Commit Graph

169 Commits

Author SHA1 Message Date
Richard Braakman e626337b00 Use the shorthand functions to construct Val in examples (#24096)
This is my first bevy PR, please tell me if I'm doing anything wrong.

# Objective

Contribute to #22695.
Showcase the preferred coding style in all examples.

## Solution

Replace Val:: constructors with the more ergonomic shorthand functions.
Change their float literals to integer literals if they are integral.

Exceptions:
  - const contexts (the shorthand functions are not const)
- inside bsn! macros (these are new and presumably know what they are
doing)
  - in testbed (these are not really examples)
  - Val::ZERO (no helper function)

## Testing

Ran the changed examples before and after, except the library example
`widgets` where I just checked that it still builds.

## Context

There was PR #22765 that fixed the same thing but only in the UI
examples.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
2026-05-03 23:54:21 +00:00
andriyDev e9e15e516c Replace the NestedLoader API with NestedLoadBuilder (matching LoadBuilder). (#23979)
# Objective

- Followup to #23663.
- Make the nested loading API easier to understand (when reading from
docs.rs).

## Solution

- Remove the type-state stuff from `NestedLoader`. Make each way of
calling load just be its own function.
- Add override_unapproved to the `NestedLoader`.
- Rename `NestedLoader` to `NestedLoadBuilder` (to match `LoadBuilder`).
- Rename `.loader()` to `.load_builder()` just like
`AssetServer::load_builder`.

Some decisions:

- I included `override_unapproved` to match LoadBuilder. We could remove
this to say "loaders shouldn't be able to override", but I don't think
that's problematic, and I'd rather have it for completeness.
- I omitted `with_guard` from `NestedLoadBuilder`. This option doesn't
really make sense, plus you could just use the async methods to do this
instead.
- Since we omitted the `with_guard` (since it really doesn't make sense
in this context), I decided not to reuse `LoadBuilder` in any way here.
Either way, we need to deal with dependencies, so we couldn't just use
it directly anyway.
- I just created all 9 load variants as separate methods. That's a lot
compared to the 4 variants in LoadBuilder. We could reduce it to 6 load
variants, if we kept the `with_reader` stuff as a type-state like we did
with `NestedLoader`. I'm not a fan of how many variants we have, but I
don't think there's a way to do this without opening up impossible
configurations, like doing with_reader for a deferred call - this
doesn't work!
2026-04-28 05:13:40 +00:00
andriyDev 61127f6d01 Replace all different load variants in AssetServer with a builder. (#23663)
# Objective

- In 0.18, we had 10 different functions that load assets (I'm not even
counting `load_folder`).
- In 0.19, we've even added `load_erased` - but it unfortunately doesn't
support all the features that the other variants support.
- We apparently needed `load_acquire_with_settings_override` which 1)
loads the asset, 2) uses the settings provided, 3) allows reading
unapproved asset paths, and 4) drops a guard once the load completes.
- That's fine if that's necessary. But we needed to create an explicit
variant for that.
- We need fewer load paths!

## Solution

- Create a builder.
- Store all these options dynamically instead of statically handling
each case.
- Have the caller choose a particular "kind" of load when they are
ready: `load`, `load_erased`, `load_untyped`, or `load_untyped_async`.
- I intentionally didn't provide a `load_async` or `load_erased_async`,
since those can be replicated using `load`/`load_erased` +
`AssetServer::wait_for_asset_id` to get the exact same effect.

I am also intentionally leaving `NestedLoader` untouched in this PR, but
a followup will duplicate this API for `NestedLoader`, which should make
it easier to understand.

Unlike the `NestedLoader` API, we aren't doing any type-state craziness,
so the docs are much more clear: users don't need to understand how
type-state stuff works, they just call the handful of methods on the
type. The "cost" here is we now need to be careful about including the
cross product of loads between static asset type, runtime asset type, or
dynamic asset type, crossed with deferred or async. In theory, if we
added more kinds on either side, we would need to expand this cross
product a lot. In practice though, it seems unlikely there will be any
more variants there. (maybe there could be a blocking variant? I don't
think this is a popular opinion though).

A big con here is some somewhat common calls are now more verbose.
Specifically, `asset_server.load_with_settings()` has become
`asset_server.load_builder().with_settings().load()`. I am not really
concerned about this though, since it really isn't that painful.

## Testing

- Tests all pass!

---

## Showcase

Now instead of:

```rust
asset_server.load_acquire_with_settings_override("some_path", |settings: &mut GltfLoaderSettings| { ... }, my_lock_guard);
```

You can instead do:

```rust
asset_server.load_builder()
    .with_guard(my_lock_guard)
    .with_settings(|settings: &mut GltfLoaderSettings| { ... })
    .override_unapproved()
    .load("some_path");
```

We also now cover more variants! For example, you can now load an asset
untyped with a guard, or with override_unapproved, etc.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2026-04-15 18:32:25 +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
andriyDev 935936ded5 Add an ImageSaver AssetSaver, and simplify / split the asset saving example (#23105)
# Objective

- Allow users to save images.
- Make a "simple" example of asset saving (as opposed to the existing
complex example).

## Solution

- Pass in the asset path to `AssetSaver`s.
- Make `get_full_extension` return a `&str` instead of an owned
`String`.
- Created a new `ImageSaver` that currently only supports PNG.
- We can extend this in the future if we want more support. It's not
super straightforward since e.g., JPEG doesn't support alpha and wgpu
TextureFormat doesn't have a regular RGB8 format.
- Renamed the old `asset_saving` example to
`asset_saving_with_subassets`.
- Created a new `asset_saving` example which allows drawing an image and
then saving it.

## Testing

- The new example works!
2026-03-10 05:11:21 +00:00
andriyDev 68044242c0 Create an example to show generating assets at runtime. (#23116)
# Objective

- Show how to create assets at runtime.
-
https://discord.com/channels/691052431525675048/691052431974465548/1475244907047424236

## Solution

- Create an example.

