Commit Graph

7352 Commits

Author SHA1 Message Date
atlv
6ab8e0d9c7
move ShadowsEnabled to material (#19963)
# Objective

- Make bevy_light possible

## Solution

- Move non-light stuff out of light module (its a marker for whether a
material should cast shadows: thats a material property not a light
property)

## Testing

- 3d_scene runs
2025-07-05 17:05:14 +00:00
atlv
ced36021d0
move light stuff out of decal cluster (#19962)
# Objective

- Make bevy_light possible

## Solution

- Move light stuff into light module

## Testing

- 3d_scene runs

Note: no breaking changes thanks to re-exports
2025-07-05 17:04:21 +00:00
atlv
47e99c8285
move Cubemap stuff alongside CubemapFrusta in bevy_camera::primitives (#19955)
# Objective

- Make bevy_light possible

## Solution

- Move some stuff it needs out of somewhere it cant depend on. Plus it
makes sense, cubemap stuff goes next to cubemap stuff.

## Testing

- 3d_scene runs

Note: no breaking changes thanks to re-exports
2025-07-05 14:40:59 +00:00
atlv
59e8702a65
move calculate_cluster_factors to cluster assign (#19958)
# Objective

- Make bevy_light possible by making it possible to split out
clusterable into bevy_camera

## Solution

- Move some stuff so i can split it out cleanly.

## Testing

- 3d_scene runs
2025-07-05 14:40:33 +00:00
atlv
f987920bbd
Move CubemapLayout out of decal code (#19960)
# Objective

- Make bevy_light possible by making it possible to split out
clusterable into bevy_camera

## Solution

- Move cubemap stuff next to cubemap stuff.

## Testing

- 3d_scene runs

Note: no breaking changes thanks to re-exports
2025-07-05 14:40:28 +00:00
theotherphil
a869383cda
Minor code readability improvement in enum_utility.access_field (#19961)
Small cleanup copied from https://github.com/bevyengine/bevy/pull/16250
2025-07-05 14:40:23 +00:00
atlv
bdb39cf723
move spot light function into spot light file (#19956)
# Objective

- Make bevy_light possible

## Solution

- Move some stuff it needs out of somewhere it cant depend on. Plus it
makes sense, spotlight stuff goes in spotlight file.

## Testing

- 3d_scene runs

Note: no breaking changes thanks to re-exports
2025-07-05 14:40:06 +00:00
atlv
d0896bf10a
make cluster assign not depend on RenderAdapter/RenderDevice (#19957)
# Objective

- Make bevy_light possible by making it possible to split out
clusterable into bevy_camera

## Solution

- Use a resource to store cluster settings instead of recalculating it
every time from the render adapter/device

## Testing

- 3d_scene runs
2025-07-05 14:39:41 +00:00
atlv
1b09c4051e
Move Camera3d/2d to bevy_camera (#19953)
# Objective

- define scenes without bevy_render

## Solution

- Move Camera2d/3d components out of bevy_core_pipeline

## Testing

- 3d_scene runs fine

Note: no breaking changes thanks to re-exports
2025-07-05 13:24:28 +00:00
atlv
bfbc6c3d11
move some Visibility stuff to bevy_camera::visibility (#19954)
# Objective

- Make bevy_light possible

## Solution

- Move some stuff it needs out of somewhere it cant depend on. Plus it
makes sense, visibility stuff goes in visibility.

## Testing

- 3d_scene runs

Note: no breaking changes thanks to re-exports
2025-07-05 13:24:20 +00:00
andriyDev
29779e1e18
Use RenderStartup in bevy_ui. (#19901)
# Objective

- Progress towards #19887.

## Solution

- Convert `FromWorld` impls into systems that run in `RenderStartup`.
- Move `UiPipeline` init to `build_ui_render` instead of doing it
separately in `finish`.

Note: I am making several of these systems pub so that users could order
their systems relative to them. This is to match the fact that these
types previously were FromWorld so users could initialize them.

## Testing

- Ran `ui_material`, `ui_texture_slice`, `box_shadow`, and `gradients`
examples and it still worked.
2025-07-05 04:07:23 +00:00
atlv
bd5f924290
Split bevy_camera out of bevy_render (#19949)
# Objective

- get closer to being able to load gltfs without using bevy_render

## Solution

- Split bevy_camera out of bevy_render
- Builds on #19943
- Im sorry for the big diff, i tried to minimize it as much as i can by
using re-exports. This also prevents most breaking changes, but there
are still a couple.

## Testing

- 3d_scene looks good
2025-07-04 23:31:16 +00:00
Daniel Skates
560429ebd9
Observer trigger refactor (#19935)
# Objective

- The usage of ComponentId is quite confusing: events are not
components. By newtyping this, we can prevent stupid mistakes, avoid
leaking internal details and make the code clearer for users and engine
devs reading it.
- Adopts https://github.com/bevyengine/bevy/pull/19755

---------

Co-authored-by: oscar-benderstone <oscarbenderstone@gmail.com>
Co-authored-by: Oscar Bender-Stone <88625129+oscar-benderstone@users.noreply.github.com>
2025-07-04 16:27:21 +00:00
atlv
1380a3b7f2
add must_use to register_component_hooks (#19945)
# Objective

- I accidentally left a `register_component_hooks` without actually
adding a hook and didnt notice

## Solution

- mark it must_use so it doesnt happen to other people (maybe this is
just skill issue on me though)
2025-07-04 16:24:46 +00:00
atlv
58feca9b32
refactor(mesh): move Mesh3d and Mesh2d into bevy_mesh (#19943)
# Objective

- another step towards splitting out bevy_camera, this is needed by
visibility systems

## Solution

- move mesh stuff into mesh place

## Testing

- 3d_scene looks fine

No migration needed because of the re-export, that can be another PR
after i split bevy_camera
2025-07-04 16:24:21 +00:00
ickshonpe
b01de70bdd
bevy_ui_render crate (#18703)
# Objective

Move Bevy UI's rendering into a dedicated crate.

Motivations:
* Allow the UI renderer to be used with other UI frameworks than
`bevy_ui`.
* Allow for using alternative renderers like Vello with `bevy_ui`.
* It's difficult for rendering contributors to make changes and
improvements to the UI renderer as it requires in-depth knowledge of the
UI implementation.

## Solution

Move the `render` and `ui_material` modules from `bevy_ui` into a new
crate `bevy_ui_render`.

## Testing

Important examples to check are `testbed_ui`, `testbed_full_ui`,
`ui_material`, `viewport_node` and `gradients`.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-07-03 23:36:35 +00:00
Nicholas Nethercote
2d02f629b3
bevy_reflect: Remove unnecessary allow(unused_mut). (#19930)
# Objective

The generated `GetTypeRegistration::get_type_registration` method has an
unnecessary `allow(unused_mut)` attribute. It used to be necessary
because it was possible for `registration` to not be modified, but now
there is always at least one modification.

## Solution

Remove the attribute.

## Testing

I checked the `cargo expand` output.
2025-07-03 22:27:58 +00:00
robtfm
eed3085a37
fix panic looking for extension in multibyte unicode paths (#19933)
# Objective

```
2025-07-03T11:48:34.039501Z ERROR panic: thread 'IO Task Pool (6)' panicked at 'byte index 9 is not a char boundary; it is inside '个' (bytes 7..10) of `展示_个人收款码.png`': [...]\crates\bevy_asset\src\path.rs:475
```

## Solution

char_indices
2025-07-03 22:27:07 +00:00
charlotte 🌸
852fb84aa2
Add options for selecting adapter by name and forcing fallback (#19921)
Adds support for:
- `WGPU_ADAPTER_NAME` which will attempt to select a specific adapter
with a given name.
- `WGPU_FORCE_FALLBACK_ADAPTER` which will force fallback to a fallback
(software) renderer, if available.

The first has higher specificity than the second.
2025-07-03 22:26:34 +00:00
Chris Russell
6e918f56d8
Have System::run_unsafe return Result. (#19145)
# Objective

Allow combinator and pipe systems to delay validation of the second
system, while still allowing the second system to be skipped.

Fixes #18796

Allow fallible systems to be used as one-shot systems, reporting errors
to the error handler when used through commands.

Fixes #19722

Allow fallible systems to be used as run conditions, including when used
with combinators. Alternative to #19580.

Always validate parameters when calling the safe
`run_without_applying_deferred`, `run`, and `run_readonly` methods on a
`System`.

## Solution

Have `System::run_unsafe` return a `Result`.  

We want pipe systems to run the first system before validating the
second, since the first system may affect whether the second system has
valid parameters. But if the second system skips then we have no output
value to return! So, pipe systems must return a `Result` that indicates
whether the second system ran.

But if we just make pipe systems have `Out = Result<B::Out>`, then
chaining `a.pipe(b).pipe(c)` becomes difficult. `c` would need to accept
the `Result` from `a.pipe(b)`, which means it would likely need to
return `Result` itself, giving `Result<Result<Out>>`!

Instead, we make *all* systems return a `Result`! We move the handling
of fallible systems from `IntoScheduleConfigs` and `IntoObserverSystem`
to `SystemParamFunction` and `ExclusiveSystemParamFunction`, so that an
infallible system can be wrapped before being passed to a combinator.

As a side effect, this enables fallible systems to be used as run
conditions and one-shot systems.

Now that the safe `run_without_applying_deferred`, `run`, and
`run_readonly` methods return a `Result`, we can have them perform
parameter validation themselves instead of requiring each caller to
remember to call them. `run_unsafe` will continue to not validate
parameters, since it is used in the multi-threaded executor when we want
to validate and run in separate tasks.

Note that this makes type inference a little more brittle. A function
that returns `Result<T>` can be considered either a fallible system
returning `T` or an infallible system returning `Result<T>` (and this is
important to continue supporting `pipe`-based error handling)! So there
are some cases where the output type of a system can no longer be
inferred. It will work fine when directly adding to a schedule, since
then the output type is fixed to `()` (or `bool` for run conditions).
And it will work fine when `pipe`ing to a system with a typed input
parameter.

I used a dedicated `RunSystemError` for the error type instead of plain
`BevyError` so that skipping a system does not box an error or capture a
backtrace.
2025-07-03 21:48:09 +00:00
Wuketuke
4564a5ba0d
improved the entity_index_map unit test (#19936)
...which previously used a HashSet, whos iter has no ordering guarantee

fixes #19687
i also discovered that the asserted order in the unit test is reversed,
so i fixed that. I dont know if that reversed order is intentional

Edit: i referenced the wrong issue oops
2025-07-03 20:36:09 +00:00
theotherphil
4e32caf027
Fix docs typo (#19937)
Fix a doc comment typo.
2025-07-03 19:02:50 +00:00
Joe Buehler
d16d216083
Add support for returning all Component and values to query method in the Bevy Remote Protocol (#19857)
# Objective

We should have an API with filtering to allow BRP clients to retrieve
all relevant data from the world state. Currently working on adding
examples - but reviews are appreciated! Still semi-WIP while I get my
head around bevy’s reflection and implementation :)

## Solution

This change adds support to query all entities in the world, and returns
all of their Reflected Components with corresponding values. For custom
`Components` it's important to still implement `Reflect` so that this
endpoint returns these. This will be useful for the
`bevy_entity_inspector` so that we can easily get the current world
state. We have modified the existing query API
so that clients can now pass in an empty `components[]` on the JSON
request.

## Testing

Updated example to showcase how to use the new endpoint to get all data:
```rust
/// Create a query_all request to send to the remote Bevy app.
/// This request will return all entities in the app, their components, and their
/// component values.
fn run_query_all_components_and_entities(url: String) -> Result<(), anyhow::Error> {
    let query_all_req = BrpRequest {
        jsonrpc: String::from("2.0"),
        method: String::from(BRP_QUERY_METHOD),
        id: Some(serde_json::to_value(1)?),
        params: None,
    };
    println!("query_all req: {:#?}", query_all_req);
    let query_all_res = ureq::post(&url)
        .send_json(query_all_req)?
        .body_mut()
        .read_json::<serde_json::Value>()?;
    println!("{query_all_res:#}");
    Ok(())
}
```

---

## Showcase
In the `client.rs` example, we can clearly see (assuming the `server.rs`
is running) a query hit for all entities and components:
```text
query_all req: BrpRequest {
    jsonrpc: "2.0",
    method: "bevy/query",
    id: Some(
        Number(1),
    ),
    params: Some(
        Object {
            "data": Object {
                "components": Array [],
                "has": Array [],
                "option": Array [],
            },
            "filter": Object {
                "with": Array [],
                "without": Array [],
            },
            "strict": Bool(false),
        },
    ),
}
```

And in the massive response:
```text
.....
{
      "components": {
        "bevy_window::monitor::Monitor": {
          "name": "\\\\.\\DISPLAY1",
          "physical_height": 1080,
          "physical_position": [
            -1920,
            0
          ],
          "physical_width": 1920,
          "refresh_rate_millihertz": 240000,
          "scale_factor": 1.25,
          "video_modes": [
            {
              "bit_depth": 32,
              "physical_size": [
                1920,
                1080
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                1680,
                1050
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                1600,
                900
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                1440,
                900
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                1400,
                1050
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                1366,
                768
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                1360,
                768
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                1280,
                1024
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                1280,
                960
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                1280,
                800
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                1280,
                768
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                1280,
                720
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                1280,
                600
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                1152,
                864
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                1024,
                768
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                800,
                600
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                640,
                480
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                640,
                400
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                512,
                384
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                400,
                300
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                320,
                240
              ],
              "refresh_rate_millihertz": 240000
            },
            {
              "bit_depth": 32,
              "physical_size": [
                320,
                200
              ],
              "refresh_rate_millihertz": 240000
            }
          ]
        }
      },
      "entity": 4294967267
    },
....
```

What's also really cool about this and `bevy_reflect` is that we also
get custom components returned as well (see below for `"server::Cube":
1.0` as the custom reflected struct specified in `server.rs`:

```text
{
      "components": {
        "bevy_render::primitives::Aabb": {
          "center": [
            0.0,
            0.0,
            0.0
          ],
          "half_extents": [
            0.5,
            0.5,
            0.5
          ]
        },
        "bevy_render::view::visibility::InheritedVisibility": true,
        "bevy_render::view::visibility::ViewVisibility": true,
        "bevy_render::view::visibility::Visibility": "Inherited",
        "bevy_transform::components::global_transform::GlobalTransform": [
          1.0,
          0.0,
          0.0,
          0.0,
          1.0,
          0.0,
          0.0,
          0.0,
          1.0,
          0.0,
          2.4572744369506836,
          0.0
        ],
        "bevy_transform::components::transform::Transform": {
          "rotation": [
            0.0,
            0.0,
            0.0,
            1.0
          ],
          "scale": [
            1.0,
            1.0,
            1.0
          ],
          "translation": [
            0.0,
            2.4572744369506836,
            0.0
          ]
        },
        "bevy_transform::components::transform::TransformTreeChanged": null,
        "server::Cube": 1.0
      },
```

---------

Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2025-07-03 18:51:32 +00:00
Christian Hughes
ebf87f56ef
Use SlotMaps to store systems and system sets in Schedules (#19352)
# Objective

- First step towards #279

## Solution

Makes the necessary internal data structure changes in order to allow
system removal to be added in a future PR: `Vec`s storing systems and
system sets in `ScheduleGraph` have been replaced with `SlotMap`s.

