The components needed for `DirectionalLight` are added automatically
since #15554
`create_point_light` already existed and returns a `PointLight` with
these same settings
Early implementation. I still have to fix the documentation and consider
writing a small migration guide.
Questions left to answer:
* [x] should thickness be an overridable constant?
* [x] is there a better way to implement `Eq`/`Hash` for `SSAOMethod`?
* [x] do we want to keep the linear sampler for the depth texture?
* [x] is there a better way to separate the logic than preprocessor
macros?
![vbao](https://github.com/bevyengine/bevy/assets/4136413/2a8a0389-2add-4c2e-be37-e208e52dcd25)
## Migration guide
SSAO algorithm was changed from GTAO to VBAO (visibility bitmasks). A
new field, `constant_object_thickness`, was added to
`ScreenSpaceAmbientOcclusion`. `ScreenSpaceAmbientOcclusion` also lost
its `Eq` and `Hash` implementations.
---------
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
As discussed in #15521
- Partial revert of #14897, reverting the change to the methods to
consume `self`
- The `insert_if` method is kept
The migration guide of #14897 should be removed
Closes#15521
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Fixes#14826
- For context, see #15238
## Solution
Add a `GhostNode` component to `bevy_ui` and update all the relevant
systems to use it to traverse for UI children.
- [x] `ghost_hierarchy` module
- [x] Add `GhostNode`
- [x] Add `UiRootNodes` system param for iterating (ghost-aware) UI root
nodes
- [x] Add `UiChildren` system param for iterating (ghost-aware) UI
children
- [x] Update `layout::ui_layout_system`
- [x] Use ghost-aware root nodes for camera updates
- [x] Update and remove children in taffy
- [x] Initial spawn
- [x] Detect changes on nested UI children
- [x] Use ghost-aware children traversal in
`update_uinode_geometry_recursive`
- [x] Update the rest of the UI systems to use the ghost hierarchy
- [x] `stack::ui_stack_system`
- [x] `update::`
- [x] `update_clipping_system`
- [x] `update_target_camera_system`
- [x] `accessibility::calc_name`
## Testing
- [x] Added a new example `ghost_nodes` that can be used as a testbed.
- [x] Added unit tests for _some_ of the traversal utilities in
`ghost_hierarchy`
- [x] Ensure this fulfills the needs for currently known use cases
- [x] Reactivity libraries (test with `bevy_reactor`)
- [ ] Text spans (mentioned by koe [on
discord](https://discord.com/channels/691052431525675048/1285371432460881991/1285377442998915246))
---
## Performance
[See comment
below](https://github.com/bevyengine/bevy/pull/15341#issuecomment-2385456820)
## Migration guide
Any code that previously relied on `Parent`/`Children` to iterate UI
children may now want to use `bevy_ui::UiChildren` to ensure ghost nodes
are skipped, and their first descendant Nodes included.
UI root nodes may now be children of ghost nodes, which means
`Without<Parent>` might not query all root nodes. Use
`bevy_ui::UiRootNodes` where needed to iterate root nodes instead.
## Potential future work
- Benchmarking/optimizations of hierarchies containing lots of ghost
nodes
- Further exploration of UI hierarchies and markers for root nodes/leaf
nodes to create better ergonomics for things like `UiLayer` (world-space
ui)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
# Objective
Again, a step forward in the migration to required components: a bunch
of camera rendering cormponents!
Note that this does not include the camera components themselves yet,
because the naming and API for `Camera` hasn't been fully decided yet.
## Solution
As per the [selected
proposals](https://hackmd.io/@bevy/required_components/%2FpiqD9GOdSFKZZGzzh3C7Uw):
- Deprecate `MotionBlurBundle` in favor of the `MotionBlur` component
- Deprecate `TemporalAntiAliasBundle` in favor of the
`TemporalAntiAliasing` component
- Deprecate `ScreenSpaceAmbientOcclusionBundle` in favor of the
`ScreenSpaceAmbientOcclusion` component
- Deprecate `ScreenSpaceReflectionsBundle` in favor of the
`ScreenSpaceReflections` component
---
## Migration Guide
`MotionBlurBundle`, `TemporalAntiAliasBundle`,
`ScreenSpaceAmbientOcclusionBundle`, and `ScreenSpaceReflectionsBundle`
have been deprecated in favor of the `MotionBlur`,
`TemporalAntiAliasing`, `ScreenSpaceAmbientOcclusion`, and
`ScreenSpaceReflections` components instead. Inserting them will now
also insert the other components required by them automatically.
# Objective
What's that? Another PR for the grand migration to required components?
This time, audio!
## Solution
Deprecate `AudioSourceBundle`, `AudioBundle`, and `PitchBundle`, as per
the [chosen
proposal](https://hackmd.io/@bevy/required_components/%2Fzxgp-zMMRUCdT7LY1ZDQwQ).
However, we cannot call the component `AudioSource`, because that's what
the stored asset is called. I deliberated on a few names, like
`AudioHandle`, or even just `Audio`, but landed on `AudioPlayer`, since
it's probably the most accurate and "nice" name for this. Open to
alternatives though.
---
## Migration Guide
Replace all insertions of `AudioSoucreBundle`, `AudioBundle`, and
`PitchBundle` with the `AudioPlayer` component. The other components
required by it will now be inserted automatically.
In cases where the generics cannot be inferred, you may need to specify
them explicitly. For example:
```rust
commands.spawn(AudioPlayer::<AudioSource>(asset_server.load("sounds/sick_beats.ogg")));
```
# Objective
A step in the migration to required components: scenes!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2FPJtNGVMMQhyM0zIvCJSkbA):
- Deprecate `SceneBundle` and `DynamicSceneBundle`.
- Add `SceneRoot` and `DynamicSceneRoot` components, which wrap a
`Handle<Scene>` and `Handle<DynamicScene>` respectively.
## Migration Guide
Asset handles for scenes and dynamic scenes must now be wrapped in the
`SceneRoot` and `DynamicSceneRoot` components. Raw handles as components
no longer spawn scenes.
Additionally, `SceneBundle` and `DynamicSceneBundle` have been
deprecated. Instead, use the scene components directly.
Previously:
```rust
let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf"));
commands.spawn(SceneBundle {
scene: model_scene,
transform: Transform::from_xyz(-4.0, 0.0, -3.0),
..default()
});
```
Now:
```rust
let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf"));
commands.spawn((
SceneRoot(model_scene),
Transform::from_xyz(-4.0, 0.0, -3.0),
));
```
# Objective
- Improve code quality in preparation for
https://github.com/bevyengine/bevy/discussions/15014
## Solution
- Rename BreakLineOn to LineBreak.
## Migration Guide
`BreakLineOn` was renamed to `LineBreak`, and paramters named
`linebreak_behavior` were renamed to `linebreak`.
# Objective
Add two features to switch bevy to use `NativeActivity` or
`GameActivity` on Android, use `GameActivity` by default.
Also close #12058 and probably #12026 .
## Solution
Add two features to the corresponding crates so you can toggle it, like
what `winit` and `android-activity` crate did.
---
## Changelog
Removed default `NativeActivity` feature implementation for Android,
added two new features to enable `NativeActivity` and `GameActivity`,
and use `GameActivity` by default.
## Migration Guide
Because `cargo-apk` is not compatible with `GameActivity`,
building/running using `cargo apk build/run -p bevy_mobile_example` is
no longer possible.
Users should follow the new workflow described in document.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
Co-authored-by: Rich Churcher <rich.churcher@gmail.com>
# Objective
A big step in the migration to required components: meshes and
materials!
## Solution
As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ):
- Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle`.
- Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`.
- Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`,
which wrap a `Handle<M>`.
- Meshes *without* a mesh material should be rendered with a default
material. The existence of a material is determined by
`HasMaterial2d`/`HasMaterial3d`, which is required by
`MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the
generics.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, previously nothing was rendered. Now,
it renders a white default `ColorMaterial` in 2D and a
`StandardMaterial` in 3D (this can be overridden). Below, only every
other entity has a material:
![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)
![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)
Why white? This is still open for discussion, but I think white makes
sense for a *default* material, while *invalid* asset handles pointing
to nothing should have something like a pink material to indicate that
something is broken (I don't handle that in this PR yet). This is kind
of a mix of Godot and Unity: Godot just renders a white material for
non-existent materials, while Unity renders nothing when no materials
exist, but renders pink for invalid materials. I can also change the
default material to pink if that is preferable though.
## Testing
I ran some 2D and 3D examples to test if anything changed visually. I
have not tested all examples or features yet however. If anyone wants to
test more extensively, it would be appreciated!
## Implementation Notes
- The relationship between `bevy_render` and `bevy_pbr` is weird here.
`bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all
of the material logic, and `bevy_render` doesn't depend on it. I feel
like the two crates should be refactored in some way, but I think that's
out of scope for this PR.
- I didn't migrate meshlets to required components yet. That can
probably be done in a follow-up, as this is already a huge PR.
- It is becoming increasingly clear to me that we really, *really* want
to disallow raw asset handles as components. They caused me a *ton* of
headache here already, and it took me a long time to find every place
that queried for them or inserted them directly on entities, since there
were no compiler errors for it. If we don't remove the `Component`
derive, I expect raw asset handles to be a *huge* footgun for users as
we transition to wrapper components, especially as handles as components
have been the norm so far. I personally consider this to be a blocker
for 0.15: we need to migrate to wrapper components for asset handles
everywhere, and remove the `Component` derive. Also see
https://github.com/bevyengine/bevy/issues/14124.
---
## Migration Guide
Asset handles for meshes and mesh materials must now be wrapped in the
`Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d`
components for 2D and 3D respectively. Raw handles as components no
longer render meshes.
Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle` have been deprecated. Instead, use the mesh and material
components directly.
Previously:
```rust
commands.spawn(MaterialMesh2dBundle {
mesh: meshes.add(Circle::new(100.0)).into(),
material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
..default()
});
```
Now:
```rust
commands.spawn((
Mesh2d(meshes.add(Circle::new(100.0))),
MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```
If the mesh material is missing, a white default material is now used.
Previously, nothing was rendered if the material was missing.
The `WithMesh2d` and `WithMesh3d` query filter type aliases have also
been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`.
---------
Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Another part of the migration to required components: fog volumes!
## Solution
Deprecate `FogVolumeBundle` and make `FogVolume` require `Transform` and
`Visibility`, as per the [chosen
proposal](https://hackmd.io/@bevy/required_components/%2FcO7JPSAQR5G0J_j5wNwtOQ).
---
## Migration Guide
Replace all insertions of `FogVolumeBundle` with the `Visibility`
component. The other components required by it will now be inserted
automatically.
# Objective
The `NestedLoader` API as it stands right now is somewhat lacking:
- It consists of several types `NestedLoader`, `UntypedNestedLoader`,
`DirectNestedLoader`, and `UntypedDirectNestedLoader`, where a typestate
pattern on `NestedLoader` would be make it more obvious what it does,
and allow centralising the documentation
- The term "untyped" in the asset loader code is overloaded. It can mean
either:
- we have literally no idea what the type of this asset will be when we
load it (I dub this "unknown type")
- we know what type of asset it will be, but we don't know it statically
- we only have a TypeId (I dub this "dynamic type" / "erased")
- There is no way to get an `UntypedHandle` (erased) given a `TypeId`
## Solution
Changes `NestedLoader` into a type-state pattern, adding two type
params:
- `T` determines the typing
- `StaticTyped`, the default, where you pass in `A` statically into `fn
load<A>() -> ..`
- `DynamicTyped`, where you give a `TypeId`, giving you a
`UntypedHandle`
- `UnknownTyped`, where you have literally no idea what type of asset
you're loading, giving you a `Handle<LoadedUntypedAsset>`
- `M` determines the "mode" (bikeshedding TBD, I couldn't come up with a
better name)
- `Deferred`, the default, won't load the asset when you call `load`,
but it does give you a `Handle` to it (this is nice since it can be a
sync fn)
- `Immediate` will load the asset as soon as you call it, and give you
access to it, but you must be in an async context to call it
Changes some naming of internals in `AssetServer` to fit the new
definitions of "dynamic type" and "unknown type". Note that I didn't do
a full pass over this code to keep the diff small. That can probably be
done in a new PR - I think the definiton I laid out of unknown type vs.
erased makes it pretty clear where each one applies.
<details>
<summary>Old issue</summary>
The only real problem I have with this PR is the requirement to pass in
`type_name` (from `core::any::type_name`) into Erased. Users might not
have that type name, only the ID, and it just seems sort of weird to
*have* to give an asset type name. However, the reason we need it is
because of this:
```rs
pub(crate) fn get_or_create_path_handle_erased(
&mut self,
path: AssetPath<'static>,
type_id: TypeId,
type_name: &str,
loading_mode: HandleLoadingMode,
meta_transform: Option<MetaTransform>,
) -> (UntypedHandle, bool) {
let result = self.get_or_create_path_handle_internal(
path,
Some(type_id),
loading_mode,
meta_transform,
);
// it is ok to unwrap because TypeId was specified above
unwrap_with_context(result, type_name).unwrap()
}
pub(crate) fn unwrap_with_context<T>(
result: Result<T, GetOrCreateHandleInternalError>,
type_name: &str,
) -> Option<T> {
match result {
Ok(value) => Some(value),
Err(GetOrCreateHandleInternalError::HandleMissingButTypeIdNotSpecified) => None,
Err(GetOrCreateHandleInternalError::MissingHandleProviderError(_)) => {
panic!("Cannot allocate an Asset Handle of type '{type_name}' because the asset type has not been initialized. \
Make sure you have called app.init_asset::<{type_name}>()")
}
}
}
```
This `unwrap_with_context` is literally the only reason we need the
`type_name`. Potentially, this can be turned into an `impl
Into<Option<&str>>`, and output a different error message if the type
name is missing. Since if we are loading an asset where we only know the
type ID, by definition we can't output that error message, since we
don't have the type name. I'm open to suggestions on this.
</details>
## Testing
Not sure how to test this, since I kept most of the actual NestedLoader
logic the same. The only new API is loading an `UntypedHandle` when in
the `DynamicTyped, Immediate` state.
## Migration Guide
Code which uses `bevy_asset`'s `LoadContext::loader` / `NestedLoader`
will see some naming changes:
- `untyped` is replaced by `with_unknown_type`
- `with_asset_type` is replaced by `with_static_type`
- `with_asset_type_id` is replaced by `with_dynamic_type`
- `direct` is replaced by `immediate` (the opposite of "immediate" is
"deferred")
# Objective
- This PR fixes#12488
## Solution
- This PR adds a new property to `Camera` that emulates the
functionality of the
[setViewOffset()](https://threejs.org/docs/#api/en/cameras/PerspectiveCamera.setViewOffset)
API in three.js.
- When set, the perspective and orthographic projections will restrict
the visible area of the camera to a part of the view frustum defined by
`offset` and `size`.
## Testing
- In the new `camera_sub_view` example, a fixed, moving and control sub
view is created for both perspective and orthographic projection
- Run the example with `cargo run --example camera_sub_view`
- The code can be tested by adding a `SubCameraView` to a camera
---
## Showcase
![image](https://github.com/user-attachments/assets/75ac45fc-d75d-4664-8ef6-ff7865297c25)
- Left Half: Perspective Projection
- Right Half: Orthographic Projection
- Small boxes in order:
- Sub view of the left half of the full image
- Sub view moving from the top left to the bottom right of the full
image
- Sub view of the full image (acting as a control)
- Large box: No sub view
<details>
<summary>Shortened camera setup of `camera_sub_view` example</summary>
```rust
// Main perspective Camera
commands.spawn(Camera3dBundle {
transform,
..default()
});
// Perspective camera left half
commands.spawn(Camera3dBundle {
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view camera to the left half of the full image
full_size: uvec2(500, 500),
offset: ivec2(0, 0),
size: uvec2(250, 500),
}),
order: 1,
..default()
},
transform,
..default()
});
// Perspective camera moving
commands.spawn((
Camera3dBundle {
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view camera to a fifth of the full view and
// move it in another system
full_size: uvec2(500, 500),
offset: ivec2(0, 0),
size: uvec2(100, 100),
}),
order: 2,
..default()
},
transform,
..default()
},
MovingCameraMarker,
));
// Perspective camera control
commands.spawn(Camera3dBundle {
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view to the full image, to ensure that it matches
// the projection without sub view
full_size: uvec2(450, 450),
offset: ivec2(0, 0),
size: uvec2(450, 450),
}),
order: 3,
..default()
},
transform,
..default()
});
// Main orthographic camera
commands.spawn(Camera3dBundle {
projection: OrthographicProjection {
...
}
.into(),
camera: Camera {
order: 4,
..default()
},
transform,
..default()
});
// Orthographic camera left half
commands.spawn(Camera3dBundle {
projection: OrthographicProjection {
...
}
.into(),
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view camera to the left half of the full image
full_size: uvec2(500, 500),
offset: ivec2(0, 0),
size: uvec2(250, 500),
}),
order: 5,
..default()
},
transform,
..default()
});
// Orthographic camera moving
commands.spawn((
Camera3dBundle {
projection: OrthographicProjection {
...
}
.into(),
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view camera to a fifth of the full view and
// move it in another system
full_size: uvec2(500, 500),
offset: ivec2(0, 0),
size: uvec2(100, 100),
}),
order: 6,
..default()
},
transform,
..default()
},
MovingCameraMarker,
));
// Orthographic camera control
commands.spawn(Camera3dBundle {
projection: OrthographicProjection {
...
}
.into(),
camera: Camera {
sub_camera_view: Some(SubCameraView {
// Set the sub view to the full image, to ensure that it matches
// the projection without sub view
full_size: uvec2(450, 450),
offset: ivec2(0, 0),
size: uvec2(450, 450),
}),
order: 7,
..default()
},
transform,
..default()
});
```
</details>
# Objective
Another step in the migration to required components: lights!
Note that this does not include `EnvironmentMapLight` or reflection
probes yet, because their API hasn't been fully chosen yet.
## Solution
As per the [selected
proposals](https://hackmd.io/@bevy/required_components/%2FLLnzwz9XTxiD7i2jiUXkJg):
- Deprecate `PointLightBundle` in favor of the `PointLight` component
- Deprecate `SpotLightBundle` in favor of the `PointLight` component
- Deprecate `DirectionalLightBundle` in favor of the `DirectionalLight`
component
## Testing
I ran some examples with lights.
---
## Migration Guide
`PointLightBundle`, `SpotLightBundle`, and `DirectionalLightBundle` have
been deprecated. Use the `PointLight`, `SpotLight`, and
`DirectionalLight` components instead. Adding them will now insert the
other components required by them automatically.
# Objective
Fixes#15541
A bunch of lifetimes were added during the Assets V2 rework, but after
moving to async traits in #12550 they can be elided. That PR mentions
that this might be the case, but apparently it wasn't followed up on at
the time.
~~I ended up grepping for `<'a` and finding a similar case in
`bevy_reflect` which I also fixed.~~ (edit: that one was needed
apparently)
Note that elided lifetimes are unstable in `impl Trait`. If that gets
stabilized then we can elide even more.
## Solution
Remove the extra lifetimes.
## Testing
Everything still compiles. If I have messed something up there is a
small risk that some user code stops compiling, but all the examples
still work at least.
---
## Migration Guide
The traits `AssetLoader`, `AssetSaver` and `Process` traits from
`bevy_asset` now use elided lifetimes. If you implement these then
remove the named lifetime.
# Objective
This PR extends and reworks the material from #15282 by allowing
arbitrary curves to be used by the animation system to animate arbitrary
properties. The goals of this work are to:
- Allow far greater flexibility in how animations are allowed to be
defined in order to be used with `bevy_animation`.
- Delegate responsibility over keyframe interpolation to `bevy_math` and
the `Curve` libraries and reduce reliance on keyframes in animation
definitions generally.
- Move away from allowing the glTF spec to completely define animations
on a mechanical level.
## Solution
### Overview
At a high level, curves have been incorporated into the animation system
using the `AnimationCurve` trait (closely related to what was
`Keyframes`). From the top down:
1. In `animate_targets`, animations are driven by `VariableCurve`, which
is now a thin wrapper around a `Box<dyn AnimationCurve>`.
2. `AnimationCurve` is something built out of a `Curve`, and it tells
the animation system how to use the curve's output to actually mutate
component properties. The trait looks like this:
```rust
/// A low-level trait that provides control over how curves are actually applied to entities
/// by the animation system.
///
/// Typically, this will not need to be implemented manually, since it is automatically
/// implemented by [`AnimatableCurve`] and other curves used by the animation system
/// (e.g. those that animate parts of transforms or morph weights). However, this can be
/// implemented manually when `AnimatableCurve` is not sufficiently expressive.
///
/// In many respects, this behaves like a type-erased form of [`Curve`], where the output
/// type of the curve is remembered only in the components that are mutated in the
/// implementation of [`apply`].
