Commit graph

4269 commits

Author SHA1 Message Date
TimJentzsch
c3db02e36e
Fix dds feature dependencies in bevy_core_pipeline (#11962)
# Objective

- Fixes #11960
- The compilation of `bevy_core_pipeline` failed with the `dds` feature
enabled

## Solution

- Enable the `dds` feature of `bevy_render` when enabling it for
`bevy_core_pipeline`
2024-02-18 22:14:29 +00:00
Kristoffer Søholm
6026c08c04
Update documentation for WorldQuery and filters (#11952)
# Objective

`update_archetype_component_access` was removed from queries in #9774,
but some documentation still refers to it.

## Solution

Update the documentation. Since a bunch of these were in SAFETY comments
it would be nice if someone who knows the details better could check
that the rest of those comments are still valid.
2024-02-18 21:58:26 +00:00
Noa
cb5ff51d1e
Qualify embedded_asset expansion with $crate:: (#11961)
# Objective

Right now, if you call `embedded_asset` with 2 arguments as a qualified
path it doesn't work (`bevy::asset::embedded_asset!(app, "foo.wgsl")` ->
"cannot find macro `embedded_asset` in this scope")

## Solution

Use `$crate::` in expansion for 2-arg case.
2024-02-18 21:52:32 +00:00
amy universe
efda05d11e
typo (#11955)
the good ol the good ol typo

# Objective

fix a typo

## Solution

remove one of the repeated instances :D
2024-02-18 20:16:15 +00:00
Aztro
eef7dbefe8
Add single-f32 constructors for a few (very few) primitives (#11934)
# Objective

- I hated having to do `Cuboid::new(1.0, 1.0, 1.0)` or
`Cuboid::from_size(Vec3::splat(1.0))` when there should be a much easier
way to do this.

## Solution

- Implemented a `from_length()` method that only takes in a single
float, and constructs a primitive of equal size in all directions.
- Ex:
  ```rs
  // These:
  Cuboid::new(1.0, 1.0, 1.0);
  Cuboid::from_size(Vec3::splat(1.0));
  // Are equivalent to this:
  Cuboid::from_length(1.0);
  ```
 - For the rest of the changed primitives:
    ```rs
    Rectangle::from_length(1.0);
    Plane3d::default().mesh().from_length(1.0);
    ```
2024-02-18 07:43:45 +00:00
Carter Anderson
abb8c353f4
Release 0.13.0 (#11920)
Bump Bevy crates to 0.13.0 in preparation for release.

(Note that we accidentally skipped the `0.13.0-dev` step this cycle)
2024-02-17 09:24:25 +00:00
Rob Parrett
e6e25dead4
Fix duplicate encase_derive_impl dependency (#11915)
# Objective

Another PR failed CI due to duplicate deps, and I noticed this one in
particular while scanning through the error messages.

I think this was missed in #11082.

## Solution

Bump `encase_derive_impl` dep in `bevy_encase_derive` to same version as
`encase` dep for `bevy_render`.

I spot-checked a few examples, and glanced at the
[changelog](<https://github.com/teoxoy/encase/blob/main/CHANGELOG.md#v070-2024-01-02>)
and I don't think there's anything to be concerned about, but I barely
know what this thing does.
2024-02-17 02:55:21 +00:00
Rob Parrett
756535bacc
Remove naga_oil dependency from bevy_pbr (#11914)
# Objective

Fixes #11908

## Solution

- Remove the `naga_oil` dependency from `bevy_pbr`.
- We were doing a little dance to disable `glsl` support on not-wasm, so
incorporate that dance into `bevy_render`'s `Cargo.toml`.
2024-02-17 02:22:49 +00:00
Patrick Walton
3058c17d6a
Disable irradiance volumes on WebGL and WebGPU. (#11909)
They cause the number of texture bindings to overflow on those
platforms. Ultimately, we shouldn't unconditionally disable them, but
this fixes a crash blocking 0.13.

Closes #11885.
2024-02-17 01:49:46 +00:00
Patrick Walton
7883eea54f
Add MeshPipelineKey::LIGHTMAPPED as applicable during the shadow map pass. (#11910)
I did this during the prepass, but I neglected to do it during the
shadow map pass, causing a panic when directional lights with shadows
were enabled with lightmapped meshes present. This patch fixes the
issue.

Closes #11898.
2024-02-17 00:25:32 +00:00
IceSentry
f81aa64ca4
Derive Reflect for Exposure (#11907)
# Objective

- Don't crash when loading a scene with a camera

## Solution

- Derive Reflect for Exposure

Closes https://github.com/bevyengine/bevy/issues/11905
2024-02-16 19:03:46 +00:00
François
80f2ee2910
WebGPU: fix web-sys version (#11894)
# Objective

- Being able to build for WebGPU

```
error[E0061]: this function takes 1 argument but 3 arguments were supplied
   --> .cargo/registry/src/index.crates.io-6f17d22bba15001f/wgpu-0.19.1/src/backend/webgpu.rs:375:22
    |
375 |     let mut mapped = web_sys::GpuDepthStencilState::new(
    |                      ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
376 |         map_compare_function(desc.depth_compare),
    |         ---------------------------------------- unexpected argument of type `GpuCompareFunction`
377 |         desc.depth_write_enabled,
    |         ------------------------ unexpected argument of type `bool`
    |
note: associated function defined here
   --> .cargo/registry/src/index.crates.io-6f17d22bba15001f/web-sys-0.3.68/src/features/gen_GpuDepthStencilState.rs:27:12
    |
27  |     pub fn new(format: GpuTextureFormat) -> Self {
    |            ^^^
help: remove the extra arguments
    |
376 -         map_compare_function(desc.depth_compare),
376 +         map_texture_format(desc.format),
    |

error[E0061]: this function takes 1 argument but 2 arguments were supplied
    --> .cargo/registry/src/index.crates.io-6f17d22bba15001f/wgpu-0.19.1/src/backend/webgpu.rs:1693:13
     |
1693 |             web_sys::GpuVertexState::new(desc.vertex.entry_point, &module.0);
     |             ^^^^^^^^^^^^^^^^^^^^^^^^^^^^ -------------------------
     |                                          |
     |                                          unexpected argument of type `&str`
     |                                          help: remove the extra argument
     |
note: associated function defined here
    --> .cargo/registry/src/index.crates.io-6f17d22bba15001f/web-sys-0.3.68/src/features/gen_GpuVertexState.rs:27:12
     |
27   |     pub fn new(module: &GpuShaderModule) -> Self {
     |            ^^^

error[E0061]: this function takes 2 arguments but 3 arguments were supplied
    --> .cargo/registry/src/index.crates.io-6f17d22bba15001f/wgpu-0.19.1/src/backend/webgpu.rs:1768:17
     |
1768 |                 web_sys::GpuFragmentState::new(frag.entry_point, &module.0, &targets);
     |                 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ----------------             -------- unexpected argument of type `&js_sys::Array`
     |                                                |
     |                                                expected `&GpuShaderModule`, found `&str`
     |
     = note: expected reference `&GpuShaderModule`
                found reference `&str`
note: associated function defined here
    --> .cargo/registry/src/index.crates.io-6f17d22bba15001f/web-sys-0.3.68/src/features/gen_GpuFragmentState.rs:27:12
     |
27   |     pub fn new(module: &GpuShaderModule, targets: &::wasm_bindgen::JsValue) -> Self {
     |            ^^^
help: remove the extra argument
     |
1768 -                 web_sys::GpuFragmentState::new(frag.entry_point, &module.0, &targets);
1768 +                 web_sys::GpuFragmentState::new(/* &GpuShaderModule */, &module.0);
     |

error[E0061]: this function takes 1 argument but 2 arguments were supplied
    --> .cargo/registry/src/index.crates.io-6f17d22bba15001f/wgpu-0.19.1/src/backend/webgpu.rs:1793:13
     |
1793 |             web_sys::GpuProgrammableStage::new(desc.entry_point, &shader_module.0);
     |             ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ------------------
     |                                                |
     |                                                unexpected argument of type `&str`
     |                                                help: remove the extra argument
     |
note: associated function defined here
    --> .cargo/registry/src/index.crates.io-6f17d22bba15001f/web-sys-0.3.68/src/features/gen_GpuProgrammableStage.rs:27:12
     |
27   |     pub fn new(module: &GpuShaderModule) -> Self {
     |            ^^^

error[E0599]: no method named `write_timestamp` found for struct `GpuCommandEncoder` in the current scope
    --> .cargo/registry/src/index.crates.io-6f17d22bba15001f/wgpu-0.19.1/src/backend/webgpu.rs:2505:14
     |
2503 | /         encoder_data
2504 | |             .0
2505 | |             .write_timestamp(&query_set_data.0, query_index);
     | |             -^^^^^^^^^^^^^^^ method not found in `GpuCommandEncoder`
     | |_____________|
     |

Some errors have detailed explanations: E0061, E0599.
For more information about an error, try `rustc --explain E0061`.
```

## Solution

- `web-sys` doesn't follow semver for the WebGPU APIs as they are
unstable. Force using a compatible version

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-16 17:45:29 +00:00
thepackett
16d710cb3f
Fix asset loader registration warning (#11870)
# Objective

When registering and preregistering asset loaders, there would be a
`warn!` if multiple asset loaders use a given extension, and an `info!`
if multiple asset loaders load the same asset type. Since both of these
situations are individually fine, it was decided that these messages
should be removed.

## Solution

Replace both of these messages with a new `warn!` that notes that if
multiple asset loaders share the same asset type _and_ share extensions,
that the loader must be specified in the `.meta` file for those assets
in order to solve the ambiguity. This is a more useful message, since it
notes when a user must take special action / consideration.
2024-02-16 16:30:10 +00:00
Rob Parrett
ebaa347afe
Add configuration for async pipeline creation on RenderPlugin (#11847)
# Objective

Fixes #11846

## Solution

Add a `synchronous_pipeline_compilation ` field to `RenderPlugin`,
defaulting to `false`.

Most of the diff is whitespace.

## Changelog

Added `synchronous_pipeline_compilation ` to `RenderPlugin` for
disabling async pipeline creation.

## Migration Guide

TODO: consider combining this with the guide for #11846

`RenderPlugin` has a new `synchronous_pipeline_compilation ` property.
The default value is `false`. Set this to `true` if you want to retain
the previous synchronous behavior.

---------

Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
2024-02-16 13:35:47 +00:00
François
9a2ce8e31b
irradiance: use textureSampleLevel for WebGPU support (#11893)
# Objective

- Fixes #11879 

## Solution

- Use `textureSampleLevel` instead of `textureSample`

Co-authored-by: Griffin <33357138+DGriffin91@users.noreply.github.com>
2024-02-16 13:35:16 +00:00
charlotte
9505f6e6a9
Support optional clear color in ColorAttachment. (#11884)
This represents when the user has configured `ClearColorConfig::None` in
their application. If the clear color is `None`, we will always `Load`
instead of attempting to clear the attachment on the first call.

Fixes #11883.
2024-02-16 13:25:55 +00:00
Evgeny Kropotin
149d48f586
Add type registrations for animation types (#11889)
# Objective
Adds type registrations for some animation and math types

Fixes #11848
2024-02-16 13:17:42 +00:00
Carter Anderson
fe777d5c3f
Implement and register Reflect (value) for CameraRenderGraph and CameraMainTextureUsages (#11878)
# Objective

The new render graph labels do not (and cannot) implement normal
Reflect, which breaks spawning scenes with cameras (including GLTF
scenes). Likewise, the new `CameraMainTextureUsages` also does not (and
cannot) implement normal Reflect because it uses `wgpu::TextureUsages`
under the hood.

Fixes #11852

## Solution

This implements minimal "reflect value" for `CameraRenderGraph` and
`CameraMainTextureUsages` and registers the types, which satisfies our
spawn logic.

Note that this _does not_ fix scene serialization for these types, which
will require more significant changes. We will especially need to think
about how (and if) "interned labels" will fit into the scene system. For
the purposes of 0.13, I think this is the best we can do. Given that
this serialization issue is prevalent throughout Bevy atm, I'm ok with
adding a couple more to the pile. When we roll out the new scene system,
we will be forced to solve these on a case-by-case basis.

---

## Changelog

- Implement Reflect (value) for `CameraMainTextureUsages` and
`CameraRenderGraph`, and register those types.
2024-02-15 23:56:37 +00:00
Carter Anderson
f83de49b7a
Rename Core Render Graph Labels (#11882)
# Objective

#10644 introduced nice "statically typed" labels that replace the old
strings. I would like to propose some changes to the names introduced:

* `SubGraph2d` -> `Core2d` and `SubGraph3d` -> `Core3d`. The names of
these graphs have been / should continue to be the "core 2d" graph not
the "sub graph 2d" graph. The crate is called `bevy_core_pipeline`, the
modules are still `core_2d` and `core_3d`, etc.
* `Labels2d` and `Labels3d`, at the very least, should not be plural to
follow naming conventions. A Label enum is not a "collection of labels",
it is a _specific_ Label. However I think `Label2d` and `Label3d` is
significantly less clear than `Node2d` and `Node3d`, so I propose those
changes here. I've done the same for `LabelsPbr` -> `NodePbr` and
`LabelsUi` -> `NodeUi`

Additionally, #10644 accidentally made one of the Camera2dBundle
constructors use the 3D graph instead of the 2D graph. I've fixed that
here.
 
---

## Changelog

* Renamed `SubGraph2d` -> `Core2d`, `SubGraph3d` -> `Core3d`, `Labels2d`
-> `Node2d`, `Labels3d` -> `Node3d`, `LabelsUi` -> `NodeUi`, `LabelsPbr`
-> `NodePbr`
2024-02-15 23:15:16 +00:00
Robin KAY
4ebc560dfb
Change MeshUniform::new() to be public. (#11880)
# Objective

Provide a public replacement for `Into<MeshUniform>` trait impl which
was removed by #10231.

I made use of this in the `bevy_mod_outline` crate and will have to
duplicate this function if it's not accessible.

## Solution

Change the MeshUniform::new() method to be public.
2024-02-15 22:13:17 +00:00
Carter Anderson
dd619a1087
New Exposure and Lighting Defaults (and calibrate examples) (#11868)
# Objective

After adding configurable exposure, we set the default ev100 value to
`7` (indoor). This brought us out of sync with Blender's configuration
and defaults. This PR changes the default to `9.7` (bright indoor or
very overcast outdoors), as I calibrated in #11577. This feels like a
very reasonable default.

The other changes generally center around tweaking Bevy's lighting
defaults and examples to play nicely with this number, alongside a few
other tweaks and improvements.

Note that for artistic reasons I have reverted some examples, which
changed to directional lights in #11581, back to point lights.
 
Fixes #11577 

---

## Changelog

- Changed `Exposure::ev100` from `7` to `9.7` to better match Blender
- Renamed `ExposureSettings` to `Exposure`
- `Camera3dBundle` now includes `Exposure` for discoverability
- Bumped `FULL_DAYLIGHT ` and `DIRECT_SUNLIGHT` to represent the
middle-to-top of those ranges instead of near the bottom
- Added new `AMBIENT_DAYLIGHT` constant and set that as the new
`DirectionalLight` default illuminance.
- `PointLight` and `SpotLight` now have a default `intensity` of
1,000,000 lumens. This makes them actually useful in the context of the
new "semi-outdoor" exposure and puts them in the "cinema lighting"
category instead of the "common household light" category. They are also
reasonably close to the Blender default.
- `AmbientLight` default has been bumped from `20` to `80`.

## Migration Guide

- The increased `Exposure::ev100` means that all existing 3D lighting
will need to be adjusted to match (DirectionalLights, PointLights,
SpotLights, EnvironmentMapLights, etc). Or alternatively, you can adjust
the `Exposure::ev100` on your cameras to work nicely with your current
lighting values. If you are currently relying on default intensity
values, you might need to change the intensity to achieve the same
effect. Note that in Bevy 0.12, point/spot lights had a different hard
coded ev100 value than directional lights. In Bevy 0.13, they use the
same ev100, so if you have both in your scene, the _scale_ between these
light types has changed and you will likely need to adjust one or both
of them.
2024-02-15 20:42:48 +00:00
Doonv
dc9b486650
Change light defaults & fix light examples (#11581)
# Objective

Fix https://github.com/bevyengine/bevy/issues/11577.

## Solution

Fix the examples, add a few constants to make setting light values
easier, and change the default lighting settings to be more realistic.
(Now designed for an overcast day instead of an indoor environment)

---

I did not include any example-related changes in here.

## Changelogs (not including breaking changes)

### bevy_pbr

- Added `light_consts` module (included in prelude), which contains
common lux and lumen values for lights.
- Added `AmbientLight::NONE` constant, which is an ambient light with a
brightness of 0.
- Added non-EV100 variants for `ExposureSettings`'s EV100 constants,
which allow easier construction of an `ExposureSettings` from a EV100
constant.

## Breaking changes

### bevy_pbr

The several default lighting values were changed:

- `PointLight`'s default `intensity` is now `2000.0`
- `SpotLight`'s default `intensity` is now `2000.0`
- `DirectionalLight`'s default `illuminance` is now
`light_consts::lux::OVERCAST_DAY` (`1000.`)
- `AmbientLight`'s default `brightness` is now `20.0`
2024-02-14 20:43:10 +00:00
BD103
bc98333d7c
Fix a few Clippy lints (#11866)
# Objective

- The current implementations for `&Visibility == Visibility` and
`Visibility == &Visibility` are ambiguous, so they raise a warning for
being unconditionally recursive.
- `TaskPool`'s `LOCAL_EXECUTOR` thread local calls a `const` constructor
in a non-`const` context.

## Solution

- Make `&Visibility == Visibility` and `Visibility == &Visibility`
implementations use `Visibility == Visibility`.
- Wrap `LocalExecutor::new` in a special `const` block supported by
[`thread_local`](https://doc.rust-lang.org/stable/std/macro.thread_local.html).

---

This lints were found by running:

```shell
$ cargo clippy --workspace
```

There are a few other warnings that were more complicated, so I chose
not to include them in this PR.

