# Objective
Currently, the `Capsule` primitive is technically dimension-agnostic in
that it implements both `Primitive2d` and `Primitive3d`. This seems good
on paper, but it can often be useful to have separate 2D and 3D versions
of primitives.
For example, one might want a two-dimensional capsule mesh. We can't
really implement both 2D and 3D meshing for the same type using the
upcoming `Meshable` trait (see #11431). We also currently don't
implement `Bounded2d` for `Capsule`, see
https://github.com/bevyengine/bevy/pull/11336#issuecomment-1890797788.
Having 2D and 3D separate at a type level is more explicit, and also
more consistent with the existing primitives, as there are no other
types that implement both `Primitive2d` and `Primitive3d` at the same
time.
## Solution
Rename `Capsule` to `Capsule3d` and add `Capsule2d`. `Capsule2d`
implements `Bounded2d`.
For now, I went for `Capsule2d` for the sake of consistency and clarity.
Mathematically the more accurate term would be `Stadium` or `Pill` (see
[Wikipedia](https://en.wikipedia.org/wiki/Stadium_(geometry))), but
those might be less obvious to game devs. For reference, Godot has
[`CapsuleShape2D`](https://docs.godotengine.org/en/stable/classes/class_capsuleshape2d.html).
I can rename it if others think the geometrically correct name is better
though.
---
## Changelog
- Renamed `Capsule` to `Capsule3d`
- Added `Capsule2d` with `Bounded2d` implemented
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
The first part of #10569, split up from #11007.
The goal is to implement meshing support for Bevy's new geometric
primitives, starting with 2D primitives. 3D meshing will be added in a
follow-up, and we can consider removing the old mesh shapes completely.
## Solution
Add a `Meshable` trait that primitives need to implement to support
meshing, as suggested by the
[RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/12-primitive-shapes.md#meshing).
```rust
/// A trait for shapes that can be turned into a [`Mesh`].
pub trait Meshable {
/// The output of [`Self::mesh`]. This can either be a [`Mesh`]
/// or a builder used for creating a [`Mesh`].
type Output;
/// Creates a [`Mesh`] for a shape.
fn mesh(&self) -> Self::Output;
}
```
This PR implements it for the following primitives:
- `Circle`
- `Ellipse`
- `Rectangle`
- `RegularPolygon`
- `Triangle2d`
The `mesh` method typically returns a builder-like struct such as
`CircleMeshBuilder`. This is needed to support shape-specific
configuration for things like mesh resolution or UV configuration:
```rust
meshes.add(Circle { radius: 0.5 }.mesh().resolution(64));
```
Note that if no configuration is needed, you can even skip calling
`mesh` because `From<MyPrimitive>` is implemented for `Mesh`:
```rust
meshes.add(Circle { radius: 0.5 });
```
I also updated the `2d_shapes` example to use primitives, and tweaked
the colors to have better contrast against the dark background.
Before:
![Old 2D
shapes](https://github.com/bevyengine/bevy/assets/57632562/f1d8c2d5-55be-495f-8ed4-5890154b81ca)
After:
![New 2D
shapes](https://github.com/bevyengine/bevy/assets/57632562/f166c013-34b8-4752-800a-5517b284d978)
Here you can see the UVs and different facing directions: (taken from
#11007, so excuse the 3D primitives at the bottom left)
![UVs and facing
directions](https://github.com/bevyengine/bevy/assets/57632562/eaf0be4e-187d-4b6d-8fb8-c996ba295a8a)
---
## Changelog
- Added `bevy_render::mesh::primitives` module
- Added `Meshable` trait and implemented it for:
- `Circle`
- `Ellipse`
- `Rectangle`
- `RegularPolygon`
- `Triangle2d`
- Implemented `Default` and `Copy` for several 2D primitives
- Updated `2d_shapes` example to use primitives
- Tweaked colors in `2d_shapes` example to have better contrast against
the (new-ish) dark background
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Working towards finishing a part of #10572, this PR adds a ton of math
helpers and useful constructors for primitive shapes. I also tried
fixing some naming inconsistencies.
## Solution
- Add mathematical helpers like `area`, `volume`, `perimeter`,
`RegularPolygon::inradius` and so on, trying to cover all core
mathematical properties of each shape
- Add some constructors like `Rectangle::from_corners`,
`Cuboid::from_corners` and `Plane3d::from_points`
I also derived `PartialEq` for the shapes where it's trivial. Primitives
like `Line2d` and `Segment2d` are not trivial because you could argue
that they would be equal if they had an opposite direction.
All mathematical methods have tests with reference values computed by
hand or with external tools.
## Todo
- [x] Add tests to verify that the values from mathematical helpers are
correct
---------
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
# 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.
# 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`.
# 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>
# Objective
`Direction2d::from_normalized` & `Direction3d::from_normalized` don't
emphasize that importance of the vector being normalized enough.
## Solution
Rename `from_normalized` to `new_unchecked` and add more documentation.
---
`Direction2d` and `Direction3d` were added somewhat recently in
https://github.com/bevyengine/bevy/pull/10466 (after 0.12), so I don't
think documenting the changelog and migration guide is necessary (Since
there is no major previous version to migrate from).
But here it is anyway in case it's needed:
## Changelog
- Renamed `Direction2d::from_normalized` and
`Direction3d::from_normalized` to `new_unchecked`.
## Migration Guide
- Renamed `Direction2d::from_normalized` and
`Direction3d::from_normalized` to `new_unchecked`.
---------
Co-authored-by: Tristan Guichaoua <33934311+tguichaoua@users.noreply.github.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
# Objective
Currently, the `primitives` module is inside of the prelude for
`bevy_math`, but the actual primitives are not. This requires either
importing the shapes everywhere that uses them, or adding the
`primitives::` prefix:
```rust
let rectangle = meshes.add(primitives::Rectangle::new(5.0, 2.5));
```
(Note: meshing isn't actually implemented yet, but it's in #11431)
The primitives are meant to be used for a variety of tasks across
several crates, like for meshing, bounding volumes, gizmos, colliders,
and so on, so I think having them in the prelude is justified. It would
make several common tasks a lot more ergonomic.
```rust
let rectangle = meshes.add(Rectangle::new(5.0, 2.5));
```
## Solution
Add `primitives::*` to `bevy_math::prelude`.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Currently, the only way to create an AABB is to specify its `min` and
`max` coordinates. However, it's often more useful to use the center and
half-size instead.
## Solution
Add `new` constructors for `Aabb2d` and `Aabb3d`.
This:
```rust
let aabb = Aabb3d {
min: center - half_size,
max: center + half_size,
}
```
becomes this:
```rust
let aabb = Aabb3d::new(center, half_size);
```
I also made the usage of "half-extents" vs. "half-size" a bit more
consistent.
# Objective
Currently, the `Ellipse` primitive is represented by a `half_width` and
`half_height`. To improve consistency (similarly to #11434), it might
make more sense to use a `Vec2` `half_size` instead.
