Commit graph

5898 commits

Author SHA1 Message Date
ickshonpe
c0fbadbc4c
Text2d scalefactor change detection fix (#16264)
# Objective 

Text2d doesn't respond to changes to the window scalefactor.

Fixes #16223

## Solution 

In `update_text2d_layout` store the previous scale factor in a `Local`
instead and check against the current scale factor to detect changes.

It seems like previously the text wasn't updated because of a bug with
the `WindowScaleFactorChanged` event and it isn't emitted after changes
to the scale factor. That needs to be looked into, but this will work
for now.

## Testing

Really simple app that draws a big message in the middle of the window:

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

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

fn setup(mut commands: Commands) {
    commands.spawn(Camera2d);
    commands.spawn((
        Text2d::new("Hello"),
        TextFont {
            font_size: 400.,
            ..Default::default()
        },
    ));
}
```

Looks fine:
<img width="500" alt="hello1"
src="https://github.com/user-attachments/assets/5320746b-687e-4682-9e4c-bc43ab7ff9d3">

On main, after changing the monitor's scale factor:
<img width="500" alt="hello2"
src="https://github.com/user-attachments/assets/486cea16-fc44-4d66-9468-6f68905d4196">


With this PR the text maintains the same size and position after the
scale factor is changed.
2024-11-13 21:22:20 +00:00
Rich Churcher
bf9971f239
Minor docs fixes (#16347)
Happened upon a few stray characters while reading about picking.
2024-11-13 20:42:53 +00:00
Volodymyr Enhelhardt
db1915a1f0
Use the fully qualified name for Component in the require attribute (#16378)
# Objective

- Describe the objective or issue this PR addresses.
Use the fully qualified name for `Component` in the `require` attribute

- If you're fixing a specific issue, say "Fixes #X".
Fixes #16377

## Solution

- Describe the solution used to achieve the objective above.
Use the fully qualified name for `Component` in the `require` attribute,
i.e.,`<#ident as #bevy_ecs_path::component::Component>`

## Testing

- Did you test these changes? If so, how?
`cargo run -p ci -- lints`
`cargo run -p ci -- compile`
`cargo run -p ci -- test`
- Are there any parts that need more testing?
no
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
try to compile
```rust
#[derive(::bevy::ecs::component::Component, Default)]
pub struct A;

#[derive(::bevy::ecs::component::Component)]
#[require(A)]
pub struct B;
```
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
Mac only
---


</details>

## Migration Guide

> This section is optional. If there are no breaking changes, you can
delete this section.

- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable
design choice is not a breaking change.

Co-authored-by: Volodymyr Enhelhardt <volodymyr.enhelhardt@ambr.net>
2024-11-13 20:37:50 +00:00
Carter Anderson
7477928f13
Use normal constructors for EasingCurve, FunctionCurve, ConstantCurve (#16367)
# Objective

We currently use special "floating" constructors for `EasingCurve`,
`FunctionCurve`, and `ConstantCurve` (ex: `easing_curve`). This erases
the type being created (and in general "what is happening"
structurally), for very minimal ergonomics improvements. With rare
exceptions, we prefer normal `X::new()` constructors over floating `x()`
constructors in Bevy. I don't think this use case merits special casing
here.

## Solution

Add `EasingCurve::new()`, use normal constructors everywhere, and remove
the floating constructors.

I think this should land in 0.15 in the interest of not breaking people
later.
2024-11-13 15:30:05 +00:00
ickshonpe
7b935c424b
Trivial bevy_picking refactor (#16374)
# Objective

Remove the rebinding and use `Rect::contains` in
`bevy_picking::pointer::Location::is_in_viewport`.
2024-11-13 14:09:17 +00:00
Rob Grindeland
a8c610a52d
Add unregister_system command (#16340)
# Objective

Fixes #16266 

## Solution

Added an `UnregisterSystem` command struct and
`Commands::unregister_system`. Also renamed `World::remove_system` and
`World::remove_system_cached` to `World::unregister_*`

## Testing

It's a fairly simple change, but I tested locally to ensure it actually
works.

---------

Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
2024-11-12 22:49:29 +00:00
François Mockers
4225848b0a
undeprecate component_reads_and_writes (#16357)
# Objective

- Does not correct #16339 but takes it out of the 0.15 milestone

## Solution

- Make it future us problem instead of solving it now
2024-11-11 23:28:16 +00:00
Brett Striker
0dea47e90f
Fix not being able to run bevy_ui tests (#16358)
# Objective

Fixes #16316

## Solution

Tweaked a few crates cargo files until I was able to build and test
`bevy_ui` via `cargo test --package bevy_ui`

## Testing

- ran `cargo test --package bevy_ui` successfully
- CI should catch anything amiss (Hopefully?)
2024-11-11 22:50:56 +00:00
ickshonpe
820a64fc7e
Remove the measure func for image nodes with the default UI texture (#16351)
# Objective

`ButtonBundle` has an `ImageNode` component (renamed from `UiImage`)
which wasn't a problem in 0.14 but in 0.15 `requires` pulls in the
`ContentSize` and `NodeImageSize` which means that by default
`ButtonBundle` nodes are given a measure func based on the size of the
image belonging to `TRANSPARENT_IMAGE_HANDLE`, which is 1x1.

This doesn't make sense and the behaviour for default image nodes should
either be to go to zero size or not add a measure func.

## Solution

Check if an image has a `TRANSPARENT_IMAGE_HANDLE` and if it does remove
its measure func.

Possibly a zero-sized measure would make more sense, but that would
break existing code.

## Testing

Used `ButtonBundle` in the 0.15 `button` example and the border doesn't
render, after this change it does.
2024-11-11 22:07:49 +00:00
UkoeHB
33abd3e7f4
Fix panic in UiSurface if Node is removed and re-added (#16288)
# Objective

- Fix bug where `UiSurface::set_camera_children` (and
`UiSurface::update_children` sometimes) will panic if you remove and add
a `Node` component in a single tick. This is more likely to happen now
because of `remove_with_requires`.

## Solution

- Filter out entities with `Node` when cleaning up entities from
`RemovedComponents<Node>`.

## Testing

- Not tested (rust compiler refused to cooperate when I tried to patch
this into my project), correct by inspection.
2024-11-11 21:59:56 +00:00
Logic
bafb9a25fb
Support on_thread_spawn and on_thread_destroy for TaskPoolPlugin (#13045)
# Objective

- Allow to configure `on_thread_spawn` and `on_thread_destroy` when
using `TaskPoolPlugin` of bevy.

## Solution

- In `TaskPoolThreadAssignmentPolicy`, two options `on_thread_spawn` and
`on_thread_destroy` are added, which will be passed to two new methods
motioned above when creating corresponding task pool using builder.
- Due to lack of debug derive for these two options, manually implement
the debug for `TaskPoolThreadAssignmentPolicy`.

---

## Changelog

### Added
- `on_thread_spawn` option and `on_thread_destroy` option to the
`TaskPoolPlugin`, allow user to customize them as needed.

## Migration Guide

- `TaskPooolThreadAssignmentPolicy` now has two additional fields:
`on_thread_spawn` and `on_thread_destroy`. Please consider defaulting
them to `None`.

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-11-11 20:00:01 +00:00
Marco Buono
ef23f465ce
Do not re-check visibility or re-render shadow maps for point and spot lights for each view (#15156)
# Objective

_If I understand it correctly_, we were checking mesh visibility, as
well as re-rendering point and spot light shadow maps for each view.
This makes it so that M views and N lights produce M x N complexity.
This PR aims to fix that, as well as introduce a stress test for this
specific scenario.

## Solution

- Keep track of what lights have already had mesh visibility calculated
and do not calculate it again;
- Reuse shadow depth textures and attachments across all views, and only
render shadow maps for the _first_ time a light is encountered on a
view;
- Directional lights remain unaltered, since their shadow map cascades
are view-dependent;
- Add a new `many_cameras_lights` stress test example to verify the
solution

## Showcase

110% speed up on the stress test
83% reduction of memory usage in stress test

### Before (5.35 FPS on stress test)
<img width="1392" alt="Screenshot 2024-09-11 at 12 25 57"
src="https://github.com/user-attachments/assets/136b0785-e9a4-44df-9a22-f99cc465e126">

### After (11.34 FPS on stress test)
<img width="1392" alt="Screenshot 2024-09-11 at 12 24 35"
src="https://github.com/user-attachments/assets/b8dd858f-5e19-467f-8344-2b46ca039630">


## Testing

- Did you test these changes? If so, how? 
- On my game project where I have two cameras, and many shadow casting
lights I managed to get pretty much double the FPS.
  - Also included a stress test, see the comparison above
- Are there any parts that need more testing?
- Yes, I would like help verifying that this fix is indeed correct, and
that we were really re-rendering the shadow maps by mistake and it's
indeed okay to not do that
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
  - Run the `many_cameras_lights` example
- On the `main` branch, cherry pick the commit with the example (`git
cherry-pick --no-commit 1ed4ace01`) and run it
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
  - macOS

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-11-11 18:49:09 +00:00
Benjamin Brienen
aad1fc6eba
Fix missing import (#16337)
# Objective

Should compile successfully with any combination of features

## Solution

Add the missing import on the right cfg.

## Testing

Tested building locally.

Fixes https://github.com/bevyengine/bevy/issues/16352
2024-11-11 18:48:41 +00:00
Joona Aalto
3ada15ee1c
Add more Glam types and constructors to prelude (#16261)
# Objective

Glam has some common and useful types and helpers that are not in the
prelude of `bevy_math`. This includes shorthand constructors like
`vec3`, or even `Vec3A`, the aligned version of `Vec3`.

