9e7153ecdb
113 Commits
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390877cdae
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ExtractedSprites slice buffer (#17041)
# Objective Instead of extracting an individual sprite per glyph of a text spawn or slice of a nine-patched sprite, add a buffer to store the extracted slice geometry. Fixes #16972 ## Solution * New struct `ExtractedSlice` to hold sprite slice size, position and atlas info (for text each glyph is a slice). * New resource `ExtractedSlices` that wraps the `ExtractedSlice` buffer. This is a separate resource so it can be used without sprites (with a text material, for example). * New enum `ExtractedSpriteKind` with variants `Single` and `Slices`. `Single` represents a single sprite, `Slices` contains a range into the `ExtractedSlice` buffer. * Only queue a single `ExtractedSprite` for sets of glyphs or slices and push the geometry for each individual slice or glyph into the `ExtractedSlice` buffer. * Modify `ComputedTextureSlices` to return an `ExtractedSlice` iterator instead of `ExtractedSprites`. * Modify `extract_text2d_sprite` to only queue new `ExtractedSprite`s on font changes and otherwise push slices. I don't like the name `ExtractedSpriteKind` much, it's a bit redundant and too haskellish. But although it's exported, it's not something users will interact with most of the time so don't want to overthink it. ## Testing yellow = this pr, red = main ```cargo run --example many_glyphs --release --features "trace_tracy" -- --no-ui``` <img width="454" alt="many-glyphs" src="https://github.com/user-attachments/assets/711b52c9-2d4d-43c7-b154-e81a69c94dce" /> ```cargo run --example many_text2d --release --features "trace_tracy"``` <img width="415" alt="many-text2d" src="https://github.com/user-attachments/assets/5ea2480a-52e0-4cd0-9f12-07405cf6b8fa" /> ## Migration Guide * `ExtractedSprite` has a new `kind: ExtractedSpriteKind` field with variants `Single` and `Slices`. - `Single` represents a single sprite. `ExtractedSprite`'s `anchor`, `rect`, `scaling_mode` and `custom_size` fields have been moved into `Single`. - `Slices` contains a range that indexes into a new resource `ExtractedSlices`. Slices are used to draw elements composed from multiple sprites such as text or nine-patched borders. * `ComputedTextureSlices::extract_sprites` has been renamed to `extract_slices`. Its `transform` and `original_entity` parameters have been removed. --------- Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com> |
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84b09b9398
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Newtype Anchor (#18439)
# Objective The `Anchor` component doesn't need to be a enum. The variants are just mapped to `Vec2`s so it could be changed to a newtype with associated const values, saving the space needed for the discriminator by the enum. Also there was no benefit I think in hiding the underlying `Vec2` representation of `Anchor`s. Suggested by @atlv24. Fixes #18459 Fixes #18460 ## Solution Change `Anchor` to a struct newtyping a `Vec2`, and its variants into associated constants. ## Migration Guide The anchor component has been changed from an enum to a struct newtyping a `Vec2`. The `Custom` variant has been removed, instead to construct a custom `Anchor` use its tuple constructor: ```rust Sprite { anchor: Anchor(Vec2::new(0.25, 0.4)), ..default() } ``` The other enum variants have been replaced with corresponding constants: * `Anchor::BottomLeft` to `Anchor::BOTTOM_LEFT` * `Anchor::Center` to `Anchor::CENTER` * `Anchor::TopRight` to `Anchor::TOP_RIGHT` * .. and so on for the remaining variants |
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4d8bc6161b
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Extract sprites into a Vec (#17619)
# Objective Extract sprites into a `Vec` instead of a `HashMap`. ## Solution Extract UI nodes into a `Vec` instead of an `EntityHashMap`. Add an index into the `Vec` to `Transparent2d`. Compare both the index and render entity in prepare so there aren't any collisions. ## Showcase yellow this PR, red main ``` cargo run --example many_sprites --release --features "trace_tracy" ``` `extract_sprites` <img width="452" alt="extract_sprites" src="https://github.com/user-attachments/assets/66c60406-7c2b-4367-907d-4a71d3630296" /> `queue_sprites` <img width="463" alt="queue_sprites" src="https://github.com/user-attachments/assets/54b903bd-4137-4772-9f87-e10e1e050d69" /> --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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9b32e09551
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bevy_reflect: Add clone registrations project-wide (#18307)
# 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 ``` |
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ecccd57417
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Generic system config (#17962)
# Objective Prevents duplicate implementation between IntoSystemConfigs and IntoSystemSetConfigs using a generic, adds a NodeType trait for more config flexibility (opening the door to implement https://github.com/bevyengine/bevy/issues/14195?). ## Solution Followed writeup by @ItsDoot: https://hackmd.io/@doot/rJeefFHc1x Removes IntoSystemConfigs and IntoSystemSetConfigs, instead using IntoNodeConfigs with generics. ## Testing Pending --- ## Showcase N/A ## Migration Guide SystemSetConfigs -> NodeConfigs<InternedSystemSet> SystemConfigs -> NodeConfigs<ScheduleSystem> IntoSystemSetConfigs -> IntoNodeConfigs<InternedSystemSet, M> IntoSystemConfigs -> IntoNodeConfigs<ScheduleSystem, M> --------- Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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06cb5c5fd9
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Fix Component require() IDE integration (#18165)
# Objective Component `require()` IDE integration is fully broken, as of #16575. ## Solution This reverts us back to the previous "put the docs on Component trait" impl. This _does_ reduce the accessibility of the required components in rust docs, but the complete erasure of "required component IDE experience" is not worth the price of slightly increased prominence of requires in docs. Additionally, Rust Analyzer has recently started including derive attributes in suggestions, so we aren't losing that benefit of the proc_macro attribute impl. |
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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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adcc80c43d
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Improve TextSpan docs (#17415)
# Objective Our [`TextSpan`](https://docs.rs/bevy/latest/bevy/prelude/struct.TextSpan.html) docs include a code example that does not actually "work." The code silently does not render anything, and the `Text*Writer` helpers fail. This seems to be by design, because we can't use `Text` or `Text2d` from `bevy_ui` or `bevy_sprite` within docs in `bevy_text`. (Correct me if I am wrong) I have seen multiple users confused by these docs. Also fixes #16794 ## Solution Remove the code example from `TextSpan`, and instead encourage users to seek docs on `Text` or `Text2d`. Add examples with nested `TextSpan`s in those areas. |
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deb135c25c
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Proportional scaling for the sprite's texture. (#17258)
# Objective Bevy sprite image mode lacks proportional scaling for the underlying texture. In many cases, it's required. For example, if it is desired to support a wide variety of screens with a single texture, it's okay to cut off some portion of the original texture. ## Solution I added scaling of the texture during the preparation step. To fill the sprite with the original texture, I scaled UV coordinates accordingly to the sprite size aspect ratio and texture size aspect ratio. To fit texture in a sprite the original `quad` is scaled and then the additional translation is applied to place the scaled quad properly. ## Testing For testing purposes could be used `2d/sprite_scale.rs`. Also, I am thinking that it would be nice to have some tests for a `crates/bevy_sprite/src/render/mod.rs:sprite_scale`. --- ## Showcase <img width="1392" alt="image" src="https://github.com/user-attachments/assets/c2c37b96-2493-4717-825f-7810d921b4bc" /> |
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5a9bc28502
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Support non-Vec data structures in relations (#17447)
# Objective
The existing `RelationshipSourceCollection` uses `Vec` as the only
possible backing for our relationships. While a reasonable choice,
benchmarking use cases might reveal that a different data type is better
or faster.
For example:
- Not all relationships require a stable ordering between the
relationship sources (i.e. children). In cases where we a) have many
such relations and b) don't care about the ordering between them, a hash
set is likely a better datastructure than a `Vec`.
- The number of children-like entities may be small on average, and a
`smallvec` may be faster
## Solution
- Implement `RelationshipSourceCollection` for `EntityHashSet`, our
custom entity-optimized `HashSet`.
-~~Implement `DoubleEndedIterator` for `EntityHashSet` to make things
compile.~~
- This implementation was cursed and very surprising.
- Instead, by moving the iterator type on `RelationshipSourceCollection`
from an erased RPTIT to an explicit associated type we can add a trait
bound on the offending methods!
- Implement `RelationshipSourceCollection` for `SmallVec`
## Testing
I've added a pair of new tests to make sure this pattern compiles
successfully in practice!
## Migration Guide
`EntityHashSet` and `EntityHashMap` are no longer re-exported in
`bevy_ecs::entity` directly. If you were not using `bevy_ecs` / `bevy`'s
`prelude`, you can access them through their now-public modules,
`hash_set` and `hash_map` instead.
## Notes to reviewers
The `EntityHashSet::Iter` type needs to be public for this impl to be
allowed. I initially renamed it to something that wasn't ambiguous and
re-exported it, but as @Victoronz pointed out, that was somewhat
unidiomatic.
