Commit Graph

7766 Commits

Author SHA1 Message Date
Joshua Ortiz
a656023363
Remove benchmarks from CI test (#16833)
# Objective

Fixes [Do not test benchmarks in CI
#16803](https://github.com/bevyengine/bevy/issues/16803), part of [Add
benchmarks and compile fail tests back to
workspace #16801](https://github.com/bevyengine/bevy/issues/16801)

## Solution

Removes the `--benches` flag from the CI tool test.

## Testing

`cargo run -p ci --quiet -- test`
2024-12-16 19:15:01 +00:00
mgi388
7749c9945b
Add ability to mute audio sinks (#16813)
# Objective

- Allow users to mute audio.

```rust
fn mute(
    keyboard_input: Res<ButtonInput<KeyCode>>,
    mut sink: Single<&mut AudioSink, With<MyMusic>>,
) {
    if keyboard_input.just_pressed(KeyCode::KeyM) {
        sink.toggle_mute();
    }
}
```

- I want to be able to press, say, `M` and mute all my audio. I want
this for dev, but I'm sure it's a useful player setting as well.
- Muting is different to pausing—I don't want to pause my sounds, I want
them to keep playing but with no volume. For example if I have
background music playing which is made up of 5 tracks, I want to be able
to temporarily mute my background music, and if I unmute at, say, track
4, I want to play track 4 rather than have had everything paused and
still be on the first track.
- I want to be able to continue to control the volume of my audio even
when muted. Like in the example, if I have muted my audio but I use the
volume up/down controls, I want Bevy to remember those volume changes so
that when I unmute, the volume corresponds to that.

## Solution

- Add methods to audio to allow muting, unmuting and toggling muting.
- To preserve the user's intended volume, each sink needs to keep track
of a "managed volume".
- I checked `rodio` and I don't see any built in support for doing this,
so I added it to `bevy_audio`.
- I'm interested to hear if this is a good idea or a bad idea. To me,
this API looks nice and looks usable, but I'm aware it involves some
changes to the existing API and now also requires mutable access in some
places compared to before.
- I'm also aware of work on *Better Audio*, but I'm hoping that if this
change isn't too wild it might be a useful addition considering we don't
really know when we'll eventually get better audio.

## Testing

- Update and run the example:  `cargo run --example audio_control`
- Run the example:  `cargo run --example soundtrack`
- Update and run the example:  `cargo run --example spatial_audio_3d`
- Add unit tests.

---

## Showcase

See 2 changed examples that show how you can mute an audio sink and a
spatial audio sink.

## Migration Guide

- The `AudioSinkPlayback` trait now has 4 new methods to allow you to
mute audio sinks: `is_muted`, `mute`, `unmute` and `toggle_mute`. You
can use these methods on `bevy_audio`'s `AudioSink` and
`SpatialAudioSink` components to manage the sink's mute state.
- `AudioSinkPlayback`'s `set_volume` method now takes a mutable
reference instead of an immutable one. Update your code which calls
`set_volume` on `AudioSink` and `SpatialAudioSink` components to take a
mutable reference. E.g.:

Before:

```rust
fn increase_volume(sink: Single<&AudioSink>) {
    sink.set_volume(sink.volume() + 0.1);
}
```

After:

```rust
fn increase_volume(mut sink: Single<&mut AudioSink>) {
    let current_volume = sink.volume();
    sink.set_volume(current_volume + 0.1);
}
```

- The `PlaybackSettings` component now has a `muted` field which you can
use to spawn your audio in a muted state. `PlaybackSettings` also now
has a helper method `muted` which you can use when building the
component. E.g.:

```rust
commands.spawn((
    // ...
    AudioPlayer::new(asset_server.load("sounds/Windless Slopes.ogg")),
    PlaybackSettings::LOOP.with_spatial(true).muted(),
));
```

---------

Co-authored-by: Nathan Graule <solarliner@gmail.com>
2024-12-15 19:19:16 +00:00
Patrick Walton
3af0b29809
Make #[bindless] in ExtendedMaterial actually enable bindless mode. (#16818)
I forgot to set `BINDLESS_SLOT_COUNT` in `ExtendedMaterial`'s
implementation of `AsBindGroup`, so it didn't actually become bindless.
In fact, it would usually crash with a shader/bind group layout
mismatch, because some parts of Bevy's renderer thought that the
resulting material was bindless while other parts didn't. This commit
corrects the situation.

I had to make `BINDLESS_SLOT_COUNT` a function instead of a constant
because the `ExtendedMaterial` version needs some logic. Unfortunately,
trait methods can't be `const fn`s, so it has to be a runtime function.
2024-12-15 19:18:58 +00:00
Patrick Walton
f360b88036
Add missing #[reflect(Component, Default)] to SceneRoot and DynamicSceneRoot. (#16816)
Someone forgot to add these, and I need them since I spawn these
components in my [glXF] files.

[glXF]: https://github.com/pcwalton/bevy-glxf-loader/
2024-12-15 19:18:22 +00:00
andriyDev
622ca0d17b
Fix stale comment on LoadContext::finish. (#16821)
# Objective

- The comment is stale after #15487.

## Solution

- Just delete all the references to the meta field.
2024-12-15 19:18:03 +00:00
Kees van Beilen
8d8622d352
Made UIRect initialisation functions const (#16823)
# Objective
Destructuring in const code blocks isn't allowed, thus using UIRect in
const code can be a hassle as it initialisation function aren't const.
This Pr makes them const.

