foresightminingsoftwarecorporation / bevy_infinite_grid Goto Github PK
View Code? Open in Web Editor NEWLicense: Apache License 2.0
License: Apache License 2.0
Workflow is pending manual review.
URL: https://github.com/ForesightMiningSoftwareCorporation/bevy_infinite_grid/actions/runs/8575527957
Required approvers: [loispostula sebcrozet aevyrie greaka Ratysz TheRawMeatball IceSentry JulianRuiseco MichaelBradetLegris]
Respond "approved", "approve", "lgtm", "yes" to continue workflow or "denied", "deny", "no" to cancel.
Workflow is pending manual review.
URL: https://github.com/ForesightMiningSoftwareCorporation/bevy_infinite_grid/actions/runs/7964857799
Required approvers: [loispostula sebcrozet aevyrie greaka Ratysz TheRawMeatball IceSentry JulianRuiseco MichaelBradetLegris]
Respond "approved", "approve", "lgtm", "yes" to continue workflow or "denied", "deny", "no" to cancel.
Just add the last axis as just a vertical line passing through the origin of the transform.
If there is a situation in the bevy app where a parent entity is hidden and a child entity is set to Visibility::Inherited
, then the track_caster_visibility
system will override the inherited visibility of the child, setting it to true and causing visibility not to propagate correctly.
When I turn on HDR in a Bevy 3D camera (hdr: true
), the infinite grid fade out makes the faded out portion (out to infinity) turn black as opposed to turning transparent.
How I instantiate the camera bundle:
commands.spawn((
Camera3dBundle {
camera: Camera {
hdr: true,
clear_color: ClearColorConfig::Custom(Color::rgb(0.075, 0.075, 0.075)),
..default()
},
..default()
},
BloomSettings::NATURAL,
));
How I instantiate the grid:
commands.spawn(InfiniteGridBundle {
settings: InfiniteGridSettings {
fadeout_distance: 400.0,
scale: 0.1,
x_axis_color: Color::rgb(1.0, 1.0, 1.0),
z_axis_color: Color::rgb(1.0, 1.0, 1.0),
minor_line_color: Color::rgba(0.0, 0.0, 0.0, 0.0),
major_line_color: Color::rgb(1.0, 1.0, 1.0),
..Default::default()
},
..Default::default()
});
As far as I can tell, building the library assumes that you have bevy in the parent directory.
Lines 23 to 24 in bcc752b
So running cargo run --example simple
results in
error: failed to load source for dependency
bevy
Caused by:
Unable to update /path/bevyCaused by:
failed to read/path/bevy/Cargo.toml
Caused by:
No such file or directory (os error 2)
Workflow is pending manual review.
URL: https://github.com/ForesightMiningSoftwareCorporation/bevy_infinite_grid/actions/runs/6759194932
Required approvers: [loispostula sebcrozet aevyrie greaka Ratysz TheRawMeatball IceSentry JulianRuiseco MichaelBradetLegris]
Respond "approved", "approve", "lgtm", "yes" to continue workflow or "denied", "deny", "no" to cancel.
While trying to use bevy_infinite_grid
v0.5.1, I'm getting constant crashes, although I'm doing what docs told me to do (or rather, what I copied from the simple example ๐). Here is the crash log:
thread 'Compute Task Pool (3)' panicked at 'called `Result::unwrap()` on an `Err` value:
NoEntities("bevy_ecs::query::state::QueryState<(&bevy_transform::components::global_transform::GlobalTransform,
&bevy_render::camera::camera::Camera), bevy_ecs::query::filter::With<bevy_infinite_grid::GridShadowCamera>>")',
src/lib.rs:134:33
Seems like using the library requires an entity with GridShadowCamera
:
Lines 124 to 134 in bcc752b
But I'm not really sure how I'm supposed to spawn a GridShadowCamera
? Do I just inject it into some other camera I'm using ?
Workflow is pending manual review.
URL: https://github.com/ForesightMiningSoftwareCorporation/bevy_infinite_grid/actions/runs/8575867474
Required approvers: [loispostula sebcrozet aevyrie greaka Ratysz TheRawMeatball IceSentry JulianRuiseco MichaelBradetLegris]
Respond "approved", "approve", "lgtm", "yes" to continue workflow or "denied", "deny", "no" to cancel.
