# Objective
- Adds gizmo line joints, suggestion of #9400
## Solution
- Adds `line_joints: GizmoLineJoint` to `GizmoConfig`. Currently the
following values are supported:
- `GizmoLineJoint::None`: does not draw line joints, same behaviour as
previously
- `GizmoLineJoint::Bevel`: draws a single triangle between the lines
- `GizmoLineJoint::Miter` / 'spiky joints': draws two triangles between
the lines extending them until they meet at a (miter) point.
- NOTE: for very small angles between the lines, which happens
frequently in 3d, the miter point will be very far away from the point
at which the lines meet.
- `GizmoLineJoint::Round(resolution)`: Draw a circle arc between the
lines. The circle is a triangle fan of `resolution` triangles.
---
## Changelog
- Added `GizmoLineJoint`, use that in `GizmoConfig` and added necessary
pipelines and draw commands.
- Added a new `line_joints.wgsl` shader containing three vertex shaders
`vertex_bevel`, `vertex_miter` and `vertex_round` as well as a basic
`fragment` shader.
## Migration Guide
Any manually created `GizmoConfig`s must now set the `.line_joints`
field.
## Known issues
- The way we currently create basic closed shapes like rectangles,
circles, triangles or really any closed 2d shape means that one of the
corners will not be drawn with joints, although that would probably be
expected. (see the triangle in the 2d image)
- This could be somewhat mitigated by introducing line caps or fixed by
adding another segment overlapping the first of the strip. (Maybe in a
followup PR?)
- 3d shapes can look 'off' with line joints (especially bevel) because
wherever 3 or more lines meet one of them may stick out beyond the joint
drawn between the other 2.
- Adding additional lines so that there is a joint between every line at
a corner would fix this but would probably be too computationally
expensive.
- Miter joints are 'unreasonably long' for very small angles between the
lines (the angle is the angle between the lines in screen space). This
is technically correct but distracting and does not feel right,
especially in 3d contexts. I think limiting the length of the miter to
the point at which the lines meet might be a good idea.
- The joints may be drawn with a different gizmo in-between them and
their corresponding lines in 2d. Some sort of z-ordering would probably
be good here, but I believe this may be out of scope for this PR.
## Additional information
Some pretty images :)
<img width="1175" alt="Screenshot 2024-03-02 at 04 53 50"
src="https://github.com/bevyengine/bevy/assets/62256001/58df7e63-9376-4430-8871-32adba0cb53b">
- Note that the top vertex does not have a joint drawn.
<img width="1440" alt="Screenshot 2024-03-02 at 05 03 55"
src="https://github.com/bevyengine/bevy/assets/62256001/137a00cf-cbd4-48c2-a46f-4b47492d4fd9">
Now for a weird video:
https://github.com/bevyengine/bevy/assets/62256001/93026f48-f1d6-46fe-9163-5ab548a3fce4
- The black lines shooting out from the cube are miter joints that get
very long because the lines between which they are drawn are (almost)
collinear in screen space.
---------
Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
# Objective
Rotating vectors is a very common task. It is required for a variety of
things both within Bevy itself and in many third party plugins, for
example all over physics and collision detection, and for things like
Bevy's bounding volumes and several gizmo implementations.
For 3D, we can do this using a `Quat`, but for 2D, we do not have a
clear and efficient option. `Mat2` can be used for rotating vectors if
created using `Mat2::from_angle`, but this is not obvious to many users,
it doesn't have many rotation helpers, and the type does not give any
guarantees that it represents a valid rotation.
We should have a proper type for 2D rotations. In addition to allowing
for potential optimization, it would allow us to have a consistent and
explicitly documented representation used throughout the engine, i.e.
counterclockwise and in radians.
## Representation
The mathematical formula for rotating a 2D vector is the following:
```
new_x = x * cos - y * sin
new_y = x * sin + y * cos
```
Here, `sin` and `cos` are the sine and cosine of the rotation angle.
Computing these every time when a vector needs to be rotated can be
expensive, so the rotation shouldn't be just an `f32` angle. Instead, it
is often more efficient to represent the rotation using the sine and
cosine of the angle instead of storing the angle itself. This can be
freely passed around and reused without unnecessary computations.
The two options are either a 2x2 rotation matrix or a unit complex
number where the cosine is the real part and the sine is the imaginary
part. These are equivalent for the most part, but the unit complex
representation is a bit more memory efficient (two `f32`s instead of
four), so I chose that. This is like Nalgebra's
[`UnitComplex`](https://docs.rs/nalgebra/latest/nalgebra/geometry/type.UnitComplex.html)
type, which can be used for the
[`Rotation2`](https://docs.rs/nalgebra/latest/nalgebra/geometry/type.Rotation2.html)
type.
## Implementation
Add a `Rotation2d` type represented as a unit complex number:
```rust
/// A counterclockwise 2D rotation in radians.
///
/// The rotation angle is wrapped to be within the `]-pi, pi]` range.
pub struct Rotation2d {
/// The cosine of the rotation angle in radians.
///
/// This is the real part of the unit complex number representing the rotation.
pub cos: f32,
/// The sine of the rotation angle in radians.
///
/// This is the imaginary part of the unit complex number representing the rotation.
pub sin: f32,
}
```
Using it is similar to using `Quat`, but in 2D:
```rust
let rotation = Rotation2d::radians(PI / 2.0);
// Rotate vector (also works on Direction2d!)
assert_eq!(rotation * Vec2::X, Vec2::Y);
// Get angle as degrees
assert_eq!(rotation.as_degrees(), 90.0);
// Getting sin and cos is free
let (sin, cos) = rotation.sin_cos();
// "Subtract" rotations
let rotation2 = Rotation2d::FRAC_PI_4; // there are constants!
let diff = rotation * rotation2.inverse();
assert_eq!(diff.as_radians(), PI / 4.0);
// This is equivalent to the above
assert_eq!(rotation2.angle_between(rotation), PI / 4.0);
// Lerp
let rotation1 = Rotation2d::IDENTITY;
let rotation2 = Rotation2d::FRAC_PI_2;
let result = rotation1.lerp(rotation2, 0.5);
assert_eq!(result.as_radians(), std::f32::consts::FRAC_PI_4);
// Slerp
let rotation1 = Rotation2d::FRAC_PI_4);
let rotation2 = Rotation2d::degrees(-180.0); // we can use degrees too!
let result = rotation1.slerp(rotation2, 1.0 / 3.0);
assert_eq!(result.as_radians(), std::f32::consts::FRAC_PI_2);
```
There's also a `From<f32>` implementation for `Rotation2d`, which means
that methods can still accept radians as floats if the argument uses
`impl Into<Rotation2d>`. This means that adding `Rotation2d` shouldn't
even be a breaking change.
