Commit graph

5871 commits

Author SHA1 Message Date
Carter Anderson
f754cecb49
UiImage -> ImageNode, UiImageSize -> ImageNodeSize (#16271)
# Objective

Align `UiImage` with the new `XNode` naming convention.

## Solution

- Rename `UiImage` to `ImageNode`
- Rename `UiImageSize` to `ImageNodeSize`

---

## Migration Guide

Before:
```rust
commands.spawn(UiImage::new(image));
````

After:
```rust
commands.spawn(ImageNode::new(image));
```
2024-11-07 21:52:58 +00:00
Matty
9beb1d96e7
Incorporate all node weights in additive blending (#16279)
# Objective

In the existing implementation, additive blending effectively treats the
node with least index specially by basically forcing its weight to be
`1.0` regardless of what its computed weight would be (based on the
weights in the `AnimationGraph` and `AnimationPlayer`).

Arguably this makes some amount of sense, because the "base" animation
is often one which was not authored to be used additively, meaning that
its sampled values are interpreted absolutely rather than as deltas.
However, this also leads to strange behavior with respect to animation
masks: if the "base" animation is masked out on some target, then the
next node is treated as the "base" animation, despite the fact that it
would normally be interpreted additively, and the weight of that
animation is thrown away as a result.

This is all kind of weird and revolves around special treatment (if the
behavior is even really intentional in the first place). From a
mathematical standpoint, there is nothing special about how the "base"
animation must be treated other than having a weight of 1.0 under an
`Add` node, which is something that the user can do without relying on
some bizarre corner-case behavior of the animation system — this is the
only present situation under which weights are discarded.

This PR changes this behavior so that the weight of every node is
incorporated. In other words, for an animation graph that looks like
this:
```text
┌───────────────┐                                 
│Base clip      ┼──┐                              
│      0.5      │  │                              
└───────────────┘  │                              
┌───────────────┐  │  ┌───────────────┐     ┌────┐
│Additive clip 1┼──┼─►┤Additive blend ┼────►│Root│
│      0.1      │  │  │      1.0      │     └────┘
└───────────────┘  │  └───────────────┘           
┌───────────────┐  │                              
│Additive clip 2┼──┘                              
│      0.2      │                                 
└───────────────┘                                 
```

Previously, the result would have been
```text
base_clip + 0.1 * additive_clip_1 + 0.2 * additive_clip_2
```

whereas now it would be
```text
0.5 * base_clip + 0.1 * additive_clip_1 + 0.2 * additive_clip_2
```

and in the scenario where `base_clip` is masked out:
```text
additive_clip_1 + 0.2 * additive_clip_2
```
vs.
```text
0.1 * additive_clip_1 + 0.2 * additive_clip_2
```

## Solution

For background, the way that the additive blending procedure works is
something like this:
- During graph traversal, the node values and weights of the children
are pushed onto the evaluator `stack`. The traversal order guarantees
that the item with least node index will be on top.
- Once we reach the `Add` node itself, we start popping off the `stack`
and into the evaluator's `blend_register`, which is an accumulator
holding up to one weight-value pair:
- If the `blend_register` is empty, it is filled using data from the top
of the `stack`.
- Otherwise, the `blend_register` is combined with data popped from the
`stack` and updated.

In the example above, the additive blending steps would look like this
(with the pre-existing implementation):
1. The `blend_register` is empty, so we pop `(base_clip, 0.5)` from the
top of the `stack` and put it in. Now the value of the `blend_register`
is `(base_clip, 0.5)`.
2. The `blend_register` is non-empty: we pop `(additive_clip_1, 0.1)`
from the top of the `stack` and combine it additively with the value in
the `blend_register`, forming `(base_clip + 0.1 * additive_clip_1, 0.6)`
in the `blend_register` (the carried weight value goes unused).
3. The `blend_register` is non-empty: we pop `(additive_clip_2, 0.2)`
from the top of the `stack` and combine it additively with the value in
the `blend_register`, forming `(base_clip + 0.1 * additive_clip_1 + 0.2
* additive_clip_2, 0.8)` in the `blend_register`.

The solution in this PR changes step 1: the `base_clip` is multiplied by
its weight as it is added to the `blend_register` in the first place,
yielding `0.5 * base_clip + 0.1 * additive_clip_1 + 0.2 *
additive_clip_2` as the final result.

### Note for reviewers

It might be tempting to look at the code, which contains a segment that
looks like this:
```rust
if additive {
    current_value = A::blend(
        [
            BlendInput {
                weight: 1.0, // <--
                value: current_value,
                additive: true,
            },
            BlendInput {
                weight: weight_to_blend,
                value: value_to_blend,
                additive: true,
            },
        ]
        .into_iter(),
    );
} 
```
and conclude that the explicit value of `1.0` is responsible for
overwriting the weight of the base animation. This is incorrect.

Rather, this additive blend has to be written this way because it is
multiplying the *existing value in the blend register* by 1 (i.e. not
doing anything) before adding the next value to it. Changing this to
another quantity (e.g. the existing weight) would cause the value in the
blend register to be spuriously multiplied down.

## Testing

Tested on `animation_masks` example. Checked `morph_weights` example as
well.

## Migration Guide

I will write a migration guide later if this change is not included in
0.15.
2024-11-07 19:12:08 +00:00
Benjamin Brienen
1e1b6e5b6d
Make BinnedRenderPhase fields for accessing batchable and unbatchable entities public (#16142)
# Objective

Fixes #16080

## Solution

Make the fields and struct pub as per the suggested solution.

## Testing

None
2024-11-07 18:03:47 +00:00
Hennadii Chernyshchyk
e53aaddf96
Make ComponentTicks field public (#16269)
# Objective

After #12929 we no longer have methods to get component or ticks for
previously obtained table column.
It's possible to use a lower level API by indexing the slice, but then
it won't be possible to construct `ComponentTicks`.

## Solution

Make `ComponentTicks` fields public. They don't hold any invariants and
you can't get a mutable reference to the struct in Bevy.

I also removed the getters since they are no longer needed.

## Testing

- I tested the compilation

---

## Migration Guide

- Instead of using `ComponentTicks::last_changed_tick` and
`ComponentTicks::added_tick` methods, access fields directly.
2024-11-06 22:21:04 +00:00
Chris Russell
a967c75e92
Enable EntityRef tests that now pass. (#16263)
# Objective

Re-enable some tests in `entity_ref.rs` that are marked as `#[ignore]`,
but that pass after #14561.

## Solution

Remove `#[ignore]` from those tests.
2024-11-06 16:10:55 +00:00
ickshonpe
619c5e3bda
Require ContentSize for UiImage (#16262)
# Objective

Automatic imaging sizing for image nodes isn't working because the the
`ContentSize` requirement for `UiImage` got lost in some merge again.

Fixes #16239 
Fixes #16240 
Fixes the missing images seen in #16241

## Solution

Require `ContentSize` for `UiImage`.
2024-11-06 14:56:28 +00:00
François Mockers
eb558bbf77
properly flag using CustomCursor::Url in wasm (#16255)
# Objective

- Fixes #16254 
- fix building in wasm without custom_cursor

## Solution

- Properly flag `CustomCursor::Url` which only exist in wasm, but also
only when `custom_cursor` is enabled

## Testing

- `cargo check --target wasm32-unknown-unknown -p bevy_winit`
2024-11-06 13:14:12 +00:00
Derick M
49f63ed2cf
chore(deps): remove unused uuid dependency from bevy_core (#16253)
# Objective

- Closes #16242 

## Solution

- Remove unused `uuid` dep in `bevy_core` crate

## Testing

- ~~Awaiting CI~~ tested locally and it doesn't break anything
2024-11-05 23:31:58 +00:00
charlotte
4b05d2f4d8
Upgrade to wgpu 23 (#15988)
Fixes https://github.com/bevyengine/bevy/issues/15893

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
2024-11-05 21:18:48 +00:00
Martín Maita
7fc8318b7f
BRP System Ordering (#16198)
# Objective

- Attempts to fix #16042

## Solution

- Added a new `RemoteSystem` `SystemSet` for the BRP systems.
- Changed the schedule on which these systems run from `Update` to
`Last`.

## Testing

- I did not test these changes and would appreciate a hand in doing so.
I assume it would be good to test that you can order against these
systems easily now.

---

## Migration Guide

- `process_remote_requests`, `process_ongoing_watching_requests` and
`remove_closed_watching_requests` now run in the `Last` schedule. Make
sure you use `RemoteSystem` `SystemSet` in case you need to order your
systems against them.
2024-11-05 21:05:11 +00:00
Martín Maita
a44b668b90
Bump crate-ci/typos from 1.26.8 to 1.27.0 (#16236)
# Objective

- Closes #16224

## Solution

- Bumps `crate-ci/typos@v1.26.8` to `crate-ci/typos@v1.27.0`.

## Testing

- CI checks should pass.

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2024-11-05 01:33:27 +00:00
Hennadii Chernyshchyk
282ca735ba
Use Name component for gamepad (#16233)
# Objective

Addressing a suggestion I made in Discord: store gamepad name as a
`Name` component.
Advantages: 
- Will be nicely displayed in inspector / editor.
- Easier to spawn in tests, just `world.spawn(Gamepad::default())`.

## Solution

`Gamepad` component now stores only vendor and product IDs and `Name`
stores the gamepad name.
Since `GamepadInfo` is no longer necessary, I removed it and merged its
fields into the connection event.

## Testing

- Run unit tests.

---

## Migration Guide

- `GamepadInfo` no longer exists:
  -  Name now accesible via `Name` component.
  -  Other information available on `Gamepad` component directly.
  - `GamepadConnection::Connected` now stores all info fields directly.
2024-11-05 00:30:48 +00:00
Asier Illarramendi
718688e791
Use stack_z_offsets in all the cases we create a TransparentUi (#16197)
# Objective

Use same pattern when creating `TransparentUi` items where the
`sort_key` is the `UiNode` stack index + some offset.

## Solution

Refactored to follow same pattern.

## Testing

Ran few UI examples.

## Doubts

Maybe `stack_z_offsets::BACKGROUND_COLOR` should be renamed. This is
used for `ExtractedUiNode`, which is not only used for "background
color" it's also used to render borders, images and text (I think).
2024-11-04 22:18:41 +00:00
Miles Silberling-Cook
50dde9b0a7
Expose picking pointer state as a resource (#16229)
In `bevy_mod_picking` events are driven by several interlocking state
machines, which read and write events, and share state in a few common
resources. When I merged theses state machines into one to make event
ordering work properly, I combined this state and hid it in a `Local`.