In
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3f99a3e8cd
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Text 2d alignment fix (#17365)
# Objective `Text2d` ignores `TextBounds` when calculating the offset for text aligment. On main a text entity positioned in the center of the window with center justification and 600px horizontal text bounds isn't centered like it should be but shifted off to the right: <img width="305" alt="hellox" src="https://github.com/user-attachments/assets/8896c6f0-1b9f-4633-9c12-1de6eff5f3e1" /> (second example in the testing section below) Fixes #14266 I already had a PR in review for this (#14270) but it used post layout adjustment (which we want to avoid) and ignored `TextBounds`. ## Solution * If `TextBounds` are present for an axis, use them instead of the size of the computed text layout size to calculate the offset. * Adjust the vertical offset of text so it's top is aligned with the top of the texts bounding rect (when present). ## Testing ``` use bevy::prelude::*; use bevy::color::palettes; use bevy::sprite::Anchor; use bevy::text::TextBounds; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .run(); } fn example(commands: &mut Commands, dest: Vec3, justify: JustifyText) { commands.spawn(( Sprite { color: palettes::css::YELLOW.into(), custom_size: Some(10. * Vec2::ONE), anchor: Anchor::Center, ..Default::default() }, Transform::from_translation(dest), )); for a in [ Anchor::TopLeft, Anchor::TopRight, Anchor::BottomRight, Anchor::BottomLeft, ] { commands.spawn(( Text2d(format!("L R\n{:?}\n{:?}", a, justify)), TextFont { font_size: 14.0, ..default() }, TextLayout { justify, ..Default::default() }, TextBounds::new(300., 75.), Transform::from_translation(dest + Vec3::Z), a, )); } } fn setup(mut commands: Commands) { commands.spawn(Camera2d::default()); for (i, j) in [ JustifyText::Left, JustifyText::Right, JustifyText::Center, JustifyText::Justified, ] .into_iter() .enumerate() { example(&mut commands, (300. - 150. * i as f32) * Vec3::Y, j); } commands.spawn(Sprite { color: palettes::css::YELLOW.into(), custom_size: Some(10. * Vec2::ONE), anchor: Anchor::Center, ..Default::default() }); } ``` <img width="566" alt="cap" src="https://github.com/user-attachments/assets/e6a98fa5-80b2-4380-a9b7-155bb49635b8" /> This probably looks really confusing but it should make sense if you imagine each block of text surrounded by a 300x75 rectangle that is anchored to the center of the yellow square. # ``` use bevy::prelude::*; use bevy::sprite::Anchor; use bevy::text::TextBounds; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .run(); } fn setup(mut commands: Commands) { commands.spawn(Camera2d::default()); commands.spawn(( Text2d::new("hello"), TextFont { font_size: 60.0, ..default() }, TextLayout::new_with_justify(JustifyText::Center), TextBounds::new(600., 200.), Anchor::Center, )); } ``` <img width="338" alt="hello" src="https://github.com/user-attachments/assets/e5e89364-afda-4baa-aca8-df4cdacbb4ed" /> The text being above the center is intended. When `TextBounds` are present, the text block's offset is calculated using its `TextBounds` not the layout size returned by cosmic-text. # Probably we should add a vertical alignment setting for Text2d. Didn't do it here as this is intended for a 0.15.2 release. |
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b90329aef5
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update_text2d_layout creates new font atlases when the primary window is closed (#7849)
# Objective Necessary conditions: * Scale factor != 1 * Text is being displayed with Text2d * The primary window is closed on a frame where the text or text's bounds are modified. Then when `update_text2d_layout` runs, it finds no primary window and assumes a scale factor of 1. The previous scale_factor was not equal to 1 and the text pipeline's old font atlases were created for a non-1 scale factor, so it creates new font atlases even though the app is closing. The bug was first identified in #6666 ## Minimal Example ```rust use bevy::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins.set(WindowPlugin { primary_window: Some(Window { present_mode: bevy:🪟:PresentMode::Immediate, ..Default::default() }), ..default() })) .insert_resource(UiScale { scale: std::f64::consts::PI }) .add_startup_system(setup) .add_system(update) .run(); } fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { commands.spawn(Camera2dBundle::default()); commands.spawn(Text2dBundle { text: Text { sections: (0..10).map(|i| TextSection { value: i.to_string(), style: TextStyle { font: asset_server.load("fonts/FiraSans-Bold.ttf"), font_size: (10 + i) as f32, color: Color::WHITE, } }).collect(), ..Default::default() }, ..Default::default() }); } fn update(mut text: Query<&mut Text>) { for mut text in text.iter_mut() { text.set_changed(); } } ``` ## Output On closing the window you'll see the warning (if you don't, increase the number of text sections): ``` WARN bevy_text::glyph_brush: warning[B0005]: Number of font atlases has exceeded the maximum of 16. Performance and memory usage may suffer. ``` The app should only create font atlases on startup, but it doesn't display this warning until after you close the window ## Solution Skip `update_text_layout` when there is no primary window. ## Changelog * If no primary window is found, skip `update_text2d_layout`. * Added a `Local` flag `skipped` to `update_text2d_layout`. This should ensure there are no edge cases where text might not get drawn at all. --------- Co-authored-by: François Mockers <mockersf@gmail.com> |
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3742e621ef
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Allow clippy::too_many_arguments to lint without warnings (#17249)
# Objective Many instances of `clippy::too_many_arguments` linting happen to be on systems - functions which we don't call manually, and thus there's not much reason to worry about the argument count. ## Solution Allow `clippy::too_many_arguments` globally, and remove all lint attributes related to it. |
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e24ae6cf40
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Move TextureAtlas and friends into bevy_image (#17219)
# Objective - Allow other crates to use `TextureAtlas` and friends without needing to depend on `bevy_sprite`. - Specifically, this allows adding `TextureAtlas` support to custom cursors in https://github.com/bevyengine/bevy/pull/17121 by allowing `bevy_winit` to depend on `bevy_image` instead of `bevy_sprite` which is a [non-starter]. [non-starter]: https://github.com/bevyengine/bevy/pull/17121#discussion_r1904955083 ## Solution - Move `TextureAtlas`, `TextureAtlasBuilder`, `TextureAtlasSources`, `TextureAtlasLayout` and `DynamicTextureAtlasBuilder` into `bevy_image`. - Add a new plugin to `bevy_image` named `TextureAtlasPlugin` which allows us to register `TextureAtlas` and `TextureAtlasLayout` which was previously done in `SpritePlugin`. Since `SpritePlugin` did the registration previously, we just need to make it add `TextureAtlasPlugin`. ## Testing - CI builds it. - I also ran multiple examples which hopefully covered any issues: ``` $ cargo run --example sprite $ cargo run --example text $ cargo run --example ui_texture_atlas $ cargo run --example sprite_animation $ cargo run --example sprite_sheet $ cargo run --example sprite_picking ``` --- ## Migration Guide The following types have been moved from `bevy_sprite` to `bevy_image`: `TextureAtlas`, `TextureAtlasBuilder`, `TextureAtlasSources`, `TextureAtlasLayout` and `DynamicTextureAtlasBuilder`. If you are using the `bevy` crate, and were importing these types directly (e.g. before `use bevy::sprite::TextureAtlas`), be sure to update your import paths (e.g. after `use bevy::image::TextureAtlas`) If you are using the `bevy` prelude to import these types (e.g. `use bevy::prelude::*`), you don't need to change anything. If you are using the `bevy_sprite` subcrate, be sure to add `bevy_image` as a dependency if you do not already have it, and be sure to update your import paths. |
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7112d5594e
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Remove all deprecated code (#16338)
# Objective Release cycle things ## Solution Delete items deprecated in 0.15 and migrate bevy itself. ## Testing CI |
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859c2d77f9
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Revert "Fix sprite performance regression since retained render world (#17078)" (#17123)
# Objective Fixes #17098 It seems that it's not totally obvious how to fix this, but that reverting might be part of the solution anyway. Let's get the repo back into a working state. ## Solution Revert the [recent optimization](https://github.com/bevyengine/bevy/pull/17078) that broke "many-to-one main->render world entities" for 2d. ## Testing `cargo run --example text2d` `cargo run --example sprite_slice` |
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fd330c834f
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Fix sprite performance regression since retained render world (#17078)
# Objective - Fix sprite rendering performance regression since retained render world changes - The retained render world changes moved `ExtractedSprites` from using the highly-optimised `EntityHasher` with an `Entity` to using `FixedHasher` with `(Entity, MainEntity)`. This was enough to regress framerate in bevymark by 25%. ## Solution - Move the render world entity into a member of `ExtractedSprite` and change `ExtractedSprites` to use `MainEntityHashMap` for its storage - Disable sprite picking in bevymark ## Testing M4 Max. `bevymark --waves 100 --per-wave 1000 --benchmark`. main in yellow vs PR in red: <img width="590" alt="Screenshot 2025-01-01 at 16 36 22" src="https://github.com/user-attachments/assets/1e4ed6ec-3811-4abf-8b30-336153737f89" /> 20.2% median frame time reduction. <img width="594" alt="Screenshot 2025-01-01 at 16 38 37" src="https://github.com/user-attachments/assets/157c2022-cda6-4cf2-bc63-d0bc40528cf0" /> 49.7% median extract_sprites execution time reduction. Comparing 0.14.2 yellow vs PR red: <img width="593" alt="Screenshot 2025-01-01 at 16 40 06" src="https://github.com/user-attachments/assets/abd59b6f-290a-4eb6-8835-ed110af995f3" /> ~6.1% median frame time reduction. --- ## Migration Guide - `ExtractedSprites` is now using `MainEntityHashMap` for storage, which is keyed on `MainEntity`. - The render world entity corresponding to an `ExtractedSprite` is now stored in the `render_entity` member of it. |
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150eec7535
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Fix Text2d performance regression (#16991)
# Objective Probably fixes #16972 ## Solution With 100k text2d, tracy was showing most time being spent in `extract_components<bevy_sprite::SpriteSource>`.  Browsing Bevy's code, this `SpriteSource` component is seemingly not even used in the render world. So I just ~~deleted the code that was extracting it~~ it. ## Testing `cargo run --example text2d` still seems to work. The example from [my comment](https://github.com/bevyengine/bevy/issues/16972#issuecomment-2562680876) in the linked issue shows a ~50x speedup. |
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d92fc1e456
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Move required components doc to type doc (#16575)
# Objective Make documentation of a component's required components more visible by moving it to the type's docs ## Solution Change `#[require]` from a derive macro helper to an attribute macro. Disadvantages: - this silences any unused code warnings on the component, as it is used by the macro! - need to import `require` if not using the ecs prelude (I have not included this in the migration guilde as Rust tooling already suggests the fix) --- ## Showcase  --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com> |
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c0fbadbc4c
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Text2d scalefactor change detection fix (#16264)
# Objective Text2d doesn't respond to changes to the window scalefactor. Fixes #16223 ## Solution In `update_text2d_layout` store the previous scale factor in a `Local` instead and check against the current scale factor to detect changes. It seems like previously the text wasn't updated because of a bug with the `WindowScaleFactorChanged` event and it isn't emitted after changes to the scale factor. That needs to be looked into, but this will work for now. ## Testing Really simple app that draws a big message in the middle of the window: ``` use bevy::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .run(); } fn setup(mut commands: Commands) { commands.spawn(Camera2d); commands.spawn(( Text2d::new("Hello"), TextFont { font_size: 400., ..Default::default() }, )); } ``` Looks fine: <img width="500" alt="hello1" src="https://github.com/user-attachments/assets/5320746b-687e-4682-9e4c-bc43ab7ff9d3"> On main, after changing the monitor's scale factor: <img width="500" alt="hello2" src="https://github.com/user-attachments/assets/486cea16-fc44-4d66-9468-6f68905d4196"> With this PR the text maintains the same size and position after the scale factor is changed. |
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40640fdf42
