bevy/crates/bevy_picking/src/backend.rs
Joona Aalto 38c3423693
Event Split: Event, EntityEvent, and BufferedEvent (#19647)
# Objective

Closes #19564.

The current `Event` trait looks like this:

```rust
pub trait Event: Send + Sync + 'static {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
    
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

The `Event` trait is used by both buffered events
(`EventReader`/`EventWriter`) and observer events. If they are observer
events, they can optionally be targeted at specific `Entity`s or
`ComponentId`s, and can even be propagated to other entities.

However, there has long been a desire to split the trait semantically
for a variety of reasons, see #14843, #14272, and #16031 for discussion.
Some reasons include:

- It's very uncommon to use a single event type as both a buffered event
and targeted observer event. They are used differently and tend to have
distinct semantics.
- A common footgun is using buffered events with observers or event
readers with observer events, as there is no type-level error that
prevents this kind of misuse.
- #19440 made `Trigger::target` return an `Option<Entity>`. This
*seriously* hurts ergonomics for the general case of entity observers,
as you need to `.unwrap()` each time. If we could statically determine
whether the event is expected to have an entity target, this would be
unnecessary.

There's really two main ways that we can categorize events: push vs.
pull (i.e. "observer event" vs. "buffered event") and global vs.
targeted:

|              | Push            | Pull                        |
| ------------ | --------------- | --------------------------- |
| **Global**   | Global observer | `EventReader`/`EventWriter` |
| **Targeted** | Entity observer | -                           |

There are many ways to approach this, each with their tradeoffs.
Ultimately, we kind of want to split events both ways:

- A type-level distinction between observer events and buffered events,
to prevent people from using the wrong kind of event in APIs
- A statically designated entity target for observer events to avoid
accidentally using untargeted events for targeted APIs

This PR achieves these goals by splitting event traits into `Event`,
`EntityEvent`, and `BufferedEvent`, with `Event` being the shared trait
implemented by all events.

## `Event`, `EntityEvent`, and `BufferedEvent`

`Event` is now a very simple trait shared by all events.

```rust
pub trait Event: Send + Sync + 'static {
    // Required for observer APIs
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

You can call `trigger` for *any* event, and use a global observer for
listening to the event.

```rust
#[derive(Event)]
struct Speak {
    message: String,
}

// ...

app.add_observer(|trigger: On<Speak>| {
    println!("{}", trigger.message);
});

// ...

commands.trigger(Speak {
    message: "Y'all like these reworked events?".to_string(),
});
```

To allow an event to be targeted at entities and even propagated
further, you can additionally implement the `EntityEvent` trait:

```rust
pub trait EntityEvent: Event {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
}
```

This lets you call `trigger_targets`, and to use targeted observer APIs
like `EntityCommands::observe`:

```rust
#[derive(Event, EntityEvent)]
#[entity_event(traversal = &'static ChildOf, auto_propagate)]
struct Damage {
    amount: f32,
}

// ...

let enemy = commands.spawn((Enemy, Health(100.0))).id();

// Spawn some armor as a child of the enemy entity.
// When the armor takes damage, it will bubble the event up to the enemy.
let armor_piece = commands
    .spawn((ArmorPiece, Health(25.0), ChildOf(enemy)))
    .observe(|trigger: On<Damage>, mut query: Query<&mut Health>| {
        // Note: `On::target` only exists because this is an `EntityEvent`.
        let mut health = query.get(trigger.target()).unwrap();
        health.0 -= trigger.amount();
    });

commands.trigger_targets(Damage { amount: 10.0 }, armor_piece);
```

> [!NOTE]
> You *can* still also trigger an `EntityEvent` without targets using
`trigger`. We probably *could* make this an either-or thing, but I'm not
sure that's actually desirable.

To allow an event to be used with the buffered API, you can implement
`BufferedEvent`:

```rust
pub trait BufferedEvent: Event {}
```

The event can then be used with `EventReader`/`EventWriter`:

```rust
#[derive(Event, BufferedEvent)]
struct Message(String);

fn write_hello(mut writer: EventWriter<Message>) {
    writer.write(Message("I hope these examples are alright".to_string()));
}

fn read_messages(mut reader: EventReader<Message>) {
    // Process all buffered events of type `Message`.
    for Message(message) in reader.read() {
        println!("{message}");
    }
}
```

In summary:

- Need a basic event you can trigger and observe? Derive `Event`!
- Need the event to be targeted at an entity? Derive `EntityEvent`!
- Need the event to be buffered and support the
`EventReader`/`EventWriter` API? Derive `BufferedEvent`!

