Commit graph

5891 commits

Author SHA1 Message Date
mamekoro
cb9789bc35
Remove unnecessary executable flags from Rust source files (#12707)
# Objective
I found that some .rs files are unnecessarily executable.

Rust source files may start with a shebang-like statement `#!`, so let's
make sure they are not executable just in case.

Here is the result of the `find` commend that lists executable .rs files
as of main branch `86bd648`.
```console
$ find -name \*.rs -type f -executable
./crates/bevy_gizmos/src/lib.rs
./crates/bevy_tasks/src/lib.rs
./crates/bevy_time/src/lib.rs
./crates/bevy_transform/src/lib.rs
./src/lib.rs
```

It appears that the permissions of those files were originally 644, but
were unexpectedly changed to 755 by commit
52e3f2007b.

## Solution
Make them not executable by using this command;
`find -name \*.rs -type f -executable -exec chmod --verbose a-x -- {}
\+`
2024-03-25 20:03:55 +00:00
Brett Striker
b2b302bdfd
Restore pre 0.13.1 Root Node Layout behavior (#12698)
# Objective

Fix the regression for Root Node's Layout behavior introduced in
https://github.com/bevyengine/bevy/pull/12268

- Add regression test for Root Node Layout's behaving as they did before
0.13.1
- Restore pre 0.13.1 Root Node Layout behavior (fixes
https://github.com/bevyengine/bevy/issues/12624)

## Solution

This implements [@nicoburns suggestion
](https://discord.com/channels/691052431525675048/743663673393938453/1221593626476548146),
where instead of adding the camera to the taffy node tree, we revert
back to adding a new "parent" node for each root node while maintaining
their relationship with the camera.

> If you can do the ecs change detection to move the node to the correct
Taffy instance for the camera then you should also be able to move it to
a `Vec` of root nodes for that camera.

---

## Changelog

Fixed https://github.com/bevyengine/bevy/issues/12624 - Restores pre
0.13.1 Root Node Layout behavior

## Migration Guide

If you were affected by the 0.13.1 regression and added `position_type:
Absolute` to all your root nodes you might be able to reclaim some LOC
by removing them now that the 0.13 behavior is restored.
2024-03-25 19:11:50 +00:00
notmd
0b623e283e
fix: correctly handle UI outline scale (#12568)
# Objective

- The UI outline in the new dev tools does not handle scale correctly
when the scale is not 1. It looks like the `GlobalTransform` already
handles `scale`. Fix #12566
- To reproduce make sure your screen scale is not 1 and run `cargo run
--example ui --features bevy/bevy_dev_tools`
- I'm not really familiar with Bevy UI internal so please review this
carefully.

## Solution
- Dont apply `window_scale` when calculating `LayoutRect` scale
---
#### Question about UI Node with custom scale: 
- How do we expect the outline when the UI Node is spawn with custom
transform
Eg: `Transform::from_scale(Vec3::splat(1.5))`. Related discussion in
Discord
https://discord.com/channels/691052431525675048/743663673393938453/1219575406986788864

Before

![image](https://github.com/bevyengine/bevy/assets/33456881/10a0bd72-d3ce-4d23-803b-2c458a3a34d7)
After 

![image](https://github.com/bevyengine/bevy/assets/33456881/5bb34d71-2d4c-4fb3-9782-abc450ac7c00)
2024-03-25 19:10:58 +00:00
Lynn
97a5059535
Gizmo line styles (#12394)
# Objective

- Adds line styles to bevy gizmos, suggestion of #9400 
- Currently solid and dotted lines are implemented but this can easily
be extended to support dashed lines as well if that is wanted.

## Solution

- Adds the enum `GizmoLineStyle` and uses it in each `GizmoConfig` to
configure the style of the line.
- Each "dot" in a dotted line has the same width and height as the
`line_width` of the corresponding line.

---

## Changelog

- Added `GizmoLineStyle` to `bevy_gizmos`
- Added a `line_style: GizmoLineStyle ` attribute to `GizmoConfig`
- Updated the `lines.wgsl` shader and the pipelines accordingly.

