Commit Graph

7 Commits

Author SHA1 Message Date
Aevyrie
a3d406dd49
Upstream raycasting UVs (#19791)
# Objective

- Upstream mesh raycast UV support used in #19199

## Solution

- Compute UVs, debug a bunch of math issues with barycentric coordinates
and add docs.

## Testing

- Tested in diagetic UI in the linked PR.
2025-06-24 18:10:59 +00:00
Greeble
b516e78317
Bump crate-ci/typos from 1.31.1 to 1.32.0 (#19072)
Adopted #19066. Bumps
[crate-ci/typos](https://github.com/crate-ci/typos) from 1.31.1 to
1.32.0.

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2025-05-05 17:27:36 +00:00
BD103
c890cc9dc3
Overhaul picking benchmarks (#17033)
# Objective

- Part of #16647.
- This PR goes through our `ray_cast::ray_mesh_intersection()`
benchmarks and overhauls them with more comments and better
extensibility. The code is also a lot less duplicated!

## Solution

- Create a `Benchmarks` enum that describes all of the different kind of
scenarios we want to benchmark.
- Merge all of our existing benchmark functions into a single one,
`bench()`, which sets up the scenarios all at once.
- Add comments to `mesh_creation()` and `ptoxznorm()`, and move some
lines around to be a bit clearer.
- Make the benchmarks use the new `bench!` macro, as part of #16647.
- Rename many functions and benchmarks to be clearer.

## For reviewers

I split this PR up into several, easier to digest commits. You might
find it easier to review by looking through each commit, instead of the
complete file changes.

None of my changes actually modifies the behavior of the benchmarks;
they still track the exact same test cases. There shouldn't be
significant changes in benchmark performance before and after this PR.

## Testing

List all picking benchmarks: `cargo bench -p benches --bench picking --
--list`

Run the benchmarks once in debug mode: `cargo test -p benches --bench
picking`

Run the benchmarks and analyze their performance: `cargo bench -p
benches --bench picking`

- Check out the generated HTML report in
`./target/criterion/report/index.html` once you're done!

---

## Showcase

List of all picking benchmarks, after having been renamed:

<img width="524" alt="image"
src="https://github.com/user-attachments/assets/a1b53daf-4a8b-4c45-a25a-c6306c7175d1"
/>

Example report for
`picking::ray_mesh_intersection::cull_intersect/100_vertices`:

<img width="992" alt="image"
src="https://github.com/user-attachments/assets/a1aaf53f-ce21-4bef-89c4-b982bb158f5d"
/>
2024-12-30 21:04:24 +00:00
BD103
17ad855653
Migrate to core::hint::black_box() (#16980)
# Objective

Many of our benchmarks use
[`criterion::black_box()`](https://docs.rs/criterion/latest/criterion/fn.black_box.html),
which is used to prevent the compiler from optimizing away computation
that we're trying to time. This can be slow, though, because
`criterion::black_box()` forces a point read each time it is called
through
[`ptr::road_volatile()`](https://doc.rust-lang.org/stable/std/ptr/fn.read_volatile.html).

In Rust 1.66, the standard library introduced
[`core::hint::black_box()`](https://doc.rust-lang.org/nightly/std/hint/fn.black_box.html)
(and `std::hint::black_box()`). This is an intended replacement for
`criterion`'s version that uses compiler intrinsics instead of volatile
pointer reads, and thus has no runtime overhead. This increases
benchmark accuracy, which is always nice 👍

Note that benchmarks may _appear_ to improve in performance after this
change, but that's just because we are eliminating the pointer read
overhead.

## Solution

- Deny `criterion::black_box` in `clippy.toml`.
- Fix all imports.

## Testing

- `cargo clippy -p benches --benches`
2024-12-29 19:33:42 +00:00
BD103
c4a24d5b51
Make benchmark setup consistent (#16733)
# Objective

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

## Solution

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

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

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

In d6cdf960ab I fixed all of the Clippy
warnings.

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

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

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

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

## Testing

- `cd benches && cargo clippy --benches`
- `cd benches && cargo fmt --all`
2024-12-10 20:39:14 +00:00
Aevyrie
54b323ec80
Mesh picking fixes (#16110)
# Objective

- Mesh picking is noisy when a non triangle list is used
- Mesh picking runs even when users don't need it
- Resolve #16065 

## Solution

- Don't add the mesh picking plugin by default
- Remove error spam
2024-10-27 19:03:48 +00:00
Joona Aalto
0e30b68b20
Add mesh picking backend and MeshRayCast system parameter (#15800)
# Objective

Closes #15545.

`bevy_picking` supports UI and sprite picking, but not mesh picking.
Being able to pick meshes would be extremely useful for various games,
tools, and our own examples, as well as scene editors and inspectors.
So, we need a mesh picking backend!

Luckily,
[`bevy_mod_picking`](https://github.com/aevyrie/bevy_mod_picking) (which
`bevy_picking` is based on) by @aevyrie already has a [backend for
it](74f0c3c0fb/backends/bevy_picking_raycast/src/lib.rs)
using [`bevy_mod_raycast`](https://github.com/aevyrie/bevy_mod_raycast).
As a side product of adding mesh picking, we also get support for
performing ray casts on meshes!

