# Objective - get closer to being able to load gltfs without using bevy_render ## Solution - Split bevy_camera out of bevy_render - Builds on #19943 - Im sorry for the big diff, i tried to minimize it as much as i can by using re-exports. This also prevents most breaking changes, but there are still a couple. ## Testing - 3d_scene looks good
296 lines
12 KiB
Rust
296 lines
12 KiB
Rust
//! Specific distances from the camera in which entities are visible, also known
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//! as *hierarchical levels of detail* or *HLOD*s.
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use core::{
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hash::{Hash, Hasher},
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ops::Range,
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};
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use bevy_app::{App, Plugin, PostUpdate};
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use bevy_ecs::{
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component::Component,
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entity::{Entity, EntityHashMap},
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query::With,
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reflect::ReflectComponent,
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resource::Resource,
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schedule::IntoScheduleConfigs as _,
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system::{Local, Query, ResMut},
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};
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use bevy_math::FloatOrd;
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use bevy_reflect::Reflect;
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use bevy_transform::components::GlobalTransform;
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use bevy_utils::Parallel;
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use super::{check_visibility, VisibilitySystems};
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use crate::{camera::Camera, primitives::Aabb};
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/// A plugin that enables [`VisibilityRange`]s, which allow entities to be
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/// hidden or shown based on distance to the camera.
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pub struct VisibilityRangePlugin;
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impl Plugin for VisibilityRangePlugin {
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fn build(&self, app: &mut App) {
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app.register_type::<VisibilityRange>()
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.init_resource::<VisibleEntityRanges>()
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.add_systems(
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PostUpdate,
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check_visibility_ranges
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.in_set(VisibilitySystems::CheckVisibility)
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.before(check_visibility),
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);
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}
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}
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/// Specifies the range of distances that this entity must be from the camera in
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/// order to be rendered.
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///
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/// This is also known as *hierarchical level of detail* or *HLOD*.
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///
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/// Use this component when you want to render a high-polygon mesh when the
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/// camera is close and a lower-polygon mesh when the camera is far away. This
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/// is a common technique for improving performance, because fine details are
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/// hard to see in a mesh at a distance. To avoid an artifact known as *popping*
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/// between levels, each level has a *margin*, within which the object
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/// transitions gradually from invisible to visible using a dithering effect.
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///
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/// You can also use this feature to replace multiple meshes with a single mesh
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/// when the camera is distant. This is the reason for the term "*hierarchical*
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/// level of detail". Reducing the number of meshes can be useful for reducing
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/// drawcall count. Note that you must place the [`VisibilityRange`] component
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/// on each entity you want to be part of a LOD group, as [`VisibilityRange`]
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/// isn't automatically propagated down to children.
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///
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/// A typical use of this feature might look like this:
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///
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/// | Entity | `start_margin` | `end_margin` |
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/// |-------------------------|----------------|--------------|
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/// | Root | N/A | N/A |
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/// | ├─ High-poly mesh | [0, 0) | [20, 25) |
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/// | ├─ Low-poly mesh | [20, 25) | [70, 75) |
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/// | └─ Billboard *imposter* | [70, 75) | [150, 160) |
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///
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/// With this setup, the user will see a high-poly mesh when the camera is
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/// closer than 20 units. As the camera zooms out, between 20 units to 25 units,
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/// the high-poly mesh will gradually fade to a low-poly mesh. When the camera
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/// is 70 to 75 units away, the low-poly mesh will fade to a single textured
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/// quad. And between 150 and 160 units, the object fades away entirely. Note
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/// that the `end_margin` of a higher LOD is always identical to the
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/// `start_margin` of the next lower LOD; this is important for the crossfade
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/// effect to function properly.
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#[derive(Component, Clone, PartialEq, Default, Reflect)]
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#[reflect(Component, PartialEq, Hash, Clone)]
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pub struct VisibilityRange {
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/// The range of distances, in world units, between which this entity will
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/// smoothly fade into view as the camera zooms out.