See the included migration guide for the required changes.

## Testing

Internal changes only and no new features *should* mean no new tests are
requried.
2025-07-03 18:50:54 +00:00
Emerson Coskey
bbf91a6964
spec_v2: minor revisions (#19923)
- renamed `spec_v2` related modules, that commit slipped through the
other pr #17373
- revised struct and trait docs for clarity, and gave a short intro to
specialization
- turns out the derive macro was broken, fixed that too
2025-07-03 17:49:04 +00:00
James Lucas
0f1eebed38
Fixing sprite pixel space point computation for sprites with zero custom_size (#19907)
# Objective

Current implementation of `Sprite::compute_pixel_space_point` always
returns the sprite centre as an `Ok` point when the `custom_size` is set
to `Vec2::ZERO`. This leads to unexpected behaviour. For example, it
causes these sprites to block all interactions with other sprites in the
picking backend (under default settings). This small PR:

- Fixes sprite pixel space point computation for sprites with zero
custom_size
- Resolves issue #19880.

## Solution

We handle the zero custom_size case explicitly and return
`Err(point_relative_to_sprite_center)` instead of
`Ok(point_relative_to_texture)`.

## Testing

Implemented a new test for zero custom_size sprites within the
`bevy_sprite::sprite` module. Also verified that the example from issue
#19880 is behaving as expected.

No further testing is required.

- How can other people (reviewers) test your changes? Is there anything
specific they need to know?

Can run the simple application example from the linked issue. Or
evaluate the implemented test.

---------

Co-authored-by: James Lucas <jalucas@nvidia.com>
2025-07-03 17:43:32 +00:00
Talin
870490808d
Feathers toggle switches. (#19928)
# Objective

This is the Feathers toggle switch widget (without animation).

Part of #19236 

### Showcase

<img width="143" alt="toggles"
src="https://github.com/user-attachments/assets/c04afc06-5a57-4bc6-8181-99efbd1bebef"
/>
2025-07-03 01:09:31 +00:00
Greeble
05d954e1ab
Add test that repros #11111 (different loader settings produce same asset) (#19094)
## Objective

Add a test that reproduces #11111 (and partially #18267). The bug is
that asset loader settings are effectively ignored if the same asset is
loaded multiple times with different settings.

## Solution

Add a unit test to `bevy_assets/lib.rs`. The test will be marked as
`#[ignore]` until #11111 is fixed.

```rust
// Load the same asset with different settings.

let handle_1 = load(asset_server, "test.u8", 1);
let handle_2 = load(asset_server, "test.u8", 2);

// Handles should be different.

assert_ne!(handle_1, handle_2);
```

## Concerns

I'm not 100% sure that the current behaviour is actually broken - I
can't see anything in the asset system design docs that explicitly says
different settings should create different asset ids.

UPDATE: Sentiment from issue comments and discord varies between "bug"
and "undesirable consequence of design decisions, alternatives should be
explored". So I've concluded that the test is valid and desirable.

## Testing

```sh
cargo test -p bevy_asset --features multi_threaded

# Or to repro the issue:
cargo test -p bevy_asset --features multi_threaded -- --ignored
```
2025-07-02 22:39:04 +00:00
andriyDev
8098cf21ca
Use RenderStartup in bevy_anti_aliasing. (#19897)
# Objective

- Progress towards #19887.

## Solution

- Rewrite the FromWorld impls to systems that create the pipeline
resources.

## Testing

- Ran the `anti_aliasing` example and it still works.
2025-07-02 22:38:44 +00:00
andriyDev
e70f84536a
Use RenderStartup in bevy_gizmos. (#19898)
# Objective

- Progress towards #19887.

## Solution

- Convert `FromWorld` impls into systems that run in `RenderStartup`.
- Add an ordering constraint to ensure that necessary resources exist.

## Testing

- Ran `2d_gizmos` and `3d_gizmos` examples and it still worked.
2025-07-02 20:38:37 +00:00
robtfm
b79b8133c8
fix skin uniform buffer size (#19888)
# Objective

for `BufferUsages::STORAGE` on webgpu (and maybe other contexts), buffer
sizes must be a multiple of 4. the skin uniform buffer starts at 16384
then increases by 1.5x, which eventually hits a number which isn't

## Solution

`.next_multiple_of(4)`
2025-07-02 20:06:27 +00:00
Greeble
861e778c4c
Add unit structs for each ease function (#18739)
## Objective

Allow users to directly call ease functions rather than going through
the `EaseFunction` struct. This is less verbose and more efficient when
the user doesn't need the data-driven aspects of `EaseFunction`.

## Background

`EaseFunction` is a flexible and data-driven way to apply easing. But
that has a price when a user just wants to call a specific ease
function:

```rust
EaseFunction::SmoothStep.sample(t);
```

This is a bit verbose, but also surprisingly inefficient. It calls the
general `EaseFunction::eval`, which won't be inlined and adds an
unnecessary branch. It can also increase code size since it pulls in all
ease functions even though the user might only require one. As far as I
can tell this is true even with `opt-level = 3` and `lto = "fat"`.

```asm
; EaseFunction::SmoothStep.sample_unchecked(t)
lea rcx, [rip + __unnamed_2] ; Load the disciminant for EaseFunction::SmoothStep.
movaps xmm1, xmm0
jmp bevy_math::curve::easing::EaseFunction::eval    
```

## Solution

This PR adds a struct for each ease function. Most are unit structs, but
a couple have parameters:

```rust
SmoothStep.sample(t);

Elastic(50.0).sample(t);

Steps(4, JumpAt::Start).sample(t)
```

The structs implement the `Curve<f32>` trait. This means they fit into
the broader `Curve` system, and the user can choose between `sample`,
`sample_unchecked`, and `sample_clamped`. The internals are a simple
function call so the compiler can easily estimate the cost of inlining:

```asm
; SmoothStep.sample_unchecked(t)
movaps xmm1, xmm0
addss xmm1, xmm0
movss xmm2, dword ptr [rip + __real@40400000] ; 3.0
subss xmm2, xmm1
mulss xmm2, xmm0
mulss xmm0, xmm2
```

In a microbenchmark this is around 4x faster. If inlining permits
auto-vectorization then it's 20-50x faster, but that's a niche case.

Adding unit structs is also a small boost to discoverability - the unit
struct can be found in VS Code via "Go To Symbol" -> "smoothstep", which
doesn't find `EaseFunction::SmoothStep`.

### Concerns

- While the unit structs have advantages, they add a lot of API surface
area.
- Another option would have been to expose the underlying functions.
  - But functions can't implement the `Curve` trait.
- And the underlying functions are unclamped, which could be a footgun.
- Or there have to be three functions to cover unchecked/checked/clamped
variants.
- The unit structs can't be used with `EasingCurve`, which requires
`EaseFunction`.
  - This might confuse users and limit optimisation.
    -  Wrong: `EasingCurve::new(a, b, SmoothStep)`.
    -  Right: `EasingCurve::new(a, b, EaseFunction::SmoothStep)`.
- In theory `EasingCurve` could be changed to support any `Curve<f32>`
or a more limited trait.
- But that's likely to be a breaking change and raises questions around
reflection and reliability.
- The unit structs don't have serialization.
- I don't know much about the motivations/requirements for
serialization.
- Each unit struct duplicates the documentation of `EaseFunction`.
- This is convenient for the user, but awkward for anyone updating the
code.
- Maybe better if each unit struct points to the matching
`EaseFunction`.
  - Might also make the module page less intimidating (see screenshot).


![image](https://github.com/user-attachments/assets/59d1cf1f-d136-437f-8ad6-fdae8ca7d57a)

## Testing

```
cargo test -p bevy_math
```
2025-07-02 19:18:20 +00:00
charlotte 🌸
18712f31f9
Make render and compute pipeline descriptors defaultable. (#19903)
A few versions ago, wgpu made it possible to set shader entry point to
`None`, which will select the correct entry point in file where only a
single entrypoint is specified. This makes it possible to implement
`Default` for pipeline descriptors. This PR does so and attempts to
`..default()` everything possible.
2025-07-02 18:47:27 +00:00
Nicholas Nethercote
1b4cf02fc8
bevy_reflect: streamline generated FromReflect::from_reflect (#19906)
# Objective

Generated `from_reflect` methods use closures in a weird way, e.g.:
```rust
    x: (|| {
        <f32 as ::bevy::reflect::FromReflect>::from_reflect(
            ::bevy::reflect::Struct::field(__ref_struct, "x")?,
        )   
    })()?,
```
The reason for this is because when `#[reflect(Default)]` is used, you
instead get stuff like this:
```rust
    if let ::core::option::Option::Some(__field) = (|| {
        <f32 as ::bevy::reflect::FromReflect>::from_reflect(
            ::bevy::reflect::Struct::field(__ref_struct, "x")?,
        )   
    })() {
        __this.x = __field;
    } 
```
and the closure is necessary to contain the scope of the `?`. But the
first case is more common.

Helps with #19873.

## Solution

Avoid the closure in the common case.

## Testing

I used cargo expand to confirm the closures are no longer produced in
the common case.

`-Zmacro-stats` output tells me this reduces the size of the `Reflect`
code produced for `bevy_ui` by 0.5%.
2025-07-02 14:59:20 +00:00
andriyDev
f95f42b44a
Allow calling add_render_graph_node on World. (#19912)
# Objective

- This unblocks some work I am doing for #19887.

## Solution

- Rename `RenderGraphApp` to `RenderGraphExt`.
- Implement `RenderGraphExt` for `World`.
- Change `SubApp` and `App` to call the `World` impl.
2025-07-02 14:56:18 +00:00
Nicholas Nethercote
607f9f24d3
Avoid unnecessary ReflectMeta arguments (#19919)
# Objective

`WhereClauseOption` contains a reference to a `ReflectMeta`. Oddly
enough, a bunch of functions that take a `WhereClauseOption` argument
also take a `ReflectMeta` reference argument, which is exactly the same
as the reference in the `WhereClauseOption`.

## Solution

This commit removes the redundant `ReflectMeta` argument from these
functions. This requires adding a `WhereClauseOption::meta` getter
method.

## Testing

`cargo run -p ci`
2025-07-02 14:53:52 +00:00
Alix Bott
ee1807395e
Implement MapEntities for arrays, HashMap, BTreeMap, IndexMap (#19908)
# Objective

- `MapEntities` is not implemented for arrays, `HashMap`, `BTreeMap`,
and `IndexMap`.

## Solution

- Implement `MapEntities` for arrays, `HashMap`, `BTreeMap`, `IndexMap`

## Testing

- I didn't add a test for this as the implementations seems pretty
trivial
2025-07-02 14:50:55 +00:00
SpecificProtagonist
9e0c66bd65
Ecs derive docs (#19892)
# Objective

Concise syntax docs on `Component`/`Event` derives. Partial fix for
#19537.

## Solution

Only document syntax. The doc tests are set to ignore because the macro
relies on the presence of `bevy_ecs`.
2025-07-02 14:44:18 +00:00
andriyDev
d05c435848
Replace Handle::Weak with Handle::Uuid. (#19896)
# Objective

- Progress towards #19024.

## Solution

- Remove `Handle::Weak`!

If users were relying on `Handle::Weak` for some purpose, they can
almost certainly replace it with raw `AssetId` instead. If they cannot,
they can make their own enum that holds either a Handle or an AssetId.
In either case, we don't need weak handles!

Sadly we still need Uuid handles since we rely on them for "default"
assets and "invalid" assets, as well as anywhere where a component wants
to impl default with a non-defaulted asset handle. One step at a time
though!
2025-07-02 14:40:35 +00:00
andriyDev
1a410efd24
Flatten PrepassPipelineInternal into PrepassPipeline. (#19909)
# Objective

- PrepassPipelineInternal used to exist to optimize compile time and
binary size when PrepassPipeline was generic over the material.
- After #19667, PrepassPipeline is no longer generic!

## Solution

- Flatten all the fields of `PrepassPipelineInternal` into
`PrepassPipeline`.
2025-07-01 19:27:42 +00:00
ickshonpe
a949867a1c
UI z-ordering fix (#19691)
# Objective

During the migration to required components a lot of things were changed
around and somehow the draw order for some UI elements ended up
depending on the system ordering in `RenderSystems::Queue`, which can
sometimes result in the elements being drawn in the wrong order.

Fixes #19674

## Solution

* Added some more `stack_z_offsets` constants and used them to enforce
an explicit ordering.
* Removed the `stack_index: u32` field from `ExtractedUiNodes` and
replaced it with a `z_order: f32` field.

These changes should fix all the ordering problems. 

## Testing

I added a nine-patched bordered node with a navy background color to the
slice section of the `testbed_ui` example.
The border should always be drawn above the background color.
2025-07-01 19:20:07 +00:00
ickshonpe
5e8aa7986b
Newtyped ScrollPosition (#19881)
# Objective

Change `ScrollPosition` to newtype `Vec2`. It's easier to work with a
`Vec2` wrapper than individual fields.

I'm not sure why this wasn't newtyped to start with. Maybe the intent
was to support responsive coordinates eventually but that probably isn't
very useful or straightforward to implement. And even if we do want to
support responsive coords in the future, it can newtype `Val2`.

## Solution

Change `ScrollPosition` to newtype `Vec2`. 

Also added some extra details to the doc comments.

## Testing

Try the `scroll` example.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-07-01 17:41:48 +00:00
Talin
b980d4ac22
Feathers checkbox (#19900)
Adds checkbox and radio buttons to feathers.

Showcase:

<img width="378" alt="feathers-checkbox-radio"
src="https://github.com/user-attachments/assets/76d35589-6400-49dd-bf98-aeca2f39a472"
/>
2025-07-01 06:59:14 +00:00
JMS55
8351da45f8
Solari: Merge reservoir file, reformulate confidence weight (#19895)
Some misc cleanup in preparation for future PRs.

* Merge reservoir.wgsl with restir_di.wgsl, as the reservoir is going to
be DI-specific and won't be reused for GI
* Reformulate confidence weights to not multiply by INITIAL_SAMPLES. The
multiplication cancels out, it doesn't matter.
2025-07-01 04:17:16 +00:00
charlotte 🌸
6ad93ede86
Correctly disable prepass/shadows when configured on MaterialPlugin<M> (#19890)
Previously, the specialize/queue systems were added per-material and the
plugin prepass/shadow enable flags controlled whether we added those
systems. Now, we make this a property of the material instance and check
for it when specializing. Fixes
https://github.com/bevyengine/bevy/issues/19850.
2025-07-01 03:24:58 +00:00
andriyDev
e072625264
Move ExtractInstancesPlugin<EnvironmentMapIds> init to app. (#19867)
# Objective

- This plugin currently does nothing. That's because we add the plugin
to the `RenderApp`. Inside the plugin it then looks for the `RenderApp`
itself, but since it was added **to** the `RenderApp`, it will never
find the `RenderApp`.

