This reverts commit ac52cca033.
Fixes#18815
the interest of providing no_std support, specifically no_atomic
support). That tradeoff isn't worth it, especially given that tracing is
likely to get no_atomic support.
Revert #18782
The goal of `bevy_platform_support` is to provide a set of platform
agnostic APIs, alongside platform-specific functionality. This is a high
traffic crate (providing things like HashMap and Instant). Especially in
light of https://github.com/bevyengine/bevy/discussions/18799, it
deserves a friendlier / shorter name.
Given that it hasn't had a full release yet, getting this change in
before Bevy 0.16 makes sense.
- Rename `bevy_platform_support` to `bevy_platform`.
- Fixes#18781
- Moved `LogPlugin` into its own file gated behind a new `tracing`
feature.
- Used `log` instead of `tracing` where possible.
- Exposed a new `tracing` feature in `bevy` which enables
`bevy_log/tracing`.
- Gated `LogPlugin` from `DefaultPlugins` on `tracing` feature.
- CI
---
- If you were previously using `bevy_log` with default features
disabled, enable the new `std` and `tracing` features.
- If you were using `bevy` with the default features disabled, enable
the new `tracing` feature.
Almost all of the diffs in this PR come from moving `LogPlugin` into its
own file. This just makes the PR less noisy, since the alternative is
excessive `#[cfg(feature = "tracing")]` directives all over the plugin.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
- Fixes#18397
- Supersedes #18474
- Simplifies 0.16 migration
- Upgrade to Glam 0.29.3, which has backported the `nostd-libm` feature.
- Expose a similar feature in `bevy_math` and enable it in
`bevy_internal`, allowing `bevy_math`, `bevy_input`, and
`bevy_transform` to be unconditional dependencies again.
- CI
---
- This includes `libm` as a dependency, but this was already the case in
the common scenario where `rand` or many other features were enabled.
Considering `libm` is an official Rust crate, it's a very low-risk
dependency to unconditionally include.
- For users who do not want `libm` included, simply import Bevy's
subcrates directly, since `bevy_math/nostd-libm` will not be enabled.
- I know we are _very_ late in the RC cycle for 0.16, but this has a
substantial impact on the usability of `bevy` that I consider worth
including.
# Objective
Enabling `serialize`, `critical-section`, or `async-executor` would
improperly enable `bevy_math`, `bevy_input`, and/or `bevy_transform`.
This was caused by those crates previously being required but are now
optional (gated behind `std` and/or `libm`).
## Solution
- Added `?` to features not intended to enable those crates
## Testing
- CI
- building bevy_winit on linux fails with
```
error: The platform you're compiling for is not supported by winit
--> /home/runner/.cargo/registry/src/index.crates.io-1949cf8c6b5b557f/winit-0.30.9/src/platform_impl/mod.rs:78:1
|
78 | compile_error!("The platform you're compiling for is not supported by winit");
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
```
- this blocks publishing Bevy from linux during the verification step
- Enable `x11` by default when building bevy_winit, and disable default
features of bevy_winit in bevy_internal
- This doesn't change anything when depending on Bevy
- Compiling `bevy_a11y` without default features fails because you need
to select a floating point backed. But you actually don't need it, this
requirement is from an unused linkage to `bevy_input_focus`
- Remove link
- CI
---------
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
- ECS error handling is a lovely flagship feature for Bevy 0.16, all in
the name of reducing panics and encouraging better error handling
(#14275).
- Currently though, command and system error handling are completely
disjoint and use different mechanisms.
- Additionally, there's a number of distinct ways to set the
default/fallback/global error handler that have limited value. As far as
I can tell, this will be cfg flagged to toggle between dev and
production builds in 99.9% of cases, with no real value in more granular
settings or helpers.
- Fixes#17272
## Solution
- Standardize error handling on the OnceLock global error mechanisms
ironed out in https://github.com/bevyengine/bevy/pull/17215
- As discussed there, there are serious performance concerns there,
especially for commands
- I also think this is a better fit for the use cases, as it's truly
global
- Move from `SystemErrorContext` to a more general purpose
`ErrorContext`, which can handle observers and commands more clearly
- Cut the superfluous setter methods on `App` and `SubApp`
- Rename the limited (and unhelpful) `fallible_systems` example to
`error_handling`, and add an example of command error handling
## Testing
Ran the `error_handling` example.
## Notes for reviewers
- Do you see a clear way to allow commands to retain &mut World access
in the per-command custom error handlers? IMO that's a key feature here
(allowing the ad-hoc creation of custom commands), but I'm not sure how
to get there without exploding complexity.
- I've removed the feature gate on the default_error_handler: contrary
to @cart's opinion in #17215 I think that virtually all apps will want
to use this. Can you think of a category of app that a) is extremely
performance sensitive b) is fine with shipping to production with the
panic error handler? If so, I can try to gather performance numbers
and/or reintroduce the feature flag. UPDATE: see benches at the end of
this message.
- ~~`OnceLock` is in `std`: @bushrat011899 what should we do here?~~
- Do you have ideas for more automated tests for this collection of
features?
## Benchmarks
I checked the impact of the feature flag introduced: benchmarks might
show regressions. This bears more investigation. I'm still skeptical
that there are users who are well-served by a fast always panicking
approach, but I'm going to re-add the feature flag here to avoid
stalling this out.

---------
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
- #17581 broke gizmos
- Fixes#18325
## Solution
- Revert #17581
- Add gizmos to testbed
## Testing
- Run any example with gizmos, it renders correctly
# Objective
This PR enables `bevy_gizmos` to be used without `bevy_pbr`, for user
who want to create their custom mesh rendering logic.
It can also be useful for user who just want to use bevy for drawing
lines (why not).
This work is part of a bigger effort to make the bevy rendering pipeline
more modular. I would like to contribute an exemple to render custom
meshes without `bevy_pbr`. Something like
[this](https://github.com/rambip/plant-mesh/blob/main/src/shader/mod.rs)
## Solution
Now, `bevy_pbr` is an optional dependency, and used only to debug
lights.
I query the `ViewUniforms` manually, instead of using `bevy_pbr` to get
the heavy `MeshViewLayout`
## Testing
I'm not used to testing with bevy at all, but I was able to use
successfully in my project.
It might break for some different mesh pipelines, but I don't think so.
---
## Showcase

So nice ...
## Migration Guide
I don't think there is any breaking change
# Remaining work
Before merging it, it would be useful to:
- rewrite the `pipeline_2d.rs` logic to remove the `bevy_sprite`
depedency too
- move `view.rs` to `bevy_render`, so that it can be used in a more
modular way.
~~- include the most recent changes from 0.16~~
---------
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
# Objective
WESL's pre-MVP `0.1.0` has been
[released](https://docs.rs/wesl/latest/wesl/)!
Add support for WESL shader source so that we can begin playing and
testing WESL, as well as aiding in their development.
## Solution
Adds a `ShaderSource::WESL` that can be used to load `.wesl` shaders.
Right now, we don't support mixing `naga-oil`. Additionally, WESL
shaders currently need to pass through the naga frontend, which the WESL
team is aware isn't great for performance (they're working on compiling
into naga modules). Also, since our shaders are managed using the asset
system, we don't currently support using file based imports like `super`
or package scoped imports. Further work will be needed to asses how we
want to support this.
---
## Showcase
See the `shader_material_wesl` example. Be sure to press space to
activate party mode (trigger conditional compilation)!
https://github.com/user-attachments/assets/ec6ad19f-b6e4-4e9d-a00f-6f09336b08a4
# Objective
- Fixes#18200
## Solution
- Ensure `bevy_utils` is included with `bevy_transform/std`
## Testing
- `cargo build --no-default-features --features std`
## Notes
Compilation failure was caused by `bevy_transform`'s new parallel
propagation system requiring `bevy_utils/std` when `bevy_transform/std`
was active, but it was left optional. Additionally,
`bevy_transform/async_executor` wasn't being enabled by
`bevy/async_executor`.
