Commit graph

5717 commits

Author SHA1 Message Date
andriyDev
b109787764
Delete ImageLoader::COUNT in favour of ImageLoader::SUPPORTED_FORMATS.len(). (#15939)
# Objective

- This is a followup to #15812.

## Solution

I just deleted the `COUNT` const and replaced it. I didn't realize for
loops are not const yet, so improving the other const variables is not
obvious.

Note: `slice::len` has been const since Rust 1.39, so we're not relying
on a brand new feature or anything.

## Testing

- It builds!
2024-10-16 00:50:50 +00:00
andriyDev
fbb53140e9
Fix bevy_color not compiling standalone. (#15938)
# Objective

On HEAD, `bevy_color` does not compile on its own with `--all-features`
enabled. This PR fixes that.

## Solution

- Added the `curve` feature on `bevy_math` to `bevy_color`.
- Added the `serialize` feature on `bevy_math` to
`bevy_color/serialize`.

## Testing

- Compiled with `cargo b -p bevy_color --all-features` on HEAD and on
this PR: it fails to compile on HEAD but compiles with this PR.
2024-10-15 23:52:45 +00:00
akimakinai
c78886e649
Remove ExtractComponent::Out (#15926)
# Objective

- `C: ExtractComponent` inserts `C::Out` instead of `C`, so we need to
remove `C::Out`. cc #15904.

## Solution

- `C` -> `C::Out`

## Testing

- CAS has `<ContrastAdaptiveSharpening as ExtractComponent>::Out =
(DenoiseCas, CasUniform)`. Setting its strength to zero correctly
removes the effect after this change.
2024-10-15 23:42:35 +00:00
Tau Gärtli
ed351294ec
Use #[doc(fake_variadic)] on StableInterpolate (#15933)
This is a follow-up to #15931 that adds `#[doc(fake_variadic)]` for
improved docs output :)
2024-10-15 23:40:42 +00:00
Shane Celis
5157fef84b
Add window drag move and drag resize without decoration example. (#15814)
# Objective

Add an example for the new drag move and drag resize introduced by PR
#15674 and fix #15734.

## Solution

I created an example that allows the user to exercise drag move and drag
resize separately. The user can also choose what direction the resize
works in.

![Screenshot 2024-10-10 at 4 06
43 AM](https://github.com/user-attachments/assets/1da558ab-a80f-49af-8b7d-bb635b0f038f)

### Name

The example is called `window_drag_move`. Happy to have that
bikeshedded.

### Contentious Refactor?

This PR removed the `ResizeDirection` enumeration in favor of using
`CompassOctant` which had the same variants. Perhaps this is
contentious.

### Unsafe?

In PR #15674 I mentioned that `start_drag_move()` and
`start_drag_resize()`'s requirement to only be called in the presence of
a left-click looks like a compiler-unenforceable contract that can cause
intermittent panics when not observed, so perhaps the functions should
be marked them unsafe. **I have not made that change** here since I
didn't see a clear consensus on that.

## Testing

I exercised this on x86 macOS. However, winit for macOS does not support
drag resize. It reports a good error when `start_drag_resize()` is
called. I'd like to see it tested on Windows and Linux.

---

## Showcase

Example window_drag_move shows how to drag or resize a window without
decoration.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-15 23:38:35 +00:00
Matty
a09104b62c
Infer StableInterpolate on tuples (#15931)
# Objective

Make `StableInterpolate` "just work" on tuples whose parts are each
`StableInterpolate` types. These types arise notably through
`Curve::zip` (or just through explicit mapping of a similar form). It
would otherwise be kind of frustrating to stumble upon such a thing and
then realize that, e.g., automatic resampling just doesn't work, even
though there is a very "obvious" way to do it.

## Solution

Infer `StableInterpolate` on tuples of up to size 11. I can make that
number bigger, if desired. Unfortunately, I don't think that our
standard "fake variadics" tools actually work for this; the anonymous
field accessors of tuples are `:tt` for purposes of macro expansion,
which means that you can't simplify away the identifiers by doing
something clever like using recursion (which would work if they were
`:expr`). Maybe someone who knows some incredibly dark magic could chime
in with a better solution.

The expanded impls look like this:
```rust
impl<
        T0: StableInterpolate,
        T1: StableInterpolate,
        T2: StableInterpolate,
        T3: StableInterpolate,
        T4: StableInterpolate,
    > StableInterpolate for (T0, T1, T2, T3, T4)
{
    fn interpolate_stable(&self, other: &Self, t: f32) -> Self {
        (
            <T0 as StableInterpolate>::interpolate_stable(&self.0, &other.0, t),
            <T1 as StableInterpolate>::interpolate_stable(&self.1, &other.1, t),
            <T2 as StableInterpolate>::interpolate_stable(&self.2, &other.2, t),
            <T3 as StableInterpolate>::interpolate_stable(&self.3, &other.3, t),
            <T4 as StableInterpolate>::interpolate_stable(&self.4, &other.4, t),
        )
    }
}
```

## Testing

Expanded macros; it compiles.

## Future

Make a version of the fake variadics workflow that supports this kind of
thing.
2024-10-15 19:55:36 +00:00
Joona Aalto
c1a4b82762
Revert default mesh materials (#15930)
# Objective

Closes #15799.

Many rendering people and maintainers are in favor of reverting default
mesh materials added in #15524, especially as the migration to required
component is already large and heavily breaking.

## Solution

Revert default mesh materials, and adjust docs accordingly.

- Remove `extract_default_materials`
- Remove `clear_material_instances`, and move the logic back into
`extract_mesh_materials`
- Remove `HasMaterial2d` and `HasMaterial3d`
- Change default material handles back to pink instead of white
- 2D uses `Color::srgb(1.0, 0.0, 1.0)`, while 3D uses `Color::srgb(1.0,
0.0, 0.5)`. Not sure if this is intended.

There is now no indication at all about missing materials for `Mesh2d`
and `Mesh3d`. Having a mesh without a material renders nothing.

