A fork of bevy to implement some features for forestia
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Waridley 9e1e8bc1bc
Add angle-weighted smooth normals implementation (#18383) (#18552)
# Objective

Closes #18383 

## Solution

Given the 2 votes (me and @komadori ) for making angle-weighted normals
the default, I went ahead and did so, moving the face-weighted
implementation to the new `Mesh::compute_face_weighted_normals` method.
I factored out the common code between both into
`Mesh::compute_custom_smooth_normals`, which I went ahead and made
public to make it easier for users to add any other weighting methods
they might come up with.

If any of these decisions are undesirable for any reason, please let me
know and I will gladly make modifications.

## Testing & Showcase

I made a demo that exaggerates the difference at
[Waridley/bevy_smooth_normals_comparison](https://github.com/Waridley/bevy_smooth_normals_comparison).
Screenshots included in the readme.

Another way it could be demonstrated is via scaling a mesh along its
normals, like for generating outline meshes with inverted faces. I'd be
willing to make a demo for that as well.

I also edited and renamed the `compute_smooth_normals` tests to use
face-weighted normals, and added a new test for angle-weighted ones
which validates that all normals of a unit cube have each component
equal to `(±1 / √3) ± f32::EPSILON`.

## Migration Guide

#16050 already did not mention a migration guide, and it is not even in
a stable release yet. If this lands in a 0.16 RC, updating from RC1
would probably not require any changes in the vast majority of cases,
anyway. If someone really needs face-weighted normals, they can switch
to `.compute_face_weighted_normals()` or
`.with_computed_face_weighted_normals()`. And if for some reason they
really liked the old count-weighted implementation from 0.15, there is
an example in the docs for `compute_custom_smooth_normals`.
2025-07-17 19:23:30 +00:00
.cargo Fix typos in config_fast_builds.toml (#16025) 2024-10-20 16:50:40 +00:00
.github Bump typos to 1.34.0 (#20013) 2025-07-07 20:15:06 +00:00
assets Fix the extended_material example on WebGL2 (#18812) 2025-07-07 19:34:12 +00:00
benches Add angle-weighted smooth normals implementation (#18383) (#18552) 2025-07-17 19:23:30 +00:00
crates Add angle-weighted smooth normals implementation (#18383) (#18552) 2025-07-17 19:23:30 +00:00
docs Mitigate Tracy dep version woes (#20109) 2025-07-14 20:58:30 +00:00
docs-rs Relationship(…Target) html trait tag (#18140) 2025-03-04 08:05:16 +00:00
docs-template bevyengine.org -> bevy.org (#19503) 2025-06-05 23:09:28 +00:00
errors bevyengine.org -> bevy.org (#19503) 2025-06-05 23:09:28 +00:00
examples fix crash in light textures example (#20161) 2025-07-16 16:42:40 +00:00
release-content Add angle-weighted smooth normals implementation (#18383) (#18552) 2025-07-17 19:23:30 +00:00
src bevyengine.org -> bevy.org (#19503) 2025-06-05 23:09:28 +00:00
tests Split BufferedEvent from Event (#20101) 2025-07-14 21:31:48 +00:00
tests-integration/simple-ecs-test Internalize BevyManifest logic. Switch to RwLock (#18263) 2025-03-12 00:46:01 +00:00
tools bevy_light (#19991) 2025-07-07 00:07:38 +00:00
.gitattributes Enforce linux-style line endings for .rs and .toml (#3197) 2021-11-26 21:05:35 +00:00
.gitignore Harden proc macro path resolution and add integration tests. (#17330) 2025-02-09 19:45:45 +00:00
Cargo.toml Preconvert colors before sending to shader (#20074) 2025-07-16 16:06:45 +00:00
clippy.toml Fix warnings and errors reported on Rust beta (#19294) 2025-05-19 23:56:48 +00:00
CODE_OF_CONDUCT.md Update CODE_OF_CONDUCT.md 2020-08-19 20:25:58 +01:00
CONTRIBUTING.md bevyengine.org -> bevy.org (#19503) 2025-06-05 23:09:28 +00:00
CREDITS.md Fix typos CREDITS.md (#17899) 2025-02-17 09:30:04 +00:00
deny.toml Ignore RUSTSEC-2023-0089 until postcard is updated (#19038) 2025-05-05 05:50:03 +00:00
LICENSE-APACHE Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
LICENSE-MIT Let the project page support GitHub's new ability to display open source licenses (#4966) 2022-06-08 17:55:57 +00:00
README.md bevyengine.org -> bevy.org (#19503) 2025-06-05 23:09:28 +00:00
rustfmt.toml Upgrade to Rust Edition 2024 (#17967) 2025-02-24 03:54:47 +00:00
typos.toml bevy_solari: RIS for Direct Lighting (#19620) 2025-06-23 00:47:10 +00:00

Bevy

License Crates.io Downloads Docs CI Discord

What is Bevy?

Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!

WARNING

Bevy is still in the early stages of development. Important features are missing. Documentation is sparse. A new version of Bevy containing breaking changes to the API is released approximately once every 3 months. We provide migration guides, but we can't guarantee migrations will always be easy. Use only if you are willing to work in this environment.

MSRV: Bevy relies heavily on improvements in the Rust language and compiler. As a result, the Minimum Supported Rust Version (MSRV) is generally close to "the latest stable release" of Rust.

Design Goals

  • Capable: Offer a complete 2D and 3D feature set
  • Simple: Easy for newbies to pick up, but infinitely flexible for power users
  • Data Focused: Data-oriented architecture using the Entity Component System paradigm
  • Modular: Use only what you need. Replace what you don't like
  • Fast: App logic should run quickly, and when possible, in parallel
  • Productive: Changes should compile quickly ... waiting isn't fun

About

  • Features: A quick overview of Bevy's features.
  • News: A development blog that covers our progress, plans and shiny new features.

Docs

Community

Before contributing or participating in discussions with the community, you should familiarize yourself with our Code of Conduct.

  • Discord: Bevy's official discord server.
  • Reddit: Bevy's official subreddit.
  • GitHub Discussions: The best place for questions about Bevy, answered right here!
  • Bevy Assets: A collection of awesome Bevy projects, tools, plugins and learning materials.

Contributing

If you'd like to help build Bevy, check out the Contributor's Guide. For simple problems, feel free to open an issue or PR and tackle it yourself!

For more complex architecture decisions and experimental mad science, please open an RFC (Request For Comments) so we can brainstorm together effectively!

Getting Started

We recommend checking out the Quick Start Guide for a brief introduction.

Follow the Setup guide to ensure your development environment is set up correctly. Once set up, you can quickly try out the examples by cloning this repo and running the following commands:

# Switch to the correct version (latest release, default is main development branch)
git checkout latest
# Runs the "breakout" example
cargo run --example breakout

To draw a window with standard functionality enabled, use:

use bevy::prelude::*;

fn main() {
  App::new()
    .add_plugins(DefaultPlugins)
    .run();
}

Fast Compiles

Bevy can be built just fine using default configuration on stable Rust. However for really fast iterative compiles, you should enable the "fast compiles" setup by following the instructions here.

Bevy Cargo Features

This list outlines the different cargo features supported by Bevy. These allow you to customize the Bevy feature set for your use-case.

Thanks

Bevy is the result of the hard work of many people. A huge thanks to all Bevy contributors, the many open source projects that have come before us, the Rust gamedev ecosystem, and the many libraries we build on.

A huge thanks to Bevy's generous sponsors. Bevy will always be free and open source, but it isn't free to make. Please consider sponsoring our work if you like what we're building.

This project is tested with BrowserStack.

License

Bevy is free, open source and permissively licensed! Except where noted (below and/or in individual files), all code in this repository is dual-licensed under either:

at your option. This means you can select the license you prefer! This dual-licensing approach is the de-facto standard in the Rust ecosystem and there are very good reasons to include both.

Some of the engine's code carries additional copyright notices and license terms due to their external origins. These are generally BSD-like, but exact details vary by crate: If the README of a crate contains a 'License' header (or similar), the additional copyright notices and license terms applicable to that crate will be listed. The above licensing requirement still applies to contributions to those crates, and sections of those crates will carry those license terms. The license field of each crate will also reflect this. For example, bevy_mikktspace has code under the Zlib license (as well as a copyright notice when choosing the MIT license).

The assets included in this repository (for our examples) typically fall under different open licenses. These will not be included in your game (unless copied in by you), and they are not distributed in the published bevy crates. See CREDITS.md for the details of the licenses of those files.

Your contributions

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.