Commit Graph

2210 Commits

Author SHA1 Message Date
andriyDev
d8f3eb3e8b
Stop automatically generating meta files for assets while using asset processing. (#17216)
# Objective

- Today, enabling asset processing can generate many meta files. This
makes it a painful transition for users as they get a "mega commit"
containing tons of meta files.

## Solution

- Stop automatically generating meta files! Users can just leave the
meta files defaulted.
- Add a function `AssetServer::write_default_meta_file_for_path`

## Testing

- Tested this manually on the asset_processing example (by removing the
meta files for the assets that had default meta files).
- I did not add a unit test for the `write_default_meta_file_for_path`
since we don't have an in-memory asset writer. Writing one could be
useful in the future.

---

## Showcase

Asset processing no longer automatically generates meta files! This
makes it much easier to transition to using asset processing since you
don't suddenly get many meta files when turning it on.

You can still manually generate meta files using the new
`AssetServer::write_default_meta_file_for_path` function.
2025-03-06 20:25:40 +00:00
JaySpruce
d6db78b5dd
Replace internal uses of insert_or_spawn_batch (#18035)
## Objective
`insert_or_spawn_batch` is due to be deprecated eventually (#15704), and
removing uses internally will make that easier.

## Solution

Replaced internal uses of `insert_or_spawn_batch` with
`try_insert_batch` (non-panicking variant because
`insert_or_spawn_batch` didn't panic).

All of the internal uses are in rendering code. Since retained rendering
was meant to get rid non-opaque entity IDs, I assume the code was just
using `insert_or_spawn_batch` because `insert_batch` didn't exist and
not because it actually wanted to spawn something. However, I am *not*
confident in my ability to judge rendering code.
2025-03-06 16:16:36 +00:00
François Mockers
54701a844e
Revert "Replace Ambient Lights with Environment Map Lights (#17482)" (#18167)
This reverts commit 0b5302d96a.

# Objective

- Fixes #18158
- #17482 introduced rendering changes and was merged a bit too fast

## Solution

- Revert #17482 so that it can be redone and rendering changes discussed
before being merged. This will make it easier to compare changes with
main in the known "valid" state

This is not an issue with the work done in #17482 that is still
interesting
2025-03-05 23:08:46 +00:00
Carter Anderson
a530c07bc5
Preserve spawned RelationshipTarget order and other improvements (#17858)
Fixes #17720

## Objective

Spawning RelationshipTargets from scenes currently fails to preserve
RelationshipTarget ordering (ex: `Children` has an arbitrary order).
This is because it uses the normal hook flow to set up the collection,
which means we are pushing onto the collection in _spawn order_ (which
is currently in archetype order, which will often produce mismatched
orderings).

We need to preserve the ordering in the original RelationshipTarget
collection. Ideally without expensive checking / fixups.

## Solution

One solution would be to spawn in hierarchy-order. However this gets
complicated as there can be multiple hierarchies, and it also means we
can't spawn in more cache-friendly orders (ex: the current per-archetype
spawning, or future even-smarter per-table spawning). Additionally,
same-world cloning has _slightly_ more nuanced needs (ex: recursively
clone linked relationships, while maintaining _original_ relationships
outside of the tree via normal hooks).

The preferred approach is to directly spawn the remapped
RelationshipTarget collection, as this trivially preserves the ordering.
Unfortunately we can't _just_ do that, as when we spawn the children
with their Relationships (ex: `ChildOf`), that will insert a duplicate.

We could "fixup" the collection retroactively by just removing the back
half of duplicates, but this requires another pass / more lookups /
allocating twice as much space. Additionally, it becomes complicated
because observers could insert additional children, making it harder
(aka more expensive) to determine which children are dupes and which are
not.

The path I chose is to support "opting out" of the relationship target
hook in the contexts that need that, as this allows us to just cheaply
clone the mapped collection. The relationship hook can look for this
configuration when it runs and skip its logic when that happens. A
"simple" / small-amount-of-code way to do this would be to add a "skip
relationship spawn" flag to World. Sadly, any hook / observer that runs
_as the result of an insert_ would also read this flag. We really need a
way to scope this setting to a _specific_ insert.

Therefore I opted to add a new `RelationshipInsertHookMode` enum and an
`entity.insert_with_relationship_insert_hook_mode` variant. Obviously
this is verbose and ugly. And nobody wants _more_ insert variants. But
sadly this was the best I could come up with from a performance and
capability perspective. If you have alternatives let me know!

There are three variants:

1. `RelationshipInsertHookMode::Run`: always run relationship insert
hooks (this is the default)
2. `RelationshipInsertHookMode::Skip`: do not run any relationship
insert hooks for this insert (this is used by spawner code)
3. `RelationshipInsertHookMode::RunIfNotLinked`: only run hooks for
_unlinked_ relationships (this is used in same-world recursive entity
cloning to preserve relationships outside of the deep-cloned tree)

Note that I have intentionally only added "insert with relationship hook
mode" variants to the cases we absolutely need (everything else uses the
default `Run` mode), just to keep the code size in check. I do not think
we should add more without real _very necessary_ use cases.

I also made some other minor tweaks:

1. I split out `SourceComponent` from `ComponentCloneCtx`. Reading the
source component no longer needlessly blocks mutable access to
`ComponentCloneCtx`.
2. Thanks to (1), I've removed the `RefCell` wrapper over the cloned
component queue.
3. (1) also allowed me to write to the EntityMapper while queuing up
clones, meaning we can reserve entities during the component clone and
write them to the mapper _before_ inserting the component, meaning
cloned collections can be mapped on insert.
4. I've removed the closure from `write_target_component_ptr` to
simplify the API / make it compatible with the split `SourceComponent`
approach.
5. I've renamed `EntityCloner::recursive` to
`EntityCloner::linked_cloning` to connect that feature more directly
with `RelationshipTarget::LINKED_SPAWN`
6. I've removed `EntityCloneBehavior::RelationshipTarget`. This was
always intended to be temporary, and this new behavior removes the need
for it.

---------

Co-authored-by: Viktor Gustavsson <villor94@gmail.com>
2025-03-05 22:18:57 +00:00
François Mockers
019a6fde25
testbed for UI (#18091)
# Objective

- have a testbed for UI

## Solution

- move previous `ui` example to `full_ui`
- add a testbed ui with several scenes
- `ui_layout_rounding` is one of those scenes, so remove it as a
standalone example

the previous `ui` / new `full_ui` is I think still useful as it has some
things like scroll, debug ui that are not shown anywhere else
2025-03-04 11:02:55 +00:00
Zachary Harrold
ff1143ec87
Remove deprecated component_reads_and_writes (#16348)
# Objective

- Fixes #16339

## Solution

- Replaced `component_reads_and_writes` and `component_writes` with
`try_iter_component_access`.

## Testing

- Ran `dynamic` example to confirm behaviour is unchanged.
- CI

---

## Migration Guide

The following methods (some removed in previous PRs) are now replaced by
`Access::try_iter_component_access`:

* `Access::component_reads_and_writes`
* `Access::component_reads`
* `Access::component_writes`

As `try_iter_component_access` returns a `Result`, you'll now need to
handle the failing case (e.g., `unwrap()`). There is currently a single
failure mode, `UnboundedAccess`, which occurs when the `Access` is for
all `Components` _except_ certain exclusions. Since this list is
infinite, there is no meaningful way for `Access` to provide an
iterator. Instead, get a list of components (e.g., from the `Components`
structure) and iterate over that instead, filtering using
`Access::has_component_read`, `Access::has_component_write`, etc.

Additionally, you'll need to `filter_map` the accesses based on which
method you're attempting to replace:

* `Access::component_reads_and_writes` -> `Exclusive(_) | Shared(_)`
* `Access::component_reads` -> `Shared(_)`
* `Access::component_writes` -> `Exclusive(_)`

To ease migration, please consider the below extension trait which you
can include in your project:

```rust
pub trait AccessCompatibilityExt {
    /// Returns the indices of the components this has access to.
    fn component_reads_and_writes(&self) -> impl Iterator<Item = T> + '_;

    /// Returns the indices of the components this has non-exclusive access to.
    fn component_reads(&self) -> impl Iterator<Item = T> + '_;

    /// Returns the indices of the components this has exclusive access to.
    fn component_writes(&self) -> impl Iterator<Item = T> + '_;
}

impl<T: SparseSetIndex> AccessCompatibilityExt for Access<T> {
    fn component_reads_and_writes(&self) -> impl Iterator<Item = T> + '_ {
        self
            .try_iter_component_access()
            .expect("Access is unbounded. Please refactor the usage of this method to directly use try_iter_component_access")
            .filter_map(|component_access| {
                let index = component_access.index().sparse_set_index();

                match component_access {
                    ComponentAccessKind::Archetypal(_) => None,
                    ComponentAccessKind::Shared(_) => Some(index),
                    ComponentAccessKind::Exclusive(_) => Some(index),
                }
            })
    }

    fn component_reads(&self) -> impl Iterator<Item = T> + '_ {
        self
            .try_iter_component_access()
            .expect("Access is unbounded. Please refactor the usage of this method to directly use try_iter_component_access")
            .filter_map(|component_access| {
                let index = component_access.index().sparse_set_index();

                match component_access {
                    ComponentAccessKind::Archetypal(_) => None,
                    ComponentAccessKind::Shared(_) => Some(index),
                    ComponentAccessKind::Exclusive(_) => None,
                }
            })
    }

    fn component_writes(&self) -> impl Iterator<Item = T> + '_ {
        self
            .try_iter_component_access()
            .expect("Access is unbounded. Please refactor the usage of this method to directly use try_iter_component_access")
            .filter_map(|component_access| {
                let index = component_access.index().sparse_set_index();

                match component_access {
                    ComponentAccessKind::Archetypal(_) => None,
                    ComponentAccessKind::Shared(_) => None,
                    ComponentAccessKind::Exclusive(_) => Some(index),
                }
            })
    }
}
```

Please take note of the use of `expect(...)` in these methods. You
should consider using these as a starting point for a more appropriate
migration based on your specific needs.

## Notes

- This new method is fallible based on whether the `Access` is bounded
or unbounded (unbounded occurring with inverted component sets). If
bounded, will return an iterator of every item and its access level. I
believe this makes sense without exposing implementation details around
`Access`.
- The access level is defined by an `enum` `ComponentAccessKind<T>`,
either `Archetypical`, `Shared`, or `Exclusive`. As a convenience, this
`enum` has a method `index` to get the inner `T` value without a match
statement. It does add more code, but the API is clearer.
- Within `QueryBuilder` this new method simplifies several pieces of
logic without changing behaviour.
- Within `QueryState` the logic is simplified and the amount of
iteration is reduced, potentially improving performance.
- Within the `dynamic` example it has identical behaviour, with the
inversion footgun explicitly highlighted by an `unwrap`.

---------

Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
Co-authored-by: Mike <2180432+hymm@users.noreply.github.com>
2025-03-04 08:22:29 +00:00
Shaye Garg
0b5302d96a
Replace Ambient Lights with Environment Map Lights (#17482)
# Objective

Transparently uses simple `EnvironmentMapLight`s to mimic
`AmbientLight`s. Implements the first part of #17468, but I can
implement hemispherical lights in this PR too if needed.

## Solution

- A function `EnvironmentMapLight::solid_color(&mut Assets<Image>,
Color)` is provided to make an environment light with a solid color.
- A new system is added to `SimulationLightSystems` that maps
`AmbientLight`s on views or the world to a corresponding
`EnvironmentMapLight`.

I have never worked with (or on) Bevy before, so nitpicky comments on
how I did things are appreciated :).

## Testing

Testing was done on a modified version of the `3d/lighting` example,
where I removed all lights except the ambient light. I have not included
the example, but can if required.

## Migration
`bevy_pbr::AmbientLight` has been deprecated, so all usages of it should
be replaced by a `bevy_pbr::EnvironmentMapLight` created with
`EnvironmentMapLight::solid_color` placed on the camera. There is no
alternative to ambient lights as resources.
2025-03-04 07:40:53 +00:00
Martín Maita
f3db44b635
Update ureq requirement from 2.10.1 to 3.0.8 (#18146)
# Objective

- Closes #18131

## Solution

- Update ureq requirement from 2.10.1 to 3.0.8 and migrate breaking
code.

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2025-03-04 01:11:28 +00:00
Rob Parrett
bfdd018d21
Fix webgl2 feature gating affecting webgpu in transmission example (#18115)
# Objective

Fixes #18095

## Solution

Update the feature gates so that `Taa`, etc are added if
- Not on wasm
- OR using webgpu

## Testing

Check that `Taa` is disabled with appropriate messaging on webgl2
```
cargo run -p build-wasm-example -- --api webgl2 transmission && basic-http-server examples/wasm/
```

Check that `Taa` works on webgpu in chrome
```
cargo run -p build-wasm-example -- --api webgpu transmission && basic-http-server examples/wasm/
```

Check that `Taa` still works in a native build
```
cargo run -example transmission
```
2025-03-02 22:56:34 +00:00
Alice Cecile
2ad5908e58
Make Query::single (and friends) return a Result (#18082)
# Objective

As discussed in #14275, Bevy is currently too prone to panic, and makes
the easy / beginner-friendly way to do a large number of operations just
to panic on failure.

This is seriously frustrating in library code, but also slows down
development, as many of the `Query::single` panics can actually safely
be an early return (these panics are often due to a small ordering issue
or a change in game state.

More critically, in most "finished" products, panics are unacceptable:
any unexpected failures should be handled elsewhere. That's where the
new

With the advent of good system error handling, we can now remove this.

Note: I was instrumental in a) introducing this idea in the first place
and b) pushing to make the panicking variant the default. The
introduction of both `let else` statements in Rust and the fancy system
error handling work in 0.16 have changed my mind on the right balance
here.

## Solution

1. Make `Query::single` and `Query::single_mut` (and other random
related methods) return a `Result`.
2. Handle all of Bevy's internal usage of these APIs.
3. Deprecate `Query::get_single` and friends, since we've moved their
functionality to the nice names.
4. Add detailed advice on how to best handle these errors.

Generally I like the diff here, although `get_single().unwrap()` in
tests is a bit of a downgrade.

## Testing

I've done a global search for `.single` to track down any missed
deprecated usages.

As to whether or not all the migrations were successful, that's what CI
is for :)

## Future work

~~Rename `Query::get_single` and friends to `Query::single`!~~

~~I've opted not to do this in this PR, and smear it across two releases
in order to ease the migration. Successive deprecations are much easier
to manage than the semantics and types shifting under your feet.~~

Cart has convinced me to change my mind on this; see
https://github.com/bevyengine/bevy/pull/18082#discussion_r1974536085.

## Migration guide

`Query::single`, `Query::single_mut` and their `QueryState` equivalents
now return a `Result`. Generally, you'll want to:

1. Use Bevy 0.16's system error handling to return a `Result` using the
`?` operator.
2. Use a `let else Ok(data)` block to early return if it's an expected
failure.
3. Use `unwrap()` or `Ok` destructuring inside of tests.

The old `Query::get_single` (etc) methods which did this have been
deprecated.
2025-03-02 19:51:56 +00:00
Rob Parrett
36cb64b382
Bump typos to 1.30.0 (#18097)
# Objective

Update `typos` and fix newly detected typos.


[Changelog](https://github.com/crate-ci/typos/blob/master/CHANGELOG.md#1300---2025-03-01)
(just a dictionary update releases)

## Solution

Fix em

- Describe the solution used to achieve the objective above.

## Testing

CI
2025-03-02 19:02:23 +00:00
Carter Anderson
b73811d40e
Remove ChildOf::get and Deref impl (#18080)
# Objective

There are currently three ways to access the parent stored on a ChildOf
relationship:

1. `child_of.parent` (field accessor)
2. `child_of.get()` (get function)
3. `**child_of` (Deref impl)

I will assert that we should only have one (the field accessor), and
that the existence of the other implementations causes confusion and
legibility issues. The deref approach is heinous, and `child_of.get()`
is significantly less clear than `child_of.parent`.

## Solution

Remove `impl Deref for ChildOf` and `ChildOf::get`.

The one "downside" I'm seeing is that:

```rust
entity.get::<ChildOf>().map(ChildOf::get)
```
Becomes this:

```rust
entity.get::<ChildOf>().map(|c| c.parent)
```

I strongly believe that this is worth the increased clarity and
consistency. I'm also not really a huge fan of the "pass function
pointer to map" syntax. I think most people don't think this way about
maps. They think in terms of a function that takes the item in the
Option and returns the result of some action on it.

