Commit graph

7325 commits

Author SHA1 Message Date
Joona Aalto
21b78b5990
Implement From translation and rotation for isometries (#15733)
# Objective

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

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

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

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

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

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

removing a lot of verbosity.

## Solution

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

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

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

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

## Solution

- Viewports are dynamically scaled to window size

## Testing

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

## Showcase

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


![image](https://github.com/user-attachments/assets/68609cf2-5a67-49bd-8e0b-910bfd17f4d8)
2024-10-08 16:07:31 +00:00
Peter Hayman
1c3dee4a6c
fix: register_type::<ScrollPosition> (#15721)
# Objective

- register types that derive reflect.
2024-10-08 16:07:09 +00:00
Tomi Fontanilles
3d8e56f766
introduction of ConvexPolygon and ConvexPolygonMeshBuilder (#15544)
# Objective

- As discussed on
[Discord](https://discord.com/channels/691052431525675048/1203087353850364004/1285300659746246849),
implement a `ConvexPolygon` 2D math primitive and associated mesh
builder.
- The original goal was to have a mesh builder for the simplest (i.e.
convex) polygons.

## Solution

- The `ConvexPolygon` is created from its vertices.
- The convexity of the polygon is checked when created via `new()` by
verifying that the winding order of all the triangles formed with
adjacent vertices is the same.
- The `ConvexPolygonMeshBuilder` uses an anchor vertex and goes through
every adjacent pair of vertices in the polygon to form triangles that
fill up the polygon.

## Testing

- Tested locally with my own simple `ConvexPolygonMeshBuilder` usage.
2024-10-08 15:02:38 +00:00
charlotte
b48f9e2a4b
Fix oit webgl (#15728)
The previous fixes were breaking pretty much everything on main due to
naga-oil complaining about the OIT shader not being loaded, since
apparently webgl is a default feature. This fix is a bit messier, but
properly warns the user and is probably what we should have gone for in
the first place.
2024-10-08 14:50:35 +00:00
Shane Celis
320d53c1d2
Vary transforms for custom_skinned_mesh example (#15710)
# Objective

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

## Solution


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

Add variety and clarity with the following changes:

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

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

## Testing

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

---

## Showcase

- Custom skinned mesh example varies the transforms changes and uses a
UV test texture.
2024-10-08 12:37:46 +00:00
Patrick Walton
48e2027827
Add some missing features from the gamepads-as-entities change that were needed to update leafwing-input-manager. (#15685)
The gamepads-as-entities change caused several regressions. This patch
fixes each of them:

1. This PR introduces two new fields on `GamepadInfo`: `vendor_id`, and
`product_id`, as well as associated methods. These fields are simply
mirrored from the `gilrs` library.

2. That PR removed the methods that allowed iterating over all pressed
and released buttons, as well as the method that allowed iterating over
the axis values. (It was still technically possible to do so by using
reflection to access the private fields of `Gamepad`.)

3. The `Gamepad` component wasn't marked reflectable. This PR fixes that
problem.

These changes allowed me to forward port `leafwing-input-manager`.
2024-10-08 12:19:38 +00:00
IceSentry
4bf647ff3b
Add Order Independent Transparency (#14876)
# Objective

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

## Solution

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

## Testing

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

---

## Showcase


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

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

## Future work

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

---------

Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: Charlotte McElwain <charlotte.c.mcelwain@gmail.com>
2024-10-07 23:50:28 +00:00
Tim
e7b83acadc
Fix shader_prepass example (#15719)
Simple fix for another missed piece in the port to required components
2024-10-07 23:45:20 +00:00
notmd
cab00766d9
Serialize and deserialize tuple struct with one field as newtype struct (#15628)
# Objective

- fix https://github.com/bevyengine/bevy/issues/15623
## Solution

- Checking field length of tuple struct before ser/der

## Testing

- CI should pass

## Migration Guide

- Reflection now will serialize and deserialize tuple struct with single
field as newtype struct. Consider this code.
```rs
#[derive(Reflect, Serialize)]
struct Test(usize);
let reflect = Test(3);
let serializer = TypedReflectSerializer::new(reflect.as_partial_reflect(), &registry);
return serde_json::to_string(&serializer)
```
Old behavior will return `["3"]`. New behavior will return `"3"`. If you
were relying on old behavior you need to update your logic. Especially
with `serde_json`. `ron` doesn't affect from this.
2024-10-07 23:40:03 +00:00
Tim
0c959f7700
Fix query_gltf_primitives example (#15715)
This example was missed during the port to required components for
meshes and materials.
Easy fix, I checked that it works as it did in the PR that added the
example (#13912).
2024-10-07 23:03:16 +00:00
Matty
9b863be2fb
Curves: FromReflect boogaloo part 2 (#15714)
# Objective

Allow curve adaptors to be reliably `Reflect` even if the curves they
hold are not `FromReflect`. This allows them, for example, to be used in
`bevy_animation`. I previously addressed this with the functional
adaptors, but I forgot to address this in the case of fields that hold
other curves and not arbitrary functions.