# Objective
- Contributes to #15460
- Supersedes #8520
- Fixes#4906
## Solution
- Added a new `web` feature to `bevy`, and several of its crates.
- Enabled new `web` feature automatically within crates without `no_std`
support.
## Testing
- `cargo build --no-default-features --target wasm32v1-none`
---
## Migration Guide
When using Bevy crates which _don't_ automatically enable the `web`
feature, please enable it when building for the browser.
## Notes
- I added [`cfg_if`](https://crates.io/crates/cfg-if) to help manage
some of the feature gate gore that this extra feature introduces. It's
still pretty ugly, but I think much easier to read.
- Certain `wasm` targets (e.g.,
[wasm32-wasip1](https://doc.rust-lang.org/nightly/rustc/platform-support/wasm32-wasip1.html#wasm32-wasip1))
provide an incomplete implementation for `std`. I have not tested these
platforms, but I suspect Bevy's liberal use of usually unsupported
features (e.g., threading) will cause these targets to fail. As such,
consider `wasm32-unknown-unknown` as the only `wasm` platform with
support from Bevy for `std`. All others likely will need to be treated
as `no_std` platforms.
# Objective
- Fixes#15460 (will open new issues for further `no_std` efforts)
- Supersedes #17715
## Solution
- Threaded in new features as required
- Made certain crates optional but default enabled
- Removed `compile-check-no-std` from internal `ci` tool since GitHub CI
can now simply check `bevy` itself now
- Added CI task to check `bevy` on `thumbv6m-none-eabi` to ensure
`portable-atomic` support is still valid [^1]
[^1]: This may be controversial, since it could be interpreted as
implying Bevy will maintain support for `thumbv6m-none-eabi` going
forward. In reality, just like `x86_64-unknown-none`, this is a
[canary](https://en.wiktionary.org/wiki/canary_in_a_coal_mine) target to
make it clear when `portable-atomic` no longer works as intended (fixing
atomic support on atomically challenged platforms). If a PR comes
through and makes supporting this class of platforms impossible, then
this CI task can be removed. I however wager this won't be a problem.
## Testing
- CI
---
## Release Notes
Bevy now has support for `no_std` directly from the `bevy` crate.
Users can disable default features and enable a new `default_no_std`
feature instead, allowing `bevy` to be used in `no_std` applications and
libraries.
```toml
# Bevy for `no_std` platforms
bevy = { version = "0.16", default-features = false, features = ["default_no_std"] }
```
`default_no_std` enables certain required features, such as `libm` and
`critical-section`, and as many optional crates as possible (currently
just `bevy_state`). For atomically-challenged platforms such as the
Raspberry Pi Pico, `portable-atomic` will be used automatically.
For library authors, we recommend depending on `bevy` with
`default-features = false` to allow `std` and `no_std` users to both
depend on your crate. Here are some recommended features a library crate
may want to expose:
```toml
[features]
# Most users will be on a platform which has `std` and can use the more-powerful `async_executor`.
default = ["std", "async_executor"]
# Features for typical platforms.
std = ["bevy/std"]
async_executor = ["bevy/async_executor"]
# Features for `no_std` platforms.
libm = ["bevy/libm"]
critical-section = ["bevy/critical-section"]
[dependencies]
# We disable default features to ensure we don't accidentally enable `std` on `no_std` targets, for example.
bevy = { version = "0.16", default-features = false }
```
While this is verbose, it gives the maximum control to end-users to
decide how they wish to use Bevy on their platform.
We encourage library authors to experiment with `no_std` support. For
libraries relying exclusively on `bevy` and no other dependencies, it
may be as simple as adding `#![no_std]` to your `lib.rs` and exposing
features as above! Bevy can also provide many `std` types, such as
`HashMap`, `Mutex`, and `Instant` on all platforms. See
`bevy::platform_support` for details on what's available out of the box!
## Migration Guide
- If you were previously relying on `bevy` with default features
disabled, you may need to enable the `std` and `async_executor`
features.
- `bevy_reflect` has had its `bevy` feature removed. If you were relying
on this feature, simply enable `smallvec` and `smol_str` instead.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
- Fixes#17960
## Solution
- Followed the [edition upgrade
guide](https://doc.rust-lang.org/edition-guide/editions/transitioning-an-existing-project-to-a-new-edition.html)
## Testing
- CI
---
## Summary of Changes
### Documentation Indentation
When using lists in documentation, proper indentation is now linted for.
This means subsequent lines within the same list item must start at the
same indentation level as the item.
```rust
/* Valid */
/// - Item 1
/// Run-on sentence.
/// - Item 2
struct Foo;
/* Invalid */
/// - Item 1
/// Run-on sentence.
/// - Item 2
struct Foo;
```
### Implicit `!` to `()` Conversion
`!` (the never return type, returned by `panic!`, etc.) no longer
implicitly converts to `()`. This is particularly painful for systems
with `todo!` or `panic!` statements, as they will no longer be functions
returning `()` (or `Result<()>`), making them invalid systems for
functions like `add_systems`. The ideal fix would be to accept functions
returning `!` (or rather, _not_ returning), but this is blocked on the
[stabilisation of the `!` type
itself](https://doc.rust-lang.org/std/primitive.never.html), which is
not done.
The "simple" fix would be to add an explicit `-> ()` to system
signatures (e.g., `|| { todo!() }` becomes `|| -> () { todo!() }`).
However, this is _also_ banned, as there is an existing lint which (IMO,
incorrectly) marks this as an unnecessary annotation.
So, the "fix" (read: workaround) is to put these kinds of `|| -> ! { ...
}` closuers into variables and give the variable an explicit type (e.g.,
`fn()`).
```rust
// Valid
let system: fn() = || todo!("Not implemented yet!");
app.add_systems(..., system);
// Invalid
app.add_systems(..., || todo!("Not implemented yet!"));
```
### Temporary Variable Lifetimes
The order in which temporary variables are dropped has changed. The
simple fix here is _usually_ to just assign temporaries to a named
variable before use.
### `gen` is a keyword
We can no longer use the name `gen` as it is reserved for a future
generator syntax. This involved replacing uses of the name `gen` with
`r#gen` (the raw-identifier syntax).
### Formatting has changed
Use statements have had the order of imports changed, causing a
substantial +/-3,000 diff when applied. For now, I have opted-out of
this change by amending `rustfmt.toml`
```toml
style_edition = "2021"
```
This preserves the original formatting for now, reducing the size of
this PR. It would be a simple followup to update this to 2024 and run
`cargo fmt`.
### New `use<>` Opt-Out Syntax
Lifetimes are now implicitly included in RPIT types. There was a handful
of instances where it needed to be added to satisfy the borrow checker,
but there may be more cases where it _should_ be added to avoid
breakages in user code.
### `MyUnitStruct { .. }` is an invalid pattern
Previously, you could match against unit structs (and unit enum
variants) with a `{ .. }` destructuring. This is no longer valid.
### Pretty much every use of `ref` and `mut` are gone
Pattern binding has changed to the point where these terms are largely
unused now. They still serve a purpose, but it is far more niche now.
### `iter::repeat(...).take(...)` is bad
New lint recommends using the more explicit `iter::repeat_n(..., ...)`
instead.
## Migration Guide
The lifetimes of functions using return-position impl-trait (RPIT) are
likely _more_ conservative than they had been previously. If you
encounter lifetime issues with such a function, please create an issue
to investigate the addition of `+ use<...>`.
## Notes
- Check the individual commits for a clearer breakdown for what
_actually_ changed.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
Fixes#17022
## Solution
Only enable `bevy_gltf/dds` if `bevy_gltf` is already enabled.
## Testing
Tested with empty project
```toml
[dependencies]
bevy = { version = "0.16.0-dev", path = "../bevy", default-features = false, features = [
"dds",
] }
```
### Before
```
cargo tree --depth 1 -i bevy_gltf
bevy_gltf v0.16.0-dev (/Users/robparrett/src/bevy/crates/bevy_gltf)
└── bevy_internal v0.16.0-dev (/Users/robparrett/src/bevy/crates/bevy_internal)
```
### After
```
cargo tree --depth 1 -i bevy_gltf
warning: nothing to print.
