Commit Graph

7 Commits

Author SHA1 Message Date
Joona Aalto
e5dc177b4b
Rename Trigger to On (#19596)
# Objective

Currently, the observer API looks like this:

```rust
app.add_observer(|trigger: Trigger<Explode>| {
    info!("Entity {} exploded!", trigger.target());
});
```

Future plans for observers also include "multi-event observers" with a
trigger that looks like this (see [Cart's
example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508)):

```rust
trigger: Trigger<(
    OnAdd<Pressed>,
    OnRemove<Pressed>,
    OnAdd<InteractionDisabled>,
    OnRemove<InteractionDisabled>,
    OnInsert<Hovered>,
)>,
```

In scenarios like this, there is a lot of repetition of `On`. These are
expected to be very high-traffic APIs especially in UI contexts, so
ergonomics and readability are critical.

By renaming `Trigger` to `On`, we can make these APIs read more cleanly
and get rid of the repetition:

```rust
app.add_observer(|trigger: On<Explode>| {
    info!("Entity {} exploded!", trigger.target());
});
```

```rust
trigger: On<(
    Add<Pressed>,
    Remove<Pressed>,
    Add<InteractionDisabled>,
    Remove<InteractionDisabled>,
    Insert<Hovered>,
)>,
```

Names like `On<Add<Pressed>>` emphasize the actual event listener nature
more than `Trigger<OnAdd<Pressed>>`, and look cleaner. This *also* frees
up the `Trigger` name if we want to use it for the observer event type,
splitting them out from buffered events (bikeshedding this is out of
scope for this PR though).

For prior art:
[`bevy_eventlistener`](https://github.com/aevyrie/bevy_eventlistener)
used
[`On`](https://docs.rs/bevy_eventlistener/latest/bevy_eventlistener/event_listener/struct.On.html)
for its event listener type. Though in our case, the observer is the
event listener, and `On` is just a type containing information about the
triggered event.

## Solution

Steal from `bevy_event_listener` by @aevyrie and use `On`.

- Rename `Trigger` to `On`
- Rename `OnAdd` to `Add`
- Rename `OnInsert` to `Insert`
- Rename `OnReplace` to `Replace`
- Rename `OnRemove` to `Remove`
- Rename `OnDespawn` to `Despawn`

## Discussion

### Naming Conflicts??

Using a name like `Add` might initially feel like a very bad idea, since
it risks conflict with `core::ops::Add`. However, I don't expect this to
be a big problem in practice.

- You rarely need to actually implement the `Add` trait, especially in
modules that would use the Bevy ECS.
- In the rare cases where you *do* get a conflict, it is very easy to
fix by just disambiguating, for example using `ops::Add`.
- The `Add` event is a struct while the `Add` trait is a trait (duh), so
the compiler error should be very obvious.

For the record, renaming `OnAdd` to `Add`, I got exactly *zero* errors
or conflicts within Bevy itself. But this is of course not entirely
representative of actual projects *using* Bevy.

You might then wonder, why not use `Added`? This would conflict with the
`Added` query filter, so it wouldn't work. Additionally, the current
naming convention for observer events does not use past tense.

### Documentation

This does make documentation slightly more awkward when referring to
`On` or its methods. Previous docs often referred to `Trigger::target`
or "sends a `Trigger`" (which is... a bit strange anyway), which would
now be `On::target` and "sends an observer `Event`".

You can see the diff in this PR to see some of the effects. I think it
should be fine though, we may just need to reword more documentation to
read better.
2025-06-12 18:22:33 +00:00
Eagster
064e5e48b4
Remove entity placeholder from observers (#19440)
# Objective

`Entity::PLACEHOLDER` acts as a magic number that will *probably* never
really exist, but it certainly could. And, `Entity` has a niche, so the
only reason to use `PLACEHOLDER` is as an alternative to `MaybeUninit`
that trades safety risks for logic risks.

As a result, bevy has generally advised against using `PLACEHOLDER`, but
we still use if for a lot internally. This pr starts removing internal
uses of it, starting from observers.

## Solution

Change all trigger target related types from `Entity` to
`Option<Entity>`

Small migration guide to come.

## Testing

CI

## Future Work

This turned a lot of code from 

```rust
trigger.target()
```

to 

```rust
trigger.target().unwrap()
```

The extra panic is no worse than before; it's just earlier than
panicking after passing the placeholder to something else.

But this is kinda annoying. 

I would like to add a `TriggerMode` or something to `Event` that would
restrict what kinds of targets can be used for that event. Many events
like `Removed` etc, are always triggered with a target. We can make
those have a way to assume Some, etc. But I wanted to save that for a
future pr.
2025-06-09 19:37:56 +00:00
François Mockers
54701a844e
Revert "Replace Ambient Lights with Environment Map Lights (#17482)" (#18167)
This reverts commit 0b5302d96a.

# Objective

- Fixes #18158
- #17482 introduced rendering changes and was merged a bit too fast

## Solution

- Revert #17482 so that it can be redone and rendering changes discussed
before being merged. This will make it easier to compare changes with
main in the known "valid" state

This is not an issue with the work done in #17482 that is still
interesting
2025-03-05 23:08:46 +00:00
Shaye Garg
0b5302d96a
Replace Ambient Lights with Environment Map Lights (#17482)
# Objective

Transparently uses simple `EnvironmentMapLight`s to mimic
`AmbientLight`s. Implements the first part of #17468, but I can
implement hemispherical lights in this PR too if needed.