## Migration Guide

- Any manually created `GizmoConfig` must now include the `line_style`
attribute

## Additional information
Some pretty pictures :)

This is the 3d_gizmos example with/without `line_perspective`:
<img width="1440" alt="Screenshot 2024-03-09 at 23 25 53"
src="https://github.com/bevyengine/bevy/assets/62256001/b1b97311-e78d-4de3-8dfe-9e48a35bb27d">
<img width="1440" alt="Screenshot 2024-03-09 at 23 25 39"
src="https://github.com/bevyengine/bevy/assets/62256001/50ee8ecb-5290-484d-ba36-7fd028374f7f">

And the 2d example:
<img width="1440" alt="Screenshot 2024-03-09 at 23 25 06"
src="https://github.com/bevyengine/bevy/assets/62256001/4452168f-d605-4333-bfa5-5461d268b132">

---------

Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
2024-03-25 19:10:45 +00:00
Ian Kettlewell
b35974010b
Get Bevy building for WebAssembly with multithreading (#12205)
# Objective

This gets Bevy building on Wasm when the `atomics` flag is enabled. This
does not yet multithread Bevy itself, but it allows Bevy users to use a
crate like `wasm_thread` to spawn their own threads and manually
parallelize work. This is a first step towards resolving #4078 . Also
fixes #9304.

This provides a foothold so that Bevy contributors can begin to think
about multithreaded Wasm's constraints and Bevy can work towards changes
to get the engine itself multithreaded.

Some flags need to be set on the Rust compiler when compiling for Wasm
multithreading. Here's what my build script looks like, with the correct
flags set, to test out Bevy examples on web:

```bash
set -e
RUSTFLAGS='-C target-feature=+atomics,+bulk-memory,+mutable-globals' \
     cargo build --example breakout --target wasm32-unknown-unknown -Z build-std=std,panic_abort --release
 wasm-bindgen --out-name wasm_example \
   --out-dir examples/wasm/target \
   --target web target/wasm32-unknown-unknown/release/examples/breakout.wasm
 devserver --header Cross-Origin-Opener-Policy='same-origin' --header Cross-Origin-Embedder-Policy='require-corp' --path examples/wasm
```

A few notes:

1. `cpal` crashes immediately when the `atomics` flag is set. That is
patched in https://github.com/RustAudio/cpal/pull/837, but not yet in
the latest crates.io release.

That can be temporarily worked around by patching Cpal like so:
```toml
[patch.crates-io]
cpal = { git = "https://github.com/RustAudio/cpal" }
```

2. When testing out `wasm_thread` you need to enable the `es_modules`
feature.

## Solution

The largest obstacle to compiling Bevy with `atomics` on web is that
`wgpu` types are _not_ Send and Sync. Longer term Bevy will need an
approach to handle that, but in the near term Bevy is already configured
to be single-threaded on web.

Therefor it is enough to wrap `wgpu` types in a
`send_wrapper::SendWrapper` that _is_ Send / Sync, but panics if
accessed off the `wgpu` thread.

---

## Changelog

- `wgpu` types that are not `Send` are wrapped in
`send_wrapper::SendWrapper` on Wasm + 'atomics'
- CommandBuffers are not generated in parallel on Wasm + 'atomics'

## Questions
- Bevy should probably add CI checks to make sure this doesn't regress.
Should that go in this PR or a separate PR? **Edit:** Added checks to
build Wasm with atomics

---------

Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: daxpedda <daxpedda@gmail.com>
Co-authored-by: François <francois.mockers@vleue.com>
2024-03-25 19:10:18 +00:00
Michael Allwright
320033150e
Fix fetching assets in Web Workers (#12134)
# Objective

This PR fixes #12125

## Solution

The logic in this PR was borrowed from gloo-net and essentially probes
the global Javascript context to see if we are in a window or a worker
before calling `fetch_with_str`.

---------

Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-03-25 19:09:30 +00:00
Tygyh
e9343b052f
Support calculating normals for indexed meshes (#11654)
# Objective

- Finish #3987

## Solution

- Rebase and fix typo.

