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19 Commits
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54701a844e
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Revert "Replace Ambient Lights with Environment Map Lights (#17482)" (#18167)
This reverts commit
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0b5302d96a
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Replace Ambient Lights with Environment Map Lights (#17482)
# Objective Transparently uses simple `EnvironmentMapLight`s to mimic `AmbientLight`s. Implements the first part of #17468, but I can implement hemispherical lights in this PR too if needed. ## Solution - A function `EnvironmentMapLight::solid_color(&mut Assets<Image>, Color)` is provided to make an environment light with a solid color. - A new system is added to `SimulationLightSystems` that maps `AmbientLight`s on views or the world to a corresponding `EnvironmentMapLight`. I have never worked with (or on) Bevy before, so nitpicky comments on how I did things are appreciated :). ## Testing Testing was done on a modified version of the `3d/lighting` example, where I removed all lights except the ambient light. I have not included the example, but can if required. ## Migration `bevy_pbr::AmbientLight` has been deprecated, so all usages of it should be replaced by a `bevy_pbr::EnvironmentMapLight` created with `EnvironmentMapLight::solid_color` placed on the camera. There is no alternative to ambient lights as resources. |
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2ad5908e58
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Make Query::single (and friends) return a Result (#18082)
# Objective As discussed in #14275, Bevy is currently too prone to panic, and makes the easy / beginner-friendly way to do a large number of operations just to panic on failure. This is seriously frustrating in library code, but also slows down development, as many of the `Query::single` panics can actually safely be an early return (these panics are often due to a small ordering issue or a change in game state. More critically, in most "finished" products, panics are unacceptable: any unexpected failures should be handled elsewhere. That's where the new With the advent of good system error handling, we can now remove this. Note: I was instrumental in a) introducing this idea in the first place and b) pushing to make the panicking variant the default. The introduction of both `let else` statements in Rust and the fancy system error handling work in 0.16 have changed my mind on the right balance here. ## Solution 1. Make `Query::single` and `Query::single_mut` (and other random related methods) return a `Result`. 2. Handle all of Bevy's internal usage of these APIs. 3. Deprecate `Query::get_single` and friends, since we've moved their functionality to the nice names. 4. Add detailed advice on how to best handle these errors. Generally I like the diff here, although `get_single().unwrap()` in tests is a bit of a downgrade. ## Testing I've done a global search for `.single` to track down any missed deprecated usages. As to whether or not all the migrations were successful, that's what CI is for :) ## Future work ~~Rename `Query::get_single` and friends to `Query::single`!~~ ~~I've opted not to do this in this PR, and smear it across two releases in order to ease the migration. Successive deprecations are much easier to manage than the semantics and types shifting under your feet.~~ Cart has convinced me to change my mind on this; see https://github.com/bevyengine/bevy/pull/18082#discussion_r1974536085. ## Migration guide `Query::single`, `Query::single_mut` and their `QueryState` equivalents now return a `Result`. Generally, you'll want to: 1. Use Bevy 0.16's system error handling to return a `Result` using the `?` operator. 2. Use a `let else Ok(data)` block to early return if it's an expected failure. 3. Use `unwrap()` or `Ok` destructuring inside of tests. The old `Query::get_single` (etc) methods which did this have been deprecated. |
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5241e09671
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Upgrade to Rust Edition 2024 (#17967)
