Commit Graph

6361 Commits

Author SHA1 Message Date
AlephCubed
cf6c65522f
Derived Default for all public unit components. (#17139)
Derived `Default` for all public unit structs that already derive from
`Component`. This allows them to be used more easily as required
components.
To avoid clutter in tests/examples, only public components were
affected, but this could easily be expanded to affect all unit
components.

Fixes #17052.
2025-01-05 02:45:09 +00:00
ickshonpe
9ed76b7a56
More combinator cleanup (#17148)
# Objective

Cleanup some more awkward combinator chains.
2025-01-05 02:44:29 +00:00
JMS55
fe58993577
METIS-based meshlet generation (#16947)
# Objective
Improve DAG building for virtual geometry

## Solution

- Use METIS to group triangles into meshlets which lets us minimize
locked vertices which improves simplification, instead of using meshopt
which prioritizes culling efficiency. Also some other minor tweaks.
- Currently most meshlets have 126 triangles, and not 128. Fixing this
might involve calling METIS recursively ourselves to manually bisect the
graph, not sure. Not going to attempt to fix this in this PR.

## Testing

- Did you test these changes? If so, how?
  - Tested on bunny.glb and cliff.glb
- Are there any parts that need more testing?
  - No
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
  - Download the new bunny asset, run the meshlet example.

---

## Showcase

New 

![image](https://github.com/user-attachments/assets/68f5d2f0-a4ca-41e1-90d5-35a2c6969c21)

Old

![image](https://github.com/user-attachments/assets/a3d97a09-773d-44b2-9990-25e1f6b51ec9)

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2025-01-05 02:03:26 +00:00
Sean Kim
c87ec09674
Fix 2D Gizmos not always drawn on top (#17085)
# Objective

- As stated in the linked issue, if a Mesh2D is drawn with elements with
a positive Z value, resulting gizmos get drawn behind instead of in
front of them.
- Fixes #17053

## Solution

- Similar to the change done for the `SpritePipeline` in the relevant
commit (5abc32ceda), this PR changes both
line gizmos to avoid writing to the depth buffer and always pass the
depth test to ensure they are not filtered out.

## Testing

- Tested with the provided snippet in #17053 
- I looked over the `2d_gizmos` example, but it seemed like adding more
elements there to demonstrate this might not be the best idea? Looking
for guidance here on if that should be updated or if a new gizmo example
needs to be made.
2025-01-05 02:02:30 +00:00
MichiRecRoom
5b0406c722
bevy_color: Apply #![deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17090)
# Objective
- https://github.com/bevyengine/bevy/issues/17111

## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_audio` in line with the new restrictions.

No code changes have been made - except if a lint that was previously
`allow(...)`'d could be removed via small code changes. For example,
`unused_variables` can be handled by adding a `_` to the beginning of a
field's name.

## Testing
I ran `cargo clippy`, and received no errors.
2025-01-05 02:01:20 +00:00
JaySpruce
4fde223831
Optimize Entities::entity_does_not_exist_error_details_message, remove UnsafeWorldCell from error (#17115)
## Objective

The error `EntityFetchError::NoSuchEntity` has an `UnsafeWorldCell`
inside it, which it uses to call
`Entities::entity_does_not_exist_error_details_message` when being
printed. That method returns a `String` that, if the `track_location`
feature is enabled, contains the location of whoever despawned the
relevant entity.

I initially had to modify this error while working on #17043. The
`UnsafeWorldCell` was causing borrow problems when being returned from a
command, so I tried replacing it with the `String` that the method
returns, since that was the world cell's only purpose.

Unfortunately, `String`s are slow, and it significantly impacted
performance (on top of that PR's performance hit):
<details>
<summary>17043 benchmarks</summary>

### With `String`

![error_handling_insert_slow](https://github.com/user-attachments/assets/5629ba6d-69fc-4c16-84c9-8be7e449232d)

### No `String`

![error_handling_insert_fixed](https://github.com/user-attachments/assets/6393e2d6-e61a-4558-8ff1-471ff8356c1c)

</details>

For that PR, I just removed the error details entirely, but I figured
I'd try to find a way to keep them around.

## Solution

- Replace the `String` with a helper struct that holds the location, and
only turn it into a string when someone actually wants to print it.
- Replace the `UnsafeWorldCell` with the aforementioned struct.
- Do the same for `QueryEntityError::NoSuchEntity`.

## Benchmarking

This had some interesting performance impact:

<details>
<summary>This PR vs main</summary>


![dne_rework_1](https://github.com/user-attachments/assets/05bf91b4-dddc-4d76-b2c4-41c9d25c7a57)

![dne_rework_2](https://github.com/user-attachments/assets/34aa76b2-d8a7-41e0-9670-c213207e457d)

![dne_rework_3](https://github.com/user-attachments/assets/8b9bd4e4-77c8-45a7-b058-dc0dfd3dd323)

</details>

## Other work

`QueryEntityError::QueryDoesNotMatch` also has an `UnsafeWorldCell`
inside it. This one would be more complicated to rework while keeping
the same functionality.

## Migration Guide

The errors `EntityFetchError::NoSuchEntity` and
`QueryEntityError::NoSuchEntity` now contain an
`EntityDoesNotExistDetails` struct instead of an `UnsafeWorldCell`. If
you were just printing these, they should work identically.

---------

Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
2025-01-05 02:01:01 +00:00
Rob Parrett
859c2d77f9
Revert "Fix sprite performance regression since retained render world (#17078)" (#17123)
# Objective

Fixes #17098

It seems that it's not totally obvious how to fix this, but that
reverting might be part of the solution anyway.

Let's get the repo back into a working state.

## Solution

Revert the [recent
optimization](https://github.com/bevyengine/bevy/pull/17078) that broke
"many-to-one main->render world entities" for 2d.

## Testing

`cargo run --example text2d`
`cargo run --example sprite_slice`
2025-01-04 00:22:18 +00:00
Benjamin Brienen
43db44ca3a
Scale input to account for deadzones (#17015)
# Objective

Fixes #3450 

## Solution

Scale the input to account for the range

## Testing

Updated unit tests

## Migration Guide

`GamepadButtonChangedEvent.value` is now linearly rescaled to be from
`0.0..=1.0` (instead of `low..=high`) and
`GamepadAxisChangedEvent.value` is now linearly rescaled to be from
`-1.0..=0.0`/`0.0..=1.0` (accounting for the deadzone).
2025-01-03 22:27:59 +00:00
MichiRecRoom
120b733ab5
bevy_reflect: Apply #[deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17092)
# Objective
We want to deny the following lints:
* `clippy::allow_attributes` - Because there's no reason to
`#[allow(...)]` an attribute if it wouldn't lint against anything; you
should always use `#[expect(...)]`
* `clippy::allow_attributes_without_reason` - Because documenting the
reason for allowing/expecting a lint is always good

## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_reflect` in line with the new restrictions.

No code changes have been made - except if a lint that was previously
`allow(...)`'d could be removed via small code changes. For example,
`unused_variables` can be handled by adding a `_` to the beginning of a
field's name.

## Testing
I ran `cargo clippy`, and received no errors.
2025-01-03 22:22:34 +00:00
MichiRecRoom
66a0e74a21
Truncate the floats in bevy_color::oklaba (#17109)
# Objective
Remove the reliance on `#[allow(clippy::excessive_precision)]`.

## Solution
Remove the `#[allow(clippy::excessive_precision)]`, and truncate the
float literals to the value rustc would normally truncate them to.

## Testing
I ran `cargo test -p bevy_color`, and received no errors.
2025-01-03 22:20:51 +00:00
Rob Parrett
651b22f31f
Update typos (#17126)
# Objective

Use the latest version of `typos` and fix the typos that it now detects

# Additional Info

By the way, `typos` has a "low priority typo suggestions issue" where we
can throw typos we find that `typos` doesn't catch.

(This link may go stale) https://github.com/crate-ci/typos/issues/1200
2025-01-03 17:44:26 +00:00
Zachary Harrold
0403948aa2
Remove Implicit std Prelude from no_std Crates (#17086)
# Background

In `no_std` compatible crates, there is often an `std` feature which
will allow access to the standard library. Currently, with the `std`
feature _enabled_, the
[`std::prelude`](https://doc.rust-lang.org/std/prelude/index.html) is
implicitly imported in all modules. With the feature _disabled_, instead
the [`core::prelude`](https://doc.rust-lang.org/core/prelude/index.html)
is implicitly imported. This creates a subtle and pervasive issue where
`alloc` items _may_ be implicitly included (if `std` is enabled), or
must be explicitly included (if `std` is not enabled).

# Objective

- Make the implicit imports for `no_std` crates consistent regardless of
what features are/not enabled.

## Solution

- Replace the `cfg_attr` "double negative" `no_std` attribute with
conditional compilation to _include_ `std` as an external crate.
```rust
// Before
#![cfg_attr(not(feature = "std"), no_std)]

// After
#![no_std]

#[cfg(feature = "std")]
extern crate std;
```
- Fix imports that are currently broken but are only now visible with
the above fix.

## Testing

- CI

## Notes

I had previously used the "double negative" version of `no_std` based on
general consensus that it was "cleaner" within the Rust embedded
community. However, this implicit prelude issue likely was considered
when forming this consensus. I believe the reason why is the items most
affected by this issue are provided by the `alloc` crate, which is
rarely used within embedded but extensively used within Bevy.
2025-01-03 01:58:43 +00:00
MichiRecRoom
5a5ddb9e35
bevy_tasks: Apply #[deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17089)
# Objective
We want to deny the following lints:
* `clippy::allow_attributes` - Because there's no reason to
`#[allow(...)]` an attribute if it wouldn't lint against anything; you
should always use `#[expect(...)]`
* `clippy::allow_attributes_without_reason` - Because documenting the
reason for allowing/expecting a lint is always good

## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_tasks` in line with the new restrictions.

No code changes have been made - except if a lint that was previously
`allow(...)`'d could be removed via small code changes. For example,
`unused_variables` can be handled by adding a `_` to the beginning of a
field's name.

## Testing
I ran `cargo clippy`, and received no errors.
2025-01-02 22:42:25 +00:00
arunke
22bf3b9a62
Fix documentation for system set method (#17106)
# Objective

Fix incorrect comment on `IntoSystemSetConfigs::after` likely caused by
copy-paste error. It said "before" instead of "after".

## Solution

Update the comment to the correct text.

## Testing

CI tests pass. This is just updating a comment.
2025-01-02 22:38:26 +00:00
MichiRecRoom
e2248afb3e
bevy_math: Apply #[deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17091)
# Objective
We want to deny the following lints:
* `clippy::allow_attributes` - Because there's no reason to
`#[allow(...)]` an attribute if it wouldn't lint against anything; you
should always use `#[expect(...)]`
* `clippy::allow_attributes_without_reason` - Because documenting the
reason for allowing/expecting a lint is always good

## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_math` in line with the new restrictions.

No code changes have been made - except if a lint that was previously
`allow(...)`'d could be removed via small code changes. For example,
`unused_variables` can be handled by adding a `_` to the beginning of a
field's name.

## Testing
I ran `cargo clippy`, and received no errors.

---------

Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
2025-01-02 18:47:36 +00:00
MichiRecRoom
00533a6d1c
bevy_a11y: Apply #[deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17093)
# Objective
We want to deny the following lints:
* `clippy::allow_attributes` - Because there's no reason to
`#[allow(...)]` an attribute if it wouldn't lint against anything; you
should always use `#[expect(...)]`
* `clippy::allow_attributes_without_reason` - Because documenting the
reason for allowing/expecting a lint is always good

## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_a11y` in line with the new restrictions.

No code changes have been made - except if a lint that was previously
`allow(...)`'d could be removed via small code changes. For example,
`unused_variables` can be handled by adding a `_` to the beginning of a
field's name.

## Testing
I ran `cargo clippy`, and received no errors.
2025-01-02 18:45:19 +00:00
MichiRecRoom
c9109964e7
bevy_animation: Apply #[deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17094)
# Objective
We want to deny the following lints:
* `clippy::allow_attributes` - Because there's no reason to
`#[allow(...)]` an attribute if it wouldn't lint against anything; you
should always use `#[expect(...)]`
* `clippy::allow_attributes_without_reason` - Because documenting the
reason for allowing/expecting a lint is always good

## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_animation` in line with the new restrictions.

No code changes have been made - except if a lint that was previously
`allow(...)`'d could be removed via small code changes. For example,
`unused_variables` can be handled by adding a `_` to the beginning of a
field's name.

## Testing
I ran `cargo clippy`, and received no errors.
2025-01-02 18:45:05 +00:00
MichiRecRoom
5d00ef4237
bevy_app: Apply #[deny(clippy::allow_attributes, clippy::allow_attributes_without_reason)] (#17095)
# Objective
We want to deny the following lints:
* `clippy::allow_attributes` - Because there's no reason to
`#[allow(...)]` an attribute if it wouldn't lint against anything; you
should always use `#[expect(...)]`
* `clippy::allow_attributes_without_reason` - Because documenting the
reason for allowing/expecting a lint is always good

## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_reflect` in line with the new restrictions.

No code changes have been made - except if a lint that was previously
`allow(...)`'d could be removed via small code changes. For example,
`unused_variables` can be handled by adding a `_` to the beginning of a
field's name.

## Testing
I ran `cargo clippy`, and received no errors.
2025-01-02 18:44:34 +00:00
ickshonpe
1a18c9f87b
UI Debug Overlay show_hidden and show_clipped options (#17097)
# Objective

The UI debug overlay draws an outline for every UI node even if it is
invisible or clipped.
Disable debug outlines for hidden and clipped nodes by default and add
options to renable them if needed.

## Solution

* Add `show_hidden` and `show_clipped` fields to `UiDebugOptions`:
```rust
    /// Show outlines for non-visible UI nodes
    pub show_hidden: bool,
    /// Show outlines for clipped sections of UI nodes
    pub show_clipped: bool,
```

* Only extract debug outlines for hidden and clipped UI nodes if the
respective field in `UiDebugOptions` is set to `true`.

## Testing

Also added some extra features to the `testbed_ui` example that
demonstrate the new options:

cargo run --example testbed_ui --features "bevy_ui_debug"

<img width="641" alt="show-hidden-and-clipped"
src="https://github.com/user-attachments/assets/16a68600-170c-469e-a3c7-f7dae411dc40"
/>
2025-01-02 18:43:14 +00:00
ickshonpe
2931e350b6
reduce nesting in the sparse_set module (#17066)
# Objective

Just being fussy but I hate this `.map(|v|
v.is_some()).unwrap_or(false)` stuff.

## Solution
Reduce it using `and_then`.

---------

Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2025-01-01 23:17:11 +00:00
Tristan Murphy
afed4e27d1
small documentation update and issue template fix (#17054)
# Objective
Fix some outdated `bevy_state` documentation examples.

## Solution
- updated some doc examples in `bevy_state` that hadn't been updated
with the API.
- fixed an outdated link in the documentation issue template that
referred to a 404 page instead of the contribution guide.

## Testing
No necessary testing aside from the usual doctests.

---

## Showcase
N/A

## Migration Guide
N/A

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-01-01 23:09:17 +00:00
Zachary Harrold
10e113d641
Add no_std support to bevy_window (#17031)
# Objective

- Contributes to #15460

## Solution

- Added the following features:
  - `std` (default)
  - `bevy_reflect` (default)
  - `libm`

## Testing

- CI

## Notes

- `bevy_reflect` was previously always enabled, which isn't how most
other crates handle reflection. I've brought this in line with how most
crates gate `bevy_reflect`. This is where the majority of the changes
come from in this PR.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-01-01 23:05:25 +00:00
Benjamin Brienen
4058bfa47c
Fix clippy::precedence (#17080)
# Objective

Nightly clippy warnings

## Solution

Add parens

## Testing

```
PS C:\Users\BenjaminBrienen\source\bevy> cargo +nightly clippy
    Finished `dev` profile [unoptimized + debuginfo] target(s) in 0.44s
```
2025-01-01 22:11:22 +00:00
Aevyrie
bed9ddf3ce
Refactor and simplify custom projections (#17063)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/16556
- Closes https://github.com/bevyengine/bevy/issues/11807

## Solution

- Simplify custom projections by using a single source of truth -
`Projection`, removing all existing generic systems and types.
- Existing perspective and orthographic structs are no longer components
- I could dissolve these to simplify further, but keeping them around
was the fast way to implement this.
- Instead of generics, introduce a third variant, with a trait object.
- Do an object safety dance with an intermediate trait to allow cloning
boxed camera projections. This is a normal rust polymorphism papercut.
You can do this with a crate but a manual impl is short and sweet.

## Testing

- Added a custom projection example

---

## Showcase

- Custom projections and projection handling has been simplified.
- Projection systems are no longer generic, with the potential for many
different projection components on the same camera.
- Instead `Projection` is now the single source of truth for camera
projections, and is the only projection component.
- Custom projections are still supported, and can be constructed with
`Projection::custom()`.

## Migration Guide

- `PerspectiveProjection` and `OrthographicProjection` are no longer
components. Use `Projection` instead.
- Custom projections should no longer be inserted as a component.
Instead, simply set the custom projection as a value of `Projection`
with `Projection::custom()`.
2025-01-01 20:44:24 +00:00
Sean Kim
294e0db719
Rename track_change_detection flag to track_location (#17075)
# Objective

- As stated in the related issue, this PR is to better align the feature
flag name with what it actually does and the plans for the future.
- Fixes #16852 

## Solution

- Simple find / replace

## Testing

- Local run of `cargo run -p ci`

## Migration Guide

The `track_change_detection` feature flag has been renamed to
`track_location` to better reflect its extended capabilities.
2025-01-01 18:43:47 +00:00
Robert Swain
fd330c834f
Fix sprite performance regression since retained render world (#17078)
# Objective

- Fix sprite rendering performance regression since retained render
world changes
- The retained render world changes moved `ExtractedSprites` from using
the highly-optimised `EntityHasher` with an `Entity` to using
`FixedHasher` with `(Entity, MainEntity)`. This was enough to regress
framerate in bevymark by 25%.

## Solution

- Move the render world entity into a member of `ExtractedSprite` and
change `ExtractedSprites` to use `MainEntityHashMap` for its storage
- Disable sprite picking in bevymark

## Testing

M4 Max. `bevymark --waves 100 --per-wave 1000 --benchmark`. main in
yellow vs PR in red:

<img width="590" alt="Screenshot 2025-01-01 at 16 36 22"
src="https://github.com/user-attachments/assets/1e4ed6ec-3811-4abf-8b30-336153737f89"
/>

20.2% median frame time reduction.

<img width="594" alt="Screenshot 2025-01-01 at 16 38 37"
src="https://github.com/user-attachments/assets/157c2022-cda6-4cf2-bc63-d0bc40528cf0"
/>

49.7% median extract_sprites execution time reduction.

Comparing 0.14.2 yellow vs PR red:
<img width="593" alt="Screenshot 2025-01-01 at 16 40 06"
src="https://github.com/user-attachments/assets/abd59b6f-290a-4eb6-8835-ed110af995f3"
/>

~6.1% median frame time reduction.

---

## Migration Guide

- `ExtractedSprites` is now using `MainEntityHashMap` for storage, which
is keyed on `MainEntity`.
- The render world entity corresponding to an `ExtractedSprite` is now
stored in the `render_entity` member of it.
2025-01-01 18:40:11 +00:00
ickshonpe
0141bd01b3
Remove the atlas_scaling field from ExtractedUiItem::Gylphs. (#17047)
# Objective

Remove the `atlas_scaling` field from `ExtractedUiItem::Gylphs`. 

It's only ever set to `Vec2::ONE`. I don't remember why/if this field
was ever needed, maybe it was useful before the scale factor clean up.

## Migration Guide

The `atlas_scaling` field from `ExtractedUiItem::Gylphs` has been
removed. This shouldn't affect any existing code as it wasn't used for
anything.
2025-01-01 04:06:53 +00:00
Alice Cecile
5f1e762f19
Return Result from tab navigation API (#17071)
# Objective

Tab navigation can fail in all manner of ways. The current API
recognizes this, but merely logs a warning and returns `None`.

We should supply the actual reason for failure to the caller, so they
can handle it in whatever fashion they please (including logging a
warning!).

Swapping to a Result-oriented pattern is also a bit more idiomatic and
makes the code's control flow easier to follow.

## Solution

- Refactor the `tab_navigation` module to return a `Result` rather than
an `Option` from its key APIs.
- Move the logging to the provided prebuilt observer. This leaves the
default behavior largely unchanged, but allows for better user control.
- Make the case where no tab group was found for the currently focused
entity an error branch, but provide enough information that we can still
recover from it.

## Testing

The `tab_navigation` example continues to function as intended.
2025-01-01 04:05:48 +00:00
ickshonpe
c817864e4f
Replace map_or(true, _) with is_none_or(_) (#17073)
# Objective

Replace uses of `map_or(true, _)` with the equivalent `is_none_or(_)`.
2025-01-01 04:05:26 +00:00
Niklas Eicker
7302e7c9e0
Do not lowercase asset file extensions (#17065)
# Objective

Resolves #17064

## Solution

- Bevy no longer converts asset file extensions to lowercase before
trying to resolve an asset loader

## Testing

- I adapted the `custom_asset` example (see comment in #17064)
- The changes were tested on Linux

As far as I know, Windows has a case-insensitive file system by default,
so case-sensitive asset file extensions are probably bad practice in a
game. But we should be case-sensitive everywhere or handle asset paths
completely case-insensitive.

Before this PR:
* asset loader extensions are case-sensitive
* asset file names are case-sensitive
* asset file extensions are converted to lowercase  

Now everything should be case-sensitive
2025-01-01 00:42:56 +00:00
ickshonpe
9b4e6b345f
Replace map_or(false, _) with is_some_and(_) (#17074)
# Objective

Replace `map_or(false, _)` with `is_some_and(_)`
2024-12-31 21:13:13 +00:00
ickshonpe
7a5a734452
Replace map + unwrap_or(false) with is_some_and (#17067)
# Objective

The `my_option.map(|inner| inner.is_whatever).unwrap_or(false)` pattern
is fragile and ugly.

Replace it with `is_some_and` everywhere.
2024-12-31 20:28:02 +00:00
ickshonpe
c73daea341
Replace map + unwrap_or(true) with is_none_or (#17070)
# Objective

Reduce all varieties of `my_maybe.map(|x| x.is_true).unwrap_or(true)`
using `is_none_or`.
2024-12-31 20:17:03 +00:00
Alice Cecile
d502796a41
Make the input focus docs less keyboard-centric (#17069)
# Objective

Following #16876, `bevy_input_focus` works with more than just keyboard
inputs! The docs should reflect that.

## Solution

Fix a few missed mentions in the documentation.

Also add a brief reference to navigation frameworks within the module
docs to help give more breadcrumbs.
2024-12-31 18:37:48 +00:00
Jonathan Chan Kwan Yin
3c7fbee2d8
Add Mut::clone_from_if_neq (#17019)
# Objective

- Support more ergonomic conditional updates for types that can be
modified by `clone_into`.

## Solution

- Use `ToOwned::clone_into` to copy a reference provided by the caller
in `Mut::clone_from_if_neq`.

## Testing

- See doc tests.
2024-12-31 16:23:01 +00:00
Benjamin Brienen
c93217b966
Fix compilation error (#17060)
Small follow-up to #17011 

Please don't merge until the CI passes all checks
2024-12-31 16:22:19 +00:00
Aevyrie
63634fd408
Update picking docs (#17057)
More updates to picking docs. Addresses some nits with wording, and
fixes some out of date information.
2024-12-31 01:56:45 +00:00
Aevyrie
f3da36c181
Update picking::events module docs (#17055)
Updates some out of date docs.
2024-12-31 00:46:15 +00:00
Mike
ac43d5c94f
Convert to fallible system in IntoSystemConfigs (#17051)
# Objective

- #16589 added an enum to switch between fallible and infallible system.
This branching should be unnecessary if we wrap infallible systems in a
function to return `Ok(())`.

## Solution

- Create a wrapper system for `System<(), ()>`s that returns `Ok` on the
call to `run` and `run_unsafe`. The wrapper should compile out, but I
haven't checked.
- I removed the `impl IntoSystemConfigs for BoxedSystem<(), ()>` as I
couldn't figure out a way to keep the impl without double boxing.

## Testing

- ran `many_foxes` example to check if it still runs.

## Migration Guide

- `IntoSystemConfigs` has been removed for `BoxedSystem<(), ()>`. Either
use `InfallibleSystemWrapper` before boxing or make your system return
`bevy::ecs::prelude::Result`.
2024-12-31 00:39:29 +00:00
Jer
33afd38ee1
show these 'fully qualified paths' for bevy_remote's rpc (#16944)
# Objective

It is not obvious that one would know these:
```json
{
  "id": 1,
  "jsonrpc": "2.0",
  "result": [
    "bevy_animation::AnimationPlayer",
    "bevy_animation::AnimationTarget",
    "bevy_animation::graph::AnimationGraphHandle",
    "bevy_animation::transition::AnimationTransitions",
    "bevy_audio::audio::PlaybackSettings",
    "bevy_audio::audio::SpatialListener",
    "bevy_core_pipeline::bloom::settings::Bloom",
    "bevy_core_pipeline::contrast_adaptive_sharpening::ContrastAdaptiveSharpening",
   **... snipping for brevity ...**
    "bevy_ui::ui_node::Node",
    "bevy_ui::ui_node::Outline",
    "bevy_ui::ui_node::ScrollPosition",
    "bevy_ui::ui_node::TargetCamera",
    "bevy_ui::ui_node::UiAntiAlias",
    "bevy_ui::ui_node::ZIndex",
    "bevy_ui::widget::button::Button",
    "bevy_window::monitor::Monitor",
    "bevy_window:🪟:PrimaryWindow",
    "bevy_window:🪟:Window",
    "bevy_winit::cursor::CursorIcon",
    "server::Cube"
  ]
}
```
Especially if you for example, are reading the GH examples because:

![image](https://github.com/user-attachments/assets/46c9c983-4bf9-4e70-9d6e-8de936505fbb)
If you for example expand these things, due to the number of places bevy
re-exports things you'll find it difficult to find the true path of
something.
i.e you'd probably be forgiven for writing a query (using the
`client.rs` example):
```sh
$ cargo run --example client --  bevy_pbr::mesh_material::MeshMaterial3d | jq
{
  "error": {
    "code": -23402,
    "message": "Unknown component type: `bevy_pbr::mesh_material::MeshMaterial3d`"
  },
  "id": 1,
  "jsonrpc": "2.0"
}
```
which is where
8d9a00f548/crates/bevy_pbr/src/mesh_material.rs (L41)
would lead you to believe it is...

I've worked with bevy a lot, so it's no issue for me, but for others...
?