To find dependencies that require specific target platforms, try to use option `--target all` first, and then narrow your search scope accordingly.
```
## Objective
Get rid of a redundant Cargo feature flag.
## Solution
Use the built-in `target_abi = "sim"` instead of a custom Cargo feature
flag, which is set for the iOS (and visionOS and tvOS) simulator. This
has been stable since Rust 1.78.
In the future, some of this may become redundant if Wgpu implements
proper supper for the iOS Simulator:
https://github.com/gfx-rs/wgpu/issues/7057
CC @mockersf who implemented [the original
fix](https://github.com/bevyengine/bevy/pull/10178).
## Testing
- Open mobile example in Xcode.
- Launch the simulator.
- See that no errors are emitted.
- Remove the code cfg-guarded behind `target_abi = "sim"`.
- See that an error now happens.
(I haven't actually performed these steps on the latest `main`, because
I'm hitting an unrelated error (EDIT: It was
https://github.com/bevyengine/bevy/pull/17637). But tested it on
0.15.0).
---
## Migration Guide
> If you're using a project that builds upon the mobile example, remove
the `ios_simulator` feature from your `Cargo.toml` (Bevy now handles
this internally).
Didn't remove WgpuWrapper. Not sure if it's needed or not still.
## Testing
- Did you test these changes? If so, how? Example runner
- Are there any parts that need more testing? Web (portable atomics
thingy?), DXC.
## Migration Guide
- Bevy has upgraded to [wgpu
v24](https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md#v2400-2025-01-15).
- When using the DirectX 12 rendering backend, the new priority system
for choosing a shader compiler is as follows:
- If the `WGPU_DX12_COMPILER` environment variable is set at runtime, it
is used
- Else if the new `statically-linked-dxc` feature is enabled, a custom
version of DXC will be statically linked into your app at compile time.
- Else Bevy will look in the app's working directory for
`dxcompiler.dll` and `dxil.dll` at runtime.
- Else if they are missing, Bevy will fall back to FXC (not recommended)
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: IceSentry <c.giguere42@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
This commit allows specular highlights to be tinted with a color and for
the reflectance and color tint values to vary across a model via a pair
of maps. The implementation follows the [`KHR_materials_specular`] glTF
extension. In order to reduce the number of samplers and textures in the
default `StandardMaterial` configuration, the maps are gated behind the
`pbr_specular_textures` Cargo feature.
Specular tinting is currently unsupported in the deferred renderer,
because I didn't want to bloat the deferred G-buffers. A possible fix
for this in the future would be to make the G-buffer layout more
configurable, so that specular tints could be supported on an opt-in
basis. As an alternative, Bevy could force meshes with specular tints to
render in forward mode. Both of these solutions require some more
design, so I consider them out of scope for now.
Note that the map is a *specular* map, not a *reflectance* map. In Bevy
and Filament terms, the reflectance values in the specular map range
from [0.0, 0.5], rather than [0.0, 1.0]. This is an unfortunate
[`KHR_materials_specular`] specification requirement that stems from the
fact that glTF is specified in terms of a specular strength model, not
the reflectance model that Filament and Bevy use. A workaround, which is
noted in the `StandardMaterial` documentation, is to set the
`reflectance` value to 2.0, which spreads the specular map range from
[0.0, 1.0] as normal.
The glTF loader has been updated to parse the [`KHR_materials_specular`]
extension. Note that, unless the non-default `pbr_specular_textures` is
supplied, the maps are ignored. The `specularFactor` value is applied as
usual. Note that, as with the specular map, the glTF `specularFactor` is
twice Bevy's `reflectance` value.
This PR adds a new example, `specular_tint`, which demonstrates the
specular tint and map features. Note that this example requires the
[`KHR_materials_specular`] Cargo feature.
[`KHR_materials_specular`]:
https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_specular
## Changelog
### Added
* Specular highlights can now be tinted with the `specular_tint` field
in `StandardMaterial`.
* Specular maps are now available in `StandardMaterial`, gated behind
the `pbr_specular_textures` Cargo feature.
* The `KHR_materials_specular` glTF extension is now supported, allowing
for customization of specular reflectance and specular maps. Note that
the latter are gated behind the `pbr_specular_textures` Cargo feature.
# Objective
- Contributes to #16877
## Solution
- Moved `hashbrown`, `foldhash`, and related types out of `bevy_utils`
and into `bevy_platform_support`
- Refactored the above to match the layout of these types in `std`.
- Updated crates as required.
## Testing
- CI
---
## Migration Guide
- The following items were moved out of `bevy_utils` and into
`bevy_platform_support::hash`:
- `FixedState`
- `DefaultHasher`
- `RandomState`
- `FixedHasher`
- `Hashed`
- `PassHash`
- `PassHasher`
- `NoOpHash`
- The following items were moved out of `bevy_utils` and into
`bevy_platform_support::collections`:
- `HashMap`
- `HashSet`
- `bevy_utils::hashbrown` has been removed. Instead, import from
`bevy_platform_support::collections` _or_ take a dependency on
`hashbrown` directly.
- `bevy_utils::Entry` has been removed. Instead, import from
`bevy_platform_support::collections::hash_map` or
`bevy_platform_support::collections::hash_set` as appropriate.
- All of the above equally apply to `bevy::utils` and
`bevy::platform_support`.
## Notes
- I left `PreHashMap`, `PreHashMapExt`, and `TypeIdMap` in `bevy_utils`
as they might be candidates for micro-crating. They can always be moved
into `bevy_platform_support` at a later date if desired.
# Objective
- Contributes to #16877
## Solution
- Initial creation of `bevy_platform_support` crate.
- Moved `bevy_utils::Instant` into new `bevy_platform_support` crate.
- Moved `portable-atomic`, `portable-atomic-util`, and
`critical-section` into new `bevy_platform_support` crate.
## Testing
- CI
---
## Showcase
Instead of needing code like this to import an `Arc`:
```rust
#[cfg(feature = "portable-atomic")]
use portable_atomic_util::Arc;
#[cfg(not(feature = "portable-atomic"))]
use alloc::sync::Arc;
```
We can now use:
```rust
use bevy_platform_support::sync::Arc;
```
This applies to many other types, but the goal is overall the same:
allowing crates to use `std`-like types without the boilerplate of
conditional compilation and platform-dependencies.
## Migration Guide
- Replace imports of `bevy_utils::Instant` with
`bevy_platform_support::time::Instant`
- Replace imports of `bevy::utils::Instant` with
`bevy::platform_support::time::Instant`
## Notes
- `bevy_platform_support` hasn't been reserved on `crates.io`
- ~~`bevy_platform_support` is not re-exported from `bevy` at this time.
It may be worthwhile exporting this crate, but I am unsure of a
reasonable name to export it under (`platform_support` may be a bit
wordy for user-facing).~~
- I've included an implementation of `Instant` which is suitable for
`no_std` platforms that are not Wasm for the sake of eliminating feature
gates around its use. It may be a controversial inclusion, so I'm happy
to remove it if required.
- There are many other items (`spin`, `bevy_utils::Sync(Unsafe)Cell`,
etc.) which should be added to this crate. I have kept the initial scope
small to demonstrate utility without making this too unwieldy.
---------
Co-authored-by: TimJentzsch <TimJentzsch@users.noreply.github.com>
Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
This adds support for one-to-many non-fragmenting relationships (with
planned paths for fragmenting and non-fragmenting many-to-many
relationships). "Non-fragmenting" means that entities with the same
relationship type, but different relationship targets, are not forced
into separate tables (which would cause "table fragmentation").
Functionally, this fills a similar niche as the current Parent/Children
system. The biggest differences are:
1. Relationships have simpler internals and significantly improved
performance and UX. Commands and specialized APIs are no longer
necessary to keep everything in sync. Just spawn entities with the
relationship components you want and everything "just works".