## Testing

- The example works!

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2026-02-25 07:47:34 +00:00
andriyDev 190de7894c Allow accessing subassets using their handle. (#22989)
# Objective

- Fixes #11595.

## Solution

- Change our labeled asset storage to be a `Vec` of labeled assets, and
then a `HashMap` from label to index.
- Add an `AssetId` -> index mapping.
- Provide methods to do that lookup.
- Fixed an annoying TODO in our asset saving example.

This is all managed by the asset loading stuff internally - so no
migration guide!

## Testing

- Ran the `asset_saving` example and it still works!
2026-02-20 01:11:41 +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
andriyDev 5d9a10c7a6 Implement minimal asset saving (#22622)
# Objective

- A step towards #11216.

## Solution

- Allow users to build `SavedAsset` instances by building up their
labeled assets. This can either take an existing handle + asset ref, or
will create a handle for your asset ref.
- Provide a function to correctly call the `AssetSaver`, and write out
the correct meta file.

### Some things I am leaving to future PRs

- Making it easier to access subassets in an `AssetSaver`.
- Making a nicer API for asset saving (e.g., registering asset savers
and looking up the appropriate saver for type ID + extension).

### Weird implementation details

- I needed to create my own Cow-like type (which I named `Moo`), since I
needed to store just a ref or owned hashmap. I wrote a lengthy comment
explaining why it's needed (TL;DR variance is complicated, Cow doesn't
work). Note: it's possible we could just use CowArc instead, but we
never need to clone the map so this seems like overkill. Also having a
nice place to explain the variance problems is useful here.
- For the builder, I needed to add an extra lifetime to
`add_labeled_asset_with_*<'b: 'a>`, since otherwise, the `CowArc` gets
coerced to `'static` which means the lifetime of the subasset needs to
be `'static`, which practically makes this unusable. By adding a second
lifetime dedicated to the `CowArc`,

## Testing

- Created a new example: this allows you to make a small "scene" of
boxes, and save and load it to your heart's content!
- Added a couple simple tests.
2026-02-04 00:24:23 +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
Eyad Ibrahim adba91a714 Add AssetPath::resolve_path and resolve_embed_path methods (#22416)
# Objective

Fixes #22239

## Solution

- Added `resolve_path(&AssetPath)` - equivalent to `resolve(&str)`
- Added `resolve_embed_path(&AssetPath)` - equivalent to
`resolve_embed(&str)`
- Refactored `resolve_internal` to use shared `resolve_from_parts`
helper
- Added unit tests for equivalence
- All semantic edge cases preserved (eg., label-only, or leading /)
- No behavior changes to existing methods

## Testing

- Added 2 new equivalence tests proving `resolve_path() ≡
resolve(&path.to_string())`
- All 20 tests pass: `cargo test -p bevy_asset --lib path::tests`
- Test covers: relative paths, labels, leading /, explicit sources, RFC
1808 embed behavior

### How to test

```
cargo test -p bevy_asset --lib path::tests
```

---
2026-01-08 18:35:30 +00:00
Carter Anderson cd977df8eb bevy_asset: support upgrading Reader to SeekableReader (#22182)
# Objective

#22104 added `AsyncSeek` support, but it has some downsides:

- It is very "loose": it relies on `AssetLoader` to "attest" that it
needs the seek feature. However, AssetLoaders both have access to the
`AsyncSeek` API no matter what (it is a supertrait of Reader), and
AssetReaders provide `AsyncSeek` behavior even if it isn't requested. In
practice this is likely to create situations where AssetLoaders don't
request `AsyncSeek` and just rely on it being provided by default,
causing unexpected incompatibilities when AssetLoader consumers try to
use other AssetReaders that don't support AsyncSeek.
- It encourages building "fallback" behavior into the AssetReader in
cases where AsyncSeek cannot be supported directly (ex: read the while
contents into a Vec). From the perspective of loaders, this _silently_
changes the performance characteristics, and _forces_ a specific kind of
fallback behavior. It would be better if the fallback behavior was in
the hands of the AssetLoader.

## Solution

- Remove `ReaderRequiredFeatures` and associated functionality 
- Add a new `SeekableReader` trait, where `SeekableReader: Reader +
AsyncSeek`.
- Add a new `Reader::seekable(&mut self) -> Result<&mut dyn
SeekableReader, ReaderNotSeekableError>`, which can either fail or cast
to `SeekableReader`, if that is supported.

```rust
let seekable_reader = reader.seekable()?;
seekable_reader.seek(SeekFrom::Start(10)).await?;
```

This gives `AssetLoader` implementers more clarity when it comes to
`Reader` feature support, gives them more autonomy over fallback
behavior, makes our APIs more static, and cuts down on the complexity of
the system as a whole.

---------

Co-authored-by: andriyDev <andriydzikh@gmail.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2026-01-07 21:43:49 +00:00
andriyDev c92867ae78 Allow Reader to implement AsyncSeek and provide a way for loaders to "ask" for a compatible reader. (#22104)
# Objective

- In #14194, we replaced `AsyncSeek` with `AsyncSeekForward`. This
allowed us to support more kinds of sources, but the cost was that
loaders were more limited in what they could do with the reader.
- Archive-like things generally use offsets relative to the start of the
file. `AsyncSeekForward` made it difficult to deal with this (or
impossible in some cases).
- This is a step towards #21641.
- Fixes #12880.

## Solution

- Allow `AssetLoader` to say which "features" of a reader it needs.
- Pass that list of features to `AssetReader` so it can decide how to
handle it.
- Add a new `AssetReaderError::UnsupportedFeature`.

This design is kind of "weak" - there's no guarantee that a loader that
requests `AnySeek` will get a reader that actually implements
`AsyncSeek`. Or on the other side, there's no guarantee that a loader
actually requests the features that it uses. However, in practice it's
likely enough: errors are likely to guide users to the correct
situation. In the future, we could perhaps have a "sieve reader", which
blocks any features the loader didn't explicitly request. Perhaps this
is a debug only feature, or something that can be toggled.