## Testing

I ran `2d_shapes`, `mesh2d_manual`, and `3d_shapes`, with and without
mesh material components.
2024-10-15 19:47:40 +00:00
andriyDev
15440c189b
Move SUPPORTED_FILE_EXTENSIONS to ImageLoader and remove unsupported formats. (#15917)
# Objective

Fixes #15730.

## Solution

As part of #15586, we made a constant to store all the supported image
formats. However since the `ImageFormat` does actually include Hdr and
OpenExr, it also included the `"hdr"` and `"exr"` file extensions. These
are supported by separate loaders though: `HdrTextureLoader` and
`ExrTextureLoader`. This led to a warning about duplicate asset loaders.

Therefore, instead of having the constant for `ImageFormat`, I made the
constant just for `ImageLoader`. This lets us correctly remove `"hdr"`
and `"exr"` from the image formats supported by `ImageLoader`, returning
us to having a single asset loader for every image format.

Note: we could have just removed `hdr` and `exr` from
`ImageFormat::SUPPORTED_FILE_EXTENSIONS`, but this would be very
confusing. Then the list of `ImageFormat`s would not match the list of
supported formats!

## Testing

- I ran the `sprite` example and got no warning! I also replaced the
sprite in that example with an HDR file and everything worked as
expected.
2024-10-15 18:06:34 +00:00
François Mockers
812e599f77
don't clip text that is rotated (#15925)
# Objective

- Fixes #15922 , #15853 
- Don't clip text that is rotated by some angles

## Solution

- Compare to the absolute size before clipping
2024-10-15 15:21:28 +00:00
Lucas
af93e78b72
Fix overflow panic on Stopwatch at Duration::MAX (#15927)
See #15924 for more details
close #15924

from the issue, this code panic:
```rust
use bevy::time::Stopwatch;
use std::time::Duration;

fn main() {
    let second = Duration::from_secs(1);

    let mut stopwatch = Stopwatch::new();
    // lot of time has passed... or a timer with Duration::MAX that was artificially set has "finished":
    // timer.set_elapsed(timer.remaining());
    stopwatch.set_elapsed(Duration::MAX);
    // panic
    stopwatch.tick(second);

    let mut stopwatch = Stopwatch::new();
    stopwatch.set_elapsed(Duration::MAX - second);
    // this doesnt panic as its still one off the max
    stopwatch.tick(second);
    // this panic
    stopwatch.tick(second);
}
```

with this PR changes, the code now doesn't panic.

have a good day !
2024-10-15 14:14:44 +00:00
Brett Striker
de08fb2afa
[bevy_ui/layout] Add tests, missing asserts, and missing debug fields for UiSurface (#12803)
This is 3 of 5 iterative PR's that affect bevy_ui/layout

- [x] Blocked by https://github.com/bevyengine/bevy/pull/12801
- [x] Blocked by https://github.com/bevyengine/bevy/pull/12802

---

# Objective

- Add tests to `UiSurface`
- Add missing asserts in `_assert_send_sync_ui_surface_impl_safe`
- Add missing Debug field print for `camera_entity_to_taffy`

## Solution

- Adds tests to `UiSurface`
- Adds missing asserts in `_assert_send_sync_ui_surface_impl_safe`
- Adds missing impl Debug field print for `camera_entity_to_taffy`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-15 14:06:17 +00:00
akimakinai
4ac528a579
Despawn unused light-view entity (#15902)
# Objective

- Fixes #15897

## Solution

- Despawn light view entities when they go unused or when the
corresponding view is not alive.

## Testing

- `scene_viewer` example no longer prints "The preprocessing index
buffer wasn't present" warning
- modified an example to try toggling shadows for all kinds of light:
https://gist.github.com/akimakinai/ddb0357191f5052b654370699d2314cf
2024-10-15 13:54:09 +00:00
charlotte
acbed6040e
Attempt to remove component from render world if not extracted. (#15904)
# Objective

Ensure that components that are conditionally extracted do not linger in
the render world when not extracted from the main world.

## Solution

If the `ExtractComponent` returns `None`, we'll remove the render world
component. I think this is the most sensible behavior here. In the
future if there really is a use case for keeping the previous render
component around, we could add a `Option<Self::Out>` parameter for the
previous render component to the method, or something similar. I think
that this follows the principle of least surprise here relative to what
`None` would suggest and the way that render nodes are typically
written. The alternative would be to add an `enabled` field to pretty
much every camera settings component, or duplicate the extraction
condition as #15856 does.

## Testing

`transmission` no longer crashes.

## Migration Guide

Components that implement `ExtractComponent` and return `None` will
cause the extracted component to be removed from the render world.
2024-10-15 04:21:53 +00:00
Zachary Harrold
c1bb4b255d
[Adopted] Add a method for asynchronously waiting for an asset to load (#15913)
# Objective

Currently, is is very painful to wait for an asset to load from the
context of an `async` task. While bevy's `AssetServer` is asynchronous
at its core, the public API is mainly focused on being used from
synchronous contexts such as bevy systems. Currently, the best way of
waiting for an asset handle to finish loading is to have a system that
runs every frame, and either listens for `AssetEvents` or manually polls
the asset server. While this is an acceptable interface for bevy
systems, it is extremely awkward to do this in a way that integrates
well with the `async` task system. At my work we had to create our own
(inefficient) abstraction that encapsulated the boilerplate of checking
an asset's load status and waking up a task when it's done.

## Solution

Add the method `AssetServer::wait_for_asset`, which returns a future
that suspends until the asset associated with a given `Handle` either
finishes loading or fails to load.

## Testing

- CI

## Notes

This is an adoption of #14431, the above description is directly from
that original PR.

---------

Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
Co-authored-by: andriyDev <andriydzikh@gmail.com>
2024-10-15 02:50:33 +00:00
Benjamin Brienen
63a3a987c6
Fix detailed_trace module scope (#15912)
# Objective

Fixes #15615

## Solution

`$crate` is a cool keyword metavariable

## Testing

Created a test crate and used the macro

## Showcase

![image](https://github.com/user-attachments/assets/f0567224-126d-44e4-8905-26103da4ba14)
2024-10-15 02:48:36 +00:00
Matty
8a655e4d27
Add module-level docs for Curve (#15905)
# Objective

Improve the average user's ability to understand what the heck is going
on with the Curve API.

