Commit Graph

175 Commits

Author SHA1 Message Date
Yuriko♪ 637eeec352 feat(animation): implement Animatable for Rot2 (#23621)
## Objective

This PR adds animation support for 2D rotations by implementing the
`Animatable` trait for `Rot2`. This enables developers to smoothly
animate 2D entities and UI elements.

*(Note: This is a clean, cherry-picked recreation of #23618 targeting
the `main` branch, as suggested by @alice-i-cecile .)*

## Solution

To ensure mathematical correctness and consistency with existing Bevy
math types (like `Quat`), this implementation includes:

- **Shortest-path interpolation:** Uses spherical linear interpolation
(`slerp`) so that rotations naturally take the shortest route (e.g.,
passing through 0° rather than 180° when moving from 89° to -89°).
- **Standardized blending:** Implements precise cumulative and additive
blending logic that perfectly mirrors the behavior of `Quat`.
- **Comprehensive Unit Tests:** Added tests specifically to verify:
  - Shortest path interpolation.
  - Absolute blending with equal weights.
  - Cumulative multi-way blending.
  - Additive blending.
- **Example Update:** Updated the `animated_ui` example to showcase the
new `Rot2` animation capabilities.

## Testing
- [x] All new unit tests pass (`cargo test -p bevy_animation --lib
animatable`).
- [x] Ran `cargo fmt` and `cargo clippy`.
- [x] Tested the `animated_ui` example locally to ensure the 2D rotation
curve behaves as expected.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2026-05-03 23:56:16 +00:00
ickshonpe b00ff93c87 Remove new_with_ prefix from the TextLayout constuctor functions (#24049)
# Objective

Remove the `new_with_` prefixes from the `TextLayout` constuctor
functions. Generally, the "new" part is redundant and "with" is used by
fluent APIs.

## Solution

Just delete the prefixes, shorten the names (all on `TextLayout`).
* `new_with_justify` -> `justify`
* `new_with_linebreak` -> `linebreak`
* `new_with_no_wrap` -> `no_wrap`
2026-05-01 21:08:18 +00:00
Carter Anderson 535cf401cc Reframe old "scene" terminology as "world serialization" (#23630)
Part 2 of #23619 

In **Bevy 0.19** we are landing a subset of Bevy's Next Generation Scene
system (often known as BSN), which now lives in the `bevy_scene` /
`bevy::scene` crate. However the old `bevy_scene` system still needs to
stick around for a bit longer, as it provides some features that Bevy's
Next Generation Scene system doesn't (yet!):

1. It is not _yet_ possible to write a World _to_ BSN, so the old system
is still necessary for "round trip World serialization".
2. The GLTF scene loader has not yet been ported to BSN, so the old
system is still necessary to spawn GLTF scenes in Bevy.

For this reason, we have renamed the old `bevy_scene` crate to
`bevy_world_serialization`. If you were referencing `bevy_scene::*` or
`bevy::scene::*` types, rename those paths to
`bevy_world_serialization::*` and `bevy::world_serialization::*`
respectively.

Additionally, to avoid confusion / conflicts with the new scene system,
all "scene" terminology / types have been reframed as "world
serialization":

- `Scene` -> `WorldAsset` (as this was always just a World wrapper)
- `SceneRoot` -> `WorldAssetRoot`
- `DynamicScene` -> `DynamicWorld`
    - `DynamicScene::from_scene` -> `DynamicWorld::from_world_asset`
- `DynamicSceneBuilder` -> `DynamicWorldBuilder`
- `DynamicSceneRoot` -> `DynamicWorldRoot`
- `SceneInstanceReady` -> `WorldInstanceReady`
- `SceneLoader` -> `WorldAssetLoader`
- `ScenePlugin` -> `WorldSerializationPlugin`
- `SceneRootTemplate` -> `WorldAssetRootTemplate`
- `SceneSpawner` -> `WorldInstanceSpawner`
- `SceneFilter` -> `WorldFilter`
- `SceneLoaderError` -> `WorldAssetLoaderError`
- `SceneSpawnError` -> `WorldInstanceSpawnError`

Note that I went with `bevy_world_serialization` over
`bevy_ecs_serialization`, as that is what all of the internal features
described themselves as. I think it is both more specific and does a
better job of making itself decoupled from `bevy_ecs` proper.
2026-04-04 00:31:47 +00:00
Chris Biscardi 6b67f74ab1 update animation example to use gltf root asset (#23011)
# Objective

It is a fairly common situation that a user looks at the animation
examples in the bevy repo, uses them, and causes their application to
load the glTF multiple times because the examples use many sub-assets
directly. Users take this pattern with them and load sub-assets from the
same glTF file in many different places in their application. (ex: a
scene in one system and animations in another).

This approach *also* prevents using names to access animations, since
Bevy's sub-asset id system doesn't currently use names to expose glTF
sub-assets to applications, which means users must rely on indices that
can change out from under them over time.

## Solution

Replace one example that loads animations with glTF root asset usage
instead to gather feedback on general approach, before potentially
modifying more examples.

This will expose loading patterns, such as needing to wait for the glTF
asset to be loaded, which are *also* papercuts in regular Bevy
application usage.

My general thought process is that we should use glTF root assets for
any example that retrieves 2 or more sub-assets from a glTF file.
Examples that, for example, only spawn a single `Scene` can stay as they
are.

## Testing

```
cargo run --example animated_mesh_control
```

## Showcase



https://github.com/user-attachments/assets/6717f794-96fd-449e-abcc-1bd96b682127
2026-02-24 00:21:40 +00:00
Gonçalo Rica Pais da Silva f255b8e57a Upgrade glam, hexasphere, rand & uuid to latest versions (#22928)
# Objective

- `glam`, `hexasphere` & `rand` have released their latest versions,
update Bevy to support them.

## Solution

- The above have been updated to their compatible versions. `rand_distr`
updated as well to match `rand` v0.10 support.
- `rand_chacha` is soft deprecated and no longer used by `rand`, so its
usage has been changed to `chacha20` to match `rand` dep tree.
- `uuid` is in the process of updating to `getrandom` v0.4, which `rand`
v0.10 supports. This PR remains in draft until a new `uuid` release hits
crates.io.
- `RngCore` is now `Rng`, and `Rng` is now `RngExt`, so this required
updating across many files.
- `choose_multiple` method is deprecated, changed to `sample`.

## Testing

- Chase all compiler errors, since this should not regress any already
existing behaviour.
- This must pass CI without regressions.

## Additional Notes

`getrandom` v0.4 doesn't add anything new for Web WASM support, so the
same `wasm_js` feature is used.
2026-02-19 22:17:25 +00:00
Rostyslav Lesovyi 9fd2637846 Add tools to avoid unnecessary AssetEvent::Modified events that lead to rendering performance costs (#16751) (#22460)
# Objective

- Fixes #16751

## Solution

- `Assets::get_mut` now returns a wrapper `AssetMut` type instead of
`&mut impl Asset`.
- `AssetMut` implements `Deref` and `DerefMut`.
- `DerefMut` marks assets as changed.
- when dropped `AssetMut` will add `AssetEvent::Modified` event to a
queue only in case asset was marked as changed.

## Testing

- Did you test these changes? If so, how?
  - No unit tests were added, change is pretty straightforward.
  - Test project: https://github.com/MatrixDev/bevy-feature-16751-test.
    - With change: ~100 fps.
    - Without change: ~15 fps.
- Are there any parts that need more testing?
- I don't really see how this can break anything or add a measurable
overhead.
- `AssetEvent::Modified` will now be sent after the asset was modified
instead of before. It should not affect anything but still worth noting.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Have a big amount of entities that constantly update their materials.
- Properties of those materials should be animated in a stepped maned
(like changing color every 0.1 seconds).
  - Update material only if value has actually changed:
```rust
if material.base_color != new_color {
    material.base_color = new_color;
}
```
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
  - tested on macos (Mackbook M1)
  - not a platform-specific issue

PS: This is my first PR, so please don’t judge.
2026-02-10 18:39:37 +00:00
ickshonpe f8b564c8df animated_ui: Animate UiTransform::scale, not TextFont::font_size (#22667)
# Objective

The animated_ui example interpolates the font size of the animated text
entity, which rapidly generates gigabytes of font atlases.

Also, on main the text isn't even visible (and it still generates
infinity font atlases).

Fixes #22626, #22647

## Solution

Spawn the text with its font size set to the maximum value from the old
animation curve. Then scale the text by interpolating the
`UiTransform::scale` field, instead of the font size.