## Solution

- Add some more docs, including a sample request (`json` and `rust`)

## Testing

N/A

---

## Showcase
N/A

---------

Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
2024-12-31 00:29:27 +00:00
Zachary Harrold
3f19997096
Added modify_component to EntityWorldMut, DeferredWorld, and World (#16668)
# Objective

- Make working with immutable components more ergonomic
- Assist #16662

## Solution

Added `modify_component` to `World` and `EntityWorldMut`. This method
"removes" a component from an entity, gives a mutable reference to it to
a provided closure, and then "re-inserts" the component back onto the
entity. This replacement triggers the `OnReplace` and `OnInsert` hooks,
but does _not_ cause an archetype move, as the removal is purely
simulated.

## Testing

- Added doc-tests and a unit test.

---

## Showcase

```rust
use bevy_ecs::prelude::*;

/// An immutable component.
#[derive(Component, PartialEq, Eq, Debug)]
#[component(immutable)]
struct Foo(bool);

let mut world = World::default();

let mut entity = world.spawn(Foo(false));

assert_eq!(entity.get::<Foo>(), Some(&Foo(false)));

// Before the closure is executed, the `OnReplace` hooks/observers are triggered
entity.modify_component(|foo: &mut Foo| {
    foo.0 = true;
});
// After the closure is executed, `OnInsert` hooks/observers are triggered

assert_eq!(entity.get::<Foo>(), Some(&Foo(true)));
```

## Notes

- If the component is not available on the entity, the closure and hooks
aren't executed, and `None` is returned. I chose this as an alternative
to returning an error or panicking, but I'm open to changing that based
on feedback.
- This relies on `unsafe`, in particular for accessing the `Archetype`
to trigger hooks. All the unsafe operations are contained within
`DeferredWorld::modify_component`, and I would appreciate that this
function is given special attention to ensure soundness.
- The `OnAdd` hook can never be triggered by this method, since the
component must already be inserted. I have chosen to not trigger
`OnRemove`, as I believe it makes sense that this method is purely a
replacement operation, not an actual removal/insertion.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Malek <50841145+MalekiRe@users.noreply.github.com>
2024-12-31 00:23:44 +00:00
Benjamin Brienen
4460a4d9ed
Use -D warnings in all relevant CI (#17011)
# Objective

Fixes #17009

See:
https://doc.rust-lang.org/stable/clippy/continuous_integration/index.html

## Solution

Add the env

## Testing

CI should start to fail, then I'll fix it.

## Showcase


![image](https://github.com/user-attachments/assets/acd2888f-9fc0-445a-a96a-842ba9f1c6aa)
2024-12-31 00:15:28 +00:00
Zhixing Zhang
9cebc66486
Make 8 methods public and updated input parameter generics for SystemState::build_system_with_input (#17034)
# Objective

- Made certain methods public for advanced use cases. Methods that
returns mutable references are marked as unsafe due to the possibility
of violating internal lifetime constraint assumptions.
- Fixes an issue introduced by #15184
2024-12-30 23:04:14 +00:00
Zachary Harrold
5f42c9ab6d
Fix no_std CI Warnings and WASM Compatibility (#17049)
# Objective

- Resolve several warnings encountered when compiling for `no_std`
around `dead_code`
- Fix compatibility with `wasm32-unknown-unknown` when using `no_std`
(identified by Sachymetsu on
[Discord](https://discord.com/channels/691052431525675048/692572690833473578/1323365426901549097))

## Solution

- Removed some unused imports
- Added `allow(dead_code)` for certain private items when compiling on
`no_std`
- Fixed `bevy_app` and `bevy_tasks` compatibility with WASM when
compiling without `std` by appropriately importing `Box` and feature
gating panic unwinding

## Testing

- CI
2024-12-30 23:01:27 +00:00
Vic
b78efd339d
Simplify sort/max_by calls (#17048)
# Objective

Some sort calls and `Ord` impls are unnecessarily complex.

## Solution

Rewrite the "match on cmp, if equal do another cmp" as either a
comparison on tuples, or `Ordering::then_with`, depending on whether the
compare keys need construction.

`sort_by` -> `sort_by_key` when symmetrical. Do the same for
`min_by`/`max_by`.

Note that `total_cmp` can only work with `sort_by`, and not on tuples.

When sorting collected query results that contain
`Entity`/`MainEntity`/`RenderEntity` in their `QueryData`, with that
`Entity` in the sort key:
stable -> unstable sort (all queried entities are unique)

If key construction is not simple, switch to `sort_by_cached_key` when
possible.

Sorts that are only performed to discover the maximal element are
replaced by `max_by_key`.

Dedicated comparison functions and structs are removed where simple.

Derive `PartialOrd`/`Ord` when useful.

Misc. closure style inconsistencies.

## Testing
- Existing tests.
2024-12-30 22:59:36 +00:00
ickshonpe
1e9f647b33
prepare_sprite_image_bind_groups refactor (#17045)
# Objective

In `prepare_sprite_image_bind_groups` the `batch_image_changed`
condition is checked twice but the second if-block seems unnecessary.

# Solution

Queue new `SpriteBatch`es inside the first if-block and remove the
second if-block.
2024-12-30 22:54:04 +00:00
ickshonpe
d2f61e24e7
get_glyph_atlas_info refactor (#17044)
# Objective

Return a `GlyphAtlasInfo` instead of a tuple from the inner block so we
can remove the outer mapping.
2024-12-30 21:08:12 +00:00
Zachary Harrold
db5c31e1c4
Add no_std support to bevy_transform (#17030)
# Objective

- Contributes to #15460

## Solution

- Added the following features:
  - `std` (default)
  - `alloc` (default)
  - `bevy_reflect` (default)
  - `libm`

## Testing

- CI

## Notes

- `alloc` feature added to allow using this crate in `no_alloc`
environments.
- `bevy_reflect` was previously always enabled when `bevy-support` was
enabled, which isn't how most other crates handle reflection. I've
brought this in line with how most crates gate `bevy_reflect`.
2024-12-30 21:01:13 +00:00
JaySpruce
9ac7e17f2e
Refactor hierarchy-related commands to remove structs (#17029)
## Objective

Continuation of #16999.

This PR handles the following:
- Many hierarchy-related commands are wrappers around `World` and
`EntityWorldMut` methods and can be moved to closures:
  - `AddChild`
  - `InsertChildren`
  - `AddChildren`
  - `RemoveChildren`
  - `ClearChildren`
  - `ReplaceChildren`
  - `RemoveParent`
  - `DespawnRecursive`
  - `DespawnChildrenRecursive`
  - `AddChildInPlace`
  - `RemoveParentInPlace`
- `SendEvent` is a wrapper around `World` methods and can be moved to a
closure (and its file deleted).

## Migration Guide

If you were queuing the structs of hierarchy-related commands or
`SendEvent` directly, you will need to change them to the methods
implemented on `EntityCommands` (or `Commands` for `SendEvent`):

| Struct | Method |

|--------------------------------------------------------------------|---------------------------------------------------------------------------------------------|
| `commands.queue(AddChild { child, parent });` |
`commands.entity(parent).add_child(child);` OR
`commands.entity(child).set_parent(parent);` |
| `commands.queue(AddChildren { children, parent });` |
`commands.entity(parent).add_children(children);` |
| `commands.queue(InsertChildren { children, parent });` |
`commands.entity(parent).insert_children(children);` |
| `commands.queue(RemoveChildren { children, parent });` |
`commands.entity(parent).remove_children(children);` |
| `commands.queue(ReplaceChildren { children, parent });` |
`commands.entity(parent).replace_children(children);` |
| `commands.queue(ClearChildren { parent });` |
`commands.entity(parent).clear_children();` |
| `commands.queue(RemoveParent { child });` |
`commands.entity(child).remove_parent()` |
| `commands.queue(DespawnRecursive { entity, warn: true });` |
`commands.entity(entity).despawn_recursive();` |
| `commands.queue(DespawnRecursive { entity, warn: false });` |
`commands.entity(entity).try_despawn_recursive();` |
| `commands.queue(DespawnChildrenRecursive { entity, warn: true });` |
`commands.entity(entity).despawn_descendants();` |
| `commands.queue(DespawnChildrenRecursive { entity, warn: false});` |
`commands.entity(entity).try_despawn_descendants();` |
| `commands.queue(SendEvent { event });` | `commands.send_event(event);`
|
2024-12-30 20:58:03 +00:00
Ethereumdegen
4f9dc6534b
fix visibility propagation during reparenting (#17025)
# Objective
Fixes #17024 

## Solution
 

## Testing
 By adding 

```
if let Some(mut cmd) = commands.get_entity( *equipment_link_node ){
                         cmd.insert(Visibility::Inherited); // a hack for now 
                     }

```
in my build after .set_parent() , this fixes the issue. This is why i
think that this change will fix the issue. Unfortunately i was not able
to test the Changed (parent ) , this actual code change, because no
matter how i 'patch', it breaks my project. I got super close but still
had 23 errors due to Reflect being angry.


---
2024-12-30 20:55:44 +00:00
Brezak
ae16bdf172
Add fallible add methods to PluginGroupBuilder (#17005)
# Objective

Make working with `PluginGroupBuilder` less panicky.
Fixes #17001

## Solution

Expand the `PluginGroupBuilder` api with fallible add methods + a
contains method.
Also reorder the `PluginGroupBuilder` tests because before should come
before after.

## Testing

Ran the `PluginGroupBuilder` tests which call into all the newly added
methods.
2024-12-30 20:14:02 +00:00
Patrick Walton
7767a8d161
Refactor batch_and_prepare_binned_render_phase in preparation for bin retention. (#16922)
This commit makes the following changes:

* `IndirectParametersBuffer` has been changed from a `BufferVec` to a
`RawBufferVec`. This won about 20us or so on Bistro by avoiding `encase`
overhead.

* The methods on the `GetFullBatchData` trait no longer have the
`entity` parameter, as it was unused.

* `PreprocessWorkItem`, which specifies a transform-and-cull operation,
now supplies the mesh instance uniform output index directly instead of
having the shader look it up from the indirect draw parameters.
Accordingly, the responsibility of writing the output index to the
indirect draw parameters has been moved from the CPU to the GPU. This is
in preparation for retained indirect instance draw commands, where the
mesh instance uniform output index may change from frame to frame, while
the indirect instance draw commands will be cached. We won't want the
CPU to have to upload the same indirect draw parameters again and again
if a batch didn't change from frame to frame.

* `batch_and_prepare_binned_render_phase` and
`batch_and_prepare_sorted_render_phase` now allocate indirect draw
commands for an entire batch set at a time when possible, instead of one
batch at a time. This change will allow us to retain the indirect draw
commands for whole batch sets.

* `GetFullBatchData::get_batch_indirect_parameters_index` has been
replaced with `GetFullBatchData::write_batch_indirect_parameters`, which
takes an offset and writes into it instead of allocating. This is
necessary in order to use the optimization mentioned in the previous
point.

* At the WGSL level, `IndirectParameters` has been factored out into
`mesh_preprocess_types.wgsl`. This is because we'll need a new compute
shader that zeroes out the instance counts in preparation for a new
frame. That shader will need to access `IndirectParameters`, so it was
moved to a separate file.

* Bins are no longer raw vectors but are instances of a separate type,
`RenderBin`. This is so that the bin can eventually contain its retained
batches.
2024-12-30 20:11:31 +00:00
Patrick Walton
fde7968168
Unbreak shadows by retaining work item buffers corresponding to ExtractedViews, not ViewTargets. (#17039)
OK, so this is tricky. Every frame, `delete_old_work_item_buffers`
deletes the mesh preprocessing index buffers (a.k.a. work item buffers)
for views that don't have `ViewTarget`s. This was always wrong for
shadow map views, as shadow maps only have `ExtractedView` components,
not `ViewTarget`s. However, before #16836, the problem was masked,
because uploading the mesh preprocessing index buffers for shadow views
had already completed by the time `delete_old_work_item_buffers` ran.
But PR #16836 moved `delete_old_work_item_buffers` from the
`ManageViews` phase to `PrepareResources`, which runs before
`write_batched_instance_buffers` uploads the work item buffers to the
GPU.

This itself isn't wrong, but it exposed the bug, because now it's
possible for work item buffers to get deleted before they're uploaded in
`write_batched_instance_buffers`. This is actually intermittent! It's
possible for the old work item buffers to get deleted, and then
*recreated* in `batch_and_prepare_binned_render_phase`, which runs
during `PrepareResources` as well, and under that system ordering, there
will be no problem other than a little inefficiency arising from
recreating the buffers every frame. But, if
`delete_old_work_item_buffers` runs *after*
`batch_and_prepare_render_phase`, then the work item buffers
corresponding to shadow views will get deleted, and then the shadows
will disappear.

The fact that this is racy is what made it look like #16922 solved the
issue. In fact, it didn't: it just perturbed the ordering on the build
bots enough that the issue stopped appearing. However, on my system, the
shadows still don't appear with #16922.

This commit solves the problem by making `delete_old_work_item_buffers`
look at `ExtractedView`s, not `ViewTarget`s, preventing work item
buffers corresponding to live shadow map views from being deleted.
2024-12-30 20:06:40 +00:00
Benjamin Brienen
0362abd4f4
Make extract_mesh_materials and MaterialBindGroupAllocator public (#16982)
# Objective

Fixes #16730

## Solution

Make the relevant functions public. (`MaterialBindGroupAllocator` itself
was already `pub`)
2024-12-30 05:57:11 +00:00
Brezak
54a3fd7754
Don't overalign aligned values in gpu_readback::align_byte_size (#17007)
# Objective

Fix alignment calculations in our rendering code.
Fixes #16992 

The `gpu_readback::align_byte_size` function incorrectly rounds aligned
values to the next alignment.
If we assume the alignment to be 256 (because that's what wgpu says it
its) the function would align 0 to 256, 256 to 512, etc...

## Solution

Forward the `gpu_readback::align_byte_size` to
`RenderDevice::align_copy_bytes_per_row` so we don't implement the same
method twice.
Simplify `RenderDevice::align_copy_bytes_per_row`.

## Testing

Ran the code provided in #16992 to see if the issue has been solved +
added a test to check if `align_copy_bytes_per_row` returns the correct
values.
2024-12-30 05:51:37 +00:00
Christian Hughes
b09bbfa905
Remove unsound Clone impl for EntityMutExcept (#17032)
# Objective

`EntityMutExcept` can currently be cloned, which can easily violate
aliasing rules.

## Solution

- Remove the `Clone` impl for `EntityMutExcept`
- Also manually derived `Clone` impl for `EntityRefExcept` so that `B:
Clone` isn't required, and also impl'd `Copy`

## Testing

Compile failure tests would be good for this, but I'm not exactly sure
how to set that up.

## Migration Guide

- `EntityMutExcept` can no-longer be cloned, as this violates Rust's
memory safety rules.
2024-12-30 05:17:46 +00:00
Zachary Harrold
79a367db16
Add no_std support to bevy_state (#17028)
# Objective

- Contributes to #15460

## Solution

- Added the following features:
  - `std` (default)
  - `portable-atomic`
  - `critical-section`

## Testing

- CI

## Notes

- `portable-atomic`, and `critical-section` are shortcuts to enable the
relevant features in dependencies, making the usage of this crate on
atomically challenged platforms possible and simpler.
- This PR is blocked until #17027 is merged (as it depends on fixes for
the `once!` macro). Once merged, the change-count for this PR should
reduce.
2024-12-29 23:28:18 +00:00
Rob Parrett
150eec7535
Fix Text2d performance regression (#16991)
# Objective

Probably fixes #16972

## Solution

With 100k text2d, tracy was showing most time being spent in
`extract_components<bevy_sprite::SpriteSource>`.


![image](https://github.com/user-attachments/assets/e82d5d4e-bb39-4d7e-ab7f-47a5466cb74f)

Browsing Bevy's code, this `SpriteSource` component is seemingly not
even used in the render world. So I just ~~deleted the code that was
extracting it~~ it.

## Testing

`cargo run --example text2d` still seems to work.

The example from [my
comment](https://github.com/bevyengine/bevy/issues/16972#issuecomment-2562680876)
in the linked issue shows a ~50x speedup.
2024-12-29 23:14:33 +00:00
Lyndon-Mackay
1614b213f1
Basic filtering examples for users of the bevy_log. (#16455)
# Objective

Give users a quick example on how to control logging so they can filter
out library logs while reading their own
This is intended to fix issue #15957.

## Solution

Added some examples

## Testing

I created project and tested the examples work

###
This is purely a documentation change.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Andres O. Vela <andresovela@users.noreply.github.com>
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
2024-12-29 22:56:40 +00:00
Zachary Harrold
c8110f5f86
Add portable-atomic support to bevy_utils for once! (#17027)
# Objective

- Improves platform compatibility for `bevy_utils`

## Solution

- Added `portable-atomic` to allow using the `once!` macro on more
platforms (e.g., Raspberry Pi Pico)

## Testing

- CI

## Notes

- This change should be entirely hidden thanks to the use of
`doc(hidden)`. Enabling the new `portable-atomic` feature just allows
using the `once!` macro on platforms which previously could not.
- I took the liberty of updating the feature documentation to be more in
line with how I've documented features in `bevy_ecs`/`bevy_app`/etc. for
their `no_std` updates.
2024-12-29 22:50:08 +00:00
Zachary Harrold
46af46695b
Add no_std support to bevy_input (#16995)
# Objective

- Contributes to #15460

## Solution

- Added the following features:
  - `std` (default)
  - `smol_str` (default)
  - `portable-atomic`
  - `critical-section`
  - `libm`
- Fixed an existing issue where `bevy_reflect` wasn't properly feature
gated.

## Testing

- CI

## Notes

- There were some minor issues with `bevy_math` and `bevy_ecs` noticed
in this PR which I have also resolved here. I can split these out if
desired, but I've left them here for now as they're very small changes
and I don't consider this PR itself to be very controversial.
- `libm`, `portable-atomic`, and `critical-section` are shortcuts to
enable the relevant features in dependencies, making the usage of this
crate on atomically challenged platforms possible and simpler.
- `smol_str` is gated as it doesn't support atomically challenged
platforms (e.g., Raspberry Pi Pico). I have an issue and a
[PR](https://github.com/rust-analyzer/smol_str/pull/91) to discuss this
upstream.
2024-12-29 22:46:30 +00:00
JaySpruce
0f2b2de333
Move some structs that impl Command to methods on World and EntityWorldMut (#16999)
## Objective

Commands were previously limited to structs that implemented `Command`.
Now there are blanket implementations for closures, which (in my
opinion) are generally preferable.

Internal commands within `commands/mod.rs` have been switched from
structs to closures, but there are a number of internal commands in
other areas of the engine that still use structs. I'd like to tidy these
up by moving their implementations to methods on
`World`/`EntityWorldMut` and changing `Commands` to use those methods
through closures.

This PR handles the following:
- `TriggerEvent` and `EmitDynamicTrigger` double as commands and helper
structs, and can just be moved to `World` methods.
- Four structs that enabled insertion/removal of components via
reflection. This functionality shouldn't be exclusive to commands, and
can be added to `EntityWorldMut`.
- Five structs that mostly just wrapped `World` methods, and can be
replaced with closures that do the same thing.

## Solution

- __Observer Triggers__ (`observer/trigger_event.rs` and
`observer/mod.rs`)
- Moved the internals of `TriggerEvent` to the `World` methods that used
it.
  - Replaced `EmitDynamicTrigger` with two `World` methods:
    - `trigger_targets_dynamic`
    - `trigger_targets_dynamic_ref`
- `TriggerTargets` was now the only thing in
`observer/trigger_event.rs`, so it's been moved to `observer/mod.rs` and
`trigger_event.rs` was deleted.
- __Reflection Insert/Remove__ (`reflect/entity_commands.rs`)
- Replaced the following `Command` impls with equivalent methods on
`EntityWorldMut`:
    - `InsertReflect` -> `insert_reflect`
    - `InsertReflectWithRegistry` -> `insert_reflect_with_registry`
    - `RemoveReflect` -> `remove_reflect`
    - `RemoveReflectWithRegistry` -> `remove_reflect_with_registry`
- __System Registration__ (`system/system_registry.rs`)
- The following `Command` impls just wrapped a `World` method and have
been replaced with closures:
    - `RunSystemWith`
    - `UnregisterSystem`
    - `RunSystemCachedWith`
    - `UnregisterSystemCached`
- `RegisterSystem` called a helper function that basically worked as a
constructor for `RegisteredSystem` and made sure it came with a marker
component. That helper function has been replaced with
`RegisteredSystem::new` and a `#[require]`.

## Possible Addition

The extension trait that adds the reflection commands,
`ReflectCommandExt`, isn't strictly necessary; we could just `impl
EntityCommands`. We could even move them to the same files as the main
impls and put it behind a `#[cfg]`.

The PR that added it [had a similar
conversation](https://github.com/bevyengine/bevy/pull/8895#discussion_r1234713671)
and decided to stick with the trait, but we could revisit it here if so
desired.
2024-12-29 22:18:53 +00:00
Benjamin Brienen
8c34f00deb
Fix msrvs (#17012)
# Objective

The rust-versions are out of date.
Fixes #17008

## Solution

Update the values

Cherry-picked from #17006 in case it is controversial

## Testing

Validated locally and in #17006

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-29 20:00:19 +00:00
Brezak
dc2cd71dc8
Make RawHandleWrapper fields private to save users from themselves (#16968)
# Objective

Fixes #16683

## Solution

Make all fields ine `RawHandleWrapper` private.

## Testing

- CI
- `cargo clippy`
- The lightmaps example
---

## Migration Guide

The `window_handle` and `dispay_handle` fields on `RawHandleWrapper` are
no longer public. Use the newly added getters and setters to manipulate
them instead.
2024-12-29 19:54:57 +00:00
super-saturn
2dcf6bcfd7
Fix path checking for FileWatcher for virtual workspace projects (#16958)
# Objective

Fixes #16879

## Solution

Moved the construction of the root path of the assets folder out of
`FileWatcher::new()` and into `source.rs`, as the path is checked there
with `path.exists()` and fails in certain configurations eg., virtual
workspaces.

## Testing

Applied fix to a private fork and tested against both standard project
setups and virtual workspaces. Works without issue on both. Have tested
under macOS and Arch Linux.

---------

Co-authored-by: JP Stringham <jp@bloomdigital.to>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-29 19:43:42 +00:00
Satellile
58a84d965e
Fix Docs // incorrect default value for ChromaticAberration intensity (#16994)
# Objective

Incorrect default value for ChromatticAberration intensity, missing a
zero. Bevy 0.15
2024-12-29 19:32:44 +00:00
Martín Maita
5157c78651
Move futures.rs, ConditionalSend and BoxedFuture types to bevy_tasks (#16951)
# Objective

- Related to https://github.com/bevyengine/bevy/issues/11478

## Solution

- Moved `futures.rs`, `ConditionalSend` `ConditionalSendFuture` and
`BoxedFuture` from `bevy_utils` to `bevy_tasks`.

## Testing

- CI checks

## Migration Guide

- Several modules were moved from `bevy_utils` into `bevy_tasks`:
  - Replace `bevy_utils::futures` imports with `bevy_tasks::futures`.
- Replace `bevy_utils::ConditionalSend` with
`bevy_tasks::ConditionalSend`.
- Replace `bevy_utils::ConditionalSendFuture` with
`bevy_tasks::ConditionalSendFuture`.
  - Replace `bevy_utils::BoxedFuture` with `bevy_tasks::BoxedFuture`.
2024-12-29 19:29:53 +00:00
Benjamin Brienen
847c3a1719
Fix random clippy warning (#17010)
# Objective

Follow-up to #16984 

## Solution

Fix the lint

## Testing

```
PS C:\Users\BenjaminBrienen\source\bevy> cargo clippy
    Finished `dev` profile [unoptimized + debuginfo] target(s) in 0.71s
PS C:\Users\BenjaminBrienen\source\bevy> cargo clippy -p bevy_ecs
    Finished `dev` profile [unoptimized + debuginfo] target(s) in 0.21s
```
2024-12-29 19:28:59 +00:00
Matty Weatherley
97909df6c0
Refactor non-core Curve methods into extension traits (#16930)
# Objective

The way `Curve` presently achieves dyn-compatibility involves shoving
`Self: Sized` bounds on a bunch of methods to forbid them from appearing
in vtables. (This is called *explicit non-dispatchability*.) The `Curve`
trait probably also just has way too many methods on its own.

In the past, using extension traits instead to achieve similar
functionality has been discussed. The upshot is that this would allow
the "core" of the curve trait, on which all the automatic methods rely,
to live in a very simple dyn-compatible trait, while other functionality
is implemented by extensions. For instance, `dyn Curve<T>` cannot use
the `Sized` methods, but `Box<dyn Curve<T>>` is `Sized`, hence would
automatically implement the extension trait, containing the methods
which are currently non-dispatchable.

Other motivations for this include modularity and code organization: the
`Curve` trait itself has grown quite large with the addition of numerous
adaptors, and refactoring it to demonstrate the separation of
functionality that is already present makes a lot of sense. Furthermore,
resampling behavior in particular is dependent on special traits that
may be mimicked or analogized in user-space, and creating extension
traits to achieve similar behavior in user-space is something we ought
to encourage by example.

## Solution

`Curve` now contains only `domain` and the `sample` methods. 

`CurveExt` has been created, and it contains all adaptors, along with
the other sampling convenience methods (`samples`, `sample_iter`, etc.).
It is implemented for all `C` where `C: Curve<T> + Sized`.

`CurveResampleExt` has been created, and it contains all resampling
methods. It is implemented for all `C` where `C: Curve<T> + ?Sized`.

## Testing

It compiles and `cargo doc` succeeds.

---

## Future work

- Consider writing extension traits for resampling curves in related
domains (e.g. resampling for `Curve<T>` where `T: Animatable` into an
`AnimatableKeyframeCurve`).
- `CurveExt` might be further broken down to separate the adaptor and
sampling methods.

---

## Migration Guide

`Curve` has been refactored so that much of its functionality is now in
extension traits. Adaptors such as `map`, `reparametrize`, `reverse`,
and so on now require importing `CurveExt`, while the resampling methods
`resample_*` require importing `CurveResampleExt`. Both of these new
traits are exported through `bevy::math::curve` and through
`bevy::math::prelude`.
2024-12-29 19:26:49 +00:00
Zachary Harrold
3d280ec37b
Add no_std support to bevy_hierarchy (#16998)
# Objective

- Contributes to #15460

## Solution

- Added the following features:
  - `std` (default)

## Testing

- CI

## Notes

- There was a minor issue with `bevy_reflect`'s `smallvec` feature
noticed in this PR which I have also resolved here. I can split this out
if desired, but I've left it here for now as it's a very small change
and I don't consider this PR itself to be very controversial.
2024-12-29 19:12:29 +00:00
Benjamin Brienen
64efd08e13
Prefer Display over Debug (#16112)
# Objective

Fixes #16104

## Solution

I removed all instances of `:?` and put them back one by one where it
caused an error.