## Solution

I wrote some docs. I doubt these are perfect; I'm probably far too close
to this for that to be the case. :)
2024-10-15 02:45:45 +00:00
MiniaczQ
f602edad09
Text Rework cleanup (#15887)
# Objective

Cleanup naming and docs, add missing migration guide after #15591 

All text root nodes now use `Text` (UI) / `Text2d`.
All text readers/writers use `Text<Type>Reader`/`Text<Type>Writer`
convention.

---

## Migration Guide

Doubles as #15591 migration guide.

Text bundles (`TextBundle` and `Text2dBundle`) were removed in favor of
`Text` and `Text2d`.
Shared configuration fields were replaced with `TextLayout`, `TextFont`
and `TextColor` components.
Just `TextBundle`'s additional field turned into `TextNodeFlags`
component,
while `Text2dBundle`'s additional fields turned into `TextBounds` and
`Anchor` components.

Text sections were removed in favor of hierarchy-based approach.
For root text entities with `Text` or `Text2d` components, child
entities with `TextSpan` will act as additional text sections.
To still access text spans by index, use the new `TextUiReader`,
`Text2dReader` and `TextUiWriter`, `Text2dWriter` system parameters.
2024-10-15 02:32:34 +00:00
andriyDev
73f7fd0c12
Move ImageLoader and CompressedImageSaver to bevy_image. (#15812)
# Objective

This is a follow-up to #15650. While the core `Image` stuff moved from
`bevy_render` to `bevy_image`, the `ImageLoader` and the
`CompressedImageSaver` remained in `bevy_render`.

## Solution

I moved `ImageLoader` and `CompressedImageSaver` to `bevy_image` and
re-exported everything out from `bevy_render`. The second step isn't
strictly necessary, but `bevy_render` is already doing this for all the
other `bevy_image` types, so I kept it the same for consistency.

Unfortunately I had to give `ImageLoader` a constructor so I can keep
the `RenderDevice` stuff in `bevy_render`.

## Testing

It compiles!

## Migration Guide

- `ImageLoader` can no longer be initialized directly through
`init_asset_loader`. Now you must use
`app.register_asset_loader(ImageLoader::new(supported_compressed_formats))`
(check out the implementation of `bevy_render::ImagePlugin`). This only
affects you if you are initializing the loader manually and does not
affect users of `bevy_render::ImagePlugin`.

## Followup work

- We should be able to move most of the `ImagePlugin` to `bevy_image`.
This would likely require an `ImagePlugin` and a `RenderImagePlugin` or
something though.
2024-10-15 02:18:10 +00:00
Christian Hughes
345f935b1a
Add Trigger::components, which lists the component targets that were triggered (#15811)
# Objective

- Closes #14774 

## Solution

Added:

```rust
impl<'w, E, B: Bundle> Trigger<'w, E, B> {
    pub fn components(&self) -> &[ComponentId];
}
```

I went with storing it in the trigger as a `SmallVec<[Component; 1]>`
because a singular target component will be the most common case, and it
remains the same size as `Vec<ComponentId>`.

## Testing

Added a test.
2024-10-15 02:17:03 +00:00
Torstein Grindvik
9f5f5d3d41
bevy_reflect: get_represented_kind_info APIs for reflected kinds (#14380)
# Objective

Fixes #14378

---------

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-15 02:08:31 +00:00
ickshonpe
b78a060af2
Clip to the UI node's content box (#15442)
# Objective

Change UI clipping to respect borders and padding.

Fixes #15335

## Solution

Based on #15163

1. Add a `padding` field to `Node`.
2. In `ui_layout_size` copy the padding values from taffy to
`Node::padding`.
4. Determine the node's content box (The innermost part of the node
excluding the padding and border).
5. In `update_clipping` perform the clipping intersection with the
node's content box.

## Notes

* `Rect` probably needs some helper methods for working with insets but
because `Rect` and `BorderRect` are in different crates it's awkward to
add them. Left for a follow up.
* We could have another `Overflow` variant (probably called
`Overflow::Hidden`) to that clips inside of the border box instead of
the content box. Left it out here as I'm not certain about the naming or
behaviour though. If this PR is adopted, it would be trivial to add a
`Hidden` variant in a follow up.
* Depending on UI scaling there are sometimes gaps in the layout:
<img width="532" alt="rounding-bug"
src="https://github.com/user-attachments/assets/cc29aa0d-44fe-403f-8f0e-cd28a8b1d1b3">
This is caused by existing bugs in `ui_layout_system`'s coordinates
rounding and not anything to do with the changes in this PR.

## Testing

This PR also changes the `overflow` example to display borders on the
overflow nodes so you can see how this works:

#### main (The image is clipped at the edges of the node, overwriting
the border).
<img width="722" alt="main_overflow"
src="https://github.com/user-attachments/assets/eb316cd0-fff8-46ee-b481-e0cd6bab3f5c">

#### this PR  (The image is clipped at the edges of the node's border).
<img width="711" alt="content-box-clip"
src="https://github.com/user-attachments/assets/fb302e56-9302-47b9-9a29-ec3e15fe9a9f">

## Migration Guide

Migration guide is on #15561

---------

Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
2024-10-15 02:05:08 +00:00
Clar Fon
e79bc7811d
Fix *most* clippy lints (#15906)
# Objective

Another clippy-lint fix: the goal is so that `ci lints` actually
displays the problems that a contributor caused, and not a bunch of
existing stuff in the repo. (when run on nightly)

## Solution

This fixes all but the `clippy::needless_lifetimes` lint, which will
result in substantially more fixes and be in other PR(s). I also
explicitly allow `non_local_definitions` since it is [not working
correctly, but will be
fixed](https://github.com/rust-lang/rust/issues/131643).

A few things were manually fixed: for example, some places had an
explicitly defined `div_ceil` function that was used, which is no longer
needed since this function is stable on unsigned integers. Also, empty
lines in doc comments were handled individually.

