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mod render_layers;

use bevy_derive::Deref;
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::{std_traits::ReflectDefault, Reflect};
use bevy_transform::{components::GlobalTransform, TransformSystem};
use std::cell::Cell;
use thread_local::ThreadLocal;

use crate::deterministic::DeterministicRenderingConfig;
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 [`InheritedVisibility`] component.
#[derive(Component, Clone, Copy, Reflect, 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 PartialEq<Visibility> for &Visibility {
    #[inline]
    fn eq(&self, other: &Visibility) -> bool {
        // Use the base Visibility == Visibility implementation.
        <Visibility as PartialEq<Visibility>>::eq(*self, other)
    }
}

// Allows `Visibility == &Visibility`
impl PartialEq<&Visibility> for Visibility {
    #[inline]
    fn eq(&self, other: &&Visibility) -> bool {
        // Use the base Visibility == Visibility implementation.
        <Visibility as PartialEq<Visibility>>::eq(self, *other)
    }
}

/// Whether or not an entity is visible in the hierarchy.
/// This will not be accurate until [`VisibilityPropagate`] runs in the [`PostUpdate`] schedule.
///
/// If this is false, then [`ViewVisibility`] should also be false.
///
/// [`VisibilityPropagate`]: VisibilitySystems::VisibilityPropagate
#[derive(Component, Deref, Debug, Default, Clone, Copy, Reflect, PartialEq, Eq)]
#[reflect(Component, Default)]
pub struct InheritedVisibility(bool);

impl InheritedVisibility {
    /// An entity that is invisible in the hierarchy.
    pub const HIDDEN: Self = Self(false);
    /// An entity that is visible in the hierarchy.
    pub const VISIBLE: Self = Self(true);

    /// Returns `true` if the entity is visible in the hierarchy.
    /// Otherwise, returns `false`.
    #[inline]
    pub fn get(self) -> bool {
        self.0
    }
}

/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering.
///
/// Each frame, this will be reset to `false` during [`VisibilityPropagate`] systems in [`PostUpdate`].
/// Later in the frame, systems in [`CheckVisibility`] will mark any visible entities using [`ViewVisibility::set`].
/// Because of this, values of this type will be marked as changed every frame, even when they do not change.
///
/// If you wish to add custom visibility system that sets this value, make sure you add it to the [`CheckVisibility`] set.
///
/// [`VisibilityPropagate`]: VisibilitySystems::VisibilityPropagate
/// [`CheckVisibility`]: VisibilitySystems::CheckVisibility
#[derive(Component, Deref, Debug, Default, Clone, Copy, Reflect, PartialEq, Eq)]
#[reflect(Component, Default)]
pub struct ViewVisibility(bool);

impl ViewVisibility {
    /// An entity that cannot be seen from any views.
    pub const HIDDEN: Self = Self(false);

    /// Returns `true` if the entity is visible in any view.
    /// Otherwise, returns `false`.
    #[inline]
    pub fn get(self) -> bool {
        self.0
    }

    /// Sets the visibility to `true`. This should not be considered reversible for a given frame,
    /// as this component tracks whether or not the entity visible in _any_ view.
    ///
    /// This will be automatically reset to `false` every frame in [`VisibilityPropagate`] and then set
    /// to the proper value in [`CheckVisibility`].
    ///
    /// You should only manually set this if you are defining a custom visibility system,
    /// in which case the system should be placed in the [`CheckVisibility`] set.
    /// For normal user-defined entity visibility, see [`Visibility`].
    ///
    /// [`VisibilityPropagate`]: VisibilitySystems::VisibilityPropagate
    /// [`CheckVisibility`]: VisibilitySystems::CheckVisibility
    #[inline]
    pub fn set(&mut self) {
        self.0 = true;
    }
}

