As mentioned in #2926, it's better to have an explicit type that clearly communicates the intent of the timer mode rather than an opaque boolean, which can be only understood when knowing the signature or having to look up the documentation.
This also opens up a way to merge different timers, such as `Stopwatch`, and possibly future ones, such as `DiscreteStopwatch` and `DiscreteTimer` from #2683, into one struct.
Signed-off-by: Lena Milizé <me@lvmn.org>
# Objective
Fixes#2926.
## Solution
Introduce `TimerMode` which replaces the `bool` argument of `Timer` constructors. A `Default` value for `TimerMode` is `Once`.
---
## Changelog
### Added
- `TimerMode` enum, along with variants `TimerMode::Once` and `TimerMode::Repeating`
### Changed
- Replace `bool` argument of `Timer::new` and `Timer::from_seconds` with `TimerMode`
- Change `repeating: bool` field of `Timer` with `mode: TimerMode`
## Migration Guide
- Replace `Timer::new(duration, false)` with `Timer::new(duration, TimerMode::Once)`.
- Replace `Timer::new(duration, true)` with `Timer::new(duration, TimerMode::Repeating)`.
- Replace `Timer::from_seconds(seconds, false)` with `Timer::from_seconds(seconds, TimerMode::Once)`.
- Replace `Timer::from_seconds(seconds, true)` with `Timer::from_seconds(seconds, TimerMode::Repeating)`.
- Change `timer.repeating()` to `timer.mode() == TimerMode::Repeating`.
# Objective
Closes#6202.
The default background color for `NodeBundle` is currently white.
However, it's very rare that you actually want a white background color.
Instead, you often want a background color specific to the style of your game or a transparent background (e.g. for UI layout nodes).
## Solution
`Default` is not derived for `NodeBundle` anymore, but explicitly specified.
The default background color is now transparent (`Color::NONE.into()`) as this is the most common use-case, is familiar from the web and makes specifying a layout for your UI less tedious.
---
## Changelog
- Changed the default `NodeBundle.background_color` to be transparent (`Color::NONE.into()`).
## Migration Guide
If you want a `NodeBundle` with a white background color, you must explicitly specify it:
Before:
```rust
let node = NodeBundle {
..default()
}
```
After:
```rust
let node = NodeBundle {
background_color: Color::WHITE.into(),
..default()
}
```
# Objective
Examples should use the correct tools for the job.
## Solution
A fixed timestep, by design, can step multiple times consecutively in a single update.
That property used to crash the `alien_cake_addict` example (#2525), which was "fixed" in #3411 (by just not panicking). The proper fix is to use a timer instead, since the system is supposed to spawn a cake every 5 seconds.
---
A timer guarantees a minimum duration. A fixed timestep guarantees a fixed number of steps per second.
Each one works by essentially sacrificing the other's guarantee.
You can use them together, but no other systems are timestep-based in this example, so the timer is enough.
# Objective
Fixes#6078. The `UiColor` component is unhelpfully named: it is unclear, ambiguous with border color and
## Solution
Rename the `UiColor` component (and associated fields) to `BackgroundColor` / `background_colorl`.
## Migration Guide
`UiColor` has been renamed to `BackgroundColor`. This change affects `NodeBundle`, `ButtonBundle` and `ImageBundle`. In addition, the corresponding field on `ExtractedUiNode` has been renamed to `background_color` for consistency.
# Objective
Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands).
## Solution
All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input:
```rust
// before:
commands
.spawn()
.insert((A, B, C));
world
.spawn()
.insert((A, B, C);
// after
commands.spawn((A, B, C));
world.spawn((A, B, C));
```
All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api.
By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`).
This improves spawn performance by over 10%:
![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png)
To take this measurement, I added a new `world_spawn` benchmark.
Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main.
**Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).**
---
## Changelog
- All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input
- All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api
- World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior.