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Don't reëxport bevy_image from bevy_render (#16163)
# Objective Fixes #15940 ## Solution Remove the `pub use` and fix the compile errors. Make `bevy_image` available as `bevy::image`. ## Testing Feature Frenzy would be good here! Maybe I'll learn how to use it if I have some time this weekend, or maybe a reviewer can use it. ## Migration Guide Use `bevy_image` instead of `bevy_render::texture` items. --------- Co-authored-by: chompaa <antony.m.3012@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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f602edad09
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Text Rework cleanup (#15887)
# Objective Cleanup naming and docs, add missing migration guide after #15591 All text root nodes now use `Text` (UI) / `Text2d`. All text readers/writers use `Text<Type>Reader`/`Text<Type>Writer` convention. --- ## Migration Guide Doubles as #15591 migration guide. Text bundles (`TextBundle` and `Text2dBundle`) were removed in favor of `Text` and `Text2d`. Shared configuration fields were replaced with `TextLayout`, `TextFont` and `TextColor` components. Just `TextBundle`'s additional field turned into `TextNodeFlags` component, while `Text2dBundle`'s additional fields turned into `TextBounds` and `Anchor` components. Text sections were removed in favor of hierarchy-based approach. For root text entities with `Text` or `Text2d` components, child entities with `TextSpan` will act as additional text sections. To still access text spans by index, use the new `TextUiReader`, `Text2dReader` and `TextUiWriter`, `Text2dWriter` system parameters. |
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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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dd812b3e49
|
Type safe retained render world (#15756)
# Objective In the Render World, there are a number of collections that are derived from Main World entities and are used to drive rendering. The most notable are: - `VisibleEntities`, which is generated in the `check_visibility` system and contains visible entities for a view. - `ExtractedInstances`, which maps entity ids to asset ids. In the old model, these collections were trivially kept in sync -- any extracted phase item could look itself up because the render entity id was guaranteed to always match the corresponding main world id. After #15320, this became much more complicated, and was leading to a number of subtle bugs in the Render World. The main rendering systems, i.e. `queue_material_meshes` and `queue_material2d_meshes`, follow a similar pattern: ```rust for visible_entity in visible_entities.iter::<With<Mesh2d>>() { let Some(mesh_instance) = render_mesh_instances.get_mut(visible_entity) else { continue; }; // Look some more stuff up and specialize the pipeline... let bin_key = Opaque2dBinKey { pipeline: pipeline_id, draw_function: draw_opaque_2d, asset_id: mesh_instance.mesh_asset_id.into(), material_bind_group_id: material_2d.get_bind_group_id().0, }; opaque_phase.add( bin_key, *visible_entity, BinnedRenderPhaseType::mesh(mesh_instance.automatic_batching), ); } ``` In this case, `visible_entities` and `render_mesh_instances` are both collections that are created and keyed by Main World entity ids, and so this lookup happens to work by coincidence. However, there is a major unintentional bug here: namely, because `visible_entities` is a collection of Main World ids, the phase item being queued is created with a Main World id rather than its correct Render World id. This happens to not break mesh rendering because the render commands used for drawing meshes do not access the `ItemQuery` parameter, but demonstrates the confusion that is now possible: our UI phase items are correctly being queued with Render World ids while our meshes aren't. Additionally, this makes it very easy and error prone to use the wrong entity id to look up things like assets. For example, if instead we ignored visibility checks and queued our meshes via a query, we'd have to be extra careful to use `&MainEntity` instead of the natural `Entity`. ## Solution Make all collections that are derived from Main World data use `MainEntity` as their key, to ensure type safety and avoid accidentally looking up data with the wrong entity id: ```rust pub type MainEntityHashMap<V> = hashbrown::HashMap<MainEntity, V, EntityHash>; ``` Additionally, we make all `PhaseItem` be able to provide both their Main and Render World ids, to allow render phase implementors maximum flexibility as to what id should be used to look up data. You can think of this like tracking at the type level whether something in the Render World should use it's "primary key", i.e. entity id, or needs to use a foreign key, i.e. `MainEntity`. ## Testing ##### TODO: This will require extensive testing to make sure things didn't break! Additionally, some extraction logic has become more complicated and needs to be checked for regressions. ## Migration Guide With the advent of the retained render world, collections that contain references to `Entity` that are extracted into the render world have been changed to contain `MainEntity` in order to prevent errors where a render world entity id is used to look up an item by accident. Custom rendering code may need to be changed to query for `&MainEntity` in order to look up the correct item from such a collection. Additionally, users who implement their own extraction logic for collections of main world entity should strongly consider extracting into a different collection that uses `MainEntity` as a key. Additionally, render phases now require specifying both the `Entity` and `MainEntity` for a given `PhaseItem`. Custom render phases should ensure `MainEntity` is available when queuing a phase item. |
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a6be9b4ccd
|
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
|
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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2d1b4939d2
|
Synchronize removed components with the render world (#15582)
# Objective Fixes #15560 Fixes (most of) #15570 Currently a lot of examples (and presumably some user code) depend on toggling certain render features by adding/removing a single component to an entity, e.g. `SpotLight` to toggle a light. Because of the retained render world this no longer works: Extract will add any new components, but when it is removed the entity persists unchanged in the render world. ## Solution Add `SyncComponentPlugin<C: Component>` that registers `SyncToRenderWorld` as a required component for `C`, and adds a component hook that will clear all components from the render world entity when `C` is removed. We add this plugin to `ExtractComponentPlugin` which fixes most instances of the problem. For custom extraction logic we can manually add `SyncComponentPlugin` for that component. We also rename `WorldSyncPlugin` to `SyncWorldPlugin` so we start a naming convention like all the `Extract` plugins. In this PR I also fixed a bunch of breakage related to the retained render world, stemming from old code that assumed that `Entity` would be the same in both worlds. I found that using the `RenderEntity` wrapper instead of `Entity` in data structures when referring to render world entities makes intent much clearer, so I propose we make this an official pattern. ## Testing Run examples like ``` cargo run --features pbr_multi_layer_material_textures --example clearcoat cargo run --example volumetric_fog ``` and see that they work, and that toggles work correctly. But really we should test every single example, as we might not even have caught all the breakage yet. --- ## Migration Guide The retained render world notes should be updated to explain this edge case and `SyncComponentPlugin` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Trashtalk217 <trashtalk217@gmail.com> |
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25bfa80e60
|
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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1e61092604
|
Fix extract_text2d_sprite entity leak (#15625)
# Objective `extract_2d_sprite` still uses `spawn_empty()`, replace with `spawn(TemporaryRenderEntity)` . |
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ead84e0e3d
|
Rename BreakLineOn to LineBreak (#15583)
# Objective - Improve code quality in preparation for https://github.com/bevyengine/bevy/discussions/15014 ## Solution - Rename BreakLineOn to LineBreak. ## Migration Guide `BreakLineOn` was renamed to `LineBreak`, and paramters named `linebreak_behavior` were renamed to `linebreak`. |
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df23b937cc
|
Make CosmicFontSystem and SwashCache pub resources. (#15479)
# Objective In nannou, we'd like to be able to access the [outline commands](https://docs.rs/cosmic-text/latest/cosmic_text/struct.SwashCache.html#method.get_outline_commands) from swash, while still benefit from Bevy's management of font assets. ## Solution Make `CosmicFontSystem` and `SwashCache` pub resources. ## Testing Ran some examples. |
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8e3db957c5
|
Add the ability to control font smoothing (#15368)
# Objective - Fixes #10720 - Adds the ability to control font smoothing of rendered text ## Solution - Introduce the `FontSmoothing` enum, with two possible variants (`FontSmoothing::None` and `FontSmoothing::AntiAliased`): - This is based on `-webkit-font-smoothing`, in line with our practice of adopting CSS-like properties/names for UI; - I could have gone instead for the [`font-smooth` property](https://developer.mozilla.org/en-US/docs/Web/CSS/font-smooth) that's also supported by browsers, but didn't since it's also non-standard, has an uglier name, and doesn't allow controlling the type of antialias applied. - Having an enum instead of e.g. a boolean, leaves the path open for adding `FontSmoothing::SubpixelAntiAliased` in the future, without a breaking change; - Add all the necessary plumbing to get the `FontSmoothing` information to where we rasterize the glyphs and store them in the atlas; - Change the font atlas key to also take into account the smoothing setting, not only font and font size; - Since COSMIC Text [doesn't support controlling font smoothing](https://github.com/pop-os/cosmic-text/issues/279), we roll out our own threshold-based “implementation”: - This has the downside of **looking ugly for “regular” vector fonts** ⚠️, since it doesn't properly take the hinting information into account like a proper implementation on the rasterizer side would. - However, **for fonts that have been specifically authored to be pixel fonts, (a common use case in games!) this is not as big of a problem**, since all lines are vertical/horizontal, and close to the final pixel boundaries (as long as the font is used at a multiple of the size originally intended by the author) - Once COSMIC exposes this functionality, we can switch to using it directly, and get better results; - Use a nearest neighbor sampler for atlases with font smoothing disabled, so that you can scale the text via transform and still get the pixelated look; - Add a convenience method to `Text` for setting the font smoothing; - Add a demonstration of using the `FontSmoothing` property to the `text2d` example. ## Testing - Did you test these changes? If so, how? - Yes. Via the `text2d`example, and also in my game. - Are there any parts that need more testing? - I'd like help from someone for testing this on devices/OSs with fractional scaling (Android/Windows) - How can other people (reviewers) test your changes? Is there anything specific they need to know? - Both via the `text2d` example and also by using it directly on your projects. - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? - macOS --- ## Showcase ```rust commands.spawn(Text2dBundle { text: Text::from_section("Hello, World!", default()) .with_font_smoothing(FontSmoothing::None), ..default() }); ```  <img width="740" alt="image" src="https://github.com/user-attachments/assets/b881b02c-4e43-410b-902f-6985c25140fc"> ## Migration Guide - `Text` now contains a `font_smoothing: FontSmoothing` property, make sure to include it or add `..default()` when using the struct directly; - `FontSizeKey` has been renamed to `FontAtlasKey`, and now also contains the `FontSmoothing` setting; - The following methods now take an extra `font_smoothing: FontSmoothing` argument: - `FontAtlas::new()` - `FontAtlasSet::add_glyph_to_atlas()` - `FontAtlasSet::get_glyph_atlas_info()` - `FontAtlasSet::get_outlined_glyph_texture()` |
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2b94a108ae
