Commit Graph

7078 Commits

Author SHA1 Message Date
Joel Singh
fa449e6267
Add example to Single docs (#19461) (#19603)
# Objective

- Add example to `Single` docs, highlighting that you can use methods
and properties directly.
- Fixes #19461

## Solution

- Added example to inline docs of `Single`

## Testing

- `cargo test --doc`
- `cargo doc --open`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-13 00:46:11 +00:00
JMS55
bab31e3777
Initial raytraced lighting progress (bevy_solari) (#19058)
# 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?

![image](https://github.com/user-attachments/assets/06522007-c205-46eb-8178-823f19917def)

* 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>
2025-06-12 21:26:10 +00:00
Alice Cecile
58c276ab44
Make the ObservedBy component useful to public consumers (#19591)
# Objective

As raised by @Jondolf, this type is `pub`, and useful for various
consumers to ensure cleanup or debugging.

However, it doesn't offer any way to actually view the data.

## Solution

- Add a read-only view of the data.
- Don't add any (easy) way to mutate the data, as this presents a huge
footgun.
- Implement Reflect and register the component so you can see it in
inspectors nicely.
2025-06-12 20:07:11 +00:00
Joshua Holmes
8010185275
Make GILRS and WINIT_WINDOWS public (#19575)
After removing `!Send` resources, `GILRS` and `WINIT_WINDOWS` were not
made public, which is a breaking change. This was brought up in a
[comment on that
PR](https://github.com/bevyengine/bevy/pull/18386#issuecomment-2954209010).
This PR makes them public.

Fixes #19540.
2025-06-12 20:05:00 +00:00
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
张林伟
98a46f79df
Fix bevy_core_widgets crate description typo (#19578)
# Objective

Fix `bevy_core_widgets`  crate description typo.
2025-06-11 22:30:35 +00:00
Alice Cecile
12f8f9c07c
Thoroughly document the current state of observers (#19590)
# Objective

The documentation for observers is not very good. This poses a problem
to users, but *also* causes serious problems for engine devs, as they
attempt to improve assorted issues surrounding observers.

This PR:

- Fixes #14084.
- Fixes #14726.
- Fixes #16538.
- Closes #18914, by attempting to solve the same issue.

To keep this PR at all reviewable, I've opted to simply note the various
limitations (some may call them bugs!) in place, rather than attempting
to fix them. There is a huge amount of cleanup work to be done here: see
https://github.com/orgs/bevyengine/projects/17.

## Solution

- Write good module docs for observers, offering bread crumbs to the
most common methods and techniques and comparing-and-contrasting as
needed.
- Fix any actively misleading documentation.
- Try to explain how the various bits of the (public?!) internals are
related.

---------

Co-authored-by: Chris Biscardi <chris@christopherbiscardi.com>
Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
2025-06-11 22:04:52 +00:00
Joona Aalto
33c6f45a35
Rename some pointer events and components (#19574)
# Objective

#19366 implemented core button widgets, which included the `Depressed`
state component.

`Depressed` was chosen instead of `Pressed` to avoid conflict with the
`Pointer<Pressed>` event, but it is problematic and awkward in many
ways:

- Using the word "depressed" for such a high-traffic type is not great
due to the obvious connection to "depressed" as in depression.
- "Depressed" is not what I would search for if I was looking for a
component like this, and I'm not aware of any other engine or UI
framework using the term.
- `Depressed` is not a very natural pair to the `Pointer<Pressed>`
event.
- It might be because I'm not a native English speaker, but I have very
rarely heard someone say "a button is depressed". Seeing it, my mind
initially goes from "depression??" to "oh, de-pressed, meaning released"
and definitely not "is pressed", even though that *is* also a valid
meaning for it.

A related problem is that the current `Pointer<Pressed>` and
`Pointer<Released>` event names use a different verb tense than all of
our other observer events such as `Pointer<Click>` or
`Pointer<DragStart>`. By fixing this and renaming `Pressed` (and
`Released`), we can then use `Pressed` instead of `Depressed` for the
state component.

Additionally, the `IsHovered` and `IsDirectlyHovered` components added
in #19366 use an inconsistent naming; the other similar components don't
use an `Is` prefix. It also makes query filters like `Has<IsHovered>`
and `With<IsHovered>` a bit more awkward.

This is partially related to Cart's [picking concept
proposal](https://gist.github.com/cart/756e48a149db2838028be600defbd24a?permalink_comment_id=5598154).

## Solution

- Rename `Pointer<Pressed>` to `Pointer<Press>`
- Rename `Pointer<Released>` to `Pointer<Release>`
- Rename `Depressed` to `Pressed`
- Rename `IsHovered` to `Hovered`
- Rename `IsDirectlyHovered` to `DirectlyHovered`
2025-06-10 21:57:28 +00:00
Mads Marquart
27b64c3bf1
Fix iOS simulator build (#19498)
# Objective

Fixes https://github.com/bevyengine/bevy/issues/18893.