I removed some bevy_utils helper functions that were only used in 2
places and don't add value. See: #11478

## Testing

CI should catch the mistakes

## Migration Guide

`bevy::utils::{dbg,info,warn,error}` were removed. Use
`bevy::utils::tracing::{debug,info,warn,error}` instead.

---------

Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
2024-12-27 00:40:06 +00:00
François Mockers
394e82f4bc
panic on system error (#16979)
# Objective

- First step for #16718 
- #16589 introduced an api that can only ignore errors, which is risky

## Solution

- Panic instead of just ignoring the errors

## Testing

- Changed the `fallible_systems` example to return an error
```
Encountered an error in system `fallible_systems::setup`: TooManyVertices { subdivisions: 300, number_of_resulting_points: 906012 }
Encountered a panic in system `fallible_systems::setup`!
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!
```
2024-12-26 23:44:46 +00:00
DAA
3eae8590cc
Make animate_targets run before inherit_weights (#16981)
# Objective

ensure that `animate_targets` runs **before**
`bevy_render::mesh::inherit_weights` to address the one-frame delay

Fixes #16554 

## Solution

switch ordering constraints from `after` to `before`

## Testing

ran bevy_animation tests and the animated_fox example on MacOS
2024-12-26 22:20:08 +00:00
Benjamin Brienen
1675d68366
Fix beta CI (#16984)
# Objective

Fixes #16607

## Solution

Satisfy clippy

## Testing

Ran clippy
2024-12-26 22:17:51 +00:00
MevLyshkin
cae2da3cee
BRP registry JSON schema endpoint (#16882)
# Objective

Resolve #16745

## Solution

Provide a way to map `AppTypeRegistry` types into a JSON Schema that can
be used in other applications. I took code from
https://github.com/kaosat-dev/Blenvy as a starting point, cleaned up and
adapter more for `bevy_remote` needs. Based on feedback and needs it
could be improved, I could add some filtering options, etc.

## Testing

- I was comparing results with the ones from code in `blenvy`
- There is added unit test, could be added more
- I was testing it in my game with this code:
```rust
fn types_to_file(world: &mut World) {
    use bevy_remote::builtin_methods::export_registry_types;
    let Ok(Ok(types_schema)) = world.run_system_cached_with(export_registry_types, None) else {
        return;
    };
    let registry_save_path = std::path::Path::new("assets").join("registry.json");
    let writer =
        std::fs::File::create(registry_save_path).expect("should have created schema file");
    serde_json::to_writer_pretty(writer, &types_schema).expect("Failed to save types to file");
}
```
It can be run by adding it at startup 
```rust
app.add_systems(Startup, types_to_file);
```

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-12-26 22:14:08 +00:00
Patrick Walton
11c4339f45
Get lightmaps working in deferred rendering. (#16836)
A previous PR, #14599, attempted to enable lightmaps in deferred mode,
but it still used the `OpaqueNoLightmap3dBinKey`, which meant that it
would be broken if multiple lightmaps were used. This commit fixes that
issue, and allows bindless lightmaps to work with deferred rendering as
well.
2024-12-26 22:13:05 +00:00
François Mockers
e8fc279705
Fix non-meshlet shaders for non-bindless mode (#16966)
# Objective

- Running example `load_gltf` when not using bindless gives this error
```
ERROR bevy_render::render_resource::pipeline_cache: failed to process shader:
error: no definition in scope for identifier: 'slot'
    ┌─ crates/bevy_pbr/src/render/pbr_fragment.wgsl:153:13
    │
153 │             slot,
    │             ^^^^ unknown identifier
    │
    = no definition in scope for identifier: 'slot'
```
- since https://github.com/bevyengine/bevy/pull/16825

## Solution

- Set `slot` to the expected value when not mindless
- Also use it for `uv_b`

## Testing

- Run example `load_gltf` on a Mac or in wasm
2024-12-26 18:00:21 +00:00
Jerome Humbert
f9c8f511fd
Add SubApp::take_extract() (#16862)
# Objective

Fixes #16850

## Solution

Add a new function `SubApp::take_extract()`, similar to
`Option::take()`, which allows stealing the currently installed extract
function of a sub-app, with the intent to replace it with a custom one
calling the original one via `set_extract()`.

This pattern enables registering a custom "world sync" function similar
to the existing one `entity_sync_system()`, to run custom world sync
logic with mutable access to both the main and render worlds.

## Testing

`cargo r -p ci` currently doesn't build locally, event after upgrading
rustc to latest and doing a `cargo update`.
2024-12-24 18:26:32 +00:00
Matty Weatherley
43d5472fda
Easing curves for tuples (#16945)
# Objective

Make it so that users can ease between tuples of easeable values. 

## Solution

Use `variadics_please`'s `all_tuples_enumerated` macro to generate code
that creates these trait implementations. For two elements, the result
looks like this:
```rust
impl<T0: Ease, T1: Ease> Ease for (T0, T1) {
    fn interpolating_curve_unbounded(start: Self, end: Self) -> impl Curve<Self> {
        let curve_tuple = (
            <T0 as Ease>::interpolating_curve_unbounded(start.0, end.0),
            <T1 as Ease>::interpolating_curve_unbounded(start.1, end.1),
        );
        FunctionCurve::new(Interval::EVERYWHERE, move |t| {
            (
                curve_tuple.0.sample_unchecked(t),
                curve_tuple.1.sample_unchecked(t),
            )
        })
    }
}
```

## Testing

It compiles, and I futzed about with some manual examples, which seem to
work as expected.

---

## Showcase

Easing curves now support easing tuples of values that can themselves be
eased. For example:
```rust
// Easing between two `(Vec3, Quat)` values:
let easing_curve = EasingCurve::new(
    (vec3(0.0, 0.0, 0.0), Quat::from_rotation_z(-FRAC_PI_2)),
    (vec3(1.0, 1.0, 1.0), Quat::from_rotation_z(FRAC_PI_2)),
    EaseFunction::ExponentialInOut
);
```
2024-12-24 18:06:08 +00:00
scottmcm
f96653498b
[math] Add SmoothStep and SmootherStep easing functions (#16957)
# Objective

Almost all of the `*InOut` easing functions are not actually smooth
(`SineInOut` is the one exception).

Because they're defined piecewise, they jump from accelerating upwards
to accelerating downwards, causing infinite jerk at t=½.

## Solution

This PR adds the well-known
[smoothstep](https://registry.khronos.org/OpenGL-Refpages/gl4/html/smoothstep.xhtml),
as well as its higher-degree version
[smootherstep](https://en.wikipedia.org/wiki/Smoothstep#Variations), as
easing functions.

Mathematically, these are the classic [Hermite
interpolation](https://en.wikipedia.org/wiki/Hermite_interpolation)
results:
- for smoothstep, the cubic with velocity zero at both ends
- for smootherstep, the quintic with velocity zero *and acceleration
zero* at both ends

And because they're simple polynomials, there's no branching and thus
they don't have the acceleration jump in the middle.

I also added some more information and cross-linking to the
documentation for these and some of the other easing functions, to help
clarify why one might want to use these over other existing ones. In
particular, I suspect that if people are willing to pay for a quintic
they might prefer `SmootherStep` to `QuinticInOut`.

For consistency with how everything else has triples, I added
`Smooth(er)Step{In,Out}` as well, in case people want to run the `In`
and `Out` versions separately for some reason. Qualitatively they're not
hugely different from `Quadratic{In,Out}` or `Cubic{In,Out}`, though, so
could be removed if you'd rather. They're low cost to keep, though, and
convenient for testing.

## Testing

These are simple polynomials, so their coefficients can be read directly
from the Horner's method implementation and compared to the reference
materials. The tests from #16910 were updated to also test these 6 new
easing functions, ensuring basic behaviour, plus one was updated to
better check that the InOut versions of things match their rescaled In
and Out versions.

Even small changes like
```diff
-    (((2.5 + (-1.875 + 0.375*t) * t) * t) * t) * t
+    (((2.5 + (-1.85 + 0.375*t) * t) * t) * t) * t
```
are caught by multiple tests this way.

If you want to confirm them visually, here are the 6 new ones graphed:
<https://www.desmos.com/calculator/2d3ofujhry>

![smooth-and-smoother-step](https://github.com/user-attachments/assets/a114530e-e55f-4b6a-85e7-86e7abf51482)

---

## Migration Guide

This version of bevy marks `EaseFunction` as `#[non_exhaustive]` to that
future changes to add more easing functions will be non-breaking. If you
were exhaustively matching that enum -- which you probably weren't --
you'll need to add a catch-all (`_ =>`) arm to cover unknown easing
functions.
2024-12-24 17:17:28 +00:00
mgi388
124f8031e3
Remove unnecessary cast in DynamicTextureAtlasBuilder (#16937)
# Summary 

- I started experimenting if `TextureAtlas` and friends can be moved to
`bevy_image`. See
[Discord](https://discord.com/channels/691052431525675048/692572690833473578/1320176054911897642)
thread.
- While doing that, and moving `DynamicTextureAtlasBuilder` to
`bevy_image`, it revealed that `DynamicTextureAtlasBuilder` depends on
`bevy_render::GpuImage`, but we can't have `bevy_image` depend on
`bevy_render`.
- The reason for the dependency is an assertion introduced in [this
PR](https://github.com/bevyengine/bevy/pull/12827/files?show-viewed-files=true&file-filters%5B%5D=#diff-d9afd2170466f4aae340b244bdaa2a80aef58e979268c003878ca6c95860eb37R59).
- [It doesn't seem like there was a specific reason for that
change](https://discord.com/channels/691052431525675048/743663924229963868/1320506862067650580),
so should be safe to change it.
- So instead of the cast, just look up `asset_usage` directly on the
concrete `Image` type.
- Also update the message which referred to a non-existent variable
`atlas_texture_handle` (it was renamed during a subsequent refactor PR).

# Testing

- Checked on Discord if there was any known reason this had to stay like
this.
- CI builds it.
2024-12-24 17:14:06 +00:00
Alice Cecile
48fe2a6e21
Rename "focus" in bevy_picking to "hover" (#16872)
# Objective

With the introduction of bevy_input_focus, the uses of "focus" in
bevy_picking are quite confusing and make searching hard.

Users will intuitively think these concepts are related, but they
actually aren't.

## Solution

Rename / rephrase all uses of "focus" in bevy_picking to refer to
"hover", since this is ultimately related to creating the `HoverMap`.

## Migration Guide

Various terms related to "focus" in `bevy_picking` have been renamed to
refer to "hover" to avoid confusion with `bevy_input_focus`. In
particular:

- The `update_focus` system has been renamed to `generate_hovermap`
- `PickSet::Focus` and `PostFocus` have been renamed to `Hover` and
`PostHover`
- The `bevy_picking::focus` module has been renamed to
`bevy_picking::hover`
- The `is_focus_enabled` field on `PickingPlugin` has been renamed to
`is_hover_enabled`
- The `focus_should_run` run condition has been renamed to
`hover_should_run`
2024-12-24 06:22:13 +00:00
MichiRecRoom
4a681c3f05
Expose access to SubApps within App (#16952)
# Objective
`SubApps` is visible within the documentation for `bevy_app`. However,
no way of accessing the `SubApps` field in `App` is currently available.

## Solution
Expose two new functions, `App::sub_apps()` and `App::sub_apps_mut()`,
which give immutable and mutable access to `SubApps` respectively.

The other solution is to hide `SubApps`, which I submitted as a PR at
<https://github.com/bevyengine/bevy/pull/16953>.

## Testing
Because of the simplicity of the changes, I only tested by compiling
`bevy_app` - which compiled successfully.

Note: `SubApps`, and its corresponding field on `App`, are not used
outside of `bevy_app` - which means that compiling the other crates is
not necessary.
2024-12-24 06:15:16 +00:00
François Mockers
4acb34ee34
don't trigger drag events if there's no movement (#16950)
# Objective

- Fixes #16571

## Solution

- When position delta is zero, don't trigger `Drag` or `DragOver` events

## Testing

- tested with the code from the issue
2024-12-24 03:15:13 +00:00
François Mockers
6577f5d26a
Expose bevy_image as a feature (#16948)
# Objective

- Fixes #16563 
- Make sure bevy_image is available when needed

## Solution

- Add a new feature for `bevy_image`
- Also enable the `bevy_image` feature in `bevy_internal` for all
features that use `bevy_image` themselves
2024-12-24 03:11:01 +00:00
Matty Weatherley
35e0b5be00
Make bevy_reflect feature of bevy_math non-default (#16938)
# Objective

bevy_reflect is a big part of bevy_math's dependency footprint, and is
often not useful when using bevy_math standalone (as I often do). The
goal with this PR is to avoid pulling in those dependencies by default
without compromising the usability of bevy_math types within Bevy
proper.

## Solution

`bevy_reflect` has been removed from default features of `bevy_math`.
However, the feature is enabled by `bevy_internal`, so that
`bevy_reflect` is enabled when `bevy_math` is used through `bevy`.

Philosophically, if there were a feature flag toggling reflection on
`bevy` globally, then whether `bevy_math` enabled `bevy_reflect` itself
would depend on that, but that doesn't exist for the time being.

## Testing

It compiles :)

## Migration Guide

`bevy_reflect` has been made a non-default feature of `bevy_math`. (It
is still enabled when `bevy_math` is used through `bevy`.) You may need
to enable this feature if you are using `bevy_math` on its own and
desire for the types it exports to implement `Reflect` and other
reflection traits.
2024-12-24 03:09:36 +00:00
JaySpruce
1669ca676a
Remove vestigial helper functions for Commands and EntityCommands (#16936)
## Objective

I believe these started as structs, back when that was how commands had
to be implemented. Now they just hide implementation details.

## Solution

Remove the helper functions and move each implementation into its
respective method, except for the ones that actually reduce code
duplication.
2024-12-24 03:07:28 +00:00
Marius Metzger
3f38424d43
Expose Tonemapping LUT binding indices (#16934)
This PR simply exposes Bevy PBR's
`TONEMAPPING_LUT_TEXTURE_BINDING_INDEX` and
`TONEMAPPING_LUT_SAMPLER_BINDING_INDEX`.

# Objective 
Alongside #16932, this is the last required change to be able to replace
Bevy's built-in deferred lighting pass with a custom one based on the
original logic.
2024-12-24 03:02:14 +00:00
Marius Metzger
dccd770a23
(fix) SSRPlugin: Don't reference default deferred lighting pass if it doesn't exist (#16932)
Fixes a crash when using deferred rendering but disabling the default
deferred lighting plugin.

# The Issue
The `ScreenSpaceReflectionsPlugin` references
`NodePbr::DeferredLightingPass`, which hasn't been added when
`PbrPlugin::add_default_deferred_lighting_plugin` is `false`.

This yields the following crash:
```
thread 'main' panicked at /Users/marius/Documents/dev/bevy/crates/bevy_render/src/render_graph/graph.rs:155:26:
InvalidNode(DeferredLightingPass)
stack backtrace:
   0: rust_begin_unwind
             at /rustc/90b35a6239c3d8bdabc530a6a0816f7ff89a0aaf/library/std/src/panicking.rs:665:5
   1: core::panicking::panic_fmt
             at /rustc/90b35a6239c3d8bdabc530a6a0816f7ff89a0aaf/library/core/src/panicking.rs:74:14
   2: bevy_render::render_graph::graph::RenderGraph::add_node_edges
             at /Users/marius/Documents/dev/bevy/crates/bevy_render/src/render_graph/graph.rs:155:26
   3: <bevy_app::sub_app::SubApp as bevy_render::render_graph::app::RenderGraphApp>::add_render_graph_edges
             at /Users/marius/Documents/dev/bevy/crates/bevy_render/src/render_graph/app.rs:66:13
   4: <bevy_pbr::ssr::ScreenSpaceReflectionsPlugin as bevy_app::plugin::Plugin>::finish
             at /Users/marius/Documents/dev/bevy/crates/bevy_pbr/src/ssr/mod.rs:234:9
   5: bevy_app::app::App::finish
             at /Users/marius/Documents/dev/bevy/crates/bevy_app/src/app.rs:255:13
   6: bevy_winit::state::winit_runner
             at /Users/marius/Documents/dev/bevy/crates/bevy_winit/src/state.rs:859:9
   7: core::ops::function::FnOnce::call_once
             at /Users/marius/.rustup/toolchains/stable-aarch64-apple-darwin/lib/rustlib/src/rust/library/core/src/ops/function.rs:250:5
   8: core::ops::function::FnOnce::call_once{{vtable.shim}}
             at /Users/marius/.rustup/toolchains/stable-aarch64-apple-darwin/lib/rustlib/src/rust/library/core/src/ops/function.rs:250:5
   9: <alloc::boxed::Box<F,A> as core::ops::function::FnOnce<Args>>::call_once
             at /Users/marius/.rustup/toolchains/stable-aarch64-apple-darwin/lib/rustlib/src/rust/library/alloc/src/boxed.rs:2454:9
  10: bevy_app::app::App::run
             at /Users/marius/Documents/dev/bevy/crates/bevy_app/src/app.rs:184:9
  11: bevy_deferred_test::main
             at ./src/main.rs:9:5
  12: core::ops::function::FnOnce::call_once
             at /Users/marius/.rustup/toolchains/stable-aarch64-apple-darwin/lib/rustlib/src/rust/library/core/src/ops/function.rs:250:5
```


### Minimal reproduction example:
```rust
use bevy::core_pipeline::prepass::{DeferredPrepass, DepthPrepass};
use bevy::pbr::{DefaultOpaqueRendererMethod, PbrPlugin, ScreenSpaceReflections};
use bevy::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins.set(PbrPlugin {
            add_default_deferred_lighting_plugin: false,
            ..default()
        }))
        .add_systems(Startup, setup)
        .insert_resource(DefaultOpaqueRendererMethod::deferred())
        .run();
}

/// set up a camera
fn setup(
    mut commands: Commands
) {
    // camera
    commands.spawn((
        Camera3d::default(),
        Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
        DepthPrepass,
        DeferredPrepass,
        ScreenSpaceReflections::default(),
    ));
}
```

# The Fix
When no node under the default lighting node's label exists, this label
isn't added to the SSR's graph node edges. It's good to keep the
SSRPlugin enabled, this way, users can plug in their own lighting
system, which I have successfully done on top of this PR.

# Workarounds

A current workaround for this issue is to re-use Bevy's
`NodePbr::DeferredLightingPass` as the label for your own custom
lighting pass node.
2024-12-24 03:01:22 +00:00
Matty Weatherley
ee9bea1ba9
Use variadics_please to implement StableInterpolate on tuples. (#16931)
# Objective

Now that `variadics_please` has a 1.1 release, we can re-implement the
original solution.

## Solution

Copy-paste the code from the [original
PR](https://github.com/bevyengine/bevy/pull/15931) branch :)
2024-12-24 02:53:43 +00:00
Trangar
bacc693fec
Implement FromStr for Val (#16926)
# Objective

This PR implements `FromStr` for `Val`, so developers can parse values
like `10px` and `50%`

## Testing

Added tests for this. I think they cover pretty much everything, and
it's a fairly simple unit test.

## Limitations

Currently the following float values are not parsed:
- `inf`, `-inf`, `+infinity`, `NaN`
- `2.5E10`, `2.5e10`, `2.5E-10`

For my use case this is perfectly fine but other developers might want
to support these values
2024-12-24 02:51:13 +00:00
Vic
5b899dcc3a
impl EntityBorrow for more types (#16917)
# Objective

Some types like `RenderEntity` and `MainEntity` are just wrappers around
`Entity`, so they should be able to implement
`EntityBorrow`/`TrustedEntityBorrow`. This allows using them with
`EntitySet` functionality.
The `EntityRef` family are more than direct wrappers around `Entity`,
but can still benefit from being unique in a collection.

## Solution

Implement `EntityBorrow` and `TrustedEntityBorrow` for simple `Entity`
newtypes and `EntityRef` types.
These impls are an explicit decision to have the `EntityRef` types
compare like just `Entity`.
`EntityWorldMut` is omitted from this impl, because it explicitly
contains a `&mut World` as well, and we do not ever use more than one at
a time.

Add `EntityBorrow` to the `bevy_ecs` prelude.

## Migration Guide

`NormalizedWindowRef::entity` has been replaced with an
`EntityBorrow::entity` impl.
2024-12-24 02:47:03 +00:00
scottmcm
450b939c1f
Fix EaseFunction::Exponential* to exactly hit (0, 0) and (1, 1) (#16910)
And add a bunch of tests to show that all the monotonic easing functions
have roughly the expected shape.

# Objective

The `EaseFunction::Exponential*` variants aren't actually smooth as
currently implemented, because they jump by about 1‰ at the
start/end/both.

- Fixes #16676
- Subsumes #16675

## Solution

This PR slightly tweaks the shifting and scaling of all three variants
to ensure they hit (0, 0) and (1, 1) exactly while gradually
transitioning between them.

Graph demonstration of the new easing function definitions:
<https://www.desmos.com/calculator/qoc5raus2z>

![desmos-graph](https://github.com/user-attachments/assets/c87e9fe5-47d9-4407-9c94-80135eef5908)
(Yes, they look completely identical to the previous ones at that scale.
[Here's a zoomed-in
comparison](https://www.desmos.com/calculator/ken6nk89of) between the
old and the new if you prefer.)

The approach taken was to keep the core 2¹⁰ᵗ shape, but to [ask
WolframAlpha](https://www.wolframalpha.com/input?i=solve+over+the+reals%3A+pow%282%2C+10-A%29+-+pow%282%2C+-A%29%3D+1)
what scaling factor to use such that f(1)-f(0)=1, then shift the curve
down so that goes from zero to one instead of ¹/₁₀₂₃ to ¹⁰²⁴/₁₀₂₃.

## Testing

I've included in this PR a bunch of general tests for all monotonic
easing functions to ensure they hit (0, 0) to (1, 1), that the InOut
functions hit (½, ½), and that they have the expected convexity.

You can also see by inspection that the difference is small. The change
for `exponential_in` is from `exp2(10 * t - 10)` to `exp2(10 * t -
9.99859…) - 0.0009775171…`.

The problem for `exponential_in(0)` is also simple to see without a
calculator: 2⁻¹⁰ is obviously not zero, but with the new definition
`exp2(-LOG2_1023) - FRAC_1_1023` => `1/(exp2(LOG2_1023)) - FRAC_1_1023`
=> `FRAC_1_1023 - FRAC_1_1023` => `0`.


---

## Migration Guide

This release of bevy slightly tweaked the definitions of
`EaseFunction::ExponentialIn`, `EaseFunction::ExponentialOut`, and
`EaseFunction::ExponentialInOut`. The previous definitions had small
discontinuities, while the new ones are slightly rescaled to be
continuous. For the output values that changed, that change was less
than 0.001, so visually you might not even notice the difference.

However, if you depended on them for determinism, you'll need to define
your own curves with the previous definitions.

---------

Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
2024-12-24 02:44:04 +00:00
ickshonpe
bfc2a88f94
Toggleable UI layout rounding (#16841)
# Objective

Allow users to enable or disable layout rounding for specific UI nodes
and their descendants.

Fixes #16731

## Solution

New component `LayoutConfig` that can be added to any UiNode entity.
Setting the `use_rounding` field of `LayoutConfig` determines if the
Node and its descendants should be given rounded or unrounded
coordinates.

## Testing

Not tested this extensively but it seems to work and it's not very
complicated.
This really basic test app returns fractional coords:

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

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

fn setup(mut commands: Commands) {
    commands.spawn(Camera2d);
    commands.spawn((
        Node {
            left: Val::Px(0.1),
            width: Val::Px(100.1),
            height: Val::Px(100.1),
            ..Default::default()
        },
        LayoutConfig { use_rounding: false },
    ));
}

fn report(node: Query<(Ref<ComputedNode>, &GlobalTransform)>) {
    for (c, g) in node.iter() {
        if c.is_changed() {
            println!("{:#?}", c);
            println!("position = {:?}", g.to_scale_rotation_translation().2);
        }
    }
}
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
2024-12-24 02:41:46 +00:00
Patrick Walton
ddf4d9ea93
Fix meshlet shaders for bindless mode. (#16825)
We have to extract the material ID from the mesh and stuff it in the
vertex during visibility buffer resolution.
2024-12-24 02:39:18 +00:00
MiniaczQ
460de77a55
Set panic as default fallible system param behavior (#16638)
# Objective

Fixes: #16578

## Solution

This is a patch fix, proper fix requires a breaking change.

Added `Panic` enum variant and using is as the system meta default.
Warn once behavior can be enabled same way disabling panic (originally
disabling wans) is.

To fix an issue with the current architecture, where **all** combinator
system params get checked together,
combinator systems only check params of the first system.
This will result in old, panicking behavior on subsequent systems and
will be fixed in 0.16.

## Testing

Ran unit tests and `fallible_params` example.

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-12-24 02:36:03 +00:00
Marco Buono
ff57e8082c
Drive-by Docs Fixes: bevy_picking, bevy_text (#16946)
Noticed these were either incomplete or inconsistent, so I
fixed/augmented them.
2024-12-23 22:23:33 +00:00
JMS55
b7ee23a59e
Remove meshlet builder retry queue (#16941)
Revert the retry queue for stuck meshlet groups that couldn't simplify
added in https://github.com/bevyengine/bevy/pull/15886.

It was a hack that didn't really work, that was intended to help solve
meshlets getting stuck and never getting simplified further. The actual
solution is a new DAG building algorithm that I have coming in a
followup PR. With that PR, there will be no need for the retry queue, as
meshlets will rarely ever get stuck (I checked, the code never gets
called). I split this off into it's own PR for easier reviewing.

Meshlet IDs during building are back to being relative to the overall
list of meshlets across all LODs, instead of starting at 0 for the first
meshlet in the simplification queue for the current LOD, regardless of
how many meshlets there are in the asset total.

Not going to bother to regenerate the bunny asset for this PR.
2024-12-23 22:16:06 +00:00
Oliver Maskery
022c6b1d34
Prevent creation of superfluous empty table (#16935)
# Objective

- To fix a tiny bug in `bevy_ecs::storage::Tables` that, in one case,
means it accidentally allocates an additional "empty" `Table`, resulting
in two "empty" `Table`s:
- The one pre-allocated empty table at index 0 whose index is designed
to match up with `TableId::empty()`
- One extra empty table, at some non-0 index, that does not match up
with `TableId::empty()`.
- This PR aims to prevent this extraneous `Table`, ensuring that
entities with no components in table-storage reliably have their
archetype's table ID be equal to `TableId::empty()`.