## Solution

Removed all destructuring in the UIRect implementation

## Testing

- I've ran a few ui examples to check if i didn't make a mistake,

---
2024-12-15 19:17:43 +00:00
musjj
ae522225cd
Fix rounding bug in camera projection (#16828)
# Objective

Fixes #16773

## Solution

https://github.com/bevyengine/bevy/pull/15969 introduces a regression
that causes image tearing when `ImageFilterMode::Nearest` is used as the
sampler. Rounding the origin fixes the issue.

Credits to @sophrosyne97 for bisecting and finding the commit that broke
it.

## Testing

You can test it with this repository:
https://github.com/musjj/nearest_filter_bug

```bash
git clone https://github.com/musjj/nearest_filter_bug
cd nearest_filter_bug
echo '[patch.crates-io]\nbevy = { git = "https://github.com/musjj/bevy.git", branch = "rounding-bug" }' >>Cargo.toml
sed -i -e 's/0.15.0/0.15.0-dev/' Cargo.toml
cargo update && cargo run
```
Gradually resize the window to various sizes, while paying attention to
the sprite and font. No tearing should occur on any window resolution,
even on odd numbers.

Tested on Linux with Gnome. Tests on other platforms would be
appreciated.

---

## Showcase

Before:


![image](https://github.com/user-attachments/assets/785edeae-7b28-4735-bb8e-d7f79eb09ac2)


After:


![image](https://github.com/user-attachments/assets/9288bc45-a3cf-4e4e-b941-85a00844c627)
2024-12-15 19:15:27 +00:00
raldone01
760d0a3100
Use one BevyManifest instance in proc macros (#16766)
# Objective

- Minor consistency improvement in proc macro code.
- Remove `get_path_direct` since it was only used once anyways and
doesn't add much.

## Solution
- Possibly a minor performance improvement since the `Cargo.toml` wont
be parsed as often.

## Testing

- I don't think it breaks anything.
- This is my first time working on bevy itself. Is there a script to do
a quick verify of my pr?

## Other PR

Similar to #7536 but has no extra dependencies.

Co-authored-by: François Mockers <mockersf@gmail.com>
2024-12-15 15:00:05 +00:00
Yiyu Lin
73a66d6bd8
doc: fix camera link (#16827)
# 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.
2024-12-15 14:57:19 +00:00
Christian Hughes
c14135d150
Support SystemInput tuples up to 8 elements (#16814)
# Objective

- Writing an API, and I want to allow users to pass in extra data
alongside the API provided input, and tuples are the most natural
extension in this case.
- Bring `SystemInput` up to par with `SystemParam` for tuple support.

## Solution

- Added impls for tuples up to 8 elements. If you need a 9-arity tuple
or more, write your own `SystemInput` type (it's incredibly simple to
do).

## Testing

- Added a test demonstrating this.

---

## Showcase

Tuples of arbitrary`SystemInput`s are now supported:
```rust
fn by_value((In(a), In(b)): (In<usize>, In<usize>)) -> usize {
    a + b
}
fn by_mut((InMut(a), In(b)): (InMut<usize>, In<usize>)) {
    *a += b;
}

let mut world = World::new();
let mut by_value = IntoSystem::into_system(by_value);
let mut by_mut = IntoSystem::into_system(by_mut);

by_value.initialize(&mut world);
by_mut.initialize(&mut world);

assert_eq!(by_value.run((12, 24), &mut world), 36);

let mut a = 10;
let b = 5;
by_mut.run((&mut a, b), &mut world);
assert_eq!(*a, 15);
```
2024-12-15 05:59:34 +00:00
BD103
6178ce93e8
Fix Clippy lints in benchmarks (#16808)
# Objective

- Closes #16804.
- This copies over our lint configuration to our benchmarks and fixes
any lints.

## Solution

- Copied over our Clippy configuration from the root `Cargo.toml` to
`benches/Cargo.toml`.
- Fixed any warnings that Clippy emitted.

## Testing

- `cd benches && cargo clippy --benches`
2024-12-14 05:53:17 +00:00
MevLyshkin
897ffad8af
BRP strict field in query (#16725)
# Objective

- Allow skiping components that don't have ComponentId yet instead of
failing `bevy/query` request.

## Solution

- Describe the solution used to achieve the objective above.

## Testing

My naive approach boils down to:
- bevy/list to get list of all components.
- bevy/query with empty components and has fields and a option that
contains result of the bevy/list.

Before that change I end up with bunch of `Component xxx isn't used in
the world` because some of the components wasn't spawned at any moment
yet in the game. Now it should work.

## Migration Guide

- `BrpQueryParams` now has `strict` boolean field. It serfs as a flag to
fail when encountering an invalid component rather than skipping it.
Defaults to false.
2024-12-14 05:22:19 +00:00
ickshonpe
30bd641af4
box-shadow clipping fix (#16790)
# Objective

Instead of clipping the non-visable sections of box-shadows, the shadow
is scaled to fit into the remaining area after clipping because the
normalized coordinates that are meant to border the unclipped subsection
of the shadow are always set to `[Vec2::ZERO, Vec2::X, Vec2::ONE,
Vec2::Y]`,

## Solution

Calculate the coordinates for the corners of the visible area.

