723 lines
27 KiB
Rust
723 lines
27 KiB
Rust
mod render_layers;
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use bevy_derive::Deref;
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pub use render_layers::*;
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use bevy_app::{Plugin, PostUpdate};
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use bevy_asset::{Assets, Handle};
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use bevy_ecs::prelude::*;
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use bevy_hierarchy::{Children, Parent};
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use bevy_reflect::{std_traits::ReflectDefault, Reflect};
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use bevy_transform::{components::GlobalTransform, TransformSystem};
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use std::cell::Cell;
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use thread_local::ThreadLocal;
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use crate::{
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camera::{
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camera_system, Camera, CameraProjection, OrthographicProjection, PerspectiveProjection,
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Projection,
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},
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mesh::Mesh,
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primitives::{Aabb, Frustum, Sphere},
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};
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/// User indication of whether an entity is visible. Propagates down the entity hierarchy.
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///
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/// If an entity is hidden in this way, all [`Children`] (and all of their children and so on) who
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/// are set to [`Inherited`](Self::Inherited) will also be hidden.
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///
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/// This is done by the `visibility_propagate_system` which uses the entity hierarchy and
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/// `Visibility` to set the values of each entity's [`InheritedVisibility`] component.
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#[derive(Component, Clone, Copy, Reflect, Debug, PartialEq, Eq, Default)]
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#[reflect(Component, Default)]
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pub enum Visibility {
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/// An entity with `Visibility::Inherited` will inherit the Visibility of its [`Parent`].
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///
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/// A root-level entity that is set to `Inherited` will be visible.
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#[default]
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Inherited,
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/// An entity with `Visibility::Hidden` will be unconditionally hidden.
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Hidden,
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/// An entity with `Visibility::Visible` will be unconditionally visible.
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///
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/// Note that an entity with `Visibility::Visible` will be visible regardless of whether the
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/// [`Parent`] entity is hidden.
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Visible,
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}
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// Allows `&Visibility == Visibility`
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impl PartialEq<Visibility> for &Visibility {
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#[inline]
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fn eq(&self, other: &Visibility) -> bool {
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**self == *other
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}
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}
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// Allows `Visibility == &Visibility`
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impl PartialEq<&Visibility> for Visibility {
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#[inline]
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fn eq(&self, other: &&Visibility) -> bool {
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*self == **other
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}
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}
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/// Whether or not an entity is visible in the hierarchy.
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/// This will not be accurate until [`VisibilityPropagate`] runs in the [`PostUpdate`] schedule.
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///
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/// If this is false, then [`ViewVisibility`] should also be false.
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///
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/// [`VisibilityPropagate`]: VisibilitySystems::VisibilityPropagate
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#[derive(Component, Deref, Debug, Default, Clone, Copy, Reflect, PartialEq, Eq)]
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#[reflect(Component, Default)]
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pub struct InheritedVisibility(bool);
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impl InheritedVisibility {
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/// An entity that is invisible in the hierarchy.
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pub const HIDDEN: Self = Self(false);
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/// An entity that is visible in the hierarchy.
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pub const VISIBLE: Self = Self(true);
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/// Returns `true` if the entity is visible in the hierarchy.
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/// Otherwise, returns `false`.
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#[inline]
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pub fn get(self) -> bool {
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self.0
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}
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}
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/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering.
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///
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/// Each frame, this will be reset to `false` during [`VisibilityPropagate`] systems in [`PostUpdate`].
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/// Later in the frame, systems in [`CheckVisibility`] will mark any visible entities using [`ViewVisibility::set`].
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/// Because of this, values of this type will be marked as changed every frame, even when they do not change.
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///
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/// If you wish to add custom visibility system that sets this value, make sure you add it to the [`CheckVisibility`] set.
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///
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/// [`VisibilityPropagate`]: VisibilitySystems::VisibilityPropagate
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/// [`CheckVisibility`]: VisibilitySystems::CheckVisibility
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#[derive(Component, Deref, Debug, Default, Clone, Copy, Reflect, PartialEq, Eq)]
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#[reflect(Component, Default)]
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pub struct ViewVisibility(bool);
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impl ViewVisibility {
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/// An entity that cannot be seen from any views.
