bevy/crates/bevy_picking/src/lib.rs
Joona Aalto 7b1c9f192e
Adopt consistent FooSystems naming convention for system sets (#18900)
# Objective

Fixes a part of #14274.

Bevy has an incredibly inconsistent naming convention for its system
sets, both internally and across the ecosystem.

<img alt="System sets in Bevy"
src="https://github.com/user-attachments/assets/d16e2027-793f-4ba4-9cc9-e780b14a5a1b"
width="450" />

*Names of public system set types in Bevy*

Most Bevy types use a naming of `FooSystem` or just `Foo`, but there are
also a few `FooSystems` and `FooSet` types. In ecosystem crates on the
other hand, `FooSet` is perhaps the most commonly used name in general.
Conventions being so wildly inconsistent can make it harder for users to
pick names for their own types, to search for system sets on docs.rs, or
to even discern which types *are* system sets.

To reign in the inconsistency a bit and help unify the ecosystem, it
would be good to establish a common recommended naming convention for
system sets in Bevy itself, similar to how plugins are commonly suffixed
with `Plugin` (ex: `TimePlugin`). By adopting a consistent naming
convention in first-party Bevy, we can softly nudge ecosystem crates to
follow suit (for types where it makes sense to do so).

Choosing a naming convention is also relevant now, as the [`bevy_cli`
recently adopted
lints](https://github.com/TheBevyFlock/bevy_cli/pull/345) to enforce
naming for plugins and system sets, and the recommended naming used for
system sets is still a bit open.

## Which Name To Use?

Now the contentious part: what naming convention should we actually
adopt?

This was discussed on the Bevy Discord at the end of last year, starting
[here](<https://discord.com/channels/691052431525675048/692572690833473578/1310659954683936789>).
`FooSet` and `FooSystems` were the clear favorites, with `FooSet` very
narrowly winning an unofficial poll. However, it seems to me like the
consensus was broadly moving towards `FooSystems` at the end and after
the poll, with Cart
([source](https://discord.com/channels/691052431525675048/692572690833473578/1311140204974706708))
and later Alice
([source](https://discord.com/channels/691052431525675048/692572690833473578/1311092530732859533))
and also me being in favor of it.

Let's do a quick pros and cons list! Of course these are just what I
thought of, so take it with a grain of salt.

`FooSet`:

- Pro: Nice and short!
- Pro: Used by many ecosystem crates.
- Pro: The `Set` suffix comes directly from the trait name `SystemSet`.
- Pro: Pairs nicely with existing APIs like `in_set` and
`configure_sets`.
- Con: `Set` by itself doesn't actually indicate that it's related to
systems *at all*, apart from the implemented trait. A set of what?
- Con: Is `FooSet` a set of `Foo`s or a system set related to `Foo`? Ex:
`ContactSet`, `MeshSet`, `EnemySet`...

`FooSystems`:

- Pro: Very clearly indicates that the type represents a collection of
systems. The actual core concept, system(s), is in the name.
- Pro: Parallels nicely with `FooPlugins` for plugin groups.
- Pro: Low risk of conflicts with other names or misunderstandings about
what the type is.
- Pro: In most cases, reads *very* nicely and clearly. Ex:
`PhysicsSystems` and `AnimationSystems` as opposed to `PhysicsSet` and
`AnimationSet`.
- Pro: Easy to search for on docs.rs.
- Con: Usually results in longer names.
- Con: Not yet as widely used.

Really the big problem with `FooSet` is that it doesn't actually
describe what it is. It describes what *kind of thing* it is (a set of
something), but not *what it is a set of*, unless you know the type or
check its docs or implemented traits. `FooSystems` on the other hand is
much more self-descriptive in this regard, at the cost of being a bit
longer to type.

Ultimately, in some ways it comes down to preference and how you think
of system sets. Personally, I was originally in favor of `FooSet`, but
have been increasingly on the side of `FooSystems`, especially after
seeing what the new names would actually look like in Avian and now
Bevy. I prefer it because it usually reads better, is much more clearly
related to groups of systems than `FooSet`, and overall *feels* more
correct and natural to me in the long term.