|
Reuse TextLayoutInfo in queue_text (#14997)
# Objective Don't reallocate `TextLayoutInfo` every time it needs to be updated. ## Solution Reuse existing allocation. |
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5986d5d309
|
Cosmic text (#10193)
# Replace ab_glyph with the more capable cosmic-text Fixes #7616. Cosmic-text is a more mature text-rendering library that handles scripts and ligatures better than ab_glyph, it can also handle system fonts which can be implemented in bevy in the future Rebase of https://github.com/bevyengine/bevy/pull/8808 ## Changelog Replaces text renderer ab_glyph with cosmic-text The definition of the font size has changed with the migration to cosmic text. The behavior is now consistent with other platforms (e.g. the web), where the font size in pixels measures the height of the font (the distance between the top of the highest ascender and the bottom of the lowest descender). Font sizes in your app need to be rescaled to approximately 1.2x smaller; for example, if you were using a font size of 60.0, you should now use a font size of 50.0. ## Migration guide - `Text2dBounds` has been replaced with `TextBounds`, and it now accepts `Option`s to the bounds, instead of using `f32::INFINITY` to inidicate lack of bounds - Textsizes should be changed, dividing the current size with 1.2 will result in the same size as before. - `TextSettings` struct is removed - Feature `subpixel_alignment` has been removed since cosmic-text already does this automatically - TextBundles and things rendering texts requires the `CosmicBuffer` Component on them as well ## Suggested followups: - TextPipeline: reconstruct byte indices for keeping track of eventual cursors in text input - TextPipeline: (future work) split text entities into section entities - TextPipeline: (future work) text editing - Support line height as an option. Unitless `1.2` is the default used in browsers (1.2x font size). - Support System Fonts and font families - Example showing of animated text styles. Eg. throbbing hyperlinks --------- Co-authored-by: tigregalis <anak.harimau@gmail.com> Co-authored-by: Nico Burns <nico@nicoburns.com> Co-authored-by: sam edelsten <samedelsten1@gmail.com> Co-authored-by: Dimchikkk <velo.app1@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> |
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be217ab037
|
Add doc comments explaining the different behaviours of alignment and Anchor with text_2d (#8022)
# Objective Add an explanation of the differences between `alignment` and `Anchor` to the `Text2dBundle` docs. --------- Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: François Mockers <mockersf@gmail.com> |
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8577a448f7
|
Fix rendering of sprites, text, and meshlets after #12582. (#12945)
`Sprite`, `Text`, and `Handle<MeshletMesh>` were types of renderable entities that the new segregated visible entity system didn't handle, so they didn't appear. Because `bevy_text` depends on `bevy_sprite`, and the visibility computation of text happens in the latter crate, I had to introduce a new marker component, `SpriteSource`. `SpriteSource` marks entities that aren't themselves sprites but become sprites during rendering. I added this component to `Text2dBundle`. Unfortunately, this is technically a breaking change, although I suspect it won't break anybody in practice except perhaps editors. Fixes #12935. ## Changelog ### Changed * `Text2dBundle` now includes a new marker component, `SpriteSource`. Bevy uses this internally to optimize visibility calculation. ## Migration Guide * `Text` now requires a `SpriteSource` marker component in order to appear. This component has been added to `Text2dBundle`. |
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01649f13e2
|
Refactor App and SubApp internals for better separation (#9202)
# Objective This is a necessary precursor to #9122 (this was split from that PR to reduce the amount of code to review all at once). Moving `!Send` resource ownership to `App` will make it unambiguously `!Send`. `SubApp` must be `Send`, so it can't wrap `App`. ## Solution Refactor `App` and `SubApp` to not have a recursive relationship. Since `SubApp` no longer wraps `App`, once `!Send` resources are moved out of `World` and into `App`, `SubApp` will become unambiguously `Send`. There could be less code duplication between `App` and `SubApp`, but that would break `App` method chaining. ## Changelog - `SubApp` no longer wraps `App`. - `App` fields are no longer publicly accessible. - `App` can no longer be converted into a `SubApp`. - Various methods now return references to a `SubApp` instead of an `App`. ## Migration Guide - To construct a sub-app, use `SubApp::new()`. `App` can no longer convert into `SubApp`. - If you implemented a trait for `App`, you may want to implement it for `SubApp` as well. - If you're accessing `app.world` directly, you now have to use `app.world()` and `app.world_mut()`. - `App::sub_app` now returns `&SubApp`. - `App::sub_app_mut` now returns `&mut SubApp`. - `App::get_sub_app` now returns `Option<&SubApp>.` - `App::get_sub_app_mut` now returns `Option<&mut SubApp>.` |
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599e5e4e76
|
Migrate from LegacyColor to bevy_color::Color (#12163)
# Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au> |
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58ee3e8908
|
Calculate AABBs to enable text2d culling (#11663)
# Objective - Cull 2D text outside the view frustum. - Part of #11081. ## Solution - Compute AABBs for entities with a `Text2DBundle` to enable culling them. `text2d` example with AABB gizmos on the text entities: https://github.com/bevyengine/bevy/assets/18357657/52ed3ddc-2274-4480-835b-a7cf23338931 --- ## Changelog ### Added - 2D text outside the view are now culled with the `calculate_bounds_text2d` system adding the necessary AABBs. |
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a7be8a2655
|
Prefer UVec2 when working with texture dimensions (#11698)
# Objective
The physical width and height (pixels) of an image is always integers,
but for `GpuImage` bevy currently stores them as `Vec2` (`f32`).
Switching to `UVec2` makes this more consistent with the [underlying
texture data](https://docs.rs/wgpu/latest/wgpu/struct.Extent3d.html).
I'm not sure if this is worth the change in the surface level API. If
not, feel free to close this PR.
## Solution
- Replace uses of `Vec2` with `UVec2` when referring to texture
dimensions.
- Use integer types for the texture atlas dimensions and sections.
[`Sprite::rect`](
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de004da8d5
|
Rename bevy_render::Color to LegacyColor (#12069)
# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> |
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312df3cec7
|
Use warn_once where relevant instead of manually implementing a single warn check (#11693)
# Objective - Some places manually use a `bool` /`AtomicBool` to warn once. ## Solution - Use the `warn_once` macro which internally creates an `AtomicBool`. Downside: in some case the warning state would have been reset after recreating the struct carrying the warn state, whereas now it will always warn only once per program run (For example, if all `MeshPipeline`s are dropped or the `World` is recreated for `Local<bool>`/ a `bool` resource, which shouldn't happen over the course of a standard `App` run). --- ## Changelog ### Removed - `FontAtlasWarning` has been removed, but the corresponding warning is still emitted. |
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135c7240f1
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Texture Atlas rework (#5103)
# Objective > Old MR: #5072 > ~~Associated UI MR: #5070~~ > Adresses #1618 Unify sprite management ## Solution - Remove the `Handle<Image>` field in `TextureAtlas` which is the main cause for all the boilerplate - Remove the redundant `TextureAtlasSprite` component - Renamed `TextureAtlas` asset to `TextureAtlasLayout` ([suggestion](https://github.com/bevyengine/bevy/pull/5103#discussion_r917281844)) - Add a `TextureAtlas` component, containing the atlas layout handle and the section index The difference between this solution and #5072 is that instead of the `enum` approach is that we can more easily manipulate texture sheets without any breaking changes for classic `SpriteBundle`s (@mockersf [comment](https://github.com/bevyengine/bevy/pull/5072#issuecomment-1165836139)) Also, this approach is more *data oriented* extracting the `Handle<Image>` and avoiding complex texture atlas manipulations to retrieve the texture in both applicative and engine code. With this method, the only difference between a `SpriteBundle` and a `SpriteSheetBundle` is an **additional** component storing the atlas handle and the index. ~~This solution can be applied to `bevy_ui` as well (see #5070).~~ EDIT: I also applied this solution to Bevy UI ## Changelog - (**BREAKING**) Removed `TextureAtlasSprite` - (**BREAKING**) Renamed `TextureAtlas` to `TextureAtlasLayout` - (**BREAKING**) `SpriteSheetBundle`: - Uses a `Sprite` instead of a `TextureAtlasSprite` component - Has a `texture` field containing a `Handle<Image>` like the `SpriteBundle` - Has a new `TextureAtlas` component instead of a `Handle<TextureAtlasLayout>` - (**BREAKING**) `DynamicTextureAtlasBuilder::add_texture` takes an additional `&Handle<Image>` parameter - (**BREAKING**) `TextureAtlasLayout::from_grid` no longer takes a `Handle<Image>` parameter - (**BREAKING**) `TextureAtlasBuilder::finish` now returns a `Result<(TextureAtlasLayout, Handle<Image>), _>` - `bevy_text`: - `GlyphAtlasInfo` stores the texture `Handle<Image>` - `FontAtlas` stores the texture `Handle<Image>` - `bevy_ui`: - (**BREAKING**) Removed `UiAtlasImage` , the atlas bundle is now identical to the `ImageBundle` with an additional `TextureAtlas` ## Migration Guide * Sprites ```diff fn my_system( mut images: ResMut<Assets<Image>>, - mut atlases: ResMut<Assets<TextureAtlas>>, + mut atlases: ResMut<Assets<TextureAtlasLayout>>, asset_server: Res<AssetServer> ) { let texture_handle: asset_server.load("my_texture.png"); - let layout = TextureAtlas::from_grid(texture_handle, Vec2::new(25.0, 25.0), 5, 5, None, None); + let layout = TextureAtlasLayout::from_grid(Vec2::new(25.0, 25.0), 5, 5, None, None); let layout_handle = atlases.add(layout); commands.spawn(SpriteSheetBundle { - sprite: TextureAtlasSprite::new(0), - texture_atlas: atlas_handle, + atlas: TextureAtlas { + layout: layout_handle, + index: 0 + }, + texture: texture_handle, ..Default::default() }); } ``` * UI ```diff fn my_system( mut images: ResMut<Assets<Image>>, - mut atlases: ResMut<Assets<TextureAtlas>>, + mut atlases: ResMut<Assets<TextureAtlasLayout>>, asset_server: Res<AssetServer> ) { let texture_handle: asset_server.load("my_texture.png"); - let layout = TextureAtlas::from_grid(texture_handle, Vec2::new(25.0, 25.0), 5, 5, None, None); + let layout = TextureAtlasLayout::from_grid(Vec2::new(25.0, 25.0), 5, 5, None, None); let layout_handle = atlases.add(layout); commands.spawn(AtlasImageBundle { - texture_atlas_image: UiTextureAtlasImage { - index: 0, - flip_x: false, - flip_y: false, - }, - texture_atlas: atlas_handle, + atlas: TextureAtlas { + layout: layout_handle, + index: 0 + }, + image: UiImage { + texture: texture_handle, + flip_x: false, + flip_y: false, + }, ..Default::default() }); } ``` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: François <mockersf@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com> |
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720d6dab82
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Change Window scale factor to f32 (adopted) (#10897)
# Objective - Finish the work done in #8942 . ## Solution - Rebase the changes made in #8942 and fix the issues stopping it from being merged earlier --------- Co-authored-by: Thomas <1234328+thmsgntz@users.noreply.github.com> |
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166686e0f2
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Rename TextAlignment to JustifyText . (#10854)