## Solution

- Move the plugin into build, and more importantly, add it to the app
not the render_app.
2025-07-01 03:24:41 +00:00
Talin
7b6c5f4431
Change core widgets to use callback enum instead of option (#19855)
# Objective

Because we want to be able to support more notification options in the
future (in addition to just using registered one-shot systems), the
`Option<SystemId>` notifications have been changed to a new enum,
`Callback`.

@alice-i-cecile
2025-07-01 03:23:38 +00:00
SpecificProtagonist
c6ba3d31cf
EntityEvent derive: Fix silent error (#19894)
# Objective
The `EntityEvent` derive macro only parsed the first `entity_event`
attr, resulting in the following event having auto propagation silently
turned off:
```rust
#[derive(Event, EntityEvent)]
#[entity_event(traversal = &'static ChildOf)]
#[entity_event(auto_propagate)]
struct MyEvent;
```

This should either fail to compile or be parsed correctly.

## Solution

Parse all `entity_event`.

## Testing

Cargo expand the snippet above. I haven't added an extra test for this.
2025-07-01 03:20:54 +00:00
Emerson Coskey
bdd3ef71b8
Composable Pipeline Specialization (#17373)
Currently, our specialization API works through a series of wrapper
structs and traits, which make things confusing to follow and difficult
to generalize.

This pr takes a different approach, where "specializers" (types that
implement `Specialize`) are composable, but "flat" rather than composed
of a series of wrappers. The key is that specializers don't *produce*
pipeline descriptors, but instead *modify* existing ones:

```rs
pub trait Specialize<T: Specializable> {
    type Key: SpecializeKey;
    
    fn specialize(
        &self, 
        key: Self::Key, 
        descriptor: &mut T::Descriptor
    ) -> Result<Canonical<Self::Key>, BevyError>;
}
```

This lets us use some derive magic to stick multiple specializers
together:

```rs
pub struct A;
pub struct B;

impl Specialize<RenderPipeline> for A { ... }
impl Specialize<RenderPipeline> for A { ... }

#[derive(Specialize)]
#[specialize(RenderPipeline)]
struct C {
    // specialization is applied in struct field order
    applied_first: A,
    applied_second: B,
}

type C::Key = (A::Key, B::Key);

```

This approach is much easier to understand, IMO, and also lets us
separate concerns better. Specializers can be placed in fully separate
crates/modules, and key computation can be shared as well.

The only real breaking change here is that since specializers only
modify descriptors, we need a "base" descriptor to work off of. This can
either be manually supplied when constructing a `Specializer` (the new
collection replacing `Specialized[Render/Compute]Pipelines`), or
supplied by implementing `HasBaseDescriptor` on a specializer. See
`examples/shader/custom_phase_item.rs` for an example implementation.

## Testing

- Did some simple manual testing of the derive macro, it seems robust.

---

## Showcase

```rs
#[derive(Specialize, HasBaseDescriptor)]
#[specialize(RenderPipeline)]
pub struct SpecializeMeshMaterial<M: Material> {
    // set mesh bind group layout and shader defs
    mesh: SpecializeMesh,
    // set view bind group layout and shader defs
    view: SpecializeView,
    // since type SpecializeMaterial::Key = (), 
    // we can hide it from the wrapper's external API
    #[key(default)]
    // defer to the GetBaseDescriptor impl of SpecializeMaterial, 
    // since it carries the vertex and fragment handles
    #[base_descriptor]
    // set material bind group layout, etc
    material: SpecializeMaterial<M>,
}

// implementation generated by the derive macro
impl <M: Material> Specialize<RenderPipeline> for SpecializeMeshMaterial<M> {
    type Key = (MeshKey, ViewKey);

    fn specialize(
        &self, 
        key: Self::Key, 
        descriptor: &mut RenderPipelineDescriptor
    ) -> Result<Canonical<Self::Key>, BevyError>  {
        let mesh_key = self.mesh.specialize(key.0, descriptor)?;
        let view_key = self.view.specialize(key.1, descriptor)?;
        let _ = self.material.specialize((), descriptor)?;
        Ok((mesh_key, view_key));
    }
}

impl <M: Material> HasBaseDescriptor<RenderPipeline> for SpecializeMeshMaterial<M> {
    fn base_descriptor(&self) -> RenderPipelineDescriptor {
        self.material.base_descriptor()
    }
}
```

---------

Co-authored-by: Tim Overbeek <158390905+Bleachfuel@users.noreply.github.com>
2025-07-01 01:32:44 +00:00
IceSentry
f98727c1b1
Use RenderStartup in MaterialPlugin (#19885)
# Objective

- The MaterialPlugin has some ugly code to initialize some data in the
render world
- #19887

## Solution

- Use the new RenderStartup schedule to use a system instead of using
the plugin `finish()`

## Testing

- Tested that the 3d_scene and shader_material example still work as
expected
2025-06-30 23:54:13 +00:00
Nicholas Nethercote
c7e28852cb
bevy_reflect: avoid duplicate type bounds in derived methods (#19876)
# Objective

Most of the impls derived for `#[derive(Reflect)]` have one set of type
bounds per field, like so:
```
        f32: ::bevy::reflect::FromReflect
            + ::bevy::reflect::TypePath
            + ::bevy::reflect::MaybeTyped
            + ::bevy::reflect::__macro_exports::RegisterForReflection,
```
If multiple fields have the same type, the bounds are repeated
uselessly. This can only hurt compile time and clogs up the `cargo
expand` output.

Avoiding this will help with
https://github.com/bevyengine/bevy/issues/19873.

## Solution

Use a hashset when collecting the bounds to eliminate duplicates.

## Testing

I used cargo expand to confirm the duplicate bounds are no longer
produced.

`-Zmacro-stats` outputs tells me this reduces the size of the `Reflect`
code produced for `bevy_ui` from 1_544_696 bytes to 1_467_967 bytes, a
5% drop.
2025-06-30 23:29:26 +00:00
Nicholas Nethercote
5aa520eac0
bevy_reflect: avoid useless with_{custom_attributes,docs} calls (#19875)
# Objective

`#[derive(Reflect)]` derives `Typed` impls whose `type_info` methods
contain useless calls to `with_custom_attributes` and `with_docs`, e.g.:
```
::bevy::reflect::NamedField:🆕:<f32>("x")
    .with_custom_attributes(
        ::bevy::reflect::attributes::CustomAttributes::default()
    )
    .with_docs(::core::option::Option::None),
```
This hurts compile times and makes the `cargo expand` output harder to
read. It might also hurt runtime speed, depending on whether the
compiler can optimize away the no-op methods.

Avoiding this will help with #19873.

## Solution

Check if the attributes/docs are empty before appending the method
calls.

## Testing

I used `cargo expand` to confirm the useless calls are no longer
produced.

`-Zmacro-stats` outputs tells me this reduces the size of the `Reflect`
impls produced for `bevy_ui` from 1_544_696 bytes to 1_511_214 bytes, a
2.2% drop. Only a small improvement, but it's a start.
2025-06-30 23:29:24 +00:00
Maxime Mulder
55c7766716
Update bevy website link in newer code (#19874)
# Objective

I was lurking and noticed that some links to the Bevy website were not
updated in newer code (`bevyengine.org` -> `bevy.org`).

## Solution

- Look for `bevyengine.org` occurrences in the current code, replace
them with `bevy.org`.

## Testing

- Did you test these changes? If so, how? I visited the Bevy website!
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?

## Longer term

- Maybe add a lint to flag references to the old website but I don't
know how to do that. But not sure it's needed as the more time will pass
the less it will be relevant.
2025-06-30 23:24:36 +00:00
IceSentry
88c280b9d2
Split LatePrepassNode query in a few groups (#19840)
# Objective

- That node has a bunch of query items that are mostly ignored in a few
places
- Previously this lead to having a long chain of ignored params that was
replaced with `..,`. This works, but this seems a bit more likely to
break in a subtle way if new parameters are added

## Solution

- Split the query in a few groups based on how it was already structured
(Mandatory, Optional, Has<T>)

## Testing

- None, it's just code style changes
2025-06-30 23:08:27 +00:00
Talin
9be1c36391
CoreScrollbar widget. (#19803)
# Objective

Part of #19236 


## Demo


![image](https://github.com/user-attachments/assets/8607f672-de8f-4339-bdfc-817b39f32e3e)


https://discord.com/channels/691052431525675048/743663673393938453/1387110701386039317

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
2025-06-30 23:02:03 +00:00
Jannik Obermann
83afcb5a2b
Fix ui picking outside the viewport (#19744)
# Objective

Fixes #19692 

## Solution

- Skip pointers outside the viewport.

## Testing

Tested with the following example:

<details>
<summary>Click to expand code</summary>

```rust
use bevy::{
    prelude::*, render:📷:Viewport, window::SystemCursorIcon, winit::cursor::CursorIcon,
};

fn main() -> AppExit {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .insert_resource(ClearColor(Color::BLACK))
        .run()
}

fn setup(mut commands: Commands, window: Single<&Window>) {
    //
    commands.spawn((
        Camera2d,
        Camera {
            clear_color: ClearColorConfig::Custom(Color::WHITE),
            viewport: Some(Viewport {
                physical_position: UVec2::new(
                    window.physical_width() / 4,
                    window.physical_height() / 4,
                ),
                physical_size: UVec2::new(
                    window.physical_width() / 2,
                    window.physical_height() / 2,
                ),
                ..default()
            }),
            ..default()
        },
    ));

    commands
        .spawn((
            Node {
                top: Val::Px(100.0),
                left: Val::Px(100.0),
                width: Val::Px(200.0),
                height: Val::Px(200.0),
                ..default()
            },
            BackgroundColor(Color::srgb(1.0, 0.0, 0.0)),
        ))
        .observe(|trigger: On<Pointer<Drag>>, mut node: Query<&mut Node>| {
            let mut node = node.get_mut(trigger.target()).unwrap();
            node.left = Val::Px(px(node.left) + trigger.delta.x);
            node.top = Val::Px(px(node.top) + trigger.delta.y);
        })
        .observe(
            |_: On<Pointer<DragStart>>,
             window: Single<Entity, With<Window>>,
             mut commands: Commands| {
                commands
                    .entity(*window)
                    .insert(CursorIcon::from(SystemCursorIcon::Grabbing));
            },
        )
        .observe(
            |_: On<Pointer<DragEnd>>,
             window: Single<Entity, With<Window>>,
             mut commands: Commands| {
                commands.entity(*window).remove::<CursorIcon>();
            },
        );
}

fn px(val: Val) -> f32 {
    match val {
        Val::Px(px) => px,
        _ => 0.0,
    }
}
```
</details>

## Additional information

This is at least also broken on the sprite picking backend. I guess the
fix for other backends are also trivial if this is correct.
(Sprite picking: #19747)
2025-06-30 22:46:56 +00:00
Jannik Obermann
169254b938
Fix sprite picking viewport (#19747)
# Objective

Fixes sprite picking when using a viewport. Related to #19744.

## Solution

- Do not substract `viewport.min` as `Camera::viewport_to_world` already
does that.
- Skip pointers outside the viewport.

## Testing

Tested with the following example:

<details>
<summary>Click to expand code</summary>

```rust
use bevy::{
    prelude::*, render:📷:Viewport, window::SystemCursorIcon, winit::cursor::CursorIcon,
};

fn main() -> AppExit {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_systems(Startup, setup)
        .insert_resource(ClearColor(Color::BLACK))
        .run()
}

fn setup(mut commands: Commands, window: Single<&Window>) {
    commands.spawn((
        Camera2d,
        Camera {
            clear_color: ClearColorConfig::Custom(Color::WHITE),
            viewport: Some(Viewport {
                physical_position: UVec2::new(
                    window.physical_width() / 4,
                    window.physical_height() / 4,
                ),
                physical_size: UVec2::new(
                    window.physical_width() / 2,
                    window.physical_height() / 2,
                ),
                ..default()
            }),
            ..default()
        },
    ));

    commands
        .spawn((
            Transform::from_xyz(100.0, 100.0, 0.0),
            Sprite::from_color(Color::srgb(0.0, 1.0, 0.0), Vec2::new(200.0, 200.0)),
            Pickable::default(),
        ))
        .observe(
            |trigger: On<Pointer<Drag>>, mut transform: Query<&mut Transform>| {
                let mut transform = transform.get_mut(trigger.target()).unwrap();
                transform.translation.x += trigger.delta.x;
                transform.translation.y -= trigger.delta.y;
            },
        )
        .observe(
            |_: On<Pointer<DragStart>>,
             window: Single<Entity, With<Window>>,
             mut commands: Commands| {
                commands
                    .entity(*window)
                    .insert(CursorIcon::from(SystemCursorIcon::Grabbing));
            },
        )
        .observe(
            |_: On<Pointer<DragEnd>>,
             window: Single<Entity, With<Window>>,
             mut commands: Commands| {
                commands.entity(*window).remove::<CursorIcon>();
            },
        );
}
```
</details>
2025-06-30 22:46:44 +00:00
andriyDev
38058965ef
Restructure the logic in AssetServer::load_internal to avoid using weak handles. (#19634)
# Objective

- A step towards #19024.
- The logic here was kinda complex before.

## Solution

- I've restructured the logic here while preserving the behavior (as far
as I can tell).
- We no longer return the handle if it was passed in. The caller should
already have access to it, and the returned handle will be a weak
handle, not a strong handle (which can cause issues). This prevents us
from needing weak handles at all here.
- I verified the callers do not need the return value. The only callsite
that needs the returned handle does not pass in the input_handle
argument.

## Testing

- CI
2025-06-30 22:39:59 +00:00
andriyDev
2ea8f779c3
Prevent AnimationGraph from serializing AssetIds. (#19615)
# Objective

- A step towards #19024.
- `AnimationGraph` can serialize raw `AssetId`s. However for normal
handles, this is a runtime ID. This means it is unlikely that the
`AssetId` will correspond to the same asset after deserializing -
effectively breaking the graph.

## Solution

- Stop allowing `AssetId` to be serialized by `AnimationGraph`.
Serializing a handle with no path is now an error.
- Add `MigrationSerializedAnimationClip`. This is an untagged enum for
serde, meaning that it will take the first variant that deserializes. So
it will first try the "modern" version, then it will fallback to the
legacy version.
- Add some logging/error messages to explain what users should do.

Note: one limitation here is that this removes the ability to serialize
and deserialize UUIDs. In theory, someone could be using this to have a
"default" animation. If someone inserts an empty `AnimationClip` into
the `Handle::default()`, this **might** produce a T-pose. It might also
do nothing though. Unclear! I think this is worth the risk for
simplicity as it seems unlikely that people are sticking UUIDs in here
(or that you want a default animation in **any** AnimationGraph).