## Solution

Do the following on every curve adaptor that holds another curve:
```rust
// old:
#[derive(Reflect)]
```

```rust
// new:
#[derive(Reflect, FromReflect)]
#[reflect(from_reflect = false)]
```

This looks inane, but it's necessary because the default
`#[derive(Reflect)]` macro places `FromReflect` bounds on everything. To
avoid this, we opt out of deriving `FromReflect` with that macro by
adding `#[reflect(from_reflect = false)]`, then separately derive
`FromReflect`. (Of course, the latter still has the `FromReflect`
bounds, which is fine.)
2024-10-07 22:59:17 +00:00
Tim
bef44d7ac2
Stop using Handle<T> as a component in bevy_gizmos (#15713)
# Objective

- Another step towards removing the `Component` impl on `Handle<T>`

## Solution

- Yeet
2024-10-07 22:57:26 +00:00
Mohamed Osama
91bed8ce51
Screen shake example (#15567)
# Objective

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

## Solution

Adds a screen shake example.

---------

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

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

## Solution

- Fix them and make them deterministic


![ease-fixed-functions](https://github.com/user-attachments/assets/8a4d5c0c-36fa-4a49-a189-5b832dc24721)
2024-10-07 19:08:32 +00:00
vero
90c6f24371
Add new crates to publish.sh (#15700) 2024-10-07 18:46:13 +00:00
François Mockers
01387101df
add example for ease functions (#15703)
# Objective

- Followup to #15675 
- Add an example showcasing the functions

## Solution

- Add an example showcasing the functions
- Some of the functions from the interpolation crate are messed up,
fixed in #15706


![ease](https://github.com/user-attachments/assets/1f3b2b80-23d2-45c7-8b08-95b2e870aa02)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2024-10-07 18:31:43 +00:00
Tim
d454db8e58
Rename the Pickable component and fix incorrect documentation (#15707)
# Objective

- Rename `Pickable` to `PickingBehavior` to counter the easily-made
assumption that the component is required. It is optional
- Fix and clarify documentation
- The docs in `crates/bevy_ui/src/picking_backend.rs` were incorrect
about the necessity of `Pickable`
- Plus two minor code quality changes in this commit
(7c2e75f48d)

Closes #15632
2024-10-07 17:09:57 +00:00
Clar Fon
8adc9e9d6e
Feature-gate all image formats (#15586)
# Objective

Bevy supports feature gates for each format it supports, but several
formats that it loads via the `image` crate do not have feature gates.
Additionally, the QOI format is supported by the `image` crate and
wasn't available at all. This fixes that.

## Solution

The following feature gates are added:

* `avif`
* `ff` (Farbfeld)
* `gif`
* `ico`
* `qoi`
* `tiff`

None of these formats are enabled by default, despite the fact that all
these formats appeared to be enabled by default before. Since
`default-features` was disabled for the `image` crate, it's likely that
using any of these formats would have errored by default before this
change, although this probably needs additional testing.

## Testing

The changes seemed minimal enough that a compile test would be
sufficient.

## Migration guide

Image formats that previously weren't feature-gated are now
feature-gated, meaning they will have to be enabled if you use them:

* `avif`
* `ff` (Farbfeld)
* `gif`
* `ico`
* `tiff`

Additionally, the `qoi` feature has been added to support loading QOI
format images.

Previously, these formats appeared in the enum by default, but weren't
actually enabled via the `image` crate, potentially resulting in weird
bugs. Now, you should be able to add these features to your projects to
support them properly.
2024-10-07 16:37:45 +00:00
Patrick Walton
0a1d60f3b0
Fix a system ordering issue with motion blur for skinned meshes. (#15693)
Currently, it's possible for the `collect_meshes_for_gpu_building`
system to run after `set_mesh_motion_vector_flags`. This will cause
those motion vector flags to be overwritten, which will cause the shader
to ignore the motion vectors for skinned meshes, which will cause
graphical artifacts.

This patch corrects the issue by forcing `set_mesh_motion_vector_flags`
to run after `collect_meshes_for_gpu_building`.
2024-10-07 16:33:15 +00:00
Gino Valente
8039f34b0d
bevy_ecs: Replace panics in QueryData derive compile errors (#15691)
# Objective

The current `QueryData` derive panics when it encounters an error.
Additionally, it doesn't provide the clearest error message:

```rust
#[derive(QueryData)]
#[query_data(mut)]
struct Foo {
    // ...
}
```

```
error: proc-macro derive panicked
  --> src/foo.rs:16:10
   |
16 | #[derive(QueryData)]
   |          ^^^^^^^^^
   |
   = help: message: Invalid `query_data` attribute format
```

## Solution

Updated the derive logic to not panic and gave a bit more detail in the
error message.