# Objective - Fixes #17960 ## Solution - Followed the [edition upgrade guide](https://doc.rust-lang.org/edition-guide/editions/transitioning-an-existing-project-to-a-new-edition.html) ## Testing - CI --- ## Summary of Changes ### Documentation Indentation When using lists in documentation, proper indentation is now linted for. This means subsequent lines within the same list item must start at the same indentation level as the item. ```rust /* Valid */ /// - Item 1 /// Run-on sentence. /// - Item 2 struct Foo; /* Invalid */ /// - Item 1 /// Run-on sentence. /// - Item 2 struct Foo; ``` ### Implicit `!` to `()` Conversion `!` (the never return type, returned by `panic!`, etc.) no longer implicitly converts to `()`. This is particularly painful for systems with `todo!` or `panic!` statements, as they will no longer be functions returning `()` (or `Result<()>`), making them invalid systems for functions like `add_systems`. The ideal fix would be to accept functions returning `!` (or rather, _not_ returning), but this is blocked on the [stabilisation of the `!` type itself](https://doc.rust-lang.org/std/primitive.never.html), which is not done. The "simple" fix would be to add an explicit `-> ()` to system signatures (e.g., `|| { todo!() }` becomes `|| -> () { todo!() }`). However, this is _also_ banned, as there is an existing lint which (IMO, incorrectly) marks this as an unnecessary annotation. So, the "fix" (read: workaround) is to put these kinds of `|| -> ! { ... }` closuers into variables and give the variable an explicit type (e.g., `fn()`). ```rust // Valid let system: fn() = || todo!("Not implemented yet!"); app.add_systems(..., system); // Invalid app.add_systems(..., || todo!("Not implemented yet!")); ``` ### Temporary Variable Lifetimes The order in which temporary variables are dropped has changed. The simple fix here is _usually_ to just assign temporaries to a named variable before use. ### `gen` is a keyword We can no longer use the name `gen` as it is reserved for a future generator syntax. This involved replacing uses of the name `gen` with `r#gen` (the raw-identifier syntax). ### Formatting has changed Use statements have had the order of imports changed, causing a substantial +/-3,000 diff when applied. For now, I have opted-out of this change by amending `rustfmt.toml` ```toml style_edition = "2021" ``` This preserves the original formatting for now, reducing the size of this PR. It would be a simple followup to update this to 2024 and run `cargo fmt`. ### New `use<>` Opt-Out Syntax Lifetimes are now implicitly included in RPIT types. There was a handful of instances where it needed to be added to satisfy the borrow checker, but there may be more cases where it _should_ be added to avoid breakages in user code. ### `MyUnitStruct { .. }` is an invalid pattern Previously, you could match against unit structs (and unit enum variants) with a `{ .. }` destructuring. This is no longer valid. ### Pretty much every use of `ref` and `mut` are gone Pattern binding has changed to the point where these terms are largely unused now. They still serve a purpose, but it is far more niche now. ### `iter::repeat(...).take(...)` is bad New lint recommends using the more explicit `iter::repeat_n(..., ...)` instead. ## Migration Guide The lifetimes of functions using return-position impl-trait (RPIT) are likely _more_ conservative than they had been previously. If you encounter lifetime issues with such a function, please create an issue to investigate the addition of `+ use<...>`. ## Notes - Check the individual commits for a clearer breakdown for what _actually_ changed. --------- Co-authored-by: François Mockers <francois.mockers@vleue.com> |
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21f1e3045c
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Relationships (non-fragmenting, one-to-many) (#17398)
This adds support for one-to-many non-fragmenting relationships (with planned paths for fragmenting and non-fragmenting many-to-many relationships). "Non-fragmenting" means that entities with the same relationship type, but different relationship targets, are not forced into separate tables (which would cause "table fragmentation"). Functionally, this fills a similar niche as the current Parent/Children system. The biggest differences are: 1. Relationships have simpler internals and significantly improved performance and UX. Commands and specialized APIs are no longer necessary to keep everything in sync. Just spawn entities with the relationship components you want and everything "just works". 2. Relationships are generalized. Bevy can provide additional built in relationships, and users can define their own. **REQUEST TO REVIEWERS**: _please don't leave top level comments and instead comment on specific lines of code. That way we can take advantage of threaded discussions. Also dont leave comments simply pointing out CI failures as I can read those just fine._ ## Built on top of what we have Relationships are implemented on top of the Bevy ECS features we already have: components, immutability, and hooks. This makes them immediately compatible with all of our existing (and future) APIs for querying, spawning, removing, scenes, reflection, etc. The fewer specialized APIs we need to build, maintain, and teach, the better. ## Why focus on one-to-many non-fragmenting first? 1. This allows us to improve Parent/Children relationships immediately, in a way that is reasonably uncontroversial. Switching our hierarchy to fragmenting relationships would have significant performance implications. ~~Flecs is heavily considering a switch to non-fragmenting relations after careful considerations of the performance tradeoffs.