## Testing

- Ran `cargo r --example animation_graph -- --save` on main, then ran
`cargo r --example animation_graph` on this PR. The PR was able to load
the old data (after #19631).
2025-06-30 22:26:05 +00:00
Guillaume Wafo-Tapa
6eb6afeb2d
Spawn batch with relationship (#19519)
# Objective

Fixes #19356
Issue: Spawning a batch of entities in relationship with the same target
adds the relationship between the target and only the last entity of the
batch. `spawn_batch` flushes only after having spawned all entities.
This means each spawned entity will have run the `on_insert` hook of its
`Relationship` component. Here is the relevant part of that hook:
```Rust
            if let Some(mut relationship_target) =
                target_entity_mut.get_mut::<Self::RelationshipTarget>()
            {
                relationship_target.collection_mut_risky().add(entity);
            } else {
                let mut target = <Self::RelationshipTarget as RelationshipTarget>::with_capacity(1);
                target.collection_mut_risky().add(entity);
                world.commands().entity(target_entity).insert(target);
            }
```
Given the above snippet and since there's no flush between spawns, each
entity finds the target without a `RelationshipTarget` component and
defers the insertion of that component with the entity's id as the sole
member of its collection. When the commands are finally flushed, each
insertion after the first replaces the one before and in the process
triggers the `on_replace` hook of `RelationshipTarget` which removes the
`Relationship` component from the corresponding entity. That's how we
end up in the invalid state.

## Solution

I see two possible solutions
1. Flush after every spawn
2. Defer the whole code snippet above

I don't know enough about bevy as a whole but 2. seems much more
efficient to me. This is what I'm proposing here. I have a doubt though
because I've started to look at #19348 that 1. would fix as well.

## Testing

I added a test for the issue. I've put it in `relationship/mod.rs` but I
could see it in `world/spawn_batch.rs` or `lib.rs` because the test is
as much about `spawn_batch` as it is about relationships.
2025-06-30 22:13:38 +00:00
robtfm
a2992fcffd
Light Textures (#18031)
# Objective

add support for light textures (also known as light cookies, light
functions, and light projectors)


![image](https://github.com/user-attachments/assets/afdb23e2-b35f-4bf0-bf92-f883cd7db771)

## Solution

- add components:

```rs
/// Add to a [`PointLight`] to add a light texture effect.
/// A texture mask is applied to the light source to modulate its intensity,  
/// simulating patterns like window shadows, gobo/cookie effects, or soft falloffs.
pub struct PointLightTexture {
    /// The texture image. Only the R channel is read.
    pub image: Handle<Image>,
    /// The cubemap layout. The image should be a packed cubemap in one of the formats described by the [`CubemapLayout`] enum.
    pub cubemap_layout: CubemapLayout,
}

/// Add to a [`SpotLight`] to add a light texture effect.
/// A texture mask is applied to the light source to modulate its intensity,  
/// simulating patterns like window shadows, gobo/cookie effects, or soft falloffs.
pub struct SpotLightTexture {
    /// The texture image. Only the R channel is read.
    /// Note the border of the image should be entirely black to avoid leaking light.
    pub image: Handle<Image>,
}

/// Add to a [`DirectionalLight`] to add a light texture effect.
/// A texture mask is applied to the light source to modulate its intensity,  
/// simulating patterns like window shadows, gobo/cookie effects, or soft falloffs.
pub struct DirectionalLightTexture {
    /// The texture image. Only the R channel is read.
    pub image: Handle<Image>,
    /// Whether to tile the image infinitely, or use only a single tile centered at the light's translation
    pub tiled: bool,
}
```

- store images to the `RenderClusteredDecals` buffer
- read the image and modulate the lights
- add `light_textures` example to showcase the new features

## Testing

see light_textures example
2025-06-30 21:56:17 +00:00
François Mockers
bcb5520742
bevy_window: fix compilation without default features (#19870)
# Objective

- bevy_window fails to compile without default features

```
error: cannot find derive macro `Reflect` in this scope
    --> crates/bevy_window/src/window.rs:1474:60
     |
1474 | #[derive(Default, Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect)]
     |                                                            ^^^^^^^

warning: unused import: `format`
 --> crates/bevy_window/src/window.rs:1:30
  |
1 | use alloc::{borrow::ToOwned, format, string::String};
  |                              ^^^^^^
  |
  = note: `#[warn(unused_imports)]` on by default

warning: `bevy_window` (lib) generated 1 warning
error: could not compile `bevy_window` (lib) due to 1 previous error; 1 warning emitted
```

## Solution

- Fix them

## Testing

`cargo build -p bevy_window --no-default-features --features
bevy_math/libm`
2025-06-30 20:51:52 +00:00
dependabot[bot]
c6a6afc60a
Update petgraph requirement from 0.7 to 0.8 (#19878)
Dependabot will resolve any conflicts with this PR as long as you don't
alter it yourself. You can also trigger a rebase manually by commenting
`@dependabot rebase`.

[//]: # (dependabot-automerge-start)
[//]: # (dependabot-automerge-end)

---

<details>
<summary>Dependabot commands and options</summary>
<br />

You can trigger Dependabot actions by commenting on this PR:
- `@dependabot rebase` will rebase this PR
- `@dependabot recreate` will recreate this PR, overwriting any edits
that have been made to it
- `@dependabot merge` will merge this PR after your CI passes on it
- `@dependabot squash and merge` will squash and merge this PR after
your CI passes on it
- `@dependabot cancel merge` will cancel a previously requested merge
and block automerging
- `@dependabot reopen` will reopen this PR if it is closed
- `@dependabot close` will close this PR and stop Dependabot recreating
it. You can achieve the same result by closing it manually
- `@dependabot show <dependency name> ignore conditions` will show all
of the ignore conditions of the specified dependency
- `@dependabot ignore this major version` will close this PR and stop
Dependabot creating any more for this major version (unless you reopen
the PR or upgrade to it yourself)
- `@dependabot ignore this minor version` will close this PR and stop
Dependabot creating any more for this minor version (unless you reopen
the PR or upgrade to it yourself)
- `@dependabot ignore this dependency` will close this PR and stop
Dependabot creating any more for this dependency (unless you reopen the
PR or upgrade to it yourself)


</details>

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2025-06-30 16:56:00 +00:00
François Mockers
01eff3ea93
bevy_render: fix clippy on wasm (#19872)
# Objective

- bevy_render has unfulfilled expected clippy lints in wasm

## Solution

- Don't expect them in wasm

## Testing

`cargo clippy --target wasm32-unknown-unknown -p bevy_render --no-deps
-- -D warnings`
2025-06-29 22:09:37 +00:00
atlv
a8bb208ed3
optimize ktx2 level data concatenation (#19845)
# Objective

- avoid several internal vec copies while collecting all the level data
in ktx2 load
- merge another little piece of #18411 (benchmarks there found this to
be a significant win)

## Solution

- reserve and extend

## Testing

- ran a few examples that load ktx2 images, like ssr. looks fine

## Future work

- fast path logic to skip the reading into different vecs and just read
it all in one go into the final buffer instead
- as above, but directly into gpu staging buffer perhaps
2025-06-29 21:59:56 +00:00
François Mockers
764be9199c
bevy_winit: fix compile and clippy on wasm (#19869)
# Objective

- bevy_winit has a warning when compiling without default feature on
linux
- bevy_winit has a clippy warning when compiling in wasm

## Solution

- Fix them

## Testing

```
cargo build -p bevy_winit --no-default-features --features winit/x11
cargo clippy --target wasm32-unknown-unknown -p bevy_winit --no-deps -- -D warnings
```
2025-06-29 21:30:28 +00:00
François Mockers
a98b5683ae
bevy_asset: fix clippy in wasm (#19865)
# Objective

- bevy_asset has a clippy warning in wasm:
[`clippy::io_other_error`](https://rust-lang.github.io/rust-clippy/master/index.html#io_other_error)

```
error: this can be `std::io::Error::other(_)`
  --> crates/bevy_asset/src/io/wasm.rs:50:9
   |
50 |         std::io::Error::new(std::io::ErrorKind::Other, message)
   |         ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
   |
   = help: for further information visit https://rust-lang.github.io/rust-clippy/master/index.html#io_other_error
   = note: `-D clippy::io-other-error` implied by `-D warnings`
   = help: to override `-D warnings` add `#[allow(clippy::io_other_error)]`
help: use `std::io::Error::other`
   |
50 -         std::io::Error::new(std::io::ErrorKind::Other, message)
50 +         std::io::Error::other(message)
```

## Solution

- Fix it

## Testing

`cargo clippy --target wasm32-unknown-unknown -p bevy_asset --no-deps --
-D warnings`
2025-06-29 20:36:53 +00:00
JMS55
56710df934
bevy_solari ReSTIR DI (#19790)
# Objective

- Add temporal and spatial resampling to bevy_solari.

# Showcase
ReSTIR:

![image](https://github.com/user-attachments/assets/9b563713-d0cb-4f33-b402-dfa5a13ef3e2)

Previous RIS: 

![455750793-b70b968d-9c73-4983-9b6b-b60cace9b47a](https://github.com/user-attachments/assets/e62c852b-1f2c-4e86-ab35-a8058e9339d6)
2025-06-29 19:01:32 +00:00
atlv
ec1916a240
Dds transcode channel order fix (#19849)
# Objective

- Fix bug in dds channel order transcode
- taken from #18411

## Solution

- fix it
- improve docs a bit

## Testing

- example in linked pr
2025-06-29 18:19:05 +00:00
IceSentry
37aae00120
Add RenderStartup schedule to the RenderApp (#19841)
# Objective

- We sometimes want to spawn things on startup that only exist in the
RenderApp but right now there's no equivalent to the Startup schedule on
the RenderApp so we need to do all of that in the plugin build/finish
code

## Solution

- Add a RenderStartup schedule that runs on the RenderApp after the
plugins are initialized

## Testing

- I ported the custom_post_processing example to use this new schedule
and things worked as expected. I will push the change in a follow up PR
2025-06-29 18:14:10 +00:00
ickshonpe
e9daac4f11
Move TextShadow to text widget module (#19579)
# Objective

It's odd that `TextShadow` is accessible by importing `bevy::ui::*` but
`Text` isn't.

Move the `TextShadow` component to `text` widget module and move its
type registration to the `build_text_interop` function.
2025-06-29 17:37:04 +00:00
François Mockers
e6e731017d
bevy_input: build warnings without bevy_reflect (#19862)
# Objective

- bevy_input has build warnings when bevy_reflect isn't enabled

## Solution

- Fix them

## Testing

`cargo build -p bevy_input --no-default-features --features
bevy_math/libm`
2025-06-29 17:13:43 +00:00
François Mockers
c077c65ddd
bevy_utils: clippy without debug feature enabled (#19861)
# Objective

- bevy_utils has warnings with clippy

## Solution

- Fix them

## Testing

`cargo clippy -p bevy_utils  --no-deps -- -D warnings`
2025-06-29 17:13:27 +00:00
François Mockers
5f497efe90
bevy_platform: clippy without default features (#19860)
# Objective

- bevy_platform has clippy warnings when building without default
features

## Solution

- Fix them

## Testing

`cargo clippy -p bevy_platform --no-default-features --no-deps -- -D
warnings`
2025-06-29 17:12:57 +00:00
François Mockers
1fe559730c
bevy_ecs: remove use of needless_return (#19859)
# Objective

- bevy_ecs has a expected lint that is both needed and unneeded

## Solution

- Change the logic so that it's always not needed

## Testing

`cargo clippy -p bevy_ecs --no-default-features --no-deps -- -D
warnings`
2025-06-29 17:12:33 +00:00
François Mockers
8e12b1f0b2
bevy_ui compilation (#19858)
# Objective

- `bevy_ui` has errors and warnings when building independently

## Solution

- properly use the `bevy_ui_picking_backend` feature

## Testing

`cargo build -p bevy_ui`
2025-06-29 17:12:11 +00:00
Brian Reavis
795e273a9a
Don't create errors for ignored failed commands (#19718)
# Objective

1. Reduce overhead from error handling for ECS commands that
intentionally ignore errors, such as `try_despawn`. These commands
currently allocate error objects and pass them to a no-op handler
(`ignore`), which can impact performance when many operations fail.

2. Fix a hang when removing `ChildOf` components during entity
despawning. Excessive logging of these failures can cause significant
hangs (I'm noticing around 100ms).
    - Fixes https://github.com/bevyengine/bevy/issues/19777
    - Fixes https://github.com/bevyengine/bevy/issues/19753

<img width="1387" alt="image"
src="https://github.com/user-attachments/assets/5c67ab77-97bb-46e5-b287-2c502bef9358"
/>


## Solution

* Added a `ignore_error` method to the `HandleError` trait to use
instead of `handle_error_with(ignore)`. It swallows errors and does not
create error objects.
* Replaced `remove::<ChildOf>` with `try_remove::<ChildOf>` to suppress
expected (?) errors and reduce log noise.

## Testing

- I ran these changes on a local project.
2025-06-29 16:34:20 +00:00
Chris Russell
85448b767e
Make DebugName work when building with no default features (#19824)
# Objective

Let `bevy_utils` build with no default features.  

`cargo build -p bevy_utils --no-default-features` currently fails with 

```
error[E0433]: failed to resolve: use of unresolved module or unlinked crate `alloc`
 --> crates\bevy_utils\src\debug_info.rs:1:5
  |
1 | use alloc::{borrow::Cow, fmt, string::String};
  |     ^^^^^ use of unresolved module or unlinked crate `alloc`
  |
  = help: add `extern crate alloc` to use the `alloc` crate

error[E0432]: unresolved import `alloc`
 --> crates\bevy_utils\src\debug_info.rs:1:5
  |
1 | use alloc::{borrow::Cow, fmt, string::String};
  |     ^^^^^ help: a similar path exists: `core::alloc`
```

I would have expected CI to catch this earlier, but I have not
investigated why it did not.

## Solution

Wrap the parts of `DebugName` that use `Cow` and `String` in
`cfg::alloc!`.

If the `debug` feature is enabled, then `DebugName` itself stores a
`Cow`, so make the `debug` feature require `bevy_platform/alloc`.

That is, you can use `DebugName` in no-std contexts when it's just a
ZST! (I bet it's even possible to support no-std `debug` by storing
`&'static str` instead of `Cow<'static, str>`, but that seemed like too
much complexity for now.)
2025-06-29 02:45:41 +00:00
atlv
57e58ef997
Meshlet BVH Culling (#19318)
# Objective

- Merge @SparkyPotato 's efforts to implement BVH-accelerated meshlet
culling.

## Solution

- Add hot reloading support
- Fix near-plane overculling
- Fix hzb sampling
- Fix orthographic error metric

## Testing

- Meshlet example, Nsight, hot-reloading and careful thinking

---------

Co-authored-by: SparkyPotato <noob.sparkypotato@gmail.com>
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: charlotte <charlotte.c.mcelwain@gmail.com>
2025-06-29 00:04:21 +00:00
Talin
65bddbd3e4
Bevy Feathers: an opinionated widget toolkit for building Bevy tooling (#19730)
# Objective

This PR introduces Bevy Feathers, an opinionated widget toolkit and
theming system intended for use by the Bevy Editor, World Inspector, and
other tools.

