Commit graph

4280 commits

Author SHA1 Message Date
Eye
07cd955c02
Fix: Gizmos crash due to the persistence policy being set to Unload. Change it to Keep (#11192)
# Objective

Fixes Gizmos crash due to the persistence policy being set to `Unload`

## Solution

Change it to `Keep`

Co-authored-by: rqg <ranqingguo318@gmail.com>
2024-01-03 11:03:18 +00:00
Patrick Walton
5697fee3ad
Bump the vertex attribute index for prepass joints. (#11191)
This was missed in #10231.

Fixes #11190.
2024-01-03 10:35:39 +00:00
JMS55
44424391fe
Unload render assets from RAM (#10520)
# Objective
- No point in keeping Meshes/Images in RAM once they're going to be sent
to the GPU, and kept in VRAM. This saves a _significant_ amount of
memory (several GBs) on scenes like bistro.
- References
  - https://github.com/bevyengine/bevy/pull/1782
  - https://github.com/bevyengine/bevy/pull/8624 

## Solution
- Augment RenderAsset with the capability to unload the underlying asset
after extracting to the render world.
- Mesh/Image now have a cpu_persistent_access field. If this field is
RenderAssetPersistencePolicy::Unload, the asset will be unloaded from
Assets<T>.
- A new AssetEvent is sent upon dropping the last strong handle for the
asset, which signals to the RenderAsset to remove the GPU version of the
asset.

---

## Changelog
- Added `AssetEvent::NoLongerUsed` and
`AssetEvent::is_no_longer_used()`. This event is sent when the last
strong handle of an asset is dropped.
- Rewrote the API for `RenderAsset` to allow for unloading the asset
data from the CPU.
- Added `RenderAssetPersistencePolicy`.
- Added `Mesh::cpu_persistent_access` for memory savings when the asset
is not needed except for on the GPU.
- Added `Image::cpu_persistent_access` for memory savings when the asset
is not needed except for on the GPU.
- Added `ImageLoaderSettings::cpu_persistent_access`.
- Added `ExrTextureLoaderSettings`.
- Added `HdrTextureLoaderSettings`.

## Migration Guide
- Asset loaders (GLTF, etc) now load meshes and textures without
`cpu_persistent_access`. These assets will be removed from
`Assets<Mesh>` and `Assets<Image>` once `RenderAssets<Mesh>` and
`RenderAssets<Image>` contain the GPU versions of these assets, in order
to reduce memory usage. If you require access to the asset data from the
CPU in future frames after the GLTF asset has been loaded, modify all
dependent `Mesh` and `Image` assets and set `cpu_persistent_access` to
`RenderAssetPersistencePolicy::Keep`.
- `Mesh` now requires a new `cpu_persistent_access` field. Set it to
`RenderAssetPersistencePolicy::Keep` to mimic the previous behavior.
- `Image` now requires a new `cpu_persistent_access` field. Set it to
`RenderAssetPersistencePolicy::Keep` to mimic the previous behavior.
- `MorphTargetImage::new()` now requires a new `cpu_persistent_access`
parameter. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the
previous behavior.
- `DynamicTextureAtlasBuilder::add_texture()` now requires that the
`TextureAtlas` you pass has an `Image` with `cpu_persistent_access:
RenderAssetPersistencePolicy::Keep`. Ensure you construct the image
properly for the texture atlas.
- The `RenderAsset` trait has significantly changed, and requires
adapting your existing implementations.
  - The trait now requires `Clone`.
- The `ExtractedAsset` associated type has been removed (the type itself
is now extracted).
  - The signature of `prepare_asset()` is slightly different
- A new `persistence_policy()` method is now required (return
RenderAssetPersistencePolicy::Unload to match the previous behavior).
- Match on the new `NoLongerUsed` variant for exhaustive matches of
`AssetEvent`.
2024-01-03 03:31:04 +00:00
Charles Bournhonesque
02755086e8
Add static assertions to bevy_utils for compile-time checks (#11182)
# Objective

- We want to use `static_assertions` to perform precise compile time
checks at testing time. In this PR, we add those checks to make sure
that `EntityHashMap` and `PreHashMap` are `Clone` (and we replace the
more clumsy previous tests)
- Fixes #11181 

(will need to be rebased once
https://github.com/bevyengine/bevy/pull/11178 is merged)

---------

Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com>
2024-01-02 22:08:30 +00:00
Patrick Walton
dd14f3a477
Implement lightmaps. (#10231)
![Screenshot](https://i.imgur.com/A4KzWFq.png)

# Objective

Lightmaps, textures that store baked global illumination, have been a
mainstay of real-time graphics for decades. Bevy currently has no
support for them, so this pull request implements them.

## Solution

The new `Lightmap` component can be attached to any entity that contains
a `Handle<Mesh>` and a `StandardMaterial`. When present, it will be
applied in the PBR shader. Because multiple lightmaps are frequently
packed into atlases, each lightmap may have its own UV boundaries within
its texture. An `exposure` field is also provided, to control the
brightness of the lightmap.

Note that this PR doesn't provide any way to bake the lightmaps. That
can be done with [The Lightmapper] or another solution, such as Unity's
Bakery.

---

## Changelog

### Added
* A new component, `Lightmap`, is available, for baked global
illumination. If your mesh has a second UV channel (UV1), and you attach
this component to the entity with that mesh, Bevy will apply the texture
referenced in the lightmap.

[The Lightmapper]: https://github.com/Naxela/The_Lightmapper

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-01-02 20:38:47 +00:00
Federico Rinaldi
2440aa8475
Add bevy_hierarchy Crate and plugin documentation (#10951)
This PR is part of a project aimed at improving the API documentation of
`bevy_hierarchy`. Other PRs will be based on this.

This PR in particular is also an experiment in providing a high level
overview of the tools provided by a Bevy plugin/crate. It also provides
general information about universal invariants, so statement repetition
in crate items can be dramatically reduced.

## Other changes

The other PRs of this project that expand on this one:

- #10952
- #10953
- #10954
- #10955
- #10956
- #10957

---------

Co-authored-by: GitGhillie <jillisnoordhoek@gmail.com>
2024-01-02 19:40:14 +00:00
Charles Bournhonesque
ab10e85558
Enable cloning EntityHashMap and PreHashMap (#11178)
# Objective

- `EntityHashMap`, `EntityHashSet` and `PreHashMap` are currently not
Cloneable because of a missing trivial `Clone` bound for `EntityHash`
and `PreHash`. This PR makes them Cloneable.

(the parent struct `hashbrown::HashMap` requires the `HashBuilder` to be
`Clone` for the `HashMap` to be `Clone`, see:
https://github.com/rust-lang/hashbrown/blob/master/src/map.rs#L195)


## Solution

- Add a `Clone` bound to `PreHash` and `EntityHash`

---------

Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com>
2024-01-02 18:11:47 +00:00
Joona Aalto
536a7bd810
Add approx feature to bevy_math (#11176)
# Objective

`bevy_math` re-exports Glam, but doesn't have a feature for enabling
`approx` for it. Many projects (including some of Bevy's own crates)
need `approx`, and it'd be nice if you didn't have to manually add Glam
to specify the feature for it.

## Solution

Add an `approx` feature to `bevy_math`.
2024-01-02 18:10:44 +00:00
Joona Aalto
2c5439b25e
Add constants for Direction2d and Direction3d (#11180)
# Objective

I often need a direction along one of the cartesian XYZ axes, and it
currently requires e.g. `Direction2d::from_normalized(Vec2::X)`, which
isn't ideal.

## Solution

Add direction constants that are the same as the ones on Glam types. I
also copied the doc comment format "A unit vector pointing along the ...
axis", but I can change it if there's a better wording for directions.
2024-01-02 17:00:23 +00:00
Joona Aalto
6086d4193e
Implement Neg for Direction2d and Direction3d (#11179)
# Objective

I frequently encounter cases where I need to get the opposite direction.
This currently requires something like
`Direction2d::from_normalized(-*direction)`, which is very inconvenient.

## Solution

Implement `Neg` for `Direction2d` and `Direction3d`.
2024-01-02 16:46:03 +00:00
Miles Silberling-Cook
4034740396
Add window entity to TouchInput events (#11128)
# Objective

If you have multiple windows, there is no way to determine which window
a `TouchInput` event applies to. This fixes that.

## Solution

- Add the window entity directly to `TouchInput`, just like the other
input events.
- Fixes #6011.

## Migration Guide

+ Add a `window` field when constructing or destructuring a `TouchInput`
struct.
2024-01-02 03:03:05 +00:00
Brian Reavis
846a871cb2
Export tonemapping_pipeline_key (2d), alpha_mode_pipeline_key (#11166)
This expands upon https://github.com/bevyengine/bevy/pull/11134.

I found myself needing `tonemapping_pipeline_key` for some custom 2d
draw functions. #11134 exported the 3d version of
`tonemapping_pipeline_key` and this PR exports the 2d version. I also
made `alpha_mode_pipeline_key` public for good measure.
2024-01-01 23:57:12 +00:00
Stepan Koltsov
443b64a612
Print to stderr from panic handler in LogPlugin (#11170)
# Objective

When panic handler prints to stdout instead of stderr, I've observed two
outcomes with this PR test #11169:
- Sometimes output is mixed up, so it is not clear where one record ends
and another stards
- Sometimes output is lost

## Solution

Print to stderr.

## Changelog

- Panic handler in `LogPlugin` writes to stderr instead of stdin.
2024-01-01 17:10:20 +00:00
Stepan Koltsov
6bc2686a7a
impl ExclusiveSystemParam for SystemName (#11163)
# Objective

`SystemName` might be useful in systems which accept `&mut World`.

## Solution

- `impl ExclusiveSystemParam for SystemName`
- move `SystemName` into a separate file, because it no longer belongs
to a file which defines `SystemParam`
- add a test for new impl, and for existing impl

## Changelog

- `impl ExclusiveSystemParam for SystemName`
2024-01-01 17:08:29 +00:00
Marco Buono
c2ab3a0402
Do not load prepass normals for transmissive materials (#11140)
Turns out whenever a normal prepass was active (which includes whenever
you use SSAO) we were attempting to read the normals from the prepass
for the specular transmissive material. Since transmissive materials
don't participate in the prepass (unlike opaque materials) we were
reading the normals from “behind” the mesh, producing really weird
visual results.

# Objective

- Fixes #11112.

## Solution

- We introduce a new `READS_VIEW_TRANSMISSION_TEXTURE` mesh pipeline
key;
- We set it whenever the material properties has the
`reads_view_transmission_texture` flag set; (i.e. the material is
transmissive)
- If this key is set we prevent the reading of normals from the prepass,
by not setting the `LOAD_PREPASS_NORMALS` shader def.

---

## Changelog

### Fixed

- Specular transmissive materials no longer attempt to erroneously load
prepass normals, and now work correctly even with the normal prepass
active (e.g. when using SSAO)
2024-01-01 17:04:20 +00:00
Stepan Koltsov
17ef73199b
Fix Mesh::ATTRIBUTE_UV_0 documentation (#11110)
Comment incorrect suggests that texture is clamped outside of `0..=1`
range, while it can actually be configured.

CC https://github.com/bevyengine/bevy/pull/11109
2024-01-01 16:58:48 +00:00
Tygyh
55c9958dd0
refactor collide code (Adopted) (#11106)
# Objective

- Refactor collide code and add tests.

## Solution

- Rebase the changes made in #4485.

Co-authored-by: Eduardo Canellas de Oliveira <eduardo.canellas@bemobi.com>
2024-01-01 16:57:27 +00:00
Adam
8baefa1570
Implement Deref and DerefMut for In (#11104)
# Objective

Implement Deref and DerefMut for In<T>

makes it so the user doesn't have to add ".0" in most cases
2024-01-01 16:55:07 +00:00
Kees van Beilen
2fd0043cfd
Fixed Typo in the description of EntityMut (#11103)
# Objective
Fix a typo in the description of the  `EntityMut` struct
2024-01-01 16:51:25 +00:00
Doonv
189ceaf0d3
Replace or document ignored doctests (#11040)
# Objective

There are a lot of doctests that are `ignore`d for no documented reason.
And that should be fixed.

## Solution

I searched the bevy repo with the regex ` ```[a-z,]*ignore ` in order to
find all `ignore`d doctests. For each one of the `ignore`d doctests, I
did the following steps:
1. Attempt to remove the `ignored` attribute while still passing the
test. I did this by adding hidden dummy structs and imports.
2. If step 1 doesn't work, attempt to replace the `ignored` attribute
with the `no_run` attribute while still passing the test.
3. If step 2 doesn't work, keep the `ignored` attribute but add
documentation for why the `ignored` attribute was added.

---------

Co-authored-by: François <mockersf@gmail.com>
2024-01-01 16:50:56 +00:00
capt-glorypants
ffded5b78e
Rename ArchetypeEntity::entity into ArchetypeEntity::id (#11118)
# Objective

Fixes #11050

Rename ArchetypeEntity::entity to ArchetypeEntity::id to be consistent
with `EntityWorldMut`, `EntityMut` and `EntityRef`.

## Migration Guide

The method `ArchetypeEntity::entity` has been renamed to
`ArchetypeEntity::id`
2024-01-01 16:12:24 +00:00
pablo-lua
bf0be9cc2c
Remove little warn on bevy_ecs (#11149)
# Objective

- There is an warning about non snake case on system_param.rs generated
by a macro

## Solution

- Allow non snake case on the function at fault
2024-01-01 16:03:25 +00:00
Stepan Koltsov
4fba03b529
impl ExclusiveSystemParam for PhantomData (#11153)
# Objective

Implement `ExclusiveSystemParam` for `PhantomData`.

For the same reason `SystemParam` impl exists: to simplify writing
generic code.


786abbf3f5/crates/bevy_ecs/src/system/system_param.rs (L1557)

Also for consistency.

## Solution

`impl ExclusiveSystemParam for PhantomData`.

## Changelog
Added: PhantomData<T> now implements ExclusiveSystemParam.
2024-01-01 16:02:21 +00:00
Stepan Koltsov
9f397d0cb6
impl ExclusiveSystemParam for WorldId (#11164)
# Objective

Mostly for consistency.

## Solution

```rust
impl ExclusiveSystemParam for WorldId
```

- Also add a test for `SystemParam for WorldId`

## Changelog
Added: Worldd now implements ExclusiveSystemParam.
2024-01-01 15:59:53 +00:00
François
71adb77a2e
support all types of animation interpolation from gltf (#10755)
# Objective

- Support step and cubic spline interpolation from gltf

## Solution

- Support step and cubic spline interpolation from gltf

Tested with
https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/InterpolationTest
expected: 

![](https://raw.githubusercontent.com/KhronosGroup/glTF-Sample-Models/master/2.0/InterpolationTest/screenshot/screenshot.gif)
result: 

![output](https://github.com/bevyengine/bevy/assets/8672791/e7f1afd5-20c9-4921-97d4-8d0c82203068)

---

## Migration Guide

When manually specifying an animation `VariableCurve`, the interpolation
type must be specified:

- Bevy 0.12
```rust
        VariableCurve {
            keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
            keyframes: Keyframes::Rotation(vec![
                Quat::IDENTITY,
                Quat::from_axis_angle(Vec3::Y, PI / 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
                Quat::IDENTITY,
            ]),
        },
```

- Bevy 0.13
```rust
        VariableCurve {
            keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
            keyframes: Keyframes::Rotation(vec![
                Quat::IDENTITY,
                Quat::from_axis_angle(Vec3::Y, PI / 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
                Quat::IDENTITY,
            ]),
            interpolation: Interpolation::Linear,
        },
```
2023-12-31 18:01:50 +00:00
JMS55
70b0eacc3b
Keep track of when a texture is first cleared (#10325)
# Objective
- Custom render passes, or future passes in the engine (such as
https://github.com/bevyengine/bevy/pull/10164) need a better way to know
and indicate to the core passes whether the view color/depth/prepass
attachments have been cleared or not yet this frame, to know if they
should clear it themselves or load it.

## Solution

- For all render targets (depth textures, shadow textures, prepass
textures, main textures) use an atomic bool to track whether or not each
texture has been cleared this frame. Abstracted away in the new
ColorAttachment and DepthAttachment wrappers.

---

## Changelog
- Changed `ViewTarget::get_color_attachment()`, removed arguments.
- Changed `ViewTarget::get_unsampled_color_attachment()`, removed
arguments.
- Removed `Camera3d::clear_color`.
- Removed `Camera2d::clear_color`.
- Added `Camera::clear_color`.
- Added `ExtractedCamera::clear_color`.
- Added `ColorAttachment` and `DepthAttachment` wrappers.
- Moved `ClearColor` and `ClearColorConfig` from
`bevy::core_pipeline::clear_color` to `bevy::render::camera`.
- Core render passes now track when a texture is first bound as an
attachment in order to decide whether to clear or load it.

## Migration Guide
- Remove arguments to `ViewTarget::get_color_attachment()` and
`ViewTarget::get_unsampled_color_attachment()`.
- Configure clear color on `Camera` instead of on `Camera3d` and
`Camera2d`.
- Moved `ClearColor` and `ClearColorConfig` from
`bevy::core_pipeline::clear_color` to `bevy::render::camera`.
- `ViewDepthTexture` must now be created via the `new()` method

---------

Co-authored-by: vero <email@atlasdostal.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-12-31 00:37:37 +00:00
JMS55
3d3a065820
Misc cleanup (#11134)
Re-exports a few types/functions I need that have no reason to be
private, and some minor code quality changes.
2023-12-30 23:27:48 +00:00
Mike
786abbf3f5
Fix ci xvfb (#11143)
# Objective

Fix ci hang, so we can merge pr's again.

## Solution

- switch ppa action to use mesa stable versions
https://launchpad.net/~kisak/+archive/ubuntu/turtle
- use commit from #11123

---------

Co-authored-by: Stepan Koltsov <stepan.koltsov@gmail.com>
2023-12-30 09:07:31 +00:00
Stepan Koltsov
ac58a5fe57
Better doc for SystemName (#11084)
Compared to [current
documentation](https://docs.rs/bevy/latest/bevy/ecs/system/struct.SystemName.html)
it is now immediately clear that it is `SystemParam` readily available
to user, and not just some accidentally exposed internal data type.
2023-12-25 05:09:15 +00:00
radiish
13feac6721
reflect: maximally relax TypePath bounds (#11037)
# Objective

- Provides an alternate solution to the one implemented in #10791
without breaking changes.

## Solution

- Changes the bounds of macro-generated `TypePath` implementations to
universally ignore the types of fields, rather than use the same bounds
as other implementations. I think this is a more holistic solution than
#10791 because it totally erases the finicky bounds we currently
generate, helping to untangle the reflection trait system.
2023-12-24 17:45:46 +00:00
Stepan Koltsov
c6b32a2140
Explain EventWriter limits concurrency (#11063)
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2023-12-24 17:45:21 +00:00
daxpedda
dc698f0174
Use WindowBuilder::with_append() to append canvas (#11065)
# Objective

Replace the canvas appending code with a simpler version provided by
Winit v0.29.

Related: #11052.

## Solution

Use
[`WindowBuilder::with_append()`](https://docs.rs/winit/0.29.5/wasm32-unknown-unknown/winit/platform/web/trait.WindowBuilderExtWebSys.html#tymethod.with_append).
2023-12-24 17:44:50 +00:00
Tygyh
1568d4a415
Reorder impl to be the same as the trait (#11076)
# Objective

- Make the implementation order consistent between all sources to fit
the order in the trait.

## Solution

- Change the implementation order.
2023-12-24 17:43:55 +00:00
Tygyh
7b8305e5b4
Remove unnecessary parens (#11075)
# Objective

- Increase readability.

## Solution

- Remove unnecessary parens.
2023-12-24 17:43:01 +00:00
David Cosby
42b737878f
Re-export smallvec crate from bevy_utils (#11006)
Matches versioning & features from other Cargo.toml files in the
project.

# Objective
Resolves #10932 

## Solution
Added smallvec to the bevy_utils cargo.toml and added a line to
re-export the crate. Target version and features set to match what's
used in the other bevy crates.
2023-12-24 15:35:09 +00:00
Anish Bhobe
7374e58e78
Register Camera types. (#11069)
# Objective

Register and Serialize `Camera3dDepthTextureUsage` and
`ScreenSpaceTransmissionQuality`.

Fixes: #11036

## Solution

Added the relevant derives for reflection and serialization and type
registrations.
2023-12-23 17:33:37 +00:00
Guillaume Gomez
e360763b47
Update sysinfo version to 0.30.0 (#11071)
New version comes with a lot of improvements. Full list is available
there:
https://github.com/GuillaumeGomez/sysinfo/blob/master/migration_guide.md
2023-12-23 17:33:15 +00:00
Tygyh
22acd62dbf
Replace calculation with function call (#11077)
# Objective

- Simplify execution.

## Solution

- Replace degrees to radians calculation with function call.
2023-12-23 17:32:26 +00:00
ickshonpe
efb4fa5d61
Give UI nodes with Display::None an empty clipping rect (#10942)
# Objective
Outlines are drawn for UI nodes with `Display::None` set and their
descendants. They should not be visible.

## Solution

Make all Nodes with `Display::None` inherit an empty clipping rect,
ensuring that the outlines are not visible.

Fixes #10940

---

## Changelog
* In `update_clipping_system` if a node has `Display::None` set, clip
the entire node and all its descendants by replacing the inherited clip
with a default rect (which is empty)
2023-12-23 05:07:30 +00:00
Valentine Briese
1142d53a99
Add missing colon in States documentation (#11064)
# Objective

The documentation for the `States` trait contains an error! There is a
single colon missing from `OnExit<T:Variant>`.

## Solution

Replace `OnExit<T:Variant>` with `OnExit<T::Variant>`. (Notice the added
colon.)

---

## Changelog

### Added

- Added missing colon in `States` documentation.

---

Bevy community, you may now rest easy.
2023-12-22 17:19:31 +00:00
Nicola Papale
fcb49a5d80
Document None conditions on compute_aabb (#11051)
The error conditions were not documented, this requires the user to
inspect the source code to know when to expect a `None`.

Error conditions should always be documented, so we document them.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-12-21 23:29:43 +00:00
Thierry Berger
80f15e0dbb
Remove CanvasParentResizePlugin (#11057)
Improves #11052

# Changelog
- Remove `Window::fit_canvas_to_parent`, as its resizing on wasm now
respects its CSS configuration.

## Migration Guide
- Remove uses of `Window::fit_canvas_to_parent` in favor of CSS
properties, for example:
  ```css
  canvas {
    width: 100%;
    height: 100%;
  }
  ```
2023-12-21 20:01:22 +00:00
Stepan Koltsov
b27f74911a
Explain Changed, Added are not archetype filters (#11049)
Explain potential footgun.
2023-12-21 20:01:03 +00:00
François
8666b076d8
fix base64 padding when loading a gltf file (#11053)
# Objective

- After #10336, some gltf files fail to load (examples
custom_gltf_vertex_attribute, gltf_skinned_mesh, ...)
- Fix them

## Solution

- Allow padding in base 64 decoder
2023-12-21 20:00:51 +00:00
Sludge
37e80745d2
Derive Debug for BloomCompositeMode (#11041)
# Objective

- API guidelines recommend that every type should implement `Debug`
where possible.

## Solution

- Do that.
2023-12-21 19:59:46 +00:00
Doonv
ba0f8f996f
Add insert_state to App. (#11043)
# Objective

Fix #10731.

## Solution

Rename `App::add_state<T>(&mut self)` to `init_state`, and add
`App::insert_state<T>(&mut self, state: T)`. I decided on these names
because they are more similar to `init_resource` and `insert_resource`.

I also removed the `States` trait's requirement for `Default`. Instead,
`init_state` requires `FromWorld`.

---

## Changelog

- Renamed `App::add_state` to `init_state`.
- Added `App::insert_state`.
- Removed the `States` trait's requirement for `Default`.

## Migration Guide

- Renamed `App::add_state` to `init_state`.
2023-12-21 14:09:24 +00:00
Doonv
42f721382c
Add SystemTime to bevy_utils (#11054)
# Objective

https://github.com/bevyengine/bevy/pull/10702 has overridden the changes
that https://github.com/bevyengine/bevy/pull/10980 did.

## Solution

Re-add `SystemTime` to `bevy_utils`, along with a few other types.

---

## Changelog

- Rexported `SystemTime`, `SystemTimeError`, and `TryFromFloatSecsError`
from `bevy_utils`.
2023-12-21 14:05:27 +00:00
Thierry Berger
ced216f59a
Update winit dependency to 0.29 (#10702)
# Objective

- Update winit dependency to 0.29

## Changelog

### KeyCode changes

- Removed `ScanCode`, as it was [replaced by
KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292).
- `ReceivedCharacter.char` is now a `SmolStr`, [relevant
doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text).
- Changed most `KeyCode` values, and added more.

KeyCode has changed meaning. With this PR, it refers to physical
position on keyboard rather than the printed letter on keyboard keys.

In practice this means:
- On QWERTY keyboard layouts, nothing changes
- On any other keyboard layout, `KeyCode` no longer reflects the label
on key.
- This is "good". In bevy 0.12, when you used WASD for movement, users
with non-QWERTY keyboards couldn't play your game! This was especially
bad for non-latin keyboards. Now, WASD represents the physical keys. A
French player will press the ZQSD keys, which are near each other,
Kyrgyz players will use "Цфыв".
- This is "bad" as well. You can't know in advance what the label of the
key for input is. Your UI says "press WASD to move", even if in reality,
they should be pressing "ZQSD" or "Цфыв". You also no longer can use
`KeyCode` for text inputs. In any case, it was a pretty bad API for text
input. You should use `ReceivedCharacter` now instead.

### Other changes
- Use `web-time` rather than `instant` crate.
(https://github.com/rust-windowing/winit/pull/2836)
- winit did split `run_return` in `run_onDemand` and `pump_events`, I
did the same change in bevy_winit and used `pump_events`.
- Removed `return_from_run` from `WinitSettings` as `winit::run` now
returns on supported platforms.
- I left the example "return_after_run" as I think it's still useful.
- This winit change is done partly to allow to create a new window after
quitting all windows: https://github.com/emilk/egui/issues/1918 ; this
PR doesn't address.
- added `width` and `height` properties in the `canvas` from wasm
example
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168)

## Known regressions (important follow ups?)
- Provide an API for reacting when a specific key from current layout
was released.
- possible solutions: use winit::Key from winit::KeyEvent ; mapping
between KeyCode and Key ; or .
- We don't receive characters through alt+numpad (e.g. alt + 151 = "ù")
anymore ; reproduced on winit example "ime". maybe related to
https://github.com/rust-windowing/winit/issues/2945
- (windows) Window content doesn't refresh at all when resizing. By
reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect
we should just fire a `window.request_redraw();` from `AboutToWait`, and
handle actual redrawing within `RedrawRequested`. I'm not sure how to
move all that code so I'd appreciate it to be a follow up.
- (windows) unreleased winit fix for using set_control_flow in
AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm
not sure what the implications are, but that feels bad 🤔

## Follow up 

I'd like to avoid bloating this PR, here are a few follow up tasks
worthy of a separate PR, or new issue to track them once this PR is
closed, as they would either complicate reviews, or at risk of being
controversial:
- remove CanvasParentResizePlugin
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856)
- avoid mentionning explicitly winit in docs from bevy_window ?
- NamedKey integration on bevy_input:
https://github.com/rust-windowing/winit/pull/3143 introduced a new
NamedKey variant. I implemented it only on the converters but we'd
benefit making the same changes to bevy_input.
- Add more info in KeyboardInput
https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313
- https://github.com/bevyengine/bevy/pull/9905 added a workaround on a
bug allegedly fixed by winit 0.29. We should check if it's still
necessary.
- update to raw_window_handle 0.6
  - blocked by wgpu
- Rename `KeyCode` to `PhysicalKeyCode`
https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015
- remove `instant` dependency, [replaced
by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd
need to update to :
  - fastrand >= 2.0
- [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7
    - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0
- Verify license, see
[discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800)
  - we might be missing a short notice or description of changes made
- Consider using https://github.com/rust-windowing/cursor-icon directly
rather than vendoring it in bevy.
- investigate [this
unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986)
(`winit_window.canvas().unwrap();`)
- Use more good things about winit's update
- https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428
## Migration Guide

This PR should have one.
2023-12-21 07:40:47 +00:00
Martín Maita
3b59dbd772
Update base64 requirement from 0.13.0 to 0.21.5 (#10336)
# Objective

- Update base64 requirement from 0.13.0 to 0.21.5.
- Closes #10317.

## Solution

- Bumped `base64` requirement and manually migrated code to fix a
breaking change after updating.
2023-12-21 00:55:54 +00:00
Pablo García Ruiz
dc8fc6cb34
Reexport winit::platform::android::activity::* in bevy_winit (#11011)
# Objective

- Fixes #10630

## Solution

- Reexport winit::platform::android::activity::* in bevy_init

---------

Co-authored-by: François <mockersf@gmail.com>
2023-12-19 20:15:03 +00:00
Stepan Koltsov
4852233298
OrthographicProjection.scaling_mode is not just for resize (#11024)
Current comment is somewhat misleading: one may assume the field is used
only when window is resized.
2023-12-19 18:01:53 +00:00
Rob Parrett
7d2e6cb468
Fix typo in docs for Has (#11028)
# Objective

Fix typo

## Solution

Put the letter `i` in there.
2023-12-19 17:59:34 +00:00
Nicola Papale
d64e148e4e
Add non-existent entity behavior to Has doc (#11025)
# Objective

`Has<T>` in some niche cases may behave in an unexpected way.

Specifically, when using `Query::get` on a `Has<T>` with a despawned
entity.

## Solution

Add precision about cases wehre `Query::get` could return an `Err`.
2023-12-19 16:34:55 +00:00
Stepan Koltsov
0c2df27930
Rename some lifetimes (ResMut etc) for clarity (#11021)
Use `'w` for world lifetime consistently.

When implementing system params, useful to look at how other params are
implemented. `'w` makes it clear it is world, not state.
2023-12-19 15:22:25 +00:00
Stepan Koltsov
05b00267c6
Some doc to bevy_diagnostic (#11020) 2023-12-19 08:16:22 +00:00
Matthew Gries
d99053cc8a
Update AABB when Sprite component changes in calculate_bounds_2d() (#11016)
# Objective

- Fixes #10587, where the `Aabb` component of entities with `Sprite` and
`Handle<Image>` components was not automatically updated when
`Sprite::custom_size` changed.

## Solution

- In the query for entities with `Sprite` components in
`calculate_bounds_2d`, use the `Changed` filter to detect for `Sprites`
that changed as well as sprites that do not have `Aabb` components. As
noted in the issue, this will cause the `Aabb` to be recalculated when
other fields of the `Sprite` component change, but calculating the
`Aabb` for sprites is trivial.

---

## Changelog
- Modified query for entities with `Sprite` components in
`calculate_bounds_2d`, so that entities with `Sprite` components that
changed will also have their AABB recalculated.
2023-12-18 20:55:12 +00:00
Mateusz Wachowiak
2c7eab1b4c
Add method to check if all inputs are pressed (#11010)
# Objective

- Provide way to check whether multiple inputs are pressed.

## Solution

- Add `all_pressed` method that checks if all inputs are currently being
pressed.
2023-12-18 01:45:43 +00:00
JMS55
9a89fc44f4
Add is_resource_changed_by_id + is_resource_added_by_id (#11012)
# Objective

- Allow checking if a resource has changed by its ComponentId

---

## Changelog
- Added `World::is_resource_changed_by_id()` and
`World::is_resource_added_by_id()`.
2023-12-18 01:44:33 +00:00
daxpedda
9249856da3
Implement Std traits for SceneInstanceReady (#11003)
# Objective

Being able to do:
```rust
ev_scene_ready.read().next().unwrap();
```
Which currently isn't possible because `SceneInstanceReady` doesn't
implement `Debug`.

## Solution

Implement `Debug` for `SceneInstanceReady`.

---

## Changelog

### Added
- Implement Std traits for `SceneInstanceReady`.
2023-12-17 15:39:13 +00:00
Olle Lukowski
6b9cd57956
Introduce AspectRatio struct (#10368)
# Objective

- Fix an inconsistency in the calculation of aspect ratio's. 
- Fixes #10288 

## Solution

- Created an intermediate `AspectRatio` struct, as suggested in the
issue. This is currently just used in any places where aspect ratio
calculations happen, to prevent doing it wrong. In my and @mamekoro 's
opinion, it would be better if this was used instead of a normal `f32`
in various places, but I didn't want to make too many changes to begin
with.

## Migration Guide
- Anywhere where you are currently expecting a f32 when getting aspect
ratios, you will now receive a `AspectRatio` struct. this still holds
the same value.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-12-17 02:01:26 +00:00
Tygyh
63d17e8494
Simplify equality assertions (#10988)
# Objective

- Shorten assertions.

## Solution

- Replace '==' assertions with 'assert_eq()' and '!=' assertions with
'assert_ne()' .
2023-12-16 23:58:41 +00:00
Tygyh
645625b789
Replace deprecated elements (#10999)
# Objective

- Replace deprecated elements.

## Solution

- Remove 'std::' from constants.
2023-12-16 23:24:49 +00:00
Tygyh
696af48416
Remove unnecessary parentheses (#10990)
# Objective

- Increase readability.

## Solution

- Remove unnecessary parentheses.
2023-12-16 02:26:18 +00:00
Tygyh
d3e96abadc
Replace deprecated elements (#10991)
# Objective

- Replace deprecated elements.

## Solution

- Replace 'u8::max_value()' with 'u8::MAX'.
2023-12-16 02:25:12 +00:00
Torstein Grindvik
16c5a4b7cd
Fix BindingType import warning (#10818)
# Objective

Fix this warning

```
warning: unused import: `BindingType`
  --> ...bevy/crates/bevy_pbr/src/render/mesh_view_bindings.rs:23:88
   |
23 |         BindGroup, BindGroupLayout, BindGroupLayoutEntry, BindGroupLayoutEntryBuilder, BindingType,
   |                                                                                        ^^^^^^^^^^^
   |
   = note: `#[warn(unused_imports)]` on by default
```

## Solution

- Import via globstar

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2023-12-14 18:48:20 +00:00
Joseph
11065974d4
Simplify lifetimes in QueryState methods (#10937)
# Objective

The definition of several `QueryState` methods use unnecessary explicit
lifetimes, which adds to visual noise.

## Solution

Elide the lifetimes.
2023-12-14 17:26:03 +00:00
akimakinai
83fbf48238
Add docs to bevy_sprite a little (#10947)
# Objective

- bevy_sprite crate is missing docs for important types. `Sprite` being
undocumented was especially confusing for me even though it is one of
the first types I need to learn.
 
## Solution

- Improves the situation a little by adding some documentations.
I'm unsure about my understanding of functionality and writing. I'm
happy to be pointed out any mistakes.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Federico Rinaldi <gisquerin@gmail.com>
2023-12-14 17:25:55 +00:00
Nathan Fox
381277d6c3
Fix typo in docs for ViewVisibility (#10979)
Simple doc fix.
2023-12-14 17:25:48 +00:00
Charles Bournhonesque
c4aea07753
Make SystemTime available in both native and wasm (#10980)
# Objective

`Instant` and `Duration` from the `instant` crate are exposed in
`bevy_utils` to have a single abstraction for native/wasm.
It would be useful to have the same thing for
[`SystemTime`](https://doc.rust-lang.org/std/time/struct.SystemTime.html).


---

## Changelog

### Added
- `bevy_utils` now re-exposes the `instant::SystemTime` struct

Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com>
2023-12-14 16:36:24 +00:00
Mike
6b84ba97a3
Auto insert sync points (#9822)
# Objective

- Users are often confused when their command effects are not visible in
the next system. This PR auto inserts sync points if there are deferred
buffers on a system and there are dependents on that system (systems
with after relationships).
- Manual sync points can lead to users adding more than needed and it's
hard for the user to have a global understanding of their system graph
to know which sync points can be merged. However we can easily calculate
which sync points can be merged automatically.

## Solution

1. Add new edge types to allow opting out of new behavior
2. Insert an sync point for each edge whose initial node has deferred
system params.
3. Reuse nodes if they're at the number of sync points away.

* add opt outs for specific edges with `after_ignore_deferred`,
`before_ignore_deferred` and `chain_ignore_deferred`. The
`auto_insert_apply_deferred` boolean on `ScheduleBuildSettings` can be
set to false to opt out for the whole schedule.

## Perf
This has a small negative effect on schedule build times.
```text
group                                           auto-sync                              main-for-auto-sync
-----                                           -----------                            ------------------
build_schedule/1000_schedule                    1.06       2.8±0.15s        ? ?/sec    1.00       2.7±0.06s        ? ?/sec
build_schedule/1000_schedule_noconstraints      1.01     26.2±0.88ms        ? ?/sec    1.00     25.8±0.36ms        ? ?/sec
build_schedule/100_schedule                     1.02     13.1±0.33ms        ? ?/sec    1.00     12.9±0.28ms        ? ?/sec
build_schedule/100_schedule_noconstraints       1.08   505.3±29.30µs        ? ?/sec    1.00   469.4±12.48µs        ? ?/sec
build_schedule/500_schedule                     1.00    485.5±6.29ms        ? ?/sec    1.00    485.5±9.80ms        ? ?/sec
build_schedule/500_schedule_noconstraints       1.00      6.8±0.10ms        ? ?/sec    1.02      6.9±0.16ms        ? ?/sec
```
---

## Changelog

- Auto insert sync points and added `after_ignore_deferred`,
`before_ignore_deferred`, `chain_no_deferred` and
`auto_insert_apply_deferred` APIs to opt out of this behavior

## Migration Guide

- `apply_deferred` points are added automatically when there is ordering
relationship with a system that has deferred parameters like `Commands`.
If you want to opt out of this you can switch from `after`, `before`,
and `chain` to the corresponding `ignore_deferred` API,
`after_ignore_deferred`, `before_ignore_deferred` or
`chain_ignore_deferred` for your system/set ordering.
- You can also set `ScheduleBuildSettings::auto_insert_sync_points` to
`false` if you want to do it for the whole schedule. Note that in this
mode you can still add `apply_deferred` points manually.
- For most manual insertions of `apply_deferred` you should remove them
as they cannot be merged with the automatically inserted points and
might reduce parallelizability of the system graph.

## TODO
- [x] remove any apply_deferred used in the engine
- [x] ~~decide if we should deprecate manually using apply_deferred.~~
We'll still allow inserting manual sync points for now for whatever edge
cases users might have.
- [x] Update migration guide
- [x] rerun schedule build benchmarks

---------

Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
2023-12-14 16:34:01 +00:00
Tygyh
720d6dab82
Change Window scale factor to f32 (adopted) (#10897)
# Objective

- Finish the work done in #8942 .

## Solution

- Rebase the changes made in #8942 and fix the issues stopping it from
being merged earlier

---------

Co-authored-by: Thomas <1234328+thmsgntz@users.noreply.github.com>
2023-12-14 14:56:40 +00:00
Joona Aalto
029dd06f7d
Add Direction2d::from_xy and Direction3d::from_xyz (#10882)
# Objective

Make direction construction a bit more ergonomic.

## Solution

Add `Direction2d::from_xy` and `Direction3d::from_xyz`, similar to
`Transform::from_xyz`:

```rust
let dir2 = Direction2d::from_xy(0.5, 0.5).unwrap();
let dir3 = Direction3d::from_xyz(0.5, 0.5, 0.5).unwrap();
```

This can be a bit cleaner than using `new`:

```rust
let dir2 = Direction2d::new(Vec2::new(0.5, 0.5)).unwrap();
let dir3 = Direction3d::new(Vec3::new(0.5, 0.5, 0.5)).unwrap();
```
2023-12-14 14:56:07 +00:00
Aceeri
fe28e0ec32
Add First/Pre/Post/Last schedules to the Fixed timestep (#10977)
Fixes https://github.com/bevyengine/bevy/issues/10974

# Objective
Duplicate the ordering logic of the `Main` schedule into the `FixedMain`
schedule.

---

## Changelog
- `FixedUpdate` is no longer the main schedule ran in
`RunFixedUpdateLoop`, `FixedMain` has replaced this and has a similar
structure to `Main`.

## Migration Guide
- Usage of `RunFixedUpdateLoop` should be renamed to `RunFixedMainLoop`.
2023-12-14 04:35:40 +00:00
Christian Hughes
a4e0a0c0b9
Allow the editing of startup schedules (#10969)
# Objective

Fixes #10968 

## Solution

Pull startup schedules from a list of `ScheduleLabel`s in the same way
the update schedules are handled.

---

## Changelog

- Added `MainScheduleOrder::startup_labels` to allow the editing of the
startup schedule order.

## Migration Guide

- Added a new field to `MainScheduleOrder`, `startup_labels`, for
editing the startup schedule order.
2023-12-14 04:34:54 +00:00
Elabajaba
70a592f31a
Update to wgpu 0.18 (#10266)
# Objective

Keep up to date with wgpu.

## Solution

Update the wgpu version.

Currently blocked on naga_oil updating to naga 0.14 and releasing a new
version.

3d scenes (or maybe any scene with lighting?) currently don't render
anything due to
```
error: naga_oil bug, please file a report: composer failed to build a valid header: Type [2] '' is invalid
 = Capability Capabilities(CUBE_ARRAY_TEXTURES) is required
 ```

I'm not sure what should be passed in for `wgpu::InstanceFlags`, or if we want to make the gles3minorversion configurable (might be useful for debugging?)

Currently blocked on https://github.com/bevyengine/naga_oil/pull/63, and https://github.com/gfx-rs/wgpu/issues/4569 to be fixed upstream in wgpu first.

## Known issues

Amd+windows+vulkan has issues with texture_binding_arrays (see the image [here](https://github.com/bevyengine/bevy/pull/10266#issuecomment-1819946278)), but that'll be fixed in the next wgpu/naga version, and you can just use dx12 as a workaround for now (Amd+linux mesa+vulkan texture_binding_arrays are fixed though).

---

## Changelog

Updated wgpu to 0.18, naga to 0.14.2, and naga_oil to 0.11.
- Windows desktop GL should now be less painful as it no longer requires Angle.
- You can now toggle shader validation and debug information for debug and release builds using `WgpuSettings.instance_flags` and [InstanceFlags](https://docs.rs/wgpu/0.18.0/wgpu/struct.InstanceFlags.html)

## Migration Guide

- `RenderPassDescriptor` `color_attachments`  (as well as `RenderPassColorAttachment`, and `RenderPassDepthStencilAttachment`) now use `StoreOp::Store` or `StoreOp::Discard` instead of a `boolean` to declare whether or not they should be stored.
- `RenderPassDescriptor` now have `timestamp_writes` and `occlusion_query_set` fields. These can safely be set to `None`.
- `ComputePassDescriptor` now have a `timestamp_writes` field. This can be set to `None` for now.
- See the [wgpu changelog](https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md#v0180-2023-10-25) for additional details
2023-12-14 02:45:47 +00:00
Tygyh
b2661ea73d
Reorder impl to be the same as the trait (#10964)
# Objective

- Make the implementation order consistent between all sources to fit
the order in the trait.

## Solution

- Change the implementation order.
2023-12-13 21:19:49 +00:00
davier
2b9c97d203
Fix Mesh2d normals on webgl (#10967)
# Objective

A workaround for a webgl issue was introduced in #9383 but one function
for mesh2d was missed.

## Solution

Applied the migration guide from #9383 in
`mesh2d_normal_local_to_world()

Note: I'm not using normals so I have not tested the bug & fix
2023-12-13 20:26:17 +00:00
Tim Siegel
1ab0f28acd
docs: AnimationPlayer::play doesn't have transition_duration arg (#10970)
# Objective

The documentation for `AnimationPlayer::play` mentions a non-existent
`transition_duration` argument from an old iteration of the API. It's
confusing.

## Solution

Remove the offending sentence.
2023-12-13 18:51:34 +00:00
Federico Rinaldi
9c78128e8f
Rename Q type parameter to D when referring to WorldQueryData (#10782)
# Objective

Since #10776 split `WorldQuery` to `WorldQueryData` and
`WorldQueryFilter`, it should be clear that the query is actually
composed of two parts. It is not factually correct to call "query" only
the data part. Therefore I suggest to rename the `Q` parameter to `D` in
`Query` and related items.

As far as I know, there shouldn't be breaking changes from renaming
generic type parameters.

## Solution

I used a combination of rust-analyzer go to reference and `Ctrl-F`ing
various patterns to catch as many cases as possible. Hopefully I got
them all. Feel free to check if you're concerned of me having missed
some.

## Notes

This and #10779 have many lines in common, so merging one will cause a
lot of merge conflicts to the other.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-12-13 18:50:46 +00:00
Stepan Koltsov
12a11e2fd0
Actually check alignment in BlobVec test aligned_zst (#10885)
Do not rely on Miri.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2023-12-13 02:36:49 +00:00
Sludge
41db723c5c
Fix soundness of UnsafeWorldCell usage example (#10941)
# Objective

- The example in the docs is unsound.

Demo:

```rust
#[derive(Resource)]
struct MyRes(u32);

fn main() {
    let mut w = World::new();
    w.insert_resource(MyRes(0));

    let (mut res, comp) = split_world_access(&mut w);
    let mut r1 = res.get_resource_mut::<MyRes>().unwrap();
    let mut r2 = res.get_resource_mut::<MyRes>().unwrap();

    *r1 = MyRes(1);
    *r2 = MyRes(2);
}
```

The API in the example allows aliasing mutable references to the same
resource. Miri also complains when running this.

## Solution

- Change the example API to make the returned `Mut` borrow from the
`OnlyResourceAccessWorld` instead of borrowing from the world via `'w`.
This prevents obtaining more than one `Mut` at the same time from it.
2023-12-13 00:55:30 +00:00
Stepan Koltsov
ff7497cb9a
Explain how RegularPolygon mesh is generated (#10927)
I didn't notice minus where vertices are generated, so could not
understand the order there.

Adding a comment to help the next person who is going to understand Bevy
by reading its code.
2023-12-12 21:40:33 +00:00
Mateusz Wachowiak
a7a5d17ae1
Refactor process_handle_drop_internal() in bevy_asset (#10920)
# Objective

- Reduce nesting in `process_handle_drop_internal()`.
- Related to #10896.

## Solution

- Use early returns when possible.
- Reduced from 9 levels of indents to 4.
2023-12-12 19:46:37 +00:00
Mantas
5af2f022d8
Rename WorldQueryData & WorldQueryFilter to QueryData & QueryFilter (#10779)
# Rename `WorldQueryData` & `WorldQueryFilter` to `QueryData` &
`QueryFilter`

Fixes #10776 

## Solution

Traits `WorldQueryData` & `WorldQueryFilter` were renamed to `QueryData`
and `QueryFilter`, respectively. Related Trait types were also renamed.

---

## Changelog

- Trait `WorldQueryData` has been renamed to `QueryData`. Derive macro's
`QueryData` attribute `world_query_data` has been renamed to
`query_data`.
- Trait `WorldQueryFilter` has been renamed to `QueryFilter`. Derive
macro's `QueryFilter` attribute `world_query_filter` has been renamed to
`query_filter`.
- Trait's `ExtractComponent` type `Query` has been renamed to `Data`.
- Trait's `GetBatchData` types `Query` & `QueryFilter` has been renamed
to `Data` & `Filter`, respectively.
- Trait's `ExtractInstance` type `Query` has been renamed to `Data`.
- Trait's `ViewNode` type `ViewQuery` has been renamed to `ViewData`.
- Trait's `RenderCommand` types `ViewWorldQuery` & `ItemWorldQuery` has
been renamed to `ViewData` & `ItemData`, respectively.

## Migration Guide

Note: if merged before 0.13 is released, this should instead modify the
migration guide of #10776 with the updated names.