Co-authored-by: Robert Bragg <robert@sixbynine.org>
2024-03-25 19:09:24 +00:00
JMS55
4f20faaa43
Meshlet rendering (initial feature) (#10164)
# Objective
- Implements a more efficient, GPU-driven
(https://github.com/bevyengine/bevy/issues/1342) rendering pipeline
based on meshlets.
- Meshes are split into small clusters of triangles called meshlets,
each of which acts as a mini index buffer into the larger mesh data.
Meshlets can be compressed, streamed, culled, and batched much more
efficiently than monolithic meshes.


![image](https://github.com/bevyengine/bevy/assets/47158642/cb2aaad0-7a9a-4e14-93b0-15d4e895b26a)

![image](https://github.com/bevyengine/bevy/assets/47158642/7534035b-1eb7-4278-9b99-5322e4401715)

# Misc
* Future work: https://github.com/bevyengine/bevy/issues/11518
* Nanite reference:
https://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf
Two pass occlusion culling explained very well:
https://medium.com/@mil_kru/two-pass-occlusion-culling-4100edcad501

---------

Co-authored-by: Ricky Taylor <rickytaylor26@gmail.com>
Co-authored-by: vero <email@atlasdostal.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: atlas dostal <rodol@rivalrebels.com>
2024-03-25 19:08:27 +00:00
James Liu
f096ad4155
Set the logo and favicon for all of Bevy's published crates (#12696)
# Objective
Currently the built docs only shows the logo and favicon for the top
level `bevy` crate. This makes views like
https://docs.rs/bevy_ecs/latest/bevy_ecs/ look potentially unrelated to
the project at first glance.

## Solution
Reproduce the docs attributes for every crate that Bevy publishes.

Ideally this would be done with some workspace level Cargo.toml control,
but AFAICT, such support does not exist.
2024-03-25 18:52:50 +00:00
TheBigCheese
86bd648570
Added an init_bundle method to World (#12573)
# Objective
Make it easy to get the ids of all the components in a bundle (and
initialise any components not yet initialised). This is fairly similar
to the `Bundle::get_component_ids()` method added in the observers PR
however that will return none for any non-initialised components. This
is exactly the API space covered by `Bundle::component_ids()` however
that isn't possible to call outside of `bevy_ecs` as it requires `&mut
Components` and `&mut Storages`.

## Solution
Added `World.init_bundle<B: Bundle>()` which similarly to
`init_component` and `init_resource`, initialises all components in the
bundle and returns a vector of their component ids.

---

## Changelog
Added the method `init_bundle` to `World` as a counterpart to
`init_component` and `init_resource`.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2024-03-24 23:48:51 +00:00
JMS55
93b4c6c9a2
Add iOS to synchronous_pipeline_compilation docs (#12694)
iOS uses Metal, so it has the same limitation as macOS, presumably.
2024-03-24 22:01:55 +00:00
Pietro
99d9cc1e49
fix: make WebGPU shader work again (#12683)
# Objective

- Fixes WebGPU UI shader.

<img width="505" alt="image"
src="https://github.com/bevyengine/bevy/assets/106191044/0ae30234-0aae-4f02-95f2-dfb3657d8e67">


## Solution

- Renames a variable to avoid naming conflict.
2024-03-24 10:29:39 +00:00
Manish
9e0970768a
FIX12527: Changes to make serde optional for bevy_color (#12666)
# Objective

- Add serialize feature to bevy_color
- "Fixes #12527".

## Solution

- Added feature for serialization

---

## Changelog

- Serde serialization is now optional, with flag 'serialize'

## Migration Guide

- If user wants color data structures to be serializable, then
application needs to be build with flag 'serialize'
2024-03-24 08:55:34 +00:00
Charles Bournhonesque
944fc71eb1
Update safety comment for bundle removal (#12657)
# Objective

- Tiny PR to clarify that `self.world.bundles.init_info::<T>` must have
been called so that the BundleInfo is present in the World

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2024-03-23 22:07:08 +00:00
IceSentry
85b488b73d
Make SystemInfo a Resource (#12584)
# Objective

We already collect a lot of system information on startup when possible
but we don't make this information available. With the upcoming work on
a diagnostic overlay it would be useful to be able to display this
information.