## Solution

- A function `EnvironmentMapLight::solid_color(&mut Assets<Image>,
Color)` is provided to make an environment light with a solid color.
- A new system is added to `SimulationLightSystems` that maps
`AmbientLight`s on views or the world to a corresponding
`EnvironmentMapLight`.

I have never worked with (or on) Bevy before, so nitpicky comments on
how I did things are appreciated :).

## Testing

Testing was done on a modified version of the `3d/lighting` example,
where I removed all lights except the ambient light. I have not included
the example, but can if required.

## Migration
`bevy_pbr::AmbientLight` has been deprecated, so all usages of it should
be replaced by a `bevy_pbr::EnvironmentMapLight` created with
`EnvironmentMapLight::solid_color` placed on the camera. There is no
alternative to ambient lights as resources.
2025-03-04 07:40:53 +00:00
Greeble
b2f3248432
Make the animated_mesh example more intuitive (#17421)
# Objective

Make the `animated_mesh` example more intuitive and easier for the user
to extend.

# Solution

The `animated_mesh` example shows how to spawn a single mesh and play a
single animation. The original code is roughly:

1. In `setup_mesh_and_animation`, spawn an entity with a SceneRoot that
will load and spawn the mesh. Also record the animation to play as a
resource.
2. Use `play_animation_once_loaded` to detect when any animation players
are spawned, then play the animation from the resource.

When I used this example as a starting point for my own app, I hit a
wall when trying to spawn multiple meshes with different animations.
`play_animation_once_loaded` tells me an animation player spawned
somewhere, but how do I get from there to the right animation? The
entity it runs on is spawned by the scene so I can't attach any data to
it?

The new code takes a different approach. Instead of a global resource,
the animation is recorded as a component on the entity with the
SceneRoot. Instead of detecting animation players spawning wherever, an
observer is attached to that specific entity.

This feels more intuitive and localised, and I think most users will
work out how to get from there to different animations and meshes. The
downside is more lines of code, and the "find the animation players"
part still feels a bit magical and inefficient.

# Side Notes

- The solution was mostly stolen from
https://github.com/bevyengine/bevy/issues/14852#issuecomment-2481401769.
- The example still feels too complicated.
    - "Why do I have to make this graph to play one animation?"
- "Why can't I choose and play the animation in one step and avoid this
temporary component?"
    - I think this requires engine changes.
- I originally started on a separate example of multiple meshes
([branch](https://github.com/bevyengine/bevy/compare/main...greeble-dev:bevy:animated-mesh-multiple)).
- I decided that the user could probably work this out themselves from
the single animation example.
    - But maybe still worth following through.

# Testing

`cargo run --example animated_mesh`

---------

Co-authored-by: Rob Parrett <robparrett@gmail.com>
2025-01-20 21:12:06 +00:00
Greeble
c96949dabe
Improve the animated_mesh example (#17328)
# Objective

Building upon https://github.com/bevyengine/bevy/pull/17191, improve the
`animated_mesh` example by removing code, adding comments, and making
the example more c&p'able.

## Solution

- Split the setup function in two to clarify what the example is
demonstrating.
    - `setup_mesh_and_animation` is the demonstration.
    - `setup_camera_and_environment` just sets up the example app.
- Changed the animation playing to use `AnimationPlayer` directly
instead of creating `AnimationTransitions`.
    - This appears sufficient when only playing a single animation.
- Added a comment pointing users to an example of multiple animations.
- Changed the animation to be the run cycle.
- I think it got accidentally changed to the idle in
[#17191](https://github.com/bevyengine/bevy/pull/17191), so this is
reverting back to the original.
- Note that we can improve it to select the animation by name if
[#16529](https://github.com/bevyengine/bevy/pull/16529) lands.
- Renamed `FOX_PATH` to a more neutral `GLTF_PATH`.
- Updated the example descriptions to mention the fox.
- This adds a little character and hints that the example involves
character animation.
- Removed a seemingly redundant `AnimationGraphHandle` component.
- Removed an unnecessary `clone()`.
- Added various comments.

## Notes

- A draft of this PR was discussed on Discord:
https://discord.com/channels/691052431525675048/1326910663972618302/1326920498663133348
- There was discord discussion on whether a component is "inserted
onto", "inserted into" or "added to" an entity.
- "Added to" is most common in code and docs, and seems best to me. But
it awkwardly differs from the name of `EntityCommands::insert`.
    - This PR prefers "added to".
- I plan to follow up this PR with similar changes to the
`animated_mesh_control` and `animated_mesh_events` examples.
    - But I could roll them into this PR if requested.

## Testing

`cargo run --example animated_mesh`

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
2025-01-14 01:10:50 +00:00
Greeble
6462935b32
Rename animated fox examples to better communicate their purpose (#17239)
Fixes #17192.

Replaces "animated_fox" with "animated_mesh".

I considered a few different names - should it say "skinned_mesh" to be
precise? Should it mention gltf? But "animated_mesh" seems intuitive and
keeps it short.

## Testing

- Ran all three examples (Windows 10).
2025-01-08 18:59:17 +00:00