///
/// [`apply`]: AnimationCurve::apply
pub trait AnimationCurve: Reflect + Debug + Send + Sync {
/// Returns a boxed clone of this value.
fn clone_value(&self) -> Box<dyn AnimationCurve>;
/// The range of times for which this animation is defined.
fn domain(&self) -> Interval;
/// Write the value of sampling this curve at time `t` into `transform` or `entity`,
/// as appropriate, interpolating between the existing value and the sampled value
/// using the given `weight`.
fn apply<'a>(
&self,
t: f32,
transform: Option<Mut<'a, Transform>>,
entity: EntityMutExcept<'a, (Transform, AnimationPlayer, Handle<AnimationGraph>)>,
weight: f32,
) -> Result<(), AnimationEvaluationError>;
}
```
3. The conversion process from a `Curve` to an `AnimationCurve` involves
using wrappers which communicate the intent to animate a particular
property. For example, here is `TranslationCurve`, which wraps a
`Curve<Vec3>` and uses it to animate `Transform::translation`:
```rust
/// This type allows a curve valued in `Vec3` to become an [`AnimationCurve`] that animates
/// the translation component of a transform.
pub struct TranslationCurve<C>(pub C);
```
### Animatable Properties
The `AnimatableProperty` trait survives in the transition, and it can be
used to allow curves to animate arbitrary component properties. The
updated documentation for `AnimatableProperty` explains this process:
<details>
<summary>Expand AnimatableProperty example</summary
An `AnimatableProperty` is a value on a component that Bevy can animate.
You can implement this trait on a unit struct in order to support
animating
custom components other than transforms and morph weights. Use that type
in
conjunction with `AnimatableCurve` (and perhaps
`AnimatableKeyframeCurve`
to define the animation itself). For example, in order to animate font
size of a
text section from 24 pt. to 80 pt., you might use:
```rust
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
```
You can then create an `AnimationClip` to animate this property like so:
```rust
let mut animation_clip = AnimationClip::default();
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new(
[
(0.0, 24.0),
(1.0, 80.0),
]
)
.map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
.expect("Failed to create font size curve")
);
```
Here, the use of `AnimatableKeyframeCurve` creates a curve out of the
given keyframe time-value
pairs, using the `Animatable` implementation of `f32` to interpolate
between them. The
invocation of `AnimatableCurve::from_curve` with `FontSizeProperty`
indicates that the `f32`
output from that curve is to be used to animate the font size of a
`Text` component (as
configured above).
</details>
### glTF Loading
glTF animations are now loaded into `Curve` types of various kinds,
depending on what is being animated and what interpolation mode is being
used. Those types get wrapped into and converted into `Box<dyn
AnimationCurve>` and shoved inside of a `VariableCurve` just like
everybody else.
### Morph Weights
There is an `IterableCurve` abstraction which allows sampling these from
a contiguous buffer without allocating. Its only reason for existing is
that Rust disallows you from naming function types, otherwise we would
just use `Curve` with an iterator output type. (The iterator involves
`Map`, and the name of the function type would have to be able to be
named, but it is not.)
A `WeightsCurve` adaptor turns an `IterableCurve` into an
`AnimationCurve`, so it behaves like everything else in that regard.
## Testing
Tested by running existing animation examples. Interpolation logic has
had additional tests added within the `Curve` API to replace the tests
in `bevy_animation`. Some kinds of out-of-bounds errors have become
impossible.
Performance testing on `many_foxes` (`animate_targets`) suggests that
performance is very similar to the existing implementation. Here are a
couple trace histograms across different runs (yellow is this branch,
red is main).
<img width="669" alt="Screenshot 2024-09-27 at 9 41 50 AM"
src="https://github.com/user-attachments/assets/5ba4e9ac-3aea-452e-aaf8-1492acc2d7fc">
<img width="673" alt="Screenshot 2024-09-27 at 9 45 18 AM"
src="https://github.com/user-attachments/assets/8982538b-04cf-46b5-97b2-164c6bc8162e">
---
## Migration Guide
Most user code that does not directly deal with `AnimationClip` and
`VariableCurve` will not need to be changed. On the other hand,
`VariableCurve` has been completely overhauled. If you were previously
defining animation curves in code using keyframes, you will need to
migrate that code to use curve constructors instead. For example, a
rotation animation defined using keyframes and added to an animation
clip like this:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
VariableCurve {
keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
keyframes: Keyframes::Rotation(vec![
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]),
interpolation: Interpolation::Linear,
},
);
```
would now be added like this:
```rust
animation_clip.add_curve_to_target(
animation_target_id,
AnimatableKeyframeCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
Quat::IDENTITY,
Quat::from_axis_angle(Vec3::Y, PI / 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
Quat::IDENTITY,
]))
.map(RotationCurve)
.expect("Failed to build rotation curve"),
);
```
Note that the interface of `AnimationClip::add_curve_to_target` has also
changed (as this example shows, if subtly), and now takes its curve
input as an `impl AnimationCurve`. If you need to add a `VariableCurve`
directly, a new method `add_variable_curve_to_target` accommodates that
(and serves as a one-to-one migration in this regard).
### For reviewers
The diff is pretty big, and the structure of some of the changes might
not be super-obvious:
- `keyframes.rs` became `animation_curves.rs`, and `AnimationCurve` is
based heavily on `Keyframes`, with the adaptors also largely following
suite.
- The Curve API adaptor structs were moved from `bevy_math::curve::mod`
into their own module `adaptors`. There are no functional changes to how
these adaptors work; this is just to make room for the specialized
reflection implementations since `mod.rs` was getting kind of cramped.
- The new module `gltf_curves` holds the additional curve constructions
that are needed by the glTF loader. Note that the loader uses a mix of
these and off-the-shelf `bevy_math` curve stuff.
- `animatable.rs` no longer holds logic related to keyframe
interpolation, which is now delegated to the existing abstractions in
`bevy_math::curve::cores`.
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: aecsocket <43144841+aecsocket@users.noreply.github.com>
- Adopted from #14449
- Still fixes#12144.
## Migration Guide
The retained render world is a complex change: migrating might take one
of a few different forms depending on the patterns you're using.
For every example, we specify in which world the code is run. Most of
the changes affect render world code, so for the average Bevy user who's
using Bevy's high-level rendering APIs, these changes are unlikely to
affect your code.
### Spawning entities in the render world
Previously, if you spawned an entity with `world.spawn(...)`,
`commands.spawn(...)` or some other method in the rendering world, it
would be despawned at the end of each frame. In 0.15, this is no longer
the case and so your old code could leak entities. This can be mitigated
by either re-architecting your code to no longer continuously spawn
entities (like you're used to in the main world), or by adding the
`bevy_render::world_sync::TemporaryRenderEntity` component to the entity
you're spawning. Entities tagged with `TemporaryRenderEntity` will be
removed at the end of each frame (like before).
### Extract components with `ExtractComponentPlugin`
```
// main world
app.add_plugins(ExtractComponentPlugin::<ComponentToExtract>::default());
```
`ExtractComponentPlugin` has been changed to only work with synced
entities. Entities are automatically synced if `ComponentToExtract` is
added to them. However, entities are not "unsynced" if any given
`ComponentToExtract` is removed, because an entity may have multiple
components to extract. This would cause the other components to no
longer get extracted because the entity is not synced.
So be careful when only removing extracted components from entities in
the render world, because it might leave an entity behind in the render
world. The solution here is to avoid only removing extracted components
and instead despawn the entire entity.
### Manual extraction using `Extract<Query<(Entity, ...)>>`
```rust
// in render world, inspired by bevy_pbr/src/cluster/mod.rs
pub fn extract_clusters(
mut commands: Commands,
views: Extract<Query<(Entity, &Clusters, &Camera)>>,
) {
for (entity, clusters, camera) in &views {
// some code
commands.get_or_spawn(entity).insert(...);
}
}
```
One of the primary consequences of the retained rendering world is that
there's no longer a one-to-one mapping from entity IDs in the main world
to entity IDs in the render world. Unlike in Bevy 0.14, Entity 42 in the
main world doesn't necessarily map to entity 42 in the render world.
Previous code which called `get_or_spawn(main_world_entity)` in the
render world (`Extract<Query<(Entity, ...)>>` returns main world
entities). Instead, you should use `&RenderEntity` and
`render_entity.id()` to get the correct entity in the render world. Note
that this entity does need to be synced first in order to have a
`RenderEntity`.
When performing manual abstraction, this won't happen automatically
(like with `ExtractComponentPlugin`) so add a `SyncToRenderWorld` marker
component to the entities you want to extract.
This results in the following code:
```rust
// in render world, inspired by bevy_pbr/src/cluster/mod.rs
pub fn extract_clusters(
mut commands: Commands,
views: Extract<Query<(&RenderEntity, &Clusters, &Camera)>>,
) {
for (render_entity, clusters, camera) in &views {
// some code
commands.get_or_spawn(render_entity.id()).insert(...);
}
}
// in main world, when spawning
world.spawn(Clusters::default(), Camera::default(), SyncToRenderWorld)
```
### Looking up `Entity` ids in the render world
As previously stated, there's now no correspondence between main world
and render world `Entity` identifiers.
Querying for `Entity` in the render world will return the `Entity` id in
the render world: query for `MainEntity` (and use its `id()` method) to
get the corresponding entity in the main world.
This is also a good way to tell the difference between synced and
unsynced entities in the render world, because unsynced entities won't
have a `MainEntity` component.
---------
Co-authored-by: re0312 <re0312@outlook.com>
Co-authored-by: re0312 <45868716+re0312@users.noreply.github.com>
Co-authored-by: Periwink <charlesbour@gmail.com>
Co-authored-by: Anselmo Sampietro <ans.samp@gmail.com>
Co-authored-by: Emerson Coskey <56370779+ecoskey@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
# Objective
`ui_stack_system` generates a tree of `StackingContexts` which it then
flattens to get the `UiStack`.
But there's no need to construct a new tree. We can query for nodes with
a global `ZIndex`, add those nodes to the root nodes list and then build
the `UiStack` from a walk of the existing layout tree, ignoring any
branches that have a global `Zindex`.
Fixes#9877
## Solution
Split the `ZIndex` enum into two separate components, `ZIndex` and
`GlobalZIndex`
Query for nodes with a `GlobalZIndex`, add those nodes to the root nodes
list and then build the `UiStack` from a walk of the existing layout
tree, filtering branches by `Without<GlobalZIndex>` so we don't revisit
nodes.
```
cargo run --profile stress-test --features trace_tracy --example many_buttons
```
<img width="672" alt="ui-stack-system-walk-split-enum"
src="https://github.com/bevyengine/bevy/assets/27962798/11e357a5-477f-4804-8ada-c4527c009421">
(Yellow is this PR, red is main)
---
## Changelog
`Zindex`
* The `ZIndex` enum has been split into two separate components `ZIndex`
(which replaces `ZIndex::Local`) and `GlobalZIndex` (which replaces
`ZIndex::Global`). An entity can have both a `ZIndex` and
`GlobalZIndex`, in comparisons `ZIndex` breaks ties if two
`GlobalZIndex` values are equal.
`ui_stack_system`
* Instead of generating a tree of `StackingContexts`, query for nodes
with a `GlobalZIndex`, add those nodes to the root nodes list and then
build the `UiStack` from a walk of the existing layout tree, filtering
branches by `Without<GlobalZIndex` so we don't revisit nodes.
## Migration Guide
The `ZIndex` enum has been split into two separate components `ZIndex`
(which replaces `ZIndex::Local`) and `GlobalZIndex` (which replaces
`ZIndex::Global`). An entity can have both a `ZIndex` and
`GlobalZIndex`, in comparisons `ZIndex` breaks ties if two
`GlobalZindex` values are equal.
---------
Co-authored-by: Gabriel Bourgeois <gabriel.bourgeoisv4si@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
# Objective
Add a `Populated` system parameter that acts like `Query`, but prevents
system from running if there are no matching entities.
Fixes: #15302
## Solution
Implement the system param which newtypes the `Query`.
The only change is new validation, which fails if query is empty.
The new system param is used in `fallible_params` example.
## Testing
Ran `fallible_params` example.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- The shader_instancing example can be misleading since it doesn't
explain that bevy has built in automatic instancing.
## Solution
- Explain that bevy has built in instancing and that this example is for
advanced users.
- Add a new automatic_instancing example that shows how to use the built
in automatic instancing
- Rename the shader_instancing example to custom_shader_instancing to
highlight that this is a more advanced implementation
---------
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
# Objective
Adds a new `Readback` component to request for readback of a
`Handle<Image>` or `Handle<ShaderStorageBuffer>` to the CPU in a future
frame.
## Solution
We track the `Readback` component and allocate a target buffer to write
the gpu resource into and map it back asynchronously, which then fires a
trigger on the entity in the main world. This proccess is asynchronous,
and generally takes a few frames.
## Showcase
```rust
let mut buffer = ShaderStorageBuffer::from(vec![0u32; 16]);
buffer.buffer_description.usage |= BufferUsages::COPY_SRC;
let buffer = buffers.add(buffer);
commands
.spawn(Readback::buffer(buffer.clone()))
.observe(|trigger: Trigger<ReadbackComplete>| {
info!("Buffer data from previous frame {:?}", trigger.event());
});
```
---------
Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
# Objective
Mostly covers the first point in
https://github.com/bevyengine/bevy/issues/13713#issuecomment-2364786694
The idea here is that a lot of people want to load their own texture
atlases, and many of them do this by deserializing some custom version
of `TextureAtlasLayout`. This makes that a little easier by providing
`serde` impls for them.
## Solution
In order to make `TextureAtlasLayout` serializable, the custom texture
mappings that are added by `TextureAtlasBuilder` were separated into
their own type, `TextureAtlasSources`. The inner fields are made public
so people can create their own version of this type, although because it
embeds asset IDs, it's not as easily serializable. In particular,
atlases that are loaded directly (e.g. sprite sheets) will not have a
copy of this map, and so, don't need to construct it at all.
As an aside, since this is the very first thing in `bevy_sprite` with
`serde` impls, I've added a `serialize` feature to the crate and made
sure it gets activated when the `serialize` feature is enabled on the
parent `bevy` crate.
## Testing
I was kind of shocked that there isn't anywhere in the code besides a
single example that actually used this functionality, so, it was
relatively straightforward to do.
In #13713, among other places, folks have mentioned adding custom
serialization into their pipelines. It would be nice to hear from people
whether this change matches what they're doing in their code, and if
it's relatively seamless to adapt to. I suspect that the answer is yes,
but, that's mainly the only other kind of testing that can be added.
## Migration Guide
`TextureAtlasBuilder` no longer stores a mapping back to the original
images in `TextureAtlasLayout`; that functionality has been added to a
new struct, `TextureAtlasSources`, instead. This also means that the
signature for `TextureAtlasBuilder::finish` has changed, meaning that
calls of the form:
```rust
let (atlas_layout, image) = builder.build()?;
```
Will now change to the form:
```rust
let (atlas_layout, atlas_sources, image) = builder.build()?;
```
And instead of performing a reverse-lookup from the layout, like so:
```rust
let atlas_layout_handle = texture_atlases.add(atlas_layout.clone());
let index = atlas_layout.get_texture_index(&my_handle);
let handle = TextureAtlas {
layout: atlas_layout_handle,
index,
};
```
You can perform the lookup from the sources instead:
```rust
let atlas_layout = texture_atlases.add(atlas_layout);
let index = atlas_sources.get_texture_index(&my_handle);
let handle = TextureAtlas {
layout: atlas_layout,
index,
};
```
Additionally, `TextureAtlasSources` also has a convenience method,
`handle`, which directly combines the index and an existing
`TextureAtlasLayout` handle into a new `TextureAtlas`:
```rust
let atlas_layout = texture_atlases.add(atlas_layout);
let handle = atlas_sources.handle(atlas_layout, &my_handle);
```
## Extra notes
In the future, it might make sense to combine the three types returned
by `TextureAtlasBuilder` into their own struct, just so that people
don't need to assign variable names to all three parts. In particular,
when creating a version that can be loaded directly (like #11873), we
could probably use this new type.
# Objective
- fixes https://github.com/bevyengine/bevy/issues/13473
## Solution
- When a single mesh is assigned multiple materials, it is divided into
several primitive nodes, with each primitive assigned a unique material.
Presently, these primitives are named using the format Mesh.index, which
complicates querying. To improve this, we can assign a specific name to
each primitive based on the material’s name, since each primitive
corresponds to one material exclusively.
## Testing
- I have included a simple example which shows how to query a material
and mesh part based on the new name component.
## Changelog
- adds `GltfMaterialName` component to the mesh entity of the gltf
primitive node.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fixes#15394
## Solution
Observers now validate params.
System registry has a new error variant for when system running fails
due to invalid parameters.
Run once now returns a `Result<Out, RunOnceError>` instead of `Out`.
This is more inline with system registry, which also returns a result.
I'll address warning messages in #15500.
## Testing
Added one test for each case.
---
## Migration Guide
- `RunSystemOnce::run_system_once` and
`RunSystemOnce::run_system_once_with` now return a `Result<Out>` instead
of just `Out`
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
* Save 16 bytes per vertex by calculating tangents in the shader at
runtime, rather than storing them in the vertex data.
* Based on https://jcgt.org/published/0009/03/04,
https://www.jeremyong.com/graphics/2023/12/16/surface-gradient-bump-mapping.
* Fixed visbuffer resolve to use the updated algorithm that flips ddy
correctly
* Added some more docs about meshlet material limitations, and some
TODOs about transforming UV coordinates for the future.
![image](https://github.com/user-attachments/assets/222d8192-8c82-4d77-945d-53670a503761)
For testing add a normal map to the bunnies with StandardMaterial like
below, and then test that on both main and this PR (make sure to
download the correct bunny for each). Results should be mostly
identical.
```rust
normal_map_texture: Some(asset_server.load_with_settings(
"textures/BlueNoise-Normal.png",
|settings: &mut ImageLoaderSettings| settings.is_srgb = false,
)),
```
# Objective
Add the following system params:
- `QuerySingle<D, F>` - Valid if only one matching entity exists,
- `Option<QuerySingle<D, F>>` - Valid if zero or one matching entity
exists.
As @chescock pointed out, we don't need `Mut` variants.
Fixes: #15264
## Solution
Implement the type and both variants of system params.
Also implement `ReadOnlySystemParam` for readonly queries.
Added a new ECS example `fallible_params` which showcases `SingleQuery`
usage.
In the future we might want to add `NonEmptyQuery`,
`NonEmptyEventReader` and `Res` to it (or maybe just stop at mentioning
it).
## Testing
Tested with the example.
There is a lot of warning spam so we might want to implement #15391.
## Objective
Closes#15408 (somewhat)
## Solution
- Moved the existing HTTP transport to its own module with its own
plugin (`RemoteHttpPlugin`) (disabled on WASM)
- Swapped out the `smol` crate for the smaller crates it re-exports to
make it easier to keep out non-wasm code (HTTP transport needs
`async-io` which can't build on WASM)
- Added a new public `BrpSender` resource holding the matching sender
for the `BrpReceiver`' (formally `BrpMailbox`). This allows other crates
to send `BrpMessage`'s to the "mailbox".
## Testing
TODO
---------
Co-authored-by: Matty <weatherleymatthew@gmail.com>
# Objective
- Significantly improve the ergonomics of gamepads and allow new
features
Gamepads are a bit unergonomic to work with, they use resources but
unlike other inputs, they are not limited to a single gamepad, to get
around this it uses an identifier (Gamepad) to interact with anything
causing all sorts of issues.
1. There are too many: Gamepads, GamepadSettings, GamepadInfo,
ButtonInput<T>, 2 Axis<T>.
2. ButtonInput/Axis generic methods become really inconvenient to use
e.g. any_pressed()
3. GamepadButton/Axis structs are unnecessary boilerplate:
```rust
for gamepad in gamepads.iter() {
if button_inputs.just_pressed(GamepadButton::new(gamepad, GamepadButtonType::South)) {
info!("{:?} just pressed South", gamepad);
} else if button_inputs.just_released(GamepadButton::new(gamepad, GamepadButtonType::South))
{
info!("{:?} just released South", gamepad);
}
}
```
4. Projects often need to create resources to store the selected gamepad
and have to manually check if their gamepad is still valid anyways.
- Previously attempted by #3419 and #12674
## Solution
- Implement gamepads as entities.
Using entities solves all the problems above and opens new
possibilities.
1. Reduce boilerplate and allows iteration
```rust
let is_pressed = gamepads_buttons.iter().any(|buttons| buttons.pressed(GamepadButtonType::South))
```
2. ButtonInput/Axis generic methods become ergonomic again
```rust
gamepad_buttons.any_just_pressed([GamepadButtonType::Start, GamepadButtonType::Select])
```
3. Reduces the number of public components significantly (Gamepad,
GamepadSettings, GamepadButtons, GamepadAxes)
4. Components are highly convenient. Gamepad optional features could now
be expressed naturally (`Option<Rumble> or Option<Gyro>`), allows devs
to attach their own components and filter them, so code like this
becomes possible:
```rust
fn move_player<const T: usize>(
player: Query<&Transform, With<Player<T>>>,
gamepads_buttons: Query<&GamepadButtons, With<Player<T>>>,
) {
if let Ok(gamepad_buttons) = gamepads_buttons.get_single() {
if gamepad_buttons.pressed(GamepadButtonType::South) {
// move player
}
}
}
```
---
## Follow-up
- [ ] Run conditions?
- [ ] Rumble component
# Changelog
## Added
TODO
## Changed
TODO
## Removed
TODO
## Migration Guide
TODO
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
The next step in the migration to required components: Deprecate
`VisibilityBundle` and make `Visibility` require `InheritedVisibility`
and `ViewVisibility`, as per the [chosen
proposal](https://hackmd.io/@bevy/required_components/%2FcO7JPSAQR5G0J_j5wNwtOQ).