<details>
  <summary>Here they are...</summary>

```shell
warning: function cannot return without recursing
  --> crates/bevy_utils/src/cow_arc.rs:92:5
   |
92 | /     fn eq(&self, other: &Self) -> bool {
93 | |         self.deref().eq(other.deref())
94 | |     }
   | |_____^
   |
note: recursive call site
  --> crates/bevy_utils/src/cow_arc.rs:93:9
   |
93 |         self.deref().eq(other.deref())
   |         ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

warning: method `get_path` is never used
  --> crates/bevy_reflect/src/serde/de.rs:26:8
   |
25 | trait StructLikeInfo {
   |       -------------- method in this trait
26 |     fn get_path(&self) -> &str;
   |        ^^^^^^^^
   |
   = note: `#[warn(dead_code)]` on by default

warning: methods `get_path` and `get_field` are never used
  --> crates/bevy_reflect/src/serde/de.rs:34:8
   |
33 | trait TupleLikeInfo {
   |       ------------- methods in this trait
34 |     fn get_path(&self) -> &str;
   |        ^^^^^^^^
35 |     fn get_field(&self, index: usize) -> Option<&UnnamedField>;
   |        ^^^^^^^^^
```

The other warnings are fixed by #11865.

</details>
2024-02-14 19:07:18 +00:00
BD103
8018d62e41
Use question mark operator when possible (#11865)
# Objective

- There are multiple instances of `let Some(x) = ... else { None };`
throughout the project.
- Because `Option<T>` implements
[`Try`](https://doc.rust-lang.org/stable/std/ops/trait.Try.html), it can
use the question mark `?` operator.

## Solution

- Use question mark operator instead of `let Some(x) = ... else { None
}`.

---

There was another PR that did a similar thing a few weeks ago, but I
couldn't find it.
2024-02-14 18:44:33 +00:00
Joona Aalto
8cf3447343
Overwrite gizmo group in insert_gizmo_group (#11860)
# Objective

I tried using `insert_gizmo_group` to configure my physics gizmos in a
bevy_xpbd example, but was surprised to see that nothing happened. I
found out that the method does *not* overwrite gizmo groups that have
already been initialized (with `init_gizmo_group`). This is unexpected,
since methods like `insert_resource` *do* overwrite.

## Solution

Insert the configuration even if it has already been initialized.
2024-02-14 16:20:16 +00:00
Marco Buono
0354ce4450
FilteredEntityRef conversions (#11838)
# Objective

Right now, it's a bit cumbersome to write code that simultaneously deals
with both `FilteredEntityRef`/`EntityRef` or with
`FilteredEntityMut`/`EntityMut`. This PR aims to make it easier by
allowing conversions (both infallible and fallible) between them.

## Solution

- Added infallible conversions from unfiltered into filtered entity refs
- Added fallible conversions from filtered into unfiltered entity refs

---

## Changelog

- Added the following infallible conversions: (`From`)
  - `EntityRef<'a>` → `FilteredEntityRef<'a>`
  - `&'a EntityRef` → `FilteredEntityRef<'a>`
  - `EntityMut<'a>` → `FilteredEntityRef<'a>`
  - `&'a EntityMut` → `FilteredEntityRef<'a>`
  - `EntityWorldMut<'a>` → `FilteredEntityRef<'a>`
  - `&'a EntityWorldMut` → `FilteredEntityRef<'a>`
  - `EntityMut<'a>` → `FilteredEntityMut<'a>`
  - `&'a mut EntityMut` → `FilteredEntityMut<'a>`
  - `EntityWorldMut<'a>` → `FilteredEntityMut<'a>`
  - `&'a mut EntityWorldMut` → `FilteredEntityMut<'a>`
- Added the following _fallible_ conversions: (`TryFrom`)
  - `FilteredEntityRef<'a>` → `EntityRef<'a>`
  - `&'a FilteredEntityRef` → `EntityRef<'a>`
  - `FilteredEntityMut<'a>` → `EntityRef<'a>`
  - `&'a FilteredEntityMut` → `EntityRef<'a>`
  - `FilteredEntityMut<'a>` → `EntityMut<'a>`
  - `&'a mut FilteredEntityMut` → `EntityMut<'a>`
2024-02-14 12:29:58 +00:00
robtfm
73bf730da9
fix shadow batching (#11645)
# Objective

`RenderMeshInstance::material_bind_group_id` is only set from
`queue_material_meshes::<M>`. this field is used (only) for determining
batch groups, so some items may be batched incorrectly if they have
never been in the camera's view or if they don't use the Material
abstraction.

in particular, shadow views render more meshes than the main camera, and
currently batch some meshes where the object has never entered the
camera view together. this is quite hard to trigger, but should occur in
a scene with out-of-view alpha-mask materials (so that the material
instance actually affects the shadow) in the path of a light.

this is also a footgun for custom pipelines: failing to set the
material_bind_group_id will result in all meshes being batched together
and all using the closest/furthest material to the camera (depending on
sort order).

## Solution

- queue_shadows now sets the material_bind_group_id correctly
- `MeshPipeline` doesn't attempt to batch meshes if the
material_bind_group_id has not been set. custom pipelines still need to
set this field to take advantage of batching, but will at least render
correctly if it is not set
2024-02-14 00:31:45 +00:00
Adam
d3c9c61d86
Fix small docs misformat in BundleInfo::new (#11855)
# Objective

- Fix misformatted section in `BundleInfo::new`

## Solution

- Format it correctly
2024-02-13 22:14:05 +00:00
Friz64
77c26f64ce
Fix sysinfo CPU brand output (#11850)
# Objective

sysinfo was updated to 0.30 in #11071. Ever since then the `cpu` field
of the `SystemInfo` struct that gets printed every time one starts an
bevy app has been empty. This is because the following part of the
sysinfo migration guide was overlooked:

---

### `Cpu` changes

Information like `Cpu::brand`, `Cpu::vendor_id` or `Cpu::frequency` are
not set on the "global" CPU.

---

## Solution

- Get the CPU brand information from a specific CPU instead. In this
case, just choose the first one. It's theoretically possible for
different CPUs to have different names, but in practice this doesn't
really happen I think. Even Intel's newer hybrid processors use a
uniform name for all CPUs in my experience.
- We can use this opportunity to also update our `sysinfo::System`
initialization here to only fetch the information we're interested in.
2024-02-13 19:26:20 +00:00
Niklas Eicker
aca71d09b1
Call a TextureAtlasLayout a layout and not an atlas (#11783)
Make the renamings/changes regarding texture atlases a bit less
confusing by calling `TextureAtlasLayout` a layout, not a texture atlas.

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-13 16:08:03 +00:00
Joona Aalto
f1f83bf5bc
Add Mesh::merge (#11456)
# Objective

It can sometimes be useful to combine several meshes into one. This
allows constructing more complex meshes out of simple primitives without
needing to use a 3D modeling program or entity hierarchies.

This could also be used internally to increase code reuse by using
existing mesh generation logic for e.g. circles and using that in
cylinder mesh generation logic to add the top and bottom of the
cylinder.

**Note**: This is *not* implementing CSGs (Constructive Solid Geometry)
or any boolean operations, as that is much more complex. This is simply
adding the mesh data of another mesh to a mesh.

## Solution

Add a `merge` method to `Mesh`. It appends the vertex attributes and
indices of `other` to `self`, resulting in a `Mesh` that is the
combination of the two.

For example, you could do this:

```rust
let mut cuboid = Mesh::from(shape::Box::default());
let mut cylinder = Mesh::from(shape::Cylinder::default());
let mut torus = Mesh::from(shape::Torus::default());

cuboid.merge(cylinder);
cuboid.merge(torus);
```

This would result in `cuboid` being a `Mesh` that also has the cylinder
mesh and torus mesh. In this case, they would just be placed on top of
each other, but by utilizing #11454 we can transform the cylinder and
torus to get a result like this:


https://github.com/bevyengine/bevy/assets/57632562/557402c6-b896-4aba-bd95-312e7d1b5238

This is just a single entity and a single mesh.
2024-02-12 22:04:33 +00:00
Kanabenki
2d90b2093a
Fix global wireframe behavior not being applied on new meshes (#11792)
# Objective

- Fixes #11782.

## Solution

- Remove the run condition for `apply_global_wireframe_material`, since
it prevent detecting when meshes are added or the `NoWireframe` marker
component is removed from an entity. Alternatively this could be done by
using a run condition like "added `Handle<Mesh>` or removed
`NoWireframe` or `WireframeConfig` changed" but this seems less clear to
me than directly letting the queries on
`apply_global_wireframe_material` do the filtering.
2024-02-12 19:48:45 +00:00
BD103
b721aaa9d3
Replace crossbeam::scope reference with thread::scope in docs (#11832)
# Objective

-
[`crossbeam::scope`](https://docs.rs/crossbeam/latest/crossbeam/fn.scope.html)
is soft-deprecated in favor of the standard library's implementation.

## Solution

- Replace reference in `TaskPool`'s docs to mention `std:🧵:scope`
instead.
2024-02-12 19:29:29 +00:00
Lynn
2bc48254b8
Add delta to CursorMoved event (#11710)
# Objective

- Fixes #11695

## Solution

- Added `delta: Option<Vec2>` to `bevy_window::CursorMoved`. `delta` is
an `Option` because the `CursorMoved` event does get fired when the
cursor was outside the window area in the last frame. In that case there
is no cursor position from the last frame to compare with the current
cursor position.

---

## Changelog

- Added `delta: Option<Vec2>` to `bevy_window::CursorMoved`. 

## Migration Guide

- You need to add `delta` to any manually created `CursorMoved` struct.

---------

Co-authored-by: Kanabenki <lucien.menassol@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2024-02-12 18:14:22 +00:00
Zachary Harrold
7b5a4ec4ed
Use Asset Path Extension for AssetLoader Disambiguation (#11644)
# Objective

- Fixes #11638
- See
[here](https://github.com/bevyengine/bevy/issues/11638#issuecomment-1920508465)
for details on the cause of this issue.

## Solution

- Modified `AssetLoaders` to capture possibility of multiple
`AssetLoader` registrations operating on the same `Asset` type, but
different extensions.
- Added an algorithm which will attempt to resolve via `AssetLoader`
name, then `Asset` type, then by extension. If at any point multiple
loaders fit a particular criteria, the next criteria is used as a tie
breaker.
2024-02-12 15:44:55 +00:00
James Liu
87add5660f
Immediately poll the executor once before spawning it as a task (#11801)
# Objective
At the start of every schedule run, there's currently a guaranteed piece
of overhead as the async executor spawns the MultithreadeExecutor task
onto one of the ComputeTaskPool threads.

## Solution
Poll the executor once to immediately schedule systems without waiting
for the async executor, then spawn the task if and only if the executor
does not immediately terminate.

On a similar note, having the executor task immediately start executing
a system in the same async task might yield similar results over a
broader set of cases. However, this might be more involved, and may need
a solution like #8304.
2024-02-12 15:33:35 +00:00
Joseph
bd25135330
Fix double indirection when applying command queues (#11822)
# Objective

When applying a command, we currently use double indirection for the
world reference `&mut Option<&mut World>`. Since this is used across a
`fn` pointer boundary, this can't get optimized away.

## Solution

Reborrow the world reference and pass `Option<&mut World>` instead.
2024-02-12 15:27:18 +00:00
James Liu
eee71bfa93
Put asset_events behind a run condition (#11800)
# Objective
Scheduling low cost systems has significant overhead due to task pool
contention and the extra machinery to schedule and run them. Following
the example of #7728, `asset_events` is good example of this kind of
system, where there is no work to be done when there are no queued asset
events.

## Solution
Put a run condition on it that checks if there are any queued events.

## Performance
Tested against `many_foxes`, we can see a slight improvement in the
total time spent in `UpdateAssets`. Also noted much less volatility due
to not being at the whim of the OS thread scheduler.

![image](https://github.com/bevyengine/bevy/assets/3137680/e0b282bf-27d0-4fe4-81b9-ecd72ab258e5)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-12 15:19:36 +00:00
Gino Valente
9e30aa7c92
bevy_reflect_derive: Clean up attribute logic (#11777)
# Objective

The code in `bevy_reflect_derive` could use some cleanup.

## Solution

Took some of the changes in #11659 to create a dedicated PR for cleaning
up the field and container attribute logic.

#### Updated Naming

I renamed `ReflectTraits` and `ReflectFieldAttr` to
`ContainerAttributes` and `FieldAttributes`, respectively. I think these
are clearer.

#### Updated Parsing

##### Readability

The parsing logic wasn't too bad before, but it was getting difficult to
read. There was some duplicated logic between `Meta::List` and
`Meta::Path` attributes. Additionally, all the logic was kept inside a
large method.

To simply things, I replaced the nested meta parsing with `ParseStream`
parsing. In my opinion, this is easier to follow since it breaks up the
large match statement into a small set of single-line if statements,
where each if-block contains a single call to the appropriate attribute
parsing method.

##### Flexibility

On top of the added simplicity, this also makes our attribute parsing
much more flexible. It allows us to more elegantly handle custom where
clauses (i.e. `#[reflect(where T: Foo)]`) and it opens the door for more
non-standard attribute syntax (e.g. #11659).

##### Errors

This also allows us to automatically provide certain errors when
parsing. For example, since we can use `stream.lookahead1()`, we get
errors like the following for free:

```
error: expected one of: `ignore`, `skip_serializing`, `default`
    --> crates/bevy_reflect/src/lib.rs:1988:23
     |
1988 |             #[reflect(foo)]
     |                       ^^^
```

---

## Changelog

> [!note]
> All changes are internal to `bevy_reflect_derive` and should not
affect the public API[^1].

- Renamed `ReflectTraits` to `ContainerAttributes`
  - Renamed `ReflectMeta::traits` to `ReflectMeta::attrs`
- Renamed `ReflectFieldAttr` to `FieldAttributes`
- Updated parsing logic for field/container attribute parsing
  - Now uses a `ParseStream` directly instead of nested meta parsing
- General code cleanup of the field/container attribute modules for
`bevy_reflect_derive`


[^1]: Does not include errors, which may look slightly different.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-12 15:16:27 +00:00
Joseph
9c2257332a
Add a method for detecting changes within a certain scope (#11687)
# Objective

Bevy's change detection functionality is invaluable for writing robust
apps, but it only works in the context of systems and exclusive systems.
Oftentimes it is necessary to detect changes made in earlier code
without having to place the code in separate systems, but it is not
currently possible to do so since there is no way to set the value of
`World::last_change_tick`.

`World::clear_trackers` allows you to update the change tick, but this
has unintended side effects, since it irreversibly affects the behavior
of change and removal detection for the entire app.

## Solution

Add a method `World::last_change_tick_scope`. This allows you to set
`last_change_tick` to a specific value for a region of code. To ensure
that misuse doesn't break unrelated functions, we restore the world's
original change tick at the end of the provided scope.

### Example

A function that uses this to run an update loop repeatedly, allowing
each iteration of the loop to react to changes made in the previous loop
iteration.

```rust
fn update_loop(
    world: &mut World,
    mut update_fn: impl FnMut(&mut World) -> std::ops::ControlFlow<()>,
) {
    let mut last_change_tick = world.last_change_tick();

    // Repeatedly run the update function until it requests a break.
    loop {
        // Update once.
        let control_flow = world.last_change_tick_scope(last_change_tick, |world| {
            update_fn(world)
        });

        // End the loop when the closure returns `ControlFlow::Break`.
        if control_flow.is_break() {
            break;
        }

        // Increment the change tick so the next update can detect changes from this update.
        last_change_tick = world.change_tick();
        world.increment_change_tick();
    }
}
```

---

## Changelog

+ Added `World::last_change_tick_scope`, which allows you to specify the
reference for change detection within a certain scope.
2024-02-12 15:09:11 +00:00
BD103
078dd061a7
bevy_dynamic_plugin: fix unsafe_op_in_unsafe_fn lint (#11622)
# Objective

- Part of #11590.

## Solution

- Fix `unsafe_op_in_unsafe_fn` for `bevy_dynamic_plugin`.

---

## Changelog

- Added further restrictions to the safety requirements of
`bevy_dynamic_plugin::dynamically_load_plugin`.

---

I had a few issues, specifically with the safety comment on
`dynamically_load_plugin`. There are three different unsafe functions
called within the function body, and they all need their own
justification / message.

Also, would it be unsound to call `dynamically_load_plugin` multiple
times on the same file? I feel the documentation needs to be more clear.
2024-02-12 15:06:00 +00:00
Doonv
1c67e020f7
Move EntityHash related types into bevy_ecs (#11498)
# Objective

Reduce the size of `bevy_utils`
(https://github.com/bevyengine/bevy/issues/11478)

## Solution

Move `EntityHash` related types into `bevy_ecs`. This also allows us
access to `Entity`, which means we no longer need `EntityHashMap`'s
first generic argument.

---

## Changelog

- Moved `bevy::utils::{EntityHash, EntityHasher, EntityHashMap,
EntityHashSet}` into `bevy::ecs::entity::hash` .
- Removed `EntityHashMap`'s first generic argument. It is now hardcoded
to always be `Entity`.

## Migration Guide

- Uses of `bevy::utils::{EntityHash, EntityHasher, EntityHashMap,
EntityHashSet}` now have to be imported from `bevy::ecs::entity::hash`.
- Uses of `EntityHashMap` no longer have to specify the first generic
parameter. It is now hardcoded to always be `Entity`.
2024-02-12 15:02:24 +00:00
Tristan Guichaoua
c1a4e29a1e
Replace pointer castings (as) by their API equivalent (#11818)
# Objective

Since rust `1.76`,
[`ptr::from_ref`](https://doc.rust-lang.org/stable/std/ptr/fn.from_ref.html)
and
[`ptr::from_mut`](https://doc.rust-lang.org/stable/std/ptr/fn.from_mut.html)
are stable.

This PR replaces code that use `as` casting by one of `ptr::from_ref`,
`ptr::from_mut`, `cast_mut`, `cast_const`, or `cast` methods, which are
less error-prone.

