Commit graph

7156 commits

Author SHA1 Message Date
UkoeHB
ce32b5ca06
Add set_state extension method to Commands (#15083)
# Objective

- Improve the ergonomics of managing states.

## Solution

- Add `set_state` extension method to `Commands` so you don't need to
type out `ResMut<NextState<S>>` to update a state. It also reduces
system parameter list size when you already have `Commands`.
- I only updated a couple examples to showcase how it can be used. There
*is* a potential perf cost to introducing `Commands` so this method
shouldn't necessarily be used everywhere.

## Testing

- Tested the updated examples: `game_menu` and `alien_cake_addict`.

---

## Showcase

Add `Commands::set_state` method for easily updating states.

Set directly:
```rust
fn go_to_game(mut game_state: ResMut<NextState<GameState>>) {
    game_state.set(GameState::Play);
}
```

Set with commands (**NEW**):
```rust
fn go_to_game(mut commands: Commands) {
    commands.set_state(GameState::Play);
}
```
2024-09-09 15:58:09 +00:00
Alix Bott
82e416dc48
Split OrthographicProjection::default into 2d & 3d (Adopted) (#15073)
Adopted PR from dmlary, all credit to them!
https://github.com/bevyengine/bevy/pull/9915

Original description:

# Objective

The default value for `near` in `OrthographicProjection` should be
different for 2d & 3d.

For 2d using `near = -1000` allows bevy users to build up scenes using
background `z = 0`, and foreground elements `z > 0` similar to css.
However in 3d `near = -1000` results in objects behind the camera being
rendered. Using `near = 0` works for 3d, but forces 2d users to assign
`z <= 0` for rendered elements, putting the background at some arbitrary
negative value.

There is no common value for `near` that doesn't result in a footgun or
usability issue for either 2d or 3d, so they should have separate
values.

There was discussion about other options in the discord
[0](https://discord.com/channels/691052431525675048/1154114310042292325),
but splitting `default()` into `default_2d()` and `default_3d()` seemed
like the lowest cost approach.

Related/past work https://github.com/bevyengine/bevy/issues/9138,
https://github.com/bevyengine/bevy/pull/9214,
https://github.com/bevyengine/bevy/pull/9310,
https://github.com/bevyengine/bevy/pull/9537 (thanks to @Selene-Amanita
for the list)

## Solution

This commit splits `OrthographicProjection::default` into `default_2d`
and `default_3d`.

## Migration Guide

- In initialization of `OrthographicProjection`, change `..default()` to
`..OrthographicProjection::default_2d()` or
`..OrthographicProjection::default_3d()`

Example:
```diff
--- a/examples/3d/orthographic.rs
+++ b/examples/3d/orthographic.rs
@@ -20,7 +20,7 @@ fn setup(
         projection: OrthographicProjection {
             scale: 3.0,
             scaling_mode: ScalingMode::FixedVertical(2.0),
-            ..default()
+            ..OrthographicProjection::default_3d()
         }
         .into(),
         transform: Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
```

---------

Co-authored-by: David M. Lary <dmlary@gmail.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2024-09-09 15:51:28 +00:00
charlotte
8460cfa6ab
Fix AsBindGroup sampler validation. (#15071)
Kind of confused why this wasn't breaking for me pre-`0.15-dev` since
nothing obvious seems to have changed in `wgpu` upstream, but this fixes
it and ensures that we return the correct sample type re: the actual
device.
2024-09-09 15:48:33 +00:00
CrazyboyQCD
bca228fdaa
Simplify pick_rounded_rect (#15065)
# Objective

Simplify `pick_rounded_rect` with multiple `if` statements to make it
more readable and efficient([Godbolt
link](https://godbolt.org/z/W5vPEvT5c)).

Co-authored-by: WX\shixi <shixi1@cnwxsoft.com>
2024-09-09 15:40:00 +00:00
Ben Frankel
7b217a976c
Remove deprecated SpriteSheetBundle and AtlasImageBundle (#15062)
# Objective

Remove bundles that were deprecated in 0.14.

## Testing

`rg SpriteSheetBundle` and `rg AtlasImageBundle` show no results.
2024-09-09 15:36:09 +00:00
Alice Cecile
3d30b0f9ac
Add basic docs to AssetMode (#15057)
# Objective

We should attempt to document the entirety of bevy_assets. `AssetMode`
is missing docs explaining what it is, how it's used and why it exists.

## Solution

Add docs, focusing on the context in
https://github.com/bevyengine/bevy/issues/10157.
2024-09-09 15:33:29 +00:00
LP
fab0e5d085
Sorts the scene entries by path before serializing. (#15047)
# Objective

Fixes: https://github.com/bevyengine/bevy/issues/14515

## Solution

Sorts the iterator with itertools' sorted_by function. This is required
given that 'self.entries' is an immutable &[Box<dyn PartialReflect]
which also doesn't implement Clone or Copy.