## Testing

I ran `cargo clippy --workspace --all-targets --all-features --fix
--allow-staged` with the `clippy::needless_lifetimes` lint marked as
`allow` in `Cargo.toml` to avoid fixing that too. It now passes with all
but the listed lint.
2024-10-14 20:52:35 +00:00
François Mockers
89e19aaff0
force last update after setting state to Suspended (#15888)
# Objective

- Android doesn't receive lifecycle event `Suspended` before suspension

## Solution

- Fix update triggering just after state change on android

## Testing

- Tested on the android emulator
2024-10-14 01:40:03 +00:00
Benjamin Brienen
93fc2d12cf
Remove incorrect equality comparisons for asset load error types (#15890)
# Objective

The type `AssetLoadError` has `PartialEq` and `Eq` impls, which is
problematic due to the fact that the `AssetLoaderError` and
`AddAsyncError` variants lie in their impls: they will return `true` for
any `Box<dyn Error>` with the same `TypeId`, even if the actual value is
different. This can lead to subtle bugs if a user relies on the equality
comparison to ensure that two values are equal.

The same is true for `DependencyLoadState`,
`RecursiveDependencyLoadState`.

More generally, it is an anti-pattern for large error types involving
dynamic dispatch, such as `AssetLoadError`, to have equality
comparisons. Directly comparing two errors for equality is usually not
desired -- if some logic needs to branch based on the value of an error,
it is usually more correct to check for specific variants and inspect
their fields.

As far as I can tell, the only reason these errors have equality
comparisons is because the `LoadState` enum wraps `AssetLoadError` for
its `Failed` variant. This equality comparison is only used to check for
`== LoadState::Loaded`, which we can easily replace with an `is_loaded`
method.

## Solution

Remove the `{Partial}Eq` impls from `LoadState`, which also allows us to
remove it from the error types.

## Migration Guide

The types `bevy_asset::AssetLoadError` and `bevy_asset::LoadState` no
longer support equality comparisons. If you need to check for an asset's
load state, consider checking for a specific variant using
`LoadState::is_loaded` or the `matches!` macro. Similarly, consider
using the `matches!` macro to check for specific variants of the
`AssetLoadError` type if you need to inspect the value of an asset load
error in your code.

`DependencyLoadState` and `RecursiveDependencyLoadState` are not
released yet, so no migration needed,

---------

Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
2024-10-14 01:00:45 +00:00
Alice Cecile
a7e9330af9
Implement WorldQuery for MainWorld and RenderWorld components (#15745)
# Objective

#15320 is a particularly painful breaking change, and the new
`RenderEntity` in particular is very noisy, with a lot of `let entity =
entity.id()` spam.

## Solution

Implement `WorldQuery`, `QueryData` and `ReadOnlyQueryData` for
`RenderEntity` and `WorldEntity`.

These work the same as the `Entity` impls from a user-facing
perspective: they simply return an owned (copied) `Entity` identifier.
This dramatically reduces noise and eases migration.

Under the hood, these impls defer to the implementations for `&T` for
everything other than the "call .id() for the user" bit, as they involve
read-only access to component data. Doing it this way (as opposed to
implementing a custom fetch, as tried in the first commit) dramatically
reduces the maintenance risk of complex unsafe code outside of
`bevy_ecs`.

To make this easier (and encourage users to do this themselves!), I've
made `ReadFetch` and `WriteFetch` slightly more public: they're no
longer `doc(hidden)`. This is a good change, since trying to vendor the
logic is much worse than just deferring to the existing tested impls.

## Testing

I've run a handful of rendering examples (breakout, alien_cake_addict,
auto_exposure, fog_volumes, box_shadow) and nothing broke.

## Follow-up

We should lint for the uses of `&RenderEntity` and `&MainEntity` in
queries: this is just less nice for no reason.

---------

Co-authored-by: Trashtalk217 <trashtalk217@gmail.com>
2024-10-13 20:58:46 +00:00
Pablo Reinhardt
d96a9d15f6
Migrate from Query::single and friends to Single (#15872)
# Objective

- closes #15866

## Solution

- Simply migrate where possible.

## Testing

- Expect that CI will do most of the work. Examples is another way of
testing this, as most of the work is in that area.
---

## Notes
For now, this PR doesn't migrate `QueryState::single` and friends as for
now, this look like another issue. So for example, QueryBuilders that
used single or `World::query` that used single wasn't migrated. If there
is a easy way to migrate those, please let me know.

Most of the uses of `Query::single` were removed, the only other uses
that I found was related to tests of said methods, so will probably be
removed when we remove `Query::single`.
2024-10-13 20:32:06 +00:00
JaySpruce
3d6b24880e
Add insert_batch and variations (#15702)
# Objective

`insert_or_spawn_batch` exists, but a version for just inserting doesn't
- Closes #2693 
- Closes #8384 
- Adopts/supersedes #8600 

## Solution

Add `insert_batch`, along with the most common `insert` variations:
- `World::insert_batch`
- `World::insert_batch_if_new`
- `World::try_insert_batch`
- `World::try_insert_batch_if_new`
- `Commands::insert_batch`
- `Commands::insert_batch_if_new`
- `Commands::try_insert_batch`
- `Commands::try_insert_batch_if_new`

## Testing

Added tests, and added a benchmark for `insert_batch`.
Performance is slightly better than `insert_or_spawn_batch` when only
inserting:


![Code_HPnUN0QeWe](https://github.com/user-attachments/assets/53091e4f-6518-43f4-a63f-ae57d5470c66)

<details>
<summary>old benchmark</summary>

This was before reworking it to remove the `UnsafeWorldCell`:


![Code_QhXJb8sjlJ](https://github.com/user-attachments/assets/1061e2a7-a521-48e1-a799-1b6b8d1c0b93)
</details>

---

## Showcase

Usage is the same as `insert_or_spawn_batch`:
```
use bevy_ecs::{entity::Entity, world::World, component::Component};
#[derive(Component)]
struct A(&'static str);
#[derive(Component, PartialEq, Debug)]
struct B(f32);

let mut world = World::new();
let entity_a = world.spawn_empty().id();
let entity_b = world.spawn_empty().id();
world.insert_batch([
    (entity_a, (A("a"), B(0.0))),
    (entity_b, (A("b"), B(1.0))),
]);

assert_eq!(world.get::<B>(entity_a), Some(&B(0.0)));