---
## Changelog
- Added `Rotation2d`
- Bounding volume methods now take an `impl Into<Rotation2d>`
- Gizmo methods with rotation now take an `impl Into<Rotation2d>`
## Future use cases
- Collision detection (a type like this is quite essential considering
how common vector rotations are)
- `Transform` helpers (e.g. return a 2D rotation about the Z axis from a
`Transform`)
- The rotation used for `Transform2d` (#8268)
- More gizmos, maybe meshes... everything in 2D that uses rotation
---------
Co-authored-by: Tristan Guichaoua <33934311+tguichaoua@users.noreply.github.com>
Co-authored-by: Robert Walter <robwalter96@gmail.com>
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
# Objective
Fix missing `TextBundle` (and many others) which are present in the main
crate as default features but optional in the sub-crate. See:
- https://docs.rs/bevy/0.13.0/bevy/ui/node_bundles/index.html
- https://docs.rs/bevy_ui/0.13.0/bevy_ui/node_bundles/index.html
~~There are probably other instances in other crates that I could track
down, but maybe "all-features = true" should be used by default in all
sub-crates? Not sure.~~ (There were many.) I only noticed this because
rust-analyzer's "open docs" features takes me to the sub-crate, not the
main one.
## Solution
Add "all-features = true" to docs.rs metadata for crates that use
features.
## Changelog
### Changed
- Unified features documented on docs.rs between main crate and
sub-crates
# Objective
Make bevy_utils less of a compilation bottleneck. Tackle #11478.
## Solution
* Move all of the directly reexported dependencies and move them to
where they're actually used.
* Remove the UUID utilities that have gone unused since `TypePath` took
over for `TypeUuid`.
* There was also a extraneous bytemuck dependency on `bevy_core` that
has not been used for a long time (since `encase` became the primary way
to prepare GPU buffers).
* Remove the `all_tuples` macro reexport from bevy_ecs since it's
accessible from `bevy_utils`.
---
## Changelog
Removed: Many of the reexports from bevy_utils (petgraph, uuid, nonmax,
smallvec, and thiserror).
Removed: bevy_core's reexports of bytemuck.
## Migration Guide
bevy_utils' reexports of petgraph, uuid, nonmax, smallvec, and thiserror
have been removed.
bevy_core' reexports of bytemuck's types has been removed.
Add them as dependencies in your own crate instead.
# Objective
- Part of #9400.
- Add light gizmos for `SpotLight`, `PointLight` and `DirectionalLight`.
## Solution
- Add a `ShowLightGizmo` and its related gizmo group and plugin, that
shows a gizmo for all lights of an entities when inserted on it. Light
display can also be toggled globally through the gizmo config in the
same way it can already be done for `Aabb`s.
- Add distinct segment setters for height and base one `Cone3dBuilder`.
This allow having a properly rounded base without too much edges along
the height. The doc comments explain how to ensure height and base
connect when setting different values.
Gizmo for the three light types without radius with the depth bias set
to -1:
![without-radius](https://github.com/bevyengine/bevy/assets/18357657/699d0154-f367-4727-9b09-8b458d96a0e2)
With Radius:
![with-radius](https://github.com/bevyengine/bevy/assets/18357657/f3af003e-dbba-427a-a305-c5cc1676e340)
Possible future improvements:
- Add a billboarded sprite with a distinct sprite for each light type.
- Display the intensity of the light somehow (no idea how to represent
that apart from some text).
---
## Changelog
### Added
- The new `ShowLightGizmo`, part of the `LightGizmoPlugin` and
configurable globally with `LightGizmoConfigGroup`, allows drawing gizmo
for `PointLight`, `SpotLight` and `DirectionalLight`. The gizmos color
behavior can be controlled with the `LightGizmoColor` member of
`ShowLightGizmo` and `LightGizmoConfigGroup`.
- The cone gizmo builder (`Cone3dBuilder`) now allows setting a
differing number of segments for the base and height.
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
Fixes#11298. Make the use of bevy_log vs bevy_utils::tracing more
consistent.
## Solution
Replace all uses of bevy_log's logging macros with the reexport from
bevy_utils. Remove bevy_log as a dependency where it's no longer needed
anymore.
Ideally we should just be using tracing directly, but given that all of
these crates are already using bevy_utils, this likely isn't that great
of a loss right now.
# Objective
- We introduce a gizmo that displays coordinate axes relative to a
Transform*, primarily for debugging purposes.
- See #9400
## Solution
A new method, `Gizmos::axes`, takes a `Transform`* as input and displays
the standard coordinate axes, transformed according to it; its signature
looks like this:
````rust
pub fn axes(&mut self, transform: into TransformPoint, base_length: f32) { //... }
````
If my carefully placed asterisks hadn't already tipped you off, the
argument here is not actually a `Transform` but instead anything which
implements `TransformPoint`, which allows it to work also with
`GlobalTransform` (and also `Mat4` and `Affine3A`, if the user happens
to be hand-rolling transformations in some way).
The `base_length` parameter is a scaling factor applied to the
coordinate vectors before the transformation takes place; in other
words, the caller can use this to help size the coordinate axes
appropriately for the entity that they are attached to.
An example invocation of this method looks something like this:
````rust
fn draw_axes_system(
mut gizmos: Gizmos,
query: Query<&Transform, With<MyMarkerComponent>>,
) {
for &transform in &query {
gizmos.axes(transform, 2.);
}
}
````
The result is the three coordinate axes, X, Y, Z (colored red, green,
and blue, respectively), drawn onto the entity:
<img width="206" alt="Screenshot 2024-02-29 at 2 41 45 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/789d1703-29ae-4295-80ab-b87459cf8037">
Note that, if scaling was applied as part of the given transformation,
it shows up in scaling on the axes as well:
<img width="377" alt="Screenshot 2024-02-29 at 2 43 53 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/6dc1caf4-8b3e-47f7-a86a-8906d870fa72">
---
## Changelog
- Added `Gizmos::axes` in bevy_gizmos/src/arrows.rs
- Fixed a minor issue with `ArrowBuilder::with_tip_length` not correctly
implementing builder style (no external impact)
---
## Discussion
### Design considerations
I feel pretty strongly that having no default length scale is for the
best, at least for the time being, since it's very easy for the length
scale to be too small, leading to the axes being hidden inside the body
of the object they are associated with. That is, if the API instead
looked like this:
````rust
gizmos.axes(transform); // or
gizmos.axes(transform).with_length_scale(3.0);
````
then I think it's a reasonable expectation that the first thing would
"just work" for most applications, and it wouldn't, which would be kind
of a footgun.