This PR exposes the state in a resource again. Also adds a simple little
API for it. Useful for adding debug UI.
2024-11-04 22:06:14 +00:00
Rich Churcher
7740c0f879
Support creating asset directories (#16220)
# Objective

Exposes a means to create an asset directory (and its parent
directories). Wasn't sure whether we also wanted the variant to create
directories without the parent (i.e. `mkdir` instead of `mkdir -p`)?

Fixes https://github.com/bevyengine/bevy_editor_prototypes/issues/144
2024-11-04 22:06:00 +00:00
Nolan Darilek
817f160d35
Bump accesskit and accesskit_winit. (#16234)
# Objective

- Bumps accesskit and accesskit_winit dependencies

## Solution

- Fixes several breaking API changes introduced in accesskit 0.23.

## Testing

- Tested with the ui example and seems to work comparably
2024-11-04 20:07:38 +00:00
Hennadii Chernyshchyk
b0058dc54b
Gamepad improvements (#16222)
# Objective

Closes #16221.

## Solution

- Make `Gamepad` fields public and remove delegates / getters.
- Move `impl Into` to `Axis` methods (delegates for `Axis` used `impl
Into` to allow passing both `GamepadAxis` and `GamepadButton`).
- Improve docs.

## Testing

- I run tests.

Not sure if the migration guide is needed, since it's a feature from RC,
but I wrote it just in case.

---

## Migration Guide

- `Gamepad` fields are now public.
- Instead of using `Gamepad` delegates like `Gamepad::just_pressed`,
call these methods directly on the fields.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-04 17:05:24 +00:00
Derick M
8d24efe60c
Remove unused debug identifiers for ComponentHooks methods (#16228)
# Objective

- Cleans up unused debug identifiers for `ComponentHooks` methods:
`on_add`, `on_insert`, `on_replace`, and `on_remove`
 
## Solution

- Simplify the expect messages by removing the unused `{:?}`

## Testing

- Currently untested


[Context](https://discord.com/channels/691052431525675048/749335865876021248/1302988180592525362)
2024-11-04 15:41:07 +00:00
Sigma-dev
3c2830d607
Improved the global transform api to access rotation and scale (#16211)
# Objective

GlobalTransform's current methods make it unintuitive, long and clunky
to access just the rotation or just the scale.

## Solution

Dedicated just_rotation() and scale() methods to access just these
properties.

I'm not sure about the naming, I chose just_rotation() to show that try
to indicate there is a waste since it also computes the other fields.

## Testing

- Did you test these changes? If so, how?
I tried logging the methods with a rotating and scaling cube and the
values were correct.
- Are there any parts that need more testing?
My methods are based on existing bevy/glam methods so should be correct
from the getgo.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
Probably the easiest is using the 3d_rotations example, adding scaling
to it and then logging the methods I added

---

## Showcase
```rust
fn log(gt_query: Query<&GlobalTransform>) {
        for global_transform in gt_query().iter() {
                   println!("{} {}", global_transform.just_rotation(), global_transform.scale());
        }
}
```

---------

Co-authored-by: Sigma-dev <antonin.programming@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-11-04 15:35:16 +00:00
Tim
b53ec4c35c
Fix WGSL formatting inconsistency on mesh_view_binding (#16202)
# Objective

- fix formatting issue in "mesh_view_binding.wgsl"

_note: As naga-oil preprocessor match the whole line when finding an
"#endif",
It's just for external formatting tool and consistency._

## Solution
Trivial change.
Add  '//' before the closing comment of the "#endif"
2024-11-04 15:32:38 +00:00
robtfm
262f471934
move mesh uniform construction out of Core3d (#16188)
# Objective

gpu based mesh uniform construction in the `GpuPreprocessNode` is
currently in `Core3d`. The node iterates all views and schedules the
uniform construction for each. so
- when there are multiple 3d cameras, it runs multiple times on each
view
- if a view wants to render meshes but doesn't use the `Core3d` graph,
the camera must run later than at least one `Core3d`-based camera (or
add the node to its own graph, duplicating the work)
- If views want to share mesh uniforms there is no way to avoid running
the preprocessing for every view

## Solution

- move the node to the top level of the rendergraph, before the camera
driver node
- make the `PreprocessBindGroup` `clone`able, and add a
`SkipGpuPreprocessing` component to allow opting out per view
2024-11-04 15:29:11 +00:00
Lennard
cd2d14c0fd
Fix blending for CameraOutputMode::Skip (#16157)
# Objective

Currently, if we have two cameras with the same output texture, one with
`CameraOutputMode::Write` and one with `CameraOutputMode::Skip`, it is
possible for the `CameraOutputMode::Write` camera to be assigned alpha
blending (which is the fallback blending when multiple cameras write to
the same output texture), although it is the only camera writing to the
output texture. This may or may not happen every restart of the app,
because the camera iteration order in prepare_view_upscaling_pipelines
isn't consistent. Since this is random behaviour I consider this a bug
and didn't add a migration guide.

## Solution

In `prepare_view_upscaling_pipelines` make sure we don't consider
cameras with CameraOutputMode::Skip to be outputting something to the
output texture.

## Testing

I ran a few examples to make sure nothing obvious is broken. There is no
example using CameraOutputMode::Skip, so I only tested the change in my
own App where this was relevant, which however isn't public.
2024-11-04 15:26:42 +00:00
JMS55
267b57e565
Meshlet normal-aware LOD and meshoptimizer upgrade (#16111)
# Objective

- Choose LOD based on normal simplification error in addition to
position error
- Update meshoptimizer to 0.22, which has a bunch of simplifier
improvements

## Testing

- Did you test these changes? If so, how?
- Visualize normals, and compare LOD changes before and after. Normals
no longer visibly change as the LOD cut changes.
- Are there any parts that need more testing?
  - No
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Run the meshlet example in this PR and on main and move around to
change the LOD cut. Before running each example, in
meshlet_mesh_material.wgsl, replace `let color = vec3(rand_f(&rng),
rand_f(&rng), rand_f(&rng));` with `let color =
(vertex_output.world_normal + 1.0) / 2.0;`. Make sure to download the
appropriate bunny asset for each branch!
2024-11-04 15:20:22 +00:00
ickshonpe
4e02d3cdb9
Improved UiImage and Sprite scaling and slicing APIs (#16088)
# Objective

1. UI texture slicing chops and scales an image to fit the size of a
node and isn't meant to place any constraints on the size of the node
itself, but because the required components changes required `ImageSize`
and `ContentSize` for nodes with `UiImage`, texture sliced nodes are
laid out using an `ImageMeasure`.

2. In 0.14 users could spawn a `(UiImage, NodeBundle)` which would
display an image stretched to fill the UI node's bounds ignoring the
image's instrinsic size. Now that `UiImage` requires `ContentSize`,
there's no option to display an image without its size placing
constrains on the UI layout (unless you force the `Node` to a fixed
size, but that's not a solution).

3. It's desirable that the `Sprite` and `UiImage` share similar APIs.

Fixes #16109

## Solution

* Remove the `Component` impl from `ImageScaleMode`.
* Add a `Stretch` variant to `ImageScaleMode`.
* Add a field `scale_mode: ImageScaleMode` to `Sprite`.
* Add a field `mode: UiImageMode` to `UiImage`. 
* Add an enum `UiImageMode` similar to `ImageScaleMode` but with
additional UI specific variants.
* Remove the queries for `ImageScaleMode` from Sprite and UI extraction,
and refer to the new fields instead.
* Change `ui_layout_system` to update measure funcs on any change to
`ContentSize`s to enable manual clearing without removing the component.
* Don't add a measure unless `UiImageMode::Auto` is set in
`update_image_content_size_system`. Mutably deref the `Mut<ContentSize>`
if the `UiImage` is changed to force removal of any existing measure
func.

## Testing
Remove all the constraints from the ui_texture_slice example:

```rust
//! This example illustrates how to create buttons with their textures sliced
//! and kept in proportion instead of being stretched by the button dimensions

use bevy::{
    color::palettes::css::{GOLD, ORANGE},
    prelude::*,
    winit::WinitSettings,
};

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

fn button_system(
    mut interaction_query: Query<
        (&Interaction, &Children, &mut UiImage),
        (Changed<Interaction>, With<Button>),
    >,
    mut text_query: Query<&mut Text>,
) {
    for (interaction, children, mut image) in &mut interaction_query {
        let mut text = text_query.get_mut(children[0]).unwrap();
        match *interaction {
            Interaction::Pressed => {
                **text = "Press".to_string();
                image.color = GOLD.into();
            }
            Interaction::Hovered => {
                **text = "Hover".to_string();
                image.color = ORANGE.into();
            }
            Interaction::None => {
                **text = "Button".to_string();
                image.color = Color::WHITE;
            }
        }
    }
}

fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    let image = asset_server.load("textures/fantasy_ui_borders/panel-border-010.png");

    let slicer = TextureSlicer {
        border: BorderRect::square(22.0),
        center_scale_mode: SliceScaleMode::Stretch,
        sides_scale_mode: SliceScaleMode::Stretch,
        max_corner_scale: 1.0,
    };
    // ui camera
    commands.spawn(Camera2d);
    commands
        .spawn(Node {
            width: Val::Percent(100.0),
            height: Val::Percent(100.0),
            align_items: AlignItems::Center,
            justify_content: JustifyContent::Center,
            ..default()
        })
        .with_children(|parent| {
            for [w, h] in [[150.0, 150.0], [300.0, 150.0], [150.0, 300.0]] {
                parent
                    .spawn((
                        Button,
                        Node {
                            // width: Val::Px(w),
                            // height: Val::Px(h),
                            // horizontally center child text
                            justify_content: JustifyContent::Center,
                            // vertically center child text
                            align_items: AlignItems::Center,
                            margin: UiRect::all(Val::Px(20.0)),
                            ..default()
                        },
                        UiImage::new(image.clone()),
                        ImageScaleMode::Sliced(slicer.clone()),
                    ))
                    .with_children(|parent| {
                        // parent.spawn((
                        //     Text::new("Button"),
                        //     TextFont {
                        //         font: asset_server.load("fonts/FiraSans-Bold.ttf"),
                        //         font_size: 33.0,
                        //         ..default()
                        //     },
                        //     TextColor(Color::srgb(0.9, 0.9, 0.9)),
                        // ));
                    });
            }
        });
}
```

This should result in a blank window, since without any constraints the
texture slice image nodes should be zero-sized. But in main the image
nodes are given the size of the underlying unsliced source image
`textures/fantasy_ui_borders/panel-border-010.png`:

<img width="321" alt="slicing"
src="https://github.com/user-attachments/assets/cbd74c9c-14cd-4b4d-93c6-7c0152bb05ee">

For this PR need to change the lines:
```
                        UiImage::new(image.clone()),
                        ImageScaleMode::Sliced(slicer.clone()),
```
to
```
                        UiImage::new(image.clone()).with_mode(UiImageMode::Sliced(slicer.clone()),
```
and then nothing should be rendered, as desired.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-11-04 15:14:03 +00:00
urben1680
1e47604506
Adding ScheduleGraph::contains_set (#16206)
# Objective

The schedule graph can easily confirm whether a set is contained or not.