Alternatively, to make the elliptical nature clearer, the properties
could also be called `radius_x` and `radius_y`.
Secondly, `Ellipse::new` currently takes a *full* width and height
instead of two radii. I would expect it to take the half-width and
half-height because ellipses and circles are almost always defined using
radii. I wouldn't expect `Circle::new` to take a diameter (if we had
that method).
## Solution
Change `Ellipse` to store a `half_size` and `new` to take the half-width
and half-height.
I also added a `from_size` method similar to `Rectangle::from_size`, and
added the `semi_minor` and `semi_major` helpers to get the
semi-minor/major radius.
# Objective
The `Rectangle` and `Cuboid` primitives currently use different
representations:
```rust
pub struct Rectangle {
/// The half width of the rectangle
pub half_width: f32,
/// The half height of the rectangle
pub half_height: f32,
}
pub struct Cuboid {
/// Half of the width, height and depth of the cuboid
pub half_extents: Vec3,
}
```
The property names and helpers are also inconsistent. `Cuboid` has
`half_extents`, but it also has a method called `from_size`. Most
existing code also uses "size" instead of "extents".
## Solution
Represent both `Rectangle` and `Cuboid` with `half_size` properties.
# Objective
Closes#10570.
#10946 added bounding volume types and traits, but didn't use them for
anything yet. This PR implements `Bounded2d` and `Bounded3d` for Bevy's
primitive shapes.
## Solution
Implement `Bounded2d` and `Bounded3d` for primitive shapes. This allows
computing AABBs and bounding circles/spheres for them.
For most shapes, there are several ways of implementing bounding
volumes. I took inspiration from [Parry's bounding
volumes](https://github.com/dimforge/parry/tree/master/src/bounding_volume),
[Inigo Quilez](http://iquilezles.org/articles/diskbbox/), and figured
out the rest myself using geometry. I tried to comment all slightly
non-trivial or unclear math to make it understandable.
Parry uses support mapping (finding the farthest point in some direction
for convex shapes) for some AABBs like cones, cylinders, and line
segments. This involves several quat operations and normalizations, so I
opted for the simpler and more efficient geometric approaches shown in
[Quilez's article](http://iquilezles.org/articles/diskbbox/).
Below you can see some of the bounding volumes working in 2D and 3D.
Note that I can't conveniently add these examples yet because they use
primitive shape meshing, which is still WIP.
https://github.com/bevyengine/bevy/assets/57632562/4465cbc6-285b-4c71-b62d-a2b3ee16f8b4https://github.com/bevyengine/bevy/assets/57632562/94b4ac84-a092-46d7-b438-ce2e971496a4
---
## Changelog
- Implemented `Bounded2d`/`Bounded3d` for primitive shapes
- Added `from_point_cloud` method for bounding volumes (used by many
bounding implementations)
- Added `point_cloud_2d/3d_center` and `rotate_vec2` utility functions
- Added `RegularPolygon::vertices` method (used in regular polygon AABB
construction)
- Added `Triangle::circumcenter` method (used in triangle bounding
circle construction)
- Added bounding circle/sphere creation from AABBs and vice versa
## Extra
Do we want to implement `Bounded2d` for some "3D-ish" shapes too? For
example, capsules are sort of dimension-agnostic and useful for 2D, so I
think that would be good to implement. But a cylinder in 2D is just a
rectangle, and a cone is a triangle, so they wouldn't make as much sense
to me. A conical frustum would be an isosceles trapezoid, which could be
useful, but I'm not sure if computing the 2D AABB of a 3D frustum makes
semantic sense.
# Objective
- Implementing `Default` for
[`CubicCurve`](https://docs.rs/bevy/latest/bevy/math/cubic_splines/struct.CubicCurve.html)
does not make sense because it cannot be mutated after creation.
- Closes#11209.
- Alternative to #11211.
## Solution
- Remove `Default` from `CubicCurve`'s derive statement.
Based off of @mockersf comment
(https://github.com/bevyengine/bevy/pull/11211#issuecomment-1880088036):
> CubicCurve can't be updated once created... I would prefer to remove
the Default impl as it doesn't make sense
---
## Changelog
- Removed the `Default` implementation for `CubicCurve`.
## Migration Guide
- Remove `CubicCurve` from any structs that implement `Default`.
- Wrap `CubicCurve` in a new type and provide your own default.
```rust
#[derive(Deref)]
struct MyCubicCurve<P: Point>(pub CubicCurve<P>);
impl Default for MyCubicCurve<Vec2> {
fn default() -> Self {
let points = [[
vec2(-1.0, -20.0),
vec2(3.0, 2.0),
vec2(5.0, 3.0),
vec2(9.0, 8.0),
]];
Self(CubicBezier::new(points).to_curve())
}
}
```
# Objective
Implement bounding volume trait and the 4 types from
https://github.com/bevyengine/bevy/issues/10570. I will add intersection
tests in a future PR.
## Solution
Implement mostly everything as written in the issue, except:
- Intersection is no longer a method on the bounding volumes, but a
separate trait.
- I implemented a `visible_area` since it's the most common usecase to
care about the surface that could collide with cast rays.
- Maybe we want both?
---
## Changelog
- Added bounding volume types to bevy_math
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Update to `glam` 0.25, `encase` 0.7 and `hexasphere` to 10.0
## Changelog
Added the `FloatExt` trait to the `bevy_math` prelude which adds `lerp`,
`inverse_lerp` and `remap` methods to the `f32` and `f64` types.
# Objective
When creating a normalized direction from a vector, it can be useful to
get both the direction *and* the original length of the vector.
This came up when I was recreating some Parry APIs using bevy_math, and
doing it manually is quite painful. Nalgebra calls this method
[`Unit::try_new_and_get`](https://docs.rs/nalgebra/latest/nalgebra/base/struct.Unit.html#method.try_new_and_get).
## Solution
Add a `new_and_length` method to `Direction2d` and `Direction3d`.
Usage:
```rust
if let Ok((direction, length)) = Direction2d::new_and_length(Vec2::X * 10.0) {
assert_eq!(direction, Vec2::X);
assert_eq!(length, 10.0);
}
```
I'm open to different names, couldn't come up with a perfectly clear one
that isn't too long. My reasoning with the current name is that it's
like using `new` and calling `length` on the original vector.
# Objective
I often need a direction along one of the cartesian XYZ axes, and it
currently requires e.g. `Direction2d::from_normalized(Vec2::X)`, which
isn't ideal.
## Solution
Add direction constants that are the same as the ones on Glam types. I
also copied the doc comment format "A unit vector pointing along the ...
axis", but I can change it if there's a better wording for directions.
# Objective
I frequently encounter cases where I need to get the opposite direction.
This currently requires something like
`Direction2d::from_normalized(-*direction)`, which is very inconvenient.
## Solution
Implement `Neg` for `Direction2d` and `Direction3d`.
# Objective
There are a lot of doctests that are `ignore`d for no documented reason.
And that should be fixed.