### Future steps
There are a few directions that this might expand in the future:
1. Introduce additional options via the standard builder pattern; i.e.
introducing `AxesBuilder<T: TransformPoint>` so that people can
configure the axis colors, normalize all axes to a fixed length
independent of scale deformations, etc.
2. Fold this functionality into a plugin (like AabbGizmoPlugin) so that
the functionality becomes more-or-less automatic based on certain fixed
marker components. This wouldn't be very hard to implement, and it has
the benefit of making the axes more frictionless to use. Furthermore, if
we coupled this to the AABB functionality we already have, we could also
ensure that the plugin automatically sizes the axes (by coupling their
size to the dimensions of the AABB, for example).
3. Implement something similar for 2d. Honestly, I have no idea if this
is desired/useful, but I could probably just implement it in this PR if
that's the case.
# Objective
- As part of the migration process we need to a) see the end effect of
the migration on user ergonomics b) check for serious perf regressions
c) actually migrate the code
- To accomplish this, I'm going to attempt to migrate all of the
remaining user-facing usages of `LegacyColor` in one PR, being careful
to keep a clean commit history.
- Fixes#12056.
## Solution
I've chosen to use the polymorphic `Color` type as our standard
user-facing API.
- [x] Migrate `bevy_gizmos`.
- [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs
- [x] Migrate sprites
- [x] Migrate UI
- [x] Migrate `ColorMaterial`
- [x] Migrate `MaterialMesh2D`
- [x] Migrate fog
- [x] Migrate lights
- [x] Migrate StandardMaterial
- [x] Migrate wireframes
- [x] Migrate clear color
- [x] Migrate text
- [x] Migrate gltf loader
- [x] Register color types for reflection
- [x] Remove `LegacyColor`
- [x] Make sure CI passes
Incidental improvements to ease migration:
- added `Color::srgba_u8`, `Color::srgba_from_array` and friends
- added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the
`Alpha` trait
- add and immediately deprecate (lol) `Color::rgb` and friends in favor
of more explicit and consistent `Color::srgb`
- standardized on white and black for most example text colors
- added vector field traits to `LinearRgba`: ~~`Add`, `Sub`,
`AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications
and divisions do not scale alpha. `Add` and `Sub` have been cut from
this PR.
- added `LinearRgba` and `Srgba` `RED/GREEN/BLUE`
- added `LinearRgba_to_f32_array` and `LinearRgba::to_u32`
## Migration Guide
Bevy's color types have changed! Wherever you used a
`bevy::render::Color`, a `bevy::color::Color` is used instead.
These are quite similar! Both are enums storing a color in a specific
color space (or to be more precise, using a specific color model).
However, each of the different color models now has its own type.
TODO...
- `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`,
`Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`,
`Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`.
- `Color::set_a` and `Color::a` is now `Color::set_alpha` and
`Color::alpha`. These are part of the `Alpha` trait in `bevy_color`.
- `Color::is_fully_transparent` is now part of the `Alpha` trait in
`bevy_color`
- `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for
`g`, `b` `h`, `s` and `l` have been removed due to causing silent
relatively expensive conversions. Convert your `Color` into the desired
color space, perform your operations there, and then convert it back
into a polymorphic `Color` enum.
- `Color::hex` is now `Srgba::hex`. Call `.into` or construct a
`Color::Srgba` variant manually to convert it.
- `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`,
`ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now
store a `LinearRgba`, rather than a polymorphic `Color`
- `Color::rgb_linear` and `Color::rgba_linear` are now
`Color::linear_rgb` and `Color::linear_rgba`
- The various CSS color constants are no longer stored directly on
`Color`. Instead, they're defined in the `Srgba` color space, and
accessed via `bevy::color::palettes::css`. Call `.into()` on them to
convert them into a `Color` for quick debugging use, and consider using
the much prettier `tailwind` palette for prototyping.
- The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with
the standard naming.
- Vector field arithmetic operations on `Color` (add, subtract, multiply
and divide by a f32) have been removed. Instead, convert your colors
into `LinearRgba` space, and perform your operations explicitly there.
This is particularly relevant when working with emissive or HDR colors,
whose color channel values are routinely outside of the ordinary 0 to 1
range.
- `Color::as_linear_rgba_f32` has been removed. Call
`LinearRgba::to_f32_array` instead, converting if needed.
- `Color::as_linear_rgba_u32` has been removed. Call
`LinearRgba::to_u32` instead, converting if needed.
- Several other color conversion methods to transform LCH or HSL colors
into float arrays or `Vec` types have been removed. Please reimplement
these externally or open a PR to re-add them if you found them
particularly useful.
- Various methods on `Color` such as `rgb` or `hsl` to convert the color
into a specific color space have been removed. Convert into
`LinearRgba`, then to the color space of your choice.
- Various implicitly-converting color value methods on `Color` such as
`r`, `g`, `b` or `h` have been removed. Please convert it into the color
space of your choice, then check these properties.
- `Color` no longer implements `AsBindGroup`. Store a `LinearRgba`
internally instead to avoid conversion costs.
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
Split up from #12017, rename Bevy's direction types.
Currently, Bevy has the `Direction2d`, `Direction3d`, and `Direction3dA`
types, which provide a type-level guarantee that their contained vectors
remain normalized. They can be very useful for a lot of APIs for safety,
explicitness, and in some cases performance, as they can sometimes avoid
unnecessary normalizations.
However, many consider them to be inconvenient to use, and opt for
standard vector types like `Vec3` because of this. One reason is that
the direction type names are a bit long and can be annoying to write (of
course you can use autocomplete, but just typing `Vec3` is still nicer),
and in some intances, the extra characters can make formatting worse.