## Migration Guide

```rust
// Before
**child_of
// After
child_of.parent

// Before
child_of.get()
// After
child_of.parent

// Before
entity.get::<ChildOf>().map(ChildOf::get)
// After
entity.get::<ChildOf>().map(|c| c.parent)
```
2025-02-27 23:11:03 +00:00
JaySpruce
058497e0bb
Change Commands::get_entity to return Result and remove panic from Commands::entity (#18043)
## Objective

Alternative to #18001.

- Now that systems can handle the `?` operator, `get_entity` returning
`Result` would be more useful than `Option`.
- With `get_entity` being more flexible, combined with entity commands
now checking the entity's existence automatically, the panic in `entity`
isn't really necessary.

## Solution

- Changed `Commands::get_entity` to return `Result<EntityCommands,
EntityDoesNotExistError>`.
- Removed panic from `Commands::entity`.
2025-02-27 21:05:16 +00:00
Tim Overbeek
ccb7069e7f
Change ChildOf to Childof { parent: Entity} and support deriving Relationship and RelationshipTarget with named structs (#17905)
# Objective

fixes #17896 

## Solution

Change ChildOf ( Entity ) to ChildOf { parent: Entity }

by doing this we also allow users to use named structs for relationship
derives, When you have more than 1 field in a struct with named fields
the macro will look for a field with the attribute #[relationship] and
all of the other fields should implement the Default trait. Unnamed
fields are still supported.

When u have a unnamed struct with more than one field the macro will
fail.
Do we want to support something like this ? 

```rust
 #[derive(Component)]
 #[relationship_target(relationship = ChildOf)]
 pub struct Children (#[relationship] Entity, u8);
```
I could add this, it but doesn't seem nice.
## Testing

crates/bevy_ecs - cargo test


## Showcase


```rust

use bevy_ecs::component::Component;
use bevy_ecs::entity::Entity;

 #[derive(Component)]
 #[relationship(relationship_target = Children)]
 pub struct ChildOf {
     #[relationship]
     pub parent: Entity,
     internal: u8,
 };

 #[derive(Component)]
 #[relationship_target(relationship = ChildOf)]
 pub struct Children {
     children: Vec<Entity>
 };

```

---------

Co-authored-by: Tim Overbeek <oorbecktim@Tims-MacBook-Pro.local>
Co-authored-by: Tim Overbeek <oorbecktim@c-001-001-042.client.nl.eduvpn.org>
Co-authored-by: Tim Overbeek <oorbecktim@c-001-001-059.client.nl.eduvpn.org>
Co-authored-by: Tim Overbeek <oorbecktim@c-001-001-054.client.nl.eduvpn.org>
Co-authored-by: Tim Overbeek <oorbecktim@c-001-001-027.client.nl.eduvpn.org>
2025-02-27 19:22:17 +00:00
Matty Weatherley
4b1745f813
BRP resource methods (#17423)
# Objective

So far, built-in BRP methods allow users to interact with entities'
components, but global resources have remained beyond its reach. The
goal of this PR is to take the first steps in rectifying this shortfall.

## Solution

Added five new default methods to BRP:
- `bevy/get_resource`: Extracts the value of a given resource from the
world.
- `bevy/insert_resource`: Serializes an input value to a given resource
type and inserts it into the world.
- `bevy/remove_resource`: Removes the given resource from the world.
- `bevy/mutate_resource`: Replaces the value of a field in a given
resource with the result of serializing a given input value.
- `bevy/list_resources`: Lists all resources in the type registry with
an available `ReflectResource`.

## Testing

Added a test resource to the `server` example scene that you can use to
mess around with the new BRP methods.

## Showcase

Resources can now be retrieved and manipulated remotely using a handful
of new BRP methods. For example, a resource that looks like this:
```rust
#[derive(Resource, Reflect, Serialize, Deserialize)]
#[reflect(Resource, Serialize, Deserialize)]
pub struct PlayerSpawnSettings {
  pub location: Vec2,
  pub lives: u8,
}
```

can be manipulated remotely as follows.

Retrieving the value of the resource:
```json
{
  "jsonrpc": "2.0",
  "id": 1,
  "method": "bevy/get_resource",
  "params": {
    "resource": "path::to::my::module::PlayerSpawnSettings"
  }
}
```

Inserting a resource value into the world:
```json
{
  "jsonrpc": "2.0",
  "id": 2,
  "method": "bevy/insert_resource",
  "params": {
    "resource": "path::to::my::module::PlayerSpawnSettings",
    "value": {
      "location": [
        2.5, 
        2.5
      ],
      "lives": 25
    }
  }
}
```

Removing the resource from the world:
```json
{
  "jsonrpc": "2.0",
  "id": 3,
  "method": "bevy/remove_resource",
  "params": {
    "resource": "path::to::my::module::PlayerSpawnSettings"
  }
}
```

Mutating a field of the resource specified by a path:
```json
{
  "jsonrpc": "2.0",
  "id": 4,
  "method": "bevy/mutate_resource",
  "params": {
    "resource": "path::to::my::module::PlayerSpawnSettings",
    "path": ".location.x",
    "value": -3.0
  }
}
```

Listing all manipulable resources in the type registry:
```json
{
  "jsonrpc": "2.0",
  "id": 5,
  "method": "bevy/list_resources"
}
```
2025-02-26 20:29:47 +00:00
Lucas Franca
7d7c43dd62
Add uv_transform to ColorMaterial (#17879)
# Objective

Implements and closes #17515

## Solution

Add `uv_transform` to `ColorMaterial`

## Testing

Create a example similar to `repeated_texture` but for `Mesh2d` and
`MeshMaterial2d<ColorMaterial>`

## Showcase


![image](https://github.com/user-attachments/assets/72943b9b-59a6-489a-96a2-f9c245f0dd53)

## Migration Guide

Add `uv_transform` field to constructors of `ColorMaterial`
2025-02-24 21:17:26 +00:00
Carter Weinberg
fa85a14de1
Adding More Comments to the Embedded Assets Example (#17865)
# Objective

I noticed when I was looking at the embedded assets example that there
wasn't any comments on it to indicate what an embedded asset is and why
anyone would want to make one.

## Solution

I added some more comments to the example that gives more detail about
embedded assets and how they work. Feel free to be aggressive with
rewriting these comments however, I just think the example could use
something haha.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-02-24 21:13:24 +00:00
notmd
f7b2a02224
Make sprite picking opt-in (#17842)
# Objective

Fix https://github.com/bevyengine/bevy/issues/17108
See
https://github.com/bevyengine/bevy/issues/17108#issuecomment-2653020889

## Solution

- Make the query match `&Pickable` instead `Option<&Pickable>`

## Testing

- Run the `sprite_picking` example and everything still work


## Migration Guide

- Sprite picking are now opt-in, make sure you insert `Pickable`
component when using sprite picking.
```diff
-commands.spawn(Sprite { .. } );
+commands.spawn((Sprite { .. }, Pickable::default());
```
2025-02-24 21:09:39 +00:00
Zachary Harrold
5241e09671
Upgrade to Rust Edition 2024 (#17967)
# Objective

- Fixes #17960

## Solution

- Followed the [edition upgrade
guide](https://doc.rust-lang.org/edition-guide/editions/transitioning-an-existing-project-to-a-new-edition.html)

## Testing

- CI

---

## Summary of Changes

### Documentation Indentation

When using lists in documentation, proper indentation is now linted for.
This means subsequent lines within the same list item must start at the
same indentation level as the item.

```rust
/* Valid */
/// - Item 1
///   Run-on sentence.
/// - Item 2
struct Foo;

/* Invalid */
/// - Item 1
///     Run-on sentence.
/// - Item 2
struct Foo;
```

### Implicit `!` to `()` Conversion

`!` (the never return type, returned by `panic!`, etc.) no longer
implicitly converts to `()`. This is particularly painful for systems
with `todo!` or `panic!` statements, as they will no longer be functions
returning `()` (or `Result<()>`), making them invalid systems for
functions like `add_systems`. The ideal fix would be to accept functions
returning `!` (or rather, _not_ returning), but this is blocked on the
[stabilisation of the `!` type
itself](https://doc.rust-lang.org/std/primitive.never.html), which is
not done.

The "simple" fix would be to add an explicit `-> ()` to system
signatures (e.g., `|| { todo!() }` becomes `|| -> () { todo!() }`).
However, this is _also_ banned, as there is an existing lint which (IMO,
incorrectly) marks this as an unnecessary annotation.

So, the "fix" (read: workaround) is to put these kinds of `|| -> ! { ...
}` closuers into variables and give the variable an explicit type (e.g.,
`fn()`).

```rust
// Valid
let system: fn() = || todo!("Not implemented yet!");
app.add_systems(..., system);

// Invalid
app.add_systems(..., || todo!("Not implemented yet!"));
```

### Temporary Variable Lifetimes

The order in which temporary variables are dropped has changed. The
simple fix here is _usually_ to just assign temporaries to a named
variable before use.

### `gen` is a keyword

We can no longer use the name `gen` as it is reserved for a future
generator syntax. This involved replacing uses of the name `gen` with
`r#gen` (the raw-identifier syntax).

### Formatting has changed

Use statements have had the order of imports changed, causing a
substantial +/-3,000 diff when applied. For now, I have opted-out of
this change by amending `rustfmt.toml`

```toml
style_edition = "2021"
```

This preserves the original formatting for now, reducing the size of
this PR. It would be a simple followup to update this to 2024 and run
`cargo fmt`.

### New `use<>` Opt-Out Syntax

Lifetimes are now implicitly included in RPIT types. There was a handful
of instances where it needed to be added to satisfy the borrow checker,
but there may be more cases where it _should_ be added to avoid
breakages in user code.

### `MyUnitStruct { .. }` is an invalid pattern

Previously, you could match against unit structs (and unit enum
variants) with a `{ .. }` destructuring. This is no longer valid.

### Pretty much every use of `ref` and `mut` are gone

Pattern binding has changed to the point where these terms are largely
unused now. They still serve a purpose, but it is far more niche now.

### `iter::repeat(...).take(...)` is bad

New lint recommends using the more explicit `iter::repeat_n(..., ...)`
instead.

## Migration Guide

The lifetimes of functions using return-position impl-trait (RPIT) are
likely _more_ conservative than they had been previously. If you
encounter lifetime issues with such a function, please create an issue
to investigate the addition of `+ use<...>`.

## Notes

- Check the individual commits for a clearer breakdown for what
_actually_ changed.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2025-02-24 03:54:47 +00:00
AlephCubed
5f86668bbb
Renamed EventWriter::send methods to write. (#17977)
Fixes #17856.

## Migration Guide
- `EventWriter::send` has been renamed to `EventWriter::write`.
- `EventWriter::send_batch` has been renamed to
`EventWriter::write_batch`.
- `EventWriter::send_default` has been renamed to
`EventWriter::write_default`.

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
2025-02-23 21:18:52 +00:00
Patrick Walton
4880a231de
Implement occlusion culling for directional light shadow maps. (#17951)
Two-phase occlusion culling can be helpful for shadow maps just as it
can for a prepass, in order to reduce vertex and alpha mask fragment
shading overhead. This patch implements occlusion culling for shadow
maps from directional lights, when the `OcclusionCulling` component is
present on the entities containing the lights. Shadow maps from point
lights are deferred to a follow-up patch. Much of this patch involves
expanding the hierarchical Z-buffer to cover shadow maps in addition to
standard view depth buffers.

The `scene_viewer` example has been updated to add `OcclusionCulling` to
the directional light that it creates.

This improved the performance of the rend3 sci-fi test scene when
enabling shadows.
2025-02-21 05:56:15 +00:00
Patrick Walton
28441337bb
Use global binding arrays for bindless resources. (#17898)
Currently, Bevy's implementation of bindless resources is rather
unusual: every binding in an object that implements `AsBindGroup` (most
commonly, a material) becomes its own separate binding array in the
shader. This is inefficient for two reasons:

1. If multiple materials reference the same texture or other resource,
the reference to that resource will be duplicated many times. This
increases `wgpu` validation overhead.

2. It creates many unused binding array slots. This increases `wgpu` and
driver overhead and makes it easier to hit limits on APIs that `wgpu`
currently imposes tight resource limits on, like Metal.

This PR fixes these issues by switching Bevy to use the standard
approach in GPU-driven renderers, in which resources are de-duplicated
and passed as global arrays, one for each type of resource.

Along the way, this patch introduces per-platform resource limits and
bumps them from 16 resources per binding array to 64 resources per bind
group on Metal and 2048 resources per bind group on other platforms.
(Note that the number of resources per *binding array* isn't the same as
the number of resources per *bind group*; as it currently stands, if all
the PBR features are turned on, Bevy could pack as many as 496 resources
into a single slab.) The limits have been increased because `wgpu` now
has universal support for partially-bound binding arrays, which mean
that we no longer need to fill the binding arrays with fallback
resources on Direct3D 12. The `#[bindless(LIMIT)]` declaration when
deriving `AsBindGroup` can now simply be written `#[bindless]` in order
to have Bevy choose a default limit size for the current platform.
Custom limits are still available with the new
`#[bindless(limit(LIMIT))]` syntax: e.g. `#[bindless(limit(8))]`.

The material bind group allocator has been completely rewritten. Now
there are two allocators: one for bindless materials and one for
non-bindless materials. The new non-bindless material allocator simply
maintains a 1:1 mapping from material to bind group. The new bindless
material allocator maintains a list of slabs and allocates materials
into slabs on a first-fit basis. This unfortunately makes its
performance O(number of resources per object * number of slabs), but the
number of slabs is likely to be low, and it's planned to become even
lower in the future with `wgpu` improvements. Resources are
de-duplicated with in a slab and reference counted. So, for instance, if
multiple materials refer to the same texture, that texture will exist
only once in the appropriate binding array.

To support these new features, this patch adds the concept of a
*bindless descriptor* to the `AsBindGroup` trait. The bindless
descriptor allows the material bind group allocator to probe the layout
of the material, now that an array of `BindGroupLayoutEntry` records is
insufficient to describe the group. The `#[derive(AsBindGroup)]` has
been heavily modified to support the new features. The most important
user-facing change to that macro is that the struct-level `uniform`
attribute, `#[uniform(BINDING_NUMBER, StandardMaterial)]`, now reads
`#[uniform(BINDLESS_INDEX, MATERIAL_UNIFORM_TYPE,
binding_array(BINDING_NUMBER)]`, allowing the material to specify the
binding number for the binding array that holds the uniform data.

To make this patch simpler, I removed support for bindless
`ExtendedMaterial`s, as well as field-level bindless uniform and storage
buffers. I intend to add back support for these as a follow-up. Because
they aren't in any released Bevy version yet, I figured this was OK.

Finally, this patch updates `StandardMaterial` for the new bindless
changes. Generally, code throughout the PBR shaders that looked like
`base_color_texture[slot]` now looks like
`bindless_2d_textures[material_indices[slot].base_color_texture]`.

This patch fixes a system hang that I experienced on the [Caldera test]
when running with `caldera --random-materials --texture-count 100`. The
time per frame is around 19.75 ms, down from 154.2 ms in Bevy 0.14: a
7.8× speedup.

[Caldera test]: https://github.com/DGriffin91/bevy_caldera_scene
2025-02-21 05:55:36 +00:00
Patrick Walton
8de6b16e9d
Implement occlusion culling for the deferred rendering pipeline. (#17934)
Deferred rendering currently doesn't support occlusion culling. This PR
implements it in a straightforward way, mirroring what we already do for
the non-deferred pipeline.

On the rend3 sci-fi base test scene, this resulted in roughly a 2×
speedup when applied on top of my other patches. For that scene, it was
useful to add another option, `--add-light`, which forces the addition
of a shadow-casting light, to the scene viewer, which I included in this
patch.
2025-02-20 12:54:27 +00:00
Griffin
c818c92143
Add option to animate materials in many_cubes (#17927)
This adds an option to animate the materials in the `many_cubes` stress
test. Each material instance `base_color` is varied each frame.

This has been tested in conjunction with the
`--vary-material-data-per-instance` and `--material-texture-count`
options.

If `--vary-material-data-per-instance` is not used it will just update
the single material, otherwise it will update all of them. If
`--material-texture-count` is used the `base_color` is multiplied with
the texture so the effect is still visible.

