Commit Graph

8345 Commits

Author SHA1 Message Date
ickshonpe
f62775235d
Revert #17631 (#17660)
# Objective

Revert #17631

After some more experimentation, realised it's not the right approach.
2025-02-03 19:01:15 +00:00
dependabot[bot]
d9df371ef2
Bump crate-ci/typos from 1.29.4 to 1.29.5 (#17655)
Bumps [crate-ci/typos](https://github.com/crate-ci/typos) from 1.29.4 to
1.29.5.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/crate-ci/typos/releases">crate-ci/typos's
releases</a>.</em></p>
<blockquote>
<h2>v1.29.5</h2>
<h2>[1.29.5] - 2025-01-30</h2>
<h3>Internal</h3>
<ul>
<li>Update a dependency</li>
</ul>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/crate-ci/typos/blob/master/CHANGELOG.md">crate-ci/typos's
changelog</a>.</em></p>
<blockquote>
<h2>[1.29.5] - 2025-01-30</h2>
<h3>Internal</h3>
<ul>
<li>Update a dependency</li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="11ca4583f2"><code>11ca458</code></a>
chore: Release</li>
<li><a
href="99fd37f157"><code>99fd37f</code></a>
docs: Update changelog</li>
<li><a
href="4f604f6eff"><code>4f604f6</code></a>
Merge pull request <a
href="https://redirect.github.com/crate-ci/typos/issues/1220">#1220</a>
from epage/w7</li>
<li><a
href="ba04a1a0fd"><code>ba04a1a</code></a>
perf: Remove ErrMode overhead</li>
<li><a
href="60452b5a81"><code>60452b5</code></a>
chore: Update to Winnow 0.7</li>
<li><a
href="4c22f194b5"><code>4c22f19</code></a>
refactor: Migrate from Parser to ModalParser</li>
<li><a
href="7830eb8730"><code>7830eb8</code></a>
refactor: Resolve deprecations</li>
<li><a
href="07f1292e29"><code>07f1292</code></a>
chore: Upgrade to Winnow 0.6.26</li>
<li><a
href="3683264986"><code>3683264</code></a>
chore(deps): Update Rust Stable to v1.84 (<a
href="https://redirect.github.com/crate-ci/typos/issues/1216">#1216</a>)</li>
<li><a
href="2ed38e07fc"><code>2ed38e0</code></a>
chore(deps): Update Rust crate bstr to v1.11.3 (<a
href="https://redirect.github.com/crate-ci/typos/issues/1202">#1202</a>)</li>
<li>See full diff in <a
href="https://github.com/crate-ci/typos/compare/v1.29.4...v1.29.5">compare
view</a></li>
</ul>
</details>
<br />


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2025-02-03 07:36:25 +00:00
Alice Cecile
da5064889a
Add required serde_derive feature flag to bevy_ecs (#17651)
# Objective

```
cargo test --package bevy_ecs --lib --all-features
```

fails to compile, with output like

> error[E0433]: failed to resolve: could not find `Serialize` in `serde`
>    --> crates/bevy_ecs/src/entity/index_set.rs:14:69
>     |
> 14 | #[cfg_attr(feature = "serialize", derive(serde::Deserialize,
serde::Serialize))]
> | ^^^^^^^^^ could not find `Serialize` in `serde`
>     |
> note: found an item that was configured out
> -->
/home/alice/.cargo/registry/src/index.crates.io-6f17d22bba15001f/serde-1.0.217/src/lib.rs:343:37
>     |
> 343 | pub use serde_derive::{Deserialize, Serialize};
>     |                                     ^^^^^^^^^
> note: the item is gated behind the `serde_derive` feature
> -->
/home/alice/.cargo/registry/src/index.crates.io-6f17d22bba15001f/serde-1.0.217/src/lib.rs:341:7
>     |
> 341 | #[cfg(feature = "serde_derive")]
>     |       ^^^^^^^^^^^^^^^^^^^^^^^^


## Solution

Add the required feature flags and get bevy_ecs compiling standalone
corrctly.

## Testing

The command above now compiles succesfully. Note that several system
stepping tests are failing, and were not being tested in CI. That's a
different PR's problem though.
2025-02-03 03:19:57 +00:00
charlotte
aab39d5693
Move sprite batches to resource (#17636)
# Objective

Currently, `prepare_sprite_image_bind_group` spawns sprite batches onto
an individual representative entity of the batch. This poses significant
problems for multi-camera setups, since an entity may appear in multiple
phase instances.

## Solution

Instead, move batches into a resource that is keyed off the view and the
representative entity. Long term we should switch to mesh2d and use the
existing BinnedRenderPhase functionality rather than naively queueing
into transparent and doing our own ad-hoc batching logic.

