Return Results from Camera's world/viewport conversion methods (#14989)

# Objective

- Fixes https://github.com/bevyengine/bevy/issues/14593.

## Solution

- Add `ViewportConversionError` and return it from viewport conversion
methods on Camera.

## Testing

- I successfully compiled and ran all changed examples.

## Migration Guide

The following methods on `Camera` now return a `Result` instead of an
`Option` so that they can provide more information about failures:
 - `world_to_viewport`
 - `world_to_viewport_with_depth`
 - `viewport_to_world`
 - `viewport_to_world_2d`

Call `.ok()` on the `Result` to turn it back into an `Option`, or handle
the `Result` directly.

---------

Co-authored-by: Lixou <82600264+DasLixou@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Zachary Harrold <zac@harrold.com.au>
This commit is contained in:
Chris Juchem 2024-09-03 15:45:15 -04:00 committed by GitHub
parent 4e9a62f094
commit c620eb7833
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GPG Key ID: B5690EEEBB952194
11 changed files with 110 additions and 57 deletions

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@ -137,7 +137,7 @@ impl<'w, 's> InsetGizmo<'w, 's> {
let Ok(cam) = self.cam.get_single() else { let Ok(cam) = self.cam.get_single() else {
return Vec2::ZERO; return Vec2::ZERO;
}; };
if let Some(new_position) = cam.world_to_viewport(&zero, position.extend(0.)) { if let Ok(new_position) = cam.world_to_viewport(&zero, position.extend(0.)) {
position = new_position; position = new_position;
}; };
position.xy() position.xy()

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@ -231,6 +231,6 @@ pub mod ray {
let viewport_logical = camera.to_logical(viewport.physical_position)?; let viewport_logical = camera.to_logical(viewport.physical_position)?;
viewport_pos -= viewport_logical; viewport_pos -= viewport_logical;
} }
camera.viewport_to_world(camera_tfm, viewport_pos) camera.viewport_to_world(camera_tfm, viewport_pos).ok()
} }
} }