2. Relationships are generalized. Bevy can provide additional built in
relationships, and users can define their own.
**REQUEST TO REVIEWERS**: _please don't leave top level comments and
instead comment on specific lines of code. That way we can take
advantage of threaded discussions. Also dont leave comments simply
pointing out CI failures as I can read those just fine._
## Built on top of what we have
Relationships are implemented on top of the Bevy ECS features we already
have: components, immutability, and hooks. This makes them immediately
compatible with all of our existing (and future) APIs for querying,
spawning, removing, scenes, reflection, etc. The fewer specialized APIs
we need to build, maintain, and teach, the better.
## Why focus on one-to-many non-fragmenting first?
1. This allows us to improve Parent/Children relationships immediately,
in a way that is reasonably uncontroversial. Switching our hierarchy to
fragmenting relationships would have significant performance
implications. ~~Flecs is heavily considering a switch to non-fragmenting
relations after careful considerations of the performance tradeoffs.~~
_(Correction from @SanderMertens: Flecs is implementing non-fragmenting
storage specialized for asset hierarchies, where asset hierarchies are
many instances of small trees that have a well defined structure)_
2. Adding generalized one-to-many relationships is currently a priority
for the [Next Generation Scene / UI
effort](https://github.com/bevyengine/bevy/discussions/14437).
Specifically, we're interested in building reactions and observers on
top.
## The changes
This PR does the following:
1. Adds a generic one-to-many Relationship system
3. Ports the existing Parent/Children system to Relationships, which now
lives in `bevy_ecs::hierarchy`. The old `bevy_hierarchy` crate has been
removed.
4. Adds on_despawn component hooks
5. Relationships can opt-in to "despawn descendants" behavior, meaning
that the entire relationship hierarchy is despawned when
`entity.despawn()` is called. The built in Parent/Children hierarchies
enable this behavior, and `entity.despawn_recursive()` has been removed.
6. `world.spawn` now applies commands after spawning. This ensures that
relationship bookkeeping happens immediately and removes the need to
manually flush. This is in line with the equivalent behaviors recently
added to the other APIs (ex: insert).
7. Removes the ValidParentCheckPlugin (system-driven / poll based) in
favor of a `validate_parent_has_component` hook.
## Using Relationships
The `Relationship` trait looks like this:
```rust
pub trait Relationship: Component + Sized {
type RelationshipSources: RelationshipSources<Relationship = Self>;
fn get(&self) -> Entity;
fn from(entity: Entity) -> Self;
}
```
A relationship is a component that:
1. Is a simple wrapper over a "target" Entity.
2. Has a corresponding `RelationshipSources` component, which is a
simple wrapper over a collection of entities. Every "target entity"
targeted by a "source entity" with a `Relationship` has a
`RelationshipSources` component, which contains every "source entity"
that targets it.
For example, the `Parent` component (as it currently exists in Bevy) is
the `Relationship` component and the entity containing the Parent is the
"source entity". The entity _inside_ the `Parent(Entity)` component is
the "target entity". And that target entity has a `Children` component
(which implements `RelationshipSources`).
In practice, the Parent/Children relationship looks like this:
```rust
#[derive(Relationship)]
#[relationship(relationship_sources = Children)]
pub struct Parent(pub Entity);
#[derive(RelationshipSources)]
#[relationship_sources(relationship = Parent)]
pub struct Children(Vec<Entity>);
```
The Relationship and RelationshipSources derives automatically implement
Component with the relevant configuration (namely, the hooks necessary
to keep everything in sync).
The most direct way to add relationships is to spawn entities with
relationship components:
```rust
let a = world.spawn_empty().id();
let b = world.spawn(Parent(a)).id();
assert_eq!(world.entity(a).get::<Children>().unwrap(), &[b]);
```
There are also convenience APIs for spawning more than one entity with
the same relationship:
```rust
world.spawn_empty().with_related::<Children>(|s| {
s.spawn_empty();
s.spawn_empty();
})
```
The existing `with_children` API is now a simpler wrapper over
`with_related`. This makes this change largely non-breaking for existing
spawn patterns.
```rust
world.spawn_empty().with_children(|s| {
s.spawn_empty();
s.spawn_empty();
})
```
There are also other relationship APIs, such as `add_related` and
`despawn_related`.
## Automatic recursive despawn via the new on_despawn hook
`RelationshipSources` can opt-in to "despawn descendants" behavior,
which will despawn all related entities in the relationship hierarchy:
```rust
#[derive(RelationshipSources)]
#[relationship_sources(relationship = Parent, despawn_descendants)]
pub struct Children(Vec<Entity>);
```
This means that `entity.despawn_recursive()` is no longer required.
Instead, just use `entity.despawn()` and the relevant related entities
will also be despawned.
To despawn an entity _without_ despawning its parent/child descendants,
you should remove the `Children` component first, which will also remove
the related `Parent` components:
```rust
entity
.remove::<Children>()
.despawn()
```
This builds on the on_despawn hook introduced in this PR, which is fired
when an entity is despawned (before other hooks).
## Relationships are the source of truth
`Relationship` is the _single_ source of truth component.
`RelationshipSources` is merely a reflection of what all the
`Relationship` components say. By embracing this, we are able to
significantly improve the performance of the system as a whole. We can
rely on component lifecycles to protect us against duplicates, rather
than needing to scan at runtime to ensure entities don't already exist
(which results in quadratic runtime). A single source of truth gives us
constant-time inserts. This does mean that we cannot directly spawn
populated `Children` components (or directly add or remove entities from
those components). I personally think this is a worthwhile tradeoff,
both because it makes the performance much better _and_ because it means
theres exactly one way to do things (which is a philosophy we try to
employ for Bevy APIs).
As an aside: treating both sides of the relationship as "equivalent
source of truth relations" does enable building simple and flexible
many-to-many relationships. But this introduces an _inherent_ need to
scan (or hash) to protect against duplicates.
[`evergreen_relations`](https://github.com/EvergreenNest/evergreen_relations)
has a very nice implementation of the "symmetrical many-to-many"
approach. Unfortunately I think the performance issues inherent to that
approach make it a poor choice for Bevy's default relationship system.
## Followup Work
* Discuss renaming `Parent` to `ChildOf`. I refrained from doing that in
this PR to keep the diff reasonable, but I'm personally biased toward
this change (and using that naming pattern generally for relationships).
* [Improved spawning
ergonomics](https://github.com/bevyengine/bevy/discussions/16920)
* Consider adding relationship observers/triggers for "relationship
targets" whenever a source is added or removed. This would replace the
current "hierarchy events" system, which is unused upstream but may have
existing users downstream. I think triggers are the better fit for this
than a buffered event queue, and would prefer not to add that back.
* Fragmenting relations: My current idea hinges on the introduction of
"value components" (aka: components whose type _and_ value determines
their ComponentId, via something like Hashing / PartialEq). By labeling
a Relationship component such as `ChildOf(Entity)` as a "value
component", `ChildOf(e1)` and `ChildOf(e2)` would be considered
"different components". This makes the transition between fragmenting
and non-fragmenting a single flag, and everything else continues to work
as expected.
* Many-to-many support
* Non-fragmenting: We can expand Relationship to be a list of entities
instead of a single entity. I have largely already written the code for
this.
* Fragmenting: With the "value component" impl mentioned above, we get
many-to-many support "for free", as it would allow inserting multiple
copies of a Relationship component with different target entities.
Fixes#3742 (If this PR is merged, I think we should open more targeted
followup issues for the work above, with a fresh tracking issue free of
the large amount of less-directed historical context)
Fixes#17301Fixes#12235Fixes#15299Fixes#15308
## Migration Guide
* Replace `ChildBuilder` with `ChildSpawnerCommands`.
* Replace calls to `.set_parent(parent_id)` with
`.insert(Parent(parent_id))`.
* Replace calls to `.replace_children()` with `.remove::<Children>()`
followed by `.add_children()`. Note that you'll need to manually despawn
any children that are not carried over.