/// A [`Bundle`] of the [`Visibility`], [`InheritedVisibility`], and [`ViewVisibility`]
/// [`Component`]s, which describe the visibility of an entity.
///
/// * To show or hide an entity, you should set its [`Visibility`].
/// * To get the inherited visibility of an entity, you should get its [`InheritedVisibility`].
/// * For visibility hierarchies to work correctly, you must have both all of [`Visibility`], [`InheritedVisibility`], and [`ViewVisibility`].
///   * You may use the [`VisibilityBundle`] to guarantee this.
#[derive(Bundle, Debug, Clone, Default)]
pub struct VisibilityBundle {
    /// The visibility of the entity.
    pub visibility: Visibility,
    // The inherited visibility of the entity.
    pub inherited_visibility: InheritedVisibility,
    // The computed visibility of the entity.
    pub view_visibility: ViewVisibility,
}

/// Use this component to opt-out of built-in frustum culling for entities, see
/// [`Frustum`].
///
/// It can be used for example:
/// - when a [`Mesh`] is updated but its [`Aabb`] is not, which might happen with animations,
/// - when using some light effects, like wanting a [`Mesh`] out of the [`Frustum`]
/// to appear in the reflection of a [`Mesh`] within.
#[derive(Component, Default, Reflect)]
#[reflect(Component, Default)]
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 [`VisibilitySystems::CheckVisibility`]
/// system set, 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.
#[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 {
    /// Label for the [`calculate_bounds`] and `calculate_bounds_2d` systems,
    /// calculating and inserting an [`Aabb`] to relevant entities.
    CalculateBounds,
    /// Label for the [`update_frusta<OrthographicProjection>`] system.
    UpdateOrthographicFrusta,
    /// Label for the [`update_frusta<PerspectiveProjection>`] system.
    UpdatePerspectiveFrusta,
    /// Label for the [`update_frusta<Projection>`] system.
    UpdateProjectionFrusta,
    /// Label for the system propagating the [`InheritedVisibility`] in a
    /// [`hierarchy`](bevy_hierarchy).
    VisibilityPropagate,
    /// Label for the [`check_visibility`] system updating [`ViewVisibility`]
    /// 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.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, reset_view_visibility).in_set(VisibilityPropagate),
                check_visibility
                    .in_set(CheckVisibility)
                    .after(CalculateBounds)
                    .after(UpdateOrthographicFrusta)
                    .after(UpdatePerspectiveFrusta)
                    .after(UpdateProjectionFrusta)
                    .after(VisibilityPropagate)
                    .after(TransformSystem::TransformPropagate),
            ),
        );
    }
}

/// Computes and adds an [`Aabb`] component to entities with a
/// [`Handle<Mesh>`](Mesh) component and without a [`NoFrustumCulling`] component.
///
/// This system is used in system set [`VisibilitySystems::CalculateBounds`].
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).try_insert(aabb);
            }
        }
    }
}

/// Updates [`Frustum`].
///
/// This system is used in system sets [`VisibilitySystems::UpdateProjectionFrusta`],
/// [`VisibilitySystems::UpdatePerspectiveFrusta`], and
/// [`VisibilitySystems::UpdateOrthographicFrusta`].
pub fn update_frusta<T: Component + CameraProjection + Send + Sync + 'static>(
    mut views: Query<
        (&GlobalTransform, &T, &mut Frustum),
        Or<(Changed<GlobalTransform>, Changed<T>)>,
    >,
) {
    for (transform, projection, mut frustum) in &mut views {
        *frustum = projection.compute_frustum(transform);
    }
}

fn visibility_propagate_system(
    changed: Query<
        (Entity, &Visibility, Option<&Parent>, Option<&Children>),
        (With<InheritedVisibility>, Changed<Visibility>),
    >,
    mut visibility_query: Query<(&Visibility, &mut InheritedVisibility)>,
    children_query: Query<&Children, (With<Visibility>, With<InheritedVisibility>)>,
) {
    for (entity, visibility, parent, children) in &changed {
        let is_visible = match visibility {
            Visibility::Visible => true,
            Visibility::Hidden => false,
            // fall back to true if no parent is found or parent lacks components
            Visibility::Inherited => parent
                .and_then(|p| visibility_query.get(p.get()).ok())
                .map_or(true, |(_, x)| x.get()),
        };
        let (_, mut inherited_visibility) = visibility_query
            .get_mut(entity)
            .expect("With<InheritedVisibility> ensures this query will return a value");