```
2024-10-13 18:14:16 +00:00
NiseVoid
bdd0af6bfb
Deprecate SpatialBundle (#15830)
# Objective

- Required components replace bundles, but `SpatialBundle` is yet to be
deprecated

## Solution

- Deprecate `SpatialBundle`
- Insert `Transform` and `Visibility` instead in examples using it
- In `spawn` or `insert` inserting a default `Transform` or `Visibility`
with component already requiring either, remove those components from
the tuple

## Testing

- Did you test these changes? If so, how?
Yes, I ran the examples I changed and tests
- Are there any parts that need more testing?
The `gamepad_viewer` and and `custom_shader_instancing` examples don't
work as intended due to entirely unrelated code, didn't check main.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
Run examples, or just check that all spawned values are identical
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
Linux, wayland trough x11 (cause that's the default feature)

---

## Migration Guide

`SpatialBundle` is now deprecated, insert `Transform` and `Visibility`
instead which will automatically insert all other components that were
in the bundle. If you do not specify these values and any other
components in your `spawn`/`insert` call already requires either of
these components you can leave that one out.

before:
```rust
commands.spawn(SpatialBundle::default());
```

after:
```rust
commands.spawn((Transform::default(), Visibility::default());
```
2024-10-13 17:28:22 +00:00
Benjamin Brienen
0720e62f74
Time<Real> documentation improvement (#15874)
# Objective

Fixes #15445

## Solution

Add a note to the doc comment for `Real`.

## Testing

Viewed the built documentation.


## Showcase


![image](https://github.com/user-attachments/assets/815b8655-c632-4c92-b64e-28c06959c38b)
[*possible bug in rustdoc rendering the
footnote](https://github.com/rust-lang/rust/issues/131631)
2024-10-13 17:26:40 +00:00
Benjamin Brienen
37501e1c21
spirv_shader_passthrough must enable wgpu/spirv (#15873)
# Objective

Fixes #15515

## Solution

I went for the simplest solution because "format" in
`shader_format_spirv` didn't sound directly related.

## Testing

The command `cargo b -p bevy --no-default-features -F
spirv_shader_passthrough,x11` failed before, but works now.
2024-10-13 17:25:27 +00:00
Viktor Gustavsson
5989a845f0
Filter UI traversal to only Node and GhostNode (#15746)
# Objective

With the warning removed in
https://github.com/bevyengine/bevy/pull/15736, the rules for the UI tree
changes.
We no longer need to traverse non `Node`/`GhostNode` entities.

## Solution

- Added a filter `Or<(With<Node>, With<GhostNode>)>` to the child
traversal query so we don't unnecessarily traverse nodes that are not
part of the UI tree (like text nodes).
- Also moved the warning for NoUI->UI entities so it is actually
triggered (see comments)

## Testing

- Ran unit tests (still passing)
- Ran the ghost_nodes and ui examples, still works and looks fine 👍 
- Tested the warning by spawning a Node under an empty entity.

---

---------

Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
2024-10-13 17:25:15 +00:00
Joona Aalto
0e30b68b20
Add mesh picking backend and MeshRayCast system parameter (#15800)
# Objective

Closes #15545.

`bevy_picking` supports UI and sprite picking, but not mesh picking.
Being able to pick meshes would be extremely useful for various games,
tools, and our own examples, as well as scene editors and inspectors.
So, we need a mesh picking backend!

Luckily,
[`bevy_mod_picking`](https://github.com/aevyrie/bevy_mod_picking) (which
`bevy_picking` is based on) by @aevyrie already has a [backend for
it](74f0c3c0fb/backends/bevy_picking_raycast/src/lib.rs)
using [`bevy_mod_raycast`](https://github.com/aevyrie/bevy_mod_raycast).
As a side product of adding mesh picking, we also get support for
performing ray casts on meshes!

## Solution

Upstream a large chunk of the immediate-mode ray casting functionality
from `bevy_mod_raycast`, and add a mesh picking backend based on
`bevy_mod_picking`. Huge thanks to @aevyrie who did all the hard work on
these incredible crates!

All meshes are pickable by default. Picking can be disabled for
individual entities by adding `PickingBehavior::IGNORE`, like normal.
Or, if you want mesh picking to be entirely opt-in, you can set
`MeshPickingBackendSettings::require_markers` to `true` and add a
`RayCastPickable` component to the desired camera and target entities.

You can also use the new `MeshRayCast` system parameter to cast rays
into the world manually:

```rust
fn ray_cast_system(mut ray_cast: MeshRayCast, foo_query: Query<(), With<Foo>>) {
    let ray = Ray3d::new(Vec3::ZERO, Dir3::X);

    // Only ray cast against entities with the `Foo` component.
    let filter = |entity| foo_query.contains(entity);

    // Never early-exit. Note that you can change behavior per-entity.
    let early_exit_test = |_entity| false;

    // Ignore the visibility of entities. This allows ray casting hidden entities.
    let visibility = RayCastVisibility::Any;

    let settings = RayCastSettings::default()
        .with_filter(&filter)
        .with_early_exit_test(&early_exit_test)
        .with_visibility(visibility);

    // Cast the ray with the settings, returning a list of intersections.
    let hits = ray_cast.cast_ray(ray, &settings);
}
```

This is largely a direct port, but I did make several changes to match
our APIs better, remove things we don't need or that I think are
unnecessary, and do some general improvements to code quality and
documentation.

