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13 Commits
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38c3423693
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Event Split: Event , EntityEvent , and BufferedEvent (#19647)
# Objective Closes #19564. The current `Event` trait looks like this: ```rust pub trait Event: Send + Sync + 'static { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` The `Event` trait is used by both buffered events (`EventReader`/`EventWriter`) and observer events. If they are observer events, they can optionally be targeted at specific `Entity`s or `ComponentId`s, and can even be propagated to other entities. However, there has long been a desire to split the trait semantically for a variety of reasons, see #14843, #14272, and #16031 for discussion. Some reasons include: - It's very uncommon to use a single event type as both a buffered event and targeted observer event. They are used differently and tend to have distinct semantics. - A common footgun is using buffered events with observers or event readers with observer events, as there is no type-level error that prevents this kind of misuse. - #19440 made `Trigger::target` return an `Option<Entity>`. This *seriously* hurts ergonomics for the general case of entity observers, as you need to `.unwrap()` each time. If we could statically determine whether the event is expected to have an entity target, this would be unnecessary. There's really two main ways that we can categorize events: push vs. pull (i.e. "observer event" vs. "buffered event") and global vs. targeted: | | Push | Pull | | ------------ | --------------- | --------------------------- | | **Global** | Global observer | `EventReader`/`EventWriter` | | **Targeted** | Entity observer | - | There are many ways to approach this, each with their tradeoffs. Ultimately, we kind of want to split events both ways: - A type-level distinction between observer events and buffered events, to prevent people from using the wrong kind of event in APIs - A statically designated entity target for observer events to avoid accidentally using untargeted events for targeted APIs This PR achieves these goals by splitting event traits into `Event`, `EntityEvent`, and `BufferedEvent`, with `Event` being the shared trait implemented by all events. ## `Event`, `EntityEvent`, and `BufferedEvent` `Event` is now a very simple trait shared by all events. ```rust pub trait Event: Send + Sync + 'static { // Required for observer APIs fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` You can call `trigger` for *any* event, and use a global observer for listening to the event. ```rust #[derive(Event)] struct Speak { message: String, } // ... app.add_observer(|trigger: On<Speak>| { println!("{}", trigger.message); }); // ... commands.trigger(Speak { message: "Y'all like these reworked events?".to_string(), }); ``` To allow an event to be targeted at entities and even propagated further, you can additionally implement the `EntityEvent` trait: ```rust pub trait EntityEvent: Event { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; } ``` This lets you call `trigger_targets`, and to use targeted observer APIs like `EntityCommands::observe`: ```rust #[derive(Event, EntityEvent)] #[entity_event(traversal = &'static ChildOf, auto_propagate)] struct Damage { amount: f32, } // ... let enemy = commands.spawn((Enemy, Health(100.0))).id(); // Spawn some armor as a child of the enemy entity. // When the armor takes damage, it will bubble the event up to the enemy. let armor_piece = commands .spawn((ArmorPiece, Health(25.0), ChildOf(enemy))) .observe(|trigger: On<Damage>, mut query: Query<&mut Health>| { // Note: `On::target` only exists because this is an `EntityEvent`. let mut health = query.get(trigger.target()).unwrap(); health.0 -= trigger.amount(); }); commands.trigger_targets(Damage { amount: 10.0 }, armor_piece); ``` > [!NOTE] > You *can* still also trigger an `EntityEvent` without targets using `trigger`. We probably *could* make this an either-or thing, but I'm not sure that's actually desirable. To allow an event to be used with the buffered API, you can implement `BufferedEvent`: ```rust pub trait BufferedEvent: Event {} ``` The event can then be used with `EventReader`/`EventWriter`: ```rust #[derive(Event, BufferedEvent)] struct Message(String); fn write_hello(mut writer: EventWriter<Message>) { writer.write(Message("I hope these examples are alright".to_string())); } fn read_messages(mut reader: EventReader<Message>) { // Process all buffered events of type `Message`. for Message(message) in reader.read() { println!