21f1e3045c
123 Commits
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21f1e3045c
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Relationships (non-fragmenting, one-to-many) (#17398)
This adds support for one-to-many non-fragmenting relationships (with planned paths for fragmenting and non-fragmenting many-to-many relationships). "Non-fragmenting" means that entities with the same relationship type, but different relationship targets, are not forced into separate tables (which would cause "table fragmentation"). Functionally, this fills a similar niche as the current Parent/Children system. The biggest differences are: 1. Relationships have simpler internals and significantly improved performance and UX. Commands and specialized APIs are no longer necessary to keep everything in sync. Just spawn entities with the relationship components you want and everything "just works". 2. Relationships are generalized. Bevy can provide additional built in relationships, and users can define their own. **REQUEST TO REVIEWERS**: _please don't leave top level comments and instead comment on specific lines of code. That way we can take advantage of threaded discussions. Also dont leave comments simply pointing out CI failures as I can read those just fine._ ## Built on top of what we have Relationships are implemented on top of the Bevy ECS features we already have: components, immutability, and hooks. This makes them immediately compatible with all of our existing (and future) APIs for querying, spawning, removing, scenes, reflection, etc. The fewer specialized APIs we need to build, maintain, and teach, the better. ## Why focus on one-to-many non-fragmenting first? 1. This allows us to improve Parent/Children relationships immediately, in a way that is reasonably uncontroversial. Switching our hierarchy to fragmenting relationships would have significant performance implications. ~~Flecs is heavily considering a switch to non-fragmenting relations after careful considerations of the performance tradeoffs.~~ _(Correction from @SanderMertens: Flecs is implementing non-fragmenting storage specialized for asset hierarchies, where asset hierarchies are many instances of small trees that have a well defined structure)_ 2. Adding generalized one-to-many relationships is currently a priority for the [Next Generation Scene / UI effort](https://github.com/bevyengine/bevy/discussions/14437). Specifically, we're interested in building reactions and observers on top. ## The changes This PR does the following: 1. Adds a generic one-to-many Relationship system 3. Ports the existing Parent/Children system to Relationships, which now lives in `bevy_ecs::hierarchy`. The old `bevy_hierarchy` crate has been removed. 4. Adds on_despawn component hooks 5. Relationships can opt-in to "despawn descendants" behavior, meaning that the entire relationship hierarchy is despawned when `entity.despawn()` is called. The built in Parent/Children hierarchies enable this behavior, and `entity.despawn_recursive()` has been removed. 6. `world.spawn` now applies commands after spawning. This ensures that relationship bookkeeping happens immediately and removes the need to manually flush. This is in line with the equivalent behaviors recently added to the other APIs (ex: insert). 7. Removes the ValidParentCheckPlugin (system-driven / poll based) in favor of a `validate_parent_has_component` hook. ## Using Relationships The `Relationship` trait looks like this: ```rust pub trait Relationship: Component + Sized { type RelationshipSources: RelationshipSources<Relationship = Self>; fn get(&self) -> Entity; fn from(entity: Entity) -> Self; } ``` A relationship is a component that: 1. Is a simple wrapper over a "target" Entity. 2. Has a corresponding `RelationshipSources` component, which is a simple wrapper over a collection of entities. Every "target entity" targeted by a "source entity" with a `Relationship` has a `RelationshipSources` component, which contains every "source entity" that targets it. For example, the `Parent` component (as it currently exists in Bevy) is the `Relationship` component and the entity containing the Parent is the "source entity". The entity _inside_ the `Parent(Entity)` component is the "target entity". And that target entity has a `Children` component (which implements `RelationshipSources`). In practice, the Parent/Children relationship looks like this: ```rust #[derive(Relationship)] #[relationship(relationship_sources = Children)] pub struct Parent(pub Entity); #[derive(RelationshipSources)] #[relationship_sources(relationship = Parent)] pub struct Children(Vec<Entity>); ``` The Relationship and RelationshipSources derives automatically implement Component with the relevant configuration (namely, the hooks necessary to keep everything in sync). The most direct way to add relationships is to spawn entities with relationship components: ```rust let a = world.spawn_empty().id(); let b = world.spawn(Parent(a)).id(); assert_eq!(world.entity(a).get::<Children>().unwrap(), &[b]); ``` There are also convenience APIs for spawning more than one entity with the same relationship: ```rust world.spawn_empty().with_related::<Children>(|s| { s.spawn_empty(); s.spawn_empty(); }) ``` The existing `with_children` API is now a simpler wrapper over `with_related`. This makes this change largely non-breaking for existing spawn patterns. ```rust world.spawn_empty().with_children(|s| { s.spawn_empty(); s.spawn_empty(); }) ``` There are also other relationship APIs, such as `add_related` and `despawn_related`. ## Automatic recursive despawn via the new on_despawn hook `RelationshipSources` can opt-in to "despawn descendants" behavior, which will despawn all related entities in the relationship hierarchy: ```rust #[derive(RelationshipSources)] #[relationship_sources(relationship = Parent, despawn_descendants)] pub struct Children(Vec<Entity>); ``` This means that `entity.despawn_recursive()` is no longer required. Instead, just use `entity.despawn()` and the relevant related entities will also be despawned. To despawn an entity _without_ despawning its parent/child descendants, you should remove the `Children` component first, which will also remove the related `Parent` components: ```rust entity .remove::<Children>() .despawn() ``` This builds on the on_despawn hook introduced in this PR, which is fired when an entity is despawned (before other hooks). ## Relationships are the source of truth `Relationship` is the _single_ source of truth component. `RelationshipSources` is merely a reflection of what all the `Relationship` components say. By embracing this, we are able to significantly improve the performance of the system as a whole. We can rely on component lifecycles to protect us against duplicates, rather than needing to scan at runtime to ensure entities don't already exist (which results in quadratic runtime). A single source of truth gives us constant-time inserts. This does mean that we cannot directly spawn populated `Children` components (or directly add or remove entities from those components). I personally think this is a worthwhile tradeoff, both because it makes the performance much better _and_ because it means theres exactly one way to do things (which is a philosophy we try to employ for Bevy APIs). As an aside: treating both sides of the relationship as "equivalent source of truth relations" does enable building simple and flexible many-to-many relationships. But this introduces an _inherent_ need to scan (or hash) to protect against duplicates. [`evergreen_relations`](https://github.com/EvergreenNest/evergreen_relations) has a very nice implementation of the "symmetrical many-to-many" approach. Unfortunately I think the performance issues inherent to that approach make it a poor choice for Bevy's default relationship system. ## Followup Work * Discuss renaming `Parent` to `ChildOf`. I refrained from doing that in this PR to keep the diff reasonable, but I'm personally biased toward this change (and using that naming pattern generally for relationships). * [Improved spawning ergonomics](https://github.com/bevyengine/bevy/discussions/16920) * Consider adding relationship observers/triggers for "relationship targets" whenever a source is added or removed. This would replace the current "hierarchy events" system, which is unused upstream but may have existing users downstream. I think triggers are the better fit for this than a buffered event queue, and would prefer not to add that back. * Fragmenting relations: My current idea hinges on the introduction of "value components" (aka: components whose type _and_ value determines their ComponentId, via something like Hashing / PartialEq). By labeling a Relationship component such as `ChildOf(Entity)` as a "value component", `ChildOf(e1)` and `ChildOf(e2)` would be considered "different components". This makes the transition between fragmenting and non-fragmenting a single flag, and everything else continues to work as expected. * Many-to-many support * Non-fragmenting: We can expand Relationship to be a list of entities instead of a single entity. I have largely already written the code for this. * Fragmenting: With the "value component" impl mentioned above, we get many-to-many support "for free", as it would allow inserting multiple copies of a Relationship component with different target entities. Fixes #3742 (If this PR is merged, I think we should open more targeted followup issues for the work above, with a fresh tracking issue free of the large amount of less-directed historical context) Fixes #17301 Fixes #12235 Fixes #15299 Fixes #15308 ## Migration Guide * Replace `ChildBuilder` with `ChildSpawnerCommands`. * Replace calls to `.set_parent(parent_id)` with `.insert(Parent(parent_id))`. * Replace calls to `.replace_children()` with `.remove::<Children>()` followed by `.add_children()`. Note that you'll need to manually despawn any children that are not carried over. * Replace calls to `.despawn_recursive()` with `.despawn()`. * Replace calls to `.despawn_descendants()` with `.despawn_related::<Children>()`. * If you have any calls to `.despawn()` which depend on the children being preserved, you'll need to remove the `Children` component first. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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c96949dabe