The naming is also inconsistent with Glam's shorter type names, and
results in names like `Direction3dA`, which (in my opinion) are
difficult to read and even a bit ugly.
This PR proposes renaming the types to `Dir2`, `Dir3`, and `Dir3A`.
These names are nice and easy to write, consistent with Glam, and work
well for variants like the SIMD aligned `Dir3A`. As a bonus, it can also
result in nicer formatting in a lot of cases, which can be seen from the
diff of this PR.
Some examples of what it looks like: (copied from #12017)
```rust
// Before
let ray_cast = RayCast2d::new(Vec2::ZERO, Direction2d::X, 5.0);
// After
let ray_cast = RayCast2d::new(Vec2::ZERO, Dir2::X, 5.0);
```
```rust
// Before (an example using Bevy XPBD)
let hit = spatial_query.cast_ray(
Vec3::ZERO,
Direction3d::X,
f32::MAX,
true,
SpatialQueryFilter::default(),
);
// After
let hit = spatial_query.cast_ray(
Vec3::ZERO,
Dir3::X,
f32::MAX,
true,
SpatialQueryFilter::default(),
);
```
```rust
// Before
self.circle(
Vec3::new(0.0, -2.0, 0.0),
Direction3d::Y,
5.0,
Color::TURQUOISE,
);
// After (formatting is collapsed in this case)
self.circle(Vec3::new(0.0, -2.0, 0.0), Dir3::Y, 5.0, Color::TURQUOISE);
```
## Solution
Rename `Direction2d`, `Direction3d`, and `Direction3dA` to `Dir2`,
`Dir3`, and `Dir3A`.
---
## Migration Guide
The `Direction2d` and `Direction3d` types have been renamed to `Dir2`
and `Dir3`.
## Additional Context
This has been brought up on the Discord a few times, and we had a small
[poll](https://discord.com/channels/691052431525675048/1203087353850364004/1212465038711984158)
on this. `Dir2`/`Dir3`/`Dir3A` was quite unanimously chosen as the best
option, but of course it was a very small poll and inconclusive, so
other opinions are certainly welcome too.
---------
Co-authored-by: IceSentry <c.giguere42@gmail.com>
# Objective
- Fixes#12170
## Solution
- Moved the existing `color_from_entity` internals into
`Hsla::sequence_dispersed` which generates a randomly distributed but
deterministic color sequence based.
- Replicated the method for `Lcha` and `Oklcha` as well.
## Examples
### Getting a few colours for a quick palette
```rust
let palette = Hsla::sequence_dispersed().take(5).collect::<Vec<_>>();
/*[
Hsla::hsl(0.0, 1., 0.5),
Hsla::hsl(222.49225, 1., 0.5),
Hsla::hsl(84.984474, 1., 0.5),
Hsla::hsl(307.4767, 1., 0.5),
Hsla::hsl(169.96895, 1., 0.5),
]*/
```
### Getting a colour from an `Entity`
```rust
let color = Oklcha::sequence_dispersed().nth(entity.index() as u32).unwrap();
```
## Notes
This was previously a private function exclusively for `Entity` types.
I've decided it should instead be public and operate on a `u32`
directly, since this function may have broader uses for debugging
purposes.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Implement grid gizmos, suggestion of #9400
## Solution
- Added `gizmos.grid(...) ` and `gizmos.grid_2d(...)`
- The grids may be configured using `.outer_edges(...)` to specify
whether to draw the outer border/edges of the grid and `.skew(...)`to
specify the skew of the grid along the x or y directions.
---
## Changelog
- Added a `grid` module to `bevy_gizmos` containing `gizmos.grid(...) `
and `gizmos.grid_2d(...)` as well as assorted items.
- Updated the `2d_gizmos` and `3d_gizmos` examples to use grids.
## Additional
The 2D and 3D examples now look like this:
<img width="1440" alt="Screenshot 2024-02-20 at 15 09 40"
src="https://github.com/bevyengine/bevy/assets/62256001/ce04191e-d839-4faf-a6e3-49b6bb4b922b">
<img width="1440" alt="Screenshot 2024-02-20 at 15 10 07"
src="https://github.com/bevyengine/bevy/assets/62256001/317459ba-d452-42eb-ae95-7c84cdbd569b">
# Objective
This PR arose as part of the migration process for `bevy_color`: see
#12056.
While examining how `bevy_gizmos` stores color types internally, I found
that rather than storing a `Color` internally, it actually stores a
`[f32;4]` for a linear RGB, type aliased to a `ColorItem`.
While we don't *have* to clean this up to complete the migration, now
that we have explicit strong typing for linear color types we should use
them rather than replicating this idea throughout the codebase.
## Solution
- Added `LinearRgba::NAN`, for when you want to do cursed rendering
things.
- Replaced the internal color representation in `bevy_gizmo`: this was
`ColorItem`, but is now `LinearRgba`.
- `LinearRgba` is now `Pod`, enabling us to use the same fast `bytemuck`
bit twiddling tricks that we were using before. This requires:
1. Forcing `LinearRgba` to be `repr(C)`
2. Implementing `Zeroable`, and unsafe trait which defines what the
struct looks like when all values are zero.
3. Implementing `Pod`, a marker trait with stringent safety requirements
that is required for "plain old data".
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
# Objective
- During rendering of different gizmo groups, the ordering is random
between executions
## Solution
- Make the ordering stable
- It's using a `TypeIdMap`, its iteration order depends on the insertion
order. so insert when adding a group instead of when adding a gizmo
- Also changed `extract_gizmo_data` to not be group dependent. there
will be only one of those systems, no matter the number of gizmo groups
added
---------
Co-authored-by: pablo-lua <126117294+pablo-lua@users.noreply.github.com>
# Objective
Split up from #12017, add an aligned version of `Direction3d` for SIMD,
and move direction types out of `primitives`.
## Solution
Add `Direction3dA` and move direction types into a new `direction`
module.
---
## Migration Guide
The `Direction2d`, `Direction3d`, and `InvalidDirectionError` types have
been moved out of `bevy::math::primitives`.
Before:
```rust
use bevy::math::primitives::Direction3d;
```
After:
```rust
use bevy::math::Direction3d;
```
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Make `GizmoConfigStore` play well with reflection-based workflows like
editors.
## Solution
- `#[derive(Reflect)]` and call `.register_type()`.