("{message}"); } } ``` In summary: - Need a basic event you can trigger and observe? Derive `Event`! - Need the event to be targeted at an entity? Derive `EntityEvent`! - Need the event to be buffered and support the `EventReader`/`EventWriter` API? Derive `BufferedEvent`! ## Alternatives I'll now cover some of the alternative approaches I have considered and briefly explored. I made this section collapsible since it ended up being quite long :P <details> <summary>Expand this to see alternatives</summary> ### 1. Unified `Event` Trait One option is not to have *three* separate traits (`Event`, `EntityEvent`, `BufferedEvent`), and to instead just use associated constants on `Event` to determine whether an event supports targeting and buffering or not: ```rust pub trait Event: Send + Sync + 'static { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; const TARGETED: bool = false; const BUFFERED: bool = false; fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` Methods can then use bounds like `where E: Event<TARGETED = true>` or `where E: Event<BUFFERED = true>` to limit APIs to specific kinds of events. This would keep everything under one `Event` trait, but I don't think it's necessarily a good idea. It makes APIs harder to read, and docs can't easily refer to specific types of events. You can also create weird invariants: what if you specify `TARGETED = false`, but have `Traversal` and/or `AUTO_PROPAGATE` enabled? ### 2. `Event` and `Trigger` Another option is to only split the traits between buffered events and observer events, since that is the main thing people have been asking for, and they have the largest API difference. If we did this, I think we would need to make the terms *clearly* separate. We can't really use `Event` and `BufferedEvent` as the names, since it would be strange that `BufferedEvent` doesn't implement `Event`. Something like `ObserverEvent` and `BufferedEvent` could work, but it'd be more verbose. For this approach, I would instead keep `Event` for the current `EventReader`/`EventWriter` API, and call the observer event a `Trigger`, since the "trigger" terminology is already used in the observer context within Bevy (both as a noun and a verb). This is also what a long [bikeshed on Discord](https://discord.com/channels/691052431525675048/749335865876021248/1298057661878898791) seemed to land on at the end of last year. ```rust // For `EventReader`/`EventWriter` pub trait Event: Send + Sync + 'static {} // For observers pub trait Trigger: Send + Sync + 'static { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; const TARGETED: bool = false; fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` The problem is that "event" is just a really good term for something that "happens". Observers are rapidly becoming the more prominent API, so it'd be weird to give them the `Trigger` name and leave the good `Event` name for the less common API. So, even though a split like this seems neat on the surface, I think it ultimately wouldn't really work. We want to keep the `Event` name for observer events, and there is no good alternative for the buffered variant. (`Message` was suggested, but saying stuff like "sends a collision message" is weird.) ### 3. `GlobalEvent` + `TargetedEvent` What if instead of focusing on the buffered vs. observed split, we *only* make a distinction between global and targeted events? ```rust // A shared event trait to allow global observers to work pub trait Event: Send + Sync + 'static { fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } // For buffered events and non-targeted observer events pub trait GlobalEvent: Event {} // For targeted observer events pub trait TargetedEvent: Event { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; } ``` This is actually the first approach I implemented, and it has the neat characteristic that you can only use non-targeted APIs like `trigger` with a `GlobalEvent` and targeted APIs like `trigger_targets` with a `TargetedEvent`. You have full control over whether the entity should or should not have a target, as they are fully distinct at the type-level. However, there's a few problems: - There is no type-level indication of whether a `GlobalEvent` supports buffered events or just non-targeted observer events - An `Event` on its own does literally nothing, it's just a shared trait required to make global observers accept both non-targeted and targeted events - If an event is both a `GlobalEvent` and `TargetedEvent`, global observers again have ambiguity on whether an event has a target or not, undermining some of the benefits - The names are not ideal ### 4. `Event` and `EntityEvent` We can fix some of the problems of Alternative 3 by accepting that targeted events can also be used in non-targeted contexts, and simply having the `Event` and `EntityEvent` traits: ```rust // For buffered events and non-targeted observer events pub trait Event: Send + Sync + 'static { fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } // For targeted observer events pub trait EntityEvent: Event { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; } ``` This is essentially identical to this PR, just without a dedicated `BufferedEvent`. The remaining major "problem" is that there is still zero type-level indication of whether an `Event` event *actually* supports the buffered API. This leads us to the solution proposed in this PR, using `Event`, `EntityEvent`, and `BufferedEvent`. </details> ## Conclusion The `Event` + `EntityEvent` + `BufferedEvent` split proposed in this PR aims to solve all the common problems with Bevy's current event model while keeping the "weirdness" factor minimal. It splits in terms of both the push vs. pull *and* global vs. targeted aspects, while maintaining a shared concept for an "event". ### Why I Like This - The term "event" remains as a single concept for all the different kinds of events in Bevy. - Despite all event types being "events", they use fundamentally different APIs. Instead of assuming that you can use an event type with any pattern (when only one is typically supported), you explicitly opt in to each one with dedicated traits. - Using separate traits for each type of event helps with documentation and clearer function signatures. - I can safely make assumptions on expected usage. - If I see that an event is an `EntityEvent`, I can assume that I can use `observe` on it and get targeted events. - If I see that an event is a `BufferedEvent`, I can assume that I can use `EventReader` to read events. - If I see both `EntityEvent` and `BufferedEvent`, I can assume that both APIs are supported. In summary: This allows for a unified concept for events, while limiting the different ways to use them with opt-in traits. No more guess-work involved when using APIs. ### Problems? - Because `BufferedEvent` implements `Event` (for more consistent semantics etc.), you can still use all buffered events for non-targeted observers. I think this is fine/good. The important part is that if you see that an event implements `BufferedEvent`, you know that the `EventReader`/`EventWriter` API should be supported. Whether it *also* supports other APIs is secondary. - I currently only support `trigger_targets` for an `EntityEvent`. However, you can technically target components too, without targeting any entities. I consider that such a niche and advanced use case that it's not a huge problem to only support it for `EntityEvent`s, but we could also split `trigger_targets` into `trigger_entities` and `trigger_components` if we wanted to (or implement components as entities :P). - You can still trigger an `EntityEvent` *without* targets. I consider this correct, since `Event` implements the non-targeted behavior, and it'd be weird if implementing another trait *removed* behavior. However, it does mean that global observers for entity events can technically return `Entity::PLACEHOLDER` again (since I got rid of the `Option<Entity>` added in #19440 for ergonomics). I think that's enough of an edge case that it's not a huge problem, but it is worth keeping in mind. - ~~Deriving both `EntityEvent` and `BufferedEvent` for the same type currently duplicates the `Event` implementation, so you instead need to manually implement one of them.~~ Changed to always requiring `Event` to be derived. ## Related Work There are plans to implement multi-event support for observers, especially for UI contexts. [Cart's example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508) API looked like this: ```rust // Truncated for brevity trigger: Trigger<( OnAdd<Pressed>, OnRemove<Pressed>, OnAdd<InteractionDisabled>, OnRemove<InteractionDisabled>, OnInsert<Hovered>, )>, ``` I believe this shouldn't be in conflict with this PR. If anything, this PR might *help* achieve the multi-event pattern for entity observers with fewer footguns: by statically enforcing that all of these events are `EntityEvent`s in the context of `EntityCommands::observe`, we can avoid misuse or weird cases where *some* events inside the trigger are targeted while others are not. |
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e5dc177b4b
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Rename Trigger to On (#19596)
