[Explanation](https://bevyengine.org/learn/contribute/helping-out/explaining-examples/)
for the 3d shapes example.
This shares a lot of detail with the [2d
shapes](https://github.com/bevyengine/bevy/pull/19211) example, so it's
similar in structure. The explanation for why asset handles are not
components has been copied over for now with minor adjustment, I'll do
another editing pass on this to make it match the surrounding context
and focus before taking it out of drafts.
---------
Co-authored-by: theotherphil <phil.j.ellison@gmail.com>
Co-authored-by: Carter Weinberg <weinbergcarter@gmail.com>
# Objective
- make lights usable without bevy_render
## Solution
- make a new crate for lights to live in
## Testing
- 3d_scene, lighting, volumetric_fog, ssr, transmission, pcss,
light_textures
Note: no breaking changes because of re-exports, except for light
textures, which were introduced this cycle so it doesn't matter anyways
# Objective
- This unblocks some work I am doing for #19887.
## Solution
- Rename `RenderGraphApp` to `RenderGraphExt`.
- Implement `RenderGraphExt` for `World`.
- Change `SubApp` and `App` to call the `World` impl.
# Objective
- Example `light_textures` exit if feature `pbr_light_textures` is not
enabled. this is checked in code instead of using `required-features`
- Same for `clustered_decals` and `par_clustered_decals`
- Those examples are also using `eprintln`
- Those examples are using `process:exit` to exit
## Solution
- Use `required-features`
- Use logs
- Use `AppExit`
# Objective
I was lurking and noticed that some links to the Bevy website were not
updated in newer code (`bevyengine.org` -> `bevy.org`).
## Solution
- Look for `bevyengine.org` occurrences in the current code, replace
them with `bevy.org`.
## Testing
- Did you test these changes? If so, how? I visited the Bevy website!
- Are there any parts that need more testing?
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
## Longer term
- Maybe add a lint to flag references to the old website but I don't
know how to do that. But not sure it's needed as the more time will pass
the less it will be relevant.
# Objective
add support for light textures (also known as light cookies, light
functions, and light projectors)

## Solution
- add components:
```rs
/// Add to a [`PointLight`] to add a light texture effect.
/// A texture mask is applied to the light source to modulate its intensity,
/// simulating patterns like window shadows, gobo/cookie effects, or soft falloffs.
pub struct PointLightTexture {
/// The texture image. Only the R channel is read.
pub image: Handle<Image>,
/// The cubemap layout. The image should be a packed cubemap in one of the formats described by the [`CubemapLayout`] enum.
pub cubemap_layout: CubemapLayout,
}
/// Add to a [`SpotLight`] to add a light texture effect.
/// A texture mask is applied to the light source to modulate its intensity,
/// simulating patterns like window shadows, gobo/cookie effects, or soft falloffs.
pub struct SpotLightTexture {
/// The texture image. Only the R channel is read.
/// Note the border of the image should be entirely black to avoid leaking light.
pub image: Handle<Image>,
}
/// Add to a [`DirectionalLight`] to add a light texture effect.
/// A texture mask is applied to the light source to modulate its intensity,
/// simulating patterns like window shadows, gobo/cookie effects, or soft falloffs.
pub struct DirectionalLightTexture {
/// The texture image. Only the R channel is read.
pub image: Handle<Image>,
/// Whether to tile the image infinitely, or use only a single tile centered at the light's translation
pub tiled: bool,
}
```
- store images to the `RenderClusteredDecals` buffer
- read the image and modulate the lights
- add `light_textures` example to showcase the new features
## Testing
see light_textures example
# Objective
Closes#18075
In order to enable a number of patterns for dynamic materials in the
engine, it's necessary to decouple the renderer from the `Material`
trait.
This opens the possibility for:
- Materials that aren't coupled to `AsBindGroup`.
- 2d using the underlying 3d bindless infrastructure.
- Dynamic materials that can change their layout at runtime.
- Materials that aren't even backed by a Rust struct at all.