## Solution

Upstream a large chunk of the immediate-mode ray casting functionality
from `bevy_mod_raycast`, and add a mesh picking backend based on
`bevy_mod_picking`. Huge thanks to @aevyrie who did all the hard work on
these incredible crates!

All meshes are pickable by default. Picking can be disabled for
individual entities by adding `PickingBehavior::IGNORE`, like normal.
Or, if you want mesh picking to be entirely opt-in, you can set
`MeshPickingBackendSettings::require_markers` to `true` and add a
`RayCastPickable` component to the desired camera and target entities.

You can also use the new `MeshRayCast` system parameter to cast rays
into the world manually:

```rust
fn ray_cast_system(mut ray_cast: MeshRayCast, foo_query: Query<(), With<Foo>>) {
    let ray = Ray3d::new(Vec3::ZERO, Dir3::X);

    // Only ray cast against entities with the `Foo` component.
    let filter = |entity| foo_query.contains(entity);

    // Never early-exit. Note that you can change behavior per-entity.
    let early_exit_test = |_entity| false;

    // Ignore the visibility of entities. This allows ray casting hidden entities.
    let visibility = RayCastVisibility::Any;

    let settings = RayCastSettings::default()
        .with_filter(&filter)
        .with_early_exit_test(&early_exit_test)
        .with_visibility(visibility);

    // Cast the ray with the settings, returning a list of intersections.
    let hits = ray_cast.cast_ray(ray, &settings);
}
```

This is largely a direct port, but I did make several changes to match
our APIs better, remove things we don't need or that I think are
unnecessary, and do some general improvements to code quality and
documentation.

### Changes Relative to `bevy_mod_raycast` and `bevy_mod_picking`

- Every `Raycast` and "raycast" has been renamed to `RayCast` and "ray
cast" (similar reasoning as the "Naming" section in #15724)
- `Raycast` system param has been renamed to `MeshRayCast` to avoid
naming conflicts and to be explicit that it is not for colliders
- `RaycastBackend` has been renamed to `MeshPickingBackend`
- `RayCastVisibility` variants are now `Any`, `Visible`, and
`VisibleInView` instead of `Ignore`, `MustBeVisible`, and
`MustBeVisibleAndInView`
- `NoBackfaceCulling` has been renamed to `RayCastBackfaces`, to avoid
implying that it affects the rendering of backfaces for meshes (it
doesn't)
- `SimplifiedMesh` and `RayCastBackfaces` live near other ray casting
API types, not in their own 10 LoC module
- All intersection logic and types are in the same `intersections`
module, not split across several modules
- Some intersection types have been renamed to be clearer and more
consistent
	- `IntersectionData` -> `RayMeshHit` 
	- `RayHit` -> `RayTriangleHit`
- General documentation and code quality improvements

### Removed / Not Ported

- Removed unused ray helpers and types, like `PrimitiveIntersection`
- Removed getters on intersection types, and made their properties
public
- There is no `2d` feature, and `Raycast::mesh_query` and
`Raycast::mesh2d_query` have been merged into `MeshRayCast::mesh_query`,
which handles both 2D and 3D
- I assume this existed previously because `Mesh2dHandle` used to be in
`bevy_sprite`. Now both the 2D and 3D mesh are in `bevy_render`.
- There is no `debug` feature or ray debug rendering
- There is no deferred API (`RaycastSource`)
- There is no `CursorRayPlugin` (the picking backend handles this)

### Note for Reviewers

In case it's helpful, the [first
commit](281638ef10)
here is essentially a one-to-one port. The rest of the commits are
primarily refactoring and cleaning things up in the ways listed earlier,
as well as changes to the module structure.

It may also be useful to compare the original [picking
backend](74f0c3c0fb/backends/bevy_picking_raycast/src/lib.rs)
and [`bevy_mod_raycast`](https://github.com/aevyrie/bevy_mod_raycast) to
this PR. Feel free to mention if there are any changes that I should
revert or something I should not include in this PR.

## Testing

I tested mesh picking and relevant components in some examples, for both
2D and 3D meshes, and added a new `mesh_picking` example. I also
~~stole~~ ported over the [ray-mesh intersection
benchmark](dbc5ef32fe/benches/ray_mesh_intersection.rs)
from `bevy_mod_raycast`.

---

## Showcase

Below is a version of the `2d_shapes` example modified to demonstrate 2D
mesh picking. This is not included in this PR.


https://github.com/user-attachments/assets/7742528c-8630-4c00-bacd-81576ac432bf

And below is the new `mesh_picking` example:


https://github.com/user-attachments/assets/b65c7a5a-fa3a-4c2d-8bbd-e7a2c772986e

There is also a really cool new `mesh_ray_cast` example ported over from
`bevy_mod_raycast`:


https://github.com/user-attachments/assets/3c5eb6c0-bd94-4fb0-bec6-8a85668a06c9

---------

Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Trent <2771466+tbillington@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2024-10-13 17:24:19 +00:00