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Improve the animated_mesh example (#17328)
# Objective Building upon https://github.com/bevyengine/bevy/pull/17191, improve the `animated_mesh` example by removing code, adding comments, and making the example more c&p'able. ## Solution - Split the setup function in two to clarify what the example is demonstrating. - `setup_mesh_and_animation` is the demonstration. - `setup_camera_and_environment` just sets up the example app. - Changed the animation playing to use `AnimationPlayer` directly instead of creating `AnimationTransitions`. - This appears sufficient when only playing a single animation. - Added a comment pointing users to an example of multiple animations. - Changed the animation to be the run cycle. - I think it got accidentally changed to the idle in [#17191](https://github.com/bevyengine/bevy/pull/17191), so this is reverting back to the original. - Note that we can improve it to select the animation by name if [#16529](https://github.com/bevyengine/bevy/pull/16529) lands. - Renamed `FOX_PATH` to a more neutral `GLTF_PATH`. - Updated the example descriptions to mention the fox. - This adds a little character and hints that the example involves character animation. - Removed a seemingly redundant `AnimationGraphHandle` component. - Removed an unnecessary `clone()`. - Added various comments. ## Notes - A draft of this PR was discussed on Discord: https://discord.com/channels/691052431525675048/1326910663972618302/1326920498663133348 - There was discord discussion on whether a component is "inserted onto", "inserted into" or "added to" an entity. - "Added to" is most common in code and docs, and seems best to me. But it awkwardly differs from the name of `EntityCommands::insert`. - This PR prefers "added to". - I plan to follow up this PR with similar changes to the `animated_mesh_control` and `animated_mesh_events` examples. - But I could roll them into this PR if requested. ## Testing `cargo run --example animated_mesh` --------- Co-authored-by: François Mockers <mockersf@gmail.com> |
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b77e3ef33a
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Fix a few typos (#17292)
# Objective Stumbled upon a `from <-> form` transposition while reviewing a PR, thought it was interesting, and went down a bit of a rabbit hole. ## Solution Fix em |
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6462935b32
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Rename animated fox examples to better communicate their purpose (#17239)
Fixes #17192. Replaces "animated_fox" with "animated_mesh". I considered a few different names - should it say "skinned_mesh" to be precise? Should it mention gltf? But "animated_mesh" seems intuitive and keeps it short. ## Testing - Ran all three examples (Windows 10). |
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6f68776eac
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Split up animated_fox example (#17191)
# Objective Our `animated_fox` example used to be a bare-bones example of how to spawn an animated gltf and play a single animation. I think that's a valuable example, and the current `animated_fox` example is doing way too much. Users who are trying to understand how our animation system are presented with an enormous amount of information that may not be immediately relevant. Over the past few releases, I've been migrating a simple app of mine where the only animation I need is a single gltf that starts playing a single animation when it is loaded. It has been a slight struggle to wade through changes to the animation system to figure out the minimal amount of things required to accomplish this. Somewhat motivated by this [recent reddit thread](https://www.reddit.com/r/rust/comments/1ht93vl/comment/m5c0nc9/?utm_source=share&utm_medium=mweb3x&utm_name=mweb3xcss&utm_term=1) where Bevy and animation got a mention. ## Solution - Split `animated_fox` into three separate examples - `animated_fox` - Loads and immediately plays a single animation - `animated_fox_control` - Shows how to control animations - `animated_fox_events` - Shows fancy particles when the fox's feet hit the ground - Some minor drive-by tidying of these examples I have created this PR after playing around with the idea and liking how it turned out, but the duplication isn't totally ideal and there's some slight overlap with other examples and inconsistencies: - `animation_events` is simplified and not specific to "loaded animated scenes" and seems valuable on its own - `animation_graph` also uses a fox I am happy to close this if there's no consensus that it's a good idea / step forward for these examples. ## Testing `cargo run --example animated_fox` `cargo run --example animated_fox_control` `cargo run --example animated_fox_events` |
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bf3692a011
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Introduce support for mixed lighting by allowing lights to opt out of contributing diffuse light to lightmapped objects. (#16761)
This PR adds support for *mixed lighting* to Bevy, whereby some parts of the scene are lightmapped, while others take part in real-time lighting. (Here *real-time lighting* means lighting at runtime via the PBR shader, as opposed to precomputed light using lightmaps.) It does so by adding a new field, `affects_lightmapped_meshes` to `IrradianceVolume` and `AmbientLight`, and a corresponding field `affects_lightmapped_mesh_diffuse` to `DirectionalLight`, `PointLight`, `SpotLight`, and `EnvironmentMapLight`. By default, this value is set to true; when set to false, the light contributes nothing to the diffuse irradiance component to meshes with lightmaps. Note that specular light is unaffected. This is because the correct way to bake specular lighting is *directional lightmaps*, which we have no support for yet. There are two general ways I expect this field to be used: 1. When diffuse indirect light is baked into lightmaps, irradiance volumes and reflection probes shouldn't contribute any diffuse light to the static geometry that has a lightmap. That's because the baking tool should have already accounted for it, and in a higher-quality fashion, as lightmaps typically offer a higher effective texture resolution than the light probe does. 2. When direct diffuse light is baked into a lightmap, punctual lights shouldn't contribute any diffuse light to static geometry with a lightmap, to avoid double-counting. It may seem odd to bake *direct* light into a lightmap, as opposed to indirect light. But there is a use case: in a scene with many lights, avoiding light leaks requires shadow mapping, which quickly becomes prohibitive when many lights are involved. Baking lightmaps allows light leaks to be eliminated on static geometry. A new example, `mixed_lighting`, has been added. It demonstrates a sofa (model from the [glTF Sample Assets]) that has been lightmapped offline using [Bakery]. It has four modes: 1. In *baked* mode, all objects are locked in place, and all the diffuse direct and indirect light has been calculated ahead of time. Note that the bottom of the sphere has a red tint from the sofa, illustrating that the baking tool captured indirect light for it. 2. In *mixed direct* mode, lightmaps capturing diffuse direct and indirect light have been pre-calculated for the static objects, but the dynamic sphere has real-time lighting. Note that, because the diffuse lighting has been entirely pre-calculated for the scenery, the dynamic sphere casts no shadow. In a real app, you would typically use real-time lighting for the most important light so that dynamic objects can shadow the scenery and relegate baked lighting to the less important lights for which shadows aren't as important. Also note that there is no red tint on the sphere, because there is no global illumination applied to it. In an actual game, you could fix this problem by supplementing the lightmapped objects with an irradiance volume. 3. In *mixed indirect* mode, all direct light is calculated in real-time, and the static objects have pre-calculated indirect lighting. This corresponds to the mode that most applications are expected to use. Because direct light on the scenery is computed dynamically, shadows are fully supported. As in mixed direct mode, there is no global illumination on the sphere; in a real application, irradiance volumes could be used to supplement the lightmaps. 4. In *real-time* mode, no lightmaps are used at all, and all punctual lights are rendered in real-time. No global illumination exists. In the example, you can click around to move the sphere, unless you're in baked mode, in which case the sphere must be locked in place to be lit correctly. ## Showcase Baked mode:  Mixed direct mode:  Mixed indirect mode (default):  Real-time mode:  ## Migration guide * The `AmbientLight` resource, the `IrradianceVolume` component, and the `EnvironmentMapLight` component now have `affects_lightmapped_meshes` fields. If you don't need to use that field (for example, if you aren't using lightmaps), you can safely set the field to true. * `DirectionalLight`, `PointLight`, and `SpotLight` now have `affects_lightmapped_mesh_diffuse` fields. If you don't need to use that field (for example, if you aren't using lightmaps), you can safely set the field to true. [glTF Sample Assets]: https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main [Bakery]: https://geom.io/bakery/wiki/index.php?title=Bakery_-_GPU_Lightmapper |
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711246aa34
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Update hashbrown to 0.15 (#15801)
Updating dependencies; adopted version of #15696. (Supercedes #15696.) Long answer: hashbrown is no longer using ahash by default, meaning that we can't use the default-hasher methods with ahasher. So, we have to use the longer-winded versions instead. This takes the opportunity to also switch our default hasher as well, but without actually enabling the default-hasher feature for hashbrown, meaning that we'll be able to change our hasher more easily at the cost of all of these method calls being obnoxious forever. One large change from 0.15 is that `insert_unique_unchecked` is now `unsafe`, and for cases where unsafe code was denied at the crate level, I replaced it with `insert`. ## Migration Guide `bevy_utils` has updated its version of `hashbrown` to 0.15 and now defaults to `foldhash` instead of `ahash`. This means that if you've hard-coded your hasher to `bevy_utils::AHasher` or separately used the `ahash` crate in your code, you may need to switch to `foldhash` to ensure that everything works like it does in Bevy. |