## Solution

`bindgen` currently has issues with building Xcode 16.3 and above, due
to Clang being more strict about target triples. It was fixed in
https://github.com/rust-lang/rust-bindgen/pull/3182, but as a breaking
release, so affected dependencies have to be updated to either not
depend on `bindgen`, or depend on a fixed version of it:
- `tracing-oslog`: https://github.com/Absolucy/tracing-oslog/pull/12
- `coreaudio-sys`: https://github.com/RustAudio/coreaudio-sys/pull/114

## Testing

```sh
cargo build --target aarch64-apple-ios-sim
```

With Xcode 16.3 or 16.4.
2025-06-10 17:01:37 +00:00
Talin
57ddae1e93
Core button widget (#19366)
# Objective

Part of #19236

## Solution

Adds a new `bevy_core_widgets` crate containing headless widget
implementations. This PR adds a single `CoreButton` widget, more widgets
to be added later once this is approved.

## Testing

There's an example, ui/core_widgets.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-10 12:50:08 -04:00
Alice Cecile
030edbf3fe
Rename bevy_ecs::world::Entry to ComponentEntry (#19517)
# Objective

As discussed in #19285, some of our names conflict. `Entry` in bevy_ecs
is one of those overly general names.

## Solution

Rename this type (and the related types) to `ComponentEntry`.

---------

Co-authored-by: urben1680 <55257931+urben1680@users.noreply.github.com>
2025-06-10 01:12:40 +00:00
Alice Cecile
6ddd0f16a8
Component lifecycle reorganization and documentation (#19543)
# Objective

I set out with one simple goal: clearly document the differences between
each of the component lifecycle events via module docs.

Unfortunately, no such module existed: the various lifecycle code was
scattered to the wind.
Without a unified module, it's very hard to discover the related types,
and there's nowhere good to put my shiny new documentation.

## Solution

1. Unify the assorted types into a single
`bevy_ecs::component_lifecycle` module.
2. Write docs.
3. Write a migration guide.

## Testing

Thanks CI!

## Follow-up

1. The lifecycle event names are pretty confusing, especially
`OnReplace`. We should consider renaming those. No bikeshedding in my PR
though!
2. Observers need real module docs too :(
3. Any additional functional changes should be done elsewhere; this is a
simple docs and re-org PR.

---------

Co-authored-by: theotherphil <phil.j.ellison@gmail.com>
2025-06-10 00:59:16 +00:00
Ayan Das
c35df3ca66
Added async_executor to the array of features enabled by multi_threaded within bevy_tasks crate to prevent compile-time error when default-features are disabled. (#19334)
## Objective

Fixes #19051.

---

## Solution
Originally implemented `compiler_error!()` within bevy_tasks/src/lib.rs
file to provide descriptive message regarding missing feature. However,
a cleaner approach was to add `async_executor` to the array of features
enabled by `multi_threaded` instead. This removes the need for users to
manually add `features = ["multi_threaded", "async_executor"]`
separately as needed to be done previously.

---

## Testing

These changes were tested using a minimal, external project designed to
specifically test whether the standalone `multi_threaded` feature for
`bevy_tasks` with `default-features` disabled worked as intended without
running into any compile-time error.

### How it was tested:
1. A `bevy_tasks_test` binary project was set up in an external
directory.
2. Its `Cargo.toml` was configured to depend on the local `bevy_tasks`,
explicitly disabling default features and enabling only
`multi_threaded`.
3. A simple `bevy_tasks_test/bin/bevy_crates_test.rs` was created and
configured within `Cargo.toml` file where bevy_tasks was set to the
local version of the crate with the modified changes and `cargo add
bevy_platform` was executed through the terminal since that dependency
is also needed to execute the sample examples.
4. Then both the `examples/busy_behavior.rs` and
`examples/idle_behavior.rs` code was added and tested with just the
`multi_threaded` feature was enabled and the code executed successfully.

### Results:
The code executed successfully for both examples where a threadPool was
utilized with 4 tasks and spawning 40 tasks that spin for 100ms.
Demonstrating how the threads finished executing all the tasks
simultaneously after a brief delay of less than a second (this is
referencing `bevy_tasks/examples/busy_behavior.rs`). Alongside the
second example where one thread per logical core was was utilized for a
single spinning task and aside from utilizing the single thread, system
was intended to remain idle as part of good practice when it comes to
handling small workloads. (this is referencing
`bevy_tasks/examples/idle_behavior.rs`).