* Replace calls to `.despawn_recursive()` with `.despawn()`.
* Replace calls to `.despawn_descendants()` with
`.despawn_related::<Children>()`.
* If you have any calls to `.despawn()` which depend on the children
being preserved, you'll need to remove the `Children` component first.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
`bevy_remote`'s reflection deserialization basically requires
`ReflectDeserialize` registrations in order to work correctly. In the
context of `bevy` (the library), this means that using `bevy_remote`
without using the `serialize` feature is a footgun, since
`#[reflect(Serialize)]` etc. are gated behind this feature.
The goal of this PR is to avoid this mistake by default.
## Solution
Make the `bevy_remote` feature enable the `serialize` feature, so that
it works as expected.
---
## Migration Guide
The `bevy_remote` feature of `bevy` now enables the `serialize` feature
automatically. If you wish to use `bevy_remote` without enabling the
`serialize` feature for Bevy subcrates, you must import `bevy_remote` on
its own.
# 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.
Bump version after release
This PR has been auto-generated
---------
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
- As stated in the related issue, this PR is to better align the feature
flag name with what it actually does and the plans for the future.
- Fixes#16852
## Solution
- Simple find / replace
## Testing
- Local run of `cargo run -p ci`
## Migration Guide
The `track_change_detection` feature flag has been renamed to
`track_location` to better reflect its extended capabilities.
# Objective
- Fixes#16563
- Make sure bevy_image is available when needed
## Solution
- Add a new feature for `bevy_image`
- Also enable the `bevy_image` feature in `bevy_internal` for all
features that use `bevy_image` themselves
# Objective
bevy_reflect is a big part of bevy_math's dependency footprint, and is
often not useful when using bevy_math standalone (as I often do). The
goal with this PR is to avoid pulling in those dependencies by default
without compromising the usability of bevy_math types within Bevy
proper.
## Solution
`bevy_reflect` has been removed from default features of `bevy_math`.
However, the feature is enabled by `bevy_internal`, so that
`bevy_reflect` is enabled when `bevy_math` is used through `bevy`.
Philosophically, if there were a feature flag toggling reflection on
`bevy` globally, then whether `bevy_math` enabled `bevy_reflect` itself
would depend on that, but that doesn't exist for the time being.
## Testing
It compiles :)
## Migration Guide
`bevy_reflect` has been made a non-default feature of `bevy_math`. (It
is still enabled when `bevy_math` is used through `bevy`.) You may need
to enable this feature if you are using `bevy_math` on its own and
desire for the types it exports to implement `Reflect` and other
reflection traits.
# Objective
- Fixes#16892
## Solution
- Removed `TypeRegistryPlugin` (`Name` is now automatically registered
with a default `App`)
- Moved `TaskPoolPlugin` to `bevy_app`
- Moved `FrameCountPlugin` to `bevy_diagnostic`
- Deleted now-empty `bevy_core`
## Testing
- CI
## Migration Guide
- `TypeRegistryPlugin` no longer exists. If you can't use a default
`App` but still need `Name` registered, do so manually with
`app.register_type::<Name>()`.
- References to `TaskPoolPlugin` and associated types will need to
import it from `bevy_app` instead of `bevy_core`
- References to `FrameCountPlugin` and associated types will need to
import it from `bevy_diagnostic` instead of `bevy_core`
## Notes
This strategy was agreed upon by Cart and several other members in
[Discord](https://discord.com/channels/691052431525675048/692572690833473578/1319137218312278077).
# Objective
Draw the UI debug overlay using the UI renderer.
Significantly simpler and easier to use than
`bevy_dev_tools::ui_debug_overlay` which uses `bevy_gizmos`.
* Supports multiple windows and UI rendered to texture.
* Draws rounded debug rects for rounded UI nodes.
Fixes#16666
## Solution
Removed the `ui_debug_overlay` module from `bevy_dev_tools`.
Added a `bevy_ui_debug` feature gate.
Draw the UI debug overlay using the UI renderer.
Adds a new module `bevy_ui::render::debug_overlay`.
The debug overlay extraction function queries for the existing UI layout
and then adds a border around each UI node with `u32::MAX / 2` added to
each stack index so it's drawn on top.
There is a `UiDebugOptions` resource that can be used to enable or
disable the debug overlay and set the line width.
## Testing
The `testbed_ui` example has been changed to use the new debug overlay:
```
cargo run --example testbed_ui --features bevy_ui_debug
```
Press Space to toggle the debug overlay on and off.
---
## Showcase
<img width="961" alt="testbed-ui-new-debug"
src="https://github.com/user-attachments/assets/e9523d18-39ae-46a8-adbe-7d3f3ab8e951">
## Migration Guide
The `ui_debug_overlay` module has been removed from `bevy_dev_tools`.
There is a new debug overlay implemented using the `bevy_ui` renderer.
To use it, enable the `bevy_ui_debug` feature and set the `enable` field
of the `UiDebugOptions` resource to `true`.
This adds a few minor items which were left out of the previous PR:
- Added synchronization from bevy_input_focus to bevy_a11y.
- Initialize InputFocusVisible resource.
- Make `input_focus` available from `bevy` module.
I've tested this using VoiceOver on Mac OS. It works, but it needs
considerable polish.
# Objective
- Fixes#16469.
## Solution
- Make the picking backend features not enabled by default in each
sub-crate.
- Make features in `bevy_internal` to set the backend features
- Make the root `bevy` crate set the features by default.
## Testing
- The mesh and sprite picking examples still work correctly.
Alternative to #16450
# Objective
detailed_trace! in its current form does not work (and breaks CI)
## Solution
Fix detailed_trace by checking for the feature properly, adding it to
the correct crates, and removing it from the incorrect crates
# Objective
- Fixes#16152
## Solution
- Put `bevy_window` and `bevy_a11y` behind the `bevy_window` feature.
they were the only difference
- Add `ScheduleRunnerPlugin` to the `DefaultPlugins` when `bevy_window`
is disabled
- Remove `HeadlessPlugins`
- Update the `headless` example
# Objective
PCSS still has some fundamental issues (#16155). We should resolve them
before "releasing" the feature.
## Solution
1. Rename the already-optional `pbr_pcss` cargo feature to
`experimental_pbr_pcss` to better communicate its state to developers.
2. Adjust the description of the `experimental_pbr_pcss` cargo feature
to better communicate its state to developers.
3. Gate PCSS-related light component fields behind that cargo feature,
to prevent surfacing them to developers by default.
# Objective
Fixes#16316
## Solution
Tweaked a few crates cargo files until I was able to build and test
`bevy_ui` via `cargo test --package bevy_ui`
## Testing
- ran `cargo test --package bevy_ui` successfully
- CI should catch anything amiss (Hopefully?)
The two additional linear texture samplers that PCSS added caused us to
blow past the limit on Apple Silicon macOS and WebGL. To fix the issue,
this commit adds a `--feature pbr_pcss` feature gate that disables PCSS
if not present.
Closes#15345.
Closes#15525.
Closes#15821.
---------
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
Resolves#15968. Since this feature never worked, and enabling it in the
`image` crate requires system dependencies, we've decided that it's best
to just remove it and let other plugin crates offer support for it as
needed.
## Migration Guide
AVIF images are no longer supported. They never really worked, and
require system dependencies (libdav1d) to work correctly, so, it's
better to simply offer this support via an unofficial plugin instead as
needed. The corresponding types have been removed from Bevy to account
for this.
# Objective
As discussed in #15341, ghost nodes are a contentious and experimental
feature. In the interest of enabling ecosystem experimentation, we've
decided to keep them in Bevy 0.15.
That said, we don't use them internally, and don't expect third-party
crates to support them. If the experimentation returns a negative result
(they aren't very useful, an alternative design is preferred etc) they
will be removed.
We should clearly communicate this status to users, and make sure that
users don't use ghost nodes in their projects without a very clear
understanding of what they're getting themselves into.
## Solution
To make life easy for users (and Bevy), `GhostNode` and all associated
helpers remain public and are always available.