This helps me in my personal project where I write an extension trait
for `Schedule` and I want to configure a specific set in its methods.
The set in question has a run condition though and I don't want to add
that condition to the same schedule as many times as the trait methods
are called. Since the non-pub set is unknown to the schedule until then,
a `contains_set` is sufficient.

It is probably trivial to add a method that returns an `Option<NodeId>`
as well but as I personally don't need it I did not add that. If it is
desired I can do so here though. It might be unneeded to have a
`contains_set` then because one could check `is_some` on the returned id
in that case.

An argument against that is that future changes may be easier if only a
`contains_set` needs to be ported.

## Solution

Added `ScheduleGraph::contains_set`.

## Testing

I put the below showcase code into a temporary unit test and it worked.
If wanted I add it as a test too but I did not see that other more
somewhat complicated methods have tests

---

## Showcase

```rs
#[derive(ScheduleLabel, Debug, Default, Clone, Copy, PartialEq, Eq, Hash)]
struct MySchedule;

#[derive(SystemSet, Debug, Default, Clone, Copy, PartialEq, Eq, Hash)]
struct MySet;

let mut schedule = Schedule::new(MySchedule);
assert_eq!(schedule.graph().contains_set(MySet), false);
schedule.configure_sets(MySet);
assert_eq!(schedule.graph().contains_set(MySet), true);
```
2024-11-03 16:16:24 +00:00
MiniaczQ
5edc23db41
Fix fallible param notes (#16218)
I noticed one of the reflinks doesn't work correctly
2024-11-03 16:14:26 +00:00
Lynn
52b8b55c2d
Implement Measured2d for Arc2d-based primitives. (#16213)
# Objective

- `CircularSegment` and `CircularSector` are well defined 2D shapes with
both an area and a perimeter.

# Solution

- This PR implements `perimeter` for both and moves the existsing `area`
functions into the `Measured2d` implementations.

## Testing

- The `arc_tests` have been extended to also check for perimeters.
2024-11-03 16:12:31 +00:00
Friz64
565616622b
Correctly feature gate custom_cursor (#16093)
# Objective

Currently there's no way to change the window's cursor icon with the
`custom_cursor` feature **disabled**. You should still be able to set
system cursor icons.

Connections:

- https://github.com/bevyengine/bevy/pull/15649

## Solution

Move some `custom_cursor` feature gates around, as to expose the
`CursorIcon` type again.

Note this refactoring was mainly piloted by hunting after the compiler
warnings -- I shouldn't have missed anything, but FYI.

## Testing

Disabled the `custom_cursor` feature, ran the `window_settings` example.
2024-11-02 01:47:32 +00:00
Joona Aalto
46566980a6
Fix and improve MSAA documentation (#16196)
# Objective

#14273 changed `Msaa` to be a component rather than a resource. However,
the documentation still says that it is a resource. This tripped me up
during migration to 0.15 until I looked at the type definition.

Additionally, the docs have some unnecessary repetition and some grammar
mistakes, and they don't link to camera documentation.

## Solution

Fix up the docs!
2024-10-31 21:34:04 +00:00
Justin Schwab
03a068e4d1
Fix typo in bevy_ecs (#16195)
Found this while reading the docs, I assume this is a typo.
2024-10-31 19:20:01 +00:00
Stepan Koltsov
1f69bc1f96
Mesh::merge: count_vertices instead of initializing positions (#16024)
# Objective

When merging two meshes, we need to find the offset of indices for the
second mesh. Currently it is done by inserting empty positions if
positions is not set.

Although practically it is not an issue, this does not feel right:
- We did not have positions before, then why we have positions after
merge?
- Moreover, if positions are not set, but uvs are not empty, computed
offset will be zero, while it should be equal to the number of uvs.

## Solution

Use `Mesh::count_vertices` to find the number of vertices.

## Testing

Looking hard.
2024-10-31 17:06:32 +00:00
Stepan Koltsov
928dee830e
Indices::extend (#16023)
# Objective

There's integer overflow in `Mesh::merge` in branches like this:


405fa3e8ea/crates/bevy_mesh/src/mesh.rs (L857-L859)

we truncate `u32` to `u16` and ignore integer overflow on `u16`. This
may lead to unexpected results when the number of vertices exceeds
`u16::MAX`.

## Solution

Convert indices storage to `u32` when necessary.

## Testing

- Unit test added for `extend` function
- For changes in `Mesh`, I presume it is already tested elsewhere
2024-10-31 16:39:32 +00:00
Sou1gh0st
db4a74be76
Support prefers_home_indicator_hidden (#16005)
# Objective

- Fixes #15757 

## Solution

- Add the platform specific property `prefers_home_indicator_hidden` to
bevy's Window configuration, and applying it by invoking
`with_prefers_home_indicator_hidden` in `winit`.

## Testing

- I have tested the `bevy_mobile_example` on the iOS platform.

## Showcase
- Currently, the `prefers_home_indicator_hidden` is enabled in the
bevy_mobile_example demo. You can test it with an iOS device. The home
indicator will disappear after several seconds of inactivity in the
bottom areas.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-31 16:09:30 +00:00
Thierry Berger
88d1692105
Derive same attributes as MainEntity for RenderEntity (#16191)
Spotted while working on updating bevy_egui.

Discord context:
https://discordapp.com/channels/691052431525675048/1301212128115687454/1301469954465464320
2024-10-31 14:56:27 +00:00
Miles Silberling-Cook
9a0c9b9e8f
Add button_just_down and button_just_up methods to PointerInput (#16176)
# Objective

Upstream two small methods present in `bevy_mod_picking` but not in
`bevy_picking`.

There might be a few more of these.
2024-10-31 14:44:34 +00:00
Benjamin Brienen
3e405ed537
Improve SubApp documentation example (#16160)
# Objective

Fix #15841

## Solution

Added an update schedule as recommended in the issue.

## Testing

Doc test is run and passes.

Ran the example in a test app before and after adding the line.

## Showcase

Before:

```
PS C:\Users\BenjaminBrienen\source\bevy_experiment_test> cargo run
    Blocking waiting for file lock on build directory
   Compiling bevy_experiment_test v0.1.0 (C:\Users\BenjaminBrienen\source\bevy_experiment_test)
    Finished `dev` profile [unoptimized + debuginfo] target(s) in 1m 41s
     Running `target\debug\bevy_experiment_test.exe`
```

(nothing happens)

After:

```
PS C:\Users\BenjaminBrienen\source\bevy_experiment_test> cargo run
    Blocking waiting for file lock on build directory
   Compiling bevy_experiment_test v0.1.0 (C:\Users\BenjaminBrienen\source\bevy_experiment_test)
    Finished `dev` profile [unoptimized + debuginfo] target(s) in 14.64s
     Running `target\debug\bevy_experiment_test.exe`
system of subapp is executing and the Counter: 10
```
2024-10-30 22:12:25 +00:00
ickshonpe
4db18d85c1
Remove the Globals binding from the box shadow shader (#16177)
# Objective

Remove the `Globals` binding from the box shadow shader. It isn't used
and was added by mistake.
2024-10-30 20:06:15 +00:00
Miles Silberling-Cook
131ec38650
Fix pointer constructor order (#16169)
Fixes a small divergence between `bevy_mod_picking` and the up-streamed
`bevy_picking`: Both have a `Pointer<E>` constructor with the same
types, but in a different order.

This is part of work being done on `bevy_mod_picking` to simplify the
migration to `bevy_picking`.
2024-10-30 17:08:20 +00:00
ickshonpe
dae39aceb5
Constify ComputedNode (#16134)
# Objective

Make all the methods and associated functions belonging to
`ComputedNode` const.

## Solution

Constify (except for `inner_radius` which uses non-const `min` and
`max`).

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-29 13:45:44 +00:00
Benjamin Brienen
f005a96dd4
ReflectBundle::remove improvement (#16139)
# Objective

Fixes #15676

## Solution

`remove` returns the removed item

Add `take`

## Testing

None yet

## Migration Guide

If you don't need the returned value from `remove`, discard it.
2024-10-28 22:29:05 +00:00
ickshonpe
e58670102e
Require ContentSize on UiImage again (#16138)
# Objective

The `ContentSize` requirement on `UiImage` got lost during merge
conflict fixes, causing some images such as the icons on the `game_menu`
example to disappear.

Fixes #16136

## Solution

Require `ContentSize` on `UiImage` again.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-28 22:27:19 +00:00
Martín Maita
72321ca3c5
Update notify-debouncer-full requirement from 0.3.1 to 0.4.0 (#16133)
# Objective

- Supersedes #16126 

## Solution

- Updated code in `file_watcher.rs` to fix breaking changes introduced
in the new version.
- Check changelog here:
https://github.com/notify-rs/notify/blob/main/CHANGELOG.md#debouncer-full-040-2024-10-25.
- Relevant PR with the breaking change:
https://github.com/notify-rs/notify/pull/557.

## Testing

- CI checks passing locally

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2024-10-28 22:23:03 +00:00
ickshonpe
05d90686fc
Remove custom rounding (#16097)
# Objective

Taffy added layout rounding a while ago but it had a couple of bugs and
caused some problems with the fussy `ab_glyph` text implementation. So I
disabled Taffy's builtin rounding and added some hacks ad hoc that fixed
(some) of those issues. Since then though Taffy's rounding algorithm has
improved while we've changed layout a lot and migrated to `cosmic-text`
so those hacks don't help any more and in some cases cause significant
problems.