For these reasons, and because Alice and Cart also seemed to share a
preference for it when it was previously being discussed, I propose that
we adopt a `FooSystems` naming convention where applicable.

## Solution

Rename Bevy's system set types to use a consistent `FooSet` naming where
applicable.

- `AccessibilitySystem` → `AccessibilitySystems`
- `GizmoRenderSystem` → `GizmoRenderSystems`
- `PickSet` → `PickingSystems`
- `RunFixedMainLoopSystem` → `RunFixedMainLoopSystems`
- `TransformSystem` → `TransformSystems`
- `RemoteSet` → `RemoteSystems`
- `RenderSet` → `RenderSystems`
- `SpriteSystem` → `SpriteSystems`
- `StateTransitionSteps` → `StateTransitionSystems`
- `RenderUiSystem` → `RenderUiSystems`
- `UiSystem` → `UiSystems`
- `Animation` → `AnimationSystems`
- `AssetEvents` → `AssetEventSystems`
- `TrackAssets` → `AssetTrackingSystems`
- `UpdateGizmoMeshes` → `GizmoMeshSystems`
- `InputSystem` → `InputSystems`
- `InputFocusSet` → `InputFocusSystems`
- `ExtractMaterialsSet` → `MaterialExtractionSystems`
- `ExtractMeshesSet` → `MeshExtractionSystems`
- `RumbleSystem` → `RumbleSystems`
- `CameraUpdateSystem` → `CameraUpdateSystems`
- `ExtractAssetsSet` → `AssetExtractionSystems`
- `Update2dText` → `Text2dUpdateSystems`
- `TimeSystem` → `TimeSystems`
- `AudioPlaySet` → `AudioPlaybackSystems`
- `SendEvents` → `EventSenderSystems`
- `EventUpdates` → `EventUpdateSystems`

A lot of the names got slightly longer, but they are also a lot more
consistent, and in my opinion the majority of them read much better. For
a few of the names I took the liberty of rewording things a bit;
definitely open to any further naming improvements.

There are still also cases where the `FooSystems` naming doesn't really
make sense, and those I left alone. This primarily includes system sets
like `Interned<dyn SystemSet>`, `EnterSchedules<S>`, `ExitSchedules<S>`,
or `TransitionSchedules<S>`, where the type has some special purpose and
semantics.

## Todo

- [x] Should I keep all the old names as deprecated type aliases? I can
do this, but to avoid wasting work I'd prefer to first reach consensus
on whether these renames are even desired.
- [x] Migration guide
- [x] Release notes
2025-05-06 15:18:03 +00:00