```rust
// The "normal" way to create a 3D vector
let vec = Vec3::new(2.0, 1.0, -3.0);

// Shorthand version
let vec = vec3(2.0, 1.0, -3.0);
```

## Solution

Add the following types and methods to the prelude:

- `vec2`, `vec3`, `vec3a`, `vec4`
- `uvec2`, `uvec3`, `uvec4`
- `ivec2`, `ivec3`, `ivec4`
- `bvec2`, `bvec3`, `bvec3a`, `bvec4`, `bvec4a`
- `mat2`, `mat3`, `mat3a`, `mat4`
- `quat` (not sure if anyone uses this, but for consistency)
- `Vec3A`
- `BVec3A`, `BVec4A`
- `Mat3A`

I did not add the u16, i16, or f64 variants like `dvec2`, since there
are currently no existing types like those in the prelude.

The shorthand constructors are currently used a lot in some places in
Bevy, and not at all in others. In a follow-up, we might want to
consider if we have a preference for the shorthand, and make a PR to
change the codebase to use it more consistently.
2024-11-11 18:47:16 +00:00
Sou1gh0st
b83c0e106e
Add EntityMut::get_mut_by_id_unchecked (#16210)
# Objective

- Fixes: #15603 

## Solution

- Add an unsafe `get_mut_by_id_unchecked` to `EntityMut` that borrows
&self instead of &mut self, thereby allowing access to multiple
components simultaneously.

## Testing

- a unit test function `get_mut_by_id_unchecked` was added.

---------

Co-authored-by: Mike <mike.hsu@gmail.com>
2024-11-11 18:46:47 +00:00
aecsocket
57931ce42f
bevy_reflect: Add ReflectDeserializerProcessor (#15482)
**NOTE: Also see https://github.com/bevyengine/bevy/pull/15548 for the
serializer equivalent**

# Objective

The current `ReflectDeserializer` and `TypedReflectDeserializer` use the
`TypeRegistration` and/or `ReflectDeserialize` of a given type in order
to determine how to deserialize a value of that type. However, there is
currently no way to statefully override deserialization of a given type
when using these two deserializers - that is, to have some local data in
the same scope as the `ReflectDeserializer`, and make use of that data
when deserializing.

The motivating use case for this came up when working on
[`bevy_animation_graph`](https://github.com/aecsocket/bevy_animation_graph/tree/feat/dynamic-nodes),
when loading an animation graph asset. The `AnimationGraph` stores
`Vec<Box<dyn NodeLike>>`s which we have to load in. Those `Box<dyn
NodeLike>`s may store `Handle`s to e.g. `Handle<AnimationClip>`. I want
to trigger a `load_context.load()` for that handle when it's loaded.
```rs
#[derive(Reflect)]
struct Animation {
    clips: Vec<Handle<AnimationClip>>,
}
```
```rs
(
    clips: [
        "animation_clips/walk.animclip.ron",
        "animation_clips/run.animclip.ron",
        "animation_clips/jump.animclip.ron",
    ],
)
````
Currently, if this were deserialized from an asset loader, this would be
deserialized as a vec of `Handle::default()`s, which isn't useful since
we also need to `load_context.load()` those handles for them to be used.
With this processor field, a processor can detect when `Handle<T>`s are
being loaded, then actually load them in.

## Solution

```rs
trait ReflectDeserializerProcessor {
    fn try_deserialize<'de, D>(
        &mut self,
        registration: &TypeRegistration,
        deserializer: D,
    ) -> Result<Result<Box<dyn PartialReflect>, D>, D::Error>
    where
        D: serde::Deserializer<'de>;
}
```
```diff
- pub struct ReflectDeserializer<'a> {
+ pub struct ReflectDeserializer<'a, P = ()> { // also for ReflectTypedDeserializer
      registry: &'a TypeRegistry,
+     processor: Option<&'a mut P>,
  }
```
```rs
impl<'a, P: ReflectDeserializerProcessor> ReflectDeserializer<'a, P> { // also for ReflectTypedDeserializer
    pub fn with_processor(registry: &'a TypeRegistry, processor: &'a mut P) -> Self {
        Self {
            registry,
            processor: Some(processor),
        }
    }
}
```
This does not touch the existing `fn new`s.
This `processor` field is also added to all internal visitor structs.

When `TypedReflectDeserializer` runs, it will first try to deserialize a
value of this type by passing the `TypeRegistration` and deserializer to
the processor, and fallback to the default logic. This processor runs
the earliest, and takes priority over all other deserialization logic.

## Testing

Added unit tests to `bevy_reflect::serde::de`. Also using almost exactly
the same implementation in [my fork of
`bevy_animation_graph`](https://github.com/aecsocket/bevy_animation_graph/tree/feat/dynamic-nodes).

## Migration Guide

(Since I added `P = ()`, I don't think this is actually a breaking
change anymore, but I'll leave this in)

`bevy_reflect`'s `ReflectDeserializer` and `TypedReflectDeserializer`
now take a `ReflectDeserializerProcessor` as the type parameter `P`,
which allows you to customize deserialization for specific types when
they are found. However, the rest of the API surface (`new`) remains the
same.

<details>
<summary>Original implementation</summary>

Add `ReflectDeserializerProcessor`:
```rs
struct ReflectDeserializerProcessor {
    pub can_deserialize: Box<dyn FnMut(&TypeRegistration) -> bool + 'p>,
    pub deserialize: Box<
        dyn FnMut(
                &TypeRegistration,
                &mut dyn erased_serde::Deserializer,
            ) -> Result<Box<dyn PartialReflect>, erased_serde::Error>
            + 'p,
}
``` 

Along with `ReflectDeserializer::new_with_processor` and
`TypedReflectDeserializer::new_with_processor`. This does not touch the
public API of the existing `new` fns.

This is stored as an `Option<&mut ReflectDeserializerProcessor>` on the
deserializer and any of the private `-Visitor` structs, and when we
attempt to deserialize a value, we first pass it through this processor.

Also added a very comprehensive doc test to
`ReflectDeserializerProcessor`, which is actually a scaled down version
of the code for the `bevy_animation_graph` loader. This should give
users a good motivating example for when and why to use this feature.

### Why `Box<dyn ..>`?

When I originally implemented this, I added a type parameter to
`ReflectDeserializer` to determine the processor used, with `()` being
"no processor". However when using this, I kept running into rustc
errors where it failed to validate certain type bounds and led to
overflows. I then switched to a dynamic dispatch approach.

The dynamic dispatch should not be that expensive, nor should it be a
performance regression, since it's only used if there is `Some`
processor. (Note: I have not benchmarked this, I am just speculating.)
Also, it means that we don't infect the rest of the code with an extra
type parameter, which is nicer to maintain.

### Why the `'p` on `ReflectDeserializerProcessor<'p>`?

Without a lifetime here, the `Box`es would automatically become `Box<dyn
FnMut(..) + 'static>`. This makes them practically useless, since any
local data you would want to pass in must then be `'static`. In the
motivating example, you couldn't pass in that `&mut LoadContext` to the
function.

This means that the `'p` infects the rest of the Visitor types, but this
is acceptable IMO. This PR also elides the lifetimes in the `impl<'de>
Visitor<'de> for -Visitor` blocks where possible.

### Future possibilities

I think it's technically possible to turn the processor into a trait,
and make the deserializers generic over that trait. This would also open
the door to an API like:
```rs
type Seed;

fn seed_deserialize(&mut self, r: &TypeRegistration) -> Option<Self::Seed>;

fn deserialize(&mut self, r: &TypeRegistration, d: &mut dyn erased_serde::Deserializer, s: Self::Seed) -> ...;
```

A similar processor system should also be added to the serialization
side, but that's for another PR. Ideally, both PRs will be in the same
release, since one isn't very useful without the other.

## Testing

Added unit tests to `bevy_reflect::serde::de`. Also using almost exactly
the same implementation in [my fork of
`bevy_animation_graph`](https://github.com/aecsocket/bevy_animation_graph/tree/feat/dynamic-nodes).

## Migration Guide

`bevy_reflect`'s `ReflectDeserializer` and `TypedReflectDeserializer`
now take a second lifetime parameter `'p` for storing the
`ReflectDeserializerProcessor` field lifetimes. However, the rest of the
API surface (`new`) remains the same, so if you are not storing these
deserializers or referring to them with lifetimes, you should not have
to make any changes.

</details>
2024-11-11 18:46:23 +00:00
Tim
03991cd595
Rename Rot2::angle_between to Rot2::angle_to (#16327)
# Objective

`glam` has opted to rename `Vec2::angle_between` to `Vec2::angle_to`
because of the difference in semantics compared to `Vec3::angle_between`
and others which return an unsigned angle `[0, PI]` where
`Vec2::angle_between` returns a signed angle `[-PI, PI]`.
We should follow suit for `Rot2` in 0.15 to avoid further confusion.

Links:
-
https://github.com/bitshifter/glam-rs/issues/514#issuecomment-2143202294
- https://github.com/bitshifter/glam-rs/pull/524

## Migration Guide

`Rot2::angle_between` has been deprecated, use `Rot2::angle_to` instead,
the semantics of `Rot2::angle_between` will change in the future.

---------

Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2024-11-10 14:36:48 +00:00
Benjamin Brienen
40640fdf42
Don't reëxport bevy_image from bevy_render (#16163)
# Objective

Fixes #15940

## Solution

Remove the `pub use` and fix the compile errors.
Make `bevy_image` available as `bevy::image`.

## Testing

Feature Frenzy would be good here! Maybe I'll learn how to use it if I
have some time this weekend, or maybe a reviewer can use it.

## Migration Guide

Use `bevy_image` instead of `bevy_render::texture` items.

---------

Co-authored-by: chompaa <antony.m.3012@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-11-10 06:54:38 +00:00
Knar
1e3ecbefdb
Handle failed cursor grab mode changes so that the cursor grab mode change can be attempted again (#16293)
# Objective

- Currently when you attempt to change the cursor_grab_mode it caches
the new value whether the cursor grab succeeded or failed. This change
handles the Result being returned by set_cursor_grab and changes the
cursor_grab_mode back to the cached version in case of an Error.
- Creates a way to handle #16237 and #16238

## Solution

- I changed the signature of winit_windows attempt_grab to return the
Result<(), ExternalError> that winit set_cursor_grab returns. The system
that calls attempt_grab now checks if there's an error returned, and if
there is it sets the grab_mode back to the cached version (similar to
what hit_test does a few lines down).

## Testing

- I tested using this system that previously would not correctly lock
the mouse on Ubuntu/x11
```
pub fn lock_mouse(mut primary_window: Query<&mut Window, With<PrimaryWindow>>) {
    let window = &mut primary_window.single_mut();
    if window.focused {
        window.cursor_options.grab_mode = CursorGrabMode::Confined;
    } else {
        window.cursor_options.grab_mode = CursorGrabMode::None;
    }
}
```
- I only tested on Ubuntu with x11
2024-11-09 23:30:57 +00:00
AxiomaticSemantics
ef9427727f
Fix permissions of rust source files (#16310)
# Objective

- Permissions of some rust source files are incorrect.

## Solution
- chmod 644 instead of 755

Co-authored-by: _ <>
2024-11-09 16:34:38 +00:00
s-puig
5cbc2a9018
Reflect TextLayout and ComputedTextBlock (#16296)
# Objective

- Fix panic when saving/loading scenes with text nodes due to missing
Reflect implementations.
2024-11-08 22:36:31 +00:00
Benjamin Brienen
56a002b693
Return Error instead of panicking when reading invalid dds file (#16283)
# Objective

Fixes #15928

## Solution

return Error instead of panic

## Testing

I don't know if we need to add a test for this. It is pretty
straightforward.
2024-11-08 21:55:34 +00:00
atlv
c29e67153b
Expose Pipeline Compilation Zero Initialize Workgroup Memory Option (#16301)
# Objective

- wgpu 0.20 made workgroup vars stop being zero-init by default. this
broke some applications (cough foresight cough) and now we workaround
it. wgpu exposes a compilation option that zero initializes workgroup
memory by default, but bevy does not expose it.

## Solution

- expose the compilation option wgpu gives us

## Testing

- ran examples: 3d_scene, compute_shader_game_of_life, gpu_readback,
lines, specialized_mesh_pipeline. they all work
- confirmed fix for our own problems

---

</details>

## Migration Guide

- add `zero_initialize_workgroup_memory: false,` to
`ComputePipelineDescriptor` or `RenderPipelineDescriptor` structs to
preserve 0.14 functionality, add `zero_initialize_workgroup_memory:
true,` to restore bevy 0.13 functionality.
2024-11-08 21:42:37 +00:00
Derick M
0ac495f7f4
Remove accesskit re-export from bevy_a11y (#16257)
# Objective

- Fixes #16235 

## Solution

- Both Bevy and AccessKit export a `Node` struct, to reduce confusion
Bevy will no longer re-export `AccessKit` from `bevy_a11y`

## Testing

- Tested locally

## Migration Guide