~~ _(Correction from @SanderMertens: Flecs is implementing non-fragmenting storage specialized for asset hierarchies, where asset hierarchies are many instances of small trees that have a well defined structure)_ 2. Adding generalized one-to-many relationships is currently a priority for the [Next Generation Scene / UI effort](https://github.com/bevyengine/bevy/discussions/14437). Specifically, we're interested in building reactions and observers on top. ## The changes This PR does the following: 1. Adds a generic one-to-many Relationship system 3. Ports the existing Parent/Children system to Relationships, which now lives in `bevy_ecs::hierarchy`. The old `bevy_hierarchy` crate has been removed. 4. Adds on_despawn component hooks 5. Relationships can opt-in to "despawn descendants" behavior, meaning that the entire relationship hierarchy is despawned when `entity.despawn()` is called. The built in Parent/Children hierarchies enable this behavior, and `entity.despawn_recursive()` has been removed. 6. `world.spawn` now applies commands after spawning. This ensures that relationship bookkeeping happens immediately and removes the need to manually flush. This is in line with the equivalent behaviors recently added to the other APIs (ex: insert). 7. Removes the ValidParentCheckPlugin (system-driven / poll based) in favor of a `validate_parent_has_component` hook. ## Using Relationships The `Relationship` trait looks like this: ```rust pub trait Relationship: Component + Sized { type RelationshipSources: RelationshipSources<Relationship = Self>; fn get(&self) -> Entity; fn from(entity: Entity) -> Self; } ``` A relationship is a component that: 1. Is a simple wrapper over a "target" Entity. 2. Has a corresponding `RelationshipSources` component, which is a simple wrapper over a collection of entities. Every "target entity" targeted by a "source entity" with a `Relationship` has a `RelationshipSources` component, which contains every "source entity" that targets it. For example, the `Parent` component (as it currently exists in Bevy) is the `Relationship` component and the entity containing the Parent is the "source entity". The entity _inside_ the `Parent(Entity)` component is the "target entity". And that target entity has a `Children` component (which implements `RelationshipSources`). In practice, the Parent/Children relationship looks like this: ```rust #[derive(Relationship)] #[relationship(relationship_sources = Children)] pub struct Parent(pub Entity); #[derive(RelationshipSources)] #[relationship_sources(relationship = Parent)] pub struct Children(Vec<Entity>); ``` The Relationship and RelationshipSources derives automatically implement Component with the relevant configuration (namely, the hooks necessary to keep everything in sync). The most direct way to add relationships is to spawn entities with relationship components: ```rust let a = world.spawn_empty().id(); let b = world.spawn(Parent(a)).id(); assert_eq!(world.entity(a).get::<Children>().unwrap(), &[b]); ``` There are also convenience APIs for spawning more than one entity with the same relationship: ```rust world.spawn_empty().with_related::<Children>(|s| { s.spawn_empty(); s.spawn_empty(); }) ``` The existing `with_children` API is now a simpler wrapper over `with_related`. This makes this change largely non-breaking for existing spawn patterns. ```rust world.spawn_empty().with_children(|s| { s.spawn_empty(); s.spawn_empty(); }) ``` There are also other relationship APIs, such as `add_related` and `despawn_related`. ## Automatic recursive despawn via the new on_despawn hook `RelationshipSources` can opt-in to "despawn descendants" behavior, which will despawn all related entities in the relationship hierarchy: ```rust #[derive(RelationshipSources)] #[relationship_sources(relationship = Parent, despawn_descendants)] pub struct Children(Vec<Entity>); ``` This means that `entity.despawn_recursive()` is no longer required. Instead, just use `entity.despawn()` and the relevant related entities will also be despawned. To despawn an entity _without_ despawning its parent/child descendants, you should remove the `Children` component first, which will also remove the related `Parent` components: ```rust entity .remove::<Children>() .despawn() ``` This builds on the on_despawn hook introduced in this PR, which is fired when an entity is despawned (before other hooks). ## Relationships are the source of truth `Relationship` is the _single_ source of truth component. `RelationshipSources` is merely a reflection of what all the `Relationship` components say. By embracing this, we are able to significantly improve the performance of the system as a whole. We can rely on component lifecycles to protect us against duplicates, rather than needing to scan at runtime to