438 lines
19 KiB
Rust

//! This crate provides 'picking' capabilities for the Bevy game engine, allowing pointers to
//! interact with entities using hover, click, and drag events.
//!
//! ## Overview
//!
//! In the simplest case, this plugin allows you to click on things in the scene. However, it also
//! allows you to express more complex interactions, like detecting when a touch input drags a UI
//! element and drops it on a 3d mesh rendered to a different camera.
//!
//! Pointer events bubble up the entity hierarchy and can be used with observers, allowing you to
//! succinctly express rich interaction behaviors by attaching pointer callbacks to entities:
//!
//! ```rust
//! # use bevy_ecs::prelude::*;
//! # use bevy_picking::prelude::*;
//! # #[derive(Component)]
//! # struct MyComponent;
//! # let mut world = World::new();
//! world.spawn(MyComponent)
//! .observe(|mut trigger: Trigger<Pointer<Click>>| {
//! println!("I was just clicked!");
//! // Get the underlying pointer event data
//! let click_event: &Pointer<Click> = trigger.event();
//! // Stop the event from bubbling up the entity hierarchy
//! trigger.propagate(false);
//! });
//! ```
//!
//! At its core, this crate provides a robust abstraction for computing picking state regardless of
//! pointing devices, or what you are hit testing against. It is designed to work with any input,
//! including mouse, touch, pens, or virtual pointers controlled by gamepads.
//!
//! ## Expressive Events
//!
//! Although the events in this module (see [`events`]) can be listened to with normal
//! `EventReader`s, using observers is often more expressive, with less boilerplate. This is because
//! observers allow you to attach event handling logic to specific entities, as well as make use of
//! event bubbling.
//!
//! When events are generated, they bubble up the entity hierarchy starting from their target, until
//! they reach the root or bubbling is halted with a call to
//! [`Trigger::propagate`](bevy_ecs::observer::Trigger::propagate). See [`Observer`] for details.
//!
//! This allows you to run callbacks when any children of an entity are interacted with, and leads
//! to succinct, expressive code:
//!
//! ```
//! # use bevy_ecs::prelude::*;
//! # use bevy_transform::prelude::*;
//! # use bevy_picking::prelude::*;
//! # #[derive(Event)]
//! # struct Greeting;
//! fn setup(mut commands: Commands) {
//! commands.spawn(Transform::default())
//! // Spawn your entity here, e.g. a Mesh.
//! // When dragged, mutate the `Transform` component on the dragged target entity:
//! .observe(|trigger: Trigger<Pointer<Drag>>, mut transforms: Query<&mut Transform>| {
//! let mut transform = transforms.get_mut(trigger.target()).unwrap();
//! let drag = trigger.event();
//! transform.rotate_local_y(drag.delta.x / 50.0);
//! })
//! .observe(|trigger: Trigger<Pointer<Click>>, mut commands: Commands| {
//! println!("Entity {} goes BOOM!", trigger.target());
//! commands.entity(trigger.target()).despawn();
//! })
//! .observe(|trigger: Trigger<Pointer<Over>>, mut events: EventWriter<Greeting>| {
//! events.write(Greeting);
//! });
//! }
//! ```
//!
//! ## Modularity
//!
//! #### Mix and Match Hit Testing Backends
//!
//! The plugin attempts to handle all the hard parts for you, all you need to do is tell it when a
//! pointer is hitting any entities. Multiple backends can be used at the same time! [Use this
//! simple API to write your own backend](crate::backend) in about 100 lines of code.
//!
//! #### Input Agnostic
//!
//! Picking provides a generic Pointer abstraction, which is useful for reacting to many different
//! types of input devices. Pointers can be controlled with anything, whether it's the included
//! mouse or touch inputs, or a custom gamepad input system you write yourself to control a virtual
//! pointer.
//!
//! ## Robustness
//!
//! In addition to these features, this plugin also correctly handles multitouch, multiple windows,
//! multiple cameras, viewports, and render layers. Using this as a library allows you to write a
//! picking backend that can interoperate with any other picking backend.
//!
//! # Getting Started
//!
//! TODO: This section will need to be re-written once more backends are introduced.
//!
//! #### Next Steps
//!
//! To learn more, take a look at the examples in the
//! [examples](https://github.com/bevyengine/bevy/tree/main/examples/picking). You can read the next
