Commit Graph

305 Commits

Author SHA1 Message Date
Tim
3da0ef048e
Remove the Component trait implementation from Handle (#15796)
# Objective

- Closes #15716
- Closes #15718

## Solution

- Replace `Handle<MeshletMesh>` with a new `MeshletMesh3d` component
- As expected there were some random things that needed fixing:
- A couple tests were storing handles just to prevent them from being
dropped I believe, which seems to have been unnecessary in some.
- The `SpriteBundle` still had a `Handle<Image>` field. I've removed
this.
- Tests in `bevy_sprite` incorrectly added a `Handle<Image>` field
outside of the `Sprite` component.
- A few examples were still inserting `Handle`s, switched those to their
corresponding wrappers.
- 2 examples that were still querying for `Handle<Image>` were changed
to query `Sprite`

## Testing

- I've verified that the changed example work now

## Migration Guide

`Handle` can no longer be used as a `Component`. All existing Bevy types
using this pattern have been wrapped in their own semantically
meaningful type. You should do the same for any custom `Handle`
components your project needs.

The `Handle<MeshletMesh>` component is now `MeshletMesh3d`.

The `WithMeshletMesh` type alias has been removed. Use
`With<MeshletMesh3d>` instead.
2024-10-09 21:10:01 +00:00
Zachary Harrold
f88c6820f0
Remove thiserror from bevy_gltf (#15772)
# Objective

- Contributes to #15460

## Solution

- Removed `thiserror` from `bevy_gltf`
2024-10-09 14:22:00 +00:00
Clar Fon
8adc9e9d6e
Feature-gate all image formats (#15586)
# Objective

Bevy supports feature gates for each format it supports, but several
formats that it loads via the `image` crate do not have feature gates.
Additionally, the QOI format is supported by the `image` crate and
wasn't available at all. This fixes that.

## Solution

The following feature gates are added:

* `avif`
* `ff` (Farbfeld)
* `gif`
* `ico`
* `qoi`
* `tiff`

None of these formats are enabled by default, despite the fact that all
these formats appeared to be enabled by default before. Since
`default-features` was disabled for the `image` crate, it's likely that
using any of these formats would have errored by default before this
change, although this probably needs additional testing.

## Testing

The changes seemed minimal enough that a compile test would be
sufficient.

## Migration guide

Image formats that previously weren't feature-gated are now
feature-gated, meaning they will have to be enabled if you use them:

* `avif`
* `ff` (Farbfeld)
* `gif`
* `ico`
* `tiff`

Additionally, the `qoi` feature has been added to support loading QOI
format images.

Previously, these formats appeared in the enum by default, but weren't
actually enabled via the `image` crate, potentially resulting in weird
bugs. Now, you should be able to add these features to your projects to
support them properly.
2024-10-07 16:37:45 +00:00
Joona Aalto
25bfa80e60
Migrate cameras to required components (#15641)
# Objective

Yet another PR for migrating stuff to required components. This time,
cameras!

## Solution

As per the [selected
proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected),
deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d`
and `Camera3d`.

Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning,
as suggested by Cart [on
Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273).
I would personally like cameras to work a bit differently and be split
into a few more components, to avoid some footguns and confusing
semantics, but that is more controversial, and shouldn't block this core
migration.

## Testing

I ran a few 2D and 3D examples, and tried cameras with and without
render graphs.

---

## Migration Guide

`Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of
`Camera2d` and `Camera3d`. Inserting them will now also insert the other
components required by them automatically.
2024-10-05 01:59:52 +00:00
Tim
eb51b4c28e
Migrate scenes to required components (#15579)
# Objective

A step in the migration to required components: scenes!

## Solution

As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2FPJtNGVMMQhyM0zIvCJSkbA):
- Deprecate `SceneBundle` and `DynamicSceneBundle`.
- Add `SceneRoot` and `DynamicSceneRoot` components, which wrap a
`Handle<Scene>` and `Handle<DynamicScene>` respectively.

## Migration Guide
Asset handles for scenes and dynamic scenes must now be wrapped in the
`SceneRoot` and `DynamicSceneRoot` components. Raw handles as components
no longer spawn scenes.

Additionally, `SceneBundle` and `DynamicSceneBundle` have been
deprecated. Instead, use the scene components directly.

Previously:
```rust
let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf"));

commands.spawn(SceneBundle {
    scene: model_scene,
    transform: Transform::from_xyz(-4.0, 0.0, -3.0),
    ..default()
});
```
Now:
```rust
let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf"));

commands.spawn((
    SceneRoot(model_scene),
    Transform::from_xyz(-4.0, 0.0, -3.0),
));
```
2024-10-01 22:42:11 +00:00
Joona Aalto
54006b107b
Migrate meshes and materials to required components (#15524)
# Objective

A big step in the migration to required components: meshes and
materials!

## Solution

As per the [selected
proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ):

- Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle`.
- Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`.
- Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`,
which wrap a `Handle<M>`.
- Meshes *without* a mesh material should be rendered with a default
material. The existence of a material is determined by
`HasMaterial2d`/`HasMaterial3d`, which is required by
`MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the
generics.

Previously:

```rust
commands.spawn(MaterialMesh2dBundle {
    mesh: meshes.add(Circle::new(100.0)).into(),
    material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
    transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
    ..default()
});
```

Now:

```rust
commands.spawn((
    Mesh2d(meshes.add(Circle::new(100.0))),
    MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
    Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```

If the mesh material is missing, previously nothing was rendered. Now,
it renders a white default `ColorMaterial` in 2D and a
`StandardMaterial` in 3D (this can be overridden). Below, only every
other entity has a material:

![Näyttökuva 2024-09-29
181746](https://github.com/user-attachments/assets/5c8be029-d2fe-4b8c-ae89-17a72ff82c9a)

![Näyttökuva 2024-09-29
181918](https://github.com/user-attachments/assets/58adbc55-5a1e-4c7d-a2c7-ed456227b909)

Why white? This is still open for discussion, but I think white makes
sense for a *default* material, while *invalid* asset handles pointing
to nothing should have something like a pink material to indicate that
something is broken (I don't handle that in this PR yet). This is kind
of a mix of Godot and Unity: Godot just renders a white material for
non-existent materials, while Unity renders nothing when no materials
exist, but renders pink for invalid materials. I can also change the
default material to pink if that is preferable though.

## Testing

I ran some 2D and 3D examples to test if anything changed visually. I
have not tested all examples or features yet however. If anyone wants to
test more extensively, it would be appreciated!

## Implementation Notes

- The relationship between `bevy_render` and `bevy_pbr` is weird here.
`bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all
of the material logic, and `bevy_render` doesn't depend on it. I feel
like the two crates should be refactored in some way, but I think that's
out of scope for this PR.
- I didn't migrate meshlets to required components yet. That can
probably be done in a follow-up, as this is already a huge PR.
- It is becoming increasingly clear to me that we really, *really* want
to disallow raw asset handles as components. They caused me a *ton* of
headache here already, and it took me a long time to find every place
that queried for them or inserted them directly on entities, since there
were no compiler errors for it. If we don't remove the `Component`
derive, I expect raw asset handles to be a *huge* footgun for users as
we transition to wrapper components, especially as handles as components
have been the norm so far. I personally consider this to be a blocker
for 0.15: we need to migrate to wrapper components for asset handles
everywhere, and remove the `Component` derive. Also see
https://github.com/bevyengine/bevy/issues/14124.

---

## Migration Guide

Asset handles for meshes and mesh materials must now be wrapped in the
`Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d`
components for 2D and 3D respectively. Raw handles as components no
longer render meshes.

Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and
`PbrBundle` have been deprecated. Instead, use the mesh and material
components directly.

Previously:

```rust
commands.spawn(MaterialMesh2dBundle {
    mesh: meshes.add(Circle::new(100.0)).into(),
    material: materials.add(Color::srgb(7.5, 0.0, 7.5)),
    transform: Transform::from_translation(Vec3::new(-200., 0., 0.)),
    ..default()
});
```

Now:

```rust
commands.spawn((
    Mesh2d(meshes.add(Circle::new(100.0))),
    MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
    Transform::from_translation(Vec3::new(-200., 0., 0.)),
));
```

If the mesh material is missing, a white default material is now used.
Previously, nothing was rendered if the material was missing.

The `WithMesh2d` and `WithMesh3d` query filter type aliases have also
been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`.

---------

Co-authored-by: Tim Blackbird <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-01 21:33:17 +00:00
Joona Aalto
de888a373d
Migrate lights to required components (#15554)
# Objective

Another step in the migration to required components: lights!

Note that this does not include `EnvironmentMapLight` or reflection
probes yet, because their API hasn't been fully chosen yet.

## Solution

As per the [selected
proposals](https://hackmd.io/@bevy/required_components/%2FLLnzwz9XTxiD7i2jiUXkJg):

- Deprecate `PointLightBundle` in favor of the `PointLight` component
- Deprecate `SpotLightBundle` in favor of the `PointLight` component
- Deprecate `DirectionalLightBundle` in favor of the `DirectionalLight`
component

## Testing

I ran some examples with lights.

---

## Migration Guide

`PointLightBundle`, `SpotLightBundle`, and `DirectionalLightBundle` have
been deprecated. Use the `PointLight`, `SpotLight`, and
`DirectionalLight` components instead. Adding them will now insert the
other components required by them automatically.
2024-10-01 03:20:43 +00:00
Kristoffer Søholm
73af2b7d29
Cleanup unneeded lifetimes in bevy_asset (#15546)
# Objective

Fixes #15541

A bunch of lifetimes were added during the Assets V2 rework, but after
moving to async traits in #12550 they can be elided. That PR mentions
that this might be the case, but apparently it wasn't followed up on at
the time.

~~I ended up grepping for `<'a` and finding a similar case in
`bevy_reflect` which I also fixed.~~ (edit: that one was needed
apparently)

Note that elided lifetimes are unstable in `impl Trait`. If that gets
stabilized then we can elide even more.

## Solution

Remove the extra lifetimes.

## Testing

Everything still compiles. If I have messed something up there is a
small risk that some user code stops compiling, but all the examples
still work at least.

---

## Migration Guide

The traits `AssetLoader`, `AssetSaver` and `Process` traits from
`bevy_asset` now use elided lifetimes. If you implement these then
remove the named lifetime.
2024-09-30 21:54:59 +00:00
Matty
429987ebf8
Curve-based animation (#15434)
# Objective

This PR extends and reworks the material from #15282 by allowing
arbitrary curves to be used by the animation system to animate arbitrary
properties. The goals of this work are to:
- Allow far greater flexibility in how animations are allowed to be
defined in order to be used with `bevy_animation`.
- Delegate responsibility over keyframe interpolation to `bevy_math` and
the `Curve` libraries and reduce reliance on keyframes in animation
definitions generally.
- Move away from allowing the glTF spec to completely define animations
on a mechanical level.

## Solution

### Overview

At a high level, curves have been incorporated into the animation system
using the `AnimationCurve` trait (closely related to what was
`Keyframes`). From the top down:

1. In `animate_targets`, animations are driven by `VariableCurve`, which
is now a thin wrapper around a `Box<dyn AnimationCurve>`.
2. `AnimationCurve` is something built out of a `Curve`, and it tells
the animation system how to use the curve's output to actually mutate
component properties. The trait looks like this:
```rust
/// A low-level trait that provides control over how curves are actually applied to entities
/// by the animation system.
///
/// Typically, this will not need to be implemented manually, since it is automatically
/// implemented by [`AnimatableCurve`] and other curves used by the animation system
/// (e.g. those that animate parts of transforms or morph weights). However, this can be
/// implemented manually when `AnimatableCurve` is not sufficiently expressive.
///
/// In many respects, this behaves like a type-erased form of [`Curve`], where the output
/// type of the curve is remembered only in the components that are mutated in the
/// implementation of [`apply`].
///
/// [`apply`]: AnimationCurve::apply
pub trait AnimationCurve: Reflect + Debug + Send + Sync {
    /// Returns a boxed clone of this value.
    fn clone_value(&self) -> Box<dyn AnimationCurve>;

    /// The range of times for which this animation is defined.
    fn domain(&self) -> Interval;

    /// Write the value of sampling this curve at time `t` into `transform` or `entity`,
    /// as appropriate, interpolating between the existing value and the sampled value
    /// using the given `weight`.
    fn apply<'a>(
        &self,
        t: f32,
        transform: Option<Mut<'a, Transform>>,
        entity: EntityMutExcept<'a, (Transform, AnimationPlayer, Handle<AnimationGraph>)>,
        weight: f32,
    ) -> Result<(), AnimationEvaluationError>;
}
```
3. The conversion process from a `Curve` to an `AnimationCurve` involves
using wrappers which communicate the intent to animate a particular
property. For example, here is `TranslationCurve`, which wraps a
`Curve<Vec3>` and uses it to animate `Transform::translation`:
```rust
/// This type allows a curve valued in `Vec3` to become an [`AnimationCurve`] that animates
/// the translation component of a transform.
pub struct TranslationCurve<C>(pub C);
```

### Animatable Properties

The `AnimatableProperty` trait survives in the transition, and it can be
used to allow curves to animate arbitrary component properties. The
updated documentation for `AnimatableProperty` explains this process:
<details>
  <summary>Expand AnimatableProperty example</summary

An `AnimatableProperty` is a value on a component that Bevy can animate.

You can implement this trait on a unit struct in order to support
animating
custom components other than transforms and morph weights. Use that type
in
conjunction with `AnimatableCurve` (and perhaps
`AnimatableKeyframeCurve`
to define the animation itself). For example, in order to animate font
size of a
text section from 24 pt. to 80 pt., you might use:

```rust
#[derive(Reflect)]
struct FontSizeProperty;

impl AnimatableProperty for FontSizeProperty {
    type Component = Text;
    type Property = f32;
    fn get_mut(component: &mut Self::Component) -> Option<&mut Self::Property> {
        Some(&mut component.sections.get_mut(0)?.style.font_size)
    }
}
```

You can then create an `AnimationClip` to animate this property like so:

```rust
let mut animation_clip = AnimationClip::default();
animation_clip.add_curve_to_target(
    animation_target_id,
    AnimatableKeyframeCurve::new(
        [
            (0.0, 24.0),
            (1.0, 80.0),
        ]
    )
    .map(AnimatableCurve::<FontSizeProperty, _>::from_curve)
    .expect("Failed to create font size curve")
);
```

Here, the use of `AnimatableKeyframeCurve` creates a curve out of the
given keyframe time-value
pairs, using the `Animatable` implementation of `f32` to interpolate
between them. The
invocation of `AnimatableCurve::from_curve` with `FontSizeProperty`
indicates that the `f32`
output from that curve is to be used to animate the font size of a
`Text` component (as
configured above).


</details>

### glTF Loading

glTF animations are now loaded into `Curve` types of various kinds,
depending on what is being animated and what interpolation mode is being
used. Those types get wrapped into and converted into `Box<dyn
AnimationCurve>` and shoved inside of a `VariableCurve` just like
everybody else.

### Morph Weights

There is an `IterableCurve` abstraction which allows sampling these from
a contiguous buffer without allocating. Its only reason for existing is
that Rust disallows you from naming function types, otherwise we would
just use `Curve` with an iterator output type. (The iterator involves
`Map`, and the name of the function type would have to be able to be
named, but it is not.)

A `WeightsCurve` adaptor turns an `IterableCurve` into an
`AnimationCurve`, so it behaves like everything else in that regard.

## Testing

Tested by running existing animation examples. Interpolation logic has
had additional tests added within the `Curve` API to replace the tests
in `bevy_animation`. Some kinds of out-of-bounds errors have become
impossible.

Performance testing on `many_foxes` (`animate_targets`) suggests that
performance is very similar to the existing implementation. Here are a
couple trace histograms across different runs (yellow is this branch,
red is main).
<img width="669" alt="Screenshot 2024-09-27 at 9 41 50 AM"
src="https://github.com/user-attachments/assets/5ba4e9ac-3aea-452e-aaf8-1492acc2d7fc">
<img width="673" alt="Screenshot 2024-09-27 at 9 45 18 AM"
src="https://github.com/user-attachments/assets/8982538b-04cf-46b5-97b2-164c6bc8162e">

---

## Migration Guide

Most user code that does not directly deal with `AnimationClip` and
`VariableCurve` will not need to be changed. On the other hand,
`VariableCurve` has been completely overhauled. If you were previously
defining animation curves in code using keyframes, you will need to
migrate that code to use curve constructors instead. For example, a
rotation animation defined using keyframes and added to an animation
clip like this:
```rust
animation_clip.add_curve_to_target(
    animation_target_id,
    VariableCurve {
        keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
        keyframes: Keyframes::Rotation(vec![
            Quat::IDENTITY,
            Quat::from_axis_angle(Vec3::Y, PI / 2.),
            Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
            Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
            Quat::IDENTITY,
        ]),
        interpolation: Interpolation::Linear,
    },
);
```

would now be added like this:
```rust
animation_clip.add_curve_to_target(
    animation_target_id,
    AnimatableKeyframeCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
        Quat::IDENTITY,
        Quat::from_axis_angle(Vec3::Y, PI / 2.),
        Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
        Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
        Quat::IDENTITY,
    ]))
    .map(RotationCurve)
    .expect("Failed to build rotation curve"),
);
```

Note that the interface of `AnimationClip::add_curve_to_target` has also
changed (as this example shows, if subtly), and now takes its curve
input as an `impl AnimationCurve`. If you need to add a `VariableCurve`
directly, a new method `add_variable_curve_to_target` accommodates that
(and serves as a one-to-one migration in this regard).

### For reviewers

The diff is pretty big, and the structure of some of the changes might
not be super-obvious:
- `keyframes.rs` became `animation_curves.rs`, and `AnimationCurve` is
based heavily on `Keyframes`, with the adaptors also largely following
suite.
- The Curve API adaptor structs were moved from `bevy_math::curve::mod`
into their own module `adaptors`. There are no functional changes to how
these adaptors work; this is just to make room for the specialized
reflection implementations since `mod.rs` was getting kind of cramped.
- The new module `gltf_curves` holds the additional curve constructions
that are needed by the glTF loader. Note that the loader uses a mix of
these and off-the-shelf `bevy_math` curve stuff.
- `animatable.rs` no longer holds logic related to keyframe
interpolation, which is now delegated to the existing abstractions in
`bevy_math::curve::cores`.

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: aecsocket <43144841+aecsocket@users.noreply.github.com>
2024-09-30 19:56:55 +00:00
Sou1gh0st
78a3aae81b
feat(gltf): add name component to gltf mesh primitive (#13912)
# Objective

- fixes https://github.com/bevyengine/bevy/issues/13473

## Solution

- When a single mesh is assigned multiple materials, it is divided into
several primitive nodes, with each primitive assigned a unique material.
Presently, these primitives are named using the format Mesh.index, which
complicates querying. To improve this, we can assign a specific name to
each primitive based on the material’s name, since each primitive
corresponds to one material exclusively.

## Testing

- I have included a simple example which shows how to query a material
and mesh part based on the new name component.

## Changelog
- adds `GltfMaterialName` component to the mesh entity of the gltf
primitive node.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-09-30 16:51:52 +00:00
Benjamin Brienen
bd20382a4a
Fix regression in bevy_gltf build (#15512)
# Objective

Fixes #15503

## Solution

Move the use

## Testing

Compiled with `cargo build --no-default-features --features bevy_gltf`
successfully.

## Showcase


![image](https://github.com/user-attachments/assets/b5637e0e-2af9-4b8e-bf24-b378775d3f10)
2024-09-29 02:23:11 +00:00
Zachary Harrold
d70595b667
Add core and alloc over std Lints (#15281)
# Objective

- Fixes #6370
- Closes #6581

## Solution

- Added the following lints to the workspace:
  - `std_instead_of_core`
  - `std_instead_of_alloc`
  - `alloc_instead_of_core`
- Used `cargo +nightly fmt` with [item level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Item%5C%3A)
to split all `use` statements into single items.
- Used `cargo clippy --workspace --all-targets --all-features --fix
--allow-dirty` to _attempt_ to resolve the new linting issues, and
intervened where the lint was unable to resolve the issue automatically
(usually due to needing an `extern crate alloc;` statement in a crate
root).
- Manually removed certain uses of `std` where negative feature gating
prevented `--all-features` from finding the offending uses.
- Used `cargo +nightly fmt` with [crate level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Crate%5C%3A)
to re-merge all `use` statements matching Bevy's previous styling.
- Manually fixed cases where the `fmt` tool could not re-merge `use`
statements due to conditional compilation attributes.

## Testing

- Ran CI locally

## Migration Guide

The MSRV is now 1.81. Please update to this version or higher.

## Notes

- This is a _massive_ change to try and push through, which is why I've
outlined the semi-automatic steps I used to create this PR, in case this
fails and someone else tries again in the future.
- Making this change has no impact on user code, but does mean Bevy
contributors will be warned to use `core` and `alloc` instead of `std`
where possible.
- This lint is a critical first step towards investigating `no_std`
options for Bevy.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-09-27 00:59:59 +00:00
poopy
5fcbdc137a
feature gate use bevy_animation in bevy_gltf (#15424)
# Objective

`bevy_gltf` have an instance where `use bevy_animation` is not behind
`#[cfg(feature = "bevy_animation")]`.

This resulted in a compile error when the feature is not enabled:
`failed to resolve: use of undeclared crate or module 'bevy_animation'`.

## Solution

move this instance of `use bevy_animation` behind the `cfg` attribute.

## Testing

I no longer get the error when compiling without the feature.
2024-09-26 13:40:24 +00:00
Clar Fon
efda7f3f9c
Simpler lint fixes: makes ci lints work but disables a lint for now (#15376)
Takes the first two commits from #15375 and adds suggestions from this
comment:
https://github.com/bevyengine/bevy/pull/15375#issuecomment-2366968300

See #15375 for more reasoning/motivation.

## Rebasing (rerunning)

