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bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_ecs/examples/events.rs
crates/bevy_ecs/examples/events.rs
//! In this example a system sends a custom messages with a 50/50 chance during any frame. //! If a message was sent, it will be printed by the console in a receiving system. #![expect(clippy::print_stdout, reason = "Allowed in examples.")] use bevy_ecs::{message::MessageRegistry, prelude::*}; fn main() { // Create a new empty world. let mut world = World::new(); // The message registry is stored as a resource, and allows us to quickly update all messages at once. // This call adds both the registry resource and the `Messages` resource into the world. MessageRegistry::register_message::<MyMessage>(&mut world); // Create a schedule to store our systems let mut schedule = Schedule::default(); // Messages need to be updated every frame in order to clear our buffers. // This update should happen before we use the messages. // Here, we use system sets to control the ordering. #[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)] pub struct EventFlusherSystems; schedule.add_systems(bevy_ecs::message::message_update_system.in_set(EventFlusherSystems)); // Add systems sending and receiving messages after the messages are flushed. schedule.add_systems(( sending_system.after(EventFlusherSystems), receiving_system.after(sending_system), )); // Simulate 10 frames of our world for iteration in 1..=10 { println!("Simulating frame {iteration}/10"); schedule.run(&mut world); } } // This is our message that we will send and receive in systems #[derive(Message)] struct MyMessage { pub message: String, pub random_value: f32, } // In every frame we will send a message with a 50/50 chance fn sending_system(mut message_writer: MessageWriter<MyMessage>) { let random_value: f32 = rand::random(); if random_value > 0.5 { message_writer.write(MyMessage { message: "A random message with value > 0.5".to_string(), random_value, }); } } // This system listens for messages of the type MyEvent // If a message is received it will be printed to the console fn receiving_system(mut message_reader: MessageReader<MyMessage>) { for my_message in message_reader.read() { println!( " Received message {}, with random value of {}", my_message.message, my_message.random_value ); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_input_focus/src/lib.rs
crates/bevy_input_focus/src/lib.rs
#![cfg_attr(docsrs, feature(doc_cfg))] #![forbid(unsafe_code)] #![doc( html_logo_url = "https://bevy.org/assets/icon.png", html_favicon_url = "https://bevy.org/assets/icon.png" )] #![no_std] //! A UI-centric focus system for Bevy. //! //! This crate provides a system for managing input focus in Bevy applications, including: //! * [`InputFocus`], a resource for tracking which entity has input focus. //! * Methods for getting and setting input focus via [`InputFocus`] and [`IsFocusedHelper`]. //! * A generic [`FocusedInput`] event for input events which bubble up from the focused entity. //! * Various navigation frameworks for moving input focus between entities based on user input, such as [`tab_navigation`] and [`directional_navigation`]. //! //! This crate does *not* provide any integration with UI widgets: this is the responsibility of the widget crate, //! which should depend on [`bevy_input_focus`](crate). #[cfg(feature = "std")] extern crate std; extern crate alloc; pub mod directional_navigation; pub mod tab_navigation; // This module is too small / specific to be exported by the crate, // but it's nice to have it separate for code organization. mod autofocus; pub use autofocus::*; #[cfg(any(feature = "keyboard", feature = "gamepad", feature = "mouse"))] use bevy_app::PreUpdate; use bevy_app::{App, Plugin, PostStartup}; use bevy_ecs::{ entity::Entities, prelude::*, query::QueryData, system::SystemParam, traversal::Traversal, }; #[cfg(feature = "gamepad")] use bevy_input::gamepad::GamepadButtonChangedEvent; #[cfg(feature = "keyboard")] use bevy_input::keyboard::KeyboardInput; #[cfg(feature = "mouse")] use bevy_input::mouse::MouseWheel; use bevy_window::{PrimaryWindow, Window}; use core::fmt::Debug; #[cfg(feature = "bevy_reflect")] use bevy_reflect::{prelude::*, Reflect}; /// Resource representing which entity has input focus, if any. Input events (other than pointer-like inputs) will be /// dispatched to the current focus entity, or to the primary window if no entity has focus. /// /// Changing the input focus is as easy as modifying this resource. /// /// # Examples /// /// From within a system: /// /// ```rust /// use bevy_ecs::prelude::*; /// use bevy_input_focus::InputFocus; /// /// fn clear_focus(mut input_focus: ResMut<InputFocus>) { /// input_focus.clear(); /// } /// ``` /// /// With exclusive (or deferred) world access: /// /// ```rust /// use bevy_ecs::prelude::*; /// use bevy_input_focus::InputFocus; /// /// fn set_focus_from_world(world: &mut World) { /// let entity = world.spawn_empty().id(); /// /// // Fetch the resource from the world /// let mut input_focus = world.resource_mut::<InputFocus>(); /// // Then mutate it! /// input_focus.set(entity); /// /// // Or you can just insert a fresh copy of the resource /// // which will overwrite the existing one. /// world.insert_resource(InputFocus::from_entity(entity)); /// } /// ``` #[derive(Clone, Debug, Default, Resource)] #[cfg_attr( feature = "bevy_reflect", derive(Reflect), reflect(Debug, Default, Resource, Clone) )] pub struct InputFocus(pub Option<Entity>); impl InputFocus { /// Create a new [`InputFocus`] resource with the given entity. /// /// This is mostly useful for tests. pub const fn from_entity(entity: Entity) -> Self { Self(Some(entity)) } /// Set the entity with input focus. pub const fn set(&mut self, entity: Entity) { self.0 = Some(entity); } /// Returns the entity with input focus, if any. pub const fn get(&self) -> Option<Entity> { self.0 } /// Clears input focus. pub const fn clear(&mut self) { self.0 = None; } } /// Resource representing whether the input focus indicator should be visible on UI elements. /// /// Note that this resource is not used by [`bevy_input_focus`](crate) itself, but is provided for /// convenience to UI widgets or frameworks that want to display a focus indicator. /// [`InputFocus`] may still be `Some` even if the focus indicator is not visible. /// /// The value of this resource should be set by your focus navigation solution. /// For a desktop/web style of user interface this would be set to true when the user presses the tab key, /// and set to false when the user clicks on a different element. /// By contrast, a console-style UI intended to be navigated with a gamepad may always have the focus indicator visible. /// /// To easily access information about whether focus indicators should be shown for a given entity, use the [`IsFocused`] trait. /// /// By default, this resource is set to `false`. #[derive(Clone, Debug, Resource, Default)] #[cfg_attr( feature = "bevy_reflect", derive(Reflect), reflect(Debug, Resource, Clone) )] pub struct InputFocusVisible(pub bool); /// A bubble-able user input event that starts at the currently focused entity. /// /// This event is normally dispatched to the current input focus entity, if any. /// If no entity has input focus, then the event is dispatched to the main window. /// /// To set up your own bubbling input event, add the [`dispatch_focused_input::<MyEvent>`](dispatch_focused_input) system to your app, /// in the [`InputFocusSystems::Dispatch`] system set during [`PreUpdate`]. #[derive(EntityEvent, Clone, Debug, Component)] #[entity_event(propagate = WindowTraversal, auto_propagate)] #[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Component, Clone))] pub struct FocusedInput<M: Message + Clone> { /// The entity that has received focused input. #[event_target] pub focused_entity: Entity, /// The underlying input message. pub input: M, /// The primary window entity. window: Entity, } /// An event which is used to set input focus. Trigger this on an entity, and it will bubble /// until it finds a focusable entity, and then set focus to it. #[derive(Clone, EntityEvent)] #[entity_event(propagate = WindowTraversal, auto_propagate)] pub struct AcquireFocus { /// The entity that has acquired focus. #[event_target] pub focused_entity: Entity, /// The primary window entity. window: Entity, } #[derive(QueryData)] /// These are for accessing components defined on the targeted entity pub struct WindowTraversal { child_of: Option<&'static ChildOf>, window: Option<&'static Window>, } impl<M: Message + Clone> Traversal<FocusedInput<M>> for WindowTraversal { fn traverse(item: Self::Item<'_, '_>, event: &FocusedInput<M>) -> Option<Entity> { let WindowTraversalItem { child_of, window } = item; // Send event to parent, if it has one. if let Some(child_of) = child_of { return Some(child_of.parent()); }; // Otherwise, send it to the window entity (unless this is a window entity). if window.is_none() { return Some(event.window); } None } } impl Traversal<AcquireFocus> for WindowTraversal { fn traverse(item: Self::Item<'_, '_>, event: &AcquireFocus) -> Option<Entity> { let WindowTraversalItem { child_of, window } = item; // Send event to parent, if it has one. if let Some(child_of) = child_of { return Some(child_of.parent()); }; // Otherwise, send it to the window entity (unless this is a window entity). if window.is_none() { return Some(event.window); } None } } /// Plugin which sets up systems for dispatching bubbling keyboard and gamepad button events to the focused entity. /// /// To add bubbling to your own input events, add the [`dispatch_focused_input::<MyEvent>`](dispatch_focused_input) system to your app, /// as described in the docs for [`FocusedInput`]. pub struct InputDispatchPlugin; impl Plugin for InputDispatchPlugin { fn build(&self, app: &mut App) { app.add_systems(PostStartup, set_initial_focus) .init_resource::<InputFocus>() .init_resource::<InputFocusVisible>(); #[cfg(any(feature = "keyboard", feature = "gamepad", feature = "mouse"))] app.add_systems( PreUpdate, ( #[cfg(feature = "keyboard")] dispatch_focused_input::<KeyboardInput>, #[cfg(feature = "gamepad")] dispatch_focused_input::<GamepadButtonChangedEvent>, #[cfg(feature = "mouse")] dispatch_focused_input::<MouseWheel>, ) .in_set(InputFocusSystems::Dispatch), ); } } /// System sets for [`bevy_input_focus`](crate). /// /// These systems run in the [`PreUpdate`] schedule. #[derive(SystemSet, Debug, PartialEq, Eq, Hash, Clone)] pub enum InputFocusSystems { /// System which dispatches bubbled input events to the focused entity, or to the primary window. Dispatch, } /// If no entity is focused, sets the focus to the primary window, if any. pub fn set_initial_focus( mut input_focus: ResMut<InputFocus>, window: Single<Entity, With<PrimaryWindow>>, ) { if input_focus.0.is_none() { input_focus.0 = Some(*window); } } /// System which dispatches bubbled input events to the focused entity, or to the primary window /// if no entity has focus. /// /// If the currently focused entity no longer exists (has been despawned), this system will /// automatically clear the focus and dispatch events to the primary window instead. pub fn dispatch_focused_input<M: Message + Clone>( mut input_reader: MessageReader<M>, mut focus: ResMut<InputFocus>, windows: Query<Entity, With<PrimaryWindow>>, entities: &Entities, mut commands: Commands, ) { if let Ok(window) = windows.single() { // If an element has keyboard focus, then dispatch the input event to that element. if let Some(focused_entity) = focus.0 { // Check if the focused entity is still alive if entities.contains(focused_entity) { for ev in input_reader.read() { commands.trigger(FocusedInput { focused_entity, input: ev.clone(), window, }); } } else { // If the focused entity no longer exists, clear focus and dispatch to window focus.0 = None; for ev in input_reader.read() { commands.trigger(FocusedInput { focused_entity: window, input: ev.clone(), window, }); } } } else { // If no element has input focus, then dispatch the input event to the primary window. // There should be only one primary window. for ev in input_reader.read() { commands.trigger(FocusedInput { focused_entity: window, input: ev.clone(), window, }); } } } } /// Trait which defines methods to check if an entity currently has focus. /// /// This is implemented for [`World`] and [`IsFocusedHelper`]. /// [`DeferredWorld`](bevy_ecs::world::DeferredWorld) indirectly implements it through [`Deref`]. /// /// For use within systems, use [`IsFocusedHelper`]. /// /// Modify the [`InputFocus`] resource to change the focused entity. /// /// [`Deref`]: std::ops::Deref pub trait IsFocused { /// Returns true if the given entity has input focus. fn is_focused(&self, entity: Entity) -> bool; /// Returns true if the given entity or any of its descendants has input focus. /// /// Note that for unusual layouts, the focus may not be within the entity's visual bounds. fn is_focus_within(&self, entity: Entity) -> bool; /// Returns true if the given entity has input focus and the focus indicator should be visible. fn is_focus_visible(&self, entity: Entity) -> bool; /// Returns true if the given entity, or any descendant, has input focus and the focus /// indicator should be visible. fn is_focus_within_visible(&self, entity: Entity) -> bool; } /// A system param that helps get information about the current focused entity. /// /// When working with the entire [`World`], consider using the [`IsFocused`] instead. #[derive(SystemParam)] pub struct IsFocusedHelper<'w, 's> { parent_query: Query<'w, 's, &'static ChildOf>, input_focus: Option<Res<'w, InputFocus>>, input_focus_visible: Option<Res<'w, InputFocusVisible>>, } impl IsFocused for IsFocusedHelper<'_, '_> { fn is_focused(&self, entity: Entity) -> bool { self.input_focus .as_deref() .and_then(|f| f.0) .is_some_and(|e| e == entity) } fn is_focus_within(&self, entity: Entity) -> bool { let Some(focus) = self.input_focus.as_deref().and_then(|f| f.0) else { return false; }; if focus == entity { return true; } self.parent_query.iter_ancestors(focus).any(|e| e == entity) } fn is_focus_visible(&self, entity: Entity) -> bool { self.input_focus_visible.as_deref().is_some_and(|vis| vis.0) && self.is_focused(entity) } fn is_focus_within_visible(&self, entity: Entity) -> bool { self.input_focus_visible.as_deref().is_some_and(|vis| vis.0) && self.is_focus_within(entity) } } impl IsFocused for World { fn is_focused(&self, entity: Entity) -> bool { self.get_resource::<InputFocus>() .and_then(|f| f.0) .is_some_and(|f| f == entity) } fn is_focus_within(&self, entity: Entity) -> bool { let Some(focus) = self.get_resource::<InputFocus>().and_then(|f| f.0) else { return false; }; let mut e = focus; loop { if e == entity { return true; } if let Some(parent) = self.entity(e).get::<ChildOf>().map(ChildOf::parent) { e = parent; } else { return false; } } } fn is_focus_visible(&self, entity: Entity) -> bool { self.get_resource::<InputFocusVisible>() .is_some_and(|vis| vis.0) && self.is_focused(entity) } fn is_focus_within_visible(&self, entity: Entity) -> bool { self.get_resource::<InputFocusVisible>() .is_some_and(|vis| vis.0) && self.is_focus_within(entity) } } #[cfg(test)] mod tests { use super::*; use alloc::string::String; use bevy_app::Startup; use bevy_ecs::{observer::On, system::RunSystemOnce, world::DeferredWorld}; use bevy_input::{ keyboard::{Key, KeyCode}, ButtonState, InputPlugin, }; #[derive(Component, Default)] struct GatherKeyboardEvents(String); fn gather_keyboard_events( event: On<FocusedInput<KeyboardInput>>, mut query: Query<&mut GatherKeyboardEvents>, ) { if let Ok(mut gather) = query.get_mut(event.focused_entity) { if let Key::Character(c) = &event.input.logical_key { gather.0.push_str(c.as_str()); } } } fn key_a_message() -> KeyboardInput { KeyboardInput { key_code: KeyCode::KeyA, logical_key: Key::Character("A".into()), state: ButtonState::Pressed, text: Some("A".into()), repeat: false, window: Entity::PLACEHOLDER, } } #[test] fn test_no_panics_if_resource_missing() { let mut app = App::new(); // Note that we do not insert InputFocus here! let entity = app.world_mut().spawn_empty().id(); assert!(!app.world().is_focused(entity)); app.world_mut() .run_system_once(move |helper: IsFocusedHelper| { assert!(!helper.is_focused(entity)); assert!(!helper.is_focus_within(entity)); assert!(!helper.is_focus_visible(entity)); assert!(!helper.is_focus_within_visible(entity)); }) .unwrap(); app.world_mut() .run_system_once(move |world: DeferredWorld| { assert!(!world.is_focused(entity)); assert!(!world.is_focus_within(entity)); assert!(!world.is_focus_visible(entity)); assert!(!world.is_focus_within_visible(entity)); }) .unwrap(); } #[test] fn initial_focus_unset_if_no_primary_window() { let mut app = App::new(); app.add_plugins((InputPlugin, InputDispatchPlugin)); app.update(); assert_eq!(app.world().resource::<InputFocus>().0, None); } #[test] fn initial_focus_set_to_primary_window() { let mut app = App::new(); app.add_plugins((InputPlugin, InputDispatchPlugin)); let entity_window = app .world_mut() .spawn((Window::default(), PrimaryWindow)) .id(); app.update(); assert_eq!(app.world().resource::<InputFocus>().0, Some(entity_window)); } #[test] fn initial_focus_not_overridden() { let mut app = App::new(); app.add_plugins((InputPlugin, InputDispatchPlugin)); app.world_mut().spawn((Window::default(), PrimaryWindow)); app.add_systems(Startup, |mut commands: Commands| { commands.spawn(AutoFocus); }); app.update(); let autofocus_entity = app .world_mut() .query_filtered::<Entity, With<AutoFocus>>() .single(app.world()) .unwrap(); assert_eq!( app.world().resource::<InputFocus>().0, Some(autofocus_entity) ); } #[test] fn test_keyboard_events() { fn get_gathered(app: &App, entity: Entity) -> &str { app.world() .entity(entity) .get::<GatherKeyboardEvents>() .unwrap() .0 .as_str() } let mut app = App::new(); app.add_plugins((InputPlugin, InputDispatchPlugin)) .add_observer(gather_keyboard_events); app.world_mut().spawn((Window::default(), PrimaryWindow)); // Run the world for a single frame to set up the initial focus app.update(); let entity_a = app .world_mut() .spawn((GatherKeyboardEvents::default(), AutoFocus)) .id(); let child_of_b = app .world_mut() .spawn((GatherKeyboardEvents::default(),)) .id(); let entity_b = app .world_mut() .spawn((GatherKeyboardEvents::default(),)) .add_child(child_of_b) .id(); assert!(app.world().is_focused(entity_a)); assert!(!app.world().is_focused(entity_b)); assert!(!app.world().is_focused(child_of_b)); assert!(!app.world().is_focus_visible(entity_a)); assert!(!app.world().is_focus_visible(entity_b)); assert!(!app.world().is_focus_visible(child_of_b)); // entity_a should receive this event app.world_mut().write_message(key_a_message()); app.update(); assert_eq!(get_gathered(&app, entity_a), "A"); assert_eq!(get_gathered(&app, entity_b), ""); assert_eq!(get_gathered(&app, child_of_b), ""); app.world_mut().insert_resource(InputFocus(None)); assert!(!app.world().is_focused(entity_a)); assert!(!app.world().is_focus_visible(entity_a)); // This event should be lost app.world_mut().write_message(key_a_message()); app.update(); assert_eq!(get_gathered(&app, entity_a), "A"); assert_eq!(get_gathered(&app, entity_b), ""); assert_eq!(get_gathered(&app, child_of_b), ""); app.world_mut() .insert_resource(InputFocus::from_entity(entity_b)); assert!(app.world().is_focused(entity_b)); assert!(!app.world().is_focused(child_of_b)); app.world_mut() .run_system_once(move |mut input_focus: ResMut<InputFocus>| { input_focus.set(child_of_b); }) .unwrap(); assert!(app.world().is_focus_within(entity_b)); // These events should be received by entity_b and child_of_b app.world_mut() .write_message_batch(core::iter::repeat_n(key_a_message(), 4)); app.update(); assert_eq!(get_gathered(&app, entity_a), "A"); assert_eq!(get_gathered(&app, entity_b), "AAAA"); assert_eq!(get_gathered(&app, child_of_b), "AAAA"); app.world_mut().resource_mut::<InputFocusVisible>().0 = true; app.world_mut() .run_system_once(move |helper: IsFocusedHelper| { assert!(!helper.is_focused(entity_a)); assert!(!helper.is_focus_within(entity_a)); assert!(!helper.is_focus_visible(entity_a)); assert!(!helper.is_focus_within_visible(entity_a)); assert!(!helper.is_focused(entity_b)); assert!(helper.is_focus_within(entity_b)); assert!(!helper.is_focus_visible(entity_b)); assert!(helper.is_focus_within_visible(entity_b)); assert!(helper.is_focused(child_of_b)); assert!(helper.is_focus_within(child_of_b)); assert!(helper.is_focus_visible(child_of_b)); assert!(helper.is_focus_within_visible(child_of_b)); }) .unwrap(); app.world_mut() .run_system_once(move |world: DeferredWorld| { assert!(!world.is_focused(entity_a)); assert!(!world.is_focus_within(entity_a)); assert!(!world.is_focus_visible(entity_a)); assert!(!world.is_focus_within_visible(entity_a)); assert!(!world.is_focused(entity_b)); assert!(world.is_focus_within(entity_b)); assert!(!world.is_focus_visible(entity_b)); assert!(world.is_focus_within_visible(entity_b)); assert!(world.is_focused(child_of_b)); assert!(world.is_focus_within(child_of_b)); assert!(world.is_focus_visible(child_of_b)); assert!(world.is_focus_within_visible(child_of_b)); }) .unwrap(); } #[test] fn dispatch_clears_focus_when_focused_entity_despawned() { let mut app = App::new(); app.add_plugins((InputPlugin, InputDispatchPlugin)); app.world_mut().spawn((Window::default(), PrimaryWindow)); app.update(); let entity = app.world_mut().spawn_empty().id(); app.world_mut() .insert_resource(InputFocus::from_entity(entity)); app.world_mut().entity_mut(entity).despawn(); assert_eq!(app.world().resource::<InputFocus>().0, Some(entity)); // Send input event - this should clear focus instead of panicking app.world_mut().write_message(key_a_message()); app.update(); assert_eq!(app.world().resource::<InputFocus>().0, None); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_input_focus/src/autofocus.rs
crates/bevy_input_focus/src/autofocus.rs
//! Contains the [`AutoFocus`] component and related machinery. use bevy_ecs::{lifecycle::HookContext, prelude::*, world::DeferredWorld}; use crate::InputFocus; #[cfg(feature = "bevy_reflect")] use bevy_reflect::{prelude::*, Reflect}; /// Indicates that this widget should automatically receive [`InputFocus`]. /// /// This can be useful for things like dialog boxes, the first text input in a form, /// or the first button in a game menu. /// /// The focus is swapped when this component is added /// or an entity with this component is spawned. #[derive(Debug, Default, Component, Copy, Clone)] #[cfg_attr( feature = "bevy_reflect", derive(Reflect), reflect(Debug, Default, Component, Clone) )] #[component(on_add = on_auto_focus_added)] pub struct AutoFocus; fn on_auto_focus_added(mut world: DeferredWorld, HookContext { entity, .. }: HookContext) { if let Some(mut input_focus) = world.get_resource_mut::<InputFocus>() { input_focus.set(entity); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_input_focus/src/directional_navigation.rs
crates/bevy_input_focus/src/directional_navigation.rs
//! A navigation framework for moving between focusable elements based on directional input. //! //! While virtual cursors are a common way to navigate UIs with a gamepad (or arrow keys!), //! they are generally both slow and frustrating to use. //! Instead, directional inputs should provide a direct way to snap between focusable elements. //! //! Like the rest of this crate, the [`InputFocus`] resource is manipulated to track //! the current focus. //! //! Navigating between focusable entities (commonly UI nodes) is done by //! passing a [`CompassOctant`] into the [`navigate`](DirectionalNavigation::navigate) method //! from the [`DirectionalNavigation`] system parameter. Under the hood, an entity is found //! automatically via brute force search in the desired [`CompassOctant`] direction. //! //! If some manual navigation is desired, a [`DirectionalNavigationMap`] will override the brute force //! search in a direction for a given entity. The [`DirectionalNavigationMap`] stores a directed graph //! of focusable entities. Each entity can have up to 8 neighbors, one for each [`CompassOctant`], //! balancing flexibility and required precision. //! //! # Setting up Directional Navigation //! //! ## Automatic Navigation (Recommended) //! //! The easiest way to set up navigation is to add the [`AutoDirectionalNavigation`] component //! to your UI entities. The system will automatically compute the nearest neighbor in each direction //! based on position and size: //! //! ```rust,no_run //! # use bevy_ecs::prelude::*; //! # use bevy_input_focus::directional_navigation::AutoDirectionalNavigation; //! # use bevy_ui::Node; //! fn spawn_button(mut commands: Commands) { //! commands.spawn(( //! Node::default(), //! // ... other UI components ... //! AutoDirectionalNavigation::default(), // That's it! //! )); //! } //! ``` //! //! ## Manual Navigation //! //! You can also manually define navigation connections using methods like //! [`add_edge`](DirectionalNavigationMap::add_edge) and //! [`add_looping_edges`](DirectionalNavigationMap::add_looping_edges). //! //! ## Combining Automatic and Manual //! //! Following manual edges always take precedence, allowing you to use //! automatic navigation for most UI elements while overriding specific connections for //! special cases like wrapping menus or cross-layer navigation. //! //! ## When to Use Manual Navigation //! //! While automatic navigation is recommended for most use cases, manual navigation provides: //! //! - **Precise control**: Define exact navigation flow, including non-obvious connections like looping edges //! - **Cross-layer navigation**: Connect elements across different UI layers or z-index levels //! - **Custom behavior**: Implement domain-specific navigation patterns (e.g., spreadsheet-style wrapping) use alloc::vec::Vec; use bevy_app::prelude::*; use bevy_camera::visibility::InheritedVisibility; use bevy_ecs::{ entity::{EntityHashMap, EntityHashSet}, prelude::*, system::SystemParam, }; use bevy_math::{CompassOctant, Dir2, Rect, Vec2}; use bevy_ui::{ComputedNode, ComputedUiTargetCamera, UiGlobalTransform}; use thiserror::Error; use crate::InputFocus; #[cfg(feature = "bevy_reflect")] use bevy_reflect::{prelude::*, Reflect}; /// A plugin that sets up the directional navigation resources. #[derive(Default)] pub struct DirectionalNavigationPlugin; impl Plugin for DirectionalNavigationPlugin { fn build(&self, app: &mut App) { app.init_resource::<DirectionalNavigationMap>() .init_resource::<AutoNavigationConfig>(); } } /// Marker component to enable automatic directional navigation to and from the entity. /// /// Simply add this component to your UI entities so that the navigation algorithm will /// consider this entity in its calculations: /// /// ```rust /// # use bevy_ecs::prelude::*; /// # use bevy_input_focus::directional_navigation::AutoDirectionalNavigation; /// fn spawn_auto_nav_button(mut commands: Commands) { /// commands.spawn(( /// // ... Button, Node, etc. ... /// AutoDirectionalNavigation::default(), // That's it! /// )); /// } /// ``` /// /// # Multi-Layer UIs and Z-Index /// /// **Important**: Automatic navigation is currently **z-index agnostic** and treats /// all entities with `AutoDirectionalNavigation` as a flat set, regardless of which UI layer /// or z-index they belong to. This means navigation may jump between different layers (e.g., /// from a background menu to an overlay popup). /// /// **Workarounds** for multi-layer UIs: /// /// 1. **Per-layer manual edge generation**: Query entities by layer and call /// [`auto_generate_navigation_edges()`] separately for each layer: /// ```rust,ignore /// for layer in &layers { /// let nodes: Vec<FocusableArea> = query_layer(layer).collect(); /// auto_generate_navigation_edges(&mut nav_map, &nodes, &config); /// } /// ``` /// /// 2. **Manual cross-layer navigation**: Use [`DirectionalNavigationMap::add_edge()`] /// to define explicit connections between layers (e.g., "Back" button to main menu). /// /// 3. **Remove component when layer is hidden**: Dynamically add/remove /// `AutoDirectionalNavigation` based on which layers are currently active. /// /// See issue [#21679](https://github.com/bevyengine/bevy/issues/21679) for planned /// improvements to layer-aware automatic navigation. /// /// # Opting Out /// /// To disable automatic navigation for specific entities: /// /// - **Remove the component**: Simply don't add `AutoDirectionalNavigation` to entities /// that should only use manual navigation edges. /// - **Dynamically toggle**: Remove/insert the component at runtime to enable/disable /// automatic navigation as needed. /// /// Manual edges defined via [`DirectionalNavigationMap`] are completely independent and /// will continue to work regardless of this component. /// /// # Requirements (for `bevy_ui`) /// /// Entities must also have: /// - [`ComputedNode`] - for size information /// - [`UiGlobalTransform`] - for position information /// /// These are automatically added by `bevy_ui` when you spawn UI entities. /// /// # Custom UI Systems /// /// For custom UI frameworks, you can call [`auto_generate_navigation_edges`] directly /// in your own system instead of using this component. #[derive(Component, Default, Debug, Clone, Copy, PartialEq)] #[cfg_attr( feature = "bevy_reflect", derive(Reflect), reflect(Component, Default, Debug, PartialEq, Clone) )] pub struct AutoDirectionalNavigation { /// Whether to also consider `TabIndex` for navigation order hints. /// Currently unused but reserved for future functionality. pub respect_tab_order: bool, } /// Configuration resource for automatic navigation. /// /// This resource controls how the automatic navigation system computes which /// nodes should be connected in each direction. #[derive(Resource, Debug, Clone, PartialEq)] #[cfg_attr( feature = "bevy_reflect", derive(Reflect), reflect(Resource, Debug, PartialEq, Clone) )] pub struct AutoNavigationConfig { /// Minimum overlap ratio (0.0-1.0) required along the perpendicular axis for cardinal directions. /// /// This parameter controls how much two UI elements must overlap in the perpendicular direction /// to be considered reachable neighbors. It only applies to cardinal directions (`North`, `South`, `East`, `West`); /// diagonal directions (`NorthEast`, `SouthEast`, etc.) ignore this requirement entirely. /// /// # Calculation /// /// The overlap factor is calculated as: /// ```text /// overlap_factor = actual_overlap / min(origin_size, candidate_size) /// ``` /// /// For East/West navigation, this measures vertical overlap: /// - `actual_overlap` = overlapping height between the two elements /// - Sizes are the heights of the origin and candidate /// /// For North/South navigation, this measures horizontal overlap: /// - `actual_overlap` = overlapping width between the two elements /// - Sizes are the widths of the origin and candidate /// /// # Examples /// /// - `0.0` (default): Any overlap is sufficient. Even if elements barely touch, they can be neighbors. /// - `0.5`: Elements must overlap by at least 50% of the smaller element's size. /// - `1.0`: Perfect alignment required. The smaller element must be completely within the bounds /// of the larger element along the perpendicular axis. /// /// # Use Cases /// /// - **Sparse/irregular layouts** (e.g., star constellations): Use `0.0` to allow navigation /// between elements that don't directly align. /// - **Grid layouts**: Use `0.5` or higher to ensure navigation only connects elements in /// the same row or column. /// - **Strict alignment**: Use `1.0` to require perfect alignment, though this may result /// in disconnected navigation graphs if elements aren't precisely aligned. pub min_alignment_factor: f32, /// Maximum search distance in logical pixels. /// /// Nodes beyond this distance won't be connected. `None` means unlimited. pub max_search_distance: Option<f32>, /// Whether to prefer nodes that are more aligned with the exact direction. /// /// When `true`, nodes that are more directly in line with the requested direction /// will be strongly preferred over nodes at an angle. pub prefer_aligned: bool, } impl Default for AutoNavigationConfig { fn default() -> Self { Self { min_alignment_factor: 0.0, // Any overlap is acceptable max_search_distance: None, // No distance limit prefer_aligned: true, // Prefer well-aligned nodes } } } /// The up-to-eight neighbors of a focusable entity, one for each [`CompassOctant`]. #[derive(Default, Debug, Clone, PartialEq)] #[cfg_attr( feature = "bevy_reflect", derive(Reflect), reflect(Default, Debug, PartialEq, Clone) )] pub struct NavNeighbors { /// The array of neighbors, one for each [`CompassOctant`]. /// The mapping between array elements and directions is determined by [`CompassOctant::to_index`]. /// /// If no neighbor exists in a given direction, the value will be [`None`]. /// In most cases, using [`NavNeighbors::set`] and [`NavNeighbors::get`] /// will be more ergonomic than directly accessing this array. pub neighbors: [Option<Entity>; 8], } impl NavNeighbors { /// An empty set of neighbors. pub const EMPTY: NavNeighbors = NavNeighbors { neighbors: [None; 8], }; /// Get the neighbor for a given [`CompassOctant`]. pub const fn get(&self, octant: CompassOctant) -> Option<Entity> { self.neighbors[octant.to_index()] } /// Set the neighbor for a given [`CompassOctant`]. pub const fn set(&mut self, octant: CompassOctant, entity: Entity) { self.neighbors[octant.to_index()] = Some(entity); } } /// A resource that stores the manually specified traversable graph of focusable entities. /// /// Each entity can have up to 8 neighbors, one for each [`CompassOctant`]. /// /// To ensure that your graph is intuitive to navigate and generally works correctly, it should be: /// /// - **Connected**: Every focusable entity should be reachable from every other focusable entity. /// - **Symmetric**: If entity A is a neighbor of entity B, then entity B should be a neighbor of entity A, ideally in the reverse direction. /// - **Physical**: The direction of navigation should match the layout of the entities when possible, /// although looping around the edges of the screen is also acceptable. /// - **Not self-connected**: An entity should not be a neighbor of itself; use [`None`] instead. /// /// This graph must be built and maintained manually, and the developer is responsible for ensuring that it meets the above criteria. /// Notably, if the developer adds or removes the navigability of an entity, the developer should update the map as necessary. #[derive(Resource, Debug, Default, Clone, PartialEq)] #[cfg_attr( feature = "bevy_reflect", derive(Reflect), reflect(Resource, Debug, Default, PartialEq, Clone) )] pub struct DirectionalNavigationMap { /// A directed graph of focusable entities. /// /// Pass in the current focus as a key, and get back a collection of up to 8 neighbors, /// each keyed by a [`CompassOctant`]. pub neighbors: EntityHashMap<NavNeighbors>, } impl DirectionalNavigationMap { /// Removes an entity from the navigation map, including all connections to and from it. /// /// Note that this is an O(n) operation, where n is the number of entities in the map, /// as we must iterate over each entity to check for connections to the removed entity. /// /// If you are removing multiple entities, consider using [`remove_multiple`](Self::remove_multiple) instead. pub fn remove(&mut self, entity: Entity) { self.neighbors.remove(&entity); for node in self.neighbors.values_mut() { for neighbor in node.neighbors.iter_mut() { if *neighbor == Some(entity) { *neighbor = None; } } } } /// Removes a collection of entities from the navigation map. /// /// While this is still an O(n) operation, where n is the number of entities in the map, /// it is more efficient than calling [`remove`](Self::remove) multiple times, /// as we can check for connections to all removed entities in a single pass. /// /// An [`EntityHashSet`] must be provided as it is noticeably faster than the standard hasher or a [`Vec`](`alloc::vec::Vec`). pub fn remove_multiple(&mut self, entities: EntityHashSet) { for entity in &entities { self.neighbors.remove(entity); } for node in self.neighbors.values_mut() { for neighbor in node.neighbors.iter_mut() { if let Some(entity) = *neighbor { if entities.contains(&entity) { *neighbor = None; } } } } } /// Completely clears the navigation map, removing all entities and connections. pub fn clear(&mut self) { self.neighbors.clear(); } /// Adds an edge between two entities in the navigation map. /// Any existing edge from A in the provided direction will be overwritten. /// /// The reverse edge will not be added, so navigation will only be possible in one direction. /// If you want to add a symmetrical edge, use [`add_symmetrical_edge`](Self::add_symmetrical_edge) instead. pub fn add_edge(&mut self, a: Entity, b: Entity, direction: CompassOctant) { self.neighbors .entry(a) .or_insert(NavNeighbors::EMPTY) .set(direction, b); } /// Adds a symmetrical edge between two entities in the navigation map. /// The A -> B path will use the provided direction, while B -> A will use the [`CompassOctant::opposite`] variant. /// /// Any existing connections between the two entities will be overwritten. pub fn add_symmetrical_edge(&mut self, a: Entity, b: Entity, direction: CompassOctant) { self.add_edge(a, b, direction); self.add_edge(b, a, direction.opposite()); } /// Add symmetrical edges between each consecutive pair of entities in the provided slice. /// /// Unlike [`add_looping_edges`](Self::add_looping_edges), this method does not loop back to the first entity. pub fn add_edges(&mut self, entities: &[Entity], direction: CompassOctant) { for pair in entities.windows(2) { self.add_symmetrical_edge(pair[0], pair[1], direction); } } /// Add symmetrical edges between each consecutive pair of entities in the provided slice, looping back to the first entity at the end. /// /// This is useful for creating a circular navigation path between a set of entities, such as a menu. pub fn add_looping_edges(&mut self, entities: &[Entity], direction: CompassOctant) { self.add_edges(entities, direction); if let Some((first_entity, rest)) = entities.split_first() { if let Some(last_entity) = rest.last() { self.add_symmetrical_edge(*last_entity, *first_entity, direction); } } } /// Gets the entity in a given direction from the current focus, if any. pub fn get_neighbor(&self, focus: Entity, octant: CompassOctant) -> Option<Entity> { self.neighbors .get(&focus) .and_then(|neighbors| neighbors.get(octant)) } /// Looks up the neighbors of a given entity. /// /// If the entity is not in the map, [`None`] will be returned. /// Note that the set of neighbors is not guaranteed to be non-empty though! pub fn get_neighbors(&self, entity: Entity) -> Option<&NavNeighbors> { self.neighbors.get(&entity) } } /// A system parameter for navigating between focusable entities in a directional way. #[derive(SystemParam, Debug)] pub struct DirectionalNavigation<'w, 's> { /// The currently focused entity. pub focus: ResMut<'w, InputFocus>, /// The directional navigation map containing manually defined connections between entities. pub map: Res<'w, DirectionalNavigationMap>, /// Configuration for the automated portion of the navigation algorithm. pub config: Res<'w, AutoNavigationConfig>, /// The entities which can possibly be navigated to automatically. navigable_entities_query: Query< 'w, 's, ( Entity, &'static ComputedUiTargetCamera, &'static ComputedNode, &'static UiGlobalTransform, &'static InheritedVisibility, ), With<AutoDirectionalNavigation>, >, /// A query used to get the target camera and the [`FocusableArea`] for a given entity to be used in automatic navigation. camera_and_focusable_area_query: Query< 'w, 's, ( Entity, &'static ComputedUiTargetCamera, &'static ComputedNode, &'static UiGlobalTransform, ), With<AutoDirectionalNavigation>, >, } impl<'w, 's> DirectionalNavigation<'w, 's> { /// Navigates to the neighbor in a given direction from the current focus, if any. /// /// Returns the new focus if successful. /// Returns an error if there is no focus set or if there is no neighbor in the requested direction. /// /// If the result was `Ok`, the [`InputFocus`] resource is updated to the new focus as part of this method call. pub fn navigate( &mut self, direction: CompassOctant, ) -> Result<Entity, DirectionalNavigationError> { if let Some(current_focus) = self.focus.0 { // Respect manual edges first if let Some(new_focus) = self.map.get_neighbor(current_focus, direction) { self.focus.set(new_focus); Ok(new_focus) } else if let Some((target_camera, origin)) = self.entity_to_camera_and_focusable_area(current_focus) && let Some(new_focus) = find_best_candidate( &origin, direction, &self.get_navigable_nodes(target_camera), &self.config, ) { self.focus.set(new_focus); Ok(new_focus) } else { Err(DirectionalNavigationError::NoNeighborInDirection { current_focus, direction, }) } } else { Err(DirectionalNavigationError::NoFocus) } } /// Returns a vec of [`FocusableArea`] representing nodes that are eligible to be automatically navigated to. /// The camera of any navigable nodes will equal the desired `target_camera`. fn get_navigable_nodes(&self, target_camera: Entity) -> Vec<FocusableArea> { self.navigable_entities_query .iter() .filter_map( |(entity, computed_target_camera, computed, transform, inherited_visibility)| { // Skip hidden or zero-size nodes if computed.is_empty() || !inherited_visibility.get() { return None; } // Accept nodes that have the same target camera as the desired target camera if let Some(tc) = computed_target_camera.get() && tc == target_camera { let (_scale, _rotation, translation) = transform.to_scale_angle_translation(); Some(FocusableArea { entity, position: translation * computed.inverse_scale_factor(), size: computed.size() * computed.inverse_scale_factor(), }) } else { // The node either does not have a target camera or it is not the same as the desired one. None } }, ) .collect() } /// Gets the target camera and the [`FocusableArea`] of the provided entity, if it exists. /// /// Returns None if there was a [`QueryEntityError`](bevy_ecs::query::QueryEntityError) or /// if the entity does not have a target camera. fn entity_to_camera_and_focusable_area( &self, entity: Entity, ) -> Option<(Entity, FocusableArea)> { self.camera_and_focusable_area_query.get(entity).map_or( None, |(entity, computed_target_camera, computed, transform)| { if let Some(target_camera) = computed_target_camera.get() { let (_scale, _rotation, translation) = transform.to_scale_angle_translation(); Some(( target_camera, FocusableArea { entity, position: translation * computed.inverse_scale_factor(), size: computed.size() * computed.inverse_scale_factor(), }, )) } else { None } }, ) } } /// An error that can occur when navigating between focusable entities using [directional navigation](crate::directional_navigation). #[derive(Debug, PartialEq, Clone, Error)] pub enum DirectionalNavigationError { /// No focusable entity is currently set. #[error("No focusable entity is currently set.")] NoFocus, /// No neighbor in the requested direction. #[error("No neighbor from {current_focus} in the {direction:?} direction.")] NoNeighborInDirection { /// The entity that was the focus when the error occurred. current_focus: Entity, /// The direction in which the navigation was attempted. direction: CompassOctant, }, } /// A focusable area with position and size information. /// /// This struct represents a UI element used during automatic directional navigation, /// containing its entity ID, center position, and size for spatial navigation calculations. /// /// The term "focusable area" avoids confusion with UI [`Node`](bevy_ui::Node) components. #[derive(Debug, Clone, Copy, PartialEq)] #[cfg_attr( feature = "bevy_reflect", derive(Reflect), reflect(Debug, PartialEq, Clone) )] pub struct FocusableArea { /// The entity identifier for this focusable area. pub entity: Entity, /// The center position in global coordinates. pub position: Vec2, /// The size (width, height) of the area. pub size: Vec2, } /// Trait for extracting position and size from navigable UI components. /// /// This allows the auto-navigation system to work with different UI implementations /// as long as they can provide position and size information. pub trait Navigable { /// Returns the center position and size in global coordinates. fn get_bounds(&self) -> (Vec2, Vec2); } // We can't directly implement this for `bevy_ui` types here without circular dependencies, // so we'll use a more generic approach with separate functions for different component sets. /// Calculate 1D overlap between two ranges. /// /// Returns a value between 0.0 (no overlap) and 1.0 (perfect overlap). fn calculate_1d_overlap( origin_pos: f32, origin_size: f32, candidate_pos: f32, candidate_size: f32, ) -> f32 { let origin_min = origin_pos - origin_size / 2.0; let origin_max = origin_pos + origin_size / 2.0; let cand_min = candidate_pos - candidate_size / 2.0; let cand_max = candidate_pos + candidate_size / 2.0; let overlap = (origin_max.min(cand_max) - origin_min.max(cand_min)).max(0.0); let max_overlap = origin_size.min(candidate_size); if max_overlap > 0.0 { overlap / max_overlap } else { 0.0 } } /// Calculate the overlap factor between two nodes in the perpendicular axis. /// /// Returns a value between 0.0 (no overlap) and 1.0 (perfect overlap). /// For diagonal directions, always returns 1.0. fn calculate_overlap( origin_pos: Vec2, origin_size: Vec2, candidate_pos: Vec2, candidate_size: Vec2, octant: CompassOctant, ) -> f32 { match octant { CompassOctant::North | CompassOctant::South => { // Check horizontal overlap calculate_1d_overlap( origin_pos.x, origin_size.x, candidate_pos.x, candidate_size.x, ) } CompassOctant::East | CompassOctant::West => { // Check vertical overlap calculate_1d_overlap( origin_pos.y, origin_size.y, candidate_pos.y, candidate_size.y, ) } // Diagonal directions don't require strict overlap _ => 1.0, } } /// Score a candidate node for navigation in a given direction. /// /// Lower score is better. Returns `f32::INFINITY` for unreachable nodes. fn score_candidate( origin_pos: Vec2, origin_size: Vec2, candidate_pos: Vec2, candidate_size: Vec2, octant: CompassOctant, config: &AutoNavigationConfig, ) -> f32 { // Get direction in mathematical coordinates, then flip Y for UI coordinates let dir = Dir2::from(octant).as_vec2() * Vec2::new(1.0, -1.0); let to_candidate = candidate_pos - origin_pos; // Check direction first // Convert UI coordinates (Y+ = down) to mathematical coordinates (Y+ = up) by flipping Y let origin_math = Vec2::new(origin_pos.x, -origin_pos.y); let candidate_math = Vec2::new(candidate_pos.x, -candidate_pos.y); if !octant.is_in_direction(origin_math, candidate_math) { return f32::INFINITY; } // Check overlap for cardinal directions let overlap_factor = calculate_overlap( origin_pos, origin_size, candidate_pos, candidate_size, octant, ); if overlap_factor < config.min_alignment_factor { return f32::INFINITY; } // Calculate distance between rectangle edges, not centers let origin_rect = Rect::from_center_size(origin_pos, origin_size); let candidate_rect = Rect::from_center_size(candidate_pos, candidate_size); let dx = (candidate_rect.min.x - origin_rect.max.x) .max(origin_rect.min.x - candidate_rect.max.x) .max(0.0); let dy = (candidate_rect.min.y - origin_rect.max.y) .max(origin_rect.min.y - candidate_rect.max.y) .max(0.0); let distance = (dx * dx + dy * dy).sqrt(); // Check max distance if let Some(max_dist) = config.max_search_distance { if distance > max_dist { return f32::INFINITY; } } // Calculate alignment score using center-to-center direction let center_distance = to_candidate.length(); let alignment = if center_distance > 0.0 { to_candidate.normalize().dot(dir).max(0.0) } else { 1.0 }; // Combine distance and alignment // Prefer aligned nodes by penalizing misalignment let alignment_penalty = if config.prefer_aligned { (1.0 - alignment) * distance * 2.0 // Misalignment scales with distance } else { 0.0 }; distance + alignment_penalty } /// Finds the best entity to navigate to from the origin towards the given direction. /// /// For details on what "best" means here, refer to [`AutoNavigationConfig`]. fn find_best_candidate( origin: &FocusableArea, direction: CompassOctant, candidates: &[FocusableArea], config: &AutoNavigationConfig, ) -> Option<Entity> { // Find best candidate in this direction let mut best_candidate = None; let mut best_score = f32::INFINITY; for candidate in candidates { // Skip self if candidate.entity == origin.entity { continue; } // Score the candidate let score = score_candidate( origin.position, origin.size, candidate.position, candidate.size, direction, config, ); if score < best_score { best_score = score; best_candidate = Some(candidate.entity); } } best_candidate } /// Automatically generates directional navigation edges for a collection of nodes. /// /// This function takes a slice of navigation nodes with their positions and sizes, and populates /// the navigation map with edges to the nearest neighbor in each compass direction. /// Manual edges already in the map are preserved and not overwritten. /// /// # Arguments /// /// * `nav_map` - The navigation map to populate /// * `nodes` - A slice of [`FocusableArea`] structs containing entity, position, and size data /// * `config` - Configuration for the auto-generation algorithm /// /// # Example /// /// ```rust /// # use bevy_input_focus::directional_navigation::*; /// # use bevy_ecs::entity::Entity; /// # use bevy_math::Vec2; /// let mut nav_map = DirectionalNavigationMap::default(); /// let config = AutoNavigationConfig::default(); /// /// let nodes = vec![ /// FocusableArea { entity: Entity::PLACEHOLDER, position: Vec2::new(100.0, 100.0), size: Vec2::new(50.0, 50.0) }, /// FocusableArea { entity: Entity::PLACEHOLDER, position: Vec2::new(200.0, 100.0), size: Vec2::new(50.0, 50.0) }, /// ]; /// /// auto_generate_navigation_edges(&mut nav_map, &nodes, &config); /// ``` pub fn auto_generate_navigation_edges( nav_map: &mut DirectionalNavigationMap, nodes: &[FocusableArea], config: &AutoNavigationConfig, ) { // For each node, find best neighbor in each direction for origin in nodes { for octant in [ CompassOctant::North, CompassOctant::NorthEast, CompassOctant::East, CompassOctant::SouthEast, CompassOctant::South, CompassOctant::SouthWest, CompassOctant::West, CompassOctant::NorthWest, ] { // Skip if manual edge already exists (check inline to avoid borrow issues) if nav_map .get_neighbors(origin.entity) .and_then(|neighbors| neighbors.get(octant)) .is_some() { continue; // Respect manual override } // Find best candidate in this direction let best_candidate = find_best_candidate(origin, octant, nodes, config); // Add edge if we found a valid candidate if let Some(neighbor) = best_candidate { nav_map.add_edge(origin.entity, neighbor, octant); } } } } #[cfg(test)] mod tests { use alloc::vec; use bevy_ecs::system::RunSystemOnce; use super::*; #[test] fn setting_and_getting_nav_neighbors() { let mut neighbors = NavNeighbors::EMPTY; assert_eq!(neighbors.get(CompassOctant::SouthEast), None); neighbors.set(CompassOctant::SouthEast, Entity::PLACEHOLDER); for i in 0..8 { if i == CompassOctant::SouthEast.to_index() { assert_eq!( neighbors.get(CompassOctant::SouthEast), Some(Entity::PLACEHOLDER)
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
true
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_input_focus/src/tab_navigation.rs
crates/bevy_input_focus/src/tab_navigation.rs
//! This module provides a framework for handling linear tab-key navigation in Bevy applications. //! //! The rules of tabbing are derived from the HTML specification, and are as follows: //! //! * An index >= 0 means that the entity is tabbable via sequential navigation. //! The order of tabbing is determined by the index, with lower indices being tabbed first. //! If two entities have the same index, then the order is determined by the order of //! the entities in the ECS hierarchy (as determined by Parent/Child). //! * An index < 0 means that the entity is not focusable via sequential navigation, but //! can still be focused via direct selection. //! //! Tabbable entities must be descendants of a [`TabGroup`] entity, which is a component that //! marks a tree of entities as containing tabbable elements. The order of tab groups //! is determined by the [`TabGroup::order`] field, with lower orders being tabbed first. Modal tab groups //! are used for ui elements that should only tab within themselves, such as modal dialog boxes. //! //! To enable automatic tabbing, add the //! [`TabNavigationPlugin`] and [`InputDispatchPlugin`](crate::InputDispatchPlugin) to your app. //! This will install a keyboard event observer on the primary window which automatically handles //! tab navigation for you. //! //! Alternatively, if you want to have more control over tab navigation, or are using an input-action-mapping framework, //! you can use the [`TabNavigation`] system parameter directly instead. //! This object can be injected into your systems, and provides a [`navigate`](`TabNavigation::navigate`) method which can be //! used to navigate between focusable entities. use alloc::vec::Vec; use bevy_app::{App, Plugin, Startup}; use bevy_ecs::{ component::Component, entity::Entity, hierarchy::{ChildOf, Children}, observer::On, query::{With, Without}, system::{Commands, Query, Res, ResMut, SystemParam}, }; use bevy_input::{ keyboard::{KeyCode, KeyboardInput}, ButtonInput, ButtonState, }; use bevy_window::{PrimaryWindow, Window}; use log::warn; use thiserror::Error; use crate::{AcquireFocus, FocusedInput, InputFocus, InputFocusVisible}; #[cfg(feature = "bevy_reflect")] use { bevy_ecs::prelude::ReflectComponent, bevy_reflect::{prelude::*, Reflect}, }; /// A component which indicates that an entity wants to participate in tab navigation. /// /// Note that you must also add the [`TabGroup`] component to the entity's ancestor in order /// for this component to have any effect. #[derive(Debug, Default, Component, Copy, Clone, PartialEq, Eq, PartialOrd, Ord)] #[cfg_attr( feature = "bevy_reflect", derive(Reflect), reflect(Debug, Default, Component, PartialEq, Clone) )] pub struct TabIndex(pub i32); /// A component used to mark a tree of entities as containing tabbable elements. #[derive(Debug, Default, Component, Copy, Clone)] #[cfg_attr( feature = "bevy_reflect", derive(Reflect), reflect(Debug, Default, Component, Clone) )] pub struct TabGroup { /// The order of the tab group relative to other tab groups. pub order: i32, /// Whether this is a 'modal' group. If true, then tabbing within the group (that is, /// if the current focus entity is a child of this group) will cycle through the children /// of this group. If false, then tabbing within the group will cycle through all non-modal /// tab groups. pub modal: bool, } impl TabGroup { /// Create a new tab group with the given order. pub fn new(order: i32) -> Self { Self { order, modal: false, } } /// Create a modal tab group. pub fn modal() -> Self { Self { order: 0, modal: true, } } } /// A navigation action that users might take to navigate your user interface in a cyclic fashion. /// /// These values are consumed by the [`TabNavigation`] system param. #[derive(Clone, Copy)] pub enum NavAction { /// Navigate to the next focusable entity, wrapping around to the beginning if at the end. /// /// This is commonly triggered by pressing the Tab key. Next, /// Navigate to the previous focusable entity, wrapping around to the end if at the beginning. /// /// This is commonly triggered by pressing Shift+Tab. Previous, /// Navigate to the first focusable entity. /// /// This is commonly triggered by pressing Home. First, /// Navigate to the last focusable entity. /// /// This is commonly triggered by pressing End. Last, } /// An error that can occur during [tab navigation](crate::tab_navigation). #[derive(Debug, Error, PartialEq, Eq, Clone)] pub enum TabNavigationError { /// No tab groups were found. #[error("No tab groups found")] NoTabGroups, /// No focusable entities were found. #[error("No focusable entities found")] NoFocusableEntities, /// Could not navigate to the next focusable entity. /// /// This can occur if your tab groups are malformed. #[error("Failed to navigate to next focusable entity")] FailedToNavigateToNextFocusableEntity, /// No tab group for the current focus entity was found. #[error("No tab group found for currently focused entity {previous_focus}. Users will not be able to navigate back to this entity.")] NoTabGroupForCurrentFocus { /// The entity that was previously focused, /// and is missing its tab group. previous_focus: Entity, /// The new entity that will be focused. /// /// If you want to recover from this error, set [`InputFocus`] to this entity. new_focus: Entity, }, } /// An injectable helper object that provides tab navigation functionality. #[doc(hidden)] #[derive(SystemParam)] pub struct TabNavigation<'w, 's> { // Query for tab groups. tabgroup_query: Query<'w, 's, (Entity, &'static TabGroup, &'static Children)>, // Query for tab indices. tabindex_query: Query< 'w, 's, (Entity, Option<&'static TabIndex>, Option<&'static Children>), Without<TabGroup>, >, // Query for parents. parent_query: Query<'w, 's, &'static ChildOf>, } impl TabNavigation<'_, '_> { /// Navigate to the desired focusable entity, relative to the current focused entity. /// /// Change the [`NavAction`] to navigate in a different direction. /// Focusable entities are determined by the presence of the [`TabIndex`] component. /// /// If there is no currently focused entity, then this function will return either the first /// or last focusable entity, depending on the direction of navigation. For example, if /// `action` is `Next` and no focusable entities are found, then this function will return /// the first focusable entity. pub fn navigate( &self, focus: &InputFocus, action: NavAction, ) -> Result<Entity, TabNavigationError> { // If there are no tab groups, then there are no focusable entities. if self.tabgroup_query.is_empty() { return Err(TabNavigationError::NoTabGroups); } // Start by identifying which tab group we are in. Mainly what we want to know is if // we're in a modal group. let tabgroup = focus.0.and_then(|focus_ent| { self.parent_query .iter_ancestors(focus_ent) .find_map(|entity| { self.tabgroup_query .get(entity) .ok() .map(|(_, tg, _)| (entity, tg)) }) }); self.navigate_internal(focus.0, action, tabgroup) } /// Initialize focus to a focusable child of a container, either the first or last /// depending on [`NavAction`]. This assumes that the parent entity has a [`TabGroup`] /// component. /// /// Focusable entities are determined by the presence of the [`TabIndex`] component. pub fn initialize( &self, parent: Entity, action: NavAction, ) -> Result<Entity, TabNavigationError> { // If there are no tab groups, then there are no focusable entities. if self.tabgroup_query.is_empty() { return Err(TabNavigationError::NoTabGroups); } // Look for the tab group on the parent entity. match self.tabgroup_query.get(parent) { Ok(tabgroup) => self.navigate_internal(None, action, Some((parent, tabgroup.1))), Err(_) => Err(TabNavigationError::NoTabGroups), } } pub fn navigate_internal( &self, focus: Option<Entity>, action: NavAction, tabgroup: Option<(Entity, &TabGroup)>, ) -> Result<Entity, TabNavigationError> { let navigation_result = self.navigate_in_group(tabgroup, focus, action); match navigation_result { Ok(entity) => { if let Some(previous_focus) = focus && tabgroup.is_none() { Err(TabNavigationError::NoTabGroupForCurrentFocus { previous_focus, new_focus: entity, }) } else { Ok(entity) } } Err(e) => Err(e), } } fn navigate_in_group( &self, tabgroup: Option<(Entity, &TabGroup)>, focus: Option<Entity>, action: NavAction, ) -> Result<Entity, TabNavigationError> { // List of all focusable entities found. let mut focusable: Vec<(Entity, TabIndex, usize)> = Vec::with_capacity(self.tabindex_query.iter().len()); match tabgroup { Some((tg_entity, tg)) if tg.modal => { // We're in a modal tab group, then gather all tab indices in that group. if let Ok((_, _, children)) = self.tabgroup_query.get(tg_entity) { for child in children.iter() { self.gather_focusable(&mut focusable, *child, 0); } } } _ => { // Otherwise, gather all tab indices in all non-modal tab groups. let mut tab_groups: Vec<(Entity, TabGroup)> = self .tabgroup_query .iter() .filter(|(_, tg, _)| !tg.modal) .map(|(e, tg, _)| (e, *tg)) .collect(); // Stable sort by group order tab_groups.sort_by_key(|(_, tg)| tg.order); // Search group descendants tab_groups .iter() .enumerate() .for_each(|(idx, (tg_entity, _))| { self.gather_focusable(&mut focusable, *tg_entity, idx); }); } } if focusable.is_empty() { return Err(TabNavigationError::NoFocusableEntities); } // Sort by TabGroup and then TabIndex focusable.sort_by(|(_, a_tab_idx, a_group), (_, b_tab_idx, b_group)| { if a_group == b_group { a_tab_idx.cmp(b_tab_idx) } else { a_group.cmp(b_group) } }); let index = focusable.iter().position(|e| Some(e.0) == focus); let count = focusable.len(); let next = match (index, action) { (Some(idx), NavAction::Next) => (idx + 1).rem_euclid(count), (Some(idx), NavAction::Previous) => (idx + count - 1).rem_euclid(count), (None, NavAction::Next) | (_, NavAction::First) => 0, (None, NavAction::Previous) | (_, NavAction::Last) => count - 1, }; match focusable.get(next) { Some((entity, _, _)) => Ok(*entity), None => Err(TabNavigationError::FailedToNavigateToNextFocusableEntity), } } /// Gather all focusable entities in tree order. fn gather_focusable( &self, out: &mut Vec<(Entity, TabIndex, usize)>, parent: Entity, tab_group_idx: usize, ) { if let Ok((entity, tabindex, children)) = self.tabindex_query.get(parent) { if let Some(tabindex) = tabindex { if tabindex.0 >= 0 { out.push((entity, *tabindex, tab_group_idx)); } } if let Some(children) = children { for child in children.iter() { // Don't traverse into tab groups, as they are handled separately. if self.tabgroup_query.get(*child).is_err() { self.gather_focusable(out, *child, tab_group_idx); } } } } else if let Ok((_, tabgroup, children)) = self.tabgroup_query.get(parent) { if !tabgroup.modal { for child in children.iter() { self.gather_focusable(out, *child, tab_group_idx); } } } } } /// Observer which sets focus to the nearest ancestor that has tab index, using bubbling. pub(crate) fn acquire_focus( mut acquire_focus: On<AcquireFocus>, focusable: Query<(), With<TabIndex>>, windows: Query<(), With<Window>>, mut focus: ResMut<InputFocus>, ) { // If the entity has a TabIndex if focusable.contains(acquire_focus.focused_entity) { // Stop and focus it acquire_focus.propagate(false); // Don't mutate unless we need to, for change detection if focus.0 != Some(acquire_focus.focused_entity) { focus.0 = Some(acquire_focus.focused_entity); } } else if windows.contains(acquire_focus.focused_entity) { // Stop and clear focus acquire_focus.propagate(false); // Don't mutate unless we need to, for change detection if focus.0.is_some() { focus.clear(); } } } /// Plugin for navigating between focusable entities using keyboard input. pub struct TabNavigationPlugin; impl Plugin for TabNavigationPlugin { fn build(&self, app: &mut App) { app.add_systems(Startup, setup_tab_navigation); app.add_observer(acquire_focus); #[cfg(feature = "bevy_picking")] app.add_observer(click_to_focus); } } fn setup_tab_navigation(mut commands: Commands, window: Query<Entity, With<PrimaryWindow>>) { for window in window.iter() { commands.entity(window).observe(handle_tab_navigation); } } #[cfg(feature = "bevy_picking")] fn click_to_focus( press: On<bevy_picking::events::Pointer<bevy_picking::events::Press>>, mut focus_visible: ResMut<InputFocusVisible>, windows: Query<Entity, With<PrimaryWindow>>, mut commands: Commands, ) { // Because `Pointer` is a bubbling event, we don't want to trigger an `AcquireFocus` event // for every ancestor, but only for the original entity. Also, users may want to stop // propagation on the pointer event at some point along the bubbling chain, so we need our // own dedicated event whose propagation we can control. if press.entity == press.original_event_target() { // Clicking hides focus if focus_visible.0 { focus_visible.0 = false; } // Search for a focusable parent entity, defaulting to window if none. if let Ok(window) = windows.single() { commands.trigger(AcquireFocus { focused_entity: press.entity, window, }); } } } /// Observer function which handles tab navigation. /// /// This observer responds to [`KeyCode::Tab`] events and Shift+Tab events, /// cycling through focusable entities in the order determined by their tab index. /// /// Any [`TabNavigationError`]s that occur during tab navigation are logged as warnings. pub fn handle_tab_navigation( mut event: On<FocusedInput<KeyboardInput>>, nav: TabNavigation, mut focus: ResMut<InputFocus>, mut visible: ResMut<InputFocusVisible>, keys: Res<ButtonInput<KeyCode>>, ) { // Tab navigation. let key_event = &event.input; if key_event.key_code == KeyCode::Tab && key_event.state == ButtonState::Pressed && !key_event.repeat { let maybe_next = nav.navigate( &focus, if keys.pressed(KeyCode::ShiftLeft) || keys.pressed(KeyCode::ShiftRight) { NavAction::Previous } else { NavAction::Next }, ); match maybe_next { Ok(next) => { event.propagate(false); focus.set(next); visible.0 = true; } Err(e) => { warn!("Tab navigation error: {e}"); // This failure mode is recoverable, but still indicates a problem. if let TabNavigationError::NoTabGroupForCurrentFocus { new_focus, .. } = e { event.propagate(false); focus.set(new_focus); visible.0 = true; } } } } } #[cfg(test)] mod tests { use bevy_ecs::system::SystemState; use super::*; #[test] fn test_tab_navigation() { let mut app = App::new(); let world = app.world_mut(); let tab_group_entity = world.spawn(TabGroup::new(0)).id(); let tab_entity_1 = world.spawn((TabIndex(0), ChildOf(tab_group_entity))).id(); let tab_entity_2 = world.spawn((TabIndex(1), ChildOf(tab_group_entity))).id(); let mut system_state: SystemState<TabNavigation> = SystemState::new(world); let tab_navigation = system_state.get(world); assert_eq!(tab_navigation.tabgroup_query.iter().count(), 1); assert!(tab_navigation.tabindex_query.iter().count() >= 2); let next_entity = tab_navigation.navigate(&InputFocus::from_entity(tab_entity_1), NavAction::Next); assert_eq!(next_entity, Ok(tab_entity_2)); let prev_entity = tab_navigation.navigate(&InputFocus::from_entity(tab_entity_2), NavAction::Previous); assert_eq!(prev_entity, Ok(tab_entity_1)); let first_entity = tab_navigation.navigate(&InputFocus::default(), NavAction::First); assert_eq!(first_entity, Ok(tab_entity_1)); let last_entity = tab_navigation.navigate(&InputFocus::default(), NavAction::Last); assert_eq!(last_entity, Ok(tab_entity_2)); } #[test] fn test_tab_navigation_between_groups_is_sorted_by_group() { let mut app = App::new(); let world = app.world_mut(); let tab_group_1 = world.spawn(TabGroup::new(0)).id(); let tab_entity_1 = world.spawn((TabIndex(0), ChildOf(tab_group_1))).id(); let tab_entity_2 = world.spawn((TabIndex(1), ChildOf(tab_group_1))).id(); let tab_group_2 = world.spawn(TabGroup::new(1)).id(); let tab_entity_3 = world.spawn((TabIndex(0), ChildOf(tab_group_2))).id(); let tab_entity_4 = world.spawn((TabIndex(1), ChildOf(tab_group_2))).id(); let mut system_state: SystemState<TabNavigation> = SystemState::new(world); let tab_navigation = system_state.get(world); assert_eq!(tab_navigation.tabgroup_query.iter().count(), 2); assert!(tab_navigation.tabindex_query.iter().count() >= 4); let next_entity = tab_navigation.navigate(&InputFocus::from_entity(tab_entity_1), NavAction::Next); assert_eq!(next_entity, Ok(tab_entity_2)); let prev_entity = tab_navigation.navigate(&InputFocus::from_entity(tab_entity_2), NavAction::Previous); assert_eq!(prev_entity, Ok(tab_entity_1)); let first_entity = tab_navigation.navigate(&InputFocus::default(), NavAction::First); assert_eq!(first_entity, Ok(tab_entity_1)); let last_entity = tab_navigation.navigate(&InputFocus::default(), NavAction::Last); assert_eq!(last_entity, Ok(tab_entity_4)); let next_from_end_of_group_entity = tab_navigation.navigate(&InputFocus::from_entity(tab_entity_2), NavAction::Next); assert_eq!(next_from_end_of_group_entity, Ok(tab_entity_3)); let prev_entity_from_start_of_group = tab_navigation.navigate(&InputFocus::from_entity(tab_entity_3), NavAction::Previous); assert_eq!(prev_entity_from_start_of_group, Ok(tab_entity_2)); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_gilrs/src/lib.rs
crates/bevy_gilrs/src/lib.rs
#![cfg_attr(docsrs, feature(doc_cfg))] #![forbid(unsafe_code)] #![doc( html_logo_url = "https://bevy.org/assets/icon.png", html_favicon_url = "https://bevy.org/assets/icon.png" )] //! Systems and type definitions for gamepad handling in Bevy. //! //! This crate is built on top of [GilRs](gilrs), a library //! that handles abstracting over platform-specific gamepad APIs. mod converter; mod gilrs_system; mod rumble; #[cfg(not(target_arch = "wasm32"))] use bevy_platform::cell::SyncCell; #[cfg(target_arch = "wasm32")] use core::cell::RefCell; use bevy_app::{App, Plugin, PostUpdate, PreStartup, PreUpdate}; use bevy_ecs::entity::EntityHashMap; use bevy_ecs::prelude::*; use bevy_input::InputSystems; use bevy_platform::collections::HashMap; use gilrs::GilrsBuilder; use gilrs_system::{gilrs_event_startup_system, gilrs_event_system}; use rumble::{play_gilrs_rumble, RunningRumbleEffects}; use tracing::error; #[cfg(target_arch = "wasm32")] thread_local! { /// Temporary storage of gilrs data to replace usage of `!Send` resources. This will be replaced with proper /// storage of `!Send` data after issue #17667 is complete. /// /// Using a `thread_local!` here relies on the fact that wasm32 can only be single threaded. Previously, we used a /// `NonSendMut` parameter, which told Bevy that the system was `!Send`, but now with the removal of `!Send` /// resource/system parameter usage, there is no internal guarantee that the system will run in only one thread, so /// we need to rely on the platform to make such a guarantee. pub static GILRS: RefCell<Option<gilrs::Gilrs>> = const { RefCell::new(None) }; } #[derive(Resource)] pub(crate) struct Gilrs { #[cfg(not(target_arch = "wasm32"))] cell: SyncCell<gilrs::Gilrs>, } impl Gilrs { #[inline] pub fn with(&mut self, f: impl FnOnce(&mut gilrs::Gilrs)) { #[cfg(target_arch = "wasm32")] GILRS.with(|g| f(g.borrow_mut().as_mut().expect("GILRS was not initialized"))); #[cfg(not(target_arch = "wasm32"))] f(self.cell.get()); } } /// A [`resource`](Resource) with the mapping of connected [`gilrs::GamepadId`] and their [`Entity`]. #[derive(Debug, Default, Resource)] pub(crate) struct GilrsGamepads { /// Mapping of [`Entity`] to [`gilrs::GamepadId`]. pub(crate) entity_to_id: EntityHashMap<gilrs::GamepadId>, /// Mapping of [`gilrs::GamepadId`] to [`Entity`]. pub(crate) id_to_entity: HashMap<gilrs::GamepadId, Entity>, } impl GilrsGamepads { /// Returns the [`Entity`] assigned to a connected [`gilrs::GamepadId`]. pub fn get_entity(&self, gamepad_id: gilrs::GamepadId) -> Option<Entity> { self.id_to_entity.get(&gamepad_id).copied() } /// Returns the [`gilrs::GamepadId`] assigned to a gamepad [`Entity`]. pub fn get_gamepad_id(&self, entity: Entity) -> Option<gilrs::GamepadId> { self.entity_to_id.get(&entity).copied() } } /// Plugin that provides gamepad handling to an [`App`]. #[derive(Default)] pub struct GilrsPlugin; /// Updates the running gamepad rumble effects. #[derive(Debug, PartialEq, Eq, Clone, Hash, SystemSet)] pub struct RumbleSystems; impl Plugin for GilrsPlugin { fn build(&self, app: &mut App) { match GilrsBuilder::new() .with_default_filters(false) .set_update_state(false) .build() { Ok(gilrs) => { let g = Gilrs { #[cfg(not(target_arch = "wasm32"))] cell: SyncCell::new(gilrs), }; #[cfg(target_arch = "wasm32")] GILRS.with(|g| { g.replace(Some(gilrs)); }); app.insert_resource(g); app.init_resource::<GilrsGamepads>(); app.init_resource::<RunningRumbleEffects>() .add_systems(PreStartup, gilrs_event_startup_system) .add_systems(PreUpdate, gilrs_event_system.before(InputSystems)) .add_systems(PostUpdate, play_gilrs_rumble.in_set(RumbleSystems)); } Err(err) => error!("Failed to start Gilrs. {}", err), } } } #[cfg(test)] mod tests { use super::*; // Regression test for https://github.com/bevyengine/bevy/issues/17697 #[test] fn world_is_truly_send() { let mut app = App::new(); app.add_plugins(GilrsPlugin); let world = core::mem::take(app.world_mut()); let handler = std::thread::spawn(move || { drop(world); }); handler.join().unwrap(); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_gilrs/src/gilrs_system.rs
crates/bevy_gilrs/src/gilrs_system.rs
use crate::{ converter::{convert_axis, convert_button}, Gilrs, GilrsGamepads, }; use bevy_ecs::message::MessageWriter; use bevy_ecs::prelude::Commands; use bevy_ecs::system::ResMut; use bevy_input::gamepad::{ GamepadConnection, GamepadConnectionEvent, RawGamepadAxisChangedEvent, RawGamepadButtonChangedEvent, RawGamepadEvent, }; use gilrs::{ev::filter::axis_dpad_to_button, EventType, Filter}; pub fn gilrs_event_startup_system( mut commands: Commands, mut gilrs: ResMut<Gilrs>, mut gamepads: ResMut<GilrsGamepads>, mut events: MessageWriter<GamepadConnectionEvent>, ) { gilrs.with(|gilrs| { for (id, gamepad) in gilrs.gamepads() { // Create entity and add to mapping let entity = commands.spawn_empty().id(); gamepads.id_to_entity.insert(id, entity); gamepads.entity_to_id.insert(entity, id); events.write(GamepadConnectionEvent { gamepad: entity, connection: GamepadConnection::Connected { name: gamepad.name().to_string(), vendor_id: gamepad.vendor_id(), product_id: gamepad.product_id(), }, }); } }); } pub fn gilrs_event_system( mut commands: Commands, mut gilrs: ResMut<Gilrs>, mut gamepads: ResMut<GilrsGamepads>, mut events: MessageWriter<RawGamepadEvent>, mut connection_events: MessageWriter<GamepadConnectionEvent>, mut button_events: MessageWriter<RawGamepadButtonChangedEvent>, mut axis_event: MessageWriter<RawGamepadAxisChangedEvent>, ) { gilrs.with(|gilrs| { while let Some(gilrs_event) = gilrs.next_event().filter_ev(&axis_dpad_to_button, gilrs) { gilrs.update(&gilrs_event); match gilrs_event.event { EventType::Connected => { let pad = gilrs.gamepad(gilrs_event.id); let entity = gamepads.get_entity(gilrs_event.id).unwrap_or_else(|| { let entity = commands.spawn_empty().id(); gamepads.id_to_entity.insert(gilrs_event.id, entity); gamepads.entity_to_id.insert(entity, gilrs_event.id); entity }); let event = GamepadConnectionEvent::new( entity, GamepadConnection::Connected { name: pad.name().to_string(), vendor_id: pad.vendor_id(), product_id: pad.product_id(), }, ); events.write(event.clone().into()); connection_events.write(event); } EventType::Disconnected => { let gamepad = gamepads .id_to_entity .get(&gilrs_event.id) .copied() .expect("mapping should exist from connection"); let event = GamepadConnectionEvent::new(gamepad, GamepadConnection::Disconnected); events.write(event.clone().into()); connection_events.write(event); } EventType::ButtonChanged(gilrs_button, raw_value, _) => { let Some(button) = convert_button(gilrs_button) else { continue; }; let gamepad = gamepads .id_to_entity .get(&gilrs_event.id) .copied() .expect("mapping should exist from connection"); events.write( RawGamepadButtonChangedEvent::new(gamepad, button, raw_value).into(), ); button_events.write(RawGamepadButtonChangedEvent::new( gamepad, button, raw_value, )); } EventType::AxisChanged(gilrs_axis, raw_value, _) => { let Some(axis) = convert_axis(gilrs_axis) else { continue; }; let gamepad = gamepads .id_to_entity .get(&gilrs_event.id) .copied() .expect("mapping should exist from connection"); events.write(RawGamepadAxisChangedEvent::new(gamepad, axis, raw_value).into()); axis_event.write(RawGamepadAxisChangedEvent::new(gamepad, axis, raw_value)); } _ => (), }; } gilrs.inc(); }); }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_gilrs/src/rumble.rs
crates/bevy_gilrs/src/rumble.rs
//! Handle user specified rumble request events. use crate::{Gilrs, GilrsGamepads}; use bevy_ecs::prelude::{MessageReader, Res, ResMut, Resource}; use bevy_input::gamepad::{GamepadRumbleIntensity, GamepadRumbleRequest}; use bevy_platform::cell::SyncCell; use bevy_platform::collections::HashMap; use bevy_time::{Real, Time}; use core::time::Duration; use gilrs::{ ff::{self, BaseEffect, BaseEffectType, Repeat, Replay}, GamepadId, }; use thiserror::Error; use tracing::{debug, warn}; /// A rumble effect that is currently in effect. struct RunningRumble { /// Duration from app startup when this effect will be finished deadline: Duration, /// A ref-counted handle to the specific force-feedback effect /// /// Dropping it will cause the effect to stop #[expect( dead_code, reason = "We don't need to read this field, as its purpose is to keep the rumble effect going until the field is dropped." )] effect: SyncCell<ff::Effect>, } #[derive(Error, Debug)] enum RumbleError { #[error("gamepad not found")] GamepadNotFound, #[error("gilrs error while rumbling gamepad: {0}")] GilrsError(#[from] ff::Error), } /// Contains the gilrs rumble effects that are currently running for each gamepad #[derive(Default, Resource)] pub(crate) struct RunningRumbleEffects { /// If multiple rumbles are running at the same time, their resulting rumble /// will be the saturated sum of their strengths up until [`u16::MAX`] rumbles: HashMap<GamepadId, Vec<RunningRumble>>, } /// gilrs uses magnitudes from 0 to [`u16::MAX`], while ours go from `0.0` to `1.0` ([`f32`]) fn to_gilrs_magnitude(ratio: f32) -> u16 { (ratio * u16::MAX as f32) as u16 } fn get_base_effects( GamepadRumbleIntensity { weak_motor, strong_motor, }: GamepadRumbleIntensity, duration: Duration, ) -> Vec<BaseEffect> { let mut effects = Vec::new(); if strong_motor > 0. { effects.push(BaseEffect { kind: BaseEffectType::Strong { magnitude: to_gilrs_magnitude(strong_motor), }, scheduling: Replay { play_for: duration.into(), ..Default::default() }, ..Default::default() }); } if weak_motor > 0. { effects.push(BaseEffect { kind: BaseEffectType::Strong { magnitude: to_gilrs_magnitude(weak_motor), }, ..Default::default() }); } effects } fn handle_rumble_request( running_rumbles: &mut RunningRumbleEffects, gilrs: &mut gilrs::Gilrs, gamepads: &GilrsGamepads, rumble: GamepadRumbleRequest, current_time: Duration, ) -> Result<(), RumbleError> { let gamepad = rumble.gamepad(); let (gamepad_id, _) = gilrs .gamepads() .find(|(pad_id, _)| *pad_id == gamepads.get_gamepad_id(gamepad).unwrap()) .ok_or(RumbleError::GamepadNotFound)?; match rumble { GamepadRumbleRequest::Stop { .. } => { // `ff::Effect` uses RAII, dropping = deactivating running_rumbles.rumbles.remove(&gamepad_id); } GamepadRumbleRequest::Add { duration, intensity, .. } => { let mut effect_builder = ff::EffectBuilder::new(); for effect in get_base_effects(intensity, duration) { effect_builder.add_effect(effect); effect_builder.repeat(Repeat::For(duration.into())); } let effect = effect_builder.gamepads(&[gamepad_id]).finish(gilrs)?; effect.play()?; let gamepad_rumbles = running_rumbles.rumbles.entry(gamepad_id).or_default(); let deadline = current_time + duration; gamepad_rumbles.push(RunningRumble { deadline, effect: SyncCell::new(effect), }); } } Ok(()) } pub(crate) fn play_gilrs_rumble( time: Res<Time<Real>>, mut gilrs: ResMut<Gilrs>, gamepads: Res<GilrsGamepads>, mut requests: MessageReader<GamepadRumbleRequest>, mut running_rumbles: ResMut<RunningRumbleEffects>, ) { gilrs.with(|gilrs| { let current_time = time.elapsed(); // Remove outdated rumble effects. for rumbles in running_rumbles.rumbles.values_mut() { // `ff::Effect` uses RAII, dropping = deactivating rumbles.retain(|RunningRumble { deadline, .. }| *deadline >= current_time); } running_rumbles .rumbles .retain(|_gamepad, rumbles| !rumbles.is_empty()); // Add new effects. for rumble in requests.read().cloned() { let gamepad = rumble.gamepad(); match handle_rumble_request(&mut running_rumbles, gilrs, &gamepads, rumble, current_time) { Ok(()) => {} Err(RumbleError::GilrsError(err)) => { if let ff::Error::FfNotSupported(_) = err { debug!("Tried to rumble {gamepad:?}, but it doesn't support force feedback"); } else { warn!( "Tried to handle rumble request for {gamepad:?} but an error occurred: {err}" ); } } Err(RumbleError::GamepadNotFound) => { warn!("Tried to handle rumble request {gamepad:?} but it doesn't exist!"); } }; } }); } #[cfg(test)] mod tests { use super::to_gilrs_magnitude; #[test] fn magnitude_conversion() { assert_eq!(to_gilrs_magnitude(1.0), u16::MAX); assert_eq!(to_gilrs_magnitude(0.0), 0); // bevy magnitudes of 2.0 don't really make sense, but just make sure // they convert to something sensible in gilrs anyway. assert_eq!(to_gilrs_magnitude(2.0), u16::MAX); // negative bevy magnitudes don't really make sense, but just make sure // they convert to something sensible in gilrs anyway. assert_eq!(to_gilrs_magnitude(-1.0), 0); assert_eq!(to_gilrs_magnitude(-0.1), 0); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_gilrs/src/converter.rs
crates/bevy_gilrs/src/converter.rs
use bevy_input::gamepad::{GamepadAxis, GamepadButton}; pub fn convert_button(button: gilrs::Button) -> Option<GamepadButton> { match button { gilrs::Button::South => Some(GamepadButton::South), gilrs::Button::East => Some(GamepadButton::East), gilrs::Button::North => Some(GamepadButton::North), gilrs::Button::West => Some(GamepadButton::West), gilrs::Button::C => Some(GamepadButton::C), gilrs::Button::Z => Some(GamepadButton::Z), gilrs::Button::LeftTrigger => Some(GamepadButton::LeftTrigger), gilrs::Button::LeftTrigger2 => Some(GamepadButton::LeftTrigger2), gilrs::Button::RightTrigger => Some(GamepadButton::RightTrigger), gilrs::Button::RightTrigger2 => Some(GamepadButton::RightTrigger2), gilrs::Button::Select => Some(GamepadButton::Select), gilrs::Button::Start => Some(GamepadButton::Start), gilrs::Button::Mode => Some(GamepadButton::Mode), gilrs::Button::LeftThumb => Some(GamepadButton::LeftThumb), gilrs::Button::RightThumb => Some(GamepadButton::RightThumb), gilrs::Button::DPadUp => Some(GamepadButton::DPadUp), gilrs::Button::DPadDown => Some(GamepadButton::DPadDown), gilrs::Button::DPadLeft => Some(GamepadButton::DPadLeft), gilrs::Button::DPadRight => Some(GamepadButton::DPadRight), gilrs::Button::Unknown => None, } } pub fn convert_axis(axis: gilrs::Axis) -> Option<GamepadAxis> { match axis { gilrs::Axis::LeftStickX => Some(GamepadAxis::LeftStickX), gilrs::Axis::LeftStickY => Some(GamepadAxis::LeftStickY), gilrs::Axis::LeftZ => Some(GamepadAxis::LeftZ), gilrs::Axis::RightStickX => Some(GamepadAxis::RightStickX), gilrs::Axis::RightStickY => Some(GamepadAxis::RightStickY), gilrs::Axis::RightZ => Some(GamepadAxis::RightZ), // The `axis_dpad_to_button` gilrs filter should filter out all DPadX and DPadY events. If // it doesn't then we probably need an entry added to the following repo and an update to // GilRs to use the updated database: https://github.com/gabomdq/SDL_GameControllerDB gilrs::Axis::Unknown | gilrs::Axis::DPadX | gilrs::Axis::DPadY => None, } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_animation/macros/src/animation_event.rs
crates/bevy_animation/macros/src/animation_event.rs
use bevy_macro_utils::BevyManifest; use proc_macro::TokenStream; use quote::quote; use syn::{parse_macro_input, DeriveInput}; pub fn derive_animation_event(input: TokenStream) -> TokenStream { let ast = parse_macro_input!(input as DeriveInput); let (bevy_ecs, bevy_animation) = BevyManifest::shared(|manifest| { let bevy_ecs = manifest.get_path("bevy_ecs"); let bevy_animation = manifest.get_path("bevy_animation"); (bevy_ecs, bevy_animation) }); let generics = ast.generics; let (impl_generics, type_generics, where_clause) = generics.split_for_impl(); let struct_name = &ast.ident; quote! { impl #impl_generics #bevy_ecs::event::Event for #struct_name #type_generics #where_clause { type Trigger<'a> = #bevy_animation::AnimationEventTrigger; } impl #impl_generics #bevy_animation::AnimationEvent for #struct_name #type_generics #where_clause { } } .into() }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_animation/macros/src/lib.rs
crates/bevy_animation/macros/src/lib.rs
#![cfg_attr(docsrs, feature(doc_cfg))] //! Macros for deriving animation behaviors. extern crate proc_macro; mod animation_event; use proc_macro::TokenStream; /// Implements the `AnimationEvent` trait for a type - see the trait /// docs for an example usage. #[proc_macro_derive(AnimationEvent)] pub fn derive_animation_event(input: TokenStream) -> TokenStream { animation_event::derive_animation_event(input) }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_animation/src/animation_event.rs
crates/bevy_animation/src/animation_event.rs
pub use bevy_animation_macros::AnimationEvent; use bevy_ecs::{ entity::Entity, event::{trigger_entity_internal, Event, Trigger}, observer::{CachedObservers, TriggerContext}, world::DeferredWorld, }; /// An [`Event`] that an [`AnimationPlayer`](crate::AnimationPlayer) or an [`AnimationTargetId`](crate::AnimationTargetId) can trigger when playing an [`AnimationClip`](crate::AnimationClip). /// /// - If you used [`AnimationClip::add_event`](crate::AnimationClip::add_event), this will be triggered by the [`AnimationPlayer`](crate::AnimationPlayer). /// - If you used [`AnimationClip::add_event_to_target`](crate::AnimationClip::add_event_to_target), this will be triggered by the [`AnimationTargetId`](crate::AnimationTargetId). /// /// This trait can be derived. pub trait AnimationEvent: Clone + for<'a> Event<Trigger<'a> = AnimationEventTrigger> {} /// The [`Trigger`] implementation for [`AnimationEvent`]. This passes in either the [`AnimationPlayer`](crate::AnimationPlayer) or the [`AnimationTargetId`](crate::AnimationTargetId) /// context, and uses that to run any observers that target that entity. See [`AnimationEvent`] for when which entity is used. #[derive(Debug)] pub struct AnimationEventTrigger { /// The [`AnimationPlayer`](crate::AnimationPlayer) or the [`AnimationTargetId`](crate::AnimationTargetId) where this [`AnimationEvent`] occurred. /// See [`AnimationEvent`] for when which entity is used. pub target: Entity, } #[expect( unsafe_code, reason = "We must implement this trait to define a custom Trigger, which is required to be unsafe due to safety considerations within bevy_ecs." )] // SAFETY: // - `E`'s [`Event::Trigger`] is constrained to [`AnimationEventTrigger`] // - The implementation abides by the other safety constraints defined in [`Trigger`] unsafe impl<E: AnimationEvent + for<'a> Event<Trigger<'a> = AnimationEventTrigger>> Trigger<E> for AnimationEventTrigger { unsafe fn trigger( &mut self, world: DeferredWorld, observers: &CachedObservers, trigger_context: &TriggerContext, event: &mut E, ) { let target = self.target; // SAFETY: // - `observers` come from `world` and match the event type `E`, enforced by the call to `trigger` // - the passed in event pointer comes from `event`, which is an `Event` // - `trigger` is a matching trigger type, as it comes from `self`, which is the Trigger for `E` // - `trigger_context`'s event_key matches `E`, enforced by the call to `trigger` // - this abides by the nuances defined in the `Trigger` safety docs unsafe { trigger_entity_internal( world, observers, event.into(), self.into(), target, trigger_context, ); } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_animation/src/lib.rs
crates/bevy_animation/src/lib.rs
#![cfg_attr(docsrs, feature(doc_cfg))] #![warn(unsafe_code)] #![doc( html_logo_url = "https://bevy.org/assets/icon.png", html_favicon_url = "https://bevy.org/assets/icon.png" )] //! Animation for the game engine Bevy extern crate alloc; pub mod animatable; pub mod animation_curves; pub mod gltf_curves; pub mod graph; #[cfg(feature = "bevy_mesh")] mod morph; pub mod transition; mod animation_event; mod util; pub use animation_event::*; use core::{ any::TypeId, cell::RefCell, fmt::Debug, hash::{Hash, Hasher}, iter, slice, }; use graph::AnimationNodeType; use prelude::AnimationCurveEvaluator; use crate::{ graph::{AnimationGraphHandle, ThreadedAnimationGraphs}, prelude::EvaluatorId, }; use bevy_app::{AnimationSystems, App, Plugin, PostUpdate}; use bevy_asset::{Asset, AssetApp, AssetEventSystems, Assets}; use bevy_ecs::{prelude::*, world::EntityMutExcept}; use bevy_math::FloatOrd; use bevy_platform::{collections::HashMap, hash::NoOpHash}; use bevy_reflect::{prelude::ReflectDefault, Reflect, TypePath}; use bevy_time::Time; use bevy_transform::TransformSystems; use bevy_utils::{PreHashMap, PreHashMapExt, TypeIdMap}; use serde::{Deserialize, Serialize}; use thread_local::ThreadLocal; use tracing::{trace, warn}; use uuid::Uuid; /// The animation prelude. /// /// This includes the most common types in this crate, re-exported for your convenience. pub mod prelude { #[doc(hidden)] pub use crate::{ animatable::*, animation_curves::*, graph::*, transition::*, AnimationClip, AnimationPlayer, AnimationPlugin, VariableCurve, }; } use crate::{ animation_curves::AnimationCurve, graph::{AnimationGraph, AnimationGraphAssetLoader, AnimationNodeIndex}, transition::{advance_transitions, expire_completed_transitions}, }; use alloc::sync::Arc; /// The [UUID namespace] of animation targets (e.g. bones). /// /// [UUID namespace]: https://en.wikipedia.org/wiki/Universally_unique_identifier#Versions_3_and_5_(namespace_name-based) pub static ANIMATION_TARGET_NAMESPACE: Uuid = Uuid::from_u128(0x3179f519d9274ff2b5966fd077023911); /// Contains an [animation curve] which is used to animate a property of an entity. /// /// [animation curve]: AnimationCurve #[derive(Debug, TypePath)] pub struct VariableCurve(pub Box<dyn AnimationCurve>); impl Clone for VariableCurve { fn clone(&self) -> Self { Self(AnimationCurve::clone_value(&*self.0)) } } impl VariableCurve { /// Create a new [`VariableCurve`] from an [animation curve]. /// /// [animation curve]: AnimationCurve pub fn new(animation_curve: impl AnimationCurve) -> Self { Self(Box::new(animation_curve)) } } /// A list of [`VariableCurve`]s and the [`AnimationTargetId`]s to which they /// apply. /// /// Because animation clips refer to targets by UUID, they can target any /// entity with that ID. #[derive(Asset, Reflect, Clone, Debug, Default)] #[reflect(Clone, Default)] pub struct AnimationClip { // This field is ignored by reflection because AnimationCurves can contain things that are not reflect-able #[reflect(ignore, clone)] curves: AnimationCurves, events: AnimationEvents, duration: f32, } #[derive(Reflect, Debug, Clone)] #[reflect(Clone)] struct TimedAnimationEvent { time: f32, event: AnimationEventData, } #[derive(Reflect, Debug, Clone)] #[reflect(Clone)] struct AnimationEventData { #[reflect(ignore, clone)] trigger: AnimationEventFn, } impl AnimationEventData { fn trigger(&self, commands: &mut Commands, entity: Entity, time: f32, weight: f32) { (self.trigger.0)(commands, entity, time, weight); } } #[derive(Reflect, Clone)] #[reflect(opaque)] #[reflect(Clone, Default, Debug)] struct AnimationEventFn(Arc<dyn Fn(&mut Commands, Entity, f32, f32) + Send + Sync>); impl Default for AnimationEventFn { fn default() -> Self { Self(Arc::new(|_commands, _entity, _time, _weight| {})) } } impl Debug for AnimationEventFn { fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result { f.debug_tuple("AnimationEventFn").finish() } } #[derive(Reflect, Debug, PartialEq, Eq, PartialOrd, Ord, Hash, Clone)] #[reflect(Clone)] enum AnimationEventTarget { Root, Node(AnimationTargetId), } type AnimationEvents = HashMap<AnimationEventTarget, Vec<TimedAnimationEvent>>; /// A mapping from [`AnimationTargetId`] (e.g. bone in a skinned mesh) to the /// animation curves. pub type AnimationCurves = HashMap<AnimationTargetId, Vec<VariableCurve>, NoOpHash>; /// A component that identifies which parts of an [`AnimationClip`] asset can /// be applied to an entity. Typically used alongside the /// [`AnimatedBy`] component. /// /// `AnimationTargetId` is implemented as a [UUID]. When importing an armature /// or an animation clip, asset loaders typically use the full path name from /// the armature to the bone to generate these UUIDs. The ID is unique to the /// full path name and based only on the names. So, for example, any imported /// armature with a bone at the root named `Hips` will assign the same /// [`AnimationTargetId`] to its root bone. Likewise, any imported animation /// clip that animates a root bone named `Hips` will reference the same /// [`AnimationTargetId`]. Any animation is playable on any armature as long as /// the bone names match, which allows for easy animation retargeting. /// /// Note that asset loaders generally use the *full* path name to generate the /// [`AnimationTargetId`]. Thus a bone named `Chest` directly connected to a /// bone named `Hips` will have a different ID from a bone named `Chest` that's /// connected to a bone named `Stomach`. /// /// [UUID]: https://en.wikipedia.org/wiki/Universally_unique_identifier #[derive( Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Reflect, Debug, Serialize, Deserialize, Component, )] #[reflect(Component, Clone)] pub struct AnimationTargetId(pub Uuid); impl Hash for AnimationTargetId { fn hash<H: Hasher>(&self, state: &mut H) { let (hi, lo) = self.0.as_u64_pair(); state.write_u64(hi ^ lo); } } /// A component that links an animated entity to an entity containing an /// [`AnimationPlayer`]. Typically used alongside the [`AnimationTargetId`] /// component - the linked `AnimationPlayer` plays [`AnimationClip`] assets, and /// the `AnimationTargetId` identifies which curves in the `AnimationClip` will /// affect the target entity. /// /// By convention, asset loaders add [`AnimationTargetId`] components to the /// descendants of an [`AnimationPlayer`], as well as to the [`AnimationPlayer`] /// entity itself, but Bevy doesn't require this in any way. So, for example, /// it's entirely possible for an [`AnimationPlayer`] to animate a target that /// it isn't an ancestor of. If you add a new bone to or delete a bone from an /// armature at runtime, you may want to update the [`AnimationTargetId`] /// component as appropriate, as Bevy won't do this automatically. /// /// Note that each entity can only be animated by one animation player at a /// time. However, you can change [`AnimatedBy`] components at runtime and /// link them to a different player. #[derive(Clone, Copy, Component, Reflect, Debug)] #[reflect(Component, Clone)] pub struct AnimatedBy(#[entities] pub Entity); impl AnimationClip { #[inline] /// [`VariableCurve`]s for each animation target. Indexed by the [`AnimationTargetId`]. pub fn curves(&self) -> &AnimationCurves { &self.curves } #[inline] /// Get mutable references of [`VariableCurve`]s for each animation target. Indexed by the [`AnimationTargetId`]. pub fn curves_mut(&mut self) -> &mut AnimationCurves { &mut self.curves } /// Gets the curves for a single animation target. /// /// Returns `None` if this clip doesn't animate the target. #[inline] pub fn curves_for_target( &self, target_id: AnimationTargetId, ) -> Option<&'_ Vec<VariableCurve>> { self.curves.get(&target_id) } /// Gets mutable references of the curves for a single animation target. /// /// Returns `None` if this clip doesn't animate the target. #[inline] pub fn curves_for_target_mut( &mut self, target_id: AnimationTargetId, ) -> Option<&'_ mut Vec<VariableCurve>> { self.curves.get_mut(&target_id) } /// Duration of the clip, represented in seconds. #[inline] pub fn duration(&self) -> f32 { self.duration } /// Set the duration of the clip in seconds. #[inline] pub fn set_duration(&mut self, duration_sec: f32) { self.duration = duration_sec; } /// Adds an [`AnimationCurve`] that can target an entity with the given /// [`AnimationTargetId`] component. /// /// If the curve extends beyond the current duration of this clip, this /// method lengthens this clip to include the entire time span that the /// curve covers. /// /// More specifically: /// - This clip will be sampled on the interval `[0, duration]`. /// - Each curve in the clip is sampled by first clamping the sample time to its [domain]. /// - Curves that extend forever never contribute to the duration. /// /// For example, a curve with domain `[2, 5]` will extend the clip to cover `[0, 5]` /// when added and will produce the same output on the entire interval `[0, 2]` because /// these time values all get clamped to `2`. /// /// By contrast, a curve with domain `[-10, ∞]` will never extend the clip duration when /// added and will be sampled only on `[0, duration]`, ignoring all negative time values. /// /// [domain]: AnimationCurve::domain pub fn add_curve_to_target( &mut self, target_id: AnimationTargetId, curve: impl AnimationCurve, ) { // Update the duration of the animation by this curve duration if it's longer let end = curve.domain().end(); if end.is_finite() { self.duration = self.duration.max(end); } self.curves .entry(target_id) .or_default() .push(VariableCurve::new(curve)); } /// Like [`add_curve_to_target`], but adding a [`VariableCurve`] directly. /// /// Under normal circumstances, that method is generally more convenient. /// /// [`add_curve_to_target`]: AnimationClip::add_curve_to_target pub fn add_variable_curve_to_target( &mut self, target_id: AnimationTargetId, variable_curve: VariableCurve, ) { let end = variable_curve.0.domain().end(); if end.is_finite() { self.duration = self.duration.max(end); } self.curves .entry(target_id) .or_default() .push(variable_curve); } /// Add an [`EntityEvent`] with no [`AnimationTargetId`]. /// /// The `event` will be cloned and triggered on the [`AnimationPlayer`] entity once the `time` (in seconds) /// is reached in the animation. /// /// See also [`add_event_to_target`](Self::add_event_to_target). pub fn add_event(&mut self, time: f32, event: impl AnimationEvent) { self.add_event_fn( time, move |commands: &mut Commands, target: Entity, _time: f32, _weight: f32| { commands.trigger_with(event.clone(), AnimationEventTrigger { target }); }, ); } /// Add an [`EntityEvent`] with an [`AnimationTargetId`]. /// /// The `event` will be cloned and triggered on the entity matching the target once the `time` (in seconds) /// is reached in the animation. /// /// Use [`add_event`](Self::add_event) instead if you don't have a specific target. pub fn add_event_to_target( &mut self, target_id: AnimationTargetId, time: f32, event: impl AnimationEvent, ) { self.add_event_fn_to_target( target_id, time, move |commands: &mut Commands, target: Entity, _time: f32, _weight: f32| { commands.trigger_with(event.clone(), AnimationEventTrigger { target }); }, ); } /// Add an event function with no [`AnimationTargetId`] to this [`AnimationClip`]. /// /// The `func` will trigger on the [`AnimationPlayer`] entity once the `time` (in seconds) /// is reached in the animation. /// /// For a simpler [`EntityEvent`]-based alternative, see [`AnimationClip::add_event`]. /// See also [`add_event_to_target`](Self::add_event_to_target). /// /// ``` /// # use bevy_animation::AnimationClip; /// # let mut clip = AnimationClip::default(); /// clip.add_event_fn(1.0, |commands, entity, time, weight| { /// println!("Animation event triggered {entity:#?} at time {time} with weight {weight}"); /// }) /// ``` pub fn add_event_fn( &mut self, time: f32, func: impl Fn(&mut Commands, Entity, f32, f32) + Send + Sync + 'static, ) { self.add_event_internal(AnimationEventTarget::Root, time, func); } /// Add an event function with an [`AnimationTargetId`]. /// /// The `func` will trigger on the entity matching the target once the `time` (in seconds) /// is reached in the animation. /// /// For a simpler [`EntityEvent`]-based alternative, see [`AnimationClip::add_event_to_target`]. /// Use [`add_event`](Self::add_event) instead if you don't have a specific target. /// /// ``` /// # use bevy_animation::{AnimationClip, AnimationTargetId}; /// # let mut clip = AnimationClip::default(); /// clip.add_event_fn_to_target(AnimationTargetId::from_iter(["Arm", "Hand"]), 1.0, |commands, entity, time, weight| { /// println!("Animation event triggered {entity:#?} at time {time} with weight {weight}"); /// }) /// ``` pub fn add_event_fn_to_target( &mut self, target_id: AnimationTargetId, time: f32, func: impl Fn(&mut Commands, Entity, f32, f32) + Send + Sync + 'static, ) { self.add_event_internal(AnimationEventTarget::Node(target_id), time, func); } fn add_event_internal( &mut self, target: AnimationEventTarget, time: f32, trigger_fn: impl Fn(&mut Commands, Entity, f32, f32) + Send + Sync + 'static, ) { self.duration = self.duration.max(time); let triggers = self.events.entry(target).or_default(); match triggers.binary_search_by_key(&FloatOrd(time), |e| FloatOrd(e.time)) { Ok(index) | Err(index) => triggers.insert( index, TimedAnimationEvent { time, event: AnimationEventData { trigger: AnimationEventFn(Arc::new(trigger_fn)), }, }, ), } } } /// Repetition behavior of an animation. #[derive(Reflect, Debug, PartialEq, Eq, Copy, Clone, Default)] #[reflect(Clone, Default)] pub enum RepeatAnimation { /// The animation will finish after running once. #[default] Never, /// The animation will finish after running "n" times. Count(u32), /// The animation will never finish. Forever, } /// Why Bevy failed to evaluate an animation. #[derive(Clone, Debug)] pub enum AnimationEvaluationError { /// The component to be animated isn't present on the animation target. /// /// To fix this error, make sure the entity to be animated contains all /// components that have animation curves. ComponentNotPresent(TypeId), /// The component to be animated was present, but the property on the /// component wasn't present. PropertyNotPresent(TypeId), /// An internal error occurred in the implementation of /// [`AnimationCurveEvaluator`]. /// /// You shouldn't ordinarily see this error unless you implemented /// [`AnimationCurveEvaluator`] yourself. The contained [`TypeId`] is the ID /// of the curve evaluator. InconsistentEvaluatorImplementation(TypeId), } /// An animation that an [`AnimationPlayer`] is currently either playing or was /// playing, but is presently paused. /// /// A stopped animation is considered no longer active. #[derive(Debug, Clone, Copy, Reflect)] #[reflect(Clone, Default)] pub struct ActiveAnimation { /// The factor by which the weight from the [`AnimationGraph`] is multiplied. weight: f32, repeat: RepeatAnimation, speed: f32, /// Total time the animation has been played. /// /// Note: Time does not increase when the animation is paused or after it has completed. elapsed: f32, /// The timestamp inside of the animation clip. /// /// Note: This will always be in the range [0.0, animation clip duration] seek_time: f32, /// The `seek_time` of the previous tick, if any. last_seek_time: Option<f32>, /// Number of times the animation has completed. /// If the animation is playing in reverse, this increments when the animation passes the start. completions: u32, /// `true` if the animation was completed at least once this tick. just_completed: bool, paused: bool, } impl Default for ActiveAnimation { fn default() -> Self { Self { weight: 1.0, repeat: RepeatAnimation::default(), speed: 1.0, elapsed: 0.0, seek_time: 0.0, last_seek_time: None, completions: 0, just_completed: false, paused: false, } } } impl ActiveAnimation { /// Check if the animation has finished, based on its repetition behavior and the number of times it has repeated. /// /// Note: An animation with `RepeatAnimation::Forever` will never finish. #[inline] pub fn is_finished(&self) -> bool { match self.repeat { RepeatAnimation::Forever => false, RepeatAnimation::Never => self.completions >= 1, RepeatAnimation::Count(n) => self.completions >= n, } } /// Update the animation given the delta time and the duration of the clip being played. #[inline] fn update(&mut self, delta: f32, clip_duration: f32) { self.just_completed = false; self.last_seek_time = Some(self.seek_time); if self.is_finished() { return; } self.elapsed += delta; self.seek_time += delta * self.speed; let over_time = self.speed > 0.0 && self.seek_time >= clip_duration; let under_time = self.speed < 0.0 && self.seek_time < 0.0; if over_time || under_time { self.just_completed = true; self.completions += 1; if self.is_finished() { return; } } if self.seek_time >= clip_duration { self.seek_time %= clip_duration; } // Note: assumes delta is never lower than -clip_duration if self.seek_time < 0.0 { self.seek_time += clip_duration; } } /// Reset back to the initial state as if no time has elapsed. pub fn replay(&mut self) { self.just_completed = false; self.completions = 0; self.elapsed = 0.0; self.last_seek_time = None; self.seek_time = 0.0; } /// Returns the current weight of this animation. pub fn weight(&self) -> f32 { self.weight } /// Sets the weight of this animation. pub fn set_weight(&mut self, weight: f32) -> &mut Self { self.weight = weight; self } /// Pause the animation. pub fn pause(&mut self) -> &mut Self { self.paused = true; self } /// Unpause the animation. pub fn resume(&mut self) -> &mut Self { self.paused = false; self } /// Returns true if this animation is currently paused. /// /// Note that paused animations are still [`ActiveAnimation`]s. #[inline] pub fn is_paused(&self) -> bool { self.paused } /// Sets the repeat mode for this playing animation. pub fn set_repeat(&mut self, repeat: RepeatAnimation) -> &mut Self { self.repeat = repeat; self } /// Marks this animation as repeating forever. pub fn repeat(&mut self) -> &mut Self { self.set_repeat(RepeatAnimation::Forever) } /// Returns the repeat mode assigned to this active animation. pub fn repeat_mode(&self) -> RepeatAnimation { self.repeat } /// Returns the number of times this animation has completed. pub fn completions(&self) -> u32 { self.completions } /// Returns true if the animation is playing in reverse. pub fn is_playback_reversed(&self) -> bool { self.speed < 0.0 } /// Returns the speed of the animation playback. pub fn speed(&self) -> f32 { self.speed } /// Sets the speed of the animation playback. pub fn set_speed(&mut self, speed: f32) -> &mut Self { self.speed = speed; self } /// Returns the amount of time the animation has been playing. pub fn elapsed(&self) -> f32 { self.elapsed } /// Returns the seek time of the animation. /// /// This is nonnegative and no more than the clip duration. pub fn seek_time(&self) -> f32 { self.seek_time } /// Seeks to a specific time in the animation. /// /// This will not trigger events between the current time and `seek_time`. /// Use [`seek_to`](Self::seek_to) if this is desired. pub fn set_seek_time(&mut self, seek_time: f32) -> &mut Self { self.last_seek_time = Some(seek_time); self.seek_time = seek_time; self } /// Seeks to a specific time in the animation. /// /// Note that any events between the current time and `seek_time` /// will be triggered on the next update. /// Use [`set_seek_time`](Self::set_seek_time) if this is undesired. pub fn seek_to(&mut self, seek_time: f32) -> &mut Self { self.last_seek_time = Some(self.seek_time); self.seek_time = seek_time; self } /// Seeks to the beginning of the animation. /// /// Note that any events between the current time and `0.0` /// will be triggered on the next update. /// Use [`set_seek_time`](Self::set_seek_time) if this is undesired. pub fn rewind(&mut self) -> &mut Self { self.last_seek_time = Some(self.seek_time); self.seek_time = 0.0; self } } /// Animation controls. /// /// Automatically added to any root animations of a scene when it is /// spawned. #[derive(Component, Default, Reflect)] #[reflect(Component, Default, Clone)] pub struct AnimationPlayer { active_animations: HashMap<AnimationNodeIndex, ActiveAnimation>, } // This is needed since `#[derive(Clone)]` does not generate optimized `clone_from`. impl Clone for AnimationPlayer { fn clone(&self) -> Self { Self { active_animations: self.active_animations.clone(), } } fn clone_from(&mut self, source: &Self) { self.active_animations.clone_from(&source.active_animations); } } /// Temporary data that the [`animate_targets`] system maintains. #[derive(Default)] pub struct AnimationEvaluationState { /// Stores all [`AnimationCurveEvaluator`]s corresponding to properties that /// we've seen so far. /// /// This is a mapping from the id of an animation curve evaluator to /// the animation curve evaluator itself. /// /// For efficiency's sake, the [`AnimationCurveEvaluator`]s are cached from /// frame to frame and animation target to animation target. Therefore, /// there may be entries in this list corresponding to properties that the /// current [`AnimationPlayer`] doesn't animate. To iterate only over the /// properties that are currently being animated, consult the /// [`Self::current_evaluators`] set. evaluators: AnimationCurveEvaluators, /// The set of [`AnimationCurveEvaluator`] types that the current /// [`AnimationPlayer`] is animating. /// /// This is built up as new curve evaluators are encountered during graph /// traversal. current_evaluators: CurrentEvaluators, } #[derive(Default)] struct AnimationCurveEvaluators { component_property_curve_evaluators: PreHashMap<(TypeId, usize), Box<dyn AnimationCurveEvaluator>>, type_id_curve_evaluators: TypeIdMap<Box<dyn AnimationCurveEvaluator>>, } impl AnimationCurveEvaluators { #[inline] pub(crate) fn get_mut(&mut self, id: EvaluatorId) -> Option<&mut dyn AnimationCurveEvaluator> { match id { EvaluatorId::ComponentField(component_property) => self .component_property_curve_evaluators .get_mut(component_property), EvaluatorId::Type(type_id) => self.type_id_curve_evaluators.get_mut(&type_id), } .map(|e| &mut **e) } #[inline] pub(crate) fn get_or_insert_with( &mut self, id: EvaluatorId, func: impl FnOnce() -> Box<dyn AnimationCurveEvaluator>, ) -> &mut dyn AnimationCurveEvaluator { match id { EvaluatorId::ComponentField(component_property) => &mut **self .component_property_curve_evaluators .get_or_insert_with(component_property, func), EvaluatorId::Type(type_id) => match self.type_id_curve_evaluators.entry(type_id) { bevy_platform::collections::hash_map::Entry::Occupied(occupied_entry) => { &mut **occupied_entry.into_mut() } bevy_platform::collections::hash_map::Entry::Vacant(vacant_entry) => { &mut **vacant_entry.insert(func()) } }, } } } #[derive(Default)] struct CurrentEvaluators { component_properties: PreHashMap<(TypeId, usize), ()>, type_ids: TypeIdMap<()>, } impl CurrentEvaluators { pub(crate) fn keys(&self) -> impl Iterator<Item = EvaluatorId<'_>> { self.component_properties .keys() .map(EvaluatorId::ComponentField) .chain(self.type_ids.keys().copied().map(EvaluatorId::Type)) } pub(crate) fn clear( &mut self, mut visit: impl FnMut(EvaluatorId) -> Result<(), AnimationEvaluationError>, ) -> Result<(), AnimationEvaluationError> { for (key, _) in self.component_properties.drain() { (visit)(EvaluatorId::ComponentField(&key))?; } for (key, _) in self.type_ids.drain() { (visit)(EvaluatorId::Type(key))?; } Ok(()) } #[inline] pub(crate) fn insert(&mut self, id: EvaluatorId) { match id { EvaluatorId::ComponentField(component_property) => { self.component_properties.insert(*component_property, ()); } EvaluatorId::Type(type_id) => { self.type_ids.insert(type_id, ()); } } } } impl AnimationPlayer { /// Start playing an animation, restarting it if necessary. pub fn start(&mut self, animation: AnimationNodeIndex) -> &mut ActiveAnimation { let playing_animation = self.active_animations.entry(animation).or_default(); playing_animation.replay(); playing_animation } /// Start playing an animation, unless the requested animation is already playing. pub fn play(&mut self, animation: AnimationNodeIndex) -> &mut ActiveAnimation { self.active_animations.entry(animation).or_default() } /// Stops playing the given animation, removing it from the list of playing /// animations. pub fn stop(&mut self, animation: AnimationNodeIndex) -> &mut Self { self.active_animations.remove(&animation); self } /// Stops all currently-playing animations. pub fn stop_all(&mut self) -> &mut Self { self.active_animations.clear(); self } /// Iterates through all animations that this [`AnimationPlayer`] is /// currently playing. pub fn playing_animations( &self, ) -> impl Iterator<Item = (&AnimationNodeIndex, &ActiveAnimation)> { self.active_animations.iter() } /// Iterates through all animations that this [`AnimationPlayer`] is /// currently playing, mutably. pub fn playing_animations_mut( &mut self, ) -> impl Iterator<Item = (&AnimationNodeIndex, &mut ActiveAnimation)> { self.active_animations.iter_mut() } /// Returns true if the animation is currently playing or paused, or false /// if the animation is stopped. pub fn is_playing_animation(&self, animation: AnimationNodeIndex) -> bool { self.active_animations.contains_key(&animation) } /// Check if all playing animations have finished, according to the repetition behavior. pub fn all_finished(&self) -> bool { self.active_animations .values() .all(ActiveAnimation::is_finished) } /// Check if all playing animations are paused. #[doc(alias = "is_paused")] pub fn all_paused(&self) -> bool { self.active_animations .values() .all(ActiveAnimation::is_paused) } /// Pause all playing animations. #[doc(alias = "pause")] pub fn pause_all(&mut self) -> &mut Self { for (_, playing_animation) in self.playing_animations_mut() { playing_animation.pause(); } self } /// Resume all active animations. #[doc(alias = "resume")] pub fn resume_all(&mut self) -> &mut Self { for (_, playing_animation) in self.playing_animations_mut() { playing_animation.resume(); } self } /// Rewinds all active animations. #[doc(alias = "rewind")] pub fn rewind_all(&mut self) -> &mut Self { for (_, playing_animation) in self.playing_animations_mut() { playing_animation.rewind(); } self } /// Multiplies the speed of all active animations by the given factor. #[doc(alias = "set_speed")] pub fn adjust_speeds(&mut self, factor: f32) -> &mut Self { for (_, playing_animation) in self.playing_animations_mut() { let new_speed = playing_animation.speed() * factor; playing_animation.set_speed(new_speed); } self } /// Seeks all active animations forward or backward by the same amount. /// /// To seek forward, pass a positive value; to seek negative, pass a /// negative value. Values below 0.0 or beyond the end of the animation clip /// are clamped appropriately. #[doc(alias = "seek_to")] pub fn seek_all_by(&mut self, amount: f32) -> &mut Self { for (_, playing_animation) in self.playing_animations_mut() { let new_time = playing_animation.seek_time(); playing_animation.seek_to(new_time + amount); } self } /// Returns the [`ActiveAnimation`] associated with the given animation /// node if it's currently playing. /// /// If the animation isn't currently active, returns `None`. pub fn animation(&self, animation: AnimationNodeIndex) -> Option<&ActiveAnimation> { self.active_animations.get(&animation) } /// Returns a mutable reference to the [`ActiveAnimation`] associated with /// the given animation node if it's currently active. /// /// If the animation isn't currently active, returns `None`. pub fn animation_mut(&mut self, animation: AnimationNodeIndex) -> Option<&mut ActiveAnimation> { self.active_animations.get_mut(&animation) } } /// A system that triggers untargeted animation events for the currently-playing animations. fn trigger_untargeted_animation_events( mut commands: Commands, clips: Res<Assets<AnimationClip>>, graphs: Res<Assets<AnimationGraph>>, players: Query<(Entity, &AnimationPlayer, &AnimationGraphHandle)>, ) { for (entity, player, graph_id) in &players { // The graph might not have loaded yet. Safely bail. let Some(graph) = graphs.get(graph_id) else { return; }; for (index, active_animation) in player.active_animations.iter() { if active_animation.paused { continue; } let Some(clip) = graph .get(*index) .and_then(|node| match &node.node_type {