ensure entities don't already exist (which results in quadratic runtime). A single source of truth gives us constant-time inserts. This does mean that we cannot directly spawn populated `Children` components (or directly add or remove entities from those components). I personally think this is a worthwhile tradeoff, both because it makes the performance much better _and_ because it means theres exactly one way to do things (which is a philosophy we try to employ for Bevy APIs). As an aside: treating both sides of the relationship as "equivalent source of truth relations" does enable building simple and flexible many-to-many relationships. But this introduces an _inherent_ need to scan (or hash) to protect against duplicates. [`evergreen_relations`](https://github.com/EvergreenNest/evergreen_relations) has a very nice implementation of the "symmetrical many-to-many" approach. Unfortunately I think the performance issues inherent to that approach make it a poor choice for Bevy's default relationship system. ## Followup Work * Discuss renaming `Parent` to `ChildOf`. I refrained from doing that in this PR to keep the diff reasonable, but I'm personally biased toward this change (and using that naming pattern generally for relationships). * [Improved spawning ergonomics](https://github.com/bevyengine/bevy/discussions/16920) * Consider adding relationship observers/triggers for "relationship targets" whenever a source is added or removed. This would replace the current "hierarchy events" system, which is unused upstream but may have existing users downstream. I think triggers are the better fit for this than a buffered event queue, and would prefer not to add that back. * Fragmenting relations: My current idea hinges on the introduction of "value components" (aka: components whose type _and_ value determines their ComponentId, via something like Hashing / PartialEq). By labeling a Relationship component such as `ChildOf(Entity)` as a "value component", `ChildOf(e1)` and `ChildOf(e2)` would be considered "different components". This makes the transition between fragmenting and non-fragmenting a single flag, and everything else continues to work as expected. * Many-to-many support * Non-fragmenting: We can expand Relationship to be a list of entities instead of a single entity. I have largely already written the code for this. * Fragmenting: With the "value component" impl mentioned above, we get many-to-many support "for free", as it would allow inserting multiple copies of a Relationship component with different target entities. Fixes #3742 (If this PR is merged, I think we should open more targeted followup issues for the work above, with a fresh tracking issue free of the large amount of less-directed historical context) Fixes #17301 Fixes #12235 Fixes #15299 Fixes #15308 ## Migration Guide * Replace `ChildBuilder` with `ChildSpawnerCommands`. * Replace calls to `.set_parent(parent_id)` with `.insert(Parent(parent_id))`. * Replace calls to `.replace_children()` with `.remove::<Children>()` followed by `.add_children()`. Note that you'll need to manually despawn any children that are not carried over. * Replace calls to `.despawn_recursive()` with `.despawn()`. * Replace calls to `.despawn_descendants()` with `.despawn_related::<Children>()`. * If you have any calls to `.despawn()` which depend on the children being preserved, you'll need to remove the `Children` component first. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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bf3692a011
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Introduce support for mixed lighting by allowing lights to opt out of contributing diffuse light to lightmapped objects. (#16761)
This PR adds support for *mixed lighting* to Bevy, whereby some parts of the scene are lightmapped, while others take part in real-time lighting. (Here *real-time lighting* means lighting at runtime via the PBR shader, as opposed to precomputed light using lightmaps.) It does so by adding a new field, `affects_lightmapped_meshes` to `IrradianceVolume` and `AmbientLight`, and a corresponding field `affects_lightmapped_mesh_diffuse` to `DirectionalLight`, `PointLight`, `SpotLight`, and `EnvironmentMapLight`. By default, this value is set to true; when set to false, the light contributes nothing to the diffuse irradiance component to meshes with lightmaps. Note that specular light is unaffected. This is because the correct way to bake specular lighting is *directional lightmaps*, which we have no support for yet. There are two general ways I expect this field to be used: 1. When diffuse indirect light is baked into lightmaps, irradiance volumes and reflection probes shouldn't contribute any diffuse light to the static geometry that has a lightmap. That's because the baking tool should have already accounted for it, and in a higher-quality fashion, as lightmaps