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61b98ec80f
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Rename trigger.entity() to trigger.target() (#16716)
# Objective - A `Trigger` has multiple associated `Entity`s - the entity observing the event, and the entity that was targeted by the event. - The field `entity: Entity` encodes no semantic information about what the entity is used for, you can already tell that it's an `Entity` by the type signature! ## Solution - Rename `trigger.entity()` to `trigger.target()` --- ## Changelog - `Trigger`s are associated with multiple entities. `Trigger::entity()` has been renamed to `Trigger::target()` to reflect the semantics of the entity being returned. ## Migration Guide - Rename `Trigger::entity()` to `Trigger::target()`. - Rename `ObserverTrigger::entity` to `ObserverTrigger::target` |
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0707c0717b
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✏️ Fix typos across bevy (#16702)
# Objective Fixes typos in bevy project, following suggestion in https://github.com/bevyengine/bevy-website/pull/1912#pullrequestreview-2483499337 ## Solution I used https://github.com/crate-ci/typos to find them. I included only the ones that feel undebatable too me, but I am not in game engine so maybe some terms are expected. I left out the following typos: - `reparametrize` => `reparameterize`: There are a lot of occurences, I believe this was expected - `semicircles` => `hemicircles`: 2 occurences, may mean something specific in geometry - `invertation` => `inversion`: may mean something specific - `unparented` => `parentless`: may mean something specific - `metalness` => `metallicity`: may mean something specific ## Testing - Did you test these changes? If so, how? I did not test the changes, most changes are related to raw text. I expect the others to be tested by the CI. - Are there any parts that need more testing? I do not think - How can other people (reviewers) test your changes? Is there anything specific they need to know? To me there is nothing to test - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? --- ## Migration Guide > This section is optional. If there are no breaking changes, you can delete this section. (kept in case I include the `reparameterize` change here) - If this PR is a breaking change (relative to the last release of Bevy), describe how a user might need to migrate their code to support these changes - Simply adding new functionality is not a breaking change. - Fixing behavior that was definitely a bug, rather than a questionable design choice is not a breaking change. ## Questions - [x] Should I include the above typos? No (https://github.com/bevyengine/bevy/pull/16702#issuecomment-2525271152) - [ ] Should I add `typos` to the CI? (I will check how to configure it properly) This project looks awesome, I really enjoy reading the progress made, thanks to everyone involved. |
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af10aa38aa
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AnimatedField and Rework Evaluators (#16484)
# Objective Animating component fields requires too much boilerplate at the moment: ```rust #[derive(Reflect)] struct FontSizeProperty; impl AnimatableProperty for FontSizeProperty { type Component = TextFont; type Property = f32; fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> { Some(&mut component.font_size) } } animation_clip.add_curve_to_target( animation_target_id, AnimatableKeyframeCurve::new( [0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0] .into_iter() .zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]), ) .map(AnimatableCurve::<FontSizeProperty, _>::from_curve) .expect("should be able to build translation curve because we pass in valid samples"), ); ``` ## Solution This adds `AnimatedField` and an `animated_field!` macro, enabling the following: ```rust animation_clip.add_curve_to_target( animation_target_id, AnimatableCurve::new( animated_field!(TextFont::font_size), AnimatableKeyframeCurve::new( [0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0] .into_iter() .zip([24.0, 80.0, 24.0, 80.0, 24.0, 80.0, 24.0]), ) .expect( "should be able to build translation curve because we pass in valid samples", ), ), ); ``` This required reworking the internals a bit, namely stripping out a lot of the `Reflect` usage, as that implementation was fundamentally incompatible with the `AnimatedField` pattern. `Reflect` was being used in this context just to downcast traits. But we can get downcasting behavior without the `Reflect` requirement by implementing `Downcast` for `AnimationCurveEvaluator`. This also reworks "evaluator identity" to support either a (Component / Field) pair, or a TypeId. This allows properties to reuse evaluators, even if they have different accessor methods. The "contract" here is that for a given (Component / Field) pair, the accessor will return the same value. Fields are identified by their Reflect-ed field index. The (TypeId, usize) is prehashed and cached to optimize for lookup speed. This removes the built-in hard-coded TranslationCurve / RotationCurve / ScaleCurve in favor of AnimatableField. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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a9a4b069b6
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Make some examples deterministic (#16488)
# Objective - Improve reproducibility of examples ## Solution - Use seeded rng when needed - Use fixed z-ordering when needed ## Testing ```sh steps=5; echo "cpu_draw\nparallel_query\nanimated_fox\ntransparency_2d" > test cargo run -p example-showcase -- run --stop-frame 250 --screenshot-frame 100 --fixed-frame-time 0.05 --example-list test --in-ci; mv screenshots base; for prefix in `seq 0 $steps`; do echo step $prefix; cargo run -p example-showcase -- run --stop-frame 250 --screenshot-frame 100 --fixed-frame-time 0.05 --example-list test; mv screenshots $prefix-screenshots; done; mv base screenshots for prefix in `seq 0 $steps`; do echo check $prefix for file in screenshots/*/*; do echo $file; diff $file $prefix-$file; done; done; ``` |
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513be52505
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AnimationEvent -> Event and other improvements (#16440)
# Objective Needing to derive `AnimationEvent` for `Event` is unnecessary, and the trigger logic coupled to it feels like we're coupling "event producer" logic with the event itself, which feels wrong. It also comes with a bunch of complexity, which is again unnecessary. We can have the flexibility of "custom animation event trigger logic" without this coupling and complexity. The current `animation_events` example is also needlessly complicated, due to it needing to work around system ordering issues. The docs describing it are also slightly wrong. We can make this all a non-issue by solving the underlying ordering problem. Related to this, we use the `bevy_animation::Animation` system set to solve PostUpdate animation order-of-operations issues. If we move this to bevy_app as part of our "core schedule", we can cut out needless `bevy_animation` crate dependencies in these instances. ## Solution - Remove `AnimationEvent`, the derive, and all other infrastructure associated with it (such as the `bevy_animation/derive` crate) - Replace all instances of `AnimationEvent` traits with `Event + Clone` - Store and use functions for custom animation trigger logic (ex: `clip.add_event_fn()`). For "normal" cases users dont need to think about this and should use the simpler `clip.add_event()` - Run the `Animation` system set _before_ updating text - Move `bevy_animation::Animation` to `bevy_app::Animation`. Remove unnecessary `bevy_animation` dependency from `bevy_ui` - Adjust `animation_events` example to use the simpler `clip.add_event` API, as the workarounds are no longer necessary This is polishing work that will land in 0.15, and I think it is simple enough and valuable enough to land in 0.15 with it, in the interest of making the feature as compelling as possible. |
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7477928f13
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Use normal constructors for EasingCurve, FunctionCurve, ConstantCurve (#16367)
# Objective We currently use special "floating" constructors for `EasingCurve`, `FunctionCurve`, and `ConstantCurve` (ex: `easing_curve`). This erases the type being created (and in general "what is happening" structurally), for very minimal ergonomics improvements. With rare exceptions, we prefer normal `X::new()` constructors over floating `x()` constructors in Bevy. I don't think this use case merits special casing here. ## Solution Add `EasingCurve::new()`, use normal constructors everywhere, and remove the floating constructors. I think this should land in 0.15 in the interest of not breaking people later. |
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9beb1d96e7
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Incorporate all node weights in additive blending (#16279)