```rust
git switch simpler-lint-fixes
git reset --hard main
cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate
cargo fmt --all
git add --update
git commit --message "rustfmt"
cargo clippy --workspace --all-targets --all-features --fix
cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate
cargo fmt --all
git add --update
git commit --message "clippy"
git cherry-pick e6c0b94f6795222310fb812fa5c4512661fc7887
```
2024-09-24 11:42:59 +00:00
Patrick Walton
8154164f1b
Allow animation clips to animate arbitrary properties. (#15282)
Currently, Bevy restricts animation clips to animating
`Transform::translation`, `Transform::rotation`, `Transform::scale`, or
`MorphWeights`, which correspond to the properties that glTF can
animate. This is insufficient for many use cases such as animating UI,
as the UI layout systems expect to have exclusive control over UI
elements' `Transform`s and therefore the `Style` properties must be
animated instead.

This commit fixes this, allowing for `AnimationClip`s to animate
arbitrary properties. The `Keyframes` structure has been turned into a
low-level trait that can be implemented to achieve arbitrary animation
behavior. Along with `Keyframes`, this patch adds a higher-level trait,
`AnimatableProperty`, that simplifies the task of animating single
interpolable properties. Built-in `Keyframes` implementations exist for
translation, rotation, scale, and morph weights. For the most part, you
can migrate by simply changing your code from
`Keyframes::Translation(...)` to `TranslationKeyframes(...)`, and
likewise for rotation, scale, and morph weights.

An example `AnimatableProperty` implementation for the font size of a
text section follows:

     #[derive(Reflect)]
     struct FontSizeProperty;

     impl AnimatableProperty for FontSizeProperty {
         type Component = Text;
         type Property = f32;
fn get_mut(component: &mut Self::Component) -> Option<&mut
Self::Property> {
             Some(&mut component.sections.get_mut(0)?.style.font_size)
         }
     }

In order to keep this patch relatively small, this patch doesn't include
an implementation of `AnimatableProperty` on top of the reflection
system. That can be a follow-up.

This patch builds on top of the new `EntityMutExcept<>` type in order to
widen the `AnimationTarget` query to include write access to all
components. Because `EntityMutExcept<>` has some performance overhead
over an explicit query, we continue to explicitly query `Transform` in
order to avoid regressing the performance of skeletal animation, such as
the `many_foxes` benchmark. I've measured the performance of that
benchmark and have found no significant regressions.

A new example, `animated_ui`, has been added. This example shows how to
use Bevy's built-in animation infrastructure to animate font size and
color, which wasn't possible before this patch.

## Showcase


https://github.com/user-attachments/assets/1fa73492-a9ce-405a-a8f2-4aacd7f6dc97

## Migration Guide

* Animation keyframes are now an extensible trait, not an enum. Replace
`Keyframes::Translation(...)`, `Keyframes::Scale(...)`,
`Keyframes::Rotation(...)`, and `Keyframes::Weights(...)` with
`Box::new(TranslationKeyframes(...))`, `Box::new(ScaleKeyframes(...))`,
`Box::new(RotationKeyframes(...))`, and
`Box::new(MorphWeightsKeyframes(...))` respectively.
2024-09-23 17:14:12 +00:00
Blazepaws
569f68f8a0
Reflect derived traits on all components and resources: bevy_gltf (#15218)
Solves https://github.com/bevyengine/bevy/issues/15187 for bevy_gltf
2024-09-15 14:47:43 +00:00
Rich Churcher
f326705cab
Remove OrthographicProjection.scale (adopted) (#15075)
# Objective

Hello! I am adopting #11022 to resolve conflicts with `main`. tldr: this
removes `scale` in favour of `scaling_mode`. Please see the original PR
for explanation/discussion.

Also relates to #2580.

## Migration Guide

Replace all uses of `scale` with `scaling_mode`, keeping in mind that
`scale` is (was) a multiplier. For example, replace
```rust
    scale: 2.0,
    scaling_mode: ScalingMode::FixedHorizontal(4.0),

```
with
```rust
    scaling_mode: ScalingMode::FixedHorizontal(8.0),
```

---------

Co-authored-by: Stepan Koltsov <stepan.koltsov@gmail.com>
2024-09-09 22:34:58 +00:00
Alix Bott
82e416dc48
Split OrthographicProjection::default into 2d & 3d (Adopted) (#15073)
Adopted PR from dmlary, all credit to them!
https://github.com/bevyengine/bevy/pull/9915

Original description:

# Objective

The default value for `near` in `OrthographicProjection` should be
different for 2d & 3d.

For 2d using `near = -1000` allows bevy users to build up scenes using
background `z = 0`, and foreground elements `z > 0` similar to css.
However in 3d `near = -1000` results in objects behind the camera being
rendered. Using `near = 0` works for 3d, but forces 2d users to assign
`z <= 0` for rendered elements, putting the background at some arbitrary
negative value.

There is no common value for `near` that doesn't result in a footgun or
usability issue for either 2d or 3d, so they should have separate
values.

There was discussion about other options in the discord
[0](https://discord.com/channels/691052431525675048/1154114310042292325),
but splitting `default()` into `default_2d()` and `default_3d()` seemed
like the lowest cost approach.

Related/past work https://github.com/bevyengine/bevy/issues/9138,
https://github.com/bevyengine/bevy/pull/9214,
https://github.com/bevyengine/bevy/pull/9310,
https://github.com/bevyengine/bevy/pull/9537 (thanks to @Selene-Amanita
for the list)

## Solution

This commit splits `OrthographicProjection::default` into `default_2d`
and `default_3d`.

## Migration Guide

- In initialization of `OrthographicProjection`, change `..default()` to
`..OrthographicProjection::default_2d()` or
`..OrthographicProjection::default_3d()`

Example:
```diff
--- a/examples/3d/orthographic.rs
+++ b/examples/3d/orthographic.rs
@@ -20,7 +20,7 @@ fn setup(
         projection: OrthographicProjection {
             scale: 3.0,
             scaling_mode: ScalingMode::FixedVertical(2.0),
-            ..default()
+            ..OrthographicProjection::default_3d()
         }
         .into(),
         transform: Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
```

---------

Co-authored-by: David M. Lary <dmlary@gmail.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2024-09-09 15:51:28 +00:00
BD103
6ec6a55645
Unify crate-level preludes (#15080)
# Objective

- Crate-level prelude modules, such as `bevy_ecs::prelude`, are plagued
with inconsistency! Let's fix it!

## Solution

Format all preludes based on the following rules:

1. All preludes should have brief documentation in the format of:
   > The _name_ prelude.
   >
> This includes the most common types in this crate, re-exported for
your convenience.
2. All documentation should be outer, not inner. (`///` instead of
`//!`.)
3. No prelude modules should be annotated with `#[doc(hidden)]`. (Items
within them may, though I'm not sure why this was done.)

## Testing

- I manually searched for the term `mod prelude` and updated all
occurrences by hand. 🫠

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2024-09-08 17:10:57 +00:00
EdJoPaTo
938d810766
Apply unused_qualifications lint (#14828)
# Objective

Fixes #14782

## Solution

Enable the lint and fix all upcoming hints (`--fix`). Also tried to
figure out the false-positive (see review comment). Maybe split this PR
up into multiple parts where only the last one enables the lint, so some
can already be merged resulting in less many files touched / less
potential for merge conflicts?

Currently, there are some cases where it might be easier to read the
code with the qualifier, so perhaps remove the import of it and adapt
its cases? In the current stage it's just a plain adoption of the
suggestions in order to have a base to discuss.

## Testing

`cargo clippy` and `cargo run -p ci` are happy.
2024-08-21 12:29:33 +00:00
Sarthak Singh
2c4ef37b76
Changed Mesh::attributes* functions to return MeshVertexAttribute (#14394)
# Objective

Fixes #14365 

## Migration Guide

- When using the iterator returned by `Mesh::attributes` or
`Mesh::attributes_mut` the first value of the tuple is not the
`MeshVertexAttribute` instead of `MeshVertexAttributeId`. To access the
`MeshVertexAttributeId` use the `MeshVertexAttribute.id` field.

Signed-off-by: Sarthak Singh <sarthak.singh99@gmail.com>
2024-08-12 15:54:28 +00:00
barsoosayque
5f2570eb4c
Export glTF skins as a Gltf struct (#14343)
# Objective

- Make skin data of glTF meshes available for users, so it would be
possible to create skinned meshes without spawning a scene.
- I believe it contributes to
https://github.com/bevyengine/bevy/issues/13681 ?

## Solution

- Add a new `GltfSkin`, representing skin data from a glTF file, new
member `skin` to `GltfNode` and both `skins` + `named_skins` to `Gltf`
(a la meshes/nodes).
- Rewrite glTF nodes resolution as an iterator which sorts nodes by
their dependencies (nodes without dependencies first). So when we create
`GltfNodes` with their associated `GltfSkin` while iterating, their
dependencies already have been loaded.
- Make a distinction between `GltfSkin` and
`SkinnedMeshInverseBindposes` in assets: prior to this PR,
`GltfAssetLabel::Skin(n)` was responsible not for a skin, but for one of
skin's components. Now `GltfAssetLabel::InverseBindMatrices(n)` will map
to `SkinnedMeshInverseBindposes`, and `GltfAssetLabel::Skin(n)` will map
to `GltfSkin`.

## Testing

- New test `skin_node` does just that; it tests whether or not
`GltfSkin` was loaded properly.

## Migration Guide

- Change `GltfAssetLabel::Skin(..)` to
`GltfAssetLabel::InverseBindMatrices(..)`.
2024-08-06 01:14:42 +00:00
Giacomo Stevanato
71c5f1e3e4
Generate links to definition in source code pages on docs.rs and dev-docs.bevyengine.org (#12965)
# Objective

- Fix issue #2611

## Solution

- Add `--generate-link-to-definition` to all the `rustdoc-args` arrays
in the `Cargo.toml`s (for docs.rs)
- Add `--generate-link-to-definition` to the `RUSTDOCFLAGS` environment
variable in the docs workflow (for dev-docs.bevyengine.org)
- Document all the workspace crates in the docs workflow (needed because
otherwise only the source code of the `bevy` package will be included,
making the argument useless)
- I think this also fixes #3662, since it fixes the bug on
dev-docs.bevyengine.org, while on docs.rs it has been fixed for a while
on their side.

---

## Changelog

- The source code viewer on docs.rs now includes links to the
definitions.
2024-07-29 23:10:16 +00:00
BD103
ee4ed231da
Fix bevy_gltf PBR features not enabling corresponding bevy_pbr flags (#14486)
# Objective

- `bevy_gltf` does not build with only the
`pbr_multi_layer_material_textures` or `pbr_anisotropy_texture`
features.
- Caught by [`flag-frenzy`](https://github.com/TheBevyFlock/flag-frenzy)
in [this
run](https://github.com/TheBevyFlock/flag-frenzy/actions/runs/10087486444/job/27891723948).

## Solution

- This error was due to the feature not enabling the corresponding
feature in `bevy_pbr`. Adding these flags as a dependency fixes this
error.

## Testing

The following commands fail on `main`, but pass with this PR:

```bash
cargo check -p bevy_gltf --no-default-features -F pbr_multi_layer_material_textures
cargo check -p bevy_gltf --no-default-features -F pbr_anisotropy_texture
```
2024-07-26 17:11:38 +00:00
Coder-Joe458
8f5345573c
Remove manual --cfg docsrs (#14376)
# Objective

- Fixes #14132 

## Solution

- Remove the cfg docsrs
2024-07-22 18:58:04 +00:00
François Mockers
c0b35d07f3
fix building cargo_gltf with feature dds (#14360)
# Objective

- Building bevy_gltf with feature dds fails:
```
> cargo build -p bevy_gltf --features dds
   Compiling bevy_core_pipeline v0.15.0-dev (crates/bevy_core_pipeline)
error[E0061]: this function takes 7 arguments but 6 arguments were supplied
   --> crates/bevy_core_pipeline/src/tonemapping/mod.rs:442:5
    |
442 |     Image::from_buffer(
    |     ^^^^^^^^^^^^^^^^^^
...
445 |         bytes,
    |         ----- an argument of type `std::string::String` is missing
    |
note: associated function defined here
   --> crates/bevy_render/src/texture/image.rs:709:12
    |
709 |     pub fn from_buffer(
    |            ^^^^^^^^^^^
help: provide the argument
    |
442 |     Image::from_buffer(/* std::string::String */, bytes, image_type, CompressedImageFormats::NONE, false, image_sampler, RenderAssetUsages::RENDER_WORLD)
    |                       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

For more information about this error, try `rustc --explain E0061`.
error: could not compile `bevy_core_pipeline` (lib) due to 1 previous error
```
- If you're fixing a specific issue, say "Fixes #X".

## Solution

- enable dds feature in bevy_core_pipeline

## Testing

- `cargo build -p bevy_gltf --features dds`
2024-07-20 17:55:25 +00:00
Patrick Walton
2a6dd3e2e0
Make the GltfNode::children links actually point to children. (#14390)
Due to a bug in `load_gltf`, the `GltfNode::children` links of each node
actually point to the node itself, rather than to the node's children.
This commit fixes that bug.

Note that this didn't affect the scene hierarchy of the instantiated
glTF, only the hierarchy as present in the `GltfNode` assets. This is
likely why the bug was never noticed until now.
2024-07-19 11:24:06 +00:00
github-actions[bot]
8df10d2713
Bump Version after Release (#14219)
Bump version after release
This PR has been auto-generated

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2024-07-08 12:54:08 +00:00
François Mockers
c994c15d5e
EmptyPathStream is only used in android/wasm32 (#14200)
# Objective

- `EmptyPathStream` is only used in android and wasm32
- This now makes rust nightly warn

## Solution

- flag the struct to only be present when needed
- also change how `MorphTargetNames` is used because that makes rust
happier?
2024-07-07 19:54:53 +00:00
Gagnus
a47b91cccc
Added feature switch to default Standard Material's new anisotropy texture to off (#14048)
# Objective

- Standard Material is starting to run out of samplers (currently uses
13 with no additional features off, I think in 0.13 it was 12).
- This change adds a new feature switch, modelled on the other ones
which add features to Standard Material, to turn off the new anisotropy
feature by default.

## Solution

- feature + texture define

## Testing

- Anisotropy example still works fine
- Other samples work fine
- Standard Material now takes 12 samplers by default on my Mac instead
of 13

## Migration Guide

- Add feature pbr_anisotropy_texture if you are using that texture in
any standard materials.

---------

Co-authored-by: John Payne <20407779+johngpayne@users.noreply.github.com>
2024-07-02 18:02:05 +00:00
Joseph
5876352206
Optimize common usages of AssetReader (#14082)
# Objective

The `AssetReader` trait allows customizing the behavior of fetching
bytes for an `AssetPath`, and expects implementors to return `dyn
AsyncRead + AsyncSeek`. This gives implementors of `AssetLoader` great
flexibility to tightly integrate their asset loading behavior with the
asynchronous task system.

However, almost all implementors of `AssetLoader` don't use the async
functionality at all, and just call `AsyncReadExt::read_to_end(&mut
Vec<u8>)`. This is incredibly inefficient, as this method repeatedly
calls `poll_read` on the trait object, filling the vector 32 bytes at a
time. At my work we have assets that are hundreds of megabytes which
makes this a meaningful overhead.

## Solution

Turn the `Reader` type alias into an actual trait, with a provided
method `read_to_end`. This provided method should be more efficient than
the existing extension method, as the compiler will know the underlying
type of `Reader` when generating this function, which removes the
repeated dynamic dispatches and allows the compiler to make further
optimizations after inlining. Individual implementors are able to
override the provided implementation -- for simple asset readers that
just copy bytes from one buffer to another, this allows removing a large
amount of overhead from the provided implementation.

Now that `Reader` is an actual trait, I also improved the ergonomics for
implementing `AssetReader`. Currently, implementors are expected to box
their reader and return it as a trait object, which adds unnecessary
boilerplate to implementations. This PR changes that trait method to
return a pseudo trait alias, which allows implementors to return `impl
Reader` instead of `Box<dyn Reader>`. Now, the boilerplate for boxing
occurs in `ErasedAssetReader`.

## Testing

I made identical changes to my company's fork of bevy. Our app, which
makes heavy use of `read_to_end` for asset loading, still worked
properly after this. I am not aware if we have a more systematic way of
testing asset loading for correctness.

---

## Migration Guide

The trait method `bevy_asset::io::AssetReader::read` (and `read_meta`)
now return an opaque type instead of a boxed trait object. Implementors
of these methods should change the type signatures appropriately

```rust
impl AssetReader for MyReader {
    // Before
    async fn read<'a>(&'a self, path: &'a Path) -> Result<Box<Reader<'a>>, AssetReaderError> {
        let reader = // construct a reader
        Box::new(reader) as Box<Reader<'a>>
    }

    // After
    async fn read<'a>(&'a self, path: &'a Path) -> Result<impl Reader + 'a, AssetReaderError> {
        // create a reader
    }
}
```

`bevy::asset::io::Reader` is now a trait, rather than a type alias for a
trait object. Implementors of `AssetLoader::load` will need to adjust
the method signature accordingly

```rust
impl AssetLoader for MyLoader {
    async fn load<'a>(
        &'a self,
        // Before:
        reader: &'a mut bevy::asset::io::Reader,
        // After:
        reader: &'a mut dyn bevy::asset::io::Reader,
        _: &'a Self::Settings,
        load_context: &'a mut LoadContext<'_>,
    ) -> Result<Self::Asset, Self::Error> {
}
```

Additionally, implementors of `AssetReader` that return a type
implementing `futures_io::AsyncRead` and `AsyncSeek` might need to
explicitly implement `bevy::asset::io::Reader` for that type.

```rust
impl bevy::asset::io::Reader for MyAsyncReadAndSeek {}
```
2024-07-01 19:59:42 +00:00
Lura
856b39d821
Apply Clippy lints regarding lazy evaluation and closures (#14015)
# Objective

- Lazily evaluate
[default](https://rust-lang.github.io/rust-clippy/master/index.html#/unwrap_or_default)~~/[or](https://rust-lang.github.io/rust-clippy/master/index.html#/or_fun_call)~~
values where it makes sense
  - ~~`unwrap_or(foo())` -> `unwrap_or_else(|| foo())`~~
  - `unwrap_or(Default::default())` -> `unwrap_or_default()`
  - etc.
- Avoid creating [redundant
closures](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure),
even for [method
calls](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure_for_method_calls)
  - `map(|something| something.into())` -> `map(Into:into)`

## Solution

- Apply Clippy lints:
-
~~[or_fun_call](https://rust-lang.github.io/rust-clippy/master/index.html#/or_fun_call)~~
-
[unwrap_or_default](https://rust-lang.github.io/rust-clippy/master/index.html#/unwrap_or_default)
-
[redundant_closure_for_method_calls](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure_for_method_calls)
([redundant
closures](https://rust-lang.github.io/rust-clippy/master/index.html#/redundant_closure)
is already enabled)

## Testing

- Tested on Windows 11 (`stable-x86_64-pc-windows-gnu`, 1.79.0)
- Bevy compiles without errors or warnings and examples seem to work as
intended
  - `cargo clippy` 
  - `cargo run -p ci -- compile` 

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-07-01 15:54:40 +00:00
Al M
ace4eaaf0e
Merge BuildWorldChildren and BuildChildren traits. (#14052)
# Objective

The `BuildChildren` and `BuildWorldChildren` traits are mostly
identical, so I decided to try and merge them. I'm not sure of the
history, maybe they were added before GATs existed.

## Solution

- Add an associated type to `BuildChildren` which reflects the prior
differences between the `BuildChildren` and `BuildWorldChildren` traits.
- Add `ChildBuild` trait that is the bounds for
`BuildChildren::Builder`, with impls for `ChildBuilder` and
`WorldChildBuilder`.
- Remove `BuildWorldChildren` trait and replace it with an impl of
`BuildChildren` for `EntityWorldMut`.

## Testing

I ran several of the examples that use entity hierarchies, mainly UI.

---

## Changelog

n/a

## Migration Guide

n/a
2024-07-01 14:29:39 +00:00
Mikhail Novikov
cb4fe4ea9e
Make gLTF node children Handle instead of objects (#13707)
Part of #13681 

# Objective

gLTF Assets shouldn't be duplicated between Assets resource and node
children.

Also changed `asset_label` to be a method as [per previous PR
comment](https://github.com/bevyengine/bevy/pull/13558).

## Solution

- Made GltfNode children be Handles instead of asset copies.

## Testing

- Added tests that actually test loading and hierarchy as previous ones
unit tested only one function and that makes little sense.
- Made circular nodes an actual loading failure instead of a warning
no-op. You [_MUST NOT_ have cycles in
gLTF](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#nodes-and-hierarchy)
according to the spec.
- IMO this is a bugfix, not a breaking change. But in an extremely
unlikely event in which you relied on invalid behavior for loading gLTF
with cyclic children, you will not be able to do that anymore. You
should fix your gLTF file as it's not valid according to gLTF spec. For
it to for work someone, it had to be bevy with bevy_animation flag off.

---

## Changelog

### Changed

- `GltfNode.children` are now `Vec<Handle<GltfNode>>` instead of
`Vec<GltfNode>`
- Having children cycles between gLTF nodes in a gLTF document is now an
explicit asset loading failure.

## Migration Guide

If accessing children, use `Assets<GltfNode>` resource to get the actual
child object.

#### Before

```rs
fn gltf_print_first_node_children_system(gltf_component_query: Query<Handle<Gltf>>, gltf_assets: Res<Assets<Gltf>>, gltf_nodes: Res<Assets<GltfNode>>) {
    for gltf_handle in gltf_component_query.iter() {
        let gltf_root = gltf_assets.get(gltf_handle).unwrap();
        let first_node_handle = gltf_root.nodes.get(0).unwrap();
        let first_node = gltf_nodes.get(first_node_handle).unwrap();
        let first_child = first_node.children.get(0).unwrap();
        println!("First nodes child node name is {:?)", first_child.name);
    }
}
```

#### After

