Commit graph

4064 commits

Author SHA1 Message Date
Marco Buono
93377bc7c8 Merge branch 'main' into transmission 2023-03-24 22:04:35 -03:00
Paul Hüber
4f16d6e0dc
Fix documentation on RegularPolygon (#8164)
A `RegularPolygon` is described by the circumscribed radius, not the
inscribed radius.

## Objective

- Correct documentation for `RegularPolygon`

## Solution

- Use the correct term

---------

Co-authored-by: Paul Hüber <phueber@kernsp.in>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-03-22 23:17:13 +00:00
JoJoJet
ce33354cee
Fix field visibility for read-only WorldQuery types (#8163)
# Objective

When using the `#[derive(WorldQuery)]` macro, the `ReadOnly` struct
generated has default (private) visibility for each field, regardless of
the visibility of the original field.

## Solution

For each field of a read-only `WorldQuery` variant, use the visibility
of the associated field defined on the original struct.
2023-03-22 17:49:42 +00:00
JoJoJet
27f2265e11
Fix name conflicts caused by the SystemParam and WorldQuery macros (#8012)
# Objective

Fix #1727
Fix #8010

Meta types generated by the `SystemParam` and `WorldQuery` derive macros
can conflict with user-defined types if they happen to have the same
name.

## Solution

In order to check if an identifier would conflict with user-defined
types, we can just search the original `TokenStream` passed to the macro
to see if it contains the identifier (since the meta types are defined
in an anonymous scope, it's only possible for them to conflict with the
struct definition itself). When generating an identifier for meta types,
we can simply check if it would conflict, and then add additional
characters to the name until it no longer conflicts with anything.

The `WorldQuery` "Item" and read-only structs are a part of a module's
public API, and thus it is intended for them to conflict with
user-defined types.
2023-03-22 15:45:25 +00:00
JoJoJet
daa1b0209a
Check for conflicting accesses in assert_is_system (#8154)
# Objective

The function `assert_is_system` is used in documentation tests to ensure
that example code actually produces valid systems. Currently,
`assert_is_system` just checks that each function parameter implements
`SystemParam`. To further check the validity of the system, we should
initialize the passed system so that it will be checked for conflicting
accesses. Not only does this enforce the validity of our examples, but
it provides a convenient way to demonstrate conflicting accesses via a
`should_panic` example, which is nicely rendered by rustdoc:

![should_panic
example](https://user-images.githubusercontent.com/21144246/226767682-d1c2f6b9-fc9c-4a4f-a4c4-c7f6070a115f.png)

## Solution

Initialize the system with an empty world to trigger its internal access
conflict checks.

---

## Changelog

The function `bevy::ecs::system::assert_is_system` now panics when
passed a system with conflicting world accesses, as does
`assert_is_read_only_system`.

## Migration Guide

The functions `assert_is_system` and `assert_is_read_only_system` (in
`bevy_ecs::system`) now panic if the passed system has invalid world
accesses. Any tests that called this function on a system with invalid
accesses will now fail. Either fix the system's conflicting accesses, or
specify that the test is meant to fail:

1. For regular tests (that is, functions annotated with `#[test]`), add
the `#[should_panic]` attribute to the function.
2. For documentation tests, add `should_panic` to the start of the code
block: ` ```should_panic`
2023-03-22 13:35:55 +00:00
Asier Illarramendi
47be369e41
Rename text_layout example to flex_layout (#7943)
# Objective

- Rename `text_layout` example to `flex_layout` to better reflect the
example purpose
- `AlignItems`/`JustifyContent` is not related to text layout, it's
about child nodes positioning

## Solution

- Rename the example

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-03-22 08:22:56 +00:00
James Liu
6dda873ddc
Reduce branching when inserting components (#8053)
# Objective
We're currently using an unconditional `unwrap` in multiple locations
when inserting bundles into an entity when we know it will never fail.
This adds a large amount of extra branching that could be avoided on in
release builds.

## Solution
Use `DebugCheckedUnwrap` in bundle insertion code where relevant. Add
and update the safety comments to match.