The `bevy_feathers` crate is incomplete and hidden behind an
experimental feature flag. The API is going to change significantly
before release.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-28 19:52:13 +00:00
jf908
fa9e303e61
Doc for X11 CursorGrabMode support (#19811)
# Objective

- Clarify that `CursorGrabMode::Locked` isn't supported on X11

Source:
https://docs.rs/winit/latest/winit/window/enum.CursorGrabMode.html#variant.Locked

## Solution

- Add it to the platform-specific docs
2025-06-28 18:54:21 +00:00
IceSentry
37bbbf753d
Use SmallVec instead of HashMap in MaterialProperties (#19846)
# Objective

- MaterialProperties uses HashMap for some data that is generally going
to be really small. This is likely using more memory than necessary

## Solution

- Use a SmallVec instead
- I used the size a StandardMaterial would need for all the backing
arrays

## Testing

- Tested the 3d_scene to confirm it still works

## Notes

I'm not sure if it made a measurable difference since I'm not sure how
to measure this. It's a bit hard to create an artificial workflow where
this would be the main bottleneck. This is very in the realm of
microoptimization.
2025-06-28 18:43:56 +00:00
Jan Hohenheim
fb2bbb043c
Nudge users into migrating to new default glTF coordinate conversion (#19816)
# Objective

*Step towards https://github.com/bevyengine/bevy/issues/19686*

We now have all the infrastructure in place to migrate Bevy's default
behavior when loading glTF files to respect their coordinate system.
Let's start migrating! For motivation, see the issue linked above

## Solution

- Introduce a feature flag called `gltf_convert_coordinates_default`
- Currently,`GltfPlugin::convert_coordinates` defaults to `false`
- If `gltf_convert_coordinates_default` is enabled,
`GltfPlugin::convert_coordinates` will default to `true`
- If `gltf_convert_coordinates_default` is not enabled *and*
`GltfPlugin::convert_coordinates` is false, we assume the user is
implicitly using the old behavior. Print a warning *once* in that case,
but only when a glTF was actually loaded
- A user can opt into the new behavior either
- Globally, by enabling `gltf_convert_coordinates_default` in their
`Cargo.toml`
  - Globally, by enabling `GltfPlugin::convert_coordinates`
  - Per asset, by enabling `GltfLoaderSettings::convert_coordinates`
- A user can explicitly opt out of the new behavior and silence the
warning by
- Enabling `gltf_convert_coordinates_default` in their `Cargo.toml` and
disabling `GltfPlugin::convert_coordinates`
- This PR also moves the existing release note into a migration guide
 
Note that I'm very open to change any features, mechanisms, warning
texts, etc. as needed :)

## Future Work

- This PR leaves all examples fully functional by not enabling this flag
internally yet. A followup PR will enable it as a `dev-dependency` and
migrate all of our examples involving glTFs to the new behavior.
- After 0.17 (and the RC before) lands, we'll gather feedback to see if
anything breaks or the suggested migration is inconvenient in some way
- If all goes well, we'll kill this flag and change the default of
`GltfPlugin::convert_coordinates` to `true` in 0.18


## Testing

- Ran examples with and without the flag

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: AlephCubed <76791009+AlephCubed@users.noreply.github.com>
2025-06-28 18:35:41 +00:00
charlotte 🌸
e6ba9a6d18
Type erased materials (#19667)
# Objective

Closes #18075

In order to enable a number of patterns for dynamic materials in the
engine, it's necessary to decouple the renderer from the `Material`
trait.

This opens the possibility for:
- Materials that aren't coupled to `AsBindGroup`.
- 2d using the underlying 3d bindless infrastructure.
- Dynamic materials that can change their layout at runtime.
- Materials that aren't even backed by a Rust struct at all.

## Solution

In short, remove all trait bounds from render world material systems and
resources. This means moving a bunch of stuff onto `MaterialProperties`
and engaging in some hacks to make specialization work. Rather than
storing the bind group data in `MaterialBindGroupAllocator`, right now
we're storing it in a closure on `MaterialProperties`. TBD if this has
bad performance characteristics.

## Benchmarks

- `many_cubes`:
`cargo run --example many_cubes --release --features=bevy/trace_tracy --
--vary-material-data-per-instance`:
![Screenshot 2025-06-26
235426](https://github.com/user-attachments/assets/10a0ee29-9932-4f91-ab43-33518b117ac5)

- @DGriffin91's Caldera
`cargo run --release --features=bevy/trace_tracy -- --random-materials`

![image](https://github.com/user-attachments/assets/ef91ba6a-8e88-4922-a73f-acb0af5b0dbc)


- @DGriffin91's Caldera with 20 unique material types (i.e.
`MaterialPlugin<M>`) and random materials per mesh
`cargo run --release --features=bevy/trace_tracy -- --random-materials`
![Screenshot 2025-06-27
000425](https://github.com/user-attachments/assets/9561388b-881d-46cf-8c3d-b15b3e9aedc7)


### TODO

- We almost certainly lost some parallelization from removing the type
params that could be gained back from smarter iteration.
- Test all the things that could have broken.
- ~Fix meshlets~

## Showcase

See [the
example](https://github.com/bevyengine/bevy/pull/19667/files#diff-9d768cfe1c3aa81eff365d250d3cbe5a63e8df63e81dd85f64c3c3cd993f6d94)
for a custom material implemented without the use of the `Material`
trait and thus `AsBindGroup`.


![image](https://github.com/user-attachments/assets/e3fcca7c-e04e-4a4e-9d89-39d697a9e3b8)

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: IceSentry <c.giguere42@gmail.com>
2025-06-27 22:57:24 +00:00
Talin
73a313200d
CoreRadio should require Checkable, not Checked. (#19836)
This was a mistake in my original PR #19778: a holdover from when
Checked was not a marker component.
2025-06-27 18:23:59 +00:00
ickshonpe
45a379cf2d
Opt-out for UI clipping (#19826)
# Objective

Opt-out for UI clipping, for motivation see issue #19821

## Solution

New zst component `OverrideClip`. A UI node entity with this component
will ignore any inherited clipping rect, so it will never get clipped
regardless of the `Overflow` settings of its ancestors.

#### Why use a marker component and not add a new variant to `Overflow`
instead?
A separate marker component allows users to set both `Overflow` and
`OverrideClip` on the same node.

## Testing

Run the `overflow` example with the `OverrideClip` component added to
the `ImagNode`s and you will see that clipping is disabled.
2025-06-27 17:17:09 +00:00
charlotte 🌸
a0b90cd618
Resolution override (#19817)
Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com>
Co-authored-by: atlv <email@atlasdostal.com>
2025-06-27 16:30:54 +00:00
atlv
410ca48023
cleanup constants (#19831)
# Objective

- i think const exprs werent supported in naga when these were written,
and we've just stuck with that since then. they're supported now so lets
use them

## Solution

- do that thang

## Testing

- transparency_3d, transmission, ssr, 3d_scene, couple others. they all
look fine
2025-06-27 07:02:03 +00:00
atlv
a256d3398a
use sequential bindings in bevy_sprite (#19830)
# Objective

- Use the terser api

## Solution

- Use the terser api

## Testing

- run sprite example it works
2025-06-27 06:59:02 +00:00
atlv
5fabb5343d
use wgpu TextureDataOrder (#19829)
# Objective

- Fixes #19140

## Solution

- Use TextureDataOrder

## Testing

- ran some examples that use ktx2 textures, they look fine
2025-06-27 06:57:29 +00:00
atlv
479c93d72b
updating: very very minorly (#19827)
# Objective

- fix thing missed during rust update

## Solution

- fix thing missed during rust update

## Testing

- cargo clippy
2025-06-26 21:48:20 +00:00
atlv
30800401b4
add native zstd support (#19793)
# Objective

- add support for alternate zstd backend through `zstd` for faster
decompression

## Solution

- make existing `zstd` feature only specify that support is required,
disambiguate which backend to use via two other features `zstd_native`
and `zstd_rust`.
- Similar to the approach taken by #18411, but we keep current behavior
by defaulting to the rust implementation because its safer, and isolate
this change.

NOTE: the default feature-set may seem to not currently require `zstd`,
but it does, it is enabled transitively by the `tonemapping_luts`
feature, which is a default feature. Thus this does not add default
features.

## Testing

- Cargo clippy on both feature combinations
2025-06-26 20:53:54 +00:00
atlv
b62b14c293
Add UVec to_extents helper method (#19807)
# Objective

- Simplify common usecase

## Solution

- Helper trait
2025-06-26 20:53:49 +00:00
charlotte 🌸
96dcbc5f8c
Ugrade to wgpu version 25.0 (#19563)
# Objective

Upgrade to `wgpu` version `25.0`.

Depends on https://github.com/bevyengine/naga_oil/pull/121

## Solution

### Problem

The biggest issue we face upgrading is the following requirement:
> To facilitate this change, there was an additional validation rule put
in place: if there is a binding array in a bind group, you may not use
dynamic offset buffers or uniform buffers in that bind group. This
requirement comes from vulkan rules on UpdateAfterBind descriptors.

This is a major difficulty for us, as there are a number of binding
arrays that are used in the view bind group. Note, this requirement does
not affect merely uniform buffors that use dynamic offset but the use of
*any* uniform in a bind group that also has a binding array.

### Attempted fixes

The easiest fix would be to change uniforms to be storage buffers
whenever binding arrays are in use:
```wgsl
#ifdef BINDING_ARRAYS_ARE_USED
@group(0) @binding(0) var<uniform> view: View;
@group(0) @binding(1) var<uniform> lights: types::Lights;
#else
@group(0) @binding(0) var<storage> view: array<View>;
@group(0) @binding(1) var<storage> lights: array<types::Lights>;
#endif
```

This requires passing the view index to the shader so that we know where
to index into the buffer:

```wgsl
struct PushConstants {
    view_index: u32,
}

var<push_constant> push_constants: PushConstants;
```

Using push constants is no problem because binding arrays are only
usable on native anyway.

However, this greatly complicates the ability to access `view` in
shaders. For example:
```wgsl
#ifdef BINDING_ARRAYS_ARE_USED
mesh_view_bindings::view.view_from_world[0].z
#else
mesh_view_bindings::view[mesh_view_bindings::view_index].view_from_world[0].z
#endif
```

Using this approach would work but would have the effect of polluting
our shaders with ifdef spam basically *everywhere*.

Why not use a function? Unfortunately, the following is not valid wgsl
as it returns a binding directly from a function in the uniform path.

```wgsl
fn get_view() -> View {
#if BINDING_ARRAYS_ARE_USED
    let view_index = push_constants.view_index;
    let view = views[view_index];
#endif
    return view;
}
```

This also poses problems for things like lights where we want to return
a ptr to the light data. Returning ptrs from wgsl functions isn't
allowed even if both bindings were buffers.

The next attempt was to simply use indexed buffers everywhere, in both
the binding array and non binding array path. This would be viable if
push constants were available everywhere to pass the view index, but
unfortunately they are not available on webgpu. This means either
passing the view index in a storage buffer (not ideal for such a small
amount of state) or using push constants sometimes and uniform buffers
only on webgpu. However, this kind of conditional layout infects
absolutely everything.

Even if we were to accept just using storage buffer for the view index,
there's also the additional problem that some dynamic offsets aren't
actually per-view but per-use of a setting on a camera, which would
require passing that uniform data on *every* camera regardless of
whether that rendering feature is being used, which is also gross.

As such, although it's gross, the simplest solution just to bump binding
arrays into `@group(1)` and all other bindings up one bind group. This
should still bring us under the device limit of 4 for most users.

### Next steps / looking towards the future

I'd like to avoid needing split our view bind group into multiple parts.
In the future, if `wgpu` were to add `@builtin(draw_index)`, we could
build a list of draw state in gpu processing and avoid the need for any
kind of state change at all (see
https://github.com/gfx-rs/wgpu/issues/6823). This would also provide
significantly more flexibility to handle things like offsets into other
arrays that may not be per-view.

### Testing

Tested a number of examples, there are probably more that are still
broken.

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
Co-authored-by: Elabajaba <Elabajaba@users.noreply.github.com>
2025-06-26 19:41:47 +00:00
charlotte 🌸
92e65d5eb1
Upgrade to Rust 1.88 (#19825) 2025-06-26 19:38:19 +00:00
Alix Bott
dd4479ed30
Fix PartialReflect::apply for maps, remove get_at/_mut from Map trait (#19802)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/14328
- `DynamicMap::drain` was broken (indices weren't cleared, causing a
panic when reading later)
- `PartialReflect::apply` was broken for maps and sets, because they
don't remove entries from the `self` map that aren't in the applied map.
- I discovered this bug when implementing MapEntities on a Component
containing a `HashMap<Entity, _>`. Because `apply` is used to reapply
the changes to the reflected map, the map ended up littered with a ton
of outdated entries.

## Solution

- Remove the separate `Vec` in `DynamicMap` and use the `HashTable`
directly, like it is in `DynamicSet`.
- Replace `MapIter` by `Box<dyn Iterator>` (like for `DynamicSet`), and
`Map::get_at` and `Map::get_at_mut` which are now unused.
- Now assume `DynamicMap` types are unordered and adjust documentation
accordingly.
- Fix documentation of `DynamicSet` (ordered -> unordered)
- Added `Map::retain` and `Set::retain`, and use them to remove excess
entries in `PartialReflect::apply` implementations.