## Testing

- Ran the modified examples. They still seem to work!

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2025-12-16 03:37:59 +00:00
andriyDev d196050db1 Allow using short type names for asset processors. (#21339)
# Objective

- Previously, asset processors needed to be **fully specified**. This
meant writing met files by hand was incredibly cumbersome.
- In addition, using `core::any::type_name` is generally undesirable
since it is only intended for debugging.

## Solution

- Require `TypePath` impl on `AssetLoader`, `AssetTransformer`,
`AssetSaver`, and `AssetProcessor`.
- Register loaders and processors by their `TypePath::type_path`. This
makes the path format stable.
- Additionally register the processors by their
`TypePath::short_type_path`, and ensure there are no other processors
with the same `short_type_path`. If a user tries to use an ambiguous
short type path, we list out all full type paths.

Note: I left doing this with asset loaders as a future PR. There's more
complexity there (since we have to deal with pre-registering asset
loaders), and this seems like the bigger "bang for our buck".

## Testing

- I ran the asset_processing example. No change.
- I changed the asset processing example to use the short type path. It
still behaved as expected.
- I created a new AssetTransformer in
`asset_processing::sneaky::CoolTextTransformer` and a new processor that
looked identical to the regular one (but using the sneaky transformer).
It printed an error, listing out the full paths of both processors!

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2025-12-16 02:12:28 +00:00
andriyDev 10a922a11b Make building asset sources infallible. (#21721)
# Objective

- Creating an asset source without a reader results in entirely skipping
the asset source.

## Solution

- Make the `AssetSourceBuilder` take a reader builder fn in a `new`
method.
- Remove `AssetSource::build` - users should just call the builder
directly.

## Testing

- Tests still pass.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Greeble <166992735+greeble-dev@users.noreply.github.com>
2025-11-03 19:01:26 +00:00
andriyDev 8e24209b91 Make LoadContext::path return an AssetPath instead of std::path::Path. (#21713)
# Objective

- In #21643, `LoadContext::path` was incorrectly being used to reference
relative files. Since this was a `std::path::Path` instead of an
`AssetPath`, it did not behave correctly in reference to custom asset
sources.

## Solution

- Make `LoadContext::path` return an `AssetPath` and remove
`LoadContext::asset_path`.
2025-11-03 18:44:17 +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
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
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
atlv cbf989c9da WebAssets without filtering (#20628)
# Objective

- adopt #17889
- Fixes #5061

---------

Co-authored-by: Peter Hayman <peteyhayman@gmail.com>
Co-authored-by: François Mockers <francois.mockers@vleue.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: jf908 <jf908@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
Co-authored-by: jf908 <josh@thefindons.com>
2025-08-29 03:23:11 +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 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
Carter Anderson 877d278785 Remove unnecessary + use<> (#20180)
# Objective

Including `use<>` where it is not needed is abhorrent to my
sensibilities

## Solution

Begone foul demon!
2025-07-17 21:36:24 +00:00
Al M. 0d620cdf29 Update example doc link for ImageLoaderSettings. (#19565)
Link in the "asset settings" example. The struct was moved.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: theotherphil <phil.j.ellison@gmail.com>
2025-06-11 22:43:40 +00:00
andriyDev a08760b19b Revert PR #15481 to resolve a regression. (#18567)
# Objective

- Fixes #18010.

## Solution

- Revert the offending PRs! These are #15481 and #18013. We now no
longer get an error if there are duplicate subassets.
- In theory we could untangle #18013 from #15481, but that may be
tricky, and may still introduce regressions. To avoid this worry (since
we're already in RC mode), I am just reverting both.

## Testing

- This is just a revert.

---

## Migration Guide

<Remove the migration guides for #15481 and #18013>

I will make a PR to the bevy_website repo after this is merged.
2025-03-27 21:32:01 +00:00
andriyDev d8f3eb3e8b Stop automatically generating meta files for assets while using asset processing. (#17216)
# Objective

- Today, enabling asset processing can generate many meta files. This
makes it a painful transition for users as they get a "mega commit"
containing tons of meta files.

## Solution

- Stop automatically generating meta files! Users can just leave the
meta files defaulted.
- Add a function `AssetServer::write_default_meta_file_for_path`

## Testing

- Tested this manually on the asset_processing example (by removing the
meta files for the assets that had default meta files).
- I did not add a unit test for the `write_default_meta_file_for_path`
since we don't have an in-memory asset writer. Writing one could be
useful in the future.

---

## Showcase

Asset processing no longer automatically generates meta files! This
makes it much easier to transition to using asset processing since you
don't suddenly get many meta files when turning it on.

You can still manually generate meta files using the new
`AssetServer::write_default_meta_file_for_path` function.
2025-03-06 20:25:40 +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
Alice Cecile 2ad5908e58 Make Query::single (and friends) return a Result (#18082)
# Objective

As discussed in #14275, Bevy is currently too prone to panic, and makes
the easy / beginner-friendly way to do a large number of operations just
to panic on failure.

This is seriously frustrating in library code, but also slows down
development, as many of the `Query::single` panics can actually safely
be an early return (these panics are often due to a small ordering issue
or a change in game state.

More critically, in most "finished" products, panics are unacceptable:
any unexpected failures should be handled elsewhere. That's where the
new

With the advent of good system error handling, we can now remove this.

Note: I was instrumental in a) introducing this idea in the first place
and b) pushing to make the panicking variant the default. The
introduction of both `let else` statements in Rust and the fancy system
error handling work in 0.16 have changed my mind on the right balance
here.

## Solution

1. Make `Query::single` and `Query::single_mut` (and other random
related methods) return a `Result`.
2. Handle all of Bevy's internal usage of these APIs.
3. Deprecate `Query::get_single` and friends, since we've moved their
functionality to the nice names.
4. Add detailed advice on how to best handle these errors.

