Commit graph

5540 commits

Author SHA1 Message Date
Rich Churcher
58f6fa94a2
Spirv passthrough main (adopted, part deux) (#15352)
**Note:** This is an adoption of @Shfty 's adoption (#8131) of #3996!
All I've done is updated the branch and run the docs CI.

> **Note:** This is an adoption of #3996, originally authored by
@molikto
> 
> # Objective
> Allow use of `wgpu::Features::SPIRV_SHADER_PASSTHROUGH` and the
corresponding `wgpu::Device::create_shader_module_spirv` for SPIR-V
shader assets.
> 
> This enables use-cases where naga is not sufficient to load a given
(valid) SPIR-V module, i.e. cases where naga lacks support for a given
SPIR-V feature employed by a third-party codegen backend like
`rust-gpu`.
> 
> ## Solution
> * Reimplemented the changes from [Spirv shader
bypass #3996](https://github.com/bevyengine/bevy/pull/3996), on account
of the original branch having been deleted.
> * Documented the new `spirv_shader_passthrough` feature flag with the
appropriate platform support context from [wgpu's
documentation](https://docs.rs/wgpu/latest/wgpu/struct.Features.html#associatedconstant.SPIRV_SHADER_PASSTHROUGH).
> 
> ## Changelog
> * Adds a `spirv_shader_passthrough` feature flag to the following
crates:
>   
>   * `bevy`
>   * `bevy_internal`
>   * `bevy_render`
> * Extends `RenderDevice::create_shader_module` with a conditional call
to `wgpu::Device::create_shader_module_spirv` if
`spirv_shader_passthrough` is enabled and
`wgpu::Features::SPIRV_SHADER_PASSTHROUGH` is present for the current
platform.
> * Documents the relevant `wgpu` platform support in
`docs/cargo_features.md`

---------

Co-authored-by: Josh Palmer <1253239+Shfty@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-09-22 14:51:14 +00:00
Benjamin Brienen
67615c5051
split bevy_reflect::derive::utilities into proper modules (#15354)
# Objective

- A utilities module is considered to be a bad practice and poor
organization of code, so this fixes it.

## Solution

- Split each struct into its own module
- Move related lose functions into their own module
- Move the last few bits into good places

## Testing

- CI

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-09-22 14:24:14 +00:00
Gino Valente
59c0521690
bevy_reflect: Add Function trait (#15205)
# Objective

While #13152 added function reflection, it didn't really make functions
reflectable. Instead, it made it so that they can be called with
reflected arguments and return reflected data. But functions themselves
cannot be reflected.

In other words, we can't go from `DynamicFunction` to `dyn
PartialReflect`.

## Solution

Allow `DynamicFunction` to actually be reflected.

This PR adds the `Function` reflection subtrait (and corresponding
`ReflectRef`, `ReflectKind`, etc.). With this new trait, we're able to
implement `PartialReflect` on `DynamicFunction`.

### Implementors

`Function` is currently only implemented for `DynamicFunction<'static>`.
This is because we can't implement it generically over all
functions—even those that implement `IntoFunction`.

What about `DynamicFunctionMut`? Well, this PR does **not** implement
`Function` for `DynamicFunctionMut`.

The reasons for this are a little complicated, but it boils down to
mutability. `DynamicFunctionMut` requires `&mut self` to be invoked
since it wraps a `FnMut`. However, we can't really model this well with
`Function`. And if we make `DynamicFunctionMut` wrap its internal
`FnMut` in a `Mutex` to allow for `&self` invocations, then we run into
either concurrency issues or recursion issues (or, in the worst case,
both).

So for the time-being, we won't implement `Function` for
`DynamicFunctionMut`. It will be better to evaluate it on its own. And
we may even consider the possibility of removing it altogether if it
adds too much complexity to the crate.

### Dynamic vs Concrete

One of the issues with `DynamicFunction` is the fact that it's both a
dynamic representation (like `DynamicStruct` or `DynamicList`) and the
only way to represent a function.

Because of this, it's in a weird middle ground where we can't easily
implement full-on `Reflect`. That would require `Typed`, but what static
`TypeInfo` could it provide? Just that it's a `DynamicFunction`? None of
the other dynamic types implement `Typed`.

However, by not implementing `Reflect`, we lose the ability to downcast
back to our `DynamicStruct`. Our only option is to call
`Function::clone_dynamic`, which clones the data rather than by simply
downcasting. This works in favor of the `PartialReflect::try_apply`
implementation since it would have to clone anyways, but is definitely
not ideal. This is also the reason I had to add `Debug` as a supertrait
on `Function`.

For now, this PR chooses not to implement `Reflect` for
`DynamicFunction`. We may want to explore this in a followup PR (or even
this one if people feel strongly that it's strictly required).

The same is true for `FromReflect`. We may decide to add an
implementation there as well, but it's likely out-of-scope of this PR.

## Testing

You can test locally by running:

```
cargo test --package bevy_reflect --all-features
```

---

## Showcase

You can now pass around a `DynamicFunction` as a `dyn PartialReflect`!
This also means you can use it as a field on a reflected type without
having to ignore it (though you do need to opt out of `FromReflect`).

```rust
#[derive(Reflect)]
#[reflect(from_reflect = false)]
struct ClickEvent {
    callback: DynamicFunction<'static>,
}

let event: Box<dyn Struct> = Box::new(ClickEvent {
    callback: (|| println!("Clicked!")).into_function(),
});

// We can access our `DynamicFunction` as a `dyn PartialReflect`
let callback: &dyn PartialReflect = event.field("callback").unwrap();

// And access function-related methods via the new `Function` trait
let ReflectRef::Function(callback) = callback.reflect_ref() else {
    unreachable!()
};

// Including calling the function
callback.reflect_call(ArgList::new()).unwrap(); // Prints: Clicked!
```
2024-09-22 14:19:12 +00:00
Benjamin Brienen
02a9ed4b0b
move ShortName to bevy_reflect (#15340)
# Objective

- Goal is to minimize bevy_utils #11478

## Solution

- Move the file short_name wholesale into bevy_reflect

## Testing

- Unit tests
- CI

## Migration Guide

- References to `bevy_utils::ShortName` should instead now be
`bevy_reflect::ShortName`.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-09-21 20:52:46 +00:00
poopy
66a474a9d9
change return type of World::resource_ref to Ref (#15263)
# Objective

Closes #11825

## Solution

Change return type of `get_resource_ref` and `resource_ref` from `Res`
to `Ref` and implement `From Res<T> for Ref<T>`.
2024-09-21 19:11:13 +00:00
Shadowcat650
417e6ccaf1
Fix doc link import style to avoid unused_imports (#15337)
# Objective

- Fixes:  #15323
2024-09-21 00:04:32 +00:00
ickshonpe
48f2bd410b
RenderUiSystem::ExtractTextureSlice (#15332)
# Objective

Fixes #15330

## Solution
1. Add an `ExtractTextureSlice` variant to `RenderUiSystem`.
2. Add `RenderUiSystem::ExtractTextureSlice` to the `ExtractSchedule`
between `ExtractImages` and `ExtractBorders`.
3. Add `extract_ui_texture_slices` to the new `ExtractTextureSlice`
system set.

Which results in texture slice nodes being extracted before borders. No
more z-fighting, borders will always be drawn on top of texture-sliced
images.
2024-09-20 23:55:11 +00:00
VitalyR
661ab1ab41
Fix warnings triggered by elided_named_lifetimes lint (#15328)
# Objective

Eliminate some warnings introduced by the new rust lint
[elided_named_lifetimes](https://doc.rust-lang.org/nightly/nightly-rustc/rustc_lint/builtin/static.ELIDED_NAMED_LIFETIMES.html),
fix #15326.

## Solution

- Add or remove lifetime markers to not trigger the lint.

## Testing

- When the lint comes to stable, the CI will fail and this PR could fix
that.
2024-09-20 19:17:33 +00:00
Rich Churcher
fd329c0426
Allow to expect (adopted) (#15301)
# Objective

> Rust 1.81 released the #[expect(...)] attribute, which works like
#[allow(...)] but throws a warning if the lint isn't raised. This is
preferred to #[allow(...)] because it tells us when it can be removed.

- Adopts the parts of #15118 that are complete, and updates the branch
so it can be merged.
- There were a few conflicts, let me know if I misjudged any of 'em.

Alice's
[recommendation](https://github.com/bevyengine/bevy/issues/15059#issuecomment-2349263900)
seems well-taken, let's do this crate by crate now that @BD103 has done
the lion's share of this!

(Relates to, but doesn't yet completely finish #15059.)

Crates this _doesn't_ cover:

- bevy_input
- bevy_gilrs
- bevy_window
- bevy_winit
- bevy_state
- bevy_render
- bevy_picking
- bevy_core_pipeline
- bevy_sprite
- bevy_text
- bevy_pbr
- bevy_ui
- bevy_gltf
- bevy_gizmos
- bevy_dev_tools
- bevy_internal
- bevy_dylib

---------

Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
Co-authored-by: Ben Frankel <ben.frankel7@gmail.com>
Co-authored-by: Antony <antony.m.3012@gmail.com>
2024-09-20 19:16:42 +00:00
Gino Valente
ebb57c5511
bevy_reflect: Add FunctionRegistry::call (#15148)
# Objective

There may be times where a function in the `FunctionRegistry` doesn't
need to be fully retrieved. A user may just need to call it with a set
of arguments.

We should provide a shortcut for doing this.

## Solution

Add the `FunctionRegistry::call` method to directly call a function in
the registry with the given name and arguments.

## Testing

You can test locally by running:

```
cargo test --package bevy_reflect --all-features
```
2024-09-20 19:14:57 +00:00
Robert Walter
5484d2d6f8
Choose more descriptive field names for ReserveEntitiesIterator (#15168)
No hard feelings if you don't want to make this change. This is just
something I stumbled over in my very first read of the `bevy_ecs` crate.

# Objective

- the general goal here is to improve DX slightly
- make the code easier to read in general. The previous names make the
code harder to read, especially since they are so similar.

## Solution

- choose more specific names for the fields
- `index_iter` -> `freelist_indices` : "freelist" is a well established
term in the rest of the docs in this module, so we might want to reuse
it
- `index_range` -> `new_indices` : Nothing besides the doc comment
stated that these indices were actually new/fresh

## Testing

Note that the fields are private so that this is no breaking change.
They are also only used in this one module.
2024-09-20 19:13:35 +00:00
Miles Silberling-Cook
d7ea5b6aa9
Various picking bugfixes (#15293)
# Objective

- Intended to resolve https://github.com/bevyengine/bevy/issues/15290.
- Fix four duplicate `DragEnd` firing when drag finished.
- Fix redundant `DragStart` firing when dragging across pick-able
entities.
- Fix `Click` coming after `Drop` and obliterating finished drag
interactions.

Big thanks to B. Reinhart for testing picking in their codebase and
identifying these issues early.

## Solution

- Fix press & drag state being cleared after the first entity is read
from the hover map on pointer release, rather than after all entities
are read. This caused only the first hovered entity to receive `Up` and
`Click` events.
- Fixes `Down` being determined using the `previous_hover_map` rather
than `hover_map`, a regression compared to `bevy_mod_picking`. I think
this is what was messing up drag events.
- Fixes and issue where `PointerEnd` would fire multiple times and
`PointerStart` would fire when dragging onto a new entity.
- Re-orders events to make them easier to handle. `Out` now fired before
`DragLeave` and `Click/Up` now fire before `DragDrop`.
- Generally refactors the picking event code to be more clean and sane. 

## Testing

These changes are currently sporadically tested.
2024-09-20 00:55:41 +00:00
Giacomo Stevanato
40b05b2116
Remove int2ptr cast in bevy_ptr::dangling_with_align and remove -Zmiri-permissive-provenance in CI (#15311)
# Objective

- Remove an int2ptr cast in `bevy_ptr::dangling_with_align`
- This is flagged by MIRI unless `-Zmiri-permissive-provenance` is used
(like in CI)
- Remove `-Zmiri-permissive-provenance` in CI

## Solution

- Create the raw pointer like
[`std::ptr::without_provenance`](https://doc.rust-lang.org/stable/std/ptr/fn.without_provenance_mut.html)
does, i.e. by starting from a null pointer.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-09-19 21:41:19 +00:00
Benjamin Brienen
1b8c1c1242
simplify std::mem references (#15315)
# Objective
- Fixes #15314

## Solution

- Remove unnecessary usings and simplify references to those functions.

## Testing

CI
2024-09-19 21:28:16 +00:00
Cole Varner
612897becd
AssetServer LoadState API consistency (#15237)
# Objective

- implements consistently named AssertServer methods for asset,
dependency, and recursive dependency load states
- returns relevant LoadState when required, including error information
for failed loads
- resolves #15098

## Solution

- implement consistently named LoadState accessor methods:
- load_state, dependency_load_state, recursive_dependency_load_state
(return unwrapped load states)
- get_load_state, get_dependency_load_state,
get_recursive_dependency_load_state (return Option)
- is_loaded, is_loaded_with_dependencies,
is_loaded_with_recursive_dependencies (return bool)
- adds AssetLoadError to DependencyLoadState::Failed and
RecursiveDependencyLoadState::Failed

## Testing

- Added coverage to existing unit tests
2024-09-19 19:18:31 +00:00
Giacomo Stevanato
106db47f69
Fix subtle/weird UB in the multi threaded executor (#15309)
# Objective

- The multithreaded executor has some weird UB related to stacked
borrows and async blocks
- See my explanation on discord
https://discord.com/channels/691052431525675048/749335865876021248/1286359267921887232
- Closes #15296 (can this be used to close PRs?)

## Solution

- Don't create a `&mut World` reference outside `async` blocks and then
capture it, but instead directly create it inside the `async` blocks.
This avoids it being captured, which has some weird requirement on its
validity.

## Testing

- Added a regression test
2024-09-19 18:15:58 +00:00
Wybe Westra
55c84cc722
Added HeadlessPlugins (#15203) (#15260)
Added a `HeadlessPlugins` plugin group, that adds more default
functionality (like logging) than the `MinimumPlugins`. Fixes #15203
Changed the headless example to use the new plugin group.

I am not entirely sure if the list of plugins is correct. Are there ones
that should be added / removed?

----
The `TerminalCtrlCHandlerPlugin` has interesting effects in the headless
example: Installing it a second time it will give a log message about
skipping installation, because it is already installed. Ctrl+C will
terminate the application in that case. However, _not_ installing it the
second time (so only on the app that runs once) has the effect that the
app that runs continuously cannot be stopped using Ctrl+C.
This implies that, even though the second app did not install the Ctrl+C
handler, it did _something_ because it was keeping the one from the
first app alive.
Not sure if this is a problem or issue, or can be labeled a wierd quirk
of having multiple Apps in one executable.
2024-09-19 16:44:43 +00:00
Mike
7ad27f4759
Fix memory leak in world's command queue (#15295)
# Objective

- I was running miri locally to check the UB in #15276 and it detected
an unrelated memory leak, due to the `RawCommandQueue` changes. (I
probably should have turned the leak detection off because we do
purposely leak interned string labels and I assume that's why CI didn't
detect it.)

## Solution

- The memory allocated to `RawCommandQueue` needs to be manually
dropped. This was being done for `bytes` and `cursor`, but was missed
for `panic_recovery`.

## Testing

- Ran miri locally and the related memory leaks errors when away.
2024-09-19 16:44:15 +00:00
s-puig
28597e4082
Cleanup legacy code from bevy_sprite (#15304)
# Objective

- Remove legacy stuff
2024-09-19 16:06:09 +00:00
Zachary Harrold
fcfa60844a
Remove allocation in get_short_name (#15294)
`ShortName` is lazily evaluated and does not allocate, instead providing
`Display` and `Debug` implementations which write directly to a
formatter using the original algorithm. When using `ShortName` in format
strings (`panic`, `dbg`, `format`, etc.) you can directly use the
`ShortName` type. If you require a `String`, simply call
`ShortName(...).to_string()`.

# Objective

- Remove the requirement for allocation when using `get_short_name`

## Solution

- Added new type `ShortName` which wraps a name and provides its own
`Debug` and `Display` implementations, using the original
`get_short_name` algorithm without the need for allocating.
- Removed `get_short_name`, as `ShortName(...)` is more performant and
ergonomic.
- Added `ShortName::of::<T>` method to streamline the common use-case
for name shortening.