## Solution

### Background

The issue occurs because:

- `Tables` contains:
- `tables: Vec<Table>` - The set of all `Table`s allocated in the world.
- `table_ids: HashMap<Box<[ComponentId]>, TableId>` - An index to
rapidly lookup the `Table` in `tables` by a set of `ComponentId`s.
- When `Tables` is constructed it pre-populates the `tables` `Vec` with
an empty `Table`.
- This ensures that the first entry (index 0) is always the `Table` for
entities with no components in table storage.
- In particular, `TableId::empty()` is a utility that returns a
`TableId` of `0`.
- However, the `table_ids` map is not initialised to associate an empty
`[ComponentId]` with `TableId` `0`.
- This means, the first time a structural change tries to access a
`Table` for an archetype with 0 table components:
  - `Tables::get_id_or_insert` is used to retrieve the target `Table`
- The function attempts to lookup the entry in the `table_ids` `HashMap`
whose key is the empty `ComponentId` set
- The empty `Table` created at startup won't be found, because it was
never inserted into `table_ids`
- It will instead create a new table, insert it into the `HashMap`
(preventing further instances of this issue), and return it.

### Changes

- I considered simply initialising the `table_ids` `HashMap` to know
about the pre-allocated `Table`
- However, I ended up using the proposed solution discussed on Discord
[#ecs-dev](https://discord.com/channels/691052431525675048/749335865876021248/1320430933152759958):
- Make `Tables::get_id_or_insert` simply early-exit if the requested
`component_ids` was empty.
- This avoids unnecessarily hashing the empty slice and looking it up in
the `HashMap`.
- The `table_ids` `HashMap` is not exposed outside this struct, and is
only used within `get_id_or_insert`, so it seems wasteful to defensively
populate it with the empty `Table`.

## Testing

This is my first Bevy contribution, so I don't really know the processes
that well. That said:
- I have introduced a little test that exercises the original issue and
shows that it is now resolved.
- I have run the `bevy_ecs` tests locally, so I have reasonable
confidence I haven't broken that.
- I haven't run any further test suites, mostly as when I tried to run
test suites for the whole project it filled my entire SSD with >600GB of
target directory output 😱😱😱
2024-12-22 23:04:32 +00:00
Patrick Walton
6a4e0c801e
Fix several regressions from recent rendering changes. (#16890)
This commit fixes the following regressions:

1. Transmission-specific calls to shader lighting functions didn't pass
the `enable_diffuse` parameter, breaking the `transmission` example.

2. The combination of bindless `StandardMaterial` and bindless lightmaps
caused us to blow past the 128 texture limit on M1/M2 chips in some
cases, in particular the `depth_of_field` example.
https://github.com/gfx-rs/wgpu/issues/3334 should fix this, but in the
meantime this patch reduces the number of bindless lightmaps from 16 to
4 in order to stay under the limit.

3. The renderer was crashing on startup on Adreno 610 chips. This PR
simply disables bindless on Adreno 610 and lower.
2024-12-22 23:03:06 +00:00
BD103
20277006ce
Add benchmarks and compile_fail tests back to workspace (#16858)
# Objective

- Our benchmarks and `compile_fail` tests lag behind the rest of the
engine because they are not in the Cargo workspace, so not checked by
CI.
- Fixes #16801, please see it for further context!

## Solution

- Add benchmarks and `compile_fail` tests to the Cargo workspace.
- Fix any leftover formatting issues and documentation.

## Testing

- I think CI should catch most things!

## Questions

<details>
<summary>Outdated issue I was having with function reflection being
optional</summary>

The `reflection_types` example is failing in Rust-Analyzer for me, but
not a normal check.

```rust
error[E0004]: non-exhaustive patterns: `ReflectRef::Function(_)` not covered
   --> examples/reflection/reflection_types.rs:81:11
    |
81  |     match value.reflect_ref() {
    |           ^^^^^^^^^^^^^^^^^^^ pattern `ReflectRef::Function(_)` not covered
    |
note: `ReflectRef<'_>` defined here
   --> /Users/bdeep/dev/bevy/bevy/crates/bevy_reflect/src/kind.rs:178:1
    |
178 | pub enum ReflectRef<'a> {
    | ^^^^^^^^^^^^^^^^^^^^^^^
...
188 |     Function(&'a dyn Function),
    |     -------- not covered
    = note: the matched value is of type `ReflectRef<'_>`
help: ensure that all possible cases are being handled by adding a match arm with a wildcard pattern or an explicit pattern as shown
    |
126 ~         ReflectRef::Opaque(_) => {},
127 +         ReflectRef::Function(_) => todo!()
    |
```

I think it is because the following line is feature-gated:


cc0f6a8db4/examples/reflection/reflection_types.rs (L117-L122)

My theory for why this is happening is because the benchmarks enabled
`bevy_reflect`'s `function` feature, which gets merged with the rest of
the features when RA checks the workspace, but the `#[cfg(...)]` gate in
the example isn't detecting it:


cc0f6a8db4/benches/Cargo.toml (L19)

Any thoughts on how to fix this? It's not blocking, since the example
still compiles as normal, but it's just RA and the command `cargo check
--workspace --all-targets` appears to fail.

</summary>
2024-12-21 22:30:29 +00:00
urben1680
cf21d9a37e
Remove unused generic in DeferredWorld::trigger (#16911)
Fixing what I just noticed.

## Migration Guide

- Remove the generic parameter when calling this method
2024-12-21 04:15:22 +00:00
Vic
8ac90ac542
make EntityHashMap and EntityHashSet proper types (#16912)
# Objective

`EntityHashMap` and `EntityHashSet` iterators do not implement
`EntitySetIterator`.

## Solution

Make them newtypes instead of aliases. The methods that create the
iterators can then produce their own newtypes that carry the `Hasher`
generic and implement `EntitySetIterator`. Functionality remains the
same otherwise.
There are some other small benefits, f.e. the removal of `with_hasher`
associated functions, and the ability to implement more traits
ourselves.

`MainEntityHashMap` and `MainEntityHashSet` are currently left as the
previous type aliases, because supporting general `TrustedEntityBorrow`
hashing is more complex. However, it can also be done.

## Testing

Pre-existing `EntityHashMap` tests.

## Migration Guide

Users of `with_hasher` and `with_capacity_and_hasher` on
`EntityHashMap`/`Set` must now use `new` and `with_capacity`
respectively.
If the non-newtyped versions are required, they can be obtained via
`Deref`, `DerefMut` or `into_inner` calls.
2024-12-20 20:55:45 +00:00
Zachary Harrold
21786632c3
Remove bevy_core (#16897)
# Objective

- Fixes #16892

## Solution

- Removed `TypeRegistryPlugin` (`Name` is now automatically registered
with a default `App`)
- Moved `TaskPoolPlugin` to `bevy_app`
- Moved `FrameCountPlugin` to `bevy_diagnostic`
- Deleted now-empty `bevy_core`

## Testing

- CI

## Migration Guide

- `TypeRegistryPlugin` no longer exists. If you can't use a default
`App` but still need `Name` registered, do so manually with
`app.register_type::<Name>()`.
- References to `TaskPoolPlugin` and associated types will need to
import it from `bevy_app` instead of `bevy_core`
- References to `FrameCountPlugin` and associated types will need to
import it from `bevy_diagnostic` instead of `bevy_core`

## Notes

This strategy was agreed upon by Cart and several other members in
[Discord](https://discord.com/channels/691052431525675048/692572690833473578/1319137218312278077).
2024-12-19 18:36:51 +00:00
Zachary Harrold
d4b07a5114
Move Name out of bevy_core (#16894)
# Objective

- Contributes to #16892

## Solution

- Moved `Name` and `NameOrEntity` into `bevy_ecs::name`, and added them
to the prelude.

## Testing

- CI

## Migration Guide

If you were importing `Name` or `NameOrEntity` from `bevy_core`, instead
import from `bevy_ecs::name`.

---------

Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
2024-12-19 02:45:16 +00:00
Alice Cecile
df7aa445e9
Remove SetInputFocus helper trait (#16888)
# Objective

The `SetInputFocus` trait is not very useful: we're just setting a
resource's value.

This is a very common and simple pattern, so we should expose it
directly to users rather than creating confusing indirection.

## Solution

Remove the `SetInputFocus` trait and migrate existing uses to just
modify the `InputFocus` resource. The helper methods on that type make
this nicer than before :)

P.S. This is non-breaking as bevy_input_focus has not yet shipped.

## Testing

Code compiles! CI will check the existing unit tests.
2024-12-19 00:40:10 +00:00
Alice Cecile
ff5b63426a
Beef up the InputFocusVisible docs (#16889)
# Objective

The docs for InputFocusVisible could do a better job explaining how the
resource is intended to be used.

## Solution

Add more detail and do an editing pass. Link to the `IsFocused` trait
for breadcrumbs too.
2024-12-18 23:22:16 +00:00
Zachary Harrold
f45e78e658
Add no_std support to bevy_app (#16874)
# Objective

- Contributes to #15460

## Solution

- Added the following features:
  - `std` (default)
  - `bevy_tasks` (default)
  - `downcast ` (default)
  - `portable-atomic`
  - `critical-section`
- `downcast` and `bevy_tasks` are now optional dependencies for
`bevy_app`.

## Testing

- CI
- Personal UEFI and Raspberry Pi Pico demo applications compile and run
against this branch

## Draft Release Notes

Bevy's application framework now supports `no_std` platforms.

Following up on `bevy_ecs` gaining `no_std` support, `bevy_app` extends
the functionality available on these targets to include the powerful
`App` and `Plugin` abstractions. With this, library authors now have the
option of making their plugins `no_std` compatible, or even offering
plugins specifically to improve Bevy on certain embedded platforms!

To start making a `no_std` compatible plugin, simply disable default
features when including `bevy_app`:

```toml
[dependencies]
bevy_app = { version = "0.16", default-features = false }
```

We encourage library authors to do this anyway, as it can also help with
compile times and binary size on all platforms.

Keep an eye out for future `no_std` updates as we continue to improve
the parity between `std` and `no_std`. We look forward to seeing what
kinds of applications are now possible with Bevy!

## Notes

- `downcast-rs` is optional as it isn't compatible with
`portable-atomic`. I will investigate making a PR upstream to add
support for this functionality, as it should be very straightforward.
- In line with the `bevy_ecs` no-std-ification, I've added documentation
to all features, and grouped them as well.
- ~~Creating this PR in draft while CI runs and so I can polish before
review.~~

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-18 22:04:45 +00:00
Lynn
c425fc7f32
Add dashed lines (#16884)
# Objective

- Fixes #16873

## Solution

- Added  `GizmoLineStyle::Dashed {gap_scale, line_scale}`
- The `gap_scale` and `line_scale` describe the lengths of the gaps and
visible line-segments in terms of line-widths. For example, if
`gap_scale == 1.0` and `line_scale == 3.0` the gaps are square and the
the visible segments are three line-widths long.
- The new `GizmoLineStyle` can be used both in 3D and 2D and with both
perspective and orthographic cameras.
- Updated the `2d_gizmos` and `3d_gizmos` examples to include the new
line-style.
- Display a warning, when using negative `gap_scale` or `line_scale`.
- Notably, `Hash` and `Eq` are manually implemented for `GizmoLineStyle`
since both are not implemented for `f32` which prevents deriving these
traits for `GizmoLineStyle`.

## Testing

- The results can be verified visually

---

## Showcase
The following images depict dashed lines with `gap_scale == 3.0` and
`line_scale == 5.0` in perspective 3D and orthographic 2D.


![linestyle-dashed-2d](https://github.com/user-attachments/assets/3541cc55-63c2-4600-882b-3da61f9472bd)

![linestyle-dashed-3d](https://github.com/user-attachments/assets/6b106352-8e74-44a0-b481-46510d4f9148)

---------

Co-authored-by: Hennadii Chernyshchyk <genaloner@gmail.com>
2024-12-18 20:43:58 +00:00
Alice Cecile
d8796ae8b6
Polish and improve docs for bevy_input_focus (#16887)
# Objective

`bevy_input_focus` needs some love before we ship it to users. There's a
few missing helper methods, the docs could be improved, and `AutoFocus`
should be more generally available.

## Solution

The changes here are broken down by commit, and should generally be
uncontroversial. The ones to focus on during review are:

- Make navigate take a & InputFocus argument: this makes the intended
pattern clearer to users
- Remove TabGroup requirement from `AutoFocus`: I want auto-focusing
even with gamepad-style focus navigation!
- Handle case where tab group is None more gracefully: I think we can
try harder to provide something usable, and shouldn't just fail to
navigate

## Testing

The `tab_navigation` example continues to work.
2024-12-18 20:29:26 +00:00
eugineerd
20049d4c34
Faster entity cloning (#16717)
# Objective

#16132 introduced entity cloning functionality, and while it works and
is useful, it can be made faster. This is the promised follow-up to
improve performance.

## Solution

**PREFACE**: This is my first time writing `unsafe` in rust and I have
only vague idea about what I'm doing. I would encourage reviewers to
scrutinize `unsafe` parts in particular.

The solution is to clone component data to an intermediate buffer and
use `EntityWorldMut::insert_by_ids` to insert components without
additional archetype moves.

To facilitate this, `EntityCloner::clone_entity` now reads all
components of the source entity and provides clone handlers with the
ability to read component data straight from component storage using
`read_source_component` and write to an intermediate buffer using
`write_target_component`. `ComponentId` is used to check that requested
type corresponds to the type available on source entity.

Reflect-based handler is a little trickier to pull of: we only have
`&dyn Reflect` and no direct access to the underlying data.
`ReflectFromPtr` can be used to get `&dyn Reflect` from concrete
component data, but to write it we need to create a clone of the
underlying data using `Reflect`. For this reason only components that
have `ReflectDefault` or `ReflectFromReflect` or `ReflectFromWorld` can
be cloned, all other components will be skipped. The good news is that
this is actually only a temporary limitation: once #13432 lands we will
be able to clone component without requiring one of these `type data`s.

This PR also introduces `entity_cloning` benchmark to better compare
changes between the PR and main, you can see the results in the
**showcase** section.

## Testing

- All previous tests passing
- Added test for fast reflect clone path (temporary, will be removed
after reflection-based cloning lands)
- Ran miri

## Showcase
Here's a table demonstrating the improvement:

| **benchmark** | **main, avg** | **PR, avg** | **change, avg** |
| ----------------------- | ------------- | ----------- |
--------------- |
| many components reflect | 18.505 µs | 2.1351 µs | -89.095% |
| hierarchy wide reflect* | 22.778 ms | 4.1875 ms | -81.616% |
| hierarchy tall reflect* | 107.24 µs | 26.322 µs | -77.141% |
| hierarchy many reflect | 78.533 ms | 9.7415 ms | -87.596% |
| many components clone | 1.3633 µs | 758.17 ns | -45.937% |
| hierarchy wide clone* | 2.7716 ms | 3.3411 ms | +20.546% |
| hierarchy tall clone* | 17.646 µs | 20.190 µs | +17.379% |
| hierarchy many clone | 5.8779 ms | 4.2650 ms | -27.439% |

*: these benchmarks have entities with only 1 component

## Considerations
Once #10154 is resolved a large part of the functionality in this PR
will probably become obsolete. It might still be a little bit faster
than using command batching, but the complexity might not be worth it.

## Migration Guide
- `&EntityCloner` in component clone handlers is changed to `&mut
ComponentCloneCtx` to better separate data.
- Changed `EntityCloneHandler` from enum to struct and added convenience
functions to add default clone and reflect handler more easily.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
2024-12-18 20:03:39 +00:00
Chris Russell
3ef99cf82c
Replace impl_param_set proc macro with a macro_rules macro (#16847)
# Objective

Simplify the code by using `macro_rules` instead of a proc macro where
possible.

## Solution

Replace `impl_param_set` proc macro with a `macro_rules` macro.
2024-12-18 18:30:46 +00:00
Alice Cecile
b9123e74b6
Generalize bubbling focus input events to other kinds of input (#16876)
# Objective

The new `bevy_input_focus` crates has a tool to bubble input events up
the entity hierarchy, ending with the window, based on the currently
focused entity. Right now though, this only works for keyboard events!

Both `bevy_ui` buttons and `bevy_egui` should hook into this system
(primarily for contextual hotkeys), and we would like to drive
`leafwing_input_manager` via these events, to help resolve longstanding
pain around "absorbing" / "consuming" inputs based on focus. In order to
make that work properly though, we need gamepad support!

## Solution

The logic backing this has been changed to be generic for any cloneable
event types, and the machinery to make use of this externally has been
made `pub`.

Within the engine itself, I've added support for gamepad button and
scroll events, but nothing else. Mouse button / touch bubbling is
handled via bevy_picking, and mouse / gamepad motion doesn't really make
sense to bubble.

## Testing

The `tab_navigation` example continues to work, and CI is green.

## Future Work

I would like to add more complex UI examples to stress test this, but
not here please.

We should take advantage of the bubbled mouse scrolling when defining
scrolled widgets.
2024-12-18 01:04:50 +00:00
Vic
a4b89d0d5e
implement EntitySet and iter_many_unique methods (#16547)
# Objective

In current Bevy, it is very inconvenient to mutably retrieve a
user-provided list of entities more than one element at a time.
If the list contains any duplicate entities, we risk mutable aliasing.
Users of `Query::iter_many_mut` do not have access to `Iterator` trait,
and thus miss out on common functionality, for instance collecting their
`QueryManyIter`.
We can circumvent this issue with validation, however that entails
checking every entity against all others for inequality, or utilizing an
`EntityHashSet`. Even if an entity list remains unchanged, this
validation is/would have to be redone every time we wish to fetch with
the list.
This presents a lot of wasted work, as we often trivially know an entity
list to be unique f.e.: `QueryIter` will fetch every `Entity` once and
only once.
As more things become entities – assets, components, queries – this
issue will become more pronounced.
`get_many`/`many`/`iter_many`/`par_iter_many`-like functionality is all
affected.

## Solution

The solution this PR proposes is to introduce functionality built around
a new trait: `EntitySet`.

The goal is to preserve the property of "uniqueness" in a list wherever
possible, and then rely on it as a bound within new `*_many_unique`
methods to avoid the need for validation.

This is achieved using `Iterator`:
`EntitySet` is blanket implemented for any `T` that implements
`IntoIterator<IntoIter: EntitySetIterator>`.
`EntitySetIterator` is the unsafe trait that actually guarantees an
iterator to be "unique" via its safety contract.

We define an "Iterator over unique entities" as: "No two entities
returned by the iterator may compare equal."
For iterators that cannot return more than 1 element, this is trivially
true.
Whether an iterator can satisfy this is up to the `EntitySetIterator`
implementor to ensure, hence the unsafe.

However, this is not yet a complete solution. Looking at the signature
of `iter_many`, we find that `IntoIterator::Item` is not `Entity`, but
is instead bounded by the `Borrow<Entity>` trait. That is because
iteration without consuming the collection will often yield us
references, not owned items.

`Borrow<Entity>` presents an issue: The `Borrow` docs state that `x = y`
should equal `x.borrow() = y.borrow()`, but unsafe cannot rely on this
for soundness. We run into similar problems with other trait
implementations of any `Borrow<Entity>` type: `PartialEq`, `Eq`,
`PartialOrd`, `Ord`, `Hash`, `Clone`, `Borrow`, and `BorrowMut`.
This PR solves this with the unsafe `TrustedEntityBorrow` trait: 
Any implementor promises that the behavior of the aforementioned traits
matches that of the underlying entity.

While `Borrow<Entity>` was the inspiration, we use our own counterpart
trait `EntityBorrow` as the supertrait to `TrustedEntityBorrow`, so we
can circumvent the limitations of the existing `Borrow<T>` blanket
impls.

All together, these traits allow us to implement `*_many_unique`
functionality with a lone `EntitySet` bound.
`EntitySetIterator` is implemented for all the std iterators and
iterator adapters that guarantee or preserve uniqueness, so we can
filter, skip, take, step, reverse, ... our unique entity iterators
without worry!

Sadly, current `HashSet` iterators do not carry the necessary type
information with them to determine whether the source `HashSet` produces
logic errors; A malicious `Hasher` could compromise a `HashSet`.
`HashSet` iteration is generally discouraged in the first place, so we
also exclude the set operation iterators, even though they do carry the
`Hasher` type parameter.

`BTreeSet` implements `EntitySet` without any problems.

If an iterator type cannot guarantee uniqueness at compile time, then a
user can still attach `EntitySetIterator` to an individual instance of
that type via `UniqueEntityIter::from_iterator_unchecked`.
With this, custom types can use `UniqueEntityIter<I>` as their
`IntoIterator::IntoIter` type, if necessary.

This PR is focused on the base concept, and expansions on it are left
for follow-up PRs. See "Potential Future Work" below.

## Testing

Doctests on `iter_many_unique`/`iter_many_unique_mut` + 2 tests in
entity_set.rs.

## Showcase

```rust
// Before:
fn system(player_list: Res<SomeUniquePlayerList>, players: Query<&mut Player>) {
    let value = 0;
    while let Some(player) = players.iter_many_mut(player_list).fetch_next() {
         value += mem::take(player.value_mut())
    }
}

// After:
fn system(player_list: Res<SomeUniquePlayerList>, players: Query<&mut Player>) {
    let value = players
        .iter_many_unique_mut(player_list)
        .map(|player| mem::take(player.value_mut()))
        .sum();
}

```

## Changelog

- added `EntityBorrow`, `TrustedEntityBorrow`, `EntitySet` and
`EntitySetIterator` traits
- added `iter_many_unique`, `iter_many_unique_mut`,
`iter_many_unique_unsafe` methods on `Query`
- added `iter_many_unique`, `iter_many_unique_mut`,
`iter_many_unique_manual` and `iter_many_unique_unchecked_manual`
methods on `QueryState`
- added corresponding `QueryManyUniqueIter`
- added `UniqueEntityIter`

## Migration Guide

Any custom type used as a `Borrow<Entity>` entity list item for an
`iter_many` method now has to implement `EntityBorrow` instead. Any type
that implements `Borrow<Entity>` can trivially implement `EntityBorrow`.

## Potential Future Work

- `ToEntitySet` trait for converting any entity iterator into an
`EntitySetIterator`
- `EntityIndexSet/Map` to tie in hashing with `EntitySet`
- add `EntityIndexSetSlice/MapSlice`
    - requires: `EntityIndexSet/Map`
- Implementing `par_iter_many_unique_mut` for parallel mutable iteration
    - requires: `par_iter_many`
- allow collecting into `UniqueEntityVec` to store entity sets
- add `UniqueEntitySlice`s
    - Doesn't require, but should be done after: `UniqueEntityVec`
- add `UniqueEntityArray`s 
    - Doesn't require, but should be done after: `UniqueEntitySlice`
- `get_many_unique`/`many_unique` methods
    - requires: `UniqueEntityArray`
- `World::entity_unique` to match `World::entity` methods
- Doesn't require, but makes sense after:
`get_many_unique`/`many_unique`
- implement `TrustedEntityBorrow` for the `EntityRef` family
    - Doesn't require, but makes sense after: `UniqueEntityVec`
2024-12-18 00:49:01 +00:00
Alice Cecile
e55f0e74ea
Document input focus helper methods (#16875)
# Objective

I am suspicious of the command / world helpers for input focus, since
they just provide a trivial helper for setting a resource value.

## Solution

Document that there's nothing magic about them. These can live another
day, but I would also remove them completely if y'all convince me it's
the right choice.
2024-12-18 00:16:39 +00:00
Alice Cecile
fa6cabd432
Replace bevy_a11y::Focus with InputFocus (#16863)
# Objective

Bevy now has first-class input focus handling! We should use this for
accessibility purpose via accesskit too.

## Solution

- Removed bevy_a11y::Focus.
- Replaced all usages of Focus with InputFocus
- Changed the dependency tree so bevy_a11y relies on bevy_input_focus
- Moved initialization of the focus (starts with the primary window)
from bevy_window to bevy_input_focus to avoid circular dependencies (and
it's cleaner)

## Testing

TODO

## Migration Guide

`bevy_a11y::Focus` has been replaced with `bevy_input_focus::Focus`.
2024-12-18 00:16:19 +00:00
Winds
6ca1e756dc
Expose text field from winit in KeyboardInput (#16864)
# Objective

Allow handling of dead keys on some keyboard layouts.

In some cases, dead keys were impossible to get using the
`KeyboardInput` event. This information is already present in the
underlying winit `KeyEvent`, but it wasn't exposed.

## Solution

Expose the `text` field from winit's `KeyEvent` in `KeyboardInput`.

This logic is inspired egui's implementation here:
adfc0bebfc/crates/egui-winit/src/lib.rs (L790-L807)

## Testing

This is a new field, so it shouldn't break any existing functionality. I
tested that this change works by running the modified `text_input`
example on different keyboard layouts.

## Example

Using a Portuguese/ABNT2 keyboard layout on windows and pressing
<kbd>\~</kbd> followed by
<kbd>a</kbd>/<kbd>Space</kbd>/<kbd>d</kbd>/<kbd>\~</kbd> now generates
the following events:
```
KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: None, repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: KeyA, logical_key: Character("ã"), state: Pressed, text: Some("ã"), repeat: false, window: 0v1#4294967296 }

KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: None, repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: Space, logical_key: Space, state: Pressed, text: Some("~"), repeat: false, window: 0v1#4294967296 }

KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: None, repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: KeyD, logical_key: Character("d"), state: Pressed, text: Some("~d"), repeat: false, window: 0v1#4294967296 }

KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: None, repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: Some("~~"), repeat: false, window: 0v1#4294967296 }
```

The logic for getting an input is pretty simple: check if `text` is
`Some`. If it is, this is actual input text, otherwise it isn't.

There's a small caveat: certain keys generate control characters in the
input text, which needs to be filtered out:
```
KeyboardInput { key_code: Escape, logical_key: Escape, state: Pressed, text: Some("\u{1b}"), repeat: false, window: 0v1#4294967296 }
```

I've updated the text_input example to include egui's solution to this,
which works well.

## Migration Guide

The `KeyboardInput` event now has a new `text` field.
2024-12-17 22:42:54 +00:00
Zachary Harrold
1371619d84
Remove OnceLock usage from bevy_ecs (#16870)
# Objective

- Fixes #16868

## Solution

- Replaced several usages of `OnceLock` within `bevy_ecs` with `const`s

## Testing

- CI
2024-12-17 22:42:42 +00:00
Zachary Harrold
1f2d0e6308
Add no_std support to bevy_ecs (#16758)
# Objective

- Contributes to #15460

## Solution

- Added the following features:
  - `std` (default)
  - `async_executor` (default)
  - `edge_executor`
  - `critical-section`
  - `portable-atomic`
- Gated `tracing` in `bevy_utils` to allow compilation on certain
platforms
- Switched from `tracing` to `log` for simple message logging within
`bevy_ecs`. Note that `tracing` supports capturing from `log` so this
should be an uncontroversial change.
- Fixed imports and added feature gates as required 
- Made `bevy_tasks` optional within `bevy_ecs`. Turns out it's only
needed for parallel operations which are already gated behind
`multi_threaded` anyway.

## Testing

- Added to `compile-check-no-std` CI command
- `cargo check -p bevy_ecs --no-default-features --features
edge_executor,critical-section,portable-atomic --target
thumbv6m-none-eabi`
- `cargo check -p bevy_ecs --no-default-features --features
edge_executor,critical-section`
- `cargo check -p bevy_ecs --no-default-features`

## Draft Release Notes

Bevy's core ECS now supports `no_std` platforms.