Fixes #16867, #17351

## Testing

Tested repros in above issues.
2025-02-02 22:08:57 +00:00
NiseVoid
62285a47ba
Add simple Disabled marker (#17514)
# Objective

We have default query filters now, but there is no first-party marker
for entity disabling yet
Fixes #17458

## Solution

Add the marker, cool recursive features and/or potential hook changes
should be follow up work

## Testing

Added a unit test to check that the new marker is enabled by default
2025-02-02 21:42:25 +00:00
Periwink
75e8e8c0f6
Expose ObserverDescriptor fields (#17623)
# Objective

Expose accessor functions to the `ObserverDescriptor`, so that users can
use the `Observer` component to inspect what the observer is watching.
This would be useful for me, I don't think there's any reason to hide
these.
2025-02-02 20:10:37 +00:00
Lucas Franca
55283bb115
Revert "Fix rounding bug in camera projection (#16828)" (#17592)
This reverts commit ae522225cd.

# Objective

Fixes #16856

## Solution

Remove rounding from `OrthographicProjection::update`, which was causing
the center of the orthographic projection to be off center.

## Testing

Ran the examples mentioned on #16856 and code from #16773

## Showcase
`orthographic` example

![image](https://github.com/user-attachments/assets/d3bb1480-5908-4427-b1f2-af8a5c411745)

`projection_zoom` example

![image](https://github.com/user-attachments/assets/e560c81b-db8f-44f0-91f4-d6bae3ae7f32)

`camera_sub_view` example

![image](https://github.com/user-attachments/assets/615e9eb8-f4e5-406a-b98a-501f7d652145)

`custom_primitives` example

![image](https://github.com/user-attachments/assets/8fd7702e-07e7-47e3-9510-e247d268a3e7)

#16773 code

![image](https://github.com/user-attachments/assets/1b759e90-6c53-4279-987e-284518db034b)
2025-02-02 19:16:13 +00:00
mgi388
756948e311
Fix cursor hotspot out of bounds when flipping (#17571)
# Objective

- Fix off by one error introduced in
https://github.com/bevyengine/bevy/pull/17540 causing:

```
Cursor image StrongHandle<Image>{ id: Index(AssetIndex { generation: 0, index: 3 }), path: Some(cursors/kenney_crosshairPack/Tilesheet/crosshairs_tilesheet_white.png) } is invalid: The specified hotspot (64, 64) is outside the image bounds (64x64).
```

- First PR commit and run shows the bug:
https://github.com/bevyengine/bevy/actions/runs/13009405866/job/36283507530?pr=17571
- Second PR commit fixes it.

## Solution

- Hotspot coordinates are 0-indexed, so we need to subtract 1 from the
width and height.

## Testing

- Fix the tests which included the off-by-one error in their expected
values.
- Consolidate the tests into a single test for brevity.
- Test round trip transform to ensure we can "undo" to get back to the
original value.
- Add a specific bounds test.
- Ran the example again and observed there are no more error logs:
`cargo run --example custom_cursor_image --features=custom_cursor`.
2025-02-02 18:22:34 +00:00
Mathspy
469b218f20
Improve ergonomics of platform_support's Instant (#17577)
# Objective

- Make working with `bevy_time` more ergonomic in `no_std` environments.

Currently `bevy_time` expects the getter in environments where time
can't be obtained automatically via the instruction set or the standard
library to be of type `*mut fn() -> Duration`.
[`fn()`](https://doc.rust-lang.org/beta/std/primitive.fn.html) is
already a function pointer, so `*mut fn()` is a _pointer to a function
pointer_. This is harder to use and error prone since creating a pointer
out of something like `&mut fn() -> Duration` when the lifetime of the
reference isn't static will lead to an undefined behavior once the
reference is freed

## Solution

- Accept a `fn() -> Duration` instead

## Testing

- I made a whole game on the Playdate that relies on `bevy_time`
heavily, see:
[bevydate_time](1b4f02adcd/src/lib.rs (L510-L546))
for usage of the Instant's getter.

---

## Showcase

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


https://github.com/user-attachments/assets/f687847f-6b62-4322-95f3-c908ada3db30

</details>

## Migration Guide

This is a breaking change but it's not for people coming from Bevy v0.15

### Small thank you note
Thanks to my friend https://github.com/repnop for helping me understand
how to deal with function pointers in `unsafe` environments

Co-authored-by: Wesley Norris <repnop@repnop.dev>
2025-02-02 15:50:48 +00:00
Joona Aalto
9165fb020a
Implement Serialize/Deserialize for entity collections (#17620)
# Objective

Follow-up to #17615.

Bevy's entity collection types like `EntityHashSet` no longer implement
serde's `Serialize` and `Deserialize` after becoming newtypes instead of
type aliases in #16912. This broke some types that support serde for me
in Avian.