Also our rounding implementation only rounds to the nearest logical
pixel, whereas Taffy rounds to the nearest physical pixel meaning it's
much more accurate with high dpi displays.

fixes #15197

## Some examples of layout rounding errors visible in the UI examples

These errors are much more obvious at high scale factor, you might not
see any problems at a scale factor of 1.

`cargo run --example text_wrap_debug`

<img width="1000" alt="text_debug_gaps"
src="https://github.com/user-attachments/assets/5a584016-b8e2-487b-8842-f0f359077391">

The narrow horizontal and vertical lines are gaps in the layout caused
by errors in the coordinate rounding.

`cargo run --example text_debug`

<img width="1000" alt="text_debug"
src="https://github.com/user-attachments/assets/a4b37c02-a2fd-441c-a7bd-cd7a1a72e7dd">

The two text blocks here are aligned right to the same boundary but in
this screen shot you can see that the lower block is one pixel off to
the left. Because the size of this text node changes between frames with
the reported framerate the rounding errors cause it to jump left and
right.

## Solution

Remove all our custom rounding hacks and reenable Taffy's layout
rounding.

The gaps in the `text_wrap_debug` example are gone:
<img width="1000" alt="text_wrap_debug_fix"
src="https://github.com/user-attachments/assets/92d2dd97-30c6-4ac8-99f1-6d65358995a7">

This doesn't fix some of the gaps that occur between borders and content
but they seem appear to be a rendering problem as they disappear with
`UiAntiAlias::Off` set.

## Testing

Run the examples as described above in the `Objective` section. With
this PR the problems mentioned shouldn't appear.

Also added an example in a separate PR #16096 `layout_rounding_debug`
for identifying these issues.

## Migration Guide

`UiSurface::get_layout` now also returns the final sizes before
rounding. Call `.0` on the `Ok` result to get the previously returned
`taffy::Layout` value.

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-10-28 22:20:50 +00:00
Eero Lehtinen
af279073aa
Fix linux nvidia + xwayland freeze at startup (#16123)
# Objective

- Fixes #16122

When the wayland feature is not enabled, xwayland is used on wayland.
Nvidia drivers are somewhat bugged on linux and return outdated surfaces
on xwayland for seemingly no reason. Oftentimes at startup we get into
an infine loop where the surface is permanently outdated and nothing (or
sometimes only the first frame) is drawn on the screen.

## Solution

After experimenting I found that we can safely call configure again and
the issue seems to resolve itsef. After this change I couldn't reproduce
the original issue after many tries. More testing is probably needed
though.

The main issue is that `get_current_texture` fails sometimes because the
surface remains outdated even after configuring. It would be better to
just properly handle and never panic when `get_current_texture` fails.
This way we always call configure when outdated and bail when getting
the swapchain fails instead of crashing. The number of special cases is
also reduced.

## Testing

I tested the example "rotation" manually by trying to move around.

It works with X11 and Xwayland and the non panicing code paths didn't
change so other platforms aren't affected.
2024-10-28 22:17:59 +00:00
Gilles Henaux
5d1d073c14
Fix AsBindGroupError display for InvalidSamplerType (#16079)
# Objective

- Display message for `AsBindGroupError::InvalidSamplerType` was not
correctly displaying the binding index

## Solution

- Simple typo fix

## Testing

- Tested locally
2024-10-28 22:10:52 +00:00
Clar Fon
069291d6d8
Reduce compile time of bevy_ptr::OwnedPtr::make function (#15644)
## Methodology

A good metric that correlates with compile time is the amount of code
generated by the compiler itself; even if the end binary is exactly the
same size, having more copies of the same code can really slow down
compile time, since it has to figure out whether it needs to include
them or not.

The measurement for this used was the [`cargo-llvm-lines`
crate](https://docs.rs/crate/cargo-llvm-lines) which can measure which
functions are generating the most lines of LLVM IR, which generally
means more code compiled. The example compiled was the `breakout` game,
to choose something that touches a decent portion of the engine.

## Solution

Based upon the measurements, `bevy_ptr::OwnedPtr::make` was taking up
4061 lines of LLVM IR in the example code. So, I separated part of this
function into a less-monomorphised version to reduce the amount of
generated code. This was by far the most lines emitted by any single
function.

## Results

After this change, only 2560 lines are emitted, accounting for a 36%
decrease. I tried timing the results and it seemed like it did decrease
compile times a bit, but honestly, the data is really noisy and I can't
be bothered to compile bevy for hours on end to get enough data points.

The tweak feels like an improvement, so, I'll offer it, however small.
2024-10-28 21:15:00 +00:00
ickshonpe
1add4bf238
Rename ComputedNode::calculated_size to size (#16131)
# Objective

Remove `calculated_` from the name `ComputedNode::calculated_size` as
redundant, It's obvious from context that it's the resolved size value
and it's inconsistant since none of other fields of `ComputedNode` have
a `calculated_` prefix.

## Alternatives

Rename all the fields of `ComputedNode` to `calculated_*`, this seems
worse.
2024-10-28 21:05:25 +00:00
mamekoro
4b0efda354
Make some associated functions of Color const (#16091)
# Objective
Make the following functions `const` that will be useful to define
colors as constants.

- `Color::srgb_from_array`
- `Color::srgba_u8`
- `Color::srgb_u8`

The last two require Rust 1.82.0.

## Solution
- Make them `const`
- Change MSRV to 1.82.0

## Testing
I tested bevy_color only. My machine does not have enough RAM capacity
to test the whole bevy.

`cargo test -p bevy_color`
2024-10-28 03:26:35 +00:00
ickshonpe
78a4bea3d7
Move ContentSize requirements from Node to the widget defining components (#16083)
# Objective

Missed this in the required components PR review. `ContentSize` isn't
used by regular UI nodes, only those with intrinsically sized content
that needs a measure func.

## Solution

Remove `ContentSize` from `Node`'s required components and add it to the
required components of `Text` and `UiImage`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-27 22:39:32 +00:00
mgi388
c4c1c8ffa1
Undeprecate is_playing_animation (#16121)
# Objective

- Fixes #16098

## Solution

- Undeprecate `is_playing_animation` and copy the docs from
`animation_is_playing` to it.

## Testing

- CI

## Migration


68e9a34e30/release-content/0.15/migration-guides/_guides.toml (L13-L17)
needs to be removed.
2024-10-27 22:38:07 +00:00
ickshonpe
86ee8e4376
Move UiImage from ui_node to the widget::image module (#16084)
# Objective

`UiImage` isn't just a general image component now, it's the defining
component for the image widget so it belongs in the image widget's
module.
2024-10-27 19:14:46 +00:00
Hexroll by Pen, Dice & Paper
d01db9b672
Adding alpha_threshold to OrderIndependentTransparencySettings for user-level optimization (#16090)
# Objective

Order independent transparency can filter fragment writes based on the
alpha value and it is currently hard-coded to anything higher than 0.0.
By making that value configurable, users can optimize fragment writes,
potentially reducing the number of layers needed and improving
performance in favor of some transparency quality.

## Solution

This PR adds `alpha_threshold` to the
OrderIndependentTransparencySettings component and uses the struct to
configure a corresponding shader uniform. This uniform is then used
instead of the hard-coded value.

To configure OIT with a custom alpha threshold, use:

```rust
fn setup(mut commands: Commands) {
    commands.spawn((
        Camera3d::default(),
        OrderIndependentTransparencySettings {
            layer_count: 8,
            alpha_threshold: 0.2,
        },
    ));
}
```

## Testing

I tested this change using the included OIT example, as well as with two
additional projects.

## Migration Guide

If you previously explicitly initialized
OrderIndependentTransparencySettings with your own `layer_count`, you
will now have to add either a `..default()` statement or an explicit
`alpha_threshold` value:

```rust
fn setup(mut commands: Commands) {
    commands.spawn((
        Camera3d::default(),
        OrderIndependentTransparencySettings {
            layer_count: 16,
            ..default()
        },
    ));
}
```

---------

Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2024-10-27 19:08:34 +00:00
Miles Silberling-Cook
7451900e71
Emit picking event streams (#16105)
# Objective

In `bevy_mod_picking` events are accessible through event listeners or
`EventReader`s. When I replaced event listeners with observers, I
removed the `EventReader` for simplicity. This adds it back.

## Solution

All picking events are now properly registered, and can be accessed
through `EventReader<Pointer<E>>`. `Pointer` now tracks the entity the
event targeted initially, and this can also be helpful in observers
(which don't currently do this).

## Testing

The picking examples run fine. This shouldn't really change anything.

---------

Co-authored-by: Aevyrie <aevyrie@gmail.com>
2024-10-27 19:05:31 +00:00
Aevyrie
54b323ec80
Mesh picking fixes (#16110)
# Objective

- Mesh picking is noisy when a non triangle list is used
- Mesh picking runs even when users don't need it
- Resolve #16065 

## Solution

- Don't add the mesh picking plugin by default
- Remove error spam
2024-10-27 19:03:48 +00:00
Tau Gärtli
a644ac73f7
More #[doc(fake_variadic)] goodness (#16108)
This PR adds `#[doc(fake_variadic)]` to that were previously not
supported by rustdoc.

Thanks to an [upstream
contribution](https://github.com/rust-lang/rust/pull/132115) by yours
truly, `#[doc(fake_variadic)]` is now supported on impls such as `impl
QueryData for AnyOf<(T, ...)>` 🎉
Requires the latest nightly compiler (2024-10-25) which is already
available on [docs.rs](https://docs.rs/about/builds).


![image](https://github.com/user-attachments/assets/68589c7e-f68f-44fb-9a7b-09d24ccf19c9)

![image](https://github.com/user-attachments/assets/f09d20d6-d89b-471b-9a81-4a72c8968178)

This means that the impl sections for `QueryData` and `QueryFilter` are
now nice and tidy 

---

I also added `fake_variadic` to some impls that use
`all_tuples_with_size`, however I'm not entirely happy because the docs
are slightly misleading now:


![image](https://github.com/user-attachments/assets/fac93d08-dc02-430f-9f34-c97456256c56)

Note that the docs say `IntoBindGroupLayoutEntryBuilderArray<1>` instead
of
`IntoBindGroupLayoutEntryBuilderArray<N>`.
2024-10-27 19:01:50 +00:00
François Mockers
60b2c7ce77
fix bevy_dev_tools build (#16099)
# Objective

- bevy_dev_tools 0.15.0-rc.1 failed to build docs
- it use bevy_text feature in bevy_ui but it's not enabled by default
- https://docs.rs/crate/bevy_dev_tools/0.15.0-rc.1
- 
## Solution

- enable bevy_text feature of bevy_ui
2024-10-25 20:14:39 +00:00
BD103
7c593179e3
Fix bevy_picking plugin suffixes (#16082)
# Objective

- `MeshPickingBackend` and `SpritePickingBackend` do not have the
`Plugin` suffix
- `DefaultPickingPlugins` is masquerading as a `Plugin` when in reality
it should be a `PluginGroup`
- Fixes #16081.