## Testing

```cargo run --example animated_ui```

The text should be visible and the memory usage should be stable.
2026-02-04 00:24:16 +00:00
ickshonpe 6ca4769128 Minimal responsive FontSize support (#22614)
# Objective

Add responsive font sizes supporting rem and viewport units to
`bevy_text` with minimal changes to the APIs and systems.

## Solution

Introduce a new `FontSize` enum:

```rust
pub enum FontSize {
    /// Font Size in logical pixels.
    Px(f32),
    /// Font size as a percentage of the viewport width.
    Vw(f32),
    /// Font size as a percentage of the viewport height.
    Vh(f32),
    /// Font size as a percentage of the smaller of the viewport width and height.
    VMin(f32),
    /// Font size as a percentage of the larger of the viewport width and height.
    VMax(f32),
    /// Font Size relative to the value of the `RemSize` resource.
    Rem(f32),
}
```

This replaces the `f32` value of `TextFont`'s `font_size` field.

The viewport variants work the same way as their respective `Val`
counterparts.

`Rem` values are multiplied by the value of the `RemSize` resource
(which newtypes an `f32`).

`FontSize` provides an `eval` method that takes a logical viewport size
and rem base size and returns an `f32` logical font size. The resolved
logical font size is then written into the `Attributes` passed to Cosmic
Text by `TextPipeline::update_buffer`.

Any text implementation using `bevy_text` must now provide viewport and
rem base values when calling `TextPipeline::update_buffer` or
`create_measure`.

`Text2d` uses the size of the primary window to resolve viewport values
(or `Vec2::splat(1000)` if no primary window is found). This is a
deliberate compromise, a single `Text2d` can be rendered to multiple
viewports using `RenderLayers`, so it's difficult to find a rule for
which viewport size should be chosen.

### Change detection 

`ComputedTextBlock` has two new fields: `uses_viewport_sizes` and
`uses_rem_sizes`, which are set to true in `TextPipeline::update_buffer`
iff any text section in the block uses viewport or rem font sizes,
respectively.

The `ComputedTextBlock::needs_rerender` method has been modified to take
take two bool parameters:
```rust
    pub fn needs_rerender(
        &self,
        is_viewport_size_changed: bool,
        is_rem_size_changed: bool,
    ) -> bool {
        self.needs_rerender
            || (is_viewport_size_changed && self.uses_viewport_sizes)
            || (is_rem_size_changed && self.uses_rem_sizes)
    }
 ```
This ensures that text reupdates will also be scheduled if one of the text section's uses a viewport font size and the local viewport size changed, or if one of the text section's uses a rem font size and the rem size changed.

#### Limitations

There are some limitations because we don't have any sort of font style inheritance yet:

* "rem" units aren't proper rem units, and just based on the value of a resource. 
* "em" units are resolved based on inherited font size, so can't be implemented without inheritance support.

#### Notes

* This PR is quite small and not very technical. Reviewers don't need to be especially familiar with `bevy_text`. Most of the changes are to the examples.

* We could consider using `Val` instead of `FontSize`, then we could use `Val`'s constructor functions which would be much nicer, but some variants might not have sensible interpretations in both UI and Text2d contexts. Also we'd have to make `Val` accessible to `bevy_text`.

## Testing

The changes to the text systems are relatively trivial and easy to understand.  I already added a minor change to the `text` example to use `Vh` font size for the "hello bevy" text in the bottom right corner. If you change the size of the window, you should see the text change size in response. The text initially flickers before it updates because of some unrelated asset/image changes that mean that font textures aren't ready until the frame after the text update that changes the font size.

Most of the example migrations were automated using regular expressions, and there are bound to be mistakes in those changes. It's infeasible to check every single example thoroughly, but it's early enough in the release cycle that I don't think we should be too worried if a few bugs slip in.

---------

Co-authored-by: Kevin Chen <chen.kevin.f@gmail.com>
2026-02-02 22:52:33 +00:00
Greeble 9d2db8838f Improve frustum culling of skinned meshes through per-joint bounds (#21837)
## Objective

Mostly fix #4971 by adding a new option for updating skinned mesh `Aabb`
components from joint transforms.


https://github.com/user-attachments/assets/c25b31fa-142d-462b-9a1d-012ea928f839

This fixes cases where vertex positions are only modified through
skinning. It doesn't fix other cases like morph targets and vertex
shaders.

The PR kind of upstreams
[`bevy_mod_skinned_aabb`](https://github.com/greeble-dev/bevy_mod_skinned_aabb),
but with some changes to make it simpler and more reliable.

### Dependencies

- (MERGED) #21732 (or something similar) is desirable to make the new
option work with `RenderAssetUsages::RENDER_WORLD`-only meshes.
- This PR is authored as if 21732 has landed. But if that doesn't happen
then I can adjust this PR to note the limitation.
- (Optional) #21845 adds an option related to skinned mesh bounds.
  - Either PR can land first - the second will need to be updated.

## Background

If a main world entity has a `Mesh3d` component then it's automatically
assigned an `Aabb` component. This is done by `bevy_camera` or
`bevy_gltf`. The `Aabb` is used by `bevy_camera` for frustum culling. It
can also be used by `bevy_picking` as an optimization, and by third
party crates.

But there's a problem - the `Aabb` can be wrong if something changes the
mesh's vertex positions after the `Aabb` is calculated. This can be done
by vertex shaders - notably skinning and morph targets - or by mutating
the `Mesh` asset (#4294).

For the skinning case, the most common solution has been to disable
frustum culling via the `NoFrustumCulling` component. This is simple,
and might even be the most efficient approach for apps where meshes tend
to stay on-screen. But it's annoying to implement, bad for apps where
meshes are often off-screen, and it only fixes frustum culling - it
doesn't help other systems that use the `Aabb`.

## Solution

This PR adds a reliable and reasonably efficient method of updating the
`Aabb` of a skinned mesh from its animated joint transforms. See the
"How does it work" section for more detail.

The glTF loader can add skinned bounds automatically if a new
`GltfSkinnedMeshBoundsPolicy` option is enabled in `GltfPlugin` or
`GltfLoaderSettings`:

```rust
app.add_plugins(DefaultPlugins.set(GltfPlugin {
    skinned_mesh_bounds_policy: GltfSkinnedMeshBoundsPolicy::Dynamic,
    ..default()
}))
```

_The new glTF loader option is enabled by default_. I think this is the
right choice for several reasons:

- Bugs caused by skinned mesh culling have been a regular pain for both
new and experienced users. Now the most common case Just Works(tm).
- The CPU cost is modest (see later section), and sophisticated users
can opt-out.
- GPU limited apps might see a performance increase if the user was
previously disabling culling.

Non-glTF cases require some manual steps. The user must ask `Mesh` to
generate the skinned bounds, and then add the `DynamicSkinnedMeshBounds`
marker component to their mesh entity.

```rust
mesh.generate_skinned_mesh_bounds()?;
let mesh_asset = mesh_assets.add(mesh);
entity.insert((Mesh3d(mesh_asset), DynamicSkinnedMeshBounds));
```

See the `custom_skinned_mesh` example for real code.

## Bonus Features

### `GltfSkinnedMeshBoundsPolicy::NoFrustumCulling`

This is a convenience for users who prefer the `NoFrustumCulling`
workaround, but want to avoid the hassle of adding it after a glTF scene
has been spawned.

```rust
app.add_plugins(DefaultPlugins.set(GltfPlugin {
    skinned_mesh_bounds_policy: GltfSkinnedMeshBoundsPolicy::NoFrustumCulling,
    ..default()
}))
```

PR #21845 is also adding an option related to skinned mesh bounds. I'm
fine if that PR lands first - I'll update this PR to include the option.

### Gizmos

`bevy_gizmos::SkinnedMeshBoundsGizmoPlugin` can draw the per-joint
AABBs.

```rust
fn toggle_skinned_mesh_bounds(mut config: ResMut<GizmoConfigStore>) {
    config.config_mut::<SkinnedMeshBoundsGizmoConfigGroup>().1.draw_all ^= true;
}
```

The name is debatable. It's not technically drawing the bounds of the
skinned mesh - it's drawing the per-joint bounds that contribute to the
bounds of the skinned mesh.

## Testing

```sh
cargo run --example test_skinned_mesh_bounds

# Press `B` to show mesh bounds, 'J' to show joint bounds.
cargo run --example scene_viewer --features "free_camera" -- "assets/models/animated/Fox.glb"
cargo run --example scene_viewer --features "free_camera" -- "assets/models/SimpleSkin/SimpleSkin.gltf"