## Solution
Deprecate `VisibilityBundle` and make `Visibility` require
`InheritedVisibility` and `ViewVisibility`.
I chose not to deprecate `SpatialBundle` yet, as doing so would mean
that we need to manually add `Visibility` to a bunch of places. It will
be nicer once meshes, sprites, lights, fog, and cameras have been
migrated, since they will require `Transform` and `Visibility` and
therefore not need manually added defaults for them.
---
## Migration Guide
Replace all insertions of `VisibilityBundle` with the `Visibility`
component. The other components required by it will now be inserted
automatically.
The first step in the migration to required components! This PR removes
`GlobalTransform` from all user-facing code, since it's now added
automatically wherever `Transform` is used.
## Testing
- None of the examples I tested were broken, and I assume breaking
transforms in any way would be visible *everywhere*
---
## Changelog
- Make `Transform` require `GlobalTransform`
~~- Remove `GlobalTransform` from all engine bundles~~
- Remove in-engine insertions of GlobalTransform and TransformBundle
- Deprecate `TransformBundle`
- update docs to reflect changes
## Migration Guide
Replace all insertions of `GlobalTransform` and/or `TransformBundle`
with `Transform` alone.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Tim <JustTheCoolDude@gmail.com>
# Objective
- Fixes#6370
- Closes#6581
## Solution
- Added the following lints to the workspace:
- `std_instead_of_core`
- `std_instead_of_alloc`
- `alloc_instead_of_core`
- Used `cargo +nightly fmt` with [item level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Item%5C%3A)
to split all `use` statements into single items.
- Used `cargo clippy --workspace --all-targets --all-features --fix
--allow-dirty` to _attempt_ to resolve the new linting issues, and
intervened where the lint was unable to resolve the issue automatically
(usually due to needing an `extern crate alloc;` statement in a crate
root).
- Manually removed certain uses of `std` where negative feature gating
prevented `--all-features` from finding the offending uses.
- Used `cargo +nightly fmt` with [crate level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Crate%5C%3A)
to re-merge all `use` statements matching Bevy's previous styling.
- Manually fixed cases where the `fmt` tool could not re-merge `use`
statements due to conditional compilation attributes.
## Testing
- Ran CI locally
## Migration Guide
The MSRV is now 1.81. Please update to this version or higher.
## Notes
- This is a _massive_ change to try and push through, which is why I've
outlined the semi-automatic steps I used to create this PR, in case this
fails and someone else tries again in the future.
- Making this change has no impact on user code, but does mean Bevy
contributors will be warned to use `core` and `alloc` instead of `std`
where possible.
- This lint is a critical first step towards investigating `no_std`
options for Bevy.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
Fixes#15142
## Solution
* Moved all the UI border geometry calculations that were scattered
through the UI extraction functions into `ui_layout_system`.
* Added a `border: BorderRect` field to `Node` to store the border size
computed by `ui_layout_system`.
* Use the border values returned from Taffy rather than calculate them
ourselves during extraction.
* Removed the `logical_rect` and `physical_rect` methods from `Node` the
descriptions and namings are deceptive, it's better to create the rects
manually instead.
* Added a method `outline_radius` to `Node` that calculates the border
radius of outlines.
* For border values `ExtractedUiNode` takes `BorderRect` and
`ResolvedBorderRadius` now instead of raw `[f32; 4]` values and converts
them in `prepare_uinodes`.
* Removed some unnecessary scaling and clamping of border values
(#15142).
* Added a `BorderRect::ZERO` constant.
* Added an `outlined_node_size` method to `Node`.
## Testing
Added some non-uniform borders to the border example. Everything seems
to be in order:
<img width="626" alt="nub"
src="https://github.com/user-attachments/assets/258ed8b5-1a9e-4ac5-99c2-6bf25c0ef31c">
## Migration Guide
The `logical_rect` and `physical_rect` methods have been removed from
`Node`. Use `Rect::from_center_size` with the translation and node size
instead.
The types of the fields border and border_radius of `ExtractedUiNode`
have been changed to `BorderRect` and `ResolvedBorderRadius`
respectively.
---------
Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
Co-authored-by: akimakinai <105044389+akimakinai@users.noreply.github.com>
# Objective
- Fixes#15451
## Migration Guide
- `World::init_component` has been renamed to `register_component`.
- `World::init_component_with_descriptor` has been renamed to
`register_component_with_descriptor`.
- `World::init_bundle` has been renamed to `register_bundle`.
- `Components::init_component` has been renamed to `register_component`.
- `Components::init_component_with_descriptor` has been renamed to
`register_component_with_descriptor`.
- `Components::init_resource` has been renamed to `register_resource`.
- `Components::init_non_send` had been renamed to `register_non_send`.
# Objective
Fixes the confusion that caused #5660
## Solution
Make it clear that it is the hardware which doesn't support the format
and not bevy's fault.
# Objective
Fixes#15401
## Solution
Changes the scroll inversion hotkey in the example from Shift to
Control.
Shift is idiomatic for this. Since we cannot use Shift per #15401, I
picked another modifier arbitrarily. A production app would handle this
in a platform specific way until the platform behaviors are unified
upstream, but no point here.
## Testing
I don't have a mac readily available for testing, if someone wouldn't
mind testing. I would also appreciate confirmation that trackpad is
working nicely.
# Objective
Adopted from #13563.
The goal is to implement the Bevy Remote Protocol over HTTP/JSON,
allowing the ECS to be interacted with remotely.
## Solution
At a high level, there are really two separate things that have been
undertaken here:
1. First, `RemotePlugin` has been created, which has the effect of
embedding a [JSON-RPC](https://www.jsonrpc.org/specification) endpoint
into a Bevy application.
2. Second, the [Bevy Remote Protocol
verbs](https://gist.github.com/coreh/1baf6f255d7e86e4be29874d00137d1d#file-bevy-remote-protocol-md)
(excluding `POLL`) have been implemented as remote methods for that
JSON-RPC endpoint under a Bevy-exclusive namespace (e.g. `bevy/get`,
`bevy/list`, etc.).
To avoid some repetition, here is the crate-level documentation, which
explains the request/response structure, built-in-methods, and custom
method configuration:
<details>
<summary>Click to view crate-level docs</summary>
```rust
//! An implementation of the Bevy Remote Protocol over HTTP and JSON, to allow
//! for remote control of a Bevy app.
//!
//! Adding the [`RemotePlugin`] to your [`App`] causes Bevy to accept
//! connections over HTTP (by default, on port 15702) while your app is running.
//! These *remote clients* can inspect and alter the state of the
//! entity-component system. Clients are expected to `POST` JSON requests to the
//! root URL; see the `client` example for a trivial example of use.
//!
//! The Bevy Remote Protocol is based on the JSON-RPC 2.0 protocol.
//!
//! ## Request objects
//!
//! A typical client request might look like this:
//!
//! ```json
//! {
//! "method": "bevy/get",
//! "id": 0,
//! "params": {
//! "entity": 4294967298,
//! "components": [
//! "bevy_transform::components::transform::Transform"
//! ]
//! }
//! }
//! ```
//!
//! The `id` and `method` fields are required. The `param` field may be omitted
//! for certain methods:
//!
//! * `id` is arbitrary JSON data. The server completely ignores its contents,
//! and the client may use it for any purpose. It will be copied via
//! serialization and deserialization (so object property order, etc. can't be
//! relied upon to be identical) and sent back to the client as part of the
//! response.
//!
//! * `method` is a string that specifies one of the possible [`BrpRequest`]
//! variants: `bevy/query`, `bevy/get`, `bevy/insert`, etc. It's case-sensitive.
//!
//! * `params` is parameter data specific to the request.
//!
//! For more information, see the documentation for [`BrpRequest`].
//! [`BrpRequest`] is serialized to JSON via `serde`, so [the `serde`
//! documentation] may be useful to clarify the correspondence between the Rust
//! structure and the JSON format.
//!
//! ## Response objects
//!
//! A response from the server to the client might look like this:
//!
//! ```json
//! {
//! "jsonrpc": "2.0",
//! "id": 0,
//! "result": {
//! "bevy_transform::components::transform::Transform": {
//! "rotation": { "x": 0.0, "y": 0.0, "z": 0.0, "w": 1.0 },
//! "scale": { "x": 1.0, "y": 1.0, "z": 1.0 },
//! "translation": { "x": 0.0, "y": 0.5, "z": 0.0 }
//! }
//! }
//! }
//! ```
//!
//! The `id` field will always be present. The `result` field will be present if the
//! request was successful. Otherwise, an `error` field will replace it.
//!
//! * `id` is the arbitrary JSON data that was sent as part of the request. It
//! will be identical to the `id` data sent during the request, modulo
//! serialization and deserialization. If there's an error reading the `id` field,
//! it will be `null`.
//!
//! * `result` will be present if the request succeeded and will contain the response
//! specific to the request.
//!
//! * `error` will be present if the request failed and will contain an error object
//! with more information about the cause of failure.
//!
//! ## Error objects
//!
//! An error object might look like this:
//!
//! ```json
//! {
//! "code": -32602,
//! "message": "Missing \"entity\" field"
//! }
//! ```
//!
//! The `code` and `message` fields will always be present. There may also be a `data` field.
//!
//! * `code` is an integer representing the kind of an error that happened. Error codes documented
//! in the [`error_codes`] module.
//!
//! * `message` is a short, one-sentence human-readable description of the error.
//!
//! * `data` is an optional field of arbitrary type containing additional information about the error.
//!
//! ## Built-in methods
//!
//! The Bevy Remote Protocol includes a number of built-in methods for accessing and modifying data
//! in the ECS. Each of these methods uses the `bevy/` prefix, which is a namespace reserved for
//! BRP built-in methods.
//!
//! ### bevy/get
//!
//! Retrieve the values of one or more components from an entity.
//!
//! `params`:
//! - `entity`: The ID of the entity whose components will be fetched.
//! - `components`: An array of fully-qualified type names of components to fetch.
//!
//! `result`: A map associating each type name to its value on the requested entity.
//!
//! ### bevy/query
//!
//! Perform a query over components in the ECS, returning all matching entities and their associated
//! component values.
//!
//! All of the arrays that comprise this request are optional, and when they are not provided, they
//! will be treated as if they were empty.
//!
//! `params`:
//! `params`:
//! - `data`:
//! - `components` (optional): An array of fully-qualified type names of components to fetch.
//! - `option` (optional): An array of fully-qualified type names of components to fetch optionally.
//! - `has` (optional): An array of fully-qualified type names of components whose presence will be
//! reported as boolean values.
//! - `filter` (optional):
//! - `with` (optional): An array of fully-qualified type names of components that must be present
//! on entities in order for them to be included in results.
//! - `without` (optional): An array of fully-qualified type names of components that must *not* be
//! present on entities in order for them to be included in results.
//!
//! `result`: An array, each of which is an object containing:
//! - `entity`: The ID of a query-matching entity.
//! - `components`: A map associating each type name from `components`/`option` to its value on the matching
//! entity if the component is present.
//! - `has`: A map associating each type name from `has` to a boolean value indicating whether or not the
//! entity has that component. If `has` was empty or omitted, this key will be omitted in the response.
//!
//! ### bevy/spawn
//!
//! Create a new entity with the provided components and return the resulting entity ID.
//!
//! `params`:
//! - `components`: A map associating each component's fully-qualified type name with its value.
//!
//! `result`:
//! - `entity`: The ID of the newly spawned entity.
//!
//! ### bevy/destroy
//!
//! Despawn the entity with the given ID.
//!
//! `params`:
//! - `entity`: The ID of the entity to be despawned.
//!
//! `result`: null.
//!
//! ### bevy/remove
//!
//! Delete one or more components from an entity.
//!
//! `params`:
//! - `entity`: The ID of the entity whose components should be removed.
//! - `components`: An array of fully-qualified type names of components to be removed.
//!
//! `result`: null.
//!
//! ### bevy/insert
//!
//! Insert one or more components into an entity.
//!
//! `params`:
//! - `entity`: The ID of the entity to insert components into.
//! - `components`: A map associating each component's fully-qualified type name with its value.
//!
//! `result`: null.
//!
//! ### bevy/reparent
//!
//! Assign a new parent to one or more entities.
//!
//! `params`:
//! - `entities`: An array of entity IDs of entities that will be made children of the `parent`.
//! - `parent` (optional): The entity ID of the parent to which the child entities will be assigned.
//! If excluded, the given entities will be removed from their parents.
//!
//! `result`: null.
//!
//! ### bevy/list
//!
//! List all registered components or all components present on an entity.
//!
//! When `params` is not provided, this lists all registered components. If `params` is provided,
//! this lists only those components present on the provided entity.
//!
//! `params` (optional):
//! - `entity`: The ID of the entity whose components will be listed.
//!
//! `result`: An array of fully-qualified type names of components.
//!
//! ## Custom methods
//!
//! In addition to the provided methods, the Bevy Remote Protocol can be extended to include custom
//! methods. This is primarily done during the initialization of [`RemotePlugin`], although the
//! methods may also be extended at runtime using the [`RemoteMethods`] resource.
//!
//! ### Example
//! ```ignore
//! fn main() {
//! App::new()
//! .add_plugins(DefaultPlugins)
//! .add_plugins(
//! // `default` adds all of the built-in methods, while `with_method` extends them
//! RemotePlugin::default()
//! .with_method("super_user/cool_method".to_owned(), path::to::my:🆒:handler)
//! // ... more methods can be added by chaining `with_method`
//! )
//! .add_systems(
//! // ... standard application setup
//! )
//! .run();
//! }
//! ```
//!
//! The handler is expected to be a system-convertible function which takes optional JSON parameters
//! as input and returns a [`BrpResult`]. This means that it should have a type signature which looks
//! something like this:
//! ```
//! # use serde_json::Value;
//! # use bevy_ecs::prelude::{In, World};
//! # use bevy_remote::BrpResult;
//! fn handler(In(params): In<Option<Value>>, world: &mut World) -> BrpResult {
//! todo!()
//! }
//! ```
//!
//! Arbitrary system parameters can be used in conjunction with the optional `Value` input. The
//! handler system will always run with exclusive `World` access.
//!
//! [the `serde` documentation]: https://serde.rs/
```
</details>
### Message lifecycle
At a high level, the lifecycle of client-server interactions is
something like this:
1. The client sends one or more `BrpRequest`s. The deserialized version
of that is just the Rust representation of a JSON-RPC request, and it
looks like this:
```rust
pub struct BrpRequest {
/// The action to be performed. Parsing is deferred for the sake of error reporting.
pub method: Option<Value>,
/// Arbitrary data that will be returned verbatim to the client as part of
/// the response.
pub id: Option<Value>,
/// The parameters, specific to each method.
///
/// These are passed as the first argument to the method handler.
/// Sometimes params can be omitted.
pub params: Option<Value>,
}
```
2. These requests are accumulated in a mailbox resource (small lie but
close enough).
3. Each update, the mailbox is drained by a system
`process_remote_requests`, where each request is processed according to
its `method`, which has an associated handler. Each handler is a Bevy
system that runs with exclusive world access and returns a result; e.g.:
```rust
pub fn process_remote_get_request(In(params): In<Option<Value>>, world: &World) -> BrpResult { // ... }
```
4. The result (or an error) is reported back to the client.
## Testing
This can be tested by using the `server` and `client` examples. The
`client` example is not particularly exhaustive at the moment (it only
creates barebones `bevy/query` requests) but is still informative. Other
queries can be made using `curl` with the `server` example running.
For example, to make a `bevy/list` request and list all registered
components:
```bash
curl -X POST -d '{ "jsonrpc": "2.0", "id": 1, "method": "bevy/list" }' 127.0.0.1:15702 | jq .
```
---
## Future direction
There were a couple comments on BRP versioning while this was in draft.
I agree that BRP versioning is a good idea, but I think that it requires
some consensus on a couple fronts:
- First of all, what does the version actually mean? Is it a version for
the protocol itself or for the `bevy/*` methods implemented using it?
Both?
- Where does the version actually live? The most natural place is just
where we have `"jsonrpc"` right now (at least if it's versioning the
protocol itself), but this means we're not actually conforming to
JSON-RPC any more (so, for example, any client library used to construct
JSON-RPC requests would stop working). I'm not really against that, but
it's at least a real decision.
- What do we actually do when we encounter mismatched versions? Adding
handling for this would be actual scope creep instead of just a little
add-on in my opinion.
Another thing that would be nice is making the internal structure of the
implementation less JSON-specific. Right now, for example, component
values that will appear in server responses are quite eagerly converted
to JSON `Value`s, which prevents disentangling the handler logic from
the communication medium, but it can probably be done in principle and I
imagine it would enable more code reuse (e.g. for custom method
handlers) in addition to making the internals more readily usable for
other formats.
---------
Co-authored-by: Patrick Walton <pcwalton@mimiga.net>
Co-authored-by: DragonGamesStudios <margos.michal@gmail.com>
Co-authored-by: Christopher Biscardi <chris@christopherbiscardi.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
Fixes#14331
## Solution
- Make `Traversal` a subtrait of `ReadOnlyQueryData`
- Update implementations and usages
## Testing
- Updated unit tests
## Migration Guide
Update implementations of `Traversal`.
---------
Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
# Objective
Currently, the term "value" in the context of reflection is a bit
overloaded.
For one, it can be used synonymously with "data" or "variable". An
example sentence would be "this function takes a reflected value".
However, it is also used to refer to reflected types which are
`ReflectKind::Value`. These types are usually either primitives, opaque
types, or types that don't fall into any other `ReflectKind` (or perhaps
could, but don't due to some limitation/difficulty). An example sentence
would be "this function takes a reflected value type".
This makes it difficult to write good documentation or other learning
material without causing some amount of confusion to readers. Ideally,
we'd be able to move away from the `ReflectKind::Value` usage and come
up with a better term.
## Solution
This PR replaces the terminology of "value" with "opaque" across
`bevy_reflect`. This includes in documentation, type names, variant
names, and macros.
The term "opaque" was chosen because that's essentially how the type is
treated within the reflection API. In other words, its internal
structure is hidden. All we can do is work with the type itself.
### Primitives
While primitives are not technically opaque types, I think it's still
clearer to refer to them as "opaque" rather than keep the confusing
"value" terminology.
We could consider adding another concept for primitives (e.g.
`ReflectKind::Primitive`), but I'm not sure that provides a lot of
benefit right now. In most circumstances, they'll be treated just like
an opaque type. They would also likely use the same macro (or two copies
of the same macro but with different names).
## Testing
You can test locally by running:
```
cargo test --package bevy_reflect --all-features
```
---
## Migration Guide
The reflection concept of "value type" has been replaced with a clearer
"opaque type". The following renames have been made to account for this:
- `ReflectKind::Value` → `ReflectKind::Opaque`
- `ReflectRef::Value` → `ReflectRef::Opaque`
- `ReflectMut::Value` → `ReflectMut::Opaque`
- `ReflectOwned::Value` → `ReflectOwned::Opaque`
- `TypeInfo::Value` → `TypeInfo::Opaque`
- `ValueInfo` → `OpaqueInfo`
- `impl_reflect_value!` → `impl_reflect_opaque!`
- `impl_from_reflect_value!` → `impl_from_reflect_opaque!`
Additionally, declaring your own opaque types no longer uses
`#[reflect_value]`. This attribute has been replaced by
`#[reflect(opaque)]`:
```rust
// BEFORE
#[derive(Reflect)]
#[reflect_value(Default)]
struct MyOpaqueType(u32);
// AFTER
#[derive(Reflect)]
#[reflect(opaque)]
#[reflect(Default)]
struct MyOpaqueType(u32);
```
Note that the order in which `#[reflect(opaque)]` appears does not
matter.
# Objective
- Fixes#10720
- Adds the ability to control font smoothing of rendered text
## Solution
- Introduce the `FontSmoothing` enum, with two possible variants
(`FontSmoothing::None` and `FontSmoothing::AntiAliased`):
- This is based on `-webkit-font-smoothing`, in line with our practice
of adopting CSS-like properties/names for UI;
- I could have gone instead for the [`font-smooth`
property](https://developer.mozilla.org/en-US/docs/Web/CSS/font-smooth)
that's also supported by browsers, but didn't since it's also
non-standard, has an uglier name, and doesn't allow controlling the type
of antialias applied.
- Having an enum instead of e.g. a boolean, leaves the path open for
adding `FontSmoothing::SubpixelAntiAliased` in the future, without a
breaking change;
- Add all the necessary plumbing to get the `FontSmoothing` information
to where we rasterize the glyphs and store them in the atlas;
- Change the font atlas key to also take into account the smoothing
setting, not only font and font size;
- Since COSMIC Text [doesn't support controlling font
smoothing](https://github.com/pop-os/cosmic-text/issues/279), we roll
out our own threshold-based “implementation”:
- This has the downside of **looking ugly for “regular” vector fonts**
⚠️, since it doesn't properly take the hinting information into account
like a proper implementation on the rasterizer side would.
- However, **for fonts that have been specifically authored to be pixel
fonts, (a common use case in games!) this is not as big of a problem**,
since all lines are vertical/horizontal, and close to the final pixel
boundaries (as long as the font is used at a multiple of the size
originally intended by the author)
- Once COSMIC exposes this functionality, we can switch to using it
directly, and get better results;
- Use a nearest neighbor sampler for atlases with font smoothing
disabled, so that you can scale the text via transform and still get the
pixelated look;
- Add a convenience method to `Text` for setting the font smoothing;
- Add a demonstration of using the `FontSmoothing` property to the
`text2d` example.
