# Objective
- `bevy_gltf` does not build with only the
`pbr_multi_layer_material_textures` or `pbr_anisotropy_texture`
features.
- Caught by [`flag-frenzy`](https://github.com/TheBevyFlock/flag-frenzy)
in [this
run](https://github.com/TheBevyFlock/flag-frenzy/actions/runs/10087486444/job/27891723948).
## Solution
- This error was due to the feature not enabling the corresponding
feature in `bevy_pbr`. Adding these flags as a dependency fixes this
error.
## Testing
The following commands fail on `main`, but pass with this PR:
```bash
cargo check -p bevy_gltf --no-default-features -F pbr_multi_layer_material_textures
cargo check -p bevy_gltf --no-default-features -F pbr_anisotropy_texture
```
# Objective
- Made `ViewUniform` fields public so that 3rd-parties can create this
uniform. This is useful for custom pipelines that use custom views (e.g.
views buffered by a particular amount, for example).
# Objective
- Not including bevy's default font shouldn't result in code not
compiling anymore.
- Games may want to load their own default font into the default
`Handle<Font>` and not include bevy's default font, but still use these
convenience impls (https://github.com/bevyengine/bevy/issues/12192
currently makes this a bit inconvenient, but it does work).
## Solution
- Include these impls unconditionally.
- Slightly expand the comment on the `font` field to indicate that a
custom font can be used to override the default font.
- (drive-by: add `#[reflect(Default)]` on `TextSection`, since it was
missing a way to construct it via reflection)
# Objective
- Currently `bevy_ptr::{Ptr, PtrMut}` have `From` implementations from
references.
- These implementations impose an implicit `Sized` bound so `bevy_ptr`
types cannot be created from references to slices and trait objects.
- I ran into this trying to use `Ptr<'static>` as an untyped `&'static
dyn Any`, and [had to work around
it](f32b41512c/src/registry.rs (L214-L219)).
## Solution
- Relax the `Sized` bound on the relevant `From` implementations.
# Objective
- Before this fix, the view query in `prepare_mesh2d_view_bind_groups`
matched all views – leading to 2D view bind groups being prepared for 3D
cameras.
## Solution
- Added `With<Camera2d>` to the views query.
## Testing
- Verified the examples still work.
# Objective
Allow interoperation between `Isometry3d` and the transform types from
bevy_transform. At least in the short term, the primary goal is to allow
the extraction of isometries from transform components by users.
## Solution
- Add explicit `from_isometry`/`to_isometry` methods to `Transform`.
- Add explicit `from_isometry`/`to_isometry` methods to
`GlobalTransform`. The former is hidden (primarily for internal use),
and the latter has the caveats originating in
[`Affine3A::to_scale_rotation_translation`](https://docs.rs/glam/latest/glam/f32/struct.Affine3A.html#method.to_scale_rotation_translation).
- Implement the `TransformPoint` trait for `Isometry3d`.
# Objective
Fix erroneous hue mixing in `Lcha` and `Oklcha`. Purple + Red == Green
is the current behavior.
## Solution
Use `crate::color_ops::lerp_hue` to handle the wrap-around at 360
degrees, the same way that `Hsla`, `Hsva`, and `Hwba` do it.
## Testing
Game jamming, but tested that the workaround below produces
correct-looking colors in my jam game.
# Objective
I just wanted to inspect `HashSet`s in `bevy-inspector-egui` but I
noticed that it didn't work for some reason. A few minutes later I found
myself looking into the bevy reflect impls noticing that `HashSet`s have
been covered only rudimentary up until now.
## Solution
I'm not sure if this is overkill (especially the first bullet), but
here's a list of the changes:
- created a whole new trait and enum variants for `ReflectRef` and the
like called `Set`
- mostly oriented myself at the `Map` trait and made the necessary
changes until RA was happy
- create macro `impl_reflect_for_hashset!` and call it on `std::HashSet`
and `hashbrown::HashSet`
Extra notes:
- no `get_mut` or `get_mut_at` mirroring the `std::HashSet`
- `insert[_boxed]` and `remove` return `bool` mirroring `std::HashSet`,
additionally that bool is reflect as I thought that would be how we
handle things in bevy reflect, but I'm not sure on this
- ser/de are handled via `SeqAccess`
- I'm not sure about the general deduplication property of this impl of
`Set` that is generally expected? I'm also not sure yet if `Map` does
provide this. This mainly refers to the `Dynamic[...]` structs
- I'm not sure if there are other methods missing from the `trait`, I
felt like `contains` or the set-operations (union/diff/...) could've
been helpful, but I wanted to get out the bare minimum for feedback
first
---
## Changelog
### Added
- `Set` trait for `bevy_reflect`
### Changed
- `std::collections::HashSet` and `bevy_utils::hashbrown::HashSet` now
implement a more complete set of reflect functionalities instead of
"just" `reflect_value`
- `TypeInfo` contains a new variant `Set` that contains `SetInfo`
- `ReflectKind` contains a new variant `Set`
- `ReflectRef` contains a new variant `Set`
- `ReflectMut` contains a new variant `Set`
- `ReflectOwned` contains a new variant `Set`
## Migration Guide
- The new `Set` variants on the enums listed in the change section
should probably be considered by people working with this level of the
lib
### Help wanted!
I'm not sure if this change is able to break code. From my understanding
it shouldn't since we just add functionality but I'm not sure yet if
theres anything missing from my impl that would be normally provided by
`impl_reflect_value!`
# Objective
- Fixes#14453
## Solution
- Added BorderRadius to ImageBundle
## Testing
- Did you test these changes? If so, how?
- Tested on a random picture I found in the examples and it added a
border radius.
- Are there any parts that need more testing?
- I don't fink so.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Apply a border radius to a random picture.
# Objective
When using observers you might want to know what the difference is
between `OnAdd` vs `OnReplace` vs `OnInsert` etc. It's not obvious where
to look (`component_hooks.rs`). Added intradoc links for easier
disambiguation.
# Objective
The method `World::increment_change_tick` currently takes `&self` as the
method receiver, which is semantically strange. Even though the interior
mutability is sound, the existence of this method is strange since we
tend to think of `&World` as being a read-only snapshot of a world, not
an aliasable reference to a world with mutability. For those purposes,
we have `UnsafeWorldCell`.
## Solution
Change the method signature to take `&mut self`. Use exclusive access to
remove the need for atomic adds, which makes the method slightly more
efficient. Redirect users to [`UnsafeWorldCell::increment_change_tick`]
if they need to increment the world's change tick from an aliased
context.
In practice I don't think there will be many breakages, if any. In cases
where you need to call `increment_change_tick`, you usually already have
either `&mut World` or `UnsafeWorldCell`.
---
## Migration Guide
The method `World::increment_change_tick` now requires `&mut self`
instead of `&self`. If you need to call this method but do not have
mutable access to the world, consider using
`world.as_unsafe_world_cell_readonly().increment_change_tick()`, which
does the same thing, but is less efficient than the method on `World`
due to requiring atomic synchronization.
```rust
fn my_system(world: &World) {
// Before
world.increment_change_tick();
// After
world.as_unsafe_world_cell_readonly().increment_change_tick();
}
```
# Objective
Sometimes one wants to retrieve a `&dyn Reflect` for an entity's
component, which so far required multiple, non-obvious steps and
`unsafe`-code.
The docs for
[`MutUntyped`](https://docs.rs/bevy/latest/bevy/ecs/change_detection/struct.MutUntyped.html#method.map_unchanged)
contain an example of the unsafe part.
## Solution
This PR adds the two methods:
```rust
// immutable variant
World::get_reflect(&self, entity: Entity, type_id: TypeId) -> Result<&dyn Reflect, GetComponentReflectError>
// mutable variant
World::get_reflect_mut(&mut self, entity: Entity, type_id: TypeId) -> Result<Mut<'_, dyn Reflect>, GetComponentReflectError>
```
which take care of the necessary steps, check required invariants etc.,
and contain the unsafety so the caller doesn't have to deal with it.
## Testing
- Did you test these changes? If so, how?
- Added tests and a doc test, also (successfully) ran `cargo run -p ci`.
- Are there any parts that need more testing?
- Could add tests for each individual error variant, but it's not
required imo.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Run `cargo test --doc --package bevy_ecs --all-features --
world::World::get_reflect --show-output` for the doctest
- Run `cargo test --package bevy_ecs --lib --all-features --
world::tests::reflect_tests --show-output` for the unittests
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
- Don't think it's relevant, but tested on 64bit linux (only).
---
## Showcase
Copy of the doctest example which gives a good overview of what this
enables:
```rust
use bevy_ecs::prelude::*;
use bevy_reflect::Reflect;
use std::any::TypeId;
// define a `Component` and derive `Reflect` for it
#[derive(Component, Reflect)]
struct MyComponent;
// create a `World` for this example
let mut world = World::new();
// Note: This is usually handled by `App::register_type()`, but this example can not use `App`.
world.init_resource::<AppTypeRegistry>();
world.get_resource_mut::<AppTypeRegistry>().unwrap().write().register::<MyComponent>();
// spawn an entity with a `MyComponent`
let entity = world.spawn(MyComponent).id();
// retrieve a reflected reference to the entity's `MyComponent`
let comp_reflected: &dyn Reflect = world.get_reflect(entity, TypeId::of::<MyComponent>()).unwrap();
// make sure we got the expected type
assert!(comp_reflected.is::<MyComponent>());
```
## Migration Guide
No breaking changes, but users can use the new methods if they did it
manually before.
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
Derive `Hash` for `KeyboardInput`.
## Problem
I was [writing code](https://github.com/joshka/bevy_ratatui/pull/13) to
take `crossterm` events and republish them as bevy input events. One
scenario requires I check if the same key press was happening
repeatedly; in a regular terminal we don't get key released events, so I
was simulating them.
I was surprised to find that I couldn't put `KeyboardInput` into a
`HashSet`.
## Work Around
My work around was to add a new type that implemented Hash.
```rust
#[derive(Deref, DerefMut, PartialEq, Eq)]
struct KeyInput(KeyboardInput);
impl Hash for KeyInput {
fn hash<H>(&self, state: &mut H)
where
H: Hasher,
{
self.key_code.hash(state);
self.logical_key.hash(state);
self.state.hash(state);
self.window.hash(state);
}
}
```
## Solution
A better solution since all members of `KeyboardInput` implement `Hash`
is to have it derive `Hash` as well.
## Testing
My newtype solution works for its purpose.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Josh McKinney <joshka@users.noreply.github.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
# Objective
- Some types here were not constructible via reflection, and some were
missing fairly obvious `Default` values.
- Some types used `#[reflect_value]` for some unstated reason, making
them opaque to reflection-based code.
## Solution
- Add and reflect some `Default` impls, and stop using
`#[reflect_value]`.
# Objective
- It's possible to have errors in a draw command, but these errors are
ignored
## Solution
- Return a result with the error
## Changelog
Renamed `RenderCommandResult::Failure` to `RenderCommandResult::Skip`
Added a `reason` string parameter to `RenderCommandResult::Failure`
## Migration Guide
If you were using `RenderCommandResult::Failure` to just ignore an error
and retry later, use `RenderCommandResult::Skip` instead.
This wasn't intentional, but this PR should also help with
https://github.com/bevyengine/bevy/issues/12660 since we can turn a few
unwraps into error messages now.
---------
Co-authored-by: Charlotte McElwain <charlotte.c.mcelwain@gmail.com>
# Objective
Simplify Bevy-provided functions that return a condition-satisfying
closure instead of just being the condition.
## Solution
Become the condition.
## Testing
I did not test. Game jamming. Hopefully CI passes.
---
## Migration Guide
Some run conditions have been simplified.
```rust
// Before:
app.add_systems(Update, (
system_0.run_if(run_once()),
system_1.run_if(resource_changed_or_removed::<T>()),
system_2.run_if(resource_removed::<T>()),
system_3.run_if(on_event::<T>()),
system_4.run_if(any_component_removed::<T>()),
));
// After:
app.add_systems(Update, (
system_0.run_if(run_once),
system_1.run_if(resource_changed_or_removed::<T>),
system_2.run_if(resource_removed::<T>),
system_3.run_if(on_event::<T>),
system_4.run_if(any_component_removed::<T>),
));
```
# Objective
- `bevy_ui` does not build without the `bevy_text` feature due to
improper feature gating.
- Specifically, `MeasureArgs<'a>` had an unused lifetime `'a` without
`bevy_text` enabled. This is because it stores a reference to a
`cosmic_text::FontSystem`.
- This was caught by `flag-frenzy` in [this
run](https://github.com/TheBevyFlock/flag-frenzy/actions/runs/10024258523/job/27706132250).
## Solution
- Add a `PhantomData` to `MeasureArgs<'a>` in order to maintain its
lifetime argument.
- I also named it `font_system`, after the feature-gated argument that
actually needs a lifetime, for usability. Please comment if you have a
better solution!
- Move some unused imports to be behind the `bevy_text` feature gate.
## Testing
```bash
# Fails on main.
cargo check -p bevy_ui --no-default-features
# Succeeds on main.
cargo check -p bevy_ui --no-default-features -F bevy_text
```
---
## Migration Guide
**This is not a breaking change for users migrating from 0.14, since
`MeasureArgs` did not exist then.**
When the `bevy_text` feature is disabled for `bevy_ui`, the type of the
`MeasureArgs::font_system` field is now a `PhantomData` instead of being
removed entirely. This is in order to keep the lifetime parameter, even
though it is unused without text being enabled.
# Objective
Fixes#13910
When a transition is over, the animation is stopped. There was a race
condition; if an animation was started while it also had an active
transition, the transition ending would then incorrectly stop the newly
added animation.
## Solution
When starting an animation, cancel any previous transition for the same
animation.
## Testing
The changes were tested manually, mainly by using the `animated_fox`
example. I also tested with changes from
https://github.com/bevyengine/bevy/pull/13909.
I'd like to have an unit test for this as well, but it seems quite
complex to do, as I'm not sure how I would detect an incorrectly paused
animation.
Reviewers can follow the instructions in #13910 to reproduce.
Tested on macos 14.4 (M3 processor) Should be platform-independent,
though.
Currently `TextureFormat::Astc` can't be programmatically constructed
without importing wgpu in addition to bevy.
# Objective
Allow programmatic construction of `TextureFormat::Astc` with no
additional imports required.
## Solution
Exported the two component enums `AstcBlock` and `AstcChannel` used in
`TextureFormat::Astc` construction.
## Testing
I did not test this, the change seemed pretty safe. :)
# Objective
- Enables use cases where third-party crates would want to use the
default font as well [see linebender's
use](https://github.com/linebender/bevy_vello/pull/66)
## Solution
- Uses `include_bytes` macro and make it `pub`
---------
Co-authored-by: Spencer C. Imbleau <spencer@imbleau.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
# Objective
Fixes a performance issue when you have 1000s of entities in a bevy
hierarchy without transforms.
This was prominently happening in `bevy_ecs_tilemap`.
## Solution
Filter out entities that don't have a global transform.
## Testing
CI
We should test some other way...
## Migration Guide
- To avoid surprising performance pitfalls, `Transform` /
`GlobalTransform` propagation is no longer performed down through
hierarchies where intermediate parent are missing a `GlobalTransform`.