However, actually constructing these requires enabling a feature flag
that's clearly marked as experimental. To do so, I've added a
meaningless private field.
When the feature flag is enabled, our constructs (`new` and `default`)
can be used. I've added a `new` constructor, which should be preferred
over `Default::default` as that can be readily deprecated, allowing us
to prompt users to swap over to the much nicer `GhostNode` syntax once
this is a unit struct again.
Full credit: this was mostly @cart's design: I'm just implementing it!
## Testing
I've run the ghost_nodes example and it fails to compile without the
feature flag. With the feature flag, it works fine :)
---------
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
# Objective
Closes#15545.
`bevy_picking` supports UI and sprite picking, but not mesh picking.
Being able to pick meshes would be extremely useful for various games,
tools, and our own examples, as well as scene editors and inspectors.
So, we need a mesh picking backend!
Luckily,
[`bevy_mod_picking`](https://github.com/aevyrie/bevy_mod_picking) (which
`bevy_picking` is based on) by @aevyrie already has a [backend for
it](74f0c3c0fb/backends/bevy_picking_raycast/src/lib.rs)
using [`bevy_mod_raycast`](https://github.com/aevyrie/bevy_mod_raycast).
As a side product of adding mesh picking, we also get support for
performing ray casts on meshes!
## Solution
Upstream a large chunk of the immediate-mode ray casting functionality
from `bevy_mod_raycast`, and add a mesh picking backend based on
`bevy_mod_picking`. Huge thanks to @aevyrie who did all the hard work on
these incredible crates!
All meshes are pickable by default. Picking can be disabled for
individual entities by adding `PickingBehavior::IGNORE`, like normal.
Or, if you want mesh picking to be entirely opt-in, you can set
`MeshPickingBackendSettings::require_markers` to `true` and add a
`RayCastPickable` component to the desired camera and target entities.
You can also use the new `MeshRayCast` system parameter to cast rays
into the world manually:
```rust
fn ray_cast_system(mut ray_cast: MeshRayCast, foo_query: Query<(), With<Foo>>) {
let ray = Ray3d::new(Vec3::ZERO, Dir3::X);
// Only ray cast against entities with the `Foo` component.
let filter = |entity| foo_query.contains(entity);
// Never early-exit. Note that you can change behavior per-entity.
let early_exit_test = |_entity| false;
// Ignore the visibility of entities. This allows ray casting hidden entities.
let visibility = RayCastVisibility::Any;
let settings = RayCastSettings::default()
.with_filter(&filter)
.with_early_exit_test(&early_exit_test)
.with_visibility(visibility);
// Cast the ray with the settings, returning a list of intersections.
let hits = ray_cast.cast_ray(ray, &settings);
}
```
This is largely a direct port, but I did make several changes to match
our APIs better, remove things we don't need or that I think are
unnecessary, and do some general improvements to code quality and
documentation.
### Changes Relative to `bevy_mod_raycast` and `bevy_mod_picking`
- Every `Raycast` and "raycast" has been renamed to `RayCast` and "ray
cast" (similar reasoning as the "Naming" section in #15724)
- `Raycast` system param has been renamed to `MeshRayCast` to avoid
naming conflicts and to be explicit that it is not for colliders
- `RaycastBackend` has been renamed to `MeshPickingBackend`
- `RayCastVisibility` variants are now `Any`, `Visible`, and
`VisibleInView` instead of `Ignore`, `MustBeVisible`, and
`MustBeVisibleAndInView`
- `NoBackfaceCulling` has been renamed to `RayCastBackfaces`, to avoid
implying that it affects the rendering of backfaces for meshes (it
doesn't)
- `SimplifiedMesh` and `RayCastBackfaces` live near other ray casting
API types, not in their own 10 LoC module
- All intersection logic and types are in the same `intersections`
module, not split across several modules
- Some intersection types have been renamed to be clearer and more
consistent
- `IntersectionData` -> `RayMeshHit`
- `RayHit` -> `RayTriangleHit`
- General documentation and code quality improvements
### Removed / Not Ported
- Removed unused ray helpers and types, like `PrimitiveIntersection`
- Removed getters on intersection types, and made their properties
public
- There is no `2d` feature, and `Raycast::mesh_query` and
`Raycast::mesh2d_query` have been merged into `MeshRayCast::mesh_query`,
which handles both 2D and 3D
- I assume this existed previously because `Mesh2dHandle` used to be in
`bevy_sprite`. Now both the 2D and 3D mesh are in `bevy_render`.
- There is no `debug` feature or ray debug rendering
- There is no deferred API (`RaycastSource`)
- There is no `CursorRayPlugin` (the picking backend handles this)
### Note for Reviewers
In case it's helpful, the [first
commit](281638ef10)
here is essentially a one-to-one port. The rest of the commits are
primarily refactoring and cleaning things up in the ways listed earlier,
as well as changes to the module structure.
It may also be useful to compare the original [picking
backend](74f0c3c0fb/backends/bevy_picking_raycast/src/lib.rs)
and [`bevy_mod_raycast`](https://github.com/aevyrie/bevy_mod_raycast) to
this PR. Feel free to mention if there are any changes that I should
revert or something I should not include in this PR.
## Testing
I tested mesh picking and relevant components in some examples, for both
2D and 3D meshes, and added a new `mesh_picking` example. I also
~~stole~~ ported over the [ray-mesh intersection
benchmark](dbc5ef32fe/benches/ray_mesh_intersection.rs)
from `bevy_mod_raycast`.
---
## Showcase
Below is a version of the `2d_shapes` example modified to demonstrate 2D
mesh picking. This is not included in this PR.
https://github.com/user-attachments/assets/7742528c-8630-4c00-bacd-81576ac432bf
And below is the new `mesh_picking` example:
https://github.com/user-attachments/assets/b65c7a5a-fa3a-4c2d-8bbd-e7a2c772986e
There is also a really cool new `mesh_ray_cast` example ported over from
`bevy_mod_raycast`:
https://github.com/user-attachments/assets/3c5eb6c0-bd94-4fb0-bec6-8a85668a06c9
---------
Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Trent <2771466+tbillington@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
# Objective
Bevy supports feature gates for each format it supports, but several
formats that it loads via the `image` crate do not have feature gates.
Additionally, the QOI format is supported by the `image` crate and
wasn't available at all. This fixes that.
## Solution
The following feature gates are added:
* `avif`
* `ff` (Farbfeld)
* `gif`
* `ico`
* `qoi`
* `tiff`
None of these formats are enabled by default, despite the fact that all
these formats appeared to be enabled by default before. Since
`default-features` was disabled for the `image` crate, it's likely that
using any of these formats would have errored by default before this
change, although this probably needs additional testing.
## Testing
The changes seemed minimal enough that a compile test would be
sufficient.
## Migration guide
Image formats that previously weren't feature-gated are now
feature-gated, meaning they will have to be enabled if you use them:
* `avif`
* `ff` (Farbfeld)
* `gif`
* `ico`
* `tiff`
Additionally, the `qoi` feature has been added to support loading QOI
format images.
Previously, these formats appeared in the enum by default, but weren't
actually enabled via the `image` crate, potentially resulting in weird
bugs. Now, you should be able to add these features to your projects to
support them properly.
# Objective
- `bevy_render` should not depend on `bevy_winit`
- Fixes#15565
## Solution
- `bevy_render` no longer depends on `bevy_winit`
- The following is behind the `custom_cursor` feature
- Move custom cursor code from `bevy_render` to `bevy_winit` behind the
`custom_cursor` feature
- `bevy_winit` now depends on `bevy_render` (for `Image` and
`TextureFormat`)
- `bevy_winit` now depends on `bevy_asset` (for `Assets`, `Handle` and
`AssetId`)
- `bevy_winit` now depends on `bytemuck` (already in tree)
- Custom cursor code in `bevy_winit` reworked to use `AssetId` (other
than that it is taken over 1:1)
- Rework `bevy_winit` custom cursor interface visibility now that the
logic is all contained in `bevy_winit`
## Testing
- I ran the screenshot and window_settings examples
- Tested on linux wayland so far
---
## Migration Guide
`CursorIcon` and `CustomCursor` previously provided by
`bevy::render::view::cursor` is now available from `bevy::winit`.