This should remove the panicking branches from release builds, which has
a significant impact on the generated code:
https://github.com/james7132/bevy_asm_tests/compare/less-panicking-bundles#diff-e55a27cfb1615846ed3b6472f15a1aed66ed394d3d0739b3117f95cf90f46951R2086
shows about a 10% reduction in the number of generated instructions for
`EntityMut::insert`, `EntityMut::remove`, `EntityMut::take`, and related
functions.

---------

Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-21 20:37:25 +00:00
IceSentry
2c21d423fd
Make render graph slots optional for most cases (#8109)
# Objective

- Currently, the render graph slots are only used to pass the
view_entity around. This introduces significant boilerplate for very
little value. Instead of using slots for this, make the view_entity part
of the `RenderGraphContext`. This also means we won't need to have
`IN_VIEW` on every node and and we'll be able to use the default impl of
`Node::input()`.

## Solution

- Add `view_entity: Option<Entity>` to the `RenderGraphContext`
- Update all nodes to use this instead of entity slot input

---

## Changelog

- Add optional `view_entity` to `RenderGraphContext`

## Migration Guide

You can now get the view_entity directly from the `RenderGraphContext`. 

When implementing the Node:

```rust
// 0.10
struct FooNode;
impl FooNode {
    const IN_VIEW: &'static str = "view";
}
impl Node for FooNode {
    fn input(&self) -> Vec<SlotInfo> {
        vec![SlotInfo::new(Self::IN_VIEW, SlotType::Entity)]
    }
    fn run(
        &self,
        graph: &mut RenderGraphContext,
        // ... 
    ) -> Result<(), NodeRunError> {
        let view_entity = graph.get_input_entity(Self::IN_VIEW)?;
        // ...
        Ok(())
    }
}

// 0.11
struct FooNode;
impl Node for FooNode {
    fn run(
        &self,
        graph: &mut RenderGraphContext,
        // ... 
    ) -> Result<(), NodeRunError> {
        let view_entity = graph.view_entity();
        // ...
        Ok(())
    }
}
```

When adding the node to the graph, you don't need to specify a slot_edge
for the view_entity.

```rust
// 0.10
let mut graph = RenderGraph::default();
graph.add_node(FooNode::NAME, node);
let input_node_id = draw_2d_graph.set_input(vec![SlotInfo::new(
    graph::input::VIEW_ENTITY,
    SlotType::Entity,
)]);
graph.add_slot_edge(
    input_node_id,
    graph::input::VIEW_ENTITY,
    FooNode::NAME,
    FooNode::IN_VIEW,
);
// add_node_edge ...

// 0.11
let mut graph = RenderGraph::default();
graph.add_node(FooNode::NAME, node);
// add_node_edge ...
```

## Notes

This PR paired with #8007 will help reduce a lot of annoying boilerplate
with the render nodes. Depending on which one gets merged first. It will
require a bit of clean up work to make both compatible.

I tagged this as a breaking change, because using the old system to get
the view_entity will break things because it's not a node input slot
anymore.

## Notes for reviewers

A lot of the diffs are just removing the slots in every nodes and graph
creation. The important part is mostly in the
graph_runner/CameraDriverNode.
2023-03-21 20:11:13 +00:00
Carl B. Smiley
353f2e0b37
Add documentation comments to bevy_winit (#8115)
# Objective

- [x] Add documentation comments to `bevy_winit`
- [x] Add `#![warn(missing_docs)]` to `bevy_winit`.

Relates to #3492

---------

Co-authored-by: François <mockersf@gmail.com>
2023-03-21 19:59:30 +00:00
ickshonpe
2d5ef75c9f
Val viewport unit variants (#8137)
# Objective

Add viewport variants to `Val` that specify a percentage length based on
the size of the window.

## Solution

Add the variants `Vw`, `Vh`, `VMin` and `VMax` to `Val`.
Add a physical window size parameter to the `from_style` function and
use it to convert the viewport variants to Taffy Points values.

One issue: It isn't responsive to window resizes. So `flex_node_system`
has to do a full update every time the window size changes. Perhaps this
can be fixed with support from Taffy.

