Migration guide:
# Objective
Currently there seems to be no way to enable picking through
render-to-texture cameras
## Solution
This PR allows casting rays from the game code quite easily.
## Testing
- I've tested these in my game and it seems to work
- I haven't tested edge cases
---
## Showcase
<details>
<summary>Click to view showcase</summary>
```rust
fn cast_rays_from_additional_camera(
cameras: Query<(&GlobalTransform, &Camera, Entity), With<RenderToTextureCamera>>,
mut rays: ResMut<RayMap>,
pointers: Query<(&PointerId, &PointerLocation)>,
) {
for (camera_global_transform, camera, camera_entity) in &cameras {
for (pointer_id, pointer_loc) in &pointers {
let Some(viewport_pos) = pointer_loc.location() else {
continue;
};
// if camera result is transformed in any way, the reverse transformation
// should be applied somewhere here
let ray = camera
.viewport_to_world(camera_global_transform, viewport_pos.position)
.ok();
if let Some(r) = ray {
rays.map.insert(RayId::new(camera_entity, *pointer_id), r);
}
}
}
}
```
</details>
## Migration Guide
The `bevy_picking::backend::ray::RayMap::map` method is removed as
redundant,
In systems using `Res<RayMap>` replace `ray_map.map()` with
`&ray_map.map`
# Objective
Now that #13432 has been merged, it's important we update our reflected
types to properly opt into this feature. If we do not, then this could
cause issues for users downstream who want to make use of
reflection-based cloning.
## Solution
This PR is broken into 4 commits:
1. Add `#[reflect(Clone)]` on all types marked `#[reflect(opaque)]` that
are also `Clone`. This is mandatory as these types would otherwise cause
the cloning operation to fail for any type that contains it at any
depth.
2. Update the reflection example to suggest adding `#[reflect(Clone)]`
on opaque types.
3. Add `#[reflect(clone)]` attributes on all fields marked
`#[reflect(ignore)]` that are also `Clone`. This prevents the ignored
field from causing the cloning operation to fail.
Note that some of the types that contain these fields are also `Clone`,
and thus can be marked `#[reflect(Clone)]`. This makes the
`#[reflect(clone)]` attribute redundant. However, I think it's safer to
keep it marked in the case that the `Clone` impl/derive is ever removed.
I'm open to removing them, though, if people disagree.
4. Finally, I added `#[reflect(Clone)]` on all types that are also
`Clone`. While not strictly necessary, it enables us to reduce the
generated output since we can just call `Clone::clone` directly instead
of calling `PartialReflect::reflect_clone` on each variant/field. It
also means we benefit from any optimizations or customizations made in
the `Clone` impl, including directly dereferencing `Copy` values and
increasing reference counters.
Along with that change I also took the liberty of adding any missing
registrations that I saw could be applied to the type as well, such as
`Default`, `PartialEq`, and `Hash`. There were hundreds of these to
edit, though, so it's possible I missed quite a few.
That last commit is **_massive_**. There were nearly 700 types to
update. So it's recommended to review the first three before moving onto
that last one.
Additionally, I can break the last commit off into its own PR or into
smaller PRs, but I figured this would be the easiest way of doing it
(and in a timely manner since I unfortunately don't have as much time as
I used to for code contributions).
## Testing
You can test locally with a `cargo check`:
```
cargo check --workspace --all-features
```
# Objective
Updates the now inaccurate position docs
Fixes#17832
## Solution
From
`The position of the intersection in the world, if the data is available
from the backend.`
To
`The position reported by the backend, if the data is available.
Position data may be in any space (e.g. World space, Screen space, Local
space), specified by the backend providing it.`
## Testing
uhh reading :)
# Objective
- Contributes to #16877
## Solution
- Moved `hashbrown`, `foldhash`, and related types out of `bevy_utils`
and into `bevy_platform_support`
- Refactored the above to match the layout of these types in `std`.
- Updated crates as required.
## Testing
- CI
---
## Migration Guide
- The following items were moved out of `bevy_utils` and into
`bevy_platform_support::hash`:
- `FixedState`
- `DefaultHasher`
- `RandomState`
- `FixedHasher`
- `Hashed`
- `PassHash`
- `PassHasher`
- `NoOpHash`
- The following items were moved out of `bevy_utils` and into
`bevy_platform_support::collections`:
- `HashMap`
- `HashSet`
- `bevy_utils::hashbrown` has been removed. Instead, import from
`bevy_platform_support::collections` _or_ take a dependency on
`hashbrown` directly.
- `bevy_utils::Entry` has been removed. Instead, import from
`bevy_platform_support::collections::hash_map` or
`bevy_platform_support::collections::hash_set` as appropriate.
- All of the above equally apply to `bevy::utils` and
`bevy::platform_support`.
## Notes
- I left `PreHashMap`, `PreHashMapExt`, and `TypeIdMap` in `bevy_utils`
as they might be candidates for micro-crating. They can always be moved
into `bevy_platform_support` at a later date if desired.
# Objective
PR #17225 allowed for sprite picking to be opt-in. After some
discussion, it was agreed that `PickingBehavior` should be used to
opt-in to sprite picking behavior for entities. This leads to
`PickingBehavior` having two purposes: mark an entity for use in a
backend, and describe how it should be picked. Discussion led to the
name `Pickable`making more sense (also: this is what the component was
named before upstreaming).