## Testing

- CI

## Migration Guide

### For `format!`, `dbg!`, `panic!`, etc.

```rust
// Before
panic!("{} is too short!", get_short_name(name));

// After
panic!("{} is too short!", ShortName(name));
```

### Need a `String` Value

```rust
// Before
let short: String = get_short_name(name);

// After
let short: String = ShortName(name).to_string();
```

## Notes

`ShortName` lazily evaluates, and directly writes to a formatter via
`Debug` and `Display`, which removes the need to allocate a `String`
when printing a shortened type name. Because the implementation has been
moved into the `fmt` method, repeated printing of the `ShortName` type
may be less performant than converting it into a `String`. However, no
instances of this are present in Bevy, and the user can get the original
behaviour by calling `.to_string()` at no extra cost.

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-09-19 15:34:03 +00:00
poopy
3a66d88c83
command based entry api with EntityCommands::entry (#15274)
# Objective

It's convenient to be able to modify a component if it exist, and insert
a default value if it doesn't. You can already do most of this with
`EntityCommands::insert_if_new`, and all of this using a custom command.
However, that does not spark joy in my opinion.

Closes #10669

## Solution

Introduce a new commands type `EntityEntryCommands`, along with a method
to access it, `EntityCommands::entry`.

`EntityEntryCommands` exposes a subset of the entry API (`and_modify`,
`or_insert`, etc), however it's not an enum so it doesn't allow pattern
matching. Also, `or_insert` won't return the component because it's all
based on commands.

## Testing

Added a new test `entity_commands_entry`.

---

## Showcase

```rust
commands
    .entity(player)
    .entry::<Level>()
    .and_modify(|mut lvl| lvl.0 += 1)
    .or_default();
```

---------

Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2024-09-19 15:20:13 +00:00
Patrick Walton
2ae5a21009
Implement percentage-closer soft shadows (PCSS). (#13497)
[*Percentage-closer soft shadows*] are a technique from 2004 that allow
shadows to become blurrier farther from the objects that cast them. It
works by introducing a *blocker search* step that runs before the normal
shadow map sampling. The blocker search step detects the difference
between the depth of the fragment being rasterized and the depth of the
nearby samples in the depth buffer. Larger depth differences result in a
larger penumbra and therefore a blurrier shadow.

To enable PCSS, fill in the `soft_shadow_size` value in
`DirectionalLight`, `PointLight`, or `SpotLight`, as appropriate. This
shadow size value represents the size of the light and should be tuned
as appropriate for your scene. Higher values result in a wider penumbra
(i.e. blurrier shadows).

When using PCSS, temporal shadow maps
(`ShadowFilteringMethod::Temporal`) are recommended. If you don't use
`ShadowFilteringMethod::Temporal` and instead use
`ShadowFilteringMethod::Gaussian`, Bevy will use the same technique as
`Temporal`, but the result won't vary over time. This produces a rather
noisy result. Doing better would likely require downsampling the shadow
map, which would be complex and slower (and would require PR #13003 to
land first).

In addition to PCSS, this commit makes the near Z plane for the shadow
map configurable on a per-light basis. Previously, it had been hardcoded
to 0.1 meters. This change was necessary to make the point light shadow
map in the example look reasonable, as otherwise the shadows appeared
far too aliased.

A new example, `pcss`, has been added. It demonstrates the
percentage-closer soft shadow technique with directional lights, point
lights, spot lights, non-temporal operation, and temporal operation. The
assets are my original work.

Both temporal and non-temporal shadows are rather noisy in the example,
and, as mentioned before, this is unavoidable without downsampling the
depth buffer, which we can't do yet. Note also that the shadows don't
look particularly great for point lights; the example simply isn't an
ideal scene for them. Nevertheless, I felt that the benefits of the
ability to do a side-by-side comparison of directional and point lights
outweighed the unsightliness of the point light shadows in that example,
so I kept the point light feature in.

Fixes #3631.

[*Percentage-closer soft shadows*]:
https://developer.download.nvidia.com/shaderlibrary/docs/shadow_PCSS.pdf

## Changelog

### Added

* Percentage-closer soft shadows (PCSS) are now supported, allowing
shadows to become blurrier as they stretch away from objects. To use
them, set the `soft_shadow_size` field in `DirectionalLight`,
`PointLight`, or `SpotLight`, as applicable.

* The near Z value for shadow maps is now customizable via the
`shadow_map_near_z` field in `DirectionalLight`, `PointLight`, and
`SpotLight`.

## Screenshots

PCSS off:
![Screenshot 2024-05-24
120012](https://github.com/bevyengine/bevy/assets/157897/0d35fe98-245b-44fb-8a43-8d0272a73b86)

PCSS on:
![Screenshot 2024-05-24
115959](https://github.com/bevyengine/bevy/assets/157897/83397ef8-1317-49dd-bfb3-f8286d7610cd)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
2024-09-18 18:07:17 +00:00
Zachary Harrold
bd489068c6
Allow bevy_utils in no_std Contexts (#15279)
# Objective

- Adjust `bevy_utils` to make it `no_std` compatible
- Partially replaces #6581
- Contributes to #8161
- Contributes to #6370

## Solution

Added `alloc` and `std` features to `bevy_utils` (`std` is enabled by
default), allowing the crate's use in `no_std` contexts.

## Testing

- CI passed locally.
- Used `bevy_utils` in a `no_std` crate as an experiment and compiled
successfully.

## Migration Guide

If you were importing `bevy_utils` and setting `default_features` to
`false`, but relying on elements which are now gated behind the `std` or
`alloc` features, include the relevant feature in your `Cargo.toml`.

## Notes

- Bevy already includes a single `no_std` crate, `bevy_ptr`, so there is
precedent for this change.
- As `bevy_utils` is widely used across the rest of Bevy, further work
to make Bevy `no_std` compatible would be blocked on this crate, if such
work was to be undertaken.
- Most of the changes in this PR are just the removal of an unnecessary
call to `to_string()` within unit tests.
2024-09-18 16:00:03 +00:00
TheBigCheese
b1273d48cb
Enable clippy::check-private-items so that missing_safety_doc will apply to private functions as well (#15161)
Enabled `check-private-items` in `clippy.toml` and then fixed the
resulting errors. Most of these were simply misformatted and of the
remaining:
- ~Added `#[allow(clippy::missing_safety_doc)]` to~ Removed unsafe from
a pair of functions in `bevy_utils/futures` which are only unsafe so
that they can be passed to a function which requires `unsafe fn`
- Removed `unsafe` from `UnsafeWorldCell::observers` as from what I can
tell it is always safe like `components`, `bundles` etc. (this should be
checked)
- Added safety docs to:
- `Bundles::get_storage_unchecked`: Based on the function that writes to
`dynamic_component_storages`
- `Bundles::get_storages_unchecked`: Based on the function that writes
to `dynamic_bundle_storages`
   - `QueryIterationCursor::init_empty`: Duplicated from `init`
- `QueryIterationCursor::peek_last`: Thanks Giooschi (also added
internal unsafe blocks)
   - `tests::drop_ptr`: Moved safety comment out to the doc string
 
This lint would also apply to `missing_errors_doc`, `missing_panics_doc`
and `unnecessary_safety_doc` if we chose to enable any of those at some
point, although there is an open
[issue](https://github.com/rust-lang/rust-clippy/issues/13074) to
separate these options.
2024-09-18 15:28:41 +00:00
Isaac Corbrey
fbb9b36441
Throw real error messages on all failed attempts to get StateTransition schedule (#15284)
# Objective

Make it clear to the user why their program is failing rather than
having an unhelpful `called Option::unwrap() on a None value` message.

## Solution

Change the `unwrap()` calls to `expect()` calls, mirroring previously
implemented error messages.

## Testing

I have not tested these changes, but they are fairly trivial so I do not
necessarily feel they need it.
2024-09-18 13:43:06 +00:00
Gino Valente
69541462c5
bevy_reflect: Add Reflectable trait (#5772)
# Objective

When deriving `Reflect`, users will notice that their generic arguments
also need to implement `Reflect`:

```rust
#[derive(Reflect)]
struct Foo<T: Reflect> {
  value: T
}
```

This works well for now. However, as we want to do more with `Reflect`,
these bounds might need to change. For example, to get #4154 working, we
likely need to enforce the `GetTypeRegistration` trait. So now we have:

```rust
#[derive(Reflect)]
struct Foo<T: Reflect + GetTypeRegistration> {
  value: T
}
```

Not great, but not horrible. However, we might then want to do something
as suggested in
[this](https://github.com/bevyengine/bevy/issues/5745#issuecomment-1221389131)
comment and add a `ReflectTypeName` trait for stable type name support.
Well now we have:

```rust
#[derive(Reflect)]
struct Foo<T: Reflect + GetTypeRegistration + ReflectTypeName> {
  value: T
}
```

Now imagine that for even two or three generic types. Yikes!

As the API changes it would be nice if users didn't need to manually
migrate their generic type bounds like this.

A lot of these traits are (or will/might be) core to the entire
reflection API. And although `Reflect` can't add them as supertraits for
object-safety reasons, they are still indirectly required for things to
function properly (manual implementors will know how easy it is to
forget to implement `GetTypeRegistration`). And they should all be
automatically implemented for user types anyways as long they're using
`#[derive(Reflect)]`.

## Solution

Add a "catch-all" trait called `Reflectable` whose supertraits are a
select handful of core reflection traits.

This allows us to consolidate all the examples above into this:

```rust
#[derive(Reflect)]
struct Foo<T: Reflectable> {
  value: T
}
```

And as we experiment with the API, users can rest easy knowing they
don't need to migrate dozens upon dozens of types. It should all be
automatic!

## Discussion

1. Thoughts on the name `Reflectable`? Is it too easily confused with
`Reflect`? Or does it at least accurately describe that this contains
the core traits? If not, maybe `BaseReflect`?

---

## Changelog

- Added the `Reflectable` trait

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-09-18 00:36:41 +00:00
JoshValjosh
8d78c37ce9
Use FloatOrd for sprite Z comparison and ignore sprites with NaN (#15267)
# Objective

Fixes #15258

## Solution

If my understanding is correct, sprites with NaN anywhere in their
transform won't even get onto the screen, so should not generate pick
events. This PR filters sprites with NaN in their transforms before
sorting by depth, then uses `FloatOrd` to simplify the comparison. Since
we're guaranteed to not have NaN values, it's technically unnecessary,
and we could instead sort with `a.partial_cmp(&b).unwrap()`, or even
`unwrap_unchecked()`.

## Testing

I ran the picking example to ensure Z sorting was working as intended.
2024-09-17 23:27:53 +00:00
Alice Cecile
e0d38a4a3b
Add basic docs explaining what asset processing is and where to look (#15058)
# Objective

Asset processing (added as part of #8624) is a powerful, high-impact
feature, but has been widely underused (and underdeveloped) due to poor
developer understanding.

## Solution

In this PR, I've documented what asset processing is, why it's useful,
and pointed users to the two primary entry points.

While I would like substantially more involved practical examples for
how to perform common asset-processing tasks, I've split them out from
this PR for ease of review (and actually submitting this for review
before the weekend).

We should add bread crumbs from the module docs to these docs, but
whether we add that here or in #15056 depends on which gets merged
first.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-09-17 22:59:12 +00:00
Alice Cecile
23aca13609
Add module and supporting documentation to bevy_assets (#15056)
# Objective

Bevy's asset system is powerful and generally well-designed but very
opaque.

Beginners struggle to discover how to do simple tasks and grok the
fundamental data models, while more advanced users trip over the
assorted traits and their relation to each other.

Reverts #15054 ;)

## Solution

This PR adds module documentation to `bevy_assets`, tweaking the
associated documentation on the items as needed to provide further
details and bread crumbs.

If you have ideas for other important, hard-to-discover patterns or
functionality in this crate, please let me know.

That said, I've left out a section on asset preprocessing which *should*
eventually go here. That is substantially more uncertain, and requires
both more time to investigate and more expertise to review.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: TrialDragon <31419708+TrialDragon@users.noreply.github.com>
Co-authored-by: NotAFile <notafile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2024-09-17 22:07:37 +00:00
Wybe Westra
612731edfb
Add DynamicTyped link to TypeInfo docs (#15188) (#15259)
Also added a bit to the paragraph to explain when to use the new
function.
Fixes #15188.
2024-09-17 19:27:26 +00:00
Christian Hughes
378dcacf82
Group IntoSystemConfigs impls together (#15254)
# Objective

Two of the `IntoSystemConfigs` `impl`s are out of place near the top of
the file.

## Solution

Put them below the `IntoSystemConfigs` trait definition, alongside the
other `impl`.
2024-09-17 17:57:22 +00:00
no-materials
b884f96598
Implement enabled flag for fps overlay (#15246)
# Objective

Fixes #15223 

## Solution

Adds an `enabled` flag to the `FpsOverlayConfig` resource with a system
that detects it's change, and adjusts the visibility of the overlay text
entity.

## Testing

I extended the `fps_overlay` example with the option to toggle the
overlay. Run with:
```
cargo run --features="bevy_dev_tools" --example fps_overlay
```
2024-09-17 15:16:28 +00:00
Patrick Walton
3c41586154
Add EntityRefExcept and EntityMutExcept world queries, in preparation for generalized animation. (#15207)
This commit adds two new `WorldQuery` types: `EntityRefExcept` and
`EntityMutExcept`. These types work just like `EntityRef` and
`EntityMut`, but they prevent access to a statically-specified list of
components. For example, `EntityMutExcept<(AnimationPlayer,
Handle<AnimationGraph>)>` provides mutable access to all components
except for `AnimationPlayer` and `Handle<AnimationGraph>`. These types
are useful when you need to be able to process arbitrary queries while
iterating over the results of another `EntityMut` query.

The motivating use case is *generalized animation*, which is an upcoming
feature that allows animation of any component property, not just
rotation, translation, scaling, or morph weights. To implement this, we
must change the current `AnyOf<(&mut Transform, &mut MorphWeights)>` to
instead be `EntityMutExcept<(AnimationPlayer, Handle<AnimationGraph>)>`.
It's possible to use `FilteredEntityMut` in conjunction with a
dynamically-generated system instead, but `FilteredEntityMut` isn't
optimized for the use case of a large number of allowed components
coupled with a small set of disallowed components. No amount of
optimization of `FilteredEntityMut` produced acceptable performance on
the `many_foxes` benchmark. `Query<EntityMut, Without<AnimationPlayer>>`
will not suffice either, as it's legal and idiomatic for an
`AnimationTarget` and an `AnimationPlayer` to coexist on the same
entity.

An alternate proposal was to implement a somewhat-more-general
`Except<Q, CL>` feature, where Q is a `WorldQuery` and CL is a
`ComponentList`. I wasn't able to implement that proposal in a
reasonable way, because of the fact that methods like
`EntityMut::get_mut` and `EntityRef::get` are inherent methods instead
of methods on `WorldQuery`, and therefore there was no way to delegate
methods like `get` and `get_mut` to the inner query in a generic way.
Refactoring those methods into a trait would probably be possible.
However, I didn't see a use case for a hypothetical `Except` with
arbitrary queries: `Query<Except<(&Transform, &Visibility),
Visibility>>` would just be a complicated equivalent to
`Query<&Transform>`, for instance. So, out of a desire for simplicity, I
omitted a generic `Except` mechanism.

I've tested the performance of generalized animation on `many_foxes` and
found that, with this patch, `animate_targets` has a 7.4% slowdown over
`main`. With `FilteredEntityMut` optimized to use `Arc<Access>`, the
slowdown is 75.6%, due to contention on the reference count. Without
`Arc<Access>`, the slowdown is even worse, over 2x.

## Testing

New tests have been added that check that `EntityRefExcept` and
`EntityMutExcept` allow and disallow access to components properly and
that the query engine can correctly reject conflicting queries involving
those types.