---

## Changelog

* Added `Val` viewport unit variants `Vw`, `Vh`, `VMin` and `VMax`.
* Modified `convert` module to support the new `Val` variants.
* Changed `flex_node_system` to support the new `Val` variants.
* Perform full layout update on screen resizing, to propagate the new
viewport size to all nodes.
2023-03-21 19:14:27 +00:00
ira
c809779b6e
Fix crash when enabling HDR on 2d cameras (#8151)
I forgot to specialize the 2d gizmo pipeline on HDR. Oops.
2023-03-21 18:31:52 +00:00
Jakub Łabor
caa662272c
bevy_ecs: add untyped methods for inserting components and bundles (#7204)
This MR is a rebased and alternative proposal to
https://github.com/bevyengine/bevy/pull/5602

# Objective

- https://github.com/bevyengine/bevy/pull/4447 implemented untyped
(using component ids instead of generics and TypeId) APIs for
inserting/accessing resources and accessing components, but left
inserting components for another PR (this one)

## Solution

- add `EntityMut::insert_by_id`

- split `Bundle` into `DynamicBundle` with `get_components` and `Bundle:
DynamicBundle`. This allows the `BundleInserter` machinery to be reused
for bundles that can only be written, not read, and have no statically
available `ComponentIds`

- Compared to the original MR this approach exposes unsafe endpoints and
requires the user to manage instantiated `BundleIds`. This is quite easy
for the end user to do and does not incur the performance penalty of
checking whether component input is correctly provided for the
`BundleId`.

- This MR does ensure that constructing `BundleId` itself is safe

---

## Changelog

- add methods for inserting bundles and components to:
`world.entity_mut(entity).insert_by_id`
2023-03-21 00:33:11 +00:00
ickshonpe
3b51e1c8d9
Improve the 'Val` doc comments (#8134)
# Objective

Add comments explaining:
* That `Val::Px` is a value in logical pixels
* That `Val::Percent` is based on the length of its parent along a
specific axis.
* How the layout algorithm determines which axis the percentage should
be based on.
2023-03-20 22:51:24 +00:00
Francesco
7b38de0a64
(De) serialize resources in scenes (#6846)
# Objective

Co-Authored-By: davier
[bricedavier@gmail.com](mailto:bricedavier@gmail.com)
Fixes #3576.
Adds a `resources` field in scene serialization data to allow
de/serializing resources that have reflection enabled.

## Solution

Most of this code is taken from a previous closed PR:
https://github.com/bevyengine/bevy/pull/3580. Most of the credit goes to
@Davier , what I did was mostly getting it to work on the latest main
branch of Bevy, along with adding a few asserts in the currently
existing tests to be sure everything is working properly.

This PR changes the scene format to include resources in this way:
```
(
  resources: {
    // List of resources here, keyed by resource type name.
  },
  entities: [
    // Previous scene format here
  ],
)
```

An example taken from the tests:
```
(
  resources: {
    "bevy_scene::serde::tests::MyResource": (
      foo: 123,
    ),
  },
  entities: {
    // Previous scene format here
  },
)
```
For this, a `resources` fields has been added on the `DynamicScene` and
the `DynamicSceneBuilder` structs. The latter now also has a method
named `extract_resources` to properly extract the existing resources
registered in the local type registry, in a similar way to
`extract_entities`.


---

## Changelog


Added: Reflect resources registered in the type registry used by dynamic
scenes will now be properly de/serialized in scene data.

## Migration Guide

Since the scene format has been changed, the user may not be able to use
scenes saved prior to this PR due to the `resources` scene field being
missing. ~~To preserve backwards compatibility, I will try to make the
`resources` fully optional so that old scenes can be loaded without
issue.~~

## TODOs

- [x] I may have to update a few doc blocks still referring to dynamic
scenes as mere container of entities, since they now include resources
as well.
- [x] ~~I want to make the `resources` key optional, as specified in the
Migration Guide, so that old scenes will be compatible with this
change.~~ Since this would only be trivial for ron format, I think it
might be better to consider it in a separate PR/discussion to figure out
if it could be done for binary serialization too.
- [x] I suppose it might be a good idea to add a resources in the scene
example so that users will quickly notice they can serialize resources
just like entities.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-20 21:17:02 +00:00
ira
6a85eb3d7e
Immediate Mode Line/Gizmo Drawing (#6529)
# Objective
Add a convenient immediate mode drawing API for visual debugging.

