Commit graph

3208 commits

Author SHA1 Message Date
ickshonpe
00943f4f08
Growing UI nodes Fix (#8931)
# Objective

fixes #8911, #7712

## Solution

Rounding was added to Taffy which fixed issue #7712.
The implementation uses the f32 `round` method which rounds ties
(fractional part is a half) away from zero. Issue #8911 occurs when a
node's min and max bounds on either axis are "ties" and zero is between
them. Then the bounds are rounded away from each other, and the node
grows by a pixel. This alone shouldn't cause the node to expand
continuously, but I think there is some interaction with the way Taffy
recomputes a layout from its cached data that I didn't identify.

This PR fixes #8911 by first disabling Taffy's internal rounding and
using an alternative rounding function that rounds ties up.
Then, instead of rounding the values of the internal layout tree as
Taffy's built-in rounding does, we leave those values unmodified and
only the values stored in the components are rounded. This requires
walking the tree for the UI node geometry update rather than iterating
through a query.

Because the component values are regenerated each update, that should
mean that UI updates are idempotent (ish) now and make the growing node
behaviour seen in issue #8911 impossible.

I expected a performance regression, but it's an improvement on main:

```
cargo run --profile stress-test --features trace_tracy --example many_buttons
```

<img width="461" alt="ui-rounding-fix-compare"
src="https://github.com/bevyengine/bevy/assets/27962798/914bfd50-e18a-4642-b262-fafa69005432">

I guess it makes sense to do the rounding together with the node size
and position updates.

---

## Changelog

`bevy_ui::layout`:
* Taffy's built-in rounding is disabled and rounding is now performed by
`ui_layout_system`.

* Instead of rounding the values of the internal layout tree as Taffy's
built-in rounding does, we leave those values unmodified and only the
values stored in the components are rounded. This requires walking the
tree for the UI node geometry update rather than iterating through a
query. Because the component values are regenerated each update, that
should mean that UI updates are idempotent now and make the growing node
behaviour seen in issue #8911 impossible.

* Added two helper functions `round_ties_up` and
`round_layout_coordinates`.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-07-09 07:33:22 +00:00
B_head
f213c14d90
Fix not calling App::finish and App::cleanup in ScheduleRunnerPlugin (#9054)
This pull request is mutually exclusive with #9066.

# Objective

Complete the initialization of the plugin in `ScheduleRunnerPlugin`.

## Solution

Wait for asynchronous tasks to complete, then `App::finish` and
`App::cleanup` in the runner function.
2023-07-09 04:25:12 +00:00
James Liu
d33f5c759c
Add optional single-threaded feature to bevy_ecs/bevy_tasks (#6690)
# Objective
Fixes #6689.

## Solution
Add `single-threaded` as an optional non-default feature to `bevy_ecs`
and `bevy_tasks` that:
 
 - disable the `ParallelExecutor` as a default runner
 - disables the multi-threaded `TaskPool`
- internally replace `QueryParIter::for_each` calls with
`Query::for_each`.

Removed the `Mutex` and `Arc` usage in the single-threaded task pool.


![image](https://user-images.githubusercontent.com/3137680/202833253-dd2d520f-75e6-4c7b-be2d-5ce1523cbd38.png)

## Future Work/TODO
Create type aliases for `Mutex`, `Arc` that change to single-threaaded
equivalents where possible.

---

## Changelog
Added: Optional default feature `multi-theaded` to that enables
multithreaded parallelism in the engine. Disabling it disables all
multithreading in exchange for higher single threaded performance. Does
nothing on WASM targets.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-07-09 04:22:15 +00:00
François
a1feab939a
make accesskit_unix optional again (#9074)
# Objective

- accesskit_unix is not optional anymore

## Solution

- Enable `async-io` feature of `accesskit_winit` only when
`accesskit_unix` is enabled
2023-07-08 22:31:30 +00:00
Ida "Iyes
fb4c21e3e6
bevy_audio: ECS-based API redesign (#8424)
# Objective

Improve the `bevy_audio` API to make it more user-friendly and
ECS-idiomatic. This PR is a first-pass at addressing some of the most
obvious (to me) problems. In the interest of keeping the scope small,
further improvements can be done in future PRs.

The current `bevy_audio` API is very clunky to work with, due to how it
(ab)uses bevy assets to represent audio sinks.

The user needs to write a lot of boilerplate (accessing
`Res<Assets<AudioSink>>`) and deal with a lot of cognitive overhead
(worry about strong vs. weak handles, etc.) in order to control audio
playback.

Audio playback is initiated via a centralized `Audio` resource, which
makes it difficult to keep track of many different sounds playing in a
typical game.

Further, everything carries a generic type parameter for the sound
source type, making it difficult to mix custom sound sources (such as
procedurally generated audio or unofficial formats) with regular audio
assets.

Let's fix these issues.

## Solution

Refactor `bevy_audio` to a more idiomatic ECS API. Remove the `Audio`
resource. Do everything via entities and components instead.

Audio playback data is now stored in components:
- `PlaybackSettings`, `SpatialSettings`, `Handle<AudioSource>` are now
components. The user inserts them to tell Bevy to play a sound and
configure the initial playback parameters.
- `AudioSink`, `SpatialAudioSink` are now components instead of special
magical "asset" types. They are inserted by Bevy when it actually begins
playing the sound, and can be queried for by the user in order to
control the sound during playback.

Bundles: `AudioBundle` and `SpatialAudioBundle` are available to make it
easy for users to play sounds. Spawn an entity with one of these bundles
(or insert them to a complex entity alongside other stuff) to play a
sound.

Each entity represents a sound to be played.

There is also a new "auto-despawn" feature (activated using
`PlaybackSettings`), which, if enabled, tells Bevy to despawn entities
when the sink playback finishes. This allows for "fire-and-forget" sound
playback. Users can simply
spawn entities whenever they want to play sounds and not have to worry
about leaking memory.

## Unsolved Questions

I think the current design is *fine*. I'd be happy for it to be merged.
It has some possibly-surprising usability pitfalls, but I think it is
still much better than the old `bevy_audio`. Here are some discussion
questions for things that we could further improve. I'm undecided on
these questions, which is why I didn't implement them. We should decide
which of these should be addressed in this PR, and what should be left
for future PRs. Or if they should be addressed at all.

### What happens when sounds start playing?

Currently, the audio sink components are inserted and the bundle
components are kept. Should Bevy remove the bundle components? Something
else?

The current design allows an entity to be reused for playing the same
sound with the same parameters repeatedly. This is a niche use case I'd
like to be supported, but if we have to give it up for a simpler design,
I'd be fine with that.

### What happens if users remove any of the components themselves?

As described above, currently, entities can be reused. Removing the
audio sink causes it to be "detached" (I kept the old `Drop` impl), so
the sound keeps playing. However, if the audio bundle components are not
removed, Bevy will detect this entity as a "queued" sound entity again
(has the bundle compoenents, without a sink component), just like before
playing the sound the first time, and start playing the sound again.

This behavior might be surprising? Should we do something different?