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@ -187,6 +187,34 @@ impl Default for PhysicalCameraParameters {
} }
} }
/// Error returned when a conversion between world-space and viewport-space coordinates fails.
///
/// See [`world_to_viewport`][Camera::world_to_viewport] and [`viewport_to_world`][Camera::viewport_to_world].
#[derive(Debug, Eq, PartialEq, Copy, Clone)]
pub enum ViewportConversionError {
/// The pre-computed size of the viewport was not available.
///
/// This may be because the `Camera` was just created and [`camera_system`] has not been executed
/// yet, or because the [`RenderTarget`] is misconfigured in one of the following ways:
/// - it references the [`PrimaryWindow`](RenderTarget::Window) when there is none,
/// - it references a [`Window`](RenderTarget::Window) entity that doesn't exist or doesn't actually have a `Window` component,
/// - it references an [`Image`](RenderTarget::Image) that doesn't exist (invalid handle),
/// - it references a [`TextureView`](RenderTarget::TextureView) that doesn't exist (invalid handle).
NoViewportSize,
/// The computed coordinate was beyond the `Camera`'s near plane.
///
/// Only applicable when converting from world-space to viewport-space.
PastNearPlane,
/// The computed coordinate was beyond the `Camera`'s far plane.
///
/// Only applicable when converting from world-space to viewport-space.
PastFarPlane,
/// The Normalized Device Coordinates could not be computed because the `camera_transform`, the
/// `world_position`, or the projection matrix defined by [`CameraProjection`] contained `NAN`
/// (see [`world_to_ndc`][Camera::world_to_ndc] and [`ndc_to_world`][Camera::ndc_to_world]).
InvalidData,
}
/// The defining [`Component`] for camera entities, /// The defining [`Component`] for camera entities,
/// storing information about how and what to render through this camera. /// storing information about how and what to render through this camera.
/// ///
@ -348,29 +376,35 @@ impl Camera {
/// To get the coordinates in Normalized Device Coordinates, you should use /// To get the coordinates in Normalized Device Coordinates, you should use
/// [`world_to_ndc`](Self::world_to_ndc). /// [`world_to_ndc`](Self::world_to_ndc).
/// ///
/// Returns `None` if any of these conditions occur: /// # Panics
/// - The computed coordinates are beyond the near or far plane ///
/// - The logical viewport size cannot be computed. See [`logical_viewport_size`](Camera::logical_viewport_size) /// Will panic if `glam_assert` is enabled and the `camera_transform` contains `NAN`
/// - The world coordinates cannot be mapped to the Normalized Device Coordinates. See [`world_to_ndc`](Camera::world_to_ndc) /// (see [`world_to_ndc`][Self::world_to_ndc]).
/// May also panic if `glam_assert` is enabled. See [`world_to_ndc`](Camera::world_to_ndc).
#[doc(alias = "world_to_screen")] #[doc(alias = "world_to_screen")]
pub fn world_to_viewport( pub fn world_to_viewport(
&self, &self,
camera_transform: &GlobalTransform, camera_transform: &GlobalTransform,
world_position: Vec3, world_position: Vec3,
) -> Option<Vec2> { ) -> Result<Vec2, ViewportConversionError> {
let target_size = self.logical_viewport_size()?; let target_size = self
let ndc_space_coords = self.world_to_ndc(camera_transform, world_position)?; .logical_viewport_size()
.ok_or(ViewportConversionError::NoViewportSize)?;
let ndc_space_coords = self
.world_to_ndc(camera_transform, world_position)
.ok_or(ViewportConversionError::InvalidData)?;
// NDC z-values outside of 0 < z < 1 are outside the (implicit) camera frustum and are thus not in viewport-space // NDC z-values outside of 0 < z < 1 are outside the (implicit) camera frustum and are thus not in viewport-space
if ndc_space_coords.z < 0.0 || ndc_space_coords.z > 1.0 { if ndc_space_coords.z < 0.0 {
return None; return Err(ViewportConversionError::PastNearPlane);
}
if ndc_space_coords.z > 1.0 {
return Err(ViewportConversionError::PastFarPlane);
} }
// Once in NDC space, we can discard the z element and rescale x/y to fit the screen // Once in NDC space, we can discard the z element and rescale x/y to fit the screen
let mut viewport_position = (ndc_space_coords.truncate() + Vec2::ONE) / 2.0 * target_size; let mut viewport_position = (ndc_space_coords.truncate() + Vec2::ONE) / 2.0 * target_size;
// Flip the Y co-ordinate origin from the bottom to the top. // Flip the Y co-ordinate origin from the bottom to the top.
viewport_position.y = target_size.y - viewport_position.y; viewport_position.y = target_size.y - viewport_position.y;
Some(viewport_position) Ok(viewport_position)
} }
/// Given a position in world space, use the camera to compute the viewport-space coordinates and depth. /// Given a position in world space, use the camera to compute the viewport-space coordinates and depth.