## Solution
In short, remove all trait bounds from render world material systems and
resources. This means moving a bunch of stuff onto `MaterialProperties`
and engaging in some hacks to make specialization work. Rather than
storing the bind group data in `MaterialBindGroupAllocator`, right now
we're storing it in a closure on `MaterialProperties`. TBD if this has
bad performance characteristics.
## Benchmarks
- `many_cubes`:
`cargo run --example many_cubes --release --features=bevy/trace_tracy --
--vary-material-data-per-instance`:

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

- @DGriffin91's Caldera with 20 unique material types (i.e.
`MaterialPlugin<M>`) and random materials per mesh
`cargo run --release --features=bevy/trace_tracy -- --random-materials`

### TODO
- We almost certainly lost some parallelization from removing the type
params that could be gained back from smarter iteration.
- Test all the things that could have broken.
- ~Fix meshlets~
## Showcase
See [the
example](https://github.com/bevyengine/bevy/pull/19667/files#diff-9d768cfe1c3aa81eff365d250d3cbe5a63e8df63e81dd85f64c3c3cd993f6d94)
for a custom material implemented without the use of the `Material`
trait and thus `AsBindGroup`.

---------
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: IceSentry <c.giguere42@gmail.com>
This is a bit of a test case in writing the
[explanation](https://bevyengine.org/learn/contribute/helping-out/explaining-examples/)
for an example whose subject (`DistanceFog` as a component on cameras)
is the focus, but isn't that complicated either. Not certain if this
could be an exception or something more common.
Putting the controls below the explanation, as they're more of a
fall-back for the on-screen info (also that's where they were before).
# Objective
- Start the realtime direct lighting work for bevy solari
## Solution
- Setup all the CPU-side code for the realtime lighting path (minus some
parts for the temporal reuse I haven't written yet)
- Implement RIS with 32 samples to choose a good random light
- Don't sample a disk for the directional light, just treat it as a
single point. This is faster and not much worse quality.
## Future
- Spatiotemporal reuse (ReSTIR DI)
- Denoiser (DLSS-RR)
- Light tile optimization for faster light selection
- Indirect lighting (ReSTIR GI)
## Testing
- Run the solari example to see realtime
- Run the solari example with `-- --pathtracer` to see the existing
pathtracer
---
## Showcase
1 frame direct lighting:

Accumulated pathtracer output:

---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Fix https://github.com/bevyengine/bevy/issues/19617
# Solution
Add newlines before all impl blocks.
I suspect that at least some of these will be objectionable! If there's
a desired Bevy style for this then I'll update the PR. If not then we
can just close it - it's the work of a single find and replace.
# Objective
As someone who is currently learning Bevy, I found the implementation of
the ambient light in the 3d/lighting.rs example unsatisfactory.
## Solution
- I adjusted the brightness of the ambient light in the scene to 200
(where the default is 80). It was previously 0.02, a value so low it has
no noticeable effect.
- I added a keybind (space bar) to toggle the ambient light, allowing
users to see the difference it makes. I also added text showing the
state of the ambient light (on, off) and text showing the keybind.
I'm very new to Bevy and Rust, so apologies if any of this code is not
up to scratch.
## Testing
I checked all the text still updates correctly and all keybinds still
work. In my testing, it looks to work okay.
I'd appreciate others testing too, just to make sure.
---
## Showcase
<details>
<summary>Click to view showcase</summary>
<img width="960" alt="Screenshot (11)"
src="https://github.com/user-attachments/assets/916e569e-cd49-43fd-b81d-aae600890cd3"
/>
<img width="959" alt="Screenshot (12)"
src="https://github.com/user-attachments/assets/0e16bb3a-c38a-4a8d-8248-edf3b820d238"
/>
</details>
# Objective
Closes#19564.
The current `Event` trait looks like this:
```rust
pub trait Event: Send + Sync + 'static {
type Traversal: Traversal<Self>;
const AUTO_PROPAGATE: bool = false;
fn register_component_id(world: &mut World) -> ComponentId { ... }
fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```
The `Event` trait is used by both buffered events
(`EventReader`/`EventWriter`) and observer events. If they are observer
events, they can optionally be targeted at specific `Entity`s or
`ComponentId`s, and can even be propagated to other entities.