In prior versions of Bevy, it was not possible to work with embedded or
niche platforms due to our reliance on the standard library, `std`. This
has blocked a number of novel use-cases for Bevy, such as an embedded
database for IoT devices, or for creating games on retro consoles.

With this release, `bevy_ecs` no longer requires `std`. To use Bevy on a
`no_std` platform, you must disable default features and enable the new
`edge_executor` and `critical-section` features. You may also need to
enable `portable-atomic` and `critical-section` if your platform does
not natively support all atomic types and operations used by Bevy.

```toml
[dependencies]
bevy_ecs = { version = "0.16", default-features = false, features = [
  # Required for platforms with incomplete atomics (e.g., Raspberry Pi Pico)
  "portable-atomic",
  "critical-section",

  # Optional
  "bevy_reflect",
  "serialize",
  "bevy_debug_stepping",
  "edge_executor"
] }
```

Currently, this has been tested on bare-metal x86 and the Raspberry Pi
Pico. If you have trouble using `bevy_ecs` on a particular platform,
please reach out either through a GitHub issue or in the `no_std`
working group on the Bevy Discord server.

Keep an eye out for future `no_std` updates as we continue to improve
the parity between `std` and `no_std`. We look forward to seeing what
kinds of applications are now possible with Bevy!

## Notes

- Creating PR in draft to ensure CI is passing before requesting
reviews.
- This implementation has no support for multithreading in `no_std`,
especially due to `NonSend` being unsound if allowed in multithreading.
The reason is we cannot check the `ThreadId` in `no_std`, so we have no
mechanism to at-runtime determine if access is sound.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Vic <59878206+Victoronz@users.noreply.github.com>
2024-12-17 21:40:36 +00:00
Martin Svanberg
39f9e07b5f
Support scale factor for image render targets (#16796)
# Objective

I have something of a niche use case. I have a camera rendering pixel
art with a scale factor set, and another camera that renders to an
off-screen texture which is supposed to match the main camera exactly.
However, when computing camera target info, Bevy [hardcodes a scale
factor of
1.0](116c2b02fe/crates/bevy_render/src/camera/camera.rs (L828))
for image targets which means that my main camera and my image target
camera get different `OrthographicProjections` calculated.

## Solution

This PR adds an `ImageRenderTarget` struct which allows scale factors to
be specified.

## Testing

I tested the affected examples on macOS and they still work. This is an
additive change and should not break any existing code, apart from what
is trivially fixable by following compiler error messages.

---

## Migration Guide

`RenderTarget::Image` now takes an `ImageRenderTarget` instead of a
`Handle<Image>`. You can call `handle.into()` to construct an
`ImageRenderTarget` using the same settings as before.
2024-12-17 20:21:40 +00:00
Patrick Walton
d51dee627f
Update the prepass for the bindless lightmap changes. (#16855)
The PR for bindless lightmaps didn't update
`material_bind_group_slot` to be
`material_and_lightmap_bind_group_slot`.
2024-12-17 19:21:12 +00:00
noxmore
73d68d60bb
Change GpuImage::size from UVec2 to Extent3d (#16815)
# Objective

When preparing `GpuImage`s, we currently discard the
`depth_or_array_layers` of the `Image`'s size by converting it into a
`UVec2`.

Fixes #16715.

## Solution

Change `GpuImage::size` to `Extent3d`, and just pass that through when
creating `GpuImage`s.
Also copy the `aspect_ratio`, and `size` (now `size_2d` for
disambiguation from the field) functions from `Image` to `GpuImage` for
ease of use with 2D textures.
I originally copied all size-related functions (like `width`, and
`height`), but i think they are unnecessary considering how visible the
`size` field on `GpuImage` is compared to `Image`.

## Testing

Tested via `cargo r -p ci` for everything except docs, when generating
docs it keeps spitting out a ton of
```
error[E0554]: `#![feature]` may not be used on the stable release channel
 --> crates/bevy_dylib/src/lib.rs:1:21
  |
1 | #![cfg_attr(docsrs, feature(doc_auto_cfg))]
  | 
```
Not sure why this is happening, but it also happens without my changes,
so it's almost certainly some strange issue specific to my machine.

## Migration Guide

- `GpuImage::size` is now an `Extent3d`. To easily get 2D size, use
`size_2d()`.
2024-12-17 19:08:09 +00:00
SpecificProtagonist
bfa6553f9c
Fix typo in B0001 message (#16860)
# Objective

Example error message beforehand:
```
error[B0001]: Query<&mut Data, ()> in system bevytest::main::{{closure}} accesses component(s)Data in a way that conflicts with a previous…
```
2024-12-17 19:06:31 +00:00
charlotte
df14443db9
Add AssetChanged query filter (#16810)
# Objective

Implement a new `AssetChanged` query filter that allows users to query
for entities whose related assets may have changed.

- Closes https://github.com/bevyengine/bevy/issues/5069
- Unblocks #16420. Currently, `cold-specialization`, a key rendering
optimization for unlocking ancillary benefits of the retained render
world, is blocked on being unable detect all scenarios in which an
entity's mesh/material changes using events and observers. An
`AssetChanged` filter will drastically simplify our implementation and
be more robust to future changes.

Originally implemented by @nicopap in #5080.

## Solution

- Adds a new `AssetChanged` query filter that initializes a
`AssetChanges<A>` resource that tracks changed assets and ticks in
`asset_events`.
- ~Reverts #13343 and changes the api of `get_state` to accept `impl
Into<UnsafeWorldCell<'w>>` to allow accessing the `AssetChanges<A>`
resource.~
- Adds a `AsAssetId` trait used for newtype handle wrappers (e.g.
`Mesh3d`) that allows associating a component with the underlying
`Asset` it represents.

## Testing

- Tests are added for `AssetChanged`.
- TBD on performance. We are going to add this `Mesh3d` and
`MeshMaterial3d` (etc) in the renderer. Long term wins in render
performance this unblocks should swamp tracking overhead for any
realistic workload.

## Migration Guide

- The `asset_events` system is no longer public. Users should order
their systems relative to the `AssetEvents` system set.

---------

Co-authored-by: Nicola Papale <nico@nicopap.ch>
Co-authored-by: Patrick Walton <pcwalton@mimiga.net>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
2024-12-17 18:57:08 +00:00
Christian Hughes
cc0f6a8db4
Remove deprecated ECS items (#16853)
# Objective

- Cleanup deprecated code

## Solution

- Removed `#[deprecated]` items which were marked as such in 0.15 or
prior versions.

## Migration Guide

- The following deprecated items were removed: `Events::get_reader`,
`Events::get_reader_current`, `ManualEventReader`,
`Condition::and_then`, `Condition::or_else`, `World::,many_entities`,
`World::many_entities_mut`, `World::get_many_entities`,
`World::get_many_entities_dynamic`, `World::get_many_entities_mut`,
`World::get_many_entities_dynamic_mut`,
`World::get_many_entities_from_set_mut`
2024-12-17 05:43:05 +00:00
Martín Maita
9b2ef6c1c0
Update sysinfo requirement from 0.32.0 to 0.33.0 (#16851)
# Objective

- Fixes #16722

## Solution

- Replaced renamed methods to migrate `sysinfo` properly to 0.33.0.

## Testing

- CI checks are passing now.

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-17 05:06:50 +00:00
SpecificProtagonist
21195a75e6
track_change_detection: Also track spawns/despawns (#16047)
# Objective

Expand `track_change_detection` feature to also track entity spawns and
despawns. Use this to create better error messages.

# Solution

Adds `Entities::entity_get_spawned_or_despawned_by` as well as `{all
entity reference types}::spawned_by`.

This also removes the deprecated `get_many_entities_mut` & co (and
therefore can't land in 0.15) because we don't yet have no Polonius.

## Testing

Added a test that checks that the locations get updated and these
updates are ordered correctly vs hooks & observers.

---

## Showcase

Access location:
```rust
let mut world = World::new();
let entity = world.spawn_empty().id();
println!("spawned by: {}", world.entity(entity).spawned_by());
```
```
spawned by: src/main.rs:5:24
```
Error message (with `track_change_detection`):
```rust
world.despawn(entity);
world.entity(entity);
```
```
thread 'main' panicked at src/main.rs:11:11:
Entity 0v1#4294967296 was despawned by src/main.rs:10:11
```
and without:
```
thread 'main' panicked at src/main.rs:11:11:
Entity 0v1#4294967296 does not exist (enable `track_change_detection` feature for more details)
```
Similar error messages now also exists for `Query::get`,
`World::entity_mut`, `EntityCommands` creation and everything that
causes `B0003`, e.g.
```
error[B0003]: Could not insert a bundle (of type `MaterialMeshBundle<StandardMaterial>`) for entity Entity { index: 7, generation: 1 }, which was despawned by src/main.rs:10:11. See: https://bevyengine.org/learn/errors/#b0003
```

---------

Co-authored-by: kurk070ff <108901106+kurk070ff@users.noreply.github.com>
Co-authored-by: Freya Pines <freya@MacBookAir.lan>
Co-authored-by: Freya Pines <freya@Freyas-MacBook-Air.local>
Co-authored-by: Matty Weatherley <weatherleymatthew@gmail.com>
2024-12-17 04:46:31 +00:00
Patrick Walton
7be844be36
Allow extract_meshes_for_gpu_building and extract_mesh_materials to run in parallel. (#16799)
The only thing that was preventing `extract_meshes_for_gpu_building` and
`extract_mesh_materials` from running in parallel was the
`ResMut<RenderMeshMaterialIds>`. This lookup can be safely moved to the
`collect_meshes_for_gpu_building` phase, which runs after the extraction
phase.

This results in a small win on `many_cubes`. `extract_mesh_materials` is
currently nonretained, so it's still slow, but running it in parallel is
an easy win.

Before:
![Screenshot 2024-12-13
015318](https://github.com/user-attachments/assets/e5cfa4d6-3feb-40b7-8405-f727de2c2813)

After:
![Screenshot 2024-12-13
015300](https://github.com/user-attachments/assets/7dc08135-aa1d-4e3a-a863-d2b7492f865f)
2024-12-17 04:45:00 +00:00
Patrick Walton
40df1ea4b6
Remove the type parameter from check_visibility, and only invoke it once. (#16812)
Currently, `check_visibility` is parameterized over a query filter that
specifies the type of potentially-visible object. This has the
unfortunate side effect that we need a separate system,
`mark_view_visibility_as_changed_if_necessary`, to trigger view
visibility change detection. That system is quite slow because it must
iterate sequentially over all entities in the scene.

This PR moves the query filter from `check_visibility` to a new
component, `VisibilityClass`. `VisibilityClass` stores a list of type
IDs, each corresponding to one of the query filters we used to use.
Because `check_visibility` is no longer specialized to the query filter
at the type level, Bevy now only needs to invoke it once, leading to
better performance as `check_visibility` can do change detection on the
fly rather than delegating it to a separate system.

This commit also has ergonomic improvements, as there's no need for
applications that want to add their own custom renderable components to
add specializations of the `check_visibility` system to the schedule.
Instead, they only need to ensure that the `ViewVisibility` component is
properly kept up to date. The recommended way to do this, and the way
that's demonstrated in the `custom_phase_item` and
`specialized_mesh_pipeline` examples, is to make `ViewVisibility` a
required component and to add the type ID to it in a component add hook.
This patch does this for `Mesh3d`, `Mesh2d`, `Sprite`, `Light`, and
`Node`, which means that most app code doesn't need to change at all.

Note that, although this patch has a large impact on the performance of
visibility determination, it doesn't actually improve the end-to-end
frame time of `many_cubes`. That's because the render world was already
effectively hiding the latency from
`mark_view_visibility_as_changed_if_necessary`. This patch is, however,
necessary for *further* improvements to `many_cubes` performance.

`many_cubes` trace before:
![Screenshot 2024-12-13
015318](https://github.com/user-attachments/assets/d0b1881b-fb75-4a39-b05d-1a16eabfa2c5)

`many_cubes` trace after:
![Screenshot 2024-12-13
145735](https://github.com/user-attachments/assets/0a364289-e942-41bb-9cc2-b05d07e3722d)

## Migration Guide

* `check_visibility` no longer takes a `QueryFilter`, and there's no
need to add it manually to your app schedule anymore for custom
rendering items. Instead, entities with custom renderable components
should add the appropriate type IDs to `VisibilityClass`. See
`custom_phase_item` for an example.
2024-12-17 04:43:45 +00:00
Matty Weatherley
ac1faf073f
f32 -> Rot2 in bounding volume docs (#16848)
This is the correct rotation type :)
2024-12-17 00:12:49 +00:00
Chris Russell
8b33b91836
Always collect() when using QueryIterMany::sort methods. (#16844)
# Objective

When calling any of the `sort` methods on a `QueryManyIter` with mutable
data, `collect_inner()` must be called before fetching items. Remove the
need for that call.

## Solution

Have the `sort` methods `collect()` the entity list into a `Vec` before
returning.
2024-12-17 00:06:33 +00:00
Chris Russell
5f4b5a37f1
Support declaring resource access in Queries. (#16843)
# Objective

Allow resources to be accessed soundly by `QueryData` and `QueryFilter`
implementations.

This mostly works today, and is used in `bevy-trait-query` and will be
used by #16810. The problem is that the access is not made visible to
the executor, so it would be possible for a system with resource access
in a query to run concurrently with a system that accesses the resource
with `ResMut`, resulting in Undefined Behavior.

## Solution

Define calling `add_resource_read` or `add_resource_write` in
`WorldQuery::update_component_access` to be a supported way to declare
resource access in a query.
Modify `QueryState::new_with_access` to check for resource access and
report it in `archetype_component_acccess`.
Modify `FilteredAccess::is_compatible` to consider resource access
conflicting even on queries with disjoint filters.
2024-12-17 00:03:20 +00:00
UkoeHB
83aea0d2ee
Improve ComputedNode accessibility (#16738)
# Objective

- Enable modifying node size after layout.
- Gain access to a node's content_size. `UiSurface` is a private type so
content size can't be looked up.

## Solution

- Make `ComputedNode` fields public.
- Add `content_size` to `ComputedNode`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-16 23:56:32 +00:00
Talin
5c67cfc8b7
Tab navigation framework for bevy_input_focus. (#16795)
# Objective

This PR continues the work of `bevy_input_focus` by adding a pluggable
tab navigation framework.

As part of this work, `FocusKeyboardEvent` now propagates to the window
after exhausting all ancestors.

## Testing

Unit tests and manual tests.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-16 23:54:53 +00:00
Patrick Walton
bf3692a011
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:
![Screenshot 2024-12-13
112926](https://github.com/user-attachments/assets/cc00d84e-abd7-4117-97e9-17267d815c6a)

Mixed direct mode:
![Screenshot 2024-12-13
112933](https://github.com/user-attachments/assets/49997305-349a-4f6a-b451-8cccbb469889)

Mixed indirect mode (default):
![Screenshot 2024-12-13
112939](https://github.com/user-attachments/assets/0f4f6d8a-998f-474b-9fa5-fe4c212c921c)

Real-time mode:
![Screenshot 2024-12-13
112944](https://github.com/user-attachments/assets/fdbc4535-d902-4ba0-bfbc-f5c7b723fac8)

## 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
2024-12-16 23:48:33 +00:00
JMS55
1666b1c497
Use frostbite's specular sampling direction for environment map light (#16711)
Adopt a slightly more accurate lighting model.

Before:

![image](https://github.com/user-attachments/assets/3ea47278-f62d-4ca8-b741-1df6d4aa82c1)

After:

![image](https://github.com/user-attachments/assets/396dca2e-e5a7-4a7f-8be6-74d9cf06a085)

## Changelog
- EnvironmentMapLight lighting is now slightly more realistic for
metallic materials with high roughness
2024-12-16 23:41:29 +00:00
JMS55
1e5d2c8867
Remove COPY_DST from AsBindGroup uniform buffers (#16705)
# Objective
- Wgpu barrier tracking is expensive. Making buffers read-only makes
ideally lets wgpu skip worrying about barriers, although in wgpu 23 it
apparently won't yet.

## Solution
- Remove COPY_DST usage from AsBindGroup uniform buffers to allow future
wgpu versions to make this cheaper.
- AsBindGroup never updates buffers, so there's no need for COPY_DST. We
always recreate all buffers and the bind group every time data changes,
which yeah is also expensive.

## Testing
- Ran the animated materials example with/without bindless enabled. No
crashes.
2024-12-16 23:38:48 +00:00
Patrick Walton
35826be6f7
Implement bindless lightmaps. (#16653)
This commit allows Bevy to bind 16 lightmaps at a time, if the current
platform supports bindless textures. Naturally, if bindless textures
aren't supported, Bevy falls back to binding only a single lightmap at a
time. As lightmaps are usually heavily atlased, I doubt many scenes will
use more than 16 lightmap textures.

This has little performance impact now, but it's desirable for us to
reap the benefits of multidraw and bindless textures on scenes that use
lightmaps. Otherwise, we might have to break batches in order to switch
those lightmaps.

Additionally, this PR slightly reduces the cost of binning because it
makes the lightmap index in `Opaque3dBinKey` 32 bits instead of an
`AssetId`.

## Migration Guide

* The `Opaque3dBinKey::lightmap_image` field is now
`Opaque3dBinKey::lightmap_slab`, which is a lightweight identifier for
an entire binding array of lightmaps.
2024-12-16 23:37:06 +00:00
ickshonpe
26bd1609ec
ScrollPosition scale factor fix (#16617)
# Objective

Scroll position uses physical coordinates. This means scrolling may go
faster or slower depending on the scroll factor. Also the scrolled
position will change when the scale factor changes.

## Solution

In `ui_layout_system` convert `max_possible_offset` to logical
coordinates before clamping the scroll position. Then convert the
clamped scroll position to physical coordinates before propagating it to
the node's children.

## Testing

Look at the `scroll` example. On main if you change your display's scale
factor the items displayed by the scrolling lists will change because
`ScrollPosition`'s displacement values don't respect scale factor. With
this PR the displacement will be scaled too, and the won't move.
2024-12-16 23:31:21 +00:00
Gino Valente
ca294a89b4
bevy_reflect: Remove PartialReflect::serializable (#16576)
# Objective

`PartialReflect::serializable` is unused in the codebase and should be
removed.

I believe it originally was used to handle serializing certain types but
that's no longer the case.

## Solution

Remove `PartialReflect::serializable`.

## Testing

You can check locally using:

```
cargo check -p bevy_reflect --all-features
```

---

## Migration Guide

`PartialReflect::serializable` has been removed. If you were using this
to pass on serialization information, use `ReflectSerialize` instead or
create custom type data to generate the `Serializable`.
2024-12-16 23:29:46 +00:00
Rich Churcher
f2719f5470
Rust 1.83, allow -> expect (missing_docs) (#16561)
# Objective

We were waiting for 1.83 to address most of these, due to a bug with
`missing_docs` and `expect`. Relates to, but does not entirely complete,
#15059.

## Solution

- Upgrade to 1.83
- Switch `allow(missing_docs)` to `expect(missing_docs)`
- Remove a few now-unused `allow`s along the way, or convert to `expect`
2024-12-16 23:27:57 +00:00
JaySpruce
5a94beb239
Extend cloning functionality and add convenience methods to EntityWorldMut and EntityCommands (#16826)
## Objective

Thanks to @eugineerd's work on entity cloning (#16132), we now have a
robust way to copy components between entities. We can extend this to
implement some useful functionality that would have been more
complicated before.

Closes #15350.

## Solution

`EntityCloneBuilder` now automatically includes required components
alongside any component added/removed from the component filter.

Added the following methods to `EntityCloneBuilder`:
- `move_components`
- `without_required_components`

Added the following methods to `EntityWorldMut` and `EntityCommands`:
- `clone_with`
- `clone_components`
- `move_components`

Also added `clone_and_spawn` and `clone_and_spawn_with` to
`EntityWorldMut` (`EntityCommands` already had them).

## Showcase

```
assert_eq!(world.entity(entity_a).get::<B>(), Some(&B));
assert_eq!(world.entity(entity_b).get::<B>(), None);
world.entity_mut(entity_a).clone_components::<B>(entity_b);
assert_eq!(world.entity(entity_a).get::<B>(), Some(&B));
assert_eq!(world.entity(entity_b).get::<B>(), Some(&B));

assert_eq!(world.entity(entity_a).get::<C>(), Some(&C(5)));
assert_eq!(world.entity(entity_b).get::<C>(), None);
world.entity_mut(entity_a).move_components::<C>(entity_b);
assert_eq!(world.entity(entity_a).get::<C>(), None);
assert_eq!(world.entity(entity_b).get::<C>(), Some(&C(5)));
```
2024-12-16 19:37:32 +00:00
mgi388
74e793d1e1
Move Volume and GlobalVolume to own file (#16838)
# Objective

- Prework for reviving #9582.

## Solution

- Move the two types to volume.rs and made it compile.
- Also `#[reflect(Debug)]` on `Volume` while I'm here. 

## Testing

- Ran example locally.
- Rely on CI.
2024-12-16 19:28:30 +00:00
mgi388
90b2ba1859
Rename AudioSinkPlayback::toggle to toggle_playback (#16837)
# Objective

- #16813 added the ability to mute sinks and added a new method
`toggle_mute()`.
- Leaving `toggle()` as is creates inconsistency and a bit of confusion
about what is being toggled.

## Solution

- Rename `toggle()` to `toggle_playback()`.
- The choice to use the `_playback` suffix was easy because the method
comment was already telling us what is being toggled: `Toggles playback
of the sink.`
- [Raised in Discord] and got the OK from Alice.

[Raised in Discord]:
https://discord.com/channels/691052431525675048/749430447326625812/1318000355824504905

## Testing

- I ran the example and also updated the instruction text to make it
clear `Space` is toggling the playback not just pausing.
- I added a unit test for `toggle_playback()` because why not.

---

## Showcase

Example instructions:

<img width="292" alt="image"
src="https://github.com/user-attachments/assets/585c36c6-c4d7-428b-acbe-a92f3a37b460"
/>

## Migration Guide

- `AudioSinkPlayback`'s `toggle` method has been renamed to
`toggle_playback`. This was done to create consistency with the
`toggle_mute` method added in
https://github.com/bevyengine/bevy/pull/16813. Change instances of
`toggle` to `toggle_playback`. E.g.:

Before:

```rust
fn pause(keyboard_input: Res<ButtonInput<KeyCode>>, sink: Single<&AudioSink>) {
    if keyboard_input.just_pressed(KeyCode::Space) {
        sink.toggle();
    }
}
```

After:

```rust
fn pause(keyboard_input: Res<ButtonInput<KeyCode>>, sink: Single<&AudioSink>) {
    if keyboard_input.just_pressed(KeyCode::Space) {
        sink.toggle_playback();
    }
}
```
2024-12-16 19:28:24 +00:00
Andreas Monitzer
56688b387c
Fix registering all reflection types that are components as reflection components (#16800)
# Objective

Fixes #16659

## Solution

- I just added all the `#[reflect(Component)]` attributes where
necessary.

## Testing

I wrote a small program that scans the bevy code for all structs and
enums that derive `Component` and `Reflect`, but don't have the
attribute `#[reflect(Component)]`.

I don't know if this testing program should be part of the testing suite
of bevy. It takes a bit of time to scan the whole codebase. In any case,
I've published it [here](https://github.com/anlumo/bevy-reflect-check).

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-16 19:16:43 +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
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
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
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
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
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
Daniel Beckwith
488f64d700
Fix atan2 docs (#16673)
# Objective

The parameter names for `bevy::math::ops::atan2` are labelled such that
`x` is the first argument and `y` is the second argument, but it passes
those arguments directly to
[`f32::atan2`](https://doc.rust-lang.org/stable/std/primitive.f32.html#method.atan2),
whose parameters are expected to be `(y, x)`. This PR changes the
parameter names in the bevy documentation to use the correct order for
the operation being performed. You can verify this by doing:

```rust
fn main() {
    let x = 3.0;
    let y = 4.0;
    let angle = bevy::math::ops::atan2(x, y);
    // standard polar coordinates formula
    dbg!(5.0 * angle.cos(), 5.0 * angle.sin());
}
```

This will print `(4.0, 3.0)`, which has flipped `x` and `y`. The problem
is that the `atan2` function to calculate the angle was really expecting
`(y, x)`, not `(x, y)`.

## Solution

I flipped the parameter names for `bevy::math::ops::atan2` and updated
the documentation. I also removed references to `self` and `other` from
the documentation which seemed to be copied from the `f32::atan2`
documentation.

## Testing

Not really needed, you can compare the `f32::atan2` docs to the
`bevy::math::ops::atan2` docs to see the problem is obvious. If a test
is required I could add a short one.
## Migration Guide

I'm not sure if this counts as a breaking change, since the
implementation clearly meant to use `f32::atan2` directly, so it was
really just the parameter names that were wrong.
2024-12-10 03:19:05 +00:00
Barrett Ray
f6668cdf9f
fix tiny copy-paste mistake in bevy_text::font_atlas_set (#16667)
This fixes a minor copy-paste mistake in the `FontAtlasSet::is_empty`
method's documentation.

# Objective

- Correct the documentation for that method.

## Solution

- Remove the copy + paste'd docs from `FontAtlasSet::is_empty` and add
something similar to
`alloc::collections::btree_set::BTreeSet::is_empty`.

## Testing

- No testable changes were made. However, the two tests in the
`bevy_text` module still pass.
2024-12-10 03:17:09 +00:00
Victor El Hajj
277cfa5a4e
Improve child_builder add_child documentation slightly (#16663)
A small documentation improvement. The description was copied from
insert_children. I changed the documentation to be singular instead of
plural when referring to the child in add_child.

# Objective

- The description was copied from insert_children and still refers to
the child being added as plural children

## Solution

- Description now has child in singular form.

## Testing

- N/A

---------

Co-authored-by: IQuick 143 <IQuick143cz@gmail.com>
2024-12-10 03:15:52 +00:00
Harun Ibram
ad4144ad7a
Rename Pointer<Down/Up> -> Pointer<Pressed/Released> in bevy_picking. (#16331)
# Objective
Fixes #16192 

## Solution
I renamed the Pointer<Down/Up> to <Pressed/Released> and then I resolved
all the errors.
Renamed variables like "is_down" to "is_pressed" to maintain
consistency.
Modified the docs in places where 'down/up' were used to maintain
consistency.

## Testing

I haven't tested this in any way beside the checks from rust analyzer
and the examples in the examples/ directory.

---

## Migration Guide

### `bevy_picking/src/pointer.rs`:
#### `enum PressDirection`:

- `PressDirection::Down` changes to `PressDirection::Pressed`.
- `PressDirection::Up` changes to `PressDirection::Released`.