# Objective In the existing implementation, additive blending effectively treats the node with least index specially by basically forcing its weight to be `1.0` regardless of what its computed weight would be (based on the weights in the `AnimationGraph` and `AnimationPlayer`). Arguably this makes some amount of sense, because the "base" animation is often one which was not authored to be used additively, meaning that its sampled values are interpreted absolutely rather than as deltas. However, this also leads to strange behavior with respect to animation masks: if the "base" animation is masked out on some target, then the next node is treated as the "base" animation, despite the fact that it would normally be interpreted additively, and the weight of that animation is thrown away as a result. This is all kind of weird and revolves around special treatment (if the behavior is even really intentional in the first place). From a mathematical standpoint, there is nothing special about how the "base" animation must be treated other than having a weight of 1.0 under an `Add` node, which is something that the user can do without relying on some bizarre corner-case behavior of the animation system — this is the only present situation under which weights are discarded. This PR changes this behavior so that the weight of every node is incorporated. In other words, for an animation graph that looks like this: ```text ┌───────────────┐ │Base clip ┼──┐ │ 0.5 │ │ └───────────────┘ │ ┌───────────────┐ │ ┌───────────────┐ ┌────┐ │Additive clip 1┼──┼─►┤Additive blend ┼────►│Root│ │ 0.1 │ │ │ 1.0 │ └────┘ └───────────────┘ │ └───────────────┘ ┌───────────────┐ │ │Additive clip 2┼──┘ │ 0.2 │ └───────────────┘ ``` Previously, the result would have been ```text base_clip + 0.1 * additive_clip_1 + 0.2 * additive_clip_2 ``` whereas now it would be ```text 0.5 * base_clip + 0.1 * additive_clip_1 + 0.2 * additive_clip_2 ``` and in the scenario where `base_clip` is masked out: ```text additive_clip_1 + 0.2 * additive_clip_2 ``` vs. ```text 0.1 * additive_clip_1 + 0.2 * additive_clip_2 ``` ## Solution For background, the way that the additive blending procedure works is something like this: - During graph traversal, the node values and weights of the children are pushed onto the evaluator `stack`. The traversal order guarantees that the item with least node index will be on top. - Once we reach the `Add` node itself, we start popping off the `stack` and into the evaluator's `blend_register`, which is an accumulator holding up to one weight-value pair: - If the `blend_register` is empty, it is filled using data from the top of the `stack`. - Otherwise, the `blend_register` is combined with data popped from the `stack` and updated. In the example above, the additive blending steps would look like this (with the pre-existing implementation): 1. The `blend_register` is empty, so we pop `(base_clip, 0.5)` from the top of the `stack` and put it in. Now the value of the `blend_register` is `(base_clip, 0.5)`. 2. The `blend_register` is non-empty: we pop `(additive_clip_1, 0.1)` from the top of the `stack` and combine it additively with the value in the `blend_register`, forming `(base_clip + 0.1 * additive_clip_1, 0.6)` in the `blend_register` (the carried weight value goes unused). 3. The `blend_register` is non-empty: we pop `(additive_clip_2, 0.2)` from the top of the `stack` and combine it additively with the value in the `blend_register`, forming `(base_clip + 0.1 * additive_clip_1 + 0.2 * additive_clip_2, 0.8)` in the `blend_register`. The solution in this PR changes step 1: the `base_clip` is multiplied by its weight as it is added to the `blend_register` in the first place, yielding `0.5 * base_clip + 0.1 * additive_clip_1 + 0.2 * additive_clip_2` as the final result. ### Note for reviewers It might be tempting to look at the code, which contains a segment that looks like this: ```rust if additive { current_value = A::blend( [ BlendInput { weight: 1.0, // <-- value: current_value, additive: true, }, BlendInput { weight: weight_to_blend, value: value_to_blend, additive: true, }, ] .into_iter(), ); } ``` and conclude that the explicit value of `1.0` is responsible for overwriting the weight of the base animation. This is incorrect. Rather, this additive blend has to be written this way because it is multiplying the *existing value in the blend register* by 1 (i.e. not doing anything) before adding the next value to it. Changing this to another quantity (e.g. the existing weight) would cause the value in the blend register to be spuriously multiplied down. ## Testing Tested on `animation_masks` example. Checked `morph_weights` example as well. ## Migration Guide I will write a migration guide later if this change is not included in 0.15. |
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8b636f32cf
|
Remove the invalid system ordering in the animation example. (#16173)
# Objective In the animation example, there is the code `.add_systems(Update, init_animations.before(animate_targets))`, where `animate_targets` is added to the `PostUpdate` in the `AnimationPlugin`. Therefore, the `.before(animate_targets)` here is ineffective and should be removed. |
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c4c1c8ffa1
|
Undeprecate is_playing_animation (#16121)
# Objective
- Fixes #16098
## Solution
- Undeprecate `is_playing_animation` and copy the docs from
`animation_is_playing` to it.
## Testing
- CI
## Migration
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30d84519a2
|
Use en-us locale for typos (#16037)
# Objective Bevy seems to want to standardize on "American English" spellings. Not sure if this is laid out anywhere in writing, but see also #15947. While perusing the docs for `typos`, I noticed that it has a `locale` config option and tried it out. ## Solution Switch to `en-us` locale in the `typos` config and run `typos -w` ## Migration Guide The following methods or fields have been renamed from `*dependants*` to `*dependents*`. - `ProcessorAssetInfo::dependants` - `ProcessorAssetInfos::add_dependant` - `ProcessorAssetInfos::non_existent_dependants` - `AssetInfo::dependants_waiting_on_load` - `AssetInfo::dependants_waiting_on_recursive_dep_load` - `AssetInfos::loader_dependants` - `AssetInfos::remove_dependants_and_labels` |
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c65f2920bb
|
Fix animation_masks example's buttons (#15996)
# Objective Fixes #15995 ## Solution Corrects a mistake made during the example migration in #15591. `AnimationControl` was meant to be on the parent, not the child. So the query in `update_ui` was no longer matching. ## Testing `cargo run --example animation_masks` |
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015f2c69ca
|
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975)
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ``` |
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eb19a9ea0b
|
Migrate UI bundles to required components (#15898)
# Objective - Migrate UI bundles to required components, fixes #15889 ## Solution - deprecate `NodeBundle` in favor of `Node` - deprecate `ImageBundle` in favor of `UiImage` - deprecate `ButtonBundle` in favor of `Button` ## Testing CI. ## Migration Guide - Replace all uses of `NodeBundle` with `Node`. e.g. ```diff commands - .spawn(NodeBundle { - style: Style { + .spawn(( + Node::default(), + Style { width: Val::Percent(100.), align_items: AlignItems::Center, justify_content: JustifyContent::Center, ..default() }, - ..default() - }) + )) ``` - Replace all uses of `ButtonBundle` with `Button`. e.g. ```diff .spawn(( - ButtonBundle { - style: Style { - width: Val::Px(w), - height: Val::Px(h), - // horizontally center child text - justify_content: JustifyContent::Center, - // vertically center child text - align_items: AlignItems::Center, - margin: UiRect::all(Val::Px(20.0)), - ..default() - }, - image: image.clone().into(), + Button, + Style { + width: Val::Px(w), + height: Val::Px(h), + // horizontally center child text + justify_content: JustifyContent::Center, + // vertically center child text + align_items: AlignItems::Center, + margin: UiRect::all(Val::Px(20.0)), ..default() }, + UiImage::from(image.clone()), ImageScaleMode::Sliced(slicer.clone()), )) ``` - Replace all uses of `ImageBundle` with `UiImage`. e.g. ```diff - commands.spawn(ImageBundle { - image: UiImage { + commands.spawn(( + UiImage { texture: metering_mask, ..default() }, - style: Style { + Style { width: Val::Percent(100.0), height: Val::Percent(100.0), ..default() }, - ..default() - }); + )); ``` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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7482a0d26d
|
aligning public apis of Time,Timer and Stopwatch (#15962)
Fixes #15834 ## Migration Guide The APIs of `Time`, `Timer` and `Stopwatch` have been cleaned up for consistency with each other and the standard library's `Duration` type. The following methods have been renamed: - `Stowatch::paused` -> `Stopwatch::is_paused` - `Time::elapsed_seconds` -> `Time::elasped_secs` (including `_f64` and `_wrapped` variants) |
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f602edad09
|
Text Rework cleanup (#15887)
# Objective Cleanup naming and docs, add missing migration guide after #15591 All text root nodes now use `Text` (UI) / `Text2d`. All text readers/writers use `Text<Type>Reader`/`Text<Type>Writer` convention. --- ## Migration Guide Doubles as #15591 migration guide. Text bundles (`TextBundle` and `Text2dBundle`) were removed in favor of `Text` and `Text2d`. Shared configuration fields were replaced with `TextLayout`, `TextFont` and `TextColor` components. Just `TextBundle`'s additional field turned into `TextNodeFlags` component, while `Text2dBundle`'s additional fields turned into `TextBounds` and `Anchor` components. Text sections were removed in favor of hierarchy-based approach. For root text entities with `Text` or `Text2d` components, child entities with `TextSpan` will act as additional text sections. To still access text spans by index, use the new `TextUiReader`, `Text2dReader` and `TextUiWriter`, `Text2dWriter` system parameters. |
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bdd0af6bfb
|
Deprecate SpatialBundle (#15830)
# Objective - Required components replace bundles, but `SpatialBundle` is yet to be deprecated ## Solution - Deprecate `SpatialBundle` - Insert `Transform` and `Visibility` instead in examples using it - In `spawn` or `insert` inserting a default `Transform` or `Visibility` with component already requiring either, remove those components from the tuple ## Testing - Did you test these changes? If so, how? Yes, I ran the examples I changed and tests - Are there any parts that need more testing? The `gamepad_viewer` and and `custom_shader_instancing` examples don't work as intended due to entirely unrelated code, didn't check main. - How can other people (reviewers) test your changes? Is there anything specific they need to know? Run examples, or just check that all spawned values are identical - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? Linux, wayland trough x11 (cause that's the default feature) --- ## Migration Guide `SpatialBundle` is now deprecated, insert `Transform` and `Visibility` instead which will automatically insert all other components that were in the bundle. If you do not specify these values and any other components in your `spawn`/`insert` call already requires either of these components you can leave that one out. before: ```rust commands.spawn(SpatialBundle::default()); ``` after: ```rust commands.spawn((Transform::default(), Visibility::default()); ``` |
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6f7d0e5725