I also missed creating const constructors for `EntityIndexMap` and
`EntityIndexSet` in #17615. Oops!

## Solution

Implement `Serialize` and `Deserialize` for Bevy's entity collection
types, and add const constructors for `EntityIndexMap` and
`EntityIndexSet`.

I didn't implement `ReflectSerialize` or `ReflectDeserialize` here,
because I had some trouble fixing the resulting errors, and they were
not implemented previously either.
2025-02-02 15:42:36 +00:00
IceSentry
9c5ce33e1d
Use more headers in AsBindGroup docs (#17586)
# Objective

- Linking to a specific AsBindGroup attribute is hard because it doesn't
use any headers and all the docs is in a giant block

## Solution

- Make each attribute it's own sub-header so they can be easily linked

---

## Showcase

Here's what the rustdoc output looks like with this change


![image](https://github.com/user-attachments/assets/4987b03c-c75d-4a5f-89b7-0c356b61706a)

## Notes

I kept the bullet point so the text is still indented like before. Not
sure if we should keep that or not
2025-02-02 15:18:39 +00:00
Erick Z
416100a253
Fixing ValArithmeticError typo and unused variant (#17597)
# Objective

- `ValArithmeticError` contains a typo, and one of it's variants is not
used

## Solution

- Rename `NonEvaluateable::NonEvaluateable ` variant to
`NonEvaluateable::NonEvaluable`.
- Remove variant `ValArithmeticError:: NonIdenticalVariants`.

## Testing

- `cargo run -p ci`

---

## Migration Guide


- `ValArithmeticError::NonEvaluateable` has been renamed to
`NonEvaluateable::NonEvaluable`
- `ValArithmeticError::NonIdenticalVariants ` has been removed
2025-02-02 15:10:14 +00:00
RobWalt
a893c5d572
feat: impl Ease for Isometry[2/3]d (#17545)
# Objective

- We kind of missed out on implementing the `Ease` trait for some
objects like `Isometry2D` and `Isometry3D` even though it makes sense
and isn't that hard
- Fixes #17539

## Testing

- wrote some minimal tests
- ~~noticed that quat easing isn't working as expected yet~~ I just
confused degrees and radians once again 🙈
2025-02-02 15:07:35 +00:00
ickshonpe
89a1c49377
Fix Taffy viewport node leaks (#17596)
# Objective

For most UI node entities there's a 1-to-1 mapping from the entity to
its associated Taffy node. Root UI nodes are an exception though, their
corresponding Taffy node in the Taffy tree is also given a parent that
represents the viewport. These viewport Taffy nodes are not removed when
a root UI node is despawned.

Parenting of an existing root UI node with an associated viewport Taffy
node also results in the leak of the viewport node.

These tests fail if added to the `layout` module's tests on the main
branch:

```rust
    #[test]
    fn no_viewport_node_leak_on_root_despawned() {
        let (mut world, mut ui_schedule) = setup_ui_test_world();

        let ui_root_entity = world.spawn(Node::default()).id();

        // The UI schedule synchronizes Bevy UI's internal `TaffyTree` with the
        // main world's tree of `Node` entities.
        ui_schedule.run(&mut world);

        // Two taffy nodes are added to the internal `TaffyTree` for each root UI entity.
        // An implicit taffy node representing the viewport and a taffy node corresponding to the
        // root UI entity which is parented to the viewport taffy node.
        assert_eq!(
            world.resource_mut::<UiSurface>().taffy.total_node_count(),
            2
        );

        world.despawn(ui_root_entity);

        // The UI schedule removes both the taffy node corresponding to `ui_root_entity` and its
        // parent viewport node.
        ui_schedule.run(&mut world);

        // Both taffy nodes should now be removed from the internal `TaffyTree`
        assert_eq!(
            world.resource_mut::<UiSurface>().taffy.total_node_count(),
            0
        );
    }

    #[test]
    fn no_viewport_node_leak_on_parented_root() {
        let (mut world, mut ui_schedule) = setup_ui_test_world();

        let ui_root_entity_1 = world.spawn(Node::default()).id();
        let ui_root_entity_2 = world.spawn(Node::default()).id();

        ui_schedule.run(&mut world);

        // There are two UI root entities. Each root taffy node is given it's own viewport node parent,
        // so a total of four taffy nodes are added to the `TaffyTree` by the UI schedule.
        assert_eq!(
            world.resource_mut::<UiSurface>().taffy.total_node_count(),
            4
        );

        // Parent `ui_root_entity_2` onto `ui_root_entity_1` so now only `ui_root_entity_1` is a
        // UI root entity.
        world
            .entity_mut(ui_root_entity_1)
            .add_child(ui_root_entity_2);

        // Now there is only one root node so the second viewport node is removed by
        // the UI schedule.
        ui_schedule.run(&mut world);

        // There is only one viewport node now, so the `TaffyTree` contains 3 nodes in total.
        assert_eq!(
            world.resource_mut::<UiSurface>().taffy.total_node_count(),
            3
        );
    }
```

Fixes #17594

## Solution

Change the `UiSurface::entity_to_taffy` to map to `LayoutNode`s. A
`LayoutNode` has a `viewport_id: Option<taffy::NodeId>` field which is
the id of the corresponding implicit "viewport" node if the node is a
root UI node, otherwise it is `None`. When removing or parenting nodes
this field is checked and the implicit viewport node is removed if
present.