To restore the previous behavior, add `GlobalTransform::default` to
intermediate entities.
The "uberbuffers" PR #14257 caused some examples to fail intermittently
for different reasons:
1. `morph_targets` could fail because vertex displacements for morph
targets are keyed off the vertex index. With buffer packing, the vertex
index can vary based on the position in the buffer, which caused the
morph targets to be potentially incorrect. The solution is to include
the first vertex index with the `MeshUniform` (and `MeshInputUniform` if
GPU preprocessing is in use), so that the shader can calculate the true
vertex index before performing the morph operation. This results in
wasted space in `MeshUniform`, which is unfortunate, but we'll soon be
filling in the padding with the ID of the material when bindless
textures land, so this had to happen sooner or later anyhow.
Including the vertex index in the `MeshInputUniform` caused an ordering
problem. The `MeshInputUniform` was created during the extraction phase,
before the allocations occurred, so the extraction logic didn't know
where the mesh vertex data was going to end up. The solution is to move
the `MeshInputUniform` creation (the `collect_meshes_for_gpu_building`
system) to after the allocations phase. This should be better for
parallelism anyhow, because it allows the extraction phase to finish
quicker. It's also something we'll have to do for bindless in any event.
2. The `lines` and `fog_volumes` examples could fail because their
custom drawing nodes weren't updated to supply the vertex and index
offsets in their `draw_indexed` and `draw` calls. This commit fixes this
oversight.
Fixes#14366.
# Objective
- Optimize the `propagate_recursive` function in the transform system to
reduce CPU usage.
- Addresses performance bottleneck in transform propagation, especially
for scenes with complex hierarchies.
## Solution
- Avoided unnecessary cloning of `global_transform` when creating the
tuple in the `propagate_recursive` function.
- Used `as_ref()` method on `Mut<GlobalTransform>` when passing it to
the recursive call, avoiding an extra dereference.
- These changes significantly reduced the CPU usage of this function
from 4.91% to 1.16% of self function time.
## Testing
- Performance testing was conducted using the Hotspot GUI tool,
comparing CPU usage before and after the changes.
- `cargo run --release --example many_foxes`
- Tested on Fedora Linux.
---
## Showcase
Here are the PERF GUI results showing the improvement in CPU usage:
### Before
![image](https://github.com/user-attachments/assets/b5c52800-710b-4793-bf75-33e3eb1d2083)
### After
![image](https://github.com/user-attachments/assets/654a4feb-924c-41c8-8ff9-3a1027bd28b9)
As we can see, the CPU usage for the `propagate_recursive` function has
been reduced from 4.91% to 1.16%, resulting in a significant performance
improvement.
## Migration Guide
This change does not introduce any breaking changes. Users of the Bevy
engine will automatically benefit from this performance improvement
without needing to modify their code.
# Objective
- The `RenderTarget` type wasn't being registered, and the `target`
field of `Camera` was marked as ignored, so it wasn't inspectable by
editors.
## Solution
- Remove `#[reflect(ignore)]` from the field
- I've also reordered the `Default` impl of `RenderTarget` because it
looked like it belonged to a different type
Switches `Msaa` from being a globally configured resource to a per
camera view component.
Closes#7194
# Objective
Allow individual views to describe their own MSAA settings. For example,
when rendering to different windows or to different parts of the same
view.
## Solution
Make `Msaa` a component that is required on all camera bundles.
## Testing
Ran a variety of examples to ensure that nothing broke.
TODO:
- [ ] Make sure android still works per previous comment in
`extract_windows`.
---
## Migration Guide
`Msaa` is no longer configured as a global resource, and should be
specified on each spawned camera if a non-default setting is desired.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
- Some types are missing reflection attributes, which means we can't use
them in scene serialization etc.
- Effected types
- `BorderRadius`
- `AnimationTransitions`
- `OnAdd`
- `OnInsert`
- `OnRemove`
- My use-case for `OnAdd` etc to derive reflect is 'Serializable
Observer Components'. Add the component, save the scene, then the
observer is re-added on scene load.
```rust
#[derive(Reflect)]
struct MySerializeableObserver<T: Event>(#[reflect(ignore)]PhantomData<T>);
impl<T: Event> Component for MySerializeableObserver<T> {
const STORAGE_TYPE: StorageType = StorageType::Table;
fn register_component_hooks(hooks: &mut ComponentHooks) {
hooks.on_add(|mut world, entity, _| {
world
.commands()
.entity(entity)
.observe(|_trigger: Trigger<T>| {
println!("it triggered etc.");
});
});
}
}
```
## Solution
- Add the missing traits
---
# Problem
Division by zero in `crates/bevy_color/src/hsva.rs` when `blackness` is
`1`:
```rust
impl From<Hwba> for Hsva {
fn from(
Hwba {
hue,
whiteness,
blackness,
alpha,
}: Hwba,
) -> Self {
// Based on https://en.wikipedia.org/wiki/HWB_color_model#Conversion
let value = 1. - blackness;
let saturation = 1. - (whiteness / value);
Hsva::new(hue, saturation, value, alpha)
}
}
```
## Solution
With `Hsva` colors if the `value` component is set to `0.` the output
will be pure black regardless of the values of the `hue` or `saturation`
components.
So if `value` is `0`, we don't need to calculate a `saturation` value
and can just set it to `0`:
```rust
impl From<Hwba> for Hsva {
fn from(
Hwba {
hue,
whiteness,
blackness,
alpha,
}: Hwba,
) -> Self {
// Based on https://en.wikipedia.org/wiki/HWB_color_model#Conversion
let value = 1. - blackness;
let saturation = if value != 0. {
1. - (whiteness / value)
} else {
0.
};
Hsva::new(hue, saturation, value, alpha)
}
}
```
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
We currently cannot iterate from the back of `QueryManyIter`.
## Solution
Implement `DoubleEndedIterator` for `QueryManyIter` and add a
`fetch_next_back` method. These impls are bounded on the underlying
`entity_iter` implementing `DoubleEndedIterator`.
## Changelog
Added `DoubleEndedIterator` implementation for `QueryManyIter`.
Added the `fetch_next_back` method to `QueryManyIter`.
# Objective
- Replacing CAS with Cas in CASPlugin
- Closes#14341
## Solution
- Simple replace
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
- Building bevy_gltf with feature dds fails:
```
> cargo build -p bevy_gltf --features dds
Compiling bevy_core_pipeline v0.15.0-dev (crates/bevy_core_pipeline)
error[E0061]: this function takes 7 arguments but 6 arguments were supplied
--> crates/bevy_core_pipeline/src/tonemapping/mod.rs:442:5
|
442 | Image::from_buffer(
| ^^^^^^^^^^^^^^^^^^
...
445 | bytes,
| ----- an argument of type `std::string::String` is missing
|
note: associated function defined here
--> crates/bevy_render/src/texture/image.rs:709:12
|
709 | pub fn from_buffer(
| ^^^^^^^^^^^
help: provide the argument
|
442 | Image::from_buffer(/* std::string::String */, bytes, image_type, CompressedImageFormats::NONE, false, image_sampler, RenderAssetUsages::RENDER_WORLD)
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
For more information about this error, try `rustc --explain E0061`.
error: could not compile `bevy_core_pipeline` (lib) due to 1 previous error
```
- If you're fixing a specific issue, say "Fixes #X".
## Solution
- enable dds feature in bevy_core_pipeline
## Testing
- `cargo build -p bevy_gltf --features dds`
# Objective
When the user renders multiple cameras to the same output texture, it
can sometimes be confusing what `ClearColorConfig` is necessary for each
camera to avoid overwriting the previous camera's output. This is
particular true in cases where the user uses mixed HDR cameras, which
means that their scene is being rendered to different internal textures.
## Solution
When a view has a configured viewport, set the GPU scissor in the
upscaling node so we don't overwrite areas that were written to by other
cameras.
## Testing
Ran the `split_screen` example.
# Objective
- The current default viewport crashes bevy due to a wgpu validation
error, this PR fixes that
- Fixes https://github.com/bevyengine/bevy/issues/14355
## Solution
- `Viewport::default()` now returns a 1x1 viewport
## Testing
- I modified the `3d_viewport_to_world` example to use
`Viewport::default()`, and it works as expected (only the top-left pixel
is rendered)
# Objective
- Fixes: https://github.com/bevyengine/bevy/issues/14036
## Solution
- Add a world space transformation for the environment sample direction.
## Testing
- I have tested the newly added `transform` field using the newly added
`rotate_environment_map` example.
https://github.com/user-attachments/assets/2de77c65-14bc-48ee-b76a-fb4e9782dbdb
## Migration Guide
- Since we have added a new filed to the `EnvironmentMapLight` struct,
users will need to include `..default()` or some rotation value in their
initialization code.
# Objective
Fixes#14386
## Solution
- Added the `#[deprecate]` attribute to the `is_playing_animation`
function.
## Testing
The project successfully builds.
---
## Migration Guide
The user will just need to replace functions named
`is_playing_animation` with `animation_is_playing`.
Due to a bug in `load_gltf`, the `GltfNode::children` links of each node
actually point to the node itself, rather than to the node's children.
This commit fixes that bug.
Note that this didn't affect the scene hierarchy of the instantiated
glTF, only the hierarchy as present in the `GltfNode` assets. This is
likely why the bug was never noticed until now.
# Objective
- The event propagation benchmark is largely derived from
bevy_eventlistener. However, it doesn't accurately reflect performance
of bevy side, as our event bubble propagation is based on observer.
## Solution
- added several new benchmarks that focuse on observer itself rather
than event bubble
# Objective
When using tracing or
[`bevy_mod_debugdump`](https://github.com/jakobhellermann/bevy_mod_debugdump),
the names of function systems produced by closures are either ambiguous
(like `game::mainapp::{closure}` when tracing) or too long
(`bevy_mod_debugdump` includes full type signature if no name given),
which makes debugging with tracing difficult.
## Solution
Add a function `with_name` to rename a system. The proposed API can be
used in the following way:
```rust
app
.add_systems(Startup, IntoSystem::into_system(|name: SystemName| {
println!("System name: {}", name.name().to_owned());
}).with_name("print_test_system"));
```
## Testing
- There is a test in
`bevy_ecs::system:system_name::test_closure_system_name_regular_param`
Progress towards https://github.com/bevyengine/bevy/issues/7386.
Following discussion
https://discord.com/channels/691052431525675048/1253260494538539048/1253387942311886960
This Pull Request adds an example to detect system order ambiguities,
and also asserts none exist.
A lot of schedules are ignored in ordered to have the test passing, we
should thrive to make them pass, but in other pull requests.
<details><summary>example output <b>summary</b>, without ignored
schedules</summary>
<p>
```txt
$ cargo run --example ambiguity_detection 2>&1 | grep -C 1 "pairs of syst"
2024-06-21T13:17:55.776585Z WARN bevy_ecs::schedule::schedule: Schedule First has ambiguities.
1 pairs of systems with conflicting data access have indeterminate execution order. Consider adding `before`, `after`, or `ambiguous_with` relationships between these:
-- bevy_time::time_system (in set TimeSystem) and bevy_ecs::event::event_update_system (in set EventUpdates)
--
2024-06-21T13:17:55.782265Z WARN bevy_ecs::schedule::schedule: Schedule PreUpdate has ambiguities.
11 pairs of systems with conflicting data access have indeterminate execution order. Consider adding `before`, `after`, or `ambiguous_with` relationships between these:
-- bevy_pbr::prepass::update_mesh_previous_global_transforms and bevy_asset::server::handle_internal_asset_events
--
2024-06-21T13:17:55.809516Z WARN bevy_ecs::schedule::schedule: Schedule PostUpdate has ambiguities.
63 pairs of systems with conflicting data access have indeterminate execution order. Consider adding `before`, `after`, or `ambiguous_with` relationships between these:
-- bevy_ui::accessibility::image_changed and bevy_ecs::schedule::executor::apply_deferred
--
2024-06-21T13:17:55.816287Z WARN bevy_ecs::schedule::schedule: Schedule Last has ambiguities.
3 pairs of systems with conflicting data access have indeterminate execution order. Consider adding `before`, `after`, or `ambiguous_with` relationships between these:
-- bevy_gizmos::update_gizmo_meshes<bevy_gizmos::aabb::AabbGizmoConfigGroup> (in set UpdateGizmoMeshes) and bevy_gizmos::update_gizmo_meshes<bevy_gizmos::light::LightGizmoConfigGroup> (in set UpdateGizmoMeshes)
--
2024-06-21T13:17:55.831074Z WARN bevy_ecs::schedule::schedule: Schedule ExtractSchedule has ambiguities.
296 pairs of systems with conflicting data access have indeterminate execution order. Consider adding `before`, `after`, or `ambiguous_with` relationships between these:
-- bevy_render::extract_component::extract_components<bevy_sprite::SpriteSource> and bevy_render::render_asset::extract_render_asset<bevy_sprite::mesh2d::material::PreparedMaterial2d<bevy_sprite::mesh2d::color_material::ColorMaterial>>
```
</p>
</details>
To try locally:
```sh
CI_TESTING_CONFIG="./.github/example-run/ambiguity_detection.ron" cargo run --example ambiguity_detection --features "bevy_ci_testing,trace,trace_chrome"
```
---------
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
# Objective
- `CameraRenderGraph` is not inspectable via reflection, but should be
(the name of the configured render graph should be visible in editors,
etc.)
## Solution
- Derive and reflect `Debug` for `CameraRenderGraph`
# Objective
Fill a gap in the functionality of our curve constructions by allowing
users to easily build cyclic curves from control data.
## Solution
Here I opted for something lightweight and discoverable. There is a new
`CyclicCubicGenerator` trait with a method `to_curve_cyclic` which uses
splines' control data to create curves that are cyclic. For now, its
signature is exactly like that of `CubicGenerator` — `to_curve_cyclic`
just yields a `CubicCurve`:
```rust
/// Implement this on cubic splines that can generate a cyclic cubic curve from their spline parameters.
///
/// This makes sense only when the control data can be interpreted cyclically.
pub trait CyclicCubicGenerator<P: VectorSpace> {
/// Build a cyclic [`CubicCurve`] by computing the interpolation coefficients for each curve segment.
fn to_curve_cyclic(&self) -> CubicCurve<P>;
}
```
This trait has been implemented for `CubicHermite`,
`CubicCardinalSpline`, `CubicBSpline`, and `LinearSpline`:
<img width="753" alt="Screenshot 2024-07-01 at 8 58 27 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/69ae0802-3b78-4fb9-b73a-6f842cf3b33c">
<img width="628" alt="Screenshot 2024-07-01 at 9 00 14 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/2992175a-a96c-40fc-b1a1-5206c3572cde">
<img width="606" alt="Screenshot 2024-07-01 at 8 59 36 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/9e99eb3a-dbe6-42da-886c-3d3e00410d03">
<img width="603" alt="Screenshot 2024-07-01 at 8 59 01 PM"
src="https://github.com/bevyengine/bevy/assets/2975848/d037bc0c-396a-43af-ab5c-fad9a29417ef">
(Each type pictured respectively with the control points rendered as
green spheres; tangents not pictured in the case of the Hermite spline.)