### Changes Relative to `bevy_mod_raycast` and `bevy_mod_picking`

- Every `Raycast` and "raycast" has been renamed to `RayCast` and "ray
cast" (similar reasoning as the "Naming" section in #15724)
- `Raycast` system param has been renamed to `MeshRayCast` to avoid
naming conflicts and to be explicit that it is not for colliders
- `RaycastBackend` has been renamed to `MeshPickingBackend`
- `RayCastVisibility` variants are now `Any`, `Visible`, and
`VisibleInView` instead of `Ignore`, `MustBeVisible`, and
`MustBeVisibleAndInView`
- `NoBackfaceCulling` has been renamed to `RayCastBackfaces`, to avoid
implying that it affects the rendering of backfaces for meshes (it
doesn't)
- `SimplifiedMesh` and `RayCastBackfaces` live near other ray casting
API types, not in their own 10 LoC module
- All intersection logic and types are in the same `intersections`
module, not split across several modules
- Some intersection types have been renamed to be clearer and more
consistent
	- `IntersectionData` -> `RayMeshHit` 
	- `RayHit` -> `RayTriangleHit`
- General documentation and code quality improvements

### Removed / Not Ported

- Removed unused ray helpers and types, like `PrimitiveIntersection`
- Removed getters on intersection types, and made their properties
public
- There is no `2d` feature, and `Raycast::mesh_query` and
`Raycast::mesh2d_query` have been merged into `MeshRayCast::mesh_query`,
which handles both 2D and 3D
- I assume this existed previously because `Mesh2dHandle` used to be in
`bevy_sprite`. Now both the 2D and 3D mesh are in `bevy_render`.
- There is no `debug` feature or ray debug rendering
- There is no deferred API (`RaycastSource`)
- There is no `CursorRayPlugin` (the picking backend handles this)

### Note for Reviewers

In case it's helpful, the [first
commit](281638ef10)
here is essentially a one-to-one port. The rest of the commits are
primarily refactoring and cleaning things up in the ways listed earlier,
as well as changes to the module structure.

It may also be useful to compare the original [picking
backend](74f0c3c0fb/backends/bevy_picking_raycast/src/lib.rs)
and [`bevy_mod_raycast`](https://github.com/aevyrie/bevy_mod_raycast) to
this PR. Feel free to mention if there are any changes that I should
revert or something I should not include in this PR.

## Testing

I tested mesh picking and relevant components in some examples, for both
2D and 3D meshes, and added a new `mesh_picking` example. I also
~~stole~~ ported over the [ray-mesh intersection
benchmark](dbc5ef32fe/benches/ray_mesh_intersection.rs)
from `bevy_mod_raycast`.

---

## Showcase

Below is a version of the `2d_shapes` example modified to demonstrate 2D
mesh picking. This is not included in this PR.


https://github.com/user-attachments/assets/7742528c-8630-4c00-bacd-81576ac432bf

And below is the new `mesh_picking` example:


https://github.com/user-attachments/assets/b65c7a5a-fa3a-4c2d-8bbd-e7a2c772986e

There is also a really cool new `mesh_ray_cast` example ported over from
`bevy_mod_raycast`:


https://github.com/user-attachments/assets/3c5eb6c0-bd94-4fb0-bec6-8a85668a06c9

---------

Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Trent <2771466+tbillington@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2024-10-13 17:24:19 +00:00
ickshonpe
6f7d0e5725
split up TextStyle (#15857)
# Objective

Currently text is recomputed unnecessarily on any changes to its color,
which is extremely expensive.

## Solution
Split up `TextStyle` into two separate components `TextFont` and
`TextColor`.

## Testing

I added this system to `many_buttons`:
```rust
fn set_text_colors_changed(mut colors: Query<&mut TextColor>) {
    for mut text_color in colors.iter_mut() {
        text_color.set_changed();
    }
}
```

reports ~4fps on main, ~50fps with this PR.

## Migration Guide
`TextStyle` has been renamed to `TextFont` and its `color` field has
been moved to a separate component named `TextColor` which newtypes
`Color`.
2024-10-13 17:06:22 +00:00
Matty
6521e759ea
Improve PhantomData held by curve adaptors (#15881)
# Objective

The previous `PhantomData` instances were written somewhat lazily, so
they were just things like `PhantomData<T>` for curves with an output
type of `T`. This looks innocuous, but it unnecessarily constrains
`Send/Sync` inference based on `T`. See
[here](https://doc.rust-lang.org/nomicon/phantom-data.html#table-of-phantomdata-patterns).

## Solution

Switch to `PhantomData` of the form `PhantomData<fn() -> T>` for most of
these adaptors. Since they only have a functional relationship to `T`
(i.e. it shows up in the return type of trait methods), this is more
accurate.

## Testing

Tested by compiling Bevy.

Co-authored-by: François Mockers <mockersf@gmail.com>
2024-10-13 17:06:21 +00:00
Liam Gallagher
813c75958d
Remove a dbg! statement left over from debugging (#15867)
I wonder who left that there...
2024-10-12 09:07:01 +00:00
aecsocket
992d17bc7f
Add bevy_window::Window options for MacOS (#15820)
# Objective

MacOS has some nice options for controlling the window and titlebar to
make the content appear much more "immersively" in the window. This PR
exposes options for controlling this.

## Solution

Adds new fields to `Window` to control these, with doc comments to
explain what they do and that they're MacOS only.

## Testing

Tested on a MacOS machine (not my own, I don't have one). That's where
the below screenshots were taken.

---

## Showcase

On MacOS, you now have more options for configuring the window titlebar.
You can, for example, make the title bar transparent and only show the
window controls. This provides a more "immersive" experience for your
rendered content.

Before, only this was possible:
<img width="1392" alt="image"
src="https://github.com/user-attachments/assets/abf03da2-d247-4202-a7e7-731c45d80d54">

Now, you can create windows like this:
<img width="1392" alt="image2"
src="https://github.com/user-attachments/assets/3239d0e3-4708-4798-8755-188541e14f93">

This uses the following `bevy_window::Window` settings:
```rs
fullsize_content_view: true,
titlebar_transparent: true,
titlebar_show_title: false,
```

## Migration Guide

`bevy_window::Window` now has extra fields for configuring MacOS window
settings:
```rs
    pub movable_by_window_background: bool,
    pub fullsize_content_view: bool,
    pub has_shadow: bool,
    pub titlebar_shown: bool,
    pub titlebar_transparent: bool,
    pub titlebar_show_title: bool,
    pub titlebar_show_buttons: bool,
```

Using `Window::default` keeps the same behaviour as before.
2024-10-11 21:11:21 +00:00
Matty
81b39464c0
Some animation doc improvements (#15860)
# Objective

Animation docs could use some clarification regarding:
- how exactly curves are evaluated
- how additive blend nodes actually work

## Solution

Add some documentation that explains how curve domains are used and how
additive blend nodes treat their children.