Fixes #5619
Alternative to #1625
Partial alternative to #5734

Based off https://github.com/Toqozz/bevy_debug_lines with some changes:
 * Simultaneous support for 2D and 3D.
 * Methods for basic shapes; circles, spheres, rectangles, boxes, etc.
 * 2D methods.
 * Removed durations. Seemed niche, and can be handled by users.

<details>
<summary>Performance</summary>

Stress tested using Bevy's recommended optimization settings for the dev
profile with the
following command.
```bash
cargo run --example many_debug_lines \
    --config "profile.dev.package.\"*\".opt-level=3" \
    --config "profile.dev.opt-level=1"
```
I dipped to 65-70 FPS at 300,000 lines
CPU: 3700x
RAM Speed: 3200 Mhz
GPU: 2070 super - probably not very relevant, mostly cpu/memory bound

</details>

<details>
<summary>Fancy bloom screenshot</summary>


![Screenshot_20230207_155033](https://user-images.githubusercontent.com/29694403/217291980-f1e0500e-7a14-4131-8c96-eaaaf52596ae.png)

</details>

## Changelog
 * Added `GizmoPlugin`
 * Added `Gizmos` system parameter for drawing lines and wireshapes.

### TODO
- [ ] Update changelog
- [x] Update performance numbers
- [x] Add credit to PR description

### Future work
- Cache rendering primitives instead of constructing them out of line
segments each frame.
- Support for drawing solid meshes
- Interactions. (See
[bevy_mod_gizmos](https://github.com/LiamGallagher737/bevy_mod_gizmos))
- Fancier line drawing. (See
[bevy_polyline](https://github.com/ForesightMiningSoftwareCorporation/bevy_polyline))
- Support for `RenderLayers`
- Display gizmos for a certain duration. Currently everything displays
for one frame (ie. immediate mode)
- Changing settings per drawn item like drawing on top or drawing to
different `RenderLayers`

Co-Authored By: @lassade <felipe.jorge.pereira@gmail.com>
Co-Authored By: @The5-1 <agaku@hotmail.de> 
Co-Authored By: @Toqozz <toqoz@hotmail.com>
Co-Authored By: @nicopap <nico@nicopap.ch>

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-20 20:57:54 +00:00
Mike
d58ed67fa4
add position to scene errors (#8065)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/6760
- adds line and position on line info to scene errors

```text
Before:
2023-03-12T22:38:59.103220Z  WARN bevy_asset::asset_server: encountered an error while loading an asset: Expected closing `)`
After:
2023-03-12T22:38:59.103220Z  WARN bevy_asset::asset_server: encountered an error while loading an asset: Expected closing `)` at scenes/test/scene.scn.ron:10:4
```

## Solution

- use span_error to get position info. This is what the ron crate does
internally to get the position info.
562963f887/src/options.rs (L158)

## Changelog

- added line numbers to scene errors

---------

Co-authored-by: Paul Hansen <mail@paul.rs>
2023-03-20 19:29:54 +00:00
Carl B. Smiley
e27f38a3e6
improve comments in example (#8127)
# Objective