|
split up TextStyle (#15857)
# Objective Currently text is recomputed unnecessarily on any changes to its color, which is extremely expensive. ## Solution Split up `TextStyle` into two separate components `TextFont` and `TextColor`. ## Testing I added this system to `many_buttons`: ```rust fn set_text_colors_changed(mut colors: Query<&mut TextColor>) { for mut text_color in colors.iter_mut() { text_color.set_changed(); } } ``` reports ~4fps on main, ~50fps with this PR. ## Migration Guide `TextStyle` has been renamed to `TextFont` and its `color` field has been moved to a separate component named `TextColor` which newtypes `Color`. |
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6ad6eaa873
|
Fix println in morph_targets example (#15851)
# Objective This example uses `println` from a system, which we don't advise people do. It also gives no context for the debug prints, which I assumed to be stray debug code at first. ## Solution Use `info!`, and add a small amount of context so the console output looks deliberate. ## Testing `cargo run --example morph_targets` |
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3da0ef048e
|
Remove the Component trait implementation from Handle (#15796)
# Objective - Closes #15716 - Closes #15718 ## Solution - Replace `Handle<MeshletMesh>` with a new `MeshletMesh3d` component - As expected there were some random things that needed fixing: - A couple tests were storing handles just to prevent them from being dropped I believe, which seems to have been unnecessary in some. - The `SpriteBundle` still had a `Handle<Image>` field. I've removed this. - Tests in `bevy_sprite` incorrectly added a `Handle<Image>` field outside of the `Sprite` component. - A few examples were still inserting `Handle`s, switched those to their corresponding wrappers. - 2 examples that were still querying for `Handle<Image>` were changed to query `Sprite` ## Testing - I've verified that the changed example work now ## Migration Guide `Handle` can no longer be used as a `Component`. All existing Bevy types using this pattern have been wrapped in their own semantically meaningful type. You should do the same for any custom `Handle` components your project needs. The `Handle<MeshletMesh>` component is now `MeshletMesh3d`. The `WithMeshletMesh` type alias has been removed. Use `With<MeshletMesh3d>` instead. |
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a6be9b4ccd
|
Rename TextBlock to TextLayout (#15797)
# Objective - Improve clarity when spawning a text block. See [this discussion](https://github.com/bevyengine/bevy/pull/15591/#discussion_r1787083571). ## Solution - Rename `TextBlock` to `TextLayout`. |
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c2c19e5ae4
|
Text rework (#15591)
**Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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7d40e3ec87
|
Migrate bevy_sprite to required components (#15489)
# Objective Continue migration of bevy APIs to required components, following guidance of https://hackmd.io/@bevy/required_components/ ## Solution - Make `Sprite` require `Transform` and `Visibility` and `SyncToRenderWorld` - move image and texture atlas handles into `Sprite` - deprecate `SpriteBundle` - remove engine uses of `SpriteBundle` ## Testing ran cargo tests on bevy_sprite and tested several sprite examples. --- ## Migration Guide Replace all uses of `SpriteBundle` with `Sprite`. There are several new convenience constructors: `Sprite::from_image`, `Sprite::from_atlas_image`, `Sprite::from_color`. WARNING: use of `Handle<Image>` and `TextureAtlas` as components on sprite entities will NO LONGER WORK. Use the fields on `Sprite` instead. I would have removed the `Component` impls from `TextureAtlas` and `Handle<Image>` except it is still used within ui. We should fix this moving forward with the migration. |
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219b5930f1
|
Rename App/World::observe to add_observer , EntityWorldMut::observe_entity to observe . (#15754)
# Objective - Closes #15752 Calling the functions `App::observe` and `World::observe` doesn't make sense because you're not "observing" the `App` or `World`, you're adding an observer that listens for an event that occurs *within* the `World`. We should rename them to better fit this. ## Solution Renames: - `App::observe` -> `App::add_observer` - `World::observe` -> `World::add_observer` - `Commands::observe` -> `Commands::add_observer` - `EntityWorldMut::observe_entity` -> `EntityWorldMut::observe` (Note this isn't a breaking change as the original rename was introduced earlier this cycle.) ## Testing Reusing current tests. |
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700123ec64
|
Replace Handle<AnimationGraph> component with a wrapper (#15742)
# Objective - Closes #15717 ## Solution - Wrap the handle in a new wrapper component: `AnimationGraphHandle`. ## Testing Searched for all instances of `AnimationGraph` in the examples and updated and tested those ## Migration Guide `Handle<AnimationGraph>` is no longer a component. Instead, use the `AnimationGraphHandle` component which contains a `Handle<AnimationGraph>`. |
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26813d9732
|
easing_functions example: draw point closer to its curve (#15744)
# Objective - After #15711 which added a column to the example, the point of a curve was too close to the next curve ## Solution - Make it closer to its own |
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e563f86a1d
|
Simplified easing curves (#15711)
# Objective Simplify the API surrounding easing curves. Broaden the base of types that support easing. ## Solution There is now a single library function, `easing_curve`, which constructs a unit-parametrized easing curve between two values based on an `EaseFunction`: ```rust /// Given a `start` and `end` value, create a curve parametrized over [the unit interval] /// that connects them, using the given [ease function] to determine the form of the /// curve in between. /// /// [the unit interval]: Interval::UNIT /// [ease function]: EaseFunction pub fn easing_curve<T: Ease>(start: T, end: T, ease_fn: EaseFunction) -> EasingCurve<T> { //... } ``` As this shows, the type of the output curve is generic only in `T`. In particular, as long as `T` is `Reflect` (and `FromReflect` etc. — i.e., a standard "well-behaved" reflectable type), `EasingCurve<T>` is also `Reflect`, and there is no special field handling nonsense. Therefore, `EasingCurve` is the kind of thing that would be able to be easily changed in an editor. This is made possible by storing the actual `EaseFunction` on `EasingCurve<T>` instead of indirecting through some kind of function type (which generally leads to issues with reflection). The types that can be eased are those that implement a trait `Ease`: ```rust /// A type whose values can be eased between. /// /// This requires the construction of an interpolation curve that actually extends /// beyond the curve segment that connects two values, because an easing curve may /// extrapolate before the starting value and after the ending value. This is /// especially common in easing functions that mimic elastic or springlike behavior. pub trait Ease: Sized { /// Given `start` and `end` values, produce a curve with [unlimited domain] /// that: /// - takes a value equivalent to `start` at `t = 0` /// - takes a value equivalent to `end` at `t = 1` /// - has constant speed everywhere, including outside of `[0, 1]` /// /// [unlimited domain]: Interval::EVERYWHERE fn interpolating_curve_unbounded(start: &Self, end: &Self) -> impl Curve<Self>; } ``` (I know, I know, yet *another* interpolation trait. See 'Future direction'.) The other existing easing functions from the previous version of this module have also become new members of `EaseFunction`: `Linear`, `Steps`, and `Elastic` (which maybe needs a different name). The latter two are parametrized. ## Testing Tested using the `easing_functions` example. I also axed the `cubic_curve` example which was of questionable value and replaced it with `eased_motion`, which uses this API in the context of animation: https://github.com/user-attachments/assets/3c802992-6b9b-4b56-aeb1-a47501c29ce2 --- ## Future direction Morally speaking, `Ease` is incredibly similar to `StableInterpolate`. Probably, we should just merge `StableInterpolate` into `Ease`, and then make `SmoothNudge` an automatic extension trait of `Ease`. The reason I didn't do that is that `StableInterpolate` is not implemented for `VectorSpace` because of concerns about the `Color` types, and I wanted to avoid controversy. I think that may be a good idea though. As Alice mentioned before, we should also probably get rid of the `interpolation` dependency. The parametrized `Elastic` variant probably also needs some additional work (e.g. renaming, in/out/in-out variants, etc.) if we want to keep it. |
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320d53c1d2
|
Vary transforms for custom_skinned_mesh example (#15710)
# Objective Enhance the [custom skinned mesh example](https://bevyengine.org/examples/animation/custom-skinned-mesh/) to show some variety and clarify what the transform does to the mesh. ## Solution https://github.com/user-attachments/assets/c919db74-6e77-4f33-ba43-0f40a88042b3 Add variety and clarity with the following changes: - vary transform changes, - use a UV texture, - and show transform changes via gizmos. (Maybe it'd be worth turning on wireframe rendering to show what happens to the mesh. I think it'd be nice visually but might make the code a little noisy.) ## Testing I exercised it on my x86 macOS computer. It'd be good to have it validated on Windows, Linux, and WASM. --- ## Showcase - Custom skinned mesh example varies the transforms changes and uses a UV test texture. |
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1869e45c49