## Solution

Make the already existing SystemInfo a Resource

---

## Changelog

Added `SystemInfo` Resource

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
2024-03-23 06:16:02 +00:00
Arthur Brussee
34c8778bf0
Fix get_asset_paths not properly deleting empty folders (& recursive async functions) (#12638)
# Objective

get_asset_paths tries to check whether a folder is empty, and if so
delete it. However rather than checking whether any subfolder contains
files it checks whether _all_ subfolders have files.

Also cleanup various BoxedFutures in async recursive functions like
these, rust 1.77 now allows recursive async functions (albeit still by
boxing), hurray! This is a followup to #12550 (sorta). More BoxedFuture
stuff can be removed now that rust 1.77 is out, which can use async
recursive functions! This is mainly just cleaner code wise - the
recursion still boxes the future so not much to win there.

PR is mainly whitespace changes so do disable whitespace diffs for
easier review.
2024-03-23 03:35:51 +00:00
Ame
72c51cdab9
Make feature(doc_auto_cfg) work (#12642)
# Objective

- In #12366 `![cfg_attr(docsrs, feature(doc_auto_cfg))] `was added. But
to apply it it needs `--cfg=docsrs` in rustdoc-args.


## Solution

- Apply `--cfg=docsrs` to all crates and CI.

I also added `[package.metadata.docs.rs]` to all crates to avoid adding
code behind a feature and forget adding the metadata.

Before:

![Screenshot 2024-03-22 at 00 51
57](https://github.com/bevyengine/bevy/assets/104745335/6a9dfdaa-8710-4784-852b-5f9b74e3522c)

After:
![Screenshot 2024-03-22 at 00 51
32](https://github.com/bevyengine/bevy/assets/104745335/c5bd6d8e-8ddb-45b3-b844-5ecf9f88961c)
2024-03-23 02:22:52 +00:00
Nathaniel Bielanski
d836ece676
Moving structs PointLight, SpotLight, and DirectionalLight out of light/mod.rs (#12656)
# Objective

Follow up from PR #12369 to extract lighting structs from light/mod.rs
into their own file.
Part of the Purdue Refactoring Team's goals issue #12349 

## Solution

- Moved PointLight from light/mod.rs to light/point_light.rs
- Moved SpotLight from light/mod.rs to light/spot_light.rs
- Moved DirectionalLight from light/mod.rs to light/directional_light.rs
2024-03-23 02:16:07 +00:00
Brezak
d80f05cd73
Remove needless color specializaion for SpritePipeline (#12559)
# Objective

Remove color specialization from `SpritePipeline` after it became
useless in #9597

## Solution

Removed the `COLORED` flag from the pipeline key and removed the
specializing the pipeline over it.

---

## Changelog

### Removed
- `SpritePipelineKey` no longer contains the `COLORED` flag. The flag
has had no effect on how the pipeline operates for a while.

## Migration Guide

- The raw values for the `HDR`, `TONEMAP_IN_SHADER` and `DEBAND_DITHER`
flags have changed, so if you were constructing the pipeline key from
raw `u32`s you'll have to account for that.
2024-03-23 01:58:47 +00:00
Charles Bournhonesque
0b5f7b4ff2
Adding some docs for archetype internals (#12578)
# Objective


I was reading some of the Archetype and Bundle code and was getting
confused a little bit in some places (is the `archetype_id` in
`AddBundle` the source or the target archetype id?).
Small PR that adds some docstrings to make it easier for first-time
readers.
2024-03-23 01:48:31 +00:00
Jacques Schutte
fdf2ea7cc5
reflect: remove manual Reflect impls which could be handled by macros (#12596)
# Objective

* Adopted #12025 to fix merge conflicts
* In some cases we used manual impls for certain types, though they are
(at least, now) unnecessary.

## Solution

* Use macros and reflecting-by-value to avoid this clutter.
* Though there were linker issues with Reflect and the CowArc in
AssetPath (see https://github.com/bevyengine/bevy/issues/9747), I
checked these are resolved by using #[reflect_value].