### How to test:
Reviewers can easily verify this by:
1.  Checking out this PR.
2. Creating `cargo new bevy_tasks_test` and the `Cargo.toml` should look
something like this:
    ```toml
    # bevy/tests/compile_fail_tasks/Cargo.toml
    [package]
    name = "bevy_tasks_test"
    version = "0.1.0"
    edition = "2021"
    publish = false

    [dependencies]
    # path to bevy_tasks sub-crate to test locally
bevy_tasks = { path = "../../bevy_tasks", default-features = false,
features = ["multi_threaded"] }
    bevy_platform = "0.16.1"
    ```
3. Copying the examples within bevy_creates/examples one by one and
testing them separately within `src/main.rs` to check whether the
examples work.
4. Then simply running `cargo run` within the terminal should suffice to
test if the single `multi_threaded` feature works without the need for
separately adding `async_executor` as `multi_threaded` already uses
`async_executor` internally.

### Platforms tested:
macOS (aarch64). As a `#[cfg]` based compile-time check, behavior should
be consistent across platforms.
2025-06-10 00:54:46 +00:00
Guillaume Wafo-Tapa
0e805eb49c
Implement SystemCondition for systems returning Result<bool, BevyError> and Result<(), BevyError> (#19553)
# Objective

Fixes #19403
As described in the issue, the objective is to support the use of
systems returning `Result<(), BevyError>` and
`Result<bool, BevyError>` as run conditions. In these cases, the run
condition would hold on `Ok(())` and `Ok(true)` respectively.


## Solution

`IntoSystem<In, bool, M>` cannot be implemented for systems returning
`Result<(), BevyError>` and `Result<bool, BevyError>` as that would
conflict with their trivial implementation of the trait. That led me to
add a method to the sealed trait `SystemCondition` that does the
conversion. In the original case of a system returning `bool`, the
system is returned as is. With the new types, the system is combined
with `map()` to obtain a `bool`.

By the way, I'm confused as to why `SystemCondition` has a generic `In`
parameter as it is only ever used with `In = ()` as far as I can tell.

## Testing

I added a simple test for both type of system. That's minimal but it
felt enough. I could not picture the more complicated tests passing for
a run condition returning `bool` and failing for the new types.

## Doc

I documenting the change on the page of the trait. I had trouble wording
it right but I'm not sure how to improve it. The phrasing "the condition
returns `true`" which reads naturally is now technically incorrect as
the new types return a `Result`. However, the underlying condition
system that the implementing system turns into does indeed return
`bool`. But talking about the implementation details felt too much.
Another possibility is to use another turn of phrase like "the condition
holds" or "the condition checks out". I've left "the condition returns
`true`" in the documentation of `run_if` and the provided methods for
now.

I'm perplexed about the examples. In the first one, why not implement
the condition directly instead of having a system returning it? Is it
from a time of Bevy where you had to implement your conditions that way?
In that case maybe that should be updated. And in the second example I'm
missing the point entirely. As I stated above, I've only seen conditions
used in contexts where they have no input parameter. Here we create a
condition with an input parameter (cannot be used by `run_if`) and we
are using it with `pipe()` which actually doesn't need our system to
implement `SystemCondition`. Both examples are also calling
`IntoSystem::into_system` which should not be encouraged. What am I
missing?
2025-06-10 00:04:10 +00:00
Lucas Franca
f5f092f2f3
Fix new typos (#19562)
# Objective

Fix new typos found on new version of `typos` (#19551)

## Solution

Fix typos
2025-06-09 22:55:14 +00:00
andriyDev
0381a798e2
Delete System::component_access(). (#19496)
# Objective

- Cleanup related to #19495.

## Solution

- Delete `System::component_access()`. It is redundant with
`System::component_access_set().combined_access()`.

## Testing

- None. There are no callers of this function.
2025-06-09 22:54:52 +00:00
Zion Klinger
a4dd873df8
Fix uninlined format argument lint (#19561)
# Objective
Fixes #19370 

## Solution
Implemented the lint as suggested by clippy.

## Testing
CI tests passed and lint was resolved.
2025-06-09 20:53:19 +00:00
urben1680
1294b71e35
Introduce CheckChangeTicks event that is triggered by World::check_change_ticks (#19274)
# Objective

In the past I had custom data structures containing `Tick`s. I learned
that these need to be regularly checked to clamp them. But there was no
way to hook into that logic so I abandoned storing ticks since then.

Another motivation to open this up some more is to be more able to do a
correct implementation of `System::check_ticks`.

## Solution

Add `CheckChangeTicks` and trigger it in `World::check_change_ticks`.
Make `Tick::check_tick` public.

This event makes it possible to store ticks in components or resources
and have them checked.

I also made `Schedules::check_change_ticks` public so users can store
schedules in custom resources/components for whatever reasons.

## Testing

The logic boils down to a single `World::trigger` call and I don't think
this needs more tests.

## Alternatives

Making this obsolete like with #15683.