|
fix some of the ease functions from interpolation (#15706)
# Objective - Followup to #15675 - Some of the functions are wrong, noticed in #15703: `Sine`, `Elastic` and `Back` ## Solution - Fix them and make them deterministic  |
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01387101df
|
add example for ease functions (#15703)
# Objective - Followup to #15675 - Add an example showcasing the functions ## Solution - Add an example showcasing the functions - Some of the functions from the interpolation crate are messed up, fixed in #15706  --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Joona Aalto <jondolf.dev@gmail.com> |
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d9190e4ff6
|
Add Support for Triggering Events via AnimationEvent s (#15538)
# Objective Add support for events that can be triggered from animation clips. This is useful when you need something to happen at a specific time in an animation. For example, playing a sound every time a characters feet hits the ground when walking. Closes #15494 ## Solution Added a new field to `AnimationClip`: `events`, which contains a list of `AnimationEvent`s. These are automatically triggered in `animate_targets` and `trigger_untargeted_animation_events`. ## Testing Added a couple of tests and example (`animation_events.rs`) to make sure events are triggered when expected. --- ## Showcase `Events` need to also implement `AnimationEvent` and `Reflect` to be used with animations. ```rust #[derive(Event, AnimationEvent, Reflect)] struct SomeEvent; ``` Events can be added to an `AnimationClip` by specifying a time and event. ```rust // trigger an event after 1.0 second animation_clip.add_event(1.0, SomeEvent); ``` And optionally, providing a target id. ```rust let id = AnimationTargetId::from_iter(["shoulder", "arm", "hand"]); animation_clip.add_event_to_target(id, 1.0, HandEvent); ``` I modified the `animated_fox` example to show off the feature.  --------- Co-authored-by: Matty <weatherleymatthew@gmail.com> Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com> Co-authored-by: François Mockers <francois.mockers@vleue.com> |
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25bfa80e60
|
Migrate cameras to required components (#15641)
# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically. |
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0094bcbc07
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Implement additive blending for animation graphs. (#15631)
*Additive blending* is an ubiquitous feature in game engines that allows animations to be concatenated instead of blended. The canonical use case is to allow a character to hold a weapon while performing arbitrary poses. For example, if you had a character that needed to be able to walk or run while attacking with a weapon, the typical workflow is to have an additive blend node that combines walking and running animation clips with an animation clip of one of the limbs performing a weapon attack animation. This commit adds support for additive blending to Bevy. It builds on top of the flexible infrastructure in #15589 and introduces a new type of node, the *add node*. Like blend nodes, add nodes combine the animations of their children according to their weights. Unlike blend nodes, however, add nodes don't normalize the weights to 1.0. The `animation_masks` example has been overhauled to demonstrate the use of additive blending in combination with masks. There are now controls to choose an animation clip for every limb of the fox individually. This patch also fixes a bug whereby masks were incorrectly accumulated with `insert()` during the graph threading phase, which could cause corruption of computed masks in some cases. Note that the `clip` field has been replaced with an `AnimationNodeType` enum, which breaks `animgraph.ron` files. The `Fox.animgraph.ron` asset has been updated to the new format. Closes #14395. ## Showcase https://github.com/user-attachments/assets/52dfe05f-fdb3-477a-9462-ec150f93df33 ## Migration Guide * The `animgraph.ron` format has changed to accommodate the new *additive blending* feature. You'll need to change `clip` fields to instances of the new `AnimationNodeType` enum. |
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ca8dd06146
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Impose a more sensible ordering for animation graph evaluation. (#15589)
This is an updated version of #15530. Review comments were addressed. This commit changes the animation graph evaluation to be operate in a more sensible order and updates the semantics of blend nodes to conform to [the animation composition RFC]. Prior to this patch, a node graph like this: ``` ┌─────┐ │ │ │ 1 │ │ │ └──┬──┘ │ ┌───────┴───────┐ │ │ ▼ ▼ ┌─────┐ ┌─────┐ │ │ │ │ │ 2 │ │ 3 │ │ │ │ │ └──┬──┘ └──┬──┘ │ │ ┌───┴───┐ ┌───┴───┐ │ │ │ │ ▼ ▼ ▼ ▼ ┌─────┐ ┌─────┐ ┌─────┐ ┌─────┐ │ │ │ │ │ │ │ │ │ 4 │ │ 6 │ │ 5 │ │ 7 │ │ │ │ │ │ │ │ │ └─────┘ └─────┘ └─────┘ └─────┘ ``` Would be evaluated as (((4 ⊕ 5) ⊕ 6) ⊕ 7), with the blend (lerp/slerp) operation notated as ⊕. As quaternion multiplication isn't commutative, this is very counterintuitive and will especially lead to trouble with the forthcoming additive blending feature (#15198). This patch fixes the issue by changing the evaluation order to postorder, with children of a node evaluated in ascending order by node index. To do so, this patch revamps `AnimationCurve` to be based on an *evaluation stack* and a *blend register*. During target evaluation, the graph evaluator traverses the graph in postorder. When encountering a clip node, the evaluator pushes the possibly-interpolated value onto the evaluation stack. When encountering a blend node, the evaluator pops values off the stack into the blend register, accumulating weights as appropriate. When the graph is completely evaluated, the top element on the stack is *committed* to the property of the component. A new system, the *graph threading* system, is added in order to cache the sorted postorder traversal to avoid the overhead of sorting children at animation evaluation time. Mask evaluation has been moved to this system so that the graph only has to be traversed at most once per frame. Unlike the `ActiveAnimation` list, the *threaded graph* is cached from frame to frame and only has to be regenerated when the animation graph asset changes. This patch currently regresses the `animate_target` performance in `many_foxes` by around 50%, resulting in an FPS loss of about 2-3 FPS. I'd argue that this is an acceptable price to pay for a much more intuitive system. In the future, we can mitigate the regression with a fast path that avoids consulting the graph if only one animation is playing. However, in the interest of keeping this patch simple, I didn't do so here. [the animation composition RFC]: https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md # Objective - Describe the objective or issue this PR addresses. - If you're fixing a specific issue, say "Fixes #X". ## Solution - Describe the solution used to achieve the objective above. ## Testing - 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? --- ## Showcase > This section is optional. If this PR does not include a visual change or does not add a new feature, you can delete this section. - Help others understand the result of this PR by showcasing your awesome work! - If this PR adds a new feature or public API, consider adding a brief pseudo-code snippet of it in action - If this PR includes a visual change, consider adding a screenshot, GIF, or video - If you want, you could even include a before/after comparison! - If the Migration Guide adequately covers the changes, you can delete this section While a showcase should aim to be brief and digestible, you can use a toggleable section to save space on longer showcases: <details> <summary>Click to view showcase</summary> ```rust println!("My super cool code."); ``` </details> ## Migration Guide > This section is optional. If there are no breaking changes, you can delete this section. - If this PR is a breaking change (relative to the last release of Bevy), describe how a user might need to migrate their code to support these changes - Simply adding new functionality is not a breaking change. - Fixing behavior that was definitely a bug, rather than a questionable design choice is not a breaking change. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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461305b3d7
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Revert "Have EntityCommands methods consume self for easier chaining" (#15523)
As discussed in #15521 - Partial revert of #14897, reverting the change to the methods to consume `self` - The `insert_if` method is kept The migration guide of #14897 should be removed Closes #15521 --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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eb51b4c28e
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Migrate scenes to required components (#15579)
# Objective A step in the migration to required components: scenes! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2FPJtNGVMMQhyM0zIvCJSkbA): - Deprecate `SceneBundle` and `DynamicSceneBundle`. - Add `SceneRoot` and `DynamicSceneRoot` components, which wrap a `Handle<Scene>` and `Handle<DynamicScene>` respectively. ## Migration Guide Asset handles for scenes and dynamic scenes must now be wrapped in the `SceneRoot` and `DynamicSceneRoot` components. Raw handles as components no longer spawn scenes. Additionally, `SceneBundle` and `DynamicSceneBundle` have been deprecated. Instead, use the scene components directly. Previously: ```rust let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf")); commands.spawn(SceneBundle { scene: model_scene, transform: Transform::from_xyz(-4.0, 0.0, -3.0), ..default() }); ``` Now: ```rust let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf")); commands.spawn(( SceneRoot(model_scene), Transform::from_xyz(-4.0, 0.0, -3.0), )); ``` |
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54006b107b
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Migrate meshes and materials to required components (#15524)
