bevy/crates/bevy_render/src/view/visibility/mod.rs
radiish 1efc762924
reflect: stable type path v2 (#7184)
# Objective

- Introduce a stable alternative to
[`std::any::type_name`](https://doc.rust-lang.org/std/any/fn.type_name.html).
- Rewrite of #5805 with heavy inspiration in design.
- On the path to #5830.
- Part of solving #3327.


## Solution

- Add a `TypePath` trait for static stable type path/name information.
- Add a `TypePath` derive macro.
- Add a `impl_type_path` macro for implementing internal and foreign
types in `bevy_reflect`.

---

## Changelog

- Added `TypePath` trait.
- Added `DynamicTypePath` trait and `get_type_path` method to `Reflect`.
- Added a `TypePath` derive macro.
- Added a `bevy_reflect::impl_type_path` for implementing `TypePath` on
internal and foreign types in `bevy_reflect`.
- Changed `bevy_reflect::utility::(Non)GenericTypeInfoCell` to
`(Non)GenericTypedCell<T>` which allows us to be generic over both
`TypeInfo` and `TypePath`.
- `TypePath` is now a supertrait of `Asset`, `Material` and
`Material2d`.
- `impl_reflect_struct` needs a `#[type_path = "..."]` attribute to be
specified.
- `impl_reflect_value` needs to either specify path starting with a
double colon (`::core::option::Option`) or an `in my_crate::foo`
declaration.
- Added `bevy_reflect_derive::ReflectTypePath`.
- Most uses of `Ident` in `bevy_reflect_derive` changed to use
`ReflectTypePath`.

## Migration Guide

- Implementors of `Asset`, `Material` and `Material2d` now also need to
derive `TypePath`.
- Manual implementors of `Reflect` will need to implement the new
`get_type_path` method.

## Open Questions
- [x] ~This PR currently does not migrate any usages of
`std::any::type_name` to use `bevy_reflect::TypePath` to ease the review
process. Should it?~ Migration will be left to a follow-up PR.
- [ ] This PR adds a lot of `#[derive(TypePath)]` and `T: TypePath` to
satisfy new bounds, mostly when deriving `TypeUuid`. Should we make
`TypePath` a supertrait of `TypeUuid`? [Should we remove `TypeUuid` in
favour of
`TypePath`?](2afbd85532 (r961067892))
2023-06-05 20:31:20 +00:00