## Alternatives

I'll now cover some of the alternative approaches I have considered and
briefly explored. I made this section collapsible since it ended up
being quite long :P

<details>

<summary>Expand this to see alternatives</summary>

### 1. Unified `Event` Trait

One option is not to have *three* separate traits (`Event`,
`EntityEvent`, `BufferedEvent`), and to instead just use associated
constants on `Event` to determine whether an event supports targeting
and buffering or not:

```rust
pub trait Event: Send + Sync + 'static {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
    const TARGETED: bool = false;
    const BUFFERED: bool = false;
    
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

Methods can then use bounds like `where E: Event<TARGETED = true>` or
`where E: Event<BUFFERED = true>` to limit APIs to specific kinds of
events.

This would keep everything under one `Event` trait, but I don't think
it's necessarily a good idea. It makes APIs harder to read, and docs
can't easily refer to specific types of events. You can also create
weird invariants: what if you specify `TARGETED = false`, but have
`Traversal` and/or `AUTO_PROPAGATE` enabled?

### 2. `Event` and `Trigger`

Another option is to only split the traits between buffered events and
observer events, since that is the main thing people have been asking
for, and they have the largest API difference.

If we did this, I think we would need to make the terms *clearly*
separate. We can't really use `Event` and `BufferedEvent` as the names,
since it would be strange that `BufferedEvent` doesn't implement
`Event`. Something like `ObserverEvent` and `BufferedEvent` could work,
but it'd be more verbose.

For this approach, I would instead keep `Event` for the current
`EventReader`/`EventWriter` API, and call the observer event a
`Trigger`, since the "trigger" terminology is already used in the
observer context within Bevy (both as a noun and a verb). This is also
what a long [bikeshed on
Discord](https://discord.com/channels/691052431525675048/749335865876021248/1298057661878898791)
seemed to land on at the end of last year.

```rust
// For `EventReader`/`EventWriter`
pub trait Event: Send + Sync + 'static {}

// For observers
pub trait Trigger: Send + Sync + 'static {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
    const TARGETED: bool = false;
    
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

The problem is that "event" is just a really good term for something
that "happens". Observers are rapidly becoming the more prominent API,
so it'd be weird to give them the `Trigger` name and leave the good
`Event` name for the less common API.

So, even though a split like this seems neat on the surface, I think it
ultimately wouldn't really work. We want to keep the `Event` name for
observer events, and there is no good alternative for the buffered
variant. (`Message` was suggested, but saying stuff like "sends a
collision message" is weird.)

### 3. `GlobalEvent` + `TargetedEvent`

What if instead of focusing on the buffered vs. observed split, we
*only* make a distinction between global and targeted events?

```rust
// A shared event trait to allow global observers to work
pub trait Event: Send + Sync + 'static {
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}

// For buffered events and non-targeted observer events
pub trait GlobalEvent: Event {}

// For targeted observer events
pub trait TargetedEvent: Event {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
}
```

This is actually the first approach I implemented, and it has the neat
characteristic that you can only use non-targeted APIs like `trigger`
with a `GlobalEvent` and targeted APIs like `trigger_targets` with a
`TargetedEvent`. You have full control over whether the entity should or
should not have a target, as they are fully distinct at the type-level.

