
# Objective - Fixes #10909 - Fixes #8492 ## Solution - Name all matrices `x_from_y`, for example `world_from_view`. ## Testing - I've tested most of the 3D examples. The `lighting` example particularly should hit a lot of the changes and appears to run fine. --- ## Changelog - Renamed matrices across the engine to follow a `y_from_x` naming, making the space conversion more obvious. ## Migration Guide - `Frustum`'s `from_view_projection`, `from_view_projection_custom_far` and `from_view_projection_no_far` were renamed to `from_clip_from_world`, `from_clip_from_world_custom_far` and `from_clip_from_world_no_far`. - `ComputedCameraValues::projection_matrix` was renamed to `clip_from_view`. - `CameraProjection::get_projection_matrix` was renamed to `get_clip_from_view` (this affects implementations on `Projection`, `PerspectiveProjection` and `OrthographicProjection`). - `ViewRangefinder3d::from_view_matrix` was renamed to `from_world_from_view`. - `PreviousViewData`'s members were renamed to `view_from_world` and `clip_from_world`. - `ExtractedView`'s `projection`, `transform` and `view_projection` were renamed to `clip_from_view`, `world_from_view` and `clip_from_world`. - `ViewUniform`'s `view_proj`, `unjittered_view_proj`, `inverse_view_proj`, `view`, `inverse_view`, `projection` and `inverse_projection` were renamed to `clip_from_world`, `unjittered_clip_from_world`, `world_from_clip`, `world_from_view`, `view_from_world`, `clip_from_view` and `view_from_clip`. - `GpuDirectionalCascade::view_projection` was renamed to `clip_from_world`. - `MeshTransforms`' `transform` and `previous_transform` were renamed to `world_from_local` and `previous_world_from_local`. - `MeshUniform`'s `transform`, `previous_transform`, `inverse_transpose_model_a` and `inverse_transpose_model_b` were renamed to `world_from_local`, `previous_world_from_local`, `local_from_world_transpose_a` and `local_from_world_transpose_b` (the `Mesh` type in WGSL mirrors this, however `transform` and `previous_transform` were named `model` and `previous_model`). - `Mesh2dTransforms::transform` was renamed to `world_from_local`. - `Mesh2dUniform`'s `transform`, `inverse_transpose_model_a` and `inverse_transpose_model_b` were renamed to `world_from_local`, `local_from_world_transpose_a` and `local_from_world_transpose_b` (the `Mesh2d` type in WGSL mirrors this). - In WGSL, in `bevy_pbr::mesh_functions`, `get_model_matrix` and `get_previous_model_matrix` were renamed to `get_world_from_local` and `get_previous_world_from_local`. - In WGSL, `bevy_sprite::mesh2d_functions::get_model_matrix` was renamed to `get_world_from_local`.
51 lines
1.8 KiB
Rust
51 lines
1.8 KiB
Rust
use bevy_math::{Mat4, Vec3, Vec4};
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/// A distance calculator for the draw order of [`PhaseItem`](crate::render_phase::PhaseItem)s.
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pub struct ViewRangefinder3d {
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view_from_world_row_2: Vec4,
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}
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impl ViewRangefinder3d {
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/// Creates a 3D rangefinder for a view matrix.
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pub fn from_world_from_view(world_from_view: &Mat4) -> ViewRangefinder3d {
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let view_from_world = world_from_view.inverse();
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ViewRangefinder3d {
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view_from_world_row_2: view_from_world.row(2),
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}
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}
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/// Calculates the distance, or view-space `Z` value, for the given `translation`.
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#[inline]
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pub fn distance_translation(&self, translation: &Vec3) -> f32 {
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// NOTE: row 2 of the inverse view matrix dotted with the translation from the model matrix
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// gives the z component of translation of the mesh in view-space
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self.view_from_world_row_2.dot(translation.extend(1.0))
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}
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/// Calculates the distance, or view-space `Z` value, for the given `transform`.
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#[inline]
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pub fn distance(&self, transform: &Mat4) -> f32 {
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// NOTE: row 2 of the inverse view matrix dotted with column 3 of the model matrix
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// gives the z component of translation of the mesh in view-space
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self.view_from_world_row_2.dot(transform.col(3))
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}
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}
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#[cfg(test)]
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mod tests {
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use super::ViewRangefinder3d;
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use bevy_math::{Mat4, Vec3};
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#[test]
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fn distance() {
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let view_matrix = Mat4::from_translation(Vec3::new(0.0, 0.0, -1.0));
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let rangefinder = ViewRangefinder3d::from_world_from_view(&view_matrix);
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assert_eq!(rangefinder.distance(&Mat4::IDENTITY), 1.0);
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assert_eq!(
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rangefinder.distance(&Mat4::from_translation(Vec3::new(0.0, 0.0, 1.0))),
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2.0
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);
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}
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}
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