## Testing

The modifications passed the unit testing only after they were edited to
ensure that the items were in alphabetical order.
I haven't checked for performance implications.
2024-09-09 15:31:30 +00:00
charlotte
5eca832cee
Add convenience methods for constructing and setting storage buffer data (#15044)
Adds some methods to assist in building `ShaderStorageBuffer` without
using `bytemuck`. We keep the `&[u8]` constructors since this is still
modeled as a thin wrapper around the buffer descriptor, but should make
it easier to interact with at the cost of an extra allocation in the
`ShaderType` path for the buffer writer.

Follow up from #14663
2024-09-09 15:28:31 +00:00
Christian Hughes
e939d6c33f
Remove remnant EntityHash and related types from bevy_utils (#15039)
# Objective

`EntityHash` and related types were moved from `bevy_utils` to
`bevy_ecs` in #11498, but seemed to have been accidentally reintroduced
a week later in #11707.

## Solution

Remove the old leftover code.

---

## Migration Guide

- Uses of `bevy::utils::{EntityHash, EntityHasher, EntityHashMap,
EntityHashSet}` now have to be imported from `bevy::ecs::entity`.
2024-09-09 15:24:17 +00:00
Chris Russell
a9d2a9ea37
Make QueryFilter an unsafe trait (#14790)
# Objective

It's possible to create UB using an implementation of `QueryFilter` that
performs mutable access, but that does not violate any documented safety
invariants.

This code: 
```rust
#[derive(Component)]
struct Foo(usize);

// This derive is a simple way to get a valid WorldQuery impl.  The QueryData impl isn't used.
#[derive(QueryData)]
#[query_data(mutable)]
struct BadFilter<'w> {
    foo: &'w mut Foo,
}

impl QueryFilter for BadFilter<'_> {
    const IS_ARCHETYPAL: bool = false;

    unsafe fn filter_fetch(
        fetch: &mut Self::Fetch<'_>,
        entity: Entity,
        table_row: TableRow,
    ) -> bool {
        // SAFETY: fetch and filter_fetch have the same safety requirements
        let f: &mut usize = &mut unsafe { Self::fetch(fetch, entity, table_row) }.foo.0;
        println!("Got &mut at     {f:p}");
        true
    }
}

let mut world = World::new();
world.spawn(Foo(0));
world.run_system_once(|query: Query<&Foo, BadFilter>| {
    let f: &usize = &query.iter().next().unwrap().0;
    println!("Got & at        {f:p}");
    query.iter().next().unwrap();
    println!("Still have & at {f:p}");
});
```

prints: 

```
Got &mut at     0x1924b92dfb0
Got & at        0x1924b92dfb0
Got &mut at     0x1924b92dfb0
Still have & at 0x1924b92dfb0
```

Which means it had an `&` and `&mut` alive at the same time.

The only `unsafe` there is around `Self::fetch`, but I believe that call
correctly upholds the safety invariant, and matches what `Added` and
`Changed` do.


## Solution

Make `QueryFilter` an unsafe trait and document the requirement that the
`WorldQuery` implementation be read-only.

## Migration Guide

`QueryFilter` is now an `unsafe trait`. If you were manually
implementing it, you will need to verify that the `WorldQuery`
implementation is read-only and then add the `unsafe` keyword to the
`impl`.
2024-09-09 15:23:12 +00:00
Dragoș Tiselice
4b78ba0162
Replaced implicit emissive weight with default. (#13871)
Since `StandardMaterial::emissive_exposure_weight` does not get packed
into the gbuffer in the deferred case, unpacking uses an implicit
default value for emissive's alpha channel.

This resulted in divergent behavior between the forward and deferred
renderers when using standard materials with default
emissive_exposure_weight, this value defaulting to `0.0` in the forward
case and `1.0` in the other.

This patch changes the implicit value in the deferred case to `0.0` in
order to match the behavior of the forward renderer. However, this still
does not solve the case where `emissive_exposure_weight` is not `0.0`.
2024-09-09 15:14:50 +00:00
Gino Valente
ba3d9b3fb6
bevy_reflect: Refactor serde module (#15107)
# Objective

The `ser` and `de` modules in `bevy_reflect/serde` are very long and
difficult to navigate.

## Solution

Refactor both modules into many smaller modules that each have a single
primary focus (i.e. a `structs` module that only handles struct
serialization/deserialization).

I chose to keep the `ser` and `de` modules separate. We could have
instead broken it up kind (e.g. lists, maps, etc.), but I think this is
a little cleaner. Serialization and deserialization, while related, can
be very different. So keeping them separated makes sense for
organizational purposes.

That being said, if people disagree and think we should structure this a
different way, I am open to changing it.

Note that this PR's changes are mainly structural. There are a few
places I refactored code to reduce duplication and to make things a bit
cleaner, but these are largely cosmetic and shouldn't have any impact on
behavior.