### Should mutations to `PlaybackSettings` be applied to the audio sink?

We currently do not do that. `PlaybackSettings` is just for the initial
settings when the sound starts playing. This is clearly documented.

Do we want to keep this behavior, or do we want to allow users to use
`PlaybackSettings` instead of `AudioSink`/`SpatialAudioSink` to control
sounds during playback too?

I think I prefer for them to be kept separate. It is not a bad mental
model once you understand it, and it is documented.

### Should `AudioSink` and `SpatialAudioSink` be unified into a single
component type?

They provide a similar API (via the `AudioSinkPlayback` trait) and it
might be annoying for users to have to deal with both of them. The
unification could be done using an enum that is matched on internally by
the methods. Spatial audio has extra features, so this might make it
harder to access. I think we shouldn't.

### Automatic synchronization of spatial sound properties from
Transforms?

Should Bevy automatically apply changes to Transforms to spatial audio
entities? How do we distinguish between listener and emitter? Which one
does the transform represent? Where should the other one come from?

Alternatively, leave this problem for now, and address it in a future
PR. Or do nothing, and let users deal with it, as shown in the
`spatial_audio_2d` and `spatial_audio_3d` examples.

---

## Changelog

Added:
- `AudioBundle`/`SpatialAudioBundle`, add them to entities to play
sounds.

Removed:
 - The `Audio` resource.
 - `AudioOutput` is no longer `pub`.

Changed:
 - `AudioSink`, `SpatialAudioSink` are now components instead of assets.

## Migration Guide

// TODO: write a more detailed migration guide, after the "unsolved
questions" are answered and this PR is finalized.

Before:

```rust

/// Need to store handles somewhere
#[derive(Resource)]
struct MyMusic {
    sink: Handle<AudioSink>,
}

fn play_music(
    asset_server: Res<AssetServer>,
    audio: Res<Audio>,
    audio_sinks: Res<Assets<AudioSink>>,
    mut commands: Commands,
) {
    let weak_handle = audio.play_with_settings(
        asset_server.load("music.ogg"),
        PlaybackSettings::LOOP.with_volume(0.5),
    );
    // upgrade to strong handle and store it
    commands.insert_resource(MyMusic {
        sink: audio_sinks.get_handle(weak_handle),
    });
}

fn toggle_pause_music(
    audio_sinks: Res<Assets<AudioSink>>,
    mymusic: Option<Res<MyMusic>>,
) {
    if let Some(mymusic) = &mymusic {
        if let Some(sink) = audio_sinks.get(&mymusic.sink) {
            sink.toggle();
        }
    }
}
```

Now:

```rust
/// Marker component for our music entity
#[derive(Component)]
struct MyMusic;

fn play_music(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
) {
    commands.spawn((
        AudioBundle::from_audio_source(asset_server.load("music.ogg"))
            .with_settings(PlaybackSettings::LOOP.with_volume(0.5)),
        MyMusic,
    ));
}

fn toggle_pause_music(
    // `AudioSink` will be inserted by Bevy when the audio starts playing
    query_music: Query<&AudioSink, With<MyMusic>>,
) {
    if let Ok(sink) = query.get_single() {
        sink.toggle();
    }
}
```
2023-07-07 23:01:17 +00:00
Nolan Darilek
95ade6d6a0
Bump accesskit and accesskit_winit. (#8655)
# Objective

`accesskit` and `accesskit_winit` need to be upgraded.

## Solution

Upgrade `accesskit` and `accesskit_winit`.

---

## Changelog

### Changed

* Upgrade accesskit to v0.11.
* Upgrade accesskit_winit to v0.14.
2023-07-07 22:49:53 +00:00
Gino Valente
d96933ad9c
bevy_scene: Add SceneFilter (#6793)
# Objective

Currently, `DynamicScene`s extract all components listed in the given
(or the world's) type registry. This acts as a quasi-filter of sorts.
However, it can be troublesome to use effectively and lacks decent
control.

For example, say you need to serialize only the following component over
the network:

```rust
#[derive(Reflect, Component, Default)]
#[reflect(Component)]
struct NPC {
  name: Option<String>
}
```

To do this, you'd need to:
1. Create a new `AppTypeRegistry`
2. Register `NPC`
3. Register `Option<String>`

If we skip Step 3, then the entire scene might fail to serialize as
`Option<String>` requires registration.

Not only is this annoying and easy to forget, but it can leave users
with an impossible task: serializing a third-party type that contains
private types.

Generally, the third-party crate will register their private types
within a plugin so the user doesn't need to do it themselves. However,
this means we are now unable to serialize _just_ that type— we're forced
to allow everything!

## Solution

Add the `SceneFilter` enum for filtering components to extract.

This filter can be used to optionally allow or deny entire sets of
components/resources. With the `DynamicSceneBuilder`, users have more
control over how their `DynamicScene`s are built.

To only serialize a subset of components, use the `allow` method:
```rust
let scene = builder
  .allow::<ComponentA>()
  .allow::<ComponentB>()
  .extract_entity(entity)
  .build();
```

To serialize everything _but_ a subset of components, use the `deny`
method:
```rust
let scene = builder
  .deny::<ComponentA>()
  .deny::<ComponentB>()
  .extract_entity(entity)
  .build();
```

Or create a custom filter:
```rust
let components = HashSet::from([type_id]);

let filter = SceneFilter::Allowlist(components);
// let filter = SceneFilter::Denylist(components);

let scene = builder
  .with_filter(Some(filter))
  .extract_entity(entity)
  .build();
```

Similar operations exist for resources:

<details>
<summary>View Resource Methods</summary>

To only serialize a subset of resources, use the `allow_resource`
method:
```rust
let scene = builder
  .allow_resource::<ResourceA>()
  .extract_resources()
  .build();
```

To serialize everything _but_ a subset of resources, use the
`deny_resource` method:
```rust
let scene = builder
  .deny_resource::<ResourceA>()
  .extract_resources()
  .build();
```

Or create a custom filter:
```rust
let resources = HashSet::from([type_id]);

let filter = SceneFilter::Allowlist(resources);
// let filter = SceneFilter::Denylist(resources);

let scene = builder
  .with_resource_filter(Some(filter))
  .extract_resources()
  .build();
```

