Commit graph

1903 commits

Author SHA1 Message Date
Shane Celis
5157fef84b
Add window drag move and drag resize without decoration example. (#15814)
# Objective

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

## Solution

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

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

### Name

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

### Contentious Refactor?

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

### Unsafe?

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

## Testing

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

---

## Showcase

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

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-15 23:38:35 +00:00
Joona Aalto
c1a4b82762
Revert default mesh materials (#15930)
# Objective

Closes #15799.

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

## Solution

Revert default mesh materials, and adjust docs accordingly.

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

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

## Testing

I ran `2d_shapes`, `mesh2d_manual`, and `3d_shapes`, with and without
mesh material components.
2024-10-15 19:47:40 +00:00
Rob Parrett
424e563184
Make contributors example deterministic in CI (#15901)
# Objective

- Make the example deterministic when run with CI, so that the
[screenshot
comparison](https://thebevyflock.github.io/bevy-example-runner/) is
stable
- Preserve the "truly random on each run" behavior so that every page
load in the example showcase shows a different contributor first

## Solution

- Fall back to the static default contributor list in CI
- Store contributors in a `Vec` so that we can show repeats of the
fallback contributor list, giving the appearance of lots of overlapping
contributors in CI
- Use a shared seeded RNG throughout the app
- Give contributor birds a `z` value so that their depth is stable
- Remove the shuffle, which was redundant because contributors are first
collected into a hashmap
- `chain` the systems so that the physics is deterministic from run to
run

## Testing

```bash
echo '(setup: (fixed_frame_time: Some(0.05)), events: [(100, Screenshot), (500, AppExit)])' > config.ron
CI_TESTING_CONFIG=config.ron cargo run --example contributors --features=bevy_ci_testing
mv screenshot-100.png screenshot-100-a.png
CI_TESTING_CONFIG=config.ron cargo run --example contributors --features=bevy_ci_testing
diff screenshot-100.png screenshot-100-a.png
```

## Alternatives

I'd also be fine with removing this example from the list of examples
that gets screenshot-tested in CI. Coverage from other 2d examples is
probably adequate.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-15 18:32:51 +00:00
Rob Parrett
d17de6c105
Fix panic due to malformed mesh in specialized_mesh_pipeline (#15899)
# Objective

Fixes #15891

## Solution

Just remove the invalid triangle. I'm assuming that line of code was
originally copied from one that was drawing a quad.

## Testing

- `cargo run --example specialized_mesh_pipeline`
- hover over over the triangles

Tested on macos
2024-10-15 02:34:33 +00:00
MiniaczQ
f602edad09
Text Rework cleanup (#15887)
# Objective

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

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

---

## Migration Guide

Doubles as #15591 migration guide.

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

Text sections were removed in favor of hierarchy-based approach.
For root text entities with `Text` or `Text2d` components, child
entities with `TextSpan` will act as additional text sections.
To still access text spans by index, use the new `TextUiReader`,
`Text2dReader` and `TextUiWriter`, `Text2dWriter` system parameters.
2024-10-15 02:32:34 +00:00
ickshonpe
b78a060af2
Clip to the UI node's content box (#15442)
# Objective

Change UI clipping to respect borders and padding.

Fixes #15335

## Solution

Based on #15163

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

## Notes

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

## Testing

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

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

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

## Migration Guide

Migration guide is on #15561

---------

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

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

## Solution

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

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

## Testing

I ran `cargo clippy --workspace --all-targets --all-features --fix
--allow-staged` with the `clippy::needless_lifetimes` lint marked as
`allow` in `Cargo.toml` to avoid fixing that too. It now passes with all
but the listed lint.
2024-10-14 20:52:35 +00:00
Rob Parrett
9dd6f42b32
Alternative fix for mesh2d_manual example (#15883)
# Objective

Fixes #15847

Alternative to #15862. Would appreciate a rendering person signaling
preference for one or the other.

## Solution

Partially revert the changes made to this example in #15524.

Add comment explaining that the non-usage of the built-in color vertex
attribute is intentional.

## Testing

`cargo run --example mesh2d_manual`
2024-10-14 01:02:23 +00:00
Benjamin Brienen
93fc2d12cf
Remove incorrect equality comparisons for asset load error types (#15890)
# Objective

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

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

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

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

## Solution

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

## Migration Guide

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

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

---------

Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
2024-10-14 01:00:45 +00:00
Pablo Reinhardt
d96a9d15f6
Migrate from Query::single and friends to Single (#15872)
# Objective

- closes #15866

## Solution

- Simply migrate where possible.