Generally I like the diff here, although `get_single().unwrap()` in
tests is a bit of a downgrade.

## Testing

I've done a global search for `.single` to track down any missed
deprecated usages.

As to whether or not all the migrations were successful, that's what CI
is for :)

## Future work

~~Rename `Query::get_single` and friends to `Query::single`!~~

~~I've opted not to do this in this PR, and smear it across two releases
in order to ease the migration. Successive deprecations are much easier
to manage than the semantics and types shifting under your feet.~~

Cart has convinced me to change my mind on this; see
https://github.com/bevyengine/bevy/pull/18082#discussion_r1974536085.

## Migration guide

`Query::single`, `Query::single_mut` and their `QueryState` equivalents
now return a `Result`. Generally, you'll want to:

1. Use Bevy 0.16's system error handling to return a `Result` using the
`?` operator.
2. Use a `let else Ok(data)` block to early return if it's an expected
failure.
3. Use `unwrap()` or `Ok` destructuring inside of tests.

The old `Query::get_single` (etc) methods which did this have been
deprecated.
2025-03-02 19:51:56 +00:00
Carter Weinberg fa85a14de1 Adding More Comments to the Embedded Assets Example (#17865)
# Objective

I noticed when I was looking at the embedded assets example that there
wasn't any comments on it to indicate what an embedded asset is and why
anyone would want to make one.

## Solution

I added some more comments to the example that gives more detail about
embedded assets and how they work. Feel free to be aggressive with
rewriting these comments however, I just think the example could use
something haha.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-02-24 21:13:24 +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
Lege19 3978ba9783 Allowed creating uninitialized images (for use as storage textures) (#17760)
# Objective
https://github.com/bevyengine/bevy/issues/17746
## Solution
- Change `Image.data` from being a `Vec<u8>` to a `Option<Vec<u8>>`
- Added functions to help with creating images
## Testing

- Did you test these changes? If so, how?
All current tests pass
Tested a variety of existing examples to make sure they don't crash
(they don't)
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
Linux x86 64-bit NixOS 
---
## Migration Guide
Code that directly access `Image` data will now need to use unwrap or
handle the case where no data is provided.
Behaviour of new_fill slightly changed, but not in a way that is likely
to affect anything. It no longer panics and will fill the whole texture
instead of leaving black pixels if the data provided is not a nice
factor of the size of the image.

---------

Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
2025-02-10 22:22:07 +00:00
andriyDev f17644879d Remove labeled_assets from LoadedAsset and ErasedLoadedAsset (#15481)
# Objective

Fixes #15417.

## Solution

- Remove the `labeled_assets` fields from `LoadedAsset` and
`ErasedLoadedAsset`.
- Created new structs `CompleteLoadedAsset` and
`CompleteErasedLoadedAsset` to hold the `labeled_subassets`.
- When a subasset is `LoadContext::finish`ed, it produces a
`CompleteLoadedAsset`.
- When a `CompleteLoadedAsset` is added to a `LoadContext` (as a
subasset), their `labeled_assets` are merged, reporting any overlaps.

One important detail to note: nested subassets with overlapping names
could in theory have been used in the past for the purposes of asset
preprocessing. Even though there was no way to access these "shadowed"
nested subassets, asset preprocessing does get access to these nested
subassets. This does not seem like a case we should support though. It
is confusing at best.

## Testing

- This is just a refactor.

---

## Migration Guide

- Most uses of `LoadedAsset` and `ErasedLoadedAsset` should be replaced
with `CompleteLoadedAsset` and `CompleteErasedLoadedAsset` respectively.
2025-02-10 21:06:37 +00:00
Carter Anderson 21f1e3045c Relationships (non-fragmenting, one-to-many) (#17398)
This adds support for one-to-many non-fragmenting relationships (with
planned paths for fragmenting and non-fragmenting many-to-many
relationships). "Non-fragmenting" means that entities with the same
relationship type, but different relationship targets, are not forced
into separate tables (which would cause "table fragmentation").

Functionally, this fills a similar niche as the current Parent/Children
system. The biggest differences are:

1. Relationships have simpler internals and significantly improved
performance and UX. Commands and specialized APIs are no longer
necessary to keep everything in sync. Just spawn entities with the
relationship components you want and everything "just works".
2. Relationships are generalized. Bevy can provide additional built in
relationships, and users can define their own.

**REQUEST TO REVIEWERS**: _please don't leave top level comments and
instead comment on specific lines of code. That way we can take
advantage of threaded discussions. Also dont leave comments simply
pointing out CI failures as I can read those just fine._

## Built on top of what we have

Relationships are implemented on top of the Bevy ECS features we already
have: components, immutability, and hooks. This makes them immediately
compatible with all of our existing (and future) APIs for querying,
spawning, removing, scenes, reflection, etc. The fewer specialized APIs
we need to build, maintain, and teach, the better.

## Why focus on one-to-many non-fragmenting first?

1. This allows us to improve Parent/Children relationships immediately,
in a way that is reasonably uncontroversial. Switching our hierarchy to
fragmenting relationships would have significant performance
implications. ~~Flecs is heavily considering a switch to non-fragmenting
relations after careful considerations of the performance tradeoffs.~~
_(Correction from @SanderMertens: Flecs is implementing non-fragmenting
storage specialized for asset hierarchies, where asset hierarchies are
many instances of small trees that have a well defined structure)_
2. Adding generalized one-to-many relationships is currently a priority
for the [Next Generation Scene / UI
effort](https://github.com/bevyengine/bevy/discussions/14437).
Specifically, we're interested in building reactions and observers on
top.