These curves are all parametrized so that the output of `to_curve` and
the output of `to_curve_cyclic` are similar. For instance, in
`CubicCardinalSpline`, the first output segment is a curve segment
joining the first and second control points in each, although it is
constructed differently. In the other cases, the segments from
`to_curve` are a subset of those in `to_curve_cyclic`, with the new
segments appearing at the end.
## Testing
I rendered cyclic splines from control data and made sure they looked
reasonable. Existing tests are intact for splines where previous code
was modified. (Note that the coefficient computation for cyclic spline
segments is almost verbatim identical to that of their non-cyclic
counterparts.)
The Bezier benchmarks also look fine.
---
## Changelog
- Added `CyclicCubicGenerator` trait to `bevy_math::cubic_splines` for
creating cyclic curves from control data.
- Implemented `CyclicCubicGenerator` for `CubicHermite`,
`CubicCardinalSpline`, `CubicBSpline`, and `LinearSpline`.
- `bevy_math` now depends on `itertools`.
---
## Discussion
### Design decisions
The biggest thing here is just the approach taken in the first place:
namely, the cyclic constructions use new methods on the same old
structs. This choice was made to reduce friction and increase
discoverability but also because creating new ones just seemed
unnecessary: the underlying data would have been the same, so creating
something like "`CyclicCubicBSpline`" whose internally-held control data
is regarded as cyclic in nature doesn't really accomplish much — the end
result for the user is basically the same either way.
Similarly, I don't presently see a pressing need for `to_curve_cyclic`
to output something other than a `CubicCurve`, although changing this in
the future may be useful. See below.
A notable omission here is that `CyclicCubicGenerator` is not
implemented for `CubicBezier`. This is not a gap waiting to be filled —
`CubicBezier` just doesn't have enough data to join its start with its
end without just making up the requisite control points wholesale. In
all the cases where `CyclicCubicGenerator` has been implemented here,
the fashion in which the ends are connected is quite natural and follows
the semantics of the associated spline construction.
### Future direction
There are two main things here:
1. We should investigate whether we should do something similar for
NURBS. I just don't know that much about NURBS at the moment, so I
regarded this as out of scope for the PR.
2. We may eventually want to change the output type of
`CyclicCubicGenerator::to_curve_cyclic` to a type which reifies the
cyclic nature of the curve output. This wasn't done in this PR because
I'm unsure how much value a type-level guarantee of cyclicity actually
has, but if some useful features make sense only in the case of cyclic
curves, this might be worth pursuing.
# Objective
- Fixes#14333
## Solution
- Updated `trigger_observers` signature to operate over a slice instead
of an `Iterator`.
- Updated calls to `trigger_observers` to match the new signature.
---
## Migration Guide
- TBD
This commit uses the [`offset-allocator`] crate to combine vertex and
index arrays from different meshes into single buffers. Since the
primary source of `wgpu` overhead is from validation and synchronization
when switching buffers, this significantly improves Bevy's rendering
performance on many scenes.
This patch is a more flexible version of #13218, which also used slabs.
Unlike #13218, which used slabs of a fixed size, this commit implements
slabs that start small and can grow. In addition to reducing memory
usage, supporting slab growth reduces the number of vertex and index
buffer switches that need to happen during rendering, leading to
improved performance. To prevent pathological fragmentation behavior,
slabs are capped to a maximum size, and mesh arrays that are too large
get their own dedicated slabs.
As an additional improvement over #13218, this commit allows the
application to customize all allocator heuristics. The
`MeshAllocatorSettings` resource contains values that adjust the minimum
and maximum slab sizes, the cutoff point at which meshes get their own
dedicated slabs, and the rate at which slabs grow. Hopefully-sensible
defaults have been chosen for each value.
Unfortunately, WebGL 2 doesn't support the *base vertex* feature, which
is necessary to pack vertex arrays from different meshes into the same
buffer. `wgpu` represents this restriction as the downlevel flag
`BASE_VERTEX`. This patch detects that bit and ensures that all vertex
buffers get dedicated slabs on that platform. Even on WebGL 2, though,
we can combine all *index* arrays into single buffers to reduce buffer
changes, and we do so.
The following measurements are on Bistro:
Overall frame time improves from 8.74 ms to 5.53 ms (1.58x speedup):
![Screenshot 2024-07-09
163521](https://github.com/bevyengine/bevy/assets/157897/5d83c824-c0ee-434c-bbaf-218ff7212c48)
Render system time improves from 6.57 ms to 3.54 ms (1.86x speedup):
![Screenshot 2024-07-09
163559](https://github.com/bevyengine/bevy/assets/157897/d94e2273-c3a0-496a-9f88-20d394129610)
Opaque pass time improves from 4.64 ms to 2.33 ms (1.99x speedup):
![Screenshot 2024-07-09
163536](https://github.com/bevyengine/bevy/assets/157897/e4ef6e48-d60e-44ae-9a71-b9a731c99d9a)
## Migration Guide
### Changed
* Vertex and index buffers for meshes may now be packed alongside other
buffers, for performance.
* `GpuMesh` has been renamed to `RenderMesh`, to reflect the fact that
it no longer directly stores handles to GPU objects.
* Because meshes no longer have their own vertex and index buffers, the
responsibility for the buffers has moved from `GpuMesh` (now called
`RenderMesh`) to the `MeshAllocator` resource. To access the vertex data
for a mesh, use `MeshAllocator::mesh_vertex_slice`. To access the index
data for a mesh, use `MeshAllocator::mesh_index_slice`.
[`offset-allocator`]: https://github.com/pcwalton/offset-allocator
# Objective
Many functions can be converted to `DynamicFunction` using
`IntoFunction`. Unfortunately, we are limited by Rust itself and the
implementations are far from exhaustive. For example, we can't convert
functions with more than 16 arguments. Additionally, we can't handle
returns with lifetimes not tied to the lifetime of the first argument.
In such cases, users will have to create their `DynamicFunction`
manually.
Let's take the following function:
```rust
fn get(index: usize, list: &Vec<String>) -> &String {
&list[index]
}
```
This function cannot be converted to a `DynamicFunction` via
`IntoFunction` due to the lifetime of the return value being tied to the
second argument. Therefore, we need to construct the `DynamicFunction`
manually:
```rust
DynamicFunction::new(
|mut args, info| {
let list = args
.pop()
.unwrap()
.take_ref::<Vec<String>>(&info.args()[1])?;
let index = args.pop().unwrap().take_owned::<usize>(&info.args()[0])?;
Ok(Return::Ref(get(index, list)))
},
FunctionInfo::new()
.with_name("get")
.with_args(vec![
ArgInfo:🆕:<usize>(0).with_name("index"),
ArgInfo:🆕:<&Vec<String>>(1).with_name("list"),
])
.with_return_info(ReturnInfo:🆕:<&String>()),
);
```
While still a small and straightforward snippet, there's a decent amount
going on here. There's a lot of room for improvements when it comes to
ergonomics and readability.
The goal of this PR is to address those issues.
## Solution
Improve the ergonomics and readability of manually created
`DynamicFunction`s.
Some of the major changes:
1. Removed the need for `&ArgInfo` when reifying arguments (i.e. the
`&info.args()[1]` calls)
2. Added additional `pop` methods on `ArgList` to handle both popping
and casting
3. Added `take` methods on `ArgList` for taking the arguments out in
order
4. Removed the need for `&FunctionInfo` in the internal closure (Change
1 made it no longer necessary)
5. Added methods to automatically handle generating `ArgInfo` and
`ReturnInfo`
With all these changes in place, we get something a lot nicer to both
write and look at:
```rust
DynamicFunction::new(
|mut args| {
let index = args.take::<usize>()?;
let list = args.take::<&Vec<String>>()?;
Ok(Return::Ref(get(index, list)))
},
FunctionInfo::new()
.with_name("get")
.with_arg::<usize>("index")
.with_arg::<&Vec<String>>("list")
.with_return::<&String>(),
);
```
Alternatively, to rely on type inference for taking arguments, you could
do:
```rust
DynamicFunction::new(
|mut args| {
let index = args.take_owned()?;
let list = args.take_ref()?;
Ok(Return::Ref(get(index, list)))
},
FunctionInfo::new()
.with_name("get")
.with_arg::<usize>("index")
.with_arg::<&Vec<String>>("list")
.with_return::<&String>(),
);
```
## Testing
You can test locally by running:
```
cargo test --package bevy_reflect
```
---
## Changelog
- Removed `&ArgInfo` argument from `FromArg::from_arg` trait method
- Removed `&ArgInfo` argument from `Arg::take_***` methods
- Added `ArgValue`
- `Arg` is now a struct containing an `ArgValue` and an argument `index`
- `Arg::take_***` methods now require `T` is also `TypePath`
- Added `Arg::new`, `Arg::index`, `Arg::value`, `Arg::take_value`, and
`Arg::take` methods
- Replaced `ArgId` in `ArgError` with just the argument `index`
- Added `ArgError::EmptyArgList`
- Renamed `ArgList::push` to `ArgList::push_arg`
- Added `ArgList::pop_arg`, `ArgList::pop_owned`, `ArgList::pop_ref`,
and `ArgList::pop_mut`
- Added `ArgList::take_arg`, `ArgList::take_owned`, `ArgList::take_ref`,
`ArgList::take_mut`, and `ArgList::take`
- `ArgList::pop` is now generic
- Renamed `FunctionError::InvalidArgCount` to
`FunctionError::ArgCountMismatch`
- The closure given to `DynamicFunction::new` no longer has a
`&FunctionInfo` argument
- Added `FunctionInfo::with_arg`
- Added `FunctionInfo::with_return`
## Internal Migration Guide
> [!important]
> Function reflection was introduced as part of the 0.15 dev cycle. This
migration guide was written for developers relying on `main` during this
cycle, and is not a breaking change coming from 0.14.
* The `FromArg::from_arg` trait method and the `Arg::take_***` methods
no longer take a `&ArgInfo` argument.
* What used to be `Arg` is now `ArgValue`. `Arg` is now a struct which
contains an `ArgValue`.
* `Arg::take_***` methods now require `T` is also `TypePath`
* Instances of `id: ArgId` in `ArgError` have been replaced with `index:
usize`
* `ArgList::push` is now `ArgList::push_arg`. It also takes the new
`ArgValue` type.
* `ArgList::pop` has become `ArgList::pop_arg` and now returns
`ArgValue`. `Arg::pop` now takes a generic type and downcasts to that
type. It's recommended to use `ArgList::take` and friends instead since
they allow removing the arguments from the list in the order they were
pushed (rather than reverse order).
* `FunctionError::InvalidArgCount` is now
`FunctionError::ArgCountMismatch`
* The closure given to `DynamicFunction::new` no longer has a
`&FunctionInfo` argument. This argument can be removed.
Reference to #14299.
# Objective
- Ensuring consistent practice of instantiating 3D primitive shapes in
Bevy.
## Solution
- Add `new` method, containing `radius` and `height` arguments, to Cone
3D primitive shape.
## Testing
- Instantiated cone using same values (radius is `2.` and height is
`5.`), using the current method and the added `new` method.
- Basic setup of Bevy Default Plugins and `3DCameraBundle`.
---
## Showcase
<details>
<summary>Click to view showcase</summary>
```rust
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let new_cone = meshes.add(Cone::new(2., 5.));
commands.spawn(PbrBundle {
mesh: new_cone,
..default()
});
let old_cone = meshes.add(Cone {
radius: 2.,
height: 5.,
});
commands.spawn(PbrBundle {
mesh: old_cone,
material: materials.add(Color::WHITE),
transform: Transform::from_xyz(10., 0., 0.),
..default()
});
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(20., 20., 20.).looking_at(Vec3::ZERO, Dir3::Y),
..default()
});
}
```
</details>
![image](https://github.com/user-attachments/assets/267f8124-8734-4c20-8840-fcf35375a778)
- Pink Cone is created using the `new` method.
- Black Cone is created using the existing method.
## Migration Guide
- Addition of `new` method to the 3D primitive Cone struct.
# Objective
- Continue to pare down the uses on NonSend resources in the engine. In
this case, EventLoopProxy used to be `!Sync`, but is now `Sync` in the
latest version of winit.
## Solution
- New type `EventLoopProxy` as `EventLoopProxyWrapper` to make it into a
normal resource.
- Update the `custom_user_event` example as it no longer needs to
indirectly access the `EventLoopProxy` through a static variable
anymore.
## Testing
- Ran the example. The resource exists just for users to use, so there
aren't any in engine uses for it currently.
---
## Changelog
- make EventLoopProxy into a regular resource.
## Migration Guide
`EventLoopProxy` has been renamed to `EventLoopProxyWrapper` and is now
`Send`, making it an ordinary resource.
Before:
```rust
event_loop_system(event_loop: NonSend<EventLoopProxy<MyEvent>>) {
event_loop.send_event(MyEvent);
}
```
After:
```rust
event_loop_system(event_loop: Res<EventLoopProxy<MyEvent>>) {
event_loop.send_event(MyEvent);
}
```
# Objective
As mentioned in
[this](https://github.com/bevyengine/bevy/pull/13152#issuecomment-2198387297)
comment, creating a function registry (see #14098) is a bit difficult
due to the requirements of `DynamicFunction`. Internally, a
`DynamicFunction` contains a `Box<dyn FnMut>` (the function that reifies
reflected arguments and calls the actual function), which requires `&mut
self` in order to be called.
This means that users would require a mutable reference to the function
registry for it to be useful— which isn't great. And they can't clone
the `DynamicFunction` either because cloning an `FnMut` isn't really
feasible (wrapping it in an `Arc` would allow it to be cloned but we
wouldn't be able to call the clone since we need a mutable reference to
the `FnMut`, which we can't get with multiple `Arc`s still alive,
requiring us to also slap in a `Mutex`, which adds additional overhead).
And we don't want to just replace the `dyn FnMut` with `dyn Fn` as that
would prevent reflecting closures that mutate their environment.
Instead, we need to introduce a new type to split the requirements of
`DynamicFunction`.
## Solution
Introduce new types for representing closures.
Specifically, this PR introduces `DynamicClosure` and
`DynamicClosureMut`. Similar to how `IntoFunction` exists for
`DynamicFunction`, two new traits were introduced: `IntoClosure` and
`IntoClosureMut`.
Now `DynamicFunction` stores a `dyn Fn` with a `'static` lifetime.
`DynamicClosure` also uses a `dyn Fn` but has a lifetime, `'env`, tied
to its environment. `DynamicClosureMut` is most like the old
`DynamicFunction`, keeping the `dyn FnMut` and also typing its lifetime,
`'env`, to the environment
Here are some comparison tables:
| | `DynamicFunction` | `DynamicClosure` | `DynamicClosureMut` |
| - | ----------------- | ---------------- | ------------------- |
| Callable with `&self` | ✅ | ✅ | ❌ |
| Callable with `&mut self` | ✅ | ✅ | ✅ |
| Allows for non-`'static` lifetimes | ❌ | ✅ | ✅ |
| | `IntoFunction` | `IntoClosure` | `IntoClosureMut` |
| - | -------------- | ------------- | ---------------- |
| Convert `fn` functions | ✅ | ✅ | ✅ |
| Convert `fn` methods | ✅ | ✅ | ✅ |
| Convert anonymous functions | ✅ | ✅ | ✅ |
| Convert closures that capture immutable references | ❌ | ✅ | ✅ |
| Convert closures that capture mutable references | ❌ | ❌ | ✅ |
| Convert closures that capture owned values | ❌[^1] | ✅ | ✅ |
[^1]: Due to limitations in Rust, `IntoFunction` can't be implemented
for just functions (unless we forced users to manually coerce them to
function pointers first). So closures that meet the trait requirements
_can technically_ be converted into a `DynamicFunction` as well. To both
future-proof and reduce confusion, though, we'll just pretend like this
isn't a thing.