```diff
# main.rs
--    use bevy_a11y::{
--        accesskit::{Node, Rect, Role},
--        AccessibilityNode,
--    };
++    use bevy_a11y::AccessibilityNode;
++    use accesskit::{Node, Rect, Role};

# Cargo.toml
++    accesskit = "0.17"
```

- Users will need to add `accesskit = "0.17"` to the dependencies
section of their `Cargo.toml` file and update their `accesskit` use
statements to come directly from the external crate instead of
`bevy_a11y`.
- Make sure to keep the versions of `accesskit` aligned with the
versions Bevy uses.
2024-11-08 21:01:16 +00:00
Zachary Harrold
d143da338a
Fixed issue with derive_more Display Implementations (#16298)
# Objective

- Fixed issue where `thiserror` `#[error(...)]` attributes were
improperly converted to `derive_more` `#[display(...)]` equivalents in
certain cases with a tuple struct/enum variant.

## Solution

- Used `re/#\[display\(.*\{[0-9]+\}.*\)\]/` to find occurences of using
`{0}` where `{_0}` was intended (checked for other field indexes too)and
updated accordingly.

## Testing

- `cargo check`
- CI

## Notes

This was discovered by @dtolnay in [this
comment](https://github.com/bevyengine/bevy/pull/15772#discussion_r1833730555).
2024-11-08 20:29:52 +00:00
Carter Anderson
013e11a14f
AudioPlayer::new() (#16287)
# Objective

`AudioPlayer::<AudioSource>(assets.load("audio.mp3"))` is awkward and
complicated to type because the `AudioSource` generic type cannot be
elided. This is especially annoying because `AudioSource` is used in the
majority of cases. Most users don't need to think about it.

## Solution

Add an `AudioPlayer::new()` function that is hard-coded to
`AudioSource`, allowing `AudioPlayer::new(assets.load("audio.mp3"))`.
Prefer using that in the relevant places.
2024-11-08 01:51:50 +00:00
Asier Illarramendi
2b434035b7
Fix typos in bevy_picking module docs (#16265)
# Objective

- Fix typo: `ovserver` => `observer`

---------

Co-authored-by: Thierry Berger <contact@thierryberger.com>
2024-11-08 01:15:44 +00:00
Carter Anderson
f754cecb49
UiImage -> ImageNode, UiImageSize -> ImageNodeSize (#16271)
# Objective

Align `UiImage` with the new `XNode` naming convention.

## Solution

- Rename `UiImage` to `ImageNode`
- Rename `UiImageSize` to `ImageNodeSize`

---

## Migration Guide

Before:
```rust
commands.spawn(UiImage::new(image));
````

After:
```rust
commands.spawn(ImageNode::new(image));
```
2024-11-07 21:52:58 +00:00
Matty
9beb1d96e7
Incorporate all node weights in additive blending (#16279)
# Objective

In the existing implementation, additive blending effectively treats the
node with least index specially by basically forcing its weight to be
`1.0` regardless of what its computed weight would be (based on the
weights in the `AnimationGraph` and `AnimationPlayer`).

Arguably this makes some amount of sense, because the "base" animation
is often one which was not authored to be used additively, meaning that
its sampled values are interpreted absolutely rather than as deltas.
However, this also leads to strange behavior with respect to animation
masks: if the "base" animation is masked out on some target, then the
next node is treated as the "base" animation, despite the fact that it
would normally be interpreted additively, and the weight of that
animation is thrown away as a result.

This is all kind of weird and revolves around special treatment (if the
behavior is even really intentional in the first place). From a
mathematical standpoint, there is nothing special about how the "base"
animation must be treated other than having a weight of 1.0 under an
`Add` node, which is something that the user can do without relying on
some bizarre corner-case behavior of the animation system — this is the
only present situation under which weights are discarded.

This PR changes this behavior so that the weight of every node is
incorporated. In other words, for an animation graph that looks like
this:
```text
┌───────────────┐                                 
│Base clip      ┼──┐                              
│      0.5      │  │                              
└───────────────┘  │                              
┌───────────────┐  │  ┌───────────────┐     ┌────┐
│Additive clip 1┼──┼─►┤Additive blend ┼────►│Root│
│      0.1      │  │  │      1.0      │     └────┘
└───────────────┘  │  └───────────────┘           
┌───────────────┐  │                              
│Additive clip 2┼──┘                              
│      0.2      │                                 
└───────────────┘                                 
```

Previously, the result would have been
```text
base_clip + 0.1 * additive_clip_1 + 0.2 * additive_clip_2
```

whereas now it would be
```text
0.5 * base_clip + 0.1 * additive_clip_1 + 0.2 * additive_clip_2
```

and in the scenario where `base_clip` is masked out:
```text
additive_clip_1 + 0.2 * additive_clip_2
```
vs.
```text
0.1 * additive_clip_1 + 0.2 * additive_clip_2
```

## Solution

For background, the way that the additive blending procedure works is
something like this:
- During graph traversal, the node values and weights of the children
are pushed onto the evaluator `stack`. The traversal order guarantees
that the item with least node index will be on top.
- Once we reach the `Add` node itself, we start popping off the `stack`
and into the evaluator's `blend_register`, which is an accumulator
holding up to one weight-value pair:
- If the `blend_register` is empty, it is filled using data from the top
of the `stack`.
- Otherwise, the `blend_register` is combined with data popped from the
`stack` and updated.

In the example above, the additive blending steps would look like this
(with the pre-existing implementation):
1. The `blend_register` is empty, so we pop `(base_clip, 0.5)` from the
top of the `stack` and put it in. Now the value of the `blend_register`
is `(base_clip, 0.5)`.
2. The `blend_register` is non-empty: we pop `(additive_clip_1, 0.1)`
from the top of the `stack` and combine it additively with the value in
the `blend_register`, forming `(base_clip + 0.1 * additive_clip_1, 0.6)`
in the `blend_register` (the carried weight value goes unused).
3. The `blend_register` is non-empty: we pop `(additive_clip_2, 0.2)`
from the top of the `stack` and combine it additively with the value in
the `blend_register`, forming `(base_clip + 0.1 * additive_clip_1 + 0.2
* additive_clip_2, 0.8)` in the `blend_register`.

The solution in this PR changes step 1: the `base_clip` is multiplied by
its weight as it is added to the `blend_register` in the first place,
yielding `0.5 * base_clip + 0.1 * additive_clip_1 + 0.2 *
additive_clip_2` as the final result.

### Note for reviewers

It might be tempting to look at the code, which contains a segment that
looks like this:
```rust
if additive {
    current_value = A::blend(
        [
            BlendInput {
                weight: 1.0, // <--
                value: current_value,
                additive: true,
            },
            BlendInput {
                weight: weight_to_blend,
                value: value_to_blend,
                additive: true,
            },
        ]
        .into_iter(),
    );
} 
```
and conclude that the explicit value of `1.0` is responsible for
overwriting the weight of the base animation. This is incorrect.

Rather, this additive blend has to be written this way because it is
multiplying the *existing value in the blend register* by 1 (i.e. not
doing anything) before adding the next value to it. Changing this to
another quantity (e.g. the existing weight) would cause the value in the
blend register to be spuriously multiplied down.

## Testing

Tested on `animation_masks` example. Checked `morph_weights` example as
well.

## Migration Guide

I will write a migration guide later if this change is not included in
0.15.
2024-11-07 19:12:08 +00:00
Benjamin Brienen
1e1b6e5b6d
Make BinnedRenderPhase fields for accessing batchable and unbatchable entities public (#16142)
# Objective

Fixes #16080

## Solution

Make the fields and struct pub as per the suggested solution.

## Testing

None
2024-11-07 18:03:47 +00:00
Hennadii Chernyshchyk
e53aaddf96
Make ComponentTicks field public (#16269)
# Objective

After #12929 we no longer have methods to get component or ticks for
previously obtained table column.
It's possible to use a lower level API by indexing the slice, but then
it won't be possible to construct `ComponentTicks`.

## Solution

Make `ComponentTicks` fields public. They don't hold any invariants and
you can't get a mutable reference to the struct in Bevy.

I also removed the getters since they are no longer needed.

## Testing

- I tested the compilation

---

## Migration Guide

- Instead of using `ComponentTicks::last_changed_tick` and
`ComponentTicks::added_tick` methods, access fields directly.
2024-11-06 22:21:04 +00:00
Chris Russell
a967c75e92
Enable EntityRef tests that now pass. (#16263)
# Objective

Re-enable some tests in `entity_ref.rs` that are marked as `#[ignore]`,
but that pass after #14561.

## Solution

Remove `#[ignore]` from those tests.
2024-11-06 16:10:55 +00:00
ickshonpe
619c5e3bda
Require ContentSize for UiImage (#16262)
# Objective

Automatic imaging sizing for image nodes isn't working because the the
`ContentSize` requirement for `UiImage` got lost in some merge again.

Fixes #16239 
Fixes #16240 
Fixes the missing images seen in #16241

## Solution

Require `ContentSize` for `UiImage`.
2024-11-06 14:56:28 +00:00
François Mockers
eb558bbf77
properly flag using CustomCursor::Url in wasm (#16255)
# Objective

- Fixes #16254 
- fix building in wasm without custom_cursor

## Solution

- Properly flag `CustomCursor::Url` which only exist in wasm, but also
only when `custom_cursor` is enabled

## Testing

- `cargo check --target wasm32-unknown-unknown -p bevy_winit`
2024-11-06 13:14:12 +00:00
Derick M
49f63ed2cf
chore(deps): remove unused uuid dependency from bevy_core (#16253)
# Objective

- Closes #16242 

## Solution

- Remove unused `uuid` dep in `bevy_core` crate

## Testing

- ~~Awaiting CI~~ tested locally and it doesn't break anything
2024-11-05 23:31:58 +00:00
charlotte
4b05d2f4d8
Upgrade to wgpu 23 (#15988)
Fixes https://github.com/bevyengine/bevy/issues/15893

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
2024-11-05 21:18:48 +00:00
Martín Maita
7fc8318b7f
BRP System Ordering (#16198)
# Objective

- Attempts to fix #16042

## Solution

- Added a new `RemoteSystem` `SystemSet` for the BRP systems.
- Changed the schedule on which these systems run from `Update` to
`Last`.

## Testing

- I did not test these changes and would appreciate a hand in doing so.