## Solution
I searched the bevy repo with the regex ` ```[a-z,]*ignore ` in order to
find all `ignore`d doctests. For each one of the `ignore`d doctests, I
did the following steps:
1. Attempt to remove the `ignored` attribute while still passing the
test. I did this by adding hidden dummy structs and imports.
2. If step 1 doesn't work, attempt to replace the `ignored` attribute
with the `no_run` attribute while still passing the test.
3. If step 2 doesn't work, keep the `ignored` attribute but add
documentation for why the `ignored` attribute was added.
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
- Fix an inconsistency in the calculation of aspect ratio's.
- Fixes#10288
## Solution
- Created an intermediate `AspectRatio` struct, as suggested in the
issue. This is currently just used in any places where aspect ratio
calculations happen, to prevent doing it wrong. In my and @mamekoro 's
opinion, it would be better if this was used instead of a normal `f32`
in various places, but I didn't want to make too many changes to begin
with.
## Migration Guide
- Anywhere where you are currently expecting a f32 when getting aspect
ratios, you will now receive a `AspectRatio` struct. this still holds
the same value.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Make direction construction a bit more ergonomic.
## Solution
Add `Direction2d::from_xy` and `Direction3d::from_xyz`, similar to
`Transform::from_xyz`:
```rust
let dir2 = Direction2d::from_xy(0.5, 0.5).unwrap();
let dir3 = Direction3d::from_xyz(0.5, 0.5, 0.5).unwrap();
```
This can be a bit cleaner than using `new`:
```rust
let dir2 = Direction2d::new(Vec2::new(0.5, 0.5)).unwrap();
let dir3 = Direction3d::new(Vec3::new(0.5, 0.5, 0.5)).unwrap();
```
# Objective
A better alternative version of #10843.
Currently, Bevy has a single `Ray` struct for 3D. To allow better
interoperability with Bevy's primitive shapes (#10572) and some third
party crates (that handle e.g. spatial queries), it would be very useful
to have separate versions for 2D and 3D respectively.
## Solution
Separate `Ray` into `Ray2d` and `Ray3d`. These new structs also take
advantage of the new primitives by using `Direction2d`/`Direction3d` for
the direction:
```rust
pub struct Ray2d {
pub origin: Vec2,
pub direction: Direction2d,
}
pub struct Ray3d {
pub origin: Vec3,
pub direction: Direction3d,
}
```
and by using `Plane2d`/`Plane3d` in `intersect_plane`:
```rust
impl Ray2d {
// ...
pub fn intersect_plane(&self, plane_origin: Vec2, plane: Plane2d) -> Option<f32> {
// ...
}
}
```
---
## Changelog
### Added
- `Ray2d` and `Ray3d`
- `Ray2d::new` and `Ray3d::new` constructors
- `Plane2d::new` and `Plane3d::new` constructors
### Removed
- Removed `Ray` in favor of `Ray3d`
### Changed
- `direction` is now a `Direction2d`/`Direction3d` instead of a vector,
which provides guaranteed normalization
- `intersect_plane` now takes a `Plane2d`/`Plane3d` instead of just a
vector for the plane normal
- `Direction2d` and `Direction3d` now derive `Serialize` and
`Deserialize` to preserve ray (de)serialization
## Migration Guide
`Ray` has been renamed to `Ray3d`.
### Ray creation
Before:
```rust
Ray {
origin: Vec3::ZERO,
direction: Vec3::new(0.5, 0.6, 0.2).normalize(),
}
```
After:
```rust
// Option 1:
Ray3d {
origin: Vec3::ZERO,
direction: Direction3d::new(Vec3::new(0.5, 0.6, 0.2)).unwrap(),
}
// Option 2:
Ray3d::new(Vec3::ZERO, Vec3::new(0.5, 0.6, 0.2))
```
### Plane intersections
Before:
```rust
let result = ray.intersect_plane(Vec2::X, Vec2::Y);
```
After:
```rust
let result = ray.intersect_plane(Vec2::X, Plane2d::new(Vec2::Y));
```
# Objective
Implement `TryFrom<Vec2>`/`TryFrom<Vec3>` for direction primitives as
considered in #10857.
## Solution
Implement `TryFrom` for the direction primitives.
These are all equivalent:
```rust
let dir2d = Direction2d::try_from(Vec2::new(0.5, 0.5)).unwrap();
let dir2d = Vec2::new(0.5, 0.5).try_into().unwrap(); // (assumes that the type is inferred)
let dir2d = Direction2d::new(Vec2::new(0.5, 0.5)).unwrap();
```
For error cases, an `Err(InvalidDirectionError)` is returned. It
contains the type of failure:
```rust
/// An error indicating that a direction is invalid.
#[derive(Debug, PartialEq)]
pub enum InvalidDirectionError {
/// The length of the direction vector is zero or very close to zero.
Zero,
/// The length of the direction vector is `std::f32::INFINITY`.
Infinite,
/// The length of the direction vector is `NaN`.
NaN,
}
```
This removes the `From<Vec2/3>` implementations for the direction types.
It doesn't seem right to have when it only works if the vector is
nonzero and finite and produces NaN otherwise.
Added `Direction2d/3d::new` which uses `Vec2/3::try_normalize` to
guarantee it returns either a valid direction or `None`.
This should make it impossible to create an invalid direction, which I
think was the intention with these types.
# Objective
First, some terminology:
- **Minor radius**: The radius of the tube of a torus, i.e. the
"half-thickness"
- **Major radius**: The distance from the center of the tube to the
center of the torus
- **Inner radius**: The radius of the hole (if it exists), `major_radius
- minor_radius`
- **Outer radius**: The radius of the overall shape, `major_radius +
minor_radius`
- **Ring torus**: The familiar donut shape with a hole in the center,
`major_radius > minor_radius`
- **Horn torus**: A torus that doesn't have a hole but also isn't
self-intersecting, `major_radius == minor_radius`
- **Spindle torus**: A self-intersecting torus, `major_radius <
minor_radius`
Different tori from [Wikipedia](https://en.wikipedia.org/wiki/Torus),
where *R* is the major radius and *r* is the minor radius:
![kuva](https://github.com/bevyengine/bevy/assets/57632562/53ead786-2402-43a7-ae8a-5720e6e54dcc)
Currently, Bevy's torus is represented by a `radius` and `ring_radius`.
I believe these correspond to the outer radius and minor radius, but
they are rather confusing and inconsistent names, and they make the
assumption that the torus always has a ring.
I also couldn't find any other big engines using this representation;
[Godot](https://docs.godotengine.org/en/stable/classes/class_torusmesh.html)
and [Unity
ProBuilder](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/manual/Torus.html)
use the inner and outer radii, while
[Unreal](https://docs.unrealengine.com/5.3/en-US/BlueprintAPI/GeometryScript/Primitives/AppendTorus/)
uses the minor and major radii.
[Blender](https://docs.blender.org/manual/en/latest/modeling/meshes/primitives.html#torus)
supports both, but defaults to minor/major.