---

## Showcase

From the added docs:

```rs
use bevy_ecs::prelude::*;
use bevy_ecs::component::CheckChangeTicks;

#[derive(Resource)]
struct CustomSchedule(Schedule);

let mut world = World::new();
world.add_observer(|tick: Trigger<CheckChangeTicks>, mut schedule: ResMut<CustomSchedule>| {
    schedule.0.check_change_ticks(tick.get());
});
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-09 20:44:49 +00:00
Marcel Müller
2768af5d2d
Allow not emitting BundleFromComponents with Bundle derive macro (#19249)
# Objective

Fixes #19136

## Solution

- Add a new container attribute which when set does not emit
`BundleFromComponents`

## Testing

- Did you test these changes?

Yes, a new test was added.

- Are there any parts that need more testing?

Since `BundleFromComponents` is unsafe I made extra sure that I did not
misunderstand its purpose. As far as I can tell, _not_ implementing it
is ok.

- How can other people (reviewers) test your changes? Is there anything
specific they need to know?

Nope

- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?

I don't think the platform is relevant

---



One thing I am not sure about is how to document this? I'll gladly add
it

---------

Signed-off-by: Marcel Müller <neikos@neikos.email>
2025-06-09 20:15:42 +00:00
Erick Z
b6e4d171b5
Adding PartialEq to some UI and Text types (#19552)
# Objective

- During the development of
[`bevy_flair`](https://github.com/eckz/bevy_flair) I found [some types
lacking
`PartialEq`](https://github.com/search?q=repo%3Aeckz%2Fbevy_flair%20%20%22Try%20to%20upstream%20it%20to%20bevy%22&type=code)
which made the unit testing a little bit inconvinient.

## Solution

- Adding `PartialEq` for the following types:
  - `LineHeight `
  - `TextShadow`
  - `NodeImageMode`

## Testing

- Letting github actions do the testing, this is not an invasive change
and `cargo run --bin ci` doesn't seem to work in `main` at the moment.
2025-06-09 20:08:17 +00:00
JMS55
476e644a7d
Add extra buffer usages field to MeshAllocator (#19546)
Split off from https://github.com/bevyengine/bevy/pull/19058
2025-06-09 20:03:57 +00:00
Alice Cecile
155ebf7898
Write real docs for SystemSet (#19538)
# Objective

`SystemSet`s are surprisingly rich and nuanced, but are extremely poorly
documented.

Fixes #19536.

## Solution

Explain the basic concept of system sets, how to create them, and give
some opinionated advice about their more advanced functionality.

## Follow-up

I'd like proper module level docs on system ordering that I can link to
here, but they don't exist. Punting to follow-up!

---------

Co-authored-by: theotherphil <phil.j.ellison@gmail.com>
2025-06-09 20:03:02 +00:00
ickshonpe
02fa833be1
Rename JustifyText to Justify (#19522)
# 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>
2025-06-09 19:59:48 +00:00
SpecificProtagonist
437c4d5b25
Minor clear color doc improvements (#19514) 2025-06-09 19:56:58 +00:00
theotherphil
5279863c42
Add missing docs for ImageLoader (#19499)
# Objective

Yet another tiny step towards
https://github.com/bevyengine/bevy/issues/3492.

---------

Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
2025-06-09 19:46:33 +00:00
andriyDev
f163649b48
Use component_access_set to determine the set of conflicting accesses between two systems. (#19495)
# Objective

- Fixes #4381

## Solution

- Replace `component_access` with `component_access_set` when
determining conflicting systems during schedule building.
- All `component_access()` impls just forward to
`&component_access_set().combined_access`, so we are essentially trading
`Access::is_compatible` for `FilteredAccessSet::is_compatible`.
- `FilteredAccessSet::get_conflicts` internally calls
`combined_access.is_compatible` as the first step, so we can remove that
redundant check.

## Testing

- Un-ignored a previously failing test now that it passes!
- Ran the `build_schedule` benchmark and got basically no change in the
results. Perhaps are benchmarks are just not targetted towards this
situation.
```
$ critcmp main fix-ambiguity -f 'build_schedule'
group                                          fix-ambiguity                          main
-----                                          -------------                          ----
build_schedule/1000_schedule                   1.00       2.9±0.02s        ? ?/sec    1.01       2.9±0.05s        ? ?/sec
build_schedule/1000_schedule_no_constraints    1.02     48.3±1.48ms        ? ?/sec    1.00     47.4±1.78ms        ? ?/sec