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pub const HIDDEN: Self = Self(false);
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/// Returns `true` if the entity is visible in any view.
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/// Otherwise, returns `false`.
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#[inline]
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pub fn get(self) -> bool {
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self.0
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}
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/// Sets the visibility to `true`. This should not be considered reversible for a given frame,
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/// as this component tracks whether or not the entity visible in _any_ view.
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///
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/// This will be automatically reset to `false` every frame in [`VisibilityPropagate`] and then set
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/// to the proper value in [`CheckVisibility`].
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///
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/// You should only manually set this if you are defining a custom visibility system,
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/// in which case the system should be placed in the [`CheckVisibility`] set.
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/// For normal user-defined entity visibility, see [`Visibility`].
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///
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/// [`VisibilityPropagate`]: VisibilitySystems::VisibilityPropagate
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/// [`CheckVisibility`]: VisibilitySystems::CheckVisibility
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#[inline]
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pub fn set(&mut self) {
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self.0 = true;
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}
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}
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/// A [`Bundle`] of the [`Visibility`], [`InheritedVisibility`], and [`ViewVisibility`]
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/// [`Component`]s, which describe the visibility of an entity.
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///
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/// * To show or hide an entity, you should set its [`Visibility`].
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/// * To get the inherited visibility of an entity, you should get its [`InheritedVisibility`].
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/// * For visibility hierarchies to work correctly, you must have both all of [`Visibility`], [`InheritedVisibility`], and [`ViewVisibility`].
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/// * You may use the [`VisibilityBundle`] to guarantee this.
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#[derive(Bundle, Debug, Clone, Default)]
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pub struct VisibilityBundle {
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/// The visibility of the entity.
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pub visibility: Visibility,
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// The inherited visibility of the entity.
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pub inherited_visibility: InheritedVisibility,
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// The computed visibility of the entity.
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pub view_visibility: ViewVisibility,
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}
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/// Use this component to opt-out of built-in frustum culling for entities, see
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/// [`Frustum`].
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///
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/// It can be used for example:
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/// - when a [`Mesh`] is updated but its [`Aabb`] is not, which might happen with animations,
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/// - when using some light effects, like wanting a [`Mesh`] out of the [`Frustum`]
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/// to appear in the reflection of a [`Mesh`] within.
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#[derive(Component, Default, Reflect)]
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#[reflect(Component, Default)]
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pub struct NoFrustumCulling;
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/// Collection of entities visible from the current view.
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///
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/// This component contains all entities which are visible from the currently
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/// rendered view. The collection is updated automatically by the [`VisibilitySystems::CheckVisibility`]
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/// system set, and renderers can use it to optimize rendering of a particular view, to
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/// prevent drawing items not visible from that view.
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///
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/// This component is intended to be attached to the same entity as the [`Camera`] and
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/// the [`Frustum`] defining the view.
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#[derive(Clone, Component, Default, Debug, Reflect)]
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#[reflect(Component)]
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pub struct VisibleEntities {
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#[reflect(ignore)]
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pub entities: Vec<Entity>,
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}
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impl VisibleEntities {
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pub fn iter(&self) -> impl DoubleEndedIterator<Item = &Entity> {
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self.entities.iter()
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}
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pub fn len(&self) -> usize {
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self.entities.len()
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}
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pub fn is_empty(&self) -> bool {
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self.entities.is_empty()
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}
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}
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#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
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pub enum VisibilitySystems {
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/// Label for the [`calculate_bounds`] and `calculate_bounds_2d` systems,
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/// calculating and inserting an [`Aabb`] to relevant entities.
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CalculateBounds,
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/// Label for the [`update_frusta<OrthographicProjection>`] system.
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UpdateOrthographicFrusta,
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/// Label for the [`update_frusta<PerspectiveProjection>`] system.
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UpdatePerspectiveFrusta,
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/// Label for the [`update_frusta<Projection>`] system.
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UpdateProjectionFrusta,
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/// Label for the system propagating the [`InheritedVisibility`] in a
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/// [`hierarchy`](bevy_hierarchy).