---------

Co-authored-by: soqb <cb.setho@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2024-03-23 01:45:00 +00:00
s-puig
037f9d414b
Clarify documentation regarding just_released and just_pressed inputs (#12661)
# Objective

- Clarify that `ButtonInput::just_release` and
`ButtonInput::just_pressed` don't imply information about the state of
`ButtonInput::pressed` or their counterparts.
2024-03-23 01:26:03 +00:00
Vitaliy Sapronenko
67cc605e9f
Removed Into<AssedId<T>> for Handle<T> as mentioned in #12600 (#12655)
Fixes #12600 

## Solution

Removed Into<AssetId<T>> for Handle<T> as proposed in Issue
conversation, fixed dependent code

## Migration guide

If you use passing Handle by value as AssetId, you should pass reference
or call .id() method on it
Before (0.13):
`assets.insert(handle, value);`
After (0.14):
`assets.insert(&handle, value);`
or
`assets.insert(handle.id(), value);`
2024-03-22 20:26:12 +00:00
Tim Leach
b09f3bdfe6
Switch to portable RNG in examples (#12644)
# Objective

Fixes issue #12613 - the RNG used in examples is _deterministic_, but
its implementation is not _portable_ across platforms. We want to switch
to using a portable RNG that does not vary across platforms, to ensure
certain examples play out the same way every time.

## Solution

Replace all occurences of `rand::rngs::StdRng` with
`rand_chacha::ChaCha8Rng`, as recommended in issue #12613

---

## Changelog

- Add `rand_chacha` as a new dependency (controversial?)
- Replace all occurences of `rand::rngs::StdRng` with
`rand_chacha::ChaCha8Rng`
2024-03-22 20:25:49 +00:00
A-Walrus
92535b4bea
Fix typo in SceneBundle docs (#12645) 2024-03-22 20:25:15 +00:00
Talin
7133d51331
Interpolating hues should use rem_euclid. (#12641)
Also, added additional tests for the hue interpolation.

Fixes #12632
Fixes #12631
2024-03-22 19:53:10 +00:00
Lynn
6910ca3e8a
Implement maths and Animatable for Srgba (#12649)
# Objective

- Implements maths and `Animatable` for `Srgba` as suggested
[here](https://github.com/bevyengine/bevy/issues/12617#issuecomment-2013494774).

## Solution

- Implements `Animatable` and maths for `Srgba` just like their
implemented for other colors.

---

## Changelog

- Updated the example to mention `Srgba`.

## Migration Guide

- The previously existing implementation of mul/div for `Srgba` did not
modify `alpha` but these operations do modify `alpha` now. Users need to
be aware of this change.
2024-03-22 17:31:48 +00:00
Pablo Reinhardt
78335a5ddc
Allow Commands to register systems (#11019)
# Objective

- Allow registering of systems from Commands with
`Commands::register_one_shot_system`
- Make registering of one shot systems more easy

## Solution

- Add the Command `RegisterSystem` for Commands use.
- Creation of SystemId based on lazy insertion of the System
- Changed the privacy of the fields in SystemId so Commands can return
the SystemId

---

## Changelog

### Added
- Added command `RegisterSystem`
- Added function `Commands::register_one_shot_system`
- Added function `App::register_one_shot_system`

### Changed
- Changed the privacy and the type of struct tuple to regular struct of
SystemId

## Migration Guide

- Changed SystemId fields from tuple struct to a normal struct
If you want to access the entity field, you should use
`SystemId::entity` instead of `SystemId::0`

## Showcase
> Before, if you wanted to register a system with `Commands`, you would
need to do:
```rust
commands.add(|world: &mut World| {
    let id = world.register_system(your_system);
    // You would need to insert the SystemId inside an entity or similar
})
```
> Now, you can:
```rust
let id = commands.register_one_shot_system(your_system);
// Do what you want with the Id

```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Pablo Reinhardt <pabloreinhardt@gmail.com>
2024-03-22 17:31:40 +00:00
Vitor Falcao
c9ec95d782
Add Triangle3d primitive to bevy_math::primitives (#12508)
# Context

[GitHub Discussion
Link](https://github.com/bevyengine/bevy/discussions/12506)

# Objective

- **Clarity:** More explicit representation of a common geometric
primitive.
- **Convenience:** Provide methods tailored to 3D triangles (area,
perimeters, etc.).