```rs
fn gltf_print_first_node_children_system(gltf_component_query: Query<Handle<Gltf>>, gltf_assets: Res<Assets<Gltf>>, gltf_nodes: Res<Assets<GltfNode>>) {
    for gltf_handle in gltf_component_query.iter() {
        let gltf_root = gltf_assets.get(gltf_handle).unwrap();
        let first_node_handle = gltf_root.nodes.get(0).unwrap();
        let first_node = gltf_nodes.get(first_node_handle).unwrap();
        let first_child_handle = first_node.children.get(0).unwrap();
        let first_child = gltf_nodes.get(first_child_handle).unwrap();
        println!("First nodes child node name is {:?)", first_child.name);
    }
}
```
2024-07-01 14:05:16 +00:00
Mikhail Novikov
52215ce072
Add labels to Gltf Node and Mesh assets (#13558)
# Objective

Add labels to GltfNode and GltfMesh - they are missing from the assets
even though they are need if one wants to write a custom Gltf spawning
logic.

Eg AnimationPlayer relies on Name component of the node entities to
control the animation. There is no way to actually get names of the gltf
nodes, thus you can't manually spawn subtree from the scene and animate
it.

## Solution

- Add label field and make use of existing label creation logic to store
it there.

## Testing

- Ran all tests
- Fixed tests for node_hierarchy to use lable now

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-06-05 23:10:33 +00:00
Patrick Walton
df8ccb8735
Implement PBR anisotropy per KHR_materials_anisotropy. (#13450)
This commit implements support for physically-based anisotropy in Bevy's
`StandardMaterial`, following the specification for the
[`KHR_materials_anisotropy`] glTF extension.

[*Anisotropy*] (not to be confused with [anisotropic filtering]) is a
PBR feature that allows roughness to vary along the tangent and
bitangent directions of a mesh. In effect, this causes the specular
light to stretch out into lines instead of a round lobe. This is useful
for modeling brushed metal, hair, and similar surfaces. Support for
anisotropy is a common feature in major game and graphics engines;
Unity, Unreal, Godot, three.js, and Blender all support it to varying
degrees.

Two new parameters have been added to `StandardMaterial`:
`anisotropy_strength` and `anisotropy_rotation`. Anisotropy strength,
which ranges from 0 to 1, represents how much the roughness differs
between the tangent and the bitangent of the mesh. In effect, it
controls how stretched the specular highlight is. Anisotropy rotation
allows the roughness direction to differ from the tangent of the model.

In addition to these two fixed parameters, an *anisotropy texture* can
be supplied. Such a texture should be a 3-channel RGB texture, where the
red and green values specify a direction vector using the same
conventions as a normal map ([0, 1] color values map to [-1, 1] vector
values), and the the blue value represents the strength. This matches
the format that the [`KHR_materials_anisotropy`] specification requires.
Such textures should be loaded as linear and not sRGB. Note that this
texture does consume one additional texture binding in the standard
material shader.

The glTF loader has been updated to properly parse the
`KHR_materials_anisotropy` extension.

A new example, `anisotropy`, has been added. This example loads and
displays the barn lamp example from the [`glTF-Sample-Assets`]
repository. Note that the textures were rather large, so I shrunk them
down and converted them to a mixture of JPEG and KTX2 format, in the
interests of saving space in the Bevy repository.

[*Anisotropy*]:
https://google.github.io/filament/Filament.md.html#materialsystem/anisotropicmodel

[anisotropic filtering]:
https://en.wikipedia.org/wiki/Anisotropic_filtering

[`KHR_materials_anisotropy`]:
https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_anisotropy/README.md

[`glTF-Sample-Assets`]:
https://github.com/KhronosGroup/glTF-Sample-Assets/

## Changelog

### Added

* Physically-based anisotropy is now available for materials, which
enhances the look of surfaces such as brushed metal or hair. glTF scenes
can use the new feature with the `KHR_materials_anisotropy` extension.

## Screenshots

With anisotropy:
![Screenshot 2024-05-20
233414](https://github.com/bevyengine/bevy/assets/157897/379f1e42-24e9-40b6-a430-f7d1479d0335)

Without anisotropy:
![Screenshot 2024-05-20
233420](https://github.com/bevyengine/bevy/assets/157897/aa220f05-b8e7-417c-9671-b242d4bf9fc4)
2024-06-03 23:46:06 +00:00
Ricky Taylor
9b9d3d81cb
Normalise matrix naming (#13489)
# Objective
- Fixes #10909
- Fixes #8492

## Solution
- Name all matrices `x_from_y`, for example `world_from_view`.

## Testing
- I've tested most of the 3D examples. The `lighting` example
particularly should hit a lot of the changes and appears to run fine.

---

## Changelog
- Renamed matrices across the engine to follow a `y_from_x` naming,
making the space conversion more obvious.

## Migration Guide
- `Frustum`'s `from_view_projection`, `from_view_projection_custom_far`
and `from_view_projection_no_far` were renamed to
`from_clip_from_world`, `from_clip_from_world_custom_far` and
`from_clip_from_world_no_far`.
- `ComputedCameraValues::projection_matrix` was renamed to
`clip_from_view`.
- `CameraProjection::get_projection_matrix` was renamed to
`get_clip_from_view` (this affects implementations on `Projection`,
`PerspectiveProjection` and `OrthographicProjection`).
- `ViewRangefinder3d::from_view_matrix` was renamed to
`from_world_from_view`.
- `PreviousViewData`'s members were renamed to `view_from_world` and
`clip_from_world`.
- `ExtractedView`'s `projection`, `transform` and `view_projection` were
renamed to `clip_from_view`, `world_from_view` and `clip_from_world`.
- `ViewUniform`'s `view_proj`, `unjittered_view_proj`,
`inverse_view_proj`, `view`, `inverse_view`, `projection` and
`inverse_projection` were renamed to `clip_from_world`,
`unjittered_clip_from_world`, `world_from_clip`, `world_from_view`,
`view_from_world`, `clip_from_view` and `view_from_clip`.
- `GpuDirectionalCascade::view_projection` was renamed to
`clip_from_world`.
- `MeshTransforms`' `transform` and `previous_transform` were renamed to
`world_from_local` and `previous_world_from_local`.
- `MeshUniform`'s `transform`, `previous_transform`,
`inverse_transpose_model_a` and `inverse_transpose_model_b` were renamed
to `world_from_local`, `previous_world_from_local`,
`local_from_world_transpose_a` and `local_from_world_transpose_b` (the
`Mesh` type in WGSL mirrors this, however `transform` and
`previous_transform` were named `model` and `previous_model`).
- `Mesh2dTransforms::transform` was renamed to `world_from_local`.
- `Mesh2dUniform`'s `transform`, `inverse_transpose_model_a` and
`inverse_transpose_model_b` were renamed to `world_from_local`,
`local_from_world_transpose_a` and `local_from_world_transpose_b` (the
`Mesh2d` type in WGSL mirrors this).
- In WGSL, in `bevy_pbr::mesh_functions`, `get_model_matrix` and
`get_previous_model_matrix` were renamed to `get_world_from_local` and
`get_previous_world_from_local`.
- In WGSL, `bevy_sprite::mesh2d_functions::get_model_matrix` was renamed
to `get_world_from_local`.
2024-06-03 16:56:53 +00:00
Mark Moissette
d26900a9ea
add handling of all missing gltf extras: scene, mesh & materials (#13453)
# Objective

- fixes #4823 

## Solution

As outlined in the discussion in the linked issue as the best current
solution, this PR adds specific GltfExtras for
 - scenes 
 - meshes
 - materials

- As it is , it is not a breaking change, I hesitated to rename the
current "GltfExtras" component to "PrimitiveGltfExtras", but that would
result in a breaking change and might be a bit confusing as to what
"primitive" that refers to.
 

## Testing

- I included a bare-bones example & asset (exported gltf file from
Blender) with gltf extras at all the relevant levels : scene, mesh,
material

---

## Changelog
- adds "SceneGltfExtras" injected at the scene level if any
- adds "MeshGltfExtras", injected at the mesh level if any
- adds "MaterialGltfExtras", injected at the mesh level if any: ie if a
mesh has a material that has gltf extras, the component will be injected
there.
2024-06-03 13:16:38 +00:00
François Mockers
5559632977
glTF labels: add enum to avoid misspelling and keep up-to-date list documented (#13586)
# Objective

- Followup to #13548
- It added a list of all possible labels to documentation. This seems
hard to keep up and doesn't stop people from making spelling mistake

## Solution

- Add an enum that can create all the labels possible, and encourage its
use rather than manually typed labels

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-05-31 23:25:57 +00:00
IceSentry
29d6575e22
Add docs to bevy_gltf about loading parts of a Gltf asset (#13548)
# Objective

- The Gltf loader has a ton of features to load parts of an asset that
are essentially undocumented.

## Solution

- Add some docs to explain some of those features
- The docs is definitely inspired by the bevy cheatbook page on the
subject but it goes in a lot less details

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-05-28 22:45:22 +00:00
andristarr
44c0325ecd
Emissive is now LinearRgba on StandardMaterial (#13352)
StandardMaterial stores a LinearRgba instead of a Color for emissive

Fixes #13212
2024-05-24 17:23:35 +00:00
Ricky Taylor
efcb6d6c11
Make LoadContext use the builder pattern for loading dependent assets (#13465)
# Objective
- Fixes #13445.

## Solution
- Removes all `load_` methods from `LoadContext`.
- Introduces `fn loader()` which returns a builder.

## Testing
- I've tested with `cargo test --package=bevy_asset` and run the two
relevant examples (`asset_processing` & `asset_decompression`).

---

## Changelog
- Replaced all `load_` methods on `LoadContext` with the new `loader()`
pattern.

## Migration Guide
- Several LoadContext method calls will need to be updated:
- `load_context.load_with_settings(path, settings)` =>
`load_context.loader().with_settings(settings).load(path)`
- `load_context.load_untyped(path)` =>
`load_context.loader().untyped().load(path)`
- `load_context.load_direct(path)` =>
`load_context.loader().direct().load(path)`
- `load_context.load_direct_untyped(path)` =>
`load_context.loader().direct().untyped().load(path)`
- `load_context.load_direct_with_settings(path, settings)` =>
`load_context.loader().with_settings(settings).direct().load(path)`
- `load_context.load_direct_with_reader(reader, path)` =>
`load_context.loader().direct().with_reader(reader).load(path)`
- `load_context.load_direct_with_reader_and_settings(reader, path,
settings)` =>
`load_context.loader().with_settings(settings).direct().with_reader(reader).load(path)`
- `load_context.load_direct_untyped_with_reader(reader, path)` =>
`load_context.loader().direct().with_reader(reader).untyped().load(path)`

---

CC @alice-i-cecile / @bushrat011899 

Examples:
```rust
load_context.loader()
    .with_asset_type::<A>()
    .with_asset_type_id(TypeId::of::<A>())
    .with_settings(|mut settings| { settings.key = value; })
    // Then, for a Handle<A>:
    .load::<A>()
    // Or, for a Handle<LoadedUntypedAsset>:
    .untyped()
    .load()
    // Or, to load an `A` directly:
    .direct()
    .load::<A>()
    .await
    // Or, to load an `ErasedLoadedAsset` directly:
    .direct()
    .untyped()
    .load()
    .await
```
2024-05-22 23:35:41 +00:00
François Mockers
a55e0e31e8
fix normals computation for gltf (#13396)
# Objective

- some gltf files are broken since #13333 

```
thread 'IO Task Pool (2)' panicked at crates/bevy_render/src/mesh/mesh/mod.rs:581:9:
`compute_flat_normals` can't work on indexed geometry. Consider calling either `Mesh::compute_smooth_normals` or `Mesh::duplicate_vertices` followed by `Mesh::compute_flat_normals`.
```

- test with example `custom_gltf_vertex_attribute` or
`gltf_skinned_mesh`


## Solution

- Call the wrapper function for normals that will either call
`compute_flat_normals` or `compute_smooth_normals` as appropriate

## Testing

- Ran the two examples mentioned above
2024-05-18 12:07:27 +00:00
Johannes Hackel
3f5a090b1b
Add UV channel selection to StandardMaterial (#13200)
# Objective

- The StandardMaterial always uses ATTRIBUTE_UV_0 for each texture
except lightmap. This is not flexible enough for a lot of gltf Files.
- Fixes #12496
- Fixes #13086
- Fixes #13122
- Closes #13153

## Solution

- The StandardMaterial gets extended for each texture by an UvChannel
enum. It defaults to Uv0 but can also be set to Uv1.
- The gltf loader now handles the texcoord information. If the texcoord
is not supported it creates a warning.
- It uses StandardMaterial shader defs to define which attribute to use.

## Testing

This fixes #12496 for example:

![wall_fixed](https://github.com/bevyengine/bevy/assets/688816/bc37c9e1-72ba-4e59-b092-5ee10dade603)

For testing of all kind of textures I used the TextureTransformMultiTest
from
https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main/Models/TextureTransformMultiTest
Its purpose is to test multiple texture transfroms but it is also a good
test for different texcoords.
It also shows the issue with emission #13133.

Before:

![TextureTransformMultiTest_main](https://github.com/bevyengine/bevy/assets/688816/aa701d04-5a3f-4df1-a65f-fc770ab6f4ab)

After:

![TextureTransformMultiTest_texcoord](https://github.com/bevyengine/bevy/assets/688816/c3f91943-b830-4068-990f-e4f2c97771ee)
2024-05-13 18:23:09 +00:00
Patrick Walton
77ed72bc16
Implement clearcoat per the Filament and the KHR_materials_clearcoat specifications. (#13031)
Clearcoat is a separate material layer that represents a thin
translucent layer of a material. Examples include (from the [Filament
spec]) car paint, soda cans, and lacquered wood. This commit implements
support for clearcoat following the Filament and Khronos specifications,
marking the beginnings of support for multiple PBR layers in Bevy.

The [`KHR_materials_clearcoat`] specification describes the clearcoat
support in glTF. In Blender, applying a clearcoat to the Principled BSDF
node causes the clearcoat settings to be exported via this extension. As
of this commit, Bevy parses and reads the extension data when present in
glTF. Note that the `gltf` crate has no support for
`KHR_materials_clearcoat`; this patch therefore implements the JSON
semantics manually.

Clearcoat is integrated with `StandardMaterial`, but the code is behind
a series of `#ifdef`s that only activate when clearcoat is present.
Additionally, the `pbr_feature_layer_material_textures` Cargo feature
must be active in order to enable support for clearcoat factor maps,
clearcoat roughness maps, and clearcoat normal maps. This approach
mirrors the same pattern used by the existing transmission feature and
exists to avoid running out of texture bindings on platforms like WebGL
and WebGPU. Note that constant clearcoat factors and roughness values
*are* supported in the browser; only the relatively-less-common maps are
disabled on those platforms.

This patch refactors the lighting code in `StandardMaterial`
significantly in order to better support multiple layers in a natural
way. That code was due for a refactor in any case, so this is a nice
improvement.

A new demo, `clearcoat`, has been added. It's based on [the
corresponding three.js demo], but all the assets (aside from the skybox
and environment map) are my original work.

[Filament spec]:
https://google.github.io/filament/Filament.html#materialsystem/clearcoatmodel

[`KHR_materials_clearcoat`]:
https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_clearcoat/README.md

[the corresponding three.js demo]:
https://threejs.org/examples/webgl_materials_physical_clearcoat.html

![Screenshot 2024-04-19
101143](https://github.com/bevyengine/bevy/assets/157897/3444bcb5-5c20-490c-b0ad-53759bd47ae2)

![Screenshot 2024-04-19
102054](https://github.com/bevyengine/bevy/assets/157897/6e953944-75b8-49ef-bc71-97b0a53b3a27)

## Changelog

### Added

* `StandardMaterial` now supports a clearcoat layer, which represents a
thin translucent layer over an underlying material.
* The glTF loader now supports the `KHR_materials_clearcoat` extension,
representing materials with clearcoat layers.

## Migration Guide

* The lighting functions in the `pbr_lighting` WGSL module now have
clearcoat parameters, if `STANDARD_MATERIAL_CLEARCOAT` is defined.

* The `R` reflection vector parameter has been removed from some
lighting functions, as it was unused.
2024-05-05 22:57:05 +00:00
Ycy
9d8f94d461
fix bevy_gltf crate build (#13202)
# Objective

Fixing `bevy_gltf` crate build fail when `bevy_animation` feature is
disabled

## Solution

Add missing `bevy_animation` feature
2024-05-03 13:00:18 +00:00
BD103
e357b63448
Add README.md to all crates (#13184)
# Objective

- `README.md` is a common file that usually gives an overview of the
folder it is in.
- When on <https://crates.io>, `README.md` is rendered as the main
description.
- Many crates in this repository are lacking `README.md` files, which
makes it more difficult to understand their purpose.

<img width="1552" alt="image"
src="https://github.com/bevyengine/bevy/assets/59022059/78ebf91d-b0c4-4b18-9874-365d6310640f">

- There are also a few inconsistencies with `README.md` files that this
PR and its follow-ups intend to fix.

## Solution

- Create a `README.md` file for all crates that do not have one.
- This file only contains the title of the crate (underscores removed,
proper capitalization, acronyms expanded) and the <https://shields.io>
badges.
- Remove the `readme` field in `Cargo.toml` for `bevy` and
`bevy_reflect`.
- This field is redundant because [Cargo automatically detects
`README.md`
files](https://doc.rust-lang.org/cargo/reference/manifest.html#the-readme-field).
The field is only there if you name it something else, like `INFO.md`.
- Fix capitalization of `bevy_utils`'s `README.md`.
- It was originally `Readme.md`, which is inconsistent with the rest of
the project.
- I created two commits renaming it to `README.md`, because Git appears
to be case-insensitive.
- Expand acronyms in title of `bevy_ptr` and `bevy_utils`.
- In the commit where I created all the new `README.md` files, I
preferred using expanded acronyms in the titles. (E.g. "Bevy Developer
Tools" instead of "Bevy Dev Tools".)
- This commit changes the title of existing `README.md` files to follow
the same scheme.
- I do not feel strongly about this change, please comment if you
disagree and I can revert it.
- Add <https://shields.io> badges to `bevy_time` and `bevy_transform`,
which are the only crates currently lacking them.

---

## Changelog

- Added `README.md` files to all crates missing it.
2024-05-02 18:56:00 +00:00
BD103
a362c278bb
Fix crates not building individually (#12948)
# Objective

- `cargo check --workspace` appears to merge features and dependencies
together, so it does not catch some issues where dependencies are not
properly feature-gated.
- The issues **are** caught, though, by running `cd $crate && cargo
check`.

## Solution

- Manually check each crate for issues.

```shell
# Script used
for i in crates/bevy_* do
    pushd $i
    cargo check
    popd
done
```

- `bevy_color` had an issue where it used `#[derive(Pod, Zeroable)]`
without using `bytemuck`'s `derive` feature.
- The `FpsOverlayPlugin` in `bevy_dev_tools` uses `bevy_ui`'s
`bevy_text` integration without properly enabling `bevy_text` as a
feature.
- `bevy_gizmos`'s `light` module was not properly feature-gated behind
`bevy_pbr`.
- ~~Lights appear to only be implemented in `bevy_pbr` and not
`bevy_sprite`, so I think this is the right call. Can I get a
confirmation by a gizmos person?~~ Confirmed :)
- `bevy_gltf` imported `SmallVec`, but only used it if `bevy_animation`
was enabled.
- There was another issue, but it was more challenging to solve than the
`smallvec` one. Run `cargo check -p bevy_gltf` and it will raise an
issue about `animation_roots`.

<details>
  <summary><code>bevy_gltf</code> errors</summary>

```shell
error[E0425]: cannot find value `animation_roots` in this scope
   --> crates/bevy_gltf/src/loader.rs:608:26
    |
608 |                         &animation_roots,
    |                          ^^^^^^^^^^^^^^^ not found in this scope

warning: variable does not need to be mutable
    --> crates/bevy_gltf/src/loader.rs:1015:5
     |
1015 |     mut animation_context: Option<AnimationContext>,
     |     ----^^^^^^^^^^^^^^^^^
     |     |
     |     help: remove this `mut`
     |
     = note: `#[warn(unused_mut)]` on by default