## Testing

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

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

Most of the uses of `Query::single` were removed, the only other uses
that I found was related to tests of said methods, so will probably be
removed when we remove `Query::single`.
2024-10-13 20:32:06 +00:00
NiseVoid
bdd0af6bfb
Deprecate SpatialBundle (#15830)
# Objective

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

## Solution

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

## Testing

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

---

## Migration Guide

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

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

after:
```rust
commands.spawn((Transform::default(), Visibility::default());
```
2024-10-13 17:28:22 +00:00
Joona Aalto
0e30b68b20
Add mesh picking backend and MeshRayCast system parameter (#15800)
# Objective

Closes #15545.

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

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

## Solution

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

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

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

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

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

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

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

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

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

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

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

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

### Removed / Not Ported

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

### Note for Reviewers

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

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

## Testing

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

---

## Showcase

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


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

And below is the new `mesh_picking` example:


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

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


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

---------

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

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

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

## Testing

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

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

## Migration Guide
`TextStyle` has been renamed to `TextFont` and its `color` field has
been moved to a separate component named `TextColor` which newtypes
`Color`.
2024-10-13 17:06:22 +00:00
Piper
d82d6ff4e7
fix spatial audio examples (#15863)
# Objective

- Fixes #15837 

## Solution

- Change `Emitter` components to use `Stopwatch` to allow the time to be
tracked independently.

## Testing

- Changes were tested. 
- Run either the `spatial_audio_2d` or `spatial_audio_3d` example to
test

Co-authored-by: François Mockers <mockersf@gmail.com>
2024-10-13 17:05:20 +00:00
Rob Parrett
cdd71afde5
Fix panic in gamepad_viewer example when gamepad is connected (#15854)
# Objective

Fixes #15832

## Solution

It seems that this was just a transliteration mistake during #15591.

Update the correct text span index.

## Testing

I tested on macos with:

`cargo run --example gamepad_viewer`
- without gamepad connected
- with gamepad connected
- disconnecting and reconnecting gamepad while running
2024-10-11 16:40:21 +00:00
Rob Parrett
9cfb4a187f
Fix motion_blur example instructions (#15852)
# Objective

Fixes a mistake in the migration done in #15591.

## Solution

Restore a line of instructions that was accidentally dropped.

## Testing

`cargo run --example motion_blur`

Tested that instructions make sense and text updates correctly when keys
are pressed.
2024-10-11 15:35:34 +00:00
Rob Parrett
6ad6eaa873
Fix println in morph_targets example (#15851)
# Objective

This example uses `println` from a system, which we don't advise people
do. It also gives no context for the debug prints, which I assumed to be
stray debug code at first.

## Solution

Use `info!`, and add a small amount of context so the console output
looks deliberate.

## Testing

`cargo run --example morph_targets`
2024-10-11 15:35:22 +00:00
Andrew
6a39c33d49
Use oslog for ios (#13364)
# Objective

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

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

## Solution

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

## Testing

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

## Changelog

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

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

## Future work

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

---------

Co-authored-by: Dusty DeWeese <dustin.deweese@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-11 08:58:14 +00:00
Rob Parrett
6701ad25db
Fix loading_screen example (#15845)
# Objective

Since #15641, `loading_screen` panics.

```
called `Result::unwrap()` on an `Err` value: MultipleEntities("bevy_ecs::query::state::QueryState<&mut bevy_render::view::visibility::Visibility, bevy_ecs::query::filter::With<loading_screen::LoadingScreen>>")
```

Before that PR, the camera did not have a `Visibility` component. But
`Visibility` is now a required component of `Camera`. So the query
matches multiple entities.

## Solution

Minimal change to make the example behave like it used to.

Plus a tiny drive-by cleanup to remove a redundant unwrap.

## Testing

`cargo run --example loading_screen`
2024-10-11 03:13:33 +00:00
Rob Parrett
ae0b7189bf
Fix formatting of irradiance_volumes example instructions (#15842)
# Objective

Fix minor text formatting issue introduced in #15033

Before:

<img width="1280" alt="image"
src="https://github.com/user-attachments/assets/cec4302b-a7cf-4afb-82f8-7354fa5fea00">

After:

<img width="1280" alt="image"
src="https://github.com/user-attachments/assets/ab62e58b-e563-4250-842f-90bed3a153a1">

## Solution

Add explicit linebreaks and `\` to ignore indentation on following
lines.