## The changes

This PR does the following:

1. Adds a generic one-to-many Relationship system
3. Ports the existing Parent/Children system to Relationships, which now
lives in `bevy_ecs::hierarchy`. The old `bevy_hierarchy` crate has been
removed.
4. Adds on_despawn component hooks
5. Relationships can opt-in to "despawn descendants" behavior, meaning
that the entire relationship hierarchy is despawned when
`entity.despawn()` is called. The built in Parent/Children hierarchies
enable this behavior, and `entity.despawn_recursive()` has been removed.
6. `world.spawn` now applies commands after spawning. This ensures that
relationship bookkeeping happens immediately and removes the need to
manually flush. This is in line with the equivalent behaviors recently
added to the other APIs (ex: insert).
7. Removes the ValidParentCheckPlugin (system-driven / poll based) in
favor of a `validate_parent_has_component` hook.

## Using Relationships

The `Relationship` trait looks like this:

```rust
pub trait Relationship: Component + Sized {
    type RelationshipSources: RelationshipSources<Relationship = Self>;
    fn get(&self) -> Entity;
    fn from(entity: Entity) -> Self;
}
```

A relationship is a component that:

1. Is a simple wrapper over a "target" Entity.
2. Has a corresponding `RelationshipSources` component, which is a
simple wrapper over a collection of entities. Every "target entity"
targeted by a "source entity" with a `Relationship` has a
`RelationshipSources` component, which contains every "source entity"
that targets it.

For example, the `Parent` component (as it currently exists in Bevy) is
the `Relationship` component and the entity containing the Parent is the
"source entity". The entity _inside_ the `Parent(Entity)` component is
the "target entity". And that target entity has a `Children` component
(which implements `RelationshipSources`).

In practice, the Parent/Children relationship looks like this:

```rust
#[derive(Relationship)]
#[relationship(relationship_sources = Children)]
pub struct Parent(pub Entity);

#[derive(RelationshipSources)]
#[relationship_sources(relationship = Parent)]
pub struct Children(Vec<Entity>);
```

The Relationship and RelationshipSources derives automatically implement
Component with the relevant configuration (namely, the hooks necessary
to keep everything in sync).

The most direct way to add relationships is to spawn entities with
relationship components:

```rust
let a = world.spawn_empty().id();
let b = world.spawn(Parent(a)).id();

assert_eq!(world.entity(a).get::<Children>().unwrap(), &[b]);
```

There are also convenience APIs for spawning more than one entity with
the same relationship:

```rust
world.spawn_empty().with_related::<Children>(|s| {
    s.spawn_empty();
    s.spawn_empty();
})
```

The existing `with_children` API is now a simpler wrapper over
`with_related`. This makes this change largely non-breaking for existing
spawn patterns.

```rust
world.spawn_empty().with_children(|s| {
    s.spawn_empty();
    s.spawn_empty();
})
```

There are also other relationship APIs, such as `add_related` and
`despawn_related`.

## Automatic recursive despawn via the new on_despawn hook

`RelationshipSources` can opt-in to "despawn descendants" behavior,
which will despawn all related entities in the relationship hierarchy:

```rust
#[derive(RelationshipSources)]
#[relationship_sources(relationship = Parent, despawn_descendants)]
pub struct Children(Vec<Entity>);
```

This means that `entity.despawn_recursive()` is no longer required.
Instead, just use `entity.despawn()` and the relevant related entities
will also be despawned.

To despawn an entity _without_ despawning its parent/child descendants,
you should remove the `Children` component first, which will also remove
the related `Parent` components:

```rust
entity
    .remove::<Children>()
    .despawn()
```

This builds on the on_despawn hook introduced in this PR, which is fired
when an entity is despawned (before other hooks).

## Relationships are the source of truth

`Relationship` is the _single_ source of truth component.
`RelationshipSources` is merely a reflection of what all the
`Relationship` components say. By embracing this, we are able to
significantly improve the performance of the system as a whole. We can
rely on component lifecycles to protect us against duplicates, rather
than needing to scan at runtime to ensure entities don't already exist
(which results in quadratic runtime). A single source of truth gives us
constant-time inserts. This does mean that we cannot directly spawn
populated `Children` components (or directly add or remove entities from
those components). I personally think this is a worthwhile tradeoff,
both because it makes the performance much better _and_ because it means
theres exactly one way to do things (which is a philosophy we try to
employ for Bevy APIs).

As an aside: treating both sides of the relationship as "equivalent
source of truth relations" does enable building simple and flexible
many-to-many relationships. But this introduces an _inherent_ need to
scan (or hash) to protect against duplicates.
[`evergreen_relations`](https://github.com/EvergreenNest/evergreen_relations)
has a very nice implementation of the "symmetrical many-to-many"
approach. Unfortunately I think the performance issues inherent to that
approach make it a poor choice for Bevy's default relationship system.

## Followup Work

* Discuss renaming `Parent` to `ChildOf`. I refrained from doing that in
this PR to keep the diff reasonable, but I'm personally biased toward
this change (and using that naming pattern generally for relationships).
* [Improved spawning
ergonomics](https://github.com/bevyengine/bevy/discussions/16920)
* Consider adding relationship observers/triggers for "relationship
targets" whenever a source is added or removed. This would replace the
current "hierarchy events" system, which is unused upstream but may have
existing users downstream. I think triggers are the better fit for this
than a buffered event queue, and would prefer not to add that back.
* Fragmenting relations: My current idea hinges on the introduction of
"value components" (aka: components whose type _and_ value determines
their ComponentId, via something like Hashing / PartialEq). By labeling
a Relationship component such as `ChildOf(Entity)` as a "value
component", `ChildOf(e1)` and `ChildOf(e2)` would be considered
"different components". This makes the transition between fragmenting
and non-fragmenting a single flag, and everything else continues to work
as expected.
* Many-to-many support
* Non-fragmenting: We can expand Relationship to be a list of entities
instead of a single entity. I have largely already written the code for
this.
* Fragmenting: With the "value component" impl mentioned above, we get
many-to-many support "for free", as it would allow inserting multiple
copies of a Relationship component with different target entities.