## Testing

Test app:

```rust
use bevy::color::palettes::css::RED;
use bevy::color::palettes::css::WHITE;
use bevy::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .run();
}

fn setup(mut commands: Commands) {
    commands.spawn(Camera2d);
    commands
        .spawn(Node {
            ..Default::default()
        })
        .with_children(|commands| {
            commands
                .spawn((
                    Node {
                        width: Val::Px(100.),
                        height: Val::Px(100.),
                        margin: UiRect {
                            left: Val::Px(100.),
                            top: Val::Px(300.),
                            ..Default::default()
                        },
                        overflow: Overflow::clip(),
                        ..Default::default()
                    },
                    BackgroundColor(WHITE.into()),
                ))
                .with_children(|commands| {
                    commands.spawn((
                        Node {
                            position_type: PositionType::Absolute,
                            left: Val::Px(50.),
                            top: Val::Px(50.),
                            width: Val::Px(100.),
                            height: Val::Px(100.),
                            ..Default::default()
                        },
                        BackgroundColor(RED.into()),
                        BoxShadow::from(ShadowStyle {
                            x_offset: Val::ZERO,
                            y_offset: Val::ZERO,
                            spread_radius: Val::Px(50.),
                            blur_radius: Val::Px(6.),
                            ..Default::default()
                        }),
                    ));
                });
        });
}
```

Main:
<img width="103" alt="bad_shadow"
src="https://github.com/user-attachments/assets/6f7ade0e-959f-4d18-92e8-903630eb8cd3"
/>

This PR:
<img width="98" alt="clipped_shadow"
src="https://github.com/user-attachments/assets/7f576c94-908c-4fe6-abaa-f18fefe05207"
/>
2024-12-13 21:35:39 +00:00
andriyDev
4ba47ed8bf
Remove the meta field from LoadedAsset and ErasedLoadedAsset. (#15487)
# Objective

Fixes #15485.

## Solution

Deletes the field! The `meta` field had no way to access or mutate it.

## Testing

- It builds!

---

## Migration Guide

- `ErasedAssetLoader` now takes a borrow to `AssetMetaDyn` instead of a
`Box`.
- `LoadedAsset::new_with_dependencies` no longer requires a `meta`
argument.
- `LoadContext::finish` no longer requires a `meta` argument.
2024-12-13 20:40:02 +00:00
UkoeHB
72079cf8e0
Reorder PickSet::Focus systems (#16791)
# Objective

- `PointerInteraction` components should be updated before sending
picking events. Otherwise they will be stale when event observers run.
- Allow inserting logic before picking events but after
`PointerInteraction` components have been updated.

## Solution

- Reorder systems in `PickSet::Focus`.
2024-12-13 18:55:22 +00:00
Patrick Walton
00722b8d0f
Make indirect drawing opt-out instead of opt-in, enabling multidraw by default. (#16757)
This patch replaces the undocumented `NoGpuCulling` component with a new
component, `NoIndirectDrawing`, effectively turning indirect drawing on
by default. Indirect mode is needed for the recently-landed multidraw
feature (#16427). Since multidraw is such a win for performance, when
that feature is supported the small performance tax that indirect mode
incurs is virtually always worth paying.

To ensure that custom drawing code such as that in the
`custom_shader_instancing` example continues to function, this commit
additionally makes GPU culling take the `NoFrustumCulling` component
into account.

This PR is an alternative to #16670 that doesn't break the
`custom_shader_instancing` example. **PR #16755 should land first in
order to avoid breaking deferred rendering, as multidraw currently
breaks it**.

## Migration Guide

* Indirect drawing (GPU culling) is now enabled by default, so the
`GpuCulling` component is no longer available. To disable indirect mode,
which may be useful with custom render nodes, add the new
`NoIndirectDrawing` component to your camera.
2024-12-13 06:16:57 +00:00
ickshonpe
116c2b02fe
Remove the coordinate rounding from extract_text_sections. The coor… (#16616)
# Objective

Remove the coordinate rounding from `extract_text_sections`. The
coordinates are already rounded during the layout update.
2024-12-12 19:50:11 +00:00
JaySpruce
d132239bb1
Misc. docs and renames for niche ECS internals (#16786)
## Objective

Some structs and methods in the ECS internals have names that don't
describe their purpose very well, and sometimes don't have docs either.

Also, the function `remove_bundle_from_archetype` is a counterpart to
`BundleInfo::add_bundle_to_archetype`, but isn't a method and is in a
different file.

## Solution

- Renamed the following structs and added docs:

| Before               | After                        |
|----------------------|------------------------------|
| `AddBundle`          | `ArchetypeAfterBundleInsert` |
| `InsertBundleResult` | `ArchetypeMoveType`          |

- Renamed the following methods:

| Before | After |

|---------------------------------------|----------------------------------------------|
| `Edges::get_add_bundle` | `Edges::get_archetype_after_bundle_insert` |
| `Edges::insert_add_bundle` |
`Edges::cache_archetype_after_bundle_insert` |
| `Edges::get_remove_bundle` |
`Edges::get_archetype_after_bundle_remove` |
| `Edges::insert_remove_bundle` |
`Edges::cache_archetype_after_bundle_remove` |
| `Edges::get_take_bundle` | `Edges::get_archetype_after_bundle_take` |
| `Edges::insert_take_bundle` |
`Edges::cache_archetype_after_bundle_take` |

- Moved `remove_bundle_from_archetype` from `world/entity_ref.rs` to
`BundleInfo`. I left the function in entity_ref in the first commit for
comparison, look there for the diff of comments and whatnot.
- Tidied up docs:
  - General grammar and spacing.
  - Made the usage of "insert" and "add" more consistent.
  - Removed references to information that isn't there.
- Renamed `BundleInfo::add_bundle_to_archetype` to
`BundleInfo::insert_bundle_into_archetype` for consistency.
2024-12-12 19:24:13 +00:00
Erick Z
ced6159d93
Improve bevy_input_focus (#16749)
# Objective

I was curious to use the newly created `bevy_input_focus`, but I found
some issues with it
  - It was only implementing traits for `World`.
  - Lack of tests
  - `is_focus_within` logic was incorrect.