# Objective The name `TextAlignment` is really deceptive and almost every new user gets confused about the differences between aligning text with `TextAlignment`, aligning text with `Style` and aligning text with anchor (when using `Text2d`). ## Solution * Rename `TextAlignment` to `JustifyText`. The associated helper methods are also renamed. * Improve the doc comments for text explaining explicitly how the `JustifyText` component affects the arrangement of text. * Add some extra cases to the `text_debug` example that demonstate the differences between alignment using `JustifyText` and alignment using `Style`. <img width="757" alt="text_debug_2" src="https://github.com/bevyengine/bevy/assets/27962798/9d53e647-93f9-4bc7-8a20-0d9f783304d2"> --- ## Changelog * `TextAlignment` has been renamed to `JustifyText` * `TextBundle::with_text_alignment` has been renamed to `TextBundle::with_text_justify` * `Text::with_alignment` has been renamed to `Text::with_justify` * The `text_alignment` field of `TextMeasureInfo` has been renamed to `justification` ## Migration Guide * `TextAlignment` has been renamed to `JustifyText` * `TextBundle::with_text_alignment` has been renamed to `TextBundle::with_text_justify` * `Text::with_alignment` has been renamed to `Text::with_justify` * The `text_alignment` field of `TextMeasureInfo` has been renamed to `justification` |
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0db999c795
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Add some more docs for bevy_text. (#9873)
# Objective - Have more docs for `bevy_text` to avoid reading the source code for some things. ## Solution - Add some additional docs. ## Changelog - `TextSettings.max_font_atlases` in `bevy_text` has been renamed to ` TextSettings.soft_max_font_atlases`. ## Migration Guide - Usages of `TextSettings.max_font_atlases` from `bevy_text` must be changed to `TextSettings.soft_max_font_atlases`. |
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05c87f3c01
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Fix text2d view-visibility (#10100)
# Objective Fixes #9676 Possible alternative to #9708 `Text2dBundles` are not currently drawn because the render-world-only entities for glyphs that are created in `extract_text2d_sprite` are not tracked by the per-view `VisibleEntities`. ## Solution Add an `Option<Entity>` to `ExtractedSprite` that keeps track of the original entity that caused a "glyph entity" to be created. Use that in `queue_sprites` if it exists when checking view visibility. ## Benchmarks Quick benchmarks. Average FPS over 1500 frames. | bench | before fps | after fps | diff | |-|-|-|-| |many_sprites|884.93|879.00|🟡 -0.7%| |bevymark -- --benchmark --waves 100 --per-wave 1000 --mode sprite|75.99|75.93|🟡 -0.1%| |bevymark -- --benchmark --waves 50 --per-wave 1000 --mode mesh2d|32.85|32.58|🟡 -0.8%| |
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9fafceba90
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Remove z-axis scaling in extract_text2d_sprite (#9733)
# Objective In `extract_text2d_sprite` the scaling by the scale factor should be only be applied to the x and y axes but it's also applied to the z axis. # Solution Remove the scaling in the z axis |
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9d9750b928
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TextLayoutInfo::size should hold the drawn size of the text, and not a scaled value. (#7794)
# Objective `TextLayoutInfo::size` isn't the drawn size of the text, but a scaled value. This is fragile, counter-intuitive and makes it awkward to retrieve the correct value. ## Solution Multiply `TextLayoutInfo::size` by the reciprocal of the window's scale factor after generating the text layout in `update_text2d_layout` and `bevy_ui::widget::text_system`. --- fixes: #7787 ## Changelog * Multiply `TextLayoutInfo::size` by the reciprocal of the scale factor after text computation to reflect the actual size of the text as drawn. * Reorder the operations in `extract_text2d_sprite` to apply the alignment offset before the scale factor scaling. ## Migration Guide The `size` value of `TextLayoutInfo` is stored in logical pixels and has been renamed to `logical_size`. There is no longer any need to divide by the window's scale factor to get the logical size. |
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5eb292dc10
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Bevy Asset V2 (#8624)
# Bevy Asset V2 Proposal ## Why Does Bevy Need A New Asset System? Asset pipelines are a central part of the gamedev process. Bevy's current asset system is missing a number of features that make it non-viable for many classes of gamedev. After plenty of discussions and [a long community feedback period](https://github.com/bevyengine/bevy/discussions/3972), we've identified a number missing features: * **Asset Preprocessing**: it should be possible to "preprocess" / "compile" / "crunch" assets at "development time" rather than when the game starts up. This enables offloading expensive work from deployed apps, faster asset loading, less runtime memory usage, etc. * **Per-Asset Loader Settings**: Individual assets cannot define their own loaders that override the defaults. Additionally, they cannot provide per-asset settings to their loaders. This is a huge limitation, as many asset types don't provide all information necessary for Bevy _inside_ the asset. For example, a raw PNG image says nothing about how it should be sampled (ex: linear vs nearest). * **Asset `.meta` files**: assets should have configuration files stored adjacent to the asset in question, which allows the user to configure asset-type-specific settings. These settings should be accessible during the pre-processing phase. Modifying a `.meta` file should trigger a re-processing / re-load of the asset. It should be possible to configure asset loaders from the meta file. * **Processed Asset Hot Reloading**: Changes to processed assets (or their dependencies) should result in re-processing them and re-loading the results in live Bevy Apps. * **Asset Dependency Tracking**: The current bevy_asset has no good way to wait for asset dependencies to load. It punts this as an exercise for consumers of the loader apis, which is unreasonable and error prone. There should be easy, ergonomic ways to wait for assets to load and block some logic on an asset's entire dependency tree loading. * **Runtime Asset Loading**: it should be (optionally) possible to load arbitrary assets dynamically at runtime. This necessitates being able to deploy and run the asset server alongside Bevy Apps on _all platforms_. For example, we should be able to invoke the shader compiler at runtime, stream scenes from sources like the internet, etc. To keep deployed binaries (and startup times) small, the runtime asset server configuration should be configurable with different settings compared to the "pre processor asset server". * **Multiple Backends**: It should be possible to load assets from arbitrary sources (filesystems, the internet, remote asset serves, etc). * **Asset Packing**: It should be possible to deploy assets in compressed "packs", which makes it easier and more efficient to distribute assets with Bevy Apps. * **Asset Handoff**: It should be possible to hold a "live" asset handle, which correlates to runtime data, without actually holding the asset in memory. Ex: it must be possible to hold a reference to a GPU mesh generated from a "mesh asset" without keeping the mesh data in CPU memory * **Per-Platform Processed Assets**: Different platforms and app distributions have different capabilities and requirements. Some platforms need lower asset resolutions or different asset formats to operate within the hardware constraints of the platform. It should be possible to define per-platform asset processing profiles. And it should be possible to deploy only the assets required for a given platform. These features have architectural implications that are significant enough to require a full rewrite. The current Bevy Asset implementation got us this far, but it can take us no farther. This PR defines a brand new asset system that implements most of these features, while laying the foundations for the remaining features to be built. ## Bevy Asset V2 Here is a quick overview of the features introduced in this PR. * **Asset Preprocessing**: Preprocess assets at development time into more efficient (and configurable) representations * **Dependency Aware**: Dependencies required to process an asset are tracked. If an asset's processed dependency changes, it will be reprocessed * **Hot Reprocessing/Reloading**: detect changes to asset source files, reprocess them if they have changed, and then hot-reload them in Bevy Apps. * **Only Process Changes**: Assets are only re-processed when their source file (or meta file) has changed. This uses hashing and timestamps to avoid processing assets that haven't changed. * **Transactional and Reliable**: Uses write-ahead logging (a technique commonly used by databases) to recover from crashes / forced-exits. Whenever possible it avoids full-reprocessing / only uncompleted transactions will be reprocessed. When the processor is running in parallel with a Bevy App, processor asset writes block Bevy App asset reads. Reading metadata + asset bytes is guaranteed to be transactional / correctly paired. * **Portable / Run anywhere / Database-free**: The processor does not rely on an in-memory database (although it uses some database techniques for reliability). This is important because pretty much all in-memory databases have unsupported platforms or build complications. * **Configure Processor Defaults Per File Type**: You can say "use this processor for all files of this type". * **Custom Processors**: The `Processor` trait is flexible and unopinionated. It can be implemented by downstream plugins. * **LoadAndSave Processors**: Most asset processing scenarios can be expressed as "run AssetLoader A, save the results using AssetSaver X, and then load the result using AssetLoader B". For example, load this png image using `PngImageLoader`, which produces an `Image` asset and then save it using `CompressedImageSaver` (which also produces an `Image` asset, but in a compressed format), which takes an `Image` asset as input. This means if you have an `AssetLoader` for an asset, you are already half way there! It also means that you can share AssetSavers across multiple loaders. Because `CompressedImageSaver` accepts Bevy's generic Image asset as input, it means you can also use it with some future `JpegImageLoader`. * **Loader and Saver Settings**: Asset Loaders and Savers can now define their own settings types, which are passed in as input when an asset is loaded / saved. Each asset can define its own settings. * **Asset `.meta` files**: configure asset loaders, their settings, enable/disable processing, and configure processor settings * **Runtime Asset Dependency Tracking** Runtime asset dependencies (ex: if an asset contains a `Handle<Image>`) are tracked by the asset server. An event is emitted when an asset and all of its dependencies have been loaded * **Unprocessed Asset Loading**: Assets do not require preprocessing. They can be loaded directly. A processed asset is just a "normal" asset with some extra metadata. Asset Loaders don't need to know or care about whether or not an asset was processed. * **Async Asset IO**: Asset readers/writers use async non-blocking interfaces. Note that because Rust doesn't yet support async traits, there is a bit of manual Boxing / Future boilerplate. This will hopefully be removed in the near future when Rust gets async traits. * **Pluggable Asset Readers and Writers**: Arbitrary asset source readers/writers are supported, both by the processor and the asset server. * **Better Asset Handles** * **Single Arc Tree**: Asset Handles now use a single arc tree that represents the lifetime of the asset. This makes their implementation simpler, more efficient, and allows us to cheaply attach metadata to handles. Ex: the AssetPath of a handle is now directly accessible on the handle itself! * **Const Typed Handles**: typed handles can be constructed in a const context. No more weird "const untyped converted to typed at runtime" patterns! * **Handles and Ids are Smaller / Faster To Hash / Compare**: Typed `Handle<T>` is now much smaller in memory and `AssetId<T>` is even smaller. * **Weak Handle Usage Reduction**: In general Handles are now considered to be "strong". Bevy features that previously used "weak `Handle<T>`" have been ported to `AssetId<T>`, which makes it statically clear that the features do not hold strong handles (while retaining strong type information). Currently Handle::Weak still exists, but it is very possible that we can remove that entirely. * **Efficient / Dense Asset Ids**: Assets now have efficient dense runtime asset ids, which means we can avoid expensive hash lookups. Assets are stored in Vecs instead of HashMaps. There are now typed and untyped ids, which means we no longer need to store dynamic type information in the ID for typed handles. "AssetPathId" (which was a nightmare from a performance and correctness standpoint) has been entirely removed in favor of dense ids (which are retrieved for a path on load) * **Direct Asset Loading, with Dependency Tracking**: Assets that are defined at runtime can still have their dependencies tracked by the Asset Server (ex: if you create a material at