A new feature `custom_cursor` enables this functionality (default
feature).
# Objective
Add two features to switch bevy to use `NativeActivity` or
`GameActivity` on Android, use `GameActivity` by default.
Also close #12058 and probably #12026 .
## Solution
Add two features to the corresponding crates so you can toggle it, like
what `winit` and `android-activity` crate did.
---
## Changelog
Removed default `NativeActivity` feature implementation for Android,
added two new features to enable `NativeActivity` and `GameActivity`,
and use `GameActivity` by default.
## Migration Guide
Because `cargo-apk` is not compatible with `GameActivity`,
building/running using `cargo apk build/run -p bevy_mobile_example` is
no longer possible.
Users should follow the new workflow described in document.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
Co-authored-by: Rich Churcher <rich.churcher@gmail.com>
# Objective
Mostly covers the first point in
https://github.com/bevyengine/bevy/issues/13713#issuecomment-2364786694
The idea here is that a lot of people want to load their own texture
atlases, and many of them do this by deserializing some custom version
of `TextureAtlasLayout`. This makes that a little easier by providing
`serde` impls for them.
## Solution
In order to make `TextureAtlasLayout` serializable, the custom texture
mappings that are added by `TextureAtlasBuilder` were separated into
their own type, `TextureAtlasSources`. The inner fields are made public
so people can create their own version of this type, although because it
embeds asset IDs, it's not as easily serializable. In particular,
atlases that are loaded directly (e.g. sprite sheets) will not have a
copy of this map, and so, don't need to construct it at all.
As an aside, since this is the very first thing in `bevy_sprite` with
`serde` impls, I've added a `serialize` feature to the crate and made
sure it gets activated when the `serialize` feature is enabled on the
parent `bevy` crate.
## Testing
I was kind of shocked that there isn't anywhere in the code besides a
single example that actually used this functionality, so, it was
relatively straightforward to do.
In #13713, among other places, folks have mentioned adding custom
serialization into their pipelines. It would be nice to hear from people
whether this change matches what they're doing in their code, and if
it's relatively seamless to adapt to. I suspect that the answer is yes,
but, that's mainly the only other kind of testing that can be added.
## Migration Guide
`TextureAtlasBuilder` no longer stores a mapping back to the original
images in `TextureAtlasLayout`; that functionality has been added to a
new struct, `TextureAtlasSources`, instead. This also means that the
signature for `TextureAtlasBuilder::finish` has changed, meaning that
calls of the form:
```rust
let (atlas_layout, image) = builder.build()?;
```
Will now change to the form:
```rust
let (atlas_layout, atlas_sources, image) = builder.build()?;
```
And instead of performing a reverse-lookup from the layout, like so:
```rust
let atlas_layout_handle = texture_atlases.add(atlas_layout.clone());
let index = atlas_layout.get_texture_index(&my_handle);
let handle = TextureAtlas {
layout: atlas_layout_handle,
index,
};
```
You can perform the lookup from the sources instead:
```rust
let atlas_layout = texture_atlases.add(atlas_layout);
let index = atlas_sources.get_texture_index(&my_handle);
let handle = TextureAtlas {
layout: atlas_layout,
index,
};
```
Additionally, `TextureAtlasSources` also has a convenience method,
`handle`, which directly combines the index and an existing
`TextureAtlasLayout` handle into a new `TextureAtlas`:
```rust
let atlas_layout = texture_atlases.add(atlas_layout);
let handle = atlas_sources.handle(atlas_layout, &my_handle);
```
## Extra notes
In the future, it might make sense to combine the three types returned
by `TextureAtlasBuilder` into their own struct, just so that people
don't need to assign variable names to all three parts. In particular,
when creating a version that can be loaded directly (like #11873), we
could probably use this new type.
# Objective
Adopted from #13563.
The goal is to implement the Bevy Remote Protocol over HTTP/JSON,
allowing the ECS to be interacted with remotely.
## Solution
At a high level, there are really two separate things that have been
undertaken here:
1. First, `RemotePlugin` has been created, which has the effect of
embedding a [JSON-RPC](https://www.jsonrpc.org/specification) endpoint
into a Bevy application.
2. Second, the [Bevy Remote Protocol
verbs](https://gist.github.com/coreh/1baf6f255d7e86e4be29874d00137d1d#file-bevy-remote-protocol-md)
(excluding `POLL`) have been implemented as remote methods for that
JSON-RPC endpoint under a Bevy-exclusive namespace (e.g. `bevy/get`,
`bevy/list`, etc.).
To avoid some repetition, here is the crate-level documentation, which
explains the request/response structure, built-in-methods, and custom
method configuration:
<details>
<summary>Click to view crate-level docs</summary>
```rust
//! An implementation of the Bevy Remote Protocol over HTTP and JSON, to allow
//! for remote control of a Bevy app.
//!
//! Adding the [`RemotePlugin`] to your [`App`] causes Bevy to accept
//! connections over HTTP (by default, on port 15702) while your app is running.
//! These *remote clients* can inspect and alter the state of the
//! entity-component system. Clients are expected to `POST` JSON requests to the
//! root URL; see the `client` example for a trivial example of use.
//!
//! The Bevy Remote Protocol is based on the JSON-RPC 2.0 protocol.
//!
//! ## Request objects
//!
//! A typical client request might look like this:
//!
//! ```json
//! {
//! "method": "bevy/get",
//! "id": 0,
//! "params": {
//! "entity": 4294967298,
//! "components": [
//! "bevy_transform::components::transform::Transform"
//! ]
//! }
//! }
//! ```
//!
//! The `id` and `method` fields are required. The `param` field may be omitted
//! for certain methods:
//!
//! * `id` is arbitrary JSON data. The server completely ignores its contents,
//! and the client may use it for any purpose. It will be copied via
//! serialization and deserialization (so object property order, etc. can't be
//! relied upon to be identical) and sent back to the client as part of the
//! response.
//!
//! * `method` is a string that specifies one of the possible [`BrpRequest`]
//! variants: `bevy/query`, `bevy/get`, `bevy/insert`, etc. It's case-sensitive.
//!
//! * `params` is parameter data specific to the request.
//!
//! For more information, see the documentation for [`BrpRequest`].
//! [`BrpRequest`] is serialized to JSON via `serde`, so [the `serde`
//! documentation] may be useful to clarify the correspondence between the Rust
//! structure and the JSON format.
//!
//! ## Response objects
//!
//! A response from the server to the client might look like this:
//!
//! ```json
//! {
//! "jsonrpc": "2.0",
//! "id": 0,
//! "result": {
//! "bevy_transform::components::transform::Transform": {
//! "rotation": { "x": 0.0, "y": 0.0, "z": 0.0, "w": 1.0 },
//! "scale": { "x": 1.0, "y": 1.0, "z": 1.0 },
//! "translation": { "x": 0.0, "y": 0.5, "z": 0.0 }
//! }
//! }
//! }
//! ```
//!
//! The `id` field will always be present. The `result` field will be present if the
//! request was successful. Otherwise, an `error` field will replace it.
//!
//! * `id` is the arbitrary JSON data that was sent as part of the request. It
//! will be identical to the `id` data sent during the request, modulo
//! serialization and deserialization. If there's an error reading the `id` field,
//! it will be `null`.
//!
//! * `result` will be present if the request succeeded and will contain the response
//! specific to the request.
//!
//! * `error` will be present if the request failed and will contain an error object
//! with more information about the cause of failure.
//!
//! ## Error objects
//!
//! An error object might look like this:
//!
//! ```json
//! {
//! "code": -32602,
//! "message": "Missing \"entity\" field"
//! }
//! ```
//!
//! The `code` and `message` fields will always be present. There may also be a `data` field.
//!