```rust
let mut list: Vec<i32> = vec![1, 2, 3];
// `replace` is a closure that captures a mutable reference to `list`
let mut replace = |index: usize, value: i32| -> i32 {
let old_value = list[index];
list[index] = value;
old_value
};
// Convert the closure into a dynamic closure using `IntoClosureMut::into_closure_mut`
let mut func: DynamicClosureMut = replace.into_closure_mut();
// Dynamically call the closure:
let args = ArgList::default().push_owned(1_usize).push_owned(-2_i32);
let value = func.call_once(args).unwrap().unwrap_owned();
// Check the result:
assert_eq!(value.take::<i32>().unwrap(), 2);
assert_eq!(list, vec![1, -2, 3]);
```
### `ReflectFn`/`ReflectFnMut`
To make extending the function reflection system easier (the blanket
impls for `IntoFunction`, `IntoClosure`, and `IntoClosureMut` are all
incredibly short), this PR generalizes callables with two new traits:
`ReflectFn` and `ReflectFnMut`.
These traits mimic `Fn` and `FnMut` but allow for being called via
reflection. In fact, their blanket implementations are identical save
for `ReflectFn` being implemented over `Fn` types and `ReflectFnMut`
being implemented over `FnMut` types.
And just as `Fn` is a subtrait of `FnMut`, `ReflectFn` is a subtrait of
`ReflectFnMut`. So anywhere that expects a `ReflectFnMut` can also be
given a `ReflectFn`.
To reiterate, these traits aren't 100% necessary. They were added in
purely for extensibility. If we decide to split things up differently or
add new traits/types in the future, then those changes should be much
simpler to implement.
### `TypedFunction`
Because of the split into `ReflectFn` and `ReflectFnMut`, we needed a
new way to access the function type information. This PR moves that
concept over into `TypedFunction`.
Much like `Typed`, this provides a way to access a function's
`FunctionInfo`.
By splitting this trait out, it helps to ensure the other traits are
focused on a single responsibility.
### Internal Macros
The original function PR (#13152) implemented `IntoFunction` using a
macro which was passed into an `all_tuples!` macro invocation. Because
we needed the same functionality for these new traits, this PR has
copy+pasted that code for `ReflectFn`, `ReflectFnMut`, and
`TypedFunction`— albeit with some differences between them.
Originally, I was going to try and macro-ify the impls and where clauses
such that we wouldn't have to straight up duplicate a lot of this logic.
However, aside from being more complex in general, autocomplete just
does not play nice with such heavily nested macros (tried in both
RustRover and VSCode). And both of those problems told me that it just
wasn't worth it: we need to ensure the crate is easily maintainable,
even at the cost of duplicating code.
So instead, I made sure to simplify the macro code by removing all
fully-qualified syntax and cutting the where clauses down to the bare
essentials, which helps to clean up a lot of the visual noise. I also
tried my best to document the macro logic in certain areas (I may even
add a bit more) to help with maintainability for future devs.
### Documentation
Documentation for this module was a bit difficult for me. So many of
these traits and types are very interconnected. And each trait/type has
subtle differences that make documenting it in a single place, like at
the module level, difficult to do cleanly. Describing the valid
signatures is also challenging to do well.
Hopefully what I have here is okay. I think I did an okay job, but let
me know if there any thoughts on ways to improve it. We can also move
such a task to a followup PR for more focused discussion.
## Testing
You can test locally by running:
```
cargo test --package bevy_reflect
```
---
## Changelog
- Added `DynamicClosure` struct
- Added `DynamicClosureMut` struct
- Added `IntoClosure` trait
- Added `IntoClosureMut` trait
- Added `ReflectFn` trait
- Added `ReflectFnMut` trait
- Added `TypedFunction` trait
- `IntoFunction` now only works for standard Rust functions
- `IntoFunction` no longer takes a lifetime parameter
- `DynamicFunction::call` now only requires `&self`
- Removed `DynamicFunction::call_once`
- Changed the `IntoReturn::into_return` signature to include a where
clause
## Internal Migration Guide
> [!important]
> Function reflection was introduced as part of the 0.15 dev cycle. This
migration guide was written for developers relying on `main` during this
cycle, and is not a breaking change coming from 0.14.
### `IntoClosure`
`IntoFunction` now only works for standard Rust functions. Calling
`IntoFunction::into_function` on a closure that captures references to
its environment (either mutable or immutable), will no longer compile.
Instead, you will need to use either `IntoClosure::into_closure` to
create a `DynamicClosure` or `IntoClosureMut::into_closure_mut` to
create a `DynamicClosureMut`, depending on your needs:
```rust
let punct = String::from("!");
let print = |value: String| {
println!("{value}{punct}");
};
// BEFORE
let func: DynamicFunction = print.into_function();
// AFTER
let func: DynamicClosure = print.into_closure();
```
### `IntoFunction` lifetime
Additionally, `IntoFunction` no longer takes a lifetime parameter as it
always expects a `'static` lifetime. Usages will need to remove any
lifetime parameters:
```rust
// BEFORE
fn execute<'env, F: IntoFunction<'env, Marker>, Marker>(f: F) {/* ... */}
// AFTER
fn execute<F: IntoFunction<Marker>, Marker>(f: F) {/* ... */}
```
### `IntoReturn`
`IntoReturn::into_return` now has a where clause. Any manual
implementors will need to add this where clause to their implementation.
Currently, volumetric fog is global and affects the entire scene
uniformly. This is inadequate for many use cases, such as local smoke
effects. To address this problem, this commit introduces *fog volumes*,
which are axis-aligned bounding boxes (AABBs) that specify fog
parameters inside their boundaries. Such volumes can also specify a
*density texture*, a 3D texture of voxels that specifies the density of
the fog at each point.
To create a fog volume, add a `FogVolume` component to an entity (which
is included in the new `FogVolumeBundle` convenience bundle). Like light
probes, a fog volume is conceptually a 1×1×1 cube centered on the
origin; a transform can be used to position and resize this region. Many
of the fields on the existing `VolumetricFogSettings` have migrated to
the new `FogVolume` component. `VolumetricFogSettings` on a camera is
still needed to enable volumetric fog. However, by itself
`VolumetricFogSettings` is no longer sufficient to enable volumetric
fog; a `FogVolume` must be present. Applications that wish to retain the
old global fog behavior can simply surround the scene with a large fog
volume.
By way of implementation, this commit converts the volumetric fog shader
from a full-screen shader to one applied to a mesh. The strategy is
different depending on whether the camera is inside or outside the fog
volume. If the camera is inside the fog volume, the mesh is simply a
plane scaled to the viewport, effectively falling back to a full-screen
pass. If the camera is outside the fog volume, the mesh is a cube
transformed to coincide with the boundaries of the fog volume's AABB.
Importantly, in the latter case, only the front faces of the cuboid are
rendered. Instead of treating the boundaries of the fog as a sphere
centered on the camera position, as we did prior to this patch, we
raytrace the far planes of the AABB to determine the portion of each ray
contained within the fog volume. We then raymarch in shadow map space as
usual. If a density texture is present, we modulate the fixed density
value with the trilinearly-interpolated value from that texture.
Furthermore, this patch introduces optional jitter to fog volumes,
intended for use with TAA. This modifies the position of the ray from
frame to frame using interleaved gradient noise, in order to reduce
aliasing artifacts. Many implementations of volumetric fog in games use
this technique. Note that this patch makes no attempt to write a motion
vector; this is because when a view ray intersects multiple voxels
there's no single direction of motion. Consequently, fog volumes can
have ghosting artifacts, but because fog is "ghostly" by its nature,
these artifacts are less objectionable than they would be for opaque
objects.
A new example, `fog_volumes`, has been added. It demonstrates a single
fog volume containing a voxelized representation of the Stanford bunny.
The existing `volumetric_fog` example has been updated to use the new
local volumetrics API.
## Changelog
### Added
* Local `FogVolume`s are now supported, to localize fog to specific
regions. They can optionally have 3D density voxel textures for precise
control over the distribution of the fog.
### Changed
* `VolumetricFogSettings` on a camera no longer enables volumetric fog;
instead, it simply enables the processing of `FogVolume`s within the
scene.
## Migration Guide
* A `FogVolume` is now necessary in order to enable volumetric fog, in
addition to `VolumetricFogSettings` on the camera. Existing uses of
volumetric fog can be migrated by placing a large `FogVolume`
surrounding the scene.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
Right not bevy's task pool abstraction is kind of useless on wasm, since
it returns a `FakeTask` which can't be interacted with. This is only
good for fire-and-forget it tasks, and isn't even that useful since it's
just a thin wrapper around `wasm-bindgen-futures::spawn_local`
## Solution
Add a simple `Task<T>` handler type to wasm targets that allow waiting
for a task's output or periodically checking for its completion. This PR
aims to give the wasm version of these tasks feature parity with the
native, multi-threaded version of the task
## Testing
- Did you test these changes? *Not yet*
---------
Co-authored-by: Periwink <charlesbour@gmail.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
# Objective
- Actually use the value assigned to `d_xz`, like in [the original SMAA
implementation](https://github.com/iryoku/smaa/blob/master/SMAA.hlsl#L960).
This not already being the case was likely a mistake when converting
from HLSL to WGSL
## Solution
- Use `d_xz.x` and `d_xz.y` instead of `d.x` and `d.z`
## Testing
- Quickly tested on Windows 11, `x86_64-pc-windows-gnu` `1.79.0` with
the latest NVIDIA drivers. App runs with SMAA enabled and everything
seems to work as intended
- I didn't observe any major visual difference between this and the
previous version, though this should be more correct as it matches the
original SMAA implementation
# Objective
- Allow queuing insertion of dynamic components to an existing entity
## Solution
- Add `insert_by_id<T: Send + 'static>(commands: &mut EntityCommands,
component_id: ComponentId, value: T)` and the `try_insert_by_id`
counterpart
## Testing
TODO
- Did you test these changes? If so, how?
- 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?
## Alternatives
This PR is not feature-complete for dynamic components. In particular,
it
- only supports one component
- only supports adding components with a known, sized type
These were not implemented because doing so would require enhancing
`CommandQueue` to support pushing unsized commands (or equivalently,
pushing commands with a buffer of data). Even so, the cost would not be
transparent compared to the implementation in this PR, which simply
captures the `ComponentId` and `value: T` into the command closure and
can be easily memcpy'ed to the stack during execution. For example, to
efficiently pass `&[ComponentId]` from the caller to the world, we would
need to:
1. Update `CommandQueue.bytes` from `Vec<MaybeUninit<u8>>` to
`Vec<MaybeUninit<usize>>` so that it has the same alignment as
`ComponentId` (which probably needs to be made `#[repr(transparent)]`
too)
2. After pushing the Command metadata, push padding bytes until the vec
len is a multiple of `size_of::<usize>()`
3. Store `components.len()` in the data
4. memcpy the user-provided `&[ComponentId]` to `CommandQueue.bytes`
5. During execution, round up the data pointer behind the `Command` to
skip padding, then cast the pointer and consume it as a `&[ComponentId]`
The effort here seems unnecessarily high, unless someone else has such a
requirement. At least for the use case I am working with, I only need a
single known type, and if we need multiple components, we could always
enhance this function to accept a `[ComponentId; N]`.
I recommend enhancing the `Bundle` API in the long term to achieve this
goal more elegantly.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Felix Rath <felixm.rath@gmail.com>
# Objective
- Extracted from #14298.
- `bevy_window` has an empty `default` feature that does not enable
anything, which is equivalent to not having any default features.
## Solution
- Remove it :)
- This is technically a breaking change, but specifying `features =
["default"]` manually in `Cargo.toml` is highly discouraged, so the
impact is low.
---
## Migration Guide
`bevy_window` had an empty default feature flag that did not do
anything, so it was removed. You may have to remove any references to it
if you specified it manually.
```toml
# 0.14
[dependencies]
bevy_window = { version = "0.14", default-features = false, features = ["default"] }
# 0.15
[dependencies]
bevy_window = { version = "0.15", default-features = false }
```
# Objective
The github action summary titles every compile test group as
`compile_fail_utils`.
![image](https://github.com/user-attachments/assets/9d00a113-6772-430c-8da9-bffe6a60a8f8)
## Solution
Manually specify group names for compile fail tests.
## Testing
- Wait for compile fail tests to run.
- Observe the generated summary.
# Objective
`TriggerTargets` can not be borrowed for use in `World::trigger_targets`
## Solution
Drop `'static` bound on `TriggerEvent`, keep it for `Command` impl.
## Testing
n/a
# Objective
`Annulus` is missing `Bounded2d` even though the implementation is
trivial.
## Solution
Implement `Bounded2d` for `Annulus`.
## Testing
There is a basic test to verify that the produced bounding volumes are
correct.
# Objective
Fixes#14308.
#14269 added the `Isometry2d` and `Isometry3d` types, but they don't
have usage examples or much documentation on what the types actually
represent or what they may be useful for.
In addition, their module is public and the types are not re-exported at
the crate root, unlike all the other core math types like Glam's types,
direction types, and `Rot2`.
## Solution
Improve the documentation of `Isometry2d` and `Isometry3d`, explaining
what they represent and can be useful for, along with doc examples on
common high-level usage. I also made the way the types are exported
consistent with other core math types.
This does add some duplication, but I personally think having good docs
for this is valuable, and people are also less likely to look at the
module-level docs than type-level docs.
# Objective
The docs on SpatialBundle's pub const constructors mention that one is
"visible" when it's actually inherited, which afaik means it's
conditional on its parent's visibility.
I feel it's more correct like this.
_Also I'm seeing how making a PR from github.dev works hopefully nothing
weird happens_
# Objective
- [`flag-frenzy`](https://github.com/TheBevyFlock/flag-frenzy) found an
issue where `bevy_window` would fail to build when its `serialize`
feature is enabled.
- See
[here](https://github.com/TheBevyFlock/flag-frenzy/actions/runs/9924187577/job/27415224405)
for the specific log.
## Solution
- Turns out it was failing because the `bevy_ecs/serialize` feature was
not enabled. This error can be fixed by adding the flag as a dependency.
## Testing
```bash
cargo check -p bevy_window -F serialize
# Or if you're very cool...
flag-frenzy --manifest-path path/to/bevy/Cargo.toml --config config -p bevy_window
```
The existing doc comment for GlobalTransform::transform_point is
unclear, or, arguably, incorrect.
https://github.com/bevyengine/bevy/discussions/8501 also mentions this.
Additionally, a user reading the doc for transform_point might be
looking for one of the three other transforms that I mentioned in this
doc comment.