A Tracy profile of `many_foxes` with 10,000 foxes showing generalized
animation using `FilteredEntityMut` (red) vs. main (yellow) is as
follows:

![Screenshot 2024-09-12
225914](https://github.com/user-attachments/assets/2993d74c-a513-4ba4-85bd-225672e7170a)

A Tracy profile of `many_foxes` with 10,000 foxes showing generalized
animation using this `EntityMutExcept` (yellow) vs. main (red) is as
follows:

![Screenshot 2024-09-14
205831](https://github.com/user-attachments/assets/4241015e-0c5d-44ef-835b-43f78a24e604)
2024-09-17 14:53:39 +00:00
Benjamin Brienen
b45d83ebda
Rename Add to Queue for methods with deferred semantics (#15234)
# Objective

- Fixes #15106

## Solution

- Trivial refactor to rename the method. The duplicate method `push` was
removed as well. This will simpify the API and make the semantics more
clear. `Add` implies that the action happens immediately, whereas in
reality, the command is queued to be run eventually.
- `ChildBuilder::add_command` has similarly been renamed to
`queue_command`.

## Testing

Unit tests should suffice for this simple refactor.

---

## Migration Guide

- `Commands::add` and `Commands::push` have been replaced with
`Commnads::queue`.
- `ChildBuilder::add_command` has been renamed to
`ChildBuilder::queue_command`.
2024-09-17 00:17:49 +00:00
Navneet Aman
c2d54f5f04
Don't leak SEND resource, even if thread is panicking. (#15247)
# Objective
Currently the resource doesn't get dropped if thread panics. This is
presumably to prevent !SEND resource from being dropped by wrong thread.
But, this logic is not needed for SEND resources. So we don't need this
check for SEND resource.

Fixes #15144 

## Solution

We check if resource is !SEND before, validating that correct thread is
dropping the resource.

## Testing

- Did you test these changes? If so, how?
I did run cargo test on bevy.
- 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?
Nothing special
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
x86_64 desktop
2024-09-16 23:36:52 +00:00
dependabot[bot]
c3465a9676
Update gilrs requirement from 0.10.1 to 0.11.0 (#15245)
Updates the requirements on
[gilrs](https://gitlab.com/gilrs-project/gilrs) to permit the latest
version.
<details>
<summary>Commits</summary>
<ul>
<li><a
href="cbcff6a4cd"><code>cbcff6a</code></a>
Speed up CI by testing only on x86_64-pc-windows-msvc from Windows’
targets</li>
<li><a
href="78582dd9df"><code>78582dd</code></a>
Update deps and prepare for gilrs 0.11.0 and gilrs-core 0.6.0</li>
<li><a
href="aad5c1072d"><code>aad5c10</code></a>
Mark error enums, Event and EventType as non_exhaustive</li>
<li><a
href="ec5d668d6b"><code>ec5d668</code></a>
Fix potential overflow in btn_value()</li>
<li><a
href="59811ff850"><code>59811ff</code></a>
Prepare for gilrs-core 0.5.15 release</li>
<li><a
href="aeaeb747d7"><code>aeaeb74</code></a>
windows: Don’t panic on Reading::update() returning error</li>
<li><a
href="d26e37f121"><code>d26e37f</code></a>
windows: Remove event handlers on drop</li>
<li><a
href="daf263d3cc"><code>daf263d</code></a>
Prevent crash in WASM backend when browser assigns gamepad unexpected
ID</li>
<li><a
href="5f7b786f83"><code>5f7b786</code></a>
Upgrade SDL_GameControllerDB.</li>
<li><a
href="3d92b2e15a"><code>3d92b2e</code></a>
gilrs-core version 0.5.13</li>
<li>Additional commits viewable in <a
href="https://gitlab.com/gilrs-project/gilrs/compare/v0.10.1...v0.11.0">compare
view</a></li>
</ul>
</details>
<br />


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2024-09-16 23:34:04 +00:00
Benjamin Brienen
29508f065f
Fix floating point math (#15239)
# Objective

- Fixes #15236

## Solution

- Use bevy_math::ops instead of std floating point operations.

## Testing

- Did you test these changes? If so, how?
Unit tests and `cargo run -p ci -- test`

- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
Execute `cargo run -p ci -- test` on Windows.

- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
Windows

## Migration Guide

- Not a breaking change
- Projects should use bevy math where applicable

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2024-09-16 23:28:12 +00:00
Taylor Neal
23a77ca5eb
Rename push children to add children (#15196)
# Objective

- Makes naming between add_child and add_children more consistent
- Fixes #15101 

## Solution

renamed push_children to add_children

## Testing

- Did you test these changes? If so, how?
Ran tests + grep search for any instance of `push_child`

- Are there any parts that need more testing?

- How can other people (reviewers) test your changes? Is there anything
specific they need to know?

- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
ran tests on WSL2

---

## Migration Guide

> This section is optional. If there are no breaking changes, you can
delete this section.

- If this PR is a breaking change (relative to the last release of
Bevy), describe how a user might need to migrate their code to support
these changes

rename any use of `push_children()` to the updated `add_children()`
2024-09-16 23:16:04 +00:00
patrickariel
3efef59d83
Enable/disable UI anti-aliasing (#15170)
# Objective

Currently, UI is always rendered with anti-aliasing. This makes bevy's
UI completely unsuitable for art-styles that demands hard pixelated
edges, such as retro-style games.

## Solution

Add a component for disabling anti-aliasing in UI.

## Testing

In
[`examples/ui/button.rs`](15e246eff8/examples/ui/button.rs),
add the component to the camera like this:

```rust
use bevy::{prelude::*, ui::prelude::*};

commands.spawn((Camera2dBundle::default(), UiAntiAlias::Off));
```

The rounded button will now render without anti-aliasing.

## Showcase

An example of a rounded UI node rendered without anti-aliasing, with and
without borders:


![image](https://github.com/user-attachments/assets/ea797e40-bdaa-4ede-a0d3-c9a7eab95b6e)
2024-09-16 23:06:23 +00:00
Robert Walter
29c4c79342
Rotation api extension (#15169)
# Objective

- Another way of specifying rotations was requested in
https://github.com/bevyengine/bevy/issues/11132#issuecomment-2344603178

## Solution

- Add methods on `Rot2`
  - `turn_fraction(fraction: f32) -> Self`
  - `as_turn_fraction(self) -> f32`
- Also add some documentation on range of rotation

## Testing

- extended existing tests
- added new tests

## Showcase 

```rust
let rotation1 = Rot2::degrees(90.0);
let rotation2 = Rot2::turn_fraction(0.25);

// rotations should be equal
assert_relative_eq!(rotation1, rotation2);

// The rotation should be 90 degrees
assert_relative_eq!(rotation2.as_radians(), FRAC_PI_2);
assert_relative_eq!(rotation2.as_degrees(), 90.0);

```

---------

Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2024-09-16 23:02:08 +00:00
Cole Varner
17b1bcde95
Add missing insert API commands (#15166)
# Objective

- Adds the missing API commands `insert_if_new_and` and
`try_insert_if_new_and` (resolves #15105)
- Adds some test coverage for existing insert commands

## Testing

- Implemented additional unit tests to add coverage
2024-09-16 23:00:00 +00:00
Chris Russell
382917fbb3
Improve type inference in DynSystemParam::downcast() by making the type parameter match the return value. (#15103)
# Objective

Right now, `DynSystemParam::downcast()` always requires the type
parameter to be specified with a turbofish. Make it so that it can be
inferred from the use of the return value, like:

```rust
fn expects_res_a(mut param: DynSystemParam) {
    let res: Res<A> = param.downcast().unwrap();
}
```

## Solution

The reason this doesn't currently work is that the type parameter is a
`'static` version of the `SystemParam` so that it can be used with
`Any::downcast_mut()`. Change the method signature so that the type
parameter matches the return type, and use `T::Item<'static, 'static>`
to get the `'static` version. That means we wind up returning a
`T::Item<'static, 'static>::Item<'w, 's>`, so constrain that to be equal
to `T`. That works with every `SystemParam` implementation, since they
have `T::Item == T` up to lifetimes.
2024-09-16 22:56:57 +00:00
Eero Lehtinen
db525e660e
Fix MeshAllocator panic (#14560)
# Objective

 Fixes #14540

## Solution

- Clean slab layouts from stale `SlabId`s when freeing meshes
- Technically performance requirements of freeing now increase based on
the number of existing meshes, but maybe it doesn't matter too much in
practice
- This was the case before this PR too, but it's technically possible to
free and allocate 2^32 times and overflow with `SlabId`s and cause
incorrect behavior. It looks like new meshes would then override old
ones.

## Testing

- Tested in `loading_screen` example and tapping keyboard 1 and 2.
2024-09-16 22:54:01 +00:00
Adam
9bda913e36
Remove redundent information and optimize dynamic allocations in Table (#12929)
# Objective

- fix #12853
- Make `Table::allocate` faster

## Solution
The PR consists of multiple steps:

1) For the component data: create a new data-structure that's similar to
`BlobVec` but doesn't store `len` & `capacity` inside of it: "BlobArray"
(name suggestions welcome)
2) For the `Tick` data: create a new data-structure that's similar to
`ThinSlicePtr` but supports dynamic reallocation: "ThinArrayPtr" (name
suggestions welcome)
3) Create a new data-structure that's very similar to `Column` that
doesn't store `len` & `capacity` inside of it: "ThinColumn"
4) Adjust the `Table` implementation to use `ThinColumn` instead of
`Column`

The result is that only one set of `len` & `capacity` is stored in
`Table`, in `Table::entities`

### Notes Regarding Performance
Apart from shaving off some excess memory in `Table`, the changes have
also brought noteworthy performance improvements:
The previous implementation relied on `Vec::reserve` &
`BlobVec::reserve`, but that redundantly repeated the same if statement
(`capacity` == `len`). Now that check could be made at the `Table` level
because the capacity and length of all the columns are synchronized;
saving N branches per allocation. The result is a respectable
performance improvement per every `Table::reserve` (and subsequently
`Table::allocate`) call.

I'm hesitant to give exact numbers because I don't have a lot of
experience in profiling and benchmarking, but these are the results I
got so far:

*`add_remove_big/table` benchmark after the implementation:*


![after_add_remove_big_table](https://github.com/bevyengine/bevy/assets/46227443/b667da29-1212-4020-8bb0-ec0f15bb5f8a)

*`add_remove_big/table` benchmark in main branch (measured in comparison
to the implementation):*


![main_add_remove_big_table](https://github.com/bevyengine/bevy/assets/46227443/41abb92f-3112-4e01-b935-99696eb2fe58)

*`add_remove_very_big/table` benchmark after the implementation:*


![after_add_remove_very_big](https://github.com/bevyengine/bevy/assets/46227443/f268a155-295b-4f55-ab02-f8a9dcc64fc2)

*`add_remove_very_big/table` benchmark in main branch (measured in
comparison to the implementation):*


![main_add_remove_very_big](https://github.com/bevyengine/bevy/assets/46227443/78b4e3a6-b255-47c9-baee-1a24c25b9aea)

cc @james7132 to verify

---

## Changelog

- New data-structure that's similar to `BlobVec` but doesn't store `len`
& `capacity` inside of it: `BlobArray`
- New data-structure that's similar to `ThinSlicePtr` but supports
dynamic allocation:`ThinArrayPtr`
- New data-structure that's very similar to `Column` that doesn't store
`len` & `capacity` inside of it: `ThinColumn`
- Adjust the `Table` implementation to use `ThinColumn` instead of
`Column`
- New benchmark: `add_remove_very_big` to benchmark the performance of
spawning a lot of entities with a lot of components (15) each

## Migration Guide

`Table` now uses `ThinColumn` instead of `Column`. That means that
methods that previously returned `Column`, will now return `ThinColumn`
instead.

`ThinColumn` has a much more limited and low-level API, but you can
still achieve the same things in `ThinColumn` as you did in `Column`.
For example, instead of calling `Column::get_added_tick`, you'd call
`ThinColumn::get_added_ticks_slice` and index it to get the specific
added tick.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2024-09-16 22:52:05 +00:00
Federico Rinaldi
262b068bc3
Substitute trivial fallible conversions with infallible function calls (#10846)
Clippy for rust 1.75 will introduce the
[`unnecessary_fallible_conversions`][1] lint. This PR solves the trivial
ones.

[1]:
https://rust-lang.github.io/rust-clippy/master/index.html#unnecessary_fallible_conversions
2024-09-16 22:46:54 +00:00
Blazepaws
5a0c09d38f
Reflect derived traits on all components and resources: bevy_transform (#15230)
Fixes https://github.com/bevyengine/bevy/issues/15187 for bevy_transform
2024-09-15 18:19:44 +00:00
Blazepaws
cb6ab16c97
Reflect derived traits on all components and resources: bevy_ui (#15231)
Solves https://github.com/bevyengine/bevy/issues/15187 for bevy_ui
2024-09-15 17:52:38 +00:00
Blazepaws
4d65757b3e
Reflect derived traits on all components and resources: bevy_window (#15233)
Solves https://github.com/bevyengine/bevy/issues/15187 for bevy_window.
This is the last one.
2024-09-15 17:49:00 +00:00
Blazepaws
1c2e1fc15a
Reflect derived traits on all components and resources: bevy_text (#15229)
Solves https://github.com/bevyengine/bevy/issues/15187 for bevy_text
2024-09-15 17:21:02 +00:00
Blazepaws
b38cc9e7b0
Reflect derived traits on all components and resources: bevy_state (#15228)
Solves https://github.com/bevyengine/bevy/issues/15187 for bevy_state
2024-09-15 17:16:45 +00:00
Blazepaws
07e79f3e9f
Reflect derived traits on all components and resources: bevy_sprite (#15227)
Solves https://github.com/bevyengine/bevy/issues/15187 for bevy_sprite
2024-09-15 17:10:53 +00:00
Blazepaws
274c97d415
Reflect derived traits on all components and resources: bevy_render (#15226)
Addresses https://github.com/bevyengine/bevy/issues/15187 for
bevy_render
2024-09-15 17:05:11 +00:00
Blazepaws
0c92908baf
Reflect derived traits on all components and resources: bevy_picking (#15225)
Solves https://github.com/bevyengine/bevy/issues/15187 for bevy_picking
2024-09-15 16:17:39 +00:00
Blazepaws
b6b28a621f
Reflect derived traits on all components and resources: bevy_pbr (#15224)
Solves https://github.com/bevyengine/bevy/issues/15187 for bevy_pbr
2024-09-15 16:07:30 +00:00
poopy
d878e2f8bd
add allow_all and deny_all methods to DynamicSceneBuilder (#15222)
# Objective

It would be convenient to be able to quickly deny or allow all
components and resources on a `DynamicSceneBuilder` with a single method
call.

Context: #15210 renamed `{allow/deny}_all` to
`{allow/deny}_all_components`.

## Solution

Added two new methods to `DynamicSceneBuilder`, `allow_all` and
`deny_all`, which affect both the component and resource filters.


## Showcase

### Before

```rust
let builder = DynamicSceneBuilder::from_world(world)
    .deny_all_components()
    .deny_all_resources();
```

### After

```rust
let builder = DynamicSceneBuilder::from_world(world).deny_all();
```
2024-09-15 15:30:53 +00:00
Blazepaws
228ce8170a
Use of deprecated function in example for ButtonInput (#15221)
The function `bevy_input::schedule::condition::Condition::or_else` has
been deprecated in favor of
`bevy_input::schedule::condition::Condition::or`. However the docs for
`ButtonInput` were still using the deprecated function in their example.
2024-09-15 15:22:39 +00:00
Blazepaws
62b2cdab32
Reflect derived traits on all components and resources: bevy_hierarchy (#15219)
Solves https://github.com/bevyengine/bevy/issues/15187 for
bevy_hierarchy
2024-09-15 15:09:28 +00:00
Blazepaws
e718bbd55c
Reflect derived traits on all components and resources: bevy_input (#15220)
Solves https://github.com/bevyengine/bevy/issues/15187 for bevy_input
2024-09-15 15:08:46 +00:00
Blazepaws
569f68f8a0
Reflect derived traits on all components and resources: bevy_gltf (#15218)
Solves https://github.com/bevyengine/bevy/issues/15187 for bevy_gltf
2024-09-15 14:47:43 +00:00
Blazepaws
379696a468
Reflect derived traits on all components and resources: bevy_gizmos (#15217)
Solves https://github.com/bevyengine/bevy/issues/15187 for bevy_gizmos
2024-09-15 14:41:49 +00:00
poopy
2ea8d35900
explicitly mention component in methods on DynamicSceneBuilder (#15210)
# Objective

The method names on `DynamicSceneBuilder` are misleading. Specifically,
`deny_all` and `allow_all` implies everything will be denied/allowed,
including all components and resources. In reality, these methods only
apply to components (which is mentioned in the docs).