657 lines
24 KiB
Rust

mod render_layers;
pub use render_layers::*;
use bevy_app::{Plugin, PostUpdate};
use bevy_asset::{Assets, Handle};
use bevy_ecs::prelude::*;
use bevy_hierarchy::{Children, Parent};
use bevy_reflect::Reflect;
use bevy_reflect::{std_traits::ReflectDefault, FromReflect};
use bevy_transform::components::GlobalTransform;
use bevy_transform::TransformSystem;
use std::cell::Cell;
use thread_local::ThreadLocal;
use crate::{
camera::{
camera_system, Camera, CameraProjection, OrthographicProjection, PerspectiveProjection,
Projection,
},
mesh::Mesh,
primitives::{Aabb, Frustum, Sphere},
};
/// User indication of whether an entity is visible. Propagates down the entity hierarchy.
///
/// If an entity is hidden in this way, all [`Children`] (and all of their children and so on) who
/// are set to [`Inherited`](Self::Inherited) will also be hidden.
///
/// This is done by the `visibility_propagate_system` which uses the entity hierarchy and
/// `Visibility` to set the values of each entity's [`ComputedVisibility`] component.
#[derive(Component, Clone, Copy, Reflect, FromReflect, Debug, PartialEq, Eq, Default)]
#[reflect(Component, Default)]
pub enum Visibility {
/// An entity with `Visibility::Inherited` will inherit the Visibility of its [`Parent`].
///
/// A root-level entity that is set to `Inherited` will be visible.
#[default]
Inherited,
/// An entity with `Visibility::Hidden` will be unconditionally hidden.
Hidden,
/// An entity with `Visibility::Visible` will be unconditionally visible.
///
/// Note that an entity with `Visibility::Visible` will be visible regardless of whether the
/// [`Parent`] entity is hidden.
Visible,
}
// Allows `&Visibility == Visibility`
impl std::cmp::PartialEq<Visibility> for &Visibility {
#[inline]
fn eq(&self, other: &Visibility) -> bool {
**self == *other
}
}
// Allows `Visibility == &Visibility`
impl std::cmp::PartialEq<&Visibility> for Visibility {
#[inline]
fn eq(&self, other: &&Visibility) -> bool {
*self == **other
}
}
bitflags::bitflags! {
#[derive(Clone, Debug, Eq, PartialEq)]
pub(super) struct ComputedVisibilityFlags: u8 {
const VISIBLE_IN_VIEW = 1 << 0;
const VISIBLE_IN_HIERARCHY = 1 << 1;
}
}
bevy_reflect::impl_reflect_value!((in bevy_render::view) ComputedVisibilityFlags);
bevy_reflect::impl_from_reflect_value!(ComputedVisibilityFlags);
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
#[derive(Component, Clone, Reflect, Debug, Eq, PartialEq)]
#[reflect(Component, Default)]
pub struct ComputedVisibility {
flags: ComputedVisibilityFlags,
}
impl Default for ComputedVisibility {
fn default() -> Self {
Self::HIDDEN
}
}
impl ComputedVisibility {
/// A [`ComputedVisibility`], set as invisible.
pub const HIDDEN: Self = ComputedVisibility {
flags: ComputedVisibilityFlags::empty(),
};
/// Whether this entity is visible to something this frame. This is true if and only if [`Self::is_visible_in_hierarchy`] and [`Self::is_visible_in_view`]
/// are true. This is the canonical method to call to determine if an entity should be drawn.
/// This value is updated in [`PostUpdate`] by the [`VisibilitySystems::CheckVisibility`] system set.
/// Reading it during [`Update`](bevy_app::Update) will yield the value from the previous frame.
#[inline]
pub fn is_visible(&self) -> bool {
self.flags.bits() == ComputedVisibilityFlags::all().bits()
}
/// Whether this entity is visible in the entity hierarchy, which is determined by the [`Visibility`] component.
/// This takes into account "visibility inheritance". If any of this entity's ancestors (see [`Parent`]) are hidden, this entity
/// will be hidden as well. This value is updated in the [`VisibilitySystems::VisibilityPropagate`], which lives in the [`PostUpdate`] schedule.
#[inline]
pub fn is_visible_in_hierarchy(&self) -> bool {
self.flags
.contains(ComputedVisibilityFlags::VISIBLE_IN_HIERARCHY)
}
/// Whether this entity is visible in _any_ view (Cameras, Lights, etc). Each entity type (and view type) should choose how to set this