## Solution

- Rename some structures:

|Original Name|New Name|
|-|-|
|`MeshPickingBackend`|`MeshPickingPlugin`|
|`MeshPickingBackendSettings`|`MeshPickingSettings`|
|`SpritePickingBackend`|`SpritePickingPlugin`|
|`UiPickingBackendPlugin`|`UiPickingPlugin`|

- Make `DefaultPickingPlugins` a `PluginGroup`.
- Because `DefaultPickingPlugins` is within the `DefaultPlugins` plugin
group, I also added support for nested plugin groups to the
`plugin_group!` macro.

## Testing

- I used ripgrep to ensure all references were properly renamed.
- For the `plugin_group!` macro, I used `cargo expand` to manually
inspect the expansion of `DefaultPlugins`.

---

## Migration Guide

> [!NOTE]
>
> All 3 of the changed structures were added after 0.14, so this does
not need to be included in the 0.14 to 0.15 migration guide.

- `MeshPickingBackend` is now named `MeshPickingPlugin`.
- `MeshPickingBackendSettings` is now named `MeshPickingSettings`.
- `SpritePickingBackend` is now named `SpritePickingPlugin`.
- `UiPickingBackendPlugin` is now named `UiPickingPlugin`.
- `DefaultPickingPlugins` is now a a `PluginGroup` instead of a
`Plugin`.
2024-10-25 20:11:51 +00:00
Ludwig DUBOS
611ba8b98e
Add AsyncSeekForwardExt trait to allows a similar API to the previous Bevy version (#16027)
# Objective

This PR introduces an `AsyncSeekForwardExt` trait, which I forgot in my
previous PR #14194.

This new trait is analogous to `AsyncSeekExt` and allows all
implementors of `AsyncSeekForward` to directly use the `seek_forward`
function in async contexts.

## Solution

- Implement a new `AsyncSeekForwardExt` trait
- Automatically implement this trait for all types that implement
`AsyncSeekForward`

## Showcase

This new trait allows a similar API to the previous Bevy version:

```rust
#[derive(Default)]
struct UniverseLoader;

#[derive(Asset, TypePath, Debug)]
struct JustALilAsteroid([u8; 128]);

impl AssetLoader for UniverseLoader {
    type Asset = JustALilAsteroid;
    type Settings = ();
    type Error = std::io::Error;

    async fn load<'a>(
        &'a self,
        reader: &'a mut Reader<'a>,
        _settings: &'a Self::Settings,
        _context: &'a mut LoadContext<'_>,
    ) -> Result<Self::Asset, Self::Error> {
        // read the asteroids entry table
        let entry_offset: u64 = /* ... */;
        let current_offset: u64 = reader.seek_forward(0).await?;

        // jump to the entry
        reader.seek_forward(entry_offset - current_offset).await?;

        let mut asteroid_buf = [0; 128];
        reader.read_exact(&mut asteroid_buf).await?;

        Ok(JustALilAsteroid(asteroid_buf))
    }
    
    fn extensions(&self) -> &[&str] {
        &["celestial"]
    }
}
```
2024-10-25 20:08:14 +00:00
Patrick Walton
c6a66a7e96
Place percentage-closer soft shadows behind a feature gate to save on samplers. (#16068)
The two additional linear texture samplers that PCSS added caused us to
blow past the limit on Apple Silicon macOS and WebGL. To fix the issue,
this commit adds a `--feature pbr_pcss` feature gate that disables PCSS
if not present.

Closes #15345.
Closes #15525.
Closes #15821.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2024-10-24 21:16:00 +00:00
Patrick Walton
897404ee1e
Reduce the clusterable object UBO size below 16384 for WebGL 2. (#16069)
The PCSS PR #13497 increased the size of clusterable objects from 64
bytes to 80 bytes but didn't decrease the UBO size to compensate, so we
blew past the 16kB limit on WebGL 2. This commit fixes the issue by
lowering the maximum number of clusterable objects to 204, which puts us
under the 16kB limit again.

Closes #15998.
2024-10-24 21:00:11 +00:00
Carter Anderson
9274bfed27
Move TextureAtlas into UiImage and remove impl Component for TextureAtlas (#16072)
# Objective

Fixes #16064

## Solution

- Add TextureAtlas to `UiImage::texture_atlas`
- Add `TextureAtlas::from_atlas_image` for parity with `Sprite`
- Rename `UiImage::texture` to `UiImage::image` for parity with `Sprite`
- Port relevant implementations and uses
- Remove `derive(Component)` for `TextureAtlas`

---

## Migration Guide

Before:
```rust
commands.spawn((
  UiImage::new(image),
  TextureAtlas { index, layout },
));
```

After:
```rust
commands.spawn(UiImage::from_atlas_image(image, TextureAtlas { index, layout }));
```

Before:
```rust
commands.spawn(UiImage {
    texture: some_image,
    ..default()
})
```

After:
```rust
commands.spawn(UiImage {
    image: some_image,
    ..default()
})
```
2024-10-23 23:24:17 +00:00
Viktor Gustavsson
2cdad48b30
Ensure ghost nodes are skipped when getting parent clipping rect (#16058)
# Objective

- Follow up on #16044
- `extract_uinode_borders` uses `bevy_hierarchy` directly instead of
going through the traversal utilities, meaning it won't handle
`GhostNode`s properly.

## Solution

- Replaced the use of `bevy_hierarchy::Parent` with
`UIChildren::get_parent`

## Testing

- Ran the `overflow` example, clipping looks ok.

---

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-23 21:51:39 +00:00
ickshonpe
c9a3f34f5d
Fixes for a few minor borders and outlines bugs (#16071)
# Objective

1. Nodes with `Display::None` set are removed from the layout and have
no position or size. Outlines should not be drawn for a node with
`Display::None` set.
2. The outline and border colors are checked for transparency together.
If only one of the two is transparent, both will get queued.
3. The `node.is_empty()` check is insufficient to check if a border is
present since a non-zero sized node can have a zero width border.

## Solution

1. Add a check to `extract_uinode_borders` and ignore the node if
`Display::None` is set.
2. Filter the border and outline optional components by
`is_fully_transparent`.
3.  Check if all the border widths are zero instead.

## Testing

I added dark cyan outlines around the left and right sections in the
`display_and_visibility` example. If you run the example and set the
outermost node to `Display::None` on the right, then you'll see the that
the outline on the left disappears.
2024-10-23 20:41:42 +00:00
Carter Anderson
7577895d0c
Use CosmicFontSystem in public bevy_text APIs and remove cosmic_text re-export (#16063)
# Objective

Fixes #16006

## Solution

We currently re-export `cosmic_text`, which is seemingly motivated by
the desire to use `cosmic_text::FontSystem` in `bevy_text` public APIs
instead of our `CosmicFontSystem` resource wrapper type.

This change makes `bevy_text` a "true" abstraction over `cosmic_text`
(it in fact, was already built to be that way generally and has this one
"leak").

This allows us to remove the `cosmic_text` re-export, which helps clean
up the Rust Analyzer imports and generally makes this a "cleaner" API.
2024-10-23 20:05:28 +00:00
JMS55
3fb6cefb2f
Meshlet fill cluster buffers rewritten (#15955)
# Objective
- Make the meshlet fill cluster buffers pass slightly faster
- Address https://github.com/bevyengine/bevy/issues/15920 for meshlets
- Added PreviousGlobalTransform as a required meshlet component to avoid
extra archetype moves, slightly alleviating
https://github.com/bevyengine/bevy/issues/14681 for meshlets
- Enforce that MeshletPlugin::cluster_buffer_slots is not greater than
2^25 (glitches will occur otherwise). Technically this field controls
post-lod/culling cluster count, and the issue is on pre-lod/culling
cluster count, but it's still valid now, and in the future this will be
more true.

Needs to be merged after https://github.com/bevyengine/bevy/pull/15846
and https://github.com/bevyengine/bevy/pull/15886

## Solution

- Old pass dispatched a thread per cluster, and did a binary search over
the instances to find which instance the cluster belongs to, and what
meshlet index within the instance it is.
- New pass dispatches a workgroup per instance, and has the workgroup
loop over all meshlets in the instance in order to write out the cluster
data.
- Use a push constant instead of arrayLength to fix the linked bug
- Remap 1d->2d dispatch for software raster only if actually needed to
save on spawning excess workgroups

## Testing

- Did you test these changes? If so, how?
- Ran the meshlet example, and an example with 1041 instances of 32217
meshlets per instance. Profiled the second scene with nsight, went from
0.55ms -> 0.40ms. Small savings. We're pretty much VRAM bandwidth bound
at this point.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
  - Run the meshlet example

## Changelog (non-meshlets)
- PreviousGlobalTransform now implements the Default trait
2024-10-23 19:18:49 +00:00
JMS55
6d42830c7f
Meshlet builder improvements redux (#15886)
Take a bunch more improvements from @zeux's nanite.cpp code.

* Use position-only vertices (discard other attributes) to determine
meshlet connectivity for grouping
* Rather than using the lock borders flag when simplifying meshlet
groups, provide the locked vertices ourselves. The lock borders flag
locks the entire border of the meshlet group, but really we only want to
lock the edges between meshlet groups - outwards facing edges are fine
to unlock. This gives a really significant increase to the DAG quality.
* Add back stuck meshlets (group has only a single meshlet,
simplification failed) to the simplification queue to allow them to get
used later on and have another attempt at simplifying
* Target 8 meshlets per group instead of 4 (second biggest improvement
after manual locks)
* Provide a seed to metis for deterministic meshlet building
* Misc other improvements

We can remove the usage of unsafe after the next upstream meshopt
release, but for now we need to use the ffi function directly. I'll do
another round of improvements later, mainly attribute-aware
simplification and using spatial weights for meshlet grouping.