//! * `code` is an integer representing the kind of an error that happened. Error codes documented
//! in the [`error_codes`] module.
//!
//! * `message` is a short, one-sentence human-readable description of the error.
//!
//! * `data` is an optional field of arbitrary type containing additional information about the error.
//!
//! ## Built-in methods
//!
//! The Bevy Remote Protocol includes a number of built-in methods for accessing and modifying data
//! in the ECS. Each of these methods uses the `bevy/` prefix, which is a namespace reserved for
//! BRP built-in methods.
//!
//! ### bevy/get
//!
//! Retrieve the values of one or more components from an entity.
//!
//! `params`:
//! - `entity`: The ID of the entity whose components will be fetched.
//! - `components`: An array of fully-qualified type names of components to fetch.
//!
//! `result`: A map associating each type name to its value on the requested entity.
//!
//! ### bevy/query
//!
//! Perform a query over components in the ECS, returning all matching entities and their associated
//! component values.
//!
//! All of the arrays that comprise this request are optional, and when they are not provided, they
//! will be treated as if they were empty.
//!
//! `params`:
//! `params`:
//! - `data`:
//! - `components` (optional): An array of fully-qualified type names of components to fetch.
//! - `option` (optional): An array of fully-qualified type names of components to fetch optionally.
//! - `has` (optional): An array of fully-qualified type names of components whose presence will be
//! reported as boolean values.
//! - `filter` (optional):
//! - `with` (optional): An array of fully-qualified type names of components that must be present
//! on entities in order for them to be included in results.
//! - `without` (optional): An array of fully-qualified type names of components that must *not* be
//! present on entities in order for them to be included in results.
//!
//! `result`: An array, each of which is an object containing:
//! - `entity`: The ID of a query-matching entity.
//! - `components`: A map associating each type name from `components`/`option` to its value on the matching
//! entity if the component is present.
//! - `has`: A map associating each type name from `has` to a boolean value indicating whether or not the
//! entity has that component. If `has` was empty or omitted, this key will be omitted in the response.
//!
//! ### bevy/spawn
//!
//! Create a new entity with the provided components and return the resulting entity ID.
//!
//! `params`:
//! - `components`: A map associating each component's fully-qualified type name with its value.
//!
//! `result`:
//! - `entity`: The ID of the newly spawned entity.
//!
//! ### bevy/destroy
//!
//! Despawn the entity with the given ID.
//!
//! `params`:
//! - `entity`: The ID of the entity to be despawned.
//!
//! `result`: null.
//!
//! ### bevy/remove
//!
//! Delete one or more components from an entity.
//!
//! `params`:
//! - `entity`: The ID of the entity whose components should be removed.
//! - `components`: An array of fully-qualified type names of components to be removed.
//!
//! `result`: null.
//!
//! ### bevy/insert
//!
//! Insert one or more components into an entity.
//!
//! `params`:
//! - `entity`: The ID of the entity to insert components into.
//! - `components`: A map associating each component's fully-qualified type name with its value.
//!
//! `result`: null.
//!
//! ### bevy/reparent
//!
//! Assign a new parent to one or more entities.
//!
//! `params`:
//! - `entities`: An array of entity IDs of entities that will be made children of the `parent`.
//! - `parent` (optional): The entity ID of the parent to which the child entities will be assigned.
//! If excluded, the given entities will be removed from their parents.
//!
//! `result`: null.
//!
//! ### bevy/list
//!
//! List all registered components or all components present on an entity.
//!
//! When `params` is not provided, this lists all registered components. If `params` is provided,
//! this lists only those components present on the provided entity.
//!
//! `params` (optional):
//! - `entity`: The ID of the entity whose components will be listed.
//!
//! `result`: An array of fully-qualified type names of components.
//!
//! ## Custom methods
//!
//! In addition to the provided methods, the Bevy Remote Protocol can be extended to include custom
//! methods. This is primarily done during the initialization of [`RemotePlugin`], although the
//! methods may also be extended at runtime using the [`RemoteMethods`] resource.
//!
//! ### Example
//! ```ignore
//! fn main() {
//! App::new()
//! .add_plugins(DefaultPlugins)
//! .add_plugins(
//! // `default` adds all of the built-in methods, while `with_method` extends them
//! RemotePlugin::default()
//! .with_method("super_user/cool_method".to_owned(), path::to::my:🆒:handler)
//! // ... more methods can be added by chaining `with_method`
//! )
//! .add_systems(
//! // ... standard application setup
//! )
//! .run();
//! }
//! ```
//!
//! The handler is expected to be a system-convertible function which takes optional JSON parameters
//! as input and returns a [`BrpResult`]. This means that it should have a type signature which looks
//! something like this:
//! ```
//! # use serde_json::Value;
//! # use bevy_ecs::prelude::{In, World};
//! # use bevy_remote::BrpResult;
//! fn handler(In(params): In<Option<Value>>, world: &mut World) -> BrpResult {
//! todo!()
//! }
//! ```
//!
//! Arbitrary system parameters can be used in conjunction with the optional `Value` input. The
//! handler system will always run with exclusive `World` access.
//!
//! [the `serde` documentation]: https://serde.rs/
```
</details>
### Message lifecycle
At a high level, the lifecycle of client-server interactions is
something like this:
1. The client sends one or more `BrpRequest`s. The deserialized version
of that is just the Rust representation of a JSON-RPC request, and it
looks like this:
```rust
pub struct BrpRequest {
/// The action to be performed. Parsing is deferred for the sake of error reporting.
pub method: Option<Value>,
/// Arbitrary data that will be returned verbatim to the client as part of
/// the response.
pub id: Option<Value>,
/// The parameters, specific to each method.
///
/// These are passed as the first argument to the method handler.
/// Sometimes params can be omitted.
pub params: Option<Value>,
}
```
2. These requests are accumulated in a mailbox resource (small lie but
close enough).
3. Each update, the mailbox is drained by a system
`process_remote_requests`, where each request is processed according to
its `method`, which has an associated handler. Each handler is a Bevy
system that runs with exclusive world access and returns a result; e.g.:
```rust
pub fn process_remote_get_request(In(params): In<Option<Value>>, world: &World) -> BrpResult { // ... }
```
4. The result (or an error) is reported back to the client.
## Testing
This can be tested by using the `server` and `client` examples. The
`client` example is not particularly exhaustive at the moment (it only
creates barebones `bevy/query` requests) but is still informative. Other
queries can be made using `curl` with the `server` example running.
For example, to make a `bevy/list` request and list all registered
components:
```bash
curl -X POST -d '{ "jsonrpc": "2.0", "id": 1, "method": "bevy/list" }' 127.0.0.1:15702 | jq .
```
---
## Future direction
There were a couple comments on BRP versioning while this was in draft.
I agree that BRP versioning is a good idea, but I think that it requires
some consensus on a couple fronts:
- First of all, what does the version actually mean? Is it a version for
the protocol itself or for the `bevy/*` methods implemented using it?
Both?
- Where does the version actually live? The most natural place is just
where we have `"jsonrpc"` right now (at least if it's versioning the
protocol itself), but this means we're not actually conforming to
JSON-RPC any more (so, for example, any client library used to construct
JSON-RPC requests would stop working). I'm not really against that, but
it's at least a real decision.
- What do we actually do when we encounter mismatched versions? Adding
handling for this would be actual scope creep instead of just a little
add-on in my opinion.
Another thing that would be nice is making the internal structure of the
implementation less JSON-specific. Right now, for example, component
values that will appear in server responses are quite eagerly converted
to JSON `Value`s, which prevents disentangling the handler logic from
the communication medium, but it can probably be done in principle and I
imagine it would enable more code reuse (e.g. for custom method
handlers) in addition to making the internals more readily usable for
other formats.
---------
Co-authored-by: Patrick Walton <pcwalton@mimiga.net>
Co-authored-by: DragonGamesStudios <margos.michal@gmail.com>
Co-authored-by: Christopher Biscardi <chris@christopherbiscardi.com>
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>