Because this test is focused on the performance of updating material
data and not the performance of bevy's color system it uses its own
function (`fast_hue_to_rgb`) to quickly set the hue. This appeared to be
around 8x faster than using `base_color.set_hue(hue)` in the tight loop.
2025-02-18 22:39:27 +00:00
Patrick Walton
8976a45199
Retain skins from frame to frame. (#17818)
Currently, Bevy rebuilds the buffer containing all the transforms for
joints every frame, during the extraction phase. This is inefficient in
cases in which many skins are present in the scene and their joints
don't move, such as the Caldera test scene.

To address this problem, this commit switches skin extraction to use a
set of retained GPU buffers with allocations managed by the offset
allocator. I use fine-grained change detection in order to determine
which skins need updating. Note that the granularity is on the level of
an entire skin, not individual joints. Using the change detection at
that level would yield poor performance in common cases in which an
entire skin is animated at once. Also, this patch yields additional
performance from the fact that changing joint transforms no longer
requires the skinned mesh to be re-extracted.

Note that this optimization can be a double-edged sword. In
`many_foxes`, fine-grained change detection regressed the performance of
`extract_skins` by 3.4x. This is because every joint is updated every
frame in that example, so change detection is pointless and is pure
overhead. Because the `many_foxes` workload is actually representative
of animated scenes, this patch includes a heuristic that disables
fine-grained change detection if the number of transformed entities in
the frame exceeds a certain fraction of the total number of joints.
Currently, this threshold is set to 25%. Note that this is a crude
heuristic, because it doesn't distinguish between the number of
transformed *joints* and the number of transformed *entities*; however,
it should be good enough to yield the optimum code path most of the
time.

Finally, this patch fixes a bug whereby skinned meshes are actually
being incorrectly retained if the buffer offsets of the joints of those
skinned meshes changes from frame to frame. To fix this without
retaining skins, we would have to re-extract every skinned mesh every
frame. Doing this was a significant regression on Caldera. With this PR,
by contrast, mesh joints stay at the same buffer offset, so we don't
have to update the `MeshInputUniform` containing the buffer offset every
frame. This also makes PR #17717 easier to implement, because that PR
uses the buffer offset from the previous frame, and the logic for
calculating that is simplified if the previous frame's buffer offset is
guaranteed to be identical to that of the current frame.

On Caldera, this patch reduces the time spent in `extract_skins` from
1.79 ms to near zero. On `many_foxes`, this patch regresses the
performance of `extract_skins` by approximately 10%-25%, depending on
the number of foxes. This has only a small impact on frame rate.
2025-02-18 00:56:04 +00:00
Patrick Walton
8f36106f9e
Split out the IndirectParametersMetadata into CPU-populated and GPU-populated buffers. (#17863)
The GPU can fill out many of the fields in `IndirectParametersMetadata`
using information it already has:

* `early_instance_count` and `late_instance_count` are always
initialized to zero.

* `mesh_index` is already present in the work item buffer as the
`input_index` of the first work item in each batch.

This patch moves these fields to a separate buffer, the *GPU indirect
parameters metadata* buffer. That way, it avoids having to write them on
CPU during `batch_and_prepare_binned_render_phase`. This effectively
reduces the number of bits that that function must write per mesh from
160 to 64 (in addition to the 64 bits per mesh *instance*).

Additionally, this PR refactors `UntypedPhaseIndirectParametersBuffers`
to add another layer, `MeshClassIndirectParametersBuffers`, which allows
abstracting over the buffers corresponding indexed and non-indexed
meshes. This patch doesn't make much use of this abstraction, but
forthcoming patches will, and it's overall a cleaner approach.

This didn't seem to have much of an effect by itself on
`batch_and_prepare_binned_render_phase` time, but subsequent PRs
dependent on this PR yield roughly a 2× speedup.
2025-02-18 00:53:44 +00:00
Rob Parrett
e186c7ccf4
Fix panic in custom_render_phase example (#17866)
# Objective

Fix panic in `custom_render_phase`.

This example was broken by #17764, but that breakage evolved into a
panic after #17849. This new panic seems to illustrate the problem in a
pretty straightforward way.

```
2025-02-15T00:44:11.833622Z  INFO bevy_diagnostic::system_information_diagnostics_plugin::internal: SystemInfo { os: "macOS 15.3 Sequoia", kernel: "24.3.0", cpu: "Apple M4 Max", core_count: "16", memory: "64.0 GiB" }    
2025-02-15T00:44:11.908328Z  INFO bevy_render::renderer: AdapterInfo { name: "Apple M4 Max", vendor: 0, device: 0, device_type: IntegratedGpu, driver: "", driver_info: "", backend: Metal }
2025-02-15T00:44:12.314930Z  INFO bevy_winit::system: Creating new window App (0v1)
thread 'Compute Task Pool (1)' panicked at /Users/me/src/bevy/crates/bevy_ecs/src/system/function_system.rs:216:28:
bevy_render::batching::gpu_preprocessing::batch_and_prepare_sorted_render_phase<custom_render_phase::Stencil3d, custom_render_phase::StencilPipeline> could not access system parameter ResMut<PhaseBatchedInstanceBuffers<Stencil3d, MeshUniform>>
```

## Solution

Add a `SortedRenderPhasePlugin` for the custom phase.

## Testing

`cargo run --example custom_render_phase`
2025-02-16 19:59:45 +00:00
ickshonpe
02985c3d56
ui_material example webgl2 fix (#17852)
# Objective

Fixes #17851

## Solution

Align the `slider` uniform to 16 bytes by making it a `vec4`.

## Testing

Run the example using:
```
cargo run -p build-wasm-example -- --api webgl2 ui_material
basic-http-server examples/wasm/
```
2025-02-13 20:52:26 +00:00
Patrick Walton
101fcaa619
Combine output_index and indirect_parameters_index into one field in PreprocessWorkItem. (#17853)
The `output_index` field is only used in direct mode, and the
`indirect_parameters_index` field is only used in indirect mode.
Consequently, we can combine them into a single field, reducing the size
of `PreprocessWorkItem`, which
`batch_and_prepare_{binned,sorted}_render_phase` must construct every
frame for every mesh instance, from 96 bits to 64 bits.
2025-02-13 20:10:14 +00:00
Patrick Walton
0ede857103
Build batches across phases in parallel. (#17764)
Currently, invocations of `batch_and_prepare_binned_render_phase` and
`batch_and_prepare_sorted_render_phase` can't run in parallel because
they write to scene-global GPU buffers. After PR #17698,
`batch_and_prepare_binned_render_phase` started accounting for the
lion's share of the CPU time, causing us to be strongly CPU bound on
scenes like Caldera when occlusion culling was on (because of the
overhead of batching for the Z-prepass). Although I eventually plan to
optimize `batch_and_prepare_binned_render_phase`, we can obtain
significant wins now by parallelizing that system across phases.

This commit splits all GPU buffers that
`batch_and_prepare_binned_render_phase` and
`batch_and_prepare_sorted_render_phase` touches into separate buffers
for each phase so that the scheduler will run those phases in parallel.
At the end of batch preparation, we gather the render phases up into a
single resource with a new *collection* phase. Because we already run
mesh preprocessing separately for each phase in order to make occlusion
culling work, this is actually a cleaner separation. For example, mesh
output indices (the unique ID that identifies each mesh instance on GPU)
are now guaranteed to be sequential starting from 0, which will simplify
the forthcoming work to remove them in favor of the compute dispatch ID.

On Caldera, this brings the frame time down to approximately 9.1 ms with
occlusion culling on.

![Screenshot 2025-02-08
210720](https://github.com/user-attachments/assets/44bed500-e323-4786-b40c-828b75bc7d3f)
2025-02-13 00:02:20 +00:00
Rob Parrett
2f9613f22c
Minor tidying in font_atlas_debug (#17825)
# Objective

Tidy up a few little things I noticed while working with this example

## Solution

- Fix manual resetting of a repeating timer
- Use atlas image size instead of hardcoded value. Atlases are always
512x512 right now, but hopefully not in the future.
- Pluralize a variable name for a variable holding a `Vec`
2025-02-12 18:14:34 +00:00
Rob Parrett
c34eaf13be
Add separate option to control font size behavior in many_text2d (#17823)
# Objective

I'm working on some PRs involving our font atlases and it would be nice
to be able to test these scenarios separately to better understand the
performance tradeoffs in different situations.

## Solution

Add a `many-font-sizes` option.

The old behavior is still available by running with `--many-glyphs
--many-font-sizes`.

## Testing

`cargo run --example many_text2d --release`
`cargo run --example many_text2d --release -- --many-glyphs`
`cargo run --example many_text2d --release -- --many-font-sizes`
`cargo run --example many_text2d --release -- --many-glyphs
--many-font-sizes`
2025-02-12 17:25:20 +00:00
François Mockers
cff17364b1
Deterministic fallible_systems example (#17813)
# Objective

- `fallible_systems` example is not deterministic

## Solution

- Make it deterministic
- Also fix required feature declaration
2025-02-11 23:54:20 +00:00
Rob Parrett
7398d33b79
Panic on failure in scene example (#17812)
# Objective

Fixes #17810

Y'all picked the option I already implemented, yay.

## Solution

Add a system that panics if the load state of an asset is `Failed`.

## Testing

`cargo run --example scene`

- Tested with valid scene file
- Introduced a syntax error in the scene file
- Deleted the scene file
2025-02-11 23:11:27 +00:00
Mads Marquart
94deca81bf
Use target_abi = "sim" instead of ios_simulator feature (#17702)
## Objective

Get rid of a redundant Cargo feature flag.

## Solution

Use the built-in `target_abi = "sim"` instead of a custom Cargo feature
flag, which is set for the iOS (and visionOS and tvOS) simulator. This
has been stable since Rust 1.78.

In the future, some of this may become redundant if Wgpu implements
proper supper for the iOS Simulator:
https://github.com/gfx-rs/wgpu/issues/7057

CC @mockersf who implemented [the original
fix](https://github.com/bevyengine/bevy/pull/10178).

## Testing

- Open mobile example in Xcode.
- Launch the simulator.
- See that no errors are emitted.
- Remove the code cfg-guarded behind `target_abi = "sim"`.
- See that an error now happens.

(I haven't actually performed these steps on the latest `main`, because
I'm hitting an unrelated error (EDIT: It was
https://github.com/bevyengine/bevy/pull/17637). But tested it on
0.15.0).

---

## Migration Guide

> If you're using a project that builds upon the mobile example, remove
the `ios_simulator` feature from your `Cargo.toml` (Bevy now handles
this internally).
2025-02-11 23:01:26 +00:00
Patrick Walton
85b366a8a2
Cache MeshInputUniform indices in each RenderBin. (#17772)
Currently, we look up each `MeshInputUniform` index in a hash table that
maps the main entity ID to the index every frame. This is inefficient,
cache unfriendly, and unnecessary, as the `MeshInputUniform` index for
an entity remains the same from frame to frame (even if the input
uniform changes). This commit changes the `IndexSet` in the `RenderBin`
to an `IndexMap` that maps the `MainEntity` to `MeshInputUniformIndex`
(a new type that this patch adds for more type safety).

On Caldera with parallel `batch_and_prepare_binned_render_phase`, this
patch improves that function from 3.18 ms to 2.42 ms, a 31% speedup.
2025-02-11 22:38:52 +00:00
Lucas Franca
fc98664d3d
Add tonemapping switch to bloom 2d example (#17789)
# Objective

Allow switching through available Tonemapping algorithms on `bloom_2d`
example to compare between them

## Solution

Add a resource to `bloom_2d` that holds current tonemapping algorithm, a
method to get the next one, and a check of key press to make the switch

## Testing

Ran `bloom_2d` example with modified code

## Showcase


https://github.com/user-attachments/assets/920b2d6a-b237-4b19-be9d-9b651b4dc913
Note: Sprite flashing is already described in #17763
2025-02-11 22:21:04 +00:00
Rob Parrett
0cb3eaef67
Fix validation errors in Fox.glb (#17801)
# Objective

Fix gltf validation errors in `Fox.glb`.

Inspired by #8099, but that issue doesn't appear to describe a real bug
to fix, as far as I can tell.

## Solution

Use the latest version of the Fox from
[glTF-Sample-Assets](https://github.com/KhronosGroup/glTF-Sample-Assets/blob/main/Models/Fox/glTF-Binary/Fox.glb).

## Testing

Dropped both versions in https://github.khronos.org/glTF-Validator/

`cargo run --example animated_mesh` seems to still look fine.

Before:

```
The asset contains errors.
"numErrors": 126,
"numWarnings": 4184,
```

After:

```
The asset is valid.
"numErrors": 0,
"numWarnings": 0,
```

## Discussion

The 3d testbed was panicking with
```
thread 'main' panicked at examples/testbed/3d.rs:288:60:
called `Result::unwrap()` on an `Err` value: QueryDoesNotMatch(35v1 with components Transform, GlobalTransform, Visibility, InheritedVisibility, ViewVisibility, ChildOf, Children, Name)
```
Which is bizarre. I think this might be related to #17720, or maybe the
structure of the gltf changed.

I fixed it by using updating the testbed to use a more robust method of
finding the correct entity as is done in `animated_mesh`.
2025-02-11 22:19:24 +00:00
RobWalt
aa8793f6b4
Add ways to configure EasingFunction::Steps via new StepConfig (#17752)
# Objective

- In #17743, attention was raised to the fact that we supported an
unusual kind of step easing function. The author of the fix kindly
provided some links to standards used in CSS. It would be desirable to
support generally agreed upon standards so this PR here tries to
implement an extra configuration option of the step easing function
- Resolve #17744

## Solution

- Introduce `StepConfig`
- `StepConfig` can configure both the number of steps and the jumping
behavior of the function
- `StepConfig` replaces the raw `usize` parameter of the
`EasingFunction::Steps(usize)` construct.
- `StepConfig`s default jumping behavior is `end`, so in that way it
follows #17743

## Testing

- I added a new test per `JumpAt` jumping behavior. These tests
replicate the visuals that can be found at
https://developer.mozilla.org/en-US/docs/Web/CSS/easing-function/steps#description

## Migration Guide

- `EasingFunction::Steps` now uses a `StepConfig` instead of a raw
`usize`. You can replicate the previous behavior by replaceing
`EasingFunction::Steps(10)` with
`EasingFunction::Steps(StepConfig::new(10))`.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-02-11 22:19:01 +00:00
Jean Mertz
7d8504f30e
feat(ecs): implement fallible observer systems (#17731)
This commit builds on top of the work done in #16589 and #17051, by
adding support for fallible observer systems.

As with the previous work, the actual results of the observer system are
suppressed for now, but the intention is to provide a way to handle
errors in a global way.

Until then, you can use a `PipeSystem` to manually handle results.

---------

Signed-off-by: Jean Mertz <git@jeanmertz.com>
2025-02-11 22:15:43 +00:00
Jean Mertz
fd67ca7eb0
feat(ecs): configurable error handling for fallible systems (#17753)
You can now configure error handlers for fallible systems. These can be
configured on several levels:

- Globally via `App::set_systems_error_handler`
- Per-schedule via `Schedule::set_error_handler`
- Per-system via a piped system (this is existing functionality)

The default handler of panicking on error keeps the same behavior as
before this commit.

The "fallible_systems" example demonstrates the new functionality.

This builds on top of #17731, #16589, #17051.

---------

Signed-off-by: Jean Mertz <git@jeanmertz.com>
2025-02-11 18:36:08 +00:00
ickshonpe
c896ad6146
Split the labels in many_buttons (#17802)
# Objective

Add some multi-span text to the `many_buttons` benchmark by splitting up
each button label text into two different coloured text spans.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-02-11 18:29:06 +00:00
charlotte
a861452d68
Add user supplied mesh tag (#17648)
# Objective

Because of mesh preprocessing, users cannot rely on
`@builtin(instance_index)` in order to reference external data, as the
instance index is not stable, either from frame to frame or relative to
the total spawn order of mesh instances.

## Solution

Add a user supplied mesh index that can be used for referencing external
data when drawing instanced meshes.

Closes #13373

## Testing

Benchmarked `many_cubes` showing no difference in total frame time.

## Showcase



https://github.com/user-attachments/assets/80620147-aafc-4d9d-a8ee-e2149f7c8f3b

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2025-02-10 22:38:13 +00:00
François Mockers
7d141829be
run example in CI on windows using static dxc (#17783)
# Objective

- Run more things on windows

## Solution

- With the update of wgpu and the statically linked dxc, examples now
run on windows in CI
2025-02-10 22:35:41 +00:00
Lege19
3978ba9783
Allowed creating uninitialized images (for use as storage textures) (#17760)
# Objective
https://github.com/bevyengine/bevy/issues/17746
## Solution
- Change `Image.data` from being a `Vec<u8>` to a `Option<Vec<u8>>`
- Added functions to help with creating images
## Testing

- Did you test these changes? If so, how?
All current tests pass
Tested a variety of existing examples to make sure they don't crash
(they don't)
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
Linux x86 64-bit NixOS 
---
## Migration Guide
Code that directly access `Image` data will now need to use unwrap or
handle the case where no data is provided.
Behaviour of new_fill slightly changed, but not in a way that is likely
to affect anything. It no longer panics and will fill the whole texture
instead of leaving black pixels if the data provided is not a nice
factor of the size of the image.