However, there's a few problems:

- There is no type-level indication of whether a `GlobalEvent` supports
buffered events or just non-targeted observer events
- An `Event` on its own does literally nothing, it's just a shared trait
required to make global observers accept both non-targeted and targeted
events
- If an event is both a `GlobalEvent` and `TargetedEvent`, global
observers again have ambiguity on whether an event has a target or not,
undermining some of the benefits
- The names are not ideal

### 4. `Event` and `EntityEvent`

We can fix some of the problems of Alternative 3 by accepting that
targeted events can also be used in non-targeted contexts, and simply
having the `Event` and `EntityEvent` traits:

```rust
// For buffered events and non-targeted observer events
pub trait Event: Send + Sync + 'static {
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}

// For targeted observer events
pub trait EntityEvent: Event {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
}
```

This is essentially identical to this PR, just without a dedicated
`BufferedEvent`. The remaining major "problem" is that there is still
zero type-level indication of whether an `Event` event *actually*
supports the buffered API. This leads us to the solution proposed in
this PR, using `Event`, `EntityEvent`, and `BufferedEvent`.

</details>

## Conclusion

The `Event` + `EntityEvent` + `BufferedEvent` split proposed in this PR
aims to solve all the common problems with Bevy's current event model
while keeping the "weirdness" factor minimal. It splits in terms of both
the push vs. pull *and* global vs. targeted aspects, while maintaining a
shared concept for an "event".

### Why I Like This

- The term "event" remains as a single concept for all the different
kinds of events in Bevy.
- Despite all event types being "events", they use fundamentally
different APIs. Instead of assuming that you can use an event type with
any pattern (when only one is typically supported), you explicitly opt
in to each one with dedicated traits.
- Using separate traits for each type of event helps with documentation
and clearer function signatures.
- I can safely make assumptions on expected usage.
- If I see that an event is an `EntityEvent`, I can assume that I can
use `observe` on it and get targeted events.
- If I see that an event is a `BufferedEvent`, I can assume that I can
use `EventReader` to read events.
- If I see both `EntityEvent` and `BufferedEvent`, I can assume that
both APIs are supported.

In summary: This allows for a unified concept for events, while limiting
the different ways to use them with opt-in traits. No more guess-work
involved when using APIs.

### Problems?

- Because `BufferedEvent` implements `Event` (for more consistent
semantics etc.), you can still use all buffered events for non-targeted
observers. I think this is fine/good. The important part is that if you
see that an event implements `BufferedEvent`, you know that the
`EventReader`/`EventWriter` API should be supported. Whether it *also*
supports other APIs is secondary.
- I currently only support `trigger_targets` for an `EntityEvent`.
However, you can technically target components too, without targeting
any entities. I consider that such a niche and advanced use case that
it's not a huge problem to only support it for `EntityEvent`s, but we
could also split `trigger_targets` into `trigger_entities` and
`trigger_components` if we wanted to (or implement components as
entities :P).
- You can still trigger an `EntityEvent` *without* targets. I consider
this correct, since `Event` implements the non-targeted behavior, and
it'd be weird if implementing another trait *removed* behavior. However,
it does mean that global observers for entity events can technically
return `Entity::PLACEHOLDER` again (since I got rid of the
`Option<Entity>` added in #19440 for ergonomics). I think that's enough
of an edge case that it's not a huge problem, but it is worth keeping in
mind.
- ~~Deriving both `EntityEvent` and `BufferedEvent` for the same type
currently duplicates the `Event` implementation, so you instead need to
manually implement one of them.~~ Changed to always requiring `Event` to
be derived.

## Related Work

There are plans to implement multi-event support for observers,
especially for UI contexts. [Cart's
example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508)
API looked like this:

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

I believe this shouldn't be in conflict with this PR. If anything, this
PR might *help* achieve the multi-event pattern for entity observers
with fewer footguns: by statically enforcing that all of these events
are `EntityEvent`s in the context of `EntityCommands::observe`, we can
avoid misuse or weird cases where *some* events inside the trigger are
targeted while others are not.
2025-06-15 16:46:34 +00:00