runtime, you can still wait for its textures to load). This is accomplished via the (currently optional) "asset dependency visitor" trait. This system can also be used to define a set of assets to load, then wait for those assets to load. * **Async folder loading**: Folder loading also uses this system and immediately returns a handle to the LoadedFolder asset, which means folder loading no longer blocks on directory traversals. * **Improved Loader Interface**: Loaders now have a specific "top level asset type", which makes returning the top-level asset simpler and statically typed. * **Basic Image Settings and Processing**: Image assets can now be processed into the gpu-friendly Basic Universal format. The ImageLoader now has a setting to define what format the image should be loaded as. Note that this is just a minimal MVP ... plenty of additional work to do here. To demo this, enable the `basis-universal` feature and turn on asset processing. * **Simpler Audio Play / AudioSink API**: Asset handle providers are cloneable, which means the Audio resource can mint its own handles. This means you can now do `let sink_handle = audio.play(music)` instead of `let sink_handle = audio_sinks.get_handle(audio.play(music))`. Note that this might still be replaced by https://github.com/bevyengine/bevy/pull/8424. **Removed Handle Casting From Engine Features**: Ex: FontAtlases no longer use casting between handle types ## Using The New Asset System ### Normal Unprocessed Asset Loading By default the `AssetPlugin` does not use processing. It behaves pretty much the same way as the old system. If you are defining a custom asset, first derive `Asset`: ```rust #[derive(Asset)] struct Thing { value: String, } ``` Initialize the asset: ```rust app.init_asset:<Thing>() ``` Implement a new `AssetLoader` for it: ```rust #[derive(Default)] struct ThingLoader; #[derive(Serialize, Deserialize, Default)] pub struct ThingSettings { some_setting: bool, } impl AssetLoader for ThingLoader { type Asset = Thing; type Settings = ThingSettings; fn load<'a>( &'a self, reader: &'a mut Reader, settings: &'a ThingSettings, load_context: &'a mut LoadContext, ) -> BoxedFuture<'a, Result<Thing, anyhow::Error>> { Box::pin(async move { let mut bytes = Vec::new(); reader.read_to_end(&mut bytes).await?; // convert bytes to value somehow Ok(Thing { value }) }) } fn extensions(&self) -> &[&str] { &["thing"] } } ``` Note that this interface will get much cleaner once Rust gets support for async traits. `Reader` is an async futures_io::AsyncRead. You can stream bytes as they come in or read them all into a `Vec<u8>`, depending on the context. You can use `let handle = load_context.load(path)` to kick off a dependency load, retrieve a handle, and register the dependency for the asset. Then just register the loader in your Bevy app: ```rust app.init_asset_loader::<ThingLoader>() ``` Now just add your `Thing` asset files into the `assets` folder and load them like this: ```rust fn system(asset_server: Res<AssetServer>) { let handle = Handle<Thing> = asset_server.load("cool.thing"); } ``` You can check load states directly via the asset server: ```rust if asset_server.load_state(&handle) == LoadState::Loaded { } ``` You can also listen for events: ```rust fn system(mut events: EventReader<AssetEvent<Thing>>, handle: Res<SomeThingHandle>) { for event in events.iter() { if event.is_loaded_with_dependencies(&handle) { } } } ``` Note the new `AssetEvent::LoadedWithDependencies`, which only fires when the asset is loaded _and_ all dependencies (and their dependencies) have loaded. Unlike the old asset system, for a given asset path all `Handle<T>` values point to the same underlying Arc. This means Handles can cheaply hold more asset information, such as the AssetPath: ```rust // prints the AssetPath of the handle info!("{:?}", handle.path()) ``` ### Processed Assets Asset processing can be enabled via the `AssetPlugin`. When developing Bevy Apps with processed assets, do this: ```rust app.add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev())) ``` This runs the `AssetProcessor` in the background with hot-reloading. It reads assets from the `assets` folder, processes them, and writes them to the `.imported_assets` folder. Asset loads in the Bevy App will wait for a processed version of the asset to become available. If an asset in the `assets` folder changes, it will be reprocessed and hot-reloaded in the Bevy App. When deploying processed Bevy apps, do this: ```rust app.add_plugins(DefaultPlugins.set(AssetPlugin::processed())) ``` This does not run the `AssetProcessor` in the background. It behaves like `AssetPlugin::unprocessed()`, but reads assets from `.imported_assets`. When the `AssetProcessor` is running, it will populate sibling `.meta` files for assets in the `assets` folder. Meta files for assets that do not have a processor configured look like this: ```rust ( meta_format_version: "1.0", asset: Load( loader: "bevy_render::texture::image_loader::ImageLoader", settings: ( format: FromExtension, ), ), ) ``` This is metadata for an image asset. For example, if you have `assets/my_sprite.png`, this could be the metadata stored at `assets/my_sprite.png.meta`. Meta files are totally optional. If no metadata exists, the default settings will be used. In short, this file says "load this asset with the ImageLoader and use the file extension to determine the image type". This type of meta file is supported in all AssetPlugin modes. If in `Unprocessed` mode, the asset (with the meta settings) will be loaded directly. If in `ProcessedDev` mode, the asset file will be copied directly to the `.imported_assets` folder. The meta will also be copied directly to the `.imported_assets` folder, but with one addition: ```rust ( meta_format_version: "1.0", processed_info: Some(( hash: 12415480888597742505, full_hash: 14344495437905856884, process_dependencies: [], )), asset: Load( loader: "bevy_render::texture::image_loader::ImageLoader", settings: ( format: FromExtension, ), ), ) ``` `processed_info` contains `hash` (a direct hash of the asset and meta bytes), `full_hash` (a hash of `hash` and the hashes of all `process_dependencies`), and `process_dependencies` (the `path` and `full_hash` of every process_dependency). A "process dependency" is an asset dependency that is _directly_ used when processing the asset. Images do not have process dependencies, so this is empty. When the processor is enabled, you can use the `Process` metadata config: ```rust ( meta_format_version: "1.0", asset: Process( processor: "bevy_asset::processor::process::LoadAndSave<bevy_render::texture::image_loader::ImageLoader, bevy_render::texture::compressed_image_saver::CompressedImageSaver>", settings: ( loader_settings: ( format: FromExtension, ), saver_settings: ( generate_mipmaps: true, ), ), ), ) ``` This configures the asset to use the `LoadAndSave` processor, which runs an AssetLoader and feeds the result into an AssetSaver (which saves the given Asset and defines a loader to load it with). (for terseness LoadAndSave will likely get a shorter/friendlier type name when [Stable Type Paths](#7184) lands). `LoadAndSave` is likely to be the most common processor type, but arbitrary processors are supported. `CompressedImageSaver` saves an `Image` in the Basis Universal format and configures the ImageLoader to load it as basis universal. The `AssetProcessor` will read this meta, run it through the LoadAndSave processor, and write the basis-universal version of the image to `.imported_assets`. The final metadata will look like this: ```rust ( meta_format_version: "1.0", processed_info: Some(( hash: 905599590923828066, full_hash: 9948823010183819117, process_dependencies: [], )), asset: Load( loader: "bevy_render::texture::image_loader::ImageLoader", settings: ( format: Format(Basis), ), ), ) ``` To try basis-universal processing out in Bevy examples, (for example `sprite.rs`), change `add_plugins(DefaultPlugins)` to `add_plugins(DefaultPlugins.set(AssetPlugin::processed_dev()))` and run with the `basis-universal` feature enabled: `cargo run --features=basis-universal --example sprite`. To create a custom processor, there are two main paths: 1. Use the `LoadAndSave` processor with an existing `AssetLoader`. Implement the `AssetSaver` trait, register the processor using `asset_processor.register_processor::<LoadAndSave<ImageLoader, CompressedImageSaver>>(image_saver.into())`. 2. Implement the `Process` trait directly and register it using: `asset_processor.register_processor(thing_processor)`. You can configure default processors for file extensions like this: ```rust asset_processor.set_default_processor::<ThingProcessor>("thing") ``` There is one more metadata type to be aware of: ```rust ( meta_format_version: "1.0", asset: Ignore, ) ``` This will ignore the asset during processing / prevent it from being written to `.imported_assets`. The AssetProcessor stores a transaction log at `.imported_assets/log` and uses it to gracefully recover from unexpected stops. This means you can force-quit the processor (and Bevy Apps running the processor in parallel) at arbitrary times! `.imported_assets` is "local state". It should _not_ be checked into source control. It should also be considered "read only". In practice, you _can_ modify processed assets and processed metadata if you really need to test something. But those modifications will not be represented in the hashes of the assets, so the processed state will be "out of sync" with the source assets. The processor _will not_ fix this for you. Either revert the change after you have tested it, or delete the processed files so they can be re-populated. ## Open Questions There are a number of open questions to be discussed. We should decide if they need to be addressed in this PR and if so, how we will address them: ### Implied Dependencies vs Dependency Enumeration There are currently two ways to populate asset dependencies: * **Implied via AssetLoaders**: if an AssetLoader loads an asset (and retrieves a handle), a dependency is added to the list. * **Explicit via the optional Asset::visit_dependencies**: if `server.load_asset(my_asset)` is called, it will call `my_asset.visit_dependencies`, which will grab dependencies that have been manually defined for the asset via the Asset trait impl (which can be derived). This means that defining explicit dependencies is optional for "loaded assets". And the list of dependencies is always accurate because loaders can only produce Handles if they register dependencies. If an asset was loaded with an AssetLoader, it only uses the implied dependencies. If an asset was created at runtime and added with `asset_server.load_asset(MyAsset)`, it will use `Asset::visit_dependencies`. However this can create a behavior mismatch between loaded assets and equivalent "created at runtime" assets if `Assets::visit_dependencies` doesn't exactly match the dependencies produced by the AssetLoader. This behavior mismatch can be resolved by completely removing "implied loader dependencies" and requiring `Asset::visit_dependencies` to supply dependency data. But this creates two problems: * It makes defining loaded assets harder and more error prone: Devs must remember to manually annotate asset dependencies with `#[dependency]` when deriving `Asset`. For more complicated assets (such as scenes), the derive likely wouldn't be sufficient and a manual `visit_dependencies` impl would be required. * Removes the ability to immediately kick off dependency loads: When AssetLoaders retrieve a Handle, they also immediately kick off an asset load for the handle, which means it can start loading in parallel _before_ the asset finishes loading. For large assets, this could be significant. (although this could be mitigated for processed assets if we store dependencies in the processed meta file and load them ahead of time) ### Eager ProcessorDev Asset Loading I made a controversial call in the interest of fast startup times ("time to first pixel") for the "processor dev mode configuration". When initializing the AssetProcessor, current processed versions of unchanged assets are yielded immediately, even if their dependencies haven't been checked yet for reprocessing. This means that non-current-state-of-filesystem-but-previously-valid assets might be returned to the App first, then hot-reloaded if/when their dependencies change and the asset is reprocessed. Is this behavior desirable? There is largely one alternative: do not yield an asset from the processor to the app until all of its dependencies have been checked for changes. In some common cases (load dependency has not changed since last run) this will increase startup time. The main question is "by how much" and is that slower startup time worth it in the interest of only yielding assets that are true to the current state of the filesystem. Should this be configurable? I'm starting to think we should only yield an asset after its (historical) dependencies have been checked for changes + processed as necessary, but I'm curious what you all think. ### Paths Are Currently The Only Canonical ID / Do We Want Asset UUIDs? In this implementation AssetPaths are the only canonical asset identifier (just like the previous Bevy Asset system and Godot). Moving assets will result in re-scans (and currently reprocessing, although reprocessing can easily be avoided with some changes). Asset renames/moves will break code and assets that rely on specific paths, unless those paths are fixed up. Do we want / need "stable asset uuids"? Introducing them is very possible: 1. Generate a UUID and include it in .meta files 2. Support UUID in AssetPath 3. Generate "asset indices" which are loaded on startup and map UUIDs to paths. 