## Solution

- Bump MSRV to `1.76.0`
- Enables the following clippy lints:
-
[`ptr_as_ptr`](https://rust-lang.github.io/rust-clippy/master/index.html#/ptr_as_ptr)
-
[`ptr_cast_constness`](https://rust-lang.github.io/rust-clippy/master/index.html#/ptr_cast_constness)
-
[`ref_as_ptr`](https://rust-lang.github.io/rust-clippy/master/index.html#/ref_as_ptr)
(I fix all warnings for this one, but it requires rust 1.77 to be
enabled)
- Fix the lints mentioned above
2024-02-11 23:19:36 +00:00
anarelion
94ab84e915
mipmap levels can be 0 and they should be interpreted as 1 (#11767)
# Objective

Loading some textures from the days of yonder give me errors cause the
mipmap level is 0

## Solution

Set a minimum of 1

## Changelog

Make mipmap level at least 1
2024-02-11 22:00:07 +00:00
Shane Celis
61e01e46b5
Derive Ord for GamepadButtonType. (#11791)
# Objective

Use `GamepadButtonType` with library that requires `Ord`.

## Motivation

`KeyCode` derives `Ord` that I'm using with a trie for recognizing
[input
sequences](https://github.com/shanecelis/bevy-input-sequence/tree/trie).
I would like to do the same for `GamepadButtonType` but am stymied by it
not deriving `Ord`.

## Solution

This PR add derivations PartialOrd and Ord for `GamepadButtonType`.

## Workaround

If deriving `Ord` is not possible, I'd be happy to know how I might
coerce `GamepadButtonType` into a `u32` or something else that is `Ord`,
so I can wrap `GamepadButtonType` in a newtype. I suppose serializing
with serde may work or reflect?
2024-02-11 09:03:06 +00:00
Friz64
d939c4402d
Avoid unwraps in winit fullscreen handling code (#11735)
# Objective

- Get rid of unwraps in winit fullscreen handling code, which are the
source of some crashes.
- Fix #11275

## Solution

- Replace the unwraps with warnings. Ignore the fullscreen request, do
nothing instead.
2024-02-10 20:17:04 +00:00
Patrick Walton
b6945e5332
Stop copying the light probe array to the stack in the shader. (#11805)
This was causing a severe performance regression when light probes were
enabled.

Fixes #11787.
2024-02-10 15:47:29 +00:00
Joseph
2e2f89869b
Expose query accesses (#11700)
# Objective

It would be useful to be able to inspect a `QueryState`'s accesses so we
can detect when the data it accesses changes without having to iterate
it. However there are two things preventing this:

* These accesses are unnecessarily encapsulated.
* `Has<T>` indirectly accesses `T`, but does not register it.

## Solution

* Expose accesses and matches used by `QueryState`.
* Add the notion of "archetypal" accesses, which are not accessed
directly, but whose presence in an archetype affects a query result.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-10 15:22:07 +00:00
Tristan Guichaoua
33676112da
doc(bevy_reflect): add note about trait bounds on impl_type_path (#11810)
# Objective

- fixes #11651
2024-02-10 15:18:16 +00:00
porkbrain
00313912bb
Docs reflect that RemovalDetection also yields despawned entities (#11795)
# Objective

I want to keep track of despawned entities.
I am aware of
[`RemovedComponents`](https://docs.rs/bevy/0.12.1/bevy/ecs/prelude/struct.RemovedComponents.html).
However, the docs don't explicitly mention that despawned entities are
also included in this event iterator.
I searched through the bevy tests to find `removal_tracking` in
`crates/bevy_ecs/src/system/mod.rs` that confirmed the behavior:

```rust
            ...
            assert_eq!(
                removed_i32.read().collect::<Vec<_>>(),
                &[despawned.0],
                "despawning causes the correct entity to show up in the 'RemovedComponent' system parameter."
            );
            ...
```
 
## Solution

- Explicitly mention this behavior in docs.
2024-02-10 11:18:05 +00:00
Patrick Walton
3af8526786
Stop extracting mesh entities to the render world. (#11803)
This fixes a `FIXME` in `extract_meshes` and results in a performance
improvement.

As a result of this change, meshes in the render world might not be
attached to entities anymore. Therefore, the `entity` parameter to
`RenderCommand::render()` is now wrapped in an `Option`. Most
applications that use the render app's ECS can simply unwrap the
`Option`.

Note that for now sprites, gizmos, and UI elements still use the render
world as usual.

## Migration guide

* For efficiency reasons, some meshes in the render world may not have
corresponding `Entity` IDs anymore. As a result, the `entity` parameter
to `RenderCommand::render()` is now wrapped in an `Option`. Custom
rendering code may need to be updated to handle the case in which no
`Entity` exists for an object that is to be rendered.
2024-02-10 10:46:10 +00:00
SpecificProtagonist
55ada617cb
Update ahash to 0.8.7 (#11785)
# Objective

`bevy_utils` only requires aHash 0.8.3, which is broken on Rust 1.7.6:
```
error: could not compile `ahash` (lib) due to 1 previous error
error[E0635]: unknown feature `stdsimd`
```

See https://github.com/tkaitchuck/aHash/issues/200

This is fixed in aHash 0.8.7, so require at least that version
(Cargo.lock is already up to date).
2024-02-10 08:38:34 +00:00
Doonv
f84672b900
Fix Quad deprecation message mentioning a type that doesn't exist (#11798)
# Objective

The deprecation message of `bevy::render::mesh::shape::Quad` says that
you should use `bevy_math`'s `Quad` instead. But it doesn't exist.

## Solution

Mention the correct primitive: `Rectangle`
2024-02-09 20:52:30 +00:00
Félix Lescaudey de Maneville
e0c296ee14
Optional ImageScaleMode (#11780)
> Follow up to #11600 and #10588 

@mockersf expressed some [valid
concerns](https://github.com/bevyengine/bevy/pull/11600#issuecomment-1932796498)
about the current system this PR attempts to fix:

The `ComputedTextureSlices` reacts to asset change in both `bevy_sprite`
and `bevy_ui`, meaning that if the `ImageScaleMode` is inserted by
default in the bundles, we will iterate through most 2d items every time
an asset is updated.

# Solution

- `ImageScaleMode` only has two variants: `Sliced` and `Tiled`. I
removed the `Stretched` default
- `ImageScaleMode` is no longer part of any bundle, but the relevant
bundles explain that this additional component can be inserted

This way, the *absence* of `ImageScaleMode` means the image will be
stretched, and its *presence* will include the entity to the various
slicing systems

Optional components in bundles would make this more straigthfoward

# Additional work

Should I add new bundles with the `ImageScaleMode` component ?
2024-02-09 20:36:32 +00:00
JMS55
f4dab8a4e8
Multithreaded render command encoding (#9172)
# Objective
- Encoding many GPU commands (such as in a renderpass with many draws,
such as the main opaque pass) onto a `wgpu::CommandEncoder` is very
expensive, and takes a long time.
- To improve performance, we want to perform the command encoding for
these heavy passes in parallel.

## Solution
- `RenderContext` can now queue up "command buffer generation tasks"
which are closures that will generate a command buffer when called.
- When finalizing the render context to produce the final list of
command buffers, these tasks are run in parallel on the
`ComputeTaskPool` to produce their corresponding command buffers.
- The general idea is that the node graph will run in serial, but in a
node, instead of doing rendering work, you can add tasks to do render
work in parallel with other node's tasks that get ran at the end of the
graph execution.

## Nodes Parallelized
- `MainOpaquePass3dNode`
- `PrepassNode`
- `DeferredGBufferPrepassNode`
- `ShadowPassNode` (One task per view)


## Future Work
- For large number of draws calls, might be worth further subdividing
passes into 2+ tasks.
- Extend this to UI, 2d, transparent, and transmissive nodes?
- Needs testing - small command buffers are inefficient - it may be
worth reverting to the serial command encoder usage for render phases
with few items.
- All "serial" (traditional) rendering work must finish before parallel
rendering tasks (the new stuff) can start to run.
- There is still only one submission to the graphics queue at the end of
the graph execution. There is still no ability to submit work earlier.

## Performance Improvement
Thanks to @Elabajaba for testing on Bistro.


![image](https://github.com/bevyengine/bevy/assets/47158642/be50dafa-85eb-4da5-a5cd-c0a044f1e76f)


TLDR: Without shadow mapping, this PR has no impact. _With_ shadow
mapping, this PR gives **~40 more fps** than main.

---

## Changelog
- `MainOpaquePass3dNode`, `PrepassNode`, `DeferredGBufferPrepassNode`,
and each shadow map within `ShadowPassNode` are now encoded in parallel,
giving _greatly_ increased CPU performance, mainly when shadow mapping
is enabled.
  - Does not work on WASM or AMD+Windows+Vulkan.
- Added `RenderContext::add_command_buffer_generation_task()`.
- `RenderContext::new()` now takes adapter info
- Some render graph and Node related types and methods now have
additional lifetime constraints.


## Migration Guide
`RenderContext::new()` now takes adapter info
- Some render graph and Node related types and methods now have
additional lifetime constraints.

---------

Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
2024-02-09 07:35:35 +00:00
James Liu
f26b438c22
Cache the QueryState used to drop swapchain TextureViews (#11781)
# Objective
While profiling around to validate the results of #9172, I noticed that
`present_frames` can take a significant amount of time. Digging into the
cause, it seems like we're creating a new `QueryState` from scratch
every frame. This involves scanning the entire World's metadata instead
of just updating its view of the world.

## Solution
Use a `SystemState` argument to cache the `QueryState` to avoid this
construction cost.

## Performance
Against `many_foxes`, this seems to cut the time spent in
`present_frames` by nearly almost 2x. Yellow is this PR, red is main.


![image](https://github.com/bevyengine/bevy/assets/3137680/2b02bbe0-6219-4255-958d-b690e37e7fba)
2024-02-09 00:34:04 +00:00
Joona Aalto
0166db33f7
Deprecate shapes in bevy_render::mesh::shape (#11773)
# Objective

#11431 and #11688 implemented meshing support for Bevy's new geometric
primitives. The next step is to deprecate the shapes in
`bevy_render::mesh::shape` and to later remove them completely for 0.14.

## Solution

Deprecate the shapes and reduce code duplication by utilizing the
primitive meshing API for the old shapes where possible.

Note that some shapes have behavior that can't be exactly reproduced
with the new primitives yet:

- `Box` is more of an AABB with min/max extents
- `Plane` supports a subdivision count
- `Quad` has a `flipped` property

These types have not been changed to utilize the new primitives yet.

---

## Changelog

- Deprecated all shapes in `bevy_render::mesh::shape`
- Changed all examples to use new primitives for meshing

## Migration Guide

Bevy has previously used rendering-specific types like `UVSphere` and
`Quad` for primitive mesh shapes. These have now been deprecated to use
the geometric primitives newly introduced in version 0.13.

Some examples:

```rust
let before = meshes.add(shape::Box::new(5.0, 0.15, 5.0));
let after = meshes.add(Cuboid::new(5.0, 0.15, 5.0));

let before = meshes.add(shape::Quad::default());
let after = meshes.add(Rectangle::default());

let before = meshes.add(shape::Plane::from_size(5.0));
// The surface normal can now also be specified when using `new`
let after = meshes.add(Plane3d::default().mesh().size(5.0, 5.0));

let before = meshes.add(
    Mesh::try_from(shape::Icosphere {
        radius: 0.5,
        subdivisions: 5,
    })
    .unwrap(),
);
let after = meshes.add(Sphere::new(0.5).mesh().ico(5).unwrap());
```
2024-02-08 18:01:34 +00:00
Mike
76b6666965
wait for render app when main world is dropped (#11737)
# Objective

- Try not to drop the render world on the render thread, and drop the
main world after the render world.
- The render world has a drop check that will panic if it is dropped off
the main thread.

## Solution

- Keep track of where the render world is and wait for it to come back
when the channel resource is dropped.

---

## Changelog

- Wait for the render world when the main world is dropped.

## Migration Guide

- If you were using the pipelined rendering channels,
`MainToRenderAppSender` and `RenderToMainAppReceiver`, they have been
combined into the single resource `RenderAppChannels`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Friz64 <friz64@protonmail.com>
2024-02-08 14:09:17 +00:00
SpecificProtagonist
44c36ce98e
Mention Resource where missing from component/resource related type docs (#11769)
Several of the types that are used for both components and resources
only mention components in their description. Fixes this.
2024-02-08 06:31:48 +00:00
Félix Lescaudey de Maneville
ab16f5ed6a
UI Texture 9 slice (#11600)
> Follow up to #10588 
> Closes #11749 (Supersedes #11756)

Enable Texture slicing for the following UI nodes:
- `ImageBundle`
- `ButtonBundle`

<img width="739" alt="Screenshot 2024-01-29 at 13 57 43"
src="https://github.com/bevyengine/bevy/assets/26703856/37675681-74eb-4689-ab42-024310cf3134">

I also added a collection of `fantazy-ui-borders` from
[Kenney's](www.kenney.nl) assets, with the appropriate license (CC).
If it's a problem I can use the same textures as the `sprite_slice`
example

# Work done

Added the `ImageScaleMode` component to the targetted bundles, most of
the logic is directly reused from `bevy_sprite`.
The only additional internal component is the UI specific
`ComputedSlices`, which does the same thing as its spritee equivalent
but adapted to UI code.

Again the slicing is not compatible with `TextureAtlas`, it's something
I need to tackle more deeply in the future

# Fixes

* [x] I noticed that `TextureSlicer::compute_slices` could infinitely
loop if the border was larger that the image half extents, now an error
is triggered and the texture will fallback to being stretched
* [x] I noticed that when using small textures with very small *tiling*
options we could generate hundred of thousands of slices. Now I set a
minimum size of 1 pixel per slice, which is already ridiculously small,
and a warning will be sent at runtime when slice count goes above 1000
* [x] Sprite slicing with `flip_x` or `flip_y` would give incorrect
results, correct flipping is now supported to both sprites and ui image
nodes thanks to @odecay observation

# GPU Alternative

I create a separate branch attempting to implementing 9 slicing and
tiling directly through the `ui.wgsl` fragment shader. It works but
requires sending more data to the GPU:
- slice border
- tiling factors

And more importantly, the actual quad *scale* which is hard to put in
the shader with the current code, so that would be for a later iteration
2024-02-07 20:07:53 +00:00
Turki Al-Marri
ff77adc045
Typo in [ScheduleLabel] derive macro (#11764)
[`ScheduleLabel`] derive macro uses "ScheduleName" as the trait name by
mistake. This only affects the error message when a user tries to use
the derive macro on a union type. No other code is affected.
2024-02-07 20:06:40 +00:00
Boris Boutillier
c33b8b92c0
Properly check for result when getting pipeline in Msaa (#11758)
# Objective

- This aims to fix #11755
- After #10812 some pipeline compilation can take more time than before
and all call to `get_render_pipeline` should check the result.

## Solution

- Check `get_render_pipeline` call result for msaa_writeback
- I checked that no other call to `get_render_pipeline` in bevy code
base is missng the checking on the result.
2024-02-07 16:05:36 +00:00
Patrick Walton
f514d5cc15
Don't try to create a uniform buffer for light probes if there are no views. (#11751)
Don't try to create a uniform buffer for light probes if there are no
views.

Fixes the panic on examples that have no views, such as
`touch_input_events`.
2024-02-07 07:17:34 +00:00
Doonv
054134fba2
Add ReflectKind (#11664)
# Objective

Fix https://github.com/bevyengine/bevy/issues/11657

## Solution

Add a `ReflectKind` enum, add `Reflect::reflect_kind` which returns a
`ReflectKind`, and add `kind` method implementions to `ReflectRef`,
`ReflectMut`, and `ReflectOwned`, which returns a `ReflectKind`.

I also changed `AccessError` to use this new struct instead of it's own
`TypeKind` struct.

---

## Changelog

- Added `ReflectKind`, an enumeration over the kinds of a reflected type
without its data.
- Added `Reflect::reflect_kind` (with default implementation)
- Added implementation for the `kind` method on `ReflectRef`,
`ReflectMut`, and `ReflectOwned` which gives their kind without any
information, as a `ReflectKind`
2024-02-07 00:36:23 +00:00
Lynn
4c86ad6aed
Mesh insert indices (#11745)
# Objective

- Fixes #11740 

## Solution

- Turned `Mesh::set_indices` into `Mesh::insert_indices` and added
related methods for completeness.

---

## Changelog

- Replaced `Mesh::set_indices(indices: Option<Indices>)` with
`Mesh::insert_indices(indices: Indices)`
- Replaced `Mesh::with_indices(indices: Option<Indices>)` with
`Mesh::with_inserted_indices(indices: Indices)` and
`Mesh::with_removed_indices()` mirroring the API for inserting /
removing attributes.
- Updated the examples and internal uses of the APIs described above.

## Migration Guide

- Use `Mesh::insert_indices` or `Mesh::with_inserted_indices` instead of
`Mesh::set_indices` / `Mesh::with_indices`.
- If you have passed `None` to `Mesh::set_indices` or
`Mesh::with_indices` you should use `Mesh::remove_indices` or
`Mesh::with_removed_indices` instead.

---------

Co-authored-by: François <mockersf@gmail.com>
2024-02-06 23:31:48 +00:00
François
75d383fa1b
fix create_surfaces system ordering (#11747)
# Objective

- System `create_surfaces` needs to happen before `prepare_windows` or
we lose one frame at startup

## Solution

- Specify the ordering, remove the set as it doesn't mean anything there
2024-02-06 23:27:17 +00:00
Patrick Walton
4c15dd0fc5
Implement irradiance volumes. (#10268)
# Objective

Bevy could benefit from *irradiance volumes*, also known as *voxel
global illumination* or simply as light probes (though this term is not
preferred, as multiple techniques can be called light probes).
Irradiance volumes are a form of baked global illumination; they work by
sampling the light at the centers of each voxel within a cuboid. At
runtime, the voxels surrounding the fragment center are sampled and
interpolated to produce indirect diffuse illumination.

## Solution

This is divided into two sections. The first is copied and pasted from
the irradiance volume module documentation and describes the technique.
The second part consists of notes on the implementation.

### Overview

An *irradiance volume* is a cuboid voxel region consisting of
regularly-spaced precomputed samples of diffuse indirect light. They're
ideal if you have a dynamic object such as a character that can move
about
static non-moving geometry such as a level in a game, and you want that
dynamic object to be affected by the light bouncing off that static
geometry.