# More complicated mesh downloaded from https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main/Models/RecursiveSkeletons
cargo run --example scene_viewer --features "free_camera" -- "RecursiveSkeletons.glb"

cargo run --example custom_skinned_mesh
```

I also hacked `custom_skinned_mesh` to simulate awkward cases like
rotated and off-screen entities.

## How Does It Work?

<details><summary>Click to expand</summary>

### Summary

`Mesh::generated_skinned_mesh_bounds` calculates an AABB for each joint
in the mesh - the AABB encloses all the vertices skinned to that joint.
Then every frame, `bevy_camera::update_skinned_mesh_bounds` uses the
current joint transforms to calculate an `Aabb` that encloses all the
joint AABBs.

This approach is reliable, in that the final `Aabb` will always enclose
the skinned vertices. But it can be larger than necessary. In practice
it's tight enough to be useful, and rarely more than 50% bigger.

This approach works even with non-rigid transforms and soft skinning. If
there's any doubt then I can add more detail.

### Awkward Bits

The solution is not as simple and efficient as it could be.

#### Problem 1: Joint transforms are world-space, `Aabb` is
entity-space.

- Ideally we'd use the world-space joint transforms to calculate a
world-space `Aabb`, but that's not possible.
- The obvious solution is to transform the joints to entity-space, so
the `Aabb` is directly calculated in entity-space.
  - But that means an extra matrix multiply per joint.
- This PR calculates the `Aabb` in world-space and then transforms it to
entity-space.
- That avoids a matrix multiply per-joint, but can increase the size of
the `Aabb`.

#### Problem 2: Joint AABBs are in a surprising(?) space.

- When creating joint AABBs from a mesh, the intuitive solution would be
to calculate them in joint-space.
- Then the update just has to transform them by the world-space joint
transform.
- But to calculate them in joint-space we need both the bind pose vertex
positions and the bind pose joint transforms.
- These two parts are in separate assets - `Mesh` and
`SkinnedMeshInverseBindposes` - and those assets can be mixed and
matched.
- So we'd need to calculate a `SkinnedMeshBoundsAsset` for each
combination of `Mesh` and `SkinnedMeshInverseBindposes`.
- (`bevy_mod_skinned_aabb` uses this approach - it's slow and fragile.)
- This PR calculates joint AABBs in *mesh-space* (or more strictly
speaking: bind pose space).
  - That can be done with just the `Mesh` asset.
- One downside is that the update needs an extra matrix multiply so we
can go from mesh-space to world-space.
- However, this might become a performance advantage if frustum culling
changes - see the "Future Options" section.
- Another minor downside is that mesh-space AABBs (red in the screenshot
below) tend to be bigger than joint-space AABBs (green), since joints
with one long axis might be at an awkward angle in mesh-space.

<img width="1085" height="759" alt="image"
src="https://github.com/user-attachments/assets/a02a28c3-8882-412c-9be1-64109b767da7"
/>

### Future Options

For frustum culling there's a cheeky way to optimize and simplify
skinned bounds - put frustum culling in the renderer and calculate a
world-space AABB during `extract_skins`. The joint transform will be
already loaded and in the right space, so we can avoid an entity lookup
and matrix multiply. I estimate this would make skinned bounds 3x
faster.

Another option is to change main world frustum culling to use a
world-space AABB. So there would be a new `GlobalAabb` component that
gets updated each frame from `Aabb` and the entity transform (which is
basically the same as transform propagation and the relationship between
`Transform` and `GlobalTransform`). This has some advantages and
disadvantages but I won't get into them here - I think putting frustum
culling into the renderer is a better option.

(Note that putting frustum culling into the renderer doesn't mean
removing the current main world visibility system - it just means the
main world system would be separate opt-in system)

</details>

## Performance

<details><summary>Click to expand</summary>

### Initialization

Creating the skinned bounds asset for `Fox.glb` (576 verts, 22 skinned
joints) takes **0.03ms**. Loading the whole glTF takes 8.7ms, so this is
a **<1% increase**.

### Per-Frame

The `many_foxes` example has 1000 skinned meshes, each with 22 skinned
joints. Updating the skinned bounds takes **0.086ms**. This is a
throughput of roughly 250,000 joints per millisecond, using two threads.

<img width="2404" height="861" alt="image"
src="https://github.com/user-attachments/assets/c27165ae-dc6c-4f6b-bbfb-4e211ab0263c"
/>

The whole animation update takes 3.67ms (where "animation update" =
advancing players + graph evaluation + transform propagation). So we can
kinda sorta claim that this PR increases the cost of skinned animation
by roughly **3%**. But that's very hand-wavey and situation dependent.

This was tested on an AMD Ryzen 7900 but with
`TaskPoolOptions::with_num_threads(6)` to simulate a lower spec CPU.
Comparing against a few other threading options:

- Non-parallel: **0.141ms**.
- 6 threads (2 compute threads): **0.086ms**.
- 24 threads (15 compute threads): **0.051ms**.

So the parallel iterator is better but quickly hits diminishing returns
as the number of threads increases.

### Future Options

The "How Does It Work" section mentions moving skinned mesh bounds into
the renderer's skin extraction. Based on some microbenchmarks, I
estimate this would reduce non-parallel `many_foxes` from 0.141ms to
0.049ms, so roughly 3x faster. Requiring AVX2 (to enable broadcast
loads) or pre-splatting (to fake broadcast loads for SSE) would knock
off another 25%. And fancier SIMD approaches could do better again.

There's also approaches that trade reliability for performance. For
character rigs, an effective optimization is to fold face and finger
joints into a single bound on the head and hand joints. This can reduce
the number of joints required by 50-80%.

</details>

## FAQ

<details><summary>Click to expand</summary>

#### Why can't it be automatically added to any mesh? Then the glTF
importer and custom mesh generators wouldn't need special logic.

`bevy_mod_skinned_aabb` took the automatic approach, and I don't think
the outcome was good. It needs some surprisingly fiddly and fragile
logic to decide when an entity has the right combination of assets in
the right loaded state. And it can never work with
`RenderAssetUsages::RENDER_WORLD`.

So this PR takes a more modest and manual approach. I think there's
plenty of scope to generalise and automate as the asset pipeline
matures. If the glTF importer becomes a purer glTF -> BSN transform,
then adding skinned bounds could be a general scene/asset transform
that's shared with other importers and custom mesh generators.

#### Why is the data in `Mesh`? Shouldn't it go in `SkinnedMesh` or
`SkinnedMeshInverseBindposes`?

That might seem intuitive, but it wouldn't work in practice - the data
is derived from `Mesh` alone. `SkinnedMesh` doesn't work because it's
per mesh instance, so the data would be duplicated.
`SkinnedMeshInverseBindposes` doesn't work because it can be shared
between multiple meshes.

The names are a bit misleading - `Mesh` does contain some skinning data,
while `SkinnedMesh` and `SkinnedMeshInverseBindposes` are more like
joint bindings one step removed from the vertex data.

#### Why not put the bounds on the joint entities?

This is surprisingly tricky in practice because multiple meshes can be
bound to the same joint entity. So there would need to be logic that
tracks the bindings and updates the bounds as meshes are added and
removed.

#### Why is the `DynamicSkinnedMeshBounds` component required?

It's an optimisation for users who want to opt out. It might also be
useful for future expansion, like adding options to approximate the
bounds with an AABB attached to a single joint.

#### Why are the update system and `DynamicSkinnedMeshBounds` component
in `bevy_camera`? Shouldn't they be in `bevy_mesh`?

`bevy_camera` is the owner and main user of `Aabb`, and already has some
mesh related logic (`calculate_bounds` automatically adds an `Aabb` to
mesh entities). So putting it in `bevy_camera` is consistent with the
current structure. I'd agree that it's a little awkward though and could
change in future.

</details>

## What Do Other Engines Do?

<details><summary>Click to expand</summary>

- **Unreal**: Automatically uses [collision
shapes](https://dev.epicgames.com/documentation/en-us/unreal-engine/physics-asset-editor-in-unreal-engine)
attached to joints, which is similar to this PR in practice but fragile
and inefficient. Also supports various fixed bounds options.
- **Unity**: Fixed bounds attached to the root bone. Automatically
calculated from animation poses or specified manually
([documentation](https://docs.unity3d.com/6000.4/Documentation/Manual/troubleshooting-skinned-mesh-renderer-visibility.html)).
- **Godot**: Appears to use roughly the same method as this PR, although
I didn't 100% confirm. See
[`MeshStorage::mesh_get_aabb`](https://github.com/godotengine/godot/blob/fafc07335bdecacd96b548c4119fbe1f47ee5866/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp#L650)
and
[`RendererSceneCull::_update_instance_aabb`](https://github.com/godotengine/godot/blob/235a32ad11f40ecba26d6d9ceea8ab245c13adb0/servers/rendering/renderer_scene_cull.cpp#L1991).
- **O3DE**: Fixed bounds attached to root bone, plus option to
approximate the AABB from joint origins and a fudge factor.
- **Northlight** (Remedy, Alan Wake 2): Specifically for vegetation,
calculates bounds from joint extents on GPU
([source](https://gdcvault.com/play/1034310/Large-Scale-GPU-Based-Skinning),
slide 48)

An approach that's been proposed several times for Bevy is copying
Unity's "fixed AABB from animation poses". I think this is more
complicated and less reliable than many people expect. More complicated
because linking animations to meshes can often be difficult. Less
reliable because it doesn't account for ragdolls and procedural
animation. But it could still be viable for for simple cases like a
single self-contained glTF with basic animation.

</details>

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2026-01-26 04:25:59 +00:00
Luke Yoo 2b1ae2ec38 Correct typo in animated_mesh_events (#22519)
# Objective

Fix a minor typo.

## Solution

N/A

## Testing

N/A
2026-01-15 19:28:40 +00:00
Aevyrie a88af65738 Contact Shadows (#22382)
# Objective

- Implement contact shadows to add fine shadow detail where shadow
cascades cannot.

## Solution

- Extend our existing pbr implementation using our existing raymarching
functions.

---

## Showcase

<img width="1824" height="1180" alt="image"
src="https://github.com/user-attachments/assets/e93b79c5-c596-4a9e-b94d-20bdde1d863b"
/>

<img width="1824" height="1180" alt="image"
src="https://github.com/user-attachments/assets/0fd7dffa-60b8-4b92-8fad-7f993d4d89dd"
/>


https://github.com/user-attachments/assets/e74b190d-9ae3-4aaf-97f0-b520930a0667


https://github.com/user-attachments/assets/e80ccb26-bbaa-4d25-a823-8ea12354c5b9


https://github.com/user-attachments/assets/b04f4b00-92bd-4a2f-b7dd-5157d8fbe0ab

<img width="1073" height="685" alt="image"
src="https://github.com/user-attachments/assets/b7629908-dd32-48db-8ee7-a4d2dd8f66c2"
/>

<img width="1073" height="685" alt="image"
src="https://github.com/user-attachments/assets/3de0258e-9191-4180-ac57-41b32e1205bd"
/>

<img width="1073" height="685" alt="image"
src="https://github.com/user-attachments/assets/951477f9-e9a9-426f-ae8d-18ae50cc7b85"
/>

<img width="1073" height="685" alt="image"
src="https://github.com/user-attachments/assets/2291453c-da57-4fcc-a6b0-f60f6eac6cbb"
/>

<img width="1073" height="685" alt="image"
src="https://github.com/user-attachments/assets/5820cdff-ea54-4294-b520-2a8d8dc24996"
/>

<img width="1073" height="685" alt="image"
src="https://github.com/user-attachments/assets/3ea16481-7689-4e99-87e2-1589f1532e4c"
/>

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: charlotte 🌸 <charlotte.c.mcelwain@gmail.com>
2026-01-13 21:51:39 +00:00
ickshonpe e5d4dfd7a6 Minimal Font Families, Font Queries, Collections, System Fonts, Stretch, and Slant support (#22156)
# Objective

Implement support for the remaining missing text features with minimal
changes.

## Solution

`TextFont` has been expanded to include new fields:
```rust
pub struct TextFont {
    pub font: FontSource,
    pub font_size: f32,
    pub weight: FontWeight,
    pub width: FontWidth,
    pub style: FontStyle,
    pub font_smoothing: FontSmoothing,
    pub font_features: FontFeatures,
}
```

FontSource has two variants: Handle, which identifies a font by asset
handle, and Family, which selects a font by its family name.

`FontWidth` is a newtype struct representing OpenType font stretch
classifications ranging from ULTRA_CONDENSED (50%) to ULTRA_EXPANDED
(200%).

`FontStyle` is an enum used to set the slant style of a font, either
`Normal`, `Italic`, or `Oblique`.

The system font support is very barebones. You load them using the
`CosmicFontSystem` resource:
```rust
font_system.db_mut().load_system_fonts()
```
Then they are available to be selected by family name using
`FontSource::Family`.

### Other changes

* `TextPipelines`'s `glyph_info` field has been removed. There is no
need to collect the section infos or perform any querys during text
layout updates, so that code has been removed as well.

* `update_text_layout_info` used some `try_for_each` with some nested
closures which was unnecessarily complicated again. They've been
replaced with a regular for loop.

* After font assets are loaded there's a new system
`load_font_assets_into_fontdb_system` that automatically adds them to
cosmic text's font database. Then they are available to be looked up by
family name as well as by asset handle.

* There aren't are performance motivated changes but layout updates seem
to be overall significantly more efficient now, with a slight regression
for very large numbers of short, single section text entities.

* Font texture atlases are no longer automatically cleared when the font
asset they were generated from is removed. There is no way to remove
individual fonts from cosmic text's `FontSystem`, so the font is still
accessible using the family name with `FontSource::family` and removing
the text atlases naively could cause a panic since rendering expects
them to be present.

## Testing