</details>

### Open Questions

- [x] ~~`allow` and `deny` are mutually exclusive. Currently, they
overwrite each other. Should this instead be a panic?~~ Took @soqb's
suggestion and made it so that the opposing method simply removes that
type from the list.
- [x] ~~`DynamicSceneBuilder` extracts entity data as soon as
`extract_entity`/`extract_entities` is called. Should this behavior
instead be moved to the `build` method to prevent ordering mixups (e.g.
`.allow::<Foo>().extract_entity(entity)` vs
`.extract_entity(entity).allow::<Foo>()`)? The tradeoff would be
iterating over the given entities twice: once at extraction and again at
build.~~ Based on the feedback from @Testare it sounds like it might be
better to just keep the current functionality (if anything we can open a
separate PR that adds deferred methods for extraction, so the
choice/performance hit is up to the user).
- [ ] An alternative might be to remove the filter from
`DynamicSceneBuilder` and have it as a separate parameter to the
extraction methods (either in the existing ones or as added
`extract_entity_with_filter`-type methods). Is this preferable?
- [x] ~~Should we include constructors that include common types to
allow/deny? For example, a `SceneFilter::standard_allowlist` that
includes things like `Parent` and `Children`?~~ Consensus suggests we
should. I may split this out into a followup PR, though.
- [x] ~~Should we add the ability to remove types from the filter
regardless of whether an allowlist or denylist (e.g.
`filter.remove::<Foo>()`)?~~ See the first list item
- [x] ~~Should `SceneFilter` be an enum? Would it make more sense as a
struct that contains an `is_denylist` boolean?~~ With the added
`SceneFilter::None` state (replacing the need to wrap in an `Option` or
rely on an empty `Denylist`), it seems an enum is better suited now
- [x] ~~Bikeshed: Do we like the naming convention? Should we instead
use `include`/`exclude` terminology?~~ Sounds like we're sticking with
`allow`/`deny`!
- [x] ~~Does this feature need a new example? Do we simply include it in
the existing one (maybe even as a comment?)? Should this be done in a
followup PR instead?~~ Example will be added in a followup PR

### Followup Tasks

- [ ] Add a dedicated `SceneFilter` example
- [ ] Possibly add default types to the filter (e.g. deny things like
`ComputedVisibility`, allow `Parent`, etc)

---

## Changelog

- Added the `SceneFilter` enum for filtering components and resources
when building a `DynamicScene`
- Added methods:
  - `DynamicSceneBuilder::with_filter`
  - `DynamicSceneBuilder::allow`
  - `DynamicSceneBuilder::deny`
  - `DynamicSceneBuilder::allow_all`
  - `DynamicSceneBuilder::deny_all`
  - `DynamicSceneBuilder::with_resource_filter`
  - `DynamicSceneBuilder::allow_resource`
  - `DynamicSceneBuilder::deny_resource`
  - `DynamicSceneBuilder::allow_all_resources`
  - `DynamicSceneBuilder::deny_all_resources`
- Removed methods:
  - `DynamicSceneBuilder::from_world_with_type_registry`
- `DynamicScene::from_scene` and `DynamicScene::from_world` no longer
require an `AppTypeRegistry` reference

## Migration Guide

- `DynamicScene::from_scene` and `DynamicScene::from_world` no longer
require an `AppTypeRegistry` reference:
  ```rust
  // OLD
  let registry = world.resource::<AppTypeRegistry>();
  let dynamic_scene = DynamicScene::from_world(&world, registry);
  // let dynamic_scene = DynamicScene::from_scene(&scene, registry);
  
  // NEW
  let dynamic_scene = DynamicScene::from_world(&world);
  // let dynamic_scene = DynamicScene::from_scene(&scene);
  ```

- Removed `DynamicSceneBuilder::from_world_with_type_registry`. Now the
registry is automatically taken from the given world:
  ```rust
  // OLD
  let registry = world.resource::<AppTypeRegistry>();
let builder = DynamicSceneBuilder::from_world_with_type_registry(&world,
registry);
  
  // NEW
  let builder = DynamicSceneBuilder::from_world(&world);
  ```
2023-07-06 21:04:26 +00:00
ickshonpe
9655acebb6
Divide by UiScale when converting UI coordinates from physical to logical (#8720)
# Objective

After the UI layout is computed when the coordinates are converted back
from physical coordinates to logical coordinates the `UiScale` is
ignored. This results in a confusing situation where we have two
different systems of logical coordinates.

Example:

```rust
use bevy::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .add_systems(Update, update)
        .run();
}

fn setup(mut commands: Commands, mut ui_scale: ResMut<UiScale>) {
    ui_scale.scale = 4.;

    commands.spawn(Camera2dBundle::default());
    commands.spawn(NodeBundle {
        style: Style {
            align_items: AlignItems::Center,
            justify_content: JustifyContent::Center,
            width: Val::Percent(100.),
            ..Default::default()
        },
        ..Default::default()
    })
    .with_children(|builder| {
        builder.spawn(NodeBundle {
            style: Style {
                width: Val::Px(100.),
                height: Val::Px(100.),
                ..Default::default()
            },
            background_color: Color::MAROON.into(),
            ..Default::default()
        }).with_children(|builder| {
            builder.spawn(TextBundle::from_section("", TextStyle::default());
        });
    });
}

fn update(
    mut text_query: Query<(&mut Text, &Parent)>,
    node_query: Query<Ref<Node>>,
) {
    for (mut text, parent) in text_query.iter_mut() {
        let node = node_query.get(parent.get()).unwrap();
        if node.is_changed() {
            text.sections[0].value = format!("size: {}", node.size());
        }
    }
}
```
result:

![Bevy App 30_05_2023
16_54_32](https://github.com/bevyengine/bevy/assets/27962798/a5ecbf31-0a12-4669-87df-b0c32f058732)

We asked for a 100x100 UI node but the Node's size is multiplied by the
value of `UiScale` to give a logical size of 400x400.

## Solution

Divide the output physical coordinates by `UiScale` in
`ui_layout_system` and multiply the logical viewport size by `UiScale`
when creating the projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.

---

## Changelog
* The UI layout's physical coordinates are divided by both the window
scale factor and `UiScale` when converting them back to logical
coordinates. The logical size of Ui nodes now matches the values given
to their size constraints.
* Multiply the logical viewport size by `UiScale` before creating the
projection matrix for the UI's `ExtractedView` in
`extract_default_ui_camera_view`.
* In `ui_focus_system` the cursor position returned from `Window` is
divided by `UiScale`.
* Added a scale factor parameter to `Node::physical_size` and
`Node::physical_rect`.
* The example `viewport_debug` now uses a `UiScale` of 2. to ensure that
viewport coordinates are working correctly with a non-unit `UiScale`.

## Migration Guide

Physical UI coordinates are now divided by both the `UiScale` and the
window's scale factor to compute the logical sizes and positions of UI
nodes.

This ensures that UI Node size and position values, held by the `Node`
and `GlobalTransform` components, conform to the same logical coordinate
system as the style constraints from which they are derived,
irrespective of the current `scale_factor` and `UiScale`.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-07-06 20:27:54 +00:00
ickshonpe
048e00fc32
Remove unnecessary clone_weak (#9053)
# Objective

In `extract_uinodes` it's not neccessary to clone the
`DEFAULT_IMAGE_HANDLE.typed()` handle.
2023-07-06 06:35:17 +00:00
Edgar Geier
e03dd4d695
Run update_previous_view_projections in PreUpdate schedule (#9024)
# Objective

- Fixes #8630.