Need to merge https://github.com/bevyengine/bevy/pull/15846 first.
2024-10-23 16:56:50 +00:00
akimakinai
50d38f2757
Fix point light count limit (#16062)
# Objective

- I made a mistake in #15902, specifically [this
diff](e2faedb99c)
-- the `point_light_count` variable is used for all point lights, not
just shadow mapped ones, so I cannot add `.min(max_texture_cubes)`
there. (Despite `spot_light_count` having `.min(..)`)

It may have broken code like this (where `index` is index of
`point_light` vec):


9930df83ed/crates/bevy_pbr/src/render/light.rs (L848-L850)

and also causes panic here:

9930df83ed/crates/bevy_pbr/src/render/light.rs (L1173-L1174)

## Solution

- Adds `.min(max_texture_cubes)` directly to the loop where texture
views for point lights are created.

## Testing

- `lighting` example (with the directional light removed; original
example doesn't crash as only 1 directional-or-spot light in total is
shadow-mapped on webgl) no longer crashes on webgl
2024-10-22 23:29:58 +00:00
JMS55
2223f6ec3a
Meshlet fix software rasterization (#16049)
# Objective
1. Prevent weird glitches with stray pixels scattered around the scene

![image](https://github.com/user-attachments/assets/f12adb38-5996-4dc7-bea6-bd326b7317e1)
2. Prevent weird glitchy full-screen triangles that pop-up and destroy
perf (SW rasterizing huge triangles is slow)

![image](https://github.com/user-attachments/assets/d3705427-13a5-47bc-a54b-756f0409da0b)

## Solution
1. Use floating point math in the SW rasterizer bounding box calculation
to handle negative verticss, and add backface culling
2. Force hardware raster for clusters that clip the near plane, and let
the hardware rasterizer handle the clipping

I also adjusted the SW rasterizer threshold to < 64 pixels (little bit
better perf in my test scene, but still need to do a more comprehensive
test), and enabled backface culling for the hardware raster pipeline.

## Testing

- Did you test these changes? If so, how?
  - Yes, on an example scene. Issues no longer occur.
- Are there any parts that need more testing?
  - No.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
  - Run the meshlet example.
2024-10-22 23:05:40 +00:00
François Mockers
fac0b34b20
remove reference to missing file in bevy_remote cargo.toml (#16057)
# Objective

- bevy_remote Cargo.toml file references a readme that doesn't exist
- This is blocking releasing the rc

## Solution

- Remove the reference
2024-10-22 20:21:19 +00:00
JMS55
9d54fe0370
Meshlet new error projection (#15846)
* New error projection code taken from @zeux's meshoptimizer nanite.cpp
demo for determining LOD (thanks zeux!)
* Builder: `compute_lod_group_data()`
* Runtime: `lod_error_is_imperceptible()`
2024-10-22 20:14:30 +00:00
ickshonpe
9930df83ed
UI borders and outlines clipping fix (#16044)
# Objective

fixes #15502

Clipped borders and outlines aren't drawn correctly.

### Borders aren't clipped

Spawn two nodes with the same dimensions and border thickness, but clip
on of the nodes so that only its top left quarter is visible:

<img width="194" alt="clip"
src="https://github.com/user-attachments/assets/2d3f6d28-aa20-44df-967a-677725828294">

You can see that instead of clipping the border, instead the border is
scaled to fit inside of the unclipped section.

```rust
use bevy::color::palettes::css::BLUE;
use bevy::prelude::*;
use bevy::winit::WinitSettings;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .insert_resource(WinitSettings::desktop_app())
        .add_systems(Startup, setup)
        .run();
}

fn setup(mut commands: Commands) {
    commands.spawn(Camera2d);
    commands
        .spawn(Node {
            width: Val::Percent(100.),
            height: Val::Percent(100.),
            justify_content: JustifyContent::Center,
            align_items: AlignItems::Center,
            ..Default::default()
        })
        .with_children(|commands| {
            commands
                .spawn(Node {
                    column_gap: Val::Px(10.),
                    ..Default::default()
                })
                .with_children(|commands| {
                    commands
                        .spawn(Node {
                            width: Val::Px(100.),
                            height: Val::Px(100.),
                            overflow: Overflow::clip(),
                            ..Default::default()
                        })
                        .with_child((
                            Node {
                                position_type: PositionType::Absolute,
                                width: Val::Px(100.),
                                height: Val::Px(100.),
                                border: UiRect::all(Val::Px(10.)),
                                ..Default::default()
                            },
                            BackgroundColor(Color::WHITE),
                            BorderColor(BLUE.into()),
                        ));

                    commands
                        .spawn(Node {
                            width: Val::Px(50.),
                            height: Val::Px(50.),
                            overflow: Overflow::clip(),
                            ..Default::default()
                        })
                        .with_child((
                            Node {
                                position_type: PositionType::Absolute,
                                width: Val::Px(100.),
                                height: Val::Px(100.),
                                border: UiRect::all(Val::Px(10.)),
                                ..Default::default()
                            },
                            BackgroundColor(Color::WHITE),
                            BorderColor(BLUE.into()),
                        ));
                });
        });
}
```

You can also see this problem in the `overflow` example. If you hover
over any of the clipped nodes you'll see that the outline only wraps the
visible section of the node

### Outlines are clipped incorrectly

A UI nodes Outline's are drawn outside of its bounds, so applying the
local clipping rect to the outline doesn't make any sense.
Instead an `Outline` should be clipped using its parent's clipping rect.

## Solution

* Pass the `point` value into the vertex shader instead of calculating
it in the shader.
* In `extract_uinode_borders` use the parents clipping rect when
clipping outlines.

The extra parameter isn't a great solution I think, but I wanted to fix
borders for the 0.15 release and this is the most minimal approach I
could think of without replacing the whole shader and prepare function.

 ## Showcase

<img width="149" alt="clipp"
src="https://github.com/user-attachments/assets/19fbd3cc-e7cd-42e1-a5e0-fd92aad04dcd">

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-21 22:54:09 +00:00
Stepan Koltsov
d0af199249
Add a test for Mesh::triangles and fix for TriangleStrip (#16026)
# Objective

- Illustrate behavior with a test
- Fix a bug revealed by a test

## Solution

- Add a test and fix

## Testing

Test added.
2024-10-21 15:57:52 +00:00
Stepan Koltsov
465d1139e7
Replace TwoIterators with Either in bevy_animation (#16036)
# Objective

- Less code
- Better iterator (implements `size_hint` for example)

## Solution

- Use `either`
- This change is free because `bevy_animation` depends on `bevy_asset`,
which already depends on `either`

## Testing

CI
2024-10-21 02:17:59 +00:00
Rob Parrett
30d84519a2
Use en-us locale for typos (#16037)
# Objective

Bevy seems to want to standardize on "American English" spellings. Not
sure if this is laid out anywhere in writing, but see also #15947.

While perusing the docs for `typos`, I noticed that it has a `locale`
config option and tried it out.

## Solution

Switch to `en-us` locale in the `typos` config and run `typos -w`

## Migration Guide

The following methods or fields have been renamed from `*dependants*` to
`*dependents*`.

- `ProcessorAssetInfo::dependants`
- `ProcessorAssetInfos::add_dependant`
- `ProcessorAssetInfos::non_existent_dependants`
- `AssetInfo::dependants_waiting_on_load`
- `AssetInfo::dependants_waiting_on_recursive_dep_load`
- `AssetInfos::loader_dependants`
- `AssetInfos::remove_dependants_and_labels`
2024-10-20 18:55:17 +00:00
Stepan Koltsov
472bbaae26
Unnecessary division in compute_smooth_normals (#16039)
# Objective

- Less code
- Simpler code

## Solution

- Remove unnecessary division: `normalize` already does that

## Testing

- Test added in #16038
2024-10-20 18:55:08 +00:00
Stepan Koltsov
2e2d669406
Add a test for Mesh::compute_smooth_normals (#16038)
# Objective

- Code is safer with tests

## Solution

- Add a test

## Testing

- Test added
2024-10-20 18:10:41 +00:00
SpecificProtagonist
3eec0f0a77
QueryEntityError: Use short name for components (#16032)
Use the new `disqualified` crate in `QueryEntityError` to make the error
message more readable.

---

## Showcase

Old:
QueryDoesNotMatch(0v1 with components my_game::main::foo::A,
my_game::main::foo::B, bevy_pbr::light::point_light::PointLight,
bevy_render::primitives::CubemapFrusta,
bevy_pbr::bundle::CubemapVisibleEntities,
bevy_transform::components::transform::Transform,
bevy_transform::components::global_transform::GlobalTransform,
bevy_render::view::visibility::Visibility,
bevy_render::view::visibility::InheritedVisibility,
bevy_render::view::visibility::ViewVisibility,
bevy_render::sync_world::SyncToRenderWorld)

New:
QueryDoesNotMatch(0v1 with components A, B, PointLight, CubemapFrusta,
CubemapVisibleEntities, Transform, GlobalTransform, Visibility,
InheritedVisibility, ViewVisibility, SyncToRenderWorld)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-20 17:56:43 +00:00
Stepan Koltsov
34c9a64779
Mute unreachable patterns/code warnings (#16012)
# Objective

Make compiler output more helpful when running `cargo check -p
bevy_mesh`. Currently it contains a lot of unreachable patterns/code
warnings due to features disabled by default.

## Solution

Mute the warnings.

## Testing

CI
2024-10-20 14:27:02 +00:00
Stepan Koltsov
405fa3e8ea
Mute non-local definition warnings in bevy_reflect (#16013)
# Objective

```
cargo check -p bevy_reflect
```

outputs a lot of warnings like:

```
warning: non-local `impl` definition, `impl` blocks should be written at the same level as their item
   --> crates/bevy_reflect/src/impls/std.rs:223:13
    |
223 |               impl_type_path!($ty);
    |               ^-------------------
    |               |
    |               `TypePath` is not local
    |               move the `impl` block outside of this constant `_` and up 2 bodies
...
346 | / impl_reflect_for_atomic!(
347 | |     ::core::sync::atomic::AtomicIsize,
    | |     --------------------------------- `AtomicIsize` is not local
348 | |     ::core::sync::atomic::Ordering::SeqCst
349 | | );
    | |_- in this macro invocation
    |
    = note: the macro `impl_type_path` defines the non-local `impl`, and may need to be changed
    = note: the macro `impl_type_path` may come from an old version of the `bevy_reflect_derive` crate, try updating your dependency with `cargo update -p bevy_reflect_derive`
    = note: an `impl` is never scoped, even when it is nested inside an item, as it may impact type checking outside of that item, which can be the case if neither the trait or the self type are at the same nesting level as the `impl`
    = note: items in an anonymous const item (`const _: () = { ... }`) are treated as in the same scope as the anonymous const's declaration for the purpose of this lint
    = note: `#[warn(non_local_definitions)]` on by default
    = note: this warning originates in the macro `impl_type_path` which comes from the expansion of the macro `impl_reflect_for_atomic` (in Nightly builds, run with -Z macro-backtrace for more info)

```

## Solution

Move `impl_type_path!` into global scope. Warnings no longer pop up.