//! section to understand how the plugin works.
//!
//! # The Picking Pipeline
//!
//! This plugin is designed to be extremely modular. To do so, it works in well-defined stages that
//! form a pipeline, where events are used to pass data between each stage.
//!
//! #### Pointers ([`pointer`](mod@pointer))
//!
//! The first stage of the pipeline is to gather inputs and update pointers. This stage is
//! ultimately responsible for generating [`PointerInput`](pointer::PointerInput) events. The
//! provided crate does this automatically for mouse, touch, and pen inputs. If you wanted to
//! implement your own pointer, controlled by some other input, you can do that here. The ordering
//! of events within the [`PointerInput`](pointer::PointerInput) stream is meaningful for events
//! with the same [`PointerId`](pointer::PointerId), but not between different pointers.
//!
//! Because pointer positions and presses are driven by these events, you can use them to mock
//! inputs for testing.
//!
//! After inputs are generated, they are then collected to update the current
//! [`PointerLocation`](pointer::PointerLocation) for each pointer.
//!
//! #### Backend ([`backend`])
//!
//! A picking backend only has one job: reading [`PointerLocation`](pointer::PointerLocation)
//! components, and producing [`PointerHits`](backend::PointerHits). You can find all documentation
//! and types needed to implement a backend at [`backend`].
//!
//! You will eventually need to choose which picking backend(s) you want to use. This crate does not
//! supply any backends, and expects you to select some from the other bevy crates or the
//! third-party ecosystem.
//!
//! It's important to understand that you can mix and match backends! For example, you might have a
//! backend for your UI, and one for the 3d scene, with each being specialized for their purpose.
//! Bevy provides some backends out of the box, but you can even write your own. It's been made as
//! easy as possible intentionally; the `bevy_mod_raycast` backend is 50 lines of code.
//!
//! #### Hover ([`hover`])
//!
//! The next step is to use the data from the backends, combine and sort the results, and determine
//! what each cursor is hovering over, producing a [`HoverMap`](`crate::hover::HoverMap`). Note that
//! just because a pointer is over an entity, it is not necessarily *hovering* that entity. Although
//! multiple backends may be reporting that a pointer is hitting an entity, the hover system needs
//! to determine which entities are actually being hovered by this pointer based on the pick depth,
//! order of the backend, and the optional [`Pickable`] component of the entity. In other
//! words, if one entity is in front of another, usually only the topmost one will be hovered.
//!
//! #### Events ([`events`])
//!
//! In the final step, the high-level pointer events are generated, such as events that trigger when
//! a pointer hovers or clicks an entity. These simple events are then used to generate more complex
//! events for dragging and dropping.
//!
//! Because it is completely agnostic to the earlier stages of the pipeline, you can easily extend
//! the plugin with arbitrary backends and input methods, yet still use all the high level features.
#![deny(missing_docs)]
extern crate alloc;
pub mod backend;
pub mod events;
pub mod hover;
pub mod input;
#[cfg(feature = "bevy_mesh_picking_backend")]
pub mod mesh_picking;
pub mod pointer;
pub mod window;
use bevy_app::{prelude::*, PluginGroupBuilder};
use bevy_ecs::prelude::*;
use bevy_reflect::prelude::*;
/// The picking prelude.
///
/// This includes the most common types in this crate, re-exported for your convenience.
pub mod prelude {
#[cfg(feature = "bevy_mesh_picking_backend")]
#[doc(hidden)]
pub use crate::mesh_picking::{
ray_cast::{MeshRayCast, MeshRayCastSettings, RayCastBackfaces, RayCastVisibility},
MeshPickingCamera, MeshPickingPlugin, MeshPickingSettings,
};
#[doc(hidden)]
pub use crate::{
events::*, input::PointerInputPlugin, pointer::PointerButton, DefaultPickingPlugins,
InteractionPlugin, Pickable, PickingPlugin,
};
}
/// An optional component that marks an entity as usable by a backend, and overrides default
/// picking behavior for an entity.
///
/// This allows you to make an entity non-hoverable, or allow items below it to be hovered.
///