## Testing

`cargo run --example irradiance_volumes`
2024-10-11 03:12:33 +00:00
charlotte
dd812b3e49
Type safe retained render world (#15756)
# Objective

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

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

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

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

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

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

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

## Solution

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

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

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

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

## Testing

##### TODO:

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

## Migration Guide

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

Additionally, render phases now require specifying both the `Entity` and
`MainEntity` for a given `PhaseItem`. Custom render phases should ensure
`MainEntity` is available when queuing a phase item.
2024-10-10 18:47:04 +00:00
Rob Parrett
7fa77a383f
Fix auto_exposure example (#15827)
# Objective

Fixes #15824

## Solution

Looks like this was just a goof in migrating the example itself.

Added back in the rotation component of the transform that got dropped.

## Testing

`cargo run --example auto_exposure`
2024-10-10 17:24:26 +00:00
ZoOL
0944499f90
Update multi_asset_sync.rs (#15816)
Typo
2024-10-10 14:14:06 +00:00
Joona Aalto
bd0c74644f
Fix sprite and picking examples (#15803)
# Objective

Looks like #15489 broke some examples :) And there are some other issues
as well.

Gabe's brother Gabe is tiny in the `sprite_animation` example:


![kuva](https://github.com/user-attachments/assets/810ce110-ecd8-4ca5-94c8-a5655f381131)

Gabe is not running in the `sprite_picking` example, and (unrelated) is
also very blurry: (note that the screenshot is a bit zoomed in)


![kuva](https://github.com/user-attachments/assets/cb115a71-e3fe-41ed-817c-d5215c44adb5)

Unrelated to sprites, the text in the `simple_picking` example is way
too dark when hovered:


![kuva](https://github.com/user-attachments/assets/f0f9e331-8d03-44ea-becd-bf22ad68ea71)

## Solution

Both Gabes are now the correct size:


![kuva](https://github.com/user-attachments/assets/08eb936a-0341-471e-90f6-2e7067871e5b)

Gabe is crisp and running:


![kuva](https://github.com/user-attachments/assets/8fa158e8-2caa-4339-bbcd-2c14b7cfc04f)

The text has better contrast:


![kuva](https://github.com/user-attachments/assets/2af09523-0bdc-45a7-9149-50aa9c754957)
2024-10-09 23:51:28 +00:00
Tim
3da0ef048e
Remove the Component trait implementation from Handle (#15796)
# Objective

- Closes #15716
- Closes #15718

## Solution

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

## Testing

- I've verified that the changed example work now

## Migration Guide

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

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

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

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

## Solution

- Rename `TextBlock` to `TextLayout`.
2024-10-09 20:58:27 +00:00
UkoeHB
c2c19e5ae4
Text rework (#15591)
**Ready for review. Examples migration progress: 100%.**

# Objective

- Implement https://github.com/bevyengine/bevy/discussions/15014

## Solution

This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.

Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.

## Testing

- [x] Text examples all work.

---

## Showcase

TODO: showcase-worthy

## Migration Guide

TODO: very breaking

### Accessing text spans by index

Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.

Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
    let text = query.single_mut();
    text.sections[1].value = format_time(time.elapsed());
}
```

After:
```rust
fn refresh_text(
    query: Query<Entity, With<TimeText>>,
    mut writer: UiTextWriter,
    time: Res<Time>
) {
    let entity = query.single();
    *writer.text(entity, 1) = format_time(time.elapsed());
}
```

### Iterating text spans

Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
Emerson Coskey
7d40e3ec87
Migrate bevy_sprite to required components (#15489)
# Objective

Continue migration of bevy APIs to required components, following
guidance of https://hackmd.io/@bevy/required_components/

## Solution

- Make `Sprite` require `Transform` and `Visibility` and
`SyncToRenderWorld`
- move image and texture atlas handles into `Sprite`
- deprecate `SpriteBundle`
- remove engine uses of `SpriteBundle`

## Testing

ran cargo tests on bevy_sprite and tested several sprite examples.

---

## Migration Guide

Replace all uses of `SpriteBundle` with `Sprite`. There are several new
convenience constructors: `Sprite::from_image`,
`Sprite::from_atlas_image`, `Sprite::from_color`.

WARNING: use of `Handle<Image>` and `TextureAtlas` as components on
sprite entities will NO LONGER WORK. Use the fields on `Sprite` instead.
I would have removed the `Component` impls from `TextureAtlas` and
`Handle<Image>` except it is still used within ui. We should fix this
moving forward with the migration.
2024-10-09 16:17:26 +00:00
Christian Hughes
219b5930f1
Rename App/World::observe to add_observer, EntityWorldMut::observe_entity to observe. (#15754)
# Objective

- Closes #15752

Calling the functions `App::observe` and `World::observe` doesn't make
sense because you're not "observing" the `App` or `World`, you're adding
an observer that listens for an event that occurs *within* the `World`.
We should rename them to better fit this.

## Solution

Renames:
- `App::observe` -> `App::add_observer`
- `World::observe` -> `World::add_observer`
- `Commands::observe` -> `Commands::add_observer`
- `EntityWorldMut::observe_entity` -> `EntityWorldMut::observe`

(Note this isn't a breaking change as the original rename was introduced
earlier this cycle.)

## Testing

Reusing current tests.
2024-10-09 15:39:29 +00:00
Joona Aalto
a2b53d46e7
Fix meshlet materials (#15755)
# Objective

After #15524, there are these bunny-shaped holes in rendering in the
meshlet example!


![broken](https://github.com/user-attachments/assets/9e9f20ec-b820-44df-b961-68a1dee44002)

This is because (1) they're using a raw asset handle instead of
`MeshMaterial3d`, and (2) the system that extracts mesh materials into
the render world has an unnecessary `With<Mesh3d>` filter, which makes
it not account for meshlets.

## Solution

Remove the redundant filter and use `MeshMaterial3d`. The bunnies got
some paint!


![fixed](https://github.com/user-attachments/assets/adb42556-fd4b-4000-8ca8-1356250dd532)
2024-10-09 15:39:10 +00:00
Rob Parrett
6f8f70b56d
Remove eprintln from 2d_screen_shake example (#15786)
# Objective

Remove debug print

## Solution

Remove it

## Testing

`cargo run --example 2d_screen_shake`
2024-10-09 14:15:24 +00:00
Jiří Švejda
3f683c728a
Fix missing Msaa::Off in scrolling_fog example (#15787)
# Objective

- The `scrolling_fog` example has a camera with the
`TemporalAntiAliasing` component, but it's missing the `Msaa::Off`
component, which leads to this warning being printed on current `main`:

```
WARN bevy_core_pipeline::taa: Temporal anti-aliasing requires MSAA to be disabled
```

## Solution

- This PR adds the `Msaa::Off` component to the example to explicitly
disable MSAA in favor of TAA.
2024-10-09 14:15:24 +00:00
Joona Aalto
bc352561c9
Migrate reflection probes to required components (#15737)
# Objective

Getting closer to the end! Another part of the required components
migration: reflection probes.

## Solution

As per the [proposal added by
Cart](https://hackmd.io/@bevy/required_components/%2FNmpIh0tGSiayGlswbfcEzw)
(Proposal 2), make `LightProbe` require `Transform` and `Visibility`,
and deprecate `ReflectionProbeBundle`.

Note that this proposal wasn't officially blessed yet, but it is the
only existing one that really works, so I implemented it here for
consideration.

## Testing

I ran the reflection probe example, and it appears to work.

---

## Migration Guide

`ReflectionProbeBundle` has been deprecated in favor of inserting the
`LightProbe` and `EnvironmentMapLight` components directly. Inserting
them will now automatically insert `Transform` and `Visibility`
components.

---------

Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-08 23:59:27 +00:00
Tim
700123ec64
Replace Handle<AnimationGraph> component with a wrapper (#15742)
# Objective

- Closes #15717 

## Solution

- Wrap the handle in a new wrapper component: `AnimationGraphHandle`.

## Testing

Searched for all instances of `AnimationGraph` in the examples and
updated and tested those

## Migration Guide

`Handle<AnimationGraph>` is no longer a component. Instead, use the
`AnimationGraphHandle` component which contains a
`Handle<AnimationGraph>`.
2024-10-08 22:41:24 +00:00
François Mockers
26813d9732
easing_functions example: draw point closer to its curve (#15744)
# Objective

- After #15711 which added a column to the example, the point of a curve
was too close to the next curve

## Solution

- Make it closer to its own
2024-10-08 22:40:40 +00:00
Kristoffer Søholm
2d1b4939d2
Synchronize removed components with the render world (#15582)
# Objective

Fixes #15560
Fixes (most of) #15570

Currently a lot of examples (and presumably some user code) depend on
toggling certain render features by adding/removing a single component
to an entity, e.g. `SpotLight` to toggle a light. Because of the
retained render world this no longer works: Extract will add any new
components, but when it is removed the entity persists unchanged in the
render world.

## Solution

Add `SyncComponentPlugin<C: Component>` that registers
`SyncToRenderWorld` as a required component for `C`, and adds a
component hook that will clear all components from the render world
entity when `C` is removed. We add this plugin to
`ExtractComponentPlugin` which fixes most instances of the problem. For
custom extraction logic we can manually add `SyncComponentPlugin` for
that component.

We also rename `WorldSyncPlugin` to `SyncWorldPlugin` so we start a
naming convention like all the `Extract` plugins.

In this PR I also fixed a bunch of breakage related to the retained
render world, stemming from old code that assumed that `Entity` would be
the same in both worlds.

I found that using the `RenderEntity` wrapper instead of `Entity` in
data structures when referring to render world entities makes intent
much clearer, so I propose we make this an official pattern.

## Testing

Run examples like