	These changes are also relevant when working with `enum PointerAction`

### `bevy_picking/src/events.rs`:
Clicking and pressing Events in events.rs categories change from [Down],
[Up], [Click] to [Pressed], [Released], [Click].

- `struct Down` changes to `struct Pressed` - fires when a pointer
button is pressed over the 'target' entity.
- `struct Up` changes to `struct Released` - fires when a pointer button
is released over the 'target' entity.
- `struct Click` now fires when a pointer sends a Pressed event followed
by a Released event on the same 'target'.
- `struct DragStart` now fires when the 'target' entity receives a
pointer Pressed event followed by a pointer Move event.
- `struct DragEnd` now fires when the 'target' entity is being dragged
and receives a pointer Released event.
- `PickingEventWriters<'w>::down_events: EventWriter<'w, Pointer<Down>>`
changes to `PickingEventWriters<'w>::pressed_events: EventWriter<'w,
Pointer<Pressed>>`.
- `PickingEventWriters<'w>::up_events changes to
PickingEventWriters<'w>::released_events`.

---------

Co-authored-by: Harun Ibram <harun.ibram@outlook.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-10 02:20:48 +00:00
Benjamin Brienen
b744fb486b
Document why MAX_JOINTS and MAX_MORPH_WEIGHTS are set (#16324)
# Objective

Fixes #15974

## Solution

Add the comment from @mockersf, adapted to fix in-context.
2024-12-10 02:03:51 +00:00
Lynn
fcaa271693
Polygon simplicity (#15981)
# Objective

- This PR adds the ability to determine whether a `Polygon<N>` or
`BoxedPolygon` is simple (aka. not self-intersecting) by calling
`my_polygon.is_simple()`.
- This may be useful information for users to determine whether their
polygons are 'valid' and will be useful when adding meshing for
polygons.
  - As such this is a step towards fixing #15255

## Solution

- Implemented the Shamos-Hoey algorithm in its own module `polygon`.

## Testing

- Tests are included, and can be verified visually.

---

## Performance

- The Shamos-Hoey algorithm runs in O(n * log n)
- In reality, the results look more linear to me.
- Determining simplicity for a simple polygon (the worst case) with less
than 100 vertices takes less than 0.2ms.


![image](https://github.com/user-attachments/assets/23c62234-abdc-4710-a3b4-feaad5929133)
2024-12-10 02:02:12 +00:00
Gino Valente
d21c7a1911
bevy_reflect: Function Overloading (Generic & Variadic Functions) (#15074)
# Objective

Currently function reflection requires users to manually monomorphize
their generic functions. For example:

```rust
fn add<T: Add<Output=T>>(a: T, b: T) -> T {
    a + b
}

// We have to specify the type of `T`:
let reflect_add = add::<i32>.into_function();
```

This PR doesn't aim to solve that problem—this is just a limitation in
Rust. However, it also means that reflected functions can only ever work
for a single monomorphization. If we wanted to support other types for
`T`, we'd have to create a separate function for each one:

```rust
let reflect_add_i32 = add::<i32>.into_function();
let reflect_add_u32 = add::<u32>.into_function();
let reflect_add_f32 = add::<f32>.into_function();
// ...
```

So in addition to requiring manual monomorphization, we also lose the
benefit of having a single function handle multiple argument types.

If a user wanted to create a small modding script that utilized function
reflection, they'd have to either:
- Store all sets of supported monomorphizations and require users to
call the correct one
- Write out some logic to find the correct function based on the given
arguments

While the first option would work, it wouldn't be very ergonomic. The
second option is better, but it adds additional complexity to the user's
logic—complexity that `bevy_reflect` could instead take on.

## Solution

Introduce [function
overloading](https://en.wikipedia.org/wiki/Function_overloading).

A `DynamicFunction` can now be overloaded with other `DynamicFunction`s.
We can rewrite the above code like so:

```rust
let reflect_add = add::<i32>
    .into_function()
    .with_overload(add::<u32>)
    .with_overload(add::<f32>);
```

When invoked, the `DynamicFunction` will attempt to find a matching
overload for the given set of arguments.

And while I went into this PR only looking to improve generic function
reflection, I accidentally added support for variadic functions as well
(hence why I use the broader term "overload" over "generic").

```rust
// Supports 1 to 4 arguments
let multiply_all = (|a: i32| a)
    .into_function()
    .with_overload(|a: i32, b: i32| a * b)
    .with_overload(|a: i32, b: i32, c: i32| a * b * c)
    .with_overload(|a: i32, b: i32, c: i32, d: i32| a * b * c * d);
```

This is simply an added bonus to this particular implementation. ~~Full
variadic support (i.e. allowing for an indefinite number of arguments)
will be added in a later PR.~~ I actually decided to limit the maximum
number of arguments to 63 to supplement faster lookups, a reduced memory
footprint, and faster cloning.

### Alternatives & Rationale

I explored a few options for handling generic functions. This PR is the
one I feel the most confident in, but I feel I should mention the others
and why I ultimately didn't move forward with them.

#### Adding `GenericDynamicFunction`

**TL;DR:** Adding a distinct `GenericDynamicFunction` type unnecessarily
splits and complicates the API.

<details>
<summary>Details</summary>

My initial explorations involved a dedicated `GenericDynamicFunction` to
contain and handle the mappings.

This was initially started back when `DynamicFunction` was distinct from
`DynamicClosure`. My goal was to not prevent us from being able to
somehow make `DynamicFunction` implement `Copy`. But once we reverted
back to a single `DynamicFunction`, that became a non-issue.

But that aside, the real problem was that it created a split in the API.
If I'm using a third-party library that uses function reflection, I have
to know whether to request a `DynamicFunction` or a
`GenericDynamicFunction`. I might not even know ahead of time which one
I want. It might need to be determined at runtime.

And if I'm creating a library, I might want a type to contain both
`DynamicFunction` and `GenericDynamicFunction`. This might not be
possible if, for example, I need to store the function in a `HashMap`.

The other concern is with `IntoFunction`. Right now `DynamicFunction`
trivially implements `IntoFunction` since it can just return itself. But
what should `GenericDynamicFunction` do? It could return itself wrapped
into a `DynamicFunction`, but then the API for `DynamicFunction` would
have to account for this. So then what was the point of having a
separate `GenericDynamicFunction` anyways?

And even apart from `IntoFunction`, there's nothing stopping someone
from manually creating a generic `DynamicFunction` through lying about
its `FunctionInfo` and wrapping a `GenericDynamicFunction`.

That being said, this is probably the "best" alternative if we added a
`Function` trait and stored functions as `Box<dyn Function>`.

However, I'm not convinced we gain much from this. Sure, we could keep
the API for `DynamicFunction` the same, but consumers of `Function` will
need to account for `GenericDynamicFunction` regardless (e.g. handling
multiple `FunctionInfo`, a ranged argument count, etc.). And for all
cases, except where using `DynamicFunction` directly, you end up
treating them all like `GenericDynamicFunction`.

Right now, if we did go with `GenericDynamicFunction`, the only major
benefit we'd gain would be saving 24 bytes. If memory ever does become
an issue here, we could swap over. But I think for the time being it's
better for us to pursue a clearer mental model and end-user ergonomics
through unification.

</details>

##### Using the `FunctionRegistry`

**TL;DR:** Having overloads only exist in the `FunctionRegistry`
unnecessarily splits and complicates the API.

<details>
<summary>Details</summary>

Another idea was to store the overloads in the `FunctionRegistry`. Users
would then just call functions directly through the registry (i.e.
`registry.call("my_func", my_args)`).

I didn't go with this option because of how it specifically relies on
the functions being registered. You'd not only always need access to the
registry, but you'd need to ensure that the functions you want to call
are even registered.

It also means you can't just store a generic `DynamicFunction` on a
type. Instead, you'll need to store the function's name and use that to
look up the function in the registry—even if it's only ever used by that
type.

Doing so also removes all the benefits of `DynamicFunction`, such as the
ability to pass it to functions accepting `IntoFunction`, modify it if
needed, and so on.

Like `GenericDynamicFunction` this introduces a split in the ecosystem:
you either store `DynamicFunction`, store a string to look up the
function, or force `DynamicFunction` to wrap your generic function
anyways. Or worse yet: have `DynamicFunction` wrap the lookup function
using `FunctionRegistryArc`.

</details>

#### Generic `ArgInfo`

**TL;DR:** Allowing `ArgInfo` and `ReturnInfo` to store the generic
information introduces a footgun when interpreting `FunctionInfo`.

<details>
<summary>Details</summary>

Regardless of how we represent a generic function, one thing is clear:
we need to be able to represent the information for such a function.

This PR does so by introducing a `FunctionInfoType` enum to wrap one or
more `FunctionInfo` values.

Originally, I didn't do this. I had `ArgInfo` and `ReturnInfo` allow for
generic types. This allowed us to have a single `FunctionInfo` to
represent our function, but then I realized that it actually lies about
our function.

If we have two `ArgInfo` that both allow for either `i32` or `u32`, what
does this tell us about our function? It turns out: nothing! We can't
know whether our function takes `(i32, i32)`, `(u32, u32)`, `(i32,
u32)`, or `(u32, i32)`.

It therefore makes more sense to just represent a function with multiple
`FunctionInfo` since that's really what it's made up of.

</details>

#### Flatten `FunctionInfo`

**TL;DR:** Flattening removes additional per-overload information some
users may desire and prevents us from adding more information in the
future.

<details>
<summary>Details</summary>

Why don't we just flatten multiple `FunctionInfo` into just one that can
contain multiple signatures?

This is something we could do, but I decided against it for a few
reasons:
- The only thing we'd be able to get rid of for each signature would be
the `name`. While not enough to not do it, it doesn't really suggest we
*have* to either.
- Some consumers may want access to the names of the functions that make
up the overloaded function. For example, to track a bug where an
undesirable function is being added as an overload. Or to more easily
locate the original function of an overload.
- We may eventually allow for more information to be stored on
`FunctionInfo`. For example, we may allow for documentation to be stored
like we do for `TypeInfo`. Consumers of this documentation may want
access to the documentation of each overload as they may provide
documentation specific to that overload.

</details>

## Testing

This PR adds lots of tests and benchmarks, and also adds to the example.

To run the tests:

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

To run the benchmarks:

```
cargo bench --bench reflect_function --all-features
```

To run the example:

```
cargo run --package bevy --example function_reflection --all-features
```

### Benchmarks

One of my goals with this PR was to leave the typical case of
non-overloaded functions largely unaffected by the changes introduced in
this PR. ~~And while the static size of `DynamicFunction` has increased
by 17% (from 136 to 160 bytes), the performance has generally stayed the
same~~ The static size of `DynamicFunction` has decreased from 136 to
112 bytes, while calling performance has generally stayed the same:

|                                     | `main` | 7d293ab | 252f3897d |
|-------------------------------------|--------|---------|-----------|
| `into/function`                     | 37 ns  | 46 ns   | 142 ns    |
| `with_overload/01_simple_overload`  | -      | 149 ns  | 268 ns    |
| `with_overload/01_complex_overload` | -      | 332 ns  | 431 ns    |
| `with_overload/10_simple_overload`  | -      | 1266 ns | 2618 ns   |
| `with_overload/10_complex_overload` | -      | 2544 ns | 4170 ns   |
| `call/function`                     | 57 ns  | 58 ns   | 61 ns     |
| `call/01_simple_overload`           | -      | 255 ns  | 242 ns    |
| `call/01_complex_overload`          | -      | 595 ns  | 431 ns    |
| `call/10_simple_overload`           | -      | 740 ns  | 699 ns    |
| `call/10_complex_overload`          | -      | 1824 ns | 1618 ns   |

For the overloaded function tests, the leading number indicates how many
overloads there are: `01` indicates 1 overload, `10` indicates 10
overloads. The `complex` cases have 10 unique generic types and 10
arguments, compared to the `simple` 1 generic type and 2 arguments.

I aimed to prioritize the performance of calling the functions over
creating them, hence creation speed tends to be a bit slower.

There may be other optimizations we can look into but that's probably
best saved for a future PR.

The important bit is that the standard ~~`into/function`~~ and
`call/function` benchmarks show minimal regressions. Since the latest
changes, `into/function` does have some regressions, but again the
priority was `call/function`. We can probably optimize `into/function`
if needed in the future.

---

## Showcase

Function reflection now supports [function
overloading](https://en.wikipedia.org/wiki/Function_overloading)! This
can be used to simulate generic functions:

```rust
fn add<T: Add<Output=T>>(a: T, b: T) -> T {
    a + b
}

let reflect_add = add::<i32>
    .into_function()
    .with_overload(add::<u32>)
    .with_overload(add::<f32>);

let args = ArgList::default().push_owned(25_i32).push_owned(75_i32);  
let result = func.call(args).unwrap().unwrap_owned();  
assert_eq!(result.try_take::<i32>().unwrap(), 100);  
  
let args = ArgList::default().push_owned(25.0_f32).push_owned(75.0_f32);  
let result = func.call(args).unwrap().unwrap_owned();  
assert_eq!(result.try_take::<f32>().unwrap(), 100.0);
```

You can also simulate variadic functions:

```rust
#[derive(Reflect, PartialEq, Debug)]
struct Player {
    name: Option<String>,
    health: u32,
}

// Creates a `Player` with one of the following:  
// - No name and 100 health  
// - A name and 100 health  
// - No name and custom health  
// - A name and custom health
let create_player = (|| Player {
        name: None,
        health: 100,
    })
    .into_function()
    .with_overload(|name: String| Player {
        name: Some(name),
        health: 100,
    })
    .with_overload(|health: u32| Player {
        name: None,
        health
    })
    .with_overload(|name: String, health: u32| Player {
        name: Some(name),
        health,
    });

let args = ArgList::default()
    .push_owned(String::from("Urist"))
    .push_owned(55_u32);
    
let player = create_player
    .call(args)
    .unwrap()
    .unwrap_owned()
    .try_take::<Player>()
    .unwrap();
	
assert_eq!(
    player,
    Player {
        name: Some(String::from("Urist")),
        health: 55
    }
);
```
2024-12-10 01:51:47 +00:00
Patrick Walton
1e7b89cdf5
Allow holes in the MeshInputUniform buffer. (#16695)
This commit removes the logic that attempted to keep the
`MeshInputUniform` buffer contiguous. Not only was it slow and complex,
but it was also incorrect, which caused #16686 and #16690. I changed the
logic to simply maintain a free list of unused slots in the buffer and
preferentially fill them when pushing new mesh input uniforms.

Closes #16686.
Closes #16690.
2024-12-09 02:11:27 +00:00
Aevyrie
61b98ec80f
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`
2024-12-08 21:55:09 +00:00
homersimpsons
a6b5f80715
⬆️ Upgrade typos and its configuration (#16712)
# Objective

Fixes #16610, related to #16702

## Solution

Upgrade typos and its configuration

## Testing

- Did you test these changes? If so, how? No
- Are there any parts that need more testing? No
- How can other people (reviewers) test your changes? Is there anything
specific they need to know? No
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test? Not applicable
2024-12-08 17:25:10 +00:00
poopy
4aed2ca74c
Add World::try_resource_scope (#16707)
# Objective

Fixes #16706

## Solution 

- Added new method: `try_resource_scope` which returns `None` if the
requested resource doesn't exist.
- Changed the `resource_scope` test to use `try_resource_scope` as well
to test for the `None` case.

---

## Showcase

```rust
world.try_resource_scope::<MyResource, _>(|world, mut my_resource| {
    // do something with the resource if it exists
});
```
2024-12-08 15:40:09 +00:00
homersimpsons
0707c0717b
✏️ 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.
2024-12-08 01:18:39 +00:00
Patrick Walton
f5de3f08fb
Use multidraw for opaque meshes when GPU culling is in use. (#16427)
This commit adds support for *multidraw*, which is a feature that allows
multiple meshes to be drawn in a single drawcall. `wgpu` currently
implements multidraw on Vulkan, so this feature is only enabled there.
Multiple meshes can be drawn at once if they're in the same vertex and
index buffers and are otherwise placed in the same bin. (Thus, for
example, at present the materials and textures must be identical, but
see #16368.) Multidraw is a significant performance improvement during
the draw phase because it reduces the number of rebindings, as well as
the number of drawcalls.

This feature is currently only enabled when GPU culling is used: i.e.
when `GpuCulling` is present on a camera. Therefore, if you run for
example `scene_viewer`, you will not see any performance improvements,
because `scene_viewer` doesn't add the `GpuCulling` component to its
camera.

Additionally, the multidraw feature is only implemented for opaque 3D
meshes and not for shadows or 2D meshes. I plan to make GPU culling the
default and to extend the feature to shadows in the future. Also, in the
future I suspect that polyfilling multidraw on APIs that don't support
it will be fruitful, as even without driver-level support use of
multidraw allows us to avoid expensive `wgpu` rebindings.
2024-12-06 17:22:03 +00:00
Joona Aalto
4d6b02af89
Fix mehses -> meshes typo (#16688)
# Objective

The "mehses" typo introduced in a review comment
[here](https://github.com/bevyengine/bevy/pull/16657#discussion_r1870834999)
hurts my soul, it was merged right as I was about to comment about it :(

## Solution

Fix it :D

(also, why didn't the CI typo checker catch this?)
2024-12-06 17:09:10 +00:00
Zachary Harrold
a6adced9ed
Deny derive_more error feature and replace it with thiserror (#16684)
# Objective

- Remove `derive_more`'s error derivation and replace it with
`thiserror`

## Solution

- Added `derive_more`'s `error` feature to `deny.toml` to prevent it
sneaking back in.
- Reverted to `thiserror` error derivation

## Notes

Merge conflicts were too numerous to revert the individual changes, so
this reversion was done manually. Please scrutinise carefully during
review.
2024-12-06 17:03:55 +00:00
JaySpruce
d0afdc6b45
Move clone_entity commands to EntityCommands (#16672)
## Objective

I was resolving a conflict between #16132 and my PR #15929 and thought
the `clone_entity` commands made more sense in `EntityCommands`.

## Solution

Moved `Commands::clone_entity` to `EntityCommands::clone`, moved
`Commands::clone_entity_with` to `EntityCommands::clone_with`.

## Testing

Ran the two tests that used the old methods.

## 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();
```

The only potential downside is that the method name is now the same as
the one from the `Clone` trait. `EntityCommands` doesn't implement
`Clone` though, so there's no actual conflict.

Maybe I'm biased because this'll work better with my PR, but I think the
UX is nicer regardless.
2024-12-06 15:54:35 +00:00
Jakob Hellermann
10e3cc72ad
add missing type registration for Monitor (#16685)
# Objective


![image](https://github.com/user-attachments/assets/4b8d6a2c-86ed-4353-8133-0e0efdb3a697)
make `Monitor` reflectable by default

## Solution

- register type
2024-12-06 15:20:10 +00:00
Rob Parrett
5b1f0b1ef5
Fix error in volumetric fog shader (#16677)
# Objective

Volumetric fog was broken by #13746.

Looks like this particular shader just got missed. I don't see any other
instances of `unpack_offset_and_counts` in the codebase.

```
2024-12-06T03:18:42.297494Z ERROR bevy_render::render_resource::pipeline_cache: failed to process shader:
error: no definition in scope for identifier: 'bevy_pbr::clustered_forward::unpack_offset_and_counts'
    ┌─ crates/bevy_pbr/src/volumetric_fog/volumetric_fog.wgsl:312:29
    │
312 │     let offset_and_counts = bevy_pbr::clustered_forward::unpack_offset_and_counts(cluster_index);
    │                             ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ unknown identifier
    │
    = no definition in scope for identifier: 'bevy_pbr::clustered_forward::unpack_offset_and_counts'
```

## Solution

Use `unpack_clusterable_object_index_ranges` to get the indices for
point/spot lights.

## Testing

`cargo run --example volumetric_fog`
`cargo run --example fog_volumes`
`cargo run --example scrolling_fog`
2024-12-06 08:49:18 +00:00
Zachary Harrold
72f096c91e
Add no_std support to bevy_tasks (#15464)
# Objective

- Contributes to #15460

## Solution

- Added the following features:
  - `std` (default)
  - `async_executor` (default)
  - `edge_executor`
  - `critical-section`
  - `portable-atomic`
- Added [`edge-executor`](https://crates.io/crates/edge-executor) as a
`no_std` alternative to `async-executor`.
- Updated the `single_threaded_task_pool` to work in `no_std`
environments by gating its reliance on `thread_local`.

## Testing

- Added to `compile-check-no-std` CI command

## Notes

- In previous iterations of this PR, a custom `async-executor`
alternative was vendored in. This raised concerns around maintenance and
testing. In this iteration, an existing version of that same vendoring
is now used, but _only_ in `no_std` contexts. For existing `std`
contexts, the original `async-executor` is used.
- Due to the way statics work, certain `TaskPool` operations have added
restrictions around `Send`/`Sync` in `no_std`. This is because there
isn't a straightforward way to create a thread-local in `no_std`. If
these added constraints pose an issue we can revisit this at a later
date.
- If a user enables both the `async_executor` and `edge_executor`
features, we will default to using `async-executor`. Since enabling
`async_executor` requires `std`, we can safely assume we are in an `std`
context and use the original library.

---------

Co-authored-by: Mike <2180432+hymm@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-06 02:14:54 +00:00
Talin
bc572cd270
bevy_input_focus improvements (follow-up PR) (#16665)
This adds a few minor items which were left out of the previous PR:

- Added synchronization from bevy_input_focus to bevy_a11y.
- Initialize InputFocusVisible resource.
- Make `input_focus` available from `bevy` module.

I've tested this using VoiceOver on Mac OS. It works, but it needs
considerable polish.
2024-12-06 01:16:52 +00:00
Nuutti Kotivuori
912da04699
Run observers before hooks for on_replace and on_remove (#16499)
# Objective

- Fixes #16498 

## Solution

- Trivially swaps ordering of hooks and observers for all call sites
where they are triggered for `on_replace` or `on_remove`

## Testing

- Just CI

---

## Migration Guide

The order of hooks and observers for `on_replace` and `on_remove` has
been swapped. Observers are now run before hooks. This is a more natural
ordering where the removal ordering is inverted compared to the
insertion ordering.
2024-12-06 00:24:27 +00:00
Miles Silberling-Cook
0070514f54
Fallible systems (#16589)
# Objective

Error handling in bevy is hard. See for reference
https://github.com/bevyengine/bevy/issues/11562,
https://github.com/bevyengine/bevy/issues/10874 and
https://github.com/bevyengine/bevy/issues/12660. The goal of this PR is
to make it better, by allowing users to optionally return `Result` from
systems as outlined by Cart in
<https://github.com/bevyengine/bevy/issues/14275#issuecomment-2223708314>.

## Solution

This PR introduces a new `ScheuleSystem` type to represent systems that
can be added to schedules. Instances of this type contain either an
infallible `BoxedSystem<(), ()>` or a fallible `BoxedSystem<(),
Result>`. `ScheuleSystem` implements `System<In = (), Out = Result>` and
replaces all uses of `BoxedSystem` in schedules. The async executor now
receives a result after executing a system, which for infallible systems
is always `Ok(())`. Currently it ignores this result, but more useful
error handling could also be implemented.

Aliases for `Error` and `Result` have been added to the `bevy_ecs`
prelude, as well as const `OK` which new users may find more friendly
than `Ok(())`.

## Testing

- Currently there are not actual semantics changes that really require
new tests, but I added a basic one just to make sure we don't break
stuff in the future.
- The behavior of existing systems is totally unchanged, including
logging.
- All of the existing systems tests pass, and I have not noticed
anything strange while playing with the examples

## Showcase

The following minimal example prints "hello world" once, then completes.

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

fn main() {
    App::new().add_systems(Update, hello_world_system).run();
}

fn hello_world_system() -> Result {
    println!("hello world");
    Err("string")?;
    println!("goodbye world");
    OK
}
```

## Migration Guide

This change should be pretty much non-breaking, except for users who
have implemented their own custom executors. Those users should use
`ScheduleSystem` in place of `BoxedSystem<(), ()>` and import the
`System` trait where needed. They can choose to do whatever they wish
with the result.

## Current Work

+ [x] Fix tests & doc comments
+ [x] Write more tests
+ [x] Add examples
+ [X] Draft release notes

## Draft Release Notes

As of this release, systems can now return results.

First a bit of background: Bevy has hisotrically expected systems to
return the empty type `()`. While this makes sense in the context of the
ecs, it's at odds with how error handling is typically done in rust:
returning `Result::Error` to indicate failure, and using the
short-circuiting `?` operator to propagate that error up the call stack
to where it can be properly handled. Users of functional languages will
tell you this is called "monadic error handling".

Not being able to return `Results` from systems left bevy users with a
quandry. They could add custom error handling logic to every system, or
manually pipe every system into an error handler, or perhaps sidestep
the issue with some combination of fallible assignents, logging, macros,
and early returns. Often, users would just litter their systems with
unwraps and possible panics.

While any one of these approaches might be fine for a particular user,
each of them has their own drawbacks, and none makes good use of the
language. Serious issues could also arrise when two different crates
used by the same project made different choices about error handling.

Now, by returning results, systems can defer error handling to the
application itself. It looks like this:

```rust
// Previous, handling internally
app.add_systems(my_system)
fn my_system(window: Query<&Window>) {
   let Ok(window) = query.get_single() else {
       return;
   };
   // ... do something to the window here
}

// Previous, handling externally
app.add_systems(my_system.pipe(my_error_handler))
fn my_system(window: Query<&Window>) -> Result<(), impl Error> {
   let window = query.get_single()?;
   // ... do something to the window here
   Ok(())
}

// Previous, panicking
app.add_systems(my_system)
fn my_system(window: Query<&Window>) {
   let window = query.single();
   // ... do something to the window here
}

// Now 
app.add_systems(my_system)
fn my_system(window: Query<&Window>) -> Result {
    let window = query.get_single()?;
    // ... do something to the window here
    Ok(())
}
```

There are currently some limitations. Systems must either return `()` or
`Result<(), Box<dyn Error + Send + Sync + 'static>>`, with no
in-between. Results are also ignored by default, and though implementing
a custom handler is possible, it involves writing your own custom ecs
executor (which is *not* recomended).

Systems should return errors when they cannot perform their normal
behavior. In turn, errors returned to the executor while running the
schedule will (eventually) be treated as unexpected. Users and library
authors should prefer to return errors for anything that disrupts the
normal expected behavior of a system, and should only handle expected
cases internally.

We have big plans for improving error handling further:
+ Allowing users to change the error handling logic of the default
executors.
+ Adding source tracking and optional backtraces to errors.
+ Possibly adding tracing-levels (Error/Warn/Info/Debug/Trace) to
errors.
+ Generally making the default error logging more helpful and
inteligent.
+ Adding monadic system combininators for fallible systems.
+ Possibly removing all panicking variants from our api.