# Objective
The migration process for `bevy_color` (#12013) will be fairly involved:
there will be hundreds of affected files, and a large number of APIs.
## Solution
To allow us to proceed granularly, we're going to keep both
`bevy_color::Color` (new) and `bevy_render::Color` (old) around until
the migration is complete.
However, simply doing this directly is confusing! They're both called
`Color`, making it very hard to tell when a portion of the code has been
ported.
As discussed in #12056, by renaming the old `Color` type, we can make it
easier to gradually migrate over, one API at a time.
## Migration Guide
THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK.
This change should not be shipped to end users: delete this section in
the final migration guide!
---------
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Fixes#12016.
Bump version after release
This PR has been auto-generated
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
# Objective
- Some workspace members do not inherit the global lints.
## Solution
- Add a `[lints]` entry for all files returned by `rg
--files-without-match -F "[lints]" **/Cargo.toml`, except the compile
failure tests since these aren't part of the workspace.
- Add some docstrings where needed.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
I tried using `insert_gizmo_group` to configure my physics gizmos in a
bevy_xpbd example, but was surprised to see that nothing happened. I
found out that the method does *not* overwrite gizmo groups that have
already been initialized (with `init_gizmo_group`). This is unexpected,
since methods like `insert_resource` *do* overwrite.
## Solution
Insert the configuration even if it has already been initialized.
This fixes a `FIXME` in `extract_meshes` and results in a performance
improvement.
As a result of this change, meshes in the render world might not be
attached to entities anymore. Therefore, the `entity` parameter to
`RenderCommand::render()` is now wrapped in an `Option`. Most
applications that use the render app's ECS can simply unwrap the
`Option`.
Note that for now sprites, gizmos, and UI elements still use the render
world as usual.
## Migration guide
* For efficiency reasons, some meshes in the render world may not have
corresponding `Entity` IDs anymore. As a result, the `entity` parameter
to `RenderCommand::render()` is now wrapped in an `Option`. Custom
rendering code may need to be updated to handle the case in which no
`Entity` exists for an object that is to be rendered.
This is just a minor fix extracted from #11697
A logic error. We tried to close the polygon shape, if the user
specifies an
unclosed polygon. The closing linestring previously didn't close the
polygon
though, but instead added a zero length line at the last coordinate.
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Use `TypeIdMap<T>` instead of `HashMap<TypeId, T>`
- ~~`TypeIdMap` was in `bevy_ecs`. I've kept it there because of
#11478~~
- ~~I haven't swapped `bevy_reflect` over because it doesn't depend on
`bevy_ecs`, but I'd also be happy with moving `TypeIdMap` to
`bevy_utils` and then adding a dependency to that~~
- ~~this is a slight change in the public API of
`DrawFunctionsInternal`, does this need to go in the changelog?~~
## Changelog
- moved `TypeIdMap` to `bevy_utils`
- changed `DrawFunctionsInternal::indices` to `TypeIdMap`
## Migration Guide
- `TypeIdMap` now lives in `bevy_utils`
- `DrawFunctionsInternal::indices` now uses a `TypeIdMap`.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Currently the `missing_docs` lint is allowed-by-default and enabled at
crate level when their documentations is complete (see #3492).
This PR proposes to inverse this logic by making `missing_docs`
warn-by-default and mark crates with imcomplete docs allowed.
## Solution
Makes `missing_docs` warn at workspace level and allowed at crate level
when the docs is imcomplete.
The PR is in a reviewable state now in the sense that the basic
implementations are there. There are still some ToDos that I'm aware of:
- [x] docs for all the new structs and traits
- [x] implement `Default` and derive other useful traits for the new
structs
- [x] Take a look at the notes again (Do this after a first round of
reviews)
- [x] Take care of the repetition in the circle drawing functions
---
# Objective
- TLDR: This PR enables us to quickly draw all the newly added
primitives from `bevy_math` in immediate mode with gizmos
- Addresses #10571
## Solution
- This implements the first design idea I had that covered everything
that was mentioned in the Issue
https://github.com/bevyengine/bevy/issues/10571#issuecomment-1863646197
---
## Caveats
- I added the `Primitive(2/3)d` impls for `Direction(2/3)d` to make them
work with the current solution. We could impose less strict requirements
for the gizmoable objects and remove the impls afterwards if the
community doesn't like the current approach.
---
## Changelog
- implement capabilities to draw ellipses on the gizmo in general (this
was required to have some code which is able to draw the ellipse
primitive)
- refactored circle drawing code to use the more general ellipse drawing
code to keep code duplication low
- implement `Primitive2d` for `Direction2d` and impl `Primitive3d` for
`Direction3d`
- implement trait to draw primitives with specialized details with
gizmos
- `GizmoPrimitive2d` for all the 2D primitives
- `GizmoPrimitive3d` for all the 3D primitives
- (question while writing this: Does it actually matter if we split this
in 2D and 3D? I guess it could be useful in the future if we do
something based on the main rendering mode even though atm it's kinda
useless)
---
---------
Co-authored-by: nothendev <borodinov.ilya@gmail.com>
# Objective
Right now, all assets in the main world get extracted and prepared in
the render world (if the asset's using the RenderAssetPlugin). This is
unfortunate for two cases:
1. **TextureAtlas** / **FontAtlas**: This one's huge. The individual
`Image` assets that make up the atlas are cloned and prepared
individually when there's no reason for them to be. The atlas textures
are built on the CPU in the main world. *There can be hundreds of images
that get prepared for rendering only not to be used.*
2. If one loads an Image and needs to transform it in a system before
rendering it, kind of like the [decompression
example](https://github.com/bevyengine/bevy/blob/main/examples/asset/asset_decompression.rs#L120),
there's a price paid for extracting & preparing the asset that's not
intended to be rendered yet.
------
* References #10520
* References #1782
## Solution
This changes the `RenderAssetPersistencePolicy` enum to bitflags. I felt
that the objective with the parameter is so similar in nature to wgpu's
[`TextureUsages`](https://docs.rs/wgpu/latest/wgpu/struct.TextureUsages.html)
and
[`BufferUsages`](https://docs.rs/wgpu/latest/wgpu/struct.BufferUsages.html),
that it may as well be just like that.
```rust
// This asset only needs to be in the main world. Don't extract and prepare it.