## Testing

There are two new tests in `bevy_ui::layout::tests` included with this
PR:
* `no_viewport_node_leak_on_root_despawned`
* `no_viewport_node_leak_on_parented_root`
2025-02-02 15:03:10 +00:00
ickshonpe
afef7d5797
queue_sprites comment fix (#17621)
# Objective

Fix this comment in `queue_sprites`:
```
// batch_range and dynamic_offset will be calculated in prepare_sprites.
```
`Transparent2d` no longer has a `dynamic_offset` field and the
`batch_range` is calculated in `prepare_sprite_image_bind_groups` now.
2025-02-02 14:49:12 +00:00
ickshonpe
74acb95ed3
anti-alias outside the edges of UI nodes, not across them (#17631)
# Objective

Fixes #17561

## Solution

The anti-aliasing function used by the UI fragment shader is this:
```wgsl
fn antialias(distance: f32) -> f32 {
    return saturate(0.5 - distance);      // saturate clamps between 0 and 1
}
```
The returned value is multiplied with the alpha channel value to get the
anti-aliasing effect.

The `distance` is a signed distance value. A positive `distance` means
we are outside the shape we're drawing and a negative `distance` means
we are on the inside.

So with `distance` at `0` (on the edge of the shape):
```
antialias(0) = saturate(0.5 - 0) = saturate(0.5) = 0.5
```
but we want it to be `1` at this point, so the entire interior of the
shape is given a solid colour, and then decrease as the signed distance
increases.

So in this PR we change it to:
```wgsl
fn antialias(distance: f32) -> f32 {
    return saturate(1. - distance);
}
```
Then:
```
antialias(-0.5) = saturate(1 - (-1)) = saturate(2) = 1
antialias(1) = saturate(1 - 0) = 1
antialias(0.5) = saturate(1 - 0.5) = 0.5
antialias(1) = saturate(1 - 1) = 0
```
as desired.

## Testing

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

On main:
<img width="400" alt="bleg" src="https://github.com/user-attachments/assets/314994cb-4529-479d-b179-18e5c25f75bc" />

With this PR:
<img width="400" alt="bbwhite" src="https://github.com/user-attachments/assets/072f481d-8b67-4fae-9a5f-765090d1713f" />

Modified the `button` example to draw a white background to make the bleeding more obvious.
2025-02-02 14:44:31 +00:00
Patrick Walton
7774a624c2
Fix Maya-exported rigs by not trying to topologically sort glTF nodes. (#17641)
The code added in #14343 seems to be trying to ensure that a `Handle`
for each glTF node exists by topologically sorting the directed graph of
glTF nodes containing edges from parent to child and from skin to joint.
Unfortunately, such a graph can contain cycles, as there's no guarantee
that joints are descendants of nodes with the skin. In particular, glTF
exported from Maya using the popular babylon.js export plugin create
skins attached to nodes that animate their parent nodes. This was
causing the topological sort code to enter an infinite loop.

Assuming that the intent of the topological sort is indeed to ensure
that `Handle`s exist for each glTF node before populating them, there's
a better mechanism for this: `LoadContext::get_label_handle`. This is
the documented way to obtain a handle for a node before populating it,
obviating the need for a topological sort. This patch replaces the
topological sort with a pre-pass that uses
`LoadContext::get_label_handle` to get handles for each `Node` before
populating them. This fixes the problem with Maya rigs, in addition to
making the code simpler and faster.
2025-02-02 13:53:55 +00:00
ElliottjPierce
361397fcac
Add a test for direct recursion in required components. (#17626)
I realized there wasn't a test for this yet and figured it would be
trivial to add. Why not? Unless there was a test for this, and I just
missed it?

I appreciate the unique error message it gives and wanted to make sure
it doesn't get broken at some point. Or worse, endlessly recurse.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-02-02 06:47:10 +00:00
François Mockers
33c5e0bc96
Tiny ci improvements (#17627)
# Objective

- make CI a bit faster without losing anything

## Solution

- Always disable incremental compilation. This was done in a few jobs,
just do it everywhere
- Also disable debug info. This should reduce target folder a bit,
reducing cache size and upload duration
2025-02-02 06:32:07 +00:00
Predko Silvestr
082d87141f
Run handle_lifetime only when AudioSink is added to the world (#17637)
# Objective

Fixes:
https://discord.com/channels/691052431525675048/756998293665349712/1335019849516056586

## Solution

Let's wait till `AudioSInk` will be added to the world.