# Objective A big step in the migration to required components: meshes and materials! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ): - Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle`. - Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`. - Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`, which wrap a `Handle<M>`. - Meshes *without* a mesh material should be rendered with a default material. The existence of a material is determined by `HasMaterial2d`/`HasMaterial3d`, which is required by `MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the generics. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, previously nothing was rendered. Now, it renders a white default `ColorMaterial` in 2D and a `StandardMaterial` in 3D (this can be overridden). Below, only every other entity has a material:   Why white? This is still open for discussion, but I think white makes sense for a *default* material, while *invalid* asset handles pointing to nothing should have something like a pink material to indicate that something is broken (I don't handle that in this PR yet). This is kind of a mix of Godot and Unity: Godot just renders a white material for non-existent materials, while Unity renders nothing when no materials exist, but renders pink for invalid materials. I can also change the default material to pink if that is preferable though. ## Testing I ran some 2D and 3D examples to test if anything changed visually. I have not tested all examples or features yet however. If anyone wants to test more extensively, it would be appreciated! ## Implementation Notes - The relationship between `bevy_render` and `bevy_pbr` is weird here. `bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all of the material logic, and `bevy_render` doesn't depend on it. I feel like the two crates should be refactored in some way, but I think that's out of scope for this PR. - I didn't migrate meshlets to required components yet. That can probably be done in a follow-up, as this is already a huge PR. - It is becoming increasingly clear to me that we really, *really* want to disallow raw asset handles as components. They caused me a *ton* of headache here already, and it took me a long time to find every place that queried for them or inserted them directly on entities, since there were no compiler errors for it. If we don't remove the `Component` derive, I expect raw asset handles to be a *huge* footgun for users as we transition to wrapper components, especially as handles as components have been the norm so far. I personally consider this to be a blocker for 0.15: we need to migrate to wrapper components for asset handles everywhere, and remove the `Component` derive. Also see https://github.com/bevyengine/bevy/issues/14124. --- ## Migration Guide Asset handles for meshes and mesh materials must now be wrapped in the `Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d` components for 2D and 3D respectively. Raw handles as components no longer render meshes. Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle` have been deprecated. Instead, use the mesh and material components directly. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, a white default material is now used. Previously, nothing was rendered if the material was missing. The `WithMesh2d` and `WithMesh3d` query filter type aliases have also been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`. --------- Co-authored-by: Tim Blackbird <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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de888a373d
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Migrate lights to required components (#15554)
# Objective Another step in the migration to required components: lights! Note that this does not include `EnvironmentMapLight` or reflection probes yet, because their API hasn't been fully chosen yet. ## Solution As per the [selected proposals](https://hackmd.io/@bevy/required_components/%2FLLnzwz9XTxiD7i2jiUXkJg): - Deprecate `PointLightBundle` in favor of the `PointLight` component - Deprecate `SpotLightBundle` in favor of the `PointLight` component - Deprecate `DirectionalLightBundle` in favor of the `DirectionalLight` component ## Testing I ran some examples with lights. --- ## Migration Guide `PointLightBundle`, `SpotLightBundle`, and `DirectionalLightBundle` have been deprecated. Use the `PointLight`, `SpotLight`, and `DirectionalLight` components instead. Adding them will now insert the other components required by them automatically. |
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429987ebf8
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Curve-based animation (#15434)
# Objective This PR extends and reworks the material from #15282 by allowing arbitrary curves to be used by the animation system to animate arbitrary properties. The goals of this work are to: - Allow far greater flexibility in how animations are allowed to be defined in order to be used with `bevy_animation`. - Delegate responsibility over keyframe interpolation to `bevy_math` and the `Curve` libraries and reduce reliance on keyframes in animation definitions generally. - Move away from allowing the glTF spec to completely define animations on a mechanical level. ## Solution ### Overview At a high level, curves have been incorporated into the animation system using the `AnimationCurve` trait (closely related to what was `Keyframes`). From the top down: 1. In `animate_targets`, animations are driven by `VariableCurve`, which is now a thin wrapper around a `Box<dyn AnimationCurve>`. 2. `AnimationCurve` is something built out of a `Curve`, and it tells the animation system how to use the curve's output to actually mutate component properties. The trait looks like this: ```rust /// A low-level trait that provides control over how curves are actually applied to entities /// by the animation system. /// /// Typically, this will not need to be implemented manually, since it is automatically /// implemented by [`AnimatableCurve`] and other curves used by the animation system /// (e.g. those that animate parts of transforms or morph weights). However, this can be /// implemented manually when `AnimatableCurve` is not sufficiently expressive. /// /// In many respects, this behaves like a type-erased form of [`Curve`], where the output /// type of the curve is remembered only in the components that are mutated in the /// implementation of [`apply`]. /// /// [`apply`]: AnimationCurve::apply pub trait AnimationCurve: Reflect + Debug + Send + Sync { /// Returns a boxed clone of this value. fn clone_value(&self) -> Box<dyn AnimationCurve>; /// The range of times for which this animation is defined. fn domain(&self) -> Interval; /// Write the value of sampling this curve at time `t` into `transform` or `entity`, /// as appropriate, interpolating between the existing value and the sampled value /// using the given `weight`. fn apply<'a>( &self, t: f32, transform: Option<Mut<'a, Transform>>, entity: EntityMutExcept<'a, (Transform, AnimationPlayer, Handle<AnimationGraph>)>, weight: f32, ) -> Result<(), AnimationEvaluationError>; } ``` 3. The conversion process from a `Curve` to an `AnimationCurve` involves using wrappers which communicate the intent to animate a particular property. For example, here is `TranslationCurve`, which wraps a `Curve<Vec3>` and uses it to animate `Transform::translation`: ```rust /// This type allows a curve valued in `Vec3` to become an [`AnimationCurve`] that animates /// the translation component of a transform. pub struct TranslationCurve<C>(pub C); ``` ### Animatable Properties The `AnimatableProperty` trait survives in the transition, and it can be used to allow curves to animate arbitrary component properties. The updated documentation for `AnimatableProperty` explains this process: <details> <summary>Expand AnimatableProperty example</summary An `AnimatableProperty` is a value on a component that Bevy can animate. You can implement this trait on a unit struct in order to support animating custom components other than transforms and morph weights. Use that type in conjunction with `AnimatableCurve` (and perhaps `AnimatableKeyframeCurve` to define the animation itself). For example, in order to animate font size of a text section from 24 pt. to 80 pt., you might use: ```rust #[derive(Reflect)] struct FontSizeProperty; impl AnimatableProperty for FontSizeProperty { type Component = Text; type Property = f32; fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> { Some(&mut component.sections.get_mut(0)?.style.font_size) } } ``` You can then create an `AnimationClip` to animate this property like so: ```rust let mut animation_clip = AnimationClip::default(); animation_clip.add_curve_to_target( animation_target_id, AnimatableKeyframeCurve::new( [ (0.0, 24.0), (1.0, 80.0), ] ) .map(AnimatableCurve::<FontSizeProperty, _>::from_curve) .expect("Failed to create font size curve") ); ``` Here, the use of `AnimatableKeyframeCurve` creates a curve out of the given keyframe time-value pairs, using the `Animatable` implementation of `f32` to interpolate between them. The invocation of `AnimatableCurve::from_curve` with `FontSizeProperty` indicates that the `f32` output from that curve is to be used to animate the font size of a `Text` component (as configured above). </details> ### glTF Loading glTF animations are now loaded into `Curve` types of various kinds, depending on what is being animated and what interpolation mode is being used. Those types get wrapped into and converted into `Box<dyn AnimationCurve>` and shoved inside of a `VariableCurve` just like everybody else. ### Morph Weights There is an `IterableCurve` abstraction which allows sampling these from a contiguous buffer without allocating. Its only reason for existing is that Rust disallows you from naming function types, otherwise we would just use `Curve` with an iterator output type. (The iterator involves `Map`, and the name of the function type would have to be able to be named, but it is not.) A `WeightsCurve` adaptor turns an `IterableCurve` into an `AnimationCurve`, so it behaves like everything else in that regard. ## Testing Tested by running existing animation examples. Interpolation logic has had additional tests added within the `Curve` API to replace the tests in `bevy_animation`. Some kinds of out-of-bounds errors have become impossible. Performance testing on `many_foxes` (`animate_targets`) suggests that performance is very similar to the