## Solution

Since a camera's view and projection matrices are modified during
`PostUpdate` in `camera_system` and `propagate_transforms`, it is fine
to move `update_previous_view_projections` from `Update` to `PreUpdate`.
Doing so adds consistence with `update_mesh_previous_global_transforms`
and allows systems in `Update` to use `PreviousViewProjection` correctly
without explicit ordering.
2023-07-05 15:51:19 +00:00
Anby
7f1d084b71
Rename Interaction::Clicked -> Interaction::Pressed (#8989) (#9027)
# Objective

- Fixes #8989

## Solution

- Renamed Interaction::Clicked -> Interaction::Pressed
- Minor changes to comments to keep clarity of terms

## Migration Guide

- Rename all instances of Interaction::Clicked -> Interaction::Pressed
2023-07-05 09:25:31 +00:00
Arend van Beelen jr
ee82eec2b3
Expose WindowDestroyed events (#9016)
# Objective

I'm creating an iOS game and had to find a way to persist game state
when the application is terminated. This required listening to the
[`applicationWillTerminate()`
method](https://developer.apple.com/documentation/uikit/uiapplicationdelegate/1623111-applicationwillterminate),
but I cannot do so myself anymore since `winit` already set up a
delegate to listen for it, and there can be only one delegate.

So I had to move up the stack and try to respond to one of the events
from `winit` instead. It appears `winit` fires two events that could
serve my purpose: `WindowEvent::Destroyed` and `Event::LoopDestroyed`.
It seemed to me the former might be slightly more generally useful, and
I also found a past discussion that suggested it would be appropriate
for Bevy to have a `WindowDestroyed` event:
https://github.com/bevyengine/bevy/pull/5589#discussion_r942811021

## Solution

- I've added the `WindowDestroyed` event, which fires when `winit` fires
`WindowEvent::Destroyed`.

---

## Changelog

### Added

- Introduced a new `WindowDestroyed` event type. It is used to indicate
a window has been destroyed by the windowing system.
2023-07-04 21:50:53 +00:00
pyrotechnick
8aa84babee
Register bevy_animation::PlayingAnimation (#9023)
# Objective

`bevy_animation::PlayingAnimation` derives `Reflect` but is not
registered.

## Solution

Register `bevy_animation::PlayingAnimation`.
2023-07-04 21:49:53 +00:00
ira
bb281cfa2b
Remove unused shader define (#8981)
Unused since #5703
2023-07-04 21:38:35 +00:00
Vincent
608367f905
Remove unused dependency on once_cell in bevy_render (#9039)
# Objective

bevy_render currently has a dependency on a random older version of
once_cell which is not used anywhere.

## Solution

Remove the dependency

## Changelog

N/A

## Migration Guide

N/A
2023-07-04 21:30:58 +00:00
Chris Juchem
ca3068a1fc
Derive Eq, PartialEq for Tick (#9020)
# Objective

- Remove need to call `.get()` on two ticks to compare them for
equality.

## Solution

- Derive `Eq` and `PartialEq`.

---

## Changelog

> `Tick` now implements `Eq` and `PartialEq`
2023-07-04 19:08:51 +00:00
Nicola Papale
9478432cb9
Fix bevy_ui compilation failure without bevy_text (#8985)
# Objective

- Fix #8984 

### Solution

- Address compilation errors

I admit: I did sneak it an unrelated mini-refactor. of the
`measurment.rs` module. it seemed to me that directly importing `taffy`
types helped reduce a lot of boilerplate, so I did it.
2023-07-03 23:10:10 +00:00
Nicola Papale
7aa0a47607
Use a consistent seed for AABB gizmo colors (#9030)
# Objective

The bounding box colors are from bevy_gizmo are randomized between app
runs. This can get confusing for users.

## Solution

Use a fixed seed with `RandomState::with_seeds` rather than initializing
a `AHash`.
The random number was chose so that the first few colors are clearly
distinct.

According to the `RandomState::hash_one` documentation, it's also
faster.


![bevy_bounding_box_colors_2023-07-03](https://github.com/bevyengine/bevy/assets/26321040/676f0389-d00e-4edd-bd77-1fbf73a3d9fa)

---

## Changelog

* bevy_gizmo: Keep a consistent color for AABBs of identical entities
between runs
2023-07-03 20:46:50 +00:00
jnhyatt
01eb1bfb8c
Remove reference to base sets (#9032)
# Objective

- Remove all references to base sets following schedule-first rework

## Solution

- Remove last references to base sets in `GraphInfo`
2023-07-03 20:44:10 +00:00
Nicola Papale
889a5fb130
Fix morph target prepass shader (#9013)
# Objective

Since 10f5c92, shadows were broken for models with morph target.

When #5703 was merged, the morph target code in `render/mesh.wgsl` was
correctly updated to use the new import syntax. However, similar code
exists in `prepass/prepass.wgsl`, but it was never update. (the reason
code is duplicated is that the `Vertex` struct is different for both
files).

## Solution

Update the code, so that shadows render correctly with morph targets.
2023-07-02 06:41:26 +00:00
Elabajaba
94291cf569
Fix black spots appearing due to NANs when SSAO is enabled (#8926)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/8925

## Solution

~~Clamp the bad values.~~

Normalize the prepass normals when we get them in the `prepass_normal()`
function.

## More Info

The issue is that NdotV is sometimes very slightly greater than 1 (maybe
FP rounding issues?), which caused `F_Schlick()` to return NANs in
`pow(1.0 - NdotV, 5.0)` (call stack looked like`pbr()` ->
`directional_light()` -> `Fd_Burley()` -> `F_Schlick()`)
2023-07-01 21:29:13 +00:00
Nicola Papale
982e33741d
Fix parallax mapping (#9003)
# Objective

Since 10f5c92, parallax mapping was broken.

When #5703 was merged, the change from `in.uv` to `uv` in the pbr shader
was reverted. So the shader would use the wrong coordinate to sample the
various textures.

## Solution

We revert to using the correct uv.
2023-07-01 13:37:49 +00:00
Carter Anderson
bcf53b8b5f
Fix CAS shader with explicit FullscreenVertexOutput import (#8993)
# Objective

Followup bugfix for #5703. Without this we get the following error when
CAS (Contrast Adaptive Sharpening) is enabled:

```
2023-06-29T01:31:23.829331Z ERROR bevy_render::render_resource::pipeline_cache: failed to process shader:
error: unknown type: 'FullscreenVertexOutput'
   ┌─ crates/bevy_core_pipeline/src/contrast_adaptive_sharpening/robust_contrast_adaptive_sharpening.wgsl:63:17
   │
63 │ fn fragment(in: FullscreenVertexOutput) -> @location(0) vec4<f32> {
   │                 ^^^^^^^^^^^^^^^^^^^^^^ unknown type
   │
   = unknown type: 'FullscreenVertexOutput'
```

@robtfm I wouldn't expect this to fail. I was under the impression the
`#import bevy_core_pipeline::fullscreen_vertex_shader` would pull
"everything" from that file into this one?
2023-06-29 19:56:57 +00:00
TotalKrill
d90c65d25f
Fix WebGL mode for Adreno GPUs (#8508)
# Objective

- This fixes a crash when loading shaders, when running an Adreno GPU
and using WebGL mode.
- Fixes #8506 
- Fixes #8047

## Solution

- The shader pbr_functions.wgsl, will fail in apply_fog function, trying
to access values that are null on Adreno chipsets using WebGL, these
devices are commonly found in android handheld devices.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-06-29 04:32:04 +00:00
Gino Valente
aeeb20ec4c
bevy_reflect: FromReflect Ergonomics Implementation (#6056)
# Objective

**This implementation is based on
https://github.com/bevyengine/rfcs/pull/59.**

---

Resolves #4597

Full details and motivation can be found in the RFC, but here's a brief
summary.