## Testing

Run ios example
2025-02-02 00:07:02 +00:00
François Mockers
e57f73207e
Smarter testbeds (#17573)
# Objective

- Improve CI when testing rendering by having smarter testbeds

## Solution

- CI testing no longer need a config file and will run with a default
config if not found
- It is now possible to give a name to a screenshot instead of just a
frame number
- 2d and 3d testbeds are now driven from code
  - a new system in testbed will watch for state changed
- on state changed, trigger a screenshot 100 frames after (so that the
scene has time to render) with the name of the scene
- when the screenshot is taken (`Captured` component has been removed),
switch scene
- this means less setup to run a testbed (no need for a config file),
screenshots have better names, and it's faster as we don't wait 100
frames for the screenshot to be taken

## Testing

- `cargo run --example testbed_2d --features bevy_ci_testing`
2025-01-31 22:38:39 +00:00
Sven Niederberger
fcd1847a48
Image::get_color_at and Image::set_color_at: Support 16-bit float values (#17550)
# Objective

- Also support `f16` values when getting and setting colors.

## Solution

- Use the `half` crate to work with `f16` until it's in stable Rust.
2025-01-31 00:36:11 +00:00
ickshonpe
ba1b0092e5
Extract UI nodes into a Vec (#17618)
# Objective

Extract UI nodes into a `Vec` instead of an `EntityHashMap`.

## Solution

Extract UI nodes into a `Vec` instead of an `EntityHashMap`.
Store an index into the `Vec` in each transparent UI item.
Compare both the index and render entity in prepare so there aren't any
collisions.

## Showcase

Yellow this PR, Red main

```
cargo run --example many_buttons --release --features trace_tracy
```

`extract_uinode_background_colors`
<img width="448" alt="extract_uinode_background_colors"
src="https://github.com/user-attachments/assets/09c0f434-ab4f-4c0f-956a-cf31e9060061"
/>

`extract_uinode_images`
<img width="587" alt="extract_uinode_images"
src="https://github.com/user-attachments/assets/43246d7f-d22c-46d0-9a07-7e13d5379f56"
/>

`prepare_uinodes`
<img width="441" alt="prepare_uinodes_vec"
src="https://github.com/user-attachments/assets/cc9a7eac-60e9-42fa-8093-bce833a1c153"
/>
2025-01-30 23:25:07 +00:00
Joona Aalto
59697f9ccc
Make EntityHashMap::new and EntityHashSet::new const (#17615)
# Objective

#16912 turned `EntityHashMap` and `EntityHashSet` into proper newtypes
instead of type aliases. However, this removed the ability to create
these collections in const contexts; previously, you could use
`EntityHashSet::with_hasher(EntityHash)`, but it doesn't exist anymore.

## Solution

Make `EntityHashMap::new` and `EntityHashSet::new` const methods.
2025-01-30 17:40:06 +00:00
Chris Russell
7d68ac029e
Use the provided caller instead of Location::caller() in despawn_with_caller() (#17598)
# Objective

Pass the correct location to triggers when despawning entities.
`EntityWorldMut::despawn_with_caller()` currently passes
`Location::caller()` to some triggers instead of the `caller` parameter
it was passed. As `despawn_with_caller()` is not `#[track_caller]`, this
means the location will always be reported as `despawn_with_caller()`
itself.

## Solution

Pass `caller` instead of `Location::caller()`.
2025-01-30 04:50:17 +00:00
SpecificProtagonist
2c9950fcf8
Remove IDE gitignores (#17603)
Remove gitignores for IDE files, recommend how to set up local
gitignore.
2025-01-30 04:49:15 +00:00
Jean Mertz
6bda03cc08
chore: impl PartialEq for bevy_ui::Text and bevy_text::TextColor (#17606)
Adding these allows using `DetectChangesMut::set_if_neq` to only update
the values when needed. Currently you need to get the inner values first
(`String` and `Color`), to do any equality checks.

---------

Signed-off-by: Jean Mertz <git@jeanmertz.com>
2025-01-30 04:47:29 +00:00
Alexandru Scvorțov
909b02e9de
Fix link to states example (#17595)
Fixes the link to the states example.

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2025-01-29 21:44:55 +00:00
janis-bhm
f7c27b534a
Fixes #17508: bevy_color::Color constructor docs get docs matching underlying constructor (#17601)
# Objective

Fixes #17508

`bevy_color::Color` constructors don't have docs explaining the valid
range for the values passed.