Bevy's `Torus` primitive should have an efficient, consistent, clear and
flexible representation, and the current `radius` and `ring_radius`
properties are not ideal for that.
## Solution
Change `Torus` to be represented by a `minor_radius` and `major_radius`.
- Mathematically correct and consistent
- Flexible, not restricted to ring tori
- Computations and conversions are efficient
- `inner_radius = major_radius - minor_radius`
- `outer_radius = major_radius + minor_radius`
- Mathematical formulae for things like area and volume rely on the
minor and major radii, no conversion needed
Perhaps the primary issue with this representation is that "minor
radius" and "major radius" are rather mathematical, and an inner/outer
radius can be more intuitive in some cases. However, this can be
mitigated with constructors and helpers.
# Objective
This PR adds some helpers for `Triangle2d` to work with its winding
order. This could also be extended to polygons (and `Triangle3d` once
it's added).
## Solution
- Add `WindingOrder` enum with `Clockwise`, `Counterclockwise` and
`Invalid` variants
- `Invalid` is for cases where the winding order can not be reliably
computed, i.e. the points lie on a single line and the area is zero
- Add `Triangle2d::winding_order` method that uses a signed surface area
to determine the winding order
- Add `Triangle2d::reverse` method that reverses the winding order by
swapping the second and third vertices
The API looks like this:
```rust
let mut triangle = Triangle2d::new(
Vec2::new(0.0, 2.0),
Vec2::new(-0.5, -1.2),
Vec2::new(-1.0, -1.0),
);
assert_eq!(triangle.winding_order(), WindingOrder::Clockwise);
// Reverse winding order
triangle.reverse();
assert_eq!(triangle.winding_order(), WindingOrder::Counterclockwise);
```
I also added tests to make sure the methods work correctly. For now,
they live in the same file as the primitives.
## Open questions
- Should it be `Counterclockwise` or `CounterClockwise`? The first one
is more correct but perhaps a bit less readable. Counter-clockwise is
also a valid spelling, but it seems to be a lot less common than
counterclockwise.
- Is `WindingOrder::Invalid` a good name? Parry uses
`TriangleOrientation::Degenerate`, but I'm not a huge fan, at least as a
non-native English speaker. Any better suggestions?
- Is `WindingOrder` fine in `bevy_math::primitives`? It's not specific
to a dimension, so I put it there for now.
# Objective
- Fix adding `#![allow(clippy::type_complexity)]` everywhere. like #9796
## Solution
- Use the new [lints] table that will land in 1.74
(https://doc.rust-lang.org/nightly/cargo/reference/unstable.html#lints)
- inherit lint to the workspace, crates and examples.
```
[lints]
workspace = true
```
## Changelog
- Bump rust version to 1.74
- Enable lints table for the workspace
```toml
[workspace.lints.clippy]
type_complexity = "allow"
```
- Allow type complexity for all crates and examples
```toml
[lints]
workspace = true
```
---------
Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
# Add and implement constructors for Primitives
- Adds more Primitive types and adds a constructor for almost all of
them
- Works towards finishing #10572
## Solution
- Created new primitives
- Torus
- Conical Frustum
- Cone
- Ellipse
- Implemented constructors (`Primitive::new`) for almost every single
other primitive.
---------
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Implement a subset of
https://github.com/bevyengine/rfcs/blob/main/rfcs/12-primitive-shapes.md#feature-name-primitive-shapes
## Solution
- Define a very basic set of primitives in bevy_math
- Assume a 0,0,0 origin for most shapes
- Use radius and half extents to avoid unnecessary computational
overhead wherever they get used
- Provide both Boxed and const generics variants for shapes with
variable sizes
- Boxed is useful if a 3rd party crate wants to use something like
enum-dispatch for all supported primitives
- Const generics is useful when just working on a single primitive, as
it causes no allocs
#### Some discrepancies from the RFC:
- Box was changed to Cuboid, because Box is already used for an alloc
type
- Skipped Cone because it's unclear where the origin should be for
different uses
- Skipped Wedge because it's too niche for an initial PR (we also don't
implement Torus, Pyramid or a Death Star (there's an SDF for that!))
- Skipped Frustum because while it would be a useful math type, it's not
really a common primitive
- Skipped Triangle3d and Quad3d because those are just rotated 2D shapes
## Future steps
- Add more primitives
- Add helper methods to make primitives easier to construct (especially
when half extents are involved)
- Add methods to calculate AABBs for primitives (useful for physics, BVH
construction, for the mesh AABBs, etc)
- Add wrappers for common and cheap operations, like extruding 2D shapes
and translating them
- Use the primitives to generate meshes
- Provide signed distance functions and gradients for primitives (maybe)
---
## Changelog
- Added a collection of primitives to the bevy_math crate
---------
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
# Objective
`normalize` method that expresses a rectangle relative to a normalized
[0..1] x [0..1] space defined by another rectangle.
Useful for UI and texture atlas calculations etc.
---------
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
- Implement the foundations of automatic batching/instancing of draw
commands as the next step from #89
- NOTE: More performance improvements will come when more data is
managed and bound in ways that do not require rebinding such as mesh,
material, and texture data.
## Solution
- The core idea for batching of draw commands is to check whether any of
the information that has to be passed when encoding a draw command
changes between two things that are being drawn according to the sorted
render phase order. These should be things like the pipeline, bind
groups and their dynamic offsets, index/vertex buffers, and so on.
- The following assumptions have been made:
- Only entities with prepared assets (pipelines, materials, meshes) are
queued to phases
- View bindings are constant across a phase for a given draw function as
phases are per-view
- `batch_and_prepare_render_phase` is the only system that performs this
batching and has sole responsibility for preparing the per-object data.
As such the mesh binding and dynamic offsets are assumed to only vary as
a result of the `batch_and_prepare_render_phase` system, e.g. due to
having to split data across separate uniform bindings within the same
buffer due to the maximum uniform buffer binding size.
- Implement `GpuArrayBuffer` for `Mesh2dUniform` to store Mesh2dUniform
in arrays in GPU buffers rather than each one being at a dynamic offset
in a uniform buffer. This is the same optimisation that was made for 3D
not long ago.
- Change batch size for a range in `PhaseItem`, adding API for getting
or mutating the range. This is more flexible than a size as the length
of the range can be used in place of the size, but the start and end can
be otherwise whatever is needed.
- Add an optional mesh bind group dynamic offset to `PhaseItem`. This
avoids having to do a massive table move just to insert
`GpuArrayBufferIndex` components.
## Benchmarks
All tests have been run on an M1 Max on AC power. `bevymark` and
`many_cubes` were modified to use 1920x1080 with a scale factor of 1. I
run a script that runs a separate Tracy capture process, and then runs
the bevy example with `--features bevy_ci_testing,trace_tracy` and
`CI_TESTING_CONFIG=../benchmark.ron` with the contents of
`../benchmark.ron`:
```rust
(
exit_after: Some(1500)
)
```
...in order to run each test for 1500 frames.