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
true
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_animation/src/gltf_curves.rs
crates/bevy_animation/src/gltf_curves.rs
//! Concrete curve structures used to load glTF curves into the animation system. use bevy_math::{ curve::{cores::*, iterable::IterableCurve, *}, vec4, Quat, Vec4, VectorSpace, }; use bevy_reflect::Reflect; use either::Either; use thiserror::Error; /// A keyframe-defined curve that "interpolates" by stepping at `t = 1.0` to the next keyframe. #[derive(Debug, Clone, Reflect)] pub struct SteppedKeyframeCurve<T> { core: UnevenCore<T>, } impl<T> Curve<T> for SteppedKeyframeCurve<T> where T: Clone, { #[inline] fn domain(&self) -> Interval { self.core.domain() } #[inline] fn sample_clamped(&self, t: f32) -> T { self.core .sample_with(t, |x, y, t| if t >= 1.0 { y.clone() } else { x.clone() }) } #[inline] fn sample_unchecked(&self, t: f32) -> T { self.sample_clamped(t) } } impl<T> SteppedKeyframeCurve<T> { /// Create a new [`SteppedKeyframeCurve`]. If the curve could not be constructed from the /// given data, an error is returned. #[inline] pub fn new(timed_samples: impl IntoIterator<Item = (f32, T)>) -> Result<Self, UnevenCoreError> { Ok(Self { core: UnevenCore::new(timed_samples)?, }) } } /// A keyframe-defined curve that uses cubic spline interpolation, backed by a contiguous buffer. #[derive(Debug, Clone, Reflect)] pub struct CubicKeyframeCurve<T> { // Note: the sample width here should be 3. core: ChunkedUnevenCore<T>, } impl<V> Curve<V> for CubicKeyframeCurve<V> where V: VectorSpace<Scalar = f32>, { #[inline] fn domain(&self) -> Interval { self.core.domain() } #[inline] fn sample_clamped(&self, t: f32) -> V { match self.core.sample_interp_timed(t) { // In all the cases where only one frame matters, defer to the position within it. InterpolationDatum::Exact((_, v)) | InterpolationDatum::LeftTail((_, v)) | InterpolationDatum::RightTail((_, v)) => v[1], InterpolationDatum::Between((t0, u), (t1, v), s) => { cubic_spline_interpolation(u[1], u[2], v[0], v[1], s, t1 - t0) } } } #[inline] fn sample_unchecked(&self, t: f32) -> V { self.sample_clamped(t) } } impl<T> CubicKeyframeCurve<T> { /// Create a new [`CubicKeyframeCurve`] from keyframe `times` and their associated `values`. /// Because 3 values are needed to perform cubic interpolation, `values` must have triple the /// length of `times` — each consecutive triple `a_k, v_k, b_k` associated to time `t_k` /// consists of: /// - The in-tangent `a_k` for the sample at time `t_k` /// - The actual value `v_k` for the sample at time `t_k` /// - The out-tangent `b_k` for the sample at time `t_k` /// /// For example, for a curve built from two keyframes, the inputs would have the following form: /// - `times`: `[t_0, t_1]` /// - `values`: `[a_0, v_0, b_0, a_1, v_1, b_1]` #[inline] pub fn new( times: impl IntoIterator<Item = f32>, values: impl IntoIterator<Item = T>, ) -> Result<Self, ChunkedUnevenCoreError> { Ok(Self { core: ChunkedUnevenCore::new(times, values, 3)?, }) } } // NOTE: We can probably delete `CubicRotationCurve` once we improve the `Reflect` implementations // for the `Curve` API adaptors; this is basically a `CubicKeyframeCurve` composed with `map`. /// A keyframe-defined curve that uses cubic spline interpolation, special-cased for quaternions /// since it uses `Vec4` internally. #[derive(Debug, Clone, Reflect)] #[reflect(Clone)] pub struct CubicRotationCurve { // Note: The sample width here should be 3. core: ChunkedUnevenCore<Vec4>, } impl Curve<Quat> for CubicRotationCurve { #[inline] fn domain(&self) -> Interval { self.core.domain() } #[inline] fn sample_clamped(&self, t: f32) -> Quat { let vec = match self.core.sample_interp_timed(t) { // In all the cases where only one frame matters, defer to the position within it. InterpolationDatum::Exact((_, v)) | InterpolationDatum::LeftTail((_, v)) | InterpolationDatum::RightTail((_, v)) => v[1], InterpolationDatum::Between((t0, u), (t1, v), s) => { cubic_spline_interpolation(u[1], u[2], v[0], v[1], s, t1 - t0) } }; Quat::from_vec4(vec.normalize()) } #[inline] fn sample_unchecked(&self, t: f32) -> Quat { self.sample_clamped(t) } } impl CubicRotationCurve { /// Create a new [`CubicRotationCurve`] from keyframe `times` and their associated `values`. /// Because 3 values are needed to perform cubic interpolation, `values` must have triple the /// length of `times` — each consecutive triple `a_k, v_k, b_k` associated to time `t_k` /// consists of: /// - The in-tangent `a_k` for the sample at time `t_k` /// - The actual value `v_k` for the sample at time `t_k` /// - The out-tangent `b_k` for the sample at time `t_k` /// /// For example, for a curve built from two keyframes, the inputs would have the following form: /// - `times`: `[t_0, t_1]` /// - `values`: `[a_0, v_0, b_0, a_1, v_1, b_1]` /// /// To sample quaternions from this curve, the resulting interpolated `Vec4` output is normalized /// and interpreted as a quaternion. pub fn new( times: impl IntoIterator<Item = f32>, values: impl IntoIterator<Item = Vec4>, ) -> Result<Self, ChunkedUnevenCoreError> { Ok(Self { core: ChunkedUnevenCore::new(times, values, 3)?, }) } } /// A keyframe-defined curve that uses linear interpolation over many samples at once, backed /// by a contiguous buffer. #[derive(Debug, Clone, Reflect)] pub struct WideLinearKeyframeCurve<T> { // Here the sample width is the number of things to simultaneously interpolate. core: ChunkedUnevenCore<T>, } impl<T> IterableCurve<T> for WideLinearKeyframeCurve<T> where T: VectorSpace<Scalar = f32>, { #[inline] fn domain(&self) -> Interval { self.core.domain() } #[inline] fn sample_iter_clamped(&self, t: f32) -> impl Iterator<Item = T> { match self.core.sample_interp(t) { InterpolationDatum::Exact(v) | InterpolationDatum::LeftTail(v) | InterpolationDatum::RightTail(v) => Either::Left(v.iter().copied()), InterpolationDatum::Between(u, v, s) => { let interpolated = u.iter().zip(v.iter()).map(move |(x, y)| x.lerp(*y, s)); Either::Right(interpolated) } } } #[inline] fn sample_iter_unchecked(&self, t: f32) -> impl Iterator<Item = T> { self.sample_iter_clamped(t) } } impl<T> WideLinearKeyframeCurve<T> { /// Create a new [`WideLinearKeyframeCurve`]. An error will be returned if: /// - `values` has length zero. /// - `times` has less than `2` unique valid entries. /// - The length of `values` is not divisible by that of `times` (once sorted, filtered, /// and deduplicated). #[inline] pub fn new( times: impl IntoIterator<Item = f32>, values: impl IntoIterator<Item = T>, ) -> Result<Self, WideKeyframeCurveError> { Ok(Self { core: ChunkedUnevenCore::new_width_inferred(times, values)?, }) } } /// A keyframe-defined curve that uses stepped "interpolation" over many samples at once, backed /// by a contiguous buffer. #[derive(Debug, Clone, Reflect)] pub struct WideSteppedKeyframeCurve<T> { // Here the sample width is the number of things to simultaneously interpolate. core: ChunkedUnevenCore<T>, } impl<T> IterableCurve<T> for WideSteppedKeyframeCurve<T> where T: Clone, { #[inline] fn domain(&self) -> Interval { self.core.domain() } #[inline] fn sample_iter_clamped(&self, t: f32) -> impl Iterator<Item = T> { match self.core.sample_interp(t) { InterpolationDatum::Exact(v) | InterpolationDatum::LeftTail(v) | InterpolationDatum::RightTail(v) => Either::Left(v.iter().cloned()), InterpolationDatum::Between(u, v, s) => { let interpolated = u.iter() .zip(v.iter()) .map(move |(x, y)| if s >= 1.0 { y.clone() } else { x.clone() }); Either::Right(interpolated) } } } #[inline] fn sample_iter_unchecked(&self, t: f32) -> impl Iterator<Item = T> { self.sample_iter_clamped(t) } } impl<T> WideSteppedKeyframeCurve<T> { /// Create a new [`WideSteppedKeyframeCurve`]. An error will be returned if: /// - `values` has length zero. /// - `times` has less than `2` unique valid entries. /// - The length of `values` is not divisible by that of `times` (once sorted, filtered, /// and deduplicated). #[inline] pub fn new( times: impl IntoIterator<Item = f32>, values: impl IntoIterator<Item = T>, ) -> Result<Self, WideKeyframeCurveError> { Ok(Self { core: ChunkedUnevenCore::new_width_inferred(times, values)?, }) } } /// A keyframe-defined curve that uses cubic interpolation over many samples at once, backed by a /// contiguous buffer. #[derive(Debug, Clone, Reflect)] pub struct WideCubicKeyframeCurve<T> { core: ChunkedUnevenCore<T>, } impl<T> IterableCurve<T> for WideCubicKeyframeCurve<T> where T: VectorSpace<Scalar = f32>, { #[inline] fn domain(&self) -> Interval { self.core.domain() } fn sample_iter_clamped(&self, t: f32) -> impl Iterator<Item = T> { match self.core.sample_interp_timed(t) { InterpolationDatum::Exact((_, v)) | InterpolationDatum::LeftTail((_, v)) | InterpolationDatum::RightTail((_, v)) => { // Pick out the part of this that actually represents the position (instead of tangents), // which is the middle third. let width = self.core.width(); Either::Left(v[width..(width * 2)].iter().copied()) } InterpolationDatum::Between((t0, u), (t1, v), s) => Either::Right( cubic_spline_interpolate_slices(self.core.width() / 3, u, v, s, t1 - t0), ), } } #[inline] fn sample_iter_unchecked(&self, t: f32) -> impl Iterator<Item = T> { self.sample_iter_clamped(t) } } /// An error indicating that a multisampling keyframe curve could not be constructed. #[derive(Debug, Error)] #[error("unable to construct a curve using this data")] pub enum WideKeyframeCurveError { /// The number of given values was not divisible by a multiple of the number of keyframes. #[error("number of values ({values_given}) is not divisible by {divisor}")] LengthMismatch { /// The number of values given. values_given: usize, /// The number that `values_given` was supposed to be divisible by. divisor: usize, }, /// An error was returned by the internal core constructor. #[error(transparent)] CoreError(#[from] ChunkedUnevenCoreError), } impl<T> WideCubicKeyframeCurve<T> { /// Create a new [`WideCubicKeyframeCurve`]. /// /// An error will be returned if: /// - `values` has length zero. /// - `times` has less than `2` unique valid entries. /// - The length of `values` is not divisible by three times that of `times` (once sorted, /// filtered, and deduplicated). #[inline] pub fn new( times: impl IntoIterator<Item = f32>, values: impl IntoIterator<Item = T>, ) -> Result<Self, WideKeyframeCurveError> { let times: Vec<f32> = times.into_iter().collect(); let values: Vec<T> = values.into_iter().collect(); let divisor = times.len() * 3; if !values.len().is_multiple_of(divisor) { return Err(WideKeyframeCurveError::LengthMismatch { values_given: values.len(), divisor, }); } Ok(Self { core: ChunkedUnevenCore::new_width_inferred(times, values)?, }) } } //---------// // HELPERS // //---------// /// Helper function for cubic spline interpolation. fn cubic_spline_interpolation<T>( value_start: T, tangent_out_start: T, tangent_in_end: T, value_end: T, lerp: f32, step_duration: f32, ) -> T where T: VectorSpace<Scalar = f32>, { let coeffs = (vec4(2.0, 1.0, -2.0, 1.0) * lerp + vec4(-3.0, -2.0, 3.0, -1.0)) * lerp; value_start * (coeffs.x * lerp + 1.0) + tangent_out_start * step_duration * lerp * (coeffs.y + 1.0) + value_end * lerp * coeffs.z + tangent_in_end * step_duration * lerp * coeffs.w } fn cubic_spline_interpolate_slices<'a, T: VectorSpace<Scalar = f32>>( width: usize, first: &'a [T], second: &'a [T], s: f32, step_between: f32, ) -> impl Iterator<Item = T> + 'a { (0..width).map(move |idx| { cubic_spline_interpolation( first[idx + width], first[idx + (width * 2)], second[idx + width], second[idx], s, step_between, ) }) }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_animation/src/morph.rs
crates/bevy_animation/src/morph.rs
use crate::{ animatable::Animatable, animation_curves::{AnimationCurve, AnimationCurveEvaluator, EvaluatorId}, graph::AnimationNodeIndex, AnimationEntityMut, AnimationEvaluationError, }; use bevy_math::curve::{iterable::IterableCurve, Interval}; use bevy_mesh::morph::MorphWeights; use bevy_reflect::{FromReflect, Reflect, Reflectable}; use core::{any::TypeId, fmt::Debug}; /// This type allows an [`IterableCurve`] valued in `f32` to be used as an [`AnimationCurve`] /// that animates [morph weights]. /// /// [morph weights]: MorphWeights #[derive(Debug, Clone, Reflect, FromReflect)] #[reflect(from_reflect = false)] pub struct WeightsCurve<C>(pub C); #[derive(Reflect)] struct WeightsCurveEvaluator { /// The values of the stack, in which each element is a list of morph target /// weights. /// /// The stack elements are concatenated and tightly packed together. /// /// The number of elements in this stack will always be a multiple of /// [`Self::morph_target_count`]. stack_morph_target_weights: Vec<f32>, /// The blend weights and graph node indices for each element of the stack. /// /// This should have as many elements as there are stack nodes. In other /// words, `Self::stack_morph_target_weights.len() * /// Self::morph_target_counts as usize == /// Self::stack_blend_weights_and_graph_nodes`. stack_blend_weights_and_graph_nodes: Vec<(f32, AnimationNodeIndex)>, /// The morph target weights in the blend register, if any. /// /// This field should be ignored if [`Self::blend_register_blend_weight`] is /// `None`. If non-empty, it will always have [`Self::morph_target_count`] /// elements in it. blend_register_morph_target_weights: Vec<f32>, /// The weight in the blend register. /// /// This will be `None` if the blend register is empty. In that case, /// [`Self::blend_register_morph_target_weights`] will be empty. blend_register_blend_weight: Option<f32>, /// The number of morph targets that are to be animated. morph_target_count: Option<u32>, } impl<C> AnimationCurve for WeightsCurve<C> where C: IterableCurve<f32> + Debug + Clone + Reflectable, { fn clone_value(&self) -> Box<dyn AnimationCurve> { Box::new(self.clone()) } fn domain(&self) -> Interval { self.0.domain() } fn evaluator_id(&self) -> EvaluatorId<'_> { EvaluatorId::Type(TypeId::of::<WeightsCurveEvaluator>()) } fn create_evaluator(&self) -> Box<dyn AnimationCurveEvaluator> { Box::new(WeightsCurveEvaluator { stack_morph_target_weights: vec![], stack_blend_weights_and_graph_nodes: vec![], blend_register_morph_target_weights: vec![], blend_register_blend_weight: None, morph_target_count: None, }) } fn apply( &self, curve_evaluator: &mut dyn AnimationCurveEvaluator, t: f32, weight: f32, graph_node: AnimationNodeIndex, ) -> Result<(), AnimationEvaluationError> { let curve_evaluator = curve_evaluator .downcast_mut::<WeightsCurveEvaluator>() .unwrap(); let prev_morph_target_weights_len = curve_evaluator.stack_morph_target_weights.len(); curve_evaluator .stack_morph_target_weights .extend(self.0.sample_iter_clamped(t)); curve_evaluator.morph_target_count = Some( (curve_evaluator.stack_morph_target_weights.len() - prev_morph_target_weights_len) as u32, ); curve_evaluator .stack_blend_weights_and_graph_nodes .push((weight, graph_node)); Ok(()) } } impl WeightsCurveEvaluator { fn combine( &mut self, graph_node: AnimationNodeIndex, additive: bool, ) -> Result<(), AnimationEvaluationError> { let Some(&(_, top_graph_node)) = self.stack_blend_weights_and_graph_nodes.last() else { return Ok(()); }; if top_graph_node != graph_node { return Ok(()); } let (weight_to_blend, _) = self.stack_blend_weights_and_graph_nodes.pop().unwrap(); let stack_iter = self.stack_morph_target_weights.drain( (self.stack_morph_target_weights.len() - self.morph_target_count.unwrap() as usize).., ); match self.blend_register_blend_weight { None => { self.blend_register_blend_weight = Some(weight_to_blend); self.blend_register_morph_target_weights.clear(); // In the additive case, the values pushed onto the blend register need // to be scaled by the weight. if additive { self.blend_register_morph_target_weights .extend(stack_iter.map(|m| m * weight_to_blend)); } else { self.blend_register_morph_target_weights.extend(stack_iter); } } Some(ref mut current_weight) => { *current_weight += weight_to_blend; for (dest, src) in self .blend_register_morph_target_weights .iter_mut() .zip(stack_iter) { if additive { *dest += src * weight_to_blend; } else { *dest = f32::interpolate(dest, &src, weight_to_blend / *current_weight); } } } } Ok(()) } } impl AnimationCurveEvaluator for WeightsCurveEvaluator { fn blend(&mut self, graph_node: AnimationNodeIndex) -> Result<(), AnimationEvaluationError> { self.combine(graph_node, /*additive=*/ false) } fn add(&mut self, graph_node: AnimationNodeIndex) -> Result<(), AnimationEvaluationError> { self.combine(graph_node, /*additive=*/ true) } fn push_blend_register( &mut self, weight: f32, graph_node: AnimationNodeIndex, ) -> Result<(), AnimationEvaluationError> { if self.blend_register_blend_weight.take().is_some() { self.stack_morph_target_weights .append(&mut self.blend_register_morph_target_weights); self.stack_blend_weights_and_graph_nodes .push((weight, graph_node)); } Ok(()) } fn commit(&mut self, mut entity: AnimationEntityMut) -> Result<(), AnimationEvaluationError> { if self.stack_morph_target_weights.is_empty() { return Ok(()); } // Compute the index of the first morph target in the last element of // the stack. let index_of_first_morph_target = self.stack_morph_target_weights.len() - self.morph_target_count.unwrap() as usize; for (dest, src) in entity .get_mut::<MorphWeights>() .ok_or_else(|| { AnimationEvaluationError::ComponentNotPresent(TypeId::of::<MorphWeights>()) })? .weights_mut() .iter_mut() .zip(self.stack_morph_target_weights[index_of_first_morph_target..].iter()) { *dest = *src; } self.stack_morph_target_weights.clear(); self.stack_blend_weights_and_graph_nodes.clear(); Ok(()) } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_animation/src/animation_curves.rs
crates/bevy_animation/src/animation_curves.rs
//! The [`AnimationCurve`] trait and adaptors that allow curves to implement it. //! //! # Overview //! //! The flow of curves into the animation system generally begins with something that //! implements the [`Curve`] trait. Let's imagine, for example, that we have some //! `Curve<Vec3>` that we want to use to animate something. That could be defined in //! a number of different ways, but let's imagine that we've defined it [using a function]: //! //! # use bevy_math::curve::{Curve, Interval, FunctionCurve}; //! # use bevy_math::vec3; //! let wobble_curve = FunctionCurve::new( //! Interval::UNIT, //! |t| { vec3(t.cos(), 0.0, 0.0) }, //! ); //! //! Okay, so we have a curve, but the animation system also needs to know, in some way, //! how the values from this curve should actually be used. That is, it needs to know what //! to animate! That's what [`AnimationCurve`] is for. In particular, what we need to do //! is take our curve and turn it into an `AnimationCurve` which will be usable by the //! animation system. //! //! For instance, let's imagine that we want to use the `Vec3` output //! from our curve to animate the [translation component of a `Transform`]. For this, there is //! the adaptor [`AnimatableCurve`], which wraps any [`Curve`] and [`AnimatableProperty`] and turns it into an //! [`AnimationCurve`] that will use the given curve to animate the entity's property: //! //! # use bevy_math::curve::{Curve, Interval, FunctionCurve}; //! # use bevy_math::vec3; //! # use bevy_transform::components::Transform; //! # use bevy_animation::{animated_field, animation_curves::*}; //! # let wobble_curve = FunctionCurve::new( //! # Interval::UNIT, //! # |t| vec3(t.cos(), 0.0, 0.0) //! # ); //! let wobble_animation = AnimatableCurve::new(animated_field!(Transform::translation), wobble_curve); //! //! And finally, this [`AnimationCurve`] needs to be added to an [`AnimationClip`] in order to //! actually animate something. This is what that looks like: //! //! # use bevy_math::curve::{Curve, Interval, FunctionCurve}; //! # use bevy_animation::{AnimationClip, AnimationTargetId, animated_field, animation_curves::*}; //! # use bevy_transform::components::Transform; //! # use bevy_ecs::name::Name; //! # use bevy_math::vec3; //! # let wobble_curve = FunctionCurve::new( //! # Interval::UNIT, //! # |t| { vec3(t.cos(), 0.0, 0.0) }, //! # ); //! # let wobble_animation = AnimatableCurve::new(animated_field!(Transform::translation), wobble_curve); //! # let animation_target_id = AnimationTargetId::from(&Name::new("Test")); //! let mut animation_clip = AnimationClip::default(); //! animation_clip.add_curve_to_target( //! animation_target_id, //! wobble_animation, //! ); //! //! # Making animation curves //! //! The overview showed one example, but in general there are a few different ways of going from //! a [`Curve`], which produces time-related data of some kind, to an [`AnimationCurve`], which //! knows how to apply that data to an entity. //! //! ## Animated Fields //! //! The [`animated_field`] macro (which returns an [`AnimatedField`]), in combination with [`AnimatableCurve`] //! is the easiest way to make an animation curve (see the example above). //! //! This will select a field on a component and pass it to a [`Curve`] with a type that matches the field. //! //! ## Animatable Properties //! //! Animation of arbitrary aspects of entities can be accomplished using [`AnimatableProperty`] in //! conjunction with [`AnimatableCurve`]. See the documentation [there] for details. //! //! ## Custom [`AnimationCurve`] and [`AnimationCurveEvaluator`] //! //! This is the lowest-level option with the most control, but it is also the most complicated. //! //! [using a function]: bevy_math::curve::FunctionCurve //! [translation component of a `Transform`]: bevy_transform::prelude::Transform::translation //! [`AnimationClip`]: crate::AnimationClip //! [there]: AnimatableProperty //! [`animated_field`]: crate::animated_field use core::{ any::TypeId, fmt::{self, Debug, Formatter}, marker::PhantomData, }; #[cfg(feature = "bevy_mesh")] pub use crate::morph::*; use crate::{ graph::AnimationNodeIndex, prelude::{Animatable, BlendInput}, AnimationEntityMut, AnimationEvaluationError, }; use bevy_ecs::component::{Component, Mutable}; use bevy_math::curve::{ cores::{UnevenCore, UnevenCoreError}, Curve, Interval, }; use bevy_platform::hash::Hashed; use bevy_reflect::{FromReflect, Reflect, Reflectable, TypeInfo, Typed}; use downcast_rs::{impl_downcast, Downcast}; /// A trait for exposing a value in an entity so that it can be animated. /// /// `AnimatableProperty` allows any value contained in an entity to be animated /// as long as it can be obtained by mutable reference. This makes it more /// flexible than [`animated_field`]. /// /// [`animated_field`]: crate::animated_field /// /// Here, `AnimatableProperty` is used to animate a value inside an `Option`, /// returning an error if the option is `None`. /// /// # use bevy_animation::{prelude::AnimatableProperty, AnimationEntityMut, AnimationEvaluationError, animation_curves::EvaluatorId}; /// # use bevy_ecs::component::Component; /// # use std::any::TypeId; /// #[derive(Component)] /// struct ExampleComponent { /// power_level: Option<f32> /// } /// /// #[derive(Clone)] /// struct PowerLevelProperty; /// /// impl AnimatableProperty for PowerLevelProperty { /// type Property = f32; /// fn get_mut<'a>( /// &self, /// entity: &'a mut AnimationEntityMut /// ) -> Result<&'a mut Self::Property, AnimationEvaluationError> { /// let component = entity /// .get_mut::<ExampleComponent>() /// .ok_or(AnimationEvaluationError::ComponentNotPresent( /// TypeId::of::<ExampleComponent>() /// ))? /// .into_inner(); /// component.power_level.as_mut().ok_or(AnimationEvaluationError::PropertyNotPresent( /// TypeId::of::<Option<f32>>() /// )) /// } /// /// fn evaluator_id(&self) -> EvaluatorId { /// EvaluatorId::Type(TypeId::of::<Self>()) /// } /// } /// /// /// You can then create an [`AnimatableCurve`] to animate this property like so: /// /// # use bevy_animation::{VariableCurve, AnimationEntityMut, AnimationEvaluationError, animation_curves::EvaluatorId}; /// # use bevy_animation::prelude::{AnimatableProperty, AnimatableKeyframeCurve, AnimatableCurve}; /// # use bevy_ecs::{name::Name, component::Component}; /// # use std::any::TypeId; /// # #[derive(Component)] /// # struct ExampleComponent { power_level: Option<f32> } /// # #[derive(Clone)] /// # struct PowerLevelProperty; /// # impl AnimatableProperty for PowerLevelProperty { /// # type Property = f32; /// # fn get_mut<'a>( /// # &self, /// # entity: &'a mut AnimationEntityMut /// # ) -> Result<&'a mut Self::Property, AnimationEvaluationError> { /// # let component = entity /// # .get_mut::<ExampleComponent>() /// # .ok_or(AnimationEvaluationError::ComponentNotPresent( /// # TypeId::of::<ExampleComponent>() /// # ))? /// # .into_inner(); /// # component.power_level.as_mut().ok_or(AnimationEvaluationError::PropertyNotPresent( /// # TypeId::of::<Option<f32>>() /// # )) /// # } /// # fn evaluator_id(&self) -> EvaluatorId { /// # EvaluatorId::Type(TypeId::of::<Self>()) /// # } /// # } /// AnimatableCurve::new( /// PowerLevelProperty, /// AnimatableKeyframeCurve::new([ /// (0.0, 0.0), /// (1.0, 9001.0), /// ]).expect("Failed to create power level curve") /// ); pub trait AnimatableProperty: Send + Sync + 'static { /// The animated property type. type Property: Animatable; /// Retrieves the property from the given `entity`. fn get_mut<'a>( &self, entity: &'a mut AnimationEntityMut, ) -> Result<&'a mut Self::Property, AnimationEvaluationError>; /// The [`EvaluatorId`] used to look up the [`AnimationCurveEvaluator`] for this [`AnimatableProperty`]. /// For a given animated property, this ID should always be the same to allow things like animation blending to occur. fn evaluator_id(&self) -> EvaluatorId<'_>; } /// A [`Component`] field that can be animated, defined by a function that reads the component and returns /// the accessed field / property. /// /// The best way to create an instance of this type is via the [`animated_field`] macro. /// /// `C` is the component being animated, `A` is the type of the [`Animatable`] field on the component, and `F` is an accessor /// function that accepts a reference to `C` and retrieves the field `A`. /// /// [`animated_field`]: crate::animated_field #[derive(Clone)] pub struct AnimatedField<C, A, F: Fn(&mut C) -> &mut A> { func: F, /// A pre-hashed (component-type-id, reflected-field-index) pair, uniquely identifying a component field evaluator_id: Hashed<(TypeId, usize)>, marker: PhantomData<(C, A)>, } impl<C, A, F> AnimatableProperty for AnimatedField<C, A, F> where C: Component<Mutability = Mutable>, A: Animatable + Clone + Sync + Debug, F: Fn(&mut C) -> &mut A + Send + Sync + 'static, { type Property = A; fn get_mut<'a>( &self, entity: &'a mut AnimationEntityMut, ) -> Result<&'a mut A, AnimationEvaluationError> { let c = entity .get_mut::<C>() .ok_or_else(|| AnimationEvaluationError::ComponentNotPresent(TypeId::of::<C>()))?; Ok((self.func)(c.into_inner())) } fn evaluator_id(&self) -> EvaluatorId<'_> { EvaluatorId::ComponentField(&self.evaluator_id) } } impl<C: Typed, P, F: Fn(&mut C) -> &mut P + 'static> AnimatedField<C, P, F> { /// Creates a new instance of [`AnimatedField`]. This operates under the assumption that /// `C` is a reflect-able struct, and that `field_name` is a valid field on that struct. /// /// # Panics /// If the type of `C` is not a struct or if the `field_name` does not exist. pub fn new_unchecked(field_name: &str, func: F) -> Self { let field_index; if let TypeInfo::Struct(struct_info) = C::type_info() { field_index = struct_info .index_of(field_name) .expect("Field name should exist"); } else if let TypeInfo::TupleStruct(struct_info) = C::type_info() { field_index = field_name .parse() .expect("Field name should be a valid tuple index"); if field_index >= struct_info.field_len() { panic!("Field name should be a valid tuple index"); } } else { panic!("Only structs are supported in `AnimatedField::new_unchecked`") } Self { func, evaluator_id: Hashed::new((TypeId::of::<C>(), field_index)), marker: PhantomData, } } } /// This trait collects the additional requirements on top of [`Curve<T>`] needed for a /// curve to be used as an [`AnimationCurve`]. pub trait AnimationCompatibleCurve<T>: Curve<T> + Debug + Clone + Reflectable {} impl<T, C> AnimationCompatibleCurve<T> for C where C: Curve<T> + Debug + Clone + Reflectable {} /// This type allows the conversion of a [curve] valued in the [property type] of an /// [`AnimatableProperty`] into an [`AnimationCurve`] which animates that property. /// /// [curve]: Curve /// [property type]: AnimatableProperty::Property #[derive(Reflect, FromReflect)] #[reflect(from_reflect = false)] pub struct AnimatableCurve<P, C> { /// The property selector, which defines what component to access and how to access /// a property on that component. pub property: P, /// The inner [curve] whose values are used to animate the property. /// /// [curve]: Curve pub curve: C, } /// An [`AnimatableCurveEvaluator`] for [`AnimatableProperty`] instances. /// /// You shouldn't ordinarily need to instantiate one of these manually. Bevy /// will automatically do so when you use an [`AnimatableCurve`] instance. #[derive(Reflect)] pub struct AnimatableCurveEvaluator<A: Animatable> { evaluator: BasicAnimationCurveEvaluator<A>, property: Box<dyn AnimatableProperty<Property = A>>, } impl<P, C> AnimatableCurve<P, C> where P: AnimatableProperty, C: AnimationCompatibleCurve<P::Property>, { /// Create an [`AnimatableCurve`] (and thus an [`AnimationCurve`]) from a curve /// valued in an [animatable property]. /// /// [animatable property]: AnimatableProperty::Property pub fn new(property: P, curve: C) -> Self { Self { property, curve } } } impl<P, C> Clone for AnimatableCurve<P, C> where C: Clone, P: Clone, { fn clone(&self) -> Self { Self { curve: self.curve.clone(), property: self.property.clone(), } } } impl<P, C> Debug for AnimatableCurve<P, C> where C: Debug, { fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result { f.debug_struct("AnimatableCurve") .field("curve", &self.curve) .finish() } } impl<P: Send + Sync + 'static, C> AnimationCurve for AnimatableCurve<P, C> where P: AnimatableProperty + Clone, C: AnimationCompatibleCurve<P::Property> + Clone, { fn clone_value(&self) -> Box<dyn AnimationCurve> { Box::new(self.clone()) } fn domain(&self) -> Interval { self.curve.domain() } fn evaluator_id(&self) -> EvaluatorId<'_> { self.property.evaluator_id() } fn create_evaluator(&self) -> Box<dyn AnimationCurveEvaluator> { Box::new(AnimatableCurveEvaluator::<P::Property> { evaluator: BasicAnimationCurveEvaluator::default(), property: Box::new(self.property.clone()), }) } fn apply( &self, curve_evaluator: &mut dyn AnimationCurveEvaluator, t: f32, weight: f32, graph_node: AnimationNodeIndex, ) -> Result<(), AnimationEvaluationError> { let curve_evaluator = curve_evaluator .downcast_mut::<AnimatableCurveEvaluator<P::Property>>() .unwrap(); let value = self.curve.sample_clamped(t); curve_evaluator .evaluator .stack .push(BasicAnimationCurveEvaluatorStackElement { value, weight, graph_node, }); Ok(()) } } impl<A: Animatable> AnimationCurveEvaluator for AnimatableCurveEvaluator<A> { fn blend(&mut self, graph_node: AnimationNodeIndex) -> Result<(), AnimationEvaluationError> { self.evaluator.combine(graph_node, /*additive=*/ false) } fn add(&mut self, graph_node: AnimationNodeIndex) -> Result<(), AnimationEvaluationError> { self.evaluator.combine(graph_node, /*additive=*/ true) } fn push_blend_register( &mut self, weight: f32, graph_node: AnimationNodeIndex, ) -> Result<(), AnimationEvaluationError> { self.evaluator.push_blend_register(weight, graph_node) } fn commit(&mut self, mut entity: AnimationEntityMut) -> Result<(), AnimationEvaluationError> { let property = self.property.get_mut(&mut entity)?; *property = self .evaluator .stack .pop() .ok_or_else(inconsistent::<AnimatableCurveEvaluator<A>>)? .value; self.evaluator.stack.clear(); Ok(()) } } #[derive(Reflect)] struct BasicAnimationCurveEvaluator<A> where A: Animatable, { stack: Vec<BasicAnimationCurveEvaluatorStackElement<A>>, blend_register: Option<(A, f32)>, } #[derive(Reflect)] struct BasicAnimationCurveEvaluatorStackElement<A> where A: Animatable, { value: A, weight: f32, graph_node: AnimationNodeIndex, } impl<A> Default for BasicAnimationCurveEvaluator<A> where A: Animatable, { fn default() -> Self { BasicAnimationCurveEvaluator { stack: vec![], blend_register: None, } } } impl<A> BasicAnimationCurveEvaluator<A> where A: Animatable, { fn combine( &mut self, graph_node: AnimationNodeIndex, additive: bool, ) -> Result<(), AnimationEvaluationError> { let Some(top) = self.stack.last() else { return Ok(()); }; if top.graph_node != graph_node { return Ok(()); } let BasicAnimationCurveEvaluatorStackElement { value: value_to_blend, weight: weight_to_blend, graph_node: _, } = self.stack.pop().unwrap(); match self.blend_register.take() { None => { self.initialize_blend_register(value_to_blend, weight_to_blend, additive); } Some((mut current_value, mut current_weight)) => { current_weight += weight_to_blend; if additive { current_value = A::blend( [ BlendInput { weight: 1.0, value: current_value, additive: true, }, BlendInput { weight: weight_to_blend, value: value_to_blend, additive: true, }, ] .into_iter(), ); } else { current_value = A::interpolate( &current_value, &value_to_blend, weight_to_blend / current_weight, ); } self.blend_register = Some((current_value, current_weight)); } } Ok(()) } fn initialize_blend_register(&mut self, value: A, weight: f32, additive: bool) { if additive { let scaled_value = A::blend( [BlendInput { weight, value, additive: true, }] .into_iter(), ); self.blend_register = Some((scaled_value, weight)); } else { self.blend_register = Some((value, weight)); } } fn push_blend_register( &mut self, weight: f32, graph_node: AnimationNodeIndex, ) -> Result<(), AnimationEvaluationError> { if let Some((value, _)) = self.blend_register.take() { self.stack.push(BasicAnimationCurveEvaluatorStackElement { value, weight, graph_node, }); } Ok(()) } } /// 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: Debug + Send + Sync + 'static { /// 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; /// Returns the type ID of the [`AnimationCurveEvaluator`]. /// /// This must match the type returned by [`Self::create_evaluator`]. It must /// be a single type that doesn't depend on the type of the curve. fn evaluator_id(&self) -> EvaluatorId<'_>; /// Returns a newly-instantiated [`AnimationCurveEvaluator`] for use with /// this curve. /// /// All curve types must return the same type of /// [`AnimationCurveEvaluator`]. The returned value must match the type /// returned by [`Self::evaluator_id`]. fn create_evaluator(&self) -> Box<dyn AnimationCurveEvaluator>; /// Samples the curve at the given time `t`, and pushes the sampled value /// onto the evaluation stack of the `curve_evaluator`. /// /// The `curve_evaluator` parameter points to the value returned by /// [`Self::create_evaluator`], upcast to an `&mut dyn /// AnimationCurveEvaluator`. Typically, implementations of [`Self::apply`] /// will want to downcast the `curve_evaluator` parameter to the concrete /// type [`Self::evaluator_id`] in order to push values of the appropriate /// type onto its evaluation stack. /// /// Be sure not to confuse the `t` and `weight` values. The former /// determines the position at which the *curve* is sampled, while `weight` /// ultimately determines how much the *stack values* will be blended /// together (see the definition of [`AnimationCurveEvaluator::blend`]). fn apply( &self, curve_evaluator: &mut dyn AnimationCurveEvaluator, t: f32, weight: f32, graph_node: AnimationNodeIndex, ) -> Result<(), AnimationEvaluationError>; } /// The [`EvaluatorId`] is used to look up the [`AnimationCurveEvaluator`] for an [`AnimatableProperty`]. /// For a given animated property, this ID should always be the same to allow things like animation blending to occur. #[derive(Clone)] pub enum EvaluatorId<'a> { /// Corresponds to a specific field on a specific component type. /// The `TypeId` should correspond to the component type, and the `usize` /// should correspond to the Reflect-ed field index of the field. // // IMPLEMENTATION NOTE: The Hashed<(TypeId, usize) is intentionally cheap to clone, as it will be cloned per frame by the evaluator // Switching the field index `usize` for something like a field name `String` would probably be too expensive to justify ComponentField(&'a Hashed<(TypeId, usize)>), /// Corresponds to a custom property of a given type. This should be the [`TypeId`] /// of the custom [`AnimatableProperty`]. Type(TypeId), } /// A low-level trait for use in [`VariableCurve`](`crate::VariableCurve`) that provides fine /// control over how animations are evaluated. /// /// You can implement this trait when the generic [`AnimatableCurveEvaluator`] /// isn't sufficiently-expressive for your needs. For example, `MorphWeights` /// implements this trait instead of using [`AnimatableCurveEvaluator`] because /// it needs to animate arbitrarily many weights at once, which can't be done /// with [`Animatable`] as that works on fixed-size values only. /// /// If you implement this trait, you should also implement [`AnimationCurve`] on /// your curve type, as that trait allows creating instances of this one. /// /// Implementations of [`AnimatableCurveEvaluator`] should maintain a *stack* of /// (value, weight, node index) triples, as well as a *blend register*, which is /// either a (value, weight) pair or empty. *Value* here refers to an instance /// of the value being animated: for example, [`Vec3`] in the case of /// translation keyframes. The stack stores intermediate values generated while /// evaluating the [`AnimationGraph`](`crate::graph::AnimationGraph`), while the blend register /// stores the result of a blend operation. /// /// [`Vec3`]: bevy_math::Vec3 pub trait AnimationCurveEvaluator: Downcast + Send + Sync + 'static { /// Blends the top element of the stack with the blend register. /// /// The semantics of this method are as follows: /// /// 1. Pop the top element of the stack. Call its value vₘ and its weight /// wₘ. If the stack was empty, return success. /// /// 2. If the blend register is empty, set the blend register value to vₘ /// and the blend register weight to wₘ; then, return success. /// /// 3. If the blend register is nonempty, call its current value vₙ and its /// current weight wₙ. Then, set the value of the blend register to /// `interpolate(vₙ, vₘ, wₘ / (wₘ + wₙ))`, and set the weight of the blend /// register to wₘ + wₙ. /// /// 4. Return success. fn blend(&mut self, graph_node: AnimationNodeIndex) -> Result<(), AnimationEvaluationError>; /// Additively blends the top element of the stack with the blend register. /// /// The semantics of this method are as follows: /// /// 1. Pop the top element of the stack. Call its value vₘ and its weight /// wₘ. If the stack was empty, return success. /// /// 2. If the blend register is empty, set the blend register value to vₘ /// and the blend register weight to wₘ; then, return success. /// /// 3. If the blend register is nonempty, call its current value vₙ. /// Then, set the value of the blend register to vₙ + vₘwₘ. /// /// 4. Return success. fn add(&mut self, graph_node: AnimationNodeIndex) -> Result<(), AnimationEvaluationError>; /// Pushes the current value of the blend register onto the stack. /// /// If the blend register is empty, this method does nothing successfully. /// Otherwise, this method pushes the current value of the blend register /// onto the stack, alongside the weight and graph node supplied to this /// function. The weight present in the blend register is discarded; only /// the weight parameter to this function is pushed onto the stack. The /// blend register is emptied after this process. fn push_blend_register( &mut self, weight: f32, graph_node: AnimationNodeIndex, ) -> Result<(), AnimationEvaluationError>; /// Pops the top value off the stack and writes it into the appropriate /// component. /// /// If the stack is empty, this method does nothing successfully. Otherwise, /// it pops the top value off the stack, fetches the associated component /// from either the `transform` or `entity` values as appropriate, and /// updates the appropriate property with the value popped from the stack. /// The weight and node index associated with the popped stack element are /// discarded. After doing this, the stack is emptied. /// /// The property on the component must be overwritten with the value from /// the stack, not blended with it. fn commit(&mut self, entity: AnimationEntityMut) -> Result<(), AnimationEvaluationError>; } impl_downcast!(AnimationCurveEvaluator); /// A [curve] defined by keyframes with values in an [animatable] type. /// /// The keyframes are interpolated using the type's [`Animatable::interpolate`] implementation. /// /// [curve]: Curve /// [animatable]: Animatable #[derive(Debug, Clone, Reflect)] pub struct AnimatableKeyframeCurve<T> { core: UnevenCore<T>, } impl<T> Curve<T> for AnimatableKeyframeCurve<T> where T: Animatable + Clone, { #[inline] fn domain(&self) -> Interval { self.core.domain() } #[inline] fn sample_clamped(&self, t: f32) -> T { // `UnevenCore::sample_with` is implicitly clamped. self.core.sample_with(t, <T as Animatable>::interpolate) } #[inline] fn sample_unchecked(&self, t: f32) -> T { self.sample_clamped(t) } } impl<T> AnimatableKeyframeCurve<T> where T: Animatable, { /// Create a new [`AnimatableKeyframeCurve`] from the given `keyframes`. The values of this /// curve are interpolated from the keyframes using the output type's implementation of /// [`Animatable::interpolate`]. /// /// There must be at least two samples in order for this method to succeed. pub fn new(keyframes: impl IntoIterator<Item = (f32, T)>) -> Result<Self, UnevenCoreError> { Ok(Self { core: UnevenCore::new(keyframes)?, }) } } fn inconsistent<P>() -> AnimationEvaluationError where P: 'static + ?Sized, { AnimationEvaluationError::InconsistentEvaluatorImplementation(TypeId::of::<P>()) } /// Returns an [`AnimatedField`] with a given `$component` and `$field`. /// /// This can be used in the following way: /// /// ``` /// # use bevy_animation::{animation_curves::AnimatedField, animated_field}; /// # use bevy_color::Srgba; /// # use bevy_ecs::component::Component; /// # use bevy_math::Vec3; /// # use bevy_reflect::Reflect; /// #[derive(Component, Reflect)] /// struct Transform { /// translation: Vec3, /// } /// /// let field = animated_field!(Transform::translation); /// /// #[derive(Component, Reflect)] /// struct Color(Srgba); /// /// let tuple_field = animated_field!(Color::0); /// ``` #[macro_export] macro_rules! animated_field { ($component:ident::$field:tt) => { AnimatedField::new_unchecked(stringify!($field), |component: &mut $component| { &mut component.$field }) }; } #[cfg(test)] mod tests { use super::*; #[test] fn test_animated_field_tuple_struct_simple_uses() { #[derive(Clone, Debug, Component, Reflect)] struct A(f32); let _ = AnimatedField::new_unchecked("0", |a: &mut A| &mut a.0); #[derive(Clone, Debug, Component, Reflect)] struct B(f32, f64, f32); let _ = AnimatedField::new_unchecked("0", |b: &mut B| &mut b.0); let _ = AnimatedField::new_unchecked("1", |b: &mut B| &mut b.1); let _ = AnimatedField::new_unchecked("2", |b: &mut B| &mut b.2); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_animation/src/transition.rs
crates/bevy_animation/src/transition.rs
//! Animation transitions. //! //! Please note that this is an unstable temporary API. It may be replaced by a //! state machine in the future. use bevy_ecs::{ component::Component, reflect::ReflectComponent, system::{Query, Res}, }; use bevy_reflect::{std_traits::ReflectDefault, Reflect}; use bevy_time::Time; use core::time::Duration; use crate::{graph::AnimationNodeIndex, ActiveAnimation, AnimationPlayer}; /// Manages fade-out of animation blend factors, allowing for smooth transitions /// between animations. /// /// To use this component, place it on the same entity as the /// [`AnimationPlayer`] and [`AnimationGraphHandle`](crate::AnimationGraphHandle). It'll take /// responsibility for adjusting the weight on the [`ActiveAnimation`] in order /// to fade out animations smoothly. /// /// When using an [`AnimationTransitions`] component, you should play all /// animations through the [`AnimationTransitions::play`] method, rather than by /// directly manipulating the [`AnimationPlayer`]. Playing animations through /// the [`AnimationPlayer`] directly will cause the [`AnimationTransitions`] /// component to get confused about which animation is the "main" animation, and /// transitions will usually be incorrect as a result. #[derive(Component, Default, Reflect)] #[reflect(Component, Default, Clone)] pub struct AnimationTransitions { main_animation: Option<AnimationNodeIndex>, transitions: Vec<AnimationTransition>, } // This is needed since `#[derive(Clone)]` does not generate optimized `clone_from`. impl Clone for AnimationTransitions { fn clone(&self) -> Self { Self { main_animation: self.main_animation, transitions: self.transitions.clone(), } } fn clone_from(&mut self, source: &Self) { self.main_animation = source.main_animation; self.transitions.clone_from(&source.transitions); } } /// An animation that is being faded out as part of a transition #[derive(Debug, Clone, Copy, Reflect)] #[reflect(Clone)] pub struct AnimationTransition { /// The current weight. Starts at 1.0 and goes to 0.0 during the fade-out. current_weight: f32, /// How much to decrease `current_weight` per second weight_decline_per_sec: f32, /// The animation that is being faded out animation: AnimationNodeIndex, } impl AnimationTransitions { /// Creates a new [`AnimationTransitions`] component, ready to be added to /// an entity with an [`AnimationPlayer`]. pub fn new() -> AnimationTransitions { AnimationTransitions::default() } /// Plays a new animation on the given [`AnimationPlayer`], fading out any /// existing animations that were already playing over the /// `transition_duration`. /// /// Pass [`Duration::ZERO`] to instantly switch to a new animation, avoiding /// any transition. pub fn play<'p>( &mut self, player: &'p mut AnimationPlayer, new_animation: AnimationNodeIndex, transition_duration: Duration, ) -> &'p mut ActiveAnimation { if let Some(old_animation_index) = self.main_animation.replace(new_animation) && let Some(old_animation) = player.animation_mut(old_animation_index) && !old_animation.is_paused() { self.transitions.push(AnimationTransition { current_weight: old_animation.weight, weight_decline_per_sec: 1.0 / transition_duration.as_secs_f32(), animation: old_animation_index, }); } // If already transitioning away from this animation, cancel the transition. // Otherwise the transition ending would incorrectly stop the new animation. self.transitions .retain(|transition| transition.animation != new_animation); player.start(new_animation) } /// Obtain the currently playing main animation. pub fn get_main_animation(&self) -> Option<AnimationNodeIndex> { self.main_animation } } /// A system that alters the weight of currently-playing transitions based on /// the current time and decline amount. pub fn advance_transitions( mut query: Query<(&mut AnimationTransitions, &mut AnimationPlayer)>, time: Res<Time>, ) { // We use a "greedy layer" system here. The top layer (most recent // transition) gets as much as weight as it wants, and the remaining amount // is divided between all the other layers, eventually culminating in the // currently-playing animation receiving whatever's left. This results in a // nicely normalized weight. for (mut animation_transitions, mut player) in query.iter_mut() { let mut remaining_weight = 1.0; for transition in &mut animation_transitions.transitions.iter_mut().rev() { // Decrease weight. transition.current_weight = (transition.current_weight - transition.weight_decline_per_sec * time.delta_secs()) .max(0.0); // Update weight. let Some(ref mut animation) = player.animation_mut(transition.animation) else { continue; }; animation.weight = transition.current_weight * remaining_weight; remaining_weight -= animation.weight; } if let Some(main_animation_index) = animation_transitions.main_animation && let Some(ref mut animation) = player.animation_mut(main_animation_index) { animation.weight = remaining_weight; } } } /// A system that removed transitions that have completed from the /// [`AnimationTransitions`] object. pub fn expire_completed_transitions( mut query: Query<(&mut AnimationTransitions, &mut AnimationPlayer)>, ) { for (mut animation_transitions, mut player) in query.iter_mut() { animation_transitions.transitions.retain(|transition| { let expire = transition.current_weight <= 0.0; if expire { player.stop(transition.animation); } !expire }); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_animation/src/util.rs
crates/bevy_animation/src/util.rs
/// Steps between two different discrete values of any type. /// Returns `a` if `t < 1.0`, otherwise returns `b`. #[inline] pub(crate) fn step_unclamped<T>(a: T, b: T, t: f32) -> T { if t < 1.0 { a } else { b } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_animation/src/animatable.rs
crates/bevy_animation/src/animatable.rs
//! Traits and type for interpolating between values. use crate::util; use bevy_color::{Laba, LinearRgba, Oklaba, Srgba, Xyza}; use bevy_math::*; use bevy_reflect::Reflect; use bevy_transform::prelude::Transform; /// An individual input for [`Animatable::blend`]. pub struct BlendInput<T> { /// The individual item's weight. This may not be bound to the range `[0.0, 1.0]`. pub weight: f32, /// The input value to be blended. pub value: T, /// Whether or not to additively blend this input into the final result. pub additive: bool, } /// An animatable value type. pub trait Animatable: Reflect + Sized + Send + Sync + 'static { /// Interpolates between `a` and `b` with an interpolation factor of `time`. /// /// The `time` parameter here may not be clamped to the range `[0.0, 1.0]`. fn interpolate(a: &Self, b: &Self, time: f32) -> Self; /// Blends one or more values together. /// /// Implementors should return a default value when no inputs are provided here. fn blend(inputs: impl Iterator<Item = BlendInput<Self>>) -> Self; } macro_rules! impl_float_animatable { ($ty: ty, $base: ty) => { impl Animatable for $ty { #[inline] fn interpolate(a: &Self, b: &Self, t: f32) -> Self { let t = <$base>::from(t); (*a) * (1.0 - t) + (*b) * t } #[inline] fn blend(inputs: impl Iterator<Item = BlendInput<Self>>) -> Self { let mut value = Default::default(); for input in inputs { if input.additive { value += <$base>::from(input.weight) * input.value; } else { value = Self::interpolate(&value, &input.value, input.weight); } } value } } }; } macro_rules! impl_color_animatable { ($ty: ident) => { impl Animatable for $ty { #[inline] fn interpolate(a: &Self, b: &Self, t: f32) -> Self { let value = *a * (1. - t) + *b * t; value } #[inline] fn blend(inputs: impl Iterator<Item = BlendInput<Self>>) -> Self { let mut value = Default::default(); for input in inputs { if input.additive { value += input.weight * input.value; } else { value = Self::interpolate(&value, &input.value, input.weight); } } value } } }; } impl_float_animatable!(f32, f32); impl_float_animatable!(Vec2, f32); impl_float_animatable!(Vec3A, f32); impl_float_animatable!(Vec4, f32); impl_float_animatable!(f64, f64); impl_float_animatable!(DVec2, f64); impl_float_animatable!(DVec3, f64); impl_float_animatable!(DVec4, f64); impl_color_animatable!(LinearRgba); impl_color_animatable!(Laba); impl_color_animatable!(Oklaba); impl_color_animatable!(Srgba); impl_color_animatable!(Xyza); // Vec3 is special cased to use Vec3A internally for blending impl Animatable for Vec3 { #[inline] fn interpolate(a: &Self, b: &Self, t: f32) -> Self { (*a) * (1.0 - t) + (*b) * t } #[inline] fn blend(inputs: impl Iterator<Item = BlendInput<Self>>) -> Self { let mut value = Vec3A::ZERO; for input in inputs { if input.additive { value += input.weight * Vec3A::from(input.value); } else { value = Vec3A::interpolate(&value, &Vec3A::from(input.value), input.weight); } } Self::from(value) } } impl Animatable for bool { #[inline] fn interpolate(a: &Self, b: &Self, t: f32) -> Self { util::step_unclamped(*a, *b, t) } #[inline] fn blend(inputs: impl Iterator<Item = BlendInput<Self>>) -> Self { inputs .max_by_key(|x| FloatOrd(x.weight)) .is_some_and(|input| input.value) } } impl Animatable for Transform { fn interpolate(a: &Self, b: &Self, t: f32) -> Self { Self { translation: Vec3::interpolate(&a.translation, &b.translation, t), rotation: Quat::interpolate(&a.rotation, &b.rotation, t), scale: Vec3::interpolate(&a.scale, &b.scale, t), } } fn blend(inputs: impl Iterator<Item = BlendInput<Self>>) -> Self { let mut translation = Vec3A::ZERO; let mut scale = Vec3A::ZERO; let mut rotation = Quat::IDENTITY; for input in inputs { if input.additive { translation += input.weight * Vec3A::from(input.value.translation); scale += input.weight * Vec3A::from(input.value.scale); rotation = Quat::slerp(Quat::IDENTITY, input.value.rotation, input.weight) * rotation; } else { translation = Vec3A::interpolate( &translation, &Vec3A::from(input.value.translation), input.weight, ); scale = Vec3A::interpolate(&scale, &Vec3A::from(input.value.scale), input.weight); rotation = Quat::interpolate(&rotation, &input.value.rotation, input.weight); } } Self { translation: Vec3::from(translation), rotation, scale: Vec3::from(scale), } } } impl Animatable for Quat { /// Performs a slerp to smoothly interpolate between quaternions. #[inline] fn interpolate(a: &Self, b: &Self, t: f32) -> Self { // We want to smoothly interpolate between the two quaternions by default, // rather than using a quicker but less correct linear interpolation. a.slerp(*b, t) } #[inline] fn blend(inputs: impl Iterator<Item = BlendInput<Self>>) -> Self { let mut value = Self::IDENTITY; for BlendInput { weight, value: incoming_value, additive, } in inputs { if additive { value = Self::slerp(Self::IDENTITY, incoming_value, weight) * value; } else { value = Self::interpolate(&value, &incoming_value, weight); } } value } } /// Evaluates a cubic Bézier curve at a value `t`, given two endpoints and the /// derivatives at those endpoints. /// /// The derivatives are linearly scaled by `duration`. pub fn interpolate_with_cubic_bezier<T>(p0: &T, d0: &T, d3: &T, p3: &T, t: f32, duration: f32) -> T where T: Animatable + Clone, { // We're given two endpoints, along with the derivatives at those endpoints, // and have to evaluate the cubic Bézier curve at time t using only // (additive) blending and linear interpolation. // // Evaluating a Bézier curve via repeated linear interpolation when the // control points are known is straightforward via [de Casteljau // subdivision]. So the only remaining problem is to get the two off-curve // control points. The [derivative of the cubic Bézier curve] is: // // B′(t) = 3(1 - t)²(P₁ - P₀) + 6(1 - t)t(P₂ - P₁) + 3t²(P₃ - P₂) // // Setting t = 0 and t = 1 and solving gives us: // // P₁ = P₀ + B′(0) / 3 // P₂ = P₃ - B′(1) / 3 // // These P₁ and P₂ formulas can be expressed as additive blends. // // So, to sum up, first we calculate the off-curve control points via // additive blending, and then we use repeated linear interpolation to // evaluate the curve. // // [de Casteljau subdivision]: https://en.wikipedia.org/wiki/De_Casteljau%27s_algorithm // [derivative of the cubic Bézier curve]: https://en.wikipedia.org/wiki/B%C3%A9zier_curve#Cubic_B%C3%A9zier_curves // Compute control points from derivatives. let p1 = T::blend( [ BlendInput { weight: duration / 3.0, value: (*d0).clone(), additive: true, }, BlendInput { weight: 1.0, value: (*p0).clone(), additive: true, }, ] .into_iter(), ); let p2 = T::blend( [ BlendInput { weight: duration / -3.0, value: (*d3).clone(), additive: true, }, BlendInput { weight: 1.0, value: (*p3).clone(), additive: true, }, ] .into_iter(), ); // Use de Casteljau subdivision to evaluate. let p0p1 = T::interpolate(p0, &p1, t); let p1p2 = T::interpolate(&p1, &p2, t); let p2p3 = T::interpolate(&p2, p3, t); let p0p1p2 = T::interpolate(&p0p1, &p1p2, t); let p1p2p3 = T::interpolate(&p1p2, &p2p3, t); T::interpolate(&p0p1p2, &p1p2p3, t) }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_animation/src/graph.rs
crates/bevy_animation/src/graph.rs
//! The animation graph, which allows animations to be blended together. use core::{ fmt::Write, iter, ops::{Index, IndexMut, Range}, }; use std::io; use bevy_asset::{ io::Reader, Asset, AssetEvent, AssetId, AssetLoader, AssetPath, Assets, Handle, LoadContext, }; use bevy_derive::{Deref, DerefMut}; use bevy_ecs::{ component::Component, message::MessageReader, reflect::ReflectComponent, resource::Resource, system::{Res, ResMut}, }; use bevy_platform::collections::HashMap; use bevy_reflect::{prelude::ReflectDefault, Reflect, TypePath}; use derive_more::derive::From; use petgraph::{ graph::{DiGraph, NodeIndex}, Direction, }; use ron::de::SpannedError; use serde::{Deserialize, Serialize}; use smallvec::SmallVec; use thiserror::Error; use crate::{AnimationClip, AnimationTargetId}; /// A graph structure that describes how animation clips are to be blended /// together. /// /// Applications frequently want to be able to play multiple animations at once /// and to fine-tune the influence that animations have on a skinned mesh. Bevy /// uses an *animation graph* to store this information. Animation graphs are a /// directed acyclic graph (DAG) that describes how animations are to be /// weighted and combined together. Every frame, Bevy evaluates the graph from /// the root and blends the animations together in a bottom-up fashion to /// produce the final pose. /// /// There are three types of nodes: *blend nodes*, *add nodes*, and *clip /// nodes*, all of which can have an associated weight. Blend nodes and add /// nodes have no associated animation clip and combine the animations of their /// children according to those children's weights. Clip nodes specify an /// animation clip to play. When a graph is created, it starts with only a /// single blend node, the root node. /// /// For example, consider the following graph: /// /// ```text /// ┌────────────┐ /// │ │ /// │ Idle ├─────────────────────┐ /// │ │ │ /// └────────────┘ │ /// │ /// ┌────────────┐ │ ┌────────────┐ /// │ │ │ │ │ /// │ Run ├──┐ ├──┤ Root │ /// │ │ │ ┌────────────┐ │ │ │ /// └────────────┘ │ │ Blend │ │ └────────────┘ /// ├──┤ ├──┘ /// ┌────────────┐ │ │ 0.5 │ /// │ │ │ └────────────┘ /// │ Walk ├──┘ /// │ │ /// └────────────┘ /// ``` /// /// In this case, assuming that Idle, Run, and Walk are all playing with weight /// 1.0, the Run and Walk animations will be equally blended together, then /// their weights will be halved and finally blended with the Idle animation. /// Thus the weight of Run and Walk are effectively half of the weight of Idle. /// /// Nodes can optionally have a *mask*, a bitfield that restricts the set of /// animation targets that the node and its descendants affect. Each bit in the /// mask corresponds to a *mask group*, which is a set of animation targets /// (bones). An animation target can belong to any number of mask groups within /// the context of an animation graph. /// /// When the appropriate bit is set in a node's mask, neither the node nor its /// descendants will animate any animation targets belonging to that mask group. /// That is, setting a mask bit to 1 *disables* the animation targets in that /// group. If an animation target belongs to multiple mask groups, masking any /// one of the mask groups that it belongs to will mask that animation target. /// (Thus an animation target will only be animated if *all* of its mask groups /// are unmasked.) /// /// A common use of masks is to allow characters to hold objects. For this, the /// typical workflow is to assign each character's hand to a mask group. Then, /// when the character picks up an object, the application masks out the hand /// that the object is held in for the character's animation set, then positions /// the hand's digits as necessary to grasp the object. The character's /// animations will continue to play but will not affect the hand, which will /// continue to be depicted as holding the object. /// /// Animation graphs are assets and can be serialized to and loaded from [RON] /// files. Canonically, such files have an `.animgraph.ron` extension. /// /// The animation graph implements [RFC 51]. See that document for more /// information. /// /// [RON]: https://github.com/ron-rs/ron /// /// [RFC 51]: https://github.com/bevyengine/rfcs/blob/main/rfcs/51-animation-composition.md #[derive(Asset, Reflect, Clone, Debug)] #[reflect(Debug, Clone)] pub struct AnimationGraph { /// The `petgraph` data structure that defines the animation graph. pub graph: AnimationDiGraph, /// The index of the root node in the animation graph. pub root: NodeIndex, /// The mask groups that each animation target (bone) belongs to. /// /// Each value in this map is a bitfield, in which 0 in bit position N /// indicates that the animation target doesn't belong to mask group N, and /// a 1 in position N indicates that the animation target does belong to /// mask group N. /// /// Animation targets not in this collection are treated as though they /// don't belong to any mask groups. pub mask_groups: HashMap<AnimationTargetId, AnimationMask>, } /// A [`Handle`] to the [`AnimationGraph`] to be used by the [`AnimationPlayer`](crate::AnimationPlayer) on the same entity. #[derive(Component, Clone, Debug, Default, Deref, DerefMut, Reflect, PartialEq, Eq, From)] #[reflect(Component, Default, Clone)] pub struct AnimationGraphHandle(pub Handle<AnimationGraph>); impl From<AnimationGraphHandle> for AssetId<AnimationGraph> { fn from(handle: AnimationGraphHandle) -> Self { handle.id() } } impl From<&AnimationGraphHandle> for AssetId<AnimationGraph> { fn from(handle: &AnimationGraphHandle) -> Self { handle.id() } } /// A type alias for the `petgraph` data structure that defines the animation /// graph. pub type AnimationDiGraph = DiGraph<AnimationGraphNode, (), u32>; /// The index of either an animation or blend node in the animation graph. /// /// These indices are the way that [animation players] identify each animation. /// /// [animation players]: crate::AnimationPlayer pub type AnimationNodeIndex = NodeIndex<u32>; /// An individual node within an animation graph. /// /// The [`AnimationGraphNode::node_type`] field specifies the type of node: one /// of a *clip node*, a *blend node*, or an *add node*. Clip nodes, the leaves /// of the graph, contain animation clips to play. Blend and add nodes describe /// how to combine their children to produce a final animation. #[derive(Clone, Reflect, Debug)] #[reflect(Clone)] pub struct AnimationGraphNode { /// Animation node data specific to the type of node (clip, blend, or add). /// /// In the case of clip nodes, this contains the actual animation clip /// associated with the node. pub node_type: AnimationNodeType, /// A bitfield specifying the mask groups that this node and its descendants /// will not affect. /// /// A 0 in bit N indicates that this node and its descendants *can* animate /// animation targets in mask group N, while a 1 in bit N indicates that /// this node and its descendants *cannot* animate mask group N. pub mask: AnimationMask, /// The weight of this node, which signifies its contribution in blending. /// /// Note that this does not propagate down the graph hierarchy; rather, /// each [Blend] and [Add] node uses the weights of its children to determine /// the total animation that is accumulated at that node. The parent node's /// weight is used only to determine the contribution of that total animation /// in *further* blending. /// /// In other words, it is as if the blend node is replaced by a single clip /// node consisting of the blended animation with the weight specified at the /// blend node. /// /// For animation clips, this weight is also multiplied by the [active animation weight] /// before being applied. /// /// [Blend]: AnimationNodeType::Blend /// [Add]: AnimationNodeType::Add /// [active animation weight]: crate::ActiveAnimation::weight pub weight: f32, } /// Animation node data specific to the type of node (clip, blend, or add). /// /// In the case of clip nodes, this contains the actual animation clip /// associated with the node. #[derive(Clone, Default, Reflect, Debug)] #[reflect(Clone)] pub enum AnimationNodeType { /// A *clip node*, which plays an animation clip. /// /// These are always the leaves of the graph. Clip(Handle<AnimationClip>), /// A *blend node*, which blends its children according to their weights. /// /// The weights of all the children of this node are normalized to 1.0. #[default] Blend, /// An *additive blend node*, which combines the animations of its children /// additively. /// /// The weights of all the children of this node are *not* normalized to /// 1.0. Rather, each child is multiplied by its respective weight and /// added in sequence. /// /// Add nodes are primarily useful for superimposing an animation for a /// portion of a rig on top of the main animation. For example, an add node /// could superimpose a weapon attack animation for a character's limb on /// top of a running animation to produce an animation of a character /// attacking while running. Add, } /// An [`AssetLoader`] that can load [`AnimationGraph`]s as assets. /// /// The canonical extension for [`AnimationGraph`]s is `.animgraph.ron`. Plain /// `.animgraph` is supported as well. #[derive(Default, TypePath)] pub struct AnimationGraphAssetLoader; /// Errors that can occur when serializing animation graphs to RON. #[derive(Error, Debug)] pub enum AnimationGraphSaveError { /// An I/O error occurred. #[error(transparent)] Io(#[from] io::Error), /// An error occurred in RON serialization. #[error(transparent)] Ron(#[from] ron::Error), /// An error occurred converting the graph to its serialization form. #[error(transparent)] ConvertToSerialized(#[from] NonPathHandleError), } /// Errors that can occur when deserializing animation graphs from RON. #[derive(Error, Debug)] pub enum AnimationGraphLoadError { /// An I/O error occurred. #[error(transparent)] Io(#[from] io::Error), /// An error occurred in RON deserialization. #[error(transparent)] Ron(#[from] ron::Error), /// An error occurred in RON deserialization, and the location of the error /// is supplied. #[error(transparent)] SpannedRon(#[from] SpannedError), /// The deserialized graph contained legacy data that we no longer support. #[error( "The deserialized AnimationGraph contained an AnimationClip referenced by an AssetId, \ which is no longer supported. Consider manually deserializing the SerializedAnimationGraph \ type and determine how to migrate any SerializedAnimationClip::AssetId animation clips" )] GraphContainsLegacyAssetId, } /// Acceleration structures for animation graphs that allows Bevy to evaluate /// them quickly. /// /// These are kept up to date as [`AnimationGraph`] instances are added, /// modified, and removed. #[derive(Default, Reflect, Resource)] pub struct ThreadedAnimationGraphs( pub(crate) HashMap<AssetId<AnimationGraph>, ThreadedAnimationGraph>, ); /// An acceleration structure for an animation graph that allows Bevy to /// evaluate it quickly. /// /// This is kept up to date as the associated [`AnimationGraph`] instance is /// added, modified, or removed. #[derive(Default, Reflect)] pub struct ThreadedAnimationGraph { /// A cached postorder traversal of the graph. /// /// The node indices here are stored in postorder. Siblings are stored in /// descending order. This is because the /// [`AnimationCurveEvaluator`](`crate::animation_curves::AnimationCurveEvaluator`) uses a stack for /// evaluation. Consider this graph: /// /// ```text /// ┌─────┐ /// │ │ /// │ 1 │ /// │ │ /// └──┬──┘ /// │ /// ┌───────┼───────┐ /// │ │ │ /// ▼ ▼ ▼ /// ┌─────┐ ┌─────┐ ┌─────┐ /// │ │ │ │ │ │ /// │ 2 │ │ 3 │ │ 4 │ /// │ │ │ │ │ │ /// └──┬──┘ └─────┘ └─────┘ /// │ /// ┌───┴───┐ /// │ │ /// ▼ ▼ /// ┌─────┐ ┌─────┐ /// │ │ │ │ /// │ 5 │ │ 6 │ /// │ │ │ │ /// └─────┘ └─────┘ /// ``` /// /// The postorder traversal in this case will be (4, 3, 6, 5, 2, 1). /// /// The fact that the children of each node are sorted in reverse ensures /// that, at each level, the order of blending proceeds in ascending order /// by node index, as we guarantee. To illustrate this, consider the way /// the graph above is evaluated. (Interpolation is represented with the ⊕ /// symbol.) /// /// | Step | Node | Operation | Stack (after operation) | Blend Register | /// | ---- | ---- | ---------- | ----------------------- | -------------- | /// | 1 | 4 | Push | 4 | | /// | 2 | 3 | Push | 4 3 | | /// | 3 | 6 | Push | 4 3 6 | | /// | 4 | 5 | Push | 4 3 6 5 | | /// | 5 | 2 | Blend 5 | 4 3 6 | 5 | /// | 6 | 2 | Blend 6 | 4 3 | 5 ⊕ 6 | /// | 7 | 2 | Push Blend | 4 3 2 | | /// | 8 | 1 | Blend 2 | 4 3 | 2 | /// | 9 | 1 | Blend 3 | 4 | 2 ⊕ 3 | /// | 10 | 1 | Blend 4 | | 2 ⊕ 3 ⊕ 4 | /// | 11 | 1 | Push Blend | 1 | | /// | 12 | | Commit | | | pub threaded_graph: Vec<AnimationNodeIndex>, /// A mapping from each parent node index to the range within /// [`Self::sorted_edges`]. /// /// This allows for quick lookup of the children of each node, sorted in /// ascending order of node index, without having to sort the result of the /// `petgraph` traversal functions every frame. pub sorted_edge_ranges: Vec<Range<u32>>, /// A list of the children of each node, sorted in ascending order. pub sorted_edges: Vec<AnimationNodeIndex>, /// A mapping from node index to a bitfield specifying the mask groups that /// this node masks *out* (i.e. doesn't animate). /// /// A 1 in bit position N indicates that this node doesn't animate any /// targets of mask group N. pub computed_masks: Vec<u64>, } /// A version of [`AnimationGraph`] suitable for serializing as an asset. /// /// Animation nodes can refer to external animation clips, and the [`AssetId`] /// is typically not sufficient to identify the clips, since the /// [`bevy_asset::AssetServer`] assigns IDs in unpredictable ways. That fact /// motivates this type, which replaces the `Handle<AnimationClip>` with an /// asset path. Loading an animation graph via the [`bevy_asset::AssetServer`] /// actually loads a serialized instance of this type, as does serializing an /// [`AnimationGraph`] through `serde`. #[derive(Serialize, Deserialize)] pub struct SerializedAnimationGraph { /// Corresponds to the `graph` field on [`AnimationGraph`]. pub graph: DiGraph<SerializedAnimationGraphNode, (), u32>, /// Corresponds to the `root` field on [`AnimationGraph`]. pub root: NodeIndex, /// Corresponds to the `mask_groups` field on [`AnimationGraph`]. pub mask_groups: HashMap<AnimationTargetId, AnimationMask>, } /// A version of [`AnimationGraphNode`] suitable for serializing as an asset. /// /// See the comments in [`SerializedAnimationGraph`] for more information. #[derive(Serialize, Deserialize)] pub struct SerializedAnimationGraphNode { /// Corresponds to the `node_type` field on [`AnimationGraphNode`]. pub node_type: SerializedAnimationNodeType, /// Corresponds to the `mask` field on [`AnimationGraphNode`]. pub mask: AnimationMask, /// Corresponds to the `weight` field on [`AnimationGraphNode`]. pub weight: f32, } /// A version of [`AnimationNodeType`] suitable for serializing as part of a /// [`SerializedAnimationGraphNode`] asset. #[derive(Serialize, Deserialize)] pub enum SerializedAnimationNodeType { /// Corresponds to [`AnimationNodeType::Clip`]. Clip(AssetPath<'static>), /// Corresponds to [`AnimationNodeType::Blend`]. Blend, /// Corresponds to [`AnimationNodeType::Add`]. Add, } /// The type of an animation mask bitfield. /// /// Bit N corresponds to mask group N. /// /// Because this is a 64-bit value, there is currently a limitation of 64 mask /// groups per animation graph. pub type AnimationMask = u64; impl AnimationGraph { /// Creates a new animation graph with a root node and no other nodes. pub fn new() -> Self { let mut graph = DiGraph::default(); let root = graph.add_node(AnimationGraphNode::default()); Self { graph, root, mask_groups: HashMap::default(), } } /// A convenience function for creating an [`AnimationGraph`] from a single /// [`AnimationClip`]. /// /// The clip will be a direct child of the root with weight 1.0. Both the /// graph and the index of the added node are returned as a tuple. pub fn from_clip(clip: Handle<AnimationClip>) -> (Self, AnimationNodeIndex) { let mut graph = Self::new(); let node_index = graph.add_clip(clip, 1.0, graph.root); (graph, node_index) } /// A convenience method to create an [`AnimationGraph`]s with an iterator /// of clips. /// /// All of the animation clips will be direct children of the root with /// weight 1.0. /// /// Returns the graph and indices of the new nodes. pub fn from_clips<'a, I>(clips: I) -> (Self, Vec<AnimationNodeIndex>) where I: IntoIterator<Item = Handle<AnimationClip>>, <I as IntoIterator>::IntoIter: 'a, { let mut graph = Self::new(); let indices = graph.add_clips(clips, 1.0, graph.root).collect(); (graph, indices) } /// Adds an [`AnimationClip`] to the animation graph with the given weight /// and returns its index. /// /// The animation clip will be the child of the given parent. The resulting /// node will have no mask. pub fn add_clip( &mut self, clip: Handle<AnimationClip>, weight: f32, parent: AnimationNodeIndex, ) -> AnimationNodeIndex { let node_index = self.graph.add_node(AnimationGraphNode { node_type: AnimationNodeType::Clip(clip), mask: 0, weight, }); self.graph.add_edge(parent, node_index, ()); node_index } /// Adds an [`AnimationClip`] to the animation graph with the given weight /// and mask, and returns its index. /// /// The animation clip will be the child of the given parent. pub fn add_clip_with_mask( &mut self, clip: Handle<AnimationClip>, mask: AnimationMask, weight: f32, parent: AnimationNodeIndex, ) -> AnimationNodeIndex { let node_index = self.graph.add_node(AnimationGraphNode { node_type: AnimationNodeType::Clip(clip), mask, weight, }); self.graph.add_edge(parent, node_index, ()); node_index } /// A convenience method to add multiple [`AnimationClip`]s to the animation /// graph. /// /// All of the animation clips will have the same weight and will be /// parented to the same node. /// /// Returns the indices of the new nodes. pub fn add_clips<'a, I>( &'a mut self, clips: I, weight: f32, parent: AnimationNodeIndex, ) -> impl Iterator<Item = AnimationNodeIndex> + 'a where I: IntoIterator<Item = Handle<AnimationClip>>, <I as IntoIterator>::IntoIter: 'a, { clips .into_iter() .map(move |clip| self.add_clip(clip, weight, parent)) } /// Adds a blend node to the animation graph with the given weight and /// returns its index. /// /// The blend node will be placed under the supplied `parent` node. During /// animation evaluation, the descendants of this blend node will have their /// weights multiplied by the weight of the blend. The blend node will have /// no mask. pub fn add_blend(&mut self, weight: f32, parent: AnimationNodeIndex) -> AnimationNodeIndex { let node_index = self.graph.add_node(AnimationGraphNode { node_type: AnimationNodeType::Blend, mask: 0, weight, }); self.graph.add_edge(parent, node_index, ()); node_index } /// Adds a blend node to the animation graph with the given weight and /// returns its index. /// /// The blend node will be placed under the supplied `parent` node. During /// animation evaluation, the descendants of this blend node will have their /// weights multiplied by the weight of the blend. Neither this node nor its /// descendants will affect animation targets that belong to mask groups not /// in the given `mask`. pub fn add_blend_with_mask( &mut self, mask: AnimationMask, weight: f32, parent: AnimationNodeIndex, ) -> AnimationNodeIndex { let node_index = self.graph.add_node(AnimationGraphNode { node_type: AnimationNodeType::Blend, mask, weight, }); self.graph.add_edge(parent, node_index, ()); node_index } /// Adds a blend node to the animation graph with the given weight and /// returns its index. /// /// The blend node will be placed under the supplied `parent` node. During /// animation evaluation, the descendants of this blend node will have their /// weights multiplied by the weight of the blend. The blend node will have /// no mask. pub fn add_additive_blend( &mut self, weight: f32, parent: AnimationNodeIndex, ) -> AnimationNodeIndex { let node_index = self.graph.add_node(AnimationGraphNode { node_type: AnimationNodeType::Add, mask: 0, weight, }); self.graph.add_edge(parent, node_index, ()); node_index } /// Adds a blend node to the animation graph with the given weight and /// returns its index. /// /// The blend node will be placed under the supplied `parent` node. During /// animation evaluation, the descendants of this blend node will have their /// weights multiplied by the weight of the blend. Neither this node nor its /// descendants will affect animation targets that belong to mask groups not /// in the given `mask`. pub fn add_additive_blend_with_mask( &mut self, mask: AnimationMask, weight: f32, parent: AnimationNodeIndex, ) -> AnimationNodeIndex { let node_index = self.graph.add_node(AnimationGraphNode { node_type: AnimationNodeType::Add, mask, weight, }); self.graph.add_edge(parent, node_index, ()); node_index } /// Adds an edge from the edge `from` to `to`, making `to` a child of /// `from`. /// /// The behavior is unspecified if adding this produces a cycle in the /// graph. pub fn add_edge(&mut self, from: NodeIndex, to: NodeIndex) { self.graph.add_edge(from, to, ()); } /// Removes an edge between `from` and `to` if it exists. /// /// Returns true if the edge was successfully removed or false if no such /// edge existed. pub fn remove_edge(&mut self, from: NodeIndex, to: NodeIndex) -> bool { self.graph .find_edge(from, to) .map(|edge| self.graph.remove_edge(edge)) .is_some() } /// Returns the [`AnimationGraphNode`] associated with the given index. /// /// If no node with the given index exists, returns `None`. pub fn get(&self, animation: AnimationNodeIndex) -> Option<&AnimationGraphNode> { self.graph.node_weight(animation) } /// Returns a mutable reference to the [`AnimationGraphNode`] associated /// with the given index. /// /// If no node with the given index exists, returns `None`. pub fn get_mut(&mut self, animation: AnimationNodeIndex) -> Option<&mut AnimationGraphNode> { self.graph.node_weight_mut(animation) } /// Returns an iterator over the [`AnimationGraphNode`]s in this graph. pub fn nodes(&self) -> impl Iterator<Item = AnimationNodeIndex> { self.graph.node_indices() } /// Serializes the animation graph to the given [`Write`]r in RON format. /// /// If writing to a file, it can later be loaded with the /// [`AnimationGraphAssetLoader`] to reconstruct the graph. pub fn save<W>(&self, writer: &mut W) -> Result<(), AnimationGraphSaveError> where W: Write, { let mut ron_serializer = ron::ser::Serializer::new(writer, None)?; let serialized_graph: SerializedAnimationGraph = self.clone().try_into()?; Ok(serialized_graph.serialize(&mut ron_serializer)?) } /// Adds an animation target (bone) to the mask group with the given ID. /// /// Calling this method multiple times with the same animation target but /// different mask groups will result in that target being added to all of /// the specified groups. pub fn add_target_to_mask_group(&mut self, target: AnimationTargetId, mask_group: u32) { *self.mask_groups.entry(target).or_default() |= 1 << mask_group; } } impl AnimationGraphNode { /// Masks out the mask groups specified by the given `mask` bitfield. /// /// A 1 in bit position N causes this function to mask out mask group N, and /// thus neither this node nor its descendants will animate any animation /// targets that belong to group N. pub fn add_mask(&mut self, mask: AnimationMask) -> &mut Self { self.mask |= mask; self } /// Unmasks the mask groups specified by the given `mask` bitfield. /// /// A 1 in bit position N causes this function to unmask mask group N, and /// thus this node and its descendants will be allowed to animate animation /// targets that belong to group N, unless another mask masks those targets /// out. pub fn remove_mask(&mut self, mask: AnimationMask) -> &mut Self { self.mask &= !mask; self } /// Masks out the single mask group specified by `group`. /// /// After calling this function, neither this node nor its descendants will /// animate any animation targets that belong to the given `group`. pub fn add_mask_group(&mut self, group: u32) -> &mut Self { self.add_mask(1 << group) } /// Unmasks the single mask group specified by `group`. /// /// After calling this function, this node and its descendants will be /// allowed to animate animation targets that belong to the given `group`, /// unless another mask masks those targets out. pub fn remove_mask_group(&mut self, group: u32) -> &mut Self { self.remove_mask(1 << group) } } impl Index<AnimationNodeIndex> for AnimationGraph { type Output = AnimationGraphNode; fn index(&self, index: AnimationNodeIndex) -> &Self::Output { &self.graph[index] } } impl IndexMut<AnimationNodeIndex> for AnimationGraph { fn index_mut(&mut self, index: AnimationNodeIndex) -> &mut Self::Output { &mut self.graph[index] } } impl Default for AnimationGraphNode { fn default() -> Self { Self { node_type: Default::default(), mask: 0, weight: 1.0, } } } impl Default for AnimationGraph { fn default() -> Self { Self::new() } } impl AssetLoader for AnimationGraphAssetLoader { type Asset = AnimationGraph; type Settings = (); type Error = AnimationGraphLoadError; async fn load( &self, reader: &mut dyn Reader, _: &Self::Settings, load_context: &mut LoadContext<'_>, ) -> Result<Self::Asset, Self::Error> { let mut bytes = Vec::new(); reader.read_to_end(&mut bytes).await?; // Deserialize a `SerializedAnimationGraph` directly, so that we can // get the list of the animation clips it refers to and load them. let mut deserializer = ron::de::Deserializer::from_bytes(&bytes)?; let serialized_animation_graph = SerializedAnimationGraph::deserialize(&mut deserializer) .map_err(|err| deserializer.span_error(err))?; // Load all `AssetPath`s to convert from a `SerializedAnimationGraph` to a real // `AnimationGraph`. This is effectively a `DiGraph::map`, but this allows us to return // errors. let mut animation_graph = DiGraph::with_capacity( serialized_animation_graph.graph.node_count(), serialized_animation_graph.graph.edge_count(), ); for serialized_node in serialized_animation_graph.graph.node_weights() { animation_graph.add_node(AnimationGraphNode { node_type: match serialized_node.node_type { SerializedAnimationNodeType::Clip(ref path) => { AnimationNodeType::Clip(load_context.load(path.clone())) } SerializedAnimationNodeType::Blend => AnimationNodeType::Blend, SerializedAnimationNodeType::Add => AnimationNodeType::Add, }, mask: serialized_node.mask, weight: serialized_node.weight, }); } for edge in serialized_animation_graph.graph.raw_edges() { animation_graph.add_edge(edge.source(), edge.target(), ()); } Ok(AnimationGraph { graph: animation_graph, root: serialized_animation_graph.root, mask_groups: serialized_animation_graph.mask_groups, }) } fn extensions(&self) -> &[&str] { &["animgraph", "animgraph.ron"] } } impl TryFrom<AnimationGraph> for SerializedAnimationGraph { type Error = NonPathHandleError; fn try_from(animation_graph: AnimationGraph) -> Result<Self, NonPathHandleError> { // Convert all the `Handle<AnimationClip>` to AssetPath, so that // `AnimationGraphAssetLoader` can load them. This is effectively just doing a // `DiGraph::map`, except we need to return an error if any handles aren't associated to a // path. let mut serialized_graph = DiGraph::with_capacity(
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
true
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_color/src/lib.rs
crates/bevy_color/src/lib.rs
#![cfg_attr(docsrs, feature(doc_cfg))] #![forbid(unsafe_code)] #![doc( html_logo_url = "https://bevy.org/assets/icon.png", html_favicon_url = "https://bevy.org/assets/icon.png" )] #![no_std] //! Representations of colors in various color spaces. //! //! This crate provides a number of color representations, including: //! //! - [`Srgba`] (standard RGBA, with gamma correction) //! - [`LinearRgba`] (linear RGBA, without gamma correction) //! - [`Hsla`] (hue, saturation, lightness, alpha) //! - [`Hsva`] (hue, saturation, value, alpha) //! - [`Hwba`] (hue, whiteness, blackness, alpha) //! - [`Laba`] (lightness, a-axis, b-axis, alpha) //! - [`Lcha`] (lightness, chroma, hue, alpha) //! - [`Oklaba`] (lightness, a-axis, b-axis, alpha) //! - [`Oklcha`] (lightness, chroma, hue, alpha) //! - [`Xyza`] (x-axis, y-axis, z-axis, alpha) //! //! Each of these color spaces is represented as a distinct Rust type. //! //! # Color Space Usage //! //! Rendering engines typically use linear RGBA colors, which allow for physically accurate //! lighting calculations. However, linear RGBA colors are not perceptually uniform, because //! both human eyes and computer monitors have non-linear responses to light. "Standard" RGBA //! represents an industry-wide compromise designed to encode colors in a way that looks good to //! humans in as few bits as possible, but it is not suitable for lighting calculations. //! //! Most image file formats and scene graph formats use standard RGBA, because graphic design //! tools are intended to be used by humans. However, 3D lighting calculations operate in linear //! RGBA, so it is important to convert standard colors to linear before sending them to the GPU. //! Most Bevy APIs will handle this conversion automatically, but if you are writing a custom //! shader, you will need to do this conversion yourself. //! //! HSL and LCH are "cylindrical" color spaces, which means they represent colors as a combination //! of hue, saturation, and lightness (or chroma). These color spaces are useful for working //! with colors in an artistic way - for example, when creating gradients or color palettes. //! A gradient in HSL space from red to violet will produce a rainbow. The LCH color space is //! more perceptually accurate than HSL, but is less intuitive to work with. //! //! HSV and HWB are very closely related to HSL in their derivation, having identical definitions for //! hue. Where HSL uses saturation and lightness, HSV uses a slightly modified definition of saturation, //! and an analog of lightness in the form of value. In contrast, HWB instead uses whiteness and blackness //! parameters, which can be used to lighten and darken a particular hue respectively. //! //! Oklab and Oklch are perceptually uniform color spaces that are designed to be used for tasks such //! as image processing. They are not as widely used as the other color spaces, but are useful //! for tasks such as color correction and image analysis, where it is important to be able //! to do things like change color saturation without causing hue shifts. //! //! XYZ is a foundational space commonly used in the definition of other more modern color //! spaces. The space is more formally known as CIE 1931, where the `x` and `z` axes represent //! a form of chromaticity, while `y` defines an illuminance level. //! //! See also the [Wikipedia article on color spaces](https://en.wikipedia.org/wiki/Color_space). #![doc = include_str!("../docs/conversion.md")] //! <div> #![doc = include_str!("../docs/diagrams/model_graph.svg")] //! </div> //! //! # Other Utilities //! //! The crate also provides a number of color operations, such as blending, color difference, //! and color range operations. //! //! In addition, there is a [`Color`] enum that can represent any of the color //! types in this crate. This is useful when you need to store a color in a data structure //! that can't be generic over the color type. //! //! Color types that are either physically or perceptually linear also implement `Add<Self>`, `Sub<Self>`, `Mul<f32>` and `Div<f32>` //! allowing you to use them with splines. //! //! Please note that most often adding or subtracting colors is not what you may want. //! Please have a look at other operations like blending, lightening or mixing colors using e.g. [`Mix`] or [`Luminance`] instead. //! //! # Example //! //! ``` //! use bevy_color::{Srgba, Hsla}; //! //! let srgba = Srgba::new(0.5, 0.2, 0.8, 1.0); //! let hsla: Hsla = srgba.into(); //! //! println!("Srgba: {:?}", srgba); //! println!("Hsla: {:?}", hsla); //! ``` #[cfg(feature = "std")] extern crate std; #[cfg(feature = "alloc")] extern crate alloc; mod color; pub mod color_difference; #[cfg(feature = "alloc")] mod color_gradient; mod color_ops; mod color_range; mod hsla; mod hsva; mod hwba; mod interpolate; mod laba; mod lcha; mod linear_rgba; mod oklaba; mod oklcha; pub mod palettes; mod srgba; #[cfg(test)] mod test_colors; #[cfg(test)] mod testing; mod xyza; /// The color prelude. /// /// This includes the most common types in this crate, re-exported for your convenience. pub mod prelude { pub use crate::{ color::*, color_ops::*, hsla::*, hsva::*, hwba::*, laba::*, lcha::*, linear_rgba::*, oklaba::*, oklcha::*, srgba::*, xyza::*, }; } pub use color::*; #[cfg(feature = "alloc")] pub use color_gradient::*; pub use color_ops::*; pub use color_range::*; pub use hsla::*; pub use hsva::*; pub use hwba::*; pub use laba::*; pub use lcha::*; pub use linear_rgba::*; pub use oklaba::*; pub use oklcha::*; pub use srgba::*; pub use xyza::*; /// Describes the traits that a color should implement for consistency. #[expect( clippy::allow_attributes, reason = "If the below attribute on `dead_code` is removed, then rustc complains that `StandardColor` is dead code. However, if we `expect` the `dead_code` lint, then rustc complains of an unfulfilled expectation." )] #[allow( dead_code, reason = "This is an internal marker trait used to ensure that our color types impl the required traits" )] pub(crate) trait StandardColor where Self: core::fmt::Debug, Self: Clone + Copy, Self: PartialEq, Self: Default, Self: From<Color> + Into<Color>, Self: From<Srgba> + Into<Srgba>, Self: From<LinearRgba> + Into<LinearRgba>, Self: From<Hsla> + Into<Hsla>, Self: From<Hsva> + Into<Hsva>, Self: From<Hwba> + Into<Hwba>, Self: From<Laba> + Into<Laba>, Self: From<Lcha> + Into<Lcha>, Self: From<Oklaba> + Into<Oklaba>, Self: From<Oklcha> + Into<Oklcha>, Self: From<Xyza> + Into<Xyza>, Self: Alpha, { } macro_rules! impl_componentwise_vector_space { ($ty: ident, [$($element: ident),+]) => { impl core::ops::Add<Self> for $ty { type Output = Self; fn add(self, rhs: Self) -> Self::Output { Self::Output { $($element: self.$element + rhs.$element,)+ } } } impl core::ops::AddAssign<Self> for $ty { fn add_assign(&mut self, rhs: Self) { *self = *self + rhs; } } impl core::ops::Neg for $ty { type Output = Self; fn neg(self) -> Self::Output { Self::Output { $($element: -self.$element,)+ } } } impl core::ops::Sub<Self> for $ty { type Output = Self; fn sub(self, rhs: Self) -> Self::Output { Self::Output { $($element: self.$element - rhs.$element,)+ } } } impl core::ops::SubAssign<Self> for $ty { fn sub_assign(&mut self, rhs: Self) { *self = *self - rhs; } } impl core::ops::Mul<f32> for $ty { type Output = Self; fn mul(self, rhs: f32) -> Self::Output { Self::Output { $($element: self.$element * rhs,)+ } } } impl core::ops::Mul<$ty> for f32 { type Output = $ty; fn mul(self, rhs: $ty) -> Self::Output { Self::Output { $($element: self * rhs.$element,)+ } } } impl core::ops::MulAssign<f32> for $ty { fn mul_assign(&mut self, rhs: f32) { *self = *self * rhs; } } impl core::ops::Div<f32> for $ty { type Output = Self; fn div(self, rhs: f32) -> Self::Output { Self::Output { $($element: self.$element / rhs,)+ } } } impl core::ops::DivAssign<f32> for $ty { fn div_assign(&mut self, rhs: f32) { *self = *self / rhs; } } impl bevy_math::VectorSpace for $ty { type Scalar = f32; const ZERO: Self = Self { $($element: 0.0,)+ }; } impl bevy_math::StableInterpolate for $ty { fn interpolate_stable(&self, other: &Self, t: f32) -> Self { bevy_math::VectorSpace::lerp(*self, *other, t) } } }; } pub(crate) use impl_componentwise_vector_space;
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_color/src/oklaba.rs
crates/bevy_color/src/oklaba.rs
use crate::{ color_difference::EuclideanDistance, impl_componentwise_vector_space, Alpha, ColorToComponents, Gray, Hsla, Hsva, Hwba, Lcha, LinearRgba, Luminance, Mix, Srgba, StandardColor, Xyza, }; use bevy_math::{ops, FloatPow, Vec3, Vec4}; #[cfg(feature = "bevy_reflect")] use bevy_reflect::prelude::*; /// Color in Oklab color space, with alpha #[doc = include_str!("../docs/conversion.md")] /// <div> #[doc = include_str!("../docs/diagrams/model_graph.svg")] /// </div> #[derive(Debug, Clone, Copy, PartialEq)] #[cfg_attr( feature = "bevy_reflect", derive(Reflect), reflect(Clone, PartialEq, Default) )] #[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))] #[cfg_attr( all(feature = "serialize", feature = "bevy_reflect"), reflect(Serialize, Deserialize) )] pub struct Oklaba { /// The 'lightness' channel. [0.0, 1.0] pub lightness: f32, /// The 'a' channel. [-1.0, 1.0] pub a: f32, /// The 'b' channel. [-1.0, 1.0] pub b: f32, /// The alpha channel. [0.0, 1.0] pub alpha: f32, } impl StandardColor for Oklaba {} impl_componentwise_vector_space!(Oklaba, [lightness, a, b, alpha]); impl Oklaba { /// Construct a new [`Oklaba`] color from components. /// /// # Arguments /// /// * `lightness` - Lightness channel. [0.0, 1.0] /// * `a` - Green-red channel. [-1.0, 1.0] /// * `b` - Blue-yellow channel. [-1.0, 1.0] /// * `alpha` - Alpha channel. [0.0, 1.0] pub const fn new(lightness: f32, a: f32, b: f32, alpha: f32) -> Self { Self { lightness, a, b, alpha, } } /// Construct a new [`Oklaba`] color from (l, a, b) components, with the default alpha (1.0). /// /// # Arguments /// /// * `lightness` - Lightness channel. [0.0, 1.0] /// * `a` - Green-red channel. [-1.0, 1.0] /// * `b` - Blue-yellow channel. [-1.0, 1.0] pub const fn lab(lightness: f32, a: f32, b: f32) -> Self { Self { lightness, a, b, alpha: 1.0, } } /// Return a copy of this color with the 'lightness' channel set to the given value. pub const fn with_lightness(self, lightness: f32) -> Self { Self { lightness, ..self } } /// Return a copy of this color with the 'a' channel set to the given value. pub const fn with_a(self, a: f32) -> Self { Self { a, ..self } } /// Return a copy of this color with the 'b' channel set to the given value. pub const fn with_b(self, b: f32) -> Self { Self { b, ..self } } } impl Default for Oklaba { fn default() -> Self { Self::new(1., 0., 0., 1.) } } impl Mix for Oklaba { #[inline] fn mix(&self, other: &Self, factor: f32) -> Self { let n_factor = 1.0 - factor; Self { lightness: self.lightness * n_factor + other.lightness * factor, a: self.a * n_factor + other.a * factor, b: self.b * n_factor + other.b * factor, alpha: self.alpha * n_factor + other.alpha * factor, } } } impl Gray for Oklaba { const BLACK: Self = Self::new(0., 0., 0., 1.); const WHITE: Self = Self::new(1.0, 0.0, 0.000000059604645, 1.0); } impl Alpha for Oklaba { #[inline] fn with_alpha(&self, alpha: f32) -> Self { Self { alpha, ..*self } } #[inline] fn alpha(&self) -> f32 { self.alpha } #[inline] fn set_alpha(&mut self, alpha: f32) { self.alpha = alpha; } } impl Luminance for Oklaba { #[inline] fn with_luminance(&self, lightness: f32) -> Self { Self { lightness, ..*self } } fn luminance(&self) -> f32 { self.lightness } fn darker(&self, amount: f32) -> Self { Self::new( (self.lightness - amount).max(0.), self.a, self.b, self.alpha, ) } fn lighter(&self, amount: f32) -> Self { Self::new( (self.lightness + amount).min(1.), self.a, self.b, self.alpha, ) } } impl EuclideanDistance for Oklaba { #[inline] fn distance_squared(&self, other: &Self) -> f32 { (self.lightness - other.lightness).squared() + (self.a - other.a).squared() + (self.b - other.b).squared() } } impl ColorToComponents for Oklaba { fn to_f32_array(self) -> [f32; 4] { [self.lightness, self.a, self.b, self.alpha] } fn to_f32_array_no_alpha(self) -> [f32; 3] { [self.lightness, self.a, self.b] } fn to_vec4(self) -> Vec4 { Vec4::new(self.lightness, self.a, self.b, self.alpha) } fn to_vec3(self) -> Vec3 { Vec3::new(self.lightness, self.a, self.b) } fn from_f32_array(color: [f32; 4]) -> Self { Self { lightness: color[0], a: color[1], b: color[2], alpha: color[3], } } fn from_f32_array_no_alpha(color: [f32; 3]) -> Self { Self { lightness: color[0], a: color[1], b: color[2], alpha: 1.0, } } fn from_vec4(color: Vec4) -> Self { Self { lightness: color[0], a: color[1], b: color[2], alpha: color[3], } } fn from_vec3(color: Vec3) -> Self { Self { lightness: color[0], a: color[1], b: color[2], alpha: 1.0, } } } impl From<LinearRgba> for Oklaba { fn from(value: LinearRgba) -> Self { let LinearRgba { red, green, blue, alpha, } = value; // From https://bottosson.github.io/posts/oklab/#converting-from-linear-srgb-to-oklab // Float literals are truncated to avoid excessive precision. let l = 0.41222146 * red + 0.53633255 * green + 0.051445995 * blue; let m = 0.2119035 * red + 0.6806995 * green + 0.10739696 * blue; let s = 0.08830246 * red + 0.28171885 * green + 0.6299787 * blue; let l_ = ops::cbrt(l); let m_ = ops::cbrt(m); let s_ = ops::cbrt(s); let l = 0.21045426 * l_ + 0.7936178 * m_ - 0.004072047 * s_; let a = 1.9779985 * l_ - 2.4285922 * m_ + 0.4505937 * s_; let b = 0.025904037 * l_ + 0.78277177 * m_ - 0.80867577 * s_; Oklaba::new(l, a, b, alpha) } } impl From<Oklaba> for LinearRgba { fn from(value: Oklaba) -> Self { let Oklaba { lightness, a, b, alpha, } = value; // From https://bottosson.github.io/posts/oklab/#converting-from-linear-srgb-to-oklab // Float literals are truncated to avoid excessive precision. let l_ = lightness + 0.39633778 * a + 0.21580376 * b; let m_ = lightness - 0.105561346 * a - 0.06385417 * b; let s_ = lightness - 0.08948418 * a - 1.2914855 * b; let l = l_ * l_ * l_; let m = m_ * m_ * m_; let s = s_ * s_ * s_; let red = 4.0767417 * l - 3.3077116 * m + 0.23096994 * s; let green = -1.268438 * l + 2.6097574 * m - 0.34131938 * s; let blue = -0.0041960863 * l - 0.7034186 * m + 1.7076147 * s; Self { red, green, blue, alpha, } } } // Derived Conversions impl From<Hsla> for Oklaba { fn from(value: Hsla) -> Self { LinearRgba::from(value).into() } } impl From<Oklaba> for Hsla { fn from(value: Oklaba) -> Self { LinearRgba::from(value).into() } } impl From<Hsva> for Oklaba { fn from(value: Hsva) -> Self { LinearRgba::from(value).into() } } impl From<Oklaba> for Hsva { fn from(value: Oklaba) -> Self { LinearRgba::from(value).into() } } impl From<Hwba> for Oklaba { fn from(value: Hwba) -> Self { LinearRgba::from(value).into() } } impl From<Oklaba> for Hwba { fn from(value: Oklaba) -> Self { LinearRgba::from(value).into() } } impl From<Lcha> for Oklaba { fn from(value: Lcha) -> Self { LinearRgba::from(value).into() } } impl From<Oklaba> for Lcha { fn from(value: Oklaba) -> Self { LinearRgba::from(value).into() } } impl From<Srgba> for Oklaba { fn from(value: Srgba) -> Self { LinearRgba::from(value).into() } } impl From<Oklaba> for Srgba { fn from(value: Oklaba) -> Self { LinearRgba::from(value).into() } } impl From<Xyza> for Oklaba { fn from(value: Xyza) -> Self { LinearRgba::from(value).into() } } impl From<Oklaba> for Xyza { fn from(value: Oklaba) -> Self { LinearRgba::from(value).into() } } #[cfg(test)] mod tests { use super::*; use crate::{test_colors::TEST_COLORS, testing::assert_approx_eq}; #[test] fn test_to_from_srgba() { let oklaba = Oklaba::new(0.5, 0.5, 0.5, 1.0); let srgba: Srgba = oklaba.into(); let oklaba2: Oklaba = srgba.into(); assert_approx_eq!(oklaba.lightness, oklaba2.lightness, 0.001); assert_approx_eq!(oklaba.a, oklaba2.a, 0.001); assert_approx_eq!(oklaba.b, oklaba2.b, 0.001); assert_approx_eq!(oklaba.alpha, oklaba2.alpha, 0.001); } #[test] fn test_to_from_srgba_2() { for color in TEST_COLORS.iter() { let rgb2: Srgba = (color.oklab).into(); let oklab: Oklaba = (color.rgb).into(); assert!( color.rgb.distance(&rgb2) < 0.0001, "{}: {:?} != {:?}", color.name, color.rgb, rgb2 ); assert!( color.oklab.distance(&oklab) < 0.0001, "{}: {:?} != {:?}", color.name, color.oklab, oklab ); } } #[test] fn test_to_from_linear() { let oklaba = Oklaba::new(0.5, 0.5, 0.5, 1.0); let linear: LinearRgba = oklaba.into(); let oklaba2: Oklaba = linear.into(); assert_approx_eq!(oklaba.lightness, oklaba2.lightness, 0.001); assert_approx_eq!(oklaba.a, oklaba2.a, 0.001); assert_approx_eq!(oklaba.b, oklaba2.b, 0.001); assert_approx_eq!(oklaba.alpha, oklaba2.alpha, 0.001); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_color/src/color_range.rs