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VisibilityPropagate,
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/// Label for the [`check_visibility`] system updating [`ViewVisibility`]
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/// of each entity and the [`VisibleEntities`] of each view.
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CheckVisibility,
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}
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pub struct VisibilityPlugin;
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impl Plugin for VisibilityPlugin {
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fn build(&self, app: &mut bevy_app::App) {
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use VisibilitySystems::*;
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app.add_systems(
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PostUpdate,
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(
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calculate_bounds.in_set(CalculateBounds),
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update_frusta::<OrthographicProjection>
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.in_set(UpdateOrthographicFrusta)
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.after(camera_system::<OrthographicProjection>)
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.after(TransformSystem::TransformPropagate)
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// We assume that no camera will have more than one projection component,
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// so these systems will run independently of one another.
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// FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
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.ambiguous_with(update_frusta::<PerspectiveProjection>)
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.ambiguous_with(update_frusta::<Projection>),
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update_frusta::<PerspectiveProjection>
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.in_set(UpdatePerspectiveFrusta)
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.after(camera_system::<PerspectiveProjection>)
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.after(TransformSystem::TransformPropagate)
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// We assume that no camera will have more than one projection component,
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// so these systems will run independently of one another.
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// FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
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.ambiguous_with(update_frusta::<Projection>),
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update_frusta::<Projection>
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.in_set(UpdateProjectionFrusta)
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.after(camera_system::<Projection>)
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.after(TransformSystem::TransformPropagate),
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(visibility_propagate_system, reset_view_visibility).in_set(VisibilityPropagate),
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check_visibility
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.in_set(CheckVisibility)
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.after(CalculateBounds)
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.after(UpdateOrthographicFrusta)
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.after(UpdatePerspectiveFrusta)
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.after(UpdateProjectionFrusta)
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.after(VisibilityPropagate)
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.after(TransformSystem::TransformPropagate),
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),
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);
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}
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}
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/// Computes and adds an [`Aabb`] component to entities with a
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/// [`Handle<Mesh>`](Mesh) component and without a [`NoFrustumCulling`] component.
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///
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/// This system is used in system set [`VisibilitySystems::CalculateBounds`].
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pub fn calculate_bounds(
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mut commands: Commands,
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meshes: Res<Assets<Mesh>>,
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without_aabb: Query<(Entity, &Handle<Mesh>), (Without<Aabb>, Without<NoFrustumCulling>)>,
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) {
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for (entity, mesh_handle) in &without_aabb {
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if let Some(mesh) = meshes.get(mesh_handle) {
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if let Some(aabb) = mesh.compute_aabb() {
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commands.entity(entity).try_insert(aabb);
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}
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}
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}
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}
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/// Updates [`Frustum`].
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///
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/// This system is used in system sets [`VisibilitySystems::UpdateProjectionFrusta`],
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/// [`VisibilitySystems::UpdatePerspectiveFrusta`], and
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/// [`VisibilitySystems::UpdateOrthographicFrusta`].
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pub fn update_frusta<T: Component + CameraProjection + Send + Sync + 'static>(
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mut views: Query<
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(&GlobalTransform, &T, &mut Frustum),
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Or<(Changed<GlobalTransform>, Changed<T>)>,
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>,
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) {
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for (transform, projection, mut frustum) in &mut views {
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let view_projection =
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projection.get_projection_matrix() * transform.compute_matrix().inverse();
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*frustum = Frustum::from_view_projection_custom_far(
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&view_projection,
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&transform.translation(),
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&transform.back(),
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projection.far(),
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);
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}
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}
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fn visibility_propagate_system(
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changed: Query<
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(Entity, &Visibility, Option<&Parent>, Option<&Children>),
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(With<InheritedVisibility>, Changed<Visibility>),
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>,
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mut visibility_query: Query<(&Visibility, &mut InheritedVisibility)>,
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children_query: Query<&Children, (With<Visibility>, With<InheritedVisibility>)>,
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) {
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for (entity, visibility, parent, children) in &changed {
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let is_visible = match visibility {
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Visibility::Visible => true,
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Visibility::Hidden => false,
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// fall back to true if no parent is found or parent lacks components
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Visibility::Inherited => parent
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.and_then(|p| visibility_query.get(p.get()).ok())
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.map_or(true, |(_, x)| x.get()),
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};
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let (_, mut inherited_visibility) = visibility_query
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.get_mut(entity)
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.expect("With<InheritedVisibility> ensures this query will return a value");
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// Only update the visibility if it has changed.