## Solution

- change `deny_all` and `allow_all` to `deny_all_components` and
`allow_all_components`
- also, change the remaining methods to mention component where it makes
sense

We could also add the `deny_all` and `allow_all` methods back later,
only this time, they would deny/allow both resources and components.

## Showcase

### Before
```rust
let builder = DynamicSceneBuilder::from_world(world)
    .deny_all()
    .deny_all_resources()
    .allow::<MyComponent>();
```

### After
```rust
let builder = DynamicSceneBuilder::from_world(world)
    .deny_all_components()
    .deny_all_resources()
    .allow_component::<MyComponent>();
```

## Migration Guide

the following invocations on `DynamicSceneBuilder` should be changed by
users
- `with_filter` -> `with_component_filter`
- `allow` -> `allow_component`
- `deny` -> `deny_component`
- `allow_all` -> `allow_all_components`
- `deny_all` -> `deny_all_components`
2024-09-15 14:37:32 +00:00
Al M.
2ea51fc60f
Use FromReflect when extracting entities in dynamic scenes (#15174)
# Objective

Fix #10284.

## Solution

When `DynamicSceneBuilder` extracts entities, they are cloned via
`PartialReflect::clone_value`, making them into dynamic versions of the
original components. This loses any custom `ReflectSerialize` type data.
Dynamic scenes are deserialized with the original types, not the dynamic
versions, and so any component with a custom serialize may fail. In this
case `Rect` and `Vec2`. The dynamic version includes the field names 'x'
and 'y' but the `Serialize` impl doesn't, hence the "expect float"
error.

The solution here: Instead of using `clone_value` to clone the
components, `FromReflect` clones and retains the original information
needed to serialize with any custom `Serialize` impls. I think using
something like `reflect_clone` from
(https://github.com/bevyengine/bevy/pull/13432) might make this more
efficient.

I also did the same when deserializing dynamic scenes to appease some of
the round-trip tests which use `ReflectPartialEq`, which requires the
types be the same and not a unique/proxy pair. I'm not sure it's
otherwise necessary. Maybe this would also be more efficient when
spawning dynamic scenes with `reflect_clone` instead of `FromReflect`
again?

An alternative solution would be to fall back to the dynamic version
when deserializing `DynamicScene`s if the custom version fails. I think
that's possible. Or maybe simply always deserializing via the dynamic
route for dynamic scenes?

## Testing

This example is similar to the original test case in #10284:

``` rust
#![allow(missing_docs)]

use bevy::{prelude::*, scene::SceneInstanceReady};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, (save, load).chain())
        .observe(check)
        .run();
}

static SAVEGAME_SAVE_PATH: &str = "savegame.scn.ron";

fn save(world: &mut World) {
    let entity = world.spawn(OrthographicProjection::default()).id();

    let scene = DynamicSceneBuilder::from_world(world)
        .extract_entity(entity)
        .build();

    if let Some(registry) = world.get_resource::<AppTypeRegistry>() {
        let registry = registry.read();
        let serialized_scene = scene.serialize(&registry).unwrap();
        // println!("{}", serialized_scene);
        std::fs::write(format!("assets/{SAVEGAME_SAVE_PATH}"), serialized_scene).unwrap();
    }

    world.entity_mut(entity).despawn_recursive();
}

fn load(mut commands: Commands, asset_server: Res<AssetServer>) {
    commands.spawn(DynamicSceneBundle {
        scene: asset_server.load(SAVEGAME_SAVE_PATH),
        ..default()
    });
}

fn check(_trigger: Trigger<SceneInstanceReady>, query: Query<&OrthographicProjection>) {
    dbg!(query.single());
}
```


## Migration Guide

The `DynamicScene` format is changed to use custom serialize impls so
old scene files will need updating:

Old: 

```ron
(
  resources: {},
  entities: {
    4294967299: (
      components: {
        "bevy_render:📷:projection::OrthographicProjection": (
          near: 0.0,
          far: 1000.0,
          viewport_origin: (
            x: 0.5,
            y: 0.5,
          ),
          scaling_mode: WindowSize(1.0),
          scale: 1.0,
          area: (
            min: (
              x: -1.0,
              y: -1.0,
            ),
            max: (
              x: 1.0,
              y: 1.0,
            ),
          ),
        ),
      },
    ),
  },
)
```

New:

```ron
(
  resources: {},
  entities: {
    4294967299: (
      components: {
        "bevy_render:📷:projection::OrthographicProjection": (
          near: 0.0,
          far: 1000.0,
          viewport_origin: (0.5, 0.5),
          scaling_mode: WindowSize(1.0),
          scale: 1.0,
          area: (
            min: (-1.0, -1.0),
            max: (1.0, 1.0),
          ),
        ),
      },
    ),
  },
)
```

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-09-15 14:33:39 +00:00
Blazepaws
21e39360f7
Example for bevy_ecs::event::Events uses deprecated function get_reader (#15216)
Fixes https://github.com/bevyengine/bevy/issues/15214
2024-09-15 14:24:04 +00:00
Blazepaws
abac8c7b0f
Reflect derived traits on all components and resources: bevy_audio (#15211)
Solves https://github.com/bevyengine/bevy/issues/15187 for bevy_audio
2024-09-15 14:24:00 +00:00
Blazepaws
53d2bc9482
Reflect derived traits on all components and resources: bevy_ecs (#15215)
Solves https://github.com/bevyengine/bevy/issues/15187 for bevy_ecs
2024-09-15 14:23:54 +00:00
Blazepaws
df8cb3e5e2
Reflect derived traits on all components and resources: bevy_core_pipeline (#15213)
Solves https://github.com/bevyengine/bevy/issues/15187 for
bevy_core_pipeline
2024-09-15 14:23:41 +00:00
Blazepaws
c909a0572d
Reflect derived traits on all components and resources: bevy_animation (#15209)
Solves https://github.com/bevyengine/bevy/issues/15187 for the
bevy_animation subcrate
2024-09-15 11:58:51 +00:00
kivi
3f425da66e
Improve schedule note of .after/.before & encourage to use .chain ins… (#14986)
# Objective

- Fixes #14552 
- Make the current note of `before` and `after` understandable. 
- > The given set is not implicitly added to the schedule when this
system set is added.

## Solution

- Replace note in docs of [`after` and
`before`](https://docs.rs/bevy/latest/bevy/ecs/prelude/trait.IntoSystemConfigs.html#method.before)
- Note of after was removed completely, and links to `before`, because
they notes would be identical.
- Also encourage to use `.chain`, which is much simpler and safer to use

## Testing

- Checked the docs after running `cargo doc` and `cargo run -p ci --
lints`
- Are there any parts that need more testing?
- no need to test, but please review the text. If it is still including
the intended message and especially if its understandable.

---------

Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-09-14 21:03:21 +00:00
Wybe Westra
70808af776
Added ordering information to observer tests (#14332) (#15178)
Fixes #14332 by recording the order in which the events occur.
2024-09-14 14:08:49 +00:00
Joona Aalto
b36443b6ed
Fix Capsule2d::sample_interior (#15191)
# Objective

`Capsule2d::sample_interior` uses the radius of the capsule for the
width of its rectangular section. It should be using two times the
radius for the full width!

I noticed this as I was getting incorrect results for angular inertia
approximated from a point cloud of points sampled on the capsule. This
hinted that something was wrong with the sampling.

## Solution

Multiply the radius by two to get the full width of the rectangular
section. With this, the sampling produces the correct result in my
tests.
2024-09-14 02:24:08 +00:00
Blazepaws
583e034796
Reflected traits for resources and components: bevy_a11y (#15192)
Solves https://github.com/bevyengine/bevy/issues/15187 for the bevy_a11y
subcrate.
2024-09-14 01:43:16 +00:00
Cole Varner
cf55e6cb22
ParsedPath::try_from<&str> (#15180)
# Objective

- implements ParsedPath::try_from<&str>
- resolves #14438

## Testing

- Added unit test for ParsedPath::try_from<&str>

Note: I don't claim to be an expert on lifetimes! That said I think it
makes sense that the error shares a lifetime with input string as deeper
down it is used to construct it.
2024-09-13 17:37:09 +00:00
Gino Valente
37443e0f3f
bevy_reflect: Add DynamicTyped trait (#15108)
# Objective

Thanks to #7207, we now have a way to validate at the type-level that a
reflected value is actually the type it says it is and not just a
dynamic representation of that type.

`dyn PartialReflect` values _might_ be a dynamic type, but `dyn Reflect`
values are guaranteed to _not_ be a dynamic type.

Therefore, we can start to add methods to `Reflect` that weren't really
possible before. For example, we should now be able to always get a
`&'static TypeInfo`, and not just an `Option<&'static TypeInfo>`.

## Solution

Add the `DynamicTyped` trait.

This trait is similar to `DynamicTypePath` in that it provides a way to
use the non-object-safe `Typed` trait in an object-safe way.

And since all types that derive `Reflect` will also derive `Typed`, we
can safely add `DynamicTyped` as a supertrait of `Reflect`. This allows
us to use it when just given a `dyn Reflect` trait object.

## Testing

You can test locally by running:

```
cargo test --package bevy_reflect
```

---

## Showcase

`Reflect` now has a supertrait of `DynamicTyped`, allowing `TypeInfo` to
be retrieved from a `dyn Reflect` trait object without having to unwrap
anything!

```rust
let value: Box<dyn Reflect> = Box::new(String::from("Hello!"));

// BEFORE
let info: &'static TypeInfo = value.get_represented_type_info().unwrap();

// AFTER
let info: &'static TypeInfo = value.reflect_type_info();
```

## Migration Guide

`Reflect` now has a supertrait of `DynamicTyped`. If you were manually
implementing `Reflect` and did not implement `Typed`, you will now need
to do so.
2024-09-13 17:17:10 +00:00
Wybe Westra
ae80a20690
Reccomend using AssetPlugin.file_path instead of CARGO_MANIFEST_DIR (#15176)
Fixes #15175.

One question I have: I see that the scene_viewer example uses the
CARGO_MANIFEST_DIR. Should that line be removed, or would that break the
tool?

1fd478277e/examples/tools/scene_viewer/main.rs (L40)
2024-09-13 16:16:23 +00:00
ickshonpe
1b1105e327
Remove border radius scaling (#15173)
# Objective

Fixes #15142

Split this off from #15163 as it's a very simple fix.

## Solution

UiScale was applied twice to border radius, remove the second
application.

## Testing

You can use this modified button example from the issue for testing:

```
use bevy::{color::palettes::basic::*, 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(UiScale(2.))
        .insert_resource(WinitSettings::desktop_app())
        .add_systems(Startup, setup)
        .add_systems(Update, button_system)
        .run();
}

const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);

fn button_system(
    mut interaction_query: Query<
        (
            &Interaction,
            &mut BackgroundColor,
            &mut BorderColor,
            &Children,
        ),
        (Changed<Interaction>, With<Button>),
    >,
    mut text_query: Query<&mut Text>,
) {
    for (interaction, mut color, mut border_color, children) in &mut interaction_query {
        let mut text = text_query.get_mut(children[0]).unwrap();
        match *interaction {
            Interaction::Pressed => {
                text.sections[0].value = "Press".to_string();
                *color = PRESSED_BUTTON.into();
                border_color.0 = RED.into();
            }
            Interaction::Hovered => {
                text.sections[0].value = "Hover".to_string();
                *color = HOVERED_BUTTON.into();
                border_color.0 = Color::WHITE;
            }
            Interaction::None => {
                text.sections[0].value = "Button".to_string();
                *color = NORMAL_BUTTON.into();
                border_color.0 = Color::BLACK;
            }
        }
    }
}

fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    // ui camera
    commands.spawn(Camera2dBundle::default());
    commands
        .spawn(NodeBundle {
            style: Style {
                width: Val::Percent(100.0),
                height: Val::Percent(100.0),
                align_items: AlignItems::Center,
                justify_content: JustifyContent::Center,
                ..default()
            },
            ..default()
        })
        .with_children(|parent| {
            parent
                .spawn(ButtonBundle {
                    style: Style {
                        width: Val::Px(250.0),
                        height: Val::Px(100.0),
                        border: UiRect::all(Val::Px(25.0)),
                        // horizontally center child text
                        justify_content: JustifyContent::Center,
                        // vertically center child text
                        align_items: AlignItems::Center,
                        ..default()
                    },
                    border_color: BorderColor(Color::BLACK),
                    border_radius: BorderRadius::all(Val::Px(25.)),
                    background_color: NORMAL_BUTTON.into(),
                    ..default()
                })
                .with_child(TextBundle::from_section(
                    "Button",
                    TextStyle {
                        font: asset_server.load("fonts/FiraSans-Bold.ttf"),
                        font_size: 40.0,
                        color: Color::srgb(0.9, 0.9, 0.9),
                    },
                ));
            parent
                .spawn(NodeBundle {
                    style: Style {
                        width: Val::Px(150.0),
                        padding: UiRect::vertical(Val::Px(25.)),
                        height: Val::Px(100.0),
                        align_items: AlignItems::Stretch,
                        justify_content: JustifyContent::Stretch,
                        ..Default::default()
                    },
                    ..default()
                })
                .with_child(NodeBundle {
                    style: Style {
                        flex_basis: Val::Percent(100.),
                        ..Default::default()
                    },
                    background_color: RED.into(),
                    ..Default::default()
                });
        });
}
```

## Showcase

Using the modified button example

### main

<img alt="366023197-e6124f07-e522-4514-bd8e-7986ac32890c"
src="https://github.com/user-attachments/assets/b7b909ed-1184-4d9d-b50b-e30f4c1f76b2">


### this PR

![image](https://github.com/user-attachments/assets/89b89a2f-533f-41bd-b2cb-4743aec6519e)
2024-09-13 15:52:42 +00:00
SpecificProtagonist
f570f52aa2
Optimize observer unregistration (#15150)
# Objective

Fixes #14980

## Solution

Only iterate over archetypes containing the component.

## Alternatives

Additionally, for each archetype, cache how many observers are watching
one of its components & use this to speed up the check for each affected
archetype ([implemented
here](55c89aa033)).
Benchmarking showed this to lead only to a minor speedup.

## Testing

There's both already a test checking that observers don't run after
being despawned as well as a regression test for the bug that
necessitates the check this PR optimizes.
2024-09-13 15:47:24 +00:00
Pēteris Pakalns
e567669c31
TrackedRenderPass internal tracking state reset (#14948)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/13225

## Solution

Invalidate `TrackedRenderPass` internal state upon accessing internal
`wgpu::RenderPass`.

## Testing

- Tested by calling `set_bind_group` on `RenderPass` returned by
`TrackedRenderPass::wgpu_pass` and checking if in later `set_bind_group`
calls on `TrackedRenderPass` correct bind group is restored.
2024-09-12 16:51:36 +00:00
charlotte
1fd478277e
Fix mesh 2d non indexed draw. (#15155)
Closes #15154. Looks like 2d was just missed in
d235d41af1.


![image](https://github.com/user-attachments/assets/1656d320-fed2-4a25-b2b0-14755e10faf7)
2024-09-12 12:38:56 +00:00
Robert Walter
327e1ddba4
Micro typo in bevy_ecs (#15167)
I'm currently reading through the code and docs and found this.
2024-09-12 08:43:33 +00:00
mamekoro
15e246eff8
Fix typo in bevy_reflect/src/reflect.rs (#15157)
Corrected a typo "enumuration" to "enumeration".
2024-09-11 21:51:17 +00:00
Niashi
8bfe635c3e
Finish enhancing ReflectCommandExt to work with Bundles (#15152)
# Objective

- Finish resolving https://github.com/bevyengine/bevy/issues/15125
- Inserting bundles was implemented in
https://github.com/bevyengine/bevy/pull/15128 but removing bundles still
needed to be implemented.

## Solution

- Modified `bevy_ecs::reflect::entity_commands::remove_reflect` to
handle both components and bundles
- Modified documentation of `ReflectCommandExt` methods to reflect that
one can now use bundles with these commands.