- Rename `WorldQueryData` & `WorldQueryFilter` trait usages to
`QueryData` & `QueryFilter` and their respective derive macro attributes
`world_query_data` & `world_query_filter` to `query_data` &
`query_filter`.
- Rename the following trait type usages:
  - Trait's `ExtractComponent` type `Query` to `Data`.
  - Trait's `GetBatchData` type `Query` to `Data`.
  - Trait's `ExtractInstance` type `Query` to `Data`.
  - Trait's `ViewNode` type `ViewQuery` to `ViewData`'
- Trait's `RenderCommand` types `ViewWolrdQuery` & `ItemWorldQuery` to
`ViewData` & `ItemData`, respectively.

```rust
// Before
#[derive(WorldQueryData)]
#[world_query_data(derive(Debug))]
struct EmptyQuery {
    empty: (),
}

// After
#[derive(QueryData)]
#[query_data(derive(Debug))]
struct EmptyQuery {
    empty: (),
}

// Before
#[derive(WorldQueryFilter)]
struct CustomQueryFilter<T: Component, P: Component> {
    _c: With<ComponentC>,
    _d: With<ComponentD>,
    _or: Or<(Added<ComponentC>, Changed<ComponentD>, Without<ComponentZ>)>,
    _generic_tuple: (With<T>, With<P>),
}

// After
#[derive(QueryFilter)]
struct CustomQueryFilter<T: Component, P: Component> {
    _c: With<ComponentC>,
    _d: With<ComponentD>,
    _or: Or<(Added<ComponentC>, Changed<ComponentD>, Without<ComponentZ>)>,
    _generic_tuple: (With<T>, With<P>),
}

// Before
impl ExtractComponent for ContrastAdaptiveSharpeningSettings {
    type Query = &'static Self;
    type Filter = With<Camera>;
    type Out = (DenoiseCAS, CASUniform);

    fn extract_component(item: QueryItem<Self::Query>) -> Option<Self::Out> {
        //...
    }
}

// After
impl ExtractComponent for ContrastAdaptiveSharpeningSettings {
    type Data = &'static Self;
    type Filter = With<Camera>;
    type Out = (DenoiseCAS, CASUniform);

    fn extract_component(item: QueryItem<Self::Data>) -> Option<Self::Out> {
        //...
    }
}

// Before
impl GetBatchData for MeshPipeline {
    type Param = SRes<RenderMeshInstances>;
    type Query = Entity;
    type QueryFilter = With<Mesh3d>;
    type CompareData = (MaterialBindGroupId, AssetId<Mesh>);
    type BufferData = MeshUniform;

    fn get_batch_data(
        mesh_instances: &SystemParamItem<Self::Param>,
        entity: &QueryItem<Self::Query>,
    ) -> (Self::BufferData, Option<Self::CompareData>) {
        // ....
    }
}

// After
impl GetBatchData for MeshPipeline {
    type Param = SRes<RenderMeshInstances>;
    type Data = Entity;
    type Filter = With<Mesh3d>;
    type CompareData = (MaterialBindGroupId, AssetId<Mesh>);
    type BufferData = MeshUniform;

    fn get_batch_data(
        mesh_instances: &SystemParamItem<Self::Param>,
        entity: &QueryItem<Self::Data>,
    ) -> (Self::BufferData, Option<Self::CompareData>) {
        // ....
    }
}

// Before
impl<A> ExtractInstance for AssetId<A>
where
    A: Asset,
{
    type Query = Read<Handle<A>>;
    type Filter = ();

    fn extract(item: QueryItem<'_, Self::Query>) -> Option<Self> {
        Some(item.id())
    }
}

// After
impl<A> ExtractInstance for AssetId<A>
where
    A: Asset,
{
    type Data = Read<Handle<A>>;
    type Filter = ();

    fn extract(item: QueryItem<'_, Self::Data>) -> Option<Self> {
        Some(item.id())
    }
}

// Before
impl ViewNode for PostProcessNode {
    type ViewQuery = (
        &'static ViewTarget,
        &'static PostProcessSettings,
    );

    fn run(
        &self,
        _graph: &mut RenderGraphContext,
        render_context: &mut RenderContext,
        (view_target, _post_process_settings): QueryItem<Self::ViewQuery>,
        world: &World,
    ) -> Result<(), NodeRunError> {
        // ...
    }
}

// After
impl ViewNode for PostProcessNode {
    type ViewData = (
        &'static ViewTarget,
        &'static PostProcessSettings,
    );

    fn run(
        &self,
        _graph: &mut RenderGraphContext,
        render_context: &mut RenderContext,
        (view_target, _post_process_settings): QueryItem<Self::ViewData>,
        world: &World,
    ) -> Result<(), NodeRunError> {
        // ...
    }
}

// Before
impl<P: CachedRenderPipelinePhaseItem> RenderCommand<P> for SetItemPipeline {
    type Param = SRes<PipelineCache>;
    type ViewWorldQuery = ();
    type ItemWorldQuery = ();
    #[inline]
    fn render<'w>(
        item: &P,
        _view: (),
        _entity: (),
        pipeline_cache: SystemParamItem<'w, '_, Self::Param>,
        pass: &mut TrackedRenderPass<'w>,
    ) -> RenderCommandResult {
        // ...
    }
}

// After
impl<P: CachedRenderPipelinePhaseItem> RenderCommand<P> for SetItemPipeline {
    type Param = SRes<PipelineCache>;
    type ViewData = ();
    type ItemData = ();
    #[inline]
    fn render<'w>(
        item: &P,
        _view: (),
        _entity: (),
        pipeline_cache: SystemParamItem<'w, '_, Self::Param>,
        pass: &mut TrackedRenderPass<'w>,
    ) -> RenderCommandResult {
        // ...
    }
}
```
2023-12-12 19:45:50 +00:00
Stepan Koltsov
79641c7f08
Reorder fields in SystemSchedule (#10764)
Make more clear what is going on there.
2023-12-12 19:45:44 +00:00
robtfm
67d92e9b85
light renderlayers (#10742)
# Objective

add `RenderLayers` awareness to lights. lights default to
`RenderLayers::layer(0)`, and must intersect the camera entity's
`RenderLayers` in order to affect the camera's output.

note that lights already use renderlayers to filter meshes for shadow
casting. this adds filtering lights per view based on intersection of
camera layers and light layers.

fixes #3462 

## Solution

PointLights and SpotLights are assigned to individual views in
`assign_lights_to_clusters`, so we simply cull the lights which don't
match the view layers in that function.

DirectionalLights are global, so we 
- add the light layers to the `DirectionalLight` struct
- add the view layers to the `ViewUniform` struct
- check for intersection before processing the light in
`apply_pbr_lighting`

potential issue: when mesh/light layers are smaller than the view layers
weird results can occur. e.g:
camera = layers 1+2
light = layers 1
mesh = layers 2

the mesh does not cast shadows wrt the light as (1 & 2) == 0.
the light affects the view as (1+2 & 1) != 0. 
the view renders the mesh as (1+2 & 2) != 0.

so the mesh is rendered and lit, but does not cast a shadow. 

this could be fixed (so that the light would not affect the mesh in that
view) by adding the light layers to the point and spot light structs,
but i think the setup is pretty unusual, and space is at a premium in
those structs (adding 4 bytes more would reduce the webgl point+spot
light max count to 240 from 256).

I think typical usage is for cameras to have a single layer, and
meshes/lights to maybe have multiple layers to render to e.g. minimaps
as well as primary views.

if there is a good use case for the above setup and we should support
it, please let me know.

---

## Migration Guide

Lights no longer affect all `RenderLayers` by default, now like cameras
and meshes they default to `RenderLayers::layer(0)`. To recover the
previous behaviour and have all lights affect all views, add a
`RenderLayers::all()` component to the light entity.
2023-12-12 19:45:37 +00:00
davier
55402bdf2e
Fix debug printing for dynamic types (#10740)
# Objective

Printing `DynamicStruct` with a debug format does not show the contained
type anymore. For instance, in `examples/reflection/reflection.rs`,
adding `dbg!(&reflect_value);` to line 96 will print:
```rust
[examples/reflection/reflection.rs:96] &reflect_value = DynamicStruct(bevy_reflect::DynamicStruct {
    a: 4,
    nested: DynamicStruct(bevy_reflect::DynamicStruct {
        b: 8,
    }),
})
```

## Solution

Show the represented type instead (`reflection::Foo` and
`reflection::Bar` in this case):
```rust
[examples/reflection/reflection.rs:96] &reflect_value = DynamicStruct(reflection::Foo {
    a: 4,
    nested: DynamicStruct(reflection::Bar {
        b: 8,
    }),
})
```

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2023-12-12 19:44:43 +00:00
Ben Frankel
9c8576996f
Add a doc note about despawn footgun (#10889)
# Objective

The `Despawn` command breaks the hierarchy whenever you use it if the
despawned entity has a parent or any children. This is a serious footgun
because the `Despawn` command has the shortest name, the behavior is
unexpected and not likely to be what you want, and the crash that it
causes can be very difficult to track down.

## Solution

Until this can be fixed by relations, add a note mentioning the footgun
in the documentation.
2023-12-12 19:44:05 +00:00
TheBigCheese
6a15ed564d
Improve EntityWorldMut.remove, retain and despawn docs by linking to more detail (#10943)
## Solution

`Commands.remove` and `.retain` (because I copied `remove`s doc)
referenced `EntityWorldMut.remove` and `retain` for more detail but the
`Commands` docs are much more detailed (which makes sense because it is
the most common api), so I have instead inverted this so that
`EntityWorldMut` docs link to `Commands`.

I also made `EntityWorldMut.despawn` reference `World.despawn` for more
details, like `Commands.despawn` does.
2023-12-12 19:27:11 +00:00
Joona Aalto
4b1865f8bd
Normalize only nonzero normals for mikktspace normal maps (#10905)
# Objective

Fixes #5891.

For mikktspace normal maps, normals must be renormalized in vertex
shaders to match the way mikktspace bakes vertex tangents and normal
maps so that the exact inverse process is applied when shading.

However, for invalid normals like `vec3<f32>(0.0, 0.0, 0.0)`, this
normalization causes NaN values, and because it's in the vertex shader,
it affects the entire triangle and causes it to be shaded as black:

![incorrectly shaded
cone](https://github.com/bevyengine/bevy/assets/57632562/3334b3a9-f72a-4a08-853e-8077a346f5c9)

*A cone with a tip that has a vertex normal of [0, 0, 0], causing the
mesh to be shaded as black.*

In some cases, normals of zero are actually *useful*. For example, a
smoothly shaded cone without creases requires the apex vertex normal to
be zero, because there is no singular normal that works correctly, so
the apex shouldn't contribute to the overall shading. Duplicate vertices
for the apex fix some shading issues, but it causes visible creases and
is more expensive. See #5891 and #10298 for more details.

For correctly shaded cones and other similar low-density shapes with
sharp tips, vertex normals of zero can not be normalized in the vertex
shader.

## Solution

Only normalize the vertex normals and tangents in the vertex shader if
the normal isn't [0, 0, 0]. This way, mikktspace normal maps should
still work for everything except the zero normals, and the zero normals
will only be normalized in the fragment shader.

This allows us to render cones correctly:

![smooth cone with some
banding](https://github.com/bevyengine/bevy/assets/57632562/6b36e264-22c6-453b-a6de-c404b314ca1a)

Notice how there is still a weird shadow banding effect in one area. I
noticed that it can be fixed by normalizing
[here](d2614f2d80/crates/bevy_pbr/src/render/pbr_functions.wgsl (L51)),
which produces a perfectly smooth cone without duplicate vertices:

![smooth
cone](https://github.com/bevyengine/bevy/assets/57632562/64f9ad5d-b249-4eae-880b-a1e61e07ae73)

I didn't add this change yet, because it seems a bit arbitrary. I can
add it here if that'd be useful or make another PR though.
2023-12-10 11:42:47 +00:00
Federico Rinaldi
47fa620034
Refactor function update_accessibility_nodes (#10911)
# Objective

`update_accessibility_nodes` is one of the most nested functions in the
entire Bevy repository, with a maximum of 9 levels of indentations. This
PR refactors it down to 3 levels of indentations, while improving
readability on other fronts. The result is a function that is actually
understandable at a first glance.

- This is a proof of concept to demonstrate that it is possible to
gradually lower the nesting limit proposed by #10896.

PS: I read AccessKit's documentation, but I don't have experience with
it. Therefore, naming of variables and subroutines may be a bit off.

PS2: I don't know if the test suite covers the functionality of this
system, but since I've spent quite some time on it and the changes were
simple, I'm pretty confident the refactor is functionally equivalent to
the original.

## Solution

I documented each change with a commit, but as a summary I did the
following to reduce nesting:

- I moved from `if-let` blocks to `let-else` statements where
appropriate to reduce rightward shift
- I extracted the closure body to a new function `update_adapter`
- I factored out parts of `update_adapter` into new functions
`queue_node_for_update` and `add_children_nodes`

**Note for reviewers:** GitHub's diff viewer is not the greatest in
showing horizontal code shifts, therefore you may want to use a
different tool like VSCode to review some commits, especially the second
one (anyway, that commit is very straightforward, despite changing many
lines).
2023-12-10 00:52:16 +00:00
ickshonpe
4a46f273a1
Clip outlines by the node's own clipping rect, not the parent's. (#10922)
# Objective

A nodes outline should be clipped using its own clipping rect, not its
parents.

fixes #10921

## Solution

Clip outlines by the node's own clipping rect, not the parent's.

If you compare the `overflow` ui example in main with this PR, you'll
see that the outlines that appear when you hover above the images are
now clipped along with the images.

---

## Changelog

* Outlines are now clipped using the node's own clipping rect, not the
parent's.
2023-12-10 00:51:19 +00:00
Mateusz Wachowiak
1523e8c409
Non-Intrusive refactor of play_queued_audio_system() (#10910)
# Objective

- Improve readability.
- Somewhat relates to #10896.

## Solution

- Use early returns to minimize nesting.
- Change `emitter_translation` to use `if let` instead of `map`.
2023-12-09 14:27:39 +00:00
Fratiman Bogdan - Gabriel
24060213b5
Renamed Accessibility plugin to AccessKitPlugin in bevy_winit (#10914)
# Objective
- Fixes #10901 

## Solution
- `bevy::a11y::AccessibilityPlugin` remains unchanged.
- Renamed `bevy::winit::accessibility::AccessibilityPlugin` to
`bevy::winit::accessibility::AccessKitPlugin`.
2023-12-09 14:22:33 +00:00
Federico Rinaldi
d4b21d0dea
Remove reference to default schedule (#10918)
Simple doc change since there is no more a default schedule after #8079.
2023-12-09 14:21:43 +00:00
irate
a4c27288c7
Deduplicate systems in bevy_audio (#10906)
# Objective
The `update_emitter_positions`, and `update_listener_positions` systems
are added for every call to `add_audio_source`.
Instead, add them once in the `AudioPlugin` directly.

Also merged the calls to `add_systems`.


Caught while working on my schedule visualizer c:
2023-12-07 19:43:16 +00:00
Nicola Papale
d2614f2d80
Add a couple assertions for system types (#10893)
# Objective

Test more complex function signatures for exclusive systems, and test
that `StaticSystemParam` is indeed a `SystemParam`.

I mean, it currently works, but might as well add a test for it.
2023-12-06 20:35:46 +00:00
Mateusz Wachowiak
1f97717a3d
Rename Input to ButtonInput (#10859)
# Objective

- Resolves #10853 

## Solution

- ~~Changed the name of `Input` struct to `PressableInput`.~~
- Changed the name of `Input` struct to `ButtonInput`.

## Migration Guide

- Breaking Change: Users need to rename `Input` to `ButtonInput` in
their projects.
2023-12-06 20:32:34 +00:00
Joona Aalto
d9aac887b5
Split Ray into Ray2d and Ray3d and simplify plane construction (#10856)
# Objective

A better alternative version of #10843.

Currently, Bevy has a single `Ray` struct for 3D. To allow better
interoperability with Bevy's primitive shapes (#10572) and some third
party crates (that handle e.g. spatial queries), it would be very useful
to have separate versions for 2D and 3D respectively.

## Solution

Separate `Ray` into `Ray2d` and `Ray3d`. These new structs also take
advantage of the new primitives by using `Direction2d`/`Direction3d` for
the direction:

```rust
pub struct Ray2d {
    pub origin: Vec2,
    pub direction: Direction2d,
}

pub struct Ray3d {
    pub origin: Vec3,
    pub direction: Direction3d,
}
```

and by using `Plane2d`/`Plane3d` in `intersect_plane`:

```rust
impl Ray2d {
    // ...
    pub fn intersect_plane(&self, plane_origin: Vec2, plane: Plane2d) -> Option<f32> {
        // ...
    }
}
```

---

## Changelog

### Added

- `Ray2d` and `Ray3d`
- `Ray2d::new` and `Ray3d::new` constructors
- `Plane2d::new` and `Plane3d::new` constructors

### Removed

- Removed `Ray` in favor of `Ray3d`

### Changed

- `direction` is now a `Direction2d`/`Direction3d` instead of a vector,
which provides guaranteed normalization
- `intersect_plane` now takes a `Plane2d`/`Plane3d` instead of just a
vector for the plane normal
- `Direction2d` and `Direction3d` now derive `Serialize` and
`Deserialize` to preserve ray (de)serialization

## Migration Guide

`Ray` has been renamed to `Ray3d`.

### Ray creation

Before:

```rust
Ray {
    origin: Vec3::ZERO,
    direction: Vec3::new(0.5, 0.6, 0.2).normalize(),
}
```

After:

```rust
// Option 1:
Ray3d {
    origin: Vec3::ZERO,
    direction: Direction3d::new(Vec3::new(0.5, 0.6, 0.2)).unwrap(),
}

// Option 2:
Ray3d::new(Vec3::ZERO, Vec3::new(0.5, 0.6, 0.2))
```

### Plane intersections

Before:

```rust
let result = ray.intersect_plane(Vec2::X, Vec2::Y);
```

After:

```rust
let result = ray.intersect_plane(Vec2::X, Plane2d::new(Vec2::Y));
```
2023-12-06 14:09:04 +00:00
Joona Aalto
f683b802f1
Impl TryFrom vector for directions and add InvalidDirectionError (#10884)
# Objective

Implement `TryFrom<Vec2>`/`TryFrom<Vec3>` for direction primitives as
considered in #10857.

## Solution

Implement `TryFrom` for the direction primitives.

These are all equivalent:

```rust
let dir2d = Direction2d::try_from(Vec2::new(0.5, 0.5)).unwrap();
let dir2d = Vec2::new(0.5, 0.5).try_into().unwrap(); // (assumes that the type is inferred)
let dir2d = Direction2d::new(Vec2::new(0.5, 0.5)).unwrap();
```

For error cases, an `Err(InvalidDirectionError)` is returned. It
contains the type of failure:

```rust
/// An error indicating that a direction is invalid.
#[derive(Debug, PartialEq)]
pub enum InvalidDirectionError {
    /// The length of the direction vector is zero or very close to zero.
    Zero,
    /// The length of the direction vector is `std::f32::INFINITY`.
    Infinite,
    /// The length of the direction vector is `NaN`.
    NaN,
}
```
2023-12-06 00:05:37 +00:00
Mateusz Wachowiak
5508915e9b
Add comment about scale factor in WindowMode (#10872)
# Objective

- Resolves #10784 

## Solution

- As @ickshonpe mentioned in #10784, this is intended behavior but could
benefit from mentioning it in docs.
- I'm also thinking about adding a helper function to disable os scaling
such as `disable_os_scaling()`, but not sure if it's needed.

---

## Changelog

> Add a comment about scaling behavior that happens, and point user to
how he can avoid that behavior.
2023-12-05 21:42:34 +00:00
TheBigCheese
9da65b10b4
Add EntityCommands.retain and EntityWorldMut.retain (#10873)
# Objective
Adds `EntityCommands.retain` and `EntityWorldMut.retain` to remove all
components except the given bundle from the entity.
Fixes #10865.

## Solution

I added a private unsafe function in `EntityWorldMut` called
`remove_bundle_info` which performs the shared behaviour of `remove` and
`retain`, namely taking a `BundleInfo` of components to remove, and
removing them from the given entity. Then `retain` simply gets all the
components on the entity and filters them by whether they are in the
bundle it was passed, before passing this `BundleInfo` into
`remove_bundle_info`.

`EntityCommands.retain` just creates a new type `Retain` which runs
`EntityWorldMut.retain` when run.

---

## Changelog

Added `EntityCommands.retain` and `EntityWorldMut.retain`, which remove
all components except the given bundle from the entity, they can also be
used to remove all components by passing `()` as the bundle.
2023-12-05 15:37:33 +00:00
ickshonpe
166686e0f2
Rename TextAlignment to JustifyText. (#10854)
# Objective

The name `TextAlignment` is really deceptive and almost every new user
gets confused about the differences between aligning text with
`TextAlignment`, aligning text with `Style` and aligning text with
anchor (when using `Text2d`).

## Solution

* Rename `TextAlignment` to `JustifyText`. The associated helper methods
are also renamed.
* Improve the doc comments for text explaining explicitly how the
`JustifyText` component affects the arrangement of text.
* Add some extra cases to the `text_debug` example that demonstate the
differences between alignment using `JustifyText` and alignment using
`Style`.
<img width="757" alt="text_debug_2"
src="https://github.com/bevyengine/bevy/assets/27962798/9d53e647-93f9-4bc7-8a20-0d9f783304d2">

---

## Changelog
* `TextAlignment` has been renamed to `JustifyText`
* `TextBundle::with_text_alignment` has been renamed to
`TextBundle::with_text_justify`
* `Text::with_alignment` has been renamed to `Text::with_justify`
* The `text_alignment` field of `TextMeasureInfo` has been renamed to
`justification`

## Migration Guide
* `TextAlignment` has been renamed to `JustifyText`
* `TextBundle::with_text_alignment` has been renamed to
`TextBundle::with_text_justify`
* `Text::with_alignment` has been renamed to `Text::with_justify`
* The `text_alignment` field of `TextMeasureInfo` has been renamed to
`justification`
2023-12-05 03:00:41 +00:00
Zachary Harrold
72adf2ae2a
Reduced TableRow as Casting (#10811)
# Objective

- Fixes #10806

## Solution

Replaced `new` and `index` methods for both `TableRow` and `TableId`
with `from_*` and `as_*` methods. These remove the need to perform
casting at call sites, reducing the total number of casts in the Bevy
codebase. Within these methods, an appropriate `debug_assertion` ensures
the cast will behave in an expected manner (no wrapping, etc.). I am
using a `debug_assertion` instead of an `assert` to reduce any possible
runtime overhead, however minimal. This choice is something I am open to
changing (or leaving up to another PR) if anyone has any strong
arguments for it.

---

## Changelog

- `ComponentSparseSet::sparse` stores a `TableRow` instead of a `u32`
(private change)
- Replaced `TableRow::new` and `TableRow::index` methods with
`TableRow::from_*` and `TableRow::as_*`, with `debug_assertions`
protecting any internal casting.
- Replaced `TableId::new` and `TableId::index` methods with
`TableId::from_*` and `TableId::as_*`, with `debug_assertions`
protecting any internal casting.
- All `TableId` methods are now `const`

## Migration Guide

- `TableRow::new` -> `TableRow::from_usize`
- `TableRow::index` -> `TableRow::as_usize`
- `TableId::new` -> `TableId::from_usize`
- `TableId::index` -> `TableId::as_usize`

---

## Notes

I have chosen to remove the `index` and `new` methods for the following
chain of reasoning:

- Across the codebase, `new` was called with a mixture of `u32` and
`usize` values. Likewise for `index`.
- Choosing `new` to either be `usize` or `u32` would break half of these
call-sites, requiring `as` casting at the site.
- Adding a second method `new_u32` or `new_usize` avoids the above, bu
looks visually inconsistent.
- Therefore, they should be replaced with `from_*` and `as_*` methods
instead.

Worth noting is that by updating `ComponentSparseSet`, there are now
zero instances of interacting with the inner value of `TableRow` as a
`u32`, it is exclusively used as a `usize` value (due to interactions
with methods like `len` and slice indexing). I have left the `as_u32`
and `from_u32` methods as the "proper" constructors/getters.
2023-12-05 02:44:33 +00:00
irate
83ee6de1da
Remove From implementations from the direction types (#10857)
This removes the `From<Vec2/3>` implementations for the direction types.
It doesn't seem right to have when it only works if the vector is
nonzero and finite and produces NaN otherwise.

Added `Direction2d/3d::new` which uses `Vec2/3::try_normalize` to
guarantee it returns either a valid direction or `None`.

This should make it impossible to create an invalid direction, which I
think was the intention with these types.
2023-12-05 02:44:27 +00:00
Jos Feenstra
18ac125997
Add helper macro's for logging only once (#10808)
# Objective

Fixes #10291

This adds a way to easily log messages once within system which are
called every frame.

## Solution

Opted for a macro-based approach. The fact that the 'once' call is
tracked per call site makes the `log_once!()` macro very versatile and
easy-to-use. I suspect it will be very handy for all of us, but
especially beginners, to get some initial feedback from systems without
spamming up the place!

I've made the macro's return its internal `has_fired` state, for
situations in which that might be useful to know (trigger something else
alongside the log, for example).

Please let me know if I placed the macro's in the right location, and if
you would like me to do something more clever with the macro's
themselves, since its looking quite copy-pastey at the moment. I've
tried ways to replace 5 with 1 macro's, but no success yet.

One downside of this approach is: Say you wish to warn the user if a
resource is invalid. In this situation, the
`resource.is_valid()` check would still be performed every frame:
```rust
fn my_system(my_res: Res<MyResource>) {
   if !my_res.is_valid() {
      warn_once!("resource is invalid!");
   }
}
```
If you want to prevent that, you would still need to introduce a local
boolean. I don't think this is a very big deal, as expensive checks
shouldn't be called every frame in any case.


## Changelog
Added: `trace_once!()`, `debug_once!()`, `info_once!()`, `warn_once!()`,
and `error_once!()` log macros which fire only once per call site.
2023-12-05 01:56:40 +00:00
Stepan Koltsov
2653adf5d8
Make ComponentId typed in Components (#10770)
Trying to understand code. Types help.
2023-12-05 01:54:27 +00:00
Federico Rinaldi
c9368734d2
Remove identity map calls (#10848)
Removes calls to `Iterator::map` that don't do any work.
2023-12-04 20:44:53 +00:00
Federico Rinaldi
0400ef059b
Substitute get(0) with first() (#10847)
Substitute calls to `get(0)` with `first()`, improving readability.
2023-12-02 22:13:42 +00:00
Nathan
24c6a7df05
Clarifying Commands' purpose (#10837)
# Objective
As described in [Issue
#10805](https://github.com/bevyengine/bevy/issues/10805) I have changed
"impactful changes" to "structural changes"

## Solution
Updated the text "impactful" to "structural"
2023-12-02 10:07:19 +00:00
AxiomaticSemantics
b4c33da149
Fix typos in safety comment (#10827)
# Objective

- Minor fix for typos in safety comment

- Fix the typos.

Co-authored-by: ebola <dev@axiomatic>
2023-12-01 18:07:16 +00:00
Aldrich Suratos
cbf39b7eab
Deprecate QueryState::for_each_unchecked (#10815)
# Objective

Resolves Issue #10772.

## Solution

Added the deprecated warning for QueryState::for_each_unchecked, as
noted in the comments of PR #6773.
Followed the wording in the deprecation messages for `for_each` and
`for_each_mut`
2023-12-01 09:48:16 +00:00
James Liu
2148518758
Override QueryIter::fold to port Query::for_each perf gains to select Iterator combinators (#6773)
# Objective
After #6547, `Query::for_each` has been capable of automatic
vectorization on certain queries, which is seeing a notable (>50% CPU
time improvements) for iteration. However, `Query::for_each` isn't
idiomatic Rust, and lacks the flexibility of iterator combinators.

Ideally, `Query::iter` and friends should be able to achieve the same
results. However, this does seem to blocked upstream
(rust-lang/rust#104914) by Rust's loop optimizations.

## Solution
This is an intermediate solution and refactor. This moves the
`Query::for_each` implementation onto the `Iterator::fold`
implementation for `QueryIter` instead. This should result in the same
automatic vectorization optimization on all `Iterator` functions that
internally use fold, including `Iterator::for_each`, `Iterator::count`,
etc.

With this, it should close the gap between the two completely.
Internally, this PR changes `Query::for_each` to use
`query.iter().for_each(..)` instead of the duplicated implementation.

Separately, the duplicate implementations of internal iteration (i.e.
`Query::par_for_each`) now use portions of the current `Query::for_each`
implementation factored out into their own functions.

This also massively cleans up our internal fragmentation of internal
iteration options, deduplicating the iteration code used in `for_each`
and `par_iter().for_each()`.

---

## Changelog
Changed: `Query::for_each`, `Query::for_each_mut`, `Query::for_each`,
and `Query::for_each_mut` have been moved to `QueryIter`'s
`Iterator::for_each` implementation, and still retains their performance
improvements over normal iteration. These APIs are deprecated in 0.13
and will be removed in 0.14.

---------

Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-12-01 09:09:55 +00:00
robtfm
74ead1eb80
Add GltfLoaderSettings (#10804)
# Objective

when loading gltfs we may want to filter the results. in particular, i
need to be able to exclude cameras.

i can do this already by modifying the gltf after load and before
spawning, but it seems like a useful general option.

## Solution

add `GltfLoaderSettings` struct with bool members:
- `load_cameras` : checked before processing camera nodes.
- `load_lights` : checked before processing light nodes
- `load_meshes` : checked before loading meshes, materials and morph
weights

Existing code will work as before. Now you also have the option to
restrict what parts of the gltf are loaded. For example, to load a gltf
but exclude the cameras, replace a call to
`asset_server.load("my.gltf")` with:
```rust
asset_server.load_with_settings(
    "my.gltf",
    |s: &mut GltfLoaderSettings| {
        s.load_cameras = false;
    }
);
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-30 00:34:45 +00:00
Carter Anderson
0a588dbfd9
Allow removing and reloading assets with live handles (#10785)
# Objective

Fixes #10444 

Currently manually removing an asset prevents it from being reloaded
while there are still active handles. Doing so will result in a panic,
because the storage entry has been marked as "empty / None" but the ID
is still assumed to be active by the asset server.

Patterns like `images.remove() -> asset_server.reload()` and
`images.remove() -> images.insert()` would fail if the handle was still
alive.

## Solution

Most of the groundwork for this was already laid in Bevy Asset V2. This
is largely just a matter of splitting out `remove` into two separate
operations:

* `remove_dropped`: remove the stored asset, invalidate the internal
Assets entry (preventing future insertions with the old id), and recycle
the id
* `remove_still_alive`: remove the stored asset, but leave the entry
otherwise untouched (and dont recycle the id).

`remove_still_alive` and `insert` can be called any number of times (in
any order) for an id until `remove_dropped` has been called, which will
invalidate the id.

From a user-facing perspective, there are no API changes and this is non
breaking. The public `Assets::remove` will internally call
`remove_still_alive`. `remove_dropped` can only be called by the
internal "handle management" system.

---

## Changelog

- Fix a bug preventing `Assets::remove` from blocking future inserts for
a specific `AssetIndex`.
2023-11-29 23:32:13 +00:00
Elabajaba
0f5d8128c9
Fix prepass binding issues causing crashes when not all prepass bindings are used (#10788)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/10786

## Solution

The bind_group_layout entries for the prepass were wrong when not all 4
prepass textures were used, as it just zipped [17, 18, 19, 20] with the
smallvec of prepass `bind_group_layout` entries that potentially didn't
contain 4 entries. (eg. if you had a depth and motion vector prepass but
no normal prepass, then depth would be correct but the entry for the
motion vector prepass would be 18 (normal prepass' spot) instead of 19).

Change the prepass `get_bind_group_layout_entries` function to return an
array of `[Option<BindGroupLayoutEntryBuilder>; 4]` and only add the
layout entry if it exists.
2023-11-29 23:11:12 +00:00
robtfm
47447beb93
try_insert Aabbs (#10801)
# Objective

avoid panics from `calculate_bounds` systems if entities are despawned
in PostUpdate.

there's a running general discussion (#10166) about command panicking.
in the meantime we may as well fix up some cases where it's clear a
failure to insert is safe.

## Solution

change `.insert(aabb)` to `.try_insert(aabb)`
2023-11-29 15:00:50 +00:00
Stepan Koltsov
d04a2204f5
Make IntoSystemConfigs::into_configs public API (visible in docs) (#10624)
`IntoSystemConfigs::into_configs` function is public, but hidden from
documentation. This PR makes it visible.

Fixes #10622.
2023-11-29 14:38:37 +00:00
Gino Valente
daa8bf20df
Fix nested generics in Reflect derive (#10791)
# Objective

> Issue raised on
[Discord](https://discord.com/channels/691052431525675048/1002362493634629796/1179182488787103776)

Currently the following code fails due to a missing `TypePath` bound:

```rust
#[derive(Reflect)] struct Foo<T>(T);
#[derive(Reflect)] struct Bar<T>(Foo<T>);
#[derive(Reflect)] struct Baz<T>(Bar<Foo<T>>);
```

## Solution

Add `TypePath` to the per-field bounds instead of _just_ the generic
type parameter bounds.

### Related Work

It should be noted that #9046 would help make these kinds of issues
easier to work around and/or avoid entirely.

---

## Changelog

- Fixes missing `TypePath` requirement when deriving `Reflect` on nested
generics
2023-11-29 01:46:09 +00:00
Carter Anderson
4221f7e7e9
Print precise and correct watch warnings (and only when necessary) (#10787)
# Objective

Fixes #10401 

## Solution

* Allow sources to register specific processed/unprocessed watch
warnings.
* Specify per-platform watch warnings. This removes the need to cover
all platform cases in one warning message.
* Only register watch warnings for the _processed_ embedded source, as
warning about watching unprocessed embedded isn't helpful.

---

## Changelog

- Asset sources can now register specific watch warnings.
2023-11-29 00:35:13 +00:00
Stepan Koltsov
506bdc5e68
Remove pointless trait implementation exports in bevy_reflect (#10771)
Trait implementations do not need to be reexported to be used.

```
warning: unused import: `self::std::*`
   --> crates/bevy_reflect/src/lib.rs:502:13
    |
502 |     pub use self::std::*;
    |             ^^^^^^^^^^^^
    |
    = note: `#[warn(unused_imports)]` on by default

warning: unused import: `self::uuid::*`
   --> crates/bevy_reflect/src/lib.rs:503:13
    |
503 |     pub use self::uuid::*;
    |             ^^^^^^^^^^^^^

warning: unused import: `impls::*`
   --> crates/bevy_reflect/src/lib.rs:525:9
    |
525 | pub use impls::*;
    |         ^^^^^^^^
```
2023-11-29 00:11:06 +00:00
Mateusz Wachowiak
3ec1b5c323
Mention DynamicSceneBuilder in doc comment (#10780)
# Objective

Resolves #10773

## Solution

Added comment mentioning DynamicSceneBuilder
2023-11-28 23:45:00 +00:00
tygyh
fd308571c4
Remove unnecessary path prefixes (#10749)
# Objective

- Shorten paths by removing unnecessary prefixes

## Solution

- Remove the prefixes from many paths which do not need them. Finding
the paths was done automatically using built-in refactoring tools in
Jetbrains RustRover.
2023-11-28 23:43:40 +00:00
Sludge
b19ea0dd1d
Reflect and register audio-related types (#10484)
# Objective

These type are unavailable to editors and scripting interfaces making
use of reflection.

## Solution

`#[derive(Reflect)]` and call `.register_type` during plugin
initialization.

---

## Changelog

### Added

- Implement `Reflect` for audio-related types, and register them.
2023-11-28 22:26:58 +00:00
JMS55
4bf20e7d27
Swap material and mesh bind groups (#10485)
# Objective
- Materials should be a more frequent rebind then meshes (due to being
able to use a single vertex buffer, such as in #10164) and therefore
should be in a higher bind group.

---

## Changelog
- For 2d and 3d mesh/material setups (but not UI materials, or other
rendering setups such as gizmos, sprites, or text), mesh data is now in
bind group 1, and material data is now in bind group 2, which is swapped
from how they were before.

## Migration Guide
- Custom 2d and 3d mesh/material shaders should now use bind group 2
`@group(2) @binding(x)` for their bound resources, instead of bind group
1.
- Many internal pieces of rendering code have changed so that mesh data
is now in bind group 1, and material data is now in bind group 2.
Semi-custom rendering setups (that don't use the Material or Material2d
APIs) should adapt to these changes.
2023-11-28 22:26:22 +00:00
scottmcm
a902ea6f85
Save an instruction in EntityHasher (#10648)
# Objective

Keep essentially the same structure of `EntityHasher` from #9903, but
rephrase the multiplication slightly to save an instruction.

cc @superdump 
Discord thread:
https://discord.com/channels/691052431525675048/1172033156845674507/1174969772522356756

## Solution

Today, the hash is
```rust
        self.hash = i | (i.wrapping_mul(FRAC_U64MAX_PI) << 32);
```
with `i` being `(generation << 32) | index`.

Expanding things out, we get
```rust
i | ( (i * CONST) << 32 )
= (generation << 32) | index | ((((generation << 32) | index) * CONST) << 32)
= (generation << 32) | index | ((index * CONST) << 32)  // because the generation overflowed
= (index * CONST | generation) << 32 | index
```

What if we do the same thing, but with `+` instead of `|`? That's almost
the same thing, except that it has carries, which are actually often
better in a hash function anyway, since it doesn't saturate. (`|` can be
dangerous, since once something becomes `-1` it'll stay that, and
there's no mixing available.)

```rust
(index * CONST + generation) << 32 + index
= (CONST << 32 + 1) * index + generation << 32
= (CONST << 32 + 1) * index + (WHATEVER << 32 + generation) << 32 // because the extra overflows and thus can be anything
= (CONST << 32 + 1) * index + ((CONST * generation) << 32 + generation) << 32 // pick "whatever" to be something convenient
= (CONST << 32 + 1) * index + ((CONST << 32 + 1) * generation) << 32
= (CONST << 32 + 1) * index +((CONST << 32 + 1) * (generation << 32)
= (CONST << 32 + 1) * (index + generation << 32)
= (CONST << 32 + 1) * (generation << 32 | index)
= (CONST << 32 + 1) * i
```

So we can do essentially the same thing using a single multiplication
instead of doing multiply-shift-or.

LLVM was already smart enough to merge the shifting into a
multiplication, but this saves the extra `or`:

![image](https://github.com/bevyengine/bevy/assets/18526288/d9396614-2326-4730-abbe-4908c01b5ace)
<https://rust.godbolt.org/z/MEvbz4eo4>

It's a very small change, and often will disappear in load latency
anyway, but it's a couple percent faster in lookups:

![image](https://github.com/bevyengine/bevy/assets/18526288/c365ec85-6adc-4f6d-8fa6-a65146f55a75)

(There was more of an improvement here before #10558, but with `to_bits`
being a single `qword` load now, keeping things mostly as it is turned
out to be better than the bigger changes I'd tried in #10605.)

---

## Changelog

(Probably skip it)

## Migration Guide

(none needed)
2023-11-28 12:37:30 +00:00
robtfm
d95d20f4b1
prepass vertex shader always outputs world position (#10657)
# Objective

the pbr prepass vertex shader currently only sets
`VertexOutput::world_position` when deferred or motion prepasses are
enabled.
the field is always in the vertex output so is otherwise undetermined,
and the calculation is very cheap.

## Solution

always set the world position in the pbr prepass vert shader.
2023-11-28 12:13:28 +00:00
davier
e44b74fb6a
Provide GlobalsUniform in UiMaterial shaders (#10739)
# Objective

`GlobalsUniform` provides the current time to shaders, which is useful
for animations. `UiMaterial` is an abstraction that makes it easier to
write custom shaders for UI elements.
This PR makes it possible to use the `GlobalsUniform` in `UiMaterial`
shaders.

## Solution

The `GlobalsUniform` is bound to `@group(0) @binding(1)`. It is
accessible in shaders with:
```wgsl
#import bevy_render::globals::Globals

@group(0) @binding(1)
var<uniform> globals: Globals;
```

---

## Changelog

Added `GlobalsUniform` in `UiMaterial` shaders

## Discussion

Should I modify the existing ui_material example to showcase this?
2023-11-28 12:08:28 +00:00
Kanabenki
0e9f6e92ea
Add clippy::manual_let_else at warn level to lints (#10684)
# Objective

Related to #10612.

Enable the
[`clippy::manual_let_else`](https://rust-lang.github.io/rust-clippy/master/#manual_let_else)
lint as a warning. The `let else` form seems more idiomatic to me than a
`match`/`if else` that either match a pattern or diverge, and from the
clippy doc, the lint doesn't seem to have any possible false positive.

## Solution

Add the lint as warning in `Cargo.toml`, refactor places where the lint
triggers.
2023-11-28 04:15:27 +00:00
IceSentry
6d0c11a28f
Bind group layout entries (#10224)
# Objective

- Follow up to #9694

## Solution

- Same api as #9694 but adapted for `BindGroupLayoutEntry`
- Use the same `ShaderStages` visibilty for all entries by default
- Add `BindingType` helper function that mirror the wgsl equivalent and
that make writing layouts much simpler.

Before:
```rust
let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
    label: Some("post_process_bind_group_layout"),
    entries: &[
        BindGroupLayoutEntry {
            binding: 0,
            visibility: ShaderStages::FRAGMENT,
            ty: BindingType::Texture {
                sample_type: TextureSampleType::Float { filterable: true },
                view_dimension: TextureViewDimension::D2,
                multisampled: false,
            },
            count: None,
        },
        BindGroupLayoutEntry {
            binding: 1,
            visibility: ShaderStages::FRAGMENT,
            ty: BindingType::Sampler(SamplerBindingType::Filtering),
            count: None,
        },
        BindGroupLayoutEntry {
            binding: 2,
            visibility: ShaderStages::FRAGMENT,
            ty: BindingType::Buffer {
                ty: bevy::render::render_resource::BufferBindingType::Uniform,
                has_dynamic_offset: false,
                min_binding_size: Some(PostProcessSettings::min_size()),
            },
            count: None,
        },
    ],
});
```
After:
```rust
let layout = render_device.create_bind_group_layout(
    "post_process_bind_group_layout"),
    &BindGroupLayoutEntries::sequential(
        ShaderStages::FRAGMENT,
        (
            texture_2d_f32(),
            sampler(SamplerBindingType::Filtering),
            uniform_buffer(false, Some(PostProcessSettings::min_size())),
        ),
    ),
);
```

Here's a more extreme example in bevy_solari:
86dab7f5da

---

## Changelog

- Added `BindGroupLayoutEntries` and all `BindingType` helper functions.

## Migration Guide

`RenderDevice::create_bind_group_layout()` doesn't take a
`BindGroupLayoutDescriptor` anymore. You need to provide the parameters
separately

```rust
// 0.12
let layout = render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
    label: Some("post_process_bind_group_layout"),
    entries: &[
        BindGroupLayoutEntry {
			// ...
        },
    ],
});

// 0.13
let layout = render_device.create_bind_group_layout(
	"post_process_bind_group_layout",
    &[
        BindGroupLayoutEntry {
			// ...
        },
    ],
);
```

## TODO

- [x] implement a `Dynamic` variant
- [x] update the `RenderDevice::create_bind_group_layout()` api to match
the one from `RenderDevice::creat_bind_group()`
- [x] docs
2023-11-28 04:00:49 +00:00
Mark Wainwright
f0a8994f55
Split WorldQuery into WorldQueryData and WorldQueryFilter (#9918)
# Objective

- Fixes #7680
- This is an updated for https://github.com/bevyengine/bevy/pull/8899
which had the same objective but fell a long way behind the latest
changes


## Solution

The traits `WorldQueryData : WorldQuery` and `WorldQueryFilter :
WorldQuery` have been added and some of the types and functions from
`WorldQuery` has been moved into them.

`ReadOnlyWorldQuery` has been replaced with `ReadOnlyWorldQueryData`. 

`WorldQueryFilter` is safe (as long as `WorldQuery` is implemented
safely).

`WorldQueryData` is unsafe - safely implementing it requires that
`Self::ReadOnly` is a readonly version of `Self` (this used to be a
safety requirement of `WorldQuery`)

The type parameters `Q` and `F` of `Query` must now implement
`WorldQueryData` and `WorldQueryFilter` respectively.

This makes it impossible to accidentally use a filter in the data
position or vice versa which was something that could lead to bugs.
~~Compile failure tests have been added to check this.~~

It was previously sometimes useful to use `Option<With<T>>` in the data
position. Use `Has<T>` instead in these cases.

The `WorldQuery` derive macro has been split into separate derive macros
for `WorldQueryData` and `WorldQueryFilter`.

Previously it was possible to derive both `WorldQuery` for a struct that
had a mixture of data and filter items. This would not work correctly in
some cases but could be a useful pattern in others. *This is no longer
possible.*

---

## Notes

- The changes outside of `bevy_ecs` are all changing type parameters to
the new types, updating the macro use, or replacing `Option<With<T>>`
with `Has<T>`.

- All `WorldQueryData` types always returned `true` for `IS_ARCHETYPAL`
so I moved it to `WorldQueryFilter` and
replaced all calls to it with `true`. That should be the only logic
change outside of the macro generation code.

- `Changed<T>` and `Added<T>` were being generated by a macro that I
have expanded. Happy to revert that if desired.

- The two derive macros share some functions for implementing
`WorldQuery` but the tidiest way I could find to implement them was to
give them a ton of arguments and ask clippy to ignore that.

## Changelog

### Changed
- Split `WorldQuery` into `WorldQueryData` and `WorldQueryFilter` which
now have separate derive macros. It is not possible to derive both for
the same type.
- `Query` now requires that the first type argument implements
`WorldQueryData` and the second implements `WorldQueryFilter`

## Migration Guide

- Update derives

```rust
// old
#[derive(WorldQuery)]
#[world_query(mutable, derive(Debug))]
struct CustomQuery {
    entity: Entity,
    a: &'static mut ComponentA
}

#[derive(WorldQuery)]
struct QueryFilter {
    _c: With<ComponentC>
}

// new 
#[derive(WorldQueryData)]
#[world_query_data(mutable, derive(Debug))]
struct CustomQuery {
    entity: Entity,
    a: &'static mut ComponentA,
}

#[derive(WorldQueryFilter)]
struct QueryFilter {
    _c: With<ComponentC>
}
```
- Replace `Option<With<T>>` with `Has<T>`

```rust
/// old
fn my_system(query: Query<(Entity, Option<With<ComponentA>>)>)
{
  for (entity, has_a_option) in query.iter(){
    let has_a:bool = has_a_option.is_some();
    //todo!()
  }
}

/// new
fn my_system(query: Query<(Entity, Has<ComponentA>)>)
{
  for (entity, has_a) in query.iter(){
    //todo!()
  }
}
```

- Fix queries which had filters in the data position or vice versa.