/// See the documentation on the fields for more details.
#[derive(Component, Debug, Clone, Reflect, PartialEq, Eq)]
#[reflect(Component, Default, Debug, PartialEq, Clone)]
pub struct Pickable {
/// Should this entity block entities below it from being picked?
///
/// This is useful if you want picking to continue hitting entities below this one. Normally,
/// only the topmost entity under a pointer can be hovered, but this setting allows the pointer
/// to hover multiple entities, from nearest to farthest, stopping as soon as it hits an entity
/// that blocks lower entities.
///
/// Note that the word "lower" here refers to entities that have been reported as hit by any
/// picking backend, but are at a lower depth than the current one. This is different from the
/// concept of event bubbling, as it works irrespective of the entity hierarchy.
///
/// For example, if a pointer is over a UI element, as well as a 3d mesh, backends will report
/// hits for both of these entities. Additionally, the hits will be sorted by the camera order,
/// so if the UI is drawing on top of the 3d mesh, the UI will be "above" the mesh. When hovering
/// is computed, the UI element will be checked first to see if it this field is set to block
/// lower entities. If it does (default), the hovering system will stop there, and only the UI
/// element will be marked as hovered. However, if this field is set to `false`, both the UI
/// element *and* the mesh will be marked as hovered.
///
/// Entities without the [`Pickable`] component will block by default.
pub should_block_lower: bool,
/// If this is set to `false` and `should_block_lower` is set to true, this entity will block
/// lower entities from being interacted and at the same time will itself not emit any events.
///
/// Note that the word "lower" here refers to entities that have been reported as hit by any
/// picking backend, but are at a lower depth than the current one. This is different from the
/// concept of event bubbling, as it works irrespective of the entity hierarchy.
///
/// For example, if a pointer is over a UI element, and this field is set to `false`, it will
/// not be marked as hovered, and consequently will not emit events nor will any picking
/// components mark it as hovered. This can be combined with the other field
/// [`Self::should_block_lower`], which is orthogonal to this one.
///
/// Entities without the [`Pickable`] component are hoverable by default.
pub is_hoverable: bool,
}
impl Pickable {
/// This entity will not block entities beneath it, nor will it emit events.
///
/// If a backend reports this entity as being hit, the picking plugin will completely ignore it.
pub const IGNORE: Self = Self {
should_block_lower: false,
is_hoverable: false,
};
}
impl Default for Pickable {
fn default() -> Self {
Self {
should_block_lower: true,
is_hoverable: true,
}
}
}
/// Groups the stages of the picking process under shared labels.
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
pub enum PickingSystems {
/// Produces pointer input events. In the [`First`] schedule.
Input,
/// Runs after input events are generated but before commands are flushed. In the [`First`]
/// schedule.
PostInput,
/// Receives and processes pointer input events. In the [`PreUpdate`] schedule.
ProcessInput,
/// Reads inputs and produces [`backend::PointerHits`]s. In the [`PreUpdate`] schedule.
Backend,
/// Reads [`backend::PointerHits`]s, and updates the hovermap, selection, and highlighting states. In
/// the [`PreUpdate`] schedule.
Hover,
/// Runs after all the [`PickingSystems::Hover`] systems are done, before event listeners are triggered. In the
/// [`PreUpdate`] schedule.
PostHover,
/// Runs after all other picking sets. In the [`PreUpdate`] schedule.
Last,
}
/// Deprecated alias for [`PickingSystems`].
#[deprecated(since = "0.17.0", note = "Renamed to `PickingSystems`.")]
pub type PickSet = PickingSystems;
/// One plugin that contains the [`PointerInputPlugin`](input::PointerInputPlugin), [`PickingPlugin`]
/// and the [`InteractionPlugin`], this is probably the plugin that will be most used.
///
/// Note: for any of these plugins to work, they require a picking backend to be active,
/// The picking backend is responsible to turn an input, into a [`crate::backend::PointerHits`]
/// that [`PickingPlugin`] and [`InteractionPlugin`] will refine into [`bevy_ecs::observer::Trigger`]s.