This is makes the error message just a bit clearer and maintains the
correct span:

```
error: invalid attribute, expected `mutable` or `derive`
  --> src/foo.rs:17:14
   |
17 | #[query_data(mut)]
   |              ^^^
```

## Testing

You can test locally by running the following in
`crates/bevy_ecs/compile_fail`:

```
cargo test --target-dir ../../../target
```
2024-10-07 16:30:34 +00:00
Emerson Coskey
d1927736de
Migrate bevy picking (#15690)
# Objective

Migrate `bevy_picking` to the required components API

## Solution
- Made `PointerId` require `PointerLocation`, `PointerPress`, and
`PointerInteraction`
- Removed `PointerBundle`
- Removed all engine uses of `PointerBundle`

- Added convenience constructor `PointerLocation::new(location:
Location)`

## Testing

- ran unit tests
- ran `sprite_picking` example, everything seemed fine.

## Migration Guide

This API hasn't shipped yet, so I didn't bother with a deprecation.
However, for any crates tracking main the changes are as follows:

Previous api:
```rs
commands.insert(PointerBundle::new(PointerId::Mouse));
commands.insert(PointerBundle::new(PointerId::Mouse).with_location(location));
```

New api:
```rs
commands.insert(PointerId::Mouse);
commands.insert((PointerId::Mouse, PointerLocation::new(location)));
```
2024-10-07 16:26:37 +00:00
Trashtalk217
d1bd46d45e
Deprecate get_or_spawn (#15652)
# Objective

After merging retained rendering world #15320, we now have a good way of
creating a link between worlds (*HIYAA intensifies*). This means that
`get_or_spawn` is no longer necessary for that function. Entity should
be opaque as the warning above `get_or_spawn` says. This is also part of
#15459.

I'm deprecating `get_or_spawn_batch` in a different PR in order to keep
the PR small in size.

## Solution

Deprecate `get_or_spawn` and replace it with `get_entity` in most
contexts. If it's possible to query `&RenderEntity`, then the entity is
synced and `render_entity.id()` is initialized in the render world.

## Migration Guide

If you are given an `Entity` and you want to do something with it, use
`Commands.entity(...)` or `World.entity(...)`. If instead you want to
spawn something use `Commands.spawn(...)` or `World.spawn(...)`. If you
are not sure if an entity exists, you can always use `get_entity` and
match on the `Option<...>` that is returned.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-10-07 16:08:22 +00:00
charlotte
037464800e
Use global clear color for camera driver node. (#15688)
When no cameras are configured, the `ClearColor` resource has no effect
on the default window.

Fixes
https://discord.com/channels/691052431525675048/866787577687310356/1292601838075379796


![image](https://github.com/user-attachments/assets/f42479c0-b239-4660-acd0-daa859b1f815)

![image](https://github.com/user-attachments/assets/4d625960-f105-4a29-91a3-44f4baadac30)
2024-10-07 15:59:51 +00:00
François Mockers
4357539e06
Add most common interpolations (#15675)
# Objective

- Followup for #14788 
- Support most usual ease function

## Solution

- Use the crate
[`interpolation`](https://docs.rs/interpolation/0.3.0/interpolation/trait.Ease.html)
which has them all
- it's already used by bevy_easings, bevy_tweening, be_tween,
bevy_tweening_captured, bevy_enoki, kayak_ui in the Bevy ecosystem for
various easing/tweening/interpolation
2024-10-07 15:56:06 +00:00
Alice Cecile
0a150b0d22
Add more tools for traversing hierarchies (#15627)
# Objective

- Working with hierarchies in Bevy is far too tedious due to a lack of
helper functions.
- This is the first half of #15609. 

## Solution

Extend
[`HierarchyQueryExt`](https://docs.rs/bevy/latest/bevy/hierarchy/trait.HierarchyQueryExt)
with the following methods:

- `parent`
- `children`
- `root_parent`
- `iter_leaves`
- `iter_siblings`
- `iter_descendants_depth_first`

I've opted to make both `iter_leaves` and `iter_siblings` collect the
list of matching Entities for now, rather that operate by reference like
the existing `iter_descendants`. This was simpler, and in the case of
`iter_siblings` especially, the number of matching entities is likely to
be much smaller.

I've kept the generics in the type signature however, so we can go back
and optimize that freely without a breaking change whenever we want.