`FromReflect` is a very powerful and important trait within the
reflection API. It allows Dynamic types (e.g., `DynamicList`, etc.) to
be formed into Real ones (e.g., `Vec<i32>`, etc.).

This mainly comes into play concerning deserialization, where the
reflection deserializers both return a `Box<dyn Reflect>` that almost
always contain one of these Dynamic representations of a Real type. To
convert this to our Real type, we need to use `FromReflect`.

It also sneaks up in other ways. For example, it's a required bound for
`T` in `Vec<T>` so that `Vec<T>` as a whole can be made `FromReflect`.
It's also required by all fields of an enum as it's used as part of the
`Reflect::apply` implementation.

So in other words, much like `GetTypeRegistration` and `Typed`, it is
very much a core reflection trait.

The problem is that it is not currently treated like a core trait and is
not automatically derived alongside `Reflect`. This makes using it a bit
cumbersome and easy to forget.

## Solution

Automatically derive `FromReflect` when deriving `Reflect`.

Users can then choose to opt-out if needed using the
`#[reflect(from_reflect = false)]` attribute.

```rust
#[derive(Reflect)]
struct Foo;

#[derive(Reflect)]
#[reflect(from_reflect = false)]
struct Bar;

fn test<T: FromReflect>(value: T) {}

test(Foo); // <-- OK
test(Bar); // <-- Panic! Bar does not implement trait `FromReflect`
```

#### `ReflectFromReflect`

This PR also automatically adds the `ReflectFromReflect` (introduced in
#6245) registration to the derived `GetTypeRegistration` impl— if the
type hasn't opted out of `FromReflect` of course.

<details>
<summary><h4>Improved Deserialization</h4></summary>

> **Warning**
> This section includes changes that have since been descoped from this
PR. They will likely be implemented again in a followup PR. I am mainly
leaving these details in for archival purposes, as well as for reference
when implementing this logic again.

And since we can do all the above, we might as well improve
deserialization. We can now choose to deserialize into a Dynamic type or
automatically convert it using `FromReflect` under the hood.

`[Un]TypedReflectDeserializer::new` will now perform the conversion and
return the `Box`'d Real type.

`[Un]TypedReflectDeserializer::new_dynamic` will work like what we have
now and simply return the `Box`'d Dynamic type.

```rust
// Returns the Real type
let reflect_deserializer = UntypedReflectDeserializer::new(&registry);
let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;

let output: SomeStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?;

// Returns the Dynamic type
let reflect_deserializer = UntypedReflectDeserializer::new_dynamic(&registry);
let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;

let output: DynamicStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?;
```

</details>

---

## Changelog

* `FromReflect` is now automatically derived within the `Reflect` derive
macro
* This includes auto-registering `ReflectFromReflect` in the derived
`GetTypeRegistration` impl
* ~~Renamed `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` to
`TypedReflectDeserializer::new_dynamic` and
`UntypedReflectDeserializer::new_dynamic`, respectively~~ **Descoped**
* ~~Changed `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` to automatically convert the
deserialized output using `FromReflect`~~ **Descoped**

## Migration Guide

* `FromReflect` is now automatically derived within the `Reflect` derive
macro. Items with both derives will need to remove the `FromReflect`
one.

  ```rust
  // OLD
  #[derive(Reflect, FromReflect)]
  struct Foo;
  
  // NEW
  #[derive(Reflect)]
  struct Foo;
  ```

If using a manual implementation of `FromReflect` and the `Reflect`
derive, users will need to opt-out of the automatic implementation.

  ```rust
  // OLD
  #[derive(Reflect)]
  struct Foo;
  
  impl FromReflect for Foo {/* ... */}
  
  // NEW
  #[derive(Reflect)]
  #[reflect(from_reflect = false)]
  struct Foo;
  
  impl FromReflect for Foo {/* ... */}
  ```

<details>
<summary><h4>Removed Migrations</h4></summary>

> **Warning**
> This section includes changes that have since been descoped from this
PR. They will likely be implemented again in a followup PR. I am mainly
leaving these details in for archival purposes, as well as for reference
when implementing this logic again.

* The reflect deserializers now perform a `FromReflect` conversion
internally. The expected output of `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` is no longer a Dynamic (e.g.,
`DynamicList`), but its Real counterpart (e.g., `Vec<i32>`).

  ```rust
let reflect_deserializer =
UntypedReflectDeserializer::new_dynamic(&registry);
  let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;
  
  // OLD
let output: DynamicStruct = reflect_deserializer.deserialize(&mut
deserializer)?.take()?;
  
  // NEW
let output: SomeStruct = reflect_deserializer.deserialize(&mut
deserializer)?.take()?;
  ```

Alternatively, if this behavior isn't desired, use the
`TypedReflectDeserializer::new_dynamic` and
`UntypedReflectDeserializer::new_dynamic` methods instead:

  ```rust
  // OLD
  let reflect_deserializer = UntypedReflectDeserializer::new(&registry);
  
  // NEW
let reflect_deserializer =
UntypedReflectDeserializer::new_dynamic(&registry);
  ```

</details>

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-29 01:31:34 +00:00
JoJoJet
de1dcb986a
Provide access to world storages via UnsafeWorldCell (#8987)
# Objective

Title. This is necessary in order to update
[`bevy-trait-query`](https://crates.io/crates/bevy-trait-query) to Bevy
0.11.

---

## Changelog

Added the unsafe function `UnsafeWorldCell::storages`, which provides
unchecked access to the internal data stores of a `World`.
2023-06-29 01:29:34 +00:00
ira
e29981dcbd
Add option to disable gizmo rendering for specific cameras (#8952)
Added `GizmoConfig::render_layers`, which will ensure Gizmos are only
rendered on cameras that can see those `RenderLayers`.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-29 00:56:31 +00:00
B_head
418d3273fd
Relaxed runner type from Fn to FnOnce (#8961)
# Objective

Relax unnecessary type restrictions on `App.runner` function.

## Solution

Changed the type of `App.runner` from `Fn(App)` to `FnOnce(App)`.
2023-06-29 00:48:37 +00:00
ickshonpe
f4fdbef60b
Fix missing bevy_text feature cfg attribute (#8670)
# Objective

The `TextFlags` import in `bevy_ui::node_bundles` is missing the
`#[cfg(feature = "bevy_text")]` attribute.
2023-06-29 00:33:35 +00:00
robtfm
15445c990e
fix prepass normal_mapping (#8978)
# Objective

#5703 caused the normal prepass to fail as the prepass uses
`pbr_functions::apply_normal_mapping`, which uses
`mesh_view_bindings::view` to determine mip bias, which conflicts with
`prepass_bindings::view`.