## Solution

- Adding the `Triangle3d` primitive into the `bevy_math` crate.

---

## Changelog

### Added

- `Triangle3d` primitive to the `bevy_math` crate

### Changed

- `Triangle2d::reverse`: the first and last vertices are swapped instead
of the second and third.

---------

Co-authored-by: Miles Silberling-Cook <NthTensor@users.noreply.github.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2024-03-22 17:24:51 +00:00
Charles Bournhonesque
e33b93e312
Update ecs query docs (#12595)
# Objective

I'm reading through the ecs query code for the first time, and updating
the docs:
- fixed some typos
- added some docs about things I was confused about (in particular what
the difference between `matches_component_set` and
`update_component_access` was)
2024-03-22 13:28:41 +00:00
Lynn
7673afb03e
Implement Mix for Hsva and Hwba (#12619)
# Objective

- Fixes #12618

## Solution

- Implemented `Mix` for `Hsva` and `Hwba` following the implementation
approach of `Hsla`.
2024-03-22 12:20:08 +00:00
Andrew
70d8ce7762
pick nits from example bounding_2d (#12563)
# Objective

- went through bounding_2d example with a fine-toothed comb and found
two small issues

## Solution

- pulled "draw a small filled-in circle" logic into a function
- removed impotent addition of aabb / circle origin (identically
`Vec2(0.0, 0.0)`)
2024-03-22 02:02:00 +00:00
oyasumi731
0950348916
Add hue traits (#12399)
# Objective

Fixes #12200 .

## Solution

I added a Hue Trait with the rotate_hue method to enable hue rotation.
Additionally, I modified the implementation of animations in the
animated_material sample.

---

## Changelog

- Added a  `Hue` trait to `bevy_color/src/color_ops.rs`.
- Added the `Hue` trait implementation to `Hsla`, `Hsva`, `Hwba`,
`Lcha`, and `Oklcha`.
- Updated animated_material sample.

## Migration Guide

Users of Oklcha need to change their usage to use the with_hue method
instead of the with_h method.

---------

Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-03-22 00:36:46 +00:00
Lynn
887bc27a6f
Animatable for colors (#12614)
# Objective

- Fixes #12202 

## Solution

- Implements `Animatable` for all color types implementing arithmetic
operations.
  - the colors returned by `Animatable`s methods are already clamped.
- Adds a `color_animation.rs` example.
- Implements the `*Assign` operators for color types that already had
the corresponding operators. This is just a 'nice to have' and I am
happy to remove this if it's not wanted.

---

## Changelog

- `bevy_animation` now depends on `bevy_color`.
- `LinearRgba`, `Laba`, `Oklaba` and `Xyza` implement `Animatable`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-03-22 00:06:24 +00:00
BeastLe9enD
fcf01a7925
Add path function to ProcessContext (#12636)
# Objective

- It can be useful to have access to the path of the current asset being
processed, for example if you want to need a second file that is
relative to the current file being processed.

## Solution

- I added a `path()` function to the `ProcessContext`
2024-03-21 23:58:54 +00:00
Brezak
ba0f033e8f
Handle NaNs in diagnostics (#12633)
# Objective

Fixes #12628.

## Solution

Added several check for NaN values in `add_measurement`.
2024-03-21 21:26:53 +00:00
François Mockers
2f6d8663d0
rounded border: remove dead code in shader (#12602)
# Objective

- #12500 added dead code to the ui shader

## Solution

- Remove it
2024-03-21 19:17:13 +00:00
Matty
93c17d105a
Make cardinal splines include endpoints (#12574)
# Objective

- Fixes #12570 

## Solution

Previously, cardinal splines constructed by `CubicCardinalSpline` would
leave out their endpoints when constructing the cubic curve segments
connecting their points. (See the linked issue for details.)