## Migration Guide
```rust
// Old (0.8):
commands
.spawn()
.insert_bundle((A, B, C));
// New (0.9)
commands.spawn((A, B, C));
// Old (0.8):
commands.spawn_bundle((A, B, C));
// New (0.9)
commands.spawn((A, B, C));
// Old (0.8):
let entity = commands.spawn().id();
// New (0.9)
let entity = commands.spawn_empty().id();
// Old (0.8)
let entity = world.spawn().id();
// New (0.9)
let entity = world.spawn_empty();
```
Examples inconsistently use either `TAU`, `PI`, `FRAC_PI_2` or `FRAC_PI_4`.
Often in odd ways and without `use`ing the constants, making it difficult to parse.
* Use `PI` to specify angles.
* General code-quality improvements.
* Fix borked `hierarchy` example.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.
While ergonomic, this results in several drawbacks:
* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
* Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
*ira: My commits are not as well organized :')*
* I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
* I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.
## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.
## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.
If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.
`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.
Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Creating UI elements is very boilerplate-y with lots of indentation.
This PR aims to reduce boilerplate around creating text elements.
## Changelog
* Renamed `Text::with_section` to `from_section`.
It no longer takes a `TextAlignment` as argument, as the vast majority of cases left it `Default::default()`.
* Added `Text::from_sections` which creates a `Text` from a list of `TextSections`.
Reduces line-count and reduces indentation by one level.
* Added `Text::with_alignment`.
A builder style method for setting the `TextAlignment` of a `Text`.
* Added `TextSection::new`.
Does not reduce line count, but reduces character count and made it easier to read. No more `.to_string()` calls!
* Added `TextSection::from_style` which creates an empty `TextSection` with a style.
No more empty strings! Reduces indentation.
* Added `TextAlignment::CENTER` and friends.
* Added methods to `TextBundle`. `from_section`, `from_sections`, `with_text_alignment` and `with_style`.
## Note for reviewers.
Because of the nature of these changes I recommend setting diff view to 'split'.
~~Look for the book icon~~ cog in the top-left of the Files changed tab.
Have fun reviewing ❤️
<sup> >:D </sup>
## Migration Guide
`Text::with_section` was renamed to `from_section` and no longer takes a `TextAlignment` as argument.
Use `with_alignment` to set the alignment instead.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Remove unnecessary calls to `iter()`/`iter_mut()`.
Mainly updates the use of queries in our code, docs, and examples.
```rust
// From
for _ in list.iter() {
for _ in list.iter_mut() {
// To
for _ in &list {
for _ in &mut list {
```
We already enable the pedantic lint [clippy::explicit_iter_loop](https://rust-lang.github.io/rust-clippy/stable/) inside of Bevy. However, this only warns for a few known types from the standard library.
## Note for reviewers
As you can see the additions and deletions are exactly equal.
Maybe give it a quick skim to check I didn't sneak in a crypto miner, but you don't have to torture yourself by reading every line.
I already experienced enough pain making this PR :)
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
Users often ask for help with rotations as they struggle with `Quat`s.
`Quat` is rather complex and has a ton of verbose methods.
## Solution
Add rotation helper methods to `Transform`.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
- Spawning a scene is handled as a special case with a command `spawn_scene` that takes an handle but doesn't let you specify anything else. This is the only handle that works that way.
- Workaround for this have been to add the `spawn_scene` on `ChildBuilder` to be able to specify transform of parent, or to make the `SceneSpawner` available to be able to select entities from a scene by their instance id
## Solution
Add a bundle
```rust
pub struct SceneBundle {
pub scene: Handle<Scene>,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub instance_id: Option<InstanceId>,
}
```
and instead of
```rust
commands.spawn_scene(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"));
```
you can do
```rust
commands.spawn_bundle(SceneBundle {
scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
..Default::default()
});
```
The scene will be spawned as a child of the entity with the `SceneBundle`
~I would like to remove the command `spawn_scene` in favor of this bundle but didn't do it yet to get feedback first~
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
This adds "high level camera driven rendering" to Bevy. The goal is to give users more control over what gets rendered (and where) without needing to deal with render logic. This will make scenarios like "render to texture", "multiple windows", "split screen", "2d on 3d", "3d on 2d", "pass layering", and more significantly easier.
