Commit graph

4033 commits

Author SHA1 Message Date
vero
eb8de36922
Cleanup bevy winit (#11489)
# Objective

Get #11257 changes merged.

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

### Notes to reviewers

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

## Changelog

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


## Migration Guide

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

Consider changing usage:

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

---------

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

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

## Solution

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

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

---

## Changelog

### Added

Added `watching_for_changes` getter on `AssetServer`.

---------

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

Implement a raycast intersection test for bounding volumes

## Solution

- Implement RayTest2d and RayTest3d types

---------

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

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

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

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


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

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

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

---------

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

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

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

## Solution

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

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

This was tested by running the following commands:

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

---

## Changelog

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

Fixes #8965.

#### Background

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

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

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

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

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

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

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

## Solution

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

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

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

This allows us to do stuff like:

```rust
trait Trait {
  type Assoc;
}

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

#[derive(TypePath)]
struct Bar;

impl Trait for Bar {
  type Assoc = usize;
}

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

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

### Alternatives

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

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

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

### Open Questions

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

### TODO

- [x] Add compile-fail tests

---

## Changelog

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

## Migration Guide

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

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

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

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

---------

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

- Fixes #11569 

## Solution

- Add new methods to the Ext Trait 

---

## Changelog

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

---------

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

- Implement common traits on primitives

## Solution

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

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

## Solution

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

- Fixes #11453

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

No links between types make create rustdoc harder to understand.

## Solution

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

- Implement an arc3d API for gizmos
- Solves #11536

## Solution

### `arc_3d`

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

### `short/long_arc_3d_between`

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

---

## Changelog

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

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

---

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

Fixes #11311 

## Solution

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

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

## Solution

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

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

---------

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

- Address junk leftover by TypeUuid removal

## Solution

- Get rid of unused deps and imports

---------

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

- Resolves #11377 

## Solution

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

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

---

## Changelog

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

---------

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

Allow TextureAtlasBuilder in AssetLoader.
Fixes #2987

## Solution

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

## Issues

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

---

## Changelog

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

## Migration Guide

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

allow automatic fixing of bad joint weights.
fix #10447 

## Solution

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

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

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

## Solution

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

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

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

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

* References #10520
* Fixes #11240

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

## Solution

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

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

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

```rust
pub struct MyPlugin;

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

Every so often it gets a little spicier:

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

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

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

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

## Solution

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

The two examples above now look like this:

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

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

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

---

## Changelog

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

---------

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

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

## Solution

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


Fixes #11533 


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

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


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

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

## Solution

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

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

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

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

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

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


---

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

Keep core dependencies up to date.

## Solution

Update the dependencies.

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

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

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

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

---

## Changelog

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

## Migration Guide

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

---------

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

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

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

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

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

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

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

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

## Solution

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

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

---------

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

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

## Solution

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

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

## Solution

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

Fixes #11411

## Solution

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

## Open Questions

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

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

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

Fixes #10256

## Solution

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

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

Fixes #10414.

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

## Solution

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

## Changelog

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

## Migration Guide

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

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

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

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

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

---------

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

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

## Solution

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

---------

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

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

## Solution

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


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2024-01-23 05:39:00 +00:00
BD103
3cfcebcf74
Register AssetPath as type for reflection (#11483)
# Objective

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

## Solution

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

---

## Changelog

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

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

## Solution

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

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

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

## Solution

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

---------

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

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

## Solution

Derive Debug on `CommandQueue`

---------

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

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

## Solution

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

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

## Solution

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

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

---

## Changelog

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

## Migration Guide

The lifetimes for `EntityCommands` have been simplified.

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

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

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

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

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

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

## Solution

Added a table in the doc comment

---------

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

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

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

---------

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

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

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

## Solution

Trivial fix

---

## Changelog

Implemented `Reflect` for `Wrapping<T>` and `Saturating<T>` from
`std::num`.
2024-01-22 15:21:20 +00:00