The recent changes to `many_cubes` and `bevymark` added reproducible
random number generation so that with the same settings, the same rng
will occur. They also added benchmark modes that use a fixed delta time
for animations. Combined this means that the same frames should be
rendered both on main and on the branch.
The graphs compare main (yellow) to this PR (red).
### 3D Mesh `many_cubes --benchmark`
<img width="1411" alt="Screenshot 2023-09-03 at 23 42 10"
src="https://github.com/bevyengine/bevy/assets/302146/2088716a-c918-486c-8129-090b26fd2bc4">
The mesh and material are the same for all instances. This is basically
the best case for the initial batching implementation as it results in 1
draw for the ~11.7k visible meshes. It gives a ~30% reduction in median
frame time.
The 1000th frame is identical using the flip tool:
![flip many_cubes-main-mesh3d many_cubes-batching-mesh3d 67ppd
ldr](https://github.com/bevyengine/bevy/assets/302146/2511f37a-6df8-481a-932f-706ca4de7643)
```
Mean: 0.000000
Weighted median: 0.000000
1st weighted quartile: 0.000000
3rd weighted quartile: 0.000000
Min: 0.000000
Max: 0.000000
Evaluation time: 0.4615 seconds
```
### 3D Mesh `many_cubes --benchmark --material-texture-count 10`
<img width="1404" alt="Screenshot 2023-09-03 at 23 45 18"
src="https://github.com/bevyengine/bevy/assets/302146/5ee9c447-5bd2-45c6-9706-ac5ff8916daf">
This run uses 10 different materials by varying their textures. The
materials are randomly selected, and there is no sorting by material
bind group for opaque 3D so any batching is 'random'. The PR produces a
~5% reduction in median frame time. If we were to sort the opaque phase
by the material bind group, then this should be a lot faster. This
produces about 10.5k draws for the 11.7k visible entities. This makes
sense as randomly selecting from 10 materials gives a chance that two
adjacent entities randomly select the same material and can be batched.
The 1000th frame is identical in flip:
![flip many_cubes-main-mesh3d-mtc10 many_cubes-batching-mesh3d-mtc10
67ppd
ldr](https://github.com/bevyengine/bevy/assets/302146/2b3a8614-9466-4ed8-b50c-d4aa71615dbb)
```
Mean: 0.000000
Weighted median: 0.000000
1st weighted quartile: 0.000000
3rd weighted quartile: 0.000000
Min: 0.000000
Max: 0.000000
Evaluation time: 0.4537 seconds
```
### 3D Mesh `many_cubes --benchmark --vary-per-instance`
<img width="1394" alt="Screenshot 2023-09-03 at 23 48 44"
src="https://github.com/bevyengine/bevy/assets/302146/f02a816b-a444-4c18-a96a-63b5436f3b7f">
This run varies the material data per instance by randomly-generating
its colour. This is the worst case for batching and that it performs
about the same as `main` is a good thing as it demonstrates that the
batching has minimal overhead when dealing with ~11k visible mesh
entities.
The 1000th frame is identical according to flip:
![flip many_cubes-main-mesh3d-vpi many_cubes-batching-mesh3d-vpi 67ppd
ldr](https://github.com/bevyengine/bevy/assets/302146/ac5f5c14-9bda-4d1a-8219-7577d4aac68c)
```
Mean: 0.000000
Weighted median: 0.000000
1st weighted quartile: 0.000000
3rd weighted quartile: 0.000000
Min: 0.000000
Max: 0.000000
Evaluation time: 0.4568 seconds
```
### 2D Mesh `bevymark --benchmark --waves 160 --per-wave 1000 --mode
mesh2d`
<img width="1412" alt="Screenshot 2023-09-03 at 23 59 56"
src="https://github.com/bevyengine/bevy/assets/302146/cb02ae07-237b-4646-ae9f-fda4dafcbad4">
This spawns 160 waves of 1000 quad meshes that are shaded with
ColorMaterial. Each wave has a different material so 160 waves currently
should result in 160 batches. This results in a 50% reduction in median
frame time.
Capturing a screenshot of the 1000th frame main vs PR gives:
![flip bevymark-main-mesh2d bevymark-batching-mesh2d 67ppd
ldr](https://github.com/bevyengine/bevy/assets/302146/80102728-1217-4059-87af-14d05044df40)
```
Mean: 0.001222
Weighted median: 0.750432
1st weighted quartile: 0.453494
3rd weighted quartile: 0.969758
Min: 0.000000
Max: 0.990296
Evaluation time: 0.4255 seconds
```
So they seem to produce the same results. I also double-checked the
number of draws. `main` does 160000 draws, and the PR does 160, as
expected.
### 2D Mesh `bevymark --benchmark --waves 160 --per-wave 1000 --mode
mesh2d --material-texture-count 10`
<img width="1392" alt="Screenshot 2023-09-04 at 00 09 22"
src="https://github.com/bevyengine/bevy/assets/302146/4358da2e-ce32-4134-82df-3ab74c40849c">
This generates 10 textures and generates materials for each of those and
then selects one material per wave. The median frame time is reduced by
50%. Similar to the plain run above, this produces 160 draws on the PR
and 160000 on `main` and the 1000th frame is identical (ignoring the fps
counter text overlay).
![flip bevymark-main-mesh2d-mtc10 bevymark-batching-mesh2d-mtc10 67ppd
ldr](https://github.com/bevyengine/bevy/assets/302146/ebed2822-dce7-426a-858b-b77dc45b986f)
```
Mean: 0.002877
Weighted median: 0.964980
1st weighted quartile: 0.668871
3rd weighted quartile: 0.982749
Min: 0.000000
Max: 0.992377
Evaluation time: 0.4301 seconds
```
### 2D Mesh `bevymark --benchmark --waves 160 --per-wave 1000 --mode
mesh2d --vary-per-instance`
<img width="1396" alt="Screenshot 2023-09-04 at 00 13 53"
src="https://github.com/bevyengine/bevy/assets/302146/b2198b18-3439-47ad-919a-cdabe190facb">
This creates unique materials per instance by randomly-generating the
material's colour. This is the worst case for 2D batching. Somehow, this
PR manages a 7% reduction in median frame time. Both main and this PR
issue 160000 draws.
The 1000th frame is the same:
![flip bevymark-main-mesh2d-vpi bevymark-batching-mesh2d-vpi 67ppd
ldr](https://github.com/bevyengine/bevy/assets/302146/a2ec471c-f576-4a36-a23b-b24b22578b97)
```
Mean: 0.001214
Weighted median: 0.937499
1st weighted quartile: 0.635467
3rd weighted quartile: 0.979085
Min: 0.000000
Max: 0.988971
Evaluation time: 0.4462 seconds
```
### 2D Sprite `bevymark --benchmark --waves 160 --per-wave 1000 --mode
sprite`
<img width="1396" alt="Screenshot 2023-09-04 at 12 21 12"
src="https://github.com/bevyengine/bevy/assets/302146/8b31e915-d6be-4cac-abf5-c6a4da9c3d43">
This just spawns 160 waves of 1000 sprites. There should be and is no
notable difference between main and the PR.