crates/bevy_color/src/color_range.rs
use core::ops::Range; use crate::Mix; /// Represents a range of colors that can be linearly interpolated, defined by a start and /// end point which must be in the same color space. It works for any color type that /// implements [`Mix`]. /// /// This is useful for defining gradients or animated color transitions. pub trait ColorRange<T: Mix> { /// Get the color value at the given interpolation factor, which should be between 0.0 (start) /// and 1.0 (end). fn at(&self, factor: f32) -> T; } impl<T: Mix> ColorRange<T> for Range<T> { fn at(&self, factor: f32) -> T { self.start.mix(&self.end, factor.clamp(0.0, 1.0)) } } #[cfg(test)] mod tests { use super::*; use crate::{palettes::basic, LinearRgba, Srgba}; #[test] fn test_color_range() { let range = basic::RED..basic::BLUE; assert_eq!(range.at(-0.5), basic::RED); assert_eq!(range.at(0.0), basic::RED); assert_eq!(range.at(0.5), Srgba::new(0.5, 0.0, 0.5, 1.0)); assert_eq!(range.at(1.0), basic::BLUE); assert_eq!(range.at(1.5), basic::BLUE); let lred: LinearRgba = basic::RED.into(); let lblue: LinearRgba = basic::BLUE.into(); let range = lred..lblue; assert_eq!(range.at(-0.5), lred); assert_eq!(range.at(0.0), lred); assert_eq!(range.at(0.5), LinearRgba::new(0.5, 0.0, 0.5, 1.0)); assert_eq!(range.at(1.0), lblue); assert_eq!(range.at(1.5), lblue); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_color/src/interpolate.rs
crates/bevy_color/src/interpolate.rs
//! TODO: Implement for non-linear colors. #[cfg(test)] mod test { use bevy_math::StableInterpolate; use crate::{Gray, Laba, LinearRgba, Oklaba, Srgba, Xyza}; #[test] pub fn test_color_stable_interpolate() { let b = Srgba::BLACK; let w = Srgba::WHITE; assert_eq!( b.interpolate_stable(&w, 0.5), Srgba::new(0.5, 0.5, 0.5, 1.0), ); let b = LinearRgba::BLACK; let w = LinearRgba::WHITE; assert_eq!( b.interpolate_stable(&w, 0.5), LinearRgba::new(0.5, 0.5, 0.5, 1.0), ); let b = Xyza::BLACK; let w = Xyza::WHITE; assert_eq!(b.interpolate_stable(&w, 0.5), Xyza::gray(0.5),); let b = Laba::BLACK; let w = Laba::WHITE; assert_eq!(b.interpolate_stable(&w, 0.5), Laba::new(0.5, 0.0, 0.0, 1.0),); let b = Oklaba::BLACK; let w = Oklaba::WHITE; assert_eq!(b.interpolate_stable(&w, 0.5), Oklaba::gray(0.5),); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_color/src/color_difference.rs
crates/bevy_color/src/color_difference.rs
//! Module for calculating distance between two colors in the same color space. use bevy_math::ops; /// Calculate the distance between this and another color as if they were coordinates /// in a Euclidean space. Alpha is not considered in the distance calculation. pub trait EuclideanDistance: Sized { /// Distance from `self` to `other`. fn distance(&self, other: &Self) -> f32 { ops::sqrt(self.distance_squared(other)) } /// Distance squared from `self` to `other`. fn distance_squared(&self, other: &Self) -> f32; }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_color/src/hwba.rs
crates/bevy_color/src/hwba.rs
//! Implementation of the Hue-Whiteness-Blackness (HWB) color model as described //! in [_HWB - A More Intuitive Hue-Based Color Model_] by _Smith et al_. //! //! [_HWB - A More Intuitive Hue-Based Color Model_]: https://web.archive.org/web/20240226005220/http://alvyray.com/Papers/CG/HWB_JGTv208.pdf use crate::{ Alpha, ColorToComponents, Gray, Hue, Lcha, LinearRgba, Mix, Srgba, StandardColor, Xyza, }; use bevy_math::{ops, Vec3, Vec4}; #[cfg(feature = "bevy_reflect")] use bevy_reflect::prelude::*; /// Color in Hue-Whiteness-Blackness (HWB) color space with alpha. /// Further information on this color model can be found on [Wikipedia](https://en.wikipedia.org/wiki/HWB_color_model). #[doc = include_str!("../docs/conversion.md")] /// <div> #[doc = include_str!("../docs/diagrams/model_graph.svg")] /// </div> #[derive(Debug, Clone, Copy, PartialEq)] #[cfg_attr( feature = "bevy_reflect", derive(Reflect), reflect(Clone, PartialEq, Default) )] #[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))] #[cfg_attr( all(feature = "serialize", feature = "bevy_reflect"), reflect(Serialize, Deserialize) )] pub struct Hwba { /// The hue channel. [0.0, 360.0] pub hue: f32, /// The whiteness channel. [0.0, 1.0] pub whiteness: f32, /// The blackness channel. [0.0, 1.0] pub blackness: f32, /// The alpha channel. [0.0, 1.0] pub alpha: f32, } impl StandardColor for Hwba {} impl Hwba { /// Construct a new [`Hwba`] color from components. /// /// # Arguments /// /// * `hue` - Hue channel. [0.0, 360.0] /// * `whiteness` - Whiteness channel. [0.0, 1.0] /// * `blackness` - Blackness channel. [0.0, 1.0] /// * `alpha` - Alpha channel. [0.0, 1.0] pub const fn new(hue: f32, whiteness: f32, blackness: f32, alpha: f32) -> Self { Self { hue, whiteness, blackness, alpha, } } /// Construct a new [`Hwba`] color from (h, s, l) components, with the default alpha (1.0). /// /// # Arguments /// /// * `hue` - Hue channel. [0.0, 360.0] /// * `whiteness` - Whiteness channel. [0.0, 1.0] /// * `blackness` - Blackness channel. [0.0, 1.0] pub const fn hwb(hue: f32, whiteness: f32, blackness: f32) -> Self { Self::new(hue, whiteness, blackness, 1.0) } /// Return a copy of this color with the whiteness channel set to the given value. pub const fn with_whiteness(self, whiteness: f32) -> Self { Self { whiteness, ..self } } /// Return a copy of this color with the blackness channel set to the given value. pub const fn with_blackness(self, blackness: f32) -> Self { Self { blackness, ..self } } } impl Default for Hwba { fn default() -> Self { Self::new(0., 0., 1., 1.) } } impl Mix for Hwba { #[inline] fn mix(&self, other: &Self, factor: f32) -> Self { let n_factor = 1.0 - factor; Self { hue: crate::color_ops::lerp_hue(self.hue, other.hue, factor), whiteness: self.whiteness * n_factor + other.whiteness * factor, blackness: self.blackness * n_factor + other.blackness * factor, alpha: self.alpha * n_factor + other.alpha * factor, } } } impl Gray for Hwba { const BLACK: Self = Self::new(0., 0., 1., 1.); const WHITE: Self = Self::new(0., 1., 0., 1.); } impl Alpha for Hwba { #[inline] fn with_alpha(&self, alpha: f32) -> Self { Self { alpha, ..*self } } #[inline] fn alpha(&self) -> f32 { self.alpha } #[inline] fn set_alpha(&mut self, alpha: f32) { self.alpha = alpha; } } impl Hue for Hwba { #[inline] fn with_hue(&self, hue: f32) -> Self { Self { hue, ..*self } } #[inline] fn hue(&self) -> f32 { self.hue } #[inline] fn set_hue(&mut self, hue: f32) { self.hue = hue; } } impl ColorToComponents for Hwba { fn to_f32_array(self) -> [f32; 4] { [self.hue, self.whiteness, self.blackness, self.alpha] } fn to_f32_array_no_alpha(self) -> [f32; 3] { [self.hue, self.whiteness, self.blackness] } fn to_vec4(self) -> Vec4 { Vec4::new(self.hue, self.whiteness, self.blackness, self.alpha) } fn to_vec3(self) -> Vec3 { Vec3::new(self.hue, self.whiteness, self.blackness) } fn from_f32_array(color: [f32; 4]) -> Self { Self { hue: color[0], whiteness: color[1], blackness: color[2], alpha: color[3], } } fn from_f32_array_no_alpha(color: [f32; 3]) -> Self { Self { hue: color[0], whiteness: color[1], blackness: color[2], alpha: 1.0, } } fn from_vec4(color: Vec4) -> Self { Self { hue: color[0], whiteness: color[1], blackness: color[2], alpha: color[3], } } fn from_vec3(color: Vec3) -> Self { Self { hue: color[0], whiteness: color[1], blackness: color[2], alpha: 1.0, } } } impl From<Srgba> for Hwba { fn from( Srgba { red, green, blue, alpha, }: Srgba, ) -> Self { // Based on "HWB - A More Intuitive Hue-Based Color Model" Appendix B let x_max = 0f32.max(red).max(green).max(blue); let x_min = 1f32.min(red).min(green).min(blue); let chroma = x_max - x_min; let hue = if chroma == 0.0 { 0.0 } else if red == x_max { 60.0 * (green - blue) / chroma } else if green == x_max { 60.0 * (2.0 + (blue - red) / chroma) } else { 60.0 * (4.0 + (red - green) / chroma) }; let hue = if hue < 0.0 { 360.0 + hue } else { hue }; let whiteness = x_min; let blackness = 1.0 - x_max; Hwba { hue, whiteness, blackness, alpha, } } } impl From<Hwba> for Srgba { fn from( Hwba { hue, whiteness, blackness, alpha, }: Hwba, ) -> Self { // Based on "HWB - A More Intuitive Hue-Based Color Model" Appendix B let w = whiteness; let v = 1. - blackness; let h = (hue % 360.) / 60.; let i = ops::floor(h); let f = h - i; let i = i as u8; let f = if i % 2 == 0 { f } else { 1. - f }; let n = w + f * (v - w); let (red, green, blue) = match i { 0 => (v, n, w), 1 => (n, v, w), 2 => (w, v, n), 3 => (w, n, v), 4 => (n, w, v), 5 => (v, w, n), _ => unreachable!("i is bounded in [0, 6)"), }; Srgba::new(red, green, blue, alpha) } } // Derived Conversions impl From<LinearRgba> for Hwba { fn from(value: LinearRgba) -> Self { Srgba::from(value).into() } } impl From<Hwba> for LinearRgba { fn from(value: Hwba) -> Self { Srgba::from(value).into() } } impl From<Lcha> for Hwba { fn from(value: Lcha) -> Self { Srgba::from(value).into() } } impl From<Hwba> for Lcha { fn from(value: Hwba) -> Self { Srgba::from(value).into() } } impl From<Xyza> for Hwba { fn from(value: Xyza) -> Self { Srgba::from(value).into() } } impl From<Hwba> for Xyza { fn from(value: Hwba) -> Self { Srgba::from(value).into() } } #[cfg(test)] mod tests { use super::*; use crate::{ color_difference::EuclideanDistance, test_colors::TEST_COLORS, testing::assert_approx_eq, }; #[test] fn test_to_from_srgba() { let hwba = Hwba::new(0.0, 0.5, 0.5, 1.0); let srgba: Srgba = hwba.into(); let hwba2: Hwba = srgba.into(); assert_approx_eq!(hwba.hue, hwba2.hue, 0.001); assert_approx_eq!(hwba.whiteness, hwba2.whiteness, 0.001); assert_approx_eq!(hwba.blackness, hwba2.blackness, 0.001); assert_approx_eq!(hwba.alpha, hwba2.alpha, 0.001); } #[test] fn test_to_from_srgba_2() { for color in TEST_COLORS.iter() { let rgb2: Srgba = (color.hwb).into(); let hwb2: Hwba = (color.rgb).into(); assert!( color.rgb.distance(&rgb2) < 0.00001, "{}: {:?} != {:?}", color.name, color.rgb, rgb2 ); assert_approx_eq!(color.hwb.hue, hwb2.hue, 0.001); assert_approx_eq!(color.hwb.whiteness, hwb2.whiteness, 0.001); assert_approx_eq!(color.hwb.blackness, hwb2.blackness, 0.001); assert_approx_eq!(color.hwb.alpha, hwb2.alpha, 0.001); } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_color/src/color_ops.rs
crates/bevy_color/src/color_ops.rs
use bevy_math::{ops, Vec3, Vec4}; /// Methods for changing the luminance of a color. Note that these methods are not /// guaranteed to produce consistent results across color spaces, /// but will be within a given space. pub trait Luminance: Sized { /// Return the luminance of this color (0.0 - 1.0). fn luminance(&self) -> f32; /// Return a new version of this color with the given luminance. The resulting color will /// be clamped to the valid range for the color space; for some color spaces, clamping /// may cause the hue or chroma to change. fn with_luminance(&self, value: f32) -> Self; /// Return a darker version of this color. The `amount` should be between 0.0 and 1.0. /// The amount represents an absolute decrease in luminance, and is distributive: /// `color.darker(a).darker(b) == color.darker(a + b)`. Colors are clamped to black /// if the amount would cause them to go below black. /// /// For a relative decrease in luminance, you can simply `mix()` with black. fn darker(&self, amount: f32) -> Self; /// Return a lighter version of this color. The `amount` should be between 0.0 and 1.0. /// The amount represents an absolute increase in luminance, and is distributive: /// `color.lighter(a).lighter(b) == color.lighter(a + b)`. Colors are clamped to white /// if the amount would cause them to go above white. /// /// For a relative increase in luminance, you can simply `mix()` with white. fn lighter(&self, amount: f32) -> Self; } /// Linear interpolation of two colors within a given color space. pub trait Mix: Sized { /// Linearly interpolate between this and another color, by factor. /// Factor should be between 0.0 and 1.0. fn mix(&self, other: &Self, factor: f32) -> Self; /// Linearly interpolate between this and another color, by factor, storing the result /// in this color. Factor should be between 0.0 and 1.0. fn mix_assign(&mut self, other: Self, factor: f32) { *self = self.mix(&other, factor); } } /// Trait for returning a grayscale color of a provided lightness. pub trait Gray: Mix + Sized { /// A pure black color. const BLACK: Self; /// A pure white color. const WHITE: Self; /// Returns a grey color with the provided lightness from (0.0 - 1.0). 0 is black, 1 is white. fn gray(lightness: f32) -> Self { Self::BLACK.mix(&Self::WHITE, lightness) } } /// Methods for manipulating alpha values. pub trait Alpha: Sized { /// Return a new version of this color with the given alpha value. fn with_alpha(&self, alpha: f32) -> Self; /// Return the alpha component of this color. fn alpha(&self) -> f32; /// Sets the alpha component of this color. fn set_alpha(&mut self, alpha: f32); /// Is the alpha component of this color less than or equal to 0.0? fn is_fully_transparent(&self) -> bool { self.alpha() <= 0.0 } /// Is the alpha component of this color greater than or equal to 1.0? fn is_fully_opaque(&self) -> bool { self.alpha() >= 1.0 } } impl Alpha for f32 { fn with_alpha(&self, alpha: f32) -> Self { alpha } fn alpha(&self) -> f32 { *self } fn set_alpha(&mut self, alpha: f32) { *self = alpha; } } /// Trait for manipulating the hue of a color. pub trait Hue: Sized { /// Return a new version of this color with the hue channel set to the given value. fn with_hue(&self, hue: f32) -> Self; /// Return the hue of this color [0.0, 360.0]. fn hue(&self) -> f32; /// Sets the hue of this color. fn set_hue(&mut self, hue: f32); /// Return a new version of this color with the hue channel rotated by the given degrees. fn rotate_hue(&self, degrees: f32) -> Self { let rotated_hue = ops::rem_euclid(self.hue() + degrees, 360.); self.with_hue(rotated_hue) } } /// Trait for manipulating the saturation of a color. /// /// When working with color spaces that do not have native saturation components /// the operations are performed in [`Hsla`](`crate::Hsla`). pub trait Saturation: Sized { /// Return a new version of this color with the saturation channel set to the given value. fn with_saturation(&self, saturation: f32) -> Self; /// Return the saturation of this color [0.0, 1.0]. fn saturation(&self) -> f32; /// Sets the saturation of this color. fn set_saturation(&mut self, saturation: f32); } /// Trait with methods for converting colors to non-color types pub trait ColorToComponents { /// Convert to an f32 array fn to_f32_array(self) -> [f32; 4]; /// Convert to an f32 array without the alpha value fn to_f32_array_no_alpha(self) -> [f32; 3]; /// Convert to a Vec4 fn to_vec4(self) -> Vec4; /// Convert to a Vec3 fn to_vec3(self) -> Vec3; /// Convert from an f32 array fn from_f32_array(color: [f32; 4]) -> Self; /// Convert from an f32 array without the alpha value fn from_f32_array_no_alpha(color: [f32; 3]) -> Self; /// Convert from a Vec4 fn from_vec4(color: Vec4) -> Self; /// Convert from a Vec3 fn from_vec3(color: Vec3) -> Self; } /// Trait with methods for converting colors to packed non-color types pub trait ColorToPacked { /// Convert to [u8; 4] where that makes sense (Srgba is most relevant) fn to_u8_array(self) -> [u8; 4]; /// Convert to [u8; 3] where that makes sense (Srgba is most relevant) fn to_u8_array_no_alpha(self) -> [u8; 3]; /// Convert from [u8; 4] where that makes sense (Srgba is most relevant) fn from_u8_array(color: [u8; 4]) -> Self; /// Convert to [u8; 3] where that makes sense (Srgba is most relevant) fn from_u8_array_no_alpha(color: [u8; 3]) -> Self; } /// Utility function for interpolating hue values. This ensures that the interpolation /// takes the shortest path around the color wheel, and that the result is always between /// 0 and 360. pub(crate) fn lerp_hue(a: f32, b: f32, t: f32) -> f32 { let diff = ops::rem_euclid(b - a + 180.0, 360.) - 180.; ops::rem_euclid(a + diff * t, 360.) } #[cfg(test)] mod tests { use core::fmt::Debug; use super::*; use crate::{testing::assert_approx_eq, Hsla}; #[test] fn test_rotate_hue() { let hsla = Hsla::hsl(180.0, 1.0, 0.5); assert_eq!(hsla.rotate_hue(90.0), Hsla::hsl(270.0, 1.0, 0.5)); assert_eq!(hsla.rotate_hue(-90.0), Hsla::hsl(90.0, 1.0, 0.5)); assert_eq!(hsla.rotate_hue(180.0), Hsla::hsl(0.0, 1.0, 0.5)); assert_eq!(hsla.rotate_hue(-180.0), Hsla::hsl(0.0, 1.0, 0.5)); assert_eq!(hsla.rotate_hue(0.0), hsla); assert_eq!(hsla.rotate_hue(360.0), hsla); assert_eq!(hsla.rotate_hue(-360.0), hsla); } #[test] fn test_hue_wrap() { assert_approx_eq!(lerp_hue(10., 20., 0.25), 12.5, 0.001); assert_approx_eq!(lerp_hue(10., 20., 0.5), 15., 0.001); assert_approx_eq!(lerp_hue(10., 20., 0.75), 17.5, 0.001); assert_approx_eq!(lerp_hue(20., 10., 0.25), 17.5, 0.001); assert_approx_eq!(lerp_hue(20., 10., 0.5), 15., 0.001); assert_approx_eq!(lerp_hue(20., 10., 0.75), 12.5, 0.001); assert_approx_eq!(lerp_hue(10., 350., 0.25), 5., 0.001); assert_approx_eq!(lerp_hue(10., 350., 0.5), 0., 0.001); assert_approx_eq!(lerp_hue(10., 350., 0.75), 355., 0.001); assert_approx_eq!(lerp_hue(350., 10., 0.25), 355., 0.001); assert_approx_eq!(lerp_hue(350., 10., 0.5), 0., 0.001); assert_approx_eq!(lerp_hue(350., 10., 0.75), 5., 0.001); } fn verify_gray<Col>() where Col: Gray + Debug + PartialEq, { assert_eq!(Col::gray(0.), Col::BLACK); assert_eq!(Col::gray(1.), Col::WHITE); } #[test] fn test_gray() { verify_gray::<Hsla>(); verify_gray::<crate::Hsva>(); verify_gray::<crate::Hwba>(); verify_gray::<crate::Laba>(); verify_gray::<crate::Lcha>(); verify_gray::<crate::LinearRgba>(); verify_gray::<crate::Oklaba>(); verify_gray::<crate::Oklcha>(); verify_gray::<crate::Xyza>(); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_color/src/hsva.rs
crates/bevy_color/src/hsva.rs
use crate::{ Alpha, ColorToComponents, Gray, Hue, Hwba, Lcha, LinearRgba, Mix, Saturation, Srgba, StandardColor, Xyza, }; use bevy_math::{Vec3, Vec4}; #[cfg(feature = "bevy_reflect")] use bevy_reflect::prelude::*; /// Color in Hue-Saturation-Value (HSV) color space with alpha. /// Further information on this color model can be found on [Wikipedia](https://en.wikipedia.org/wiki/HSL_and_HSV). #[doc = include_str!("../docs/conversion.md")] /// <div> #[doc = include_str!("../docs/diagrams/model_graph.svg")] /// </div> #[derive(Debug, Clone, Copy, PartialEq)] #[cfg_attr( feature = "bevy_reflect", derive(Reflect), reflect(Clone, PartialEq, Default) )] #[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))] #[cfg_attr( all(feature = "serialize", feature = "bevy_reflect"), reflect(Serialize, Deserialize) )] pub struct Hsva { /// The hue channel. [0.0, 360.0] pub hue: f32, /// The saturation channel. [0.0, 1.0] pub saturation: f32, /// The value channel. [0.0, 1.0] pub value: f32, /// The alpha channel. [0.0, 1.0] pub alpha: f32, } impl StandardColor for Hsva {} impl Hsva { /// Construct a new [`Hsva`] color from components. /// /// # Arguments /// /// * `hue` - Hue channel. [0.0, 360.0] /// * `saturation` - Saturation channel. [0.0, 1.0] /// * `value` - Value channel. [0.0, 1.0] /// * `alpha` - Alpha channel. [0.0, 1.0] pub const fn new(hue: f32, saturation: f32, value: f32, alpha: f32) -> Self { Self { hue, saturation, value, alpha, } } /// Construct a new [`Hsva`] color from (h, s, v) components, with the default alpha (1.0). /// /// # Arguments /// /// * `hue` - Hue channel. [0.0, 360.0] /// * `saturation` - Saturation channel. [0.0, 1.0] /// * `value` - Value channel. [0.0, 1.0] pub const fn hsv(hue: f32, saturation: f32, value: f32) -> Self { Self::new(hue, saturation, value, 1.0) } /// Return a copy of this color with the saturation channel set to the given value. pub const fn with_saturation(self, saturation: f32) -> Self { Self { saturation, ..self } } /// Return a copy of this color with the value channel set to the given value. pub const fn with_value(self, value: f32) -> Self { Self { value, ..self } } } impl Default for Hsva { fn default() -> Self { Self::new(0., 0., 1., 1.) } } impl Mix for Hsva { #[inline] fn mix(&self, other: &Self, factor: f32) -> Self { let n_factor = 1.0 - factor; Self { hue: crate::color_ops::lerp_hue(self.hue, other.hue, factor), saturation: self.saturation * n_factor + other.saturation * factor, value: self.value * n_factor + other.value * factor, alpha: self.alpha * n_factor + other.alpha * factor, } } } impl Gray for Hsva { const BLACK: Self = Self::new(0., 0., 0., 1.); const WHITE: Self = Self::new(0., 0., 1., 1.); } impl Alpha for Hsva { #[inline] fn with_alpha(&self, alpha: f32) -> Self { Self { alpha, ..*self } } #[inline] fn alpha(&self) -> f32 { self.alpha } #[inline] fn set_alpha(&mut self, alpha: f32) { self.alpha = alpha; } } impl Hue for Hsva { #[inline] fn with_hue(&self, hue: f32) -> Self { Self { hue, ..*self } } #[inline] fn hue(&self) -> f32 { self.hue } #[inline] fn set_hue(&mut self, hue: f32) { self.hue = hue; } } impl Saturation for Hsva { #[inline] fn with_saturation(&self, saturation: f32) -> Self { Self { saturation, ..*self } } #[inline] fn saturation(&self) -> f32 { self.saturation } #[inline] fn set_saturation(&mut self, saturation: f32) { self.saturation = saturation; } } impl From<Hsva> for Hwba { fn from( Hsva { hue, saturation, value, alpha, }: Hsva, ) -> Self { // Based on https://en.wikipedia.org/wiki/HWB_color_model#Conversion let whiteness = (1. - saturation) * value; let blackness = 1. - value; Hwba::new(hue, whiteness, blackness, alpha) } } impl From<Hwba> for Hsva { fn from( Hwba { hue, whiteness, blackness, alpha, }: Hwba, ) -> Self { // Based on https://en.wikipedia.org/wiki/HWB_color_model#Conversion let value = 1. - blackness; let saturation = if value != 0. { 1. - (whiteness / value) } else { 0. }; Hsva::new(hue, saturation, value, alpha) } } impl ColorToComponents for Hsva { fn to_f32_array(self) -> [f32; 4] { [self.hue, self.saturation, self.value, self.alpha] } fn to_f32_array_no_alpha(self) -> [f32; 3] { [self.hue, self.saturation, self.value] } fn to_vec4(self) -> Vec4 { Vec4::new(self.hue, self.saturation, self.value, self.alpha) } fn to_vec3(self) -> Vec3 { Vec3::new(self.hue, self.saturation, self.value) } fn from_f32_array(color: [f32; 4]) -> Self { Self { hue: color[0], saturation: color[1], value: color[2], alpha: color[3], } } fn from_f32_array_no_alpha(color: [f32; 3]) -> Self { Self { hue: color[0], saturation: color[1], value: color[2], alpha: 1.0, } } fn from_vec4(color: Vec4) -> Self { Self { hue: color[0], saturation: color[1], value: color[2], alpha: color[3], } } fn from_vec3(color: Vec3) -> Self { Self { hue: color[0], saturation: color[1], value: color[2], alpha: 1.0, } } } // Derived Conversions impl From<Srgba> for Hsva { fn from(value: Srgba) -> Self { Hwba::from(value).into() } } impl From<Hsva> for Srgba { fn from(value: Hsva) -> Self { Hwba::from(value).into() } } impl From<LinearRgba> for Hsva { fn from(value: LinearRgba) -> Self { Hwba::from(value).into() } } impl From<Hsva> for LinearRgba { fn from(value: Hsva) -> Self { Hwba::from(value).into() } } impl From<Lcha> for Hsva { fn from(value: Lcha) -> Self { Hwba::from(value).into() } } impl From<Hsva> for Lcha { fn from(value: Hsva) -> Self { Hwba::from(value).into() } } impl From<Xyza> for Hsva { fn from(value: Xyza) -> Self { Hwba::from(value).into() } } impl From<Hsva> for Xyza { fn from(value: Hsva) -> Self { Hwba::from(value).into() } } #[cfg(test)] mod tests { use super::*; use crate::{ color_difference::EuclideanDistance, test_colors::TEST_COLORS, testing::assert_approx_eq, }; #[test] fn test_to_from_srgba() { let hsva = Hsva::new(180., 0.5, 0.5, 1.0); let srgba: Srgba = hsva.into(); let hsva2: Hsva = srgba.into(); assert_approx_eq!(hsva.hue, hsva2.hue, 0.001); assert_approx_eq!(hsva.saturation, hsva2.saturation, 0.001); assert_approx_eq!(hsva.value, hsva2.value, 0.001); assert_approx_eq!(hsva.alpha, hsva2.alpha, 0.001); } #[test] fn test_to_from_srgba_2() { for color in TEST_COLORS.iter() { let rgb2: Srgba = (color.hsv).into(); let hsv2: Hsva = (color.rgb).into(); assert!( color.rgb.distance(&rgb2) < 0.00001, "{}: {:?} != {:?}", color.name, color.rgb, rgb2 ); assert_approx_eq!(color.hsv.hue, hsv2.hue, 0.001); assert_approx_eq!(color.hsv.saturation, hsv2.saturation, 0.001); assert_approx_eq!(color.hsv.value, hsv2.value, 0.001); assert_approx_eq!(color.hsv.alpha, hsv2.alpha, 0.001); } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_color/src/lcha.rs
crates/bevy_color/src/lcha.rs
use crate::{ Alpha, ColorToComponents, Gray, Hue, Laba, LinearRgba, Luminance, Mix, Srgba, StandardColor, Xyza, }; use bevy_math::{ops, Vec3, Vec4}; #[cfg(feature = "bevy_reflect")] use bevy_reflect::prelude::*; /// Color in LCH color space, with alpha #[doc = include_str!("../docs/conversion.md")] /// <div> #[doc = include_str!("../docs/diagrams/model_graph.svg")] /// </div> #[derive(Debug, Clone, Copy, PartialEq)] #[cfg_attr( feature = "bevy_reflect", derive(Reflect), reflect(Clone, PartialEq, Default) )] #[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))] #[cfg_attr( all(feature = "serialize", feature = "bevy_reflect"), reflect(Serialize, Deserialize) )] pub struct Lcha { /// The lightness channel. [0.0, 1.5] pub lightness: f32, /// The chroma channel. [0.0, 1.5] pub chroma: f32, /// The hue channel. [0.0, 360.0] pub hue: f32, /// The alpha channel. [0.0, 1.0] pub alpha: f32, } impl StandardColor for Lcha {} impl Lcha { /// Construct a new [`Lcha`] color from components. /// /// # Arguments /// /// * `lightness` - Lightness channel. [0.0, 1.5] /// * `chroma` - Chroma channel. [0.0, 1.5] /// * `hue` - Hue channel. [0.0, 360.0] /// * `alpha` - Alpha channel. [0.0, 1.0] pub const fn new(lightness: f32, chroma: f32, hue: f32, alpha: f32) -> Self { Self { lightness, chroma, hue, alpha, } } /// Construct a new [`Lcha`] color from (h, s, l) components, with the default alpha (1.0). /// /// # Arguments /// /// * `lightness` - Lightness channel. [0.0, 1.5] /// * `chroma` - Chroma channel. [0.0, 1.5] /// * `hue` - Hue channel. [0.0, 360.0] pub const fn lch(lightness: f32, chroma: f32, hue: f32) -> Self { Self { lightness, chroma, hue, alpha: 1.0, } } /// Return a copy of this color with the chroma channel set to the given value. pub const fn with_chroma(self, chroma: f32) -> Self { Self { chroma, ..self } } /// Return a copy of this color with the lightness channel set to the given value. pub const fn with_lightness(self, lightness: f32) -> Self { Self { lightness, ..self } } /// Generate a deterministic but [quasi-randomly distributed](https://en.wikipedia.org/wiki/Low-discrepancy_sequence) /// color from a provided `index`. /// /// This can be helpful for generating debug colors. /// /// # Examples /// /// ```rust /// # use bevy_color::Lcha; /// // Unique color for an entity /// # let entity_index = 123; /// // let entity_index = entity.index(); /// let color = Lcha::sequential_dispersed(entity_index); /// /// // Palette with 5 distinct hues /// let palette = (0..5).map(Lcha::sequential_dispersed).collect::<Vec<_>>(); /// ``` pub const fn sequential_dispersed(index: u32) -> Self { const FRAC_U32MAX_GOLDEN_RATIO: u32 = 2654435769; // (u32::MAX / Φ) rounded up const RATIO_360: f32 = 360.0 / u32::MAX as f32; // from https://extremelearning.com.au/unreasonable-effectiveness-of-quasirandom-sequences/ // // Map a sequence of integers (eg: 154, 155, 156, 157, 158) into the [0.0..1.0] range, // so that the closer the numbers are, the larger the difference of their image. let hue = index.wrapping_mul(FRAC_U32MAX_GOLDEN_RATIO) as f32 * RATIO_360; Self::lch(0.75, 0.35, hue) } } impl Default for Lcha { fn default() -> Self { Self::new(1., 0., 0., 1.) } } impl Mix for Lcha { #[inline] fn mix(&self, other: &Self, factor: f32) -> Self { let n_factor = 1.0 - factor; Self { lightness: self.lightness * n_factor + other.lightness * factor, chroma: self.chroma * n_factor + other.chroma * factor, hue: crate::color_ops::lerp_hue(self.hue, other.hue, factor), alpha: self.alpha * n_factor + other.alpha * factor, } } } impl Gray for Lcha { const BLACK: Self = Self::new(0.0, 0.0, 0.0000136603785, 1.0); const WHITE: Self = Self::new(1.0, 0.0, 0.0000136603785, 1.0); } impl Alpha for Lcha { #[inline] fn with_alpha(&self, alpha: f32) -> Self { Self { alpha, ..*self } } #[inline] fn alpha(&self) -> f32 { self.alpha } #[inline] fn set_alpha(&mut self, alpha: f32) { self.alpha = alpha; } } impl Hue for Lcha { #[inline] fn with_hue(&self, hue: f32) -> Self { Self { hue, ..*self } } #[inline] fn hue(&self) -> f32 { self.hue } #[inline] fn set_hue(&mut self, hue: f32) { self.hue = hue; } } impl Luminance for Lcha { #[inline] fn with_luminance(&self, lightness: f32) -> Self { Self { lightness, ..*self } } fn luminance(&self) -> f32 { self.lightness } fn darker(&self, amount: f32) -> Self { Self::new( (self.lightness - amount).max(0.), self.chroma, self.hue, self.alpha, ) } fn lighter(&self, amount: f32) -> Self { Self::new( (self.lightness + amount).min(1.), self.chroma, self.hue, self.alpha, ) } } impl ColorToComponents for Lcha { fn to_f32_array(self) -> [f32; 4] { [self.lightness, self.chroma, self.hue, self.alpha] } fn to_f32_array_no_alpha(self) -> [f32; 3] { [self.lightness, self.chroma, self.hue] } fn to_vec4(self) -> Vec4 { Vec4::new(self.lightness, self.chroma, self.hue, self.alpha) } fn to_vec3(self) -> Vec3 { Vec3::new(self.lightness, self.chroma, self.hue) } fn from_f32_array(color: [f32; 4]) -> Self { Self { lightness: color[0], chroma: color[1], hue: color[2], alpha: color[3], } } fn from_f32_array_no_alpha(color: [f32; 3]) -> Self { Self { lightness: color[0], chroma: color[1], hue: color[2], alpha: 1.0, } } fn from_vec4(color: Vec4) -> Self { Self { lightness: color[0], chroma: color[1], hue: color[2], alpha: color[3], } } fn from_vec3(color: Vec3) -> Self { Self { lightness: color[0], chroma: color[1], hue: color[2], alpha: 1.0, } } } impl From<Lcha> for Laba { fn from( Lcha { lightness, chroma, hue, alpha, }: Lcha, ) -> Self { // Based on http://www.brucelindbloom.com/index.html?Eqn_LCH_to_Lab.html let l = lightness; let (sin, cos) = ops::sin_cos(hue.to_radians()); let a = chroma * cos; let b = chroma * sin; Laba::new(l, a, b, alpha) } } impl From<Laba> for Lcha { fn from( Laba { lightness, a, b, alpha, }: Laba, ) -> Self { // Based on http://www.brucelindbloom.com/index.html?Eqn_Lab_to_LCH.html let c = ops::hypot(a, b); let h = { let h = ops::atan2(b.to_radians(), a.to_radians()).to_degrees(); if h < 0.0 { h + 360.0 } else { h } }; let chroma = c.clamp(0.0, 1.5); let hue = h; Lcha::new(lightness, chroma, hue, alpha) } } // Derived Conversions impl From<Srgba> for Lcha { fn from(value: Srgba) -> Self { Laba::from(value).into() } } impl From<Lcha> for Srgba { fn from(value: Lcha) -> Self { Laba::from(value).into() } } impl From<LinearRgba> for Lcha { fn from(value: LinearRgba) -> Self { Laba::from(value).into() } } impl From<Lcha> for LinearRgba { fn from(value: Lcha) -> Self { Laba::from(value).into() } } impl From<Xyza> for Lcha { fn from(value: Xyza) -> Self { Laba::from(value).into() } } impl From<Lcha> for Xyza { fn from(value: Lcha) -> Self { Laba::from(value).into() } } #[cfg(test)] mod tests { use super::*; use crate::{ color_difference::EuclideanDistance, test_colors::TEST_COLORS, testing::assert_approx_eq, }; #[test] fn test_to_from_srgba() { for color in TEST_COLORS.iter() { let rgb2: Srgba = (color.lch).into(); let lcha: Lcha = (color.rgb).into(); assert!( color.rgb.distance(&rgb2) < 0.0001, "{}: {:?} != {:?}", color.name, color.rgb, rgb2 ); assert_approx_eq!(color.lch.lightness, lcha.lightness, 0.001); if lcha.lightness > 0.01 { assert_approx_eq!(color.lch.chroma, lcha.chroma, 0.1); } if lcha.lightness > 0.01 && lcha.chroma > 0.01 { assert!( (color.lch.hue - lcha.hue).abs() < 1.7, "{:?} != {:?}", color.lch, lcha ); } assert_approx_eq!(color.lch.alpha, lcha.alpha, 0.001); } } #[test] fn test_to_from_linear() { for color in TEST_COLORS.iter() { let rgb2: LinearRgba = (color.lch).into(); let lcha: Lcha = (color.linear_rgb).into(); assert!( color.linear_rgb.distance(&rgb2) < 0.0001, "{}: {:?} != {:?}", color.name, color.linear_rgb, rgb2 ); assert_approx_eq!(color.lch.lightness, lcha.lightness, 0.001); if lcha.lightness > 0.01 { assert_approx_eq!(color.lch.chroma, lcha.chroma, 0.1); } if lcha.lightness > 0.01 && lcha.chroma > 0.01 { assert!( (color.lch.hue - lcha.hue).abs() < 1.7, "{:?} != {:?}", color.lch, lcha ); } assert_approx_eq!(color.lch.alpha, lcha.alpha, 0.001); } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_color/src/color_gradient.rs
crates/bevy_color/src/color_gradient.rs
use crate::Mix; use alloc::vec::Vec; use bevy_math::curve::{ cores::{EvenCore, EvenCoreError}, Curve, Interval, }; /// A curve whose samples are defined by a collection of colors. #[derive(Clone, Debug)] #[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))] #[cfg_attr(feature = "bevy_reflect", derive(bevy_reflect::Reflect))] pub struct ColorCurve<T> { core: EvenCore<T>, } impl<T> ColorCurve<T> where T: Mix + Clone, { /// Create a new [`ColorCurve`] from a collection of [mixable] types. The domain of this curve /// will always be `[0.0, len - 1]` where `len` is the amount of mixable objects in the /// collection. /// /// This fails if there's not at least two mixable things in the collection. /// /// [mixable]: `Mix` /// /// # Example /// /// ``` /// # use bevy_color::palettes::basic::*; /// # use bevy_color::Mix; /// # use bevy_color::Srgba; /// # use bevy_color::ColorCurve; /// # use bevy_math::curve::Interval; /// # use bevy_math::curve::Curve; /// let broken = ColorCurve::new([RED]); /// assert!(broken.is_err()); /// let gradient = ColorCurve::new([RED, GREEN, BLUE]); /// assert!(gradient.is_ok()); /// assert_eq!(gradient.unwrap().domain(), Interval::new(0.0, 2.0).unwrap()); /// ``` pub fn new(colors: impl IntoIterator<Item = T>) -> Result<Self, EvenCoreError> { let colors = colors.into_iter().collect::<Vec<_>>(); Interval::new(0.0, colors.len().saturating_sub(1) as f32) .map_err(|_| EvenCoreError::NotEnoughSamples { samples: colors.len(), }) .and_then(|domain| EvenCore::new(domain, colors)) .map(|core| Self { core }) } } impl<T> Curve<T> for ColorCurve<T> where T: Mix + Clone, { #[inline] fn domain(&self) -> Interval { self.core.domain() } #[inline] fn sample_clamped(&self, t: f32) -> T { // `EvenCore::sample_with` clamps the input implicitly. self.core.sample_with(t, T::mix) } #[inline] fn sample_unchecked(&self, t: f32) -> T { self.sample_clamped(t) } } #[cfg(test)] mod tests { use super::*; use crate::{palettes::basic, Srgba}; use bevy_math::curve::{Curve, CurveExt}; #[test] fn test_color_curve() { let broken = ColorCurve::new([basic::RED]); assert!(broken.is_err()); let gradient = [basic::RED, basic::LIME, basic::BLUE]; let curve = ColorCurve::new(gradient).unwrap(); assert_eq!(curve.domain(), Interval::new(0.0, 2.0).unwrap()); let brighter_curve = curve.map(|c: Srgba| c.mix(&basic::WHITE, 0.5)); [ (-0.1, None), (0.0, Some([1.0, 0.5, 0.5, 1.0])), (0.5, Some([0.75, 0.75, 0.5, 1.0])), (1.0, Some([0.5, 1.0, 0.5, 1.0])), (1.5, Some([0.5, 0.75, 0.75, 1.0])), (2.0, Some([0.5, 0.5, 1.0, 1.0])), (2.1, None), ] .map(|(t, maybe_rgba)| { let maybe_srgba = maybe_rgba.map(|[r, g, b, a]| Srgba::new(r, g, b, a)); (t, maybe_srgba) }) .into_iter() .for_each(|(t, maybe_color)| { assert_eq!(brighter_curve.sample(t), maybe_color); }); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_color/src/testing.rs
crates/bevy_color/src/testing.rs
#[cfg(test)] macro_rules! assert_approx_eq { ($x:expr, $y:expr, $d:expr) => { if ($x - $y).abs() >= $d { panic!( "assertion failed: `(left !== right)` \ (left: `{}`, right: `{}`, tolerance: `{}`)", $x, $y, $d ); } }; } #[cfg(test)] pub(crate) use assert_approx_eq;
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_color/src/xyza.rs
crates/bevy_color/src/xyza.rs
use crate::{ impl_componentwise_vector_space, Alpha, ColorToComponents, Gray, LinearRgba, Luminance, Mix, StandardColor, }; use bevy_math::{Vec3, Vec4}; #[cfg(feature = "bevy_reflect")] use bevy_reflect::prelude::*; /// [CIE 1931](https://en.wikipedia.org/wiki/CIE_1931_color_space) color space, also known as XYZ, with an alpha channel. #[doc = include_str!("../docs/conversion.md")] /// <div> #[doc = include_str!("../docs/diagrams/model_graph.svg")] /// </div> #[derive(Debug, Clone, Copy, PartialEq)] #[cfg_attr( feature = "bevy_reflect", derive(Reflect), reflect(Clone, PartialEq, Default) )] #[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))] #[cfg_attr( all(feature = "serialize", feature = "bevy_reflect"), reflect(Serialize, Deserialize) )] pub struct Xyza { /// The x-axis. [0.0, 1.0] pub x: f32, /// The y-axis, intended to represent luminance. [0.0, 1.0] pub y: f32, /// The z-axis. [0.0, 1.0] pub z: f32, /// The alpha channel. [0.0, 1.0] pub alpha: f32, } impl StandardColor for Xyza {} impl_componentwise_vector_space!(Xyza, [x, y, z, alpha]); impl Xyza { /// Construct a new [`Xyza`] color from components. /// /// # Arguments /// /// * `x` - x-axis. [0.0, 1.0] /// * `y` - y-axis. [0.0, 1.0] /// * `z` - z-axis. [0.0, 1.0] /// * `alpha` - Alpha channel. [0.0, 1.0] pub const fn new(x: f32, y: f32, z: f32, alpha: f32) -> Self { Self { x, y, z, alpha } } /// Construct a new [`Xyza`] color from (x, y, z) components, with the default alpha (1.0). /// /// # Arguments /// /// * `x` - x-axis. [0.0, 1.0] /// * `y` - y-axis. [0.0, 1.0] /// * `z` - z-axis. [0.0, 1.0] pub const fn xyz(x: f32, y: f32, z: f32) -> Self { Self { x, y, z, alpha: 1.0, } } /// Return a copy of this color with the 'x' channel set to the given value. pub const fn with_x(self, x: f32) -> Self { Self { x, ..self } } /// Return a copy of this color with the 'y' channel set to the given value. pub const fn with_y(self, y: f32) -> Self { Self { y, ..self } } /// Return a copy of this color with the 'z' channel set to the given value. pub const fn with_z(self, z: f32) -> Self { Self { z, ..self } } /// [D65 White Point](https://en.wikipedia.org/wiki/Illuminant_D65#Definition) pub const D65_WHITE: Self = Self::xyz(0.95047, 1.0, 1.08883); } impl Default for Xyza { fn default() -> Self { Self::new(0., 0., 0., 1.) } } impl Alpha for Xyza { #[inline] fn with_alpha(&self, alpha: f32) -> Self { Self { alpha, ..*self } } #[inline] fn alpha(&self) -> f32 { self.alpha } #[inline] fn set_alpha(&mut self, alpha: f32) { self.alpha = alpha; } } impl Luminance for Xyza { #[inline] fn with_luminance(&self, lightness: f32) -> Self { Self { y: lightness, ..*self } } fn luminance(&self) -> f32 { self.y } fn darker(&self, amount: f32) -> Self { Self { y: (self.y - amount).clamp(0., 1.), ..*self } } fn lighter(&self, amount: f32) -> Self { Self { y: (self.y + amount).min(1.), ..*self } } } impl Mix for Xyza { #[inline] fn mix(&self, other: &Self, factor: f32) -> Self { let n_factor = 1.0 - factor; Self { x: self.x * n_factor + other.x * factor, y: self.y * n_factor + other.y * factor, z: self.z * n_factor + other.z * factor, alpha: self.alpha * n_factor + other.alpha * factor, } } } impl Gray for Xyza { const BLACK: Self = Self::new(0., 0., 0., 1.); const WHITE: Self = Self::new(0.95047, 1.0, 1.08883, 1.0); } impl ColorToComponents for Xyza { fn to_f32_array(self) -> [f32; 4] { [self.x, self.y, self.z, self.alpha] } fn to_f32_array_no_alpha(self) -> [f32; 3] { [self.x, self.y, self.z] } fn to_vec4(self) -> Vec4 { Vec4::new(self.x, self.y, self.z, self.alpha) } fn to_vec3(self) -> Vec3 { Vec3::new(self.x, self.y, self.z) } fn from_f32_array(color: [f32; 4]) -> Self { Self { x: color[0], y: color[1], z: color[2], alpha: color[3], } } fn from_f32_array_no_alpha(color: [f32; 3]) -> Self { Self { x: color[0], y: color[1], z: color[2], alpha: 1.0, } } fn from_vec4(color: Vec4) -> Self { Self { x: color[0], y: color[1], z: color[2], alpha: color[3], } } fn from_vec3(color: Vec3) -> Self { Self { x: color[0], y: color[1], z: color[2], alpha: 1.0, } } } impl From<LinearRgba> for Xyza { fn from( LinearRgba { red, green, blue, alpha, }: LinearRgba, ) -> Self { // Linear sRGB to XYZ // http://www.brucelindbloom.com/index.html?Eqn_XYZ_to_RGB.html // http://www.brucelindbloom.com/index.html?Eqn_RGB_XYZ_Matrix.html (sRGB, RGB to XYZ [M]) let r = red; let g = green; let b = blue; let x = r * 0.4124564 + g * 0.3575761 + b * 0.1804375; let y = r * 0.2126729 + g * 0.7151522 + b * 0.072175; let z = r * 0.0193339 + g * 0.119192 + b * 0.9503041; Xyza::new(x, y, z, alpha) } } impl From<Xyza> for LinearRgba { fn from(Xyza { x, y, z, alpha }: Xyza) -> Self { // XYZ to Linear sRGB // http://www.brucelindbloom.com/index.html?Eqn_XYZ_to_RGB.html // http://www.brucelindbloom.com/index.html?Eqn_RGB_XYZ_Matrix.html (sRGB, XYZ to RGB [M]-1) let r = x * 3.2404542 + y * -1.5371385 + z * -0.4985314; let g = x * -0.969266 + y * 1.8760108 + z * 0.041556; let b = x * 0.0556434 + y * -0.2040259 + z * 1.0572252; LinearRgba::new(r, g, b, alpha) } } #[cfg(test)] mod tests { use super::*; use crate::{ color_difference::EuclideanDistance, test_colors::TEST_COLORS, testing::assert_approx_eq, Srgba, }; #[test] fn test_to_from_srgba() { let xyza = Xyza::new(0.5, 0.5, 0.5, 1.0); let srgba: Srgba = xyza.into(); let xyza2: Xyza = srgba.into(); assert_approx_eq!(xyza.x, xyza2.x, 0.001); assert_approx_eq!(xyza.y, xyza2.y, 0.001); assert_approx_eq!(xyza.z, xyza2.z, 0.001); assert_approx_eq!(xyza.alpha, xyza2.alpha, 0.001); } #[test] fn test_to_from_srgba_2() { for color in TEST_COLORS.iter() { let rgb2: Srgba = (color.xyz).into(); let xyz2: Xyza = (color.rgb).into(); assert!( color.rgb.distance(&rgb2) < 0.00001, "{}: {:?} != {:?}", color.name, color.rgb, rgb2 ); assert_approx_eq!(color.xyz.x, xyz2.x, 0.001); assert_approx_eq!(color.xyz.y, xyz2.y, 0.001); assert_approx_eq!(color.xyz.z, xyz2.z, 0.001); assert_approx_eq!(color.xyz.alpha, xyz2.alpha, 0.001); } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_color/src/oklcha.rs
crates/bevy_color/src/oklcha.rs
use crate::{ color_difference::EuclideanDistance, Alpha, ColorToComponents, Gray, Hsla, Hsva, Hue, Hwba, Laba, Lcha, LinearRgba, Luminance, Mix, Oklaba, Srgba, StandardColor, Xyza, }; use bevy_math::{ops, FloatPow, Vec3, Vec4}; #[cfg(feature = "bevy_reflect")] use bevy_reflect::prelude::*; /// Color in Oklch color space, with alpha #[doc = include_str!("../docs/conversion.md")] /// <div> #[doc = include_str!("../docs/diagrams/model_graph.svg")] /// </div> #[derive(Debug, Clone, Copy, PartialEq)] #[cfg_attr( feature = "bevy_reflect", derive(Reflect), reflect(Clone, PartialEq, Default) )] #[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))] #[cfg_attr( all(feature = "serialize", feature = "bevy_reflect"), reflect(Serialize, Deserialize) )] pub struct Oklcha { /// The 'lightness' channel. [0.0, 1.0] pub lightness: f32, /// The 'chroma' channel. [0.0, 1.0] pub chroma: f32, /// The 'hue' channel. [0.0, 360.0] pub hue: f32, /// The alpha channel. [0.0, 1.0] pub alpha: f32, } impl StandardColor for Oklcha {} impl Oklcha { /// Construct a new [`Oklcha`] color from components. /// /// # Arguments /// /// * `lightness` - Lightness channel. [0.0, 1.0] /// * `chroma` - Chroma channel. [0.0, 1.0] /// * `hue` - Hue channel. [0.0, 360.0] /// * `alpha` - Alpha channel. [0.0, 1.0] pub const fn new(lightness: f32, chroma: f32, hue: f32, alpha: f32) -> Self { Self { lightness, chroma, hue, alpha, } } /// Construct a new [`Oklcha`] color from (l, c, h) components, with the default alpha (1.0). /// /// # Arguments /// /// * `lightness` - Lightness channel. [0.0, 1.0] /// * `chroma` - Chroma channel. [0.0, 1.0] /// * `hue` - Hue channel. [0.0, 360.0] pub const fn lch(lightness: f32, chroma: f32, hue: f32) -> Self { Self::new(lightness, chroma, hue, 1.0) } /// Return a copy of this color with the 'lightness' channel set to the given value. pub const fn with_lightness(self, lightness: f32) -> Self { Self { lightness, ..self } } /// Return a copy of this color with the 'chroma' channel set to the given value. pub const fn with_chroma(self, chroma: f32) -> Self { Self { chroma, ..self } } /// Generate a deterministic but [quasi-randomly distributed](https://en.wikipedia.org/wiki/Low-discrepancy_sequence) /// color from a provided `index`. /// /// This can be helpful for generating debug colors. /// /// # Examples /// /// ```rust /// # use bevy_color::Oklcha; /// // Unique color for an entity /// # let entity_index = 123; /// // let entity_index = entity.index(); /// let color = Oklcha::sequential_dispersed(entity_index); /// /// // Palette with 5 distinct hues /// let palette = (0..5).map(Oklcha::sequential_dispersed).collect::<Vec<_>>(); /// ``` pub const fn sequential_dispersed(index: u32) -> Self { const FRAC_U32MAX_GOLDEN_RATIO: u32 = 2654435769; // (u32::MAX / Φ) rounded up const RATIO_360: f32 = 360.0 / u32::MAX as f32; // from https://extremelearning.com.au/unreasonable-effectiveness-of-quasirandom-sequences/ // // Map a sequence of integers (eg: 154, 155, 156, 157, 158) into the [0.0..1.0] range, // so that the closer the numbers are, the larger the difference of their image. let hue = index.wrapping_mul(FRAC_U32MAX_GOLDEN_RATIO) as f32 * RATIO_360; Self::lch(0.75, 0.1, hue) } } impl Default for Oklcha { fn default() -> Self { Self::new(1., 0., 0., 1.) } } impl Mix for Oklcha { #[inline] fn mix(&self, other: &Self, factor: f32) -> Self { let n_factor = 1.0 - factor; Self { lightness: self.lightness * n_factor + other.lightness * factor, chroma: self.chroma * n_factor + other.chroma * factor, hue: crate::color_ops::lerp_hue(self.hue, other.hue, factor), alpha: self.alpha * n_factor + other.alpha * factor, } } } impl Gray for Oklcha { const BLACK: Self = Self::new(0., 0., 0., 1.); const WHITE: Self = Self::new(1.0, 0.000000059604645, 90.0, 1.0); } impl Alpha for Oklcha { #[inline] fn with_alpha(&self, alpha: f32) -> Self { Self { alpha, ..*self } } #[inline] fn alpha(&self) -> f32 { self.alpha } #[inline] fn set_alpha(&mut self, alpha: f32) { self.alpha = alpha; } } impl Hue for Oklcha { #[inline] fn with_hue(&self, hue: f32) -> Self { Self { hue, ..*self } } #[inline] fn hue(&self) -> f32 { self.hue } #[inline] fn set_hue(&mut self, hue: f32) { self.hue = hue; } } impl Luminance for Oklcha { #[inline] fn with_luminance(&self, lightness: f32) -> Self { Self { lightness, ..*self } } fn luminance(&self) -> f32 { self.lightness } fn darker(&self, amount: f32) -> Self { Self::new( (self.lightness - amount).max(0.), self.chroma, self.hue, self.alpha, ) } fn lighter(&self, amount: f32) -> Self { Self::new( (self.lightness + amount).min(1.), self.chroma, self.hue, self.alpha, ) } } impl EuclideanDistance for Oklcha { #[inline] fn distance_squared(&self, other: &Self) -> f32 { (self.lightness - other.lightness).squared() + (self.chroma - other.chroma).squared() + (self.hue - other.hue).squared() } } impl ColorToComponents for Oklcha { fn to_f32_array(self) -> [f32; 4] { [self.lightness, self.chroma, self.hue, self.alpha] } fn to_f32_array_no_alpha(self) -> [f32; 3] { [self.lightness, self.chroma, self.hue] } fn to_vec4(self) -> Vec4 { Vec4::new(self.lightness, self.chroma, self.hue, self.alpha) } fn to_vec3(self) -> Vec3 { Vec3::new(self.lightness, self.chroma, self.hue) } fn from_f32_array(color: [f32; 4]) -> Self { Self { lightness: color[0], chroma: color[1], hue: color[2], alpha: color[3], } } fn from_f32_array_no_alpha(color: [f32; 3]) -> Self { Self { lightness: color[0], chroma: color[1], hue: color[2], alpha: 1.0, } } fn from_vec4(color: Vec4) -> Self { Self { lightness: color[0], chroma: color[1], hue: color[2], alpha: color[3], } } fn from_vec3(color: Vec3) -> Self { Self { lightness: color[0], chroma: color[1], hue: color[2], alpha: 1.0, } } } impl From<Oklaba> for Oklcha { fn from( Oklaba { lightness, a, b, alpha, }: Oklaba, ) -> Self { let chroma = ops::hypot(a, b); let hue = ops::atan2(b, a).to_degrees(); let hue = if hue < 0.0 { hue + 360.0 } else { hue }; Oklcha::new(lightness, chroma, hue, alpha) } } impl From<Oklcha> for Oklaba { fn from( Oklcha { lightness, chroma, hue, alpha, }: Oklcha, ) -> Self { let l = lightness; let (sin, cos) = ops::sin_cos(hue.to_radians()); let a = chroma * cos; let b = chroma * sin; Oklaba::new(l, a, b, alpha) } } // Derived Conversions impl From<Hsla> for Oklcha { fn from(value: Hsla) -> Self { Oklaba::from(value).into() } } impl From<Oklcha> for Hsla { fn from(value: Oklcha) -> Self { Oklaba::from(value).into() } } impl From<Hsva> for Oklcha { fn from(value: Hsva) -> Self { Oklaba::from(value).into() } } impl From<Oklcha> for Hsva { fn from(value: Oklcha) -> Self { Oklaba::from(value).into() } } impl From<Hwba> for Oklcha { fn from(value: Hwba) -> Self { Oklaba::from(value).into() } } impl From<Oklcha> for Hwba { fn from(value: Oklcha) -> Self { Oklaba::from(value).into() } } impl From<Laba> for Oklcha { fn from(value: Laba) -> Self { Oklaba::from(value).into() } } impl From<Oklcha> for Laba { fn from(value: Oklcha) -> Self { Oklaba::from(value).into() } } impl From<Lcha> for Oklcha { fn from(value: Lcha) -> Self { Oklaba::from(value).into() } } impl From<Oklcha> for Lcha { fn from(value: Oklcha) -> Self { Oklaba::from(value).into() } } impl From<LinearRgba> for Oklcha { fn from(value: LinearRgba) -> Self { Oklaba::from(value).into() } } impl From<Oklcha> for LinearRgba { fn from(value: Oklcha) -> Self { Oklaba::from(value).into() } } impl From<Srgba> for Oklcha { fn from(value: Srgba) -> Self { Oklaba::from(value).into() } } impl From<Oklcha> for Srgba { fn from(value: Oklcha) -> Self { Oklaba::from(value).into() } } impl From<Xyza> for Oklcha { fn from(value: Xyza) -> Self { Oklaba::from(value).into() } } impl From<Oklcha> for Xyza { fn from(value: Oklcha) -> Self { Oklaba::from(value).into() } } #[cfg(test)] mod tests { use super::*; use crate::{test_colors::TEST_COLORS, testing::assert_approx_eq}; #[test] fn test_to_from_srgba() { let oklcha = Oklcha::new(0.5, 0.5, 180.0, 1.0); let srgba: Srgba = oklcha.into(); let oklcha2: Oklcha = srgba.into(); assert_approx_eq!(oklcha.lightness, oklcha2.lightness, 0.001); assert_approx_eq!(oklcha.chroma, oklcha2.chroma, 0.001); assert_approx_eq!(oklcha.hue, oklcha2.hue, 0.001); assert_approx_eq!(oklcha.alpha, oklcha2.alpha, 0.001); } #[test] fn test_to_from_srgba_2() { for color in TEST_COLORS.iter() { let rgb2: Srgba = (color.oklch).into(); let oklch: Oklcha = (color.rgb).into(); assert!( color.rgb.distance(&rgb2) < 0.0001, "{}: {:?} != {:?}", color.name, color.rgb, rgb2 ); assert!( color.oklch.distance(&oklch) < 0.0001, "{}: {:?} != {:?}", color.name, color.oklch, oklch ); } } #[test] fn test_to_from_linear() { let oklcha = Oklcha::new(0.5, 0.5, 0.5, 1.0); let linear: LinearRgba = oklcha.into(); let oklcha2: Oklcha = linear.into(); assert_approx_eq!(oklcha.lightness, oklcha2.lightness, 0.001); assert_approx_eq!(oklcha.chroma, oklcha2.chroma, 0.001); assert_approx_eq!(oklcha.hue, oklcha2.hue, 0.001); assert_approx_eq!(oklcha.alpha, oklcha2.alpha, 0.001); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_color/src/laba.rs
crates/bevy_color/src/laba.rs
use crate::{ impl_componentwise_vector_space, Alpha, ColorToComponents, Gray, Hsla, Hsva, Hwba, LinearRgba, Luminance, Mix, Oklaba, Srgba, StandardColor, Xyza, }; use bevy_math::{ops, Vec3, Vec4}; #[cfg(feature = "bevy_reflect")] use bevy_reflect::prelude::*; /// Color in LAB color space, with alpha #[doc = include_str!("../docs/conversion.md")] /// <div> #[doc = include_str!("../docs/diagrams/model_graph.svg")] /// </div> #[derive(Debug, Clone, Copy, PartialEq)] #[cfg_attr( feature = "bevy_reflect", derive(Reflect), reflect(Clone, PartialEq, Default) )] #[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))] #[cfg_attr( all(feature = "serialize", feature = "bevy_reflect"), reflect(Serialize, Deserialize) )] pub struct Laba { /// The lightness channel. [0.0, 1.5] pub lightness: f32, /// The a axis. [-1.5, 1.5] pub a: f32, /// The b axis. [-1.5, 1.5] pub b: f32, /// The alpha channel. [0.0, 1.0] pub alpha: f32, } impl StandardColor for Laba {} impl_componentwise_vector_space!(Laba, [lightness, a, b, alpha]); impl Laba { /// Construct a new [`Laba`] color from components. /// /// # Arguments /// /// * `lightness` - Lightness channel. [0.0, 1.5] /// * `a` - a axis. [-1.5, 1.5] /// * `b` - b axis. [-1.5, 1.5] /// * `alpha` - Alpha channel. [0.0, 1.0] pub const fn new(lightness: f32, a: f32, b: f32, alpha: f32) -> Self { Self { lightness, a, b, alpha, } } /// Construct a new [`Laba`] color from (l, a, b) components, with the default alpha (1.0). /// /// # Arguments /// /// * `lightness` - Lightness channel. [0.0, 1.5] /// * `a` - a axis. [-1.5, 1.5] /// * `b` - b axis. [-1.5, 1.5] pub const fn lab(lightness: f32, a: f32, b: f32) -> Self { Self { lightness, a, b, alpha: 1.0, } } /// Return a copy of this color with the lightness channel set to the given value. pub const fn with_lightness(self, lightness: f32) -> Self { Self { lightness, ..self } } /// CIE Epsilon Constant /// /// See [Continuity (16) (17)](http://brucelindbloom.com/index.html?LContinuity.html) pub const CIE_EPSILON: f32 = 216.0 / 24389.0; /// CIE Kappa Constant /// /// See [Continuity (16) (17)](http://brucelindbloom.com/index.html?LContinuity.html) pub const CIE_KAPPA: f32 = 24389.0 / 27.0; } impl Default for Laba { fn default() -> Self { Self::new(1., 0., 0., 1.) } } impl Mix for Laba { #[inline] fn mix(&self, other: &Self, factor: f32) -> Self { let n_factor = 1.0 - factor; Self { lightness: self.lightness * n_factor + other.lightness * factor, a: self.a * n_factor + other.a * factor, b: self.b * n_factor + other.b * factor, alpha: self.alpha * n_factor + other.alpha * factor, } } } impl Gray for Laba { const BLACK: Self = Self::new(0., 0., 0., 1.); const WHITE: Self = Self::new(1., 0., 0., 1.); } impl Alpha for Laba { #[inline] fn with_alpha(&self, alpha: f32) -> Self { Self { alpha, ..*self } } #[inline] fn alpha(&self) -> f32 { self.alpha } #[inline] fn set_alpha(&mut self, alpha: f32) { self.alpha = alpha; } } impl Luminance for Laba { #[inline] fn with_luminance(&self, lightness: f32) -> Self { Self { lightness, ..*self } } fn luminance(&self) -> f32 { self.lightness } fn darker(&self, amount: f32) -> Self { Self::new( (self.lightness - amount).max(0.), self.a, self.b, self.alpha, ) } fn lighter(&self, amount: f32) -> Self { Self::new( (self.lightness + amount).min(1.), self.a, self.b, self.alpha, ) } } impl ColorToComponents for Laba { fn to_f32_array(self) -> [f32; 4] { [self.lightness, self.a, self.b, self.alpha] } fn to_f32_array_no_alpha(self) -> [f32; 3] { [self.lightness, self.a, self.b] } fn to_vec4(self) -> Vec4 { Vec4::new(self.lightness, self.a, self.b, self.alpha) } fn to_vec3(self) -> Vec3 { Vec3::new(self.lightness, self.a, self.b) } fn from_f32_array(color: [f32; 4]) -> Self { Self { lightness: color[0], a: color[1], b: color[2], alpha: color[3], } } fn from_f32_array_no_alpha(color: [f32; 3]) -> Self { Self { lightness: color[0], a: color[1], b: color[2], alpha: 1.0, } } fn from_vec4(color: Vec4) -> Self { Self { lightness: color[0], a: color[1], b: color[2], alpha: color[3], } } fn from_vec3(color: Vec3) -> Self { Self { lightness: color[0], a: color[1], b: color[2], alpha: 1.0, } } } impl From<Laba> for Xyza { fn from( Laba { lightness, a, b, alpha, }: Laba, ) -> Self { // Based on http://www.brucelindbloom.com/index.html?Eqn_Lab_to_XYZ.html let l = 100. * lightness; let a = 100. * a; let b = 100. * b; let fy = (l + 16.0) / 116.0; let fx = a / 500.0 + fy; let fz = fy - b / 200.0; let xr = { let fx3 = ops::powf(fx, 3.0); if fx3 > Laba::CIE_EPSILON { fx3 } else { (116.0 * fx - 16.0) / Laba::CIE_KAPPA } }; let yr = if l > Laba::CIE_EPSILON * Laba::CIE_KAPPA { ops::powf((l + 16.0) / 116.0, 3.0) } else { l / Laba::CIE_KAPPA }; let zr = { let fz3 = ops::powf(fz, 3.0); if fz3 > Laba::CIE_EPSILON { fz3 } else { (116.0 * fz - 16.0) / Laba::CIE_KAPPA } }; let x = xr * Xyza::D65_WHITE.x; let y = yr * Xyza::D65_WHITE.y; let z = zr * Xyza::D65_WHITE.z; Xyza::new(x, y, z, alpha) } } impl From<Xyza> for Laba { fn from(Xyza { x, y, z, alpha }: Xyza) -> Self { // Based on http://www.brucelindbloom.com/index.html?Eqn_XYZ_to_Lab.html let xr = x / Xyza::D65_WHITE.x; let yr = y / Xyza::D65_WHITE.y; let zr = z / Xyza::D65_WHITE.z; let fx = if xr > Laba::CIE_EPSILON { ops::cbrt(xr) } else { (Laba::CIE_KAPPA * xr + 16.0) / 116.0 }; let fy = if yr > Laba::CIE_EPSILON { ops::cbrt(yr) } else { (Laba::CIE_KAPPA * yr + 16.0) / 116.0 }; let fz = if zr > Laba::CIE_EPSILON { ops::cbrt(zr) } else { (Laba::CIE_KAPPA * zr + 16.0) / 116.0 }; let l = 1.16 * fy - 0.16; let a = 5.00 * (fx - fy); let b = 2.00 * (fy - fz); Laba::new(l, a, b, alpha) } } // Derived Conversions impl From<Srgba> for Laba { fn from(value: Srgba) -> Self { Xyza::from(value).into() } } impl From<Laba> for Srgba { fn from(value: Laba) -> Self { Xyza::from(value).into() } } impl From<LinearRgba> for Laba { fn from(value: LinearRgba) -> Self { Xyza::from(value).into() } } impl From<Laba> for LinearRgba { fn from(value: Laba) -> Self { Xyza::from(value).into() } } impl From<Hsla> for Laba { fn from(value: Hsla) -> Self { Xyza::from(value).into() } } impl From<Laba> for Hsla { fn from(value: Laba) -> Self { Xyza::from(value).into() } } impl From<Hsva> for Laba { fn from(value: Hsva) -> Self { Xyza::from(value).into() } } impl From<Laba> for Hsva { fn from(value: Laba) -> Self { Xyza::from(value).into() } } impl From<Hwba> for Laba { fn from(value: Hwba) -> Self { Xyza::from(value).into() } } impl From<Laba> for Hwba { fn from(value: Laba) -> Self { Xyza::from(value).into() } } impl From<Oklaba> for Laba { fn from(value: Oklaba) -> Self { Xyza::from(value).into() } } impl From<Laba> for Oklaba { fn from(value: Laba) -> Self { Xyza::from(value).into() } } #[cfg(test)] mod tests { use super::*; use crate::{ color_difference::EuclideanDistance, test_colors::TEST_COLORS, testing::assert_approx_eq, }; #[test] fn test_to_from_srgba() { for color in TEST_COLORS.iter() { let rgb2: Srgba = (color.lab).into(); let laba: Laba = (color.rgb).into(); assert!( color.rgb.distance(&rgb2) < 0.0001, "{}: {:?} != {:?}", color.name, color.rgb, rgb2 ); assert_approx_eq!(color.lab.lightness, laba.lightness, 0.001); if laba.lightness > 0.01 { assert_approx_eq!(color.lab.a, laba.a, 0.1); } if laba.lightness > 0.01 && laba.a > 0.01 { assert!( (color.lab.b - laba.b).abs() < 1.7, "{:?} != {:?}", color.lab, laba ); } assert_approx_eq!(color.lab.alpha, laba.alpha, 0.001); } } #[test] fn test_to_from_linear() { for color in TEST_COLORS.iter() { let rgb2: LinearRgba = (color.lab).into(); let laba: Laba = (color.linear_rgb).into(); assert!( color.linear_rgb.distance(&rgb2) < 0.0001, "{}: {:?} != {:?}", color.name, color.linear_rgb, rgb2 ); assert_approx_eq!(color.lab.lightness, laba.lightness, 0.001); if laba.lightness > 0.01 { assert_approx_eq!(color.lab.a, laba.a, 0.1); } if laba.lightness > 0.01 && laba.a > 0.01 { assert!( (color.lab.b - laba.b).abs() < 1.7, "{:?} != {:?}", color.lab, laba ); } assert_approx_eq!(color.lab.alpha, laba.alpha, 0.001); } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_color/src/color.rs
crates/bevy_color/src/color.rs
use crate::{ color_difference::EuclideanDistance, Alpha, Hsla, Hsva, Hue, Hwba, Laba, Lcha, LinearRgba, Luminance, Mix, Oklaba, Oklcha, Saturation, Srgba, StandardColor, Xyza, }; use bevy_math::{MismatchedUnitsError, TryStableInterpolate}; #[cfg(feature = "bevy_reflect")] use bevy_reflect::prelude::*; use derive_more::derive::From; /// An enumerated type that can represent any of the color types in this crate. /// /// This is useful when you need to store a color in a data structure that can't be generic over /// the color type. #[doc = include_str!("../docs/conversion.md")] /// <div> #[doc = include_str!("../docs/diagrams/model_graph.svg")] /// </div> /// /// # Operations /// /// [`Color`] supports all the standard color operations, such as [mixing](Mix), /// [luminance](Luminance) and [hue](Hue) adjustment, /// and [diffing](EuclideanDistance). These operations delegate to the concrete color space contained /// by [`Color`], but will convert to [`Oklch`](Oklcha) for operations which aren't supported in the /// current space. After performing the operation, if a conversion was required, the result will be /// converted back into the original color space. /// /// ```rust /// # use bevy_color::{Hue, Color}; /// let red_hsv = Color::hsv(0., 1., 1.); /// let red_srgb = Color::srgb(1., 0., 0.); /// /// // HSV has a definition of hue, so it will be returned. /// red_hsv.hue(); /// /// // SRGB doesn't have a native definition for hue. /// // Converts to Oklch and returns that result. /// red_srgb.hue(); /// ``` /// /// [`Oklch`](Oklcha) has been chosen as the intermediary space in cases where conversion is required /// due to its perceptual uniformity and broad support for Bevy's color operations. /// To avoid the cost of repeated conversion, and ensure consistent results where that is desired, /// first convert this [`Color`] into your desired color space. #[derive(Debug, Clone, Copy, PartialEq, From)] #[cfg_attr( feature = "bevy_reflect", derive(Reflect), reflect(Clone, PartialEq, Default) )] #[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))] #[cfg_attr( all(feature = "serialize", feature = "bevy_reflect"), reflect(Serialize, Deserialize) )] pub enum Color { /// A color in the sRGB color space with alpha. Srgba(Srgba), /// A color in the linear sRGB color space with alpha. LinearRgba(LinearRgba), /// A color in the HSL color space with alpha. Hsla(Hsla), /// A color in the HSV color space with alpha. Hsva(Hsva), /// A color in the HWB color space with alpha. Hwba(Hwba), /// A color in the LAB color space with alpha. Laba(Laba), /// A color in the LCH color space with alpha. Lcha(Lcha), /// A color in the Oklab color space with alpha. Oklaba(Oklaba), /// A color in the Oklch color space with alpha. Oklcha(Oklcha), /// A color in the XYZ color space with alpha. Xyza(Xyza), } impl StandardColor for Color {} impl Color { /// Return the color as a linear RGBA color. pub fn to_linear(&self) -> LinearRgba { (*self).into() } /// Return the color as an SRGBA color. pub fn to_srgba(&self) -> Srgba { (*self).into() } /// Creates a new [`Color`] object storing a [`Srgba`] color. /// /// # Arguments /// /// * `red` - Red channel. [0.0, 1.0] /// * `green` - Green channel. [0.0, 1.0] /// * `blue` - Blue channel. [0.0, 1.0] /// * `alpha` - Alpha channel. [0.0, 1.0] pub const fn srgba(red: f32, green: f32, blue: f32, alpha: f32) -> Self { Self::Srgba(Srgba { red, green, blue, alpha, }) } /// Creates a new [`Color`] object storing a [`Srgba`] color with an alpha of 1.0. /// /// # Arguments /// /// * `red` - Red channel. [0.0, 1.0] /// * `green` - Green channel. [0.0, 1.0] /// * `blue` - Blue channel. [0.0, 1.0] pub const fn srgb(red: f32, green: f32, blue: f32) -> Self { Self::Srgba(Srgba { red, green, blue, alpha: 1.0, }) } /// Reads an array of floats to creates a new [`Color`] object storing a [`Srgba`] color with an alpha of 1.0. /// /// # Arguments /// * `array` - Red, Green and Blue channels. Each channel is in the range [0.0, 1.0] pub const fn srgb_from_array(array: [f32; 3]) -> Self { Self::Srgba(Srgba { red: array[0], green: array[1], blue: array[2], alpha: 1.0, }) } /// Creates a new [`Color`] object storing a [`Srgba`] color from [`u8`] values. /// /// # Arguments /// /// * `red` - Red channel. [0, 255] /// * `green` - Green channel. [0, 255] /// * `blue` - Blue channel. [0, 255] /// * `alpha` - Alpha channel. [0, 255] pub const fn srgba_u8(red: u8, green: u8, blue: u8, alpha: u8) -> Self { Self::Srgba(Srgba { red: red as f32 / 255.0, green: green as f32 / 255.0, blue: blue as f32 / 255.0, alpha: alpha as f32 / 255.0, }) } /// Creates a new [`Color`] object storing a [`Srgba`] color from [`u8`] values with an alpha of 1.0. /// /// # Arguments /// /// * `red` - Red channel. [0, 255] /// * `green` - Green channel. [0, 255] /// * `blue` - Blue channel. [0, 255] pub const fn srgb_u8(red: u8, green: u8, blue: u8) -> Self { Self::Srgba(Srgba { red: red as f32 / 255.0, green: green as f32 / 255.0, blue: blue as f32 / 255.0, alpha: 1.0, }) } /// Creates a new [`Color`] object storing a [`LinearRgba`] color. /// /// # Arguments /// /// * `red` - Red channel. [0.0, 1.0] /// * `green` - Green channel. [0.0, 1.0] /// * `blue` - Blue channel. [0.0, 1.0] /// * `alpha` - Alpha channel. [0.0, 1.0] pub const fn linear_rgba(red: f32, green: f32, blue: f32, alpha: f32) -> Self { Self::LinearRgba(LinearRgba { red, green, blue, alpha, }) } /// Creates a new [`Color`] object storing a [`LinearRgba`] color with an alpha of 1.0. /// /// # Arguments /// /// * `red` - Red channel. [0.0, 1.0] /// * `green` - Green channel. [0.0, 1.0] /// * `blue` - Blue channel. [0.0, 1.0] pub const fn linear_rgb(red: f32, green: f32, blue: f32) -> Self { Self::LinearRgba(LinearRgba { red, green, blue, alpha: 1.0, }) } /// Creates a new [`Color`] object storing a [`Hsla`] color. /// /// # Arguments /// /// * `hue` - Hue channel. [0.0, 360.0] /// * `saturation` - Saturation channel. [0.0, 1.0] /// * `lightness` - Lightness channel. [0.0, 1.0] /// * `alpha` - Alpha channel. [0.0, 1.0] pub const fn hsla(hue: f32, saturation: f32, lightness: f32, alpha: f32) -> Self { Self::Hsla(Hsla { hue, saturation, lightness, alpha, }) } /// Creates a new [`Color`] object storing a [`Hsla`] color with an alpha of 1.0. /// /// # Arguments /// /// * `hue` - Hue channel. [0.0, 360.0] /// * `saturation` - Saturation channel. [0.0, 1.0] /// * `lightness` - Lightness channel. [0.0, 1.0] pub const fn hsl(hue: f32, saturation: f32, lightness: f32) -> Self { Self::Hsla(Hsla { hue, saturation, lightness, alpha: 1.0, }) } /// Creates a new [`Color`] object storing a [`Hsva`] color. /// /// # Arguments /// /// * `hue` - Hue channel. [0.0, 360.0] /// * `saturation` - Saturation channel. [0.0, 1.0] /// * `value` - Value channel. [0.0, 1.0] /// * `alpha` - Alpha channel. [0.0, 1.0] pub const fn hsva(hue: f32, saturation: f32, value: f32, alpha: f32) -> Self { Self::Hsva(Hsva { hue, saturation, value, alpha, }) } /// Creates a new [`Color`] object storing a [`Hsva`] color with an alpha of 1.0. /// /// # Arguments /// /// * `hue` - Hue channel. [0.0, 360.0] /// * `saturation` - Saturation channel. [0.0, 1.0] /// * `value` - Value channel. [0.0, 1.0] pub const fn hsv(hue: f32, saturation: f32, value: f32) -> Self { Self::Hsva(Hsva { hue, saturation, value, alpha: 1.0, }) } /// Creates a new [`Color`] object storing a [`Hwba`] color. /// /// # Arguments /// /// * `hue` - Hue channel. [0.0, 360.0] /// * `whiteness` - Whiteness channel. [0.0, 1.0] /// * `blackness` - Blackness channel. [0.0, 1.0] /// * `alpha` - Alpha channel. [0.0, 1.0] pub const fn hwba(hue: f32, whiteness: f32, blackness: f32, alpha: f32) -> Self { Self::Hwba(Hwba { hue, whiteness, blackness, alpha, }) } /// Creates a new [`Color`] object storing a [`Hwba`] color with an alpha of 1.0. /// /// # Arguments /// /// * `hue` - Hue channel. [0.0, 360.0] /// * `whiteness` - Whiteness channel. [0.0, 1.0] /// * `blackness` - Blackness channel. [0.0, 1.0] pub const fn hwb(hue: f32, whiteness: f32, blackness: f32) -> Self { Self::Hwba(Hwba { hue, whiteness, blackness, alpha: 1.0, }) } /// Creates a new [`Color`] object storing a [`Laba`] color. /// /// # Arguments /// /// * `lightness` - Lightness channel. [0.0, 1.5] /// * `a` - a axis. [-1.5, 1.5] /// * `b` - b axis. [-1.5, 1.5] /// * `alpha` - Alpha channel. [0.0, 1.0] pub const fn laba(lightness: f32, a: f32, b: f32, alpha: f32) -> Self { Self::Laba(Laba { lightness, a, b, alpha, }) } /// Creates a new [`Color`] object storing a [`Laba`] color with an alpha of 1.0. /// /// # Arguments /// /// * `lightness` - Lightness channel. [0.0, 1.5] /// * `a` - a axis. [-1.5, 1.5] /// * `b` - b axis. [-1.5, 1.5] pub const fn lab(lightness: f32, a: f32, b: f32) -> Self { Self::Laba(Laba { lightness, a, b, alpha: 1.0, }) } /// Creates a new [`Color`] object storing a [`Lcha`] color. /// /// # Arguments /// /// * `lightness` - Lightness channel. [0.0, 1.5] /// * `chroma` - Chroma channel. [0.0, 1.5] /// * `hue` - Hue channel. [0.0, 360.0] /// * `alpha` - Alpha channel. [0.0, 1.0] pub const fn lcha(lightness: f32, chroma: f32, hue: f32, alpha: f32) -> Self { Self::Lcha(Lcha { lightness, chroma, hue, alpha, }) } /// Creates a new [`Color`] object storing a [`Lcha`] color with an alpha of 1.0. /// /// # Arguments /// /// * `lightness` - Lightness channel. [0.0, 1.5] /// * `chroma` - Chroma channel. [0.0, 1.5] /// * `hue` - Hue channel. [0.0, 360.0] pub const fn lch(lightness: f32, chroma: f32, hue: f32) -> Self { Self::Lcha(Lcha { lightness, chroma, hue, alpha: 1.0, }) } /// Creates a new [`Color`] object storing a [`Oklaba`] color. /// /// # Arguments /// /// * `lightness` - Lightness channel. [0.0, 1.0] /// * `a` - Green-red channel. [-1.0, 1.0] /// * `b` - Blue-yellow channel. [-1.0, 1.0] /// * `alpha` - Alpha channel. [0.0, 1.0] pub const fn oklaba(lightness: f32, a: f32, b: f32, alpha: f32) -> Self { Self::Oklaba(Oklaba { lightness, a, b, alpha, }) } /// Creates a new [`Color`] object storing a [`Oklaba`] color with an alpha of 1.0. /// /// # Arguments /// /// * `lightness` - Lightness channel. [0.0, 1.0] /// * `a` - Green-red channel. [-1.0, 1.0] /// * `b` - Blue-yellow channel. [-1.0, 1.0] pub const fn oklab(lightness: f32, a: f32, b: f32) -> Self { Self::Oklaba(Oklaba { lightness, a, b, alpha: 1.0, }) } /// Creates a new [`Color`] object storing a [`Oklcha`] color. /// /// # Arguments /// /// * `lightness` - Lightness channel. [0.0, 1.0] /// * `chroma` - Chroma channel. [0.0, 1.0] /// * `hue` - Hue channel. [0.0, 360.0] /// * `alpha` - Alpha channel. [0.0, 1.0] pub const fn oklcha(lightness: f32, chroma: f32, hue: f32, alpha: f32) -> Self { Self::Oklcha(Oklcha { lightness, chroma, hue, alpha, }) } /// Creates a new [`Color`] object storing a [`Oklcha`] color with an alpha of 1.0. /// /// # Arguments /// /// * `lightness` - Lightness channel. [0.0, 1.0] /// * `chroma` - Chroma channel. [0.0, 1.0] /// * `hue` - Hue channel. [0.0, 360.0] pub const fn oklch(lightness: f32, chroma: f32, hue: f32) -> Self { Self::Oklcha(Oklcha { lightness, chroma, hue, alpha: 1.0, }) } /// Creates a new [`Color`] object storing a [`Xyza`] color. /// /// # Arguments /// /// * `x` - x-axis. [0.0, 1.0] /// * `y` - y-axis. [0.0, 1.0] /// * `z` - z-axis. [0.0, 1.0] /// * `alpha` - Alpha channel. [0.0, 1.0] pub const fn xyza(x: f32, y: f32, z: f32, alpha: f32) -> Self { Self::Xyza(Xyza { x, y, z, alpha }) } /// Creates a new [`Color`] object storing a [`Xyza`] color with an alpha of 1.0. /// /// # Arguments /// /// * `x` - x-axis. [0.0, 1.0] /// * `y` - y-axis. [0.0, 1.0] /// * `z` - z-axis. [0.0, 1.0] pub const fn xyz(x: f32, y: f32, z: f32) -> Self { Self::Xyza(Xyza { x, y, z, alpha: 1.0, }) } /// A fully white [`Color::LinearRgba`] color with an alpha of 1.0. pub const WHITE: Self = Self::linear_rgb(1.0, 1.0, 1.0); /// A fully black [`Color::LinearRgba`] color with an alpha of 1.0. pub const BLACK: Self = Self::linear_rgb(0., 0., 0.); /// A fully transparent [`Color::LinearRgba`] color with 0 red, green and blue. pub const NONE: Self = Self::linear_rgba(0., 0., 0., 0.); } impl Default for Color { /// A fully white [`Color::LinearRgba`] color with an alpha of 1.0. fn default() -> Self { Color::WHITE } } impl Alpha for Color { fn with_alpha(&self, alpha: f32) -> Self { let mut new = *self; match &mut new { Color::Srgba(x) => *x = x.with_alpha(alpha), Color::LinearRgba(x) => *x = x.with_alpha(alpha), Color::Hsla(x) => *x = x.with_alpha(alpha), Color::Hsva(x) => *x = x.with_alpha(alpha), Color::Hwba(x) => *x = x.with_alpha(alpha), Color::Laba(x) => *x = x.with_alpha(alpha), Color::Lcha(x) => *x = x.with_alpha(alpha), Color::Oklaba(x) => *x = x.with_alpha(alpha), Color::Oklcha(x) => *x = x.with_alpha(alpha), Color::Xyza(x) => *x = x.with_alpha(alpha), } new } fn alpha(&self) -> f32 { match self { Color::Srgba(x) => x.alpha(), Color::LinearRgba(x) => x.alpha(), Color::Hsla(x) => x.alpha(), Color::Hsva(x) => x.alpha(), Color::Hwba(x) => x.alpha(), Color::Laba(x) => x.alpha(), Color::Lcha(x) => x.alpha(), Color::Oklaba(x) => x.alpha(), Color::Oklcha(x) => x.alpha(), Color::Xyza(x) => x.alpha(), } } fn set_alpha(&mut self, alpha: f32) { match self { Color::Srgba(x) => x.set_alpha(alpha), Color::LinearRgba(x) => x.set_alpha(alpha), Color::Hsla(x) => x.set_alpha(alpha), Color::Hsva(x) => x.set_alpha(alpha), Color::Hwba(x) => x.set_alpha(alpha), Color::Laba(x) => x.set_alpha(alpha), Color::Lcha(x) => x.set_alpha(alpha), Color::Oklaba(x) => x.set_alpha(alpha), Color::Oklcha(x) => x.set_alpha(alpha), Color::Xyza(x) => x.set_alpha(alpha), } } } impl From<Color> for Srgba { fn from(value: Color) -> Self { match value { Color::Srgba(srgba) => srgba, Color::LinearRgba(linear) => linear.into(), Color::Hsla(hsla) => hsla.into(), Color::Hsva(hsva) => hsva.into(), Color::Hwba(hwba) => hwba.into(), Color::Laba(laba) => laba.into(), Color::Lcha(lcha) => lcha.into(), Color::Oklaba(oklab) => oklab.into(), Color::Oklcha(oklch) => oklch.into(), Color::Xyza(xyza) => xyza.into(), } } } impl From<Color> for LinearRgba { fn from(value: Color) -> Self { match value { Color::Srgba(srgba) => srgba.into(), Color::LinearRgba(linear) => linear, Color::Hsla(hsla) => hsla.into(), Color::Hsva(hsva) => hsva.into(), Color::Hwba(hwba) => hwba.into(), Color::Laba(laba) => laba.into(), Color::Lcha(lcha) => lcha.into(), Color::Oklaba(oklab) => oklab.into(), Color::Oklcha(oklch) => oklch.into(), Color::Xyza(xyza) => xyza.into(), } } } impl From<Color> for Hsla { fn from(value: Color) -> Self { match value { Color::Srgba(srgba) => srgba.into(), Color::LinearRgba(linear) => linear.into(), Color::Hsla(hsla) => hsla, Color::Hsva(hsva) => hsva.into(), Color::Hwba(hwba) => hwba.into(), Color::Laba(laba) => laba.into(), Color::Lcha(lcha) => lcha.into(), Color::Oklaba(oklab) => oklab.into(), Color::Oklcha(oklch) => oklch.into(), Color::Xyza(xyza) => xyza.into(), } } } impl From<Color> for Hsva { fn from(value: Color) -> Self { match value { Color::Srgba(srgba) => srgba.into(), Color::LinearRgba(linear) => linear.into(), Color::Hsla(hsla) => hsla.into(), Color::Hsva(hsva) => hsva, Color::Hwba(hwba) => hwba.into(), Color::Laba(laba) => laba.into(), Color::Lcha(lcha) => lcha.into(), Color::Oklaba(oklab) => oklab.into(), Color::Oklcha(oklch) => oklch.into(), Color::Xyza(xyza) => xyza.into(), } } } impl From<Color> for Hwba { fn from(value: Color) -> Self { match value { Color::Srgba(srgba) => srgba.into(), Color::LinearRgba(linear) => linear.into(), Color::Hsla(hsla) => hsla.into(), Color::Hsva(hsva) => hsva.into(), Color::Hwba(hwba) => hwba, Color::Laba(laba) => laba.into(), Color::Lcha(lcha) => lcha.into(), Color::Oklaba(oklab) => oklab.into(), Color::Oklcha(oklch) => oklch.into(), Color::Xyza(xyza) => xyza.into(), } } } impl From<Color> for Laba { fn from(value: Color) -> Self { match value { Color::Srgba(srgba) => srgba.into(), Color::LinearRgba(linear) => linear.into(), Color::Hsla(hsla) => hsla.into(), Color::Hsva(hsva) => hsva.into(), Color::Hwba(hwba) => hwba.into(), Color::Laba(laba) => laba, Color::Lcha(lcha) => lcha.into(), Color::Oklaba(oklab) => oklab.into(), Color::Oklcha(oklch) => oklch.into(), Color::Xyza(xyza) => xyza.into(), } } } impl From<Color> for Lcha { fn from(value: Color) -> Self { match value { Color::Srgba(srgba) => srgba.into(), Color::LinearRgba(linear) => linear.into(), Color::Hsla(hsla) => hsla.into(), Color::Hsva(hsva) => hsva.into(), Color::Hwba(hwba) => hwba.into(), Color::Laba(laba) => laba.into(), Color::Lcha(lcha) => lcha, Color::Oklaba(oklab) => oklab.into(), Color::Oklcha(oklch) => oklch.into(), Color::Xyza(xyza) => xyza.into(), } } } impl From<Color> for Oklaba { fn from(value: Color) -> Self { match value { Color::Srgba(srgba) => srgba.into(), Color::LinearRgba(linear) => linear.into(), Color::Hsla(hsla) => hsla.into(), Color::Hsva(hsva) => hsva.into(), Color::Hwba(hwba) => hwba.into(), Color::Laba(laba) => laba.into(), Color::Lcha(lcha) => lcha.into(), Color::Oklaba(oklab) => oklab, Color::Oklcha(oklch) => oklch.into(), Color::Xyza(xyza) => xyza.into(), } } } impl From<Color> for Oklcha { fn from(value: Color) -> Self { match value { Color::Srgba(srgba) => srgba.into(), Color::LinearRgba(linear) => linear.into(), Color::Hsla(hsla) => hsla.into(), Color::Hsva(hsva) => hsva.into(), Color::Hwba(hwba) => hwba.into(), Color::Laba(laba) => laba.into(), Color::Lcha(lcha) => lcha.into(), Color::Oklaba(oklab) => oklab.into(), Color::Oklcha(oklch) => oklch, Color::Xyza(xyza) => xyza.into(), } } } impl From<Color> for Xyza { fn from(value: Color) -> Self { match value { Color::Srgba(x) => x.into(), Color::LinearRgba(x) => x.into(), Color::Hsla(x) => x.into(), Color::Hsva(hsva) => hsva.into(), Color::Hwba(hwba) => hwba.into(), Color::Laba(laba) => laba.into(), Color::Lcha(x) => x.into(), Color::Oklaba(x) => x.into(), Color::Oklcha(oklch) => oklch.into(), Color::Xyza(xyza) => xyza, } } } /// Color space chosen for operations on `Color`. type ChosenColorSpace = Oklcha; impl Luminance for Color { fn luminance(&self) -> f32 { match self { Color::Srgba(x) => x.luminance(), Color::LinearRgba(x) => x.luminance(), Color::Hsla(x) => x.luminance(), Color::Hsva(x) => ChosenColorSpace::from(*x).luminance(), Color::Hwba(x) => ChosenColorSpace::from(*x).luminance(), Color::Laba(x) => x.luminance(), Color::Lcha(x) => x.luminance(), Color::Oklaba(x) => x.luminance(), Color::Oklcha(x) => x.luminance(), Color::Xyza(x) => x.luminance(), } } fn with_luminance(&self, value: f32) -> Self { let mut new = *self; match &mut new { Color::Srgba(x) => *x = x.with_luminance(value), Color::LinearRgba(x) => *x = x.with_luminance(value), Color::Hsla(x) => *x = x.with_luminance(value), Color::Hsva(x) => *x = ChosenColorSpace::from(*x).with_luminance(value).into(), Color::Hwba(x) => *x = ChosenColorSpace::from(*x).with_luminance(value).into(), Color::Laba(x) => *x = x.with_luminance(value), Color::Lcha(x) => *x = x.with_luminance(value), Color::Oklaba(x) => *x = x.with_luminance(value), Color::Oklcha(x) => *x = x.with_luminance(value), Color::Xyza(x) => *x = x.with_luminance(value), } new } fn darker(&self, amount: f32) -> Self { let mut new = *self; match &mut new { Color::Srgba(x) => *x = x.darker(amount), Color::LinearRgba(x) => *x = x.darker(amount), Color::Hsla(x) => *x = x.darker(amount), Color::Hsva(x) => *x = ChosenColorSpace::from(*x).darker(amount).into(), Color::Hwba(x) => *x = ChosenColorSpace::from(*x).darker(amount).into(), Color::Laba(x) => *x = x.darker(amount), Color::Lcha(x) => *x = x.darker(amount), Color::Oklaba(x) => *x = x.darker(amount), Color::Oklcha(x) => *x = x.darker(amount), Color::Xyza(x) => *x = x.darker(amount), } new } fn lighter(&self, amount: f32) -> Self { let mut new = *self; match &mut new { Color::Srgba(x) => *x = x.lighter(amount), Color::LinearRgba(x) => *x = x.lighter(amount), Color::Hsla(x) => *x = x.lighter(amount), Color::Hsva(x) => *x = ChosenColorSpace::from(*x).lighter(amount).into(), Color::Hwba(x) => *x = ChosenColorSpace::from(*x).lighter(amount).into(), Color::Laba(x) => *x = x.lighter(amount), Color::Lcha(x) => *x = x.lighter(amount), Color::Oklaba(x) => *x = x.lighter(amount), Color::Oklcha(x) => *x = x.lighter(amount), Color::Xyza(x) => *x = x.lighter(amount), } new } } impl Hue for Color { fn with_hue(&self, hue: f32) -> Self { let mut new = *self; match &mut new { Color::Srgba(x) => *x = ChosenColorSpace::from(*x).with_hue(hue).into(), Color::LinearRgba(x) => *x = ChosenColorSpace::from(*x).with_hue(hue).into(), Color::Hsla(x) => *x = x.with_hue(hue), Color::Hsva(x) => *x = x.with_hue(hue), Color::Hwba(x) => *x = x.with_hue(hue), Color::Laba(x) => *x = ChosenColorSpace::from(*x).with_hue(hue).into(), Color::Lcha(x) => *x = x.with_hue(hue), Color::Oklaba(x) => *x = ChosenColorSpace::from(*x).with_hue(hue).into(), Color::Oklcha(x) => *x = x.with_hue(hue), Color::Xyza(x) => *x = ChosenColorSpace::from(*x).with_hue(hue).into(), } new } fn hue(&self) -> f32 { match self { Color::Srgba(x) => ChosenColorSpace::from(*x).hue(), Color::LinearRgba(x) => ChosenColorSpace::from(*x).hue(), Color::Hsla(x) => x.hue(), Color::Hsva(x) => x.hue(), Color::Hwba(x) => x.hue(), Color::Laba(x) => ChosenColorSpace::from(*x).hue(), Color::Lcha(x) => x.hue(), Color::Oklaba(x) => ChosenColorSpace::from(*x).hue(), Color::Oklcha(x) => x.hue(), Color::Xyza(x) => ChosenColorSpace::from(*x).hue(), } } fn set_hue(&mut self, hue: f32) { *self = self.with_hue(hue); } } impl Saturation for Color { fn with_saturation(&self, saturation: f32) -> Self { let mut new = *self; match &mut new { Color::Srgba(x) => Hsla::from(*x).with_saturation(saturation).into(), Color::LinearRgba(x) => Hsla::from(*x).with_saturation(saturation).into(), Color::Hsla(x) => x.with_saturation(saturation).into(), Color::Hsva(x) => x.with_saturation(saturation).into(), Color::Hwba(x) => Hsla::from(*x).with_saturation(saturation).into(), Color::Laba(x) => Hsla::from(*x).with_saturation(saturation).into(), Color::Lcha(x) => Hsla::from(*x).with_saturation(saturation).into(), Color::Oklaba(x) => Hsla::from(*x).with_saturation(saturation).into(), Color::Oklcha(x) => Hsla::from(*x).with_saturation(saturation).into(), Color::Xyza(x) => Hsla::from(*x).with_saturation(saturation).into(), } } fn saturation(&self) -> f32 { match self { Color::Srgba(x) => Hsla::from(*x).saturation(), Color::LinearRgba(x) => Hsla::from(*x).saturation(), Color::Hsla(x) => x.saturation(), Color::Hsva(x) => x.saturation(), Color::Hwba(x) => Hsla::from(*x).saturation(), Color::Laba(x) => Hsla::from(*x).saturation(), Color::Lcha(x) => Hsla::from(*x).saturation(), Color::Oklaba(x) => Hsla::from(*x).saturation(), Color::Oklcha(x) => Hsla::from(*x).saturation(), Color::Xyza(x) => Hsla::from(*x).saturation(), } } fn set_saturation(&mut self, saturation: f32) { *self = self.with_saturation(saturation); } } impl Mix for Color { fn mix(&self, other: &Self, factor: f32) -> Self { let mut new = *self; match &mut new { Color::Srgba(x) => *x = x.mix(&(*other).into(), factor), Color::LinearRgba(x) => *x = x.mix(&(*other).into(), factor), Color::Hsla(x) => *x = x.mix(&(*other).into(), factor), Color::Hsva(x) => *x = x.mix(&(*other).into(), factor), Color::Hwba(x) => *x = x.mix(&(*other).into(), factor), Color::Laba(x) => *x = x.mix(&(*other).into(), factor), Color::Lcha(x) => *x = x.mix(&(*other).into(), factor), Color::Oklaba(x) => *x = x.mix(&(*other).into(), factor), Color::Oklcha(x) => *x = x.mix(&(*other).into(), factor), Color::Xyza(x) => *x = x.mix(&(*other).into(), factor), } new } } impl EuclideanDistance for Color { fn distance_squared(&self, other: &Self) -> f32 { match self { Color::Srgba(x) => x.distance_squared(&(*other).into()), Color::LinearRgba(x) => x.distance_squared(&(*other).into()), Color::Hsla(x) => ChosenColorSpace::from(*x).distance_squared(&(*other).into()), Color::Hsva(x) => ChosenColorSpace::from(*x).distance_squared(&(*other).into()), Color::Hwba(x) => ChosenColorSpace::from(*x).distance_squared(&(*other).into()), Color::Laba(x) => ChosenColorSpace::from(*x).distance_squared(&(*other).into()), Color::Lcha(x) => ChosenColorSpace::from(*x).distance_squared(&(*other).into()), Color::Oklaba(x) => x.distance_squared(&(*other).into()), Color::Oklcha(x) => x.distance_squared(&(*other).into()), Color::Xyza(x) => ChosenColorSpace::from(*x).distance_squared(&(*other).into()), } } } impl TryStableInterpolate for Color { type Error = MismatchedUnitsError; fn try_interpolate_stable(&self, other: &Self, t: f32) -> Result<Self, Self::Error> { match (self, other) { (Color::Srgba(a), Color::Srgba(b)) => Ok(Color::Srgba(a.mix(b, t))), (Color::LinearRgba(a), Color::LinearRgba(b)) => Ok(Color::LinearRgba(a.mix(b, t))), (Color::Hsla(a), Color::Hsla(b)) => Ok(Color::Hsla(a.mix(b, t))), (Color::Hsva(a), Color::Hsva(b)) => Ok(Color::Hsva(a.mix(b, t))), (Color::Hwba(a), Color::Hwba(b)) => Ok(Color::Hwba(a.mix(b, t))), (Color::Laba(a), Color::Laba(b)) => Ok(Color::Laba(a.mix(b, t))), (Color::Lcha(a), Color::Lcha(b)) => Ok(Color::Lcha(a.mix(b, t))), (Color::Oklaba(a), Color::Oklaba(b)) => Ok(Color::Oklaba(a.mix(b, t))), (Color::Oklcha(a), Color::Oklcha(b)) => Ok(Color::Oklcha(a.mix(b, t))), (Color::Xyza(a), Color::Xyza(b)) => Ok(Color::Xyza(a.mix(b, t))), _ => Err(MismatchedUnitsError), } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_color/src/test_colors.rs
crates/bevy_color/src/test_colors.rs
// Generated by gen_tests. Do not edit. #[cfg(test)] use crate::{Hsla, Hsva, Hwba, Laba, Lcha, LinearRgba, Oklaba, Oklcha, Srgba, Xyza}; #[cfg(test)] pub struct TestColor { pub name: &'static str, pub rgb: Srgba, pub linear_rgb: LinearRgba, pub hsl: Hsla, pub hsv: Hsva, pub hwb: Hwba, pub lab: Laba, pub lch: Lcha, pub oklab: Oklaba, pub oklch: Oklcha, pub xyz: Xyza, } // Table of equivalent colors in various color spaces #[cfg(test)] pub const TEST_COLORS: &[TestColor] = &[ // black TestColor { name: "black", rgb: Srgba::new(0.0, 0.0, 0.0, 1.0), linear_rgb: LinearRgba::new(0.0, 0.0, 0.0, 1.0), hsl: Hsla::new(0.0, 0.0, 0.0, 1.0), lch: Lcha::new(0.0, 0.0, 0.0000136603785, 1.0), hsv: Hsva::new(0.0, 0.0, 0.0, 1.0), hwb: Hwba::new(0.0, 0.0, 1.0, 1.0), lab: Laba::new(0.0, 0.0, 0.0, 1.0), oklab: Oklaba::new(0.0, 0.0, 0.0, 1.0), oklch: Oklcha::new(0.0, 0.0, 0.0, 1.0), xyz: Xyza::new(0.0, 0.0, 0.0, 1.0), }, // white TestColor { name: "white", rgb: Srgba::new(1.0, 1.0, 1.0, 1.0), linear_rgb: LinearRgba::new(1.0, 1.0, 1.0, 1.0), hsl: Hsla::new(0.0, 0.0, 1.0, 1.0), lch: Lcha::new(1.0, 0.0, 0.0000136603785, 1.0), hsv: Hsva::new(0.0, 0.0, 1.0, 1.0), hwb: Hwba::new(0.0, 1.0, 0.0, 1.0), lab: Laba::new(1.0, 0.0, 0.0, 1.0), oklab: Oklaba::new(1.0, 0.0, 0.000000059604645, 1.0), oklch: Oklcha::new(1.0, 0.000000059604645, 90.0, 1.0), xyz: Xyza::new(0.95047, 1.0, 1.08883, 1.0), }, // red TestColor { name: "red", rgb: Srgba::new(1.0, 0.0, 0.0, 1.0), linear_rgb: LinearRgba::new(1.0, 0.0, 0.0, 1.0), hsl: Hsla::new(0.0, 1.0, 0.5, 1.0), lch: Lcha::new(0.53240794, 1.0455177, 39.99901, 1.0), oklab: Oklaba::new(0.6279554, 0.22486295, 0.1258463, 1.0), hsv: Hsva::new(0.0, 1.0, 1.0, 1.0), hwb: Hwba::new(0.0, 0.0, 0.0, 1.0), lab: Laba::new(0.532408, 0.8009243, 0.6720321, 1.0), oklch: Oklcha::new(0.6279554, 0.2576833, 29.233892, 1.0), xyz: Xyza::new(0.4124564, 0.2126729, 0.0193339, 1.0), }, // green TestColor { name: "green", rgb: Srgba::new(0.0, 1.0, 0.0, 1.0), linear_rgb: LinearRgba::new(0.0, 1.0, 0.0, 1.0), hsl: Hsla::new(120.0, 1.0, 0.5, 1.0), lch: Lcha::new(0.87734723, 1.1977587, 136.01595, 1.0), hsv: Hsva::new(120.0, 1.0, 1.0, 1.0), hwb: Hwba::new(120.0, 0.0, 0.0, 1.0), lab: Laba::new(0.8773472, -0.86182654, 0.8317931, 1.0), oklab: Oklaba::new(0.8664396, -0.2338874, 0.1794985, 1.0), oklch: Oklcha::new(0.8664396, 0.2948271, 142.49532, 1.0), xyz: Xyza::new(0.3575761, 0.7151522, 0.119192, 1.0), }, // blue TestColor { name: "blue", rgb: Srgba::new(0.0, 0.0, 1.0, 1.0), linear_rgb: LinearRgba::new(0.0, 0.0, 1.0, 1.0), hsl: Hsla::new(240.0, 1.0, 0.5, 1.0), lch: Lcha::new(0.32297012, 1.3380761, 306.28494, 1.0), oklab: Oklaba::new(0.4520137, -0.032456964, -0.31152815, 1.0), hsv: Hsva::new(240.0, 1.0, 1.0, 1.0), hwb: Hwba::new(240.0, 0.0, 0.0, 1.0), lab: Laba::new(0.32297015, 0.7918751, -1.0786015, 1.0), oklch: Oklcha::new(0.45201376, 0.31321433, 264.05203, 1.0), xyz: Xyza::new(0.1804375, 0.072175, 0.9503041, 1.0), }, // yellow TestColor { name: "yellow", rgb: Srgba::new(1.0, 1.0, 0.0, 1.0), linear_rgb: LinearRgba::new(1.0, 1.0, 0.0, 1.0), hsl: Hsla::new(60.0, 1.0, 0.5, 1.0), lch: Lcha::new(0.9713927, 0.96905375, 102.85126, 1.0), oklab: Oklaba::new(0.9679827, -0.07136908, 0.19856972, 1.0), hsv: Hsva::new(60.0, 1.0, 1.0, 1.0), hwb: Hwba::new(60.0, 0.0, 0.0, 1.0), lab: Laba::new(0.9713927, -0.21553725, 0.94477975, 1.0), oklch: Oklcha::new(0.9679827, 0.21100593, 109.76923, 1.0), xyz: Xyza::new(0.7700325, 0.9278251, 0.1385259, 1.0), }, // magenta TestColor { name: "magenta", rgb: Srgba::new(1.0, 0.0, 1.0, 1.0), linear_rgb: LinearRgba::new(1.0, 0.0, 1.0, 1.0), hsl: Hsla::new(300.0, 1.0, 0.5, 1.0), hsv: Hsva::new(300.0, 1.0, 1.0, 1.0), hwb: Hwba::new(300.0, 0.0, 0.0, 1.0), lab: Laba::new(0.6032421, 0.9823433, -0.60824895, 1.0), lch: Lcha::new(0.6032421, 1.1554068, 328.23495, 1.0), oklab: Oklaba::new(0.7016738, 0.27456632, -0.16915613, 1.0), oklch: Oklcha::new(0.7016738, 0.32249108, 328.36343, 1.0), xyz: Xyza::new(0.5928939, 0.28484792, 0.969638, 1.0), }, // cyan TestColor { name: "cyan", rgb: Srgba::new(0.0, 1.0, 1.0, 1.0), linear_rgb: LinearRgba::new(0.0, 1.0, 1.0, 1.0), hsl: Hsla::new(180.0, 1.0, 0.5, 1.0), lch: Lcha::new(0.9111322, 0.50120866, 196.37614, 1.0), oklab: Oklaba::new(0.90539926, -0.1494439, -0.039398134, 1.0), hsv: Hsva::new(180.0, 1.0, 1.0, 1.0), hwb: Hwba::new(180.0, 0.0, 0.0, 1.0), lab: Laba::new(0.9111321, -0.4808751, -0.14131188, 1.0), oklch: Oklcha::new(0.9053992, 0.15454963, 194.76901, 1.0), xyz: Xyza::new(0.5380136, 0.78732723, 1.069496, 1.0), }, // gray TestColor { name: "gray", rgb: Srgba::new(0.5, 0.5, 0.5, 1.0), linear_rgb: LinearRgba::new(0.21404114, 0.21404114, 0.21404114, 1.0), hsl: Hsla::new(0.0, 0.0, 0.5, 1.0), lch: Lcha::new(0.5338897, 0.00000011920929, 90.0, 1.0), oklab: Oklaba::new(0.5981807, 0.00000011920929, 0.0, 1.0), hsv: Hsva::new(0.0, 0.0, 0.5, 1.0), hwb: Hwba::new(0.0, 0.5, 0.5, 1.0), lab: Laba::new(0.5338897, 0.0, 0.0, 1.0), oklch: Oklcha::new(0.5981808, 0.00000023841858, 0.0, 1.0), xyz: Xyza::new(0.2034397, 0.21404117, 0.23305441, 1.0), }, // olive TestColor { name: "olive", rgb: Srgba::new(0.5, 0.5, 0.0, 1.0), linear_rgb: LinearRgba::new(0.21404114, 0.21404114, 0.0, 1.0), hsl: Hsla::new(60.0, 1.0, 0.25, 1.0), lch: Lcha::new(0.51677734, 0.57966936, 102.851265, 1.0), hsv: Hsva::new(60.0, 1.0, 0.5, 1.0), hwb: Hwba::new(60.0, 0.0, 0.5, 1.0), lab: Laba::new(0.51677734, -0.1289308, 0.5651491, 1.0), oklab: Oklaba::new(0.57902855, -0.042691574, 0.11878061, 1.0), oklch: Oklcha::new(0.57902855, 0.12621966, 109.76922, 1.0), xyz: Xyza::new(0.16481864, 0.19859275, 0.029650241, 1.0), }, // purple TestColor { name: "purple", rgb: Srgba::new(0.5, 0.0, 0.5, 1.0), linear_rgb: LinearRgba::new(0.21404114, 0.0, 0.21404114, 1.0), hsl: Hsla::new(300.0, 1.0, 0.25, 1.0), lch: Lcha::new(0.29655674, 0.69114214, 328.23495, 1.0), hsv: Hsva::new(300.0, 1.0, 0.5, 1.0), hwb: Hwba::new(300.0, 0.0, 0.5, 1.0), lab: Laba::new(0.29655674, 0.58761847, -0.3638428, 1.0), oklab: Oklaba::new(0.41972777, 0.1642403, -0.10118592, 1.0), oklch: Oklcha::new(0.41972777, 0.19290791, 328.36343, 1.0), xyz: Xyza::new(0.12690368, 0.060969174, 0.20754242, 1.0), }, // teal TestColor { name: "teal", rgb: Srgba::new(0.0, 0.5, 0.5, 1.0), linear_rgb: LinearRgba::new(0.0, 0.21404114, 0.21404114, 1.0), hsl: Hsla::new(180.0, 1.0, 0.25, 1.0), lch: Lcha::new(0.48073065, 0.29981336, 196.37614, 1.0), oklab: Oklaba::new(0.54159236, -0.08939436, -0.02356726, 1.0), hsv: Hsva::new(180.0, 1.0, 0.5, 1.0), hwb: Hwba::new(180.0, 0.0, 0.5, 1.0), lab: Laba::new(0.4807306, -0.28765023, -0.084530115, 1.0), oklch: Oklcha::new(0.54159236, 0.092448615, 194.76903, 1.0), xyz: Xyza::new(0.11515705, 0.16852042, 0.22891617, 1.0), }, // maroon TestColor { name: "maroon", rgb: Srgba::new(0.5, 0.0, 0.0, 1.0), linear_rgb: LinearRgba::new(0.21404114, 0.0, 0.0, 1.0), hsl: Hsla::new(0.0, 1.0, 0.25, 1.0), hsv: Hsva::new(0.0, 1.0, 0.5, 1.0), hwb: Hwba::new(0.0, 0.0, 0.5, 1.0), lab: Laba::new(0.2541851, 0.47909766, 0.37905872, 1.0), lch: Lcha::new(0.2541851, 0.61091745, 38.350803, 1.0), oklab: Oklaba::new(0.3756308, 0.13450874, 0.07527886, 1.0), oklch: Oklcha::new(0.3756308, 0.1541412, 29.233906, 1.0), xyz: Xyza::new(0.08828264, 0.045520753, 0.0041382504, 1.0), }, // lime TestColor { name: "lime", rgb: Srgba::new(0.0, 0.5, 0.0, 1.0), linear_rgb: LinearRgba::new(0.0, 0.21404114, 0.0, 1.0), hsl: Hsla::new(120.0, 1.0, 0.25, 1.0), hsv: Hsva::new(120.0, 1.0, 0.5, 1.0), hwb: Hwba::new(120.0, 0.0, 0.5, 1.0), lab: Laba::new(0.46052113, -0.5155285, 0.4975627, 1.0), lch: Lcha::new(0.46052113, 0.71647626, 136.01596, 1.0), oklab: Oklaba::new(0.5182875, -0.13990697, 0.10737252, 1.0), oklch: Oklcha::new(0.5182875, 0.17635989, 142.49535, 1.0), xyz: Xyza::new(0.076536, 0.153072, 0.025511991, 1.0), }, // navy TestColor { name: "navy", rgb: Srgba::new(0.0, 0.0, 0.5, 1.0), linear_rgb: LinearRgba::new(0.0, 0.0, 0.21404114, 1.0), hsl: Hsla::new(240.0, 1.0, 0.25, 1.0), lch: Lcha::new(0.12890343, 0.8004114, 306.28494, 1.0), hsv: Hsva::new(240.0, 1.0, 0.5, 1.0), hwb: Hwba::new(240.0, 0.0, 0.5, 1.0), lab: Laba::new(0.12890343, 0.4736844, -0.64519864, 1.0), oklab: Oklaba::new(0.27038592, -0.01941514, -0.18635012, 1.0), oklch: Oklcha::new(0.27038592, 0.18735878, 264.05203, 1.0), xyz: Xyza::new(0.03862105, 0.01544842, 0.20340417, 1.0), }, // orange TestColor { name: "orange", rgb: Srgba::new(0.5, 0.5, 0.0, 1.0), linear_rgb: LinearRgba::new(0.21404114, 0.21404114, 0.0, 1.0), hsl: Hsla::new(60.0, 1.0, 0.25, 1.0), lch: Lcha::new(0.51677734, 0.57966936, 102.851265, 1.0), hsv: Hsva::new(60.0, 1.0, 0.5, 1.0), hwb: Hwba::new(60.0, 0.0, 0.5, 1.0), lab: Laba::new(0.51677734, -0.1289308, 0.5651491, 1.0), oklab: Oklaba::new(0.57902855, -0.042691574, 0.11878061, 1.0), oklch: Oklcha::new(0.57902855, 0.12621966, 109.76922, 1.0), xyz: Xyza::new(0.16481864, 0.19859275, 0.029650241, 1.0), }, // fuchsia TestColor { name: "fuchsia", rgb: Srgba::new(0.5, 0.0, 0.5, 1.0), linear_rgb: LinearRgba::new(0.21404114, 0.0, 0.21404114, 1.0), hsl: Hsla::new(300.0, 1.0, 0.25, 1.0), lch: Lcha::new(0.29655674, 0.69114214, 328.23495, 1.0), hsv: Hsva::new(300.0, 1.0, 0.5, 1.0), hwb: Hwba::new(300.0, 0.0, 0.5, 1.0), lab: Laba::new(0.29655674, 0.58761847, -0.3638428, 1.0), oklab: Oklaba::new(0.41972777, 0.1642403, -0.10118592, 1.0), oklch: Oklcha::new(0.41972777, 0.19290791, 328.36343, 1.0), xyz: Xyza::new(0.12690368, 0.060969174, 0.20754242, 1.0), }, // aqua TestColor { name: "aqua", rgb: Srgba::new(0.0, 0.5, 0.5, 1.0), linear_rgb: LinearRgba::new(0.0, 0.21404114, 0.21404114, 1.0), hsl: Hsla::new(180.0, 1.0, 0.25, 1.0), lch: Lcha::new(0.48073065, 0.29981336, 196.37614, 1.0), oklab: Oklaba::new(0.54159236, -0.08939436, -0.02356726, 1.0), hsv: Hsva::new(180.0, 1.0, 0.5, 1.0), hwb: Hwba::new(180.0, 0.0, 0.5, 1.0), lab: Laba::new(0.4807306, -0.28765023, -0.084530115, 1.0), oklch: Oklcha::new(0.54159236, 0.092448615, 194.76903, 1.0), xyz: Xyza::new(0.11515705, 0.16852042, 0.22891617, 1.0), }, ];
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_color/src/srgba.rs
crates/bevy_color/src/srgba.rs
use crate::{ color_difference::EuclideanDistance, impl_componentwise_vector_space, Alpha, ColorToComponents, ColorToPacked, Gray, LinearRgba, Luminance, Mix, StandardColor, Xyza, }; #[cfg(feature = "alloc")] use alloc::{format, string::String}; use bevy_math::{ops, Vec3, Vec4}; #[cfg(feature = "bevy_reflect")] use bevy_reflect::prelude::*; use thiserror::Error; /// Non-linear standard RGB with alpha. #[doc = include_str!("../docs/conversion.md")] /// <div> #[doc = include_str!("../docs/diagrams/model_graph.svg")] /// </div> #[derive(Debug, Clone, Copy, PartialEq)] #[cfg_attr( feature = "bevy_reflect", derive(Reflect), reflect(Clone, PartialEq, Default) )] #[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))] #[cfg_attr( all(feature = "serialize", feature = "bevy_reflect"), reflect(Serialize, Deserialize) )] pub struct Srgba { /// The red channel. [0.0, 1.0] pub red: f32, /// The green channel. [0.0, 1.0] pub green: f32, /// The blue channel. [0.0, 1.0] pub blue: f32, /// The alpha channel. [0.0, 1.0] pub alpha: f32, } impl StandardColor for Srgba {} impl_componentwise_vector_space!(Srgba, [red, green, blue, alpha]); impl Srgba { // The standard VGA colors, with alpha set to 1.0. // https://en.wikipedia.org/wiki/Web_colors#Basic_colors /// <div style="background-color:rgb(0%, 0%, 0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const BLACK: Srgba = Srgba::new(0.0, 0.0, 0.0, 1.0); /// <div style="background-color:rgba(0%, 0%, 0%, 0%); width: 10px; padding: 10px; border: 1px solid;"></div> #[doc(alias = "transparent")] pub const NONE: Srgba = Srgba::new(0.0, 0.0, 0.0, 0.0); /// <div style="background-color:rgb(100%, 100%, 100%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const WHITE: Srgba = Srgba::new(1.0, 1.0, 1.0, 1.0); /// A fully red color with full alpha. pub const RED: Self = Self { red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0, }; /// A fully green color with full alpha. pub const GREEN: Self = Self { red: 0.0, green: 1.0, blue: 0.0, alpha: 1.0, }; /// A fully blue color with full alpha. pub const BLUE: Self = Self { red: 0.0, green: 0.0, blue: 1.0, alpha: 1.0, }; /// Construct a new [`Srgba`] color from components. /// /// # Arguments /// /// * `red` - Red channel. [0.0, 1.0] /// * `green` - Green channel. [0.0, 1.0] /// * `blue` - Blue channel. [0.0, 1.0] /// * `alpha` - Alpha channel. [0.0, 1.0] pub const fn new(red: f32, green: f32, blue: f32, alpha: f32) -> Self { Self { red, green, blue, alpha, } } /// Construct a new [`Srgba`] color from (r, g, b) components, with the default alpha (1.0). /// /// # Arguments /// /// * `red` - Red channel. [0.0, 1.0] /// * `green` - Green channel. [0.0, 1.0] /// * `blue` - Blue channel. [0.0, 1.0] pub const fn rgb(red: f32, green: f32, blue: f32) -> Self { Self { red, green, blue, alpha: 1.0, } } /// Return a copy of this color with the red channel set to the given value. pub const fn with_red(self, red: f32) -> Self { Self { red, ..self } } /// Return a copy of this color with the green channel set to the given value. pub const fn with_green(self, green: f32) -> Self { Self { green, ..self } } /// Return a copy of this color with the blue channel set to the given value. pub const fn with_blue(self, blue: f32) -> Self { Self { blue, ..self } } /// New `Srgba` from a CSS-style hexadecimal string. /// /// # Examples /// /// ``` /// # use bevy_color::Srgba; /// let color = Srgba::hex("FF00FF").unwrap(); // fuchsia /// let color = Srgba::hex("FF00FF7F").unwrap(); // partially transparent fuchsia /// /// // A standard hex color notation is also available /// assert_eq!(Srgba::hex("#FFFFFF").unwrap(), Srgba::new(1.0, 1.0, 1.0, 1.0)); /// ``` pub fn hex<T: AsRef<str>>(hex: T) -> Result<Self, HexColorError> { let hex = hex.as_ref(); let hex = hex.strip_prefix('#').unwrap_or(hex); match hex.len() { // RGB 3 => { let [l, b] = u16::from_str_radix(hex, 16)?.to_be_bytes(); let (r, g, b) = (l & 0x0F, (b & 0xF0) >> 4, b & 0x0F); Ok(Self::rgb_u8((r << 4) | r, (g << 4) | g, (b << 4) | b)) } // RGBA 4 => { let [l, b] = u16::from_str_radix(hex, 16)?.to_be_bytes(); let (r, g, b, a) = ((l & 0xF0) >> 4, l & 0xF, (b & 0xF0) >> 4, b & 0x0F); Ok(Self::rgba_u8( (r << 4) | r, (g << 4) | g, (b << 4) | b, (a << 4) | a, )) } // RRGGBB 6 => { let [_, r, g, b] = u32::from_str_radix(hex, 16)?.to_be_bytes(); Ok(Self::rgb_u8(r, g, b)) } // RRGGBBAA 8 => { let [r, g, b, a] = u32::from_str_radix(hex, 16)?.to_be_bytes(); Ok(Self::rgba_u8(r, g, b, a)) } _ => Err(HexColorError::Length), } } /// Convert this color to CSS-style hexadecimal notation. #[cfg(feature = "alloc")] pub fn to_hex(&self) -> String { let [r, g, b, a] = self.to_u8_array(); match a { 255 => format!("#{r:02X}{g:02X}{b:02X}"), _ => format!("#{r:02X}{g:02X}{b:02X}{a:02X}"), } } /// New `Srgba` from sRGB colorspace. /// /// # Arguments /// /// * `r` - Red channel. [0, 255] /// * `g` - Green channel. [0, 255] /// * `b` - Blue channel. [0, 255] /// /// See also [`Srgba::new`], [`Srgba::rgba_u8`], [`Srgba::hex`]. pub fn rgb_u8(r: u8, g: u8, b: u8) -> Self { Self::from_u8_array_no_alpha([r, g, b]) } // Float operations in const fn are not stable yet // see https://github.com/rust-lang/rust/issues/57241 /// New `Srgba` from sRGB colorspace. /// /// # Arguments /// /// * `r` - Red channel. [0, 255] /// * `g` - Green channel. [0, 255] /// * `b` - Blue channel. [0, 255] /// * `a` - Alpha channel. [0, 255] /// /// See also [`Srgba::new`], [`Srgba::rgb_u8`], [`Srgba::hex`]. pub fn rgba_u8(r: u8, g: u8, b: u8, a: u8) -> Self { Self::from_u8_array([r, g, b, a]) } /// Converts a non-linear sRGB value to a linear one via [gamma correction](https://en.wikipedia.org/wiki/Gamma_correction). pub fn gamma_function(value: f32) -> f32 { if value <= 0.0 { return value; } if value <= 0.04045 { value / 12.92 // linear falloff in dark values } else { ops::powf((value + 0.055) / 1.055, 2.4) // gamma curve in other area } } /// Converts a linear sRGB value to a non-linear one via [gamma correction](https://en.wikipedia.org/wiki/Gamma_correction). pub fn gamma_function_inverse(value: f32) -> f32 { if value <= 0.0 { return value; } if value <= 0.0031308 { value * 12.92 // linear falloff in dark values } else { (1.055 * ops::powf(value, 1.0 / 2.4)) - 0.055 // gamma curve in other area } } } impl Default for Srgba { fn default() -> Self { Self::WHITE } } impl Luminance for Srgba { #[inline] fn luminance(&self) -> f32 { let linear: LinearRgba = (*self).into(); linear.luminance() } #[inline] fn with_luminance(&self, luminance: f32) -> Self { let linear: LinearRgba = (*self).into(); linear .with_luminance(Srgba::gamma_function(luminance)) .into() } #[inline] fn darker(&self, amount: f32) -> Self { let linear: LinearRgba = (*self).into(); linear.darker(amount).into() } #[inline] fn lighter(&self, amount: f32) -> Self { let linear: LinearRgba = (*self).into(); linear.lighter(amount).into() } } impl Mix for Srgba { #[inline] fn mix(&self, other: &Self, factor: f32) -> Self { let n_factor = 1.0 - factor; Self { red: self.red * n_factor + other.red * factor, green: self.green * n_factor + other.green * factor, blue: self.blue * n_factor + other.blue * factor, alpha: self.alpha * n_factor + other.alpha * factor, } } } impl Alpha for Srgba { #[inline] fn with_alpha(&self, alpha: f32) -> Self { Self { alpha, ..*self } } #[inline] fn alpha(&self) -> f32 { self.alpha } #[inline] fn set_alpha(&mut self, alpha: f32) { self.alpha = alpha; } } impl EuclideanDistance for Srgba { #[inline] fn distance_squared(&self, other: &Self) -> f32 { let dr = self.red - other.red; let dg = self.green - other.green; let db = self.blue - other.blue; dr * dr + dg * dg + db * db } } impl Gray for Srgba { const BLACK: Self = Self::BLACK; const WHITE: Self = Self::WHITE; } impl ColorToComponents for Srgba { fn to_f32_array(self) -> [f32; 4] { [self.red, self.green, self.blue, self.alpha] } fn to_f32_array_no_alpha(self) -> [f32; 3] { [self.red, self.green, self.blue] } fn to_vec4(self) -> Vec4 { Vec4::new(self.red, self.green, self.blue, self.alpha) } fn to_vec3(self) -> Vec3 { Vec3::new(self.red, self.green, self.blue) } fn from_f32_array(color: [f32; 4]) -> Self { Self { red: color[0], green: color[1], blue: color[2], alpha: color[3], } } fn from_f32_array_no_alpha(color: [f32; 3]) -> Self { Self { red: color[0], green: color[1], blue: color[2], alpha: 1.0, } } fn from_vec4(color: Vec4) -> Self { Self { red: color[0], green: color[1], blue: color[2], alpha: color[3], } } fn from_vec3(color: Vec3) -> Self { Self { red: color[0], green: color[1], blue: color[2], alpha: 1.0, } } } impl ColorToPacked for Srgba { fn to_u8_array(self) -> [u8; 4] { [self.red, self.green, self.blue, self.alpha] .map(|v| ops::round(v.clamp(0.0, 1.0) * 255.0) as u8) } fn to_u8_array_no_alpha(self) -> [u8; 3] { [self.red, self.green, self.blue].map(|v| ops::round(v.clamp(0.0, 1.0) * 255.0) as u8) } fn from_u8_array(color: [u8; 4]) -> Self { Self::from_f32_array(color.map(|u| u as f32 / 255.0)) } fn from_u8_array_no_alpha(color: [u8; 3]) -> Self { Self::from_f32_array_no_alpha(color.map(|u| u as f32 / 255.0)) } } impl From<LinearRgba> for Srgba { #[inline] fn from(value: LinearRgba) -> Self { Self { red: Srgba::gamma_function_inverse(value.red), green: Srgba::gamma_function_inverse(value.green), blue: Srgba::gamma_function_inverse(value.blue), alpha: value.alpha, } } } impl From<Srgba> for LinearRgba { #[inline] fn from(value: Srgba) -> Self { Self { red: Srgba::gamma_function(value.red), green: Srgba::gamma_function(value.green), blue: Srgba::gamma_function(value.blue), alpha: value.alpha, } } } // Derived Conversions impl From<Xyza> for Srgba { fn from(value: Xyza) -> Self { LinearRgba::from(value).into() } } impl From<Srgba> for Xyza { fn from(value: Srgba) -> Self { LinearRgba::from(value).into() } } /// Error returned if a hex string could not be parsed as a color. #[derive(Debug, Error, PartialEq, Eq)] pub enum HexColorError { /// Parsing error. #[error("Invalid hex string")] Parse(#[from] core::num::ParseIntError), /// Invalid length. #[error("Unexpected length of hex string")] Length, /// Invalid character. #[error("Invalid hex char")] Char(char), } #[cfg(test)] mod tests { use crate::testing::assert_approx_eq; use super::*; #[test] fn test_to_from_linear() { let srgba = Srgba::new(0.0, 0.5, 1.0, 1.0); let linear_rgba: LinearRgba = srgba.into(); assert_eq!(linear_rgba.red, 0.0); assert_approx_eq!(linear_rgba.green, 0.2140, 0.0001); assert_approx_eq!(linear_rgba.blue, 1.0, 0.0001); assert_eq!(linear_rgba.alpha, 1.0); let srgba2: Srgba = linear_rgba.into(); assert_eq!(srgba2.red, 0.0); assert_approx_eq!(srgba2.green, 0.5, 0.0001); assert_approx_eq!(srgba2.blue, 1.0, 0.0001); assert_eq!(srgba2.alpha, 1.0); } #[test] fn euclidean_distance() { // White to black let a = Srgba::new(0.0, 0.0, 0.0, 1.0); let b = Srgba::new(1.0, 1.0, 1.0, 1.0); assert_eq!(a.distance_squared(&b), 3.0); // Alpha shouldn't matter let a = Srgba::new(0.0, 0.0, 0.0, 1.0); let b = Srgba::new(1.0, 1.0, 1.0, 0.0); assert_eq!(a.distance_squared(&b), 3.0); // Red to green let a = Srgba::new(0.0, 0.0, 0.0, 1.0); let b = Srgba::new(1.0, 0.0, 0.0, 1.0); assert_eq!(a.distance_squared(&b), 1.0); } #[test] fn darker_lighter() { // Darker and lighter should be commutative. let color = Srgba::new(0.4, 0.5, 0.6, 1.0); let darker1 = color.darker(0.1); let darker2 = darker1.darker(0.1); let twice_as_dark = color.darker(0.2); assert!(darker2.distance_squared(&twice_as_dark) < 0.0001); let lighter1 = color.lighter(0.1); let lighter2 = lighter1.lighter(0.1); let twice_as_light = color.lighter(0.2); assert!(lighter2.distance_squared(&twice_as_light) < 0.0001); } #[test] fn hex_color() { assert_eq!(Srgba::hex("FFF"), Ok(Srgba::WHITE)); assert_eq!(Srgba::hex("FFFF"), Ok(Srgba::WHITE)); assert_eq!(Srgba::hex("FFFFFF"), Ok(Srgba::WHITE)); assert_eq!(Srgba::hex("FFFFFFFF"), Ok(Srgba::WHITE)); assert_eq!(Srgba::hex("000"), Ok(Srgba::BLACK)); assert_eq!(Srgba::hex("000F"), Ok(Srgba::BLACK)); assert_eq!(Srgba::hex("000000"), Ok(Srgba::BLACK)); assert_eq!(Srgba::hex("000000FF"), Ok(Srgba::BLACK)); assert_eq!(Srgba::hex("03a9f4"), Ok(Srgba::rgb_u8(3, 169, 244))); assert_eq!(Srgba::hex("yy"), Err(HexColorError::Length)); assert_eq!(Srgba::hex("#f2a"), Ok(Srgba::rgb_u8(255, 34, 170))); assert_eq!(Srgba::hex("#e23030"), Ok(Srgba::rgb_u8(226, 48, 48))); assert_eq!(Srgba::hex("#ff"), Err(HexColorError::Length)); assert_eq!(Srgba::hex("11223344"), Ok(Srgba::rgba_u8(17, 34, 51, 68))); assert_eq!(Srgba::hex("1234"), Ok(Srgba::rgba_u8(17, 34, 51, 68))); assert_eq!(Srgba::hex("12345678"), Ok(Srgba::rgba_u8(18, 52, 86, 120))); assert_eq!(Srgba::hex("4321"), Ok(Srgba::rgba_u8(68, 51, 34, 17))); assert!(matches!(Srgba::hex("yyy"), Err(HexColorError::Parse(_)))); assert!(matches!(Srgba::hex("##fff"), Err(HexColorError::Parse(_)))); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_color/src/hsla.rs
crates/bevy_color/src/hsla.rs