existing implementation. Here are a couple trace histograms across different runs (yellow is this branch, red is main). <img width="669" alt="Screenshot 2024-09-27 at 9 41 50 AM" src="https://github.com/user-attachments/assets/5ba4e9ac-3aea-452e-aaf8-1492acc2d7fc"> <img width="673" alt="Screenshot 2024-09-27 at 9 45 18 AM" src="https://github.com/user-attachments/assets/8982538b-04cf-46b5-97b2-164c6bc8162e"> --- ## Migration Guide Most user code that does not directly deal with `AnimationClip` and `VariableCurve` will not need to be changed. On the other hand, `VariableCurve` has been completely overhauled. If you were previously defining animation curves in code using keyframes, you will need to migrate that code to use curve constructors instead. For example, a rotation animation defined using keyframes and added to an animation clip like this: ```rust animation_clip.add_curve_to_target( animation_target_id, VariableCurve { keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0], keyframes: Keyframes::Rotation(vec![ Quat::IDENTITY, Quat::from_axis_angle(Vec3::Y, PI / 2.), Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.), Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.), Quat::IDENTITY, ]), interpolation: Interpolation::Linear, }, ); ``` would now be added like this: ```rust animation_clip.add_curve_to_target( animation_target_id, AnimatableKeyframeCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([ Quat::IDENTITY, Quat::from_axis_angle(Vec3::Y, PI / 2.), Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.), Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.), Quat::IDENTITY, ])) .map(RotationCurve) .expect("Failed to build rotation curve"), ); ``` Note that the interface of `AnimationClip::add_curve_to_target` has also changed (as this example shows, if subtly), and now takes its curve input as an `impl AnimationCurve`. If you need to add a `VariableCurve` directly, a new method `add_variable_curve_to_target` accommodates that (and serves as a one-to-one migration in this regard). ### For reviewers The diff is pretty big, and the structure of some of the changes might not be super-obvious: - `keyframes.rs` became `animation_curves.rs`, and `AnimationCurve` is based heavily on `Keyframes`, with the adaptors also largely following suite. - The Curve API adaptor structs were moved from `bevy_math::curve::mod` into their own module `adaptors`. There are no functional changes to how these adaptors work; this is just to make room for the specialized reflection implementations since `mod.rs` was getting kind of cramped. - The new module `gltf_curves` holds the additional curve constructions that are needed by the glTF loader. Note that the loader uses a mix of these and off-the-shelf `bevy_math` curve stuff. - `animatable.rs` no longer holds logic related to keyframe interpolation, which is now delegated to the existing abstractions in `bevy_math::curve::cores`. --------- Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com> Co-authored-by: aecsocket <43144841+aecsocket@users.noreply.github.com> |
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b04947d44f
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Migrate bevy_transform to required components (#14964)
The first step in the migration to required components! This PR removes `GlobalTransform` from all user-facing code, since it's now added automatically wherever `Transform` is used. ## Testing - None of the examples I tested were broken, and I assume breaking transforms in any way would be visible *everywhere* --- ## Changelog - Make `Transform` require `GlobalTransform` ~~- Remove `GlobalTransform` from all engine bundles~~ - Remove in-engine insertions of GlobalTransform and TransformBundle - Deprecate `TransformBundle` - update docs to reflect changes ## Migration Guide Replace all insertions of `GlobalTransform` and/or `TransformBundle` with `Transform` alone. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Tim <JustTheCoolDude@gmail.com> |
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d70595b667
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Add core and alloc over std Lints (#15281)
# Objective - Fixes #6370 - Closes #6581 ## Solution - Added the following lints to the workspace: - `std_instead_of_core` - `std_instead_of_alloc` - `alloc_instead_of_core` - Used `cargo +nightly fmt` with [item level use formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Item%5C%3A) to split all `use` statements into single items. - Used `cargo clippy --workspace --all-targets --all-features --fix --allow-dirty` to _attempt_ to resolve the new linting issues, and intervened where the lint was unable to resolve the issue automatically (usually due to needing an `extern crate alloc;` statement in a crate root). - Manually removed certain uses of `std` where negative feature gating prevented `--all-features` from finding the offending uses. - Used `cargo +nightly fmt` with [crate level use formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Crate%5C%3A) to re-merge all `use` statements matching Bevy's previous styling. - Manually fixed cases where the `fmt` tool could not re-merge `use` statements due to conditional compilation attributes. ## Testing - Ran CI locally ## Migration Guide The MSRV is now 1.81. Please update to this version or higher. ## Notes - This is a _massive_ change to try and push through, which is why I've outlined the semi-automatic steps I used to create this PR, in case this fails and someone else tries again in the future. - Making this change has no impact on user code, but does mean Bevy contributors will be warned to use `core` and `alloc` instead of `std` where possible. - This lint is a critical first step towards investigating `no_std` options for Bevy. --------- Co-authored-by: François Mockers <francois.mockers@vleue.com> |
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efda7f3f9c
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Simpler lint fixes: makes ci lints work but disables a lint for now (#15376)
Takes the first two commits from #15375 and adds suggestions from this comment: https://github.com/bevyengine/bevy/pull/15375#issuecomment-2366968300 See #15375 for more reasoning/motivation. ## Rebasing (rerunning) ```rust git switch simpler-lint-fixes git reset --hard main cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate cargo fmt --all git add --update git commit --message "rustfmt" cargo clippy --workspace --all-targets --all-features --fix cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate cargo fmt --all git add --update git commit --message "clippy" git cherry-pick e6c0b94f6795222310fb812fa5c4512661fc7887 ``` |
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8154164f1b
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Allow animation clips to animate arbitrary properties. (#15282)
Currently, Bevy restricts animation clips to animating `Transform::translation`, `Transform::rotation`, `Transform::scale`, or `MorphWeights`, which correspond to the properties that glTF can animate. This is insufficient for many use cases such as animating UI, as the UI layout systems expect to have exclusive control over UI elements' `Transform`s and therefore the `Style` properties must be animated instead. This commit fixes this, allowing for `AnimationClip`s to animate arbitrary properties. The `Keyframes` structure has been turned into a low-level trait that can be implemented to achieve arbitrary animation behavior. Along with `Keyframes`, this patch adds a higher-level trait, `AnimatableProperty`, that simplifies the task of animating single interpolable properties. Built-in `Keyframes` implementations exist for translation, rotation, scale, and morph weights. For the most part, you can migrate by simply changing your code from `Keyframes::Translation(...)` to `TranslationKeyframes(...)`, and likewise for rotation, scale, and morph weights. An example `AnimatableProperty` implementation for the font size of a text section follows: #[derive(Reflect)] struct FontSizeProperty; impl AnimatableProperty for FontSizeProperty { type Component = Text; type Property = f32; fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> { Some(&mut component.sections.get_mut(0)?.style.font_size) } } In order to keep this patch relatively small, this patch doesn't include an implementation of `AnimatableProperty` on top of the reflection system. That can be a follow-up. This patch builds on top of the new `EntityMutExcept<>` type in order to widen the `AnimationTarget` query to include write access to all components. Because `EntityMutExcept<>` has some performance overhead over an explicit query, we continue to explicitly query `Transform` in order to avoid regressing the performance of skeletal animation, such as the `many_foxes` benchmark. I've measured the performance of that benchmark and have found no significant regressions. A new example, `animated_ui`, has been added. This example shows how to use Bevy's built-in animation infrastructure to animate font size and color, which wasn't possible before this patch. ## Showcase https://github.com/user-attachments/assets/1fa73492-a9ce-405a-a8f2-4aacd7f6dc97 ## Migration Guide * Animation keyframes are now an extensible trait, not an enum. Replace `Keyframes::Translation(...)`, `Keyframes::Scale(...)`, `Keyframes::Rotation(...)`, and `Keyframes::Weights(...)` with `Box::new(TranslationKeyframes(...))`, `Box::new(ScaleKeyframes(...))`, `Box::new(RotationKeyframes(...))`, and `Box::new(MorphWeightsKeyframes(...))` respectively. |
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29508f065f
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Fix floating point math (#15239)
# Objective - Fixes #15236 ## Solution - Use bevy_math::ops instead of std floating point operations. ## Testing - Did you test these changes? If so, how? Unit tests and `cargo run -p ci -- test` - How can other people (reviewers) test your changes? Is there anything specific they need to know? Execute `cargo run -p ci -- test` on Windows. - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? Windows ## Migration Guide - Not a breaking change - Projects should use bevy math where applicable --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: IQuick 143 <IQuick143cz@gmail.com> Co-authored-by: Joona Aalto <jondolf.dev@gmail.com> |