### 2D Sprite `bevymark --benchmark --waves 160 --per-wave 1000 --mode
sprite --material-texture-count 10`
<img width="1389" alt="Screenshot 2023-09-04 at 12 36 08"
src="https://github.com/bevyengine/bevy/assets/302146/45fe8d6d-c901-4062-a349-3693dd044413">
This spawns the sprites selecting a texture at random per instance from
the 10 generated textures. This has no significant change vs main and
shouldn't.
### 2D Sprite `bevymark --benchmark --waves 160 --per-wave 1000 --mode
sprite --vary-per-instance`
<img width="1401" alt="Screenshot 2023-09-04 at 12 29 52"
src="https://github.com/bevyengine/bevy/assets/302146/762c5c60-352e-471f-8dbe-bbf10e24ebd6">
This sets the sprite colour as being unique per instance. This can still
all be drawn using one batch. There should be no difference but the PR
produces median frame times that are 4% higher. Investigation showed no
clear sources of cost, rather a mix of give and take that should not
happen. It seems like noise in the results.
### Summary
| Benchmark | % change in median frame time |
| ------------- | ------------- |
| many_cubes | 🟩 -30% |
| many_cubes 10 materials | 🟩 -5% |
| many_cubes unique materials | 🟩 ~0% |
| bevymark mesh2d | 🟩 -50% |
| bevymark mesh2d 10 materials | 🟩 -50% |
| bevymark mesh2d unique materials | 🟩 -7% |
| bevymark sprite | 🟥 2% |
| bevymark sprite 10 materials | 🟥 0.6% |
| bevymark sprite unique materials | 🟥 4.1% |
---
## Changelog
- Added: 2D and 3D mesh entities that share the same mesh and material
(same textures, same data) are now batched into the same draw command
for better performance.
---------
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Nicola Papale <nico@nicopap.ch>
# Objective
A Bezier curve is a curve defined by two or more control points. In the
simplest form, it's just a line. The (arguably) most common type of
Bezier curve is a cubic Bezier, defined by four control points. These
are often used in animation, etc. Bevy has a Bezier curve struct called
`Bezier`. However, this is technically a misnomer as it only represents
cubic Bezier curves.
## Solution
This PR changes the struct name to `CubicBezier` to more accurately
reflect the struct's usage. Since it's exposed in Bevy's prelude, it can
potentially collide with other `Bezier` implementations. While that
might instead be an argument for removing it from the prelude, there's
also something to be said for adding a more general `Bezier` into Bevy,
in which case we'd likely want to use the name `Bezier`. As a final
motivator, not only is the struct located in `cubic_spines.rs`, there
are also several other spline-related structs which follow the
`CubicXxx` naming convention where applicable. For example,
`CubicSegment` represents a cubic Bezier curve (with coefficients
pre-baked).
---
## Migration Guide
- Change all `Bezier` references to `CubicBezier`
# Objective
[Rust 1.72.0](https://blog.rust-lang.org/2023/08/24/Rust-1.72.0.html) is
now stable.
# Notes
- `let-else` formatting has arrived!
- I chose to allow `explicit_iter_loop` due to
https://github.com/rust-lang/rust-clippy/issues/11074.
We didn't hit any of the false positives that prevent compilation, but
fixing this did produce a lot of the "symbol soup" mentioned, e.g. `for
image in &mut *image_events {`.
Happy to undo this if there's consensus the other way.
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
- Significantly reduce the size of MeshUniform by only including
necessary data.
## Solution
Local to world, model transforms are affine. This means they only need a
4x3 matrix to represent them.
`MeshUniform` stores the current, and previous model transforms, and the
inverse transpose of the current model transform, all as 4x4 matrices.
Instead we can store the current, and previous model transforms as 4x3
matrices, and we only need the upper-left 3x3 part of the inverse
transpose of the current model transform. This change allows us to
reduce the serialized MeshUniform size from 208 bytes to 144 bytes,
which is over a 30% saving in data to serialize, and VRAM bandwidth and
space.
## Benchmarks
On an M1 Max, running `many_cubes -- sphere`, main is in yellow, this PR
is in red:
<img width="1484" alt="Screenshot 2023-08-11 at 02 36 43"
src="https://github.com/bevyengine/bevy/assets/302146/7d99c7b3-f2bb-4004-a8d0-4c00f755cb0d">
A reduction in frame time of ~14%.
---
## Changelog
- Changed: Redefined `MeshUniform` to improve performance by using 4x3
affine transforms and reconstructing 4x4 matrices in the shader. Helper
functions were added to `bevy_pbr::mesh_functions` to unpack the data.
`affine_to_square` converts the packed 4x3 in 3x4 matrix data to a 4x4
matrix. `mat2x4_f32_to_mat3x3` converts the 3x3 in mat2x4 + f32 matrix
data back into a 3x3.
## Migration Guide
Shader code before:
```
var model = mesh[instance_index].model;
```
Shader code after:
```
#import bevy_pbr::mesh_functions affine_to_square
var model = affine_to_square(mesh[instance_index].model);
```
# Objective
Add possibility to use the glam's swizzles traits without having to
manually import them.
```diff
use bevy::prelude::*;
- use bevy::math::Vec3Swizzles;
fn foo(x: Vec3) {
let y: Vec2 = x.xy();
}
```
## Solution
Add the swizzles traits to bevy's prelude.
---
## Changelog
- `Vec2Swizzles`, `Vec3Swizzles` and `Vec4Swizzles` are now part of the
prelude.
# Objective
This attempts to make the new IRect and URect structs in bevy_math more
similar to the existing Rect struct.
## Solution
Add reflect implementations for IRect and URect, since one already
exists for Rect.
# Objective
Continue #7867 now that we have URect #7984
- Return `URect` instead of `(UVec2, UVec2)` in
`Camera::physical_viewport_rect`
- Add `URect` and `IRect` to prelude
## Changelog
- Changed `Camera::physical_viewport_rect` return type from `(UVec2,
UVec2)` to `URect`
- `URect` and `IRect` were added to prelude
## Migration Guide
Before:
```rust
fn view_physical_camera_rect(camera_query: Query<&Camera>) {
let camera = camera_query.single();
let Some((min, max)) = camera.physical_viewport_rect() else { return };
dbg!(min, max);
}
```
After:
```rust
fn view_physical_camera_rect(camera_query: Query<&Camera>) {
let camera = camera_query.single();
let Some(URect { min, max }) = camera.physical_viewport_rect() else { return };
dbg!(min, max);
}
```
# Objective
Some of the conversion methods on the new rect types introduced in #7984
have misleading names.
## Solution
Rename all methods returning an `IRect` to `as_irect` and all methods
returning a `URect` to `as_urect`.
## Migration Guide
Replace uses of the old method names with the new method names.