## Testing

I've added some basic testing, but they're currently failing. If you'd
like to help, I'd welcome suggestions or a PR to my PR over the weekend
<3

---------

Co-authored-by: Viktor Gustavsson <villor94@gmail.com>
Co-authored-by: poopy <gonesbird@gmail.com>
Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
2024-10-07 15:24:57 +00:00
Christian Hughes
584d14808a
Allow World::entity family of functions to take multiple entities and get multiple references back (#15614)
# Objective

Following the pattern established in #15593, we can reduce the API
surface of `World` by providing a single function to grab both a
singular entity reference, or multiple entity references.

## Solution

The following functions can now also take multiple entity IDs and will
return multiple entity references back:
- `World::entity`
- `World::get_entity`
- `World::entity_mut`
- `World::get_entity_mut`
- `DeferredWorld::entity_mut`
- `DeferredWorld::get_entity_mut`

If you pass in X, you receive Y:
- give a single `Entity`, receive a single `EntityRef`/`EntityWorldMut`
(matches current behavior)
- give a `[Entity; N]`/`&[Entity; N]` (array), receive an equally-sized
`[EntityRef; N]`/`[EntityMut; N]`
- give a `&[Entity]` (slice), receive a
`Vec<EntityRef>`/`Vec<EntityMut>`
- give a `&EntityHashSet`, receive a
`EntityHashMap<EntityRef>`/`EntityHashMap<EntityMut>`

Note that `EntityWorldMut` is only returned in the single-entity case,
because having multiple at the same time would lead to UB. Also,
`DeferredWorld` receives an `EntityMut` in the single-entity case
because it does not allow structural access.

## Testing

- Added doc-tests on `World::entity`, `World::entity_mut`, and
`DeferredWorld::entity_mut`
- Added tests for aliased mutability and entity existence

---

## Showcase

<details>
  <summary>Click to view showcase</summary>

The APIs for fetching `EntityRef`s and `EntityMut`s from the `World`
have been unified.

```rust
// This code will be referred to by subsequent code blocks.
let world = World::new();
let e1 = world.spawn_empty().id();
let e2 = world.spawn_empty().id();
let e3 = world.spawn_empty().id();
```

Querying for a single entity remains mostly the same:

```rust
// 0.14
let eref: EntityRef = world.entity(e1);
let emut: EntityWorldMut = world.entity_mut(e1);
let eref: Option<EntityRef> = world.get_entity(e1);
let emut: Option<EntityWorldMut> = world.get_entity_mut(e1);

// 0.15
let eref: EntityRef = world.entity(e1);
let emut: EntityWorldMut = world.entity_mut(e1);
let eref: Result<EntityRef, Entity> = world.get_entity(e1);
let emut: Result<EntityWorldMut, Entity> = world.get_entity_mut(e1);
```

Querying for multiple entities with an array has changed:

```rust
// 0.14
let erefs: [EntityRef; 2] = world.many_entities([e1, e2]);
let emuts: [EntityMut; 2] = world.many_entities_mut([e1, e2]);
let erefs: Result<[EntityRef; 2], Entity> = world.get_many_entities([e1, e2]);
let emuts: Result<[EntityMut; 2], QueryEntityError> = world.get_many_entities_mut([e1, e2]);

// 0.15
let erefs: [EntityRef; 2] = world.entity([e1, e2]);
let emuts: [EntityMut; 2] = world.entity_mut([e1, e2]);
let erefs: Result<[EntityRef; 2], Entity> = world.get_entity([e1, e2]);
let emuts: Result<[EntityMut; 2], EntityFetchError> = world.get_entity_mut([e1, e2]);
```

Querying for multiple entities with a slice has changed:

```rust
let ids = vec![e1, e2, e3]);

// 0.14
let erefs: Result<Vec<EntityRef>, Entity> = world.get_many_entities_dynamic(&ids[..]);
let emuts: Result<Vec<EntityMut>, QueryEntityError> = world.get_many_entities_dynamic_mut(&ids[..]);

// 0.15
let erefs: Result<Vec<EntityRef>, Entity> = world.get_entity(&ids[..]);
let emuts: Result<Vec<EntityMut>, EntityFetchError> = world.get_entity_mut(&ids[..]);
let erefs: Vec<EntityRef> = world.entity(&ids[..]); // Newly possible!
let emuts: Vec<EntityMut> = world.entity_mut(&ids[..]); // Newly possible!
```