## Testing

- Three tests were added to match the ones for inserting components.
2024-09-11 03:19:28 +00:00
Zachary Harrold
be35cba801
Removed Type Parameters from Observer (#15151)
# Objective

- Remove any ambiguity around how multiple `Observer` components work on
a single `Entity` by completely removing the concept.
- Fixes #15122

## Solution

- Removed type parameters from `Observer`, relying on a function pointer
to provide type information into the relevant aspects of running an
observer.

## Testing

- Ran CI locally.
- Checked `observers.rs` example continued to function as expected.

## Notes

This communicates to users of observers that only a single `Observer`
can be inserted onto an entity at a time within the established type
system. This has been achieved by erasing the type information from the
stored `ObserverSystem` and retrieving it again using a function
pointer. This has the downside of increasing the size of the `Observer`
component and increases the complexity of the observer runner. However,
this complexity was already present, and is in my opinion a worthwhile
tradeoff for the clearer user experience.

The other notable benefit is users no longer need to use the
`ObserverState` component to filter for `Observer` entities, and can
instead use `Observer` directly.

Technically this is a breaking change, since the type signature for
`Observer` has changed. However, it was so cumbersome to use that I
don't believe there are any instances in the wild of users directly
naming `Observer` types, instead relying on `ObserverState`, and the
methods provided by `App` and `World`. As can be seen in the diff, this
change had very little knock-on effects across Bevy.

## Migration Guide

If you filtered for observers using `Observer<A, B>`, instead filter for
an `Observer`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-09-11 01:14:28 +00:00
Gino Valente
75343ef584
bevy_reflect: Mention FunctionRegistry in bevy_reflect::func docs (#15147)
# Objective

The module docs for `bevy_reflect::func` don't mention the
`FunctionRegistry`.

## Solution

Add a section about the `FunctionRegistry` to the module-level
documentation.

## Testing

You can test locally by running:

```
cargo test --doc --package bevy_reflect --all-features
```
2024-09-10 23:39:05 +00:00
UkoeHB
fa51e26052
Trim cosmic-text's shape run cache (#15037)
# Objective

- Fixes https://github.com/bevyengine/bevy/pull/14991. The `cosmic-text`
shape run cache requires manual cleanup for old text that no longer
needs to be cached.

## Solution

- Add a system to trim the cache.
- Add an `average fps` indicator to the `text_debug` example.

## Testing

Tested with `cargo run --example text_debug`.
- **No shape run cache**: 82fps with ~1fps variance.
- **Shape run cache no trim**: 90-100fps with ~2-4fps variance
- **Shape run cache trim age = 1**: 90-100fps with ~2-8fps variance
- **Shape run cache trim age = 2**: 90-100fps with ~2-4fps variance
- **Shape run cache trim age = 2000**: 80-120fps with ~2-6fps variance

The shape run cache seems to increase average FPS but also increases
frame time variance (when there is dynamic text).
2024-09-10 23:28:05 +00:00
ickshonpe
cacf3929db
fix spelling mistake (#15146)
# Objective

Fix spelling mistake: `interned_root_notes` -> `interned_root_nodes`
2024-09-10 20:21:40 +00:00
Joona Aalto
afbbbd7335
Rename rendering components for improved consistency and clarity (#15035)
# Objective

The names of numerous rendering components in Bevy are inconsistent and
a bit confusing. Relevant names include:

- `AutoExposureSettings`
- `AutoExposureSettingsUniform`
- `BloomSettings`
- `BloomUniform` (no `Settings`)
- `BloomPrefilterSettings`
- `ChromaticAberration` (no `Settings`)
- `ContrastAdaptiveSharpeningSettings`
- `DepthOfFieldSettings`
- `DepthOfFieldUniform` (no `Settings`)
- `FogSettings`
- `SmaaSettings`, `Fxaa`, `TemporalAntiAliasSettings` (really
inconsistent??)
- `ScreenSpaceAmbientOcclusionSettings`
- `ScreenSpaceReflectionsSettings`
- `VolumetricFogSettings`

Firstly, there's a lot of inconsistency between `Foo`/`FooSettings` and
`FooUniform`/`FooSettingsUniform` and whether names are abbreviated or
not.

Secondly, the `Settings` post-fix seems unnecessary and a bit confusing
semantically, since it makes it seem like the component is mostly just
auxiliary configuration instead of the core *thing* that actually
enables the feature. This will be an even bigger problem once bundles
like `TemporalAntiAliasBundle` are deprecated in favor of required
components, as users will expect a component named `TemporalAntiAlias`
(or similar), not `TemporalAntiAliasSettings`.

## Solution

Drop the `Settings` post-fix from the component names, and change some
names to be more consistent.

- `AutoExposure`
- `AutoExposureUniform`
- `Bloom`
- `BloomUniform`
- `BloomPrefilter`
- `ChromaticAberration`
- `ContrastAdaptiveSharpening`
- `DepthOfField`
- `DepthOfFieldUniform`
- `DistanceFog`
- `Smaa`, `Fxaa`, `TemporalAntiAliasing` (note: we might want to change
to `Taa`, see "Discussion")
- `ScreenSpaceAmbientOcclusion`
- `ScreenSpaceReflections`
- `VolumetricFog`

I kept the old names as deprecated type aliases to make migration a bit
less painful for users. We should remove them after the next release.
(And let me know if I should just... not add them at all)

I also added some very basic docs for a few types where they were
missing, like on `Fxaa` and `DepthOfField`.

## Discussion

- `TemporalAntiAliasing` is still inconsistent with `Smaa` and `Fxaa`.
Consensus [on
Discord](https://discord.com/channels/691052431525675048/743663924229963868/1280601167209955431)
seemed to be that renaming to `Taa` would probably be fine, but I think
it's a bit more controversial, and it would've required renaming a lot
of related types like `TemporalAntiAliasNode`,
`TemporalAntiAliasBundle`, and `TemporalAntiAliasPlugin`, so I think
it's better to leave to a follow-up.
- I think `Fog` should probably have a more specific name like
`DistanceFog` considering it seems to be distinct from `VolumetricFog`.
~~This should probably be done in a follow-up though, so I just removed
the `Settings` post-fix for now.~~ (done)

---

## Migration Guide

Many rendering components have been renamed for improved consistency and
clarity.

- `AutoExposureSettings` → `AutoExposure`
- `BloomSettings` → `Bloom`
- `BloomPrefilterSettings` → `BloomPrefilter`
- `ContrastAdaptiveSharpeningSettings` → `ContrastAdaptiveSharpening`
- `DepthOfFieldSettings` → `DepthOfField`
- `FogSettings` → `DistanceFog`
- `SmaaSettings` → `Smaa`
- `TemporalAntiAliasSettings` → `TemporalAntiAliasing`
- `ScreenSpaceAmbientOcclusionSettings` → `ScreenSpaceAmbientOcclusion`
- `ScreenSpaceReflectionsSettings` → `ScreenSpaceReflections`
- `VolumetricFogSettings` → `VolumetricFog`

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-09-10 01:11:46 +00:00
Antony
74ccab947d
Remove ReceivedCharacter (#15126)
# Objective

- Fixes #12639.
- `ReceivedCharacter` was deprecated in #12868 for 0.14, and should be
removed for 0.15.

## Solution

- Remove all instances of `ReceivedCharacter`, including the relevant
`#[allow(deprecated)]` lint attributes.

## Migration Guide

`ReceivedCharacter` was deprecated in 0.14 due to `winit` reworking
their keyboard system. It has now been fully removed. Switch to using
`KeyboardInput` instead.

```rust
// 0.14
fn listen_characters(events: EventReader<ReceivedCharacter>) {
    for event in events.read() {
        info!("{}", event.char);
    }
}

// 0.15
fn listen_characters(events: EventReader<KeyboardInput>) {
    for event in events.read() {
        // Only check for characters when the key is pressed.
        if !event.state.is_pressed() {
            continue;
        }

        // Note that some keys such as `Space` and `Tab` won't be detected as a character.
        // Instead, check for them as separate enum variants.
        match &event.logical_key {
            Key::Character(character) => {
                info!("{} pressed.", character);
            },
            Key::Space => {
                info!("Space pressed.");
            },
            _ => {},
        }
    }
}
```
2024-09-10 00:22:06 +00:00
ickshonpe
8d143e3ed8
ui material node border calculations fix (#15119)
# Objective

Fixes  #15115

## Solution

Retrieve the size of the node's parent in a separate query and base
percentage border values on the parent node's width (or the width of the
viewport in the case of root nodes).
2024-09-09 22:35:29 +00:00
Rich Churcher
f326705cab
Remove OrthographicProjection.scale (adopted) (#15075)
# Objective

Hello! I am adopting #11022 to resolve conflicts with `main`. tldr: this
removes `scale` in favour of `scaling_mode`. Please see the original PR
for explanation/discussion.

Also relates to #2580.

## Migration Guide

Replace all uses of `scale` with `scaling_mode`, keeping in mind that
`scale` is (was) a multiplier. For example, replace
```rust
    scale: 2.0,
    scaling_mode: ScalingMode::FixedHorizontal(4.0),

```
with
```rust
    scaling_mode: ScalingMode::FixedHorizontal(8.0),
```

---------

Co-authored-by: Stepan Koltsov <stepan.koltsov@gmail.com>
2024-09-09 22:34:58 +00:00
Han Damin
0cf276f239
Enhance ReflectCommandExt (#15128)
# Objective

- Enhance #15125

## Solution

- Modified `ReflectCommandExt::insert_reflect` to accept and handle both
components and bundles.

---------

Co-authored-by: Gonçalo Rica Pais da Silva <bluefinger@gmail.com>
Co-authored-by: Lixou <82600264+DasLixou@users.noreply.github.com>
Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
2024-09-09 22:34:44 +00:00
Gino Valente
90bb1adeb2
bevy_reflect: Contextual serialization error messages (#13888)
# Objective

Reflection serialization can be difficult to debug. A lot of times a
type fails to be serialized and the user is left wondering where that
type came from.

This is most often encountered with Bevy's scenes. Attempting to
serialize all resources in the world will fail because some resources
can't be serialized.

For example, users will often get complaints about `bevy_utils::Instant`
not registering `ReflectSerialize`. Well, `Instant` can't be serialized,
so the only other option is to exclude the resource that contains it.
But what resource contains it? This is where reflection serialization
can get a little tricky (it's `Time<Real>` btw).

## Solution

Add the `debug_stack` feature to `bevy_reflect`. When enabled, the
reflection serializers and deserializers will keep track of the current
type stack. And this stack will be used in error messages to help with
debugging.

Now, if we unknowingly try to serialize `Time<Real>`, we'll get the
following error:

```
type `bevy_utils::Instant` did not register the `ReflectSerialize` type data. For certain types, this may need to be registered manually using `register_type_data` (stack: `bevy_time::time::Time<bevy_time::real::Real>` -> `bevy_time::real::Real` -> `bevy_utils::Instant`)
```

### Implementation

This makes use of `thread_local!` to manage an internal `TypeInfoStack`
which holds a stack of `&'static TypeInfo`. We push to the stack before
a type is (de)serialized and pop from the stack afterwards.

Using a thread-local should be fine since we know two (de)serializers
can't be running at the same time (and if they're running on separate
threads, then we're still good).

The only potential issue would be if a user went through one of the
sub-serializers, like `StructSerializer`. However, I don't think many
users are going through these types (I don't even know if we necessarily
want to keep those public either, but we'll save that for a different
PR). Additionally, this is just a debug feature that only affects error
messages, so it wouldn't have any drastically negative effect. It would
just result in the stack not being cleared properly if there were any
errors.

Lastly, this is not the most performant implementation since we now
fetch the `TypeInfo` an extra time. But I figured that for a debug tool,
it wouldn't matter too much.

### Feature

This also adds a `debug` feature, which enables the `debug_stack`
feature.

I added it because I think we may want to potentially add more debug
tools in the future, and this gives us a good framework for adding
those. Users who want all debug features, present and future, can just
set `debug`. If they only want this feature, then they can just use
`debug_stack`.

I also made the `debug` feature default to help capture the widest
audience (i.e. the users who want this feature but don't know they do).
However, if we think it's better as a non-default feature, I can change
it!

And if there's any bikeshedding around the name `debug_stack`, let me
know!

## Testing

Run the following command:

```
cargo test --package bevy_reflect --features debug_stack
```

---

## Changelog

- Added the `debug` and `debug_stack` features to `bevy_reflect`
- Updated the error messages returned by the reflection serializers and
deserializers to include more contextual information when the
`debug_stack` or `debug` feature is enabled
2024-09-09 17:52:40 +00:00
robtfm
4e6471ed23
honour NoFrustumCulling for shadows (#15117)
# Objective

`NoFrustumCulling` prevents meshes from being considered out of view
based on AABBs (sometimes useful for skinned meshes which don't
recalculate AABBs currently). it currently only applies for primary view
rendering, not for shadow rendering which can result in missing shadows.

## Solution

Add checks for `NoFrustumCulling` to `check_dir_light_mesh_visibility`
and `check_point_light_mesh_visibility` so that `NoFrustumCulling`
entities are rendered to all shadow views as well as all primary views.
2024-09-09 17:51:38 +00:00
akimakinai
bafffe1c5f
Fix screenshot example (#15094)
# Objective

I noticed some issues in `screenshot` example:
1. Cursor icon won't return from `SystemCursorIcon::Progress` to default
icon, even though screen shot saving is done.
2. Panics when exiting window: ``called `Result::unwrap()` on an `Err`
value:
NoEntities("bevy_ecs::query::state::QueryState<bevy_ecs::entity::Entity,
bevy_ecs::query::filter::With<bevy_window:🪟:Window>>")``

## Solution

1. Caused by cursor updating system not responding to [`CursorIcon`
component
removal](5cfcbf47ed/examples/window/screenshot.rs (L38)).
I believe it should, so change it to react to
`RemovedComponents<CursorIcon>`. (a suggestion)
2. Use `get_single` for window.

## Testing

- run screenshot example

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-09-09 16:53:20 +00:00
UkoeHB
adc2cf7dfe
Add state scoped events (#15085)
# Objective

- Improve robustness of state transitions. Currently events that should
be scoped to a specific state can leak between state scopes since events
live for two ticks.
- See https://github.com/bevyengine/bevy/issues/15072

## Solution

- Allow registering state scoped events that will be automatically
cleared when exiting a state. This is *most of the time* not obviously
useful, but enables users to write correct code that will avoid/reduce
edge conditions (such as systems that aren't state scoped polling for a
state scoped event and having unintended side effects outside a specific
state instance).

## Testing

Did not test.

---

## Showcase

Added state scoped events that will be automatically cleared when
exiting a state. Useful when you want to guarantee clean state
transitions.

Normal way to add an event:
```rust
fn setup(app: &mut App) {
    app.add_event::<MyGameEvent>();
}
```

Add a state-scoped event (**NEW**):
```rust
fn setup(app: &mut App) {
    app.add_state_scoped_event::<MyGameEvent>(GameState::Play);
}
```
2024-09-09 16:37:27 +00:00
Christian Hughes
79f6fcd1eb
EntityRef/Mut get_components (immutable variants only) (#15089)
# Objective

Smaller scoped version of #13375 without the `_mut` variants which
currently have unsoundness issues.

## Solution

Same as #13375, but without the `_mut` variants.

## Testing

- The same test from #13375 is reused.

---

## Migration Guide

- Renamed `FilteredEntityRef::components` to
`FilteredEntityRef::accessed_components` and
`FilteredEntityMut::components` to
`FilteredEntityMut::accessed_components`.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: Periwink <charlesbour@gmail.com>
2024-09-09 16:29:44 +00:00
Gino Valente
245d03a78a
bevy_reflect: Update on_unimplemented attributes (#15110)
# Objective

Some of the new compile error messages are a little unclear (at least to
me). For example:

```
error[E0277]: `tests::foo::Bar` can not be created through reflection
   --> crates/bevy_reflect/src/lib.rs:679:18
    |
679 |         #[derive(Reflect)]
    |                  ^^^^^^^ the trait `from_reflect::FromReflect` is not implemented for `tests::foo::Bar`
    |
    = note: consider annotating `tests::foo::Bar` with `#[derive(Reflect)]` or `#[derive(FromReflect)]`
```

While the annotation makes it clear that `FromReflect` is missing, it's
not very clear from the main error message.

