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);
```