## Objective
- Provide a way to use `CubicCurve` non-iter methods
- Accept a `FnMut` over a `fn` pointer on `iter_samples`
- Improve `build_*_cubic_100_points` benchmark by -45% (this means they
are twice as fast)
### Solution
Previously, the only way to iterate over an evenly spaced set of points
on a `CubicCurve` was to use one of the `iter_*` methods.
The return value of those methods were bound by `&self` lifetime, making
them unusable in certain contexts.
Furthermore, other `CubicCurve` methods (`position`, `velocity`,
`acceleration`) required normalizing `t` over the `CubicCurve`'s
internal segment count.
There were no way to access this segment count, making those methods
pretty much unusable.
The newly added `segment_count` allows accessing the segment count.
`iter_samples` used to accept a `fn`, a function pointer. This is
surprising and contrary to the rust stdlib APIs, which accept `Fn`
traits for `Iterator` combinators.
`iter_samples` now accepts a `FnMut`.
I don't trust a bit the bevy benchmark suit, but according to it, this
doubles (-45%) the performance on the `build_pos_cubic_100_points` and
`build_accel_cubic_100_points` benchmarks.
---
## Changelog
- Added the `CubicCurve::segments` method to access the underlying
segments of a cubic curve
- Allow closures as `CubicCurve::iter_samples` `sample_function`
argument.
# Objective
The clippy lint `type_complexity` is known not to play well with bevy.
It frequently triggers when writing complex queries, and taking the
lint's advice of using a type alias almost always just obfuscates the
code with no benefit. Because of this, this lint is currently ignored in
CI, but unfortunately it still shows up when viewing bevy code in an
IDE.
As someone who's made a fair amount of pull requests to this repo, I
will say that this issue has been a consistent thorn in my side. Since
bevy code is filled with spurious, ignorable warnings, it can be very
difficult to spot the *real* warnings that must be fixed -- most of the
time I just ignore all warnings, only to later find out that one of them
was real after I'm done when CI runs.
## Solution
Suppress this lint in all bevy crates. This was previously attempted in
#7050, but the review process ended up making it more complicated than
it needs to be and landed on a subpar solution.
The discussion in https://github.com/rust-lang/rust-clippy/pull/10571
explores some better long-term solutions to this problem. Since there is
no timeline on when these solutions may land, we should resolve this
issue in the meantime by locally suppressing these lints.
### Unresolved issues
Currently, these lints are not suppressed in our examples, since that
would require suppressing the lint in every single source file. They are
still ignored in CI.
# Objective
Fix `CubicCurve::iter_samples` iteration count.
## Solution
If I understand the function and the docs correctly, this should iterate
over `0..=subdivisions` instead of `0..subdivisions`.
For example: Now the iteration returns 3 points at `subdivisions = 2`,
as indicated in the documentation.
# Objective
- Make cubic splines more flexible and more performant
- Remove the existing spline implementation that is generic over many degrees
- This is a potential performance footgun and adds type complexity for negligible gain.
- Add implementations of:
- Bezier splines
- Cardinal splines (inc. Catmull-Rom)
- B-Splines
- Hermite splines
https://user-images.githubusercontent.com/2632925/221780519-495d1b20-ab46-45b4-92a3-32c46da66034.mp4https://user-images.githubusercontent.com/2632925/221780524-2b154016-699f-404f-9c18-02092f589b04.mp4https://user-images.githubusercontent.com/2632925/221780525-f934f99d-9ad4-4999-bae2-75d675f5644f.mp4
## Solution
- Implements the concept that splines are curve generators (e.g. https://youtu.be/jvPPXbo87ds?t=3488) via the `CubicGenerator` trait.
- Common splines are bespoke data types that implement this trait. This gives us flexibility to add custom spline-specific methods on these types, while ultimately all generating a `CubicCurve`.
- All splines generate `CubicCurve`s, which are a chain of precomputed polynomial coefficients. This means that all splines have the same evaluation cost, as the calculations for determining position, velocity, and acceleration are all identical. In addition, `CubicCurve`s are simply a list of `CubicSegment`s, which are evaluated from t=0 to t=1. This also means cubic splines of different type can be chained together, as ultimately they all are simply a collection of `CubicSegment`s.
- Because easing is an operation on a singe segment of a Bezier curve, we can simply implement easing on `Beziers` that use the `Vec2` type for points. Higher level crates such as `bevy_ui` can wrap this in a more ergonomic interface as needed.
### Performance
Measured on a desktop i5 8600K (6-year-old CPU):
- easing: 2.7x faster (19ns)
- cubic vec2 position sample: 1.5x faster (1.8ns)
- cubic vec3 position sample: 1.5x faster (2.6ns)
- cubic vec3a position sample: 1.9x faster (1.4ns)
On a laptop i7 11800H:
- easing: 16ns
- cubic vec2 position sample: 1.6ns
- cubic vec3 position sample: 2.3ns
- cubic vec3a position sample: 1.2ns
---
## Changelog
- Added a generic cubic curve trait, and implementation for Cardinal splines (including Catmull-Rom), B-Splines, Beziers, and Hermite Splines. 2D cubic curve segments also implement easing functionality for animation.
# Objective
- Adds foundational math for Bezier curves, useful for UI/2D/3D animation and smooth paths.
https://user-images.githubusercontent.com/2632925/218883143-e138f994-1795-40da-8c59-21d779666991.mp4
## Solution
- Adds the generic `Bezier` type, and a `Point` trait. The `Point` trait allows us to use control points of any dimension, as long as they support vector math. I've implemented it for `f32`(1D), `Vec2`(2D), and `Vec3`/`Vec3A`(3D).
- Adds `CubicBezierEasing` on top of `Bezier` with the addition of an implementation of cubic Bezier easing, which is a foundational tool for UI animation.
- This involves solving for $t$ in the parametric Bezier function $B(t)$ using the Newton-Raphson method to find a value with error $\leq$ 1e-7, capped at 8 iterations.
- Added type aliases for common Bezier curves: `CubicBezier2d`, `CubicBezier3d`, `QuadraticBezier2d`, and `QuadraticBezier3d`. These types use `Vec3A` to represent control points, as this was found to have an 80-90% speedup over using `Vec3`.
- Benchmarking shows quadratic/cubic Bezier evaluations $B(t)$ take \~1.8/2.4ns respectively. Easing, which requires an iterative solve takes \~50ns for cubic Beziers.
---
## Changelog
- Added `CubicBezier2d`, `CubicBezier3d`, `QuadraticBezier2d`, and `QuadraticBezier3d` types with methods for sampling position, velocity, and acceleration. The generic `Bezier` type is also available, and generic over any degree of Bezier curve.
- Added `CubicBezierEasing`, with additional methods to allow for smooth easing animations.
This reverts commit 53d387f340.
# Objective
Reverts #6448. This didn't have the intended effect: we're now getting bevy::prelude shown in the docs again.
Co-authored-by: Alejandro Pascual <alejandro.pascual.pozo@gmail.com>
# Objective
- Right now re-exports are completely hidden in prelude docs.