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2025-02-10 22:22:07 +00:00
mgi388
2660ddc4c5
Support decibels in bevy_audio::Volume (#17605)
# Objective

- Allow users to configure volume using decibels by changing the
`Volume` type from newtyping an `f32` to an enum with `Linear` and
`Decibels` variants.
- Fixes #9507.
- Alternative reworked version of closed #9582.

## Solution

Compared to https://github.com/bevyengine/bevy/pull/9582, this PR has
the following main differences:

1. It uses the term "linear scale" instead of "amplitude" per
https://github.com/bevyengine/bevy/pull/9582/files#r1513529491.
2. Supports `ops` for doing `Volume` arithmetic. Can add two volumes,
e.g. to increase/decrease the current volume. Can multiply two volumes,
e.g. to get the “effective” volume of an audio source considering global
volume.

[requested and blessed on Discord]:
https://discord.com/channels/691052431525675048/749430447326625812/1318272597003341867

## Testing

- Ran `cargo run --example soundtrack`.
- Ran `cargo run --example audio_control`.
- Ran `cargo run --example spatial_audio_2d`.
- Ran `cargo run --example spatial_audio_3d`.
- Ran `cargo run --example pitch`.
- Ran `cargo run --example decodable`.
- Ran `cargo run --example audio`.

---

## Migration Guide

Audio volume can now be configured using decibel values, as well as
using linear scale values. To enable this, some types and functions in
`bevy_audio` have changed.

- `Volume` is now an enum with `Linear` and `Decibels` variants.

Before:

```rust
let v = Volume(1.0);
```

After:

```rust
let volume = Volume::Linear(1.0);
let volume = Volume::Decibels(0.0); // or now you can deal with decibels if you prefer
```

- `Volume::ZERO` has been renamed to the more semantically correct
`Volume::SILENT` because `Volume` now supports decibels and "zero
volume" in decibels actually means "normal volume".
- The `AudioSinkPlayback` trait's volume-related methods now deal with
`Volume` types rather than `f32`s. `AudioSinkPlayback::volume()` now
returns a `Volume` rather than an `f32`. `AudioSinkPlayback::set_volume`
now receives a `Volume` rather than an `f32`. This affects the
`AudioSink` and `SpatialAudioSink` implementations of the trait. The
previous `f32` values are equivalent to the volume converted to linear
scale so the `Volume:: Linear` variant should be used to migrate between
`f32`s and `Volume`.
- The `GlobalVolume::new` function now receives a `Volume` instead of an
`f32`.

---------

Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2025-02-10 21:26:43 +00:00
IceSentry
4ecbe001d5
Add a custom render phase example (#16916)
# Objective

- It's currently very hard for beginners and advanced users to get a
full understanding of a complete render phase.

## Solution

- Implement a full custom render phase
- The render phase in the example is intended to show a custom stencil
phase that renders the stencil in red directly on the screen

---

## Showcase

<img width="1277" alt="image"
src="https://github.com/user-attachments/assets/e9dc0105-4fb6-463f-ad53-0529b575fd28"
/>

## Notes

More docs to explain what is going on is still needed but the example
works and can already help some people.

We might want to consider using a batched phase and cold specialization
in the future, but the example is already complex enough as it is.

---------

Co-authored-by: Christopher Biscardi <chris@christopherbiscardi.com>
2025-02-10 21:17:37 +00:00
Mike
8e84b461a0
many_components stress test improvements (#16913)
# Objective

- I was getting familiar with the many_components example to test some
recent pr's for executor changes and saw some things to improve.

## Solution

- Use `insert_by_ids` instead of `insert_by_id`. This reduces the number
of archetype moves and improves startup times substantially.
- Add a tracing span to `base_system`. I'm not sure why, but tracing
spans weren't showing for this system. I think it's something to do with
how pipe system works, but need to investigate more. The approach in
this pr is a little better than the default span too, since it allows
adding the number of entities queried to the span which is not possible
with the default system span.
- println the number of archetype component id's that are created. This
is useful since part of the purpose of this stress test is to test how
well the use of FixedBitSet scales in the executor.

## Testing

- Ran the example with `cargo run --example many_components -F
trace_tracy 1000000` and connected with tracy
- Timed the time it took to spawn 1 million entities on main (240 s) vs
this pr (15 s)

---

## Showcase


![image](https://github.com/user-attachments/assets/69da4db0-4ecc-4acb-aebb-2e47d1a35f3b)

## Future Work

- Currently systems are created with a random set of components and
entities are created with a random set of components without any
correlation between the randomness. This means that some systems won't
match any entities and some entities could not match any systems. It
might be better to spawn the entities from the pool of components that
match the queries that the systems are using.
2025-02-10 21:13:57 +00:00
andriyDev
f17644879d
Remove labeled_assets from LoadedAsset and ErasedLoadedAsset (#15481)
# Objective

Fixes #15417.

## Solution

- Remove the `labeled_assets` fields from `LoadedAsset` and
`ErasedLoadedAsset`.
- Created new structs `CompleteLoadedAsset` and
`CompleteErasedLoadedAsset` to hold the `labeled_subassets`.
- When a subasset is `LoadContext::finish`ed, it produces a
`CompleteLoadedAsset`.
- When a `CompleteLoadedAsset` is added to a `LoadContext` (as a
subasset), their `labeled_assets` are merged, reporting any overlaps.

One important detail to note: nested subassets with overlapping names
could in theory have been used in the past for the purposes of asset
preprocessing. Even though there was no way to access these "shadowed"
nested subassets, asset preprocessing does get access to these nested
subassets. This does not seem like a case we should support though. It
is confusing at best.

## Testing

- This is just a refactor.

---

## Migration Guide

- Most uses of `LoadedAsset` and `ErasedLoadedAsset` should be replaced
with `CompleteLoadedAsset` and `CompleteErasedLoadedAsset` respectively.
2025-02-10 21:06:37 +00:00
ickshonpe
300fe4db4d
Store UI render target info locally per node (#17579)
# Objective

It's difficult to understand or make changes to the UI systems because
of how each system needs to individually track changes to scale factor,
windows and camera targets in local hashmaps, particularly for new
contributors. Any major change inevitably introduces new scale factor
bugs.

Instead of per-system resolution we can resolve the camera target info
for all UI nodes in a system at the start of `PostUpdate` and then store
it per-node in components that can be queried with change detection.

Fixes #17578
Fixes #15143

## Solution

Store the UI render target's data locally per node in a component that
is updated in `PostUpdate` before any other UI systems run.

This component can be then be queried with change detection so that UI
systems no longer need to have knowledge of cameras and windows and
don't require fragile custom change detection solutions using local
hashmaps.

## Showcase
Compare `measure_text_system` from main (which has a bug the causes it
to use the wrong scale factor when a node's camera target changes):
```
pub fn measure_text_system(
    mut scale_factors_buffer: Local<EntityHashMap<f32>>,
    mut last_scale_factors: Local<EntityHashMap<f32>>,
    fonts: Res<Assets<Font>>,
    camera_query: Query<(Entity, &Camera)>,
    default_ui_camera: DefaultUiCamera,
    ui_scale: Res<UiScale>,
    mut text_query: Query<
        (
            Entity,
            Ref<TextLayout>,
            &mut ContentSize,
            &mut TextNodeFlags,
            &mut ComputedTextBlock,
            Option<&UiTargetCamera>,
        ),
        With<Node>,
    >,
    mut text_reader: TextUiReader,
    mut text_pipeline: ResMut<TextPipeline>,
    mut font_system: ResMut<CosmicFontSystem>,
) {
    scale_factors_buffer.clear();

    let default_camera_entity = default_ui_camera.get();

    for (entity, block, content_size, text_flags, computed, maybe_camera) in &mut text_query {
        let Some(camera_entity) = maybe_camera
            .map(UiTargetCamera::entity)
            .or(default_camera_entity)
        else {
            continue;
        };
        let scale_factor = match scale_factors_buffer.entry(camera_entity) {
            Entry::Occupied(entry) => *entry.get(),
            Entry::Vacant(entry) => *entry.insert(
                camera_query
                    .get(camera_entity)
                    .ok()
                    .and_then(|(_, c)| c.target_scaling_factor())
                    .unwrap_or(1.0)
                    * ui_scale.0,
            ),
        };

        if last_scale_factors.get(&camera_entity) != Some(&scale_factor)
            || computed.needs_rerender()
            || text_flags.needs_measure_fn
            || content_size.is_added()
        {
            create_text_measure(
                entity,
                &fonts,
                scale_factor.into(),
                text_reader.iter(entity),
                block,
                &mut text_pipeline,
                content_size,
                text_flags,
                computed,
                &mut font_system,
            );
        }
    }
    core::mem::swap(&mut *last_scale_factors, &mut *scale_factors_buffer);
}
```

with `measure_text_system` from this PR (which always uses the correct
scale factor):
```
pub fn measure_text_system(
    fonts: Res<Assets<Font>>,
    mut text_query: Query<
        (
            Entity,
            Ref<TextLayout>,
            &mut ContentSize,
            &mut TextNodeFlags,
            &mut ComputedTextBlock,
            Ref<ComputedNodeTarget>,
        ),
        With<Node>,
    >,
    mut text_reader: TextUiReader,
    mut text_pipeline: ResMut<TextPipeline>,
    mut font_system: ResMut<CosmicFontSystem>,
) {
    for (entity, block, content_size, text_flags, computed, computed_target) in &mut text_query {
        // Note: the ComputedTextBlock::needs_rerender bool is cleared in create_text_measure().
        if computed_target.is_changed()
            || computed.needs_rerender()
            || text_flags.needs_measure_fn
            || content_size.is_added()
        {
            create_text_measure(
                entity,
                &fonts,
                computed_target.scale_factor.into(),
                text_reader.iter(entity),
                block,
                &mut text_pipeline,
                content_size,
                text_flags,
                computed,
                &mut font_system,
            );
        }
    }
}
```

## Testing

I removed an alarming number of tests from the `layout` module but they
were mostly to do with the deleted camera synchronisation logic. The
remaining tests should all pass now.

The most relevant examples are `multiple_windows` and `split_screen`,
the behaviour of both should be unchanged from main.

---------

Co-authored-by: UkoeHB <37489173+UkoeHB@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-02-10 07:27:58 +00:00
Carter Anderson
ea578415e1
Improved Spawn APIs and Bundle Effects (#17521)
## Objective

A major critique of Bevy at the moment is how boilerplatey it is to
compose (and read) entity hierarchies:

```rust
commands
    .spawn(Foo)
    .with_children(|p| {
        p.spawn(Bar).with_children(|p| {
            p.spawn(Baz);
        });
        p.spawn(Bar).with_children(|p| {
            p.spawn(Baz);
        });
    });
```

There is also currently no good way to statically define and return an
entity hierarchy from a function. Instead, people often do this
"internally" with a Commands function that returns nothing, making it
impossible to spawn the hierarchy in other cases (direct World spawns,
ChildSpawner, etc).

Additionally, because this style of API results in creating the
hierarchy bits _after_ the initial spawn of a bundle, it causes ECS
archetype changes (and often expensive table moves).

Because children are initialized after the fact, we also can't count
them to pre-allocate space. This means each time a child inserts itself,
it has a high chance of overflowing the currently allocated capacity in
the `RelationshipTarget` collection, causing literal worst-case
reallocations.

We can do better!

## Solution

The Bundle trait has been extended to support an optional
`BundleEffect`. This is applied directly to World immediately _after_
the Bundle has fully inserted. Note that this is
[intentionally](https://github.com/bevyengine/bevy/discussions/16920)
_not done via a deferred Command_, which would require repeatedly
copying each remaining subtree of the hierarchy to a new command as we
walk down the tree (_not_ good performance).

This allows us to implement the new `SpawnRelated` trait for all
`RelationshipTarget` impls, which looks like this in practice:

```rust
world.spawn((
    Foo,
    Children::spawn((
        Spawn((
            Bar,
            Children::spawn(Spawn(Baz)),
        )),
        Spawn((
            Bar,
            Children::spawn(Spawn(Baz)),
        )),
    ))
))
```

`Children::spawn` returns `SpawnRelatedBundle<Children, L:
SpawnableList>`, which is a `Bundle` that inserts `Children`
(preallocated to the size of the `SpawnableList::size_hint()`).
`Spawn<B: Bundle>(pub B)` implements `SpawnableList` with a size of 1.
`SpawnableList` is also implemented for tuples of `SpawnableList` (same
general pattern as the Bundle impl).

There are currently three built-in `SpawnableList` implementations:

```rust
world.spawn((
    Foo,
    Children::spawn((
        Spawn(Name::new("Child1")),   
        SpawnIter(["Child2", "Child3"].into_iter().map(Name::new),
        SpawnWith(|parent: &mut ChildSpawner| {
            parent.spawn(Name::new("Child4"));
            parent.spawn(Name::new("Child5"));
        })
    )),
))
```

We get the benefits of "structured init", but we have nice flexibility
where it is required!

Some readers' first instinct might be to try to remove the need for the
`Spawn` wrapper. This is impossible in the Rust type system, as a tuple
of "child Bundles to be spawned" and a "tuple of Components to be added
via a single Bundle" is ambiguous in the Rust type system. There are two
ways to resolve that ambiguity:

1. By adding support for variadics to the Rust type system (removing the
need for nested bundles). This is out of scope for this PR :)
2. Using wrapper types to resolve the ambiguity (this is what I did in
this PR).

For the single-entity spawn cases, `Children::spawn_one` does also
exist, which removes the need for the wrapper:

```rust
world.spawn((
    Foo,
    Children::spawn_one(Bar),
))
```

## This works for all Relationships

This API isn't just for `Children` / `ChildOf` relationships. It works
for any relationship type, and they can be mixed and matched!

```rust
world.spawn((
    Foo,
    Observers::spawn((
        Spawn(Observer::new(|trigger: Trigger<FuseLit>| {})),
        Spawn(Observer::new(|trigger: Trigger<Exploded>| {})),
    )),
    OwnerOf::spawn(Spawn(Bar))
    Children::spawn(Spawn(Baz))
))
```

## Macros

While `Spawn` is necessary to satisfy the type system, we _can_ remove
the need to express it via macros. The example above can be expressed
more succinctly using the new `children![X]` macro, which internally
produces `Children::spawn(Spawn(X))`:

```rust
world.spawn((
    Foo,
    children![
        (
            Bar,
            children![Baz],
        ),
        (
            Bar,
            children![Baz],
        ),
    ]
))
```

There is also a `related!` macro, which is a generic version of the
`children!` macro that supports any relationship type:

```rust
world.spawn((
    Foo,
    related!(Children[
        (
            Bar,
            related!(Children[Baz]),
        ),
        (
            Bar,
            related!(Children[Baz]),
        ),
    ])
))
```

## Returning Hierarchies from Functions

Thanks to these changes, the following pattern is now possible:

```rust
fn button(text: &str, color: Color) -> impl Bundle {
    (
        Node {
            width: Val::Px(300.),
            height: Val::Px(100.),
            ..default()
        },
        BackgroundColor(color),
        children![
            Text::new(text),
        ]
    )
}

fn ui() -> impl Bundle {
    (
        Node {
            width: Val::Percent(100.0),
            height: Val::Percent(100.0),
            ..default(),
        },
        children![
            button("hello", BLUE),
            button("world", RED),
        ]
    )
}

// spawn from a system
fn system(mut commands: Commands) {
    commands.spawn(ui());
}

// spawn directly on World
world.spawn(ui());
```

## Additional Changes and Notes

* `Bundle::from_components` has been split out into
`BundleFromComponents::from_components`, enabling us to implement
`Bundle` for types that cannot be "taken" from the ECS (such as the new
`SpawnRelatedBundle`).
* The `NoBundleEffect` trait (which implements `BundleEffect`) is
implemented for empty tuples (and tuples of empty tuples), which allows
us to constrain APIs to only accept bundles that do not have effects.
This is critical because the current batch spawn APIs cannot efficiently
apply BundleEffects in their current form (as doing so in-place could
invalidate the cached raw pointers). We could consider allocating a
buffer of the effects to be applied later, but that does have
performance implications that could offset the balance and value of the
batched APIs (and would likely require some refactors to the underlying
code). I've decided to be conservative here. We can consider relaxing
that requirement on those APIs later, but that should be done in a
followup imo.
* I've ported a few examples to illustrate real-world usage. I think in
a followup we should port all examples to the `children!` form whenever
possible (and for cases that require things like SpawnIter, use the raw
APIs).
* Some may ask "why not use the `Relationship` to spawn (ex:
`ChildOf::spawn(Foo)`) instead of the `RelationshipTarget` (ex:
`Children::spawn(Spawn(Foo))`)?". That _would_ allow us to remove the
`Spawn` wrapper. I've explicitly chosen to disallow this pattern.
`Bundle::Effect` has the ability to create _significant_ weirdness.
Things in `Bundle` position look like components. For example
`world.spawn((Foo, ChildOf::spawn(Bar)))` _looks and reads_ like Foo is
a child of Bar. `ChildOf` is in Foo's "component position" but it is not
a component on Foo. This is a huge problem. Now that `Bundle::Effect`
exists, we should be _very_ principled about keeping the "weird and
unintuitive behavior" to a minimum. Things that read like components
_should be the components they appear to be".