Workflow is pending manual review.
URL: https://github.com/ForesightMiningSoftwareCorporation/bevy_infinite_grid/actions/runs/8016020638
Required approvers: [loispostula sebcrozet aevyrie greaka Ratysz TheRawMeatball IceSentry JulianRuiseco MichaelBradetLegris]
Respond "approved", "approve", "lgtm", "yes" to continue workflow or "denied", "deny", "no" to cancel.
Workflow is pending manual review.
URL: https://github.com/ForesightMiningSoftwareCorporation/bevy_infinite_grid/actions/runs/8574515407
Required approvers: [loispostula sebcrozet aevyrie greaka Ratysz TheRawMeatball IceSentry JulianRuiseco MichaelBradetLegris]
Respond "approved", "approve", "lgtm", "yes" to continue workflow or "denied", "deny", "no" to cancel.
Rev: 5897bb6
When running the example in WASM it panics with the following error message.
panicked at 'wgpu error: Validation Error
Caused by:
In a RenderPass
note: encoder = `<CommandBuffer-(0, 1, Gl)>`
In a set_push_constant command
Provided push constant is for stage(s) ShaderStages(VERTEX), however the pipeline layout has no push constant range for the stage(s) ShaderStages(VERTEX)
bevy_flycam
dev dependency is not updated yet
I've tried to update, see this commit: rlidwka@48d1b7c
EntityRenderCommand
is merged into RenderCommand
(biggest change here), stages are replaced with system sets, and so on
It compiles, but returns real-time errors which I don't know how to debug. Can anyone help?
Thanks for the upgrade. After migrate to new version, I found debug lines will be clipped but meshes not.Please see below screenshots for more details:
This library was built for 0.8, and bevy is currently on 0.9
I have setup a simple example of using infinite grid and the scene renders briefly then crashes. Here is the initialisation of the camera and grid during the menu stage, I am using PanOrbitCamera if that is of any consequence. The example ran from this repo works no problem, this led me to believe that it could be an ordering issue? but I am just guessing at this stage.
commands
.spawn(InfiniteGridBundle {
grid: InfiniteGrid {
..Default::default()
},
..Default::default()
})
.insert(GridShadowCamera);
commands
.spawn((
Camera3dBundle {
transform: Transform::from_xyz(0.0, 4.37, 14.77),
..Default::default()
},
PanOrbitCamera::default(),
))
.insert(GameCamera);
Caused by:
In a RenderPass
note: encoder = `<CommandBuffer-(0, 8, Metal)>`
In a set_pipeline command
note: render pipeline = `grid-render-pipeline-shadowless`
Render pipeline targets are incompatible with render pass
Incompatible sample count: the renderpass expected 1 but was given 4
I was wondering if it's possible to use this i've tried rotating it on the x axis so hopefully it would show up but it did not. Is it just not possible? Awesome library btw!
Workflow is pending manual review.
URL: https://github.com/ForesightMiningSoftwareCorporation/bevy_infinite_grid/actions/runs/6759194932
Required approvers: [loispostula sebcrozet aevyrie greaka Ratysz TheRawMeatball IceSentry JulianRuiseco MichaelBradetLegris]
Respond "approved", "approve", "lgtm", "yes" to continue workflow or "denied", "deny", "no" to cancel.
When one renders two grids on top of each other, one is randomly selected to be rendered on top and the result is per-frame flickering. Is there a way to render two grids?
commands.spawn(bevy_infinite_grid::InfiniteGridBundle {
grid: bevy_infinite_grid::InfiniteGrid {
fadeout_distance: 250.,
shadow_color: None,
..Default::default()
},
..Default::default()
});
commands
.spawn(bevy_infinite_grid::InfiniteGridBundle {
transform: Transform::from_rotation(Quat::from_axis_angle(Vec3::X, FRAC_PI_2))
.with_scale(Vec3::splat(10.)),
grid: bevy_infinite_grid::InfiniteGrid {
fadeout_distance: 7.,
shadow_color: None,
..Default::default()
},
..Default::default()
});
Thanks for the awesome project : )
I was wondering if we could cut a new release and update crates.io with the new release. I'd like to use this project through bazel and its difficult to point it at a specific git hash. If its possible for me to help with this process I would be happy to. Wonderful project for robotics!
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.