## Solution
 This PR includes some improvements to the `bevy_input_focus` crate: 
- Add new `IsFocusedHelper` that doesn't require access to `&World`. It
implements `IsFocused`
- Remove `IsFocused` impl for `DeferredWorld`. Since it already
implements `Deref<Target=World>` it was just duplication of code.
- impl `SetInputFocus` for `Commands`. There was no way to use
`SetFocusCommand` directly. This allows it.
- The `is_focus_within` logic has been fixed to check descendants.
Previously it was checking if any of the ancestors had focus which is
not correct according to the documentation.
  - Added a bunch of unit tests to verify the logic of the crate.

## Testing

- Did you test these changes? If so, how? Yes, running newly added unit
tests.

---
2024-12-12 19:15:08 +00:00
SpecificProtagonist
b2d3371814
Event source location tracking (#16778)
# Objective

Fixes #16776

## Solution

- reflect `&'static Location` as an opaque type
- I've added this to `impls/std.rs` because other core types are there
too. Maybe they should be split out into a `core.rs` in another PR.
- add source location to `EventId` (behind the
`tracking_change_detection` feature flag)

## Testing

---

## Showcase
```rust
fn apply_damage_to_health(
    mut dmg_events: EventReader<DealDamage>,
) {
    for (event, event_id) in dmg_events.read_with_id() {
        info!(
            "Applying {} damage, triggered by {}",
            event.amount, event_id.caller
        );
…
```
```
2024-12-12T01:21:50.126827Z  INFO event: Applying 9 damage, triggered by examples/ecs/event.rs:47:16
```

## Migration Guide

- If you manually construct a `SendEvent`, use `SendEvent::new()`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-12 18:12:53 +00:00
Nico Burns
aa519593ff
Upgrade Taffy to 0.7 (#16780)
# Objective

- Includes https://github.com/DioxusLabs/taffy/pull/749
- Which should fix https://github.com/bevyengine/bevy/issues/16639

## Solution

- Bump taffy version from `0.6` to `0.7`

## Testing

- I have run a couple of examples, but no extensive testing.

Signed-off-by: Nico Burns <nico@nicoburns.com>
2024-12-12 18:12:32 +00:00
Rob Parrett
cca6a2bbef
Remove duplicated instruction line in lighting example (#16767)
# Objective

There are two of the same instruction in this example's instruction
text.

## Solution

Delete one

## Testing

`cargo run --example lighting`
2024-12-12 05:14:37 +00:00
romamik
ae16a648d7
UI slice bug (#16772)
# Objective

Fixes #16771 

## Solution

Fixed typo in code.

## Testing

- Did you test these changes? If so, how?
I tested on my own example, that I included in the issue. It was
behaving as I expected.

Here is the screenshot after fix, the screenshot before the fix can be
found in the issue.

![image](https://github.com/user-attachments/assets/f558363f-718d-4244-980c-d224feb2ba0b)
2024-12-12 05:10:33 +00:00
ickshonpe
f4800c24ba
BorderRect maintenance (#16727)
# Objective

The doc comments and function namings for `BorderRect` feel imprecise to
me. Particularly the `square` function which is used to define a uniform
`BorderRect` with equal widths on each edge. But this is potentially
confusing since this "square" border could be around an oblong shape.

Using "padding" to refer to the border extents seems undesirable too
since "padding" is typically used to refer to the area between border
and content, not the border itself.

## Solution
* Rename `square` to `all` (this matches the name of the similar method
on `UiRect`).
* Rename `rectangle` to `axes` (this matches the name of the similar
method on `UiRect`).
* Update doc comments. 

## Migration Guide
The `square` and `rectangle` functions belonging to `BorderRect` have
been renamed to `all` and `axes`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-12 04:33:44 +00:00
Patrick Walton
a900f68d1b
Update the prepass shaders and fix the batching logic for bindless and multidraw. (#16755)
This commit resolves most of the failures seen in #16670. It contains
two major fixes:

1. The prepass shaders weren't updated for bindless mode, so they were
accessing `material` as a single element instead of as an array. I added
the needed `BINDLESS` check.

2. If the mesh didn't support batch set keys (i.e. `get_batch_set_key()`
returns `None`), and multidraw was enabled, the batching logic would try
to multidraw all the meshes in a bin together instead of disabling
multidraw. This is because we checked whether the `Option<BatchSetKey>`
for the previous batch was equal to the `Option<BatchSetKey>` for the
next batch to determine whether objects could be multidrawn together,
which would return true if batch set keys were absent, causing an entire
bin to be multidrawn together. This patch fixes the logic so that
multidraw is only enabled if the batch set keys match *and are `Some`*.

Additionally, this commit adds batch key support for bins that use
`Opaque3dNoLightmapBinKey`, which in practice means prepasses.
Consequently, this patch enables multidraw for the prepass when GPU
culling is enabled.

When testing this patch, try adding `GpuCulling` to the camera in the
`deferred_rendering` and `ssr` examples. You can see that these examples
break without this patch and work properly with it.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-12 04:24:56 +00:00
Rob Parrett
33a1a5568c
Remove TODO and add docs about limitations of PlaybackMode::Once (#16769)
# Objective

Fixes #12359

## Solution

Implement alternative number 4.

https://github.com/bevyengine/bevy/issues/12359#issuecomment-2536422301
> I don't think that I agree with the premise of this issue anymore. I
am not sure that entities "magically" despawning themselves or
components removing themselves make for great defaults in an "ECS-based
API". This behavior is likely to be just as surprising to people.
>
> I think that the lack of sink re-usability should be treated as a bug
and possibly the documentation improved to reflect the current
limitations if it doesn't seem like a fix is forthcoming.
> -- me
2024-12-12 00:57:48 +00:00
andriyDev
e5d7fb4beb
Ignore the 'instant is unmaintained' advisory. (#16763)
# Objective

- Hides #16477.