@ -378,22 +412,28 @@ impl Camera {
/// To get the coordinates in Normalized Device Coordinates, you should use /// To get the coordinates in Normalized Device Coordinates, you should use
/// [`world_to_ndc`](Self::world_to_ndc). /// [`world_to_ndc`](Self::world_to_ndc).
/// ///
/// Returns `None` if any of these conditions occur: /// # Panics
/// - The computed coordinates are beyond the near or far plane ///
/// - The logical viewport size cannot be computed. See [`logical_viewport_size`](Camera::logical_viewport_size) /// Will panic if `glam_assert` is enabled and the `camera_transform` contains `NAN`
/// - The world coordinates cannot be mapped to the Normalized Device Coordinates. See [`world_to_ndc`](Camera::world_to_ndc) /// (see [`world_to_ndc`][Self::world_to_ndc]).
/// May also panic if `glam_assert` is enabled. See [`world_to_ndc`](Camera::world_to_ndc).
#[doc(alias = "world_to_screen_with_depth")] #[doc(alias = "world_to_screen_with_depth")]
pub fn world_to_viewport_with_depth( pub fn world_to_viewport_with_depth(
&self, &self,
camera_transform: &GlobalTransform, camera_transform: &GlobalTransform,
world_position: Vec3, world_position: Vec3,
) -> Option<Vec3> { ) -> Result<Vec3, ViewportConversionError> {
let target_size = self.logical_viewport_size()?; let target_size = self
let ndc_space_coords = self.world_to_ndc(camera_transform, world_position)?; .logical_viewport_size()
.ok_or(ViewportConversionError::NoViewportSize)?;
let ndc_space_coords = self
.world_to_ndc(camera_transform, world_position)
.ok_or(ViewportConversionError::InvalidData)?;
// NDC z-values outside of 0 < z < 1 are outside the (implicit) camera frustum and are thus not in viewport-space // NDC z-values outside of 0 < z < 1 are outside the (implicit) camera frustum and are thus not in viewport-space
if ndc_space_coords.z < 0.0 || ndc_space_coords.z > 1.0 { if ndc_space_coords.z < 0.0 {
return None; return Err(ViewportConversionError::PastNearPlane);
}
if ndc_space_coords.z > 1.0 {
return Err(ViewportConversionError::PastFarPlane);
} }
// Stretching ndc depth to value via near plane and negating result to be in positive room again. // Stretching ndc depth to value via near plane and negating result to be in positive room again.
@ -403,7 +443,7 @@ impl Camera {
let mut viewport_position = (ndc_space_coords.truncate() + Vec2::ONE) / 2.0 * target_size; let mut viewport_position = (ndc_space_coords.truncate() + Vec2::ONE) / 2.0 * target_size;
// Flip the Y co-ordinate origin from the bottom to the top. // Flip the Y co-ordinate origin from the bottom to the top.
viewport_position.y = target_size.y - viewport_position.y; viewport_position.y = target_size.y - viewport_position.y;
Some(viewport_position.extend(depth)) Ok(viewport_position.extend(depth))
} }
/// Returns a ray originating from the camera, that passes through everything beyond `viewport_position`. /// Returns a ray originating from the camera, that passes through everything beyond `viewport_position`.
@ -415,16 +455,18 @@ impl Camera {
/// To get the world space coordinates with Normalized Device Coordinates, you should use /// To get the world space coordinates with Normalized Device Coordinates, you should use
/// [`ndc_to_world`](Self::ndc_to_world). /// [`ndc_to_world`](Self::ndc_to_world).
/// ///
/// Returns `None` if any of these conditions occur: /// # Panics
/// - The logical viewport size cannot be computed. See [`logical_viewport_size`](Camera::logical_viewport_size) ///
/// - The near or far plane cannot be computed. This can happen if the `camera_transform`, the `world_position`, or the projection matrix defined by [`CameraProjection`] contain `NAN`. /// Will panic if the camera's projection matrix is invalid (has a determinant of 0) and
/// Panics if the projection matrix is null and `glam_assert` is enabled. /// `glam_assert` is enabled (see [`ndc_to_world`](Self::ndc_to_world).
pub fn viewport_to_world( pub fn viewport_to_world(
&self, &self,
camera_transform: &GlobalTransform, camera_transform: &GlobalTransform,
mut viewport_position: Vec2, mut viewport_position: Vec2,
) -> Option<Ray3d> { ) -> Result<Ray3d, ViewportConversionError> {
let target_size = self.logical_viewport_size()?; let target_size = self
.logical_viewport_size()
.ok_or(ViewportConversionError::NoViewportSize)?;
// Flip the Y co-ordinate origin from the top to the bottom. // Flip the Y co-ordinate origin from the top to the bottom.
viewport_position.y = target_size.y - viewport_position.y; viewport_position.y = target_size.y - viewport_position.y;
let ndc = viewport_position * 2. / target_size - Vec2::ONE; let ndc = viewport_position * 2. / target_size - Vec2::ONE;