RenderAssetUsages::MAIN_WORLD
// Keep this asset in the main world and
RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD
// This asset is only needed in the render world. Remove it from the asset server once extracted.
RenderAssetUsages::RENDER_WORLD
```
### Alternate Solution
I considered introducing a third field to `RenderAssetPersistencePolicy`
enum:
```rust
enum RenderAssetPersistencePolicy {
/// Keep the asset in the main world after extracting to the render world.
Keep,
/// Remove the asset from the main world after extracting to the render world.
Unload,
/// This doesn't need to be in the render world at all.
NoExtract, // <-----
}
```
Functional, but this seemed like shoehorning. Another option is renaming
the enum to something like:
```rust
enum RenderAssetExtractionPolicy {
/// Extract the asset and keep it in the main world.
Extract,
/// Remove the asset from the main world after extracting to the render world.
ExtractAndUnload,
/// This doesn't need to be in the render world at all.
NoExtract,
}
```
I think this last one could be a good option if the bitflags are too
clunky.
## Migration Guide
* `RenderAssetPersistencePolicy::Keep` → `RenderAssetUsage::MAIN_WORLD |
RenderAssetUsage::RENDER_WORLD` (or `RenderAssetUsage::default()`)
* `RenderAssetPersistencePolicy::Unload` →
`RenderAssetUsage::RENDER_WORLD`
* For types implementing the `RenderAsset` trait, change `fn
persistence_policy(&self) -> RenderAssetPersistencePolicy` to `fn
asset_usage(&self) -> RenderAssetUsages`.
* Change any references to `cpu_persistent_access`
(`RenderAssetPersistencePolicy`) to `asset_usage` (`RenderAssetUsage`).
This applies to `Image`, `Mesh`, and a few other types.
# Objective
- Fixes#11569
## Solution
- Add new methods to the Ext Trait
---
## Changelog
### Added
- Added new methods to the trait `AppGizmoBuilder`
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Implement an arc3d API for gizmos
- Solves #11536
## Solution
### `arc_3d`
- The current `arc3d` method on gizmos only takes an angle
- It draws an "standard arc" by default, this is an arc starting at
`Vec3::X`, in the XZ plane, in counter clockwise direction with a normal
that is facing up
- The "standard arc" can be customized with the usual gizmo builder
pattern. This way you'll be able to draw arbitrary arcs
### `short/long_arc_3d_between`
- Given `center`, `from`, `to` draws an arc between `from` and `to`
---
## Changelog
> This section is optional. If this was a trivial fix, or has no
externally-visible impact, you can delete this section.
- Added: `Gizmos::arc3d(&mut self, angle)` method
- Added: `Gizmos::long_arc_3d_between(&mut self, center, from, to)`
method
- Added: `Gizmos::short_arc_3d_between(&mut self, center, from, to)`
method
---
This PR factors out an orthogonal part of another PR as mentioned in
[this
comment](https://github.com/bevyengine/bevy/pull/11072#issuecomment-1883859573)
# Objective
Keep core dependencies up to date.
## Solution
Update the dependencies.
wgpu 0.19 only supports raw-window-handle (rwh) 0.6, so bumping that was
included in this.
The rwh 0.6 version bump is just the simplest way of doing it. There
might be a way we can take advantage of wgpu's new safe surface creation
api, but I'm not familiar enough with bevy's window management to
untangle it and my attempt ended up being a mess of lifetimes and rustc
complaining about missing trait impls (that were implemented). Thanks to
@MiniaczQ for the (much simpler) rwh 0.6 version bump code.
Unblocks https://github.com/bevyengine/bevy/pull/9172 and
https://github.com/bevyengine/bevy/pull/10812
~~This might be blocked on cpal and oboe updating their ndk versions to
0.8, as they both currently target ndk 0.7 which uses rwh 0.5.2~~ Tested
on android, and everything seems to work correctly (audio properly stops
when minimized, and plays when re-focusing the app).
---
## Changelog
- `wgpu` has been updated to 0.19! The long awaited arcanization has
been merged (for more info, see
https://gfx-rs.github.io/2023/11/24/arcanization.html), and Vulkan
should now be working again on Intel GPUs.
- Targeting WebGPU now requires that you add the new `webgpu` feature
(setting the `RUSTFLAGS` environment variable to
`--cfg=web_sys_unstable_apis` is still required). This feature currently
overrides the `webgl2` feature if you have both enabled (the `webgl2`
feature is enabled by default), so it is not recommended to add it as a
default feature to libraries without putting it behind a flag that
allows library users to opt out of it! In the future we plan on
supporting wasm binaries that can target both webgl2 and webgpu now that
wgpu added support for doing so (see
https://github.com/bevyengine/bevy/issues/11505).
- `raw-window-handle` has been updated to version 0.6.
## Migration Guide
- `bevy_render::instance_index::get_instance_index()` has been removed
as the webgl2 workaround is no longer required as it was fixed upstream
in wgpu. The `BASE_INSTANCE_WORKAROUND` shaderdef has also been removed.
- WebGPU now requires the new `webgpu` feature to be enabled. The
`webgpu` feature currently overrides the `webgl2` feature so you no
longer need to disable all default features and re-add them all when
targeting `webgpu`, but binaries built with both the `webgpu` and
`webgl2` features will only target the webgpu backend, and will only
work on browsers that support WebGPU.
- Places where you conditionally compiled things for webgl2 need to be
updated because of this change, eg:
- `#[cfg(any(not(feature = "webgl"), not(target_arch = "wasm32")))]`
becomes `#[cfg(any(not(feature = "webgl") ,not(target_arch = "wasm32"),
feature = "webgpu"))]`
- `#[cfg(all(feature = "webgl", target_arch = "wasm32"))]` becomes
`#[cfg(all(feature = "webgl", target_arch = "wasm32", not(feature =
"webgpu")))]`
- `if cfg!(all(feature = "webgl", target_arch = "wasm32"))` becomes `if
cfg!(all(feature = "webgl", target_arch = "wasm32", not(feature =
"webgpu")))`
- `create_texture_with_data` now also takes a `TextureDataOrder`. You
can probably just set this to `TextureDataOrder::default()`
- `TextureFormat`'s `block_size` has been renamed to `block_copy_size`
- See the `wgpu` changelog for anything I might've missed:
https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
> Can anyone explain to me the reasoning of renaming all the types named
Query to Data. I'm talking about this PR
https://github.com/bevyengine/bevy/pull/10779 It doesn't make sense to
me that a bunch of types that are used to run queries aren't named Query
anymore. Like ViewQuery on the ViewNode is the type of the Query. I
don't really understand the point of the rename, it just seems like it
hides the fact that a query will run based on those types.