Querying for multiple entities with an `EntityHashSet` has changed:

```rust
let set = EntityHashSet::from_iter([e1, e2, e3]);

// 0.14
let emuts: Result<Vec<EntityMut>, QueryEntityError> = world.get_many_entities_from_set_mut(&set);

// 0.15
let emuts: Result<EntityHashMap<EntityMut>, EntityFetchError> = world.get_entity_mut(&set);
let erefs: Result<EntityHashMap<EntityRef>, EntityFetchError> = world.get_entity(&set); // Newly possible!
let emuts: EntityHashMap<EntityMut> = world.entity_mut(&set); // Newly possible!
let erefs: EntityHashMap<EntityRef> = world.entity(&set); // Newly possible!
```

</details>

## Migration Guide

- `World::get_entity` now returns `Result<_, Entity>` instead of
`Option<_>`.
- Use `world.get_entity(..).ok()` to return to the previous behavior.
- `World::get_entity_mut` and `DeferredWorld::get_entity_mut` now return
`Result<_, EntityFetchError>` instead of `Option<_>`.
- Use `world.get_entity_mut(..).ok()` to return to the previous
behavior.
- Type inference for `World::entity`, `World::entity_mut`,
`World::get_entity`, `World::get_entity_mut`,
`DeferredWorld::entity_mut`, and `DeferredWorld::get_entity_mut` has
changed, and might now require the input argument's type to be
explicitly written when inside closures.
- The following functions have been deprecated, and should be replaced
as such:
    - `World::many_entities` -> `World::entity::<[Entity; N]>`
    - `World::many_entities_mut` -> `World::entity_mut::<[Entity; N]>`
    - `World::get_many_entities` -> `World::get_entity::<[Entity; N]>`
- `World::get_many_entities_dynamic` -> `World::get_entity::<&[Entity]>`
- `World::get_many_entities_mut` -> `World::get_entity_mut::<[Entity;
N]>`
- The equivalent return type has changed from `Result<_,
QueryEntityError>` to `Result<_, EntityFetchError>`
- `World::get_many_entities_dynamic_mut` ->
`World::get_entity_mut::<&[Entity]>1
- The equivalent return type has changed from `Result<_,
QueryEntityError>` to `Result<_, EntityFetchError>`
- `World::get_many_entities_from_set_mut` ->
`World::get_entity_mut::<&EntityHashSet>`
- The equivalent return type has changed from `Result<Vec<EntityMut>,
QueryEntityError>` to `Result<EntityHashMap<EntityMut>,
EntityFetchError>`. If necessary, you can still convert the
`EntityHashMap` into a `Vec`.
2024-10-07 15:21:40 +00:00
Ida "Iyes
31409ebc61
Add Image methods for easy access to a pixel's color (#10392)
# Objective

If you want to draw / generate images from the CPU, such as:
 - to create procedurally-generated assets
- for games whose artstyle is best implemented by poking pixels directly
from the CPU, instead of using shaders

It is currently very unergonomic to do in Bevy, because you have to deal
with the raw bytes inside `image.data`, take care of the pixel format,
etc.

## Solution

This PR adds some helper methods to `Image` for pixel manipulation.
These methods allow you to use Bevy's user-friendly `Color` struct to
read and write the colors of pixels, at arbitrary coordinates (specified
as `UVec3` to support any texture dimension). They handle
encoding/decoding to the `Image`s `TextureFormat`, incl. any sRGB
conversion.

While we are at it, also add methods to help with direct access to the
raw bytes. It is now easy to compute the offset where the bytes of a
specific pixel coordinate are found, or to just get a Rust slice to
access them.

Caveat: `Color` roundtrips are obviously going to be lossy for non-float
`TextureFormat`s. Using `set_color_at` followed by `get_color_at` will
return a different value, due to the data conversions involved (such as
`f32` -> `u8` -> `f32` for the common `Rgba8UnormSrgb` texture format).
Be careful when comparing colors (such as checking for a color you wrote
before)!

Also adding a new example: `cpu_draw` (under `2d`), to showcase these
new APIs.

---

## Changelog

### Added

 - `Image` APIs for easy access to the colors of specific pixels.