4 (maybe). Consider only supporting UUIDs for processed assets so we can generate quick-to-load indices instead of scanning meta files. The main "pro" is that assets referencing UUIDs don't need to be migrated when a path changes. The main "con" is that UUIDs cannot be "lazily resolved" like paths. They need a full view of all assets to answer the question "does this UUID exist". Which means UUIDs require the AssetProcessor to fully finish startup scans before saying an asset doesnt exist. And they essentially require asset pre-processing to use in apps, because scanning all asset metadata files at runtime to resolve a UUID is not viable for medium-to-large apps. It really requires a pre-generated UUID index, which must be loaded before querying for assets. I personally think this should be investigated in a separate PR. Paths aren't going anywhere ... _everyone_ uses filesystems (and filesystem-like apis) to manage their asset source files. I consider them permanent canonical asset information. Additionally, they behave well for both processed and unprocessed asset modes. Given that Bevy is supporting both, this feels like the right canonical ID to start with. UUIDS (and maybe even other indexed-identifier types) can be added later as necessary. ### Folder / File Naming Conventions All asset processing config currently lives in the `.imported_assets` folder. The processor transaction log is in `.imported_assets/log`. Processed assets are added to `.imported_assets/Default`, which will make migrating to processed asset profiles (ex: a `.imported_assets/Mobile` profile) a non-breaking change. It also allows us to create top-level files like `.imported_assets/log` without it being interpreted as an asset. Meta files currently have a `.meta` suffix. Do we like these names and conventions? ### Should the `AssetPlugin::processed_dev` configuration enable `watch_for_changes` automatically? Currently it does (which I think makes sense), but it does make it the only configuration that enables watch_for_changes by default. ### Discuss on_loaded High Level Interface: This PR includes a very rough "proof of concept" `on_loaded` system adapter that uses the `LoadedWithDependencies` event in combination with `asset_server.load_asset` dependency tracking to support this pattern ```rust fn main() { App::new() .init_asset::<MyAssets>() .add_systems(Update, on_loaded(create_array_texture)) .run(); } #[derive(Asset, Clone)] struct MyAssets { #[dependency] picture_of_my_cat: Handle<Image>, #[dependency] picture_of_my_other_cat: Handle<Image>, } impl FromWorld for ArrayTexture { fn from_world(world: &mut World) -> Self { picture_of_my_cat: server.load("meow.png"), picture_of_my_other_cat: server.load("meeeeeeeow.png"), } } fn spawn_cat(In(my_assets): In<MyAssets>, mut commands: Commands) { commands.spawn(SpriteBundle { texture: my_assets.picture_of_my_cat.clone(), ..default() }); commands.spawn(SpriteBundle { texture: my_assets.picture_of_my_other_cat.clone(), ..default() }); } ``` The implementation is _very_ rough. And it is currently unsafe because `bevy_ecs` doesn't expose some internals to do this safely from inside `bevy_asset`. There are plenty of unanswered questions like: * "do we add a Loadable" derive? (effectively automate the FromWorld implementation above) * Should `MyAssets` even be an Asset? (largely implemented this way because it elegantly builds on `server.load_asset(MyAsset { .. })` dependency tracking). We should think hard about what our ideal API looks like (and if this is a pattern we want to support). Not necessarily something we need to solve in this PR. The current `on_loaded` impl should probably be removed from this PR before merging. ## Clarifying Questions ### What about Assets as Entities? This Bevy Asset V2 proposal implementation initially stored Assets as ECS Entities. Instead of `AssetId<T>` + the `Assets<T>` resource it used `Entity` as the asset id and Asset values were just ECS components. There are plenty of compelling reasons to do this: 1. Easier to inline assets in Bevy Scenes (as they are "just" normal entities + components) 2. More flexible queries: use the power of the ECS to filter assets (ex: `Query<Mesh, With<Tree>>`). 3. Extensible. Users can add arbitrary component data to assets. 4. Things like "component visualization tools" work out of the box to visualize asset data. However Assets as Entities has a ton of caveats right now: * We need to be able to allocate entity ids without a direct World reference (aka rework id allocator in Entities ... i worked around this in my prototypes by just pre allocating big chunks of entities) * We want asset change events in addition to ECS change tracking ... how do we populate them when mutations can come from anywhere? Do we use Changed queries? This would require iterating over the change data for all assets every frame. Is this acceptable or should we implement a new "event based" component change detection option? * Reconciling manually created assets with asset-system managed assets has some nuance (ex: are they "loaded" / do they also have that component metadata?) * "how do we handle "static" / default entity handles" (ties in to the Entity Indices discussion: https://github.com/bevyengine/bevy/discussions/8319). This is necessary for things like "built in" assets and default handles in things like SpriteBundle. * Storing asset information as a component makes it easy to "invalidate" asset state by removing the component (or forcing modifications). Ideally we have ways to lock this down (some combination of Rust type privacy and ECS validation) In practice, how we store and identify assets is a reasonably superficial change (porting off of Assets as Entities and implementing dedicated storage + ids took less than a day). So once we sort out the remaining challenges the flip should be straightforward. Additionally, I do still have "Assets as Entities" in my commit history, so we can reuse that work. I personally think "assets as entities" is a good endgame, but it also doesn't provide _significant_ value at the moment and it certainly isn't ready yet with the current state of things. ### Why not Distill? [Distill](https://github.com/amethyst/distill) is a high quality fully featured asset system built in Rust. It is very natural to ask "why not just use Distill?". It is also worth calling out that for awhile, [we planned on adopting Distill / I signed off on it](https://github.com/bevyengine/bevy/issues/708). However I think Bevy has a number of constraints that make Distill adoption suboptimal: * **Architectural Simplicity:** * Distill's processor requires an in-memory database (lmdb) and RPC networked API (using Cap'n Proto). Each of these introduces API complexity that increases maintenance burden and "code grokability". Ignoring tests, documentation, and examples, Distill has 24,237 lines of Rust code (including generated code for RPC + database interactions). If you ignore generated code, it has 11,499 lines. * Bevy builds the AssetProcessor and AssetServer using pluggable AssetReader/AssetWriter Rust traits with simple io interfaces. They do not necessitate databases or RPC interfaces (although Readers/Writers could use them if that is desired). Bevy Asset V2 (at the time of writing this PR) is 5,384 lines of Rust code (ignoring tests, documentation, and examples). Grain of salt: Distill does have more features currently (ex: Asset Packing, GUIDS, remote-out-of-process asset processor). I do plan to implement these features in Bevy Asset V2 and I personally highly doubt they will meaningfully close the 6115 lines-of-code gap. * This complexity gap (which while illustrated by lines of code, is much bigger than just that) is noteworthy to me. Bevy should be hackable and there are pillars of Distill that are very hard to understand and extend. This is a matter of opinion (and Bevy Asset V2 also has complicated areas), but I think Bevy Asset V2 is much more approachable for the average developer. * Necessary disclaimer: counting lines of code is an extremely rough complexity metric. Read the code and form your own opinions. * **Optional Asset Processing:** Not all Bevy Apps (or Bevy App developers) need / want asset preprocessing. Processing increases the complexity of the development environment by introducing things like meta files, imported asset storage, running processors in the background, waiting for processing to finish, etc. Distill _requires_ preprocessing to work. With Bevy Asset V2 processing is fully opt-in. The AssetServer isn't directly aware of asset processors at all. AssetLoaders only care about converting bytes to runtime Assets ... they don't know or care if the bytes were pre-processed or not. Processing is "elegantly" (forgive my self-congratulatory phrasing) layered on top and builds on the existing Asset system primitives. * **Direct Filesystem Access to Processed Asset State:** Distill stores processed assets in a database. This makes debugging / inspecting the processed outputs harder (either requires special tooling to query the database or they need to be "deployed" to be inspected). Bevy Asset V2, on the other hand, stores processed assets in the filesystem (by default ... this is configurable). This makes interacting with the processed state more natural. Note that both Godot and Unity's new asset system store processed assets in the filesystem. * **Portability**: Because Distill's processor uses lmdb and RPC networking, it cannot be run on certain platforms (ex: lmdb is a non-rust dependency that cannot run on the web, some platforms don't support running network servers). Bevy should be able to process assets everywhere (ex: run the Bevy Editor on the web, compile + process shaders on mobile, etc). Distill does partially mitigate this problem by supporting "streaming" assets via the RPC protocol, but this is not a full solve from my perspective. And Bevy Asset V2 can (in theory) also stream assets (without requiring RPC, although this isn't implemented yet) Note that I _do_ still think Distill would be a solid asset system for Bevy. But I think the approach in this PR is a better solve for Bevy's specific "asset system requirements". ### Doesn't async-fs just shim requests to "sync" `std::fs`? What is the point? "True async file io" has limited / spotty platform support. async-fs (and the rust async ecosystem generally ... ex Tokio) currently use async wrappers over std::fs that offload blocking requests to separate threads. This may feel unsatisfying, but it _does_ still provide value because it prevents our task pools from blocking on file system operations (which would prevent progress when there are many tasks to do, but all threads in a pool are currently blocking on file system ops). Additionally, using async APIs for our AssetReaders and AssetWriters also provides value because we can later add support for "true async file io" for platforms that support it. _And_ we can implement other "true async io" asset backends (such as networked asset io). ## Draft TODO - [x] Fill in missing filesystem event APIs: file removed event (which is expressed as dangling RenameFrom events in some cases), file/folder renamed event - [x] Assets without loaders are not moved to the processed folder. This breaks things like referenced `.bin` files for GLTFs. This should be configurable per-non-asset-type. - [x] Initial implementation of Reflect and FromReflect for Handle. The "deserialization" parity bar is low here as this only worked with static UUIDs in the old impl ... this is a non-trivial problem. Either we add a Handle::AssetPath variant that gets "upgraded" to a strong handle on scene load or we use a separate AssetRef type for Bevy scenes (which is converted to a runtime Handle on load). This deserves its own discussion in a different pr. - [x] Populate read_asset_bytes hash when run by the processor (a bit of a special case .. when run by the processor the processed meta will contain the hash so we don't need to compute it on the spot, but we don't want/need to read the meta when run by the main