```rust
// old
fn my_system(query: Query<(Entity, With<ComponentA>)>)
{
  for (entity, _) in query.iter(){
  //todo!()
  }
}

// new
fn my_system(query: Query<Entity, With<ComponentA>>)
{
  for entity in query.iter(){
  //todo!()
  }
}

// old
fn my_system(query: Query<AnyOf<(&ComponentA, With<ComponentB>)>>)
{
  for (entity, _) in query.iter(){
  //todo!()
  }
}

// new
fn my_system(query: Query<Option<&ComponentA>, Or<(With<ComponentA>, With<ComponentB>)>>)
{
  for entity in query.iter(){
  //todo!()
  }
}

```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-28 03:56:07 +00:00
Carter Anderson
90958104cb
Ensure instance_index push constant is always used in prepass.wgsl (#10706)
# Objective

 Kind of helps #10509 

## Solution

Add a line to `prepass.wgsl` that ensure the `instance_index` push
constant is always used on WebGL 2. This is not a full fix, as the
_second_ a custom shader is used that doesn't use the push constant, the
breakage will resurface. We have satisfying medium term and long term
solutions. This is just a short term hack for 0.12.1 that will make more
cases work. See #10509 for more details.
2023-11-28 01:13:25 +00:00
Helix
879893c30a
fix insert_reflect panic caused by clone_value (#10627)
# Objective

- `insert_reflect` relies on `reflect_type_path`, which doesn't gives
the actual type path for object created by `clone_value`, leading to an
unexpected panic. This is a workaround for it.
- Fix #10590 

## Solution

- Tries to get type path from `get_represented_type_info` if get failed
from `reflect_type_path`.

---

## Defect remaining

- `get_represented_type_info` implies a shortage on performance than
using `TypeRegistry`.
2023-11-28 00:17:10 +00:00
Carter Anderson
cc6c4d65ed
Fix GLTF scene dependencies and make full scene renders predictable (#10745)
# Objective

Fixes #10688

There were a number of issues at play:

1. The GLTF loader was not registering Scene dependencies properly. They
were being registered at the root instead of on the scene assets. This
made `LoadedWithDependencies` fire immediately on load.
2. Recursive labeled assets _inside_ of labeled assets were not being
loaded. This only became relevant for scenes after fixing (1) because we
now add labeled assets to the nested scene `LoadContext` instead of the
root load context. I'm surprised nobody has hit this yet. I'm glad I
caught it before somebody hit it.
3. Accessing "loaded with dependencies" state on the Asset Server is
boilerplatey + error prone (because you need to manually query two
states).

## Solution

1. In GltfLoader, use a nested LoadContext for scenes and load
dependencies through that context.
2. In the `AssetServer`, load labeled assets recursively.
3. Added a simple `asset_server.is_loaded_with_dependencies(id)`

I also added some docs to `LoadContext` to help prevent this problem in
the future.

---

## Changelog

- Added `AssetServer::is_loaded_with_dependencies`
- Fixed GLTF Scene dependencies
- Fixed nested labeled assets not being loaded

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-27 22:42:28 +00:00
Zachary Harrold
6e871ab919
Implement Drop for CommandQueue (#10746)
# Objective

- Fixes #10676, preventing a possible memory leak for commands which
owned resources.

## Solution

Implemented `Drop` for `CommandQueue`. This has been done entirely in
the private API of `CommandQueue`, ensuring no breaking changes. Also
added a unit test, `test_command_queue_inner_drop_early`, based on the
reproduction steps as outlined in #10676.

## Notes

I believe this can be applied to `0.12.1` as well, but I am uncertain of
the process to make that kind of change. Please let me know if there's
anything I can do to help with the back-porting of this change.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-11-27 22:35:36 +00:00
Carter Anderson
fa903a122f
AssetMetaMode (#10623)
# Objective

Fixes #10157

## Solution

Add `AssetMetaCheck` resource which can configure when/if asset meta
files will be read:

```rust
app
  // Never attempts to look up meta files. The default meta configuration will be used for each asset.
  .insert_resource(AssetMetaCheck::Never)
  .add_plugins(DefaultPlugins)
```


This serves as a band-aid fix for the issue with wasm's
`HttpWasmAssetReader` creating a bunch of requests for non-existent
meta, which can slow down asset loading (by waiting for the 404
response) and creates a bunch of noise in the logs. This also provides a
band-aid fix for the more serious issue of itch.io deployments returning
403 responses, which results in full failure of asset loads.

If users don't want to include meta files for all deployed assets for
web builds, and they aren't using meta files at all, they should set
this to `AssetMetaCheck::Never`.

If users do want to include meta files for specific assets, they can use
`AssetMetaCheck::Paths`, which will only look up meta for those paths.

Currently, this defaults to `AssetMetaCheck::Always`, which makes this
fully non-breaking for the `0.12.1` release. _**However it _is_ worth
discussing making this `AssetMetaCheck::Never` by default**_, given that
I doubt most people are using meta files without the Asset Processor
enabled. This would be a breaking change, but it would make WASM / Itch
deployments work by default, which is a pretty big win imo. The downside
is that people using meta files _without_ processing would need to
manually enable `AssetMetaCheck::Always`, which is also suboptimal.

When in `AssetMetaCheck::Processed`, the meta check resource is ignored,
as processing requires asset meta files to function.

In general, I don't love adding this knob as things should ideally "just
work" in all cases. But this is the reality of the current situation.

---

## Changelog

- Added `AssetMetaCheck` resource, which can configure when/if asset
meta files will be read
2023-11-27 22:32:36 +00:00
Aldrich Suratos
1e2132672e
Copy over docs for Condition trait from PR #10718 (#10748)
# Objective

Resolves #10743.

## Solution

Copied over the documentation written by @stepancheng from PR #10718.

I left out the lines from the doctest where `<()>` is removed, as that
seemed to be the part people couldn't decide on whether to keep or not.
2023-11-27 16:33:22 +00:00
Cameron
53919c3e70
Wait until FixedUpdate can see events before dropping them (#10077)
## Objective
 
Currently, events are dropped after two frames. This cadence wasn't
*chosen* for a specific reason, double buffering just lets events
persist for at least two frames. Events only need to be dropped at a
predictable point so that the event queues don't grow forever (i.e.
events should never cause a memory leak).
 
Events (and especially input events) need to be observable by systems in
`FixedUpdate`, but as-is events are dropped before those systems even
get a chance to see them.
 
## Solution
 
Instead of unconditionally dropping events in `First`, require
`FixedUpdate` to first queue the buffer swap (if the `TimePlugin` has
been installed). This way, events are only dropped after a frame that
runs `FixedUpdate`.
 
## Future Work

In the same way we have independent copies of `Time` for tracking time
in `Main` and `FixedUpdate`, we will need independent copies of `Input`
for tracking press/release status correctly in `Main` and `FixedUpdate`.

--
 
Every run of `FixedUpdate` covers a specific timespan. For example, if
the fixed timestep `Δt` is 10ms, the first three `FixedUpdate` runs
cover `[0ms, 10ms)`, `[10ms, 20ms)`, and `[20ms, 30ms)`.
 
`FixedUpdate` can run many times in one frame. For truly
framerate-independent behavior, each `FixedUpdate` should only see the
events that occurred in its covered timespan, but what happens right now
is the first step in the frame reads all pending events.

Fixing that will require timestamped events.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-26 23:04:41 +00:00
extrawurst
9849221522
add new event WindowOccluded from winit (#10735)
forward for bevy user to consume

# Objective

- since winit 0.27 an event WindowOccluded will be produced:
https://docs.rs/winit/latest/winit/event/enum.WindowEvent.html#variant.Occluded
- on ios this is currently the only way to know if an app comes back
from the background which is an important time to to things (like
resetting the badge)

## Solution

- pick up the winit event and forward it to a new `EventWriter`

---

## Changelog

### Added
- new Event `WindowOccluded` added allowing to hook into
`WindowEvent::Occluded` of winit
2023-11-26 21:58:54 +00:00
Torstein Grindvik
73bb310304
impl From<Color> for ClearColorConfig (#10734)
# Objective

I tried setting `ClearColorConfig` in my app via `Color::FOO.into()`
expecting it to work, but the impl was missing.

## Solution

- Add `impl From<Color> for ClearColorConfig`
- Change examples to use this impl

## Changelog

### Added

- `ClearColorConfig` can be constructed via `.into()` on a `Color`

---------

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2023-11-26 20:48:03 +00:00
Torstein Grindvik
4788315fd0
Use as_image_copy where possible (#10733)
# Objective

`wgpu` has a helper method `texture.as_image_copy()` for a common
pattern when making a default-like `ImageCopyTexture` from a texture.

This is used in various places in Bevy for texture copy operations, but
it was not used where `write_texture` is called.

## Solution

- Replace struct `ImageCopyTexture` initialization with
`texture.as_image_copy()` where appropriate

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2023-11-26 19:24:32 +00:00
François
89d652ba3a
don't run update before window creation in winit (#10741)
# Objective

- Window size, scale and position are not correct on the first execution
of the systems
- Fixes #10407,  fixes #10642

## Solution

- Don't run `update` before we get a chance to create the window in
winit
- Finish reverting #9826 after #10389
2023-11-26 01:26:44 +00:00
Gino Valente
13f2749021
bevy_utils: Export generate_composite_uuid utility function (#10496)
# Objective

The `generate_composite_uuid` utility function hidden in
`bevy_reflect::__macro_exports` could be generally useful to users.

For example, I previously relied on `Hash` to generate a `u64` to create
a deterministic `HandleId`. In v0.12, `HandleId` has been replaced by
`AssetId` which now requires a `Uuid`, which I could generate with this
function.

## Solution

Relocate `generate_composite_uuid` from `bevy_reflect::__macro_exports`
to `bevy_utils::uuid`.

It is still re-exported under `bevy_reflect::__macro_exports` so there
should not be any breaking changes (although, users should generally not
rely on pseudo-private/hidden modules like `__macro_exports`).

I chose to keep it in `bevy_reflect::__macro_exports` so as to not
clutter up our public API and to reduce the number of changes in this
PR. We could have also marked the export as `#[doc(hidden)]`, but
personally I like that we have a dedicated module for this (makes it
clear what is public and what isn't when just looking at the macro
code).

---

## Changelog

- Moved `generate_composite_uuid` to `bevy_utils::uuid` and made it
public
  - Note: it was technically already public, just hidden
2023-11-25 23:21:35 +00:00
Stepan Koltsov
c454b26c38
Some explanations for Window component (#10714) 2023-11-25 21:13:27 +00:00
Sludge
3c8c257fa3
Add a depth_bias to Material2d (#10683)
# Objective

It is currently impossible to control the relative ordering of two 2D
materials at the same depth. This is required to implement wireframes
for 2D meshes correctly
(https://github.com/bevyengine/bevy/issues/5881).

## Solution

Add a `Material2d::depth_bias` function that mirrors the existing 3D
`Material::depth_bias` function.

(this is pulled out of https://github.com/bevyengine/bevy/pull/10489)

---

## Changelog

### Added

- Added `Material2d::depth_bias`

## Migration Guide

`PreparedMaterial2d` has a new `depth_bias` field. A value of 0.0 can be
used to get the previous behavior.
2023-11-25 21:12:46 +00:00
Aldrich Suratos
a84d8c3239
Fix typo in resolve_outlines_system (#10730)
# Objective

Resolves  #10727.

`outline.width` was being assigned to `node.outline_offset` instead of
`outline.offset`.

## Solution

Changed `.width` to `.offset` in line 413.
2023-11-25 14:23:17 +00:00
wgxer
4eafd60ce9
Add wgpu_pass method to TrackedRenderPass (#10722)
# Objective

- Fixes  #10707 

## Solution

- Add a method to obtain `RenderPass` to `TrackedRenderPass` simillar to
`RenderDevice::wgpu_device`

---

## Changelog

Added `wgpu_pass` method to `TrackedRenderPass`
2023-11-25 03:11:24 +00:00
Mincong Lu
c33bacd5fd
Make bevy_app and reflect opt-out for bevy_hierarchy. (#10721)
# Objective

Bevy_hierarchy is very useful for ECS only usages of bevy_ecs, but it
currently pulls in bevy_reflect, bevy_app and bevy_core with no way to
opt out.

## Solution

This PR provides features `bevy_app` and `reflect` that are enabled by
default. If disabled, they should remove these dependencies from
bevy_hierarchy.

---

## Changelog

Added features `bevy_app` and `reflect` to bevy_hierarchy.
2023-11-25 03:05:38 +00:00
Alice Cecile
1065028154
Remove trailing whitespace (#10723)
# Objective

- Make CI green.

## Solution

- Remove one (1) space.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2023-11-24 16:31:55 +00:00
Mike
11b1b3a24f
delete methods deprecated in 0.12 (#10693)
## Changelog

- delete methods deprecated in 0.12
2023-11-24 16:15:47 +00:00
Trent
6f56380826
bump bevy_tasks futures-lite to 2.0.1 (#10675)
# Objective

Updates [`futures-lite`](https://github.com/smol-rs/futures-lite) in
bevy_tasks to the next major version (1 -> 2).

Also removes the duplication of `futures-lite`, as `async-fs` requires v
2, so there are currently 2 copies of futures-lite in the dependency
tree.

Futures-lite has received [a number of
updates](https://github.com/smol-rs/futures-lite/blob/master/CHANGELOG.md)
since bevy's current version `1.4`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-11-24 00:11:02 +00:00
Stepan Koltsov
790fafdbb0
Explain how AmbientLight is inserted and configured (#10712) 2023-11-24 00:07:58 +00:00
Hank Jordan
e85af0e366
Fix issue with Option serialization (#10705)
# Objective

- Fix #10499 

## Solution

- Use `.get_represented_type_info()` module path and type ident instead
of `.reflect_*` module path and type ident when serializing the `Option`
enum

---

## Changelog

- Fix serialization bug
- Add simple test
  - Add `serde_json` dev dependency
- Add `serde` with `derive` feature dev dependency (wouldn't compile for
me without it)

---------

Co-authored-by: hank <hank@hank.co.in>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2023-11-23 14:04:51 +00:00
Stepan Koltsov
48af029f7b
Warn that Added/Changed filters do not see deferred changes (#10681)
Explain https://github.com/bevyengine/bevy/issues/10625.

This might be obvious to those familiar with Bevy internals, but it
surprised me.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-23 14:04:07 +00:00
Lixou
960f6e9131
remove double-hasing of typeid for handle (#10699)
# Objective

There is a double hash for the typeid for asset handles. (see
[this](https://github.com/bevyengine/bevy/issues/10695#issuecomment-1822340727)
for more info)

## Solution

- Remove the second hash of the typeid
2023-11-23 01:04:37 +00:00
Stepan Koltsov
85b6326970
Link to Main schedule docs from other schedules (#10691)
I incorrectly assumed that moving a system from `Update` to
`FixedUpdate` would simplify logic without hurting performance.

But this is not the case: if there's single-threaded long computation in
the `FixedUpdate`, the machine won't do anything else in parallel with
it. Which might be not what users expect.

So this PR adds a note. But maybe it is obvious, I don't know.
2023-11-22 20:50:37 +00:00
Stepan Koltsov
b0cc6bfd7e
Rustdoc example for Ref (#10682) 2023-11-22 20:20:39 +00:00
robtfm
ea01c3e387
Non uniform transmission samples (#10674)
# Objective

fix webgpu+chrome(119) textureSample in non-uniform control flow error

## Solution

modify view transmission texture sampling to use textureSampleLevel.
there are no mips for the view transmission texture, so this doesn't
change the result, but it removes the need for the samples to be in
uniform control flow.

note: in future we may add a mipchain to the transmission texture to
improve the blur effect. if uniformity analysis hasn't improved, this
would require switching to manual derivative calculations (which is
something we plan to do anyway).
2023-11-22 18:54:45 +00:00
Connor King
daf3547636
move gizmo arcs to their own file (#10660)
## Objective

- Split different types of gizmos into their own files

## Solution

- Move `arc_2d` and `Arc2dBuilder` into `arcs.rs`
- turns out there's no 3d arc function! I'll add one Soon(TM) in another
MR

## Changelog

- Changed
  - moved `gizmos::Arc2dBuilder` to `gizmos::arcs::Arc2dBuilder`

## Migration Guide

- `gizmos::Arc2dBuilder` -> `gizmos::arcs::Arc2dBuilder`
2023-11-22 14:58:34 +00:00
ickshonpe
bca057d7ec
Make clipped areas of UI nodes non-interactive (#10454)
# Objective

Problems:

* The clipped, non-visible regions of UI nodes are interactive.
* `RelativeCursorPostion` is set relative to the visible part of the
node. It should be relative to the whole node.
* The `RelativeCursorPostion::mouse_over` method returns `true` when the
mouse is over a clipped part of a node.

fixes #10470

## Solution

Intersect a node's bounding rect with its clipping rect before checking
if it contains the cursor.

Added the field `normalized_visible_node_rect` to
`RelativeCursorPosition`. This is set to the bounds of the unclipped
area of the node rect by `ui_focus_system` expressed in normalized
coordinates relative to the entire node.

Instead of checking if the normalized cursor position lies within a unit
square, it instead checks if it is contained by
`normalized_visible_node_rect`.

Added outlines to the `overflow` example that appear when the cursor is
over the visible part of the images, but not the clipped area.

---

## Changelog

* `ui_focus_system` intersects a node's bounding rect with its clipping
rect before checking if mouse over.
* Added the field `normalized_visible_node_rect` to
`RelativeCursorPosition`. This is set to the bounds of the unclipped
area of the node rect by `ui_focus_system` expressed in normalized
coordinates relative to the entire node.
* `RelativeCursorPostion` is calculated relative to the whole node's
position and size, not only the visible part.
* `RelativeCursorPosition::mouse_over` only returns true when the mouse
is over an unclipped region of the UI node.
* Removed the `Deref` and `DerefMut` derives from
`RelativeCursorPosition` as it is no longer a single field struct.
* Added some outlines to the `overflow` example that respond to
`Interaction` changes.

## Migration Guide

The clipped areas of UI nodes are no longer interactive.

`RelativeCursorPostion` is now calculated relative to the whole node's
position and size, not only the visible part. Its `mouse_over` method
only returns true when the cursor is over an unclipped part of the node.

`RelativeCursorPosition` no longer implements `Deref` and `DerefMut`.
2023-11-22 14:30:38 +00:00
Martín Maita
4ffd5104f3
Bumps async crates requirements to latest major version (#10370)
# Objective

- Closes #10316

## Solution

- Grouped a bunch of version requirement bumps for most of the `async`
crates.
2023-11-22 13:41:48 +00:00
Zachary Harrold
f613c450bc
Fix Asset Loading Bug (#10698)
# Objective

- Fixes #10695

## Solution

Fixed obvious blunder in `PartialEq` implementation for
`UntypedAssetId`'s where the `TypeId` was not included in the
comparison. This was not picked up in the unit tests I added because
they only tested over a single asset type.
2023-11-22 13:39:44 +00:00
Mike
208ecb53dc
Append commands (#10400)
# Objective

- I've been experimenting with different patterns to try and make async
tasks more convenient. One of the better ones I've found is to return a
command queue to allow for deferred &mut World access. It can be
convenient to check for task completion in a normal system, but it is
hard to do something with the command queue after getting it back. This
pr adds a `append` to Commands. This allows appending the returned
command queue onto the system's commands.

## Solution

- I edited the async compute example to use the new `append`, but not
sure if I should keep the example changed as this might be too
opinionated.

## Future Work

- It would be very easy to pull the pattern used in the example out into
a plugin or a external crate, so users wouldn't have to add the checking
system.

---

## Changelog

- add `append` to `Commands` and `CommandQueue`
2023-11-22 00:04:37 +00:00
BD103
3578eec351
Re-export futures_lite in bevy_tasks (#10670)
# Objective

- Fixes #10664

## Solution

- `pub use futures_lite as future` :)

---

## Changelog

- Made `futures_lite` available as `future` in the `bevy_tasks` module.

## Migration Guide

- Remove `futures_lite` from `Cargo.toml`.

```diff
[dependencies]
bevy = "0.12.0"
- futures-lite = "1.4.0"
```

- Replace `futures_lite` imports with `bevy::tasks::future`.

```diff
- use futures_lite::poll_once;
+ use bevy::tasks::future::poll_once;
```
2023-11-21 16:51:13 +00:00
TheBigCheese
e67cfdf82b
Enable clippy::undocumented_unsafe_blocks warning across the workspace (#10646)
# Objective

Enables warning on `clippy::undocumented_unsafe_blocks` across the
workspace rather than only in `bevy_ecs`, `bevy_transform` and
`bevy_utils`. This adds a little awkwardness in a few areas of code that
have trivial safety or explain safety for multiple unsafe blocks with
one comment however automatically prevents these comments from being
missed.

## Solution

This adds `undocumented_unsafe_blocks = "warn"` to the workspace
`Cargo.toml` and fixes / adds a few missed safety comments. I also added
`#[allow(clippy::undocumented_unsafe_blocks)]` where the safety is
explained somewhere above.

There are a couple of safety comments I added I'm not 100% sure about in
`bevy_animation` and `bevy_render/src/view` and I'm not sure about the
use of `#[allow(clippy::undocumented_unsafe_blocks)]` compared to adding
comments like `// SAFETY: See above`.
2023-11-21 02:06:24 +00:00
Joona Aalto
897b13bf9d
Use minor and major radii for Torus primitive shape (#10643)
# Objective

First, some terminology:

- **Minor radius**: The radius of the tube of a torus, i.e. the
"half-thickness"
- **Major radius**: The distance from the center of the tube to the
center of the torus
- **Inner radius**: The radius of the hole (if it exists), `major_radius
- minor_radius`
- **Outer radius**: The radius of the overall shape, `major_radius +
minor_radius`
- **Ring torus**: The familiar donut shape with a hole in the center,
`major_radius > minor_radius`
- **Horn torus**: A torus that doesn't have a hole but also isn't
self-intersecting, `major_radius == minor_radius`
- **Spindle torus**: A self-intersecting torus, `major_radius <
minor_radius`

Different tori from [Wikipedia](https://en.wikipedia.org/wiki/Torus),
where *R* is the major radius and *r* is the minor radius:


![kuva](https://github.com/bevyengine/bevy/assets/57632562/53ead786-2402-43a7-ae8a-5720e6e54dcc)

Currently, Bevy's torus is represented by a `radius` and `ring_radius`.
I believe these correspond to the outer radius and minor radius, but
they are rather confusing and inconsistent names, and they make the
assumption that the torus always has a ring.

I also couldn't find any other big engines using this representation;
[Godot](https://docs.godotengine.org/en/stable/classes/class_torusmesh.html)
and [Unity
ProBuilder](https://docs.unity3d.com/Packages/com.unity.probuilder@4.0/manual/Torus.html)
use the inner and outer radii, while
[Unreal](https://docs.unrealengine.com/5.3/en-US/BlueprintAPI/GeometryScript/Primitives/AppendTorus/)
uses the minor and major radii.
[Blender](https://docs.blender.org/manual/en/latest/modeling/meshes/primitives.html#torus)
supports both, but defaults to minor/major.

Bevy's `Torus` primitive should have an efficient, consistent, clear and
flexible representation, and the current `radius` and `ring_radius`
properties are not ideal for that.

## Solution

Change `Torus` to be represented by a `minor_radius` and `major_radius`.

- Mathematically correct and consistent
- Flexible, not restricted to ring tori
- Computations and conversions are efficient
  - `inner_radius = major_radius - minor_radius`
  - `outer_radius = major_radius + minor_radius`
- Mathematical formulae for things like area and volume rely on the
minor and major radii, no conversion needed

Perhaps the primary issue with this representation is that "minor
radius" and "major radius" are rather mathematical, and an inner/outer
radius can be more intuitive in some cases. However, this can be
mitigated with constructors and helpers.
2023-11-21 01:49:35 +00:00
Andrew Safigan
a22020bf5c
Make impl block for RemovedSystem generic (#10651)
# Objective

Make the impl block for RemovedSystem generic so that the methods can be
called for systems that have inputs or outputs.

## Solution

Simply adding generics to the impl block.
2023-11-21 01:27:29 +00:00
TheBigCheese
865041de74
Add an Entry api to EntityWorldMut. (#10650)
# Objective

Adds `.entry` to `EntityWorldMut` with `Entry`, `OccupiedEntry` and
`VacantEntry` for easier in-situ modification, based on `HashMap.entry`.

Fixes #10635

## Solution

This adds the `entry` method to `EntityWorldMut` which returns an
`Entry`. This is an enum of `OccupiedEntry` and `VacantEntry` and has
the methods `and_modify`, `insert_entry`, `or_insert`, `or_insert_with`
and `or_default`. The only difference between `OccupiedEntry` and
`VacantEntry` is the type, they are both a mutable reference to the
`EntityWorldMut` and a marker for the component type, `HashMap` also
stores things to make it quicker to access the data in `OccupiedEntry`
but I wasn't sure if we had anything it would be logical to store to
make accessing/modifying the component faster? As such, the differences
are that `OccupiedEntry` assumes the entity has the component (because
nothing else can have an `EntityWorldMut` so it can't be changed outside
the entry api) and has different methods.

All the methods are based very closely off `hashbrown::HashMap` (because
its easier to read the source of) with a couple of quirks like
`OccupiedEntry.insert` doesn't return the old value because we don't
appear to have an api for mem::replacing components.

---

## Changelog

- Added a new function `EntityWorldMut.entry` which returns an `Entry`,
allowing easier in-situ modification of a component.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2023-11-21 01:26:06 +00:00
Zachary Harrold
57a175f546
Ensure consistency between Un/Typed AssetId and Handle (#10628)
# Objective

- Fixes #10629
- `UntypedAssetId` and `AssetId` (along with `UntypedHandle` and
`Handle`) do not hash to the same values when pointing to the same
`Asset`. Additionally, comparison and conversion between these types
does not follow idiomatic Rust standards.

## Solution

- Added new unit tests to validate/document expected behaviour
- Added trait implementations to make working with Un/Typed values more
ergonomic
- Ensured hashing and comparison between Un/Typed values is consistent
- Removed `From` trait implementations that panic, and replaced them
with `TryFrom`

---

## Changelog

- Ensured `Handle::<A>::hash` and `UntypedHandle::hash` will produce the
same value for the same `Asset`
- Added non-panicing `Handle::<A>::try_typed`
- Added `PartialOrd` to `UntypedHandle` to match `Handle<A>` (this will
return `None` for `UntypedHandles` for differing `Asset` types)
- Added `TryFrom<UntypedHandle>` for `Handle<A>`
- Added `From<Handle<A>>` for `UntypedHandle`
- Removed panicing `From<Untyped...>` implementations. These are
currently unused within the Bevy codebase, and shouldn't be used
externally, hence removal.
- Added cross-implementations of `PartialEq` and `PartialOrd` for
`UntypedHandle` and `Handle<A>` allowing direct comparison when
`TypeId`'s match.
- Near-identical changes to `AssetId` and `UntypedAssetId`

## Migration Guide

If you relied on any of the panicing `From<Untyped...>` implementations,
simply call the existing `typed` methods instead. Alternatively, use the
new `TryFrom` implementation instead to directly expose possible
mistakes.

## Notes

I've made these changes since `Handle` is such a fundamental type to the
entire `Asset` ecosystem within Bevy, and yet it had pretty unclear
behaviour with no direct testing. The fact that hashing untyped vs typed
versions of the same handle would produce different values is something
I expect to cause a very subtle bug for someone else one day.

I haven't included it in this PR to avoid any controversy, but I also
believe the `typed_unchecked` methods should be removed from these
types, or marked as `unsafe`. The `texture_atlas` example currently uses
it, and I believe it is a bad choice. The performance gained by not
type-checking before conversion would be entirely dwarfed by the act of
actually loading an asset and creating its handle anyway. If an end user
is in a tight loop repeatedly calling `typed_unchecked` on an
`UntypedHandle` for the entire runtime of their application, I think the
small performance drop caused by that safety check is ~~a form of cosmic
justice~~ reasonable.
2023-11-21 01:13:36 +00:00
Stepan Koltsov
1da0afa3aa
bevy_hierarchy: add some docs (#10598)
Just adding comments to code I did not understand before and I hope
understand now.

---------

Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
2023-11-21 01:11:20 +00:00
Konstantin Kostiuk
eeb0c2f2e4
Allow #[derive(Bundle)] on tuple structs (take 3) (#10561)
- rework of old @Veykril's work in
[2499](https://github.com/bevyengine/bevy/pull/2499)
- Fixes [3537](https://github.com/bevyengine/bevy/issues/3537)
2023-11-21 01:09:16 +00:00
robtfm
7ff61a8dc9
derive asset for enums (#10410)
# Objective

allow deriving `Asset` for enums, and for tuple structs.

## Solution

add to the proc macro, generating visitor calls to the variant's data
(if required).

supports unnamed or named field variants, and struct variants when the
struct also derives `Asset`:
```rust
#[derive(Asset, TypePath)]
pub enum MyAssetEnum {
    Unnamed (
        #[dependency]
        Handle<Image>
    ),
    Named {
        #[dependency]
        array_handle: Handle<Image>,
        #[dependency]
        atlas_handles: Vec<Handle<Image>>,
    },
    StructStyle(
        #[dependency]
        VariantStruct
    ),
    Empty,
}

#[derive(Asset, TypePath)]
pub struct VariantStruct {
    // ...
}
```

also extend the struct implementation to support tuple structs: 
```rust
#[derive(Asset, TypePath)]
pub struct MyImageNewtype(
    #[dependency]
    Handle<Image>
);
````

---------

Co-authored-by: Nicola Papale <nico@nicopap.ch>
2023-11-21 01:06:55 +00:00
Ame
8c0ce5280b
Standardize toml format with taplo (#10594)
# Objective

- Standardize fmt for toml files

## Solution

- Add [taplo](https://taplo.tamasfe.dev/) to CI (check for fmt and diff
for toml files), for context taplo is used by the most popular extension
in VScode [Even Better
TOML](https://marketplace.visualstudio.com/items?itemName=tamasfe.even-better-toml
- Add contribution section to explain toml fmt with taplo.
 
Now to pass CI you need to run `taplo fmt --option indent_string=" "` or
if you use vscode have the `Even Better TOML` extension with 4 spaces
for indent

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-21 01:04:14 +00:00
Connor King
04ab9a0531
Move Circle Gizmos to Their Own File (#10631)
## Objective

- Give all the intuitive groups of gizmos their own file
- don't be a breaking change
- don't change Gizmos interface
- eventually do arcs too
- future types of gizmos should be in their own files
- see also https://github.com/bevyengine/bevy/issues/9400

## Solution

- Moved `gizmos.circle`, `gizmos.2d_circle`, and assorted helpers into
`circles.rs`
- Can also do arcs in this MR if y'all want; just figured I should do
one thing at a time.

## Changelog

- Changed
  - `gizmos::CircleBuilder` moved to `gizmos::circles::Circle2dBuilder`
- `gizmos::Circle2dBuilder` moved to `gizmos::circles::Circle2dBuilder`

## Migration Guide

- change `gizmos::CircleBuilder` to `gizmos::circles::Circle2dBuilder`
- change `gizmos::Circle2dBuilder` to `gizmos::circles::Circle2dBuilder`

---------

Co-authored-by: François <mockersf@gmail.com>
2023-11-20 09:47:50 +00:00
Joona Aalto
e1c8d60f91
Add winding order for Triangle2d (#10620)
# Objective

This PR adds some helpers for `Triangle2d` to work with its winding
order. This could also be extended to polygons (and `Triangle3d` once
it's added).

## Solution

- Add `WindingOrder` enum with `Clockwise`, `Counterclockwise` and
`Invalid` variants
- `Invalid` is for cases where the winding order can not be reliably
computed, i.e. the points lie on a single line and the area is zero
- Add `Triangle2d::winding_order` method that uses a signed surface area
to determine the winding order
- Add `Triangle2d::reverse` method that reverses the winding order by
swapping the second and third vertices

The API looks like this:

```rust
let mut triangle = Triangle2d::new(
    Vec2::new(0.0, 2.0),
    Vec2::new(-0.5, -1.2),
    Vec2::new(-1.0, -1.0),
);
assert_eq!(triangle.winding_order(), WindingOrder::Clockwise);

// Reverse winding order
triangle.reverse();
assert_eq!(triangle.winding_order(), WindingOrder::Counterclockwise);
```

I also added tests to make sure the methods work correctly. For now,
they live in the same file as the primitives.

## Open questions

- Should it be `Counterclockwise` or `CounterClockwise`? The first one
is more correct but perhaps a bit less readable. Counter-clockwise is
also a valid spelling, but it seems to be a lot less common than
counterclockwise.
- Is `WindingOrder::Invalid` a good name? Parry uses
`TriangleOrientation::Degenerate`, but I'm not a huge fan, at least as a
non-native English speaker. Any better suggestions?
- Is `WindingOrder` fine in `bevy_math::primitives`? It's not specific
to a dimension, so I put it there for now.
2023-11-20 09:47:05 +00:00
Nicola Papale
96444b24fd
Fix file_watcher feature hanging indefinitely (#10585)
# Objective

Fix the `bevy_asset/file_watcher` feature in practice depending on
multithreading, while not informing the user of it.

**As I understand it** (I didn't check it), the file watcher feature
depends on spawning a concurrent thread to receive file update events
from the `notify-debouncer-full` crate. But if multithreading is
disabled, that thread will never have time to read the events and
consume them.

- Fixes #10573 


## Solution

Add a `compile_error!` causing compilation failure if `file_watcher` is
enabled while `multi-threaded` is disabled.

This is considered better than adding a dependency on `multi-threaded`
on the `file_watcher`, as (according to @mockersf) toggling on/off
`multi-threaded` has a non-zero chance of changing behavior. And we
shouldn't implicitly change behavior. A compilation failure prevents
compilation of code that is invalid, while informing the user of the
steps needed to fix it.
2023-11-20 09:43:43 +00:00
Johan Klokkhammer Helsing
ef50b3c9f6
Add Transform::is_finite (#10592)
# Objective

- Sometimes it's very useful to know if a `Transform` contains any `NaN`
or infinite values. It's a bit boiler-plate heavy to check translation,
rotation and scale individually.

## Solution

- Add a new method `is_finite` that returns true if, and only if
translation, rotation and scale all are finite.
- It's a natural extension of `Quat::is_finite`, and `Vec3::is_finite`,
which return true if, and only if all their components' `is_finite()`
returns true.

---

## Changelog

- Added `Transform::is_finite`
2023-11-20 09:42:57 +00:00
Torstein Grindvik
1f168a154b
Re-export wgpu BufferAsyncError (#10611)
# Objective

The `map_async` method involves a type `BufferAsyncError`:
https://docs.rs/bevy/latest/bevy/render/render_resource/struct.BufferSlice.html#method.map_async

This type is not re-exported in Bevy, so if a user wants to store a
struct involving this type they have to add wgpu manually to their
manifest.

## Solution

- Re-export wgpu::BufferAsyncError

---

## Changelog

### Added

- Re-export wgpu::BufferAsyncError

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2023-11-20 09:00:25 +00:00
Ame
951c9bb1a2
Add [lints] table, fix adding #![allow(clippy::type_complexity)] everywhere (#10011)
# Objective

- Fix adding `#![allow(clippy::type_complexity)]` everywhere. like #9796

## Solution

- Use the new [lints] table that will land in 1.74
(https://doc.rust-lang.org/nightly/cargo/reference/unstable.html#lints)
- inherit lint to the workspace, crates and examples.
```
[lints]
workspace = true
```

## Changelog

- Bump rust version to 1.74
- Enable lints table for the workspace
```toml
[workspace.lints.clippy]
type_complexity = "allow"
```
- Allow type complexity for all crates and examples
```toml
[lints]
workspace = true
```

---------

Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
2023-11-18 20:58:48 +00:00
Gonçalo Rica Pais da Silva
9c0fca072d
Optimise Entity with repr align & manual PartialOrd/Ord (#10558)
# Objective

- Follow up on https://github.com/bevyengine/bevy/pull/10519, diving
deeper into optimising `Entity` due to the `derive`d `PartialOrd`
`partial_cmp` not being optimal with codegen:
https://github.com/rust-lang/rust/issues/106107
- Fixes #2346.

## Solution

Given the previous PR's solution and the other existing LLVM codegen
bug, there seemed to be a potential further optimisation possible with
`Entity`. In exploring providing manual `PartialOrd` impl, it turned out
initially that the resulting codegen was not immediately better than the
derived version. However, once `Entity` was given `#[repr(align(8)]`,
the codegen improved remarkably, even more once the fields in `Entity`
were rearranged to correspond to a `u64` layout (Rust doesn't
automatically reorder fields correctly it seems). The field order and
`align(8)` additions also improved `to_bits` codegen to be a single
`mov` op. In turn, this led me to replace the previous
"non-shortcircuiting" impl of `PartialEq::eq` to use direct `to_bits`
comparison.

The result was remarkably better codegen across the board, even for
hastable lookups.

The current baseline codegen is as follows:
https://godbolt.org/z/zTW1h8PnY

Assuming the following example struct that mirrors with the existing
`Entity` definition:

```rust
#[derive(Clone, Copy, Eq, PartialEq, PartialOrd, Ord)]
pub struct FakeU64 {
    high: u32,
    low: u32,
}
```

the output for `to_bits` is as follows:

```
example::FakeU64::to_bits:
        shl     rdi, 32
        mov     eax, esi
        or      rax, rdi
        ret
```

Changing the struct to:
```rust
#[derive(Clone, Copy, Eq)]
#[repr(align(8))]
pub struct FakeU64 {
    low: u32,
    high: u32,
}
```
and providing manual implementations for `PartialEq`/`PartialOrd`/`Ord`,
`to_bits` now optimises to:
```
example::FakeU64::to_bits:
        mov     rax, rdi
        ret
```
The full codegen example for this PR is here for reference:
https://godbolt.org/z/n4Mjx165a

To highlight, `gt` comparison goes from
```
example::greater_than:
        cmp     edi, edx
        jae     .LBB3_2
        xor     eax, eax
        ret
.LBB3_2:
        setne   dl
        cmp     esi, ecx
        seta    al
        or      al, dl
        ret
```
to
```
example::greater_than:
        cmp     rdi, rsi
        seta    al
        ret
```

As explained on Discord by @scottmcm :

>The root issue here, as far as I understand it, is that LLVM's
middle-end is inexplicably unwilling to merge loads if that would make
them under-aligned. It leaves that entirely up to its target-specific
back-end, and thus a bunch of the things that you'd expect it to do that
would fix this just don't happen.

## Benchmarks

Before discussing benchmarks, everything was tested on the following
specs:

AMD Ryzen 7950X 16C/32T CPU
64GB 5200 RAM
AMD RX7900XT 20GB Gfx card
Manjaro KDE on Wayland

I made use of the new entity hashing benchmarks to see how this PR would
improve things there. With the changes in place, I first did an
implementation keeping the existing "non shortcircuit" `PartialEq`
implementation in place, but with the alignment and field ordering
changes, which in the benchmark is the `ord_shortcircuit` column. The
`to_bits` `PartialEq` implementation is the `ord_to_bits` column. The
main_ord column is the current existing baseline from `main` branch.


![Screenshot_20231114_132908](https://github.com/bevyengine/bevy/assets/3116268/cb9090c9-ff74-4cc5-abae-8e4561332261)

My machine is not super set-up for benchmarking, so some results are
within noise, but there's not just a clear improvement between the
non-shortcircuiting implementation, but even further optimisation taking
place with the `to_bits` implementation.

On my machine, a fair number of the stress tests were not showing any
difference (indicating other bottlenecks), but I was able to get a clear
difference with `many_foxes` with a fox count of 10,000:

Test with `cargo run --example many_foxes --features
bevy/trace_tracy,wayland --release -- --count 10000`:


![Screenshot_20231114_144217](https://github.com/bevyengine/bevy/assets/3116268/89bdc21c-7209-43c8-85ae-efbf908bfed3)

On avg, a framerate of about 28-29FPS was improved to 30-32FPS. "This
trace" represents the current PR's perf, while "External trace"
represents the `main` branch baseline.

## Changelog

Changed: micro-optimized Entity align and field ordering as well as
providing manual `PartialOrd`/`Ord` impls to help LLVM optimise further.

## Migration Guide

Any `unsafe` code relying on field ordering of `Entity` or sufficiently
cursed shenanigans should change to reflect the different internal
representation and alignment requirements of `Entity`.

Co-authored-by: james7132 <contact@jamessliu.com>
Co-authored-by: NathanW <nathansward@comcast.net>
2023-11-18 20:04:37 +00:00
ickk
29f711cd40
add regression test for #10385/#10389 (#10609)
Bevy introduced unintentional breaking behaviour along with the v0.12.0
release regarding the `App::set_runner` API. See: #10385, #10389 for
details. We weren't able to catch this before release because this API
is only used internally in one or two places (the very places which
motivated the break).

This commit adds a regression test to help guarantee some expected
behaviour for custom runners, namely that `app::update` won't be called
before the runner has a chance to initialise state.
2023-11-18 12:53:09 +00:00
Carter Anderson
48d10e6d48
Use handles for queued scenes in SceneSpawner (#10619)
# Objective

Fixes #10482

## Solution

Store Handles instead of AssetIds for queued Scenes and DynamicScenes in
SceneSpawner.
2023-11-18 01:27:05 +00:00
NiseVoid
1d3ae677df
Add discard_overstep function to Time<Fixed> (#10453)
# Objective

There is no easy way to discard some amount for `Time<Fixed>`'s
overstep. This can be useful for online games when the client receives
information about a tick (which happens when you get a FPS drop or the
ping changes for example) it has not yet processed, it can discard
overstep equal to the number of ticks it can jump ahead.

Currently the workaround would be to create a new `Time<Fixed>` copy the
old timestep, advance it by the overstep amount that would remain after
subtracting the discarded amount, and using `.context_mut()` to
overwrite the old context with the new one. If you overwrite the whole
`Time<Fixed>` or forget to copy over the timestep you can introduce
undesirable side effects.

## Solution

Introduce a `discard_overstep` method, which discards the provided
amount of overstep. It uses satuarting_sub to avoid errors (negative
`Duration`s do not exist).

---

## Changelog

- Added `discard_overstep` function to `Time<Fixed>`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-18 00:50:26 +00:00
Michael Leandersson
9a909f593a
Do not panic when failing to create assets folder (#10613) (#10614)
# Objective

- Allow bevy applications that does not have any assets folder to start
from a read-only directory. (typically installed to a systems folder)

Fixes #10613

## Solution

- warn instead of panic when assets folder creation fails.
2023-11-17 22:06:08 +00:00
MevLyshkin
2b32de9ba2
Fix wasm builds with file_watcher enabled (#10589)
# Objective

- Currently, in 0.12 there is an issue that it is not possible to build
bevy for Wasm with feature "file_watcher" enabled. It still would not
compile, but now with proper explanation.
- Fixes https://github.com/bevyengine/bevy/issues/10507


## Solution

- Remove `notify-debouncer-full` dependency on WASM platform entirely.
- Compile with "file_watcher" feature now on platform `wasm32` gives
meaningful compile error.

---

## Changelog

### Fixed

- Compile with "file_watcher" feature now on platform `wasm32` gives
meaningful compile error.
2023-11-17 22:04:42 +00:00
Aztro
33cd59fb04
Add and impl Primitives (#10580)
# Add and implement constructors for Primitives

- Adds more Primitive types and adds a constructor for almost all of
them
- Works towards finishing #10572 

## Solution

- Created new primitives
    - Torus
    - Conical Frustum
    - Cone
    - Ellipse
- Implemented constructors (`Primitive::new`) for almost every single
other primitive.

---------

Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-17 20:10:30 +00:00
Stepan Koltsov
0c9f265423
Link to In in pipe documentation (#10596) 2023-11-17 15:34:58 +00:00
Johan Klokkhammer Helsing
201f5b2d0b
Add VolumeLevel::ZERO (#10608)
# Objective

- Handy to have a constant instead of `VolumeLevel::new(0.0)`
- `VolumeLevel::new` is not `const`

## Solution

- Adds a `VolumeLevel::ZERO` constant, which we have for most of our
other types where it makes sense.

---

## Changelog

- Add `VolumeLevel::ZERO`
2023-11-17 15:15:56 +00:00
irate
bc9e159b26
Revert App::run() behavior/Remove winit specific code from bevy_app (#10389)
# Objective
The way `bevy_app` works was changed unnecessarily in #9826 whose
changes should have been specific to `bevy_winit`.
I'm somewhat disappointed that happened and we can see in
https://github.com/bevyengine/bevy/pull/10195 that it made things more
complicated.

Even worse, in #10385 it's clear that this breaks the clean abstraction
over another engine someone built with Bevy!

Fixes #10385.

## Solution

- Move the changes made to `bevy_app` in #9826 to `bevy_winit`
- Revert the changes to `ScheduleRunnerPlugin` and the `run_once` runner
in #10195 as they're no longer necessary.

While this code is breaking relative to `0.12.0`, it reverts the
behavior of `bevy_app` back to how it was in `0.11`.
Due to the nature of the breakage relative to `0.11` I hope this will be
considered for `0.12.1`.
2023-11-16 21:50:17 +00:00
Markus Ort
efc7dc0859
Fix panic when using image in UiMaterial (#10591)
# Objective

- Fix the panic on using Images in UiMaterials due to assets not being
loaded.
- Fixes #10513 

## Solution

- add `let else` statement that `return`s or `continue`s instead of
unwrapping, causing a panic.
2023-11-16 21:31:25 +00:00
Carter Anderson
c7f5cec8be
Add missing asset load error logs for load_folder and load_untyped (#10578)
# Objective

Fixes #10515 

## Solution

Add missing error logs.
2023-11-16 21:31:20 +00:00
Zachary Harrold
46b8e904f4
Added Method to Allow Pipelined Asset Loading (#10565)
# Objective

- Fixes #10518

## Solution

I've added a method to `LoadContext`, `load_direct_with_reader`, which
mirrors the behaviour of `load_direct` with a single key difference: it
is provided with the `Reader` by the caller, rather than getting it from
the contained `AssetServer`. This allows for an `AssetLoader` to process
its `Reader` stream, and then directly hand the results off to the
`LoadContext` to handle further loading. The outer `AssetLoader` can
control how the `Reader` is interpreted by providing a relevant
`AssetPath`.

For example, a Gzip decompression loader could process the asset
`images/my_image.png.gz` by decompressing the bytes, then handing the
decompressed result to the `LoadContext` with the new path
`images/my_image.png.gz/my_image.png`. This intuitively reflects the
nature of contained assets, whilst avoiding unintended behaviour, since
the generated path cannot be a real file path (a file and folder of the
same name cannot coexist in most file-systems).

```rust
#[derive(Asset, TypePath)]
pub struct GzAsset {
    pub uncompressed: ErasedLoadedAsset,
}

#[derive(Default)]
pub struct GzAssetLoader;

impl AssetLoader for GzAssetLoader {
    type Asset = GzAsset;
    type Settings = ();
    type Error = GzAssetLoaderError;
    fn load<'a>(
        &'a self,
        reader: &'a mut Reader,
        _settings: &'a (),
        load_context: &'a mut LoadContext,
    ) -> BoxedFuture<'a, Result<Self::Asset, Self::Error>> {
        Box::pin(async move {
            let compressed_path = load_context.path();
            let file_name = compressed_path
                .file_name()
                .ok_or(GzAssetLoaderError::IndeterminateFilePath)?
                .to_string_lossy();
            let uncompressed_file_name = file_name
                .strip_suffix(".gz")
                .ok_or(GzAssetLoaderError::IndeterminateFilePath)?;
            let contained_path = compressed_path.join(uncompressed_file_name);

            let mut bytes_compressed = Vec::new();

            reader.read_to_end(&mut bytes_compressed).await?;

            let mut decoder = GzDecoder::new(bytes_compressed.as_slice());

            let mut bytes_uncompressed = Vec::new();

            decoder.read_to_end(&mut bytes_uncompressed)?;

            // Now that we have decompressed the asset, let's pass it back to the
            // context to continue loading

            let mut reader = VecReader::new(bytes_uncompressed);

            let uncompressed = load_context
                .load_direct_with_reader(&mut reader, contained_path)
                .await?;

            Ok(GzAsset { uncompressed })
        })
    }

    fn extensions(&self) -> &[&str] {
        &["gz"]
    }
}
```

Because this example is so prudent, I've included an
`asset_decompression` example which implements this exact behaviour:

```rust
fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .init_asset::<GzAsset>()
        .init_asset_loader::<GzAssetLoader>()
        .add_systems(Startup, setup)
        .add_systems(Update, decompress::<Image>)
        .run();
}

fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn(Camera2dBundle::default());

    commands.spawn((
        Compressed::<Image> {
            compressed: asset_server.load("data/compressed_image.png.gz"),
            ..default()
        },
        Sprite::default(),
        TransformBundle::default(),
        VisibilityBundle::default(),
    ));
}

fn decompress<A: Asset>(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut compressed_assets: ResMut<Assets<GzAsset>>,
    query: Query<(Entity, &Compressed<A>)>,
) {
    for (entity, Compressed { compressed, .. }) in query.iter() {
        let Some(GzAsset { uncompressed }) = compressed_assets.remove(compressed) else {
            continue;
        };

        let uncompressed = uncompressed.take::<A>().unwrap();

        commands
            .entity(entity)
            .remove::<Compressed<A>>()
            .insert(asset_server.add(uncompressed));
    }
}
```

A key limitation to this design is how to type the internally loaded
asset, since the example `GzAssetLoader` is unaware of the internal
asset type `A`. As such, in this example I store the contained asset as
an `ErasedLoadedAsset`, and leave it up to the consumer of the `GzAsset`
to handle typing the final result, which is the purpose of the
`decompress` system. This limitation can be worked around by providing
type information to the `GzAssetLoader`, such as `GzAssetLoader<Image,
ImageAssetLoader>`, but this would require registering the asset loader
for every possible decompression target.

Aside from this limitation, nested asset containerisation works as an
end user would expect; if the user registers a `TarAssetLoader`, and a
`GzAssetLoader`, then they can load assets with compound
containerisation, such as `images.tar.gz`.

---

## Changelog

- Added `LoadContext::load_direct_with_reader`
- Added `asset_decompression` example

## Notes

- While I believe my implementation of a Gzip asset loader is
reasonable, I haven't included it as a public feature of `bevy_asset` to
keep the scope of this PR as focussed as possible.
- I have included `flate2` as a `dev-dependency` for the example; it is
not included in the main dependency graph.
2023-11-16 17:47:31 +00:00
Stepan Koltsov
17e509748d
Some docs for IntoSystemSet (#10563)
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-16 17:44:42 +00:00
Stepan Koltsov
1c5c972e14
Document how to configure FixedUpdate (#10564)
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2023-11-16 17:41:55 +00:00
orph3usLyre
a2d90a8533
ReadAssetBytesError::Io exposes failing path (#10450)
# Objective

Addresses #[10438](https://github.com/bevyengine/bevy/issues/10438)

The objective was to include the failing path in the error for the user
to see.

## Solution

Add a `path` field to the `ReadAssetBytesError::Io` variant to expose
the failing path in the error message.

## Migration Guide
- The `ReadAssetBytesError::Io` variant now contains two named fields
instead of converting from `std::io::Error`.
    1. `path`: The requested (failing) path (`PathBuf`)
    2. `source`: The source `std::io::Error`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-16 17:41:37 +00:00
Zachary Harrold
3c689b9ca8
Update Event send methods to return EventId (#10551)
# Objective

- Fixes #10532

## Solution

I've updated the various `Event` send methods to return the sent
`EventId`(s). Since these methods previously returned nothing, and this
information is cheap to copy, there should be minimal negative
consequences to providing this additional information. In the case of
`send_batch`, an iterator is returned built from `Range` and `Map`,
which only consumes 16 bytes on the stack with no heap allocations for
all batch sizes. As such, the cost of this information is negligible.

These changes are reflected for `EventWriter` and `World`. For `World`,
the return types are optional to account for the possible lack of an
`Events` resource. Again, these methods previously returned no
information, so its inclusion should only be a benefit.

## Usage

Now when sending events, the IDs of those events is available for
immediate use:

```rust
// Example of a request-response system where the requester can track handled requests.

/// A system which can make and track requests
fn requester(
    mut requests: EventWriter<Request>,
    mut handled: EventReader<Handled>,
    mut pending: Local<HashSet<EventId<Request>>>,
) {
    // Check status of previous requests
    for Handled(id) in handled.read() {
        pending.remove(&id);
    }

    if !pending.is_empty() {
        error!("Not all my requests were handled on the previous frame!");
        pending.clear();
    }

    // Send a new request and remember its ID for later
    let request_id = requests.send(Request::MyRequest { /* ... */ });

    pending.insert(request_id);
}

/// A system which handles requests
fn responder(
    mut requests: EventReader<Request>,
    mut handled: EventWriter<Handled>,
) {
    for (request, id) in requests.read_with_id() {
        if handle(request).is_ok() {
            handled.send(Handled(id));
        }
    }
}
```

In the above example, a `requester` system can send request events, and
keep track of which ones are currently pending by `EventId`. Then, a
`responder` system can act on that event, providing the ID as a
reference that the `requester` can use. Before this PR, it was not
trivial for a system sending events to keep track of events by ID. This
is unfortunate, since for a system reading events, it is trivial to
access the ID of a event.

---

## Changelog

- Updated `Events`:
  - Added `send_batch`
  - Modified `send` to return the sent `EventId`
  - Modified `send_default` to return the sent `EventId`
- Updated `EventWriter`
  - Modified `send_batch` to return all sent `EventId`s
  - Modified `send` to return the sent `EventId`
  - Modified `send_default` to return the sent `EventId`
- Updated `World`
- Modified `send_event` to return the sent `EventId` if sent, otherwise
`None`.
- Modified `send_event_default` to return the sent `EventId` if sent,
otherwise `None`.
- Modified `send_event_batch` to return all sent `EventId`s if sent,
otherwise `None`.
- Added unit test `test_send_events_ids` to ensure returned `EventId`s
match the sent `Event`s
- Updated uses of modified methods.

## Migration Guide

### `send` / `send_default` / `send_batch`

For the following methods:

- `Events::send`
- `Events::send_default`
- `Events::send_batch`
- `EventWriter::send`
- `EventWriter::send_default`
- `EventWriter::send_batch`
- `World::send_event`
- `World::send_event_default`
- `World::send_event_batch`

Ensure calls to these methods either handle the returned value, or
suppress the result with `;`.

```rust
// Now fails to compile due to mismatched return type
fn send_my_event(mut events: EventWriter<MyEvent>) {
    events.send_default()
}

// Fix
fn send_my_event(mut events: EventWriter<MyEvent>) {
    events.send_default();
}
```

This will most likely be noticed within `match` statements:

```rust
// Before
match is_pressed {
    true => events.send(PlayerAction::Fire),
//                 ^--^ No longer returns ()
    false => {}
}

// After
match is_pressed {
    true => {
        events.send(PlayerAction::Fire);
    },
    false => {}
}
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-11-16 17:20:43 +00:00
Testare
675aac97e5
Add load_untyped to LoadContext (#10526)
# Objective

Give us the ability to load untyped assets in AssetLoaders.

## Solution

Basically just copied the code from `load`, but used
`asset_server.load_untyped` instead internally.