However, there has long been a desire to split the trait semantically
for a variety of reasons, see #14843, #14272, and #16031 for discussion.
Some reasons include:
- It's very uncommon to use a single event type as both a buffered event
and targeted observer event. They are used differently and tend to have
distinct semantics.
- A common footgun is using buffered events with observers or event
readers with observer events, as there is no type-level error that
prevents this kind of misuse.
- #19440 made `Trigger::target` return an `Option<Entity>`. This
*seriously* hurts ergonomics for the general case of entity observers,
as you need to `.unwrap()` each time. If we could statically determine
whether the event is expected to have an entity target, this would be
unnecessary.
There's really two main ways that we can categorize events: push vs.
pull (i.e. "observer event" vs. "buffered event") and global vs.
targeted:
| | Push | Pull |
| ------------ | --------------- | --------------------------- |
| **Global** | Global observer | `EventReader`/`EventWriter` |
| **Targeted** | Entity observer | - |
There are many ways to approach this, each with their tradeoffs.
Ultimately, we kind of want to split events both ways:
- A type-level distinction between observer events and buffered events,
to prevent people from using the wrong kind of event in APIs
- A statically designated entity target for observer events to avoid
accidentally using untargeted events for targeted APIs
This PR achieves these goals by splitting event traits into `Event`,
`EntityEvent`, and `BufferedEvent`, with `Event` being the shared trait
implemented by all events.
## `Event`, `EntityEvent`, and `BufferedEvent`
`Event` is now a very simple trait shared by all events.
```rust
pub trait Event: Send + Sync + 'static {
// Required for observer APIs
fn register_component_id(world: &mut World) -> ComponentId { ... }
fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```
You can call `trigger` for *any* event, and use a global observer for
listening to the event.
```rust
#[derive(Event)]
struct Speak {
message: String,
}
// ...
app.add_observer(|trigger: On<Speak>| {
println!("{}", trigger.message);
});
// ...
commands.trigger(Speak {
message: "Y'all like these reworked events?".to_string(),
});
```
To allow an event to be targeted at entities and even propagated
further, you can additionally implement the `EntityEvent` trait:
```rust
pub trait EntityEvent: Event {
type Traversal: Traversal<Self>;
const AUTO_PROPAGATE: bool = false;
}
```
This lets you call `trigger_targets`, and to use targeted observer APIs
like `EntityCommands::observe`:
```rust
#[derive(Event, EntityEvent)]
#[entity_event(traversal = &'static ChildOf, auto_propagate)]
struct Damage {
amount: f32,
}
// ...
let enemy = commands.spawn((Enemy, Health(100.0))).id();
// Spawn some armor as a child of the enemy entity.
// When the armor takes damage, it will bubble the event up to the enemy.
let armor_piece = commands
.spawn((ArmorPiece, Health(25.0), ChildOf(enemy)))
.observe(|trigger: On<Damage>, mut query: Query<&mut Health>| {
// Note: `On::target` only exists because this is an `EntityEvent`.
let mut health = query.get(trigger.target()).unwrap();
health.0 -= trigger.amount();
});
commands.trigger_targets(Damage { amount: 10.0 }, armor_piece);
```
> [!NOTE]
> You *can* still also trigger an `EntityEvent` without targets using
`trigger`. We probably *could* make this an either-or thing, but I'm not
sure that's actually desirable.
To allow an event to be used with the buffered API, you can implement
`BufferedEvent`:
```rust
pub trait BufferedEvent: Event {}
```
The event can then be used with `EventReader`/`EventWriter`:
```rust
#[derive(Event, BufferedEvent)]
struct Message(String);
fn write_hello(mut writer: EventWriter<Message>) {
writer.write(Message("I hope these examples are alright".to_string()));
}
fn read_messages(mut reader: EventReader<Message>) {
// Process all buffered events of type `Message`.
for Message(message) in reader.read() {
println!("{message}");
}
}
```
In summary:
- Need a basic event you can trigger and observe? Derive `Event`!