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// This will also prevent the visibility from propagating multiple times in the same frame
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// if this entity's visibility has been updated recursively by its parent.
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if inherited_visibility.get() != is_visible {
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inherited_visibility.0 = is_visible;
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// Recursively update the visibility of each child.
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for &child in children.into_iter().flatten() {
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let _ =
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propagate_recursive(is_visible, child, &mut visibility_query, &children_query);
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}
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}
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}
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}
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fn propagate_recursive(
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parent_is_visible: bool,
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entity: Entity,
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visibility_query: &mut Query<(&Visibility, &mut InheritedVisibility)>,
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children_query: &Query<&Children, (With<Visibility>, With<InheritedVisibility>)>,
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// BLOCKED: https://github.com/rust-lang/rust/issues/31436
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// We use a result here to use the `?` operator. Ideally we'd use a try block instead
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) -> Result<(), ()> {
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// Get the visibility components for the current entity.
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// If the entity does not have the required components, just return early.
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let (visibility, mut inherited_visibility) = visibility_query.get_mut(entity).map_err(drop)?;
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let is_visible = match visibility {
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Visibility::Visible => true,
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Visibility::Hidden => false,
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Visibility::Inherited => parent_is_visible,
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};
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// Only update the visibility if it has changed.
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if inherited_visibility.get() != is_visible {
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inherited_visibility.0 = is_visible;
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// Recursively update the visibility of each child.
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for &child in children_query.get(entity).ok().into_iter().flatten() {
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let _ = propagate_recursive(is_visible, child, visibility_query, children_query);
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}
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}
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Ok(())
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}
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/// Resets the view visibility of every entity.
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/// Entities that are visible will be marked as such later this frame
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/// by a [`VisibilitySystems::CheckVisibility`] system.
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fn reset_view_visibility(mut query: Query<&mut ViewVisibility>) {
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for mut view_visibility in &mut query {
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// NOTE: We do not use `set_if_neq` here, as we don't care about
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// change detection for view visibility, and adding a branch to every
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// loop iteration would pessimize performance.
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*view_visibility = ViewVisibility::HIDDEN;
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}
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}
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/// System updating the visibility of entities each frame.
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///
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/// The system is part of the [`VisibilitySystems::CheckVisibility`] set. Each frame, it updates the
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/// [`ViewVisibility`] of all entities, and for each view also compute the [`VisibleEntities`]
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/// for that view.
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pub fn check_visibility(
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mut thread_queues: Local<ThreadLocal<Cell<Vec<Entity>>>>,
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mut view_query: Query<(
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&mut VisibleEntities,
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&Frustum,
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Option<&RenderLayers>,
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&Camera,
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)>,
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mut visible_aabb_query: Query<(
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Entity,
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&InheritedVisibility,
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&mut ViewVisibility,
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Option<&RenderLayers>,
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Option<&Aabb>,
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&GlobalTransform,
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Has<NoFrustumCulling>,
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)>,
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) {
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for (mut visible_entities, frustum, maybe_view_mask, camera) in &mut view_query {
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if !camera.is_active {
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continue;
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}
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let view_mask = maybe_view_mask.copied().unwrap_or_default();
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visible_entities.entities.clear();
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visible_aabb_query.par_iter_mut().for_each(|query_item| {
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let (
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entity,
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inherited_visibility,
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mut view_visibility,
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maybe_entity_mask,
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maybe_model_aabb,
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transform,
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no_frustum_culling,
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) = query_item;
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// Skip computing visibility for entities that are configured to be hidden.
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// ViewVisibility has already been reset in `reset_view_visibility`.