AssetServer) - [x] Delay hot reloading: currently filesystem events are handled immediately, which creates timing issues in some cases. For example hot reloading images can sometimes break because the image isn't finished writing. We should add a delay, likely similar to the [implementation in this PR](https://github.com/bevyengine/bevy/pull/8503). - [x] Port old platform-specific AssetIo implementations to the new AssetReader interface (currently missing Android and web) - [x] Resolve on_loaded unsafety (either by removing the API entirely or removing the unsafe) - [x] Runtime loader setting overrides - [x] Remove remaining unwraps that should be error-handled. There are number of TODOs here - [x] Pretty AssetPath Display impl - [x] Document more APIs - [x] Resolve spurious "reloading because it has changed" events (to repro run load_gltf with `processed_dev()`) - [x] load_dependency hot reloading currently only works for processed assets. If processing is disabled, load_dependency changes are not hot reloaded. - [x] Replace AssetInfo dependency load/fail counters with `loading_dependencies: HashSet<UntypedAssetId>` to prevent reloads from (potentially) breaking counters. Storing this will also enable "dependency reloaded" events (see [Next Steps](#next-steps)) - [x] Re-add filesystem watcher cargo feature gate (currently it is not optional) - [ ] Migration Guide - [ ] Changelog ## Followup TODO - [ ] Replace "eager unchanged processed asset loading" behavior with "don't returned unchanged processed asset until dependencies have been checked". - [ ] Add true `Ignore` AssetAction that does not copy the asset to the imported_assets folder. - [ ] Finish "live asset unloading" (ex: free up CPU asset memory after uploading an image to the GPU), rethink RenderAssets, and port renderer features. The `Assets` collection uses `Option<T>` for asset storage to support its removal. (1) the Option might not actually be necessary ... might be able to just remove from the collection entirely (2) need to finalize removal apis - [ ] Try replacing the "channel based" asset id recycling with something a bit more efficient (ex: we might be able to use raw atomic ints with some cleverness) - [ ] Consider adding UUIDs to processed assets (scoped just to helping identify moved assets ... not exposed to load queries ... see [Next Steps](#next-steps)) - [ ] Store "last modified" source asset and meta timestamps in processed meta files to enable skipping expensive hashing when the file wasn't changed - [ ] Fix "slow loop" handle drop fix - [ ] Migrate to TypeName - [x] Handle "loader preregistration". See #9429 ## Next Steps * **Configurable per-type defaults for AssetMeta**: It should be possible to add configuration like "all png image meta should default to using nearest sampling" (currently this hard-coded per-loader/processor Settings::default() impls). Also see the "Folder Meta" bullet point. * **Avoid Reprocessing on Asset Renames / Moves**: See the "canonical asset ids" discussion in [Open Questions](#open-questions) and the relevant bullet point in [Draft TODO](#draft-todo). Even without canonical ids, folder renames could avoid reprocessing in some cases. * **Multiple Asset Sources**: Expand AssetPath to support "asset source names" and support multiple AssetReaders in the asset server (ex: `webserver://some_path/image.png` backed by an Http webserver AssetReader). The "default" asset reader would use normal `some_path/image.png` paths. Ideally this works in combination with multiple AssetWatchers for hot-reloading * **Stable Type Names**: this pr removes the TypeUuid requirement from assets in favor of `std::any::type_name`. This makes defining assets easier (no need to generate a new uuid / use weird proc macro syntax). It also makes reading meta files easier (because things have "friendly names"). We also use type names for components in scene files. If they are good enough for components, they are good enough for assets. And consistency across Bevy pillars is desirable. However, `std::any::type_name` is not guaranteed to be stable (although in practice it is). We've developed a [stable type path](https://github.com/bevyengine/bevy/pull/7184) to resolve this, which should be adopted when it is ready. * **Command Line Interface**: It should be possible to run the asset processor in a separate process from the command line. This will also require building a network-server-backed AssetReader to communicate between the app and the processor. We've been planning to build a "bevy cli" for awhile. This seems like a good excuse to build it. * **Asset Packing**: This is largely an additive feature, so it made sense to me to punt this until we've laid the foundations in this PR. * **Per-Platform Processed Assets**: It should be possible to generate assets for multiple platforms by supporting multiple "processor profiles" per asset (ex: compress with format X on PC and Y on iOS). I think there should probably be arbitrary "profiles" (which can be separate from actual platforms), which are then assigned to a given platform when generating the final asset distribution for that platform. Ex: maybe devs want a "Mobile" profile that is shared between iOS and Android. Or a "LowEnd" profile shared between web and mobile. * **Versioning and Migrations**: Assets, Loaders, Savers, and Processors need to have versions to determine if their schema is valid. If an asset / loader version is incompatible with the current version expected at runtime, the processor should be able to migrate them. I think we should try using Bevy Reflect for this, as it would allow us to load the old version as a dynamic Reflect type without actually having the old Rust type. It would also allow us to define "patches" to migrate between versions (Bevy Reflect devs are currently working on patching). The `.meta` file already has its own format version. Migrating that to new versions should also be possible. * **Real Copy-on-write AssetPaths**: Rust's actual Cow (clone-on-write type) currently used by AssetPath can still result in String clones that aren't actually necessary (cloning an Owned Cow clones the contents). Bevy's asset system requires cloning AssetPaths in a number of places, which result in actual clones of the internal Strings. This is not efficient. AssetPath internals should be reworked to exhibit truer cow-like-behavior that reduces String clones to the absolute minimum. * **Consider processor-less processing**: In theory the AssetServer could run processors "inline" even if the background AssetProcessor is disabled. If we decide this is actually desirable, we could add this. But I don't think its a priority in the short or medium term. * **Pre-emptive dependency loading**: We could encode dependencies in processed meta files, which could then be used by the Asset Server to kick of dependency loads as early as possible (prior to starting the actual asset load). Is this desirable? How much time would this save in practice? * **Optimize Processor With UntypedAssetIds**: The processor exclusively uses AssetPath to identify assets currently. It might be possible to swap these out for UntypedAssetIds in some places, which are smaller / cheaper to hash and compare. * **One to Many Asset Processing**: An asset source file that produces many assets currently must be processed into a single "processed" asset source. If labeled assets can be written separately they can each have their own configured savers _and_ they could be loaded more granularly. Definitely worth exploring! * **Automatically Track "Runtime-only" Asset Dependencies**: Right now, tracking "created at runtime" asset dependencies requires adding them via `asset_server.load_asset(StandardMaterial::default())`. I think with some cleverness we could also do this for `materials.add(StandardMaterial::default())`, making tracking work "everywhere". There are challenges here relating to change detection / ensuring the server is made aware of dependency changes. This could be expensive in some cases. * **"Dependency Changed" events**: Some assets have runtime artifacts that need to be re-generated when one of their dependencies change (ex: regenerate a material's bind group when a Texture needs to change). We are generating the dependency graph so we can definitely produce these events. Buuuuut generating these events will have a cost / they could be high frequency for some assets, so we might want this to be opt-in for specific cases. * **Investigate Storing More Information In Handles**: Handles can now store arbitrary information, which makes it cheaper and easier to access. How much should we move into them? Canonical asset load states (via atomics)? (`handle.is_loaded()` would be very cool). Should we store the entire asset and remove the `Assets<T>` collection? (`Arc<RwLock<Option<Image>>>`?) * **Support processing and loading files without extensions**: This is a pretty arbitrary restriction and could be supported with very minimal changes. * **Folder Meta**: It would be nice if we could define per folder processor configuration defaults (likely in a `.meta` or `.folder_meta` file). Things like "default to linear filtering for all Images in this folder". * **Replace async_broadcast with event-listener?** This might be approximately drop-in for some uses and it feels more light weight * **Support Running the AssetProcessor on the Web**: Most of the hard work is done here, but there are some easy straggling TODOs (make the transaction log an interface instead of a direct file writer so we can write a web storage backend, implement an AssetReader/AssetWriter that reads/writes to something like LocalStorage). * **Consider identifying and preventing circular dependencies**: This is especially important for "processor dependencies", as processing will silently never finish in these cases. * **Built-in/Inlined Asset Hot Reloading**: This PR regresses "built-in/inlined" asset hot reloading (previously provided by the DebugAssetServer). I'm intentionally punting this because I think it can be cleanly implemented with "multiple asset sources" by registering a "debug asset source" (ex: `debug://bevy_pbr/src/render/pbr.wgsl` asset paths) in combination with an AssetWatcher for that asset source and support for "manually loading pats with asset bytes instead of AssetReaders". The old DebugAssetServer was quite nasty and I'd love to avoid that hackery going forward. * **Investigate ways to remove double-parsing meta files**: Parsing meta files currently involves parsing once with "minimal" versions of the meta file to extract the type name of the loader/processor config, then parsing again to parse the "full" meta. This is suboptimal. We should be able to define custom deserializers that (1) assume the loader/processor type name comes first (2) dynamically looks up the loader/processor registrations to deserialize settings in-line (similar to components in the bevy scene format). Another alternative: deserialize as dynamic Reflect objects and then convert. * **More runtime loading configuration**: Support using the Handle type as a hint to select an asset loader (instead of relying on AssetPath extensions) * **More high level Processor trait implementations**: For example, it might be worth adding support for arbitrary chains of "asset transforms" that modify an in-memory asset representation between loading and saving. (ex: load a Mesh, run a `subdivide_mesh` transform, followed by a `flip_normals` transform, then save the mesh to an efficient compressed format). * **Bevy Scene Handle Deserialization**: (see the relevant [Draft TODO item](#draft-todo) for context) * **Explore High Level Load Interfaces**: See [this discussion](#discuss-on_loaded-high-level-interface) for one prototype. * **Asset Streaming**: It would be great if we could stream Assets (ex: stream a long video file piece by piece) * **ID Exchanging**: In this PR Asset Handles/AssetIds are bigger than they need to be because they have a Uuid enum variant. If we implement an "id exchanging" system that trades Uuids for "efficient runtime ids", we can cut down on the size of AssetIds, making them more efficient. This has some open design questions, such as how to spawn entities with "default" handle values (as these wouldn't have access to the exchange api in the current system). * **Asset Path Fixup Tooling**: Assets that inline asset paths inside them will break when an asset moves. The asset system provides the functionality to detect when paths break. We should build a framework that enables formats to define "path migrations". This is especially important for scene files. For editor-generated files, we should also consider using UUIDs (see other bullet point) to avoid the need to migrate in these cases. --------- Co-authored-by: BeastLe9enD <beastle9end@outlook.de> Co-authored-by: Mike <mike.hsu@gmail.com> Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> |