typically offer a higher effective texture resolution than the light probe does. 2. When direct diffuse light is baked into a lightmap, punctual lights shouldn't contribute any diffuse light to static geometry with a lightmap, to avoid double-counting. It may seem odd to bake *direct* light into a lightmap, as opposed to indirect light. But there is a use case: in a scene with many lights, avoiding light leaks requires shadow mapping, which quickly becomes prohibitive when many lights are involved. Baking lightmaps allows light leaks to be eliminated on static geometry. A new example, `mixed_lighting`, has been added. It demonstrates a sofa (model from the [glTF Sample Assets]) that has been lightmapped offline using [Bakery]. It has four modes: 1. In *baked* mode, all objects are locked in place, and all the diffuse direct and indirect light has been calculated ahead of time. Note that the bottom of the sphere has a red tint from the sofa, illustrating that the baking tool captured indirect light for it. 2. In *mixed direct* mode, lightmaps capturing diffuse direct and indirect light have been pre-calculated for the static objects, but the dynamic sphere has real-time lighting. Note that, because the diffuse lighting has been entirely pre-calculated for the scenery, the dynamic sphere casts no shadow. In a real app, you would typically use real-time lighting for the most important light so that dynamic objects can shadow the scenery and relegate baked lighting to the less important lights for which shadows aren't as important. Also note that there is no red tint on the sphere, because there is no global illumination applied to it. In an actual game, you could fix this problem by supplementing the lightmapped objects with an irradiance volume. 3. In *mixed indirect* mode, all direct light is calculated in real-time, and the static objects have pre-calculated indirect lighting. This corresponds to the mode that most applications are expected to use. Because direct light on the scenery is computed dynamically, shadows are fully supported. As in mixed direct mode, there is no global illumination on the sphere; in a real application, irradiance volumes could be used to supplement the lightmaps. 4. In *real-time* mode, no lightmaps are used at all, and all punctual lights are rendered in real-time. No global illumination exists. In the example, you can click around to move the sphere, unless you're in baked mode, in which case the sphere must be locked in place to be lit correctly. ## Showcase Baked mode:  Mixed direct mode:  Mixed indirect mode (default):  Real-time mode:  ## Migration guide * The `AmbientLight` resource, the `IrradianceVolume` component, and the `EnvironmentMapLight` component now have `affects_lightmapped_meshes` fields. If you don't need to use that field (for example, if you aren't using lightmaps), you can safely set the field to true. * `DirectionalLight`, `PointLight`, and `SpotLight` now have `affects_lightmapped_mesh_diffuse` fields. If you don't need to use that field (for example, if you aren't using lightmaps), you can safely set the field to true. [glTF Sample Assets]: https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main [Bakery]: https://geom.io/bakery/wiki/index.php?title=Bakery_-_GPU_Lightmapper |
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015f2c69ca
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Merge Style properties into Node. Use ComputedNode for computed properties. (#15975)
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ``` |
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90b5ed6c93
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Adjust some example text to match visual guidelines (#15966)
# Objective Adjust instruction text in some newer examples to match the [example visual guidelines](https://bevyengine.org/learn/contribute/helping-out/creating-examples/#visual-guidelines). ## Solution Move text 12px from edge of screen ## Testing ``` cargo run --example alter_mesh cargo run --example alter_sprite cargo run --example camera_orbit cargo run --example projection_zoom cargo run --example irradiance_volumes cargo run --example log_layers_ecs cargo run --example multi_asset_sync cargo run --example multiple_windows cargo run --example order_independent_transparency ``` ## Additional information This isn't comprehensive, just the most trivial cases. I'll double check my notes and probably follow up with an issue to look into visual guidelines for a few other examples. |
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6f7d0e5725
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split up TextStyle (#15857)