- Need the event to be targeted at an entity? Derive `EntityEvent`!
- Need the event to be buffered and support the
`EventReader`/`EventWriter` API? Derive `BufferedEvent`!
## Alternatives
I'll now cover some of the alternative approaches I have considered and
briefly explored. I made this section collapsible since it ended up
being quite long :P
<details>
<summary>Expand this to see alternatives</summary>
### 1. Unified `Event` Trait
One option is not to have *three* separate traits (`Event`,
`EntityEvent`, `BufferedEvent`), and to instead just use associated
constants on `Event` to determine whether an event supports targeting
and buffering or not:
```rust
pub trait Event: Send + Sync + 'static {
type Traversal: Traversal<Self>;
const AUTO_PROPAGATE: bool = false;
const TARGETED: bool = false;
const BUFFERED: bool = false;
fn register_component_id(world: &mut World) -> ComponentId { ... }
fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```
Methods can then use bounds like `where E: Event<TARGETED = true>` or
`where E: Event<BUFFERED = true>` to limit APIs to specific kinds of
events.
This would keep everything under one `Event` trait, but I don't think
it's necessarily a good idea. It makes APIs harder to read, and docs
can't easily refer to specific types of events. You can also create
weird invariants: what if you specify `TARGETED = false`, but have
`Traversal` and/or `AUTO_PROPAGATE` enabled?
### 2. `Event` and `Trigger`
Another option is to only split the traits between buffered events and
observer events, since that is the main thing people have been asking
for, and they have the largest API difference.
If we did this, I think we would need to make the terms *clearly*
separate. We can't really use `Event` and `BufferedEvent` as the names,
since it would be strange that `BufferedEvent` doesn't implement
`Event`. Something like `ObserverEvent` and `BufferedEvent` could work,
but it'd be more verbose.
For this approach, I would instead keep `Event` for the current
`EventReader`/`EventWriter` API, and call the observer event a
`Trigger`, since the "trigger" terminology is already used in the
observer context within Bevy (both as a noun and a verb). This is also
what a long [bikeshed on
Discord](https://discord.com/channels/691052431525675048/749335865876021248/1298057661878898791)
seemed to land on at the end of last year.
```rust
// For `EventReader`/`EventWriter`
pub trait Event: Send + Sync + 'static {}
// For observers
pub trait Trigger: Send + Sync + 'static {
type Traversal: Traversal<Self>;
const AUTO_PROPAGATE: bool = false;
const TARGETED: bool = false;
fn register_component_id(world: &mut World) -> ComponentId { ... }
fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```
The problem is that "event" is just a really good term for something
that "happens". Observers are rapidly becoming the more prominent API,
so it'd be weird to give them the `Trigger` name and leave the good
`Event` name for the less common API.
So, even though a split like this seems neat on the surface, I think it
ultimately wouldn't really work. We want to keep the `Event` name for
observer events, and there is no good alternative for the buffered
variant. (`Message` was suggested, but saying stuff like "sends a
collision message" is weird.)
### 3. `GlobalEvent` + `TargetedEvent`
What if instead of focusing on the buffered vs. observed split, we
*only* make a distinction between global and targeted events?
```rust
// A shared event trait to allow global observers to work
pub trait Event: Send + Sync + 'static {
fn register_component_id(world: &mut World) -> ComponentId { ... }
fn component_id(world: &World) -> Option<ComponentId> { ... }
}
// For buffered events and non-targeted observer events
pub trait GlobalEvent: Event {}
// For targeted observer events
pub trait TargetedEvent: Event {
type Traversal: Traversal<Self>;
const AUTO_PROPAGATE: bool = false;
}
```
This is actually the first approach I implemented, and it has the neat
characteristic that you can only use non-targeted APIs like `trigger`
with a `GlobalEvent` and targeted APIs like `trigger_targets` with a
`TargetedEvent`. You have full control over whether the entity should or
should not have a target, as they are fully distinct at the type-level.