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if !inherited_visibility.get() {
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return;
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}
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let entity_mask = maybe_entity_mask.copied().unwrap_or_default();
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if !view_mask.intersects(&entity_mask) {
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return;
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}
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// If we have an aabb, do frustum culling
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if !no_frustum_culling {
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if let Some(model_aabb) = maybe_model_aabb {
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let model = transform.affine();
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let model_sphere = Sphere {
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center: model.transform_point3a(model_aabb.center),
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radius: transform.radius_vec3a(model_aabb.half_extents),
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};
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// Do quick sphere-based frustum culling
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if !frustum.intersects_sphere(&model_sphere, false) {
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return;
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}
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// Do aabb-based frustum culling
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if !frustum.intersects_obb(model_aabb, &model, true, false) {
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return;
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}
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}
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}
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view_visibility.set();
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let cell = thread_queues.get_or_default();
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let mut queue = cell.take();
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queue.push(entity);
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cell.set(queue);
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});
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for cell in &mut thread_queues {
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visible_entities.entities.append(cell.get_mut());
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}
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}
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}
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#[cfg(test)]
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mod test {
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use bevy_app::prelude::*;
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use bevy_ecs::prelude::*;
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use super::*;
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use bevy_hierarchy::BuildWorldChildren;
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|
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fn visibility_bundle(visibility: Visibility) -> VisibilityBundle {
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VisibilityBundle {
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visibility,
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..Default::default()
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}
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}
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|
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#[test]
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fn visibility_propagation() {
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let mut app = App::new();
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app.add_systems(Update, visibility_propagate_system);
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let root1 = app.world.spawn(visibility_bundle(Visibility::Hidden)).id();
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let root1_child1 = app.world.spawn(VisibilityBundle::default()).id();
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let root1_child2 = app.world.spawn(visibility_bundle(Visibility::Hidden)).id();
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let root1_child1_grandchild1 = app.world.spawn(VisibilityBundle::default()).id();
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let root1_child2_grandchild1 = app.world.spawn(VisibilityBundle::default()).id();
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app.world
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.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(VisibilityBundle::default()).id();
|
|
let root2_child1 = app.world.spawn(VisibilityBundle::default()).id();
|
|
let root2_child2 = app.world.spawn(visibility_bundle(Visibility::Hidden)).id();
|
|
let root2_child1_grandchild1 = app.world.spawn(VisibilityBundle::default()).id();
|
|
let root2_child2_grandchild1 = app.world.spawn(VisibilityBundle::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::<InheritedVisibility>()
|
|
.unwrap()
|
|
.get()
|
|
};
|
|
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() {
|
|
use Visibility::{Hidden, Inherited, Visible};
|
|
|
|
let mut app = App::new();
|
|
app.add_systems(Update, visibility_propagate_system);
|
|
|
|
let root1 = app.world.spawn(visibility_bundle(Visible)).id();
|
|
let root1_child1 = app.world.spawn(visibility_bundle(Inherited)).id();
|
|
let root1_child2 = app.world.spawn(visibility_bundle(Hidden)).id();
|
|
let root1_child1_grandchild1 = app.world.spawn(visibility_bundle(Visible)).id();
|
|
let root1_child2_grandchild1 = app.world.spawn(visibility_bundle(Visible)).id();
|
|
|
|
let root2 = app.world.spawn(visibility_bundle(Inherited)).id();
|
|
let root3 = app.world.spawn(visibility_bundle(Hidden)).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::<InheritedVisibility>()
|
|
.unwrap()
|
|
.get()
|
|
};
|
|
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 visibility_propagation_change_detection() {
|
|
let mut world = World::new();
|
|
let mut schedule = Schedule::default();
|
|
schedule.add_systems(visibility_propagate_system);
|
|
|
|
// Set up an entity hierarchy.