# Objective Currently text is recomputed unnecessarily on any changes to its color, which is extremely expensive. ## Solution Split up `TextStyle` into two separate components `TextFont` and `TextColor`. ## Testing I added this system to `many_buttons`: ```rust fn set_text_colors_changed(mut colors: Query<&mut TextColor>) { for mut text_color in colors.iter_mut() { text_color.set_changed(); } } ``` reports ~4fps on main, ~50fps with this PR. ## Migration Guide `TextStyle` has been renamed to `TextFont` and its `color` field has been moved to a separate component named `TextColor` which newtypes `Color`. |
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0944499f90
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Update multi_asset_sync.rs (#15816)
Typo |
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a6be9b4ccd
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Rename TextBlock to TextLayout (#15797)
# Objective - Improve clarity when spawning a text block. See [this discussion](https://github.com/bevyengine/bevy/pull/15591/#discussion_r1787083571). ## Solution - Rename `TextBlock` to `TextLayout`. |
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c2c19e5ae4
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Text rework (#15591)
**Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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25bfa80e60
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Migrate cameras to required components (#15641)
# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically. |
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eb51b4c28e
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Migrate scenes to required components (#15579)
# Objective A step in the migration to required components: scenes! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2FPJtNGVMMQhyM0zIvCJSkbA): - Deprecate `SceneBundle` and `DynamicSceneBundle`. - Add `SceneRoot` and `DynamicSceneRoot` components, which wrap a `Handle<Scene>` and `Handle<DynamicScene>` respectively. ## Migration Guide Asset handles for scenes and dynamic scenes must now be wrapped in the `SceneRoot` and `DynamicSceneRoot` components. Raw handles as components no longer spawn scenes. Additionally, `SceneBundle` and `DynamicSceneBundle` have been deprecated. Instead, use the scene components directly. Previously: ```rust let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf")); commands.spawn(SceneBundle { scene: model_scene, transform: Transform::from_xyz(-4.0, 0.0, -3.0), ..default() }); ``` Now: ```rust let model_scene = asset_server.load(GltfAssetLabel::Scene(0).from_asset("model.gltf")); commands.spawn(( SceneRoot(model_scene), Transform::from_xyz(-4.0, 0.0, -3.0), )); ``` |
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54006b107b
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Migrate meshes and materials to required components (#15524)
# Objective A big step in the migration to required components: meshes and materials! ## Solution As per the [selected proposal](https://hackmd.io/@bevy/required_components/%2Fj9-PnF-2QKK0on1KQ29UWQ): - Deprecate `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle`. - Add `Mesh2d` and `Mesh3d` components, which wrap a `Handle<Mesh>`. - Add `MeshMaterial2d<M: Material2d>` and `MeshMaterial3d<M: Material>`, which wrap a `Handle<M>`. - Meshes *without* a mesh material should be rendered with a default material. The existence of a material is determined by `HasMaterial2d`/`HasMaterial3d`, which is required by `MeshMaterial2d`/`MeshMaterial3d`. This gets around problems with the generics. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, previously nothing was rendered. Now, it renders a white default `ColorMaterial` in 2D and a `StandardMaterial` in 3D (this can be overridden). Below, only every other entity has a material:   Why white? This is still open for discussion, but I think white makes sense for a *default* material, while *invalid* asset handles pointing to nothing should have something like a pink material to indicate that something is broken (I don't handle that in this PR yet). This is kind of a mix of Godot and Unity: Godot just renders a white material for non-existent materials, while Unity renders nothing when no materials exist, but renders pink for invalid materials. I can also change the default material to pink if that is preferable though. ## Testing I ran some 2D and 3D examples to test if anything changed visually. I have not tested all examples or features yet however. If anyone wants to test more extensively, it would be appreciated! ## Implementation Notes - The relationship between `bevy_render` and `bevy_pbr` is weird here. `bevy_render` needs `Mesh3d` for its own systems, but `bevy_pbr` has all of the material logic, and `bevy_render` doesn't depend on it. I feel like the two crates should be refactored in some way, but I think that's out of scope for this PR. - I didn't migrate meshlets to required components yet. That can probably be done in a follow-up, as this is already a huge PR. - It is becoming increasingly clear to me that we really, *really* want