## Solution

Add the advisory ID to the list of ignored advisories.

The notify-types crate has already been switched to web-time upstream,
but it's up to the maintainer to publish the crate. There is nothing for
us to do, so better to just ignore it so we don't ignore this CI check
anymore (and mistakenly miss new advisories).

## Testing

- Tested locally.
2024-12-11 17:25:55 +00:00
yonzebu
2994e53d82
Support tuple structs in AnimatedField (#16747)
# Objective

Partially fixes #16736.

## Solution

`AnimatedField::new_unchecked` now supports tuple struct fields.
`animated_field!` is unchanged.

## Testing

Added a test to make sure common and simple uses of
`AnimatedField::new_unchecked` with tuple structs don't panic.

---------

Co-authored-by: yonzebu <yonzebu@gmail.com>
2024-12-11 17:06:08 +00:00
SpecificProtagonist
5f1e114209
Descriptive error message for circular required components recursion (#16648)
# Objective

Fixes #16645

## Solution

Keep track of components in callstack when registering required
components.

## Testing

Added a test checking that the error fires.

---

## Showcase

```rust
#[derive(Component, Default)]
#[require(B)]
struct A;

#[derive(Component, Default)]
#[require(A)]
struct B;
World::new().spawn(A);
```

```
thread 'main' panicked at /home/vj/workspace/rust/bevy/crates/bevy_ecs/src/component.rs:415:13:
Recursive required components detected: A → B → A
```

---------

Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
2024-12-11 01:26:35 +00:00
jf908
62c842c94c
Register type BoxShadow (#16750)
# Objective

- Register `BoxShadow` type for reflection

## Testing

- Tested that box shadow example compiles and runs

## Additional

- It would be nice to have this in 0.15.1
2024-12-11 01:03:33 +00:00
spvky
b141ffe2f6
fix doc links for PointerHits (#16756)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/16661

## Solution

- Update the doc links to point to the proper objects

## Testing
- Built crate docs and made sure the links worked locally

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-11 01:03:07 +00:00
spvky
40392a80d8
rename enqueue_command to queue_command for consistency (#16753)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/16752

## Solution
Renamed the 3 remaining instances of `enqueue_command` to
`queue_command`

## Testing
- Built locally

## Migration Guide

All instances of the `enqueue_command` method have been renamed to
`queue_command`.
2024-12-11 00:53:54 +00:00
ickshonpe
9098973fb9
Draw the UI debug overlay using the UI renderer (#16693)
# Objective

Draw the UI debug overlay using the UI renderer.

Significantly simpler and easier to use than
`bevy_dev_tools::ui_debug_overlay` which uses `bevy_gizmos`.
* Supports multiple windows and UI rendered to texture.
* Draws rounded debug rects for rounded UI nodes. 

Fixes #16666

## Solution

Removed the `ui_debug_overlay` module from `bevy_dev_tools`.

Added a `bevy_ui_debug` feature gate.

Draw the UI debug overlay using the UI renderer.
Adds a new module `bevy_ui::render::debug_overlay`. 

The debug overlay extraction function queries for the existing UI layout
and then adds a border around each UI node with `u32::MAX / 2` added to
each stack index so it's drawn on top.

There is a `UiDebugOptions` resource that can be used to enable or
disable the debug overlay and set the line width.

## Testing

The `testbed_ui` example has been changed to use the new debug overlay:

```
cargo run --example testbed_ui --features bevy_ui_debug
```

Press Space to toggle the debug overlay on and off.

---

## Showcase

<img width="961" alt="testbed-ui-new-debug"
src="https://github.com/user-attachments/assets/e9523d18-39ae-46a8-adbe-7d3f3ab8e951">

## Migration Guide

The `ui_debug_overlay` module has been removed from `bevy_dev_tools`.
There is a new debug overlay implemented using the `bevy_ui` renderer.
To use it, enable the `bevy_ui_debug` feature and set the `enable` field
of the `UiDebugOptions` resource to `true`.
2024-12-11 00:49:47 +00:00
BD103
c4a24d5b51
Make benchmark setup consistent (#16733)
# Objective

- Benchmarks are inconsistently setup, there are several that do not
compile, and several others that need to be reformatted.
- Related / precursor to #16647, this is part of my attempt migrating
[`bevy-bencher`](https://github.com/TheBevyFlock/bevy-bencher) to the
official benchmarks.

## Solution

> [!TIP]
>
> I recommend reviewing this PR commit-by-commit, instead of all at
once!

In 5d26f56eb9 I reorganized how benches
were registered. Now this is one `[[bench]]` per Bevy crate. In each
crate benchmark folder, there is a `main.rs` that calls
`criterion_main!`. I also disabled automatic benchmark discovery, which
isn't necessarily required, but may clear up confusion with our custom
setup. I also fixed a few errors that were causing the benchmarks to
fail to compile.

In afc8d33a87 I ran `rustfmt` on all of
the benchmarks.

In d6cdf960ab I fixed all of the Clippy
warnings.

In ee94d48f50 I fixed some of the
benchmarks' usage of `black_box()`. I ended up opening
https://github.com/rust-lang/rust/pull/133942 due to this, which should
help prevent this in the future.

In cbe1688dcd I renamed all of the ECS
benchmark groups to be called `benches`, to be consistent with the other
crate benchmarks.

In e701c212cd and
8815bb78b0 I re-ordered some imports and
module definitions, and uplifted `fragmentation/mod.rs` to
`fragementation.rs`.

Finally, in b0065e0b0b I organized
`Cargo.toml` and bumped Criterion to v0.5.