### Other Details

This PR also hides a lot of the internal logic from being exported.
These were originally public, but it's unlikely they really saw any use
outside of these modules. In fact, you don't really gain anything by
using them outside of this module either.

By privatizing these fields and items, we also set ourselves up for more
easily changing internal logic around without involving a breaking
change.

I also chose not to mess around with tests since that would really blow
up the diff haha.

## Testing

You can test locally by running:

```
cargo test --package bevy_reflect --all-features
```

---

## Migration Guide

The fields on `ReflectSerializer` and `TypedReflectSerializer` are now
private. To instantiate, the corresponding constructor must be used:

```rust
// BEFORE
let serializer = ReflectSerializer {
    value: &my_value,
    registry: &type_registry,
};

// AFTER
let serializer = ReflectSerializer::new(&my_value, &type_registry);
```

Additionally, the following types are no longer public:

- `ArraySerializer`
- `EnumSerializer`
- `ListSerializer`
- `MapSerializer`
- `ReflectValueSerializer` (fully removed)
- `StructSerializer`
- `TupleSerializer`
- `TupleStructSerializer`

As well as the following traits:

- `DeserializeValue` (fully removed)
2024-09-09 14:03:42 +00:00
JMS55
a0faf9cd01
More triangles/vertices per meshlet (#15023)
### Builder changes
- Increased meshlet max vertices/triangles from 64v/64t to 255v/128t
(meshoptimizer won't allow 256v sadly). This gives us a much greater
percentage of meshlets with max triangle count (128). Still not perfect,
we still end up with some tiny <=10 triangle meshlets that never really
get simplified, but it's progress.
- Removed the error target limit. Now we allow meshoptimizer to simplify
as much as possible. No reason to cap this out, as the cluster culling
code will choose a good LOD level anyways. Again leads to higher quality
LOD trees.
- After some discussion and consulting the Nanite slides again, changed
meshlet group error from _adding_ the max child's error to the group
error, to doing `group_error = max(group_error, max_child_error)`. Error
is already cumulative between LODs as the edges we're collapsing during
simplification get longer each time.
- Bumped the 65% simplification threshold to allow up to 95% of the
original geometry (e.g. accept simplification as valid even if we only
simplified 5% of the triangles). This gives us closer to
log2(initial_meshlet_count) LOD levels, and fewer meshlet roots in the
DAG.

Still more work to be done in the future here. Maybe trying METIS for
meshlet building instead of meshoptimizer.

Using ~8 clusters per group instead of ~4 might also make a big
difference. The Nanite slides say that they have 8-32 meshlets per
group, suggesting some kind of heuristic. Unfortunately meshopt's
compute_cluster_bounds won't work with large groups atm
(https://github.com/zeux/meshoptimizer/discussions/750#discussioncomment-10562641)
so hard to test.

Based on discussion from
https://github.com/bevyengine/bevy/discussions/14998,
https://github.com/zeux/meshoptimizer/discussions/750, and discord.

### Runtime changes
- cluster:triangle packed IDs are now stored 25:7 instead of 26:6 bits,
as max triangles per cluster are now 128 instead of 64
- Hardware raster now spawns 128 * 3 vertices instead of 64 * 3 vertices
to account for the new max triangles limit
- Hardware raster now outputs NaN triangles (0 / 0) instead of
zero-positioned triangles for extra vertex invocations over the cluster
triangle count. Shouldn't really be a difference idt, but I did it
anyways.
- Software raster now does 128 threads per workgroup instead of 64
threads. Each thread now loads, projects, and caches a vertex (vertices
0-127), and then if needed does so again (vertices 128-254). Each thread
then rasterizes one of 128 triangles.
- Fixed a bug with `needs_dispatch_remap`. I had the condition backwards
in my last PR, I probably committed it by accident after testing the
non-default code path on my GPU.
2024-09-08 17:55:57 +00:00
François Mockers
8fb69dcbf0
remove cfg-check in ci tool (#15063)
# Objective

- Missed in #14477
- This commands is not used anymore

## Solution

- Remove it
2024-09-08 17:12:35 +00:00
Rob Parrett
0a79a0ac8c
Fix error link (#15082)
# Objective

A previous issue describes the same problem: #14248.

This particular link was seemingly missed by #14276.

## Solution

- Search repo for `bevyengine.org/learn/errors/#`
- Remove `#`
- Verify link goes to right place
2024-09-08 17:11:17 +00:00
BD103
6ec6a55645
Unify crate-level preludes (#15080)
# Objective

- Crate-level prelude modules, such as `bevy_ecs::prelude`, are plagued
with inconsistency! Let's fix it!

## Solution

Format all preludes based on the following rules:

1. All preludes should have brief documentation in the format of:
   > The _name_ prelude.
   >
> This includes the most common types in this crate, re-exported for
your convenience.
2. All documentation should be outer, not inner. (`///` instead of
`//!`.)
3. No prelude modules should be annotated with `#[doc(hidden)]`. (Items
within them may, though I'm not sure why this was done.)

