foo {
  bar: usize
}

let TypeInfo::Struct(type_info) = Foo::type_info() else {
  panic!("expected struct info");
};

let field = type_info.field("bar").unwrap();

let field_info = field.type_info().unwrap();
assert!(field_info.is::<usize>());;
```

The particular implementation was chosen for two reasons.

Firstly, we can't just store `TypeInfo` inside another `TypeInfo`
directly. This is because some types are recursive and would result in a
deadlock when trying to create the `TypeInfo` (i.e. it has to create the
`TypeInfo` before it can use it, but it also needs the `TypeInfo` before
it can create it). Therefore, we must instead store the function so it
can be retrieved lazily.

I had considered also using a `OnceLock` or something to lazily cache
the info, but I figured we can look into optimizations later. The API
should remain the same with or without the `OnceLock`.

Secondly, a new wrapper trait had to be introduced: `MaybeTyped`. Like
`RegisterForReflection`, this trait is `#[doc(hidden)]` and only exists
so that we can properly handle dynamic type fields without requiring
them to implement `Typed`. We don't want dynamic types to implement
`Typed` due to the fact that it would make the return type
`Option<&'static TypeInfo>` for all types even though only the dynamic
types ever need to return `None` (see #6971 for details).

Users should never have to interact with this trait as it has a blanket
impl for all `Typed` types. And `Typed` is automatically implemented
when deriving `Reflect` (as it is required).

The one downside is we do need to return `Option<&'static TypeInfo>`
from all these new methods so that we can handle the dynamic cases. If
we didn't have to, we'd be able to get rid of the `Option` entirely. But
I think that's an okay tradeoff for this one part of the API, and keeps
the other APIs intact.

## Testing

This PR contains tests to verify everything works as expected. You can
test locally by running:

```
cargo test --package bevy_reflect
```

---

## Changelog

### Public Changes

- Added `ArrayInfo::item_info` method
- Added `NamedField::type_info` method
- Added `UnnamedField::type_info` method
- Added `ListInfo::item_info` method
- Added `MapInfo::key_info` method
- Added `MapInfo::value_info` method
- All active fields now have a `Typed` bound (remember that this is
automatically satisfied for all types that derive `Reflect`)

### Internal Changes

- Added `MaybeTyped` trait

## Migration Guide

All active fields for reflected types (including lists, maps, tuples,
etc.), must implement `Typed`. For the majority of users this won't have
any visible impact.

However, users implementing `Reflect` manually may need to update their
types to implement `Typed` if they weren't already.

Additionally, custom dynamic types will need to implement the new hidden
`MaybeTyped` trait.
2024-07-15 00:40:07 +00:00
IceSentry
8e67aef96a
Register VisibleMeshEntities (#14320)
# Objective

- A recent PR added this type but never registered it which breaks
loading some gltf

## Solution

- Register the type
2024-07-15 00:06:43 +00:00
Gino Valente
e512cb602c
bevy_reflect: TypeInfo casting methods (#13320)
# Objective

There are times when we might know the type of a `TypeInfo` ahead of
time. Or we may have already checked it one way or another.

In such cases, it's a bit cumbersome to have to pattern match every time
we want to access the nested info:

```rust
if let TypeInfo::List(info) = <Vec<i32>>::type_info() {
  // ...
} else {
  panic!("expected list info");
}
```

Ideally, there would be a way to simply perform the cast down to
`ListInfo` since we already know it will succeed.

Or even if we don't, perhaps we just want a cleaner way of exiting a
function early (i.e. with the `?` operator).

## Solution

Taking a bit from
[`mirror-mirror`](https://docs.rs/mirror-mirror/latest/mirror_mirror/struct.TypeDescriptor.html#implementations),
`TypeInfo` now has methods for attempting a cast into the variant's info
type.