## Changelog

Added `load_untyped` method to `LoadContext`
2023-11-15 22:31:33 +00:00
NiseVoid
01b9ddd92c
Define a basic set of Primitives (#10466)
# Objective

- Implement a subset of
https://github.com/bevyengine/rfcs/blob/main/rfcs/12-primitive-shapes.md#feature-name-primitive-shapes

## Solution

- Define a very basic set of primitives in bevy_math
- Assume a 0,0,0 origin for most shapes
- Use radius and half extents to avoid unnecessary computational
overhead wherever they get used
- Provide both Boxed and const generics variants for shapes with
variable sizes
- Boxed is useful if a 3rd party crate wants to use something like
enum-dispatch for all supported primitives
- Const generics is useful when just working on a single primitive, as
it causes no allocs

#### Some discrepancies from the RFC:

- Box was changed to Cuboid, because Box is already used for an alloc
type
- Skipped Cone because it's unclear where the origin should be for
different uses
- Skipped Wedge because it's too niche for an initial PR (we also don't
implement Torus, Pyramid or a Death Star (there's an SDF for that!))
- Skipped Frustum because while it would be a useful math type, it's not
really a common primitive
- Skipped Triangle3d and Quad3d because those are just rotated 2D shapes

## Future steps

- Add more primitives
- Add helper methods to make primitives easier to construct (especially
when half extents are involved)
- Add methods to calculate AABBs for primitives (useful for physics, BVH
construction, for the mesh AABBs, etc)
- Add wrappers for common and cheap operations, like extruding 2D shapes
and translating them
- Use the primitives to generate meshes
- Provide signed distance functions and gradients for primitives (maybe)

---

## Changelog

- Added a collection of primitives to the bevy_math crate

---------

Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2023-11-15 16:51:03 +00:00
st0rmbtw
cbcd826612
Explicit color conversion methods (#10321)
# Objective

Closes #10319 

## Changelog
* Added a new `Color::rgba_from_array([f32; 4]) -> Color` method.
* Added a new `Color::rgb_from_array([f32; 3]) -> Color` method.
* Added a new `Color::rgba_linear_from_array([f32; 4]) -> Color` method.
* Added a new `Color::rgb_linear_from_array([f32; 3]) -> Color` method.
* Added a new `Color::hsla_from_array([f32; 4]) -> Color` method.
* Added a new `Color::hsl_from_array([f32; 3]) -> Color` method.
* Added a new `Color::lcha_from_array([f32; 4]) -> Color` method.
* Added a new `Color::lch_from_array([f32; 3]) -> Color` method.
* Added a new `Color::rgba_to_vec4(&self) -> Vec4` method.
* Added a new `Color::rgba_to_array(&self) -> [f32; 4]` method.
* Added a new `Color::rgb_to_vec3(&self) -> Vec3` method.
* Added a new `Color::rgb_to_array(&self) -> [f32; 3]` method.
* Added a new `Color::rgba_linear_to_vec4(&self) -> Vec4` method.
* Added a new `Color::rgba_linear_to_array(&self) -> [f32; 4]` method.
* Added a new `Color::rgb_linear_to_vec3(&self) -> Vec3` method.
* Added a new `Color::rgb_linear_to_array(&self) -> [f32; 3]` method.
* Added a new `Color::hsla_to_vec4(&self) -> Vec4` method.
* Added a new `Color::hsla_to_array(&self) -> [f32; 4]` method.
* Added a new `Color::hsl_to_vec3(&self) -> Vec3` method.
* Added a new `Color::hsl_to_array(&self) -> [f32; 3]` method.
* Added a new `Color::lcha_to_vec4(&self) -> Vec4` method.
* Added a new `Color::lcha_to_array(&self) -> [f32; 4]` method.
* Added a new `Color::lch_to_vec3(&self) -> Vec3` method.
* Added a new `Color::lch_to_array(&self) -> [f32; 3]` method.

## Migration Guide
`Color::from(Vec4)` is now `Color::rgba_from_array(impl Into<[f32; 4]>)`
`Vec4::from(Color)` is now `Color::rgba_to_vec4(&self)`

Before:
```rust
let color_vec4 = Vec4::new(0.5, 0.5, 0.5);
let color_from_vec4 = Color::from(color_vec4);

let color_array = [0.5, 0.5, 0.5];
let color_from_array = Color::from(color_array);
```
After:
```rust
let color_vec4 = Vec4::new(0.5, 0.5, 0.5);
let color_from_vec4 = Color::rgba_from_array(color_vec4);

let color_array = [0.5, 0.5, 0.5];
let color_from_array = Color::rgba_from_array(color_array);
```
2023-11-15 16:47:32 +00:00
Joseph
dcfae72386
Re-export ron in bevy_scene (#10529)
# Objective

Close #10504. Improve the development experience for working with scenes
by not requiring the user to specify a matching version of `ron` in
their `Cargo.toml`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-15 14:45:54 +00:00
Noah
d0c9e2197a
Make FakeTask public on singlethreaded context (#10517)
# Objective

- When compiling bevy for both singlethreaded and multithreaded contexts
and using `Task` directly, you can run into errors where you expect a
`Task` to be returned but `FakeTask` is instead. Due to `FakeTask` being
private the only solution is to ignore the return at all however because
it *is* returned that isn't totally clear. The error is confusing and
doesn't provide a solution or help figuring it out.


## Solution

- Made `FakeTask` public and added brief documentation providing a use
(none) that helps guide usage (no usage) of FakeTask.
2023-11-15 14:29:43 +00:00
Dustin Brown
60bbfd78ac
Make ButtonSettings.is_pressed/released public (#10534)
In gamepad.rs, `ButtonSettings` `is_pressed` and `is_released` are both
private, but their implementations use publicly available values.
Keeping them private forces consumers to unnecessarily re-implement this
logic, so just make them public.
2023-11-15 14:29:33 +00:00
Connor King
ab300d0ed9
Gizmo Arrows (#10550)
## Objective

- Add an arrow gizmo as suggested by #9400 

## Solution

(excuse my Protomen music)


https://github.com/bevyengine/bevy/assets/14184826/192adf24-079f-4a4b-a17b-091e892974ec

Wasn't horribly hard when i remembered i can change coordinate systems
whenever I want. Gave them four tips (as suggested by @alice-i-cecile in
discord) instead of trying to decide what direction the tips should
point.

Made the tip length default to 1/10 of the arrow's length, which looked
good enough to me. Hard-coded the angle from the body to the tips to 45
degrees.

## Still TODO

- [x] actual doc comments
- [x] doctests
- [x] `ArrowBuilder.with_tip_length()`

---

## Changelog

- Added `gizmos.arrow()` and `gizmos.arrow_2d()`
- Added arrows to `2d_gizmos` and `3d_gizmos` examples

## Migration Guide

N/A

---------

Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-11-15 14:19:15 +00:00
AxiomaticSemantics
8c15713b9a
Add Debug, PartialEq and Eq derives to bevy_animation. (#10562)
# Objective

- Add `Debug` `PartialEq` and `Eq` impl's to `RepeatAnimation`

## Solution

- Add the wanted derives.

Co-authored-by: ebola <dev@axiomatic>
2023-11-15 14:05:04 +00:00
Nathan Fenner
1f05e1e2ab
Add 'World::run_system_with_input' function + allow World::run_system to get system output (#10380)
# Objective

Allows chained systems taking an `In<_>` input parameter to be run as
one-shot systems. This API was mentioned in #8963.

In addition, `run_system(_with_input)` returns the system output, for
any `'static` output type.

## Solution

A new function, `World::run_system_with_input` allows a `SystemId<I, O>`
to be run by providing an `I` value as input and producing `O` as an
output.

`SystemId<I, O>` is now generic over the input type `I` and output type
`O`, along with the related functions and types `RegisteredSystem`,
`RemovedSystem`, `register_system`, `remove_system`, and
`RegisteredSystemError`. These default to `()`, preserving the existing
API, for all of the public types.

---

## Changelog

- Added `World::run_system_with_input` function to allow one-shot
systems that take `In<_>` input parameters
- Changed `World::run_system` and `World::register_system` to support
systems with return types beyond `()`
- Added `Commands::run_system_with_input` command that schedules a
one-shot system with an `In<_>` input parameter
2023-11-15 13:44:44 +00:00
BrayMatter
bad55c1ad8
Ensure ExtendedMaterial works with reflection (to enable bevy_egui_inspector integration) (#10548)
# Objective

- Ensure ExtendedMaterial can be referenced in bevy_egui_inspector
correctly

## Solution

Add a more manual `TypePath` implementation to work around bugs in the
derive macro.
2023-11-15 12:48:36 +00:00
Torstein Grindvik
782f1863b9
Make sure added image assets are checked in camera_system (#10556)
# Objective

Make sure a camera which has had its render target changed recomputes
its info.

On main, the following is possible:

- System A has an inactive camera with render target set to the default
`Image` (i.e. white 1x1 rgba texture)

Later:

- System B sets the same camera active and sets the `camera.target` to a
newly created `Image`

**Bug**: Since `camera_system` only checks `Modified` and not `Added`
events, the size of the render target is not recomputed, which means the
camera will render with 1x1 size even though the new target is an
entirely different size.

## Solution

- Ensure `camera_system` checks `Added` image assets events

## Changelog

### Fixed

- Cameras which have their render targets changed to a newly created
target with a different size than the previous target will now render
properly

---------

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
2023-11-15 12:44:21 +00:00
irate
7b2213a5f3
Fix float precision issue in the gizmo shader (#10408)
Fix a precision issue with in the manual near-clipping function.
This only affected lines that span large distances (starting at 100_000~
units) in my testing.

Fixes #10403
2023-11-14 22:36:02 +00:00
Torstein Grindvik
719b30a719
More inactive camera checks (#10555)
# Objective

- Reduce work from inactive cameras

Tracing was done on the `3d_shapes` example on PR
https://github.com/bevyengine/bevy/pull/10543 .
Doing tracing on a "real" application showed more instances of
unnecessary work.

## Solution

- Skip work on inactive cameras

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2023-11-14 13:44:42 +00:00
ickshonpe
0b0ef583b6
Improved Text Rendering (#10537)
# Objective

The quality of Bevy's text rendering can vary wildly depending on the
font, font size, pixel alignment and scale factor.

But this situation can be improved dramatically with some small
adjustments.

## Solution

* Text node positions are rounded to the nearest physical pixel before
rendering.
* Each glyph texture has a 1-pixel wide transparent border added along
its edges.

This means font atlases will use more memory because of the extra pixel
of padding for each glyph but it's more than worth it I think (although
glyph size is increased by 2 pixels on both axes, the net increase is 1
pixel as the font texture atlas's padding has been removed).

## Results

Screenshots are from the 'ui' example with a scale factor of 1.5. 

Things can get much uglier with the right font and worst scale
factor<sup>tm</sup>.

### before 
<img width="300" alt="list-bad-text"
src="https://github.com/bevyengine/bevy/assets/27962798/482b384d-8743-4bae-9a65-468ff1b4c301">

### after
<img width="300" alt="good_list_text"
src="https://github.com/bevyengine/bevy/assets/27962798/34323b0a-f714-47ba-9728-a59804987bc8">
 
---

## Changelog
* Font texture atlases are no longer padded.
* Each glyph texture has a 1-pixel wide padding added along its edges.
* Text node positions are rounded to the nearest physical pixel before
rendering.
2023-11-14 13:44:25 +00:00
Carter Anderson
749f3d7430
Fix untyped labeled asset loading (#10514)
# Objective

Fixes #10436
Alternative to #10465 

## Solution

`load_untyped_async` / `load_internal` currently has a bug. In
`load_untyped_async`, we pass None into `load_internal` for the
`UntypedHandle` of the labeled asset path. This results in a call to
`get_or_create_path_handle_untyped` with `loader.asset_type_id()`
This is a new code path that wasn't hit prior to the newly added
`load_untyped` because `load_untyped_async` was a private method only
used in the context of the `load_folder` impl (which doesn't have
labels)

The fix required some refactoring to catch that case and defer handle
retrieval. I have also made `load_untyped_async` public as it is now
"ready for public use" and unlocks new scenarios.
2023-11-14 02:41:10 +00:00
Torstein Grindvik
74c97332a6
Ignore inactive cameras (#10543)
# Objective

Currently, if a large amount of inactive cameras are spawned, they will
immensely slow down performance.

This can be reproduced by adding

```rust
    let default_image = images.add(default());
    for _ in 0..10000 {
        commands.spawn(Camera3dBundle {
            camera: Camera {
                is_active: false,
                target: RenderTarget::Image(default_image.clone()),
                ..default()
            },
            ..default()
        });
    }
```

to for example `3d_shapes`.

Using `tracy`, it's clear that preparing view bind groups for all
cameras is still happening.
Also, visibility checks on the extracted views from inactive cameras
also take place.

## Performance gains

The following `tracy` comparisons show the effect of skipping this
unneeded work.
Yellow is Bevy main, red is with the fix.

### Visibility checks


![bevy-visibility-check-savings](https://github.com/bevyengine/bevy/assets/52322338/154a20ce-bd70-487e-a85c-8b993950ea2b)

### Bind group preparation


![bevy-mesh2d-savings](https://github.com/bevyengine/bevy/assets/52322338/a48d8d9a-8c37-4c34-9698-b1b1bf01f070)


## Solution

- Check if the cameras are inactive in the appropriate places, and if so
skip them

## Changelog

### Changed

- Do not extract views from inactive cameras or check visiblity from
their extracted views

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2023-11-14 02:13:21 +00:00
scottmcm
713b1d8fa4
Optimize Entity::eq (#10519)
(This is my first PR here, so I've probably missed some things. Please
let me know what else I should do to help you as a reviewer!)

# Objective

Due to https://github.com/rust-lang/rust/issues/117800, the `derive`'d
`PartialEq::eq` on `Entity` isn't as good as it could be. Since that's
used in hashtable lookup, let's improve it.

## Solution

The derived `PartialEq::eq` short-circuits if the generation doesn't
match. However, having a branch there is sub-optimal, especially on
64-bit systems like x64 that could just load the whole `Entity` in one
load anyway.

Due to complications around `poison` in LLVM and the exact details of
what unsafe code is allowed to do with reference in Rust
(https://github.com/rust-lang/unsafe-code-guidelines/issues/346), LLVM
isn't allowed to completely remove the short-circuiting. `&Entity` is
marked `dereferencable(8)` so LLVM knows it's allowed to *load* all 8
bytes -- and does so -- but it has to assume that the `index` might be
undef/poison if the `generation` doesn't match, and thus while it finds
a way to do it without needing a branch, it has to do something slightly
more complicated than optimal to combine the results. (LLVM is allowed
to change non-short-circuiting code to use branches, but not the other
way around.)

Here's a link showing the codegen today:
<https://rust.godbolt.org/z/9WzjxrY7c>
```rust
#[no_mangle]
pub fn demo_eq_ref(a: &Entity, b: &Entity) -> bool {
    a == b
}
```
ends up generating the following assembly:
```asm
demo_eq_ref:
        movq    xmm0, qword ptr [rdi]
        movq    xmm1, qword ptr [rsi]
        pcmpeqd xmm1, xmm0
        pshufd  xmm0, xmm1, 80
        movmskpd        eax, xmm0
        cmp     eax, 3
        sete    al
        ret
```
(It's usually not this bad in real uses after inlining and LTO, but it
makes a strong demo.)

This PR manually implements `PartialEq::eq` *without* short-circuiting,
and because that tells LLVM that neither the generations nor the index
can be poison, it doesn't need to be so careful and can generate the
"just compare the two 64-bit values" code you'd have probably already
expected:
```asm
demo_eq_ref:
        mov     rax, qword ptr [rsi]
        cmp     qword ptr [rdi], rax
        sete    al
        ret
```

Since this doesn't change the representation of `Entity`, if it's
instead passed by *value*, then each `Entity` is two `u32` registers,
and the old and the new code do exactly the same thing. (Other
approaches, like changing `Entity` to be `[u32; 2]` or `u64`, affect
this case.)

This should hopefully merge easily with changes like
https://github.com/bevyengine/bevy/pull/9907 that also want to change
`Entity`.

## Benchmarks

I'm not super-confident that I got my machine fully consistent for
benchmarking, but whether I run the old or the new one first I get
reasonably consistent results.

Here's a fairly typical example of the benchmarks I added in this PR:

![image](https://github.com/bevyengine/bevy/assets/18526288/24226308-4616-4082-b0ff-88fc06285ef1)

Building the sets seems to be basically the same. It's usually reported
as noise, but sometimes I see a few percent slower or faster.

But lookup hits in particular -- since a hit checks that the key is
equal -- consistently shows around 10% improvement.

`cargo run --example many_cubes --features bevy/trace_tracy --release --
--benchmark` showed as slightly faster with this change, though if I had
to bet I'd probably say it's more noise than meaningful (but at least
it's not worse either):

![image](https://github.com/bevyengine/bevy/assets/18526288/58bb8c96-9c45-487f-a5ab-544bbfe9fba0)

This is my first PR here -- and my first time running Tracy -- so please
let me know what else I should run, or run things on your own more
reliable machines to double-check.

---

## Changelog

(probably not worth including)

Changed: micro-optimized `Entity::eq` to help LLVM slightly.

## Migration Guide

(I really hope nobody was using this on uninitialized entities where
sufficiently tortured `unsafe` could could technically notice that this
has changed.)
2023-11-14 02:06:21 +00:00
Nicola Papale
c730d8c4cc
Fix animations resetting after repeat count (#10540)
# Objective

After #9002, it seems that "single shot" animations were broken. When
completing, they would reset to their initial value. Which is generally
not what you want.

- Fixes #10480

## Solution

Avoid `%`-ing the animation after the number of completions exceeds the
specified one. Instead, we early-return. This is also true when the
player is playing in reverse.

---

## Changelog

- Avoid resetting animations after `Repeat::Never` animation completion.
2023-11-14 01:59:36 +00:00
Waridley
9f4c3e943a
Prepend root_path to meta path in HttpWasmAssetReader (#10527)
# Objective

Fixes an issue where Bevy will look for `.meta` files in the root of the
server instead of `imported_assets/Default` on the web.

## Solution

`self.root_path.join` was seemingly forgotten in the `read_meta`
function on `HttpWasmAssetReader`, though it was included in the `read`
function. This PR simply adds the missing function call.
2023-11-14 01:29:22 +00:00
Rafał Harabień
e3a59c480d
Make AssetLoader/Saver Error type bounds compatible with anyhow::Error (#10493)
# Objective

* In Bevy 0.11 asset loaders used `anyhow::Error` for returning errors.
In Bevy 0.12 `AssetLoader` (and `AssetSaver`) have associated `Error`
type. Unfortunately it's type bounds does not allow `anyhow::Error` to
be used despite migration guide claiming otherwise. This makes migration
to 0.12 more challenging. Solve this by changing type bounds for
associated `Error` type.
* Fix #10350

## Solution

Change associated `Error` type bounds to require `Into<Box<dyn
std::error::Error + Send + Sync + 'static>>` to be implemented instead
of `std::error::Error + Send + Sync + 'static`. Both `anyhow::Error` and
errors generated by `thiserror` seems to be fine with such type bound.

---

## Changelog

### Fixed
* Fixed compatibility with `anyhow::Error` in `AssetLoader` and
`AssetSaver` associated `Error` type
2023-11-14 01:25:06 +00:00
mamekoro
18d001d27c
Rename Timer::{percent,percent_left} to Timer::{fraction,fraction_remaining} (#10442)
# Objective
Fixes #10439

`Timer::percent()` and `Timer::percent_left()` return values in the
range of 0.0 to 1.0, even though their names contain "percent".

These functions should be renamed for clarity.

## Solution
- Rename `Timer::percent()` to `Timer::fraction()`
- Rename `Timer::percent_left()` to `Timer::fraction_remaining()`

---

## Changelog

### Changed
- Renamed `Timer::percent()` to `Timer::fraction()`
- Renamed `Timer::percent_left()` to `Timer::fraction_remaining()`

## Migration Guide
- `Timer::percent()` has been renamed to `Timer::fraction()`
- `Timer::percent_left()` has been renamed to
`Timer::fraction_remaining()`
2023-11-13 14:59:42 +00:00
mamekoro
54b7cabc7b
Rename Time::<Fixed>::overstep_percentage() and Time::<Fixed>::overstep_percentage_f64() (#10448)
# Objective
This is similar to #10439.

`Time::<Fixed>::overstep_percentage()` and
`Time::<Fixed>::overstep_percentage_f64()` returns values from 0.0 to
1.0, but their names use the word "percentage". These function names
make it easy to misunderstand that they return values from 0.0 to 100.0.

To avoid confusion, these functions should be renamed to
"`overstep_fraction(_f64)`".

## Solution
Rename them.

---

## Changelog

### Changed
- Renamed `Time::<Fixed>::overstep_percentage()` to
`Time::<Fixed>::overstep_fraction()`
- Renamed `Time::<Fixed>::overstep_percentage_f64()` to
`Time::<Fixed>::overstep_fraction_f64()`

## Migration Guide
- `Time::<Fixed>::overstep_percentage()` has been renamed to
`Time::<Fixed>::overstep_fraction()`
- `Time::<Fixed>::overstep_percentage_f64()` has been renamed to
`Time::<Fixed>::overstep_fraction_f64()`
2023-11-13 14:36:46 +00:00
Connor King
bf4f4e42da
use tree syntax to explain bevy_rock file structure (#10523)
# Objective

The current way it's written is just kinda hard to read

![image](https://github.com/bevyengine/bevy/assets/14184826/3102f50a-9220-4f86-99e0-41ea23822ea7)


## Solution

the box-drawing characters stolen from `tree`

![image](https://github.com/bevyengine/bevy/assets/14184826/e66c027b-ed69-469d-a0ee-1d73e2c7be18)

---

would've added this to my previous PR but i woke up this morning and it
was merged
2023-11-12 17:11:26 +00:00
Sludge
39c8998257
Register WireframeColor (#10486)
This makes it usable via reflection by adding its data to the
`TypeRegistry`.
2023-11-12 17:07:15 +00:00
Connor King
51180f81a2
Remove rogue : from embedded_asset! docs (#10516)
# Objective

- Fix a random typo I noticed in the docs of `embedded_asset`

## Solution

- fixed the typo
2023-11-12 14:51:35 +00:00
Carter Anderson
0eeb8f95fb
Fix shader import hot reloading on windows (#10502)
# Objective

Hot reloading shader imports on windows is currently broken due to
inconsistent `/` and `\` usage ('/` is used in the user facing APIs and
`\` is produced by notify-rs (and likely other OS apis).

Fixes #10500

## Solution

Standardize import paths when loading a `Shader`. The correct long term
fix is to standardize AssetPath on `/`-only, but this is the right scope
of fix for a patch release.

---------

Co-authored-by: François <mockersf@gmail.com>
2023-11-11 23:01:08 +00:00
Sludge
c505610358
#[derive(Reflect)] on GizmoConfig (#10483) 2023-11-11 21:26:41 +00:00
Spencer C. Imbleau
2a036b658f
feat: Debug implemented for AssetMode (#10494)
# Objective

- Implements Debug for AssetMode

Closes #10473

Co-authored-by: Sebastian Hamel <sebastian@jhamel.com>
2023-11-10 21:38:46 +00:00
Giacomo Stevanato
e75c2f8b16
Remove a ptr-to-int cast in CommandQueue::apply (#10475)
# Objective

- `CommandQueue::apply` calculates the address of the end of the
internal buffer as a `usize` rather than as a pointer, requiring two
casts of `cursor` to `usize`. Casting pointers to integers is generally
discouraged and may also prevent optimizations. It's also unnecessary
here.

## Solution

- Calculate the end address as a pointer rather than a `usize`.

Small note:

A trivial translation of the old code to use pointers would have
computed `end_addr` as `cursor.add(self.bytes.len())`, which is not
wrong but is an additional `unsafe` operation that also needs to be
properly documented and proven correct. However this operation is
already implemented in the form of the safe `as_mut_ptr_range`, so I
just used that.
2023-11-09 19:32:33 +00:00
Sludge
13d46a528a
Don't .unwrap() in AssetPath::try_parse (#10452)
# Objective

- The docs on `AssetPath::try_parse` say that it will return an error
when the string is malformed, but it actually just `.unwrap()`s the
result.

## Solution

- Use `?` instead of unwrapping the result.
2023-11-09 18:07:48 +00:00
Sludge
f91f69e88f
Reexport wgpu::Maintain (#10461)
# Objective

Calling `RenderDevice::poll` requires an instance of `wgpu::Maintain`,
but the type was not reexported by bevy. Working around it requires
adding a dependency on `wgpu`, since bevy does not reexport the `wgpu`
crate as a whole anywhere.

## Solution

Reexport `wgpu::Maintain` in `render_resource`, where the other wgpu
types are reexported.
2023-11-09 02:10:22 +00:00
Lixou
003765a878
Remove unnecessary if statement in scheduler (#10446)
# Objective

There is an if statement checking if a node is present in a graph
moments after it explicitly being added.
Unless the edge function has super weird side effects and the tests
don't pass, this is unnecessary.

## Solution

Removed it
2023-11-09 00:57:22 +00:00
Aevyrie
0cc11791b9
Allow registering boxed systems (#10378)
# Objective

- Allow registration of one-shot systems when those systems have already
been `Box`ed.
- Needed for `bevy_eventlisteners` which allows adding event listeners
with callbacks in normal systems. The current one shot system
implementation requires systems be registered from an exclusive system,
and that those systems be passed in as types that implement
`IntoSystem`. However, the eventlistener callback crate allows users to
define their callbacks in normal systems, by boxing the system and
deferring initialization to an exclusive system.

## Solution

- Separate the registration of the system from the boxing of the system.
This is non-breaking, and adds a new method.

---

## Changelog

- Added `World::register_boxed_system` to allow registration of
already-boxed one shot systems.
2023-11-08 14:54:32 +00:00
Doonv
4852fc7578
Implement Clone for VisibilityBundle and SpatialBundle (#10394)
# Objective

Had an issue where I had `VisibilityBundle` inside a bundle that
implements `Clone`, but since `VisibilityBundle` doesn't implement
`Clone` that wasn't possible. This PR fixes that.

## Solution

Implement `Clone` for `VisibilityBundle` by deriving it. And also
`SpatialBundle` too because why not.

---

## Changelog

- Added implementation for `Clone` on `VisibilityBundle` and
`SpatialBundle`.
2023-11-07 21:25:00 +00:00
kayh
c98481aa56
Fix bevy_pbr shader function name (#10423)
# Objective

Fix a shader error that happens when using pbr morph targets.

## Solution

Fix the function name in the `prepass.wgsl` shader, which is incorrectly
prefixed with `morph::` (added in
61bad4eb57 (diff-97e4500f0a36bc6206d7b1490c8dd1a69459ee39dc6822eb9b2f7b160865f49fR42)).

This section of the shader is only enabled when using morph targets, so
it seems like there are no tests / examples using it?
2023-11-07 20:04:25 +00:00
François
72a6106f2e
UI Materials: ignore entities with a BackgroundColor component (#10434)
# Objective

- Entities with both a `BackgroundColor` and a
`Handle<CustomUiMaterial>` are extracted by both pipelines and results
in entities being overwritten in the render world
- Fixes #10431 

## Solution

- Ignore entities with `BackgroundColor` when extracting ui material
entities, and document that limit
2023-11-07 20:04:10 +00:00
François
aaef5577cd
UI Material: each material should have its own buffer (#10422)
# Objective

- When having several UI Material, nodes are not correctly placed

## Solution

- have a buffer per material
2023-11-07 09:51:40 +00:00
Mincong Lu
49cff08560
Add PartialEq to Anchor (#10424)
Add PartialEq to Anchor.

# Objective

Make Anchor work with bevy_egui's ComboBox.

## Solution

Make Anchor PartialEq.
2023-11-07 08:36:10 +00:00
BD103
04ceb46fe0
Use EntityHashMap for EntityMapper (#10415)
# Objective

- There is a specialized hasher for entities:
[`EntityHashMap`](https://docs.rs/bevy/latest/bevy/utils/type.EntityHashMap.html)
- [`EntityMapper`] currently uses a normal `HashMap<Entity, Entity>`
- Fixes #10391

## Solution

- Replace the normal `HashMap` with the more performant `EntityHashMap`

## Questions

- This does change public API. Should a system be implemented to help
migrate code?
  - Perhaps an `impl From<HashMap<K, V, S>> for EntityHashMap<K, V>`
- I updated to docs for each function that I changed, but I may have
missed something

---

## Changelog

- Changed `EntityMapper` to use `EntityHashMap` instead of normal
`HashMap`

## Migration Guide

If you are using the following types, update their listed methods to use
the new `EntityHashMap`. `EntityHashMap` has the same methods as the
normal `HashMap`, so you just need to replace the name.

### `EntityMapper`

- `get_map`
- `get_mut_map`
- `new`
- `world_scope`

### `ReflectMapEntities`

- `map_all_entities`
- `map_entities`
- `write_to_world`

### `InstanceInfo`

- `entity_map`
  - This is a property, not a method.

---

This is my first time contributing in a while, and I'm not familiar with
the usage of `EntityMapper`. I changed the type definition and fixed all
errors, but there may have been things I've missed. Please keep an eye
out for me!
2023-11-07 08:23:04 +00:00
François
6ce33d0267
ui material: fix right border width (#10421)
# Objective

- When writing a custom UI material, the right border doesn't have the
correct value

## Solution

- Fix the calculation
2023-11-07 01:54:34 +00:00
Jesus Bracho
32a5c7db35
docs: use read instead of deprecated iter (#10376)
https://docs.rs/bevy/latest/bevy/ecs/event/struct.EventReader.html#method.iter

# Objective

- Remove doc example using deprecated `EventReader.iter` method

## Solution

- Update docs to use `read` instead of `iter`
2023-11-05 02:03:42 +00:00
github-actions[bot]
bf30a25efc
Release 0.12 (#10362)
Preparing next release
This PR has been auto-generated

---------

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
2023-11-04 17:24:23 +00:00
robtfm
cd594221cf
gate depth reads on !WEBGL2 (#10365)
# Objective

fix #10364 

## Solution

gate depth prepass reads in pbr_transmission.wgsl by `#ifndef WEBGL2`
2023-11-04 02:02:49 +00:00
IceSentry
64faadb932
Fix gizmo crash when prepass enabled (#10360)
# Objective

- Fix gizmo crash when prepass enabled

## Solution

- Add the prepass to the view key

Fixes: https://github.com/bevyengine/bevy/issues/10347
2023-11-03 23:38:50 +00:00
François
49bc6cfd62
support file operations in single threaded context (#10312)
# Objective

- Fixes #10209 
- Assets should work in single threaded

## Solution

- In single threaded mode, don't use `async_fs` but fallback on
`std::fs` with a thin layer to mimic the async API
- file `file_asset.rs` is the async imps from `mod.rs`
- file `sync_file_asset.rs` is the same with `async_fs` APIs replaced by
`std::fs`
- which module is used depends on the `multi-threaded` feature

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-11-03 23:00:34 +00:00
Markus Ort
fd232ad360
Add UI Materials (#9506)
# Objective

- Add Ui Materials so that UI can render more complex and animated
widgets.
- Fixes #5607 

## Solution
- Create a UiMaterial trait for specifying a Shader Asset and Bind Group
Layout/Data.
- Create a pipeline for rendering these Materials inside the Ui
layout/tree.
- Create a MaterialNodeBundle for simple spawning.

## Changelog

- Created a `UiMaterial` trait for specifying a Shader asset and Bind
Group.
- Created a `UiMaterialPipeline` for rendering said Materials.
- Added Example [`ui_material`
](https://github.com/MarkusTheOrt/bevy/blob/ui_material/examples/ui/ui_material.rs)
for example usage.
- Created
[`UiVertexOutput`](https://github.com/MarkusTheOrt/bevy/blob/ui_material/crates/bevy_ui/src/render/ui_vertex_output.wgsl)
export as VertexData for shaders.
- Created
[`material_ui`](https://github.com/MarkusTheOrt/bevy/blob/ui_material/crates/bevy_ui/src/render/ui_material.wgsl)
shader as default for both Vertex and Fragment shaders.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-11-03 22:33:01 +00:00
Doonv
6a7b21592f
Fix typo in window.rs (#10358)
# Objective

Fixes a small typo in `bevy_window/src/window.rs`

## Solution

Change `Should be used instead 'scale_factor' when set.` to `Should be
used instead of 'scale_factor' when set.`
2023-11-03 22:04:39 +00:00
François
a1681f43d9
Allow AccessKit to react to WindowEvents before they reach the engine (#10356)
# Objective

- Adopt #10239 to get it in time for the release
- Fix accessibility on macOS and linux

## Solution

- call `on_event` from AcccessKit adapter on winit events

---------

Co-authored-by: Nolan Darilek <nolan@thewordnerd.info>
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-03 21:37:25 +00:00
papow65
708569c91e
Corrected incorrect doc comment on read_asset_bytes (#10352)
Fixes #10302 

## Solution

- Removed the incorrect comment.
2023-11-03 21:01:05 +00:00
Aevyrie
1918608b02
Update default ClearColor to better match Bevy's branding (#10339)
# Objective

- Changes the default clear color to match the code block color on
Bevy's website.

## Solution

- Changed the clear color, updated text in examples to ensure adequate
contrast. Inconsistent usage of white text color set to use the default
color instead, which is already white.
- Additionally, updated the `3d_scene` example to make it look a bit
better, and use bevy's branding colors.


![image](https://github.com/bevyengine/bevy/assets/2632925/540a22c0-826c-4c33-89aa-34905e3e313a)
2023-11-03 12:57:38 +00:00
Sélène Amanita
c376954b87
Make DirectionalLight Cascades computation generic over CameraProjection (#9226)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/9077 (see this issue for
motivations)

## Solution

Implement 1 and 2 of the "How to fix it" section of
https://github.com/bevyengine/bevy/issues/9077

`update_directional_light_cascades` is split into
`clear_directional_light_cascades` and a generic
`build_directional_light_cascades`, to clear once and potentially insert
many times.

---

## Changelog

`DirectionalLight`'s computation is now generic over `CameraProjection`
and can work with custom camera projections.

## Migration Guide

If you have a component `MyCustomProjection` that implements
`CameraProjection`:
- You need to implement a new required associated method,
`get_frustum_corners`, returning an array of the corners of a subset of
the frustum with given `z_near` and `z_far`, in local camera space.
- You can now add the
`build_directional_light_cascades::<MyCustomProjection>` system in
`SimulationLightSystems::UpdateDirectionalLightCascades` after
`clear_directional_light_cascades` for your projection to work with
directional lights.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-11-03 06:07:59 +00:00
Carter Anderson
3ec52c2bdb
Increase default normal bias to avoid common artifacts (#10346)
# Objective

Bevy's default bias values for directional and spot lights currently
cause significant artifacts. We should fix that so shadows look good by
default!

This is a less controversial/invasive alternative to #10188, which might
enable us to keep the default bias value low, but also has its own sets
of concerns and caveats that make it a risky choice for Bevy 0.12.

## Solution

Bump the default normal bias from `0.6` to `1.8`. There is precedent for
values in this general area as Godot has a default normal bias of `2.0`.

### Before


![image](https://github.com/superdump/bevy/assets/2694663/a5828011-33fc-4427-90ed-f093d7389053)

### After


![image](https://github.com/bevyengine/bevy/assets/2694663/0f2b16b0-c116-41ab-9886-1ace9e00efd6)

## Migration Guide

The default `shadow_normal_bias` value for `DirectionalLight` and
`SpotLight` has changed to accommodate artifacts introduced with the new
shadow PCF changes. It is unlikely (especially given the new PCF shadow
behaviors with these values), but you might need to manually tweak this
value if your scene requires a lower bias and it relied on the previous
default value.
2023-11-03 05:44:57 +00:00
ickshonpe
d70b4a3170
UI batching Fix (#9610)
# Objective

Reimplement #8793 on top of the recent rendering changes.

## Solution

The batch creation logic is quite convoluted, but I tested it on enough
examples to convince myself that it works.

The initial value of `batch_image_handle` is changed from
`HandleId::Id(Uuid::nil(), u64::MAX)` to `DEFAULT_IMAGE_HANDLE.id()`,
which allowed me to make the if-block simpler I think.

The default image from `DEFAULT_IMAGE_HANDLE` is always inserted into
`UiImageBindGroups` even if it's not used. I tried to add a check so
that it would be only inserted when there is only one batch using the
default image but this crashed.

---

## Changelog
`prepare_uinodes`
* Changed the initial value of `batch_image_handle` to
`DEFAULT_IMAGE_HANDLE.id()`.
* The default image is added to the UI image bind groups before
assembling the batches.
* A new `UiBatch` isn't created when the next `ExtractedUiNode`s image
is set to `DEFAULT_IMAGE_HANDLE` (unless it is the first item in the UI
phase items list).
2023-11-03 01:14:43 +00:00
robtfm
5cc3352f5b
allow DeferredPrepass to work without other prepass markers (#10223)
# Objective

fix crash / misbehaviour when `DeferredPrepass` is used without
`DepthPrepass`.

- Deferred lighting requires the depth prepass texture to be present, so
that the depth texture is available for binding. without it the deferred
lighting pass will use 0 for depth of all meshes.
- When `DeferredPrepass` is used without other prepass markers, and with
any materials that use `OpaqueRenderMode::Forward`, those entities will
try to queue to the `Opaque3dPrepass` render phase, which doesn't exist,
causing a crash.

## Solution

- check if the prepass phases exist before queueing
- generate prepass textures if `Opaque3dDeferred` is present
- add a note to the DeferredPrepass marker to note that DepthPrepass is
also required by the default deferred lighting pass
- also changed some `With<T>.is_some()`s to `Has<T>`s
2023-11-03 01:09:14 +00:00
Christopher Biscardi
74b5073f75
Make VERTEX_COLORS usable in prepass shader, if available (#10341)
# Objective

I was working with forward rendering prepass fragment shaders and ran
into an issue of not being able to access vertex colors in the prepass.
I was able to access vertex colors in regular fragment shaders as well
as in deferred shaders.

## Solution

It seems like this `if` was nested unintentionally as moving it outside
of the `deferred` block works.

---

## Changelog

Enable vertex colors in forward rendering prepass fragment shaders
2023-11-03 00:54:13 +00:00
Rob Parrett
09c2090c15
Combine visibility queries in check_visibility_system (#10196)
# Objective

Alternative to #7310

## Solution

Implemented the suggestion from
https://github.com/bevyengine/bevy/pull/7310#discussion_r1083356655

I am guessing that these were originally split as an optimization, but I
am not sure since I believe the original author of the code is the one
speculating about combining them up there.

## Benchmarks

I ran three benchmarks to compare main, this PR, and the approach from
#7310
([updated](https://github.com/rparrett/bevy/commits/rebased-parallel-check-visibility)
to the same commit on main).

This seems to perform slightly better than main in scenarios where most
entities have AABBs, and a bit worse when they don't (`many_lights`).
That seems to make sense to me.

Either way, the difference is ~-20 microseconds in the more common
scenarios or ~+100 microseconds in the less common scenario. I would
speculate that this might perform **very slightly** worse in
single-threaded scenarios.

Benches were run in release mode for 2000 frames while capturing a trace
with tracy.

| bench | commit | check_visibility_system mean μs |
| -- | -- | -- |
| many_cubes | main | 929.5 |
| many_cubes | this | 914.0 |
| many_cubes | 7310 | 1003.5 |
| | |
| many_foxes | main | 191.6 |
| many_foxes | this | 173.2 |
| many_foxes | 7310 | 167.9 |
| | |
| many_lights | main | 619.3 |
| many_lights | this | 703.7 |
| many_lights | 7310 | 842.5 |

## Notes

Technically this behaves slightly differently -- prior to this PR, view
visibility was determined even for entities without `GlobalTransform`. I
don't think this has any practical impact though.

IMO, I don't think we need to do this. But I opened a PR because it
seemed like the handiest way to share the code / benchmarks.

## TODO

I have done some rudimentary testing with the examples above, but I can
do some screenshot diffing if it seems like we want to do this.
2023-11-02 22:06:38 +00:00
François
0dfb6cf89b
don't Implement Display for Val (#10345)
# Objective

- Revert #10296 

## Solution

- Avoid implementing `Display` without a justification
- `Display` implementation is a guarantee without a direct use, takes
additional time to compile and require work to maintain
- `Debug`, `Reflect` or `Serialize` should cover all needs
2023-11-02 21:54:41 +00:00
François
6f8848a6c2
double sided normals: fix apply_normal_mapping calls (#10330)
# Objective

- After #10326, examples `array_texture`, `ssao` and `shader_prepass`
don't render correctly
```
error: failed to build a valid final module: Entry point fragment at Fragment is invalid
   ┌─ crates/bevy_pbr/src/render/pbr_prepass.wgsl:26:22
   │
26 │           let normal =  evy_pbr::pbr_functions::31mapply_normal_mapping(
   │ ╭──────────────────────^
27 │ │             bevy_pbr::pbr_bindings::material.flags,
28 │ │             world_normal,
29 │ │
   · │
36 │ │
37 │ │             bevy_pbr::mesh_view_bindings::view.mip_bias,
   │ ╰───────────────────────────────────────────────────────────────────────────────────────^ invalid function call
   │
   = Call to [9] is invalid
   = Requires 6 arguments, but 4 are provided

```

## Solution

- fix `apply_normal_mapping` calls
2023-11-01 16:40:25 +00:00
Talin
d2c754c816
Added 'clear_children' and 'replace_children' methods to BuildWorldChildren to be consistent with BuildChildren. (#10311)
# Objective

The `BuildWorldChildren` API was missing several methods that exist in
`BuildChildren`.

## Solution

Added the methods (and tests) for consistency.
2023-10-31 23:55:33 +00:00
ickshonpe
563d6e36bb
Add stack index to Node (#9853)
# Objective

If we add the stack index to `Node` then we don't need to walk the
`UiStack` repeatedly during extraction.

## Solution

Add a field `stack_index`  to `Node`.
Update it in `ui_stack_system`.
Iterate queries directly in the UI's extraction systems.

### Benchmarks 
```
cargo run --profile stress-test --features trace_tracy --example many_buttons -- --no-text --no-borders
```

frames (yellow this PR, red main):

<img width="447" alt="frames-per-second"
src="https://github.com/bevyengine/bevy/assets/27962798/385c0ccf-c257-42a2-b736-117542d56eff">

`ui_stack_system`:
<img width="585" alt="ui-stack-system"
src="https://github.com/bevyengine/bevy/assets/27962798/2916cc44-2887-4c3b-a144-13250d84f7d5">

extract schedule:
<img width="469" alt="extract-schedule"
src="https://github.com/bevyengine/bevy/assets/27962798/858d4ab4-d99f-48e8-b153-1c92f51e0743">

---

## Changelog

* Added the field `stack_index` to `Node`.
* `ui_stack_system` updates `Node::stack_index` after a new `UiStack` is
generated.
* The UI's extraction functions iterate a query directly rather than
walking the `UiStack` and doing lookups.
2023-10-31 23:32:51 +00:00
Marco Buono
44928e0df4
StandardMaterial Light Transmission (#8015)
# Objective

<img width="1920" alt="Screenshot 2023-04-26 at 01 07 34"
src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png">

This PR adds both diffuse and specular light transmission capabilities
to the `StandardMaterial`, with support for screen space refractions.
This enables realistically representing a wide range of real-world
materials, such as:

  - Glass; (Including frosted glass)
  - Transparent and translucent plastics;
  - Various liquids and gels;
  - Gemstones;
  - Marble;
  - Wax;
  - Paper;
  - Leaves;
  - Porcelain.

Unlike existing support for transparency, light transmission does not
rely on fixed function alpha blending, and therefore works with both
`AlphaMode::Opaque` and `AlphaMode::Mask` materials.

## Solution

- Introduces a number of transmission related fields in the
`StandardMaterial`;
- For specular transmission:
- Adds logic to take a view main texture snapshot after the opaque
phase; (in order to perform screen space refractions)
- Introduces a new `Transmissive3d` phase to the renderer, to which all
meshes with `transmission > 0.0` materials are sent.
- Calculates a light exit point (of the approximate mesh volume) using
`ior` and `thickness` properties
- Samples the snapshot texture with an adaptive number of taps across a
`roughness`-controlled radius enabling “blurry” refractions
- For diffuse transmission:
- Approximates transmitted diffuse light by using a second, flipped +
displaced, diffuse-only Lambertian lobe for each light source.

## To Do

- [x] Figure out where `fresnel_mix()` is taking place, if at all, and
where `dielectric_specular` is being calculated, if at all, and update
them to use the `ior` value (Not a blocker, just a nice-to-have for more
correct BSDF)
- To the _best of my knowledge, this is now taking place, after
964340cdd. The fresnel mix is actually "split" into two parts in our
implementation, one `(1 - fresnel(...))` in the transmission, and
`fresnel()` in the light implementations. A surface with more
reflectance now will produce slightly dimmer transmission towards the
grazing angle, as more of the light gets reflected.
- [x] Add `transmission_texture`
- [x] Add `diffuse_transmission_texture`
- [x] Add `thickness_texture`
- [x] Add `attenuation_distance` and `attenuation_color`
- [x] Connect values to glTF loader
  - [x] `transmission` and `transmission_texture`
  - [x] `thickness` and `thickness_texture`
  - [x] `ior`
- [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs
upstream support in `gltf` crate, not a blocker)
- [x] Add support for multiple screen space refraction “steps”
- [x] Conditionally create no transmission snapshot texture at all if
`steps == 0`
- [x] Conditionally enable/disable screen space refraction transmission
snapshots
- [x] Read from depth pre-pass to prevent refracting pixels in front of
the light exit point
- [x] Use `interleaved_gradient_noise()` function for sampling blur in a
way that benefits from TAA
- [x] Drill down a TAA `#define`, tweak some aspects of the effect
conditionally based on it
- [x] Remove const array that's crashing under HLSL (unless a new `naga`
release with https://github.com/gfx-rs/naga/pull/2496 comes out before
we merge this)
- [ ] Look into alternatives to the `switch` hack for dynamically
indexing the const array (might not be needed, compilers seem to be
decent at expanding it)
- [ ] Add pipeline keys for gating transmission (do we really want/need
this?)
- [x] Tweak some material field/function names?

## A Note on Texture Packing

_This was originally added as a comment to the
`specular_transmission_texture`, `thickness_texture` and
`diffuse_transmission_texture` documentation, I removed it since it was
more confusing than helpful, and will likely be made redundant/will need
to be updated once we have a better infrastructure for preprocessing
assets_

Due to how channels are mapped, you can more efficiently use a single
shared texture image
for configuring the following:

- R - `specular_transmission_texture`
- G - `thickness_texture`
- B - _unused_
- A - `diffuse_transmission_texture`

The `KHR_materials_diffuse_transmission` glTF extension also defines a
`diffuseTransmissionColorTexture`,
that _we don't currently support_. One might choose to pack the
intensity and color textures together,
using RGB for the color and A for the intensity, in which case this
packing advice doesn't really apply.

---

## Changelog

- Added a new `Transmissive3d` render phase for rendering specular
transmissive materials with screen space refractions
- Added rendering support for transmitted environment map light on the
`StandardMaterial` as a fallback for screen space refractions
- Added `diffuse_transmission`, `specular_transmission`, `thickness`,
`ior`, `attenuation_distance` and `attenuation_color` to the
`StandardMaterial`
- Added `diffuse_transmission_texture`, `specular_transmission_texture`,
`thickness_texture` to the `StandardMaterial`, gated behind a new
`pbr_transmission_textures` cargo feature (off by default, for maximum
hardware compatibility)
- Added `Camera3d::screen_space_specular_transmission_steps` for
controlling the number of “layers of transparency” rendered for
transmissive objects
- Added a `TransmittedShadowReceiver` component for enabling shadows in
(diffusely) transmitted light. (disabled by default, as it requires
carefully setting up the `thickness` to avoid self-shadow artifacts)
- Added support for the `KHR_materials_transmission`,
`KHR_materials_ior` and `KHR_materials_volume` glTF extensions
- Renamed items related to temporal jitter for greater consistency

## Migration Guide

- `SsaoPipelineKey::temporal_noise` has been renamed to
`SsaoPipelineKey::temporal_jitter`
- The `TAA` shader def (controlled by the presence of the
`TemporalAntiAliasSettings` component in the camera) has been replaced
with the `TEMPORAL_JITTER` shader def (controlled by the presence of the
`TemporalJitter` component in the camera)
- `MeshPipelineKey::TAA` has been replaced by
`MeshPipelineKey::TEMPORAL_JITTER`
- The `TEMPORAL_NOISE` shader def has been consolidated with
`TEMPORAL_JITTER`
2023-10-31 20:59:02 +00:00
TimJentzsch
d67fbd5e90
Add helper function to determine if color is transparent (#10310)
# Objective

- We need to check multiple times if a color is fully transparent, e.g.
for performance optimizations.
- Make code more readable.
- Reduce code duplication, to simplify making changes if needed (e.g. if
we need to take floating point weirdness into account later on).

## Solution

- Introduce a new `Color::is_fully_transparent` helper function to
determine if the alpha of a color is 0.
- Use the helper function in our UI rendering code.

---

## Changelog

- Added `Color::is_fully_transparent` helper function.

---------

Co-authored-by: François <mockersf@gmail.com>
2023-10-31 15:00:49 +00:00
Marco Buono
dc1f76d9a2
Fix handling of double_sided for normal maps (#10326)
# Objective

Right now, we flip the `world_normal` in response to `double_sided &&
!is_front`, however when calculating `N` from tangents and the normal
map, we don't flip the normal read from the normal map, which produces
extremely weird results.

## Solution

- Pass `double_sided` and `is_front` flags to the
`apply_normal_mapping()` function and use them to conditionally flip
`Nt`

## Comparison

Note: These are from a custom scene running with the `transmission`
branch, (#8015) I noticed lighting got pretty weird for the back side of
translucent `double_sided` materials whenever I added a normal map.