## Testing

- I manually searched for the term `mod prelude` and updated all
occurrences by hand. 🫠

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-09-08 17:10:57 +00:00
Eero Lehtinen
b738f081f8
Register reflect type CursorIcon (#15078)
# Objective

- `CursorIcon` had derived `Reflect`, but it wasn't registered

## Solution

- Use `register_type` on it
- I also moved the cursor code to it's own plugin because there was
starting to be too much cursor code outside the cursor file.

## Testing

- window_settings example still works with the custom cursor
2024-09-08 17:10:45 +00:00
Alexander Stein
bbecc05da9
Fix comment in example (#15096)
Commit 65252bb87 (Consistently use `PI` to specify angles in examples.
(#5825)) changed from using push_children to add_child without adjusting
the comment

# Objective

- Fix the comments to align with the code

Co-authored-by: Alexander Stein <alexander.stein@mailbox.org>
2024-09-08 16:59:37 +00:00
François Mockers
5cfcbf47ed
fix imports in example ui_texture_slice_flip_and_tile (#15064)
# Objective

- don't use a sub crate in an example

## Solution

- fix imports
2024-09-06 06:00:43 +00:00
BigWingBeat
54aa45e62f
Fix bevy_ui compile error when bevy_picking feature is disabled (#15053)
# Objective

#14957 added the `pick_rounded_rect` function to `bevy_ui` in the
`picking_backend` module, which is gated behind the `bevy_picking`
feature. This function is used in that module, as well as in the `focus`
module. The latter usage is not gated behind the `bevy_picking` feature,
causing a compile error when the feature is disabled.

## Solution

Move the `pick_rounded_rect` function out of the `picking_backend`
module, as it does not depend on anything defined in that module. I put
it in `lib.rs` but it could reasonably be moved somewhere else instead.

## Testing

Encountered this compile error in a project and confirmed that this
patch fixes it.
2024-09-05 19:16:57 +00:00
ickshonpe
cb221d8852
Node::is_empty (#15050)
# Objective

Add a `Node::is_empty` method to replace the `uinode.size().x() <= 0. ||
uinode.size.y() <= 0.` checks.
2024-09-05 16:26:45 +00:00
Alice Cecile
5589f0da40
Revert accidentally added asset docs (#15054)
Our branch protection rules were misconfigured, allowing me to push
directly to `origin/main` 😱 This is now resolved:


![image](https://github.com/user-attachments/assets/bb0ac59a-6998-42f7-80d6-8b3a865c6f53)

This PR reverts those accidental changes, which will get their own PR
momentarily...
2024-09-05 14:24:24 +00:00
Alice Cecile
ba1f13fdc7 Add a small note on loading screens 2024-09-05 09:57:55 -04:00
Alice Cecile
480c2bcb56 Add note on AssetServer::load not being wasteful 2024-09-05 09:55:06 -04:00
Alice Cecile
a4b51d71f1 Basic practical overview 2024-09-05 09:51:51 -04:00
Alice Cecile
22aa9abb13 Clarify relationships between saving, loading, reading and writing 2024-09-05 09:42:23 -04:00
Alice Cecile
f016aeaaaa Add advice on handles and reference counting 2024-09-05 09:23:28 -04:00
Alice Cecile
77c5efc56f Basic docs for Asset and VisitAssetDependencies 2024-09-05 09:11:26 -04:00
Alice Cecile
1a9e55fa9b Initial overview 2024-09-05 08:53:45 -04:00
ickshonpe
a0f5ea0d36
UI outlines radius (#15018)
# Objective

Fixes #13479

This also fixes the gaps you can sometimes observe in outlines
(screenshot from main, not this PR):

<img width="636" alt="outline-gaps"
src="https://github.com/user-attachments/assets/c11dae24-20f5-4aea-8ffc-1894ad2a2b79">

The outline around the last item in each section has vertical gaps. 

## Solution

Draw the outlines with corner radius using the existing border rendering
for uinodes. The outline radius is very simple to calculate. We just
take the computed border radius of the node, and if it's greater than
zero, add it to the distance from the edge of the node to the outer edge
of the node's outline.

---

## Showcase

<img width="634" alt="outlines-radius"
src="https://github.com/user-attachments/assets/1ecda26c-65c5-41ef-87e4-5d9171ddc3ae">

---------

Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2024-09-04 22:30:16 +00:00
Miles Silberling-Cook
82128d778a
Picking event ordering (#14862)
# Objective

Correctly order picking events. Resolves
https://github.com/bevyengine/bevy/issues/5984.

## Solution

Event ordering [very long standing
problem](https://github.com/aevyrie/bevy_mod_picking/issues/294) with
mod picking, stemming from two related issues. The first problem was
that `Pointer<T>` events of different types couldn't be ordered, but we
have already gotten around that in the upstream by switching to
observers. Since observers run in the order they are triggered, this
isn't an issue.