I assume it would be good to test that you can order against these
systems easily now.

---

## Migration Guide

- `process_remote_requests`, `process_ongoing_watching_requests` and
`remove_closed_watching_requests` now run in the `Last` schedule. Make
sure you use `RemoteSystem` `SystemSet` in case you need to order your
systems against them.
2024-11-05 21:05:11 +00:00
Martín Maita
a44b668b90
Bump crate-ci/typos from 1.26.8 to 1.27.0 (#16236)
# Objective

- Closes #16224

## Solution

- Bumps `crate-ci/typos@v1.26.8` to `crate-ci/typos@v1.27.0`.

## Testing

- CI checks should pass.

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2024-11-05 01:33:27 +00:00
Hennadii Chernyshchyk
282ca735ba
Use Name component for gamepad (#16233)
# Objective

Addressing a suggestion I made in Discord: store gamepad name as a
`Name` component.
Advantages: 
- Will be nicely displayed in inspector / editor.
- Easier to spawn in tests, just `world.spawn(Gamepad::default())`.

## Solution

`Gamepad` component now stores only vendor and product IDs and `Name`
stores the gamepad name.
Since `GamepadInfo` is no longer necessary, I removed it and merged its
fields into the connection event.

## Testing

- Run unit tests.

---

## Migration Guide

- `GamepadInfo` no longer exists:
  -  Name now accesible via `Name` component.
  -  Other information available on `Gamepad` component directly.
  - `GamepadConnection::Connected` now stores all info fields directly.
2024-11-05 00:30:48 +00:00
Asier Illarramendi
718688e791
Use stack_z_offsets in all the cases we create a TransparentUi (#16197)
# Objective

Use same pattern when creating `TransparentUi` items where the
`sort_key` is the `UiNode` stack index + some offset.

## Solution

Refactored to follow same pattern.

## Testing

Ran few UI examples.

## Doubts

Maybe `stack_z_offsets::BACKGROUND_COLOR` should be renamed. This is
used for `ExtractedUiNode`, which is not only used for "background
color" it's also used to render borders, images and text (I think).
2024-11-04 22:18:41 +00:00
Miles Silberling-Cook
50dde9b0a7
Expose picking pointer state as a resource (#16229)
In `bevy_mod_picking` events are driven by several interlocking state
machines, which read and write events, and share state in a few common
resources. When I merged theses state machines into one to make event
ordering work properly, I combined this state and hid it in a `Local`.

This PR exposes the state in a resource again. Also adds a simple little
API for it. Useful for adding debug UI.
2024-11-04 22:06:14 +00:00
Rich Churcher
7740c0f879
Support creating asset directories (#16220)
# Objective

Exposes a means to create an asset directory (and its parent
directories). Wasn't sure whether we also wanted the variant to create
directories without the parent (i.e. `mkdir` instead of `mkdir -p`)?

Fixes https://github.com/bevyengine/bevy_editor_prototypes/issues/144
2024-11-04 22:06:00 +00:00
Nolan Darilek
817f160d35
Bump accesskit and accesskit_winit. (#16234)
# Objective

- Bumps accesskit and accesskit_winit dependencies

## Solution

- Fixes several breaking API changes introduced in accesskit 0.23.

## Testing

- Tested with the ui example and seems to work comparably
2024-11-04 20:07:38 +00:00
Hennadii Chernyshchyk
b0058dc54b
Gamepad improvements (#16222)
# Objective

Closes #16221.

## Solution

- Make `Gamepad` fields public and remove delegates / getters.
- Move `impl Into` to `Axis` methods (delegates for `Axis` used `impl
Into` to allow passing both `GamepadAxis` and `GamepadButton`).
- Improve docs.

## Testing

- I run tests.

Not sure if the migration guide is needed, since it's a feature from RC,
but I wrote it just in case.

---

## Migration Guide

- `Gamepad` fields are now public.
- Instead of using `Gamepad` delegates like `Gamepad::just_pressed`,
call these methods directly on the fields.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-04 17:05:24 +00:00
Derick M
8d24efe60c
Remove unused debug identifiers for ComponentHooks methods (#16228)
# Objective

- Cleans up unused debug identifiers for `ComponentHooks` methods:
`on_add`, `on_insert`, `on_replace`, and `on_remove`
 
## Solution

- Simplify the expect messages by removing the unused `{:?}`

## Testing

- Currently untested


[Context](https://discord.com/channels/691052431525675048/749335865876021248/1302988180592525362)
2024-11-04 15:41:07 +00:00
Sigma-dev
3c2830d607
Improved the global transform api to access rotation and scale (#16211)
# Objective

GlobalTransform's current methods make it unintuitive, long and clunky
to access just the rotation or just the scale.

## Solution

Dedicated just_rotation() and scale() methods to access just these
properties.

I'm not sure about the naming, I chose just_rotation() to show that try
to indicate there is a waste since it also computes the other fields.

## Testing

- Did you test these changes? If so, how?
I tried logging the methods with a rotating and scaling cube and the
values were correct.
- Are there any parts that need more testing?
My methods are based on existing bevy/glam methods so should be correct
from the getgo.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
Probably the easiest is using the 3d_rotations example, adding scaling
to it and then logging the methods I added

---

## Showcase
```rust
fn log(gt_query: Query<&GlobalTransform>) {
        for global_transform in gt_query().iter() {
                   println!("{} {}", global_transform.just_rotation(), global_transform.scale());
        }
}
```

---------

Co-authored-by: Sigma-dev <antonin.programming@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-04 15:35:16 +00:00
Tim
b53ec4c35c
Fix WGSL formatting inconsistency on mesh_view_binding (#16202)
# Objective

- fix formatting issue in "mesh_view_binding.wgsl"

_note: As naga-oil preprocessor match the whole line when finding an
"#endif",
It's just for external formatting tool and consistency._

## Solution
Trivial change.
Add  '//' before the closing comment of the "#endif"
2024-11-04 15:32:38 +00:00
robtfm
262f471934
move mesh uniform construction out of Core3d (#16188)
# Objective

gpu based mesh uniform construction in the `GpuPreprocessNode` is
currently in `Core3d`. The node iterates all views and schedules the
uniform construction for each. so
- when there are multiple 3d cameras, it runs multiple times on each
view
- if a view wants to render meshes but doesn't use the `Core3d` graph,
the camera must run later than at least one `Core3d`-based camera (or
add the node to its own graph, duplicating the work)
- If views want to share mesh uniforms there is no way to avoid running
the preprocessing for every view

## Solution

- move the node to the top level of the rendergraph, before the camera
driver node
- make the `PreprocessBindGroup` `clone`able, and add a
`SkipGpuPreprocessing` component to allow opting out per view
2024-11-04 15:29:11 +00:00
Lennard
cd2d14c0fd
Fix blending for CameraOutputMode::Skip (#16157)
# Objective

Currently, if we have two cameras with the same output texture, one with
`CameraOutputMode::Write` and one with `CameraOutputMode::Skip`, it is
possible for the `CameraOutputMode::Write` camera to be assigned alpha
blending (which is the fallback blending when multiple cameras write to
the same output texture), although it is the only camera writing to the
output texture. This may or may not happen every restart of the app,
because the camera iteration order in prepare_view_upscaling_pipelines
isn't consistent. Since this is random behaviour I consider this a bug
and didn't add a migration guide.

## Solution

In `prepare_view_upscaling_pipelines` make sure we don't consider
cameras with CameraOutputMode::Skip to be outputting something to the
output texture.

## Testing

I ran a few examples to make sure nothing obvious is broken. There is no
example using CameraOutputMode::Skip, so I only tested the change in my
own App where this was relevant, which however isn't public.
2024-11-04 15:26:42 +00:00
JMS55
267b57e565
Meshlet normal-aware LOD and meshoptimizer upgrade (#16111)
# Objective

- Choose LOD based on normal simplification error in addition to
position error
- Update meshoptimizer to 0.22, which has a bunch of simplifier
improvements

## Testing

- Did you test these changes? If so, how?
- Visualize normals, and compare LOD changes before and after. Normals
no longer visibly change as the LOD cut changes.
- Are there any parts that need more testing?
  - No
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Run the meshlet example in this PR and on main and move around to
change the LOD cut. Before running each example, in
meshlet_mesh_material.wgsl, replace `let color = vec3(rand_f(&rng),
rand_f(&rng), rand_f(&rng));` with `let color =
(vertex_output.world_normal + 1.0) / 2.0;`. Make sure to download the
appropriate bunny asset for each branch!
2024-11-04 15:20:22 +00:00
ickshonpe
4e02d3cdb9
Improved UiImage and Sprite scaling and slicing APIs (#16088)
# Objective

1. UI texture slicing chops and scales an image to fit the size of a
node and isn't meant to place any constraints on the size of the node
itself, but because the required components changes required `ImageSize`
and `ContentSize` for nodes with `UiImage`, texture sliced nodes are
laid out using an `ImageMeasure`.

2. In 0.14 users could spawn a `(UiImage, NodeBundle)` which would
display an image stretched to fill the UI node's bounds ignoring the
image's instrinsic size. Now that `UiImage` requires `ContentSize`,
there's no option to display an image without its size placing
constrains on the UI layout (unless you force the `Node` to a fixed
size, but that's not a solution).

3. It's desirable that the `Sprite` and `UiImage` share similar APIs.

Fixes #16109

## Solution

* Remove the `Component` impl from `ImageScaleMode`.
* Add a `Stretch` variant to `ImageScaleMode`.
* Add a field `scale_mode: ImageScaleMode` to `Sprite`.
* Add a field `mode: UiImageMode` to `UiImage`. 
* Add an enum `UiImageMode` similar to `ImageScaleMode` but with
additional UI specific variants.
* Remove the queries for `ImageScaleMode` from Sprite and UI extraction,
and refer to the new fields instead.
* Change `ui_layout_system` to update measure funcs on any change to
`ContentSize`s to enable manual clearing without removing the component.
* Don't add a measure unless `UiImageMode::Auto` is set in
`update_image_content_size_system`. Mutably deref the `Mut<ContentSize>`
if the `UiImage` is changed to force removal of any existing measure
func.

## Testing
Remove all the constraints from the ui_texture_slice example:

```rust
//! This example illustrates how to create buttons with their textures sliced
//! and kept in proportion instead of being stretched by the button dimensions

use bevy::{
    color::palettes::css::{GOLD, ORANGE},
    prelude::*,
    winit::WinitSettings,
};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        // Only run the app when there is user input. This will significantly reduce CPU/GPU use.
        .insert_resource(WinitSettings::desktop_app())
        .add_systems(Startup, setup)
        .add_systems(Update, button_system)
        .run();
}

fn button_system(
    mut interaction_query: Query<
        (&Interaction, &Children, &mut UiImage),
        (Changed<Interaction>, With<Button>),
    >,
    mut text_query: Query<&mut Text>,
) {
    for (interaction, children, mut image) in &mut interaction_query {
        let mut text = text_query.get_mut(children[0]).unwrap();
        match *interaction {
            Interaction::Pressed => {
                **text = "Press".to_string();
                image.color = GOLD.into();
            }
            Interaction::Hovered => {
                **text = "Hover".to_string();
                image.color = ORANGE.into();
            }
            Interaction::None => {
                **text = "Button".to_string();
                image.color = Color::WHITE;
            }
        }
    }
}

fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    let image = asset_server.load("textures/fantasy_ui_borders/panel-border-010.png");

    let slicer = TextureSlicer {
        border: BorderRect::square(22.0),
        center_scale_mode: SliceScaleMode::Stretch,
        sides_scale_mode: SliceScaleMode::Stretch,
        max_corner_scale: 1.0,
    };
    // ui camera
    commands.spawn(Camera2d);
    commands
        .spawn(Node {
            width: Val::Percent(100.0),
            height: Val::Percent(100.0),
            align_items: AlignItems::Center,
            justify_content: JustifyContent::Center,
            ..default()
        })
        .with_children(|parent| {
            for [w, h] in [[150.0, 150.0], [300.0, 150.0], [150.0, 300.0]] {
                parent
                    .spawn((
                        Button,
                        Node {
                            // width: Val::Px(w),
                            // height: Val::Px(h),
                            // horizontally center child text
                            justify_content: JustifyContent::Center,
                            // vertically center child text
                            align_items: AlignItems::Center,
                            margin: UiRect::all(Val::Px(20.0)),
                            ..default()
                        },
                        UiImage::new(image.clone()),
                        ImageScaleMode::Sliced(slicer.clone()),
                    ))
                    .with_children(|parent| {
                        // parent.spawn((
                        //     Text::new("Button"),
                        //     TextFont {
                        //         font: asset_server.load("fonts/FiraSans-Bold.ttf"),
                        //         font_size: 33.0,
                        //         ..default()
                        //     },
                        //     TextColor(Color::srgb(0.9, 0.9, 0.9)),
                        // ));
                    });
            }
        });
}
```

This should result in a blank window, since without any constraints the
texture slice image nodes should be zero-sized. But in main the image
nodes are given the size of the underlying unsliced source image
`textures/fantasy_ui_borders/panel-border-010.png`:

<img width="321" alt="slicing"
src="https://github.com/user-attachments/assets/cbd74c9c-14cd-4b4d-93c6-7c0152bb05ee">

For this PR need to change the lines:
```
                        UiImage::new(image.clone()),
                        ImageScaleMode::Sliced(slicer.clone()),
```
to
```
                        UiImage::new(image.clone()).with_mode(UiImageMode::Sliced(slicer.clone()),
```
and then nothing should be rendered, as desired.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-11-04 15:14:03 +00:00
urben1680
1e47604506
Adding ScheduleGraph::contains_set (#16206)
# Objective

The schedule graph can easily confirm whether a set is contained or not.

This helps me in my personal project where I write an extension trait
for `Schedule` and I want to configure a specific set in its methods.
The set in question has a run condition though and I don't want to add
that condition to the same schedule as many times as the trait methods
are called. Since the non-pub set is unknown to the schedule until then,
a `contains_set` is sufficient.

It is probably trivial to add a method that returns an `Option<NodeId>`
as well but as I personally don't need it I did not add that. If it is
desired I can do so here though. It might be unneeded to have a
`contains_set` then because one could check `is_some` on the returned id
in that case.

An argument against that is that future changes may be easier if only a
`contains_set` needs to be ported.

## Solution

Added `ScheduleGraph::contains_set`.

## Testing

I put the below showcase code into a temporary unit test and it worked.
If wanted I add it as a test too but I did not see that other more
somewhat complicated methods have tests

---

## Showcase

```rs
#[derive(ScheduleLabel, Debug, Default, Clone, Copy, PartialEq, Eq, Hash)]
struct MySchedule;

#[derive(SystemSet, Debug, Default, Clone, Copy, PartialEq, Eq, Hash)]
struct MySet;

let mut schedule = Schedule::new(MySchedule);
assert_eq!(schedule.graph().contains_set(MySet), false);
schedule.configure_sets(MySet);
assert_eq!(schedule.graph().contains_set(MySet), true);
```
2024-11-03 16:16:24 +00:00
MiniaczQ
5edc23db41
Fix fallible param notes (#16218)
I noticed one of the reflinks doesn't work correctly
2024-11-03 16:14:26 +00:00
Lynn
52b8b55c2d
Implement Measured2d for Arc2d-based primitives. (#16213)
# Objective

- `CircularSegment` and `CircularSector` are well defined 2D shapes with
both an area and a perimeter.

# Solution

- This PR implements `perimeter` for both and moves the existsing `area`
functions into the `Measured2d` implementations.

## Testing

- The `arc_tests` have been extended to also check for perimeters.
2024-11-03 16:12:31 +00:00
Friz64
565616622b
Correctly feature gate custom_cursor (#16093)
# Objective

Currently there's no way to change the window's cursor icon with the
`custom_cursor` feature **disabled**. You should still be able to set
system cursor icons.

Connections:

- https://github.com/bevyengine/bevy/pull/15649

## Solution

Move some `custom_cursor` feature gates around, as to expose the
`CursorIcon` type again.

Note this refactoring was mainly piloted by hunting after the compiler
warnings -- I shouldn't have missed anything, but FYI.

## Testing

Disabled the `custom_cursor` feature, ran the `window_settings` example.
2024-11-02 01:47:32 +00:00
Joona Aalto
46566980a6
Fix and improve MSAA documentation (#16196)
# Objective

#14273 changed `Msaa` to be a component rather than a resource. However,
the documentation still says that it is a resource. This tripped me up
during migration to 0.15 until I looked at the type definition.

Additionally, the docs have some unnecessary repetition and some grammar
mistakes, and they don't link to camera documentation.

## Solution

Fix up the docs!
2024-10-31 21:34:04 +00:00
Justin Schwab
03a068e4d1
Fix typo in bevy_ecs (#16195)
Found this while reading the docs, I assume this is a typo.
2024-10-31 19:20:01 +00:00
Stepan Koltsov
1f69bc1f96
Mesh::merge: count_vertices instead of initializing positions (#16024)
# Objective

When merging two meshes, we need to find the offset of indices for the
second mesh. Currently it is done by inserting empty positions if
positions is not set.

Although practically it is not an issue, this does not feel right:
- We did not have positions before, then why we have positions after
merge?
- Moreover, if positions are not set, but uvs are not empty, computed
offset will be zero, while it should be equal to the number of uvs.

## Solution

Use `Mesh::count_vertices` to find the number of vertices.

## Testing

Looking hard.
2024-10-31 17:06:32 +00:00
Stepan Koltsov
928dee830e
Indices::extend (#16023)
# Objective

There's integer overflow in `Mesh::merge` in branches like this:


405fa3e8ea/crates/bevy_mesh/src/mesh.rs (L857-L859)

we truncate `u32` to `u16` and ignore integer overflow on `u16`. This
may lead to unexpected results when the number of vertices exceeds
`u16::MAX`.

## Solution

Convert indices storage to `u32` when necessary.

## Testing

- Unit test added for `extend` function
- For changes in `Mesh`, I presume it is already tested elsewhere
2024-10-31 16:39:32 +00:00
Sou1gh0st
db4a74be76
Support prefers_home_indicator_hidden (#16005)
# Objective

- Fixes #15757 

## Solution

- Add the platform specific property `prefers_home_indicator_hidden` to
bevy's Window configuration, and applying it by invoking
`with_prefers_home_indicator_hidden` in `winit`.

## Testing

- I have tested the `bevy_mobile_example` on the iOS platform.

## Showcase
- Currently, the `prefers_home_indicator_hidden` is enabled in the
bevy_mobile_example demo. You can test it with an iOS device. The home
indicator will disappear after several seconds of inactivity in the
bottom areas.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-31 16:09:30 +00:00
Thierry Berger
88d1692105
Derive same attributes as MainEntity for RenderEntity (#16191)
Spotted while working on updating bevy_egui.

Discord context:
https://discordapp.com/channels/691052431525675048/1301212128115687454/1301469954465464320
2024-10-31 14:56:27 +00:00
Miles Silberling-Cook
9a0c9b9e8f
Add button_just_down and button_just_up methods to PointerInput (#16176)
# Objective

Upstream two small methods present in `bevy_mod_picking` but not in
`bevy_picking`.

There might be a few more of these.
2024-10-31 14:44:34 +00:00
Benjamin Brienen
3e405ed537
Improve SubApp documentation example (#16160)
# Objective

Fix #15841

## Solution

Added an update schedule as recommended in the issue.

## Testing

Doc test is run and passes.

Ran the example in a test app before and after adding the line.

## Showcase

Before:

```
PS C:\Users\BenjaminBrienen\source\bevy_experiment_test> cargo run
    Blocking waiting for file lock on build directory
   Compiling bevy_experiment_test v0.1.0 (C:\Users\BenjaminBrienen\source\bevy_experiment_test)
    Finished `dev` profile [unoptimized + debuginfo] target(s) in 1m 41s
     Running `target\debug\bevy_experiment_test.exe`
```

(nothing happens)

After:

```
PS C:\Users\BenjaminBrienen\source\bevy_experiment_test> cargo run
    Blocking waiting for file lock on build directory
   Compiling bevy_experiment_test v0.1.0 (C:\Users\BenjaminBrienen\source\bevy_experiment_test)
    Finished `dev` profile [unoptimized + debuginfo] target(s) in 14.64s
     Running `target\debug\bevy_experiment_test.exe`
system of subapp is executing and the Counter: 10
```
2024-10-30 22:12:25 +00:00
ickshonpe
4db18d85c1
Remove the Globals binding from the box shadow shader (#16177)
# Objective

Remove the `Globals` binding from the box shadow shader. It isn't used
and was added by mistake.
2024-10-30 20:06:15 +00:00
Miles Silberling-Cook
131ec38650
Fix pointer constructor order (#16169)
Fixes a small divergence between `bevy_mod_picking` and the up-streamed
`bevy_picking`: Both have a `Pointer<E>` constructor with the same
types, but in a different order.

This is part of work being done on `bevy_mod_picking` to simplify the
migration to `bevy_picking`.
2024-10-30 17:08:20 +00:00
ickshonpe
dae39aceb5
Constify ComputedNode (#16134)
# Objective

Make all the methods and associated functions belonging to
`ComputedNode` const.

## Solution

Constify (except for `inner_radius` which uses non-const `min` and
`max`).

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-29 13:45:44 +00:00
Benjamin Brienen
f005a96dd4
ReflectBundle::remove improvement (#16139)
# Objective

Fixes #15676

## Solution

`remove` returns the removed item

Add `take`

## Testing

None yet

## Migration Guide

If you don't need the returned value from `remove`, discard it.
2024-10-28 22:29:05 +00:00
ickshonpe
e58670102e
Require ContentSize on UiImage again (#16138)
# Objective

The `ContentSize` requirement on `UiImage` got lost during merge
conflict fixes, causing some images such as the icons on the `game_menu`
example to disappear.

Fixes #16136

## Solution

Require `ContentSize` on `UiImage` again.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-28 22:27:19 +00:00
Martín Maita
72321ca3c5
Update notify-debouncer-full requirement from 0.3.1 to 0.4.0 (#16133)
# Objective

- Supersedes #16126 

## Solution

- Updated code in `file_watcher.rs` to fix breaking changes introduced
in the new version.
- Check changelog here:
https://github.com/notify-rs/notify/blob/main/CHANGELOG.md#debouncer-full-040-2024-10-25.
- Relevant PR with the breaking change:
https://github.com/notify-rs/notify/pull/557.

## Testing

- CI checks passing locally

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2024-10-28 22:23:03 +00:00
ickshonpe
05d90686fc
Remove custom rounding (#16097)
# Objective

Taffy added layout rounding a while ago but it had a couple of bugs and
caused some problems with the fussy `ab_glyph` text implementation. So I
disabled Taffy's builtin rounding and added some hacks ad hoc that fixed
(some) of those issues. Since then though Taffy's rounding algorithm has
improved while we've changed layout a lot and migrated to `cosmic-text`
so those hacks don't help any more and in some cases cause significant
problems.

Also our rounding implementation only rounds to the nearest logical
pixel, whereas Taffy rounds to the nearest physical pixel meaning it's
much more accurate with high dpi displays.

fixes #15197

## Some examples of layout rounding errors visible in the UI examples

These errors are much more obvious at high scale factor, you might not
see any problems at a scale factor of 1.

`cargo run --example text_wrap_debug`

<img width="1000" alt="text_debug_gaps"
src="https://github.com/user-attachments/assets/5a584016-b8e2-487b-8842-f0f359077391">

The narrow horizontal and vertical lines are gaps in the layout caused
by errors in the coordinate rounding.

`cargo run --example text_debug`

<img width="1000" alt="text_debug"
src="https://github.com/user-attachments/assets/a4b37c02-a2fd-441c-a7bd-cd7a1a72e7dd">

The two text blocks here are aligned right to the same boundary but in
this screen shot you can see that the lower block is one pixel off to
the left. Because the size of this text node changes between frames with
the reported framerate the rounding errors cause it to jump left and
right.

## Solution

Remove all our custom rounding hacks and reenable Taffy's layout
rounding.

The gaps in the `text_wrap_debug` example are gone:
<img width="1000" alt="text_wrap_debug_fix"
src="https://github.com/user-attachments/assets/92d2dd97-30c6-4ac8-99f1-6d65358995a7">

This doesn't fix some of the gaps that occur between borders and content
but they seem appear to be a rendering problem as they disappear with
`UiAntiAlias::Off` set.

## Testing

Run the examples as described above in the `Objective` section. With
this PR the problems mentioned shouldn't appear.

Also added an example in a separate PR #16096 `layout_rounding_debug`
for identifying these issues.

## Migration Guide

`UiSurface::get_layout` now also returns the final sizes before
rounding. Call `.0` on the `Ok` result to get the previously returned
`taffy::Layout` value.

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-10-28 22:20:50 +00:00
Eero Lehtinen
af279073aa
Fix linux nvidia + xwayland freeze at startup (#16123)
# Objective

- Fixes #16122

When the wayland feature is not enabled, xwayland is used on wayland.
Nvidia drivers are somewhat bugged on linux and return outdated surfaces
on xwayland for seemingly no reason. Oftentimes at startup we get into
an infine loop where the surface is permanently outdated and nothing (or
sometimes only the first frame) is drawn on the screen.

## Solution

After experimenting I found that we can safely call configure again and
the issue seems to resolve itsef. After this change I couldn't reproduce
the original issue after many tries. More testing is probably needed
though.

The main issue is that `get_current_texture` fails sometimes because the
surface remains outdated even after configuring. It would be better to
just properly handle and never panic when `get_current_texture` fails.
This way we always call configure when outdated and bail when getting
the swapchain fails instead of crashing. The number of special cases is
also reduced.

## Testing

I tested the example "rotation" manually by trying to move around.

It works with X11 and Xwayland and the non panicing code paths didn't
change so other platforms aren't affected.
2024-10-28 22:17:59 +00:00
Gilles Henaux
5d1d073c14
Fix AsBindGroupError display for InvalidSamplerType (#16079)
# Objective

- Display message for `AsBindGroupError::InvalidSamplerType` was not
correctly displaying the binding index

## Solution

- Simple typo fix

## Testing

- Tested locally
2024-10-28 22:10:52 +00:00
Clar Fon
069291d6d8
Reduce compile time of bevy_ptr::OwnedPtr::make function (#15644)
## Methodology

A good metric that correlates with compile time is the amount of code
generated by the compiler itself; even if the end binary is exactly the
same size, having more copies of the same code can really slow down
compile time, since it has to figure out whether it needs to include
them or not.

The measurement for this used was the [`cargo-llvm-lines`
crate](https://docs.rs/crate/cargo-llvm-lines) which can measure which
functions are generating the most lines of LLVM IR, which generally
means more code compiled. The example compiled was the `breakout` game,
to choose something that touches a decent portion of the engine.

## Solution

Based upon the measurements, `bevy_ptr::OwnedPtr::make` was taking up
4061 lines of LLVM IR in the example code. So, I separated part of this
function into a less-monomorphised version to reduce the amount of
generated code. This was by far the most lines emitted by any single
function.

## Results

After this change, only 2560 lines are emitted, accounting for a 36%
decrease. I tried timing the results and it seemed like it did decrease
compile times a bit, but honestly, the data is really noisy and I can't
be bothered to compile bevy for hours on end to get enough data points.

The tweak feels like an improvement, so, I'll offer it, however small.
2024-10-28 21:15:00 +00:00
ickshonpe
1add4bf238
Rename ComputedNode::calculated_size to size (#16131)
# Objective

Remove `calculated_` from the name `ComputedNode::calculated_size` as
redundant, It's obvious from context that it's the resolved size value
and it's inconsistant since none of other fields of `ComputedNode` have
a `calculated_` prefix.

## Alternatives

Rename all the fields of `ComputedNode` to `calculated_*`, this seems
worse.
2024-10-28 21:05:25 +00:00
mamekoro
4b0efda354
Make some associated functions of Color const (#16091)
# Objective
Make the following functions `const` that will be useful to define
colors as constants.

- `Color::srgb_from_array`
- `Color::srgba_u8`
- `Color::srgb_u8`

The last two require Rust 1.82.0.

## Solution
- Make them `const`
- Change MSRV to 1.82.0

## Testing
I tested bevy_color only. My machine does not have enough RAM capacity
to test the whole bevy.

`cargo test -p bevy_color`
2024-10-28 03:26:35 +00:00
ickshonpe
78a4bea3d7
Move ContentSize requirements from Node to the widget defining components (#16083)
# Objective

Missed this in the required components PR review. `ContentSize` isn't
used by regular UI nodes, only those with intrinsically sized content
that needs a measure func.

## Solution

Remove `ContentSize` from `Node`'s required components and add it to the
required components of `Text` and `UiImage`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-27 22:39:32 +00:00
mgi388
c4c1c8ffa1
Undeprecate is_playing_animation (#16121)
# Objective

- Fixes #16098

## Solution

- Undeprecate `is_playing_animation` and copy the docs from
`animation_is_playing` to it.

## Testing

- CI

## Migration


68e9a34e30/release-content/0.15/migration-guides/_guides.toml (L13-L17)
needs to be removed.
2024-10-27 22:38:07 +00:00
ickshonpe
86ee8e4376
Move UiImage from ui_node to the widget::image module (#16084)
# Objective

`UiImage` isn't just a general image component now, it's the defining
component for the image widget so it belongs in the image widget's
module.
2024-10-27 19:14:46 +00:00
Hexroll by Pen, Dice & Paper
d01db9b672
Adding alpha_threshold to OrderIndependentTransparencySettings for user-level optimization (#16090)
# Objective

Order independent transparency can filter fragment writes based on the
alpha value and it is currently hard-coded to anything higher than 0.0.
By making that value configurable, users can optimize fragment writes,
potentially reducing the number of layers needed and improving
performance in favor of some transparency quality.

## Solution

This PR adds `alpha_threshold` to the
OrderIndependentTransparencySettings component and uses the struct to
configure a corresponding shader uniform. This uniform is then used
instead of the hard-coded value.

To configure OIT with a custom alpha threshold, use:

```rust
fn setup(mut commands: Commands) {
    commands.spawn((
        Camera3d::default(),
        OrderIndependentTransparencySettings {
            layer_count: 8,
            alpha_threshold: 0.2,
        },
    ));
}
```

## Testing

I tested this change using the included OIT example, as well as with two
additional projects.

## Migration Guide

If you previously explicitly initialized
OrderIndependentTransparencySettings with your own `layer_count`, you
will now have to add either a `..default()` statement or an explicit
`alpha_threshold` value:

```rust
fn setup(mut commands: Commands) {
    commands.spawn((
        Camera3d::default(),
        OrderIndependentTransparencySettings {
            layer_count: 16,
            ..default()
        },
    ));
}
```

---------

Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2024-10-27 19:08:34 +00:00
Miles Silberling-Cook
7451900e71
Emit picking event streams (#16105)
# Objective

In `bevy_mod_picking` events are accessible through event listeners or
`EventReader`s. When I replaced event listeners with observers, I
removed the `EventReader` for simplicity. This adds it back.

## Solution

All picking events are now properly registered, and can be accessed
through `EventReader<Pointer<E>>`. `Pointer` now tracks the entity the
event targeted initially, and this can also be helpful in observers
(which don't currently do this).

## Testing

The picking examples run fine. This shouldn't really change anything.

---------

Co-authored-by: Aevyrie <aevyrie@gmail.com>
2024-10-27 19:05:31 +00:00
Aevyrie
54b323ec80
Mesh picking fixes (#16110)
# Objective

- Mesh picking is noisy when a non triangle list is used
- Mesh picking runs even when users don't need it
- Resolve #16065 

## Solution

- Don't add the mesh picking plugin by default
- Remove error spam
2024-10-27 19:03:48 +00:00
Tau Gärtli
a644ac73f7
More #[doc(fake_variadic)] goodness (#16108)
This PR adds `#[doc(fake_variadic)]` to that were previously not
supported by rustdoc.

Thanks to an [upstream
contribution](https://github.com/rust-lang/rust/pull/132115) by yours
truly, `#[doc(fake_variadic)]` is now supported on impls such as `impl
QueryData for AnyOf<(T, ...)>` 🎉
Requires the latest nightly compiler (2024-10-25) which is already
available on [docs.rs](https://docs.rs/about/builds).


![image](https://github.com/user-attachments/assets/68589c7e-f68f-44fb-9a7b-09d24ccf19c9)

![image](https://github.com/user-attachments/assets/f09d20d6-d89b-471b-9a81-4a72c8968178)

This means that the impl sections for `QueryData` and `QueryFilter` are
now nice and tidy 

---

I also added `fake_variadic` to some impls that use
`all_tuples_with_size`, however I'm not entirely happy because the docs
are slightly misleading now:


![image](https://github.com/user-attachments/assets/fac93d08-dc02-430f-9f34-c97456256c56)

Note that the docs say `IntoBindGroupLayoutEntryBuilderArray<1>` instead
of
`IntoBindGroupLayoutEntryBuilderArray<N>`.
2024-10-27 19:01:50 +00:00
François Mockers
60b2c7ce77
fix bevy_dev_tools build (#16099)
# Objective

- bevy_dev_tools 0.15.0-rc.1 failed to build docs
- it use bevy_text feature in bevy_ui but it's not enabled by default
- https://docs.rs/crate/bevy_dev_tools/0.15.0-rc.1
- 
## Solution

- enable bevy_text feature of bevy_ui
2024-10-25 20:14:39 +00:00
BD103
7c593179e3
Fix bevy_picking plugin suffixes (#16082)
# Objective

- `MeshPickingBackend` and `SpritePickingBackend` do not have the
`Plugin` suffix
- `DefaultPickingPlugins` is masquerading as a `Plugin` when in reality
it should be a `PluginGroup`
- Fixes #16081.

## Solution

- Rename some structures:

|Original Name|New Name|
|-|-|
|`MeshPickingBackend`|`MeshPickingPlugin`|
|`MeshPickingBackendSettings`|`MeshPickingSettings`|
|`SpritePickingBackend`|`SpritePickingPlugin`|
|`UiPickingBackendPlugin`|`UiPickingPlugin`|

- Make `DefaultPickingPlugins` a `PluginGroup`.
- Because `DefaultPickingPlugins` is within the `DefaultPlugins` plugin
group, I also added support for nested plugin groups to the
`plugin_group!` macro.

## Testing

- I used ripgrep to ensure all references were properly renamed.
- For the `plugin_group!` macro, I used `cargo expand` to manually
inspect the expansion of `DefaultPlugins`.

---

## Migration Guide

> [!NOTE]
>
> All 3 of the changed structures were added after 0.14, so this does
not need to be included in the 0.14 to 0.15 migration guide.

- `MeshPickingBackend` is now named `MeshPickingPlugin`.
- `MeshPickingBackendSettings` is now named `MeshPickingSettings`.
- `SpritePickingBackend` is now named `SpritePickingPlugin`.
- `UiPickingBackendPlugin` is now named `UiPickingPlugin`.
- `DefaultPickingPlugins` is now a a `PluginGroup` instead of a
`Plugin`.
2024-10-25 20:11:51 +00:00
Ludwig DUBOS
611ba8b98e
Add AsyncSeekForwardExt trait to allows a similar API to the previous Bevy version (#16027)
# Objective

This PR introduces an `AsyncSeekForwardExt` trait, which I forgot in my
previous PR #14194.

This new trait is analogous to `AsyncSeekExt` and allows all
implementors of `AsyncSeekForward` to directly use the `seek_forward`
function in async contexts.

## Solution

- Implement a new `AsyncSeekForwardExt` trait
- Automatically implement this trait for all types that implement
`AsyncSeekForward`

## Showcase

This new trait allows a similar API to the previous Bevy version:

```rust
#[derive(Default)]
struct UniverseLoader;

#[derive(Asset, TypePath, Debug)]
struct JustALilAsteroid([u8; 128]);

impl AssetLoader for UniverseLoader {
    type Asset = JustALilAsteroid;
    type Settings = ();
    type Error = std::io::Error;

    async fn load<'a>(
        &'a self,
        reader: &'a mut Reader<'a>,
        _settings: &'a Self::Settings,
        _context: &'a mut LoadContext<'_>,
    ) -> Result<Self::Asset, Self::Error> {
        // read the asteroids entry table
        let entry_offset: u64 = /* ... */;
        let current_offset: u64 = reader.seek_forward(0).await?;

        // jump to the entry
        reader.seek_forward(entry_offset - current_offset).await?;

        let mut asteroid_buf = [0; 128];
        reader.read_exact(&mut asteroid_buf).await?;