---------
Co-authored-by: Mason Kramer <mason@masonkramer.net>
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
# Objective
```rust
// Currently:
builder.add_after::<FooPlugin, _>(BarPlugin);
// After this PR:
builder.add_after::<FooPlugin>(BarPlugin);
```
This removes some weirdness and better parallels the rest of the
`PluginGroupBuilder` API.
## Solution
Define a helper method `type_id_of_val` to use in `.add_before` and
`.add_after` instead of `TypeId::of::<T>` (which requires the plugin
type to be nameable, preventing `impl Plugin` from being used).
## Testing
Ran `cargo run -p ci lints` successfully.
## Migration Guide
Removed second generic from `PluginGroupBuilder` methods: `add_before`
and `add_after`.
```rust
// Before:
DefaultPlugins
.build()
.add_before::<WindowPlugin, _>(FooPlugin)
.add_after::<WindowPlugin, _>(BarPlugin)
// After:
DefaultPlugins
.build()
.add_before::<WindowPlugin>(FooPlugin)
.add_after::<WindowPlugin>(BarPlugin)
```
---------
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/14036
## Solution
- Add a view space transformation for the skybox
## Testing
- I have tested the newly added `transform` field using the `skybox`
example.
```
diff --git a/examples/3d/skybox.rs b/examples/3d/skybox.rs
index beaf5b268..d16cbe988 100644
--- a/examples/3d/skybox.rs
+++ b/examples/3d/skybox.rs
@@ -81,6 +81,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
Skybox {
image: skybox_handle.clone(),
brightness: 1000.0,
+ rotation: Quat::from_rotation_x(PI * -0.5),
},
));
```
<img width="1280" alt="image"
src="https://github.com/bevyengine/bevy/assets/6300263/1230a608-58ea-492d-a811-90c54c3b43ef">
## Migration Guide
- Since we have added a new filed to the Skybox struct, users will need
to include `..Default::default()` or some rotation value in their
initialization code.
# Objective
- Fixes overflow when calling `RenderLayers::iter_layers` on layers of
the form `k * 64 - 1`
- Causes a panic in debug mode, and an infinite iterator in release mode
## Solution
- Use `u64::checked_shr` instead of `>>=`
## Testing
- Added a test case for this: `render_layer_iter_no_overflow`
# Objective
Implement FromIterator/IntoIterator for dynamic types where missing
Note:
- can't impl `IntoIterator` for `&Array` & co because of orphan rules
- `into_iter().collect()` is a no-op for `Vec`s because of
specialization
---
## Migration Guide
- Change `DynamicArray::from_vec` to `DynamicArray::from_iter`
# Objective
`Commands::spawn_empty` docs say that it queues a command to spawn an
entity, but it doesn't. It immediately reserves an `Entity` to be
spawned at the next flush point, which is possible because
`Entities::reserve_entity()` takes `&self` and no components are added
yet.
## Solution
Fix docs.
# Objective
- All UI systems should be in system sets that are easy to order around
in user code.
## Solution
- Add `UiSystem::Prepare` and `UiSystem::PostLayout` system sets to
capture floater systems.
- Adjust how UI systems are scheduled to align with the new sets.
This is *mostly* a pure refactor without any behavior/scheduling
changes. See migration guide.
## Testing
- Not tested, correctness by inspection.
---
## Migration Guide
`UiSystem` system set adjustments.
- The `UiSystem::Outline` system set is now strictly ordered after
`UiSystem::Layout`, rather than overlapping it.
# Objective
Fixes#14202
## Solution
Add `on_replaced` component hook and `OnReplaced` observer trigger
## Testing
- Did you test these changes? If so, how?
- Updated & added unit tests
---
## Changelog
- Added new `on_replaced` component hook and `OnReplaced` observer
trigger for performing cleanup on component values when they are
overwritten with `.insert()`
# Objective
- Using bincode to deserialize binary into a MeshletMesh is expensive
(~77ms for a 5mb file).
## Solution
- Write a custom deserializer using bytemuck's Pod types and slice
casting.
- Total asset load time has gone from ~102ms to ~12ms.
- Change some types I never meant to be public to private and other misc
cleanup.
## Testing
- Ran the meshlet example and added timing spans to the asset loader.
---
## Changelog
- Improved `MeshletMesh` loading speed
- The `MeshletMesh` disk format has changed, and
`MESHLET_MESH_ASSET_VERSION` has been bumped
- `MeshletMesh` fields are now private
- Renamed `MeshletMeshSaverLoad` to `MeshletMeshSaverLoader`
- The `Meshlet`, `MeshletBoundingSpheres`, and `MeshletBoundingSphere`
types are now private
- Removed `MeshletMeshSaveOrLoadError::SerializationOrDeserialization`
- Added `MeshletMeshSaveOrLoadError::WrongFileType`
## Migration Guide
- Regenerate your `MeshletMesh` assets, as the disk format has changed,
and `MESHLET_MESH_ASSET_VERSION` has been bumped
- `MeshletMesh` fields are now private
- `MeshletMeshSaverLoad` is now named `MeshletMeshSaverLoader`
- The `Meshlet`, `MeshletBoundingSpheres`, and `MeshletBoundingSphere`
types are now private
- `MeshletMeshSaveOrLoadError::SerializationOrDeserialization` has been
removed
- Added `MeshletMeshSaveOrLoadError::WrongFileType`, match on this
variant if you match on `MeshletMeshSaveOrLoadError`
# Objective
Fixes https://github.com/bevyengine/bevy/issues/14157
## Solution
- Update the ObserverSystem traits to accept an `Out` parameter
## Testing
- Added a test where an observer system has a non-empty output which is
piped into another system
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
I would like to know if an event was emitted because of "key repeats" or
not.
Winit already exposes this information, but it isn't sent along by Bevy,
which this PR intends to address.
## Solution
Expose
[`winit::event::KeyEvent::repeat`](https://docs.rs/winit/0.30.3/winit/event/struct.KeyEvent.html#structfield.repeat)
in
[`bevy::input:⌨️:KeyboardInput`](https://docs.rs/bevy/0.14.0/bevy/input/keyboard/struct.KeyboardInput.html).
## Testing
Just hold any regular key down and only the first event should have
`KeyboardInput::repeat` set to `false`. Most OSs have "key repeat"
enabled by default.
---
## Changelog
- Added `KeyboardInput::repeat` signifying if this event was sent in
response to a "key repeat" event or not.
# Objective
Fixes a regression in [previously merged but then reverted
pr](https://github.com/bevyengine/bevy/pull/13714) that aligns
lower-level `Scene` API with that in `DynamicScene`. Please look at the
original pr for more details.
The problem was `spawn_sync_internal` is used in `spawn_queued_scenes`.
Since instance creation was moved up a level we need to make sure we add
a specific instance to `SceneSpawner::spawned_instances` when using
`spawn_sync_internal` (just like we do for `DynamicScene`).
Please look at the last commit when reviewing.
## Testing
`alien_cake_addict` and `deferred_rendering` examples look as expected.
## Changelog
Changed `Scene::write_to_world_with` to take `entity_map` as an argument
and no longer return an `InstanceInfo`
## Migration Guide
`Scene::write_to_world_with` no longer returns an `InstanceInfo`.
Before
```rust
scene.write_to_world_with(world, ®istry)
```
After
```rust
let mut entity_map = EntityHashMap::default();
scene.write_to_world_with(world, &mut entity_map, ®istry)
```
# Objective
Explicitly and exactly know what of the environment variables (if any)
are being used/not-used/found-not-found by the
`bevy_asset::io::file::get_base_path()`.
- Describe the objective or issue this PR addresses:
In a sufficiently complex project, with enough crates and such it _can_
be hard to know what the Asset Server is using as, what in the bevy
parlance is its 'base path', this change seems to be the lowest effort
to discovering that.
## Solution
- Added `debug!` logging to the `FileAssetReader::new()` call.
## Testing
See output by making a project and trying something like
`RUST_LOG=bevy_asset::io::file=debug cargo run`
- Ran Bevy's tests.
- How can other people (reviewers) test your changes?: Intentionally
mess with your `env` variables (BEVY_ASSET_ROOT and CARGO_MANIFEST_DIR,
scatter assets about and attempt to (without this change) locate where
it's going wrong.
- Is there anything specific they need to know?: I encountered this
issue in a rather large workspace with many many crates with multiple
nested asset directories.
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test? Linux.
---
This commit creates a new built-in postprocessing shader that's designed
to hold miscellaneous postprocessing effects, and starts it off with
chromatic aberration. Possible future effects include vignette, film
grain, and lens distortion.
[Chromatic aberration] is a common postprocessing effect that simulates
lenses that fail to focus all colors of light to a single point. It's
often used for impact effects and/or horror games. This patch uses the
technique from *Inside* ([Gjøl & Svendsen 2016]), which allows the
developer to customize the particular color pattern to achieve different
effects. Unity HDRP uses the same technique, while Unreal has a
hard-wired fixed color pattern.
A new example, `post_processing`, has been added, in order to
demonstrate the technique. The existing `post_processing` shader has
been renamed to `custom_post_processing`, for clarity.
[Chromatic aberration]:
https://en.wikipedia.org/wiki/Chromatic_aberration
[Gjøl & Svendsen 2016]:
https://github.com/playdeadgames/publications/blob/master/INSIDE/rendering_inside_gdc2016.pdf
![Screenshot 2024-06-04
180304](https://github.com/bevyengine/bevy/assets/157897/3631c64f-a615-44fe-91ca-7f04df0a54b2)
![Screenshot 2024-06-04
180743](https://github.com/bevyengine/bevy/assets/157897/ee055cbf-4314-49c5-8bfa-8d8a17bd52bb)
## Changelog
### Added
* Chromatic aberration is now available as a built-in postprocessing
effect. To use it, add `ChromaticAberration` to your camera.
# Objective
Add basic bubbling to observers, modeled off `bevy_eventlistener`.
## Solution
- Introduce a new `Traversal` trait for components which point to other
entities.
- Provide a default `TraverseNone: Traversal` component which cannot be
constructed.
- Implement `Traversal` for `Parent`.
- The `Event` trait now has an associated `Traversal` which defaults to
`TraverseNone`.
- Added a field `bubbling: &mut bool` to `Trigger` which can be used to
instruct the runner to bubble the event to the entity specified by the
event's traversal type.
- Added an associated constant `SHOULD_BUBBLE` to `Event` which
configures the default bubbling state.
- Added logic to wire this all up correctly.
Introducing the new associated information directly on `Event` (instead
of a new `BubblingEvent` trait) lets us dispatch both bubbling and
non-bubbling events through the same api.
## Testing
I have added several unit tests to cover the common bugs I identified
during development. Running the unit tests should be enough to validate
correctness. The changes effect unsafe portions of the code, but should
not change any of the safety assertions.
## Changelog
Observers can now bubble up the entity hierarchy! To create a bubbling
event, change your `Derive(Event)` to something like the following:
```rust
#[derive(Component)]
struct MyEvent;
impl Event for MyEvent {
type Traverse = Parent; // This event will propagate up from child to parent.
const AUTO_PROPAGATE: bool = true; // This event will propagate by default.
}
```
You can dispatch a bubbling event using the normal
`world.trigger_targets(MyEvent, entity)`.
Halting an event mid-bubble can be done using
`trigger.propagate(false)`. Events with `AUTO_PROPAGATE = false` will
not propagate by default, but you can enable it using
`trigger.propagate(true)`.
If there are multiple observers attached to a target, they will all be
triggered by bubbling. They all share a bubbling state, which can be
accessed mutably using `trigger.propagation_mut()` (`trigger.propagate`
is just sugar for this).
You can choose to implement `Traversal` for your own types, if you want
to bubble along a different structure than provided by `bevy_hierarchy`.
Implementers must be careful never to produce loops, because this will
cause bevy to hang.
## Migration Guide
+ Manual implementations of `Event` should add associated type `Traverse
= TraverseNone` and associated constant `AUTO_PROPAGATE = false`;
+ `Trigger::new` has new field `propagation: &mut Propagation` which
provides the bubbling state.
+ `ObserverRunner` now takes the same `&mut Propagation` as a final
parameter.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Torstein Grindvik <52322338+torsteingrindvik@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Right now, `TypeInfo` can be accessed directly from a type using either
`Typed::type_info` or `Reflect::get_represented_type_info`.
However, once that `TypeInfo` is accessed, any nested types must be
accessed via the `TypeRegistry`.
```rust
#[derive(Reflect)]
struct Foo {
bar: usize
}
let registry = TypeRegistry::default();
let TypeInfo::Struct(type_info) = Foo::type_info() else {
panic!("expected struct info");
};
let field = type_info.field("bar").unwrap();
let field_info = registry.get_type_info(field.type_id()).unwrap();
assert!(field_info.is::<usize>());;
```
## Solution
Enable nested types within a `TypeInfo` to be retrieved directly.
```rust
#[derive(Reflect)]
struct Foo {
bar: usize
}
let TypeInfo::Struct(type_info) = Foo::type_info() else {
panic!("expected struct info");
};
let field = type_info.field("bar").unwrap();
let field_info = field.type_info().unwrap();
assert!(field_info.is::<usize>());;
```
The particular implementation was chosen for two reasons.
Firstly, we can't just store `TypeInfo` inside another `TypeInfo`
directly. This is because some types are recursive and would result in a
deadlock when trying to create the `TypeInfo` (i.e. it has to create the
`TypeInfo` before it can use it, but it also needs the `TypeInfo` before
it can create it). Therefore, we must instead store the function so it
can be retrieved lazily.
I had considered also using a `OnceLock` or something to lazily cache
the info, but I figured we can look into optimizations later. The API
should remain the same with or without the `OnceLock`.
Secondly, a new wrapper trait had to be introduced: `MaybeTyped`. Like
`RegisterForReflection`, this trait is `#[doc(hidden)]` and only exists
so that we can properly handle dynamic type fields without requiring
them to implement `Typed`. We don't want dynamic types to implement
`Typed` due to the fact that it would make the return type
`Option<&'static TypeInfo>` for all types even though only the dynamic
types ever need to return `None` (see #6971 for details).
Users should never have to interact with this trait as it has a blanket
impl for all `Typed` types. And `Typed` is automatically implemented
when deriving `Reflect` (as it is required).
The one downside is we do need to return `Option<&'static TypeInfo>`
from all these new methods so that we can handle the dynamic cases. If
we didn't have to, we'd be able to get rid of the `Option` entirely. But
I think that's an okay tradeoff for this one part of the API, and keeps
the other APIs intact.
## Testing
This PR contains tests to verify everything works as expected. You can
test locally by running:
```
cargo test --package bevy_reflect
```
---
## Changelog
### Public Changes
- Added `ArrayInfo::item_info` method
- Added `NamedField::type_info` method
- Added `UnnamedField::type_info` method
- Added `ListInfo::item_info` method
- Added `MapInfo::key_info` method
- Added `MapInfo::value_info` method
- All active fields now have a `Typed` bound (remember that this is
automatically satisfied for all types that derive `Reflect`)
### Internal Changes
- Added `MaybeTyped` trait
## Migration Guide
All active fields for reflected types (including lists, maps, tuples,
etc.), must implement `Typed`. For the majority of users this won't have
any visible impact.
However, users implementing `Reflect` manually may need to update their
types to implement `Typed` if they weren't already.