## Testing

CI
2024-10-20 13:52:52 +00:00
Stepan Koltsov
0cc53458cc
Indices::push(u32) (#16014)
# Objective

Making work with `Indices` struct easier. Currently when building
indices in some quick-and-dirty code we need to do matches and handle
enum variants.

## Solution

`Indices::push` utility which works transparently with `U16` and `U32`
variants.

## Testing

Unit test added.
2024-10-20 13:51:55 +00:00
Peter Hayman
75096fbf97
fix: add reflect to SceneInstanceReady and other observers/events (#16018)
# Objective

Built-in observers & events should be `Reflect` so that components that
interact with them can be serialized in scenes. This is a similar pr to
#14259.
2024-10-20 13:51:41 +00:00
Liam Gallagher
26a5f7f9ca
Feature gate bevy_remote http transport. (#16019)
## Objective
Be able to depend on the crate for the types without bringing in
`smol-hyper` and other http dependencies.

## Solution

Create a new `HTTP` feature that is enabled by default.
2024-10-20 13:49:55 +00:00
Rob Parrett
da5d2fccf5
Fix some duplicate words in docs/comments (#15980)
# Objective

Stumbled upon one of these, and set off in search of more, armed with my
trusty `\b(\w+)\s+\1\b`.

## Solution

Remove ~one~ one of them.
2024-10-20 01:03:27 +00:00
ickshonpe
79e73738c7
Optional UI rendering (#8997)
# Objective

Make UI rendering optional.

Quite a few people have been experimenting with using Bevy UI for layout
and interaction but replacing the rendering with `bevy_prototype_lyon`
or whatever. It's awkward to do though as there is no way to disable the
existing UI rendering requiring users to create their own custom node
bundles and components. Also, you can't replace the UI's shader and a
number of other things.

This PR makes the setup and initialization of UI rendering for the
RenderApp optional. Then you can do whatever you want by replacing
`build_ui_render` with your own function. For instance, one that loads a
custom shader.

The UI layout and interaction components are still updated as normal.

## Solution

Add a field `enable_rendering` to `UiPlugin`.
Only call `build_ui_render` and initialize the `UiPipeline` if
`enable_rendering` is false.

I thought about implementing a "bevy_ui_render" feature but suspect
everything is too tightly coupled atm and it would be very fragile.
Similar to the struggles with the "bevy_text" feature but worse.

---

## Changelog

  `UiPlugin`
  * Added a bool field `enable_rendering`.
* Only calls `build_ui_render` and initializes the `UiPipeline` if
`enable_rendering` is true.

## Migration Guide

`UiPlugin` has a new field `enable_rendering`. If set to false, the UI's
rendering systems won't be added to the `RenderApp` and no UI elements
will be drawn. The layout and interaction components will still be
updated as normal.
2024-10-19 22:52:33 +00:00
Elabajaba
8f31c09e60
Add docs for how to manually add a WinitPlugin to a MinimalPlugins setup. (#15989)
# Objective

Adding a `WinitPlugin` to a `MinimalPlugins` setup is a bit tricky and
confusing due to having a terrible error message and no examples in the
repo.

## Solution

Document what you need to add.
2024-10-19 21:44:02 +00:00
akimakinai
f821768e62
Resolve unused_qualifications warnings (#16001)
# Objective

Fixes the following warning when compiling to wasm.

```
warning: unnecessary qualification
   --> crates\bevy_asset\src\io\mod.rs:733:19
    |
733 |         _cx: &mut core::task::Context<'_>,
    |                   ^^^^^^^^^^^^^^^^^^^^^^^
    |
    = note: requested on the command line with `-W unused-qualifications`
help: remove the unnecessary path segments
    |
733 -         _cx: &mut core::task::Context<'_>,
733 +         _cx: &mut Context<'_>,
    |
```

## Solution

- Removes the qualification.
2024-10-19 16:59:58 +00:00
akimakinai
61350cd36f
Remove components if not extracted (#15948)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/15871
(Camera is done in #15946)

## Solution

- Do the same as #15904 for other extraction systems
- Added missing `SyncComponentPlugin` for DOF, TAA, and SSAO
(According to the
[documentation](https://dev-docs.bevyengine.org/bevy/render/sync_component/struct.SyncComponentPlugin.html),
this plugin "needs to be added for manual extraction implementations."
We may need to check this is done.)

## Testing

Modified example locally to add toggles if not exist.
- [x] DOF - toggling DOF component and perspective in `depth_of_field`
example
- [x] TAA - toggling `Camera.is_active` and TAA component
- [x] clusters - not entirely sure, toggling `Camera.is_active` in
`many_lights` example (no crash/glitch even without this PR)
- [x] previous_view - toggling `Camera.is_active` in `skybox` (no
crash/glitch even without this PR)
- [x] lights - toggling `Visibility` of `DirectionalLight` in `lighting`
example
- [x] SSAO - toggling `Camera.is_active` and SSAO component in `ssao`
example
- [x] default UI camera view - toggling `Camera.is_active` (nop without
#15946 because UI defaults to some camera even if `DefaultCameraView` is
not there)
- [x] volumetric fog - toggling existence of volumetric light. Looks
like optimization, no change in behavior/visuals
2024-10-19 15:13:39 +00:00
Rafał Harabień
fe7f98f7f0
Fix deactivated camera still being used in render world (#15946)
# Objective

Switch to retained render world causes the extracted cameras in render
world to not be removed until camera in main world is despawned. When
extracting data from main world inactive cameras are skipped. Therefore
camera that was active and became inactive has a retained
`ExtractedCamera` component from previous frames (when it was active)
and is processed the same way as if it were active (there is no `active`
field on `ExtractedCamera`). This breakes switching between cameras in
`render_primitives` example.
Fixes #15822

## Solution

Fix it by removing `ExtractedCamera` and related components from
inactive cameras.
Note that despawning inactive camera seems to be bad option because they
are spawned using `SyncToRenderWorld` component.

## Testing

Switching camera in `render_primitives` example now works correctly.

---------

Co-authored-by: akimakinai <105044389+akimakinai@users.noreply.github.com>
2024-10-19 15:13:14 +00:00
IceSentry
fcf6067a10
Fix OIT depth test (#15991)
# Objective

- The depth test was only using the final depth but it should be testing
each fragments
- Fully transparent fragments should not be added to the list

## Solution

- Test each fragment after sorting

## Testing

before:
TODO

after:
TODO
2024-10-19 01:16:17 +00:00
Sou1gh0st
3a478ad5c1
Fix lightmaps break when deferred rendering is enabled (#14599)
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/13552

## Solution
- Thanks for the guidance from @DGriffin91, the current solution is to
transmit the light_map through the emissive channel to avoid increasing
the bandwidth of deferred shading.
- <del>Store lightmap sample result into G-Buffer and pass them into the
`Deferred Lighting Pipeline`, therefore we can get the correct indirect
lighting via the `apply_pbr_lighting` function.</del>
- <del>The original G-Buffer lacks storage for lightmap data, therefore
a new buffer is added. We can only use Rgba16Uint here due to the
32-byte limit on the render targets.</del>

## Testing
- Need to test all the examples that contains a prepass, with both the
forward and deferred rendering mode.
- I have tested the ones below.
- `lightmaps` (adjust the code based on the issue and check the
rendering result)
    - `transmission` (it contains a prepass)
    - `ssr` (it also uses the G-Bufffer)
    - `meshlet` (forward and deferred)
    - `pbr`

## Showcase
By updating the `lightmaps` example to use deferred rendering, this pull
request enables correct rendering result of the Cornell Box.

```
diff --git a/examples/3d/lightmaps.rs b/examples/3d/lightmaps.rs
index 564a3162b..11a748fba 100644
--- a/examples/3d/lightmaps.rs
+++ b/examples/3d/lightmaps.rs
@@ -1,12 +1,14 @@
 //! Rendering a scene with baked lightmaps.
 
-use bevy::pbr::Lightmap;
+use bevy::core_pipeline::prepass::DeferredPrepass;
+use bevy::pbr::{DefaultOpaqueRendererMethod, Lightmap};
 use bevy::prelude::*;
 
 fn main() {
     App::new()
         .add_plugins(DefaultPlugins)
         .insert_resource(AmbientLight::NONE)
+        .insert_resource(DefaultOpaqueRendererMethod::deferred())
         .add_systems(Startup, setup)
         .add_systems(Update, add_lightmaps_to_meshes)
         .run();
@@ -19,10 +21,12 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
         ..default()
     });
 
-    commands.spawn(Camera3dBundle {
-        transform: Transform::from_xyz(-278.0, 273.0, 800.0),
-        ..default()
-    });
+    commands
+        .spawn(Camera3dBundle {
+            transform: Transform::from_xyz(-278.0, 273.0, 800.0),
+            ..default()
+        })
+        .insert(DeferredPrepass);
 }
 
 fn add_lightmaps_to_meshes(
```

<img width="1280" alt="image"
src="https://github.com/user-attachments/assets/17fd3367-61cc-4c23-b956-e7cfc751af3c">

## Emissive Issue
**The emissive light object appears incorrectly rendered because the
alpha channel of emission is set to 1 in deferred rendering and 0 in
forward rendering, leading to different emissive light result. Could
this be a bug?**

```wgsl
// pbr_deferred_functions.wgsl - pbr_input_from_deferred_gbuffer
let emissive = rgb9e5::rgb9e5_to_vec3_(gbuffer.g);
if ((pbr.material.flags & STANDARD_MATERIAL_FLAGS_UNLIT_BIT) != 0u) {
    pbr.material.base_color = vec4(emissive, 1.0);
    pbr.material.emissive = vec4(vec3(0.0), 1.0);
} else {
    pbr.material.base_color = vec4(pow(base_rough.rgb, vec3(2.2)), 1.0);
    pbr.material.emissive = vec4(emissive, 1.0);
}

// pbr_functions.wgsl - apply_pbr_lighting
emissive_light = emissive_light * mix(1.0, view_bindings::view.exposure, emissive.a);
```

---------

Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2024-10-18 23:18:11 +00:00
Carter Anderson
015f2c69ca
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975)
# Objective

Continue improving the user experience of our UI Node API in the
direction specified by [Bevy's Next Generation Scene / UI
System](https://github.com/bevyengine/bevy/discussions/14437)

## Solution

As specified in the document above, merge `Style` fields into `Node`,
and move "computed Node fields" into `ComputedNode` (I chose this name
over something like `ComputedNodeLayout` because it currently contains
more than just layout info. If we want to break this up / rename these
concepts, lets do that in a separate PR). `Style` has been removed.