---------

Co-authored-by: Pascal Hertleif <killercup@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: ltdk <usr@ltdk.xyz>
2024-10-07 14:38:41 +00:00
dependabot[bot]
aa56d4831a
Update sysinfo requirement from 0.31.0 to 0.32.0 (#15697)
Updates the requirements on
[sysinfo](https://github.com/GuillaumeGomez/sysinfo) to permit the
latest version.
<details>
<summary>Changelog</summary>
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<h1>0.32.0</h1>
<ul>
<li>Add new <code>Disk::is_read_only</code> API.</li>
<li>Add new <code>remove_dead_processes</code> argument to
<code>System::refresh_processes</code> and
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<li>macOS: Fix memory leak in disk refresh.</li>
</ul>
<h1>0.31.4</h1>
<ul>
<li>macOS: Force memory cleanup in disk list retrieval.</li>
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<h1>0.31.3</h1>
<ul>
<li>Raspberry Pi: Fix temperature retrieval.</li>
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<h1>0.31.2</h1>
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<h1>0.31.1</h1>
<ul>
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</ul>
<h1>0.31.0</h1>
<ul>
<li>Split crate in features to only enable what you need.</li>
<li>Remove <code>System::refresh_process</code>,
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<li>Global CPU now only contains CPU usage.</li>
<li>Rename <code>TermalSensorType</code> to
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<li>Process names is now an <code>OsString</code>.</li>
<li>Remove <code>System::global_cpu_info</code>.</li>
<li>Add <code>System::global_cpu_usage</code>.</li>
<li>macOS: Fix invalid CPU computation when single processes are
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<li>Windows: Fix virtual memory computation.</li>
<li>Windows: Fix WoW64 parent process refresh.</li>
<li>Linux: Retrieve RSS (Resident Set Size) memory for cgroups.</li>
</ul>
<h1>0.30.13</h1>
<ul>
<li>macOS: Fix segfault when calling
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<li>Windows: Fix CPU arch retrieval.</li>
</ul>
<h1>0.30.12</h1>
<ul>
<li>FreeBSD: Fix network interfaces retrieval (one was always
missing).</li>
</ul>
<h1>0.30.11</h1>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
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Update crate version to 0.32.0</li>
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Update CHANGELOG for 0.32.0</li>
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Update <code>System::refresh_processes</code> API to give control over
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Merge pull request <a
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from kevinbaker/master</li>
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add dependency on windows SystemServices for disk</li>
<li><a
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win: add correct location of FILE_READ_ONLY_VOLUME, correct call</li>
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Bump actions/setup-java from 3 to 4 (#15695)
Bumps [actions/setup-java](https://github.com/actions/setup-java) from 3
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<details>
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<h2>v4.0.0</h2>
<h2>What's Changed</h2>
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<h2>v3.13.0</h2>
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<p>In the scope of this release, support for Dragonwell JDK was added by
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in <a
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<pre lang="yaml"><code>steps:
 - name: Checkout
   uses: actions/checkout@v3
 - name: Setup-java
   uses: actions/setup-java@v3
   with:
     distribution: 'dragonwell'
     java-version: '17'
</code></pre>
<p>Several inaccuracies were also fixed:</p>
<ul>
<li>Fix XML namespaces wrongly using https by <a
href="https://github.com/gnodet"><code>@​gnodet</code></a> in <a
href="https://redirect.github.com/actions/setup-java/pull/503">actions/setup-java#503</a></li>
<li>Fix typo and remove unintentional(?) word by <a
href="https://github.com/CyberFlameGO"><code>@​CyberFlameGO</code></a>
in <a
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<li>Fix usage link within the README.md file by <a
href="https://github.com/dassiorleando"><code>@​dassiorleando</code></a>
in <a
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<li><a
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</ul>
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href="https://github.com/actions/setup-java/compare/v3...v3.13.0">https://github.com/actions/setup-java/compare/v3...v3.13.0</a></p>
<h2>v3.12.0</h2>
<!-- raw HTML omitted -->
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Matty
d3657a04cd
Fixes to animation graph evaluation (#15689)
# Objective

Fix a couple of substantial errors found during the development of
#15665:
- `AnimationCurveEvaluator::add` was secretly unreachable. In other
words, additive blending never actually occurred.
- Weights from the animation graph nodes were ignored, and only
`ActiveAnimation`'s weights were used.

## Solution

Made additive blending reachable and included the graph node weight in
the weight of the stack elements appended in the curve application loop
of `animate_targets`.

## Testing

Tested on existing examples and on the new example added in #15665.
2024-10-07 07:30:00 +00:00
dependabot[bot]
280f77a9b9
Bump crate-ci/typos from 1.24.6 to 1.25.0 (#15694)
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Liam Gallagher
d016e52843
Spelling (#15686)
Fix two spelling mistakes
2024-10-07 00:10:04 +00:00
poopy
b4ffb7ab7d
Don't trigger animation events when paused 2 (#15682)
# Objective

I completely forgot that animation events are triggered in two separate
systems (sorry). The issue ~~fixed~~ by #15677, can still happen if the
animation event is not targeting a specific bone.

## Solution

_Realy_ don't trigger animation events for paused animations.
2024-10-06 20:16:39 +00:00
mahkoh
f37f5fd281
Fix transparent_window example on wayland (#15262)
Wayland only supports pre-multiplied alpha. Behavior on X11 seems
unchanged.

# Objective

- Fix #10929 on wayland.

## Solution

- Request pre-multiplied alpha.