237 lines
9.8 KiB
Rust

//! This module provides a simple interface for implementing a picking backend.
//!
//! Don't be dissuaded by terminology like "backend"; the idea is dead simple. `bevy_picking`
//! will tell you where pointers are, all you have to do is send an event if the pointers are
//! hitting something. That's it. The rest of this documentation explains the requirements in more
//! detail.
//!
//! Because `bevy_picking` is very loosely coupled with its backends, you can mix and match as
//! many backends as you want. For example, you could use the `rapier` backend to raycast against
//! physics objects, a picking shader backend to pick non-physics meshes, and the `bevy_ui` backend
//! for your UI. The [`PointerHits`] instances produced by these various backends will be combined,
//! sorted, and used as a homogeneous input for the picking systems that consume these events.
//!
//! ## Implementation
//!
//! - A picking backend only has one job: read [`PointerLocation`](crate::pointer::PointerLocation)
//! components and produce [`PointerHits`] events. In plain English, a backend is provided the
//! location of pointers, and is asked to provide a list of entities under those pointers.
//!
//! - The [`PointerHits`] events produced by a backend do **not** need to be sorted or filtered, all
//! that is needed is an unordered list of entities and their [`HitData`].
//!
//! - Backends do not need to consider the [`Pickable`](crate::Pickable) component, though they may
//! use it for optimization purposes. For example, a backend that traverses a spatial hierarchy
//! may want to exit early if it intersects an entity that blocks lower entities from being
//! picked.
//!
//! ### Raycasting Backends
//!
//! Backends that require a ray to cast into the scene should use [`ray::RayMap`]. This
//! automatically constructs rays in world space for all cameras and pointers, handling details like
//! viewports and DPI for you.
use bevy_ecs::prelude::*;
use bevy_math::Vec3;
use bevy_reflect::Reflect;
/// The picking backend prelude.
///
/// This includes the most common types in this module, re-exported for your convenience.
pub mod prelude {
pub use super::{ray::RayMap, HitData, PointerHits};
pub use crate::{
pointer::{PointerId, PointerLocation},
Pickable, PickingSystems,
};
}
/// An event produced by a picking backend after it has run its hit tests, describing the entities
/// under a pointer.
///
/// Some backends may only support providing the topmost entity; this is a valid limitation. For
/// example, a picking shader might only have data on the topmost rendered output from its buffer.
///
/// Note that systems reading these events in [`PreUpdate`](bevy_app::PreUpdate) will not report ordering
/// ambiguities with picking backends. Take care to ensure such systems are explicitly ordered
/// against [`PickingSystems::Backend`](crate::PickingSystems::Backend), or better, avoid reading `PointerHits` in `PreUpdate`.
#[derive(Event, BufferedEvent, Debug, Clone, Reflect)]
#[reflect(Debug, Clone)]
pub struct PointerHits {
/// The pointer associated with this hit test.
pub pointer: prelude::PointerId,
/// An unordered collection of entities and their distance (depth) from the cursor.
pub picks: Vec<(Entity, HitData)>,
/// Set the order of this group of picks. Normally, this is the
/// [`bevy_render::camera::Camera::order`].
///
/// Used to allow multiple `PointerHits` submitted for the same pointer to be ordered.
/// `PointerHits` with a higher `order` will be checked before those with a lower `order`,
/// regardless of the depth of each entity pick.
///
/// In other words, when pick data is coalesced across all backends, the data is grouped by
/// pointer, then sorted by order, and checked sequentially, sorting each `PointerHits` by
/// entity depth. Events with a higher `order` are effectively on top of events with a lower
/// order.
///
/// ### Why is this an `f32`???
///
/// Bevy UI is special in that it can share a camera with other things being rendered. in order
/// to properly sort them, we need a way to make `bevy_ui`'s order a tiny bit higher, like adding
/// 0.5 to the order. We can't use integers, and we want users to be using camera.order by
/// default, so this is the best solution at the moment.
pub order: f32,
}
impl PointerHits {
/// Construct [`PointerHits`].
pub fn new(pointer: prelude::PointerId, picks: Vec<(Entity, HitData)>, order: f32) -> Self {
Self {
pointer,