However, there's a few problems:
- There is no type-level indication of whether a `GlobalEvent` supports
buffered events or just non-targeted observer events
- An `Event` on its own does literally nothing, it's just a shared trait
required to make global observers accept both non-targeted and targeted
events
- If an event is both a `GlobalEvent` and `TargetedEvent`, global
observers again have ambiguity on whether an event has a target or not,
undermining some of the benefits
- The names are not ideal
### 4. `Event` and `EntityEvent`
We can fix some of the problems of Alternative 3 by accepting that
targeted events can also be used in non-targeted contexts, and simply
having the `Event` and `EntityEvent` traits:
```rust
// For buffered events and non-targeted observer events
pub trait Event: Send + Sync + 'static {
fn register_component_id(world: &mut World) -> ComponentId { ... }
fn component_id(world: &World) -> Option<ComponentId> { ... }
}
// For targeted observer events
pub trait EntityEvent: Event {
type Traversal: Traversal<Self>;
const AUTO_PROPAGATE: bool = false;
}
```
This is essentially identical to this PR, just without a dedicated
`BufferedEvent`. The remaining major "problem" is that there is still
zero type-level indication of whether an `Event` event *actually*
supports the buffered API. This leads us to the solution proposed in
this PR, using `Event`, `EntityEvent`, and `BufferedEvent`.
</details>
## Conclusion
The `Event` + `EntityEvent` + `BufferedEvent` split proposed in this PR
aims to solve all the common problems with Bevy's current event model
while keeping the "weirdness" factor minimal. It splits in terms of both
the push vs. pull *and* global vs. targeted aspects, while maintaining a
shared concept for an "event".
### Why I Like This
- The term "event" remains as a single concept for all the different
kinds of events in Bevy.
- Despite all event types being "events", they use fundamentally
different APIs. Instead of assuming that you can use an event type with
any pattern (when only one is typically supported), you explicitly opt
in to each one with dedicated traits.
- Using separate traits for each type of event helps with documentation
and clearer function signatures.
- I can safely make assumptions on expected usage.
- If I see that an event is an `EntityEvent`, I can assume that I can
use `observe` on it and get targeted events.
- If I see that an event is a `BufferedEvent`, I can assume that I can
use `EventReader` to read events.
- If I see both `EntityEvent` and `BufferedEvent`, I can assume that
both APIs are supported.
In summary: This allows for a unified concept for events, while limiting
the different ways to use them with opt-in traits. No more guess-work
involved when using APIs.
### Problems?
- Because `BufferedEvent` implements `Event` (for more consistent
semantics etc.), you can still use all buffered events for non-targeted
observers. I think this is fine/good. The important part is that if you
see that an event implements `BufferedEvent`, you know that the
`EventReader`/`EventWriter` API should be supported. Whether it *also*
supports other APIs is secondary.
- I currently only support `trigger_targets` for an `EntityEvent`.
However, you can technically target components too, without targeting
any entities. I consider that such a niche and advanced use case that
it's not a huge problem to only support it for `EntityEvent`s, but we
could also split `trigger_targets` into `trigger_entities` and
`trigger_components` if we wanted to (or implement components as
entities :P).
- You can still trigger an `EntityEvent` *without* targets. I consider
this correct, since `Event` implements the non-targeted behavior, and
it'd be weird if implementing another trait *removed* behavior. However,
it does mean that global observers for entity events can technically
return `Entity::PLACEHOLDER` again (since I got rid of the
`Option<Entity>` added in #19440 for ergonomics). I think that's enough
of an edge case that it's not a huge problem, but it is worth keeping in
mind.
- ~~Deriving both `EntityEvent` and `BufferedEvent` for the same type
currently duplicates the `Event` implementation, so you instead need to
manually implement one of them.~~ Changed to always requiring `Event` to
be derived.