to disallow raw asset handles as components. They caused me a *ton* of headache here already, and it took me a long time to find every place that queried for them or inserted them directly on entities, since there were no compiler errors for it. If we don't remove the `Component` derive, I expect raw asset handles to be a *huge* footgun for users as we transition to wrapper components, especially as handles as components have been the norm so far. I personally consider this to be a blocker for 0.15: we need to migrate to wrapper components for asset handles everywhere, and remove the `Component` derive. Also see https://github.com/bevyengine/bevy/issues/14124. --- ## Migration Guide Asset handles for meshes and mesh materials must now be wrapped in the `Mesh2d` and `MeshMaterial2d` or `Mesh3d` and `MeshMaterial3d` components for 2D and 3D respectively. Raw handles as components no longer render meshes. Additionally, `MaterialMesh2dBundle`, `MaterialMeshBundle`, and `PbrBundle` have been deprecated. Instead, use the mesh and material components directly. Previously: ```rust commands.spawn(MaterialMesh2dBundle { mesh: meshes.add(Circle::new(100.0)).into(), material: materials.add(Color::srgb(7.5, 0.0, 7.5)), transform: Transform::from_translation(Vec3::new(-200., 0., 0.)), ..default() }); ``` Now: ```rust commands.spawn(( Mesh2d(meshes.add(Circle::new(100.0))), MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))), Transform::from_translation(Vec3::new(-200., 0., 0.)), )); ``` If the mesh material is missing, a white default material is now used. Previously, nothing was rendered if the material was missing. The `WithMesh2d` and `WithMesh3d` query filter type aliases have also been removed. Simply use `With<Mesh2d>` or `With<Mesh3d>`. --------- Co-authored-by: Tim Blackbird <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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de888a373d
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Migrate lights to required components (#15554)
# Objective Another step in the migration to required components: lights! Note that this does not include `EnvironmentMapLight` or reflection probes yet, because their API hasn't been fully chosen yet. ## Solution As per the [selected proposals](https://hackmd.io/@bevy/required_components/%2FLLnzwz9XTxiD7i2jiUXkJg): - Deprecate `PointLightBundle` in favor of the `PointLight` component - Deprecate `SpotLightBundle` in favor of the `PointLight` component - Deprecate `DirectionalLightBundle` in favor of the `DirectionalLight` component ## Testing I ran some examples with lights. --- ## Migration Guide `PointLightBundle`, `SpotLightBundle`, and `DirectionalLightBundle` have been deprecated. Use the `PointLight`, `SpotLight`, and `DirectionalLight` components instead. Adding them will now insert the other components required by them automatically. |
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522d82b21a
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Fixing text sizes for examples (#15190)
# Objective - Fixes #14265 ## Solution - Go through Pixel Eagle examples (and examples all in all) - If default size is used it is usually left there - If size of font is touched try dividing with 1.2 and round it to nearest whole number ## Testing - Run example before and after - Make sure examples text are readable or like before cosmic-text change --- ## Showcase Before:  After:  |
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6adf31babf
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hooking up observers and clicking for ui node (#14695)
Makes the newly merged picking usable for UI elements. currently it both triggers the events, as well as sends them as throught commands.trigger_targets. We should probably figure out if this is needed for them all. # Objective Hooks up obserers and picking for a very simple example ## Solution upstreamed the UI picking backend from bevy_mod_picking ## Testing tested with the new example picking/simple_picking.rs --- --------- Co-authored-by: Lixou <82600264+DasLixou@users.noreply.github.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com> |
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1d950e6195
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Allow AssetServer::load to acquire a guard item. (#13051)
# Objective Supercedes #12881 . Added a simple implementation that allows the user to react to multiple asset loads both synchronously and asynchronously. ## Solution Added `load_acquire`, that holds an item and drops it when loading is finished or failed. When used synchronously Hold an `Arc<()>`, check for `Arc::strong_count() == 1` when all loading completed. When used asynchronously Hold a `SemaphoreGuard`, await on `acquire_all` for completion. This implementation has more freedom than the original in my opinion. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au> |