For more information about this error, try `rustc --explain E0425`.
warning: `bevy_gltf` (lib) generated 1 warning
error: could not compile `bevy_gltf` (lib) due to 1 previous error; 1 warning emitted
```

</details> 

---

## Changelog

- Fixed `bevy_color`, `bevy_dev_tools`, and `bevy_gizmos` so they can
now compile by themselves.
2024-04-14 00:06:03 +00:00
Cameron
01649f13e2
Refactor App and SubApp internals for better separation (#9202)
# Objective

This is a necessary precursor to #9122 (this was split from that PR to
reduce the amount of code to review all at once).

Moving `!Send` resource ownership to `App` will make it unambiguously
`!Send`. `SubApp` must be `Send`, so it can't wrap `App`.

## Solution

Refactor `App` and `SubApp` to not have a recursive relationship. Since
`SubApp` no longer wraps `App`, once `!Send` resources are moved out of
`World` and into `App`, `SubApp` will become unambiguously `Send`.

There could be less code duplication between `App` and `SubApp`, but
that would break `App` method chaining.

## Changelog

- `SubApp` no longer wraps `App`.
- `App` fields are no longer publicly accessible.
- `App` can no longer be converted into a `SubApp`.
- Various methods now return references to a `SubApp` instead of an
`App`.
## Migration Guide

- To construct a sub-app, use `SubApp::new()`. `App` can no longer
convert into `SubApp`.
- If you implemented a trait for `App`, you may want to implement it for
`SubApp` as well.
- If you're accessing `app.world` directly, you now have to use
`app.world()` and `app.world_mut()`.
- `App::sub_app` now returns `&SubApp`.
- `App::sub_app_mut`  now returns `&mut SubApp`.
- `App::get_sub_app` now returns `Option<&SubApp>.`
- `App::get_sub_app_mut` now returns `Option<&mut SubApp>.`
2024-03-31 03:16:10 +00:00
James Liu
56bcbb0975
Forbid unsafe in most crates in the engine (#12684)
# Objective
Resolves #3824. `unsafe` code should be the exception, not the norm in
Rust. It's obviously needed for various use cases as it's interfacing
with platforms and essentially running the borrow checker at runtime in
the ECS, but the touted benefits of Bevy is that we are able to heavily
leverage Rust's safety, and we should be holding ourselves accountable
to that by minimizing our unsafe footprint.

## Solution
Deny `unsafe_code` workspace wide. Add explicit exceptions for the
following crates, and forbid it in almost all of the others.

* bevy_ecs - Obvious given how much unsafe is needed to achieve
performant results
* bevy_ptr - Works with raw pointers, even more low level than bevy_ecs.
 * bevy_render - due to needing to integrate with wgpu
 * bevy_window - due to needing to integrate with raw_window_handle
* bevy_utils - Several unsafe utilities used by bevy_ecs. Ideally moved
into bevy_ecs instead of made publicly usable.
 * bevy_reflect - Required for the unsafe type casting it's doing.
 * bevy_transform - for the parallel transform propagation
 * bevy_gizmos  - For the SystemParam impls it has.
* bevy_assets - To support reflection. Might not be required, not 100%
sure yet.
* bevy_mikktspace - due to being a conversion from a C library. Pending
safe rewrite.
* bevy_dynamic_plugin - Inherently unsafe due to the dynamic loading
nature.

Several uses of unsafe were rewritten, as they did not need to be using
them:

* bevy_text - a case of `Option::unchecked` could be rewritten as a
normal for loop and match instead of an iterator.
* bevy_color - the Pod/Zeroable implementations were replaceable with
bytemuck's derive macros.
2024-03-27 03:30:08 +00:00
Tygyh
e9343b052f
Support calculating normals for indexed meshes (#11654)
# Objective

- Finish #3987

## Solution

- Rebase and fix typo.

Co-authored-by: Robert Bragg <robert@sixbynine.org>
2024-03-25 19:09:24 +00:00
James Liu
f096ad4155
Set the logo and favicon for all of Bevy's published crates (#12696)
# Objective
Currently the built docs only shows the logo and favicon for the top
level `bevy` crate. This makes views like
https://docs.rs/bevy_ecs/latest/bevy_ecs/ look potentially unrelated to
the project at first glance.

## Solution
Reproduce the docs attributes for every crate that Bevy publishes.

Ideally this would be done with some workspace level Cargo.toml control,
but AFAICT, such support does not exist.
2024-03-25 18:52:50 +00:00
Ame
72c51cdab9
Make feature(doc_auto_cfg) work (#12642)
# Objective

- In #12366 `![cfg_attr(docsrs, feature(doc_auto_cfg))] `was added. But
to apply it it needs `--cfg=docsrs` in rustdoc-args.


## Solution

- Apply `--cfg=docsrs` to all crates and CI.

I also added `[package.metadata.docs.rs]` to all crates to avoid adding
code behind a feature and forget adding the metadata.

Before:

![Screenshot 2024-03-22 at 00 51
57](https://github.com/bevyengine/bevy/assets/104745335/6a9dfdaa-8710-4784-852b-5f9b74e3522c)

After:
![Screenshot 2024-03-22 at 00 51
32](https://github.com/bevyengine/bevy/assets/104745335/c5bd6d8e-8ddb-45b3-b844-5ecf9f88961c)
2024-03-23 02:22:52 +00:00
Arthur Brussee
ac49dce4ca
Use async-fn in traits rather than BoxedFuture (#12550)
# Objective

Simplify implementing some asset traits without Box::pin(async move{})
shenanigans.
Fixes (in part) https://github.com/bevyengine/bevy/issues/11308

## Solution
Use async-fn in traits when possible in all traits. Traits with return
position impl trait are not object safe however, and as AssetReader and
AssetWriter are both used with dynamic dispatch, you need a Boxed
version of these futures anyway.

In the future, Rust is [adding
](https://blog.rust-lang.org/2023/12/21/async-fn-rpit-in-traits.html)proc
macros to generate these traits automatically, and at some point in the
future dyn traits should 'just work'. Until then.... this seemed liked
the right approach given more ErasedXXX already exist, but, no clue if
there's plans here! Especially since these are public now, it's a bit of
an unfortunate API, and means this is a breaking change.

In theory this saves some performance when these traits are used with
static dispatch, but, seems like most code paths go through dynamic
dispatch, which boxes anyway.

I also suspect a bunch of the lifetime annotations on these function
could be simplified now as the BoxedFuture was often the only thing
returned which needed a lifetime annotation, but I'm not touching that
for now as traits + lifetimes can be so tricky.

This is a revival of
[pull/11362](https://github.com/bevyengine/bevy/pull/11362) after a
spectacular merge f*ckup, with updates to the latest Bevy. Just to recap
some discussion:
- Overall this seems like a win for code quality, especially when
implementing these traits, but a loss for having to deal with ErasedXXX
variants.
- `ConditionalSend` was the preferred name for the trait that might be
Send, to deal with wasm platforms.
- When reviewing be sure to disable whitespace difference, as that's 95%
of the PR.


## Changelog
- AssetReader, AssetWriter, AssetLoader, AssetSaver and Process now use
async-fn in traits rather than boxed futures.

## Migration Guide
- Custom implementations of AssetReader, AssetWriter, AssetLoader,
AssetSaver and Process should switch to async fn rather than returning a
bevy_utils::BoxedFuture.
- Simultaniously, to use dynamic dispatch on these traits you should
instead use dyn ErasedXXX.
2024-03-18 17:56:57 +00:00
dependabot[bot]
5cf7d9213e
Update base64 requirement from 0.21.5 to 0.22.0 (#12552)
Updates the requirements on
[base64](https://github.com/marshallpierce/rust-base64) to permit the
latest version.
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/marshallpierce/rust-base64/blob/master/RELEASE-NOTES.md">base64's
changelog</a>.</em></p>
<blockquote>
<h1>0.22.0</h1>
<ul>
<li><code>DecodeSliceError::OutputSliceTooSmall</code> is now
conservative rather than precise. That is, the error will only occur if
the decoded output <em>cannot</em> fit, meaning that
<code>Engine::decode_slice</code> can now be used with exactly-sized
output slices. As part of this, <code>Engine::internal_decode</code> now
returns <code>DecodeSliceError</code> instead of
<code>DecodeError</code>, but that is not expected to affect any
external callers.</li>
<li><code>DecodeError::InvalidLength</code> now refers specifically to
the <em>number of valid symbols</em> being invalid (i.e. <code>len % 4
== 1</code>), rather than just the number of input bytes. This avoids
confusing scenarios when based on interpretation you could make a case
for either <code>InvalidLength</code> or <code>InvalidByte</code> being
appropriate.</li>
<li>Decoding is somewhat faster (5-10%)</li>
</ul>
<h1>0.21.7</h1>
<ul>
<li>Support getting an alphabet's contents as a str via
<code>Alphabet::as_str()</code></li>
</ul>
<h1>0.21.6</h1>
<ul>
<li>Improved introductory documentation and example</li>
</ul>
<h1>0.21.5</h1>
<ul>
<li>Add <code>Debug</code> and <code>Clone</code> impls for the general
purpose Engine</li>
</ul>
<h1>0.21.4</h1>
<ul>
<li>Make <code>encoded_len</code> <code>const</code>, allowing the
creation of arrays sized to encode compile-time-known data lengths</li>
</ul>
<h1>0.21.3</h1>
<ul>
<li>Implement <code>source</code> instead of <code>cause</code> on Error
types</li>
<li>Roll back MSRV to 1.48.0 so Debian can continue to live in a time
warp</li>
<li>Slightly faster chunked encoding for short inputs</li>
<li>Decrease binary size</li>
</ul>
<h1>0.21.2</h1>
<ul>
<li>Rollback MSRV to 1.57.0 -- only dev dependencies need 1.60, not the
main code</li>
</ul>
<h1>0.21.1</h1>
<ul>
<li>Remove the possibility of panicking during decoded length
calculations</li>
<li><code>DecoderReader</code> no longer sometimes erroneously ignores
padding <a
href="https://redirect.github.com/marshallpierce/rust-base64/issues/226">#226</a></li>
</ul>
<h2>Breaking changes</h2>
<ul>
<li><code>Engine.internal_decode</code> return type changed</li>
<li>Update MSRV to 1.60.0</li>
</ul>
<h1>0.21.0</h1>
<h2>Migration</h2>
<h3>Functions</h3>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="5d70ba7576"><code>5d70ba7</code></a>
Merge pull request <a
href="https://redirect.github.com/marshallpierce/rust-base64/issues/269">#269</a>
from marshallpierce/mp/decode-precisely</li>
<li><a
href="efb6c006c7"><code>efb6c00</code></a>
Release notes</li>
<li><a
href="2b91084a31"><code>2b91084</code></a>
Add some tests to boost coverage</li>
<li><a
href="9e9c7abe65"><code>9e9c7ab</code></a>
Engine::internal_decode now returns DecodeSliceError</li>
<li><a
href="a8a60f43c5"><code>a8a60f4</code></a>
Decode main loop improvements</li>
<li><a
href="a25be0667c"><code>a25be06</code></a>
Simplify leftover output writes</li>
<li><a
href="9979cc33bb"><code>9979cc3</code></a>
Keep morsels as separate bytes</li>
<li><a
href="37670c5ec2"><code>37670c5</code></a>
Bump dev toolchain version (<a
href="https://redirect.github.com/marshallpierce/rust-base64/issues/268">#268</a>)</li>
<li><a
href="9652c78773"><code>9652c78</code></a>
v0.21.7</li>
<li><a
href="08deccf703"><code>08deccf</code></a>
provide as_str() method to return the alphabet characters (<a
href="https://redirect.github.com/marshallpierce/rust-base64/issues/264">#264</a>)</li>
<li>Additional commits viewable in <a
href="https://github.com/marshallpierce/rust-base64/compare/v0.21.5...v0.22.0">compare
view</a></li>
</ul>
</details>
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2024-03-18 06:42:58 +00:00
66OJ66
c7298599ee
Allow setting RenderAssetUsages for gLTF meshes & materials during load (#12302)
# Objective

- Closes #11954

## Solution

Change the load_meshes field in `GltfLoaderSettings` from a bool to
`RenderAssetUsages` flag, and add a new load_materials flag.

Use these to determine where the gLTF mesh and material assets are
retained in memory (if the provided flags are empty, then the assets are
skipped during load).

---

## Migration Guide
When loading gLTF assets with `asset_server.load_with_settings`, use
`RenderAssetUsages` instead of `bool` when setting load_meshes e.g.
```rust
let _ = asset_server.load_with_settings("...", |s: &mut GltfLoaderSettings| {
    s.load_meshes = RenderAssetUsages::RENDER_WORLD;
});
``` 

Use the new load_materials field for controlling material load &
retention behaviour instead of load_meshes.

gLTF .meta files need similar updates e.g
```
load_meshes: true,
```
to
```
load_meshes: ("MAIN_WORLD | RENDER_WORLD"),
```

---------

Co-authored-by: 66OJ66 <hi0obxud@anonaddy.me>
2024-03-12 00:11:01 +00:00
Al M
52e3f2007b
Add "all-features = true" to docs.rs metadata for most crates (#12366)
# Objective

Fix missing `TextBundle` (and many others) which are present in the main
crate as default features but optional in the sub-crate. See:

- https://docs.rs/bevy/0.13.0/bevy/ui/node_bundles/index.html
- https://docs.rs/bevy_ui/0.13.0/bevy_ui/node_bundles/index.html

~~There are probably other instances in other crates that I could track
down, but maybe "all-features = true" should be used by default in all
sub-crates? Not sure.~~ (There were many.) I only noticed this because
rust-analyzer's "open docs" features takes me to the sub-crate, not the
main one.

## Solution

Add "all-features = true" to docs.rs metadata for crates that use
features.

## Changelog

### Changed

- Unified features documented on docs.rs between main crate and
sub-crates
2024-03-08 20:03:09 +00:00
James Liu
512b7463a3
Disentangle bevy_utils/bevy_core's reexported dependencies (#12313)
# Objective
Make bevy_utils less of a compilation bottleneck. Tackle #11478.

## Solution
* Move all of the directly reexported dependencies and move them to
where they're actually used.
* Remove the UUID utilities that have gone unused since `TypePath` took
over for `TypeUuid`.
* There was also a extraneous bytemuck dependency on `bevy_core` that
has not been used for a long time (since `encase` became the primary way
to prepare GPU buffers).
* Remove the `all_tuples` macro reexport from bevy_ecs since it's
accessible from `bevy_utils`.

---

## Changelog
Removed: Many of the reexports from bevy_utils (petgraph, uuid, nonmax,
smallvec, and thiserror).
Removed: bevy_core's reexports of bytemuck.

## Migration Guide
bevy_utils' reexports of petgraph, uuid, nonmax, smallvec, and thiserror
have been removed.

bevy_core' reexports of bytemuck's types has been removed. 

Add them as dependencies in your own crate instead.
2024-03-07 02:30:15 +00:00
James Liu
5619bd09d1
Replace bevy_log's tracing reexport with bevy_utils' (#12254)
# Objective
Fixes #11298. Make the use of bevy_log vs bevy_utils::tracing more
consistent.

## Solution
Replace all uses of bevy_log's logging macros with the reexport from
bevy_utils. Remove bevy_log as a dependency where it's no longer needed
anymore.

Ideally we should just be using tracing directly, but given that all of
these crates are already using bevy_utils, this likely isn't that great
of a loss right now.
2024-03-02 18:38:04 +00:00
Alice Cecile
599e5e4e76
Migrate from LegacyColor to bevy_color::Color (#12163)
# Objective

- As part of the migration process we need to a) see the end effect of
the migration on user ergonomics b) check for serious perf regressions
c) actually migrate the code
- To accomplish this, I'm going to attempt to migrate all of the
remaining user-facing usages of `LegacyColor` in one PR, being careful
to keep a clean commit history.
- Fixes #12056.

## Solution

I've chosen to use the polymorphic `Color` type as our standard
user-facing API.

- [x] Migrate `bevy_gizmos`.
- [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs
- [x] Migrate sprites
- [x] Migrate UI
- [x] Migrate `ColorMaterial`
- [x] Migrate `MaterialMesh2D`
- [x] Migrate fog
- [x] Migrate lights
- [x] Migrate StandardMaterial
- [x] Migrate wireframes
- [x] Migrate clear color
- [x] Migrate text
- [x] Migrate gltf loader
- [x] Register color types for reflection
- [x] Remove `LegacyColor`
- [x] Make sure CI passes

Incidental improvements to ease migration:

- added `Color::srgba_u8`, `Color::srgba_from_array` and friends
- added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the
`Alpha` trait
- add and immediately deprecate (lol) `Color::rgb` and friends in favor
of more explicit and consistent `Color::srgb`
- standardized on white and black for most example text colors
- added vector field traits to `LinearRgba`: ~~`Add`, `Sub`,
`AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications
and divisions do not scale alpha. `Add` and `Sub` have been cut from
this PR.
- added `LinearRgba` and `Srgba` `RED/GREEN/BLUE`
- added `LinearRgba_to_f32_array` and `LinearRgba::to_u32`

## Migration Guide

Bevy's color types have changed! Wherever you used a
`bevy::render::Color`, a `bevy::color::Color` is used instead.

These are quite similar! Both are enums storing a color in a specific
color space (or to be more precise, using a specific color model).
However, each of the different color models now has its own type.

TODO...

- `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`,
`Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`,
`Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`.
- `Color::set_a` and `Color::a` is now `Color::set_alpha` and
`Color::alpha`. These are part of the `Alpha` trait in `bevy_color`.
- `Color::is_fully_transparent` is now part of the `Alpha` trait in
`bevy_color`
- `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for
`g`, `b` `h`, `s` and `l` have been removed due to causing silent
relatively expensive conversions. Convert your `Color` into the desired
color space, perform your operations there, and then convert it back
into a polymorphic `Color` enum.
- `Color::hex` is now `Srgba::hex`. Call `.into` or construct a
`Color::Srgba` variant manually to convert it.
- `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`,
`ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now
store a `LinearRgba`, rather than a polymorphic `Color`
- `Color::rgb_linear` and `Color::rgba_linear` are now
`Color::linear_rgb` and `Color::linear_rgba`
- The various CSS color constants are no longer stored directly on
`Color`. Instead, they're defined in the `Srgba` color space, and
accessed via `bevy::color::palettes::css`. Call `.into()` on them to
convert them into a `Color` for quick debugging use, and consider using
the much prettier `tailwind` palette for prototyping.
- The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with
the standard naming.
- Vector field arithmetic operations on `Color` (add, subtract, multiply
and divide by a f32) have been removed. Instead, convert your colors
into `LinearRgba` space, and perform your operations explicitly there.
This is particularly relevant when working with emissive or HDR colors,
whose color channel values are routinely outside of the ordinary 0 to 1
range.
- `Color::as_linear_rgba_f32` has been removed. Call
`LinearRgba::to_f32_array` instead, converting if needed.
- `Color::as_linear_rgba_u32` has been removed. Call
`LinearRgba::to_u32` instead, converting if needed.
- Several other color conversion methods to transform LCH or HSL colors
into float arrays or `Vec` types have been removed. Please reimplement
these externally or open a PR to re-add them if you found them
particularly useful.
- Various methods on `Color` such as `rgb` or `hsl` to convert the color
into a specific color space have been removed. Convert into
`LinearRgba`, then to the color space of your choice.
- Various implicitly-converting color value methods on `Color` such as
`r`, `g`, `b` or `h` have been removed. Please convert it into the color
space of your choice, then check these properties.
- `Color` no longer implements `AsBindGroup`. Store a `LinearRgba`
internally instead to avoid conversion costs.

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
Co-authored-by: Afonso Lage <lage.afonso@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2024-02-29 19:35:12 +00:00
Tristan Guichaoua
1cded6ac60
Use immutable key for HashMap and HashSet (#12086)
# Objective

Memory usage optimisation

## Solution

`HashMap` and `HashSet`'s keys are immutable. So using mutable types
like `String`, `Vec<T>`, or `PathBuf` as a key is a waste of memory:
they have an extra `usize` for their capacity and may have spare
capacity.
This PR replaces these types by their immutable equivalents `Box<str>`,
`Box<[T]>`, and `Box<Path>`.

For more context, I recommend watching the [Use Arc Instead of
Vec](https://www.youtube.com/watch?v=A4cKi7PTJSs) video.

---------

Co-authored-by: James Liu <contact@jamessliu.com>
2024-02-26 16:27:40 +00:00
Alice Cecile
de004da8d5
Rename bevy_render::Color to LegacyColor (#12069)
# Objective

The migration process for `bevy_color` (#12013) will be fairly involved:
there will be hundreds of affected files, and a large number of APIs.

## Solution

To allow us to proceed granularly, we're going to keep both
`bevy_color::Color` (new) and `bevy_render::Color` (old) around until
the migration is complete.

However, simply doing this directly is confusing! They're both called
`Color`, making it very hard to tell when a portion of the code has been
ported.

As discussed in #12056, by renaming the old `Color` type, we can make it
easier to gradually migrate over, one API at a time.

## Migration Guide

THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK.

This change should not be shipped to end users: delete this section in
the final migration guide!

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-02-24 21:35:32 +00:00
github-actions[bot]
e7c3359c4b
Bump Version after Release (#12020)
Fixes #12016.

Bump version after release
This PR has been auto-generated

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
2024-02-21 20:58:59 +00:00
Matty
328008f904
Move AlphaMode into bevy_render (#12012)
# Objective

- Closes #11985

## Solution

- alpha.rs has been moved from bevy_pbr into bevy_render; bevy_pbr and
bevy_gltf now access `AlphaMode` through bevy_render.

---

## Migration Guide

In the present implementation, external consumers of `AlphaMode` will
have to access it through bevy_render rather than through bevy_pbr,
changing their import from `bevy_pbr::AlphaMode` to
`bevy_render::alpha::AlphaMode` (or the corresponding glob import from
`bevy_pbr::prelude::*` to `bevy_render::prelude::*`).

## Uncertainties

Some remaining things from this that I am uncertain about:
- Here, the `app.register_type<AlphaMode>()` call has been moved from
`PbrPlugin` to `RenderPlugin`; I'm not sure if this is quite right, and
I was unable to find any direct relationship between `PbrPlugin` and
`RenderPlugin`.
- `AlphaMode` was placed in the prelude of bevy_render. I'm not certain
that this is actually appropriate.
- bevy_pbr does not re-export `AlphaMode`, which makes this a breaking
change for external consumers.

Any of these things could be easily changed; I'm just not confident that
I necessarily adopted the right approach in these (known) ways since
this codebase and ecosystem is quite new to me.
2024-02-21 19:34:10 +00:00
Jan Hohenheim
8531033b31
Add support for KHR_texture_transform (#11904)
Adopted #8266, so copy-pasting the description from there:

# Objective

Support the KHR_texture_transform extension for the glTF loader.

- Fixes #6335
- Fixes #11869 
- Implements part of #11350
- Implements the GLTF part of #399 

## Solution

As is, this only supports a single transform. Looking at Godot's source,
they support one transform with an optional second one for detail, AO,
and emission. glTF specifies one per texture. The public domain
materials I looked at seem to share the same transform. So maybe having
just one is acceptable for now. I tried to include a warning if multiple
different transforms exist for the same material.

Note the gltf crate doesn't expose the texture transform for the normal
and occlusion textures, which it should, so I just ignored those for
now. (note by @janhohenheim: this is still the case)

Via `cargo run --release --example scene_viewer
~/src/clone/glTF-Sample-Models/2.0/TextureTransformTest/glTF/TextureTransformTest.gltf`:


![texture_transform](https://user-images.githubusercontent.com/283864/228938298-aa2ef524-555b-411d-9637-fd0dac226fb0.png)

## Changelog

Support for the
[KHR_texture_transform](https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_texture_transform)
extension added. Texture UVs that were scaled, rotated, or offset in a
GLTF are now properly handled.

---------

Co-authored-by: Al McElrath <hello@yrns.org>
Co-authored-by: Kanabenki <lucien.menassol@gmail.com>
2024-02-21 01:11:28 +00:00
andristarr
e50e848b58
Gltf loader now shows which file is missing pre baked tangents (#11854)
# Objective

- Gltf loader now shows which file is missing pre baked tangents
- Fixes #11831

## Solution

- The file name is shown in the error message


- What changed as a result of this PR?
### Changed:
- Gltf loader now shows which file is missing pre baked tangents

- 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.
2024-02-19 16:49:32 +00:00
Patrick Walton
5f1dd3918b
Rework animation to be done in two phases. (#11707)
# Objective

Bevy's animation system currently does tree traversals based on `Name`
that aren't necessary. Not only do they require in unsafe code because
tree traversals are awkward with parallelism, but they are also somewhat
slow, brittle, and complex, which manifested itself as way too many
queries in #11670.

# Solution

Divide animation into two phases: animation *advancement* and animation
*evaluation*, which run after one another. *Advancement* operates on the
`AnimationPlayer` and sets the current animation time to match the game
time. *Evaluation* operates on all animation bones in the scene in
parallel and sets the transforms and/or morph weights based on the time
and the clip.

To do this, we introduce a new component, `AnimationTarget`, which the
asset loader places on every bone. It contains the ID of the entity
containing the `AnimationPlayer`, as well as a UUID that identifies
which bone in the animation the target corresponds to. In the case of
glTF, the UUID is derived from the full path name to the bone. The rule
that `AnimationTarget`s are descendants of the entity containing
`AnimationPlayer` is now just a convention, not a requirement; this
allows us to eliminate the unsafe code.

# Migration guide

* `AnimationClip` now uses UUIDs instead of hierarchical paths based on
the `Name` component to refer to bones. This has several consequences:
- A new component, `AnimationTarget`, should be placed on each bone that
you wish to animate, in order to specify its UUID and the associated
`AnimationPlayer`. The glTF loader automatically creates these
components as necessary, so most uses of glTF rigs shouldn't need to
change.
- Moving a bone around the tree, or renaming it, no longer prevents an
`AnimationPlayer` from affecting it.
- Dynamically changing the `AnimationPlayer` component will likely
require manual updating of the `AnimationTarget` components.
* Entities with `AnimationPlayer` components may now possess descendants
that also have `AnimationPlayer` components. They may not, however,
animate the same bones.
* As they aren't specific to `TypeId`s,
`bevy_reflect::utility::NoOpTypeIdHash` and
`bevy_reflect::utility::NoOpTypeIdHasher` have been renamed to
`bevy_reflect::utility::NoOpHash` and
`bevy_reflect::utility::NoOpHasher` respectively.
2024-02-19 14:59:54 +00:00
Carter Anderson
abb8c353f4
Release 0.13.0 (#11920)
Bump Bevy crates to 0.13.0 in preparation for release.

(Note that we accidentally skipped the `0.13.0-dev` step this cycle)
2024-02-17 09:24:25 +00:00
Doonv
1c67e020f7
Move EntityHash related types into bevy_ecs (#11498)
# Objective

Reduce the size of `bevy_utils`
(https://github.com/bevyengine/bevy/issues/11478)

## Solution

Move `EntityHash` related types into `bevy_ecs`. This also allows us
access to `Entity`, which means we no longer need `EntityHashMap`'s
first generic argument.

---

## Changelog

- Moved `bevy::utils::{EntityHash, EntityHasher, EntityHashMap,
EntityHashSet}` into `bevy::ecs::entity::hash` .
- Removed `EntityHashMap`'s first generic argument. It is now hardcoded
to always be `Entity`.

## Migration Guide

- Uses of `bevy::utils::{EntityHash, EntityHasher, EntityHashMap,
EntityHashSet}` now have to be imported from `bevy::ecs::entity::hash`.
- Uses of `EntityHashMap` no longer have to specify the first generic
parameter. It is now hardcoded to always be `Entity`.
2024-02-12 15:02:24 +00:00
anarelion
94ab84e915
mipmap levels can be 0 and they should be interpreted as 1 (#11767)
# Objective

Loading some textures from the days of yonder give me errors cause the
mipmap level is 0

## Solution

Set a minimum of 1

## Changelog

Make mipmap level at least 1
2024-02-11 22:00:07 +00:00
Lynn
4c86ad6aed
Mesh insert indices (#11745)
# Objective

- Fixes #11740 

## Solution

- Turned `Mesh::set_indices` into `Mesh::insert_indices` and added
related methods for completeness.

---

## Changelog

- Replaced `Mesh::set_indices(indices: Option<Indices>)` with
`Mesh::insert_indices(indices: Indices)`
- Replaced `Mesh::with_indices(indices: Option<Indices>)` with
`Mesh::with_inserted_indices(indices: Indices)` and
`Mesh::with_removed_indices()` mirroring the API for inserting /
removing attributes.
- Updated the examples and internal uses of the APIs described above.

## Migration Guide

- Use `Mesh::insert_indices` or `Mesh::with_inserted_indices` instead of
`Mesh::set_indices` / `Mesh::with_indices`.
- If you have passed `None` to `Mesh::set_indices` or
`Mesh::with_indices` you should use `Mesh::remove_indices` or
`Mesh::with_removed_indices` instead.

---------

Co-authored-by: François <mockersf@gmail.com>
2024-02-06 23:31:48 +00:00
Tristan Guichaoua
694c06f3d0
Inverse missing_docs logic (#11676)
# Objective

Currently the `missing_docs` lint is allowed-by-default and enabled at
crate level when their documentations is complete (see #3492).
This PR proposes to inverse this logic by making `missing_docs`
warn-by-default and mark crates with imcomplete docs allowed.

## Solution

Makes `missing_docs` warn at workspace level and allowed at crate level
when the docs is imcomplete.
2024-02-03 21:40:55 +00:00
Brian Reavis
6b40b6749e
RenderAssetPersistencePolicy → RenderAssetUsages (#11399)
# Objective

Right now, all assets in the main world get extracted and prepared in
the render world (if the asset's using the RenderAssetPlugin). This is
unfortunate for two cases:

1. **TextureAtlas** / **FontAtlas**: This one's huge. The individual
`Image` assets that make up the atlas are cloned and prepared
individually when there's no reason for them to be. The atlas textures
are built on the CPU in the main world. *There can be hundreds of images
that get prepared for rendering only not to be used.*
2. If one loads an Image and needs to transform it in a system before
rendering it, kind of like the [decompression
example](https://github.com/bevyengine/bevy/blob/main/examples/asset/asset_decompression.rs#L120),
there's a price paid for extracting & preparing the asset that's not
intended to be rendered yet.

------

* References #10520
* References #1782

## Solution

This changes the `RenderAssetPersistencePolicy` enum to bitflags. I felt
that the objective with the parameter is so similar in nature to wgpu's
[`TextureUsages`](https://docs.rs/wgpu/latest/wgpu/struct.TextureUsages.html)
and
[`BufferUsages`](https://docs.rs/wgpu/latest/wgpu/struct.BufferUsages.html),
that it may as well be just like that.