To use irradiance volumes, you need to precompute, or *bake*, the
indirect
light in your scene. Bevy doesn't currently come with a way to do this.
Fortunately, [Blender] provides a [baking tool] as part of the Eevee
renderer, and its irradiance volumes are compatible with those used by
Bevy.
The [`bevy-baked-gi`] project provides a tool, `export-blender-gi`, that
can
extract the baked irradiance volumes from the Blender `.blend` file and
package them up into a `.ktx2` texture for use by the engine. See the
documentation in the `bevy-baked-gi` project for more details as to this
workflow.

Like all light probes in Bevy, irradiance volumes are 1×1×1 cubes that
can
be arbitrarily scaled, rotated, and positioned in a scene with the
[`bevy_transform::components::Transform`] component. The 3D voxel grid
will
be stretched to fill the interior of the cube, and the illumination from
the
irradiance volume will apply to all fragments within that bounding
region.

Bevy's irradiance volumes are based on Valve's [*ambient cubes*] as used
in
*Half-Life 2* ([Mitchell 2006], slide 27). These encode a single color
of
light from the six 3D cardinal directions and blend the sides together
according to the surface normal.

The primary reason for choosing ambient cubes is to match Blender, so
that
its Eevee renderer can be used for baking. However, they also have some
advantages over the common second-order spherical harmonics approach:
ambient cubes don't suffer from ringing artifacts, they are smaller (6
colors for ambient cubes as opposed to 9 for spherical harmonics), and
evaluation is faster. A smaller basis allows for a denser grid of voxels
with the same storage requirements.

If you wish to use a tool other than `export-blender-gi` to produce the
irradiance volumes, you'll need to pack the irradiance volumes in the
following format. The irradiance volume of resolution *(Rx, Ry, Rz)* is
expected to be a 3D texture of dimensions *(Rx, 2Ry, 3Rz)*. The
unnormalized
texture coordinate *(s, t, p)* of the voxel at coordinate *(x, y, z)*
with
side *S* ∈ *{-X, +X, -Y, +Y, -Z, +Z}* is as follows:

```text
s = x

t = y + ⎰  0 if S ∈ {-X, -Y, -Z}
        ⎱ Ry if S ∈ {+X, +Y, +Z}

        ⎧   0 if S ∈ {-X, +X}
p = z + ⎨  Rz if S ∈ {-Y, +Y}
        ⎩ 2Rz if S ∈ {-Z, +Z}
```

Visually, in a left-handed coordinate system with Y up, viewed from the
right, the 3D texture looks like a stacked series of voxel grids, one
for
each cube side, in this order:

| **+X** | **+Y** | **+Z** |
| ------ | ------ | ------ |
| **-X** | **-Y** | **-Z** |

A terminology note: Other engines may refer to irradiance volumes as
*voxel
global illumination*, *VXGI*, or simply as *light probes*. Sometimes
*light
probe* refers to what Bevy calls a reflection probe. In Bevy, *light
probe*
is a generic term that encompasses all cuboid bounding regions that
capture
indirect illumination, whether based on voxels or not.

Note that, if binding arrays aren't supported (e.g. on WebGPU or WebGL
2),
then only the closest irradiance volume to the view will be taken into
account during rendering.

[*ambient cubes*]:
https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf

[Mitchell 2006]:
https://advances.realtimerendering.com/s2006/Mitchell-ShadingInValvesSourceEngine.pdf

[Blender]: http://blender.org/

[baking tool]:
https://docs.blender.org/manual/en/latest/render/eevee/render_settings/indirect_lighting.html

[`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi

### Implementation notes

This patch generalizes light probes so as to reuse as much code as
possible between irradiance volumes and the existing reflection probes.
This approach was chosen because both techniques share numerous
similarities:

1. Both irradiance volumes and reflection probes are cuboid bounding
regions.
2. Both are responsible for providing baked indirect light.
3. Both techniques involve presenting a variable number of textures to
the shader from which indirect light is sampled. (In the current
implementation, this uses binding arrays.)
4. Both irradiance volumes and reflection probes require gathering and
sorting probes by distance on CPU.
5. Both techniques require the GPU to search through a list of bounding
regions.
6. Both will eventually want to have falloff so that we can smoothly
blend as objects enter and exit the probes' influence ranges. (This is
not implemented yet to keep this patch relatively small and reviewable.)

To do this, we generalize most of the methods in the reflection probes
patch #11366 to be generic over a trait, `LightProbeComponent`. This
trait is implemented by both `EnvironmentMapLight` (for reflection
probes) and `IrradianceVolume` (for irradiance volumes). Using a trait
will allow us to add more types of light probes in the future. In
particular, I highly suspect we will want real-time reflection planes
for mirrors in the future, which can be easily slotted into this
framework.

## Changelog

> This section is optional. If this was a trivial fix, or has no
externally-visible impact, you can delete this section.

### Added
* A new `IrradianceVolume` asset type is available for baked voxelized
light probes. You can bake the global illumination using Blender or
another tool of your choice and use it in Bevy to apply indirect
illumination to dynamic objects.
2024-02-06 23:23:20 +00:00
Joona Aalto
cf15e6bba3
Implement Meshable for some 3D primitives (#11688)
# Objective

Split up from #11007, fixing most of the remaining work for #10569.

Implement `Meshable` for `Cuboid`, `Sphere`, `Cylinder`, `Capsule`,
`Torus`, and `Plane3d`. This covers all shapes that Bevy has mesh
structs for in `bevy_render::mesh::shapes`.

`Cone` and `ConicalFrustum` are new shapes, so I can add them in a
follow-up, or I could just add them here directly if that's preferrable.

## Solution

Implement `Meshable` for `Cuboid`, `Sphere`, `Cylinder`, `Capsule`,
`Torus`, and `Plane3d`.

The logic is mostly just a copy of the the existing `bevy_render`
shapes, but `Plane3d` has a configurable surface normal that affects the
orientation. Some property names have also been changed to be more
consistent.

The default values differ from the old shapes to make them a bit more
logical:

- Spheres now have a radius of 0.5 instead of 1.0. The default capsule
is equivalent to the default cylinder with the sphere's halves glued on.
- The inner and outer radius of the torus are now 0.5 and 1.0 instead of
0.5 and 1.5 (i.e. the new minor and major radii are 0.25 and 0.75). It's
double the width of the default cuboid, half of its height, and the
default sphere matches the size of the hole.
- `Cuboid` is 1x1x1 by default unlike the dreaded `Box` which is 2x1x1.

Before, with "old" shapes:


![old](https://github.com/bevyengine/bevy/assets/57632562/733f3dda-258c-4491-8152-9829e056a1a3)

Now, with primitive meshing:


![new](https://github.com/bevyengine/bevy/assets/57632562/5a1af14f-bb98-401d-82cf-de8072fea4ec)

I only changed the `3d_shapes` example to use primitives for now. I can
change them all in this PR or a follow-up though, whichever way is
preferrable.

### Sphere API

Spheres have had separate `Icosphere` and `UVSphere` structs, but with
primitives we only have one `Sphere`.

We need to handle this with builders:

```rust
// Existing structs
let ico = Mesh::try_from(Icophere::default()).unwrap();
let uv = Mesh::from(UVSphere::default());

// Primitives
let ico = Sphere::default().mesh().ico(5).unwrap();
let uv = Sphere::default().mesh().uv(32, 18);
```

We could add methods on `Sphere` directly to skip calling `.mesh()`.

I also added a `SphereKind` enum that can be used with the `kind`
method:

```rust
let ico = Sphere::default()
    .mesh()
    .kind(SphereKind::Ico { subdivisions: 8 })
    .build();
```

The default mesh for a `Sphere` is an icosphere with 5 subdivisions
(like the default `Icosphere`).

---

## Changelog

- Implement `Meshable` and `Default` for `Cuboid`, `Sphere`, `Cylinder`,
`Capsule`, `Torus`, and `Plane3d`
- Use primitives in `3d_shapes` example

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-06 21:44:13 +00:00
andristarr
9f2eabb02f
Deprecating hashbrown reexports (#11721)
# Objective

- The exported hashtypes are just re-exports from hashbrown, we want to
drop that dependency and (in the future) let the user import their own
choice.
- Fixes #11717

## Solution

- Adding a deprecated tag on the re-exports, so in future releases these
can be safely removed.
2024-02-06 18:04:46 +00:00
Marco Buono
e169b2b217
Missing registrations (#11736)
# Objective

During my exploratory work on the remote editor, I found a couple of
types that were either not registered, or that were missing
`ReflectDefault`.

## Solution

- Added registration and `ReflectDefault` where applicable
- (Drive by fix) Moved `Option<f32>` registration to `bevy_core` instead
of `bevy_ui`, along with similar types.

---

## Changelog

- Fixed: Registered `FogSettings`, `FogFalloff`,
`ParallaxMappingMethod`, `OpaqueRendererMethod` structs for reflection
- Fixed: Registered `ReflectDefault` trait for `ColorGrading` and
`CascadeShadowConfig` structs
2024-02-06 16:33:17 +00:00
Talin
a57832bc9a
Include UI node size in the vertex inputs for UiMaterial. (#11722)
# Objective

Includes the UI node size as a parameter to the UiMaterial shader,
useful for SDF-based rendering, aspect ratio correction and other use
cases.

Fixes #11392

## Solution

Added the node size to the UiMaterial vertex shader params and also to
the data that is passed to the fragment shader.

## Migration Guide

This change should be backwards compatible, using the new field is
optional.

Note to reviewers: render pipelines are a bit outside my comfort zone,
so please make sure I haven't made any mistakes.

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-02-06 16:15:09 +00:00
Zachary Harrold
950bd2284d
System::type_id Consistency (#11728)
# Objective

- Fixes #11679

## Solution

- Added `IntoSystem::system_type_id` which returns the equivalent of
`system.into_system().type_id()` without construction. This allows for
getting the `TypeId` of functions (a function is an unnamed type and
therefore you cannot call `TypeId::of::<apply_deferred::System>()`)
- Added default implementation of `System::type_id` to ensure
consistency between implementations. Some returned `Self`, while others
were returning an inner value instead. This ensures consistency with
`IntoSystem::system_type_id`.

## Migration Guide

If you use `System::type_id()` on function systems (exclusive or not),
ensure you are comparing its value to other `System::type_id()` calls,
or `IntoSystem::system_type_id()`.

This code wont require any changes, because `IntoSystem`'s are directly
compared to each other.

```rust
fn test_system() {}

let type_id = test_system.type_id();

// ...

// No change required
assert_eq!(test_system.type_id(), type_id);
```

Likewise, this code wont, because `System`'s are directly compared.

```rust
fn test_system() {}

let type_id = IntoSystem::into_system(test_system).type_id();

// ...

// No change required
assert_eq!(IntoSystem::into_system(test_system).type_id(), type_id);
```

The below _does_ require a change, since you're comparing a `System`
type to a `IntoSystem` type.

```rust
fn test_system() {}

// Before
assert_eq!(test_system.type_id(), IntoSystem::into_system(test_system).type_id());

// After
assert_eq!(test_system.system_type_id(), IntoSystem::into_system(test_system).type_id());
```
2024-02-06 14:43:33 +00:00
AxiomaticSemantics
f2cb155abc
Don't unconditionally enable bevy_render or bevy_assets if mutli-threaded feature is enabled (#11726)
# Objective

bevy_render has been set to be automatically enabled if mutlti-threaded
feature is

## Solution

make it conditional
2024-02-06 14:40:56 +00:00
Lynn
d4132f661a
Added remove_indices to Mesh (#11733)
# Objective

- Fixes #11727 

## Solution

- Added `Mesh::remove_indices(&mut self) -> Option<Indices>`
2024-02-06 07:41:01 +00:00
François
9180be8069
bevy_render: use the non-send marker from bevy_core (#11725)
# Objective

- There are too many `NonSendMarker`
https://docs.rs/bevy/0.12.1/bevy/index.html?search=nonsendmarker
- There should be only one

## Solution

- Use the marker type from bevy_core in bevy_render

---

## Migration Guide

- If you were using `bevy::render::view::NonSendMarker` or
`bevy::render::view:🪟:NonSendMarker`, use
`bevy::core::NonSendMarker` instead
2024-02-06 07:17:56 +00:00
Elabajaba
2a1ebc4ac4
sort by pipeline then mesh for non transparent passes for massively better batching (#11671)
# Objective

Bevy does ridiculous amount of drawcalls, and our batching isn't very
effective because we sort by distance and only batch if we get multiple
of the same object in a row. This can give us slightly better GPU
performance when not using the depth prepass (due to less overdraw), but
ends up being massively CPU bottlenecked due to doing thousands of
unnecessary drawcalls.

## Solution

Change the sort functions to sort by pipeline key then by mesh id for
large performance gains in more realistic scenes than our stress tests.

Pipelines changed:
- Opaque3d
- Opaque3dDeferred
- Opaque3dPrepass


![image](https://github.com/bevyengine/bevy/assets/177631/8c355256-ad86-4b47-81a0-f3906797fe7e)


---

## Changelog

- Opaque3d drawing order is now sorted by pipeline and mesh, rather than
by distance. This trades off a bit of GPU time in exchange for massively
better batching in scenes that aren't only drawing huge amounts of a
single object.
2024-02-05 22:12:22 +00:00
François
e927756d72
don't run create_surfaces system if not needed (#11720)
# Objective

- Change set of systems as I made a mistake in #11672 
- Don't block main when not needed
- Fixes #11235 

## Solution

- add a run condition so that the system won't run and block main if not
needed
2024-02-05 21:33:46 +00:00
Kanabenki
312df3cec7
Use warn_once where relevant instead of manually implementing a single warn check (#11693)
# Objective

- Some places manually use a `bool` /`AtomicBool` to warn once.

## Solution

- Use the `warn_once` macro which internally creates an `AtomicBool`.

Downside: in some case the warning state would have been reset after
recreating the struct carrying the warn state, whereas now it will
always warn only once per program run (For example, if all
`MeshPipeline`s are dropped or the `World` is recreated for
`Local<bool>`/ a `bool` resource, which shouldn't happen over the course
of a standard `App` run).


---

## Changelog

### Removed

- `FontAtlasWarning` has been removed, but the corresponding warning is
still emitted.
2024-02-05 21:05:43 +00:00
SpecificProtagonist
8faaef17e5
Hash stability guarantees (#11690)
# Objective

We currently over/underpromise hash stability:
- `HashMap`/`HashSet` use `BuildHasherDefault<AHasher>` instead of
`RandomState`. As a result, the hash is stable within the same run.
- [aHash isn't stable between devices (and
versions)](https://github.com/tkaitchuck/ahash?tab=readme-ov-file#goals-and-non-goals),
yet it's used for `StableHashMap`/`StableHashSet`
- the specialized hashmaps are stable

Interestingly, `StableHashMap`/`StableHashSet` aren't used by Bevy
itself (anymore).

## Solution
Add/fix documentation

## Alternatives
For `StableHashMap`/`StableHashSet`:
- remove them
- revive #7107

---

## Changelog
- added iteration stability guarantees for different hashmaps
2024-02-05 17:05:15 +00:00
Robert Walter
381f3d3fa5
fix(primitives): fix polygon gizmo rendering bug (#11699)
This is just a minor fix extracted from #11697

A logic error. We tried to close the polygon shape, if the user
specifies an
unclosed polygon. The closing linestring previously didn't close the
polygon
though, but instead added a zero length line at the last coordinate.

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-05 15:09:49 +00:00
Doonv
56076b7b0c
Improve DynamicStruct::insert (#11068)
# Objective

I wanted to pass in a `String` to `DynamicStruct::insert_boxed` but it
took in a &str. That's fine but I also saw that it immediately converted
the `&str` to a `String`. Which is wasteful.

## Solution

I made `DynamicStruct::insert_boxed` take in a `impl Into<Cow<str>>`.
Same for `DynamicStruct::insert`.

---

## Changelog

- `DynamicStruct::insert_boxed` and `DynamicStruct::insert` now support
taking in anything that implements `impl Into<Cow<str>>`.
2024-02-05 13:57:25 +00:00
daxpedda
2fd5d4695e
Send SceneInstanceReady only once per scene (#11002)
# Objective

Send `SceneInstanceReady` only once per scene.

## Solution

I assume that this was not intentional.
So I just changed it to only be sent once per scene.

---

## Changelog

### Fixed
- Fixed `SceneInstanceReady` being emitted for every `Entity` in a
scene.
2024-02-05 13:54:54 +00:00
JMS55
9f7e61b819
Async pipeline compilation (#10812)
# Objective

- Pipeline compilation is slow and blocks the frame
- Closes https://github.com/bevyengine/bevy/issues/8224

## Solution

- Compile pipelines in a Task on the AsyncComputeTaskPool

---

## Changelog

- Render/compute pipeline compilation is now done asynchronously over
multiple frames when the multi-threaded feature is enabled and on
non-wasm and non-macOS platforms
- Added `CachedPipelineState::Creating` 
- Added `PipelineCache::block_on_render_pipeline()`
- Added `bevy_utils::futures::check_ready`
- Added `bevy_render/multi-threaded` cargo feature

## Migration Guide

- Match on the new `Creating` variant for exhaustive matches of
`CachedPipelineState`
2024-02-05 13:50:50 +00:00
VitalyR
7705c1dd6c
Add name to bevy:🪟:Window (#7650)
# Objective
- Fixes  #4188, make users could set application ID for bevy apps.

## Solution

- Add `name` field to `bevy:🪟:Window`. Specifying this field adds
different properties to the window: application ID on `Wayland`,
`WM_CLASS` on `X11`, or window class name on Windows. It has no effect
on other platforms.
---

## Changelog

### Added
- Add `name` to `bevy:🪟:Window`.

## Migration Guide

- Set the `bevy_window::Window`'s `name` field when needed:
```rust
App::new()
        .add_plugins(DefaultPlugins.set(WindowPlugin {
            primary_window: Some(Window {
                title: "I am a window!".into(),
                name: Some("SpaceGameCompany.SpaceShooter".into()),
                ..default()
            }),
            ..default()
        }))
        .run();
```

---------

Co-authored-by: François <mockersf@gmail.com>
2024-02-05 13:35:35 +00:00
Isard
dd15890c6a
Added formats to MeshVertexAttribute constant's docstrings (#11705)
# Objective

Fixes #11653 

## Solution

- Just added the formats to the docstring, I played around with having
the format appear in the type somehow so that it didn't need to be
written manually in the docstring but it ended up being more trouble
than it was worth.