---------

Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-12-05 22:29:06 +00:00
Robin Gloster
e763b71591
picking: disable raycast backface culling for Mesh2d (#16657)
# Objective

- This fixes raycast picking with lyon
- reverse winding of 2D meshes currently results in them being rendered
but not pickable as the raycast passes through the backface and would
only hit "from below"

## Solution

- Disables backface culling for Mesh2d

## Testing

- Tested picking with bevy_prototype_lyon
- Could probably use testing with Mesh3d (should not be affected) and
SimplifiedMesh (no experience with that, could have the same issue if
used for 2D?)

---------

Co-authored-by: Aevyrie <aevyrie@gmail.com>
2024-12-05 21:22:29 +00:00
Patrick Walton
d3241c4f8d
Fix the texture_binding_array, specialized_mesh_pipeline, and custom_shader_instancing examples after the bindless change. (#16641)
The bindless PR (#16368) broke some examples:

* `specialized_mesh_pipeline` and `custom_shader_instancing` failed
because they expect to be able to render a mesh with no material, by
overriding enough of the render pipeline to be able to do so. This PR
fixes the issue by restoring the old behavior in which we extract meshes
even if they have no material.

* `texture_binding_array` broke because it doesn't implement
`AsBindGroup::unprepared_bind_group`. This was tricky to fix because
there's a very good reason why `texture_binding_array` doesn't implement
that method: there's no sensible way to do so with `wgpu`'s current
bindless API, due to its multiple levels of borrowed references. To fix
the example, I split `MaterialBindGroup` into
`MaterialBindlessBindGroup` and `MaterialNonBindlessBindGroup`, and
allow direct custom implementations of `AsBindGroup::as_bind_group` for
the latter type of bind groups. To opt in to the new behavior, return
the `AsBindGroupError::CreateBindGroupDirectly` error from your
`AsBindGroup::unprepared_bind_group` implementation, and Bevy will call
your custom `AsBindGroup::as_bind_group` method as before.

## Migration Guide

* Bevy will now unconditionally call
`AsBindGroup::unprepared_bind_group` for your materials, so you must no
longer panic in that function. Instead, return the new
`AsBindGroupError::CreateBindGroupDirectly` error, and Bevy will fall
back to calling `AsBindGroup::as_bind_group` as before.
2024-12-05 21:22:14 +00:00
Zachary Harrold
73c6479f65
Add no_std support to bevy_color (#16633)
# Objective

- Contributes to #15460

## Solution

- Added the following new features: 
  - `std` (default)
  - `alloc`
  - `encase` (default)
  - `libm`

## Testing

- Added to `compile-check-no-std` CI command

## Notes

- `ColorCurve` requires `alloc` due to how the underlying `EvenCore`
type works.
- `Srgba::to_hex` requires `alloc` to return a `String`.
- This was otherwise a _very_ simple change
2024-12-05 21:21:45 +00:00
Patrick Walton
8c2c07b1c8
Retain RenderMeshInstance and MeshInputUniform data from frame to frame. (#16385)
This commit moves the front end of the rendering pipeline to a retained
model when GPU preprocessing is in use (i.e. by default, except in
constrained environments). `RenderMeshInstance` and `MeshUniformData`
are stored from frame to frame and are updated only for the entities
that changed state. This was rather tricky and requires some careful
surgery to keep the data valid in the case of removals.

This patch is built on top of Bevy's change detection. Generally, this
worked, except that `ViewVisibility` isn't currently properly tracked.
Therefore, this commit adds proper change tracking for `ViewVisibility`.
Doing this required adding a new system that runs after all
`check_visibility` invocations, as no single `check_visibility`
invocation has enough global information to detect changes.

On the Bistro exterior scene, with all textures forced to opaque, this
patch improves steady-state `extract_meshes_for_gpu_building` from
93.8us to 34.5us and steady-state `collect_meshes_for_gpu_building` from
195.7us to 4.28us. Altogether this constitutes an improvement from 290us
to 38us, which is a 7.46x speedup.

![Screenshot 2024-11-13
143841](https://github.com/user-attachments/assets/40b1aacc-373d-4016-b7fd-b0284bc33de4)

![Screenshot 2024-11-13
143850](https://github.com/user-attachments/assets/53b401c3-7461-43b3-918b-cff89ea780d6)

This patch is only lightly tested and shouldn't land before 0.15 is
released anyway, so I'm releasing it as a draft.
2024-12-05 21:16:04 +00:00
Zachary Harrold
bf765e61b5
Add no_std support to bevy_reflect (#16256)
# Objective

- Contributes to #15460

## Solution

- Added `std` feature (enabled by default)

## Testing

- CI
- `cargo check -p bevy_reflect --no-default-features --target
"x86_64-unknown-none"`
- UEFI demo application runs with this branch of `bevy_reflect`,
allowing `derive(Reflect)`

## Notes

- The [`spin`](https://crates.io/crates/spin) crate has been included to
provide `RwLock` and `Once` (as an alternative to `OnceLock`) when the
`std` feature is not enabled. Another alternative may be more desirable,
please provide feedback if you have a strong opinion here!
- Certain items (`Box`, `String`, `ToString`) provided by `alloc` have
been added to `__macro_exports` as a way to avoid `alloc` vs `std`
namespacing. I'm personally quite annoyed that we can't rely on `alloc`
as a crate name in `std` environments within macros. I'd love an
alternative to my approach here, but I suspect it's the least-bad
option.
- I would've liked to have an `alloc` feature (for allocation-free
`bevy_reflect`), unfortunately, `erased_serde` unconditionally requires
access to `Box`. Maybe one day we could design around this, but for now
it just means `bevy_reflect` requires `alloc`.

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-05 21:15:21 +00:00
Miles Silberling-Cook
09b0b5df91
Window picking (#16103)
# Objective

On the web, it's common to attach observers to windows. As @viridia has
discovered, this can be quite a nice paradigm in bevy as well when
applied to observers. The changes here are intended to make this
possible.
+ Adds a new default picking back-end as part to the core picking plugin
(which can be disabled) that causes pointers on windows to treat the
window entity as the final hit, behind everything else. This means
clicking empty space now dispatches normal picking events to the window,
and is especially nice for drag-and-drop functionality.
+ Adds a new traversal type, specific to picking events, that causes
them to bubble up to the window entity after they reach the root of the
hierarchy.

## Solution

The window picking back-end is extremely simple, but the bubbling
changes are much more complex, since they require doing a different
traversal depending on the picking event.

To achieve this, `Traversal` has been made generic over an associated
sized data type `D`. Observer bounds have been changed such that
`Event::Traversal<D>` is required for `Trigger<D>`. A blanket
implementation has been added for `()` and `Parent` that preserves the
existing functionality. A new `PointerTraversal` traversal has been
implemented, with a blanket implementation for `Traversal<Pointer<E>>`.

It is still possible to use `Parent` as the traversal for any event,
because of the blanket implementation. It is now possible for users to
add other custom traversals, which read event data during traversal.

## Testing

I tested these changes locally on some picking UI prototypes I have been
playing with. I also tested them on the picking examples.

---------

Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
2024-12-05 21:14:39 +00:00
Nuutti Kotivuori
76d610d465
Flush commands after every mutation in WorldEntityMut (#16219)
# Objective

- Currently adding observers spawns an entity which implicitly flushes
the command queue, which can cause undefined behaviour if the
`WorldEntityMut` is used after this
- The reason `WorldEntityMut` attempted to (unsuccessfully) avoid
flushing commands until finished was that such commands may move or
despawn the entity being referenced, invalidating the cached location.
- With the introduction of hooks and observers, this isn't sensible
anymore as running the commands generated by hooks immediately is
required to maintain correct ordering of operations and to not expose
the world in an inconsistent state
- Objective is to make command flushing deterministic and fix the
related issues
- Fixes #16212
- Fixes #14621 
- Fixes #16034

## Solution

- Allow `WorldEntityMut` to exist even when it refers to a despawned
entity by allowing `EntityLocation` to be marked invalid
- Add checks to all methods to panic if trying to access a despawned
entity
- Flush command queue after every operation that might trigger hooks or
observers
- Update entity location always after flushing command queue

## Testing

- Added test cases for currently broken behaviour
- Added test cases that flushes happen in all operations
- Added test cases to ensure hooks and commands are run exactly in
correct order when nested

---

Todo:

- [x] Write migration guide
- [x] Add tests that using `EntityWorldMut` on a despawned entity panics
- [x] Add tests that commands are flushed after every operation that is
supposed to flush them
- [x] Add tests that hooks, observers and their spawned commands are run
in the correct order when nested

---

## Migration Guide

Previously `EntityWorldMut` triggered command queue flushes in
unpredictable places, which could interfere with hooks and observers.
Now the command queue is flushed always immediately after any call in
`EntityWorldMut` that spawns or despawns an entity, or adds, removes or
replaces a component. This means hooks and observers will run their
commands in the correct order.

As a side effect, there is a possibility that a hook or observer could
despawn the entity that is being referred to by `EntityWorldMut`. This
could already currently happen if an observer was added while keeping an
`EntityWorldMut` referece and would cause unsound behaviour. If the
entity has been despawned, calling any methods which require the entity
location will panic. This matches the behaviour that `Commands` will
panic if called on an already despawned entity. In the extremely rare
case where taking a new `EntityWorldMut` reference or otherwise
restructuring the code so that this case does not happen is not
possible, there's a new `is_despawned` method that can be used to check
if the referred entity has been despawned.
2024-12-05 20:30:12 +00:00
Christian Hughes
f87b9fe20c
Turn apply_deferred into a ZST System (#16642)
# Objective

- Required by #16622 due to differing implementations of `System` by
`FunctionSystem` and `ExclusiveFunctionSystem`.
- Optimize the memory usage of instances of `apply_deferred` in system
schedules.

## Solution

By changing `apply_deferred` from being an ordinary system that ends up
as an `ExclusiveFunctionSystem`, and instead into a ZST struct that
implements `System` manually, we save ~320 bytes per instance of
`apply_deferred` in any schedule.

## Testing

- All current tests pass.

---

## Migration Guide

- If you were previously calling the special `apply_deferred` system via
`apply_deferred(world)`, don't.
2024-12-05 18:14:05 +00:00
vil'mo
67bd2b00e1
Expose SystemMeta's access field as part of public API (#16625)
# Objective

Outside of the `bevy_ecs` crate it's hard to implement `SystemParam`
trait on params that require access to the `World`, because `init_state`
expects user to extend access in `SystemMeta` and access-related fields
of `SystemMeta` are private.

## Solution

Expose those fields as a functions
2024-12-05 18:10:58 +00:00
Talin
ea33fc04ab
Add "bevy_input_focus" crate. (#15611)
# Objective

Define a framework for handling keyboard focus and bubbled keyboard
events, as discussed in #15374.

## Solution

Introduces a new crate, `bevy_input_focus`. This crate provides:

* A resource for tracking which entity has keyboard focus.
* Methods for getting and setting keyboard focus.
* Event definitions for triggering bubble-able keyboard input events to
the focused entity.
* A system for dispatching keyboard input events to the focused entity.

This crate does *not* provide any integration with UI widgets, or
provide functions for
tab navigation or gamepad-based focus navigation, as those are typically
application-specific.

## Testing

Most of the code has been copied from a different project, one that has
been well tested. However, most of what's in this module consists of
type definitions, with relatively small amounts of executable code. That
being said, I expect that there will be substantial bikeshedding on the
design, and I would prefer to hold off writing tests until after things
have settled.

I think that an example would be appropriate, however I'm waiting on a
few other pending changes to Bevy before doing so. In particular, I can
see a simple example with four buttons, with focus navigation between
them, and which can be triggered by the keyboard.

@alice-i-cecile
2024-12-05 18:08:31 +00:00
Zachary Harrold
a35811d088
Add Immutable Component Support (#16372)
# Objective

- Fixes #16208

## Solution

- Added an associated type to `Component`, `Mutability`, which flags
whether a component is mutable, or immutable. If `Mutability= Mutable`,
the component is mutable. If `Mutability= Immutable`, the component is
immutable.
- Updated `derive_component` to default to mutable unless an
`#[component(immutable)]` attribute is added.
- Updated `ReflectComponent` to check if a component is mutable and, if
not, panic when attempting to mutate.

## Testing

- CI
- `immutable_components` example.

---

## Showcase

Users can now mark a component as `#[component(immutable)]` to prevent
safe mutation of a component while it is attached to an entity:

```rust
#[derive(Component)]
#[component(immutable)]
struct Foo {
    // ...
}
```

This prevents creating an exclusive reference to the component while it
is attached to an entity. This is particularly powerful when combined
with component hooks, as you can now fully track a component's value,
ensuring whatever invariants you desire are upheld. Before this would be
done my making a component private, and manually creating a `QueryData`
implementation which only permitted read access.

<details>
  <summary>Using immutable components as an index</summary>
  
```rust
/// This is an example of a component like [`Name`](bevy::prelude::Name), but immutable.
#[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash, Component)]
#[component(
    immutable,
    on_insert = on_insert_name,
    on_replace = on_replace_name,
)]
pub struct Name(pub &'static str);

/// This index allows for O(1) lookups of an [`Entity`] by its [`Name`].
#[derive(Resource, Default)]
struct NameIndex {
    name_to_entity: HashMap<Name, Entity>,
}

impl NameIndex {
    fn get_entity(&self, name: &'static str) -> Option<Entity> {
        self.name_to_entity.get(&Name(name)).copied()
    }
}

fn on_insert_name(mut world: DeferredWorld<'_>, entity: Entity, _component: ComponentId) {
    let Some(&name) = world.entity(entity).get::<Name>() else {
        unreachable!()
    };
    let Some(mut index) = world.get_resource_mut::<NameIndex>() else {
        return;
    };

    index.name_to_entity.insert(name, entity);
}

fn on_replace_name(mut world: DeferredWorld<'_>, entity: Entity, _component: ComponentId) {
    let Some(&name) = world.entity(entity).get::<Name>() else {
        unreachable!()
    };
    let Some(mut index) = world.get_resource_mut::<NameIndex>() else {
        return;
    };

    index.name_to_entity.remove(&name);
}

// Setup our name index
world.init_resource::<NameIndex>();

// Spawn some entities!
let alyssa = world.spawn(Name("Alyssa")).id();
let javier = world.spawn(Name("Javier")).id();

// Check our index
let index = world.resource::<NameIndex>();

assert_eq!(index.get_entity("Alyssa"), Some(alyssa));
assert_eq!(index.get_entity("Javier"), Some(javier));

// Changing the name of an entity is also fully capture by our index
world.entity_mut(javier).insert(Name("Steven"));

// Javier changed their name to Steven
let steven = javier;

// Check our index
let index = world.resource::<NameIndex>();

assert_eq!(index.get_entity("Javier"), None);
assert_eq!(index.get_entity("Steven"), Some(steven));
```
  
</details>

Additionally, users can use `Component<Mutability = ...>` in trait
bounds to enforce that a component _is_ mutable or _is_ immutable. When
using `Component` as a trait bound without specifying `Mutability`, any
component is applicable. However, methods which only work on mutable or
immutable components are unavailable, since the compiler must be
pessimistic about the type.

## Migration Guide

- When implementing `Component` manually, you must now provide a type
for `Mutability`. The type `Mutable` provides equivalent behaviour to
earlier versions of `Component`:
```rust
impl Component for Foo {
    type Mutability = Mutable;
    // ...
}
```
- When working with generic components, you may need to specify that
your generic parameter implements `Component<Mutability = Mutable>`
rather than `Component` if you require mutable access to said component.
- The entity entry API has had to have some changes made to minimise
friction when working with immutable components. Methods which
previously returned a `Mut<T>` will now typically return an
`OccupiedEntry<T>` instead, requiring you to add an `into_mut()` to get
the `Mut<T>` item again.

## Draft Release Notes

Components can now be made immutable while stored within the ECS.

Components are the fundamental unit of data within an ECS, and Bevy
provides a number of ways to work with them that align with Rust's rules
around ownership and borrowing. One part of this is hooks, which allow
for defining custom behavior at key points in a component's lifecycle,
such as addition and removal. However, there is currently no way to
respond to _mutation_ of a component using hooks. The reasons for this
are quite technical, but to summarize, their addition poses a
significant challenge to Bevy's core promises around performance.
Without mutation hooks, it's relatively trivial to modify a component in
such a way that breaks invariants it intends to uphold. For example, you
can use `core::mem::swap` to swap the components of two entities,
bypassing the insertion and removal hooks.

This means the only way to react to this modification is via change
detection in a system, which then begs the question of what happens
_between_ that alteration and the next run of that system?
Alternatively, you could make your component private to prevent
mutation, but now you need to provide commands and a custom `QueryData`
implementation to allow users to interact with your component at all.

Immutable components solve this problem by preventing the creation of an
exclusive reference to the component entirely. Without an exclusive
reference, the only way to modify an immutable component is via removal
or replacement, which is fully captured by component hooks. To make a
component immutable, simply add `#[component(immutable)]`:

```rust
#[derive(Component)]
#[component(immutable)]
struct Foo {
    // ...
}
```

When implementing `Component` manually, there is an associated type
`Mutability` which controls this behavior:

```rust
impl Component for Foo {
    type Mutability = Mutable;
    // ...
}
```

Note that this means when working with generic components, you may need
to specify that a component is mutable to gain access to certain
methods:

```rust
// Before
fn bar<C: Component>() {
    // ...
}

// After
fn bar<C: Component<Mutability = Mutable>>() {
    // ...
}
```

With this new tool, creating index components, or caching data on an
entity should be more user friendly, allowing libraries to provide APIs
relying on components and hooks to uphold their invariants.

## Notes

- ~~I've done my best to implement this feature, but I'm not happy with
how reflection has turned out. If any reflection SMEs know a way to
improve this situation I'd greatly appreciate it.~~ There is an
outstanding issue around the fallibility of mutable methods on
`ReflectComponent`, but the DX is largely unchanged from `main` now.
- I've attempted to prevent all safe mutable access to a component that
does not implement `Component<Mutability = Mutable>`, but there may
still be some methods I have missed. Please indicate so and I will
address them, as they are bugs.
- Unsafe is an escape hatch I am _not_ attempting to prevent. Whatever
you do with unsafe is between you and your compiler.
- I am marking this PR as ready, but I suspect it will undergo fairly
major revisions based on SME feedback.
- I've marked this PR as _Uncontroversial_ based on the feature, not the
implementation.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: Nuutti Kotivuori <naked@iki.fi>
2024-12-05 14:27:48 +00:00
Patrick Walton
b7bcd313ca
Cluster light probes using conservative spherical bounds. (#13746)
This commit allows the Bevy renderer to use the clustering
infrastructure for light probes (reflection probes and irradiance
volumes) on platforms where at least 3 storage buffers are available. On
such platforms (the vast majority), we stop performing brute-force
searches of light probes for each fragment and instead only search the
light probes with bounding spheres that intersect the current cluster.
This should dramatically improve scalability of irradiance volumes and
reflection probes.

The primary platform that doesn't support 3 storage buffers is WebGL 2,
and we continue using a brute-force search of light probes on that
platform, as the UBO that stores per-cluster indices is too small to fit
the light probe counts. Note, however, that that platform also doesn't
support bindless textures (indeed, it would be very odd for a platform
to support bindless textures but not SSBOs), so we only support one of
each type of light probe per drawcall there in the first place.
Consequently, this isn't a performance problem, as the search will only
have one light probe to consider. (In fact, clustering would probably
end up being a performance loss.)

Known potential improvements include:

1. We currently cull based on a conservative bounding sphere test and
not based on the oriented bounding box (OBB) of the light probe. This is
improvable, but in the interests of simplicity, I opted to keep the
bounding sphere test for now. The OBB improvement can be a follow-up.

2. This patch doesn't change the fact that each fragment only takes a
single light probe into account. Typical light probe implementations
detect the case in which multiple light probes cover the current
fragment and perform some sort of weighted blend between them. As the
light probe fetch function presently returns only a single light probe,
implementing that feature would require more code restructuring, so I
left it out for now. It can be added as a follow-up.

3. Light probe implementations typically have a falloff range. Although
this is a wanted feature in Bevy, this particular commit also doesn't
implement that feature, as it's out of scope.

4. This commit doesn't raise the maximum number of light probes past its
current value of 8 for each type. This should be addressed later, but
would possibly require more bindings on platforms with storage buffers,
which would increase this patch's complexity. Even without raising the
limit, this patch should constitute a significant performance
improvement for scenes that get anywhere close to this limit. In the
interest of keeping this patch small, I opted to leave raising the limit
to a follow-up.

## Changelog

### Changed

* Light probes (reflection probes and irradiance volumes) are now
clustered on most platforms, improving performance when many light
probes are present.

---------

Co-authored-by: Benjamin Brienen <Benjamin.Brienen@outlook.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-05 13:07:10 +00:00
Tim
d2a07f9f72
Retained Gizmos (#15473)
# Objective
Add a way to use the gizmo API in a retained manner, for increased
performance.

## Solution
- Move gizmo API from `Gizmos` to `GizmoBuffer`, ~ab~using `Deref` to
keep usage the same as before.
- Merge non-strip and strip variant of `LineGizmo` into one, storing the
data in a `GizmoBuffer` to have the same API for retained `LineGizmo`s.

### Review guide
- The meat of the changes are in `lib.rs`, `retained.rs`, `gizmos.rs`,
`pipeline_3d.rs` and `pipeline_2d.rs`
- The other files contain almost exclusively the churn from moving the
gizmo API from `Gizmos` to `GizmoBuffer`

## Testing
### Performance

Performance compared to the immediate mode API is from 65 to 80 times
better for static lines.

```
7900 XTX, 3700X
1707.9k lines/ms: gizmos_retained (21.3ms)
3488.5k lines/ms: gizmos_retained_continuous_polyline (31.3ms)
   0.5k lines/ms: gizmos_retained_separate (97.7ms)

3054.9k lines/ms: bevy_polyline_retained_nan (16.8ms)
3596.3k lines/ms: bevy_polyline_retained_continuous_polyline (14.2ms)
   0.6k lines/ms: bevy_polyline_retained_separate (78.9ms)

  26.9k lines/ms: gizmos_immediate (14.9ms)
  43.8k lines/ms: gizmos_immediate_continuous_polyline (18.3ms)
```
Looks like performance is good enough, being close to par with
`bevy_polyline`.

Benchmarks can be found here: 
This branch:
https://github.com/tim-blackbird/line_racing/tree/retained-gizmos
Bevy 0.14: https://github.com/DGriffin91/line_racing

## Showcase
```rust 
fn setup(
    mut commands: Commands,
    mut gizmo_assets: ResMut<Assets<GizmoAsset>>
) {
    let mut gizmo = GizmoAsset::default();

    // A sphere made out of one million lines!
    gizmo
        .sphere(default(), 1., CRIMSON)
        .resolution(1_000_000 / 3);

    commands.spawn(Gizmo {
        handle: gizmo_assets.add(gizmo),
        ..default()
    });
}
```

## Follow-up work
- Port over to the retained rendering world proper
- Calculate visibility and cull `Gizmo`s
2024-12-04 21:21:06 +00:00
MevLyshkin
f59ae0f5e8
BrpQueryRow has field deserialization fix (#16613)
# Objective

BrpQueryRow doesn't serialize `has` field if it is empty. That is okay
until you try to deserialize it after. Then it will fail to deserialize
due to missing field.

## Solution

Serde support using default value when field is missing, this PR adds
that.
2024-12-04 18:26:33 +00:00
Marco Buono
7dfc77b999
Add missing registration for TextEntity (#16649)
# Objective

Fix a [Blenvy](https://github.com/kaosat-dev/Blenvy) crash due to a
missing type registration for `TextEntity` (as the type is used by
`ComputedTextBlock` but wasn't itself registered.)

## Solution

- Added the missing type registration

## Testing

- N/A
2024-12-04 18:16:48 +00:00
Patrick Walton
56c70f8463
Make visibility range (HLOD) dithering work when prepasses are enabled. (#16286)
Currently, the prepass has no support for visibility ranges, so
artifacts appear when using dithering visibility ranges in conjunction
with a prepass. This patch fixes that problem.

Note that this patch changes the prepass to use sparse bind group
indices instead of sequential ones. I figured this is cleaner, because
it allows for greater sharing of WGSL code between the forward pipeline
and the prepass pipeline.

The `visibility_range` example has been updated to allow the prepass to
be toggled on and off.
2024-12-04 17:34:36 +00:00
Zachary Harrold
c9fa975977
Remove petgraph from bevy_ecs (#15519)
# Objective

- Contributes to #15460

## Solution

- Removed `petgraph` as a dependency from the `bevy_ecs` crate.
- Replaced `TarjanScc` and `GraphMap` with specialised in-tree
alternatives.

## Testing

- Ran CI locally.
- Added new unit tests to check ordering invariants.
- Confirmed `petgraph` is no longer present in `cargo tree -p bevy_ecs`

## Migration Guide

The `Dag::graph` method no longer returns a `petgraph` `DiGraph` and
instead returns the new `DiGraph` type within `bevy_ecs`. Edge and node
iteration methods are provided so conversion to the `petgraph` type
should be trivial if required.

## Notes

- `indexmap` was already in the dependency graph for `bevy_ecs`, so its
inclusion here makes no difference to compilation time for Bevy.
- The implementation for `Graph` is heavily inspired from the `petgraph`
original, with specialisations added to simplify and improve the type.
- `petgraph` does have public plans for `no_std` support, however there
is no timeframe on if or when that functionality will be available.
Moving to an in-house solution in the interim allows Bevy to continue
developing its `no_std` offerings and further explore alternate graphing
options.

---------

Co-authored-by: Lixou <82600264+DasLixou@users.noreply.github.com>
Co-authored-by: vero <11307157+atlv24@users.noreply.github.com>
2024-12-03 20:01:55 +00:00
SpecificProtagonist
410f3c478a
Use disqualified for B0001 (#16623)
# Objective

Fix #16553
2024-12-03 19:51:50 +00:00
atlv
e77efcc8d7
switch bevy_mesh to use wgpu-types instead of wgpu (#16619)
# Objective

- dont depend on wgpu if we dont have to

## Solution

- works towards this, but doesnt fully accomplish it. bevy_mesh depends
on bevy_image

## Testing

- 3d_scene runs

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
2024-12-03 19:49:49 +00:00
Phoqinu
c6147e57f4
Make StateTransitionSteps public (#16612)
# Objective

- Fixes #16594 

## Solution

- `StateTransitionSteps` was made public

## Testing

- _Did you test these changes? If so, how?_
 I am now able to import it and use it.

---

## Showcase

- Users can now write their own state scoped resources

```rust
    fn init_state_scoped_resource<R: Resource + FromWorld>(
        &mut self,
        state: impl States,
    ) -> &mut Self {
        use bevy::state::state::StateTransitionSteps; // this PR in action

        self.add_systems(
            StateTransition,
            (
                clear_state_scoped_resource_impl::<_, R>(state.clone())
                    .in_set(StateTransitionSteps::ExitSchedules), // and here
                init_state_scoped_resource_impl::<_, R>(state)
                    .in_set(StateTransitionSteps::EnterSchedules), // here too
            ),
        );

        self
    }
```
2024-12-03 19:48:00 +00:00
SpecificProtagonist
d92fc1e456
Move required components doc to type doc (#16575)
# Objective

Make documentation of a component's required components more visible by
moving it to the type's docs

## Solution

Change `#[require]` from a derive macro helper to an attribute macro.