```
cargo run --features pbr_multi_layer_material_textures --example clearcoat
cargo run --example volumetric_fog
```

and see that they work, and that toggles work correctly. But really we
should test every single example, as we might not even have caught all
the breakage yet.

---

## Migration Guide

The retained render world notes should be updated to explain this edge
case and `SyncComponentPlugin`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Trashtalk217 <trashtalk217@gmail.com>
2024-10-08 22:23:17 +00:00
mrgzi
e995f71a9b
Improve fps_overlay example (#15739)
This PR improves the `fps_overlay` example by adding:

1. The ability to increase the overlay font size (previously, only
decreasing the size was supported).
2. A toggle for overlay color between red and green (previously, it only
changed from green to red without toggling back).
2024-10-08 22:17:55 +00:00
Matty
e563f86a1d
Simplified easing curves (#15711)
# Objective

Simplify the API surrounding easing curves. Broaden the base of types
that support easing.

## Solution

There is now a single library function, `easing_curve`, which constructs
a unit-parametrized easing curve between two values based on an
`EaseFunction`:
```rust
/// Given a `start` and `end` value, create a curve parametrized over [the unit interval]
/// that connects them, using the given [ease function] to determine the form of the
/// curve in between.
///
/// [the unit interval]: Interval::UNIT
/// [ease function]: EaseFunction
pub fn easing_curve<T: Ease>(start: T, end: T, ease_fn: EaseFunction) -> EasingCurve<T> { //... }
```

As this shows, the type of the output curve is generic only in `T`. In
particular, as long as `T` is `Reflect` (and `FromReflect` etc. — i.e.,
a standard "well-behaved" reflectable type), `EasingCurve<T>` is also
`Reflect`, and there is no special field handling nonsense. Therefore,
`EasingCurve` is the kind of thing that would be able to be easily
changed in an editor. This is made possible by storing the actual
`EaseFunction` on `EasingCurve<T>` instead of indirecting through some
kind of function type (which generally leads to issues with reflection).

The types that can be eased are those that implement a trait `Ease`:
```rust
/// A type whose values can be eased between.
///
/// This requires the construction of an interpolation curve that actually extends
/// beyond the curve segment that connects two values, because an easing curve may
/// extrapolate before the starting value and after the ending value. This is
/// especially common in easing functions that mimic elastic or springlike behavior.
pub trait Ease: Sized {
    /// Given `start` and `end` values, produce a curve with [unlimited domain]
    /// that:
    /// - takes a value equivalent to `start` at `t = 0`
    /// - takes a value equivalent to `end` at `t = 1`
    /// - has constant speed everywhere, including outside of `[0, 1]`
    ///
    /// [unlimited domain]: Interval::EVERYWHERE
    fn interpolating_curve_unbounded(start: &Self, end: &Self) -> impl Curve<Self>;
}
```

(I know, I know, yet *another* interpolation trait. See 'Future
direction'.)

The other existing easing functions from the previous version of this
module have also become new members of `EaseFunction`: `Linear`,
`Steps`, and `Elastic` (which maybe needs a different name). The latter
two are parametrized.

## Testing

Tested using the `easing_functions` example. I also axed the
`cubic_curve` example which was of questionable value and replaced it
with `eased_motion`, which uses this API in the context of animation:


https://github.com/user-attachments/assets/3c802992-6b9b-4b56-aeb1-a47501c29ce2


---

## Future direction

Morally speaking, `Ease` is incredibly similar to `StableInterpolate`.
Probably, we should just merge `StableInterpolate` into `Ease`, and then
make `SmoothNudge` an automatic extension trait of `Ease`. The reason I
didn't do that is that `StableInterpolate` is not implemented for
`VectorSpace` because of concerns about the `Color` types, and I wanted
to avoid controversy. I think that may be a good idea though.

As Alice mentioned before, we should also probably get rid of the
`interpolation` dependency.

The parametrized `Elastic` variant probably also needs some additional
work (e.g. renaming, in/out/in-out variants, etc.) if we want to keep
it.
2024-10-08 19:45:13 +00:00
Tim
9aef71bd9b
Replace Handle<M: UiMaterial> component with UiMaterialHandle wrapper (#15740)