Additionally, custom dynamic types will need to implement the new hidden
`MaybeTyped` trait.
# Objective
There are times when we might know the type of a `TypeInfo` ahead of
time. Or we may have already checked it one way or another.
In such cases, it's a bit cumbersome to have to pattern match every time
we want to access the nested info:
```rust
if let TypeInfo::List(info) = <Vec<i32>>::type_info() {
// ...
} else {
panic!("expected list info");
}
```
Ideally, there would be a way to simply perform the cast down to
`ListInfo` since we already know it will succeed.
Or even if we don't, perhaps we just want a cleaner way of exiting a
function early (i.e. with the `?` operator).
## Solution
Taking a bit from
[`mirror-mirror`](https://docs.rs/mirror-mirror/latest/mirror_mirror/struct.TypeDescriptor.html#implementations),
`TypeInfo` now has methods for attempting a cast into the variant's info
type.
```rust
let info = <Vec<i32>>::type_info().as_list().unwrap();
// ...
```
These new conversion methods return a `Result` where the error type is a
new `TypeInfoError` enum.
A `Result` was chosen as the return type over `Option` because if we do
choose to `unwrap` it, the error message will give us some indication of
what went wrong. In other words, it can truly replace those instances
where we were panicking in the `else` case.
### Open Questions
1. Should the error types instead be a struct? I chose an enum for
future-proofing, but right now it only has one error state.
Alternatively, we could make it a reflect-wide casting error so it could
be used for similar methods on `ReflectRef` and friends.
2. I was going to do it in a separate PR but should I just go ahead and
add similar methods to `ReflectRef`, `ReflectMut`, and `ReflectOwned`? 🤔
3. Should we name these `try_as_***` instead of `as_***` since they
return a `Result`?
## Testing
You can test locally by running:
```
cargo test --package bevy_reflect
```
---
## Changelog
### Added
- `TypeInfoError` enum
- `TypeInfo::kind` method
- `TypeInfo::as_struct` method
- `TypeInfo::as_tuple_struct` method
- `TypeInfo::as_tuple` method
- `TypeInfo::as_list` method
- `TypeInfo::as_array` method
- `TypeInfo::as_map` method
- `TypeInfo::as_enum` method
- `TypeInfo::as_value` method
- `VariantInfoError` enum
- `VariantInfo::variant_type` method
- `VariantInfo::as_unit_variant` method
- `VariantInfo::as_tuple_variant` method
- `VariantInfo::as_struct_variant` method
# Objective
The isometry types added in #14269 support transforming other isometries
and points, as well as computing the inverse of an isometry using
`inverse`.
However, transformations like `iso1.inverse() * iso2` and `iso.inverse()
* point` can be optimized for single-shot cases using custom methods
that avoid an extra rotation operation.
## Solution
Add `inverse_mul` and `inverse_transform_point` for `Isometry2d` and
`Isometry3d`. Note that these methods are only faster when the isometry
can't be reused for multiple transformations.
## Testing
All of the methods have a test, similarly to the existing transformation
operations.
# Objective
Creating isometry types with just a translation is a bit more verbose
than it needs to be for cases where you don't have an existing vector to
pass in.
```rust
let iso = Isometry3d::from_translation(Vec3::new(2.0, 1.0, -1.0));
```
This could be made more ergonomic with a method similar to
`Dir2::from_xy`, `Dir3::from_xyz`, and `Transform::from_xyz`:
```rust
let iso = Isometry3d::from_xyz(2.0, 1.0, -1.0);
```
## Solution
Add `Isometry2d::from_xy` and `Isometry3d::from_xyz`.
# Objective
- After #11804 , The queue_prepass_material_meshes function is now
executed in parallel with other queue_* systems. This optimization
introduced a potential issue where mesh_instance.should_batch() could
return false in queue_prepass_material_meshes due to an unset
material_bind_group_id.
# Objective
- After #13894, I noticed the performance of `many_lights `dropped from
120+ to 60+. I reviewed the PR but couldn't identify any mistakes. After
profiling, I discovered that `Hashmap::Clone `was very slow when its not
empty, causing `extract_light` to increase from 3ms to 8ms.
- Lighting only checks visibility for 3D Meshes. We don't need to
maintain a TypeIdMap for this, as it not only impacts performance
negatively but also reduces ergonomics.
## Solution
- use VisibleMeshEntities for lighint visibility checking.
## Performance
cargo run --release --example many_lights --features bevy/trace_tracy
name="bevy_pbr::light::check_point_light_mesh_visibility"}
![image](https://github.com/bevyengine/bevy/assets/45868716/8bad061a-f936-45a0-9bb9-4fbdaceec08b)
system{name="bevy_pbr::render::light::extract_lights"}
![image](https://github.com/bevyengine/bevy/assets/45868716/ca75b46c-b4ad-45d3-8c8d-66442447b753)
## Migration Guide
> now `SpotLightBundle` , `CascadesVisibleEntities `and
`CubemapVisibleEntities `use VisibleMeshEntities instead of
`VisibleEntities`
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Helps improve https://github.com/bevyengine/bevy/issues/14151
## Solution
- At least return an error message from the `Option::unwrap()` call when
we try to access the `StateTransition` schedule
---------
Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
# Objective
Function reflection requires a lot of macro code generation in the form
of several `all_tuples!` invocations, as well as impls generated in the
`Reflect` derive macro.
Seeing as function reflection is currently a bit more niche, it makes
sense to gate it all behind a feature.
## Solution
Add a `functions` feature to `bevy_reflect`, which can be enabled in
Bevy using the `reflect_functions` feature.
## Testing
You can test locally by running:
```
cargo test --package bevy_reflect
```
That should ensure that everything still works with the feature
disabled.
To test with the feature on, you can run:
```
cargo test --package bevy_reflect --features functions
```
---
## Changelog
- Moved function reflection behind a Cargo feature
(`bevy/reflect_functions` and `bevy_reflect/functions`)
- Add `IntoFunction` export in `bevy_reflect::prelude`
## Internal Migration Guide
> [!important]
> Function reflection was introduced as part of the 0.15 dev cycle. This
migration guide was written for developers relying on `main` during this
cycle, and is not a breaking change coming from 0.14.
Function reflection is now gated behind a feature. To use function
reflection, enable the feature:
- If using `bevy_reflect` directly, enable the `functions` feature
- If using `bevy`, enable the `reflect_functions` feature
# Objective
Introduce isometry types for describing relative and absolute position
in mathematical contexts.
## Solution
For the time being, this is a very minimal implementation. This
implements the following faculties for two- and three-dimensional
isometry types:
- Identity transformations
- Creation from translations and/or rotations
- Inverses
- Multiplication (composition) of isometries with each other
- Application of isometries to points (as vectors)
- Conversion of isometries to affine transformations
There is obviously a lot more that could be added, so I erred on the
side of adding things that I knew would be useful, with the idea of
expanding this in the near future as needed.
(I also fixed some random doc problems in `bevy_math`.)
---
## Design
One point of interest here is the matter of if/when to use aligned
types. In the implementation of 3d isometries, I used `Vec3A` rather
than `Vec3` because it has no impact on size/alignment, but I'm still
not sure about that decision (although it is easily changed).
For 2d isometries — which are encoded by four floats — the idea of
shoving them into a single 128-bit buffer (`__m128` or whatever) sounds
kind of enticing, but it's more involved and would involve writing
unsafe code, so I didn't do that for now.
## Future work
- Expand the API to include shortcuts like `inverse_mul` and
`inverse_transform` for efficiency reasons.
- Include more convenience constructors and methods (e.g. `from_xy`,
`from_xyz`).
- Refactor `bevy_math::bounding` to use the isometry types.
- Add conversions to/from isometries for `Transform`/`GlobalTransform`
in `bevy_transform`.
# Objective
- Bevy currently has lot of invalid intra-doc links, let's fix them!
- Also make CI test them, to avoid future regressions.
- Helps with #1983 (but doesn't fix it, as there could still be explicit
links to docs.rs that are broken)
## Solution
- Make `cargo r -p ci -- doc-check` check fail on warnings (could also
be changed to just some specific lints)
- Manually fix all the warnings (note that in some cases it was unclear
to me what the fix should have been, I'll try to highlight them in a
self-review)
# Objective
Fixes#14248 and other URL issues.
## Solution
- Describe the solution used to achieve the objective above.
Removed the random #s in the URL. Led users to the wrong page. For
example, https://bevyengine.org/learn/errors/#b0003 takes users to
https://bevyengine.org/learn/errors/introduction, which is not the right
page. Removing the #s fixes it.
## Testing
- Did you test these changes? If so, how?
I pasted the URL into my address bar and it took me to the right place.
- Are there any parts that need more testing?
No
# Objective
With an unlucky denormalised quaternion (or just a regular very
denormalised quaternion), it's possible to obtain NaN values for AABB's
in shapes which rely on an AABB for a disk.
## Solution
Add an additional `.max(Vec3::ZERO)` clamp to get rid of negative values
arising due to numerical errors.
Fixup some unnecessary calculations and improve variable names in
relevant code, aiming for consistency.
## Discussion
These two (nontrivial) lines of code are repeated at least 5 times,
maybe they could be their own method.
# Objective
Fixes#14221
## Solution
Add indentation as suggested.
## Testing
Confirmed that
- This makes Clippy happy with rust beta
- Built docs visually look the same before/after
# Objective
- Often in games you will want to create chains of systems that modify
some event. For example, a chain of damage systems that handle a
DamageEvent and modify the underlying value before the health system
finally consumes the event. Right now this requires either:
* Using a component added to the entity
* Consuming and refiring events
Neither is ideal when really all we want to do is read the events value,
modify it, and write it back.
## Solution
- Create an EventMutator class similar to EventReader but with ResMut<T>
and iterators that return &mut so that events can be mutated.
## Testing
- I replicated all the existing tests for EventReader to make sure
behavior was the same (I believe) and added a number of tests specific
to testing that 1) events can actually be mutated, and that 2)
EventReader sees changes from EventMutator for events it hasn't already
seen.
## Migration Guide
Users currently using `ManualEventReader` should use `EventCursor`
instead. `ManualEventReader` will be removed in Bevy 0.16. Additionally,
`Events::get_reader` has been replaced by `Events::get_cursor`.
Users currently directly accessing the `Events` resource for mutation
should move to `EventMutator` if possible.
---------
Co-authored-by: poopy <gonesbird@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Bump version after release
This PR has been auto-generated
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
Allow use of `bevy_input` types without needing `bevy_reflect`.
## Solution
Make `bevy_reflect` within `bevy_input` optional. It's compiled in by
default.
Turn on reflect in dependencies as well when this feature is on.
## Testing
- Did you test these changes? If so, how?
I did a `cargo hack -p bevy_input --each-feature build`.
Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
# Objective
Allow use of `bevy_core` types without needing `bevy_reflect`.
## Solution
Make `bevy_reflect` within `bevy_core` optional. It's compiled in by
default.
Turn on reflect in dependencies as well when this feature is on.
## Testing
- Did you test these changes? If so, how?
I did a `cargo hack -p bevy_core--each-feature build`.
Similar PR: https://github.com/bevyengine/bevy/pull/14167
Discord context starts here:
https://discord.com/channels/691052431525675048/768253008416342076/1258814534651482163
Signed-off-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
Co-authored-by: Torstein Grindvik <torstein.grindvik@muybridge.com>
# Objective
Fix#14146
## Solution
Expansion of #13323 , excluded Adreno 730 and earlier.
## Testing
Tested on android device(Adreno 730) that used to crash
# Objective
- There was a new warning added about having an unstyled child in the ui
hierarchy. Debugging the new error is pretty hard without any info about
which entity is.
## Solution
- Add the entity id to the warning.
```text
// Before
2024-07-05T19:40:59.904014Z WARN bevy_ui::layout::ui_surface: Unstyled child in a UI entity hierarchy. You are using an entity without UI components as a child of an entity with UI components, results may be unexpected.
//After
2024-07-05T19:40:59.904014Z WARN bevy_ui::layout::ui_surface: Unstyled child `3v1` in a UI entity hierarchy. You are using an entity without UI components as a child of an entity with UI components, results may be unexpected.
```
## Changelog
- add entity id to ui surface warning
# Objective
- Expand the flexibilty of StateScoped by adding Reflect and Clone
- This lets StateScoped be used in Clone Bundles, for example
```rust
#[derive(Component, Reflect, Clone)]
pub struct StateScoped<S: States>(pub S);
```
Notes:
- States are already Clone.
- Type registration is up to the user, but this is commonly the case
with reflected generic types.
## Testing
- Ran the examples.
# Objective
This PR fixes a crash that happens when an asset failure event is
processed after the asset has already been dropped.
```
2024-07-03T17:12:16.847178Z ERROR bevy_asset::server: Encountered HTTP status 404 when loading asset
thread 'main' panicked at bevy/crates/bevy_asset/src/server/info.rs:593:18:
```
## Solution
- Update `process_asset_fail` to match the graceful behavior in
`process_asset_load` (it does not assume the state still exists).
---
## Changelog
- Fixed a rare crash that happens when an asset failed event is
processed after the asset has been dropped.
# Objective
Allow random sampling from the surfaces of triangle meshes.
## Solution
This has two parts.
Firstly, rendering meshes can now yield their collections of triangles
through a method `Mesh::triangles`. This has signature
```rust
pub fn triangles(&self) -> Result<Vec<Triangle3d>, MeshTrianglesError> { //... }
```
and fails in a variety of cases — the most obvious of these is that the
mesh must have either the `TriangleList` or `TriangleStrip` topology,
and the others correspond to malformed vertex or triangle-index data.
With that in hand, we have the second piece, which is
`UniformMeshSampler`, which is a `Vec3`-valued
[distribution](https://docs.rs/rand/latest/rand/distributions/trait.Distribution.html)
that samples uniformly from collections of triangles. It caches the
triangles' distribution of areas so that after its initial setup,
sampling is allocation-free. It is constructed via
`UniformMeshSampler::try_new`, which looks like this:
```rust
pub fn try_new<T: Into<Vec<Triangle3d>>>(triangles: T) -> Result<Self, ZeroAreaMeshError> { //... }
```
It fails if the collection of triangles has zero area.
The sum of these parts means that you can sample random points from a
mesh as follows:
```rust
let triangles = my_mesh.triangles().unwrap();
let mut rng = StdRng::seed_from_u64(8765309);
let distribution = UniformMeshSampler::try_new(triangles).unwrap();
// 10000 random points from the surface of my_mesh:
let sample_points: Vec<Vec3> = distribution.sample_iter(&mut rng).take(10000).collect();
```
## Testing
Tested by instantiating meshes and sampling as demonstrated above.
---
## Changelog
- Added `Mesh::triangles` method to get a collection of triangles from a
mesh.
- Added `UniformMeshSampler` to `bevy_math::sampling`. This is a
distribution which allows random sampling over collections of triangles
(such as those provided through meshes).
---
## Discussion
### Design decisions
The main thing here was making sure to have a good separation between
the parts of this in `bevy_render` and in `bevy_math`. Getting the
triangles from a mesh seems like a reasonable step after adding
`Triangle3d` to `bevy_math`, so I decided to make all of the random
sampling operate at that level, with the fallible conversion to
triangles doing most of the work.