        Ok(JustALilAsteroid(asteroid_buf))
    }
    
    fn extensions(&self) -> &[&str] {
        &["celestial"]
    }
}
```
2024-10-25 20:08:14 +00:00
Patrick Walton
c6a66a7e96
Place percentage-closer soft shadows behind a feature gate to save on samplers. (#16068)
The two additional linear texture samplers that PCSS added caused us to
blow past the limit on Apple Silicon macOS and WebGL. To fix the issue,
this commit adds a `--feature pbr_pcss` feature gate that disables PCSS
if not present.

Closes #15345.
Closes #15525.
Closes #15821.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2024-10-24 21:16:00 +00:00
Patrick Walton
897404ee1e
Reduce the clusterable object UBO size below 16384 for WebGL 2. (#16069)
The PCSS PR #13497 increased the size of clusterable objects from 64
bytes to 80 bytes but didn't decrease the UBO size to compensate, so we
blew past the 16kB limit on WebGL 2. This commit fixes the issue by
lowering the maximum number of clusterable objects to 204, which puts us
under the 16kB limit again.

Closes #15998.
2024-10-24 21:00:11 +00:00
Carter Anderson
9274bfed27
Move TextureAtlas into UiImage and remove impl Component for TextureAtlas (#16072)
# Objective

Fixes #16064

## Solution

- Add TextureAtlas to `UiImage::texture_atlas`
- Add `TextureAtlas::from_atlas_image` for parity with `Sprite`
- Rename `UiImage::texture` to `UiImage::image` for parity with `Sprite`
- Port relevant implementations and uses
- Remove `derive(Component)` for `TextureAtlas`

---

## Migration Guide

Before:
```rust
commands.spawn((
  UiImage::new(image),
  TextureAtlas { index, layout },
));
```

After:
```rust
commands.spawn(UiImage::from_atlas_image(image, TextureAtlas { index, layout }));
```

Before:
```rust
commands.spawn(UiImage {
    texture: some_image,
    ..default()
})
```

After:
```rust
commands.spawn(UiImage {
    image: some_image,
    ..default()
})
```
2024-10-23 23:24:17 +00:00
Viktor Gustavsson
2cdad48b30
Ensure ghost nodes are skipped when getting parent clipping rect (#16058)
# Objective

- Follow up on #16044
- `extract_uinode_borders` uses `bevy_hierarchy` directly instead of
going through the traversal utilities, meaning it won't handle
`GhostNode`s properly.

## Solution

- Replaced the use of `bevy_hierarchy::Parent` with
`UIChildren::get_parent`

## Testing

- Ran the `overflow` example, clipping looks ok.

---

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-23 21:51:39 +00:00
ickshonpe
c9a3f34f5d
Fixes for a few minor borders and outlines bugs (#16071)
# Objective

1. Nodes with `Display::None` set are removed from the layout and have
no position or size. Outlines should not be drawn for a node with
`Display::None` set.
2. The outline and border colors are checked for transparency together.
If only one of the two is transparent, both will get queued.
3. The `node.is_empty()` check is insufficient to check if a border is
present since a non-zero sized node can have a zero width border.

## Solution

1. Add a check to `extract_uinode_borders` and ignore the node if
`Display::None` is set.
2. Filter the border and outline optional components by
`is_fully_transparent`.
3.  Check if all the border widths are zero instead.

## Testing

I added dark cyan outlines around the left and right sections in the
`display_and_visibility` example. If you run the example and set the
outermost node to `Display::None` on the right, then you'll see the that
the outline on the left disappears.
2024-10-23 20:41:42 +00:00
Carter Anderson
7577895d0c
Use CosmicFontSystem in public bevy_text APIs and remove cosmic_text re-export (#16063)
# Objective

Fixes #16006

## Solution

We currently re-export `cosmic_text`, which is seemingly motivated by
the desire to use `cosmic_text::FontSystem` in `bevy_text` public APIs
instead of our `CosmicFontSystem` resource wrapper type.

This change makes `bevy_text` a "true" abstraction over `cosmic_text`
(it in fact, was already built to be that way generally and has this one
"leak").

This allows us to remove the `cosmic_text` re-export, which helps clean
up the Rust Analyzer imports and generally makes this a "cleaner" API.
2024-10-23 20:05:28 +00:00
JMS55
3fb6cefb2f
Meshlet fill cluster buffers rewritten (#15955)
# Objective
- Make the meshlet fill cluster buffers pass slightly faster
- Address https://github.com/bevyengine/bevy/issues/15920 for meshlets
- Added PreviousGlobalTransform as a required meshlet component to avoid
extra archetype moves, slightly alleviating
https://github.com/bevyengine/bevy/issues/14681 for meshlets
- Enforce that MeshletPlugin::cluster_buffer_slots is not greater than
2^25 (glitches will occur otherwise). Technically this field controls
post-lod/culling cluster count, and the issue is on pre-lod/culling
cluster count, but it's still valid now, and in the future this will be
more true.

Needs to be merged after https://github.com/bevyengine/bevy/pull/15846
and https://github.com/bevyengine/bevy/pull/15886

## Solution

- Old pass dispatched a thread per cluster, and did a binary search over
the instances to find which instance the cluster belongs to, and what
meshlet index within the instance it is.
- New pass dispatches a workgroup per instance, and has the workgroup
loop over all meshlets in the instance in order to write out the cluster
data.
- Use a push constant instead of arrayLength to fix the linked bug
- Remap 1d->2d dispatch for software raster only if actually needed to
save on spawning excess workgroups

## Testing

- Did you test these changes? If so, how?
- Ran the meshlet example, and an example with 1041 instances of 32217
meshlets per instance. Profiled the second scene with nsight, went from
0.55ms -> 0.40ms. Small savings. We're pretty much VRAM bandwidth bound
at this point.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
  - Run the meshlet example

## Changelog (non-meshlets)
- PreviousGlobalTransform now implements the Default trait
2024-10-23 19:18:49 +00:00
JMS55
6d42830c7f
Meshlet builder improvements redux (#15886)
Take a bunch more improvements from @zeux's nanite.cpp code.

* Use position-only vertices (discard other attributes) to determine
meshlet connectivity for grouping
* Rather than using the lock borders flag when simplifying meshlet
groups, provide the locked vertices ourselves. The lock borders flag
locks the entire border of the meshlet group, but really we only want to
lock the edges between meshlet groups - outwards facing edges are fine
to unlock. This gives a really significant increase to the DAG quality.
* Add back stuck meshlets (group has only a single meshlet,
simplification failed) to the simplification queue to allow them to get
used later on and have another attempt at simplifying
* Target 8 meshlets per group instead of 4 (second biggest improvement
after manual locks)
* Provide a seed to metis for deterministic meshlet building
* Misc other improvements

We can remove the usage of unsafe after the next upstream meshopt
release, but for now we need to use the ffi function directly. I'll do
another round of improvements later, mainly attribute-aware
simplification and using spatial weights for meshlet grouping.

Need to merge https://github.com/bevyengine/bevy/pull/15846 first.
2024-10-23 16:56:50 +00:00
akimakinai
50d38f2757
Fix point light count limit (#16062)
# Objective

- I made a mistake in #15902, specifically [this
diff](e2faedb99c)
-- the `point_light_count` variable is used for all point lights, not
just shadow mapped ones, so I cannot add `.min(max_texture_cubes)`
there. (Despite `spot_light_count` having `.min(..)`)

It may have broken code like this (where `index` is index of
`point_light` vec):


9930df83ed/crates/bevy_pbr/src/render/light.rs (L848-L850)

and also causes panic here:

9930df83ed/crates/bevy_pbr/src/render/light.rs (L1173-L1174)

## Solution

- Adds `.min(max_texture_cubes)` directly to the loop where texture
views for point lights are created.

## Testing

- `lighting` example (with the directional light removed; original
example doesn't crash as only 1 directional-or-spot light in total is
shadow-mapped on webgl) no longer crashes on webgl
2024-10-22 23:29:58 +00:00
JMS55
2223f6ec3a
Meshlet fix software rasterization (#16049)
# Objective
1. Prevent weird glitches with stray pixels scattered around the scene

![image](https://github.com/user-attachments/assets/f12adb38-5996-4dc7-bea6-bd326b7317e1)
2. Prevent weird glitchy full-screen triangles that pop-up and destroy
perf (SW rasterizing huge triangles is slow)

![image](https://github.com/user-attachments/assets/d3705427-13a5-47bc-a54b-756f0409da0b)

## Solution
1. Use floating point math in the SW rasterizer bounding box calculation
to handle negative verticss, and add backface culling
2. Force hardware raster for clusters that clip the near plane, and let
the hardware rasterizer handle the clipping

I also adjusted the SW rasterizer threshold to < 64 pixels (little bit
better perf in my test scene, but still need to do a more comprehensive
test), and enabled backface culling for the hardware raster pipeline.

## Testing

- Did you test these changes? If so, how?
  - Yes, on an example scene. Issues no longer occur.
- Are there any parts that need more testing?
  - No.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
  - Run the meshlet example.
2024-10-22 23:05:40 +00:00
François Mockers
fac0b34b20
remove reference to missing file in bevy_remote cargo.toml (#16057)
# Objective

- bevy_remote Cargo.toml file references a readme that doesn't exist
- This is blocking releasing the rc

## Solution

- Remove the reference
2024-10-22 20:21:19 +00:00
JMS55
9d54fe0370
Meshlet new error projection (#15846)
* New error projection code taken from @zeux's meshoptimizer nanite.cpp
demo for determining LOD (thanks zeux!)
* Builder: `compute_lod_group_data()`
* Runtime: `lod_error_is_imperceptible()`
2024-10-22 20:14:30 +00:00
ickshonpe
9930df83ed
UI borders and outlines clipping fix (#16044)
# Objective

fixes #15502

Clipped borders and outlines aren't drawn correctly.

### Borders aren't clipped

Spawn two nodes with the same dimensions and border thickness, but clip
on of the nodes so that only its top left quarter is visible:

<img width="194" alt="clip"
src="https://github.com/user-attachments/assets/2d3f6d28-aa20-44df-967a-677725828294">

You can see that instead of clipping the border, instead the border is
scaled to fit inside of the unclipped section.

```rust
use bevy::color::palettes::css::BLUE;
use bevy::prelude::*;
use bevy::winit::WinitSettings;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .insert_resource(WinitSettings::desktop_app())
        .add_systems(Startup, setup)
        .run();
}

fn setup(mut commands: Commands) {
    commands.spawn(Camera2d);
    commands
        .spawn(Node {
            width: Val::Percent(100.),
            height: Val::Percent(100.),
            justify_content: JustifyContent::Center,
            align_items: AlignItems::Center,
            ..Default::default()
        })
        .with_children(|commands| {
            commands
                .spawn(Node {
                    column_gap: Val::Px(10.),
                    ..Default::default()
                })
                .with_children(|commands| {
                    commands
                        .spawn(Node {
                            width: Val::Px(100.),
                            height: Val::Px(100.),
                            overflow: Overflow::clip(),
                            ..Default::default()
                        })
                        .with_child((
                            Node {
                                position_type: PositionType::Absolute,
                                width: Val::Px(100.),
                                height: Val::Px(100.),
                                border: UiRect::all(Val::Px(10.)),
                                ..Default::default()
                            },
                            BackgroundColor(Color::WHITE),
                            BorderColor(BLUE.into()),
                        ));

                    commands
                        .spawn(Node {
                            width: Val::Px(50.),
                            height: Val::Px(50.),
                            overflow: Overflow::clip(),
                            ..Default::default()
                        })
                        .with_child((
                            Node {
                                position_type: PositionType::Absolute,
                                width: Val::Px(100.),
                                height: Val::Px(100.),
                                border: UiRect::all(Val::Px(10.)),
                                ..Default::default()
                            },
                            BackgroundColor(Color::WHITE),
                            BorderColor(BLUE.into()),
                        ));
                });
        });
}
```

You can also see this problem in the `overflow` example. If you hover
over any of the clipped nodes you'll see that the outline only wraps the
visible section of the node

### Outlines are clipped incorrectly

A UI nodes Outline's are drawn outside of its bounds, so applying the
local clipping rect to the outline doesn't make any sense.
Instead an `Outline` should be clipped using its parent's clipping rect.

## Solution

* Pass the `point` value into the vertex shader instead of calculating
it in the shader.
* In `extract_uinode_borders` use the parents clipping rect when
clipping outlines.

The extra parameter isn't a great solution I think, but I wanted to fix
borders for the 0.15 release and this is the most minimal approach I
could think of without replacing the whole shader and prepare function.

 ## Showcase

<img width="149" alt="clipp"
src="https://github.com/user-attachments/assets/19fbd3cc-e7cd-42e1-a5e0-fd92aad04dcd">

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-21 22:54:09 +00:00
Stepan Koltsov
d0af199249
Add a test for Mesh::triangles and fix for TriangleStrip (#16026)
# Objective

- Illustrate behavior with a test
- Fix a bug revealed by a test

## Solution

- Add a test and fix

## Testing

Test added.
2024-10-21 15:57:52 +00:00
Stepan Koltsov
465d1139e7
Replace TwoIterators with Either in bevy_animation (#16036)
# Objective

- Less code
- Better iterator (implements `size_hint` for example)

## Solution

- Use `either`
- This change is free because `bevy_animation` depends on `bevy_asset`,
which already depends on `either`

## Testing

CI
2024-10-21 02:17:59 +00:00