Here is an [example of a 2d render sandwiched between two 3d renders (each from a different perspective)](https://gist.github.com/cart/4fe56874b2e53bc5594a182fc76f4915):
![image](https://user-images.githubusercontent.com/2694663/168411086-af13dec8-0093-4a84-bdd4-d4362d850ffa.png)
Users can now spawn a camera, point it at a RenderTarget (a texture or a window), and it will "just work".
Rendering to a second window is as simple as spawning a second camera and assigning it to a specific window id:
```rust
// main camera (main window)
commands.spawn_bundle(Camera2dBundle::default());
// second camera (other window)
commands.spawn_bundle(Camera2dBundle {
camera: Camera {
target: RenderTarget::Window(window_id),
..default()
},
..default()
});
```
Rendering to a texture is as simple as pointing the camera at a texture:
```rust
commands.spawn_bundle(Camera2dBundle {
camera: Camera {
target: RenderTarget::Texture(image_handle),
..default()
},
..default()
});
```
Cameras now have a "render priority", which controls the order they are drawn in. If you want to use a camera's output texture as a texture in the main pass, just set the priority to a number lower than the main pass camera (which defaults to `0`).
```rust
// main pass camera with a default priority of 0
commands.spawn_bundle(Camera2dBundle::default());
commands.spawn_bundle(Camera2dBundle {
camera: Camera {
target: RenderTarget::Texture(image_handle.clone()),
priority: -1,
..default()
},
..default()
});
commands.spawn_bundle(SpriteBundle {
texture: image_handle,
..default()
})
```
Priority can also be used to layer to cameras on top of each other for the same RenderTarget. This is what "2d on top of 3d" looks like in the new system:
```rust
commands.spawn_bundle(Camera3dBundle::default());
commands.spawn_bundle(Camera2dBundle {
camera: Camera {
// this will render 2d entities "on top" of the default 3d camera's render
priority: 1,
..default()
},
..default()
});
```
There is no longer the concept of a global "active camera". Resources like `ActiveCamera<Camera2d>` and `ActiveCamera<Camera3d>` have been replaced with the camera-specific `Camera::is_active` field. This does put the onus on users to manage which cameras should be active.
Cameras are now assigned a single render graph as an "entry point", which is configured on each camera entity using the new `CameraRenderGraph` component. The old `PerspectiveCameraBundle` and `OrthographicCameraBundle` (generic on camera marker components like Camera2d and Camera3d) have been replaced by `Camera3dBundle` and `Camera2dBundle`, which set 3d and 2d default values for the `CameraRenderGraph` and projections.
```rust
// old 3d perspective camera
commands.spawn_bundle(PerspectiveCameraBundle::default())
// new 3d perspective camera
commands.spawn_bundle(Camera3dBundle::default())
```
```rust
// old 2d orthographic camera
commands.spawn_bundle(OrthographicCameraBundle::new_2d())
// new 2d orthographic camera
commands.spawn_bundle(Camera2dBundle::default())
```
```rust
// old 3d orthographic camera
commands.spawn_bundle(OrthographicCameraBundle::new_3d())
// new 3d orthographic camera
commands.spawn_bundle(Camera3dBundle {
projection: OrthographicProjection {
scale: 3.0,
scaling_mode: ScalingMode::FixedVertical,
..default()
}.into(),
..default()
})
```
Note that `Camera3dBundle` now uses a new `Projection` enum instead of hard coding the projection into the type. There are a number of motivators for this change: the render graph is now a part of the bundle, the way "generic bundles" work in the rust type system prevents nice `..default()` syntax, and changing projections at runtime is much easier with an enum (ex for editor scenarios). I'm open to discussing this choice, but I'm relatively certain we will all come to the same conclusion here. Camera2dBundle and Camera3dBundle are much clearer than being generic on marker components / using non-default constructors.