use crate::{ Alpha, ColorToComponents, Gray, Hsva, Hue, Hwba, Lcha, LinearRgba, Luminance, Mix, Saturation, Srgba, StandardColor, Xyza, }; use bevy_math::{Vec3, Vec4}; #[cfg(feature = "bevy_reflect")] use bevy_reflect::prelude::*; /// Color in Hue-Saturation-Lightness (HSL) color space with alpha. /// Further information on this color model can be found on [Wikipedia](https://en.wikipedia.org/wiki/HSL_and_HSV). #[doc = include_str!("../docs/conversion.md")] /// <div> #[doc = include_str!("../docs/diagrams/model_graph.svg")] /// </div> #[derive(Debug, Clone, Copy, PartialEq)] #[cfg_attr( feature = "bevy_reflect", derive(Reflect), reflect(Clone, PartialEq, Default) )] #[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))] #[cfg_attr( all(feature = "serialize", feature = "bevy_reflect"), reflect(Serialize, Deserialize) )] pub struct Hsla { /// The hue channel. [0.0, 360.0] pub hue: f32, /// The saturation channel. [0.0, 1.0] pub saturation: f32, /// The lightness channel. [0.0, 1.0] pub lightness: f32, /// The alpha channel. [0.0, 1.0] pub alpha: f32, } impl StandardColor for Hsla {} impl Hsla { /// Construct a new [`Hsla`] color from components. /// /// # Arguments /// /// * `hue` - Hue channel. [0.0, 360.0] /// * `saturation` - Saturation channel. [0.0, 1.0] /// * `lightness` - Lightness channel. [0.0, 1.0] /// * `alpha` - Alpha channel. [0.0, 1.0] pub const fn new(hue: f32, saturation: f32, lightness: f32, alpha: f32) -> Self { Self { hue, saturation, lightness, alpha, } } /// Construct a new [`Hsla`] color from (h, s, l) components, with the default alpha (1.0). /// /// # Arguments /// /// * `hue` - Hue channel. [0.0, 360.0] /// * `saturation` - Saturation channel. [0.0, 1.0] /// * `lightness` - Lightness channel. [0.0, 1.0] pub const fn hsl(hue: f32, saturation: f32, lightness: f32) -> Self { Self::new(hue, saturation, lightness, 1.0) } /// Return a copy of this color with the saturation channel set to the given value. pub const fn with_saturation(self, saturation: f32) -> Self { Self { saturation, ..self } } /// Return a copy of this color with the lightness channel set to the given value. pub const fn with_lightness(self, lightness: f32) -> Self { Self { lightness, ..self } } /// Generate a deterministic but [quasi-randomly distributed](https://en.wikipedia.org/wiki/Low-discrepancy_sequence) /// color from a provided `index`. /// /// This can be helpful for generating debug colors. /// /// # Examples /// /// ```rust /// # use bevy_color::Hsla; /// // Unique color for an entity /// # let entity_index = 123; /// // let entity_index = entity.index(); /// let color = Hsla::sequential_dispersed(entity_index); /// /// // Palette with 5 distinct hues /// let palette = (0..5).map(Hsla::sequential_dispersed).collect::<Vec<_>>(); /// ``` pub const fn sequential_dispersed(index: u32) -> Self { const FRAC_U32MAX_GOLDEN_RATIO: u32 = 2654435769; // (u32::MAX / Φ) rounded up const RATIO_360: f32 = 360.0 / u32::MAX as f32; // from https://extremelearning.com.au/unreasonable-effectiveness-of-quasirandom-sequences/ // // Map a sequence of integers (eg: 154, 155, 156, 157, 158) into the [0.0..1.0] range, // so that the closer the numbers are, the larger the difference of their image. let hue = index.wrapping_mul(FRAC_U32MAX_GOLDEN_RATIO) as f32 * RATIO_360; Self::hsl(hue, 1., 0.5) } } impl Default for Hsla { fn default() -> Self { Self::new(0., 0., 1., 1.) } } impl Mix for Hsla { #[inline] fn mix(&self, other: &Self, factor: f32) -> Self { let n_factor = 1.0 - factor; Self { hue: crate::color_ops::lerp_hue(self.hue, other.hue, factor), saturation: self.saturation * n_factor + other.saturation * factor, lightness: self.lightness * n_factor + other.lightness * factor, alpha: self.alpha * n_factor + other.alpha * factor, } } } impl Gray for Hsla { const BLACK: Self = Self::new(0., 0., 0., 1.); const WHITE: Self = Self::new(0., 0., 1., 1.); } impl Alpha for Hsla { #[inline] fn with_alpha(&self, alpha: f32) -> Self { Self { alpha, ..*self } } #[inline] fn alpha(&self) -> f32 { self.alpha } #[inline] fn set_alpha(&mut self, alpha: f32) { self.alpha = alpha; } } impl Hue for Hsla { #[inline] fn with_hue(&self, hue: f32) -> Self { Self { hue, ..*self } } #[inline] fn hue(&self) -> f32 { self.hue } #[inline] fn set_hue(&mut self, hue: f32) { self.hue = hue; } } impl Saturation for Hsla { #[inline] fn with_saturation(&self, saturation: f32) -> Self { Self { saturation, ..*self } } #[inline] fn saturation(&self) -> f32 { self.saturation } #[inline] fn set_saturation(&mut self, saturation: f32) { self.saturation = saturation; } } impl Luminance for Hsla { #[inline] fn with_luminance(&self, lightness: f32) -> Self { Self { lightness, ..*self } } fn luminance(&self) -> f32 { self.lightness } fn darker(&self, amount: f32) -> Self { Self { lightness: (self.lightness - amount).clamp(0., 1.), ..*self } } fn lighter(&self, amount: f32) -> Self { Self { lightness: (self.lightness + amount).min(1.), ..*self } } } impl ColorToComponents for Hsla { fn to_f32_array(self) -> [f32; 4] { [self.hue, self.saturation, self.lightness, self.alpha] } fn to_f32_array_no_alpha(self) -> [f32; 3] { [self.hue, self.saturation, self.lightness] } fn to_vec4(self) -> Vec4 { Vec4::new(self.hue, self.saturation, self.lightness, self.alpha) } fn to_vec3(self) -> Vec3 { Vec3::new(self.hue, self.saturation, self.lightness) } fn from_f32_array(color: [f32; 4]) -> Self { Self { hue: color[0], saturation: color[1], lightness: color[2], alpha: color[3], } } fn from_f32_array_no_alpha(color: [f32; 3]) -> Self { Self { hue: color[0], saturation: color[1], lightness: color[2], alpha: 1.0, } } fn from_vec4(color: Vec4) -> Self { Self { hue: color[0], saturation: color[1], lightness: color[2], alpha: color[3], } } fn from_vec3(color: Vec3) -> Self { Self { hue: color[0], saturation: color[1], lightness: color[2], alpha: 1.0, } } } impl From<Hsla> for Hsva { fn from( Hsla { hue, saturation, lightness, alpha, }: Hsla, ) -> Self { // Based on https://en.wikipedia.org/wiki/HSL_and_HSV#HSL_to_HSV let value = lightness + saturation * lightness.min(1. - lightness); let saturation = if value == 0. { 0. } else { 2. * (1. - (lightness / value)) }; Hsva::new(hue, saturation, value, alpha) } } impl From<Hsva> for Hsla { fn from( Hsva { hue, saturation, value, alpha, }: Hsva, ) -> Self { // Based on https://en.wikipedia.org/wiki/HSL_and_HSV#HSV_to_HSL let lightness = value * (1. - saturation / 2.); let saturation = if lightness == 0. || lightness == 1. { 0. } else { (value - lightness) / lightness.min(1. - lightness) }; Hsla::new(hue, saturation, lightness, alpha) } } // Derived Conversions impl From<Hwba> for Hsla { fn from(value: Hwba) -> Self { Hsva::from(value).into() } } impl From<Hsla> for Hwba { fn from(value: Hsla) -> Self { Hsva::from(value).into() } } impl From<Srgba> for Hsla { fn from(value: Srgba) -> Self { Hsva::from(value).into() } } impl From<Hsla> for Srgba { fn from(value: Hsla) -> Self { Hsva::from(value).into() } } impl From<LinearRgba> for Hsla { fn from(value: LinearRgba) -> Self { Hsva::from(value).into() } } impl From<Hsla> for LinearRgba { fn from(value: Hsla) -> Self { Hsva::from(value).into() } } impl From<Lcha> for Hsla { fn from(value: Lcha) -> Self { Hsva::from(value).into() } } impl From<Hsla> for Lcha { fn from(value: Hsla) -> Self { Hsva::from(value).into() } } impl From<Xyza> for Hsla { fn from(value: Xyza) -> Self { Hsva::from(value).into() } } impl From<Hsla> for Xyza { fn from(value: Hsla) -> Self { Hsva::from(value).into() } } #[cfg(test)] mod tests { use super::*; use crate::{ color_difference::EuclideanDistance, test_colors::TEST_COLORS, testing::assert_approx_eq, }; #[test] fn test_to_from_srgba() { let hsla = Hsla::new(0.5, 0.5, 0.5, 1.0); let srgba: Srgba = hsla.into(); let hsla2: Hsla = srgba.into(); assert_approx_eq!(hsla.hue, hsla2.hue, 0.001); assert_approx_eq!(hsla.saturation, hsla2.saturation, 0.001); assert_approx_eq!(hsla.lightness, hsla2.lightness, 0.001); assert_approx_eq!(hsla.alpha, hsla2.alpha, 0.001); } #[test] fn test_to_from_srgba_2() { for color in TEST_COLORS.iter() { let rgb2: Srgba = (color.hsl).into(); let hsl2: Hsla = (color.rgb).into(); assert!( color.rgb.distance(&rgb2) < 0.000001, "{}: {:?} != {:?}", color.name, color.rgb, rgb2 ); assert_approx_eq!(color.hsl.hue, hsl2.hue, 0.001); assert_approx_eq!(color.hsl.saturation, hsl2.saturation, 0.001); assert_approx_eq!(color.hsl.lightness, hsl2.lightness, 0.001); assert_approx_eq!(color.hsl.alpha, hsl2.alpha, 0.001); } } #[test] fn test_to_from_linear() { let hsla = Hsla::new(0.5, 0.5, 0.5, 1.0); let linear: LinearRgba = hsla.into(); let hsla2: Hsla = linear.into(); assert_approx_eq!(hsla.hue, hsla2.hue, 0.001); assert_approx_eq!(hsla.saturation, hsla2.saturation, 0.001); assert_approx_eq!(hsla.lightness, hsla2.lightness, 0.001); assert_approx_eq!(hsla.alpha, hsla2.alpha, 0.001); } #[test] fn test_mix_wrap() { let hsla0 = Hsla::new(10., 0.5, 0.5, 1.0); let hsla1 = Hsla::new(20., 0.5, 0.5, 1.0); let hsla2 = Hsla::new(350., 0.5, 0.5, 1.0); assert_approx_eq!(hsla0.mix(&hsla1, 0.25).hue, 12.5, 0.001); assert_approx_eq!(hsla0.mix(&hsla1, 0.5).hue, 15., 0.001); assert_approx_eq!(hsla0.mix(&hsla1, 0.75).hue, 17.5, 0.001); assert_approx_eq!(hsla1.mix(&hsla0, 0.25).hue, 17.5, 0.001); assert_approx_eq!(hsla1.mix(&hsla0, 0.5).hue, 15., 0.001); assert_approx_eq!(hsla1.mix(&hsla0, 0.75).hue, 12.5, 0.001); assert_approx_eq!(hsla0.mix(&hsla2, 0.25).hue, 5., 0.001); assert_approx_eq!(hsla0.mix(&hsla2, 0.5).hue, 0., 0.001); assert_approx_eq!(hsla0.mix(&hsla2, 0.75).hue, 355., 0.001); assert_approx_eq!(hsla2.mix(&hsla0, 0.25).hue, 355., 0.001); assert_approx_eq!(hsla2.mix(&hsla0, 0.5).hue, 0., 0.001); assert_approx_eq!(hsla2.mix(&hsla0, 0.75).hue, 5., 0.001); } #[test] fn test_from_index() { let references = [ Hsla::hsl(0.0, 1., 0.5), Hsla::hsl(222.49225, 1., 0.5), Hsla::hsl(84.984474, 1., 0.5), Hsla::hsl(307.4767, 1., 0.5), Hsla::hsl(169.96895, 1., 0.5), ]; for (index, reference) in references.into_iter().enumerate() { let color = Hsla::sequential_dispersed(index as u32); assert_approx_eq!(color.hue, reference.hue, 0.001); } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_color/src/linear_rgba.rs
crates/bevy_color/src/linear_rgba.rs
use crate::{ color_difference::EuclideanDistance, impl_componentwise_vector_space, Alpha, ColorToComponents, ColorToPacked, Gray, Luminance, Mix, StandardColor, }; use bevy_math::{ops, Vec3, Vec4}; #[cfg(feature = "bevy_reflect")] use bevy_reflect::prelude::*; use bytemuck::{Pod, Zeroable}; /// Linear RGB color with alpha. #[doc = include_str!("../docs/conversion.md")] /// <div> #[doc = include_str!("../docs/diagrams/model_graph.svg")] /// </div> #[derive(Debug, Clone, Copy, PartialEq, Pod, Zeroable)] #[cfg_attr( feature = "bevy_reflect", derive(Reflect), reflect(Clone, PartialEq, Default) )] #[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))] #[cfg_attr( all(feature = "serialize", feature = "bevy_reflect"), reflect(Serialize, Deserialize) )] #[repr(C)] pub struct LinearRgba { /// The red channel. [0.0, 1.0] pub red: f32, /// The green channel. [0.0, 1.0] pub green: f32, /// The blue channel. [0.0, 1.0] pub blue: f32, /// The alpha channel. [0.0, 1.0] pub alpha: f32, } impl StandardColor for LinearRgba {} impl_componentwise_vector_space!(LinearRgba, [red, green, blue, alpha]); impl LinearRgba { /// A fully black color with full alpha. pub const BLACK: Self = Self { red: 0.0, green: 0.0, blue: 0.0, alpha: 1.0, }; /// A fully white color with full alpha. pub const WHITE: Self = Self { red: 1.0, green: 1.0, blue: 1.0, alpha: 1.0, }; /// A fully transparent color. pub const NONE: Self = Self { red: 0.0, green: 0.0, blue: 0.0, alpha: 0.0, }; /// A fully red color with full alpha. pub const RED: Self = Self { red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0, }; /// A fully green color with full alpha. pub const GREEN: Self = Self { red: 0.0, green: 1.0, blue: 0.0, alpha: 1.0, }; /// A fully blue color with full alpha. pub const BLUE: Self = Self { red: 0.0, green: 0.0, blue: 1.0, alpha: 1.0, }; /// An invalid color. /// /// This type can be used to represent an invalid color value; /// in some rendering applications the color will be ignored, /// enabling performant hacks like hiding lines by setting their color to `INVALID`. pub const NAN: Self = Self { red: f32::NAN, green: f32::NAN, blue: f32::NAN, alpha: f32::NAN, }; /// Construct a new [`LinearRgba`] color from components. pub const fn new(red: f32, green: f32, blue: f32, alpha: f32) -> Self { Self { red, green, blue, alpha, } } /// Construct a new [`LinearRgba`] color from (r, g, b) components, with the default alpha (1.0). /// /// # Arguments /// /// * `red` - Red channel. [0.0, 1.0] /// * `green` - Green channel. [0.0, 1.0] /// * `blue` - Blue channel. [0.0, 1.0] pub const fn rgb(red: f32, green: f32, blue: f32) -> Self { Self { red, green, blue, alpha: 1.0, } } /// Return a copy of this color with the red channel set to the given value. pub const fn with_red(self, red: f32) -> Self { Self { red, ..self } } /// Return a copy of this color with the green channel set to the given value. pub const fn with_green(self, green: f32) -> Self { Self { green, ..self } } /// Return a copy of this color with the blue channel set to the given value. pub const fn with_blue(self, blue: f32) -> Self { Self { blue, ..self } } /// Make the color lighter or darker by some amount fn adjust_lightness(&mut self, amount: f32) { let luminance = self.luminance(); let target_luminance = (luminance + amount).clamp(0.0, 1.0); if target_luminance < luminance { let adjustment = (luminance - target_luminance) / luminance; self.mix_assign(Self::new(0.0, 0.0, 0.0, self.alpha), adjustment); } else if target_luminance > luminance { let adjustment = (target_luminance - luminance) / (1. - luminance); self.mix_assign(Self::new(1.0, 1.0, 1.0, self.alpha), adjustment); } } /// Converts this color to a u32. /// /// Maps the RGBA channels in RGBA order to a little-endian byte array (GPUs are little-endian). /// `A` will be the most significant byte and `R` the least significant. pub fn as_u32(&self) -> u32 { u32::from_le_bytes(self.to_u8_array()) } } impl Default for LinearRgba { /// Construct a new [`LinearRgba`] color with the default values (white with full alpha). fn default() -> Self { Self::WHITE } } impl Luminance for LinearRgba { /// Luminance calculated using the [CIE XYZ formula](https://en.wikipedia.org/wiki/Relative_luminance). #[inline] fn luminance(&self) -> f32 { self.red * 0.2126 + self.green * 0.7152 + self.blue * 0.0722 } #[inline] fn with_luminance(&self, luminance: f32) -> Self { let current_luminance = self.luminance(); let adjustment = luminance / current_luminance; Self { red: (self.red * adjustment).clamp(0., 1.), green: (self.green * adjustment).clamp(0., 1.), blue: (self.blue * adjustment).clamp(0., 1.), alpha: self.alpha, } } #[inline] fn darker(&self, amount: f32) -> Self { let mut result = *self; result.adjust_lightness(-amount); result } #[inline] fn lighter(&self, amount: f32) -> Self { let mut result = *self; result.adjust_lightness(amount); result } } impl Mix for LinearRgba { #[inline] fn mix(&self, other: &Self, factor: f32) -> Self { let n_factor = 1.0 - factor; Self { red: self.red * n_factor + other.red * factor, green: self.green * n_factor + other.green * factor, blue: self.blue * n_factor + other.blue * factor, alpha: self.alpha * n_factor + other.alpha * factor, } } } impl Gray for LinearRgba { const BLACK: Self = Self::BLACK; const WHITE: Self = Self::WHITE; } impl Alpha for LinearRgba { #[inline] fn with_alpha(&self, alpha: f32) -> Self { Self { alpha, ..*self } } #[inline] fn alpha(&self) -> f32 { self.alpha } #[inline] fn set_alpha(&mut self, alpha: f32) { self.alpha = alpha; } } impl EuclideanDistance for LinearRgba { #[inline] fn distance_squared(&self, other: &Self) -> f32 { let dr = self.red - other.red; let dg = self.green - other.green; let db = self.blue - other.blue; dr * dr + dg * dg + db * db } } impl ColorToComponents for LinearRgba { fn to_f32_array(self) -> [f32; 4] { [self.red, self.green, self.blue, self.alpha] } fn to_f32_array_no_alpha(self) -> [f32; 3] { [self.red, self.green, self.blue] } fn to_vec4(self) -> Vec4 { Vec4::new(self.red, self.green, self.blue, self.alpha) } fn to_vec3(self) -> Vec3 { Vec3::new(self.red, self.green, self.blue) } fn from_f32_array(color: [f32; 4]) -> Self { Self { red: color[0], green: color[1], blue: color[2], alpha: color[3], } } fn from_f32_array_no_alpha(color: [f32; 3]) -> Self { Self { red: color[0], green: color[1], blue: color[2], alpha: 1.0, } } fn from_vec4(color: Vec4) -> Self { Self { red: color[0], green: color[1], blue: color[2], alpha: color[3], } } fn from_vec3(color: Vec3) -> Self { Self { red: color[0], green: color[1], blue: color[2], alpha: 1.0, } } } impl ColorToPacked for LinearRgba { fn to_u8_array(self) -> [u8; 4] { [self.red, self.green, self.blue, self.alpha] .map(|v| ops::round(v.clamp(0.0, 1.0) * 255.0) as u8) } fn to_u8_array_no_alpha(self) -> [u8; 3] { [self.red, self.green, self.blue].map(|v| ops::round(v.clamp(0.0, 1.0) * 255.0) as u8) } fn from_u8_array(color: [u8; 4]) -> Self { Self::from_f32_array(color.map(|u| u as f32 / 255.0)) } fn from_u8_array_no_alpha(color: [u8; 3]) -> Self { Self::from_f32_array_no_alpha(color.map(|u| u as f32 / 255.0)) } } #[cfg(feature = "wgpu-types")] impl From<LinearRgba> for wgpu_types::Color { fn from(color: LinearRgba) -> Self { wgpu_types::Color { r: color.red as f64, g: color.green as f64, b: color.blue as f64, a: color.alpha as f64, } } } // [`LinearRgba`] is intended to be used with shaders // So it's the only color type that implements [`ShaderType`] to make it easier to use inside shaders #[cfg(feature = "encase")] impl encase::ShaderType for LinearRgba { type ExtraMetadata = (); const METADATA: encase::private::Metadata<Self::ExtraMetadata> = { let size = encase::private::SizeValue::from(<f32 as encase::private::ShaderSize>::SHADER_SIZE) .mul(4); let alignment = encase::private::AlignmentValue::from_next_power_of_two_size(size); encase::private::Metadata { alignment, has_uniform_min_alignment: false, is_pod: true, min_size: size, extra: (), } }; const UNIFORM_COMPAT_ASSERT: fn() = || {}; } #[cfg(feature = "encase")] impl encase::private::WriteInto for LinearRgba { fn write_into<B: encase::private::BufferMut>(&self, writer: &mut encase::private::Writer<B>) { for el in &[self.red, self.green, self.blue, self.alpha] { encase::private::WriteInto::write_into(el, writer); } } } #[cfg(feature = "encase")] impl encase::private::ReadFrom for LinearRgba { fn read_from<B: encase::private::BufferRef>( &mut self, reader: &mut encase::private::Reader<B>, ) { let mut buffer = [0.0f32; 4]; for el in &mut buffer { encase::private::ReadFrom::read_from(el, reader); } *self = LinearRgba { red: buffer[0], green: buffer[1], blue: buffer[2], alpha: buffer[3], } } } #[cfg(feature = "encase")] impl encase::private::CreateFrom for LinearRgba { fn create_from<B>(reader: &mut encase::private::Reader<B>) -> Self where B: encase::private::BufferRef, { // These are intentionally not inlined in the constructor to make this // resilient to internal Color refactors / implicit type changes. let red: f32 = encase::private::CreateFrom::create_from(reader); let green: f32 = encase::private::CreateFrom::create_from(reader); let blue: f32 = encase::private::CreateFrom::create_from(reader); let alpha: f32 = encase::private::CreateFrom::create_from(reader); LinearRgba { red, green, blue, alpha, } } } #[cfg(feature = "encase")] impl encase::ShaderSize for LinearRgba {} #[cfg(test)] mod tests { use super::*; #[test] fn euclidean_distance() { // White to black let a = LinearRgba::new(0.0, 0.0, 0.0, 1.0); let b = LinearRgba::new(1.0, 1.0, 1.0, 1.0); assert_eq!(a.distance_squared(&b), 3.0); // Alpha shouldn't matter let a = LinearRgba::new(0.0, 0.0, 0.0, 1.0); let b = LinearRgba::new(1.0, 1.0, 1.0, 0.0); assert_eq!(a.distance_squared(&b), 3.0); // Red to green let a = LinearRgba::new(0.0, 0.0, 0.0, 1.0); let b = LinearRgba::new(1.0, 0.0, 0.0, 1.0); assert_eq!(a.distance_squared(&b), 1.0); } #[test] fn to_and_from_u8() { // from_u8_array let a = LinearRgba::from_u8_array([255, 0, 0, 255]); let b = LinearRgba::new(1.0, 0.0, 0.0, 1.0); assert_eq!(a, b); // from_u8_array_no_alpha let a = LinearRgba::from_u8_array_no_alpha([255, 255, 0]); let b = LinearRgba::rgb(1.0, 1.0, 0.0); assert_eq!(a, b); // to_u8_array let a = LinearRgba::new(0.0, 0.0, 1.0, 1.0).to_u8_array(); let b = [0, 0, 255, 255]; assert_eq!(a, b); // to_u8_array_no_alpha let a = LinearRgba::rgb(0.0, 1.0, 1.0).to_u8_array_no_alpha(); let b = [0, 255, 255]; assert_eq!(a, b); // clamping let a = LinearRgba::rgb(0.0, 100.0, -100.0).to_u8_array_no_alpha(); let b = [0, 255, 0]; assert_eq!(a, b); } #[test] fn darker_lighter() { // Darker and lighter should be commutative. let color = LinearRgba::new(0.4, 0.5, 0.6, 1.0); let darker1 = color.darker(0.1); let darker2 = darker1.darker(0.1); let twice_as_dark = color.darker(0.2); assert!(darker2.distance_squared(&twice_as_dark) < 0.0001); let lighter1 = color.lighter(0.1); let lighter2 = lighter1.lighter(0.1); let twice_as_light = color.lighter(0.2); assert!(lighter2.distance_squared(&twice_as_light) < 0.0001); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_color/src/palettes/css.rs
crates/bevy_color/src/palettes/css.rs
//! [Extended colors from the CSS4 specification](https://en.wikipedia.org/wiki/Web_colors#Extended_colors), //! Also known as X11 colors, which were standardized in HTML 4.0. use crate::Srgba; // The CSS4 colors are a superset of the CSS1 colors, so we can just re-export the CSS1 colors. pub use crate::palettes::basic::*; /// <div style="background-color:rgb(94.1%, 97.3%, 100.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ALICE_BLUE: Srgba = Srgba::new(0.941, 0.973, 1.0, 1.0); /// <div style="background-color:rgb(98.0%, 92.2%, 84.3%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ANTIQUE_WHITE: Srgba = Srgba::new(0.98, 0.922, 0.843, 1.0); /// <div style="background-color:rgb(0.0%, 100.0%, 100.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const AQUA: Srgba = Srgba::new(0.0, 1.0, 1.0, 1.0); /// <div style="background-color:rgb(49.8%, 100.0%, 83.1%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const AQUAMARINE: Srgba = Srgba::new(0.498, 1.0, 0.831, 1.0); /// <div style="background-color:rgb(94.1%, 100.0%, 100.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const AZURE: Srgba = Srgba::new(0.941, 1.0, 1.0, 1.0); /// <div style="background-color:rgb(96.1%, 96.1%, 86.3%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const BEIGE: Srgba = Srgba::new(0.961, 0.961, 0.863, 1.0); /// <div style="background-color:rgb(100.0%, 89.4%, 76.9%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const BISQUE: Srgba = Srgba::new(1.0, 0.894, 0.769, 1.0); /// <div style="background-color:rgb(100.0%, 92.2%, 80.4%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const BLANCHED_ALMOND: Srgba = Srgba::new(1.0, 0.922, 0.804, 1.0); /// <div style="background-color:rgb(54.1%, 16.900000000000002%, 88.6%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const BLUE_VIOLET: Srgba = Srgba::new(0.541, 0.169, 0.886, 1.0); /// <div style="background-color:rgb(64.7%, 16.5%, 16.5%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const BROWN: Srgba = Srgba::new(0.647, 0.165, 0.165, 1.0); /// <div style="background-color:rgb(87.1%, 72.2%, 52.900000000000006%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const BURLYWOOD: Srgba = Srgba::new(0.871, 0.722, 0.529, 1.0); /// <div style="background-color:rgb(37.3%, 62.0%, 62.7%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const CADET_BLUE: Srgba = Srgba::new(0.373, 0.62, 0.627, 1.0); /// <div style="background-color:rgb(49.8%, 100.0%, 0.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const CHARTREUSE: Srgba = Srgba::new(0.498, 1.0, 0.0, 1.0); /// <div style="background-color:rgb(82.39999999999999%, 41.199999999999996%, 11.799999999999999%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const CHOCOLATE: Srgba = Srgba::new(0.824, 0.412, 0.118, 1.0); /// <div style="background-color:rgb(100.0%, 49.8%, 31.4%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const CORAL: Srgba = Srgba::new(1.0, 0.498, 0.314, 1.0); /// <div style="background-color:rgb(39.2%, 58.4%, 92.9%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const CORNFLOWER_BLUE: Srgba = Srgba::new(0.392, 0.584, 0.929, 1.0); /// <div style="background-color:rgb(100.0%, 97.3%, 86.3%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const CORNSILK: Srgba = Srgba::new(1.0, 0.973, 0.863, 1.0); /// <div style="background-color:rgb(86.3%, 7.8%, 23.5%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const CRIMSON: Srgba = Srgba::new(0.863, 0.078, 0.235, 1.0); /// <div style="background-color:rgb(0.0%, 0.0%, 54.50000000000001%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const DARK_BLUE: Srgba = Srgba::new(0.0, 0.0, 0.545, 1.0); /// <div style="background-color:rgb(0.0%, 54.50000000000001%, 54.50000000000001%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const DARK_CYAN: Srgba = Srgba::new(0.0, 0.545, 0.545, 1.0); /// <div style="background-color:rgb(72.2%, 52.5%, 4.3%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const DARK_GOLDENROD: Srgba = Srgba::new(0.722, 0.525, 0.043, 1.0); /// <div style="background-color:rgb(66.3%, 66.3%, 66.3%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const DARK_GRAY: Srgba = Srgba::new(0.663, 0.663, 0.663, 1.0); /// <div style="background-color:rgb(0.0%, 39.2%, 0.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const DARK_GREEN: Srgba = Srgba::new(0.0, 0.392, 0.0, 1.0); /// <div style="background-color:rgb(66.3%, 66.3%, 66.3%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const DARK_GREY: Srgba = Srgba::new(0.663, 0.663, 0.663, 1.0); /// <div style="background-color:rgb(74.1%, 71.8%, 42.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const DARK_KHAKI: Srgba = Srgba::new(0.741, 0.718, 0.42, 1.0); /// <div style="background-color:rgb(54.50000000000001%, 0.0%, 54.50000000000001%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const DARK_MAGENTA: Srgba = Srgba::new(0.545, 0.0, 0.545, 1.0); /// <div style="background-color:rgb(33.300000000000004%, 42.0%, 18.4%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const DARK_OLIVEGREEN: Srgba = Srgba::new(0.333, 0.42, 0.184, 1.0); /// <div style="background-color:rgb(100.0%, 54.900000000000006%, 0.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const DARK_ORANGE: Srgba = Srgba::new(1.0, 0.549, 0.0, 1.0); /// <div style="background-color:rgb(60.0%, 19.6%, 80.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const DARK_ORCHID: Srgba = Srgba::new(0.6, 0.196, 0.8, 1.0); /// <div style="background-color:rgb(54.50000000000001%, 0.0%, 0.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const DARK_RED: Srgba = Srgba::new(0.545, 0.0, 0.0, 1.0); /// <div style="background-color:rgb(91.4%, 58.8%, 47.8%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const DARK_SALMON: Srgba = Srgba::new(0.914, 0.588, 0.478, 1.0); /// <div style="background-color:rgb(56.10000000000001%, 73.7%, 56.10000000000001%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const DARK_SEA_GREEN: Srgba = Srgba::new(0.561, 0.737, 0.561, 1.0); /// <div style="background-color:rgb(28.199999999999996%, 23.9%, 54.50000000000001%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const DARK_SLATE_BLUE: Srgba = Srgba::new(0.282, 0.239, 0.545, 1.0); /// <div style="background-color:rgb(18.4%, 31.0%, 31.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const DARK_SLATE_GRAY: Srgba = Srgba::new(0.184, 0.31, 0.31, 1.0); /// <div style="background-color:rgb(18.4%, 31.0%, 31.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const DARK_SLATE_GREY: Srgba = Srgba::new(0.184, 0.31, 0.31, 1.0); /// <div style="background-color:rgb(0.0%, 80.80000000000001%, 82.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const DARK_TURQUOISE: Srgba = Srgba::new(0.0, 0.808, 0.82, 1.0); /// <div style="background-color:rgb(57.99999999999999%, 0.0%, 82.69999999999999%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const DARK_VIOLET: Srgba = Srgba::new(0.58, 0.0, 0.827, 1.0); /// <div style="background-color:rgb(100.0%, 7.8%, 57.599999999999994%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const DEEP_PINK: Srgba = Srgba::new(1.0, 0.078, 0.576, 1.0); /// <div style="background-color:rgb(0.0%, 74.9%, 100.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const DEEP_SKY_BLUE: Srgba = Srgba::new(0.0, 0.749, 1.0, 1.0); /// <div style="background-color:rgb(41.199999999999996%, 41.199999999999996%, 41.199999999999996%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const DIM_GRAY: Srgba = Srgba::new(0.412, 0.412, 0.412, 1.0); /// <div style="background-color:rgb(41.199999999999996%, 41.199999999999996%, 41.199999999999996%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const DIM_GREY: Srgba = Srgba::new(0.412, 0.412, 0.412, 1.0); /// <div style="background-color:rgb(11.799999999999999%, 56.49999999999999%, 100.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const DODGER_BLUE: Srgba = Srgba::new(0.118, 0.565, 1.0, 1.0); /// <div style="background-color:rgb(69.8%, 13.3%, 13.3%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const FIRE_BRICK: Srgba = Srgba::new(0.698, 0.133, 0.133, 1.0); /// <div style="background-color:rgb(100.0%, 98.0%, 94.1%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const FLORAL_WHITE: Srgba = Srgba::new(1.0, 0.98, 0.941, 1.0); /// <div style="background-color:rgb(13.3%, 54.50000000000001%, 13.3%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const FOREST_GREEN: Srgba = Srgba::new(0.133, 0.545, 0.133, 1.0); /// <div style="background-color:rgb(86.3%, 86.3%, 86.3%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const GAINSBORO: Srgba = Srgba::new(0.863, 0.863, 0.863, 1.0); /// <div style="background-color:rgb(97.3%, 97.3%, 100.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const GHOST_WHITE: Srgba = Srgba::new(0.973, 0.973, 1.0, 1.0); /// <div style="background-color:rgb(100.0%, 84.3%, 0.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const GOLD: Srgba = Srgba::new(1.0, 0.843, 0.0, 1.0); /// <div style="background-color:rgb(85.5%, 64.7%, 12.5%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const GOLDENROD: Srgba = Srgba::new(0.855, 0.647, 0.125, 1.0); /// <div style="background-color:rgb(0.0%, 50.2%, 0.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const GREEN_YELLOW: Srgba = Srgba::new(0.678, 1.0, 0.184, 1.0); /// <div style="background-color:rgb(50.2%, 50.2%, 50.2%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const GREY: Srgba = Srgba::new(0.502, 0.502, 0.502, 1.0); /// <div style="background-color:rgb(94.1%, 100.0%, 94.1%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const HONEYDEW: Srgba = Srgba::new(0.941, 1.0, 0.941, 1.0); /// <div style="background-color:rgb(100.0%, 41.199999999999996%, 70.6%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const HOT_PINK: Srgba = Srgba::new(1.0, 0.412, 0.706, 1.0); /// <div style="background-color:rgb(80.4%, 36.1%, 36.1%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const INDIAN_RED: Srgba = Srgba::new(0.804, 0.361, 0.361, 1.0); /// <div style="background-color:rgb(29.4%, 0.0%, 51.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const INDIGO: Srgba = Srgba::new(0.294, 0.0, 0.51, 1.0); /// <div style="background-color:rgb(100.0%, 100.0%, 94.1%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const IVORY: Srgba = Srgba::new(1.0, 1.0, 0.941, 1.0); /// <div style="background-color:rgb(94.1%, 90.2%, 54.900000000000006%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const KHAKI: Srgba = Srgba::new(0.941, 0.902, 0.549, 1.0); /// <div style="background-color:rgb(90.2%, 90.2%, 98.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LAVENDER: Srgba = Srgba::new(0.902, 0.902, 0.98, 1.0); /// <div style="background-color:rgb(100.0%, 94.1%, 96.1%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LAVENDER_BLUSH: Srgba = Srgba::new(1.0, 0.941, 0.961, 1.0); /// <div style="background-color:rgb(48.6%, 98.8%, 0.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LAWN_GREEN: Srgba = Srgba::new(0.486, 0.988, 0.0, 1.0); /// <div style="background-color:rgb(100.0%, 98.0%, 80.4%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LEMON_CHIFFON: Srgba = Srgba::new(1.0, 0.98, 0.804, 1.0); /// <div style="background-color:rgb(67.80000000000001%, 84.7%, 90.2%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LIGHT_BLUE: Srgba = Srgba::new(0.678, 0.847, 0.902, 1.0); /// <div style="background-color:rgb(94.1%, 50.2%, 50.2%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LIGHT_CORAL: Srgba = Srgba::new(0.941, 0.502, 0.502, 1.0); /// <div style="background-color:rgb(87.8%, 100.0%, 100.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LIGHT_CYAN: Srgba = Srgba::new(0.878, 1.0, 1.0, 1.0); /// <div style="background-color:rgb(98.0%, 98.0%, 82.39999999999999%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LIGHT_GOLDENROD_YELLOW: Srgba = Srgba::new(0.98, 0.98, 0.824, 1.0); /// <div style="background-color:rgb(82.69999999999999%, 82.69999999999999%, 82.69999999999999%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LIGHT_GRAY: Srgba = Srgba::new(0.827, 0.827, 0.827, 1.0); /// <div style="background-color:rgb(56.49999999999999%, 93.30000000000001%, 56.49999999999999%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LIGHT_GREEN: Srgba = Srgba::new(0.565, 0.933, 0.565, 1.0); /// <div style="background-color:rgb(82.69999999999999%, 82.69999999999999%, 82.69999999999999%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LIGHT_GREY: Srgba = Srgba::new(0.827, 0.827, 0.827, 1.0); /// <div style="background-color:rgb(100.0%, 71.39999999999999%, 75.7%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LIGHT_PINK: Srgba = Srgba::new(1.0, 0.714, 0.757, 1.0); /// <div style="background-color:rgb(100.0%, 62.7%, 47.8%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LIGHT_SALMON: Srgba = Srgba::new(1.0, 0.627, 0.478, 1.0); /// <div style="background-color:rgb(12.5%, 69.8%, 66.7%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LIGHT_SEA_GREEN: Srgba = Srgba::new(0.125, 0.698, 0.667, 1.0); /// <div style="background-color:rgb(52.900000000000006%, 80.80000000000001%, 98.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LIGHT_SKY_BLUE: Srgba = Srgba::new(0.529, 0.808, 0.98, 1.0); /// <div style="background-color:rgb(46.7%, 53.300000000000004%, 60.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LIGHT_SLATE_GRAY: Srgba = Srgba::new(0.467, 0.533, 0.6, 1.0); /// <div style="background-color:rgb(46.7%, 53.300000000000004%, 60.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LIGHT_SLATE_GREY: Srgba = Srgba::new(0.467, 0.533, 0.6, 1.0); /// <div style="background-color:rgb(69.0%, 76.9%, 87.1%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LIGHT_STEEL_BLUE: Srgba = Srgba::new(0.69, 0.769, 0.871, 1.0); /// <div style="background-color:rgb(100.0%, 100.0%, 87.8%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LIGHT_YELLOW: Srgba = Srgba::new(1.0, 1.0, 0.878, 1.0); /// <div style="background-color:rgb(19.6%, 80.4%, 19.6%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LIMEGREEN: Srgba = Srgba::new(0.196, 0.804, 0.196, 1.0); /// <div style="background-color:rgb(98.0%, 94.1%, 90.2%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LINEN: Srgba = Srgba::new(0.98, 0.941, 0.902, 1.0); /// <div style="background-color:rgb(100.0%, 0.0%, 100.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const MAGENTA: Srgba = Srgba::new(1.0, 0.0, 1.0, 1.0); /// <div style="background-color:rgb(40.0%, 80.4%, 66.7%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const MEDIUM_AQUAMARINE: Srgba = Srgba::new(0.4, 0.804, 0.667, 1.0); /// <div style="background-color:rgb(0.0%, 0.0%, 80.4%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const MEDIUM_BLUE: Srgba = Srgba::new(0.0, 0.0, 0.804, 1.0); /// <div style="background-color:rgb(72.89999999999999%, 33.300000000000004%, 82.69999999999999%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const MEDIUM_ORCHID: Srgba = Srgba::new(0.729, 0.333, 0.827, 1.0); /// <div style="background-color:rgb(57.599999999999994%, 43.9%, 85.9%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const MEDIUM_PURPLE: Srgba = Srgba::new(0.576, 0.439, 0.859, 1.0); /// <div style="background-color:rgb(23.5%, 70.19999999999999%, 44.3%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const MEDIUM_SEA_GREEN: Srgba = Srgba::new(0.235, 0.702, 0.443, 1.0); /// <div style="background-color:rgb(48.199999999999996%, 40.8%, 93.30000000000001%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const MEDIUM_SLATE_BLUE: Srgba = Srgba::new(0.482, 0.408, 0.933, 1.0); /// <div style="background-color:rgb(0.0%, 98.0%, 60.4%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const MEDIUM_SPRING_GREEN: Srgba = Srgba::new(0.0, 0.98, 0.604, 1.0); /// <div style="background-color:rgb(28.199999999999996%, 82.0%, 80.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const MEDIUM_TURQUOISE: Srgba = Srgba::new(0.282, 0.82, 0.8, 1.0); /// <div style="background-color:rgb(78.0%, 8.200000000000001%, 52.2%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const MEDIUM_VIOLET_RED: Srgba = Srgba::new(0.78, 0.082, 0.522, 1.0); /// <div style="background-color:rgb(9.8%, 9.8%, 43.9%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const MIDNIGHT_BLUE: Srgba = Srgba::new(0.098, 0.098, 0.439, 1.0); /// <div style="background-color:rgb(96.1%, 100.0%, 98.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const MINT_CREAM: Srgba = Srgba::new(0.961, 1.0, 0.98, 1.0); /// <div style="background-color:rgb(100.0%, 89.4%, 88.2%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const MISTY_ROSE: Srgba = Srgba::new(1.0, 0.894, 0.882, 1.0); /// <div style="background-color:rgb(100.0%, 89.4%, 71.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const MOCCASIN: Srgba = Srgba::new(1.0, 0.894, 0.71, 1.0); /// <div style="background-color:rgb(100.0%, 87.1%, 67.80000000000001%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const NAVAJO_WHITE: Srgba = Srgba::new(1.0, 0.871, 0.678, 1.0); /// <div style="background-color:rgb(99.2%, 96.1%, 90.2%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const OLD_LACE: Srgba = Srgba::new(0.992, 0.961, 0.902, 1.0); /// <div style="background-color:rgb(42.0%, 55.7%, 13.700000000000001%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const OLIVE_DRAB: Srgba = Srgba::new(0.42, 0.557, 0.137, 1.0); /// <div style="background-color:rgb(100.0%, 64.7%, 0.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ORANGE: Srgba = Srgba::new(1.0, 0.647, 0.0, 1.0); /// <div style="background-color:rgb(100.0%, 27.1%, 0.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ORANGE_RED: Srgba = Srgba::new(1.0, 0.271, 0.0, 1.0); /// <div style="background-color:rgb(85.5%, 43.9%, 83.89999999999999%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ORCHID: Srgba = Srgba::new(0.855, 0.439, 0.839, 1.0); /// <div style="background-color:rgb(93.30000000000001%, 91.0%, 66.7%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PALE_GOLDENROD: Srgba = Srgba::new(0.933, 0.91, 0.667, 1.0); /// <div style="background-color:rgb(59.599999999999994%, 98.4%, 59.599999999999994%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PALE_GREEN: Srgba = Srgba::new(0.596, 0.984, 0.596, 1.0); /// <div style="background-color:rgb(68.60000000000001%, 93.30000000000001%, 93.30000000000001%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PALE_TURQUOISE: Srgba = Srgba::new(0.686, 0.933, 0.933, 1.0); /// <div style="background-color:rgb(85.9%, 43.9%, 57.599999999999994%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PALE_VIOLETRED: Srgba = Srgba::new(0.859, 0.439, 0.576, 1.0); /// <div style="background-color:rgb(100.0%, 93.7%, 83.5%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PAPAYA_WHIP: Srgba = Srgba::new(1.0, 0.937, 0.835, 1.0); /// <div style="background-color:rgb(100.0%, 85.5%, 72.5%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PEACHPUFF: Srgba = Srgba::new(1.0, 0.855, 0.725, 1.0); /// <div style="background-color:rgb(80.4%, 52.2%, 24.7%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PERU: Srgba = Srgba::new(0.804, 0.522, 0.247, 1.0); /// <div style="background-color:rgb(100.0%, 75.3%, 79.60000000000001%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PINK: Srgba = Srgba::new(1.0, 0.753, 0.796, 1.0); /// <div style="background-color:rgb(86.7%, 62.7%, 86.7%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PLUM: Srgba = Srgba::new(0.867, 0.627, 0.867, 1.0); /// <div style="background-color:rgb(69.0%, 87.8%, 90.2%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const POWDER_BLUE: Srgba = Srgba::new(0.69, 0.878, 0.902, 1.0); /// <div style="background-color:rgb(40.0%, 20.0%, 60.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const REBECCA_PURPLE: Srgba = Srgba::new(0.4, 0.2, 0.6, 1.0); /// <div style="background-color:rgb(73.7%, 56.10000000000001%, 56.10000000000001%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ROSY_BROWN: Srgba = Srgba::new(0.737, 0.561, 0.561, 1.0); /// <div style="background-color:rgb(25.5%, 41.199999999999996%, 88.2%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ROYAL_BLUE: Srgba = Srgba::new(0.255, 0.412, 0.882, 1.0); /// <div style="background-color:rgb(54.50000000000001%, 27.1%, 7.5%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const SADDLE_BROWN: Srgba = Srgba::new(0.545, 0.271, 0.075, 1.0); /// <div style="background-color:rgb(98.0%, 50.2%, 44.7%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const SALMON: Srgba = Srgba::new(0.98, 0.502, 0.447, 1.0); /// <div style="background-color:rgb(95.7%, 64.3%, 37.6%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const SANDY_BROWN: Srgba = Srgba::new(0.957, 0.643, 0.376, 1.0); /// <div style="background-color:rgb(18.0%, 54.50000000000001%, 34.1%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const SEA_GREEN: Srgba = Srgba::new(0.18, 0.545, 0.341, 1.0); /// <div style="background-color:rgb(100.0%, 96.1%, 93.30000000000001%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const SEASHELL: Srgba = Srgba::new(1.0, 0.961, 0.933, 1.0); /// <div style="background-color:rgb(62.7%, 32.2%, 17.599999999999998%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const SIENNA: Srgba = Srgba::new(0.627, 0.322, 0.176, 1.0); /// <div style="background-color:rgb(52.900000000000006%, 80.80000000000001%, 92.2%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const SKY_BLUE: Srgba = Srgba::new(0.529, 0.808, 0.922, 1.0); /// <div style="background-color:rgb(41.6%, 35.3%, 80.4%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const SLATE_BLUE: Srgba = Srgba::new(0.416, 0.353, 0.804, 1.0); /// <div style="background-color:rgb(43.9%, 50.2%, 56.49999999999999%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const SLATE_GRAY: Srgba = Srgba::new(0.439, 0.502, 0.565, 1.0); /// <div style="background-color:rgb(43.9%, 50.2%, 56.49999999999999%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const SLATE_GREY: Srgba = Srgba::new(0.439, 0.502, 0.565, 1.0); /// <div style="background-color:rgb(100.0%, 98.0%, 98.0%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const SNOW: Srgba = Srgba::new(1.0, 0.98, 0.98, 1.0); /// <div style="background-color:rgb(0.0%, 100.0%, 49.8%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const SPRING_GREEN: Srgba = Srgba::new(0.0, 1.0, 0.498, 1.0); /// <div style="background-color:rgb(27.500000000000004%, 51.0%, 70.6%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const STEEL_BLUE: Srgba = Srgba::new(0.275, 0.51, 0.706, 1.0); /// <div style="background-color:rgb(82.39999999999999%, 70.6%, 54.900000000000006%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const TAN: Srgba = Srgba::new(0.824, 0.706, 0.549, 1.0); /// <div style="background-color:rgb(84.7%, 74.9%, 84.7%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const THISTLE: Srgba = Srgba::new(0.847, 0.749, 0.847, 1.0); /// <div style="background-color:rgb(100.0%, 38.800000000000004%, 27.800000000000004%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const TOMATO: Srgba = Srgba::new(1.0, 0.388, 0.278, 1.0); /// <div style="background-color:rgb(25.1%, 87.8%, 81.6%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const TURQUOISE: Srgba = Srgba::new(0.251, 0.878, 0.816, 1.0); /// <div style="background-color:rgb(93.30000000000001%, 51.0%, 93.30000000000001%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const VIOLET: Srgba = Srgba::new(0.933, 0.51, 0.933, 1.0); /// <div style="background-color:rgb(96.1%, 87.1%, 70.19999999999999%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const WHEAT: Srgba = Srgba::new(0.961, 0.871, 0.702, 1.0); /// <div style="background-color:rgb(96.1%, 96.1%, 96.1%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const WHITE_SMOKE: Srgba = Srgba::new(0.961, 0.961, 0.961, 1.0); /// <div style="background-color:rgb(60.4%, 80.4%, 19.6%); width: 10px; padding: 10px; border: 1px solid;"></div> pub const YELLOW_GREEN: Srgba = Srgba::new(0.604, 0.804, 0.196, 1.0);
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_color/src/palettes/mod.rs
crates/bevy_color/src/palettes/mod.rs
//! Color palettes consisting of collections of const colors. pub mod basic; pub mod css; pub mod tailwind;
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_color/src/palettes/basic.rs
crates/bevy_color/src/palettes/basic.rs
//! Named colors from the CSS1 specification, also known as //! [basic colors](https://en.wikipedia.org/wiki/Web_colors#Basic_colors). //! This is the same set of colors used in the //! [VGA graphics standard](https://en.wikipedia.org/wiki/Video_Graphics_Array). use crate::Srgba; /// <div style="background-color: #00FFFF; width: 10px; padding: 10px; border: 1px solid;"></div> pub const AQUA: Srgba = Srgba::rgb(0.0, 1.0, 1.0); /// <div style="background-color: #000000; width: 10px; padding: 10px; border: 1px solid;"></div> pub const BLACK: Srgba = Srgba::rgb(0.0, 0.0, 0.0); /// <div style="background-color: #0000FF; width: 10px; padding: 10px; border: 1px solid;"></div> pub const BLUE: Srgba = Srgba::rgb(0.0, 0.0, 1.0); /// <div style="background-color: #FF00FF; width: 10px; padding: 10px; border: 1px solid;"></div> pub const FUCHSIA: Srgba = Srgba::rgb(1.0, 0.0, 1.0); /// <div style="background-color: #808080; width: 10px; padding: 10px; border: 1px solid;"></div> pub const GRAY: Srgba = Srgba::rgb(0.5019608, 0.5019608, 0.5019608); /// <div style="background-color: #008000; width: 10px; padding: 10px; border: 1px solid;"></div> pub const GREEN: Srgba = Srgba::rgb(0.0, 0.5019608, 0.0); /// <div style="background-color: #00FF00; width: 10px; padding: 10px; border: 1px solid;"></div> pub const LIME: Srgba = Srgba::rgb(0.0, 1.0, 0.0); /// <div style="background-color: #800000; width: 10px; padding: 10px; border: 1px solid;"></div> pub const MAROON: Srgba = Srgba::rgb(0.5019608, 0.0, 0.0); /// <div style="background-color: #000080; width: 10px; padding: 10px; border: 1px solid;"></div> pub const NAVY: Srgba = Srgba::rgb(0.0, 0.0, 0.5019608); /// <div style="background-color: #808000; width: 10px; padding: 10px; border: 1px solid;"></div> pub const OLIVE: Srgba = Srgba::rgb(0.5019608, 0.5019608, 0.0); /// <div style="background-color: #800080; width: 10px; padding: 10px; border: 1px solid;"></div> pub const PURPLE: Srgba = Srgba::rgb(0.5019608, 0.0, 0.5019608); /// <div style="background-color: #FF0000; width: 10px; padding: 10px; border: 1px solid;"></div> pub const RED: Srgba = Srgba::rgb(1.0, 0.0, 0.0); /// <div style="background-color: #C0C0C0; width: 10px; padding: 10px; border: 1px solid;"></div> pub const SILVER: Srgba = Srgba::rgb(0.7529412, 0.7529412, 0.7529412); /// <div style="background-color: #008080; width: 10px; padding: 10px; border: 1px solid;"></div> pub const TEAL: Srgba = Srgba::rgb(0.0, 0.5019608, 0.5019608); /// <div style="background-color: #FFFFFF; width: 10px; padding: 10px; border: 1px solid;"></div> pub const WHITE: Srgba = Srgba::rgb(1.0, 1.0, 1.0); /// <div style="background-color: #FFFF00; width: 10px; padding: 10px; border: 1px solid;"></div> pub const YELLOW: Srgba = Srgba::rgb(1.0, 1.0, 0.0);
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_color/src/palettes/tailwind.rs
crates/bevy_color/src/palettes/tailwind.rs
//! Colors from [Tailwind CSS](https://tailwindcss.com/docs/customizing-colors) (MIT License). //! Grouped by hue with numeric lightness scale (50 is light, 950 is dark). //! //! Generated from Tailwind 3.4.1. // MIT License // // Copyright (c) Tailwind Labs, Inc. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. use crate::Srgba; /// <div style="background-color:rgb(255, 251, 235); width: 10px; padding: 10px; border: 1px solid;"></div> pub const AMBER_50: Srgba = Srgba::rgb(1.0, 0.9843137, 0.92156863); /// <div style="background-color:rgb(254, 243, 199); width: 10px; padding: 10px; border: 1px solid;"></div> pub const AMBER_100: Srgba = Srgba::rgb(0.99607843, 0.9529412, 0.78039217); /// <div style="background-color:rgb(253, 230, 138); width: 10px; padding: 10px; border: 1px solid;"></div> pub const AMBER_200: Srgba = Srgba::rgb(0.99215686, 0.9019608, 0.5411765); /// <div style="background-color:rgb(252, 211, 77); width: 10px; padding: 10px; border: 1px solid;"></div> pub const AMBER_300: Srgba = Srgba::rgb(0.9882353, 0.827451, 0.3019608); /// <div style="background-color:rgb(251, 191, 36); width: 10px; padding: 10px; border: 1px solid;"></div> pub const AMBER_400: Srgba = Srgba::rgb(0.9843137, 0.7490196, 0.14117648); /// <div style="background-color:rgb(245, 158, 11); width: 10px; padding: 10px; border: 1px solid;"></div> pub const AMBER_500: Srgba = Srgba::rgb(0.9607843, 0.61960787, 0.043137256); /// <div style="background-color:rgb(217, 119, 6); width: 10px; padding: 10px; border: 1px solid;"></div> pub const AMBER_600: Srgba = Srgba::rgb(0.8509804, 0.46666667, 0.023529412); /// <div style="background-color:rgb(180, 83, 9); width: 10px; padding: 10px; border: 1px solid;"></div> pub const AMBER_700: Srgba = Srgba::rgb(0.7058824, 0.3254902, 0.03529412); /// <div style="background-color:rgb(146, 64, 14); width: 10px; padding: 10px; border: 1px solid;"></div> pub const AMBER_800: Srgba = Srgba::rgb(0.57254905, 0.2509804, 0.05490196); /// <div style="background-color:rgb(120, 53, 15); width: 10px; padding: 10px; border: 1px solid;"></div> pub const AMBER_900: Srgba = Srgba::rgb(0.47058824, 0.20784314, 0.05882353); /// <div style="background-color:rgb(69, 26, 3); width: 10px; padding: 10px; border: 1px solid;"></div> pub const AMBER_950: Srgba = Srgba::rgb(0.27058825, 0.101960786, 0.011764706); /// <div style="background-color:rgb(239, 246, 255); width: 10px; padding: 10px; border: 1px solid;"></div> pub const BLUE_50: Srgba = Srgba::rgb(0.9372549, 0.9647059, 1.0); /// <div style="background-color:rgb(219, 234, 254); width: 10px; padding: 10px; border: 1px solid;"></div> pub const BLUE_100: Srgba = Srgba::rgb(0.85882354, 0.91764706, 0.99607843); /// <div style="background-color:rgb(191, 219, 254); width: 10px; padding: 10px; border: 1px solid;"></div> pub const BLUE_200: Srgba = Srgba::rgb(0.7490196, 0.85882354, 0.99607843); /// <div style="background-color:rgb(147, 197, 253); width: 10px; padding: 10px; border: 1px solid;"></div> pub const BLUE_300: Srgba = Srgba::rgb(0.5764706, 0.77254903, 0.99215686); /// <div style="background-color:rgb(96, 165, 250); width: 10px; padding: 10px; border: 1px solid;"></div> pub const BLUE_400: Srgba = Srgba::rgb(0.3764706, 0.64705884, 0.98039216); /// <div style="background-color:rgb(59, 130, 246); width: 10px; padding: 10px; border: 1px solid;"></div> pub const BLUE_500: Srgba = Srgba::rgb(0.23137255, 0.50980395, 0.9647059); /// <div style="background-color:rgb(37, 99, 235); width: 10px; padding: 10px; border: 1px solid;"></div> pub const BLUE_600: Srgba = Srgba::rgb(0.14509805, 0.3882353, 0.92156863); /// <div style="background-color:rgb(29, 78, 216); width: 10px; padding: 10px; border: 1px solid;"></div> pub const BLUE_700: Srgba = Srgba::rgb(0.11372549, 0.30588236, 0.84705883); /// <div style="background-color:rgb(30, 64, 175); width: 10px; padding: 10px; border: 1px solid;"></div> pub const BLUE_800: Srgba = Srgba::rgb(0.11764706, 0.2509804, 0.6862745); /// <div style="background-color:rgb(30, 58, 138); width: 10px; padding: 10px; border: 1px solid;"></div> pub const BLUE_900: Srgba = Srgba::rgb(0.11764706, 0.22745098, 0.5411765); /// <div style="background-color:rgb(23, 37, 84); width: 10px; padding: 10px; border: 1px solid;"></div> pub const BLUE_950: Srgba = Srgba::rgb(0.09019608, 0.14509805, 0.32941177); /// <div style="background-color:rgb(236, 254, 255); width: 10px; padding: 10px; border: 1px solid;"></div> pub const CYAN_50: Srgba = Srgba::rgb(0.9254902, 0.99607843, 1.0); /// <div style="background-color:rgb(207, 250, 254); width: 10px; padding: 10px; border: 1px solid;"></div> pub const CYAN_100: Srgba = Srgba::rgb(0.8117647, 0.98039216, 0.99607843); /// <div style="background-color:rgb(165, 243, 252); width: 10px; padding: 10px; border: 1px solid;"></div> pub const CYAN_200: Srgba = Srgba::rgb(0.64705884, 0.9529412, 0.9882353); /// <div style="background-color:rgb(103, 232, 249); width: 10px; padding: 10px; border: 1px solid;"></div> pub const CYAN_300: Srgba = Srgba::rgb(0.40392157, 0.9098039, 0.9764706); /// <div style="background-color:rgb(34, 211, 238); width: 10px; padding: 10px; border: 1px solid;"></div> pub const CYAN_400: Srgba = Srgba::rgb(0.13333334, 0.827451, 0.93333334); /// <div style="background-color:rgb(6, 182, 212); width: 10px; padding: 10px; border: 1px solid;"></div> pub const CYAN_500: Srgba = Srgba::rgb(0.023529412, 0.7137255, 0.83137256); /// <div style="background-color:rgb(8, 145, 178); width: 10px; padding: 10px; border: 1px solid;"></div> pub const CYAN_600: Srgba = Srgba::rgb(0.03137255, 0.5686275, 0.69803923); /// <div style="background-color:rgb(14, 116, 144); width: 10px; padding: 10px; border: 1px solid;"></div> pub const CYAN_700: Srgba = Srgba::rgb(0.05490196, 0.45490196, 0.5647059); /// <div style="background-color:rgb(21, 94, 117); width: 10px; padding: 10px; border: 1px solid;"></div> pub const CYAN_800: Srgba = Srgba::rgb(0.08235294, 0.36862746, 0.45882353); /// <div style="background-color:rgb(22, 78, 99); width: 10px; padding: 10px; border: 1px solid;"></div> pub const CYAN_900: Srgba = Srgba::rgb(0.08627451, 0.30588236, 0.3882353); /// <div style="background-color:rgb(8, 51, 68); width: 10px; padding: 10px; border: 1px solid;"></div> pub const CYAN_950: Srgba = Srgba::rgb(0.03137255, 0.2, 0.26666668); /// <div style="background-color:rgb(236, 253, 245); width: 10px; padding: 10px; border: 1px solid;"></div> pub const EMERALD_50: Srgba = Srgba::rgb(0.9254902, 0.99215686, 0.9607843); /// <div style="background-color:rgb(209, 250, 229); width: 10px; padding: 10px; border: 1px solid;"></div> pub const EMERALD_100: Srgba = Srgba::rgb(0.81960785, 0.98039216, 0.8980392); /// <div style="background-color:rgb(167, 243, 208); width: 10px; padding: 10px; border: 1px solid;"></div> pub const EMERALD_200: Srgba = Srgba::rgb(0.654902, 0.9529412, 0.8156863); /// <div style="background-color:rgb(110, 231, 183); width: 10px; padding: 10px; border: 1px solid;"></div> pub const EMERALD_300: Srgba = Srgba::rgb(0.43137255, 0.90588236, 0.7176471); /// <div style="background-color:rgb(52, 211, 153); width: 10px; padding: 10px; border: 1px solid;"></div> pub const EMERALD_400: Srgba = Srgba::rgb(0.20392157, 0.827451, 0.6); /// <div style="background-color:rgb(16, 185, 129); width: 10px; padding: 10px; border: 1px solid;"></div> pub const EMERALD_500: Srgba = Srgba::rgb(0.0627451, 0.7254902, 0.5058824); /// <div style="background-color:rgb(5, 150, 105); width: 10px; padding: 10px; border: 1px solid;"></div> pub const EMERALD_600: Srgba = Srgba::rgb(0.019607844, 0.5882353, 0.4117647); /// <div style="background-color:rgb(4, 120, 87); width: 10px; padding: 10px; border: 1px solid;"></div> pub const EMERALD_700: Srgba = Srgba::rgb(0.015686275, 0.47058824, 0.34117648); /// <div style="background-color:rgb(6, 95, 70); width: 10px; padding: 10px; border: 1px solid;"></div> pub const EMERALD_800: Srgba = Srgba::rgb(0.023529412, 0.37254903, 0.27450982); /// <div style="background-color:rgb(6, 78, 59); width: 10px; padding: 10px; border: 1px solid;"></div> pub const EMERALD_900: Srgba = Srgba::rgb(0.023529412, 0.30588236, 0.23137255); /// <div style="background-color:rgb(2, 44, 34); width: 10px; padding: 10px; border: 1px solid;"></div> pub const EMERALD_950: Srgba = Srgba::rgb(0.007843138, 0.17254902, 0.13333334); /// <div style="background-color:rgb(253, 244, 255); width: 10px; padding: 10px; border: 1px solid;"></div> pub const FUCHSIA_50: Srgba = Srgba::rgb(0.99215686, 0.95686275, 1.0); /// <div style="background-color:rgb(250, 232, 255); width: 10px; padding: 10px; border: 1px solid;"></div> pub const FUCHSIA_100: Srgba = Srgba::rgb(0.98039216, 0.9098039, 1.0); /// <div style="background-color:rgb(245, 208, 254); width: 10px; padding: 10px; border: 1px solid;"></div> pub const FUCHSIA_200: Srgba = Srgba::rgb(0.9607843, 0.8156863, 0.99607843); /// <div style="background-color:rgb(240, 171, 252); width: 10px; padding: 10px; border: 1px solid;"></div> pub const FUCHSIA_300: Srgba = Srgba::rgb(0.9411765, 0.67058825, 0.9882353); /// <div style="background-color:rgb(232, 121, 249); width: 10px; padding: 10px; border: 1px solid;"></div> pub const FUCHSIA_400: Srgba = Srgba::rgb(0.9098039, 0.4745098, 0.9764706); /// <div style="background-color:rgb(217, 70, 239); width: 10px; padding: 10px; border: 1px solid;"></div> pub const FUCHSIA_500: Srgba = Srgba::rgb(0.8509804, 0.27450982, 0.9372549); /// <div style="background-color:rgb(192, 38, 211); width: 10px; padding: 10px; border: 1px solid;"></div> pub const FUCHSIA_600: Srgba = Srgba::rgb(0.7529412, 0.14901961, 0.827451); /// <div style="background-color:rgb(162, 28, 175); width: 10px; padding: 10px; border: 1px solid;"></div> pub const FUCHSIA_700: Srgba = Srgba::rgb(0.63529414, 0.10980392, 0.6862745); /// <div style="background-color:rgb(134, 25, 143); width: 10px; padding: 10px; border: 1px solid;"></div> pub const FUCHSIA_800: Srgba = Srgba::rgb(0.5254902, 0.09803922, 0.56078434); /// <div style="background-color:rgb(112, 26, 117); width: 10px; padding: 10px; border: 1px solid;"></div> pub const FUCHSIA_900: Srgba = Srgba::rgb(0.4392157, 0.101960786, 0.45882353); /// <div style="background-color:rgb(74, 4, 78); width: 10px; padding: 10px; border: 1px solid;"></div> pub const FUCHSIA_950: Srgba = Srgba::rgb(0.2901961, 0.015686275, 0.30588236); /// <div style="background-color:rgb(249, 250, 251); width: 10px; padding: 10px; border: 1px solid;"></div> pub const GRAY_50: Srgba = Srgba::rgb(0.9764706, 0.98039216, 0.9843137); /// <div style="background-color:rgb(243, 244, 246); width: 10px; padding: 10px; border: 1px solid;"></div> pub const GRAY_100: Srgba = Srgba::rgb(0.9529412, 0.95686275, 0.9647059); /// <div style="background-color:rgb(229, 231, 235); width: 10px; padding: 10px; border: 1px solid;"></div> pub const GRAY_200: Srgba = Srgba::rgb(0.8980392, 0.90588236, 0.92156863); /// <div style="background-color:rgb(209, 213, 219); width: 10px; padding: 10px; border: 1px solid;"></div> pub const GRAY_300: Srgba = Srgba::rgb(0.81960785, 0.8352941, 0.85882354); /// <div style="background-color:rgb(156, 163, 175); width: 10px; padding: 10px; border: 1px solid;"></div> pub const GRAY_400: Srgba = Srgba::rgb(0.6117647, 0.6392157, 0.6862745); /// <div style="background-color:rgb(107, 114, 128); width: 10px; padding: 10px; border: 1px solid;"></div> pub const GRAY_500: Srgba = Srgba::rgb(0.41960785, 0.44705883, 0.5019608); /// <div style="background-color:rgb(75, 85, 99); width: 10px; padding: 10px; border: 1px solid;"></div> pub const GRAY_600: Srgba = Srgba::rgb(0.29411766, 0.33333334, 0.3882353); /// <div style="background-color:rgb(55, 65, 81); width: 10px; padding: 10px; border: 1px solid;"></div> pub const GRAY_700: Srgba = Srgba::rgb(0.21568628, 0.25490198, 0.31764707); /// <div style="background-color:rgb(31, 41, 55); width: 10px; padding: 10px; border: 1px solid;"></div> pub const GRAY_800: Srgba = Srgba::rgb(0.12156863, 0.16078432, 0.21568628); /// <div style="background-color:rgb(17, 24, 39); width: 10px; padding: 10px; border: 1px solid;"></div> pub const GRAY_900: Srgba = Srgba::rgb(0.06666667, 0.09411765, 0.15294118); /// <div style="background-color:rgb(3, 7, 18); width: 10px; padding: 10px; border: 1px solid;"></div> pub const GRAY_950: Srgba = Srgba::rgb(0.011764706, 0.02745098, 0.07058824); /// <div style="background-color:rgb(240, 253, 244); width: 10px; padding: 10px; border: 1px solid;"></div> pub const GREEN_50: Srgba = Srgba::rgb(0.9411765, 0.99215686, 0.95686275); /// <div style="background-color:rgb(220, 252, 231); width: 10px; padding: 10px; border: 1px solid;"></div> pub const GREEN_100: Srgba = Srgba::rgb(0.8627451, 0.9882353, 0.90588236); /// <div style="background-color:rgb(187, 247, 208); width: 10px; padding: 10px; border: 1px solid;"></div> pub const GREEN_200: Srgba = Srgba::rgb(0.73333335, 0.96862745, 0.8156863); /// <div style="background-color:rgb(134, 239, 172); width: 10px; padding: 10px; border: 1px solid;"></div> pub const GREEN_300: Srgba = Srgba::rgb(0.5254902, 0.9372549, 0.6745098); /// <div style="background-color:rgb(74, 222, 128); width: 10px; padding: 10px; border: 1px solid;"></div> pub const GREEN_400: Srgba = Srgba::rgb(0.2901961, 0.87058824, 0.5019608); /// <div style="background-color:rgb(34, 197, 94); width: 10px; padding: 10px; border: 1px solid;"></div> pub const GREEN_500: Srgba = Srgba::rgb(0.13333334, 0.77254903, 0.36862746); /// <div style="background-color:rgb(22, 163, 74); width: 10px; padding: 10px; border: 1px solid;"></div> pub const GREEN_600: Srgba = Srgba::rgb(0.08627451, 0.6392157, 0.2901961); /// <div style="background-color:rgb(21, 128, 61); width: 10px; padding: 10px; border: 1px solid;"></div> pub const GREEN_700: Srgba = Srgba::rgb(0.08235294, 0.5019608, 0.23921569); /// <div style="background-color:rgb(22, 101, 52); width: 10px; padding: 10px; border: 1px solid;"></div> pub const GREEN_800: Srgba = Srgba::rgb(0.08627451, 0.39607844, 0.20392157); /// <div style="background-color:rgb(20, 83, 45); width: 10px; padding: 10px; border: 1px solid;"></div> pub const GREEN_900: Srgba = Srgba::rgb(0.078431375, 0.3254902, 0.1764706); /// <div style="background-color:rgb(5, 46, 22); width: 10px; padding: 10px; border: 1px solid;"></div> pub const GREEN_950: Srgba = Srgba::rgb(0.019607844, 0.18039216, 0.08627451); /// <div style="background-color:rgb(238, 242, 255); width: 10px; padding: 10px; border: 1px solid;"></div> pub const INDIGO_50: Srgba = Srgba::rgb(0.93333334, 0.9490196, 1.0); /// <div style="background-color:rgb(224, 231, 255); width: 10px; padding: 10px; border: 1px solid;"></div> pub const INDIGO_100: Srgba = Srgba::rgb(0.8784314, 0.90588236, 1.0); /// <div style="background-color:rgb(199, 210, 254); width: 10px; padding: 10px; border: 1px solid;"></div> pub const INDIGO_200: Srgba = Srgba::rgb(0.78039217, 0.8235294, 0.99607843); /// <div style="background-color:rgb(165, 180, 252); width: 10px; padding: 10px; border: 1px solid;"></div> pub const INDIGO_300: Srgba = Srgba::rgb(0.64705884, 0.7058824, 0.9882353); /// <div style="background-color:rgb(129, 140, 248); width: 10px; padding: 10px; border: 1px solid;"></div> pub const INDIGO_400: Srgba = Srgba::rgb(0.5058824, 0.54901963, 0.972549); /// <div style="background-color:rgb(99, 102, 241); width: 10px; padding: 10px; border: 1px solid;"></div> pub const INDIGO_500: Srgba = Srgba::rgb(0.3882353, 0.4, 0.94509804); /// <div style="background-color:rgb(79, 70, 229); width: 10px; padding: 10px; border: 1px solid;"></div> pub const INDIGO_600: Srgba = Srgba::rgb(0.30980393, 0.27450982, 0.8980392); /// <div style="background-color:rgb(67, 56, 202); width: 10px; padding: 10px; border: 1px solid;"></div> pub const INDIGO_700: Srgba = Srgba::rgb(0.2627451, 0.21960784, 0.7921569); /// <div style="background-color:rgb(55, 48, 163); width: 10px; padding: 10px; border: 1px solid;"></div> pub const INDIGO_800: Srgba = Srgba::rgb(0.21568628, 0.1882353, 0.6392157); /// <div style="background-color:rgb(49, 46, 129); width: 10px; padding: 10px; border: 1px solid;"></div> pub const INDIGO_900: Srgba = Srgba::rgb(0.19215687, 0.18039216, 0.5058824); /// <div style="background-color:rgb(30, 27, 75); width: 10px; padding: 10px; border: 1px solid;"></div> pub const INDIGO_950: Srgba = Srgba::rgb(0.11764706, 0.105882354, 0.29411766); /// <div style="background-color:rgb(247, 254, 231); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LIME_50: Srgba = Srgba::rgb(0.96862745, 0.99607843, 0.90588236); /// <div style="background-color:rgb(236, 252, 203); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LIME_100: Srgba = Srgba::rgb(0.9254902, 0.9882353, 0.79607844); /// <div style="background-color:rgb(217, 249, 157); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LIME_200: Srgba = Srgba::rgb(0.8509804, 0.9764706, 0.6156863); /// <div style="background-color:rgb(190, 242, 100); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LIME_300: Srgba = Srgba::rgb(0.74509805, 0.9490196, 0.39215687); /// <div style="background-color:rgb(163, 230, 53); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LIME_400: Srgba = Srgba::rgb(0.6392157, 0.9019608, 0.20784314); /// <div style="background-color:rgb(132, 204, 22); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LIME_500: Srgba = Srgba::rgb(0.5176471, 0.8, 0.08627451); /// <div style="background-color:rgb(101, 163, 13); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LIME_600: Srgba = Srgba::rgb(0.39607844, 0.6392157, 0.050980393); /// <div style="background-color:rgb(77, 124, 15); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LIME_700: Srgba = Srgba::rgb(0.3019608, 0.4862745, 0.05882353); /// <div style="background-color:rgb(63, 98, 18); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LIME_800: Srgba = Srgba::rgb(0.24705882, 0.38431373, 0.07058824); /// <div style="background-color:rgb(54, 83, 20); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LIME_900: Srgba = Srgba::rgb(0.21176471, 0.3254902, 0.078431375); /// <div style="background-color:rgb(26, 46, 5); width: 10px; padding: 10px; border: 1px solid;"></div> pub const LIME_950: Srgba = Srgba::rgb(0.101960786, 0.18039216, 0.019607844); /// <div style="background-color:rgb(250, 250, 250); width: 10px; padding: 10px; border: 1px solid;"></div> pub const NEUTRAL_50: Srgba = Srgba::rgb(0.98039216, 0.98039216, 0.98039216); /// <div style="background-color:rgb(245, 245, 245); width: 10px; padding: 10px; border: 1px solid;"></div> pub const NEUTRAL_100: Srgba = Srgba::rgb(0.9607843, 0.9607843, 0.9607843); /// <div style="background-color:rgb(229, 229, 229); width: 10px; padding: 10px; border: 1px solid;"></div> pub const NEUTRAL_200: Srgba = Srgba::rgb(0.8980392, 0.8980392, 0.8980392); /// <div style="background-color:rgb(212, 212, 212); width: 10px; padding: 10px; border: 1px solid;"></div> pub const NEUTRAL_300: Srgba = Srgba::rgb(0.83137256, 0.83137256, 0.83137256); /// <div style="background-color:rgb(163, 163, 163); width: 10px; padding: 10px; border: 1px solid;"></div> pub const NEUTRAL_400: Srgba = Srgba::rgb(0.6392157, 0.6392157, 0.6392157); /// <div style="background-color:rgb(115, 115, 115); width: 10px; padding: 10px; border: 1px solid;"></div> pub const NEUTRAL_500: Srgba = Srgba::rgb(0.4509804, 0.4509804, 0.4509804); /// <div style="background-color:rgb(82, 82, 82); width: 10px; padding: 10px; border: 1px solid;"></div> pub const NEUTRAL_600: Srgba = Srgba::rgb(0.32156864, 0.32156864, 0.32156864); /// <div style="background-color:rgb(64, 64, 64); width: 10px; padding: 10px; border: 1px solid;"></div> pub const NEUTRAL_700: Srgba = Srgba::rgb(0.2509804, 0.2509804, 0.2509804); /// <div style="background-color:rgb(38, 38, 38); width: 10px; padding: 10px; border: 1px solid;"></div> pub const NEUTRAL_800: Srgba = Srgba::rgb(0.14901961, 0.14901961, 0.14901961); /// <div style="background-color:rgb(23, 23, 23); width: 10px; padding: 10px; border: 1px solid;"></div> pub const NEUTRAL_900: Srgba = Srgba::rgb(0.09019608, 0.09019608, 0.09019608); /// <div style="background-color:rgb(10, 10, 10); width: 10px; padding: 10px; border: 1px solid;"></div> pub const NEUTRAL_950: Srgba = Srgba::rgb(0.039215688, 0.039215688, 0.039215688); /// <div style="background-color:rgb(255, 247, 237); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ORANGE_50: Srgba = Srgba::rgb(1.0, 0.96862745, 0.92941177); /// <div style="background-color:rgb(255, 237, 213); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ORANGE_100: Srgba = Srgba::rgb(1.0, 0.92941177, 0.8352941); /// <div style="background-color:rgb(254, 215, 170); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ORANGE_200: Srgba = Srgba::rgb(0.99607843, 0.84313726, 0.6666667); /// <div style="background-color:rgb(253, 186, 116); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ORANGE_300: Srgba = Srgba::rgb(0.99215686, 0.7294118, 0.45490196); /// <div style="background-color:rgb(251, 146, 60); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ORANGE_400: Srgba = Srgba::rgb(0.9843137, 0.57254905, 0.23529412); /// <div style="background-color:rgb(249, 115, 22); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ORANGE_500: Srgba = Srgba::rgb(0.9764706, 0.4509804, 0.08627451); /// <div style="background-color:rgb(234, 88, 12); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ORANGE_600: Srgba = Srgba::rgb(0.91764706, 0.34509805, 0.047058824); /// <div style="background-color:rgb(194, 65, 12); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ORANGE_700: Srgba = Srgba::rgb(0.7607843, 0.25490198, 0.047058824); /// <div style="background-color:rgb(154, 52, 18); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ORANGE_800: Srgba = Srgba::rgb(0.6039216, 0.20392157, 0.07058824); /// <div style="background-color:rgb(124, 45, 18); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ORANGE_900: Srgba = Srgba::rgb(0.4862745, 0.1764706, 0.07058824); /// <div style="background-color:rgb(67, 20, 7); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ORANGE_950: Srgba = Srgba::rgb(0.2627451, 0.078431375, 0.02745098); /// <div style="background-color:rgb(253, 242, 248); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PINK_50: Srgba = Srgba::rgb(0.99215686, 0.9490196, 0.972549); /// <div style="background-color:rgb(252, 231, 243); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PINK_100: Srgba = Srgba::rgb(0.9882353, 0.90588236, 0.9529412); /// <div style="background-color:rgb(251, 207, 232); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PINK_200: Srgba = Srgba::rgb(0.9843137, 0.8117647, 0.9098039); /// <div style="background-color:rgb(249, 168, 212); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PINK_300: Srgba = Srgba::rgb(0.9764706, 0.65882355, 0.83137256); /// <div style="background-color:rgb(244, 114, 182); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PINK_400: Srgba = Srgba::rgb(0.95686275, 0.44705883, 0.7137255); /// <div style="background-color:rgb(236, 72, 153); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PINK_500: Srgba = Srgba::rgb(0.9254902, 0.28235295, 0.6); /// <div style="background-color:rgb(219, 39, 119); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PINK_600: Srgba = Srgba::rgb(0.85882354, 0.15294118, 0.46666667); /// <div style="background-color:rgb(190, 24, 93); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PINK_700: Srgba = Srgba::rgb(0.74509805, 0.09411765, 0.3647059); /// <div style="background-color:rgb(157, 23, 77); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PINK_800: Srgba = Srgba::rgb(0.6156863, 0.09019608, 0.3019608); /// <div style="background-color:rgb(131, 24, 67); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PINK_900: Srgba = Srgba::rgb(0.5137255, 0.09411765, 0.2627451); /// <div style="background-color:rgb(80, 7, 36); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PINK_950: Srgba = Srgba::rgb(0.3137255, 0.02745098, 0.14117648); /// <div style="background-color:rgb(250, 245, 255); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PURPLE_50: Srgba = Srgba::rgb(0.98039216, 0.9607843, 1.0); /// <div style="background-color:rgb(243, 232, 255); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PURPLE_100: Srgba = Srgba::rgb(0.9529412, 0.9098039, 1.0); /// <div style="background-color:rgb(233, 213, 255); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PURPLE_200: Srgba = Srgba::rgb(0.9137255, 0.8352941, 1.0); /// <div style="background-color:rgb(216, 180, 254); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PURPLE_300: Srgba = Srgba::rgb(0.84705883, 0.7058824, 0.99607843); /// <div style="background-color:rgb(192, 132, 252); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PURPLE_400: Srgba = Srgba::rgb(0.7529412, 0.5176471, 0.9882353); /// <div style="background-color:rgb(168, 85, 247); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PURPLE_500: Srgba = Srgba::rgb(0.65882355, 0.33333334, 0.96862745); /// <div style="background-color:rgb(147, 51, 234); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PURPLE_600: Srgba = Srgba::rgb(0.5764706, 0.2, 0.91764706); /// <div style="background-color:rgb(126, 34, 206); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PURPLE_700: Srgba = Srgba::rgb(0.49411765, 0.13333334, 0.80784315); /// <div style="background-color:rgb(107, 33, 168); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PURPLE_800: Srgba = Srgba::rgb(0.41960785, 0.12941177, 0.65882355); /// <div style="background-color:rgb(88, 28, 135); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PURPLE_900: Srgba = Srgba::rgb(0.34509805, 0.10980392, 0.5294118); /// <div style="background-color:rgb(59, 7, 100); width: 10px; padding: 10px; border: 1px solid;"></div> pub const PURPLE_950: Srgba = Srgba::rgb(0.23137255, 0.02745098, 0.39215687); /// <div style="background-color:rgb(254, 242, 242); width: 10px; padding: 10px; border: 1px solid;"></div> pub const RED_50: Srgba = Srgba::rgb(0.99607843, 0.9490196, 0.9490196); /// <div style="background-color:rgb(254, 226, 226); width: 10px; padding: 10px; border: 1px solid;"></div> pub const RED_100: Srgba = Srgba::rgb(0.99607843, 0.8862745, 0.8862745); /// <div style="background-color:rgb(254, 202, 202); width: 10px; padding: 10px; border: 1px solid;"></div> pub const RED_200: Srgba = Srgba::rgb(0.99607843, 0.7921569, 0.7921569); /// <div style="background-color:rgb(252, 165, 165); width: 10px; padding: 10px; border: 1px solid;"></div> pub const RED_300: Srgba = Srgba::rgb(0.9882353, 0.64705884, 0.64705884); /// <div style="background-color:rgb(248, 113, 113); width: 10px; padding: 10px; border: 1px solid;"></div> pub const RED_400: Srgba = Srgba::rgb(0.972549, 0.44313726, 0.44313726); /// <div style="background-color:rgb(239, 68, 68); width: 10px; padding: 10px; border: 1px solid;"></div> pub const RED_500: Srgba = Srgba::rgb(0.9372549, 0.26666668, 0.26666668); /// <div style="background-color:rgb(220, 38, 38); width: 10px; padding: 10px; border: 1px solid;"></div> pub const RED_600: Srgba = Srgba::rgb(0.8627451, 0.14901961, 0.14901961); /// <div style="background-color:rgb(185, 28, 28); width: 10px; padding: 10px; border: 1px solid;"></div> pub const RED_700: Srgba = Srgba::rgb(0.7254902, 0.10980392, 0.10980392); /// <div style="background-color:rgb(153, 27, 27); width: 10px; padding: 10px; border: 1px solid;"></div> pub const RED_800: Srgba = Srgba::rgb(0.6, 0.105882354, 0.105882354); /// <div style="background-color:rgb(127, 29, 29); width: 10px; padding: 10px; border: 1px solid;"></div> pub const RED_900: Srgba = Srgba::rgb(0.49803922, 0.11372549, 0.11372549); /// <div style="background-color:rgb(69, 10, 10); width: 10px; padding: 10px; border: 1px solid;"></div> pub const RED_950: Srgba = Srgba::rgb(0.27058825, 0.039215688, 0.039215688); /// <div style="background-color:rgb(255, 241, 242); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ROSE_50: Srgba = Srgba::rgb(1.0, 0.94509804, 0.9490196); /// <div style="background-color:rgb(255, 228, 230); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ROSE_100: Srgba = Srgba::rgb(1.0, 0.89411765, 0.9019608); /// <div style="background-color:rgb(254, 205, 211); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ROSE_200: Srgba = Srgba::rgb(0.99607843, 0.8039216, 0.827451); /// <div style="background-color:rgb(253, 164, 175); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ROSE_300: Srgba = Srgba::rgb(0.99215686, 0.6431373, 0.6862745); /// <div style="background-color:rgb(251, 113, 133); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ROSE_400: Srgba = Srgba::rgb(0.9843137, 0.44313726, 0.52156866); /// <div style="background-color:rgb(244, 63, 94); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ROSE_500: Srgba = Srgba::rgb(0.95686275, 0.24705882, 0.36862746); /// <div style="background-color:rgb(225, 29, 72); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ROSE_600: Srgba = Srgba::rgb(0.88235295, 0.11372549, 0.28235295); /// <div style="background-color:rgb(190, 18, 60); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ROSE_700: Srgba = Srgba::rgb(0.74509805, 0.07058824, 0.23529412); /// <div style="background-color:rgb(159, 18, 57); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ROSE_800: Srgba = Srgba::rgb(0.62352943, 0.07058824, 0.22352941); /// <div style="background-color:rgb(136, 19, 55); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ROSE_900: Srgba = Srgba::rgb(0.53333336, 0.07450981, 0.21568628); /// <div style="background-color:rgb(76, 5, 25); width: 10px; padding: 10px; border: 1px solid;"></div> pub const ROSE_950: Srgba = Srgba::rgb(0.29803923, 0.019607844, 0.09803922); /// <div style="background-color:rgb(240, 249, 255); width: 10px; padding: 10px; border: 1px solid;"></div> pub const SKY_50: Srgba = Srgba::rgb(0.9411765, 0.9764706, 1.0); /// <div style="background-color:rgb(224, 242, 254); width: 10px; padding: 10px; border: 1px solid;"></div> pub const SKY_100: Srgba = Srgba::rgb(0.8784314, 0.9490196, 0.99607843); /// <div style="background-color:rgb(186, 230, 253); width: 10px; padding: 10px; border: 1px solid;"></div> pub const SKY_200: Srgba = Srgba::rgb(0.7294118, 0.9019608, 0.99215686); /// <div style="background-color:rgb(125, 211, 252); width: 10px; padding: 10px; border: 1px solid;"></div> pub const SKY_300: Srgba = Srgba::rgb(0.49019608, 0.827451, 0.9882353); /// <div style="background-color:rgb(56, 189, 248); width: 10px; padding: 10px; border: 1px solid;"></div> pub const SKY_400: Srgba = Srgba::rgb(0.21960784, 0.7411765, 0.972549); /// <div style="background-color:rgb(14, 165, 233); width: 10px; padding: 10px; border: 1px solid;"></div> pub const SKY_500: Srgba = Srgba::rgb(0.05490196, 0.64705884, 0.9137255); /// <div style="background-color:rgb(2, 132, 199); width: 10px; padding: 10px; border: 1px solid;"></div> pub const SKY_600: Srgba = Srgba::rgb(0.007843138, 0.5176471, 0.78039217); /// <div style="background-color:rgb(3, 105, 161); width: 10px; padding: 10px; border: 1px solid;"></div>
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
true
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_color/crates/gen_tests/src/main.rs
crates/bevy_color/crates/gen_tests/src/main.rs
use palette::{Hsl, Hsv, Hwb, IntoColor, Lab, Lch, LinSrgb, Oklab, Oklch, Srgb, Xyz}; const TEST_COLORS: &[(f32, f32, f32, &str)] = &[ (0., 0., 0., "black"), (1., 1., 1., "white"), (1., 0., 0., "red"), (0., 1., 0., "green"), (0., 0., 1., "blue"), (1., 1., 0., "yellow"), (1., 0., 1., "magenta"), (0., 1., 1., "cyan"), (0.5, 0.5, 0.5, "gray"), (0.5, 0.5, 0., "olive"), (0.5, 0., 0.5, "purple"), (0., 0.5, 0.5, "teal"), (0.5, 0., 0., "maroon"), (0., 0.5, 0., "lime"), (0., 0., 0.5, "navy"), (0.5, 0.5, 0., "orange"), (0.5, 0., 0.5, "fuchsia"), (0., 0.5, 0.5, "aqua"), ]; fn main() { println!( "// Generated by gen_tests. Do not edit. #[cfg(test)] use crate::{{Hsla, Hsva, Hwba, Srgba, LinearRgba, Oklaba, Oklcha, Laba, Lcha, Xyza}}; #[cfg(test)] pub struct TestColor {{ pub name: &'static str, pub rgb: Srgba, pub linear_rgb: LinearRgba, pub hsl: Hsla, pub hsv: Hsva, pub hwb: Hwba, pub lab: Laba, pub lch: Lcha, pub oklab: Oklaba, pub oklch: Oklcha, pub xyz: Xyza, }} " ); println!("// Table of equivalent colors in various color spaces"); println!("#[cfg(test)]"); println!("pub const TEST_COLORS: &[TestColor] = &["); for (r, g, b, name) in TEST_COLORS { let srgb = Srgb::new(*r, *g, *b); let linear_rgb: LinSrgb = srgb.into_color(); let hsl: Hsl = srgb.into_color(); let hsv: Hsv = srgb.into_color(); let hwb: Hwb = srgb.into_color(); let lab: Lab = srgb.into_color(); let lch: Lch = srgb.into_color(); let oklab: Oklab = srgb.into_color(); let oklch: Oklch = srgb.into_color(); let xyz: Xyz = srgb.into_color(); println!(" // {name}"); println!( " TestColor {{ name: \"{name}\", rgb: Srgba::new({}, {}, {}, 1.0), linear_rgb: LinearRgba::new({}, {}, {}, 1.0), hsl: Hsla::new({}, {}, {}, 1.0), hsv: Hsva::new({}, {}, {}, 1.0), hwb: Hwba::new({}, {}, {}, 1.0), lab: Laba::new({}, {}, {}, 1.0), lch: Lcha::new({}, {}, {}, 1.0), oklab: Oklaba::new({}, {}, {}, 1.0), oklch: Oklcha::new({}, {}, {}, 1.0), xyz: Xyza::new({}, {}, {}, 1.0), }},", VariablePrecision(srgb.red), VariablePrecision(srgb.green), VariablePrecision(srgb.blue), VariablePrecision(linear_rgb.red), VariablePrecision(linear_rgb.green), VariablePrecision(linear_rgb.blue), VariablePrecision(hsl.hue.into_positive_degrees()), VariablePrecision(hsl.saturation), VariablePrecision(hsl.lightness), VariablePrecision(hsv.hue.into_positive_degrees()), VariablePrecision(hsv.saturation), VariablePrecision(hsv.value), VariablePrecision(hwb.hue.into_positive_degrees()), VariablePrecision(hwb.whiteness), VariablePrecision(hwb.blackness), VariablePrecision(lab.l / 100.0), VariablePrecision(lab.a / 100.0), VariablePrecision(lab.b / 100.0), VariablePrecision(lch.l / 100.0), VariablePrecision(lch.chroma / 100.0), VariablePrecision(lch.hue.into_positive_degrees()), VariablePrecision(oklab.l), VariablePrecision(oklab.a), VariablePrecision(oklab.b), VariablePrecision(oklch.l), VariablePrecision(oklch.chroma), VariablePrecision(oklch.hue.into_positive_degrees()), VariablePrecision(xyz.x), VariablePrecision(xyz.y), VariablePrecision(xyz.z), ); } println!("];"); } struct VariablePrecision(f32); impl core::fmt::Display for VariablePrecision { fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result { if self.0.fract() == 0.0 { return write!(f, "{}.0", self.0); } write!(f, "{}", self.0) } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_app/src/app.rs
crates/bevy_app/src/app.rs
use crate::{ First, Main, MainSchedulePlugin, PlaceholderPlugin, Plugin, Plugins, PluginsState, SubApp, SubApps, }; use alloc::{ boxed::Box, string::{String, ToString}, vec::Vec, }; pub use bevy_derive::AppLabel; use bevy_ecs::{ component::RequiredComponentsError, error::{DefaultErrorHandler, ErrorHandler}, event::Event, intern::Interned, message::{message_update_system, MessageCursor}, prelude::*, schedule::{ InternedSystemSet, ScheduleBuildSettings, ScheduleCleanupPolicy, ScheduleError, ScheduleLabel, }, system::{IntoObserverSystem, ScheduleSystem, SystemId, SystemInput}, }; use bevy_platform::collections::HashMap; use core::{fmt::Debug, num::NonZero, panic::AssertUnwindSafe}; use log::debug; #[cfg(feature = "trace")] use tracing::info_span; #[cfg(feature = "std")] use std::{ panic::{catch_unwind, resume_unwind}, process::{ExitCode, Termination}, }; bevy_ecs::define_label!( /// A strongly-typed class of labels used to identify an [`App`]. #[diagnostic::on_unimplemented( note = "consider annotating `{Self}` with `#[derive(AppLabel)]`" )] AppLabel, APP_LABEL_INTERNER ); pub use bevy_ecs::label::DynEq; /// A shorthand for `Interned<dyn AppLabel>`. pub type InternedAppLabel = Interned<dyn AppLabel>; #[derive(Debug, thiserror::Error)] pub(crate) enum AppError { #[error("duplicate plugin {plugin_name:?}")] DuplicatePlugin { plugin_name: String }, } /// [`App`] is the primary API for writing user applications. It automates the setup of a /// [standard lifecycle](Main) and provides interface glue for [plugins](`Plugin`). /// /// A single [`App`] can contain multiple [`SubApp`] instances, but [`App`] methods only affect /// the "main" one. To access a particular [`SubApp`], use [`get_sub_app`](App::get_sub_app) /// or [`get_sub_app_mut`](App::get_sub_app_mut). /// /// /// # Examples /// /// Here is a simple "Hello World" Bevy app: /// /// ``` /// # use bevy_app::prelude::*; /// # use bevy_ecs::prelude::*; /// # /// fn main() { /// App::new() /// .add_systems(Update, hello_world_system) /// .run(); /// } /// /// fn hello_world_system() { /// println!("hello world"); /// } /// ``` #[must_use] pub struct App { pub(crate) sub_apps: SubApps, /// The function that will manage the app's lifecycle. /// /// Bevy provides the [`WinitPlugin`] and [`ScheduleRunnerPlugin`] for windowed and headless /// applications, respectively. /// /// [`WinitPlugin`]: https://docs.rs/bevy/latest/bevy/winit/struct.WinitPlugin.html /// [`ScheduleRunnerPlugin`]: https://docs.rs/bevy/latest/bevy/app/struct.ScheduleRunnerPlugin.html pub(crate) runner: RunnerFn, default_error_handler: Option<ErrorHandler>, } impl Debug for App { fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result { write!(f, "App {{ sub_apps: ")?; f.debug_map() .entries(self.sub_apps.sub_apps.iter()) .finish()?; write!(f, "}}") } } impl Default for App { fn default() -> Self { let mut app = App::empty(); app.sub_apps.main.update_schedule = Some(Main.intern()); #[cfg(feature = "bevy_reflect")] { #[cfg(not(feature = "reflect_auto_register"))] app.init_resource::<AppTypeRegistry>(); #[cfg(feature = "reflect_auto_register")] app.insert_resource(AppTypeRegistry::new_with_derived_types()); } #[cfg(feature = "reflect_functions")] app.init_resource::<AppFunctionRegistry>(); app.add_plugins(MainSchedulePlugin); app.add_systems( First, message_update_system .in_set(bevy_ecs::message::MessageUpdateSystems) .run_if(bevy_ecs::message::message_update_condition), ); app.add_message::<AppExit>(); app } } impl App { /// Creates a new [`App`] with some default structure to enable core engine features. /// This is the preferred constructor for most use cases. pub fn new() -> App { App::default() } /// Creates a new empty [`App`] with minimal default configuration. /// /// Use this constructor if you want to customize scheduling, exit handling, cleanup, etc. pub fn empty() -> App { Self { sub_apps: SubApps { main: SubApp::new(), sub_apps: HashMap::default(), }, runner: Box::new(run_once), default_error_handler: None, } } /// Runs the default schedules of all sub-apps (starting with the "main" app) once. pub fn update(&mut self) { if self.is_building_plugins() { panic!("App::update() was called while a plugin was building."); } self.sub_apps.update(); } /// Runs the [`App`] by calling its [runner](Self::set_runner). /// /// This will (re)build the [`App`] first. For general usage, see the example on the item /// level documentation. /// /// # Caveats /// /// Calls to [`App::run()`] will never return on iOS and Web. /// /// Headless apps can generally expect this method to return control to the caller when /// it completes, but that is not the case for windowed apps. Windowed apps are typically /// driven by an event loop and some platforms expect the program to terminate when the /// event loop ends. /// /// By default, *Bevy* uses the `winit` crate for window creation. /// /// # Panics /// /// Panics if not all plugins have been built. pub fn run(&mut self) -> AppExit { #[cfg(feature = "trace")] let _bevy_app_run_span = info_span!("bevy_app").entered(); if self.is_building_plugins() { panic!("App::run() was called while a plugin was building."); } let runner = core::mem::replace(&mut self.runner, Box::new(run_once)); let app = core::mem::replace(self, App::empty()); (runner)(app) } /// Sets the function that will be called when the app is run. /// /// The runner function `f` is called only once by [`App::run`]. If the /// presence of a main loop in the app is desired, it is the responsibility of the runner /// function to provide it. /// /// The runner function is usually not set manually, but by Bevy integrated plugins /// (e.g. `WinitPlugin`). /// /// # Examples /// /// ``` /// # use bevy_app::prelude::*; /// # /// fn my_runner(mut app: App) -> AppExit { /// loop { /// println!("In main loop"); /// app.update(); /// if let Some(exit) = app.should_exit() { /// return exit; /// } /// } /// } /// /// App::new() /// .set_runner(my_runner); /// ``` pub fn set_runner(&mut self, f: impl FnOnce(App) -> AppExit + 'static) -> &mut Self { self.runner = Box::new(f); self } /// Returns the state of all plugins. This is usually called by the event loop, but can be /// useful for situations where you want to use [`App::update`]. // TODO: &mut self -> &self #[inline] pub fn plugins_state(&mut self) -> PluginsState { let mut overall_plugins_state = match self.main_mut().plugins_state { PluginsState::Adding => { let mut state = PluginsState::Ready; let plugins = core::mem::take(&mut self.main_mut().plugin_registry); for plugin in &plugins { // plugins installed to main need to see all sub-apps if !plugin.ready(self) { state = PluginsState::Adding; break; } } self.main_mut().plugin_registry = plugins; state } state => state, }; // overall state is the earliest state of any sub-app self.sub_apps.iter_mut().skip(1).for_each(|s| { overall_plugins_state = overall_plugins_state.min(s.plugins_state()); }); overall_plugins_state } /// Runs [`Plugin::finish`] for each plugin. This is usually called by the event loop once all /// plugins are ready, but can be useful for situations where you want to use [`App::update`]. pub fn finish(&mut self) { #[cfg(feature = "trace")] let _finish_span = info_span!("plugin finish").entered(); // plugins installed to main should see all sub-apps // do hokey pokey with a boxed zst plugin (doesn't allocate) let mut hokeypokey: Box<dyn Plugin> = Box::new(HokeyPokey); for i in 0..self.main().plugin_registry.len() { core::mem::swap(&mut self.main_mut().plugin_registry[i], &mut hokeypokey); #[cfg(feature = "trace")] let _plugin_finish_span = info_span!("plugin finish", plugin = hokeypokey.name()).entered(); hokeypokey.finish(self); core::mem::swap(&mut self.main_mut().plugin_registry[i], &mut hokeypokey); } self.main_mut().plugins_state = PluginsState::Finished; self.sub_apps.iter_mut().skip(1).for_each(SubApp::finish); } /// Runs [`Plugin::cleanup`] for each plugin. This is usually called by the event loop after /// [`App::finish`], but can be useful for situations where you want to use [`App::update`]. pub fn cleanup(&mut self) { #[cfg(feature = "trace")] let _cleanup_span = info_span!("plugin cleanup").entered(); // plugins installed to main should see all sub-apps // do hokey pokey with a boxed zst plugin (doesn't allocate) let mut hokeypokey: Box<dyn Plugin> = Box::new(HokeyPokey); for i in 0..self.main().plugin_registry.len() { core::mem::swap(&mut self.main_mut().plugin_registry[i], &mut hokeypokey); #[cfg(feature = "trace")] let _plugin_cleanup_span = info_span!("plugin cleanup", plugin = hokeypokey.name()).entered(); hokeypokey.cleanup(self); core::mem::swap(&mut self.main_mut().plugin_registry[i], &mut hokeypokey); } self.main_mut().plugins_state = PluginsState::Cleaned; self.sub_apps.iter_mut().skip(1).for_each(SubApp::cleanup); } /// Returns `true` if any of the sub-apps are building plugins. pub(crate) fn is_building_plugins(&self) -> bool { self.sub_apps.iter().any(SubApp::is_building_plugins) } /// Adds one or more systems to the given schedule in this app's [`Schedules`]. /// /// # Examples /// /// ``` /// # use bevy_app::prelude::*; /// # use bevy_ecs::prelude::*; /// # /// # let mut app = App::new(); /// # fn system_a() {} /// # fn system_b() {} /// # fn system_c() {} /// # fn should_run() -> bool { true } /// # /// app.add_systems(Update, (system_a, system_b, system_c)); /// app.add_systems(Update, (system_a, system_b).run_if(should_run)); /// ``` pub fn add_systems<M>( &mut self, schedule: impl ScheduleLabel, systems: impl IntoScheduleConfigs<ScheduleSystem, M>, ) -> &mut Self { self.main_mut().add_systems(schedule, systems); self } /// Removes all systems in a [`SystemSet`]. This will cause the schedule to be rebuilt when /// the schedule is run again and can be slow. A [`ScheduleError`] is returned if the schedule needs to be /// [`Schedule::initialize`]'d or the `set` is not found. /// /// Note that this can remove all systems of a type if you pass /// the system to this function as systems implicitly create a set based /// on the system type. /// /// ## Example /// ``` /// # use bevy_app::prelude::*; /// # use bevy_ecs::schedule::ScheduleCleanupPolicy; /// # /// # let mut app = App::new(); /// # fn system_a() {} /// # fn system_b() {} /// # /// // add the system /// app.add_systems(Update, system_a); /// /// // remove the system /// app.remove_systems_in_set(Update, system_a, ScheduleCleanupPolicy::RemoveSystemsOnly); /// ``` pub fn remove_systems_in_set<M>( &mut self, schedule: impl ScheduleLabel, set: impl IntoSystemSet<M>, policy: ScheduleCleanupPolicy, ) -> Result<usize, ScheduleError> { self.main_mut().remove_systems_in_set(schedule, set, policy) } /// Registers a system and returns a [`SystemId`] so it can later be called by [`World::run_system`]. /// /// It's possible to register the same systems more than once, they'll be stored separately. /// /// This is different from adding systems to a [`Schedule`] with [`App::add_systems`], /// because the [`SystemId`] that is returned can be used anywhere in the [`World`] to run the associated system. /// This allows for running systems in a push-based fashion. /// Using a [`Schedule`] is still preferred for most cases /// due to its better performance and ability to run non-conflicting systems simultaneously. pub fn register_system<I, O, M>( &mut self, system: impl IntoSystem<I, O, M> + 'static, ) -> SystemId<I, O> where I: SystemInput + 'static, O: 'static, { self.main_mut().register_system(system) } /// Configures a collection of system sets in the provided schedule, adding any sets that do not exist. #[track_caller] pub fn configure_sets<M>( &mut self, schedule: impl ScheduleLabel, sets: impl IntoScheduleConfigs<InternedSystemSet, M>, ) -> &mut Self { self.main_mut().configure_sets(schedule, sets); self } /// Initializes [`Message`] handling for `T` by inserting a message queue resource ([`Messages::<T>`]) /// and scheduling an [`message_update_system`] in [`First`]. /// /// See [`Messages`] for information on how to define messages. /// /// # Examples /// /// ``` /// # use bevy_app::prelude::*; /// # use bevy_ecs::prelude::*; /// # /// # #[derive(Message)] /// # struct MyMessage; /// # let mut app = App::new(); /// # /// app.add_message::<MyMessage>(); /// ``` pub fn add_message<M: Message>(&mut self) -> &mut Self { self.main_mut().add_message::<M>(); self } /// Inserts the [`Resource`] into the app, overwriting any existing resource of the same type. /// /// There is also an [`init_resource`](Self::init_resource) for resources that have /// [`Default`] or [`FromWorld`] implementations. /// /// # Examples /// /// ``` /// # use bevy_app::prelude::*; /// # use bevy_ecs::prelude::*; /// # /// #[derive(Resource)] /// struct MyCounter { /// counter: usize, /// } /// /// App::new() /// .insert_resource(MyCounter { counter: 0 }); /// ``` pub fn insert_resource<R: Resource>(&mut self, resource: R) -> &mut Self { self.main_mut().insert_resource(resource); self } /// Inserts the [`Resource`], initialized with its default value, into the app, /// if there is no existing instance of `R`. /// /// `R` must implement [`FromWorld`]. /// If `R` implements [`Default`], [`FromWorld`] will be automatically implemented and /// initialize the [`Resource`] with [`Default::default`]. /// /// # Examples /// /// ``` /// # use bevy_app::prelude::*; /// # use bevy_ecs::prelude::*; /// # /// #[derive(Resource)] /// struct MyCounter { /// counter: usize, /// } /// /// impl Default for MyCounter { /// fn default() -> MyCounter { /// MyCounter { /// counter: 100 /// } /// } /// } /// /// App::new() /// .init_resource::<MyCounter>(); /// ``` pub fn init_resource<R: Resource + FromWorld>(&mut self) -> &mut Self { self.main_mut().init_resource::<R>(); self } /// Inserts the [`!Send`](Send) resource into the app, overwriting any existing resource /// of the same type. /// /// There is also an [`init_non_send_resource`](Self::init_non_send_resource) for /// resources that implement [`Default`] /// /// # Examples /// /// ``` /// # use bevy_app::prelude::*; /// # use bevy_ecs::prelude::*; /// # /// struct MyCounter { /// counter: usize, /// } /// /// App::new() /// .insert_non_send_resource(MyCounter { counter: 0 }); /// ``` pub fn insert_non_send_resource<R: 'static>(&mut self, resource: R) -> &mut Self { self.world_mut().insert_non_send_resource(resource); self } /// Inserts the [`!Send`](Send) resource into the app if there is no existing instance of `R`. /// /// `R` must implement [`FromWorld`]. /// If `R` implements [`Default`], [`FromWorld`] will be automatically implemented and /// initialize the [`Resource`] with [`Default::default`]. pub fn init_non_send_resource<R: 'static + FromWorld>(&mut self) -> &mut Self { self.world_mut().init_non_send_resource::<R>(); self } pub(crate) fn add_boxed_plugin( &mut self, plugin: Box<dyn Plugin>, ) -> Result<&mut Self, AppError> { debug!("added plugin: {}", plugin.name()); if plugin.is_unique() && self.main_mut().plugin_names.contains(plugin.name()) { Err(AppError::DuplicatePlugin { plugin_name: plugin.name().to_string(), })?; } // Reserve position in the plugin registry. If the plugin adds more plugins, // they'll all end up in insertion order. let index = self.main().plugin_registry.len(); self.main_mut() .plugin_registry .push(Box::new(PlaceholderPlugin)); self.main_mut().plugin_build_depth += 1; #[cfg(feature = "trace")] let _plugin_build_span = info_span!("plugin build", plugin = plugin.name()).entered(); let f = AssertUnwindSafe(|| plugin.build(self)); #[cfg(feature = "std")] let result = catch_unwind(f); #[cfg(not(feature = "std"))] f(); self.main_mut() .plugin_names .insert(plugin.name().to_string()); self.main_mut().plugin_build_depth -= 1; #[cfg(feature = "std")] if let Err(payload) = result { resume_unwind(payload); } self.main_mut().plugin_registry[index] = plugin; Ok(self) } /// Returns `true` if the [`Plugin`] has already been added. pub fn is_plugin_added<T>(&self) -> bool where T: Plugin, { self.main().is_plugin_added::<T>() } /// Returns a vector of references to all plugins of type `T` that have been added. /// /// This can be used to read the settings of any existing plugins. /// This vector will be empty if no plugins of that type have been added. /// If multiple copies of the same plugin are added to the [`App`], they will be listed in insertion order in this vector. /// /// ``` /// # use bevy_app::prelude::*; /// # #[derive(Default)] /// # struct ImagePlugin { /// # default_sampler: bool, /// # } /// # impl Plugin for ImagePlugin { /// # fn build(&self, app: &mut App) {} /// # } /// # let mut app = App::new(); /// # app.add_plugins(ImagePlugin::default()); /// let default_sampler = app.get_added_plugins::<ImagePlugin>()[0].default_sampler; /// ``` pub fn get_added_plugins<T>(&self) -> Vec<&T> where T: Plugin, { self.main().get_added_plugins::<T>() } /// Installs a [`Plugin`] collection. /// /// Bevy prioritizes modularity as a core principle. **All** engine features are implemented /// as plugins, even the complex ones like rendering. /// /// [`Plugin`]s can be grouped into a set by using a [`PluginGroup`]. /// /// There are built-in [`PluginGroup`]s that provide core engine functionality. /// The [`PluginGroup`]s available by default are `DefaultPlugins` and `MinimalPlugins`. /// /// To customize the plugins in the group (reorder, disable a plugin, add a new plugin /// before / after another plugin), call [`build()`](super::PluginGroup::build) on the group, /// which will convert it to a [`PluginGroupBuilder`](crate::PluginGroupBuilder). /// /// You can also specify a group of [`Plugin`]s by using a tuple over [`Plugin`]s and /// [`PluginGroup`]s. See [`Plugins`] for more details. /// /// ## Examples /// ``` /// # use bevy_app::{prelude::*, PluginGroupBuilder, NoopPluginGroup as MinimalPlugins}; /// # /// # // Dummies created to avoid using `bevy_log`, /// # // which pulls in too many dependencies and breaks rust-analyzer /// # pub struct LogPlugin; /// # impl Plugin for LogPlugin { /// # fn build(&self, app: &mut App) {} /// # } /// App::new() /// .add_plugins(MinimalPlugins); /// App::new() /// .add_plugins((MinimalPlugins, LogPlugin)); /// ``` /// /// # Panics /// /// Panics if one of the plugins had already been added to the application. /// /// [`PluginGroup`]:super::PluginGroup #[track_caller] pub fn add_plugins<M>(&mut self, plugins: impl Plugins<M>) -> &mut Self { if matches!( self.plugins_state(), PluginsState::Cleaned | PluginsState::Finished ) { panic!( "Plugins cannot be added after App::cleanup() or App::finish() has been called." ); } plugins.add_to_app(self); self } /// Registers the type `T` in the [`AppTypeRegistry`] resource, /// adding reflect data as specified in the [`Reflect`](bevy_reflect::Reflect) derive: /// ```ignore (No serde "derive" feature) /// #[derive(Component, Serialize, Deserialize, Reflect)] /// #[reflect(Component, Serialize, Deserialize)] // will register ReflectComponent, ReflectSerialize, ReflectDeserialize /// ``` /// /// See [`bevy_reflect::TypeRegistry::register`] for more information. #[cfg(feature = "bevy_reflect")] pub fn register_type<T: bevy_reflect::GetTypeRegistration>(&mut self) -> &mut Self { self.main_mut().register_type::<T>(); self } /// Associates type data `D` with type `T` in the [`AppTypeRegistry`] resource. /// /// Most of the time [`register_type`](Self::register_type) can be used instead to register a /// type you derived [`Reflect`](bevy_reflect::Reflect) for. However, in cases where you want to /// add a piece of type data that was not included in the list of `#[reflect(...)]` type data in /// the derive, or where the type is generic and cannot register e.g. `ReflectSerialize` /// unconditionally without knowing the specific type parameters, this method can be used to /// insert additional type data. /// /// # Example /// ``` /// use bevy_app::App; /// use bevy_reflect::{ReflectSerialize, ReflectDeserialize}; /// /// App::new() /// .register_type::<Option<String>>() /// .register_type_data::<Option<String>, ReflectSerialize>() /// .register_type_data::<Option<String>, ReflectDeserialize>(); /// ``` /// /// See [`bevy_reflect::TypeRegistry::register_type_data`]. #[cfg(feature = "bevy_reflect")] pub fn register_type_data< T: bevy_reflect::Reflect + bevy_reflect::TypePath, D: bevy_reflect::TypeData + bevy_reflect::FromType<T>, >( &mut self, ) -> &mut Self { self.main_mut().register_type_data::<T, D>(); self } /// Registers the given function into the [`AppFunctionRegistry`] resource. /// /// The given function will internally be stored as a [`DynamicFunction`] /// and mapped according to its [name]. /// /// Because the function must have a name, /// anonymous functions (e.g. `|a: i32, b: i32| { a + b }`) and closures must instead /// be registered using [`register_function_with_name`] or converted to a [`DynamicFunction`] /// and named using [`DynamicFunction::with_name`]. /// Failure to do so will result in a panic. /// /// Only types that implement [`IntoFunction`] may be registered via this method. /// /// See [`FunctionRegistry::register`] for more information. /// /// # Panics /// /// Panics if a function has already been registered with the given name /// or if the function is missing a name (such as when it is an anonymous function). /// /// # Examples /// /// ``` /// use bevy_app::App; /// /// fn add(a: i32, b: i32) -> i32 { /// a + b /// } /// /// App::new().register_function(add); /// ``` /// /// Functions cannot be registered more than once. /// /// ```should_panic /// use bevy_app::App; /// /// fn add(a: i32, b: i32) -> i32 { /// a + b /// } /// /// App::new() /// .register_function(add) /// // Panic! A function has already been registered with the name "my_function" /// .register_function(add); /// ``` /// /// Anonymous functions and closures should be registered using [`register_function_with_name`] or given a name using [`DynamicFunction::with_name`]. /// /// ```should_panic /// use bevy_app::App; /// /// // Panic! Anonymous functions cannot be registered using `register_function` /// App::new().register_function(|a: i32, b: i32| a + b); /// ``` /// /// [`register_function_with_name`]: Self::register_function_with_name /// [`DynamicFunction`]: bevy_reflect::func::DynamicFunction /// [name]: bevy_reflect::func::FunctionInfo::name /// [`DynamicFunction::with_name`]: bevy_reflect::func::DynamicFunction::with_name /// [`IntoFunction`]: bevy_reflect::func::IntoFunction /// [`FunctionRegistry::register`]: bevy_reflect::func::FunctionRegistry::register #[cfg(feature = "reflect_functions")] pub fn register_function<F, Marker>(&mut self, function: F) -> &mut Self where F: bevy_reflect::func::IntoFunction<'static, Marker> + 'static, { self.main_mut().register_function(function); self } /// Registers the given function or closure into the [`AppFunctionRegistry`] resource using the given name. /// /// To avoid conflicts, it's recommended to use a unique name for the function. /// This can be achieved by "namespacing" the function with a unique identifier, /// such as the name of your crate. /// /// For example, to register a function, `add`, from a crate, `my_crate`, /// you could use the name, `"my_crate::add"`. /// /// Another approach could be to use the [type name] of the function, /// however, it should be noted that anonymous functions do _not_ have unique type names. /// /// For named functions (e.g. `fn add(a: i32, b: i32) -> i32 { a + b }`) where a custom name is not needed, /// it's recommended to use [`register_function`] instead as the generated name is guaranteed to be unique. /// /// Only types that implement [`IntoFunction`] may be registered via this method. /// /// See [`FunctionRegistry::register_with_name`] for more information. /// /// # Panics /// /// Panics if a function has already been registered with the given name. /// /// # Examples /// /// ``` /// use bevy_app::App; /// /// fn mul(a: i32, b: i32) -> i32 { /// a * b /// } /// /// let div = |a: i32, b: i32| a / b; /// /// App::new() /// // Registering an anonymous function with a unique name /// .register_function_with_name("my_crate::add", |a: i32, b: i32| { /// a + b /// }) /// // Registering an existing function with its type name /// .register_function_with_name(std::any::type_name_of_val(&mul), mul) /// // Registering an existing function with a custom name /// .register_function_with_name("my_crate::mul", mul) /// // Be careful not to register anonymous functions with their type name. /// // This code works but registers the function with a non-unique name like `foo::bar::{{closure}}` /// .register_function_with_name(std::any::type_name_of_val(&div), div); /// ``` /// /// Names must be unique. /// /// ```should_panic /// use bevy_app::App; /// /// fn one() {} /// fn two() {} /// /// App::new() /// .register_function_with_name("my_function", one) /// // Panic! A function has already been registered with the name "my_function" /// .register_function_with_name("my_function", two); /// ``` /// /// [type name]: std::any::type_name /// [`register_function`]: Self::register_function /// [`IntoFunction`]: bevy_reflect::func::IntoFunction /// [`FunctionRegistry::register_with_name`]: bevy_reflect::func::FunctionRegistry::register_with_name #[cfg(feature = "reflect_functions")] pub fn register_function_with_name<F, Marker>( &mut self, name: impl Into<alloc::borrow::Cow<'static, str>>, function: F, ) -> &mut Self where F: bevy_reflect::func::IntoFunction<'static, Marker> + 'static, { self.main_mut().register_function_with_name(name, function); self } /// Registers the given component `R` as a [required component] for `T`. /// /// When `T` is added to an entity, `R` and its own required components will also be added /// if `R` was not already provided. The [`Default`] `constructor` will be used for the creation of `R`. /// If a custom constructor is desired, use [`App::register_required_components_with`] instead. /// /// For the non-panicking version, see [`App::try_register_required_components`]. /// /// Note that requirements must currently be registered before `T` is inserted into the world /// for the first time. Commonly, this is done in plugins. This limitation may be fixed in the future. /// /// [required component]: Component#required-components /// /// # Panics /// /// Panics if `R` is already a directly required component for `T`, or if `T` has ever been added /// on an entity before the registration. /// /// Indirect requirements through other components are allowed. In those cases, any existing requirements /// will only be overwritten if the new requirement is more specific. /// /// # Example /// /// ``` /// # use bevy_app::{App, NoopPluginGroup as MinimalPlugins, Startup}; /// # use bevy_ecs::prelude::*; /// #[derive(Component)] /// struct A; /// /// #[derive(Component, Default, PartialEq, Eq, Debug)] /// struct B(usize); /// /// #[derive(Component, Default, PartialEq, Eq, Debug)] /// struct C(u32); /// /// # let mut app = App::new(); /// # app.add_plugins(MinimalPlugins).add_systems(Startup, setup); /// // Register B as required by A and C as required by B. /// app.register_required_components::<A, B>(); /// app.register_required_components::<B, C>(); /// /// fn setup(mut commands: Commands) { /// // This will implicitly also insert B and C with their Default constructors. /// commands.spawn(A); /// } /// /// fn validate(query: Option<Single<(&A, &B, &C)>>) { /// let (a, b, c) = query.unwrap().into_inner(); /// assert_eq!(b, &B(0)); /// assert_eq!(c, &C(0)); /// } /// # app.update(); /// ``` pub fn register_required_components<T: Component, R: Component + Default>( &mut self, ) -> &mut Self { self.world_mut().register_required_components::<T, R>(); self } /// Registers the given component `R` as a [required component] for `T`. /// /// When `T` is added to an entity, `R` and its own required components will also be added /// if `R` was not already provided. The given `constructor` will be used for the creation of `R`. /// If a [`Default`] constructor is desired, use [`App::register_required_components`] instead. ///