[@IceSentry](https://discord.com/channels/691052431525675048/692572690833473578/1184946251431694387)
## Solution
Revert several renames in #10779.
## Changelog
- `ViewNode::ViewData` is now `ViewNode::ViewQuery` again.
## Migration Guide
- This PR amends the migration guide in
https://github.com/bevyengine/bevy/pull/10779
---------
Co-authored-by: atlas dostal <rodol@rivalrebels.com>
# Objective
Fix weird visuals when drawing a gizmo with a non-normed normal.
Fixes#11401
## Solution
Just normalize right before we draw. Could do it when constructing the
builder but that seems less consistent.
## Changelog
- gizmos.circle normal is now a Direction3d instead of a Vec3.
## Migration Guide
- Pass a Direction3d for gizmos.circle normal, eg.
`Direction3d::new(vec).unwrap_or(default)` or potentially
`Direction3d::new_unchecked(vec)` if you know your vec is definitely
normalized.
# Objective
After the Gizmos changes, `App::init_gizmos_group` turned into a
important function that for sure mustn't panic. The problem is: the
actual implementation causes a panic if somehow the code is runned
before `GizmoPlugin` was added to the App
- The error occurs here for example:
```rust
fn main() {
App::new()
.init_gizmo_group::<MyGizmoConfig>()
.add_plugins(DefaultPlugins)
.run();
}
#[derive(Default, Reflect, GizmoConfigGroup)]
struct MyGizmoConfig;
```
![image](https://github.com/bevyengine/bevy/assets/126117294/35e75608-0946-4320-8035-00a82562e37e)
## Solution
- Instead of panicking when getting `GizmoConfigStore`, insert the store
in `App::init_gizmos_group` if needed
---
## Changelog
### Changed
- Changed App::init_gizmos_group to insert the resource if it don't
exist
### Removed
- Removed explicit init of `GizmoConfigStore`
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
This PR aims to implement multiple configs for gizmos as discussed in
#9187.
## Solution
Configs for the new `GizmoConfigGroup`s are stored in a
`GizmoConfigStore` resource and can be accesses using a type based key
or iterated over. This type based key doubles as a standardized location
where plugin authors can put their own configuration not covered by the
standard `GizmoConfig` struct. For example the `AabbGizmoGroup` has a
default color and toggle to show all AABBs. New configs can be
registered using `app.init_gizmo_group::<T>()` during startup.
When requesting the `Gizmos<T>` system parameter the generic type
determines which config is used. The config structs are available
through the `Gizmos` system parameter allowing for easy access while
drawing your gizmos.
Internally, resources and systems used for rendering (up to an including
the extract system) are generic over the type based key and inserted on
registering a new config.
## Alternatives
The configs could be stored as components on entities with markers which
would make better use of the ECS. I also implemented this approach
([here](https://github.com/jeliag/bevy/tree/gizmo-multiconf-comp)) and
believe that the ergonomic benefits of a central config store outweigh
the decreased use of the ECS.
## Unsafe Code
Implementing system parameter by hand is unsafe but seems to be required
to access the config store once and not on every gizmo draw function
call. This is critical for performance. ~Is there a better way to do
this?~
## Future Work
New gizmos (such as #10038, and ideas from #9400) will require custom
configuration structs. Should there be a new custom config for every
gizmo type, or should we group them together in a common configuration?
(for example `EditorGizmoConfig`, or something more fine-grained)
## Changelog
- Added `GizmoConfigStore` resource and `GizmoConfigGroup` trait
- Added `init_gizmo_group` to `App`
- Added early returns to gizmo drawing increasing performance when
gizmos are disabled
- Changed `GizmoConfig` and aabb gizmos to use new `GizmoConfigStore`
- Changed `Gizmos` system parameter to use type based key to retrieve
config
- Changed resources and systems used for gizmo rendering to be generic
over type based key
- Changed examples (3d_gizmos, 2d_gizmos) to showcase new API
## Migration Guide
- `GizmoConfig` is no longer a resource and has to be accessed through
`GizmoConfigStore` resource. The default config group is
`DefaultGizmoGroup`, but consider using your own custom config group if
applicable.
---------
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
# Objective
- `bevy_gizmos` cannot work if both `bevy_sprite` and `bevy_pbr` are
disabled.
- It silently fails to render, making it difficult to debug.
- Fixes#10984
## Solution
- Log an error message when `GizmoPlugin` is registered.
## Alternatives
I chose to log an error message, since it seemed the least intrusive of
potential solutions. Some alternatives include:
- Choosing one dependency as the default, neglecting the other. (#11035)
- Raising a compile error when neither dependency is enabled. ([See my
original
comment](https://github.com/bevyengine/bevy/issues/10984#issuecomment-1873420426))
- Raising a compile warning using a macro hack. ([Pre-RFC - Add
compile_warning!
macro](https://internals.rust-lang.org/t/pre-rfc-add-compile-warning-macro/9370/7?u=bd103))
- Logging a warning instead of an error.
- _This might be the better option. Let me know if I should change it._
---
## Changelog
- `bevy_gizmos` will now log an error if neither `bevy_pbr` nor
`bevy_sprite` are enabled.
# Objective
Fixes Gizmos crash due to the persistence policy being set to `Unload`
## Solution
Change it to `Keep`
Co-authored-by: rqg <ranqingguo318@gmail.com>
# Objective
- No point in keeping Meshes/Images in RAM once they're going to be sent
to the GPU, and kept in VRAM. This saves a _significant_ amount of
memory (several GBs) on scenes like bistro.
- References
- https://github.com/bevyengine/bevy/pull/1782
- https://github.com/bevyengine/bevy/pull/8624
## Solution
- Augment RenderAsset with the capability to unload the underlying asset
after extracting to the render world.
- Mesh/Image now have a cpu_persistent_access field. If this field is
RenderAssetPersistencePolicy::Unload, the asset will be unloaded from
Assets<T>.
- A new AssetEvent is sent upon dropping the last strong handle for the
asset, which signals to the RenderAsset to remove the GPU version of the
asset.