## Solution

pass the mip bias to the `apply_normal_mapping` function explicitly.
2023-06-29 00:28:34 +00:00
Nuutti Kotivuori
ab3b429211
Relax FnMut to FnOnce in app::edit_schedule (#8982)
# Objective

Currently `App::edit_schedule` takes in `impl FnMut(&mut Schedule)`, but
it calls the function only once. It is probably the intention has been
to have it take `FnOnce` instead.

## Solution

- Relax the parameter to take `FnOnce` instead of `FnMut`
2023-06-29 00:26:34 +00:00
Konstantin Kostiuk
9237778e14
Fix typo in Archetypes documentation (#8990)
# Objective

This PR fixes small typo in [Archetypes
documentation](https://docs.rs/bevy/latest/bevy/ecs/archetype/struct.Archetypes.html)
because of which link to `module level documentation` is not clickable
2023-06-28 19:33:18 +00:00
Skovrup1
c24520cb72
Refs #8975 -- Add return to RenderDevice::poll() (#8977)
# Objective
Fixes #8975

## Solution
Return the value from wgpu::device::poll().

---

## Changelog
In render_device.rs
- RenderDevice::Poll()
2023-06-28 01:05:03 +00:00
radiish
e17fc53aa1
reflect: avoid deadlock in GenericTypeCell (#8957)
# Objective

- There was a deadlock discovered in the implementation of
`bevy_reflect::utility::GenericTypeCell`, when called on a recursive
type, e.g. `Vec<Vec<VariableCurve>>`

## Solution

- Drop the lock before calling the initialisation function, and then
pick it up again afterwards.

## Additional Context
- [Discussed on
Discord](https://discord.com/channels/691052431525675048/1002362493634629796/1122706835284185108)
2023-06-27 18:07:49 +00:00
robtfm
10f5c92068
improve shader import model (#5703)
# Objective

operate on naga IR directly to improve handling of shader modules.
- give codespan reporting into imported modules
- allow glsl to be used from wgsl and vice-versa

the ultimate objective is to make it possible to 
- provide user hooks for core shader functions (to modify light
behaviour within the standard pbr pipeline, for example)
- make automatic binding slot allocation possible

but ... since this is already big, adds some value and (i think) is at
feature parity with the existing code, i wanted to push this now.

## Solution

i made a crate called naga_oil (https://github.com/robtfm/naga_oil -
unpublished for now, could be part of bevy) which manages modules by
- building each module independantly to naga IR
- creating "header" files for each supported language, which are used to
build dependent modules/shaders
- make final shaders by combining the shader IR with the IR for imported
modules

then integrated this into bevy, replacing some of the existing shader
processing stuff. also reworked examples to reflect this.

## Migration Guide

shaders that don't use `#import` directives should work without changes.

the most notable user-facing difference is that imported
functions/variables/etc need to be qualified at point of use, and
there's no "leakage" of visible stuff into your shader scope from the
imports of your imports, so if you used things imported by your imports,
you now need to import them directly and qualify them.

the current strategy of including/'spreading' `mesh_vertex_output`
directly into a struct doesn't work any more, so these need to be
modified as per the examples (e.g. color_material.wgsl, or many others).
mesh data is assumed to be in bindgroup 2 by default, if mesh data is
bound into bindgroup 1 instead then the shader def `MESH_BINDGROUP_1`
needs to be added to the pipeline shader_defs.
2023-06-27 00:29:22 +00:00
Giacomo Stevanato
0f4d16aa3c
Don't ignore additional entries in UntypedReflectDeserializerVisitor (#7112)
# Objective

Currently when `UntypedReflectDeserializerVisitor` deserializes a
`Box<dyn Reflect>` it only considers the first entry of the map,
silently ignoring any additional entries. For example the following RON
data:

```json
{
    "f32": 1.23,
    "u32": 1,
}
```

is successfully deserialized as a `f32`, completly ignoring the `"u32":
1` part.

## Solution

`UntypedReflectDeserializerVisitor` was changed to check if any other
key could be deserialized, and in that case returns an error.

---

## Changelog

`UntypedReflectDeserializer` now errors on malformed inputs instead of
silently disgarding additional data.

## Migration Guide

If you were deserializing `Box<dyn Reflect>` values with multiple
entries (i.e. entries other than `"type": { /* fields */ }`) you should
remove them or deserialization will fail.
2023-06-26 19:32:27 +00:00
0xc0001a2040
15be0d1a61
Add/fix track_caller attribute on panicking entity accessor methods (#8951)
# Objective

`World::entity`, `World::entity_mut` and `Commands::entity` should be
marked with `track_caller` to display where (in user code) the call with
the invalid `Entity` was made. `Commands::entity` already has the
attibute, but it does nothing due to the call to `unwrap_or_else`.

## Solution

- Apply the `track_caller` attribute to the `World::entity_mut` and
`World::entity`.
- Remove the call to `unwrap_or_else` which makes the `track_caller`
attribute useless (because `unwrap_or_else` is not `track_caller`
itself). The avoid eager evaluation of the panicking branch it is never
inlined.

---------

Co-authored-by: Giacomo Stevanato <giaco.stevanato@gmail.com>
2023-06-26 18:35:11 +00:00
Nicola Papale
1e73312e49
Use AHash to get color from entity in bevy_gizmos (#8960)
# Objective

`color_from_entity` uses the poor man's hash to get a fixed random color
for an entity.

While the poor man's hash is succinct, it has a tendency to clump. As a
result, bevy_gizmos has a tendency to re-use very similar colors for
different entities.

This is bad, we would want non-similar colors that take the whole range
of possible hues. This way, each bevy_gizmos aabb gizmo is easy to
identify.

## Solution

AHash is a nice and fast hash that just so happen to be available to
use, so we use it.
2023-06-26 16:38:31 +00:00
ickshonpe
aeea4b0344
NoWrap Text feature (#8947)
# Objective

In Bevy 10.1 and before, the only way to enable text wrapping was to set
a local `Val::Px` width constraint on the text node itself.
`Val::Percent` constraints and constraints on the text node's ancestors
did nothing.

#7779 fixed those problems. But perversely displaying unwrapped text is
really difficult now, and requires users to nest each `TextBundle` in a
`NodeBundle` and apply `min_width` and `max_width` constraints. Some
constructions may even need more than one layer of nesting. I've seen
several people already who have really struggled with this when porting
their projects to main in advance of 0.11.

## Solution

Add a `NoWrap` variant to the `BreakLineOn` enum.
If `NoWrap` is set, ignore any constraints on the width for the text and
call `TextPipeline::queue_text` with a width bound of `f32::INFINITY`.



---

## Changelog
* Added a `NoWrap` variant to the `BreakLineOn` enum.
* If `NoWrap` is set, any constraints on the width for the text are
ignored and `TextPipeline::queue_text` is called with a width bound of
`f32::INFINITY`.
* Changed the `size` field of `FixedMeasure` to `pub`. This shouldn't
have been private, it was always intended to have `pub` visibility.
* Added a `with_no_wrap` method to `TextBundle`.

## Migration Guide

`bevy_text::text::BreakLineOn` has a new variant `NoWrap` that disables
text wrapping for the `Text`.
Text wrapping can also be disabled using the `with_no_wrap` method of
`TextBundle`.
2023-06-26 16:23:00 +00:00
Nicola Papale
4b1a502a49
extract common code from a if block (#8959)
Some code could be improved.