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
true
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_app/src/sub_app.rs
crates/bevy_app/src/sub_app.rs
use crate::{App, AppLabel, InternedAppLabel, Plugin, Plugins, PluginsState}; use alloc::{boxed::Box, string::String, vec::Vec}; use bevy_ecs::{ message::MessageRegistry, prelude::*, schedule::{ InternedScheduleLabel, InternedSystemSet, ScheduleBuildSettings, ScheduleCleanupPolicy, ScheduleError, ScheduleLabel, }, system::{ScheduleSystem, SystemId, SystemInput}, }; use bevy_platform::collections::{HashMap, HashSet}; use core::fmt::Debug; #[cfg(feature = "trace")] use tracing::info_span; type ExtractFn = Box<dyn FnMut(&mut World, &mut World) + Send>; /// A secondary application with its own [`World`]. These can run independently of each other. /// /// These are useful for situations where certain processes (e.g. a render thread) need to be kept /// separate from the main application. /// /// # Example /// /// ``` /// # use bevy_app::{App, AppLabel, SubApp, Main}; /// # use bevy_ecs::prelude::*; /// # use bevy_ecs::schedule::ScheduleLabel; /// /// #[derive(Resource, Default)] /// struct Val(pub i32); /// /// #[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, AppLabel)] /// struct ExampleApp; /// /// // Create an app with a certain resource. /// let mut app = App::new(); /// app.insert_resource(Val(10)); /// /// // Create a sub-app with the same resource and a single schedule. /// let mut sub_app = SubApp::new(); /// sub_app.update_schedule = Some(Main.intern()); /// sub_app.insert_resource(Val(100)); /// /// // Setup an extract function to copy the resource's value in the main world. /// sub_app.set_extract(|main_world, sub_world| { /// sub_world.resource_mut::<Val>().0 = main_world.resource::<Val>().0; /// }); /// /// // Schedule a system that will verify extraction is working. /// sub_app.add_systems(Main, |counter: Res<Val>| { /// // The value will be copied during extraction, so we should see 10 instead of 100. /// assert_eq!(counter.0, 10); /// }); /// /// // Add the sub-app to the main app. /// app.insert_sub_app(ExampleApp, sub_app); /// /// // Update the application once (using the default runner). /// app.run(); /// ``` pub struct SubApp { /// The data of this application. world: World, /// List of plugins that have been added. pub(crate) plugin_registry: Vec<Box<dyn Plugin>>, /// The names of plugins that have been added to this app. (used to track duplicates and /// already-registered plugins) pub(crate) plugin_names: HashSet<String>, /// Panics if an update is attempted while plugins are building. pub(crate) plugin_build_depth: usize, pub(crate) plugins_state: PluginsState, /// The schedule that will be run by [`update`](Self::update). pub update_schedule: Option<InternedScheduleLabel>, /// A function that gives mutable access to two app worlds. This is primarily /// intended for copying data from the main world to secondary worlds. extract: Option<ExtractFn>, } impl Debug for SubApp { fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result { write!(f, "SubApp") } } impl Default for SubApp { fn default() -> Self { let mut world = World::new(); world.init_resource::<Schedules>(); Self { world, plugin_registry: Vec::default(), plugin_names: HashSet::default(), plugin_build_depth: 0, plugins_state: PluginsState::Adding, update_schedule: None, extract: None, } } } impl SubApp { /// Returns a default, empty [`SubApp`]. pub fn new() -> Self { Self::default() } /// This method is a workaround. Each [`SubApp`] can have its own plugins, but [`Plugin`] /// works on an [`App`] as a whole. fn run_as_app<F>(&mut self, f: F) where F: FnOnce(&mut App), { let mut app = App::empty(); core::mem::swap(self, &mut app.sub_apps.main); f(&mut app); core::mem::swap(self, &mut app.sub_apps.main); } /// Returns a reference to the [`World`]. pub fn world(&self) -> &World { &self.world } /// Returns a mutable reference to the [`World`]. pub fn world_mut(&mut self) -> &mut World { &mut self.world } /// Runs the default schedule. /// /// Does not clear internal trackers used for change detection. pub fn run_default_schedule(&mut self) { if self.is_building_plugins() { panic!("SubApp::update() was called while a plugin was building."); } if let Some(label) = self.update_schedule { self.world.run_schedule(label); } } /// Runs the default schedule and updates internal component trackers. pub fn update(&mut self) { self.run_default_schedule(); self.world.clear_trackers(); } /// Extracts data from `world` into the app's world using the registered extract method. /// /// **Note:** There is no default extract method. Calling `extract` does nothing if /// [`set_extract`](Self::set_extract) has not been called. pub fn extract(&mut self, world: &mut World) { if let Some(f) = self.extract.as_mut() { f(world, &mut self.world); } } /// Sets the method that will be called by [`extract`](Self::extract). /// /// The first argument is the `World` to extract data from, the second argument is the app `World`. pub fn set_extract<F>(&mut self, extract: F) -> &mut Self where F: FnMut(&mut World, &mut World) + Send + 'static, { self.extract = Some(Box::new(extract)); self } /// Take the function that will be called by [`extract`](Self::extract) out of the app, if any was set, /// and replace it with `None`. /// /// If you use Bevy, `bevy_render` will set a default extract function used to extract data from /// the main world into the render world as part of the Extract phase. In that case, you cannot replace /// it with your own function. Instead, take the Bevy default function with this, and install your own /// instead which calls the Bevy default. /// /// ``` /// # use bevy_app::SubApp; /// # let mut app = SubApp::new(); /// let mut default_fn = app.take_extract(); /// app.set_extract(move |main, render| { /// // Do pre-extract custom logic /// // [...] /// /// // Call Bevy's default, which executes the Extract phase /// if let Some(f) = default_fn.as_mut() { /// f(main, render); /// } /// /// // Do post-extract custom logic /// // [...] /// }); /// ``` pub fn take_extract(&mut self) -> Option<ExtractFn> { self.extract.take() } /// See [`App::insert_resource`]. pub fn insert_resource<R: Resource>(&mut self, resource: R) -> &mut Self { self.world.insert_resource(resource); self } /// See [`App::init_resource`]. pub fn init_resource<R: Resource + FromWorld>(&mut self) -> &mut Self { self.world.init_resource::<R>(); self } /// See [`App::add_systems`]. pub fn add_systems<M>( &mut self, schedule: impl ScheduleLabel, systems: impl IntoScheduleConfigs<ScheduleSystem, M>, ) -> &mut Self { let mut schedules = self.world.resource_mut::<Schedules>(); schedules.add_systems(schedule, systems); self } /// See [`App::remove_systems_in_set`] pub fn remove_systems_in_set<M>( &mut self, schedule: impl ScheduleLabel, set: impl IntoSystemSet<M>, policy: ScheduleCleanupPolicy, ) -> Result<usize, ScheduleError> { self.world.schedule_scope(schedule, |world, schedule| { schedule.remove_systems_in_set(set, world, policy) }) } /// See [`App::register_system`]. pub fn register_system<I, O, M>( &mut self, system: impl IntoSystem<I, O, M> + 'static, ) -> SystemId<I, O> where I: SystemInput + 'static, O: 'static, { self.world.register_system(system) } /// See [`App::configure_sets`]. #[track_caller] pub fn configure_sets<M>( &mut self, schedule: impl ScheduleLabel, sets: impl IntoScheduleConfigs<InternedSystemSet, M>, ) -> &mut Self { let mut schedules = self.world.resource_mut::<Schedules>(); schedules.configure_sets(schedule, sets); self } /// See [`App::add_schedule`]. pub fn add_schedule(&mut self, schedule: Schedule) -> &mut Self { let mut schedules = self.world.resource_mut::<Schedules>(); schedules.insert(schedule); self } /// See [`App::init_schedule`]. pub fn init_schedule(&mut self, label: impl ScheduleLabel) -> &mut Self { let label = label.intern(); let mut schedules = self.world.resource_mut::<Schedules>(); if !schedules.contains(label) { schedules.insert(Schedule::new(label)); } self } /// See [`App::get_schedule`]. pub fn get_schedule(&self, label: impl ScheduleLabel) -> Option<&Schedule> { let schedules = self.world.get_resource::<Schedules>()?; schedules.get(label) } /// See [`App::get_schedule_mut`]. pub fn get_schedule_mut(&mut self, label: impl ScheduleLabel) -> Option<&mut Schedule> { let schedules = self.world.get_resource_mut::<Schedules>()?; // We must call `.into_inner` here because the borrow checker only understands reborrows // using ordinary references, not our `Mut` smart pointers. schedules.into_inner().get_mut(label) } /// See [`App::edit_schedule`]. pub fn edit_schedule( &mut self, label: impl ScheduleLabel, mut f: impl FnMut(&mut Schedule), ) -> &mut Self { let label = label.intern(); let mut schedules = self.world.resource_mut::<Schedules>(); if !schedules.contains(label) { schedules.insert(Schedule::new(label)); } let schedule = schedules.get_mut(label).unwrap(); f(schedule); self } /// See [`App::configure_schedules`]. pub fn configure_schedules( &mut self, schedule_build_settings: ScheduleBuildSettings, ) -> &mut Self { self.world_mut() .resource_mut::<Schedules>() .configure_schedules(schedule_build_settings); self } /// See [`App::allow_ambiguous_component`]. pub fn allow_ambiguous_component<T: Component>(&mut self) -> &mut Self { self.world_mut().allow_ambiguous_component::<T>(); self } /// See [`App::allow_ambiguous_resource`]. pub fn allow_ambiguous_resource<T: Resource>(&mut self) -> &mut Self { self.world_mut().allow_ambiguous_resource::<T>(); self } /// See [`App::ignore_ambiguity`]. #[track_caller] pub fn ignore_ambiguity<M1, M2, S1, S2>( &mut self, schedule: impl ScheduleLabel, a: S1, b: S2, ) -> &mut Self where S1: IntoSystemSet<M1>, S2: IntoSystemSet<M2>, { let schedule = schedule.intern(); let mut schedules = self.world.resource_mut::<Schedules>(); schedules.ignore_ambiguity(schedule, a, b); self } /// See [`App::add_message`]. pub fn add_message<T>(&mut self) -> &mut Self where T: Message, { if !self.world.contains_resource::<Messages<T>>() { MessageRegistry::register_message::<T>(self.world_mut()); } self } /// See [`App::add_plugins`]. pub fn add_plugins<M>(&mut self, plugins: impl Plugins<M>) -> &mut Self { self.run_as_app(|app| plugins.add_to_app(app)); self } /// See [`App::is_plugin_added`]. pub fn is_plugin_added<T>(&self) -> bool where T: Plugin, { self.plugin_names.contains(core::any::type_name::<T>()) } /// See [`App::get_added_plugins`]. pub fn get_added_plugins<T>(&self) -> Vec<&T> where T: Plugin, { self.plugin_registry .iter() .filter_map(|p| p.downcast_ref()) .collect() } /// Returns `true` if there is no plugin in the middle of being built. pub(crate) fn is_building_plugins(&self) -> bool { self.plugin_build_depth > 0 } /// Return the state of plugins. #[inline] pub fn plugins_state(&mut self) -> PluginsState { match self.plugins_state { PluginsState::Adding => { let mut state = PluginsState::Ready; let plugins = core::mem::take(&mut self.plugin_registry); self.run_as_app(|app| { for plugin in &plugins { if !plugin.ready(app) { state = PluginsState::Adding; return; } } }); self.plugin_registry = plugins; state } state => state, } } /// Runs [`Plugin::finish`] for each plugin. pub fn finish(&mut self) { // do hokey pokey with a boxed zst plugin (doesn't allocate) let mut hokeypokey: Box<dyn Plugin> = Box::new(crate::HokeyPokey); for i in 0..self.plugin_registry.len() { core::mem::swap(&mut self.plugin_registry[i], &mut hokeypokey); #[cfg(feature = "trace")] let _plugin_finish_span = info_span!("plugin finish", plugin = hokeypokey.name()).entered(); self.run_as_app(|app| { hokeypokey.finish(app); }); core::mem::swap(&mut self.plugin_registry[i], &mut hokeypokey); } self.plugins_state = PluginsState::Finished; } /// Runs [`Plugin::cleanup`] for each plugin. pub fn cleanup(&mut self) { // do hokey pokey with a boxed zst plugin (doesn't allocate) let mut hokeypokey: Box<dyn Plugin> = Box::new(crate::HokeyPokey); for i in 0..self.plugin_registry.len() { core::mem::swap(&mut self.plugin_registry[i], &mut hokeypokey); #[cfg(feature = "trace")] let _plugin_cleanup_span = info_span!("plugin cleanup", plugin = hokeypokey.name()).entered(); self.run_as_app(|app| { hokeypokey.cleanup(app); }); core::mem::swap(&mut self.plugin_registry[i], &mut hokeypokey); } self.plugins_state = PluginsState::Cleaned; } /// See [`App::register_type`]. #[cfg(feature = "bevy_reflect")] pub fn register_type<T: bevy_reflect::GetTypeRegistration>(&mut self) -> &mut Self { let registry = self.world.resource_mut::<AppTypeRegistry>(); registry.write().register::<T>(); self } /// See [`App::register_type_data`]. #[cfg(feature = "bevy_reflect")] pub fn register_type_data< T: bevy_reflect::Reflect + bevy_reflect::TypePath, D: bevy_reflect::TypeData + bevy_reflect::FromType<T>, >( &mut self, ) -> &mut Self { let registry = self.world.resource_mut::<AppTypeRegistry>(); registry.write().register_type_data::<T, D>(); self } /// See [`App::register_function`]. #[cfg(feature = "reflect_functions")] pub fn register_function<F, Marker>(&mut self, function: F) -> &mut Self where F: bevy_reflect::func::IntoFunction<'static, Marker> + 'static, { let registry = self.world.resource_mut::<AppFunctionRegistry>(); registry.write().register(function).unwrap(); self } /// See [`App::register_function_with_name`]. #[cfg(feature = "reflect_functions")] pub fn register_function_with_name<F, Marker>( &mut self, name: impl Into<alloc::borrow::Cow<'static, str>>, function: F, ) -> &mut Self where F: bevy_reflect::func::IntoFunction<'static, Marker> + 'static, { let registry = self.world.resource_mut::<AppFunctionRegistry>(); registry.write().register_with_name(name, function).unwrap(); self } } /// The collection of sub-apps that belong to an [`App`]. #[derive(Default)] pub struct SubApps { /// The primary sub-app that contains the "main" world. pub main: SubApp, /// Other, labeled sub-apps. pub sub_apps: HashMap<InternedAppLabel, SubApp>, } impl SubApps { /// Calls [`update`](SubApp::update) for the main sub-app, and then calls /// [`extract`](SubApp::extract) and [`update`](SubApp::update) for the rest. pub fn update(&mut self) { #[cfg(feature = "trace")] let _bevy_update_span = info_span!("update").entered(); { #[cfg(feature = "trace")] let _bevy_frame_update_span = info_span!("main app").entered(); self.main.run_default_schedule(); } for (_label, sub_app) in self.sub_apps.iter_mut() { #[cfg(feature = "trace")] let _sub_app_span = info_span!("sub app", name = ?_label).entered(); sub_app.extract(&mut self.main.world); sub_app.update(); } self.main.world.clear_trackers(); } /// Returns an iterator over the sub-apps (starting with the main one). pub fn iter(&self) -> impl Iterator<Item = &SubApp> + '_ { core::iter::once(&self.main).chain(self.sub_apps.values()) } /// Returns a mutable iterator over the sub-apps (starting with the main one). pub fn iter_mut(&mut self) -> impl Iterator<Item = &mut SubApp> + '_ { core::iter::once(&mut self.main).chain(self.sub_apps.values_mut()) } /// Extract data from the main world into the [`SubApp`] with the given label and perform an update if it exists. pub fn update_subapp_by_label(&mut self, label: impl AppLabel) { if let Some(sub_app) = self.sub_apps.get_mut(&label.intern()) { sub_app.extract(&mut self.main.world); sub_app.update(); } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_app/src/lib.rs
crates/bevy_app/src/lib.rs
#![cfg_attr( any(docsrs, docsrs_dep), expect( internal_features, reason = "rustdoc_internals is needed for fake_variadic" ) )] #![cfg_attr(any(docsrs, docsrs_dep), feature(doc_cfg, rustdoc_internals))] #![forbid(unsafe_code)] #![doc( html_logo_url = "https://bevy.org/assets/icon.png", html_favicon_url = "https://bevy.org/assets/icon.png" )] #![no_std] //! This crate is about everything concerning the highest-level, application layer of a Bevy app. #[cfg(feature = "std")] extern crate std; extern crate alloc; // Required to make proc macros work in bevy itself. extern crate self as bevy_app; mod app; mod main_schedule; mod panic_handler; mod plugin; mod plugin_group; mod propagate; mod schedule_runner; mod sub_app; mod task_pool_plugin; #[cfg(all(any(all(unix, not(target_os = "horizon")), windows), feature = "std"))] mod terminal_ctrl_c_handler; #[cfg(feature = "hotpatching")] pub mod hotpatch; pub use app::*; pub use main_schedule::*; pub use panic_handler::*; pub use plugin::*; pub use plugin_group::*; pub use propagate::*; pub use schedule_runner::*; pub use sub_app::*; pub use task_pool_plugin::*; #[cfg(all(any(all(unix, not(target_os = "horizon")), windows), feature = "std"))] pub use terminal_ctrl_c_handler::*; /// The app prelude. /// /// This includes the most common types in this crate, re-exported for your convenience. pub mod prelude { #[doc(hidden)] pub use crate::{ app::{App, AppExit}, main_schedule::{ First, FixedFirst, FixedLast, FixedPostUpdate, FixedPreUpdate, FixedUpdate, Last, Main, PostStartup, PostUpdate, PreStartup, PreUpdate, RunFixedMainLoop, RunFixedMainLoopSystems, SpawnScene, Startup, Update, }, sub_app::SubApp, Plugin, PluginGroup, TaskPoolOptions, TaskPoolPlugin, }; }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_app/src/plugin_group.rs
crates/bevy_app/src/plugin_group.rs
use crate::{App, AppError, Plugin}; use alloc::{ boxed::Box, string::{String, ToString}, vec::Vec, }; use bevy_platform::collections::hash_map::Entry; use bevy_utils::TypeIdMap; use core::any::TypeId; use log::{debug, warn}; /// A macro for generating a well-documented [`PluginGroup`] from a list of [`Plugin`] paths. /// /// Every plugin must implement the [`Default`] trait. /// /// # Example /// /// ``` /// # use bevy_app::*; /// # /// # mod velocity { /// # use bevy_app::*; /// # #[derive(Default)] /// # pub struct VelocityPlugin; /// # impl Plugin for VelocityPlugin { fn build(&self, _: &mut App) {} } /// # } /// # /// # mod collision { /// # pub mod capsule { /// # use bevy_app::*; /// # #[derive(Default)] /// # pub struct CapsuleCollisionPlugin; /// # impl Plugin for CapsuleCollisionPlugin { fn build(&self, _: &mut App) {} } /// # } /// # } /// # /// # #[derive(Default)] /// # pub struct TickratePlugin; /// # impl Plugin for TickratePlugin { fn build(&self, _: &mut App) {} } /// # /// # mod features { /// # use bevy_app::*; /// # #[derive(Default)] /// # pub struct ForcePlugin; /// # impl Plugin for ForcePlugin { fn build(&self, _: &mut App) {} } /// # } /// # /// # mod web { /// # use bevy_app::*; /// # #[derive(Default)] /// # pub struct WebCompatibilityPlugin; /// # impl Plugin for WebCompatibilityPlugin { fn build(&self, _: &mut App) {} } /// # } /// # /// # mod audio { /// # use bevy_app::*; /// # #[derive(Default)] /// # pub struct AudioPlugins; /// # impl PluginGroup for AudioPlugins { /// # fn build(self) -> PluginGroupBuilder { /// # PluginGroupBuilder::start::<Self>() /// # } /// # } /// # } /// # /// # mod internal { /// # use bevy_app::*; /// # #[derive(Default)] /// # pub struct InternalPlugin; /// # impl Plugin for InternalPlugin { fn build(&self, _: &mut App) {} } /// # } /// # /// plugin_group! { /// /// Doc comments and annotations are supported: they will be added to the generated plugin /// /// group. /// #[derive(Debug)] /// pub struct PhysicsPlugins { /// // If referencing a plugin within the same module, you must prefix it with a colon `:`. /// :TickratePlugin, /// // If referencing a plugin within a different module, there must be three colons `:::` /// // between the final module and the plugin name. /// collision::capsule:::CapsuleCollisionPlugin, /// velocity:::VelocityPlugin, /// // If you feature-flag a plugin, it will be automatically documented. There can only be /// // one automatically documented feature flag, and it must be first. All other /// // `#[cfg()]` attributes must be wrapped by `#[custom()]`. /// #[cfg(feature = "external_forces")] /// features:::ForcePlugin, /// // More complicated `#[cfg()]`s and annotations are not supported by automatic doc /// // generation, in which case you must wrap it in `#[custom()]`. /// #[custom(cfg(target_arch = "wasm32"))] /// web:::WebCompatibilityPlugin, /// // You can nest `PluginGroup`s within other `PluginGroup`s, you just need the /// // `#[plugin_group]` attribute. /// #[plugin_group] /// audio:::AudioPlugins, /// // You can hide plugins from documentation. Due to macro limitations, hidden plugins /// // must be last. /// #[doc(hidden)] /// internal:::InternalPlugin /// } /// /// You may add doc comments after the plugin group as well. They will be appended after /// /// the documented list of plugins. /// } /// ``` #[macro_export] macro_rules! plugin_group { { $(#[$group_meta:meta])* $vis:vis struct $group:ident { $( $(#[cfg(feature = $plugin_feature:literal)])? $(#[custom($plugin_meta:meta)])* $($plugin_path:ident::)* : $plugin_name:ident ),* $( $(,)?$( #[plugin_group] $(#[cfg(feature = $plugin_group_feature:literal)])? $(#[custom($plugin_group_meta:meta)])* $($plugin_group_path:ident::)* : $plugin_group_name:ident ),+ )? $( $(,)?$( #[doc(hidden)] $(#[cfg(feature = $hidden_plugin_feature:literal)])? $(#[custom($hidden_plugin_meta:meta)])* $($hidden_plugin_path:ident::)* : $hidden_plugin_name:ident ),+ )? $(,)? } $($(#[doc = $post_doc:literal])+)? } => { $(#[$group_meta])* /// $(#[doc = concat!( " - [`", stringify!($plugin_name), "`](" $(, stringify!($plugin_path), "::")*, stringify!($plugin_name), ")" $(, " - with feature `", $plugin_feature, "`")? )])* $($(#[doc = concat!( " - [`", stringify!($plugin_group_name), "`](" $(, stringify!($plugin_group_path), "::")*, stringify!($plugin_group_name), ")" $(, " - with feature `", $plugin_group_feature, "`")? )])+)? $( /// $(#[doc = $post_doc])+ )? $vis struct $group; impl $crate::PluginGroup for $group { fn build(self) -> $crate::PluginGroupBuilder { let mut group = $crate::PluginGroupBuilder::start::<Self>(); $( $(#[cfg(feature = $plugin_feature)])? $(#[$plugin_meta])* { const _: () = { const fn check_default<T: Default>() {} check_default::<$($plugin_path::)*$plugin_name>(); }; group = group.add(<$($plugin_path::)*$plugin_name>::default()); } )* $($( $(#[cfg(feature = $plugin_group_feature)])? $(#[$plugin_group_meta])* { const _: () = { const fn check_default<T: Default>() {} check_default::<$($plugin_group_path::)*$plugin_group_name>(); }; group = group.add_group(<$($plugin_group_path::)*$plugin_group_name>::default()); } )+)? $($( $(#[cfg(feature = $hidden_plugin_feature)])? $(#[$hidden_plugin_meta])* { const _: () = { const fn check_default<T: Default>() {} check_default::<$($hidden_plugin_path::)*$hidden_plugin_name>(); }; group = group.add(<$($hidden_plugin_path::)*$hidden_plugin_name>::default()); } )+)? group } } }; } /// Combines multiple [`Plugin`]s into a single unit. /// /// If you want an easier, but slightly more restrictive, method of implementing this trait, you /// may be interested in the [`plugin_group!`] macro. pub trait PluginGroup: Sized { /// Configures the [`Plugin`]s that are to be added. fn build(self) -> PluginGroupBuilder; /// Configures a name for the [`PluginGroup`] which is primarily used for debugging. fn name() -> String { core::any::type_name::<Self>().to_string() } /// Sets the value of the given [`Plugin`], if it exists fn set<T: Plugin>(self, plugin: T) -> PluginGroupBuilder { self.build().set(plugin) } } struct PluginEntry { plugin: Box<dyn Plugin>, enabled: bool, } impl PluginGroup for PluginGroupBuilder { fn build(self) -> PluginGroupBuilder { self } } /// Facilitates the creation and configuration of a [`PluginGroup`]. /// /// Provides a build ordering to ensure that [`Plugin`]s which produce/require a [`Resource`](bevy_ecs::resource::Resource) /// are built before/after dependent/depending [`Plugin`]s. [`Plugin`]s inside the group /// can be disabled, enabled or reordered. pub struct PluginGroupBuilder { group_name: String, plugins: TypeIdMap<PluginEntry>, order: Vec<TypeId>, } impl PluginGroupBuilder { /// Start a new builder for the [`PluginGroup`]. pub fn start<PG: PluginGroup>() -> Self { Self { group_name: PG::name(), plugins: Default::default(), order: Default::default(), } } /// Checks if the [`PluginGroupBuilder`] contains the given [`Plugin`]. pub fn contains<T: Plugin>(&self) -> bool { self.plugins.contains_key(&TypeId::of::<T>()) } /// Returns `true` if the [`PluginGroupBuilder`] contains the given [`Plugin`] and it's enabled. pub fn enabled<T: Plugin>(&self) -> bool { self.plugins .get(&TypeId::of::<T>()) .is_some_and(|e| e.enabled) } /// Finds the index of a target [`Plugin`]. fn index_of<Target: Plugin>(&self) -> Option<usize> { self.order .iter() .position(|&ty| ty == TypeId::of::<Target>()) } // Insert the new plugin as enabled, and removes its previous ordering if it was // already present fn upsert_plugin_state<T: Plugin>(&mut self, plugin: T, added_at_index: usize) { self.upsert_plugin_entry_state( TypeId::of::<T>(), PluginEntry { plugin: Box::new(plugin), enabled: true, }, added_at_index, ); } // Insert the new plugin entry as enabled, and removes its previous ordering if it was // already present fn upsert_plugin_entry_state( &mut self, key: TypeId, plugin: PluginEntry, added_at_index: usize, ) { if let Some(entry) = self.plugins.insert(key, plugin) { if entry.enabled { warn!( "You are replacing plugin '{}' that was not disabled.", entry.plugin.name() ); } if let Some(to_remove) = self .order .iter() .enumerate() .find(|(i, ty)| *i != added_at_index && **ty == key) .map(|(i, _)| i) { self.order.remove(to_remove); } } } /// Sets the value of the given [`Plugin`], if it exists. /// /// # Panics /// /// Panics if the [`Plugin`] does not exist. pub fn set<T: Plugin>(self, plugin: T) -> Self { self.try_set(plugin).unwrap_or_else(|_| { panic!( "{} does not exist in this PluginGroup", core::any::type_name::<T>(), ) }) } /// Tries to set the value of the given [`Plugin`], if it exists. /// /// If the given plugin doesn't exist returns self and the passed in [`Plugin`]. pub fn try_set<T: Plugin>(mut self, plugin: T) -> Result<Self, (Self, T)> { match self.plugins.entry(TypeId::of::<T>()) { Entry::Occupied(mut entry) => { entry.get_mut().plugin = Box::new(plugin); Ok(self) } Entry::Vacant(_) => Err((self, plugin)), } } /// Adds the plugin [`Plugin`] at the end of this [`PluginGroupBuilder`]. If the plugin was /// already in the group, it is removed from its previous place. // This is not confusing, clippy! #[expect( clippy::should_implement_trait, reason = "This does not emulate the `+` operator, but is more akin to pushing to a stack." )] pub fn add<T: Plugin>(mut self, plugin: T) -> Self { let target_index = self.order.len(); self.order.push(TypeId::of::<T>()); self.upsert_plugin_state(plugin, target_index); self } /// Attempts to add the plugin [`Plugin`] at the end of this [`PluginGroupBuilder`]. /// /// If the plugin was already in the group the addition fails. pub fn try_add<T: Plugin>(self, plugin: T) -> Result<Self, (Self, T)> { if self.contains::<T>() { return Err((self, plugin)); } Ok(self.add(plugin)) } /// Adds a [`PluginGroup`] at the end of this [`PluginGroupBuilder`]. If the plugin was /// already in the group, it is removed from its previous place. pub fn add_group(mut self, group: impl PluginGroup) -> Self { let Self { mut plugins, order, .. } = group.build(); for plugin_id in order { self.upsert_plugin_entry_state( plugin_id, plugins.remove(&plugin_id).unwrap(), self.order.len(), ); self.order.push(plugin_id); } self } /// Adds a [`Plugin`] in this [`PluginGroupBuilder`] before the plugin of type `Target`. /// /// If the plugin was already the group, it is removed from its previous place. /// /// # Panics /// /// Panics if `Target` is not already in this [`PluginGroupBuilder`]. pub fn add_before<Target: Plugin>(self, plugin: impl Plugin) -> Self { self.try_add_before_overwrite::<Target, _>(plugin) .unwrap_or_else(|_| { panic!( "Plugin does not exist in group: {}.", core::any::type_name::<Target>() ) }) } /// Adds a [`Plugin`] in this [`PluginGroupBuilder`] before the plugin of type `Target`. /// /// If the plugin was already in the group the add fails. If there isn't a plugin /// of type `Target` in the group the plugin we're trying to insert is returned. pub fn try_add_before<Target: Plugin, Insert: Plugin>( self, plugin: Insert, ) -> Result<Self, (Self, Insert)> { if self.contains::<Insert>() { return Err((self, plugin)); } self.try_add_before_overwrite::<Target, _>(plugin) } /// Adds a [`Plugin`] in this [`PluginGroupBuilder`] before the plugin of type `Target`. /// /// If the plugin was already in the group, it is removed from its previous places. /// If there isn't a plugin of type `Target` in the group the plugin we're trying to insert /// is returned. pub fn try_add_before_overwrite<Target: Plugin, Insert: Plugin>( mut self, plugin: Insert, ) -> Result<Self, (Self, Insert)> { let Some(target_index) = self.index_of::<Target>() else { return Err((self, plugin)); }; self.order.insert(target_index, TypeId::of::<Insert>()); self.upsert_plugin_state(plugin, target_index); Ok(self) } /// Adds a [`Plugin`] in this [`PluginGroupBuilder`] after the plugin of type `Target`. /// /// If the plugin was already the group, it is removed from its previous place. /// /// # Panics /// /// Panics if `Target` is not already in this [`PluginGroupBuilder`]. pub fn add_after<Target: Plugin>(self, plugin: impl Plugin) -> Self { self.try_add_after_overwrite::<Target, _>(plugin) .unwrap_or_else(|_| { panic!( "Plugin does not exist in group: {}.", core::any::type_name::<Target>() ) }) } /// Adds a [`Plugin`] in this [`PluginGroupBuilder`] after the plugin of type `Target`. /// /// If the plugin was already in the group the add fails. If there isn't a plugin /// of type `Target` in the group the plugin we're trying to insert is returned. pub fn try_add_after<Target: Plugin, Insert: Plugin>( self, plugin: Insert, ) -> Result<Self, (Self, Insert)> { if self.contains::<Insert>() { return Err((self, plugin)); } self.try_add_after_overwrite::<Target, _>(plugin) } /// Adds a [`Plugin`] in this [`PluginGroupBuilder`] after the plugin of type `Target`. /// /// If the plugin was already in the group, it is removed from its previous places. /// If there isn't a plugin of type `Target` in the group the plugin we're trying to insert /// is returned. pub fn try_add_after_overwrite<Target: Plugin, Insert: Plugin>( mut self, plugin: Insert, ) -> Result<Self, (Self, Insert)> { let Some(target_index) = self.index_of::<Target>() else { return Err((self, plugin)); }; let target_index = target_index + 1; self.order.insert(target_index, TypeId::of::<Insert>()); self.upsert_plugin_state(plugin, target_index); Ok(self) } /// Enables a [`Plugin`]. /// /// [`Plugin`]s within a [`PluginGroup`] are enabled by default. This function is used to /// opt back in to a [`Plugin`] after [disabling](Self::disable) it. If there are no plugins /// of type `T` in this group, it will panic. pub fn enable<T: Plugin>(mut self) -> Self { let plugin_entry = self .plugins .get_mut(&TypeId::of::<T>()) .expect("Cannot enable a plugin that does not exist."); plugin_entry.enabled = true; self } /// Disables a [`Plugin`], preventing it from being added to the [`App`] with the rest of the /// [`PluginGroup`]. The disabled [`Plugin`] keeps its place in the [`PluginGroup`], so it can /// still be used for ordering with [`add_before`](Self::add_before) or /// [`add_after`](Self::add_after), or it can be [re-enabled](Self::enable). If there are no /// plugins of type `T` in this group, it will panic. pub fn disable<T: Plugin>(mut self) -> Self { let plugin_entry = self .plugins .get_mut(&TypeId::of::<T>()) .expect("Cannot disable a plugin that does not exist."); plugin_entry.enabled = false; self } /// Consumes the [`PluginGroupBuilder`] and [builds](Plugin::build) the contained [`Plugin`]s /// in the order specified. /// /// # Panics /// /// Panics if one of the plugin in the group was already added to the application. #[track_caller] pub fn finish(mut self, app: &mut App) { for ty in &self.order { if let Some(entry) = self.plugins.remove(ty) && entry.enabled { debug!("added plugin: {}", entry.plugin.name()); if let Err(AppError::DuplicatePlugin { plugin_name }) = app.add_boxed_plugin(entry.plugin) { panic!( "Error adding plugin {} in group {}: plugin was already added in application", plugin_name, self.group_name ); } } } } } /// A plugin group which doesn't do anything. Useful for examples: /// ``` /// # use bevy_app::prelude::*; /// use bevy_app::NoopPluginGroup as MinimalPlugins; /// /// fn main(){ /// App::new().add_plugins(MinimalPlugins).run(); /// } /// ``` #[doc(hidden)] pub struct NoopPluginGroup; impl PluginGroup for NoopPluginGroup { fn build(self) -> PluginGroupBuilder { PluginGroupBuilder::start::<Self>() } } #[cfg(test)] mod tests { use alloc::vec; use core::{any::TypeId, fmt::Debug}; use super::PluginGroupBuilder; use crate::{App, NoopPluginGroup, Plugin, PluginGroup}; #[derive(Default)] struct PluginA; impl Plugin for PluginA { fn build(&self, _: &mut App) {} } #[derive(Default)] struct PluginB; impl Plugin for PluginB { fn build(&self, _: &mut App) {} } #[derive(Default)] struct PluginC; impl Plugin for PluginC { fn build(&self, _: &mut App) {} } #[derive(PartialEq, Debug)] struct PluginWithData(u32); impl Plugin for PluginWithData { fn build(&self, _: &mut App) {} } fn get_plugin<T: Debug + 'static>(group: &PluginGroupBuilder, id: TypeId) -> &T { group.plugins[&id] .plugin .as_any() .downcast_ref::<T>() .unwrap() } #[test] fn contains() { let group = PluginGroupBuilder::start::<NoopPluginGroup>() .add(PluginA) .add(PluginB); assert!(group.contains::<PluginA>()); assert!(!group.contains::<PluginC>()); let group = group.disable::<PluginA>(); assert!(group.enabled::<PluginB>()); assert!(!group.enabled::<PluginA>()); } #[test] fn basic_ordering() { let group = PluginGroupBuilder::start::<NoopPluginGroup>() .add(PluginA) .add(PluginB) .add(PluginC); assert_eq!( group.order, vec![ TypeId::of::<PluginA>(), TypeId::of::<PluginB>(), TypeId::of::<PluginC>(), ] ); } #[test] fn add_before() { let group = PluginGroupBuilder::start::<NoopPluginGroup>() .add(PluginA) .add(PluginB) .add_before::<PluginB>(PluginC); assert_eq!( group.order, vec![ TypeId::of::<PluginA>(), TypeId::of::<PluginC>(), TypeId::of::<PluginB>(), ] ); } #[test] fn try_add_before() { let group = PluginGroupBuilder::start::<NoopPluginGroup>().add(PluginA); let Ok(group) = group.try_add_before::<PluginA, _>(PluginC) else { panic!("PluginA wasn't in group"); }; assert_eq!( group.order, vec![TypeId::of::<PluginC>(), TypeId::of::<PluginA>(),] ); assert!(group.try_add_before::<PluginA, _>(PluginC).is_err()); } #[test] #[should_panic( expected = "Plugin does not exist in group: bevy_app::plugin_group::tests::PluginB." )] fn add_before_nonexistent() { PluginGroupBuilder::start::<NoopPluginGroup>() .add(PluginA) .add_before::<PluginB>(PluginC); } #[test] fn add_after() { let group = PluginGroupBuilder::start::<NoopPluginGroup>() .add(PluginA) .add(PluginB) .add_after::<PluginA>(PluginC); assert_eq!( group.order, vec![ TypeId::of::<PluginA>(), TypeId::of::<PluginC>(), TypeId::of::<PluginB>(), ] ); } #[test] fn try_add_after() { let group = PluginGroupBuilder::start::<NoopPluginGroup>() .add(PluginA) .add(PluginB); let Ok(group) = group.try_add_after::<PluginA, _>(PluginC) else { panic!("PluginA wasn't in group"); }; assert_eq!( group.order, vec![ TypeId::of::<PluginA>(), TypeId::of::<PluginC>(), TypeId::of::<PluginB>(), ] ); assert!(group.try_add_after::<PluginA, _>(PluginC).is_err()); } #[test] #[should_panic( expected = "Plugin does not exist in group: bevy_app::plugin_group::tests::PluginB." )] fn add_after_nonexistent() { PluginGroupBuilder::start::<NoopPluginGroup>() .add(PluginA) .add_after::<PluginB>(PluginC); } #[test] fn add_overwrite() { let group = PluginGroupBuilder::start::<NoopPluginGroup>() .add(PluginA) .add(PluginWithData(0x0F)) .add(PluginC); let id = TypeId::of::<PluginWithData>(); assert_eq!( get_plugin::<PluginWithData>(&group, id), &PluginWithData(0x0F) ); let group = group.add(PluginWithData(0xA0)); assert_eq!( get_plugin::<PluginWithData>(&group, id), &PluginWithData(0xA0) ); assert_eq!( group.order, vec![ TypeId::of::<PluginA>(), TypeId::of::<PluginC>(), TypeId::of::<PluginWithData>(), ] ); let Ok(group) = group.try_add_before_overwrite::<PluginA, _>(PluginWithData(0x01)) else { panic!("PluginA wasn't in group"); }; assert_eq!( get_plugin::<PluginWithData>(&group, id), &PluginWithData(0x01) ); assert_eq!( group.order, vec![ TypeId::of::<PluginWithData>(), TypeId::of::<PluginA>(), TypeId::of::<PluginC>(), ] ); let Ok(group) = group.try_add_after_overwrite::<PluginA, _>(PluginWithData(0xdeadbeef)) else { panic!("PluginA wasn't in group"); }; assert_eq!( get_plugin::<PluginWithData>(&group, id), &PluginWithData(0xdeadbeef) ); assert_eq!( group.order, vec![ TypeId::of::<PluginA>(), TypeId::of::<PluginWithData>(), TypeId::of::<PluginC>(), ] ); } #[test] fn readd() { let group = PluginGroupBuilder::start::<NoopPluginGroup>() .add(PluginA) .add(PluginB) .add(PluginC) .add(PluginB); assert_eq!( group.order, vec![ TypeId::of::<PluginA>(), TypeId::of::<PluginC>(), TypeId::of::<PluginB>(), ] ); } #[test] fn readd_before() { let group = PluginGroupBuilder::start::<NoopPluginGroup>() .add(PluginA) .add(PluginB) .add(PluginC) .add_before::<PluginB>(PluginC); assert_eq!( group.order, vec![ TypeId::of::<PluginA>(), TypeId::of::<PluginC>(), TypeId::of::<PluginB>(), ] ); } #[test] fn readd_after() { let group = PluginGroupBuilder::start::<NoopPluginGroup>() .add(PluginA) .add(PluginB) .add(PluginC) .add_after::<PluginA>(PluginC); assert_eq!( group.order, vec![ TypeId::of::<PluginA>(), TypeId::of::<PluginC>(), TypeId::of::<PluginB>(), ] ); } #[test] fn add_basic_subgroup() { let group_a = PluginGroupBuilder::start::<NoopPluginGroup>() .add(PluginA) .add(PluginB); let group_b = PluginGroupBuilder::start::<NoopPluginGroup>() .add_group(group_a) .add(PluginC); assert_eq!( group_b.order, vec![ TypeId::of::<PluginA>(), TypeId::of::<PluginB>(), TypeId::of::<PluginC>(), ] ); } #[test] fn add_conflicting_subgroup() { let group_a = PluginGroupBuilder::start::<NoopPluginGroup>() .add(PluginA) .add(PluginC); let group_b = PluginGroupBuilder::start::<NoopPluginGroup>() .add(PluginB) .add(PluginC); let group = PluginGroupBuilder::start::<NoopPluginGroup>() .add_group(group_a) .add_group(group_b); assert_eq!( group.order, vec![ TypeId::of::<PluginA>(), TypeId::of::<PluginB>(), TypeId::of::<PluginC>(), ] ); } plugin_group! { #[derive(Default)] struct PluginGroupA { :PluginA } } plugin_group! { #[derive(Default)] struct PluginGroupB { :PluginB } } plugin_group! { struct PluginGroupC { :PluginC #[plugin_group] :PluginGroupA, #[plugin_group] :PluginGroupB, } } #[test] fn construct_nested_plugin_groups() { PluginGroupC {}.build(); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_app/src/schedule_runner.rs
crates/bevy_app/src/schedule_runner.rs
use crate::{ app::{App, AppExit}, plugin::Plugin, PluginsState, }; use bevy_platform::time::Instant; use core::time::Duration; #[cfg(all(target_arch = "wasm32", feature = "web"))] use { alloc::{boxed::Box, rc::Rc}, core::cell::RefCell, wasm_bindgen::{prelude::*, JsCast}, }; /// Determines the method used to run an [`App`]'s [`Schedule`](bevy_ecs::schedule::Schedule). /// /// It is used in the [`ScheduleRunnerPlugin`]. #[derive(Copy, Clone, Debug)] pub enum RunMode { /// Indicates that the [`App`]'s schedule should run repeatedly. Loop { /// The minimum [`Duration`] to wait after a [`Schedule`](bevy_ecs::schedule::Schedule) /// has completed before repeating. A value of [`None`] will not wait. wait: Option<Duration>, }, /// Indicates that the [`App`]'s schedule should run only once. Once, } impl Default for RunMode { fn default() -> Self { RunMode::Loop { wait: None } } } /// Configures an [`App`] to run its [`Schedule`](bevy_ecs::schedule::Schedule) according to a given /// [`RunMode`]. /// /// [`ScheduleRunnerPlugin`] is included in the /// [`MinimalPlugins`](https://docs.rs/bevy/latest/bevy/struct.MinimalPlugins.html) plugin group. /// /// [`ScheduleRunnerPlugin`] is *not* included in the /// [`DefaultPlugins`](https://docs.rs/bevy/latest/bevy/struct.DefaultPlugins.html) plugin group /// which assumes that the [`Schedule`](bevy_ecs::schedule::Schedule) will be executed by other means: /// typically, the `winit` event loop /// (see [`WinitPlugin`](https://docs.rs/bevy/latest/bevy/winit/struct.WinitPlugin.html)) /// executes the schedule making [`ScheduleRunnerPlugin`] unnecessary. #[derive(Default)] pub struct ScheduleRunnerPlugin { /// Determines whether the [`Schedule`](bevy_ecs::schedule::Schedule) is run once or repeatedly. pub run_mode: RunMode, } impl ScheduleRunnerPlugin { /// See [`RunMode::Once`]. pub fn run_once() -> Self { ScheduleRunnerPlugin { run_mode: RunMode::Once, } } /// See [`RunMode::Loop`]. pub fn run_loop(wait_duration: Duration) -> Self { ScheduleRunnerPlugin { run_mode: RunMode::Loop { wait: Some(wait_duration), }, } } } impl Plugin for ScheduleRunnerPlugin { fn build(&self, app: &mut App) { let run_mode = self.run_mode; app.set_runner(move |mut app: App| { let plugins_state = app.plugins_state(); if plugins_state != PluginsState::Cleaned { while app.plugins_state() == PluginsState::Adding { #[cfg(not(all(target_arch = "wasm32", feature = "web")))] bevy_tasks::tick_global_task_pools_on_main_thread(); } app.finish(); app.cleanup(); } match run_mode { RunMode::Once => { app.update(); if let Some(exit) = app.should_exit() { return exit; } AppExit::Success } RunMode::Loop { wait } => { let tick = move |app: &mut App, _wait: Option<Duration>| -> Result<Option<Duration>, AppExit> { let start_time = Instant::now(); app.update(); if let Some(exit) = app.should_exit() { return Err(exit); }; let end_time = Instant::now(); if let Some(wait) = _wait { let exe_time = end_time - start_time; if exe_time < wait { return Ok(Some(wait - exe_time)); } } Ok(None) }; cfg_if::cfg_if! { if #[cfg(all(target_arch = "wasm32", feature = "web"))] { fn set_timeout(callback: &Closure<dyn FnMut()>, dur: Duration) { web_sys::window() .unwrap() .set_timeout_with_callback_and_timeout_and_arguments_0( callback.as_ref().unchecked_ref(), dur.as_millis() as i32, ) .expect("Should register `setTimeout`."); } let asap = Duration::from_millis(1); let exit = Rc::new(RefCell::new(AppExit::Success)); let closure_exit = exit.clone(); let mut app = Rc::new(app); let moved_tick_closure = Rc::new(RefCell::new(None)); let base_tick_closure = moved_tick_closure.clone(); let tick_app = move || { let app = Rc::get_mut(&mut app).unwrap(); let delay = tick(app, wait); match delay { Ok(delay) => set_timeout( moved_tick_closure.borrow().as_ref().unwrap(), delay.unwrap_or(asap), ), Err(code) => { closure_exit.replace(code); } } }; *base_tick_closure.borrow_mut() = Some(Closure::wrap(Box::new(tick_app) as Box<dyn FnMut()>)); set_timeout(base_tick_closure.borrow().as_ref().unwrap(), asap); exit.take() } else { loop { match tick(&mut app, wait) { Ok(Some(delay)) => { bevy_platform::thread::sleep(delay); } Ok(None) => continue, Err(exit) => return exit, } } } } } } }); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_app/src/main_schedule.rs
crates/bevy_app/src/main_schedule.rs
use crate::{App, Plugin}; use alloc::{vec, vec::Vec}; use bevy_ecs::{ resource::Resource, schedule::{ ExecutorKind, InternedScheduleLabel, IntoScheduleConfigs, Schedule, ScheduleLabel, SystemSet, }, system::Local, world::{Mut, World}, }; /// The schedule that contains the app logic that is evaluated each tick of [`App::update()`]. /// /// By default, it will run the following schedules in the given order: /// /// On the first run of the schedule (and only on the first run), it will run: /// * [`StateTransition`] [^1] /// * This means that [`OnEnter(MyState::Foo)`] will be called *before* [`PreStartup`] /// if `MyState` was added to the app with `MyState::Foo` as the initial state, /// as well as [`OnEnter(MyComputedState)`] if it `compute`s to `Some(Self)` in `MyState::Foo`. /// * If you want to run systems before any state transitions, regardless of which state is the starting state, /// for example, for registering required components, you can add your own custom startup schedule /// before [`StateTransition`]. See [`MainScheduleOrder::insert_startup_before`] for more details. /// * [`PreStartup`] /// * [`Startup`] /// * [`PostStartup`] /// /// Then it will run: /// * [`First`] /// * [`PreUpdate`] /// * [`StateTransition`] [^1] /// * [`RunFixedMainLoop`] /// * This will run [`FixedMain`] zero to many times, based on how much time has elapsed. /// * [`Update`] /// * [`SpawnScene`] /// * [`PostUpdate`] /// * [`Last`] /// /// # Rendering /// /// Note rendering is not executed in the main schedule by default. /// Instead, rendering is performed in a separate [`SubApp`] /// which exchanges data with the main app in between the main schedule runs. /// /// See [`RenderPlugin`] and [`PipelinedRenderingPlugin`] for more details. /// /// [^1]: [`StateTransition`] is inserted only if you have `bevy_state` feature enabled. It is enabled in `default` features. /// /// [`StateTransition`]: https://docs.rs/bevy/latest/bevy/prelude/struct.StateTransition.html /// [`OnEnter(MyState::Foo)`]: https://docs.rs/bevy/latest/bevy/prelude/struct.OnEnter.html /// [`OnEnter(MyComputedState)`]: https://docs.rs/bevy/latest/bevy/prelude/struct.OnEnter.html /// [`RenderPlugin`]: https://docs.rs/bevy/latest/bevy/render/struct.RenderPlugin.html /// [`PipelinedRenderingPlugin`]: https://docs.rs/bevy/latest/bevy/render/pipelined_rendering/struct.PipelinedRenderingPlugin.html /// [`SubApp`]: crate::SubApp #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)] pub struct Main; /// The schedule that runs before [`Startup`]. /// /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)] pub struct PreStartup; /// The schedule that runs once when the app starts. /// /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)] pub struct Startup; /// The schedule that runs once after [`Startup`]. /// /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)] pub struct PostStartup; /// Runs first in the schedule. /// /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)] pub struct First; /// The schedule that contains logic that must run before [`Update`]. For example, a system that reads raw keyboard /// input OS events into a `Messages` resource. This enables systems in [`Update`] to consume the messages from the `Messages` /// resource without actually knowing about (or taking a direct scheduler dependency on) the "os-level keyboard event system". /// /// [`PreUpdate`] exists to do "engine/plugin preparation work" that ensures the APIs consumed in [`Update`] are "ready". /// [`PreUpdate`] abstracts out "pre work implementation details". /// /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)] pub struct PreUpdate; /// Runs the [`FixedMain`] schedule in a loop according until all relevant elapsed time has been "consumed". /// /// If you need to order your variable timestep systems before or after /// the fixed update logic, use the [`RunFixedMainLoopSystems`] system set. /// /// Note that in contrast to most other Bevy schedules, systems added directly to /// [`RunFixedMainLoop`] will *not* be parallelized between each other. /// /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)] pub struct RunFixedMainLoop; /// Runs first in the [`FixedMain`] schedule. /// /// See the [`FixedMain`] schedule for details on how fixed updates work. /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)] pub struct FixedFirst; /// The schedule that contains logic that must run before [`FixedUpdate`]. /// /// See the [`FixedMain`] schedule for details on how fixed updates work. /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)] pub struct FixedPreUpdate; /// The schedule that contains most gameplay logic, which runs at a fixed rate rather than every render frame. /// For logic that should run once per render frame, use the [`Update`] schedule instead. /// /// Examples of systems that should run at a fixed rate include (but are not limited to): /// - Physics /// - AI /// - Networking /// - Game rules /// /// See the [`Update`] schedule for examples of systems that *should not* use this schedule. /// See the [`FixedMain`] schedule for details on how fixed updates work. /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)] pub struct FixedUpdate; /// The schedule that runs after the [`FixedUpdate`] schedule, for reacting /// to changes made in the main update logic. /// /// See the [`FixedMain`] schedule for details on how fixed updates work. /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)] pub struct FixedPostUpdate; /// The schedule that runs last in [`FixedMain`] /// /// See the [`FixedMain`] schedule for details on how fixed updates work. /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)] pub struct FixedLast; /// The schedule that contains systems which only run after a fixed period of time has elapsed. /// /// This is run by the [`RunFixedMainLoop`] schedule. If you need to order your variable timestep systems /// before or after the fixed update logic, use the [`RunFixedMainLoopSystems`] system set. /// /// Frequency of execution is configured by inserting `Time<Fixed>` resource, 64 Hz by default. /// See [this example](https://github.com/bevyengine/bevy/blob/latest/examples/time/time.rs). /// /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)] pub struct FixedMain; /// The schedule that contains any app logic that must run once per render frame. /// For most gameplay logic, consider using [`FixedUpdate`] instead. /// /// Examples of systems that should run once per render frame include (but are not limited to): /// - UI /// - Input handling /// - Audio control /// /// See the [`FixedUpdate`] schedule for examples of systems that *should not* use this schedule. /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)] pub struct Update; /// The schedule that contains scene spawning. /// /// This runs after [`Update`] and before [`PostUpdate`]. See the [`Main`] schedule for more details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)] pub struct SpawnScene; /// The schedule that contains logic that must run after [`Update`]. For example, synchronizing "local transforms" in a hierarchy /// to "global" absolute transforms. This enables the [`PostUpdate`] transform-sync system to react to "local transform" changes in /// [`Update`] without the [`Update`] systems needing to know about (or add scheduler dependencies for) the "global transform sync system". /// /// [`PostUpdate`] exists to do "engine/plugin response work" to things that happened in [`Update`]. /// [`PostUpdate`] abstracts out "implementation details" from users defining systems in [`Update`]. /// /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)] pub struct PostUpdate; /// Runs last in the schedule. /// /// See the [`Main`] schedule for some details about how schedules are run. #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)] pub struct Last; /// Animation system set. This exists in [`PostUpdate`]. #[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)] pub struct AnimationSystems; /// Defines the schedules to be run for the [`Main`] schedule, including /// their order. #[derive(Resource, Debug)] pub struct MainScheduleOrder { /// The labels to run for the main phase of the [`Main`] schedule (in the order they will be run). pub labels: Vec<InternedScheduleLabel>, /// The labels to run for the startup phase of the [`Main`] schedule (in the order they will be run). pub startup_labels: Vec<InternedScheduleLabel>, } impl Default for MainScheduleOrder { fn default() -> Self { Self { labels: vec![ First.intern(), PreUpdate.intern(), RunFixedMainLoop.intern(), Update.intern(), SpawnScene.intern(), PostUpdate.intern(), Last.intern(), ], startup_labels: vec![PreStartup.intern(), Startup.intern(), PostStartup.intern()], } } } impl MainScheduleOrder { /// Adds the given `schedule` after the `after` schedule in the main list of schedules. pub fn insert_after(&mut self, after: impl ScheduleLabel, schedule: impl ScheduleLabel) { let index = self .labels .iter() .position(|current| (**current).eq(&after)) .unwrap_or_else(|| panic!("Expected {after:?} to exist")); self.labels.insert(index + 1, schedule.intern()); } /// Adds the given `schedule` before the `before` schedule in the main list of schedules. pub fn insert_before(&mut self, before: impl ScheduleLabel, schedule: impl ScheduleLabel) { let index = self .labels .iter() .position(|current| (**current).eq(&before)) .unwrap_or_else(|| panic!("Expected {before:?} to exist")); self.labels.insert(index, schedule.intern()); } /// Adds the given `schedule` after the `after` schedule in the list of startup schedules. pub fn insert_startup_after( &mut self, after: impl ScheduleLabel, schedule: impl ScheduleLabel, ) { let index = self .startup_labels .iter() .position(|current| (**current).eq(&after)) .unwrap_or_else(|| panic!("Expected {after:?} to exist")); self.startup_labels.insert(index + 1, schedule.intern()); } /// Adds the given `schedule` before the `before` schedule in the list of startup schedules. pub fn insert_startup_before( &mut self, before: impl ScheduleLabel, schedule: impl ScheduleLabel, ) { let index = self .startup_labels .iter() .position(|current| (**current).eq(&before)) .unwrap_or_else(|| panic!("Expected {before:?} to exist")); self.startup_labels.insert(index, schedule.intern()); } } impl Main { /// A system that runs the "main schedule" pub fn run_main(world: &mut World, mut run_at_least_once: Local<bool>) { if !*run_at_least_once { world.resource_scope(|world, order: Mut<MainScheduleOrder>| { for &label in &order.startup_labels { let _ = world.try_run_schedule(label); } }); *run_at_least_once = true; } world.resource_scope(|world, order: Mut<MainScheduleOrder>| { for &label in &order.labels { let _ = world.try_run_schedule(label); } }); } } /// Initializes the [`Main`] schedule, sub schedules, and resources for a given [`App`]. pub struct MainSchedulePlugin; impl Plugin for MainSchedulePlugin { fn build(&self, app: &mut App) { // simple "facilitator" schedules benefit from simpler single threaded scheduling let mut main_schedule = Schedule::new(Main); main_schedule.set_executor_kind(ExecutorKind::SingleThreaded); let mut fixed_main_schedule = Schedule::new(FixedMain); fixed_main_schedule.set_executor_kind(ExecutorKind::SingleThreaded); let mut fixed_main_loop_schedule = Schedule::new(RunFixedMainLoop); fixed_main_loop_schedule.set_executor_kind(ExecutorKind::SingleThreaded); app.add_schedule(main_schedule) .add_schedule(fixed_main_schedule) .add_schedule(fixed_main_loop_schedule) .init_resource::<MainScheduleOrder>() .init_resource::<FixedMainScheduleOrder>() .add_systems(Main, Main::run_main) .add_systems(FixedMain, FixedMain::run_fixed_main) .configure_sets( RunFixedMainLoop, ( RunFixedMainLoopSystems::BeforeFixedMainLoop, RunFixedMainLoopSystems::FixedMainLoop, RunFixedMainLoopSystems::AfterFixedMainLoop, ) .chain(), ); #[cfg(feature = "bevy_debug_stepping")] { use bevy_ecs::schedule::{IntoScheduleConfigs, Stepping}; app.add_systems(Main, Stepping::begin_frame.before(Main::run_main)); } } } /// Defines the schedules to be run for the [`FixedMain`] schedule, including /// their order. #[derive(Resource, Debug)] pub struct FixedMainScheduleOrder { /// The labels to run for the [`FixedMain`] schedule (in the order they will be run). pub labels: Vec<InternedScheduleLabel>, } impl Default for FixedMainScheduleOrder { fn default() -> Self { Self { labels: vec![ FixedFirst.intern(), FixedPreUpdate.intern(), FixedUpdate.intern(), FixedPostUpdate.intern(), FixedLast.intern(), ], } } } impl FixedMainScheduleOrder { /// Adds the given `schedule` after the `after` schedule pub fn insert_after(&mut self, after: impl ScheduleLabel, schedule: impl ScheduleLabel) { let index = self .labels .iter() .position(|current| (**current).eq(&after)) .unwrap_or_else(|| panic!("Expected {after:?} to exist")); self.labels.insert(index + 1, schedule.intern()); } /// Adds the given `schedule` before the `before` schedule pub fn insert_before(&mut self, before: impl ScheduleLabel, schedule: impl ScheduleLabel) { let index = self .labels .iter() .position(|current| (**current).eq(&before)) .unwrap_or_else(|| panic!("Expected {before:?} to exist")); self.labels.insert(index, schedule.intern()); } } impl FixedMain { /// A system that runs the fixed timestep's "main schedule" pub fn run_fixed_main(world: &mut World) { world.resource_scope(|world, order: Mut<FixedMainScheduleOrder>| { for &label in &order.labels { let _ = world.try_run_schedule(label); } }); } } /// Set enum for the systems that want to run inside [`RunFixedMainLoop`], /// but before or after the fixed update logic. Systems in this set /// will run exactly once per frame, regardless of the number of fixed updates. /// They will also run under a variable timestep. /// /// This is useful for handling things that need to run every frame, but /// also need to be read by the fixed update logic. See the individual variants /// for examples of what kind of systems should be placed in each. /// /// Note that in contrast to most other Bevy schedules, systems added directly to /// [`RunFixedMainLoop`] will *not* be parallelized between each other. #[derive(Debug, Hash, PartialEq, Eq, Copy, Clone, SystemSet)] pub enum RunFixedMainLoopSystems { /// Runs before the fixed update logic. /// /// A good example of a system that fits here /// is camera movement, which needs to be updated in a variable timestep, /// as you want the camera to move with as much precision and updates as /// the frame rate allows. A physics system that needs to read the camera /// position and orientation, however, should run in the fixed update logic, /// as it needs to be deterministic and run at a fixed rate for better stability. /// Note that we are not placing the camera movement system in `Update`, as that /// would mean that the physics system already ran at that point. /// /// # Example /// ``` /// # use bevy_app::prelude::*; /// # use bevy_ecs::prelude::*; /// App::new() /// .add_systems( /// RunFixedMainLoop, /// update_camera_rotation.in_set(RunFixedMainLoopSystems::BeforeFixedMainLoop)) /// .add_systems(FixedUpdate, update_physics); /// /// # fn update_camera_rotation() {} /// # fn update_physics() {} /// ``` BeforeFixedMainLoop, /// Contains the fixed update logic. /// Runs [`FixedMain`] zero or more times based on delta of /// [`Time<Virtual>`] and [`Time::overstep`]. /// /// Don't place systems here, use [`FixedUpdate`] and friends instead. /// Use this system instead to order your systems to run specifically inbetween the fixed update logic and all /// other systems that run in [`RunFixedMainLoopSystems::BeforeFixedMainLoop`] or [`RunFixedMainLoopSystems::AfterFixedMainLoop`]. /// /// [`Time<Virtual>`]: https://docs.rs/bevy/latest/bevy/prelude/struct.Virtual.html /// [`Time::overstep`]: https://docs.rs/bevy/latest/bevy/time/struct.Time.html#method.overstep /// # Example /// ``` /// # use bevy_app::prelude::*; /// # use bevy_ecs::prelude::*; /// App::new() /// .add_systems(FixedUpdate, update_physics) /// .add_systems( /// RunFixedMainLoop, /// ( /// // This system will be called before all interpolation systems /// // that third-party plugins might add. /// prepare_for_interpolation /// .after(RunFixedMainLoopSystems::FixedMainLoop) /// .before(RunFixedMainLoopSystems::AfterFixedMainLoop), /// ) /// ); /// /// # fn prepare_for_interpolation() {} /// # fn update_physics() {} /// ``` FixedMainLoop, /// Runs after the fixed update logic. /// /// A good example of a system that fits here /// is a system that interpolates the transform of an entity between the last and current fixed update. /// See the [fixed timestep example] for more details. /// /// [fixed timestep example]: https://github.com/bevyengine/bevy/blob/main/examples/movement/physics_in_fixed_timestep.rs /// /// # Example /// ``` /// # use bevy_app::prelude::*; /// # use bevy_ecs::prelude::*; /// App::new() /// .add_systems(FixedUpdate, update_physics) /// .add_systems( /// RunFixedMainLoop, /// interpolate_transforms.in_set(RunFixedMainLoopSystems::AfterFixedMainLoop)); /// /// # fn interpolate_transforms() {} /// # fn update_physics() {} /// ``` AfterFixedMainLoop, }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_app/src/terminal_ctrl_c_handler.rs
crates/bevy_app/src/terminal_ctrl_c_handler.rs
use core::sync::atomic::{AtomicBool, Ordering}; use bevy_ecs::message::MessageWriter; use crate::{App, AppExit, Plugin, Update}; pub use ctrlc; /// Indicates that all [`App`]'s should exit. static SHOULD_EXIT: AtomicBool = AtomicBool::new(false); /// Gracefully handles `Ctrl+C` by emitting a [`AppExit`] event. This plugin is part of the `DefaultPlugins`. /// /// ```no_run /// # use bevy_app::{App, NoopPluginGroup as MinimalPlugins, PluginGroup, TerminalCtrlCHandlerPlugin}; /// fn main() { /// App::new() /// .add_plugins(MinimalPlugins) /// .add_plugins(TerminalCtrlCHandlerPlugin) /// .run(); /// } /// ``` /// /// If you want to setup your own `Ctrl+C` handler, you should call the /// [`TerminalCtrlCHandlerPlugin::gracefully_exit`] function in your handler if you want bevy to gracefully exit. /// ```no_run /// # use bevy_app::{App, NoopPluginGroup as DefaultPlugins, PluginGroup, TerminalCtrlCHandlerPlugin, ctrlc}; /// fn main() { /// // Your own `Ctrl+C` handler /// ctrlc::set_handler(move || { /// // Other clean up code ... /// /// TerminalCtrlCHandlerPlugin::gracefully_exit(); /// }); /// /// App::new() /// .add_plugins(DefaultPlugins) /// .run(); /// } /// ``` #[derive(Default)] pub struct TerminalCtrlCHandlerPlugin; impl TerminalCtrlCHandlerPlugin { /// Sends the [`AppExit`] event to all apps using this plugin to make them gracefully exit. pub fn gracefully_exit() { SHOULD_EXIT.store(true, Ordering::Relaxed); } /// Sends a [`AppExit`] event when the user presses `Ctrl+C` on the terminal. pub fn exit_on_flag(mut app_exit_writer: MessageWriter<AppExit>) { if SHOULD_EXIT.load(Ordering::Relaxed) { app_exit_writer.write(AppExit::from_code(130)); } } } impl Plugin for TerminalCtrlCHandlerPlugin { fn build(&self, app: &mut App) { let result = ctrlc::try_set_handler(move || { Self::gracefully_exit(); }); match result { Ok(()) => {} Err(ctrlc::Error::MultipleHandlers) => { log::info!("Skipping installing `Ctrl+C` handler as one was already installed. Please call `TerminalCtrlCHandlerPlugin::gracefully_exit` in your own `Ctrl+C` handler if you want Bevy to gracefully exit on `Ctrl+C`."); } Err(err) => log::warn!("Failed to set `Ctrl+C` handler: {err}"), } app.add_systems(Update, TerminalCtrlCHandlerPlugin::exit_on_flag); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_app/src/task_pool_plugin.rs
crates/bevy_app/src/task_pool_plugin.rs
use crate::{App, Plugin}; use alloc::string::ToString; use bevy_platform::sync::Arc; use bevy_tasks::{AsyncComputeTaskPool, ComputeTaskPool, IoTaskPool, TaskPoolBuilder}; use core::fmt::Debug; use log::trace; cfg_if::cfg_if! { if #[cfg(not(all(target_arch = "wasm32", feature = "web")))] { use {crate::Last, bevy_tasks::tick_global_task_pools_on_main_thread}; use bevy_ecs::system::NonSendMarker; /// A system used to check and advanced our task pools. /// /// Calls [`tick_global_task_pools_on_main_thread`], /// and uses [`NonSendMarker`] to ensure that this system runs on the main thread fn tick_global_task_pools(_main_thread_marker: NonSendMarker) { tick_global_task_pools_on_main_thread(); } } } /// Setup of default task pools: [`AsyncComputeTaskPool`], [`ComputeTaskPool`], [`IoTaskPool`]. #[derive(Default)] pub struct TaskPoolPlugin { /// Options for the [`TaskPool`](bevy_tasks::TaskPool) created at application start. pub task_pool_options: TaskPoolOptions, } impl Plugin for TaskPoolPlugin { fn build(&self, _app: &mut App) { // Setup the default bevy task pools self.task_pool_options.create_default_pools(); #[cfg(not(all(target_arch = "wasm32", feature = "web")))] _app.add_systems(Last, tick_global_task_pools); } } /// Defines a simple way to determine how many threads to use given the number of remaining cores /// and number of total cores #[derive(Clone)] pub struct TaskPoolThreadAssignmentPolicy { /// Force using at least this many threads pub min_threads: usize, /// Under no circumstance use more than this many threads for this pool pub max_threads: usize, /// Target using this percentage of total cores, clamped by `min_threads` and `max_threads`. It is /// permitted to use 1.0 to try to use all remaining threads pub percent: f32, /// Callback that is invoked once for every created thread as it starts. /// This configuration will be ignored under wasm platform. pub on_thread_spawn: Option<Arc<dyn Fn() + Send + Sync + 'static>>, /// Callback that is invoked once for every created thread as it terminates /// This configuration will be ignored under wasm platform. pub on_thread_destroy: Option<Arc<dyn Fn() + Send + Sync + 'static>>, } impl Debug for TaskPoolThreadAssignmentPolicy { fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result { f.debug_struct("TaskPoolThreadAssignmentPolicy") .field("min_threads", &self.min_threads) .field("max_threads", &self.max_threads) .field("percent", &self.percent) .finish() } } impl TaskPoolThreadAssignmentPolicy { /// Determine the number of threads to use for this task pool fn get_number_of_threads(&self, remaining_threads: usize, total_threads: usize) -> usize { assert!(self.percent >= 0.0); let proportion = total_threads as f32 * self.percent; let mut desired = proportion as usize; // Equivalent to round() for positive floats without libm requirement for // no_std compatibility if proportion - desired as f32 >= 0.5 { desired += 1; } // Limit ourselves to the number of cores available desired = desired.min(remaining_threads); // Clamp by min_threads, max_threads. (This may result in us using more threads than are // available, this is intended. An example case where this might happen is a device with // <= 2 threads. desired.clamp(self.min_threads, self.max_threads) } } /// Helper for configuring and creating the default task pools. For end-users who want full control, /// set up [`TaskPoolPlugin`] #[derive(Clone, Debug)] pub struct TaskPoolOptions { /// If the number of physical cores is less than `min_total_threads`, force using /// `min_total_threads` pub min_total_threads: usize, /// If the number of physical cores is greater than `max_total_threads`, force using /// `max_total_threads` pub max_total_threads: usize, /// Used to determine number of IO threads to allocate pub io: TaskPoolThreadAssignmentPolicy, /// Used to determine number of async compute threads to allocate pub async_compute: TaskPoolThreadAssignmentPolicy, /// Used to determine number of compute threads to allocate pub compute: TaskPoolThreadAssignmentPolicy, } impl Default for TaskPoolOptions { fn default() -> Self { TaskPoolOptions { // By default, use however many cores are available on the system min_total_threads: 1, max_total_threads: usize::MAX, // Use 25% of cores for IO, at least 1, no more than 4 io: TaskPoolThreadAssignmentPolicy { min_threads: 1, max_threads: 4, percent: 0.25, on_thread_spawn: None, on_thread_destroy: None, }, // Use 25% of cores for async compute, at least 1, no more than 4 async_compute: TaskPoolThreadAssignmentPolicy { min_threads: 1, max_threads: 4, percent: 0.25, on_thread_spawn: None, on_thread_destroy: None, }, // Use all remaining cores for compute (at least 1) compute: TaskPoolThreadAssignmentPolicy { min_threads: 1, max_threads: usize::MAX, percent: 1.0, // This 1.0 here means "whatever is left over" on_thread_spawn: None, on_thread_destroy: None, }, } } } impl TaskPoolOptions { /// Create a configuration that forces using the given number of threads. pub fn with_num_threads(thread_count: usize) -> Self { TaskPoolOptions { min_total_threads: thread_count, max_total_threads: thread_count, ..Default::default() } } /// Inserts the default thread pools into the given resource map based on the configured values pub fn create_default_pools(&self) { let total_threads = bevy_tasks::available_parallelism() .clamp(self.min_total_threads, self.max_total_threads); trace!("Assigning {total_threads} cores to default task pools"); let mut remaining_threads = total_threads; { // Determine the number of IO threads we will use let io_threads = self .io .get_number_of_threads(remaining_threads, total_threads); trace!("IO Threads: {io_threads}"); remaining_threads = remaining_threads.saturating_sub(io_threads); IoTaskPool::get_or_init(|| { let builder = TaskPoolBuilder::default() .num_threads(io_threads) .thread_name("IO Task Pool".to_string()); #[cfg(not(all(target_arch = "wasm32", feature = "web")))] let builder = { let mut builder = builder; if let Some(f) = self.io.on_thread_spawn.clone() { builder = builder.on_thread_spawn(move || f()); } if let Some(f) = self.io.on_thread_destroy.clone() { builder = builder.on_thread_destroy(move || f()); } builder }; builder.build() }); } { // Determine the number of async compute threads we will use let async_compute_threads = self .async_compute .get_number_of_threads(remaining_threads, total_threads); trace!("Async Compute Threads: {async_compute_threads}"); remaining_threads = remaining_threads.saturating_sub(async_compute_threads); AsyncComputeTaskPool::get_or_init(|| { let builder = TaskPoolBuilder::default() .num_threads(async_compute_threads) .thread_name("Async Compute Task Pool".to_string()); #[cfg(not(all(target_arch = "wasm32", feature = "web")))] let builder = { let mut builder = builder; if let Some(f) = self.async_compute.on_thread_spawn.clone() { builder = builder.on_thread_spawn(move || f()); } if let Some(f) = self.async_compute.on_thread_destroy.clone() { builder = builder.on_thread_destroy(move || f()); } builder }; builder.build() }); } { // Determine the number of compute threads we will use // This is intentionally last so that an end user can specify 1.0 as the percent let compute_threads = self .compute .get_number_of_threads(remaining_threads, total_threads); trace!("Compute Threads: {compute_threads}"); ComputeTaskPool::get_or_init(|| { let builder = TaskPoolBuilder::default() .num_threads(compute_threads) .thread_name("Compute Task Pool".to_string()); #[cfg(not(all(target_arch = "wasm32", feature = "web")))] let builder = { let mut builder = builder; if let Some(f) = self.compute.on_thread_spawn.clone() { builder = builder.on_thread_spawn(move || f()); } if let Some(f) = self.compute.on_thread_destroy.clone() { builder = builder.on_thread_destroy(move || f()); } builder }; builder.build() }); } } } #[cfg(test)] mod tests { use super::*; use bevy_tasks::prelude::{AsyncComputeTaskPool, ComputeTaskPool, IoTaskPool}; #[test] fn runs_spawn_local_tasks() { let mut app = App::new(); app.add_plugins(TaskPoolPlugin::default()); let (async_tx, async_rx) = crossbeam_channel::unbounded(); AsyncComputeTaskPool::get() .spawn_local(async move { async_tx.send(()).unwrap(); }) .detach(); let (compute_tx, compute_rx) = crossbeam_channel::unbounded(); ComputeTaskPool::get() .spawn_local(async move { compute_tx.send(()).unwrap(); }) .detach(); let (io_tx, io_rx) = crossbeam_channel::unbounded(); IoTaskPool::get() .spawn_local(async move { io_tx.send(()).unwrap(); }) .detach(); app.run(); async_rx.try_recv().unwrap(); compute_rx.try_recv().unwrap(); io_rx.try_recv().unwrap(); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_app/src/panic_handler.rs
crates/bevy_app/src/panic_handler.rs
//! This module provides panic handlers for [Bevy](https://bevy.org) //! apps, and automatically configures platform specifics (i.e. Wasm or Android). //! //! By default, the [`PanicHandlerPlugin`] from this crate is included in Bevy's `DefaultPlugins`. //! //! For more fine-tuned control over panic behavior, disable the [`PanicHandlerPlugin`] or //! `DefaultPlugins` during app initialization. use crate::{App, Plugin}; /// Adds sensible panic handlers to Apps. This plugin is part of the `DefaultPlugins`. Adding /// this plugin will setup a panic hook appropriate to your target platform: /// * On Wasm, uses [`console_error_panic_hook`](https://crates.io/crates/console_error_panic_hook), logging /// to the browser console. /// * Other platforms are currently not setup. /// /// ```no_run /// # use bevy_app::{App, NoopPluginGroup as MinimalPlugins, PluginGroup, PanicHandlerPlugin}; /// fn main() { /// App::new() /// .add_plugins(MinimalPlugins) /// .add_plugins(PanicHandlerPlugin) /// .run(); /// } /// ``` /// /// If you want to setup your own panic handler, you should disable this /// plugin from `DefaultPlugins`: /// ```no_run /// # use bevy_app::{App, NoopPluginGroup as DefaultPlugins, PluginGroup, PanicHandlerPlugin}; /// fn main() { /// App::new() /// .add_plugins(DefaultPlugins.build().disable::<PanicHandlerPlugin>()) /// .run(); /// } /// ``` #[derive(Default)] pub struct PanicHandlerPlugin; impl Plugin for PanicHandlerPlugin { fn build(&self, _app: &mut App) { #[cfg(feature = "std")] { static SET_HOOK: std::sync::Once = std::sync::Once::new(); SET_HOOK.call_once(|| { cfg_if::cfg_if! { if #[cfg(all(target_arch = "wasm32", feature = "web"))] { // This provides better panic handling in JS engines (displays the panic message and improves the backtrace). std::panic::set_hook(alloc::boxed::Box::new(console_error_panic_hook::hook)); } else if #[cfg(feature = "error_panic_hook")] { let current_hook = std::panic::take_hook(); std::panic::set_hook(alloc::boxed::Box::new( bevy_ecs::error::bevy_error_panic_hook(current_hook), )); } // Otherwise use the default target panic hook - Do nothing. } }); } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_app/src/hotpatch.rs
crates/bevy_app/src/hotpatch.rs
//! Utilities for hotpatching code. extern crate alloc; use alloc::sync::Arc; #[cfg(feature = "reflect_auto_register")] use bevy_ecs::schedule::IntoScheduleConfigs; use bevy_ecs::{ change_detection::DetectChangesMut, message::MessageWriter, system::ResMut, HotPatchChanges, HotPatched, }; #[cfg(not(target_family = "wasm"))] use dioxus_devtools::connect_subsecond; use dioxus_devtools::subsecond; pub use dioxus_devtools::subsecond::{call, HotFunction}; use crate::{Last, Plugin}; /// Plugin connecting to Dioxus CLI to enable hot patching. #[derive(Default)] pub struct HotPatchPlugin; impl Plugin for HotPatchPlugin { fn build(&self, app: &mut crate::App) { let (sender, receiver) = crossbeam_channel::bounded::<HotPatched>(1); // Connects to the dioxus CLI that will handle rebuilds // This will open a connection to the dioxus CLI to receive updated jump tables // Sends a `HotPatched` message through the channel when the jump table is updated #[cfg(not(target_family = "wasm"))] connect_subsecond(); subsecond::register_handler(Arc::new(move || { sender.send(HotPatched).unwrap(); })); // Adds a system that will read the channel for new `HotPatched` messages, send the message, and update change detection. app.init_resource::<HotPatchChanges>() .add_message::<HotPatched>() .add_systems( Last, move |mut hot_patched_writer: MessageWriter<HotPatched>, mut res: ResMut<HotPatchChanges>| { if receiver.try_recv().is_ok() { hot_patched_writer.write_default(); res.set_changed(); } }, ); #[cfg(feature = "reflect_auto_register")] app.add_systems( crate::First, (move |registry: bevy_ecs::system::Res<bevy_ecs::reflect::AppTypeRegistry>| { registry.write().register_derived_types(); }) .run_if(bevy_ecs::schedule::common_conditions::on_message::<HotPatched>), ); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_app/src/propagate.rs
crates/bevy_app/src/propagate.rs
use alloc::vec::Vec; use core::marker::PhantomData; use crate::{App, Plugin}; #[cfg(feature = "bevy_reflect")] use bevy_ecs::reflect::ReflectComponent; use bevy_ecs::{ change_detection::DetectChangesMut, component::Component, entity::Entity, hierarchy::ChildOf, intern::Interned, lifecycle::RemovedComponents, query::{Changed, Or, QueryFilter, With, Without}, relationship::{Relationship, RelationshipTarget}, schedule::{IntoScheduleConfigs, ScheduleLabel, SystemSet}, system::{Commands, Local, Query}, }; #[cfg(feature = "bevy_reflect")] use bevy_reflect::Reflect; /// Plugin to automatically propagate a component value to all direct and transient relationship /// targets (e.g. [`bevy_ecs::hierarchy::Children`]) of entities with a [`Propagate`] component. /// /// The plugin Will maintain the target component over hierarchy changes, adding or removing /// `C` when a relationship `R` (e.g. [`ChildOf`]) is added to or removed from a /// relationship tree with a [`Propagate<C>`] source, or if the [`Propagate<C>`] component /// is added, changed or removed. /// /// Optionally you can include a query filter `F` to restrict the entities that are updated. /// Note that the filter is not rechecked dynamically: changes to the filter state will not be /// picked up until the [`Propagate`] component is touched, or the hierarchy is changed. /// All members of the tree between source and target must match the filter for propagation /// to reach a given target. /// Individual entities can be skipped or terminate the propagation with the [`PropagateOver`] /// and [`PropagateStop`] components. /// /// The schedule can be configured via [`HierarchyPropagatePlugin::new`]. /// You should be sure to schedule your logic relative to this set: making changes /// that modify component values before this logic, and reading the propagated /// values after it. pub struct HierarchyPropagatePlugin< C: Component + Clone + PartialEq, F: QueryFilter = (), R: Relationship = ChildOf, > { schedule: Interned<dyn ScheduleLabel>, _marker: PhantomData<fn() -> (C, F, R)>, } impl<C: Component + Clone + PartialEq, F: QueryFilter, R: Relationship> HierarchyPropagatePlugin<C, F, R> { /// Construct the plugin. The propagation systems will be placed in the specified schedule. pub fn new(schedule: impl ScheduleLabel) -> Self { Self { schedule: schedule.intern(), _marker: PhantomData, } } } /// Causes the inner component to be added to this entity and all direct and transient relationship /// targets. A target with a [`Propagate<C>`] component of its own will override propagation from /// that point in the tree. #[derive(Component, Clone, PartialEq)] #[cfg_attr( feature = "bevy_reflect", derive(Reflect), reflect(Component, Clone, PartialEq) )] pub struct Propagate<C: Component + Clone + PartialEq>(pub C); /// Stops the output component being added to this entity. /// Relationship targets will still inherit the component from this entity or its parents. #[derive(Component)] #[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Component))] pub struct PropagateOver<C>(PhantomData<fn() -> C>); /// Stops the propagation at this entity. Children will not inherit the component. #[derive(Component)] #[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Component))] pub struct PropagateStop<C>(PhantomData<fn() -> C>); /// The set in which propagation systems are added. You can schedule your logic relative to this set. #[derive(SystemSet, Clone, PartialEq, PartialOrd, Ord)] pub struct PropagateSet<C: Component + Clone + PartialEq> { _p: PhantomData<fn() -> C>, } /// Internal struct for managing propagation #[derive(Component, Clone, PartialEq, Debug)] #[cfg_attr( feature = "bevy_reflect", derive(Reflect), reflect(Component, Clone, PartialEq) )] pub struct Inherited<C: Component + Clone + PartialEq>(pub C); impl<C> Default for PropagateOver<C> { fn default() -> Self { Self(Default::default()) } } impl<C> Default for PropagateStop<C> { fn default() -> Self { Self(Default::default()) } } impl<C: Component + Clone + PartialEq> core::fmt::Debug for PropagateSet<C> { fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result { f.debug_struct("PropagateSet") .field("_p", &self._p) .finish() } } impl<C: Component + Clone + PartialEq> Eq for PropagateSet<C> {} impl<C: Component + Clone + PartialEq> core::hash::Hash for PropagateSet<C> { fn hash<H: core::hash::Hasher>(&self, state: &mut H) { self._p.hash(state); } } impl<C: Component + Clone + PartialEq> Default for PropagateSet<C> { fn default() -> Self { Self { _p: Default::default(), } } } impl<C: Component + Clone + PartialEq, F: QueryFilter + 'static, R: Relationship> Plugin for HierarchyPropagatePlugin<C, F, R> { fn build(&self, app: &mut App) { app.add_systems( self.schedule, ( update_source::<C, F, R>, update_reparented::<C, F, R>, update_removed_limit::<C, F, R>, propagate_inherited::<C, F, R>, propagate_output::<C, F>, ) .chain() .in_set(PropagateSet::<C>::default()), ); } } /// add/remove `Inherited::<C>` for entities with a direct `Propagate::<C>` pub fn update_source<C: Component + Clone + PartialEq, F: QueryFilter, R: Relationship>( mut commands: Commands, changed: Query<(Entity, &Propagate<C>), (Or<(Changed<Propagate<C>>, Without<Inherited<C>>)>,)>, mut removed: RemovedComponents<Propagate<C>>, relationship: Query<&R>, relations: Query<&Inherited<C>, Without<PropagateStop<C>>>, ) { for (entity, source) in &changed { commands .entity(entity) .try_insert(Inherited(source.0.clone())); } // set `Inherited::<C>` based on ancestry when `Propagate::<C>` is removed for removed in removed.read() { if let Ok(mut commands) = commands.get_entity(removed) { if let Some(inherited) = relationship .get(removed) .ok() .and_then(|r| relations.get(r.get()).ok()) { commands.insert(inherited.clone()); } else { commands.try_remove::<Inherited<C>>(); } } } } /// add/remove `Inherited::<C>` for entities which have changed relationship pub fn update_reparented<C: Component + Clone + PartialEq, F: QueryFilter, R: Relationship>( mut commands: Commands, moved: Query<(Entity, &R, Option<&Inherited<C>>), (Changed<R>, Without<Propagate<C>>, F)>, relations: Query<&Inherited<C>, Without<PropagateStop<C>>>, orphaned: Query<Entity, (With<Inherited<C>>, Without<Propagate<C>>, Without<R>, F)>, ) { for (entity, relation, maybe_inherited) in &moved { if let Ok(inherited) = relations.get(relation.get()) { commands.entity(entity).try_insert(inherited.clone()); } else if maybe_inherited.is_some() { commands.entity(entity).try_remove::<Inherited<C>>(); } } for orphan in &orphaned { commands.entity(orphan).try_remove::<Inherited<C>>(); } } /// When `PropagateOver` or `PropagateStop` is removed, update the `Inherited::<C>` to trigger propagation pub fn update_removed_limit<C: Component + Clone + PartialEq, F: QueryFilter, R: Relationship>( mut inherited: Query<&mut Inherited<C>>, mut removed_skip: RemovedComponents<PropagateOver<C>>, mut removed_stop: RemovedComponents<PropagateStop<C>>, ) { for entity in removed_skip.read() { if let Ok(mut inherited) = inherited.get_mut(entity) { inherited.set_changed(); } } for entity in removed_stop.read() { if let Ok(mut inherited) = inherited.get_mut(entity) { inherited.set_changed(); } } } /// add/remove `Inherited::<C>` for targets of entities with modified `Inherited::<C>` pub fn propagate_inherited<C: Component + Clone + PartialEq, F: QueryFilter, R: Relationship>( mut commands: Commands, changed: Query< (&Inherited<C>, &R::RelationshipTarget), (Changed<Inherited<C>>, Without<PropagateStop<C>>, F), >, recurse: Query< ( Option<&R::RelationshipTarget>, Option<&Inherited<C>>, Option<&PropagateStop<C>>, ), (Without<Propagate<C>>, F), >, mut removed: RemovedComponents<Inherited<C>>, mut to_process: Local<Vec<(Entity, Option<Inherited<C>>)>>, ) { // gather changed for (inherited, targets) in &changed { to_process.extend( targets .iter() .map(|target| (target, Some(inherited.clone()))), ); } // and removed for entity in removed.read() { if let Ok((Some(targets), _, _)) = recurse.get(entity) { to_process.extend(targets.iter().map(|target| (target, None))); } } // propagate while let Some((entity, maybe_inherited)) = (*to_process).pop() { let Ok((maybe_targets, maybe_current, maybe_stop)) = recurse.get(entity) else { continue; }; if maybe_current == maybe_inherited.as_ref() { continue; } // update children if required if maybe_stop.is_none() && let Some(targets) = maybe_targets { to_process.extend( targets .iter() .map(|target| (target, maybe_inherited.clone())), ); } // update this node's `Inherited<C>` if let Some(inherited) = maybe_inherited { commands.entity(entity).try_insert(inherited); } else { commands.entity(entity).try_remove::<Inherited<C>>(); } } } /// add/remove `C` on entities with `Inherited::<C>` pub fn propagate_output<C: Component + Clone + PartialEq, F: QueryFilter>( mut commands: Commands, changed: Query< (Entity, &Inherited<C>, Option<&C>), (Changed<Inherited<C>>, Without<PropagateOver<C>>, F), >, mut removed: RemovedComponents<Inherited<C>>, skip: Query<(), With<PropagateOver<C>>>, ) { for (entity, inherited, maybe_current) in &changed { if maybe_current.is_some_and(|c| &inherited.0 == c) { continue; } commands.entity(entity).try_insert(inherited.0.clone()); } for removed in removed.read() { if skip.get(removed).is_err() { commands.entity(removed).try_remove::<C>(); } } } #[cfg(test)] mod tests { use bevy_ecs::schedule::Schedule; use crate::{App, Update}; use super::*; #[derive(Component, Clone, PartialEq, Debug)] struct TestValue(u32); #[test] fn test_simple_propagate() { let mut app = App::new(); app.add_schedule(Schedule::new(Update)); app.add_plugins(HierarchyPropagatePlugin::<TestValue>::new(Update)); let mut query = app.world_mut().query::<&TestValue>(); let propagator = app.world_mut().spawn(Propagate(TestValue(1))).id(); let intermediate = app .world_mut() .spawn_empty() .insert(ChildOf(propagator)) .id(); let propagatee = app .world_mut() .spawn_empty() .insert(ChildOf(intermediate)) .id(); app.update(); assert_eq!( query.get_many(app.world(), [propagator, intermediate, propagatee]), Ok([&TestValue(1), &TestValue(1), &TestValue(1)]) ); } #[test] fn test_remove_propagate() { let mut app = App::new(); app.add_schedule(Schedule::new(Update)); app.add_plugins(HierarchyPropagatePlugin::<TestValue>::new(Update)); let mut query = app.world_mut().query::<&TestValue>(); let propagator = app.world_mut().spawn(Propagate(TestValue(1))).id(); let propagatee = app .world_mut() .spawn_empty() .insert(ChildOf(propagator)) .id(); app.update(); assert_eq!(query.get(app.world(), propagatee), Ok(&TestValue(1))); app.world_mut() .commands() .entity(propagator) .remove::<Propagate<TestValue>>(); app.update(); assert!(query.get(app.world(), propagator).is_err()); assert!(query.get(app.world(), propagatee).is_err()); } #[test] fn test_remove_orphan() { let mut app = App::new(); app.add_schedule(Schedule::new(Update)); app.add_plugins(HierarchyPropagatePlugin::<TestValue>::new(Update)); let mut query = app.world_mut().query::<&TestValue>(); let propagator = app.world_mut().spawn(Propagate(TestValue(1))).id(); let propagatee = app .world_mut() .spawn_empty() .insert(ChildOf(propagator)) .id(); app.update(); assert_eq!(query.get(app.world(), propagatee), Ok(&TestValue(1))); app.world_mut() .commands() .entity(propagatee) .remove::<ChildOf>(); app.update(); assert!(query.get(app.world(), propagatee).is_err()); } #[test] fn test_reparented() { let mut app = App::new(); app.add_schedule(Schedule::new(Update)); app.add_plugins(HierarchyPropagatePlugin::<TestValue>::new(Update)); let mut query = app.world_mut().query::<&TestValue>(); let propagator_one = app.world_mut().spawn(Propagate(TestValue(1))).id(); let other_parent = app.world_mut().spawn_empty().id(); let propagatee = app .world_mut() .spawn_empty() .insert(ChildOf(propagator_one)) .id(); app.update(); assert_eq!(query.get(app.world(), propagatee), Ok(&TestValue(1))); app.world_mut() .commands() .entity(propagatee) .insert(ChildOf(other_parent)); app.update(); assert!(query.get(app.world(), propagatee).is_err()); } #[test] fn test_reparented_with_prior() { let mut app = App::new(); app.add_schedule(Schedule::new(Update)); app.add_plugins(HierarchyPropagatePlugin::<TestValue>::new(Update)); let mut query = app.world_mut().query::<&TestValue>(); let propagator_a = app.world_mut().spawn(Propagate(TestValue(1))).id(); let propagator_b = app.world_mut().spawn(Propagate(TestValue(2))).id(); let propagatee = app .world_mut() .spawn_empty() .insert(ChildOf(propagator_a)) .id(); app.update(); assert_eq!(query.get(app.world(), propagatee), Ok(&TestValue(1))); app.world_mut() .commands() .entity(propagatee) .insert(ChildOf(propagator_b)); app.update(); assert_eq!(query.get(app.world(), propagatee), Ok(&TestValue(2))); } #[test] fn test_propagate_over() { let mut app = App::new(); app.add_schedule(Schedule::new(Update)); app.add_plugins(HierarchyPropagatePlugin::<TestValue>::new(Update)); let mut query = app.world_mut().query::<&TestValue>(); let propagator = app.world_mut().spawn(Propagate(TestValue(1))).id(); let propagate_over = app .world_mut() .spawn(TestValue(2)) .insert((PropagateOver::<TestValue>::default(), ChildOf(propagator))) .id(); let propagatee = app .world_mut() .spawn_empty() .insert(ChildOf(propagate_over)) .id(); app.update(); assert_eq!(query.get(app.world(), propagate_over), Ok(&TestValue(2))); assert_eq!(query.get(app.world(), propagatee), Ok(&TestValue(1))); } #[test] fn test_remove_propagate_over() { let mut app = App::new(); app.add_schedule(Schedule::new(Update)); app.add_plugins(HierarchyPropagatePlugin::<TestValue>::new(Update)); let mut query = app.world_mut().query::<&TestValue>(); let propagator = app.world_mut().spawn(Propagate(TestValue(1))).id(); let propagate_over = app .world_mut() .spawn(TestValue(2)) .insert((PropagateOver::<TestValue>::default(), ChildOf(propagator))) .id(); let propagatee = app .world_mut() .spawn_empty() .insert(ChildOf(propagate_over)) .id(); app.update(); assert_eq!( app.world_mut() .query::<&Inherited<TestValue>>() .get(app.world(), propagate_over), Ok(&Inherited(TestValue(1))) ); assert_eq!( app.world_mut() .query::<&Inherited<TestValue>>() .get(app.world(), propagatee), Ok(&Inherited(TestValue(1))) ); assert_eq!( query.get_many(app.world(), [propagate_over, propagatee]), Ok([&TestValue(2), &TestValue(1)]) ); app.world_mut() .commands() .entity(propagate_over) .remove::<PropagateOver<TestValue>>(); app.update(); assert_eq!( query.get_many(app.world(), [propagate_over, propagatee]), Ok([&TestValue(1), &TestValue(1)]) ); } #[test] fn test_propagate_over_parent_removed() { let mut app = App::new(); app.add_schedule(Schedule::new(Update)); app.add_plugins(HierarchyPropagatePlugin::<TestValue>::new(Update)); let mut query = app.world_mut().query::<&TestValue>(); let propagator = app.world_mut().spawn(Propagate(TestValue(1))).id(); let propagate_over = app .world_mut() .spawn(TestValue(2)) .insert((PropagateOver::<TestValue>::default(), ChildOf(propagator))) .id(); app.update(); assert_eq!( query.get_many(app.world(), [propagator, propagate_over]), Ok([&TestValue(1), &TestValue(2)]) ); app.world_mut() .commands() .entity(propagator) .remove::<Propagate<TestValue>>(); app.update(); assert!(query.get(app.world(), propagator).is_err(),); assert_eq!(query.get(app.world(), propagate_over), Ok(&TestValue(2))); } #[test] fn test_orphaned_propagate_over() { let mut app = App::new(); app.add_schedule(Schedule::new(Update)); app.add_plugins(HierarchyPropagatePlugin::<TestValue>::new(Update)); let mut query = app.world_mut().query::<&TestValue>(); let propagator = app.world_mut().spawn(Propagate(TestValue(1))).id(); let propagate_over = app .world_mut() .spawn(TestValue(2)) .insert((PropagateOver::<TestValue>::default(), ChildOf(propagator))) .id(); let propagatee = app .world_mut() .spawn_empty() .insert(ChildOf(propagate_over)) .id(); app.update(); assert_eq!( query.get_many(app.world(), [propagate_over, propagatee]), Ok([&TestValue(2), &TestValue(1)]) ); app.world_mut() .commands() .entity(propagate_over) .remove::<ChildOf>(); app.update(); assert_eq!(query.get(app.world(), propagate_over), Ok(&TestValue(2))); assert!(query.get(app.world(), propagatee).is_err()); } #[test] fn test_propagate_stop() { let mut app = App::new(); app.add_schedule(Schedule::new(Update)); app.add_plugins(HierarchyPropagatePlugin::<TestValue>::new(Update)); let mut query = app.world_mut().query::<&TestValue>(); let propagator = app.world_mut().spawn(Propagate(TestValue(1))).id(); let propagate_stop = app .world_mut() .spawn(PropagateStop::<TestValue>::default()) .insert(ChildOf(propagator)) .id(); let no_propagatee = app .world_mut() .spawn_empty() .insert(ChildOf(propagate_stop)) .id(); app.update(); assert_eq!(query.get(app.world(), propagate_stop), Ok(&TestValue(1))); assert!(query.get(app.world(), no_propagatee).is_err()); } #[test] fn test_remove_propagate_stop() { let mut app = App::new(); app.add_schedule(Schedule::new(Update)); app.add_plugins(HierarchyPropagatePlugin::<TestValue>::new(Update)); let mut query = app.world_mut().query::<&TestValue>(); let propagator = app.world_mut().spawn(Propagate(TestValue(1))).id(); let propagate_stop = app .world_mut() .spawn(PropagateStop::<TestValue>::default()) .insert(ChildOf(propagator)) .id(); let no_propagatee = app .world_mut() .spawn_empty() .insert(ChildOf(propagate_stop)) .id(); app.update(); assert_eq!(query.get(app.world(), propagate_stop), Ok(&TestValue(1))); assert!(query.get(app.world(), no_propagatee).is_err()); app.world_mut() .commands() .entity(propagate_stop) .remove::<PropagateStop<TestValue>>(); app.update(); assert_eq!( query.get_many(app.world(), [propagate_stop, no_propagatee]), Ok([&TestValue(1), &TestValue(1)]) ); } #[test] fn test_intermediate_override() { let mut app = App::new(); app.add_schedule(Schedule::new(Update)); app.add_plugins(HierarchyPropagatePlugin::<TestValue>::new(Update)); let mut query = app.world_mut().query::<&TestValue>(); let propagator = app.world_mut().spawn(Propagate(TestValue(1))).id(); let intermediate = app .world_mut() .spawn_empty() .insert(ChildOf(propagator)) .id(); let propagatee = app .world_mut() .spawn_empty() .insert(ChildOf(intermediate)) .id(); app.update(); assert_eq!( query.get_many(app.world(), [propagator, intermediate, propagatee]), Ok([&TestValue(1), &TestValue(1), &TestValue(1)]) ); app.world_mut() .entity_mut(intermediate) .insert(Propagate(TestValue(2))); app.update(); assert_eq!( app.world_mut() .query::<&TestValue>() .get_many(app.world(), [propagator, intermediate, propagatee]), Ok([&TestValue(1), &TestValue(2), &TestValue(2)]) ); } #[test] fn test_filter() { #[derive(Component)] struct Marker; let mut app = App::new(); app.add_schedule(Schedule::new(Update)); app.add_plugins(HierarchyPropagatePlugin::<TestValue, With<Marker>>::new( Update, )); let mut query = app.world_mut().query::<&TestValue>(); let propagator = app.world_mut().spawn(Propagate(TestValue(1))).id(); let propagatee = app .world_mut() .spawn_empty() .insert(ChildOf(propagator)) .id(); app.update(); assert!(query.get(app.world(), propagator).is_err()); assert!(query.get(app.world(), propagatee).is_err()); // NOTE: changes to the filter condition are not rechecked app.world_mut().entity_mut(propagator).insert(Marker); app.update(); assert!(query.get(app.world(), propagator).is_err()); assert!(query.get(app.world(), propagatee).is_err()); app.world_mut() .entity_mut(propagator) .insert(Propagate(TestValue(1))); app.update(); assert_eq!(query.get(app.world(), propagator), Ok(&TestValue(1))); assert!(query.get(app.world(), propagatee).is_err()); app.world_mut().entity_mut(propagatee).insert(Marker); app.update(); assert_eq!(query.get(app.world(), propagator), Ok(&TestValue(1))); assert!(query.get(app.world(), propagatee).is_err()); app.world_mut() .entity_mut(propagator) .insert(Propagate(TestValue(1))); app.update(); assert_eq!( app.world_mut() .query::<&TestValue>() .get_many(app.world(), [propagator, propagatee]), Ok([&TestValue(1), &TestValue(1)]) ); } #[test] fn test_removed_propagate_still_inherits() { let mut app = App::new(); app.add_schedule(Schedule::new(Update)); app.add_plugins(HierarchyPropagatePlugin::<TestValue>::new(Update)); let mut query = app.world_mut().query::<&TestValue>(); let propagator = app.world_mut().spawn(Propagate(TestValue(1))).id(); let propagatee = app .world_mut() .spawn(Propagate(TestValue(2))) .insert(ChildOf(propagator)) .id(); app.update(); assert_eq!( query.get_many(app.world(), [propagator, propagatee]), Ok([&TestValue(1), &TestValue(2)]) ); app.world_mut() .commands() .entity(propagatee) .remove::<Propagate<TestValue>>(); app.update(); assert_eq!( query.get_many(app.world(), [propagator, propagatee]), Ok([&TestValue(1), &TestValue(1)]) ); } #[test] fn test_reparent_respects_stop() { let mut app = App::new(); app.add_schedule(Schedule::new(Update)); app.add_plugins(HierarchyPropagatePlugin::<TestValue>::new(Update)); let mut query = app.world_mut().query::<&TestValue>(); let propagator = app .world_mut() .spawn(( Propagate(TestValue(1)), PropagateStop::<TestValue>::default(), )) .id(); let propagatee = app.world_mut().spawn(TestValue(2)).id(); app.update(); assert_eq!( query.get_many(app.world(), [propagator, propagatee]), Ok([&TestValue(1), &TestValue(2)]) ); app.world_mut() .commands() .entity(propagatee) .insert(ChildOf(propagator)); app.update(); assert_eq!( query.get_many(app.world(), [propagator, propagatee]), Ok([&TestValue(1), &TestValue(2)]) ); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_app/src/plugin.rs
crates/bevy_app/src/plugin.rs
use crate::App; use core::any::Any; use downcast_rs::{impl_downcast, Downcast}; /// A collection of Bevy app logic and configuration. /// /// Plugins configure an [`App`]. When an [`App`] registers a plugin, /// the plugin's [`Plugin::build`] function is run. By default, a plugin /// can only be added once to an [`App`]. /// /// If the plugin may need to be added twice or more, the function [`is_unique()`](Self::is_unique) /// should be overridden to return `false`. Plugins are considered duplicate if they have the same /// [`name()`](Self::name). The default `name()` implementation returns the type name, which means /// generic plugins with different type parameters will not be considered duplicates. /// /// ## Lifecycle of a plugin /// /// When adding a plugin to an [`App`]: /// * the app calls [`Plugin::build`] immediately, and register the plugin /// * once the app started, it will wait for all registered [`Plugin::ready`] to return `true` /// * it will then call all registered [`Plugin::finish`] /// * and call all registered [`Plugin::cleanup`] /// /// ## Defining a plugin. /// /// Most plugins are simply functions that add configuration to an [`App`]. /// /// ``` /// # use bevy_app::{App, Update}; /// App::new().add_plugins(my_plugin).run(); /// /// // This function implements `Plugin`, along with every other `fn(&mut App)`. /// pub fn my_plugin(app: &mut App) { /// app.add_systems(Update, hello_world); /// } /// # fn hello_world() {} /// ``` /// /// For more advanced use cases, the `Plugin` trait can be implemented manually for a type. /// /// ``` /// # use bevy_app::*; /// pub struct AccessibilityPlugin { /// pub flicker_damping: bool, /// // ... /// } /// /// impl Plugin for AccessibilityPlugin { /// fn build(&self, app: &mut App) { /// if self.flicker_damping { /// app.add_systems(PostUpdate, damp_flickering); /// } /// } /// } /// # fn damp_flickering() {} /// ``` pub trait Plugin: Downcast + Any + Send + Sync { /// Configures the [`App`] to which this plugin is added. fn build(&self, app: &mut App); /// Has the plugin finished its setup? This can be useful for plugins that need something /// asynchronous to happen before they can finish their setup, like the initialization of a renderer. /// Once the plugin is ready, [`finish`](Plugin::finish) should be called. fn ready(&self, _app: &App) -> bool { true } /// Finish adding this plugin to the [`App`], once all plugins registered are ready. This can /// be useful for plugins that depends on another plugin asynchronous setup, like the renderer. fn finish(&self, _app: &mut App) { // do nothing } /// Runs after all plugins are built and finished, but before the app schedule is executed. /// This can be useful if you have some resource that other plugins need during their build step, /// but after build you want to remove it and send it to another thread. fn cleanup(&self, _app: &mut App) { // do nothing } /// Configures a name for the [`Plugin`] which is primarily used for checking plugin /// uniqueness and debugging. fn name(&self) -> &str { core::any::type_name::<Self>() } /// If the plugin can be meaningfully instantiated several times in an [`App`], /// override this method to return `false`. fn is_unique(&self) -> bool { true } } impl_downcast!(Plugin); impl<T: Fn(&mut App) + Send + Sync + 'static> Plugin for T { fn build(&self, app: &mut App) { self(app); } } /// Plugins state in the application #[derive(PartialEq, Eq, Debug, Clone, Copy, PartialOrd, Ord)] pub enum PluginsState { /// Plugins are being added. Adding, /// All plugins already added are ready. Ready, /// Finish has been executed for all plugins added. Finished, /// Cleanup has been executed for all plugins added. Cleaned, } /// A dummy plugin that's to temporarily occupy an entry in an app's plugin registry. pub(crate) struct PlaceholderPlugin; impl Plugin for PlaceholderPlugin { fn build(&self, _app: &mut App) {} } /// Types that represent a set of [`Plugin`]s. /// /// This is implemented for all types which implement [`Plugin`], /// [`PluginGroup`](super::PluginGroup), and tuples over [`Plugins`]. pub trait Plugins<Marker>: sealed::Plugins<Marker> {} impl<Marker, T> Plugins<Marker> for T where T: sealed::Plugins<Marker> {} mod sealed { use alloc::boxed::Box; use variadics_please::all_tuples; use crate::{App, AppError, Plugin, PluginGroup}; pub trait Plugins<Marker> { fn add_to_app(self, app: &mut App); } pub struct PluginMarker; pub struct PluginGroupMarker; pub struct PluginsTupleMarker; impl<P: Plugin> Plugins<PluginMarker> for P { #[track_caller] fn add_to_app(self, app: &mut App) { if let Err(AppError::DuplicatePlugin { plugin_name }) = app.add_boxed_plugin(Box::new(self)) { panic!( "Error adding plugin {plugin_name}: : plugin was already added in application" ) } } } impl<P: PluginGroup> Plugins<PluginGroupMarker> for P { #[track_caller] fn add_to_app(self, app: &mut App) { self.build().finish(app); } } macro_rules! impl_plugins_tuples { ($(#[$meta:meta])* $(($param: ident, $plugins: ident)),*) => { $(#[$meta])* impl<$($param, $plugins),*> Plugins<(PluginsTupleMarker, $($param,)*)> for ($($plugins,)*) where $($plugins: Plugins<$param>),* { #[expect( clippy::allow_attributes, reason = "This is inside a macro, and as such, may not trigger in all cases." )] #[allow(non_snake_case, reason = "`all_tuples!()` generates non-snake-case variable names.")] #[allow(unused_variables, reason = "`app` is unused when implemented for the unit type `()`.")] #[track_caller] fn add_to_app(self, app: &mut App) { let ($($plugins,)*) = self; $($plugins.add_to_app(app);)* } } } } all_tuples!( #[doc(fake_variadic)] impl_plugins_tuples, 0, 15, P, S ); }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_audio/src/lib.rs
crates/bevy_audio/src/lib.rs
#![forbid(unsafe_code)] #![cfg_attr(docsrs, feature(doc_cfg))] #![doc( html_logo_url = "https://bevy.org/assets/icon.png", html_favicon_url = "https://bevy.org/assets/icon.png" )] //! Audio support for the game engine Bevy //! //! ```no_run //! # use bevy_ecs::prelude::*; //! # use bevy_audio::{AudioPlayer, AudioPlugin, AudioSource, PlaybackSettings}; //! # use bevy_asset::{AssetPlugin, AssetServer}; //! # use bevy_app::{App, AppExit, NoopPluginGroup as MinimalPlugins, Startup}; //! fn main() { //! App::new() //! .add_plugins((MinimalPlugins, AssetPlugin::default(), AudioPlugin::default())) //! .add_systems(Startup, play_background_audio) //! .run(); //! } //! //! fn play_background_audio(asset_server: Res<AssetServer>, mut commands: Commands) { //! commands.spawn(( //! AudioPlayer::new(asset_server.load("background_audio.ogg")), //! PlaybackSettings::LOOP, //! )); //! } //! ``` extern crate alloc; mod audio; mod audio_output; mod audio_source; mod pitch; mod sinks; mod volume; /// The audio prelude. /// /// This includes the most common types in this crate, re-exported for your convenience. pub mod prelude { #[doc(hidden)] pub use crate::{ AudioPlayer, AudioSink, AudioSinkPlayback, AudioSource, Decodable, GlobalVolume, Pitch, PlaybackSettings, SpatialAudioSink, SpatialListener, }; } pub use audio::*; pub use audio_source::*; pub use pitch::*; pub use volume::*; pub use rodio::{cpal::Sample as CpalSample, source::Source, Sample}; pub use sinks::*; use bevy_app::prelude::*; use bevy_asset::{Asset, AssetApp}; use bevy_ecs::prelude::*; use bevy_transform::TransformSystems; use audio_output::*; /// Set for the audio playback systems, so they can share a run condition #[derive(SystemSet, Debug, Default, Clone, Copy, PartialEq, Eq, Hash)] struct AudioPlaybackSystems; /// Adds support for audio playback to a Bevy Application /// /// Insert an [`AudioPlayer`] onto your entities to play audio. #[derive(Default)] pub struct AudioPlugin { /// The global volume for all audio entities. pub global_volume: GlobalVolume, /// The scale factor applied to the positions of audio sources and listeners for /// spatial audio. pub default_spatial_scale: SpatialScale, } impl Plugin for AudioPlugin { fn build(&self, app: &mut App) { app.insert_resource(self.global_volume) .insert_resource(DefaultSpatialScale(self.default_spatial_scale)) .configure_sets( PostUpdate, AudioPlaybackSystems .run_if(audio_output_available) .after(TransformSystems::Propagate), // For spatial audio transforms ) .add_systems( PostUpdate, (update_emitter_positions, update_listener_positions).in_set(AudioPlaybackSystems), ) .init_resource::<AudioOutput>(); #[cfg(any(feature = "mp3", feature = "flac", feature = "wav", feature = "vorbis"))] { app.add_audio_source::<AudioSource>(); app.init_asset_loader::<AudioLoader>(); } app.add_audio_source::<Pitch>(); } } impl AddAudioSource for App { fn add_audio_source<T>(&mut self) -> &mut Self where T: Decodable + Asset, f32: rodio::cpal::FromSample<T::DecoderItem>, { self.init_asset::<T>().add_systems( PostUpdate, (play_queued_audio_system::<T>, cleanup_finished_audio::<T>) .in_set(AudioPlaybackSystems), ); self } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_audio/src/pitch.rs
crates/bevy_audio/src/pitch.rs
use crate::Decodable; use bevy_asset::Asset; use bevy_reflect::TypePath; use rodio::{ source::{SineWave, TakeDuration}, Source, }; /// A source of sine wave sound #[derive(Asset, Debug, Clone, TypePath)] pub struct Pitch { /// Frequency at which sound will be played pub frequency: f32, /// Duration for which sound will be played pub duration: core::time::Duration, } impl Pitch { /// Creates a new note pub fn new(frequency: f32, duration: core::time::Duration) -> Self { Pitch { frequency, duration, } } } impl Decodable for Pitch { type DecoderItem = <SineWave as Iterator>::Item; type Decoder = TakeDuration<SineWave>; fn decoder(&self) -> Self::Decoder { SineWave::new(self.frequency).take_duration(self.duration) } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_audio/src/volume.rs