Notably, the sampler could be called something else that reflects that
its input is a collection of triangles, but if/when we add other kinds
of meshes to `bevy_math` (e.g. half-edge meshes), the fact that
`try_new` takes an `impl Into<Vec<Triangle3d>>` means that those meshes
just need to satisfy that trait bound in order to work immediately with
this sampling functionality. In that case, the result would just be
something like this:
```rust
let dist = UniformMeshSampler::try_new(mesh).unwrap();
```
I think this highlights that most of the friction is really just from
extracting data from `Mesh`.
It's maybe worth mentioning also that "collection of triangles"
(`Vec<Triangle3d>`) sits downstream of any other kind of triangle mesh,
since the topology connecting the triangles has been effectively erased,
which makes an `Into<Vec<Triangle3d>>` trait bound seem all the more
natural to me.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fixes https://github.com/bevyengine/bevy/issues/13972
## Solution
Added 3 new attributes to the `Component` macro.
## Testing
Added `component_hook_order_spawn_despawn_with_macro_hooks`, that makes
the same as `component_hook_order_spawn_despawn` but uses a struct, that
defines it's hooks with the `Component` macro.
---
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
- `EmptyPathStream` is only used in android and wasm32
- This now makes rust nightly warn
## Solution
- flag the struct to only be present when needed
- also change how `MorphTargetNames` is used because that makes rust
happier?
# Objective
- Emit an event regardless of scene type (`Scene` and `DynamicScene`).
- Also send the `InstanceId` along.
Follow-up to #11002.
Fixes#2218.
## Solution
- Send `SceneInstanceReady` regardless of scene type.
- Make `SceneInstanceReady::parent` `Option`al.
- Add `SceneInstanceReady::id`.
---
## Changelog
### Changed
- `SceneInstanceReady` is now sent for `Scene` as well.
`SceneInstanceReady::parent` is an `Option` and
`SceneInstanceReady::id`, an `InstanceId`, is added to identify the
corresponding `Scene`.
## Migration Guide
- `SceneInstanceReady { parent: Entity }` is now `SceneInstanceReady {
id: InstanceId, parent: Option<Entity> }`.
# Objective
- `Parallel::drain()` has an unused type parameter `B` than can be
removed.
- Caught [on
Discord](https://discord.com/channels/691052431525675048/692572690833473578/1259004180560085003)
by Andrew, thanks!
## Solution
- Remove it! :)
## Testing
- `Parallel::drain()` should still function exactly the same.
---
## Changelog
- Removed unused type parameter in `Parallel::drain()`.
## Migration Guide
The type parameter of `Parallel::drain()` was unused, so it is now
removed. If you were manually specifying it, you can remove the bounds.
```rust
// 0.14
// Create a `Parallel` and give it a value.
let mut parallel: Parallel<Vec<u8>> = Parallel::default();
*parallel.borrow_local_mut() = vec![1, 2, 3];
for v in parallel.drain::<u8>() {
// ...
}
// 0.15
let mut parallel: Parallel<Vec<u8>> = Parallel::default();
*parallel.borrow_local_mut() = vec![1, 2, 3];
// Remove the type parameter.
for v in parallel.drain() {
// ...
}
```
# Objective
Looks like I accidentally disabled the reflection compile fail tests in
#13152. These should be re-enabled.
## Solution
Re-enable reflection compile fail tests.
## Testing
CI should pass. You can also test locally by navigating to
`crates/bevy_reflect/compile_fail/` and running:
```
cargo test --target-dir ../../../target
```
# Objective
Both `Material` and `MaterialExtension` (base and extension) can derive
Debug, so there's no reason to not allow `ExtendedMaterial` to derive it
## Solution
- Describe the solution used to achieve the objective above.
Add `Debug` to the list of derived traits
## Testing
- Did you test these changes? If so, how?
I compiled my test project on latest commit, making sure it actually
compiles
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
Create an ExtendedMaterial instance, try to `println!("{:?}",
material);`
Co-authored-by: NWPlayer123 <NWPlayer123@users.noreply.github.com>
# Replace ab_glyph with the more capable cosmic-text
Fixes#7616.
Cosmic-text is a more mature text-rendering library that handles scripts
and ligatures better than ab_glyph, it can also handle system fonts
which can be implemented in bevy in the future
Rebase of https://github.com/bevyengine/bevy/pull/8808
## Changelog
Replaces text renderer ab_glyph with cosmic-text
The definition of the font size has changed with the migration to cosmic
text. The behavior is now consistent with other platforms (e.g. the
web), where the font size in pixels measures the height of the font (the
distance between the top of the highest ascender and the bottom of the
lowest descender). Font sizes in your app need to be rescaled to
approximately 1.2x smaller; for example, if you were using a font size
of 60.0, you should now use a font size of 50.0.
## Migration guide
- `Text2dBounds` has been replaced with `TextBounds`, and it now accepts
`Option`s to the bounds, instead of using `f32::INFINITY` to inidicate
lack of bounds
- Textsizes should be changed, dividing the current size with 1.2 will
result in the same size as before.
- `TextSettings` struct is removed
- Feature `subpixel_alignment` has been removed since cosmic-text
already does this automatically
- TextBundles and things rendering texts requires the `CosmicBuffer`
Component on them as well
## Suggested followups:
- TextPipeline: reconstruct byte indices for keeping track of eventual
cursors in text input
- TextPipeline: (future work) split text entities into section entities
- TextPipeline: (future work) text editing
- Support line height as an option. Unitless `1.2` is the default used
in browsers (1.2x font size).
- Support System Fonts and font families
- Example showing of animated text styles. Eg. throbbing hyperlinks
---------
Co-authored-by: tigregalis <anak.harimau@gmail.com>
Co-authored-by: Nico Burns <nico@nicoburns.com>
Co-authored-by: sam edelsten <samedelsten1@gmail.com>
Co-authored-by: Dimchikkk <velo.app1@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
# Objective
- After #14017 , I noticed that the drawcall increased 10x in the
`many_buttons`, causing the `UIPassNode `to increase from 1.5ms to 6ms.
This is because our UI batching is very fragile.
## Solution
- skip extract UiImage when its texture is default
## Performance
many_buttons UiPassNode
![image](https://github.com/bevyengine/bevy/assets/45868716/9295d958-8c3f-469c-a7e0-d1e90db4dfb7)
# Objective
- Standard Material is starting to run out of samplers (currently uses
13 with no additional features off, I think in 0.13 it was 12).
- This change adds a new feature switch, modelled on the other ones
which add features to Standard Material, to turn off the new anisotropy
feature by default.
## Solution
- feature + texture define
## Testing
- Anisotropy example still works fine
- Other samples work fine
- Standard Material now takes 12 samplers by default on my Mac instead
of 13
## Migration Guide
- Add feature pbr_anisotropy_texture if you are using that texture in
any standard materials.
---------
Co-authored-by: John Payne <20407779+johngpayne@users.noreply.github.com>
# Objective
The bounds for query iterators are quite intimidating.
## Solution
With Rust 1.79, [associated type
bounds](https://github.com/rust-lang/rust/pull/122055/) stabilized,
which can simplify the bounds slightly.
# Objective
The Bevy API around manipulating hierarchies removes `Children` if the
operation results in an entity having no children. This means that
`Children` is guaranteed to hold actual children. However, the following
code unexpectedly inserts empty `Children`:
```rust
commands.entity(entity).with_children(|_| {});
```
This was discovered by @Jondolf:
https://discord.com/channels/691052431525675048/1124043933886976171/1257660865625325800
## Solution
- `with_children` is now a noop when no children were passed
## Testing
- Added a regression test
# Objective
The `AssetReader` trait allows customizing the behavior of fetching
bytes for an `AssetPath`, and expects implementors to return `dyn
AsyncRead + AsyncSeek`. This gives implementors of `AssetLoader` great
flexibility to tightly integrate their asset loading behavior with the
asynchronous task system.
However, almost all implementors of `AssetLoader` don't use the async
functionality at all, and just call `AsyncReadExt::read_to_end(&mut
Vec<u8>)`. This is incredibly inefficient, as this method repeatedly
calls `poll_read` on the trait object, filling the vector 32 bytes at a
time. At my work we have assets that are hundreds of megabytes which
makes this a meaningful overhead.
## Solution
Turn the `Reader` type alias into an actual trait, with a provided
method `read_to_end`. This provided method should be more efficient than
the existing extension method, as the compiler will know the underlying
type of `Reader` when generating this function, which removes the
repeated dynamic dispatches and allows the compiler to make further
optimizations after inlining. Individual implementors are able to
override the provided implementation -- for simple asset readers that
just copy bytes from one buffer to another, this allows removing a large
amount of overhead from the provided implementation.
Now that `Reader` is an actual trait, I also improved the ergonomics for
implementing `AssetReader`. Currently, implementors are expected to box
their reader and return it as a trait object, which adds unnecessary
boilerplate to implementations. This PR changes that trait method to
return a pseudo trait alias, which allows implementors to return `impl
Reader` instead of `Box<dyn Reader>`. Now, the boilerplate for boxing
occurs in `ErasedAssetReader`.
## Testing
I made identical changes to my company's fork of bevy. Our app, which
makes heavy use of `read_to_end` for asset loading, still worked
properly after this. I am not aware if we have a more systematic way of
testing asset loading for correctness.
---
## Migration Guide
The trait method `bevy_asset::io::AssetReader::read` (and `read_meta`)
now return an opaque type instead of a boxed trait object. Implementors
of these methods should change the type signatures appropriately
```rust
impl AssetReader for MyReader {
// Before
async fn read<'a>(&'a self, path: &'a Path) -> Result<Box<Reader<'a>>, AssetReaderError> {
let reader = // construct a reader
Box::new(reader) as Box<Reader<'a>>
}
// After
async fn read<'a>(&'a self, path: &'a Path) -> Result<impl Reader + 'a, AssetReaderError> {
// create a reader
}
}
```
`bevy::asset::io::Reader` is now a trait, rather than a type alias for a
trait object. Implementors of `AssetLoader::load` will need to adjust
the method signature accordingly
```rust
impl AssetLoader for MyLoader {
async fn load<'a>(
&'a self,
// Before:
reader: &'a mut bevy::asset::io::Reader,
// After:
reader: &'a mut dyn bevy::asset::io::Reader,
_: &'a Self::Settings,
load_context: &'a mut LoadContext<'_>,
) -> Result<Self::Asset, Self::Error> {
}
```
Additionally, implementors of `AssetReader` that return a type
implementing `futures_io::AsyncRead` and `AsyncSeek` might need to
explicitly implement `bevy::asset::io::Reader` for that type.
```rust
impl bevy::asset::io::Reader for MyAsyncReadAndSeek {}
```
# Objective
Add ability to de-register events from the EventRegistry (and the
associated World).
The initial reasoning relates to retaining support for Event hot
reloading in `dexterous_developer`.
## Solution
Add a `deregister_events<T: Event>(&mut world)` method to the
`EventRegistry` struct.
## Testing
Added an automated test that verifies the event registry adds and
removes `Events<T>` from the world.
---------
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
# Objective
It's not always obvious what the default value for `RenderLayers`
represents. It is documented, but since it's an implementation of a
trait method the documentation may or may not be shown depending on the
IDE.
## Solution
Add documentation to the `none` method that explicitly calls out the
difference.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Also bumps `accesskit_winit` to 0.22 and fixes one breaking change.
# Objective
- `accesskit` has been updated recently to 0.16!
## Solution
- Update `accesskit`, as well as `accesskit_winit`.
- [`accesskit`
changelog](552032c839/common/CHANGELOG.md (0160-2024-06-29))
- [`accesskit_winit`
changelog](552032c839/platforms/winit/CHANGELOG.md (0220-2024-06-29))
- Fix one breaking change where `Role::StaticText` has been renamed to
`Role::Label`.
## Testing
- The test suite should cover most things.
- It would be good to test this with an example, but I don't know how.
---
## Changelog
- Update `accesskit` to 0.16 and `accesskit_winit` to 0.22.
## Migration Guide
`accesskit`'s `Role::StaticText` variant has been renamed to
`Role::Label`.
# Objective
- Though Rodio will eventually be replaced with Kira for `bevy_audio`,
we should not let it languish.
## Solution
- Bump Rodio to 0.19.
- This is [the
changelog](27f2b42406/CHANGELOG.md (version-0190-2024-06-29)).
No apparent breaking changes, only 1 feature and 1 fix.
## Testing
- Run an example that uses audio, on both native and WASM.
---
## Changelog
- Bumped Rodio to 0.19.
# Objective
The `BuildChildren` and `BuildWorldChildren` traits are mostly
identical, so I decided to try and merge them. I'm not sure of the
history, maybe they were added before GATs existed.
## Solution
- Add an associated type to `BuildChildren` which reflects the prior
differences between the `BuildChildren` and `BuildWorldChildren` traits.
- Add `ChildBuild` trait that is the bounds for
`BuildChildren::Builder`, with impls for `ChildBuilder` and
`WorldChildBuilder`.
- Remove `BuildWorldChildren` trait and replace it with an impl of
`BuildChildren` for `EntityWorldMut`.
## Testing
I ran several of the examples that use entity hierarchies, mainly UI.
---
## Changelog
n/a
## Migration Guide
n/a
# Objective
- Add the `AccumulatedMouseMotion` and `AccumulatedMouseScroll`
resources to make it simpler to track mouse motion/scroll changes
- Closes#13915
## Solution
- Created two resources, `AccumulatedMouseMotion` and
`AccumulatedMouseScroll`, and a method that tracks the `MouseMotion` and
`MouseWheel` events and accumulates their deltas every frame.
- Also modified the mouse input example to show how to use the
resources.
## Testing
- Tested the changes by modifying an existing example to use the newly
added resources, and moving/scrolling my trackpad around a ton.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
Fixes#13995.
## Solution
Override the default `Ctrl+C` handler with one that sends `AppExit`
event to every app with `TerminalCtrlCHandlerPlugin`.
## Testing
Tested by running the `3d_scene` example and hitting `Ctrl+C` in the
terminal.
---
## Changelog
Handles `Ctrl+C` in the terminal gracefully.
## Migration Guide
If you are overriding the `Ctrl+C` handler then you should call
`TerminalCtrlCHandlerPlugin::gracefully_exit` from your handler. It will
tell the app to exit.
Part of #13681
# Objective
gLTF Assets shouldn't be duplicated between Assets resource and node
children.
Also changed `asset_label` to be a method as [per previous PR
comment](https://github.com/bevyengine/bevy/pull/13558).
## Solution
- Made GltfNode children be Handles instead of asset copies.
## Testing
- Added tests that actually test loading and hierarchy as previous ones
unit tested only one function and that makes little sense.
- Made circular nodes an actual loading failure instead of a warning
no-op. You [_MUST NOT_ have cycles in
gLTF](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#nodes-and-hierarchy)
according to the spec.
- IMO this is a bugfix, not a breaking change. But in an extremely
unlikely event in which you relied on invalid behavior for loading gLTF
with cyclic children, you will not be able to do that anymore. You
should fix your gLTF file as it's not valid according to gLTF spec. For
it to for work someone, it had to be bevy with bevy_animation flag off.