## Commentary

The way additive blend nodes work right now is a little bit weird, since
their first child's weight is ignored. Arguably this makes sense, since
additive animations are authored differently from ordinary animations,
but it also feels a bit strange. We could make the first node's weight
actually be applied, and the present behavior would be recovered when
the weight is set to 1.

The main disadvantage of how things are set up now is that combining a
bunch of additive animations without a base pose is pretty awkward (e.g.
to add them onto a base pose later in the graph). If we changed it, the
main downside would be that reusing the same animation on different
parts of the graph is harder; on the other hand, the weights can be
locally reassigned by using blend nodes with no other children, which
rectifies this shortfall.
2024-10-11 20:52:58 +00:00
andriyDev
60a9a81602
Fix potential deadlock in AssetServer on single-threaded modes. (#15808)
# Objective

Fixes #15807 

## Solution

We move the guard into this function.

## Testing

N/A, This is just reverting to the old behavior before #15509.
2024-10-11 16:42:07 +00:00
Andrew
6a39c33d49
Use oslog for ios (#13364)
# Objective

On mobile devices, it's best to use the OS's native logging due to the
difficulty of accessing the console. This is already done for Android.

This is an updated version of
https://github.com/bevyengine/bevy/pull/4462.

## Solution

This PR uses Absolucy's
[tracing-oslog](https://github.com/Absolucy/tracing-oslog) ([ZLib
license](https://github.com/Absolucy/tracing-oslog/blob/main/LICENSE.md))
for iOS in order to use Apple's `os_log`.

## Testing

I ran `examples/mobile` with the logging from `examples/app/logs.rs` on
an iOS device, I then checked the logs could be filtered in the MacOS
Console.app.

## Changelog

 - Change bevy_log to use Apple's os_log on iOS.

## Questions for Reviewers
It's worth noting that the dependency this adds hasn't had bug fixes
released in a few years, so we may want to consider one or more of:
 1. a feature flag to opt-in, and it would also allow `os_log` on MacOS
 2. merge as-is and have some (minor?) upstream bugs
 3. hold off on this PR until a suitable alternative dependency arises
 4. maintain our own implementation

## Future work

In a follow-up PR it might be good to make the `subsystem` field have a
better default value, like [this
one](https://github.com/bevyengine/bevy/blob/main/examples/mobile/bevy_mobile_example.xcodeproj/project.pbxproj#L363).
That value can be retrieved programmatically if we bind another system
API (For posterity in Swift this is `Bundle.main.bundleIdentifier`, but
the C/ObjC equivalent is likely easier to bind). This would almost
always be the correct value, while the current default is unlikely to
ever be correct.

---------

Co-authored-by: Dusty DeWeese <dustin.deweese@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-11 08:58:14 +00:00
Gino Valente
da4e7769ad
bevy_ecs: Special-case Entity::PLACEHOLDER formatting (#15839)
# Objective

Oftentimes, users will store an entity on a component or resource. To
make this component/resource `Default`-able, they might initialize it
with `Entity::PLACEHOLDER`. This is sometimes done to avoid the need for
an `Option<Entity>`, especially if it complicates other logic.

For example, it's used in this `Selection` resource to denote "no
selection":

```rust
#[derive(Resource, Debug)]
struct Selection(Entity);

impl Default for Selection {
    fn default() -> Self {
        Self(Entity::PLACEHOLDER)
    }
}
```

The problem is that if we try to `Debug` the current `Selection`, we get
back: `4294967295v1#8589934591`. It's not immediately obvious whether or
not the entity is an actual entity or the placeholder.

Now while it doesn't take long to realize that this is in fact just the
value of `Entity::PLACEHOLDER`, it would be a lot clearer if this was
made explicit, especially for these particular use cases.

## Solution

This PR makes the `Debug` and `Display` impls for `Entity` return
`PLACEHOLDER` for the `Entity::PLACEHOLDER` constant.

~~Feel free to bikeshed the actual value returned here. I think
`PLACEHOLDER` on its own could work too.~~ Swapped to `PLACEHOLDER` from
`Entity::PLACEHOLDER`.

## Testing

You can test locally by running:

```
cargo test --package bevy_ecs
```

---

## Migration Guide

The `Debug` and `Display` impls for `Entity` now return `PLACEHOLDER`
for the `Entity::PLACEHOLDER` constant. If you had any code relying on
these values, you may need to account for this change.
2024-10-11 03:12:01 +00:00
Tim
5def6f2a58
Fix gizmos (#15836)
# Objective

- Immediate mode gizmos don't have a main world entity but the phase
items require `MainEntity` since #15756

## Solution

- Add a dummy `MainEntity` component.

## Testing

Both the `3d_gizmos` and `2d_gizmos` examples show gizmos again
2024-10-10 22:04:04 +00:00
charlotte
da211ee314
Fix broken mesh2d (#15838)
Forgot to clean this up when I was still trying to figure out what was
broken.

Closes #15835.
2024-10-10 21:28:45 +00:00
Matty
a06802a66e
Make AnimatableCurve::curve public (#15831)
# Objective

The other `Curve -> AnimationCurve` wrappers allow public access to the
inner curve, so this one should as well.

## Solution

Made the field public. Instances will still need to be constructed using
the (more ergonomic) `from_curve` method, which infers the phantom type
for the user.
2024-10-10 18:51:17 +00:00
akimakinai
922a25d295
Picking: Filter out invisible sprites early (#15819)
# Objective

- We don't have to `collect` and `sort` invisible sprites in
`sprite_picking` system.