Disadvantages:
- this silences any unused code warnings on the component, as it is used
by the macro!
- need to import `require` if not using the ecs prelude (I have not
included this in the migration guilde as Rust tooling already suggests
the fix)

---

## Showcase
![Documentation of
Camera](https://github.com/user-attachments/assets/3329511b-747a-4c8d-a43e-57f7c9c71a3c)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
2024-12-03 19:45:20 +00:00
ickshonpe
dd49dc71d2
Rename UiBoxShadowSamples to BoxShadowSamples. (#16505)
# Objective

The `UiBoxShadowSamples` resource should be renamed to
`BoxShadowSamples` so it matches the `BoxShadow` component.

## Migration Guide

`UiBoxShadowSamples` has been renamed to `BoxShadowSamples`
2024-12-03 19:43:26 +00:00
SpecificProtagonist
1a6b94c5e8
Remove flush_and_reserve_invalid_assuming_no_entities (#16460)
# Objective

`flush_and_reserve_invalid_assuming_no_entities` was made for the old
rendering world (which was reset every frame) and is usused since the
0.15 retained rendering world, but wasn't removed yet. It is pub, but is
undocumented apart from the safety comment.

## Solution

Remove `flush_and_reserve_invalid_assuming_no_entities` and the safety
invariants this method required for `EntityMeta`, `EntityLocation`,
`TableId` and `TableRow`. This reduces the amount of unsafe code &
safety invariants and makes #16047 easier.

## Alternatives
- Document `flush_and_reserve_invalid_assuming_no_entities` and keep it
unchanged
- Document `flush_and_reserve_invalid_assuming_no_entities` and change
it to be based on `EntityMeta::INVALID`


## Migration Guide
- exchange `Entities::flush_and_reserve_invalid_assuming_no_entities`
for `reserve` and `flush_as_invalid` and notify us if that's
insufficient

---------

Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
2024-12-03 19:42:22 +00:00
ickshonpe
343a52a789
Remove the min and max fields from LayoutContext. (#16459)
# Objective

Remove the `min` and `max` fields from `LayoutContext`. 
It doesn't seem useful to cache these values, it's simpler just to call
`min_element` and `max_element` on the `physical_size`
field.

##  Migration Guide

The `min` and `max` fields have been removed from `LayoutContext`. To
retrieve these values call `min_element` and `max_element` on
`LayoutContent::physical_size` instead.
2024-12-03 19:39:45 +00:00
Matty Weatherley
9d142a8025
Use IntoIterator instead of Into<Vec<..>> in cubic splines interfaces (#16402)
# Objective

This was always a bit weird; `IntoIterator` is considered more idiomatic
in Rust.

The reason these used `Into<Vec<..>>` in the first place was (to my
knowledge) because of concerns that passing an already-owned vector
would cause a redundant allocation if the iterator API was used instead.
However, I have looked at simple examples for this scenario and the
generated assembly is identical (i.e. `into_iter().collect()` is
effectively converted to a no-op).

## Solution

As described in the title.

## Testing

It compiles. Ran existing tests.

## Migration Guide

The cubic splines API now uses `IntoIterator` in places where it used
`Into<Vec<..>>`. For most users, this will have little to no effect (it
is largely more permissive). However, in case you were using some
unusual input type that implements `Into<Vec<..>>` without implementing
`IntoIterator`, you can migrate by converting the input to a `Vec<..>`
before passing it into the interface.
2024-12-03 19:35:14 +00:00
Michael Walter Van Der Velden
93dc596d2e
Add optional transparency passthrough for sprite backend with bevy_picking (#16388)
# Objective

- Allow bevy_sprite_picking backend to pass through transparent sections
of the sprite.
- Fixes #14929

## Solution

- After sprite picking detects the cursor is within a sprites rect,
check the pixel at that location on the texture and check that it meets
an optional transparency cutoff. Change originally created for
mod_picking on bevy 0.14
(https://github.com/aevyrie/bevy_mod_picking/pull/373)

## Testing

- Ran Sprite Picking example to check it was working both with
transparency enabled and disabled
- ModPicking version is currently in use in my own isometric game where
this has been an extremely noticeable issue

## Showcase

![Sprite Picking
Text](https://github.com/user-attachments/assets/76568c0d-c359-422b-942d-17c84d3d3009)

## Migration Guide

Sprite picking now ignores transparent regions (with an alpha value less
than or equal to 0.1). To configure this, modify the
`SpriteBackendSettings` resource.

---------

Co-authored-by: andriyDev <andriydzikh@gmail.com>
2024-12-03 19:32:52 +00:00
Patrick Walton
5adf831b42
Add a bindless mode to AsBindGroup. (#16368)
This patch adds the infrastructure necessary for Bevy to support
*bindless resources*, by adding a new `#[bindless]` attribute to
`AsBindGroup`.

Classically, only a single texture (or sampler, or buffer) can be
attached to each shader binding. This means that switching materials
requires breaking a batch and issuing a new drawcall, even if the mesh
is otherwise identical. This adds significant overhead not only in the
driver but also in `wgpu`, as switching bind groups increases the amount
of validation work that `wgpu` must do.

*Bindless resources* are the typical solution to this problem. Instead
of switching bindings between each texture, the renderer instead
supplies a large *array* of all textures in the scene up front, and the
material contains an index into that array. This pattern is repeated for
buffers and samplers as well. The renderer now no longer needs to switch
binding descriptor sets while drawing the scene.

Unfortunately, as things currently stand, this approach won't quite work
for Bevy. Two aspects of `wgpu` conspire to make this ideal approach
unacceptably slow:

1. In the DX12 backend, all binding arrays (bindless resources) must
have a constant size declared in the shader, and all textures in an
array must be bound to actual textures. Changing the size requires a
recompile.

2. Changing even one texture incurs revalidation of all textures, a
process that takes time that's linear in the total size of the binding
array.

This means that declaring a large array of textures big enough to
encompass the entire scene is presently unacceptably slow. For example,
if you declare 4096 textures, then `wgpu` will have to revalidate all
4096 textures if even a single one changes. This process can take
multiple frames.

To work around this problem, this PR groups bindless resources into
small *slabs* and maintains a free list for each. The size of each slab
for the bindless arrays associated with a material is specified via the
`#[bindless(N)]` attribute. For instance, consider the following
declaration:

```rust
#[derive(AsBindGroup)]
#[bindless(16)]
struct MyMaterial {
    #[buffer(0)]
    color: Vec4,
    #[texture(1)]
    #[sampler(2)]
    diffuse: Handle<Image>,
}
```

The `#[bindless(N)]` attribute specifies that, if bindless arrays are
supported on the current platform, each resource becomes a binding array
of N instances of that resource. So, for `MyMaterial` above, the `color`
attribute is exposed to the shader as `binding_array<vec4<f32>, 16>`,
the `diffuse` texture is exposed to the shader as
`binding_array<texture_2d<f32>, 16>`, and the `diffuse` sampler is
exposed to the shader as `binding_array<sampler, 16>`. Inside the
material's vertex and fragment shaders, the applicable index is
available via the `material_bind_group_slot` field of the `Mesh`
structure. So, for instance, you can access the current color like so:

```wgsl
// `uniform` binding arrays are a non-sequitur, so `uniform` is automatically promoted
// to `storage` in bindless mode.
@group(2) @binding(0) var<storage> material_color: binding_array<Color, 4>;
...
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
    let color = material_color[mesh[in.instance_index].material_bind_group_slot];
    ...
}
```

Note that portable shader code can't guarantee that the current platform
supports bindless textures. Indeed, bindless mode is only available in
Vulkan and DX12. The `BINDLESS` shader definition is available for your
use to determine whether you're on a bindless platform or not. Thus a
portable version of the shader above would look like:

```wgsl
#ifdef BINDLESS
@group(2) @binding(0) var<storage> material_color: binding_array<Color, 4>;
#else // BINDLESS
@group(2) @binding(0) var<uniform> material_color: Color;
#endif // BINDLESS
...
@fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
#ifdef BINDLESS
    let color = material_color[mesh[in.instance_index].material_bind_group_slot];
#else // BINDLESS
    let color = material_color;
#endif // BINDLESS
    ...
}
```

Importantly, this PR *doesn't* update `StandardMaterial` to be bindless.
So, for example, `scene_viewer` will currently not run any faster. I
intend to update `StandardMaterial` to use bindless mode in a follow-up
patch.

A new example, `shaders/shader_material_bindless`, has been added to
demonstrate how to use this new feature.

Here's a Tracy profile of `submit_graph_commands` of this patch and an
additional patch (not submitted yet) that makes `StandardMaterial` use
bindless. Red is those patches; yellow is `main`. The scene was Bistro
Exterior with a hack that forces all textures to opaque. You can see a
1.47x mean speedup.
![Screenshot 2024-11-12
161713](https://github.com/user-attachments/assets/4334b362-42c8-4d64-9cfb-6835f019b95c)

## Migration Guide

* `RenderAssets::prepare_asset` now takes an `AssetId` parameter.
* Bin keys now have Bevy-specific material bind group indices instead of
`wgpu` material bind group IDs, as part of the bindless change. Use the
new `MaterialBindGroupAllocator` to map from bind group index to bind
group ID.
2024-12-03 18:00:34 +00:00
Martín Maita
bfb2ff16e8
Update rodio requirement from 0.19 to 0.20 (#16359)
# Objective

- Supersedes #16344

## Solution

- Updated `rodio` version requirement to `0.20`.
-
[Changelog](https://github.com/RustAudio/rodio/blob/master/CHANGELOG.md)

## Testing

- CI checks.

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2024-12-03 17:55:42 +00:00
Benjamin Brienen
afd0f1322d
Move all_tuples to a new crate (#16161)
# Objective

Fixes #15941

## Solution

Created https://crates.io/crates/variadics_please and moved the code
there; updating references

`bevy_utils/macros` is deleted.

## Testing

cargo check

## Migration Guide

Use `variadics_please::{all_tuples, all_tuples_with_size}` instead of
`bevy::utils::{all_tuples, all_tuples_with_size}`.
2024-12-03 17:41:09 +00:00
eugineerd
2e267bba5a
Entity cloning (#16132)
## Objective

Fixes #1515 

This PR implements a flexible entity cloning system. The primary use
case for it is to clone dynamically-generated entities.

Example:
```rs
#[derive(Component, Clone)]
pub struct Projectile;

#[derive(Component, Clone)]
pub struct Damage {
    value: f32,
}

fn player_input(
    mut commands: Commands,
    projectiles: Query<Entity, With<Projectile>>,
    input: Res<ButtonInput<KeyCode>>,
) {
    // Fire a projectile
    if input.just_pressed(KeyCode::KeyF) {
        commands.spawn((Projectile, Damage { value: 10.0 }));
    }

    // Triplicate all active projectiles
    if input.just_pressed(KeyCode::KeyT) {
        for projectile in projectiles.iter() {
            // To triplicate a projectile we need to create 2 more clones
            for _ in 0..2{
                commands.clone_entity(projectile)
            }
        }
    }
}
```

## Solution

### Commands
Add a `clone_entity` command to create a clone of an entity with all
components that can be cloned. Components that can't be cloned will be
ignored.
```rs
commands.clone_entity(entity)
```
If there is a need to configure the cloning process (like set to clone
recursively), there is a second command:
```rs
commands.clone_entity_with(entity, |builder| {
    builder.recursive(true)
});
```
Both of these commands return `EntityCommands` of the cloned entity, so
the copy can be modified afterwards.

### Builder
All these commands use `EntityCloneBuilder` internally. If there is a
need to clone an entity using `World` instead, it is also possible:
```rs
let entity = world.spawn(Component).id();
let entity_clone = world.spawn_empty().id();
EntityCloneBuilder::new(&mut world).clone_entity(entity, entity_clone);
```

Builder has methods to `allow` or `deny` certain components during
cloning if required and can be extended by implementing traits on it.
This PR includes two `EntityCloneBuilder` extensions:
`CloneEntityWithObserversExt` to configure adding cloned entity to
observers of the original entity, and `CloneEntityRecursiveExt` to
configure cloning an entity recursively.

### Clone implementations
By default, all components that implement either `Clone` or `Reflect`
will be cloned (with `Clone`-based implementation preferred in case
component implements both).

This can be overriden on a per-component basis:
```rs
impl Component for SomeComponent {
    const STORAGE_TYPE: StorageType = StorageType::Table;

    fn get_component_clone_handler() -> ComponentCloneHandler {
        // Don't clone this component
        ComponentCloneHandler::Ignore
    }
}
```

### `ComponentCloneHandlers`
Clone implementation specified in `get_component_clone_handler` will get
registered in `ComponentCloneHandlers` (stored in
`bevy_ecs::component::Components`) at component registration time.

The clone handler implementation provided by a component can be
overriden after registration like so:
```rs
let component_id = world.components().component_id::<Component>().unwrap()
world.get_component_clone_handlers_mut()
     .set_component_handler(component_id, ComponentCloneHandler::Custom(component_clone_custom))
```
The default clone handler for all components that do not explicitly
define one (or don't derive `Component`) is
`component_clone_via_reflect` if `bevy_reflect` feature is enabled, and
`component_clone_ignore` (noop) otherwise.
Default handler can be overriden using
`ComponentCloneHandlers::set_default_handler`

### Handlers
Component clone handlers can be used to modify component cloning
behavior. The general signature for a handler that can be used in
`ComponentCloneHandler::Custom` is as follows:
```rs
pub fn component_clone_custom(
    world: &mut DeferredWorld,
    entity_cloner: &EntityCloner,
) {
    // implementation
}
```
The `EntityCloner` implementation (used internally by
`EntityCloneBuilder`) assumes that after calling this custom handler,
the `target` entity has the desired version of the component from the
`source` entity.

### Builder handler overrides
Besides component-defined and world-overriden handlers,
`EntityCloneBuilder` also has a way to override handlers locally. It is
mainly used to allow configuration methods like `recursive` and
`add_observers`.
```rs
// From observer clone handler implementation
impl CloneEntityWithObserversExt for EntityCloneBuilder<'_> {
    fn add_observers(&mut self, add_observers: bool) -> &mut Self {
        if add_observers {
            self.override_component_clone_handler::<ObservedBy>(ComponentCloneHandler::Custom(
                component_clone_observed_by,
            ))
        } else {
            self.remove_component_clone_handler_override::<ObservedBy>()
        }
    }
}
```

## Testing
Includes some basic functionality tests and doctests.

Performance-wise this feature is the same as calling `clone` followed by
`insert` for every entity component. There is also some inherent
overhead due to every component clone handler having to access component
data through `World`, but this can be reduced without breaking current
public API in a later PR.
2024-12-03 17:38:10 +00:00
JMS55
d221665386
Native unclipped depth on supported platforms (#16095)
# Objective
- Fixes #16078

## Solution

- Rename things to clarify that we _want_ unclipped depth for
directional light shadow views, and need some way of disabling the GPU's
builtin depth clipping
- Use DEPTH_CLIP_CONTROL instead of the fragment shader emulation on
supported platforms
- Pass only the clip position depth instead of the whole clip position
between vertex->fragment shader (no idea if this helps performance or
not, compiler might optimize it anyways)
- Meshlets
- HW raster always uses DEPTH_CLIP_CONTROL since it targets a more
limited set of platforms
- SW raster was not handling DEPTH_CLAMP_ORTHO correctly, it ended up
pretty much doing nothing.
- This PR made me realize that SW raster technically should have depth
clipping for all views that are not directional light shadows, but I
decided not to bother writing it. I'm not sure that it ever matters in
practice. If proven otherwise, I can add it.

## Testing

- Did you test these changes? If so, how?
- Lighting example. Both opaque (no fragment shader) and alpha masked
geometry (fragment shader emulation) are working with
depth_clip_control, and both work when it's turned off. Also tested
meshlet example.
- Are there any parts that need more testing?
  - Performance. I can't figure out a good test scene.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Toggle depth_clip_control_supported in prepass/mod.rs line 323 to turn
this PR on or off.
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
  - Native

---

## Migration Guide
- `MeshPipelineKey::DEPTH_CLAMP_ORTHO` is now
`MeshPipelineKey::UNCLIPPED_DEPTH_ORTHO`
- The `DEPTH_CLAMP_ORTHO` shaderdef has been renamed to
`UNCLIPPED_DEPTH_ORTHO_EMULATION`
- `clip_position_unclamped: vec4<f32>` is now `unclipped_depth: f32`
2024-12-03 17:30:14 +00:00
Shane Celis
f375422ddd
Compute better smooth normals for cheaper, maybe (#16050)
# Objective

Avoid a premature normalize operation and get better smooth normals for
it.

## Inspiration

@IceSentry suggested `face_normal()` could have its normalize removed
based on [this article](https://iquilezles.org/articles/normals/) in PR
#16039.

## Solution

I did not want to change `face_normal()` to return a vector that's not
normalized. The name "normal" implies it'll be normalized. Instead I
added the `face_area_normal()` function, whose result is not normalized.
Its magnitude is equal two times the triangle's area. I've noted why
this is the case in its doc comment.

I changed `compute_smooth_normals()` from computing normals from
adjacent faces with equal weight to use the area of the faces as a
weight. This has the benefit of being cheaper computationally and
hopefully produces better normals.

The `compute_flat_normals()` is unchanged and still uses
`face_normal()`.

## Testing

One test was added which shows the bigger triangle having an effect on
the normal, but the previous test that uses the same size triangles is
unchanged.

**WARNING:** No visual test has been done yet. No example exists that
demonstrates the compute_smooth_normals(). Perhaps there's a good model
to demonstrate what the differences are. I would love to have some input
on this.

I'd suggest @IceSentry and @stepancheg to review this PR.

## Further Considerations

It's possible weighting normals by their area is not definitely better
than unweighted. It's possible there may be aesthetic reasons to prefer
one over the other. In such a case, we could offer two variants:
weighted or unweighted. Or we could offer another function perhaps like
this: `compute_smooth_normals_with_weights(|normal, area| 1.0)` which
would restore the original unweighted sum of normals.

---

## Showcase

Smooth normal calculation now weights adjacent face normals by their
area.

## Migration Guide
2024-12-03 17:25:10 +00:00
HugoPeters1024
b9cc6e16da
bevy_winit(emit raw winit events) (#15884)
# Objective

- Exposes raw winit events making Bevy even more modular and powerful
for custom plugin developers (e.g. a custom render plugin).

XRef: https://github.com/bevyengine/bevy/issues/5977
It doesn't quite close the issue as sending events is not supported (or
not very useful to be precise). I would think that supporting that
requires some extra considerations by someone a bit more familiar with
the `bevy_winit` crate. That said, this PR could be a nice step forward.

## Solution

Emit `RawWinitWindowEvent` objects for each received event.

## Testing

I verified that the events are emitted using a basic test app. I don't
think it makes sense to solidify this behavior in one of the examples.

---

## Showcase

My example usage for a custom `egui_winit` integration:

```rust
for ev in winit_events.read() {
    if ev.window_id == window.id {
        let _ = egui_winit.on_window_event(&window, &ev.event);
    }
}
```

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2024-12-03 17:20:43 +00:00
Nico Burns
1fe38b85f1
Upgrade to Taffy 0.6 (#15844)
# Objective

- Keep Taffy version up to date

Taffy 0.6 doesn't include a huge amount relevant to Bevy. But it does:

- Add the `box_sizing` style
- Expose the computed `margin` in layout
- Traitifies the `Style` struct, which opens up the possibility of using
Bevy's `Style` struct directly (although Bevy currently does some style
resolution at conversion time which would no longer be cached if it was
used directly).
- Have a few bug fixes in the layout algorithms

## Solution

- Upgrade Taffy to `0.6.0`

## Testing

- I've run the `grid` example. All looks good.
- More testing is probably warranted. We have had regressions from Taffy
upgrades before
- Having said that, most of the algorithm changes this cycle were driven
by fixing WPT tests run through the new Servo integration. So they're
possibly less likely than usual to cause regressions.

## Breaking changes

The only "breaking" change is adding a field to `Style`. Probably
doesn't bear mentioning?

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-03 17:16:35 +00:00
Zachary Harrold
a8b9c945c7
Add no_std Support to bevy_math (#15810)
# Objective

- Contributes to #15460

## Solution

- Added two new features, `std` (default) and `alloc`, gating `std` and
`alloc` behind them respectively.
- Added missing `f32` functions to `std_ops` as required. These `f32`
methods have been added to the `clippy.toml` deny list to aid in
`no_std` development.

## Testing

- CI
- `cargo clippy -p bevy_math --no-default-features --features libm
--target "x86_64-unknown-none"`
- `cargo test -p bevy_math --no-default-features --features libm`
- `cargo test -p bevy_math --no-default-features --features "libm,
alloc"`
- `cargo test -p bevy_math --no-default-features --features "libm,
alloc, std"`
- `cargo test -p bevy_math --no-default-features --features "std"`

## Notes

The following items require the `alloc` feature to be enabled:

- `CubicBSpline`
- `CubicBezier`
- `CubicCardinalSpline`
- `CubicCurve`
- `CubicGenerator`
- `CubicHermite`
- `CubicNurbs`
- `CyclicCubicGenerator`
- `RationalCurve`
- `RationalGenerator`
- `BoxedPolygon`
- `BoxedPolyline2d`
- `BoxedPolyline3d`
- `SampleCurve`
- `SampleAutoCurve`
- `UnevenSampleCurve`
- `UnevenSampleAutoCurve`
- `EvenCore`
- `UnevenCore`
- `ChunkedUnevenCore`

This requirement could be relaxed in certain cases, but I had erred on
the side of gating rather than modifying. Since `no_std` is a new set of
platforms we are adding support to, and the `alloc` feature is enabled
by default, this is not a breaking change.

---------

Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
Co-authored-by: Matty <2975848+mweatherley@users.noreply.github.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2024-12-03 17:14:51 +00:00
Vic
aa600ae95e
implement the full set of sorts on QueryManyIter (#13443)
# Objective

~Blocked on #13417~

Motivation is the same as in #13417. If users can sort `QueryIter`, to
only makes sense to also allow them to use this functionality on
`QueryManyIter`.

## Solution

Also implement the sorts on `QueryManyIter`. 

The implementation of the sorts themselves are mostly the same as with
`QueryIter` in #13417.
They differ in that they re-use the `entity_iter` passed to the
`iter_many`, and internally call `iter_many_unchecked_manual` on the
lens `QueryState` with it.
These methods also return a different struct, `QuerySortedManyIter`,
because there is no longer a guarantee of unique entities.
`QuerySortedManyIter` implements the various `Iterator` traits for
read-only iteration, as `QueryManyIter` does + `DoubleEndedIterator`.
For mutable iteration, there is both a `fetch_next` and a
`fetch_next_back` method. However, they only become available after the
user calls `collect_inner` on `QuerySortedManyIter` first. This collects
the inner `entity_iter` (this is the sorted one, **not** the original
the user passed) to drop all query lens items to avoid aliasing.
When TAITs are available this `collect_inner` could be hidden away,
until then it is unfortunately not possible to elide this without either
regressing read-only iteration, or introducing a whole new type, mostly
being a copy of `QuerySortedIter`.

As a follow-up we could add a `entities_all_unique` method to check
whether the entity list consists of only unique entities, and then
return a `QuerySortedIter` from it (under opaque impl Trait if need be),
*allowing mutable `Iterator` trait iteration* over what was originally
an `iter_many` call.
Such a method can also be added to `QueryManyIter`, albeit needing a
separate, new return type.

## Testing

I've switched the third example/doc test under `sort` out for one that
shows the collect_inner/fetch_next_back functionality, otherwise the
examples are the same as in #13417, adjusted to use `iter_many` instead
of `iter`.

The `query-iter-many-sorts` test checks for equivalence to the
underlying sorts.
The test after shows that these sorts *do not* panic after
`fetch`/`fetch_next` calls.

## Changelog

Added `sort`, `sort_unstable`, `sort_by`, `sort_unstable_by`,
`sort_by_key`, `sort_by_cached_key` to `QueryManyIter`.
Added `QuerySortedManyIter`.
2024-12-03 17:02:37 +00:00
atlv
d4883a9b5f
switch bevy_image to use wgpu-types wherever possible instead of wgpu (#16620)
# Objective

- dont depend on wgpu if we dont have to

## Solution

- works towards this, but doesnt fully accomplish it. the remaining
types stopping us from doing this need to be moved upstream, i will PR
this

## Testing

- 3d_scene runs

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-12-03 11:46:10 +00:00
Zachary Harrold
c02696b609
Add Commands::run_schedule (#16537)
# Objective

- Fixes #16495

## Solution

- Added `Commands::run_schedule`, which internally calls
`World::try_run_schedule`, logging any issues.

## Testing

- Added doctest
- Ran CI

## Showcase

Instead of writing:

```rust
commands.queue(|world: &mut World| world.run_schedule(FooSchedule));
```

You can now write:

```rust
commands.run_schedule(FooSchedule);
```
2024-12-02 22:16:58 +00:00
ickshonpe
56d5591028
Multiple box shadow support (#16502)
# Objective

Add support for multiple box shadows on a single `Node`.

## Solution

* Rename `BoxShadow` to `ShadowStyle` and remove its `Component` derive.
* Create a new `BoxShadow` component that newtypes a `Vec<ShadowStyle>`.
* Add a `new` constructor method to `BoxShadow` for single shadows.
* Change `extract_shadows` to iterate through a list of shadows per
node.

Render order is determined implicitly from the order of the shadows
stored in the `BoxShadow` component, back-to-front.
Might be more efficient to use a `SmallVec<[ShadowStyle; 1]>` for the
list of shadows but not sure if the extra friction is worth it.

## Testing

Added a node with four differently coloured shadows to the `box_shadow`
example.

---

## Showcase

```
cargo run --example box_shadow
```

<img width="460" alt="four-shadow"
src="https://github.com/user-attachments/assets/2f728c47-33b4-42e1-96ba-28a774b94b24">

## Migration Guide

Bevy UI now supports multiple shadows per node. A new struct
`ShadowStyle` is used to set the style for each shadow. And the
`BoxShadow` component is changed to a tuple struct wrapping a vector
containing a list of `ShadowStyle`s. To spawn a node with a single
shadow you can use the `new` constructor function:
```rust
commands.spawn((
    Node::default(),
    BoxShadow::new(
        Color::BLACK.with_alpha(0.8),
        Val::Percent(offset.x),
        Val::Percent(offset.y),
        Val::Percent(spread),
        Val::Px(blur),
    )
));
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-12-01 21:30:08 +00:00