/// value. For cameras and drawn entities, this will take into account [`RenderLayers`].
///
/// This value is reset to `false` every frame in [`VisibilitySystems::VisibilityPropagate`] during [`PostUpdate`].
/// Each entity type then chooses how to set this field in the [`VisibilitySystems::CheckVisibility`] system set, in [`PostUpdate`].
/// Meshes might use frustum culling to decide if they are visible in a view.
/// Other entities might just set this to `true` every frame.
#[inline]
pub fn is_visible_in_view(&self) -> bool {
self.flags
.contains(ComputedVisibilityFlags::VISIBLE_IN_VIEW)
}
/// Sets `is_visible_in_view` to `true`. This is not reversible for a given frame, as it encodes whether or not this is visible in
/// _any_ view. This will be automatically reset to `false` every frame in [`VisibilitySystems::VisibilityPropagate`] and then set
/// to the proper value in [`VisibilitySystems::CheckVisibility`]. This should _only_ be set in systems with the [`VisibilitySystems::CheckVisibility`]
/// label. Don't call this unless you are defining a custom visibility system. For normal user-defined entity visibility, see [`Visibility`].
#[inline]
pub fn set_visible_in_view(&mut self) {
self.flags.insert(ComputedVisibilityFlags::VISIBLE_IN_VIEW);
}
#[inline]
fn reset(&mut self, visible_in_hierarchy: bool) {
self.flags = if visible_in_hierarchy {
ComputedVisibilityFlags::VISIBLE_IN_HIERARCHY
} else {
ComputedVisibilityFlags::empty()
};
}
}
/// A [`Bundle`] of the [`Visibility`] and [`ComputedVisibility`]
/// [`Component`](bevy_ecs::component::Component)s, which describe the visibility of an entity.
///
/// * To show or hide an entity, you should set its [`Visibility`].
/// * To get the computed visibility of an entity, you should get its [`ComputedVisibility`].
/// * For visibility hierarchies to work correctly, you must have both a [`Visibility`] and a [`ComputedVisibility`].
/// * You may use the [`VisibilityBundle`] to guarantee this.
#[derive(Bundle, Debug, Default)]
pub struct VisibilityBundle {
/// The visibility of the entity.
pub visibility: Visibility,
/// The computed visibility of the entity.
pub computed: ComputedVisibility,
}
/// Use this component to opt-out of built-in frustum culling for Mesh entities
#[derive(Component)]
pub struct NoFrustumCulling;
/// Collection of entities visible from the current view.
///
/// This component contains all entities which are visible from the currently
/// rendered view. The collection is updated automatically by the [`check_visibility()`]
/// system, and renderers can use it to optimize rendering of a particular view, to
/// prevent drawing items not visible from that view.
///
/// This component is intended to be attached to the same entity as the [`Camera`] and
/// the [`Frustum`] defining the view.
///
/// Currently this component is ignored by the sprite renderer, so sprite rendering
/// is not optimized per view.
#[derive(Clone, Component, Default, Debug, Reflect)]
#[reflect(Component)]
pub struct VisibleEntities {
#[reflect(ignore)]
pub entities: Vec<Entity>,
}
impl VisibleEntities {
pub fn iter(&self) -> impl DoubleEndedIterator<Item = &Entity> {
self.entities.iter()
}
pub fn len(&self) -> usize {
self.entities.len()
}
pub fn is_empty(&self) -> bool {
self.entities.is_empty()
}
}
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
pub enum VisibilitySystems {
CalculateBounds,
CalculateBoundsFlush,
UpdateOrthographicFrusta,
UpdatePerspectiveFrusta,
UpdateProjectionFrusta,
VisibilityPropagate,
/// Label for the [`check_visibility()`] system updating each frame the [`ComputedVisibility`]
/// of each entity and the [`VisibleEntities`] of each view.
CheckVisibility,
}
pub struct VisibilityPlugin;
impl Plugin for VisibilityPlugin {
fn build(&self, app: &mut bevy_app::App) {
use VisibilitySystems::*;
app
// We add an AABB component in CalculateBounds, which must be ready on the same frame.