## Testing

- Ran the example locally.
2024-10-06 20:07:46 +00:00
Chang Guo
e7c1c997ac
simplify adding headers and improve consistency for RemoteHttpPlugin (#15680)
# Objective

- a follow up pr for #15651 

## Solution

- rename add to insert cuz insert make more sense when using a HashMap
and new value overrides previous value based on key (quote:
https://github.com/bevyengine/bevy/pull/15651#discussion_r1788851778)
- use `TryInto<>` for add(insert) as well when constructing `Headers`.
Doing so user won't need to interact with hyper APIs, and `with_headers`
will align better with `with_header` (quote:
https://github.com/bevyengine/bevy/pull/15651#discussion_r1788687251)
- move example usage of Headers to `with_headers` method (quote:
https://github.com/bevyengine/bevy/pull/15651#discussion_r1788989500)

## Testing

- the same as I tested my previous pr
2024-10-06 19:06:19 +00:00
Willem
5a0bd23106
Add scene summary (#15679)
# Objective

-- Fixes #14361
2024-10-06 19:03:56 +00:00
poopy
70269ef758
Don't trigger animation events when paused (#15677)
# Objective

Pausing the `animated_fox` example perfectly as one of the feet hits the
ground causes the event to be triggered every frame.

Context: #15538

## Solution

Don't trigger animation events if the animation is paused.

## Testing

Ran the example, I no longer see the issue.
2024-10-06 18:57:07 +00:00
Bude
6edb78a8c3
Inverse bevy_render bevy_winit dependency and move cursor to bevy_winit (#15649)
# Objective

- `bevy_render` should not depend on `bevy_winit`
- Fixes #15565

## Solution

- `bevy_render` no longer depends on `bevy_winit`
- The following is behind the `custom_cursor` feature
- Move custom cursor code from `bevy_render` to `bevy_winit` behind the
`custom_cursor` feature
- `bevy_winit` now depends on `bevy_render` (for `Image` and
`TextureFormat`)
- `bevy_winit` now depends on `bevy_asset` (for `Assets`, `Handle` and
`AssetId`)
  - `bevy_winit` now depends on `bytemuck` (already in tree)
- Custom cursor code in `bevy_winit` reworked to use `AssetId` (other
than that it is taken over 1:1)
- Rework `bevy_winit` custom cursor interface visibility now that the
logic is all contained in `bevy_winit`

## Testing

- I ran the screenshot and window_settings examples
- Tested on linux wayland so far

---

## Migration Guide

`CursorIcon` and `CustomCursor` previously provided by
`bevy::render::view::cursor` is now available from `bevy::winit`.
A new feature `custom_cursor` enables this functionality (default
feature).
2024-10-06 18:25:50 +00:00
vero
4a23dc4216
Split out bevy_mesh from bevy_render (#15666)
# Objective

- bevy_render is gargantuan

## Solution

- Split out bevy_mesh

## Testing

- Ran some examples, everything looks fine

## Migration Guide

`bevy_render::mesh::morph::inherit_weights` is now
`bevy_render::mesh::inherit_weights`

if you were using `Mesh::compute_aabb`, you will need to `use
bevy_render::mesh::MeshAabb;` now

---------

Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2024-10-06 14:18:11 +00:00
Chang Guo
7c4a0683c7
Add with_headers() method to RemoteHttpPlugin (#15651)
# Objective

- fulfill the needs presented in this issue, which requires the ability
to set custom HTTP headers for responses in the Bevy Remote Protocol
server. #15551

## Solution

- Created a `Headers` struct to store custom HTTP headers as key-value
pairs.
- Added a `headers` field to the `RemoteHttpPlugin` struct.
- Implemented a `with_headers` method in `RemoteHttpPlugin` to allow
users to set custom headers.
- Passed the headers into the processing chain.

## Testing

- I added cors_headers in example/remote/server.rs and tested it with a
static html
[file](https://github.com/spacemen0/bevy/blob/test_file/test.html)

---
2024-10-06 13:21:21 +00:00
poopy
d9190e4ff6
Add Support for Triggering Events via AnimationEvents (#15538)
# Objective

Add support for events that can be triggered from animation clips. This
is useful when you need something to happen at a specific time in an
animation. For example, playing a sound every time a characters feet
hits the ground when walking.

Closes #15494 

## Solution

Added a new field to `AnimationClip`: `events`, which contains a list of
`AnimationEvent`s. These are automatically triggered in
`animate_targets` and `trigger_untargeted_animation_events`.

## Testing

Added a couple of tests and example (`animation_events.rs`) to make sure
events are triggered when expected.