```rust
// This asset only needs to be in the main world. Don't extract and prepare it.
RenderAssetUsages::MAIN_WORLD

// Keep this asset in the main world and  
RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD

// This asset is only needed in the render world. Remove it from the asset server once extracted.
RenderAssetUsages::RENDER_WORLD
```

### Alternate Solution

I considered introducing a third field to `RenderAssetPersistencePolicy`
enum:
```rust
enum RenderAssetPersistencePolicy {
    /// Keep the asset in the main world after extracting to the render world.
    Keep,
    /// Remove the asset from the main world after extracting to the render world.
    Unload,
    /// This doesn't need to be in the render world at all.
    NoExtract, // <-----
}
```
Functional, but this seemed like shoehorning. Another option is renaming
the enum to something like:
```rust
enum RenderAssetExtractionPolicy {
    /// Extract the asset and keep it in the main world.
    Extract,
    /// Remove the asset from the main world after extracting to the render world.
    ExtractAndUnload,
    /// This doesn't need to be in the render world at all.
    NoExtract,
}
```
I think this last one could be a good option if the bitflags are too
clunky.

## Migration Guide

* `RenderAssetPersistencePolicy::Keep` → `RenderAssetUsage::MAIN_WORLD |
RenderAssetUsage::RENDER_WORLD` (or `RenderAssetUsage::default()`)
* `RenderAssetPersistencePolicy::Unload` →
`RenderAssetUsage::RENDER_WORLD`
* For types implementing the `RenderAsset` trait, change `fn
persistence_policy(&self) -> RenderAssetPersistencePolicy` to `fn
asset_usage(&self) -> RenderAssetUsages`.
* Change any references to `cpu_persistent_access`
(`RenderAssetPersistencePolicy`) to `asset_usage` (`RenderAssetUsage`).
This applies to `Image`, `Mesh`, and a few other types.
2024-01-30 13:22:10 +00:00
Richard Hozák
184f233a67
Use glam for computing gLTF node transform (#11361)
# Objective

gltf-rs does its own computations when accessing `transform.matrix()`
which does not use glam types, rendering #11238 useless if people were
to load gltf models and expecting the results to be deterministic across
platforms.

## Solution

Move the computation to bevy side which uses glam types, it was already
used in one place, so I created one common function to handle the two
cases.

The added benefit this has, is that some gltf files can have
translation, rotation and scale directly instead of matrix which skips
the transform computation completely, win-win.
2024-01-16 14:33:19 +00:00
vero
4695b82f6b
Use EntityHashMap whenever possible (#11353)
# Objective

Fixes #11352

## Solution

- Use `EntityHashMap<Entity, T>` instead of `HashMap<Entity, T>`

---

## Changelog

Changed
- Use `EntityHashMap<Entity, T>` instead of `HashMap<Entity, T>`
whenever possible

## Migration Guide

TODO
2024-01-15 15:51:17 +00:00
Cornelius
a7b99f0500
GLTF extension support (#11138)
# Objective
Adds support for accessing raw extension data of loaded GLTF assets

## Solution
Via the GLTF loader settings, you can specify whether or not to include
the GLTF source. While not the ideal way of solving this problem,
modeling all of GLTF within Bevy just for extensions adds a lot of
complexity to the way Bevy handles GLTF currently. See the example GLTF
meta file and code
```
(
    meta_format_version: "1.0",
    asset: Load(
        loader: "bevy_gltf::loader::GltfLoader",
        settings: (
            load_meshes: true,
            load_cameras: true,
            load_lights: true,
            include_source: true,
        ),
    ),
)
```
```rs
pub fn load_gltf(mut commands: Commands, assets: Res<AssetServer>) {
    let my_gltf = assets.load("test_platform.gltf");

    commands.insert_resource(MyAssetPack {
        spawned: false,
        handle: my_gltf,
    });
}

#[derive(Resource)]
pub struct MyAssetPack {
    pub spawned: bool,
    pub handle: Handle<Gltf>,
}

pub fn spawn_gltf_objects(
    mut commands: Commands,
    mut my: ResMut<MyAssetPack>,
    assets_gltf: Res<Assets<Gltf>>,
) {
    // This flag is used to because this system has to be run until the asset is loaded.
    // If there's a better way of going about this I am unaware of it.
    if my.spawned {
        return;
    }

    if let Some(gltf) = assets_gltf.get(&my.handle) {
        info!("spawn");
        my.spawned = true;
        // spawn the first scene in the file
        commands.spawn(SceneBundle {
            scene: gltf.scenes[0].clone(),
            ..Default::default()
        });

        let source = gltf.source.as_ref().unwrap();
        info!("materials count {}", &source.materials().size_hint().0);
        info!(
            "materials ext is some {}",
            &source.materials().next().unwrap().extensions().is_some()
        );
    }
}
```

---

## Changelog
Added support for GLTF extensions through including raw GLTF source via
loader flag `GltfLoaderSettings::include_source == true`, stored in
`Gltf::source: Option<gltf::Gltf>`

## Migration Guide
This will have issues with "asset migrations", as there is currently no
way for .meta files to be migrated. Attempting to migrate .meta files
without the new flag will yield the following error:
```
bevy_asset::server: Failed to deserialize meta for asset test_platform.gltf: Failed to deserialize asset meta: SpannedError { code: MissingStructField { field: "include_source", outer: Some("GltfLoaderSettings") }, position: Position { line: 9, col: 9 } }
```
This means users who want to migrate their .meta files will have to add
the `include_source: true,` setting to their meta files by hand.
2024-01-15 15:38:01 +00:00
François
425570aa75
assets should be kept on CPU by default (#11212)
# Objective

- Since #10520, assets are unloaded from RAM by default. This breaks a
number of scenario:
  - using `load_folder`
- loading a gltf, then going through its mesh to transform them /
compute a collider / ...
- any assets/subassets scenario should be `Keep` as you can't know what
the user will do with the assets
  - android suspension, where GPU memory is unloaded

- Alternative to #11202 

## Solution

- Keep assets on CPU memory by default
2024-01-05 05:53:47 +00:00
JMS55
44424391fe
Unload render assets from RAM (#10520)
# Objective
- No point in keeping Meshes/Images in RAM once they're going to be sent
to the GPU, and kept in VRAM. This saves a _significant_ amount of
memory (several GBs) on scenes like bistro.
- References
  - https://github.com/bevyengine/bevy/pull/1782
  - https://github.com/bevyengine/bevy/pull/8624 

## Solution
- Augment RenderAsset with the capability to unload the underlying asset
after extracting to the render world.
- Mesh/Image now have a cpu_persistent_access field. If this field is
RenderAssetPersistencePolicy::Unload, the asset will be unloaded from
Assets<T>.
- A new AssetEvent is sent upon dropping the last strong handle for the
asset, which signals to the RenderAsset to remove the GPU version of the
asset.

---

## Changelog
- Added `AssetEvent::NoLongerUsed` and
`AssetEvent::is_no_longer_used()`. This event is sent when the last
strong handle of an asset is dropped.
- Rewrote the API for `RenderAsset` to allow for unloading the asset
data from the CPU.
- Added `RenderAssetPersistencePolicy`.
- Added `Mesh::cpu_persistent_access` for memory savings when the asset
is not needed except for on the GPU.
- Added `Image::cpu_persistent_access` for memory savings when the asset
is not needed except for on the GPU.
- Added `ImageLoaderSettings::cpu_persistent_access`.
- Added `ExrTextureLoaderSettings`.
- Added `HdrTextureLoaderSettings`.

## Migration Guide
- Asset loaders (GLTF, etc) now load meshes and textures without
`cpu_persistent_access`. These assets will be removed from
`Assets<Mesh>` and `Assets<Image>` once `RenderAssets<Mesh>` and
`RenderAssets<Image>` contain the GPU versions of these assets, in order
to reduce memory usage. If you require access to the asset data from the
CPU in future frames after the GLTF asset has been loaded, modify all
dependent `Mesh` and `Image` assets and set `cpu_persistent_access` to
`RenderAssetPersistencePolicy::Keep`.
- `Mesh` now requires a new `cpu_persistent_access` field. Set it to
`RenderAssetPersistencePolicy::Keep` to mimic the previous behavior.
- `Image` now requires a new `cpu_persistent_access` field. Set it to
`RenderAssetPersistencePolicy::Keep` to mimic the previous behavior.
- `MorphTargetImage::new()` now requires a new `cpu_persistent_access`
parameter. Set it to `RenderAssetPersistencePolicy::Keep` to mimic the
previous behavior.
- `DynamicTextureAtlasBuilder::add_texture()` now requires that the
`TextureAtlas` you pass has an `Image` with `cpu_persistent_access:
RenderAssetPersistencePolicy::Keep`. Ensure you construct the image
properly for the texture atlas.
- The `RenderAsset` trait has significantly changed, and requires
adapting your existing implementations.
  - The trait now requires `Clone`.
- The `ExtractedAsset` associated type has been removed (the type itself
is now extracted).
  - The signature of `prepare_asset()` is slightly different
- A new `persistence_policy()` method is now required (return
RenderAssetPersistencePolicy::Unload to match the previous behavior).
- Match on the new `NoLongerUsed` variant for exhaustive matches of
`AssetEvent`.
2024-01-03 03:31:04 +00:00
François
71adb77a2e
support all types of animation interpolation from gltf (#10755)
# Objective

- Support step and cubic spline interpolation from gltf

## Solution

- Support step and cubic spline interpolation from gltf

Tested with
https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/InterpolationTest
expected: 

![](https://raw.githubusercontent.com/KhronosGroup/glTF-Sample-Models/master/2.0/InterpolationTest/screenshot/screenshot.gif)
result: 

![output](https://github.com/bevyengine/bevy/assets/8672791/e7f1afd5-20c9-4921-97d4-8d0c82203068)

---

## Migration Guide

When manually specifying an animation `VariableCurve`, the interpolation
type must be specified:

- Bevy 0.12
```rust
        VariableCurve {
            keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
            keyframes: Keyframes::Rotation(vec![
                Quat::IDENTITY,
                Quat::from_axis_angle(Vec3::Y, PI / 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
                Quat::IDENTITY,
            ]),
        },
```

- Bevy 0.13
```rust
        VariableCurve {
            keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
            keyframes: Keyframes::Rotation(vec![
                Quat::IDENTITY,
                Quat::from_axis_angle(Vec3::Y, PI / 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
                Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
                Quat::IDENTITY,
            ]),
            interpolation: Interpolation::Linear,
        },
```
2023-12-31 18:01:50 +00:00
Mike
786abbf3f5
Fix ci xvfb (#11143)
# Objective

Fix ci hang, so we can merge pr's again.

## Solution

- switch ppa action to use mesa stable versions
https://launchpad.net/~kisak/+archive/ubuntu/turtle
- use commit from #11123

---------

Co-authored-by: Stepan Koltsov <stepan.koltsov@gmail.com>
2023-12-30 09:07:31 +00:00
François
8666b076d8
fix base64 padding when loading a gltf file (#11053)
# Objective

- After #10336, some gltf files fail to load (examples
custom_gltf_vertex_attribute, gltf_skinned_mesh, ...)
- Fix them

## Solution

- Allow padding in base 64 decoder
2023-12-21 20:00:51 +00:00
Martín Maita
3b59dbd772
Update base64 requirement from 0.13.0 to 0.21.5 (#10336)
# Objective

- Update base64 requirement from 0.13.0 to 0.21.5.
- Closes #10317.

## Solution

- Bumped `base64` requirement and manually migrated code to fix a
breaking change after updating.
2023-12-21 00:55:54 +00:00
robtfm
74ead1eb80
Add GltfLoaderSettings (#10804)
# Objective

when loading gltfs we may want to filter the results. in particular, i
need to be able to exclude cameras.

i can do this already by modifying the gltf after load and before
spawning, but it seems like a useful general option.

## Solution

add `GltfLoaderSettings` struct with bool members:
- `load_cameras` : checked before processing camera nodes.
- `load_lights` : checked before processing light nodes
- `load_meshes` : checked before loading meshes, materials and morph
weights

Existing code will work as before. Now you also have the option to
restrict what parts of the gltf are loaded. For example, to load a gltf
but exclude the cameras, replace a call to
`asset_server.load("my.gltf")` with:
```rust
asset_server.load_with_settings(
    "my.gltf",
    |s: &mut GltfLoaderSettings| {
        s.load_cameras = false;
    }
);
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-30 00:34:45 +00:00
tygyh
fd308571c4
Remove unnecessary path prefixes (#10749)
# Objective

- Shorten paths by removing unnecessary prefixes

## Solution

- Remove the prefixes from many paths which do not need them. Finding
the paths was done automatically using built-in refactoring tools in
Jetbrains RustRover.
2023-11-28 23:43:40 +00:00
Carter Anderson
cc6c4d65ed
Fix GLTF scene dependencies and make full scene renders predictable (#10745)
# Objective

Fixes #10688

There were a number of issues at play:

1. The GLTF loader was not registering Scene dependencies properly. They
were being registered at the root instead of on the scene assets. This
made `LoadedWithDependencies` fire immediately on load.
2. Recursive labeled assets _inside_ of labeled assets were not being
loaded. This only became relevant for scenes after fixing (1) because we
now add labeled assets to the nested scene `LoadContext` instead of the
root load context. I'm surprised nobody has hit this yet. I'm glad I
caught it before somebody hit it.
3. Accessing "loaded with dependencies" state on the Asset Server is
boilerplatey + error prone (because you need to manually query two
states).

## Solution

1. In GltfLoader, use a nested LoadContext for scenes and load
dependencies through that context.
2. In the `AssetServer`, load labeled assets recursively.
3. Added a simple `asset_server.is_loaded_with_dependencies(id)`

I also added some docs to `LoadContext` to help prevent this problem in
the future.

---

## Changelog

- Added `AssetServer::is_loaded_with_dependencies`
- Fixed GLTF Scene dependencies
- Fixed nested labeled assets not being loaded

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-27 22:42:28 +00:00
Ame
8c0ce5280b
Standardize toml format with taplo (#10594)
# Objective

- Standardize fmt for toml files

## Solution

- Add [taplo](https://taplo.tamasfe.dev/) to CI (check for fmt and diff
for toml files), for context taplo is used by the most popular extension
in VScode [Even Better
TOML](https://marketplace.visualstudio.com/items?itemName=tamasfe.even-better-toml
- Add contribution section to explain toml fmt with taplo.
 
Now to pass CI you need to run `taplo fmt --option indent_string=" "` or
if you use vscode have the `Even Better TOML` extension with 4 spaces
for indent

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-21 01:04:14 +00:00
Ame
951c9bb1a2
Add [lints] table, fix adding #![allow(clippy::type_complexity)] everywhere (#10011)
# Objective

- Fix adding `#![allow(clippy::type_complexity)]` everywhere. like #9796

## Solution

- Use the new [lints] table that will land in 1.74
(https://doc.rust-lang.org/nightly/cargo/reference/unstable.html#lints)
- inherit lint to the workspace, crates and examples.
```
[lints]
workspace = true
```

## Changelog

- Bump rust version to 1.74
- Enable lints table for the workspace
```toml
[workspace.lints.clippy]
type_complexity = "allow"
```
- Allow type complexity for all crates and examples
```toml
[lints]
workspace = true
```

---------

Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
2023-11-18 20:58:48 +00:00
st0rmbtw
cbcd826612
Explicit color conversion methods (#10321)
# Objective

Closes #10319 

## Changelog
* Added a new `Color::rgba_from_array([f32; 4]) -> Color` method.
* Added a new `Color::rgb_from_array([f32; 3]) -> Color` method.
* Added a new `Color::rgba_linear_from_array([f32; 4]) -> Color` method.
* Added a new `Color::rgb_linear_from_array([f32; 3]) -> Color` method.
* Added a new `Color::hsla_from_array([f32; 4]) -> Color` method.
* Added a new `Color::hsl_from_array([f32; 3]) -> Color` method.
* Added a new `Color::lcha_from_array([f32; 4]) -> Color` method.
* Added a new `Color::lch_from_array([f32; 3]) -> Color` method.
* Added a new `Color::rgba_to_vec4(&self) -> Vec4` method.
* Added a new `Color::rgba_to_array(&self) -> [f32; 4]` method.
* Added a new `Color::rgb_to_vec3(&self) -> Vec3` method.
* Added a new `Color::rgb_to_array(&self) -> [f32; 3]` method.
* Added a new `Color::rgba_linear_to_vec4(&self) -> Vec4` method.
* Added a new `Color::rgba_linear_to_array(&self) -> [f32; 4]` method.
* Added a new `Color::rgb_linear_to_vec3(&self) -> Vec3` method.
* Added a new `Color::rgb_linear_to_array(&self) -> [f32; 3]` method.
* Added a new `Color::hsla_to_vec4(&self) -> Vec4` method.
* Added a new `Color::hsla_to_array(&self) -> [f32; 4]` method.
* Added a new `Color::hsl_to_vec3(&self) -> Vec3` method.
* Added a new `Color::hsl_to_array(&self) -> [f32; 3]` method.
* Added a new `Color::lcha_to_vec4(&self) -> Vec4` method.
* Added a new `Color::lcha_to_array(&self) -> [f32; 4]` method.
* Added a new `Color::lch_to_vec3(&self) -> Vec3` method.
* Added a new `Color::lch_to_array(&self) -> [f32; 3]` method.