Now, cardinal splines include the endpoints. For instance, the provided
usage example
```rust
let points = [
    vec2(-1.0, -20.0),
    vec2(3.0, 2.0),
    vec2(5.0, 3.0),
    vec2(9.0, 8.0),
];
let cardinal = CubicCardinalSpline::new(0.3, points).to_curve();
let positions: Vec<_> = cardinal.iter_positions(100).collect();
```
will actually produce a spline that connects all four of these points
instead of just the middle two "interior" points.

Internally, this is achieved by duplicating the endpoints of the vector
of control points before performing the construction of the associated
`CubicCurve`. This amounts to specifying that the tangents at the
endpoints `P_0` and `P_n` (say) should be parallel to `P_1 - P_0` and
`P_n - P_{n-1}`.

---

## Migration Guide

Any users relying on the old behavior of `CubicCardinalSpline` will have
to truncate any parametrizations they used in order to access a curve
identical to the one they had previously. This would be done by chopping
off a unit-distance segment from each end of the parametrizing interval.
For instance, if a user's existing code looks as follows
```rust
fn interpolate(t: f32) -> Vec2 {
    let points = [
        vec2(-1.0, -20.0),
        vec2(3.0, 2.0),
        vec2(5.0, 3.0),
        vec2(9.0, 8.0),
    ];
    let my_curve = CubicCardinalSpline::new(0.3, points).to_curve();
    my_curve.position(t)
}
```

then in order to obtain similar behavior, `t` will need to be shifted up
by 1, since the output of `CubicCardinalSpline::to_curve` has introduced
a new segment in the interval [0,1], displacing the old segment from
[0,1] to [1,2]:

```rust
fn interpolate(t: f32) -> Vec2 {
    let points = [
        vec2(-1.0, -20.0),
        vec2(3.0, 2.0),
        vec2(5.0, 3.0),
        vec2(9.0, 8.0),
    ];
    let my_curve = CubicCardinalSpline::new(0.3, points).to_curve();
    my_curve.position(t+1)
}
```

(Note that this does not provide identical output for values of `t`
outside of the interval [0,1].)

On the other hand, any user who was specifying additional endpoint
tangents simply to get the curve to pass through the right points (i.e.
not requiring exactly the same output) can simply omit the endpoints
that were being supplied only for control purposes.

---

## Discussion

### Design considerations

This is one of the two approaches outlined in #12570 — in this PR, we
are basically declaring that the docs are right and the implementation
was flawed.

One semi-interesting question is how the endpoint tangents actually
ought to be defined when we include them, and another option considered
was mirroring the control points adjacent to the endpoints instead of
duplicating them, which would have had the advantage that the expected
length of the corresponding difference should be more similar to that of
the other difference-tangents, provided that the points are equally
spaced.

In this PR, the duplication method (which produces smaller tangents) was
chosen for a couple reasons:
- It seems to be more standard
- It is exceptionally simple to implement
- I was a little concerned that the aforementioned alternative would
result in some over-extrapolation

### An annoyance

If you look at the code, you'll see I was unable to find a satisfactory
way of doing this without allocating a new vector. This doesn't seem
like a big problem given the context, but it does bother me. In
particular, if there is some easy parallel to `slice::windows` for
iterators that doesn't pull in an external dependency, I would love to
know about it.
2024-03-21 18:58:51 +00:00
Antony
a5d0265554
Update borders example to match rounded_borders example (#12630)
# Objective

- A new example `rounded_borders` was introduced in #12500, similar to
the `borders` example, but containing labels to describe each border,
leaving inconsistency between the examples.

## Solution

- Update the `borders` example to be consistent with `rounded_borders`.

Co-authored-by: François Mockers <mockersf@gmail.com>
2024-03-21 18:38:58 +00:00
Bruce Mitchener
412711bf1a
typo: 'plateform' -> 'platform' (#12626)
# Objective

- Have even fewer typos.

## Solution

- Fix typos found. In this case, `plateform`.

Co-authored-by: François Mockers <mockersf@gmail.com>
2024-03-21 18:37:35 +00:00
BeastLe9enD
cc3144926b
Make AssetAction::Ignore not copy assets to imported_assets (#12605)
# Objective

Lets say I have the following `.meta` file:
```RON
(
    meta_format_version: "1.0",
    asset: Ignore,
)
```
When a file is inside the `assets` directory and processing is enabled,
the processor will copy the file into `imported_assets` although it
should be ignored and therefore not copied.