This accomplishes a number of goals:

## Ergonomics wins

Specifying both `Node` and `Style` is now no longer required for
non-default styles

Before:
```rust
commands.spawn((
    Node::default(),
    Style {
        width:  Val::Px(100.),
        ..default()
    },
));
```

After:

```rust
commands.spawn(Node {
    width:  Val::Px(100.),
    ..default()
});
```

## Conceptual clarity

`Style` was never a comprehensive "style sheet". It only defined "core"
style properties that all `Nodes` shared. Any "styled property" that
couldn't fit that mold had to be in a separate component. A "real" style
system would style properties _across_ components (`Node`, `Button`,
etc). We have plans to build a true style system (see the doc linked
above).

By moving the `Style` fields to `Node`, we fully embrace `Node` as the
driving concept and remove the "style system" confusion.

## Next Steps

* Consider identifying and splitting out "style properties that aren't
core to Node". This should not happen for Bevy 0.15.

---

## Migration Guide

Move any fields set on `Style` into `Node` and replace all `Style`
component usage with `Node`.

Before:
```rust
commands.spawn((
    Node::default(),
    Style {
        width:  Val::Px(100.),
        ..default()
    },
));
```

After:

```rust
commands.spawn(Node {
    width:  Val::Px(100.),
    ..default()
});
```

For any usage of the "computed node properties" that used to live on
`Node`, use `ComputedNode` instead:

Before:
```rust
fn system(nodes: Query<&Node>) {
    for node in &nodes {
        let computed_size = node.size();
    }
}
```

After:
```rust
fn system(computed_nodes: Query<&ComputedNode>) {
    for computed_node in &computed_nodes {
        let computed_size = computed_node.size();
    }
}
```
2024-10-18 22:25:33 +00:00
VitalyR
eb19a9ea0b
Migrate UI bundles to required components (#15898)
# Objective

- Migrate UI bundles to required components, fixes #15889

## Solution

- deprecate `NodeBundle` in favor of `Node`
- deprecate `ImageBundle` in favor of `UiImage`
- deprecate `ButtonBundle` in favor of `Button`

## Testing

CI.

## Migration Guide

- Replace all uses of `NodeBundle` with `Node`. e.g.
```diff
     commands
-        .spawn(NodeBundle {
-            style: Style {
+        .spawn((
+            Node::default(),
+            Style {
                 width: Val::Percent(100.),
                 align_items: AlignItems::Center,
                 justify_content: JustifyContent::Center,
                 ..default()
             },
-            ..default()
-        })
+        ))
``` 
- Replace all uses of `ButtonBundle` with `Button`. e.g.
```diff
                     .spawn((
-                        ButtonBundle {
-                            style: Style {
-                                width: Val::Px(w),
-                                height: Val::Px(h),
-                                // horizontally center child text
-                                justify_content: JustifyContent::Center,
-                                // vertically center child text
-                                align_items: AlignItems::Center,
-                                margin: UiRect::all(Val::Px(20.0)),
-                                ..default()
-                            },
-                            image: image.clone().into(),
+                        Button,
+                        Style {
+                            width: Val::Px(w),
+                            height: Val::Px(h),
+                            // horizontally center child text
+                            justify_content: JustifyContent::Center,
+                            // vertically center child text
+                            align_items: AlignItems::Center,
+                            margin: UiRect::all(Val::Px(20.0)),
                             ..default()
                         },
+                        UiImage::from(image.clone()),
                         ImageScaleMode::Sliced(slicer.clone()),
                     ))
```
- Replace all uses of `ImageBundle` with `UiImage`. e.g.
```diff
-    commands.spawn(ImageBundle {
-        image: UiImage {
+    commands.spawn((
+        UiImage {
             texture: metering_mask,
             ..default()
         },
-        style: Style {
+        Style {
             width: Val::Percent(100.0),
             height: Val::Percent(100.0),
             ..default()
         },
-        ..default()
-    });
+    ));
 ```

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-17 21:11:02 +00:00
Clar Fon
683d6c90a9
Remove AVIF feature (#15973)
Resolves #15968. Since this feature never worked, and enabling it in the
`image` crate requires system dependencies, we've decided that it's best
to just remove it and let other plugin crates offer support for it as
needed.

## Migration Guide

AVIF images are no longer supported. They never really worked, and
require system dependencies (libdav1d) to work correctly, so, it's
better to simply offer this support via an unofficial plugin instead as
needed. The corresponding types have been removed from Bevy to account
for this.
2024-10-17 19:47:28 +00:00
Alice Cecile
2bd328220b
Improve API for scaling orthographic cameras (#15969)
# Objective

Fixes #15791.

As raised in #11022, scaling orthographic cameras is confusing! In Bevy
0.14, there were multiple completely redundant ways to do this, and no
clear guidance on which to use.

As a result, #15075 removed the `scale` field from
`OrthographicProjection` completely, solving the redundancy issue.

However, this resulted in an unintuitive API and a painful migration, as
discussed in #15791. Users simply want to change a single parameter to
zoom, rather than deal with the irrelevant details of how the camera is
being scaled.

## Solution

This PR reverts #15075, and takes an alternate, more nuanced approach to
the redundancy problem. `ScalingMode::WindowSize` was by far the biggest
offender. This was the default variant, and stored a float that was
*fully* redundant to setting `scale`.

All of the other variants contained meaningful semantic information and
had an intuitive scale. I could have made these unitless, storing an
aspect ratio, but this would have been a worse API and resulted in a
pointlessly painful migration.

In the course of this work I've also:

- improved the documentation to explain that you should just set `scale`
to zoom cameras
- swapped to named fields for all of the variants in `ScalingMode` for
more clarity about the parameter meanings
- substantially improved the `projection_zoom` example
- removed the footgunny `Mul` and `Div` impls for `ScalingMode`,
especially since these no longer have the intended effect on
`ScalingMode::WindowSize`.
- removed a rounding step because this is now redundant 🎉 

## Testing

I've tested these changes as part of my work in the `projection_zoom`
example, and things seem to work fine.

## Migration Guide

`ScalingMode` has been refactored for clarity, especially on how to zoom
orthographic cameras and their projections:

- `ScalingMode::WindowSize` no longer stores a float, and acts as if its
value was 1. Divide your camera's scale by any previous value to achieve
identical results.
- `ScalingMode::FixedVertical` and `FixedHorizontal` now use named
fields.

---------

Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
2024-10-17 17:50:06 +00:00
Lynn
b4e04f9d9f
Remove write access to ConvexPolygon.vertices (#15965)
# Objective

- Fixes #15963

## Solution

- Implement `TryFrom<Polygon<N> for ConvexPolygon<N>`
- Implement `From<ConvexPolygon<N>> for Polygon<N>`
- Remove `pub` from `vertices`
- Add `ConvexPolygon::vertices()` to get read only access to the
vertices of a convex polygon.
2024-10-16 22:21:01 +00:00
Alice Cecile
76744bf58c
Mark ghost nodes as experimental and partially feature flag them (#15961)
# Objective

As discussed in #15341, ghost nodes are a contentious and experimental
feature. In the interest of enabling ecosystem experimentation, we've
decided to keep them in Bevy 0.15.

That said, we don't use them internally, and don't expect third-party
crates to support them. If the experimentation returns a negative result
(they aren't very useful, an alternative design is preferred etc) they
will be removed.

We should clearly communicate this status to users, and make sure that
users don't use ghost nodes in their projects without a very clear
understanding of what they're getting themselves into.

## Solution

To make life easy for users (and Bevy), `GhostNode` and all associated
helpers remain public and are always available.

However, actually constructing these requires enabling a feature flag
that's clearly marked as experimental. To do so, I've added a
meaningless private field.

When the feature flag is enabled, our constructs (`new` and `default`)
can be used. I've added a `new` constructor, which should be preferred
over `Default::default` as that can be readily deprecated, allowing us
to prompt users to swap over to the much nicer `GhostNode` syntax once
this is a unit struct again.

Full credit: this was mostly @cart's design: I'm just implementing it!

## Testing

I've run the ghost_nodes example and it fails to compile without the
feature flag. With the feature flag, it works fine :)

---------

Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-10-16 22:20:48 +00:00
Tim
f4d9c52c0d
Add read-only access to PointerInteraction (#15964)
# Objective
Re-add missing read-only access to `PointerInteraction`. This was missed
when bevy_mod_picking was upstreamed.
See
[here](https://docs.rs/bevy_mod_picking/latest/bevy_mod_picking/pointer/struct.PointerInteraction.html).
2024-10-16 21:21:19 +00:00
andristarr
7482a0d26d
aligning public apis of Time,Timer and Stopwatch (#15962)
Fixes #15834

## Migration Guide

The APIs of `Time`, `Timer` and `Stopwatch` have been cleaned up for
consistency with each other and the standard library's `Duration` type.
The following methods have been renamed:

- `Stowatch::paused` -> `Stopwatch::is_paused`
- `Time::elapsed_seconds` -> `Time::elasped_secs` (including `_f64` and
`_wrapped` variants)
2024-10-16 21:09:32 +00:00
François Mockers
7495d68b41
UI materials: don't reserve in loop when enough capacity (#15919)
# Objective

- UI materials reserve too much capacity in a vec: for every node in the
transparent phase, it reserves enough memory to store all the nodes
- Update #10437 

## Solution

- Only reserve extra memory if there's not enough
- Only reserve the needed memory, not more
2024-10-16 17:59:30 +00:00
ickshonpe
fc659a6143
Default UI shadow samples fix (#15953)
# Objective

In `queue_shadows`, the `UiBoxShadows` option is unwrapped incorrectly
which results in the number of shadow samples being set to
`u32::default()` instead of `UiBoxShadows::default()` if the camera
entity doesn't have the component.

## Solution

Just use `unwrap_or_default` directly without `map`.
2024-10-16 17:01:10 +00:00