## Migration Guide
`Color::from(Vec4)` is now `Color::rgba_from_array(impl Into<[f32; 4]>)`
`Vec4::from(Color)` is now `Color::rgba_to_vec4(&self)`

Before:
```rust
let color_vec4 = Vec4::new(0.5, 0.5, 0.5);
let color_from_vec4 = Color::from(color_vec4);

let color_array = [0.5, 0.5, 0.5];
let color_from_array = Color::from(color_array);
```
After:
```rust
let color_vec4 = Vec4::new(0.5, 0.5, 0.5);
let color_from_vec4 = Color::rgba_from_array(color_vec4);

let color_array = [0.5, 0.5, 0.5];
let color_from_array = Color::rgba_from_array(color_array);
```
2023-11-15 16:47:32 +00:00
github-actions[bot]
bf30a25efc
Release 0.12 (#10362)
Preparing next release
This PR has been auto-generated

---------

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
2023-11-04 17:24:23 +00:00
Marco Buono
44928e0df4
StandardMaterial Light Transmission (#8015)
# Objective

<img width="1920" alt="Screenshot 2023-04-26 at 01 07 34"
src="https://user-images.githubusercontent.com/418473/234467578-0f34187b-5863-4ea1-88e9-7a6bb8ce8da3.png">

This PR adds both diffuse and specular light transmission capabilities
to the `StandardMaterial`, with support for screen space refractions.
This enables realistically representing a wide range of real-world
materials, such as:

  - Glass; (Including frosted glass)
  - Transparent and translucent plastics;
  - Various liquids and gels;
  - Gemstones;
  - Marble;
  - Wax;
  - Paper;
  - Leaves;
  - Porcelain.

Unlike existing support for transparency, light transmission does not
rely on fixed function alpha blending, and therefore works with both
`AlphaMode::Opaque` and `AlphaMode::Mask` materials.

## Solution

- Introduces a number of transmission related fields in the
`StandardMaterial`;
- For specular transmission:
- Adds logic to take a view main texture snapshot after the opaque
phase; (in order to perform screen space refractions)
- Introduces a new `Transmissive3d` phase to the renderer, to which all
meshes with `transmission > 0.0` materials are sent.
- Calculates a light exit point (of the approximate mesh volume) using
`ior` and `thickness` properties
- Samples the snapshot texture with an adaptive number of taps across a
`roughness`-controlled radius enabling “blurry” refractions
- For diffuse transmission:
- Approximates transmitted diffuse light by using a second, flipped +
displaced, diffuse-only Lambertian lobe for each light source.

## To Do

- [x] Figure out where `fresnel_mix()` is taking place, if at all, and
where `dielectric_specular` is being calculated, if at all, and update
them to use the `ior` value (Not a blocker, just a nice-to-have for more
correct BSDF)
- To the _best of my knowledge, this is now taking place, after
964340cdd. The fresnel mix is actually "split" into two parts in our
implementation, one `(1 - fresnel(...))` in the transmission, and
`fresnel()` in the light implementations. A surface with more
reflectance now will produce slightly dimmer transmission towards the
grazing angle, as more of the light gets reflected.
- [x] Add `transmission_texture`
- [x] Add `diffuse_transmission_texture`
- [x] Add `thickness_texture`
- [x] Add `attenuation_distance` and `attenuation_color`
- [x] Connect values to glTF loader
  - [x] `transmission` and `transmission_texture`
  - [x] `thickness` and `thickness_texture`
  - [x] `ior`
- [ ] `diffuse_transmission` and `diffuse_transmission_texture` (needs
upstream support in `gltf` crate, not a blocker)
- [x] Add support for multiple screen space refraction “steps”
- [x] Conditionally create no transmission snapshot texture at all if
`steps == 0`
- [x] Conditionally enable/disable screen space refraction transmission
snapshots
- [x] Read from depth pre-pass to prevent refracting pixels in front of
the light exit point
- [x] Use `interleaved_gradient_noise()` function for sampling blur in a
way that benefits from TAA
- [x] Drill down a TAA `#define`, tweak some aspects of the effect
conditionally based on it
- [x] Remove const array that's crashing under HLSL (unless a new `naga`
release with https://github.com/gfx-rs/naga/pull/2496 comes out before
we merge this)
- [ ] Look into alternatives to the `switch` hack for dynamically
indexing the const array (might not be needed, compilers seem to be
decent at expanding it)
- [ ] Add pipeline keys for gating transmission (do we really want/need
this?)
- [x] Tweak some material field/function names?

## A Note on Texture Packing

_This was originally added as a comment to the
`specular_transmission_texture`, `thickness_texture` and
`diffuse_transmission_texture` documentation, I removed it since it was
more confusing than helpful, and will likely be made redundant/will need
to be updated once we have a better infrastructure for preprocessing
assets_

Due to how channels are mapped, you can more efficiently use a single
shared texture image
for configuring the following:

- R - `specular_transmission_texture`
- G - `thickness_texture`
- B - _unused_
- A - `diffuse_transmission_texture`

The `KHR_materials_diffuse_transmission` glTF extension also defines a
`diffuseTransmissionColorTexture`,
that _we don't currently support_. One might choose to pack the
intensity and color textures together,
using RGB for the color and A for the intensity, in which case this
packing advice doesn't really apply.

---

## Changelog

- Added a new `Transmissive3d` render phase for rendering specular
transmissive materials with screen space refractions
- Added rendering support for transmitted environment map light on the
`StandardMaterial` as a fallback for screen space refractions
- Added `diffuse_transmission`, `specular_transmission`, `thickness`,
`ior`, `attenuation_distance` and `attenuation_color` to the
`StandardMaterial`
- Added `diffuse_transmission_texture`, `specular_transmission_texture`,
`thickness_texture` to the `StandardMaterial`, gated behind a new
`pbr_transmission_textures` cargo feature (off by default, for maximum
hardware compatibility)
- Added `Camera3d::screen_space_specular_transmission_steps` for
controlling the number of “layers of transparency” rendered for
transmissive objects
- Added a `TransmittedShadowReceiver` component for enabling shadows in
(diffusely) transmitted light. (disabled by default, as it requires
carefully setting up the `thickness` to avoid self-shadow artifacts)
- Added support for the `KHR_materials_transmission`,
`KHR_materials_ior` and `KHR_materials_volume` glTF extensions
- Renamed items related to temporal jitter for greater consistency

## Migration Guide

- `SsaoPipelineKey::temporal_noise` has been renamed to
`SsaoPipelineKey::temporal_jitter`
- The `TAA` shader def (controlled by the presence of the
`TemporalAntiAliasSettings` component in the camera) has been replaced
with the `TEMPORAL_JITTER` shader def (controlled by the presence of the
`TemporalJitter` component in the camera)
- `MeshPipelineKey::TAA` has been replaced by
`MeshPipelineKey::TEMPORAL_JITTER`
- The `TEMPORAL_NOISE` shader def has been consolidated with
`TEMPORAL_JITTER`
2023-10-31 20:59:02 +00:00
Carter Anderson
134750d18e
Image Sampler Improvements (#10254)
# Objective

- Build on the changes in https://github.com/bevyengine/bevy/pull/9982
- Use `ImageSamplerDescriptor` as the "public image sampler descriptor"
interface in all places (for consistency)
- Make it possible to configure textures to use the "default" sampler
(as configured in the `DefaultImageSampler` resource)
- Fix a bug introduced in #9982 that prevents configured samplers from
being used in Basis, KTX2, and DDS textures

---

## Migration Guide

- When using the `Image` API, use `ImageSamplerDescriptor` instead of
`wgpu::SamplerDescriptor`
- If writing custom wgpu renderer features that work with `Image`, call
`&image_sampler.as_wgpu()` to convert to a wgpu descriptor.
2023-10-26 23:30:09 +00:00
Kanabenki
756fb069b1
Add ImageSamplerDescriptor as an image loader setting (#9982)
Closes #9946 

# Objective

Add a new type mirroring `wgpu::SamplerDescriptor` for
`ImageLoaderSettings` to control how a loaded image should be sampled.

Fix issues with texture sampler descriptors not being set when loading
gltf texture from URI.

## Solution

Add a new `ImageSamplerDescriptor` and its affiliated types that mirrors
`wgpu::SamplerDescriptor`, use it in the image loader settings.

---

## Changelog

### Added

- Added new types `ImageSamplerDescriptor`, `ImageAddressMode`,
`ImageFilterMode`, `ImageCompareFunction` and `ImageSamplerBorderColor`
that mirrors the corresponding wgpu types.
- `ImageLoaderSettings` now carries an `ImageSamplerDescriptor` field
that will be used to determine how the loaded image is sampled, and will
be serialized as part of the image assets `.meta` files.

### Changed

- `Image::from_buffer` now takes the sampler descriptor to use as an
additional parameter.

### Fixed

- Sampler descriptors are set for gltf textures loaded from URI.
2023-10-25 01:50:20 +00:00
Carter Anderson
35073cf7aa
Multiple Asset Sources (#9885)
This adds support for **Multiple Asset Sources**. You can now register a
named `AssetSource`, which you can load assets from like you normally
would:

```rust
let shader: Handle<Shader> = asset_server.load("custom_source://path/to/shader.wgsl");
```

Notice that `AssetPath` now supports `some_source://` syntax. This can
now be accessed through the `asset_path.source()` accessor.

Asset source names _are not required_. If one is not specified, the
default asset source will be used:

```rust
let shader: Handle<Shader> = asset_server.load("path/to/shader.wgsl");
```

The behavior of the default asset source has not changed. Ex: the
`assets` folder is still the default.

As referenced in #9714

## Why?

**Multiple Asset Sources** enables a number of often-asked-for
scenarios:

* **Loading some assets from other locations on disk**: you could create
a `config` asset source that reads from the OS-default config folder
(not implemented in this PR)
* **Loading some assets from a remote server**: you could register a new
`remote` asset source that reads some assets from a remote http server
(not implemented in this PR)
* **Improved "Binary Embedded" Assets**: we can use this system for
"embedded-in-binary assets", which allows us to replace the old
`load_internal_asset!` approach, which couldn't support asset
processing, didn't support hot-reloading _well_, and didn't make
embedded assets accessible to the `AssetServer` (implemented in this pr)

## Adding New Asset Sources

An `AssetSource` is "just" a collection of `AssetReader`, `AssetWriter`,
and `AssetWatcher` entries. You can configure new asset sources like
this:

```rust
app.register_asset_source(
    "other",
    AssetSource::build()
        .with_reader(|| Box::new(FileAssetReader::new("other")))
    )
)
```

Note that `AssetSource` construction _must_ be repeatable, which is why
a closure is accepted.
`AssetSourceBuilder` supports `with_reader`, `with_writer`,
`with_watcher`, `with_processed_reader`, `with_processed_writer`, and
`with_processed_watcher`.

Note that the "asset source" system replaces the old "asset providers"
system.

## Processing Multiple Sources

The `AssetProcessor` now supports multiple asset sources! Processed
assets can refer to assets in other sources and everything "just works".
Each `AssetSource` defines an unprocessed and processed `AssetReader` /
`AssetWriter`.

Currently this is all or nothing for a given `AssetSource`. A given
source is either processed or it is not. Later we might want to add
support for "lazy asset processing", where an `AssetSource` (such as a
remote server) can be configured to only process assets that are
directly referenced by local assets (in order to save local disk space
and avoid doing extra work).

## A new `AssetSource`: `embedded`

One of the big features motivating **Multiple Asset Sources** was
improving our "embedded-in-binary" asset loading. To prove out the
**Multiple Asset Sources** implementation, I chose to build a new
`embedded` `AssetSource`, which replaces the old `load_interal_asset!`
system.

The old `load_internal_asset!` approach had a number of issues:

* The `AssetServer` was not aware of (or capable of loading) internal
assets.
* Because internal assets weren't visible to the `AssetServer`, they
could not be processed (or used by assets that are processed). This
would prevent things "preprocessing shaders that depend on built in Bevy
shaders", which is something we desperately need to start doing.
* Each "internal asset" needed a UUID to be defined in-code to reference
it. This was very manual and toilsome.

The new `embedded` `AssetSource` enables the following pattern:

```rust
// Called in `crates/bevy_pbr/src/render/mesh.rs`
embedded_asset!(app, "mesh.wgsl");

// later in the app
let shader: Handle<Shader> = asset_server.load("embedded://bevy_pbr/render/mesh.wgsl");
```

Notice that this always treats the crate name as the "root path", and it
trims out the `src` path for brevity. This is generally predictable, but
if you need to debug you can use the new `embedded_path!` macro to get a
`PathBuf` that matches the one used by `embedded_asset`.

You can also reference embedded assets in arbitrary assets, such as WGSL
shaders:

```rust
#import "embedded://bevy_pbr/render/mesh.wgsl"
```

This also makes `embedded` assets go through the "normal" asset
lifecycle. They are only loaded when they are actually used!

We are also discussing implicitly converting asset paths to/from shader
modules, so in the future (not in this PR) you might be able to load it
like this:

```rust
#import bevy_pbr::render::mesh::Vertex
```

Compare that to the old system!

```rust
pub const MESH_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(3252377289100772450);

load_internal_asset!(app, MESH_SHADER_HANDLE, "mesh.wgsl", Shader::from_wgsl);

// The mesh asset is the _only_ accessible via MESH_SHADER_HANDLE and _cannot_ be loaded via the AssetServer.
```

## Hot Reloading `embedded`

You can enable `embedded` hot reloading by enabling the
`embedded_watcher` cargo feature:

```
cargo run --features=embedded_watcher
```

## Improved Hot Reloading Workflow

First: the `filesystem_watcher` cargo feature has been renamed to
`file_watcher` for brevity (and to match the `FileAssetReader` naming
convention).

More importantly, hot asset reloading is no longer configured in-code by
default. If you enable any asset watcher feature (such as `file_watcher`
or `rust_source_watcher`), asset watching will be automatically enabled.

This removes the need to _also_ enable hot reloading in your app code.
That means you can replace this:

```rust
app.add_plugins(DefaultPlugins.set(AssetPlugin::default().watch_for_changes()))
```

with this:

```rust
app.add_plugins(DefaultPlugins)
```

If you want to hot reload assets in your app during development, just
run your app like this:

```
cargo run --features=file_watcher
```

This means you can use the same code for development and deployment! To
deploy an app, just don't include the watcher feature

```
cargo build --release
```

My intent is to move to this approach for pretty much all dev workflows.
In a future PR I would like to replace `AssetMode::ProcessedDev` with a
`runtime-processor` cargo feature. We could then group all common "dev"
cargo features under a single `dev` feature:

```sh
# this would enable file_watcher, embedded_watcher, runtime-processor, and more
cargo run --features=dev
```

## AssetMode

`AssetPlugin::Unprocessed`, `AssetPlugin::Processed`, and
`AssetPlugin::ProcessedDev` have been replaced with an `AssetMode` field
on `AssetPlugin`.

```rust
// before 
app.add_plugins(DefaultPlugins.set(AssetPlugin::Processed { /* fields here */ })

// after 
app.add_plugins(DefaultPlugins.set(AssetPlugin { mode: AssetMode::Processed, ..default() })
```

This aligns `AssetPlugin` with our other struct-like plugins. The old
"source" and "destination" `AssetProvider` fields in the enum variants
have been replaced by the "asset source" system. You no longer need to
configure the AssetPlugin to "point" to custom asset providers.

## AssetServerMode

To improve the implementation of **Multiple Asset Sources**,
`AssetServer` was made aware of whether or not it is using "processed"
or "unprocessed" assets. You can check that like this:

```rust
if asset_server.mode() == AssetServerMode::Processed {
    /* do something */
}
```

Note that this refactor should also prepare the way for building "one to
many processed output files", as it makes the server aware of whether it
is loading from processed or unprocessed sources. Meaning we can store
and read processed and unprocessed assets differently!

## AssetPath can now refer to folders

The "file only" restriction has been removed from `AssetPath`. The
`AssetServer::load_folder` API now accepts an `AssetPath` instead of a
`Path`, meaning you can load folders from other asset sources!

## Improved AssetPath Parsing

AssetPath parsing was reworked to support sources, improve error
messages, and to enable parsing with a single pass over the string.
`AssetPath::new` was replaced by `AssetPath::parse` and
`AssetPath::try_parse`.

## AssetWatcher broken out from AssetReader

`AssetReader` is no longer responsible for constructing `AssetWatcher`.
This has been moved to `AssetSourceBuilder`.


## Duplicate Event Debouncing

Asset V2 already debounced duplicate filesystem events, but this was
_input_ events. Multiple input event types can produce the same _output_
`AssetSourceEvent`. Now that we have `embedded_watcher`, which does
expensive file io on events, it made sense to debounce output events
too, so I added that! This will also benefit the AssetProcessor by
preventing integrity checks for duplicate events (and helps keep the
noise down in trace logs).

## Next Steps

* **Port Built-in Shaders**: Currently the primary (and essentially
only) user of `load_interal_asset` in Bevy's source code is "built-in
shaders". I chose not to do that in this PR for a few reasons:
1. We need to add the ability to pass shader defs in to shaders via meta
files. Some shaders (such as MESH_VIEW_TYPES) need to pass shader def
values in that are defined in code.
2. We need to revisit the current shader module naming system. I think
we _probably_ want to imply modules from source structure (at least by
default). Ideally in a way that can losslessly convert asset paths
to/from shader modules (to enable the asset system to resolve modules
using the asset server).
  3. I want to keep this change set minimal / get this merged first.
* **Deprecate `load_internal_asset`**: we can't do that until we do (1)
and (2)
* **Relative Asset Paths**: This PR significantly increases the need for
relative asset paths (which was already pretty high). Currently when
loading dependencies, it is assumed to be an absolute path, which means
if in an `AssetLoader` you call `context.load("some/path/image.png")` it
will assume that is the "default" asset source, _even if the current
asset is in a different asset source_. This will cause breakage for
AssetLoaders that are not designed to add the current source to whatever
paths are being used. AssetLoaders should generally not need to be aware
of the name of their current asset source, or need to think about the
"current asset source" generally. We should build apis that support
relative asset paths and then encourage using relative paths as much as
possible (both via api design and docs). Relative paths are also
important because they will allow developers to move folders around
(even across providers) without reprocessing, provided there is no path
breakage.
2023-10-13 23:17:32 +00:00
François
9290674060
GLTF loader: handle warning NODE_SKINNED_MESH_WITHOUT_SKIN (#9360)
# Objective

- According to the GLTF spec, it should not be possible to have a non
skinned mesh on a skinned node
> When the node contains skin, all mesh.primitives MUST contain JOINTS_0
and WEIGHTS_0 attributes
>
https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#reference-node
- However, the reverse (a skinned mesh on a non skinned node) is just a
warning, see `NODE_SKINNED_MESH_WITHOUT_SKIN` in
https://github.com/KhronosGroup/glTF-Validator/blob/main/ISSUES.md#linkerror
- This causes a crash in Bevy because the bind group layout is made from
the mesh which is skinned, but filled from the entity which is not
```
thread '<unnamed>' panicked at 'wgpu error: Validation Error

Caused by:
    In a RenderPass
      note: encoder = `<CommandBuffer-(0, 5, Metal)>`
    In a set_bind_group command
      note: bind group = `<BindGroup-(27, 1, Metal)>`
    Bind group 2 expects 2 dynamic offsets. However 1 dynamic offset were provided.
```
- Blender can export GLTF files with this kind of issues

## Solution

- When a skinned mesh is only used on non skinned nodes, ignore skinned
information from the mesh and warn the user (this is what three.js is
doing)
- When a skinned mesh is used on both skinned and non skinned nodes, log
an error
2023-10-13 22:40:28 +00:00
Zachary Harrold
dd46fd3aee
Removed anyhow (#10003)
# Objective

- Fixes #8140

## Solution

- Added Explicit Error Typing for `AssetLoader` and `AssetSaver`, which
were the last instances of `anyhow` in use across Bevy.

---

## Changelog

- Added an associated type `Error` to `AssetLoader` and `AssetSaver` for
use with the `load` and `save` methods respectively.
- Changed `ErasedAssetLoader` and `ErasedAssetSaver` `load` and `save`
methods to use `Box<dyn Error + Send + Sync + 'static>` to allow for
arbitrary `Error` types from the non-erased trait variants. Note the
strict requirements match the pre-existing requirements around
`anyhow::Error`.

## Migration Guide

- `anyhow` is no longer exported by `bevy_asset`; Add it to your own
project (if required).
- `AssetLoader` and `AssetSaver` have an associated type `Error`; Define
an appropriate error type (e.g., using `thiserror`), or use a pre-made
error type (e.g., `anyhow::Error`). Note that using `anyhow::Error` is a
drop-in replacement.
- `AssetLoaderError` has been removed; Define a new error type, or use
an alternative (e.g., `anyhow::Error`)
- All the first-party `AssetLoader`'s and `AssetSaver`'s now return
relevant (and narrow) error types instead of a single ambiguous type;
Match over the specific error type, or encapsulate (`Box<dyn>`,
`thiserror`, `anyhow`, etc.)