```
cargo run --example font_query
```
---

## Showcase

<img width="1229" height="591" alt="font-query"
src="https://github.com/user-attachments/assets/23f5aaa2-fdb8-4448-9b4e-9d65d6431107"
/>

---------

Co-authored-by: Thierry Berger <contact@thierryberger.com>
2026-01-03 22:38:53 +00:00
ickshonpe a37c14ce95 Add BorderRadius to Node (#21781)
# Objective

There was discussion in the `Next Generation Scene/UI` about adding
`BackgroundColor` to `Node`. I don't know about that, but it reminded me
that border radius isn't part of `Node`. All the other properties that
affect a `Node`'s shape are there, border radius should be there too.

## Solution

* Add a `border_radius: BorderRadius` field.
* Remove the `Component` derive from `BorderRadius`.

## Testing

The internal changes are relatively trivial. There could be mistakes in
the examples though, because of the large number of changes.
2025-11-13 23:41:52 +00:00
Trashtalk217 d431f7e139 Split AmbientLight into two (#21595)
# Objective

For resources-as-components (#19731), structs mustn't doubly derive both
`Component` and `Resource`.

## Solution

Split `AmbientLight` in two: `AmbientLight` (the resource) and
`AmbientLightOverride` (the component).

## Testing

I initially made two structs `AmbientLightComponent` and
`AmbientLightResource`, and replaced every mention with the relevant one
to ensure that I didn't confuse the two.

## Notes

- I don't know if the names are correct. I kept the easiest name for the
resource, as that's the one most often used.
- I haven't provided any conversion methods as there are already plans
to replace the component variant with something else.

---------

Co-authored-by: atlv <email@atlasdostal.com>
2025-10-21 23:04:39 +00:00
Jan Hohenheim a6da26a38e Rename AnimationEventTrigger::animation_player to target and fix misleading docs surrounding it (#21593)
# Objective

- The current name and docs tell you this is the animation player
entity. But it's not necessarily! When adding an event via
`AnimationClip::add_event_to_target`, that entity actually points to the
`AnimationTargetId`, not the animation player!
- This just caused some major confusion for me while debugging a system
that was supposed to play a sound effect from a specific bone (namely a
footstep from the foot).

## Solution

- Rename the field to `target`
- Change the docs to mention the nuance

## Testing

- Verified behavior in a test scene
2025-10-19 19:43:17 +00:00
Greeble efb8e1dee4 Split AnimationTarget into two components (#20774)
## Objective

Add flexibility by refactoring `AnimationTarget` into two separate
components. This will smooth the path for future animation features.

## Background

`bevy_animation` animates entities by assigning them `AnimationTarget`
components:

```rust
struct AnimationTarget {
    player: Entity,
    id: AnimationTargetId,
}
```

- `player: Entity` links to an entity that contains an `AnimationPlayer`
component. An `AnimationPlayer` plays `AnimationClip` assets.
- `id: AnimationTargetId` identifies which tracks in an `AnimationClip`
apply to the target entity.

When loading a glTF these components are automatically created. They can
also be created manually.

## Problem

The two parts of `AnimationTarget` often go together but sometimes would
be better separated:

1. I might want to calculate the `AnimationTargetId` first, but not link
it up to an `AnimationPlayer` until later (see #18262 for an example).
2. I might want to use `AnimationTargetId` but not use `AnimationPlayer`
- maybe I've got a different component that plays `AnimationClip`s.

In theory `player` could be left as `Entity::PLACEHOLDER`, but that's
messy and will trigger a warning in `animate_targets`.

## Solution

This PR splits `AnimationTarget` into two components:

1. `AnimationTargetId` is just the original struct with a component
derive.
2. `AnimationPlayerTarget` is a new unit struct `(Entity)`.

I'm not convinced `AnimationPlayerTarget` is a good name, but it does
fit the usual source/target naming for entity relationships.
`AnimationPlayerRef` was another candidate.

`AnimationPlayerTarget` could be a relationship target, but there would
be a performance cost from making `AnimationPlayer` a relationship
source. Maybe it's still a good idea, but that's probably best left to
another PR.

### Performance

Profiled on `many_foxes` - difference was negligible.

### Testing

Examples `animated_mesh`, `animated_transform`, `animated_ui`,
`animation_masks`, `eased_motion`, `scene_viewer`.

## Future

If this PR lands then I'll probably file a follow up that adds more
flexibility to the the glTF loader creation of `AnimationTargetId` and
`AnimationPlayer`. This will help #18262 and enable some other features.
2025-10-01 19:35:08 +00:00
Chris Biscardi 6da51ef236 move gltf examples to gltf category (#21141)
# Objective

In the context of this PR, there are two access patterns users have when
reaching for examples:

- "I have a glTF file and I need to figure out what to do with it"
- "I want to learn about Bevy feature X"

Users wanting to learn about Bevy features can go to any appropriately
named examples directory to learn more about that feature.
Users who have a glTF file currently have to scan different directories
to find glTF related functionality.
For example: looking in the 2d directory for custom vertex attribute
examples.

## Solution

Create a glTF category and move applicable examples there.

It is notable that a "gltf" directory *could* accept any example that
uses a glTF file, but this should not be the case.
The examples in this directory should be focused on the "I have a glTF
file and I'm trying to figure out how to work with it" access pattern.

If a glTF file is used "as data" to support a feature showcase, then it
is not "a gltf example". For example: spawning a Scene from a glTF file
is not enough to qualify an example for this directory.

I chose to call this directory "gltf" instead of using the "scene"
directory so as to leave "scene" for bsn examples in the future.

## Testing