## Testing
- Did you test these changes? If so, how?
- Yes. Via the `text2d`example, and also in my game.
- Are there any parts that need more testing?
- I'd like help from someone for testing this on devices/OSs with
fractional scaling (Android/Windows)
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Both via the `text2d` example and also by using it directly on your
projects.
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
- macOS
---
## Showcase
```rust
commands.spawn(Text2dBundle {
text: Text::from_section("Hello, World!", default())
.with_font_smoothing(FontSmoothing::None),
..default()
});
```
![Screenshot 2024-09-22 at 12 33
39](https://github.com/user-attachments/assets/93e19672-b8c0-4cba-a8a3-4525fe2ae1cb)
<img width="740" alt="image"
src="https://github.com/user-attachments/assets/b881b02c-4e43-410b-902f-6985c25140fc">
## Migration Guide
- `Text` now contains a `font_smoothing: FontSmoothing` property, make
sure to include it or add `..default()` when using the struct directly;
- `FontSizeKey` has been renamed to `FontAtlasKey`, and now also
contains the `FontSmoothing` setting;
- The following methods now take an extra `font_smoothing:
FontSmoothing` argument:
- `FontAtlas::new()`
- `FontAtlasSet::add_glyph_to_atlas()`
- `FontAtlasSet::get_glyph_atlas_info()`
- `FontAtlasSet::get_outlined_glyph_texture()`
# Objective
- Fixes#8074
- Adopts / Supersedes #8104
## Solution
Adapted from #8104 and affords the same benefits.
**Additions**
- [x] Update scrolling on relayout (height of node or contents may have
changed)
- [x] Make ScrollPosition component optional for ui nodes to avoid
checking every node on scroll
- [x] Nested scrollviews
**Omissions**
- Removed input handling for scrolling from `bevy_ui`. Users should
update `ScrollPosition` directly.
### Implementation
Adds a new `ScrollPosition` component. Updating this component on a
`Node` with an overflow axis set to `OverflowAxis::Scroll` will
reposition its children by that amount when calculating node transforms.
As before, no impact on the underlying Taffy layout.
Calculating this correctly is trickier than it was in #8104 due to
`"Update scrolling on relayout"`.
**Background**
When `ScrollPosition` is updated directly by the user, it can be
trivially handled in-engine by adding the parent's scroll position to
the final location of each child node. However, _other layout actions_
may result in a situation where `ScrollPosition` needs to be updated.
Consider a 1000 pixel tall vertically scrolling list of 100 elements,
each 100 pixels tall. Scrolled to the bottom, the
`ScrollPosition.offset_y` is 9000, just enough to display the last
element in the list. When removing an element from that list, the new
desired `ScrollPosition.offset_y` is 8900, but, critically, that is not
known until after the sizes and positions of the children of the
scrollable node are resolved.
All user scrolling code today handles this by delaying the resolution by
one frame. One notable disadvantage of this is the inability to support
`WinitSettings::desktop_app()`, since there would need to be an input
AFTER the layout change that caused the scroll position to update for
the results of the scroll position update to render visually.
I propose the alternative in this PR, which allows for same-frame
resolution of scrolling layout.
**Resolution**
_Edit: Below resolution is outdated, and replaced with the simpler usage
of taffy's `Layout::content_size`._
When recursively iterating the children of a node, each child now
returns a `Vec2` representing the location of their own bottom right
corner. Then, `[[0,0, [x,y]]` represents a bounding box containing the
scrollable area filled by that child. Scrollable parents aggregate those
areas into the bounding box of _all_ children, then consider that result
against `ScrollPosition` to ensure its validity.
In the event that resolution of the layout of the children invalidates
the `ScrollPosition` (e.g. scrolled further than there were children to
scroll to), _all_ children of that node must be recursively
repositioned. The position of each child must change as a result of the
change in scroll position.
Therefore, this implementation takes care to only spend the cost of the
"second layout pass" when a specific node actually had a
`ScrollPosition` forcibly updated by the layout of its children.
## Testing
Examples in `ui/scroll.rs`. There may be more complex node/style
interactions that were unconsidered.
---
## Showcase
![scroll](https://github.com/user-attachments/assets/1331138f-93aa-4a8f-959c-6be18a04ff03)
## Alternatives
- `bevy_ui` doesn't support scrolling.
- `bevy_ui` implements scrolling with a one-frame delay on reactions to
layout changes.
Currently, Bevy restricts animation clips to animating
`Transform::translation`, `Transform::rotation`, `Transform::scale`, or
`MorphWeights`, which correspond to the properties that glTF can
animate. This is insufficient for many use cases such as animating UI,
as the UI layout systems expect to have exclusive control over UI
elements' `Transform`s and therefore the `Style` properties must be
animated instead.
This commit fixes this, allowing for `AnimationClip`s to animate
arbitrary properties. The `Keyframes` structure has been turned into a
low-level trait that can be implemented to achieve arbitrary animation
behavior. Along with `Keyframes`, this patch adds a higher-level trait,
`AnimatableProperty`, that simplifies the task of animating single
interpolable properties. Built-in `Keyframes` implementations exist for
translation, rotation, scale, and morph weights. For the most part, you
can migrate by simply changing your code from
`Keyframes::Translation(...)` to `TranslationKeyframes(...)`, and
likewise for rotation, scale, and morph weights.
An example `AnimatableProperty` implementation for the font size of a
text section follows:
#[derive(Reflect)]
struct FontSizeProperty;
impl AnimatableProperty for FontSizeProperty {
type Component = Text;
type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut
Self::Property> {
Some(&mut component.sections.get_mut(0)?.style.font_size)
}
}
In order to keep this patch relatively small, this patch doesn't include
an implementation of `AnimatableProperty` on top of the reflection
system. That can be a follow-up.
This patch builds on top of the new `EntityMutExcept<>` type in order to
widen the `AnimationTarget` query to include write access to all
components. Because `EntityMutExcept<>` has some performance overhead
over an explicit query, we continue to explicitly query `Transform` in
order to avoid regressing the performance of skeletal animation, such as
the `many_foxes` benchmark. I've measured the performance of that
benchmark and have found no significant regressions.
A new example, `animated_ui`, has been added. This example shows how to
use Bevy's built-in animation infrastructure to animate font size and
color, which wasn't possible before this patch.
## Showcase
https://github.com/user-attachments/assets/1fa73492-a9ce-405a-a8f2-4aacd7f6dc97
## Migration Guide
* Animation keyframes are now an extensible trait, not an enum. Replace
`Keyframes::Translation(...)`, `Keyframes::Scale(...)`,
`Keyframes::Rotation(...)`, and `Keyframes::Weights(...)` with
`Box::new(TranslationKeyframes(...))`, `Box::new(ScaleKeyframes(...))`,
`Box::new(RotationKeyframes(...))`, and
`Box::new(MorphWeightsKeyframes(...))` respectively.
# Objective
Functions created into `DynamicFunction[Mut]` do not currently validate
the number of arguments they are given before calling the function.
I originally did this because I felt users would want to validate this
themselves in the function rather than have it be done
behind-the-scenes. I'm now realizing, however, that we could remove this
boilerplate and if users wanted to check again then they would still be
free to do so (it'd be more of a sanity check at that point).
## Solution
Automatically validate the number of arguments passed to
`DynamicFunction::call` and `DynamicFunctionMut::call[_once]`.
This is a pretty trivial change since we just need to compare the length
of the `ArgList` to the length of the `[ArgInfo]` in the function's
`FunctionInfo`.
I also ran the benchmarks just in case and saw no regression by doing
this.
## Testing
You can test locally by running:
```
cargo test --package bevy_reflect --all-features
```
# Objective
#13320 added convenience methods for casting a `TypeInfo` into its
respective variant:
```rust
let info: &TypeInfo = <Vec<i32> as Typed>::type_info();
// We know `info` contains a `ListInfo`, so we can simply cast it:
let list_info: &ListInfo = info.as_list().unwrap();
```
This is especially helpful when you have already verified a type is a
certain kind via `ReflectRef`, `ReflectMut`, `ReflectOwned`, or
`ReflectKind`.
As mentioned in that PR, though, it would be useful to add similar
convenience methods to those types as well.
## Solution
Added convenience casting methods to `ReflectRef`, `ReflectMut`, and
`ReflectOwned`.
With these methods, I was able to reduce our nesting in certain places
throughout the crate.
Additionally, I took this opportunity to move these types (and
`ReflectKind`) to their own module to help clean up the `reflect`
module.
## Testing
You can test locally by running:
```
cargo test --package bevy_reflect --all-features
```
---
## Showcase
Convenience methods for casting `ReflectRef`, `ReflectMut`, and
`ReflectOwned` into their respective variants has been added! This
allows you to write cleaner code if you already know the kind of your
reflected data:
```rust
// BEFORE
let ReflectRef::List(list) = list.reflect_ref() else {
panic!("expected list");
};
// AFTER
let list = list.reflect_ref().as_list().unwrap();
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
# Objective
While #13152 added function reflection, it didn't really make functions
reflectable. Instead, it made it so that they can be called with
reflected arguments and return reflected data. But functions themselves
cannot be reflected.
In other words, we can't go from `DynamicFunction` to `dyn
PartialReflect`.
## Solution
Allow `DynamicFunction` to actually be reflected.
This PR adds the `Function` reflection subtrait (and corresponding
`ReflectRef`, `ReflectKind`, etc.). With this new trait, we're able to
implement `PartialReflect` on `DynamicFunction`.
### Implementors
`Function` is currently only implemented for `DynamicFunction<'static>`.
This is because we can't implement it generically over all
functions—even those that implement `IntoFunction`.
What about `DynamicFunctionMut`? Well, this PR does **not** implement
`Function` for `DynamicFunctionMut`.
The reasons for this are a little complicated, but it boils down to
mutability. `DynamicFunctionMut` requires `&mut self` to be invoked
since it wraps a `FnMut`. However, we can't really model this well with
`Function`. And if we make `DynamicFunctionMut` wrap its internal
`FnMut` in a `Mutex` to allow for `&self` invocations, then we run into
either concurrency issues or recursion issues (or, in the worst case,
both).
So for the time-being, we won't implement `Function` for
`DynamicFunctionMut`. It will be better to evaluate it on its own. And
we may even consider the possibility of removing it altogether if it
adds too much complexity to the crate.
### Dynamic vs Concrete
One of the issues with `DynamicFunction` is the fact that it's both a
dynamic representation (like `DynamicStruct` or `DynamicList`) and the
only way to represent a function.
Because of this, it's in a weird middle ground where we can't easily
implement full-on `Reflect`. That would require `Typed`, but what static
`TypeInfo` could it provide? Just that it's a `DynamicFunction`? None of
the other dynamic types implement `Typed`.
However, by not implementing `Reflect`, we lose the ability to downcast
back to our `DynamicStruct`. Our only option is to call
`Function::clone_dynamic`, which clones the data rather than by simply
downcasting. This works in favor of the `PartialReflect::try_apply`
implementation since it would have to clone anyways, but is definitely
not ideal. This is also the reason I had to add `Debug` as a supertrait
on `Function`.
For now, this PR chooses not to implement `Reflect` for
`DynamicFunction`. We may want to explore this in a followup PR (or even
this one if people feel strongly that it's strictly required).
The same is true for `FromReflect`. We may decide to add an
implementation there as well, but it's likely out-of-scope of this PR.
## Testing
You can test locally by running:
```
cargo test --package bevy_reflect --all-features
```
---
## Showcase
You can now pass around a `DynamicFunction` as a `dyn PartialReflect`!
This also means you can use it as a field on a reflected type without
having to ignore it (though you do need to opt out of `FromReflect`).
```rust
#[derive(Reflect)]
#[reflect(from_reflect = false)]
struct ClickEvent {
callback: DynamicFunction<'static>,
}
let event: Box<dyn Struct> = Box::new(ClickEvent {
callback: (|| println!("Clicked!")).into_function(),
});
// We can access our `DynamicFunction` as a `dyn PartialReflect`
let callback: &dyn PartialReflect = event.field("callback").unwrap();
// And access function-related methods via the new `Function` trait
let ReflectRef::Function(callback) = callback.reflect_ref() else {
unreachable!()
};
// Including calling the function
callback.reflect_call(ArgList::new()).unwrap(); // Prints: Clicked!
```
# Objective
Add examples for manipulating sprites and meshes by either mutating the
handle or direct manipulation of the asset, as described in #15056.
Closes#3130.
(The previous PR suffered a Git-tastrophe, and was unceremoniously
closed, sry! 😅 )
---------
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
# Objective
- Fixes#15319
- Fixes#15317
## Solution
- Updated CI task to check for _any_ `bevy_*` crates, rather than just
`bevy_internal`
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
Added a `HeadlessPlugins` plugin group, that adds more default
functionality (like logging) than the `MinimumPlugins`. Fixes#15203
Changed the headless example to use the new plugin group.
I am not entirely sure if the list of plugins is correct. Are there ones
that should be added / removed?
----
The `TerminalCtrlCHandlerPlugin` has interesting effects in the headless
example: Installing it a second time it will give a log message about
skipping installation, because it is already installed. Ctrl+C will
terminate the application in that case. However, _not_ installing it the
second time (so only on the app that runs once) has the effect that the
app that runs continuously cannot be stopped using Ctrl+C.
This implies that, even though the second app did not install the Ctrl+C
handler, it did _something_ because it was keeping the one from the
first app alive.
Not sure if this is a problem or issue, or can be labeled a wierd quirk
of having multiple Apps in one executable.
[*Percentage-closer soft shadows*] are a technique from 2004 that allow
shadows to become blurrier farther from the objects that cast them. It
works by introducing a *blocker search* step that runs before the normal
shadow map sampling. The blocker search step detects the difference
between the depth of the fragment being rasterized and the depth of the
nearby samples in the depth buffer. Larger depth differences result in a
larger penumbra and therefore a blurrier shadow.
To enable PCSS, fill in the `soft_shadow_size` value in
`DirectionalLight`, `PointLight`, or `SpotLight`, as appropriate. This
shadow size value represents the size of the light and should be tuned
as appropriate for your scene. Higher values result in a wider penumbra
(i.e. blurrier shadows).
When using PCSS, temporal shadow maps
(`ShadowFilteringMethod::Temporal`) are recommended. If you don't use
`ShadowFilteringMethod::Temporal` and instead use
`ShadowFilteringMethod::Gaussian`, Bevy will use the same technique as
`Temporal`, but the result won't vary over time. This produces a rather
noisy result. Doing better would likely require downsampling the shadow
map, which would be complex and slower (and would require PR #13003 to
land first).
In addition to PCSS, this commit makes the near Z plane for the shadow
map configurable on a per-light basis. Previously, it had been hardcoded
to 0.1 meters. This change was necessary to make the point light shadow
map in the example look reasonable, as otherwise the shadows appeared
far too aliased.
A new example, `pcss`, has been added. It demonstrates the
percentage-closer soft shadow technique with directional lights, point
lights, spot lights, non-temporal operation, and temporal operation. The
assets are my original work.
Both temporal and non-temporal shadows are rather noisy in the example,
and, as mentioned before, this is unavoidable without downsampling the
depth buffer, which we can't do yet. Note also that the shadows don't
look particularly great for point lights; the example simply isn't an
ideal scene for them. Nevertheless, I felt that the benefits of the
ability to do a side-by-side comparison of directional and point lights
outweighed the unsightliness of the point light shadows in that example,
so I kept the point light feature in.
Fixes#3631.
[*Percentage-closer soft shadows*]:
https://developer.download.nvidia.com/shaderlibrary/docs/shadow_PCSS.pdf
## Changelog
### Added
* Percentage-closer soft shadows (PCSS) are now supported, allowing
shadows to become blurrier as they stretch away from objects. To use
them, set the `soft_shadow_size` field in `DirectionalLight`,
`PointLight`, or `SpotLight`, as applicable.
* The near Z value for shadow maps is now customizable via the
`shadow_map_near_z` field in `DirectionalLight`, `PointLight`, and
`SpotLight`.
## Screenshots
PCSS off:
![Screenshot 2024-05-24
120012](https://github.com/bevyengine/bevy/assets/157897/0d35fe98-245b-44fb-8a43-8d0272a73b86)
PCSS on:
![Screenshot 2024-05-24
115959](https://github.com/bevyengine/bevy/assets/157897/83397ef8-1317-49dd-bfb3-f8286d7610cd)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
# Objective
Fixes#15223
## Solution
Adds an `enabled` flag to the `FpsOverlayConfig` resource with a system
that detects it's change, and adjusts the visibility of the overlay text
entity.
## Testing
I extended the `fps_overlay` example with the option to toggle the
overlay. Run with:
```
cargo run --features="bevy_dev_tools" --example fps_overlay
```
This commit adds two new `WorldQuery` types: `EntityRefExcept` and
`EntityMutExcept`. These types work just like `EntityRef` and
`EntityMut`, but they prevent access to a statically-specified list of
components. For example, `EntityMutExcept<(AnimationPlayer,
Handle<AnimationGraph>)>` provides mutable access to all components
except for `AnimationPlayer` and `Handle<AnimationGraph>`. These types
are useful when you need to be able to process arbitrary queries while
iterating over the results of another `EntityMut` query.
The motivating use case is *generalized animation*, which is an upcoming
feature that allows animation of any component property, not just
rotation, translation, scaling, or morph weights. To implement this, we
must change the current `AnyOf<(&mut Transform, &mut MorphWeights)>` to
instead be `EntityMutExcept<(AnimationPlayer, Handle<AnimationGraph>)>`.
It's possible to use `FilteredEntityMut` in conjunction with a
dynamically-generated system instead, but `FilteredEntityMut` isn't
optimized for the use case of a large number of allowed components
coupled with a small set of disallowed components. No amount of
optimization of `FilteredEntityMut` produced acceptable performance on
the `many_foxes` benchmark. `Query<EntityMut, Without<AnimationPlayer>>`
will not suffice either, as it's legal and idiomatic for an
`AnimationTarget` and an `AnimationPlayer` to coexist on the same
entity.
An alternate proposal was to implement a somewhat-more-general
`Except<Q, CL>` feature, where Q is a `WorldQuery` and CL is a
`ComponentList`. I wasn't able to implement that proposal in a
reasonable way, because of the fact that methods like
`EntityMut::get_mut` and `EntityRef::get` are inherent methods instead
of methods on `WorldQuery`, and therefore there was no way to delegate
methods like `get` and `get_mut` to the inner query in a generic way.
Refactoring those methods into a trait would probably be possible.
However, I didn't see a use case for a hypothetical `Except` with
arbitrary queries: `Query<Except<(&Transform, &Visibility),
Visibility>>` would just be a complicated equivalent to
`Query<&Transform>`, for instance. So, out of a desire for simplicity, I
omitted a generic `Except` mechanism.
I've tested the performance of generalized animation on `many_foxes` and
found that, with this patch, `animate_targets` has a 7.4% slowdown over
`main`. With `FilteredEntityMut` optimized to use `Arc<Access>`, the
slowdown is 75.6%, due to contention on the reference count. Without
`Arc<Access>`, the slowdown is even worse, over 2x.
## Testing
New tests have been added that check that `EntityRefExcept` and
`EntityMutExcept` allow and disallow access to components properly and
that the query engine can correctly reject conflicting queries involving
those types.
A Tracy profile of `many_foxes` with 10,000 foxes showing generalized
animation using `FilteredEntityMut` (red) vs. main (yellow) is as
follows:
![Screenshot 2024-09-12
225914](https://github.com/user-attachments/assets/2993d74c-a513-4ba4-85bd-225672e7170a)
A Tracy profile of `many_foxes` with 10,000 foxes showing generalized
animation using this `EntityMutExcept` (yellow) vs. main (red) is as
follows:
![Screenshot 2024-09-14
205831](https://github.com/user-attachments/assets/4241015e-0c5d-44ef-835b-43f78a24e604)
# Objective
- Fixes#15236
## Solution
- Use bevy_math::ops instead of std floating point operations.
## Testing
- Did you test these changes? If so, how?
Unit tests and `cargo run -p ci -- test`
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
Execute `cargo run -p ci -- test` on Windows.
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
Windows
## Migration Guide
- Not a breaking change
- Projects should use bevy math where applicable
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
# Objective
- Makes naming between add_child and add_children more consistent
- Fixes#15101
## Solution
renamed push_children to add_children
## Testing
- Did you test these changes? If so, how?
Ran tests + grep search for any instance of `push_child`
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
ran tests on WSL2
---
## Migration Guide
> This section is optional. If there are no breaking changes, you can
delete this section.
- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
rename any use of `push_children()` to the updated `add_children()`
# Objective
Thanks to #7207, we now have a way to validate at the type-level that a
reflected value is actually the type it says it is and not just a
dynamic representation of that type.
`dyn PartialReflect` values _might_ be a dynamic type, but `dyn Reflect`
values are guaranteed to _not_ be a dynamic type.
Therefore, we can start to add methods to `Reflect` that weren't really
possible before. For example, we should now be able to always get a
`&'static TypeInfo`, and not just an `Option<&'static TypeInfo>`.
## Solution
Add the `DynamicTyped` trait.
This trait is similar to `DynamicTypePath` in that it provides a way to
use the non-object-safe `Typed` trait in an object-safe way.