The second problem was that the underlying event streams that picking
uses to create it's pointer interaction events *also* lacked ordering,
and the systems that generated the points couldn't interleave events.
This PR fixes that by unifying the event streams and integrating the
various interaction systems.

The concrete changes are as follows:
+ `bevy_winit::WinitEvent` has been moved to `bevy_window::WindowEvent`.
This provides a unified (and more importantly, *ordered*) input stream
for both `bevy_window` and `bevy_input` events.
+ Replaces `InputMove` and `InputPress` with `PointerInput`, a new
unified input event which drives picking and interaction. This event is
built to have drop-in forward compatibility with [winit's upcoming
pointer abstraction](https://github.com/rust-windowing/winit/pull/3876).
I have added code to emulate it using the current winit input
abstractions, but this entire thing will be much more robust when it
lands.
+ Rolls `pointer_events` `send_click_and_drag_events` and
`send_drag_over_events` into a single system, which operates directly on
`PointerEvent` and triggers observers as output.

The PR also improves docs and takes the opportunity to
refactor/streamline the pointer event dispatch logic.

## Status & Testing

This PR is now feature complete and documented. While it is
theoretically possible to add unit tests for the ordering, building the
picking mocking for that will take a little while.

Feedback on the chosen ordering of events is within-scope.

## Migration Guide

For users switching from `bevy_mod_picking` to `bevy_picking`:
+ Instead of adding an `On<T>` component, use `.observe(|trigger:
Trigger<T>|)`. You may now apply multiple handlers to the same entity
using this command.
+ Pointer interaction events now have semi-deterministic ordering which
(more or less) aligns with the order of the raw input stream. Consult
the docs on `bevy_picking::event::pointer_events` for current
information. You may need to adjust your event handling logic
accordingly.
+ `PointerCancel` has been replaced with `Pointer<Cancled>`, which now
has the semantics of an OS touch pointer cancel event.
+ `InputMove` and `InputPress` have been merged into `PointerInput`. The
use remains exactly the same.
+ Picking interaction events are now only accessible through observers,
and no `EventReader`. This functionality may be re-implemented later.

For users of `bevy_winit`:
+ The event `bevy_winit::WinitEvent` has moved to
`bevy_window::WindowEvent`. If this was the only thing you depended on
`bevy_winit` for, you should switch your dependency to `bevy_window`.
+ `bevy_window` now depends on `bevy_input`. The dependencies of
`bevy_input` are a subset of the existing dependencies for `bevy_window`
so this should be non-breaking.
2024-09-04 19:41:06 +00:00
ickshonpe
8ac745ab10
UI texture slice texture flipping reimplementation (#15034)
# Objective

Fixes #15032

## Solution

Reimplement support for the `flip_x` and `flip_y` fields.
This doesn't flip the border geometry, I'm not really sure whether that
is desirable or not.
Also fixes a bug that was causing the side and center slices to tile
incorrectly.

### Testing

```
cargo run --example ui_texture_slice_flip_and_tile
```

## Showcase
<img width="787" alt="nearest"
src="https://github.com/user-attachments/assets/bc044bae-1748-42ba-92b5-0500c87264f6">
With tiling need to use nearest filtering to avoid bleeding between the
slices.

---------

Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-09-04 19:31:41 +00:00
re0312
739007f148
Opportunistically use dense iter for archetypal iteration in Par_iter (#14673)
# Objective

- follow of #14049 ,we could use it on our Parallel Iterator,this pr
also unified the used function in both regular iter and parallel
iterations.


## Performance 


![image](https://github.com/user-attachments/assets/cba700bc-169c-4b58-b504-823bdca8ec05)

no performance regression for regular itertaion

3.5X faster in hybrid parallel iteraion,this number is far greater than
the benefits obtained in regular iteration(~1.81) because mutable
iterations on continuous memory can effectively reduce the cost of
mataining core cache coherence
2024-09-03 23:41:10 +00:00
Hamir Mahal
ec728c31c1
style: simplify string formatting for readability (#15033)
# Objective

The goal of this change is to improve code readability and
maintainability.
2024-09-03 23:35:49 +00:00
Alice Cecile
4ac2a63556
Remove all existing system order ambiguities in DefaultPlugins (#15031)
# Objective

As discussed in https://github.com/bevyengine/bevy/issues/7386, system
order ambiguities within `DefaultPlugins` are a source of bugs in the
engine and badly pollute diagnostic output for users.

We should eliminate them!

This PR is an alternative to #15027: with all external ambiguities
silenced, this should be much less prone to merge conflicts and the test
output should be much easier for authors to understand.

Note that system order ambiguities are still permitted in the
`RenderApp`: these need a bit of thought in terms of how to test them,
and will be fairly involved to fix. While these aren't *good*, they'll
generally only cause graphical bugs, not logic ones.

## Solution

All remaining system order ambiguities have been resolved.
Review this PR commit-by-commit to see how each of these problems were
fixed.