A follow-up pass will be made after this PR to unify backends.
## Solution
Replace all instances of `PickingBehavior` and `picking_behavior` with
`Pickable` and `pickable`, respectively.
## Testing
CI
## Migration Guide
Change all instances of `PickingBehavior` to `Pickable`.
# Objective
We were waiting for 1.83 to address most of these, due to a bug with
`missing_docs` and `expect`. Relates to, but does not entirely complete,
#15059.
## Solution
- Upgrade to 1.83
- Switch `allow(missing_docs)` to `expect(missing_docs)`
- Remove a few now-unused `allow`s along the way, or convert to `expect`
# Objective
Fixes https://github.com/bevyengine/bevy/issues/16661
## Solution
- Update the doc links to point to the proper objects
## Testing
- Built crate docs and made sure the links worked locally
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Built-in observers & events should be `Reflect` so that components that
interact with them can be serialized in scenes. This is a similar pr to
#14259.
# Objective
- Rename `Pickable` to `PickingBehavior` to counter the easily-made
assumption that the component is required. It is optional
- Fix and clarify documentation
- The docs in `crates/bevy_ui/src/picking_backend.rs` were incorrect
about the necessity of `Pickable`
- Plus two minor code quality changes in this commit
(7c2e75f48d)
Closes#15632
# Objective
> Rust 1.81 released the #[expect(...)] attribute, which works like
#[allow(...)] but throws a warning if the lint isn't raised. This is
preferred to #[allow(...)] because it tells us when it can be removed.
- Adopts the parts of #15118 that are complete, and updates the branch
so it can be merged.
- There were a few conflicts, let me know if I misjudged any of 'em.
Alice's
[recommendation](https://github.com/bevyengine/bevy/issues/15059#issuecomment-2349263900)
seems well-taken, let's do this crate by crate now that @BD103 has done
the lion's share of this!
(Relates to, but doesn't yet completely finish #15059.)
Crates this _doesn't_ cover:
- bevy_input
- bevy_gilrs
- bevy_window
- bevy_winit
- bevy_state
- bevy_render
- bevy_picking
- bevy_core_pipeline
- bevy_sprite
- bevy_text
- bevy_pbr
- bevy_ui
- bevy_gltf
- bevy_gizmos
- bevy_dev_tools
- bevy_internal
- bevy_dylib
---------
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
Co-authored-by: Ben Frankel <ben.frankel7@gmail.com>
Co-authored-by: Antony <antony.m.3012@gmail.com>
# Objective
- Crate-level prelude modules, such as `bevy_ecs::prelude`, are plagued
with inconsistency! Let's fix it!
## Solution
Format all preludes based on the following rules:
1. All preludes should have brief documentation in the format of:
> The _name_ prelude.
>
> This includes the most common types in this crate, re-exported for
your convenience.
2. All documentation should be outer, not inner. (`///` instead of
`//!`.)
3. No prelude modules should be annotated with `#[doc(hidden)]`. (Items
within them may, though I'm not sure why this was done.)
## Testing
- I manually searched for the term `mod prelude` and updated all
occurrences by hand. 🫠
---------
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/14593.
## Solution
- Add `ViewportConversionError` and return it from viewport conversion
methods on Camera.
## Testing
- I successfully compiled and ran all changed examples.
## Migration Guide
The following methods on `Camera` now return a `Result` instead of an
`Option` so that they can provide more information about failures:
- `world_to_viewport`
- `world_to_viewport_with_depth`
- `viewport_to_world`
- `viewport_to_world_2d`
Call `.ok()` on the `Result` to turn it back into an `Option`, or handle
the `Result` directly.
---------
Co-authored-by: Lixou <82600264+DasLixou@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
Add `bevy_picking` sprite backend as part of the `bevy_mod_picking`
upstreamening (#12365).
## Solution
More or less a copy/paste from `bevy_mod_picking`, with the changes
[here](https://github.com/aevyrie/bevy_mod_picking/pull/354). I'm
putting that link here since those changes haven't yet made it through
review, so should probably be reviewed on their own.
## Testing
I couldn't find any sprite-backend-specific tests in `bevy_mod_picking`
and unfortunately I'm not familiar enough with Bevy's testing patterns
to write tests for code that relies on windowing and input. I'm willing
to break the pointer hit system into testable blocks and add some more
modular tests if that's deemed important enough to block, otherwise I
can open an issue for adding tests as follow-up.
## Follow-up work
- More docs/tests
- Ignore pick events on transparent sprite pixels with potential opt-out
---------
Co-authored-by: Aevyrie <aevyrie@gmail.com>
# Objective
This is the first of a series of PRs intended to begin the upstreaming
process for `bevy_mod_picking`. The purpose of this PR is to:
+ Create the new `bevy_picking` crate
+ Upstream `CorePlugin` as `PickingPlugin`
+ Upstream the core pointer and backend abstractions.
This code has been ported verbatim from the corresponding files in
[bevy_picking_core](https://github.com/aevyrie/bevy_mod_picking/tree/main/crates/bevy_picking_core/src)
with a few tiny naming and docs tweaks.
The work here is only an initial foothold to get the up-streaming
process started in earnest. We can do refactoring and improvements once
this is in-tree.
---------
Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>