---
## Changelog
- Added `AssetEvent::NoLongerUsed` and
`AssetEvent::is_no_longer_used()`. This event is sent when the last
strong handle of an asset is dropped.
- Rewrote the API for `RenderAsset` to allow for unloading the asset
data from the CPU.
- Added `RenderAssetPersistencePolicy`.
- Added `Mesh::cpu_persistent_access` for memory savings when the asset
is not needed except for on the GPU.
- Added `Image::cpu_persistent_access` for memory savings when the asset
is not needed except for on the GPU.
- Added `ImageLoaderSettings::cpu_persistent_access`.
- Added `ExrTextureLoaderSettings`.
- Added `HdrTextureLoaderSettings`.
## Migration Guide
- Asset loaders (GLTF, etc) now load meshes and textures without
`cpu_persistent_access`. These assets will be removed from
`Assets<Mesh>` and `Assets<Image>` once `RenderAssets<Mesh>` and
`RenderAssets<Image>` contain the GPU versions of these assets, in order
to reduce memory usage. If you require access to the asset data from the
CPU in future frames after the GLTF asset has been loaded, modify all
dependent `Mesh` and `Image` assets and set `cpu_persistent_access` to
`RenderAssetPersistencePolicy::Keep`.
- `Mesh` now requires a new `cpu_persistent_access` field. Set it to
`RenderAssetPersistencePolicy::Keep` to mimic the previous behavior.
- `Image` now requires a new `cpu_persistent_access` field. Set it to
`RenderAssetPersistencePolicy::Keep` to mimic the previous behavior.
- `MorphTargetImage::new()` now requires a new `cpu_persistent_access`
parameter. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the
previous behavior.
- `DynamicTextureAtlasBuilder::add_texture()` now requires that the
`TextureAtlas` you pass has an `Image` with `cpu_persistent_access:
RenderAssetPersistencePolicy::Keep`. Ensure you construct the image
properly for the texture atlas.
- The `RenderAsset` trait has significantly changed, and requires
adapting your existing implementations.
- The trait now requires `Clone`.
- The `ExtractedAsset` associated type has been removed (the type itself
is now extracted).
- The signature of `prepare_asset()` is slightly different
- A new `persistence_policy()` method is now required (return
RenderAssetPersistencePolicy::Unload to match the previous behavior).
- Match on the new `NoLongerUsed` variant for exhaustive matches of
`AssetEvent`.
# Objective
- Make the implementation order consistent between all sources to fit
the order in the trait.
## Solution
- Change the implementation order.
# Objective
- Follow up to #9694
## Solution
- Same api as #9694 but adapted for `BindGroupLayoutEntry`
- Use the same `ShaderStages` visibilty for all entries by default
- Add `BindingType` helper function that mirror the wgsl equivalent and
that make writing layouts much simpler.
Before:
```rust
let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
label: Some("post_process_bind_group_layout"),
entries: &[
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
sample_type: TextureSampleType::Float { filterable: true },
view_dimension: TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::Filtering),
count: None,
},
BindGroupLayoutEntry {
binding: 2,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: bevy::render::render_resource::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: Some(PostProcessSettings::min_size()),
},
count: None,
},
],
});
```
After:
```rust
let layout = render_device.create_bind_group_layout(
"post_process_bind_group_layout"),
&BindGroupLayoutEntries::sequential(
ShaderStages::FRAGMENT,
(
texture_2d_f32(),
sampler(SamplerBindingType::Filtering),
uniform_buffer(false, Some(PostProcessSettings::min_size())),
),
),
);
```
Here's a more extreme example in bevy_solari:
86dab7f5da
---
## Changelog
- Added `BindGroupLayoutEntries` and all `BindingType` helper functions.
## Migration Guide
`RenderDevice::create_bind_group_layout()` doesn't take a
`BindGroupLayoutDescriptor` anymore. You need to provide the parameters
separately
```rust
// 0.12
let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
label: Some("post_process_bind_group_layout"),
entries: &[
BindGroupLayoutEntry {
// ...
},
],
});
// 0.13
let layout = render_device.create_bind_group_layout(
"post_process_bind_group_layout",
&[
BindGroupLayoutEntry {
// ...
},
],
);
```
## TODO
- [x] implement a `Dynamic` variant
- [x] update the `RenderDevice::create_bind_group_layout()` api to match
the one from `RenderDevice::creat_bind_group()`
- [x] docs
## Objective
- Split different types of gizmos into their own files
## Solution
- Move `arc_2d` and `Arc2dBuilder` into `arcs.rs`
- turns out there's no 3d arc function! I'll add one Soon(TM) in another
MR
## Changelog
- Changed
- moved `gizmos::Arc2dBuilder` to `gizmos::arcs::Arc2dBuilder`
## Migration Guide
- `gizmos::Arc2dBuilder` -> `gizmos::arcs::Arc2dBuilder`
## Objective
- Give all the intuitive groups of gizmos their own file
- don't be a breaking change
- don't change Gizmos interface
- eventually do arcs too
- future types of gizmos should be in their own files
- see also https://github.com/bevyengine/bevy/issues/9400
## Solution
- Moved `gizmos.circle`, `gizmos.2d_circle`, and assorted helpers into
`circles.rs`
- Can also do arcs in this MR if y'all want; just figured I should do
one thing at a time.
## Changelog
- Changed
- `gizmos::CircleBuilder` moved to `gizmos::circles::Circle2dBuilder`
- `gizmos::Circle2dBuilder` moved to `gizmos::circles::Circle2dBuilder`
## Migration Guide
- change `gizmos::CircleBuilder` to `gizmos::circles::Circle2dBuilder`
- change `gizmos::Circle2dBuilder` to `gizmos::circles::Circle2dBuilder`
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
- Fix adding `#![allow(clippy::type_complexity)]` everywhere. like #9796
## Solution
- Use the new [lints] table that will land in 1.74
(https://doc.rust-lang.org/nightly/cargo/reference/unstable.html#lints)
- inherit lint to the workspace, crates and examples.
```
[lints]
workspace = true
```
## Changelog
- Bump rust version to 1.74
- Enable lints table for the workspace
```toml
[workspace.lints.clippy]
type_complexity = "allow"
```
- Allow type complexity for all crates and examples
```toml
[lints]
workspace = true
```
---------
Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>