## Testing

`cargo run --example ambiguity_detection` passes with no panics or
logging!
2024-09-03 20:24:34 +00:00
Chris Juchem
c620eb7833
Return Results from Camera's world/viewport conversion methods (#14989)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/14593.

## Solution

- Add `ViewportConversionError` and return it from viewport conversion
methods on Camera.

## Testing

- I successfully compiled and ran all changed examples.

## Migration Guide

The following methods on `Camera` now return a `Result` instead of an
`Option` so that they can provide more information about failures:
 - `world_to_viewport`
 - `world_to_viewport_with_depth`
 - `viewport_to_world`
 - `viewport_to_world_2d`

Call `.ok()` on the `Result` to turn it back into an `Option`, or handle
the `Result` directly.

---------

Co-authored-by: Lixou <82600264+DasLixou@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-09-03 19:45:15 +00:00
ickshonpe
4e9a62f094
Ignore clicks on uinodes outside of rounded corners (#14957)
# Objective

Fixes #14941

## Solution
1. Add a `resolved_border_radius` field to `Node` to hold the resolved
border radius values.
2. Remove the border radius calculations from the UI's extraction
functions.
4. Compute the border radius during UI relayouts in `ui_layout_system`
and store them in `Node`.
5. New `pick_rounded_rect` function based on the border radius SDF from
`ui.wgsl`.
6. Use `pick_rounded_rect` in `focus` and `picking_backend` to check if
the pointer is hovering UI nodes with rounded corners.
---

## Showcase

```
cargo run --example button
```


https://github.com/user-attachments/assets/ea951a64-17ef-455e-b5c9-a2e6f6360648

## Testing

Modified button example with buttons with different corner radius:

```
use bevy::{color::palettes::basic::*, prelude::*, winit::WinitSettings};

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

const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);

fn button_system(
    mut interaction_query: Query<
        (
            &Interaction,
            &mut BackgroundColor,
            &mut BorderColor,
            &Children,
        ),
        (Changed<Interaction>, With<Button>),
    >,
    mut text_query: Query<&mut Text>,
) {
    for (interaction, mut color, mut border_color, children) in &mut interaction_query {
        let mut text = text_query.get_mut(children[0]).unwrap();
        match *interaction {
            Interaction::Pressed => {
                text.sections[0].value = "Press".to_string();
                *color = PRESSED_BUTTON.into();
                border_color.0 = RED.into();
            }
            Interaction::Hovered => {
                text.sections[0].value = "Hover".to_string();
                *color = HOVERED_BUTTON.into();
                border_color.0 = Color::WHITE;
            }
            Interaction::None => {
                text.sections[0].value = "Button".to_string();
                *color = NORMAL_BUTTON.into();
                border_color.0 = Color::BLACK;
            }
        }
    }
}

fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    // ui camera
    commands.spawn(Camera2dBundle::default());
    commands
        .spawn(NodeBundle {
            style: Style {
                width: Val::Percent(100.0),
                height: Val::Percent(100.0),
                align_items: AlignItems::Center,
                justify_content: JustifyContent::Center,
                row_gap: Val::Px(10.),
                ..default()
            },
            ..default()
        })
        .with_children(|parent| {
            for border_radius in [
                BorderRadius {
                    top_left: Val::ZERO,
                    ..BorderRadius::MAX
                },
                BorderRadius {
                    top_right: Val::ZERO,
                    ..BorderRadius::MAX
                },
                BorderRadius {
                    bottom_right: Val::ZERO,
                    ..BorderRadius::MAX
                },
                BorderRadius {
                    bottom_left: Val::ZERO,
                    ..BorderRadius::MAX
                },
            ] {
                parent
                    .spawn(ButtonBundle {
                        style: Style {
                            width: Val::Px(150.0),
                            height: Val::Px(65.0),
                            border: UiRect::all(Val::Px(5.0)),
                            // horizontally center child text
                            justify_content: JustifyContent::Center,
                            // vertically center child text
                            align_items: AlignItems::Center,
                            ..default()
                        },
                        border_color: BorderColor(Color::BLACK),
                        border_radius,
                        background_color: NORMAL_BUTTON.into(),
                        ..default()
                    })
                    .with_child(TextBundle::from_section(
                        "Button",
                        TextStyle {
                            font: asset_server.load("fonts/FiraSans-Bold.ttf"),
                            font_size: 40.0,
                            color: Color::srgb(0.9, 0.9, 0.9),
                        },
                    ));
            }
        });
}
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Matty <weatherleymatthew@gmail.com>
2024-09-03 12:38:59 +00:00
Martín Maita
32f40f11b5
Bump crate-ci/typos from 1.24.1 to 1.24.3 (#15024)
# Objective

- Adopts #15015

## Solution

- Fixed a typo that broke the build and prevented updating
`crate-ci/typos`.

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2024-09-03 00:57:41 +00:00
Zachary Harrold
250cc63ddf
Updated LogPlugin Documentation with Performance Warning (#14984)
# Objective

- Fixes #14966

## Solution

- Added a _Performance_ section to the documentation for
`LogPlugin::filter` explaining that long filter strings can degrade
performance and to instead rely on `LogPlugin::level` when possible.

## Testing

- CI passed locally.
2024-09-03 00:48:19 +00:00
Steve Frampton
323aa70e3c
Utilise new method for 2d circle example. (#15022)
# Objective
Replaced the existing instantiation of the 2D Circle in the 2d_shapes.rs
file with the `new` method.
- Ensures consistency in instantiating 2D primitive shapes in the
examples.

## Solution
Replaced the existing instantiation of the 2D Circle in the 2d_shapes.rs
file with the `new` method.
- Ensures consistency in instantiating 2D primitive shapes in the
examples.

## Testing
- None: Should be straight-forward enough to not warrant a test (I will
eat my words if I am wrong).

---
2024-09-03 00:36:22 +00:00
Robert Walter
8a64b7621d
Color gradient curve (#14976)
# Objective

- Currently we have the `ColorRange` trait to interpolate linearly
between two colors
- It would be cool to have:
  1. linear interpolation between n colors where `n >= 1`
  2. other kinds of interpolation

## Solution

1. Implement `ColorGradient` which takes `n >= 1` colors and linearly
interpolates between consecutive pairs of them
2. Implement `Curve` intergration for this `ColorGradient` which yields
a curve struct. After that we can apply all of the cool curve adaptors
like `.reparametrize()` and `.map()` to the gradient

## Testing

- Added doc tests
- Added tests

## Showcase