#[derive(Default)]
pub struct DefaultPickingPlugins;
impl PluginGroup for DefaultPickingPlugins {
fn build(self) -> PluginGroupBuilder {
PluginGroupBuilder::start::<Self>()
.add(input::PointerInputPlugin::default())
.add(PickingPlugin::default())
.add(InteractionPlugin)
}
}
/// This plugin sets up the core picking infrastructure. It receives input events, and provides the shared
/// types used by other picking plugins.
///
/// This plugin contains several settings, and is added to the world as a resource after initialization. You
/// can configure picking settings at runtime through the resource.
#[derive(Copy, Clone, Debug, Resource, Reflect)]
#[reflect(Resource, Default, Debug, Clone)]
pub struct PickingPlugin {
/// Enables and disables all picking features.
pub is_enabled: bool,
/// Enables and disables input collection.
pub is_input_enabled: bool,
/// Enables and disables updating interaction states of entities.
pub is_hover_enabled: bool,
/// Enables or disables picking for window entities.
pub is_window_picking_enabled: bool,
}
impl PickingPlugin {
/// Whether or not input collection systems should be running.
pub fn input_should_run(state: Res<Self>) -> bool {
state.is_input_enabled && state.is_enabled
}
/// Whether or not systems updating entities' [`PickingInteraction`](hover::PickingInteraction)
/// component should be running.
pub fn hover_should_run(state: Res<Self>) -> bool {
state.is_hover_enabled && state.is_enabled
}
/// Whether or not window entities should receive pick events.
pub fn window_picking_should_run(state: Res<Self>) -> bool {
state.is_window_picking_enabled && state.is_enabled
}
}
impl Default for PickingPlugin {
fn default() -> Self {
Self {
is_enabled: true,
is_input_enabled: true,
is_hover_enabled: true,
is_window_picking_enabled: true,
}
}
}
impl Plugin for PickingPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(*self)
.init_resource::<pointer::PointerMap>()
.init_resource::<backend::ray::RayMap>()
.add_event::<pointer::PointerInput>()
.add_event::<backend::PointerHits>()
// Rather than try to mark all current and future backends as ambiguous with each other,
// we allow them to send their hits in any order. These are later sorted, so submission
// order doesn't matter. See `PointerHits` docs for caveats.
.allow_ambiguous_resource::<Events<backend::PointerHits>>()
.add_systems(
PreUpdate,
(
pointer::update_pointer_map,
pointer::PointerInput::receive,
backend::ray::RayMap::repopulate.after(pointer::PointerInput::receive),
)
.in_set(PickingSystems::ProcessInput),
)
.add_systems(
PreUpdate,
window::update_window_hits
.run_if(Self::window_picking_should_run)
.in_set(PickingSystems::Backend),
)
.configure_sets(
First,
(PickingSystems::Input, PickingSystems::PostInput)
.after(bevy_time::TimeSystems)
.after(bevy_ecs::event::EventUpdateSystems)
.chain(),
)
.configure_sets(
PreUpdate,
(
PickingSystems::ProcessInput.run_if(Self::input_should_run),
PickingSystems::Backend,
PickingSystems::Hover.run_if(Self::hover_should_run),
PickingSystems::PostHover,
PickingSystems::Last,
)
.chain(),
)
.register_type::<Self>()
.register_type::<Pickable>()
.register_type::<hover::PickingInteraction>()
.register_type::<pointer::PointerId>()
.register_type::<pointer::PointerLocation>()
.register_type::<pointer::PointerPress>()
.register_type::<pointer::PointerInteraction>()
.register_type::<backend::ray::RayId>();
}
}
/// Generates [`Pointer`](events::Pointer) events and handles event bubbling.
#[derive(Default)]
pub struct InteractionPlugin;
impl Plugin for InteractionPlugin {
fn build(&self, app: &mut App) {
use events::*;
use hover::{generate_hovermap, update_interactions};
app.init_resource::<hover::HoverMap>()
.init_resource::<hover::PreviousHoverMap>()
.init_resource::<PointerState>()
.add_event::<Pointer<Cancel>>()
.add_event::<Pointer<Click>>()
.add_event::<Pointer<Pressed>>()
.add_event::<Pointer<DragDrop>>()
.add_event::<Pointer<DragEnd>>()
.add_event::<Pointer<DragEnter>>()
.add_event::<Pointer<Drag>>()
.add_event::<Pointer<DragLeave>>()
.add_event::<Pointer<DragOver>>()
.add_event::<Pointer<DragStart>>()
.add_event::<Pointer<Move>>()
.add_event::<Pointer<Out>>()
.add_event::<Pointer<Over>>()
.add_event::<Pointer<Released>>()
.add_event::<Pointer<Scroll>>()
.add_systems(
PreUpdate,
(generate_hovermap, update_interactions, pointer_events)
.chain()
.in_set(PickingSystems::Hover),
);
}
}