And since all types that derive `Reflect` will also derive `Typed`, we
can safely add `DynamicTyped` as a supertrait of `Reflect`. This allows
us to use it when just given a `dyn Reflect` trait object.
## Testing
You can test locally by running:
```
cargo test --package bevy_reflect
```
---
## Showcase
`Reflect` now has a supertrait of `DynamicTyped`, allowing `TypeInfo` to
be retrieved from a `dyn Reflect` trait object without having to unwrap
anything!
```rust
let value: Box<dyn Reflect> = Box::new(String::from("Hello!"));
// BEFORE
let info: &'static TypeInfo = value.get_represented_type_info().unwrap();
// AFTER
let info: &'static TypeInfo = value.reflect_type_info();
```
## Migration Guide
`Reflect` now has a supertrait of `DynamicTyped`. If you were manually
implementing `Reflect` and did not implement `Typed`, you will now need
to do so.
# Objective
Applies feedback from previous PR #15135 'cause it got caught up in the
merge train 🚂
I couldn't resist including roll, both for completeness and due to
playing too many games that implemented it as a child.
cc: @janhohenheim
# Objective
Fixes#15079 , repairing the `game_menu` example
## Solution
- Changed the target component for the color updates from `UiImage` to
`BackgroundColor`.
- Changed the width of the `button_style` to `300px` to prevent overlap
with the text.
## Testing
Checked that buttons now correctly update their background color on
hover/exit/press.
---
## Showcase
https://github.com/user-attachments/assets/8f7ede9b-c271-4b59-91f9-27d9e3db1429
# Objective
- Fixes https://github.com/bevyengine/bevy/pull/14991. The `cosmic-text`
shape run cache requires manual cleanup for old text that no longer
needs to be cached.
## Solution
- Add a system to trim the cache.
- Add an `average fps` indicator to the `text_debug` example.
## Testing
Tested with `cargo run --example text_debug`.
- **No shape run cache**: 82fps with ~1fps variance.
- **Shape run cache no trim**: 90-100fps with ~2-4fps variance
- **Shape run cache trim age = 1**: 90-100fps with ~2-8fps variance
- **Shape run cache trim age = 2**: 90-100fps with ~2-4fps variance
- **Shape run cache trim age = 2000**: 80-120fps with ~2-6fps variance
The shape run cache seems to increase average FPS but also increases
frame time variance (when there is dynamic text).
# Objective
- I've seen quite a few people on discord copy-paste the camera code of
the first-person example and then run into problems with the pitch.
- ~~Additionally, the code is framerate-dependent.~~ it's not, see
comment in PR
## Solution
- Make the code good enough to be copy-pasteable
- ~~Use `dt` to make the code framerate-independent~~ Add comment
explaining why we don't use `dt`
- Clamp the pitch
- Move the camera sensitivity into a component for better
configurability
## Testing
Didn't run the example again, but the code is straight from another
project I have open, so I'm not worried.
---------
Co-authored-by: Antony <antony.m.3012@gmail.com>
# Objective
The names of numerous rendering components in Bevy are inconsistent and
a bit confusing. Relevant names include:
- `AutoExposureSettings`
- `AutoExposureSettingsUniform`
- `BloomSettings`
- `BloomUniform` (no `Settings`)
- `BloomPrefilterSettings`
- `ChromaticAberration` (no `Settings`)
- `ContrastAdaptiveSharpeningSettings`
- `DepthOfFieldSettings`
- `DepthOfFieldUniform` (no `Settings`)
- `FogSettings`
- `SmaaSettings`, `Fxaa`, `TemporalAntiAliasSettings` (really
inconsistent??)
- `ScreenSpaceAmbientOcclusionSettings`
- `ScreenSpaceReflectionsSettings`
- `VolumetricFogSettings`
Firstly, there's a lot of inconsistency between `Foo`/`FooSettings` and
`FooUniform`/`FooSettingsUniform` and whether names are abbreviated or
not.
Secondly, the `Settings` post-fix seems unnecessary and a bit confusing
semantically, since it makes it seem like the component is mostly just
auxiliary configuration instead of the core *thing* that actually
enables the feature. This will be an even bigger problem once bundles
like `TemporalAntiAliasBundle` are deprecated in favor of required
components, as users will expect a component named `TemporalAntiAlias`
(or similar), not `TemporalAntiAliasSettings`.
## Solution
Drop the `Settings` post-fix from the component names, and change some
names to be more consistent.
- `AutoExposure`
- `AutoExposureUniform`
- `Bloom`
- `BloomUniform`
- `BloomPrefilter`
- `ChromaticAberration`
- `ContrastAdaptiveSharpening`
- `DepthOfField`
- `DepthOfFieldUniform`
- `DistanceFog`
- `Smaa`, `Fxaa`, `TemporalAntiAliasing` (note: we might want to change
to `Taa`, see "Discussion")
- `ScreenSpaceAmbientOcclusion`
- `ScreenSpaceReflections`
- `VolumetricFog`
I kept the old names as deprecated type aliases to make migration a bit
less painful for users. We should remove them after the next release.
(And let me know if I should just... not add them at all)
I also added some very basic docs for a few types where they were
missing, like on `Fxaa` and `DepthOfField`.
## Discussion
- `TemporalAntiAliasing` is still inconsistent with `Smaa` and `Fxaa`.
Consensus [on
Discord](https://discord.com/channels/691052431525675048/743663924229963868/1280601167209955431)
seemed to be that renaming to `Taa` would probably be fine, but I think
it's a bit more controversial, and it would've required renaming a lot
of related types like `TemporalAntiAliasNode`,
`TemporalAntiAliasBundle`, and `TemporalAntiAliasPlugin`, so I think
it's better to leave to a follow-up.
- I think `Fog` should probably have a more specific name like
`DistanceFog` considering it seems to be distinct from `VolumetricFog`.
~~This should probably be done in a follow-up though, so I just removed
the `Settings` post-fix for now.~~ (done)
---
## Migration Guide
Many rendering components have been renamed for improved consistency and
clarity.
- `AutoExposureSettings` → `AutoExposure`
- `BloomSettings` → `Bloom`
- `BloomPrefilterSettings` → `BloomPrefilter`
- `ContrastAdaptiveSharpeningSettings` → `ContrastAdaptiveSharpening`
- `DepthOfFieldSettings` → `DepthOfField`
- `FogSettings` → `DistanceFog`
- `SmaaSettings` → `Smaa`
- `TemporalAntiAliasSettings` → `TemporalAntiAliasing`
- `ScreenSpaceAmbientOcclusionSettings` → `ScreenSpaceAmbientOcclusion`
- `ScreenSpaceReflectionsSettings` → `ScreenSpaceReflections`
- `VolumetricFogSettings` → `VolumetricFog`
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Add examples for zooming (and orbiting) orthographic and perspective
cameras.
I'm pretty green with 3D, so please treat with suspicion! I note that
if/when #15075 is merged, `.scale` will go away so this example uses
`.scaling_mode`.
Closes#2580
# Objective
Hello! I am adopting #11022 to resolve conflicts with `main`. tldr: this
removes `scale` in favour of `scaling_mode`. Please see the original PR
for explanation/discussion.
Also relates to #2580.
## Migration Guide
Replace all uses of `scale` with `scaling_mode`, keeping in mind that
`scale` is (was) a multiplier. For example, replace
```rust
scale: 2.0,
scaling_mode: ScalingMode::FixedHorizontal(4.0),
```
with
```rust
scaling_mode: ScalingMode::FixedHorizontal(8.0),
```
---------
Co-authored-by: Stepan Koltsov <stepan.koltsov@gmail.com>
# Objective
I noticed some issues in `screenshot` example:
1. Cursor icon won't return from `SystemCursorIcon::Progress` to default
icon, even though screen shot saving is done.
2. Panics when exiting window: ``called `Result::unwrap()` on an `Err`
value:
NoEntities("bevy_ecs::query::state::QueryState<bevy_ecs::entity::Entity,
bevy_ecs::query::filter::With<bevy_window:🪟:Window>>")``
## Solution
1. Caused by cursor updating system not responding to [`CursorIcon`
component
removal](5cfcbf47ed/examples/window/screenshot.rs (L38)).
I believe it should, so change it to react to
`RemovedComponents<CursorIcon>`. (a suggestion)
2. Use `get_single` for window.
## Testing
- run screenshot example
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
There aren't any examples of how to draw a ui material with borders.
## Solution
Add border rendering to the `ui_material` example's shader.
## Showcase
<img width="395" alt="bordermat"
src="https://github.com/user-attachments/assets/109c59c1-f54b-4542-96f7-acff63f5057f">
---------
Co-authored-by: charlotte <charlotte.c.mcelwain@gmail.com>
# Objective
Smaller scoped version of #13375 without the `_mut` variants which
currently have unsoundness issues.
## Solution
Same as #13375, but without the `_mut` variants.
## Testing
- The same test from #13375 is reused.
---
## Migration Guide
- Renamed `FilteredEntityRef::components` to
`FilteredEntityRef::accessed_components` and
`FilteredEntityMut::components` to
`FilteredEntityMut::accessed_components`.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: Periwink <charlesbour@gmail.com>
Adopted PR from dmlary, all credit to them!
https://github.com/bevyengine/bevy/pull/9915
Original description:
# Objective
The default value for `near` in `OrthographicProjection` should be
different for 2d & 3d.
For 2d using `near = -1000` allows bevy users to build up scenes using
background `z = 0`, and foreground elements `z > 0` similar to css.
However in 3d `near = -1000` results in objects behind the camera being
rendered. Using `near = 0` works for 3d, but forces 2d users to assign
`z <= 0` for rendered elements, putting the background at some arbitrary
negative value.
There is no common value for `near` that doesn't result in a footgun or
usability issue for either 2d or 3d, so they should have separate
values.
There was discussion about other options in the discord
[0](https://discord.com/channels/691052431525675048/1154114310042292325),
but splitting `default()` into `default_2d()` and `default_3d()` seemed
like the lowest cost approach.
Related/past work https://github.com/bevyengine/bevy/issues/9138,
https://github.com/bevyengine/bevy/pull/9214,
https://github.com/bevyengine/bevy/pull/9310,
https://github.com/bevyengine/bevy/pull/9537 (thanks to @Selene-Amanita
for the list)
## Solution
This commit splits `OrthographicProjection::default` into `default_2d`
and `default_3d`.
## Migration Guide
- In initialization of `OrthographicProjection`, change `..default()` to
`..OrthographicProjection::default_2d()` or
`..OrthographicProjection::default_3d()`
Example:
```diff
--- a/examples/3d/orthographic.rs
+++ b/examples/3d/orthographic.rs
@@ -20,7 +20,7 @@ fn setup(
projection: OrthographicProjection {
scale: 3.0,
scaling_mode: ScalingMode::FixedVertical(2.0),
- ..default()
+ ..OrthographicProjection::default_3d()
}
.into(),
transform: Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
```
---------
Co-authored-by: David M. Lary <dmlary@gmail.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
Adds some methods to assist in building `ShaderStorageBuffer` without
using `bytemuck`. We keep the `&[u8]` constructors since this is still
modeled as a thin wrapper around the buffer descriptor, but should make
it easier to interact with at the cost of an extra allocation in the
`ShaderType` path for the buffer writer.
Follow up from #14663
# Objective
`EntityHash` and related types were moved from `bevy_utils` to
`bevy_ecs` in #11498, but seemed to have been accidentally reintroduced
a week later in #11707.
## Solution
Remove the old leftover code.
---
## Migration Guide
- Uses of `bevy::utils::{EntityHash, EntityHasher, EntityHashMap,
EntityHashSet}` now have to be imported from `bevy::ecs::entity`.
### Builder changes
- Increased meshlet max vertices/triangles from 64v/64t to 255v/128t
(meshoptimizer won't allow 256v sadly). This gives us a much greater
percentage of meshlets with max triangle count (128). Still not perfect,
we still end up with some tiny <=10 triangle meshlets that never really
get simplified, but it's progress.
- Removed the error target limit. Now we allow meshoptimizer to simplify
as much as possible. No reason to cap this out, as the cluster culling
code will choose a good LOD level anyways. Again leads to higher quality
LOD trees.
- After some discussion and consulting the Nanite slides again, changed
meshlet group error from _adding_ the max child's error to the group
error, to doing `group_error = max(group_error, max_child_error)`. Error
is already cumulative between LODs as the edges we're collapsing during
simplification get longer each time.
- Bumped the 65% simplification threshold to allow up to 95% of the
original geometry (e.g. accept simplification as valid even if we only
simplified 5% of the triangles). This gives us closer to
log2(initial_meshlet_count) LOD levels, and fewer meshlet roots in the
DAG.
Still more work to be done in the future here. Maybe trying METIS for
meshlet building instead of meshoptimizer.
Using ~8 clusters per group instead of ~4 might also make a big
difference. The Nanite slides say that they have 8-32 meshlets per
group, suggesting some kind of heuristic. Unfortunately meshopt's
compute_cluster_bounds won't work with large groups atm
(https://github.com/zeux/meshoptimizer/discussions/750#discussioncomment-10562641)
so hard to test.
Based on discussion from
https://github.com/bevyengine/bevy/discussions/14998,
https://github.com/zeux/meshoptimizer/discussions/750, and discord.
### Runtime changes
- cluster:triangle packed IDs are now stored 25:7 instead of 26:6 bits,
as max triangles per cluster are now 128 instead of 64
- Hardware raster now spawns 128 * 3 vertices instead of 64 * 3 vertices
to account for the new max triangles limit
- Hardware raster now outputs NaN triangles (0 / 0) instead of
zero-positioned triangles for extra vertex invocations over the cluster
triangle count. Shouldn't really be a difference idt, but I did it
anyways.
- Software raster now does 128 threads per workgroup instead of 64
threads. Each thread now loads, projects, and caches a vertex (vertices
0-127), and then if needed does so again (vertices 128-254). Each thread
then rasterizes one of 128 triangles.
- Fixed a bug with `needs_dispatch_remap`. I had the condition backwards
in my last PR, I probably committed it by accident after testing the
non-default code path on my GPU.
Commit 65252bb87 (Consistently use `PI` to specify angles in examples.
(#5825)) changed from using push_children to add_child without adjusting
the comment
# Objective
- Fix the comments to align with the code
Co-authored-by: Alexander Stein <alexander.stein@mailbox.org>
# Objective
Fixes#15032
## Solution
Reimplement support for the `flip_x` and `flip_y` fields.
This doesn't flip the border geometry, I'm not really sure whether that
is desirable or not.
Also fixes a bug that was causing the side and center slices to tile
incorrectly.
### Testing
```
cargo run --example ui_texture_slice_flip_and_tile
```
## Showcase
<img width="787" alt="nearest"
src="https://github.com/user-attachments/assets/bc044bae-1748-42ba-92b5-0500c87264f6">
With tiling need to use nearest filtering to avoid bleeding between the
slices.
---------
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/14593.
## Solution
- Add `ViewportConversionError` and return it from viewport conversion
methods on Camera.
## Testing
- I successfully compiled and ran all changed examples.
## Migration Guide
The following methods on `Camera` now return a `Result` instead of an
`Option` so that they can provide more information about failures:
- `world_to_viewport`
- `world_to_viewport_with_depth`
- `viewport_to_world`
- `viewport_to_world_2d`
Call `.ok()` on the `Result` to turn it back into an `Option`, or handle
the `Result` directly.
---------
Co-authored-by: Lixou <82600264+DasLixou@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
Replaced the existing instantiation of the 2D Circle in the 2d_shapes.rs
file with the `new` method.
- Ensures consistency in instantiating 2D primitive shapes in the
examples.
## Solution
Replaced the existing instantiation of the 2D Circle in the 2d_shapes.rs
file with the `new` method.
- Ensures consistency in instantiating 2D primitive shapes in the
examples.
## Testing
- None: Should be straight-forward enough to not warrant a test (I will
eat my words if I am wrong).
---
# Objective
Minor cosmetic improvements and code cleanup for this example
## Solution
- Use the default font and shorter constructor where the the full font
is not needed
- Use 12px padding for instruction text to match other examples
- Clean up formatting of instruction text
- Fix one instance of a font handle not being reused
<details>
<summary>Before / After</summary>
*Question mark boxes are expected. We don't include a font with the
glyphs I'm testing the IME with*
<img width="1280" alt="Screenshot 2024-09-02 at 11 14 17 AM"
src="https://github.com/user-attachments/assets/e0a904a3-c01b-4c18-b71f-41fbc1d09169">
<img width="1280" alt="Screenshot 2024-09-02 at 11 13 14 AM"
src="https://github.com/user-attachments/assets/4b2a2d31-6b9f-4b9a-a245-4258a6aa9519">
</details>
## Testing
Tested all functionality of the example (macOS)
# Objective
Thought I had found all of these... noticed some `10px` in #15013 and
did another sweep.
Continuation of #8478, #13583.
## Solution
- Position example text (and other elements) 12px from the edge of the
screen
This commit adds support for *masks* to the animation graph. A mask is a
set of animation targets (bones) that neither a node nor its descendants
are allowed to animate. Animation targets can be assigned one or more
*mask group*s, which are specific to a single graph. If a node masks out
any mask group that an animation target belongs to, animation curves for
that target will be ignored during evaluation.
The canonical use case for masks is to support characters holding
objects. Typically, character animations will contain hand animations in
the case that the character's hand is empty. (For example, running
animations may close a character's fingers into a fist.) However, when
the character is holding an object, the animation must be altered so
that the hand grips the object.
Bevy currently has no convenient way to handle this. The only workaround
that I can see is to have entirely separate animation clips for
characters' hands and bodies and keep them in sync, which is burdensome
and doesn't match artists' expectations from other engines, which all
effectively have support for masks. However, with mask group support,
this task is simple. We assign each hand to a mask group and parent all
character animations to a node. When a character grasps an object in
hand, we position the fingers as appropriate and then enable the mask
group for that hand in that node. This allows the character's animations
to run normally, while the object remains correctly attached to the
hand.
Note that even with this PR, we won't have support for running separate
animations for a character's hand and the rest of the character. This is
because we're missing additive blending: there's no way to combine the
two masked animations together properly. I intend that to be a follow-up
PR.
The major engines all have support for masks, though the workflow varies
from engine to engine:
* Unity has support for masks [essentially as implemented here], though
with layers instead of a tree. However, when using the Mecanim
("Humanoid") feature, precise control over bones is lost in favor of
predefined muscle groups.
* Unreal has a feature named [*layered blend per bone*]. This allows for
separate blend weights for different bones, effectively achieving masks.
I believe that the combination of blend nodes and masks make Bevy's
animation graph as expressible as that of Unreal, once we have support
for additive blending, though you may have to use more nodes than you
would in Unreal. Moreover, separating out the concepts of "blend weight"
and "which bones this node applies to" seems like a cleaner design than
what Unreal has.
* Godot's `AnimationTree` has the notion of [*blend filters*], which are
essentially the same as masks as implemented in this PR.
Additionally, this patch fixes a bug with weight evaluation whereby
weights weren't properly propagated down to grandchildren, because the
weight evaluation for a node only checked its parent's weight, not its
evaluated weight. I considered submitting this as a separate PR, but
given that this PR refactors that code entirely to support masks and
weights under a unified "evaluated node" concept, I simply included the
fix here.
A new example, `animation_masks`, has been added. It demonstrates how to
toggle masks on and off for specific portions of a skin.
This is part of #14395, but I'm going to defer closing that issue until
we have additive blending.
[essentially as implemented here]:
https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html
[*layered blend per bone*]:
https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine
[*blend filters*]:
https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html
## Migration Guide
* The serialized format of animation graphs has changed with the
addition of animation masks. To upgrade animation graph RON files, add
`mask` and `mask_groups` fields as appropriate. (They can be safely set
to zero.)
Adds a new `Handle<Storage>` asset type that can be used as a render
asset, particularly for use with `AsBindGroup`.
Closes: #13658
# Objective
Allow users to create storage buffers in the main world without having
to access the `RenderDevice`. While this resource is technically
available, it's bad form to use in the main world and requires mixing
rendering details with main world code. Additionally, this makes storage
buffers easier to use with `AsBindGroup`, particularly in the following
scenarios:
- Sharing the same buffers between a compute stage and material shader.
We already have examples of this for storage textures (see game of life
example) and these changes allow a similar pattern to be used with
storage buffers.
- Preventing repeated gpu upload (see the previous easier to use `Vec`
`AsBindGroup` option).
- Allow initializing custom materials using `Default`. Previously, the
lack of a `Default` implement for the raw `wgpu::Buffer` type made
implementing a `AsBindGroup + Default` bound difficult in the presence
of buffers.
## Solution
Adds a new `Handle<Storage>` asset type that is prepared into a
`GpuStorageBuffer` render asset. This asset can either be initialized
with a `Vec<u8>` of properly aligned data or with a size hint. Users can
modify the underlying `wgpu::BufferDescriptor` to provide additional
usage flags.
## Migration Guide
The `AsBindGroup` `storage` attribute has been modified to reference the
new `Handle<Storage>` asset instead. Usages of Vec` should be converted
into assets instead.
---------
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
# Objective
- Fixes#14974
## Solution
- Replace all* instances of `NonZero*` with `NonZero<*>`
## Testing
- CI passed locally.