## Remaining Work

* The macros are currently trivially implemented using macro_rules and
are currently limited to the max tuple length. They will require a
proc_macro implementation to work around the tuple length limit.

## Next Steps

* Port the remaining examples to use `children!` where possible and raw
`Spawn` / `SpawnIter` / `SpawnWith` where the flexibility of the raw API
is required.

## Migration Guide

Existing spawn patterns will continue to work as expected.

Manual Bundle implementations now require a `BundleEffect` associated
type. Exisiting bundles would have no bundle effect, so use `()`.
Additionally `Bundle::from_components` has been moved to the new
`BundleFromComponents` trait.

```rust
// Before
unsafe impl Bundle for X {
    unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> Self {
    }
    /* remaining bundle impl here */
}

// After
unsafe impl Bundle for X {
    type Effect = ();
    /* remaining bundle impl here */
}

unsafe impl BundleFromComponents for X {
    unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> Self {
    }
}
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
Co-authored-by: Emerson Coskey <emerson@coskey.dev>
2025-02-09 23:32:56 +00:00
JMS55
669d139c13
Upgrade to wgpu v24 (#17542)
Didn't remove WgpuWrapper. Not sure if it's needed or not still.

## Testing

- Did you test these changes? If so, how? Example runner
- Are there any parts that need more testing? Web (portable atomics
thingy?), DXC.

## Migration Guide
- Bevy has upgraded to [wgpu
v24](https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md#v2400-2025-01-15).
- When using the DirectX 12 rendering backend, the new priority system
for choosing a shader compiler is as follows:
- If the `WGPU_DX12_COMPILER` environment variable is set at runtime, it
is used
- Else if the new `statically-linked-dxc` feature is enabled, a custom
version of DXC will be statically linked into your app at compile time.
- Else Bevy will look in the app's working directory for
`dxcompiler.dll` and `dxil.dll` at runtime.
- Else if they are missing, Bevy will fall back to FXC (not recommended)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
2025-02-09 19:40:53 +00:00
Alice Cecile
33e83330eb
Add entity disabling example (#17710)
# Objective

The entity disabling / default query filter work added in #17514 and
#13120 is neat, but we don't teach users how it works!

We should fix that before 0.16.

## Solution

Write a simple example to teach the basics of entity disabling!

## Testing

`cargo run --example entity_disabling`

## Showcase


![image](https://github.com/user-attachments/assets/9edcc5e1-2bdf-40c5-89b7-5b61c817977a)

---------

Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2025-02-09 19:16:48 +00:00
Patrick Walton
556b750782
Set late indirect parameter offsets every frame again. (#17736)
PR #17684 broke occlusion culling because it neglected to set the
indirect parameter offsets for the late mesh preprocessing stage if the
work item buffers were already set. This PR moves the update of those
values to a new function, `init_work_item_buffers`, which is
unconditionally called for every phase every frame.

Note that there's some complexity in order to handle the case in which
occlusion culling was enabled on one frame and disabled on the next, or
vice versa. This was necessary in order to make the occlusion culling
toggle in the `occlusion_culling` example work again.
2025-02-09 06:02:39 +00:00
Patrick Walton
7fc122ad16
Retain bins from frame to frame. (#17698)
This PR makes Bevy keep entities in bins from frame to frame if they
haven't changed. This reduces the time spent in `queue_material_meshes`
and related functions to near zero for static geometry. This patch uses
the same change tick technique that #17567 uses to detect when meshes
have changed in such a way as to require re-binning.

In order to quickly find the relevant bin for an entity when that entity
has changed, we introduce a new type of cache, the *bin key cache*. This
cache stores a mapping from main world entity ID to cached bin key, as
well as the tick of the most recent change to the entity. As we iterate
through the visible entities in `queue_material_meshes`, we check the
cache to see whether the entity needs to be re-binned. If it doesn't,
then we mark it as clean in the `valid_cached_entity_bin_keys` bit set.
If it does, then we insert it into the correct bin, and then mark the
entity as clean. At the end, all entities not marked as clean are
removed from the bins.

This patch has a dramatic effect on the rendering performance of most
benchmarks, as it effectively eliminates `queue_material_meshes` from
the profile. Note, however, that it generally simultaneously regresses
`batch_and_prepare_binned_render_phase` by a bit (not by enough to
outweigh the win, however). I believe that's because, before this patch,
`queue_material_meshes` put the bins in the CPU cache for
`batch_and_prepare_binned_render_phase` to use, while with this patch,
`batch_and_prepare_binned_render_phase` must load the bins into the CPU
cache itself.

On Caldera, this reduces the time spent in `queue_material_meshes` from
5+ ms to 0.2ms-0.3ms. Note that benchmarking on that scene is very noisy
right now because of https://github.com/bevyengine/bevy/issues/17535.

![Screenshot 2025-02-05
153458](https://github.com/user-attachments/assets/e55f8134-b7e3-4b78-a5af-8d83e1e213b7)
2025-02-08 20:13:33 +00:00
Rob Parrett
a9de5164a8
Tidy up easing_functions example (#17742)
# Objective

After #17461, the ease function labels in this example are a bit
cramped, especially in the bottom row.

This adjusts the spacing slightly and centers the labels.

## Solution

- The label is now a child of the plot and they are drawn around the
center of the transform
- Plot size and extents are now constants, and this thing has been
banished:
  
  ```rust
  i as f32 * 95.0 - 1280.0 / 2.0 + 25.0,
  -100.0 - ((j as f32 * 250.0) - 300.0),
  0.0,
  ```

- There's room for expansion in another row, so make that easier by
doing the chunking by row
- Other misc tidying of variable names, sprinkled in a few comments,
etc.

## Before

<img width="1280" alt="Screenshot 2025-02-08 at 7 33 14 AM"
src="https://github.com/user-attachments/assets/0b79c619-d295-4ab1-8cd1-d23c862d06c5"
/>

## After

<img width="1280" alt="Screenshot 2025-02-08 at 7 32 45 AM"
src="https://github.com/user-attachments/assets/656ef695-9aa8-42e9-b867-1718294316bd"
/>
2025-02-08 16:35:11 +00:00
SpecificProtagonist
7c2d54c93f
EaseFunction svg graphs in doc (#17461)
# Objective

The docs of `EaseFunction` don't visualize the different functions,
requiring you to check out the Bevy repo and running the
`easing_function` example.

## Solution

- Add tool to generate suitable svg graphs. This only needs to be re-run
when adding new ease functions.
- works with all themes
- also add missing easing functions to example.

---

## Showcase

![Graphs](https://i.imgur.com/V2oTEUq.png)

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
2025-02-08 09:52:39 +00:00
Carter Anderson
3c8fae2390
Improved Entity Mapping and Cloning (#17687)
Fixes #17535

Bevy's approach to handling "entity mapping" during spawning and cloning
needs some work. The addition of
[Relations](https://github.com/bevyengine/bevy/pull/17398) both
[introduced a new "duplicate entities" bug when spawning scenes in the
scene system](#17535) and made the weaknesses of the current mapping
system exceedingly clear:

1. Entity mapping requires _a ton_ of boilerplate (implement or derive
VisitEntities and VisitEntitesMut, then register / reflect MapEntities).
Knowing the incantation is challenging and if you forget to do it in
part or in whole, spawning subtly breaks.
2. Entity mapping a spawned component in scenes incurs unnecessary
overhead: look up ReflectMapEntities, create a _brand new temporary
instance_ of the component using FromReflect, map the entities in that
instance, and then apply that on top of the actual component using
reflection. We can do much better.

Additionally, while our new [Entity cloning
system](https://github.com/bevyengine/bevy/pull/16132) is already pretty
great, it has some areas we can make better:

* It doesn't expose semantic info about the clone (ex: ignore or "clone
empty"), meaning we can't key off of that in places where it would be
useful, such as scene spawning. Rather than duplicating this info across
contexts, I think it makes more sense to add that info to the clone
system, especially given that we'd like to use cloning code in some of
our spawning scenarios.
* EntityCloner is currently built in a way that prioritizes a single
entity clone
* EntityCloner's recursive cloning is built to be done "inside out" in a
parallel context (queue commands that each have a clone of
EntityCloner). By making EntityCloner the orchestrator of the clone we
can remove internal arcs, improve the clarity of the code, make
EntityCloner mutable again, and simplify the builder code.
* EntityCloner does not currently take into account entity mapping. This
is necessary to do true "bullet proof" cloning, would allow us to unify
the per-component scene spawning and cloning UX, and ultimately would
allow us to use EntityCloner in place of raw reflection for scenes like
`Scene(World)` (which would give us a nice performance boost: fewer
archetype moves, less reflection overhead).

## Solution

### Improved Entity Mapping

First, components now have first-class "entity visiting and mapping"
behavior:

```rust
#[derive(Component, Reflect)]
#[reflect(Component)]
struct Inventory {
    size: usize,
    #[entities]
    items: Vec<Entity>,
}
```

Any field with the `#[entities]` annotation will be viewable and
mappable when cloning and spawning scenes.

Compare that to what was required before!

```rust
#[derive(Component, Reflect, VisitEntities, VisitEntitiesMut)]
#[reflect(Component, MapEntities)]
struct Inventory {
    #[visit_entities(ignore)]
    size: usize,
    items: Vec<Entity>,
}
```

Additionally, for relationships `#[entities]` is implied, meaning this
"just works" in scenes and cloning:

```rust
#[derive(Component, Reflect)]
#[relationship(relationship_target = Children)]
#[reflect(Component)]
struct ChildOf(pub Entity);
```

Note that Component _does not_ implement `VisitEntities` directly.
Instead, it has `Component::visit_entities` and
`Component::visit_entities_mut` methods. This is for a few reasons:

1. We cannot implement `VisitEntities for C: Component` because that
would conflict with our impl of VisitEntities for anything that
implements `IntoIterator<Item=Entity>`. Preserving that impl is more
important from a UX perspective.
2. We should not implement `Component: VisitEntities` VisitEntities in
the Component derive, as that would increase the burden of manual
Component trait implementors.
3. Making VisitEntitiesMut directly callable for components would make
it easy to invalidate invariants defined by a component author. By
putting it in the `Component` impl, we can make it harder to call
naturally / unavailable to autocomplete using `fn
visit_entities_mut(this: &mut Self, ...)`.

`ReflectComponent::apply_or_insert` is now
`ReflectComponent::apply_or_insert_mapped`. By moving mapping inside
this impl, we remove the need to go through the reflection system to do
entity mapping, meaning we no longer need to create a clone of the
target component, map the entities in that component, and patch those
values on top. This will make spawning mapped entities _much_ faster
(The default `Component::visit_entities_mut` impl is an inlined empty
function, so it will incur no overhead for unmapped entities).

### The Bug Fix

To solve #17535, spawning code now skips entities with the new
`ComponentCloneBehavior::Ignore` and
`ComponentCloneBehavior::RelationshipTarget` variants (note
RelationshipTarget is a temporary "workaround" variant that allows
scenes to skip these components. This is a temporary workaround that can
be removed as these cases should _really_ be using EntityCloner logic,
which should be done in a followup PR. When that is done,
`ComponentCloneBehavior::RelationshipTarget` can be merged into the
normal `ComponentCloneBehavior::Custom`).

### Improved Cloning

* `Option<ComponentCloneHandler>` has been replaced by
`ComponentCloneBehavior`, which encodes additional intent and context
(ex: `Default`, `Ignore`, `Custom`, `RelationshipTarget` (this last one
is temporary)).
* Global per-world entity cloning configuration has been removed. This
felt overly complicated, increased our API surface, and felt too
generic. Each clone context can have different requirements (ex: what a
user wants in a specific system, what a scene spawner wants, etc). I'd
prefer to see how far context-specific EntityCloners get us first.
* EntityCloner's internals have been reworked to remove Arcs and make it
mutable.
* EntityCloner is now directly stored on EntityClonerBuilder,
simplifying the code somewhat
* EntityCloner's "bundle scratch" pattern has been moved into the new
BundleScratch type, improving its usability and making it usable in
other contexts (such as future cross-world cloning code). Currently this
is still private, but with some higher level safe APIs it could be used
externally for making dynamic bundles
* EntityCloner's recursive cloning behavior has been "externalized". It
is now responsible for orchestrating recursive clones, meaning it no
longer needs to be sharable/clone-able across threads / read-only.
* EntityCloner now does entity mapping during clones, like scenes do.
This gives behavior parity and also makes it more generically useful.
* `RelatonshipTarget::RECURSIVE_SPAWN` is now
`RelationshipTarget::LINKED_SPAWN`, and this field is used when cloning
relationship targets to determine if cloning should happen recursively.
The new `LINKED_SPAWN` term was picked to make it more generically
applicable across spawning and cloning scenarios.

## Next Steps

* I think we should adapt EntityCloner to support cross world cloning. I
think this PR helps set the stage for that by making the internals
slightly more generalized. We could have a CrossWorldEntityCloner that
reuses a lot of this infrastructure.
* Once we support cross world cloning, we should use EntityCloner to
spawn `Scene(World)` scenes. This would yield significant performance
benefits (no archetype moves, less reflection overhead).

---------

Co-authored-by: eugineerd <70062110+eugineerd@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-02-06 22:13:41 +00:00
Lucas Franca
9ea9c5df00
Add edit_material_on_gltf example (#17677)
# Objective

Create a minimal example of how to modify the material from a `Gltf`.
This is frequently asked about on the help channel of the discord.

## Solution

Create the example.

## Showcase


![image](https://github.com/user-attachments/assets/efeab96d-056d-4597-953b-80ee5162749c)
2025-02-05 22:45:20 +00:00
Sludge
989f547080
Weak handle migration (#17695)
# Objective

- Make use of the new `weak_handle!` macro added in
https://github.com/bevyengine/bevy/pull/17384

## Solution

- Migrate bevy from `Handle::weak_from_u128` to the new `weak_handle!`
macro that takes a random UUID
- Deprecate `Handle::weak_from_u128`, since there are no remaining use
cases that can't also be addressed by constructing the type manually

## Testing

- `cargo run -p ci -- test`

---

## Migration Guide

Replace `Handle::weak_from_u128` with `weak_handle!` and a random UUID.
2025-02-05 22:44:20 +00:00
Lucas Franca
fdc7cb3031
Add a Sphere to anisotropy example (#17676)
# Objective

Add a mesh with a more regular shape to visualize the anisotropy effect.

## Solution

Add a `Sphere` to the scene.

## Testing

Ran `anisotropy` example

## Showcase


![image](https://github.com/user-attachments/assets/9bf20c61-5626-49fc-bc4a-c8e2f2309a8a)


![image](https://github.com/user-attachments/assets/649a32ad-a260-44b1-ad73-b7a660a110a3)

Note: defects are already mentioned on #16179
2025-02-05 20:23:43 +00:00
Zachary Harrold
d0c0bad7b4
Split Component::register_component_hooks into individual methods (#17685)
# Objective

- Fixes #17411

## Solution

- Deprecated `Component::register_component_hooks`
- Added individual methods for each hook which return `None` if the hook
is unused.

## Testing

- CI

---

## Migration Guide

`Component::register_component_hooks` is now deprecated and will be
removed in a future release. When implementing `Component` manually,
also implement the respective hook methods on `Component`.