## Solution

- I added a simple check that does not copy the assets if the
AssetAction is `Ignore`.


## Migration Guide

- The public `ProcessResult` enum now has a `ProcessResult::Ignore`
variant that must be handled.
2024-03-21 18:13:18 +00:00
Brezak
69e78bd03e
Fix Ci failing over dead code in tests (#12623)
# Objective

Fix Pr CI failing over dead code in tests and main branch CI failing
over a missing semicolon. Fixes #12620.

## Solution

Add dead_code annotations and a semicolon.
2024-03-21 18:08:47 +00:00
François Mockers
7b842e373e
UI: rounded border should use camera instead of windows (#12601)
# Objective

- #12500 use the primary window resolution to do all its calculation.
This means bad support for multiple windows or multiple ui camera

## Solution

- Use camera driven UI (https://github.com/bevyengine/bevy/pull/10559)
2024-03-20 23:50:08 +00:00
François Mockers
bd90a64ae0
UI: don't multiply color channels by alpha (#12599)
# Objective

- since #12500, text is a little bit more gray in UI

## Solution

- don't multiply color by alpha. I think this was done in the original
PR (#8973) for shadows which were not added in #12500
2024-03-20 23:15:40 +00:00
Brezak
ed44eb3913
Add a from Dir2 impl for Vec2 (#12594)
# Objective

Allow converting from `Dir2` to `Vec2` in generic code. Fixes #12529.

## Solution

Added a `From<Dir2>` impl for `Vec2`.
2024-03-20 14:21:50 +00:00
IceSentry
4d0d070059
Always spawn fps_overlay on top of everything (#12586)
# Objective

- Currently the fps_overlay affects any other ui node spawned. This
should not happen

## Solution

- Use position absolute and a ZIndex of `i32::MAX - 32`
- I also modified the example a little bit to center it correctly. It
only worked previously because the overlay was pushing it down. I also
took the opportunity to simplify the text spawning code a little bit.
2024-03-20 13:11:48 +00:00
François Mockers
779e4c4901
UI: allow border radius to be optional for images and background (#12592)
# Objective

- #12500 broke images and background colors in UI. Try examples
`overflow`, `ui_scaling` or `ui_texture_atlas`

## Solution

- Makes the component `BorderRadius` optional in the query, as it's not
always present. Use `[0.; 4]` as border radius in the extracted node
when none was found
2024-03-20 13:11:24 +00:00
Antony
f38895a414
Fix Oklab and Oklch color space inconsistency (#12583)
# Objective

Fixes #12224.

## Solution

- Expand `with_` methods for the `Oklch` to their full names.
- Expand `l` to `lightness` in `Oklaba` comments.

## Migration Guide

The following methods have been renamed for the `Oklch` color space:
- `with_l` -> `with_lightness`.
- `with_c` -> `with_chroma`.
- `with_h` -> `with_hue`.
2024-03-19 22:50:42 +00:00
Pablo Reinhardt
40f82b867b
Reflect default in some types on bevy_render (#12580)
# Objective

- Many types in bevy_render doesn't reflect Default even if it could.

## Solution

- Reflect it.

---

---------

Co-authored-by: Pablo Reinhardt <pabloreinhardt@gmail.com>
2024-03-19 22:50:17 +00:00
Lynn
d7372f2c75
Color maths 4 (#12575)
# Objective

- Fixes #12202 

## Solution

- This PR implements componentwise (including alpha) addition,
subtraction and scalar multiplication/division for some color types.
- The mentioned color types are `Laba`, `Oklaba`, `LinearRgba` and
`Xyza` as all of them are either physically or perceptually linear as
mentioned by @alice-i-cecile in the issue.

---

## Changelog

- Scalar mul/div for `LinearRgba` may modify alpha now.

## Migration Guide

- Users of scalar mul/div for `LinearRgba` need to be aware of the
change and maybe use the `.clamp()` methods or manually set the `alpha`
channel.
2024-03-19 22:46:33 +00:00