## Related Work
There are plans to implement multi-event support for observers,
especially for UI contexts. [Cart's
example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508)
API looked like this:
```rust
// Truncated for brevity
trigger: Trigger<(
OnAdd<Pressed>,
OnRemove<Pressed>,
OnAdd<InteractionDisabled>,
OnRemove<InteractionDisabled>,
OnInsert<Hovered>,
)>,
```
I believe this shouldn't be in conflict with this PR. If anything, this
PR might *help* achieve the multi-event pattern for entity observers
with fewer footguns: by statically enforcing that all of these events
are `EntityEvent`s in the context of `EntityCommands::observe`, we can
avoid misuse or weird cases where *some* events inside the trigger are
targeted while others are not.
## Objective
Make it easier to use `IrradianceVolume` with fewer ways to silently
fail. Fix#19614.
## Solution
* Add `#[require(LightProbe)]` to `struct IrradianceVolume`.
* Document this fact.
* Also document the volume being centered on the origin by default (this
was the other thing that was unclear when getting started).
I also looked at the other implementor of `LightProbeComponent`,
`EnvironmentMapLight`, but it has a use which is *not* as a light probe,
so it should not require `LightProbe`.
## Testing
* Confirmed that `examples/3d/irradiance_volumes.rs` still works after
removing `LightProbe`.
* Reviewed generated documentation.
# Bevy Solari
<img
src="https://github.com/user-attachments/assets/94061fc8-01cf-4208-b72a-8eecad610d76"
width="100" />
## Preface
- See release notes.
- Please talk to me in #rendering-dev on discord or open a github
discussion if you have questions about the long term plan, and keep
discussion in this PR limited to the contents of the PR :)
## Connections
- Works towards #639, #16408.
- Spawned https://github.com/bevyengine/bevy/issues/18993.
- Need to fix RT stuff in naga_oil first
https://github.com/bevyengine/naga_oil/pull/116.
## This PR
After nearly two years, I've revived the raytraced lighting effort I
first started in https://github.com/bevyengine/bevy/pull/10000.
Unlike that PR, which has realtime techniques, I've limited this PR to:
* `RaytracingScenePlugin` - BLAS and TLAS building, geometry and texture
binding, sampling functions.
* `PathtracingPlugin` - A non-realtime path tracer intended to serve as
a testbed and reference.
## What's implemented?

* BLAS building on mesh load
* Emissive lights
* Directional lights with soft shadows
* Diffuse (lambert, not Bevy's diffuse BRDF) and emissive materials
* A reference path tracer with:
* Antialiasing
* Direct light sampling (next event estimation) with 0/1 MIS weights
* Importance-sampled BRDF bounces
* Russian roulette
## What's _not_ implemented?
* Anything realtime, including a real-time denoiser
* Integration with Bevy's rasterized gbuffer
* Specular materials
* Non-opaque geometry
* Any sort of CPU or GPU optimizations
* BLAS compaction, proper bindless, and further RT APIs are things that
we need wgpu to add
* PointLights, SpotLights, or skyboxes / environment lighting
* Support for materials other than StandardMaterial (and only a subset
of properties are supported)
* Skinned/morphed or otherwise animating/deformed meshes
* Mipmaps
* Adaptive self-intersection ray bias
* A good way for developers to detect whether the user's GPU supports RT
or not, and fallback to baked lighting.
* Documentation and actual finalized APIs (literally everything is
subject to change)
## End-user Usage
* Have a GPU that supports RT with inline ray queries
* Add `SolariPlugin` to your app
* Ensure any `Mesh` asset you want to use for raytracing has
`enable_raytracing: true` (defaults to true), and that it uses the
standard uncompressed position/normal/uv_0/tangent vertex attribute set,
triangle list topology, and 32-bit indices.
* If you don't want to build a BLAS and use the mesh for RT, set
enable_raytracing to false.
* Add the `RaytracingMesh3d` component to your entity (separate from
`Mesh3d` or `MeshletMesh3d`).
## Testing
- Did you test these changes? If so, how?
- Ran the solari example.