build_schedule/100_schedule                    1.00      9.9±0.17ms        ? ?/sec    1.06     10.5±0.32ms        ? ?/sec
build_schedule/100_schedule_no_constraints     1.00   804.7±21.85µs        ? ?/sec    1.03   828.7±19.36µs        ? ?/sec
build_schedule/500_schedule                    1.00    451.7±7.25ms        ? ?/sec    1.04   468.9±11.70ms        ? ?/sec
build_schedule/500_schedule_no_constraints     1.02     12.7±0.46ms        ? ?/sec    1.00     12.5±0.44ms        ? ?/sec
```
2025-06-09 19:40:52 +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
SpecificProtagonist
860ff7819b
Remove workaround for image resize warning (#19397)
# Objective

Follow up for #19116 and #19098

## Testing

viewport_node example
2025-06-09 19:32:57 +00:00
Sigma-dev
8cd53162bf
Add a despawn_children method to EntityWorldMut and EntityCommands (#19283)
# Objective

At the moment, if someone wants to despawn all the children of an
entity, they would need to use `despawn_related::<Children>();`.
In my opinion, this makes a very common operation less easily
discoverable and require some understanding of Entity Relationships.

## Solution

Adding a `despawn_children ` makes a very simple, discoverable and
readable way to despawn all the children while maintaining cohesion with
other similar methods.

## Testing

The implementation itself is very simple as it simply wraps around
`despawn_related` with `Children` as the generic type.
I gave it a quick try by modifying the parenting example and it worked
as expected.

---------

Co-authored-by: Zachary Harrold <zac@harrold.com.au>
2025-06-09 19:31:40 +00:00
theotherphil
20cd383b31
Mention Mut in QueryData docs, clarify behaviour of Mut vs &mut in Mut docs (#19254)
# Objective

- Fix https://github.com/bevyengine/bevy/issues/13843
- Clarify the difference between Mut and &mut when accessing query data

## Solution

- Mention `Mut` in `QueryData` docs as an example of a type that
implements this trait
- Give example of `iter_mut` vs `iter` access to `Mut` and `& mut`
parameters

## Testing

-
2025-06-09 19:21:04 +00:00
theotherphil
2bda628ecf
Clarify docs for transmute_lens functions (#19233)
# Objective

Make the restrictions of `transmute_lens` and related functions clearer.

Related issue: https://github.com/bevyengine/bevy/issues/12156
Related PR: https://github.com/bevyengine/bevy/pull/12157

## Solution

* Make it clearer that the set of returned entities is a subset of those
from the original query
* Move description of read/write/required access to a table
* Reference the new table in `transmute_lens` docs from the other
`transmute_lens*` functions

## Testing

cargo doc --open locally to check this render correctly

---------

Co-authored-by: Chris Russell <8494645+chescock@users.noreply.github.com>
2025-06-09 19:10:59 +00:00
ickshonpe
4836c7868c
Specialized UI transform (#16615)
# Objective

Add specialized UI transform `Component`s and fix some related problems:
* Animating UI elements by modifying the `Transform` component of UI
nodes doesn't work very well because `ui_layout_system` overwrites the
translations each frame. The `overflow_debug` example uses a horrible
hack where it copies the transform into the position that'll likely
cause a panic if any users naively copy it.
* Picking ignores rotation and scaling and assumes UI nodes are always
axis aligned.
* The clipping geometry stored in `CalculatedClip` is wrong for rotated
and scaled elements.
* Transform propagation is unnecessary for the UI, the transforms can be
updated during layout updates.
* The UI internals use both object-centered and top-left-corner-based
coordinates systems for UI nodes. Depending on the context you have to
add or subtract the half-size sometimes before transforming between
coordinate spaces. We should just use one system consistantly so that
the transform can always be directly applied.
* `Transform` doesn't support responsive coordinates.

## Solution

* Unrequire `Transform` from `Node`.
* New components `UiTransform`, `UiGlobalTransform`:
- `Node` requires `UiTransform`, `UiTransform` requires
`UiGlobalTransform`
- `UiTransform` is a 2d-only equivalent of `Transform` with a
translation in `Val`s.
- `UiGlobalTransform` newtypes `Affine2` and is updated in
`ui_layout_system`.
* New helper functions on `ComputedNode` for mapping between viewport
and local node space.