## Testing

- `cd benches && cargo clippy --benches`
- `cd benches && cargo fmt --all`
2024-12-10 20:39:14 +00:00
Matty Weatherley
c60dcea231
Derivative access patterns for curves (#16503)
# Objective

- For curves that also include derivatives, make accessing derivative
information via the `Curve` API ergonomic: that is, provide access to a
curve that also samples derivative information.
- Implement this functionality for cubic spline curves provided by
`bevy_math`.

Ultimately, this is to serve the purpose of doing more geometric
operations on curves, like reparametrization by arclength and the
construction of moving frames.

## Solution

This has several parts, some of which may seem redundant. However, care
has been put into this to satisfy the following constraints:
- Accessing a `Curve` that samples derivative information should be not
just possible but easy and non-error-prone. For example, given a
differentiable `Curve<Vec2>`, one should be able to access something
like a `Curve<(Vec2, Vec2)>` ergonomically, and not just sample the
derivatives piecemeal from point to point.
- Derivative access should not step on the toes of ordinary curve usage.
In particular, in the above scenario, we want to avoid simply making the
same curve both a `Curve<Vec2>` and a `Curve<(Vec2, Vec2)>` because this
requires manual disambiguation when the API is used.
- Derivative access must work gracefully in both owned and borrowed
contexts.

### `HasTangent`

We introduce a trait `HasTangent` that provides an associated `Tangent`
type for types that have tangent spaces:
```rust
pub trait HasTangent {
    /// The tangent type.
    type Tangent: VectorSpace;
}
```

(Mathematically speaking, it would be more precise to say that these are
types that represent spaces which are canonically
[parallelized](https://en.wikipedia.org/wiki/Parallelizable_manifold). )

The idea here is that a point moving through a `HasTangent` type may
have a derivative valued in the associated `Tangent` type at each time
in its journey. We reify this with a `WithDerivative<T>` type that uses
`HasTangent` to include derivative information:
```rust
pub struct WithDerivative<T>
where
    T: HasTangent,
{
    /// The underlying value.
    pub value: T,

    /// The derivative at `value`.
    pub derivative: T::Tangent,
}
```

And we can play the same game with second derivatives as well, since
every `VectorSpace` type is `HasTangent` where `Tangent` is itself (we
may want to be more restrictive with this in practice, but this holds
mathematically).
```rust
pub struct WithTwoDerivatives<T>
where
    T: HasTangent,
{
    /// The underlying value.
    pub value: T,

    /// The derivative at `value`.
    pub derivative: T::Tangent,

    /// The second derivative at `value`.
    pub second_derivative: <T::Tangent as HasTangent>::Tangent,
}
```

In this PR, `HasTangent` is only implemented for `VectorSpace` types,
but it would be valuable to have this implementation for types like
`Rot2` and `Quat` as well. We could also do it for the isometry types
and, potentially, transforms as well. (This is in decreasing order of
value in my opinion.)

### `CurveWithDerivative`

This is a trait for a `Curve<T>` which allows the construction of a
`Curve<WithDerivative<T>>` when derivative information is known
intrinsically. It looks like this:
```rust
/// Trait for curves that have a well-defined notion of derivative, allowing for
/// derivatives to be extracted along with values.
pub trait CurveWithDerivative<T>
where
    T: HasTangent,
{
    /// This curve, but with its first derivative included in sampling.
    fn with_derivative(self) -> impl Curve<WithDerivative<T>>;
}
```

The idea here is to provide patterns like this:
```rust
let value_and_derivative = my_curve.with_derivative().sample_clamped(t);
```

One of the main points here is that `Curve<WithDerivative<T>>` is useful
as an output because it can be used durably. For example, in a dynamic
context, something that needs curves with derivatives can store
something like a `Box<dyn Curve<WithDerivative<T>>>`. Note that
`CurveWithDerivative` is not dyn-compatible.

### `SampleDerivative`

Many curves "know" how to sample their derivatives instrinsically, but
implementing `CurveWithDerivative` as given would be onerous or require
an annoying amount of boilerplate. There are also hurdles to overcome
that involve references to curves: for the `Curve` API, the expectation
is that curve transformations like `with_derivative` take things by
value, with the contract that they can still be used by reference
through deref-magic by including `by_ref` in a method chain.

These problems are solved simultaneously by a trait `SampleDerivative`
which, when implemented, automatically derives `CurveWithDerivative` for
a type and all types that dereference to it. It just looks like this:
```rust
pub trait SampleDerivative<T>: Curve<T>
where
    T: HasTangent,
{
    fn sample_with_derivative_unchecked(&self, t: f32) -> WithDerivative<T>;
    // ... other sampling variants as default methods
}
```

The point is that the output of `with_derivative` is a
`Curve<WithDerivative<T>>` that uses the `SampleDerivative`
implementation. On a `SampleDerivative` type, you can also just call
`my_curve.sample_with_derivative(t)` instead of something like
`my_curve.by_ref().with_derivative().sample(t)`, which is more verbose
and less accessible.

In practice, `CurveWithDerivative<T>` is actually a "sealed" extension
trait of `SampleDerivative<T>`.

## Adaptors

`SampleDerivative` has automatic implementations on all curve adaptors
except for `FunctionCurve`, `MapCurve`, and `ReparamCurve` (because we
do not have a notion of differentiable Rust functions).

For example, `CurveReparamCurve` (the reparametrization of a curve by
another curve) can compute derivatives using the chain rule in the case
both its constituents have them.

## Testing

Tests for derivatives on the curve adaptors are included.