### Before

<img width="1392" alt="Screenshot 2023-10-31 at 01 26 06"
src="https://github.com/bevyengine/bevy/assets/418473/d5f8c9c3-aca1-4c2f-854d-f0d0fd2fb19a">

### After

<img width="1392" alt="Screenshot 2023-10-31 at 01 25 42"
src="https://github.com/bevyengine/bevy/assets/418473/fa0e1aa2-19ad-4c27-bb08-37299d97971c">


---

## Changelog

- Fixed a bug where `StandardMaterial::double_sided` would interact
incorrectly with normal maps, producing broken results.
2023-10-31 09:44:40 +00:00
JMS55
3628e09045
Add frustum to shader View (#10306)
# Objective
- Work towards GPU-driven culling
(https://github.com/bevyengine/bevy/pull/10164)

## Solution
- Pass the view frustum to the shader view uniform

---

## Changelog
- View Frustums are now extracted to the render world and made available
to shaders
2023-10-31 02:00:21 +00:00
Griffin
d3e41e2ff7
Fix deferred lighting pass values not all working on M1 in WebGL2 (#10304)
# Objective

- On MacOS M1 WebGL2 the deferred lighting ID depth comparison is
failing for some values (including 1, the default)
Note: this issue is just with WebGL2, native on MacOS M1 is working with
current bevy main.

## Solution

- Use Depth16Unorm for lighting pass id format.

This format is aliasing to the same value consistently (in
[copy_deferred_lighting_id](https://github.com/bevyengine/bevy/blob/main/crates/bevy_core_pipeline/src/deferred/copy_deferred_lighting_id.wgsl#L15)
and
[deferred_lighting](https://github.com/bevyengine/bevy/blob/main/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl#L39))
on MacOS M1 WebGL, and appears to be supported across WebGL2, WebGPU,
DX12, OpenGL 3.3, Vulkan.

Successfully tested all 256 ids on:

- MacOS M1 native and WebGL2
- Window RTX3060 Vulkan/DX12/WebGL2
- Windows Intel UHD Graphics 630 IGP DX12/WebGL2 
(bevy w/ Vulkan doesn't work on this IGP in general
https://github.com/bevyengine/bevy/issues/8037)
2023-10-29 16:47:48 +00:00
CrumbsTrace
e9a0d6ccc5
Update UI alignment docs (#10303)
# Objective

- Address inconsistent term usage in the docs for the alignment
properties for UI nodes. Fixes #10218
- `JustifyContent::Stretch` is missing despite being supported by Taffy,
being as the default value for Grids, so it should be added to Bevy as
well

## Solution

- Consistently provide links to the mdn site for the css equivalent
- Match (mostly) the documentation given on the pub struct and the
underlying enums
- Use the term `items` consistently to refer each child in the container
- Add `JustifyContent::Stretch` and map it to Taffy

## Migration Guide

- The `JustifyContents` enum has been expanded to include
`JustifyContents::Stretch`.
2023-10-29 15:32:11 +00:00
Pascal Hertleif
0c2c52a0cd
Derive Error for more error types (#10240)
# Objective

Align all error-like types to implement `Error`.

Fixes  #10176

## Solution

- Derive `Error` on more types
- Refactor instances of manual implementations that could be derived

This adds thiserror as a dependency to bevy_transform, which might
increase compilation time -- but I don't know of any situation where you
might only use that but not any other crate that pulls in bevy_utils.

The `contributors` example has a `LoadContributorsError` type, but as
it's an example I have not updated it. Doing that would mean either
having a `use bevy_internal::utils::thiserror::Error;` in an example
file, or adding `thiserror` as a dev-dependency to the main `bevy`
crate.

---

## Changelog

- All `…Error` types now implement the `Error` trait
2023-10-28 22:20:37 +00:00
Aevyrie
9d088dd144
Add Cubic prefix to all cubic curve generators (#10299)
# Objective

- Fixes #10258 

## Solution

- Renamed.

---

## Changelog

- Changed: `BSpline` -> `CubicBSpline`
- Changed: `CardinalSpline` -> `CubicCardinalSpline`
- Changed: `Hermite` -> `CubicHermite`

## Migration Guide

- Rename: `BSpline` -> `CubicBSpline`
- Rename: `CardinalSpline` -> `CubicCardinalSpline`
- Rename: `Hermite` -> `CubicHermite`
2023-10-28 21:53:38 +00:00
Stepan Koltsov
a4d98f3377
[bevy_text] Document what happens when font is not specified (#10252) 2023-10-28 19:55:25 +00:00
Jeb Brooks
4b50edc980
Truncate attribute buffer data rather than attribute buffers (#10270)
Existing truncation code limits the number of attribute buffers to be
less than or equal to the number of vertices.
Instead the number of elements from each attribute buffer should be
limited to the length of the shortest buffer as mentioned in the earlier
warning.

# Objective

- Fixes #10267 

## Solution

- Moves the `.take()` from the outer loop of attribute buffers, to the
inner loop of attribute values.
---
2023-10-28 19:03:37 +00:00
ickshonpe
6d7808da74
Implement Display for Val (#10296)
# Objective

Implement `Display` for `Val`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-10-28 19:03:18 +00:00
ickshonpe
c959c1ba58
normalize method for Rect (#10297)
# Objective

`normalize` method that expresses a rectangle relative to a normalized
[0..1] x [0..1] space defined by another rectangle.

Useful for UI and texture atlas calculations etc.

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-10-28 19:02:58 +00:00
ickshonpe
3eaad948a7
Implement Neg for Val (#10295)
# Objective

Implement `Neg` for `Val`
2023-10-28 16:04:04 +00:00
Bruce Mitchener
8eeb01e935
Slightly improve CursorIcon doc. (#10289)
# Objective

- When finding the `CursorIcon` doc, it should be easier to find out
where to use it.
- When saying it is partially copied from the browser, be more clear
about the provenance and link to the spec document.

## Solution

- Link to the example code.
- Link to the CSS3 UI spec document.
2023-10-28 12:30:33 +00:00
Theo Ottah
f48e68508c
docs: Update input_toggle_active example (#9913)
# Objective

- Update incomplete example for
`bevy::input::common_conditions::input_toggle_active`.

## Solution

- Update example.
2023-10-28 06:17:48 +00:00
JMS55
b208388af9
Smaller TAA fixes (#10200)
Extracted the easy stuff from #8974 .

# Problem
1. Commands from `update_previous_view_projections` would crash when
matching entities were despawned.
2. `TaaPipelineId` and `draw_3d_graph` module were not public.
3. When the motion vectors pointed to pixels that are now off screen, a
smearing artifact could occur.

# Solution
1. Use `try_insert` command instead.
2. Make them public, renaming to `TemporalAntiAliasPipelineId`.
3. Check for this case, and ignore history for pixels that are
off-screen.
2023-10-27 23:13:14 +00:00
Bruce Mitchener
c5087fef3c
Use clippy::doc_markdown more. (#10286)
# Objective

- Remove special cases where `clippy::doc_markdown` lint is disabled.

## Solution

- Add default values back into `clippy.toml` by adding `".."` to the
list of `doc-valid-idents`.
- Add `"VSync"` and `"WebGL2"` to the list of `doc-valid-idents`.
- Remove all instances where `clippy::doc_markdown` is allowed.
- Fix `max_mip` formatting so that there isn't a warning.
2023-10-27 22:49:02 +00:00
Bruce Mitchener
0db999c795
Add some more docs for bevy_text. (#9873)
# Objective

- Have more docs for `bevy_text` to avoid reading the source code for
some things.

## Solution

- Add some additional docs.

## Changelog

- `TextSettings.max_font_atlases` in `bevy_text` has been renamed to `
TextSettings.soft_max_font_atlases`.

## Migration Guide

- Usages of `TextSettings.max_font_atlases` from `bevy_text` must be
changed to `TextSettings.soft_max_font_atlases`.
2023-10-27 18:53:57 +00:00
Raffaele Ragni
b22db47e10
default inherited visibility when parent has invalid components (#10275)
# Situation

- In case of parent without visibility components, the visibility
inheritance of children creates a panic.

## Solution

- Apply same fallback visibility as parent not found instead of panic.
2023-10-27 03:59:29 +00:00
Talin
cfcc113fb7
Additional AssetPath unit tests. (#10279)
# Objective

Additional unit test for AssetPath.
2023-10-27 03:29:25 +00:00
Elabajaba
65b3ff1c63
Log a warning when the tonemapping_luts feature is disabled but required for the selected tonemapper. (#10253)
# Objective

Make it obvious why stuff renders pink when rendering stuff with bevy
with `default_features = false` and bevy's default tonemapper
(TonyMcMapFace, it requires a LUT which requires the `tonemapping_luts`,
`ktx2`, and `zstd` features).

Not sure if this should be considered as fixing these issues, but in my
previous PR (https://github.com/bevyengine/bevy/pull/9073, and old
discussions on discord that I only somewhat remember) it seemed like we
didn't want to make ktx2 and zstd required features for
bevy_core_pipeline.

Related https://github.com/bevyengine/bevy/issues/9179
Related https://github.com/bevyengine/bevy/issues/9098

## Solution

This logs an error when a LUT based tonemapper is used without the
`tonemapping_luts` feature enabled, and cleans up the default features a
bit (`tonemapping_luts` now includes the `ktx2` and `zstd` features,
since it panics without them).

Another solution would be to fall back to a non-lut based tonemapper,
but I don't like this solution as then it's not explicitly clear to
users why eg. a library example renders differently than a normal bevy
app (if the library forgot the `tonemapping_luts` feature).

I did remove the `ktx2` and `zstd` features from the list of default
features in Cargo.toml, as I don't believe anything else currently in
bevy relies on them (or at least searching through every hit for `ktx2`
and `zstd` didn't show anything except loading an environment map in
some examples), and they still show up in the `cargo_features` doc as
default features.

---

## Changelog

- The `tonemapping_luts` feature now includes both the `ktx2` and `zstd`
features to avoid a panic when the `tonemapping_luts` feature was enable
without both the `ktx2` and `zstd` feature enabled.
2023-10-27 02:07:24 +00:00
Robert Swain
0f54a82e3b
Fix sampling of diffuse env map texture with non-uniform control flow (#10276)
# Objective

- `deferred_rendering` and `load_gltf` fail in WebGPU builds due to
textureSample() being called on the diffuse environment map texture
after non-uniform control flow

## Solution

- The diffuse environment map texture only has one mip, so use
`textureSampleLevel(..., 0.0)` to sample that mip and not require UV
gradient calculation.
2023-10-27 01:35:19 +00:00
Carter Anderson
134750d18e
Image Sampler Improvements (#10254)
# Objective

- Build on the changes in https://github.com/bevyengine/bevy/pull/9982
- Use `ImageSamplerDescriptor` as the "public image sampler descriptor"
interface in all places (for consistency)
- Make it possible to configure textures to use the "default" sampler
(as configured in the `DefaultImageSampler` resource)
- Fix a bug introduced in #9982 that prevents configured samplers from
being used in Basis, KTX2, and DDS textures

---

## Migration Guide

- When using the `Image` API, use `ImageSamplerDescriptor` instead of
`wgpu::SamplerDescriptor`
- If writing custom wgpu renderer features that work with `Image`, call
`&image_sampler.as_wgpu()` to convert to a wgpu descriptor.
2023-10-26 23:30:09 +00:00
Niklas Eicker
bfca4384cc
Reuse and hot reload folder handles (#10210)
# Objective

- Folder handles are not shared. Loading the same folder multiple times
will result in different handles.
- Once folder handles are shared, they can no longer be manually
reloaded, so we should add support for hot-reloading them


## Solution

- Reuse folder handles based on their path
- Trigger a reload of a folder if a file contained in it (or a sub
folder) is added or removed
- This also covers adding/removing/moving sub folders containing files

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-10-26 22:19:57 +00:00
Niklas Eicker
77309ba5d8
Non-blocking load_untyped using a wrapper asset (#10198)
# Objective

- Assets v2 does not currently offer a public API to load untyped assets

## Solution

- Wrap the untyped handle in a `LoadedUntypedAsset` asset to offer a
non-blocking load for untyped assets. The user does not need to know the
actual asset type.
- Handles to `LoadedUntypedAsset` have the same path as the wrapped
asset, but their handles are shared using a label.

The user side of `load_untyped` looks like this:
```rust
use bevy::prelude::*;
use bevy_internal::asset::LoadedUntypedAsset;

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

#[derive(Resource)]
struct UntypedAsset {
    handle: Handle<LoadedUntypedAsset>,
}

fn setup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
) {
    let handle = asset_server.load_untyped("branding/banner.png");
    commands.insert_resource(UntypedAsset { handle });
    commands.spawn(Camera2dBundle::default());
}

fn check(
    mut commands: Commands,
    res: Option<Res<UntypedAsset>>,
    assets: Res<Assets<LoadedUntypedAsset>>,
) {
    if let Some(untyped_asset) = res {
        if let Some(asset) = assets.get(&untyped_asset.handle) {
            commands.spawn(SpriteBundle {
                texture: asset.handle.clone().typed(),
                ..default()
            });
            commands.remove_resource::<UntypedAsset>();
        }
    }
}
```

---

## Changelog

- `load_untyped` on the asset server now returns a handle to a
`LoadedUntypedAsset` instead of an untyped handle to the asset at the
given path. The untyped handle for the given path can be retrieved from
the `LoadedUntypedAsset` once it is done loading.


## Migration Guide

Whenever possible use the typed API in order to directly get a handle to
your asset. If you do not know the type or need to use `load_untyped`
for a different reason, Bevy 0.12 introduces an additional layer of
indirection. The asset server will return a handle to a
`LoadedUntypedAsset`, which will load in the background. Once it is
loaded, the untyped handle to the asset file can be retrieved from the
`LoadedUntypedAsset`s field `handle`.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-10-26 22:14:32 +00:00
Rob Parrett
befbf52a18
Fix crash with certain right-aligned text (#10271)
# Objective

Fixes #9395
Alternative to #9415 (See discussion here)

## Solution

Do clamping like
[`fit-content`](https://www.w3.org/TR/css-sizing-3/#column-sizing).

## Notes

I am not sure if this is a valid approach. It doesn't seem to cause any
obvious issues with our existing examples.
2023-10-26 22:09:34 +00:00
François
e5b3cc45ba
Assets: fix first hot reloading (#9804)
# Objective

- Hot reloading doesn't work the first time it is used

## Solution

- Currently, Bevy processor:
  1. Create the `imported_assets` folder
  2. Setup a watcher on it
  3. Clear empty folders, so the `imported_assets` folder is deleted
4. Recreate the `imported_assets` folder and add all the imported assets
- On a first run without an existing `imported_assets` with some
content, hot reloading won't work as step 3 breaks the file watcher
- This PR stops the empty root folder from being deleted
- Also don't setup the processor internal asset server for file
watching, freeing up a thread

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-10-26 21:32:12 +00:00
Talin
c81e2bd586
Adding AssetPath::resolve() method. (#9528)
# Objective

Fixes #9473 

## Solution

Added `resolve()` method to AssetPath. This method accepts a relative
asset path string and returns a "full" path that has been resolved
relative to the current (self) path.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-10-26 21:05:45 +00:00
Edgar Geier
a830530be4
Replace all labels with interned labels (#7762)
# Objective

First of all, this PR took heavy inspiration from #7760 and #5715. It
intends to also fix #5569, but with a slightly different approach.


This also fixes #9335 by reexporting `DynEq`.

## Solution

The advantage of this API is that we can intern a value without
allocating for zero-sized-types and for enum variants that have no
fields. This PR does this automatically in the `SystemSet` and
`ScheduleLabel` derive macros for unit structs and fieldless enum
variants. So this should cover many internal and external use cases of
`SystemSet` and `ScheduleLabel`. In these optimal use cases, no memory
will be allocated.

- The interning returns a `Interned<dyn SystemSet>`, which is just a
wrapper around a `&'static dyn SystemSet`.
- `Hash` and `Eq` are implemented in terms of the pointer value of the
reference, similar to my first approach of anonymous system sets in
#7676.
- Therefore, `Interned<T>` does not implement `Borrow<T>`, only `Deref`.
- The debug output of `Interned<T>` is the same as the interned value.

Edit: 
- `AppLabel` is now also interned and the old
`derive_label`/`define_label` macros were replaced with the new
interning implementation.
- Anonymous set ids are reused for different `Schedule`s, reducing the
amount of leaked memory.

### Pros
- `InternedSystemSet` and `InternedScheduleLabel` behave very similar to
the current `BoxedSystemSet` and `BoxedScheduleLabel`, but can be copied
without an allocation.
- Many use cases don't allocate at all.
- Very fast lookups and comparisons when using `InternedSystemSet` and
`InternedScheduleLabel`.
- The `intern` module might be usable in other areas.
- `Interned{ScheduleLabel, SystemSet, AppLabel}` does implement
`{ScheduleLabel, SystemSet, AppLabel}`, increasing ergonomics.

### Cons
- Implementors of `SystemSet` and `ScheduleLabel` still need to
implement `Hash` and `Eq` (and `Clone`) for it to work.

## Changelog

### Added

- Added `intern` module to `bevy_utils`.
- Added reexports of `DynEq` to `bevy_ecs` and `bevy_app`.

### Changed

- Replaced `BoxedSystemSet` and `BoxedScheduleLabel` with
`InternedSystemSet` and `InternedScheduleLabel`.
- Replaced `impl AsRef<dyn ScheduleLabel>` with `impl ScheduleLabel`.
- Replaced `AppLabelId` with `InternedAppLabel`.
- Changed `AppLabel` to use `Debug` for error messages.
- Changed `AppLabel` to use interning.
- Changed `define_label`/`derive_label` to use interning. 
- Replaced `define_boxed_label`/`derive_boxed_label` with
`define_label`/`derive_label`.
- Changed anonymous set ids to be only unique inside a schedule, not
globally.
- Made interned label types implement their label trait. 

### Removed

- Removed `define_boxed_label` and `derive_boxed_label`. 

## Migration guide

- Replace `BoxedScheduleLabel` and `Box<dyn ScheduleLabel>` with
`InternedScheduleLabel` or `Interned<dyn ScheduleLabel>`.
- Replace `BoxedSystemSet` and `Box<dyn SystemSet>` with
`InternedSystemSet` or `Interned<dyn SystemSet>`.
- Replace `AppLabelId` with `InternedAppLabel` or `Interned<dyn
AppLabel>`.
- Types manually implementing `ScheduleLabel`, `AppLabel` or `SystemSet`
need to implement:
  - `dyn_hash` directly instead of implementing `DynHash`
  - `as_dyn_eq`
- Pass labels to `World::try_schedule_scope`, `World::schedule_scope`,
`World::try_run_schedule`. `World::run_schedule`, `Schedules::remove`,
`Schedules::remove_entry`, `Schedules::contains`, `Schedules::get` and
`Schedules::get_mut` by value instead of by reference.

---------

Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-10-25 21:39:23 +00:00
Thierry Berger
442a316a1d
few fmt tweaks (#10264)
few format tweaks, initially spotted working on
https://github.com/bevyengine/bevy/pull/8745
2023-10-25 19:20:17 +00:00
Torstein Grindvik
f992398c79
Make mesh attr vertex count mismatch warn more readable (#10259)
# Objective

When a mesh vertex attribute has a vertex count mismatch, a warning
message is printed with the index of the attribute which did not match.

Change to name the attribute, or fall back to the old behaviour if it
was not a known attribute.

Before:

```
MeshVertexAttributeId(2) has a different vertex count (32) than other attributes (64) in this mesh, all attributes will be truncated to match the smallest.
```

After:

```
Vertex_Uv has a different vertex count (32) than other attributes (64) in this mesh, all attributes will be truncated to match the smallest.
```

## Solution

Name the mesh attribute which had a count mismatch.


## Changelog

- If a mesh vertex attribute has a different count than other vertex
attributes, name the offending attribute using a human readable name

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2023-10-25 19:03:05 +00:00
Nicola Papale
66f72dd25b
Use wildcard imports in bevy_pbr (#9847)
# Objective

- the style of import used by bevy guarantees merge conflicts when any
file change
- This is especially true when import lists are large, such as in
`bevy_pbr`
- Merge conflicts are tricky to resolve. This bogs down rendering PRs
and makes contributing to bevy's rendering system more difficult than it
needs to

## Solution

- Use wildcard imports to replace multiline import list in `bevy_pbr`

I suspect this is controversial, but I'd like to hear alternatives.
Because this is one of many papercuts that makes developing render
features near impossible.
2023-10-25 08:40:55 +00:00
Kanabenki
756fb069b1
Add ImageSamplerDescriptor as an image loader setting (#9982)
Closes #9946 

# Objective

Add a new type mirroring `wgpu::SamplerDescriptor` for
`ImageLoaderSettings` to control how a loaded image should be sampled.

Fix issues with texture sampler descriptors not being set when loading
gltf texture from URI.

## Solution

Add a new `ImageSamplerDescriptor` and its affiliated types that mirrors
`wgpu::SamplerDescriptor`, use it in the image loader settings.

---

## Changelog

### Added

- Added new types `ImageSamplerDescriptor`, `ImageAddressMode`,
`ImageFilterMode`, `ImageCompareFunction` and `ImageSamplerBorderColor`
that mirrors the corresponding wgpu types.
- `ImageLoaderSettings` now carries an `ImageSamplerDescriptor` field
that will be used to determine how the loaded image is sampled, and will
be serialized as part of the image assets `.meta` files.

### Changed

- `Image::from_buffer` now takes the sampler descriptor to use as an
additional parameter.

### Fixed

- Sampler descriptors are set for gltf textures loaded from URI.
2023-10-25 01:50:20 +00:00
François
af37ab51ec
WebGL2: fix import path for unpack_unorm3x4_plus_unorm_20_ (#10251)
# Objective

- Fixes #10250 

```
[Log] ERROR crates/bevy_render/src/render_resource/pipeline_cache.rs:823 failed to process shader: (wasm_example.js, line 376)
error: no definition in scope for identifier: 'bevy_pbr::pbr_deferred_functions::unpack_unorm3x4_plus_unorm_20_'
   ┌─ crates/bevy_pbr/src/deferred/deferred_lighting.wgsl:44:20
   │
44 │     frag_coord.z = bevy_pbr::pbr_deferred_functions::unpack_unorm3x4_plus_unorm_20_(deferred_data.b).w;
   │                    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ unknown identifier
   │
   = no definition in scope for identifier: 'bevy_pbr::pbr_deferred_functions::unpack_unorm3x4_plus_unorm_20_'
```

## Solution

- Fix the import path

The "gray" issue is since #9258 on macOS 

... at least they're not white anymore
<img width="1294" alt="Screenshot 2023-10-25 at 00 14 11"
src="https://github.com/bevyengine/bevy/assets/8672791/df1a1138-c26c-4417-9b49-a00fbb8561d7">
2023-10-25 00:18:45 +00:00
Griffin
1bd7e5a8e6
View Transformations (#9726)
# Objective

- Add functions for common view transformations.

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-10-24 21:26:19 +00:00
dependabot[bot]
fb5588413f
Update async-io requirement from 1.13.0 to 2.0.0 (#10238)
Updates the requirements on
[async-io](https://github.com/smol-rs/async-io) to permit the latest
version.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/smol-rs/async-io/releases">async-io's
releases</a>.</em></p>
<blockquote>
<h2>v2.0.0</h2>
<ul>
<li><strong>Breaking:</strong> <code>Async::new()</code> now takes types
that implement <code>AsFd</code>/<code>AsSocket</code> instead of
<code>AsRawFd</code>/<code>AsRawSocket</code>, in order to implement I/O
safety. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/142">#142</a>)</li>
<li><strong>Breaking:</strong> <code>Async::get_mut()</code>,
<code>Async::read_with_mut()</code> and
<code>Async::write_with_mut()</code> are now <code>unsafe</code>. The
underlying source is technically &quot;borrowed&quot; by the polling
instance, so moving it out would be unsound. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/142">#142</a>)</li>
<li>Expose miscellaneous <code>kqueue</code> filters in the
<code>os::kqueue</code> module. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/112">#112</a>)</li>
<li>Expose a way to get the underlying <code>Poller</code>'s file
descriptor on Unix. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/125">#125</a>)</li>
<li>Add a new <code>Async::new_nonblocking</code> method to allow users
to avoid duplicating an already nonblocking socket. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/159">#159</a>)</li>
<li>Remove the unused <code>fastrand</code> and <code>memchr</code>
dependencies. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/131">#131</a>)</li>
<li>Use <code>tracing</code> instead of <code>log</code>. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/140">#140</a>)</li>
<li>Support ESP-IDF. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/144">#144</a>)</li>
<li>Optimize the <code>block_on</code> function to reduce allocation,
leading to a slight performance improvement. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/149">#149</a>)</li>
</ul>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/smol-rs/async-io/blob/master/CHANGELOG.md">async-io's
changelog</a>.</em></p>
<blockquote>
<h1>Version 2.0.0</h1>
<ul>
<li><strong>Breaking:</strong> <code>Async::new()</code> now takes types
that implement <code>AsFd</code>/<code>AsSocket</code> instead of
<code>AsRawFd</code>/<code>AsRawSocket</code>, in order to implement I/O
safety. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/142">#142</a>)</li>
<li><strong>Breaking:</strong> <code>Async::get_mut()</code>,
<code>Async::read_with_mut()</code> and
<code>Async::write_with_mut()</code> are now <code>unsafe</code>. The
underlying source is technically &quot;borrowed&quot; by the polling
instance, so moving it out would be unsound. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/142">#142</a>)</li>
<li>Expose miscellaneous <code>kqueue</code> filters in the
<code>os::kqueue</code> module. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/112">#112</a>)</li>
<li>Expose a way to get the underlying <code>Poller</code>'s file
descriptor on Unix. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/125">#125</a>)</li>
<li>Add a new <code>Async::new_nonblocking</code> method to allow users
to avoid duplicating an already nonblocking socket. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/159">#159</a>)</li>
<li>Remove the unused <code>fastrand</code> and <code>memchr</code>
dependencies. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/131">#131</a>)</li>
<li>Use <code>tracing</code> instead of <code>log</code>. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/140">#140</a>)</li>
<li>Support ESP-IDF. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/144">#144</a>)</li>
<li>Optimize the <code>block_on</code> function to reduce allocation,
leading to a slight performance improvement. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/149">#149</a>)</li>
</ul>
<h1>Version 1.13.0</h1>
<ul>
<li>Use <a
href="https://crates.io/crates/rustix/"><code>rustix</code></a> instead
of <a href="https://crates.io/crates/libc/"><code>libc</code></a>/<a
href="https://crates.io/crates/windows-sys/"><code>windows-sys</code></a>
for system calls (<a
href="https://redirect.github.com/smol-rs/async-io/issues/76">#76</a>)</li>
<li>Add a <code>will_fire</code> method to <code>Timer</code> to test if
it will ever fire (<a
href="https://redirect.github.com/smol-rs/async-io/issues/106">#106</a>)</li>
<li>Reduce syscalls in <code>Async::new</code> (<a
href="https://redirect.github.com/smol-rs/async-io/issues/107">#107</a>)</li>
<li>Improve the drop ergonomics of <code>Readable</code> and
<code>Writable</code> (<a
href="https://redirect.github.com/smol-rs/async-io/issues/109">#109</a>)</li>
<li>Change the &quot;<code>wepoll</code>&quot; in documentation to
&quot;<code>IOCP</code>&quot; (<a
href="https://redirect.github.com/smol-rs/async-io/issues/116">#116</a>)</li>
</ul>
<h1>Version 1.12.0</h1>
<ul>
<li>Switch from <code>winapi</code> to <code>windows-sys</code> (<a
href="https://redirect.github.com/smol-rs/async-io/issues/102">#102</a>)</li>
</ul>
<h1>Version 1.11.0</h1>
<ul>
<li>Update <code>concurrent-queue</code> to v2. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/99">#99</a>)</li>
</ul>
<h1>Version 1.10.0</h1>
<ul>
<li>Remove the dependency on the <code>once_cell</code> crate to restore
the MSRV. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/95">#95</a>)</li>
</ul>
<h1>Version 1.9.0</h1>
<ul>
<li>Fix panic on very large durations. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/87">#87</a>)</li>
<li>Add <code>Timer::never</code> (<a
href="https://redirect.github.com/smol-rs/async-io/issues/87">#87</a>)</li>
</ul>
<h1>Version 1.8.0</h1>
<ul>
<li>Implement I/O safety traits on Rust 1.63+ (<a
href="https://redirect.github.com/smol-rs/async-io/issues/84">#84</a>)</li>
</ul>
<h1>Version 1.7.0</h1>
<ul>
<li>Process timers set for exactly <code>now</code>. (<a
href="https://redirect.github.com/smol-rs/async-io/issues/73">#73</a>)</li>
</ul>
<h1>Version 1.6.0</h1>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="7e89eec4d1"><code>7e89eec</code></a>
v2.0.0</li>
<li><a
href="356431754c"><code>3564317</code></a>
tests: Add test for <a
href="https://redirect.github.com/smol-rs/async-io/issues/154">#154</a></li>
<li><a
href="a5da16f072"><code>a5da16f</code></a>
Expose Async::new_nonblocking</li>
<li><a
href="0f2af634d8"><code>0f2af63</code></a>
Avoid needless set_nonblocking calls</li>
<li><a
href="62e3454f38"><code>62e3454</code></a>
Migrate to Rust 2021 (<a
href="https://redirect.github.com/smol-rs/async-io/issues/160">#160</a>)</li>
<li><a
href="59ee2ea27c"><code>59ee2ea</code></a>
Use set_nonblocking in Async::new on Windows (<a
href="https://redirect.github.com/smol-rs/async-io/issues/157">#157</a>)</li>
<li><a
href="d5bc619021"><code>d5bc619</code></a>
Remove needless as_fd/as_socket calls (<a
href="https://redirect.github.com/smol-rs/async-io/issues/158">#158</a>)</li>
<li><a
href="0b5016e567"><code>0b5016e</code></a>
m: Replace socket2 calls with rustix</li>
<li><a
href="8c3c3bd80b"><code>8c3c3bd</code></a>
m: Optimize block_on by caching Parker and Waker</li>
<li><a
href="1b1466a6c1"><code>1b1466a</code></a>
Update this crate to use the new polling breaking changes (<a
href="https://redirect.github.com/smol-rs/async-io/issues/142">#142</a>)</li>
<li>Additional commits viewable in <a
href="https://github.com/smol-rs/async-io/compare/v1.13.0...v2.0.0">compare
view</a></li>
</ul>
</details>
<br />


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2023-10-23 23:49:57 +00:00
st0rmbtw
afe8b5f20d
Replace all usages of texture_descritor.size.* with the helper methods (#10227)
# Objective

A follow-up PR for https://github.com/bevyengine/bevy/pull/10221

## Changelog

Replaced usages of texture_descriptor.size with the helper methods of
`Image` through the entire engine codebase
2023-10-23 20:49:02 +00:00
Pixelstorm
faa1b57de5
Global TaskPool API improvements (#10008)
# Objective

Reduce code duplication and improve APIs of Bevy's [global
taskpools](https://github.com/bevyengine/bevy/blob/main/crates/bevy_tasks/src/usages.rs).

## Solution

- As all three of the global taskpools have identical implementations
and only differ in their identifiers, this PR moves the implementation
into a macro to reduce code duplication.
- The `init` method is renamed to `get_or_init` to more accurately
reflect what it really does.
- Add a new `try_get` method that just returns `None` when the pool is
uninitialized, to complement the other getter methods.
- Minor documentation improvements to accompany the above changes.

---

## Changelog

- Added a new `try_get` method to the global TaskPools
- The global TaskPools' `init` method has been renamed to `get_or_init`
for clarity
- Documentation improvements

## Migration Guide

- Uses of `ComputeTaskPool::init`, `AsyncComputeTaskPool::init` and
`IoTaskPool::init` should be changed to `::get_or_init`.
2023-10-23 20:48:48 +00:00
François
7d504b89c3
Application lifetime events (suspend audio on Android) (#10158)
# Objective

- Handle pausing audio when Android app is suspended

## Solution

- This is the start of application lifetime events. They are mostly
useful on mobile
- Next version of winit should add a few more
- When application is suspended, send an event to notify the
application, and run the schedule one last time before actually
suspending the app
- Audio is now suspended too 🎉 



https://github.com/bevyengine/bevy/assets/8672791/d74e2e09-ee29-4f40-adf2-36a0c064f94e

---------

Co-authored-by: Marco Buono <418473+coreh@users.noreply.github.com>
2023-10-23 20:47:55 +00:00
Rafał Harabień
51c70bc98c
Fix fog color being inaccurate (#10226)
# Objective

Fog color was passed to shaders without conversion from sRGB to linear
color space. Because shaders expect colors in linear space this resulted
in wrong color being used. This is most noticeable in open scenes with
dark fog color and clear color set to the same color. In such case
background/clear color (which is properly processed) is going to be
darker than very far objects.

Example:

![image](https://github.com/bevyengine/bevy/assets/160391/89b70d97-b2d0-4bc5-80f4-c9e8b8801c4c)

[bevy-fog-color-bug.zip](https://github.com/bevyengine/bevy/files/13063718/bevy-fog-color-bug.zip)

## Solution

Add missing conversion of fog color to linear color space.

---

## Changelog

* Fixed conversion of fog color

## Migration Guide

- Colors in `FogSettings` struct (`color` and `directional_light_color`)
are now sent to the GPU in linear space. If you were using
`Color::rgb()`/`Color::rgba()` and would like to retain the previous
colors, you can quickly fix it by switching to
`Color::rgb_linear()`/`Color::rgba_linear()`.
2023-10-23 12:45:18 +00:00
François
8fb5c99347
fix run-once runners (#10195)
# Objective

- After #9826, there are issues on "run once runners"
- example `without_winit` crashes:
```
2023-10-19T22:06:01.810019Z  INFO bevy_render::renderer: AdapterInfo { name: "llvmpipe (LLVM 15.0.7, 256 bits)", vendor: 65541, device: 0, device_type: Cpu, driver: "llvmpipe", driver_info: "Mesa 23.2.1 - kisak-mesa PPA (LLVM 15.0.7)", backend: Vulkan }
2023-10-19T22:06:02.860331Z  WARN bevy_audio::audio_output: No audio device found.
2023-10-19T22:06:03.215154Z  INFO bevy_diagnostic::system_information_diagnostics_plugin::internal: SystemInfo { os: "Linux 22.04 Ubuntu", kernel: "6.2.0-1014-azure", cpu: "Intel(R) Xeon(R) CPU E5-2673 v3 @ 2.40GHz", core_count: "2", memory: "6.8 GiB" }
thread 'main' panicked at crates/bevy_render/src/pipelined_rendering.rs:91:14:
Unable to get RenderApp. Another plugin may have removed the RenderApp before PipelinedRenderingPlugin
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```
- example `headless` runs the app twice with the `run_once` schedule

## Solution

- Expose a more complex state of an app than just "ready"
- Also block adding plugins to an app after it has finished or cleaned
up its plugins as that wouldn't work anyway

## Migration Guide

* `app.ready()` has been replaced by `app.plugins_state()` which will
return more details on the current state of plugins in the app
2023-10-23 12:25:02 +00:00
Al M
b28525b772
Remove unused import warning when default_font feature is disabled (#10230)
# Objective

- Fixes:

```
warning: unused import: `Handle`
  --> crates/bevy_text/src/lib.rs:31:28
   |
31 | use bevy_asset::{AssetApp, Handle};
   |                            ^^^^^^
   |
   = note: `#[warn(unused_imports)]` on by default
```

## Solution

- Moved import to match feature.
2023-10-23 12:24:00 +00:00
François
d938275b9c
assets: use blake3 instead of md5 (#10208)
# Objective

- Replace md5 by another hasher, as suggested in
https://github.com/bevyengine/bevy/pull/8624#discussion_r1359291028
- md5 is not secure, and is slow. use something more secure and faster

## Solution

- Replace md5 by blake3


Putting this PR in the 0.12 as once it's released, changing the hash
algorithm will be a painful breaking change
2023-10-23 04:15:04 +00:00
Marco Buono
e59085a67f
Use “specular occlusion” term to consistently extinguish fresnel on Ambient and Environment Map lights (#10182)
# Objective

Even at `reflectance == 0.0`, our ambient and environment map light
implementations still produce fresnel/specular highlights.

Such a low `reflectance` value lies outside of the physically possible
range and is already used by our directional, point and spot light
implementations (via the `fresnel()` function) to enable artistic
control, effectively disabling the fresnel "look" for non-physically
realistic materials. Since ambient and environment lights use a
different formulation, they were not honoring this same principle.

This PR aims to bring consistency to all light types, offering the same
fresnel extinguishing control to ambient and environment lights.

Thanks to `@nathanf` for [pointing
out](https://discord.com/channels/691052431525675048/743663924229963868/1164083373514440744)
the [Filament docs section about
this](https://google.github.io/filament/Filament.md.html#lighting/occlusion/specularocclusion).

## Solution

- We use [the same
formulation](ffc572728f/crates/bevy_pbr/src/render/pbr_lighting.wgsl (L99))
already used by the `fresnel()` function in `bevy_pbr::lighting` to
modulate the F90, to modulate the specular component of Ambient and
Environment Map lights.

## Comparison

⚠️ **Modified version of the PBR example for demo purposes, that shows
reflectance (_NOT_ part of this PR)** ⚠️

Also, keep in mind this is a very subtle difference (look for the
fresnel highlights on the lower left spheres, you might need to zoom in.

### Before
<img width="1392" alt="Screenshot 2023-10-18 at 23 02 25"
src="https://github.com/bevyengine/bevy/assets/418473/ec0efb58-9a98-4377-87bc-726a1b0a3ff3">

### After
<img width="1392" alt="Screenshot 2023-10-18 at 23 01 43"
src="https://github.com/bevyengine/bevy/assets/418473/a2809325-5728-405e-af02-9b5779767843">

---

## Changelog

- Ambient and Environment Map lights will now honor values of
`reflectance` that are below the physically possible range (⪅ 0.35) by
extinguishing their fresnel highlights. (Just like point, directional
and spot lights already did.) This allows for more consistent artistic
control and for non-physically realistic looks with all light types.

## Migration Guide

- If Fresnel highlights from Ambient and Environment Map lights are no
longer visible in your materials, make sure you're using a higher,
physically plausible value of `reflectance` (⪆ 0.35).
2023-10-23 03:26:20 +00:00
Ame :]
1e9258910c
re-export debug_glam_assert feature (#10206)
# Objective

- I want to use the `debug_glam_assert` feature with bevy.

## Solution

- Re-export the feature flag

---

## Changelog

- Re-export `debug_glam_assert` feature flag from glam.
2023-10-22 23:01:28 +00:00
anarelion
f9ef989def
Implement source into Display for AssetPath (#10217)
# Objective

When debugging and printing asset paths, I am not 100% if I am in the
right source or not

## Solution

Add the output of the source
2023-10-22 22:59:39 +00:00
Gino Valente
60773e6787
bevy_reflect: Fix ignored/skipped field order (#7575)
# Objective

Fixes #5101
Alternative to #6511

## Solution

Corrected the behavior for ignored fields in `FromReflect`, which was
previously using the incorrect field indexes.

Similarly, fields marked with `#[reflect(skip_serializing)]` no longer
break when using `FromReflect` after deserialization. This was done by
modifying `SerializationData` to store a function pointer that can later
be used to generate a default instance of the skipped field during
deserialization.

The function pointer points to a function generated by the derive macro
using the behavior designated by `#[reflect(default)]` (or just
`Default` if none provided). The entire output of the macro is now
wrapped in an [unnamed
constant](https://doc.rust-lang.org/stable/reference/items/constant-items.html#unnamed-constant)
which keeps this behavior hygienic.

#### Rationale

The biggest downside to this approach is that it requires fields marked
`#[reflect(skip_serializing)]` to provide the ability to create a
default instance— either via a `Default` impl or by specifying a custom
one. While this isn't great, I think it might be justified by the fact
that we really need to create this value when using `FromReflect` on a
deserialized object. And we need to do this _during_ deserialization
because after that (at least for tuples and tuple structs) we lose
information about which field is which: _"is the value at index 1 in
this `DynamicTupleStruct` the actual value for index 1 or is it really
the value for index 2 since index 1 is skippable...?"_

#### Alternatives

An alternative would be to store `Option<Box<dyn Reflect>>` within
`DynamicTuple` and `DynamicTupleStruct` instead of just `Box<dyn
Reflect>`. This would allow us to insert "empty"/"missing" fields during
deserialization, thus saving the positional information of the skipped
fields. However, this may require changing the API of `Tuple` and
`TupleStruct` such that they can account for their dynamic counterparts
returning `None` for a skipped field. In practice this would probably
mean exposing the `Option`-ness of the dynamics onto implementors via
methods like `Tuple::drain` or `TupleStruct::field`.

Personally, I think requiring `Default` would be better than muddying up
the API to account for these special cases. But I'm open to trying out
this other approach if the community feels that it's better.

---

## Changelog

### Public Changes

#### Fixed

- The behaviors of `#[reflect(ignore)]` and
`#[reflect(skip_serializing)]` are no longer dependent on field order

#### Changed

- Fields marked with `#[reflect(skip_serializing)]` now need to either
implement `Default` or specify a custom default function using
`#[reflect(default = "path::to::some_func")]`
- Deserializing a type with fields marked `#[reflect(skip_serializing)]`
will now include that field initialized to its specified default value
- `SerializationData::new` now takes the new `SkippedField` struct along
with the skipped field index
- Renamed `SerializationData::is_ignored_field` to
`SerializationData::is_field_skipped`

#### Added

- Added `SkippedField` struct
- Added methods `SerializationData::generate_default` and
`SerializationData::iter_skipped`

### Internal Changes

#### Changed

- Replaced `members_to_serialization_denylist` and `BitSet<u32>` with
`SerializationDataDef`
- The `Reflect` derive is more hygienic as it now outputs within an
[unnamed
constant](https://doc.rust-lang.org/stable/reference/items/constant-items.html#unnamed-constant)
- `StructField::index` has been split up into
`StructField::declaration_index` and `StructField::reflection_index`

#### Removed

- Removed `bitset` dependency

## Migration Guide

* Fields marked `#[reflect(skip_serializing)]` now must implement
`Default` or specify a custom default function with `#[reflect(default =
"path::to::some_func")]`
    ```rust
    #[derive(Reflect)]
    struct MyStruct {
      #[reflect(skip_serializing)]
      #[reflect(default = "get_foo_default")]
foo: Foo, // <- `Foo` does not impl `Default` so requires a custom
function
      #[reflect(skip_serializing)]
      bar: Bar, // <- `Bar` impls `Default`
    }
    
    #[derive(Reflect)]
    struct Foo(i32);
    
    #[derive(Reflect, Default)]
    struct Bar(i32);
    
    fn get_foo_default() -> Foo {
      Foo(123)
    }
    ```
* `SerializationData::new` has been changed to expect an iterator of
`(usize, SkippedField)` rather than one of just `usize`
    ```rust
    // BEFORE
    SerializationData::new([0, 3].into_iter());
    
    // AFTER
    SerializationData::new([
      (0, SkippedField::new(field_0_default_fn)),
      (3, SkippedField::new(field_3_default_fn)),
    ].into_iter());
    ```
* `Serialization::is_ignored_field` has been renamed to
`Serialization::is_field_skipped`
* Fields marked `#[reflect(skip_serializing)]` are now included in
deserialization output. This may affect logic that expected those fields
to be absent.
2023-10-22 12:43:31 +00:00
st0rmbtw
8efcbf3e4f
Add convenient methods for Image (#10221)
# Objective
To get the width or height of an image you do:
```rust
self.texture_descriptor.size.{width, height}
```
that is quite verbose.
This PR adds some convenient methods for Image to reduce verbosity.

## Changelog
* Add a `width()` method for getting the width of an image.
* Add a `height()` method for getting the height of an image.
* Rename the `size()` method to `size_f32()`.
* Add a `size()` method for getting the size of an image as u32.
* Renamed the `aspect_2d()` method to `aspect_ratio()`.

## Migration Guide
Replace calls to the `Image::size()` method with `size_f32()`.
Replace calls to the `Image::aspect_2d()` method with `aspect_ratio()`.
2023-10-22 01:45:29 +00:00
François
c3627248f5
Fix alignment on ios simulator (#10178)
# Objective

- Fix #10165 
- On iOS simulator on apple silicon Macs, shader validation is going
through the host, but device limits are reported for the device. They
sometimes differ, and cause the validation to crash on something that
should work
```
-[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5775: failed assertion `Draw Errors Validation
Fragment Function(fragment_): the offset into the buffer _naga_oil_mod_MJSXM6K7OBRHEOR2NVSXG2C7OZUWK527MJUW4ZDJNZTXG_memberfog that is bound at buffer index 6 must be a multiple of 256 but was set to 448.
```

## Solution

- Add a custom flag when building for the simulator and override the
buffer alignment
2023-10-21 22:19:46 +00:00
Kanabenki
9cfada3f22
Detect cubemap for dds textures (#10222)
# Objective

- Closes #10049.
- Detect DDS texture containing a cubemap or a cubemap array.

## Solution

- When loading a dds texture, the header capabilities are checked for
the cubemap flag. An error is returned if not all faces are provided.

---

## Changelog

### Added

- Added a new texture error `TextureError::IncompleteCubemap`, used for
dds cubemap textures containing less than 6 faces, as that is not
supported on modern graphics APIs.

### Fixed

- DDS cubemaps are now loaded as cubemaps instead of 2D textures.

## Migration Guide

If you are matching on a `TextureError`, you will need to add a new
branch to handle `TextureError::IncompleteCubemap`.
2023-10-21 19:10:37 +00:00
Joseph
0716922165
ParamSets containing non-send parameters should also be non-send (#10211)
# Objective

Fix #10207

## Solution

Mark a `ParamSet`'s `SystemMeta` as non-send if any of its component
parameters are non-send.
2023-10-21 18:07:52 +00:00
Rob Parrett
38e0a8010e
Tidy up UI node docs (#10189)
# Objective

While reviewing #10187 I noticed some other mistakes in the UI node
docs.

## Solution

I did a quick proofreading pass and fixed a few things. And of course,
the typo from that other PR.

## Notes

I occasionally insert a period to make a section of doc self-consistent
but didn't go one way or the other on all periods in the file.

---------

Co-authored-by: Noah <noahshomette@gmail.com>
2023-10-21 17:38:15 +00:00
robtfm
6f2a5cb862
Bind group entries (#9694)
# Objective

Simplify bind group creation code. alternative to (and based on) #9476

## Solution

- Add a `BindGroupEntries` struct that can transparently be used where
`&[BindGroupEntry<'b>]` is required in BindGroupDescriptors.

Allows constructing the descriptor's entries as:
```rust
render_device.create_bind_group(
    "my_bind_group",
    &my_layout,
    &BindGroupEntries::with_indexes((
        (2, &my_sampler),
        (3, my_uniform),
    )),
);
```

instead of

```rust
render_device.create_bind_group(
    "my_bind_group",
    &my_layout,
    &[
        BindGroupEntry {
            binding: 2,
            resource: BindingResource::Sampler(&my_sampler),
        },
        BindGroupEntry {
            binding: 3,
            resource: my_uniform,
        },
    ],
);
```

or

```rust
render_device.create_bind_group(
    "my_bind_group",
    &my_layout,
    &BindGroupEntries::sequential((&my_sampler, my_uniform)),
);
```

instead of

```rust
render_device.create_bind_group(
    "my_bind_group",
    &my_layout,
    &[
        BindGroupEntry {
            binding: 0,
            resource: BindingResource::Sampler(&my_sampler),
        },
        BindGroupEntry {
            binding: 1,
            resource: my_uniform,
        },
    ],
);
```

the structs has no user facing macros, is tuple-type-based so stack
allocated, and has no noticeable impact on compile time.

- Also adds a `DynamicBindGroupEntries` struct with a similar api that
uses a `Vec` under the hood and allows extending the entries.
- Modifies `RenderDevice::create_bind_group` to take separate arguments
`label`, `layout` and `entries` instead of a `BindGroupDescriptor`
struct. The struct can't be stored due to the internal references, and
with only 3 members arguably does not add enough context to justify
itself.
- Modify the codebase to use the new api and the `BindGroupEntries` /
`DynamicBindGroupEntries` structs where appropriate (whenever the
entries slice contains more than 1 member).

## Migration Guide

- Calls to `RenderDevice::create_bind_group({BindGroupDescriptor {
label, layout, entries })` must be amended to
`RenderDevice::create_bind_group(label, layout, entries)`.
- If `label`s have been specified as `"bind_group_name".into()`, they
need to change to just `"bind_group_name"`. `Some("bind_group_name")`
and `None` will still work, but `Some("bind_group_name")` can optionally
be simplified to just `"bind_group_name"`.

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-10-21 15:39:22 +00:00
robtfm
61bad4eb57
update shader imports (#10180)
# Objective

- bump naga_oil to 0.10
- update shader imports to use rusty syntax

## Migration Guide

naga_oil 0.10 reworks the import mechanism to support more syntax to
make it more rusty, and test for item use before importing to determine
which imports are modules and which are items, which allows:

- use rust-style imports
```
#import bevy_pbr::{
    pbr_functions::{alpha_discard as discard, apply_pbr_lighting}, 
    mesh_bindings,
}
```

- import partial paths:
```
#import part::of::path
...
path::remainder::function();
```
which will call to `part::of::path::remainder::function`

- use fully qualified paths without importing:
```
// #import bevy_pbr::pbr_functions
bevy_pbr::pbr_functions::pbr()
```
- use imported items without qualifying
```
#import bevy_pbr::pbr_functions::pbr
// for backwards compatibility the old style is still supported:
// #import bevy_pbr::pbr_functions pbr
...
pbr()
```

- allows most imported items to end with `_` and numbers (naga_oil#30).
still doesn't allow struct members to end with `_` or numbers but it's
progress.

- the vast majority of existing shader code will work without changes,
but will emit "deprecated" warnings for old-style imports. these can be
suppressed with the `allow-deprecated` feature.

- partly breaks overrides (as far as i'm aware nobody uses these yet) -
now overrides will only be applied if the overriding module is added as
an additional import in the arguments to `Composer::make_naga_module` or
`Composer::add_composable_module`. this is necessary to support
determining whether imports are modules or items.
2023-10-21 11:51:58 +00:00
Marco Buono
9b80205acb
Variable MeshPipeline View Bind Group Layout (#10156)
# Objective

This PR aims to make it so that we don't accidentally go over
`MAX_TEXTURE_IMAGE_UNITS` (in WebGL) or
`maxSampledTexturesPerShaderStage` (in WebGPU), giving us some extra
leeway to add more view bind group textures.

(This PR is extracted from—and unblocks—#8015)

## Solution

- We replace the existing `view_layout` and `view_layout_multisampled`
pair with an array of 32 bind group layouts, generated ahead of time;
- For now, these layouts cover all the possible combinations of:
`multisampled`, `depth_prepass`, `normal_prepass`,
`motion_vector_prepass` and `deferred_prepass`:
- In the future, as @JMS55 pointed out, we can likely take out
`motion_vector_prepass` and `deferred_prepass`, as these are not really
needed for the mesh pipeline and can use separate pipelines. This would
bring the possible combinations down to 8;
- We can also add more "optional" textures as they become needed,
allowing the engine to scale to a wider variety of use cases in lower
end/web environments (e.g. some apps might just want normal and depth
prepasses, others might only want light probes), while still keeping a
high ceiling for high end native environments where more textures are
supported.
- While preallocating bind group layouts is relatively cheap, the number
of combinations grows exponentially, so we should likely limit ourselves
to something like at most 256–1024 total layouts until we find a better
solution (like generating them lazily)
- To make this mechanism a little bit more explicit/discoverable, so
that compatibility with WebGPU/WebGL is not broken by accident, we add a
`MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` const and warn whenever
the number of textures in the layout crosses it.
- The warning is gated by `#[cfg(debug_assertions)]` and not issued in
release builds;
- We're counting the actual textures in the bind group layout instead of
using some roundabout metric so it should be accurate;
- Right now `MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES` is set to 10
in order to leave 6 textures free for other groups;
- Currently there's no combination that would cause us to go over the
limit, but that will change once #8015 lands.

---

## Changelog

- `MeshPipeline` view bind group layouts now vary based on the current
multisampling and prepass states, saving a couple of texture binding
entries when prepasses are not in use.

## Migration Guide

- `MeshPipeline::view_layout` and
`MeshPipeline::view_layout_multisampled` have been replaced with a
private array to accomodate for variable view bind group layouts. To
obtain a view bind group layout for the current pipeline state, use the
new `MeshPipeline::get_view_layout()` or
`MeshPipeline::get_view_layout_from_key()` methods.
2023-10-21 11:19:44 +00:00
Carter Anderson
6f27e0e35f
Add asset_processor feature and remove AssetMode::ProcessedDev (#10194)
# Objective

Users shouldn't need to change their source code between "development
workflows" and "releasing". Currently, Bevy Asset V2 has two "processed"
asset modes `Processed` (assumes assets are already processed) and
`ProcessedDev` (starts an asset processor and processes assets). This
means that the mode must be changed _in code_ when switching from "app
dev" to "release". Very suboptimal.

We have already removed "runtime opt-in" for hot-reloading. Enabling the
`file_watcher` feature _automatically_ enables file watching in code.
This means deploying a game (without hot reloading enabled) just means
calling `cargo build --release` instead of `cargo run --features
bevy/file_watcher`.

We should adopt this pattern for asset processing.

## Solution

This adds the `asset_processor` feature, which will start the
`AssetProcessor` when an `AssetPlugin` runs in `AssetMode::Processed`.

The "asset processing workflow" is now:
1. Enable `AssetMode::Processed` on `AssetPlugin`
2. When developing, run with the `asset_processor` and `file_watcher`
features
3. When releasing, build without these features.

The `AssetMode::ProcessedDev` mode has been removed.
2023-10-20 20:50:26 +00:00
Torstein Grindvik
7132404b38
Add note about asset source register order (#10186)
# Objective

I encountered a problem where I had a plugin `FooPlugin` which did

```rust
impl Plugin for FooPlugin {
    fn build(&self, app: &mut App) {
        app
           .register_asset_source(...); // more stuff after
    }
}
```

And when I tried using it, e.g.