```rust
// Before
impl Component for Foo {
    // snip
    fn register_component_hooks(hooks: &mut ComponentHooks) {
            hooks.on_add(foo_on_add);
    }
}

// After
impl Component for Foo {
    // snip
    fn on_add() -> Option<ComponentHook> {
            Some(foo_on_add)
    }
}
```

## Notes

I've chosen to deprecate `Component::register_component_hooks` rather
than outright remove it to ease the migration guide. While it is in a
state of deprecation, it must be used by
`Components::register_component_internal` to ensure users who haven't
migrated to the new hook definition scheme aren't left behind. For users
of the new scheme, a default implementation of
`Component::register_component_hooks` is provided which forwards the new
individual hook implementations.

Personally, I think this is a cleaner API to work with, and would allow
the documentation for hooks to exist on the respective `Component`
methods (e.g., documentation for `OnAdd` can exist on
`Component::on_add`). Ideally, `Component::on_add` would be the hook
itself rather than a getter for the hook, but it is the only way to
early-out for a no-op hook, which is important for performance.

## Migration Guide

`Component::register_component_hooks` has been deprecated. If you are
manually implementing the `Component` trait and registering hooks there,
use the individual methods such as `on_add` instead for increased
clarity.
2025-02-05 19:33:05 +00:00
ickshonpe
03ec6441a7
Basic UI text shadows (#17559)
# Objective

Basic `TextShadow` support. 

## Solution

New `TextShadow` component with `offset` and `color` fields. Just insert
it on a `Text` node to add a shadow.
New system `extract_text_shadows` handles rendering.

It's not "real" shadows just the text redrawn with an offset and a
different colour. Blur-radius support will need changes to the shaders
and be a lot more complicated, whereas this still looks okay and took a
couple of minutes to implement.

I added the `TextShadow` component to `bevy_ui` rather than `bevy_text`
because it only supports the UI atm.
We can add a `Text2d` version in a followup but getting the same effect
in `Text2d` is trivial even without official support.

---

## Showcase

<img width="122" alt="text_shadow"
src="https://github.com/user-attachments/assets/0333d167-c507-4262-b93b-b6d39e2cf3a4"
/>
<img width="136" alt="g"
src="https://github.com/user-attachments/assets/9b01d5d9-55c9-4af7-9360-a7b04f55944d"
/>
2025-02-05 19:29:37 +00:00
ickshonpe
6be11a8a42
Change GhostNode into a unit type (#17692)
# Objective

The feature gates for the `UiChildren` and `UiRootNodes` system params
make the unconstructable `GhostNode` `PhantomData` trick redundant.


## Solution

Remove the `GhostNode::new` method and change `GhostNode` into a unit
struct.

## Testing

```cargo run --example ghost_nodes```

still works
2025-02-05 18:44:37 +00:00
Patrick Walton
69b2ae871c
Don't reallocate work item buffers every frame. (#17684)
We were calling `clear()` on the work item buffer table, which caused us
to deallocate all the CPU side buffers. This patch changes the logic to
instead just clear the buffers individually, but leave their backing
stores. This has two consequences:

1. To effectively retain work item buffers from frame to frame, we need
to key them off `RetainedViewEntity` values and not the render world
`Entity`, which is transient. This PR changes those buffers accordingly.

2. We need to clean up work item buffers that belong to views that went
away. Amusingly enough, we actually have a system,
`delete_old_work_item_buffers`, that tries to do this already, but it
wasn't doing anything because the `clear_batched_gpu_instance_buffers`
system already handled that. This patch actually makes the
`delete_old_work_item_buffers` system useful, by removing the clearing
behavior from `clear_batched_gpu_instance_buffers` and instead making
`delete_old_work_item_buffers` delete buffers corresponding to
nonexistent views.

On Bistro, this PR improves the performance of
`batch_and_prepare_binned_render_phase` from 61.2 us to 47.8 us, a 28%
speedup.

![Screenshot 2025-02-04
135542](https://github.com/user-attachments/assets/b0ecb551-f6c8-4677-8e4e-e39aa28115a3)
2025-02-05 17:37:24 +00:00
Predko Silvestr
082d87141f
Run handle_lifetime only when AudioSink is added to the world (#17637)
# Objective

Fixes:
https://discord.com/channels/691052431525675048/756998293665349712/1335019849516056586

## Solution

Let's wait till `AudioSInk` will be added to the world.

## Testing

Run ios example
2025-02-02 00:07:02 +00:00
François Mockers
e57f73207e
Smarter testbeds (#17573)
# Objective

- Improve CI when testing rendering by having smarter testbeds

## Solution

- CI testing no longer need a config file and will run with a default
config if not found
- It is now possible to give a name to a screenshot instead of just a
frame number
- 2d and 3d testbeds are now driven from code
  - a new system in testbed will watch for state changed
- on state changed, trigger a screenshot 100 frames after (so that the
scene has time to render) with the name of the scene
- when the screenshot is taken (`Captured` component has been removed),
switch scene
- this means less setup to run a testbed (no need for a config file),
screenshots have better names, and it's faster as we don't wait 100
frames for the screenshot to be taken

## Testing

- `cargo run --example testbed_2d --features bevy_ci_testing`
2025-01-31 22:38:39 +00:00
ickshonpe
a80263a5bf
no-camera many_buttons argument, only emit UI camera warnings once (#17557)
# Objective

* Add a `no-camera` argument to the `many_buttons` stress test example.
* Only emit the UI "no camera found" warnings once.
2025-01-28 18:04:52 +00:00
jiang heng
dfac3b9bfd
Fix window close in example cause panic (#17533)
# Objective

Fixes #17532 

## Solution

- check window valide
2025-01-28 05:37:23 +00:00
NiseVoid
203d0b4aae
Move bounding_2d example to math folder (#17523)
# Objective

The bounding_2d example was originally placed in 2d_rendering because
there was no folder for bounding or math, but now that this folder exist
it makes no sense for it to be here.

## Solution

Move the example

## Testing

I ran the example
2025-01-28 05:29:05 +00:00
MevLyshkin
68b779c31f
Add alpha mode implementation to shader_material_2d (#16603)
## Objective 

Bevy 0.15 introduced new method in `Material2d` trait- `alpha_mode`.
Before that when new material was created it had alpha blending, now it
does not.

## Solution 

While I am okay with it, it could be useful to add the new trait method
implementation to one of the samples so users are more aware of it.

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2025-01-28 05:09:30 +00:00
poopy
15f00278e7
Rename ArgList::push methods to with and add new push methods which take &mut self (#16567)
# Objective

The `ArgList::push` family of methods consume `self` and return a new
`ArgList` which means they can't be used with `&mut ArgList` references.

```rust
fn foo(args: &mut ArgList) {
    args.push_owned(47_i32); // doesn't work :(
}
```

It's typical for `push` methods on other existing types to take `&mut
self`.

## Solution

Renamed the existing push methods to `with_arg`, `with_ref` etc and
added new `push` methods which take `&mut self`.

## Migration Guide

Uses of the `ArgList::push` methods should be replaced with the `with`
counterpart.

<details>

| old | new |
| --- | --- |
| push_arg | with_arg |
| push_ref | with_ref |
| push_mut | with_mut |
| push_owned | with_owned | 
| push_boxed | with_boxed |

</details>
2025-01-28 05:06:50 +00:00
ickshonpe
c0ccc87738
UI material border radius (#15171)
# Objective

I wrote a box shadow UI material naively thinking I could use the border
widths attribute to hold the border radius but it
doesn't work as the border widths are automatically set in the
extraction function. Need to send border radius to the shader seperately
for it to be viable.

## Solution

Add a `border_radius` vertex attribute to the ui material.

This PR also removes the normalization of border widths for custom UI
materials. The regular UI shader doesn't do this so it's a bit confusing
and means you can't use the logic from `ui.wgsl` in your custom UI
materials.

## Testing / Showcase

Made a change to the `ui_material` example to display border radius:

```cargo run --example ui_material```

<img width="569" alt="corners" src="https://github.com/user-attachments/assets/36412736-a9ee-4042-aadd-68b9cafb17cb" />
2025-01-28 04:54:48 +00:00
Patrick Walton
7aeb1c51a6
Disable clustered decals on Metal. (#17554)
Unfortunately, Apple platforms don't have enough texture bindings to
properly support clustered decals. This should be fixed once `wgpu` has
first-class bindless texture support. In the meantime, we disable them.

Closes #17553.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-01-27 05:39:07 +00:00
Patrick Walton
dda97880c4
Implement experimental GPU two-phase occlusion culling for the standard 3D mesh pipeline. (#17413)
*Occlusion culling* allows the GPU to skip the vertex and fragment
shading overhead for objects that can be quickly proved to be invisible
because they're behind other geometry. A depth prepass already
eliminates most fragment shading overhead for occluded objects, but the
vertex shading overhead, as well as the cost of testing and rejecting
fragments against the Z-buffer, is presently unavoidable for standard
meshes. We currently perform occlusion culling only for meshlets. But
other meshes, such as skinned meshes, can benefit from occlusion culling
too in order to avoid the transform and skinning overhead for unseen
meshes.

This commit adapts the same [*two-phase occlusion culling*] technique
that meshlets use to Bevy's standard 3D mesh pipeline when the new
`OcclusionCulling` component, as well as the `DepthPrepass` component,
are present on the camera. It has these steps:

1. *Early depth prepass*: We use the hierarchical Z-buffer from the
previous frame to cull meshes for the initial depth prepass, effectively
rendering only the meshes that were visible in the last frame.

2. *Early depth downsample*: We downsample the depth buffer to create
another hierarchical Z-buffer, this time with the current view
transform.

3. *Late depth prepass*: We use the new hierarchical Z-buffer to test
all meshes that weren't rendered in the early depth prepass. Any meshes
that pass this check are rendered.

4. *Late depth downsample*: Again, we downsample the depth buffer to
create a hierarchical Z-buffer in preparation for the early depth
prepass of the next frame. This step is done after all the rendering, in
order to account for custom phase items that might write to the depth
buffer.

Note that this patch has no effect on the per-mesh CPU overhead for
occluded objects, which remains high for a GPU-driven renderer due to
the lack of `cold-specialization` and retained bins. If
`cold-specialization` and retained bins weren't on the horizon, then a
more traditional approach like potentially visible sets (PVS) or low-res
CPU rendering would probably be more efficient than the GPU-driven
approach that this patch implements for most scenes. However, at this
point the amount of effort required to implement a PVS baking tool or a
low-res CPU renderer would probably be greater than landing
`cold-specialization` and retained bins, and the GPU driven approach is
the more modern one anyway. It does mean that the performance
improvements from occlusion culling as implemented in this patch *today*
are likely to be limited, because of the high CPU overhead for occluded
meshes.

Note also that this patch currently doesn't implement occlusion culling
for 2D objects or shadow maps. Those can be addressed in a follow-up.
Additionally, note that the techniques in this patch require compute
shaders, which excludes support for WebGL 2.

This PR is marked experimental because of known precision issues with
the downsampling approach when applied to non-power-of-two framebuffer
sizes (i.e. most of them). These precision issues can, in rare cases,
cause objects to be judged occluded that in fact are not. (I've never
seen this in practice, but I know it's possible; it tends to be likelier
to happen with small meshes.) As a follow-up to this patch, we desire to
switch to the [SPD-based hi-Z buffer shader from the Granite engine],
which doesn't suffer from these problems, at which point we should be
able to graduate this feature from experimental status. I opted not to
include that rewrite in this patch for two reasons: (1) @JMS55 is
planning on doing the rewrite to coincide with the new availability of
image atomic operations in Naga; (2) to reduce the scope of this patch.

A new example, `occlusion_culling`, has been added. It demonstrates
objects becoming quickly occluded and disoccluded by dynamic geometry
and shows the number of objects that are actually being rendered. Also,
a new `--occlusion-culling` switch has been added to `scene_viewer`, in
order to make it easy to test this patch with large scenes like Bistro.

[*two-phase occlusion culling*]:
https://medium.com/@mil_kru/two-pass-occlusion-culling-4100edcad501

[Aaltonen SIGGRAPH 2015]:

https://www.advances.realtimerendering.com/s2015/aaltonenhaar_siggraph2015_combined_final_footer_220dpi.pdf

[Some literature]:

https://gist.github.com/reduz/c5769d0e705d8ab7ac187d63be0099b5?permalink_comment_id=5040452#gistcomment-5040452

[SPD-based hi-Z buffer shader from the Granite engine]:
https://github.com/Themaister/Granite/blob/master/assets/shaders/post/hiz.comp

## Migration guide

* When enqueuing a custom mesh pipeline, work item buffers are now
created with
`bevy::render::batching::gpu_preprocessing::get_or_create_work_item_buffer`,
not `PreprocessWorkItemBuffers::new`. See the
`specialized_mesh_pipeline` example.

## Showcase

Occlusion culling example:
![Screenshot 2025-01-15
175051](https://github.com/user-attachments/assets/1544f301-68a3-45f8-84a6-7af3ad431258)

Bistro zoomed out, before occlusion culling:
![Screenshot 2025-01-16
185425](https://github.com/user-attachments/assets/5114bbdf-5dec-4de9-b17e-7aa77e7b61ed)

Bistro zoomed out, after occlusion culling:
![Screenshot 2025-01-16
184949](https://github.com/user-attachments/assets/9dd67713-656c-4276-9768-6d261ca94300)

In this scene, occlusion culling reduces the number of meshes Bevy has
to render from 1591 to 585.
2025-01-27 05:02:46 +00:00
Patrick Walton
1c765c9ae7
Add support for specular tints and maps per the KHR_materials_specular glTF extension. (#14069)
This commit allows specular highlights to be tinted with a color and for
the reflectance and color tint values to vary across a model via a pair
of maps. The implementation follows the [`KHR_materials_specular`] glTF
extension. In order to reduce the number of samplers and textures in the
default `StandardMaterial` configuration, the maps are gated behind the
`pbr_specular_textures` Cargo feature.

Specular tinting is currently unsupported in the deferred renderer,
because I didn't want to bloat the deferred G-buffers. A possible fix
for this in the future would be to make the G-buffer layout more
configurable, so that specular tints could be supported on an opt-in
basis. As an alternative, Bevy could force meshes with specular tints to
render in forward mode. Both of these solutions require some more
design, so I consider them out of scope for now.

Note that the map is a *specular* map, not a *reflectance* map. In Bevy
and Filament terms, the reflectance values in the specular map range
from [0.0, 0.5], rather than [0.0, 1.0]. This is an unfortunate
[`KHR_materials_specular`] specification requirement that stems from the
fact that glTF is specified in terms of a specular strength model, not
the reflectance model that Filament and Bevy use. A workaround, which is
noted in the `StandardMaterial` documentation, is to set the
`reflectance` value to 2.0, which spreads the specular map range from
[0.0, 1.0] as normal.

The glTF loader has been updated to parse the [`KHR_materials_specular`]
extension. Note that, unless the non-default `pbr_specular_textures` is
supplied, the maps are ignored. The `specularFactor` value is applied as
usual. Note that, as with the specular map, the glTF `specularFactor` is
twice Bevy's `reflectance` value.

This PR adds a new example, `specular_tint`, which demonstrates the
specular tint and map features. Note that this example requires the
[`KHR_materials_specular`] Cargo feature.

[`KHR_materials_specular`]:
https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_specular

## Changelog

### Added

* Specular highlights can now be tinted with the `specular_tint` field
in `StandardMaterial`.
* Specular maps are now available in `StandardMaterial`, gated behind
the `pbr_specular_textures` Cargo feature.
* The `KHR_materials_specular` glTF extension is now supported, allowing
for customization of specular reflectance and specular maps. Note that
the latter are gated behind the `pbr_specular_textures` Cargo feature.
2025-01-26 20:38:46 +00:00
Patrick Walton
fc831c390d
Implement basic clustered decal projectors. (#17315)
This commit adds support for *decal projectors* to Bevy, allowing for
textures to be projected on top of geometry. Decal projectors are
clusterable objects, just as punctual lights and light probes are. This
means that decals are only evaluated for objects within the conservative
bounds of the projector, and they don't require a second pass.

These clustered decals require support for bindless textures and as such
currently don't work on WebGL 2, WebGPU, macOS, or iOS. For an
alternative that doesn't require bindless, see PR #16600. I believe that
both contact projective decals in #16600 and clustered decals are
desirable to have in Bevy. Contact projective decals offer broader
hardware and driver support, while clustered decals don't require the
creation of bounding geometry.

A new example, `decal_projectors`, has been added, which demonstrates
multiple decals on a rotating object. The decal projectors can be scaled
and rotated with the mouse.

There are several limitations of this initial patch that can be
addressed in follow-ups:

1. There's no way to specify the Z-index of decals. That is, the order
in which multiple decals are blended on top of one another is arbitrary.
A follow-up could introduce some sort of Z-index field so that artists
can specify that some decals should be blended on top of others.

2. Decals don't take the normal of the surface they're projected onto
into account. Most decal implementations in other engines have a feature
whereby the angle between the decal projector and the normal of the
surface must be within some threshold for the decal to appear. Often,
artists can specify a fade-off range for a smooth transition between
oblique surfaces and aligned surfaces.

3. There's no distance-based fadeoff toward the end of the projector
range. Many decal implementations have this.

This addresses #2401.
 
## Showcase

![Screenshot 2025-01-11
052913](https://github.com/user-attachments/assets/8fabbafc-60fb-461d-b715-d7977e10fe1f)
2025-01-26 20:13:39 +00:00
Predko Silvestr
deb135c25c
Proportional scaling for the sprite's texture. (#17258)
# Objective

Bevy sprite image mode lacks proportional scaling for the underlying
texture. In many cases, it's required. For example, if it is desired to
support a wide variety of screens with a single texture, it's okay to
cut off some portion of the original texture.

## Solution

I added scaling of the texture during the preparation step. To fill the
sprite with the original texture, I scaled UV coordinates accordingly to
the sprite size aspect ratio and texture size aspect ratio. To fit
texture in a sprite the original `quad` is scaled and then the
additional translation is applied to place the scaled quad properly.


## Testing

For testing purposes could be used `2d/sprite_scale.rs`. Also, I am
thinking that it would be nice to have some tests for a
`crates/bevy_sprite/src/render/mod.rs:sprite_scale`.

---

## Showcase

<img width="1392" alt="image"
src="https://github.com/user-attachments/assets/c2c37b96-2493-4717-825f-7810d921b4bc"
/>
2025-01-24 18:24:02 +00:00
spvky
40007cdb2e
Adds update interval config for FpsOverlayPlugin (#17489)
# Objective
Fixes #17487 

- Adds a new field `refresh_interval` to `FpsOverlayConfig` to allow the
user setting a minimum time before each refresh of the FPS display

## Solution

- Add `refresh_interval` to `FpsOverlayConfig`
- When updating the on screen text, check a duration of
`refresh_interval` has passed, if not, don't update the FPS counter

## Testing

- Created a new bevy project
- Included the `FpsOverlayPlugin` with the default `refresh_interval`
(100 ms)
- Included the `FpsOverlayPlugin` with an obnoxious `refresh_interval`
(2 seconds)
---

---------

Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-01-24 05:57:36 +00:00
Rostyslav Toch
af3a84fc0b
Add many_materials stress test (#17346)
# Objective

- This PR adds a new stress test called `many_materials` to benchmark
the rendering performance of many animated materials.
- Fixes #11588 
- This PR continues the work started in the previous PR #11592, which
was closed due to inactivity.

## Solution

- Created a new example (`examples/stress_tests/many_materials.rs`) that
renders a grid of cubes with animated materials.
- The size of the grid can be configured using the `-n` command-line
argument (or `--grid-size`). The default grid size is 10x10.
- The materials animate by cycling through colors in the HSL color
space.

## Testing

- I have tested these changes locally on my Linux machine.
- Reviewers can test the changes by running the example with different
grid sizes and observing the performance (FPS, frame time).
- I have not tested on other platforms (macOS, Windows, wasm), but I
expect it to work as the code uses standard Bevy features.

---

## Showcase

<details>
  <summary>Click to view showcase</summary>


![image](https://github.com/user-attachments/assets/b15209d4-f832-402b-a527-58e5048971d1)

</details>
2025-01-24 05:46:23 +00:00
mgi388
14ad25227b
Make CustomCursor variants CustomCursorImage/CustomCursorUrl structs (#17518)
# Objective

- Make `CustomCursor::Image` easier to work with by splitting the enum
variants off into `CustomCursorImage` and `CustomCursorUrl` structs and
deriving `Default` on those structs.
- Refs #17276.

## Testing

- Ran two examples: `cargo run --example custom_cursor_image
--features=custom_cursor` and `cargo run --example window_settings
--features=custom_cursor`
- CI.

---

## Migration Guide

The `CustomCursor` enum's variants now hold instances of
`CustomCursorImage` or `CustomCursorUrl`. Update your uses of
`CustomCursor` accordingly.
2025-01-24 05:39:04 +00:00
Emerson Coskey
81a25bb0c7
Procedural atmospheric scattering (#16314)
Implement procedural atmospheric scattering from [Sebastien Hillaire's
2020 paper](https://sebh.github.io/publications/egsr2020.pdf). This
approach should scale well even down to mobile hardware, and is
physically accurate.

## Co-author: @mate-h 

He helped massively with getting this over the finish line, ensuring
everything was physically correct, correcting several places where I had
misunderstood or misapplied the paper, and improving the performance in
several places as well. Thanks!

## Credits

@aevyrie: helped find numerous bugs and improve the example to best show
off this feature :)

Built off of @mtsr's original branch, which handled the transmittance
lut (arguably the most important part)

## Showcase: 


![sunset](https://github.com/user-attachments/assets/2eee1f38-f66d-4772-bb72-163e13c719d8)

![twilight](https://github.com/user-attachments/assets/f7d358b6-898d-4df7-becc-188cd753102d)


## For followup

- Integrate with pcwalton's volumetrics code
- refactor/reorganize for better integration with other effects
- have atmosphere transmittance affect directional lights
- add support for generating skybox/environment map

---------

Co-authored-by: Emerson Coskey <56370779+EmersonCoskey@users.noreply.github.com>
Co-authored-by: atlv <email@atlasdostal.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: Emerson Coskey <coskey@emerlabs.net>
Co-authored-by: Máté Homolya <mate.homolya@gmail.com>
2025-01-23 22:52:46 +00:00
Radislav Myasnikov
94e0e1f031
Updated the 2D examples to make them uniform (#17237)
# Objective

Make the examples look more uniform and more polished.
following the issue #17167

## Solution

- [x] Added a minimal UI explaining how to interact with the examples
only when needed.
- [x] Used the same notation for interactions ex : "Up Arrow: Move
Forward \nLeft / Right Arrow: Turn"
- [x] Set the color to
[GRAY](https://github.com/bevyengine/bevy/pull/17237#discussion_r1907560092)
when it's not visible enough
- [x] Changed some colors to be easy on the eyes
- [x] removed the //camera comment
- [x] Unified the use of capital letters in the examples.
- [x] Simplified the mesh2d_arc offset calculations.

...

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2025-01-23 16:46:58 +00:00
Zachary Harrold
9bc0ae33c3
Move hashbrown and foldhash out of bevy_utils (#17460)
# Objective

- Contributes to #16877

## Solution

- Moved `hashbrown`, `foldhash`, and related types out of `bevy_utils`
and into `bevy_platform_support`
- Refactored the above to match the layout of these types in `std`.
- Updated crates as required.

## Testing

- CI

---

## Migration Guide

- The following items were moved out of `bevy_utils` and into
`bevy_platform_support::hash`:
  - `FixedState`
  - `DefaultHasher`
  - `RandomState`
  - `FixedHasher`
  - `Hashed`
  - `PassHash`
  - `PassHasher`
  - `NoOpHash`
- The following items were moved out of `bevy_utils` and into
`bevy_platform_support::collections`:
  - `HashMap`
  - `HashSet`
- `bevy_utils::hashbrown` has been removed. Instead, import from
`bevy_platform_support::collections` _or_ take a dependency on
`hashbrown` directly.
- `bevy_utils::Entry` has been removed. Instead, import from
`bevy_platform_support::collections::hash_map` or
`bevy_platform_support::collections::hash_set` as appropriate.
- All of the above equally apply to `bevy::utils` and
`bevy::platform_support`.

## Notes

- I left `PreHashMap`, `PreHashMapExt`, and `TypeIdMap` in `bevy_utils`
as they might be candidates for micro-crating. They can always be moved
into `bevy_platform_support` at a later date if desired.
2025-01-23 16:46:08 +00:00
Zachary Harrold
41e79ae826
Refactored ComponentHook Parameters into HookContext (#17503)
# Objective

- Make the function signature for `ComponentHook` less verbose

## Solution

- Refactored `Entity`, `ComponentId`, and `Option<&Location>` into a new
`HookContext` struct.

## Testing

- CI

---

## Migration Guide

Update the function signatures for your component hooks to only take 2
arguments, `world` and `context`. Note that because `HookContext` is
plain data with all members public, you can use de-structuring to
simplify migration.