crates/bevy_audio/src/volume.rs
use bevy_ecs::prelude::*; use bevy_math::ops; use bevy_reflect::prelude::*; /// Use this [`Resource`] to control the global volume of all audio. /// /// Note: Changing [`GlobalVolume`] does not affect already playing audio. #[derive(Resource, Debug, Default, Clone, Copy, Reflect)] #[reflect(Resource, Debug, Default, Clone)] pub struct GlobalVolume { /// The global volume of all audio. pub volume: Volume, } impl From<Volume> for GlobalVolume { fn from(volume: Volume) -> Self { Self { volume } } } impl GlobalVolume { /// Create a new [`GlobalVolume`] with the given volume. pub fn new(volume: Volume) -> Self { Self { volume } } } /// A [`Volume`] represents an audio source's volume level. /// /// To create a new [`Volume`] from a linear scale value, use /// [`Volume::Linear`]. /// /// To create a new [`Volume`] from decibels, use [`Volume::Decibels`]. #[derive(Clone, Copy, Debug, Reflect)] #[reflect(Clone, Debug, PartialEq)] pub enum Volume { /// Create a new [`Volume`] from the given volume in the linear scale. /// /// In a linear scale, the value `1.0` represents the "normal" volume, /// meaning the audio is played at its original level. Values greater than /// `1.0` increase the volume, while values between `0.0` and `1.0` decrease /// the volume. A value of `0.0` effectively mutes the audio. /// /// # Examples /// /// ``` /// # use bevy_audio::Volume; /// # use bevy_math::ops; /// # /// # const EPSILON: f32 = 0.01; /// /// let volume = Volume::Linear(0.5); /// assert_eq!(volume.to_linear(), 0.5); /// assert!(ops::abs(volume.to_decibels() - -6.0206) < EPSILON); /// /// let volume = Volume::Linear(0.0); /// assert_eq!(volume.to_linear(), 0.0); /// assert_eq!(volume.to_decibels(), f32::NEG_INFINITY); /// /// let volume = Volume::Linear(1.0); /// assert_eq!(volume.to_linear(), 1.0); /// assert!(ops::abs(volume.to_decibels() - 0.0) < EPSILON); /// ``` Linear(f32), /// Create a new [`Volume`] from the given volume in decibels. /// /// In a decibel scale, the value `0.0` represents the "normal" volume, /// meaning the audio is played at its original level. Values greater than /// `0.0` increase the volume, while values less than `0.0` decrease the /// volume. A value of [`f32::NEG_INFINITY`] decibels effectively mutes the /// audio. /// /// # Examples /// /// ``` /// # use bevy_audio::Volume; /// # use bevy_math::ops; /// # /// # const EPSILON: f32 = 0.01; /// /// let volume = Volume::Decibels(-5.998); /// assert!(ops::abs(volume.to_linear() - 0.5) < EPSILON); /// /// let volume = Volume::Decibels(f32::NEG_INFINITY); /// assert_eq!(volume.to_linear(), 0.0); /// /// let volume = Volume::Decibels(0.0); /// assert_eq!(volume.to_linear(), 1.0); /// /// let volume = Volume::Decibels(20.0); /// assert_eq!(volume.to_linear(), 10.0); /// ``` Decibels(f32), } impl Default for Volume { fn default() -> Self { Self::Linear(1.0) } } impl PartialEq for Volume { fn eq(&self, other: &Self) -> bool { use Volume::{Decibels, Linear}; match (self, other) { (Linear(a), Linear(b)) => a.abs() == b.abs(), (Decibels(a), Decibels(b)) => a == b, (a, b) => a.to_decibels() == b.to_decibels(), } } } impl PartialOrd for Volume { fn partial_cmp(&self, other: &Self) -> Option<core::cmp::Ordering> { use Volume::{Decibels, Linear}; Some(match (self, other) { (Linear(a), Linear(b)) => a.abs().total_cmp(&b.abs()), (Decibels(a), Decibels(b)) => a.total_cmp(b), (a, b) => a.to_decibels().total_cmp(&b.to_decibels()), }) } } #[inline] fn decibels_to_linear(decibels: f32) -> f32 { ops::powf(10.0f32, decibels / 20.0) } #[inline] fn linear_to_decibels(linear: f32) -> f32 { 20.0 * ops::log10(linear.abs()) } impl Volume { /// Returns the volume in linear scale as a float. pub fn to_linear(&self) -> f32 { match self { Self::Linear(v) => v.abs(), Self::Decibels(v) => decibels_to_linear(*v), } } /// Returns the volume in decibels as a float. /// /// If the volume is silent / off / muted, i.e., its underlying linear scale /// is `0.0`, this method returns negative infinity. pub fn to_decibels(&self) -> f32 { match self { Self::Linear(v) => linear_to_decibels(*v), Self::Decibels(v) => *v, } } /// The silent volume. Also known as "off" or "muted". pub const SILENT: Self = Volume::Linear(0.0); /// Increases the volume by the specified percentage. /// /// This method works in the linear domain, where a 100% increase /// means doubling the volume (equivalent to +6.02dB). /// /// # Arguments /// * `percentage` - The percentage to increase (50.0 means 50% increase) /// /// # Examples /// ``` /// use bevy_audio::Volume; /// /// let volume = Volume::Linear(1.0); /// let increased = volume.increase_by_percentage(100.0); /// assert_eq!(increased.to_linear(), 2.0); /// ``` pub fn increase_by_percentage(&self, percentage: f32) -> Self { let factor = 1.0 + (percentage / 100.0); Volume::Linear(self.to_linear() * factor) } /// Decreases the volume by the specified percentage. /// /// This method works in the linear domain, where a 50% decrease /// means halving the volume (equivalent to -6.02dB). /// /// # Arguments /// * `percentage` - The percentage to decrease (50.0 means 50% decrease) /// /// # Examples /// ``` /// use bevy_audio::Volume; /// /// let volume = Volume::Linear(1.0); /// let decreased = volume.decrease_by_percentage(50.0); /// assert_eq!(decreased.to_linear(), 0.5); /// ``` pub fn decrease_by_percentage(&self, percentage: f32) -> Self { let factor = 1.0 - (percentage / 100.0).clamp(0.0, 1.0); Volume::Linear(self.to_linear() * factor) } /// Scales the volume to a specific linear factor relative to the current volume. /// /// This is different from `adjust_by_linear` as it sets the volume to be /// exactly the factor times the original volume, rather than applying /// the factor to the current volume. /// /// # Arguments /// * `factor` - The scaling factor (2.0 = twice as loud, 0.5 = half as loud) /// /// # Examples /// ``` /// use bevy_audio::Volume; /// /// let volume = Volume::Linear(0.8); /// let scaled = volume.scale_to_factor(1.25); /// assert_eq!(scaled.to_linear(), 1.0); /// ``` pub fn scale_to_factor(&self, factor: f32) -> Self { Volume::Linear(self.to_linear() * factor) } /// Creates a fade effect by interpolating between current volume and target volume. /// /// This method performs linear interpolation in the linear domain, which /// provides a more natural-sounding fade effect. /// /// # Arguments /// * `target` - The target volume to fade towards /// * `factor` - The interpolation factor (0.0 = current volume, 1.0 = target volume) /// /// # Examples /// ``` /// use bevy_audio::Volume; /// /// let current = Volume::Linear(1.0); /// let target = Volume::Linear(0.0); /// let faded = current.fade_towards(target, 0.5); /// assert_eq!(faded.to_linear(), 0.5); /// ``` pub fn fade_towards(&self, target: Volume, factor: f32) -> Self { let current_linear = self.to_linear(); let target_linear = target.to_linear(); let factor_clamped = factor.clamp(0.0, 1.0); let interpolated = current_linear + (target_linear - current_linear) * factor_clamped; Volume::Linear(interpolated) } } impl core::ops::Mul<Self> for Volume { type Output = Self; fn mul(self, rhs: Self) -> Self { use Volume::{Decibels, Linear}; match (self, rhs) { (Linear(a), Linear(b)) => Linear(a * b), (Decibels(a), Decibels(b)) => Decibels(a + b), // {Linear, Decibels} favors the left hand side of the operation by // first converting the right hand side to the same type as the left // hand side and then performing the operation. (Linear(..), Decibels(db)) => self * Linear(decibels_to_linear(db)), (Decibels(..), Linear(l)) => self * Decibels(linear_to_decibels(l)), } } } impl core::ops::MulAssign<Self> for Volume { fn mul_assign(&mut self, rhs: Self) { *self = *self * rhs; } } impl core::ops::Div<Self> for Volume { type Output = Self; fn div(self, rhs: Self) -> Self { use Volume::{Decibels, Linear}; match (self, rhs) { (Linear(a), Linear(b)) => Linear(a / b), (Decibels(a), Decibels(b)) => Decibels(a - b), // {Linear, Decibels} favors the left hand side of the operation by // first converting the right hand side to the same type as the left // hand side and then performing the operation. (Linear(..), Decibels(db)) => self / Linear(decibels_to_linear(db)), (Decibels(..), Linear(l)) => self / Decibels(linear_to_decibels(l)), } } } impl core::ops::DivAssign<Self> for Volume { fn div_assign(&mut self, rhs: Self) { *self = *self / rhs; } } #[cfg(test)] mod tests { use super::Volume::{self, Decibels, Linear}; /// Based on [Wikipedia's Decibel article]. /// /// [Wikipedia's Decibel article]: https://web.archive.org/web/20230810185300/https://en.wikipedia.org/wiki/Decibel const DECIBELS_LINEAR_TABLE: [(f32, f32); 27] = [ (100., 100000.), (90., 31623.), (80., 10000.), (70., 3162.), (60., 1000.), (50., 316.2), (40., 100.), (30., 31.62), (20., 10.), (10., 3.162), (5.998, 1.995), (3.003, 1.413), (1.002, 1.122), (0., 1.), (-1.002, 0.891), (-3.003, 0.708), (-5.998, 0.501), (-10., 0.3162), (-20., 0.1), (-30., 0.03162), (-40., 0.01), (-50., 0.003162), (-60., 0.001), (-70., 0.0003162), (-80., 0.0001), (-90., 0.00003162), (-100., 0.00001), ]; #[test] fn volume_conversion() { for (db, linear) in DECIBELS_LINEAR_TABLE { for volume in [Linear(linear), Decibels(db), Linear(-linear)] { let db_test = volume.to_decibels(); let linear_test = volume.to_linear(); let db_delta = db_test - db; let linear_relative_delta = (linear_test - linear) / linear; assert!( db_delta.abs() < 1e-2, "Expected ~{db}dB, got {db_test}dB (delta {db_delta})", ); assert!( linear_relative_delta.abs() < 1e-3, "Expected ~{linear}, got {linear_test} (relative delta {linear_relative_delta})", ); } } } #[test] fn volume_conversion_special() { assert!( Decibels(f32::INFINITY).to_linear().is_infinite(), "Infinite decibels is equivalent to infinite linear scale" ); assert!( Linear(f32::INFINITY).to_decibels().is_infinite(), "Infinite linear scale is equivalent to infinite decibels" ); assert!( Linear(f32::NEG_INFINITY).to_decibels().is_infinite(), "Negative infinite linear scale is equivalent to infinite decibels" ); assert_eq!( Decibels(f32::NEG_INFINITY).to_linear().abs(), 0.0, "Negative infinity decibels is equivalent to zero linear scale" ); assert!( Linear(0.0).to_decibels().is_infinite(), "Zero linear scale is equivalent to negative infinity decibels" ); assert!( Linear(-0.0).to_decibels().is_infinite(), "Negative zero linear scale is equivalent to negative infinity decibels" ); assert!( Decibels(f32::NAN).to_linear().is_nan(), "NaN decibels is equivalent to NaN linear scale" ); assert!( Linear(f32::NAN).to_decibels().is_nan(), "NaN linear scale is equivalent to NaN decibels" ); } #[test] fn test_increase_by_percentage() { let volume = Linear(1.0); // 100% increase should double the volume let increased = volume.increase_by_percentage(100.0); assert_eq!(increased.to_linear(), 2.0); // 50% increase let increased = volume.increase_by_percentage(50.0); assert_eq!(increased.to_linear(), 1.5); } #[test] fn test_decrease_by_percentage() { let volume = Linear(1.0); // 50% decrease should halve the volume let decreased = volume.decrease_by_percentage(50.0); assert_eq!(decreased.to_linear(), 0.5); // 25% decrease let decreased = volume.decrease_by_percentage(25.0); assert_eq!(decreased.to_linear(), 0.75); // 100% decrease should result in silence let decreased = volume.decrease_by_percentage(100.0); assert_eq!(decreased.to_linear(), 0.0); } #[test] fn test_scale_to_factor() { let volume = Linear(0.8); let scaled = volume.scale_to_factor(1.25); assert_eq!(scaled.to_linear(), 1.0); } #[test] fn test_fade_towards() { let current = Linear(1.0); let target = Linear(0.0); // 50% fade should result in 0.5 linear volume let faded = current.fade_towards(target, 0.5); assert_eq!(faded.to_linear(), 0.5); // 0% fade should keep current volume let faded = current.fade_towards(target, 0.0); assert_eq!(faded.to_linear(), 1.0); // 100% fade should reach target volume let faded = current.fade_towards(target, 1.0); assert_eq!(faded.to_linear(), 0.0); } #[test] fn test_decibel_math_properties() { let volume = Linear(1.0); // Adding 20dB should multiply linear volume by 10 let adjusted = volume * Decibels(20.0); assert_approx_eq(adjusted, Linear(10.0)); // Subtracting 20dB should divide linear volume by 10 let adjusted = volume / Decibels(20.0); assert_approx_eq(adjusted, Linear(0.1)); } fn assert_approx_eq(a: Volume, b: Volume) { const EPSILON: f32 = 0.0001; match (a, b) { (Decibels(a), Decibels(b)) | (Linear(a), Linear(b)) => assert!( (a - b).abs() < EPSILON, "Expected {a:?} to be approximately equal to {b:?}", ), (a, b) => assert!( (a.to_decibels() - b.to_decibels()).abs() < EPSILON, "Expected {a:?} to be approximately equal to {b:?}", ), } } #[test] fn volume_ops_mul() { // Linear to Linear. assert_approx_eq(Linear(0.5) * Linear(0.5), Linear(0.25)); assert_approx_eq(Linear(0.5) * Linear(0.1), Linear(0.05)); assert_approx_eq(Linear(0.5) * Linear(-0.5), Linear(-0.25)); // Decibels to Decibels. assert_approx_eq(Decibels(0.0) * Decibels(0.0), Decibels(0.0)); assert_approx_eq(Decibels(6.0) * Decibels(6.0), Decibels(12.0)); assert_approx_eq(Decibels(-6.0) * Decibels(-6.0), Decibels(-12.0)); // {Linear, Decibels} favors the left hand side of the operation. assert_approx_eq(Linear(0.5) * Decibels(0.0), Linear(0.5)); assert_approx_eq(Decibels(0.0) * Linear(0.501), Decibels(-6.003246)); } #[test] fn volume_ops_mul_assign() { // Linear to Linear. let mut volume = Linear(0.5); volume *= Linear(0.5); assert_approx_eq(volume, Linear(0.25)); // Decibels to Decibels. let mut volume = Decibels(6.0); volume *= Decibels(6.0); assert_approx_eq(volume, Decibels(12.0)); // {Linear, Decibels} favors the left hand side of the operation. let mut volume = Linear(0.5); volume *= Decibels(0.0); assert_approx_eq(volume, Linear(0.5)); let mut volume = Decibels(0.0); volume *= Linear(0.501); assert_approx_eq(volume, Decibels(-6.003246)); } #[test] fn volume_ops_div() { // Linear to Linear. assert_approx_eq(Linear(0.5) / Linear(0.5), Linear(1.0)); assert_approx_eq(Linear(0.5) / Linear(0.1), Linear(5.0)); assert_approx_eq(Linear(0.5) / Linear(-0.5), Linear(-1.0)); // Decibels to Decibels. assert_approx_eq(Decibels(0.0) / Decibels(0.0), Decibels(0.0)); assert_approx_eq(Decibels(6.0) / Decibels(6.0), Decibels(0.0)); assert_approx_eq(Decibels(-6.0) / Decibels(-6.0), Decibels(0.0)); // {Linear, Decibels} favors the left hand side of the operation. assert_approx_eq(Linear(0.5) / Decibels(0.0), Linear(0.5)); assert_approx_eq(Decibels(0.0) / Linear(0.501), Decibels(6.003246)); } #[test] fn volume_ops_div_assign() { // Linear to Linear. let mut volume = Linear(0.5); volume /= Linear(0.5); assert_approx_eq(volume, Linear(1.0)); // Decibels to Decibels. let mut volume = Decibels(6.0); volume /= Decibels(6.0); assert_approx_eq(volume, Decibels(0.0)); // {Linear, Decibels} favors the left hand side of the operation. let mut volume = Linear(0.5); volume /= Decibels(0.0); assert_approx_eq(volume, Linear(0.5)); let mut volume = Decibels(0.0); volume /= Linear(0.501); assert_approx_eq(volume, Decibels(6.003246)); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_audio/src/audio_output.rs
crates/bevy_audio/src/audio_output.rs
use crate::{ AudioPlayer, Decodable, DefaultSpatialScale, GlobalVolume, PlaybackMode, PlaybackSettings, SpatialAudioSink, SpatialListener, }; use bevy_asset::{Asset, Assets}; use bevy_ecs::{prelude::*, system::SystemParam}; use bevy_math::Vec3; use bevy_transform::prelude::GlobalTransform; use rodio::{OutputStream, OutputStreamHandle, Sink, Source, SpatialSink}; use tracing::warn; use crate::{AudioSink, AudioSinkPlayback}; /// Used internally to play audio on the current "audio device" /// /// ## Note /// /// Initializing this resource will leak [`OutputStream`] /// using [`std::mem::forget`]. /// This is done to avoid storing this in the struct (and making this `!Send`) /// while preventing it from dropping (to avoid halting of audio). /// /// This is fine when initializing this once (as is default when adding this plugin), /// since the memory cost will be the same. /// However, repeatedly inserting this resource into the app will **leak more memory**. #[derive(Resource)] pub(crate) struct AudioOutput { stream_handle: Option<OutputStreamHandle>, } impl Default for AudioOutput { fn default() -> Self { if let Ok((stream, stream_handle)) = OutputStream::try_default() { // We leak `OutputStream` to prevent the audio from stopping. core::mem::forget(stream); Self { stream_handle: Some(stream_handle), } } else { warn!("No audio device found."); Self { stream_handle: None, } } } } /// Marker for internal use, to despawn entities when playback finishes. #[derive(Component, Default)] pub struct PlaybackDespawnMarker; /// Marker for internal use, to remove audio components when playback finishes. #[derive(Component, Default)] pub struct PlaybackRemoveMarker; #[derive(SystemParam)] pub(crate) struct EarPositions<'w, 's> { pub(crate) query: Query<'w, 's, (Entity, &'static GlobalTransform, &'static SpatialListener)>, } impl<'w, 's> EarPositions<'w, 's> { /// Gets a set of transformed ear positions. /// /// If there are no listeners, use the default values. If a user has added multiple /// listeners for whatever reason, we will return the first value. pub(crate) fn get(&self) -> (Vec3, Vec3) { let (left_ear, right_ear) = self .query .iter() .next() .map(|(_, transform, settings)| { ( transform.transform_point(settings.left_ear_offset), transform.transform_point(settings.right_ear_offset), ) }) .unwrap_or_else(|| { let settings = SpatialListener::default(); (settings.left_ear_offset, settings.right_ear_offset) }); (left_ear, right_ear) } pub(crate) fn multiple_listeners(&self) -> bool { self.query.iter().len() > 1 } } /// Plays "queued" audio through the [`AudioOutput`] resource. /// /// "Queued" audio is any audio entity (with an [`AudioPlayer`] component) that does not have an /// [`AudioSink`]/[`SpatialAudioSink`] component. /// /// This system detects such entities, checks if their source asset /// data is available, and creates/inserts the sink. pub(crate) fn play_queued_audio_system<Source: Asset + Decodable>( audio_output: Res<AudioOutput>, audio_sources: Res<Assets<Source>>, global_volume: Res<GlobalVolume>, query_nonplaying: Query< ( Entity, &AudioPlayer<Source>, &PlaybackSettings, Option<&GlobalTransform>, ), (Without<AudioSink>, Without<SpatialAudioSink>), >, ear_positions: EarPositions, default_spatial_scale: Res<DefaultSpatialScale>, mut commands: Commands, ) where f32: rodio::cpal::FromSample<Source::DecoderItem>, { let Some(stream_handle) = audio_output.stream_handle.as_ref() else { // audio output unavailable; cannot play sound return; }; for (entity, source_handle, settings, maybe_emitter_transform) in &query_nonplaying { let Some(audio_source) = audio_sources.get(&source_handle.0) else { continue; }; // audio data is available (has loaded), begin playback and insert sink component if settings.spatial { let (left_ear, right_ear) = ear_positions.get(); // We can only use one `SpatialListener`. If there are more than that, then // the user may have made a mistake. if ear_positions.multiple_listeners() { warn!( "Multiple SpatialListeners found. Using {}.", ear_positions.query.iter().next().unwrap().0 ); } let scale = settings.spatial_scale.unwrap_or(default_spatial_scale.0).0; let emitter_translation = if let Some(emitter_transform) = maybe_emitter_transform { (emitter_transform.translation() * scale).into() } else { warn!("Spatial AudioPlayer with no GlobalTransform component. Using zero."); Vec3::ZERO.into() }; let sink = match SpatialSink::try_new( stream_handle, emitter_translation, (left_ear * scale).into(), (right_ear * scale).into(), ) { Ok(sink) => sink, Err(err) => { warn!("Error creating spatial sink: {err:?}"); continue; } }; let decoder = audio_source.decoder(); match settings.mode { PlaybackMode::Loop => match (settings.start_position, settings.duration) { // custom start position and duration (Some(start_position), Some(duration)) => sink.append( decoder .skip_duration(start_position) .take_duration(duration) .repeat_infinite(), ), // custom start position (Some(start_position), None) => { sink.append(decoder.skip_duration(start_position).repeat_infinite()); } // custom duration (None, Some(duration)) => { sink.append(decoder.take_duration(duration).repeat_infinite()); } // full clip (None, None) => sink.append(decoder.repeat_infinite()), }, PlaybackMode::Once | PlaybackMode::Despawn | PlaybackMode::Remove => { match (settings.start_position, settings.duration) { (Some(start_position), Some(duration)) => sink.append( decoder .skip_duration(start_position) .take_duration(duration), ), (Some(start_position), None) => { sink.append(decoder.skip_duration(start_position)); } (None, Some(duration)) => sink.append(decoder.take_duration(duration)), (None, None) => sink.append(decoder), } } } let mut sink = SpatialAudioSink::new(sink); if settings.muted { sink.mute(); } sink.set_speed(settings.speed); sink.set_volume(settings.volume * global_volume.volume); if settings.paused { sink.pause(); } match settings.mode { PlaybackMode::Loop | PlaybackMode::Once => commands.entity(entity).insert(sink), PlaybackMode::Despawn => commands .entity(entity) // PERF: insert as bundle to reduce archetype moves .insert((sink, PlaybackDespawnMarker)), PlaybackMode::Remove => commands .entity(entity) // PERF: insert as bundle to reduce archetype moves .insert((sink, PlaybackRemoveMarker)), }; } else { let sink = match Sink::try_new(stream_handle) { Ok(sink) => sink, Err(err) => { warn!("Error creating sink: {err:?}"); continue; } }; let decoder = audio_source.decoder(); match settings.mode { PlaybackMode::Loop => match (settings.start_position, settings.duration) { // custom start position and duration (Some(start_position), Some(duration)) => sink.append( decoder .skip_duration(start_position) .take_duration(duration) .repeat_infinite(), ), // custom start position (Some(start_position), None) => { sink.append(decoder.skip_duration(start_position).repeat_infinite()); } // custom duration (None, Some(duration)) => { sink.append(decoder.take_duration(duration).repeat_infinite()); } // full clip (None, None) => sink.append(decoder.repeat_infinite()), }, PlaybackMode::Once | PlaybackMode::Despawn | PlaybackMode::Remove => { match (settings.start_position, settings.duration) { (Some(start_position), Some(duration)) => sink.append( decoder .skip_duration(start_position) .take_duration(duration), ), (Some(start_position), None) => { sink.append(decoder.skip_duration(start_position)); } (None, Some(duration)) => sink.append(decoder.take_duration(duration)), (None, None) => sink.append(decoder), } } } let mut sink = AudioSink::new(sink); if settings.muted { sink.mute(); } sink.set_speed(settings.speed); sink.set_volume(settings.volume * global_volume.volume); if settings.paused { sink.pause(); } match settings.mode { PlaybackMode::Loop | PlaybackMode::Once => commands.entity(entity).insert(sink), PlaybackMode::Despawn => commands .entity(entity) // PERF: insert as bundle to reduce archetype moves .insert((sink, PlaybackDespawnMarker)), PlaybackMode::Remove => commands .entity(entity) // PERF: insert as bundle to reduce archetype moves .insert((sink, PlaybackRemoveMarker)), }; } } } pub(crate) fn cleanup_finished_audio<T: Decodable + Asset>( mut commands: Commands, query_nonspatial_despawn: Query< (Entity, &AudioSink), (With<PlaybackDespawnMarker>, With<AudioPlayer<T>>), >, query_spatial_despawn: Query< (Entity, &SpatialAudioSink), (With<PlaybackDespawnMarker>, With<AudioPlayer<T>>), >, query_nonspatial_remove: Query< (Entity, &AudioSink), (With<PlaybackRemoveMarker>, With<AudioPlayer<T>>), >, query_spatial_remove: Query< (Entity, &SpatialAudioSink), (With<PlaybackRemoveMarker>, With<AudioPlayer<T>>), >, ) { for (entity, sink) in &query_nonspatial_despawn { if sink.sink.empty() { commands.entity(entity).despawn(); } } for (entity, sink) in &query_spatial_despawn { if sink.sink.empty() { commands.entity(entity).despawn(); } } for (entity, sink) in &query_nonspatial_remove { if sink.sink.empty() { commands.entity(entity).remove::<( AudioPlayer<T>, AudioSink, PlaybackSettings, PlaybackRemoveMarker, )>(); } } for (entity, sink) in &query_spatial_remove { if sink.sink.empty() { commands.entity(entity).remove::<( AudioPlayer<T>, SpatialAudioSink, PlaybackSettings, PlaybackRemoveMarker, )>(); } } } /// Run Condition to only play audio if the audio output is available pub(crate) fn audio_output_available(audio_output: Res<AudioOutput>) -> bool { audio_output.stream_handle.is_some() } /// Updates spatial audio sinks when emitter positions change. pub(crate) fn update_emitter_positions( mut emitters: Query< (&GlobalTransform, &SpatialAudioSink, &PlaybackSettings), Or<(Changed<GlobalTransform>, Changed<PlaybackSettings>)>, >, default_spatial_scale: Res<DefaultSpatialScale>, ) { for (transform, sink, settings) in emitters.iter_mut() { let scale = settings.spatial_scale.unwrap_or(default_spatial_scale.0).0; let translation = transform.translation() * scale; sink.set_emitter_position(translation); } } /// Updates spatial audio sink ear positions when spatial listeners change. pub(crate) fn update_listener_positions( mut emitters: Query<(&SpatialAudioSink, &PlaybackSettings)>, changed_listener: Query< (), ( Or<( Changed<SpatialListener>, Changed<GlobalTransform>, Changed<PlaybackSettings>, )>, With<SpatialListener>, ), >, ear_positions: EarPositions, default_spatial_scale: Res<DefaultSpatialScale>, ) { if !default_spatial_scale.is_changed() && changed_listener.is_empty() { return; } let (left_ear, right_ear) = ear_positions.get(); for (sink, settings) in emitters.iter_mut() { let scale = settings.spatial_scale.unwrap_or(default_spatial_scale.0).0; sink.set_ears_position(left_ear * scale, right_ear * scale); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_audio/src/audio_source.rs
crates/bevy_audio/src/audio_source.rs
use alloc::sync::Arc; use bevy_asset::{io::Reader, Asset, AssetLoader, LoadContext}; use bevy_reflect::TypePath; use std::io::Cursor; /// A source of audio data #[derive(Asset, Debug, Clone, TypePath)] pub struct AudioSource { /// Raw data of the audio source. /// /// The data must be one of the file formats supported by Bevy (`wav`, `ogg`, `flac`, or `mp3`). /// However, support for these file formats is not part of Bevy's [`default feature set`](https://docs.rs/bevy/latest/bevy/index.html#default-features). /// In order to be able to use these file formats, you will have to enable the appropriate [`optional features`](https://docs.rs/bevy/latest/bevy/index.html#optional-features). /// /// It is decoded using [`rodio::decoder::Decoder`](https://docs.rs/rodio/latest/rodio/decoder/struct.Decoder.html). /// The decoder has conditionally compiled methods /// depending on the features enabled. /// If the format used is not enabled, /// then this will panic with an `UnrecognizedFormat` error. pub bytes: Arc<[u8]>, } impl AsRef<[u8]> for AudioSource { fn as_ref(&self) -> &[u8] { &self.bytes } } /// Loads files as [`AudioSource`] [`Assets`](bevy_asset::Assets) /// /// This asset loader supports different audio formats based on the enable Bevy features. /// The feature `bevy/vorbis` enables loading from `.ogg` files and is enabled by default. /// Other file endings can be loaded from with additional features: /// `.mp3` with `bevy/mp3` /// `.flac` with `bevy/flac` /// `.wav` with `bevy/wav` #[derive(Default, TypePath)] pub struct AudioLoader; impl AssetLoader for AudioLoader { type Asset = AudioSource; type Settings = (); type Error = std::io::Error; async fn load( &self, reader: &mut dyn Reader, _settings: &Self::Settings, _load_context: &mut LoadContext<'_>, ) -> Result<AudioSource, Self::Error> { let mut bytes = Vec::new(); reader.read_to_end(&mut bytes).await?; Ok(AudioSource { bytes: bytes.into(), }) } fn extensions(&self) -> &[&str] { &[ #[cfg(feature = "mp3")] "mp3", #[cfg(feature = "flac")] "flac", #[cfg(feature = "wav")] "wav", #[cfg(feature = "vorbis")] "oga", #[cfg(feature = "vorbis")] "ogg", #[cfg(feature = "vorbis")] "spx", ] } } /// A type implementing this trait can be converted to a [`rodio::Source`] type. /// /// It must be [`Send`] and [`Sync`] in order to be registered. /// Types that implement this trait usually contain raw sound data that can be converted into an iterator of samples. /// This trait is implemented for [`AudioSource`]. /// Check the example [`decodable`](https://github.com/bevyengine/bevy/blob/latest/examples/audio/decodable.rs) for how to implement this trait on a custom type. pub trait Decodable: Send + Sync + 'static { /// The type of the audio samples. /// Usually a [`u16`], [`i16`] or [`f32`], as those implement [`rodio::Sample`]. /// Other types can implement the [`rodio::Sample`] trait as well. type DecoderItem: rodio::Sample + Send + Sync; /// The type of the iterator of the audio samples, /// which iterates over samples of type [`Self::DecoderItem`]. /// Must be a [`rodio::Source`] so that it can provide information on the audio it is iterating over. type Decoder: rodio::Source + Send + Iterator<Item = Self::DecoderItem>; /// Build and return a [`Self::Decoder`] of the implementing type fn decoder(&self) -> Self::Decoder; } impl Decodable for AudioSource { type DecoderItem = <rodio::Decoder<Cursor<AudioSource>> as Iterator>::Item; type Decoder = rodio::Decoder<Cursor<AudioSource>>; fn decoder(&self) -> Self::Decoder { rodio::Decoder::new(Cursor::new(self.clone())).unwrap() } } /// A trait that allows adding a custom audio source to the object. /// This is implemented for [`App`][bevy_app::App] to allow registering custom [`Decodable`] types. pub trait AddAudioSource { /// Registers an audio source. /// The type must implement [`Decodable`], /// so that it can be converted to a [`rodio::Source`] type, /// and [`Asset`], so that it can be registered as an asset. /// To use this method on [`App`][bevy_app::App], /// the [audio][super::AudioPlugin] and [asset][bevy_asset::AssetPlugin] plugins must be added first. fn add_audio_source<T>(&mut self) -> &mut Self where T: Decodable + Asset, f32: rodio::cpal::FromSample<T::DecoderItem>; }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_audio/src/audio.rs
crates/bevy_audio/src/audio.rs
use crate::{AudioSource, Decodable, Volume}; use bevy_asset::{Asset, Handle}; use bevy_ecs::prelude::*; use bevy_math::Vec3; use bevy_reflect::prelude::*; use bevy_transform::components::Transform; /// The way Bevy manages the sound playback. #[derive(Debug, Clone, Copy, Reflect)] #[reflect(Clone)] pub enum PlaybackMode { /// Play the sound once. Do nothing when it ends. /// /// Note: It is not possible to reuse an [`AudioPlayer`] after it has finished playing and /// the underlying [`AudioSink`](crate::AudioSink) or [`SpatialAudioSink`](crate::SpatialAudioSink) has been drained. /// /// To replay a sound, the audio components provided by [`AudioPlayer`] must be removed and /// added again. Once, /// Repeat the sound forever. Loop, /// Despawn the entity and its children when the sound finishes playing. Despawn, /// Remove the audio components from the entity, when the sound finishes playing. Remove, } /// Initial settings to be used when audio starts playing. /// /// If you would like to control the audio while it is playing, query for the /// [`AudioSink`](crate::AudioSink) or [`SpatialAudioSink`](crate::SpatialAudioSink) /// components. Changes to this component will *not* be applied to already-playing audio. #[derive(Component, Clone, Copy, Debug, Reflect)] #[reflect(Clone, Default, Component, Debug)] pub struct PlaybackSettings { /// The desired playback behavior. pub mode: PlaybackMode, /// Volume to play at. pub volume: Volume, /// Speed to play at. pub speed: f32, /// Create the sink in paused state. /// Useful for "deferred playback", if you want to prepare /// the entity, but hear the sound later. pub paused: bool, /// Whether to create the sink in muted state or not. /// /// This is useful for audio that should be initially muted. You can still /// set the initial volume and it is applied when the audio is unmuted. pub muted: bool, /// Enables spatial audio for this source. /// /// See also: [`SpatialListener`]. /// /// Note: Bevy does not currently support HRTF or any other high-quality 3D sound rendering /// features. Spatial audio is implemented via simple left-right stereo panning. pub spatial: bool, /// Optional scale factor applied to the positions of this audio source and the listener, /// overriding the default value configured on [`AudioPlugin::default_spatial_scale`](crate::AudioPlugin::default_spatial_scale). pub spatial_scale: Option<SpatialScale>, /// The point in time in the audio clip where playback should start. If set to `None`, it will /// play from the beginning of the clip. /// /// If the playback mode is set to `Loop`, each loop will start from this position. pub start_position: Option<core::time::Duration>, /// How long the audio should play before stopping. If set, the clip will play for at most /// the specified duration. If set to `None`, it will play for as long as it can. /// /// If the playback mode is set to `Loop`, each loop will last for this duration. pub duration: Option<core::time::Duration>, } impl Default for PlaybackSettings { fn default() -> Self { Self::ONCE } } impl PlaybackSettings { /// Will play the associated audio source once. /// /// Note: It is not possible to reuse an [`AudioPlayer`] after it has finished playing and /// the underlying [`AudioSink`](crate::AudioSink) or [`SpatialAudioSink`](crate::SpatialAudioSink) has been drained. /// /// To replay a sound, the audio components provided by [`AudioPlayer`] must be removed and /// added again. pub const ONCE: PlaybackSettings = PlaybackSettings { mode: PlaybackMode::Once, volume: Volume::Linear(1.0), speed: 1.0, paused: false, muted: false, spatial: false, spatial_scale: None, start_position: None, duration: None, }; /// Will play the associated audio source in a loop. pub const LOOP: PlaybackSettings = PlaybackSettings { mode: PlaybackMode::Loop, ..PlaybackSettings::ONCE }; /// Will play the associated audio source once and despawn the entity afterwards. pub const DESPAWN: PlaybackSettings = PlaybackSettings { mode: PlaybackMode::Despawn, ..PlaybackSettings::ONCE }; /// Will play the associated audio source once and remove the audio components afterwards. pub const REMOVE: PlaybackSettings = PlaybackSettings { mode: PlaybackMode::Remove, ..PlaybackSettings::ONCE }; /// Helper to start in a paused state. pub const fn paused(mut self) -> Self { self.paused = true; self } /// Helper to start muted. pub const fn muted(mut self) -> Self { self.muted = true; self } /// Helper to set the volume from start of playback. pub const fn with_volume(mut self, volume: Volume) -> Self { self.volume = volume; self } /// Helper to set the speed from start of playback. pub const fn with_speed(mut self, speed: f32) -> Self { self.speed = speed; self } /// Helper to enable or disable spatial audio. pub const fn with_spatial(mut self, spatial: bool) -> Self { self.spatial = spatial; self } /// Helper to use a custom spatial scale. pub const fn with_spatial_scale(mut self, spatial_scale: SpatialScale) -> Self { self.spatial_scale = Some(spatial_scale); self } /// Helper to use a custom playback start position. pub const fn with_start_position(mut self, start_position: core::time::Duration) -> Self { self.start_position = Some(start_position); self } /// Helper to use a custom playback duration. pub const fn with_duration(mut self, duration: core::time::Duration) -> Self { self.duration = Some(duration); self } } /// Settings for the listener for spatial audio sources. /// /// This is accompanied by [`Transform`] and [`GlobalTransform`](bevy_transform::prelude::GlobalTransform). /// Only one entity with a [`SpatialListener`] should be present at any given time. #[derive(Component, Clone, Debug, Reflect)] #[require(Transform)] #[reflect(Clone, Default, Component, Debug)] pub struct SpatialListener { /// Left ear position relative to the [`GlobalTransform`](bevy_transform::prelude::GlobalTransform). pub left_ear_offset: Vec3, /// Right ear position relative to the [`GlobalTransform`](bevy_transform::prelude::GlobalTransform). pub right_ear_offset: Vec3, } impl Default for SpatialListener { fn default() -> Self { Self::new(4.) } } impl SpatialListener { /// Creates a new [`SpatialListener`] component. /// /// `gap` is the distance between the left and right "ears" of the listener. Ears are /// positioned on the x axis. pub fn new(gap: f32) -> Self { SpatialListener { left_ear_offset: Vec3::X * gap / -2.0, right_ear_offset: Vec3::X * gap / 2.0, } } } /// A scale factor applied to the positions of audio sources and listeners for /// spatial audio. /// /// Default is `Vec3::ONE`. #[derive(Clone, Copy, Debug, Reflect)] #[reflect(Clone, Default)] pub struct SpatialScale(pub Vec3); impl SpatialScale { /// Create a new [`SpatialScale`] with the same value for all 3 dimensions. pub const fn new(scale: f32) -> Self { Self(Vec3::splat(scale)) } /// Create a new [`SpatialScale`] with the same value for `x` and `y`, and `0.0` /// for `z`. pub const fn new_2d(scale: f32) -> Self { Self(Vec3::new(scale, scale, 0.0)) } } impl Default for SpatialScale { fn default() -> Self { Self(Vec3::ONE) } } /// The default scale factor applied to the positions of audio sources and listeners for /// spatial audio. Can be overridden for individual sounds in [`PlaybackSettings`]. /// /// You may need to adjust this scale to fit your world's units. /// /// Default is `Vec3::ONE`. #[derive(Resource, Default, Clone, Copy, Reflect)] #[reflect(Resource, Default, Clone)] pub struct DefaultSpatialScale(pub SpatialScale); /// A component for playing a sound. /// /// Insert this component onto an entity to trigger an audio source to begin playing. /// /// If the handle refers to an unavailable asset (such as if it has not finished loading yet), /// the audio will not begin playing immediately. The audio will play when the asset is ready. /// /// When Bevy begins the audio playback, an [`AudioSink`](crate::AudioSink) component will be /// added to the entity. You can use that component to control the audio settings during playback. /// /// Playback can be configured using the [`PlaybackSettings`] component. Note that changes to the /// [`PlaybackSettings`] component will *not* affect already-playing audio. #[derive(Component, Reflect)] #[reflect(Component, Clone)] #[require(PlaybackSettings)] pub struct AudioPlayer<Source = AudioSource>(pub Handle<Source>) where Source: Asset + Decodable; impl<Source> Clone for AudioPlayer<Source> where Source: Asset + Decodable, { fn clone(&self) -> Self { Self(self.0.clone()) } } impl AudioPlayer<AudioSource> { /// Creates a new [`AudioPlayer`] with the given [`Handle<AudioSource>`]. /// /// For convenience reasons, this hard-codes the [`AudioSource`] type. If you want to /// initialize an [`AudioPlayer`] with a different type, just initialize it directly using normal /// tuple struct syntax. pub fn new(source: Handle<AudioSource>) -> Self { Self(source) } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_audio/src/sinks.rs
crates/bevy_audio/src/sinks.rs
use crate::Volume; use bevy_ecs::component::Component; use bevy_math::Vec3; use bevy_transform::prelude::Transform; use core::time::Duration; pub use rodio::source::SeekError; use rodio::{Sink, SpatialSink}; /// Common interactions with an audio sink. pub trait AudioSinkPlayback { /// Gets the volume of the sound as a [`Volume`]. /// /// If the sink is muted, this returns the managed volume rather than the /// sink's actual volume. This allows you to use the returned volume as if /// the sink were not muted, because a muted sink has a physical volume of /// 0. fn volume(&self) -> Volume; /// Changes the volume of the sound to the given [`Volume`]. /// /// If the sink is muted, changing the volume won't unmute it, i.e. the /// sink's volume will remain "off" / "muted". However, the sink will /// remember the volume change and it will be used when /// [`unmute`](Self::unmute) is called. This allows you to control the /// volume even when the sink is muted. fn set_volume(&mut self, volume: Volume); /// Gets the speed of the sound. /// /// The value `1.0` is the "normal" speed (unfiltered input). Any value other than `1.0` /// will change the play speed of the sound. fn speed(&self) -> f32; /// Changes the speed of the sound. /// /// The value `1.0` is the "normal" speed (unfiltered input). Any value other than `1.0` /// will change the play speed of the sound. fn set_speed(&self, speed: f32); /// Resumes playback of a paused sink. /// /// No effect if not paused. fn play(&self); /// Returns the position of the sound that's being played. /// /// This takes into account any speedup or delay applied. /// /// Example: if you [`set_speed(2.0)`](Self::set_speed) and [`position()`](Self::position) returns *5s*, /// then the position in the recording is *10s* from its start. fn position(&self) -> Duration; /// Attempts to seek to a given position in the current source. /// /// This blocks between 0 and ~5 milliseconds. /// /// As long as the duration of the source is known, seek is guaranteed to saturate /// at the end of the source. For example given a source that reports a total duration /// of 42 seconds calling `try_seek()` with 60 seconds as argument will seek to /// 42 seconds. /// /// # Errors /// This function will return [`SeekError::NotSupported`] if one of the underlying /// sources does not support seeking. /// /// It will return an error if an implementation ran /// into one during the seek. /// /// When seeking beyond the end of a source, this /// function might return an error if the duration of the source is not known. fn try_seek(&self, pos: Duration) -> Result<(), SeekError>; /// Pauses playback of this sink. /// /// No effect if already paused. /// A paused sink can be resumed with [`play`](Self::play). fn pause(&self); /// Toggles playback of the sink. /// /// If the sink is paused, toggling playback resumes it. If the sink is /// playing, toggling playback pauses it. fn toggle_playback(&self) { if self.is_paused() { self.play(); } else { self.pause(); } } /// Returns true if the sink is paused. /// /// Sinks can be paused and resumed using [`pause`](Self::pause) and [`play`](Self::play). fn is_paused(&self) -> bool; /// Stops the sink. /// /// It won't be possible to restart it afterwards. fn stop(&self); /// Returns true if this sink has no more sounds to play. fn empty(&self) -> bool; /// Returns true if the sink is muted. fn is_muted(&self) -> bool; /// Mutes the sink. /// /// Muting a sink sets the volume to 0. Use [`unmute`](Self::unmute) to /// unmute the sink and restore the original volume. fn mute(&mut self); /// Unmutes the sink. /// /// Restores the volume to the value it was before it was muted. fn unmute(&mut self); /// Toggles whether the sink is muted or not. fn toggle_mute(&mut self) { if self.is_muted() { self.unmute(); } else { self.mute(); } } } /// Used to control audio during playback. /// /// Bevy inserts this component onto your entities when it begins playing an audio source. /// Use [`AudioPlayer`][crate::AudioPlayer] to trigger that to happen. /// /// You can use this component to modify the playback settings while the audio is playing. /// /// If this component is removed from an entity, and an [`AudioSource`][crate::AudioSource] is /// attached to that entity, that [`AudioSource`][crate::AudioSource] will start playing. If /// that source is unchanged, that translates to the audio restarting. #[derive(Component)] pub struct AudioSink { pub(crate) sink: Sink, /// Managed volume allows the sink to be muted without losing the user's /// intended volume setting. /// /// This is used to restore the volume when [`unmute`](Self::unmute) is /// called. /// /// If the sink is not muted, this is `None`. /// /// If the sink is muted, this is `Some(volume)` where `volume` is the /// user's intended volume setting, even if the underlying sink's volume is /// 0. pub(crate) managed_volume: Option<Volume>, } impl AudioSink { /// Create a new audio sink. pub fn new(sink: Sink) -> Self { Self { sink, managed_volume: None, } } } impl AudioSinkPlayback for AudioSink { fn volume(&self) -> Volume { self.managed_volume .unwrap_or_else(|| Volume::Linear(self.sink.volume())) } fn set_volume(&mut self, volume: Volume) { if self.is_muted() { self.managed_volume = Some(volume); } else { self.sink.set_volume(volume.to_linear()); } } fn speed(&self) -> f32 { self.sink.speed() } fn set_speed(&self, speed: f32) { self.sink.set_speed(speed); } fn play(&self) { self.sink.play(); } fn position(&self) -> Duration { self.sink.get_pos() } fn try_seek(&self, pos: Duration) -> Result<(), SeekError> { self.sink.try_seek(pos) } fn pause(&self) { self.sink.pause(); } fn is_paused(&self) -> bool { self.sink.is_paused() } fn stop(&self) { self.sink.stop(); } fn empty(&self) -> bool { self.sink.empty() } fn is_muted(&self) -> bool { self.managed_volume.is_some() } fn mute(&mut self) { self.managed_volume = Some(self.volume()); self.sink.set_volume(0.0); } fn unmute(&mut self) { if let Some(volume) = self.managed_volume.take() { self.sink.set_volume(volume.to_linear()); } } } /// Used to control spatial audio during playback. /// /// Bevy inserts this component onto your entities when it begins playing an audio source /// that's configured to use spatial audio. /// /// You can use this component to modify the playback settings while the audio is playing. /// /// If this component is removed from an entity, and a [`AudioSource`][crate::AudioSource] is /// attached to that entity, that [`AudioSource`][crate::AudioSource] will start playing. If /// that source is unchanged, that translates to the audio restarting. #[derive(Component)] pub struct SpatialAudioSink { pub(crate) sink: SpatialSink, /// Managed volume allows the sink to be muted without losing the user's /// intended volume setting. /// /// This is used to restore the volume when [`unmute`](Self::unmute) is /// called. /// /// If the sink is not muted, this is `None`. /// /// If the sink is muted, this is `Some(volume)` where `volume` is the /// user's intended volume setting, even if the underlying sink's volume is /// 0. pub(crate) managed_volume: Option<Volume>, } impl SpatialAudioSink { /// Create a new spatial audio sink. pub fn new(sink: SpatialSink) -> Self { Self { sink, managed_volume: None, } } } impl AudioSinkPlayback for SpatialAudioSink { fn volume(&self) -> Volume { self.managed_volume .unwrap_or_else(|| Volume::Linear(self.sink.volume())) } fn set_volume(&mut self, volume: Volume) { if self.is_muted() { self.managed_volume = Some(volume); } else { self.sink.set_volume(volume.to_linear()); } } fn speed(&self) -> f32 { self.sink.speed() } fn set_speed(&self, speed: f32) { self.sink.set_speed(speed); } fn play(&self) { self.sink.play(); } fn position(&self) -> Duration { self.sink.get_pos() } fn try_seek(&self, pos: Duration) -> Result<(), SeekError> { self.sink.try_seek(pos) } fn pause(&self) { self.sink.pause(); } fn is_paused(&self) -> bool { self.sink.is_paused() } fn stop(&self) { self.sink.stop(); } fn empty(&self) -> bool { self.sink.empty() } fn is_muted(&self) -> bool { self.managed_volume.is_some() } fn mute(&mut self) { self.managed_volume = Some(self.volume()); self.sink.set_volume(0.0); } fn unmute(&mut self) { if let Some(volume) = self.managed_volume.take() { self.sink.set_volume(volume.to_linear()); } } } impl SpatialAudioSink { /// Set the two ears position. pub fn set_ears_position(&self, left_position: Vec3, right_position: Vec3) { self.sink.set_left_ear_position(left_position.to_array()); self.sink.set_right_ear_position(right_position.to_array()); } /// Set the listener position, with an ear on each side separated by `gap`. pub fn set_listener_position(&self, position: Transform, gap: f32) { self.set_ears_position( position.translation + position.left() * gap / 2.0, position.translation + position.right() * gap / 2.0, ); } /// Set the emitter position. pub fn set_emitter_position(&self, position: Vec3) { self.sink.set_emitter_position(position.to_array()); } } #[cfg(test)] mod tests { use rodio::Sink; use super::*; fn test_audio_sink_playback<T: AudioSinkPlayback>(mut audio_sink: T) { // Test volume assert_eq!(audio_sink.volume(), Volume::Linear(1.0)); // default volume audio_sink.set_volume(Volume::Linear(0.5)); assert_eq!(audio_sink.volume(), Volume::Linear(0.5)); audio_sink.set_volume(Volume::Linear(1.0)); assert_eq!(audio_sink.volume(), Volume::Linear(1.0)); // Test speed assert_eq!(audio_sink.speed(), 1.0); // default speed audio_sink.set_speed(0.5); assert_eq!(audio_sink.speed(), 0.5); audio_sink.set_speed(1.0); assert_eq!(audio_sink.speed(), 1.0); // Test playback assert!(!audio_sink.is_paused()); // default pause state audio_sink.pause(); assert!(audio_sink.is_paused()); audio_sink.play(); assert!(!audio_sink.is_paused()); // Test toggle playback audio_sink.pause(); // start paused audio_sink.toggle_playback(); assert!(!audio_sink.is_paused()); audio_sink.toggle_playback(); assert!(audio_sink.is_paused()); // Test mute assert!(!audio_sink.is_muted()); // default mute state audio_sink.mute(); assert!(audio_sink.is_muted()); audio_sink.unmute(); assert!(!audio_sink.is_muted()); // Test volume with mute audio_sink.set_volume(Volume::Linear(0.5)); audio_sink.mute(); assert_eq!(audio_sink.volume(), Volume::Linear(0.5)); // returns managed volume even though sink volume is 0 audio_sink.unmute(); assert_eq!(audio_sink.volume(), Volume::Linear(0.5)); // managed volume is restored // Test toggle mute audio_sink.toggle_mute(); assert!(audio_sink.is_muted()); audio_sink.toggle_mute(); assert!(!audio_sink.is_muted()); } #[test] fn test_audio_sink() { let (sink, _queue_rx) = Sink::new_idle(); let audio_sink = AudioSink::new(sink); test_audio_sink_playback(audio_sink); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_dev_tools/src/picking_debug.rs
crates/bevy_dev_tools/src/picking_debug.rs
//! Text and on-screen debugging tools use bevy_app::prelude::*; use bevy_camera::visibility::Visibility; use bevy_camera::{Camera, RenderTarget}; use bevy_color::prelude::*; use bevy_ecs::prelude::*; use bevy_picking::backend::HitData; use bevy_picking::hover::HoverMap; use bevy_picking::pointer::{Location, PointerId, PointerInput, PointerLocation, PointerPress}; use bevy_picking::prelude::*; use bevy_picking::PickingSystems; use bevy_reflect::prelude::*; use bevy_text::prelude::*; use bevy_ui::prelude::*; use core::cmp::Ordering; use core::fmt::{Debug, Display, Formatter, Result}; use tracing::{debug, trace}; /// This resource determines the runtime behavior of the debug plugin. #[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, Resource)] pub enum DebugPickingMode { /// Only log non-noisy events, show the debug overlay. Normal, /// Log all events, including noisy events like `Move` and `Drag`, show the debug overlay. Noisy, /// Do not show the debug overlay or log any messages. #[default] Disabled, } impl DebugPickingMode { /// A condition indicating the plugin is enabled pub fn is_enabled(this: Res<Self>) -> bool { matches!(*this, Self::Normal | Self::Noisy) } /// A condition indicating the plugin is disabled pub fn is_disabled(this: Res<Self>) -> bool { matches!(*this, Self::Disabled) } /// A condition indicating the plugin is enabled and in noisy mode pub fn is_noisy(this: Res<Self>) -> bool { matches!(*this, Self::Noisy) } } /// Logs events for debugging /// /// "Normal" events are logged at the `debug` level. "Noisy" events are logged at the `trace` level. /// See [Bevy's LogPlugin](https://docs.rs/bevy/latest/bevy/log/struct.LogPlugin.html) and [Bevy /// Cheatbook: Logging, Console Messages](https://bevy-cheatbook.github.io/features/log.html) for /// details. /// /// Usually, the default level printed is `info`, so debug and trace messages will not be displayed /// even when this plugin is active. You can set `RUST_LOG` to change this. /// /// You can also change the log filter at runtime in your code. The [LogPlugin /// docs](https://docs.rs/bevy/latest/bevy/log/struct.LogPlugin.html) give an example. /// /// Use the [`DebugPickingMode`] state resource to control this plugin. Example: /// /// ```ignore /// use DebugPickingMode::{Normal, Disabled}; /// app.insert_resource(DebugPickingMode::Normal) /// .add_systems( /// PreUpdate, /// (|mut mode: ResMut<DebugPickingMode>| { /// *mode = match *mode { /// DebugPickingMode::Disabled => DebugPickingMode::Normal, /// _ => DebugPickingMode::Disabled, /// }; /// }) /// .distributive_run_if(bevy::input::common_conditions::input_just_pressed( /// KeyCode::F3, /// )), /// ) /// ``` /// This sets the starting mode of the plugin to [`DebugPickingMode::Disabled`] and binds the F3 key /// to toggle it. #[derive(Debug, Default, Clone)] pub struct DebugPickingPlugin; impl Plugin for DebugPickingPlugin { fn build(&self, app: &mut App) { app.init_resource::<DebugPickingMode>() .add_systems( PreUpdate, pointer_debug_visibility.in_set(PickingSystems::PostHover), ) .add_systems( PreUpdate, ( // This leaves room to easily change the log-level associated // with different events, should that be desired. log_message_debug::<PointerInput>.run_if(DebugPickingMode::is_noisy), log_pointer_message_debug::<Over>, log_pointer_message_debug::<Out>, log_pointer_message_debug::<Press>, log_pointer_message_debug::<Release>, log_pointer_message_debug::<Click>, log_pointer_event_trace::<Move>.run_if(DebugPickingMode::is_noisy), log_pointer_message_debug::<DragStart>, log_pointer_event_trace::<Drag>.run_if(DebugPickingMode::is_noisy), log_pointer_message_debug::<DragEnd>, log_pointer_message_debug::<DragEnter>, log_pointer_event_trace::<DragOver>.run_if(DebugPickingMode::is_noisy), log_pointer_message_debug::<DragLeave>, log_pointer_message_debug::<DragDrop>, ) .distributive_run_if(DebugPickingMode::is_enabled) .in_set(PickingSystems::Last), ); app.add_systems( PreUpdate, (add_pointer_debug, update_debug_data, debug_draw) .chain() .distributive_run_if(DebugPickingMode::is_enabled) .in_set(PickingSystems::Last), ); } } /// Listen for any message and logs it at the debug level pub fn log_message_debug<M: Message + Debug>(mut events: MessageReader<PointerInput>) { for event in events.read() { debug!("{event:?}"); } } /// Listens for pointer events of type `E` and logs them at "debug" level pub fn log_pointer_message_debug<E: Debug + Clone + Reflect>( mut pointer_reader: MessageReader<Pointer<E>>, ) { for pointer in pointer_reader.read() { debug!("{pointer}"); } } /// Listens for pointer events of type `E` and logs them at "trace" level pub fn log_pointer_event_trace<E: Debug + Clone + Reflect>( mut pointer_reader: MessageReader<Pointer<E>>, ) { for pointer in pointer_reader.read() { trace!("{pointer}"); } } /// Adds [`PointerDebug`] to pointers automatically. pub fn add_pointer_debug( mut commands: Commands, pointers: Query<Entity, (With<PointerId>, Without<PointerDebug>)>, ) { for entity in &pointers { commands.entity(entity).insert(PointerDebug::default()); } } /// Hide text from pointers. pub fn pointer_debug_visibility( debug: Res<DebugPickingMode>, mut pointers: Query<&mut Visibility, With<PointerId>>, ) { let visible = match *debug { DebugPickingMode::Disabled => Visibility::Hidden, _ => Visibility::Visible, }; for mut vis in &mut pointers { *vis = visible; } } /// Storage for per-pointer debug information. #[derive(Debug, Component, Clone, Default)] pub struct PointerDebug { /// The pointer location. pub location: Option<Location>, /// Representation of the different pointer button states. pub press: PointerPress, /// List of hit elements to be displayed. pub hits: Vec<(String, HitData)>, } fn bool_to_icon(f: &mut Formatter, prefix: &str, input: bool) -> Result { write!(f, "{prefix}{}", if input { "[X]" } else { "[ ]" }) } impl Display for PointerDebug { fn fmt(&self, f: &mut Formatter<'_>) -> Result { if let Some(location) = &self.location { writeln!(f, "Location: {:.2?}", location.position)?; } bool_to_icon(f, "Pressed: ", self.press.is_primary_pressed())?; bool_to_icon(f, " ", self.press.is_middle_pressed())?; bool_to_icon(f, " ", self.press.is_secondary_pressed())?; let mut sorted_hits = self.hits.clone(); sorted_hits.sort_by(|a, b| a.0.partial_cmp(&b.0).unwrap_or(Ordering::Equal)); for (entity, hit) in sorted_hits.iter() { write!(f, "\nEntity: {entity:?}")?; if let Some((position, normal)) = hit.position.zip(hit.normal) { write!(f, ", Position: {position:.2?}, Normal: {normal:.2?}")?; } write!(f, ", Depth: {:.2?}", hit.depth)?; } Ok(()) } } /// Update typed debug data used to draw overlays pub fn update_debug_data( hover_map: Res<HoverMap>, entity_names: Query<NameOrEntity>, mut pointers: Query<( &PointerId, &PointerLocation, &PointerPress, &mut PointerDebug, )>, ) { for (id, location, press, mut debug) in &mut pointers { *debug = PointerDebug { location: location.location().cloned(), press: press.to_owned(), hits: hover_map .get(id) .iter() .flat_map(|h| h.iter()) .filter_map(|(e, h)| { if let Ok(entity_name) = entity_names.get(*e) { Some((entity_name.to_string(), h.to_owned())) } else { None } }) .collect(), }; } } /// Draw text on each cursor with debug info pub fn debug_draw( mut commands: Commands, camera_query: Query<(Entity, &Camera, &RenderTarget)>, primary_window: Query<Entity, With<bevy_window::PrimaryWindow>>, pointers: Query<(Entity, &PointerId, &PointerDebug)>, scale: Res<UiScale>, ) { for (entity, id, debug) in &pointers { let Some(pointer_location) = &debug.location else { continue; }; let text = format!("{id:?}\n{debug}"); for (camera, _, _) in camera_query.iter().filter(|(_, _, render_target)| { render_target .normalize(primary_window.single().ok()) .is_some_and(|target| target == pointer_location.target) }) { let mut pointer_pos = pointer_location.position; if let Some(viewport) = camera_query .get(camera) .ok() .and_then(|(_, camera, _)| camera.logical_viewport_rect()) { pointer_pos -= viewport.min; } commands .entity(entity) .despawn_related::<Children>() .insert(( Node { position_type: PositionType::Absolute, left: Val::Px(pointer_pos.x + 5.0) / scale.0, top: Val::Px(pointer_pos.y + 5.0) / scale.0, padding: UiRect::px(10.0, 10.0, 8.0, 6.0), ..Default::default() }, BackgroundColor(Color::BLACK.with_alpha(0.75)), GlobalZIndex(i32::MAX), Pickable::IGNORE, UiTargetCamera(camera), children![(Text::new(text.clone()), TextFont::from_font_size(12.0))], )); } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_dev_tools/src/easy_screenshot.rs
crates/bevy_dev_tools/src/easy_screenshot.rs
#[cfg(feature = "screenrecording")] use core::time::Duration; use std::time::{SystemTime, UNIX_EPOCH}; use bevy_app::{App, Plugin, PostUpdate, Update}; use bevy_camera::Camera; use bevy_ecs::prelude::*; use bevy_input::{common_conditions::input_just_pressed, keyboard::KeyCode}; use bevy_math::{Quat, StableInterpolate, Vec3}; use bevy_render::view::screenshot::{save_to_disk, Screenshot}; use bevy_time::Time; use bevy_transform::{components::Transform, TransformSystems}; use bevy_window::{PrimaryWindow, Window}; #[cfg(all(not(target_os = "windows"), feature = "screenrecording"))] pub use x264::{Preset, Tune}; /// File format the screenshot will be saved in #[derive(Clone, Copy)] pub enum ScreenshotFormat { /// JPEG format Jpeg, /// PNG format Png, /// BMP format Bmp, } /// Add this plugin to your app to enable easy screenshotting. /// /// Add this plugin, press the key, and you have a screenshot 🎉 pub struct EasyScreenshotPlugin { /// Key that will trigger a screenshot pub trigger: KeyCode, /// Format of the screenshot /// /// The corresponding image format must be supported by bevy renderer pub format: ScreenshotFormat, } impl Default for EasyScreenshotPlugin { fn default() -> Self { EasyScreenshotPlugin { trigger: KeyCode::PrintScreen, format: ScreenshotFormat::Png, } } } impl Plugin for EasyScreenshotPlugin { fn build(&self, app: &mut App) { let format = self.format; app.add_systems( Update, (move |mut commands: Commands, window: Single<&Window, With<PrimaryWindow>>| { let since_the_epoch = SystemTime::now() .duration_since(UNIX_EPOCH) .expect("time should go forward"); commands .spawn(Screenshot::primary_window()) .observe(save_to_disk(format!( "{}-{}.{}", window.title, since_the_epoch.as_millis(), match format { ScreenshotFormat::Jpeg => "jpg", ScreenshotFormat::Png => "png", ScreenshotFormat::Bmp => "bmp", } ))); }) .run_if(input_just_pressed(self.trigger)), ); } } /// Placeholder #[cfg(all(target_os = "windows", feature = "screenrecording"))] pub enum Preset { /// Placeholder Ultrafast, /// Placeholder Superfast, /// Placeholder Veryfast, /// Placeholder Faster, /// Placeholder Fast, /// Placeholder Medium, /// Placeholder Slow, /// Placeholder Slower, /// Placeholder Veryslow, /// Placeholder Placebo, } /// Placeholder #[cfg(all(target_os = "windows", feature = "screenrecording"))] pub enum Tune { /// Placeholder None, /// Placeholder Film, /// Placeholder Animation, /// Placeholder Grain, /// Placeholder StillImage, /// Placeholder Psnr, /// Placeholder Ssim, } #[cfg(feature = "screenrecording")] /// Add this plugin to your app to enable easy screen recording. pub struct EasyScreenRecordPlugin { /// The key to toggle recording. pub toggle: KeyCode, /// h264 encoder preset pub preset: Preset, /// h264 encoder tune pub tune: Tune, /// target frame time pub frame_time: Duration, } #[cfg(feature = "screenrecording")] impl Default for EasyScreenRecordPlugin { fn default() -> Self { EasyScreenRecordPlugin { toggle: KeyCode::Space, preset: Preset::Medium, tune: Tune::Animation, frame_time: Duration::from_millis(33), } } } #[cfg(feature = "screenrecording")] /// Controls screen recording #[derive(Message)] pub enum RecordScreen { /// Starts screen recording Start, /// Stops screen recording Stop, } #[cfg(feature = "screenrecording")] impl Plugin for EasyScreenRecordPlugin { #[cfg_attr( target_os = "windows", expect(unused_variables, reason = "not working on windows") )] fn build(&self, app: &mut App) { #[cfg(target_os = "windows")] { tracing::warn!("Screen recording is not currently supported on Windows: see https://github.com/bevyengine/bevy/issues/22132"); } #[cfg(not(target_os = "windows"))] { use bevy_image::Image; use bevy_render::view::screenshot::ScreenshotCaptured; use bevy_time::Time; use std::{fs::File, io::Write, sync::mpsc::channel}; use tracing::info; use x264::{Colorspace, Encoder, Setup}; enum RecordCommand { Start(String, Preset, Tune), Stop, Frame(Image), } let (tx, rx) = channel::<RecordCommand>(); let frame_time = self.frame_time; std::thread::spawn(move || { let mut encoder: Option<Encoder> = None; let mut setup = None; let mut file: Option<File> = None; let mut frame = 0; loop { let Ok(next) = rx.recv() else { break; }; match next { RecordCommand::Start(name, preset, tune) => { info!("starting recording at {}", name); file = Some(File::create(name).unwrap()); setup = Some(Setup::preset(preset, tune, false, true).high()); } RecordCommand::Stop => { info!("stopping recording"); if let Some(encoder) = encoder.take() { let mut flush = encoder.flush(); let mut file = file.take().unwrap(); while let Some(result) = flush.next() { let (data, _) = result.unwrap(); file.write_all(data.entirety()).unwrap(); } } } RecordCommand::Frame(image) => { if let Some(setup) = setup.take() { let mut new_encoder = setup .fps((1000 / frame_time.as_millis()) as u32, 1) .build( Colorspace::RGB, image.width() as i32, image.height() as i32, ) .unwrap(); let headers = new_encoder.headers().unwrap(); file.as_mut() .unwrap() .write_all(headers.entirety()) .unwrap(); encoder = Some(new_encoder); } if let Some(encoder) = encoder.as_mut() { let pts = (frame_time.as_millis() * frame) as i64; frame += 1; let (data, _) = encoder .encode( pts, x264::Image::rgb( image.width() as i32, image.height() as i32, &image.try_into_dynamic().unwrap().to_rgb8(), ), ) .unwrap(); file.as_mut().unwrap().write_all(data.entirety()).unwrap(); } } } } }); let frame_time = self.frame_time; app.add_message::<RecordScreen>().add_systems( Update, ( (move |mut messages: MessageWriter<RecordScreen>, mut recording: Local<bool>| { *recording = !*recording; if *recording { messages.write(RecordScreen::Start); } else { messages.write(RecordScreen::Stop); } }) .run_if(input_just_pressed(self.toggle)), { let tx = tx.clone(); let preset = self.preset; let tune = self.tune; move |mut commands: Commands, mut recording: Local<bool>, mut messages: MessageReader<RecordScreen>, window: Single<&Window, With<PrimaryWindow>>, current_screenshot: Query<(), With<Screenshot>>, mut virtual_time: ResMut<Time<bevy_time::Virtual>>| { match messages.read().last() { Some(RecordScreen::Start) => { let since_the_epoch = SystemTime::now() .duration_since(UNIX_EPOCH) .expect("time should go forward"); let filename = format!( "{}-{}.h264", window.title, since_the_epoch.as_millis(), ); tx.send(RecordCommand::Start(filename, preset, tune)) .unwrap(); *recording = true; virtual_time.pause(); } Some(RecordScreen::Stop) => { tx.send(RecordCommand::Stop).unwrap(); *recording = false; virtual_time.unpause(); } _ => {} } if *recording && current_screenshot.single().is_err() { let tx = tx.clone(); commands.spawn(Screenshot::primary_window()).observe( move |screenshot_captured: On<ScreenshotCaptured>, mut virtual_time: ResMut<Time<bevy_time::Virtual>>, mut time: ResMut<Time<()>>| { let img = screenshot_captured.image.clone(); tx.send(RecordCommand::Frame(img)).unwrap(); virtual_time.advance_by(frame_time); *time = virtual_time.as_generic(); }, ); } } }, ) .chain(), ); } } } /// Plugin to move the camera smoothly according to the current time pub struct EasyCameraMovementPlugin { /// Decay rate for the camera movement pub decay_rate: f32, } impl Default for EasyCameraMovementPlugin { fn default() -> Self { Self { decay_rate: 1.0 } } } /// Move the camera to the given position #[derive(Component)] pub struct CameraMovement { /// Target position for the camera movement pub translation: Vec3, /// Target rotation for the camera movement pub rotation: Quat, } impl Plugin for EasyCameraMovementPlugin { fn build(&self, app: &mut App) { let decay_rate = self.decay_rate; app.add_systems( PostUpdate, (move |mut query: Single<(&mut Transform, &CameraMovement), With<Camera>>, time: Res<Time>| { { { let target = query.1; query.0.translation.smooth_nudge( &target.translation, decay_rate, time.delta_secs(), ); query.0.rotation.smooth_nudge( &target.rotation, decay_rate, time.delta_secs(), ); } } }) .before(TransformSystems::Propagate), ); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_dev_tools/src/fps_overlay.rs
crates/bevy_dev_tools/src/fps_overlay.rs
//! Module containing logic for FPS overlay. use bevy_app::{Plugin, Startup, Update}; use bevy_asset::Assets; use bevy_color::Color; use bevy_diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin}; use bevy_ecs::{ component::Component, entity::Entity, query::{With, Without}, reflect::ReflectResource, resource::Resource, schedule::{common_conditions::resource_changed, IntoScheduleConfigs}, system::{Commands, Query, Res, ResMut, Single}, }; use bevy_picking::Pickable; use bevy_reflect::Reflect; use bevy_render::storage::ShaderStorageBuffer; use bevy_text::{TextColor, TextFont, TextSpan}; use bevy_time::common_conditions::on_timer; use bevy_ui::{ widget::{Text, TextUiWriter}, FlexDirection, GlobalZIndex, Node, PositionType, Val, }; #[cfg(not(all(target_arch = "wasm32", not(feature = "webgpu"))))] use bevy_ui_render::prelude::MaterialNode; use core::time::Duration; use tracing::warn; #[cfg(not(all(target_arch = "wasm32", not(feature = "webgpu"))))] use crate::frame_time_graph::FrameTimeGraphConfigUniform; use crate::frame_time_graph::{FrameTimeGraphPlugin, FrametimeGraphMaterial}; /// [`GlobalZIndex`] used to render the fps overlay. /// /// We use a number slightly under `i32::MAX` so you can render on top of it if you really need to. pub const FPS_OVERLAY_ZINDEX: i32 = i32::MAX - 32; // Warn the user if the interval is below this threshold. const MIN_SAFE_INTERVAL: Duration = Duration::from_millis(50); // Used to scale the frame time graph based on the fps text size const FRAME_TIME_GRAPH_WIDTH_SCALE: f32 = 6.0; const FRAME_TIME_GRAPH_HEIGHT_SCALE: f32 = 2.0; /// A plugin that adds an FPS overlay to the Bevy application. /// /// This plugin will add the [`FrameTimeDiagnosticsPlugin`] if it wasn't added before. /// /// Note: It is recommended to use native overlay of rendering statistics when possible for lower overhead and more accurate results. /// The correct way to do this will vary by platform: /// - **Metal**: setting env variable `MTL_HUD_ENABLED=1` #[derive(Default)] pub struct FpsOverlayPlugin { /// Starting configuration of overlay, this can be later be changed through [`FpsOverlayConfig`] resource. pub config: FpsOverlayConfig, } impl Plugin for FpsOverlayPlugin { fn build(&self, app: &mut bevy_app::App) { // TODO: Use plugin dependencies, see https://github.com/bevyengine/bevy/issues/69 if !app.is_plugin_added::<FrameTimeDiagnosticsPlugin>() { app.add_plugins(FrameTimeDiagnosticsPlugin::default()); } if !app.is_plugin_added::<FrameTimeGraphPlugin>() { app.add_plugins(FrameTimeGraphPlugin); } if self.config.refresh_interval < MIN_SAFE_INTERVAL { warn!( "Low refresh interval ({:?}) may degrade performance. \ Min recommended: {:?}.", self.config.refresh_interval, MIN_SAFE_INTERVAL ); } app.insert_resource(self.config.clone()) .add_systems(Startup, setup) .add_systems( Update, ( (toggle_display, customize_overlay) .run_if(resource_changed::<FpsOverlayConfig>), update_text.run_if(on_timer(self.config.refresh_interval)), ), ); } } /// Configuration options for the FPS overlay. #[derive(Resource, Clone, Reflect)] #[reflect(Resource)] pub struct FpsOverlayConfig { /// Configuration of text in the overlay. pub text_config: TextFont, /// Color of text in the overlay. pub text_color: Color, /// Displays the FPS overlay if true. pub enabled: bool, /// The period after which the FPS overlay re-renders. /// /// Defaults to once every 100 ms. pub refresh_interval: Duration, /// Configuration of the frame time graph pub frame_time_graph_config: FrameTimeGraphConfig, } impl Default for FpsOverlayConfig { fn default() -> Self { FpsOverlayConfig { text_config: TextFont::from_font_size(32.), text_color: Color::WHITE, enabled: true, refresh_interval: Duration::from_millis(100), // TODO set this to display refresh rate if possible frame_time_graph_config: FrameTimeGraphConfig::target_fps(60.0), } } } /// Configuration of the frame time graph #[derive(Clone, Copy, Reflect)] pub struct FrameTimeGraphConfig { /// Is the graph visible pub enabled: bool, /// The minimum acceptable FPS /// /// Anything below this will show a red bar pub min_fps: f32, /// The target FPS /// /// Anything above this will show a green bar pub target_fps: f32, } impl FrameTimeGraphConfig { /// Constructs a default config for a given target fps pub fn target_fps(target_fps: f32) -> Self { Self { target_fps, ..Self::default() } } } impl Default for FrameTimeGraphConfig { fn default() -> Self { Self { enabled: true, min_fps: 30.0, target_fps: 60.0, } } } #[derive(Component)] struct FpsText; #[derive(Component)] struct FrameTimeGraph; fn setup( mut commands: Commands, overlay_config: Res<FpsOverlayConfig>, #[cfg_attr( all(target_arch = "wasm32", not(feature = "webgpu")), expect(unused, reason = "Unused variables in wasm32 without webgpu feature") )] (mut frame_time_graph_materials, mut buffers): ( ResMut<Assets<FrametimeGraphMaterial>>, ResMut<Assets<ShaderStorageBuffer>>, ), ) { commands .spawn(( Node { // We need to make sure the overlay doesn't affect the position of other UI nodes position_type: PositionType::Absolute, flex_direction: FlexDirection::Column, ..Default::default() }, // Render overlay on top of everything GlobalZIndex(FPS_OVERLAY_ZINDEX), Pickable::IGNORE, )) .with_children(|p| { p.spawn(( Text::new("FPS: "), overlay_config.text_config.clone(), TextColor(overlay_config.text_color), FpsText, Pickable::IGNORE, )) .with_child((TextSpan::default(), overlay_config.text_config.clone())); #[cfg(all(target_arch = "wasm32", not(feature = "webgpu")))] { if overlay_config.frame_time_graph_config.enabled { use tracing::warn; warn!("Frame time graph is not supported with WebGL. Consider if WebGPU is viable for your usecase."); } } #[cfg(not(all(target_arch = "wasm32", not(feature = "webgpu"))))] { let font_size = overlay_config.text_config.font_size; p.spawn(( Node { width: Val::Px(font_size * FRAME_TIME_GRAPH_WIDTH_SCALE), height: Val::Px(font_size * FRAME_TIME_GRAPH_HEIGHT_SCALE), display: if overlay_config.frame_time_graph_config.enabled { bevy_ui::Display::DEFAULT } else { bevy_ui::Display::None }, ..Default::default() }, Pickable::IGNORE, MaterialNode::from(frame_time_graph_materials.add(FrametimeGraphMaterial { values: buffers.add(ShaderStorageBuffer { // Initialize with dummy data because the default (`data: None`) will // cause a panic in the shader if the frame time graph is constructed // with `enabled: false`. data: Some(vec![0, 0, 0, 0]), ..Default::default() }), config: FrameTimeGraphConfigUniform::new( overlay_config.frame_time_graph_config.target_fps, overlay_config.frame_time_graph_config.min_fps, true, ), })), FrameTimeGraph, )); } }); } fn update_text( diagnostic: Res<DiagnosticsStore>, query: Query<Entity, With<FpsText>>, mut writer: TextUiWriter, ) { if let Ok(entity) = query.single() && let Some(fps) = diagnostic.get(&FrameTimeDiagnosticsPlugin::FPS) && let Some(value) = fps.smoothed() { *writer.text(entity, 1) = format!("{value:.2}"); } } fn customize_overlay( overlay_config: Res<FpsOverlayConfig>, query: Query<Entity, With<FpsText>>, mut writer: TextUiWriter, ) { for entity in &query { writer.for_each_font(entity, |mut font| { *font = overlay_config.text_config.clone(); }); writer.for_each_color(entity, |mut color| color.0 = overlay_config.text_color); } } fn toggle_display( overlay_config: Res<FpsOverlayConfig>, mut text_node: Single<&mut Node, (With<FpsText>, Without<FrameTimeGraph>)>, mut graph_node: Single<&mut Node, (With<FrameTimeGraph>, Without<FpsText>)>, ) { if overlay_config.enabled { text_node.display = bevy_ui::Display::DEFAULT; } else { text_node.display = bevy_ui::Display::None; } if overlay_config.frame_time_graph_config.enabled { // Scale the frame time graph based on the font size of the overlay let font_size = overlay_config.text_config.font_size; graph_node.width = Val::Px(font_size * FRAME_TIME_GRAPH_WIDTH_SCALE); graph_node.height = Val::Px(font_size * FRAME_TIME_GRAPH_HEIGHT_SCALE); graph_node.display = bevy_ui::Display::DEFAULT; } else { graph_node.display = bevy_ui::Display::None; } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_dev_tools/src/lib.rs
crates/bevy_dev_tools/src/lib.rs
#![cfg_attr(docsrs, feature(doc_cfg))] #![forbid(unsafe_code)] #![doc( html_logo_url = "https://bevy.org/assets/icon.png", html_favicon_url = "https://bevy.org/assets/icon.png" )] //! This crate provides additional utilities for the [Bevy game engine](https://bevy.org), //! focused on improving developer experience. #[cfg(feature = "bevy_ci_testing")] pub mod ci_testing; mod easy_screenshot; pub mod fps_overlay; pub mod frame_time_graph; pub mod picking_debug; pub mod states; pub use easy_screenshot::*;
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_dev_tools/src/states.rs
crates/bevy_dev_tools/src/states.rs
//! Tools for debugging states. use bevy_ecs::message::MessageReader; use bevy_state::state::{StateTransitionEvent, States}; use tracing::info; /// Logs state transitions into console. /// /// This system is provided to make debugging easier by tracking state changes. pub fn log_transitions<S: States>(mut transitions: MessageReader<StateTransitionEvent<S>>) { // State internals can generate at most one event (of type) per frame. let Some(transition) = transitions.read().last() else { return; }; let name = core::any::type_name::<S>(); let StateTransitionEvent { exited, entered, allow_same_state_transitions, } = transition; let skip_text = if exited == entered && !*allow_same_state_transitions { " (disallowing same-state transitions)" } else { "" }; info!("{name} transition: {exited:?} => {entered:?}{skip_text}"); }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_dev_tools/src/ci_testing/config.rs
crates/bevy_dev_tools/src/ci_testing/config.rs
use bevy_ecs::prelude::*; use bevy_math::{Quat, Vec3}; use serde::Deserialize; /// A configuration struct for automated CI testing. /// /// It gets used when the `bevy_ci_testing` feature is enabled to automatically /// exit a Bevy app when run through the CI. This is needed because otherwise /// Bevy apps would be stuck in the game loop and wouldn't allow the CI to progress. #[derive(Deserialize, Resource, PartialEq, Debug, Default, Clone)] pub struct CiTestingConfig { /// The setup for this test. #[serde(default)] pub setup: CiTestingSetup, /// Events to send, with their associated frame. #[serde(default)] pub events: Vec<CiTestingEventOnFrame>, } /// Setup for a test. #[derive(Deserialize, Default, PartialEq, Debug, Clone)] pub struct CiTestingSetup { /// The amount of time in seconds between frame updates. /// /// This is set through the [`TimeUpdateStrategy::ManualDuration`] resource. /// /// [`TimeUpdateStrategy::ManualDuration`]: bevy_time::TimeUpdateStrategy::ManualDuration pub fixed_frame_time: Option<f32>, } /// An event to send at a given frame, used for CI testing. #[derive(Deserialize, PartialEq, Debug, Clone)] pub struct CiTestingEventOnFrame(pub u32, pub CiTestingEvent); /// An event to send, used for CI testing. #[derive(Deserialize, PartialEq, Debug, Clone)] pub enum CiTestingEvent { /// Takes a screenshot of the entire screen, and saves the results to /// `screenshot-{current_frame}.png`. Screenshot, /// Takes a screenshot of the entire screen, saves the results to /// `screenshot-{current_frame}.png`, and exits once the screenshot is taken. ScreenshotAndExit, /// Takes a screenshot of the entire screen, and saves the results to /// `screenshot-{name}.png`. NamedScreenshot(String), /// Stops the program by sending [`AppExit::Success`]. /// /// [`AppExit::Success`]: bevy_app::AppExit::Success AppExit, /// Starts recording the screen. StartScreenRecording, /// Stops recording the screen. StopScreenRecording, /// Smoothly moves the camera to the given position. MoveCamera { /// Position to move the camera to. translation: Vec3, /// Rotation to move the camera to. rotation: Quat, }, /// Sends a [`CiTestingCustomEvent`] using the given [`String`]. Custom(String), } /// A custom event that can be configured from a configuration file for CI testing. #[derive(Message)] pub struct CiTestingCustomEvent(pub String); #[cfg(test)] mod tests { use super::*; #[test] fn deserialize() { const INPUT: &str = r#" ( setup: ( fixed_frame_time: Some(0.03), ), events: [ (100, Custom("Hello, world!")), (200, Screenshot), (300, AppExit), ], )"#; let expected = CiTestingConfig { setup: CiTestingSetup { fixed_frame_time: Some(0.03), }, events: vec![ CiTestingEventOnFrame(100, CiTestingEvent::Custom("Hello, world!".into())), CiTestingEventOnFrame(200, CiTestingEvent::Screenshot), CiTestingEventOnFrame(300, CiTestingEvent::AppExit), ], }; let config: CiTestingConfig = ron::from_str(INPUT).unwrap(); assert_eq!(config, expected); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_dev_tools/src/ci_testing/systems.rs
crates/bevy_dev_tools/src/ci_testing/systems.rs
use crate::CameraMovement; use super::config::*; use bevy_app::AppExit; use bevy_camera::Camera; use bevy_ecs::prelude::*; use bevy_render::view::screenshot::{save_to_disk, Screenshot}; use tracing::{debug, info}; pub(crate) fn send_events(world: &mut World, mut current_frame: Local<u32>) { let mut config = world.resource_mut::<CiTestingConfig>(); // Take all events for the current frame, leaving all the remaining alone. let events = core::mem::take(&mut config.events); let (to_run, remaining): (Vec<_>, _) = events .into_iter() .partition(|event| event.0 == *current_frame); config.events = remaining; for CiTestingEventOnFrame(_, event) in to_run { debug!("Handling event: {:?}", event); match event { CiTestingEvent::AppExit => { world.write_message(AppExit::Success); info!("Exiting after {} frames. Test successful!", *current_frame); } CiTestingEvent::ScreenshotAndExit => { let this_frame = *current_frame; world.spawn(Screenshot::primary_window()).observe( move |captured: On<bevy_render::view::screenshot::ScreenshotCaptured>, mut app_exit_writer: MessageWriter<AppExit>| { let path = format!("./screenshot-{this_frame}.png"); save_to_disk(path)(captured); info!("Exiting. Test successful!"); app_exit_writer.write(AppExit::Success); }, ); info!("Took a screenshot at frame {}.", *current_frame); } CiTestingEvent::Screenshot => { let path = format!("./screenshot-{}.png", *current_frame); world .spawn(Screenshot::primary_window()) .observe(save_to_disk(path)); info!("Took a screenshot at frame {}.", *current_frame); } CiTestingEvent::NamedScreenshot(name) => { let path = format!("./screenshot-{name}.png"); world .spawn(Screenshot::primary_window()) .observe(save_to_disk(path)); info!( "Took a screenshot at frame {} for {}.", *current_frame, name ); } CiTestingEvent::StartScreenRecording => { info!("Started recording screen at frame {}.", *current_frame); #[cfg(feature = "screenrecording")] world.write_message(crate::RecordScreen::Start); } CiTestingEvent::StopScreenRecording => { info!("Stopped recording screen at frame {}.", *current_frame); #[cfg(feature = "screenrecording")] world.write_message(crate::RecordScreen::Stop); } CiTestingEvent::MoveCamera { translation, rotation, } => { info!("Moved camera at frame {}.", *current_frame); if let Ok(camera) = world.query_filtered::<Entity, With<Camera>>().single(world) { world.entity_mut(camera).insert(CameraMovement { translation, rotation, }); } } // Custom events are forwarded to the world. CiTestingEvent::Custom(event_string) => { world.write_message(CiTestingCustomEvent(event_string)); } } } *current_frame += 1; }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_dev_tools/src/ci_testing/mod.rs
crates/bevy_dev_tools/src/ci_testing/mod.rs
//! Utilities for testing in CI environments. mod config; mod systems; use crate::EasyCameraMovementPlugin; #[cfg(feature = "screenrecording")] use crate::EasyScreenRecordPlugin; pub use self::config::*; use bevy_app::prelude::*; use bevy_ecs::prelude::*; use bevy_render::view::screenshot::trigger_screenshots; use bevy_time::TimeUpdateStrategy; use core::time::Duration; /// A plugin that instruments continuous integration testing by automatically executing user-defined actions. /// /// This plugin reads a [`ron`] file specified with the `CI_TESTING_CONFIG` environmental variable /// (`ci_testing_config.ron` by default) and executes its specified actions. For a reference of the /// allowed configuration, see [`CiTestingConfig`]. /// /// This plugin is included within `DefaultPlugins` and `MinimalPlugins` /// when the `bevy_ci_testing` feature is enabled. /// It is recommended to only used this plugin during testing (manual or /// automatic), and disable it during regular development and for production builds. #[derive(Default)] pub struct CiTestingPlugin; impl Plugin for CiTestingPlugin { fn build(&self, app: &mut App) { let config = if !app.world().is_resource_added::<CiTestingConfig>() { // Load configuration from file if not already setup #[cfg(not(target_arch = "wasm32"))] let config: CiTestingConfig = { let filename = std::env::var("CI_TESTING_CONFIG") .unwrap_or_else(|_| "ci_testing_config.ron".to_string()); std::fs::read_to_string(filename) .map(|content| { ron::from_str(&content) .expect("error deserializing CI testing configuration file") }) .unwrap_or_default() }; #[cfg(target_arch = "wasm32")] let config: CiTestingConfig = { let config = include_str!("../../../../ci_testing_config.ron"); ron::from_str(config).expect("error deserializing CI testing configuration file") }; config } else { app.world().resource::<CiTestingConfig>().clone() }; // Add the `EasyCameraMovementPlugin` to the app if it's not already added. // To configure the movement speed, add the plugin first. if !app.is_plugin_added::<EasyCameraMovementPlugin>() { app.add_plugins(EasyCameraMovementPlugin::default()); } // Add the `EasyScreenRecordPlugin` to the app if it's not already added and one of the event is starting screenrecording. // To configure the recording quality, add the plugin first. #[cfg(feature = "screenrecording")] if !app.is_plugin_added::<EasyScreenRecordPlugin>() && config .events .iter() .any(|e| matches!(e.1, CiTestingEvent::StartScreenRecording)) { app.add_plugins(EasyScreenRecordPlugin::default()); } // Configure a fixed frame time if specified. if let Some(fixed_frame_time) = config.setup.fixed_frame_time { app.insert_resource(TimeUpdateStrategy::ManualDuration(Duration::from_secs_f32( fixed_frame_time, ))); } app.add_message::<CiTestingCustomEvent>() .insert_resource(config) .add_systems( Update, systems::send_events .before(trigger_screenshots) .before(bevy_window::close_when_requested) .in_set(EventSenderSystems) .ambiguous_with_all(), ); // The offending system does not exist in the wasm32 target. // As a result, we must conditionally order the two systems using a system set. #[cfg(any(unix, windows))] app.configure_sets( Update, EventSenderSystems.before(bevy_app::TerminalCtrlCHandlerPlugin::exit_on_flag), ); } } #[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)] struct EventSenderSystems;
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_dev_tools/src/frame_time_graph/mod.rs
crates/bevy_dev_tools/src/frame_time_graph/mod.rs
//! Module containing logic for the frame time graph use bevy_app::{Plugin, Update}; use bevy_asset::{load_internal_asset, uuid_handle, Asset, Assets, Handle}; use bevy_diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin}; use bevy_ecs::system::{Res, ResMut}; use bevy_math::ops::log2; use bevy_reflect::TypePath; use bevy_render::{ render_resource::{AsBindGroup, ShaderType}, storage::ShaderStorageBuffer, }; use bevy_shader::{Shader, ShaderRef}; use bevy_ui_render::prelude::{UiMaterial, UiMaterialPlugin}; use crate::fps_overlay::FpsOverlayConfig; const FRAME_TIME_GRAPH_SHADER_HANDLE: Handle<Shader> = uuid_handle!("4e38163a-5782-47a5-af52-d9161472ab59"); /// Plugin that sets up everything to render the frame time graph material pub struct FrameTimeGraphPlugin; impl Plugin for FrameTimeGraphPlugin { fn build(&self, app: &mut bevy_app::App) { load_internal_asset!( app, FRAME_TIME_GRAPH_SHADER_HANDLE, "frame_time_graph.wgsl", Shader::from_wgsl ); // TODO: Use plugin dependencies, see https://github.com/bevyengine/bevy/issues/69 if !app.is_plugin_added::<FrameTimeDiagnosticsPlugin>() { panic!("Requires FrameTimeDiagnosticsPlugin"); // app.add_plugins(FrameTimeDiagnosticsPlugin); } app.add_plugins(UiMaterialPlugin::<FrametimeGraphMaterial>::default()) .add_systems(Update, update_frame_time_values); } } /// The config values sent to the frame time graph shader #[derive(Debug, Clone, Copy, ShaderType)] pub struct FrameTimeGraphConfigUniform { // minimum expected delta time dt_min: f32, // maximum expected delta time dt_max: f32, dt_min_log2: f32, dt_max_log2: f32, // controls whether or not the bars width are proportional to their delta time proportional_width: u32, } impl FrameTimeGraphConfigUniform { /// `proportional_width`: controls whether or not the bars width are proportional to their delta time pub fn new(target_fps: f32, min_fps: f32, proportional_width: bool) -> Self { // we want an upper limit that is above the target otherwise the bars will disappear let dt_min = 1. / (target_fps * 1.2); let dt_max = 1. / min_fps; Self { dt_min, dt_max, dt_min_log2: log2(dt_min), dt_max_log2: log2(dt_max), proportional_width: u32::from(proportional_width), } } } /// The material used to render the frame time graph ui node #[derive(AsBindGroup, Asset, TypePath, Debug, Clone)] pub struct FrametimeGraphMaterial { /// The history of the previous frame times value. /// /// This should be updated every frame to match the frame time history from the [`DiagnosticsStore`] #[storage(0, read_only)] pub values: Handle<ShaderStorageBuffer>, // Vec<f32>, /// The configuration values used by the shader to control how the graph is rendered #[uniform(1)] pub config: FrameTimeGraphConfigUniform, } impl UiMaterial for FrametimeGraphMaterial { fn fragment_shader() -> ShaderRef { FRAME_TIME_GRAPH_SHADER_HANDLE.into() } } /// A system that updates the frame time values sent to the frame time graph fn update_frame_time_values( mut frame_time_graph_materials: ResMut<Assets<FrametimeGraphMaterial>>, mut buffers: ResMut<Assets<ShaderStorageBuffer>>, diagnostics_store: Res<DiagnosticsStore>, config: Option<Res<FpsOverlayConfig>>, ) { if !config.is_none_or(|c| c.frame_time_graph_config.enabled) { return; } let Some(frame_time) = diagnostics_store.get(&FrameTimeDiagnosticsPlugin::FRAME_TIME) else { return; }; let frame_times = frame_time .values() // convert to millis .map(|x| *x as f32 / 1000.0) .collect::<Vec<_>>(); for (_, material) in frame_time_graph_materials.iter_mut() { let buffer = buffers.get_mut(&material.values).unwrap(); buffer.set_data(frame_times.clone()); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_image/src/ktx2.rs
crates/bevy_image/src/ktx2.rs
#[cfg(any(feature = "flate2", feature = "zstd_rust"))] use std::io::Read; #[cfg(feature = "basis-universal")] use basis_universal::{ DecodeFlags, LowLevelUastcTranscoder, SliceParametersUastc, TranscoderBlockFormat, }; use bevy_color::Srgba; use bevy_utils::default; #[cfg(any(feature = "flate2", feature = "zstd_rust", feature = "zstd_c"))] use ktx2::SupercompressionScheme; use ktx2::{ ChannelTypeQualifiers, ColorModel, DfdBlockBasic, DfdBlockHeaderBasic, DfdHeader, Header, SampleInformation, }; use wgpu_types::{ AstcBlock, AstcChannel, Extent3d, TextureDimension, TextureFormat, TextureViewDescriptor, TextureViewDimension, }; use super::{CompressedImageFormats, DataFormat, Image, TextureError, TranscodeFormat}; #[cfg(feature = "ktx2")] pub fn ktx2_buffer_to_image( buffer: &[u8], supported_compressed_formats: CompressedImageFormats, is_srgb: bool, ) -> Result<Image, TextureError> { let ktx2 = ktx2::Reader::new(buffer) .map_err(|err| TextureError::InvalidData(format!("Failed to parse ktx2 file: {err:?}")))?; let Header { pixel_width: width, pixel_height: height, pixel_depth: depth, layer_count, face_count, level_count, supercompression_scheme, .. } = ktx2.header(); let layer_count = layer_count.max(1); let face_count = face_count.max(1); let depth = depth.max(1); // Handle supercompression let mut levels: Vec<Vec<u8>>; if let Some(supercompression_scheme) = supercompression_scheme { match supercompression_scheme { #[cfg(feature = "flate2")] SupercompressionScheme::ZLIB => { levels = Vec::with_capacity(ktx2.levels().len()); for (level_index, level) in ktx2.levels().enumerate() { let mut decoder = flate2::bufread::ZlibDecoder::new(level.data); let mut decompressed = Vec::new(); decoder.read_to_end(&mut decompressed).map_err(|err| { TextureError::SuperDecompressionError(format!( "Failed to decompress {supercompression_scheme:?} for mip {level_index}: {err:?}", )) })?; levels.push(decompressed); } } #[cfg(all(feature = "zstd_rust", not(feature = "zstd_c")))] SupercompressionScheme::Zstandard => { levels = Vec::with_capacity(ktx2.levels().len()); for (level_index, level) in ktx2.levels().enumerate() { let mut cursor = std::io::Cursor::new(level.data); let mut decoder = ruzstd::decoding::StreamingDecoder::new(&mut cursor) .map_err(|err| TextureError::SuperDecompressionError(err.to_string()))?; let mut decompressed = Vec::new(); decoder.read_to_end(&mut decompressed).map_err(|err| { TextureError::SuperDecompressionError(format!( "Failed to decompress {supercompression_scheme:?} for mip {level_index}: {err:?}", )) })?; levels.push(decompressed); } } #[cfg(feature = "zstd_c")] SupercompressionScheme::Zstandard => { levels = Vec::with_capacity(ktx2.levels().len()); for (level_index, level) in ktx2.levels().enumerate() { levels.push(zstd::decode_all(level.data).map_err(|err| { TextureError::SuperDecompressionError(format!( "Failed to decompress {supercompression_scheme:?} for mip {level_index}: {err:?}", )) })?); } } _ => { return Err(TextureError::SuperDecompressionError(format!( "Unsupported supercompression scheme: {supercompression_scheme:?}", ))); } } } else { levels = ktx2.levels().map(|level| level.data.to_vec()).collect(); } // Identify the format let texture_format = ktx2_get_texture_format(&ktx2, is_srgb).or_else(|error| match error { // Transcode if needed and supported TextureError::FormatRequiresTranscodingError(transcode_format) => { let mut transcoded = vec![Vec::default(); levels.len()]; let texture_format = match transcode_format { TranscodeFormat::R8UnormSrgb => { let (mut original_width, mut original_height) = (width, height); for (level, level_data) in levels.iter().enumerate() { transcoded[level] = level_data .iter() .copied() .map(|v| (Srgba::gamma_function(v as f32 / 255.) * 255.).floor() as u8) .collect::<Vec<u8>>(); // Next mip dimensions are half the current, minimum 1x1 original_width = (original_width / 2).max(1); original_height = (original_height / 2).max(1); } TextureFormat::R8Unorm } TranscodeFormat::Rg8UnormSrgb => { let (mut original_width, mut original_height) = (width, height); for (level, level_data) in levels.iter().enumerate() { transcoded[level] = level_data .iter() .copied() .map(|v| (Srgba::gamma_function(v as f32 / 255.) * 255.).floor() as u8) .collect::<Vec<u8>>(); // Next mip dimensions are half the current, minimum 1x1 original_width = (original_width / 2).max(1); original_height = (original_height / 2).max(1); } TextureFormat::Rg8Unorm } TranscodeFormat::Rgb8 => { let mut rgba = vec![255u8; width as usize * height as usize * 4]; for (level, level_data) in levels.iter().enumerate() { let n_pixels = (width as usize >> level).max(1) * (height as usize >> level).max(1); let mut offset = 0; for _layer in 0..layer_count { for _face in 0..face_count { for i in 0..n_pixels { rgba[i * 4] = level_data[offset]; rgba[i * 4 + 1] = level_data[offset + 1]; rgba[i * 4 + 2] = level_data[offset + 2]; offset += 3; } transcoded[level].extend_from_slice(&rgba[0..n_pixels * 4]); } } } if is_srgb { TextureFormat::Rgba8UnormSrgb } else { TextureFormat::Rgba8Unorm } } #[cfg(feature = "basis-universal")] TranscodeFormat::Uastc(data_format) => { let (transcode_block_format, texture_format) = get_transcoded_formats(supported_compressed_formats, data_format, is_srgb); let texture_format_info = texture_format; let (block_width_pixels, block_height_pixels) = ( texture_format_info.block_dimensions().0, texture_format_info.block_dimensions().1, ); // Texture is not a depth or stencil format, it is possible to pass `None` and unwrap let block_bytes = texture_format_info.block_copy_size(None).unwrap(); let transcoder = LowLevelUastcTranscoder::new(); for (level, level_data) in levels.iter().enumerate() { let (level_width, level_height) = ( (width >> level as u32).max(1), (height >> level as u32).max(1), ); let (num_blocks_x, num_blocks_y) = ( level_width.div_ceil(block_width_pixels) .max(1), level_height.div_ceil(block_height_pixels) .max(1), ); let level_bytes = (num_blocks_x * num_blocks_y * block_bytes) as usize; let mut offset = 0; for _layer in 0..layer_count { for _face in 0..face_count { // NOTE: SliceParametersUastc does not implement Clone nor Copy so // it has to be created per use let slice_parameters = SliceParametersUastc { num_blocks_x, num_blocks_y, has_alpha: false, original_width: level_width, original_height: level_height, }; transcoder .transcode_slice( &level_data[offset..(offset + level_bytes)], slice_parameters, DecodeFlags::HIGH_QUALITY, transcode_block_format, ) .map(|mut transcoded_level| transcoded[level].append(&mut transcoded_level)) .map_err(|error| { TextureError::SuperDecompressionError(format!( "Failed to transcode mip level {level} from UASTC to {transcode_block_format:?}: {error:?}", )) })?; offset += level_bytes; } } } texture_format } // ETC1S is a subset of ETC1 which is a subset of ETC2 // TODO: Implement transcoding TranscodeFormat::Etc1s => { let texture_format = if is_srgb { TextureFormat::Etc2Rgb8UnormSrgb } else { TextureFormat::Etc2Rgb8Unorm }; if !supported_compressed_formats.supports(texture_format) { return Err(error); } transcoded = levels.to_vec(); texture_format } #[cfg(not(feature = "basis-universal"))] _ => return Err(error), }; levels = transcoded; Ok(texture_format) } _ => Err(error), })?; if !supported_compressed_formats.supports(texture_format) { return Err(TextureError::UnsupportedTextureFormat(format!( "Format not supported by this GPU: {texture_format:?}", ))); } // Collect all level data into a contiguous buffer let mut image_data = Vec::new(); image_data.reserve_exact(levels.iter().map(Vec::len).sum()); levels.iter().for_each(|level| image_data.extend(level)); // Assign the data and fill in the rest of the metadata now the possible // error cases have been handled let mut image = Image::default(); image.texture_descriptor.format = texture_format; image.data = Some(image_data); image.data_order = wgpu_types::TextureDataOrder::MipMajor; // Note: we must give wgpu the logical texture dimensions, so it can correctly compute mip sizes. // However this currently causes wgpu to panic if the dimensions arent a multiple of blocksize. // See https://github.com/gfx-rs/wgpu/issues/7677 for more context. image.texture_descriptor.size = Extent3d { width, height, depth_or_array_layers: if layer_count > 1 || face_count > 1 { layer_count * face_count } else { depth } .max(1), }; image.texture_descriptor.mip_level_count = level_count; image.texture_descriptor.dimension = if depth > 1 { TextureDimension::D3 } else if image.is_compressed() || height > 1 { TextureDimension::D2 } else { TextureDimension::D1 }; let mut dimension = None; if face_count == 6 { dimension = Some(if layer_count > 1 { TextureViewDimension::CubeArray } else { TextureViewDimension::Cube }); } else if layer_count > 1 { dimension = Some(TextureViewDimension::D2Array); } else if depth > 1 { dimension = Some(TextureViewDimension::D3); } if dimension.is_some() { image.texture_view_descriptor = Some(TextureViewDescriptor { dimension, ..default() }); } Ok(image) } #[cfg(feature = "basis-universal")] pub fn get_transcoded_formats( supported_compressed_formats: CompressedImageFormats, data_format: DataFormat, is_srgb: bool, ) -> (TranscoderBlockFormat, TextureFormat) { match data_format { DataFormat::Rrr => { if supported_compressed_formats.contains(CompressedImageFormats::BC) { (TranscoderBlockFormat::BC4, TextureFormat::Bc4RUnorm) } else if supported_compressed_formats.contains(CompressedImageFormats::ETC2) { ( TranscoderBlockFormat::ETC2_EAC_R11, TextureFormat::EacR11Unorm, ) } else { (TranscoderBlockFormat::RGBA32, TextureFormat::R8Unorm) } } DataFormat::Rrrg | DataFormat::Rg => { if supported_compressed_formats.contains(CompressedImageFormats::BC) { (TranscoderBlockFormat::BC5, TextureFormat::Bc5RgUnorm) } else if supported_compressed_formats.contains(CompressedImageFormats::ETC2) { ( TranscoderBlockFormat::ETC2_EAC_RG11, TextureFormat::EacRg11Unorm, ) } else { (TranscoderBlockFormat::RGBA32, TextureFormat::Rg8Unorm) } } // NOTE: Rgba16Float should be transcoded to BC6H/ASTC_HDR. Neither are supported by // basis-universal, nor is ASTC_HDR supported by wgpu DataFormat::Rgb | DataFormat::Rgba => { // NOTE: UASTC can be losslessly transcoded to ASTC4x4 and ASTC uses the same // space as BC7 (128-bits per 4x4 texel block) so prefer ASTC over BC for // transcoding speed and quality. if supported_compressed_formats.contains(CompressedImageFormats::ASTC_LDR) { ( TranscoderBlockFormat::ASTC_4x4, TextureFormat::Astc { block: AstcBlock::B4x4, channel: if is_srgb { AstcChannel::UnormSrgb } else { AstcChannel::Unorm }, }, ) } else if supported_compressed_formats.contains(CompressedImageFormats::BC) { ( TranscoderBlockFormat::BC7, if is_srgb { TextureFormat::Bc7RgbaUnormSrgb } else { TextureFormat::Bc7RgbaUnorm }, ) } else if supported_compressed_formats.contains(CompressedImageFormats::ETC2) { ( TranscoderBlockFormat::ETC2_RGBA, if is_srgb { TextureFormat::Etc2Rgba8UnormSrgb } else { TextureFormat::Etc2Rgba8Unorm }, ) } else { ( TranscoderBlockFormat::RGBA32, if is_srgb { TextureFormat::Rgba8UnormSrgb } else { TextureFormat::Rgba8Unorm }, ) } } } } #[cfg(feature = "ktx2")] pub fn ktx2_get_texture_format<Data: AsRef<[u8]>>( ktx2: &ktx2::Reader<Data>, is_srgb: bool, ) -> Result<TextureFormat, TextureError> { if let Some(format) = ktx2.header().format { return ktx2_format_to_texture_format(format, is_srgb); } for data_format_descriptor in ktx2.dfd_blocks() { if data_format_descriptor.header == DfdHeader::BASIC { let basic_data_format_descriptor = DfdBlockBasic::parse(data_format_descriptor.data) .map_err(|err| TextureError::InvalidData(format!("KTX2: {err:?}")))?; let sample_information = basic_data_format_descriptor .sample_information() .collect::<Vec<_>>(); return ktx2_dfd_header_to_texture_format( &basic_data_format_descriptor.header, &sample_information, is_srgb, ); } } Err(TextureError::UnsupportedTextureFormat( "Unknown".to_string(), )) } enum DataType { Unorm, UnormSrgb, Snorm, Float, Uint, Sint, } // This can be obtained from core::mem::transmute::<f32, u32>(1.0f32). It is used for identifying // normalized sample types as in Unorm or Snorm. const F32_1_AS_U32: u32 = 1065353216; fn sample_information_to_data_type( sample: &SampleInformation, is_srgb: bool, ) -> Result<DataType, TextureError> { // Exponent flag not supported if sample .channel_type_qualifiers .contains(ChannelTypeQualifiers::EXPONENT) { return Err(TextureError::UnsupportedTextureFormat( "Unsupported KTX2 channel type qualifier: exponent".to_string(), )); } Ok( if sample .channel_type_qualifiers .contains(ChannelTypeQualifiers::FLOAT) { // If lower bound of range is 0 then unorm, else if upper bound is 1.0f32 as u32 if sample .channel_type_qualifiers .contains(ChannelTypeQualifiers::SIGNED) { if sample.upper == F32_1_AS_U32 { DataType::Snorm } else { DataType::Float } } else if is_srgb { DataType::UnormSrgb } else { DataType::Unorm } } else if sample .channel_type_qualifiers .contains(ChannelTypeQualifiers::SIGNED) { DataType::Sint } else { DataType::Uint }, ) } #[cfg(feature = "ktx2")] pub fn ktx2_dfd_header_to_texture_format( data_format_descriptor: &DfdBlockHeaderBasic, sample_information: &[SampleInformation], is_srgb: bool, ) -> Result<TextureFormat, TextureError> { Ok(match data_format_descriptor.color_model { Some(ColorModel::RGBSDA) => { match sample_information.len() { 1 => { // Only red channel allowed if sample_information[0].channel_type != 0 { return Err(TextureError::UnsupportedTextureFormat( "Only red-component single-component KTX2 RGBSDA formats supported" .to_string(), )); } let sample = &sample_information[0]; let data_type = sample_information_to_data_type(sample, false)?; match sample.bit_length.get() { 8 => match data_type { DataType::Unorm => TextureFormat::R8Unorm, DataType::UnormSrgb => { return Err(TextureError::UnsupportedTextureFormat( "UnormSrgb not supported for R8".to_string(), )); } DataType::Snorm => TextureFormat::R8Snorm, DataType::Float => { return Err(TextureError::UnsupportedTextureFormat( "Float not supported for R8".to_string(), )); } DataType::Uint => TextureFormat::R8Uint, DataType::Sint => TextureFormat::R8Sint, }, 16 => match data_type { DataType::Unorm => TextureFormat::R16Unorm, DataType::UnormSrgb => { return Err(TextureError::UnsupportedTextureFormat( "UnormSrgb not supported for R16".to_string(), )); } DataType::Snorm => TextureFormat::R16Snorm, DataType::Float => TextureFormat::R16Float, DataType::Uint => TextureFormat::R16Uint, DataType::Sint => TextureFormat::R16Sint, }, 32 => match data_type { DataType::Unorm => { return Err(TextureError::UnsupportedTextureFormat( "Unorm not supported for R32".to_string(), )); } DataType::UnormSrgb => { return Err(TextureError::UnsupportedTextureFormat( "UnormSrgb not supported for R32".to_string(), )); } DataType::Snorm => { return Err(TextureError::UnsupportedTextureFormat( "Snorm not supported for R32".to_string(), )); } DataType::Float => TextureFormat::R32Float, DataType::Uint => TextureFormat::R32Uint, DataType::Sint => TextureFormat::R32Sint, }, v => { return Err(TextureError::UnsupportedTextureFormat(format!( "Unsupported sample bit length for RGBSDA 1-channel format: {v}", ))); } } } 2 => { // Only red and green channels allowed if sample_information[0].channel_type != 0 || sample_information[1].channel_type != 1 { return Err(TextureError::UnsupportedTextureFormat( "Only red-green-component two-component KTX2 RGBSDA formats supported" .to_string(), )); } // Only same bit length for all channels assert_eq!( sample_information[0].bit_length, sample_information[1].bit_length ); // Only same channel type qualifiers for all channels assert_eq!( sample_information[0].channel_type_qualifiers, sample_information[1].channel_type_qualifiers ); // Only same sample range for all channels assert_eq!(sample_information[0].lower, sample_information[1].lower); assert_eq!(sample_information[0].upper, sample_information[1].upper); let sample = &sample_information[0]; let data_type = sample_information_to_data_type(sample, false)?; match sample.bit_length.get() { 8 => match data_type { DataType::Unorm => TextureFormat::Rg8Unorm, DataType::UnormSrgb => { return Err(TextureError::UnsupportedTextureFormat( "UnormSrgb not supported for Rg8".to_string(), )); } DataType::Snorm => TextureFormat::Rg8Snorm, DataType::Float => { return Err(TextureError::UnsupportedTextureFormat( "Float not supported for Rg8".to_string(), )); } DataType::Uint => TextureFormat::Rg8Uint, DataType::Sint => TextureFormat::Rg8Sint, }, 16 => match data_type { DataType::Unorm => TextureFormat::Rg16Unorm, DataType::UnormSrgb => { return Err(TextureError::UnsupportedTextureFormat( "UnormSrgb not supported for Rg16".to_string(), )); } DataType::Snorm => TextureFormat::Rg16Snorm, DataType::Float => TextureFormat::Rg16Float, DataType::Uint => TextureFormat::Rg16Uint, DataType::Sint => TextureFormat::Rg16Sint, }, 32 => match data_type { DataType::Unorm => { return Err(TextureError::UnsupportedTextureFormat( "Unorm not supported for Rg32".to_string(), )); } DataType::UnormSrgb => { return Err(TextureError::UnsupportedTextureFormat( "UnormSrgb not supported for Rg32".to_string(), )); } DataType::Snorm => { return Err(TextureError::UnsupportedTextureFormat( "Snorm not supported for Rg32".to_string(), )); } DataType::Float => TextureFormat::Rg32Float, DataType::Uint => TextureFormat::Rg32Uint, DataType::Sint => TextureFormat::Rg32Sint, }, v => { return Err(TextureError::UnsupportedTextureFormat(format!( "Unsupported sample bit length for RGBSDA 2-channel format: {v}", ))); } } } 3 => { if sample_information[0].channel_type == 0 && sample_information[0].bit_length.get() == 11 && sample_information[1].channel_type == 1 && sample_information[1].bit_length.get() == 11 && sample_information[2].channel_type == 2 && sample_information[2].bit_length.get() == 10 { TextureFormat::Rg11b10Ufloat } else if sample_information[0].channel_type == 0 && sample_information[0].bit_length.get() == 9 && sample_information[1].channel_type == 1 && sample_information[1].bit_length.get() == 9 && sample_information[2].channel_type == 2 && sample_information[2].bit_length.get() == 9 { TextureFormat::Rgb9e5Ufloat } else if sample_information[0].channel_type == 0 && sample_information[0].bit_length.get() == 8 && sample_information[1].channel_type == 1 && sample_information[1].bit_length.get() == 8 && sample_information[2].channel_type == 2 && sample_information[2].bit_length.get() == 8 { return Err(TextureError::FormatRequiresTranscodingError( TranscodeFormat::Rgb8, )); } else { return Err(TextureError::UnsupportedTextureFormat( "3-component formats not supported".to_string(), )); } } 4 => { // Only RGBA or BGRA channels allowed let is_rgba = sample_information[0].channel_type == 0; assert!( sample_information[0].channel_type == 0 || sample_information[0].channel_type == 2 ); assert_eq!(sample_information[1].channel_type, 1); assert_eq!( sample_information[2].channel_type, if is_rgba { 2 } else { 0 } ); assert_eq!(sample_information[3].channel_type, 15); // Handle one special packed format if sample_information[0].bit_length.get() == 10 && sample_information[1].bit_length.get() == 10 && sample_information[2].bit_length.get() == 10 && sample_information[3].bit_length.get() == 2 { return Ok(TextureFormat::Rgb10a2Unorm); } // Only same bit length for all channels assert!( sample_information[0].bit_length == sample_information[1].bit_length && sample_information[0].bit_length == sample_information[2].bit_length && sample_information[0].bit_length == sample_information[3].bit_length ); assert!( sample_information[0].lower == sample_information[1].lower && sample_information[0].lower == sample_information[2].lower && sample_information[0].lower == sample_information[3].lower ); assert!( sample_information[0].upper == sample_information[1].upper && sample_information[0].upper == sample_information[2].upper && sample_information[0].upper == sample_information[3].upper ); let sample = &sample_information[0]; let data_type = sample_information_to_data_type(sample, is_srgb)?; match sample.bit_length.get() { 8 => match data_type { DataType::Unorm => { if is_rgba { TextureFormat::Rgba8Unorm } else { TextureFormat::Bgra8Unorm } } DataType::UnormSrgb => { if is_rgba { TextureFormat::Rgba8UnormSrgb