---
## Notes
Within the `bevy_reflect` implementations for `std` types,
`impl_reflect_value!()` will continue to use the type aliases instead,
as it inappropriately parses the concrete type parameter as a generic
argument. If the `ZeroablePrimitive` trait was stable, or the macro
could be modified to accept a finite list of types, then we could fully
migrate.
# Objective
- Add gizmos integration for the new `Curve` things in the math lib
## Solution
- Add the following methods
- `curve_2d(curve, sample_times, color)`
- `curve_3d(curve, sample_times, color)`
- `curve_gradient_2d(curve, sample_times_with_colors)`
- `curve_gradient_3d(curve, sample_times_with_colors)`
## Testing
- I added examples of the 2D and 3D variants of the gradient curve
gizmos to the gizmos examples.
## Showcase
### 2D
![image](https://github.com/user-attachments/assets/01a75706-a7b4-4fc5-98d5-18018185c877)
```rust
let domain = Interval::EVERYWHERE;
let curve = function_curve(domain, |t| Vec2::new(t, (t / 25.0).sin() * 100.0));
let resolution = ((time.elapsed_seconds().sin() + 1.0) * 50.0) as usize;
let times_and_colors = (0..=resolution)
.map(|n| n as f32 / resolution as f32)
.map(|t| (t - 0.5) * 600.0)
.map(|t| (t, TEAL.mix(&HOT_PINK, (t + 300.0) / 600.0)));
gizmos.curve_gradient_2d(curve, times_and_colors);
```
### 3D
![image](https://github.com/user-attachments/assets/3fd23983-1ec9-46cd-baed-5b5e2dc935d0)
```rust
let domain = Interval::EVERYWHERE;
let curve = function_curve(domain, |t| {
(Vec2::from((t * 10.0).sin_cos())).extend(t - 6.0)
});
let resolution = ((time.elapsed_seconds().sin() + 1.0) * 100.0) as usize;
let times_and_colors = (0..=resolution)
.map(|n| n as f32 / resolution as f32)
.map(|t| t * 5.0)
.map(|t| (t, TEAL.mix(&HOT_PINK, t / 5.0)));
gizmos.curve_gradient_3d(curve, times_and_colors);
```
# Objective
With the current implementation of `Plane3d` gizmos, it's really hard to
get a good feeling for big planes. Usually I tend to add more axes as a
user but that doesn't scale well and is pretty wasteful. It's hard to
recognize the plane in the distance here. Especially if there would've
been other rendered objects in the scene
![image](https://github.com/user-attachments/assets/b65b7015-c08c-46d7-aa27-c7c0d49b2021)
## Solution
- Since we got grid gizmos in the mean time, I went ahead and just
reused them here.
## Testing
I added an instance of the new `Plane3D` to the `3d_gizmos.rs` example.
If you want to look at it you need to look around a bit. I didn't
position it in the center since that was too crowded already.
---
## Showcase
![image](https://github.com/user-attachments/assets/e4982afe-7296-416c-9801-7dd85cd975c1)
## Migration Guide
The optional builder methods on
```rust
gizmos.primitive_3d(&Plane3d { }, ...);
```
changed from
- `segment_length`
- `segment_count`
- `axis_count`
to
- `cell_count`
- `spacing`
# Objective
Since https://github.com/bevyengine/bevy/pull/14731 is merged, it
unblocked a few utility methods for 2D arcs. In 2D the pendant to
`long_arc_3d_between` and `short_arc_3d_between` are missing. Since
`arc_2d` can be a bit hard to use, this PR is trying to plug some holes
in the `arcs` API.
## Solution
Implement
- `long_arc_2d_between(center, from, tp, color)`
- `short_arc_2d_between(center, from, tp, color)`
## Testing
- There are new doc tests
- The `2d_gizmos` example has been extended a bit to include a few more
arcs which can easily be checked with respect to the grid
---
## Showcase
![image](https://github.com/user-attachments/assets/b90ad8b1-86c2-4304-a481-4f9a5246c457)
Code related to the screenshot (from outer = first line to inner = last
line)
```rust
my_gizmos.arc_2d(Isometry2d::IDENTITY, FRAC_PI_2, 80.0, ORANGE_RED);
my_gizmos.short_arc_2d_between(Vec2::ZERO, Vec2::X * 40.0, Vec2::Y * 40.0, ORANGE_RED);
my_gizmos.long_arc_2d_between(Vec2::ZERO, Vec2::X * 20.0, Vec2::Y * 20.0, ORANGE_RED);
```
# Objective
- Solves the last bullet in and closes#14319
- Make better use of the `Isometry` types
- Prevent issues like #14655
- Probably simplify and clean up a lot of code through the use of Gizmos
as well (i.e. the 3D gizmos for cylinders circles & lines don't connect
well, probably due to wrong rotations)
## Solution
- go through the `bevy_gizmos` crate and give all methods a slight
workover
## Testing
- For all the changed examples I run `git switch main && cargo rr
--example <X> && git switch <BRANCH> && cargo rr --example <X>` and
compare the visual results
- Check if all doc tests are still compiling
- Check the docs in general and update them !!!
---
## Migration Guide
The gizmos methods function signature changes as follows:
- 2D
- if it took `position` & `rotation_angle` before ->
`Isometry2d::new(position, Rot2::radians(rotation_angle))`
- if it just took `position` before ->
`Isometry2d::from_translation(position)`
- 3D
- if it took `position` & `rotation` before ->
`Isometry3d::new(position, rotation)`
- if it just took `position` before ->
`Isometry3d::from_translation(position)`
# Objective
Fixes#14883
## Solution
Pretty simple update to `EntityCommands` methods to consume `self` and
return it rather than taking `&mut self`. The things probably worth
noting:
* I added `#[allow(clippy::should_implement_trait)]` to the `add` method
because it causes a linting conflict with `std::ops::Add`.
* `despawn` and `log_components` now return `Self`. I'm not sure if
that's exactly the desired behavior so I'm happy to adjust if that seems
wrong.
## Testing
Tested with `cargo run -p ci`. I think that should be sufficient to call
things good.
## Migration Guide
The most likely migration needed is changing code from this:
```
let mut entity = commands.get_or_spawn(entity);
if depth_prepass {
entity.insert(DepthPrepass);
}
if normal_prepass {
entity.insert(NormalPrepass);
}
if motion_vector_prepass {
entity.insert(MotionVectorPrepass);
}
if deferred_prepass {
entity.insert(DeferredPrepass);
}
```
to this:
```
let mut entity = commands.get_or_spawn(entity);
if depth_prepass {
entity = entity.insert(DepthPrepass);
}
if normal_prepass {
entity = entity.insert(NormalPrepass);
}
if motion_vector_prepass {
entity = entity.insert(MotionVectorPrepass);
}
if deferred_prepass {
entity.insert(DeferredPrepass);
}
```
as can be seen in several of the example code updates here. There will
probably also be instances where mutable `EntityCommands` vars no longer
need to be mutable.
# Objective
Add `bevy_picking` sprite backend as part of the `bevy_mod_picking`
upstreamening (#12365).
## Solution
More or less a copy/paste from `bevy_mod_picking`, with the changes
[here](https://github.com/aevyrie/bevy_mod_picking/pull/354). I'm
putting that link here since those changes haven't yet made it through
review, so should probably be reviewed on their own.
## Testing
I couldn't find any sprite-backend-specific tests in `bevy_mod_picking`
and unfortunately I'm not familiar enough with Bevy's testing patterns
to write tests for code that relies on windowing and input. I'm willing
to break the pointer hit system into testable blocks and add some more
modular tests if that's deemed important enough to block, otherwise I
can open an issue for adding tests as follow-up.
## Follow-up work
- More docs/tests
- Ignore pick events on transparent sprite pixels with potential opt-out
---------
Co-authored-by: Aevyrie <aevyrie@gmail.com>
# Objective
`arc_2d` wasn't actually doing what the docs were saying. The arc wasn't
offset by what was previously `direction_angle` but by `direction_angle
- arc_angle / 2.0`. This meant that the arcs center was laying on the
`Vec2::Y` axis and then it was offset. This was probably done to fit the
behavior of the `Arc2D` primitive. I would argue that this isn't
desirable for the plain `arc_2d` gizmo method since
- a) the docs get longer to explain the weird centering
- b) the mental model the user has to know gets bigger with more
implicit assumptions
given the code
```rust
my_gizmos.arc_2d(Vec2::ZERO, 0.0, FRAC_PI_2, 75.0, ORANGE_RED);
```
we get
![image](https://github.com/user-attachments/assets/84894c6d-42e4-451b-b3e2-811266486ede)
where after the fix with
```rust
my_gizmos.arc_2d(Isometry2d::IDENTITY, FRAC_PI_2, 75.0, ORANGE_RED);
```
we get
![image](https://github.com/user-attachments/assets/16b0aba0-f7b5-4600-ac49-a22be0315c40)
To get the same result with the previous implementation you would have
to randomly add `arc_angle / 2.0` to the `direction_angle`.
```rust
my_gizmos.arc_2d(Vec2::ZERO, FRAC_PI_4, FRAC_PI_2, 75.0, ORANGE_RED);
```
This makes constructing similar helping functions as they already exist
in 3D like
- `long_arc_2d_between`
- `short_arc_2d_between`
much harder.
## Solution
- Make the arc really start at `Vec2::Y * radius` in counter-clockwise
direction + offset by an angle as the docs state it
- Use `Isometry2d` instead of `position : Vec2` and `direction_angle :
f32` to reduce the chance of messing up rotation/translation
- Adjust the docs for the changes above
- Adjust the gizmo rendering of some primitives
## Testing
- check `2d_gizmos.rs` and `render_primitives.rs` examples
## Migration Guide
- users have to adjust their usages of `arc_2d`:
- before:
```rust
arc_2d(
pos,
angle,
arc_angle,
radius,
color
)
```
- after:
```rust
arc_2d(
// this `+ arc_angle * 0.5` quirk is only if you want to preserve the
previous behavior
// with the new API.
// feel free to try to fix this though since your current calls to this
function most likely
// involve some computations to counter-act that quirk in the first
place
Isometry2d::new(pos, Rot2::radians(angle + arc_angle * 0.5),
arc_angle,
radius,
color
)
```
# Objective
- Faster meshlet rasterization path for small triangles
- Avoid having to allocate and write out a triangle buffer
- Refactor gpu_scene.rs
## Solution
- Replace the 32bit visbuffer texture with a 64bit visbuffer buffer,
where the left 32 bits encode depth, and the right 32 bits encode the
existing cluster + triangle IDs. Can't use 64bit textures, wgpu/naga
doesn't support atomic ops on textures yet.
- Instead of writing out a buffer of packed cluster + triangle IDs (per
triangle) to raster, the culling pass now writes out a buffer of just
cluster IDs (per cluster, so less memory allocated, cheaper to write
out).
- Clusters for software raster are allocated from the left side
- Clusters for hardware raster are allocated in the same buffer, from
the right side
- The buffer size is fixed at MeshletPlugin build time, and should be
set to a reasonable value for your scene (no warning on overflow, and no
good way to determine what value you need outside of renderdoc - I plan
to fix this in a future PR adding a meshlet stats overlay)
- Currently I don't have a heuristic for software vs hardware raster
selection for each cluster. The existing code is just a placeholder. I
need to profile on a release scene and come up with a heuristic,
probably in a future PR.
- The culling shader is getting pretty hard to follow at this point, but
I don't want to spend time improving it as the entire shader/pass is
getting rewritten/replaced in the near future.
- Software raster is a compute workgroup per-cluster. Each workgroup
loads and transforms the <=64 vertices of the cluster, and then
rasterizes the <=64 triangles of the cluster.
- Two variants are implemented: Scanline for clusters with any larger
triangles (still smaller than hardware is good at), and brute-force for
very very tiny triangles
- Once the shader determines that a pixel should be filled in, it does
an atomicMax() on the visbuffer to store the results, copying how Nanite
works
- On devices with a low max workgroups per dispatch limit, an extra
compute pass is inserted before software raster to convert from a 1d to
2d dispatch (I don't think 3d would ever be necessary).
- I haven't implemented the top-left rule or subpixel precision yet, I'm
leaving that for a future PR since I get usable results without it for
now
- Resources used:
https://kristoffer-dyrkorn.github.io/triangle-rasterizer and chapters
6-8 of
https://fgiesen.wordpress.com/2013/02/17/optimizing-sw-occlusion-culling-index
- Hardware raster now spawns 64*3 vertex invocations per meshlet,
instead of the actual meshlet vertex count. Extra invocations just
early-exit.
- While this is slower than the existing system, hardware draws should
be rare now that software raster is usable, and it saves a ton of memory
using the unified cluster ID buffer. This would be fixed if wgpu had
support for mesh shaders.
- Instead of writing to a color+depth attachment, the hardware raster
pass also does the same atomic visbuffer writes that software raster
uses.
- We have to bind a dummy render target anyways, as wgpu doesn't
currently support render passes without any attachments
- Material IDs are no longer written out during the main rasterization
passes.
- If we had async compute queues, we could overlap the software and
hardware raster passes.
- New material and depth resolve passes run at the end of the visbuffer
node, and write out view depth and material ID depth textures
### Misc changes
- Fixed cluster culling importing, but never actually using the previous
view uniforms when doing occlusion culling
- Fixed incorrectly adding the LOD error twice when building the meshlet
mesh
- Splitup gpu_scene module into meshlet_mesh_manager, instance_manager,
and resource_manager
- resource_manager is still too complex and inefficient (extract and
prepare are way too expensive). I plan on improving this in a future PR,
but for now ResourceManager is mostly a 1:1 port of the leftover
MeshletGpuScene bits.
- Material draw passes have been renamed to the more accurate material
shade pass, as well as some other misc renaming (in the future, these
will be compute shaders even, and not actual draw calls)
---
## Migration Guide
- TBD (ask me at the end of the release for meshlet changes as a whole)
---------
Co-authored-by: vero <email@atlasdostal.com>
# Objective
Adding more features to `AsBindGroup` proc macro means making the trait
arguments uglier. Downstream implementors of the trait without the proc
macro might want to do different things than our default arguments.
## Solution
Make `AsBindGroup` take an associated `Param` type.
## Migration Guide
`AsBindGroup` now allows the user to specify a `SystemParam` to be used
for creating bind groups.
# Objective
Add a convenience constructor to make simple animation graphs easier to
build.
I've had some notes about attempting this since #11989 that I just
remembered after seeing #14852.
This partially addresses #14852, but I don't really know animation well
enough to write all of the documentation it's asking for.
## Solution
Add `AnimationGraph::from_clips` and use it to simplify `animated_fox`.
Do some other little bits of incidental cleanup and documentation .
## Testing
I ran `cargo run --example animated_fox`.
# Objective
- The examples use a more verbose than necessary way to initialize the
image
- The order of the camera doesn't need to be specified. At least I
didn't see a difference in my testing
## Solution
- Use `Image::new_fill()` to fill the image instead of abusing
`resize()`
- Remove the camera ordering
# Objective
Rewrite screenshotting to be able to accept any `RenderTarget`.
Closes#12478
## Solution
Previously, screenshotting relied on setting a variety of state on the
requested window. When extracted, the window's `swap_chain_texture_view`
property would be swapped out with a texture_view created that frame for
the screenshot pipeline to write back to the cpu.
Besides being tightly coupled to window in a way that prevented
screenshotting other render targets, this approach had the drawback of
relying on the implicit state of `swap_chain_texture_view` being
returned from a `NormalizedRenderTarget` when view targets were
prepared. Because property is set every frame for windows, that wasn't a
problem, but poses a problem for render target images. Namely, to do the
equivalent trick, we'd have to replace the `GpuImage`'s texture view,
and somehow restore it later.
As such, this PR creates a new `prepare_view_textures` system which runs
before `prepare_view_targets` that allows a new `prepare_screenshots`
system to be sandwiched between and overwrite the render targets texture
view if a screenshot has been requested that frame for the given target.
Additionally, screenshotting itself has been changed to use a component
+ observer pattern. We now spawn a `Screenshot` component into the
world, whose lifetime is tracked with a series of marker components.
When the screenshot is read back to the CPU, we send the image over a
channel back to the main world where an observer fires on the screenshot
entity before being despawned the next frame. This allows the user to
access resources in their save callback that might be useful (e.g.
uploading the screenshot over the network, etc.).
## Testing
![image](https://github.com/user-attachments/assets/48f19aed-d9e1-4058-bb17-82b37f992b7b)
TODO:
- [x] Web
- [ ] Manual texture view
---
## Showcase
render to texture example:
<img
src="https://github.com/user-attachments/assets/612ac47b-8a24-4287-a745-3051837963b0"
width=200/>
web saving still works:
<img
src="https://github.com/user-attachments/assets/e2a15b17-1ff5-4006-ab2a-e5cc74888b9c"
width=200/>
## Migration Guide
`ScreenshotManager` has been removed. To take a screenshot, spawn a
`Screenshot` entity with the specified render target and provide an
observer targeting the `ScreenshotCaptured` event. See the
`window/screenshot` example to see an example.
---------
Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
# Objective
- There is a flaw in the implementation of `FogVolume`'s
`density_texture_offset` from #14868. Because of the way I am wrapping
the UVW coordinates in the volumetric fog shader, a seam is visible when
the 3d texture is wrapping around from one side to the other:
![density_texture_offset_seam](https://github.com/user-attachments/assets/89527ef2-5e1b-4b90-8e73-7a3e607697d4)
## Solution
- This PR fixes the issue by removing the wrapping from the shader and
instead leaving it to the user to configure the 3d noise texture to use
`ImageAddressMode::Repeat` if they want it to repeat. Using
`ImageAddressMode::Repeat` is the proper solution to avoid the obvious
seam:
![density_texture_seam_fixed](https://github.com/user-attachments/assets/06e871a6-2db1-4501-b425-4141605f9b26)
- The sampler cannot be implicitly configured to use
`ImageAddressMode::Repeat` because that's not always desirable. For
example, the `fog_volumes` example wouldn't work properly because the
texture from the edges of the volume would overflow to the other sides,
which would be bad in this instance (but it's good in the case of the
`scrolling_fog` example). So leaving it to the user to decide on their
own whether they want the density texture to repeat seems to be the best
solution.
## Testing
- The `scrolling_fog` example still looks the same, it was just changed
to explicitly declare that the density texture should be repeating when
loading the asset. The `fog_volumes` example is unaffected.
<details>
<summary>Minimal reproduction example on current main</summary>
<pre>
use bevy::core_pipeline::experimental::taa::{TemporalAntiAliasBundle,
TemporalAntiAliasPlugin};
use bevy::pbr::{FogVolume, VolumetricFogSettings, VolumetricLight};
use bevy::prelude::*;<br>
fn main() {
App::new()
.add_plugins((DefaultPlugins, TemporalAntiAliasPlugin))
.add_systems(Startup, setup)
.run();
}<br>
fn setup(mut commands: Commands, assets: Res<AssetServer>) {
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(3.5, -1.0, 0.4)
.looking_at(Vec3::new(0.0, 0.0, 0.4), Vec3::Y),
msaa: Msaa::Off,
..default()
},
TemporalAntiAliasBundle::default(),
VolumetricFogSettings {
ambient_intensity: 0.0,
jitter: 0.5,
..default()
},
));<br>
commands.spawn((
DirectionalLightBundle {
transform: Transform::from_xyz(-6.0, 5.0, -9.0)
.looking_at(Vec3::new(0.0, 0.0, 0.0), Vec3::Y),
directional_light: DirectionalLight {
illuminance: 32_000.0,
shadows_enabled: true,
..default()
},
..default()
},
VolumetricLight,
));<br>
commands.spawn((
SpatialBundle {
visibility: Visibility::Visible,
transform: Transform::from_xyz(0.0, 0.0,
0.0).with_scale(Vec3::splat(3.0)),
..default()
},
FogVolume {
density_texture: Some(assets.load("volumes/fog_noise.ktx2")),
density_texture_offset: Vec3::new(0.0, 0.0, 0.4),
scattering: 1.0,
..default()
},
));
}
</pre>
</details>
# Objective
This example previously had kind of a needlessly complex state machine
that tracked moves between its previous orientation and the new one that
was randomly generated. Using `smooth_nudge` simplifies the example in
addition to making good use of the new API.
## Solution
Use `smooth_nudge` to transition between the current transform and the
new one. This does away with the need to keep track of the move's
starting position and progress. It also just sort of looks nicer.
## Testing
Run the `align` example:
`cargo run --example align`
# Objective
- Fixes#14873, see that issue for a whole lot of context
## Solution
- Add a blessed system set for this stuff. See [this Discord
discussion](https://discord.com/channels/691052431525675048/749335865876021248/1276262931327094908).
Note that the gizmo systems,
[LWIM](https://github.com/Leafwing-Studios/leafwing-input-manager/pull/522/files#diff-9b59ee4899ad0a5d008889ea89a124a7291316532e42f9f3d6ae842b906fb095R154)
and now a new plugin I'm working on are all already ordering against
`run_fixed_main_schedule`, so having a dedicated system set should be
more robust and hopefully also more discoverable.