```rust
// Before
fn my_hook(
    mut world: DeferredWorld,
    entity: Entity,
    component_id: ComponentId,
) { ... }

// After
fn my_hook(
    mut world: DeferredWorld,
    HookContext { entity, component_id, caller }: HookContext,
) { ... }
``` 

Likewise, if you were discarding certain parameters, you can use `..` in
the de-structuring:

```rust
// Before
fn my_hook(
    mut world: DeferredWorld,
    entity: Entity,
    _: ComponentId,
) { ... }

// After
fn my_hook(
    mut world: DeferredWorld,
    HookContext { entity, .. }: HookContext,
) { ... }
```
2025-01-23 02:45:24 +00:00
SpecificProtagonist
f32a6fb205
Track callsite for observers & hooks (#15607)
# Objective

Fixes #14708

Also fixes some commands not updating tracked location.


## Solution

`ObserverTrigger` has a new `caller` field with the
`track_change_detection` feature;
hooks take an additional caller parameter (which is `Some(…)` or `None`
depending on the feature).

## Testing

See the new tests in `src/observer/mod.rs`

---

## Showcase

Observers now know from where they were triggered (if
`track_change_detection` is enabled):
```rust
world.observe(move |trigger: Trigger<OnAdd, Foo>| {
    println!("Added Foo from {}", trigger.caller());
});
```

## Migration

- hooks now take an additional `Option<&'static Location>` argument

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-01-22 20:02:39 +00:00
Alice Cecile
b34833f00c
Add an example teaching users about custom relationships (#17443)
# Objective

After #17398, Bevy now has relations! We don't teach users how to make /
work with these in the examples yet though, but we definitely should.

## Solution

- Add a simple abstract example that goes over defining, spawning,
traversing and removing a custom relations.
- ~~Add `Relationship` and `RelationshipTarget` to the prelude: the
trait methods are really helpful here.~~
- this causes subtle ambiguities with method names and weird compiler
errors. Not doing it here!
- Clean up related documentation that I referenced when writing this
example.

## Testing

`cargo run --example relationships`

## Notes to reviewers

1. Yes, I know that the cycle detection code could be more efficient. I
decided to reduce the caching to avoid distracting from the broader
point of "here's how you traverse relationships".
2. Instead of using an `App`, I've decide to use
`World::run_system_once` + system functions defined inside of `main` to
do something closer to literate programming.

---------

Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
Co-authored-by: MinerSebas <66798382+MinerSebas@users.noreply.github.com>
Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
2025-01-20 23:17:38 +00:00
Carter Anderson
ba5e71f53d
Parent -> ChildOf (#17427)
Fixes #17412

## Objective

`Parent` uses the "has a X" naming convention. There is increasing
sentiment that we should use the "is a X" naming convention for
relationships (following #17398). This leaves `Children` as-is because
there is prevailing sentiment that `Children` is clearer than `ParentOf`
in many cases (especially when treating it like a collection).

This renames `Parent` to `ChildOf`.

This is just the implementation PR. To discuss the path forward, do so
in #17412.

## Migration Guide

- The `Parent` component has been renamed to `ChildOf`.
2025-01-20 22:13:29 +00:00
Alice Cecile
5a9bc28502
Support non-Vec data structures in relations (#17447)
# Objective

The existing `RelationshipSourceCollection` uses `Vec` as the only
possible backing for our relationships. While a reasonable choice,
benchmarking use cases might reveal that a different data type is better
or faster.

For example:

- Not all relationships require a stable ordering between the
relationship sources (i.e. children). In cases where we a) have many
such relations and b) don't care about the ordering between them, a hash
set is likely a better datastructure than a `Vec`.
- The number of children-like entities may be small on average, and a
`smallvec` may be faster

## Solution

- Implement `RelationshipSourceCollection` for `EntityHashSet`, our
custom entity-optimized `HashSet`.
-~~Implement `DoubleEndedIterator` for `EntityHashSet` to make things
compile.~~
   -  This implementation was cursed and very surprising.
- Instead, by moving the iterator type on `RelationshipSourceCollection`
from an erased RPTIT to an explicit associated type we can add a trait
bound on the offending methods!
- Implement `RelationshipSourceCollection` for `SmallVec`

## Testing

I've added a pair of new tests to make sure this pattern compiles
successfully in practice!

## Migration Guide

`EntityHashSet` and `EntityHashMap` are no longer re-exported in
`bevy_ecs::entity` directly. If you were not using `bevy_ecs` / `bevy`'s
`prelude`, you can access them through their now-public modules,
`hash_set` and `hash_map` instead.

## Notes to reviewers

The `EntityHashSet::Iter` type needs to be public for this impl to be
allowed. I initially renamed it to something that wasn't ambiguous and
re-exported it, but as @Victoronz pointed out, that was somewhat
unidiomatic.

In
1a8564898f,
I instead made the `entity_hash_set` public (and its `entity_hash_set`)
sister public, and removed the re-export. I prefer this design (give me
module docs please), but it leads to a lot of churn in this PR.

Let me know which you'd prefer, and if you'd like me to split that
change out into its own micro PR.
2025-01-20 21:26:08 +00:00
Chris Biscardi
1dd30a620a
Add docs to custom vertex attribute example (#17422)
# Objective

The gltf-json crate seems like it strips/adds an `_` when doing the name
comparison for custom vertex attributes.

* gltf-json
[add](88e719d5de/gltf-json/src/mesh.rs (L341))
* gltf-json
[strip](88e719d5de/gltf-json/src/mesh.rs (L298C12-L298C42))
* [bevy's
handling](b66c3ceb0e/crates/bevy_gltf/src/vertex_attributes.rs (L273-L276))
seems like it uses the non-underscore'd version.

The bevy example gltf:
[barycentric.gltf](b66c3ceb0e/assets/models/barycentric/barycentric.gltf),
includes two underscores: `__BARYCENTRIC` in the gltf file, resulting in
needing `_BARYCENTRIC` (one underscore) as the attribute name in Bevy.
This extra underscore is redundant and does not appear if exporting from
blender, which only requires a single underscore to trigger the
attribute export.

I'm not sure if we want to change the example itself (maybe there's a
reason it has two underscores, I couldn't find a reason), but a docs
comment would help.

## Solution

add docs detailing the behavior
2025-01-20 21:16:11 +00:00
Greeble
b2f3248432
Make the animated_mesh example more intuitive (#17421)
# Objective

Make the `animated_mesh` example more intuitive and easier for the user
to extend.

# Solution

The `animated_mesh` example shows how to spawn a single mesh and play a
single animation. The original code is roughly:

1. In `setup_mesh_and_animation`, spawn an entity with a SceneRoot that
will load and spawn the mesh. Also record the animation to play as a
resource.
2. Use `play_animation_once_loaded` to detect when any animation players
are spawned, then play the animation from the resource.

When I used this example as a starting point for my own app, I hit a
wall when trying to spawn multiple meshes with different animations.
`play_animation_once_loaded` tells me an animation player spawned
somewhere, but how do I get from there to the right animation? The
entity it runs on is spawned by the scene so I can't attach any data to
it?

The new code takes a different approach. Instead of a global resource,
the animation is recorded as a component on the entity with the
SceneRoot. Instead of detecting animation players spawning wherever, an
observer is attached to that specific entity.

This feels more intuitive and localised, and I think most users will
work out how to get from there to different animations and meshes. The
downside is more lines of code, and the "find the animation players"
part still feels a bit magical and inefficient.

# Side Notes

- The solution was mostly stolen from
https://github.com/bevyengine/bevy/issues/14852#issuecomment-2481401769.
- The example still feels too complicated.
    - "Why do I have to make this graph to play one animation?"
- "Why can't I choose and play the animation in one step and avoid this
temporary component?"
    - I think this requires engine changes.
- I originally started on a separate example of multiple meshes
([branch](https://github.com/bevyengine/bevy/compare/main...greeble-dev:bevy:animated-mesh-multiple)).
- I decided that the user could probably work this out themselves from
the single animation example.
    - But maybe still worth following through.

# Testing

`cargo run --example animated_mesh`

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2025-01-20 21:12:06 +00:00
ickshonpe
3f99a3e8cd
Text 2d alignment fix (#17365)
# Objective

`Text2d` ignores `TextBounds` when calculating the offset for text
aligment.
On main a text entity positioned in the center of the window with center
justification and 600px horizontal text bounds isn't centered like it
should be but shifted off to the right:
<img width="305" alt="hellox"
src="https://github.com/user-attachments/assets/8896c6f0-1b9f-4633-9c12-1de6eff5f3e1"
/>
(second example in the testing section below)

Fixes #14266

I already had a PR in review for this (#14270) but it used post layout
adjustment (which we want to avoid) and ignored `TextBounds`.

## Solution

* If `TextBounds` are present for an axis, use them instead of the size
of the computed text layout size to calculate the offset.
* Adjust the vertical offset of text so it's top is aligned with the top
of the texts bounding rect (when present).

## Testing