---
## Changelog
### Changed
- `GltfNode.children` are now `Vec<Handle<GltfNode>>` instead of
`Vec<GltfNode>`
- Having children cycles between gLTF nodes in a gLTF document is now an
explicit asset loading failure.
## Migration Guide
If accessing children, use `Assets<GltfNode>` resource to get the actual
child object.
#### Before
```rs
fn gltf_print_first_node_children_system(gltf_component_query: Query<Handle<Gltf>>, gltf_assets: Res<Assets<Gltf>>, gltf_nodes: Res<Assets<GltfNode>>) {
for gltf_handle in gltf_component_query.iter() {
let gltf_root = gltf_assets.get(gltf_handle).unwrap();
let first_node_handle = gltf_root.nodes.get(0).unwrap();
let first_node = gltf_nodes.get(first_node_handle).unwrap();
let first_child = first_node.children.get(0).unwrap();
println!("First nodes child node name is {:?)", first_child.name);
}
}
```
#### After
```rs
fn gltf_print_first_node_children_system(gltf_component_query: Query<Handle<Gltf>>, gltf_assets: Res<Assets<Gltf>>, gltf_nodes: Res<Assets<GltfNode>>) {
for gltf_handle in gltf_component_query.iter() {
let gltf_root = gltf_assets.get(gltf_handle).unwrap();
let first_node_handle = gltf_root.nodes.get(0).unwrap();
let first_node = gltf_nodes.get(first_node_handle).unwrap();
let first_child_handle = first_node.children.get(0).unwrap();
let first_child = gltf_nodes.get(first_child_handle).unwrap();
println!("First nodes child node name is {:?)", first_child.name);
}
}
```
# Objective
Allow combining render layers with a more-ergonomic syntax than
`RenderLayers::from_iter(a.iter().chain(b.iter()))`.
## Solution
Add the `or` operation (and corresponding `const` method) to allow
computing the union of a set of render layers. While we're here, also
added `and` and `xor` operations. Someone might find them useful
## Testing
Added a simple unit test.
# Objective
We're able to reflect types sooooooo... why not functions?
The goal of this PR is to make functions callable within a dynamic
context, where type information is not readily available at compile
time.
For example, if we have a function:
```rust
fn add(left: i32, right: i32) -> i32 {
left + right
}
```
And two `Reflect` values we've already validated are `i32` types:
```rust
let left: Box<dyn Reflect> = Box::new(2_i32);
let right: Box<dyn Reflect> = Box::new(2_i32);
```
We should be able to call `add` with these values:
```rust
// ?????
let result: Box<dyn Reflect> = add.call_dynamic(left, right);
```
And ideally this wouldn't just work for functions, but methods and
closures too!
Right now, users have two options:
1. Manually parse the reflected data and call the function themselves
2. Rely on registered type data to handle the conversions for them
For a small function like `add`, this isn't too bad. But what about for
more complex functions? What about for many functions?
At worst, this process is error-prone. At best, it's simply tedious.
And this is assuming we know the function at compile time. What if we
want to accept a function dynamically and call it with our own
arguments?
It would be much nicer if `bevy_reflect` could alleviate some of the
problems here.
## Solution
Added function reflection!
This adds a `DynamicFunction` type to wrap a function dynamically. This
can be called with an `ArgList`, which is a dynamic list of
`Reflect`-containing `Arg` arguments. It returns a `FunctionResult`
which indicates whether or not the function call succeeded, returning a
`Reflect`-containing `Return` type if it did succeed.
Many functions can be converted into this `DynamicFunction` type thanks
to the `IntoFunction` trait.
Taking our previous `add` example, this might look something like
(explicit types added for readability):
```rust
fn add(left: i32, right: i32) -> i32 {
left + right
}
let mut function: DynamicFunction = add.into_function();
let args: ArgList = ArgList::new().push_owned(2_i32).push_owned(2_i32);
let result: Return = function.call(args).unwrap();
let value: Box<dyn Reflect> = result.unwrap_owned();
assert_eq!(value.take::<i32>().unwrap(), 4);
```
And it also works on closures:
```rust
let add = |left: i32, right: i32| left + right;
let mut function: DynamicFunction = add.into_function();
let args: ArgList = ArgList::new().push_owned(2_i32).push_owned(2_i32);
let result: Return = function.call(args).unwrap();
let value: Box<dyn Reflect> = result.unwrap_owned();
assert_eq!(value.take::<i32>().unwrap(), 4);
```
As well as methods:
```rust
#[derive(Reflect)]
struct Foo(i32);
impl Foo {
fn add(&mut self, value: i32) {
self.0 += value;
}
}
let mut foo = Foo(2);
let mut function: DynamicFunction = Foo::add.into_function();
let args: ArgList = ArgList::new().push_mut(&mut foo).push_owned(2_i32);
function.call(args).unwrap();
assert_eq!(foo.0, 4);
```
### Limitations
While this does cover many functions, it is far from a perfect system
and has quite a few limitations. Here are a few of the limitations when
using `IntoFunction`:
1. The lifetime of the return value is only tied to the lifetime of the
first argument (useful for methods). This means you can't have a
function like `(a: i32, b: &i32) -> &i32` without creating the
`DynamicFunction` manually.
2. Only 15 arguments are currently supported. If the first argument is a
(mutable) reference, this number increases to 16.
3. Manual implementations of `Reflect` will need to implement the new
`FromArg`, `GetOwnership`, and `IntoReturn` traits in order to be used
as arguments/return types.
And some limitations of `DynamicFunction` itself:
1. All arguments share the same lifetime, or rather, they will shrink to
the shortest lifetime.
2. Closures that capture their environment may need to have their
`DynamicFunction` dropped before accessing those variables again (there
is a `DynamicFunction::call_once` to make this a bit easier)
3. All arguments and return types must implement `Reflect`. While not a
big surprise coming from `bevy_reflect`, this implementation could
actually still work by swapping `Reflect` out with `Any`. Of course,
that makes working with the arguments and return values a bit harder.
4. Generic functions are not supported (unless they have been manually
monomorphized)
And general, reflection gotchas:
1. `&str` does not implement `Reflect`. Rather, `&'static str`
implements `Reflect` (the same is true for `&Path` and similar types).
This means that `&'static str` is considered an "owned" value for the
sake of generating arguments. Additionally, arguments and return types
containing `&str` will assume it's `&'static str`, which is almost never
the desired behavior. In these cases, the only solution (I believe) is
to use `&String` instead.
### Followup Work
This PR is the first of two PRs I intend to work on. The second PR will
aim to integrate this new function reflection system into the existing
reflection traits and `TypeInfo`. The goal would be to register and call
a reflected type's methods dynamically.
I chose not to do that in this PR since the diff is already quite large.
I also want the discussion for both PRs to be focused on their own
implementation.
Another followup I'd like to do is investigate allowing common container
types as a return type, such as `Option<&[mut] T>` and `Result<&[mut] T,
E>`. This would allow even more functions to opt into this system. I
chose to not include it in this one, though, for the same reasoning as
previously mentioned.
### Alternatives
One alternative I had considered was adding a macro to convert any
function into a reflection-based counterpart. The idea would be that a
struct that wraps the function would be created and users could specify
which arguments and return values should be `Reflect`. It could then be
called via a new `Function` trait.
I think that could still work, but it will be a fair bit more involved,
requiring some slightly more complex parsing. And it of course is a bit
more work for the user, since they need to create the type via macro
invocation.
It also makes registering these functions onto a type a bit more
complicated (depending on how it's implemented).
For now, I think this is a fairly simple, yet powerful solution that
provides the least amount of friction for users.
---
## Showcase
Bevy now adds support for storing and calling functions dynamically
using reflection!
```rust
// 1. Take a standard Rust function
fn add(left: i32, right: i32) -> i32 {
left + right
}
// 2. Convert it into a type-erased `DynamicFunction` using the `IntoFunction` trait
let mut function: DynamicFunction = add.into_function();
// 3. Define your arguments from reflected values
let args: ArgList = ArgList::new().push_owned(2_i32).push_owned(2_i32);
// 4. Call the function with your arguments
let result: Return = function.call(args).unwrap();
// 5. Extract the return value
let value: Box<dyn Reflect> = result.unwrap_owned();
assert_eq!(value.take::<i32>().unwrap(), 4);
```
## Changelog
#### TL;DR
- Added support for function reflection
- Added a new `Function Reflection` example:
ba727898f2/examples/reflection/function_reflection.rs (L1-L157)
#### Details
Added the following items:
- `ArgError` enum
- `ArgId` enum
- `ArgInfo` struct
- `ArgList` struct
- `Arg` enum
- `DynamicFunction` struct
- `FromArg` trait (derived with `derive(Reflect)`)
- `FunctionError` enum
- `FunctionInfo` struct
- `FunctionResult` alias
- `GetOwnership` trait (derived with `derive(Reflect)`)
- `IntoFunction` trait (with blanket implementation)
- `IntoReturn` trait (derived with `derive(Reflect)`)
- `Ownership` enum
- `ReturnInfo` struct
- `Return` enum
---------
Co-authored-by: Periwink <charlesbour@gmail.com>
# Objective
- When no wgpu backend is selected, there should be a clear explanation.
- Fix a regression in 0.14 when not using default features. I hit this
compile failure when trying to build bevy_framepace for 0.14.0-rc.4
```
error[E0432]: unresolved import `crate::core_3d::DEPTH_TEXTURE_SAMPLING_SUPPORTED`
--> /Users/aevyrie/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_core_pipeline-0.14.0-rc.4/src/dof/mod.rs:59:19
|
59 | Camera3d, DEPTH_TEXTURE_SAMPLING_SUPPORTED,
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ no `DEPTH_TEXTURE_SAMPLING_SUPPORTED` in `core_3d`
|
note: found an item that was configured out
--> /Users/aevyrie/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_core_pipeline-0.14.0-rc.4/src/core_3d/mod.rs:53:11
|
53 | pub const DEPTH_TEXTURE_SAMPLING_SUPPORTED: bool = false;
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
note: found an item that was configured out
--> /Users/aevyrie/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_core_pipeline-0.14.0-rc.4/src/core_3d/mod.rs:63:11
|
63 | pub const DEPTH_TEXTURE_SAMPLING_SUPPORTED: bool = true;
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
```
## Solution
- Ensure that `DEPTH_TEXTURE_SAMPLING_SUPPORTED` is either `true` or
`false`, it shouldn't be completely missing.
## Testing
- Building on WASM without default features, which now seemingly no
longer includes webgl, will panic on startup with a message saying that
no wgpu backend was selected. This is much more helpful than the compile
time failure:
```
No wgpu backend feature that is implemented for the target platform was enabled
```
- I can see an argument for making this a compile time failure, however
the current failure mode is very confusing for novice users, and
provides no clues for how to fix it. If we want this to fail at compile
time, we should do it in a way that fails with a helpful message,
similar to what this PR acheives.
# Objective
- Fixes#14059
- `morphed_skinned_mesh_layout` is the same as
`morphed_skinned_motion_mesh_layout` but shouldn't have the skin / morph
from previous frame, as they're used for motion
## Solution
- Remove the extra entries
## Testing
- Run with the glTF file reproducing #14059, it works
# Objective / Solution
Make it possible to construct `Material2dBindGroupId` for custom 2D
material pipelines by making the inner field public.
---
The 3D variant (`MaterialBindGroupId`) had this done in
e79b9b62ce
# Objective
- Fixes a correctness error introduced in
https://github.com/bevyengine/bevy/pull/14013 ...
## Solution
I've been playing around a lot of with the access code and I realized
that I introduced a soundness error when trying to simplify the code.
When we have a `Or<(With<A>, With<B>)>` filter, we cannot call
```
let mut intermediate = FilteredAccess::default();
$name::update_component_access($name, &mut intermediate);
_new_access.append_or(&intermediate);
```
because that's just equivalent to adding the new components as `Or`
clauses.
For example if the existing `filter_sets` was `vec![With<C>]`, we would
then get `vec![With<C>, With<A>, With<B>]` which translates to `A or B
or C`.
Instead what we want is `(A and B) or (A and C)`, so we need to have
each new OR clause compose with the existing access like so:
```
let mut intermediate = _access.clone();
// if we previously had a With<C> in the filter_set, this will become `With<C> AND With<A>`
$name::update_component_access($name, &mut intermediate);
_new_access.append_or(&intermediate);
```
## Testing
- Added a unit test that is broken in main, but passes in this PR
# Objective
`sickle_ui` needs `PartialEq` on components to turn them into animatable
style attributes.
## Solution
All properties of Outline is already `PartialEq`, add derive on
`Outline` as well.
## Testing
- used `sickle_ui` to test if it can be made animatable
As reported in #14004, many third-party plugins, such as Hanabi, enqueue
entities that don't have meshes into render phases. However, the
introduction of indirect mode added a dependency on mesh-specific data,
breaking this workflow. This is because GPU preprocessing requires that
the render phases manage indirect draw parameters, which don't apply to
objects that aren't meshes. The existing code skips over binned entities
that don't have indirect draw parameters, which causes the rendering to
be skipped for such objects.
To support this workflow, this commit adds a new field,
`non_mesh_items`, to `BinnedRenderPhase`. This field contains a simple
list of (bin key, entity) pairs. After drawing batchable and unbatchable
objects, the non-mesh items are drawn one after another. Bevy itself
doesn't enqueue any items into this list; it exists solely for the
application and/or plugins to use.
Additionally, this commit switches the asset ID in the standard bin keys
to be an untyped asset ID rather than that of a mesh. This allows more
flexibility, allowing bins to be keyed off any type of asset.
This patch adds a new example, `custom_phase_item`, which simultaneously
serves to demonstrate how to use this new feature and to act as a
regression test so this doesn't break again.
Fixes#14004.
## Changelog
### Added
* `BinnedRenderPhase` now contains a `non_mesh_items` field for plugins
to add custom items to.
# Objective
`StaticSystemParam` should delegate all `SystemParam` methods to the
inner param, but it looks like it was missed when the new `queue()`
method was added in #10839.
## Solution
Implement `StaticSystemParam::queue()` to delegate to the inner param.
The comment was incorrect - we are already looking at the pyramid
texture so we do not need to transform the size in any way. Doing that
resulted in a mip that was too fine to be selected in certain cases,
which resulted in a 2x2 pixel footprint not actually fully covering the
cluster sphere - sometimes this could lead to a non-conservative depth
value being computed which resulted in the cluster being marked as
invisible incorrectly.
This change updates meshopt-rs to 0.3 to take advantage of the newly
added sparse simplification mode: by default, simplifier assumes that
the entire mesh is simplified and runs a set of calculations that are
O(vertex count), but in our case we simplify many small mesh subsets
which is inefficient.
Sparse mode instead assumes that the simplified subset is only using a
portion of the vertex buffer, and optimizes accordingly. This changes
the meaning of the error (as it becomes relative to the subset, in our
case a meshlet group); to ensure consistent error selection, we also use
the ErrorAbsolute mode which allows us to operate in mesh coordinate
space.
Additionally, meshopt 0.3 runs optimizeMeshlet automatically as part of
`build_meshlets` so we no longer need to call it ourselves.
This reduces the time to build meshlet representation for Stanford Bunny
mesh from ~1.65s to ~0.45s (3.7x) in optimized builds.