```
cargo run --example custom_gltf_vertex_attribute
cargo run --example load_gltf
cargo run --example load_gltf_extras
cargo run --example query_gltf_primitives
cargo run --example update_gltf_scene
cargo run --example edit_material_on_gltf
cargo run --example gltf_skinned_mesh
```
2025-09-21 16:43:18 +00:00
Carter Anderson 4d74baf1ae BufferedEvent -> Message Rename (#20953)
This renames the concept of `BufferedEvent` to `Message`, and updates
our APIs, comments, and documentation to refer to these types as
"messages" instead of "events". It also removes/updates anything that
considers messages to be "observable", "listenable", or "triggerable".

This is a followup to https://github.com/bevyengine/bevy/pull/20731,
which omitted the `BufferedEvent -> Message` rename for brevity.

See that post for rationale.
2025-09-10 21:04:15 +00:00
Carter Anderson eda118d033 Event Rearchitecture (#20731)
There is general consensus that our terminology for Events, "entity
events", Observers, and BufferedEvents needs clarity. Additionally, many
of us also agree that the current Observer system would benefit from
additional static-ness: currently it is assumed that you can use events
in pretty much any context, and they all go through the exact same code
path.

Alice put forth a proposal to [Overhaul
Observers](https://hackmd.io/@bevy/rk4S92hmlg), and we have already
partially implemented it for 0.17. I think it does a great job of
outlining many of the issues at play, and it solves them reasonably
well. But I _also_ think the proposed solution isn't yet ideal. Given
that it is already partially implemented for 0.17, it is a breaking
change, _and_ given that we have already broken the Observer API a
number of times, I think we need to sort this out before the next
release.

This is a big changeset, but it is _largely_ just a reframing of what is
already there. I haven't fundamentally changed the behaviors. I've just
refined and constrained in a way that allows us to do what we are
currently doing in a clearer, simpler, and more performant way.

First, I'll give some quick notes on Alice's proposal (which you all
should read if you haven't yet!):
### Notes on Alice's Proposal
- I like the move toward a more static API
- I think we've gone too far down the "separate terminology" path. The
proposal introduces a zoo of apis, terms, and "subterms". I think we
need to simplify our concepts and names to make this all easier to talk
about and use in practice.
- BroadcastEvent feels like the wrong name. EntityEvent is also
"broadcast" in the exact same way
- BufferedEvent is a completely different system than EntityEvent and
BroadcastEvent. This muddles concepts too much. It needs its own
standalone, single-word concept name.
- "Universal observers": I think this should be fully context driven,
rather than needing encoding in the API.
- I agree we can't get rid of buffered events, and that merging them
with "broadcast events" isn't helpful
- I'm not quite sure how we'd make the proposed PropagateEvent subtrait
work transparently. This can't be "layered on top" as a trait. It needs
to be baked in at more fundamental level.
* I don't like `app.add_broadcast_observers()`,
`app.add_universal_observers()`, `Observer::entity_observer`,
`Observer::broadcast`, etc. The `On` event should statically determine
whether an observer is an "entity observer" or a "broadcast" Observer.
This would already be encoded in the type system and is therefore
something we can do on the developer's behalf. Likewise, any observer
being registered at a top level is inherently _not_ a specific entity
observer. All of these variants serve to make users guess and poke
around in a way that is unnecessary. I want simple one word concept
names, single constructors, etc.
### Proposed Principals
- Static-ness:
- Events should only be usable in the context they were defined to be
used.
- When triggered, Observers should *only* have access to fields and
behaviors that are relevant:
- Dont return Option or PLACEHOLDER: the field or function shouldn't
exist
- Entity events that don't support propagation shouldn't expose that
functionality
- Don't do unnecessary work at runtime
- Event triggers shouldn't branch through every potential event code
path
- Don't clone potentially large lists of event context unnecessarily
(Ex: we currently clone the component list for every observer
invocation)
- Minimize codegen
	- Don't recompile things redundantly.
	- Don't compile unnecessary code paths.
- Clear and Simple
- Minimize the number of concept names floating around, and lock each
concept down heavily to a specific context
- I'm convinced at this point that "buffered events" and "observer
events" sharing concept names is wrong. We need two clean and clear
terms, and I'm willing to give "buffered events" a slightly worse name
if it means "observer events" can be nicer.
- Don't throw the concept name "Event" out ... it is a very good name.
Instead, constrain it to one specific thing.
	- Minimize our API surface
- Events contain all context, including what used to be the "target".
This lets people define the "target" name that makes the most sense for
the context, and lets the documentation fully describe the context of
that "target".
### Concepts
- **Event** (the thing you "observe")
- Rationale: "Event" is the clear choice for this concept. An "event"
feels like something that happens in real time. "Event observers" are
things that observe events when they occur (are triggered).
Additionally, this is the concept that "propagates", and "event
propagation" is a term people understand.
- **Trigger**: (the verb that "causes" events to happen for targets).
Events are Triggered. This can include additional context/ data that is
passed to observers / informs the trigger behavior. Events have
_exactly_ one Trigger. If you want a different trigger behavior, define
a new event. This makes the system more static, more predictable, and
easier to understand and document. `world.trigger_ref_with` makes it
possible to pass in mutable reference to your own Trigger data, making
it possible to customize the input trigger data and read out the final
trigger data.
- **Observer** (the thing that "observes" events): An event's `Trigger`
determines which observers will run.
- **Event Types**: You can build any "type" of event. The concept of a
"target" has been removed. Instead, define a `Trigger` that expects a
specific kind of event (ex: `E: EntityEvent`).
- **EntityEvent** We add a new `EntityEvent` trait, which defines an
`event.entity()` accessor. This is used by the `Trigger` impls :
`EntityTrigger`, `PropagateEntityTrigger`, and
`EntityComponentsTrigger`.
- **Message** (the buffered thing you "read" and "write")
- `Message` is a solid metaphor for what this is ... it is data that is
written and then at some later point read by someone / something else. I
expect existing consumers of "buffered events" to lament this name
change, as "event" feels nicer. But having a separate name is within
everyone's best interest.
	- **MessageReader** (the thing that reads messages)
	- **MessageWriter** (the thing that writes messages)
### The Changes
- `Event` trait changes
	- Event is now used exclusively by Observers
- Added `Event::Trigger`, which defines what trigger implementation this
event will use
- Added the `Trigger` trait
- All of the shared / hard-coded observer trigger logic has been broken
out into individual context-specific Trigger traits.
- "Trigger Targets" have been removed.
- Instead, Events, in combination with their Trigger impl, decide how
they will be triggered. In general, this means that Events now include
their "targets" as fields on the event.
- APIs like `trigger_targets` have been replaced by `trigger`, which can
now be used for any `Event`
- `EntityEvent` trait changes
- Propagation config has been removed from the `EntityEvent` trait. It
now lives on the `Trigger` trait (specifically the
`PropagateEntityTrigger` trait).
- `EntityEvent` now provides `entity / entity_mut` accessors for the
Event it is implemented for
- `EntityEvent` defaults to having no propagation (uses the simpler
`EntityTrigger`)
- `#[entity_event(propagate)]` enables the "default" propagation logic
(uses ChildOf). The existing `#[entity_event(traversal = X)]` has been
renamed to `#[entity_event(propagate = X)`
- Deriving `EntityEvent` requires either a single `MyEvent(Entity)`, the
`entity` field name (`MyEvent { entity: Entity}`), or `MyEvent {
#[event_entity] custom: Entity }`
- Animation event changes
- Animation events now have their own `AnimationEvent` trait, which sets
the `AnimationEventTrigger`. This allows developers to pass in events
that _dont_ include the Entity field (as this is set by the system). The
custom trigger also opens the doors to cheaply passing in additional
animation system context, accessible through `On`
- `EntityComponentsTrigger`
- The built in Add/Remove/etc lifecycle events now use the
`EntityComponentsTrigger`, which passes in the components as additional
state. This _significantly_ cuts down on clones, as it does a borrow
rather than cloning the list into _each_ observer execution.
	- Each event now has an `entity` field.
- Style changes
- Prefer the event name for variables: `explode: On<Explode>` not
`event: On<Explode>`
- Prefer using the direct field name for the entity on entity events,
rather than `event.entity()`. This allows us to use more specific names
where appropriate, provides better / more contextual docs, and coaches
developers to think of `On<MyEvent>` _as_ the event itself.

Take a look at the changes to the examples and the built-in events to
see what this looks like in practice.

### Downsides
- Moving the "target" into the event adds some new constraints:
- Triggering the same event for multiple entities requires multiple
trigger calls. For "expensive" events (ex: lots of data attached to the
event), this will be more awkward. Your options become:
		-  Create multiple instances of the event, cloning the expensive data
- Use `trigger_ref`, and mutate the event on each call to change the
target.
- Move the "expensive" shared data into the Trigger, and use
`trigger_ref_with``
- We could build a new EntityEvent method that abstracts over the "event
mutation" behavior and provides something like the old `trigger_target`
behavior.
- Use a different `EntityTargetTrigger` (not currently provided by bevy,
but we could), which brings back the old behavior. This would be used
with `trigger_with` to replicate the old pattern:
`world.trigger_with(MyEvent, [e1, e2].into())` (or we could make the
`into()` implicit)
- Bubbling the event involves mutating the event to set the entity. This
means that `trigger_ref` will result in the event's
`EntityEvent::entity()` being the final bubbled entity instead of the
initial entity.
- Some APIs (trivially) benefit from the "target entity" being separate
from the event. Specifically, this new API requires changes to the
"Animation Event" system in AnimationPlayer. I think this is actually a
good change set, as it allows us to:
- Cheaply expose more animation state as part of a new
AnimationEventTrigger impl
- Move that "implict" entity target provided by the AnimationPlayer into
the AnimationEventTrigger
- Encode the "animation event trigger-ness" of the event into the type
itself (by requiring `#[event(trigger = AnimationEventTrigger)]`)
- By not implementing Default for AnimationEventTrigger, we can block
animation events from being fired manually by the user.

### Draft TODO
- [x] Fill in documentation and update existing docs
- [ ] Benchmark: I expect this impl to be significantly faster. There
might also be tangible binary size improvements, as I've removed a lot
of redundant codegen.
- [x] Update release notes and migration guides

### Next Steps
- The `BufferedEvent -> Message` rename was not included to keep the
size down.

Fixes #19648

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2025-09-09 23:48:55 +00:00
Janis 62270640e6 convert more examples to new spawn api (#20876)
# Objective
works on #18238

## Solution

convert calls to `.with_children` to use the `Children::spawn` or
`Children::spawn_one` types or `children!` macro.
This touches the `window`, `2d`, `animation` folders, as well as
`ecs/one_shot_systems.rs`.
`observer_propagation.rs` looks like exactly what `with_children` is
useful for, so I deliberately haven't touched it.
I can break this up into more PRs or squash if desired.

## Testing

I've run the examples before and after this patch and verified visually
that nothing has changed
2025-09-06 10:33:30 +00:00
atlv f6b77e4e49 bevy_post_process (#20778)
# Objective

Split out post process effects from bevy_core_pipeline because they are
not core pipelines.

## Solution

@IceSentry proposed something like this, not sure if the split is
exactly as he envisioned but this seems reasonable to me.

The goal is to move absolutely everything possible out of
bevy_core_pipelines to unblock bevy_pbr/bevy_sprite_render compilation.

Future PRs may attempt to move more little bits out.

## Testing
2025-09-05 04:26:08 +00:00
TheBlckbird 13877fa84d Add a new trait to accept more types in the Val-helper functions (#20551)
# Objective

- Allow the `Val`-helper functions to accept more types besides just
`f32`

Fixes #20549

## Solution

- Adds a new trait that can be implemented for numbers
- That trait has a method that converts `self` to `f32`

## Testing

- I tested it using Rust's testing framework (although I didn't leave
the tests in, as I don't deem them important enough)

<details>
  <summary>Rust test</summary>