Added additional comments to describe what is going on in an example.
2023-03-20 18:42:10 +00:00
Shfty
7b7294b8a7
Allow SPIR-V shaders to process when shader defs are present (#7772) 2023-03-19 09:26:26 +00:00
Daniel Chia
20101647c1
Left-handed y-up cubemap coordinates (#8122)
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
2023-03-18 23:06:53 +00:00
ickshonpe
5703c75d76
Allow many_buttons to be run without text (#8116) 2023-03-18 22:58:17 +00:00
Devin Gunay
f255872c1e
Derive Copy and Clone for Collision (#8121) 2023-03-18 04:55:31 +00:00
Carter Anderson
aefe1f0739
Schedule-First: the new and improved add_systems (#8079)
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-03-18 01:45:34 +00:00
Bruce Reif (Buswolley)
bca4b36d4d
change not implemation to custom system struct (#8105)
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-03-17 21:37:16 +00:00
ickshonpe
52b91ac15b
Skip the UV calculations for untextured UI nodes (#7809) 2023-03-17 08:49:40 +00:00
Christian Hughes
609b099e7c
Add World::try_run_schedule (#8028)
Co-authored-by: James Liu <contact@jamessliu.com>
2023-03-17 01:22:54 +00:00
Edgar Geier
67afd21702
Fix Plugin::build detection (#8103) 2023-03-17 00:16:20 +00:00
Mat Hostetter
f3d6c2d90b
Remove redundant bounds check in Entities::get (#8108) 2023-03-16 22:49:36 +00:00
Turki Jamaan
4a62afb97b
Doc and test get_many(_mut) ordering (#8045) 2023-03-16 12:55:44 +00:00
Asier Illarramendi
cb100ba78f
Improve UI stack docs and other small tweaks (#8094) 2023-03-16 12:54:52 +00:00
IceSentry
9d1193df6c
Add low level post process example using a custom render pass (#6909)
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-03-16 03:22:17 +00:00
François
b6b549e3ff
Fix look_to resulting in NaN rotations (#7817)
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Liam Gallagher <ljpgallagher@xtra.co.nz>
2023-03-15 20:45:56 +00:00
Rob Parrett
1d4910a1e3
Fix scrolling in UI example (#8069)
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-03-15 06:50:37 +00:00
Rob Parrett
f6c72a7442
Fix blend_modes example UI positioning (#8093) 2023-03-15 01:03:53 +00:00
BlondeBurrito
602f3baf3f
fix: register Cascade in the TypeRegistry (#8088) 2023-03-15 00:11:55 +00:00
Nicola Papale
13196613ee
Add depending bevy features for higher level one (#7855) 2023-03-14 14:10:50 +00:00
sark
520e413c21
unused_variables warning when building with filesystem_watcher feature disabled (#7938) 2023-03-14 08:58:55 +00:00
ickshonpe
e77eb003ec
Perform text scaling calculations per text, not per glyph (#7819) 2023-03-14 00:01:27 +00:00
Chris Russell
a63881905a
Pass query change ticks to QueryParIter instead of always using change ticks from World. (#8029)
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2023-03-13 22:06:16 +00:00
Mike
8a2502ce0f
change breakout to use FixedTime::period (#8076) 2023-03-13 21:12:53 +00:00
Bruce Reif (Buswolley)
7c4a0eb768
add Clone to common conditions (#8060) 2023-03-13 19:38:04 +00:00
Anti-Alias
884b9b62af
Added Globals struct to prepass shader (#8070) 2023-03-13 18:55:47 +00:00
James Liu
dcc0edf8a7
Make BundleInfo's fields not pub(crate) (#8068) 2023-03-13 16:18:49 +00:00
JoJoJet
ed97c621b8
Move docs for !Sync resources onto the correct trait (#8066) 2023-03-13 16:16:14 +00:00
Liam Gallagher
0918b30e29
Tests for Run Conditions (#8035) 2023-03-13 15:39:25 +00:00
François
71b1b35757
do not set hit test unconditionally on window creation (#7996) 2023-03-13 15:31:13 +00:00
SneakyBerry
6bfc09f53e
Construct Box<dyn Reflect> from world for ReflectComponent (#7407)
Co-authored-by: SneakyBerry <kennedwyhokilled@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-03-13 15:26:47 +00:00
ickshonpe
87dda354dd
Remove Val::Undefined (#7485) 2023-03-13 15:17:00 +00:00
François
d8b7fed4fe
don't panic on unknown ambiguity (#7950) 2023-03-12 15:24:52 +00:00
Gilbert Röhrbein
7d5f89cca1
Color::Lcha constructors (#8041)
Co-authored-by: James Liu <contact@jamessliu.com>
2023-03-11 18:50:16 +00:00
Gilbert Röhrbein
9e9ae5b830
Fix Color::as_rgba_linear for Color::Lcha (#8040)
Co-authored-by: James Liu <contact@jamessliu.com>
2023-03-11 12:12:31 +00:00