Fixes #3742 (If this PR is merged, I think we should open more targeted
followup issues for the work above, with a fresh tracking issue free of
the large amount of less-directed historical context)
Fixes #17301
Fixes #12235 
Fixes #15299
Fixes #15308 

## Migration Guide

* Replace `ChildBuilder` with `ChildSpawnerCommands`.
* Replace calls to `.set_parent(parent_id)` with
`.insert(Parent(parent_id))`.
* Replace calls to `.replace_children()` with `.remove::<Children>()`
followed by `.add_children()`. Note that you'll need to manually despawn
any children that are not carried over.
* Replace calls to `.despawn_recursive()` with `.despawn()`.
* Replace calls to `.despawn_descendants()` with
`.despawn_related::<Children>()`.
* If you have any calls to `.despawn()` which depend on the children
being preserved, you'll need to remove the `Children` component first.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-01-18 22:20:30 +00:00
MichiRecRoom 26bb0b40d2 Move #![warn(clippy::allow_attributes, clippy::allow_attributes_without_reason)] to the workspace Cargo.toml (#17374)
# Objective
Fixes https://github.com/bevyengine/bevy/issues/17111

## Solution
Move `#![warn(clippy::allow_attributes,
clippy::allow_attributes_without_reason)]` to the workspace `Cargo.toml`

## Testing
Lots of CI testing, and local testing too.

---------

Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
2025-01-15 01:14:58 +00:00
Benjamin Brienen 64efd08e13 Prefer Display over Debug (#16112)
# Objective

Fixes #16104

## Solution

I removed all instances of `:?` and put them back one by one where it
caused an error.

I removed some bevy_utils helper functions that were only used in 2
places and don't add value. See: #11478

## Testing

CI should catch the mistakes

## Migration Guide

`bevy::utils::{dbg,info,warn,error}` were removed. Use
`bevy::utils::tracing::{debug,info,warn,error}` instead.

---------

Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
2024-12-27 00:40:06 +00:00
Patrick Walton bf3692a011 Introduce support for mixed lighting by allowing lights to opt out of contributing diffuse light to lightmapped objects. (#16761)
This PR adds support for *mixed lighting* to Bevy, whereby some parts of
the scene are lightmapped, while others take part in real-time lighting.
(Here *real-time lighting* means lighting at runtime via the PBR shader,
as opposed to precomputed light using lightmaps.) It does so by adding a
new field, `affects_lightmapped_meshes` to `IrradianceVolume` and
`AmbientLight`, and a corresponding field
`affects_lightmapped_mesh_diffuse` to `DirectionalLight`, `PointLight`,
`SpotLight`, and `EnvironmentMapLight`. By default, this value is set to
true; when set to false, the light contributes nothing to the diffuse
irradiance component to meshes with lightmaps.

Note that specular light is unaffected. This is because the correct way
to bake specular lighting is *directional lightmaps*, which we have no
support for yet.

There are two general ways I expect this field to be used:

1. When diffuse indirect light is baked into lightmaps, irradiance
volumes and reflection probes shouldn't contribute any diffuse light to
the static geometry that has a lightmap. That's because the baking tool
should have already accounted for it, and in a higher-quality fashion,
as lightmaps typically offer a higher effective texture resolution than
the light probe does.

2. When direct diffuse light is baked into a lightmap, punctual lights
shouldn't contribute any diffuse light to static geometry with a
lightmap, to avoid double-counting. It may seem odd to bake *direct*
light into a lightmap, as opposed to indirect light. But there is a use
case: in a scene with many lights, avoiding light leaks requires shadow
mapping, which quickly becomes prohibitive when many lights are
involved. Baking lightmaps allows light leaks to be eliminated on static
geometry.

A new example, `mixed_lighting`, has been added. It demonstrates a sofa
(model from the [glTF Sample Assets]) that has been lightmapped offline
using [Bakery]. It has four modes:

1. In *baked* mode, all objects are locked in place, and all the diffuse
direct and indirect light has been calculated ahead of time. Note that
the bottom of the sphere has a red tint from the sofa, illustrating that
the baking tool captured indirect light for it.

2. In *mixed direct* mode, lightmaps capturing diffuse direct and
indirect light have been pre-calculated for the static objects, but the
dynamic sphere has real-time lighting. Note that, because the diffuse
lighting has been entirely pre-calculated for the scenery, the dynamic
sphere casts no shadow. In a real app, you would typically use real-time
lighting for the most important light so that dynamic objects can shadow
the scenery and relegate baked lighting to the less important lights for
which shadows aren't as important. Also note that there is no red tint
on the sphere, because there is no global illumination applied to it. In
an actual game, you could fix this problem by supplementing the
lightmapped objects with an irradiance volume.

3. In *mixed indirect* mode, all direct light is calculated in
real-time, and the static objects have pre-calculated indirect lighting.
This corresponds to the mode that most applications are expected to use.
Because direct light on the scenery is computed dynamically, shadows are
fully supported. As in mixed direct mode, there is no global
illumination on the sphere; in a real application, irradiance volumes
could be used to supplement the lightmaps.

4. In *real-time* mode, no lightmaps are used at all, and all punctual
lights are rendered in real-time. No global illumination exists.

In the example, you can click around to move the sphere, unless you're
in baked mode, in which case the sphere must be locked in place to be
lit correctly.

## Showcase

Baked mode:
![Screenshot 2024-12-13
112926](https://github.com/user-attachments/assets/cc00d84e-abd7-4117-97e9-17267d815c6a)

Mixed direct mode:
![Screenshot 2024-12-13
112933](https://github.com/user-attachments/assets/49997305-349a-4f6a-b451-8cccbb469889)

Mixed indirect mode (default):
![Screenshot 2024-12-13
112939](https://github.com/user-attachments/assets/0f4f6d8a-998f-474b-9fa5-fe4c212c921c)

Real-time mode:
![Screenshot 2024-12-13
112944](https://github.com/user-attachments/assets/fdbc4535-d902-4ba0-bfbc-f5c7b723fac8)

## Migration guide

* The `AmbientLight` resource, the `IrradianceVolume` component, and the
`EnvironmentMapLight` component now have `affects_lightmapped_meshes`
fields. If you don't need to use that field (for example, if you aren't
using lightmaps), you can safely set the field to true.
* `DirectionalLight`, `PointLight`, and `SpotLight` now have
`affects_lightmapped_mesh_diffuse` fields. If you don't need to use that
field (for example, if you aren't using lightmaps), you can safely set
the field to true.