If you want to run a custom render graph on a camera, just set the `CameraRenderGraph` component:
```rust
commands.spawn_bundle(Camera3dBundle {
camera_render_graph: CameraRenderGraph::new(some_render_graph_name),
..default()
})
```
Just note that if the graph requires data from specific components to work (such as `Camera3d` config, which is provided in the `Camera3dBundle`), make sure the relevant components have been added.
Speaking of using components to configure graphs / passes, there are a number of new configuration options:
```rust
commands.spawn_bundle(Camera3dBundle {
camera_3d: Camera3d {
// overrides the default global clear color
clear_color: ClearColorConfig::Custom(Color::RED),
..default()
},
..default()
})
commands.spawn_bundle(Camera3dBundle {
camera_3d: Camera3d {
// disables clearing
clear_color: ClearColorConfig::None,
..default()
},
..default()
})
```
Expect to see more of the "graph configuration Components on Cameras" pattern in the future.
By popular demand, UI no longer requires a dedicated camera. `UiCameraBundle` has been removed. `Camera2dBundle` and `Camera3dBundle` now both default to rendering UI as part of their own render graphs. To disable UI rendering for a camera, disable it using the CameraUi component:
```rust
commands
.spawn_bundle(Camera3dBundle::default())
.insert(CameraUi {
is_enabled: false,
..default()
})
```
## Other Changes
* The separate clear pass has been removed. We should revisit this for things like sky rendering, but I think this PR should "keep it simple" until we're ready to properly support that (for code complexity and performance reasons). We can come up with the right design for a modular clear pass in a followup pr.
* I reorganized bevy_core_pipeline into Core2dPlugin and Core3dPlugin (and core_2d / core_3d modules). Everything is pretty much the same as before, just logically separate. I've moved relevant types (like Camera2d, Camera3d, Camera3dBundle, Camera2dBundle) into their relevant modules, which is what motivated this reorganization.
* I adapted the `scene_viewer` example (which relied on the ActiveCameras behavior) to the new system. I also refactored bits and pieces to be a bit simpler.
* All of the examples have been ported to the new camera approach. `render_to_texture` and `multiple_windows` are now _much_ simpler. I removed `two_passes` because it is less relevant with the new approach. If someone wants to add a new "layered custom pass with CameraRenderGraph" example, that might fill a similar niche. But I don't feel much pressure to add that in this pr.
* Cameras now have `target_logical_size` and `target_physical_size` fields, which makes finding the size of a camera's render target _much_ simpler. As a result, the `Assets<Image>` and `Windows` parameters were removed from `Camera::world_to_screen`, making that operation much more ergonomic.
* Render order ambiguities between cameras with the same target and the same priority now produce a warning. This accomplishes two goals:
1. Now that there is no "global" active camera, by default spawning two cameras will result in two renders (one covering the other). This would be a silent performance killer that would be hard to detect after the fact. By detecting ambiguities, we can provide a helpful warning when this occurs.
2. Render order ambiguities could result in unexpected / unpredictable render results. Resolving them makes sense.
## Follow Up Work
* Per-Camera viewports, which will make it possible to render to a smaller area inside of a RenderTarget (great for something like splitscreen)
* Camera-specific MSAA config (should use the same "overriding" pattern used for ClearColor)
* Graph Based Camera Ordering: priorities are simple, but they make complicated ordering constraints harder to express. We should consider adopting a "graph based" camera ordering model with "before" and "after" relationships to other cameras (or build it "on top" of the priority system).
* Consider allowing graphs to run subgraphs from any nest level (aka a global namespace for graphs). Right now the 2d and 3d graphs each need their own UI subgraph, which feels "fine" in the short term. But being able to share subgraphs between other subgraphs seems valuable.