.add_systems(PostUpdate, apply_deferred.in_set(CalculateBoundsFlush))
.configure_set(PostUpdate, CalculateBoundsFlush.after(CalculateBounds))
.add_systems(
PostUpdate,
(
calculate_bounds.in_set(CalculateBounds),
update_frusta::<OrthographicProjection>
.in_set(UpdateOrthographicFrusta)
.after(camera_system::<OrthographicProjection>)
.after(TransformSystem::TransformPropagate)
// We assume that no camera will have more than one projection component,
// so these systems will run independently of one another.
// FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
.ambiguous_with(update_frusta::<PerspectiveProjection>)
.ambiguous_with(update_frusta::<Projection>),
update_frusta::<PerspectiveProjection>
.in_set(UpdatePerspectiveFrusta)
.after(camera_system::<PerspectiveProjection>)
.after(TransformSystem::TransformPropagate)
// We assume that no camera will have more than one projection component,
// so these systems will run independently of one another.
// FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
.ambiguous_with(update_frusta::<Projection>),
update_frusta::<Projection>
.in_set(UpdateProjectionFrusta)
.after(camera_system::<Projection>)
.after(TransformSystem::TransformPropagate),
visibility_propagate_system.in_set(VisibilityPropagate),
check_visibility
.in_set(CheckVisibility)
.after(CalculateBoundsFlush)
.after(UpdateOrthographicFrusta)
.after(UpdatePerspectiveFrusta)
.after(UpdateProjectionFrusta)
.after(VisibilityPropagate)
.after(TransformSystem::TransformPropagate),
),
);
}
}
pub fn calculate_bounds(
mut commands: Commands,
meshes: Res<Assets<Mesh>>,
without_aabb: Query<(Entity, &Handle<Mesh>), (Without<Aabb>, Without<NoFrustumCulling>)>,
) {
for (entity, mesh_handle) in &without_aabb {
if let Some(mesh) = meshes.get(mesh_handle) {
if let Some(aabb) = mesh.compute_aabb() {
commands.entity(entity).insert(aabb);
}
}
}
}
pub fn update_frusta<T: Component + CameraProjection + Send + Sync + 'static>(
mut views: Query<(&GlobalTransform, &T, &mut Frustum)>,
) {
for (transform, projection, mut frustum) in &mut views {
let view_projection =
projection.get_projection_matrix() * transform.compute_matrix().inverse();
*frustum = Frustum::from_view_projection_custom_far(
&view_projection,
&transform.translation(),
&transform.back(),
projection.far(),
);
}
}
fn visibility_propagate_system(
mut root_query: Query<
(
Option<&Children>,
&Visibility,
&mut ComputedVisibility,
Entity,
),
Without<Parent>,
>,
mut visibility_query: Query<(&Visibility, &mut ComputedVisibility, &Parent)>,
children_query: Query<&Children, (With<Parent>, With<Visibility>, With<ComputedVisibility>)>,
) {
for (children, visibility, mut computed_visibility, entity) in root_query.iter_mut() {
// reset "view" visibility here ... if this entity should be drawn a future system should set this to true
computed_visibility
.reset(visibility == Visibility::Inherited || visibility == Visibility::Visible);
if let Some(children) = children {
for child in children.iter() {
let _ = propagate_recursive(
computed_visibility.is_visible_in_hierarchy(),
&mut visibility_query,
&children_query,
*child,
entity,
);
}
}
}
}
fn propagate_recursive(
parent_visible: bool,
visibility_query: &mut Query<(&Visibility, &mut ComputedVisibility, &Parent)>,
children_query: &Query<&Children, (With<Parent>, With<Visibility>, With<ComputedVisibility>)>,
entity: Entity,
expected_parent: Entity,
// BLOCKED: https://github.com/rust-lang/rust/issues/31436
// We use a result here to use the `?` operator. Ideally we'd use a try block instead
) -> Result<(), ()> {
let is_visible = {
let (visibility, mut computed_visibility, child_parent) =
visibility_query.get_mut(entity).map_err(drop)?;
assert_eq!(
child_parent.get(), expected_parent,
"Malformed hierarchy. This probably means that your hierarchy has been improperly maintained, or contains a cycle"
);
let visible_in_hierarchy = (parent_visible && visibility == Visibility::Inherited)
|| visibility == Visibility::Visible;