[glTF Sample Assets]:
https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main

[Bakery]:
https://geom.io/bakery/wiki/index.php?title=Bakery_-_GPU_Lightmapper
2024-12-16 23:48:33 +00:00
Benjamin Brienen 40640fdf42 Don't reëxport bevy_image from bevy_render (#16163)
# Objective

Fixes #15940

## Solution

Remove the `pub use` and fix the compile errors.
Make `bevy_image` available as `bevy::image`.

## Testing

Feature Frenzy would be good here! Maybe I'll learn how to use it if I
have some time this weekend, or maybe a reviewer can use it.

## Migration Guide

Use `bevy_image` instead of `bevy_render::texture` items.

---------

Co-authored-by: chompaa <antony.m.3012@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-11-10 06:54:38 +00:00
ZoOL 17e504812b simplify example, replace get_single to Single Query (#16187)
# Objective

clean up example get_single method, make code clean;

## Solution

- replace `Query`  with `Single` Query
- remove `get_single` or `get_single_mut` condition block
2024-11-01 18:25:42 +00:00
Rob Parrett 30d84519a2 Use en-us locale for typos (#16037)
# Objective

Bevy seems to want to standardize on "American English" spellings. Not
sure if this is laid out anywhere in writing, but see also #15947.

While perusing the docs for `typos`, I noticed that it has a `locale`
config option and tried it out.

## Solution

Switch to `en-us` locale in the `typos` config and run `typos -w`

## Migration Guide

The following methods or fields have been renamed from `*dependants*` to
`*dependents*`.

- `ProcessorAssetInfo::dependants`
- `ProcessorAssetInfos::add_dependant`
- `ProcessorAssetInfos::non_existent_dependants`
- `AssetInfo::dependants_waiting_on_load`
- `AssetInfo::dependants_waiting_on_recursive_dep_load`
- `AssetInfos::loader_dependants`
- `AssetInfos::remove_dependants_and_labels`
2024-10-20 18:55:17 +00:00
Carter Anderson 015f2c69ca Merge Style properties into Node. Use ComputedNode for computed properties. (#15975)
# Objective

Continue improving the user experience of our UI Node API in the
direction specified by [Bevy's Next Generation Scene / UI
System](https://github.com/bevyengine/bevy/discussions/14437)

## Solution

As specified in the document above, merge `Style` fields into `Node`,
and move "computed Node fields" into `ComputedNode` (I chose this name
over something like `ComputedNodeLayout` because it currently contains
more than just layout info. If we want to break this up / rename these
concepts, lets do that in a separate PR). `Style` has been removed.

This accomplishes a number of goals:

## Ergonomics wins

Specifying both `Node` and `Style` is now no longer required for
non-default styles

Before:
```rust
commands.spawn((
    Node::default(),
    Style {
        width:  Val::Px(100.),
        ..default()
    },
));
```

After:

```rust
commands.spawn(Node {
    width:  Val::Px(100.),
    ..default()
});
```

## Conceptual clarity

`Style` was never a comprehensive "style sheet". It only defined "core"
style properties that all `Nodes` shared. Any "styled property" that
couldn't fit that mold had to be in a separate component. A "real" style
system would style properties _across_ components (`Node`, `Button`,
etc). We have plans to build a true style system (see the doc linked
above).

By moving the `Style` fields to `Node`, we fully embrace `Node` as the
driving concept and remove the "style system" confusion.

## Next Steps

* Consider identifying and splitting out "style properties that aren't
core to Node". This should not happen for Bevy 0.15.

---

## Migration Guide

Move any fields set on `Style` into `Node` and replace all `Style`
component usage with `Node`.

Before:
```rust
commands.spawn((
    Node::default(),
    Style {
        width:  Val::Px(100.),
        ..default()
    },
));
```

After:

```rust
commands.spawn(Node {
    width:  Val::Px(100.),
    ..default()
});
```

For any usage of the "computed node properties" that used to live on
`Node`, use `ComputedNode` instead:

Before:
```rust
fn system(nodes: Query<&Node>) {
    for node in &nodes {
        let computed_size = node.size();
    }
}
```

After:
```rust
fn system(computed_nodes: Query<&ComputedNode>) {
    for computed_node in &computed_nodes {
        let computed_size = computed_node.size();
    }
}
```
2024-10-18 22:25:33 +00:00
Rob Parrett 90b5ed6c93 Adjust some example text to match visual guidelines (#15966)
# Objective

Adjust instruction text in some newer examples to match the [example
visual
guidelines](https://bevyengine.org/learn/contribute/helping-out/creating-examples/#visual-guidelines).

## Solution

Move text 12px from edge of screen

## Testing

```
cargo run --example alter_mesh
cargo run --example alter_sprite
cargo run --example camera_orbit
cargo run --example projection_zoom
cargo run --example irradiance_volumes
cargo run --example log_layers_ecs
cargo run --example multi_asset_sync
cargo run --example multiple_windows
cargo run --example order_independent_transparency
```

## Additional information

This isn't comprehensive, just the most trivial cases. I'll double check
my notes and probably follow up with an issue to look into visual
guidelines for a few other examples.
2024-10-17 01:01:32 +00:00
Rafał Harabień e4f501cb4a Fix asset_settings example regression (#15945)
# Objective

In PR #15812 ImageLoader was moved from bevy_render to bevy_image but a
reference to old path was left in a meta file used by `asset_settings`
example. This resulted in one of sprites used by this example to not be
displayed.