```rust
#[cfg(test)]
mod tests {
    use super::*;

    #[test]
    fn test_val_helpers_work() {
        let p = px(10_u8);
        assert_eq!(p, Val::Px(10.0));

        let p = px(10_u16);
        assert_eq!(p, Val::Px(10.0));

        let p = px(10_u32);
        assert_eq!(p, Val::Px(10.0));

        let p = px(10_u64);
        assert_eq!(p, Val::Px(10.0));

        let p = px(10_u128);
        assert_eq!(p, Val::Px(10.0));

        let p = px(10_i8);
        assert_eq!(p, Val::Px(10.0));

        let p = px(10_i16);
        assert_eq!(p, Val::Px(10.0));

        let p = px(10_i32);
        assert_eq!(p, Val::Px(10.0));

        let p = px(10_i64);
        assert_eq!(p, Val::Px(10.0));

        let p = px(10_i128);
        assert_eq!(p, Val::Px(10.0));

        let p = px(10.3_f32);
        assert_eq!(p, Val::Px(10.3));

        let p = px(10.6_f64);
        assert_eq!(p, Val::Px(10.6));
    }
}
```
</details>

---

## Showcase

```rust
// Same as Val::Px(10.)
px(10);
px(10_u8);
px(10.0);
```
2025-08-29 20:18:57 +00:00
Carter Anderson 5058f8a9e6 Improve On Terminology (#20648)
# Objective

Fixes #19263 (and expands on it)

Within `Observers`, we have started to distance ourselves from the
"trigger" terminology. Specifically, we have renamed `Trigger` to `On`.
I think this was a very good move, but we're currently in an awkward
middle ground state. Users interact with `On` as if it were an event:
`On<E>` exposes the event and derefs directly to it. I think we should
embrace this mindset fully, in the interest of clarity.

## Solution

- Rename all `trigger: On<SomeEvent>` cases to `event: On<SomeEvent>`.
- Rename `On::target` to `On::entity`. This reads _much_ better when
writing `query.get(event.entity())` and pairs more effectively with the
`EntityEvent` terminology.
- Rename `On::original_target` to `On::original_entity`, for the same
reasons.
- Take advantage of the `Deref` behavior where appropriate

```rust
// Before
entity.observe(|trigger: On<Explode>| {
  println!("{} exploded!", trigger.target());
})

// After
entity.observe(|event: On<Explode>| {
  println!("{} exploded!", event.entity());
})
```
2025-08-21 08:54:28 +00:00
Greeble e2a709e06d Update morph_targets and many_foxes examples to use observers (#20531)
## Objective

Change some examples to follow best practices for playing animations,
and as a bonus work around an issue with scenes spawning multiple times.

## Background

Examples that play skeletal animations usually have two steps:

1) Start scene spawning.
2) Play animations after the scene has spawned.

Different examples use different approaches for triggering part 2,
including a scene spawning observer and `Added<AnimationPlayer>`
queries.

The observer approach is arguably best as it's more tightly scoped and
easier for users to extend. The other approaches work in simple examples
but fall down when users want multiple scenes or animations. See #17421
for more detail.

As a bonus, the scene spawning observer works around a current issue
with scenes spawning multiple times - see #20393, #20430. Although
there's an argument that this PR shouldn't land until the issue is
properly fixed, as these examples are a useful test case.

## Solution

Update the `morph_targets` and `many_foxes` examples to use observers.

I also made a few tweaks and fixes to `morph_targets`.

- Fix documentation referring to an `update_weights` feature that isn't
in the example.
- Use the same `AnimationToPlay` component as the `animated_mesh`
example.
- Change the `name_morphs` system to be event driven and print the asset
name.
- This is maybe too complex, but could also be nice for users to c&p
into their app for debugging.

I haven't updated the `animated_mesh_control`, `animated_mesh_events`,
and `animation_masks` examples, which still use
`Added<AnimationPlayer>`.

## Testing