Co-authored-by: James Liu <contact@jamessliu.com>
2024-02-05 05:53:04 +00:00
Gino Valente
71be08af68
bevy_reflect: Reflect &'static str (#11686)
# Objective

`&'static str` doesn't implement `Reflect`. I don't think this was
intentionally excluded.

## Solution

Make `&'static str` implement `Reflect`.

---

## Changelog

- Implement `Reflect` and friends for `&'static str`
- Add missing `Reflect::debug` implementation for `Cow<'static, str>`
2024-02-04 01:32:48 +00:00
Stepan Koltsov
08654ad8d8
CameraProjection::compute_frustum (#11139)
Frustum computation is nontrivial amount of code private in
`update_frusta` system.

Make it public.

This is needed to decide which entities to spawn/despawn in `Update`
based on camera changes. But if `Update` also changed camera, frustum is
not yet recomputed.

Technically it is probably possible to run an iteration of
`update_frusta` system by a user in `Update` schedule after propagating
`GlobalTransform` to the cameras, but it is easier to just compute
frustum manually using API added in this PR.

Also replace two places where this code is used.

---------

Co-authored-by: vero <email@atlasdostal.com>
2024-02-04 01:21:07 +00:00
Zachary Harrold
1974723a63
Deprecated Various Component Methods from Query and QueryState (#9920)
# Objective

- (Partially) Fixes #9904
- Acts on #9910

## Solution

- Deprecated the relevant methods from `Query`, cascading changes as
required across Bevy.

---

## Changelog

- Deprecated `QueryState::get_component_unchecked_mut` method
- Deprecated `Query::get_component` method
- Deprecated `Query::get_component_mut` method
- Deprecated `Query::component` method
- Deprecated `Query::component_mut` method
- Deprecated `Query::get_component_unchecked_mut` method

## Migration Guide

### `QueryState::get_component_unchecked_mut`

Use `QueryState::get_unchecked_manual` and select for the exact
component based on the structure of the exact query as required.

### `Query::(get_)component(_unchecked)(_mut)`

Use `Query::get` and select for the exact component based on the
structure of the exact query as required.

- For mutable access (`_mut`), use `Query::get_mut`
- For unchecked access (`_unchecked`), use `Query::get_unchecked`
- For panic variants (non-`get_`), add `.unwrap()`

## Notes

- `QueryComponentError` can be removed once these deprecated methods are
also removed. Due to an interaction with `thiserror`'s derive macro, it
is not marked as deprecated.
2024-02-04 01:01:59 +00:00
SpecificProtagonist
21aa5fe2b6
Use TypeIdMap whenever possible (#11684)
Use `TypeIdMap<T>` instead of `HashMap<TypeId, T>`

- ~~`TypeIdMap` was in `bevy_ecs`. I've kept it there because of
#11478~~
- ~~I haven't swapped `bevy_reflect` over because it doesn't depend on
`bevy_ecs`, but I'd also be happy with moving `TypeIdMap` to
`bevy_utils` and then adding a dependency to that~~
- ~~this is a slight change in the public API of
`DrawFunctionsInternal`, does this need to go in the changelog?~~

## Changelog
- moved `TypeIdMap` to `bevy_utils`
- changed `DrawFunctionsInternal::indices` to `TypeIdMap`

## Migration Guide

- `TypeIdMap` now lives in `bevy_utils`
- `DrawFunctionsInternal::indices` now uses a `TypeIdMap`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-03 23:47:04 +00:00
Kanabenki
4e9590a5ce
Update tracing-tracy requirement from 0.10.4 to 0.11.0 and tracy-client requirement from 0.16.4 to 0.17.0 (#11678)
# Objective

- Update `tracing-tracy`.
- Closes #11598.

## Solution

- Bump `tracing-tracy` to 0.11.0 and `tracy-client` alongside it to
0.17.0 to avoid duplicating that dependency in the deps tree.
- `TracyLayer` is now configurable on creation, so use the default
config.

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2024-02-03 21:44:38 +00:00
Tristan Guichaoua
694c06f3d0
Inverse missing_docs logic (#11676)
# Objective

Currently the `missing_docs` lint is allowed-by-default and enabled at
crate level when their documentations is complete (see #3492).
This PR proposes to inverse this logic by making `missing_docs`
warn-by-default and mark crates with imcomplete docs allowed.

## Solution

Makes `missing_docs` warn at workspace level and allowed at crate level
when the docs is imcomplete.
2024-02-03 21:40:55 +00:00
François
55493a823e
Allow prepare_windows to run off main thread on all platforms (#11672)
# Objective

- Allow prepare windows to run off of the main thread on all platforms.
- Fixes https://github.com/bevyengine/bevy/issues/9964 on all platforms.

## Solution

- Running `prepare_windows` on the main thread on apple platforms is
only mandatory to create surface, which is only needed during window
creation. Split that part into its own system that happens before
`prepare_windows`
- Tested on macOS and iOS

---

## Changelog

- Allow prepare windows to run off main thread on all platforms.
2024-02-03 18:07:26 +00:00
Joona Aalto
9bad607df9
Implement meshing for Capsule2d (#11639)
# Objective

The `Capsule2d` primitive was added in #11585. It should support meshing
like the other 2D primitives.

## Solution

Implement meshing for `Capsule2d`.

It doesn't currently support "rings" like Bevy's `Capsule` shape (not
`Capsule3d`), but it does support resolution to control the number of
vertices used for one hemicircle. The total vertex count is two times
the resolution; if we allowed setting the full vertex count, odd numbers
would lead to uneven vertex counts for the top and bottom hemicircles
and produce potentially unwanted results.

The capsule looks like this (with UV visualization and wireframe) using
resolutions of 16, 8, and 3:

![Resolution
16](https://github.com/bevyengine/bevy/assets/57632562/feae22de-bdc5-438a-861f-848284b67a52)
![Resolution
8](https://github.com/bevyengine/bevy/assets/57632562/e95aab8e-793f-45ac-8a74-8be39f7626dd)
![Resolution of
3](https://github.com/bevyengine/bevy/assets/57632562/bcf01d23-1d8b-4cdb-966a-c9022a07c287)

The `2d_shapes` example now includes the capsule, so we also get one
more color of the rainbow 🌈

![New 2D shapes
example](https://github.com/bevyengine/bevy/assets/57632562/1c45b5f5-d26a-4e8c-8e8a-e106ab14d46e)
2024-02-03 18:03:43 +00:00
Chia-Hsiang Cheng
1352bf1df4
Add helpers for translate, rotate, and scale operations - Mesh (#11675)
# Objective

- Fixes #11594

## Solution

- Add helpers for translate, rotate, and scale operations.

---

## Changelog

- Added functions `translated_by`, `translate_by`, `rotated_by`,
`rotate_by`, `scaled_by`, and `scale_by`.
2024-02-03 16:36:43 +00:00
David M. Lary
5c52d0aeee
System Stepping implemented as Resource (#8453)
# Objective

Add interactive system debugging capabilities to bevy, providing
step/break/continue style capabilities to running system schedules.

* Original implementation: #8063
    - `ignore_stepping()` everywhere was too much complexity
* Schedule-config & Resource discussion: #8168
    - Decided on selective adding of Schedules & Resource-based control

## Solution
Created `Stepping` Resource. This resource can be used to enable
stepping on a per-schedule basis. Systems within schedules can be
individually configured to:
* AlwaysRun: Ignore any stepping state and run every frame
* NeverRun: Never run while stepping is enabled
    - this allows for disabling of systems while debugging
* Break: If we're running the full frame, stop before this system is run

Stepping provides two modes of execution that reflect traditional
debuggers:
* Step-based: Only execute one system at a time
* Continue/Break: Run all systems, but stop before running a system
marked as Break

### Demo

https://user-images.githubusercontent.com/857742/233630981-99f3bbda-9ca6-4cc4-a00f-171c4946dc47.mov

Breakout has been modified to use Stepping. The game runs normally for a
couple of seconds, then stepping is enabled and the game appears to
pause. A list of Schedules & Systems appears with a cursor at the first
System in the list. The demo then steps forward full frames using the
spacebar until the ball is about to hit a brick. Then we step system by
system as the ball impacts a brick, showing the cursor moving through
the individual systems. Finally the demo switches back to frame stepping
as the ball changes course.


### Limitations
Due to architectural constraints in bevy, there are some cases systems
stepping will not function as a user would expect.

#### Event-driven systems
Stepping does not support systems that are driven by `Event`s as events
are flushed after 1-2 frames. Although game systems are not running
while stepping, ignored systems are still running every frame, so events
will be flushed.

This presents to the user as stepping the event-driven system never
executes the system. It does execute, but the events have already been
flushed.

This can be resolved by changing event handling to use a buffer for
events, and only dropping an event once all readers have read it.

The work-around to allow these systems to properly execute during
stepping is to have them ignore stepping:
`app.add_systems(event_driven_system.ignore_stepping())`. This was done
in the breakout example to ensure sound played even while stepping.

#### Conditional Systems
When a system is stepped, it is given an opportunity to run. If the
conditions of the system say it should not run, it will not.

Similar to Event-driven systems, if a system is conditional, and that
condition is only true for a very small time window, then stepping the
system may not execute the system. This includes depending on any sort
of external clock.

This exhibits to the user as the system not always running when it is
stepped.

A solution to this limitation is to ensure any conditions are consistent
while stepping is enabled. For example, all systems that modify any
state the condition uses should also enable stepping.

#### State-transition Systems
Stepping is configured on the per-`Schedule` level, requiring the user
to have a `ScheduleLabel`.

To support state-transition systems, bevy generates needed schedules
dynamically. Currently it’s very difficult (if not impossible, I haven’t
verified) for the user to get the labels for these schedules.

Without ready access to the dynamically generated schedules, and a
resolution for the `Event` lifetime, **stepping of the state-transition
systems is not supported**

---

## Changelog
- `Schedule::run()` updated to consult `Stepping` Resource to determine
which Systems to run each frame
- Added `Schedule.label` as a `BoxedSystemLabel`, along with supporting
`Schedule::set_label()` and `Schedule::label()` methods
- `Stepping` needed to know which `Schedule` was running, and prior to
this PR, `Schedule` didn't track its own label
- Would have preferred to add `Schedule::with_label()` and remove
`Schedule::new()`, but this PR touches enough already
- Added calls to `Schedule.set_label()` to `App` and `World` as needed
- Added `Stepping` resource
- Added `Stepping::begin_frame()` system to `MainSchedulePlugin`
    - Run before `Main::run_main()`
    - Notifies any `Stepping` Resource a new render frame is starting
    
## Migration Guide
- Add a call to `Schedule::set_label()` for any custom `Schedule`
    - This is only required if the `Schedule` will be stepped

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-02-03 05:18:38 +00:00
Mike
a919cb0a17
Don't auto insert on the extract schedule (#11669)
# Objective

- In #9822 I forgot to disable auto sync points on the Extract Schedule.
We want to do this because the Commands on the Extract Schedule should
be applied on the render thread.
2024-02-03 05:04:57 +00:00
Stepan Koltsov
c55a5ba40b
Make Archetypes.archetype_component_count private (#10774)
Make more clear where it is used and how.
2024-02-03 00:07:50 +00:00
Mike
c99ca79825
Allow prepare_windows to run off main thread. (#11660)
# Objective

- Allow prepare windows to run off of the main thread on platforms that
allow it.
- Fixes https://github.com/bevyengine/bevy/issues/9964 on most
platforms.

## Solution

- Conditionally compile prepare windows for different OS's
- Seems like it's only the call to `create_surface` that needs to run on
the main thread here.
- I've only tested this on windows, but I do see prepare windows running
on other threads.

---

## Changelog

- Allow prepare windows to run off main thread on platforms that allow
it.
2024-02-02 23:41:44 +00:00
James Liu
602515d8aa
Animatable trait for interpolation and blending (#4482)
# Objective
Allow animation of types other than translation, scale, and rotation on
`Transforms`.

## Solution
Add a base trait for all values that can be animated by the animation
system. This provides the basic operations for sampling and blending
animation values for more than just translation, rotation, and scale.

This implements part of bevyengine/rfcs#51, but is missing the
implementations for `Range<T>` and `Color`. This also does not fully
integrate with the existing `AnimationPlayer` yet, just setting up the
trait.

---------

Co-authored-by: Kirillov Kirill <kirusfg@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: irate <JustTheCoolDude@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-02-02 21:19:37 +00:00
Doug Roeper
c859eacdc8
Fix bug where events are not being dropped (#11528)
# Objective

Fix an issue where events are not being dropped after being read. I
believe #10077 introduced this issue. The code currently works as
follows:

1. `EventUpdateSignal` is **shared for all event types**
2. During the fixed update phase, `EventUpdateSignal` is set to true
3. `event_update_system`, **unique per event type**, runs to update
Events<T>
4. `event_update_system` reads value of `EventUpdateSignal` to check if
it should update, and then **resets** the value to false

If there are multiple event types, the first `event_update_system` run
will reset the shared `EventUpdateSignal` signal, preventing other
events from being cleared.

## Solution

I've updated the code to have separate signals per event type and added
a shared signal to notify all systems that the time plugin is installed.

## Changelog

- Fixed bug where events were not being dropped
2024-02-02 21:14:54 +00:00
Robert Walter
041731b7e0
Drawing Primitives with Gizmos (#11072)
The PR is in a reviewable state now in the sense that the basic
implementations are there. There are still some ToDos that I'm aware of:

- [x] docs for all the new structs and traits
- [x] implement `Default` and derive other useful traits for the new
structs
- [x] Take a look at the notes again (Do this after a first round of
reviews)
- [x] Take care of the repetition in the circle drawing functions

---

# Objective

- TLDR: This PR enables us to quickly draw all the newly added
primitives from `bevy_math` in immediate mode with gizmos
- Addresses #10571

## Solution

- This implements the first design idea I had that covered everything
that was mentioned in the Issue
https://github.com/bevyengine/bevy/issues/10571#issuecomment-1863646197

--- 

## Caveats

- I added the `Primitive(2/3)d` impls for `Direction(2/3)d` to make them
work with the current solution. We could impose less strict requirements
for the gizmoable objects and remove the impls afterwards if the
community doesn't like the current approach.

---

## Changelog

- implement capabilities to draw ellipses on the gizmo in general (this
was required to have some code which is able to draw the ellipse
primitive)
- refactored circle drawing code to use the more general ellipse drawing
code to keep code duplication low
- implement `Primitive2d` for `Direction2d` and impl `Primitive3d` for
`Direction3d`
- implement trait to draw primitives with specialized details with
gizmos
  - `GizmoPrimitive2d` for all the 2D primitives
  - `GizmoPrimitive3d` for all the 3D primitives
- (question while writing this: Does it actually matter if we split this
in 2D and 3D? I guess it could be useful in the future if we do
something based on the main rendering mode even though atm it's kinda
useless)

---

---------

Co-authored-by: nothendev <borodinov.ilya@gmail.com>
2024-02-02 21:13:03 +00:00
ickshonpe
e2916fbad1
Subtract 1 from text positions to account for glyph texture padding. (#11662)
# Objective

Glyph positions don't account for padding added to the font texture
atlas, resulting in them being off by one physical pixel in both axis.

## Example
```rust
use bevy::{
    prelude::*, window::WindowResolution
};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins.set(WindowPlugin {
            primary_window: Some(Window {
                resolution: WindowResolution::default().with_scale_factor_override(1.),
                ..Default::default()
            }),
            ..Default::default()
        }))
        .add_systems(Startup, setup)
        .run();
}

fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn(Camera2dBundle::default());
    commands.spawn(
        TextBundle::from_section(
            "QQQQQ",
            TextStyle {
                font: asset_server.load("FiraMono-Medium.ttf"),
                font_size: 14.0,
                ..default()
            },
        )
        .with_style(Style {
            left:Val::Px(10.),
            top: Val::Px(10.),
            ..default()
        })
        .with_background_color(Color::RED)
    );
}
```

<img width="350" alt="QQQQQ-bad"
src="https://github.com/bevyengine/bevy/assets/27962798/6a509aee-64c8-4ee8-a8c1-77ee65355898">

The coordinates are off by one in physical coordinates, not logical. So
the difference only becomes obvious with `UiScale` and the window scale
factor set to low values.

## Solution

Translate glyph positions by -1 in both axes.

<img width="300" alt="QQQQQ-good"
src="https://github.com/bevyengine/bevy/assets/27962798/16e3f6d9-1223-48e0-9fdd-b682a3e8ade4">

---

## Changelog

* Translate the positions for each glyph by -1 in both axes in
`bevy_text::glyph_brush::process_glyphs`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-02-02 20:01:01 +00:00
Rose Hudson
d6f1649646
return Direction3d from Transform::up and friends (#11604)
# Objective
Drawing a `Gizmos::circle` whose normal is derived from a Transform's
local axes now requires converting a Vec3 to a Direction3d and
unwrapping the result, and I think we shold move the conversion into
Bevy.

## Solution
We can make
`Transform::{left,right,up,down,forward,back,local_x,local_y,local_z}`
return a Direction3d, because they know that their results will be of
finite non-zero length (roughly 1.0).