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
true
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_image/src/image_loader.rs
crates/bevy_image/src/image_loader.rs
use crate::{ image::{Image, ImageFormat, ImageType, TextureError}, TextureReinterpretationError, }; use bevy_asset::{io::Reader, AssetLoader, LoadContext, RenderAssetUsages}; use bevy_reflect::TypePath; use thiserror::Error; use super::{CompressedImageFormats, ImageSampler}; use serde::{Deserialize, Serialize}; /// Loader for images that can be read by the `image` crate. #[derive(Clone, TypePath)] pub struct ImageLoader { supported_compressed_formats: CompressedImageFormats, } impl ImageLoader { /// Full list of supported formats. pub const SUPPORTED_FORMATS: &'static [ImageFormat] = &[ #[cfg(feature = "basis-universal")] ImageFormat::Basis, #[cfg(feature = "bmp")] ImageFormat::Bmp, #[cfg(feature = "dds")] ImageFormat::Dds, #[cfg(feature = "ff")] ImageFormat::Farbfeld, #[cfg(feature = "gif")] ImageFormat::Gif, #[cfg(feature = "ico")] ImageFormat::Ico, #[cfg(feature = "jpeg")] ImageFormat::Jpeg, #[cfg(feature = "ktx2")] ImageFormat::Ktx2, #[cfg(feature = "png")] ImageFormat::Png, #[cfg(feature = "pnm")] ImageFormat::Pnm, #[cfg(feature = "qoi")] ImageFormat::Qoi, #[cfg(feature = "tga")] ImageFormat::Tga, #[cfg(feature = "tiff")] ImageFormat::Tiff, #[cfg(feature = "webp")] ImageFormat::WebP, ]; /// Total count of file extensions, for computing supported file extensions list. const COUNT_FILE_EXTENSIONS: usize = { let mut count = 0; let mut idx = 0; while idx < Self::SUPPORTED_FORMATS.len() { count += Self::SUPPORTED_FORMATS[idx].to_file_extensions().len(); idx += 1; } count }; /// Gets the list of file extensions for all formats. pub const SUPPORTED_FILE_EXTENSIONS: &'static [&'static str] = &{ let mut exts = [""; Self::COUNT_FILE_EXTENSIONS]; let mut ext_idx = 0; let mut fmt_idx = 0; while fmt_idx < Self::SUPPORTED_FORMATS.len() { let mut off = 0; let fmt_exts = Self::SUPPORTED_FORMATS[fmt_idx].to_file_extensions(); while off < fmt_exts.len() { exts[ext_idx] = fmt_exts[off]; off += 1; ext_idx += 1; } fmt_idx += 1; } exts }; /// Creates a new image loader that supports the provided formats. pub fn new(supported_compressed_formats: CompressedImageFormats) -> Self { Self { supported_compressed_formats, } } } /// How to determine an image's format when loading. #[derive(Serialize, Deserialize, Default, Debug, Clone)] pub enum ImageFormatSetting { /// Determine the image format from its file extension. /// /// This is the default. #[default] FromExtension, /// Declare the image format explicitly. Format(ImageFormat), /// Guess the image format by looking for magic bytes at the /// beginning of its data. Guess, } /// How to interpret the image as an array of textures. #[derive(Serialize, Deserialize, Debug, Clone, Copy)] pub enum ImageArrayLayout { /// Interpret the image as a vertical stack of *n* images. RowCount { rows: u32 }, /// Interpret the image as a vertical stack of images, each *n* pixels tall. RowHeight { pixels: u32 }, } /// Settings for loading an [`Image`] using an [`ImageLoader`]. #[derive(Serialize, Deserialize, Debug, Clone)] pub struct ImageLoaderSettings { /// How to determine the image's container format. pub format: ImageFormatSetting, /// Forcibly use a specific [`wgpu_types::TextureFormat`]. /// Useful to control how data is handled when used /// in a shader. /// Ex: data that would be `R16Uint` that needs to /// be sampled as a float using `R16Snorm`. #[serde(skip)] pub texture_format: Option<wgpu_types::TextureFormat>, /// Specifies whether image data is linear /// or in sRGB space when this is not determined by /// the image format. pub is_srgb: bool, /// [`ImageSampler`] to use when rendering - this does /// not affect the loading of the image data. pub sampler: ImageSampler, /// Where the asset will be used - see the docs on /// [`RenderAssetUsages`] for details. pub asset_usage: RenderAssetUsages, /// Interpret the image as an array of images. This is /// primarily for use with the `texture2DArray` shader /// uniform type. #[serde(default)] pub array_layout: Option<ImageArrayLayout>, } impl Default for ImageLoaderSettings { fn default() -> Self { Self { format: ImageFormatSetting::default(), texture_format: None, is_srgb: true, sampler: ImageSampler::Default, asset_usage: RenderAssetUsages::default(), array_layout: None, } } } /// An error when loading an image using [`ImageLoader`]. #[non_exhaustive] #[derive(Debug, Error)] pub enum ImageLoaderError { /// An error occurred while trying to load the image bytes. #[error("Failed to load image bytes: {0}")] Io(#[from] std::io::Error), /// An error occurred while trying to decode the image bytes. #[error("Could not load texture file: {0}")] FileTexture(#[from] FileTextureError), /// An error occurred while trying to interpret the image bytes as an array texture. #[error("Invalid array layout: {0}")] ArrayLayout(#[from] TextureReinterpretationError), } impl AssetLoader for ImageLoader { type Asset = Image; type Settings = ImageLoaderSettings; type Error = ImageLoaderError; async fn load( &self, reader: &mut dyn Reader, settings: &ImageLoaderSettings, load_context: &mut LoadContext<'_>, ) -> Result<Image, Self::Error> { let mut bytes = Vec::new(); reader.read_to_end(&mut bytes).await?; let image_type = match settings.format { ImageFormatSetting::FromExtension => { // use the file extension for the image type let ext = load_context .path() .path() .extension() .unwrap() .to_str() .unwrap(); ImageType::Extension(ext) } ImageFormatSetting::Format(format) => ImageType::Format(format), ImageFormatSetting::Guess => { let format = image::guess_format(&bytes).map_err(|err| FileTextureError { error: err.into(), path: format!("{}", load_context.path().path().display()), })?; ImageType::Format(ImageFormat::from_image_crate_format(format).ok_or_else( || FileTextureError { error: TextureError::UnsupportedTextureFormat(format!("{format:?}")), path: format!("{}", load_context.path().path().display()), }, )?) } }; let mut image = Image::from_buffer( &bytes, image_type, self.supported_compressed_formats, settings.is_srgb, settings.sampler.clone(), settings.asset_usage, ) .map_err(|err| FileTextureError { error: err, path: format!("{}", load_context.path().path().display()), })?; if let Some(format) = settings.texture_format { image.texture_descriptor.format = format; } if let Some(array_layout) = settings.array_layout { let layers = match array_layout { ImageArrayLayout::RowCount { rows } => rows, ImageArrayLayout::RowHeight { pixels } => image.height() / pixels, }; image.reinterpret_stacked_2d_as_array(layers)?; } Ok(image) } fn extensions(&self) -> &[&str] { Self::SUPPORTED_FILE_EXTENSIONS } } /// An error that occurs when loading a texture from a file. #[derive(Error, Debug)] #[error("Error reading image file {path}: {error}.")] pub struct FileTextureError { error: TextureError, path: String, }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_image/src/lib.rs
crates/bevy_image/src/lib.rs
#![expect(missing_docs, reason = "Not all docs are written yet, see #3492.")] extern crate alloc; pub mod prelude { pub use crate::{ dynamic_texture_atlas_builder::DynamicTextureAtlasBuilder, texture_atlas::{TextureAtlas, TextureAtlasLayout, TextureAtlasSources}, BevyDefault as _, Image, ImageFormat, ImagePlugin, TextureAtlasBuilder, TextureError, }; } #[cfg(all(feature = "zstd", not(feature = "zstd_rust"), not(feature = "zstd_c")))] compile_error!( "Choosing a zstd backend is required for zstd support. Please enable either the \"zstd_rust\" or the \"zstd_c\" feature." ); mod image; pub use self::image::*; #[cfg(feature = "serialize")] mod serialized_image; #[cfg(feature = "serialize")] pub use self::serialized_image::*; #[cfg(feature = "basis-universal")] mod basis; #[cfg(feature = "compressed_image_saver")] mod compressed_image_saver; #[cfg(feature = "dds")] mod dds; mod dynamic_texture_atlas_builder; #[cfg(feature = "exr")] mod exr_texture_loader; #[cfg(feature = "hdr")] mod hdr_texture_loader; mod image_loader; #[cfg(feature = "ktx2")] mod ktx2; mod texture_atlas; mod texture_atlas_builder; #[cfg(feature = "compressed_image_saver")] pub use compressed_image_saver::*; #[cfg(feature = "dds")] pub use dds::*; pub use dynamic_texture_atlas_builder::*; #[cfg(feature = "exr")] pub use exr_texture_loader::*; #[cfg(feature = "hdr")] pub use hdr_texture_loader::*; pub use image_loader::*; #[cfg(feature = "ktx2")] pub use ktx2::*; pub use texture_atlas::*; pub use texture_atlas_builder::*; pub(crate) mod image_texture_conversion; pub use image_texture_conversion::IntoDynamicImageError;
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_image/src/image.rs
crates/bevy_image/src/image.rs
use crate::ImageLoader; #[cfg(feature = "basis-universal")] use super::basis::*; #[cfg(feature = "dds")] use super::dds::*; #[cfg(feature = "ktx2")] use super::ktx2::*; use bevy_app::{App, Plugin}; #[cfg(not(feature = "bevy_reflect"))] use bevy_reflect::TypePath; #[cfg(feature = "bevy_reflect")] use bevy_reflect::{std_traits::ReflectDefault, Reflect}; use bevy_asset::{uuid_handle, Asset, AssetApp, Assets, Handle, RenderAssetUsages}; use bevy_color::{Color, ColorToComponents, Gray, LinearRgba, Srgba, Xyza}; use bevy_ecs::resource::Resource; use bevy_math::{AspectRatio, UVec2, UVec3, Vec2}; use core::hash::Hash; use serde::{Deserialize, Serialize}; use thiserror::Error; use wgpu_types::{ AddressMode, CompareFunction, Extent3d, Features, FilterMode, SamplerBorderColor, SamplerDescriptor, TextureDataOrder, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages, TextureViewDescriptor, }; /// Trait used to provide default values for Bevy-external types that /// do not implement [`Default`]. pub trait BevyDefault { /// Returns the default value for a type. fn bevy_default() -> Self; } impl BevyDefault for TextureFormat { fn bevy_default() -> Self { TextureFormat::Rgba8UnormSrgb } } /// Trait used to provide texture srgb view formats with static lifetime for `TextureDescriptor.view_formats`. pub trait TextureSrgbViewFormats { /// Returns the srgb view formats for a type. fn srgb_view_formats(&self) -> &'static [TextureFormat]; } impl TextureSrgbViewFormats for TextureFormat { /// Returns the srgb view formats if the format has an srgb variant, otherwise returns an empty slice. /// /// The return result covers all the results of [`TextureFormat::add_srgb_suffix`](wgpu_types::TextureFormat::add_srgb_suffix). fn srgb_view_formats(&self) -> &'static [TextureFormat] { match self { TextureFormat::Rgba8Unorm => &[TextureFormat::Rgba8UnormSrgb], TextureFormat::Bgra8Unorm => &[TextureFormat::Bgra8UnormSrgb], TextureFormat::Bc1RgbaUnorm => &[TextureFormat::Bc1RgbaUnormSrgb], TextureFormat::Bc2RgbaUnorm => &[TextureFormat::Bc2RgbaUnormSrgb], TextureFormat::Bc3RgbaUnorm => &[TextureFormat::Bc3RgbaUnormSrgb], TextureFormat::Bc7RgbaUnorm => &[TextureFormat::Bc7RgbaUnormSrgb], TextureFormat::Etc2Rgb8Unorm => &[TextureFormat::Etc2Rgb8UnormSrgb], TextureFormat::Etc2Rgb8A1Unorm => &[TextureFormat::Etc2Rgb8A1UnormSrgb], TextureFormat::Etc2Rgba8Unorm => &[TextureFormat::Etc2Rgba8UnormSrgb], TextureFormat::Astc { block: wgpu_types::AstcBlock::B4x4, channel: wgpu_types::AstcChannel::Unorm, } => &[TextureFormat::Astc { block: wgpu_types::AstcBlock::B4x4, channel: wgpu_types::AstcChannel::UnormSrgb, }], TextureFormat::Astc { block: wgpu_types::AstcBlock::B5x4, channel: wgpu_types::AstcChannel::Unorm, } => &[TextureFormat::Astc { block: wgpu_types::AstcBlock::B5x4, channel: wgpu_types::AstcChannel::UnormSrgb, }], TextureFormat::Astc { block: wgpu_types::AstcBlock::B5x5, channel: wgpu_types::AstcChannel::Unorm, } => &[TextureFormat::Astc { block: wgpu_types::AstcBlock::B5x5, channel: wgpu_types::AstcChannel::UnormSrgb, }], TextureFormat::Astc { block: wgpu_types::AstcBlock::B6x5, channel: wgpu_types::AstcChannel::Unorm, } => &[TextureFormat::Astc { block: wgpu_types::AstcBlock::B6x5, channel: wgpu_types::AstcChannel::UnormSrgb, }], TextureFormat::Astc { block: wgpu_types::AstcBlock::B6x6, channel: wgpu_types::AstcChannel::Unorm, } => &[TextureFormat::Astc { block: wgpu_types::AstcBlock::B6x6, channel: wgpu_types::AstcChannel::UnormSrgb, }], TextureFormat::Astc { block: wgpu_types::AstcBlock::B8x5, channel: wgpu_types::AstcChannel::Unorm, } => &[TextureFormat::Astc { block: wgpu_types::AstcBlock::B8x5, channel: wgpu_types::AstcChannel::UnormSrgb, }], TextureFormat::Astc { block: wgpu_types::AstcBlock::B8x6, channel: wgpu_types::AstcChannel::Unorm, } => &[TextureFormat::Astc { block: wgpu_types::AstcBlock::B8x6, channel: wgpu_types::AstcChannel::UnormSrgb, }], TextureFormat::Astc { block: wgpu_types::AstcBlock::B8x8, channel: wgpu_types::AstcChannel::Unorm, } => &[TextureFormat::Astc { block: wgpu_types::AstcBlock::B8x8, channel: wgpu_types::AstcChannel::UnormSrgb, }], TextureFormat::Astc { block: wgpu_types::AstcBlock::B10x5, channel: wgpu_types::AstcChannel::Unorm, } => &[TextureFormat::Astc { block: wgpu_types::AstcBlock::B10x5, channel: wgpu_types::AstcChannel::UnormSrgb, }], TextureFormat::Astc { block: wgpu_types::AstcBlock::B10x6, channel: wgpu_types::AstcChannel::Unorm, } => &[TextureFormat::Astc { block: wgpu_types::AstcBlock::B10x6, channel: wgpu_types::AstcChannel::UnormSrgb, }], TextureFormat::Astc { block: wgpu_types::AstcBlock::B10x8, channel: wgpu_types::AstcChannel::Unorm, } => &[TextureFormat::Astc { block: wgpu_types::AstcBlock::B10x8, channel: wgpu_types::AstcChannel::UnormSrgb, }], TextureFormat::Astc { block: wgpu_types::AstcBlock::B10x10, channel: wgpu_types::AstcChannel::Unorm, } => &[TextureFormat::Astc { block: wgpu_types::AstcBlock::B10x10, channel: wgpu_types::AstcChannel::UnormSrgb, }], TextureFormat::Astc { block: wgpu_types::AstcBlock::B12x10, channel: wgpu_types::AstcChannel::Unorm, } => &[TextureFormat::Astc { block: wgpu_types::AstcBlock::B12x10, channel: wgpu_types::AstcChannel::UnormSrgb, }], TextureFormat::Astc { block: wgpu_types::AstcBlock::B12x12, channel: wgpu_types::AstcChannel::Unorm, } => &[TextureFormat::Astc { block: wgpu_types::AstcBlock::B12x12, channel: wgpu_types::AstcChannel::UnormSrgb, }], _ => &[], } } } /// A handle to a 1 x 1 transparent white image. /// /// Like [`Handle<Image>::default`], this is a handle to a fallback image asset. /// While that handle points to an opaque white 1 x 1 image, this handle points to a transparent 1 x 1 white image. // Number randomly selected by fair WolframAlpha query. Totally arbitrary. pub const TRANSPARENT_IMAGE_HANDLE: Handle<Image> = uuid_handle!("d18ad97e-a322-4981-9505-44c59a4b5e46"); /// Adds the [`Image`] as an asset and makes sure that they are extracted and prepared for the GPU. pub struct ImagePlugin { /// The default image sampler to use when [`ImageSampler`] is set to `Default`. pub default_sampler: ImageSamplerDescriptor, } impl Default for ImagePlugin { fn default() -> Self { ImagePlugin::default_linear() } } impl ImagePlugin { /// Creates image settings with linear sampling by default. pub fn default_linear() -> ImagePlugin { ImagePlugin { default_sampler: ImageSamplerDescriptor::linear(), } } /// Creates image settings with nearest sampling by default. pub fn default_nearest() -> ImagePlugin { ImagePlugin { default_sampler: ImageSamplerDescriptor::nearest(), } } } impl Plugin for ImagePlugin { fn build(&self, app: &mut App) { #[cfg(feature = "exr")] app.init_asset_loader::<crate::ExrTextureLoader>(); #[cfg(feature = "hdr")] app.init_asset_loader::<crate::HdrTextureLoader>(); app.init_asset::<Image>(); #[cfg(feature = "bevy_reflect")] app.register_asset_reflect::<Image>(); let mut image_assets = app.world_mut().resource_mut::<Assets<Image>>(); image_assets .insert(&Handle::default(), Image::default()) .unwrap(); image_assets .insert(&TRANSPARENT_IMAGE_HANDLE, Image::transparent()) .unwrap(); #[cfg(feature = "compressed_image_saver")] if let Some(processor) = app .world() .get_resource::<bevy_asset::processor::AssetProcessor>() { processor.register_processor::<bevy_asset::processor::LoadTransformAndSave< ImageLoader, bevy_asset::transformer::IdentityAssetTransformer<Image>, crate::CompressedImageSaver, >>(crate::CompressedImageSaver.into()); processor.set_default_processor::<bevy_asset::processor::LoadTransformAndSave< ImageLoader, bevy_asset::transformer::IdentityAssetTransformer<Image>, crate::CompressedImageSaver, >>("png"); } app.preregister_asset_loader::<ImageLoader>(ImageLoader::SUPPORTED_FILE_EXTENSIONS); } } pub const TEXTURE_ASSET_INDEX: u64 = 0; pub const SAMPLER_ASSET_INDEX: u64 = 1; #[derive(Debug, Serialize, Deserialize, Copy, Clone)] pub enum ImageFormat { #[cfg(feature = "basis-universal")] Basis, #[cfg(feature = "bmp")] Bmp, #[cfg(feature = "dds")] Dds, #[cfg(feature = "ff")] Farbfeld, #[cfg(feature = "gif")] Gif, #[cfg(feature = "exr")] OpenExr, #[cfg(feature = "hdr")] Hdr, #[cfg(feature = "ico")] Ico, #[cfg(feature = "jpeg")] Jpeg, #[cfg(feature = "ktx2")] Ktx2, #[cfg(feature = "png")] Png, #[cfg(feature = "pnm")] Pnm, #[cfg(feature = "qoi")] Qoi, #[cfg(feature = "tga")] Tga, #[cfg(feature = "tiff")] Tiff, #[cfg(feature = "webp")] WebP, } macro_rules! feature_gate { ($feature: tt, $value: ident) => {{ #[cfg(not(feature = $feature))] { tracing::warn!("feature \"{}\" is not enabled", $feature); return None; } #[cfg(feature = $feature)] ImageFormat::$value }}; } impl ImageFormat { /// Gets the file extensions for a given format. pub const fn to_file_extensions(&self) -> &'static [&'static str] { match self { #[cfg(feature = "basis-universal")] ImageFormat::Basis => &["basis"], #[cfg(feature = "bmp")] ImageFormat::Bmp => &["bmp"], #[cfg(feature = "dds")] ImageFormat::Dds => &["dds"], #[cfg(feature = "ff")] ImageFormat::Farbfeld => &["ff", "farbfeld"], #[cfg(feature = "gif")] ImageFormat::Gif => &["gif"], #[cfg(feature = "exr")] ImageFormat::OpenExr => &["exr"], #[cfg(feature = "hdr")] ImageFormat::Hdr => &["hdr"], #[cfg(feature = "ico")] ImageFormat::Ico => &["ico"], #[cfg(feature = "jpeg")] ImageFormat::Jpeg => &["jpg", "jpeg"], #[cfg(feature = "ktx2")] ImageFormat::Ktx2 => &["ktx2"], #[cfg(feature = "pnm")] ImageFormat::Pnm => &["pam", "pbm", "pgm", "ppm"], #[cfg(feature = "png")] ImageFormat::Png => &["png"], #[cfg(feature = "qoi")] ImageFormat::Qoi => &["qoi"], #[cfg(feature = "tga")] ImageFormat::Tga => &["tga"], #[cfg(feature = "tiff")] ImageFormat::Tiff => &["tif", "tiff"], #[cfg(feature = "webp")] ImageFormat::WebP => &["webp"], // FIXME: https://github.com/rust-lang/rust/issues/129031 #[expect( clippy::allow_attributes, reason = "`unreachable_patterns` may not always lint" )] #[allow( unreachable_patterns, reason = "The wildcard pattern will be unreachable if all formats are enabled; otherwise, it will be reachable" )] _ => &[], } } /// Gets the MIME types for a given format. /// /// If a format doesn't have any dedicated MIME types, this list will be empty. pub const fn to_mime_types(&self) -> &'static [&'static str] { match self { #[cfg(feature = "basis-universal")] ImageFormat::Basis => &["image/basis", "image/x-basis"], #[cfg(feature = "bmp")] ImageFormat::Bmp => &["image/bmp", "image/x-bmp"], #[cfg(feature = "dds")] ImageFormat::Dds => &["image/vnd-ms.dds"], #[cfg(feature = "hdr")] ImageFormat::Hdr => &["image/vnd.radiance"], #[cfg(feature = "gif")] ImageFormat::Gif => &["image/gif"], #[cfg(feature = "ff")] ImageFormat::Farbfeld => &[], #[cfg(feature = "ico")] ImageFormat::Ico => &["image/x-icon"], #[cfg(feature = "jpeg")] ImageFormat::Jpeg => &["image/jpeg"], #[cfg(feature = "ktx2")] ImageFormat::Ktx2 => &["image/ktx2"], #[cfg(feature = "png")] ImageFormat::Png => &["image/png"], #[cfg(feature = "qoi")] ImageFormat::Qoi => &["image/qoi", "image/x-qoi"], #[cfg(feature = "exr")] ImageFormat::OpenExr => &["image/x-exr"], #[cfg(feature = "pnm")] ImageFormat::Pnm => &[ "image/x-portable-bitmap", "image/x-portable-graymap", "image/x-portable-pixmap", "image/x-portable-anymap", ], #[cfg(feature = "tga")] ImageFormat::Tga => &["image/x-targa", "image/x-tga"], #[cfg(feature = "tiff")] ImageFormat::Tiff => &["image/tiff"], #[cfg(feature = "webp")] ImageFormat::WebP => &["image/webp"], // FIXME: https://github.com/rust-lang/rust/issues/129031 #[expect( clippy::allow_attributes, reason = "`unreachable_patterns` may not always lint" )] #[allow( unreachable_patterns, reason = "The wildcard pattern will be unreachable if all formats are enabled; otherwise, it will be reachable" )] _ => &[], } } pub fn from_mime_type(mime_type: &str) -> Option<Self> { #[expect( clippy::allow_attributes, reason = "`unreachable_code` may not always lint" )] #[allow( unreachable_code, reason = "If all features listed below are disabled, then all arms will have a `return None`, keeping the surrounding `Some()` from being constructed." )] Some(match mime_type.to_ascii_lowercase().as_str() { // note: farbfeld does not have a MIME type "image/basis" | "image/x-basis" => feature_gate!("basis-universal", Basis), "image/bmp" | "image/x-bmp" => feature_gate!("bmp", Bmp), "image/vnd-ms.dds" => feature_gate!("dds", Dds), "image/vnd.radiance" => feature_gate!("hdr", Hdr), "image/gif" => feature_gate!("gif", Gif), "image/x-icon" => feature_gate!("ico", Ico), "image/jpeg" => feature_gate!("jpeg", Jpeg), "image/ktx2" => feature_gate!("ktx2", Ktx2), "image/png" => feature_gate!("png", Png), "image/qoi" | "image/x-qoi" => feature_gate!("qoi", Qoi), "image/x-exr" => feature_gate!("exr", OpenExr), "image/x-portable-bitmap" | "image/x-portable-graymap" | "image/x-portable-pixmap" | "image/x-portable-anymap" => feature_gate!("pnm", Pnm), "image/x-targa" | "image/x-tga" => feature_gate!("tga", Tga), "image/tiff" => feature_gate!("tiff", Tiff), "image/webp" => feature_gate!("webp", WebP), _ => return None, }) } pub fn from_extension(extension: &str) -> Option<Self> { #[expect( clippy::allow_attributes, reason = "`unreachable_code` may not always lint" )] #[allow( unreachable_code, reason = "If all features listed below are disabled, then all arms will have a `return None`, keeping the surrounding `Some()` from being constructed." )] Some(match extension.to_ascii_lowercase().as_str() { "basis" => feature_gate!("basis-universal", Basis), "bmp" => feature_gate!("bmp", Bmp), "dds" => feature_gate!("dds", Dds), "ff" | "farbfeld" => feature_gate!("ff", Farbfeld), "gif" => feature_gate!("gif", Gif), "exr" => feature_gate!("exr", OpenExr), "hdr" => feature_gate!("hdr", Hdr), "ico" => feature_gate!("ico", Ico), "jpg" | "jpeg" => feature_gate!("jpeg", Jpeg), "ktx2" => feature_gate!("ktx2", Ktx2), "pam" | "pbm" | "pgm" | "ppm" => feature_gate!("pnm", Pnm), "png" => feature_gate!("png", Png), "qoi" => feature_gate!("qoi", Qoi), "tga" => feature_gate!("tga", Tga), "tif" | "tiff" => feature_gate!("tiff", Tiff), "webp" => feature_gate!("webp", WebP), _ => return None, }) } pub fn as_image_crate_format(&self) -> Option<image::ImageFormat> { #[expect( clippy::allow_attributes, reason = "`unreachable_code` may not always lint" )] #[allow( unreachable_code, reason = "If all features listed below are disabled, then all arms will have a `return None`, keeping the surrounding `Some()` from being constructed." )] Some(match self { #[cfg(feature = "bmp")] ImageFormat::Bmp => image::ImageFormat::Bmp, #[cfg(feature = "dds")] ImageFormat::Dds => image::ImageFormat::Dds, #[cfg(feature = "ff")] ImageFormat::Farbfeld => image::ImageFormat::Farbfeld, #[cfg(feature = "gif")] ImageFormat::Gif => image::ImageFormat::Gif, #[cfg(feature = "exr")] ImageFormat::OpenExr => image::ImageFormat::OpenExr, #[cfg(feature = "hdr")] ImageFormat::Hdr => image::ImageFormat::Hdr, #[cfg(feature = "ico")] ImageFormat::Ico => image::ImageFormat::Ico, #[cfg(feature = "jpeg")] ImageFormat::Jpeg => image::ImageFormat::Jpeg, #[cfg(feature = "png")] ImageFormat::Png => image::ImageFormat::Png, #[cfg(feature = "pnm")] ImageFormat::Pnm => image::ImageFormat::Pnm, #[cfg(feature = "qoi")] ImageFormat::Qoi => image::ImageFormat::Qoi, #[cfg(feature = "tga")] ImageFormat::Tga => image::ImageFormat::Tga, #[cfg(feature = "tiff")] ImageFormat::Tiff => image::ImageFormat::Tiff, #[cfg(feature = "webp")] ImageFormat::WebP => image::ImageFormat::WebP, #[cfg(feature = "basis-universal")] ImageFormat::Basis => return None, #[cfg(feature = "ktx2")] ImageFormat::Ktx2 => return None, // FIXME: https://github.com/rust-lang/rust/issues/129031 #[expect( clippy::allow_attributes, reason = "`unreachable_patterns` may not always lint" )] #[allow( unreachable_patterns, reason = "The wildcard pattern will be unreachable if all formats are enabled; otherwise, it will be reachable" )] _ => return None, }) } pub fn from_image_crate_format(format: image::ImageFormat) -> Option<ImageFormat> { #[expect( clippy::allow_attributes, reason = "`unreachable_code` may not always lint" )] #[allow( unreachable_code, reason = "If all features listed below are disabled, then all arms will have a `return None`, keeping the surrounding `Some()` from being constructed." )] Some(match format { image::ImageFormat::Bmp => feature_gate!("bmp", Bmp), image::ImageFormat::Dds => feature_gate!("dds", Dds), image::ImageFormat::Farbfeld => feature_gate!("ff", Farbfeld), image::ImageFormat::Gif => feature_gate!("gif", Gif), image::ImageFormat::OpenExr => feature_gate!("exr", OpenExr), image::ImageFormat::Hdr => feature_gate!("hdr", Hdr), image::ImageFormat::Ico => feature_gate!("ico", Ico), image::ImageFormat::Jpeg => feature_gate!("jpeg", Jpeg), image::ImageFormat::Png => feature_gate!("png", Png), image::ImageFormat::Pnm => feature_gate!("pnm", Pnm), image::ImageFormat::Qoi => feature_gate!("qoi", Qoi), image::ImageFormat::Tga => feature_gate!("tga", Tga), image::ImageFormat::Tiff => feature_gate!("tiff", Tiff), image::ImageFormat::WebP => feature_gate!("webp", WebP), _ => return None, }) } } pub trait ToExtents { fn to_extents(self) -> Extent3d; } impl ToExtents for UVec2 { fn to_extents(self) -> Extent3d { Extent3d { width: self.x, height: self.y, depth_or_array_layers: 1, } } } impl ToExtents for UVec3 { fn to_extents(self) -> Extent3d { Extent3d { width: self.x, height: self.y, depth_or_array_layers: self.z, } } } /// An image, optimized for usage in rendering. /// /// ## Remote Inspection /// /// To transmit an [`Image`] between two running Bevy apps, e.g. through BRP, use [`SerializedImage`](crate::SerializedImage). /// This type is only meant for short-term transmission between same versions and should not be stored anywhere. #[derive(Asset, Debug, Clone, PartialEq)] #[cfg_attr( feature = "bevy_reflect", derive(Reflect), reflect(opaque, Default, Debug, Clone) )] #[cfg_attr(not(feature = "bevy_reflect"), derive(TypePath))] pub struct Image { /// Raw pixel data. /// If the image is being used as a storage texture which doesn't need to be initialized by the /// CPU, then this should be `None`. /// Otherwise, it should always be `Some`. pub data: Option<Vec<u8>>, /// For texture data with layers and mips, this field controls how wgpu interprets the buffer layout. /// /// Use [`TextureDataOrder::default()`] for all other cases. pub data_order: TextureDataOrder, // TODO: this nesting makes accessing Image metadata verbose. Either flatten out descriptor or add accessors. /// Describes the data layout of the GPU texture.\ /// For example, whether a texture contains 1D/2D/3D data, and what the format of the texture data is. /// /// ## Field Usage Notes /// - [`TextureDescriptor::label`] is used for caching purposes when not using `Asset<Image>`.\ /// If you use assets, the label is purely a debugging aid. /// - [`TextureDescriptor::view_formats`] is currently unused by Bevy. pub texture_descriptor: TextureDescriptor<Option<&'static str>, &'static [TextureFormat]>, /// The [`ImageSampler`] to use during rendering. pub sampler: ImageSampler, /// Describes how the GPU texture should be interpreted.\ /// For example, 2D image data could be read as plain 2D, an array texture of layers of 2D with the same dimensions (and the number of layers in that case), /// a cube map, an array of cube maps, etc. /// /// ## Field Usage Notes /// - [`TextureViewDescriptor::label`] is used for caching purposes when not using `Asset<Image>`.\ /// If you use assets, the label is purely a debugging aid. pub texture_view_descriptor: Option<TextureViewDescriptor<Option<&'static str>>>, pub asset_usage: RenderAssetUsages, /// Whether this image should be copied on the GPU when resized. pub copy_on_resize: bool, } /// Used in [`Image`], this determines what image sampler to use when rendering. The default setting, /// [`ImageSampler::Default`], will read the sampler from the `ImagePlugin` at setup. /// Setting this to [`ImageSampler::Descriptor`] will override the global default descriptor for this [`Image`]. #[derive(Debug, Default, Clone, PartialEq, Serialize, Deserialize)] pub enum ImageSampler { /// Default image sampler, derived from the `ImagePlugin` setup. #[default] Default, /// Custom sampler for this image which will override global default. Descriptor(ImageSamplerDescriptor), } impl ImageSampler { /// Returns an image sampler with [`ImageFilterMode::Linear`] min and mag filters #[inline] pub fn linear() -> ImageSampler { ImageSampler::Descriptor(ImageSamplerDescriptor::linear()) } /// Returns an image sampler with [`ImageFilterMode::Nearest`] min and mag filters #[inline] pub fn nearest() -> ImageSampler { ImageSampler::Descriptor(ImageSamplerDescriptor::nearest()) } /// Initialize the descriptor if it is not already initialized. /// /// Descriptor is typically initialized by Bevy when the image is loaded, /// so this is convenient shortcut for updating the descriptor. pub fn get_or_init_descriptor(&mut self) -> &mut ImageSamplerDescriptor { match self { ImageSampler::Default => { *self = ImageSampler::Descriptor(ImageSamplerDescriptor::default()); match self { ImageSampler::Descriptor(descriptor) => descriptor, _ => unreachable!(), } } ImageSampler::Descriptor(descriptor) => descriptor, } } } /// How edges should be handled in texture addressing. /// /// See [`ImageSamplerDescriptor`] for information how to configure this. /// /// This type mirrors [`AddressMode`]. #[derive(Clone, Copy, Debug, Default, PartialEq, Serialize, Deserialize)] pub enum ImageAddressMode { /// Clamp the value to the edge of the texture. /// /// -0.25 -> 0.0 /// 1.25 -> 1.0 #[default] ClampToEdge, /// Repeat the texture in a tiling fashion. /// /// -0.25 -> 0.75 /// 1.25 -> 0.25 Repeat, /// Repeat the texture, mirroring it every repeat. /// /// -0.25 -> 0.25 /// 1.25 -> 0.75 MirrorRepeat, /// Clamp the value to the border of the texture /// Requires the wgpu feature [`Features::ADDRESS_MODE_CLAMP_TO_BORDER`]. /// /// -0.25 -> border /// 1.25 -> border ClampToBorder, } /// Texel mixing mode when sampling between texels. /// /// This type mirrors [`FilterMode`]. #[derive(Clone, Copy, Debug, Default, PartialEq, Serialize, Deserialize)] pub enum ImageFilterMode { /// Nearest neighbor sampling. /// /// This creates a pixelated effect when used as a mag filter. #[default] Nearest, /// Linear Interpolation. /// /// This makes textures smooth but blurry when used as a mag filter. Linear, } /// Comparison function used for depth and stencil operations. /// /// This type mirrors [`CompareFunction`]. #[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)] pub enum ImageCompareFunction { /// Function never passes Never, /// Function passes if new value less than existing value Less, /// Function passes if new value is equal to existing value. When using /// this compare function, make sure to mark your Vertex Shader's `@builtin(position)` /// output as `@invariant` to prevent artifacting. Equal, /// Function passes if new value is less than or equal to existing value LessEqual, /// Function passes if new value is greater than existing value Greater, /// Function passes if new value is not equal to existing value. When using /// this compare function, make sure to mark your Vertex Shader's `@builtin(position)` /// output as `@invariant` to prevent artifacting. NotEqual, /// Function passes if new value is greater than or equal to existing value GreaterEqual, /// Function always passes Always, } /// Color variation to use when the sampler addressing mode is [`ImageAddressMode::ClampToBorder`]. /// /// This type mirrors [`SamplerBorderColor`]. #[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)] pub enum ImageSamplerBorderColor { /// RGBA color `[0, 0, 0, 0]`. TransparentBlack, /// RGBA color `[0, 0, 0, 1]`. OpaqueBlack, /// RGBA color `[1, 1, 1, 1]`. OpaqueWhite, /// On the Metal wgpu backend, this is equivalent to [`Self::TransparentBlack`] for /// textures that have an alpha component, and equivalent to [`Self::OpaqueBlack`] /// for textures that do not have an alpha component. On other backends, /// this is equivalent to [`Self::TransparentBlack`]. Requires /// [`Features::ADDRESS_MODE_CLAMP_TO_ZERO`]. Not supported on the web. Zero, } /// Indicates to an `ImageLoader` how an [`Image`] should be sampled. /// /// As this type is part of the `ImageLoaderSettings`, /// it will be serialized to an image asset `.meta` file which might require a migration in case of /// a breaking change. /// /// This types mirrors [`SamplerDescriptor`], but that might change in future versions. #[derive(Clone, Debug, PartialEq, Serialize, Deserialize)] pub struct ImageSamplerDescriptor { pub label: Option<String>, /// How to deal with out of bounds accesses in the u (i.e. x) direction. pub address_mode_u: ImageAddressMode, /// How to deal with out of bounds accesses in the v (i.e. y) direction. pub address_mode_v: ImageAddressMode, /// How to deal with out of bounds accesses in the w (i.e. z) direction. pub address_mode_w: ImageAddressMode, /// How to filter the texture when it needs to be magnified (made larger). pub mag_filter: ImageFilterMode, /// How to filter the texture when it needs to be minified (made smaller). pub min_filter: ImageFilterMode, /// How to filter between mip map levels pub mipmap_filter: ImageFilterMode, /// Minimum level of detail (i.e. mip level) to use. pub lod_min_clamp: f32, /// Maximum level of detail (i.e. mip level) to use. pub lod_max_clamp: f32, /// If this is enabled, this is a comparison sampler using the given comparison function. pub compare: Option<ImageCompareFunction>, /// Must be at least 1. If this is not 1, all filter modes must be linear. pub anisotropy_clamp: u16, /// Border color to use when `address_mode` is [`ImageAddressMode::ClampToBorder`]. pub border_color: Option<ImageSamplerBorderColor>, } impl Default for ImageSamplerDescriptor { fn default() -> Self { Self { address_mode_u: Default::default(), address_mode_v: Default::default(), address_mode_w: Default::default(), mag_filter: Default::default(), min_filter: Default::default(), mipmap_filter: Default::default(), lod_min_clamp: 0.0, lod_max_clamp: 32.0, compare: None, anisotropy_clamp: 1, border_color: None, label: None, } } } impl ImageSamplerDescriptor { /// Returns a sampler descriptor with [`Linear`](ImageFilterMode::Linear) min and mag filters #[inline] pub fn linear() -> ImageSamplerDescriptor { ImageSamplerDescriptor { mag_filter: ImageFilterMode::Linear, min_filter: ImageFilterMode::Linear, mipmap_filter: ImageFilterMode::Linear, ..Default::default() } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
true
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_image/src/serialized_image.rs
crates/bevy_image/src/serialized_image.rs
use crate::{Image, ImageSampler}; use bevy_asset::RenderAssetUsages; use core::fmt::Debug; use serde::{Deserialize, Serialize}; use wgpu_types::{ TextureAspect, TextureDataOrder, TextureDescriptor, TextureFormat, TextureUsages, TextureViewDescriptor, TextureViewDimension, }; /// A version of [`Image`] suitable for serializing for short-term transfer. /// /// [`Image`] does not implement [`Serialize`] / [`Deserialize`] because it is made with the renderer in mind. /// It is not a general-purpose image implementation, and its internals are subject to frequent change. /// As such, storing an [`Image`] on disk is highly discouraged. /// Use an existing image asset format such as `.png` instead! /// /// But there are still some valid use cases for serializing an [`Image`], namely transferring images between processes. /// To support this, you can create a [`SerializedImage`] from an [`Image`] with [`SerializedImage::from_image`], /// and then deserialize it with [`SerializedImage::into_image`]. /// /// The caveats are: /// - The image representation is not valid across different versions of Bevy. /// - This conversion is lossy. The following information is not preserved: /// - texture descriptor and texture view descriptor labels /// - texture descriptor view formats #[derive(Debug, Clone, Serialize, Deserialize)] pub struct SerializedImage { data: Option<Vec<u8>>, data_order: SerializedTextureDataOrder, texture_descriptor: TextureDescriptor<(), ()>, sampler: ImageSampler, texture_view_descriptor: Option<SerializedTextureViewDescriptor>, } #[derive(Debug, Clone, Serialize, Deserialize)] struct SerializedTextureViewDescriptor { format: Option<TextureFormat>, dimension: Option<TextureViewDimension>, usage: Option<TextureUsages>, aspect: TextureAspect, base_mip_level: u32, mip_level_count: Option<u32>, base_array_layer: u32, array_layer_count: Option<u32>, } impl SerializedTextureViewDescriptor { fn from_texture_view_descriptor( descriptor: TextureViewDescriptor<Option<&'static str>>, ) -> Self { Self { format: descriptor.format, dimension: descriptor.dimension, usage: descriptor.usage, aspect: descriptor.aspect, base_mip_level: descriptor.base_mip_level, mip_level_count: descriptor.mip_level_count, base_array_layer: descriptor.base_array_layer, array_layer_count: descriptor.array_layer_count, } } fn into_texture_view_descriptor(self) -> TextureViewDescriptor<Option<&'static str>> { TextureViewDescriptor { // Not used for asset-based images other than debugging label: None, format: self.format, dimension: self.dimension, usage: self.usage, aspect: self.aspect, base_mip_level: self.base_mip_level, mip_level_count: self.mip_level_count, base_array_layer: self.base_array_layer, array_layer_count: self.array_layer_count, } } } #[derive(Debug, Clone, Serialize, Deserialize)] enum SerializedTextureDataOrder { LayerMajor, MipMajor, } impl SerializedTextureDataOrder { fn from_texture_data_order(order: TextureDataOrder) -> Self { match order { TextureDataOrder::LayerMajor => SerializedTextureDataOrder::LayerMajor, TextureDataOrder::MipMajor => SerializedTextureDataOrder::MipMajor, } } fn into_texture_data_order(self) -> TextureDataOrder { match self { SerializedTextureDataOrder::LayerMajor => TextureDataOrder::LayerMajor, SerializedTextureDataOrder::MipMajor => TextureDataOrder::MipMajor, } } } impl SerializedImage { /// Creates a new [`SerializedImage`] from an [`Image`]. pub fn from_image(image: Image) -> Self { Self { data: image.data, data_order: SerializedTextureDataOrder::from_texture_data_order(image.data_order), texture_descriptor: TextureDescriptor { label: (), size: image.texture_descriptor.size, mip_level_count: image.texture_descriptor.mip_level_count, sample_count: image.texture_descriptor.sample_count, dimension: image.texture_descriptor.dimension, format: image.texture_descriptor.format, usage: image.texture_descriptor.usage, view_formats: (), }, sampler: image.sampler, texture_view_descriptor: image.texture_view_descriptor.map(|descriptor| { SerializedTextureViewDescriptor::from_texture_view_descriptor(descriptor) }), } } /// Create an [`Image`] from a [`SerializedImage`]. pub fn into_image(self) -> Image { Image { data: self.data, data_order: self.data_order.into_texture_data_order(), texture_descriptor: TextureDescriptor { // Not used for asset-based images other than debugging label: None, size: self.texture_descriptor.size, mip_level_count: self.texture_descriptor.mip_level_count, sample_count: self.texture_descriptor.sample_count, dimension: self.texture_descriptor.dimension, format: self.texture_descriptor.format, usage: self.texture_descriptor.usage, // Not used for asset-based images view_formats: &[], }, sampler: self.sampler, texture_view_descriptor: self .texture_view_descriptor .map(SerializedTextureViewDescriptor::into_texture_view_descriptor), asset_usage: RenderAssetUsages::RENDER_WORLD, copy_on_resize: false, } } } #[cfg(test)] mod tests { use wgpu_types::{Extent3d, TextureDimension}; use super::*; #[test] fn serialize_deserialize_image() { let image = Image::new( Extent3d { width: 3, height: 1, depth_or_array_layers: 1, }, TextureDimension::D2, vec![255, 0, 0, 255, 0, 255, 0, 255, 0, 0, 255, 255], TextureFormat::Rgba8UnormSrgb, RenderAssetUsages::RENDER_WORLD, ); let serialized_image = SerializedImage::from_image(image.clone()); let serialized_string = serde_json::to_string(&serialized_image).unwrap(); let serialized_image_from_string: SerializedImage = serde_json::from_str(&serialized_string).unwrap(); let deserialized_image = serialized_image_from_string.into_image(); assert_eq!(image, deserialized_image); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_image/src/hdr_texture_loader.rs
crates/bevy_image/src/hdr_texture_loader.rs
use crate::{Image, TextureAccessError, TextureFormatPixelInfo}; use bevy_asset::RenderAssetUsages; use bevy_asset::{io::Reader, AssetLoader, LoadContext}; use bevy_reflect::TypePath; use image::DynamicImage; use serde::{Deserialize, Serialize}; use thiserror::Error; use wgpu_types::{Extent3d, TextureDimension, TextureFormat}; /// Loads HDR textures as Texture assets #[derive(Clone, Default, TypePath)] pub struct HdrTextureLoader; #[derive(Serialize, Deserialize, Default, Debug)] pub struct HdrTextureLoaderSettings { pub asset_usage: RenderAssetUsages, } #[non_exhaustive] #[derive(Debug, Error)] pub enum HdrTextureLoaderError { #[error("Could load texture: {0}")] Io(#[from] std::io::Error), #[error("Could not extract image: {0}")] Image(#[from] image::ImageError), #[error("Texture access error: {0}")] TextureAccess(#[from] TextureAccessError), } impl AssetLoader for HdrTextureLoader { type Asset = Image; type Settings = HdrTextureLoaderSettings; type Error = HdrTextureLoaderError; async fn load( &self, reader: &mut dyn Reader, settings: &Self::Settings, _load_context: &mut LoadContext<'_>, ) -> Result<Image, Self::Error> { let format = TextureFormat::Rgba32Float; let pixel_size = format.pixel_size()?; debug_assert_eq!(pixel_size, 4 * 4, "Format should have 32bit x 4 size"); let mut bytes = Vec::new(); reader.read_to_end(&mut bytes).await?; let decoder = image::codecs::hdr::HdrDecoder::new(bytes.as_slice())?; let info = decoder.metadata(); let dynamic_image = DynamicImage::from_decoder(decoder)?; let image_buffer = dynamic_image .as_rgb32f() .expect("HDR Image format should be Rgb32F"); let mut rgba_data = Vec::with_capacity(image_buffer.pixels().len() * pixel_size); for rgb in image_buffer.pixels() { let alpha = 1.0f32; rgba_data.extend_from_slice(&rgb.0[0].to_le_bytes()); rgba_data.extend_from_slice(&rgb.0[1].to_le_bytes()); rgba_data.extend_from_slice(&rgb.0[2].to_le_bytes()); rgba_data.extend_from_slice(&alpha.to_le_bytes()); } Ok(Image::new( Extent3d { width: info.width, height: info.height, depth_or_array_layers: 1, }, TextureDimension::D2, rgba_data, format, settings.asset_usage, )) } fn extensions(&self) -> &[&str] { &["hdr"] } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_image/src/basis.rs
crates/bevy_image/src/basis.rs
use basis_universal::{ BasisTextureType, DecodeFlags, TranscodeParameters, Transcoder, TranscoderTextureFormat, }; use wgpu_types::{AstcBlock, AstcChannel, Extent3d, TextureDimension, TextureFormat}; use super::{CompressedImageFormats, Image, TextureError}; pub fn basis_buffer_to_image( buffer: &[u8], supported_compressed_formats: CompressedImageFormats, is_srgb: bool, ) -> Result<Image, TextureError> { let mut transcoder = Transcoder::new(); #[cfg(debug_assertions)] if !transcoder.validate_file_checksums(buffer, true) { return Err(TextureError::InvalidData("Invalid checksum".to_string())); } if !transcoder.validate_header(buffer) { return Err(TextureError::InvalidData("Invalid header".to_string())); } let Some(image0_info) = transcoder.image_info(buffer, 0) else { return Err(TextureError::InvalidData( "Failed to get image info".to_string(), )); }; // First deal with transcoding to the desired format // FIXME: Use external metadata to transcode to more appropriate formats for 1- or 2-component sources let (transcode_format, texture_format) = get_transcoded_formats(supported_compressed_formats, is_srgb); let basis_texture_format = transcoder.basis_texture_format(buffer); if !basis_texture_format.can_transcode_to_format(transcode_format) { return Err(TextureError::UnsupportedTextureFormat(format!( "{basis_texture_format:?} cannot be transcoded to {transcode_format:?}", ))); } transcoder.prepare_transcoding(buffer).map_err(|_| { TextureError::TranscodeError(format!( "Failed to prepare for transcoding from {basis_texture_format:?}", )) })?; let mut transcoded = Vec::new(); let image_count = transcoder.image_count(buffer); let texture_type = transcoder.basis_texture_type(buffer); if texture_type == BasisTextureType::TextureTypeCubemapArray && !image_count.is_multiple_of(6) { return Err(TextureError::InvalidData(format!( "Basis file with cube map array texture with non-modulo 6 number of images: {image_count}", ))); } let image0_mip_level_count = transcoder.image_level_count(buffer, 0); for image_index in 0..image_count { if let Some(image_info) = transcoder.image_info(buffer, image_index) && texture_type == BasisTextureType::TextureType2D && (image_info.m_orig_width != image0_info.m_orig_width || image_info.m_orig_height != image0_info.m_orig_height) { return Err(TextureError::UnsupportedTextureFormat(format!( "Basis file with multiple 2D textures with different sizes not supported. Image {} {}x{}, image 0 {}x{}", image_index, image_info.m_orig_width, image_info.m_orig_height, image0_info.m_orig_width, image0_info.m_orig_height, ))); } let mip_level_count = transcoder.image_level_count(buffer, image_index); if mip_level_count != image0_mip_level_count { return Err(TextureError::InvalidData(format!( "Array or volume texture has inconsistent number of mip levels. Image {image_index} has {mip_level_count} but image 0 has {image0_mip_level_count}", ))); } for level_index in 0..mip_level_count { let mut data = transcoder .transcode_image_level( buffer, transcode_format, TranscodeParameters { image_index, level_index, decode_flags: Some(DecodeFlags::HIGH_QUALITY), ..Default::default() }, ) .map_err(|error| { TextureError::TranscodeError(format!( "Failed to transcode mip level {level_index} from {basis_texture_format:?} to {transcode_format:?}: {error:?}", )) })?; transcoded.append(&mut data); } } // Then prepare the Image let mut image = Image::default(); image.texture_descriptor.size = Extent3d { width: image0_info.m_orig_width, height: image0_info.m_orig_height, depth_or_array_layers: image_count, } .physical_size(texture_format); image.texture_descriptor.mip_level_count = image0_mip_level_count; image.texture_descriptor.format = texture_format; image.texture_descriptor.dimension = match texture_type { BasisTextureType::TextureType2D | BasisTextureType::TextureType2DArray | BasisTextureType::TextureTypeCubemapArray => TextureDimension::D2, BasisTextureType::TextureTypeVolume => TextureDimension::D3, basis_texture_type => { return Err(TextureError::UnsupportedTextureFormat(format!( "{basis_texture_type:?}", ))) } }; image.data = Some(transcoded); Ok(image) } pub fn get_transcoded_formats( supported_compressed_formats: CompressedImageFormats, is_srgb: bool, ) -> (TranscoderTextureFormat, TextureFormat) { // NOTE: UASTC can be losslessly transcoded to ASTC4x4 and ASTC uses the same // space as BC7 (128-bits per 4x4 texel block) so prefer ASTC over BC for // transcoding speed and quality. if supported_compressed_formats.contains(CompressedImageFormats::ASTC_LDR) { ( TranscoderTextureFormat::ASTC_4x4_RGBA, TextureFormat::Astc { block: AstcBlock::B4x4, channel: if is_srgb { AstcChannel::UnormSrgb } else { AstcChannel::Unorm }, }, ) } else if supported_compressed_formats.contains(CompressedImageFormats::BC) { ( TranscoderTextureFormat::BC7_RGBA, if is_srgb { TextureFormat::Bc7RgbaUnormSrgb } else { TextureFormat::Bc7RgbaUnorm }, ) } else if supported_compressed_formats.contains(CompressedImageFormats::ETC2) { ( TranscoderTextureFormat::ETC2_RGBA, if is_srgb { TextureFormat::Etc2Rgba8UnormSrgb } else { TextureFormat::Etc2Rgba8Unorm }, ) } else { ( TranscoderTextureFormat::RGBA32, if is_srgb { TextureFormat::Rgba8UnormSrgb } else { TextureFormat::Rgba8Unorm }, ) } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_image/src/compressed_image_saver.rs
crates/bevy_image/src/compressed_image_saver.rs
use crate::{Image, ImageFormat, ImageFormatSetting, ImageLoader, ImageLoaderSettings}; use bevy_asset::saver::{AssetSaver, SavedAsset}; use bevy_reflect::TypePath; use futures_lite::AsyncWriteExt; use thiserror::Error; #[derive(TypePath)] pub struct CompressedImageSaver; #[non_exhaustive] #[derive(Debug, Error, TypePath)] pub enum CompressedImageSaverError { #[error(transparent)] Io(#[from] std::io::Error), #[error("Cannot compress an uninitialized image")] UninitializedImage, } impl AssetSaver for CompressedImageSaver { type Asset = Image; type Settings = (); type OutputLoader = ImageLoader; type Error = CompressedImageSaverError; async fn save( &self, writer: &mut bevy_asset::io::Writer, image: SavedAsset<'_, Self::Asset>, _settings: &Self::Settings, ) -> Result<ImageLoaderSettings, Self::Error> { let is_srgb = image.texture_descriptor.format.is_srgb(); let compressed_basis_data = { let mut compressor_params = basis_universal::CompressorParams::new(); compressor_params.set_basis_format(basis_universal::BasisTextureFormat::UASTC4x4); compressor_params.set_generate_mipmaps(true); let color_space = if is_srgb { basis_universal::ColorSpace::Srgb } else { basis_universal::ColorSpace::Linear }; compressor_params.set_color_space(color_space); compressor_params.set_uastc_quality_level(basis_universal::UASTC_QUALITY_DEFAULT); let mut source_image = compressor_params.source_image_mut(0); let size = image.size(); let Some(ref data) = image.data else { return Err(CompressedImageSaverError::UninitializedImage); }; source_image.init(data, size.x, size.y, 4); let mut compressor = basis_universal::Compressor::new(4); #[expect( unsafe_code, reason = "The basis-universal compressor cannot be interacted with except through unsafe functions" )] // SAFETY: the CompressorParams are "valid" to the best of our knowledge. The basis-universal // library bindings note that invalid params might produce undefined behavior. unsafe { compressor.init(&compressor_params); compressor.process().unwrap(); } compressor.basis_file().to_vec() }; writer.write_all(&compressed_basis_data).await?; Ok(ImageLoaderSettings { format: ImageFormatSetting::Format(ImageFormat::Basis), is_srgb, sampler: image.sampler.clone(), asset_usage: image.asset_usage, texture_format: None, array_layout: None, }) } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_image/src/image_texture_conversion.rs
crates/bevy_image/src/image_texture_conversion.rs
use crate::{Image, TextureFormatPixelInfo}; use bevy_asset::RenderAssetUsages; use image::{DynamicImage, ImageBuffer}; use thiserror::Error; use wgpu_types::{Extent3d, TextureDimension, TextureFormat}; impl Image { /// Converts a [`DynamicImage`] to an [`Image`]. pub fn from_dynamic( dyn_img: DynamicImage, is_srgb: bool, asset_usage: RenderAssetUsages, ) -> Image { use bytemuck::cast_slice; let width; let height; let data: Vec<u8>; let format: TextureFormat; match dyn_img { DynamicImage::ImageLuma8(image) => { let i = DynamicImage::ImageLuma8(image).into_rgba8(); width = i.width(); height = i.height(); format = if is_srgb { TextureFormat::Rgba8UnormSrgb } else { TextureFormat::Rgba8Unorm }; data = i.into_raw(); } DynamicImage::ImageLumaA8(image) => { let i = DynamicImage::ImageLumaA8(image).into_rgba8(); width = i.width(); height = i.height(); format = if is_srgb { TextureFormat::Rgba8UnormSrgb } else { TextureFormat::Rgba8Unorm }; data = i.into_raw(); } DynamicImage::ImageRgb8(image) => { let i = DynamicImage::ImageRgb8(image).into_rgba8(); width = i.width(); height = i.height(); format = if is_srgb { TextureFormat::Rgba8UnormSrgb } else { TextureFormat::Rgba8Unorm }; data = i.into_raw(); } DynamicImage::ImageRgba8(image) => { width = image.width(); height = image.height(); format = if is_srgb { TextureFormat::Rgba8UnormSrgb } else { TextureFormat::Rgba8Unorm }; data = image.into_raw(); } DynamicImage::ImageLuma16(image) => { width = image.width(); height = image.height(); format = TextureFormat::R16Uint; let raw_data = image.into_raw(); data = cast_slice(&raw_data).to_owned(); } DynamicImage::ImageLumaA16(image) => { width = image.width(); height = image.height(); format = TextureFormat::Rg16Uint; let raw_data = image.into_raw(); data = cast_slice(&raw_data).to_owned(); } DynamicImage::ImageRgb16(image) => { let i = DynamicImage::ImageRgb16(image).into_rgba16(); width = i.width(); height = i.height(); format = TextureFormat::Rgba16Unorm; let raw_data = i.into_raw(); data = cast_slice(&raw_data).to_owned(); } DynamicImage::ImageRgba16(image) => { width = image.width(); height = image.height(); format = TextureFormat::Rgba16Unorm; let raw_data = image.into_raw(); data = cast_slice(&raw_data).to_owned(); } DynamicImage::ImageRgb32F(image) => { width = image.width(); height = image.height(); format = TextureFormat::Rgba32Float; let mut local_data = Vec::with_capacity( width as usize * height as usize * format.pixel_size().unwrap_or(0), ); for pixel in image.into_raw().chunks_exact(3) { // TODO: use the array_chunks method once stabilized // https://github.com/rust-lang/rust/issues/74985 let r = pixel[0]; let g = pixel[1]; let b = pixel[2]; let a = 1f32; local_data.extend_from_slice(&r.to_le_bytes()); local_data.extend_from_slice(&g.to_le_bytes()); local_data.extend_from_slice(&b.to_le_bytes()); local_data.extend_from_slice(&a.to_le_bytes()); } data = local_data; } DynamicImage::ImageRgba32F(image) => { width = image.width(); height = image.height(); format = TextureFormat::Rgba32Float; let raw_data = image.into_raw(); data = cast_slice(&raw_data).to_owned(); } // DynamicImage is now non exhaustive, catch future variants and convert them _ => { let image = dyn_img.into_rgba8(); width = image.width(); height = image.height(); format = TextureFormat::Rgba8UnormSrgb; data = image.into_raw(); } } Image::new( Extent3d { width, height, depth_or_array_layers: 1, }, TextureDimension::D2, data, format, asset_usage, ) } /// Convert a [`Image`] to a [`DynamicImage`]. Useful for editing image /// data. Not all [`TextureFormat`] are covered, therefore it will return an /// error if the format is unsupported. Supported formats are: /// - `TextureFormat::R8Unorm` /// - `TextureFormat::Rg8Unorm` /// - `TextureFormat::Rgba8UnormSrgb` /// - `TextureFormat::Bgra8UnormSrgb` /// /// To convert [`Image`] to a different format see: [`Image::convert`]. pub fn try_into_dynamic(self) -> Result<DynamicImage, IntoDynamicImageError> { let width = self.width(); let height = self.height(); let Some(data) = self.data else { return Err(IntoDynamicImageError::UninitializedImage); }; match self.texture_descriptor.format { TextureFormat::R8Unorm => { ImageBuffer::from_raw(width, height, data).map(DynamicImage::ImageLuma8) } TextureFormat::Rg8Unorm => { ImageBuffer::from_raw(width, height, data).map(DynamicImage::ImageLumaA8) } TextureFormat::Rgba8UnormSrgb => { ImageBuffer::from_raw(width, height, data).map(DynamicImage::ImageRgba8) } // This format is commonly used as the format for the swapchain texture // This conversion is added here to support screenshots TextureFormat::Bgra8UnormSrgb | TextureFormat::Bgra8Unorm => { ImageBuffer::from_raw(width, height, { let mut data = data; for bgra in data.chunks_exact_mut(4) { bgra.swap(0, 2); } data }) .map(DynamicImage::ImageRgba8) } // Throw and error if conversion isn't supported texture_format => return Err(IntoDynamicImageError::UnsupportedFormat(texture_format)), } .ok_or(IntoDynamicImageError::UnknownConversionError( self.texture_descriptor.format, )) } } /// Errors that occur while converting an [`Image`] into a [`DynamicImage`] #[non_exhaustive] #[derive(Error, Debug)] pub enum IntoDynamicImageError { /// Conversion into dynamic image not supported for source format. #[error("Conversion into dynamic image not supported for {0:?}.")] UnsupportedFormat(TextureFormat), /// Encountered an unknown error during conversion. #[error("Failed to convert into {0:?}.")] UnknownConversionError(TextureFormat), /// Tried to convert an image that has no texture data #[error("Image has no texture data")] UninitializedImage, } #[cfg(test)] mod test { use image::{GenericImage, Rgba}; use super::*; #[test] fn two_way_conversion() { // Check to see if color is preserved through an rgba8 conversion and back. let mut initial = DynamicImage::new_rgba8(1, 1); initial.put_pixel(0, 0, Rgba::from([132, 3, 7, 200])); let image = Image::from_dynamic(initial.clone(), true, RenderAssetUsages::RENDER_WORLD); // NOTE: Fails if `is_srgb = false` or the dynamic image is of the type rgb8. assert_eq!(initial, image.try_into_dynamic().unwrap()); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_image/src/dds.rs
crates/bevy_image/src/dds.rs
//! [DirectDraw Surface](https://en.wikipedia.org/wiki/DirectDraw_Surface) functionality. use ddsfile::{Caps2, D3DFormat, Dds, DxgiFormat}; use std::io::Cursor; use wgpu_types::{ Extent3d, TextureDimension, TextureFormat, TextureViewDescriptor, TextureViewDimension, }; #[cfg(debug_assertions)] use {bevy_utils::once, tracing::warn}; use super::{CompressedImageFormats, Image, TextureError, TranscodeFormat}; #[cfg(feature = "dds")] pub fn dds_buffer_to_image( buffer: &[u8], supported_compressed_formats: CompressedImageFormats, is_srgb: bool, ) -> Result<Image, TextureError> { let mut cursor = Cursor::new(buffer); let dds = Dds::read(&mut cursor) .map_err(|error| TextureError::InvalidData(format!("Failed to parse DDS file: {error}")))?; let (texture_format, transcode_format) = match dds_format_to_texture_format(&dds, is_srgb) { Ok(format) => (format, None), Err(TextureError::FormatRequiresTranscodingError(TranscodeFormat::Rgb8)) => { let format = if is_srgb { TextureFormat::Rgba8UnormSrgb } else { TextureFormat::Rgba8Unorm }; (format, Some(TranscodeFormat::Rgb8)) } Err(error) => return Err(error), }; if !supported_compressed_formats.supports(texture_format) { return Err(TextureError::UnsupportedTextureFormat(format!( "Format not supported by this GPU: {texture_format:?}", ))); } let mut image = Image::default(); let is_cubemap = dds.header.caps2.contains(Caps2::CUBEMAP); let depth_or_array_layers = if dds.get_num_array_layers() > 1 { dds.get_num_array_layers() } else { dds.get_depth() }; if is_cubemap && !dds.header.caps2.contains( Caps2::CUBEMAP_NEGATIVEX | Caps2::CUBEMAP_NEGATIVEY | Caps2::CUBEMAP_NEGATIVEZ | Caps2::CUBEMAP_POSITIVEX | Caps2::CUBEMAP_POSITIVEY | Caps2::CUBEMAP_POSITIVEZ, ) { return Err(TextureError::IncompleteCubemap); } image.texture_descriptor.size = Extent3d { width: dds.get_width(), height: dds.get_height(), depth_or_array_layers, } .physical_size(texture_format); let mip_map_level = match dds.get_num_mipmap_levels() { 0 => { #[cfg(debug_assertions)] once!(warn!("Mipmap levels for texture are 0, bumping them to 1",)); 1 } t => t, }; image.texture_descriptor.mip_level_count = mip_map_level; image.texture_descriptor.format = texture_format; image.texture_descriptor.dimension = if dds.get_depth() > 1 { TextureDimension::D3 // 1x1 textures should generally be interpreted as solid 2D } else if ((dds.get_width() > 1 || dds.get_height() > 1) && !(dds.get_width() > 1 && dds.get_height() > 1)) && !image.is_compressed() { TextureDimension::D1 } else { TextureDimension::D2 }; if is_cubemap { let dimension = if image.texture_descriptor.size.depth_or_array_layers > 6 { TextureViewDimension::CubeArray } else { TextureViewDimension::Cube }; image.texture_view_descriptor = Some(TextureViewDescriptor { dimension: Some(dimension), ..Default::default() }); } // DDS mipmap layout is directly compatible with wgpu's layout (Slice -> Face -> Mip): // https://learn.microsoft.com/fr-fr/windows/win32/direct3ddds/dx-graphics-dds-reference image.data = if let Some(transcode_format) = transcode_format { match transcode_format { TranscodeFormat::Rgb8 => { let data = dds .data .chunks_exact(3) .flat_map(|pixel| [pixel[0], pixel[1], pixel[2], u8::MAX]) .collect(); Some(data) } _ => { return Err(TextureError::TranscodeError(format!( "unsupported transcode from {transcode_format:?} to {texture_format:?}" ))) } } } else { Some(dds.data) }; Ok(image) } #[cfg(feature = "dds")] pub fn dds_format_to_texture_format( dds: &Dds, is_srgb: bool, ) -> Result<TextureFormat, TextureError> { Ok(if let Some(d3d_format) = dds.get_d3d_format() { match d3d_format { D3DFormat::A8B8G8R8 => { if is_srgb { TextureFormat::Rgba8UnormSrgb } else { TextureFormat::Rgba8Unorm } } D3DFormat::A8 => TextureFormat::R8Unorm, D3DFormat::A8R8G8B8 => { if is_srgb { TextureFormat::Bgra8UnormSrgb } else { TextureFormat::Bgra8Unorm } } D3DFormat::R8G8B8 => { return Err(TextureError::FormatRequiresTranscodingError(TranscodeFormat::Rgb8)); }, D3DFormat::G16R16 => TextureFormat::Rg16Uint, D3DFormat::A2B10G10R10 => TextureFormat::Rgb10a2Unorm, D3DFormat::A8L8 => TextureFormat::Rg8Uint, D3DFormat::L16 => TextureFormat::R16Uint, D3DFormat::L8 => TextureFormat::R8Uint, D3DFormat::DXT1 => { if is_srgb { TextureFormat::Bc1RgbaUnormSrgb } else { TextureFormat::Bc1RgbaUnorm } } D3DFormat::DXT3 | D3DFormat::DXT2 => { if is_srgb { TextureFormat::Bc2RgbaUnormSrgb } else { TextureFormat::Bc2RgbaUnorm } } D3DFormat::DXT5 | D3DFormat::DXT4 => { if is_srgb { TextureFormat::Bc3RgbaUnormSrgb } else { TextureFormat::Bc3RgbaUnorm } } D3DFormat::A16B16G16R16 => TextureFormat::Rgba16Unorm, D3DFormat::Q16W16V16U16 => TextureFormat::Rgba16Sint, D3DFormat::R16F => TextureFormat::R16Float, D3DFormat::G16R16F => TextureFormat::Rg16Float, D3DFormat::A16B16G16R16F => TextureFormat::Rgba16Float, D3DFormat::R32F => TextureFormat::R32Float, D3DFormat::G32R32F => TextureFormat::Rg32Float, D3DFormat::A32B32G32R32F => TextureFormat::Rgba32Float, D3DFormat::A1R5G5B5 | D3DFormat::R5G6B5 // FIXME: Map to argb format and user has to know to ignore the alpha channel? | D3DFormat::X8R8G8B8 // FIXME: Map to argb format and user has to know to ignore the alpha channel? | D3DFormat::X8B8G8R8 | D3DFormat::A2R10G10B10 | D3DFormat::X1R5G5B5 | D3DFormat::A4R4G4B4 | D3DFormat::X4R4G4B4 | D3DFormat::A8R3G3B2 | D3DFormat::A4L4 | D3DFormat::R8G8_B8G8 | D3DFormat::G8R8_G8B8 | D3DFormat::UYVY | D3DFormat::YUY2 | D3DFormat::CXV8U8 => { return Err(TextureError::UnsupportedTextureFormat(format!( "{d3d_format:?}", ))) } } } else if let Some(dxgi_format) = dds.get_dxgi_format() { match dxgi_format { DxgiFormat::R32G32B32A32_Typeless | DxgiFormat::R32G32B32A32_Float => { TextureFormat::Rgba32Float } DxgiFormat::R32G32B32A32_UInt => TextureFormat::Rgba32Uint, DxgiFormat::R32G32B32A32_SInt => TextureFormat::Rgba32Sint, DxgiFormat::R16G16B16A16_Typeless | DxgiFormat::R16G16B16A16_Float => { TextureFormat::Rgba16Float } DxgiFormat::R16G16B16A16_UNorm => TextureFormat::Rgba16Unorm, DxgiFormat::R16G16B16A16_UInt => TextureFormat::Rgba16Uint, DxgiFormat::R16G16B16A16_SNorm => TextureFormat::Rgba16Snorm, DxgiFormat::R16G16B16A16_SInt => TextureFormat::Rgba16Sint, DxgiFormat::R32G32_Typeless | DxgiFormat::R32G32_Float => TextureFormat::Rg32Float, DxgiFormat::R32G32_UInt => TextureFormat::Rg32Uint, DxgiFormat::R32G32_SInt => TextureFormat::Rg32Sint, DxgiFormat::R10G10B10A2_Typeless | DxgiFormat::R10G10B10A2_UNorm => { TextureFormat::Rgb10a2Unorm } DxgiFormat::R11G11B10_Float => TextureFormat::Rg11b10Ufloat, DxgiFormat::R8G8B8A8_Typeless | DxgiFormat::R8G8B8A8_UNorm | DxgiFormat::R8G8B8A8_UNorm_sRGB => { if is_srgb { TextureFormat::Rgba8UnormSrgb } else { TextureFormat::Rgba8Unorm } } DxgiFormat::R8G8B8A8_UInt => TextureFormat::Rgba8Uint, DxgiFormat::R8G8B8A8_SNorm => TextureFormat::Rgba8Snorm, DxgiFormat::R8G8B8A8_SInt => TextureFormat::Rgba8Sint, DxgiFormat::R16G16_Typeless | DxgiFormat::R16G16_Float => TextureFormat::Rg16Float, DxgiFormat::R16G16_UNorm => TextureFormat::Rg16Unorm, DxgiFormat::R16G16_UInt => TextureFormat::Rg16Uint, DxgiFormat::R16G16_SNorm => TextureFormat::Rg16Snorm, DxgiFormat::R16G16_SInt => TextureFormat::Rg16Sint, DxgiFormat::R32_Typeless | DxgiFormat::R32_Float => TextureFormat::R32Float, DxgiFormat::D32_Float => TextureFormat::Depth32Float, DxgiFormat::R32_UInt => TextureFormat::R32Uint, DxgiFormat::R32_SInt => TextureFormat::R32Sint, DxgiFormat::R24G8_Typeless | DxgiFormat::D24_UNorm_S8_UInt => { TextureFormat::Depth24PlusStencil8 } DxgiFormat::R24_UNorm_X8_Typeless => TextureFormat::Depth24Plus, DxgiFormat::R8G8_Typeless | DxgiFormat::R8G8_UNorm => TextureFormat::Rg8Unorm, DxgiFormat::R8G8_UInt => TextureFormat::Rg8Uint, DxgiFormat::R8G8_SNorm => TextureFormat::Rg8Snorm, DxgiFormat::R8G8_SInt => TextureFormat::Rg8Sint, DxgiFormat::R16_Typeless | DxgiFormat::R16_Float => TextureFormat::R16Float, DxgiFormat::R16_UNorm => TextureFormat::R16Unorm, DxgiFormat::R16_UInt => TextureFormat::R16Uint, DxgiFormat::R16_SNorm => TextureFormat::R16Snorm, DxgiFormat::R16_SInt => TextureFormat::R16Sint, DxgiFormat::R8_Typeless | DxgiFormat::R8_UNorm => TextureFormat::R8Unorm, DxgiFormat::R8_UInt => TextureFormat::R8Uint, DxgiFormat::R8_SNorm => TextureFormat::R8Snorm, DxgiFormat::R8_SInt => TextureFormat::R8Sint, DxgiFormat::R9G9B9E5_SharedExp => TextureFormat::Rgb9e5Ufloat, DxgiFormat::BC1_Typeless | DxgiFormat::BC1_UNorm | DxgiFormat::BC1_UNorm_sRGB => { if is_srgb { TextureFormat::Bc1RgbaUnormSrgb } else { TextureFormat::Bc1RgbaUnorm } } DxgiFormat::BC2_Typeless | DxgiFormat::BC2_UNorm | DxgiFormat::BC2_UNorm_sRGB => { if is_srgb { TextureFormat::Bc2RgbaUnormSrgb } else { TextureFormat::Bc2RgbaUnorm } } DxgiFormat::BC3_Typeless | DxgiFormat::BC3_UNorm | DxgiFormat::BC3_UNorm_sRGB => { if is_srgb { TextureFormat::Bc3RgbaUnormSrgb } else { TextureFormat::Bc3RgbaUnorm } } DxgiFormat::BC4_Typeless | DxgiFormat::BC4_UNorm => TextureFormat::Bc4RUnorm, DxgiFormat::BC4_SNorm => TextureFormat::Bc4RSnorm, DxgiFormat::BC5_Typeless | DxgiFormat::BC5_UNorm => TextureFormat::Bc5RgUnorm, DxgiFormat::BC5_SNorm => TextureFormat::Bc5RgSnorm, DxgiFormat::B8G8R8A8_UNorm | DxgiFormat::B8G8R8A8_Typeless | DxgiFormat::B8G8R8A8_UNorm_sRGB => { if is_srgb { TextureFormat::Bgra8UnormSrgb } else { TextureFormat::Bgra8Unorm } } DxgiFormat::BC6H_Typeless | DxgiFormat::BC6H_UF16 => TextureFormat::Bc6hRgbUfloat, DxgiFormat::BC6H_SF16 => TextureFormat::Bc6hRgbFloat, DxgiFormat::BC7_Typeless | DxgiFormat::BC7_UNorm | DxgiFormat::BC7_UNorm_sRGB => { if is_srgb { TextureFormat::Bc7RgbaUnormSrgb } else { TextureFormat::Bc7RgbaUnorm } } _ => { return Err(TextureError::UnsupportedTextureFormat(format!( "{dxgi_format:?}", ))) } } } else { return Err(TextureError::UnsupportedTextureFormat( "unspecified".to_string(), )); }) } #[cfg(test)] mod test { use wgpu_types::{TextureDataOrder, TextureDescriptor, TextureDimension, TextureFormat}; use crate::CompressedImageFormats; use super::dds_buffer_to_image; /// `wgpu::create_texture_with_data` that reads from data structure but doesn't actually talk to your GPU fn fake_wgpu_create_texture_with_data( desc: &TextureDescriptor<Option<&'_ str>, &'_ [TextureFormat]>, data: &[u8], ) { // Will return None only if it's a combined depth-stencil format // If so, default to 4, validation will fail later anyway since the depth or stencil // aspect needs to be written to individually let block_size = desc.format.block_copy_size(None).unwrap_or(4); let (block_width, block_height) = desc.format.block_dimensions(); let layer_iterations = desc.array_layer_count(); let outer_iteration; let inner_iteration; match TextureDataOrder::default() { TextureDataOrder::LayerMajor => { outer_iteration = layer_iterations; inner_iteration = desc.mip_level_count; } TextureDataOrder::MipMajor => { outer_iteration = desc.mip_level_count; inner_iteration = layer_iterations; } } let mut binary_offset = 0; for outer in 0..outer_iteration { for inner in 0..inner_iteration { let (_layer, mip) = match TextureDataOrder::default() { TextureDataOrder::LayerMajor => (outer, inner), TextureDataOrder::MipMajor => (inner, outer), }; let mut mip_size = desc.mip_level_size(mip).unwrap(); // copying layers separately if desc.dimension != TextureDimension::D3 { mip_size.depth_or_array_layers = 1; } // When uploading mips of compressed textures and the mip is supposed to be // a size that isn't a multiple of the block size, the mip needs to be uploaded // as its "physical size" which is the size rounded up to the nearest block size. let mip_physical = mip_size.physical_size(desc.format); // All these calculations are performed on the physical size as that's the // data that exists in the buffer. let width_blocks = mip_physical.width / block_width; let height_blocks = mip_physical.height / block_height; let bytes_per_row = width_blocks * block_size; let data_size = bytes_per_row * height_blocks * mip_size.depth_or_array_layers; let end_offset = binary_offset + data_size as usize; assert!(binary_offset < data.len()); assert!(end_offset <= data.len()); // those asserts match how the data will be accessed by wgpu: // data[binary_offset..end_offset]) binary_offset = end_offset; } } } #[test] fn dds_skybox() { let buffer: [u8; 224] = [ 0x44, 0x44, 0x53, 0x20, 0x7c, 0, 0, 0, 7, 0x10, 0x08, 0, 4, 0, 0, 0, 4, 0, 0, 0, 0x10, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0x47, 0x49, 0x4d, 0x50, 0x2d, 0x44, 0x44, 0x53, 0x5c, 0x09, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0x20, 0, 0, 0, 4, 0, 0, 0, 0x44, 0x58, 0x54, 0x35, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0x08, 0x10, 0, 0, 0, 0xfe, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0xff, 0xff, 0x49, 0x92, 0x24, 0x49, 0x92, 0x24, 0xda, 0xd6, 0x2f, 0x5b, 0x8a, 0, 0xff, 0x55, 0xff, 0xff, 0x49, 0x92, 0x24, 0x49, 0x92, 0x24, 0xd5, 0x84, 0x8e, 0x3a, 0xb7, 0, 0xaa, 0x55, 0xff, 0xff, 0x49, 0x92, 0x24, 0x49, 0x92, 0x24, 0xf5, 0x94, 0x6f, 0x32, 0x57, 0xb7, 0x8b, 0, 0xff, 0xff, 0x49, 0x92, 0x24, 0x49, 0x92, 0x24, 0x2c, 0x3a, 0x49, 0x19, 0x28, 0xf7, 0xd7, 0xbe, 0xff, 0xff, 0x49, 0x92, 0x24, 0x49, 0x92, 0x24, 0x16, 0x95, 0xae, 0x42, 0xfc, 0, 0xaa, 0x55, 0xff, 0xff, 0x49, 0x92, 0x24, 0x49, 0x92, 0x24, 0xd8, 0xad, 0xae, 0x42, 0xaf, 0x0a, 0xaa, 0x55, ]; let r = dds_buffer_to_image(&buffer, CompressedImageFormats::BC, true); assert!(r.is_ok()); if let Ok(r) = r { fake_wgpu_create_texture_with_data(&r.texture_descriptor, r.data.as_ref().unwrap()); } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_image/src/texture_atlas.rs
crates/bevy_image/src/texture_atlas.rs
use bevy_app::prelude::*; use bevy_asset::{Asset, AssetApp as _, AssetId, Assets, Handle}; use bevy_math::{Rect, URect, UVec2}; use bevy_platform::collections::HashMap; #[cfg(not(feature = "bevy_reflect"))] use bevy_reflect::TypePath; #[cfg(feature = "bevy_reflect")] use bevy_reflect::{std_traits::ReflectDefault, Reflect}; #[cfg(feature = "serialize")] use bevy_reflect::{ReflectDeserialize, ReflectSerialize}; use crate::Image; /// Adds support for texture atlases. pub struct TextureAtlasPlugin; impl Plugin for TextureAtlasPlugin { fn build(&self, app: &mut App) { app.init_asset::<TextureAtlasLayout>(); #[cfg(feature = "bevy_reflect")] app.register_asset_reflect::<TextureAtlasLayout>(); } } /// Stores a mapping from sub texture handles to the related area index. /// /// Generated by [`TextureAtlasBuilder`]. /// /// [`TextureAtlasBuilder`]: crate::TextureAtlasBuilder #[derive(Debug)] pub struct TextureAtlasSources { /// Maps from a specific image handle to the index in `textures` where they can be found. pub texture_ids: HashMap<AssetId<Image>, usize>, } impl TextureAtlasSources { /// Retrieves the texture *section* index of the given `texture` handle. pub fn texture_index(&self, texture: impl Into<AssetId<Image>>) -> Option<usize> { let id = texture.into(); self.texture_ids.get(&id).cloned() } /// Creates a [`TextureAtlas`] handle for the given `texture` handle. pub fn handle( &self, layout: Handle<TextureAtlasLayout>, texture: impl Into<AssetId<Image>>, ) -> Option<TextureAtlas> { Some(TextureAtlas { layout, index: self.texture_index(texture)?, }) } /// Retrieves the texture *section* rectangle of the given `texture` handle in pixels. pub fn texture_rect( &self, layout: &TextureAtlasLayout, texture: impl Into<AssetId<Image>>, ) -> Option<URect> { layout.textures.get(self.texture_index(texture)?).cloned() } /// Retrieves the texture *section* rectangle of the given `texture` handle in UV coordinates. /// These are within the range [0..1], as a fraction of the entire texture atlas' size. pub fn uv_rect( &self, layout: &TextureAtlasLayout, texture: impl Into<AssetId<Image>>, ) -> Option<Rect> { self.texture_rect(layout, texture).map(|rect| { let rect = rect.as_rect(); let size = layout.size.as_vec2(); Rect::from_corners(rect.min / size, rect.max / size) }) } } /// Stores a map used to lookup the position of a texture in a [`TextureAtlas`]. /// This can be used to either use and look up a specific section of a texture, or animate frame-by-frame as a sprite sheet. /// /// Optionally it can store a mapping from sub texture handles to the related area index (see /// [`TextureAtlasBuilder`]). /// /// [Example usage animating sprite.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/sprite_sheet.rs) /// [Example usage animating sprite in response to an event.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/sprite_animation.rs) /// [Example usage loading sprite sheet.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/texture_atlas.rs) /// /// [`TextureAtlasBuilder`]: crate::TextureAtlasBuilder #[derive(Asset, PartialEq, Eq, Debug, Clone)] #[cfg_attr( feature = "bevy_reflect", derive(Reflect), reflect(Debug, PartialEq, Clone) )] #[cfg_attr( feature = "serialize", derive(serde::Serialize, serde::Deserialize), reflect(Serialize, Deserialize) )] #[cfg_attr(not(feature = "bevy_reflect"), derive(TypePath))] pub struct TextureAtlasLayout { /// Total size of texture atlas. pub size: UVec2, /// The specific areas of the atlas where each texture can be found pub textures: Vec<URect>, } impl TextureAtlasLayout { /// Create a new empty layout with custom `dimensions` pub fn new_empty(dimensions: UVec2) -> Self { Self { size: dimensions, textures: Vec::new(), } } /// Generate a [`TextureAtlasLayout`] as a grid where each /// `tile_size` by `tile_size` grid-cell is one of the *section* in the /// atlas. Grid cells are separated by some `padding`, and the grid starts /// at `offset` pixels from the top left corner. Resulting layout is /// indexed left to right, top to bottom. /// /// # Arguments /// /// * `tile_size` - Each layout grid cell size /// * `columns` - Grid column count /// * `rows` - Grid row count /// * `padding` - Optional padding between cells /// * `offset` - Optional global grid offset pub fn from_grid( tile_size: UVec2, columns: u32, rows: u32, padding: Option<UVec2>, offset: Option<UVec2>, ) -> Self { let padding = padding.unwrap_or_default(); let offset = offset.unwrap_or_default(); let mut sprites = Vec::new(); let mut current_padding = UVec2::ZERO; for y in 0..rows { if y > 0 { current_padding.y = padding.y; } for x in 0..columns { if x > 0 { current_padding.x = padding.x; } let cell = UVec2::new(x, y); let rect_min = (tile_size + current_padding) * cell + offset; sprites.push(URect { min: rect_min, max: rect_min + tile_size, }); } } let grid_size = UVec2::new(columns, rows); Self { size: ((tile_size + current_padding) * grid_size) - current_padding, textures: sprites, } } /// Add a *section* to the list in the layout and returns its index /// which can be used with [`TextureAtlas`] /// /// # Arguments /// /// * `rect` - The section of the texture to be added /// /// [`TextureAtlas`]: crate::TextureAtlas pub fn add_texture(&mut self, rect: URect) -> usize { self.textures.push(rect); self.textures.len() - 1 } /// The number of textures in the [`TextureAtlasLayout`] pub fn len(&self) -> usize { self.textures.len() } pub fn is_empty(&self) -> bool { self.textures.is_empty() } } /// An index into a [`TextureAtlasLayout`], which corresponds to a specific section of a texture. /// /// It stores a handle to [`TextureAtlasLayout`] and the index of the current section of the atlas. /// The texture atlas contains various *sections* of a given texture, allowing users to have a single /// image file for either sprite animation or global mapping. /// You can change the texture [`index`](Self::index) of the atlas to animate the sprite or display only a *section* of the texture /// for efficient rendering of related game objects. /// /// Check the following examples for usage: /// - [`animated sprite sheet example`](https://github.com/bevyengine/bevy/blob/latest/examples/2d/sprite_sheet.rs) /// - [`sprite animation event example`](https://github.com/bevyengine/bevy/blob/latest/examples/2d/sprite_animation.rs) /// - [`texture atlas example`](https://github.com/bevyengine/bevy/blob/latest/examples/2d/texture_atlas.rs) #[derive(Default, Debug, Clone, PartialEq, Eq, Hash)] #[cfg_attr( feature = "bevy_reflect", derive(Reflect), reflect(Default, Debug, PartialEq, Hash, Clone) )] pub struct TextureAtlas { /// Texture atlas layout handle pub layout: Handle<TextureAtlasLayout>, /// Texture atlas section index pub index: usize, } impl TextureAtlas { /// Retrieves the current texture [`URect`] of the sprite sheet according to the section `index` pub fn texture_rect(&self, texture_atlases: &Assets<TextureAtlasLayout>) -> Option<URect> { let atlas = texture_atlases.get(&self.layout)?; atlas.textures.get(self.index).copied() } /// Returns this [`TextureAtlas`] with the specified index. pub fn with_index(mut self, index: usize) -> Self { self.index = index; self } /// Returns this [`TextureAtlas`] with the specified [`TextureAtlasLayout`] handle. pub fn with_layout(mut self, layout: Handle<TextureAtlasLayout>) -> Self { self.layout = layout; self } } impl From<Handle<TextureAtlasLayout>> for TextureAtlas { fn from(texture_atlas: Handle<TextureAtlasLayout>) -> Self { Self { layout: texture_atlas, index: 0, } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_image/src/dynamic_texture_atlas_builder.rs
crates/bevy_image/src/dynamic_texture_atlas_builder.rs
use crate::{Image, TextureAccessError, TextureAtlasLayout, TextureFormatPixelInfo as _}; use bevy_asset::RenderAssetUsages; use bevy_math::{URect, UVec2}; use guillotiere::{size2, Allocation, AtlasAllocator}; use thiserror::Error; /// An error produced by [`DynamicTextureAtlasBuilder`] when trying to add a new /// texture to a [`TextureAtlasLayout`]. #[derive(Debug, Error)] pub enum DynamicTextureAtlasBuilderError { /// Unable to allocate space within the atlas for the new texture #[error("Couldn't allocate space to add the image requested")] FailedToAllocateSpace, /// Attempted to add a texture to an uninitialized atlas #[error("cannot add texture to uninitialized atlas texture")] UninitializedAtlas, /// Attempted to add an uninitialized texture to an atlas #[error("cannot add uninitialized texture to atlas")] UninitializedSourceTexture, /// A texture access error occurred #[error("texture access error: {0}")] TextureAccess(#[from] TextureAccessError), } /// Helper utility to update [`TextureAtlasLayout`] on the fly. /// /// Helpful in cases when texture is created procedurally, /// e.g: in a font glyph [`TextureAtlasLayout`], only add the [`Image`] texture for letters to be rendered. pub struct DynamicTextureAtlasBuilder { atlas_allocator: AtlasAllocator, padding: u32, } impl DynamicTextureAtlasBuilder { /// Create a new [`DynamicTextureAtlasBuilder`] /// /// # Arguments /// /// * `size` - total size for the atlas /// * `padding` - gap added between textures in the atlas, both in x axis and y axis pub fn new(size: UVec2, padding: u32) -> Self { Self { atlas_allocator: AtlasAllocator::new(to_size2(size)), padding, } } /// Add a new texture to `atlas_layout`. /// /// It is the user's responsibility to pass in the correct [`TextureAtlasLayout`]. /// Also, the asset that `atlas_texture_handle` points to must have a usage matching /// [`RenderAssetUsages::MAIN_WORLD`]. /// /// # Arguments /// /// * `atlas_layout` - The atlas layout to add the texture to. /// * `texture` - The source texture to add to the atlas. /// * `atlas_texture` - The destination atlas texture to copy the source texture to. pub fn add_texture( &mut self, atlas_layout: &mut TextureAtlasLayout, texture: &Image, atlas_texture: &mut Image, ) -> Result<usize, DynamicTextureAtlasBuilderError> { let allocation = self.atlas_allocator.allocate(size2( (texture.width() + self.padding).try_into().unwrap(), (texture.height() + self.padding).try_into().unwrap(), )); if let Some(allocation) = allocation { assert!( atlas_texture.asset_usage.contains(RenderAssetUsages::MAIN_WORLD), "The atlas_texture image must have the RenderAssetUsages::MAIN_WORLD usage flag set" ); self.place_texture(atlas_texture, allocation, texture)?; let mut rect: URect = to_rect(allocation.rectangle); rect.max = rect.max.saturating_sub(UVec2::splat(self.padding)); Ok(atlas_layout.add_texture(rect)) } else { Err(DynamicTextureAtlasBuilderError::FailedToAllocateSpace) } } fn place_texture( &mut self, atlas_texture: &mut Image, allocation: Allocation, texture: &Image, ) -> Result<(), DynamicTextureAtlasBuilderError> { let mut rect = allocation.rectangle; rect.max.x -= self.padding as i32; rect.max.y -= self.padding as i32; let atlas_width = atlas_texture.width() as usize; let rect_width = rect.width() as usize; let format_size = atlas_texture.texture_descriptor.format.pixel_size()?; let Some(ref mut atlas_data) = atlas_texture.data else { return Err(DynamicTextureAtlasBuilderError::UninitializedAtlas); }; let Some(ref data) = texture.data else { return Err(DynamicTextureAtlasBuilderError::UninitializedSourceTexture); }; for (texture_y, bound_y) in (rect.min.y..rect.max.y).map(|i| i as usize).enumerate() { let begin = (bound_y * atlas_width + rect.min.x as usize) * format_size; let end = begin + rect_width * format_size; let texture_begin = texture_y * rect_width * format_size; let texture_end = texture_begin + rect_width * format_size; atlas_data[begin..end].copy_from_slice(&data[texture_begin..texture_end]); } Ok(()) } } fn to_rect(rectangle: guillotiere::Rectangle) -> URect { URect { min: UVec2::new( rectangle.min.x.try_into().unwrap(), rectangle.min.y.try_into().unwrap(), ), max: UVec2::new( rectangle.max.x.try_into().unwrap(), rectangle.max.y.try_into().unwrap(), ), } } fn to_size2(vec2: UVec2) -> guillotiere::Size { guillotiere::Size::new(vec2.x as i32, vec2.y as i32) }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_image/src/texture_atlas_builder.rs
crates/bevy_image/src/texture_atlas_builder.rs
use bevy_asset::{AssetId, RenderAssetUsages}; use bevy_math::{URect, UVec2}; use bevy_platform::collections::HashMap; use rectangle_pack::{ contains_smallest_box, pack_rects, volume_heuristic, GroupedRectsToPlace, PackedLocation, RectToInsert, TargetBin, }; use thiserror::Error; use tracing::{debug, error, warn}; use wgpu_types::{Extent3d, TextureDimension, TextureFormat}; use crate::{Image, TextureAccessError, TextureFormatPixelInfo}; use crate::{TextureAtlasLayout, TextureAtlasSources}; #[derive(Debug, Error)] pub enum TextureAtlasBuilderError { #[error("could not pack textures into an atlas within the given bounds")] NotEnoughSpace, #[error("added a texture with the wrong format in an atlas")] WrongFormat, /// Attempted to add a texture to an uninitialized atlas #[error("cannot add texture to uninitialized atlas texture")] UninitializedAtlas, /// Attempted to add an uninitialized texture to an atlas #[error("cannot add uninitialized texture to atlas")] UninitializedSourceTexture, /// A texture access error occurred #[error("texture access error: {0}")] TextureAccess(#[from] TextureAccessError), } #[derive(Debug)] #[must_use] /// A builder which is used to create a texture atlas from many individual /// sprites. pub struct TextureAtlasBuilder<'a> { /// Collection of texture's asset id (optional) and image data to be packed into an atlas textures_to_place: Vec<(Option<AssetId<Image>>, &'a Image)>, /// The initial atlas size in pixels. initial_size: UVec2, /// The absolute maximum size of the texture atlas in pixels. max_size: UVec2, /// The texture format for the textures that will be loaded in the atlas. format: TextureFormat, /// Enable automatic format conversion for textures if they are not in the atlas format. auto_format_conversion: bool, /// The amount of padding in pixels to add along the right and bottom edges of the texture rects. padding: UVec2, } impl Default for TextureAtlasBuilder<'_> { fn default() -> Self { Self { textures_to_place: Vec::new(), initial_size: UVec2::splat(256), max_size: UVec2::splat(2048), format: TextureFormat::Rgba8UnormSrgb, auto_format_conversion: true, padding: UVec2::ZERO, } } } pub type TextureAtlasBuilderResult<T> = Result<T, TextureAtlasBuilderError>; impl<'a> TextureAtlasBuilder<'a> { /// Sets the initial size of the atlas in pixels. pub fn initial_size(&mut self, size: UVec2) -> &mut Self { self.initial_size = size; self } /// Sets the max size of the atlas in pixels. pub fn max_size(&mut self, size: UVec2) -> &mut Self { self.max_size = size; self } /// Sets the texture format for textures in the atlas. pub fn format(&mut self, format: TextureFormat) -> &mut Self { self.format = format; self } /// Control whether the added texture should be converted to the atlas format, if different. pub fn auto_format_conversion(&mut self, auto_format_conversion: bool) -> &mut Self { self.auto_format_conversion = auto_format_conversion; self } /// Adds a texture to be copied to the texture atlas. /// /// Optionally an asset id can be passed that can later be used with the texture layout to retrieve the index of this texture. /// The insertion order will reflect the index of the added texture in the finished texture atlas. pub fn add_texture( &mut self, image_id: Option<AssetId<Image>>, texture: &'a Image, ) -> &mut Self { self.textures_to_place.push((image_id, texture)); self } /// Sets the amount of padding in pixels to add between the textures in the texture atlas. /// /// The `x` value provide will be added to the right edge, while the `y` value will be added to the bottom edge. pub fn padding(&mut self, padding: UVec2) -> &mut Self { self.padding = padding; self } fn copy_texture_to_atlas( atlas_texture: &mut Image, texture: &Image, packed_location: &PackedLocation, padding: UVec2, ) -> TextureAtlasBuilderResult<()> { let rect_width = (packed_location.width() - padding.x) as usize; let rect_height = (packed_location.height() - padding.y) as usize; let rect_x = packed_location.x() as usize; let rect_y = packed_location.y() as usize; let atlas_width = atlas_texture.width() as usize; let format_size = atlas_texture.texture_descriptor.format.pixel_size()?; let Some(ref mut atlas_data) = atlas_texture.data else { return Err(TextureAtlasBuilderError::UninitializedAtlas); }; let Some(ref data) = texture.data else { return Err(TextureAtlasBuilderError::UninitializedSourceTexture); }; for (texture_y, bound_y) in (rect_y..rect_y + rect_height).enumerate() { let begin = (bound_y * atlas_width + rect_x) * format_size; let end = begin + rect_width * format_size; let texture_begin = texture_y * rect_width * format_size; let texture_end = texture_begin + rect_width * format_size; atlas_data[begin..end].copy_from_slice(&data[texture_begin..texture_end]); } Ok(()) } fn copy_converted_texture( &self, atlas_texture: &mut Image, texture: &Image, packed_location: &PackedLocation, ) -> TextureAtlasBuilderResult<()> { if self.format == texture.texture_descriptor.format { Self::copy_texture_to_atlas(atlas_texture, texture, packed_location, self.padding)?; } else if let Some(converted_texture) = texture.convert(self.format) { debug!( "Converting texture from '{:?}' to '{:?}'", texture.texture_descriptor.format, self.format ); Self::copy_texture_to_atlas( atlas_texture, &converted_texture, packed_location, self.padding, )?; } else { error!( "Error converting texture from '{:?}' to '{:?}', ignoring", texture.texture_descriptor.format, self.format ); } Ok(()) } /// Consumes the builder, and returns the newly created texture atlas and /// the associated atlas layout. /// /// Assigns indices to the textures based on the insertion order. /// Internally it copies all rectangles from the textures and copies them /// into a new texture. /// /// # Usage /// /// ```rust /// # use bevy_ecs::prelude::*; /// # use bevy_asset::*; /// # use bevy_image::prelude::*; /// /// fn my_system(mut textures: ResMut<Assets<Image>>, mut layouts: ResMut<Assets<TextureAtlasLayout>>) { /// // Declare your builder /// let mut builder = TextureAtlasBuilder::default(); /// // Customize it /// // ... /// // Build your texture and the atlas layout /// let (atlas_layout, atlas_sources, texture) = builder.build().unwrap(); /// let texture = textures.add(texture); /// let layout = layouts.add(atlas_layout); /// } /// ``` /// /// # Errors /// /// If there is not enough space in the atlas texture, an error will /// be returned. It is then recommended to make a larger sprite sheet. pub fn build( &mut self, ) -> Result<(TextureAtlasLayout, TextureAtlasSources, Image), TextureAtlasBuilderError> { let max_width = self.max_size.x; let max_height = self.max_size.y; let mut current_width = self.initial_size.x; let mut current_height = self.initial_size.y; let mut rect_placements = None; let mut atlas_texture = Image::default(); let mut rects_to_place = GroupedRectsToPlace::<usize>::new(); // Adds textures to rectangle group packer for (index, (_, texture)) in self.textures_to_place.iter().enumerate() { rects_to_place.push_rect( index, None, RectToInsert::new( texture.width() + self.padding.x, texture.height() + self.padding.y, 1, ), ); } while rect_placements.is_none() { if current_width > max_width || current_height > max_height { break; } let last_attempt = current_height == max_height && current_width == max_width; let mut target_bins = alloc::collections::BTreeMap::new(); target_bins.insert(0, TargetBin::new(current_width, current_height, 1)); rect_placements = match pack_rects( &rects_to_place, &mut target_bins, &volume_heuristic, &contains_smallest_box, ) { Ok(rect_placements) => { atlas_texture = Image::new( Extent3d { width: current_width, height: current_height, depth_or_array_layers: 1, }, TextureDimension::D2, vec![ 0; self.format.pixel_size()? * (current_width * current_height) as usize ], self.format, RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD, ); Some(rect_placements) } Err(rectangle_pack::RectanglePackError::NotEnoughBinSpace) => { current_height = (current_height * 2).clamp(0, max_height); current_width = (current_width * 2).clamp(0, max_width); None } }; if last_attempt { break; } } let rect_placements = rect_placements.ok_or(TextureAtlasBuilderError::NotEnoughSpace)?; let mut texture_rects = Vec::with_capacity(rect_placements.packed_locations().len()); let mut texture_ids = <HashMap<_, _>>::default(); // We iterate through the textures to place to respect the insertion order for the texture indices for (index, (image_id, texture)) in self.textures_to_place.iter().enumerate() { let (_, packed_location) = rect_placements.packed_locations().get(&index).unwrap(); let min = UVec2::new(packed_location.x(), packed_location.y()); let max = min + UVec2::new(packed_location.width(), packed_location.height()) - self.padding; if let Some(image_id) = image_id { texture_ids.insert(*image_id, index); } texture_rects.push(URect { min, max }); if texture.texture_descriptor.format != self.format && !self.auto_format_conversion { warn!( "Loading a texture of format '{:?}' in an atlas with format '{:?}'", texture.texture_descriptor.format, self.format ); return Err(TextureAtlasBuilderError::WrongFormat); } self.copy_converted_texture(&mut atlas_texture, texture, packed_location)?; } Ok(( TextureAtlasLayout { size: atlas_texture.size(), textures: texture_rects, }, TextureAtlasSources { texture_ids }, atlas_texture, )) } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_image/src/exr_texture_loader.rs
crates/bevy_image/src/exr_texture_loader.rs
use crate::{Image, TextureAccessError, TextureFormatPixelInfo}; use bevy_asset::{io::Reader, AssetLoader, LoadContext, RenderAssetUsages}; use bevy_reflect::TypePath; use image::ImageDecoder; use serde::{Deserialize, Serialize}; use thiserror::Error; use wgpu_types::{Extent3d, TextureDimension, TextureFormat}; /// Loads EXR textures as Texture assets #[derive(Clone, Default, TypePath)] #[cfg(feature = "exr")] pub struct ExrTextureLoader; #[derive(Serialize, Deserialize, Default, Debug)] #[cfg(feature = "exr")] pub struct ExrTextureLoaderSettings { pub asset_usage: RenderAssetUsages, } /// Possible errors that can be produced by [`ExrTextureLoader`] #[non_exhaustive] #[derive(Debug, Error, TypePath)] #[cfg(feature = "exr")] pub enum ExrTextureLoaderError { #[error(transparent)] Io(#[from] std::io::Error), #[error(transparent)] ImageError(#[from] image::ImageError), #[error("Texture access error: {0}")] TextureAccess(#[from] TextureAccessError), } impl AssetLoader for ExrTextureLoader { type Asset = Image; type Settings = ExrTextureLoaderSettings; type Error = ExrTextureLoaderError; async fn load( &self, reader: &mut dyn Reader, settings: &Self::Settings, _load_context: &mut LoadContext<'_>, ) -> Result<Image, Self::Error> { let format = TextureFormat::Rgba32Float; debug_assert_eq!( format.pixel_size()?, 4 * 4, "Format should have 32bit x 4 size" ); let mut bytes = Vec::new(); reader.read_to_end(&mut bytes).await?; let decoder = image::codecs::openexr::OpenExrDecoder::with_alpha_preference( std::io::Cursor::new(bytes), Some(true), )?; let (width, height) = decoder.dimensions(); let total_bytes = decoder.total_bytes() as usize; let mut buf = vec![0u8; total_bytes]; decoder.read_image(buf.as_mut_slice())?; Ok(Image::new( Extent3d { width, height, depth_or_array_layers: 1, }, TextureDimension::D2, buf, format, settings.asset_usage, )) } fn extensions(&self) -> &[&str] { &["exr"] } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_anti_alias/src/lib.rs
crates/bevy_anti_alias/src/lib.rs
#![expect(missing_docs, reason = "Not all docs are written yet, see #3492.")] #![cfg_attr(docsrs, feature(doc_cfg))] #![doc( html_logo_url = "https://bevy.org/assets/icon.png", html_favicon_url = "https://bevy.org/assets/icon.png" )] use bevy_app::Plugin; use contrast_adaptive_sharpening::CasPlugin; use fxaa::FxaaPlugin; use smaa::SmaaPlugin; use taa::TemporalAntiAliasPlugin; pub mod contrast_adaptive_sharpening; #[cfg(all(feature = "dlss", not(feature = "force_disable_dlss")))] pub mod dlss; pub mod fxaa; pub mod smaa; pub mod taa; /// Adds fxaa, smaa, taa, contrast aware sharpening, and optional dlss support. #[derive(Default)] pub struct AntiAliasPlugin; impl Plugin for AntiAliasPlugin { fn build(&self, app: &mut bevy_app::App) { app.add_plugins(( FxaaPlugin, SmaaPlugin, TemporalAntiAliasPlugin, CasPlugin, #[cfg(all(feature = "dlss", not(feature = "force_disable_dlss")))] dlss::DlssPlugin, )); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_anti_alias/src/fxaa/node.rs
crates/bevy_anti_alias/src/fxaa/node.rs
use std::sync::Mutex; use crate::fxaa::{CameraFxaaPipeline, Fxaa, FxaaPipeline}; use bevy_ecs::{prelude::*, query::QueryItem}; use bevy_render::{ diagnostic::RecordDiagnostics, render_graph::{NodeRunError, RenderGraphContext, ViewNode}, render_resource::{ BindGroup, BindGroupEntries, Operations, PipelineCache, RenderPassColorAttachment, RenderPassDescriptor, TextureViewId, }, renderer::RenderContext, view::ViewTarget, }; #[derive(Default)] pub struct FxaaNode { cached_texture_bind_group: Mutex<Option<(TextureViewId, BindGroup)>>, } impl ViewNode for FxaaNode { type ViewQuery = ( &'static ViewTarget, &'static CameraFxaaPipeline, &'static Fxaa, ); fn run( &self, _graph: &mut RenderGraphContext, render_context: &mut RenderContext, (target, pipeline, fxaa): QueryItem<Self::ViewQuery>, world: &World, ) -> Result<(), NodeRunError> { let pipeline_cache = world.resource::<PipelineCache>(); let fxaa_pipeline = world.resource::<FxaaPipeline>(); if !fxaa.enabled { return Ok(()); }; let Some(pipeline) = pipeline_cache.get_render_pipeline(pipeline.pipeline_id) else { return Ok(()); }; let diagnostics = render_context.diagnostic_recorder(); let post_process = target.post_process_write(); let source = post_process.source; let destination = post_process.destination; let mut cached_bind_group = self.cached_texture_bind_group.lock().unwrap(); let bind_group = match &mut *cached_bind_group { Some((id, bind_group)) if source.id() == *id => bind_group, cached_bind_group => { let bind_group = render_context.render_device().create_bind_group( None, &pipeline_cache.get_bind_group_layout(&fxaa_pipeline.texture_bind_group), &BindGroupEntries::sequential((source, &fxaa_pipeline.sampler)), ); let (_, bind_group) = cached_bind_group.insert((source.id(), bind_group)); bind_group } }; let pass_descriptor = RenderPassDescriptor { label: Some("fxaa"), color_attachments: &[Some(RenderPassColorAttachment { view: destination, depth_slice: None, resolve_target: None, ops: Operations::default(), })], depth_stencil_attachment: None, timestamp_writes: None, occlusion_query_set: None, }; let mut render_pass = render_context .command_encoder() .begin_render_pass(&pass_descriptor); let pass_span = diagnostics.pass_span(&mut render_pass, "fxaa"); render_pass.set_pipeline(pipeline); render_pass.set_bind_group(0, bind_group, &[]); render_pass.draw(0..3, 0..1); pass_span.end(&mut render_pass); Ok(()) } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_anti_alias/src/fxaa/mod.rs
crates/bevy_anti_alias/src/fxaa/mod.rs
use bevy_app::prelude::*; use bevy_asset::{embedded_asset, load_embedded_asset, AssetServer, Handle}; use bevy_camera::Camera; use bevy_core_pipeline::{ core_2d::graph::{Core2d, Node2d}, core_3d::graph::{Core3d, Node3d}, FullscreenShader, }; use bevy_ecs::prelude::*; use bevy_image::BevyDefault as _; use bevy_reflect::{std_traits::ReflectDefault, Reflect}; use bevy_render::{ extract_component::{ExtractComponent, ExtractComponentPlugin}, render_graph::{RenderGraphExt, ViewNodeRunner}, render_resource::{ binding_types::{sampler, texture_2d}, *, }, renderer::RenderDevice, view::{ExtractedView, ViewTarget}, Render, RenderApp, RenderStartup, RenderSystems, }; use bevy_shader::Shader; use bevy_utils::default; mod node; pub use node::FxaaNode; #[derive(Debug, Reflect, Eq, PartialEq, Hash, Clone, Copy)] #[reflect(PartialEq, Hash, Clone)] pub enum Sensitivity { Low, Medium, High, Ultra, Extreme, } impl Sensitivity { pub fn get_str(&self) -> &str { match self { Sensitivity::Low => "LOW", Sensitivity::Medium => "MEDIUM", Sensitivity::High => "HIGH", Sensitivity::Ultra => "ULTRA", Sensitivity::Extreme => "EXTREME", } } } /// A component for enabling Fast Approximate Anti-Aliasing (FXAA) /// for a [`bevy_camera::Camera`]. #[derive(Reflect, Component, Clone, ExtractComponent)] #[reflect(Component, Default, Clone)] #[extract_component_filter(With<Camera>)] #[doc(alias = "FastApproximateAntiAliasing")] pub struct Fxaa { /// Enable render passes for FXAA. pub enabled: bool, /// Use lower sensitivity for a sharper, faster, result. /// Use higher sensitivity for a slower, smoother, result. /// [`Ultra`](`Sensitivity::Ultra`) and [`Extreme`](`Sensitivity::Extreme`) /// settings can result in significant smearing and loss of detail. /// /// The minimum amount of local contrast required to apply algorithm. pub edge_threshold: Sensitivity, /// Trims the algorithm from processing darks. pub edge_threshold_min: Sensitivity, } impl Default for Fxaa { fn default() -> Self { Fxaa { enabled: true, edge_threshold: Sensitivity::High, edge_threshold_min: Sensitivity::High, } } } /// Adds support for Fast Approximate Anti-Aliasing (FXAA) #[derive(Default)] pub struct FxaaPlugin; impl Plugin for FxaaPlugin { fn build(&self, app: &mut App) { embedded_asset!(app, "fxaa.wgsl"); app.add_plugins(ExtractComponentPlugin::<Fxaa>::default()); let Some(render_app) = app.get_sub_app_mut(RenderApp) else { return; }; render_app .init_resource::<SpecializedRenderPipelines<FxaaPipeline>>() .add_systems(RenderStartup, init_fxaa_pipeline) .add_systems( Render, prepare_fxaa_pipelines.in_set(RenderSystems::Prepare), ) .add_render_graph_node::<ViewNodeRunner<FxaaNode>>(Core3d, Node3d::Fxaa) .add_render_graph_edges( Core3d, ( Node3d::Tonemapping, Node3d::Fxaa, Node3d::EndMainPassPostProcessing, ), ) .add_render_graph_node::<ViewNodeRunner<FxaaNode>>(Core2d, Node2d::Fxaa) .add_render_graph_edges( Core2d, ( Node2d::Tonemapping, Node2d::Fxaa, Node2d::EndMainPassPostProcessing, ), ); } } #[derive(Resource)] pub struct FxaaPipeline { texture_bind_group: BindGroupLayoutDescriptor, sampler: Sampler, fullscreen_shader: FullscreenShader, fragment_shader: Handle<Shader>, } pub fn init_fxaa_pipeline( mut commands: Commands, render_device: Res<RenderDevice>, fullscreen_shader: Res<FullscreenShader>, asset_server: Res<AssetServer>, ) { let texture_bind_group = BindGroupLayoutDescriptor::new( "fxaa_texture_bind_group_layout", &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d(TextureSampleType::Float { filterable: true }), sampler(SamplerBindingType::Filtering), ), ), ); let sampler = render_device.create_sampler(&SamplerDescriptor { mipmap_filter: FilterMode::Linear, mag_filter: FilterMode::Linear, min_filter: FilterMode::Linear, ..default() }); commands.insert_resource(FxaaPipeline { texture_bind_group, sampler, fullscreen_shader: fullscreen_shader.clone(), fragment_shader: load_embedded_asset!(asset_server.as_ref(), "fxaa.wgsl"), }); } #[derive(Component)] pub struct CameraFxaaPipeline { pub pipeline_id: CachedRenderPipelineId, } #[derive(PartialEq, Eq, Hash, Clone, Copy)] pub struct FxaaPipelineKey { edge_threshold: Sensitivity, edge_threshold_min: Sensitivity, texture_format: TextureFormat, } impl SpecializedRenderPipeline for FxaaPipeline { type Key = FxaaPipelineKey; fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor { RenderPipelineDescriptor { label: Some("fxaa".into()), layout: vec![self.texture_bind_group.clone()], vertex: self.fullscreen_shader.to_vertex_state(), fragment: Some(FragmentState { shader: self.fragment_shader.clone(), shader_defs: vec![ format!("EDGE_THRESH_{}", key.edge_threshold.get_str()).into(), format!("EDGE_THRESH_MIN_{}", key.edge_threshold_min.get_str()).into(), ], targets: vec![Some(ColorTargetState { format: key.texture_format, blend: None, write_mask: ColorWrites::ALL, })], ..default() }), ..default() } } } pub fn prepare_fxaa_pipelines( mut commands: Commands, pipeline_cache: Res<PipelineCache>, mut pipelines: ResMut<SpecializedRenderPipelines<FxaaPipeline>>, fxaa_pipeline: Res<FxaaPipeline>, views: Query<(Entity, &ExtractedView, &Fxaa)>, ) { for (entity, view, fxaa) in &views { if !fxaa.enabled { continue; } let pipeline_id = pipelines.specialize( &pipeline_cache, &fxaa_pipeline, FxaaPipelineKey { edge_threshold: fxaa.edge_threshold, edge_threshold_min: fxaa.edge_threshold_min, texture_format: if view.hdr { ViewTarget::TEXTURE_FORMAT_HDR } else { TextureFormat::bevy_default() }, }, ); commands .entity(entity) .insert(CameraFxaaPipeline { pipeline_id }); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_anti_alias/src/contrast_adaptive_sharpening/node.rs
crates/bevy_anti_alias/src/contrast_adaptive_sharpening/node.rs
use std::sync::Mutex; use crate::contrast_adaptive_sharpening::ViewCasPipeline; use bevy_ecs::prelude::*; use bevy_render::{ diagnostic::RecordDiagnostics, extract_component::{ComponentUniforms, DynamicUniformIndex}, render_graph::{Node, NodeRunError, RenderGraphContext}, render_resource::{ BindGroup, BindGroupEntries, BufferId, Operations, PipelineCache, RenderPassColorAttachment, RenderPassDescriptor, TextureViewId, }, renderer::RenderContext, view::{ExtractedView, ViewTarget}, }; use super::{CasPipeline, CasUniform}; pub struct CasNode { query: QueryState< ( &'static ViewTarget, &'static ViewCasPipeline, &'static DynamicUniformIndex<CasUniform>, ), With<ExtractedView>, >, cached_bind_group: Mutex<Option<(BufferId, TextureViewId, BindGroup)>>, } impl FromWorld for CasNode { fn from_world(world: &mut World) -> Self { Self { query: QueryState::new(world), cached_bind_group: Mutex::new(None), } } } impl Node for CasNode { fn update(&mut self, world: &mut World) { self.query.update_archetypes(world); } fn run( &self, graph: &mut RenderGraphContext, render_context: &mut RenderContext, world: &World, ) -> Result<(), NodeRunError> { let view_entity = graph.view_entity(); let pipeline_cache = world.resource::<PipelineCache>(); let sharpening_pipeline = world.resource::<CasPipeline>(); let uniforms = world.resource::<ComponentUniforms<CasUniform>>(); let Ok((target, pipeline, uniform_index)) = self.query.get_manual(world, view_entity) else { return Ok(()); }; let uniforms_id = uniforms.buffer().unwrap().id(); let Some(uniforms) = uniforms.binding() else { return Ok(()); }; let Some(pipeline) = pipeline_cache.get_render_pipeline(pipeline.0) else { return Ok(()); }; let diagnostics = render_context.diagnostic_recorder(); let view_target = target.post_process_write(); let source = view_target.source; let destination = view_target.destination; let mut cached_bind_group = self.cached_bind_group.lock().unwrap(); let bind_group = match &mut *cached_bind_group { Some((buffer_id, texture_id, bind_group)) if source.id() == *texture_id && uniforms_id == *buffer_id => { bind_group } cached_bind_group => { let bind_group = render_context.render_device().create_bind_group( "cas_bind_group", &pipeline_cache.get_bind_group_layout(&sharpening_pipeline.layout), &BindGroupEntries::sequential(( view_target.source, &sharpening_pipeline.sampler, uniforms, )), ); let (_, _, bind_group) = cached_bind_group.insert((uniforms_id, source.id(), bind_group)); bind_group } }; let pass_descriptor = RenderPassDescriptor { label: Some("contrast_adaptive_sharpening"), color_attachments: &[Some(RenderPassColorAttachment { view: destination, depth_slice: None, resolve_target: None, ops: Operations::default(), })], depth_stencil_attachment: None, timestamp_writes: None, occlusion_query_set: None, }; let mut render_pass = render_context .command_encoder() .begin_render_pass(&pass_descriptor); let pass_span = diagnostics.pass_span(&mut render_pass, "contrast_adaptive_sharpening"); render_pass.set_pipeline(pipeline); render_pass.set_bind_group(0, bind_group, &[uniform_index.index()]); render_pass.draw(0..3, 0..1); pass_span.end(&mut render_pass); Ok(()) } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_anti_alias/src/contrast_adaptive_sharpening/mod.rs