My IDE lists errors with only their message immediately present:

<p align="center">
<img width="700" alt="Image of said IDE listing errors with only their
message immediately present. These errors are as follows:
\"`tests::foo::Bar` can not be created through reflection\", \"The trait
bound `tests::foo::Bar: RegisterForReflection` is not satisfied\", and
\"The trait bound `tests::foo::Bar: type_info::MaybeTyped` is not
satisfied\""
src="https://github.com/user-attachments/assets/42c24051-9e8e-4555-8477-51a9407446aa">
</p>

This makes it hard to tell at a glance why my code isn't compiling.

## Solution

Updated all `on_unimplemented` attributes in `bevy_reflect` to mention
the relevant trait—either the actual trait or the one users actually
need to implement—as well as a small snippet of what not implementing
them means.

For example, failing to implement `TypePath` now mentions missing a
`TypePath` implementation. And failing to implement `DynamicTypePath`
now also mentions missing a `TypePath` implementation, since that's the
actual trait users need to implement (i.e. they shouldn't implement
`DynamicTypePath` directly).

Lastly, I also added some missing `on_unimplemented` attributes for
`MaybeTyped` and `RegisterForReflection` (which you can see in the image
above).

Here's how this looks in my IDE now:

<p align="center">
<img width="700" alt="Similar image as before showing the errors listed
by the IDE. This time the errors read as follows: \"`tests::foo::Bar`
does not implement `FromReflect` so cannot be reified through
reflection\", \"`tests::foo::Bar` does not implement
`GetTypeRegistration` so cannot be registered for reflection\", and
\"`tests::foo::Bar` does not implement `Typed` so cannot provide static
type information\""
src="https://github.com/user-attachments/assets/f6f8501f-0450-4f78-b84f-00e7a18d0533">
</p>


## Testing

You can test by adding the following code and verifying the compile
errors are correct:

```rust
#[derive(Reflect)]
struct Foo(Bar);

struct Bar;
```
2024-09-09 16:26:17 +00:00
Tim
5adacf014c
Use associated type bounds for iter_many and friends (#15040)
# Objective

Make the bounds for these query methods less intimidating.
Continuation of #14107

<sub>My last pr was back in february 💀
2024-09-09 16:24:39 +00:00
Zachary Harrold
85e41ddace
Add observer to Trigger (#15066)
# Objective

- Fixes  #15061

## Solution

- Added `observer` to `Trigger`, which returns the entity observing the
triggered event.

## Testing

- CI passed locally.
2024-09-09 16:23:14 +00:00
ickshonpe
4de9edeaa6
Retrieve the stack_index from Node in extract_ui_material_nodes instead of walking UiStack (#15104)
# Objective

 `ExtractedUiMaterialNode` is still walking the whole `UiStack`. 

more info: https://github.com/bevyengine/bevy/pull/9853

## Solution

Retrieve the `stack_index` from the `Node` component instead.
Also changed the `stack_index` field of `ExtractedUiMaterialNode` to
`u32`.
2024-09-09 16:18:37 +00:00
Marco Meijer
66b5128b6f
Add rect field to UI image (#15095)
# Objective

Fixes #14424 

## Solution

Add a rect field to UiImage, and update the extraction of ui images and
slices.

## Testing

I tested all possible combinations of having a rect, using a texture
atlas, setting image scale mode to sliced and image scale mode to tiled.
See the showcase section.

---

## Showcase

<img width="1279" alt="Screenshot 2024-09-08 at 16 23 05"
src="https://github.com/user-attachments/assets/183e53eb-f27c-4c8e-9fd5-4678825db3b6">

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

```rust
use bevy::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
        .add_systems(Startup, create_ui)
        .run();
}

fn create_ui(
    mut commands: Commands,
    assets: Res<AssetServer>,
    mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
) {
    let texture = assets.load("textures/fantasy_ui_borders/numbered_slices.png");
    let layout = TextureAtlasLayout::from_grid(UVec2::splat(16), 3, 3, None, None);
    let texture_atlas_layout = texture_atlas_layouts.add(layout);

    commands.spawn(Camera2dBundle::default());

    let style = Style {
        width: Val::Px(96.),
        height: Val::Px(96.),
        ..default()
    };

    commands
        .spawn(NodeBundle { ..default() })
        .with_children(|parent| {
            // nothing
            parent.spawn(ImageBundle {
                image: UiImage::new(texture.clone()),
                style: style.clone(),
                ..default()
            });

            // with rect
            parent.spawn(ImageBundle {
                image: UiImage::new(texture.clone()).with_rect(Rect::new(0., 0., 16., 16.)),
                style: style.clone(),
                ..default()
            });

            // with rect and texture atlas
            parent.spawn((
                ImageBundle {
                    image: UiImage::new(texture.clone()).with_rect(Rect::new(0., 0., 8., 8.)),
                    style: style.clone(),
                    ..default()
                },
                TextureAtlas {
                    layout: texture_atlas_layout.clone(),
                    index: 1,
                },
            ));

            // with texture atlas
            parent.spawn((
                ImageBundle {
                    image: UiImage::new(texture.clone()),
                    style: style.clone(),
                    ..default()
                },
                TextureAtlas {
                    layout: texture_atlas_layout.clone(),
                    index: 2,
                },
            ));

            // with texture slicer
            parent.spawn((
                ImageBundle {
                    image: UiImage::new(texture.clone()),
                    style: style.clone(),
                    ..default()
                },
                ImageScaleMode::Sliced(TextureSlicer {
                    border: BorderRect::square(16.),
                    center_scale_mode: SliceScaleMode::Stretch,
                    sides_scale_mode: SliceScaleMode::Stretch,
                    max_corner_scale: 1.,
                }),
            ));

            // with rect and texture slicer
            parent.spawn((
                ImageBundle {
                    image: UiImage::new(texture.clone()).with_rect(Rect::new(0., 0., 16., 16.)),
                    style: style.clone(),
                    ..default()
                },
                ImageScaleMode::Sliced(TextureSlicer {
                    border: BorderRect::square(2.),
                    center_scale_mode: SliceScaleMode::Stretch,
                    sides_scale_mode: SliceScaleMode::Stretch,
                    max_corner_scale: 1.,
                }),
            ));

            // with rect, texture atlas and texture slicer
            parent.spawn((
                ImageBundle {
                    image: UiImage::new(texture.clone()).with_rect(Rect::new(0., 0., 8., 8.)),
                    style: style.clone(),
                    ..default()
                },
                TextureAtlas {
                    layout: texture_atlas_layout.clone(),
                    index: 1,
                },
                ImageScaleMode::Sliced(TextureSlicer {
                    border: BorderRect::square(1.),
                    center_scale_mode: SliceScaleMode::Stretch,
                    sides_scale_mode: SliceScaleMode::Stretch,
                    max_corner_scale: 1.,
                }),
            ));

            // with texture atlas and texture slicer
            parent.spawn((
                ImageBundle {
                    image: UiImage::new(texture.clone()),
                    style: style.clone(),
                    ..default()
                },
                TextureAtlas {
                    layout: texture_atlas_layout.clone(),
                    index: 2,
                },
                ImageScaleMode::Sliced(TextureSlicer {
                    border: BorderRect::square(2.),
                    center_scale_mode: SliceScaleMode::Stretch,
                    sides_scale_mode: SliceScaleMode::Stretch,
                    max_corner_scale: 1.,
                }),
            ));

            // with tiled
            parent.spawn((
                ImageBundle {
                    image: UiImage::new(texture.clone()),
                    style: style.clone(),
                    ..default()
                },
                ImageScaleMode::Tiled {
                    tile_x: true,
                    tile_y: true,
                    stretch_value: 1.,
                },
            ));

            // with rect and tiled
            parent.spawn((
                ImageBundle {
                    image: UiImage::new(texture.clone()).with_rect(Rect::new(0., 0., 16., 16.)),
                    style: style.clone(),
                    ..default()
                },
                ImageScaleMode::Tiled {
                    tile_x: true,
                    tile_y: true,
                    stretch_value: 1.,
                },
            ));

            // with rect, texture atlas and tiled
            parent.spawn((
                ImageBundle {
                    image: UiImage::new(texture.clone()).with_rect(Rect::new(0., 0., 8., 8.)),
                    style: style.clone(),
                    ..default()
                },
                TextureAtlas {
                    layout: texture_atlas_layout.clone(),
                    index: 1,
                },
                ImageScaleMode::Tiled {
                    tile_x: true,
                    tile_y: true,
                    stretch_value: 1.,
                },
            ));

            // with texture atlas and tiled
            parent.spawn((
                ImageBundle {
                    image: UiImage::new(texture.clone()),
                    style: style.clone(),
                    ..default()
                },
                TextureAtlas {
                    layout: texture_atlas_layout.clone(),
                    index: 2,
                },
                ImageScaleMode::Tiled {
                    tile_x: true,
                    tile_y: true,
                    stretch_value: 1.,
                },
            ));
        });
}
```

</details>
2024-09-09 16:16:33 +00:00
研究社交
9b006fdf75
bevy_pbr: Make choosing of diffuse indirect lighting explicit. (#15093)
# Objective

Make choosing of diffuse indirect lighting explicit, instead of using
numerical conditions like `all(indirect_light == vec3(0.0f))`, as using
that may lead to unwanted light leakage.

## Solution

Use an explicit `found_diffuse_indirect` condition to indicate the found
indirect lighting source.

## Testing

I have tested examples `lightmaps`, `irradiance_volumes` and
`reflection_probes`, there are no visual changes. For further testing,
consider a "cave" scene with lightmaps and irradiance volumes. In the
cave there are some purly dark occluded area, those dark area will
sample the irradiance volume, and that is easy to leak light.
2024-09-09 16:11:16 +00:00
Han Damin
29c632b524
Add common aspect ratio constants and improve documentation (#15091)
Hello,

I'd like to contribute to this project by adding some useful constants
and improving the documentation for the AspectRatio struct. Here's a
summary of the changes I've made:

1. Added new constants for common aspect ratios:
   - SIXTEEN_NINE (16:9)
   - FOUR_THREE (4:3)
   - ULTRAWIDE (21:9)

2. Enhanced the overall documentation:
   - Improved module-level documentation with an overview and use cases
   - Expanded explanation of the AspectRatio struct with examples
- Added detailed descriptions and examples for all methods (both
existing and new)
   - Included explanations for the newly introduced constant values
   - Added clarifications for From trait implementations

These changes aim to make the AspectRatio API more user-friendly and
easier to understand. The new constants provide convenient access to
commonly used aspect ratios, which I believe will be helpful in many
scenarios.

---------

Co-authored-by: Gonçalo Rica Pais da Silva <bluefinger@gmail.com>
Co-authored-by: Lixou <82600264+DasLixou@users.noreply.github.com>
2024-09-09 16:04:41 +00:00
Zachary Harrold
dac4a5bbb4
Depreciate LoadAndSave Asset Processor (#15090)
# Objective

- Fixes #15060

## Solution

- Added `IdentityAssetTransformer<A>` which is an `AssetTransformer`
which infallibly returns the input `Asset` unmodified.
- Replaced `LoadAndSave` and `LoadAndSaveSettings` with type definitions
linking back to `LoadTransformAndSave` and
`LoadTransformAndSaveSettings` respectively.
- Marked `LoadAndSave` and `LoadAndSaveSettings` as depreciated with a
migration guide included, hinting to the user to use the underlying type
instead.

## Testing

- Ran CI locally

---

## Migration Guide

- Replace `LoadAndSave<L, S>` with `LoadTransformAndSave<L,
IdentityAssetTransformer<<L as AssetLoader>::Asset>, S>`
- Replace `LoadAndSaveSettings<L, S>` with
`LoadTransformAndSaveSettings<L, (), S>`
2024-09-09 16:01:14 +00:00
UkoeHB
ce32b5ca06
Add set_state extension method to Commands (#15083)
# Objective

- Improve the ergonomics of managing states.

## Solution

- Add `set_state` extension method to `Commands` so you don't need to
type out `ResMut<NextState<S>>` to update a state. It also reduces
system parameter list size when you already have `Commands`.
- I only updated a couple examples to showcase how it can be used. There
*is* a potential perf cost to introducing `Commands` so this method
shouldn't necessarily be used everywhere.

## Testing

- Tested the updated examples: `game_menu` and `alien_cake_addict`.

---

## Showcase

Add `Commands::set_state` method for easily updating states.

Set directly:
```rust
fn go_to_game(mut game_state: ResMut<NextState<GameState>>) {
    game_state.set(GameState::Play);
}
```

Set with commands (**NEW**):
```rust
fn go_to_game(mut commands: Commands) {
    commands.set_state(GameState::Play);
}
```
2024-09-09 15:58:09 +00:00
Alix Bott
82e416dc48
Split OrthographicProjection::default into 2d & 3d (Adopted) (#15073)
Adopted PR from dmlary, all credit to them!
https://github.com/bevyengine/bevy/pull/9915

Original description:

# Objective

The default value for `near` in `OrthographicProjection` should be
different for 2d & 3d.

For 2d using `near = -1000` allows bevy users to build up scenes using
background `z = 0`, and foreground elements `z > 0` similar to css.
However in 3d `near = -1000` results in objects behind the camera being
rendered. Using `near = 0` works for 3d, but forces 2d users to assign
`z <= 0` for rendered elements, putting the background at some arbitrary
negative value.

There is no common value for `near` that doesn't result in a footgun or
usability issue for either 2d or 3d, so they should have separate
values.

There was discussion about other options in the discord
[0](https://discord.com/channels/691052431525675048/1154114310042292325),
but splitting `default()` into `default_2d()` and `default_3d()` seemed
like the lowest cost approach.

Related/past work https://github.com/bevyengine/bevy/issues/9138,
https://github.com/bevyengine/bevy/pull/9214,
https://github.com/bevyengine/bevy/pull/9310,
https://github.com/bevyengine/bevy/pull/9537 (thanks to @Selene-Amanita
for the list)

## Solution

This commit splits `OrthographicProjection::default` into `default_2d`
and `default_3d`.

## Migration Guide

- In initialization of `OrthographicProjection`, change `..default()` to
`..OrthographicProjection::default_2d()` or
`..OrthographicProjection::default_3d()`

Example:
```diff
--- a/examples/3d/orthographic.rs
+++ b/examples/3d/orthographic.rs
@@ -20,7 +20,7 @@ fn setup(
         projection: OrthographicProjection {
             scale: 3.0,
             scaling_mode: ScalingMode::FixedVertical(2.0),
-            ..default()
+            ..OrthographicProjection::default_3d()
         }
         .into(),
         transform: Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
```

---------

Co-authored-by: David M. Lary <dmlary@gmail.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2024-09-09 15:51:28 +00:00
charlotte
8460cfa6ab
Fix AsBindGroup sampler validation. (#15071)
Kind of confused why this wasn't breaking for me pre-`0.15-dev` since
nothing obvious seems to have changed in `wgpu` upstream, but this fixes
it and ensures that we return the correct sample type re: the actual
device.
2024-09-09 15:48:33 +00:00
CrazyboyQCD
bca228fdaa
Simplify pick_rounded_rect (#15065)
# Objective

Simplify `pick_rounded_rect` with multiple `if` statements to make it
more readable and efficient([Godbolt
link](https://godbolt.org/z/W5vPEvT5c)).

Co-authored-by: WX\shixi <shixi1@cnwxsoft.com>
2024-09-09 15:40:00 +00:00
Ben Frankel
7b217a976c
Remove deprecated SpriteSheetBundle and AtlasImageBundle (#15062)
# Objective

Remove bundles that were deprecated in 0.14.

## Testing

`rg SpriteSheetBundle` and `rg AtlasImageBundle` show no results.
2024-09-09 15:36:09 +00:00
Alice Cecile
3d30b0f9ac
Add basic docs to AssetMode (#15057)
# Objective

We should attempt to document the entirety of bevy_assets. `AssetMode`
is missing docs explaining what it is, how it's used and why it exists.