## Solution

I've mostly copied the docs from the respective underlying type's docs,
because that seemed most consistent and accurate.
2025-01-29 18:21:23 +00:00
aecsocket
f232674291
Remove unnecessary PartialReflect bound on DeserializeWithRegistry (#17560)
# Objective

The new `DeserializeWithRegistry` trait in 0.15 was designed to be used
with reflection, and so has a `trait DeserializeWithRegistry:
PartialReflect` bound. However, this bound is not actually necessary for
the trait to function properly. And this `PartialReflect` bound already
exists on:
```rs
impl<T: PartialReflect + for<'de> DeserializeWithRegistry<'de>> FromType<T>
    for ReflectDeserializeWithRegistry
```
So there is no point in constraining the trait itself with this bound as
well.

This lets me use `DeserializeWithRegistry` with non-`Reflect` types,
which I want to do to avoid making a bunch of `FooDeserializer` structs
and `impl DeserializeSeed` on them.

## Solution

Removes this unnecessary bound.

## Testing

Trivial change, does not break compilation or `bevy_reflect` tests.

## Migration Guide

`DeserializeWithRegistry` types are no longer guaranteed to be
`PartialReflect` as well. If you were relying on this type bound, you
should add it to your own bounds manually.
```diff
- impl<T: DeserializeWithRegistry> Foo for T { .. }
+ impl<T: DeserializeWithRegistry + PartialReflect> Foo for T { .. }
```
2025-01-29 17:36:39 +00:00
Jean Mertz
b58eda01e2
feat(ecs): add EntityEntryCommands::entity() method chaining (#17580)
This allows you to continue chaining method calls after calling
`EntityCommands::entry`:

```rust
commands
    .entity(player.entity)
    .entry::<Level>()
    // Modify the component if it exists
    .and_modify(|mut lvl| lvl.0 += 1)
    // Otherwise insert a default value
    .or_insert(Level(0))
    // Return the EntityCommands for the entity
    .entity()
    // And continue chaining method calls
    .insert(Name::new("Player"));
```

---------

Signed-off-by: Jean Mertz <git@jeanmertz.com>
2025-01-29 17:36:02 +00:00
ickshonpe
d4356062bf
UiSurface::upsert_node refactor (#8831)
# Objective

Simplify the `UiSurface::upsert_node` method by directly matching on
HashMap entry states.
2025-01-28 18:05:59 +00:00
ickshonpe
5bbcf646a7
Improved UI camera mapping (#17244)
# Objective

Two more optimisations for UI extraction:
* We only need to query for the camera's render entity when the target
camera changes. If the target camera is the same as for the previous UI
node we can use the previous render entity.
* The cheap checks for visibility and zero size should be performed
first before the camera queries.

## Solution
Add a new system param `UiCameraMap` that resolves the correct render
camera entity and only queries when necessary.

<img width="506" alt="tracee"
src="https://github.com/user-attachments/assets/f57d1e0d-f3a7-49ee-8287-4f01ffc8ba24"
/>

I don't like the `UiCameraMap` + `UiCameraMapper` implementation very
much, maybe someone else can suggest a better construction.

This is partly motivated by #16942 which adds further indirection and
these changes would ameliorate that performance regression.
2025-01-28 18:05:00 +00:00
ickshonpe
a80263a5bf
no-camera many_buttons argument, only emit UI camera warnings once (#17557)
# Objective

* Add a `no-camera` argument to the `many_buttons` stress test example.
* Only emit the UI "no camera found" warnings once.
2025-01-28 18:04:52 +00:00
Vic
b039bf6768
implement UniqueEntityVec (#17549)
# Objective

In #16547, we added `EntitySet`s/`EntitySetIterator`s. We can know
whenever an iterator only contains unique entities, however we do not
yet have the ability to collect and reuse these without either the
unsafe `UniqueEntityIter::from_iterator_unchecked`, or the expensive
`HashSet::from_iter`.
An important piece for being able to do this is a `Vec` that maintains
the uniqueness property, can be collected into, and is itself
`EntitySet`.

A lot of entity collections are already intended to be "unique", but
have no way of expressing that when stored, other than using an
aforementioned `HashSet`. Such a type helps by limiting or even removing
the need for unsafe on the user side when not using a validated `Set`
type, and makes it easier to interface with other infrastructure like
f.e. `RelationshipSourceCollection`s.

## Solution

We implement `UniqueEntityVec`. 

This is a wrapper around `Vec`, that only ever contains unique elements.
It mirrors the API of `Vec`, however restricts any mutation as to not
violate the uniqueness guarantee. Meaning:
- Any inherent method which can introduce new elements or mutate
existing ones is now unsafe, f.e.: `insert`, `retain_mut`
- Methods that are impossible to use safely are omitted, f.e.: `fill`,
`extend_from_within`

A handful of the unsafe methods can do element-wise mutation
(`retain_mut`, `dedup_by`), which can be an unwind safety hazard were
the element-wise operation to panic. For those methods, we require that
each individual execution of the operation upholds uniqueness, not just
the entire method as a whole.