* The cursor position is transformed to local node space during picking
so that it respects rotations and scalings.
* To check if the cursor hovers a node recursively walk up the tree to
the root checking if any of the ancestor nodes clip the point at the
cursor. If the point is clipped the interaction is ignored.
* Use object-centered coordinates for UI nodes.
* `RelativeCursorPosition`'s coordinates are now object-centered with
(0,0) at the the center of the node and the corners at (±0.5, ±0.5).
* Replaced the `normalized_visible_node_rect: Rect` field of
`RelativeCursorPosition` with `cursor_over: bool`, which is set to true
when the cursor is over an unclipped point on the node. The visible area
of the node is not necessarily a rectangle, so the previous
implementation didn't work.

This should fix all the logical bugs with non-axis aligned interactions
and clipping. Rendering still needs changes but they are far outside the
scope of this PR.

Tried and abandoned two other approaches:
* New `transform` field on `Node`, require `GlobalTransform` on `Node`,
and unrequire `Transform` on `Node`. Unrequiring `Transform` opts out of
transform propagation so there is then no conflict with updating the
`GlobalTransform` in `ui_layout_system`. This was a nice change in its
simplicity but potentially confusing for users I think, all the
`GlobalTransform` docs mention `Transform` and having special rules for
how it's updated just for the UI is unpleasently surprising.
* New `transform` field on `Node`. Unrequire `Transform` on `Node`. New
`transform: Affine2` field on `ComputedNode`.
This was okay but I think most users want a separate specialized UI
transform components. The fat `ComputedNode` doesn't work well with
change detection.

Fixes #18929, #18930

## Testing

There is an example you can look at: 
```
cargo run --example ui_transform
```

Sometimes in the example if you press the rotate button couple of times
the first glyph from the top label disappears , I'm not sure what's
causing it yet but I don't think it's related to this PR.

##  Migration Guide
New specialized 2D UI transform components `UiTransform` and
`UiGlobalTransform`. `UiTransform` is a 2d-only equivalent of
`Transform` with a translation in `Val`s. `UiGlobalTransform` newtypes
`Affine2` and is updated in `ui_layout_system`.
`Node` now requires `UiTransform` instead of `Transform`. `UiTransform`
requires `UiGlobalTransform`.

In previous versions of Bevy `ui_layout_system` would overwrite UI
node's `Transform::translation` each frame. `UiTransform`s aren't
overwritten and there is no longer any need for systems that cache and
rewrite the transform for translated UI elements.

`RelativeCursorPosition`'s coordinates are now object-centered with
(0,0) at the the center of the node and the corners at (±0.5, ±0.5). Its
`normalized_visible_node_rect` field has been removed and replaced with
a new `cursor_over: bool` field which is set to true when the cursor is
hovering an unclipped area of the UI node.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-09 19:05:49 +00:00
JMS55
bf8868b7b7
Require naga_oil 0.17.1 (#19550)
Split off from https://github.com/bevyengine/bevy/pull/19058

The patch should've been picked up anyways, but now it's required.
2025-06-09 04:54:29 +00:00
JMS55
16440be327
Add CameraMainTextureUsages helper method (#19549)
Split off from https://github.com/bevyengine/bevy/pull/19058
2025-06-09 04:54:14 +00:00
JMS55
ec307bcb9f
Add more wgpu helpers/types (#19548)
Split off from https://github.com/bevyengine/bevy/pull/19058
2025-06-09 04:54:02 +00:00
re0312
56f26cfb02
Unify system state (#19506)
# Objective

- A preparation for the 'system as entities'
- The current system has a series of states such as `is_send`,
`is_exclusive`, `has_defered`, As `system as entites` landed, it may
have more states. Using Bitflags to unify all states is a more concise
and performant approach

## Solution

- Using Bitflags to  unify system state.
2025-06-08 18:18:43 +00:00
Kristoffer Søholm
2c37bdeb47
Fix PickingInteraction change detection (#19488)
# Objective

Fixes #19464

## Solution

Instead of clearing previous `PickingInteractions` before updating, we
clear them last for those components that weren't updated, and use
`set_if_neq` when writing.

## Testing

I tried the sprite_picking example and it still works. 

You can add the following system to picking examples to check that
change detection works as intended:

```rust
fn print_picking(query: Query<(Entity, &PickingInteraction), Changed<PickingInteraction>>) {
    for (entity, interaction) in &query {
        println!("{entity} {interaction:?}");
    }
}
```
2025-06-08 16:29:13 +00:00
theotherphil
6b5289bd5e
deny(missing_docs) for bevy_ecs_macros (#19523)
# Objective

Deny missing docs for bevy_ecs_macros, towards
https://github.com/bevyengine/bevy/issues/3492.

## Solution

More docs of the form

```
/// Does the thing
fn do_the_thing() {}
```

But I don't think the derive macros are where anyone is going to be
looking for details of these concepts and deny(missing_docs) inevitably
results in some items having noddy docs.
2025-06-08 16:28:31 +00:00
JoshValjosh
ddee5cca85
Improve Bevy's double-precision story for third-party crates (#19194)
# Objective

Certain classes of games, usually those with enormous worlds, require
some amount of support for double-precision. Libraries like `big_space`
exist to allow for large worlds while integrating cleanly with Bevy's
primarily single-precision ecosystem, but even then, games will often
still work directly in double-precision throughout the part of the
pipeline that feeds into the Bevy interface.

Currently, working with double-precision types in Bevy is a pain. `glam`
provides types like `DVec3`, but Bevy doesn't provide double-precision
analogs for `glam` wrappers like `Dir3`. This is mostly because doing so
involves one of:

- code duplication
- generics
- templates (like `glam` uses)
- macros

Each of these has issues that are enough to be deal-breakers as far as
maintainability, usability or readability. To work around this, I'm
putting together `bevy_dmath`, a crate that duplicates `bevy_math` types
and functionality to allow downstream users to enjoy the ergonomics and
power of `bevy_math` in double-precision. For the most part, it's a
smooth process, but in order to fully integrate, there are some
necessary changes that can only be made in `bevy_math`.

## Solution

This PR addresses the first and easiest issue with downstream
double-precision math support: `VectorSpace` currently can only
represent vector spaces over `f32`. This automatically closes the door
to double-precision curves, among other things. This restriction can be
easily lifted by allowing vector spaces to specify the underlying scalar
field. This PR adds a new trait `ScalarField` that satisfies the
properties of a scalar field (the ones that can be upheld statically)
and adds a new associated type `type Scalar: ScalarField` to
`VectorSpace`. It's mostly an unintrusive change. The biggest annoyances
are:

- it touches a lot of curve code
- `bevy_math::ops` doesn't support `f64`, so there are some annoying
workarounds

As far as curves code, I wanted to make this change unintrusive and
bite-sized, so I'm trying to touch as little code as possible. To prove
to myself it can be done, I went ahead and (*not* in this PR) migrated
most of the curves API to support different `ScalarField`s and it went
really smoothly! The ugliest thing was adding `P::Scalar: From<usize>`
in several places. There's an argument to be made here that we should be
using `num-traits`, but that's not immediately relevant. The point is
that for now, the smallest change I could make was to go into every
curve impl and make them generic over `VectorSpace<Scalar = f32>`.
Curves work exactly like before and don't change the user API at all.

# Follow-up

- **Extend `bevy_math::ops` to work with `f64`.** `bevy_math::ops` is
used all over, and if curves are ever going to support different
`ScalarField` types, we'll need to be able to use the correct `std` or
`libm` ops for `f64` types as well. Adding an `ops64` mod turned out to
be really ugly, but I'll point out the maintenance burden is low because
we're not going to be adding new floating-point ops anytime soon.
Another solution is to build a floating-point trait that calls the right
op variant and impl it for `f32` and `f64`. This reduces maintenance
burden because on the off chance we ever *do* want to go modify it, it's
all tied together: you can't change the interface on one without
changing the trait, which forces you to update the other. A third option
is to use `num-traits`, which is basically option 2 but someone else did
the work for us. They already support `no_std` using `libm`, so it would
be more or less a drop-in replacement. They're missing a couple
floating-point ops like `floor` and `ceil`, but we could make our own
floating-point traits for those (there's even the potential for
upstreaming them into `num-traits`).
- **Tweak curves to accept vector spaces over any `ScalarField`.**
Curves are ready to support custom scalar types as soon as the bullet
above is addressed. I will admit that the code is not as fun to look at:
`P::Scalar` instead of `f32` everywhere. We could consider an alternate
design where we use `f32` even to interpolate something like a `DVec3`,
but personally I think that's a worse solution than parameterizing
curves over the vector space's scalar type. At the end of the day, it's
not really bad to deal with in my opinion... `ScalarType` supports
enough operations that working with them is almost like working with raw
float types, and it unlocks a whole ecosystem for games that want to use
double-precision.
2025-06-08 02:02:47 +00:00
urben1680
76b8310da5
Replace (Partial)Ord for EntityGeneration with corrected standalone method (#19432)
# Objective

#19421 implemented `Ord` for `EntityGeneration` along the lines of [the
impl from
slotmap](https://docs.rs/slotmap/latest/src/slotmap/util.rs.html#8):
```rs
/// Returns if a is an older version than b, taking into account wrapping of
/// versions.
pub fn is_older_version(a: u32, b: u32) -> bool {
    let diff = a.wrapping_sub(b);
    diff >= (1 << 31)
}
```

But that PR and the slotmap impl are different:

**slotmap impl**
- if `(1u32 << 31)` is greater than `a.wrapping_sub(b)`, then `a` is
older than `b`
- if `(1u32 << 31)` is equal to `a.wrapping_sub(b)`, then `a` is older
than `b`