crates/bevy_anti_alias/src/contrast_adaptive_sharpening/mod.rs
use bevy_app::prelude::*; use bevy_asset::{embedded_asset, load_embedded_asset, AssetServer}; use bevy_camera::Camera; use bevy_core_pipeline::{ core_2d::graph::{Core2d, Node2d}, core_3d::graph::{Core3d, Node3d}, FullscreenShader, }; use bevy_ecs::{prelude::*, query::QueryItem}; use bevy_image::BevyDefault as _; use bevy_reflect::{std_traits::ReflectDefault, Reflect}; use bevy_render::{ extract_component::{ExtractComponent, ExtractComponentPlugin, UniformComponentPlugin}, render_graph::RenderGraphExt, render_resource::{ binding_types::{sampler, texture_2d, uniform_buffer}, *, }, renderer::RenderDevice, view::{ExtractedView, ViewTarget}, Render, RenderApp, RenderStartup, RenderSystems, }; mod node; pub use node::CasNode; /// Applies a contrast adaptive sharpening (CAS) filter to the camera. /// /// CAS is usually used in combination with shader based anti-aliasing methods /// such as FXAA or TAA to regain some of the lost detail from the blurring that they introduce. /// /// CAS is designed to adjust the amount of sharpening applied to different areas of an image /// based on the local contrast. This can help avoid over-sharpening areas with high contrast /// and under-sharpening areas with low contrast. /// /// To use this, add the [`ContrastAdaptiveSharpening`] component to a 2D or 3D camera. #[derive(Component, Reflect, Clone)] #[reflect(Component, Default, Clone)] pub struct ContrastAdaptiveSharpening { /// Enable or disable sharpening. pub enabled: bool, /// Adjusts sharpening strength. Higher values increase the amount of sharpening. /// /// Clamped between 0.0 and 1.0. /// /// The default value is 0.6. pub sharpening_strength: f32, /// Whether to try and avoid sharpening areas that are already noisy. /// /// You probably shouldn't use this, and just leave it set to false. /// You should generally apply any sort of film grain or similar effects after CAS /// and upscaling to avoid artifacts. pub denoise: bool, } impl Default for ContrastAdaptiveSharpening { fn default() -> Self { ContrastAdaptiveSharpening { enabled: true, sharpening_strength: 0.6, denoise: false, } } } #[derive(Component, Default, Reflect, Clone)] #[reflect(Component, Default, Clone)] pub struct DenoiseCas(bool); /// The uniform struct extracted from [`ContrastAdaptiveSharpening`] attached to a [`Camera`]. /// Will be available for use in the CAS shader. #[doc(hidden)] #[derive(Component, ShaderType, Clone)] pub struct CasUniform { sharpness: f32, } impl ExtractComponent for ContrastAdaptiveSharpening { type QueryData = &'static Self; type QueryFilter = With<Camera>; type Out = (DenoiseCas, CasUniform); fn extract_component(item: QueryItem<Self::QueryData>) -> Option<Self::Out> { if !item.enabled || item.sharpening_strength == 0.0 { return None; } Some(( DenoiseCas(item.denoise), CasUniform { // above 1.0 causes extreme artifacts and fireflies sharpness: item.sharpening_strength.clamp(0.0, 1.0), }, )) } } /// Adds Support for Contrast Adaptive Sharpening (CAS). #[derive(Default)] pub struct CasPlugin; impl Plugin for CasPlugin { fn build(&self, app: &mut App) { embedded_asset!(app, "robust_contrast_adaptive_sharpening.wgsl"); app.add_plugins(( ExtractComponentPlugin::<ContrastAdaptiveSharpening>::default(), UniformComponentPlugin::<CasUniform>::default(), )); let Some(render_app) = app.get_sub_app_mut(RenderApp) else { return; }; render_app .add_systems(RenderStartup, init_cas_pipeline) .add_systems(Render, prepare_cas_pipelines.in_set(RenderSystems::Prepare)); { render_app .add_render_graph_node::<CasNode>(Core3d, Node3d::ContrastAdaptiveSharpening) .add_render_graph_edge( Core3d, Node3d::Tonemapping, Node3d::ContrastAdaptiveSharpening, ) .add_render_graph_edges( Core3d, ( Node3d::Fxaa, Node3d::ContrastAdaptiveSharpening, Node3d::EndMainPassPostProcessing, ), ); } { render_app .add_render_graph_node::<CasNode>(Core2d, Node2d::ContrastAdaptiveSharpening) .add_render_graph_edge( Core2d, Node2d::Tonemapping, Node2d::ContrastAdaptiveSharpening, ) .add_render_graph_edges( Core2d, ( Node2d::Fxaa, Node2d::ContrastAdaptiveSharpening, Node2d::EndMainPassPostProcessing, ), ); } } } #[derive(Resource)] pub struct CasPipeline { layout: BindGroupLayoutDescriptor, sampler: Sampler, variants: Variants<RenderPipeline, CasPipelineSpecializer>, } pub fn init_cas_pipeline( mut commands: Commands, render_device: Res<RenderDevice>, fullscreen_shader: Res<FullscreenShader>, asset_server: Res<AssetServer>, ) { let layout = BindGroupLayoutDescriptor::new( "sharpening_texture_bind_group_layout", &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d(TextureSampleType::Float { filterable: true }), sampler(SamplerBindingType::Filtering), // CAS Settings uniform_buffer::<CasUniform>(true), ), ), ); let sampler = render_device.create_sampler(&SamplerDescriptor::default()); let fragment_shader = load_embedded_asset!( asset_server.as_ref(), "robust_contrast_adaptive_sharpening.wgsl" ); let variants = Variants::new( CasPipelineSpecializer, RenderPipelineDescriptor { label: Some("contrast_adaptive_sharpening".into()), layout: vec![layout.clone()], vertex: fullscreen_shader.to_vertex_state(), fragment: Some(FragmentState { shader: fragment_shader, ..Default::default() }), ..Default::default() }, ); commands.insert_resource(CasPipeline { layout, sampler, variants, }); } #[derive(PartialEq, Eq, Hash, Clone, Copy, SpecializerKey)] pub struct CasPipelineKey { texture_format: TextureFormat, denoise: bool, } pub struct CasPipelineSpecializer; impl Specializer<RenderPipeline> for CasPipelineSpecializer { type Key = CasPipelineKey; fn specialize( &self, key: Self::Key, descriptor: &mut <RenderPipeline as Specializable>::Descriptor, ) -> Result<Canonical<Self::Key>, BevyError> { let fragment = descriptor.fragment_mut()?; if key.denoise { fragment.shader_defs.push("RCAS_DENOISE".into()); } fragment.set_target( 0, ColorTargetState { format: key.texture_format, blend: None, write_mask: ColorWrites::ALL, }, ); Ok(key) } } fn prepare_cas_pipelines( mut commands: Commands, pipeline_cache: Res<PipelineCache>, mut sharpening_pipeline: ResMut<CasPipeline>, views: Query< (Entity, &ExtractedView, &DenoiseCas), Or<(Added<CasUniform>, Changed<DenoiseCas>)>, >, mut removals: RemovedComponents<CasUniform>, ) -> Result<(), BevyError> { for entity in removals.read() { commands.entity(entity).remove::<ViewCasPipeline>(); } for (entity, view, denoise_cas) in &views { let pipeline_id = sharpening_pipeline.variants.specialize( &pipeline_cache, CasPipelineKey { denoise: denoise_cas.0, texture_format: if view.hdr { ViewTarget::TEXTURE_FORMAT_HDR } else { TextureFormat::bevy_default() }, }, )?; commands.entity(entity).insert(ViewCasPipeline(pipeline_id)); } Ok(()) } #[derive(Component)] pub struct ViewCasPipeline(CachedRenderPipelineId);
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_anti_alias/src/taa/mod.rs
crates/bevy_anti_alias/src/taa/mod.rs
use bevy_app::{App, Plugin}; use bevy_asset::{embedded_asset, load_embedded_asset, AssetServer}; use bevy_camera::{Camera, Camera3d}; use bevy_core_pipeline::{ core_3d::graph::{Core3d, Node3d}, prepass::{DepthPrepass, MotionVectorPrepass, ViewPrepassTextures}, FullscreenShader, }; use bevy_diagnostic::FrameCount; use bevy_ecs::{ error::BevyError, prelude::{Component, Entity, ReflectComponent}, query::{QueryItem, With}, resource::Resource, schedule::IntoScheduleConfigs, system::{Commands, Query, Res, ResMut}, world::World, }; use bevy_image::{BevyDefault as _, ToExtents}; use bevy_math::vec2; use bevy_reflect::{std_traits::ReflectDefault, Reflect}; use bevy_render::{ camera::{ExtractedCamera, MipBias, TemporalJitter}, diagnostic::RecordDiagnostics, render_graph::{NodeRunError, RenderGraphContext, RenderGraphExt, ViewNode, ViewNodeRunner}, render_resource::{ binding_types::{sampler, texture_2d, texture_depth_2d}, BindGroupEntries, BindGroupLayoutDescriptor, BindGroupLayoutEntries, CachedRenderPipelineId, Canonical, ColorTargetState, ColorWrites, FilterMode, FragmentState, Operations, PipelineCache, RenderPassColorAttachment, RenderPassDescriptor, RenderPipeline, RenderPipelineDescriptor, Sampler, SamplerBindingType, SamplerDescriptor, ShaderStages, Specializer, SpecializerKey, TextureDescriptor, TextureDimension, TextureFormat, TextureSampleType, TextureUsages, Variants, }, renderer::{RenderContext, RenderDevice}, sync_component::SyncComponentPlugin, sync_world::RenderEntity, texture::{CachedTexture, TextureCache}, view::{ExtractedView, Msaa, ViewTarget}, ExtractSchedule, MainWorld, Render, RenderApp, RenderStartup, RenderSystems, }; use bevy_utils::default; use tracing::warn; /// Plugin for temporal anti-aliasing. /// /// See [`TemporalAntiAliasing`] for more details. #[derive(Default)] pub struct TemporalAntiAliasPlugin; impl Plugin for TemporalAntiAliasPlugin { fn build(&self, app: &mut App) { embedded_asset!(app, "taa.wgsl"); app.add_plugins(SyncComponentPlugin::<TemporalAntiAliasing>::default()); let Some(render_app) = app.get_sub_app_mut(RenderApp) else { return; }; render_app .add_systems(RenderStartup, init_taa_pipeline) .add_systems(ExtractSchedule, extract_taa_settings) .add_systems( Render, ( prepare_taa_jitter.in_set(RenderSystems::ManageViews), prepare_taa_pipelines.in_set(RenderSystems::Prepare), prepare_taa_history_textures.in_set(RenderSystems::PrepareResources), ), ) .add_render_graph_node::<ViewNodeRunner<TemporalAntiAliasNode>>(Core3d, Node3d::Taa) .add_render_graph_edges( Core3d, ( Node3d::StartMainPassPostProcessing, Node3d::MotionBlur, // Running before TAA reduces edge artifacts and noise Node3d::Taa, Node3d::Bloom, Node3d::Tonemapping, ), ); } } /// Component to apply temporal anti-aliasing to a 3D camera. /// /// Temporal anti-aliasing (TAA) is a form of image smoothing/filtering, like /// multisample anti-aliasing (MSAA), or fast approximate anti-aliasing (FXAA). /// TAA works by blending (averaging) each frame with the past few frames. /// /// # Tradeoffs /// /// Pros: /// * Filters more types of aliasing than MSAA, such as textures and singular bright pixels (specular aliasing) /// * Cost scales with screen/view resolution, unlike MSAA which scales with number of triangles /// * Greatly increases the quality of stochastic rendering techniques such as SSAO, certain shadow map sampling methods, etc /// /// Cons: /// * Chance of "ghosting" - ghostly trails left behind moving objects /// * Thin geometry, lighting detail, or texture lines may flicker noisily or disappear /// /// Because TAA blends past frames with the current frame, when the frames differ too much /// (such as with fast moving objects or camera cuts), ghosting artifacts may occur. /// /// Artifacts tend to be reduced at higher framerates and rendering resolution. /// /// # Usage Notes /// /// Any camera with this component must also disable [`Msaa`] by setting it to [`Msaa::Off`]. /// /// TAA also does not work well with alpha-blended meshes, as it requires depth writing to determine motion. /// /// It is very important that correct motion vectors are written for everything on screen. /// Failure to do so will lead to ghosting artifacts. For instance, if particle effects /// are added using a third party library, the library must either: /// /// 1. Write particle motion vectors to the motion vectors prepass texture /// 2. Render particles after TAA #[derive(Component, Reflect, Clone)] #[reflect(Component, Default, Clone)] #[require(TemporalJitter, MipBias, DepthPrepass, MotionVectorPrepass)] #[doc(alias = "Taa")] pub struct TemporalAntiAliasing { /// Set to true to delete the saved temporal history (past frames). /// /// Useful for preventing ghosting when the history is no longer /// representative of the current frame, such as in sudden camera cuts. /// /// After setting this to true, it will automatically be toggled /// back to false at the end of the frame. pub reset: bool, } impl Default for TemporalAntiAliasing { fn default() -> Self { Self { reset: true } } } /// Render [`bevy_render::render_graph::Node`] used by temporal anti-aliasing. #[derive(Default)] pub struct TemporalAntiAliasNode; impl ViewNode for TemporalAntiAliasNode { type ViewQuery = ( &'static ExtractedCamera, &'static ViewTarget, &'static TemporalAntiAliasHistoryTextures, &'static ViewPrepassTextures, &'static TemporalAntiAliasPipelineId, &'static Msaa, ); fn run( &self, _graph: &mut RenderGraphContext, render_context: &mut RenderContext, (camera, view_target, taa_history_textures, prepass_textures, taa_pipeline_id, msaa): QueryItem< Self::ViewQuery, >, world: &World, ) -> Result<(), NodeRunError> { if *msaa != Msaa::Off { warn!("Temporal anti-aliasing requires MSAA to be disabled"); return Ok(()); } let (Some(pipelines), Some(pipeline_cache)) = ( world.get_resource::<TaaPipeline>(), world.get_resource::<PipelineCache>(), ) else { return Ok(()); }; let (Some(taa_pipeline), Some(prepass_motion_vectors_texture), Some(prepass_depth_texture)) = ( pipeline_cache.get_render_pipeline(taa_pipeline_id.0), &prepass_textures.motion_vectors, &prepass_textures.depth, ) else { return Ok(()); }; let diagnostics = render_context.diagnostic_recorder(); let view_target = view_target.post_process_write(); let taa_bind_group = render_context.render_device().create_bind_group( "taa_bind_group", &pipeline_cache.get_bind_group_layout(&pipelines.taa_bind_group_layout), &BindGroupEntries::sequential(( view_target.source, &taa_history_textures.read.default_view, &prepass_motion_vectors_texture.texture.default_view, &prepass_depth_texture.texture.default_view, &pipelines.nearest_sampler, &pipelines.linear_sampler, )), ); { let mut taa_pass = render_context.begin_tracked_render_pass(RenderPassDescriptor { label: Some("taa"), color_attachments: &[ Some(RenderPassColorAttachment { view: view_target.destination, depth_slice: None, resolve_target: None, ops: Operations::default(), }), Some(RenderPassColorAttachment { view: &taa_history_textures.write.default_view, depth_slice: None, resolve_target: None, ops: Operations::default(), }), ], depth_stencil_attachment: None, timestamp_writes: None, occlusion_query_set: None, }); let pass_span = diagnostics.pass_span(&mut taa_pass, "taa"); taa_pass.set_render_pipeline(taa_pipeline); taa_pass.set_bind_group(0, &taa_bind_group, &[]); if let Some(viewport) = camera.viewport.as_ref() { taa_pass.set_camera_viewport(viewport); } taa_pass.draw(0..3, 0..1); pass_span.end(&mut taa_pass); } Ok(()) } } #[derive(Resource)] struct TaaPipeline { taa_bind_group_layout: BindGroupLayoutDescriptor, nearest_sampler: Sampler, linear_sampler: Sampler, variants: Variants<RenderPipeline, TaaPipelineSpecializer>, } fn init_taa_pipeline( mut commands: Commands, render_device: Res<RenderDevice>, fullscreen_shader: Res<FullscreenShader>, asset_server: Res<AssetServer>, ) { let nearest_sampler = render_device.create_sampler(&SamplerDescriptor { label: Some("taa_nearest_sampler"), mag_filter: FilterMode::Nearest, min_filter: FilterMode::Nearest, ..SamplerDescriptor::default() }); let linear_sampler = render_device.create_sampler(&SamplerDescriptor { label: Some("taa_linear_sampler"), mag_filter: FilterMode::Linear, min_filter: FilterMode::Linear, ..SamplerDescriptor::default() }); let taa_bind_group_layout = BindGroupLayoutDescriptor::new( "taa_bind_group_layout", &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( // View target (read) texture_2d(TextureSampleType::Float { filterable: true }), // TAA History (read) texture_2d(TextureSampleType::Float { filterable: true }), // Motion Vectors texture_2d(TextureSampleType::Float { filterable: true }), // Depth texture_depth_2d(), // Nearest sampler sampler(SamplerBindingType::NonFiltering), // Linear sampler sampler(SamplerBindingType::Filtering), ), ), ); let fragment_shader = load_embedded_asset!(asset_server.as_ref(), "taa.wgsl"); let variants = Variants::new( TaaPipelineSpecializer, RenderPipelineDescriptor { label: Some("taa_pipeline".into()), layout: vec![taa_bind_group_layout.clone()], vertex: fullscreen_shader.to_vertex_state(), fragment: Some(FragmentState { shader: fragment_shader, ..default() }), ..default() }, ); commands.insert_resource(TaaPipeline { taa_bind_group_layout, nearest_sampler, linear_sampler, variants, }); } struct TaaPipelineSpecializer; #[derive(PartialEq, Eq, Hash, Clone, SpecializerKey)] struct TaaPipelineKey { hdr: bool, reset: bool, } impl Specializer<RenderPipeline> for TaaPipelineSpecializer { type Key = TaaPipelineKey; fn specialize( &self, key: Self::Key, descriptor: &mut RenderPipelineDescriptor, ) -> Result<Canonical<Self::Key>, BevyError> { let fragment = descriptor.fragment_mut()?; let format = if key.hdr { fragment.shader_defs.push("TONEMAP".into()); ViewTarget::TEXTURE_FORMAT_HDR } else { TextureFormat::bevy_default() }; if key.reset { fragment.shader_defs.push("RESET".into()); } let color_target_state = ColorTargetState { format, blend: None, write_mask: ColorWrites::ALL, }; fragment.set_target(0, color_target_state.clone()); fragment.set_target(1, color_target_state); Ok(key) } } fn extract_taa_settings(mut commands: Commands, mut main_world: ResMut<MainWorld>) { let mut cameras_3d = main_world.query::<(RenderEntity, &Camera, Option<&mut TemporalAntiAliasing>)>(); for (entity, camera, taa_settings) in cameras_3d.iter_mut(&mut main_world) { let mut entity_commands = commands .get_entity(entity) .expect("Camera entity wasn't synced."); if let Some(mut taa_settings) = taa_settings && camera.is_active { entity_commands.insert(taa_settings.clone()); taa_settings.reset = false; } else { entity_commands.remove::<( TemporalAntiAliasing, TemporalAntiAliasHistoryTextures, TemporalAntiAliasPipelineId, )>(); } } } fn prepare_taa_jitter( frame_count: Res<FrameCount>, mut query: Query< &mut TemporalJitter, ( With<TemporalAntiAliasing>, With<Camera3d>, With<TemporalJitter>, With<DepthPrepass>, With<MotionVectorPrepass>, ), >, ) { // Halton sequence (2, 3) - 0.5 let halton_sequence = [ vec2(0.0, 0.0), vec2(0.0, -0.16666666), vec2(-0.25, 0.16666669), vec2(0.25, -0.3888889), vec2(-0.375, -0.055555552), vec2(0.125, 0.2777778), vec2(-0.125, -0.2777778), vec2(0.375, 0.055555582), ]; let offset = halton_sequence[frame_count.0 as usize % halton_sequence.len()]; for mut jitter in &mut query { jitter.offset = offset; } } #[derive(Component)] pub struct TemporalAntiAliasHistoryTextures { write: CachedTexture, read: CachedTexture, } fn prepare_taa_history_textures( mut commands: Commands, mut texture_cache: ResMut<TextureCache>, render_device: Res<RenderDevice>, frame_count: Res<FrameCount>, views: Query<(Entity, &ExtractedCamera, &ExtractedView), With<TemporalAntiAliasing>>, ) { for (entity, camera, view) in &views { if let Some(physical_target_size) = camera.physical_target_size { let mut texture_descriptor = TextureDescriptor { label: None, size: physical_target_size.to_extents(), mip_level_count: 1, sample_count: 1, dimension: TextureDimension::D2, format: if view.hdr { ViewTarget::TEXTURE_FORMAT_HDR } else { TextureFormat::bevy_default() }, usage: TextureUsages::TEXTURE_BINDING | TextureUsages::RENDER_ATTACHMENT, view_formats: &[], }; texture_descriptor.label = Some("taa_history_1_texture"); let history_1_texture = texture_cache.get(&render_device, texture_descriptor.clone()); texture_descriptor.label = Some("taa_history_2_texture"); let history_2_texture = texture_cache.get(&render_device, texture_descriptor); let textures = if frame_count.0.is_multiple_of(2) { TemporalAntiAliasHistoryTextures { write: history_1_texture, read: history_2_texture, } } else { TemporalAntiAliasHistoryTextures { write: history_2_texture, read: history_1_texture, } }; commands.entity(entity).insert(textures); } } } #[derive(Component)] pub struct TemporalAntiAliasPipelineId(CachedRenderPipelineId); fn prepare_taa_pipelines( mut commands: Commands, pipeline_cache: Res<PipelineCache>, mut pipeline: ResMut<TaaPipeline>, views: Query<(Entity, &ExtractedView, &TemporalAntiAliasing)>, ) -> Result<(), BevyError> { for (entity, view, taa_settings) in &views { let mut pipeline_key = TaaPipelineKey { hdr: view.hdr, reset: taa_settings.reset, }; let pipeline_id = pipeline .variants .specialize(&pipeline_cache, pipeline_key.clone())?; // Prepare non-reset pipeline anyways - it will be necessary next frame if pipeline_key.reset { pipeline_key.reset = false; pipeline .variants .specialize(&pipeline_cache, pipeline_key)?; } commands .entity(entity) .insert(TemporalAntiAliasPipelineId(pipeline_id)); } Ok(()) }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_anti_alias/src/dlss/node.rs
crates/bevy_anti_alias/src/dlss/node.rs
use super::{ prepare::DlssRenderContext, Dlss, DlssFeature, DlssRayReconstructionFeature, DlssSuperResolutionFeature, ViewDlssRayReconstructionTextures, }; use bevy_camera::MainPassResolutionOverride; use bevy_core_pipeline::prepass::ViewPrepassTextures; use bevy_ecs::{query::QueryItem, world::World}; use bevy_render::{ camera::TemporalJitter, diagnostic::RecordDiagnostics, render_graph::{NodeRunError, RenderGraphContext, ViewNode}, renderer::{RenderAdapter, RenderContext}, view::ViewTarget, }; use dlss_wgpu::{ ray_reconstruction::{ DlssRayReconstructionRenderParameters, DlssRayReconstructionSpecularGuide, }, super_resolution::{DlssSuperResolutionExposure, DlssSuperResolutionRenderParameters}, }; use std::marker::PhantomData; #[derive(Default)] pub struct DlssNode<F: DlssFeature>(PhantomData<F>); impl ViewNode for DlssNode<DlssSuperResolutionFeature> { type ViewQuery = ( &'static Dlss<DlssSuperResolutionFeature>, &'static DlssRenderContext<DlssSuperResolutionFeature>, &'static MainPassResolutionOverride, &'static TemporalJitter, &'static ViewTarget, &'static ViewPrepassTextures, ); fn run( &self, _graph: &mut RenderGraphContext, render_context: &mut RenderContext, ( dlss, dlss_context, resolution_override, temporal_jitter, view_target, prepass_textures, ): QueryItem<Self::ViewQuery>, world: &World, ) -> Result<(), NodeRunError> { let adapter = world.resource::<RenderAdapter>(); let (Some(prepass_depth_texture), Some(prepass_motion_vectors_texture)) = (&prepass_textures.depth, &prepass_textures.motion_vectors) else { return Ok(()); }; let view_target = view_target.post_process_write(); let render_resolution = resolution_override.0; let render_parameters = DlssSuperResolutionRenderParameters { color: &view_target.source, depth: &prepass_depth_texture.texture.default_view, motion_vectors: &prepass_motion_vectors_texture.texture.default_view, exposure: DlssSuperResolutionExposure::Automatic, // TODO bias: None, // TODO dlss_output: &view_target.destination, reset: dlss.reset, jitter_offset: -temporal_jitter.offset, partial_texture_size: Some(render_resolution), motion_vector_scale: Some(-render_resolution.as_vec2()), }; let diagnostics = render_context.diagnostic_recorder(); let command_encoder = render_context.command_encoder(); let mut dlss_context = dlss_context.context.lock().unwrap(); command_encoder.push_debug_group("dlss_super_resolution"); let time_span = diagnostics.time_span(command_encoder, "dlss_super_resolution"); dlss_context .render(render_parameters, command_encoder, &adapter) .expect("Failed to render DLSS Super Resolution"); time_span.end(command_encoder); command_encoder.pop_debug_group(); Ok(()) } } impl ViewNode for DlssNode<DlssRayReconstructionFeature> { type ViewQuery = ( &'static Dlss<DlssRayReconstructionFeature>, &'static DlssRenderContext<DlssRayReconstructionFeature>, &'static MainPassResolutionOverride, &'static TemporalJitter, &'static ViewTarget, &'static ViewPrepassTextures, &'static ViewDlssRayReconstructionTextures, ); fn run( &self, _graph: &mut RenderGraphContext, render_context: &mut RenderContext, ( dlss, dlss_context, resolution_override, temporal_jitter, view_target, prepass_textures, ray_reconstruction_textures, ): QueryItem<Self::ViewQuery>, world: &World, ) -> Result<(), NodeRunError> { let adapter = world.resource::<RenderAdapter>(); let (Some(prepass_depth_texture), Some(prepass_motion_vectors_texture)) = (&prepass_textures.depth, &prepass_textures.motion_vectors) else { return Ok(()); }; let view_target = view_target.post_process_write(); let render_resolution = resolution_override.0; let render_parameters = DlssRayReconstructionRenderParameters { diffuse_albedo: &ray_reconstruction_textures.diffuse_albedo.default_view, specular_albedo: &ray_reconstruction_textures.specular_albedo.default_view, normals: &ray_reconstruction_textures.normal_roughness.default_view, roughness: None, color: &view_target.source, depth: &prepass_depth_texture.texture.default_view, motion_vectors: &prepass_motion_vectors_texture.texture.default_view, specular_guide: DlssRayReconstructionSpecularGuide::SpecularMotionVectors( &ray_reconstruction_textures .specular_motion_vectors .default_view, ), screen_space_subsurface_scattering_guide: None, // TODO bias: None, // TODO dlss_output: &view_target.destination, reset: dlss.reset, jitter_offset: -temporal_jitter.offset, partial_texture_size: Some(render_resolution), motion_vector_scale: Some(-render_resolution.as_vec2()), }; let diagnostics = render_context.diagnostic_recorder(); let command_encoder = render_context.command_encoder(); let mut dlss_context = dlss_context.context.lock().unwrap(); command_encoder.push_debug_group("dlss_ray_reconstruction"); let time_span = diagnostics.time_span(command_encoder, "dlss_ray_reconstruction"); dlss_context .render(render_parameters, command_encoder, &adapter) .expect("Failed to render DLSS Ray Reconstruction"); time_span.end(command_encoder); command_encoder.pop_debug_group(); Ok(()) } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_anti_alias/src/dlss/mod.rs
crates/bevy_anti_alias/src/dlss/mod.rs
//! NVIDIA Deep Learning Super Sampling (DLSS). //! //! DLSS uses machine learning models to upscale and anti-alias images. //! //! Requires a NVIDIA RTX GPU, and the Windows/Linux Vulkan rendering backend. Does not work on other platforms. //! //! See https://github.com/bevyengine/dlss_wgpu for licensing requirements and setup instructions. //! //! # Usage //! 1. Enable Bevy's `dlss` feature //! 2. During app setup, insert the `DlssProjectId` resource before `DefaultPlugins` //! 3. Check for the presence of `Option<Res<DlssSuperResolutionSupported>>` at runtime to see if DLSS is supported on the current machine //! 4. Add the `Dlss` component to your camera entity, optionally setting a specific `DlssPerfQualityMode` (defaults to `Auto`) //! 5. Optionally add sharpening via `ContrastAdaptiveSharpening` //! 6. Custom rendering code, including third party crates, should account for the optional `MainPassResolutionOverride` to work with DLSS (see the `custom_render_phase` example) mod extract; mod node; mod prepare; pub use dlss_wgpu::DlssPerfQualityMode; use bevy_app::{App, Plugin}; use bevy_core_pipeline::{ core_3d::graph::{Core3d, Node3d}, prepass::{DepthPrepass, MotionVectorPrepass}, }; use bevy_ecs::prelude::*; use bevy_math::{UVec2, Vec2}; use bevy_reflect::{reflect_remote, Reflect}; use bevy_render::{ camera::{MipBias, TemporalJitter}, render_graph::{RenderGraphExt, ViewNodeRunner}, renderer::{ raw_vulkan_init::{AdditionalVulkanFeatures, RawVulkanInitSettings}, RenderDevice, RenderQueue, }, texture::CachedTexture, view::{prepare_view_targets, Hdr}, ExtractSchedule, Render, RenderApp, RenderSystems, }; use dlss_wgpu::{ ray_reconstruction::{ DlssRayReconstruction, DlssRayReconstructionDepthMode, DlssRayReconstructionRoughnessMode, }, super_resolution::DlssSuperResolution, FeatureSupport, }; use std::{ marker::PhantomData, ops::Deref, sync::{Arc, Mutex}, }; use tracing::info; use uuid::Uuid; /// Initializes DLSS support in the renderer. This must be registered before [`RenderPlugin`](bevy_render::RenderPlugin) because /// it configures render init code. #[derive(Default)] pub struct DlssInitPlugin; impl Plugin for DlssInitPlugin { #[allow(unsafe_code)] fn build(&self, app: &mut App) { let dlss_project_id = app.world().get_resource::<DlssProjectId>() .expect("The `dlss` feature is enabled, but DlssProjectId was not added to the App before DlssInitPlugin.").0; let mut raw_vulkan_settings = app .world_mut() .get_resource_or_init::<RawVulkanInitSettings>(); // SAFETY: this does not remove any instance features and only enables features that are supported unsafe { raw_vulkan_settings.add_create_instance_callback( move |mut args, additional_vulkan_features| { let mut feature_support = FeatureSupport::default(); match dlss_wgpu::register_instance_extensions( dlss_project_id, &mut args, &mut feature_support, ) { Ok(_) => { if feature_support.super_resolution_supported { additional_vulkan_features.insert::<DlssSuperResolutionSupported>(); } if feature_support.ray_reconstruction_supported { additional_vulkan_features .insert::<DlssRayReconstructionSupported>(); } } Err(_) => {} } }, ); } // SAFETY: this does not remove any device features and only enables features that are supported unsafe { raw_vulkan_settings.add_create_device_callback( move |mut args, adapter, additional_vulkan_features| { let mut feature_support = FeatureSupport::default(); match dlss_wgpu::register_device_extensions( dlss_project_id, &mut args, adapter, &mut feature_support, ) { Ok(_) => { if feature_support.super_resolution_supported { additional_vulkan_features.insert::<DlssSuperResolutionSupported>(); } else { additional_vulkan_features.remove::<DlssSuperResolutionSupported>(); } if feature_support.ray_reconstruction_supported { additional_vulkan_features .insert::<DlssRayReconstructionSupported>(); } else { additional_vulkan_features .remove::<DlssRayReconstructionSupported>(); } } Err(_) => {} } }, ) }; } } /// Enables DLSS support. This requires [`DlssInitPlugin`] to function, which must be manually registered in the correct order /// prior to registering this plugin. #[derive(Default)] pub struct DlssPlugin; impl Plugin for DlssPlugin { fn build(&self, app: &mut App) { app.register_type::<Dlss<DlssSuperResolutionFeature>>() .register_type::<Dlss<DlssRayReconstructionFeature>>(); } fn finish(&self, app: &mut App) { let (super_resolution_supported, ray_reconstruction_supported) = { let features = app .sub_app_mut(RenderApp) .world() .resource::<AdditionalVulkanFeatures>(); ( features.has::<DlssSuperResolutionSupported>(), features.has::<DlssRayReconstructionSupported>(), ) }; if !super_resolution_supported { return; } let wgpu_device = { let render_world = app.sub_app(RenderApp).world(); let render_device = render_world.resource::<RenderDevice>().wgpu_device(); render_device.clone() }; let project_id = app.world().get_resource::<DlssProjectId>() .expect("The `dlss` feature is enabled, but DlssProjectId was not added to the App before DlssPlugin."); let dlss_sdk = dlss_wgpu::DlssSdk::new(project_id.0, wgpu_device); if dlss_sdk.is_err() { info!("DLSS is not supported on this system"); return; } app.insert_resource(DlssSuperResolutionSupported); if ray_reconstruction_supported { app.insert_resource(DlssRayReconstructionSupported); } app.sub_app_mut(RenderApp) .insert_resource(DlssSdk(dlss_sdk.unwrap())) .add_systems( ExtractSchedule, ( extract::extract_dlss::<DlssSuperResolutionFeature>, extract::extract_dlss::<DlssRayReconstructionFeature>, ), ) .add_systems( Render, ( prepare::prepare_dlss::<DlssSuperResolutionFeature>, prepare::prepare_dlss::<DlssRayReconstructionFeature>, ) .in_set(RenderSystems::ManageViews) .before(prepare_view_targets), ) .add_render_graph_node::<ViewNodeRunner<node::DlssNode<DlssSuperResolutionFeature>>>( Core3d, Node3d::DlssSuperResolution, ) .add_render_graph_node::<ViewNodeRunner<node::DlssNode<DlssRayReconstructionFeature>>>( Core3d, Node3d::DlssRayReconstruction, ) .add_render_graph_edges( Core3d, ( Node3d::EndMainPass, Node3d::MotionBlur, // Running before DLSS reduces edge artifacts and noise Node3d::DlssSuperResolution, Node3d::DlssRayReconstruction, Node3d::Bloom, Node3d::Tonemapping, ), ); } } /// Camera component to enable DLSS. #[derive(Component, Reflect, Clone)] #[reflect(Component)] #[require(TemporalJitter, MipBias, DepthPrepass, MotionVectorPrepass, Hdr)] pub struct Dlss<F: DlssFeature = DlssSuperResolutionFeature> { /// How much upscaling should be applied. #[reflect(remote = DlssPerfQualityModeRemoteReflect)] pub perf_quality_mode: DlssPerfQualityMode, /// Set to true to delete the saved temporal history (past frames). /// /// Useful for preventing ghosting when the history is no longer /// representative of the current frame, such as in sudden camera cuts. /// /// After setting this to true, it will automatically be toggled /// back to false at the end of the frame. pub reset: bool, #[reflect(ignore)] pub _phantom_data: PhantomData<F>, } impl Default for Dlss<DlssSuperResolutionFeature> { fn default() -> Self { Self { perf_quality_mode: Default::default(), reset: Default::default(), _phantom_data: Default::default(), } } } pub trait DlssFeature: Reflect + Clone + Default { type Context: Send; fn upscaled_resolution(context: &Self::Context) -> UVec2; fn render_resolution(context: &Self::Context) -> UVec2; fn suggested_jitter( context: &Self::Context, frame_number: u32, render_resolution: UVec2, ) -> Vec2; fn suggested_mip_bias(context: &Self::Context, render_resolution: UVec2) -> f32; fn new_context( upscaled_resolution: UVec2, perf_quality_mode: DlssPerfQualityMode, feature_flags: dlss_wgpu::DlssFeatureFlags, sdk: Arc<Mutex<dlss_wgpu::DlssSdk>>, device: &RenderDevice, queue: &RenderQueue, ) -> Result<Self::Context, dlss_wgpu::DlssError>; } /// DLSS Super Resolution. /// /// Only available when the [`DlssSuperResolutionSupported`] resource exists. #[derive(Reflect, Clone, Default)] pub struct DlssSuperResolutionFeature; impl DlssFeature for DlssSuperResolutionFeature { type Context = DlssSuperResolution; fn upscaled_resolution(context: &Self::Context) -> UVec2 { context.upscaled_resolution() } fn render_resolution(context: &Self::Context) -> UVec2 { context.render_resolution() } fn suggested_jitter( context: &Self::Context, frame_number: u32, render_resolution: UVec2, ) -> Vec2 { context.suggested_jitter(frame_number, render_resolution) } fn suggested_mip_bias(context: &Self::Context, render_resolution: UVec2) -> f32 { context.suggested_mip_bias(render_resolution) } fn new_context( upscaled_resolution: UVec2, perf_quality_mode: DlssPerfQualityMode, feature_flags: dlss_wgpu::DlssFeatureFlags, sdk: Arc<Mutex<dlss_wgpu::DlssSdk>>, device: &RenderDevice, queue: &RenderQueue, ) -> Result<Self::Context, dlss_wgpu::DlssError> { DlssSuperResolution::new( upscaled_resolution, perf_quality_mode, feature_flags, sdk, device.wgpu_device(), queue.deref(), ) } } /// DLSS Ray Reconstruction. /// /// Only available when the [`DlssRayReconstructionSupported`] resource exists. #[derive(Reflect, Clone, Default)] pub struct DlssRayReconstructionFeature; impl DlssFeature for DlssRayReconstructionFeature { type Context = DlssRayReconstruction; fn upscaled_resolution(context: &Self::Context) -> UVec2 { context.upscaled_resolution() } fn render_resolution(context: &Self::Context) -> UVec2 { context.render_resolution() } fn suggested_jitter( context: &Self::Context, frame_number: u32, render_resolution: UVec2, ) -> Vec2 { context.suggested_jitter(frame_number, render_resolution) } fn suggested_mip_bias(context: &Self::Context, render_resolution: UVec2) -> f32 { context.suggested_mip_bias(render_resolution) } fn new_context( upscaled_resolution: UVec2, perf_quality_mode: DlssPerfQualityMode, feature_flags: dlss_wgpu::DlssFeatureFlags, sdk: Arc<Mutex<dlss_wgpu::DlssSdk>>, device: &RenderDevice, queue: &RenderQueue, ) -> Result<Self::Context, dlss_wgpu::DlssError> { DlssRayReconstruction::new( upscaled_resolution, perf_quality_mode, feature_flags, DlssRayReconstructionRoughnessMode::Packed, DlssRayReconstructionDepthMode::Hardware, sdk, device.wgpu_device(), queue.deref(), ) } } /// Additional textures needed as inputs for [`DlssRayReconstructionFeature`]. #[derive(Component)] pub struct ViewDlssRayReconstructionTextures { pub diffuse_albedo: CachedTexture, pub specular_albedo: CachedTexture, pub normal_roughness: CachedTexture, pub specular_motion_vectors: CachedTexture, } #[reflect_remote(DlssPerfQualityMode)] #[derive(Default)] enum DlssPerfQualityModeRemoteReflect { #[default] Auto, Dlaa, Quality, Balanced, Performance, UltraPerformance, } #[derive(Resource)] struct DlssSdk(Arc<Mutex<dlss_wgpu::DlssSdk>>); /// Application-specific ID for DLSS. /// /// See the DLSS programming guide for more info. #[derive(Resource, Clone)] pub struct DlssProjectId(pub Uuid); /// When DLSS Super Resolution is supported by the current system, this resource will exist in the main world. /// Otherwise this resource will be absent. #[derive(Resource, Clone, Copy)] pub struct DlssSuperResolutionSupported; /// When DLSS Ray Reconstruction is supported by the current system, this resource will exist in the main world. /// Otherwise this resource will be absent. #[derive(Resource, Clone, Copy)] pub struct DlssRayReconstructionSupported;
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_anti_alias/src/dlss/extract.rs
crates/bevy_anti_alias/src/dlss/extract.rs
use super::{prepare::DlssRenderContext, Dlss, DlssFeature}; use bevy_camera::{Camera, MainPassResolutionOverride, Projection}; use bevy_ecs::{ query::{Has, With}, system::{Commands, Query, ResMut}, }; use bevy_render::{sync_world::RenderEntity, view::Hdr, MainWorld}; pub fn extract_dlss<F: DlssFeature>( mut commands: Commands, mut main_world: ResMut<MainWorld>, cleanup_query: Query<Has<Dlss<F>>>, ) { let mut cameras_3d = main_world .query_filtered::<(RenderEntity, &Camera, &Projection, Option<&mut Dlss<F>>), With<Hdr>>(); for (entity, camera, camera_projection, mut dlss) in cameras_3d.iter_mut(&mut main_world) { let mut entity_commands = commands .get_entity(entity) .expect("Camera entity wasn't synced."); if dlss.is_some() && camera.is_active && camera_projection.is_perspective() { entity_commands.insert(dlss.as_deref().unwrap().clone()); dlss.as_mut().unwrap().reset = false; } else if cleanup_query.get(entity) == Ok(true) { entity_commands.remove::<(Dlss<F>, DlssRenderContext<F>, MainPassResolutionOverride)>(); } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_anti_alias/src/dlss/prepare.rs
crates/bevy_anti_alias/src/dlss/prepare.rs
use super::{Dlss, DlssFeature, DlssSdk}; use bevy_camera::{Camera3d, CameraMainTextureUsages, MainPassResolutionOverride}; use bevy_core_pipeline::prepass::{DepthPrepass, MotionVectorPrepass}; use bevy_diagnostic::FrameCount; use bevy_ecs::{ component::Component, entity::Entity, query::With, system::{Commands, Query, Res}, }; use bevy_math::Vec4Swizzles; use bevy_render::{ camera::{MipBias, TemporalJitter}, render_resource::TextureUsages, renderer::{RenderDevice, RenderQueue}, view::ExtractedView, }; use dlss_wgpu::{DlssFeatureFlags, DlssPerfQualityMode}; use std::sync::{Arc, Mutex}; #[derive(Component)] pub struct DlssRenderContext<F: DlssFeature> { pub context: Mutex<F::Context>, pub perf_quality_mode: DlssPerfQualityMode, pub feature_flags: DlssFeatureFlags, } pub fn prepare_dlss<F: DlssFeature>( mut query: Query< ( Entity, &ExtractedView, &Dlss<F>, &mut Camera3d, &mut CameraMainTextureUsages, &mut TemporalJitter, &mut MipBias, Option<&mut DlssRenderContext<F>>, ), ( With<Camera3d>, With<TemporalJitter>, With<DepthPrepass>, With<MotionVectorPrepass>, ), >, dlss_sdk: Res<DlssSdk>, render_device: Res<RenderDevice>, render_queue: Res<RenderQueue>, frame_count: Res<FrameCount>, mut commands: Commands, ) { for ( entity, view, dlss, mut camera_3d, mut camera_main_texture_usages, mut temporal_jitter, mut mip_bias, mut dlss_context, ) in &mut query { camera_main_texture_usages.0 |= TextureUsages::STORAGE_BINDING; let mut depth_texture_usages = TextureUsages::from(camera_3d.depth_texture_usages); depth_texture_usages |= TextureUsages::TEXTURE_BINDING; camera_3d.depth_texture_usages = depth_texture_usages.into(); let upscaled_resolution = view.viewport.zw(); let dlss_feature_flags = DlssFeatureFlags::LowResolutionMotionVectors | DlssFeatureFlags::InvertedDepth | DlssFeatureFlags::HighDynamicRange | DlssFeatureFlags::AutoExposure; // TODO match dlss_context.as_deref_mut() { Some(dlss_context) if upscaled_resolution == F::upscaled_resolution(&dlss_context.context.lock().unwrap()) && dlss.perf_quality_mode == dlss_context.perf_quality_mode && dlss_feature_flags == dlss_context.feature_flags => { let dlss_context = dlss_context.context.lock().unwrap(); let render_resolution = F::render_resolution(&dlss_context); temporal_jitter.offset = F::suggested_jitter(&dlss_context, frame_count.0, render_resolution); } _ => { let dlss_context = F::new_context( upscaled_resolution, dlss.perf_quality_mode, dlss_feature_flags, Arc::clone(&dlss_sdk.0), &render_device, &render_queue, ) .expect("Failed to create DlssRenderContext"); let render_resolution = F::render_resolution(&dlss_context); temporal_jitter.offset = F::suggested_jitter(&dlss_context, frame_count.0, render_resolution); mip_bias.0 = F::suggested_mip_bias(&dlss_context, render_resolution); commands.entity(entity).insert(( DlssRenderContext::<F> { context: Mutex::new(dlss_context), perf_quality_mode: dlss.perf_quality_mode, feature_flags: dlss_feature_flags, }, MainPassResolutionOverride(render_resolution), )); } } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_anti_alias/src/smaa/mod.rs
crates/bevy_anti_alias/src/smaa/mod.rs
//! Subpixel morphological antialiasing (SMAA). //! //! [SMAA] is a 2011 antialiasing technique that takes an aliased image and //! smooths out the *jaggies*, making edges smoother. It's been used in numerous //! games and has become a staple postprocessing technique. Compared to MSAA, //! SMAA has the advantage of compatibility with deferred rendering and //! reduction of GPU memory bandwidth. Compared to FXAA, SMAA has the advantage //! of improved quality, but the disadvantage of reduced performance. Compared //! to TAA, SMAA has the advantage of stability and lack of *ghosting* //! artifacts, but has the disadvantage of not supporting temporal accumulation, //! which have made SMAA less popular when advanced photorealistic rendering //! features are used in recent years. //! //! To use SMAA, add [`Smaa`] to a [`bevy_camera::Camera`]. In a //! pinch, you can simply use the default settings (via the [`Default`] trait) //! for a high-quality, high-performance appearance. When using SMAA, you will //! likely want set [`bevy_render::view::Msaa`] to [`bevy_render::view::Msaa::Off`] //! for every camera using SMAA. //! //! Those who have used SMAA in other engines should be aware that Bevy doesn't //! yet support the following more advanced features of SMAA: //! //! * The temporal variant. //! //! * Depth- and chroma-based edge detection. //! //! * Predicated thresholding. //! //! * Compatibility with SSAA and MSAA. //! //! [SMAA]: https://www.iryoku.com/smaa/ use bevy_app::{App, Plugin}; use bevy_asset::{embedded_asset, load_embedded_asset, AssetServer, Handle}; #[cfg(not(feature = "smaa_luts"))] use bevy_core_pipeline::tonemapping::lut_placeholder; use bevy_core_pipeline::{ core_2d::graph::{Core2d, Node2d}, core_3d::graph::{Core3d, Node3d}, }; use bevy_derive::{Deref, DerefMut}; use bevy_ecs::{ component::Component, entity::Entity, query::{QueryItem, With}, reflect::ReflectComponent, resource::Resource, schedule::IntoScheduleConfigs as _, system::{lifetimeless::Read, Commands, Query, Res, ResMut}, world::World, }; use bevy_image::{BevyDefault, Image, ToExtents}; use bevy_math::{vec4, Vec4}; use bevy_reflect::{std_traits::ReflectDefault, Reflect}; use bevy_render::{ camera::ExtractedCamera, diagnostic::RecordDiagnostics, extract_component::{ExtractComponent, ExtractComponentPlugin}, render_asset::RenderAssets, render_graph::{ NodeRunError, RenderGraphContext, RenderGraphExt as _, ViewNode, ViewNodeRunner, }, render_resource::{ binding_types::{sampler, texture_2d, uniform_buffer}, AddressMode, BindGroup, BindGroupEntries, BindGroupLayoutDescriptor, BindGroupLayoutEntries, CachedRenderPipelineId, ColorTargetState, ColorWrites, CompareFunction, DepthStencilState, DynamicUniformBuffer, FilterMode, FragmentState, LoadOp, Operations, PipelineCache, RenderPassColorAttachment, RenderPassDepthStencilAttachment, RenderPassDescriptor, RenderPipeline, RenderPipelineDescriptor, SamplerBindingType, SamplerDescriptor, ShaderStages, ShaderType, SpecializedRenderPipeline, SpecializedRenderPipelines, StencilFaceState, StencilOperation, StencilState, StoreOp, TextureDescriptor, TextureDimension, TextureFormat, TextureSampleType, TextureUsages, TextureView, VertexState, }, renderer::{RenderContext, RenderDevice, RenderQueue}, texture::{CachedTexture, GpuImage, TextureCache}, view::{ExtractedView, ViewTarget}, Render, RenderApp, RenderStartup, RenderSystems, }; use bevy_shader::{Shader, ShaderDefVal}; use bevy_utils::prelude::default; /// Adds support for subpixel morphological antialiasing, or SMAA. #[derive(Default)] pub struct SmaaPlugin; /// A component for enabling Subpixel Morphological Anti-Aliasing (SMAA) /// for a [`bevy_camera::Camera`]. #[derive(Clone, Copy, Default, Component, Reflect, ExtractComponent)] #[reflect(Component, Default, Clone)] #[doc(alias = "SubpixelMorphologicalAntiAliasing")] pub struct Smaa { /// A predefined set of SMAA parameters: i.e. a quality level. /// /// Generally, you can leave this at its default level. pub preset: SmaaPreset, } /// A preset quality level for SMAA. /// /// Higher values are slower but result in a higher-quality image. /// /// The default value is *high*. #[derive(Clone, Copy, Reflect, Default, PartialEq, Eq, Hash)] #[reflect(Default, Clone, PartialEq, Hash)] pub enum SmaaPreset { /// Four search steps; no diagonal or corner detection. Low, /// Eight search steps; no diagonal or corner detection. Medium, /// Sixteen search steps, 8 diagonal search steps, and corner detection. /// /// This is the default. #[default] High, /// Thirty-two search steps, 8 diagonal search steps, and corner detection. Ultra, } #[derive(Resource)] struct SmaaLuts { /// The handle of the area LUT, a KTX2 format texture that SMAA uses internally. area_lut: Handle<Image>, /// The handle of the search LUT, a KTX2 format texture that SMAA uses internally. search_lut: Handle<Image>, } /// A render world resource that holds all render pipeline data needed for SMAA. /// /// There are three separate passes, so we need three separate pipelines. #[derive(Resource)] pub struct SmaaPipelines { /// Pass 1: Edge detection. edge_detection: SmaaEdgeDetectionPipeline, /// Pass 2: Blending weight calculation. blending_weight_calculation: SmaaBlendingWeightCalculationPipeline, /// Pass 3: Neighborhood blending. neighborhood_blending: SmaaNeighborhoodBlendingPipeline, } /// The pipeline data for phase 1 of SMAA: edge detection. struct SmaaEdgeDetectionPipeline { /// The bind group layout common to all passes. postprocess_bind_group_layout: BindGroupLayoutDescriptor, /// The bind group layout for data specific to this pass. edge_detection_bind_group_layout: BindGroupLayoutDescriptor, /// The shader asset handle. shader: Handle<Shader>, } /// The pipeline data for phase 2 of SMAA: blending weight calculation. struct SmaaBlendingWeightCalculationPipeline { /// The bind group layout common to all passes. postprocess_bind_group_layout: BindGroupLayoutDescriptor, /// The bind group layout for data specific to this pass. blending_weight_calculation_bind_group_layout: BindGroupLayoutDescriptor, /// The shader asset handle. shader: Handle<Shader>, } /// The pipeline data for phase 3 of SMAA: neighborhood blending. struct SmaaNeighborhoodBlendingPipeline { /// The bind group layout common to all passes. postprocess_bind_group_layout: BindGroupLayoutDescriptor, /// The bind group layout for data specific to this pass. neighborhood_blending_bind_group_layout: BindGroupLayoutDescriptor, /// The shader asset handle. shader: Handle<Shader>, } /// A unique identifier for a set of SMAA pipelines. #[derive(Clone, PartialEq, Eq, Hash)] pub struct SmaaNeighborhoodBlendingPipelineKey { /// The format of the framebuffer. texture_format: TextureFormat, /// The quality preset. preset: SmaaPreset, } /// A render world component that holds the pipeline IDs for the SMAA passes. /// /// There are three separate SMAA passes, each with a different shader and bind /// group layout, so we need three pipeline IDs. #[derive(Component)] pub struct ViewSmaaPipelines { /// The pipeline ID for edge detection (phase 1). edge_detection_pipeline_id: CachedRenderPipelineId, /// The pipeline ID for blending weight calculation (phase 2). blending_weight_calculation_pipeline_id: CachedRenderPipelineId, /// The pipeline ID for neighborhood blending (phase 3). neighborhood_blending_pipeline_id: CachedRenderPipelineId, } /// The render graph node that performs subpixel morphological antialiasing /// (SMAA). #[derive(Default)] pub struct SmaaNode; /// Values supplied to the GPU for SMAA. /// /// Currently, this just contains the render target metrics and values derived /// from them. These could be computed by the shader itself, but the original /// SMAA HLSL code supplied them in a uniform, so we do the same for /// consistency. #[derive(Clone, Copy, ShaderType)] pub struct SmaaInfoUniform { /// Information about the width and height of the framebuffer. /// /// * *x*: The reciprocal pixel width of the framebuffer. /// /// * *y*: The reciprocal pixel height of the framebuffer. /// /// * *z*: The pixel width of the framebuffer. /// /// * *w*: The pixel height of the framebuffer. pub rt_metrics: Vec4, } /// A render world component that stores the offset of each [`SmaaInfoUniform`] /// within the [`SmaaInfoUniformBuffer`] for each view. #[derive(Clone, Copy, Deref, DerefMut, Component)] pub struct SmaaInfoUniformOffset(pub u32); /// The GPU buffer that holds all [`SmaaInfoUniform`]s for all views. /// /// This is a resource stored in the render world. #[derive(Resource, Default, Deref, DerefMut)] pub struct SmaaInfoUniformBuffer(pub DynamicUniformBuffer<SmaaInfoUniform>); /// A render world component that holds the intermediate textures necessary to /// perform SMAA. /// /// This is stored on each view that has enabled SMAA. #[derive(Component)] pub struct SmaaTextures { /// The two-channel texture that stores the output from the first pass (edge /// detection). /// /// The second pass (blending weight calculation) reads this texture to do /// its work. pub edge_detection_color_texture: CachedTexture, /// The 8-bit stencil texture that records which pixels the first pass /// touched, so that the second pass doesn't have to examine other pixels. /// /// Each texel will contain a 0 if the first pass didn't touch the /// corresponding pixel or a 1 if the first pass did touch that pixel. pub edge_detection_stencil_texture: CachedTexture, /// A four-channel RGBA texture that stores the output from the second pass /// (blending weight calculation). /// /// The final pass (neighborhood blending) reads this texture to do its /// work. pub blend_texture: CachedTexture, } /// A render world component that stores the bind groups necessary to perform /// SMAA. /// /// This is stored on each view. #[derive(Component)] pub struct SmaaBindGroups { /// The bind group for the first pass (edge detection). pub edge_detection_bind_group: BindGroup, /// The bind group for the second pass (blending weight calculation). pub blending_weight_calculation_bind_group: BindGroup, /// The bind group for the final pass (neighborhood blending). pub neighborhood_blending_bind_group: BindGroup, } /// Stores the specialized render pipelines for SMAA. /// /// Because SMAA uses three passes, we need three separate render pipeline /// stores. #[derive(Resource, Default)] pub struct SmaaSpecializedRenderPipelines { /// Specialized render pipelines for the first phase (edge detection). edge_detection: SpecializedRenderPipelines<SmaaEdgeDetectionPipeline>, /// Specialized render pipelines for the second phase (blending weight /// calculation). blending_weight_calculation: SpecializedRenderPipelines<SmaaBlendingWeightCalculationPipeline>, /// Specialized render pipelines for the third phase (neighborhood /// blending). neighborhood_blending: SpecializedRenderPipelines<SmaaNeighborhoodBlendingPipeline>, } impl Plugin for SmaaPlugin { fn build(&self, app: &mut App) { // Load the shader. embedded_asset!(app, "smaa.wgsl"); #[cfg(feature = "smaa_luts")] let smaa_luts = { use bevy_asset::RenderAssetUsages; use bevy_image::ImageLoaderSettings; // Load the two lookup textures. These are compressed textures in KTX2 format. embedded_asset!(app, "SMAAAreaLUT.ktx2"); embedded_asset!(app, "SMAASearchLUT.ktx2"); SmaaLuts { area_lut: load_embedded_asset!( app, "SMAAAreaLUT.ktx2", |settings: &mut ImageLoaderSettings| { settings.is_srgb = false; settings.asset_usage = RenderAssetUsages::RENDER_WORLD; } ), search_lut: load_embedded_asset!( app, "SMAASearchLUT.ktx2", |settings: &mut ImageLoaderSettings| { settings.is_srgb = false; settings.asset_usage = RenderAssetUsages::RENDER_WORLD; } ), } }; #[cfg(not(feature = "smaa_luts"))] let smaa_luts = { let mut images = app.world_mut().resource_mut::<bevy_asset::Assets<Image>>(); let handle = images.add(lut_placeholder()); SmaaLuts { area_lut: handle.clone(), search_lut: handle.clone(), } }; app.add_plugins(ExtractComponentPlugin::<Smaa>::default()); let Some(render_app) = app.get_sub_app_mut(RenderApp) else { return; }; render_app .insert_resource(smaa_luts) .init_resource::<SmaaSpecializedRenderPipelines>() .init_resource::<SmaaInfoUniformBuffer>() .add_systems(RenderStartup, init_smaa_pipelines) .add_systems( Render, ( prepare_smaa_pipelines.in_set(RenderSystems::Prepare), prepare_smaa_uniforms.in_set(RenderSystems::PrepareResources), prepare_smaa_textures.in_set(RenderSystems::PrepareResources), prepare_smaa_bind_groups.in_set(RenderSystems::PrepareBindGroups), ), ) .add_render_graph_node::<ViewNodeRunner<SmaaNode>>(Core3d, Node3d::Smaa) .add_render_graph_edges( Core3d, ( Node3d::Tonemapping, Node3d::Smaa, Node3d::EndMainPassPostProcessing, ), ) .add_render_graph_node::<ViewNodeRunner<SmaaNode>>(Core2d, Node2d::Smaa) .add_render_graph_edges( Core2d, ( Node2d::Tonemapping, Node2d::Smaa, Node2d::EndMainPassPostProcessing, ), ); } } pub fn init_smaa_pipelines(mut commands: Commands, asset_server: Res<AssetServer>) { // Create the postprocess bind group layout (all passes, bind group 0). let postprocess_bind_group_layout = BindGroupLayoutDescriptor::new( "SMAA postprocess bind group layout", &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d(TextureSampleType::Float { filterable: true }), uniform_buffer::<SmaaInfoUniform>(true).visibility(ShaderStages::VERTEX_FRAGMENT), ), ), ); // Create the edge detection bind group layout (pass 1, bind group 1). let edge_detection_bind_group_layout = BindGroupLayoutDescriptor::new( "SMAA edge detection bind group layout", &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, (sampler(SamplerBindingType::Filtering),), ), ); // Create the blending weight calculation bind group layout (pass 2, bind group 1). let blending_weight_calculation_bind_group_layout = BindGroupLayoutDescriptor::new( "SMAA blending weight calculation bind group layout", &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d(TextureSampleType::Float { filterable: true }), // edges texture sampler(SamplerBindingType::Filtering), // edges sampler texture_2d(TextureSampleType::Float { filterable: true }), // search texture texture_2d(TextureSampleType::Float { filterable: true }), // area texture ), ), ); // Create the neighborhood blending bind group layout (pass 3, bind group 1). let neighborhood_blending_bind_group_layout = BindGroupLayoutDescriptor::new( "SMAA neighborhood blending bind group layout", &BindGroupLayoutEntries::sequential( ShaderStages::FRAGMENT, ( texture_2d(TextureSampleType::Float { filterable: true }), sampler(SamplerBindingType::Filtering), ), ), ); let shader = load_embedded_asset!(asset_server.as_ref(), "smaa.wgsl"); commands.insert_resource(SmaaPipelines { edge_detection: SmaaEdgeDetectionPipeline { postprocess_bind_group_layout: postprocess_bind_group_layout.clone(), edge_detection_bind_group_layout, shader: shader.clone(), }, blending_weight_calculation: SmaaBlendingWeightCalculationPipeline { postprocess_bind_group_layout: postprocess_bind_group_layout.clone(), blending_weight_calculation_bind_group_layout, shader: shader.clone(), }, neighborhood_blending: SmaaNeighborhoodBlendingPipeline { postprocess_bind_group_layout, neighborhood_blending_bind_group_layout, shader, }, }); } // Phase 1: edge detection. impl SpecializedRenderPipeline for SmaaEdgeDetectionPipeline { type Key = SmaaPreset; fn specialize(&self, preset: Self::Key) -> RenderPipelineDescriptor { let shader_defs = vec!["SMAA_EDGE_DETECTION".into(), preset.shader_def()]; // We mark the pixels that we touched with a 1 so that the blending // weight calculation (phase 2) will only consider those. This reduces // the overhead of phase 2 considerably. let stencil_face_state = StencilFaceState { compare: CompareFunction::Always, fail_op: StencilOperation::Replace, depth_fail_op: StencilOperation::Replace, pass_op: StencilOperation::Replace, }; RenderPipelineDescriptor { label: Some("SMAA edge detection".into()), layout: vec![ self.postprocess_bind_group_layout.clone(), self.edge_detection_bind_group_layout.clone(), ], vertex: VertexState { shader: self.shader.clone(), shader_defs: shader_defs.clone(), entry_point: Some("edge_detection_vertex_main".into()), buffers: vec![], }, fragment: Some(FragmentState { shader: self.shader.clone(), shader_defs, entry_point: Some("luma_edge_detection_fragment_main".into()), targets: vec![Some(ColorTargetState { format: TextureFormat::Rg8Unorm, blend: None, write_mask: ColorWrites::ALL, })], }), depth_stencil: Some(DepthStencilState { format: TextureFormat::Stencil8, depth_write_enabled: false, depth_compare: CompareFunction::Always, stencil: StencilState { front: stencil_face_state, back: stencil_face_state, read_mask: 1, write_mask: 1, }, bias: default(), }), ..default() } } } // Phase 2: blending weight calculation. impl SpecializedRenderPipeline for SmaaBlendingWeightCalculationPipeline { type Key = SmaaPreset; fn specialize(&self, preset: Self::Key) -> RenderPipelineDescriptor { let shader_defs = vec![ "SMAA_BLENDING_WEIGHT_CALCULATION".into(), preset.shader_def(), ]; // Only consider the pixels that were touched in phase 1. let stencil_face_state = StencilFaceState { compare: CompareFunction::Equal, fail_op: StencilOperation::Keep, depth_fail_op: StencilOperation::Keep, pass_op: StencilOperation::Keep, }; RenderPipelineDescriptor { label: Some("SMAA blending weight calculation".into()), layout: vec![ self.postprocess_bind_group_layout.clone(), self.blending_weight_calculation_bind_group_layout.clone(), ], vertex: VertexState { shader: self.shader.clone(), shader_defs: shader_defs.clone(), entry_point: Some("blending_weight_calculation_vertex_main".into()), buffers: vec![], }, fragment: Some(FragmentState { shader: self.shader.clone(), shader_defs, entry_point: Some("blending_weight_calculation_fragment_main".into()), targets: vec![Some(ColorTargetState { format: TextureFormat::Rgba8Unorm, blend: None, write_mask: ColorWrites::ALL, })], }), depth_stencil: Some(DepthStencilState { format: TextureFormat::Stencil8, depth_write_enabled: false, depth_compare: CompareFunction::Always, stencil: StencilState { front: stencil_face_state, back: stencil_face_state, read_mask: 1, write_mask: 1, }, bias: default(), }), ..default() } } } impl SpecializedRenderPipeline for SmaaNeighborhoodBlendingPipeline { type Key = SmaaNeighborhoodBlendingPipelineKey; fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor { let shader_defs = vec!["SMAA_NEIGHBORHOOD_BLENDING".into(), key.preset.shader_def()]; RenderPipelineDescriptor { label: Some("SMAA neighborhood blending".into()), layout: vec![ self.postprocess_bind_group_layout.clone(), self.neighborhood_blending_bind_group_layout.clone(), ], vertex: VertexState { shader: self.shader.clone(), shader_defs: shader_defs.clone(), entry_point: Some("neighborhood_blending_vertex_main".into()), buffers: vec![], }, fragment: Some(FragmentState { shader: self.shader.clone(), shader_defs, entry_point: Some("neighborhood_blending_fragment_main".into()), targets: vec![Some(ColorTargetState { format: key.texture_format, blend: None, write_mask: ColorWrites::ALL, })], }), ..default() } } } /// A system, part of the render app, that specializes the three pipelines /// needed for SMAA according to each view's SMAA settings. fn prepare_smaa_pipelines( mut commands: Commands, pipeline_cache: Res<PipelineCache>, mut specialized_render_pipelines: ResMut<SmaaSpecializedRenderPipelines>, smaa_pipelines: Res<SmaaPipelines>, view_targets: Query<(Entity, &ExtractedView, &Smaa)>, ) { for (entity, view, smaa) in &view_targets { let edge_detection_pipeline_id = specialized_render_pipelines.edge_detection.specialize( &pipeline_cache, &smaa_pipelines.edge_detection, smaa.preset, ); let blending_weight_calculation_pipeline_id = specialized_render_pipelines .blending_weight_calculation .specialize( &pipeline_cache, &smaa_pipelines.blending_weight_calculation, smaa.preset, ); let neighborhood_blending_pipeline_id = specialized_render_pipelines .neighborhood_blending .specialize( &pipeline_cache, &smaa_pipelines.neighborhood_blending, SmaaNeighborhoodBlendingPipelineKey { texture_format: if view.hdr { ViewTarget::TEXTURE_FORMAT_HDR } else { TextureFormat::bevy_default() }, preset: smaa.preset, }, ); commands.entity(entity).insert(ViewSmaaPipelines { edge_detection_pipeline_id, blending_weight_calculation_pipeline_id, neighborhood_blending_pipeline_id, }); } } /// A system, part of the render app, that builds the [`SmaaInfoUniform`] data /// for each view with SMAA enabled and writes the resulting data to GPU memory. fn prepare_smaa_uniforms( mut commands: Commands, render_device: Res<RenderDevice>, render_queue: Res<RenderQueue>, view_targets: Query<(Entity, &ExtractedView), With<Smaa>>, mut smaa_info_buffer: ResMut<SmaaInfoUniformBuffer>, ) { smaa_info_buffer.clear(); for (entity, view) in &view_targets { let offset = smaa_info_buffer.push(&SmaaInfoUniform { rt_metrics: vec4( 1.0 / view.viewport.z as f32, 1.0 / view.viewport.w as f32, view.viewport.z as f32, view.viewport.w as f32, ), }); commands .entity(entity) .insert(SmaaInfoUniformOffset(offset)); } smaa_info_buffer.write_buffer(&render_device, &render_queue); } /// A system, part of the render app, that builds the intermediate textures for /// each view with SMAA enabled. /// /// Phase 1 (edge detection) needs a two-channel RG texture and an 8-bit stencil /// texture; phase 2 (blend weight calculation) needs a four-channel RGBA /// texture. fn prepare_smaa_textures( mut commands: Commands, render_device: Res<RenderDevice>, mut texture_cache: ResMut<TextureCache>, view_targets: Query<(Entity, &ExtractedCamera), (With<ExtractedView>, With<Smaa>)>, ) { for (entity, camera) in &view_targets { let Some(texture_size) = camera.physical_target_size else { continue; }; // Create the two-channel RG texture for phase 1 (edge detection). let edge_detection_color_texture = texture_cache.get( &render_device, TextureDescriptor { label: Some("SMAA edge detection color texture"), size: texture_size.to_extents(), mip_level_count: 1, sample_count: 1, dimension: TextureDimension::D2, format: TextureFormat::Rg8Unorm, usage: TextureUsages::TEXTURE_BINDING | TextureUsages::RENDER_ATTACHMENT, view_formats: &[], }, ); // Create the stencil texture for phase 1 (edge detection). let edge_detection_stencil_texture = texture_cache.get( &render_device, TextureDescriptor { label: Some("SMAA edge detection stencil texture"), size: texture_size.to_extents(), mip_level_count: 1, sample_count: 1, dimension: TextureDimension::D2, format: TextureFormat::Stencil8, usage: TextureUsages::RENDER_ATTACHMENT, view_formats: &[], }, ); // Create the four-channel RGBA texture for phase 2 (blending weight // calculation). let blend_texture = texture_cache.get( &render_device, TextureDescriptor { label: Some("SMAA blend texture"), size: texture_size.to_extents(), mip_level_count: 1, sample_count: 1, dimension: TextureDimension::D2, format: TextureFormat::Rgba8Unorm, usage: TextureUsages::TEXTURE_BINDING | TextureUsages::RENDER_ATTACHMENT, view_formats: &[], }, ); commands.entity(entity).insert(SmaaTextures { edge_detection_color_texture, edge_detection_stencil_texture, blend_texture, }); } } /// A system, part of the render app, that builds the SMAA bind groups for each /// view with SMAA enabled. fn prepare_smaa_bind_groups( mut commands: Commands, render_device: Res<RenderDevice>, smaa_pipelines: Res<SmaaPipelines>, smaa_luts: Res<SmaaLuts>, images: Res<RenderAssets<GpuImage>>, pipeline_cache: Res<PipelineCache>, view_targets: Query<(Entity, &SmaaTextures), (With<ExtractedView>, With<Smaa>)>, ) { // Fetch the two lookup textures. These are bundled in this library. let (Some(search_texture), Some(area_texture)) = ( images.get(&smaa_luts.search_lut), images.get(&smaa_luts.area_lut), ) else { return; }; for (entity, smaa_textures) in &view_targets { // We use the same sampler settings for all textures, so we can build // only one and reuse it. let sampler = render_device.create_sampler(&SamplerDescriptor { label: Some("SMAA sampler"), address_mode_u: AddressMode::ClampToEdge, address_mode_v: AddressMode::ClampToEdge, address_mode_w: AddressMode::ClampToEdge, mag_filter: FilterMode::Linear, min_filter: FilterMode::Linear, ..default() }); commands.entity(entity).insert(SmaaBindGroups { edge_detection_bind_group: render_device.create_bind_group( Some("SMAA edge detection bind group"), &pipeline_cache.get_bind_group_layout( &smaa_pipelines .edge_detection .edge_detection_bind_group_layout, ), &BindGroupEntries::sequential((&sampler,)), ), blending_weight_calculation_bind_group: render_device.create_bind_group( Some("SMAA blending weight calculation bind group"), &pipeline_cache.get_bind_group_layout( &smaa_pipelines .blending_weight_calculation .blending_weight_calculation_bind_group_layout, ), &BindGroupEntries::sequential(( &smaa_textures.edge_detection_color_texture.default_view, &sampler, &search_texture.texture_view, &area_texture.texture_view, )), ), neighborhood_blending_bind_group: render_device.create_bind_group( Some("SMAA neighborhood blending bind group"), &pipeline_cache.get_bind_group_layout( &smaa_pipelines .neighborhood_blending .neighborhood_blending_bind_group_layout, ), &BindGroupEntries::sequential(( &smaa_textures.blend_texture.default_view, &sampler, )), ), }); } } impl ViewNode for SmaaNode { type ViewQuery = ( Read<ViewTarget>, Read<ViewSmaaPipelines>, Read<SmaaInfoUniformOffset>, Read<SmaaTextures>, Read<SmaaBindGroups>, ); fn run<'w>( &self, _: &mut RenderGraphContext, render_context: &mut RenderContext<'w>, ( view_target, view_pipelines, view_smaa_uniform_offset, smaa_textures, view_smaa_bind_groups, ): QueryItem<'w, '_, Self::ViewQuery>, world: &'w World, ) -> Result<(), NodeRunError> { let pipeline_cache = world.resource::<PipelineCache>(); let smaa_pipelines = world.resource::<SmaaPipelines>(); let smaa_info_uniform_buffer = world.resource::<SmaaInfoUniformBuffer>(); // Fetch the render pipelines. let ( Some(edge_detection_pipeline), Some(blending_weight_calculation_pipeline), Some(neighborhood_blending_pipeline), ) = ( pipeline_cache.get_render_pipeline(view_pipelines.edge_detection_pipeline_id), pipeline_cache .get_render_pipeline(view_pipelines.blending_weight_calculation_pipeline_id),
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
true
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_time/src/virt.rs
crates/bevy_time/src/virt.rs
#[cfg(feature = "bevy_reflect")] use bevy_reflect::Reflect; use core::time::Duration; use log::debug; use crate::{real::Real, time::Time}; /// The virtual game clock representing game time. /// /// A specialization of the [`Time`] structure. **For method documentation, see /// [`Time<Virtual>#impl-Time<Virtual>`].** /// /// Normally used as `Time<Virtual>`. It is automatically inserted as a resource /// by [`TimePlugin`](crate::TimePlugin) and updated based on /// [`Time<Real>`](Real). The virtual clock is automatically set as the default /// generic [`Time`] resource for the update. /// /// The virtual clock differs from real time clock in that it can be paused, sped up /// and slowed down. It also limits how much it can advance in a single update /// in order to prevent unexpected behavior in cases where updates do not happen /// at regular intervals (e.g. coming back after the program was suspended a long time). /// /// The virtual clock can be paused by calling [`pause()`](Time::pause), /// unpaused by calling [`unpause()`](Time::unpause), or toggled by calling /// [`toggle()`](Time::toggle). When the game clock is /// paused [`delta()`](Time::delta) will be zero on each update, and /// [`elapsed()`](Time::elapsed) will not grow. /// [`effective_speed()`](Time::effective_speed) will return `0.0`. Calling /// [`pause()`](Time::pause) will not affect value the [`delta()`](Time::delta) /// value for the update currently being processed. /// /// The speed of the virtual clock can be changed by calling /// [`set_relative_speed()`](Time::set_relative_speed). A value of `2.0` means /// that virtual clock should advance twice as fast as real time, meaning that /// [`delta()`](Time::delta) values will be double of what /// [`Time<Real>::delta()`](Time::delta) reports and /// [`elapsed()`](Time::elapsed) will go twice as fast as /// [`Time<Real>::elapsed()`](Time::elapsed). Calling /// [`set_relative_speed()`](Time::set_relative_speed) will not affect the /// [`delta()`](Time::delta) value for the update currently being processed. /// /// The maximum amount of delta time that can be added by a single update can be /// set by [`set_max_delta()`](Time::set_max_delta). This value serves a dual /// purpose in the virtual clock. /// /// If the game temporarily freezes due to any reason, such as disk access, a /// blocking system call, or operating system level suspend, reporting the full /// elapsed delta time is likely to cause bugs in game logic. Usually if a /// laptop is suspended for an hour, it doesn't make sense to try to simulate /// the game logic for the elapsed hour when resuming. Instead it is better to /// lose the extra time and pretend a shorter duration of time passed. Setting /// [`max_delta()`](Time::max_delta) to a relatively short time means that the /// impact on game logic will be minimal. /// /// If the game lags for some reason, meaning that it will take a longer time to /// compute a frame than the real time that passes during the computation, then /// we would fall behind in processing virtual time. If this situation persists, /// and computing a frame takes longer depending on how much virtual time has /// passed, the game would enter a "death spiral" where computing each frame /// takes longer and longer and the game will appear to freeze. By limiting the /// maximum time that can be added at once, we also limit the amount of virtual /// time the game needs to compute for each frame. This means that the game will /// run slow, and it will run slower than real time, but it will not freeze and /// it will recover as soon as computation becomes fast again. /// /// You should set [`max_delta()`](Time::max_delta) to a value that is /// approximately the minimum FPS your game should have even if heavily lagged /// for a moment. The actual FPS when lagged will be somewhat lower than this, /// depending on how much more time it takes to compute a frame compared to real /// time. You should also consider how stable your FPS is, as the limit will /// also dictate how big of an FPS drop you can accept without losing time and /// falling behind real time. #[derive(Debug, Copy, Clone)] #[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Clone))] pub struct Virtual { max_delta: Duration, paused: bool, relative_speed: f64, effective_speed: f64, } impl Time<Virtual> { /// The default amount of time that can added in a single update. /// /// Equal to 250 milliseconds. const DEFAULT_MAX_DELTA: Duration = Duration::from_millis(250); /// Create new virtual clock with given maximum delta step [`Duration`] /// /// # Panics /// /// Panics if `max_delta` is zero. pub fn from_max_delta(max_delta: Duration) -> Self { let mut ret = Self::default(); ret.set_max_delta(max_delta); ret } /// Returns the maximum amount of time that can be added to this clock by a /// single update, as [`Duration`]. /// /// This is the maximum value [`Self::delta()`] will return and also to /// maximum time [`Self::elapsed()`] will be increased by in a single /// update. /// /// This ensures that even if no updates happen for an extended amount of time, /// the clock will not have a sudden, huge advance all at once. This also indirectly /// limits the maximum number of fixed update steps that can run in a single update. /// /// The default value is 250 milliseconds. #[inline] pub fn max_delta(&self) -> Duration { self.context().max_delta } /// Sets the maximum amount of time that can be added to this clock by a /// single update, as [`Duration`]. /// /// This is the maximum value [`Self::delta()`] will return and also to /// maximum time [`Self::elapsed()`] will be increased by in a single /// update. /// /// This is used to ensure that even if the game freezes for a few seconds, /// or is suspended for hours or even days, the virtual clock doesn't /// suddenly jump forward for that full amount, which would likely cause /// gameplay bugs or having to suddenly simulate all the intervening time. /// /// If no updates happen for an extended amount of time, this limit prevents /// having a sudden, huge advance all at once. This also indirectly limits /// the maximum number of fixed update steps that can run in a single /// update. /// /// The default value is 250 milliseconds. If you want to disable this /// feature, set the value to [`Duration::MAX`]. /// /// # Panics /// /// Panics if `max_delta` is zero. #[inline] pub fn set_max_delta(&mut self, max_delta: Duration) { assert_ne!(max_delta, Duration::ZERO, "tried to set max delta to zero"); self.context_mut().max_delta = max_delta; } /// Returns the speed the clock advances relative to your system clock, as [`f32`]. /// This is known as "time scaling" or "time dilation" in other engines. #[inline] pub fn relative_speed(&self) -> f32 { self.relative_speed_f64() as f32 } /// Returns the speed the clock advances relative to your system clock, as [`f64`]. /// This is known as "time scaling" or "time dilation" in other engines. #[inline] pub fn relative_speed_f64(&self) -> f64 { self.context().relative_speed } /// Returns the speed the clock advanced relative to your system clock in /// this update, as [`f32`]. /// /// Returns `0.0` if the game was paused or what the `relative_speed` value /// was at the start of this update. #[inline] pub fn effective_speed(&self) -> f32 { self.context().effective_speed as f32 } /// Returns the speed the clock advanced relative to your system clock in /// this update, as [`f64`]. /// /// Returns `0.0` if the game was paused or what the `relative_speed` value /// was at the start of this update. #[inline] pub fn effective_speed_f64(&self) -> f64 { self.context().effective_speed } /// Sets the speed the clock advances relative to your system clock, given as an [`f32`]. /// /// For example, setting this to `2.0` will make the clock advance twice as fast as your system /// clock. /// /// # Panics /// /// Panics if `ratio` is negative or not finite. #[inline] pub fn set_relative_speed(&mut self, ratio: f32) { self.set_relative_speed_f64(ratio as f64); } /// Sets the speed the clock advances relative to your system clock, given as an [`f64`]. /// /// For example, setting this to `2.0` will make the clock advance twice as fast as your system /// clock. /// /// # Panics /// /// Panics if `ratio` is negative or not finite. #[inline] pub fn set_relative_speed_f64(&mut self, ratio: f64) { assert!(ratio.is_finite(), "tried to go infinitely fast"); assert!(ratio >= 0.0, "tried to go back in time"); self.context_mut().relative_speed = ratio; } /// Stops the clock if it is running, otherwise resumes the clock. #[inline] pub fn toggle(&mut self) { self.context_mut().paused ^= true; } /// Stops the clock, preventing it from advancing until resumed. #[inline] pub fn pause(&mut self) { self.context_mut().paused = true; } /// Resumes the clock. #[inline] pub fn unpause(&mut self) { self.context_mut().paused = false; } /// Returns `true` if the clock is currently paused. #[inline] pub fn is_paused(&self) -> bool { self.context().paused } /// Returns `true` if the clock was paused at the start of this update. #[inline] pub fn was_paused(&self) -> bool { self.context().effective_speed == 0.0 } /// Updates the elapsed duration of `self` by `raw_delta`, up to the `max_delta`. fn advance_with_raw_delta(&mut self, raw_delta: Duration) { let max_delta = self.context().max_delta; let clamped_delta = if raw_delta > max_delta { debug!( "delta time larger than maximum delta, clamping delta to {:?} and skipping {:?}", max_delta, raw_delta - max_delta ); max_delta } else { raw_delta }; let effective_speed = if self.context().paused { 0.0 } else { self.context().relative_speed }; let delta = if effective_speed != 1.0 { clamped_delta.mul_f64(effective_speed) } else { // avoid rounding when at normal speed clamped_delta }; self.context_mut().effective_speed = effective_speed; self.advance_by(delta); } } impl Default for Virtual { fn default() -> Self { Self { max_delta: Time::<Virtual>::DEFAULT_MAX_DELTA, paused: false, relative_speed: 1.0, effective_speed: 1.0, } } } /// Advances [`Time<Virtual>`] and [`Time`] based on the elapsed [`Time<Real>`]. /// /// The virtual time will be advanced up to the provided [`Time::max_delta`]. pub fn update_virtual_time(current: &mut Time, virt: &mut Time<Virtual>, real: &Time<Real>) { let raw_delta = real.delta(); virt.advance_with_raw_delta(raw_delta); *current = virt.as_generic(); } #[cfg(test)] mod test { use super::*; #[test] fn test_default() { let time = Time::<Virtual>::default(); assert!(!time.is_paused()); // false assert_eq!(time.relative_speed(), 1.0); assert_eq!(time.max_delta(), Time::<Virtual>::DEFAULT_MAX_DELTA); assert_eq!(time.delta(), Duration::ZERO); assert_eq!(time.elapsed(), Duration::ZERO); } #[test] fn test_advance() { let mut time = Time::<Virtual>::default(); time.advance_with_raw_delta(Duration::from_millis(125)); assert_eq!(time.delta(), Duration::from_millis(125)); assert_eq!(time.elapsed(), Duration::from_millis(125)); time.advance_with_raw_delta(Duration::from_millis(125)); assert_eq!(time.delta(), Duration::from_millis(125)); assert_eq!(time.elapsed(), Duration::from_millis(250)); time.advance_with_raw_delta(Duration::from_millis(125)); assert_eq!(time.delta(), Duration::from_millis(125)); assert_eq!(time.elapsed(), Duration::from_millis(375)); time.advance_with_raw_delta(Duration::from_millis(125)); assert_eq!(time.delta(), Duration::from_millis(125)); assert_eq!(time.elapsed(), Duration::from_millis(500)); } #[test] fn test_relative_speed() { let mut time = Time::<Virtual>::default(); time.advance_with_raw_delta(Duration::from_millis(250)); assert_eq!(time.relative_speed(), 1.0); assert_eq!(time.effective_speed(), 1.0); assert_eq!(time.delta(), Duration::from_millis(250)); assert_eq!(time.elapsed(), Duration::from_millis(250)); time.set_relative_speed_f64(2.0); assert_eq!(time.relative_speed(), 2.0); assert_eq!(time.effective_speed(), 1.0); time.advance_with_raw_delta(Duration::from_millis(250)); assert_eq!(time.relative_speed(), 2.0); assert_eq!(time.effective_speed(), 2.0); assert_eq!(time.delta(), Duration::from_millis(500)); assert_eq!(time.elapsed(), Duration::from_millis(750)); time.set_relative_speed_f64(0.5); assert_eq!(time.relative_speed(), 0.5); assert_eq!(time.effective_speed(), 2.0); time.advance_with_raw_delta(Duration::from_millis(250)); assert_eq!(time.relative_speed(), 0.5); assert_eq!(time.effective_speed(), 0.5); assert_eq!(time.delta(), Duration::from_millis(125)); assert_eq!(time.elapsed(), Duration::from_millis(875)); } #[test] fn test_pause() { let mut time = Time::<Virtual>::default(); time.advance_with_raw_delta(Duration::from_millis(250)); assert!(!time.is_paused()); // false assert!(!time.was_paused()); // false assert_eq!(time.relative_speed(), 1.0); assert_eq!(time.effective_speed(), 1.0); assert_eq!(time.delta(), Duration::from_millis(250)); assert_eq!(time.elapsed(), Duration::from_millis(250)); time.pause(); assert!(time.is_paused()); // true assert!(!time.was_paused()); // false assert_eq!(time.relative_speed(), 1.0); assert_eq!(time.effective_speed(), 1.0); time.advance_with_raw_delta(Duration::from_millis(250)); assert!(time.is_paused()); // true assert!(time.was_paused()); // true assert_eq!(time.relative_speed(), 1.0); assert_eq!(time.effective_speed(), 0.0); assert_eq!(time.delta(), Duration::ZERO); assert_eq!(time.elapsed(), Duration::from_millis(250)); time.unpause(); assert!(!time.is_paused()); // false assert!(time.was_paused()); // true assert_eq!(time.relative_speed(), 1.0); assert_eq!(time.effective_speed(), 0.0); time.advance_with_raw_delta(Duration::from_millis(250)); assert!(!time.is_paused()); // false assert!(!time.was_paused()); // false assert_eq!(time.relative_speed(), 1.0); assert_eq!(time.effective_speed(), 1.0); assert_eq!(time.delta(), Duration::from_millis(250)); assert_eq!(time.elapsed(), Duration::from_millis(500)); } #[test] fn test_max_delta() { let mut time = Time::<Virtual>::default(); time.set_max_delta(Duration::from_millis(500)); time.advance_with_raw_delta(Duration::from_millis(250)); assert_eq!(time.delta(), Duration::from_millis(250)); assert_eq!(time.elapsed(), Duration::from_millis(250)); time.advance_with_raw_delta(Duration::from_millis(500)); assert_eq!(time.delta(), Duration::from_millis(500)); assert_eq!(time.elapsed(), Duration::from_millis(750)); time.advance_with_raw_delta(Duration::from_millis(750)); assert_eq!(time.delta(), Duration::from_millis(500)); assert_eq!(time.elapsed(), Duration::from_millis(1250)); time.set_max_delta(Duration::from_secs(1)); assert_eq!(time.max_delta(), Duration::from_secs(1)); time.advance_with_raw_delta(Duration::from_millis(750)); assert_eq!(time.delta(), Duration::from_millis(750)); assert_eq!(time.elapsed(), Duration::from_millis(2000)); time.advance_with_raw_delta(Duration::from_millis(1250)); assert_eq!(time.delta(), Duration::from_millis(1000)); assert_eq!(time.elapsed(), Duration::from_millis(3000)); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_time/src/lib.rs
crates/bevy_time/src/lib.rs
#![doc = include_str!("../README.md")] #![cfg_attr(docsrs, feature(doc_cfg))] #![forbid(unsafe_code)] #![doc( html_logo_url = "https://bevy.org/assets/icon.png", html_favicon_url = "https://bevy.org/assets/icon.png" )] #![no_std] #[cfg(feature = "std")] extern crate std; extern crate alloc; /// Common run conditions pub mod common_conditions; mod fixed; mod real; mod stopwatch; mod time; mod timer; mod virt; pub use fixed::*; pub use real::*; pub use stopwatch::*; pub use time::*; pub use timer::*; pub use virt::*; /// The time prelude. /// /// This includes the most common types in this crate, re-exported for your convenience. pub mod prelude { #[doc(hidden)] pub use crate::{Fixed, Real, Time, Timer, TimerMode, Virtual}; } use bevy_app::{prelude::*, RunFixedMainLoop}; use bevy_ecs::{ message::{ message_update_system, signal_message_update_system, MessageRegistry, ShouldUpdateMessages, }, prelude::*, }; use bevy_platform::time::Instant; use core::time::Duration; #[cfg(feature = "std")] pub use crossbeam_channel::TrySendError; #[cfg(feature = "std")] use crossbeam_channel::{Receiver, Sender}; /// Adds time functionality to Apps. #[derive(Default)] pub struct TimePlugin; /// Updates the elapsed time. Any system that interacts with [`Time`] component should run after /// this. #[derive(Debug, PartialEq, Eq, Clone, Hash, SystemSet)] pub struct TimeSystems; impl Plugin for TimePlugin { fn build(&self, app: &mut App) { app.init_resource::<Time>() .init_resource::<Time<Real>>() .init_resource::<Time<Virtual>>() .init_resource::<Time<Fixed>>() .init_resource::<TimeUpdateStrategy>(); #[cfg(feature = "bevy_reflect")] { app.register_type::<Time>() .register_type::<Time<Real>>() .register_type::<Time<Virtual>>() .register_type::<Time<Fixed>>(); } app.add_systems( First, time_system .in_set(TimeSystems) .ambiguous_with(message_update_system), ) .add_systems( RunFixedMainLoop, run_fixed_main_schedule.in_set(RunFixedMainLoopSystems::FixedMainLoop), ); // Ensure the messages are not dropped until `FixedMain` systems can observe them app.add_systems(FixedPostUpdate, signal_message_update_system); let mut message_registry = app.world_mut().resource_mut::<MessageRegistry>(); // We need to start in a waiting state so that the messages are not updated until the first fixed update message_registry.should_update = ShouldUpdateMessages::Waiting; } } /// Configuration resource used to determine how the time system should run. /// /// For most cases, [`TimeUpdateStrategy::Automatic`] is fine. When writing tests, dealing with /// networking or similar, you may prefer to set the next [`Time`] value manually. #[derive(Resource, Default)] pub enum TimeUpdateStrategy { /// [`Time`] will be automatically updated each frame using an [`Instant`] sent from the render world. /// If nothing is sent, the system clock will be used instead. #[cfg_attr(feature = "std", doc = "See [`TimeSender`] for more details.")] #[default] Automatic, /// [`Time`] will be updated to the specified [`Instant`] value each frame. /// In order for time to progress, this value must be manually updated each frame. /// /// Note that the `Time` resource will not be updated until [`TimeSystems`] runs. ManualInstant(Instant), /// [`Time`] will be incremented by the specified [`Duration`] each frame. ManualDuration(Duration), /// [`Time`] will be incremented by the fixed timestep each frame, multiplied by the specified factor `n`. /// This means that a call to [`App::update`] will always run the fixed loop exactly n times. FixedTimesteps(u32), } /// Channel resource used to receive time from the render world. #[cfg(feature = "std")] #[derive(Resource)] pub struct TimeReceiver(pub Receiver<Instant>); /// Channel resource used to send time from the render world. #[cfg(feature = "std")] #[derive(Resource)] pub struct TimeSender(pub Sender<Instant>); /// Creates channels used for sending time between the render world and the main world. #[cfg(feature = "std")] pub fn create_time_channels() -> (TimeSender, TimeReceiver) { // bound the channel to 2 since when pipelined the render phase can finish before // the time system runs. let (s, r) = crossbeam_channel::bounded::<Instant>(2); (TimeSender(s), TimeReceiver(r)) } /// The system used to update the [`Time`] used by app logic. If there is a render world the time is /// sent from there to this system through channels. Otherwise the time is updated in this system. pub fn time_system( mut real_time: ResMut<Time<Real>>, mut virtual_time: ResMut<Time<Virtual>>, fixed_time: Res<Time<Fixed>>, mut time: ResMut<Time>, update_strategy: Res<TimeUpdateStrategy>, #[cfg(feature = "std")] time_recv: Option<Res<TimeReceiver>>, #[cfg(feature = "std")] mut has_received_time: Local<bool>, ) { #[cfg(feature = "std")] // TODO: Figure out how to handle this when using pipelined rendering. let sent_time = match time_recv.map(|res| res.0.try_recv()) { Some(Ok(new_time)) => { *has_received_time = true; Some(new_time) } Some(Err(_)) => { if *has_received_time { log::warn!("time_system did not receive the time from the render world! Calculations depending on the time may be incorrect."); } None } None => None, }; match update_strategy.as_ref() { TimeUpdateStrategy::Automatic => { #[cfg(feature = "std")] real_time.update_with_instant(sent_time.unwrap_or_else(Instant::now)); #[cfg(not(feature = "std"))] real_time.update_with_instant(Instant::now()); } TimeUpdateStrategy::ManualInstant(instant) => real_time.update_with_instant(*instant), TimeUpdateStrategy::ManualDuration(duration) => real_time.update_with_duration(*duration), TimeUpdateStrategy::FixedTimesteps(factor) => { real_time.update_with_duration(fixed_time.timestep() * *factor); } } update_virtual_time(&mut time, &mut virtual_time, &real_time); } #[cfg(test)] #[expect(clippy::print_stdout, reason = "Allowed in tests.")] mod tests { use crate::{Fixed, Time, TimePlugin, TimeUpdateStrategy, Virtual}; use bevy_app::{App, FixedUpdate, Startup, Update}; use bevy_ecs::{ message::{ Message, MessageReader, MessageRegistry, MessageWriter, Messages, ShouldUpdateMessages, }, resource::Resource, system::{Local, Res, ResMut}, }; use core::error::Error; use core::time::Duration; use std::println; #[derive(Message)] struct TestMessage<T: Default> { sender: std::sync::mpsc::Sender<T>, } impl<T: Default> Drop for TestMessage<T> { fn drop(&mut self) { self.sender .send(T::default()) .expect("Failed to send drop signal"); } } #[derive(Message)] struct DummyMessage; #[derive(Resource, Default)] struct FixedUpdateCounter(u8); fn count_fixed_updates(mut counter: ResMut<FixedUpdateCounter>) { counter.0 += 1; } fn report_time( mut frame_count: Local<u64>, virtual_time: Res<Time<Virtual>>, fixed_time: Res<Time<Fixed>>, ) { println!( "Virtual time on frame {}: {:?}", *frame_count, virtual_time.elapsed() ); println!( "Fixed time on frame {}: {:?}", *frame_count, fixed_time.elapsed() ); *frame_count += 1; } #[test] fn fixed_main_schedule_should_run_with_time_plugin_enabled() { // Set the time step to just over half the fixed update timestep // This way, it will have not accumulated enough time to run the fixed update after one update // But will definitely have enough time after two updates let fixed_update_timestep = Time::<Fixed>::default().timestep(); let time_step = fixed_update_timestep / 2 + Duration::from_millis(1); let mut app = App::new(); app.add_plugins(TimePlugin) .add_systems(FixedUpdate, count_fixed_updates) .add_systems(Update, report_time) .init_resource::<FixedUpdateCounter>() .insert_resource(TimeUpdateStrategy::ManualDuration(time_step)); // Frame 0 // Fixed update should not have run yet app.update(); assert!(Duration::ZERO < fixed_update_timestep); let counter = app.world().resource::<FixedUpdateCounter>(); assert_eq!(counter.0, 0, "Fixed update should not have run yet"); // Frame 1 // Fixed update should not have run yet app.update(); assert!(time_step < fixed_update_timestep); let counter = app.world().resource::<FixedUpdateCounter>(); assert_eq!(counter.0, 0, "Fixed update should not have run yet"); // Frame 2 // Fixed update should have run now app.update(); assert!(2 * time_step > fixed_update_timestep); let counter = app.world().resource::<FixedUpdateCounter>(); assert_eq!(counter.0, 1, "Fixed update should have run once"); // Frame 3 // Fixed update should have run exactly once still app.update(); assert!(3 * time_step < 2 * fixed_update_timestep); let counter = app.world().resource::<FixedUpdateCounter>(); assert_eq!(counter.0, 1, "Fixed update should have run once"); // Frame 4 // Fixed update should have run twice now app.update(); assert!(4 * time_step > 2 * fixed_update_timestep); let counter = app.world().resource::<FixedUpdateCounter>(); assert_eq!(counter.0, 2, "Fixed update should have run twice"); } #[test] fn events_get_dropped_regression_test_11528() -> Result<(), impl Error> { let (tx1, rx1) = std::sync::mpsc::channel(); let (tx2, rx2) = std::sync::mpsc::channel(); let mut app = App::new(); app.add_plugins(TimePlugin) .add_message::<TestMessage<i32>>() .add_message::<TestMessage<()>>() .add_systems(Startup, move |mut ev2: MessageWriter<TestMessage<()>>| { ev2.write(TestMessage { sender: tx2.clone(), }); }) .add_systems(Update, move |mut ev1: MessageWriter<TestMessage<i32>>| { // Keep adding events so this event type is processed every update ev1.write(TestMessage { sender: tx1.clone(), }); }) .add_systems( Update, |mut m1: MessageReader<TestMessage<i32>>, mut m2: MessageReader<TestMessage<()>>| { // Read events so they can be dropped for _ in m1.read() {} for _ in m2.read() {} }, ) .insert_resource(TimeUpdateStrategy::ManualDuration( Time::<Fixed>::default().timestep(), )); for _ in 0..10 { app.update(); } // Check event type 1 as been dropped at least once let _drop_signal = rx1.try_recv()?; // Check event type 2 has been dropped rx2.try_recv() } #[test] fn event_update_should_wait_for_fixed_main() { // Set the time step to just over half the fixed update timestep // This way, it will have not accumulated enough time to run the fixed update after one update // But will definitely have enough time after two updates let fixed_update_timestep = Time::<Fixed>::default().timestep(); let time_step = fixed_update_timestep / 2 + Duration::from_millis(1); fn write_message(mut messages: ResMut<Messages<DummyMessage>>) { messages.write(DummyMessage); } let mut app = App::new(); app.add_plugins(TimePlugin) .add_message::<DummyMessage>() .init_resource::<FixedUpdateCounter>() .add_systems(Startup, write_message) .add_systems(FixedUpdate, count_fixed_updates) .insert_resource(TimeUpdateStrategy::ManualDuration(time_step)); for frame in 0..10 { app.update(); let fixed_updates_seen = app.world().resource::<FixedUpdateCounter>().0; let messages = app.world().resource::<Messages<DummyMessage>>(); let n_total_messages = messages.len(); let n_current_messages = messages.iter_current_update_messages().count(); let message_registry = app.world().resource::<MessageRegistry>(); let should_update = message_registry.should_update; println!("Frame {frame}, {fixed_updates_seen} fixed updates seen. Should update: {should_update:?}"); println!("Total messages: {n_total_messages} | Current messages: {n_current_messages}",); match frame { 0 | 1 => { assert_eq!(fixed_updates_seen, 0); assert_eq!(n_total_messages, 1); assert_eq!(n_current_messages, 1); assert_eq!(should_update, ShouldUpdateMessages::Waiting); } 2 => { assert_eq!(fixed_updates_seen, 1); // Time to trigger event updates assert_eq!(n_total_messages, 1); assert_eq!(n_current_messages, 1); assert_eq!(should_update, ShouldUpdateMessages::Ready); // Prepping first update } 3 => { assert_eq!(fixed_updates_seen, 1); assert_eq!(n_total_messages, 1); assert_eq!(n_current_messages, 0); // First update has occurred assert_eq!(should_update, ShouldUpdateMessages::Waiting); } 4 => { assert_eq!(fixed_updates_seen, 2); // Time to trigger the second update assert_eq!(n_total_messages, 1); assert_eq!(n_current_messages, 0); assert_eq!(should_update, ShouldUpdateMessages::Ready); // Prepping second update } 5 => { assert_eq!(fixed_updates_seen, 2); assert_eq!(n_total_messages, 0); // Second update has occurred assert_eq!(n_current_messages, 0); assert_eq!(should_update, ShouldUpdateMessages::Waiting); } _ => { assert_eq!(n_total_messages, 0); // No more events are sent assert_eq!(n_current_messages, 0); } } } } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false
bevyengine/bevy
https://github.com/bevyengine/bevy/blob/51a6fedb06a022ab5d39e099413caa882e1b022d/crates/bevy_time/src/fixed.rs
crates/bevy_time/src/fixed.rs
use bevy_app::FixedMain; use bevy_ecs::world::World; #[cfg(feature = "bevy_reflect")] use bevy_reflect::Reflect; use core::time::Duration; use crate::{time::Time, virt::Virtual}; /// The fixed timestep game clock following virtual time. /// /// A specialization of the [`Time`] structure. **For method documentation, see /// [`Time<Fixed>#impl-Time<Fixed>`].** /// /// It is automatically inserted as a resource by /// [`TimePlugin`](crate::TimePlugin) and updated based on /// [`Time<Virtual>`](Virtual). The fixed clock is automatically set as the /// generic [`Time`] resource during [`FixedUpdate`](bevy_app::FixedUpdate) /// schedule processing. /// /// The fixed timestep clock advances in fixed-size increments, which is /// extremely useful for writing logic (like physics) that should have /// consistent behavior, regardless of framerate. /// /// The default [`timestep()`](Time::timestep) is 64 hertz, or 15625 /// microseconds. This value was chosen because using 60 hertz has the potential /// for a pathological interaction with the monitor refresh rate where the game /// alternates between running two fixed timesteps and zero fixed timesteps per /// frame (for example when running two fixed timesteps takes longer than a /// frame). Additionally, the value is a power of two which losslessly converts /// into [`f32`] and [`f64`]. /// /// To run a system on a fixed timestep, add it to one of the [`FixedMain`] /// schedules, most commonly [`FixedUpdate`](bevy_app::FixedUpdate). /// /// This schedule is run a number of times between /// [`PreUpdate`](bevy_app::PreUpdate) and [`Update`](bevy_app::Update) /// according to the accumulated [`overstep()`](Time::overstep) time divided by /// the [`timestep()`](Time::timestep). This means the schedule may run 0, 1 or /// more times during a single update (which typically corresponds to a rendered /// frame). /// /// `Time<Fixed>` and the generic [`Time`] resource will report a /// [`delta()`](Time::delta) equal to [`timestep()`](Time::timestep) and always /// grow [`elapsed()`](Time::elapsed) by one [`timestep()`](Time::timestep) per /// iteration. /// /// The fixed timestep clock follows the [`Time<Virtual>`](Virtual) clock, which /// means it is affected by [`pause()`](Time::pause), /// [`set_relative_speed()`](Time::set_relative_speed) and /// [`set_max_delta()`](Time::set_max_delta) from virtual time. If the virtual /// clock is paused, the [`FixedUpdate`](bevy_app::FixedUpdate) schedule will /// not run. It is guaranteed that the [`elapsed()`](Time::elapsed) time in /// `Time<Fixed>` is always between the previous `elapsed()` and the current /// `elapsed()` value in `Time<Virtual>`, so the values are compatible. /// /// Changing the timestep size while the game is running should not normally be /// done, as having a regular interval is the point of this schedule, but it may /// be necessary for effects like "bullet-time" if the normal granularity of the /// fixed timestep is too big for the slowed down time. In this case, /// [`set_timestep()`](Time::set_timestep) and be called to set a new value. The /// new value will be used immediately for the next run of the /// [`FixedUpdate`](bevy_app::FixedUpdate) schedule, meaning that it will affect /// the [`delta()`](Time::delta) value for the very next /// [`FixedUpdate`](bevy_app::FixedUpdate), even if it is still during the same /// frame. Any [`overstep()`](Time::overstep) present in the accumulator will be /// processed according to the new [`timestep()`](Time::timestep) value. #[derive(Debug, Copy, Clone)] #[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Clone))] pub struct Fixed { timestep: Duration, overstep: Duration, } impl Time<Fixed> { /// Corresponds to 64 Hz. const DEFAULT_TIMESTEP: Duration = Duration::from_micros(15625); /// Return new fixed time clock with given timestep as [`Duration`] /// /// # Panics /// /// Panics if `timestep` is zero. pub fn from_duration(timestep: Duration) -> Self { let mut ret = Self::default(); ret.set_timestep(timestep); ret } /// Return new fixed time clock with given timestep seconds as `f64` /// /// # Panics /// /// Panics if `seconds` is zero, negative or not finite. pub fn from_seconds(seconds: f64) -> Self { let mut ret = Self::default(); ret.set_timestep_seconds(seconds); ret } /// Return new fixed time clock with given timestep frequency in Hertz (1/seconds) /// /// # Panics /// /// Panics if `hz` is zero, negative or not finite. pub fn from_hz(hz: f64) -> Self { let mut ret = Self::default(); ret.set_timestep_hz(hz); ret } /// Returns the amount of virtual time that must pass before the fixed /// timestep schedule is run again. #[inline] pub fn timestep(&self) -> Duration { self.context().timestep } /// Sets the amount of virtual time that must pass before the fixed timestep /// schedule is run again, as [`Duration`]. /// /// Takes effect immediately on the next run of the schedule, respecting /// what is currently in [`Self::overstep`]. /// /// # Panics /// /// Panics if `timestep` is zero. #[inline] pub fn set_timestep(&mut self, timestep: Duration) { assert_ne!( timestep, Duration::ZERO, "attempted to set fixed timestep to zero" ); self.context_mut().timestep = timestep; } /// Sets the amount of virtual time that must pass before the fixed timestep /// schedule is run again, as seconds. /// /// Timestep is stored as a [`Duration`], which has fixed nanosecond /// resolution and will be converted from the floating point number. /// /// Takes effect immediately on the next run of the schedule, respecting /// what is currently in [`Self::overstep`]. /// /// # Panics /// /// Panics if `seconds` is zero, negative or not finite. #[inline] pub fn set_timestep_seconds(&mut self, seconds: f64) { assert!( seconds.is_sign_positive(), "seconds less than or equal to zero" ); assert!(seconds.is_finite(), "seconds is infinite"); self.set_timestep(Duration::from_secs_f64(seconds)); } /// Sets the amount of virtual time that must pass before the fixed timestep /// schedule is run again, as frequency. /// /// The timestep value is set to `1 / hz`, converted to a [`Duration`] which /// has fixed nanosecond resolution. /// /// Takes effect immediately on the next run of the schedule, respecting /// what is currently in [`Self::overstep`]. /// /// # Panics /// /// Panics if `hz` is zero, negative or not finite. #[inline] pub fn set_timestep_hz(&mut self, hz: f64) { assert!(hz.is_sign_positive(), "Hz less than or equal to zero"); assert!(hz.is_finite(), "Hz is infinite"); self.set_timestep_seconds(1.0 / hz); } /// Returns the amount of overstep time accumulated toward new steps, as /// [`Duration`]. #[inline] pub fn overstep(&self) -> Duration { self.context().overstep } /// Increase the overstep time accumulated towards new steps. /// /// This method is provided for use in tests. Ordinarily, the [`run_fixed_main_schedule`] system is responsible for calculating the overstep. #[inline] pub fn accumulate_overstep(&mut self, delta: Duration) { self.context_mut().overstep += delta; } /// Discard a part of the overstep amount. /// /// If `discard` is higher than overstep, the overstep becomes zero. #[inline] pub fn discard_overstep(&mut self, discard: Duration) { let context = self.context_mut(); context.overstep = context.overstep.saturating_sub(discard); } /// Returns the amount of overstep time accumulated toward new steps, as an /// [`f32`] fraction of the timestep. #[inline] pub fn overstep_fraction(&self) -> f32 { self.context().overstep.as_secs_f32() / self.context().timestep.as_secs_f32() } /// Returns the amount of overstep time accumulated toward new steps, as an /// [`f64`] fraction of the timestep. #[inline] pub fn overstep_fraction_f64(&self) -> f64 { self.context().overstep.as_secs_f64() / self.context().timestep.as_secs_f64() } fn expend(&mut self) -> bool { let timestep = self.timestep(); if let Some(new_value) = self.context_mut().overstep.checked_sub(timestep) { // reduce accumulated and increase elapsed by period self.context_mut().overstep = new_value; self.advance_by(timestep); true } else { // no more periods left in accumulated false } } } impl Default for Fixed { fn default() -> Self { Self { timestep: Time::<Fixed>::DEFAULT_TIMESTEP, overstep: Duration::ZERO, } } } /// Runs [`FixedMain`] zero or more times based on delta of /// [`Time<Virtual>`](Virtual) and [`Time::overstep`]. /// You can order your systems relative to this by using /// [`RunFixedMainLoopSystems`](bevy_app::prelude::RunFixedMainLoopSystems). pub fn run_fixed_main_schedule(world: &mut World) { let delta = world.resource::<Time<Virtual>>().delta(); world .resource_mut::<Time<Fixed>>() .accumulate_overstep(delta); // Run the schedule until we run out of accumulated time let _ = world.try_schedule_scope(FixedMain, |world, schedule| { while world.resource_mut::<Time<Fixed>>().expend() { *world.resource_mut::<Time>() = world.resource::<Time<Fixed>>().as_generic(); schedule.run(world); } }); *world.resource_mut::<Time>() = world.resource::<Time<Virtual>>().as_generic(); } #[cfg(test)] mod test { use super::*; #[test] fn test_set_timestep() { let mut time = Time::<Fixed>::default(); assert_eq!(time.timestep(), Time::<Fixed>::DEFAULT_TIMESTEP); time.set_timestep(Duration::from_millis(500)); assert_eq!(time.timestep(), Duration::from_millis(500)); time.set_timestep_seconds(0.25); assert_eq!(time.timestep(), Duration::from_millis(250)); time.set_timestep_hz(8.0); assert_eq!(time.timestep(), Duration::from_millis(125)); } #[test] fn test_expend() { let mut time = Time::<Fixed>::from_seconds(2.0); assert_eq!(time.delta(), Duration::ZERO); assert_eq!(time.elapsed(), Duration::ZERO); time.accumulate_overstep(Duration::from_secs(1)); assert_eq!(time.delta(), Duration::ZERO); assert_eq!(time.elapsed(), Duration::ZERO); assert_eq!(time.overstep(), Duration::from_secs(1)); assert_eq!(time.overstep_fraction(), 0.5); assert_eq!(time.overstep_fraction_f64(), 0.5); assert!(!time.expend()); // false assert_eq!(time.delta(), Duration::ZERO); assert_eq!(time.elapsed(), Duration::ZERO); assert_eq!(time.overstep(), Duration::from_secs(1)); assert_eq!(time.overstep_fraction(), 0.5); assert_eq!(time.overstep_fraction_f64(), 0.5); time.accumulate_overstep(Duration::from_secs(1)); assert_eq!(time.delta(), Duration::ZERO); assert_eq!(time.elapsed(), Duration::ZERO); assert_eq!(time.overstep(), Duration::from_secs(2)); assert_eq!(time.overstep_fraction(), 1.0); assert_eq!(time.overstep_fraction_f64(), 1.0); assert!(time.expend()); // true assert_eq!(time.delta(), Duration::from_secs(2)); assert_eq!(time.elapsed(), Duration::from_secs(2)); assert_eq!(time.overstep(), Duration::ZERO); assert_eq!(time.overstep_fraction(), 0.0); assert_eq!(time.overstep_fraction_f64(), 0.0); assert!(!time.expend()); // false assert_eq!(time.delta(), Duration::from_secs(2)); assert_eq!(time.elapsed(), Duration::from_secs(2)); assert_eq!(time.overstep(), Duration::ZERO); assert_eq!(time.overstep_fraction(), 0.0); assert_eq!(time.overstep_fraction_f64(), 0.0); time.accumulate_overstep(Duration::from_secs(1)); assert_eq!(time.delta(), Duration::from_secs(2)); assert_eq!(time.elapsed(), Duration::from_secs(2)); assert_eq!(time.overstep(), Duration::from_secs(1)); assert_eq!(time.overstep_fraction(), 0.5); assert_eq!(time.overstep_fraction_f64(), 0.5); assert!(!time.expend()); // false assert_eq!(time.delta(), Duration::from_secs(2)); assert_eq!(time.elapsed(), Duration::from_secs(2)); assert_eq!(time.overstep(), Duration::from_secs(1)); assert_eq!(time.overstep_fraction(), 0.5); assert_eq!(time.overstep_fraction_f64(), 0.5); } #[test] fn test_expend_multiple() { let mut time = Time::<Fixed>::from_seconds(2.0); time.accumulate_overstep(Duration::from_secs(7)); assert_eq!(time.overstep(), Duration::from_secs(7)); assert!(time.expend()); // true assert_eq!(time.elapsed(), Duration::from_secs(2)); assert_eq!(time.overstep(), Duration::from_secs(5)); assert!(time.expend()); // true assert_eq!(time.elapsed(), Duration::from_secs(4)); assert_eq!(time.overstep(), Duration::from_secs(3)); assert!(time.expend()); // true assert_eq!(time.elapsed(), Duration::from_secs(6)); assert_eq!(time.overstep(), Duration::from_secs(1)); assert!(!time.expend()); // false assert_eq!(time.elapsed(), Duration::from_secs(6)); assert_eq!(time.overstep(), Duration::from_secs(1)); } }
rust
Apache-2.0
51a6fedb06a022ab5d39e099413caa882e1b022d
2026-01-04T15:31:59.438636Z
false