To be safe for mutable usage, slicing and the associated slice methods
require a matching `UniqueEntitySlice` type , which we leave for a
follow-up PR.

Because this type will deref into the `UniqueEntitySlice` type, we also
offer the immutable `Vec` methods on this type (which only amount to a
handful). "as inner" functionality is covered by additional
`as_vec`/`as_mut_vec` methods + `AsRef`/`Borrow` trait impls.
Like `UniqueEntityIter::from_iterator_unchecked`, this type has a
`from_vec_unchecked` method as well.

The canonical way to safely obtain this type however is via
`EntitySetIterator::collect_set` or
`UniqueEntityVec::from_entity_set_iter`. Like mentioned in #17513, these
are named suboptimally until supertrait item shadowing arrives, since a
normal `collect` will still run equality checks.
2025-01-28 06:00:59 +00:00
Sven Niederberger
b25bbb79a0
Image::get_color_at_3d and Image::set_color_at_3d: Support 2D images with layers (#17548)
# Objective

This makes the `Image::get_color_at_3d` and `Image::set_color_at_3d`
methods work with 2D images with more than one layer.

## Solution

- The Z coordinate is interpreted as the layer number.

## Testing

- Added a test: `get_set_pixel_2d_with_layers`.
2025-01-28 05:58:37 +00:00
mgi388
e8cd12daf4
Automatically transform cursor hotspot user asks to flip cursor image (#17540)
# Objective

- As discussed in
https://github.com/bevyengine/bevy/issues/17276#issuecomment-2611203714,
we should transform the cursor's hotspot if the user is asking for the
image to be flipped.
- This becomes more important when a `scale` transform option exists.
It's harder for users to transform the hotspot themselves when using
`scale` because they'd need to look up the image to get its dimensions.
Instead, we let Bevy handle the hotspot transforms and make the
`hotspot` field the "original/source" hotspot.
- Refs #17276.

## Solution

- When the image needs to be transformed, also transform the hotspot. If
the image does not need to be transformed (i.e. fast path), no hotspot
transformation is applied.

## Testing

- Ran the example: `cargo run --example custom_cursor_image
--features=custom_cursor`.
- Add unit tests for the hotspot transform function.
- I also ran the example I have in my `bevy_cursor_kit` crate, which I
think is a good illustration of the reason for this PR.
- In the following videos, there is an arrow pointing up. The button
hover event fires as I move the mouse over it.
- When I press `Y`, the cursor flips. 
- In the first video, on `bevy@main` **before** this PR, notice how the
hotspot is wrong after flipping and no longer hovering the button. The
arrow head and hotspot are no longer synced.
- In the second video, on the branch of **this** PR, notice how the
hotspot gets flipped as soon as I press `Y` and the cursor arrow head is
in the correct position on the screen and still hovering the button.
Speaking back to the objective listed at the start: The user originally
defined the _source_ hotspot for the arrow. Later, they decide they want
to flip the cursor vertically: It's nice that Bevy can automatically
flip the _source_ hotspot for them at the same time it flips the
_source_ image.

First video (main):


https://github.com/user-attachments/assets/1955048c-2f85-4951-bfd6-f0e7cfef0cf8

Second video (this PR):


https://github.com/user-attachments/assets/73cb9095-ecb5-4bfd-af5b-9f772e92bd16
2025-01-28 05:49:46 +00:00
jiang heng
dfac3b9bfd
Fix window close in example cause panic (#17533)
# Objective

Fixes #17532 

## Solution

- check window valide
2025-01-28 05:37:23 +00:00
Luc
51bb4f08a9
expose OverflowAxis::Hidden as Overflow functions (#17528)
# Objective
expose `OverflowAxis::Hidden` as functions of `Overflow`, just as it is
done for `OverflowAxis::Hidden` and `OverflowAxis::Scroll`.
2025-01-28 05:34:50 +00:00
NiseVoid
203d0b4aae
Move bounding_2d example to math folder (#17523)
# Objective

The bounding_2d example was originally placed in 2d_rendering because
there was no folder for bounding or math, but now that this folder exist
it makes no sense for it to be here.

## Solution

Move the example

## Testing

I ran the example
2025-01-28 05:29:05 +00:00
Lucas Franca
644efd6b03
Fix calculation of skybox rotation (#17476)
# Objective

Fixes #16628 

## Solution

Matrices were being applied in the wrong order.