# Objective Currently, the observer API looks like this: ```rust app.add_observer(|trigger: Trigger<Explode>| { info!("Entity {} exploded!", trigger.target()); }); ``` Future plans for observers also include "multi-event observers" with a trigger that looks like this (see [Cart's example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508)): ```rust trigger: Trigger<( OnAdd<Pressed>, OnRemove<Pressed>, OnAdd<InteractionDisabled>, OnRemove<InteractionDisabled>, OnInsert<Hovered>, )>, ``` In scenarios like this, there is a lot of repetition of `On`. These are expected to be very high-traffic APIs especially in UI contexts, so ergonomics and readability are critical. By renaming `Trigger` to `On`, we can make these APIs read more cleanly and get rid of the repetition: ```rust app.add_observer(|trigger: On<Explode>| { info!("Entity {} exploded!", trigger.target()); }); ``` ```rust trigger: On<( Add<Pressed>, Remove<Pressed>, Add<InteractionDisabled>, Remove<InteractionDisabled>, Insert<Hovered>, )>, ``` Names like `On<Add<Pressed>>` emphasize the actual event listener nature more than `Trigger<OnAdd<Pressed>>`, and look cleaner. This *also* frees up the `Trigger` name if we want to use it for the observer event type, splitting them out from buffered events (bikeshedding this is out of scope for this PR though). For prior art: [`bevy_eventlistener`](https://github.com/aevyrie/bevy_eventlistener) used [`On`](https://docs.rs/bevy_eventlistener/latest/bevy_eventlistener/event_listener/struct.On.html) for its event listener type. Though in our case, the observer is the event listener, and `On` is just a type containing information about the triggered event. ## Solution Steal from `bevy_event_listener` by @aevyrie and use `On`. - Rename `Trigger` to `On` - Rename `OnAdd` to `Add` - Rename `OnInsert` to `Insert` - Rename `OnReplace` to `Replace` - Rename `OnRemove` to `Remove` - Rename `OnDespawn` to `Despawn` ## Discussion ### Naming Conflicts?? Using a name like `Add` might initially feel like a very bad idea, since it risks conflict with `core::ops::Add`. However, I don't expect this to be a big problem in practice. - You rarely need to actually implement the `Add` trait, especially in modules that would use the Bevy ECS. - In the rare cases where you *do* get a conflict, it is very easy to fix by just disambiguating, for example using `ops::Add`. - The `Add` event is a struct while the `Add` trait is a trait (duh), so the compiler error should be very obvious. For the record, renaming `OnAdd` to `Add`, I got exactly *zero* errors or conflicts within Bevy itself. But this is of course not entirely representative of actual projects *using* Bevy. You might then wonder, why not use `Added`? This would conflict with the `Added` query filter, so it wouldn't work. Additionally, the current naming convention for observer events does not use past tense. ### Documentation This does make documentation slightly more awkward when referring to `On` or its methods. Previous docs often referred to `Trigger::target` or "sends a `Trigger`" (which is... a bit strange anyway), which would now be `On::target` and "sends an observer `Event`". You can see the diff in this PR to see some of the effects. I think it should be fine though, we may just need to reword more documentation to read better. |
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cf3f26f10b
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Add GltfMeshName component and Deref implementations (#19331)
Stores mesh names from glTF files in GltfMeshName component rather than Name component, making both GltfMeshName and GltfMaterialName behave like strings via Deref. # Objective Fixed the side effects of #19287 Fixes Examples that modify gltf materials are broken #19322 ## Solution Add GltfMeshName component and Deref implementations Stores mesh names from glTF files in GltfMeshName component rather than Name component, making both GltfMeshName and GltfMaterialName behave like strings via Deref. ## Testing cargo run --example depth_of_field cargo run --example lightmaps cargo run --example mixed_lighting They are consistent with the situation before the error occurred. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> |
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d8fa57bd7b
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Switch ChildOf back to tuple struct (#18672)