## Testing

- Added `map::tests::apply` and `set::tests::apply` to validate
`<DynamicMap as PartialReflect>::apply` and `<DynamicSet as
PartialReflect>::apply`
2025-06-25 15:42:01 +00:00
François Mockers
97dcb279fb
CI tests can exit directly after taking a screenshot (#19806)
# Objective

- Currently, CI tests take a screenshot at frame X and exits at frame Y
with X < Y, and both number fixed
- This means tests can take longer than they actually need when taking
the screenshot is fast, and can fail to take the screenshot when it's
taking too long

## Solution

- Add a new event `ScreenshotAndExit` that exit directly after the
screenshot is saved
2025-06-24 22:44:30 +00:00
Conner Petzold
04c2b32be8
TilemapChunk cleanup (#19795)
# Objective

- Make follow-up changes from #18866 

## Solution

  - Switch from the on add observer to an on insert hook
  - Make the component immutable
  - Remove required components

## Testing

- `tilemap_chunk` example
2025-06-24 22:25:59 +00:00
Aevyrie
a3d406dd49
Upstream raycasting UVs (#19791)
# Objective

- Upstream mesh raycast UV support used in #19199

## Solution

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

## Testing

- Tested in diagetic UI in the linked PR.
2025-06-24 18:10:59 +00:00
dependabot[bot]
c7b5bc93c3
Update derive_more requirement from 1 to 2 (#19671)
Updates the requirements on
[derive_more](https://github.com/JelteF/derive_more) to permit the
latest version.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/JelteF/derive_more/releases">derive_more's
releases</a>.</em></p>
<blockquote>
<h2>2.0.1</h2>
<p><a href="https://docs.rs/derive_more/2.0.1">API docs</a>
<a
href="https://github.com/JelteF/derive_more/blob/v2.0.1/CHANGELOG.md#201---2025-02-03">Changelog</a></p>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/JelteF/derive_more/blob/master/CHANGELOG.md">derive_more's
changelog</a>.</em></p>
<blockquote>
<h2>2.0.1 - 2025-02-03</h2>
<h3>Added</h3>
<ul>
<li>Add crate metadata for the Rust Playground. This makes sure that the
Rust
Playground will have all <code>derive_more</code> features available
once
<a
href="https://docs.rs/selectors/latest/selectors"><code>selectors</code></a>
crate updates its
<code>derive_more</code> version.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/445">#445</a>)</li>
</ul>
<h2>2.0.0 - 2025-02-03</h2>
<h3>Breaking changes</h3>
<ul>
<li><code>use derive_more::SomeTrait</code> now imports macro only.
Importing macro with
its trait along is possible now via <code>use
derive_more::with_trait::SomeTrait</code>.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/406">#406</a>)</li>
<li>Top-level <code>#[display(&quot;...&quot;)]</code> attribute on an
enum now has defaulting behavior
instead of replacing when no wrapping is possible (no
<code>_variant</code> placeholder).
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/395">#395</a>)</li>
</ul>
<h3>Fixed</h3>
<ul>
<li>Associated types of type parameters not being treated as generics in
<code>Debug</code>
and <code>Display</code> expansions.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/399">#399</a>)</li>
<li><code>unreachable_code</code> warnings on generated code when
<code>!</code> (never type) is used.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/404">#404</a>)</li>
<li>Ambiguous associated item error when deriving <code>TryFrom</code>,
<code>TryInto</code> or <code>FromStr</code>
with an associated item called <code>Error</code> or <code>Err</code>
respectively.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/410">#410</a>)</li>
<li>Top-level <code>#[display(&quot;...&quot;)]</code> attribute on an
enum being incorrectly treated
as transparent or wrapping.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/395">#395</a>)</li>
<li>Omitted raw identifiers in <code>Debug</code> and
<code>Display</code> expansions.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/431">#431</a>)</li>
<li>Incorrect rendering of raw identifiers as field names in
<code>Debug</code> expansions.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/431">#431</a>)</li>
<li>Top-level <code>#[display(&quot;...&quot;)]</code> attribute on an
enum not working transparently
for directly specified fields.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/438">#438</a>)</li>
<li>Incorrect dereferencing of unsized fields in <code>Debug</code> and
<code>Display</code> expansions.
(<a
href="https://redirect.github.com/JelteF/derive_more/pull/440">#440</a>)</li>
</ul>
<h2>0.99.19 - 2025-02-03</h2>
<ul>
<li>Add crate metadata for the Rust Playground.</li>
</ul>
<h2>1.0.0 - 2024-08-07</h2>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="a78d8ee41d"><code>a78d8ee</code></a>
chore: Release</li>
<li><a
href="2aeee4d1c0"><code>2aeee4d</code></a>
Update changelog (<a
href="https://redirect.github.com/JelteF/derive_more/issues/446">#446</a>)</li>
<li><a
href="5afbaa1d8e"><code>5afbaa1</code></a>
Add Rust Playground metadata (<a
href="https://redirect.github.com/JelteF/derive_more/issues/445">#445</a>)</li>
<li><a
href="d6c3315f12"><code>d6c3315</code></a>
Prepare 2.0.0 release (<a
href="https://redirect.github.com/JelteF/derive_more/issues/444">#444</a>)</li>
<li><a
href="c5e5e82c0a"><code>c5e5e82</code></a>
Fix unsized fields usage in <code>Display</code>/<code>Debug</code>
derives (<a
href="https://redirect.github.com/JelteF/derive_more/issues/440">#440</a>,
<a
href="https://redirect.github.com/JelteF/derive_more/issues/432">#432</a>)</li>
<li><a
href="d391493a3c"><code>d391493</code></a>
Fix field transparency for top-level shared attribute in
<code>Display</code> (<a
href="https://redirect.github.com/JelteF/derive_more/issues/438">#438</a>)</li>
<li><a
href="f14c7a759a"><code>f14c7a7</code></a>
Fix raw identifiers usage in <code>Display</code>/<code>Debug</code>
derives (<a
href="https://redirect.github.com/JelteF/derive_more/issues/434">#434</a>,
<a
href="https://redirect.github.com/JelteF/derive_more/issues/431">#431</a>)</li>
<li><a
href="7b23de3d53"><code>7b23de3</code></a>
Update <code>convert_case</code> crate from 0.6 to 0.7 version (<a
href="https://redirect.github.com/JelteF/derive_more/issues/436">#436</a>)</li>
<li><a
href="cc9957e9cd"><code>cc9957e</code></a>
Fix <code>compile_fail</code> tests and make Clippy happy for 1.84 Rust
(<a
href="https://redirect.github.com/JelteF/derive_more/issues/435">#435</a>)</li>
<li><a
href="17d61c3118"><code>17d61c3</code></a>
Fix transparency and behavior of shared formatting on enums (<a
href="https://redirect.github.com/JelteF/derive_more/issues/395">#395</a>,
<a
href="https://redirect.github.com/JelteF/derive_more/issues/377">#377</a>,
<a
href="https://redirect.github.com/JelteF/derive_more/issues/411">#411</a>)</li>
<li>Additional commits viewable in <a
href="https://github.com/JelteF/derive_more/compare/v1.0.0...v2.0.1">compare
view</a></li>
</ul>
</details>
<br />


Dependabot will resolve any conflicts with this PR as long as you don't
alter it yourself. You can also trigger a rebase manually by commenting
`@dependabot rebase`.

[//]: # (dependabot-automerge-start)
[//]: # (dependabot-automerge-end)

---

<details>
<summary>Dependabot commands and options</summary>
<br />

You can trigger Dependabot actions by commenting on this PR:
- `@dependabot rebase` will rebase this PR
- `@dependabot recreate` will recreate this PR, overwriting any edits
that have been made to it
- `@dependabot merge` will merge this PR after your CI passes on it
- `@dependabot squash and merge` will squash and merge this PR after
your CI passes on it
- `@dependabot cancel merge` will cancel a previously requested merge
and block automerging
- `@dependabot reopen` will reopen this PR if it is closed
- `@dependabot close` will close this PR and stop Dependabot recreating
it. You can achieve the same result by closing it manually
- `@dependabot show <dependency name> ignore conditions` will show all
of the ignore conditions of the specified dependency
- `@dependabot ignore this major version` will close this PR and stop
Dependabot creating any more for this major version (unless you reopen
the PR or upgrade to it yourself)
- `@dependabot ignore this minor version` will close this PR and stop
Dependabot creating any more for this minor version (unless you reopen
the PR or upgrade to it yourself)
- `@dependabot ignore this dependency` will close this PR and stop
Dependabot creating any more for this dependency (unless you reopen the
PR or upgrade to it yourself)


</details>

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2025-06-24 11:13:04 +00:00
charlotte 🌸
7b5e4e3be0
Allow images to be resized on the GPU without losing data (#19462)
# Objective

#19410 added support for resizing images "in place" meaning that their
data was copied into the new texture allocation on the CPU. However,
there are some scenarios where an image may be created and populated
entirely on the GPU. Using this method would cause data to disappear, as
it wouldn't be copied into the new texture.

## Solution

When an image is resized in place, if it has no data in it's asset,
we'll opt into a new flag `copy_on_resize` which will issue a
`copy_texture_to_texture` command on the old allocation.

To support this, we require passing the old asset to all `RenderAsset`
implementations. This will be generally useful in the future for
reducing things like buffer re-allocations.

## Testing

Tested using the example in the issue.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-24 06:22:50 +00:00
atlv
8b6fe34570
remove unneeded dependency from bevy_render (#19794)
# Objective

- yeet cruft

## Solution

- yeet cruft

## Testing

- cargo clippy
2025-06-24 06:21:24 +00:00
Aevyrie
3cefe82aff
Projection Improvements (#18458)
# Objective

- Remove a component impl footgun
- Make projection code slightly nicer, and remove the need to import the
projection trait when using the methods on `Projection`.

## Solution

- Do the things.
2025-06-24 03:26:38 +00:00
atlv
82d62e606c
Split overloaded basis-universal feature into compressed_image_saver (#19789)
# Objective

- basis-universal feature is overloaded, you might not want the
compressed_image_saver but you may want basis-universal

## Solution

- split out compressed_image_saver

## Testing

- cargo clippy
2025-06-24 03:09:28 +00:00
Talin
9f551bb1e2
Core radio button and radio group (#19778)
# Objective

Core Radio Button and Radio Group widgets. Part of #19236
2025-06-24 00:38:31 +00:00
IceSentry
596eb48d8a
Add write_buffer_range to RawBufferVec and BufferVec (#19775)
# Objective

- Sometimes you only want to write parts of a buffer to the gpu instead
of reuploading the entire buffer. For example when doing data streaming.
- wgpu already supports this and you can do it manually from the user
side but it would be nice if it was built in.

## Solution

- Add `write_buffer_range()` to `RawBufferVec` and `BufferVec` that will
only upload the data contained in the specified range

## Testing

- I did not test it in bevy, but this implementation is copied from
something I used and tested at work
2025-06-24 00:33:41 +00:00
Jan Hohenheim
7aed3e411d
Implement serializable mesh (#19743)
# Objective

- Alternative to and closes #19545  
- Resolves #9790 by providing an alternative
- `Mesh` is meant as format optimized for the renderer. There are no
guarantees about how it looks, and breaking changes are expected
- This makes it not feasible to implement `Reflect` for all its fields
or `Serialize` it.
- However, (de)serializing a mesh has an important use case: send a mesh
over BRP to another process, like an editor!
- In my case, I'm making a navmesh editor and need to copy the level
that is running in the game into the editor process
  - Assets don't solve this because
    - They don't work over BRP #19709 and 
    - The meshes may be procedural
- So, we need a way to (de)serialize a mesh for short-term
transmissions.

## Solution

- Like `SerializedAnimationGraph` before, let's make a `SerializedMesh`!
- This type's fields are all `private` because we want to keep the
internals of `Mesh` hidden, and exposing them
  through this secondary struct would be counter-productive to that
- All this struct can do is be serialized, be deserialized, and be
converted to and from a mesh
- It's not a lossless transmission: the handle for morph targets is
ignored, and things like the render usages make no sense to be
transmitted imo

## Future Work

The same song and dance needs to happen for `Image`, but I can live with
completely white meshes for the moment lol

## Testing

- Added a simple test

---------

Co-authored-by: atlv <email@atlasdostal.com>
2025-06-24 00:32:34 +00:00
Jan Hohenheim
f3d94f3958
Allow setting correct glTF coordinate conversions globally (#19685)
# Objective

- Followup to https://github.com/bevyengine/bevy/pull/19633
- As discussed, it's a bit cumbersome to specify that you want the
correct orientation every single time
- Also, glTFs loaded from third parties will still be loaded incorrectly

## Solution

- Allow opting into the new behavior globally or per-asset
- Also improved some docs while on it :)

## Testing

- Ran the animation examples
- Ran the test scene from the last PR with all configuration
combinations
2025-06-24 00:23:34 +00:00
urben1680
546711b807
Split EntityClonerBuilder in OptOut and OptIn variants (#19649)
# Objective

Further tests after #19326 showed that configuring `EntityCloner` with
required components is bug prone and the current design has several
weaknesses in it's API:

- Mixing `EntityClonerBuilder::allow` and `EntityClonerBuilder::deny`
requires extra care how to support that which has an impact on
surrounding code that has to keep edge cases in mind. This is especially
true for attempts to fix the following issues. There is no use-case
known (to me) why someone would mix those.
- A builder with `EntityClonerBuilder::allow_all` configuration tries to
support required components like `EntityClonerBuilder::deny_all` does,
but the meaning of that is conflicting with how you'd expect things to
work:
- If all components should be cloned except component `A`, do you also
want to exclude required components of `A` too? Or are these also valid
without `A` at the target entity?
- If `EntityClonerBuilder::allow_all` should ignore required components
and not add them to be filtered away, which purpose has
`EntityClonerBuilder::without_required_components` for this cloner?
- Other bugs found with the linked PR are:
- Denying `A` also denies required components of `A` even when `A` does
not exist at the source entity
- Allowing `A` also allows required components of `A` even when `A` does
not exist at the source entity
- Adding `allow_if_new` filters to the cloner faces the same issues and
require a common solution to dealing with source-archetype sensitive
cloning

Alternative to #19632 and #19635.

# Solution

`EntityClonerBuilder` is made generic and split into
`EntityClonerBuilder<OptOut>` and `EntityClonerBuilder<OptIn>`

For an overview of the changes, see the migration guide. It is generally
a good idea to start a review of that.

## Algorithm

The generic of `EntityClonerBuilder` contains the filter data that is
needed to build and clone the entity components.

As the filter needs to be borrowed mutably for the duration of the
clone, the borrow checker forced me to separate the filter value and all
other fields in `EntityCloner`. The latter are now in the
`EntityClonerConfig` struct. This caused many changed LOC, sorry.

To make reviewing easier:

1. Check the migration guide
2. Many methods of `EntityCloner` now just call identitcal
`EntityClonerConfig` methods with a mutable borrow of the filter
3. Check `EntityClonerConfig::clone_entity_internal` which changed a bit
regarding the filter usage that is now trait powered (`CloneByFilter`)
to support `OptOut`, `OptIn` and `EntityClonerFilter` (an enum combining
the first two)
4. Check `OptOut` type that no longer tracks required components but has
a `insert_mode` field
5. Check `OptIn` type that has the most logic changes

# Testing

I added a bunch of tests that cover the new logic parts and the fixed
issues.

Benchmarks are in a comment a bit below which shows ~4% to 9%
regressions, but it varied wildly for me. For example at one run the
reflection-based clonings were on-par with main while the other are not,
and redoing that swapped the situation for both.

It would be really cool if I could get some hints how to get better
benchmark results or if you could run them on your machine too.

Just be aware this is not a Performance PR but a Bugfix PR, even if I
smuggled in some more functionalities. So doing changes to
`EntityClonerBuilder` is kind of required here which might make us bite
the bullet.

---------

Co-authored-by: eugineerd <70062110+eugineerd@users.noreply.github.com>
2025-06-24 00:12:08 +00:00
andriyDev
a7fdd6fc6f
Replace FULLSCREEN_SHADER_HANDLE with a FullscreenShader resource. (#19426)
# Objective

- Related to #19024.

## Solution

- Remove the `FULLSCREEN_SHADER_HANDLE` `weak_handle` with a resource
holding the shader handle.
- This also changes us from using `load_internal_asset` to
`embedded_asset`/`load_embedded_asset`.
- All uses have been migrated to clone the `FullscreenShader` resource
and use its `to_vertex_state` method.

## Testing

- `anti_aliasing` example still works.
- `bloom_3d` example still works.

---------

Co-authored-by: charlotte 🌸 <charlotte.c.mcelwain@gmail.com>
2025-06-24 00:02:23 +00:00
jf908
9f376e2537
Update doc about Windows CursorGrabMode support (#19192)
# Objective

- Windows now supports `CursorGrabMode::Locked` in [Winit
0.30.10](https://github.com/rust-windowing/winit/releases/tag/v0.30.10)
which is automatically pulled in by cargo.