@ -436,12 +478,12 @@ impl Camera {
let world_far_plane = ndc_to_world.project_point3(ndc.extend(f32::EPSILON)); let world_far_plane = ndc_to_world.project_point3(ndc.extend(f32::EPSILON));
// The fallible direction constructor ensures that world_near_plane and world_far_plane aren't NaN. // The fallible direction constructor ensures that world_near_plane and world_far_plane aren't NaN.
Dir3::new(world_far_plane - world_near_plane).map_or(None, |direction| { Dir3::new(world_far_plane - world_near_plane)
Some(Ray3d { .map_err(|_| ViewportConversionError::InvalidData)
.map(|direction| Ray3d {
origin: world_near_plane, origin: world_near_plane,
direction, direction,
}) })
})
} }
/// Returns a 2D world position computed from a position on this [`Camera`]'s viewport. /// Returns a 2D world position computed from a position on this [`Camera`]'s viewport.
@ -451,23 +493,27 @@ impl Camera {
/// To get the world space coordinates with Normalized Device Coordinates, you should use /// To get the world space coordinates with Normalized Device Coordinates, you should use
/// [`ndc_to_world`](Self::ndc_to_world). /// [`ndc_to_world`](Self::ndc_to_world).
/// ///
/// Returns `None` if any of these conditions occur: /// # Panics
/// - The logical viewport size cannot be computed. See [`logical_viewport_size`](Camera::logical_viewport_size) ///
/// - The viewport position cannot be mapped to the world. See [`ndc_to_world`](Camera::ndc_to_world) /// Will panic if the camera's projection matrix is invalid (has a determinant of 0) and
/// May panic. See [`ndc_to_world`](Camera::ndc_to_world). /// `glam_assert` is enabled (see [`ndc_to_world`](Self::ndc_to_world).
pub fn viewport_to_world_2d( pub fn viewport_to_world_2d(
&self, &self,
camera_transform: &GlobalTransform, camera_transform: &GlobalTransform,
mut viewport_position: Vec2, mut viewport_position: Vec2,
) -> Option<Vec2> { ) -> Result<Vec2, ViewportConversionError> {
let target_size = self.logical_viewport_size()?; let target_size = self
.logical_viewport_size()
.ok_or(ViewportConversionError::NoViewportSize)?;
// Flip the Y co-ordinate origin from the top to the bottom. // Flip the Y co-ordinate origin from the top to the bottom.
viewport_position.y = target_size.y - viewport_position.y; viewport_position.y = target_size.y - viewport_position.y;
let ndc = viewport_position * 2. / target_size - Vec2::ONE; let ndc = viewport_position * 2. / target_size - Vec2::ONE;
let world_near_plane = self.ndc_to_world(camera_transform, ndc.extend(1.))?; let world_near_plane = self
.ndc_to_world(camera_transform, ndc.extend(1.))
.ok_or(ViewportConversionError::InvalidData)?;
Some(world_near_plane.truncate()) Ok(world_near_plane.truncate())
} }
/// Given a position in world space, use the camera's viewport to compute the Normalized Device Coordinates. /// Given a position in world space, use the camera's viewport to compute the Normalized Device Coordinates.
@ -478,7 +524,10 @@ impl Camera {
/// [`world_to_viewport`](Self::world_to_viewport). /// [`world_to_viewport`](Self::world_to_viewport).
/// ///
/// Returns `None` if the `camera_transform`, the `world_position`, or the projection matrix defined by [`CameraProjection`] contain `NAN`. /// Returns `None` if the `camera_transform`, the `world_position`, or the projection matrix defined by [`CameraProjection`] contain `NAN`.
/// Panics if the `camera_transform` contains `NAN` and the `glam_assert` feature is enabled. ///
/// # Panics
///
/// Will panic if the `camera_transform` contains `NAN` and the `glam_assert` feature is enabled.
pub fn world_to_ndc( pub fn world_to_ndc(
&self, &self,
camera_transform: &GlobalTransform, camera_transform: &GlobalTransform,
@ -501,7 +550,10 @@ impl Camera {
/// [`world_to_viewport`](Self::world_to_viewport). /// [`world_to_viewport`](Self::world_to_viewport).
/// ///
/// Returns `None` if the `camera_transform`, the `world_position`, or the projection matrix defined by [`CameraProjection`] contain `NAN`. /// Returns `None` if the `camera_transform`, the `world_position`, or the projection matrix defined by [`CameraProjection`] contain `NAN`.
/// Panics if the projection matrix is null and `glam_assert` is enabled. ///
/// # Panics
///
/// Will panic if the projection matrix is invalid (has a determinant of 0) and `glam_assert` is enabled.
pub fn ndc_to_world(&self, camera_transform: &GlobalTransform, ndc: Vec3) -> Option<Vec3> { pub fn ndc_to_world(&self, camera_transform: &GlobalTransform, ndc: Vec3) -> Option<Vec3> {
// Build a transformation matrix to convert from NDC to world space using camera data // Build a transformation matrix to convert from NDC to world space using camera data
let ndc_to_world = let ndc_to_world =