// reset "view" visibility here ... if this entity should be drawn a future system should set this to true
computed_visibility.reset(visible_in_hierarchy);
visible_in_hierarchy
};
for child in children_query.get(entity).map_err(drop)?.iter() {
let _ = propagate_recursive(is_visible, visibility_query, children_query, *child, entity);
}
Ok(())
}
/// System updating the visibility of entities each frame.
///
/// The system is part of the [`VisibilitySystems::CheckVisibility`] set. Each frame, it updates the
/// [`ComputedVisibility`] of all entities, and for each view also compute the [`VisibleEntities`]
/// for that view.
pub fn check_visibility(
mut thread_queues: Local<ThreadLocal<Cell<Vec<Entity>>>>,
mut view_query: Query<(&mut VisibleEntities, &Frustum, Option<&RenderLayers>), With<Camera>>,
mut visible_aabb_query: Query<(
Entity,
&mut ComputedVisibility,
Option<&RenderLayers>,
&Aabb,
&GlobalTransform,
Option<&NoFrustumCulling>,
)>,
mut visible_no_aabb_query: Query<
(Entity, &mut ComputedVisibility, Option<&RenderLayers>),
Without<Aabb>,
>,
) {
for (mut visible_entities, frustum, maybe_view_mask) in &mut view_query {
let view_mask = maybe_view_mask.copied().unwrap_or_default();
visible_entities.entities.clear();
visible_aabb_query.par_iter_mut().for_each_mut(
|(
entity,
mut computed_visibility,
maybe_entity_mask,
model_aabb,
transform,
maybe_no_frustum_culling,
)| {
// skip computing visibility for entities that are configured to be hidden. is_visible_in_view has already been set to false
// in visibility_propagate_system
if !computed_visibility.is_visible_in_hierarchy() {
return;
}
let entity_mask = maybe_entity_mask.copied().unwrap_or_default();
if !view_mask.intersects(&entity_mask) {
return;
}
// If we have an aabb and transform, do frustum culling
if maybe_no_frustum_culling.is_none() {
let model = transform.compute_matrix();
let model_sphere = Sphere {
center: model.transform_point3a(model_aabb.center),
radius: transform.radius_vec3a(model_aabb.half_extents),
};
// Do quick sphere-based frustum culling
if !frustum.intersects_sphere(&model_sphere, false) {
return;
}
// If we have an aabb, do aabb-based frustum culling
if !frustum.intersects_obb(model_aabb, &model, true, false) {
return;
}
}
computed_visibility.set_visible_in_view();
let cell = thread_queues.get_or_default();
let mut queue = cell.take();
queue.push(entity);
cell.set(queue);
},
);
visible_no_aabb_query.par_iter_mut().for_each_mut(
|(entity, mut computed_visibility, maybe_entity_mask)| {
// skip computing visibility for entities that are configured to be hidden. is_visible_in_view has already been set to false
// in visibility_propagate_system
if !computed_visibility.is_visible_in_hierarchy() {
return;
}
let entity_mask = maybe_entity_mask.copied().unwrap_or_default();
if !view_mask.intersects(&entity_mask) {
return;
}
computed_visibility.set_visible_in_view();
let cell = thread_queues.get_or_default();
let mut queue = cell.take();
queue.push(entity);
cell.set(queue);
},
);
for cell in thread_queues.iter_mut() {
visible_entities.entities.append(cell.get_mut());
}
}
}
#[cfg(test)]
mod test {
use bevy_app::prelude::*;
use bevy_ecs::prelude::*;
use super::*;
use bevy_hierarchy::BuildWorldChildren;
#[test]
fn visibility_propagation() {
let mut app = App::new();
app.add_systems(Update, visibility_propagate_system);
let root1 = app
.world
.spawn((Visibility::Hidden, ComputedVisibility::default()))
.id();
let root1_child1 = app
.world
.spawn((Visibility::default(), ComputedVisibility::default()))
.id();
let root1_child2 = app
.world
.spawn((Visibility::Hidden, ComputedVisibility::default()))
.id();
let root1_child1_grandchild1 = app
.world
.spawn((Visibility::default(), ComputedVisibility::default()))
.id();
let root1_child2_grandchild1 = app
.world
.spawn((Visibility::default(), ComputedVisibility::default()))
.id();
app.world
.entity_mut(root1)
.push_children(&[root1_child1, root1_child2]);
app.world