---

## Changelog
`Transform::up()` and similar functions now return `Direction3d` instead
of `Vec3`.

## Migration Guide
Callers of `Transform::up()` and similar functions may have to
dereference the returned `Direction3d` to get to the inner `Vec3`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2024-02-02 15:05:35 +00:00
Marco Buono
91c467ebfc
Gate diffuse and specular transmission behind shader defs (#11627)
# Objective

- Address #10338

## Solution

- When implementing specular and diffuse transmission, I inadvertently
introduced a performance regression. On high-end hardware it is barely
noticeable, but **for lower-end hardware it can be pretty brutal**. If I
understand it correctly, this is likely due to use of masking by the GPU
to implement control flow, which means that you still pay the price for
the branches you don't take;
- To avoid that, this PR introduces new shader defs (controlled via
`StandardMaterialKey`) that conditionally include the transmission
logic, that way the shader code for both types of transmission isn't
even sent to the GPU if you're not using them;
- This PR also renames ~~`STANDARDMATERIAL_NORMAL_MAP`~~ to
`STANDARD_MATERIAL_NORMAL_MAP` for consistency with the naming
convention used elsewhere in the codebase. (Drive-by fix)

---

## Changelog

- Added new shader defs, set when using transmission in the
`StandardMaterial`:
  - `STANDARD_MATERIAL_SPECULAR_TRANSMISSION`;
  - `STANDARD_MATERIAL_DIFFUSE_TRANSMISSION`;
  - `STANDARD_MATERIAL_SPECULAR_OR_DIFFUSE_TRANSMISSION`.
- Fixed performance regression caused by the introduction of
transmission, by gating transmission shader logic behind the newly
introduced shader defs;
- Renamed ~~`STANDARDMATERIAL_NORMAL_MAP`~~ to
`STANDARD_MATERIAL_NORMAL_MAP` for consistency;

## Migration Guide

- If you were using `#ifdef STANDARDMATERIAL_NORMAL_MAP` on your shader
code, make sure to update the name to `STANDARD_MATERIAL_NORMAL_MAP`;
(with an underscore between `STANDARD` and `MATERIAL`)
2024-02-02 15:01:56 +00:00
NiseVoid
0ffc8d8a6f
Rename RayTest to RayCast (#11635)
# Objective

- `RayTest` vs `AabbCast` and `CircleCast` is inconsistent

## Solution

- Renaming the other two would only make the name more confusing, so we
rename `RayTest2d/3d` to `RayCast2d/3d`
2024-02-02 15:01:04 +00:00
CowSociety
8866c61161
Fix AssetTransformer breaking LabeledAssets (#11626)
# Objective

- `AssetTransformer` provides an input asset, and output an asset, but
provides no access to the `LabeledAsset`'s created by the `AssetLoader`.
Labeled sub assets are an extremely important piece of many assets, Gltf
in particular, and without them the amount of transformation on an asset
is limited. In order for `AssetTransformer`'s to be useful, they need to
have access to these sub assets.
- LabeledAsset's loaded by `AssetLoader`s are provided to `AssetSaver`s
in the `LoadAndSave` process, but the `LoadTransformAndSave` process
drops these values in the transform stage, and so `AssetSaver` is given
none.
- Fixes #11606

Ideally the AssetTransformer should not ignore labeled sub assets, and
they should be kept at least for the AssetSaver

## Solution

- I created a new struct similar to `SavedAsset` named
`TransformedAsset` which holds the input asset, and the HashMap of
`LabeledAsset`s. The transform function now takes as input a
`TransformedAsset`, and returns a `TransformedAsset::<AssetOutput>`.
This gives the transform function access to the labeled sub assets
created by the `AssetLoader`.
- I also created `TransformedSubAsset` which holds mutable references to
a sub asset and that sub assets HashMap of `LabeledAsset`s. This allows
you to travers the Tree of `LabeledAsset`s by reference relatively
easily.
- The `LoadTransformAndSave` processor was then reworked to use the new
structs, stopping the `LabeledAsset`s from being dropped.

---

## Changelog

- Created TransformedAsset struct and TransformedSubAsset struct.
- Changed `get_untyped_handle` to return a `UntypedHandle` directly
rather than a reference and added `get_handle` as a typed variant in
SavedAsset and TransformedAsset
- Added `SavedAsset::from_transformed` as a constructor from a
`TransformedAsset`
- Switched LoadTransformAndSave process code to work with new
`TransformedAsset` type
- Added a `ProcessError` for `AssetTransformer` in process.rs
- Switched `AssetTransformer::transform` to use `TransformedAsset` as
input and output.
- Switched `AssetTransformer` to use a `BoxedFuture` like `AssetLoader`
and `AssetSaver` to allow for async transformation code.
- Updated AssetTransformer example to use new structure.
2024-02-02 14:57:31 +00:00
Duncan
176223b406
Fix embedded asset path manipulation (#10383)
# Objective

Fixes #10377

## Solution

Use `Path::strip_prefix` instead of `str::split`. Avoid any explicit "/"
characters in path manipulation.

---

## Changelog

- Added: example of embedded asset loading
- Added: support embedded assets in external crates
- Fixed: resolution of embedded assets
- Fixed: unexpected runtime panic during asset path resolution

## Migration Guide

No API changes.

---------

Co-authored-by: Shane Celis <shane.celis@gmail.com>
2024-02-02 14:49:05 +00:00
Joona Aalto
6f2eec8f78
Support rotating Direction3d by Quat (#11649)
# Objective

It's often necessary to rotate directions, but it currently has to be
done like this:

```rust
Direction3d::new_unchecked(quat * *direction)
```

It'd be nice if you could rotate `Direction3d` directly:

```rust
quat * direction
```

## Solution

Implement `Mul<Direction3d>` for `Quat` ~~and the other way around.~~
(Glam doesn't impl `Mul<Quat>` or `MulAssign<Quat>` for `Vec3`)

The quaternion must be a unit quaternion to keep the direction
normalized, so there is a `debug_assert!` to be sure. Almost all `Quat`
constructors produce unit quaternions, so there should only be issues if
doing something like `quat + quat` instead of `quat * quat`, using
`Quat::from_xyzw` directly, or when you have significant enough drift
caused by e.g. physics simulation that doesn't normalize rotation. In
general, these would probably cause unexpected results anyway.

I also moved tests around slightly to make `dim2` and `dim3` more
consistent (`dim3` had *two* separate `test` modules for some reason).

In the future, we'll probably want a `Rotation2d` type that would
support the same for `Direction2d`. I considered implementing
`Mul<Mat2>` for `Direction2d`, but that would probably be more
questionable since `Mat2` isn't as clearly associated with rotations as
`Quat` is.
2024-02-01 20:08:24 +00:00
Doonv
b1a2d342af
Add the ability to manually create ParsedPaths (+ cleanup) (#11029)
# Objective

I'm working on a developer console plugin, and I wanted to get a
field/index of a struct/list/tuple. My command parser already parses
member expressions and all that, so I wanted to construct a `ParsedPath`
manually, but it's all private.

## Solution

Make the internals of `ParsedPath` public and add documentation for
everything, and I changed the boxed slice inside `ParsedPath` to a
vector for more flexibility.

I also did a bunch of code cleanup. Improving documentation, error
messages, code, type names, etc.

---

## Changelog

- Added the ability to manually create `ParsedPath`s from their
elements, without the need of string parsing.
- Improved `ReflectPath` error handling.

## Migration Guide

-  `bevy::reflect::AccessError` has been refactored.

That should be it I think, everything else that was changed was private
before this PR.

---------

Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2024-02-01 19:22:40 +00:00
Joona Aalto
d30fdda2c3
Implement approx traits for direction types (#11650)
# Objective

`approx` has traits like
[`AbsDiffEq`](https://docs.rs/approx/latest/approx/trait.AbsDiffEq.html),
[`RelativeEq`](https://docs.rs/approx/latest/approx/trait.RelativeEq.html),
and [`UlpsEq`](https://docs.rs/approx/latest/approx/trait.UlpsEq.html).
Glam implements them for its math types when the `approx` feature is
enabled. Bevy's `Direction2d` and `Direction3d` should implement these
too.

## Solution

Implement the traits. See [how Glam implements them for its own math
types](https://github.com/bitshifter/glam-rs/blob/main/src/features/impl_approx.rs).
For the epsilon values, I use the same as `Vec2`/`Vec3` (just
`f32::EPSILON`).
2024-02-01 19:22:28 +00:00
Charles Bournhonesque
e618426faa
Adding derive Reflect for tick structs (#11641)
# Objective

- Deriving `Reflect` for some public ChangeDetection/Tick structs in
bevy_ecs

---------

Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com>
2024-02-01 16:11:32 +00:00
NiseVoid
e3126a494f
Add Clone to intersection test types (#11640)
# Objective

- Add Clone to RayTest/AabbCast2d/AabbCast3d/CircleCast/SphereCast
2024-02-01 00:54:30 +00:00
NiseVoid
1b98de68fe
Add volume cast intersection tests (#11586)
# Objective

- Add a basic form of shapecasting for bounding volumes

## Solution

- Implement AabbCast2d, AabbCast3d, BoundingCircleCast, and
BoundingSphereCast
- These are really just raycasts, but they modify the volumes the ray is
casting against
- The tests are slightly simpler, since they just use the raycast code
for the heavy lifting
2024-01-31 20:14:15 +00:00
Zachary Harrold
afa7b5cba5
Added Support for Extension-less Assets (#10153)
# Objective

- Addresses **Support processing and loading files without extensions**
from #9714
- Addresses **More runtime loading configuration** from #9714
- Fixes #367
- Fixes #10703

## Solution

`AssetServer::load::<A>` and `AssetServer::load_with_settings::<A>` can
now use the `Asset` type parameter `A` to select a registered
`AssetLoader` without inspecting the provided `AssetPath`. This change
cascades onto `LoadContext::load` and `LoadContext::load_with_settings`.
This allows the loading of assets which have incorrect or ambiguous file
extensions.

```rust
// Allow the type to be inferred by context
let handle = asset_server.load("data/asset_no_extension");

// Hint the type through the handle
let handle: Handle<CustomAsset> = asset_server.load("data/asset_no_extension");

// Explicit through turbofish
let handle = asset_server.load::<CustomAsset>("data/asset_no_extension");
```

Since a single `AssetPath` no longer maps 1:1 with an `Asset`, I've also
modified how assets are loaded to permit multiple asset types to be
loaded from a single path. This allows for two different `AssetLoaders`
(which return different types of assets) to both load a single path (if
requested).

```rust
// Uses GltfLoader
let model = asset_server.load::<Gltf>("cube.gltf");

// Hypothetical Blob loader for data transmission (for example)
let blob = asset_server.load::<Blob>("cube.gltf");
```

As these changes are reflected in the `LoadContext` as well as the
`AssetServer`, custom `AssetLoaders` can also take advantage of this
behaviour to create more complex assets.

---

## Change Log

- Updated `custom_asset` example to demonstrate extension-less assets.
- Added `AssetServer::get_handles_untyped` and Added
`AssetServer::get_path_ids`

## Notes

As a part of that refactor, I chose to store `AssetLoader`s (within
`AssetLoaders`) using a `HashMap<TypeId, ...>` instead of a `Vec<...>`.
My reasoning for this was I needed to add a relationship between `Asset`
`TypeId`s and the `AssetLoader`, so instead of having a `Vec` and a
`HashMap`, I combined the two, removing the `usize` index from the
adjacent maps.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-31 14:58:08 +00:00
Lixou
16d28ccb91
RenderGraph Labelization (#10644)
# Objective

The whole `Cow<'static, str>` naming for nodes and subgraphs in
`RenderGraph` is a mess.

## Solution

Replaces hardcoded and potentially overlapping strings for nodes and
subgraphs inside `RenderGraph` with bevy's labelsystem.

---

## Changelog

* Two new labels: `RenderLabel` and `RenderSubGraph`.
* Replaced all uses for hardcoded strings with those labels
* Moved `Taa` label from its own mod to all the other `Labels3d`
* `add_render_graph_edges` now needs a tuple of labels
* Moved `ScreenSpaceAmbientOcclusion` label from its own mod with the
`ShadowPass` label to `LabelsPbr`
* Removed  `NodeId`
* Renamed `Edges.id()` to `Edges.label()`
* Removed `NodeLabel`
* Changed examples according to the new label system
* Introduced new `RenderLabel`s: `Labels2d`, `Labels3d`, `LabelsPbr`,
`LabelsUi`
* Introduced new `RenderSubGraph`s: `SubGraph2d`, `SubGraph3d`,
`SubGraphUi`
* Removed `Reflect` and `Default` derive from `CameraRenderGraph`
component struct
* Improved some error messages

## Migration Guide

For Nodes and SubGraphs, instead of using hardcoded strings, you now
pass labels, which can be derived with structs and enums.

```rs
// old
#[derive(Default)]
struct MyRenderNode;
impl MyRenderNode {
    pub const NAME: &'static str = "my_render_node"
}

render_app
    .add_render_graph_node::<ViewNodeRunner<MyRenderNode>>(
        core_3d::graph::NAME,
        MyRenderNode::NAME,
    )
    .add_render_graph_edges(
        core_3d::graph::NAME,
        &[
            core_3d::graph::node::TONEMAPPING,
            MyRenderNode::NAME,
            core_3d::graph::node::END_MAIN_PASS_POST_PROCESSING,
        ],
    );

// new
use bevy::core_pipeline::core_3d::graph::{Labels3d, SubGraph3d};

#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
pub struct MyRenderLabel;

#[derive(Default)]
struct MyRenderNode;

render_app
    .add_render_graph_node::<ViewNodeRunner<MyRenderNode>>(
        SubGraph3d,
        MyRenderLabel,
    )
    .add_render_graph_edges(
        SubGraph3d,
        (
            Labels3d::Tonemapping,
            MyRenderLabel,
            Labels3d::EndMainPassPostProcessing,
        ),
    );
```

### SubGraphs

#### in `bevy_core_pipeline::core_2d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `NAME` | `SubGraph2d` |

#### in `bevy_core_pipeline::core_3d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `NAME` | `SubGraph3d` |

#### in `bevy_ui::render`
| old string-based path | new label |
|-----------------------|-----------|
| `draw_ui_graph::NAME` | `graph::SubGraphUi` |

### Nodes

#### in `bevy_core_pipeline::core_2d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `node::MSAA_WRITEBACK` | `Labels2d::MsaaWriteback` | 
| `node::MAIN_PASS` | `Labels2d::MainPass` | 
| `node::BLOOM` | `Labels2d::Bloom` | 
| `node::TONEMAPPING` | `Labels2d::Tonemapping` | 
| `node::FXAA` | `Labels2d::Fxaa` | 
| `node::UPSCALING` | `Labels2d::Upscaling` | 
| `node::CONTRAST_ADAPTIVE_SHARPENING` |
`Labels2d::ConstrastAdaptiveSharpening` |
| `node::END_MAIN_PASS_POST_PROCESSING` |
`Labels2d::EndMainPassPostProcessing` |

#### in `bevy_core_pipeline::core_3d::graph`
| old string-based path | new label |
|-----------------------|-----------|
| `node::MSAA_WRITEBACK` | `Labels3d::MsaaWriteback` | 
| `node::PREPASS` | `Labels3d::Prepass` | 
| `node::DEFERRED_PREPASS` | `Labels3d::DeferredPrepass` | 
| `node::COPY_DEFERRED_LIGHTING_ID` | `Labels3d::CopyDeferredLightingId`
|
| `node::END_PREPASSES` | `Labels3d::EndPrepasses` | 
| `node::START_MAIN_PASS` | `Labels3d::StartMainPass` | 
| `node::MAIN_OPAQUE_PASS` | `Labels3d::MainOpaquePass` | 
| `node::MAIN_TRANSMISSIVE_PASS` | `Labels3d::MainTransmissivePass` | 
| `node::MAIN_TRANSPARENT_PASS` | `Labels3d::MainTransparentPass` | 
| `node::END_MAIN_PASS` | `Labels3d::EndMainPass` | 
| `node::BLOOM` | `Labels3d::Bloom` | 
| `node::TONEMAPPING` | `Labels3d::Tonemapping` | 
| `node::FXAA` | `Labels3d::Fxaa` | 
| `node::UPSCALING` | `Labels3d::Upscaling` | 
| `node::CONTRAST_ADAPTIVE_SHARPENING` |
`Labels3d::ContrastAdaptiveSharpening` |
| `node::END_MAIN_PASS_POST_PROCESSING` |
`Labels3d::EndMainPassPostProcessing` |

#### in `bevy_core_pipeline`
| old string-based path | new label |
|-----------------------|-----------|
| `taa::draw_3d_graph::node::TAA` | `Labels3d::Taa` |

#### in `bevy_pbr`
| old string-based path | new label |
|-----------------------|-----------|
| `draw_3d_graph::node::SHADOW_PASS` | `LabelsPbr::ShadowPass` |
| `ssao::draw_3d_graph::node::SCREEN_SPACE_AMBIENT_OCCLUSION` |
`LabelsPbr::ScreenSpaceAmbientOcclusion` |
| `deferred::DEFFERED_LIGHTING_PASS` | `LabelsPbr::DeferredLightingPass`
|

#### in `bevy_render`
| old string-based path | new label |
|-----------------------|-----------|
| `main_graph::node::CAMERA_DRIVER` | `graph::CameraDriverLabel` |

#### in `bevy_ui::render`
| old string-based path | new label |
|-----------------------|-----------|
| `draw_ui_graph::node::UI_PASS` | `graph::LabelsUi::UiPass` |

---

## Future work

* Make `NodeSlot`s also use types. Ideally, we have an enum with unit
variants where every variant resembles one slot. Then to make sure you
are using the right slot enum and make rust-analyzer play nicely with
it, we should make an associated type in the `Node` trait. With today's
system, we can introduce 3rd party slots to a node, and i wasnt sure if
this was used, so I didn't do this in this PR.