```rust
// let gradient = ColorGradient::new(vec![]).unwrap(); // panic! 💥
let gradient = ColorGradient::new([basic::RED, basic::LIME, basic::BLUE]).expect("non-empty");
let curve = gradient.to_curve();
let brighter_curve = curve.map(|c| c.mix(&basic::WHITE, 0.5));
```

--- 

Kind of related to
https://github.com/bevyengine/bevy/pull/14971#discussion_r1736337631

---------

Co-authored-by: Zachary Harrold <zac@harrold.com.au>
Co-authored-by: Matty <weatherleymatthew@gmail.com>
2024-09-02 23:26:30 +00:00
ickshonpe
01a3b0e830
UI texture atlas slice shader (#14990)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/14183

## Solution

Reimplement the UI texture atlas slicer using a shader. 

The problems with #14183 could be fixed more simply by hacking around
with the coordinates and scaling but that way is very fragile and might
get broken again the next time we make changes to the layout
calculations. A shader based solution is more robust, it's impossible
for gaps to appear between the image slices with these changes as we're
only drawing a single quad.

I've not tried any benchmarks yet but it should much more efficient as
well, in the worst cases even hundreds or thousands of times faster.

Maybe could have used the UiMaterialPipeline. I wrote the shader first
and used fat vertices and then realised it wouldn't work that way with a
UiMaterial. If it's rewritten it so it puts all the slice geometry in
uniform buffer, then it might work? Adding the uniform buffer would
probably make the shader more complicated though, so don't know if it's
even worth it. Instancing is another alternative.

## Testing
The examples are working and it seems to match the old API correctly but
I've not used the texture atlas slicing API for anything before, I
reviewed the PR but that was back in January.

Needs a review by someone who knows the rendering pipeline and wgsl
really well because I don't really have any idea what I'm doing.
2024-09-02 23:03:58 +00:00
Rob Parrett
659860dfe5
Cosmetic improvements for text_input example (#15016)
# Objective

Minor cosmetic improvements and code cleanup for this example

## Solution

- Use the default font and shorter constructor where the the full font
is not needed
- Use 12px padding for instruction text to match other examples
- Clean up formatting of instruction text
- Fix one instance of a font handle not being reused

<details>
<summary>Before / After</summary>


*Question mark boxes are expected. We don't include a font with the
glyphs I'm testing the IME with*

<img width="1280" alt="Screenshot 2024-09-02 at 11 14 17 AM"
src="https://github.com/user-attachments/assets/e0a904a3-c01b-4c18-b71f-41fbc1d09169">
<img width="1280" alt="Screenshot 2024-09-02 at 11 13 14 AM"
src="https://github.com/user-attachments/assets/4b2a2d31-6b9f-4b9a-a245-4258a6aa9519">
</details>

## Testing

Tested all functionality of the example (macOS)
2024-09-02 22:49:12 +00:00
Rob Parrett
86d5944b2e
Fix some examples having different instruction text positions (#15017)
# Objective

Thought I had found all of these... noticed some `10px` in #15013 and
did another sweep.

Continuation of #8478, #13583.

## Solution

- Position example text (and other elements) 12px from the edge of the
screen
2024-09-02 22:48:48 +00:00
ickshonpe
96942058f7
Extract borders without border radius (#15020)
# Objective

The `BorderRadius` component shouldn't be required to draw borders for
nodes with sharp corners.

## Solution

Make `BorderRadius` optional in `extract_uinode_borders`'s UI node
query.
2024-09-02 22:47:43 +00:00
BigWingBeat
61f9f8c5f6
Fix with_child not inserting Parent component (#15009)
# Objective

The `Parent` component holds a reference to the parent entity of the
entity it is inserted onto. The `with_child` function erroneously
forgets to insert this component onto the child entity that it spawns,
causing buggy behaviour when the function is used instead of the other
child-spawning functions.

## Solution

Ensure `with_child` inserts the `Parent` component, the same as all the
other child-spawning functions.

## Testing

Checked before/after with a bevy_ui layout where this patch fixed buggy
behaviour I was seeing in parent/child UI nodes.
2024-09-02 22:47:25 +00:00
UkoeHB
3fc02cb925
Reduce allocations in ui_layout_system (#15001)
# Objective

- Shave off some allocations from `ui_layout_system`.

## Solution

- Add a `Local` for allocation buffers.
2024-09-02 22:37:27 +00:00
Zachary Harrold
547b1c7a7a
Reflect SmolStr's De/Serialize implementation (#14982)
# Objective

- Fixes #14969