---
## ~~Showcase~~
~~I can add a little video of a smooth camera later if this gets merged
:)~~
Apparently a release note is not needed, so I'll leave it out. See the
changes in the fixed timestep example for usage showcase and the video
in #14873 for a more or less accurate video of the effect (it does not
use the same solution though, so it is not quite the same)
## Migration Guide
[run_fixed_main_schedule](https://docs.rs/bevy/latest/bevy/time/fn.run_fixed_main_schedule.html)
is no longer public. If you used to order against it, use the new
dedicated `RunFixedMainLoopSystem` system set instead. You can replace
your usage of `run_fixed_main_schedule` one for one by
`RunFixedMainLoopSystem::FixedMainLoop`, but it is now more idiomatic to
place your systems in either
`RunFixedMainLoopSystem::BeforeFixedMainLoop` or
`RunFixedMainLoopSystem::AfterFixedMainLoop`
Old:
```rust
app.add_systems(
RunFixedMainLoop,
some_system.before(run_fixed_main_schedule)
);
```
New:
```rust
app.add_systems(
RunFixedMainLoop,
some_system.in_set(RunFixedMainLoopSystem::BeforeFixedMainLoop)
);
```
---------
Co-authored-by: Tau Gärtli <git@tau.garden>
# Objective
- The goal of this PR is to make it possible to move the density texture
of a `FogVolume` over time in order to create dynamic effects like fog
moving in the wind.
- You could theoretically move the `FogVolume` itself, but this is not
ideal, because the `FogVolume` AABB would eventually leave the area. If
you want an area to remain foggy while also creating the impression that
the fog is moving in the wind, a scrolling density texture is a better
solution.
## Solution
- The PR adds a `density_texture_offset` field to the `FogVolume`
component. This offset is in the UVW coordinates of the density texture,
meaning that a value of `(0.5, 0.0, 0.0)` moves the 3d texture by half
along the x-axis.
- Values above 1.0 are wrapped, a 1.5 offset is the same as a 0.5
offset. This makes it so that the density texture wraps around on the
other side, meaning that a repeating 3d noise texture can seamlessly
scroll forever. It also makes it easy to move the density texture over
time by simply increasing the offset every frame.
## Testing
- A `scrolling_fog` example has been added to demonstrate the feature.
It uses the offset to scroll a repeating 3d noise density texture to
create the impression of fog moving in the wind.
- The camera is looking at a pillar with the sun peaking behind it. This
highlights the effect the changing density has on the volumetric
lighting interactions.
- Temporal anti-aliasing combined with the `jitter` option of
`VolumetricFogSettings` is used to improve the quality of the effect.
---
## Showcase
https://github.com/user-attachments/assets/3aa50ebd-771c-4c99-ab5d-255c0c3be1a8
# Objective
Make the naming of a parameter more consistent.
## Solution
- Changing the name of a parameter.
## Testing
These changes can't be tested as they are documentation based.
---
I apologize if something is wrong here, this is my first PR to bevy.
# Objective
Fixes#14782
## Solution
Enable the lint and fix all upcoming hints (`--fix`). Also tried to
figure out the false-positive (see review comment). Maybe split this PR
up into multiple parts where only the last one enables the lint, so some
can already be merged resulting in less many files touched / less
potential for merge conflicts?
Currently, there are some cases where it might be easier to read the
code with the qualifier, so perhaps remove the import of it and adapt
its cases? In the current stage it's just a plain adoption of the
suggestions in order to have a base to discuss.
## Testing
`cargo clippy` and `cargo run -p ci` are happy.
Fix `mesh2d_manual` example from changes in #13069.
```
wgpu error: Validation Error
Caused by:
In RenderPass::end
In a set_pipeline command
Render pipeline targets are incompatible with render pass
Incompatible depth-stencil attachment format: the RenderPass uses a texture with format Some(Depth32Float) but the RenderPipeline with 'colored_mesh2d_pipeline' label uses an attachment with format None
```
# Objective
One of the changes in #14704 made `DynamicFunction` effectively the same
as `DynamicClosure<'static>`. This change meant that the de facto
function type would likely be `DynamicClosure<'static>` instead of the
intended `DynamicFunction`, since the former is much more flexible.
We _could_ explore ways of making `DynamicFunction` implement `Copy`
using some unsafe code, but it likely wouldn't be worth it. And users
would likely still reach for the convenience of
`DynamicClosure<'static>` over the copy-ability of `DynamicFunction`.
The goal of this PR is to fix this confusion between the two types.
## Solution
Firstly, the `DynamicFunction` type was removed. Again, it was no
different than `DynamicClosure<'static>` so it wasn't a huge deal to
remove.
Secondly, `DynamicClosure<'env>` and `DynamicClosureMut<'env>` were
renamed to `DynamicFunction<'env>` and `DynamicFunctionMut<'env>`,
respectively.
Yes, we still ultimately kept the naming of `DynamicFunction`, but
changed its behavior to that of `DynamicClosure<'env>`. We need a term
to refer to both functions and closures, and "function" was the best
option.
[Originally](https://discord.com/channels/691052431525675048/1002362493634629796/1274091992162242710),
I was going to go with "callable" as the replacement term to encompass
both functions and closures (e.g. `DynamciCallable<'env>`). However, it
was
[suggested](https://discord.com/channels/691052431525675048/1002362493634629796/1274653581777047625)
by @SkiFire13 that the simpler "function" term could be used instead.
While "callable" is perhaps the better umbrella term—being truly
ambiguous over functions and closures— "function" is more familiar, used
more often, easier to discover, and is subjectively just
"better-sounding".
## Testing
Most changes are purely swapping type names or updating documentation,
but you can verify everything still works by running the following
command:
```
cargo test --package bevy_reflect
```
# Objective
- Fix error when closing window in 2d_viewport_to_world example.
Before
```
2024-08-17T22:51:47.690252Z INFO bevy_winit::system: Creating new window "App" (0v1#4294967296)
2024-08-17T22:52:22.062959Z INFO bevy_window::system: No windows are open, exiting
2024-08-17T22:52:22.064045Z INFO bevy_winit::system: Closing window 0v1#4294967296
thread 'Compute Task Pool (5)' panicked at examples/2d/2d_viewport_to_world.rs:20:41:
called `Result::unwrap()` on an `Err` value: NoEntities("bevy_ecs::query::state::QueryState<&bevy_window:🪟:Window>")
```
After
```
2024-08-17T22:57:31.623499Z INFO bevy_winit::system: Creating new window "App" (0v1#4294967296)
2024-08-17T22:57:32.990058Z INFO bevy_window::system: No windows are open, exiting
2024-08-17T22:57:32.991152Z INFO bevy_winit::system: Closing window 0v1#4294967296
2024-08-17T22:57:32.994426Z INFO bevy_window::system: No windows are open, exiting
* Terminal will be reused by tasks, press any key to close it.
```
## Solution
- Check if the window still exists before drawing the cursor
# Objective
While looking through the changes #14782 will create I noticed this.
## Solution
Reuse the existing thread_rng. As this is a code change I would like to
not include it in a pure lint enable PR.
## Testing
I did not test this change (other than the automated CI with this PR). I
think it should be a fairly simple change that can be reviewed only by
the code.
# Objective
Fixes#14811
## Solution
- Switch `D` to `T`: `T` for "on top of"
- Switch `A` to `B`: `B` in "AABB", or "boxes"
## Testing
- Ran the example locally
- Checked the key bindings that the camera controller uses and made sure
we're not using them in the 3d_gizmos example anymore
After:
<img width="1278" alt="image"
src="https://github.com/user-attachments/assets/4f558d09-5acf-4eb8-8ece-6d4297e62c9f">
# Objective
- Fixes#14655
## Solution
Rotation should happen first as this is more easier to conceptualize in
the mind: We rotate around the coordinate origin `Vec3::ZERO` and then
we just shift the geometry so that its center is exactly on the
specified position
## Testing && Showcase
Code:
```rust
gizmos.grid(
Vec3::ONE * 10.0,
Quat::from_rotation_x(PI / 3. * 2.),
UVec2::splat(20),
Vec2::new(2., 2.),
PURPLE,
);
gizmos.sphere(Vec3::ONE * 10.0, Quat::default(), 1.0, PURPLE);
```
Before picture:
![image](https://github.com/user-attachments/assets/7fea2e71-e62b-4763-9f9f-7a1ecd630ada)
After picture:
![image](https://github.com/user-attachments/assets/899dad64-010a-4e4b-86ae-53b85fef0bbc)
## Migration Guide
- Users might have to double check their already existing calls to all
the `grid` methods. It should be more intuitive now though.
# Objective
fixes#14569
## Solution
added an example to the diagnostic examples and linked the code to the
docs of the diagnostic library itself.
## Testing
I tested locally on my laptop in a web browser. Looked fine. You are
able to collapse the whole "intro" part of the doc to get to the links
sooner (for those who may think that including the example code here is
annoying to scroll through)
I would like people to run ```cargo doc``` and go the bevy_diagnostic
page to see if they have any issues or suggestions.
---
## Showcase
<img width="1067" alt="Screenshot 2024-08-14 at 12 52 16"
src="https://github.com/user-attachments/assets/70b6c18a-0bb9-4656-ba53-c416f62c6116">
---------
Co-authored-by: dpeke <dpekelis@funstage.com>
Makes the newly merged picking usable for UI elements.
currently it both triggers the events, as well as sends them as throught
commands.trigger_targets. We should probably figure out if this is
needed for them all.
# Objective
Hooks up obserers and picking for a very simple example
## Solution
upstreamed the UI picking backend from bevy_mod_picking
## Testing
tested with the new example picking/simple_picking.rs
---
---------
Co-authored-by: Lixou <82600264+DasLixou@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
# Objective
- Bevy now supports an opaque phase for mesh2d, but it's very common for
2d textures to have a transparent alpha channel.
## Solution
- Add an alpha mask phase identical to the one in 3d. It will do the
alpha masking in the shader before drawing the mesh.
- Uses the BinnedRenderPhase
- Since it's an opaque draw it also correctly writes to depth
## Testing
- Tested the mes2d_alpha_mode example and the bevymark example with
alpha mask mode enabled
---
## Showcase
![image](https://github.com/user-attachments/assets/9e5e4561-d0a7-4aa3-b049-d4b1247d5ed4)
The white logo on the right is rendered with alpha mask enabled.
Running the bevymark example I can get 65fps for 120k mesh2d all using
alpha mask.
## Notes
This is one more step for mesh2d improvements
https://github.com/bevyengine/bevy/issues/13265
---------
Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
# Objective
- Wireframe plugins have inconsistencies between 3D and 2D versions.
This PR addresses the following
- 2d version uses `Srgba` for colors, 3d version uses `Color`.
## Solution
- This PR brings consistency by doing the following change
- `Wireframe2d` now uses `Color` instead of `Srgba`
## Testing
- `wireframe_2d` and `wireframe` examples were verified and they work as
before.
---
## Migration Guide
- `Wireframe2dConfig`.`default_color` type is now `Color` instead of
`Srgba`. Use `.into()` to convert between them.
- `Wireframe2dColor`.`color` type is now `Color` instead of `Srgba`. Use
`.into()` to convert between them.
# Objective
- Implements the [Unique Reflect
RFC](https://github.com/nicopap/rfcs/blob/bevy-reflect-api/rfcs/56-better-reflect.md).
## Solution
- Implements the RFC.
- This implementation differs in some ways from the RFC:
- In the RFC, it was suggested `Reflect: Any` but `PartialReflect:
?Any`. During initial implementation I tried this, but we assume the
`PartialReflect: 'static` in a lot of places and the changes required
crept out of the scope of this PR.
- `PartialReflect::try_into_reflect` originally returned `Option<Box<dyn
Reflect>>` but i changed this to `Result<Box<dyn Reflect>, Box<dyn
PartialReflect>>` since the method takes by value and otherwise there
would be no way to recover the type. `as_full` and `as_full_mut` both
still return `Option<&(mut) dyn Reflect>`.
---
## Changelog
- Added `PartialReflect`.
- `Reflect` is now a subtrait of `PartialReflect`.
- Moved most methods on `Reflect` to the new `PartialReflect`.
- Added `PartialReflect::{as_partial_reflect, as_partial_reflect_mut,
into_partial_reflect}`.
- Added `PartialReflect::{try_as_reflect, try_as_reflect_mut,
try_into_reflect}`.
- Added `<dyn PartialReflect>::{try_downcast_ref, try_downcast_mut,
try_downcast, try_take}` supplementing the methods on `dyn Reflect`.
## Migration Guide
- Most instances of `dyn Reflect` should be changed to `dyn
PartialReflect` which is less restrictive, however trait bounds should
generally stay as `T: Reflect`.
- The new `PartialReflect::{as_partial_reflect, as_partial_reflect_mut,
into_partial_reflect, try_as_reflect, try_as_reflect_mut,
try_into_reflect}` methods as well as `Reflect::{as_reflect,
as_reflect_mut, into_reflect}` will need to be implemented for manual
implementors of `Reflect`.
## Future Work
- This PR is designed to be followed up by another "Unique Reflect Phase
2" that addresses the following points:
- Investigate making serialization revolve around `Reflect` instead of
`PartialReflect`.
- [Remove the `try_*` methods on `dyn PartialReflect` since they are
stop
gaps](https://github.com/bevyengine/bevy/pull/7207#discussion_r1083476050).
- Investigate usages like `ReflectComponent`. In the places they
currently use `PartialReflect`, should they be changed to use `Reflect`?
- Merging this opens the door to lots of reflection features we haven't
been able to implement.
- We could re-add [the `Reflectable`
trait](8e3488c880/crates/bevy_reflect/src/reflect.rs (L337-L342))
and make `FromReflect` a requirement to improve [`FromReflect`
ergonomics](https://github.com/bevyengine/rfcs/pull/59). This is
currently not possible because dynamic types cannot sensibly be
`FromReflect`.
- Since this is an alternative to #5772, #5781 would be made cleaner.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
- Add custom images as cursors
- Fixes#9557
## Solution
- Change cursor type to accommodate both native and image cursors
- I don't really like this solution because I couldn't use
`Handle<Image>` directly. I would need to import `bevy_assets` and that
causes a circular dependency. Alternatively we could use winit's
`CustomCursor` smart pointers, but that seems hard because the event
loop is needed to create those and is not easily accessable for users.
So now I need to copy around rgba buffers which is sad.
- I use a cache because especially on the web creating cursor images is
really slow
- Sorry to #14196 for yoinking, I just wanted to make a quick solution
for myself and thought that I should probably share it too.
Update:
- Now uses `Handle<Image>`, reads rgba data in `bevy_render` and uses
resources to send the data to `bevy_winit`, where the final cursors are
created.
## Testing
- Added example which works fine at least on Linux Wayland (winit side
has been tested with all platforms).
- I haven't tested if the url cursor works.
## Migration Guide
- `CursorIcon` is no longer a field in `Window`, but a separate
component can be inserted to a window entity. It has been changed to an
enum that can hold custom images in addition to system icons.
- `Cursor` is renamed to `CursorOptions` and `cursor` field of `Window`
is renamed to `cursor_options`
- `CursorIcon` is renamed to `SystemCursorIcon`
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
# Objective
The `dynamic_types` example was missing a reference to the newly added
`DynamicSet` type.
## Solution
Add `DynamicSet` to the `dynamic_types` example.
For parity with the other dynamic types, I also implemented
`FromIterator<T: Reflect>`, `FromIterator<Box<dyn Reflect>>`, and
`IntoIterator for &DynamicSet`.
## Testing
You can run the example locally:
```
cargo run --example dynamic_types
```
# Objective
### TL;DR
#14098 added the `FunctionRegistry` but had some last minute
complications due to anonymous functions. It ended up going with a
"required name" approach to ensure anonymous functions would always have
a name.
However, this approach isn't ideal for named functions since, by
definition, they will always have a name.
Therefore, this PR aims to modify function reflection such that we can
make function registration easier for named functions, while still
allowing anonymous functions to be registered as well.
### Context
Function registration (#14098) ran into a little problem: anonymous
functions.
Anonymous functions, including function pointers, have very non-unique
type names. For example, the anonymous function `|a: i32, b: i32| a + b`
has the type name of `fn(i32, i32) -> i32`. This obviously means we'd
conflict with another function like `|a: i32, b: i32| a - b`.
The solution that #14098 landed on was to always require a name during
function registration.
The downside with this is that named functions (e.g. `fn add(a: i32, b:
i32) -> i32 { a + b }`) had to redundantly provide a name. Additionally,
manually constructed `DynamicFunction`s also ran into this ergonomics
issue.
I don't entirely know how the function registry will be used, but I have
a strong suspicion that most of its registrations will either be named
functions or manually constructed `DynamicFunction`s, with anonymous
functions only being used here and there for quick prototyping or adding
small functionality.
Why then should the API prioritize the anonymous function use case by
always requiring a name during registration?
#### Telling Functions Apart
Rust doesn't provide a lot of out-of-the-box tools for reflecting
functions. One of the biggest hurdles in attempting to solve the problem
outlined above would be to somehow tell the different kinds of functions
apart.
Let's briefly recap on the categories of functions in Rust:
| Category | Example |
| ------------------ | ----------------------------------------- |
| Named function | `fn add(a: i32, b: i32) -> i32 { a + b }` |
| Closure | `\|a: i32\| a + captured_variable` |
| Anonymous function | `\|a: i32, b: i32\| a + b` |
| Function pointer | `fn(i32, i32) -> i32` |
My first thought was to try and differentiate these categories based on
their size. However, we can see that this doesn't quite work:
| Category | `size_of` |
| ------------------ | --------- |
| Named function | 0 |
| Closure | 0+ |
| Anonymous function | 0 |
| Function pointer | 8 |
Not only does this not tell anonymous functions from named ones, but it
struggles with pretty much all of them.
My second then was to differentiate based on type name:
| Category | `type_name` |
| ------------------ | ----------------------- |
| Named function | `foo::bar::baz` |
| Closure | `foo::bar::{{closure}}` |
| Anonymous function | `fn() -> String` |
| Function pointer | `fn() -> String` |
This is much better. While it can't distinguish between function
pointers and anonymous functions, this doesn't matter too much since we
only care about whether we can _name_ the function.
So why didn't we implement this in #14098?
#### Relying on `type_name`
While this solution was known about while working on #14098, it was left
out from that PR due to it being potentially controversial.
The [docs](https://doc.rust-lang.org/stable/std/any/fn.type_name.html)
for `std::any::type_name` state:
> The returned string must not be considered to be a unique identifier
of a type as multiple types may map to the same type name. Similarly,
there is no guarantee that all parts of a type will appear in the
returned string: for example, lifetime specifiers are currently not
included. In addition, the output may change between versions of the
compiler.
So that's it then? We can't use `type_name`?
Well, this statement isn't so much a rule as it is a guideline. And Bevy
is no stranger to bending the rules to make things work or to improve
ergonomics. Remember that before `TypePath`, Bevy's scene system was
entirely dependent on `type_name`. Not to mention that `type_name` is
being used as a key into both the `TypeRegistry` and the
`FunctionRegistry`.
Bevy's practices aside, can we reliably use `type_name` for this?
My answer would be "yes".
Anonymous functions are anonymous. They have no name. There's nothing
Rust could do to give them a name apart from generating a random string
of characters. But remember that this is a diagnostic tool, it doesn't
make sense to obfuscate the type by randomizing the output. So changing
it to be anything other than what it is now is very unlikely.
The only changes that I could potentially see happening are:
1. Closures replace `{{closure}}` with the name of their variable
2. Lifetimes are included in the output
I don't think the first is likely to happen, but if it does then it
actually works out in our favor: closures are now named!
The second point is probably the likeliest. However, adding lifetimes
doesn't mean we can't still rely on `type_name` to determine whether or
not a function is named. So we should be okay in this case as well.
## Solution
Parse the `type_name` of the function in the `TypedFunction` impl to
determine if the function is named or anonymous.
This once again makes `FunctionInfo::name` optional. For manual
constructions of `DynamicFunction`, `FunctionInfo::named` or
``FunctionInfo::anonymous` can be used.
The `FunctionRegistry` API has also been reworked to account for this
change.
`FunctionRegistry::register` no longer takes a name and instead takes it
from the supplied function, returning a
`FunctionRegistrationError::MissingName` error if the name is `None`.
This also doubles as a replacement for the old
`FunctionRegistry::register_dynamic` method, which has been removed.
To handle anonymous functions, a `FunctionRegistry::register_with_name`
method has been added. This works in the same way
`FunctionRegistry::register` used to work before this PR.
The overwriting methods have been updated in a similar manner, with
modifications to `FunctionRegistry::overwrite_registration`, the removal
of `FunctionRegistry::overwrite_registration_dynamic`, and the addition
of `FunctionRegistry::overwrite_registration_with_name`.
This PR also updates the methods on `App` in a similar way:
`App::register_function` no longer requires a name argument and
`App::register_function_with_name` has been added to handle anonymous
functions (and eventually closures).
## Testing
You can run the tests locally by running:
```
cargo test --package bevy_reflect --features functions
```
---
## Internal Migration Guide
> [!important]
> Function reflection was introduced as part of the 0.15 dev cycle. This
migration guide was written for developers relying on `main` during this
cycle, and is not a breaking change coming from 0.14.
> [!note]
> This list is not exhaustive. It only contains some of the most
important changes.
`FunctionRegistry::register` no longer requires a name string for named
functions. Anonymous functions, however, need to be registered using
`FunctionRegistry::register_with_name`.
```rust
// BEFORE
registry
.register(std::any::type_name_of_val(&foo), foo)?
.register("bar", || println!("Hello world!"));
// AFTER
registry
.register(foo)?