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///
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/// If the start and end of this range are identical, the transition will be
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/// abrupt, with no crossfading.
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///
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/// `start_margin.end` must be less than or equal to `end_margin.start`.
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pub start_margin: Range<f32>,
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/// The range of distances, in world units, between which this entity will
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/// smoothly fade out of view as the camera zooms out.
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///
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/// If the start and end of this range are identical, the transition will be
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/// abrupt, with no crossfading.
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///
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/// `end_margin.start` must be greater than or equal to `start_margin.end`.
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pub end_margin: Range<f32>,
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/// If set to true, Bevy will use the center of the axis-aligned bounding
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/// box ([`Aabb`]) as the position of the mesh for the purposes of
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/// visibility range computation.
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///
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/// Otherwise, if this field is set to false, Bevy will use the origin of
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/// the mesh as the mesh's position.
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///
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/// Usually you will want to leave this set to false, because different LODs
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/// may have different AABBs, and smooth crossfades between LOD levels
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/// require that all LODs of a mesh be at *precisely* the same position. If
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/// you aren't using crossfading, however, and your meshes aren't centered
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/// around their origins, then this flag may be useful.
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pub use_aabb: bool,
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}
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impl Eq for VisibilityRange {}
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impl Hash for VisibilityRange {
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fn hash<H>(&self, state: &mut H)
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where
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H: Hasher,
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{
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FloatOrd(self.start_margin.start).hash(state);
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FloatOrd(self.start_margin.end).hash(state);
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FloatOrd(self.end_margin.start).hash(state);
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FloatOrd(self.end_margin.end).hash(state);
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}
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}
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impl VisibilityRange {
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/// Creates a new *abrupt* visibility range, with no crossfade.
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///
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/// There will be no crossfade; the object will immediately vanish if the
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/// camera is closer than `start` units or farther than `end` units from the
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/// model.
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///
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/// The `start` value must be less than or equal to the `end` value.
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#[inline]
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pub fn abrupt(start: f32, end: f32) -> Self {
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Self {
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start_margin: start..start,
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end_margin: end..end,
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use_aabb: false,
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}
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}
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/// Returns true if both the start and end transitions for this range are
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/// abrupt: that is, there is no crossfading.
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#[inline]
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pub fn is_abrupt(&self) -> bool {
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self.start_margin.start == self.start_margin.end
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&& self.end_margin.start == self.end_margin.end
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}
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/// Returns true if the object will be visible at all, given a camera
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/// `camera_distance` units away.
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///
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/// Any amount of visibility, even with the heaviest dithering applied, is
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/// considered visible according to this check.
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#[inline]
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pub fn is_visible_at_all(&self, camera_distance: f32) -> bool {
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camera_distance >= self.start_margin.start && camera_distance < self.end_margin.end
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}
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/// Returns true if the object is completely invisible, given a camera
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/// `camera_distance` units away.
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///
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/// This is equivalent to `!VisibilityRange::is_visible_at_all()`.
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#[inline]
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pub fn is_culled(&self, camera_distance: f32) -> bool {
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!self.is_visible_at_all(camera_distance)
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}
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}
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/// Stores which entities are in within the [`VisibilityRange`]s of views.
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///
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/// This doesn't store the results of frustum or occlusion culling; use
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/// [`super::ViewVisibility`] for that. Thus entities in this list may not
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/// actually be visible.
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///
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/// For efficiency, these tables only store entities that have
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/// [`VisibilityRange`] components. Entities without such a component won't be
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/// in these tables at all.
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///
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/// The table is indexed by entity and stores a 32-bit bitmask with one bit for
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/// each camera, where a 0 bit corresponds to "out of range" and a 1 bit
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/// corresponds to "in range". Hence it's limited to storing information for 32
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/// views.