## Solution

Add docs, focusing on the context in
https://github.com/bevyengine/bevy/issues/10157.
2024-09-09 15:33:29 +00:00
LP
fab0e5d085
Sorts the scene entries by path before serializing. (#15047)
# Objective

Fixes: https://github.com/bevyengine/bevy/issues/14515

## Solution

Sorts the iterator with itertools' sorted_by function. This is required
given that 'self.entries' is an immutable &[Box<dyn PartialReflect]
which also doesn't implement Clone or Copy.

## Testing

The modifications passed the unit testing only after they were edited to
ensure that the items were in alphabetical order.
I haven't checked for performance implications.
2024-09-09 15:31:30 +00:00
charlotte
5eca832cee
Add convenience methods for constructing and setting storage buffer data (#15044)
Adds some methods to assist in building `ShaderStorageBuffer` without
using `bytemuck`. We keep the `&[u8]` constructors since this is still
modeled as a thin wrapper around the buffer descriptor, but should make
it easier to interact with at the cost of an extra allocation in the
`ShaderType` path for the buffer writer.

Follow up from #14663
2024-09-09 15:28:31 +00:00
Christian Hughes
e939d6c33f
Remove remnant EntityHash and related types from bevy_utils (#15039)
# Objective

`EntityHash` and related types were moved from `bevy_utils` to
`bevy_ecs` in #11498, but seemed to have been accidentally reintroduced
a week later in #11707.

## Solution

Remove the old leftover code.

---

## Migration Guide

- Uses of `bevy::utils::{EntityHash, EntityHasher, EntityHashMap,
EntityHashSet}` now have to be imported from `bevy::ecs::entity`.
2024-09-09 15:24:17 +00:00
Chris Russell
a9d2a9ea37
Make QueryFilter an unsafe trait (#14790)
# Objective

It's possible to create UB using an implementation of `QueryFilter` that
performs mutable access, but that does not violate any documented safety
invariants.

This code: 
```rust
#[derive(Component)]
struct Foo(usize);

// This derive is a simple way to get a valid WorldQuery impl.  The QueryData impl isn't used.
#[derive(QueryData)]
#[query_data(mutable)]
struct BadFilter<'w> {
    foo: &'w mut Foo,
}

impl QueryFilter for BadFilter<'_> {
    const IS_ARCHETYPAL: bool = false;

    unsafe fn filter_fetch(
        fetch: &mut Self::Fetch<'_>,
        entity: Entity,
        table_row: TableRow,
    ) -> bool {
        // SAFETY: fetch and filter_fetch have the same safety requirements
        let f: &mut usize = &mut unsafe { Self::fetch(fetch, entity, table_row) }.foo.0;
        println!("Got &mut at     {f:p}");
        true
    }
}

let mut world = World::new();
world.spawn(Foo(0));
world.run_system_once(|query: Query<&Foo, BadFilter>| {
    let f: &usize = &query.iter().next().unwrap().0;
    println!("Got & at        {f:p}");
    query.iter().next().unwrap();
    println!("Still have & at {f:p}");
});
```

prints: 

```
Got &mut at     0x1924b92dfb0
Got & at        0x1924b92dfb0
Got &mut at     0x1924b92dfb0
Still have & at 0x1924b92dfb0
```

Which means it had an `&` and `&mut` alive at the same time.

The only `unsafe` there is around `Self::fetch`, but I believe that call
correctly upholds the safety invariant, and matches what `Added` and
`Changed` do.


## Solution

Make `QueryFilter` an unsafe trait and document the requirement that the
`WorldQuery` implementation be read-only.

## Migration Guide

`QueryFilter` is now an `unsafe trait`. If you were manually
implementing it, you will need to verify that the `WorldQuery`
implementation is read-only and then add the `unsafe` keyword to the
`impl`.
2024-09-09 15:23:12 +00:00
Dragoș Tiselice
4b78ba0162
Replaced implicit emissive weight with default. (#13871)
Since `StandardMaterial::emissive_exposure_weight` does not get packed
into the gbuffer in the deferred case, unpacking uses an implicit
default value for emissive's alpha channel.

This resulted in divergent behavior between the forward and deferred
renderers when using standard materials with default
emissive_exposure_weight, this value defaulting to `0.0` in the forward
case and `1.0` in the other.

This patch changes the implicit value in the deferred case to `0.0` in
order to match the behavior of the forward renderer. However, this still
does not solve the case where `emissive_exposure_weight` is not `0.0`.
2024-09-09 15:14:50 +00:00
Gino Valente
ba3d9b3fb6
bevy_reflect: Refactor serde module (#15107)
# Objective

The `ser` and `de` modules in `bevy_reflect/serde` are very long and
difficult to navigate.

## Solution

Refactor both modules into many smaller modules that each have a single
primary focus (i.e. a `structs` module that only handles struct
serialization/deserialization).

I chose to keep the `ser` and `de` modules separate. We could have
instead broken it up kind (e.g. lists, maps, etc.), but I think this is
a little cleaner. Serialization and deserialization, while related, can
be very different. So keeping them separated makes sense for
organizational purposes.

That being said, if people disagree and think we should structure this a
different way, I am open to changing it.

Note that this PR's changes are mainly structural. There are a few
places I refactored code to reduce duplication and to make things a bit
cleaner, but these are largely cosmetic and shouldn't have any impact on
behavior.

### Other Details

This PR also hides a lot of the internal logic from being exported.
These were originally public, but it's unlikely they really saw any use
outside of these modules. In fact, you don't really gain anything by
using them outside of this module either.

By privatizing these fields and items, we also set ourselves up for more
easily changing internal logic around without involving a breaking
change.

I also chose not to mess around with tests since that would really blow
up the diff haha.

## Testing

You can test locally by running:

```
cargo test --package bevy_reflect --all-features
```

---

## Migration Guide

The fields on `ReflectSerializer` and `TypedReflectSerializer` are now
private. To instantiate, the corresponding constructor must be used:

```rust
// BEFORE
let serializer = ReflectSerializer {
    value: &my_value,
    registry: &type_registry,
};

// AFTER
let serializer = ReflectSerializer::new(&my_value, &type_registry);
```

Additionally, the following types are no longer public:

- `ArraySerializer`
- `EnumSerializer`
- `ListSerializer`
- `MapSerializer`
- `ReflectValueSerializer` (fully removed)
- `StructSerializer`
- `TupleSerializer`
- `TupleStructSerializer`

As well as the following traits:

- `DeserializeValue` (fully removed)
2024-09-09 14:03:42 +00:00
JMS55
a0faf9cd01
More triangles/vertices per meshlet (#15023)
### Builder changes
- Increased meshlet max vertices/triangles from 64v/64t to 255v/128t
(meshoptimizer won't allow 256v sadly). This gives us a much greater
percentage of meshlets with max triangle count (128). Still not perfect,
we still end up with some tiny <=10 triangle meshlets that never really
get simplified, but it's progress.
- Removed the error target limit. Now we allow meshoptimizer to simplify
as much as possible. No reason to cap this out, as the cluster culling
code will choose a good LOD level anyways. Again leads to higher quality
LOD trees.
- After some discussion and consulting the Nanite slides again, changed
meshlet group error from _adding_ the max child's error to the group
error, to doing `group_error = max(group_error, max_child_error)`. Error
is already cumulative between LODs as the edges we're collapsing during
simplification get longer each time.
- Bumped the 65% simplification threshold to allow up to 95% of the
original geometry (e.g. accept simplification as valid even if we only
simplified 5% of the triangles). This gives us closer to
log2(initial_meshlet_count) LOD levels, and fewer meshlet roots in the
DAG.

Still more work to be done in the future here. Maybe trying METIS for
meshlet building instead of meshoptimizer.

Using ~8 clusters per group instead of ~4 might also make a big
difference. The Nanite slides say that they have 8-32 meshlets per
group, suggesting some kind of heuristic. Unfortunately meshopt's
compute_cluster_bounds won't work with large groups atm
(https://github.com/zeux/meshoptimizer/discussions/750#discussioncomment-10562641)
so hard to test.

Based on discussion from
https://github.com/bevyengine/bevy/discussions/14998,
https://github.com/zeux/meshoptimizer/discussions/750, and discord.

### Runtime changes
- cluster:triangle packed IDs are now stored 25:7 instead of 26:6 bits,
as max triangles per cluster are now 128 instead of 64
- Hardware raster now spawns 128 * 3 vertices instead of 64 * 3 vertices
to account for the new max triangles limit
- Hardware raster now outputs NaN triangles (0 / 0) instead of
zero-positioned triangles for extra vertex invocations over the cluster
triangle count. Shouldn't really be a difference idt, but I did it
anyways.
- Software raster now does 128 threads per workgroup instead of 64
threads. Each thread now loads, projects, and caches a vertex (vertices
0-127), and then if needed does so again (vertices 128-254). Each thread
then rasterizes one of 128 triangles.
- Fixed a bug with `needs_dispatch_remap`. I had the condition backwards
in my last PR, I probably committed it by accident after testing the
non-default code path on my GPU.
2024-09-08 17:55:57 +00:00
Rob Parrett
0a79a0ac8c
Fix error link (#15082)
# Objective

A previous issue describes the same problem: #14248.

This particular link was seemingly missed by #14276.

## Solution

- Search repo for `bevyengine.org/learn/errors/#`
- Remove `#`
- Verify link goes to right place
2024-09-08 17:11:17 +00:00
BD103
6ec6a55645
Unify crate-level preludes (#15080)
# Objective

- Crate-level prelude modules, such as `bevy_ecs::prelude`, are plagued
with inconsistency! Let's fix it!

## Solution

Format all preludes based on the following rules:

1. All preludes should have brief documentation in the format of:
   > The _name_ prelude.
   >
> This includes the most common types in this crate, re-exported for
your convenience.
2. All documentation should be outer, not inner. (`///` instead of
`//!`.)
3. No prelude modules should be annotated with `#[doc(hidden)]`. (Items
within them may, though I'm not sure why this was done.)

## Testing

- I manually searched for the term `mod prelude` and updated all
occurrences by hand. 🫠

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-09-08 17:10:57 +00:00
Eero Lehtinen
b738f081f8
Register reflect type CursorIcon (#15078)
# Objective

- `CursorIcon` had derived `Reflect`, but it wasn't registered

## Solution

- Use `register_type` on it
- I also moved the cursor code to it's own plugin because there was
starting to be too much cursor code outside the cursor file.

## Testing

- window_settings example still works with the custom cursor
2024-09-08 17:10:45 +00:00
BigWingBeat
54aa45e62f
Fix bevy_ui compile error when bevy_picking feature is disabled (#15053)
# Objective

#14957 added the `pick_rounded_rect` function to `bevy_ui` in the
`picking_backend` module, which is gated behind the `bevy_picking`
feature. This function is used in that module, as well as in the `focus`
module. The latter usage is not gated behind the `bevy_picking` feature,
causing a compile error when the feature is disabled.

## Solution

Move the `pick_rounded_rect` function out of the `picking_backend`
module, as it does not depend on anything defined in that module. I put
it in `lib.rs` but it could reasonably be moved somewhere else instead.

## Testing

Encountered this compile error in a project and confirmed that this
patch fixes it.
2024-09-05 19:16:57 +00:00
ickshonpe
cb221d8852
Node::is_empty (#15050)
# Objective

Add a `Node::is_empty` method to replace the `uinode.size().x() <= 0. ||
uinode.size.y() <= 0.` checks.
2024-09-05 16:26:45 +00:00
Alice Cecile
5589f0da40
Revert accidentally added asset docs (#15054)
Our branch protection rules were misconfigured, allowing me to push
directly to `origin/main` 😱 This is now resolved:


![image](https://github.com/user-attachments/assets/bb0ac59a-6998-42f7-80d6-8b3a865c6f53)

This PR reverts those accidental changes, which will get their own PR
momentarily...
2024-09-05 14:24:24 +00:00
Alice Cecile
ba1f13fdc7 Add a small note on loading screens 2024-09-05 09:57:55 -04:00
Alice Cecile
480c2bcb56 Add note on AssetServer::load not being wasteful 2024-09-05 09:55:06 -04:00
Alice Cecile
a4b51d71f1 Basic practical overview 2024-09-05 09:51:51 -04:00
Alice Cecile
22aa9abb13 Clarify relationships between saving, loading, reading and writing 2024-09-05 09:42:23 -04:00
Alice Cecile
f016aeaaaa Add advice on handles and reference counting 2024-09-05 09:23:28 -04:00
Alice Cecile
77c5efc56f Basic docs for Asset and VisitAssetDependencies 2024-09-05 09:11:26 -04:00
Alice Cecile
1a9e55fa9b Initial overview 2024-09-05 08:53:45 -04:00
ickshonpe
a0f5ea0d36
UI outlines radius (#15018)
# Objective

Fixes #13479

This also fixes the gaps you can sometimes observe in outlines
(screenshot from main, not this PR):

<img width="636" alt="outline-gaps"
src="https://github.com/user-attachments/assets/c11dae24-20f5-4aea-8ffc-1894ad2a2b79">

The outline around the last item in each section has vertical gaps. 

## Solution

Draw the outlines with corner radius using the existing border rendering
for uinodes. The outline radius is very simple to calculate. We just
take the computed border radius of the node, and if it's greater than
zero, add it to the distance from the edge of the node to the outer edge
of the node's outline.

---

## Showcase

<img width="634" alt="outlines-radius"
src="https://github.com/user-attachments/assets/1ecda26c-65c5-41ef-87e4-5d9171ddc3ae">

---------

Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2024-09-04 22:30:16 +00:00
Miles Silberling-Cook
82128d778a
Picking event ordering (#14862)
# Objective

Correctly order picking events. Resolves
https://github.com/bevyengine/bevy/issues/5984.

## Solution

Event ordering [very long standing
problem](https://github.com/aevyrie/bevy_mod_picking/issues/294) with
mod picking, stemming from two related issues. The first problem was
that `Pointer<T>` events of different types couldn't be ordered, but we
have already gotten around that in the upstream by switching to
observers. Since observers run in the order they are triggered, this
isn't an issue.

The second problem was that the underlying event streams that picking
uses to create it's pointer interaction events *also* lacked ordering,
and the systems that generated the points couldn't interleave events.
This PR fixes that by unifying the event streams and integrating the
various interaction systems.

The concrete changes are as follows:
+ `bevy_winit::WinitEvent` has been moved to `bevy_window::WindowEvent`.
This provides a unified (and more importantly, *ordered*) input stream
for both `bevy_window` and `bevy_input` events.
+ Replaces `InputMove` and `InputPress` with `PointerInput`, a new
unified input event which drives picking and interaction. This event is
built to have drop-in forward compatibility with [winit's upcoming
pointer abstraction](https://github.com/rust-windowing/winit/pull/3876).
I have added code to emulate it using the current winit input
abstractions, but this entire thing will be much more robust when it
lands.
+ Rolls `pointer_events` `send_click_and_drag_events` and
`send_drag_over_events` into a single system, which operates directly on
`PointerEvent` and triggers observers as output.

The PR also improves docs and takes the opportunity to
refactor/streamline the pointer event dispatch logic.

## Status & Testing

This PR is now feature complete and documented. While it is
theoretically possible to add unit tests for the ordering, building the
picking mocking for that will take a little while.

Feedback on the chosen ordering of events is within-scope.

## Migration Guide

For users switching from `bevy_mod_picking` to `bevy_picking`:
+ Instead of adding an `On<T>` component, use `.observe(|trigger:
Trigger<T>|)`. You may now apply multiple handlers to the same entity
using this command.
+ Pointer interaction events now have semi-deterministic ordering which
(more or less) aligns with the order of the raw input stream. Consult
the docs on `bevy_picking::event::pointer_events` for current
information. You may need to adjust your event handling logic
accordingly.
+ `PointerCancel` has been replaced with `Pointer<Cancled>`, which now
has the semantics of an OS touch pointer cancel event.
+ `InputMove` and `InputPress` have been merged into `PointerInput`. The
use remains exactly the same.
+ Picking interaction events are now only accessible through observers,
and no `EventReader`. This functionality may be re-implemented later.