## Notes

A simpler PR to resolve this issue would simply define a Bevy `Error`
type defined as `Box<dyn std::error::Error + Send + Sync + 'static>`,
but I think this type of error handling should be discouraged when
possible. Since only 2 traits required the use of `anyhow`, it isn't a
substantive body of work to solidify these error types, and remove
`anyhow` entirely. End users are still encouraged to use `anyhow` if
that is their preferred error handling style. Arguably, adding the
`Error` associated type gives more freedom to end-users to decide
whether they want more or less explicit error handling (`anyhow` vs
`thiserror`).

As an aside, I didn't perform any testing on Android or WASM. CI passed
locally, but there may be mistakes for those platforms I missed.
2023-10-06 07:20:13 +00:00
Kanabenki
375af64e8c
Finish documenting bevy_gltf (#9998)
# Objective

- Finish documenting `bevy_gltf`.

## Solution

- Document the remaining items, add links to the glTF spec where
relevant. Add the `warn(missing_doc)` attribute.
2023-10-03 10:13:52 +00:00
Patrick Walton
44a9a4cc86
Import the second UV map if present in glTF files. (#9992)
Conventionally, the second UV map (`TEXCOORD1`, `UV1`) is used for
lightmap UVs. This commit allows Bevy to import them, so that a custom
shader that applies lightmaps can use those UVs if desired.

Note that this doesn't actually apply lightmaps to Bevy meshes; that
will be a followup. It does, however, open the door to future Bevy
plugins that implement baked global illumination.

## Changelog

### Added

The Bevy glTF loader now imports a second UV channel (`TEXCOORD1`,
`UV1`) from meshes if present. This can be used by custom shaders to
implement lightmapping.
2023-10-02 21:07:03 +00:00
floppyhammer
354a5b7933
Handle empty morph weights when loading gltf (#9867)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/9863.

## Solution

Spawn `MorphWeights` after we handle `MeshMorphWeights` for the
children.
2023-09-20 17:40:00 +00:00
robtfm
28060f3180
invert face culling for negatively scaled gltf nodes (#8859)
# Objective

according to
[khronos](https://github.com/KhronosGroup/glTF/issues/1697), gltf nodes
with inverted scales should invert the winding order of the mesh data.
this is to allow negative scale to be used for mirrored geometry.

## Solution

in the gltf loader, create a separate material with `cull_mode` set to
`Face::Front` when the node scale is negative.

note/alternatives:
this applies for nodes where the scale is negative at gltf import time.
that seems like enough for the mentioned use case of mirrored geometry.
it doesn't help when scales dynamically go negative at runtime, but you
can always set double sided in that case.

i don't think there's any practical difference between using front-face
culling and setting a clockwise winding order explicitly, but winding
order is supported by wgpu so we could add the field to
StandardMaterial/StandardMaterialKey and set it directly on the pipeline
descriptor if there's a reason to. it wouldn't help with dynamic scale
adjustments anyway, and would still require a separate material.

fixes #4738, probably fixes #7901.

---------

Co-authored-by: François <mockersf@gmail.com>
2023-09-18 15:55:24 +00:00
Carter Anderson
5eb292dc10
Bevy Asset V2 (#8624)
# Bevy Asset V2 Proposal

## Why Does Bevy Need A New Asset System?

Asset pipelines are a central part of the gamedev process. Bevy's
current asset system is missing a number of features that make it
non-viable for many classes of gamedev. After plenty of discussions and
[a long community feedback
period](https://github.com/bevyengine/bevy/discussions/3972), we've
identified a number missing features:

* **Asset Preprocessing**: it should be possible to "preprocess" /
"compile" / "crunch" assets at "development time" rather than when the
game starts up. This enables offloading expensive work from deployed
apps, faster asset loading, less runtime memory usage, etc.
* **Per-Asset Loader Settings**: Individual assets cannot define their
own loaders that override the defaults. Additionally, they cannot
provide per-asset settings to their loaders. This is a huge limitation,
as many asset types don't provide all information necessary for Bevy
_inside_ the asset. For example, a raw PNG image says nothing about how
it should be sampled (ex: linear vs nearest).
* **Asset `.meta` files**: assets should have configuration files stored
adjacent to the asset in question, which allows the user to configure
asset-type-specific settings. These settings should be accessible during
the pre-processing phase. Modifying a `.meta` file should trigger a
re-processing / re-load of the asset. It should be possible to configure
asset loaders from the meta file.
* **Processed Asset Hot Reloading**: Changes to processed assets (or
their dependencies) should result in re-processing them and re-loading
the results in live Bevy Apps.
* **Asset Dependency Tracking**: The current bevy_asset has no good way
to wait for asset dependencies to load. It punts this as an exercise for
consumers of the loader apis, which is unreasonable and error prone.
There should be easy, ergonomic ways to wait for assets to load and
block some logic on an asset's entire dependency tree loading.
* **Runtime Asset Loading**: it should be (optionally) possible to load
arbitrary assets dynamically at runtime. This necessitates being able to
deploy and run the asset server alongside Bevy Apps on _all platforms_.
For example, we should be able to invoke the shader compiler at runtime,
stream scenes from sources like the internet, etc. To keep deployed
binaries (and startup times) small, the runtime asset server
configuration should be configurable with different settings compared to
the "pre processor asset server".
* **Multiple Backends**: It should be possible to load assets from
arbitrary sources (filesystems, the internet, remote asset serves, etc).
* **Asset Packing**: It should be possible to deploy assets in
compressed "packs", which makes it easier and more efficient to
distribute assets with Bevy Apps.
* **Asset Handoff**: It should be possible to hold a "live" asset
handle, which correlates to runtime data, without actually holding the
asset in memory. Ex: it must be possible to hold a reference to a GPU
mesh generated from a "mesh asset" without keeping the mesh data in CPU
memory
* **Per-Platform Processed Assets**: Different platforms and app
distributions have different capabilities and requirements. Some
platforms need lower asset resolutions or different asset formats to
operate within the hardware constraints of the platform. It should be
possible to define per-platform asset processing profiles. And it should
be possible to deploy only the assets required for a given platform.

These features have architectural implications that are significant
enough to require a full rewrite. The current Bevy Asset implementation
got us this far, but it can take us no farther. This PR defines a brand
new asset system that implements most of these features, while laying
the foundations for the remaining features to be built.

## Bevy Asset V2

Here is a quick overview of the features introduced in this PR.
* **Asset Preprocessing**: Preprocess assets at development time into
more efficient (and configurable) representations
* **Dependency Aware**: Dependencies required to process an asset are
tracked. If an asset's processed dependency changes, it will be
reprocessed
* **Hot Reprocessing/Reloading**: detect changes to asset source files,
reprocess them if they have changed, and then hot-reload them in Bevy
Apps.
* **Only Process Changes**: Assets are only re-processed when their
source file (or meta file) has changed. This uses hashing and timestamps
to avoid processing assets that haven't changed.
* **Transactional and Reliable**: Uses write-ahead logging (a technique
commonly used by databases) to recover from crashes / forced-exits.
Whenever possible it avoids full-reprocessing / only uncompleted
transactions will be reprocessed. When the processor is running in
parallel with a Bevy App, processor asset writes block Bevy App asset
reads. Reading metadata + asset bytes is guaranteed to be transactional
/ correctly paired.
* **Portable / Run anywhere / Database-free**: The processor does not
rely on an in-memory database (although it uses some database techniques
for reliability). This is important because pretty much all in-memory
databases have unsupported platforms or build complications.
* **Configure Processor Defaults Per File Type**: You can say "use this
processor for all files of this type".
* **Custom Processors**: The `Processor` trait is flexible and
unopinionated. It can be implemented by downstream plugins.
* **LoadAndSave Processors**: Most asset processing scenarios can be
expressed as "run AssetLoader A, save the results using AssetSaver X,
and then load the result using AssetLoader B". For example, load this
png image using `PngImageLoader`, which produces an `Image` asset and
then save it using `CompressedImageSaver` (which also produces an
`Image` asset, but in a compressed format), which takes an `Image` asset
as input. This means if you have an `AssetLoader` for an asset, you are
already half way there! It also means that you can share AssetSavers
across multiple loaders. Because `CompressedImageSaver` accepts Bevy's
generic Image asset as input, it means you can also use it with some
future `JpegImageLoader`.
* **Loader and Saver Settings**: Asset Loaders and Savers can now define
their own settings types, which are passed in as input when an asset is
loaded / saved. Each asset can define its own settings.
* **Asset `.meta` files**: configure asset loaders, their settings,
enable/disable processing, and configure processor settings
* **Runtime Asset Dependency Tracking** Runtime asset dependencies (ex:
if an asset contains a `Handle<Image>`) are tracked by the asset server.
An event is emitted when an asset and all of its dependencies have been
loaded
* **Unprocessed Asset Loading**: Assets do not require preprocessing.
They can be loaded directly. A processed asset is just a "normal" asset
with some extra metadata. Asset Loaders don't need to know or care about
whether or not an asset was processed.
* **Async Asset IO**: Asset readers/writers use async non-blocking
interfaces. Note that because Rust doesn't yet support async traits,
there is a bit of manual Boxing / Future boilerplate. This will
hopefully be removed in the near future when Rust gets async traits.
* **Pluggable Asset Readers and Writers**: Arbitrary asset source
readers/writers are supported, both by the processor and the asset
server.
* **Better Asset Handles**
* **Single Arc Tree**: Asset Handles now use a single arc tree that
represents the lifetime of the asset. This makes their implementation
simpler, more efficient, and allows us to cheaply attach metadata to
handles. Ex: the AssetPath of a handle is now directly accessible on the
handle itself!
* **Const Typed Handles**: typed handles can be constructed in a const
context. No more weird "const untyped converted to typed at runtime"
patterns!
* **Handles and Ids are Smaller / Faster To Hash / Compare**: Typed
`Handle<T>` is now much smaller in memory and `AssetId<T>` is even
smaller.
* **Weak Handle Usage Reduction**: In general Handles are now considered
to be "strong". Bevy features that previously used "weak `Handle<T>`"
have been ported to `AssetId<T>`, which makes it statically clear that
the features do not hold strong handles (while retaining strong type
information). Currently Handle::Weak still exists, but it is very
possible that we can remove that entirely.
* **Efficient / Dense Asset Ids**: Assets now have efficient dense
runtime asset ids, which means we can avoid expensive hash lookups.
Assets are stored in Vecs instead of HashMaps. There are now typed and
untyped ids, which means we no longer need to store dynamic type
information in the ID for typed handles. "AssetPathId" (which was a
nightmare from a performance and correctness standpoint) has been
entirely removed in favor of dense ids (which are retrieved for a path
on load)
* **Direct Asset Loading, with Dependency Tracking**: Assets that are
defined at runtime can still have their dependencies tracked by the
Asset Server (ex: if you create a material at runtime, you can still
wait for its textures to load). This is accomplished via the (currently
optional) "asset dependency visitor" trait. This system can also be used
to define a set of assets to load, then wait for those assets to load.
* **Async folder loading**: Folder loading also uses this system and
immediately returns a handle to the LoadedFolder asset, which means
folder loading no longer blocks on directory traversals.
* **Improved Loader Interface**: Loaders now have a specific "top level
asset type", which makes returning the top-level asset simpler and
statically typed.
* **Basic Image Settings and Processing**: Image assets can now be
processed into the gpu-friendly Basic Universal format. The ImageLoader
now has a setting to define what format the image should be loaded as.
Note that this is just a minimal MVP ... plenty of additional work to do
here. To demo this, enable the `basis-universal` feature and turn on
asset processing.
* **Simpler Audio Play / AudioSink API**: Asset handle providers are
cloneable, which means the Audio resource can mint its own handles. This
means you can now do `let sink_handle = audio.play(music)` instead of
`let sink_handle = audio_sinks.get_handle(audio.play(music))`. Note that
this might still be replaced by
https://github.com/bevyengine/bevy/pull/8424.
**Removed Handle Casting From Engine Features**: Ex: FontAtlases no
longer use casting between handle types

## Using The New Asset System

### Normal Unprocessed Asset Loading

By default the `AssetPlugin` does not use processing. It behaves pretty
much the same way as the old system.

If you are defining a custom asset, first derive `Asset`:

```rust
#[derive(Asset)]
struct Thing {
    value: String,
}
```

Initialize the asset:
```rust
app.init_asset:<Thing>()
```

Implement a new `AssetLoader` for it:

```rust
#[derive(Default)]
struct ThingLoader;

#[derive(Serialize, Deserialize, Default)]
pub struct ThingSettings {
    some_setting: bool,
}

impl AssetLoader for ThingLoader {
    type Asset = Thing;
    type Settings = ThingSettings;

    fn load<'a>(
        &'a self,
        reader: &'a mut Reader,
        settings: &'a ThingSettings,
        load_context: &'a mut LoadContext,
    ) -> BoxedFuture<'a, Result<Thing, anyhow::Error>> {
        Box::pin(async move {
            let mut bytes = Vec::new();
            reader.read_to_end(&mut bytes).await?;
            // convert bytes to value somehow
            Ok(Thing {
                value 
            })
        })
    }

    fn extensions(&self) -> &[&str] {
        &["thing"]
    }
}
```

Note that this interface will get much cleaner once Rust gets support
for async traits. `Reader` is an async futures_io::AsyncRead. You can
stream bytes as they come in or read them all into a `Vec<u8>`,
depending on the context. You can use `let handle =
load_context.load(path)` to kick off a dependency load, retrieve a
handle, and register the dependency for the asset.

Then just register the loader in your Bevy app:

```rust
app.init_asset_loader::<ThingLoader>()
```

Now just add your `Thing` asset files into the `assets` folder and load
them like this:

```rust
fn system(asset_server: Res<AssetServer>) {
    let handle = Handle<Thing> = asset_server.load("cool.thing");
}
```

You can check load states directly via the asset server:

```rust
if asset_server.load_state(&handle) == LoadState::Loaded { }
```

You can also listen for events:

```rust
fn system(mut events: EventReader<AssetEvent<Thing>>, handle: Res<SomeThingHandle>) {
    for event in events.iter() {
        if event.is_loaded_with_dependencies(&handle) {
        }
    }
}
```

Note the new `AssetEvent::LoadedWithDependencies`, which only fires when
the asset is loaded _and_ all dependencies (and their dependencies) have
loaded.

Unlike the old asset system, for a given asset path all `Handle<T>`
values point to the same underlying Arc. This means Handles can cheaply
hold more asset information, such as the AssetPath:

```rust
// prints the AssetPath of the handle
info!("{:?}", handle.path())
```

### Processed Assets

Asset processing can be enabled via the `AssetPlugin`. When developing
Bevy Apps with processed assets, do this:

```rust
app.add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev()))
```

This runs the `AssetProcessor` in the background with hot-reloading. It
reads assets from the `assets` folder, processes them, and writes them
to the `.imported_assets` folder. Asset loads in the Bevy App will wait
for a processed version of the asset to become available. If an asset in
the `assets` folder changes, it will be reprocessed and hot-reloaded in
the Bevy App.

When deploying processed Bevy apps, do this:

```rust
app.add_plugins(DefaultPlugins.set(AssetPlugin::processed()))
```

This does not run the `AssetProcessor` in the background. It behaves
like `AssetPlugin::unprocessed()`, but reads assets from
`.imported_assets`.

When the `AssetProcessor` is running, it will populate sibling `.meta`
files for assets in the `assets` folder. Meta files for assets that do
not have a processor configured look like this:

```rust
(
    meta_format_version: "1.0",
    asset: Load(
        loader: "bevy_render::texture::image_loader::ImageLoader",
        settings: (
            format: FromExtension,
        ),
    ),
)
```

This is metadata for an image asset. For example, if you have
`assets/my_sprite.png`, this could be the metadata stored at
`assets/my_sprite.png.meta`. Meta files are totally optional. If no
metadata exists, the default settings will be used.

In short, this file says "load this asset with the ImageLoader and use
the file extension to determine the image type". This type of meta file
is supported in all AssetPlugin modes. If in `Unprocessed` mode, the
asset (with the meta settings) will be loaded directly. If in
`ProcessedDev` mode, the asset file will be copied directly to the
`.imported_assets` folder. The meta will also be copied directly to the
`.imported_assets` folder, but with one addition:

```rust
(
    meta_format_version: "1.0",
    processed_info: Some((
        hash: 12415480888597742505,
        full_hash: 14344495437905856884,
        process_dependencies: [],
    )),
    asset: Load(
        loader: "bevy_render::texture::image_loader::ImageLoader",
        settings: (
            format: FromExtension,
        ),
    ),
)
```

`processed_info` contains `hash` (a direct hash of the asset and meta
bytes), `full_hash` (a hash of `hash` and the hashes of all
`process_dependencies`), and `process_dependencies` (the `path` and
`full_hash` of every process_dependency). A "process dependency" is an
asset dependency that is _directly_ used when processing the asset.
Images do not have process dependencies, so this is empty.

When the processor is enabled, you can use the `Process` metadata
config:

```rust
(
    meta_format_version: "1.0",
    asset: Process(
        processor: "bevy_asset::processor::process::LoadAndSave<bevy_render::texture::image_loader::ImageLoader, bevy_render::texture::compressed_image_saver::CompressedImageSaver>",
        settings: (
            loader_settings: (
                format: FromExtension,
            ),
            saver_settings: (
                generate_mipmaps: true,
            ),
        ),
    ),
)
```

This configures the asset to use the `LoadAndSave` processor, which runs
an AssetLoader and feeds the result into an AssetSaver (which saves the
given Asset and defines a loader to load it with). (for terseness
LoadAndSave will likely get a shorter/friendlier type name when [Stable
Type Paths](#7184) lands). `LoadAndSave` is likely to be the most common
processor type, but arbitrary processors are supported.

`CompressedImageSaver` saves an `Image` in the Basis Universal format
and configures the ImageLoader to load it as basis universal. The
`AssetProcessor` will read this meta, run it through the LoadAndSave
processor, and write the basis-universal version of the image to
`.imported_assets`. The final metadata will look like this:

```rust
(
    meta_format_version: "1.0",
    processed_info: Some((
        hash: 905599590923828066,
        full_hash: 9948823010183819117,
        process_dependencies: [],
    )),
    asset: Load(
        loader: "bevy_render::texture::image_loader::ImageLoader",
        settings: (
            format: Format(Basis),
        ),
    ),
)
```

To try basis-universal processing out in Bevy examples, (for example
`sprite.rs`), change `add_plugins(DefaultPlugins)` to
`add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev()))` and run
with the `basis-universal` feature enabled: `cargo run
--features=basis-universal --example sprite`.

To create a custom processor, there are two main paths:
1. Use the `LoadAndSave` processor with an existing `AssetLoader`.
Implement the `AssetSaver` trait, register the processor using
`asset_processor.register_processor::<LoadAndSave<ImageLoader,
CompressedImageSaver>>(image_saver.into())`.
2. Implement the `Process` trait directly and register it using:
`asset_processor.register_processor(thing_processor)`.

You can configure default processors for file extensions like this:

```rust
asset_processor.set_default_processor::<ThingProcessor>("thing")
```

There is one more metadata type to be aware of:

```rust
(
    meta_format_version: "1.0",
    asset: Ignore,
)
```

This will ignore the asset during processing / prevent it from being
written to `.imported_assets`.

The AssetProcessor stores a transaction log at `.imported_assets/log`
and uses it to gracefully recover from unexpected stops. This means you
can force-quit the processor (and Bevy Apps running the processor in
parallel) at arbitrary times!

`.imported_assets` is "local state". It should _not_ be checked into
source control. It should also be considered "read only". In practice,
you _can_ modify processed assets and processed metadata if you really
need to test something. But those modifications will not be represented
in the hashes of the assets, so the processed state will be "out of
sync" with the source assets. The processor _will not_ fix this for you.
Either revert the change after you have tested it, or delete the
processed files so they can be re-populated.

## Open Questions

There are a number of open questions to be discussed. We should decide
if they need to be addressed in this PR and if so, how we will address
them:

### Implied Dependencies vs Dependency Enumeration

There are currently two ways to populate asset dependencies:
* **Implied via AssetLoaders**: if an AssetLoader loads an asset (and
retrieves a handle), a dependency is added to the list.
* **Explicit via the optional Asset::visit_dependencies**: if
`server.load_asset(my_asset)` is called, it will call
`my_asset.visit_dependencies`, which will grab dependencies that have
been manually defined for the asset via the Asset trait impl (which can
be derived).

This means that defining explicit dependencies is optional for "loaded
assets". And the list of dependencies is always accurate because loaders
can only produce Handles if they register dependencies. If an asset was
loaded with an AssetLoader, it only uses the implied dependencies. If an
asset was created at runtime and added with
`asset_server.load_asset(MyAsset)`, it will use
`Asset::visit_dependencies`.

However this can create a behavior mismatch between loaded assets and
equivalent "created at runtime" assets if `Assets::visit_dependencies`
doesn't exactly match the dependencies produced by the AssetLoader. This
behavior mismatch can be resolved by completely removing "implied loader
dependencies" and requiring `Asset::visit_dependencies` to supply
dependency data. But this creates two problems:
* It makes defining loaded assets harder and more error prone: Devs must
remember to manually annotate asset dependencies with `#[dependency]`
when deriving `Asset`. For more complicated assets (such as scenes), the
derive likely wouldn't be sufficient and a manual `visit_dependencies`
impl would be required.
* Removes the ability to immediately kick off dependency loads: When
AssetLoaders retrieve a Handle, they also immediately kick off an asset
load for the handle, which means it can start loading in parallel
_before_ the asset finishes loading. For large assets, this could be
significant. (although this could be mitigated for processed assets if
we store dependencies in the processed meta file and load them ahead of
time)

### Eager ProcessorDev Asset Loading

I made a controversial call in the interest of fast startup times ("time
to first pixel") for the "processor dev mode configuration". When
initializing the AssetProcessor, current processed versions of unchanged
assets are yielded immediately, even if their dependencies haven't been
checked yet for reprocessing. This means that
non-current-state-of-filesystem-but-previously-valid assets might be
returned to the App first, then hot-reloaded if/when their dependencies
change and the asset is reprocessed.

Is this behavior desirable? There is largely one alternative: do not
yield an asset from the processor to the app until all of its
dependencies have been checked for changes. In some common cases (load
dependency has not changed since last run) this will increase startup
time. The main question is "by how much" and is that slower startup time
worth it in the interest of only yielding assets that are true to the
current state of the filesystem. Should this be configurable? I'm
starting to think we should only yield an asset after its (historical)
dependencies have been checked for changes + processed as necessary, but
I'm curious what you all think.