## Solution

- Added `Deserialize` to the list of reflected traits for `SmolStr`

## Testing

- CI passed locally.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-09-02 22:35:17 +00:00
Patrick Walton
d2624765d0
Implement animation masks, allowing fine control of the targets that animations affect. (#15013)
This commit adds support for *masks* to the animation graph. A mask is a
set of animation targets (bones) that neither a node nor its descendants
are allowed to animate. Animation targets can be assigned one or more
*mask group*s, which are specific to a single graph. If a node masks out
any mask group that an animation target belongs to, animation curves for
that target will be ignored during evaluation.

The canonical use case for masks is to support characters holding
objects. Typically, character animations will contain hand animations in
the case that the character's hand is empty. (For example, running
animations may close a character's fingers into a fist.) However, when
the character is holding an object, the animation must be altered so
that the hand grips the object.

Bevy currently has no convenient way to handle this. The only workaround
that I can see is to have entirely separate animation clips for
characters' hands and bodies and keep them in sync, which is burdensome
and doesn't match artists' expectations from other engines, which all
effectively have support for masks. However, with mask group support,
this task is simple. We assign each hand to a mask group and parent all
character animations to a node. When a character grasps an object in
hand, we position the fingers as appropriate and then enable the mask
group for that hand in that node. This allows the character's animations
to run normally, while the object remains correctly attached to the
hand.

Note that even with this PR, we won't have support for running separate
animations for a character's hand and the rest of the character. This is
because we're missing additive blending: there's no way to combine the
two masked animations together properly. I intend that to be a follow-up
PR.

The major engines all have support for masks, though the workflow varies
from engine to engine:

* Unity has support for masks [essentially as implemented here], though
with layers instead of a tree. However, when using the Mecanim
("Humanoid") feature, precise control over bones is lost in favor of
predefined muscle groups.

* Unreal has a feature named [*layered blend per bone*]. This allows for
separate blend weights for different bones, effectively achieving masks.
I believe that the combination of blend nodes and masks make Bevy's
animation graph as expressible as that of Unreal, once we have support
for additive blending, though you may have to use more nodes than you
would in Unreal. Moreover, separating out the concepts of "blend weight"
and "which bones this node applies to" seems like a cleaner design than
what Unreal has.

* Godot's `AnimationTree` has the notion of [*blend filters*], which are
essentially the same as masks as implemented in this PR.

Additionally, this patch fixes a bug with weight evaluation whereby
weights weren't properly propagated down to grandchildren, because the
weight evaluation for a node only checked its parent's weight, not its
evaluated weight. I considered submitting this as a separate PR, but
given that this PR refactors that code entirely to support masks and
weights under a unified "evaluated node" concept, I simply included the
fix here.

A new example, `animation_masks`, has been added. It demonstrates how to
toggle masks on and off for specific portions of a skin.

This is part of #14395, but I'm going to defer closing that issue until
we have additive blending.

[essentially as implemented here]:
https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html

[*layered blend per bone*]:
https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine

[*blend filters*]:
https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html

## Migration Guide

* The serialized format of animation graphs has changed with the
addition of animation masks. To upgrade animation graph RON files, add
`mask` and `mask_groups` fields as appropriate. (They can be safely set
to zero.)
2024-09-02 17:10:34 +00:00
UkoeHB
49a06e9c76
Avoid reallocating spans buffer in TextPipeline (#15012)
# Objective

- Don't reallocate the spans vector every time TextPipeline updates a
buffer.

## Solution

- Cache the spans buffer in `TextPipeline`. This is possible through
some [rust
magic](https://users.rust-lang.org/t/how-to-cache-a-vectors-capacity/94478/10).
2024-09-02 17:02:06 +00:00