## Solution

- Remove the doc that says its unsupported.
2025-06-24 00:00:30 +00:00
Conner Petzold
3f187cf752
Add TilemapChunk rendering (#18866)
# Objective

An attempt to start building a base for first-party tilemaps (#13782).

The objective is to create a very simple tilemap chunk rendering plugin
that can be used as a building block for 3rd-party tilemap crates, and
eventually a first-party tilemap implementation.

## Solution

- Introduces two user-facing components, `TilemapChunk` and
`TilemapChunkIndices`, and a new material `TilemapChunkMaterial`.
- `TilemapChunk` holds the chunk and tile sizes, and the tileset image
- The tileset image is expected to be a layered image for use with
`texture_2d_array`, with the assumption that atlases or multiple images
would go through an asset loader/processor. Not sure if that should be
part of this PR or not..
- `TilemapChunkIndices` holds a 1d representation of all of the tile's
Option<u32> index into the tileset image.
- Indices are fixed to the size of tiles in a chunk (though maybe this
should just be an assertion instead?)
  - Indices are cloned and sent to the shader through a u32 texture.

## Testing

- Initial testing done with the `tilemap_chunk` example, though I need
to include some way to update indices as part of it.
- Tested wasm with webgl2 and webgpu
- I'm thinking it would probably be good to do some basic perf testing.

---

## Showcase

```rust
let chunk_size = UVec2::splat(64);
let tile_size = UVec2::splat(16);
let indices: Vec<Option<u32>> = (0..chunk_size.x * chunk_size.y)
    .map(|_| rng.gen_range(0..5))
    .map(|i| if i == 0 { None } else { Some(i - 1) })
    .collect();

commands.spawn((
    TilemapChunk {
        chunk_size,
        tile_size,
        tileset,
    },
    TilemapChunkIndices(indices),
));
```

![Screenshot 2025-04-17 at 11 54
56 PM](https://github.com/user-attachments/assets/850a53c1-16fc-405d-aad2-8ef5a0060fea)
2025-06-23 23:55:10 +00:00
Rob Parrett
d3ad66f033
Fix some typos (#19788)
# Objective

- Notice a word duplication typo
- Small quest to fix similar or nearby typos with my faithful companion
`\b(\w+)\s+\1\b`

## Solution

Fix em
2025-06-23 22:32:46 +00:00
Testare
da83232fa8
Let Component::map_entities defer to MapEntities (#19414)
# Objective

The objective of this PR is to enable Components to use their
`MapEntities` implementation for `Component::map_entities`.

With the improvements to the entity mapping system, there is definitely
a huge reduction in boilerplate. However, especially since
`(Entity)HashMap<..>` doesn't implement `MapEntities` (I presume because
the lack of specialization in rust makes `HashMap<Entity|X, Entity|X>`
complicated), when somebody has types that contain these hashmaps they
can't use this approach.

More so, we can't even depend on the previous implementation, since
`Component::map_entities` is used instead of
`MapEntities::map_entities`. Outside of implementing `Component `and
`Component::map_entities` on these types directly, the only path forward
is to create a custom type to wrap the hashmaps and implement map
entities on that, or split these components into a wrapper type that
implement `Component`, and an inner type that implements `MapEntities`.

## Current Solution
The solution was to allow adding `#[component(map_entities)]` on the
component. By default this will defer to the `MapEntities`
implementation.

```rust
#[derive(Component)]
#[component(map_entities)]
struct Inventory {
    items: HashMap<Entity, usize>
}

impl MapEntities for Inventory {
    fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M) {
        self.items = self.items
           .drain()
           .map(|(id, count)|(entity_mapper.get_mapped(id), count))
           .collect();
    }
}

```

You can use `#[component(map_entities = <function path>)]` instead to
substitute other code in for components. This function can also include
generics, but sso far I haven't been able to find a case where they are
needed.

```rust
#[derive(Component)]
#[component(map_entities = map_the_map)]
// Also works #[component(map_entities = map_the_map::<T,_>)]
struct Inventory<T> {
    items: HashMap<Entity, T>
}

fn map_the_map<T, M: EntityMapper>(inv: &mut Inventory<T>, entity_mapper: &mut M) {
    inv.items = inv.items
       .drain()
       .map(|(id, count)|(entity_mapper.get_mapped(id), count))
       .collect();
}

```

The idea is that with the previous changes to MapEntities, MapEntities
is implemented more for entity collections than for Components. If you
have a component that makes sense as both, `#[component(map_entities)]`
would work great, while otherwise a component can use
`#[component(map_entities = <function>)]` to change the behavior of
`Component::map_entities` without opening up the component type to be
included in other components.


## (Original Solution if you want to follow the PR)

The solution was to allow adding `#[component(entities)]` on the
component itself to defer to the `MapEntities` implementation

```rust
#[derive(Component)]
#[component(entities)]
struct Inventory {
    items: HashMap<Entity, usize>
}

impl MapEntities for Inventory {
    fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M) {
        self.items = self.items
           .drain()
           .map(|(id, count)|(entity_mapper.get_mapped(id), count))
           .collect();
    }
}

```

## Testing

I tested this by patching my local changes into my own bevy project. I
had a system that loads a scene file and executes some logic with a
Component that contains a `HashMap<Entity, UVec2>`, and it panics when
Entity is not found from another query. Since the 0.16 update this
system has reliably panicked upon attempting to the load the scene.

After patching my code in, I added `#[component(entities)]` to this
component, and I was able to successfully load the scene.

Additionally, I wrote a doc test.

## Call-outs
### Relationships
This overrules the default mapping of relationship fields. Anything else
seemed more problematic, as you'd have inconsistent behavior between
`MapEntities` and `Component`.
2025-06-23 21:05:04 +00:00
mgi388
efd17f133d
Rename num_entities to entity_count (#19781)
As discussed in
https://github.com/bevyengine/bevy/pull/19780#issuecomment-2994554024.
2025-06-23 05:08:02 +00:00
JMS55
0518eda2ad
bevy_solari: RIS for Direct Lighting (#19620)
# Objective

- Start the realtime direct lighting work for bevy solari

## Solution

- Setup all the CPU-side code for the realtime lighting path (minus some
parts for the temporal reuse I haven't written yet)
- Implement RIS with 32 samples to choose a good random light
- Don't sample a disk for the directional light, just treat it as a
single point. This is faster and not much worse quality.

## Future
- Spatiotemporal reuse (ReSTIR DI)
- Denoiser (DLSS-RR)
- Light tile optimization for faster light selection 
- Indirect lighting (ReSTIR GI)

## Testing
- Run the solari example to see realtime
- Run the solari example with `-- --pathtracer` to see the existing
pathtracer

---

## Showcase

1 frame direct lighting:

![image](https://github.com/user-attachments/assets/b70b968d-9c73-4983-9b6b-b60cace9b47a)

Accumulated pathtracer output:

![image](https://github.com/user-attachments/assets/d681bded-ef53-4dbe-bcca-96997c58c3be)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-23 00:47:10 +00:00
Alice Cecile
61a5a37584
Improve module structure of observers code (#19779)
# Objective

While working on #17607, I found myself confused and frustrated by the
tangled web woven by the various modules inside of our observers code.

Rather than tackle that as part of a big rewrite PR, I've decided to do
the mature (if frustrating) thing where you split out your trivial but
noisy refactoring first.

There are a large number of moving parts, especially in terms of
storage, and these are strewn willy-nilly across the module with no
apparent ordering. To make matters worse, this was almost all just
dumped into a multi-thousand LOC mod.rs at the root.

## Solution

I've reshuffled the modules, attempting to:
- reduce the size of the mod.rs file
- organize structs so that smaller structs are found after the larger
structs that contain them
- group related functionality together
- document why modules exist, and their broad organization

No functional changes have been made here, although I've had to increase
the visibility of a few fields from private to pub(crate) or pub(super)
to keep things compiling.

During these changes, I've opted for the lazy private module, public
re-export strategy, to avoid causing any breakages, both within and
outside of `bevy` itself. I think we can do better, but I want to leave
that for a proper cleanup pass at the end. There's no sense maintaining
migration guides and forcing multiple breaking changes throughout the
cycle.

## Testing

No functional changes; relying on existing test suite and the Rust
compiler.
2025-06-22 23:25:25 +00:00
theotherphil
7645ce91ed
Add newlines before impl blocks (#19746)
# Objective

Fix https://github.com/bevyengine/bevy/issues/19617 

# Solution

Add newlines before all impl blocks.

I suspect that at least some of these will be objectionable! If there's
a desired Bevy style for this then I'll update the PR. If not then we
can just close it - it's the work of a single find and replace.
2025-06-22 23:07:02 +00:00
github-actions[bot]
a466084167
Bump Version after Release (#19774)
Bump version after release
This PR has been auto-generated

Fixes #19766

---------

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2025-06-22 23:06:43 +00:00
Trashtalk217
6dbe3600ed
Add num_entities() to World (#19780)
# Objective

There is a lot of `world.entities().len()`, especially in tests. In
tests, usually, the assumption is made that empty worlds do not contain
any entities. This is about to change (#19711), and as such all of these
tests are failing for that PR.

## Solution

`num_entities` is a convenience method that returns the number of
entities inside a world. It can later be adapted to exclude 'unexpected'
entities, associated with internal data structures such as Resources,
Queries, Systems. In general I argue for a separation of concepts where
`World` ignores internal entities in methods such as `iter_entities()`
and `clear_entities()`, that discussion is, however, separate from this
PR.

## Testing

I replaced most occurrences of `world.entities().len()` with
`world.num_entities()` and the tests passed.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-22 22:48:35 +00:00
urben1680
c6ae964709
EntityWorldMut methods do not automatically overwrite Relationship components (#19601)
# Objective

Some methods and commands carelessly overwrite `Relationship`
components. This may overwrite additional data stored at them which is
undesired.

Part of #19589

## Solution

A new private method will be used instead of insert:
`modify_or_insert_relation_with_relationship_hook_mode`.

This method behaves different to `insert` if `Relationship` is a larger
type than `Entity` and already contains this component. It will then use
the `modify_component` API and a new `Relationship::set_risky` method to
set the related entity, keeping all other data untouched.

For the `replace_related`(`_with_difference`) methods this also required
a `InsertHookMode` parameter for efficient modifications of multiple
children. The changes here are limited to the non-public methods.

I would appreciate feedback if this is all good.

# Testing

Added tests of all methods that previously could reset `Relationship`
data.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-22 00:22:05 +00:00
eugineerd
2d897380a0
add missing #[track_caller] (#19769)
# Objective

I've noticed that some methods with `MaybeLocation::caller` don't have
`#[track_caller]` which resulted in wrong locations reported when
`track_location` is enabled.

## Solution

add `#[track_caller]` to them.
2025-06-21 18:05:58 +00:00
Talin
4ff595a4bc
New simplified "click to focus" logic for core widgets. (#19736)
Click to focus is now a global observer.

# Objective

Previously, the "click to focus" behavior was implemented in each
individual headless widget, producing redundant logic.

## Solution

The new scheme is to have a global observer which looks for pointer down
events and triggers an `AcquireFocus` event on the target. This event
bubbles until it finds an entity with `TabIndex`, and then focuses it.

## Testing

Tested the changes using the various examples that have focusable
widgets. (This will become easier to test when I add focus ring support
to the examples, but that's for another day. For now you just have to
know which keys to press.)

## Migration

This change is backwards-compatible. People who want the new behavior
will need to install the new plugin.
2025-06-21 18:05:26 +00:00
ickshonpe
45a3f3d138
Color interpolation in OKLab, OKLCH spaces for UI gradients (#19330)
# Objective

Add support for interpolation in OKLab and OKLCH color spaces for UI
gradients.

## Solution
* New `InterpolationColorSpace` enum with `OkLab`, `OkLch`, `OkLchLong`,
`Srgb` and `LinearRgb` variants.
  * Added a color space specialization to the gradients pipeline.
* Added support for interpolation in OkLCH and OkLAB color spaces to the
gradients shader. OKLCH interpolation supports both short and long hue
paths. This is mostly based on the conversion functions from
`bevy_color` except that interpolation in polar space uses radians.
  * Added `color_space` fields to each gradient type.

## Testing

The `gradients` example has been updated to demonstrate the different
color interpolation methods.
Press space to cycle through the different options.

---

## Showcase


![color_spaces](https://github.com/user-attachments/assets/e10f8342-c3c8-487e-b386-7acdf38d638f)
2025-06-21 15:06:35 +00:00
Lailatova
5d5a95fa6e
Fix issue 19734: add dependency on bevy_utils for the bevy_ecs test. (#19738)
Without this dependency, the bevy_ecs tests fail with missing as_string
methods.

# Objective

 - Fixes #19734

## Solution

- add bevy_utils with feature = "Debug" to dev-dependencies 

## Testing

- Ran `cargo test -p bevy_ecs`
- Ran `taplo fmt --check`

---
2025-06-21 15:05:04 +00:00
MevLyshkin
84f21f7c8a
Schema types metadata (#19524)
# Objective

- Currently there is predefinied list of supported DataTypes that can be
detected on Bevy JSON Schema generation and mapped as reflect_types
array elements.
- Make it possible to register custom `reflectTypes` mappings for Bevy
JSON Schema.

## Solution

- Create a `SchemaTypesMetadata` Resource that will hold mappings for
`TypeId` of `TypeData`. List is bigger from beggining and it is possible
to expand it without forking package.

## Testing

- I use it for quite a while in my game, I have a fork of bevy_remote
with more changes that later I want to merge to main as well.

---------

Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
2025-06-20 17:07:16 +00:00
Talin
9fdddf7089
Core Checkbox (#19665)
# Objective

This is part of the "core widgets" effort:
https://github.com/bevyengine/bevy/issues/19236.

## Solution

This adds the "core checkbox" widget type.

## Testing

Tested using examples core_widgets and core_widgets_observers.

Note to reviewers: I reorganized the code in the examples, so the diffs
are large because of code moves.
2025-06-20 16:37:18 +00:00
Giacomo Stevanato
35166d9029
Refactor bundle derive (#19749)
# Objective

- Splitted off from  #19491
- Make adding generated code to the `Bundle` derive macro easier
- Fix a bug when multiple fields are `#[bundle(ignore)]`

## Solution

- Instead of accumulating the code for each method in a different `Vec`,
accumulate only the names of non-ignored fields and their types, then
use `quote` to generate the code for each of them in the method body.
- To fix the bug, change the code populating the `BundleFieldKind` to
push only one of them per-field (previously each `#[bundle(ignore)]`
resulted in pushing twice, once for the correct
`BundleFieldKind::Ignore` and then again unconditionally for
`BundleFieldKind::Component`)

## Testing

- Added a regression test for the bug that was fixed
2025-06-20 16:36:08 +00:00
Emerson Coskey
8e1d0051d2
Fix QueryData derive codegen (#19750)
Custom derived `QueryData` impls currently generate `Item` structs with
the lifetimes swapped, which blows up the borrow checker sometimes.