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#[derive(Resource, Default)]
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pub struct VisibleEntityRanges {
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/// Stores which bit index each view corresponds to.
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views: EntityHashMap<u8>,
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/// Stores a bitmask in which each view has a single bit.
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///
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/// A 0 bit for a view corresponds to "out of range"; a 1 bit corresponds to
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/// "in range".
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entities: EntityHashMap<u32>,
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}
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impl VisibleEntityRanges {
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/// Clears out the [`VisibleEntityRanges`] in preparation for a new frame.
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fn clear(&mut self) {
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self.views.clear();
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self.entities.clear();
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}
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/// Returns true if the entity is in range of the given camera.
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///
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/// This only checks [`VisibilityRange`]s and doesn't perform any frustum or
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/// occlusion culling. Thus the entity might not *actually* be visible.
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///
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/// The entity is assumed to have a [`VisibilityRange`] component. If the
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/// entity doesn't have that component, this method will return false.
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#[inline]
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pub fn entity_is_in_range_of_view(&self, entity: Entity, view: Entity) -> bool {
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let Some(visibility_bitmask) = self.entities.get(&entity) else {
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return false;
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};
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let Some(view_index) = self.views.get(&view) else {
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return false;
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};
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(visibility_bitmask & (1 << view_index)) != 0
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}
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/// Returns true if the entity is in range of any view.
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///
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/// This only checks [`VisibilityRange`]s and doesn't perform any frustum or
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/// occlusion culling. Thus the entity might not *actually* be visible.
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///
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/// The entity is assumed to have a [`VisibilityRange`] component. If the
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/// entity doesn't have that component, this method will return false.
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#[inline]
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pub fn entity_is_in_range_of_any_view(&self, entity: Entity) -> bool {
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self.entities.contains_key(&entity)
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}
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}
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/// Checks all entities against all views in order to determine which entities
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/// with [`VisibilityRange`]s are potentially visible.
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///
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/// This only checks distance from the camera and doesn't frustum or occlusion
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/// cull.
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pub fn check_visibility_ranges(
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mut visible_entity_ranges: ResMut<VisibleEntityRanges>,
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view_query: Query<(Entity, &GlobalTransform), With<Camera>>,
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mut par_local: Local<Parallel<Vec<(Entity, u32)>>>,
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entity_query: Query<(Entity, &GlobalTransform, Option<&Aabb>, &VisibilityRange)>,
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) {
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visible_entity_ranges.clear();
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// Early out if the visibility range feature isn't in use.
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if entity_query.is_empty() {
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return;
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}
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// Assign an index to each view.
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let mut views = vec![];
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for (view, view_transform) in view_query.iter().take(32) {
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let view_index = views.len() as u8;
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visible_entity_ranges.views.insert(view, view_index);
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views.push((view, view_transform.translation_vec3a()));
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}
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// Check each entity/view pair. Only consider entities with
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// [`VisibilityRange`] components.
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entity_query.par_iter().for_each(
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|(entity, entity_transform, maybe_model_aabb, visibility_range)| {
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let mut visibility = 0;
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for (view_index, &(_, view_position)) in views.iter().enumerate() {
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// If instructed to use the AABB and the model has one, use its
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// center as the model position. Otherwise, use the model's
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// translation.
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let model_position = match (visibility_range.use_aabb, maybe_model_aabb) {
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(true, Some(model_aabb)) => entity_transform
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.affine()
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.transform_point3a(model_aabb.center),
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_ => entity_transform.translation_vec3a(),
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};
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if visibility_range.is_visible_at_all((view_position - model_position).length()) {
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visibility |= 1 << view_index;
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}
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}
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// Invisible entities have no entry at all in the hash map. This speeds
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// up checks slightly in this common case.
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if visibility != 0 {
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par_local.borrow_local_mut().push((entity, visibility));
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}
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},
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);
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visible_entity_ranges.entities.extend(par_local.drain());
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}
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