|
|
|
|
let id1 = world.spawn(VisibilityBundle::default()).id();
|
|
|
|
let id2 = world.spawn(VisibilityBundle::default()).id();
|
|
world.entity_mut(id1).push_children(&[id2]);
|
|
|
|
let id3 = world.spawn(visibility_bundle(Visibility::Hidden)).id();
|
|
world.entity_mut(id2).push_children(&[id3]);
|
|
|
|
let id4 = world.spawn(VisibilityBundle::default()).id();
|
|
world.entity_mut(id3).push_children(&[id4]);
|
|
|
|
// Test the hierarchy.
|
|
|
|
// Make sure the hierarchy is up-to-date.
|
|
schedule.run(&mut world);
|
|
world.clear_trackers();
|
|
|
|
let mut q = world.query::<Ref<InheritedVisibility>>();
|
|
|
|
assert!(!q.get(&world, id1).unwrap().is_changed());
|
|
assert!(!q.get(&world, id2).unwrap().is_changed());
|
|
assert!(!q.get(&world, id3).unwrap().is_changed());
|
|
assert!(!q.get(&world, id4).unwrap().is_changed());
|
|
|
|
world.clear_trackers();
|
|
world.entity_mut(id1).insert(Visibility::Hidden);
|
|
schedule.run(&mut world);
|
|
|
|
assert!(q.get(&world, id1).unwrap().is_changed());
|
|
assert!(q.get(&world, id2).unwrap().is_changed());
|
|
assert!(!q.get(&world, id3).unwrap().is_changed());
|
|
assert!(!q.get(&world, id4).unwrap().is_changed());
|
|
|
|
world.clear_trackers();
|
|
schedule.run(&mut world);
|
|
|
|
assert!(!q.get(&world, id1).unwrap().is_changed());
|
|
assert!(!q.get(&world, id2).unwrap().is_changed());
|
|
assert!(!q.get(&world, id3).unwrap().is_changed());
|
|
assert!(!q.get(&world, id4).unwrap().is_changed());
|
|
|
|
world.clear_trackers();
|
|
world.entity_mut(id3).insert(Visibility::Inherited);
|
|
schedule.run(&mut world);
|
|
|
|
assert!(!q.get(&world, id1).unwrap().is_changed());
|
|
assert!(!q.get(&world, id2).unwrap().is_changed());
|
|
assert!(!q.get(&world, id3).unwrap().is_changed());
|
|
assert!(!q.get(&world, id4).unwrap().is_changed());
|
|
|
|
world.clear_trackers();
|
|
world.entity_mut(id2).insert(Visibility::Visible);
|
|
schedule.run(&mut world);
|
|
|
|
assert!(!q.get(&world, id1).unwrap().is_changed());
|
|
assert!(q.get(&world, id2).unwrap().is_changed());
|
|
assert!(q.get(&world, id3).unwrap().is_changed());
|
|
assert!(q.get(&world, id4).unwrap().is_changed());
|
|
|
|
world.clear_trackers();
|
|
schedule.run(&mut world);
|
|
|
|
assert!(!q.get(&world, id1).unwrap().is_changed());
|
|
assert!(!q.get(&world, id2).unwrap().is_changed());
|
|
assert!(!q.get(&world, id3).unwrap().is_changed());
|
|
assert!(!q.get(&world, id4).unwrap().is_changed());
|
|
}
|
|
|
|
#[test]
|
|
fn visibility_propagation_with_invalid_parent() {
|
|
let mut world = World::new();
|
|
let mut schedule = Schedule::default();
|
|
schedule.add_systems(visibility_propagate_system);
|
|
|
|
let parent = world.spawn(()).id();
|
|
let child = world.spawn(VisibilityBundle::default()).id();
|
|
world.entity_mut(parent).push_children(&[child]);
|
|
|
|
schedule.run(&mut world);
|
|
world.clear_trackers();
|
|
|
|
let child_visible = world.entity(child).get::<InheritedVisibility>().unwrap().0;
|
|
// defaults to same behavior of parent not found: visible = true
|
|
assert!(child_visible);
|
|
}
|
|
|
|
#[test]
|
|
fn ensure_visibility_enum_size() {
|
|
use std::mem;
|
|
assert_eq!(1, mem::size_of::<Visibility>());
|
|
assert_eq!(1, mem::size_of::<Option<Visibility>>());
|
|
}
|
|
}
|