## Solution

Improve the code
2023-06-26 15:17:56 +00:00
Ame
bec299fa6e
Fix WebGPU error in "ui_pipeline" by adding a flat interpolate attribute (#8933)
# Objective

- Fix this error to be able to run UI examples in WebGPU
```
1 error(s) generated while compiling the shader:
:31:18 error: integral user-defined vertex outputs must have a flat interpolation attribute
    @location(3) mode: u32,
                 ^^^^

:36:1 note: while analyzing entry point 'vertex'
fn vertex(
^^
```

It was introduce in #8793

## Solution

- Add `@interpolate(flat)` to the `mode` field
2023-06-25 20:50:47 +00:00
Hennadii Chernyshchyk
8a1f0a2997
Fix any_component_removed (#8939)
# Objective

`any_component_removed` condition is inversed.

## Solution

Remove extra `!`.

---

## Changelog

### Fixed

Fix `any_component_removed` condition.
2023-06-23 17:08:47 +00:00
ickshonpe
cdaae01c74
Apply scale factor to ImageMeasure sizes (#8545)
# Objective

In Bevy main, the unconstrained size of an `ImageBundle` or
`AtlasImageBundle` UI node is based solely on the size of its texture
and doesn't change with window scale factor or `UiScale`.

## Solution

* The size field of each `ImageMeasure` should be multiplied by the
current combined scale factor.
* Each `ImageMeasure` should be updated when the combined scale factor
is changed.

## Example:
```rust
use bevy::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .insert_resource(UiScale { scale: 1.5 })
        .add_systems(Startup, setup)
        .run();
}

fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn(Camera2dBundle::default());
    commands.spawn(NodeBundle {
        style: Style {
            // The size of the "bevy_logo_dark.png" texture is 520x130 pixels
            width: Val::Px(520.),
            height: Val::Px(130.),
            ..Default::default()
        },
        background_color: Color::RED.into(),
        ..Default::default()
    });
    commands
        .spawn(ImageBundle {
            style: Style {
                position_type: PositionType::Absolute,
                ..Default::default()
            },
            image: UiImage::new(asset_server.load("bevy_logo_dark.png")),
            ..Default::default()
        });
}
```

The red node is given a size with the same dimensions as the texture. So
we would expect the texture to fill the node exactly.

* Result with Bevy main branch  bb59509d44:
<img width="400" alt="image-size-broke"
src="https://github.com/bevyengine/bevy/assets/27962798/19fd927d-ecc5-49a7-be05-c121a8df163f">

* Result with this PR (and Bevy 0.10.1):
<img width="400" alt="image-size-fixed"
src="https://github.com/bevyengine/bevy/assets/27962798/40b47820-5f2d-408f-88ef-9e2beb9c92a0">

---

## Changelog

`bevy_ui::widget::image`
* Update all `ImageMeasure`s on changes to the window scale factor or
`UiScale`.
* Multiply `ImageMeasure::size` by the window scale factor and
`UiScale`.

## Migration Guide
2023-06-23 12:42:17 +00:00
Anby
29f7293e30
Change despawn_descendants to return &mut Self (#8928)
# Objective

- Change despawn descendants to return self (#8883).

## Solution

- Change function signature `despawn_descendants` under trait
`DespawnRecursiveExt`.
- Add single extra test `spawn_children_after_despawn_descendants` (May
be unnecessary)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-06-23 02:08:13 +00:00
James Liu
70f91b2b9e
Implement WorldQuery for EntityRef (#6960)
# Objective
Partially address #5504. Fix #4278. Provide "whole entity" access in
queries. This can be useful when you don't know at compile time what
you're accessing (i.e. reflection via `ReflectComponent`).

## Solution
Implement `WorldQuery` for `EntityRef`. 

- This provides read-only access to the entire entity, and supports
anything that `EntityRef` can normally do.
- It matches all archetypes and tables and will densely iterate when
possible.
- It marks all of the ArchetypeComponentIds of a matched archetype as
read.
- Adding it to a query will cause it to panic if used in conjunction
with any other mutable access.
 - Expanded the docs on Query to advertise this feature.
 - Added tests to ensure the panics were working as intended.
 - Added `EntityRef` to the ECS prelude.

To make this safe, `EntityRef::world` was removed as it gave potential
`UnsafeCell`-like access to other parts of the `World` including aliased
mutable access to the components it would otherwise read safely.

## Performance
Not great beyond the additional parallelization opportunity over
exclusive systems. The `EntityRef` is fetched from `Entities` like any
other call to `World::entity`, which can be very random access heavy.
This could be simplified if `ArchetypeRow` is available in
`WorldQuery::fetch`'s arguments, but that's likely not something we
should optimize for.

## Future work
An equivalent API where it gives mutable access to all components on a
entity can be done with a scoped version of `EntityMut` where it does
not provide `&mut World` access nor allow for structural changes to the
entity is feasible as well. This could be done as a safe alternative to
exclusive system when structural mutation isn't required or the target
set of entities is scoped.

---

## Changelog
Added: `Access::has_any_write`
Added: `EntityRef` now implements `WorldQuery`. Allows read-only access
to the entire entity, incompatible with any other mutable access, can be
mixed with `With`/`Without` filters for more targeted use.
Added: `EntityRef` to `bevy::ecs::prelude`.
Removed: `EntityRef::world`

## Migration Guide
TODO

---------

Co-authored-by: Carter Weinberg <weinbergcarter@gmail.com>
Co-authored-by: Jakob Hellermann <jakob.hellermann@protonmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-22 21:20:00 +00:00
JMS55
724e69bff4
Bias texture mipmaps (#7614)
# Objective

- Closes #7323 
- Reduce texture blurriness for TAA

## Solution

- Add a `MipBias` component and view uniform.
- Switch material `textureSample()` calls to `textureSampleBias()`.
- Add a `-1.0` bias to TAA.

---

## Changelog

- Added `MipBias` camera component, mostly for internal use.

---------

Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-22 20:55:05 +00:00
Nicola Papale
c6170d48f9
Add morph targets (#8158)
# Objective

- Add morph targets to `bevy_pbr` (closes #5756) & load them from glTF
- Supersedes #3722
- Fixes #6814

[Morph targets][1] (also known as shape interpolation, shape keys, or
blend shapes) allow animating individual vertices with fine grained
controls. This is typically used for facial expressions. By specifying
multiple poses as vertex offset, and providing a set of weight of each
pose, it is possible to define surprisingly realistic transitions
between poses. Blending between multiple poses also allow composition.
Morph targets are part of the [gltf standard][2] and are a feature of
Unity and Unreal, and babylone.js, it is only natural to implement them
in bevy.

## Solution

This implementation of morph targets uses a 3d texture where each pixel
is a component of an animated attribute. Each layer is a different
target. We use a 2d texture for each target, because the number of
attribute×components×animated vertices is expected to always exceed the
maximum pixel row size limit of webGL2. It copies fairly closely the way
skinning is implemented on the CPU side, while on the GPU side, the
shader morph target implementation is a relatively trivial detail.