- Fixes#6433
## Solution
- We could show the re-exports without inlining their documentation.
# Objective
Fixes#6378
`bevy_transform` is missing a feature corresponding to the `serialize` feature on the `bevy` crate.
## Solution
Adds a `serialize` feature to `bevy_transform`.
Derives `serde::Serialize` and `Deserialize` when feature is enabled.
# Objective
Add a method for getting a world space ray from a viewport position.
Opted to add a `Ray` type to `bevy_math` instead of returning a tuple of `Vec3`'s as this is clearer and easier to document
The docs on `viewport_to_world` are okay, but I'm not super happy with them.
## Changelog
* Add `Camera::viewport_to_world`
* Add `Camera::ndc_to_world`
* Add `Ray` to `bevy_math`
* Some doc tweaks
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
Promote the `Rect` utility of `sprite::Rect`, which defines a rectangle
by its minimum and maximum corners, to the `bevy_math` crate to make it
available as a general math type to all crates without the need to
depend on the `bevy_sprite` crate.
Fixes#5575
## Solution
Move `sprite::Rect` into `bevy_math` and fix all uses.
Implement `Reflect` for `Rect` directly into the `bevy_reflect` crate by
having `bevy_reflect` depend on `bevy_math`. This looks like a new
dependency, but the `bevy_reflect` was "cheating" for other math types
by directly depending on `glam` to reflect other math types, thereby
giving the illusion that there was no dependency on `bevy_math`. In
practice conceptually Bevy's math types are reflected into the
`bevy_reflect` crate to avoid a dependency of that crate to a "lower
level" utility crate like `bevy_math` (which in turn would make
`bevy_reflect` be a dependency of most other crates, and increase the
risk of circular dependencies). So this change simply formalizes that
dependency in `Cargo.toml`.
The `Rect` struct is also augmented in this change with a collection of
utility methods to improve its usability. A few uses cases are updated
to use those new methods, resulting is more clear and concise syntax.
---
## Changelog
### Changed
- Moved the `sprite::Rect` type into `bevy_math`.
### Added
- Added several utility methods to the `math::Rect` type.
## Migration Guide
The `bevy::sprite::Rect` type moved to the math utility crate as
`bevy::math::Rect`. You should change your imports from `use
bevy::sprite::Rect` to `use bevy::math::Rect`.
Export and register a missing type from `glam`.
Reflect impls were already present, but not registered.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
- Closes#335.
- Related #4285.
- Part of the splitting process of #3503.
## Solution
- Move `Rect` to `bevy_ui` and rename it to `UiRect`.
## Reasons
- `Rect` is only used in `bevy_ui` and therefore calling it `UiRect` makes the intent clearer.
- We have two types that are called `Rect` currently and it's missleading (see `bevy_sprite::Rect` and #335).
- Discussion in #3503.
## Changelog
### Changed
- The `Rect` type got moved from `bevy_math` to `bevy_ui` and renamed to `UiRect`.
## Migration Guide
- The `Rect` type got renamed to `UiRect`. To migrate you just have to change every occurrence of `Rect` to `UiRect`.
Co-authored-by: KDecay <KDecayMusic@protonmail.com>
# Objective
- Related #4276.
- Part of the splitting process of #3503.
## Solution
- Move `Size` to `bevy_ui`.
## Reasons
- `Size` is only needed in `bevy_ui` (because it needs to use `Val` instead of `f32`), but it's also used as a worse `Vec2` replacement in other areas.
- `Vec2` is more powerful than `Size` so it should be used whenever possible.
- Discussion in #3503.
## Changelog
### Changed
- The `Size` type got moved from `bevy_math` to `bevy_ui`.
## Migration Guide
- The `Size` type got moved from `bevy::math` to `bevy::ui`. To migrate you just have to import `bevy::ui::Size` instead of `bevy::math::Math` or use the `bevy::prelude` instead.
Co-authored-by: KDecay <KDecayMusic@protonmail.com>
# Objective
- Part of the splitting process of #3503.
## Solution
- Remove the `face_toward.rs` file containing the `FaceToward` trait.
## Reasons
- It is unused inside of `bevy`.
- The method `Mat4::face_toward` of the trait is identical to `Mat4::look_at_rh` (see https://docs.rs/glam/latest/glam/f32/struct.Mat4.html#method.look_at_rh).
- Discussion in #3503.
## Changelog
### Removed
- The `FaceToward` trait got removed.
## Migration Guide
- The `FaceToward` trait got removed. To migrate you just have to change every occurrence of `Mat4::face_toward` to `Mat4::look_at_rh`.
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.
The examples are all ported over and operational with a few exceptions:
* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
This is an effort to provide the correct `#[reflect_value(...)]` attributes where they are needed.
Supersedes #1533 and resolves#1528.
---
I am working under the following assumptions (thanks to @bjorn3 and @Davier for advice here):
- Any `enum` that derives `Reflect` and one or more of { `Serialize`, `Deserialize`, `PartialEq`, `Hash` } needs a `#[reflect_value(...)]` attribute containing the same subset of { `Serialize`, `Deserialize`, `PartialEq`, `Hash` } that is present on the derive.
- Same as above for `struct` and `#[reflect(...)]`, respectively.
- If a `struct` is used as a component, it should also have `#[reflect(Component)]`
- All reflected types should be registered in their plugins
I treated the following as components (added `#[reflect(Component)]` if necessary):
- `bevy_render`
- `struct RenderLayers`
- `bevy_transform`
- `struct GlobalTransform`
- `struct Parent`
- `struct Transform`
- `bevy_ui`
- `struct Style`
Not treated as components:
- `bevy_math`
- `struct Size<T>`
- `struct Rect<T>`
- Note: The updates for `Size<T>` and `Rect<T>` in `bevy::math::geometry` required using @Davier's suggestion to add `+ PartialEq` to the trait bound. I then registered the specific types used over in `bevy_ui` such as `Size<Val>`, etc. in `bevy_ui`'s plugin, since `bevy::math` does not contain a plugin.
- `bevy_render`
- `struct Color`
- `struct PipelineSpecialization`
- `struct ShaderSpecialization`
- `enum PrimitiveTopology`
- `enum IndexFormat`
Not Addressed:
- I am not searching for components in Bevy that are _not_ reflected. So if there are components that are not reflected that should be reflected, that will need to be figured out in another PR.
- I only added `#[reflect(...)]` or `#[reflect_value(...)]` entries for the set of four traits { `Serialize`, `Deserialize`, `PartialEq`, `Hash` } _if they were derived via `#[derive(...)]`_. I did not look for manual trait implementations of the same set of four, nor did I consider any traits outside the four. Are those other possibilities something that needs to be looked into?
* Remove cfg!(feature = "metal-auto-capture")
This cfg! has existed since the initial commit, but the corresponding
feature has never been part of Cargo.toml
* Remove unnecessary handle_create_window_events call
* Remove EventLoopProxyPtr wrapper
* Remove unnecessary statics
* Fix unrelated deprecation warning to fix CI