- if `(1u32 << 31)` is less than `a.wrapping_sub(b)`, then `a` is equal
or newer than `b`

**previous PR impl**
- if `(1u32 << 31)` is greater than `a.wrapping_sub(b)`, then `a` is
older than `b`
- if `(1u32 << 31)` is equal to `a.wrapping_sub(b)`, then `a` is equal
to `b` ⚠️
- if `(1u32 << 31)` is less than `a.wrapping_sub(b)`, then `a` is newer
than `b` ⚠️

This ordering is also not transitive, therefore it should not implement
`PartialOrd`.

## Solution

Fix the impl in a standalone method, remove the `Partialord`/`Ord`
implementation.

## Testing

Given the first impl was wrong and got past reviews, I think a new unit
test is justified.
2025-06-07 22:29:13 +00:00
andriyDev
de79d3f363
Mention in the docs for pointer events that these are in screen-space. (#19518)
# Objective

- Fixes #18109.

## Solution

- All these docs now mention screen-space vs world-space.
- `start_pos` and `latest_pos` both link to `viewport_to_world` and
`viewport_to_world_2d`.
- The remaining cases are all deltas. Unfortunately `Camera` doesn't
have an appropriate method for these cases, and implementing one would
be non-trivial (e.g., the delta could have a different world-space size
based on the depth). For these cases, I just link to `Camera` and
suggest using some of its methods. Not a great solution, but at least it
gets users on the correct track.
2025-06-06 22:20:14 +00:00
Alice Cecile
e1230fdc54
Remove re-exports of cosmic_text types (#19516)
# Objective

As discussed in #19285, we do a poor job at keeping the namespace tidy
and free of duplicates / user-conflicting names in places. `cosmic_text`
re-exports were the worst offender.

## Solution

Remove the re-exports completely. While the type aliases were quite
thoughtful, they weren't used in any of our code / API.
2025-06-06 21:49:02 +00:00
re0312
5df9c53977
Fix regression on the get/get_mut/get_not_found (#19505)
# Objective

- Partial fix #19504
- As more features were added to Bevy ECS, certain core hot-path
function calls exceeded LLVM's automatic inlining threshold, leading to
significant performance regressions in some cases.



## Solution

- inline more functions.


## Performance
This brought nearly 3x improvement in Windows bench (using Sander's
testing code)

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-06 21:04:27 +00:00
Eagster
8ad7118443
Only get valid component ids (#19510)
# Objective

- #19504 showed a 11x regression in getting component values for
unregistered components. This pr should fix that and improve others a
little too.
- This is some cleanup work from #18173 .

## Solution

- Whenever we expect a component value to exist, we only care about
fully registered components, not queued to be registered components
since, for the value to exist, it must be registered.
- So we can use the faster `get_valid_*` instead of `get_*` in a lot of
places.
- Also found a bug where `valid_*` did not forward to `get_valid_*`
properly. That's fixed.

## Testing

CI
2025-06-06 20:59:57 +00:00
robtfm
3dc6a07d27
generic component propagation (#17575)
# Objective

add functionality to allow propagating components to children. requested
originally for `RenderLayers` but can be useful more generally.

## Solution

- add `HierarchyPropagatePlugin<C, F=()>` which schedules systems to
propagate components through entities matching `F`
- add `Propagate<C: Component + Clone + PartialEq>` which will cause `C`
to be added to all children
more niche features:
- add `PropagateStop<C>` which stops the propagation at this entity
- add `PropagateOver<C>` which allows the propagation to continue to
children, but doesn't add/remove/modify a `C` on this entity itself

## Testing

see tests inline

## Notes

- could happily be an out-of-repo plugin
- not sure where it lives: ideally it would be in `bevy_ecs` but it
requires a `Plugin` so I put it in `bevy_app`, doesn't really belong
there though.
- i'm not totally up-to-date on triggers and observers so possibly this
could be done more cleanly, would be very happy to take review comments
- perf: this is pretty cheap except for `update_reparented` which has to
check the parent of every moved entity. since the entirety is opt-in i
think it's acceptable but i could possibly use `(Changed<Children>,
With<Inherited<C>>)` instead if it's a concern
2025-06-06 00:02:02 +00:00
Carter Anderson
7e9d6d852b
bevyengine.org -> bevy.org (#19503)
We have acquired [bevy.org](https://bevy.org) and the migration has
finished! Meaning we can now update all of the references in this repo.
2025-06-05 23:09:28 +00:00
ZoOL
a35eed0ea4
fix: Ensure linear volume subtraction does not go below zero (#19423)
fix: [Ensure linear volume subtraction does not go below zero
](https://github.com/bevyengine/bevy/issues/19417)

## Solution
- Clamp the result of linear volume subtraction to a minimum of 0.0
- Add a new test case to verify behavior when subtracting beyond zero

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2025-06-05 03:59:20 +00:00
theotherphil
d0f1b3e9f1
Add a few missing doc comments in bevy_image (#19493)
# Objective

Another tiny step towards
https://github.com/bevyengine/bevy/issues/3492.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-06-04 21:12:02 +00:00
theotherphil
476d79d821
deny(missing_docs) for bevy_state (#19492)
# Objective

Deny missing docs in bevy_state, towards
https://github.com/bevyengine/bevy/issues/3492.
2025-06-04 20:43:47 +00:00
Chris Russell
bd4c960f26
Mention Option and When in the error message for a failing system parameter (#19490)
# Objective

Help users discover how to use `Option<T>` and `When<T>` to handle
failing parameters.

## Solution

Have the error message for a failed parameter mention that `Option<T>`
and `When<T>` can be used to handle the failure.

## Showcase

```
Encountered an error in system `system_name`: Parameter `Res<ResourceType>` failed validation: Resource does not exist
If this is an expected state, wrap the parameter in `Option<T>` and handle `None` when it happens, or wrap the parameter in `When<T>` to skip the system when it happens.
```
2025-06-04 16:39:54 +00:00