We add an optional `morph_texture` to the `Mesh` struct. The
`morph_texture` is built through a method that accepts an iterator over
attribute buffers.

The `MorphWeights` component, user-accessible, controls the blend of
poses used by mesh instances (so that multiple copy of the same mesh may
have different weights), all the weights are uploaded to a uniform
buffer of 256 `f32`. We limit to 16 poses per mesh, and a total of 256
poses.

More literature:
* Old babylone.js implementation (vertex attribute-based):
https://www.eternalcoding.com/dev-log-1-morph-targets/
* Babylone.js implementation (similar to ours):
https://www.youtube.com/watch?v=LBPRmGgU0PE
* GPU gems 3:
https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-3-directx-10-blend-shapes-breaking-limits
* Development discord thread
https://discord.com/channels/691052431525675048/1083325980615114772


https://user-images.githubusercontent.com/26321040/231181046-3bca2ab2-d4d9-472e-8098-639f1871ce2e.mp4


https://github.com/bevyengine/bevy/assets/26321040/d2a0c544-0ef8-45cf-9f99-8c3792f5a258

## Acknowledgements

* Thanks to `storytold` for sponsoring the feature
* Thanks to `superdump` and `james7132` for guidance and help figuring
out stuff

## Future work

- Handling of less and more attributes (eg: animated uv, animated
arbitrary attributes)
- Dynamic pose allocation (so that zero-weighted poses aren't uploaded
to GPU for example, enables much more total poses)
- Better animation API, see #8357

----

## Changelog

- Add morph targets to bevy meshes
- Support up to 64 poses per mesh of individually up to 116508 vertices,
animation currently strictly limited to the position, normal and tangent
attributes.
	- Load a morph target using `Mesh::set_morph_targets` 
- Add `VisitMorphTargets` and `VisitMorphAttributes` traits to
`bevy_render`, this allows defining morph targets (a fairly complex and
nested data structure) through iterators (ie: single copy instead of
passing around buffers), see documentation of those traits for details
- Add `MorphWeights` component exported by `bevy_render`
- `MorphWeights` control mesh's morph target weights, blending between
various poses defined as morph targets.
- `MorphWeights` are directly inherited by direct children (single level
of hierarchy) of an entity. This allows controlling several mesh
primitives through a unique entity _as per GLTF spec_.
- Add `MorphTargetNames` component, naming each indices of loaded morph
targets.
- Load morph targets weights and buffers in `bevy_gltf` 
- handle morph targets animations in `bevy_animation` (previously, it
was a `warn!` log)
- Add the `MorphStressTest.gltf` asset for morph targets testing, taken
from the glTF samples repo, CC0.
- Add morph target manipulation to `scene_viewer`
- Separate the animation code in `scene_viewer` from the rest of the
code, reducing `#[cfg(feature)]` noise
- Add the `morph_targets.rs` example to show off how to manipulate morph
targets, loading `MorpStressTest.gltf`

## Migration Guide

- (very specialized, unlikely to be touched by 3rd parties)
- `MeshPipeline` now has a single `mesh_layouts` field rather than
separate `mesh_layout` and `skinned_mesh_layout` fields. You should
handle all possible mesh bind group layouts in your implementation
- You should also handle properly the new `MORPH_TARGETS` shader def and
mesh pipeline key. A new function is exposed to make this easier:
`setup_moprh_and_skinning_defs`
- The `MeshBindGroup` is now `MeshBindGroups`, cached bind groups are
now accessed through the `get` method.

[1]: https://en.wikipedia.org/wiki/Morph_target_animation
[2]:
https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#morph-targets

---------

Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-22 20:00:01 +00:00
ira
bb59509d44
Fix gizmos in WebGPU (#8910)
# Objective

Fix #8908.

## Solution

Assign the vertex buffers twice with a single item offset instead of
setting the array_stride lower than the vertex layout's size for
linestrips.
2023-06-22 03:01:24 +00:00
Sélène Amanita
f7ea93a7cf
Update and improve Window Documentation (#8858)
# Objective

Improve the documentation relating to windows, and update the parts that
have not been updated since version 0.8.

Version 0.9 introduced `Window` as a component, before that
`WindowDescriptor` (which would become `Window` later) was used to store
information about how a window will be created. Since version 0.9, from
my understanding, this information will also be synchronised with the
current state of the window, and can be used to modify this state.

However, some of the documentation has not been updated to reflect that,
here is an example:
https://docs.rs/bevy/0.8.0/bevy/window/enum.WindowMode.html /
https://docs.rs/bevy/latest/bevy/window/enum.WindowMode.html (notice
that the verb "Creates" is still there).

This PR aims at improving the documentation relating to windows.

## Solution

- Change "will" for "should" when relevant, "should" implies that the
information should in both direction (from the window state to the
`Window` component and vice-versa) and can be used to get and set, will
implies it is only used to set a state.
- Remove references to "creation" or be more clear about it.
- Reference back the `Window` component for most of its sub-structs.
- Clarify what needs to be clarified
- A lot of other minor changes, including fixing the link to W3schools
in `bevy_winit`

## Warning

Please note that my knowledge about how winit and bevy_winit work is
limited and some of the informations I added in the doc may be
inaccurate. A person who knows better how it works should review some of
my claims, in particular:
- How fullscreen works:
https://github.com/bevyengine/bevy/pull/8858#discussion_r1232413155
- How WindowResolution / sizes work:
https://github.com/bevyengine/bevy/pull/8858#discussion_r1233010719
- What happens when `WindowPosition` is set to `Centered` or
`Automatic`. From my understanding of the code, it should always be set
back to `At`, but is it really the case? For example [when creating the
window](https://github.com/bevyengine/bevy/blob/main/crates/bevy_winit/src/winit_windows.rs#L74),
or when [a `WindowEvent::Moved` is
triggered](https://github.com/bevyengine/bevy/blob/main/crates/bevy_winit/src/lib.rs#L602)
or when [Centered/Automatic by the code after the window is
created](https://github.com/bevyengine/bevy/blob/main/crates/bevy_winit/src/system.rs#L243),
am I missing some cases and do the codes I linked do that in all of
them?
- Are there any field in the `Window` component that can't be used to
modify the state of the window, only at creation?

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Jerome Humbert <djeedai@gmail.com>
2023-06-22 03:00:40 +00:00
loganbenjamin
ee1368a032
Fix AsBindGroup derive, texture attribute, visibility flag parsing (#8868)
# Objective

- Fix the AsBindGroup texture attribute visibility flag parsing
- This appears to have been caused by a syn crate update which then the
visibility code got updated
- Also I noticed that by default the vertex and fragment flags were on,
so visibility(compute) would actually make the texture visible to
vertex, fragment and compute shaders, I fixed this too

## Solution

- Update flag parsing to use MetaList.parse_nested_meta function, which
loads the flags into a Vec then loop through those flags
- Change initial visibility flags to use VisibilityFlags::default()
rather than VisibilityFlags::vertex_fragment()
2023-06-21 23:58:55 +00:00