### Paths Are Currently The Only Canonical ID / Do We Want Asset UUIDs?

In this implementation AssetPaths are the only canonical asset
identifier (just like the previous Bevy Asset system and Godot). Moving
assets will result in re-scans (and currently reprocessing, although
reprocessing can easily be avoided with some changes). Asset
renames/moves will break code and assets that rely on specific paths,
unless those paths are fixed up.

Do we want / need "stable asset uuids"? Introducing them is very
possible:
1. Generate a UUID and include it in .meta files
2. Support UUID in AssetPath
3. Generate "asset indices" which are loaded on startup and map UUIDs to
paths.
4 (maybe). Consider only supporting UUIDs for processed assets so we can
generate quick-to-load indices instead of scanning meta files.

The main "pro" is that assets referencing UUIDs don't need to be
migrated when a path changes. The main "con" is that UUIDs cannot be
"lazily resolved" like paths. They need a full view of all assets to
answer the question "does this UUID exist". Which means UUIDs require
the AssetProcessor to fully finish startup scans before saying an asset
doesnt exist. And they essentially require asset pre-processing to use
in apps, because scanning all asset metadata files at runtime to resolve
a UUID is not viable for medium-to-large apps. It really requires a
pre-generated UUID index, which must be loaded before querying for
assets.

I personally think this should be investigated in a separate PR. Paths
aren't going anywhere ... _everyone_ uses filesystems (and
filesystem-like apis) to manage their asset source files. I consider
them permanent canonical asset information. Additionally, they behave
well for both processed and unprocessed asset modes. Given that Bevy is
supporting both, this feels like the right canonical ID to start with.
UUIDS (and maybe even other indexed-identifier types) can be added later
as necessary.

### Folder / File Naming Conventions

All asset processing config currently lives in the `.imported_assets`
folder. The processor transaction log is in `.imported_assets/log`.
Processed assets are added to `.imported_assets/Default`, which will
make migrating to processed asset profiles (ex: a
`.imported_assets/Mobile` profile) a non-breaking change. It also allows
us to create top-level files like `.imported_assets/log` without it
being interpreted as an asset. Meta files currently have a `.meta`
suffix. Do we like these names and conventions?

### Should the `AssetPlugin::processed_dev` configuration enable
`watch_for_changes` automatically?

Currently it does (which I think makes sense), but it does make it the
only configuration that enables watch_for_changes by default.

### Discuss on_loaded High Level Interface:

This PR includes a very rough "proof of concept" `on_loaded` system
adapter that uses the `LoadedWithDependencies` event in combination with
`asset_server.load_asset` dependency tracking to support this pattern

```rust
fn main() {
    App::new()
        .init_asset::<MyAssets>()
        .add_systems(Update, on_loaded(create_array_texture))
        .run();
}

#[derive(Asset, Clone)]
struct MyAssets {
    #[dependency]
    picture_of_my_cat: Handle<Image>,
    #[dependency]
    picture_of_my_other_cat: Handle<Image>,
}

impl FromWorld for ArrayTexture {
    fn from_world(world: &mut World) -> Self {
        picture_of_my_cat: server.load("meow.png"),
        picture_of_my_other_cat: server.load("meeeeeeeow.png"),
    }
}

fn spawn_cat(In(my_assets): In<MyAssets>, mut commands: Commands) {
    commands.spawn(SpriteBundle {
        texture: my_assets.picture_of_my_cat.clone(),  
        ..default()
    });
    
    commands.spawn(SpriteBundle {
        texture: my_assets.picture_of_my_other_cat.clone(),  
        ..default()
    });
}

```

The implementation is _very_ rough. And it is currently unsafe because
`bevy_ecs` doesn't expose some internals to do this safely from inside
`bevy_asset`. There are plenty of unanswered questions like:
* "do we add a Loadable" derive? (effectively automate the FromWorld
implementation above)
* Should `MyAssets` even be an Asset? (largely implemented this way
because it elegantly builds on `server.load_asset(MyAsset { .. })`
dependency tracking).

We should think hard about what our ideal API looks like (and if this is
a pattern we want to support). Not necessarily something we need to
solve in this PR. The current `on_loaded` impl should probably be
removed from this PR before merging.

## Clarifying Questions

### What about Assets as Entities?

This Bevy Asset V2 proposal implementation initially stored Assets as
ECS Entities. Instead of `AssetId<T>` + the `Assets<T>` resource it used
`Entity` as the asset id and Asset values were just ECS components.
There are plenty of compelling reasons to do this:
1. Easier to inline assets in Bevy Scenes (as they are "just" normal
entities + components)
2. More flexible queries: use the power of the ECS to filter assets (ex:
`Query<Mesh, With<Tree>>`).
3. Extensible. Users can add arbitrary component data to assets.
4. Things like "component visualization tools" work out of the box to
visualize asset data.

However Assets as Entities has a ton of caveats right now:
* We need to be able to allocate entity ids without a direct World
reference (aka rework id allocator in Entities ... i worked around this
in my prototypes by just pre allocating big chunks of entities)
* We want asset change events in addition to ECS change tracking ... how
do we populate them when mutations can come from anywhere? Do we use
Changed queries? This would require iterating over the change data for
all assets every frame. Is this acceptable or should we implement a new
"event based" component change detection option?
* Reconciling manually created assets with asset-system managed assets
has some nuance (ex: are they "loaded" / do they also have that
component metadata?)
* "how do we handle "static" / default entity handles" (ties in to the
Entity Indices discussion:
https://github.com/bevyengine/bevy/discussions/8319). This is necessary
for things like "built in" assets and default handles in things like
SpriteBundle.
* Storing asset information as a component makes it easy to "invalidate"
asset state by removing the component (or forcing modifications).
Ideally we have ways to lock this down (some combination of Rust type
privacy and ECS validation)

In practice, how we store and identify assets is a reasonably
superficial change (porting off of Assets as Entities and implementing
dedicated storage + ids took less than a day). So once we sort out the
remaining challenges the flip should be straightforward. Additionally, I
do still have "Assets as Entities" in my commit history, so we can reuse
that work. I personally think "assets as entities" is a good endgame,
but it also doesn't provide _significant_ value at the moment and it
certainly isn't ready yet with the current state of things.

### Why not Distill?

[Distill](https://github.com/amethyst/distill) is a high quality fully
featured asset system built in Rust. It is very natural to ask "why not
just use Distill?".

It is also worth calling out that for awhile, [we planned on adopting
Distill / I signed off on
it](https://github.com/bevyengine/bevy/issues/708).

However I think Bevy has a number of constraints that make Distill
adoption suboptimal:
* **Architectural Simplicity:**
* Distill's processor requires an in-memory database (lmdb) and RPC
networked API (using Cap'n Proto). Each of these introduces API
complexity that increases maintenance burden and "code grokability".
Ignoring tests, documentation, and examples, Distill has 24,237 lines of
Rust code (including generated code for RPC + database interactions). If
you ignore generated code, it has 11,499 lines.
* Bevy builds the AssetProcessor and AssetServer using pluggable
AssetReader/AssetWriter Rust traits with simple io interfaces. They do
not necessitate databases or RPC interfaces (although Readers/Writers
could use them if that is desired). Bevy Asset V2 (at the time of
writing this PR) is 5,384 lines of Rust code (ignoring tests,
documentation, and examples). Grain of salt: Distill does have more
features currently (ex: Asset Packing, GUIDS, remote-out-of-process
asset processor). I do plan to implement these features in Bevy Asset V2
and I personally highly doubt they will meaningfully close the 6115
lines-of-code gap.
* This complexity gap (which while illustrated by lines of code, is much
bigger than just that) is noteworthy to me. Bevy should be hackable and
there are pillars of Distill that are very hard to understand and
extend. This is a matter of opinion (and Bevy Asset V2 also has
complicated areas), but I think Bevy Asset V2 is much more approachable
for the average developer.
* Necessary disclaimer: counting lines of code is an extremely rough
complexity metric. Read the code and form your own opinions.
* **Optional Asset Processing:** Not all Bevy Apps (or Bevy App
developers) need / want asset preprocessing. Processing increases the
complexity of the development environment by introducing things like
meta files, imported asset storage, running processors in the
background, waiting for processing to finish, etc. Distill _requires_
preprocessing to work. With Bevy Asset V2 processing is fully opt-in.
The AssetServer isn't directly aware of asset processors at all.
AssetLoaders only care about converting bytes to runtime Assets ... they
don't know or care if the bytes were pre-processed or not. Processing is
"elegantly" (forgive my self-congratulatory phrasing) layered on top and
builds on the existing Asset system primitives.
* **Direct Filesystem Access to Processed Asset State:** Distill stores
processed assets in a database. This makes debugging / inspecting the
processed outputs harder (either requires special tooling to query the
database or they need to be "deployed" to be inspected). Bevy Asset V2,
on the other hand, stores processed assets in the filesystem (by default
... this is configurable). This makes interacting with the processed
state more natural. Note that both Godot and Unity's new asset system
store processed assets in the filesystem.
* **Portability**: Because Distill's processor uses lmdb and RPC
networking, it cannot be run on certain platforms (ex: lmdb is a
non-rust dependency that cannot run on the web, some platforms don't
support running network servers). Bevy should be able to process assets
everywhere (ex: run the Bevy Editor on the web, compile + process
shaders on mobile, etc). Distill does partially mitigate this problem by
supporting "streaming" assets via the RPC protocol, but this is not a
full solve from my perspective. And Bevy Asset V2 can (in theory) also
stream assets (without requiring RPC, although this isn't implemented
yet)

Note that I _do_ still think Distill would be a solid asset system for
Bevy. But I think the approach in this PR is a better solve for Bevy's
specific "asset system requirements".

### Doesn't async-fs just shim requests to "sync" `std::fs`? What is the
point?

"True async file io" has limited / spotty platform support. async-fs
(and the rust async ecosystem generally ... ex Tokio) currently use
async wrappers over std::fs that offload blocking requests to separate
threads. This may feel unsatisfying, but it _does_ still provide value
because it prevents our task pools from blocking on file system
operations (which would prevent progress when there are many tasks to
do, but all threads in a pool are currently blocking on file system
ops).

Additionally, using async APIs for our AssetReaders and AssetWriters
also provides value because we can later add support for "true async
file io" for platforms that support it. _And_ we can implement other
"true async io" asset backends (such as networked asset io).

## Draft TODO

- [x] Fill in missing filesystem event APIs: file removed event (which
is expressed as dangling RenameFrom events in some cases), file/folder
renamed event
- [x] Assets without loaders are not moved to the processed folder. This
breaks things like referenced `.bin` files for GLTFs. This should be
configurable per-non-asset-type.
- [x] Initial implementation of Reflect and FromReflect for Handle. The
"deserialization" parity bar is low here as this only worked with static
UUIDs in the old impl ... this is a non-trivial problem. Either we add a
Handle::AssetPath variant that gets "upgraded" to a strong handle on
scene load or we use a separate AssetRef type for Bevy scenes (which is
converted to a runtime Handle on load). This deserves its own discussion
in a different pr.
- [x] Populate read_asset_bytes hash when run by the processor (a bit of
a special case .. when run by the processor the processed meta will
contain the hash so we don't need to compute it on the spot, but we
don't want/need to read the meta when run by the main AssetServer)
- [x] Delay hot reloading: currently filesystem events are handled
immediately, which creates timing issues in some cases. For example hot
reloading images can sometimes break because the image isn't finished
writing. We should add a delay, likely similar to the [implementation in
this PR](https://github.com/bevyengine/bevy/pull/8503).
- [x] Port old platform-specific AssetIo implementations to the new
AssetReader interface (currently missing Android and web)
- [x] Resolve on_loaded unsafety (either by removing the API entirely or
removing the unsafe)
- [x]  Runtime loader setting overrides
- [x] Remove remaining unwraps that should be error-handled. There are
number of TODOs here
- [x] Pretty AssetPath Display impl
- [x] Document more APIs
- [x] Resolve spurious "reloading because it has changed" events (to
repro run load_gltf with `processed_dev()`)
- [x] load_dependency hot reloading currently only works for processed
assets. If processing is disabled, load_dependency changes are not hot
reloaded.
- [x] Replace AssetInfo dependency load/fail counters with
`loading_dependencies: HashSet<UntypedAssetId>` to prevent reloads from
(potentially) breaking counters. Storing this will also enable
"dependency reloaded" events (see [Next Steps](#next-steps))
- [x] Re-add filesystem watcher cargo feature gate (currently it is not
optional)
- [ ] Migration Guide
- [ ] Changelog

## Followup TODO

- [ ] Replace "eager unchanged processed asset loading" behavior with
"don't returned unchanged processed asset until dependencies have been
checked".
- [ ] Add true `Ignore` AssetAction that does not copy the asset to the
imported_assets folder.
- [ ] Finish "live asset unloading" (ex: free up CPU asset memory after
uploading an image to the GPU), rethink RenderAssets, and port renderer
features. The `Assets` collection uses `Option<T>` for asset storage to
support its removal. (1) the Option might not actually be necessary ...
might be able to just remove from the collection entirely (2) need to
finalize removal apis
- [ ] Try replacing the "channel based" asset id recycling with
something a bit more efficient (ex: we might be able to use raw atomic
ints with some cleverness)
- [ ] Consider adding UUIDs to processed assets (scoped just to helping
identify moved assets ... not exposed to load queries ... see [Next
Steps](#next-steps))
- [ ] Store "last modified" source asset and meta timestamps in
processed meta files to enable skipping expensive hashing when the file
wasn't changed
- [ ] Fix "slow loop" handle drop fix 
- [ ] Migrate to TypeName
- [x] Handle "loader preregistration". See #9429

## Next Steps

* **Configurable per-type defaults for AssetMeta**: It should be
possible to add configuration like "all png image meta should default to
using nearest sampling" (currently this hard-coded per-loader/processor
Settings::default() impls). Also see the "Folder Meta" bullet point.
* **Avoid Reprocessing on Asset Renames / Moves**: See the "canonical
asset ids" discussion in [Open Questions](#open-questions) and the
relevant bullet point in [Draft TODO](#draft-todo). Even without
canonical ids, folder renames could avoid reprocessing in some cases.
* **Multiple Asset Sources**: Expand AssetPath to support "asset source
names" and support multiple AssetReaders in the asset server (ex:
`webserver://some_path/image.png` backed by an Http webserver
AssetReader). The "default" asset reader would use normal
`some_path/image.png` paths. Ideally this works in combination with
multiple AssetWatchers for hot-reloading
* **Stable Type Names**: this pr removes the TypeUuid requirement from
assets in favor of `std::any::type_name`. This makes defining assets
easier (no need to generate a new uuid / use weird proc macro syntax).
It also makes reading meta files easier (because things have "friendly
names"). We also use type names for components in scene files. If they
are good enough for components, they are good enough for assets. And
consistency across Bevy pillars is desirable. However,
`std::any::type_name` is not guaranteed to be stable (although in
practice it is). We've developed a [stable type
path](https://github.com/bevyengine/bevy/pull/7184) to resolve this,
which should be adopted when it is ready.
* **Command Line Interface**: It should be possible to run the asset
processor in a separate process from the command line. This will also
require building a network-server-backed AssetReader to communicate
between the app and the processor. We've been planning to build a "bevy
cli" for awhile. This seems like a good excuse to build it.
* **Asset Packing**: This is largely an additive feature, so it made
sense to me to punt this until we've laid the foundations in this PR.
* **Per-Platform Processed Assets**: It should be possible to generate
assets for multiple platforms by supporting multiple "processor
profiles" per asset (ex: compress with format X on PC and Y on iOS). I
think there should probably be arbitrary "profiles" (which can be
separate from actual platforms), which are then assigned to a given
platform when generating the final asset distribution for that platform.
Ex: maybe devs want a "Mobile" profile that is shared between iOS and
Android. Or a "LowEnd" profile shared between web and mobile.
* **Versioning and Migrations**: Assets, Loaders, Savers, and Processors
need to have versions to determine if their schema is valid. If an asset
/ loader version is incompatible with the current version expected at
runtime, the processor should be able to migrate them. I think we should
try using Bevy Reflect for this, as it would allow us to load the old
version as a dynamic Reflect type without actually having the old Rust
type. It would also allow us to define "patches" to migrate between
versions (Bevy Reflect devs are currently working on patching). The
`.meta` file already has its own format version. Migrating that to new
versions should also be possible.
* **Real Copy-on-write AssetPaths**: Rust's actual Cow (clone-on-write
type) currently used by AssetPath can still result in String clones that
aren't actually necessary (cloning an Owned Cow clones the contents).
Bevy's asset system requires cloning AssetPaths in a number of places,
which result in actual clones of the internal Strings. This is not
efficient. AssetPath internals should be reworked to exhibit truer
cow-like-behavior that reduces String clones to the absolute minimum.
* **Consider processor-less processing**: In theory the AssetServer
could run processors "inline" even if the background AssetProcessor is
disabled. If we decide this is actually desirable, we could add this.
But I don't think its a priority in the short or medium term.
* **Pre-emptive dependency loading**: We could encode dependencies in
processed meta files, which could then be used by the Asset Server to
kick of dependency loads as early as possible (prior to starting the
actual asset load). Is this desirable? How much time would this save in
practice?
* **Optimize Processor With UntypedAssetIds**: The processor exclusively
uses AssetPath to identify assets currently. It might be possible to
swap these out for UntypedAssetIds in some places, which are smaller /
cheaper to hash and compare.
* **One to Many Asset Processing**: An asset source file that produces
many assets currently must be processed into a single "processed" asset
source. If labeled assets can be written separately they can each have
their own configured savers _and_ they could be loaded more granularly.
Definitely worth exploring!
* **Automatically Track "Runtime-only" Asset Dependencies**: Right now,
tracking "created at runtime" asset dependencies requires adding them
via `asset_server.load_asset(StandardMaterial::default())`. I think with
some cleverness we could also do this for
`materials.add(StandardMaterial::default())`, making tracking work
"everywhere". There are challenges here relating to change detection /
ensuring the server is made aware of dependency changes. This could be
expensive in some cases.
* **"Dependency Changed" events**: Some assets have runtime artifacts
that need to be re-generated when one of their dependencies change (ex:
regenerate a material's bind group when a Texture needs to change). We
are generating the dependency graph so we can definitely produce these
events. Buuuuut generating these events will have a cost / they could be
high frequency for some assets, so we might want this to be opt-in for
specific cases.
* **Investigate Storing More Information In Handles**: Handles can now
store arbitrary information, which makes it cheaper and easier to
access. How much should we move into them? Canonical asset load states
(via atomics)? (`handle.is_loaded()` would be very cool). Should we
store the entire asset and remove the `Assets<T>` collection?
(`Arc<RwLock<Option<Image>>>`?)
* **Support processing and loading files without extensions**: This is a
pretty arbitrary restriction and could be supported with very minimal
changes.
* **Folder Meta**: It would be nice if we could define per folder
processor configuration defaults (likely in a `.meta` or `.folder_meta`
file). Things like "default to linear filtering for all Images in this
folder".
* **Replace async_broadcast with event-listener?** This might be
approximately drop-in for some uses and it feels more light weight
* **Support Running the AssetProcessor on the Web**: Most of the hard
work is done here, but there are some easy straggling TODOs (make the
transaction log an interface instead of a direct file writer so we can
write a web storage backend, implement an AssetReader/AssetWriter that
reads/writes to something like LocalStorage).
* **Consider identifying and preventing circular dependencies**: This is
especially important for "processor dependencies", as processing will
silently never finish in these cases.
* **Built-in/Inlined Asset Hot Reloading**: This PR regresses
"built-in/inlined" asset hot reloading (previously provided by the
DebugAssetServer). I'm intentionally punting this because I think it can
be cleanly implemented with "multiple asset sources" by registering a
"debug asset source" (ex: `debug://bevy_pbr/src/render/pbr.wgsl` asset
paths) in combination with an AssetWatcher for that asset source and
support for "manually loading pats with asset bytes instead of
AssetReaders". The old DebugAssetServer was quite nasty and I'd love to
avoid that hackery going forward.
* **Investigate ways to remove double-parsing meta files**: Parsing meta
files currently involves parsing once with "minimal" versions of the
meta file to extract the type name of the loader/processor config, then
parsing again to parse the "full" meta. This is suboptimal. We should be
able to define custom deserializers that (1) assume the loader/processor
type name comes first (2) dynamically looks up the loader/processor
registrations to deserialize settings in-line (similar to components in
the bevy scene format). Another alternative: deserialize as dynamic
Reflect objects and then convert.
* **More runtime loading configuration**: Support using the Handle type
as a hint to select an asset loader (instead of relying on AssetPath
extensions)
* **More high level Processor trait implementations**: For example, it
might be worth adding support for arbitrary chains of "asset transforms"
that modify an in-memory asset representation between loading and
saving. (ex: load a Mesh, run a `subdivide_mesh` transform, followed by
a `flip_normals` transform, then save the mesh to an efficient
compressed format).
* **Bevy Scene Handle Deserialization**: (see the relevant [Draft TODO
item](#draft-todo) for context)
* **Explore High Level Load Interfaces**: See [this
discussion](#discuss-on_loaded-high-level-interface) for one prototype.
* **Asset Streaming**: It would be great if we could stream Assets (ex:
stream a long video file piece by piece)
* **ID Exchanging**: In this PR Asset Handles/AssetIds are bigger than
they need to be because they have a Uuid enum variant. If we implement
an "id exchanging" system that trades Uuids for "efficient runtime ids",
we can cut down on the size of AssetIds, making them more efficient.
This has some open design questions, such as how to spawn entities with
"default" handle values (as these wouldn't have access to the exchange
api in the current system).
* **Asset Path Fixup Tooling**: Assets that inline asset paths inside
them will break when an asset moves. The asset system provides the
functionality to detect when paths break. We should build a framework
that enables formats to define "path migrations". This is especially
important for scene files. For editor-generated files, we should also
consider using UUIDs (see other bullet point) to avoid the need to
migrate in these cases.

---------

Co-authored-by: BeastLe9enD <beastle9end@outlook.de>
Co-authored-by: Mike <mike.hsu@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
2023-09-07 02:07:27 +00:00