# Objective In #17905 we swapped to a named field on `ChildOf` to help resolve variable naming ambiguity of child vs parent (ex: `child_of.parent` clearly reads as "I am accessing the parent of the child_of relationship", whereas `child_of.0` is less clear). Unfortunately this has the side effect of making initialization less ideal. `ChildOf { parent }` reads just as well as `ChildOf(parent)`, but `ChildOf { parent: root }` doesn't read nearly as well as `ChildOf(root)`. ## Solution Move back to `ChildOf(pub Entity)` but add a `child_of.parent()` function and use it for all accesses. The downside here is that users are no longer "forced" to access the parent field with `parent` nomenclature, but I think this strikes the right balance. Take a look at the diff. I think the results provide strong evidence for this change. Initialization has the benefit of reading much better _and_ of taking up significantly less space, as many lines go from 3 to 1, and we're cutting out a bunch of syntax in some cases. Sadly I do think this should land in 0.16 as the cost of doing this _after_ the relationships migration is high. |
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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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ccb7069e7f
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Change ChildOf to Childof { parent: Entity} and support deriving Relationship and RelationshipTarget with named structs (#17905)
# Objective fixes #17896 ## Solution Change ChildOf ( Entity ) to ChildOf { parent: Entity } by doing this we also allow users to use named structs for relationship derives, When you have more than 1 field in a struct with named fields the macro will look for a field with the attribute #[relationship] and all of the other fields should implement the Default trait. Unnamed fields are still supported. When u have a unnamed struct with more than one field the macro will fail. Do we want to support something like this ? ```rust #[derive(Component)] #[relationship_target(relationship = ChildOf)] pub struct Children (#[relationship] Entity, u8); ``` I could add this, it but doesn't seem nice. ## Testing crates/bevy_ecs - cargo test ## Showcase ```rust use bevy_ecs::component::Component; use bevy_ecs::entity::Entity; #[derive(Component)] #[relationship(relationship_target = Children)] pub struct ChildOf { #[relationship] pub parent: Entity, internal: u8, }; #[derive(Component)] #[relationship_target(relationship = ChildOf)] pub struct Children { children: Vec<Entity> }; ``` --------- Co-authored-by: Tim Overbeek <oorbecktim@Tims-MacBook-Pro.local> Co-authored-by: Tim Overbeek <oorbecktim@c-001-001-042.client.nl.eduvpn.org> Co-authored-by: Tim Overbeek <oorbecktim@c-001-001-059.client.nl.eduvpn.org> Co-authored-by: Tim Overbeek <oorbecktim@c-001-001-054.client.nl.eduvpn.org> Co-authored-by: Tim Overbeek <oorbecktim@c-001-001-027.client.nl.eduvpn.org> |
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5f86668bbb
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Renamed EventWriter::send methods to write . (#17977)
Fixes #17856. ## Migration Guide - `EventWriter::send` has been renamed to `EventWriter::write`. - `EventWriter::send_batch` has been renamed to `EventWriter::write_batch`. - `EventWriter::send_default` has been renamed to `EventWriter::write_default`. --------- Co-authored-by: François Mockers <mockersf@gmail.com> |
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ba5e71f53d
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Parent -> ChildOf (#17427)
Fixes #17412 ## Objective `Parent` uses the "has a X" naming convention. There is increasing sentiment that we should use the "is a X" naming convention for relationships (following #17398). This leaves `Children` as-is because there is prevailing sentiment that `Children` is clearer than `ParentOf` in many cases (especially when treating it like a collection). This renames `Parent` to `ChildOf`. This is just the implementation PR. To discuss the path forward, do so in #17412. ## Migration Guide - The `Parent` component has been renamed to `ChildOf`. |
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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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bb0a82b9a7
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Higher quality bicubic lightmap sampling (#16740)
# Objective - Closes https://github.com/bevyengine/bevy/issues/14322. ## Solution - Implement fast 4-sample bicubic filtering based on this shader toy https://www.shadertoy.com/view/4df3Dn, with a small speedup from a ghost of tushima presentation. ## Testing - Did you test these changes? If so, how? - Ran on lightmapped example. Practically no difference in that scene. - Are there any parts that need more testing? - Lightmapping a better scene. ## Changelog - Lightmaps now have a higher quality bicubic sampling method (off by default). --------- Co-authored-by: Patrick Walton <pcwalton@mimiga.net> |
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02bb151889
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Rename PickingBehavior to Pickable (#17266)
# 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`. |
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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 |