```rust
asset_server.load("foo://data/asset.custom");
```

I got an error that `foo` was not recognized as a source.

I found that this is because asset sources must be registered _before_
`AssetPlugin` is added, and I had `FooPlugin` _after_.

## Solution

Add clarifying note about having to register sources before
`AssetPlugin` is added.

Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
2023-10-20 14:43:16 +00:00
66OJ66
4e28fa255d
Log an error when registering an AssetSource after AssetPlugin has been built (#10202)
# Objective

- Provides actionable feedback when users encounter the error in
https://github.com/bevyengine/bevy/issues/10162
- Complements https://github.com/bevyengine/bevy/pull/10186

## Solution

- Log an error when registering an AssetSource after the AssetPlugin has
been built (via DefaultPlugins). This will let users know that their
registration order needs changing

The outputted error message will look like this:
```rust
ERROR bevy_asset::server: 'AssetSourceId::Name(test)' must be registered before `AssetPlugin` (typically added as part of `DefaultPlugins`)
```

---------

Co-authored-by: 66OJ66 <hi0obxud@anonaddy.me>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-10-20 14:42:47 +00:00
SecretPocketCat
b1cc7ad72f
add on_real_time_timer run condition (#10179)
# Objective

Fixes #10177 .

## Solution

Added a new run condition and tweaked the docs for `on_timer`.

## Changelog

### Added 
 - `on_real_time_timer` run condition
2023-10-20 12:58:37 +00:00
François
4d286d087b
remove unused import on android (#10197)
# Objective

- Building for android has a warning
```
warning: unused import: `AssetWatcher`
 --> crates/bevy_asset/src/io/android.rs:2:51
  |
2 |     get_meta_path, AssetReader, AssetReaderError, AssetWatcher, EmptyPathStream, PathStream,
  |                                                   ^^^^^^^^^^^^
  |
  = note: `#[warn(unused_imports)]` on by default
```

## Solution

- Remove the import
2023-10-19 23:02:04 +00:00
Jan Češpivo
dcc35120f9
chore: use ExtractComponent derive macro for EnvironmentMapLight and FogSettings (#10191)
I've done tiny cleanup when playing with code.

## Solution

[derive
macro](https://github.com/bevyengine/bevy/blob/main/crates/bevy_render/macros/src/extract_component.rs)
with `extract_component_filter` attribute generate the same code I
removed.

## Migration Guide

No migration needed
2023-10-19 20:18:33 +00:00
Arend van Beelen jr
5d110eb96e
Prevent black frames during startup (#9826)
# Objective

This PR addresses the issue where Bevy displays one or several black
frames before the scene is first rendered. This is particularly
noticeable on iOS, where the black frames disrupt the transition from
the launch screen to the game UI. I have written about my search to
solve this issue on the Bevy discord:
https://discord.com/channels/691052431525675048/1151047604520632352

While I can attest this PR works on both iOS and Linux/Wayland (and even
seems to resolve a slight flicker during startup with the latter as
well), I'm not familiar enough with Bevy to judge the full implications
of these changes. I hope a reviewer or tester can help me confirm
whether this is the right approach, or what might be a cleaner solution
to resolve this issue.

## Solution

I have moved the "startup phase" as well as the plugin finalization into
the `app.run()` function so those things finish synchronously before the
"main schedule" starts. I even move one frame forward as well, using
`app.update()`, to make sure the rendering has caught up with the state
of the finalized plugins as well.

I admit that part of this was achieved through trial-and-error, since
not doing the "startup phase" *before* `app.finish()` resulted in
panics, while not calling an extra `app.update()` didn't fully resolve
the issue.

What I *can* say, is that the iOS launch screen animation works in such
a way that the OS initiates the transition once the framework's
[`didFinishLaunching()`](https://developer.apple.com/documentation/uikit/uiapplicationdelegate/1622921-application)
returns, meaning app developers **must** finish setting up their UI
before that function returns. This is what basically led me on the path
to try to "finish stuff earlier" :)

## Changelog

### Changed

- The startup phase and the first frame are rendered synchronously when
calling `app.run()`, before the "main schedule" is started. This fixes
black frames during the iOS launch transition and possible flickering on
other platforms, but may affect initialization order in your
application.

## Migration Guide

Because of this change, the timing of the first few frames might have
changed, and I think it could be that some things one may expect to be
initialized in a system may no longer be. To be honest, I feel out of my
depth to judge the exact impact here.
2023-10-18 23:24:19 +00:00
ira
4b65a533f1
Add system parameter for computing up-to-date GlobalTransforms (#8603)
# Objective

Add a way to easily compute the up-to-date `GlobalTransform` of an
entity.

## Solution

Add the `TransformHelper`(Name pending) system parameter with the
`compute_global_transform` method that takes an `Entity` and returns a
`GlobalTransform` if successful.

## Changelog
- Added the `TransformHelper` system parameter for computing the
up-to-date `GlobalTransform` of an entity.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Noah <noahshomette@gmail.com>
2023-10-18 20:07:51 +00:00
Surav Shrestha
ffec6645b2
fix typos in crates/bevy_app/src/app.rs (#10173)
ambiguious -> ambiguous
2023-10-18 15:50:05 +00:00
robtfm
c99351f7c2
allow extensions to StandardMaterial (#7820)
# Objective

allow extending `Material`s (including the built in `StandardMaterial`)
with custom vertex/fragment shaders and additional data, to easily get
pbr lighting with custom modifications, or otherwise extend a base
material.

# Solution

- added `ExtendedMaterial<B: Material, E: MaterialExtension>` which
contains a base material and a user-defined extension.
- added example `extended_material` showing how to use it
- modified AsBindGroup to have "unprepared" functions that return raw
resources / layout entries so that the extended material can combine
them

note: doesn't currently work with array resources, as i can't figure out
how to make the OwnedBindingResource::get_binding() work, as wgpu
requires a `&'a[&'a TextureView]` and i have a `Vec<TextureView>`.

# Migration Guide

manual implementations of `AsBindGroup` will need to be adjusted, the
changes are pretty straightforward and can be seen in the diff for e.g.
the `texture_binding_array` example.

---------

Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-10-17 21:28:08 +00:00
robtfm
de8a6007b7
check for any prepass phase (#10160)
# Objective

deferred doesn't currently run unless one of `DepthPrepass`,
`ForwardPrepass` or `MotionVectorPrepass` is also present on the camera.

## Solution

modify the `queue_prepass_material_meshes` view query to check for any
relevant phase, instead of requiring `Opaque3dPrepass` and
`AlphaMask3dPrepass` to be present
2023-10-17 19:28:52 +00:00
Niklas Eicker
6b070b1776
Correct Scene loader error description (#10161)
# Objective

- Correct the description of an error type for the scene loader

## Solution

- Correct the description of an error type for the scene loader
2023-10-17 17:58:35 +00:00
Marco Buono
5733d2403e
*_PREPASS Shader Def Cleanup (#10136)
# Objective

- This PR aims to make the various `*_PREPASS` shader defs we have
(`NORMAL_PREPASS`, `DEPTH_PREPASS`, `MOTION_VECTORS_PREPASS` AND
`DEFERRED_PREPASS`) easier to use and understand:
- So that their meaning is now consistent across all contexts; (“prepass
X is enabled for the current view”)
  - So that they're also consistently set across all contexts.
- It also aims to enable us to (with a follow up PR) to conditionally
gate the `BindGroupEntry` and `BindGroupLayoutEntry` items associated
with these prepasses, saving us up to 4 texture slots in WebGL
(currently globally limited to 16 per shader, regardless of bind groups)

## Solution

- We now consistently set these from `PrepassPipeline`, the
`MeshPipeline` and the `DeferredLightingPipeline`, we also set their
`MeshPipelineKey`s;
- We introduce `PREPASS_PIPELINE`, `MESH_PIPELINE` and
`DEFERRED_LIGHTING_PIPELINE` that can be used to detect where the code
is running, without overloading the meanings of the prepass shader defs;
- We also gate the WGSL functions in `bevy_pbr::prepass_utils` with
`#ifdef`s for their respective shader defs, so that shader code can
provide a fallback whenever they're not available.
- This allows us to conditionally include the bindings for these prepass
textures (My next PR, which will hopefully unblock #8015)
- @robtfm mentioned [these were being used to prevent accessing the same
binding as read/write in the
prepass](https://discord.com/channels/691052431525675048/743663924229963868/1163270458393759814),
however even after reversing the `#ifndef`s I had no issues running the
code, so perhaps the compiler is already smart enough even without tree
shaking to know they're not being used, thanks to `#ifdef
PREPASS_PIPELINE`?

## Comparison

### Before

| Shader Def | `PrepassPipeline` | `MeshPipeline` |
`DeferredLightingPipeline` |
| ------------------------ | ----------------- | -------------- |
-------------------------- |
| `NORMAL_PREPASS` | Yes | No | No |
| `DEPTH_PREPASS` | Yes | No | No |
| `MOTION_VECTORS_PREPASS` | Yes | No | No |
| `DEFERRED_PREPASS` | Yes | No | No |

| View Key | `PrepassPipeline` | `MeshPipeline` |
`DeferredLightingPipeline` |
| ------------------------ | ----------------- | -------------- |
-------------------------- |
| `NORMAL_PREPASS` | Yes | Yes | No |
| `DEPTH_PREPASS` | Yes | No | No |
| `MOTION_VECTORS_PREPASS` | Yes | No | No |
| `DEFERRED_PREPASS` | Yes | Yes\* | No |

\* Accidentally was being set twice, once with only
`deferred_prepass.is_some()` as a condition,
and once with `deferred_p repass.is_some() && !forward` as a condition.

### After

| Shader Def | `PrepassPipeline` | `MeshPipeline` |
`DeferredLightingPipeline` |
| ---------------------------- | ----------------- | --------------- |
-------------------------- |
| `NORMAL_PREPASS` | Yes | Yes | Yes |
| `DEPTH_PREPASS` | Yes | Yes | Yes |
| `MOTION_VECTORS_PREPASS` | Yes | Yes | Yes |
| `DEFERRED_PREPASS` | Yes | Yes | Unconditionally |
| `PREPASS_PIPELINE` | Unconditionally | No | No |
| `MESH_PIPELINE` | No | Unconditionally | No |
| `DEFERRED_LIGHTING_PIPELINE` | No | No | Unconditionally |

| View Key | `PrepassPipeline` | `MeshPipeline` |
`DeferredLightingPipeline` |
| ------------------------ | ----------------- | -------------- |
-------------------------- |
| `NORMAL_PREPASS` | Yes | Yes | Yes |
| `DEPTH_PREPASS` | Yes | Yes | Yes |
| `MOTION_VECTORS_PREPASS` | Yes | Yes | Yes |
| `DEFERRED_PREPASS` | Yes | Yes | Unconditionally |

---

## Changelog

- Cleaned up WGSL `*_PREPASS` shader defs so they're now consistently
used everywhere;
- Introduced `PREPASS_PIPELINE`, `MESH_PIPELINE` and
`DEFERRED_LIGHTING_PIPELINE` WGSL shader defs for conditionally
compiling logic based the current pipeline;
- WGSL functions from `bevy_pbr::prepass_utils` are now guarded with
`#ifdef` based on the currently enabled prepasses;

## Migration Guide

- When using functions from `bevy_pbr::prepass_utils`
(`prepass_depth()`, `prepass_normal()`, `prepass_motion_vector()`) in
contexts where these prepasses might be disabled, you should now wrap
your calls with the appropriate `#ifdef` guards, (`#ifdef
DEPTH_PREPASS`, `#ifdef NORMAL_PREPASS`, `#ifdef MOTION_VECTOR_PREPASS`)
providing fallback logic where applicable.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-10-17 00:16:21 +00:00
Gino Valente
01b910a148
bevy_reflect: Fix dynamic type serialization (#10103)
# Objective

Fixes #10086

## Solution

Instead of serializing via `DynamicTypePath::reflect_type_path`, now
uses the `TypePath` found on the `TypeInfo` returned by
`Reflect::get_represented_type_info`.

This issue was happening because the dynamic types implement `TypePath`
themselves and do not (and cannot) forward their proxy's `TypePath`
data. The solution was to access the proxy's type information in order
to get the correct `TypePath` data.

## Changed

- The `Debug` impl for `TypePathTable` now includes output for all
fields.
2023-10-16 23:31:16 +00:00
Griffin
490699c311
Fix unlit missing parameters (#10144)
# Objective

- The refactoring in https://github.com/bevyengine/bevy/pull/10105
missed including the frag_coord and normal in pbr_input.

## Solution

- Add them back
2023-10-16 22:11:51 +00:00
Carter Anderson
a042924a6e
Time: demote delta time clamping warning to debug (#10145)
# Objective

Time clamping happens consistently for apps that load non-trivial
things. While this _is_ an indicator that we should probably try to move
this work to a thread that doesn't block the Update, this is common
enough (and unactionable enough) that I think we should demote it for
now.

```
2023-10-16T18:46:14.918781Z  WARN bevy_time::virt: delta time larger than maximum delta, clamping delta to 250ms and skipping 63.649253ms
2023-10-16T18:46:15.178048Z  WARN bevy_time::virt: delta time larger than maximum delta, clamping delta to 250ms and skipping 1.71611ms
```

## Solution

Change `warn` to `debug` for this message
2023-10-16 19:18:39 +00:00
Bruce Mitchener
6bd3cca0ca
Improve linking within RenderSet docs. (#10143)
# Objective

- Improve formatting and linking within `RenderSet` docs.

## Solution

- Used backticks and intradoc links.
2023-10-16 17:13:20 +00:00
mamekoro
1258ceb62c
Change visibility of bevy::core::update_frame_count to pub (#10111)
# Objective
Closes #10107

The visibility of `bevy::core::update_frame_count` should be `pub` so it
can be used in third-party code like this:

```rust
impl Plugin for MyPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Last, use_frame_count.before(bevy::core::update_frame_count));
    }
}
```

## Solution
Make `bevy::core::update_frame_count` public.

---

## Changelog

### Added
- Documentation for `bevy::core::update_frame_count`

### Changed
- Visibility of `bevy::core::update_frame_count` is now `pub`
2023-10-16 13:43:02 +00:00
Edgar Geier
e23d7cf501
Explain usage of prepass shaders in docs for Material trait (#9025)
# Objective

- Fixes #8696.

## Solution

- Added a paragraph describing the usage of the `prepass_vertex_shader`
and `prepass_fragment_shader`.
2023-10-16 13:39:17 +00:00
Miles Ryan
06d148bae1
Fixed mod.rs in rendering to support Radeon Cards (#10132)
# Objective

- Added support for newer AMD Radeon cards in the mod.rs file located at
``crates/bevy_render/src/view/window/mod.rs``

## Solution

- All I needed to add was ``name.starts_with("Radeon") ||`` to the
existing code on line 347 of
``crates/bevy_render/src/view/window/mod.rs``

---

## Changelog

- Changed ``crates/bevy_render/src/view/window/mod.rs``
2023-10-16 10:45:11 +00:00
Nuutti Kotivuori
3d79dc4cdc
Unify FixedTime and Time while fixing several problems (#8964)
# Objective

Current `FixedTime` and `Time` have several problems. This pull aims to
fix many of them at once.

- If there is a longer pause between app updates, time will jump forward
a lot at once and fixed time will iterate on `FixedUpdate` for a large
number of steps. If the pause is merely seconds, then this will just
mean jerkiness and possible unexpected behaviour in gameplay. If the
pause is hours/days as with OS suspend, the game will appear to freeze
until it has caught up with real time.
- If calculating a fixed step takes longer than specified fixed step
period, the game will enter a death spiral where rendering each frame
takes longer and longer due to more and more fixed step updates being
run per frame and the game appears to freeze.
- There is no way to see current fixed step elapsed time inside fixed
steps. In order to track this, the game designer needs to add a custom
system inside `FixedUpdate` that calculates elapsed or step count in a
resource.
- Access to delta time inside fixed step is `FixedStep::period` rather
than `Time::delta`. This, coupled with the issue that `Time::elapsed`
isn't available at all for fixed steps, makes it that time requiring
systems are either implemented to be run in `FixedUpdate` or `Update`,
but rarely work in both.
- Fixes #8800 
- Fixes #8543 
- Fixes #7439
- Fixes #5692

## Solution

- Create a generic `Time<T>` clock that has no processing logic but
which can be instantiated for multiple usages. This is also exposed for
users to add custom clocks.
- Create three standard clocks, `Time<Real>`, `Time<Virtual>` and
`Time<Fixed>`, all of which contain their individual logic.
- Create one "default" clock, which is just `Time` (or `Time<()>`),
which will be overwritten from `Time<Virtual>` on each update, and
`Time<Fixed>` inside `FixedUpdate` schedule. This way systems that do
not care specifically which time they track can work both in `Update`
and `FixedUpdate` without changes and the behaviour is intuitive.
- Add `max_delta` to virtual time update, which limits how much can be
added to virtual time by a single update. This fixes both the behaviour
after a long freeze, and also the death spiral by limiting how many
fixed timestep iterations there can be per update. Possible future work
could be adding `max_accumulator` to add a sort of "leaky bucket" time
processing to possibly smooth out jumps in time while keeping frame rate
stable.
- Many minor tweaks and clarifications to the time functions and their
documentation.

## Changelog

- `Time::raw_delta()`, `Time::raw_elapsed()` and related methods are
moved to `Time<Real>::delta()` and `Time<Real>::elapsed()` and now match
`Time` API
- `FixedTime` is now `Time<Fixed>` and matches `Time` API. 
- `Time<Fixed>` default timestep is now 64 Hz, or 15625 microseconds.
- `Time` inside `FixedUpdate` now reflects fixed timestep time, making
systems portable between `Update ` and `FixedUpdate`.
- `Time::pause()`, `Time::set_relative_speed()` and related methods must
now be called as `Time<Virtual>::pause()` etc.
- There is a new `max_delta` setting in `Time<Virtual>` that limits how
much the clock can jump by a single update. The default value is 0.25
seconds.
- Removed `on_fixed_timer()` condition as `on_timer()` does the right
thing inside `FixedUpdate` now.

## Migration Guide

- Change all `Res<Time>` instances that access `raw_delta()`,
`raw_elapsed()` and related methods to `Res<Time<Real>>` and `delta()`,
`elapsed()`, etc.
- Change access to `period` from `Res<FixedTime>` to `Res<Time<Fixed>>`
and use `delta()`.
- The default timestep has been changed from 60 Hz to 64 Hz. If you wish
to restore the old behaviour, use
`app.insert_resource(Time::<Fixed>::from_hz(60.0))`.
- Change `app.insert_resource(FixedTime::new(duration))` to
`app.insert_resource(Time::<Fixed>::from_duration(duration))`
- Change `app.insert_resource(FixedTime::new_from_secs(secs))` to
`app.insert_resource(Time::<Fixed>::from_seconds(secs))`
- Change `system.on_fixed_timer(duration)` to
`system.on_timer(duration)`. Timers in systems placed in `FixedUpdate`
schedule automatically use the fixed time clock.
- Change `ResMut<Time>` calls to `pause()`, `is_paused()`,
`set_relative_speed()` and related methods to `ResMut<Time<Virtual>>`
calls. The API is the same, with the exception that `relative_speed()`
will return the actual last ste relative speed, while
`effective_relative_speed()` returns 0.0 if the time is paused and
corresponds to the speed that was set when the update for the current
frame started.

## Todo

- [x] Update pull name and description
- [x] Top level documentation on usage
- [x] Fix examples
- [x] Decide on default `max_delta` value
- [x] Decide naming of the three clocks: is `Real`, `Virtual`, `Fixed`
good?
- [x] Decide if the three clock inner structures should be in prelude
- [x] Decide on best way to configure values at startup: is manually
inserting a new clock instance okay, or should there be config struct
separately?
- [x] Fix links in docs
- [x] Decide what should be public and what not
- [x] Decide how `wrap_period` should be handled when it is changed
- [x] ~~Add toggles to disable setting the clock as default?~~ No,
separate pull if needed.
- [x] Add tests
- [x] Reformat, ensure adheres to conventions etc.
- [x] Build documentation and see that it looks correct

## Contributors

Huge thanks to @alice-i-cecile and @maniwani while building this pull.
It was a shared effort!

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Cameron <51241057+maniwani@users.noreply.github.com>
Co-authored-by: Jerome Humbert <djeedai@gmail.com>
2023-10-16 01:57:55 +00:00
Carter Anderson
02943737b2
Return an error when loading non-existent labels (#9751)
# Objective

Calling `asset_server.load("scene.gltf#SomeLabel")` will silently fail
if `SomeLabel` does not exist.

Referenced in #9714 

## Solution

We now detect this case and return an error. I also slightly refactored
`load_internal` to make the logic / dataflow much clearer.

---------

Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2023-10-15 18:36:51 +00:00
Carter Anderson
49d5c6b8a3
Hot reload labeled assets whose source asset is not loaded (#9736)
# Objective

As called out in #9714, Bevy Asset V2 fails to hot-reload labeled assets
whose source asset has changed (in cases where the root asset is not
alive).

## Solution

Track alive labeled assets for a given source asset and allow hot
reloads in cases where a labeled asset is still alive.
2023-10-15 18:21:49 +00:00
François
5781806e72
only set up processed source if asset plugin is not unprocessed (#10123)
# Objective

- Since #9885, running on an iOS device crashes trying to create the
processed folder
- This only happens on real device, not on the simulator

## Solution

- Setup processed assets only if needed
2023-10-15 18:20:29 +00:00
Carter Anderson
3866b1cc19
Fix load_folder for non-default Asset Sources (#10121)
# Objective

Fixes #10120

## Solution

Assign the folder path source to loaded descendant asset paths in
`load_folder`
2023-10-15 16:57:46 +00:00
Dimitri Belopopsky
56eb362327
Fix missing explicit lifetime name for copy_deferred_lighting_id name (#10128)
# Objective

On nightly there is a warning on a missing lifetime:

```bash
warning: `&` without an explicit lifetime name cannot be used here
```

The details are in https://github.com/rust-lang/rust/issues/115010, but
the bottom line is that in associated constants elided lifetimes are no
longer allowed to be implicitly defined.

This fixes the only place where it is missing.

## Solution

- Add explicit `'static` lifetime
2023-10-15 14:37:53 +00:00
Ame :]
b9ddb37d5b
add and fix shields in Readmes (#9993)
# Objective

Fix shields

## Solution

- Correct shield in the Bevy ECS Readme, where only the MIT license is
displayed
![Screenshot 2023-10-01 at 18 28
27](https://github.com/bevyengine/bevy/assets/104745335/a736a65e-0d47-4d9e-b32d-0b843a00922c)
- Add shields to other Readmes.
- homogenize shields and titles.
2023-10-15 00:52:31 +00:00
Dworv
ca37b92540
Make loading warning for no file ext more descriptive (#10119)
# Objective

Currently, the asset loader outputs 
```
2023-10-14T15:11:09.328850Z  WARN bevy_asset::asset_server: no `AssetLoader` found
```
when user forgets to add an extension to a file. This is very confusing
behaviour, it sounds like there aren't any asset loaders existing.

## Solution

Add an extra message on the end when there are no file extensions.
2023-10-14 22:54:57 +00:00
robtfm
d9a0761eb2
ssao use unlit_color instead of white (#10117)
# Objective

#10105 changed the ssao input color from the material base color to
white. i can't actually see a difference in the example but there should
be one in some cases.

## Solution

change it back.
2023-10-14 18:03:11 +00:00
Thomas Wilgenbus
4ae6a66481
Allow optional extraction of resources from the main world (#10109)
# Objective

From my understanding, although resources are not meant to be created
and removed at every frame, they are still meant to be created
dynamically during the lifetime of the App.
But because the extract_resource API does not allow optional resources
from the main world, it's impossible to use resources in the render
phase that were not created before the render sub-app itself.

## Solution

Because the ECS engine already allows for system parameters to be
`Option<Res>`, it just had to be added.

---

## Changelog

- Changed
    - `extract_resource` now takes an optional main world resource

- Fixed
- `ExtractResourcePlugin` doesn't cause panics anymore if the resource
is not already inserted
2023-10-14 16:07:49 +00:00
Carter Anderson
35073cf7aa
Multiple Asset Sources (#9885)
This adds support for **Multiple Asset Sources**. You can now register a
named `AssetSource`, which you can load assets from like you normally
would:

```rust
let shader: Handle<Shader> = asset_server.load("custom_source://path/to/shader.wgsl");
```

Notice that `AssetPath` now supports `some_source://` syntax. This can
now be accessed through the `asset_path.source()` accessor.

Asset source names _are not required_. If one is not specified, the
default asset source will be used:

```rust
let shader: Handle<Shader> = asset_server.load("path/to/shader.wgsl");
```

The behavior of the default asset source has not changed. Ex: the
`assets` folder is still the default.

As referenced in #9714

## Why?

**Multiple Asset Sources** enables a number of often-asked-for
scenarios:

* **Loading some assets from other locations on disk**: you could create
a `config` asset source that reads from the OS-default config folder
(not implemented in this PR)
* **Loading some assets from a remote server**: you could register a new
`remote` asset source that reads some assets from a remote http server
(not implemented in this PR)
* **Improved "Binary Embedded" Assets**: we can use this system for
"embedded-in-binary assets", which allows us to replace the old
`load_internal_asset!` approach, which couldn't support asset
processing, didn't support hot-reloading _well_, and didn't make
embedded assets accessible to the `AssetServer` (implemented in this pr)

## Adding New Asset Sources

An `AssetSource` is "just" a collection of `AssetReader`, `AssetWriter`,
and `AssetWatcher` entries. You can configure new asset sources like
this:

```rust
app.register_asset_source(
    "other",
    AssetSource::build()
        .with_reader(|| Box::new(FileAssetReader::new("other")))
    )
)
```

Note that `AssetSource` construction _must_ be repeatable, which is why
a closure is accepted.
`AssetSourceBuilder` supports `with_reader`, `with_writer`,
`with_watcher`, `with_processed_reader`, `with_processed_writer`, and
`with_processed_watcher`.

Note that the "asset source" system replaces the old "asset providers"
system.

## Processing Multiple Sources

The `AssetProcessor` now supports multiple asset sources! Processed
assets can refer to assets in other sources and everything "just works".
Each `AssetSource` defines an unprocessed and processed `AssetReader` /
`AssetWriter`.

Currently this is all or nothing for a given `AssetSource`. A given
source is either processed or it is not. Later we might want to add
support for "lazy asset processing", where an `AssetSource` (such as a
remote server) can be configured to only process assets that are
directly referenced by local assets (in order to save local disk space
and avoid doing extra work).

## A new `AssetSource`: `embedded`

One of the big features motivating **Multiple Asset Sources** was
improving our "embedded-in-binary" asset loading. To prove out the
**Multiple Asset Sources** implementation, I chose to build a new
`embedded` `AssetSource`, which replaces the old `load_interal_asset!`
system.

The old `load_internal_asset!` approach had a number of issues:

* The `AssetServer` was not aware of (or capable of loading) internal
assets.
* Because internal assets weren't visible to the `AssetServer`, they
could not be processed (or used by assets that are processed). This
would prevent things "preprocessing shaders that depend on built in Bevy
shaders", which is something we desperately need to start doing.
* Each "internal asset" needed a UUID to be defined in-code to reference
it. This was very manual and toilsome.

The new `embedded` `AssetSource` enables the following pattern:

```rust
// Called in `crates/bevy_pbr/src/render/mesh.rs`
embedded_asset!(app, "mesh.wgsl");

// later in the app
let shader: Handle<Shader> = asset_server.load("embedded://bevy_pbr/render/mesh.wgsl");
```

Notice that this always treats the crate name as the "root path", and it
trims out the `src` path for brevity. This is generally predictable, but
if you need to debug you can use the new `embedded_path!` macro to get a
`PathBuf` that matches the one used by `embedded_asset`.

You can also reference embedded assets in arbitrary assets, such as WGSL
shaders:

```rust
#import "embedded://bevy_pbr/render/mesh.wgsl"
```

This also makes `embedded` assets go through the "normal" asset
lifecycle. They are only loaded when they are actually used!

We are also discussing implicitly converting asset paths to/from shader
modules, so in the future (not in this PR) you might be able to load it
like this:

```rust
#import bevy_pbr::render::mesh::Vertex
```

Compare that to the old system!

```rust
pub const MESH_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(3252377289100772450);

load_internal_asset!(app, MESH_SHADER_HANDLE, "mesh.wgsl", Shader::from_wgsl);

// The mesh asset is the _only_ accessible via MESH_SHADER_HANDLE and _cannot_ be loaded via the AssetServer.
```

## Hot Reloading `embedded`

You can enable `embedded` hot reloading by enabling the
`embedded_watcher` cargo feature:

```
cargo run --features=embedded_watcher
```

## Improved Hot Reloading Workflow

First: the `filesystem_watcher` cargo feature has been renamed to
`file_watcher` for brevity (and to match the `FileAssetReader` naming
convention).

More importantly, hot asset reloading is no longer configured in-code by
default. If you enable any asset watcher feature (such as `file_watcher`
or `rust_source_watcher`), asset watching will be automatically enabled.

This removes the need to _also_ enable hot reloading in your app code.
That means you can replace this:

```rust
app.add_plugins(DefaultPlugins.set(AssetPlugin::default().watch_for_changes()))
```

with this:

```rust
app.add_plugins(DefaultPlugins)
```

If you want to hot reload assets in your app during development, just
run your app like this:

```
cargo run --features=file_watcher
```

This means you can use the same code for development and deployment! To
deploy an app, just don't include the watcher feature

```
cargo build --release
```

My intent is to move to this approach for pretty much all dev workflows.
In a future PR I would like to replace `AssetMode::ProcessedDev` with a
`runtime-processor` cargo feature. We could then group all common "dev"
cargo features under a single `dev` feature:

```sh
# this would enable file_watcher, embedded_watcher, runtime-processor, and more
cargo run --features=dev
```

## AssetMode

`AssetPlugin::Unprocessed`, `AssetPlugin::Processed`, and
`AssetPlugin::ProcessedDev` have been replaced with an `AssetMode` field
on `AssetPlugin`.

```rust
// before 
app.add_plugins(DefaultPlugins.set(AssetPlugin::Processed { /* fields here */ })

// after 
app.add_plugins(DefaultPlugins.set(AssetPlugin { mode: AssetMode::Processed, ..default() })
```

This aligns `AssetPlugin` with our other struct-like plugins. The old
"source" and "destination" `AssetProvider` fields in the enum variants
have been replaced by the "asset source" system. You no longer need to
configure the AssetPlugin to "point" to custom asset providers.

## AssetServerMode

To improve the implementation of **Multiple Asset Sources**,
`AssetServer` was made aware of whether or not it is using "processed"
or "unprocessed" assets. You can check that like this:

```rust
if asset_server.mode() == AssetServerMode::Processed {
    /* do something */
}
```

Note that this refactor should also prepare the way for building "one to
many processed output files", as it makes the server aware of whether it
is loading from processed or unprocessed sources. Meaning we can store
and read processed and unprocessed assets differently!

## AssetPath can now refer to folders

The "file only" restriction has been removed from `AssetPath`. The
`AssetServer::load_folder` API now accepts an `AssetPath` instead of a
`Path`, meaning you can load folders from other asset sources!

## Improved AssetPath Parsing

AssetPath parsing was reworked to support sources, improve error
messages, and to enable parsing with a single pass over the string.
`AssetPath::new` was replaced by `AssetPath::parse` and
`AssetPath::try_parse`.

## AssetWatcher broken out from AssetReader

`AssetReader` is no longer responsible for constructing `AssetWatcher`.
This has been moved to `AssetSourceBuilder`.


## Duplicate Event Debouncing

Asset V2 already debounced duplicate filesystem events, but this was
_input_ events. Multiple input event types can produce the same _output_
`AssetSourceEvent`. Now that we have `embedded_watcher`, which does
expensive file io on events, it made sense to debounce output events
too, so I added that! This will also benefit the AssetProcessor by
preventing integrity checks for duplicate events (and helps keep the
noise down in trace logs).

## Next Steps

* **Port Built-in Shaders**: Currently the primary (and essentially
only) user of `load_interal_asset` in Bevy's source code is "built-in
shaders". I chose not to do that in this PR for a few reasons:
1. We need to add the ability to pass shader defs in to shaders via meta
files. Some shaders (such as MESH_VIEW_TYPES) need to pass shader def
values in that are defined in code.
2. We need to revisit the current shader module naming system. I think
we _probably_ want to imply modules from source structure (at least by
default). Ideally in a way that can losslessly convert asset paths
to/from shader modules (to enable the asset system to resolve modules
using the asset server).
  3. I want to keep this change set minimal / get this merged first.
* **Deprecate `load_internal_asset`**: we can't do that until we do (1)
and (2)
* **Relative Asset Paths**: This PR significantly increases the need for
relative asset paths (which was already pretty high). Currently when
loading dependencies, it is assumed to be an absolute path, which means
if in an `AssetLoader` you call `context.load("some/path/image.png")` it
will assume that is the "default" asset source, _even if the current
asset is in a different asset source_. This will cause breakage for
AssetLoaders that are not designed to add the current source to whatever
paths are being used. AssetLoaders should generally not need to be aware
of the name of their current asset source, or need to think about the
"current asset source" generally. We should build apis that support
relative asset paths and then encourage using relative paths as much as
possible (both via api design and docs). Relative paths are also
important because they will allow developers to move folders around
(even across providers) without reprocessing, provided there is no path
breakage.
2023-10-13 23:17:32 +00:00
François
9290674060
GLTF loader: handle warning NODE_SKINNED_MESH_WITHOUT_SKIN (#9360)
# Objective

- According to the GLTF spec, it should not be possible to have a non
skinned mesh on a skinned node
> When the node contains skin, all mesh.primitives MUST contain JOINTS_0
and WEIGHTS_0 attributes
>
https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#reference-node
- However, the reverse (a skinned mesh on a non skinned node) is just a
warning, see `NODE_SKINNED_MESH_WITHOUT_SKIN` in
https://github.com/KhronosGroup/glTF-Validator/blob/main/ISSUES.md#linkerror
- This causes a crash in Bevy because the bind group layout is made from
the mesh which is skinned, but filled from the entity which is not
```
thread '<unnamed>' panicked at 'wgpu error: Validation Error

Caused by:
    In a RenderPass
      note: encoder = `<CommandBuffer-(0, 5, Metal)>`
    In a set_bind_group command
      note: bind group = `<BindGroup-(27, 1, Metal)>`
    Bind group 2 expects 2 dynamic offsets. However 1 dynamic offset were provided.
```
- Blender can export GLTF files with this kind of issues

## Solution

- When a skinned mesh is only used on non skinned nodes, ignore skinned
information from the mesh and warn the user (this is what three.js is
doing)
- When a skinned mesh is used on both skinned and non skinned nodes, log
an error
2023-10-13 22:40:28 +00:00
Rob Parrett
05c87f3c01
Fix text2d view-visibility (#10100)
# Objective

Fixes #9676
Possible alternative to #9708

`Text2dBundles` are not currently drawn because the render-world-only
entities for glyphs that are created in `extract_text2d_sprite` are not
tracked by the per-view `VisibleEntities`.

## Solution

Add an `Option<Entity>` to `ExtractedSprite` that keeps track of the
original entity that caused a "glyph entity" to be created.

Use that in `queue_sprites` if it exists when checking view visibility.

## Benchmarks

Quick benchmarks. Average FPS over 1500 frames.

| bench | before fps | after fps | diff |
|-|-|-|-|
|many_sprites|884.93|879.00|🟡 -0.7%|
|bevymark -- --benchmark --waves 100 --per-wave 1000 --mode
sprite|75.99|75.93|🟡 -0.1%|
|bevymark -- --benchmark --waves 50 --per-wave 1000 --mode
mesh2d|32.85|32.58|🟡 -0.8%|
2023-10-13 19:14:31 +00:00
robtfm
979c4094d4
pbr shader cleanup (#10105)
# Objective

cleanup some pbr shader code. improve shader stage io consistency and
make pbr.wgsl (probably many people's first foray into bevy shader code)
a little more human-readable. also fix a couple of small issues with
deferred rendering.

## Solution

mesh_vertex_output: 
- rename to forward_io (to align with prepass_io)
- rename `MeshVertexOutput` to `VertexOutput` (to align with prepass_io)
- move `Vertex` from mesh.wgsl into here (to align with prepass_io)

prepass_io: 
- remove `FragmentInput`, use `VertexOutput` directly (to align with
forward_io)
- rename `VertexOutput::clip_position` to `position` (to align with
forward_io)

pbr.wgsl:
- restructure so we don't need `#ifdefs` on the actual entrypoint, use
VertexOutput and FragmentOutput in all cases and use #ifdefs to import
the right struct definitions.
- rearrange to make the flow clearer
- move alpha_discard up from `pbr_functions::pbr` to avoid needing to
call it on some branches and not others
- add a bunch of comments

deferred_lighting:
- move ssao into the `!unlit` block to reflect forward behaviour
correctly
- fix compile error with deferred + premultiply_alpha

## Migration Guide

in custom material shaders:
- `pbr_functions::pbr` no longer calls to
`pbr_functions::alpha_discard`. if you were using the `pbr` function in
a custom shader with alpha mask mode you now also need to call
alpha_discard manually
- rename imports of `bevy_pbr::mesh_vertex_output` to
`bevy_pbr::forward_io`
- rename instances of `MeshVertexOutput` to `VertexOutput`

in custom material prepass shaders:
- rename instances of `VertexOutput::clip_position` to
`VertexOutput::position`
2023-10-13 19:12:40 +00:00
Rob Parrett
26ecfcff43
Fix UI borders (#10078)
# Objective

Fixes #10069

## Solution

Extracted UI nodes were previously stored in a `SparseSet` and had a
predictable iteration order. UI borders and outlines relied on this. Now
they are stored in a HashMap and that is no longer true.

This adds `entity.index()` to the sort key for `TransparentUi` so that
the iteration order is predictable and the "border entities" that get
spawned during extraction are guaranteed to get drawn after their
respective container nodes again.

I **think** that everything still works for overlapping ui nodes etc,
because the z value / primary sort is still controlled by the "ui
stack."

Text above is just my current understanding. A rendering expert should
check this out.

I will do some more testing when I can.
2023-10-13 17:17:16 +00:00
Jan Češpivo
4a61f894b7
chore: Renamed RenderInstance trait to ExtractInstance (#10065)
# Objective

Fixes [#10061]

## Solution

Renamed `RenderInstance` to `ExtractInstance`, `RenderInstances` to
`ExtractedInstances` and `RenderInstancePlugin` to
`ExtractInstancesPlugin`
2023-10-13 17:06:53 +00:00
IceSentry
068e42a01f
Configurable colors for wireframe (#5303)
# Objective

- Make the wireframe colors configurable at the global level and the
single mesh level
- Based on https://github.com/bevyengine/bevy/pull/5314

This video shows what happens when playing with various settings from
the example


https://github.com/bevyengine/bevy/assets/8348954/1ee9aee0-fab7-4da8-bc5d-8d0562bb34e6

## Solution

- Add a `color` field to the `WireframeMaterial`
- Use a `WireframeColor` component to configure the color per entity
- Add a `default_color` field to `WireframeConfig` for global wireframes
or wireframes with no specified color.

## Notes

- Most of the docs and the general idea for `WireframeColor` came from
[UberLambda](https://github.com/UberLambda) in #3677 but the code ended
up completely different so I created a separate branch. ~~I'm not sure
how to correctly credit them on this PR.~~ (I re-created the commit but
I added them as co-author in the commit message)

~~Closes https://github.com/bevyengine/bevy/pull/3677~~
~~Closes https://github.com/bevyengine/bevy/pull/5301~~

~~https://github.com/bevyengine/bevy/pull/5314 should be merged before
this PR.~~
2023-10-13 00:06:24 +00:00
Griffin
a15d152635
Deferred Renderer (#9258)
# Objective

- Add a [Deferred
Renderer](https://en.wikipedia.org/wiki/Deferred_shading) to Bevy.
- This allows subsequent passes to access per pixel material information
before/during shading.
- Accessing this per pixel material information is needed for some
features, like GI. It also makes other features (ex. Decals) simpler to
implement and/or improves their capability. There are multiple
approaches to accomplishing this. The deferred shading approach works
well given the limitations of WebGPU and WebGL2.

Motivation: [I'm working on a GI solution for
Bevy](https://youtu.be/eH1AkL-mwhI)

# Solution
- The deferred renderer is implemented with a prepass and a deferred
lighting pass.
- The prepass renders opaque objects into the Gbuffer attachment
(`Rgba32Uint`). The PBR shader generates a `PbrInput` in mostly the same
way as the forward implementation and then [packs it into the
Gbuffer](ec1465559f/crates/bevy_pbr/src/render/pbr.wgsl (L168)).
- The deferred lighting pass unpacks the `PbrInput` and [feeds it into
the pbr()
function](ec1465559f/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl (L65)),
then outputs the shaded color data.

- There is now a resource
[DefaultOpaqueRendererMethod](ec1465559f/crates/bevy_pbr/src/material.rs (L599))
that can be used to set the default render method for opaque materials.
If materials return `None` from
[opaque_render_method()](ec1465559f/crates/bevy_pbr/src/material.rs (L131))
the `DefaultOpaqueRendererMethod` will be used. Otherwise, custom
materials can also explicitly choose to only support Deferred or Forward
by returning the respective
[OpaqueRendererMethod](ec1465559f/crates/bevy_pbr/src/material.rs (L603))

- Deferred materials can be used seamlessly along with both opaque and
transparent forward rendered materials in the same scene. The [deferred
rendering
example](https://github.com/DGriffin91/bevy/blob/deferred/examples/3d/deferred_rendering.rs)
does this.

- The deferred renderer does not support MSAA. If any deferred materials
are used, MSAA must be disabled. Both TAA and FXAA are supported.

- Deferred rendering supports WebGL2/WebGPU. 

## Custom deferred materials
- Custom materials can support both deferred and forward at the same
time. The
[StandardMaterial](ec1465559f/crates/bevy_pbr/src/render/pbr.wgsl (L166))
does this. So does [this
example](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56).
- Custom deferred materials that require PBR lighting can create a
`PbrInput`, write it to the deferred GBuffer and let it be rendered by
the `PBRDeferredLightingPlugin`.
- Custom deferred materials that require custom lighting have two
options:
1. Use the base_color channel of the `PbrInput` combined with the
`STANDARD_MATERIAL_FLAGS_UNLIT_BIT` flag.
[Example.](https://github.com/DGriffin91/bevy_glowy_orb_tutorial/blob/deferred/assets/shaders/glowy.wgsl#L56)
(If the unlit bit is set, the base_color is stored as RGB9E5 for extra
precision)
2. A Custom Deferred Lighting pass can be created, either overriding the
default, or running in addition. The a depth buffer is used to limit
rendering to only the required fragments for each deferred lighting
pass. Materials can set their respective depth id via the
[deferred_lighting_pass_id](b79182d2a3/crates/bevy_pbr/src/prepass/prepass_io.wgsl (L95))
attachment. The custom deferred lighting pass plugin can then set [its
corresponding
depth](ec1465559f/crates/bevy_pbr/src/deferred/deferred_lighting.wgsl (L37)).
Then with the lighting pass using
[CompareFunction::Equal](ec1465559f/crates/bevy_pbr/src/deferred/mod.rs (L335)),
only the fragments with a depth that equal the corresponding depth
written in the material will be rendered.

Custom deferred lighting plugins can also be created to render the
StandardMaterial. The default deferred lighting plugin can be bypassed
with `DefaultPlugins.set(PBRDeferredLightingPlugin { bypass: true })`

---------

Co-authored-by: nickrart <nickolas.g.russell@gmail.com>
2023-10-12 22:10:38 +00:00
Tomato
c8fd390ced
Change AxisSettings livezone default (#10090)
# Objective

While using joysticks for player aiming, I noticed that there was as
`0.05` value snap on the axis. After searching through Bevy's code, I
saw it was the default livezone being at `0.95`. This causes any value
higher to snap to `1.0`. I think `1.0` and `-1.0` would be a better
default, as it gives all values to the joystick arc.
 
This default livezone stumped me for a bit as I thought either something
was broken or I was doing something wrong.

## Solution

Change the livezone defaults to ` livezone_upperbound: 1.0` and
`livezone_lowerbound: -1.0`.

---

## Migration Guide

If the default 0.05 was relied on, the default or gamepad `AxisSettings`
on the resource `GamepadSettings` will have to be changed.
2023-10-12 17:58:32 +00:00
Zachary Harrold
bb13d065d3
Removed once_cell (#10079)
# Objective

- Fixes #8303

## Solution

- Replaced 1 instance of `OnceBox<T>` with `OnceLock<T>` in
`NonGenericTypeCell`

## Notes

All changes are in the private side of Bevy, and appear to have no
observable change in performance or compilation time. This is purely to
reduce the quantity of direct dependencies in Bevy.
2023-10-12 10:20:07 +00:00
Nicola Papale
be8ff5d0e1
Extract common wireframe filters in type alias (#10080)
# Objective

- The filter type on the `apply_global_wireframe_material` system had
duplicate filter code and the `clippy::type_complexity` attribute.

## Solution

- Extract the common part of the filter into a type alias
2023-10-11 14:43:17 +00:00
ira
f8cbc735ba
Document that gizmo depth_bias has no effect in 2D (#10074) 2023-10-11 06:23:03 +00:00
IceSentry
e05a9f9315
use Material for wireframes (#5314)
# Objective

- Use the `Material` abstraction for the Wireframes
- Right now this doesn't have many benefits other than simplifying some
of the rendering code
- We can reuse the default vertex shader and avoid rendering
inconsistencies
- The goal is to have a material with a color on each mesh so this
approach will make it easier to implement
- Originally done in https://github.com/bevyengine/bevy/pull/5303 but I
decided to split the Material part to it's own PR and then adding
per-entity colors and globally configurable colors will be a much
simpler diff.

## Solution

- Use the new `Material` abstraction for the Wireframes

## Notes

It's possible this isn't ideal since this adds a
`Handle<WireframeMaterial>` to all the meshes compared to the original
approach that didn't need anything. I didn't notice any performance
impact on my machine.

This might be a surprising usage of `Material` at first, because
intuitively you only have one material per mesh, but the way it's
implemented you can have as many different types of materials as you
want on a mesh.

## Migration Guide
`WireframePipeline` was removed. If you were using it directly, please
create an issue explaining your use case.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-10-10 18:53:22 +00:00
pablo-lua
ca873e767f
Implement serialize and deserialize for some UI types (#10044)
# Objective

- Add serde Deserialize and Serialize for structs that doesn't implement
it, even if they could benefit from it

## Solution

- Derive these traits for the structs Style, BackgroundColor,
BorderColor and Outline.

---
2023-10-10 18:52:48 +00:00
Trashtalk217
e5f5ce5e97
Migrate Quat reflection strategy from "value" to "struct" (#10068)
Adopted from #8954, co-authored by @pyrotechnick 

# Objective

The Bevy ecosystem currently reflects `Quat` via "value" rather than the
more appropriate "struct" strategy. This behaviour is inconsistent to
that of similar types, i.e. `Vec3`. Additionally, employing the "value"
strategy causes instances of `Quat` to be serialised as a sequence `[x,
y, z, w]` rather than structures of shape `{ x, y, z, w }`.

The [comments surrounding the applicable
code](bec299fa6e/crates/bevy_reflect/src/impls/glam.rs (L254))
give context and historical reasons for this discrepancy:

```
// Quat fields are read-only (as of now), and reflection is currently missing
// mechanisms for read-only fields. I doubt those mechanisms would be added,
// so for now quaternions will remain as values. They are represented identically
// to Vec4 and DVec4, so you may use those instead and convert between.
```

This limitation has [since been lifted by the upstream
crate](374625163e),
glam.

## Solution

Migrating the reflect strategy of Quat from "value" to "struct" via
replacing `impl_reflect_value` with `impl_reflect_struct` resolves the
issue.

## Changelog

Migrated `Quat` reflection strategy to "struct" from "value"
Migration Guide

Changed Quat serialization/deserialization from sequences `[x, y, z, w]`
to structures `{ x, y, z, w }`.

---------

Co-authored-by: pyrotechnick <13998+pyrotechnick@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-10-09 22:01:42 +00:00
Elabajaba
665dbcbb21
wgpu 0.17 (#9302)
~~Currently blocked on an upstream bug that causes crashes when
minimizing/resizing on dx12 https://github.com/gfx-rs/wgpu/issues/3967~~
wgpu 0.17.1 is out which fixes it

# Objective

Keep wgpu up to date.

## Solution

Update wgpu and naga_oil.

Currently this depends on an unreleased (and unmerged) branch of
naga_oil, and hasn't been properly tested yet.

The wgpu side of this seems to have been an extremely trivial upgrade
(all the upgrade work seems to be in naga_oil). This also lets us remove
the workarounds for pack/unpack4x8unorm in the SSAO shaders.

Lets us close the dx12 part of
https://github.com/bevyengine/bevy/issues/8888

related: https://github.com/bevyengine/bevy/issues/9304

---

## Changelog

Update to wgpu 0.17 and naga_oil 0.9
2023-10-09 20:15:24 +00:00
Marco Buono
12a2f83edd
Add consuming builder methods for more ergonomic Mesh creation (#10056)
# Objective

- This PR aims to make creating meshes a little bit more ergonomic,
specifically by removing the need for intermediate mutable variables.

## Solution

- We add methods that consume the `Mesh` and return a mesh with the
specified changes, so that meshes can be entirely constructed via
builder-style calls, without intermediate variables;
- Methods are flagged with `#[must_use]` to ensure proper use;
- Examples are updated to use the new methods where applicable. Some
examples are kept with the mutating methods so that users can still
easily discover them, and also where the new methods wouldn't really be
an improvement.

## Examples

Before:

```rust
let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vs);
mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vns);
mesh.insert_attribute(Mesh::ATTRIBUTE_UV_0, vts);
mesh.set_indices(Some(Indices::U32(tris)));
mesh
```

After:

```rust
Mesh::new(PrimitiveTopology::TriangleList)
    .with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vs)
    .with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vns)
    .with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, vts)
    .with_indices(Some(Indices::U32(tris)))
```

Before:

```rust
let mut cube = Mesh::from(shape::Cube { size: 1.0 });

cube.generate_tangents().unwrap();

PbrBundle {
    mesh: meshes.add(cube),
    ..default()
}
```

After:

```rust
PbrBundle {
    mesh: meshes.add(
        Mesh::from(shape::Cube { size: 1.0 })
            .with_generated_tangents()
            .unwrap(),
    ),
    ..default()
}
```

---

## Changelog

- Added consuming builder methods for more ergonomic `Mesh` creation:
`with_inserted_attribute()`, `with_removed_attribute()`,
`with_indices()`, `with_duplicated_vertices()`,
`with_computed_flat_normals()`, `with_generated_tangents()`,
`with_morph_targets()`, `with_morph_target_names()`.
2023-10-09 19:47:41 +00:00
Kanabenki
569e2ac80f
Make builder types take and return Self (#10001)
# Objective

Closes #9955.

Use the same interface for all "pure" builder types: taking and
returning `Self` (and not `&mut Self`).

## Solution

Changed `DynamicSceneBuilder`, `SceneFilter` and `TableBuilder` to take
and return `Self`.

## Changelog

### Changed

- `DynamicSceneBuilder` and `SceneBuilder` methods in `bevy_ecs` now
take and return `Self`.

## Migration guide

When using `bevy_ecs::DynamicSceneBuilder` and `bevy_ecs::SceneBuilder`,
instead of binding the builder to a variable, directly use it. Methods
on those types now consume `Self`, so you will need to re-bind the
builder if you don't `build` it immediately.

Before:
```rust
let mut scene_builder = DynamicSceneBuilder::from_world(&world);
let scene = scene_builder.extract_entity(a).extract_entity(b).build();
```

After:
 ```rust
let scene = DynamicSceneBuilder::from_world(&world)
    .extract_entity(a)
    .extract_entity(b)
    .build();
```
2023-10-09 19:46:17 +00:00
Rob Parrett
39c68e3f92
More ergonomic spatial audio (#9800)
# Objective

Spatial audio was heroically thrown together at the last minute for Bevy
0.10, but right now it's a bit of a pain to use -- users need to
manually update audio sinks with the position of the listener / emitter.

Hopefully the migration guide entry speaks for itself.

## Solution

Add a new `SpatialListener` component and automatically update sinks
with the position of the listener and and emitter.

## Changelog

`SpatialAudioSink`s are now automatically updated with positions of
emitters and listeners.

## Migration Guide

Spatial audio now automatically uses the transform of the `AudioBundle`
and of an entity with a `SpatialListener` component.

If you were manually scaling emitter/listener positions, you can use the
`spatial_scale` field of `AudioPlugin` instead.