- Are there any parts that need more testing?
- Other test scenes probably. Normal mapping would be good to test.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- See the solari.rs example for how to setup raytracing.
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
- Windows 11, NVIDIA RTX 3080.
---------
Co-authored-by: atlv <email@atlasdostal.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Currently, the observer API looks like this:
```rust
app.add_observer(|trigger: Trigger<Explode>| {
info!("Entity {} exploded!", trigger.target());
});
```
Future plans for observers also include "multi-event observers" with a
trigger that looks like this (see [Cart's
example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508)):
```rust
trigger: Trigger<(
OnAdd<Pressed>,
OnRemove<Pressed>,
OnAdd<InteractionDisabled>,
OnRemove<InteractionDisabled>,
OnInsert<Hovered>,
)>,
```
In scenarios like this, there is a lot of repetition of `On`. These are
expected to be very high-traffic APIs especially in UI contexts, so
ergonomics and readability are critical.
By renaming `Trigger` to `On`, we can make these APIs read more cleanly
and get rid of the repetition:
```rust
app.add_observer(|trigger: On<Explode>| {
info!("Entity {} exploded!", trigger.target());
});
```
```rust
trigger: On<(
Add<Pressed>,
Remove<Pressed>,
Add<InteractionDisabled>,
Remove<InteractionDisabled>,
Insert<Hovered>,
)>,
```
Names like `On<Add<Pressed>>` emphasize the actual event listener nature
more than `Trigger<OnAdd<Pressed>>`, and look cleaner. This *also* frees
up the `Trigger` name if we want to use it for the observer event type,
splitting them out from buffered events (bikeshedding this is out of
scope for this PR though).
For prior art:
[`bevy_eventlistener`](https://github.com/aevyrie/bevy_eventlistener)
used
[`On`](https://docs.rs/bevy_eventlistener/latest/bevy_eventlistener/event_listener/struct.On.html)
for its event listener type. Though in our case, the observer is the
event listener, and `On` is just a type containing information about the
triggered event.
## Solution
Steal from `bevy_event_listener` by @aevyrie and use `On`.
- Rename `Trigger` to `On`
- Rename `OnAdd` to `Add`
- Rename `OnInsert` to `Insert`
- Rename `OnReplace` to `Replace`
- Rename `OnRemove` to `Remove`
- Rename `OnDespawn` to `Despawn`
## Discussion
### Naming Conflicts??
Using a name like `Add` might initially feel like a very bad idea, since
it risks conflict with `core::ops::Add`. However, I don't expect this to
be a big problem in practice.
- You rarely need to actually implement the `Add` trait, especially in
modules that would use the Bevy ECS.
- In the rare cases where you *do* get a conflict, it is very easy to
fix by just disambiguating, for example using `ops::Add`.
- The `Add` event is a struct while the `Add` trait is a trait (duh), so
the compiler error should be very obvious.
For the record, renaming `OnAdd` to `Add`, I got exactly *zero* errors
or conflicts within Bevy itself. But this is of course not entirely
representative of actual projects *using* Bevy.
You might then wonder, why not use `Added`? This would conflict with the
`Added` query filter, so it wouldn't work. Additionally, the current
naming convention for observer events does not use past tense.
### Documentation
This does make documentation slightly more awkward when referring to
`On` or its methods. Previous docs often referred to `Trigger::target`
or "sends a `Trigger`" (which is... a bit strange anyway), which would
now be `On::target` and "sends an observer `Event`".
You can see the diff in this PR to see some of the effects. I think it
should be fine though, we may just need to reword more documentation to
read better.
# Objective
Rename `JustifyText`:
* The name `JustifyText` is just ugly.
* It's inconsistent since no other `bevy_text` types have a `Text-`
suffix, only prefix.
* It's inconsistent with the other text layout enum `Linebreak` which
doesn't have a prefix or suffix.
Fixes#19521.
## Solution
Rename `JustifyText` to `Justify`.
Without other context, it's natural to assume the name `Justify` refers
to text justification.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>