## Solution

- Filter by `ViewVisibility::get()` earlier

## Testing

- `sprite_picking` example still works.
2024-10-10 18:49:23 +00:00
charlotte
dd812b3e49
Type safe retained render world (#15756)
# Objective

In the Render World, there are a number of collections that are derived
from Main World entities and are used to drive rendering. The most
notable are:
- `VisibleEntities`, which is generated in the `check_visibility` system
and contains visible entities for a view.
- `ExtractedInstances`, which maps entity ids to asset ids.

In the old model, these collections were trivially kept in sync -- any
extracted phase item could look itself up because the render entity id
was guaranteed to always match the corresponding main world id.

After #15320, this became much more complicated, and was leading to a
number of subtle bugs in the Render World. The main rendering systems,
i.e. `queue_material_meshes` and `queue_material2d_meshes`, follow a
similar pattern:

```rust
for visible_entity in visible_entities.iter::<With<Mesh2d>>() {
    let Some(mesh_instance) = render_mesh_instances.get_mut(visible_entity) else {
        continue;
    };
            
    // Look some more stuff up and specialize the pipeline...
            
    let bin_key = Opaque2dBinKey {
        pipeline: pipeline_id,
        draw_function: draw_opaque_2d,
        asset_id: mesh_instance.mesh_asset_id.into(),
        material_bind_group_id: material_2d.get_bind_group_id().0,
    };
    opaque_phase.add(
        bin_key,
        *visible_entity,
        BinnedRenderPhaseType::mesh(mesh_instance.automatic_batching),
    );
}
```

In this case, `visible_entities` and `render_mesh_instances` are both
collections that are created and keyed by Main World entity ids, and so
this lookup happens to work by coincidence. However, there is a major
unintentional bug here: namely, because `visible_entities` is a
collection of Main World ids, the phase item being queued is created
with a Main World id rather than its correct Render World id.

This happens to not break mesh rendering because the render commands
used for drawing meshes do not access the `ItemQuery` parameter, but
demonstrates the confusion that is now possible: our UI phase items are
correctly being queued with Render World ids while our meshes aren't.

Additionally, this makes it very easy and error prone to use the wrong
entity id to look up things like assets. For example, if instead we
ignored visibility checks and queued our meshes via a query, we'd have
to be extra careful to use `&MainEntity` instead of the natural
`Entity`.

## Solution

Make all collections that are derived from Main World data use
`MainEntity` as their key, to ensure type safety and avoid accidentally
looking up data with the wrong entity id:

```rust
pub type MainEntityHashMap<V> = hashbrown::HashMap<MainEntity, V, EntityHash>;
```

Additionally, we make all `PhaseItem` be able to provide both their Main
and Render World ids, to allow render phase implementors maximum
flexibility as to what id should be used to look up data.

You can think of this like tracking at the type level whether something
in the Render World should use it's "primary key", i.e. entity id, or
needs to use a foreign key, i.e. `MainEntity`.

## Testing

##### TODO:

This will require extensive testing to make sure things didn't break!
Additionally, some extraction logic has become more complicated and
needs to be checked for regressions.

## Migration Guide

With the advent of the retained render world, collections that contain
references to `Entity` that are extracted into the render world have
been changed to contain `MainEntity` in order to prevent errors where a
render world entity id is used to look up an item by accident. Custom
rendering code may need to be changed to query for `&MainEntity` in
order to look up the correct item from such a collection. Additionally,
users who implement their own extraction logic for collections of main
world entity should strongly consider extracting into a different
collection that uses `MainEntity` as a key.

Additionally, render phases now require specifying both the `Entity` and
`MainEntity` for a given `PhaseItem`. Custom render phases should ensure
`MainEntity` is available when queuing a phase item.
2024-10-10 18:47:04 +00:00
akimakinai
11d1ebeed3
Fix OIT shaders error with DX12 backend (#15782)
# Objective

- Fixes #15781

## Solution

- DX12 backend seems to require functions with return types to return
value. [WebGPU spec also requires
this](https://gpuweb.github.io/gpuweb/wgsl/#behaviors-rules).

Upstream issue: https://github.com/gfx-rs/wgpu/issues/4458
https://github.com/gpuweb/gpuweb/issues/2523

## Testing

- Tested `order_independent_transparency` example with both dx12 and
vulkan backend on Windows
2024-10-10 14:17:09 +00:00
Emerson Coskey
f18be66a0c
Fix mesh flags (#15804)
Fixed incorrect mesh flags offsets

## Testing

Ran OIT example since that was the affected flag
2024-10-09 23:50:48 +00:00
ickshonpe
15072d7937
Dark text colors fix (#15794)
# Objective

Fix the text colors.

fixes #15788

## Solution

Add the missing corner flags.
2024-10-09 22:14:36 +00:00
Tim
3da0ef048e
Remove the Component trait implementation from Handle (#15796)
# Objective

- Closes #15716
- Closes #15718

## Solution

- Replace `Handle<MeshletMesh>` with a new `MeshletMesh3d` component
- As expected there were some random things that needed fixing:
- A couple tests were storing handles just to prevent them from being
dropped I believe, which seems to have been unnecessary in some.
- The `SpriteBundle` still had a `Handle<Image>` field. I've removed
this.
- Tests in `bevy_sprite` incorrectly added a `Handle<Image>` field
outside of the `Sprite` component.
- A few examples were still inserting `Handle`s, switched those to their
corresponding wrappers.
- 2 examples that were still querying for `Handle<Image>` were changed
to query `Sprite`

## Testing

- I've verified that the changed example work now

## Migration Guide

`Handle` can no longer be used as a `Component`. All existing Bevy types
using this pattern have been wrapped in their own semantically
meaningful type. You should do the same for any custom `Handle`
components your project needs.

The `Handle<MeshletMesh>` component is now `MeshletMesh3d`.

The `WithMeshletMesh` type alias has been removed. Use
`With<MeshletMesh3d>` instead.
2024-10-09 21:10:01 +00:00
UkoeHB
a6be9b4ccd
Rename TextBlock to TextLayout (#15797)
# Objective

- Improve clarity when spawning a text block. See [this
discussion](https://github.com/bevyengine/bevy/pull/15591/#discussion_r1787083571).

## Solution

- Rename `TextBlock` to `TextLayout`.
2024-10-09 20:58:27 +00:00