---

## Showcase

`Events` need to also implement `AnimationEvent` and `Reflect` to be
used with animations.

```rust
#[derive(Event, AnimationEvent, Reflect)]
struct SomeEvent;
```

Events can be added to an `AnimationClip` by specifying a time and
event.

```rust
// trigger an event after 1.0 second
animation_clip.add_event(1.0, SomeEvent);
```

And optionally, providing a target id.

```rust
let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]);
animation_clip.add_event_to_target(id, 1.0, HandEvent);
```

I modified the `animated_fox` example to show off the feature.

![CleanShot 2024-10-05 at 02 41
57](https://github.com/user-attachments/assets/0bb47db7-24f9-4504-88f1-40e375b89b1b)

---------

Co-authored-by: Matty <weatherleymatthew@gmail.com>
Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-10-06 10:03:05 +00:00
Vlady Veselinov
856cab56f9
Fix wrong link in error (#15672)
Hi y'all, I got an error that leads to a wrong link:
https://bevyengine.org/learn/errors/#b0002

It should be: https://bevyengine.org/learn/errors/b0002


![image](https://github.com/user-attachments/assets/863ae8cd-6a3b-4830-b125-2944a211a737)
2024-10-06 08:14:50 +00:00
Tom Frantz
0305f2edc0
Fix doc comment (#15673)
# Objective

I noticed a weird break in a doc comment, I assume it must be a typo.

## Solution

Put the missing doc comment in there.

## Testing

It looks better in my IDE now
2024-10-06 08:12:58 +00:00
ickshonpe
92f39354a3
Display the bounds of each text node in the text_debug ui example (#15622)
# Objective

Add a background colour to each text node in the `text_debug` example to
visualize their bounds.

## Showcase

<img width="961" alt="deb"
src="https://github.com/user-attachments/assets/deec3e15-b0f0-411f-9af1-597587ac2a83">

In the bottom right you can see the empty space at the bottom of the
text node, making it much more obvious that there is a bug causing the
size of the bounds to be calculated incorrectly.
2024-10-05 22:48:57 +00:00
UkoeHB
0b5a360585
Fix text measurement when multiple font sizes are present (#15669)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/15659

## Solution

- Add up line heights to get text block height instead of using
`Metrics`, which only records the largest line height.

## Testing

- [x] Fixed issue shown in https://github.com/bevyengine/bevy/pull/15622
2024-10-05 22:46:37 +00:00
mgi388
7c03ca2562
Fix QuerySingle -> Single missed in example (#15667)
Missed in https://github.com/bevyengine/bevy/pull/15507
2024-10-05 22:24:03 +00:00
Matty
42e0771633
Fix additive blending of quaternions (#15662)
# Objective

Fixes #13832

## Solution

Additively blend quaternions like this:
```rust
rotation = Quat::slerp(Quat::IDENTITY, incoming_rotation, weight) * rotation;
```

## Testing

Ran `animation_masks`, which behaves the same as before. (In the context
of an animation being blended only onto the base pose, there is no
difference.)

We should create some examples that actually exercise more of the
capabilities of the `AnimationGraph` so that issues like this can become
more visible in general. (On the other hand, I'm quite certain this was
wrong before.)

## Migration Guide

This PR changes the implementation of `Quat: Animatable`, which was not
used internally by Bevy prior to this release version. If you relied on
the old behavior of additive quaternion blending in manual applications,
that code will have to be updated, as the old behavior was incorrect.
2024-10-05 20:03:10 +00:00
Joona Aalto
25bfa80e60
Migrate cameras to required components (#15641)
# Objective

Yet another PR for migrating stuff to required components. This time,
cameras!

## Solution

As per the [selected
proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected),
deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d`
and `Camera3d`.

Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning,
as suggested by Cart [on
Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273).
I would personally like cameras to work a bit differently and be split
into a few more components, to avoid some footguns and confusing
semantics, but that is more controversial, and shouldn't block this core
migration.

## Testing

I ran a few 2D and 3D examples, and tried cameras with and without
render graphs.

---

## Migration Guide

`Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of
`Camera2d` and `Camera3d`. Inserting them will now also insert the other
components required by them automatically.
2024-10-05 01:59:52 +00:00
m-edlund
ac9b0c848c
fix: corrected projection calculation of camera sub view (#15646)
# Objective

- Fixes #15600

## Solution

- The projection calculations did not use the aspect ratio of
`full_size`, this was amended

## Testing

- I created a test example on [this
fork](https://github.com/m-edlund/bevy/tree/bug/main/subViewProjectionBroken)
to allow testing with different aspect ratios and offsets
- The sub view is bound to a view port that can move across the screen.
The image in the moving sub view should "match" the full image exactly

## Showcase

Current version:


https://github.com/user-attachments/assets/17ad1213-d5ae-4181-89c1-81146edede7d

Fixed version:


https://github.com/user-attachments/assets/398e0927-e1dd-4880-897d-8157aa4398e6
2024-10-05 01:36:47 +00:00