picks,
order,
}
}
}
/// Holds data from a successful pointer hit test. See [`HitData::depth`] for important details.
#[derive(Clone, Debug, PartialEq, Reflect)]
#[reflect(Clone, PartialEq)]
pub struct HitData {
/// The camera entity used to detect this hit. Useful when you need to find the ray that was
/// casted for this hit when using a raycasting backend.
pub camera: Entity,
/// `depth` only needs to be self-consistent with other [`PointerHits`]s using the same
/// [`RenderTarget`](bevy_render::camera::RenderTarget). However, it is recommended to use the
/// distance from the pointer to the hit, measured from the near plane of the camera, to the
/// point, in world space.
pub depth: f32,
/// The position reported by the backend, if the data is available. Position data may be in any
/// space (e.g. World space, Screen space, Local space), specified by the backend providing it.
pub position: Option<Vec3>,
/// The normal vector of the hit test, if the data is available from the backend.
pub normal: Option<Vec3>,
}
impl HitData {
/// Construct a [`HitData`].
pub fn new(camera: Entity, depth: f32, position: Option<Vec3>, normal: Option<Vec3>) -> Self {
Self {
camera,
depth,
position,
normal,
}
}
}
pub mod ray {
//! Types and systems for constructing rays from cameras and pointers.
use crate::backend::prelude::{PointerId, PointerLocation};
use bevy_ecs::prelude::*;
use bevy_math::Ray3d;
use bevy_platform::collections::{hash_map::Iter, HashMap};
use bevy_reflect::Reflect;
use bevy_render::camera::Camera;
use bevy_transform::prelude::GlobalTransform;
use bevy_window::PrimaryWindow;
/// Identifies a ray constructed from some (pointer, camera) combination. A pointer can be over
/// multiple cameras, which is why a single pointer may have multiple rays.
#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq, Reflect)]
#[reflect(Clone, PartialEq, Hash)]
pub struct RayId {
/// The camera whose projection was used to calculate the ray.
pub camera: Entity,
/// The pointer whose pixel coordinates were used to calculate the ray.
pub pointer: PointerId,
}
impl RayId {
/// Construct a [`RayId`].
pub fn new(camera: Entity, pointer: PointerId) -> Self {
Self { camera, pointer }
}
}
/// A map from [`RayId`] to [`Ray3d`].
///
/// This map is cleared and re-populated every frame before any backends run. Ray-based picking
/// backends should use this when possible, as it automatically handles viewports, DPI, and
/// other details of building rays from pointer locations.
///
/// ## Usage
///
/// Iterate over each [`Ray3d`] and its [`RayId`] with [`RayMap::iter`].
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # use bevy_picking::backend::ray::RayMap;
/// # use bevy_picking::backend::PointerHits;
/// // My raycasting backend
/// pub fn update_hits(ray_map: Res<RayMap>, mut output_events: EventWriter<PointerHits>,) {
/// for (&ray_id, &ray) in ray_map.iter() {
/// // Run a raycast with each ray, returning any `PointerHits` found.
/// }
/// }
/// ```
#[derive(Clone, Debug, Default, Resource)]
pub struct RayMap {
/// Cartesian product of all pointers and all cameras
/// Add your rays here to support picking through indirections,
/// e.g. rendered-to-texture cameras
pub map: HashMap<RayId, Ray3d>,
}
impl RayMap {
/// Iterates over all world space rays for every picking pointer.
pub fn iter(&self) -> Iter<'_, RayId, Ray3d> {
self.map.iter()
}
/// Clears the [`RayMap`] and re-populates it with one ray for each
/// combination of pointer entity and camera entity where the pointer
/// intersects the camera's viewport.
pub fn repopulate(
mut ray_map: ResMut<Self>,
primary_window_entity: Query<Entity, With<PrimaryWindow>>,
cameras: Query<(Entity, &Camera, &GlobalTransform)>,
pointers: Query<(&PointerId, &PointerLocation)>,
) {
ray_map.map.clear();
for (camera_entity, camera, camera_tfm) in &cameras {
if !camera.is_active {
continue;
}
for (&pointer_id, pointer_loc) in &pointers {
if let Some(ray) =
make_ray(&primary_window_entity, camera, camera_tfm, pointer_loc)
{
ray_map
.map
.insert(RayId::new(camera_entity, pointer_id), ray);
}
}
}
}
}
fn make_ray(
primary_window_entity: &Query<Entity, With<PrimaryWindow>>,
camera: &Camera,
camera_tfm: &GlobalTransform,
pointer_loc: &PointerLocation,
) -> Option<Ray3d> {
let pointer_loc = pointer_loc.location()?;
if !pointer_loc.is_in_viewport(camera, primary_window_entity) {
return None;
}
camera
.viewport_to_world(camera_tfm, pointer_loc.position)
.ok()
}
}