Fixes #15932

## Solution

Correct the loader reference in the meta file used by `asset_settings`
example (I've found no other meta files referencing this loader).

## Testing

I've run `bevy_assets` example. It now displays 3 sprites (as expected)
and outputs no errors.

## Migration Guide

This PR obviously requires no migration guide as this is just a bug-fix,
but I believe that #15812 should mention that meta files needs updating.
Proposal:

* Asset loader name must be updated in `.meta` files for images.
Change: `loader: "bevy_render::texture::image_loader::ImageLoader",`
to: `loader: "bevy_image::image_loader::ImageLoader",`
It will fix the following error: ``no `AssetLoader` found with the name
'bevy_render::texture::image_loader::ImageLoader``
2024-10-16 14:16:23 +00:00
ickshonpe 6f7d0e5725 split up TextStyle (#15857)
# Objective

Currently text is recomputed unnecessarily on any changes to its color,
which is extremely expensive.

## Solution
Split up `TextStyle` into two separate components `TextFont` and
`TextColor`.

## Testing

I added this system to `many_buttons`:
```rust
fn set_text_colors_changed(mut colors: Query<&mut TextColor>) {
    for mut text_color in colors.iter_mut() {
        text_color.set_changed();
    }
}
```

reports ~4fps on main, ~50fps with this PR.

## Migration Guide
`TextStyle` has been renamed to `TextFont` and its `color` field has
been moved to a separate component named `TextColor` which newtypes
`Color`.
2024-10-13 17:06:22 +00:00
ZoOL 0944499f90 Update multi_asset_sync.rs (#15816)
Typo
2024-10-10 14:14:06 +00:00
Tim 3da0ef048e Remove the Component trait implementation from Handle (#15796)
# Objective

- Closes #15716
- Closes #15718

## Solution

- Replace `Handle<MeshletMesh>` with a new `MeshletMesh3d` component
- As expected there were some random things that needed fixing:
- A couple tests were storing handles just to prevent them from being
dropped I believe, which seems to have been unnecessary in some.
- The `SpriteBundle` still had a `Handle<Image>` field. I've removed
this.
- Tests in `bevy_sprite` incorrectly added a `Handle<Image>` field
outside of the `Sprite` component.
- A few examples were still inserting `Handle`s, switched those to their
corresponding wrappers.
- 2 examples that were still querying for `Handle<Image>` were changed
to query `Sprite`

## Testing

- I've verified that the changed example work now

## Migration Guide

`Handle` can no longer be used as a `Component`. All existing Bevy types
using this pattern have been wrapped in their own semantically
meaningful type. You should do the same for any custom `Handle`
components your project needs.

The `Handle<MeshletMesh>` component is now `MeshletMesh3d`.

The `WithMeshletMesh` type alias has been removed. Use
`With<MeshletMesh3d>` instead.
2024-10-09 21:10:01 +00:00
UkoeHB a6be9b4ccd Rename TextBlock to TextLayout (#15797)
# Objective

- Improve clarity when spawning a text block. See [this
discussion](https://github.com/bevyengine/bevy/pull/15591/#discussion_r1787083571).

## Solution

- Rename `TextBlock` to `TextLayout`.
2024-10-09 20:58:27 +00:00
UkoeHB c2c19e5ae4 Text rework (#15591)
**Ready for review. Examples migration progress: 100%.**

# Objective

- Implement https://github.com/bevyengine/bevy/discussions/15014

## Solution

This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.

Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.

## Testing

- [x] Text examples all work.

---

## Showcase

TODO: showcase-worthy

## Migration Guide

TODO: very breaking

### Accessing text spans by index

Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.

Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
    let text = query.single_mut();
    text.sections[1].value = format_time(time.elapsed());
}
```

After:
```rust
fn refresh_text(
    query: Query<Entity, With<TimeText>>,
    mut writer: UiTextWriter,
    time: Res<Time>
) {
    let entity = query.single();
    *writer.text(entity, 1) = format_time(time.elapsed());
}
```

### Iterating text spans

Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
Emerson Coskey 7d40e3ec87 Migrate bevy_sprite to required components (#15489)
# Objective

Continue migration of bevy APIs to required components, following
guidance of https://hackmd.io/@bevy/required_components/

## Solution

- Make `Sprite` require `Transform` and `Visibility` and
`SyncToRenderWorld`
- move image and texture atlas handles into `Sprite`
- deprecate `SpriteBundle`
- remove engine uses of `SpriteBundle`

## Testing

ran cargo tests on bevy_sprite and tested several sprite examples.

---

## Migration Guide

Replace all uses of `SpriteBundle` with `Sprite`. There are several new
convenience constructors: `Sprite::from_image`,
`Sprite::from_atlas_image`, `Sprite::from_color`.

WARNING: use of `Handle<Image>` and `TextureAtlas` as components on
sprite entities will NO LONGER WORK. Use the fields on `Sprite` instead.
I would have removed the `Component` impls from `TextureAtlas` and
`Handle<Image>` except it is still used within ui. We should fix this
moving forward with the migration.
2024-10-09 16:17:26 +00:00
Joona Aalto 25bfa80e60 Migrate cameras to required components (#15641)
# Objective

Yet another PR for migrating stuff to required components. This time,
cameras!

## Solution

As per the [selected
proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected),
deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d`
and `Camera3d`.

Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning,
as suggested by Cart [on
Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273).
I would personally like cameras to work a bit differently and be split
into a few more components, to avoid some footguns and confusing
semantics, but that is more controversial, and shouldn't block this core
migration.

## Testing

I ran a few 2D and 3D examples, and tried cameras with and without
render graphs.

---

## Migration Guide

`Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of
`Camera2d` and `Camera3d`. Inserting them will now also insert the other
components required by them automatically.
2024-10-05 01:59:52 +00:00