```rust

// Old

commands.spawn(
    SpatialAudioBundle {
        source: asset_server.load("sounds/Windless Slopes.ogg"),
        settings: PlaybackSettings::LOOP,
        spatial: SpatialSettings::new(listener_position, gap, emitter_position),
    },
);

fn update(
    emitter_query: Query<(&Transform, &SpatialAudioSink)>,
    listener_query: Query<&Transform, With<Listener>>,
) {
    let listener = listener_query.single();

    for (transform, sink) in &emitter_query {
        sink.set_emitter_position(transform.translation);
        sink.set_listener_position(*listener, gap);
    }
}

// New

commands.spawn((
    SpatialBundle::from_transform(Transform::from_translation(emitter_position)),
    AudioBundle {
        source: asset_server.load("sounds/Windless Slopes.ogg"),
        settings: PlaybackSettings::LOOP.with_spatial(true),
    },
));

commands.spawn((
    SpatialBundle::from_transform(Transform::from_translation(listener_position)),
    SpatialListener::new(gap),
));
```

## Discussion

I removed `SpatialAudioBundle` because the `SpatialSettings` component
was made mostly redundant, and without that it was identical to
`AudioBundle`.

`SpatialListener` is a bare component and not a bundle which is feeling
like a maybe a strange choice. That happened from a natural aversion
both to nested bundles and to duplicating `Transform` etc in bundles and
from figuring that it is likely to just be tacked on to some other
bundle (player, head, camera) most of the time.

Let me know what you think about these things / everything else.

---------

Co-authored-by: Mike <mike.hsu@gmail.com>
2023-10-09 19:43:56 +00:00
radiish
262846e702
reflect: TypePath part 2 (#8768)
# Objective

- Followup to #7184.
- ~Deprecate `TypeUuid` and remove its internal references.~ No longer
part of this PR.
- Use `TypePath` for the type registry, and (de)serialisation instead of
`std::any::type_name`.
- Allow accessing type path information behind proxies.

## Solution
- Introduce methods on `TypeInfo` and friends for dynamically querying
type path. These methods supersede the old `type_name` methods.
- Remove `Reflect::type_name` in favor of `DynamicTypePath::type_path`
and `TypeInfo::type_path_table`.
- Switch all uses of `std::any::type_name` in reflection, non-debugging
contexts to use `TypePath`.

---

## Changelog

- Added `TypePathTable` for dynamically accessing methods on `TypePath`
through `TypeInfo` and the type registry.
- Removed `type_name` from all `TypeInfo`-like structs.
- Added `type_path` and `type_path_table` methods to all `TypeInfo`-like
structs.
- Removed `Reflect::type_name` in favor of
`DynamicTypePath::reflect_type_path` and `TypeInfo::type_path`.
- Changed the signature of all `DynamicTypePath` methods to return
strings with a static lifetime.

## Migration Guide

- Rely on `TypePath` instead of `std::any::type_name` for all stability
guarantees and for use in all reflection contexts, this is used through
with one of the following APIs:
  - `TypePath::type_path` if you have a concrete type and not a value.
- `DynamicTypePath::reflect_type_path` if you have an `dyn Reflect`
value without a concrete type.
- `TypeInfo::type_path` for use through the registry or if you want to
work with the represented type of a `DynamicFoo`.
  
- Remove `type_name` from manual `Reflect` implementations.
- Use `type_path` and `type_path_table` in place of `type_name` on
`TypeInfo`-like structs.
- Use `get_with_type_path(_mut)` over `get_with_type_name(_mut)`.

## Note to reviewers

I think if anything we were a little overzealous in merging #7184 and we
should take that extra care here.

In my mind, this is the "point of no return" for `TypePath` and while I
think we all agree on the design, we should carefully consider if the
finer details and current implementations are actually how we want them
moving forward.

For example [this incorrect `TypePath` implementation for
`String`](3fea3c6c0b/crates/bevy_reflect/src/impls/std.rs (L90))
(note that `String` is in the default Rust prelude) snuck in completely
under the radar.
2023-10-09 19:33:03 +00:00
dependabot[bot]
92294de08d
Update toml_edit requirement from 0.19 to 0.20 (#10058)
Updates the requirements on [toml_edit](https://github.com/toml-rs/toml)
to permit the latest version.
<details>
<summary>Commits</summary>
<ul>
<li><a
href="ed597ebad1"><code>ed597eb</code></a>
chore: Release</li>
<li><a
href="257a0fdc59"><code>257a0fd</code></a>
docs: Update changelog</li>
<li><a
href="4b44f53a31"><code>4b44f53</code></a>
Merge pull request <a
href="https://redirect.github.com/toml-rs/toml/issues/617">#617</a> from
epage/update</li>
<li><a
href="7eaf286110"><code>7eaf286</code></a>
fix(parser): Failed on mixed inline tables</li>
<li><a
href="e1f20378a2"><code>e1f2037</code></a>
test: Verify with latest data</li>
<li><a
href="2f9253c9eb"><code>2f9253c</code></a>
chore: Update toml-test</li>
<li><a
href="c9b481cab5"><code>c9b481c</code></a>
test(toml): Ensure tables are used for validation</li>
<li><a
href="43d7f29cfd"><code>43d7f29</code></a>
Merge pull request <a
href="https://redirect.github.com/toml-rs/toml/issues/615">#615</a> from
toml-rs/renovate/actions-checkout-4.x</li>
<li><a
href="ef9b8372c8"><code>ef9b837</code></a>
chore(deps): update actions/checkout action to v4</li>
<li><a
href="d308188db7"><code>d308188</code></a>
chore: Release</li>
<li>Additional commits viewable in <a
href="https://github.com/toml-rs/toml/compare/v0.19.0...v0.20.2">compare
view</a></li>
</ul>
</details>
<br />


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2023-10-09 11:55:16 +00:00
robtfm
d2dad4eed2
fix orthographic cluster aabb for spotlight culling (#9614)
# Objective

fix #9605

spotlight culling uses an incorrect cluster aabb for orthographic
projections: it does not take into account the near and far cluster
bounds at all.

## Solution

use z_near and z_far to determine cluster aabb in orthographic mode.

i'm not 100% sure this is the only change that's needed, but i am sure
this change is needed, and the example seems to work well now
(CLUSTERED_FORWARD_DEBUG_CLUSTER_LIGHT_COMPLEXITY shows good bounds
around the cone for a variety of orthographic setups).
2023-10-08 22:53:09 +00:00
Elabajaba
78e4bb2c2a
fix webgl2 crash (#10053)
# Objective

Webgl2 broke when pcf was merged.

Fixes #10048

## Solution

Change the `textureSampleCompareLevel` in shadow_sampling.wgsl to
`textureSampleCompare` to make it work again.
2023-10-08 22:07:16 +00:00
Robert Swain
b6286cf570
Fix 2d_shapes and general 2D mesh instancing (#10051)
# Objective

- Fix #10050 

## Solution

- Push constants needed to be defined in the pipeline layout and
`bevy_sprite` needed to have a `webgl` feature.
2023-10-08 20:17:01 +00:00
Patrick Walton
e67d63aa79
Refactor the render instance logic in #9903 so that it's easier for other components to adopt. (#10002)
# Objective

Currently, the only way for custom components that participate in
rendering to opt into the higher-performance extraction method in #9903
is to implement the `RenderInstances` data structure and the extraction
logic manually. This is inconvenient compared to the `ExtractComponent`
API.

## Solution

This commit creates a new `RenderInstance` trait that mirrors the
existing `ExtractComponent` method but uses the higher-performance
approach that #9903 uses. Additionally, `RenderInstance` is more
flexible than `ExtractComponent`, because it can extract multiple
components at once. This makes high-performance rendering components
essentially as easy to write as the existing ones based on component
extraction.

---

## Changelog

### Added

A new `RenderInstance` trait is available mirroring `ExtractComponent`,
but using a higher-performance method to extract one or more components
to the render world. If you have custom components that rendering takes
into account, you may consider migration from `ExtractComponent` to
`RenderInstance` for higher performance.
2023-10-08 10:34:44 +00:00
JMS55
1f95a484ed
PCF For DirectionalLight/SpotLight Shadows (#8006)
# Objective

- Improve antialiasing for non-point light shadow edges.
- Very partially addresses
https://github.com/bevyengine/bevy/issues/3628.

## Solution

- Implements "The Witness"'s shadow map sampling technique.
  - Ported from @superdump's old branch, all credit to them :)
- Implements "Call of Duty: Advanced Warfare"'s stochastic shadow map
sampling technique when the velocity prepass is enabled, for use with
TAA.
- Uses interleaved gradient noise to generate a random angle, and then
averages 8 samples in a spiral pattern, rotated by the random angle.
- I also tried spatiotemporal blue noise, but it was far too noisy to be
filtered by TAA alone. In the future, we should try spatiotemporal blue
noise + a specialized shadow denoiser such as
https://gpuopen.com/fidelityfx-denoiser/#shadow. This approach would
also be useful for hybrid rasterized applications with raytraced
shadows.
- The COD presentation has an interesting temporal dithering of the
noise for use with temporal supersampling that we should revisit when we
get DLSS/FSR/other TSR.

---

## Changelog

* Added `ShadowFilteringMethod`. Improved directional light and
spotlight shadow edges to be less aliased.

## Migration Guide

* Shadows cast by directional lights or spotlights now have smoother
edges. To revert to the old behavior, add
`ShadowFilteringMethod::Hardware2x2` to your cameras.

---------

Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: Daniel Chia <danstryder@gmail.com>
Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Brandon Dyer <brandondyer64@gmail.com>
Co-authored-by: Edgar Geier <geieredgar@gmail.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-10-07 17:13:29 +00:00
François
154a490445
fix example mesh2d_manual (#9941)
# Objective

- After https://github.com/bevyengine/bevy/pull/9903, example
`mesh2d_manual` doesn't render anything

## Solution

- Fix the example using the new `RenderMesh2dInstances`
2023-10-06 20:13:09 +00:00
s-puig
a31ebdc1a6
Fix TextureAtlasBuilder padding (#10031)
# Objective

- Fix TextureAtlasBuilder padding issue

TextureAtlasBuilder padding is reserved during add_texture() but can
still be changed afterwards. This means that changing padding after the
textures will be wrongly applied, either distorting the textures or
panicking if new padding is higher than texture+old padding.


## Solution

- Delay applying padding until finish()
2023-10-06 15:33:57 +00:00
Torstein Grindvik
8b21ee45c0
Allow Bevy to start from non-main threads on supported platforms (#10020)
# Objective

Allow Bevy apps to run without requiring to start from the main thread.
This allows other projects and applications to do things like spawning a
normal or scoped
thread and run Bevy applications there.

The current behaviour if you try this is a panic.

## Solution

Allow this by default on platforms winit supports this behaviour on
(x11, Wayland, Windows).

---

## Changelog

### Added

- Added the ability to start Bevy apps outside of the main thread on
x11, Wayland, Windows

---------

Signed-off-by: Torstein Grindvik <torstein.grindvik@nordicsemi.no>
Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2023-10-06 13:26:06 +00:00
Zachary Harrold
dd46fd3aee
Removed anyhow (#10003)
# Objective

- Fixes #8140

## Solution

- Added Explicit Error Typing for `AssetLoader` and `AssetSaver`, which
were the last instances of `anyhow` in use across Bevy.

---

## Changelog

- Added an associated type `Error` to `AssetLoader` and `AssetSaver` for
use with the `load` and `save` methods respectively.
- Changed `ErasedAssetLoader` and `ErasedAssetSaver` `load` and `save`
methods to use `Box<dyn Error + Send + Sync + 'static>` to allow for
arbitrary `Error` types from the non-erased trait variants. Note the
strict requirements match the pre-existing requirements around
`anyhow::Error`.

## Migration Guide

- `anyhow` is no longer exported by `bevy_asset`; Add it to your own
project (if required).
- `AssetLoader` and `AssetSaver` have an associated type `Error`; Define
an appropriate error type (e.g., using `thiserror`), or use a pre-made
error type (e.g., `anyhow::Error`). Note that using `anyhow::Error` is a
drop-in replacement.
- `AssetLoaderError` has been removed; Define a new error type, or use
an alternative (e.g., `anyhow::Error`)
- All the first-party `AssetLoader`'s and `AssetSaver`'s now return
relevant (and narrow) error types instead of a single ambiguous type;
Match over the specific error type, or encapsulate (`Box<dyn>`,
`thiserror`, `anyhow`, etc.)

## Notes

A simpler PR to resolve this issue would simply define a Bevy `Error`
type defined as `Box<dyn std::error::Error + Send + Sync + 'static>`,
but I think this type of error handling should be discouraged when
possible. Since only 2 traits required the use of `anyhow`, it isn't a
substantive body of work to solidify these error types, and remove
`anyhow` entirely. End users are still encouraged to use `anyhow` if
that is their preferred error handling style. Arguably, adding the
`Error` associated type gives more freedom to end-users to decide
whether they want more or less explicit error handling (`anyhow` vs
`thiserror`).

As an aside, I didn't perform any testing on Android or WASM. CI passed
locally, but there may be mistakes for those platforms I missed.
2023-10-06 07:20:13 +00:00
robtfm
30cb95d96e
fix custom shader imports (#10030)
# Objective

assets v2 broke custom shader imports. fix them

## Solution

store handles of any file dependencies in the `Shader` to avoid them
being immediately dropped.
also added a use into the `shader_material` example so that it'll be
harder to break support in future.
2023-10-06 01:34:57 +00:00
Mike
687e379800
Updates for rust 1.73 (#10035)
# Objective

- Updates for rust 1.73

## Solution

- new doc check for `redundant_explicit_links`
- updated to text for compile fail tests

---

## Changelog

- updates for rust 1.73
2023-10-06 00:31:10 +00:00
IceSentry
a962240866
Alternate wireframe override api (#10023)
# Objective

https://github.com/bevyengine/bevy/pull/7328 introduced an API to
override the global wireframe config. I believe it is flawed for a few
reasons.

This PR uses a non-breaking API. Instead of making the `Wireframe` an
enum I introduced the `NeverRenderWireframe` component. Here's the
reason why I think this is better:
- Easier to migrate since it doesn't change the old behaviour.
Essentially nothing to migrate. Right now this PR is a breaking change
but I don't think it has to be.
- It's similar to other "per mesh" rendering features like
NotShadowCaster/NotShadowReceiver
- It doesn't force new users to also think about global vs not global if
all they want is to render a wireframe
- This would also let you filter at the query definition level instead
of filtering when running the query

## Solution

- Introduce a `NeverRenderWireframe` component that ignores the global
config

---

## Changelog

- Added a `NeverRenderWireframe` component that ignores the global
`WireframeConfig`
2023-10-05 12:12:08 +00:00
ickshonpe
2e887b856f
UI node outlines (#9931)
# Objective

Add support for drawing outlines outside the borders of UI nodes.

## Solution
Add a new `Outline` component with `width`, `offset` and `color` fields.
Added `outline_width` and `outline_offset` fields to `Node`. This is set
after layout recomputation by the `resolve_outlines_system`.

Properties of outlines:
* Unlike borders, outlines have to be the same width on each edge.
* Outlines do not occupy any space in the layout.
* The `Outline` component won't be added to any of the UI node bundles,
it needs to be inserted separately.
* Outlines are drawn outside the node's border, so they are clipped
using the clipping rect of their entity's parent UI node (if it exists).
* `Val::Percent` outline widths are resolved based on the width of the
outlined UI node.
* The offset of the `Outline` adds space between an outline and the edge
of its node.

I was leaning towards adding an `outline` field to `Style` but a
separate component seems more efficient for queries and change
detection. The `Outline` component isn't added to bundles for the same
reason.

---
## Examples

* This image is from the `borders` example from the Bevy UI examples but
modified to include outlines. The UI nodes are the dark red rectangles,
the bright red rectangles are borders and the white lines offset from
each node are the outlines. The yellow rectangles are separate nodes
contained with the dark red nodes:
 
<img width="406" alt="outlines"
src="https://github.com/bevyengine/bevy/assets/27962798/4e6f315a-019f-42a4-94ee-cca8e684d64a">

* This is from the same example but using a branch that implements
border-radius. Here the the outlines are in orange and there is no
offset applied. I broke the borders implementation somehow during the
merge, which is why some of the borders from the first screenshot are
missing 😅. The outlines work nicely though (as long as you
can forgive the lack of anti-aliasing):


![image](https://github.com/bevyengine/bevy/assets/27962798/d15560b6-6cd6-42e5-907b-56ccf2ad5e02)

---
## Notes

As I explained above, I don't think the `Outline` component should be
added to UI node bundles. We can have helper functions though, perhaps
something as simple as:

```rust
impl NodeBundle {
    pub fn with_outline(self, outline: Outline) -> (Self, Outline) {
        (self, outline)
    }
}
```

I didn't include anything like this as I wanted to keep the PR's scope
as narrow as possible. Maybe `with_outline` should be in a trait that we
implement for each UI node bundle.

---

## Changelog
Added support for outlines to Bevy UI.
* The `Outline` component adds an outline to a UI node.
* The `outline_width` field added to `Node` holds the resolved width of
the outline, which is set by the `resolve_outlines_system` after layout
recomputation.
* Outlines are drawn by the system `extract_uinode_outlines`.
2023-10-05 12:10:32 +00:00
Mike
202b9fce18
add test for nested scopes (#10026)
# Objective

- When I've tested alternative async executors with bevy a common
problem is that they deadlock when we try to run nested scopes. i.e.
running a multithreaded schedule from inside another multithreaded
schedule. This adds a test to bevy_tasks for that so the issue can be
spotted earlier while developing.

## Changelog

- add a test for nested scopes.
2023-10-05 06:05:43 +00:00
Ame :]
7541bf862c
Fix some warnings shown in nightly (#10012)
# Objective

Fix warnings:
- #[warn(clippy::needless_pass_by_ref_mut)]
- #[warn(elided_lifetimes_in_associated_constant)]

## Solution

- Remove mut
- add &'static

## Errors

```rust
warning: this argument is a mutable reference, but not used mutably
   --> crates/bevy_hierarchy/src/child_builder.rs:672:31
    |
672 |     fn assert_children(world: &mut World, parent: Entity, children: Option<&[Entity]>) {
    |                               ^^^^^^^^^^ help: consider changing to: `&World`
    |
    = note: this is cfg-gated and may require further changes
    = help: for further information visit https://rust-lang.github.io/rust-clippy/master/index.html#needless_pass_by_ref_mut
    = note: `#[warn(clippy::needless_pass_by_ref_mut)]` on by default
```


```rust
warning: `&` without an explicit lifetime name cannot be used here
   --> examples/shader/post_processing.rs:120:21
    |
120 |     pub const NAME: &str = "post_process";
    |                     ^
    |
    = warning: this was previously accepted by the compiler but is being phased out; it will become a hard error in a future release!
    = note: for more information, see issue #115010 <https://github.com/rust-lang/rust/issues/115010>
    = note: `#[warn(elided_lifetimes_in_associated_constant)]` on by default
help: use the `'static` lifetime
    |
120 |     pub const NAME: &'static str = "post_process";
    |                      +++++++


```
2023-10-05 05:41:09 +00:00
Kanabenki
86f7ef1bd7
Finish documenting bevy_gilrs (#10010)
# Objective

Finish documenting `bevy_gilrs`.

## Solution

Document the remaining items, add a `warn(missing_docs)` attribute for
the crate.
2023-10-04 21:10:20 +00:00
François
9086e60c20
wireframes: workaround for DX12 (#10022)
# Objective

- Fixes #10019

## Solution

- Uses a workaround for DX12
2023-10-04 18:29:29 +00:00
Wybe Westra
f9e50e767b
Allow overriding global wireframe setting. (#7328)
# Objective

Allow the user to choose between "Add wireframes to these specific
entities" or "Add wireframes to everything _except_ these specific
entities".
Fixes #7309

# Solution
Make the `Wireframe` component act like an override to the global
configuration.
Having `global` set to `false`, and adding a `Wireframe` with `enable:
true` acts exactly as before.
But now the opposite is also possible: Set `global` to `true` and add a
`Wireframe` with `enable: false` will draw wireframes for everything
_except_ that entity.

Updated the example to show how overriding the global config works.
2023-10-04 02:34:44 +00:00
Mike
7c5b324484
Ignore ambiguous components or resources (#9895)
# Objective

- Fixes #9884
- Add API for ignoring ambiguities on certain resource or components.

## Solution

- Add a `IgnoreSchedulingAmbiguitiy` resource to the world which holds
the `ComponentIds` to be ignored
- Filter out ambiguities with those component id's.

## Changelog

- add `allow_ambiguous_component` and `allow_ambiguous_resource` apis
for ignoring ambiguities

---------

Co-authored-by: Ryan Johnson <ryanj00a@gmail.com>
2023-10-04 02:34:28 +00:00
Kanabenki
375af64e8c
Finish documenting bevy_gltf (#9998)
# Objective

- Finish documenting `bevy_gltf`.

## Solution

- Document the remaining items, add links to the glTF spec where
relevant. Add the `warn(missing_doc)` attribute.
2023-10-03 10:13:52 +00:00
dependabot[bot]
4eb9b9f7d7
Update notify-debouncer-full requirement from 0.2.0 to 0.3.1 (#9757)
Updates the requirements on
[notify-debouncer-full](https://github.com/notify-rs/notify) to permit
the latest version.
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/notify-rs/notify/blob/main/CHANGELOG.md">notify-debouncer-full's
changelog</a>.</em></p>
<blockquote>
<h2>debouncer-full 0.3.1 (2023-08-21)</h2>
<ul>
<li>CHANGE: remove serde binary experiment opt-out after it got removed
<a
href="https://redirect.github.com/notify-rs/notify/issues/530">#530</a></li>
</ul>
<h2>debouncer-mini 0.4.1 (2023-08-21)</h2>
<ul>
<li>CHANGE: remove serde binary experiment opt-out after it got removed
<a
href="https://redirect.github.com/notify-rs/notify/issues/530">#530</a></li>
</ul>
<h2>notify 6.1.1 (2023-08-21)</h2>
<ul>
<li>CHANGE: remove serde binary experiment opt-out after it got removed
<a
href="https://redirect.github.com/notify-rs/notify/issues/530">#530</a></li>
</ul>
<h2>file-id 0.2.1 (2023-08-21)</h2>
<ul>
<li>CHANGE: remove serde binary experiment opt-out after it got removed
<a
href="https://redirect.github.com/notify-rs/notify/issues/530">#530</a></li>
</ul>
<p><a
href="https://redirect.github.com/notify-rs/notify/issues/530">#530</a>:
<a
href="https://redirect.github.com/notify-rs/notify/pull/530">notify-rs/notify#530</a></p>
<h2>debouncer-full 0.3.0 (2023-08-18)</h2>
<ul>
<li>CHANGE: opt-out of the serde binary experiment by restricting it to
&lt; 1.0.172 <a
href="https://redirect.github.com/notify-rs/notify/issues/528">#528</a></li>
<li>CHANGE: license changed to dual-license of MIT OR Apache-2.0 <a
href="https://redirect.github.com/notify-rs/notify/issues/520">#520</a></li>
<li>CHANGE: upgrade to file-id 0.2.0 for high resolution file IDs <a
href="https://redirect.github.com/notify-rs/notify/issues/494">#494</a></li>
<li>FEATURE: derive debug for the debouncer struct <a
href="https://redirect.github.com/notify-rs/notify/issues/510">#510</a></li>
</ul>
<h2>debouncer-mini 0.4.0 (2023-08-18)</h2>
<ul>
<li>CHANGE: opt-out of the serde binary experiment by restricting it to
&lt; 1.0.172 <a
href="https://redirect.github.com/notify-rs/notify/issues/528">#528</a></li>
<li>CHANGE: license changed to dual-license of MIT OR Apache-2.0 <a
href="https://redirect.github.com/notify-rs/notify/issues/520">#520</a></li>
<li>CHANGE: replace active polling with passive loop, removing empty
ticks <a
href="https://redirect.github.com/notify-rs/notify/issues/467">#467</a></li>
<li>FEATURE: derive debug for the debouncer struct <a
href="https://redirect.github.com/notify-rs/notify/issues/510">#510</a></li>
</ul>
<p><a
href="https://redirect.github.com/notify-rs/notify/issues/467">#467</a>:
<a
href="https://redirect.github.com/notify-rs/notify/pull/467">notify-rs/notify#467</a>
<a
href="https://redirect.github.com/notify-rs/notify/issues/510">#510</a>:
<a
href="https://redirect.github.com/notify-rs/notify/pull/510">notify-rs/notify#510</a></p>
<h2>notify 6.1.0 (2023-08-18)</h2>
<ul>
<li>CHANGE: opt-out of the serde binary experiment by restricting it to
&lt; 1.0.172 <a
href="https://redirect.github.com/notify-rs/notify/issues/528">#528</a></li>
<li>CHANGE: license changed to only CC0-1.0 <a
href="https://redirect.github.com/notify-rs/notify/issues/520">#520</a></li>
<li>CHANGE: use logging <a
href="https://redirect.github.com/notify-rs/notify/issues/499">#499</a></li>
<li>CHANGE: upgrade windows-sys to 0.48 <a
href="https://redirect.github.com/notify-rs/notify/issues/479">#479</a></li>
<li>CHANGE: bump filetime to 0.2.22 <a
href="https://redirect.github.com/notify-rs/notify/issues/521">#521</a></li>
<li>FEATURE: support manual polling of PollWatcher and disabling
automatic polling <a
href="https://redirect.github.com/notify-rs/notify/issues/524">#524</a></li>
<li>FEATURE: support listening to the initial pollwatcher file scan <a
href="https://redirect.github.com/notify-rs/notify/issues/507">#507</a></li>
<li>FIX: fix moved folders not being watched on linux <a
href="https://redirect.github.com/notify-rs/notify/issues/498">#498</a></li>
<li>FIX: fixup potential future double free on windows <a
href="https://redirect.github.com/notify-rs/notify/issues/517">#517</a></li>
<li>FIX: require bitflags only on macos and upgrade the crate <a
href="https://redirect.github.com/notify-rs/notify/issues/505">#505</a></li>
<li>DOCS: add more known issues, typos and cleanup examples <a
href="https://redirect.github.com/notify-rs/notify/issues/523">#523</a>
<a
href="https://redirect.github.com/notify-rs/notify/issues/502">#502</a>
<a
href="https://redirect.github.com/notify-rs/notify/issues/522">#522</a></li>
</ul>
<p><a
href="https://redirect.github.com/notify-rs/notify/issues/524">#524</a>:
<a
href="https://redirect.github.com/notify-rs/notify/pull/524">notify-rs/notify#524</a></p>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="4a001215b3"><code>4a00121</code></a>
remove serde restriction and publish new versions</li>
<li><a
href="03ac300d36"><code>03ac300</code></a>
Fix a filename of example</li>
<li><a
href="2e971e59db"><code>2e971e5</code></a>
cleanup removed used-by entries</li>
<li><a
href="1cdf75fdc9"><code>1cdf75f</code></a>
fixup changelog to correct serde version</li>
<li>See full diff in <a
href="https://github.com/notify-rs/notify/compare/file-id-0.2.0...debouncer-full-0.3.1">compare
view</a></li>
</ul>
</details>
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2023-10-02 22:10:20 +00:00
Bruce Mitchener
9a798aa100
Allow clippy::type_complexity in more places. (#9796)
# Objective

- See fewer warnings when running `cargo clippy` locally.

## Solution

- allow `clippy::type_complexity` in more places, which also signals to
users they should do the same.
2023-10-02 21:55:16 +00:00
Nolan Darilek
73e0ac26ca
Various accessibility API updates. (#9989)
# Objective

`bevy_a11y` was impossible to integrate into some third-party projects
in part because it insisted on managing the accessibility tree on its
own.

## Solution

The changes in this PR were necessary to get `bevy_egui` working with
Bevy's AccessKit integration. They were tested on a fork of 0.11,
developed against `bevy_egui`, then ported to main and tested against
the `ui` example.

## Changelog

### Changed

* Add `bevy_a11y::ManageAccessibilityUpdates` to indicate whether the
ECS should manage accessibility tree updates.
* Add getter/setter to `bevy_a11y::AccessibilityRequested`.
* Add `bevy_a11y::AccessibilitySystem` `SystemSet` for ordering relative
to accessibility tree updates.
* Upgrade `accesskit` to v0.12.0.

### Fixed

* Correctly set initial accessibility focus to new windows on creation.

## Migration Guide

### Change direct accesses of `AccessibilityRequested` to use
`AccessibilityRequested.::get()`/`AccessibilityRequested::set()`

#### Before

```
use std::sync::atomic::Ordering;

// To access
accessibility_requested.load(Ordering::SeqCst)
// To update
accessibility_requested.store(true, Ordering::SeqCst);
```

#### After

```
// To access
accessibility_requested.get()
// To update
accessibility_requested.set(true);
```

---------

Co-authored-by: StaffEngineer <111751109+StaffEngineer@users.noreply.github.com>
2023-10-02 21:22:52 +00:00
Patrick Walton
44a9a4cc86
Import the second UV map if present in glTF files. (#9992)
Conventionally, the second UV map (`TEXCOORD1`, `UV1`) is used for
lightmap UVs. This commit allows Bevy to import them, so that a custom
shader that applies lightmaps can use those UVs if desired.

Note that this doesn't actually apply lightmaps to Bevy meshes; that
will be a followup. It does, however, open the door to future Bevy
plugins that implement baked global illumination.

## Changelog

### Added

The Bevy glTF loader now imports a second UV channel (`TEXCOORD1`,
`UV1`) from meshes if present. This can be used by custom shaders to
implement lightmapping.
2023-10-02 21:07:03 +00:00
François
eb1effa643
Android: handle suspend / resume (#9937)
# Objective

- Handle suspend / resume events on Android without exiting

## Solution

- On suspend: despawn the window, and set the control flow to wait for
events from the OS
- On resume: spawn a new window, and set the control flow to poll


In this video, you can see the Android example being suspended, stopping
receiving events, and working again after being resumed



https://github.com/bevyengine/bevy/assets/8672791/aaaf4b09-ee6a-4a0d-87ad-41f05def7945
2023-10-02 13:06:13 +00:00
Nicola Papale
1bf271d56e
Add a public API to ArchetypeGeneration/Id (#9825)
Objective
---------

- Since #6742, It is not possible to build an `ArchetypeId` from a
`ArchetypeGeneration`
- This was useful to 3rd party crate extending the base bevy ECS
capabilities, such as [`bevy_ecs_dynamic`] and now
[`bevy_mod_dynamic_query`]
- Making `ArchetypeGeneration` opaque this way made it completely
useless, and removed the ability to limit archetype updates to a subset
of archetypes.
- Making the `index` method on `ArchetypeId` private prevented the use
of bitfields and other optimized data structure to store sets of
archetype ids. (without `transmute`)

This PR is not a simple reversal of the change. It exposes a different
API, rethought to keep the private stuff private and the public stuff
less error-prone.

- Add a `StartRange<ArchetypeGeneration>` `Index` implementation to
`Archetypes`
- Instead of converting the generation into an index, then creating a
ArchetypeId from that index, and indexing `Archetypes` with it, use
directly the old `ArchetypeGeneration` to get the range of new
archetypes.

From careful benchmarking, it seems to also be a performance improvement
(~0-5%) on add_archetypes.

---

Changelog
---------

- Added `impl Index<RangeFrom<ArchetypeGeneration>> for Archetypes` this
allows you to get a slice of newly added archetypes since the last
recorded generation.
- Added `ArchetypeId::index` and `ArchetypeId::new` methods. It should
enable 3rd party crates to use the `Archetypes` API in a meaningful way.

[`bevy_ecs_dynamic`]:
https://github.com/jakobhellermann/bevy_ecs_dynamic/tree/main
[`bevy_mod_dynamic_query`]:
https://github.com/nicopap/bevy_mod_dynamic_query/

---------

Co-authored-by: vero <email@atlasdostal.com>
2023-10-02 12:54:45 +00:00
Joseph
8cc255c2f0
Hide UnsafeWorldCell::unsafe_world (#9741)
# Objective

We've done a lot of work to remove the pattern of a `&World` with
interior mutability (#6404, #8833). However, this pattern still persists
within `bevy_ecs` via the `unsafe_world` method.

## Solution

* Make `unsafe_world` private. Adjust any callsites to use
`UnsafeWorldCell` for interior mutability.
* Add `UnsafeWorldCell::removed_components`, since it is always safe to
access the removed components collection through `UnsafeWorldCell`.

## Future Work

Remove/hide `UnsafeWorldCell::world_metadata`, once we have provided
safe ways of accessing all world metadata.

---

## Changelog

+ Added `UnsafeWorldCell::removed_components`, which provides read-only
access to a world's collection of removed components.
2023-10-02 12:46:43 +00:00
Zachary Harrold
450328d15e
Replaced parking_lot with std::sync (#9545)
# Objective

- Fixes #4610 

## Solution

- Replaced all instances of `parking_lot` locks with equivalents from
`std::sync`. Acquiring locks within `std::sync` can fail, so
`.expect("Lock Poisoned")` statements were added where required.

## Comments

In [this
comment](https://github.com/bevyengine/bevy/issues/4610#issuecomment-1592407881),
the lack of deadlock detection was mentioned as a potential reason to
not make this change. From what I can gather, Bevy doesn't appear to be
using this functionality within the engine. Unless it was expected that
a Bevy consumer was expected to enable and use this functionality, it
appears to be a feature lost without consequence.

Unfortunately, `cpal` and `wgpu` both still rely on `parking_lot`,
leaving it in the dependency graph even after this change.

From my basic experimentation, this change doesn't appear to have any
performance impacts, positive or negative. I tested this using
`bevymark` with 50,000 entities and observed 20ms of frame-time before
and after the change. More extensive testing with larger/real projects
should probably be done.
2023-10-02 12:44:34 +00:00
Tristan Guichaoua
44c769f7b9
Improve TypeUuid's derive macro error messages (#9315)
# Objective

- Better error message
- More idiomatic code

## Solution

Refactorize `TypeUuid` macros to use `syn::Result` instead of panic.

## Before/After error messages

### Missing `#[uuid]` attribtue

#### Before
```
error: proc-macro derive panicked
 --> src\main.rs:1:10
  |
1 | #[derive(TypeUuid)]
  |          ^^^^^^^^
  |
  = help: message: No `#[uuid = "xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx"` attribute found.
```

#### After
```
error: No `#[uuid = "xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx"]` attribute found.
 --> src\main.rs:3:10
  |
3 | #[derive(TypeUuid)]
  |          ^^^^^^^^
  |
  = note: this error originates in the derive macro `TypeUuid` (in Nightly builds, run with -Z macro-backtrace for more info)
```

### Malformed attribute

#### Before

```
error: proc-macro derive panicked
 --> src\main.rs:3:10
  |
3 | #[derive(TypeUuid)]
  |          ^^^^^^^^
  |
  = help: message: `uuid` attribute must take the form `#[uuid = "xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx"`.
```

#### After

```
error: `uuid` attribute must take the form `#[uuid = "xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx"]`.
 --> src\main.rs:4:1
  |
4 | #[uuid = 42]
  | ^^^^^^^^^^^^
```

### UUID parse fail

#### Before
```
error: proc-macro derive panicked
 --> src\main.rs:3:10
  |
3 | #[derive(TypeUuid)]
  |          ^^^^^^^^
  |
  = help: message: Value specified to `#[uuid]` attribute is not a valid UUID.: Error(SimpleLength { len: 3 })
```

#### After