---

## Showcase

This development allows derivative information to be included with and
extracted from curves using the `Curve` API.
```rust
let points = [
    vec2(-1.0, -20.0),
    vec2(3.0, 2.0),
    vec2(5.0, 3.0),
    vec2(9.0, 8.0),
];

// A cubic spline curve that goes through `points`.
let curve = CubicCardinalSpline::new(0.3, points).to_curve().unwrap();

// Calling `with_derivative` causes derivative output to be included in the output of the curve API.
let curve_with_derivative = curve.with_derivative();

// A `Curve<f32>` that outputs the speed of the original.
let speed_curve = curve_with_derivative.map(|x| x.derivative.norm());
```

---

## Questions

- ~~Maybe we should seal `WithDerivative` or make it require
`SampleDerivative` (i.e. make it unimplementable except through
`SampleDerivative`).~~ I decided this is a good idea.
- ~~Unclear whether `VectorSpace: HasTangent` blanket implementation is
really appropriate. For colors, for example, I'm not sure that the
derivative values can really be interpreted as a color. In any case, it
should still remain the case that `VectorSpace` types are `HasTangent`
and that `HasTangent::Tangent: HasTangent`.~~ I think this is fine.
- Infinity bikeshed on names of traits and things.

## Future

- Faster implementations of `SampleDerivative` for cubic spline curves.
- Improve ergonomics for accessing only derivatives (and other kinds of
transformations on derivative curves).
- Implement `HasTangent` for:
  - `Rot2`/`Quat`
  - `Isometry` types
  - `Transform`, maybe
- Implement derivatives for easing curves.
- Marker traits for continuous/differentiable curves. (It's actually
unclear to me how much value this has in practice, but we have discussed
it in the past.)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-10 20:27:37 +00:00
Clar Fon
711246aa34
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.
2024-12-10 19:45:50 +00:00
JMS55
f3974aaaea
Add RenderDiagnosticsPlugin to diagnostics example (#16741)
Improve the example.

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-10 18:13:30 +00:00
Paul Mattern
854934c380
one shot system cleanup (#16516)
# Objective

- Fixes #16497
- This is my first PR, so I'm still learning to contribute to the
project

## Solution

- Added struct `UnregisterSystemCached` and function
`unregister_system_cached`
- renamed `World::run_system_with_input` to `run_system_with`
- reordered input parameters for `World::run_system_once_with`

## Testing

- Added a crude test which registers a system via
`World::register_system_cached`, and removes it via
`Command::unregister_system_cached`.

## Migration Guide

- Change all occurrences of `World::run_system_with_input` to
`World::run_system_with`.
- swap the order of input parameters for `World::run_system_once_with`
such that the system comes before the input.

---------

Co-authored-by: Paul Mattern <mail@paulmattern.dev>
2024-12-10 17:59:42 +00:00
Patrick Walton
3188e5af61
Batch skinned meshes on platforms where storage buffers are available. (#16599)
This commit makes skinned meshes batchable on platforms other than WebGL
2. On supported platforms, it replaces the two uniform buffers used for
joint matrices with a pair of storage buffers containing all matrices
for all skinned meshes packed together. The indices into the buffer are
stored in the mesh uniform and mesh input uniform. The GPU mesh
preprocessing step copies the indices in if that step is enabled.

On the `many_foxes` demo, I observed a frame time decrease from 15.470ms
to 11.935ms. This is the result of reducing the `submit_graph_commands`
time from an average of 5.45ms to 0.489ms, an 11x speedup in that
portion of rendering.

![Screenshot 2024-12-01
192838](https://github.com/user-attachments/assets/7d2db997-8939-466e-8b9e-050d4a6a78ee)

This is what the profile looks like for `many_foxes` after these
changes.

![Screenshot 2024-12-01
193026](https://github.com/user-attachments/assets/68983fc3-01b8-41fd-835e-3d93cb65d0fa)

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
2024-12-10 17:50:03 +00:00
Patrick Walton
7ed1f327d9
Make StandardMaterial bindless. (#16644)
This commit makes `StandardMaterial` use bindless textures, as
implemented in PR #16368. Non-bindless mode, as used for example in
Metal and WebGL 2, remains fully supported via a plethora of `#ifdef
BINDLESS` preprocessor definitions.

Unfortunately, this PR introduces quite a bit of unsightliness into the
PBR shaders. This is a result of the fact that WGSL supports neither
passing binding arrays to functions nor passing individual *elements* of
binding arrays to functions, except directly to texture sample
functions. Thus we're unable to use the `sample_texture` abstraction
that helped abstract over the meshlet and non-meshlet paths. I don't
think there's anything we can do to help this other than to suggest
improvements to upstream Naga.
2024-12-10 17:48:56 +00:00
Patrick Walton
7236070573
Use multidraw for shadows when GPU culling is in use. (#16692)
This patch makes shadows use multidraw when the camera they'll be drawn
to has the `GpuCulling` component. This results in a significant
reduction in drawcalls; Bistro Exterior drops to 3 drawcalls for each
shadow cascade.

Note that PR #16670 will remove the `GpuCulling` component, making
shadows automatically use multidraw. Beware of that when testing this
patch; before #16670 lands, you'll need to manually add `GpuCulling` to
your camera in order to see any performance benefits.
2024-12-10 17:47:39 +00:00
Patrick Walton
bb090e6176
Feature gate is_polygon_simple behind the alloc feature. (#16739)
CI was failing because `bevy_math` no longer compiled with `libcore`.
This was due to PR #15981. This commit fixes the issue by moving the
applicable functionality behind `#[cfg(feature = "alloc")]`.
2024-12-10 07:45:02 +00:00
Ben Whitley
7662b4fe40
Fix crash when component parameters are invalid (#16735)
# Objective

Fix the following crash when using BRP to insert a malformed component:

```
thread 'main' panicked at /home/purplg/workspaces/evtc-replay/bevy/crates/bevy_remote/src/builtin_methods.rs:926:18:
called `Result::unwrap()` on an `Err` value: Error("invalid type: map, expected f32", line: 0, column: 0)
```

## Solution

Return an error instead of unwrapping.