## Unresolved Questions

When looking at the `post_processing` example, we have a struct for the
label and a struct for the node, this seems like boilerplate and on
discord, @IceSentry (sowy for the ping)
[asked](https://discord.com/channels/691052431525675048/743663924229963868/1175197016947699742)
if a node could automatically introduce a label (or i completely
misunderstood that). The problem with that is, that nodes like
`EmptyNode` exist multiple times *inside the same* (sub)graph, so there
we need extern labels to distinguish between those. Hopefully we can
find a way to reduce boilerplate and still have everything unique. For
EmptyNode, we could maybe make a macro which implements an "empty node"
for a type, but for nodes which contain code and need to be present
multiple times, this could get nasty...
2024-01-31 14:51:19 +00:00
Tristan Guichaoua
b66f2fd7c4
bevy_ptr: fix unsafe_op_in_unsafe_fn lint (#11610)
# Objective

- Part of #11590

## Solution

Fix `unsafe_op_in_unsafe_fn` for `bevy_ptr`.
2024-01-30 23:37:29 +00:00
BD103
6990c0ec24
Mark DynamicPluginLoadError internal error types as source (#11618)
# Objective

- [`thiserror`](https://docs.rs/thiserror/) is used to derive the error
type on `bevy_dynamic_plugin`'s
[`DynamicPluginLoadError`](https://docs.rs/bevy_dynamic_plugin/latest/bevy_dynamic_plugin/enum.DynamicPluginLoadError.html).
- It is an enum where each variant wraps a `libloading` error type.
- `thiserror` supports marking this internal error types as `#[source]`
so it can automatically fill out the
[`Error::source`](https://doc.rust-lang.org/std/error/trait.Error.html#method.source)
method.
- This allows other error handling libraries to get more information
about the error than what Bevy by default provides. It increases
interoperability between libraries.

## Solution

- Mark the internal `libloading::Error` of `DynamicPluginLoadError` with
`#[source]`.

---

## Changelog


- Implemented the
[`Error::source`](https://doc.rust-lang.org/std/error/trait.Error.html#method.source)
method for
[`DynamicPluginLoadError`](https://docs.rs/bevy_dynamic_plugin/latest/bevy_dynamic_plugin/enum.DynamicPluginLoadError.html).

---

Here is the output from `cargo-expand` before and after the change.

```rust
// Before
impl Error for DynamicPluginLoadError {}
```

```rust
// After
impl Error for DynamicPluginLoadError {
    fn source(&self) -> Option<&(dyn Error + 'static)> {
        use thiserror::__private::AsDynError as _;

        match self {
            DynamicPluginLoadError::Library { 0: source, .. } => {
                Some(source.as_dyn_error())
            }
            DynamicPluginLoadError::Plugin { 0: source, .. } => {
                Some(source.as_dyn_error())
            }
        }
    }
}
```
2024-01-30 23:37:00 +00:00
CowSociety
ad0af31b05
Make SavedAsset::get_labeled accept &str as label (#11612)
# Objective

- SavedAsset's iter_labels returns ```&str```, however accessing
LabeledAssets requires ```CowArc<'static, str>```
- Although SavedAsset holds UntypedHandles in its hashmap of
LabeledAssets, they are inaccessible as LabeledAssets are casted to
SavedAsset or ErasedLoadedAsset, which don't contain their
UntypedHandles
- Adresses #11609

## Solution

- Used Trait bounds to allow for either ```CowArc<'static, str>``` or
```&str``` to be used as a label in get_labeled and get_erased_labeled.
- Added method get_untyped_handle to get UntypedHandle from the
LabeledAsset.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-30 22:18:41 +00:00
Ikko Eltociear Ashimine
14f1a4f10e
Update cursor.rs (#11617)
# Objective

- BEGGINING -> BEGINNING
2024-01-30 16:34:17 +00:00
radiish
df761af49b
reflection: replace impl_reflect_struct with impl_reflect (#11437)
# Objective

- `impl_reflect_struct` doesn't cover tuple structs or enums.
- Problem brought up [on
Discord](https://discord.com/channels/691052431525675048/1002362493634629796/1190623345817960463).

## Solution

- Replaces `impl_reflect_struct` with the new `impl_reflect` which works
for tuple structs and enums too.

---

## Changelog

- Internally in `bevy_reflect_derive`, we have a new `ReflectProvenance`
type which is composed of `ReflectTraitToImpl` and `ReflectSource`.
- `impl_reflect_struct` is gone and totally superseded by
`impl_reflect`.

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-01-30 14:39:01 +00:00
Tristan Guichaoua
4b7ef44bb4
impl Borrow and AsRef for CowArc (#11616)
# Objective

- Allow `HashMap<Cow<'_, T>, _>` to use `&T` as key for `HashMap::get`
- Makes `CowArc` more like `Cow`

## Solution

Implements `Borrow<T>` and `AsRef<T>` for `CowArc<T>`.
2024-01-30 14:27:53 +00:00
Brian Reavis
6b40b6749e
RenderAssetPersistencePolicy → RenderAssetUsages (#11399)
# Objective

Right now, all assets in the main world get extracted and prepared in
the render world (if the asset's using the RenderAssetPlugin). This is
unfortunate for two cases:

1. **TextureAtlas** / **FontAtlas**: This one's huge. The individual
`Image` assets that make up the atlas are cloned and prepared
individually when there's no reason for them to be. The atlas textures
are built on the CPU in the main world. *There can be hundreds of images
that get prepared for rendering only not to be used.*
2. If one loads an Image and needs to transform it in a system before
rendering it, kind of like the [decompression
example](https://github.com/bevyengine/bevy/blob/main/examples/asset/asset_decompression.rs#L120),
there's a price paid for extracting & preparing the asset that's not
intended to be rendered yet.

------

* References #10520
* References #1782

## Solution

This changes the `RenderAssetPersistencePolicy` enum to bitflags. I felt
that the objective with the parameter is so similar in nature to wgpu's
[`TextureUsages`](https://docs.rs/wgpu/latest/wgpu/struct.TextureUsages.html)
and
[`BufferUsages`](https://docs.rs/wgpu/latest/wgpu/struct.BufferUsages.html),
that it may as well be just like that.

```rust
// This asset only needs to be in the main world. Don't extract and prepare it.
RenderAssetUsages::MAIN_WORLD

// Keep this asset in the main world and  
RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD

// This asset is only needed in the render world. Remove it from the asset server once extracted.
RenderAssetUsages::RENDER_WORLD
```

### Alternate Solution

I considered introducing a third field to `RenderAssetPersistencePolicy`
enum:
```rust
enum RenderAssetPersistencePolicy {
    /// Keep the asset in the main world after extracting to the render world.
    Keep,
    /// Remove the asset from the main world after extracting to the render world.
    Unload,
    /// This doesn't need to be in the render world at all.
    NoExtract, // <-----
}
```
Functional, but this seemed like shoehorning. Another option is renaming
the enum to something like:
```rust
enum RenderAssetExtractionPolicy {
    /// Extract the asset and keep it in the main world.
    Extract,
    /// Remove the asset from the main world after extracting to the render world.
    ExtractAndUnload,
    /// This doesn't need to be in the render world at all.
    NoExtract,
}
```
I think this last one could be a good option if the bitflags are too
clunky.

## Migration Guide

* `RenderAssetPersistencePolicy::Keep` → `RenderAssetUsage::MAIN_WORLD |
RenderAssetUsage::RENDER_WORLD` (or `RenderAssetUsage::default()`)
* `RenderAssetPersistencePolicy::Unload` →
`RenderAssetUsage::RENDER_WORLD`
* For types implementing the `RenderAsset` trait, change `fn
persistence_policy(&self) -> RenderAssetPersistencePolicy` to `fn
asset_usage(&self) -> RenderAssetUsages`.
* Change any references to `cpu_persistent_access`
(`RenderAssetPersistencePolicy`) to `asset_usage` (`RenderAssetUsage`).
This applies to `Image`, `Mesh`, and a few other types.
2024-01-30 13:22:10 +00:00
Kanabenki
e94297fdce
Replace the cubic_spline_interpolation macro with a generic function (#11605)
# Objective

- Address a `TODO` item in `bevy_animation`.

## Solution

- Replace the `cubic_spline_interpolation` macro with a function.

The function isn't marked as `#[inline(always)]` but from what I checked
with `cargo asm` it gets inlined (even in debug, unless I explicitly add
`#[inline(never)]`), so this should be identical to the macro. If needed
I can add the attribute.
2024-01-29 19:50:30 +00:00
dependabot[bot]
a6ec32aca4
Update erased-serde requirement from 0.3 to 0.4 (#11599)
Updates the requirements on
[erased-serde](https://github.com/dtolnay/erased-serde) to permit the
latest version.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/dtolnay/erased-serde/releases">erased-serde's
releases</a>.</em></p>
<blockquote>
<h2>0.4.2</h2>
<ul>
<li>Update proc-macro2 to fix caching issue when using a rustc-wrapper
such as sccache</li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="8f555a2db2"><code>8f555a2</code></a>
Release 0.4.2</li>
<li><a
href="450a9108fc"><code>450a910</code></a>
Pull in proc-macro2 sccache fix</li>
<li><a
href="4726cdb49d"><code>4726cdb</code></a>
Release 0.4.1</li>
<li><a
href="4e04e70902"><code>4e04e70</code></a>
Merge pull request <a
href="https://redirect.github.com/dtolnay/erased-serde/issues/101">#101</a>
from dtolnay/sererror</li>
<li><a
href="c670c72da5"><code>c670c72</code></a>
Preserve error message of errors originated from Serialize impl</li>
<li><a
href="6893670cca"><code>6893670</code></a>
Ignore box_collection clippy lint</li>
<li><a
href="7ddf6aadd8"><code>7ddf6aa</code></a>
Merge pull request <a
href="https://redirect.github.com/dtolnay/erased-serde/issues/100">#100</a>
from KodrAus/fix/failing-serialize-impl</li>
<li><a
href="8227d20573"><code>8227d20</code></a>
handle the case where a Serialize fails without calling the
Serializer</li>
<li><a
href="160c15393e"><code>160c153</code></a>
Release 0.4.0</li>
<li><a
href="2e48977019"><code>2e48977</code></a>
Merge pull request <a
href="https://redirect.github.com/dtolnay/erased-serde/issues/99">#99</a>
from dtolnay/bench</li>
<li>Additional commits viewable in <a
href="https://github.com/dtolnay/erased-serde/compare/0.3.0...0.4.2">compare
view</a></li>
</ul>
</details>
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2024-01-29 19:03:55 +00:00
Gino Valente
379b9e5cb6
bevy_reflect: Split #[reflect(where)] (#11597)
# Objective

Revert the changes to type parameter bounds introduced in #9046,
improves the `#[reflect(where)]` attribute (also from #9046), and adds
the ability to opt out of field bounds.

This is based on suggestions by @soqb and discussion on
[Discord](https://discord.com/channels/691052431525675048/1002362493634629796/1201227833826103427).

## Solution

Reverts the changes to type parameter bounds when deriving `Reflect`,
introduced in #9046. This was originally done as a means of fixing a
recursion issue (#8965). However, as @soqb pointed out, we could achieve
the same result by simply making an opt-out attribute instead of messing
with the type parameter bounds.

This PR has four main changes:
1. Reverts the type parameter bounds from #9046
2. Includes `TypePath` as a default bound for active fields
3. Changes `#reflect(where)]` to be strictly additive
4. Adds `#reflect(no_field_bounds)]` to opt out of field bounds

Change 1 means that, like before, type parameters only receive at most
the `TypePath` bound (if `#[reflect(type_path = false)]` is not present)
and active fields receive the `Reflect` or `FromReflect` bound. And with
Change 2, they will also receive `TypePath` (since it's indirectly
required by `Typed` to construct `NamedField` and `UnnamedField`
instances).

Change 3 was made to make room for Change 4. By splitting out the
responsibility of `#reflect(where)]`, we can use it with or without
`#reflect(no_field_bounds)]` for various use cases.

For example, if we hadn't done this, the following would have failed:

```rust
// Since we're not using `#reflect(no_field_bounds)]`, 
// `T::Assoc` is automatically given the required bounds
// of `FromReflect + TypePath`
#[derive(Reflect)]
#[reflect(where T::Assoc: OtherTrait)]
struct Foo<T: MyTrait> {
  value: T::Assoc,
}
```

This provides more flexibility to the user while still letting them add
or remove most trait bounds.

And to solve the original recursion issue, we can do:

```rust
#[derive(Reflect)]
#[reflect(no_field_bounds)] // <-- Added
struct Foo {
  foo: Vec<Foo>
}
```

#### Bounds

All in all, we now have four sets of trait bounds:
- `Self` gets the bounds `Any + Send + Sync`
- Type parameters get the bound `TypePath`. This can be opted out of
with `#[reflect(type_path = false)]`
- Active fields get the bounds `TypePath` and `FromReflect`/`Reflect`
bounds. This can be opted out of with `#reflect(no_field_bounds)]`
- Custom bounds can be added with `#[reflect(where)]`

---

## Changelog

- Revert some changes #9046
- `#reflect(where)]` is now strictly additive
- Added `#reflect(no_field_bounds)]` attribute to opt out of automatic
field trait bounds when deriving `Reflect`
- Made the `TypePath` requirement on fields when deriving `Reflect` more
explicit

## Migration Guide

> [!important]
> This PR shouldn't be a breaking change relative to the current version
of Bevy (v0.12). And since it removes the breaking parts of #9046, that
PR also won't need a migration guide.
2024-01-29 17:54:17 +00:00
Joona Aalto
a9f061e909
Add Capsule2d primitive (#11585)
# Objective

Currently, the `Capsule` primitive is technically dimension-agnostic in
that it implements both `Primitive2d` and `Primitive3d`. This seems good
on paper, but it can often be useful to have separate 2D and 3D versions
of primitives.

For example, one might want a two-dimensional capsule mesh. We can't
really implement both 2D and 3D meshing for the same type using the
upcoming `Meshable` trait (see #11431). We also currently don't
implement `Bounded2d` for `Capsule`, see
https://github.com/bevyengine/bevy/pull/11336#issuecomment-1890797788.

Having 2D and 3D separate at a type level is more explicit, and also
more consistent with the existing primitives, as there are no other
types that implement both `Primitive2d` and `Primitive3d` at the same
time.

## Solution

Rename `Capsule` to `Capsule3d` and add `Capsule2d`. `Capsule2d`
implements `Bounded2d`.

For now, I went for `Capsule2d` for the sake of consistency and clarity.
Mathematically the more accurate term would be `Stadium` or `Pill` (see
[Wikipedia](https://en.wikipedia.org/wiki/Stadium_(geometry))), but
those might be less obvious to game devs. For reference, Godot has
[`CapsuleShape2D`](https://docs.godotengine.org/en/stable/classes/class_capsuleshape2d.html).
I can rename it if others think the geometrically correct name is better
though.

---

## Changelog

- Renamed `Capsule` to `Capsule3d`
- Added `Capsule2d` with `Bounded2d` implemented

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-29 17:52:04 +00:00
Rob Parrett
1bc293f33a
Use IntersectsVolume for breakout example collisions (#11500)
# Objective

Fixes #11479

## Solution

- Remove `collide_aabb.rs`
- Re-implement the example-specific collision code in the example,
taking advantage of the new `IntersectsVolume` trait.

## Changelog

- Removed `sprite::collide_aabb::collide` and
`sprite::collide_aabb::Collision`.

## Migration Guide

`sprite::collide_aabb::collide` and `sprite::collide_aabb::Collision`
were removed.

```rust
// Before
let collision = bevy::sprite::collide_aabb::collide(a_pos, a_size, b_pos, b_size);
if collision.is_some() {
    // ...
}

// After
let collision = Aabb2d::new(a_pos.truncate(), a_size / 2.)
    .intersects(&Aabb2d::new(b_pos.truncate(), b_size / 2.));
if collision {
    // ...
}
```

If you were making use `collide_aabb::Collision`, see the new
`collide_with_side` function in the [`breakout`
example](https://bevyengine.org/examples/Games/breakout/).

## Discussion

As discussed in the linked issue, maybe we want to wait on `bevy_sprite`
generally making use of `Aabb2b` so users don't need to construct it
manually. But since they **do** need to construct the bounding circle
for the ball manually, this doesn't seem like a big deal to me.

---------

Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
2024-01-29 17:51:24 +00:00
Rafał Harabień
16ce8c6136
Optimize extract_clusters and prepare_clusters systems (#10633)
# Objective

When developing my game I realized `extract_clusters` and
`prepare_clusters` systems are taking a lot of time despite me creating
very little lights. Reducing number of clusters from the default 4096 to
2048 or less greatly improved performance and stabilized FPS (~300 ->
1000+). I debugged it and found out that the main reason for this is
cloning `VisiblePointLights` in `extract_clusters` system. It contains
light entities grouped by clusters that they affect. The problem is that
we clone 4096 (assuming the default clusters configuration) vectors
every frame. If many of them happen to be non-empty it starts to be a
bottleneck because there is a lot of heap allocation. It wouldn't be a
problem if we reused those vectors in following frames but we don't.

## Solution

Avoid cloning multiple vectors and instead build a single vector
containing data for all clusters.

I've recorded a trace in `3d_scene` example with disabled v-sync before
and after the change.
Mean FPS went from 424 to 990. Mean time for `extract_clusters` system
was reduced from 210 us to 24 us and `prepare_clusters` from 189 us to
87 us.


![image](https://github.com/bevyengine/bevy/assets/160391/ab66aa9d-1fa7-4993-9827-8be76b530972)

---

## Changelog

- Improved performance of `extract_clusters` and `prepare_clusters`
systems for scenes where lights affect a big part of it.
2024-01-29 17:50:22 +00:00
Charles Bournhonesque
b17d42dbe9
Add a doctest example for EntityMapper (#11583)
# Objective

Fixes: https://github.com/bevyengine/bevy/issues/11549 

Add a doctest example of what a custom implementation of an
`EntityMapper` would look like.

(need to wait until https://github.com/bevyengine/bevy/pull/11428 is
merged)

---------

Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
2024-01-29 16:56:44 +00:00
Joona Aalto
2bf481c03b
Add Meshable trait and implement meshing for 2D primitives (#11431)
# Objective

The first part of #10569, split up from #11007.

The goal is to implement meshing support for Bevy's new geometric
primitives, starting with 2D primitives. 3D meshing will be added in a
follow-up, and we can consider removing the old mesh shapes completely.

## Solution

Add a `Meshable` trait that primitives need to implement to support
meshing, as suggested by the
[RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/12-primitive-shapes.md#meshing).