# Objective

- Closes #15720

## Solution

Wrap the handle in a new wrapper component: `UiMaterialHandle`
It's not possible to match the naming convention of `MeshMaterial3d/2d`
here with the trait already being called `UiMaterial`

Should we consider renaming to `Material3d/2dHandle` and `Mesh3d/2d` to
`Mesh3d/2dHandle`?

- This shouldn't have any merge conflicts with #15591

## Testing

Tested the `ui_material` example

## Migration Guide

Let's defer the migration guide to the required component port. I just
want to yeet the `Component` impl on `Handle` in the meantime :)
2024-10-08 19:07:58 +00:00
JMS55
aa626e4f0b
Per-meshlet compressed vertex data (#15643)
# Objective
- Prepare for streaming by storing vertex data per-meshlet, rather than
per-mesh (this means duplicating vertices per-meshlet)
- Compress vertex data to reduce the cost of this

## Solution
The important parts are in from_mesh.rs, the changes to the Meshlet type
in asset.rs, and the changes in meshlet_bindings.wgsl. Everything else
is pretty secondary/boilerplate/straightforward changes.

- Positions are quantized in centimeters with a user-provided power of 2
factor (ideally auto-determined, but that's a TODO for the future),
encoded as an offset relative to the minimum value within the meshlet,
and then stored as a packed list of bits using the minimum number of
bits needed for each vertex position channel for that meshlet
- E.g. quantize positions (lossly, throws away precision that's not
needed leading to using less bits in the bitstream encoding)
- Get the min/max quantized value of each X/Y/Z channel of the quantized
positions within a meshlet
- Encode values relative to the min value of the meshlet. E.g. convert
from [min, max] to [0, max - min]
- The new max value in the meshlet is (max - min), which only takes N
bits, so we only need N bits to store each channel within the meshlet
(lossless)
- We can store the min value and that it takes N bits per channel in the
meshlet metadata, and reconstruct the position from the bitstream
- Normals are octahedral encoded and than snorm2x16 packed and stored as
a single u32.
- Would be better to implement the precise variant of octhedral encoding
for extra precision (no extra decode cost), but decided to keep it
simple for now and leave that as a followup
- Tried doing a quantizing and bitstream encoding scheme like I did for
positions, but struggled to get it smaller. Decided to go with this for
simplicity for now
- UVs are uncompressed and take a full 64bits per vertex which is
expensive
  - In the future this should be improved
- Tangents, as of the previous PR, are not explicitly stored and are
instead derived from screen space gradients
- While I'm here, split up MeshletMeshSaverLoader into two separate
types

Other future changes include implementing a smaller encoding of triangle
data (3 u8 indices = 24 bits per triangle currently), and more
disk-oriented compression schemes.

References:
* "A Deep Dive into UE5's Nanite Virtualized Geometry"
https://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf#page=128
(also available on youtube)
* "Towards Practical Meshlet Compression"
https://arxiv.org/pdf/2404.06359
* "Vertex quantization in Omniforce Game Engine"
https://daniilvinn.github.io/2024/05/04/omniforce-vertex-quantization.html

## Testing

- Did you test these changes? If so, how?
- Converted the stanford bunny, and rendered it with a debug material
showing normals, and confirmed that it's identical to what's on main.
EDIT: See additional testing in the comments below.
- Are there any parts that need more testing?
- Could use some more size comparisons on various meshes, and testing
different quantization factors. Not sure if 4 is a good default. EDIT:
See additional testing in the comments below.
- Also did not test runtime performance of the shaders. EDIT: See
additional testing in the comments below.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Use my unholy script, replacing the meshlet example
https://paste.rs/7xQHk.rs (must make MeshletMesh fields pub instead of
pub crate, must add lz4_flex as a dev-dependency) (must compile with
meshlet and meshlet_processor features, mesh must have only positions,
normals, and UVs, no vertex colors or tangents)

---

## Migration Guide
- TBD by JMS55 at the end of the release
2024-10-08 18:42:55 +00:00
ickshonpe
99b9a2fcd7
box shadow (#15204)
# Objective

UI box shadow support

Adds a new component `BoxShadow`:

```rust
pub struct BoxShadow {
    /// The shadow's color
    pub color: Color,
    /// Horizontal offset
    pub x_offset: Val,
    /// Vertical offset
    pub y_offset: Val,
    /// Horizontal difference in size from the occluding uninode
    pub spread_radius: Val,
    /// Blurriness of the shadow
    pub blur_radius: Val,
}
```

To use `BoxShadow`, add the component to any Bevy UI node and a shadow
will be drawn beneath that node.
Also adds a resource `BoxShadowSamples` that can be used to adjust the
shadow quality.

#### Notes
* I'm not super happy with the field names. Maybe we need a `struct Size
{ width: Val, height: Val }` type or something.
* The shader isn't very optimised but I don't see that it's too
important for now as the number of shadows being rendered is not going
to be massive most of the time. I think it's more important to get the
API and geometry correct with this PR.
* I didn't implement an inset property, it's not essential and can
easily be added in a follow up.
* Shadows are only rendered for uinodes, not for images or text.
* Batching isn't supported, it would need out-of-the-scope-of-this-pr
changes to the way the UI handles z-ordering for it to be effective.

# Showcase

```cargo run --example box_shadow -- --samples 4```

<img width="391" alt="br" src="https://github.com/user-attachments/assets/4e8add96-dc93-46e0-9e35-d995eb0943ad">

```cargo run --example box_shadow -- --samples 10```

<img width="391" alt="s10"
src="https://github.com/user-attachments/assets/ecb384c9-4012-4cd6-9dea-5180904bf28e">
2024-10-08 16:26:17 +00:00
Liam Gallagher
f1fbb668f9
Watching versions of bevy/get and bevy/list with HTTP SSE (#15608)
## Objective

Add a way to stream BRP requests when the data changes.

## Solution

#### BRP Side (reusable for other transports)

Add a new method handler type that returns a optional value. This
handler is run in update and if a value is returned it will be sent on
the message channel. Custom watching handlers can be added with
`RemotePlugin::with_watching_method`.

#### HTTP Side

If a request comes in with `+watch` in the method, it will respond with
`text/event-stream` rather than a single response.

## Testing

I tested with the podman HTTP client. This client has good support for
SSE's if you want to test it too.

## Parts I want some opinions on

- For separating watching methods I chose to add a `+watch` suffix to
the end kind of like `content-type` headers. A get would be
`bevy/get+watch`.
- Should watching methods send an initial response with everything or
only respond when a change happens? Currently the later is what happens.

## Future work

- The `bevy/query` method would also benefit from this but that
condition will be quite complex so I will leave that to later.

---------

Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-10-08 16:21:46 +00:00
Joona Aalto
21b78b5990
Implement From translation and rotation for isometries (#15733)
# Objective

Several of our APIs (namely gizmos and bounding) use isometries on
current Bevy main. This is nicer than separate properties in a lot of
cases, but users have still expressed usability concerns.

One problem is that in a lot of cases, you only care about e.g.
translation, so you end up with this:

```rust
gizmos.cross_2d(
    Isometry2d::from_translation(Vec2::new(-160.0, 120.0)),
    12.0,
    FUCHSIA,
);
```

The isometry adds quite a lot of length and verbosity, and isn't really
that relevant since only the translation is important here.

It would be nice if you could use the translation directly, and only
supply an isometry if both translation and rotation are needed. This
would make the following possible:

```rust
gizmos.cross_2d(Vec2::new(-160.0, 120.0), 12.0, FUCHSIA);
```

removing a lot of verbosity.

## Solution

Implement `From<Vec2>` and `From<Rot2>` for `Isometry2d`, and
`From<Vec3>`, `From<Vec3A>`, and `From<Quat>` for `Isometry3d`. These
are lossless conversions that fit the semantics of `From`.

This makes the proposed API possible! The methods must now simply take
an `impl Into<IsometryNd>`, and this works:

```rust
gizmos.cross_2d(Vec2::new(-160.0, 120.0), 12.0, FUCHSIA);
```
2024-10-08 16:09:28 +00:00
m-edlund
8d53c0af91
improve sub view example with dynamic viewports (#15681)
# Objective

- Adds better comments and includes an example where the aspect ratio
between `size` and `full_size` differ
- Fixes #15576

## Solution

- Viewports are dynamically scaled to window size

## Testing

- Tested with moving the window around and by manually setting the
window scaling factor
- Just to make sure nothing else is going on, someone on macOS should
also test this

## Showcase

Since calculating padding from window size is a hassle, the example now
looks a bit more squished together:


![image](https://github.com/user-attachments/assets/68609cf2-5a67-49bd-8e0b-910bfd17f4d8)
2024-10-08 16:07:31 +00:00
Shane Celis
320d53c1d2
Vary transforms for custom_skinned_mesh example (#15710)
# Objective

Enhance the [custom skinned mesh
example](https://bevyengine.org/examples/animation/custom-skinned-mesh/)
to show some variety and clarify what the transform does to the mesh.

## Solution


https://github.com/user-attachments/assets/c919db74-6e77-4f33-ba43-0f40a88042b3

Add variety and clarity with the following changes:

- vary transform changes,
- use a UV texture,
- and show transform changes via gizmos.

(Maybe it'd be worth turning on wireframe rendering to show what happens
to the mesh. I think it'd be nice visually but might make the code a
little noisy.)

## Testing

I exercised it on my x86 macOS computer. It'd be good to have it
validated on Windows, Linux, and WASM.

---

## Showcase

- Custom skinned mesh example varies the transforms changes and uses a
UV test texture.
2024-10-08 12:37:46 +00:00
IceSentry
4bf647ff3b
Add Order Independent Transparency (#14876)
# Objective

- Alpha blending can easily fail in many situations and requires sorting
on the cpu

## Solution

- Implement order independent transparency (OIT) as an alternative to
alpha blending
- The implementation uses 2 passes
- The first pass records all the fragments colors and position to a
buffer that is the size of N layers * the render target resolution.
- The second pass sorts the fragments, blends them and draws them to the
screen. It also currently does manual depth testing because early-z
fails in too many cases in the first pass.

## Testing

- We've been using this implementation at foresight in production for
many months now and we haven't had any issues related to OIT.

---

## Showcase


![image](https://github.com/user-attachments/assets/157f3e32-adaf-4782-b25b-c10313b9bc43)

![image](https://github.com/user-attachments/assets/bef23258-0c22-4b67-a0b8-48a9f571c44f)

## Future work

- Add an example showing how to use OIT for a custom material
- Next step would be to implement a per-pixel linked list to reduce
memory use
- I'd also like to investigate using a BinnedRenderPhase instead of a
SortedRenderPhase. If it works, it would make the transparent pass
significantly faster.

---------

Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: Charlotte McElwain <charlotte.c.mcelwain@gmail.com>
2024-10-07 23:50:28 +00:00
Tim
e7b83acadc
Fix shader_prepass example (#15719)
Simple fix for another missed piece in the port to required components
2024-10-07 23:45:20 +00:00
Tim
0c959f7700
Fix query_gltf_primitives example (#15715)
This example was missed during the port to required components for
meshes and materials.
Easy fix, I checked that it works as it did in the PR that added the
example (#13912).
2024-10-07 23:03:16 +00:00
Mohamed Osama
91bed8ce51
Screen shake example (#15567)
# Objective

Closes https://github.com/bevyengine/bevy/issues/15564

## Solution

Adds a screen shake example.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-07 21:14:07 +00:00
François Mockers
1869e45c49
fix some of the ease functions from interpolation (#15706)
# Objective

- Followup to #15675
- Some of the functions are wrong, noticed in #15703: `Sine`, `Elastic`
and `Back`

## Solution

- Fix them and make them deterministic


![ease-fixed-functions](https://github.com/user-attachments/assets/8a4d5c0c-36fa-4a49-a189-5b832dc24721)
2024-10-07 19:08:32 +00:00