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# Objective Fixes #15560 Fixes (most of) #15570 Currently a lot of examples (and presumably some user code) depend on toggling certain render features by adding/removing a single component to an entity, e.g. `SpotLight` to toggle a light. Because of the retained render world this no longer works: Extract will add any new components, but when it is removed the entity persists unchanged in the render world. ## Solution Add `SyncComponentPlugin<C: Component>` that registers `SyncToRenderWorld` as a required component for `C`, and adds a component hook that will clear all components from the render world entity when `C` is removed. We add this plugin to `ExtractComponentPlugin` which fixes most instances of the problem. For custom extraction logic we can manually add `SyncComponentPlugin` for that component. We also rename `WorldSyncPlugin` to `SyncWorldPlugin` so we start a naming convention like all the `Extract` plugins. In this PR I also fixed a bunch of breakage related to the retained render world, stemming from old code that assumed that `Entity` would be the same in both worlds. I found that using the `RenderEntity` wrapper instead of `Entity` in data structures when referring to render world entities makes intent much clearer, so I propose we make this an official pattern. ## Testing Run examples like ``` cargo run --features pbr_multi_layer_material_textures --example clearcoat cargo run --example volumetric_fog ``` and see that they work, and that toggles work correctly. But really we should test every single example, as we might not even have caught all the breakage yet. --- ## Migration Guide The retained render world notes should be updated to explain this edge case and `SyncComponentPlugin` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Trashtalk217 <trashtalk217@gmail.com>
36 lines
1.6 KiB
Rust
36 lines
1.6 KiB
Rust
use crate::Sprite;
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use bevy_asset::Handle;
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use bevy_ecs::bundle::Bundle;
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use bevy_render::{
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sync_world::SyncToRenderWorld,
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texture::Image,
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view::{InheritedVisibility, ViewVisibility, Visibility},
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};
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use bevy_transform::components::{GlobalTransform, Transform};
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/// A [`Bundle`] of components for drawing a single sprite from an image.
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///
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/// # Extra behaviours
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///
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/// You may add one or both of the following components to enable additional behaviours:
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/// - [`ImageScaleMode`](crate::ImageScaleMode) to enable either slicing or tiling of the texture
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/// - [`TextureAtlas`](crate::TextureAtlas) to draw a specific section of the texture
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#[derive(Bundle, Clone, Debug, Default)]
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pub struct SpriteBundle {
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/// Specifies the rendering properties of the sprite, such as color tint and flip.
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pub sprite: Sprite,
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/// The local transform of the sprite, relative to its parent.
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pub transform: Transform,
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/// The absolute transform of the sprite. This should generally not be written to directly.
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pub global_transform: GlobalTransform,
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/// A reference-counted handle to the image asset to be drawn.
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pub texture: Handle<Image>,
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/// User indication of whether an entity is visible
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pub visibility: Visibility,
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/// Inherited visibility of an entity.
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pub inherited_visibility: InheritedVisibility,
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/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
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pub view_visibility: ViewVisibility,
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/// Marker component that indicates that its entity needs to be synchronized to the render world
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pub sync: SyncToRenderWorld,
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}
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