```rust
let info = <Vec<i32>>::type_info().as_list().unwrap();
// ...
```

These new conversion methods return a `Result` where the error type is a
new `TypeInfoError` enum.

A `Result` was chosen as the return type over `Option` because if we do
choose to `unwrap` it, the error message will give us some indication of
what went wrong. In other words, it can truly replace those instances
where we were panicking in the `else` case.

### Open Questions

1. Should the error types instead be a struct? I chose an enum for
future-proofing, but right now it only has one error state.
Alternatively, we could make it a reflect-wide casting error so it could
be used for similar methods on `ReflectRef` and friends.
2. I was going to do it in a separate PR but should I just go ahead and
add similar methods to `ReflectRef`, `ReflectMut`, and `ReflectOwned`? 🤔
3. Should we name these `try_as_***` instead of `as_***` since they
return a `Result`?

## Testing

You can test locally by running:

```
cargo test --package bevy_reflect
```

---

## Changelog

### Added

- `TypeInfoError` enum
- `TypeInfo::kind` method
- `TypeInfo::as_struct` method
- `TypeInfo::as_tuple_struct` method
- `TypeInfo::as_tuple` method
- `TypeInfo::as_list` method
- `TypeInfo::as_array` method
- `TypeInfo::as_map` method
- `TypeInfo::as_enum` method
- `TypeInfo::as_value` method
- `VariantInfoError` enum
- `VariantInfo::variant_type` method
- `VariantInfo::as_unit_variant` method
- `VariantInfo::as_tuple_variant` method
- `VariantInfo::as_struct_variant` method
2024-07-14 20:10:31 +00:00
Joona Aalto
9f376df2d5
Add inverse_mul and inverse_transform_point for isometries (#14311)
# Objective

The isometry types added in #14269 support transforming other isometries
and points, as well as computing the inverse of an isometry using
`inverse`.

However, transformations like `iso1.inverse() * iso2` and `iso.inverse()
* point` can be optimized for single-shot cases using custom methods
that avoid an extra rotation operation.

## Solution

Add `inverse_mul` and `inverse_transform_point` for `Isometry2d` and
`Isometry3d`. Note that these methods are only faster when the isometry
can't be reused for multiple transformations.

## Testing

All of the methods have a test, similarly to the existing transformation
operations.
2024-07-14 19:53:40 +00:00
Joona Aalto
22b65b7256
Add Isometry2d::from_xy and Isometry3d::from_xyz (#14312)
# Objective

Creating isometry types with just a translation is a bit more verbose
than it needs to be for cases where you don't have an existing vector to
pass in.

```rust
let iso = Isometry3d::from_translation(Vec3::new(2.0, 1.0, -1.0));
```

This could be made more ergonomic with a method similar to
`Dir2::from_xy`, `Dir3::from_xyz`, and `Transform::from_xyz`:

```rust
let iso = Isometry3d::from_xyz(2.0, 1.0, -1.0);
```

## Solution

Add `Isometry2d::from_xy` and `Isometry3d::from_xyz`.
2024-07-14 19:53:30 +00:00
re0312
3b23aa0864
Fix prepass batch (#13943)
# Objective

- After #11804 , The queue_prepass_material_meshes function is now
executed in parallel with other queue_* systems. This optimization
introduced a potential issue where mesh_instance.should_batch() could
return false in queue_prepass_material_meshes due to an unset
material_bind_group_id.
2024-07-14 19:35:36 +00:00
re0312
36c6f29832
Lighting Should Only hold Vec<Entity> instead of TypeId<Vec<Entity>> (#14073)
# Objective
- After #13894, I noticed the performance of `many_lights `dropped from
120+ to 60+. I reviewed the PR but couldn't identify any mistakes. After
profiling, I discovered that `Hashmap::Clone `was very slow when its not
empty, causing `extract_light` to increase from 3ms to 8ms.
- Lighting only checks visibility for 3D Meshes. We don't need to
maintain a TypeIdMap for this, as it not only impacts performance
negatively but also reduces ergonomics.

## Solution

- use VisibleMeshEntities for lighint visibility checking.


## Performance
cargo run --release --example many_lights  --features bevy/trace_tracy 
name="bevy_pbr::light::check_point_light_mesh_visibility"}

![image](https://github.com/bevyengine/bevy/assets/45868716/8bad061a-f936-45a0-9bb9-4fbdaceec08b)

system{name="bevy_pbr::render::light::extract_lights"}

![image](https://github.com/bevyengine/bevy/assets/45868716/ca75b46c-b4ad-45d3-8c8d-66442447b753)


## Migration Guide

> now `SpotLightBundle` , `CascadesVisibleEntities `and
`CubemapVisibleEntities `use VisibleMeshEntities instead of
`VisibleEntities`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-07-14 17:00:54 +00:00