```
use bevy::prelude::*;
use bevy::color::palettes;
use bevy::sprite::Anchor;
use bevy::text::TextBounds;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .run();
}

fn example(commands: &mut Commands, dest: Vec3, justify: JustifyText) {
    commands.spawn((
        Sprite {
            color: palettes::css::YELLOW.into(),
            custom_size: Some(10. * Vec2::ONE),
            anchor: Anchor::Center,
            ..Default::default()
        },
        Transform::from_translation(dest),
    ));

    for a in [
        Anchor::TopLeft,
        Anchor::TopRight,
        Anchor::BottomRight,
        Anchor::BottomLeft,
    ] {
        commands.spawn((
            Text2d(format!("L R\n{:?}\n{:?}", a, justify)),
            TextFont {
                font_size: 14.0,
                ..default()
            },
            TextLayout {
                justify,
                ..Default::default()
            },
            TextBounds::new(300., 75.),
            Transform::from_translation(dest + Vec3::Z),
            a,
        ));
    }
}

fn setup(mut commands: Commands) {
    commands.spawn(Camera2d::default());

    for (i, j) in [
        JustifyText::Left,
        JustifyText::Right,
        JustifyText::Center,
        JustifyText::Justified,
    ]
    .into_iter()
    .enumerate()
    {
        example(&mut commands, (300. - 150. * i as f32) * Vec3::Y, j);
    }

    commands.spawn(Sprite {
        color: palettes::css::YELLOW.into(),
        custom_size: Some(10. * Vec2::ONE),
        anchor: Anchor::Center,
        ..Default::default()
    });
}
```

<img width="566" alt="cap"
src="https://github.com/user-attachments/assets/e6a98fa5-80b2-4380-a9b7-155bb49635b8"
/>

This probably looks really confusing but it should make sense if you
imagine each block of text surrounded by a 300x75 rectangle that is
anchored to the center of the yellow square.

# 

```
use bevy::prelude::*;
use bevy::sprite::Anchor;
use bevy::text::TextBounds;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .run();
}

fn setup(mut commands: Commands) {
    commands.spawn(Camera2d::default());

    commands.spawn((
        Text2d::new("hello"),
        TextFont {
            font_size: 60.0,
            ..default()
        },
        TextLayout::new_with_justify(JustifyText::Center),
        TextBounds::new(600., 200.),
        Anchor::Center,
    ));
}
```

<img width="338" alt="hello"
src="https://github.com/user-attachments/assets/e5e89364-afda-4baa-aca8-df4cdacbb4ed"
/>

The text being above the center is intended. When `TextBounds` are
present, the text block's offset is calculated using its `TextBounds`
not the layout size returned by cosmic-text.

# 

Probably we should add a vertical alignment setting for Text2d. Didn't
do it here as this is intended for a 0.15.2 release.
2025-01-20 20:54:32 +00:00
theotherphil
e66aef2d7a
Correct 'Text2dBundle' to 'Text2d' in example comment (#17425)
# Objective

Update out of date comment.

## Solution

## Testing

N/A
2025-01-19 22:22:28 +00:00
Arend-Jan
9c5f5b8455
docs: rewrite scene loading example documentation for clarity and depth (#17434)
This commit overhauls the documentation in the Bevy scene loading
example. It adds thorough explanatory comments to guide new Rust and
Bevy developers. The rewritten docs clarify how to:

- Register types for reflection, enabling serialization and dynamic
property access
- Skip serializing certain fields with `#[reflect(skip_serializing)]`
- Use `FromWorld` for components that require runtime initialization
- Store and serialize `Resources` in scene files
- Load scenes using a `DynamicSceneRoot` and handle updates in a system
- Serialize a brand-new scene to a separate file asynchronously using
`IoTaskPool`

These additions aim to provide a clear, step-by-step reference that
demonstrates how to implement a scene-based workflow, making it easier
for beginners and experienced developers alike to use Bevy’s scene
system effectively.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-01-19 20:15:09 +00:00
ickshonpe
adc33b5108
Rename TargetCamera to UiTargetCamera (#17403)
# Objective

It's not immediately obvious that `TargetCamera` only works with UI node
entities. It's natural to assume from looking at something like the
`multiple_windows` example that it will work with everything.

## Solution

Rename `TargetCamera` to `UiTargetCamera`.

## Migration Guide

`TargetCamera` has been renamed to `UiTargetCamera`.
2025-01-19 19:56:57 +00:00
Sigma-dev
7c8da1c05d
Reworked Segment types into their cartesian forms (#17404)
# Objective

Segment2d and Segment3d are currently hard to work with because unlike
many other primary shapes, they are bound to the origin.
The objective of this PR is to allow these segments to exist anywhere in
cartesian space, making them much more useful in a variety of contexts.

## Solution

Reworking the existing segment type's internal fields and methods to
allow them to exist anywhere in cartesian space.
I have done both reworks for 2d and 3d segments but I was unsure if I
should just have it all here or not so feel free to tell me how I should
proceed, for now I have only pushed Segment2d changes.

As I am not a very seasoned contributor, this first implementation is
very likely sloppy and will need some additional work from my end, I am
open to all criticisms and willing to work to get this to bevy's
standards.

## Testing

I am not very familiar with the standards of testing. Of course my
changes had to pass the thorough existing tests for primitive shapes.
I also checked the gizmo 2d shapes intersection example and everything
looked fine.

I did add a few utility methods to the types that have no tests yet. I
am willing to implement some if it is deemed necessary

## Migration Guide

The segment type constructors changed so if someone previously created a
Segment2d with a direction and length they would now need to use the
`from_direction` constructor

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2025-01-19 03:54:45 +00:00
Carter Anderson
21f1e3045c
Relationships (non-fragmenting, one-to-many) (#17398)
This adds support for one-to-many non-fragmenting relationships (with
planned paths for fragmenting and non-fragmenting many-to-many
relationships). "Non-fragmenting" means that entities with the same
relationship type, but different relationship targets, are not forced
into separate tables (which would cause "table fragmentation").

Functionally, this fills a similar niche as the current Parent/Children
system. The biggest differences are:

1. Relationships have simpler internals and significantly improved
performance and UX. Commands and specialized APIs are no longer
necessary to keep everything in sync. Just spawn entities with the
relationship components you want and everything "just works".
2. Relationships are generalized. Bevy can provide additional built in
relationships, and users can define their own.

**REQUEST TO REVIEWERS**: _please don't leave top level comments and
instead comment on specific lines of code. That way we can take
advantage of threaded discussions. Also dont leave comments simply
pointing out CI failures as I can read those just fine._

## Built on top of what we have

Relationships are implemented on top of the Bevy ECS features we already
have: components, immutability, and hooks. This makes them immediately
compatible with all of our existing (and future) APIs for querying,
spawning, removing, scenes, reflection, etc. The fewer specialized APIs
we need to build, maintain, and teach, the better.

## Why focus on one-to-many non-fragmenting first?

1. This allows us to improve Parent/Children relationships immediately,
in a way that is reasonably uncontroversial. Switching our hierarchy to
fragmenting relationships would have significant performance
implications. ~~Flecs is heavily considering a switch to non-fragmenting
relations after careful considerations of the performance tradeoffs.~~
_(Correction from @SanderMertens: Flecs is implementing non-fragmenting
storage specialized for asset hierarchies, where asset hierarchies are
many instances of small trees that have a well defined structure)_
2. Adding generalized one-to-many relationships is currently a priority
for the [Next Generation Scene / UI
effort](https://github.com/bevyengine/bevy/discussions/14437).
Specifically, we're interested in building reactions and observers on
top.

## The changes

This PR does the following:

1. Adds a generic one-to-many Relationship system
3. Ports the existing Parent/Children system to Relationships, which now
lives in `bevy_ecs::hierarchy`. The old `bevy_hierarchy` crate has been
removed.
4. Adds on_despawn component hooks
5. Relationships can opt-in to "despawn descendants" behavior, meaning
that the entire relationship hierarchy is despawned when
`entity.despawn()` is called. The built in Parent/Children hierarchies
enable this behavior, and `entity.despawn_recursive()` has been removed.
6. `world.spawn` now applies commands after spawning. This ensures that
relationship bookkeeping happens immediately and removes the need to
manually flush. This is in line with the equivalent behaviors recently
added to the other APIs (ex: insert).
7. Removes the ValidParentCheckPlugin (system-driven / poll based) in
favor of a `validate_parent_has_component` hook.

## Using Relationships

The `Relationship` trait looks like this:

```rust
pub trait Relationship: Component + Sized {
    type RelationshipSources: RelationshipSources<Relationship = Self>;
    fn get(&self) -> Entity;
    fn from(entity: Entity) -> Self;
}
```

A relationship is a component that:

1. Is a simple wrapper over a "target" Entity.
2. Has a corresponding `RelationshipSources` component, which is a
simple wrapper over a collection of entities. Every "target entity"
targeted by a "source entity" with a `Relationship` has a
`RelationshipSources` component, which contains every "source entity"
that targets it.

For example, the `Parent` component (as it currently exists in Bevy) is
the `Relationship` component and the entity containing the Parent is the
"source entity". The entity _inside_ the `Parent(Entity)` component is
the "target entity". And that target entity has a `Children` component
(which implements `RelationshipSources`).

In practice, the Parent/Children relationship looks like this:

```rust
#[derive(Relationship)]
#[relationship(relationship_sources = Children)]
pub struct Parent(pub Entity);

#[derive(RelationshipSources)]
#[relationship_sources(relationship = Parent)]
pub struct Children(Vec<Entity>);
```

The Relationship and RelationshipSources derives automatically implement
Component with the relevant configuration (namely, the hooks necessary
to keep everything in sync).

The most direct way to add relationships is to spawn entities with
relationship components:

```rust
let a = world.spawn_empty().id();
let b = world.spawn(Parent(a)).id();

assert_eq!(world.entity(a).get::<Children>().unwrap(), &[b]);
```

There are also convenience APIs for spawning more than one entity with
the same relationship:

```rust
world.spawn_empty().with_related::<Children>(|s| {
    s.spawn_empty();
    s.spawn_empty();
})
```

The existing `with_children` API is now a simpler wrapper over
`with_related`. This makes this change largely non-breaking for existing
spawn patterns.

```rust
world.spawn_empty().with_children(|s| {
    s.spawn_empty();
    s.spawn_empty();
})
```

There are also other relationship APIs, such as `add_related` and
`despawn_related`.

## Automatic recursive despawn via the new on_despawn hook

`RelationshipSources` can opt-in to "despawn descendants" behavior,
which will despawn all related entities in the relationship hierarchy:

```rust
#[derive(RelationshipSources)]
#[relationship_sources(relationship = Parent, despawn_descendants)]
pub struct Children(Vec<Entity>);
```

This means that `entity.despawn_recursive()` is no longer required.
Instead, just use `entity.despawn()` and the relevant related entities
will also be despawned.

To despawn an entity _without_ despawning its parent/child descendants,
you should remove the `Children` component first, which will also remove
the related `Parent` components:

```rust
entity
    .remove::<Children>()
    .despawn()
```

This builds on the on_despawn hook introduced in this PR, which is fired
when an entity is despawned (before other hooks).

## Relationships are the source of truth

`Relationship` is the _single_ source of truth component.
`RelationshipSources` is merely a reflection of what all the
`Relationship` components say. By embracing this, we are able to
significantly improve the performance of the system as a whole. We can
rely on component lifecycles to protect us against duplicates, rather
than needing to scan at runtime to ensure entities don't already exist
(which results in quadratic runtime). A single source of truth gives us
constant-time inserts. This does mean that we cannot directly spawn
populated `Children` components (or directly add or remove entities from
those components). I personally think this is a worthwhile tradeoff,
both because it makes the performance much better _and_ because it means
theres exactly one way to do things (which is a philosophy we try to
employ for Bevy APIs).

As an aside: treating both sides of the relationship as "equivalent
source of truth relations" does enable building simple and flexible
many-to-many relationships. But this introduces an _inherent_ need to
scan (or hash) to protect against duplicates.
[`evergreen_relations`](https://github.com/EvergreenNest/evergreen_relations)
has a very nice implementation of the "symmetrical many-to-many"
approach. Unfortunately I think the performance issues inherent to that
approach make it a poor choice for Bevy's default relationship system.

## Followup Work

* Discuss renaming `Parent` to `ChildOf`. I refrained from doing that in
this PR to keep the diff reasonable, but I'm personally biased toward
this change (and using that naming pattern generally for relationships).
* [Improved spawning
ergonomics](https://github.com/bevyengine/bevy/discussions/16920)
* Consider adding relationship observers/triggers for "relationship
targets" whenever a source is added or removed. This would replace the
current "hierarchy events" system, which is unused upstream but may have
existing users downstream. I think triggers are the better fit for this
than a buffered event queue, and would prefer not to add that back.
* Fragmenting relations: My current idea hinges on the introduction of
"value components" (aka: components whose type _and_ value determines
their ComponentId, via something like Hashing / PartialEq). By labeling
a Relationship component such as `ChildOf(Entity)` as a "value
component", `ChildOf(e1)` and `ChildOf(e2)` would be considered
"different components". This makes the transition between fragmenting
and non-fragmenting a single flag, and everything else continues to work
as expected.
* Many-to-many support
* Non-fragmenting: We can expand Relationship to be a list of entities
instead of a single entity. I have largely already written the code for
this.
* Fragmenting: With the "value component" impl mentioned above, we get
many-to-many support "for free", as it would allow inserting multiple
copies of a Relationship component with different target entities.

Fixes #3742 (If this PR is merged, I think we should open more targeted
followup issues for the work above, with a fresh tracking issue free of
the large amount of less-directed historical context)
Fixes #17301
Fixes #12235 
Fixes #15299
Fixes #15308 

## Migration Guide

* Replace `ChildBuilder` with `ChildSpawnerCommands`.
* Replace calls to `.set_parent(parent_id)` with
`.insert(Parent(parent_id))`.
* Replace calls to `.replace_children()` with `.remove::<Children>()`
followed by `.add_children()`. Note that you'll need to manually despawn
any children that are not carried over.
* Replace calls to `.despawn_recursive()` with `.despawn()`.
* Replace calls to `.despawn_descendants()` with
`.despawn_related::<Children>()`.
* If you have any calls to `.despawn()` which depend on the children
being preserved, you'll need to remove the `Children` component first.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-01-18 22:20:30 +00:00
Alex Habich
b66c3ceb0e
Add external assets to .gitignore (#17388)
Added an external assets section to .gitignore. This prevents
contributors from accidentally adding or committing them.

I believe currently the only externel asset is the meshlet bunny.
2025-01-17 01:20:14 +00:00
Alice Cecile
3737f86d84
Small improvements for directional navigation (#17395)
# Objective

While working on more complex directional navigation work, I noticed a
few small things.

## Solution

Rather than stick them in a bigger PR, split them out now.

- Include more useful information when responding to
`DirectionalNavigationError`.
- Use the less controversial `Click` events (rather than `Pressed`) in
the example
- Implement add_looping_edges in terms of `add_edges`. Thanks @rparrett
for the idea.

## Testing

Ran the `directional_navigation` example and things still work.
2025-01-17 01:15:39 +00:00
Alice Cecile
72f70745c5
add_edges helper for directional navigation (#17389)
# Objective

While `add_looping_edges` is a helpful method for manually defining
directional navigation maps, we don't always want to loop around!

## Solution

Add a non-looping variant.

These commits are cherrypicked from the more complex #17247.

## Testing

I've updated the `directional_navigation` example to use these changes,
and verified that it works.

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
2025-01-15 23:43:03 +00:00