For users of `bevy_winit`:
+ The event `bevy_winit::WinitEvent` has moved to
`bevy_window::WindowEvent`. If this was the only thing you depended on
`bevy_winit` for, you should switch your dependency to `bevy_window`.
+ `bevy_window` now depends on `bevy_input`. The dependencies of
`bevy_input` are a subset of the existing dependencies for `bevy_window`
so this should be non-breaking.
2024-09-04 19:41:06 +00:00
ickshonpe
8ac745ab10
UI texture slice texture flipping reimplementation (#15034)
# Objective

Fixes #15032

## Solution

Reimplement support for the `flip_x` and `flip_y` fields.
This doesn't flip the border geometry, I'm not really sure whether that
is desirable or not.
Also fixes a bug that was causing the side and center slices to tile
incorrectly.

### Testing

```
cargo run --example ui_texture_slice_flip_and_tile
```

## Showcase
<img width="787" alt="nearest"
src="https://github.com/user-attachments/assets/bc044bae-1748-42ba-92b5-0500c87264f6">
With tiling need to use nearest filtering to avoid bleeding between the
slices.

---------

Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-09-04 19:31:41 +00:00
re0312
739007f148
Opportunistically use dense iter for archetypal iteration in Par_iter (#14673)
# Objective

- follow of #14049 ,we could use it on our Parallel Iterator,this pr
also unified the used function in both regular iter and parallel
iterations.


## Performance 


![image](https://github.com/user-attachments/assets/cba700bc-169c-4b58-b504-823bdca8ec05)

no performance regression for regular itertaion

3.5X faster in hybrid parallel iteraion,this number is far greater than
the benefits obtained in regular iteration(~1.81) because mutable
iterations on continuous memory can effectively reduce the cost of
mataining core cache coherence
2024-09-03 23:41:10 +00:00
Alice Cecile
4ac2a63556
Remove all existing system order ambiguities in DefaultPlugins (#15031)
# Objective

As discussed in https://github.com/bevyengine/bevy/issues/7386, system
order ambiguities within `DefaultPlugins` are a source of bugs in the
engine and badly pollute diagnostic output for users.

We should eliminate them!

This PR is an alternative to #15027: with all external ambiguities
silenced, this should be much less prone to merge conflicts and the test
output should be much easier for authors to understand.

Note that system order ambiguities are still permitted in the
`RenderApp`: these need a bit of thought in terms of how to test them,
and will be fairly involved to fix. While these aren't *good*, they'll
generally only cause graphical bugs, not logic ones.

## Solution

All remaining system order ambiguities have been resolved.
Review this PR commit-by-commit to see how each of these problems were
fixed.

## Testing

`cargo run --example ambiguity_detection` passes with no panics or
logging!
2024-09-03 20:24:34 +00:00
Chris Juchem
c620eb7833
Return Results from Camera's world/viewport conversion methods (#14989)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/14593.

## Solution

- Add `ViewportConversionError` and return it from viewport conversion
methods on Camera.

## Testing

- I successfully compiled and ran all changed examples.

## Migration Guide

The following methods on `Camera` now return a `Result` instead of an
`Option` so that they can provide more information about failures:
 - `world_to_viewport`
 - `world_to_viewport_with_depth`
 - `viewport_to_world`
 - `viewport_to_world_2d`

Call `.ok()` on the `Result` to turn it back into an `Option`, or handle
the `Result` directly.

---------

Co-authored-by: Lixou <82600264+DasLixou@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-09-03 19:45:15 +00:00
ickshonpe
4e9a62f094
Ignore clicks on uinodes outside of rounded corners (#14957)
# Objective

Fixes #14941

## Solution
1. Add a `resolved_border_radius` field to `Node` to hold the resolved
border radius values.
2. Remove the border radius calculations from the UI's extraction
functions.
4. Compute the border radius during UI relayouts in `ui_layout_system`
and store them in `Node`.
5. New `pick_rounded_rect` function based on the border radius SDF from
`ui.wgsl`.
6. Use `pick_rounded_rect` in `focus` and `picking_backend` to check if
the pointer is hovering UI nodes with rounded corners.
---

## Showcase

```
cargo run --example button
```


https://github.com/user-attachments/assets/ea951a64-17ef-455e-b5c9-a2e6f6360648

## Testing

Modified button example with buttons with different corner radius:

```
use bevy::{color::palettes::basic::*, 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();
}

const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);

fn button_system(
    mut interaction_query: Query<
        (
            &Interaction,
            &mut BackgroundColor,
            &mut BorderColor,
            &Children,
        ),
        (Changed<Interaction>, With<Button>),
    >,
    mut text_query: Query<&mut Text>,
) {
    for (interaction, mut color, mut border_color, children) in &mut interaction_query {
        let mut text = text_query.get_mut(children[0]).unwrap();
        match *interaction {
            Interaction::Pressed => {
                text.sections[0].value = "Press".to_string();
                *color = PRESSED_BUTTON.into();
                border_color.0 = RED.into();
            }
            Interaction::Hovered => {
                text.sections[0].value = "Hover".to_string();
                *color = HOVERED_BUTTON.into();
                border_color.0 = Color::WHITE;
            }
            Interaction::None => {
                text.sections[0].value = "Button".to_string();
                *color = NORMAL_BUTTON.into();
                border_color.0 = Color::BLACK;
            }
        }
    }
}

fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    // ui camera
    commands.spawn(Camera2dBundle::default());
    commands
        .spawn(NodeBundle {
            style: Style {
                width: Val::Percent(100.0),
                height: Val::Percent(100.0),
                align_items: AlignItems::Center,
                justify_content: JustifyContent::Center,
                row_gap: Val::Px(10.),
                ..default()
            },
            ..default()
        })
        .with_children(|parent| {
            for border_radius in [
                BorderRadius {
                    top_left: Val::ZERO,
                    ..BorderRadius::MAX
                },
                BorderRadius {
                    top_right: Val::ZERO,
                    ..BorderRadius::MAX
                },
                BorderRadius {
                    bottom_right: Val::ZERO,
                    ..BorderRadius::MAX
                },
                BorderRadius {
                    bottom_left: Val::ZERO,
                    ..BorderRadius::MAX
                },
            ] {
                parent
                    .spawn(ButtonBundle {
                        style: Style {
                            width: Val::Px(150.0),
                            height: Val::Px(65.0),
                            border: UiRect::all(Val::Px(5.0)),
                            // horizontally center child text
                            justify_content: JustifyContent::Center,
                            // vertically center child text
                            align_items: AlignItems::Center,
                            ..default()
                        },
                        border_color: BorderColor(Color::BLACK),
                        border_radius,
                        background_color: NORMAL_BUTTON.into(),
                        ..default()
                    })
                    .with_child(TextBundle::from_section(
                        "Button",
                        TextStyle {
                            font: asset_server.load("fonts/FiraSans-Bold.ttf"),
                            font_size: 40.0,
                            color: Color::srgb(0.9, 0.9, 0.9),
                        },
                    ));
            }
        });
}
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Matty <weatherleymatthew@gmail.com>
2024-09-03 12:38:59 +00:00
Martín Maita
32f40f11b5
Bump crate-ci/typos from 1.24.1 to 1.24.3 (#15024)
# Objective

- Adopts #15015

## Solution

- Fixed a typo that broke the build and prevented updating
`crate-ci/typos`.

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2024-09-03 00:57:41 +00:00
Zachary Harrold
250cc63ddf
Updated LogPlugin Documentation with Performance Warning (#14984)
# Objective

- Fixes #14966

## Solution

- Added a _Performance_ section to the documentation for
`LogPlugin::filter` explaining that long filter strings can degrade
performance and to instead rely on `LogPlugin::level` when possible.

## Testing

- CI passed locally.
2024-09-03 00:48:19 +00:00
Robert Walter
8a64b7621d
Color gradient curve (#14976)
# Objective

- Currently we have the `ColorRange` trait to interpolate linearly
between two colors
- It would be cool to have:
  1. linear interpolation between n colors where `n >= 1`
  2. other kinds of interpolation

## Solution

1. Implement `ColorGradient` which takes `n >= 1` colors and linearly
interpolates between consecutive pairs of them
2. Implement `Curve` intergration for this `ColorGradient` which yields
a curve struct. After that we can apply all of the cool curve adaptors
like `.reparametrize()` and `.map()` to the gradient

## Testing

- Added doc tests
- Added tests

## Showcase

```rust
// let gradient = ColorGradient::new(vec![]).unwrap(); // panic! 💥
let gradient = ColorGradient::new([basic::RED, basic::LIME, basic::BLUE]).expect("non-empty");
let curve = gradient.to_curve();
let brighter_curve = curve.map(|c| c.mix(&basic::WHITE, 0.5));
```

--- 

Kind of related to
https://github.com/bevyengine/bevy/pull/14971#discussion_r1736337631

---------

Co-authored-by: Zachary Harrold <zac@harrold.com.au>
Co-authored-by: Matty <weatherleymatthew@gmail.com>
2024-09-02 23:26:30 +00:00
ickshonpe
01a3b0e830
UI texture atlas slice shader (#14990)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/14183

## Solution

Reimplement the UI texture atlas slicer using a shader. 

The problems with #14183 could be fixed more simply by hacking around
with the coordinates and scaling but that way is very fragile and might
get broken again the next time we make changes to the layout
calculations. A shader based solution is more robust, it's impossible
for gaps to appear between the image slices with these changes as we're
only drawing a single quad.

I've not tried any benchmarks yet but it should much more efficient as
well, in the worst cases even hundreds or thousands of times faster.

Maybe could have used the UiMaterialPipeline. I wrote the shader first
and used fat vertices and then realised it wouldn't work that way with a
UiMaterial. If it's rewritten it so it puts all the slice geometry in
uniform buffer, then it might work? Adding the uniform buffer would
probably make the shader more complicated though, so don't know if it's
even worth it. Instancing is another alternative.

## Testing
The examples are working and it seems to match the old API correctly but
I've not used the texture atlas slicing API for anything before, I
reviewed the PR but that was back in January.

Needs a review by someone who knows the rendering pipeline and wgsl
really well because I don't really have any idea what I'm doing.
2024-09-02 23:03:58 +00:00
ickshonpe
96942058f7
Extract borders without border radius (#15020)
# Objective

The `BorderRadius` component shouldn't be required to draw borders for
nodes with sharp corners.

## Solution

Make `BorderRadius` optional in `extract_uinode_borders`'s UI node
query.
2024-09-02 22:47:43 +00:00
BigWingBeat
61f9f8c5f6
Fix with_child not inserting Parent component (#15009)
# Objective

The `Parent` component holds a reference to the parent entity of the
entity it is inserted onto. The `with_child` function erroneously
forgets to insert this component onto the child entity that it spawns,
causing buggy behaviour when the function is used instead of the other
child-spawning functions.

## Solution

Ensure `with_child` inserts the `Parent` component, the same as all the
other child-spawning functions.

## Testing

Checked before/after with a bevy_ui layout where this patch fixed buggy
behaviour I was seeing in parent/child UI nodes.
2024-09-02 22:47:25 +00:00
UkoeHB
3fc02cb925
Reduce allocations in ui_layout_system (#15001)
# Objective

- Shave off some allocations from `ui_layout_system`.

## Solution

- Add a `Local` for allocation buffers.
2024-09-02 22:37:27 +00:00
Zachary Harrold
547b1c7a7a
Reflect SmolStr's De/Serialize implementation (#14982)
# Objective

- Fixes #14969

## Solution

- Added `Deserialize` to the list of reflected traits for `SmolStr`

## Testing

- CI passed locally.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-09-02 22:35:17 +00:00
Patrick Walton
d2624765d0
Implement animation masks, allowing fine control of the targets that animations affect. (#15013)
This commit adds support for *masks* to the animation graph. A mask is a
set of animation targets (bones) that neither a node nor its descendants
are allowed to animate. Animation targets can be assigned one or more
*mask group*s, which are specific to a single graph. If a node masks out
any mask group that an animation target belongs to, animation curves for
that target will be ignored during evaluation.

The canonical use case for masks is to support characters holding
objects. Typically, character animations will contain hand animations in
the case that the character's hand is empty. (For example, running
animations may close a character's fingers into a fist.) However, when
the character is holding an object, the animation must be altered so
that the hand grips the object.

Bevy currently has no convenient way to handle this. The only workaround
that I can see is to have entirely separate animation clips for
characters' hands and bodies and keep them in sync, which is burdensome
and doesn't match artists' expectations from other engines, which all
effectively have support for masks. However, with mask group support,
this task is simple. We assign each hand to a mask group and parent all
character animations to a node. When a character grasps an object in
hand, we position the fingers as appropriate and then enable the mask
group for that hand in that node. This allows the character's animations
to run normally, while the object remains correctly attached to the
hand.

Note that even with this PR, we won't have support for running separate
animations for a character's hand and the rest of the character. This is
because we're missing additive blending: there's no way to combine the
two masked animations together properly. I intend that to be a follow-up
PR.

The major engines all have support for masks, though the workflow varies
from engine to engine:

* Unity has support for masks [essentially as implemented here], though
with layers instead of a tree. However, when using the Mecanim
("Humanoid") feature, precise control over bones is lost in favor of
predefined muscle groups.

* Unreal has a feature named [*layered blend per bone*]. This allows for
separate blend weights for different bones, effectively achieving masks.
I believe that the combination of blend nodes and masks make Bevy's
animation graph as expressible as that of Unreal, once we have support
for additive blending, though you may have to use more nodes than you
would in Unreal. Moreover, separating out the concepts of "blend weight"
and "which bones this node applies to" seems like a cleaner design than
what Unreal has.

* Godot's `AnimationTree` has the notion of [*blend filters*], which are
essentially the same as masks as implemented in this PR.

Additionally, this patch fixes a bug with weight evaluation whereby
weights weren't properly propagated down to grandchildren, because the
weight evaluation for a node only checked its parent's weight, not its
evaluated weight. I considered submitting this as a separate PR, but
given that this PR refactors that code entirely to support masks and
weights under a unified "evaluated node" concept, I simply included the
fix here.

A new example, `animation_masks`, has been added. It demonstrates how to
toggle masks on and off for specific portions of a skin.

This is part of #14395, but I'm going to defer closing that issue until
we have additive blending.

[essentially as implemented here]:
https://docs.unity3d.com/560/Documentation/Manual/class-AvatarMask.html

[*layered blend per bone*]:
https://dev.epicgames.com/documentation/en-us/unreal-engine/using-layered-animations-in-unreal-engine

[*blend filters*]:
https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html

## Migration Guide

* The serialized format of animation graphs has changed with the
addition of animation masks. To upgrade animation graph RON files, add
`mask` and `mask_groups` fields as appropriate. (They can be safely set
to zero.)
2024-09-02 17:10:34 +00:00
UkoeHB
49a06e9c76
Avoid reallocating spans buffer in TextPipeline (#15012)
# Objective

- Don't reallocate the spans vector every time TextPipeline updates a
buffer.

## Solution

- Cache the spans buffer in `TextPipeline`. This is possible through
some [rust
magic](https://users.rust-lang.org/t/how-to-cache-a-vectors-capacity/94478/10).
2024-09-02 17:02:06 +00:00
UkoeHB
3227c3de36
Don't reallocate scale factors in measure_text_system (#14999)
# Objective

- Reuse allocation of `scale_factors` in `measure_text_system`.

## Solution

- Move it to a `Local`.
2024-09-02 17:01:59 +00:00
UkoeHB
2b94a108ae
Reuse TextLayoutInfo in queue_text (#14997)
# Objective

Don't reallocate `TextLayoutInfo` every time it needs to be updated.

## Solution

Reuse existing allocation.
2024-09-02 17:01:56 +00:00
UkoeHB
f02d76a44d
Use cosmic-text shaping buffer (#14991)
# Objective

- Improve performance of `cosmic-text` integration.

## Solution

- Activate the `shape-run-cache` feature to improve amortized cost of
spawning/updating text.
2024-09-02 17:01:46 +00:00
ickshonpe
be100b8760
Resolve UI outlines using the correct target's viewport size (#14947)
# Objective
`resolve_outlines_system` wasn't updated when multi-window support was
added and it always uses the size of the primary window when resolving
viewport coords, regardless of the layout's camera target.

Fixes #14945

## Solution

It's awkward to get the viewport size of the target for an individual
node without walking the tree or adding extra fields to `Node`, so I
removed `resolve_outlines_system` and instead the outline values are
updated in `ui_layout_system`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-09-02 16:56:58 +00:00