## Testing

Ran `skybox` example with rotations applied to the `Skybox` on the `x`,
`y`, and `z` axis (one at a time).

e.g.
```rust
Skybox {
    image: skybox_handle.clone(),
    brightness: 1000.0,
    rotation: Quat::from_rotation_y(-45.0_f32.to_radians()),
}
```

## Showcase


[Screencast_20250121_151232.webm](https://github.com/user-attachments/assets/3df68714-f5f1-4d8c-8e08-cbab525a8bda)
2025-01-28 05:27:22 +00:00
berry
95174f3c6e
Fix docs mistake in bevy_ecs::world (#17336)
# Objective

- Correct a mistake in the rustdoc for bevy_ecs::world::World.

## Solution

- The rustdoc wrongly stated that "Each component can have up to one
instance of each component type.". This sentence should presumably be
"Each *Entity* can have up to one instance of each component type.".
Applying this change makes the prior sentence "Each [`Entity`] has a set
of components." redundant.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2025-01-28 05:20:31 +00:00
Sludge
581034a7e9
Reflect and register the wireframe materials (#17334)
# Objective

These were missing, but can trivially be reflected.

## Solution

Do that.
2025-01-28 05:19:34 +00:00
Brendon
99b0d574f9
Update render_resource gpu buffer doc comments (#17118)
Minor improvement to the render_resource doc comments; specifically, the
gpu buffer types
- makes them consistently reference each other
- reorders them to be alphabetical
- removes duplicated entries
2025-01-28 05:13:04 +00:00
MevLyshkin
68b779c31f
Add alpha mode implementation to shader_material_2d (#16603)
## Objective 

Bevy 0.15 introduced new method in `Material2d` trait- `alpha_mode`.
Before that when new material was created it had alpha blending, now it
does not.

## Solution 

While I am okay with it, it could be useful to add the new trait method
implementation to one of the samples so users are more aware of it.

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2025-01-28 05:09:30 +00:00
poopy
15f00278e7
Rename ArgList::push methods to with and add new push methods which take &mut self (#16567)
# Objective

The `ArgList::push` family of methods consume `self` and return a new
`ArgList` which means they can't be used with `&mut ArgList` references.

```rust
fn foo(args: &mut ArgList) {
    args.push_owned(47_i32); // doesn't work :(
}
```

It's typical for `push` methods on other existing types to take `&mut
self`.

## Solution

Renamed the existing push methods to `with_arg`, `with_ref` etc and
added new `push` methods which take `&mut self`.

## Migration Guide

Uses of the `ArgList::push` methods should be replaced with the `with`
counterpart.

<details>

| old | new |
| --- | --- |
| push_arg | with_arg |
| push_ref | with_ref |
| push_mut | with_mut |
| push_owned | with_owned | 
| push_boxed | with_boxed |

</details>
2025-01-28 05:06:50 +00:00
Chris Russell
514a35c656
Share implementation of sort methods. (#16203)
# Objective

The various `Query::sort()` methods have a lot of duplicated code
between them, including some unsafe code. Reduce the duplication to make
the code easier to read and maintain.

## Solution

Extract the duplicated code to a private method, and pass in the sorting
strategy as a closure.

## Testing

I used `cargo-show-asm` to verify that the closures were inlined, but I
didn't run anything through a profiler. The `sort()` method itself even
had identical assembly before and after this change, although the others
did not.
2025-01-28 04:57:54 +00:00
ickshonpe
c0ccc87738
UI material border radius (#15171)
# Objective

I wrote a box shadow UI material naively thinking I could use the border
widths attribute to hold the border radius but it
doesn't work as the border widths are automatically set in the
extraction function. Need to send border radius to the shader seperately
for it to be viable.

## Solution

Add a `border_radius` vertex attribute to the ui material.

This PR also removes the normalization of border widths for custom UI
materials. The regular UI shader doesn't do this so it's a bit confusing
and means you can't use the logic from `ui.wgsl` in your custom UI
materials.

## Testing / Showcase

Made a change to the `ui_material` example to display border radius:

```cargo run --example ui_material```

<img width="569" alt="corners" src="https://github.com/user-attachments/assets/36412736-a9ee-4042-aadd-68b9cafb17cb" />
2025-01-28 04:54:48 +00:00
Al M.
37893a3f9e
Fix Visibility link on b0004 error page (#17562)
Per title. Note the "improve this page" link on the
[site](https://bevyengine.org/learn/errors/b0004/) gives a 404.
2025-01-27 18:06:22 +00:00
Patrick Walton
7aeb1c51a6
Disable clustered decals on Metal. (#17554)
Unfortunately, Apple platforms don't have enough texture bindings to
properly support clustered decals. This should be fixed once `wgpu` has
first-class bindless texture support. In the meantime, we disable them.

Closes #17553.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-01-27 05:39:07 +00:00