.entity_mut(root1_child1)
.push_children(&[root1_child1_grandchild1]);
app.world
.entity_mut(root1_child2)
.push_children(&[root1_child2_grandchild1]);
let root2 = app
.world
.spawn((Visibility::default(), ComputedVisibility::default()))
.id();
let root2_child1 = app
.world
.spawn((Visibility::default(), ComputedVisibility::default()))
.id();
let root2_child2 = app
.world
.spawn((Visibility::Hidden, ComputedVisibility::default()))
.id();
let root2_child1_grandchild1 = app
.world
.spawn((Visibility::default(), ComputedVisibility::default()))
.id();
let root2_child2_grandchild1 = app
.world
.spawn((Visibility::default(), ComputedVisibility::default()))
.id();
app.world
.entity_mut(root2)
.push_children(&[root2_child1, root2_child2]);
app.world
.entity_mut(root2_child1)
.push_children(&[root2_child1_grandchild1]);
app.world
.entity_mut(root2_child2)
.push_children(&[root2_child2_grandchild1]);
app.update();
let is_visible = |e: Entity| {
app.world
.entity(e)
.get::<ComputedVisibility>()
.unwrap()
.is_visible_in_hierarchy()
};
assert!(
!is_visible(root1),
"invisibility propagates down tree from root"
);
assert!(
!is_visible(root1_child1),
"invisibility propagates down tree from root"
);
assert!(
!is_visible(root1_child2),
"invisibility propagates down tree from root"
);
assert!(
!is_visible(root1_child1_grandchild1),
"invisibility propagates down tree from root"
);
assert!(
!is_visible(root1_child2_grandchild1),
"invisibility propagates down tree from root"
);
assert!(
is_visible(root2),
"visibility propagates down tree from root"
);
assert!(
is_visible(root2_child1),
"visibility propagates down tree from root"
);
assert!(
!is_visible(root2_child2),
"visibility propagates down tree from root, but local invisibility is preserved"
);
assert!(
is_visible(root2_child1_grandchild1),
"visibility propagates down tree from root"
);
assert!(
!is_visible(root2_child2_grandchild1),
"child's invisibility propagates down to grandchild"
);
}
#[test]
fn visibility_propagation_unconditional_visible() {
let mut app = App::new();
app.add_systems(Update, visibility_propagate_system);
let root1 = app
.world
.spawn((Visibility::Visible, ComputedVisibility::default()))
.id();
let root1_child1 = app
.world
.spawn((Visibility::Inherited, ComputedVisibility::default()))
.id();
let root1_child2 = app
.world
.spawn((Visibility::Hidden, ComputedVisibility::default()))
.id();
let root1_child1_grandchild1 = app
.world
.spawn((Visibility::Visible, ComputedVisibility::default()))
.id();
let root1_child2_grandchild1 = app
.world
.spawn((Visibility::Visible, ComputedVisibility::default()))
.id();
let root2 = app
.world
.spawn((Visibility::Inherited, ComputedVisibility::default()))
.id();
let root3 = app
.world
.spawn((Visibility::Hidden, ComputedVisibility::default()))
.id();
app.world
.entity_mut(root1)
.push_children(&[root1_child1, root1_child2]);
app.world
.entity_mut(root1_child1)
.push_children(&[root1_child1_grandchild1]);
app.world
.entity_mut(root1_child2)
.push_children(&[root1_child2_grandchild1]);
app.update();
let is_visible = |e: Entity| {
app.world
.entity(e)
.get::<ComputedVisibility>()
.unwrap()
.is_visible_in_hierarchy()
};
assert!(
is_visible(root1),
"an unconditionally visible root is visible"
);
assert!(
is_visible(root1_child1),
"an inheriting child of an unconditionally visible parent is visible"
);
assert!(
!is_visible(root1_child2),
"a hidden child on an unconditionally visible parent is hidden"
);
assert!(
is_visible(root1_child1_grandchild1),
"an unconditionally visible child of an inheriting parent is visible"
);
assert!(
is_visible(root1_child2_grandchild1),
"an unconditionally visible child of a hidden parent is visible"
);
assert!(is_visible(root2), "an inheriting root is visible");
assert!(!is_visible(root3), "a hidden root is hidden");
}
#[test]
fn ensure_visibility_enum_size() {
use std::mem;
assert_eq!(1, mem::size_of::<Visibility>());
assert_eq!(1, mem::size_of::<Option<Visibility>>());
}
}