```sh
cargo run --example morph_targets
cargo run --example many_foxes
```
2025-08-14 20:38:41 +00:00
atlv 68b848217f Yeet RenderAssetUsages re-export (#20498)
# Objective

- Forgor to yeet this

## Solution

- rember and yeet

## Testing

cargo check --examples --all-features
2025-08-11 01:42:08 +00:00
atlv ce416c37a2 Use bevy::light in examples instead of bevy::pbr::light re-export (#20487)
# Objective

- Prepare for removing re-exports

## Solution

- title

## Testing

- cargo check --examples --all-features
2025-08-10 05:25:03 +00:00
atlv acc8f6d455 Stop using mesh re-exports in-repo and add bevy_mesh prelude (#20473)
# Objective

- prepare to remove bevy_mesh re-export from bevy_render. This will be
done in 0.18, but we might as well prepare for it now.

## Solution

- Add a prelude and use bevy_mesh directly. After this pr and #20471, we
will be ready.

## Testing

- cargo check --examples
2025-08-09 17:46:27 +00:00
Gonçalo Rica Pais da Silva ef845e0cea Update rand, glam and encase to latest versions (#18047)
# Objective

New `rand` version, which means updating `glam` and `encase` to support
the newer ecosystem update. Does mean that this changes how WASM builds
need to be done in order to configure `getrandom` correctly, but this
can be remedied with updated docs.

## Solution

Updating all needed dependencies to their compatible versions. ~~This PR
is currently blocked by `encase`, which is waiting on [this
PR](https://github.com/teoxoy/encase/pull/88) to be merged and then a
new version published.~~ ~~This PR is no longer blocked~~,
~~`hexasphere` is blocking this PR now due to not yet having a new
release with the latest `glam` version support~~, The PR is all good to
go now, everything in order across glam/rand deps.

## Testing

- Must pass CI for all checks, tests, not introduce breaking changes.

---

## Migration Guide

With newer versions of `glam` & `encase`, the updated versions don't
seem to have introduced breakages, though as always, best to consult
their docs [1](https://docs.rs/glam/latest/glam/)
[2](https://docs.rs/encase/0.11.0/encase/) for any changes.

`rand` changes are more extensive, with changes such as `thread_rng()`
-> `rng()`, `from_entropy()` -> `from_os_rng()`, and so forth. `RngCore`
is now split into infallible `RngCore` and fallible `TryRngCore`, and
the `distributions` module has been renamed to `distr`. Most of this
affects only internals, and doesn't directly affect Bevy's APIs. For the
full set of changes, see `rand` [migration
notes](https://rust-random.github.io/book/update-0.9.html).

`getrandom` is also updated, and will require additional configuration
when building Bevy for WASM/Web (if also using `rand`). The full details
of how to do this is in the `getrandom` docs
[1](https://github.com/rust-random/getrandom?tab=readme-ov-file#opt-in-backends)
[2](https://github.com/rust-random/getrandom?tab=readme-ov-file#webassembly-support).

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2025-08-09 02:09:10 +00:00
James Liu 8e52194d70 CI fixes for Rust 1.89 (#20462)
Adopted from #20456

Notes:

* The origin of the `dead_code` lints were coming from the `ShaderType `
derive macro. This has been reported as
https://github.com/teoxoy/encase/issues/102, and a temporary
workspace-wide `allow` added to the top level Cargo.toml.
* One of the lints pointed out that `PartialEq` and `Eq` may not work as
expected for function pointers, so `CloneBehavior` no longer implements
either trait, and pattern matching is used in instead.

Original PR Description:
># Objective
>
>Unbreak CI.
>
> ## Solution
>
> Fix the lints.
>
>I've opted for anonymous lifetimes in every revealed case so far;
please let me know if you think I should used named lifetimes in
specific cases and why.
>
>## Testing
>
>Is CI green?
>
>## Context
>
> This lint originally had a much larger splash damage, with fairly
negative effects on Bevy. See
https://github.com/rust-lang/rust/issues/131725.
>
> The more restricted former is much more helpful, despite the large
diff in this PR. Bevy is a large code base!
>
>## TODO
>
>- [x] discuss proposed lifetime lint fixes
>,- [x] use cargo clippy --fix to fix newly uncovered docs misformatting
>- [x] fix newly revealed dead code issues
>- [x] ensure CI is green

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Mike <mike.hsu@gmail.com>
2025-08-08 21:14:36 +00:00
ickshonpe 8487a0fde0 Let BorderColor::all take impl Into<Color> (#20311)
# Objective

Remove some friction when building UI by changing `BorderColor::all` to
accept any `impl Into<Color>` type.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-07-31 17:54:22 +00:00
Tim 57086d4416 Remove the need to derive Event when deriving EntityEvent (#20104)
# Objective
Since we are planning to remove the need to derive both `Event` and
`EntityEvent` in 0.17 either way, I'm choosing to do the easy thing in
this PR so we can get the churn out of the way early.

Context from
[discord](https://discordapp.com/channels/691052431525675048/1383928409784193024/1393463673137401946).
Related to, and will conflict slightly with #20101.

## Solution

- Derive `Event` as part of the `EntityEvent` derive
- Remove any `Event` derives that were made unnecessary
- Update release notes
2025-07-15 16:45:38 +00:00
andriyDev 2ea8f779c3 Prevent AnimationGraph from serializing AssetIds. (#19615)
# Objective

- A step towards #19024.
- `AnimationGraph` can serialize raw `AssetId`s. However for normal
handles, this is a runtime ID. This means it is unlikely that the
`AssetId` will correspond to the same asset after deserializing -
effectively breaking the graph.

## Solution

- Stop allowing `AssetId` to be serialized by `AnimationGraph`.
Serializing a handle with no path is now an error.
- Add `MigrationSerializedAnimationClip`. This is an untagged enum for
serde, meaning that it will take the first variant that deserializes. So
it will first try the "modern" version, then it will fallback to the
legacy version.
- Add some logging/error messages to explain what users should do.

Note: one limitation here is that this removes the ability to serialize
and deserialize UUIDs. In theory, someone could be using this to have a
"default" animation. If someone inserts an empty `AnimationClip` into
the `Handle::default()`, this **might** produce a T-pose. It might also
do nothing though. Unclear! I think this is worth the risk for
simplicity as it seems unlikely that people are sticking UUIDs in here
(or that you want a default animation in **any** AnimationGraph).

## Testing

- Ran `cargo r --example animation_graph -- --save` on main, then ran
`cargo r --example animation_graph` on this PR. The PR was able to load
the old data (after #19631).
2025-06-30 22:26:05 +00:00
charlotte 🌸 92e65d5eb1 Upgrade to Rust 1.88 (#19825) 2025-06-26 19:38:19 +00:00
theotherphil 7645ce91ed Add newlines before impl blocks (#19746)
# Objective

Fix https://github.com/bevyengine/bevy/issues/19617 

# Solution

Add newlines before all impl blocks.

I suspect that at least some of these will be objectionable! If there's
a desired Bevy style for this then I'll update the PR. If not then we
can just close it - it's the work of a single find and replace.
2025-06-22 23:07:02 +00:00
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
andriyDev f47b1c00ee Bump ron version to 0.10. (#19631)
# Objective

- Update ron to the latest version.
- This is blocking changes to AnimationGraph (as some valid structs are
not capable of being deserialized).

## Solution

- Bump ron!

## Testing

- The particular issue I was blocked by seems to be resolved!
2025-06-13 19:54:31 +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
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
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
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
Emerson Coskey 7ab00ca185 Split Camera.hdr out into a new component (#18873)
# Objective

- Simplify `Camera` initialization
- allow effects to require HDR

## Solution

- Split out `Camera.hdr` into a marker `Hdr` component

## Testing

- ran `bloom_3d` example

---

## Showcase

```rs
// before
commands.spawn((
  Camera3d
  Camera {
    hdr: true
    ..Default::default()
  }
))

// after
commands.spawn((Camera3d, Hdr));

// other rendering components can require that the camera enables hdr!
// currently implemented for Bloom, AutoExposure, and Atmosphere.
#[require(Hdr)]
pub struct Bloom;
```
2025-05-26 19:24:45 +00:00
robtfm b641aa0ecf separate border colors (#18682)
# Objective

allow specifying the left/top/right/bottom border colors separately for
ui elements

fixes #14773

## Solution

- change `BorderColor` to 
```rs
pub struct BorderColor {
    pub left: Color,
    pub top: Color,
    pub right: Color,
    pub bottom: Color,
}
```
- generate one ui node per distinct border color, set flags for the
active borders
- render only the active borders

i chose to do this rather than adding multiple colors to the
ExtractedUiNode in order to minimize the impact for the common case
where all border colors are the same.

## Testing

modified the `borders` example to use separate colors:


![image](https://github.com/user-attachments/assets/5d9a4492-429a-4ee1-9656-215511886164)

the behaviour is a bit weird but it mirrors html/css border behaviour.

---

## Migration:

To keep the existing behaviour, just change `BorderColor(color)` into
`BorderColor::all(color)`.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
2025-05-26 16:57:13 +00:00
Carter Anderson d8fa57bd7b Switch ChildOf back to tuple struct (#18672)
# Objective

In #17905 we swapped to a named field on `ChildOf` to help resolve
variable naming ambiguity of child vs parent (ex: `child_of.parent`
clearly reads as "I am accessing the parent of the child_of
relationship", whereas `child_of.0` is less clear).

Unfortunately this has the side effect of making initialization less
ideal. `ChildOf { parent }` reads just as well as `ChildOf(parent)`, but
`ChildOf { parent: root }` doesn't read nearly as well as
`ChildOf(root)`.

## Solution

Move back to `ChildOf(pub Entity)` but add a `child_of.parent()`
function and use it for all accesses. The downside here is that users
are no longer "forced" to access the parent field with `parent`
nomenclature, but I think this strikes the right balance.

Take a look at the diff. I think the results provide strong evidence for
this change. Initialization has the benefit of reading much better _and_
of taking up significantly less space, as many lines go from 3 to 1, and
we're cutting out a bunch of syntax in some cases.

Sadly I do think this should land in 0.16 as the cost of doing this
_after_ the relationships migration is high.
2025-04-02 00:10:10 +00:00
François Mockers 54701a844e Revert "Replace Ambient Lights with Environment Map Lights (#17482)" (#18167)
This reverts commit 0b5302d96a.

# Objective

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

## Solution

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

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

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

## Solution

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

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

## Testing

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

## Migration
`bevy_pbr::AmbientLight` has been deprecated, so all usages of it should
be replaced by a `bevy_pbr::EnvironmentMapLight` created with
`EnvironmentMapLight::solid_color` placed on the camera. There is no
alternative to ambient lights as resources.
2025-03-04 07:40:53 +00:00
Tim Overbeek ccb7069e7f Change ChildOf to Childof { parent: Entity} and support deriving Relationship and RelationshipTarget with named structs (#17905)
# Objective

fixes #17896 

## Solution

Change ChildOf ( Entity ) to ChildOf { parent: Entity }

by doing this we also allow users to use named structs for relationship
derives, When you have more than 1 field in a struct with named fields
the macro will look for a field with the attribute #[relationship] and
all of the other fields should implement the Default trait. Unnamed
fields are still supported.

When u have a unnamed struct with more than one field the macro will
fail.
Do we want to support something like this ? 