## Testing

Tested by sending this malformed payload before and after implementing
the fix:

```json
{
    "jsonrpc": "2.0",
    "id": 0,
    "method": "bevy/insert",
    "params": {
        "entity": 4294967307,
        "components": {
            "bevy_transform::components::transform::Transform": {
                "rotation": [
                    0.0,
                    0.0,
                    0.0,
                    1.0
                ],
                "scale": [
                    1.0,
                    1.0,
                    1.0
                ],
                "translation": [
                    {},
                    0.0,
                    0.0
                ]
            }
        }
    }
}
```

After implementing the fix, I receive the following response instead of
a crash:

```json
{
    "jsonrpc": "2.0",
    "id": 0,
    "error": {
        "code": -23402,
        "message": "bevy_transform::components::transform::Transform is invalid: invalid type: map, expected f32"
    }
}
```
2024-12-10 03:35:28 +00:00
ickshonpe
d6ebc0ed4a
box shadows comment fix (#16729)
# Objective

Fix this comment in `extract_shadows`:
```
        // Skip invisible images
```
Should be shadows, not images.
2024-12-10 03:33:58 +00:00
Joona Aalto
99b6f1d330
Link to required components docs in component type docs (#16687)
# Objective

#16575 moved required component docs from the `Component` impl to type
docs.

However, it doesn't actually link to what [required
components](https://docs.rs/bevy/0.15.0/bevy/ecs/component/trait.Component.html#required-components)
are and how they work.

## Solution

Link to [required
components](https://docs.rs/bevy/0.15.0/bevy/ecs/component/trait.Component.html#required-components)!

## Testing

I tested the link for some components in different Bevy crates. I did
not test in external third party crates, but I would assume that it
should work there too.

---

## Showcase

![Link to required
components](https://github.com/user-attachments/assets/888837dd-29a1-4092-be20-c7c6f0910174)

Note: The tooltip doesn't show the `#required-components` anchor for
some reason, but it is there.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
2024-12-10 03:33:21 +00:00
MevLyshkin
5e26429768
BRP serialization tests (#16724)
# Objective

Start work on tests in BRP.

## Solution

- Adds serialization tests to BRP types
2024-12-10 03:33:14 +00:00
Patrick Walton
a81c8f9744
Don't unconditionally create temporary render entities for visible objects. (#16723)
PR #15756 made us create temporary render entities for all visible
objects, even if they had no render world counterpart. This regressed
our `many_cubes` time from about 3.59 ms/frame to 4.66 ms/frame.

This commit changes that behavior to use `Entity::PLACEHOLDER` instead
of creating a temporary render entity. This improves our `many_cubes`
time from 5.66 ms/frame to 3.96 ms/frame, a 43% speedup.

I tested 3D, 2D gizmos, and UI and they seem to work.

See the following graph of `many_cubes` frame time (lower is better). PR
#15756 is the one in October.

![Time (ms_frame) vs
Date(3)](https://github.com/user-attachments/assets/2c31a893-97bd-40f6-9e89-d2195a44cf40)
2024-12-10 03:31:17 +00:00
Joona Aalto
1cc4d1e8ac
Rename RayCastSettings to MeshRayCastSettings (#16703)
# Objective

The `RayCastSettings` type is only used in the context of ray casts with
the `MeshRayCast` system parameter. The current name is somewhat
inconsistent with other existing types, like `MeshRayCast` and
`MeshPickingSettings`, but more importantly, it easily conflicts with
physics, and forces those crates to opt for some other name like
`RayCastConfig` or `RayCastOptions`.

We should rename `RayCastSettings` to `MeshRayCastSettings` to avoid
naming conflicts and improve consistency.

## Solution

Rename `RayCastSettings` to `MeshRayCastSettings`.

---

## Migration Guide

`RayCastSettings` has been renamed to `MeshRayCastSettings` to avoid
naming conflicts with other ray casting backends and types.
2024-12-10 03:27:42 +00:00
JaySpruce
db4c468fe2
Rename EntityCommands::clone to clone_and_spawn (#16696)
## Objective

Follow-up to #16672.

`EntityCommands::clone` looks the same as the `Clone` trait, which could
be confusing. A discord discussion has made me realize that's probably a
bigger problem than I thought. Oops :P

## Solution

Renamed `EntityCommands::clone` to `EntityCommands::clone_and_spawn`,
renamed `EntityCommands::clone_with` to
`EntityCommands::clone_and_spawn_with`. Also added some docs explaining
the commands' relation to `Clone` (components need to implement it (or
`Reflect`)).

## Showcase

```
// Create a new entity and keep its EntityCommands
let mut entity = commands.spawn((ComponentA(10), ComponentB(20)));

// Create a clone of the first entity
let mut entity_clone = entity.clone_and_spawn();
```

## The Bikeshed

- `clone_and_spawn` (Alice's suggestion)
- `spawn_clone` (benfrankel's suggestion)
- `spawn_cloned` (rparrett's suggestion)
2024-12-10 03:26:15 +00:00
Chris Russell
1c86cb5d9c
More complete documentation of valid query transmutes (#16691)
# Objective

The documentation for `Query::transmute_lens` lists some allowed
transmutes, but the list is incomplete.

## Solution

Document the underlying rules for what transmutes are allowed.  

Add a longer list of examples. Write them as doc tests to ensure that
those examples are actually allowed.

I'm assuming that anything that can be done today is intended to be
supported! If any of these examples are things we plan to prohibit in
the future then we can add some warnings to that effect.
2024-12-10 03:23:26 +00:00