* Consider splitting `bevy_core_pipeline` into `bevy_core_2d` and `bevy_core_3d` packages. Theres a shared "clear color" dependency here, which would need a new home.
# Objective
- Coming from 7a596f1910 (r876310734)
- Simplify the examples regarding addition of `Msaa` Resource with default value.
## Solution
- Remove addition of `Msaa` Resource with default value from examples,
# Objective
Reduce the catch-all grab-bag of functionality in bevy_core by minimally splitting off time functionality into bevy_time. Functionality like that provided by #3002 would increase the complexity of bevy_time, so this is a good candidate for pulling into its own unit.
A step in addressing #2931 and splitting bevy_core into more specific locations.
## Solution
Pull the time module of bevy_core into a new crate, bevy_time.
# Migration guide
- Time related types (e.g. `Time`, `Timer`, `Stopwatch`, `FixedTimestep`, etc.) should be imported from `bevy::time::*` rather than `bevy::core::*`.
- If you were adding `CorePlugin` manually, you'll also want to add `TimePlugin` from `bevy::time`.
- The `bevy::core::CorePlugin::Time` system label is replaced with `bevy::time::TimeSystem`.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Provide a starting point for #3951, or a partial solution.
Providing a few comment blocks to discuss, and hopefully find better one in the process.
## Solution
Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less.
## Changelog
- Moved some existing comments from main() functions in the 2d examples to the file header level
- Wrote some more comment blocks for most other 2d examples
TODO:
- [x] 2d/sprite_sheet, wasnt able to come up with something good yet
- [x] all other example groups...
Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed.
I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
# Objective
Fixes#3180, builds from https://github.com/bevyengine/bevy/pull/2898
## Solution
Support requesting a window to be closed and closing a window in `bevy_window`, and handle this in `bevy_winit`.
This is a stopgap until we move to windows as entites, which I'm sure I'll get around to eventually.
## Changelog
### Added
- `Window::close` to allow closing windows.
- `WindowClosed` to allow reacting to windows being closed.
### Changed
Replaced `bevy::system::exit_on_esc_system` with `bevy:🪟:close_on_esc`.
## Fixed
The app no longer exits when any window is closed. This difference is only observable when there are multiple windows.
## Migration Guide
`bevy::input::system::exit_on_esc_system` has been removed. Use `bevy:🪟:close_on_esc` instead.
`CloseWindow` has been removed. Use `Window::close` instead.
The `Close` variant has been added to `WindowCommand`. Handle this by closing the relevant window.
# Objective
- Closes#335.
- Related #4285.
- Part of the splitting process of #3503.
## Solution
- Move `Rect` to `bevy_ui` and rename it to `UiRect`.
## Reasons
- `Rect` is only used in `bevy_ui` and therefore calling it `UiRect` makes the intent clearer.
- We have two types that are called `Rect` currently and it's missleading (see `bevy_sprite::Rect` and #335).
- Discussion in #3503.
## Changelog
### Changed
- The `Rect` type got moved from `bevy_math` to `bevy_ui` and renamed to `UiRect`.
## Migration Guide
- The `Rect` type got renamed to `UiRect`. To migrate you just have to change every occurrence of `Rect` to `UiRect`.
Co-authored-by: KDecay <KDecayMusic@protonmail.com>
# Objective
- Several examples are useful for qualitative tests of Bevy's performance
- By contrast, these are less useful for learning material: they are often relatively complex and have large amounts of setup and are performance optimized.
## Solution
- Move bevymark, many_sprites and many_cubes into the new stress_tests example folder
- Move contributors into the games folder: unlike the remaining examples in the 2d folder, it is not focused on demonstrating a clear feature.
2022-04-10 02:05:21 +00:00
Renamed from examples/game/alien_cake_addict.rs (Browse further)