.register_with_name("bar", || println!("Hello world!"));
```
`FunctionInfo::name` is now optional. Anonymous functions and closures
will now have their name set to `None` by default. Additionally,
`FunctionInfo::new` has been renamed to `FunctionInfo::named`.
This PR is based on top of #12982
# Objective
- Mesh2d currently only has an alpha blended phase. Most sprites don't
need transparency though.
- For some 2d games it can be useful to have a 2d depth buffer
## Solution
- Add an opaque phase to render Mesh2d that don't need transparency
- This phase currently uses the `SortedRenderPhase` to make it easier to
implement based on the already existing transparent phase. A follow up
PR will switch this to `BinnedRenderPhase`.
- Add a 2d depth buffer
- Use that depth buffer in the transparent phase to make sure that
sprites and transparent mesh2d are displayed correctly
## Testing
I added the mesh2d_transforms example that layers many opaque and
transparent mesh2d to make sure they all get displayed correctly. I also
confirmed it works with sprites by modifying that example locally.
---
## Changelog
- Added `AlphaMode2d`
- Added `Opaque2d` render phase
- Camera2d now have a `ViewDepthTexture` component
## Migration Guide
- `ColorMaterial` now contains `AlphaMode2d`. To keep previous
behaviour, use `AlphaMode::BLEND`. If you know your sprite is opaque,
use `AlphaMode::OPAQUE`
## Follow up PRs
- See tracking issue: #13265
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Christopher Biscardi <chris@christopherbiscardi.com>
# Objective
Adds a new `Monitor` component representing a winit `MonitorHandle` that
can be used to spawn new windows and check for system monitor
information.
Closes#12955.
## Solution
For every winit event, check available monitors and spawn them into the
world as components.
## Testing
TODO:
- [x] Test plugging in and unplugging monitor during app runtime
- [x] Test spawning a window on a second monitor by entity id
- [ ] Since this touches winit, test all platforms
---
## Changelog
- Adds a new `Monitor` component that can be queried for information
about available system monitors.
## Migration Guide
- `WindowMode` variants now take a `MonitorSelection`, which can be set
to `MonitorSelection::Primary` to mirror the old behavior.
---------
Co-authored-by: Pascal Hertleif <pascal@technocreatives.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
# Objective
#13152 added support for reflecting functions. Now, we need a way to
register those functions such that they may be accessed anywhere within
the ECS.
## Solution
Added a `FunctionRegistry` type similar to `TypeRegistry`.
This allows a function to be registered and retrieved by name.
```rust
fn foo() -> i32 {
123
}
let mut registry = FunctionRegistry::default();
registry.register("my_function", foo);
let function = registry.get_mut("my_function").unwrap();
let value = function.call(ArgList::new()).unwrap().unwrap_owned();
assert_eq!(value.downcast_ref::<i32>(), Some(&123));
```
Additionally, I added an `AppFunctionRegistry` resource which wraps a
`FunctionRegistryArc`. Functions can be registered into this resource
using `App::register_function` or by getting a mutable reference to the
resource itself.
### Limitations
#### `Send + Sync`
In order to get this registry to work across threads, it needs to be
`Send + Sync`. This means that `DynamicFunction` needs to be `Send +
Sync`, which means that its internal function also needs to be `Send +
Sync`.
In most cases, this won't be an issue because standard Rust functions
(the type most likely to be registered) are always `Send + Sync`.
Additionally, closures tend to be `Send + Sync` as well, granted they
don't capture any `!Send` or `!Sync` variables.
This PR adds this `Send + Sync` requirement, but as mentioned above, it
hopefully shouldn't be too big of an issue.
#### Closures
Unfortunately, closures can't be registered yet. This will likely be
explored and added in a followup PR.
### Future Work
Besides addressing the limitations listed above, another thing we could
look into is improving the lookup of registered functions. One aspect is
in the performance of hashing strings. The other is in the developer
experience of having to call `std::any::type_name_of_val` to get the
name of their function (assuming they didn't give it a custom name).
## Testing
You can run the tests locally with:
```
cargo test --package bevy_reflect
```
---
## Changelog
- Added `FunctionRegistry`
- Added `AppFunctionRegistry` (a `Resource` available from `bevy_ecs`)
- Added `FunctionRegistryArc`
- Added `FunctionRegistrationError`
- Added `reflect_functions` feature to `bevy_ecs` and `bevy_app`
- `FunctionInfo` is no longer `Default`
- `DynamicFunction` now requires its wrapped function be `Send + Sync`
## Internal Migration Guide
> [!important]
> Function reflection was introduced as part of the 0.15 dev cycle. This
migration guide was written for developers relying on `main` during this
cycle, and is not a breaking change coming from 0.14.
`DynamicFunction` (both those created manually and those created with
`IntoFunction`), now require `Send + Sync`. All standard Rust functions
should meet that requirement. Closures, on the other hand, may not if
they capture any `!Send` or `!Sync` variables from its environment.
# Objective
- Fixes#14595
## Solution
- Use `num_cascades: 1` in WebGL build.
`CascadeShadowConfigBuilder::default()` gives this number in WebGL:
8235daaea0/crates/bevy_pbr/src/light/mod.rs (L241-L248)
## Testing
- Tested the modified example in WebGL with Firefox/Chrome
---------
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
# Objective
This idea came up in the context of a hypothetical "text sections as
entities" where text sections are children of a text bundle.
```rust
commands
.spawn(TextBundle::default())
.with_children(|parent} {
parent.spawn(TextSection::from("Hello"));
});
```
This is a bit cumbersome (but powerful and probably the way things are
headed). [`bsn!`](https://github.com/bevyengine/bevy/discussions/14437)
will eventually make this nicer, but in the mean time, this might
improve ergonomics for the common case where there is only one
`TextSection`.
## Solution
Add a `with_child` method to the `BuildChildren` trait that spawns a
single bundle and adds it as a child to the entity.
```rust
commands
.spawn(TextBundle::default())
.with_child(TextSection::from("Hello"));
```
## Testing
I added some tests, and modified the `button` example to use the new
method.
If any potential co-authors want to improve the tests, that would be
great.
## Alternatives
- Some sort of macro. See
https://github.com/tigregalis/bevy_spans_ent/blob/main/examples/macro.rs#L20.
I don't love this, personally, and it would probably be obsoleted by
`bsn!`.
- Wait for `bsn!`
- Add `with_children_batch` that takes an `Into<Iterator>` of bundles.
```rust
with_children_batch(vec![TextSection::from("Hello")])
```
This is maybe not as useful as it sounds -- it only works with
homogeneous bundles, so no marker components or styles.
- If this doesn't seem valuable, doing nothing is cool with me.
# Objective
- A lot of mid-level rendering apis are hard to figure out because they
don't have any examples
- SpecializedMeshPipeline can be really useful in some cases when you
want more flexibility than a Material without having to go to low level
apis.
## Solution
- Add an example showing how to make a custom `SpecializedMeshPipeline`.
## Testing
- Did you test these changes? If so, how?
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
---
## Showcase
The examples just spawns 3 triangles in a triangle pattern.
![image](https://github.com/user-attachments/assets/c3098758-94c4-4775-95e5-1d7c7fb9eb86)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Similar to #14537 , this fixes a minor lint issue causing CI failures
when using nightly toolchain.
## Solution
Add `#[allow(dead_code)]` to unused sample code.
## Testing
`cargo run -p ci -- lints` using 1.82 toolchain.
# Objective
- Fixes#11219
## Solution
- Scaling calculations use texture dimensions instead of layout
dimensions.
## Testing
- Did you test these changes? If so, how?
All UI examples look fine.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
Example in #11219
## Migration Guide
```diff
let ui_node = ExtractedUiNode {
stack_index,
transform,
color,
rect,
image,
- atlas_size: Some(atlas_size * scale_factor),
+ atlas_scaling: Some(Vec2::splat(scale_factor)),
clip,
flip_x,
flip_y,
camera_entity,
border,
border_radius,
node_type,
},
```
```diff
let computed_slices = ComputedTextureSlices {
slices,
- image_size,
}
```
# Objective
- Make it possible to know *what* changed your component or resource.
- Common need when debugging, when you want to know the last code
location that mutated a value in the ECS.
- This feature would be very useful for the editor alongside system
stepping.
## Solution
- Adds the caller location to column data.
- Mutations now `track_caller` all the way up to the public API.
- Commands that invoke these functions immediately call
`Location::caller`, and pass this into the functions, instead of the
functions themselves attempting to get the caller. This would not work
for commands which are deferred, as the commands are executed by the
scheduler, not the user's code.
## Testing
- The `component_change_detection` example now shows where the component
was mutated:
```
2024-07-28T06:57:48.946022Z INFO component_change_detection: Entity { index: 1, generation: 1 }: New value: MyComponent(0.0)
2024-07-28T06:57:49.004371Z INFO component_change_detection: Entity { index: 1, generation: 1 }: New value: MyComponent(1.0)
2024-07-28T06:57:49.012738Z WARN component_change_detection: Change detected!
-> value: Ref(MyComponent(1.0))
-> added: false
-> changed: true
-> changed by: examples/ecs/component_change_detection.rs:36:23
```
- It's also possible to inspect change location from a debugger:
<img width="608" alt="image"
src="https://github.com/user-attachments/assets/c90ecc7a-0462-457a-80ae-42e7f5d346b4">
---
## Changelog
- Added source locations to ECS change detection behind the
`track_change_detection` flag.
## Migration Guide
- Added `changed_by` field to many internal ECS functions used with
change detection when the `track_change_detection` feature flag is
enabled. Use Location::caller() to provide the source of the function
call.
---------
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
Use the new `AccumulatedMouseMotion` and `AccumulatedMouseScroll`
resources in place of mouse event handling.
I left the `mouse_input_events` example alone, since by its nature it
demonstrates event detection.
Fixes#14066
## Testing
Ran each example locally before and after changes.
# Objective
Previously, this area of bevy_math used raw translation and rotations to
encode isometries, which did not exist earlier. The goal of this PR is
to make the codebase of bevy_math more harmonious by using actual
isometries (`Isometry2d`/`Isometry3d`) in these places instead — this
will hopefully make the interfaces more digestible for end-users, in
addition to facilitating conversions.
For instance, together with the addition of #14478, this means that a
bounding box for a collider with an isometric `Transform` can be
computed as
```rust
collider.aabb_3d(collider_transform.to_isometry())
```
instead of using manual destructuring.
## Solution
- The traits `Bounded2d` and `Bounded3d` now use `Isometry2d` and
`Isometry3d` (respectively) instead of `translation` and `rotation`
parameters; e.g.:
```rust
/// A trait with methods that return 3D bounding volumes for a shape.
pub trait Bounded3d {
/// Get an axis-aligned bounding box for the shape translated and
rotated by the given isometry.
fn aabb_3d(&self, isometry: Isometry3d) -> Aabb3d;
/// Get a bounding sphere for the shape translated and rotated by the
given isometry.
fn bounding_sphere(&self, isometry: Isometry3d) -> BoundingSphere;
}
```
- Similarly, the `from_point_cloud` constructors for axis-aligned
bounding boxes and bounding circles/spheres now take isometries instead
of separate `translation` and `rotation`; e.g.:
```rust
/// Computes the smallest [`Aabb3d`] containing the given set of points,
/// transformed by the rotation and translation of the given isometry.
///
/// # Panics
///
/// Panics if the given set of points is empty.
#[inline(always)]
pub fn from_point_cloud(
isometry: Isometry3d,
points: impl Iterator<Item = impl Into<Vec3A>>,
) -> Aabb3d { //... }
```
This has a couple additional results:
1. The end-user no longer interacts directly with `Into<Vec3A>` or
`Into<Rot2>` parameters; these conversions all happen earlier now,
inside the isometry types.
2. Similarly, almost all intermediate `Vec3 -> Vec3A` conversions have
been eliminated from the `Bounded3d` implementations for primitives.
This probably has some performance benefit, but I have not measured it
as of now.
## Testing
Existing unit tests help ensure that nothing has been broken in the
refactor.
---
## Migration Guide
The `Bounded2d` and `Bounded3d` traits now take `Isometry2d` and
`Isometry3d` parameters (respectively) instead of separate translation
and rotation arguments. Existing calls to `aabb_2d`, `bounding_circle`,
`aabb_3d`, and `bounding_sphere` will have to be changed to use
isometries instead. A straightforward conversion is to refactor just by
calling `Isometry2d/3d::new`, as follows:
```rust
// Old:
let aabb = my_shape.aabb_2d(my_translation, my_rotation);
// New:
let aabb = my_shape.aabb_2d(Isometry2d::new(my_translation, my_rotation));
```
However, if the old translation and rotation are 3d
translation/rotations originating from a `Transform` or
`GlobalTransform`, then `to_isometry` may be used instead. For example:
```rust
// Old:
let bounding_sphere = my_shape.bounding_sphere(shape_transform.translation, shape_transform.rotation);
// New:
let bounding_sphere = my_shape.bounding_sphere(shape_transform.to_isometry());
```
This discussion also applies to the `from_point_cloud` construction
method of `Aabb2d`/`BoundingCircle`/`Aabb3d`/`BoundingSphere`, which has
similarly been altered to use isometries.
# Objective
Previously, our cubic spline constructors would produce
`CubicCurve`/`RationalCurve` output with no data when they themselves
didn't hold enough control points to produce a well-formed curve.
Attempting to sample the resulting empty "curves" (e.g. by calling
`CubicCurve::position`) would crash the program (😓).
The objectives of this PR are:
1. Ensure that the curve output of `bevy_math`'s spline constructions
are never invalid as data.
2. Provide a type-level guarantee that `CubicCurve` and `RationalCurve`
actually function as curves.
## Solution
This has a few pieces. Firstly, the curve generator traits
`CubicGenerator`, `CyclicCubicGenerator`, and `RationalGenerator` are
now fallible — they have associated error types, and the
curve-generation functions are allowed to fail:
```rust
/// Implement this on cubic splines that can generate a cubic curve from their spline parameters.
pub trait CubicGenerator<P: VectorSpace> {
/// An error type indicating why construction might fail.
type Error;
/// Build a [`CubicCurve`] by computing the interpolation coefficients for each curve segment.
fn to_curve(&self) -> Result<CubicCurve<P>, Self::Error>;
}
```
All existing spline constructions use this together with errors that
indicate when they didn't have the right control data and provide curves
which have at least one segment whenever they return an `Ok` variant.
Next, `CubicCurve` and `RationalCurve` have been blessed with a
guarantee that their internal array of segments (`segments`) is never
empty. In particular, this field is no longer public, so that invalid
curves cannot be built using struct instantiation syntax. To compensate
for this shortfall for users (in particular library authors who might
want to implement their own generators), there is a new method
`from_segments` on these for constructing a curve from a list of
segments, failing if the list is empty:
```rust
/// Create a new curve from a collection of segments. If the collection of segments is empty,
/// a curve cannot be built and `None` will be returned instead.
pub fn from_segments(segments: impl Into<Vec<CubicSegment<P>>>) -> Option<Self> { //... }
```
All existing methods on `CyclicCurve` and `CubicCurve` maintain the
invariant, so the direct construction of invalid values by users is
impossible.
## Testing
Run unit tests from `bevy_math::cubic_splines`. Additionally, run the
`cubic_splines` example and try to get it to crash using small numbers
of control points: it uses the fallible constructors directly, so if
invalid data is ever constructed, it is basically guaranteed to crash.
---
## Migration Guide
The `to_curve` method on Bevy's cubic splines is now fallible (returning
a `Result`), meaning that any existing calls will need to be updated by
handling the possibility of an error variant.
Similarly, any custom implementation of `CubicGenerator` or
`RationalGenerator` will need to be amended to include an `Error` type
and be made fallible itself.
Finally, the fields of `CubicCurve` and `RationalCurve` are now private,
so any direct constructions of these structs from segments will need to
be replaced with the new `CubicCurve::from_segments` and
`RationalCurve::from_segments` methods.
---
## Design
The main thing to justify here is the choice for the curve internals to
remain the same. After all, if they were able to cause crashes in the
first place, it's worth wondering why safeguards weren't put in place on
the types themselves to prevent that.
My view on this is that the problem was really that the internals of
these methods implicitly relied on the assumption that the value they
were operating on was *actually a curve*, when this wasn't actually
guaranteed. Now, it's possible to make a bunch of small changes inside
the curve struct methods to account for that, but I think that's worse
than just guaranteeing that the data is valid upstream — sampling is
about as hot a code path as we're going to get in this area, and hitting
an additional branch every time it happens just to check that the struct
contains valid data is probably a waste of resources.
Another way of phrasing this is that even if we're only interested in
solving the crashes, the curve's validity needs to be checked at some
point, and it's almost certainly better to do this once at the point of
construction than every time the curve is sampled.
In cases where the control data is supplied dynamically, users would
already have to deal with empty curve outputs basically not working.
Anecdotally, I ran into this while writing the `cubic_splines` example,
and I think the diff illustrates the improvement pretty nicely — the
code no longer has to anticipate whether the output will be good or not;
it just has to handle the `Result`.
The cost of all this, of course, is that we have to guarantee that the
new invariant is actually maintained whenever we extend the API.
However, for the most part, I don't expect users to want to do much
surgery on the internals of their curves anyway.
# Objective
- Fix issue #2611
## Solution
- Add `--generate-link-to-definition` to all the `rustdoc-args` arrays
in the `Cargo.toml`s (for docs.rs)
- Add `--generate-link-to-definition` to the `RUSTDOCFLAGS` environment
variable in the docs workflow (for dev-docs.bevyengine.org)
- Document all the workspace crates in the docs workflow (needed because
otherwise only the source code of the `bevy` package will be included,
making the argument useless)
- I think this also fixes#3662, since it fixes the bug on
dev-docs.bevyengine.org, while on docs.rs it has been fixed for a while
on their side.
---
## Changelog
- The source code viewer on docs.rs now includes links to the
definitions.
# Objective
- meshlet example has broken since #14273
## Solution
- disable msaa in meshlet example
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
I just wanted to inspect `HashSet`s in `bevy-inspector-egui` but I
noticed that it didn't work for some reason. A few minutes later I found
myself looking into the bevy reflect impls noticing that `HashSet`s have
been covered only rudimentary up until now.
## Solution
I'm not sure if this is overkill (especially the first bullet), but
here's a list of the changes:
- created a whole new trait and enum variants for `ReflectRef` and the
like called `Set`
- mostly oriented myself at the `Map` trait and made the necessary
changes until RA was happy
- create macro `impl_reflect_for_hashset!` and call it on `std::HashSet`
and `hashbrown::HashSet`
Extra notes:
- no `get_mut` or `get_mut_at` mirroring the `std::HashSet`
- `insert[_boxed]` and `remove` return `bool` mirroring `std::HashSet`,
additionally that bool is reflect as I thought that would be how we
handle things in bevy reflect, but I'm not sure on this
- ser/de are handled via `SeqAccess`
- I'm not sure about the general deduplication property of this impl of
`Set` that is generally expected? I'm also not sure yet if `Map` does
provide this. This mainly refers to the `Dynamic[...]` structs
- I'm not sure if there are other methods missing from the `trait`, I
felt like `contains` or the set-operations (union/diff/...) could've
been helpful, but I wanted to get out the bare minimum for feedback
first
---
## Changelog
### Added
- `Set` trait for `bevy_reflect`
### Changed
- `std::collections::HashSet` and `bevy_utils::hashbrown::HashSet` now
implement a more complete set of reflect functionalities instead of
"just" `reflect_value`
- `TypeInfo` contains a new variant `Set` that contains `SetInfo`
- `ReflectKind` contains a new variant `Set`
- `ReflectRef` contains a new variant `Set`
- `ReflectMut` contains a new variant `Set`
- `ReflectOwned` contains a new variant `Set`
## Migration Guide
- The new `Set` variants on the enums listed in the change section
should probably be considered by people working with this level of the
lib
### Help wanted!
I'm not sure if this change is able to break code. From my understanding
it shouldn't since we just add functionality but I'm not sure yet if
theres anything missing from my impl that would be normally provided by
`impl_reflect_value!`
# Objective
- It's possible to have errors in a draw command, but these errors are
ignored
## Solution
- Return a result with the error
## Changelog
Renamed `RenderCommandResult::Failure` to `RenderCommandResult::Skip`
Added a `reason` string parameter to `RenderCommandResult::Failure`
## Migration Guide
If you were using `RenderCommandResult::Failure` to just ignore an error
and retry later, use `RenderCommandResult::Skip` instead.
This wasn't intentional, but this PR should also help with
https://github.com/bevyengine/bevy/issues/12660 since we can turn a few
unwraps into error messages now.
---------
Co-authored-by: Charlotte McElwain <charlotte.c.mcelwain@gmail.com>
Switches `Msaa` from being a globally configured resource to a per
camera view component.
Closes#7194
# Objective
Allow individual views to describe their own MSAA settings. For example,
when rendering to different windows or to different parts of the same
view.
## Solution
Make `Msaa` a component that is required on all camera bundles.
## Testing
Ran a variety of examples to ensure that nothing broke.
TODO:
- [ ] Make sure android still works per previous comment in
`extract_windows`.
---
## Migration Guide
`Msaa` is no longer configured as a global resource, and should be
specified on each spawned camera if a non-default setting is desired.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
## Objective
Make the docs say the right thing.
## Solution
Edit the docs so they say the right thing.
Seems like overtime the example has changed but the comment did not
change with it. It originally was a AND but is now an OR.