See:
https://discord.com/channels/691052431525675048/749335865876021248/1385509416086011914

could add a regression test, TBH I don't know the error well enough to
do that minimally. Seems like it's that both lifetimes on
`QueryData::Item` need to be covariant, but I'm not sure.
2025-06-20 15:48:16 +00:00
theotherphil
b6bd205e8a
Gate Reflect derive behind feature flag (#19745)
# Objective

Fix https://github.com/bevyengine/bevy/issues/19733

## Solution

Gate reflect features behind `feature(bevy_reflect)`

## Tests

None
2025-06-19 21:58:17 +00:00
theotherphil
d2e1f725db
deny(missing_docs) for bevy_window (#19655)
# Objective

Write some more boilerplate-y docs, to get one crate closer to closing
https://github.com/bevyengine/bevy/issues/3492.
2025-06-19 19:33:49 +00:00
theotherphil
b129764924
deny(missing_docs) for bevy_asset_macros (#19719)
# Objective

More boilerplate docs, towards
https://github.com/bevyengine/bevy/issues/3492.

Another place where https://github.com/bevyengine/bevy/issues/19537
might be worth doing as a follow up - I've added a comment on that
issue.
2025-06-19 02:02:39 +00:00
Chris Russell
d0550f58ae
Remove 's lifetime from WorldQuery::Fetch (#19720)
# Objective

Unblock #18162.

#15396 added the `'s` lifetime to `QueryData::Item` to make it possible
for query items to borrow from the state. The state isn't passed
directly to `QueryData::fetch()`, so it also added the `'s` lifetime to
`WorldQuery::Fetch` so that we can pass the borrows through there.

Unfortunately, having `WorldQuery::Fetch` borrow from the state makes it
impossible to have owned state, because we store the state and the
`Fetch` in the same `struct` during iteration.

## Solution

Undo the change to add the `'s` lifetime to `WorldQuery::Fetch`.

Instead, add a `&'s Self::State` parameter to `QueryData::fetch()` and
`QueryFilter::filter_fetch()` so that borrows from the state can be
passed directly to query items.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Emerson Coskey <emerson@coskey.dev>
2025-06-19 00:58:21 +00:00
François Mockers
4e694aea53
ECS: put strings only used for debug behind a feature (#19558)
# Objective

- Many strings in bevy_ecs are created but only used for debug: system
name, component name, ...
- Those strings make a significant part of the final binary and are no
use in a released game

## Solution

- Use [`strings`](https://linux.die.net/man/1/strings) to find ...
strings in a binary
- Try to find where they come from
- Many are made from `type_name::<T>()` and only used in error / debug
messages
- Add a new structure `DebugName` that holds no value if `debug` feature
is disabled
- Replace `core::any::type_name::<T>()` by `DebugName::type_name::<T>()`

## Testing

Measurements were taken without the new feature being enabled by
default, to help with commands

### File Size

I tried building the `breakout` example with `cargo run --release
--example breakout`

|`debug` enabled|`debug` disabled|
|-|-|
|81621776 B|77735728B|
|77.84MB|74.13MB|

### Compilation time

`hyperfine --min-runs 15 --prepare "cargo clean && sleep 5"
'RUSTC_WRAPPER="" cargo build --release --example breakout'
'RUSTC_WRAPPER="" cargo build --release --example breakout --features
debug'`

```
breakout' 'RUSTC_WRAPPER="" cargo build --release --example breakout --features debug'
Benchmark 1: RUSTC_WRAPPER="" cargo build --release --example breakout
  Time (mean ± σ):     84.856 s ±  3.565 s    [User: 1093.817 s, System: 32.547 s]
  Range (min … max):   78.038 s … 89.214 s    15 runs

Benchmark 2: RUSTC_WRAPPER="" cargo build --release --example breakout --features debug
  Time (mean ± σ):     92.303 s ±  2.466 s    [User: 1193.443 s, System: 33.803 s]
  Range (min … max):   90.619 s … 99.684 s    15 runs

Summary
  RUSTC_WRAPPER="" cargo build --release --example breakout ran
    1.09 ± 0.05 times faster than RUSTC_WRAPPER="" cargo build --release --example breakout --features debug
```
2025-06-18 20:15:25 +00:00
Kristoffer Søholm
2119838e27
Add support for ButtonInput<Key> (#19684)
# Objective

While `KeyCode` is very often the correct way to interact with keyboard
input there are a bunch of cases where it isn't, notably most of the
symbols (e.g. plus, minus, different parentheses). Currently the only
way to get these is to read from `EventReader<KeyboardInput>`, but then
you'd have to redo the `ButtonInput` logic for pressed/released to e.g.
make zoom functionality that depends on plus/minus keys.

This has led to confusion previously, like
https://github.com/bevyengine/bevy/issues/3278

## Solution

Add a `ButtonInput<Key>` resource.

## Testing

Modified the `keyboard_input` example to test it.

## Open questions

I'm not 100% sure this is the right way forward, since it duplicates the
key processing logic and might make people use the shorter
`ButtonInput<Key>` even when it's not appropriate.

Another option is to add a new struct with both `Key` and `KeyCode`, and
use `ButtonInput` with that instead. That would make it more
explanatory, but that is a lot of churn.

The third alternative is to not do this because it's too niche.

I'll add more documentation and take it out of draft if we want to move
forward with it.
2025-06-18 20:15:03 +00:00
atlv
a1d3c6197f
rename Transform::compute_matrix to to_matrix (#19646)
# Objective

- Parity with #19643

## Solution

- Rename

## Testing

- None

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-18 05:37:25 +00:00
Lucas Franca
6f08bb84d2
Exposes Observer's system's name (#19611)
# Objective

Fixes #18726
Alternative to and closes #18797

## Solution

Create a method `Observer::system_name` to expose the name of the
`Observer`'s system

## Showcase

```rust
// Returns `my_crate::my_observer`
let observer = Observer::new(my_observer);
println!(observer.system_name());

// Returns `my_crate::method::{{closure}}`
let observer = Observer::new(|_trigger: Trigger<...>|);
println!(observer.system_name());

// Returns `custom_name`
let observer = Observer::new(IntoSystem::into_system(my_observer).with_name("custom_name"));
println!(observer.system_name());
```

## TODO
- [ ] Achieve cart's approval

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-17 22:38:31 +00:00
Malek
f3e7a4b048
Added clone bounds to EntityEvents that were missing them. (#19708)
# Objective

Lack of clone on certain builtin events

## Solution

Added clone to those events

## Testing

## Showcase
2025-06-17 21:22:32 +00:00
theotherphil
66086a2616
Add TypeIdMapExt trait to make TypeIdMap operations more ergonomic (#19683)
# Objective
 
Fix https://github.com/bevyengine/bevy/issues/19642 by enabling e.g.

```
map.get_type::<MyType>();
```

in place of

```
map.get(&TypeId::of::<MyType>());
```

## Solution

Add an extension trait `TypeIdMapExt` with `insert_type`, `get_type`,
`get_type_mut` and `remove_type` counterparts for `insert`, `get`,
`get_mut` and `remove`.

## Testing

Doc test.
2025-06-17 21:06:27 +00:00
Alice Cecile
1079b83af9
Revert "bevy_log: refactor how log layers are wired together (#19248)" (#19705)
This reverts commit 8661e914a5, aka
#19248.

Fixes #19689.
2025-06-17 20:41:30 +00:00
Jan Hohenheim
a750cfe4a1
Split CursorOptions off of Window (#19668)
# Objective

- Fixes #19627 
- Tackles part of #19644 
- Supersedes #19629
- `Window` has become a very very very big component
- As such, our change detection does not *really* work on it, as e.g.
moving the mouse will cause a change for the entire window
- We circumvented this with a cache
- But, some things *shouldn't* be cached as they can be changed from
outside the user's control, notably the cursor grab mode on web
- So, we need to disable the cache for that
- But because change detection is broken, that would result in the
cursor grab mode being set every frame the mouse is moved
- That is usually *not* what a dev wants, as it forces the cursor to be
locked even when the end-user is trying to free the cursor on the
browser
  - the cache in this situation is invalid due to #8949

## Solution

- Split `Window` into multiple components, each with working change
detection
- Disable caching of the cursor grab mode
- This will only attempt to force the grab mode when the `CursorOptions`
were touched by the user, which is *much* rarer than simply moving the
mouse.
- If this PR is merged, I'll do the exact same for the other
constituents of `Window` as a follow-up

## Testing

- Ran all the changed examples
2025-06-17 20:20:13 +00:00
Alejandro Pascual
d1c6fbea57
Support fallible one-shot systems (#19678)
Closes #19677.

I don't think that the output type needs to be `Send`. I've done some
test at it seems to work fine without it, which in IMO makes sense, but
please correct me if that is not the case.
2025-06-17 19:48:37 +00:00
atlv
2915a3b903
rename GlobalTransform::compute_matrix to to_matrix (#19643)
# Objective

- compute_matrix doesn't compute anything, it just puts an Affine3A into
a Mat4. the name is inaccurate

## Solution

- rename it to conform with to_isometry (which, ironically, does compute
a decomposition which is rather expensive)

## Testing

- Its a rename. If it compiles, its good to go

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-17 18:37:26 +00:00
Erick Z
20781371e8
Register ReflectSerialize for &'static str (#19680)
# Objective

- When trying to serialize an structure that contains `&'static str`
using only Reflection, I get the following error:
```
"type `&str` did not register the `ReflectSerialize` or `ReflectSerializeWithRegistry` type data. 
For certain types, this may need to be registered manually using `register_type_data` (stack: ... -> `core::option::Option<&str>` -> `&str`)")
```
## Solution

- Register `ReflectSerialize` for `&str`

## Testing

- `cargo run -p ci`: OK
2025-06-16 22:09:15 +00:00
ickshonpe
c0fa10b0c3
slider widget track click position UiScale fix (#19676)
# Objective

The position for track clicks in `core_slider` is calculated incorrectly
when using `UiScale`.

## Solution

`trigger.event().pointer_location.position` uses logical window
coordinates, that is:

`position = physical_position / window_scale_factor`

while `ComputedNodeTarget::scale_factor` returns the window scale factor
multiplied by Ui Scale:

`target_scale_factor = window_scale_factor * ui_scale`

So to get the physical position need to divide by the `UiScale`:

```
position * target_scale_factor / ui_scale
= (physical_postion / window_scale_factor) * (window_scale_factor * ui_scale) / ui_scale
=  physical_position
```

I thought this was fixed during the slider PR review, but must have got
missed somewhere or lost in a merge.

## Testing

Can test using the `core_widgets` example` with
`.insert_resource(UiScale(2.))` added to the bevy app.
2025-06-16 22:07:54 +00:00
HippoGamus
209866cc27
Fix Keyboard observer not updating SliderValue (#19661)
# Objective

When the `CoreSlider`s `on_change` is set to None, Keyboard input, like
ArrowKeys, does not update the `SliderValue`.

## Solution

Handle the missing case, like it is done for Pointer.

## Testing

- Did you test these changes?
Yes: core_widgets & core_widgets_observers
in both examples one has to remove / comment out the setting of
`CoreSlider::on_change` to test the case of `on_change` being none.

- Are there any parts that need more testing?
No not that I am aware of.

- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
Yes: core_widgets & core_widgets_observers
in both examples one has to remove / comment out the setting of
`CoreSlider::on_change` to test the case of `on_change` being none.

- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
I tested on linux + wayland. But it is unlikely that it would effect
outcomes.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-16 22:05:19 +00:00
atlv
7c2289c96e
Clarify GlobalTransform::to_isometry doc (#19645)
# Objective

- to_isometry is not a direct conversion, it involves computation. the
docs could be clearer

## Solution

- Improve docs

## Testing

- its docs
2025-06-16 22:02:30 +00:00
Alice Cecile
7237c2173b
Make observers metadata / storage publicly visible (#19608)
# Objective

Our strategy for storing observers is made up of several moving parts,
which are ultimately fairly simple nested HashMaps.

These types are currently `pub`, but lack any meaningful way to access
this data.

We have three options here: 

1. Make these internals not `pub` at all.
2. Make the data read-only accessible.
3. Make the data mutably accessible.

## Solution

I've opted for option 2, exposing read-only values. This is consistent
with our existing approach to the ECS internals, allowing for easier
debugging without risking wanton data corruption. If one day you would
like to mutably access this data, please open an issue clearly
explaining what you're trying to do.

This was a pretty mechanical change, exposing fields via getters. I've
also opted to do my best to clarify some field names and documentation:
please double-check those for correctness. It was hard to be fully
confident, as the field names and documentation was not very clear ;)

## Testing

I spent some time going through the code paths, making sure that users
can trace all the way from `World` to the leaf nodes. Reviewers, please
ensure the same!

## Notes for reviewers

This is part of a broader observer overhaul: I fully expect us to change
up these internals and break these shiny new APIs. Probably even within
the same cycle!

But clean up your work area first: this sort of read-only getter and
improved docs will be important to replace as we work.
2025-06-16 22:00:33 +00:00
ickshonpe
0c63aa2405
Document TextShadow not supported by Text2d (#19533)
# Objective

Document `TextShadow` not supported by `Text2d`

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-16 21:55:32 +00:00
Jan Hohenheim
9b743d2a43
Allow users to fix glTF coordinate system imports (#19633)
# Objective

*Fixes #5670 as an opt-in for now*

glTF uses the following coordinate system:

- forward: Z
- up: Y
- right: -X

and Bevy uses:

- forward: -Z
- up: Y
- right: X

For the longest time, Bevy has simply ignored this distinction. That
caused issues when working across programs, as most software respects
the
glTF coordinate system when importing and exporting glTFs. Your scene
might have looked correct in Blender, Maya, TrenchBroom, etc. but
everything would be flipped when importing it into Bevy!

## Solution

Add an option to the glTF loader to perform coordinate conversion. Note
that this makes a distinction in the camera nodes, as glTF uses a
different coordinate system for them.

## Follow Ups

- Add global glTF loader settings, similar to the image loader, so that
users can make third-party crates also load their glTFs with corrected
coordinates
- Decide on a migration strategy to make this the future default
  - Create an issue
- Get feedback from Patrick Walton and Cart (not pinging them here to
not spam them)
  - Include this pic for reference of how Blender assumes -Y as forward:

![image](https://github.com/user-attachments/assets/8f5ae364-48f0-46e4-922b-50bccb8d58b3)

## Testing

I ran all glTF animation examples with the new setting enabled to
validate that they look the same, just flipped.

Also got a nice test scene from Chris that includes a camera inside the
glTF. Thanks @ChristopherBiscardi!

Blender (-Y forward): 

![image](https://github.com/user-attachments/assets/129013f1-a025-488a-8764-c7ee5e7019a1)

Bevy (-Z forward, but the model looks the wrong way):

![image](https://github.com/user-attachments/assets/842e00e0-48ce-4ca7-a88e-ea458ecbf852)

Bevy with `convert_coordinates` enabled (-Z forward):

![image](https://github.com/user-attachments/assets/e97f3797-75a0-4d2b-ac54-130ba69f0a3c)

Validation that the axes are correct with F3D's glTF viewer (+Z
forward):

![image](https://github.com/user-attachments/assets/b9f02adf-a7b0-4a18-821f-fdd04426d3bd)
2025-06-16 21:47:34 +00:00