```rust
/// A trait for shapes that can be turned into a [`Mesh`].
pub trait Meshable {
    /// The output of [`Self::mesh`]. This can either be a [`Mesh`]
    /// or a builder used for creating a [`Mesh`].
    type Output;

    /// Creates a [`Mesh`] for a shape.
    fn mesh(&self) -> Self::Output;
}
```

This PR implements it for the following primitives:

- `Circle`
- `Ellipse`
- `Rectangle`
- `RegularPolygon`
- `Triangle2d`

The `mesh` method typically returns a builder-like struct such as
`CircleMeshBuilder`. This is needed to support shape-specific
configuration for things like mesh resolution or UV configuration:

```rust
meshes.add(Circle { radius: 0.5 }.mesh().resolution(64));
```

Note that if no configuration is needed, you can even skip calling
`mesh` because `From<MyPrimitive>` is implemented for `Mesh`:

```rust
meshes.add(Circle { radius: 0.5 });
```

I also updated the `2d_shapes` example to use primitives, and tweaked
the colors to have better contrast against the dark background.

Before:

![Old 2D
shapes](https://github.com/bevyengine/bevy/assets/57632562/f1d8c2d5-55be-495f-8ed4-5890154b81ca)

After:

![New 2D
shapes](https://github.com/bevyengine/bevy/assets/57632562/f166c013-34b8-4752-800a-5517b284d978)

Here you can see the UVs and different facing directions: (taken from
#11007, so excuse the 3D primitives at the bottom left)

![UVs and facing
directions](https://github.com/bevyengine/bevy/assets/57632562/eaf0be4e-187d-4b6d-8fb8-c996ba295a8a)

---

## Changelog

- Added `bevy_render::mesh::primitives` module
- Added `Meshable` trait and implemented it for:
  - `Circle`
  - `Ellipse`
  - `Rectangle`
  - `RegularPolygon`
  - `Triangle2d`
- Implemented `Default` and `Copy` for several 2D primitives
- Updated `2d_shapes` example to use primitives
- Tweaked colors in `2d_shapes` example to have better contrast against
the (new-ish) dark background

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-29 16:47:47 +00:00
Alice Cecile
149a313850
Add an example demonstrating how to send and receive events in the same system (#11574)
# Objective

- Sending and receiving events of the same type in the same system is a
reasonably common need, generally due to event filtering.
- However, actually doing so is non-trivial, as the borrow checker
simultaneous hates mutable and immutable access.

## Solution

- Demonstrate two sensible patterns for doing so.
- Update the `ManualEventReader` docs to be more clear and link to this
example.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
Co-authored-by: ickk <git@ickk.io>
2024-01-29 16:41:27 +00:00
vero
45967b03b5
Fix specular envmap in deferred (#11534)
# Objective

- Fixes #11414

## Solution

- Add specular occlusion to g-buffer so PbrInput can be properly
reconstructed for shading with a non-zero value allowing the spec envmap
to be seen


![image](https://github.com/bevyengine/bevy/assets/11307157/84aa8312-7c06-4dc7-92da-5d94b54b133d)

---------

Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2024-01-29 16:39:49 +00:00
Joona Aalto
70f7d9598a
Add Mesh transformation (#11454)
# Objective

It can sometimes be useful to transform actual `Mesh` data without
needing to change the `Transform` of an entity. For example, one might
want to spawn a circle mesh facing up instead of facing Z, or to spawn a
mesh slightly offset without needing child entities.

## Solution

Add `transform_by` and `transformed_by` methods to `Mesh`. They take a
`Transform` and apply the translation, rotation, and scale to vertex
positions, and the rotation to normals and tangents.

In the `load_gltf` example, with this system:

```rust
fn transform(time: Res<Time>, mut q: Query<&mut Handle<Mesh>>, mut meshes: ResMut<Assets<Mesh>>) {
    let sin = 0.0025 * time.elapsed_seconds().sin();

    for mesh_handle in &mut q {
        if let Some(mesh) = meshes.get_mut(mesh_handle.clone_weak()) {
            let transform =
                Transform::from_rotation(Quat::from_rotation_y(0.75 * time.delta_seconds()))
                    .with_scale(Vec3::splat(1.0 + sin));
            mesh.transform_by(transform);
        }
    }
}
```

it looks like this:


https://github.com/bevyengine/bevy/assets/57632562/60432456-6d28-4d06-9c94-2f4148f5acd5
2024-01-29 16:34:19 +00:00
Joona Aalto
92567490a9
Add more constructors and math helpers for primitive shapes (#10632)
# Objective

Working towards finishing a part of #10572, this PR adds a ton of math
helpers and useful constructors for primitive shapes. I also tried
fixing some naming inconsistencies.

## Solution

- Add mathematical helpers like `area`, `volume`, `perimeter`,
`RegularPolygon::inradius` and so on, trying to cover all core
mathematical properties of each shape
- Add some constructors like `Rectangle::from_corners`,
`Cuboid::from_corners` and `Plane3d::from_points`

I also derived `PartialEq` for the shapes where it's trivial. Primitives
like `Line2d` and `Segment2d` are not trivial because you could argue
that they would be equal if they had an opposite direction.

All mathematical methods have tests with reference values computed by
hand or with external tools.

## Todo

- [x] Add tests to verify that the values from mathematical helpers are
correct

---------

Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
2024-01-29 16:04:51 +00:00
Chia-Hsiang Cheng
fb124c35be
Avoid unconditionally unwrapping the Result - UI Stack System (#11575)
# Objective

- Fixes #11572

## Solution

- Avoid unconditionally unwrapping the `Result` in the `ui_stack_system`
function.
2024-01-29 02:38:41 +00:00
Tristan Guichaoua
b0f5d4df58
Enable the unsafe_op_in_unsafe_fn lint (#11591)
# Objective

- Partial fix of #11590

## Solution

- Enable `unsafe_op_in_unsafe_fn` at workspace level
- Fix the lint for most of the crates
2024-01-28 23:18:11 +00:00
vero
eb8de36922
Cleanup bevy winit (#11489)
# Objective

Get #11257 changes merged.

I rewrote them one by one checking each to ensure correctness. In
particular, the window rescale logic changes to accomodate mut app
access are double checked. Not all changes have been included as some of
bevy_winit has since changed, and i am not confident including them.
Namely, the `run_app_update_if_should` change.

### Notes to reviewers

Review commits individually, use the "Hide whitespaces" diff display
mode.

## Changelog

* `bevy:🪟:WindowMoved`'s `entity` field has been renamed to
`window`


## Migration Guide

`bevy:🪟:WindowMoved`'s `entity` field has been renamed to
`window`. This is to be more consistent with other windowing events.

Consider changing usage:

```diff
-window_moved.entity
+window_moved.window
```

---------

Co-authored-by: François <mockersf@gmail.com>
2024-01-28 21:09:23 +00:00
Kanabenki
dad379cdca
Add a getter for asset watching status on AssetServer (#11578)
# Objective

- Closes #11490.
- Allow retrieving the current asset watch behavior from the
`AssetServer`.

## Solution

- Add the corresponding getter. (also fixes some trailing whitespace).

A corresponding helper could also be added on the `AssetPlugin` struct
(returning `self.watch_for_changes_override.unwrap_or(cfg!(feature =
"watch"))`), but it seems it isn't a current practice to have actual
methods on the plugin structs appart from the `Plugin` impl.

---

## Changelog

### Added

Added `watching_for_changes` getter on `AssetServer`.

---------

Co-authored-by: Mateusz Wachowiak <mateusz_wachowiak@outlook.com>
2024-01-28 20:15:14 +00:00
NiseVoid
8851532890
Add RayTest2d and RayTest3d (#11310)
# Objective

Implement a raycast intersection test for bounding volumes

## Solution

- Implement RayTest2d and RayTest3d types

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
2024-01-28 20:12:08 +00:00
Charles Bournhonesque
9223201d54
Make the MapEntities trait generic over Mappers, and add a simpler EntityMapper (#11428)
# Objective

My motivation are to resolve some of the issues I describe in this
[PR](https://github.com/bevyengine/bevy/issues/11415):
- not being able to easily mapping entities because the current
EntityMapper requires `&mut World` access
- not being able to create my own `EntityMapper` because some components
(`Parent` or `Children`) do not provide any public way of modifying the
inner entities

This PR makes the `MapEntities` trait accept a generic type that
implements `Mapper` to perform the mapping.
This means we don't need to use `EntityMapper` to perform our mapping,
we can use any type that implements `Mapper`. Basically this change is
very similar to what `serde` does. Instead of specifying directly how to
map entities for a given type, we have 2 distinct steps:
- the user implements `MapEntities` to define how the type will be
traversed and which `Entity`s will be mapped
  - the `Mapper` defines how the mapping is actually done
This is similar to the distinction between `Serialize` (`MapEntities`)
and `Serializer` (`Mapper`).

This allows networking library to map entities without having to use the
existing `EntityMapper` (which requires `&mut World` access and the use
of `world_scope()`)


## Migration Guide
- The existing `EntityMapper` (notably used to replicate `Scenes` across
different `World`s) has been renamed to `SceneEntityMapper`

- The `MapEntities` trait now works with a generic `EntityMapper`
instead of the specific struct `EntityMapper`.
Calls to `fn map_entities(&mut self, entity_mapper: &mut EntityMapper)`
need to be updated to
`fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M)`

- The new trait `EntityMapper` has been added to the prelude

---------

Co-authored-by: Charles Bournhonesque <cbournhonesque@snapchat.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
2024-01-28 19:51:46 +00:00
Stepan Koltsov
3a2e00a7d3
Document RegularPolygon (#11017)
By writing a test.

For changes like https://github.com/bevyengine/bevy/pull/10928, it is
useful to observe possible behavior change not only by running examples.
2024-01-28 19:21:37 +00:00
BD103
069a8776f5
Feature-gate all references to bevy_text in bevy_ui (#11391)
# Objective

- `bevy_ui` fails to compile without `bevy_text` being enabled.
- Fixes #11363.

## Solution

- Add `#[cfg(feature = "bevy_text")]` to all items that require it.

I think this change is honestly a bit ugly, but I can't see any other
way around it. I considered making `bevy_text` required, but we agreed
[on
Discord](https://discord.com/channels/691052431525675048/743663673393938453/1196868117486379148)
that there were some use cases for `bevy_ui` without `bevy_text`. If you
have any ideas that decreases the amount of `#[cfg(...)]`s and
`#[allow(...)]`s, that would be greatly appreciated.

This was tested by running the following commands:

```shell
$ cargo clippy -p bevy_ui
$ cargo clippy -p bevy_ui -F bevy_text
$ cargo run -p ci
```

---

## Changelog

- Fixed `bevy_ui` not compiling without `bevy_text`.
2024-01-28 16:24:54 +00:00
Gino Valente
6e959db134
bevy_reflect: Type parameter bounds (#9046)
# Objective

Fixes #8965.

#### Background

For convenience and to ensure everything is setup properly, we
automatically add certain bounds to the derived types. The current
implementation does this by taking the types from all active fields and
adding them to the where-clause of the generated impls. I believe this
method was chosen because it won't add bounds to types that are
otherwise ignored.

```rust
#[derive(Reflect)]
struct Foo<T, U: SomeTrait, V> {
  t: T,
  u: U::Assoc,
  #[reflect(ignore)]
  v: [V; 2]
}

// Generates something like:
impl<T, U: SomeTrait, V> for Foo<T, U, V>
where
  // Active:
  T: Reflect,
  U::Assoc: Reflect,

  // Ignored:
  [V; 2]: Send + Sync + Any
{
  // ...
}
```

The self-referential type fails because it ends up using _itself_ as a
type bound due to being one of its own active fields.

```rust
#[derive(Reflect)]
struct Foo {
  foo: Vec<Foo>
}

// Foo where Vec<Foo>: Reflect -> Vec<T> where T: Reflect -> Foo where Vec<Foo>: Reflect -> ...
```

## Solution

We can't simply parse all field types for the name of our type. That
would be both complex and prone to errors and false-positives. And even
if it wasn't, what would we replace the bound with?

Instead, I opted to go for a solution that only adds the bounds to what
really needs it: the type parameters. While the bounds on concrete types
make errors a bit cleaner, they aren't strictly necessary. This means we
can change our generated where-clause to only add bounds to generic type
parameters.

Doing this, though, returns us back to the problem of over-bounding
parameters that don't need to be bounded. To solve this, I added a new
container attribute (based on
[this](https://github.com/dtolnay/syn/issues/422#issuecomment-406882925)
comment and @nicopap's
[comment](https://github.com/bevyengine/bevy/pull/9046#issuecomment-1623593780))
that allows us to pass in a custom where clause to modify what bounds
are added to these type parameters.

This allows us to do stuff like:

```rust
trait Trait {
  type Assoc;
}

// We don't need `T` to be reflectable since we only care about `T::Assoc`.
#[derive(Reflect)]
#[reflect(where T::Assoc: FromReflect)]
struct Foo<T: Trait>(T::Assoc);

#[derive(TypePath)]
struct Bar;

impl Trait for Bar {
  type Assoc = usize;
}

#[derive(Reflect)]
struct Baz {
  a: Foo<Bar>,
}
```

> **Note**
> I also
[tried](dc139ea34c)
allowing `#[reflect(ignore)]` to be used on the type parameters
themselves, but that proved problematic since the derive macro does not
consume the attribute. This is why I went with the container attribute
approach.

### Alternatives

One alternative could possibly be to just not add reflection bounds
automatically (i.e. only add required bounds like `Send`, `Sync`, `Any`,
and `TypePath`).

The downside here is we add more friction to using reflection, which
already comes with its own set of considerations. This is a potentially
viable option, but we really need to consider whether or not the
ergonomics hit is worth it.

If we did decide to go the more manual route, we should at least
consider something like #5772 to make it easier for users to add the
right bounds (although, this could still become tricky with
`FromReflect` also being automatically derived).

### Open Questions

1. Should we go with this approach or the manual alternative?
2. ~~Should we add a `skip_params` attribute to avoid the `T: 'static`
trick?~~ ~~Decided to go with `custom_where()` as it's the simplest~~
Scratch that, went with a normal where clause
3. ~~`custom_where` bikeshedding?~~ No longer needed since we are using
a normal where clause

### TODO

- [x] Add compile-fail tests

---

## Changelog

- Fixed issue preventing recursive types from deriving `Reflect`
- Changed how where-clause bounds are generated by the `Reflect` derive
macro
- They are now only applied to the type parameters, not to all active
fields
- Added `#[reflect(where T: Trait, U::Assoc: Trait, ...)]` container
attribute

## Migration Guide

When deriving `Reflect`, generic type params that do not need the
automatic reflection bounds (such as `Reflect`) applied to them will
need to opt-out using a custom where clause like: `#[reflect(where T:
Trait, U::Assoc: Trait, ...)]`.

The attribute can define custom bounds only used by the reflection
impls. To simply opt-out all the type params, we can pass in an empty
where clause: `#[reflect(where)]`.

```rust
// BEFORE:
#[derive(Reflect)]
struct Foo<T>(#[reflect(ignore)] T);

// AFTER:
#[derive(Reflect)]
#[reflect(where)]
struct Foo<T>(#[reflect(ignore)] T);
```

---------

Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2024-01-28 16:24:03 +00:00
pablo-lua
397d111ea7
Insert Gizmos config instead of Init (#11580)
# Objective

- Fixes #11569 

## Solution

- Add new methods to the Ext Trait 

---

## Changelog

### Added
- Added new methods to the trait `AppGizmoBuilder`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-01-28 15:00:09 +00:00
NiseVoid
755917fe4b
Derive PartialEq, Serialize, Deserialize and Reflect on primitives (#11514)
# Objective

- Implement common traits on primitives

## Solution

- Derive PartialEq on types that were missing it.
- Derive Copy on small types that were missing it.
- Derive Serialize/Deserialize if the feature on bevy_math is enabled.
- Add a lot of cursed stuff to the bevy_reflect `impls` module.
2024-01-28 14:55:30 +00:00
Alice Cecile
01ce75d7bf
Derive Debug for Framecount (#11573)
# Objective

- I wanted this for an example, and I think it's a fundamentally handy
debugging tool (with already public fields).

## Solution

-  `derive(Debug)` for `FrameCount`
2024-01-28 13:25:49 +00:00
Mateusz Wachowiak
59b4921827
Add Accessibility plugin to default plugins docs (#11512)
# Objective

- Fixes #11453

This is a temporary fix. There is PR fixing it (#11460), but I'm not
sure if it's going to be merged before the 0.13 release.
2024-01-28 10:04:43 +00:00
Stepan Koltsov
335c3ff17d
Rustdoc links in bevy_ui (#11555)
# Objective

No links between types make create rustdoc harder to understand.

## Solution

Add links. Also tweak some sentences.
2024-01-28 02:21:39 +00:00
Robert Walter
bcae8e9a8b
Implement Arc3D for Gizmos (#11540)
# Objective

- Implement an arc3d API for gizmos
- Solves #11536

## Solution

### `arc_3d`

- The current `arc3d` method on gizmos only takes an angle
- It draws an "standard arc" by default, this is an arc starting at
`Vec3::X`, in the XZ plane, in counter clockwise direction with a normal
that is facing up
- The "standard arc" can be customized with the usual gizmo builder
pattern. This way you'll be able to draw arbitrary arcs

### `short/long_arc_3d_between`

- Given `center`, `from`, `to` draws an arc between `from` and `to`

---

## Changelog

> This section is optional. If this was a trivial fix, or has no
externally-visible impact, you can delete this section.

- Added: `Gizmos::arc3d(&mut self, angle)` method
- Added: `Gizmos::long_arc_3d_between(&mut self, center, from, to)`
method
- Added: `Gizmos::short_arc_3d_between(&mut self, center, from, to)`
method

---

This PR factors out an orthogonal part of another PR as mentioned in
[this
comment](https://github.com/bevyengine/bevy/pull/11072#issuecomment-1883859573)
2024-01-28 02:13:17 +00:00
Lane Kolbly
9fcf862114
bevy_ecs: Add doc example for par_iter_mut (#11311) (#11499)
# Objective

Fixes #11311 

## Solution

Adds an example to the documentation for `par_iter_mut`. I didn't add
any examples to `par_iter`, because I couldn't think of a good example
and I figure users can infer that `par_iter` and `par_iter_mut` are
similar.
2024-01-28 02:13:03 +00:00