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@ -70,7 +70,7 @@ pub fn sprite_picking(
continue; continue;
}; };
let Some(cursor_ray_world) = camera.viewport_to_world(cam_transform, location.position) let Ok(cursor_ray_world) = camera.viewport_to_world(cam_transform, location.position)
else { else {
continue; continue;
}; };

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@ -41,7 +41,7 @@ fn calc_bounds(
if let Ok((camera, camera_transform)) = camera.get_single() { if let Ok((camera, camera_transform)) = camera.get_single() {
for (mut accessible, node, transform) in &mut nodes { for (mut accessible, node, transform) in &mut nodes {
if node.is_changed() || transform.is_changed() { if node.is_changed() || transform.is_changed() {
if let Some(translation) = if let Ok(translation) =
camera.world_to_viewport(camera_transform, transform.translation()) camera.world_to_viewport(camera_transform, transform.translation())
{ {
let bounds = Rect::new( let bounds = Rect::new(

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@ -26,7 +26,7 @@ fn draw_cursor(
}; };
// Calculate a world position based on the cursor's position. // Calculate a world position based on the cursor's position.
let Some(point) = camera.viewport_to_world_2d(camera_transform, cursor_position) else { let Ok(point) = camera.viewport_to_world_2d(camera_transform, cursor_position) else {
return; return;
}; };

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@ -24,7 +24,7 @@ fn draw_cursor(
}; };
// Calculate a ray pointing from the camera into the world based on the cursor's position. // Calculate a ray pointing from the camera into the world based on the cursor's position.
let Some(ray) = camera.viewport_to_world(camera_transform, cursor_position) else { let Ok(ray) = camera.viewport_to_world(camera_transform, cursor_position) else {
return; return;
}; };

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@ -483,7 +483,7 @@ fn handle_mouse_clicks(
}; };
// Figure out where the user clicked on the plane. // Figure out where the user clicked on the plane.
let Some(ray) = camera.viewport_to_world(camera_transform, mouse_position) else { let Ok(ray) = camera.viewport_to_world(camera_transform, mouse_position) else {
return; return;
}; };
let Some(ray_distance) = ray.intersect_plane(Vec3::ZERO, InfinitePlane3d::new(Vec3::Y)) else { let Some(ray_distance) = ray.intersect_plane(Vec3::ZERO, InfinitePlane3d::new(Vec3::Y)) else {

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@ -184,7 +184,7 @@ fn handle_click(
if let Some(pos) = windows if let Some(pos) = windows
.single() .single()
.cursor_position() .cursor_position()
.and_then(|cursor| camera.viewport_to_world(camera_transform, cursor)) .and_then(|cursor| camera.viewport_to_world(camera_transform, cursor).ok())
.map(|ray| ray.origin.truncate()) .map(|ray| ray.origin.truncate())
{ {
if mouse_button_input.just_pressed(MouseButton::Left) { if mouse_button_input.just_pressed(MouseButton::Left) {

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@ -222,9 +222,11 @@ fn get_cursor_world_pos(
let primary_window = q_primary_window.single(); let primary_window = q_primary_window.single();
let (main_camera, main_camera_transform) = q_camera.single(); let (main_camera, main_camera_transform) = q_camera.single();
// Get the cursor position in the world // Get the cursor position in the world
cursor_world_pos.0 = primary_window cursor_world_pos.0 = primary_window.cursor_position().and_then(|cursor_pos| {
.cursor_position() main_camera
.and_then(|cursor_pos| main_camera.viewport_to_world_2d(main_camera_transform, cursor_pos)); .viewport_to_world_2d(main_camera_transform, cursor_pos)
.ok()
});
} }
/// Update whether the window is clickable or not /// Update whether the window is clickable or not

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@ -357,11 +357,10 @@ fn handle_mouse_press(
}; };
// Convert the starting point and end point (current mouse pos) into world coords: // Convert the starting point and end point (current mouse pos) into world coords:
let Some(point) = camera.viewport_to_world_2d(camera_transform, start) else { let Ok(point) = camera.viewport_to_world_2d(camera_transform, start) else {
continue; continue;
}; };
let Some(end_point) = camera.viewport_to_world_2d(camera_transform, mouse_pos) let Ok(end_point) = camera.viewport_to_world_2d(camera_transform, mouse_pos) else {
else {
continue; continue;
}; };
let tangent = end_point - point; let tangent = end_point - point;
@ -396,10 +395,10 @@ fn draw_edit_move(
// Resources store data in viewport coordinates, so we need to convert to world coordinates // Resources store data in viewport coordinates, so we need to convert to world coordinates
// to display them: // to display them:
let Some(start) = camera.viewport_to_world_2d(camera_transform, start) else { let Ok(start) = camera.viewport_to_world_2d(camera_transform, start) else {
return; return;
}; };
let Some(end) = camera.viewport_to_world_2d(camera_transform, mouse_pos) else { let Ok(end) = camera.viewport_to_world_2d(camera_transform, mouse_pos) else {
return; return;
}; };