```rust
 #[derive(Component)]
 #[relationship_target(relationship = ChildOf)]
 pub struct Children (#[relationship] Entity, u8);
```
I could add this, it but doesn't seem nice.
## Testing

crates/bevy_ecs - cargo test


## Showcase


```rust

use bevy_ecs::component::Component;
use bevy_ecs::entity::Entity;

 #[derive(Component)]
 #[relationship(relationship_target = Children)]
 pub struct ChildOf {
     #[relationship]
     pub parent: Entity,
     internal: u8,
 };

 #[derive(Component)]
 #[relationship_target(relationship = ChildOf)]
 pub struct Children {
     children: Vec<Entity>
 };

```

---------

Co-authored-by: Tim Overbeek <oorbecktim@Tims-MacBook-Pro.local>
Co-authored-by: Tim Overbeek <oorbecktim@c-001-001-042.client.nl.eduvpn.org>
Co-authored-by: Tim Overbeek <oorbecktim@c-001-001-059.client.nl.eduvpn.org>
Co-authored-by: Tim Overbeek <oorbecktim@c-001-001-054.client.nl.eduvpn.org>
Co-authored-by: Tim Overbeek <oorbecktim@c-001-001-027.client.nl.eduvpn.org>
2025-02-27 19:22:17 +00:00
Zachary Harrold 5241e09671 Upgrade to Rust Edition 2024 (#17967)
# Objective

- Fixes #17960

## Solution

- Followed the [edition upgrade
guide](https://doc.rust-lang.org/edition-guide/editions/transitioning-an-existing-project-to-a-new-edition.html)

## Testing

- CI

---

## Summary of Changes

### Documentation Indentation

When using lists in documentation, proper indentation is now linted for.
This means subsequent lines within the same list item must start at the
same indentation level as the item.

```rust
/* Valid */
/// - Item 1
///   Run-on sentence.
/// - Item 2
struct Foo;

/* Invalid */
/// - Item 1
///     Run-on sentence.
/// - Item 2
struct Foo;
```

### Implicit `!` to `()` Conversion

`!` (the never return type, returned by `panic!`, etc.) no longer
implicitly converts to `()`. This is particularly painful for systems
with `todo!` or `panic!` statements, as they will no longer be functions
returning `()` (or `Result<()>`), making them invalid systems for
functions like `add_systems`. The ideal fix would be to accept functions
returning `!` (or rather, _not_ returning), but this is blocked on the
[stabilisation of the `!` type
itself](https://doc.rust-lang.org/std/primitive.never.html), which is
not done.

The "simple" fix would be to add an explicit `-> ()` to system
signatures (e.g., `|| { todo!() }` becomes `|| -> () { todo!() }`).
However, this is _also_ banned, as there is an existing lint which (IMO,
incorrectly) marks this as an unnecessary annotation.

So, the "fix" (read: workaround) is to put these kinds of `|| -> ! { ...
}` closuers into variables and give the variable an explicit type (e.g.,
`fn()`).

```rust
// Valid
let system: fn() = || todo!("Not implemented yet!");
app.add_systems(..., system);

// Invalid
app.add_systems(..., || todo!("Not implemented yet!"));
```

### Temporary Variable Lifetimes

The order in which temporary variables are dropped has changed. The
simple fix here is _usually_ to just assign temporaries to a named
variable before use.

### `gen` is a keyword

We can no longer use the name `gen` as it is reserved for a future
generator syntax. This involved replacing uses of the name `gen` with
`r#gen` (the raw-identifier syntax).

### Formatting has changed

Use statements have had the order of imports changed, causing a
substantial +/-3,000 diff when applied. For now, I have opted-out of
this change by amending `rustfmt.toml`

```toml
style_edition = "2021"
```

This preserves the original formatting for now, reducing the size of
this PR. It would be a simple followup to update this to 2024 and run
`cargo fmt`.

### New `use<>` Opt-Out Syntax

Lifetimes are now implicitly included in RPIT types. There was a handful
of instances where it needed to be added to satisfy the borrow checker,
but there may be more cases where it _should_ be added to avoid
breakages in user code.

### `MyUnitStruct { .. }` is an invalid pattern

Previously, you could match against unit structs (and unit enum
variants) with a `{ .. }` destructuring. This is no longer valid.

### Pretty much every use of `ref` and `mut` are gone

Pattern binding has changed to the point where these terms are largely
unused now. They still serve a purpose, but it is far more niche now.

### `iter::repeat(...).take(...)` is bad

New lint recommends using the more explicit `iter::repeat_n(..., ...)`
instead.

## Migration Guide

The lifetimes of functions using return-position impl-trait (RPIT) are
likely _more_ conservative than they had been previously. If you
encounter lifetime issues with such a function, please create an issue
to investigate the addition of `+ use<...>`.

## Notes

- Check the individual commits for a clearer breakdown for what
_actually_ changed.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2025-02-24 03:54:47 +00:00
RobWalt aa8793f6b4 Add ways to configure EasingFunction::Steps via new StepConfig (#17752)
# Objective

- In #17743, attention was raised to the fact that we supported an
unusual kind of step easing function. The author of the fix kindly
provided some links to standards used in CSS. It would be desirable to
support generally agreed upon standards so this PR here tries to
implement an extra configuration option of the step easing function
- Resolve #17744

## Solution

- Introduce `StepConfig`
- `StepConfig` can configure both the number of steps and the jumping
behavior of the function
- `StepConfig` replaces the raw `usize` parameter of the
`EasingFunction::Steps(usize)` construct.
- `StepConfig`s default jumping behavior is `end`, so in that way it
follows #17743

## Testing

- I added a new test per `JumpAt` jumping behavior. These tests
replicate the visuals that can be found at
https://developer.mozilla.org/en-US/docs/Web/CSS/easing-function/steps#description

## Migration Guide

- `EasingFunction::Steps` now uses a `StepConfig` instead of a raw
`usize`. You can replicate the previous behavior by replaceing
`EasingFunction::Steps(10)` with
`EasingFunction::Steps(StepConfig::new(10))`.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-02-11 22:19:01 +00:00
Rob Parrett a9de5164a8 Tidy up easing_functions example (#17742)
# Objective

After #17461, the ease function labels in this example are a bit
cramped, especially in the bottom row.

This adjusts the spacing slightly and centers the labels.

## Solution

- The label is now a child of the plot and they are drawn around the
center of the transform
- Plot size and extents are now constants, and this thing has been
banished:
  
  ```rust
  i as f32 * 95.0 - 1280.0 / 2.0 + 25.0,
  -100.0 - ((j as f32 * 250.0) - 300.0),
  0.0,
  ```

- There's room for expansion in another row, so make that easier by
doing the chunking by row
- Other misc tidying of variable names, sprinkled in a few comments,
etc.

## Before

<img width="1280" alt="Screenshot 2025-02-08 at 7 33 14 AM"
src="https://github.com/user-attachments/assets/0b79c619-d295-4ab1-8cd1-d23c862d06c5"
/>

## After

<img width="1280" alt="Screenshot 2025-02-08 at 7 32 45 AM"
src="https://github.com/user-attachments/assets/656ef695-9aa8-42e9-b867-1718294316bd"
/>
2025-02-08 16:35:11 +00:00
SpecificProtagonist 7c2d54c93f EaseFunction svg graphs in doc (#17461)
# Objective

The docs of `EaseFunction` don't visualize the different functions,
requiring you to check out the Bevy repo and running the
`easing_function` example.

## Solution

- Add tool to generate suitable svg graphs. This only needs to be re-run
when adding new ease functions.
- works with all themes
- also add missing easing functions to example.

---

## Showcase

![Graphs](https://i.imgur.com/V2oTEUq.png)

---------

Co-authored-by: François Mockers <mockersf@gmail.com>
2025-02-08 09:52:39 +00:00