```
error: Invalid UUID: invalid length: expected length 32 for simple format, found 3
 --> src\main.rs:4:10
  |
4 | #[uuid = "000"]
  |          ^^^^^
```

### With [Error
Lens](https://marketplace.visualstudio.com/items?itemName=usernamehw.errorlens)

#### Before

![image](https://github.com/bevyengine/bevy/assets/33934311/415247fa-ff5c-4513-8012-7a9ff77445fb)

#### After

![image](https://github.com/bevyengine/bevy/assets/33934311/d124eeaa-9213-49e0-8860-539ad0218a40)


---

## Changelog

- `#[derive(TypeUuid)]` provide better error messages.
2023-10-02 12:42:01 +00:00
James Liu
21518de0de
refactor: Change Option<With<T>> query params to Has<T> (#9959)
# Objective
`Has<T>` was added to bevy_ecs, but we're still using the
`Option<With<T>>` pattern in multiple locations.

## Solution
Replace them with `Has<T>`.
2023-10-02 01:21:41 +00:00
Testare
dfdc9f8369
as_deref_mut() method for Mut-like types (#9912)
# Objective

Add a new method so you can do `set_if_neq` with dereferencing
components: `as_deref_mut()`!

## Solution

Added an as_deref_mut method so that we can use `set_if_neq()` without
having to wrap up types for derefencable components

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
2023-10-02 00:53:12 +00:00
Ame :]
f69e923c27
Revert "macOS Sonoma (14.0) / Xcode 15.0 — Compatibility Fixes + Docs… (#9991)
… (#9905)"

This reverts commit 20ed3e0e76.

Issue was already fixed:
https://github.com/rust-windowing/winit/pull/3118
2023-10-02 00:37:03 +00:00
Zachary Harrold
e5dbde86fb
Moved fq_std from bevy_reflect_derive to bevy_macro_utils (#9956)
# Objective

- Fixes #9363

## Solution

Moved `fq_std` from `bevy_reflect_derive` to `bevy_macro_utils`. This
does make the `FQ*` types public where they were previously private,
which is a change to the public-facing API, but I don't believe a
breaking one. Additionally, I've done a basic QA pass over the
`bevy_macro_utils` crate, adding `deny(unsafe)`, `warn(missing_docs)`,
and documentation where required.
2023-10-02 00:22:57 +00:00
Ricky Taylor
0f20cfaa57
Only attempt to copy resources that still exist from scenes (#9984)
# Objective

Avert a panic when removing resources from Scenes.

### Reproduction Steps
```rust
let mut scene = Scene::new(World::default());
scene.world.init_resource::<Time>();
scene.world.remove_resource::<Time>();
scene.clone_with(&app.resource::<AppTypeRegistry>());
```

### Panic Message
```
thread 'Compute Task Pool (10)' panicked at 'Requested resource bevy_time::time::Time does not exist in the `World`. 
                Did you forget to add it using `app.insert_resource` / `app.init_resource`? 
                Resources are also implicitly added via `app.add_event`,
                and can be added by plugins.', .../bevy/crates/bevy_ecs/src/reflect/resource.rs:203:52

```

## Solution

Check that the resource actually still exists before copying.

---

## Changelog

- resolved a panic caused by removing resources from scenes
2023-10-02 00:05:36 +00:00
JMS55
0792dde8d5
Fix comment grammar (#9990) 2023-10-01 20:18:34 +00:00
Kanabenki
ec34fe01d1
Finish documenting bevy_scene (#9949)
# Objective

Finish documenting `bevy_scene`.

## Solution

Document the remaining items and add a crate-level `warn(missing_doc)`
attribute as for the other crates with completed documentation.
2023-10-01 17:54:19 +00:00
James Liu
a1a81e5721
Parallelize extract_meshes (#9966)
# Objective
`extract_meshes` can easily be one of the most expensive operations in
the blocking extract schedule for 3D apps. It also has no fundamentally
serialized parts and can easily be run across multiple threads. Let's
speed it up by parallelizing it!

## Solution
Use the `ThreadLocal<Cell<Vec<T>>>` approach utilized by #7348 in
conjunction with `Query::par_iter` to build a set of thread-local
queues, and collect them after going wide.

## Performance
Using `cargo run --profile stress-test --features trace_tracy --example
many_cubes`. Yellow is this PR. Red is main.

`extract_meshes`:


![image](https://github.com/bevyengine/bevy/assets/3137680/9d45aa2e-3cfa-4fad-9c08-53498b51a73b)

An average reduction from 1.2ms to 770us is seen, a 41.6% improvement.

Note: this is still not including #9950's changes, so this may actually
result in even faster speedups once that's merged in.
2023-10-01 09:44:03 +00:00
Mike
1d7577fc42
ignore time channel error (#9981)
# Objective

- sometimes when bevy shuts down on certain machines the render thread
tries to send the time after the main world has been dropped.
- fixes an error mentioned in a reply in
https://github.com/bevyengine/bevy/issues/9543

---

## Changelog

- ignore disconnected errors from the time channel.
2023-10-01 07:55:17 +00:00
Christian Hughes
9c004439b8
Remove States::variants and remove enum-only restriction its derive (#9945)
# Objective

The `States::variants` method was once used to construct `OnExit` and
`OnEnter` schedules for every possible value of a given `States` type.
[Since the switch to lazily initialized
schedules](https://github.com/bevyengine/bevy/pull/8028/files#diff-b2fba3a0c86e496085ce7f0e3f1de5960cb754c7d215ed0f087aa556e529f97f),
we no longer need to track every possible value.

This also opens the door to `States` types that aren't enums.

## Solution

- Remove the unused `States::variants` method and its associated type.
- Remove the enum-only restriction on derived States types.

---

## Changelog

- Removed `States::variants` and its associated type.
- Derived `States` can now be datatypes other than enums.

## Migration Guide

- `States::variants` no longer exists. If you relied on this function,
consider using a library that provides enum iterators.
2023-09-30 22:32:39 +00:00
James Liu
95813b87f7
Cache parallel iteration spans (#9950)
# Objective
We cached system spans in #9390, but another common span seen in most
Bevy apps when enabling tracing are Query::par_iter(_mut) related spans.

## Solution
Cache them in QueryState. The one downside to this is that we pay for
the memory for every Query(State) instantiated, not just those that are
used for parallel iteration, but this shouldn't be a significant cost
unless the app is creating hundreds of thousands of Query(State)s
regularly.

## Metrics
Tested against `cargo run --profile stress-test --features trace_tracy
--example many_cubes`. Yellow is this PR, red is main.

`sync_simple_transforms`:


![image](https://github.com/bevyengine/bevy/assets/3137680/d60f6d69-5586-4424-9d78-aac78992aacd)

`check_visibility`:


![image](https://github.com/bevyengine/bevy/assets/3137680/096a58d2-a330-4a32-b806-09cd524e6e15)

Full frame:


![image](https://github.com/bevyengine/bevy/assets/3137680/3b088cf8-9487-4bc7-a308-026e172d6672)
2023-09-30 08:03:35 +00:00
cyqsimon
14db5b38dc
Clarify behaviour of Timer::finished() for repeating timers (#9939)
# Objective

I was wondering whether to use `Timer::finished` or
`Timer::just_finished` for my repeating timer. This PR clarifies their
difference (or rather, lack thereof).

## Solution

More docs & examples.
2023-09-29 21:57:01 +00:00
SADIK KUZU
483f2464a8
Fix typos (#9965)
# Objective

- There were a few typos in the project.
- This PR fixes these typos.

## Solution

- Fixing the typos.

Signed-off-by: SADIK KUZU <sadikkuzu@hotmail.com>
2023-09-29 12:26:41 +00:00
Christian Hughes
f8fd93f418
Add TypePath to the prelude (#9963)
# Objective

In order to derive `Asset`s (v2), `TypePath` must also be implemented.
`TypePath` is not currently in the prelude, but given it is *required*
when deriving something that *is* in the prelude, I think it deserves to
be added.

## Solution

Add `TypePath` to `bevy_reflect::prelude`.
2023-09-29 08:27:30 +00:00
Christian Hughes
7a72bac779
Fix unused variable warning for simple AssetV2 derives (#9961)
# Objective

Fix #9960 

## Solution

Make the `visit` parameter `_visit` if there are no dependencies.

New `cargo expand` output:
```rust
pub struct Rarity {
    pub name: SharedStr,
    pub color: Color,
}
impl bevy::asset::Asset for Rarity {}
impl bevy::asset::VisitAssetDependencies for Rarity {
    fn visit_dependencies(
        &self,
        _visit: &mut impl FnMut(bevy::asset::UntypedAssetId), // <-- fixed
    ) {}
}
impl bevy::reflect::TypePath for Rarity {
    fn type_path() -> &'static str {
        "myasset::item::Rarity"
    }
    fn short_type_path() -> &'static str {
        "Rarity"
    }
    fn type_ident() -> Option<&'static str> {
        ::core::option::Option::Some("Rarity")
    }
    fn crate_name() -> Option<&'static str> {
        ::core::option::Option::Some(
            "myasset::item".split(':').next().unwrap(),
        )
    }
    fn module_path() -> Option<&'static str> {
        ::core::option::Option::Some("myasset::item")
    }
}
```
2023-09-29 08:08:13 +00:00
Bruce Mitchener
a5a457c3c8
docs: Use intradoc links for method references. (#9958)
# Objective

- Use intradoc links to let the compiler verify correctness.

## Solution

- Use intradoc links.
2023-09-29 07:09:14 +00:00
ickshonpe
edba496697
Store both the rounded and unrounded node size in Node (#9923)
# Objective

Text bounds are computed by the layout algorithm using the text's
measurefunc so that text will only wrap after it's used the maximum
amount of available horizontal space.

When the layout size is returned the layout coordinates are rounded and
this sometimes results in the final size of the Node not matching the
size computed with the measurefunc. This means that the text may no
longer fit the horizontal available space and instead wrap onto a new
line. However, no glyphs will be generated for this new line because no
vertical space for the extra line was allocated.

fixes #9874

## Solution

Store both the rounded and unrounded node sizes in `Node`.

Rounding is used to eliminate pixel-wide gaps between nodes that should
be touching edge to edge, but this isn't necessary for text nodes as
they don't have solid edges.

## Changelog

* Added the `rounded_size: Vec2` field to `Node`.
* `text_system` uses the unrounded node size when computing a text
layout.

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-09-28 22:42:13 +00:00
Marco Buono
20ed3e0e76
macOS Sonoma (14.0) / Xcode 15.0 — Compatibility Fixes + Docs (#9905)
# Objective

Improve compatibility with macOS Sonoma and Xcode 15.0.

## Solution

- Adds the workaround by @ptxmac to ignore the invalid window sizes
provided by `winit` on macOS 14.0
- This still provides a slightly wrong content size when resizing (it
fails to account for the window title bar, so some content gets clipped
at the bottom) but it's _much better_ than crashing.
- Adds docs on how to work around the `bindgen` bug on Xcode 15.0.

## Related Issues:

- https://github.com/RustAudio/coreaudio-sys/issues/85
- https://github.com/rust-windowing/winit/issues/2876

---

## Changelog

- Added a workaround for a `winit`-related crash under macOS Sonoma
(14.0)

---------

Co-authored-by: Peter Kristensen <peter@ptx.dk>
2023-09-27 22:41:16 +00:00
Robert Swain
b6ead2be95
Use EntityHashMap<Entity, T> for render world entity storage for better performance (#9903)
# Objective

- Improve rendering performance, particularly by avoiding the large
system commands costs of using the ECS in the way that the render world
does.

## Solution

- Define `EntityHasher` that calculates a hash from the
`Entity.to_bits()` by `i | (i.wrapping_mul(0x517cc1b727220a95) << 32)`.
`0x517cc1b727220a95` is something like `u64::MAX / N` for N that gives a
value close to π and that works well for hashing. Thanks for @SkiFire13
for the suggestion and to @nicopap for alternative suggestions and
discussion. This approach comes from `rustc-hash` (a.k.a. `FxHasher`)
with some tweaks for the case of hashing an `Entity`. `FxHasher` and
`SeaHasher` were also tested but were significantly slower.
- Define `EntityHashMap` type that uses the `EntityHashser`
- Use `EntityHashMap<Entity, T>` for render world entity storage,
including:
- `RenderMaterialInstances` - contains the `AssetId<M>` of the material
associated with the entity. Also for 2D.
- `RenderMeshInstances` - contains mesh transforms, flags and properties
about mesh entities. Also for 2D.
- `SkinIndices` and `MorphIndices` - contains the skin and morph index
for an entity, respectively
  - `ExtractedSprites`
  - `ExtractedUiNodes`

## Benchmarks

All benchmarks have been conducted on an M1 Max connected to AC power.
The tests are run for 1500 frames. The 1000th frame is captured for
comparison to check for visual regressions. There were none.

### 2D Meshes

`bevymark --benchmark --waves 160 --per-wave 1000 --mode mesh2d`

#### `--ordered-z`

This test spawns the 2D meshes with z incrementing back to front, which
is the ideal arrangement allocation order as it matches the sorted
render order which means lookups have a high cache hit rate.

<img width="1112" alt="Screenshot 2023-09-27 at 07 50 45"
src="https://github.com/bevyengine/bevy/assets/302146/e140bc98-7091-4a3b-8ae1-ab75d16d2ccb">

-39.1% median frame time.

#### Random

This test spawns the 2D meshes with random z. This not only makes the
batching and transparent 2D pass lookups get a lot of cache misses, it
also currently means that the meshes are almost certain to not be
batchable.

<img width="1108" alt="Screenshot 2023-09-27 at 07 51 28"
src="https://github.com/bevyengine/bevy/assets/302146/29c2e813-645a-43ce-982a-55df4bf7d8c4">

-7.2% median frame time.

### 3D Meshes

`many_cubes --benchmark`

<img width="1112" alt="Screenshot 2023-09-27 at 07 51 57"
src="https://github.com/bevyengine/bevy/assets/302146/1a729673-3254-4e2a-9072-55e27c69f0fc">

-7.7% median frame time.

### Sprites

**NOTE: On `main` sprites are using `SparseSet<Entity, T>`!**

`bevymark --benchmark --waves 160 --per-wave 1000 --mode sprite`

#### `--ordered-z`

This test spawns the sprites with z incrementing back to front, which is
the ideal arrangement allocation order as it matches the sorted render
order which means lookups have a high cache hit rate.

<img width="1116" alt="Screenshot 2023-09-27 at 07 52 31"
src="https://github.com/bevyengine/bevy/assets/302146/bc8eab90-e375-4d31-b5cd-f55f6f59ab67">

+13.0% median frame time.

#### Random

This test spawns the sprites with random z. This makes the batching and
transparent 2D pass lookups get a lot of cache misses.

<img width="1109" alt="Screenshot 2023-09-27 at 07 53 01"
src="https://github.com/bevyengine/bevy/assets/302146/22073f5d-99a7-49b0-9584-d3ac3eac3033">

+0.6% median frame time.

### UI

**NOTE: On `main` UI is using `SparseSet<Entity, T>`!**

`many_buttons`

<img width="1111" alt="Screenshot 2023-09-27 at 07 53 26"
src="https://github.com/bevyengine/bevy/assets/302146/66afd56d-cbe4-49e7-8b64-2f28f6043d85">

+15.1% median frame time.

## Alternatives

- Cart originally suggested trying out `SparseSet<Entity, T>` and indeed
that is slightly faster under ideal conditions. However,
`PassHashMap<Entity, T>` has better worst case performance when data is
randomly distributed, rather than in sorted render order, and does not
have the worst case memory usage that `SparseSet`'s dense `Vec<usize>`
that maps from the `Entity` index to sparse index into `Vec<T>`. This
dense `Vec` has to be as large as the largest Entity index used with the
`SparseSet`.
- I also tested `PassHashMap<u32, T>`, intending to use `Entity.index()`
as the key, but this proved to sometimes be slower and mostly no
different.
- The only outstanding approach that has not been implemented and tested
is to _not_ clear the render world of its entities each frame. That has
its own problems, though they could perhaps be solved.
- Performance-wise, if the entities and their component data were not
cleared, then they would incur table moves on spawn, and should not
thereafter, rather just their component data would be overwritten.
Ideally we would have a neat way of either updating data in-place via
`&mut T` queries, or inserting components if not present. This would
likely be quite cumbersome to have to remember to do everywhere, but
perhaps it only needs to be done in the more performance-sensitive
systems.
- The main problem to solve however is that we want to both maintain a
mapping between main world entities and render world entities, be able
to run the render app and world in parallel with the main app and world
for pipelined rendering, and at the same time be able to spawn entities
in the render world in such a way that those Entity ids do not collide
with those spawned in the main world. This is potentially quite
solvable, but could well be a lot of ECS work to do it in a way that
makes sense.

---

## Changelog

- Changed: Component data for entities to be drawn are no longer stored
on entities in the render world. Instead, data is stored in a
`EntityHashMap<Entity, T>` in various resources. This brings significant
performance benefits due to the way the render app clears entities every
frame. Resources of most interest are `RenderMeshInstances` and
`RenderMaterialInstances`, and their 2D counterparts.

## Migration Guide

Previously the render app extracted mesh entities and their component
data from the main world and stored them as entities and components in
the render world. Now they are extracted into essentially
`EntityHashMap<Entity, T>` where `T` are structs containing an
appropriate group of data. This means that while extract set systems
will continue to run extract queries against the main world they will
store their data in hash maps. Also, systems in later sets will either
need to look up entities in the available resources such as
`RenderMeshInstances`, or maintain their own `EntityHashMap<Entity, T>`
for their own data.

Before:
```rust
fn queue_custom(
    material_meshes: Query<(Entity, &MeshTransforms, &Handle<Mesh>), With<InstanceMaterialData>>,
) {
    ...
    for (entity, mesh_transforms, mesh_handle) in &material_meshes {
        ...
    }
}
```

After:
```rust
fn queue_custom(
    render_mesh_instances: Res<RenderMeshInstances>,
    instance_entities: Query<Entity, With<InstanceMaterialData>>,
) {
    ...
    for entity in &instance_entities {
        let Some(mesh_instance) = render_mesh_instances.get(&entity) else { continue; };
        // The mesh handle in `AssetId<Mesh>` form, and the `MeshTransforms` can now
        // be found in `mesh_instance` which is a `RenderMeshInstance`
        ...
    }
}
```

---------

Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
2023-09-27 08:28:28 +00:00
Kanabenki
35d3213071
Fix the doc warning attribute and document remaining items for bevy_window (#9933)
# Objective

Complete the documentation for `bevy_window`.

## Solution

The `warn(missing_doc)` attribute was only applying to the `cursor`
module as it was declared as an inner attribute. I switched it to an
outer attribute and documented the remaining items.
2023-09-27 07:08:09 +00:00
A-Walrus
df899d2ba2
Fix morph interpolation (#9927)
# Objective
Fixes: #9898
## Solution
Make morph behave like other keyframes, lerping first between start and
end, and then between the current state and the result.

## Changelog
Fixed jerky morph targets

---------

Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: CGMossa <cgmossa@gmail.com>
2023-09-27 01:46:27 +00:00
Hampus
7a507fa0c4
Fix documentation for ui node Style (#9935)
# Objective
The scetion for guides about flexbox has a link to grid and the section
for grid has a link to a guide about flexbox.

## Solution
Swapped links for flexbox and grid.

---
2023-09-26 22:18:41 +00:00
Rob Parrett
7063c86ed4
Fix some typos (#9934)
# Objective

To celebrate the turning of the seasons, I took a small walk through the
codebase guided by the "[code spell
checker](https://marketplace.visualstudio.com/items?itemName=streetsidesoftware.code-spell-checker)"
VS Code extension and fixed a few typos.
2023-09-26 19:46:24 +00:00
piper
bc88f33e48
Allow other plugins to create renderer resources (#9925)
This is a duplicate of #9632, it was created since I forgot to make a
new branch when I first made this PR, so I was having trouble resolving
merge conflicts, meaning I had to rebuild my PR.

# Objective

- Allow other plugins to create the renderer resources. An example of
where this would be required is my [OpenXR
plugin](https://github.com/awtterpip/bevy_openxr)

## Solution

- Changed the bevy RenderPlugin to optionally take precreated render
resources instead of a configuration.

## Migration Guide

The `RenderPlugin` now takes a `RenderCreation` enum instead of
`WgpuSettings`. `RenderSettings::default()` returns
`RenderSettings::Automatic(WgpuSettings::default())`. `RenderSettings`
also implements `From<WgpuSettings>`.

```rust
// before
RenderPlugin {
    wgpu_settings: WgpuSettings {
    ...
    },
}

// now
RenderPlugin {
    render_creation: RenderCreation::Automatic(WgpuSettings {
    ...
    }),
}
// or
RenderPlugin {
    render_creation: WgpuSettings {
    ...
    }.into(),
}
```

---------

Co-authored-by: Malek <pocmalek@gmail.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-09-26 19:35:08 +00:00
jpsikstus
bc1f33d50b
Add link to Text2dBundle in TextBundle docs. (#9900)
# Objective

Some beginners spend time trying to manually set the position of a
`TextBundle`, without realizing that `Text2dBundle` exists.

## Solution

Mention `Text2dBundle` in the documentation of `TextBundle`.

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-09-25 20:33:42 +00:00
Pixelstorm
503b861e3a
Allow using async_io::block_on in bevy_tasks (#9626)
# Objective

Fixes #9625

## Solution

Adds `async-io` as an optional dependency of `bevy_tasks`. When enabled,
this causes calls to `futures_lite::future::block_on` to be replaced
with calls to `async_io::block_on`.

---

## Changelog

- Added a new `async-io` feature to `bevy_tasks`. When enabled, this
causes `bevy_tasks` to use `async-io`'s implemention of `block_on`
instead of `futures-lite`'s implementation. You should enable this if
you use `async-io` in your application.
2023-09-25 19:59:50 +00:00
James Liu
12032cd296
Directly copy data into uniform buffers (#9865)
# Objective
This is a minimally disruptive version of #8340. I attempted to update
it, but failed due to the scope of the changes added in #8204.

Fixes #8307. Partially addresses #4642. As seen in
https://github.com/bevyengine/bevy/issues/8284, we're actually copying
data twice in Prepare stage systems. Once into a CPU-side intermediate
scratch buffer, and once again into a mapped buffer. This is inefficient
and effectively doubles the time spent and memory allocated to run these
systems.

## Solution
Skip the scratch buffer entirely and use
`wgpu::Queue::write_buffer_with` to directly write data into mapped
buffers.

Separately, this also directly uses
`wgpu::Limits::min_uniform_buffer_offset_alignment` to set up the
alignment when writing to the buffers. Partially addressing the issue
raised in #4642.

Storage buffers and the abstractions built on top of
`DynamicUniformBuffer` will need to come in followup PRs.

This may not have a noticeable performance difference in this PR, as the
only first-party systems affected by this are view related, and likely
are not going to be particularly heavy.

---

## Changelog
Added: `DynamicUniformBuffer::get_writer`.
Added: `DynamicUniformBufferWriter`.
2023-09-25 19:15:37 +00:00
Ycy
35de5e608e
register TextLayoutInfo and TextFlags type. (#9919)
derive `Reflect` to `GlyphAtlasInfo`,`PositionedGlyph` and
`TextLayoutInfo`.

# Objective

- I need reflection gets all components of the `TextBundle` and
`clone_value` it

## Solution

- registry it
2023-09-25 18:59:29 +00:00
Nicola Papale
db1e3d36bc
Move skin code to a separate module (#9899)
# Objective

mesh.rs is infamously large. We could split off unrelated code.

## Solution

Morph targets are very similar to skinning and have their own module. We
move skinned meshes to an independent module like morph targets and give
the systems similar names.

### Open questions

Should the skinning systems and structs stay public?

---

## Migration Guide

Renamed skinning systems, resources and components:

- extract_skinned_meshes -> extract_skins
- prepare_skinned_meshes -> prepare_skins
- SkinnedMeshUniform -> SkinUniform
- SkinnedMeshJoints -> SkinIndex

---------

Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: vero <email@atlasdostal.com>
2023-09-25 18:40:22 +00:00
Bruce Mitchener
ae95ba5278
Fix typos. (#9922)
# Objective

- Have docs with fewer typos.1

## Solution

- Fix typos as they are found.
2023-09-25 18:35:46 +00:00
James Liu
8ace2ff9e3
Only run event systems if they have tangible work to do (#7728)
# Objective
Scheduling low cost systems has significant overhead due to task pool
contention and the extra machinery to schedule and run them. Event
update systems are the prime example of a low cost system, requiring a
guaranteed O(1) operation, and there are a *lot* of them.

## Solution
Add a run condition to every event system so they only run when there is
an event in either of it's two internal Vecs.

---

## Changelog
Changed: Event update systems will not run if there are no events to
process.

## Migration Guide
`Events<T>::update_system` has been split off from the the type and can
be found at `bevy_ecs::event::event_update_system`.

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2023-09-24 00:16:33 +00:00
Robert Swain
22dfa9ee96
skybox.wgsl: Fix precision issues (#9909)
# Objective

- Fixes #9707 

## Solution

- At large translations (a few thousand units), the precision of
calculating the ray direction from the fragment world position and
camera world position seems to break down. Sampling the cubemap only
needs the ray direction. As such we can use the view space fragment
position, normalise it, rotate it to world space, and use that.

---

## Changelog

- Fixed: Jittery skybox at large translations.
2023-09-23 22:11:59 +00:00
François
b416d181a7
don't create windows on winit StartCause::Init event (#9684)
# Objective

- https://github.com/bevyengine/bevy/pull/7609 broke Android support

```
8721  8770 I event crates/bevy_winit/src/system.rs:55:  Creating new window "App" (0v0)
8721  8769 I RustStdoutStderr: thread '<unnamed>' panicked at 'Cannot get the native window, it's null and will always be null before Event::Resumed and after Event::Suspended. Make sure you only call this function between those events.', winit-0.28.6/src/platform_impl/android/mod.rs:1058:13
```
## Solution

- Don't create windows on `StartCause::Init` as it's too early
2023-09-23 06:28:49 +00:00
iiYese
0181d40d83
Add as_slice to parent (#9871)
# Objective
- Make it possible to write APIs that require a type or homogenous
storage for both `Children` & `Parent` that is agnostic to edge
direction.

## Solution
- Add a way to get the `Entity` from `Parent` as a slice.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
2023-09-22 06:27:58 +00:00
Robert Swain
5c884c5a15
Automatic batching/instancing of draw commands (#9685)
# Objective

- Implement the foundations of automatic batching/instancing of draw
commands as the next step from #89
- NOTE: More performance improvements will come when more data is
managed and bound in ways that do not require rebinding such as mesh,
material, and texture data.

## Solution

- The core idea for batching of draw commands is to check whether any of
the information that has to be passed when encoding a draw command
changes between two things that are being drawn according to the sorted
render phase order. These should be things like the pipeline, bind
groups and their dynamic offsets, index/vertex buffers, and so on.
  - The following assumptions have been made:
- Only entities with prepared assets (pipelines, materials, meshes) are
queued to phases
- View bindings are constant across a phase for a given draw function as
phases are per-view
- `batch_and_prepare_render_phase` is the only system that performs this
batching and has sole responsibility for preparing the per-object data.
As such the mesh binding and dynamic offsets are assumed to only vary as
a result of the `batch_and_prepare_render_phase` system, e.g. due to
having to split data across separate uniform bindings within the same
buffer due to the maximum uniform buffer binding size.
- Implement `GpuArrayBuffer` for `Mesh2dUniform` to store Mesh2dUniform
in arrays in GPU buffers rather than each one being at a dynamic offset
in a uniform buffer. This is the same optimisation that was made for 3D
not long ago.
- Change batch size for a range in `PhaseItem`, adding API for getting
or mutating the range. This is more flexible than a size as the length
of the range can be used in place of the size, but the start and end can
be otherwise whatever is needed.
- Add an optional mesh bind group dynamic offset to `PhaseItem`. This
avoids having to do a massive table move just to insert
`GpuArrayBufferIndex` components.

## Benchmarks

All tests have been run on an M1 Max on AC power. `bevymark` and
`many_cubes` were modified to use 1920x1080 with a scale factor of 1. I
run a script that runs a separate Tracy capture process, and then runs
the bevy example with `--features bevy_ci_testing,trace_tracy` and
`CI_TESTING_CONFIG=../benchmark.ron` with the contents of
`../benchmark.ron`:
```rust
(
    exit_after: Some(1500)
)
```
...in order to run each test for 1500 frames.

The recent changes to `many_cubes` and `bevymark` added reproducible
random number generation so that with the same settings, the same rng
will occur. They also added benchmark modes that use a fixed delta time
for animations. Combined this means that the same frames should be
rendered both on main and on the branch.

The graphs compare main (yellow) to this PR (red).

### 3D Mesh `many_cubes --benchmark`

<img width="1411" alt="Screenshot 2023-09-03 at 23 42 10"
src="https://github.com/bevyengine/bevy/assets/302146/2088716a-c918-486c-8129-090b26fd2bc4">
The mesh and material are the same for all instances. This is basically
the best case for the initial batching implementation as it results in 1
draw for the ~11.7k visible meshes. It gives a ~30% reduction in median
frame time.

The 1000th frame is identical using the flip tool:

![flip many_cubes-main-mesh3d many_cubes-batching-mesh3d 67ppd
ldr](https://github.com/bevyengine/bevy/assets/302146/2511f37a-6df8-481a-932f-706ca4de7643)

```
     Mean: 0.000000
     Weighted median: 0.000000
     1st weighted quartile: 0.000000
     3rd weighted quartile: 0.000000
     Min: 0.000000
     Max: 0.000000
     Evaluation time: 0.4615 seconds
```

### 3D Mesh `many_cubes --benchmark --material-texture-count 10`

<img width="1404" alt="Screenshot 2023-09-03 at 23 45 18"
src="https://github.com/bevyengine/bevy/assets/302146/5ee9c447-5bd2-45c6-9706-ac5ff8916daf">
This run uses 10 different materials by varying their textures. The
materials are randomly selected, and there is no sorting by material
bind group for opaque 3D so any batching is 'random'. The PR produces a
~5% reduction in median frame time. If we were to sort the opaque phase
by the material bind group, then this should be a lot faster. This
produces about 10.5k draws for the 11.7k visible entities. This makes
sense as randomly selecting from 10 materials gives a chance that two
adjacent entities randomly select the same material and can be batched.

The 1000th frame is identical in flip:

![flip many_cubes-main-mesh3d-mtc10 many_cubes-batching-mesh3d-mtc10
67ppd
ldr](https://github.com/bevyengine/bevy/assets/302146/2b3a8614-9466-4ed8-b50c-d4aa71615dbb)

```
     Mean: 0.000000
     Weighted median: 0.000000
     1st weighted quartile: 0.000000
     3rd weighted quartile: 0.000000
     Min: 0.000000
     Max: 0.000000
     Evaluation time: 0.4537 seconds
```

### 3D Mesh `many_cubes --benchmark --vary-per-instance`

<img width="1394" alt="Screenshot 2023-09-03 at 23 48 44"
src="https://github.com/bevyengine/bevy/assets/302146/f02a816b-a444-4c18-a96a-63b5436f3b7f">
This run varies the material data per instance by randomly-generating
its colour. This is the worst case for batching and that it performs
about the same as `main` is a good thing as it demonstrates that the
batching has minimal overhead when dealing with ~11k visible mesh
entities.

The 1000th frame is identical according to flip:

![flip many_cubes-main-mesh3d-vpi many_cubes-batching-mesh3d-vpi 67ppd
ldr](https://github.com/bevyengine/bevy/assets/302146/ac5f5c14-9bda-4d1a-8219-7577d4aac68c)

```
     Mean: 0.000000
     Weighted median: 0.000000
     1st weighted quartile: 0.000000
     3rd weighted quartile: 0.000000
     Min: 0.000000
     Max: 0.000000
     Evaluation time: 0.4568 seconds
```

### 2D Mesh `bevymark --benchmark --waves 160 --per-wave 1000 --mode
mesh2d`

<img width="1412" alt="Screenshot 2023-09-03 at 23 59 56"
src="https://github.com/bevyengine/bevy/assets/302146/cb02ae07-237b-4646-ae9f-fda4dafcbad4">
This spawns 160 waves of 1000 quad meshes that are shaded with
ColorMaterial. Each wave has a different material so 160 waves currently
should result in 160 batches. This results in a 50% reduction in median
frame time.

Capturing a screenshot of the 1000th frame main vs PR gives:

![flip bevymark-main-mesh2d bevymark-batching-mesh2d 67ppd
ldr](https://github.com/bevyengine/bevy/assets/302146/80102728-1217-4059-87af-14d05044df40)

```
     Mean: 0.001222
     Weighted median: 0.750432
     1st weighted quartile: 0.453494
     3rd weighted quartile: 0.969758
     Min: 0.000000
     Max: 0.990296
     Evaluation time: 0.4255 seconds
```

So they seem to produce the same results. I also double-checked the
number of draws. `main` does 160000 draws, and the PR does 160, as
expected.

### 2D Mesh `bevymark --benchmark --waves 160 --per-wave 1000 --mode
mesh2d --material-texture-count 10`

<img width="1392" alt="Screenshot 2023-09-04 at 00 09 22"
src="https://github.com/bevyengine/bevy/assets/302146/4358da2e-ce32-4134-82df-3ab74c40849c">
This generates 10 textures and generates materials for each of those and
then selects one material per wave. The median frame time is reduced by
50%. Similar to the plain run above, this produces 160 draws on the PR
and 160000 on `main` and the 1000th frame is identical (ignoring the fps
counter text overlay).

![flip bevymark-main-mesh2d-mtc10 bevymark-batching-mesh2d-mtc10 67ppd
ldr](https://github.com/bevyengine/bevy/assets/302146/ebed2822-dce7-426a-858b-b77dc45b986f)

```
     Mean: 0.002877
     Weighted median: 0.964980
     1st weighted quartile: 0.668871
     3rd weighted quartile: 0.982749
     Min: 0.000000
     Max: 0.992377
     Evaluation time: 0.4301 seconds
```

### 2D Mesh `bevymark --benchmark --waves 160 --per-wave 1000 --mode
mesh2d --vary-per-instance`

<img width="1396" alt="Screenshot 2023-09-04 at 00 13 53"
src="https://github.com/bevyengine/bevy/assets/302146/b2198b18-3439-47ad-919a-cdabe190facb">
This creates unique materials per instance by randomly-generating the
material's colour. This is the worst case for 2D batching. Somehow, this
PR manages a 7% reduction in median frame time. Both main and this PR
issue 160000 draws.

The 1000th frame is the same:

![flip bevymark-main-mesh2d-vpi bevymark-batching-mesh2d-vpi 67ppd
ldr](https://github.com/bevyengine/bevy/assets/302146/a2ec471c-f576-4a36-a23b-b24b22578b97)

```
     Mean: 0.001214
     Weighted median: 0.937499
     1st weighted quartile: 0.635467
     3rd weighted quartile: 0.979085
     Min: 0.000000
     Max: 0.988971
     Evaluation time: 0.4462 seconds
```

### 2D Sprite `bevymark --benchmark --waves 160 --per-wave 1000 --mode
sprite`

<img width="1396" alt="Screenshot 2023-09-04 at 12 21 12"
src="https://github.com/bevyengine/bevy/assets/302146/8b31e915-d6be-4cac-abf5-c6a4da9c3d43">
This just spawns 160 waves of 1000 sprites. There should be and is no
notable difference between main and the PR.

### 2D Sprite `bevymark --benchmark --waves 160 --per-wave 1000 --mode
sprite --material-texture-count 10`

<img width="1389" alt="Screenshot 2023-09-04 at 12 36 08"
src="https://github.com/bevyengine/bevy/assets/302146/45fe8d6d-c901-4062-a349-3693dd044413">
This spawns the sprites selecting a texture at random per instance from
the 10 generated textures. This has no significant change vs main and
shouldn't.

### 2D Sprite `bevymark --benchmark --waves 160 --per-wave 1000 --mode
sprite --vary-per-instance`

<img width="1401" alt="Screenshot 2023-09-04 at 12 29 52"
src="https://github.com/bevyengine/bevy/assets/302146/762c5c60-352e-471f-8dbe-bbf10e24ebd6">
This sets the sprite colour as being unique per instance. This can still
all be drawn using one batch. There should be no difference but the PR
produces median frame times that are 4% higher. Investigation showed no
clear sources of cost, rather a mix of give and take that should not
happen. It seems like noise in the results.

### Summary

| Benchmark  | % change in median frame time |
| ------------- | ------------- |
| many_cubes  | 🟩 -30%  |
| many_cubes 10 materials  | 🟩 -5%  |
| many_cubes unique materials  | 🟩 ~0%  |
| bevymark mesh2d  | 🟩 -50%  |
| bevymark mesh2d 10 materials  | 🟩 -50%  |
| bevymark mesh2d unique materials  | 🟩 -7%  |
| bevymark sprite  | 🟥 2%  |
| bevymark sprite 10 materials  | 🟥 0.6%  |
| bevymark sprite unique materials  | 🟥 4.1%  |

---

## Changelog

- Added: 2D and 3D mesh entities that share the same mesh and material
(same textures, same data) are now batched into the same draw command
for better performance.

---------

Co-authored-by: robtfm <50659922+robtfm@users.noreply.github.com>
Co-authored-by: Nicola Papale <nico@nicopap.ch>
2023-09-21 22:12:34 +00:00
Joseph
e60249e59d
Improve codegen for world validation (#9464)
# Objective

Improve code-gen for `QueryState::validate_world` and
`SystemState::validate_world`.

## Solution

* Move panics into separate, non-inlined functions, to reduce the code
size of the outer methods.
* Mark the panicking functions with `#[cold]` to help the compiler
optimize for the happy path.
* Mark the functions with `#[track_caller]` to make debugging easier.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2023-09-21 20:57:06 +00:00
Rob Parrett
bdb063497d
Use radsort for Transparent2d PhaseItem sorting (#9882)
# Objective

Fix a performance regression in the "[bevy vs
pixi](https://github.com/SUPERCILEX/bevy-vs-pixi)" benchmark.

This benchmark seems to have a slightly pathological distribution of `z`
values -- Sprites are spawned with a random `z` value with a child
sprite at `f32::EPSILON` relative to the parent.

See discussion here:
https://github.com/bevyengine/bevy/issues/8100#issuecomment-1726978633

## Solution

Use `radsort` for sorting `Transparent2d` `PhaseItem`s.

Use random `z` values in bevymark to stress the phase sort. Add an
`--ordered-z` option to `bevymark` that uses the old behavior.

## Benchmarks

mac m1 max

| benchmark | fps before | fps after | diff |
| - | - | - | - |
| bevymark --waves 120 --per-wave 1000 --random-z | 42.16 | 47.06 | 🟩
+11.6% |
| bevymark --waves 120 --per-wave 1000 | 52.50 | 52.29 | 🟥 -0.4% |
| bevymark --waves 120 --per-wave 1000 --mode mesh2d --random-z | 9.64 |
10.24 | 🟩 +6.2% |
| bevymark --waves 120 --per-wave 1000 --mode mesh2d | 15.83 | 15.59 | 🟥
-1.5% |
| bevy-vs-pixi | 39.71 | 59.88 | 🟩 +50.1% |

## Discussion

It's possible that `TransparentUi` should also change. We could probably
use `slice::sort_unstable_by_key` with the current sort key though, as
its items are always sorted and unique. I'd prefer to follow up later to
look into that.

Here's a survey of sorts used by other `PhaseItem`s

#### slice::sort_by_key
`Transparent2d`, `TransparentUi`

#### radsort
`Opaque3d`, `AlphaMask3d`, `Transparent3d`, `Opaque3dPrepass`,
`AlphaMask3dPrepass`, `Shadow`

I also tried `slice::sort_unstable_by_key` with a compound sort key
including `Entity`, but it didn't seem as promising and I didn't test it
as thoroughly.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
2023-09-21 17:53:20 +00:00
James Liu
1116207f7d
Remove dependecies from bevy_tasks' README (#9881)
# Objective
Noticed that bevy_tasks' README mentions its dependency tree, which is
very outdated at this point.

## Solution
Remove it.
2023-09-20 22:34:28 +00:00
Nicola Papale
47d87e49da
Refactor rendering systems to use let-else (#9870)
# Objective

Some rendering system did heavy use of `if let`, and could be improved
by using `let else`.

## Solution

- Reduce rightward drift by using let-else over if-let
- Extract value-to-key mappings to their own functions so that the
system is less bloated, easier to understand
- Use a `let` binding instead of untupling in closure argument to reduce
indentation

## Note to reviewers

Enable the "no white space diff" for easier viewing.
In the "Files changed" view, click on the little cog right of the "Jump
to" text, on the row where the "Review changes" button is. then enable
the "Hide whitespace" checkbox and click reload.
2023-09-20 20:18:55 +00:00
ickshonpe
9873c9745b
Rename num_font_atlases to len. (#9879)
# Objective

Rename the `num_font_atlases` method of `FontAtlasSet` to `len`.

All the function does is return the number of entries in its hashmap and
the unnatural naming only makes it harder to discover.

---

## Changelog

* Renamed the `num_font_atlases` method of `FontAtlasSet` to `len`.

## Migration Guide

The `num_font_atlases` method of `FontAtlasSet` has been renamed to
`len`.
2023-09-20 19:44:50 +00:00
Sludge
e07c427dea
#[derive(Clone)] on Component{Info,Descriptor} (#9812)
# Objective

Occasionally, it is useful to pull `ComponentInfo` or
`ComponentDescriptor` out of the `Components` collection so that they
can be inspected without borrowing the whole `World`.

## Solution

Make `ComponentInfo` and `ComponentDescriptor` `Clone`, so that
reflection-heavy code can store them in a side table.

---

## Changelog

- Implement `Clone` for `ComponentInfo` and `ComponentDescriptor`
2023-09-20 19:35:53 +00:00
Ethereumdegen
3ee9edf280
add try_insert to entity commands (#9844)
# Objective

- I spoke with some users in the ECS channel of bevy discord today and
they suggested that I implement a fallible form of .insert for
components.

- In my opinion, it would be nice to have a fallible .insert like
.try_insert (or to just make insert be fallible!) because it was causing
a lot of panics in my game. In my game, I am spawning terrain chunks and
despawning them in the Update loop. However, this was causing bevy_xpbd
to panic because it was trying to .insert some physics components on my
chunks and a race condition meant that its check to see if the entity
exists would pass but then the next execution step it would not exist
and would do an .insert and then panic. This means that there is no way
to avoid a panic with conditionals.

Luckily, bevy_xpbd does not care about inserting these components if the
entity is being deleted and so if there were a .try_insert, like this PR
provides it could use that instead in order to NOT panic.

( My interim solution for my own game has been to run the entity despawn
events in the Last schedule but really this is just a hack and I should
not be expected to manage the scheduling of despawns like this - it
should just be easy and simple. IF it just so happened that bevy_xpbd
ran .inserts in the Last schedule also, this would be an untenable soln
overall )

## Solution

- Describe the solution used to achieve the objective above.

Add a new command named TryInsert (entitycommands.try_insert) which
functions exactly like .insert except if the entity does not exist it
will not panic. Instead, it will log to info. This way, crates that are
attaching components in ways which they do not mind that the entity no
longer exists can just use try_insert instead of insert.

---

## Changelog

 

## Additional Thoughts

In my opinion, NOT panicing should really be the default and having an
.insert that does panic should be the odd edgecase but removing the
panic! from .insert seems a bit above my paygrade -- although i would
love to see it. My other thought is it would be good for .insert to
return an Option AND not panic but it seems it uses an event bus right
now so that seems to be impossible w the current architecture.
2023-09-20 19:34:30 +00:00
Martín Maita
cd1260585b
Revert "Update defaults for OrthographicProjection (#9537)" (#9878)
# Objective

- Fixes #9876

## Solution

- Reverted commit `5012a0fd57748ab6f146776368b4cf988bba1eaa` to restore
the previous default values for `OrthographicProjection`.

---

## Migration Guide

- Migration guide steps from #9537 should be removed for next release.
2023-09-20 19:19:47 +00:00
floppyhammer
354a5b7933
Handle empty morph weights when loading gltf (#9867)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/9863.

## Solution

Spawn `MorphWeights` after we handle `MeshMorphWeights` for the
children.
2023-09-20 17:40:00 +00:00
Joseph
87f7d013c0
Fix a typo in DirectionalLightBundle (#9861)
# Objective

Fix a typo introduced by #9497. While drafting the PR, the type was
originally called `VisibleInHierarchy` before I renamed it to
`InheritedVisibility`, but this field got left behind due to a typo.
2023-09-20 04:44:56 +00:00
Nicola Papale
7163aabf29
Use a single line for of large binding lists (#9849)
# Objective

- When adding/removing bindings in large binding lists, git would
generate very difficult-to-read diffs

## Solution

- Move the `@group(X) @binding(Y)` into the same line as the binding
type declaration
2023-09-19 22:17:44 +00:00
Nicola Papale
692ef9508c
Cleanup visibility module (#9850)
# Objective

- `check_visibility` system in `bevy_render` had an
`Option<&NoFrustumCulling>` that could be replaced by `Has`, which is
theoretically faster and semantically more correct.
- It also had some awkward indenting due to very large closure argument
lists.
- Some of the tests could be written more concisely

## Solution

Use `Has`, move the tuple destructuring in a `let` binding, create a
function for the tests.

## Note to reviewers

Enable the "no white space diff" in the diff viewer to have a more
meaningful diff in the `check_visibility` system.
In the "Files changed" view, click on the little cog right of the "Jump
to" text, on the row where the "Review changes" button is. then enable
the "Hide whitespace" checkbox and click reload.

---

## Migration Guide

- The `check_visibility` system's `Option<&NoFrustumCulling>` parameter
has been replaced by `Has<NoFrustumCulling>`, if you were calling it
manually, you should change the type to match it

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-09-19 21:53:14 +00:00
Nicola Papale
9e52697572
Add mutual exclusion safety info on filter_fetch (#9836)
# Objective

Currently, in bevy, it's valid to do `Query<&mut Foo, Changed<Foo>>`.

This assumes that `filter_fetch` and `fetch` are mutually exclusive,
because of the mutable reference to the tick that `Mut<Foo>` implies and
the reference that `Changed<Foo>` implies. However nothing guarantees
that.

## Solution

Documenting this assumption as a safety invariant is the least thing.
2023-09-19 21:49:33 +00:00
Nicola Papale
41a35ff3d4
Fix clippy lint in single_threaded_task_pool (#9851)
# Objective

`single_threaded_task_pool` emitted a warning:

```
warning: use of `default` to create a unit struct
  --> crates/bevy_tasks/src/single_threaded_task_pool.rs:22:25
   |
22 |         Self(PhantomData::default())
   |                         ^^^^^^^^^^^ help: remove this call to `default`
   |
   = help: for further information visit https://rust-lang.github.io/rust-clippy/master/index.html#default_constructed_unit_structs
   = note: `#[warn(clippy::default_constructed_unit_structs)]` on by default
```

## Solution

fix the lint
2023-09-19 21:45:40 +00:00
Trashtalk217
e4b368721d
One Shot Systems (#8963)
I'm adopting this ~~child~~ PR.

# Objective

- Working with exclusive world access is not always easy: in many cases,
a standard system or three is more ergonomic to write, and more
modularly maintainable.
- For small, one-off tasks (commonly handled with scripting), running an
event-reader system incurs a small but flat overhead cost and muddies
the schedule.
- Certain forms of logic (e.g. turn-based games) want very fine-grained
linear and/or branching control over logic.
- SystemState is not automatically cached, and so performance can suffer
and change detection breaks.
- Fixes https://github.com/bevyengine/bevy/issues/2192.
- Partial workaround for https://github.com/bevyengine/bevy/issues/279.

## Solution

- Adds a SystemRegistry resource to the World, which stores initialized
systems keyed by their SystemSet.
- Allows users to call world.run_system(my_system) and
commands.run_system(my_system), without re-initializing or losing state
(essential for change detection).
- Add a Callback type to enable convenient use of dynamic one shot
systems and reduce the mental overhead of working with Box<dyn
SystemSet>.
- Allow users to run systems based on their SystemSet, enabling more
complex user-made abstractions.

## Future work

- Parameterized one-shot systems would improve reusability and bring
them closer to events and commands. The API could be something like
run_system_with_input(my_system, my_input) and use the In SystemParam.
- We should evaluate the unification of commands and one-shot systems
since they are two different ways to run logic on demand over a World.

### Prior attempts

- https://github.com/bevyengine/bevy/pull/2234
- https://github.com/bevyengine/bevy/pull/2417
- https://github.com/bevyengine/bevy/pull/4090
- https://github.com/bevyengine/bevy/pull/7999

This PR continues the work done in
https://github.com/bevyengine/bevy/pull/7999.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Federico Rinaldi <gisquerin@gmail.com>
Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Alejandro Pascual Pozo <alejandro.pascual.pozo@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Dmytro Banin <banind@cs.washington.edu>
Co-authored-by: James Liu <contact@jamessliu.com>
2023-09-19 20:17:05 +00:00
Nico Burns
b995827013
Have a separate implicit viewport node per root node + make viewport node Display::Grid (#9637)
# Objective

Make `bevy_ui` "root" nodes more intuitive to use/style by:
- Removing the implicit flexbox styling (such as stretch alignment) that
is applied to them, and replacing it with more intuitive CSS Grid
styling (notably with stretch alignment disabled in both axes).
- Making root nodes layout independently of each other. Instead of there
being a single implicit "viewport" node that all root nodes are children
of, there is now an implicit "viewport" node *per root node*. And layout
of each tree is computed separately.

## Solution

- Remove the global implicit viewport node, and instead create an
implicit viewport node for each user-specified root node.
- Keep track of both the user-specified root nodes and the implicit
viewport nodes in a separate `Vec`.
- Use the window's size as the `available_space` parameter to
`Taffy.compute_layout` rather than setting it on the implicit viewport
node (and set the viewport to `height: 100%; width: 100%` to make this
"just work").

---

## Changelog

- Bevy UI now lays out root nodes independently of each other in
separate layout contexts.
- The implicit viewport node (which contains each user-specified root
node) is now `Display::Grid` with `align_items` and `justify_items` both
set to `Start`.

## Migration Guide

- Bevy UI now lays out root nodes independently of each other in
separate layout contexts. If you were relying on your root nodes being
able to affect each other's layouts, then you may need to wrap them in a
single root node.
- The implicit viewport node (which contains each user-specified root
node) is now `Display::Grid` with `align_items` and `justify_items` both
set to `Start`. You may need to add `height: Val::Percent(100.)` to your
root nodes if you were previously relying on being implicitly set.
2023-09-19 15:14:46 +00:00
François
401b2e77f3
renderer init: create a detached task only on wasm, block otherwise (#9830)
# Objective

- When initializing the renderer, Bevy currently create a detached task
- This is needed on wasm but not on native


## Solution

- Don't create a detached task on native but block on the future
2023-09-19 05:57:54 +00:00
Joseph
d5d355ae1f
Fix the clippy::explicit_iter_loop lint (#9834)
# Objective

Replace instances of

```rust
for x in collection.iter{_mut}() {
```

with

```rust
for x in &{mut} collection {
```

This also changes CI to no longer suppress this lint. Note that since
this lint only shows up when using clippy in pedantic mode, it was
probably unnecessary to suppress this lint in the first place.
2023-09-19 03:35:22 +00:00
ickshonpe
07f61a1146
Round UI coordinates after scaling (#9784)
# Objective

Fixes #9754

## Solution

Don't round UI coordinates until they've been multiplied by the inverse
scale factor.
2023-09-18 22:55:43 +00:00
Bruce Mitchener
444245106e
docs: Improve some ComponentId doc cross-linking. (#9839)
# Objective

- When reading API docs and seeing a reference to `ComponentId`, it
isn't immediately clear how to get one from your `Component`. It could
be made to be more clear.

## Solution

- Improve cross-linking of docs about `ComponentId`
2023-09-18 21:42:04 +00:00
Bruce Mitchener
5e91e5f3ce
Improve doc formatting. (#9840)
# Objective

- Identifiers in docs should be marked up with backticks.

## Solution

- Mark up more identifiers in the docs with backticks.
2023-09-18 19:43:56 +00:00
Michael Johnson
68fa81e42d
Round up for the batch size to improve par_iter performance (#9814)
# Objective

The default division for a `usize` rounds down which means the batch
sizes were too small when the `max_size` isn't exactly divisible by the
batch count.

## Solution

Changing the division to round up fixes this which can dramatically
improve performance when using `par_iter`.

I created a small example to proof this out and measured some results. I
don't know if it's worth committing this permanently so I left it out of
the PR for now.

```rust
use std::{thread, time::Duration};

use bevy::{
    prelude::*,
    window::{PresentMode, WindowPlugin},
};

fn main() {
    App::new()
        .add_plugins((DefaultPlugins.set(WindowPlugin {
            primary_window: Some(Window {
                present_mode: PresentMode::AutoNoVsync,
                ..default()
            }),
            ..default()
        }),))
        .add_systems(Startup, spawn)
        .add_systems(Update, update_counts)
        .run();
}

#[derive(Component, Default, Debug, Clone, Reflect)]
pub struct Count(u32);

fn spawn(mut commands: Commands) {
    // Worst case
    let tasks = bevy::tasks::available_parallelism() * 5 - 1;
    // Best case
    // let tasks = bevy::tasks::available_parallelism() * 5 + 1;
    for _ in 0..tasks {
        commands.spawn(Count(0));
    }
}

// changing the bounds of the text will cause a recomputation
fn update_counts(mut count_query: Query<&mut Count>) {
    count_query.par_iter_mut().for_each(|mut count| {
        count.0 += 1;
        thread::sleep(Duration::from_millis(10))
    });
}
```

## Results

I ran this four times, with and without the change, with best case
(should favour the old maths) and worst case (should favour the new
maths) task numbers.

### Worst case

Before the change the batches were 9 on each thread, plus the 5
remainder ran on one of the threads in addition. With the change its 10
on each thread apart from one which has 9. The results show a decrease
from ~140ms to ~100ms which matches what you would expect from the maths
(`10 * 10ms` vs `(9 + 4) * 10ms`).

![Screenshot from 2023-09-14
20-24-36](https://github.com/bevyengine/bevy/assets/1353401/82099ee4-83a8-47f4-bb6b-944f1e87a818)

### Best case

Before the change the batches were 10 on each thread, plus the 1
remainder ran on one of the threads in addition. With the change its 11
on each thread apart from one which has 5. The results slightly favour
the new change but are basically identical as the total time is
determined by the worse case which is `11 * 10ms` for both tests.

![Screenshot from 2023-09-14
20-48-51](https://github.com/bevyengine/bevy/assets/1353401/4532211d-ab36-435b-b864-56af3370d90e)
2023-09-18 16:02:58 +00:00
robtfm
28060f3180
invert face culling for negatively scaled gltf nodes (#8859)
# Objective

according to
[khronos](https://github.com/KhronosGroup/glTF/issues/1697), gltf nodes
with inverted scales should invert the winding order of the mesh data.
this is to allow negative scale to be used for mirrored geometry.

## Solution

in the gltf loader, create a separate material with `cull_mode` set to
`Face::Front` when the node scale is negative.

note/alternatives:
this applies for nodes where the scale is negative at gltf import time.
that seems like enough for the mentioned use case of mirrored geometry.
it doesn't help when scales dynamically go negative at runtime, but you
can always set double sided in that case.

i don't think there's any practical difference between using front-face
culling and setting a clockwise winding order explicitly, but winding
order is supported by wgpu so we could add the field to
StandardMaterial/StandardMaterialKey and set it directly on the pipeline
descriptor if there's a reason to. it wouldn't help with dynamic scale
adjustments anyway, and would still require a separate material.

fixes #4738, probably fixes #7901.

---------

Co-authored-by: François <mockersf@gmail.com>
2023-09-18 15:55:24 +00:00
Nicola Papale
0bd4ea7ced
Provide getters for fields of ReflectFromPtr (#9748)
# Objective

The reasoning is similar to #8687.

I'm building a dynamic query. Currently, I store the ReflectFromPtr in
my dynamic `Fetch` type.

[See relevant
code](97ba68ae1e/src/fetches.rs (L14-L17))

However, `ReflectFromPtr` is:

- 16 bytes for TypeId
- 8 bytes for the non-mutable function pointer
- 8 bytes for the mutable function pointer

It's a lot, it adds 32 bytes to my base `Fetch` which is only
`ComponendId` (8 bytes) for a total of 40 bytes.

I only need one function per fetch, reducing the total dynamic fetch
size to 16 bytes.

Since I'm querying the components by the ComponendId associated with the
function pointer I'm using, I don't need the TypeId, it's a redundant
check.

In fact, I've difficulties coming up with situations where checking the
TypeId beforehand is relevant. So to me, if ReflectFromPtr makes sense
as a public API, exposing the function pointers also makes sense.

## Solution

- Make the fields public through methods.

---

## Changelog

- Add `from_ptr` and `from_ptr_mut` methods to `ReflectFromPtr` to
access the underlying function pointers
- `ReflectFromPtr::as_reflect_ptr` is now `ReflectFromPtr::as_reflect`
- `ReflectFromPtr::as_reflect_ptr_mut` is now
`ReflectFromPtr::as_reflect_mut`

## Migration guide

- `ReflectFromPtr::as_reflect_ptr` is now `ReflectFromPtr::as_reflect`
- `ReflectFromPtr::as_reflect_ptr_mut` is now
`ReflectFromPtr::as_reflect_mut`
2023-09-18 13:41:51 +00:00