        // Only update the visibility if it has changed.
        // This will also prevent the visibility from propagating multiple times in the same frame
        // if this entity's visibility has been updated recursively by its parent.
        if inherited_visibility.get() != is_visible {
            inherited_visibility.0 = is_visible;

            // Recursively update the visibility of each child.
            for &child in children.into_iter().flatten() {
                let _ =
                    propagate_recursive(is_visible, child, &mut visibility_query, &children_query);
            }
        }
    }
}

fn propagate_recursive(
    parent_is_visible: bool,
    entity: Entity,
    visibility_query: &mut Query<(&Visibility, &mut InheritedVisibility)>,
    children_query: &Query<&Children, (With<Visibility>, With<InheritedVisibility>)>,
    // 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<(), ()> {
    // Get the visibility components for the current entity.
    // If the entity does not have the required components, just return early.
    let (visibility, mut inherited_visibility) = visibility_query.get_mut(entity).map_err(drop)?;

    let is_visible = match visibility {
        Visibility::Visible => true,
        Visibility::Hidden => false,
        Visibility::Inherited => parent_is_visible,
    };

    // Only update the visibility if it has changed.
    if inherited_visibility.get() != is_visible {
        inherited_visibility.0 = is_visible;

        // Recursively update the visibility of each child.
        for &child in children_query.get(entity).ok().into_iter().flatten() {
            let _ = propagate_recursive(is_visible, child, visibility_query, children_query);
        }
    }

    Ok(())
}

/// Resets the view visibility of every entity.
/// Entities that are visible will be marked as such later this frame
/// by a [`VisibilitySystems::CheckVisibility`] system.
fn reset_view_visibility(mut query: Query<&mut ViewVisibility>) {
    for mut view_visibility in &mut query {
        // NOTE: We do not use `set_if_neq` here, as we don't care about
        // change detection for view visibility, and adding a branch to every
        // loop iteration would pessimize performance.
        *view_visibility = ViewVisibility::HIDDEN;
    }
}

/// System updating the visibility of entities each frame.
///
/// The system is part of the [`VisibilitySystems::CheckVisibility`] set. Each frame, it updates the
/// [`ViewVisibility`] 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>,
        &Camera,
    )>,
    mut visible_aabb_query: Query<(
        Entity,
        &InheritedVisibility,
        &mut ViewVisibility,
        Option<&RenderLayers>,
        Option<&Aabb>,
        &GlobalTransform,
        Has<NoFrustumCulling>,
    )>,
    deterministic_rendering_config: Res<DeterministicRenderingConfig>,
) {
    for (mut visible_entities, frustum, maybe_view_mask, camera) in &mut view_query {
        if !camera.is_active {
            continue;
        }

        let view_mask = maybe_view_mask.copied().unwrap_or_default();

        visible_entities.entities.clear();
        visible_aabb_query.par_iter_mut().for_each(|query_item| {
            let (
                entity,
                inherited_visibility,
                mut view_visibility,
                maybe_entity_mask,
                maybe_model_aabb,
                transform,
                no_frustum_culling,
            ) = query_item;

            // Skip computing visibility for entities that are configured to be hidden.
            // ViewVisibility has already been reset in `reset_view_visibility`.
            if !inherited_visibility.get() {
                return;
            }

            let entity_mask = maybe_entity_mask.copied().unwrap_or_default();
            if !view_mask.intersects(&entity_mask) {
                return;
            }

            // If we have an aabb, do frustum culling
            if !no_frustum_culling {
                if let Some(model_aabb) = maybe_model_aabb {
                    let model = transform.affine();
                    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;
                    }
                    // Do aabb-based frustum culling
                    if !frustum.intersects_obb(model_aabb, &model, true, false) {
                        return;
                    }
                }
            }

            view_visibility.set();
            let cell = thread_queues.get_or_default();
            let mut queue = cell.take();
            queue.push(entity);
            cell.set(queue);
        });

        for cell in &mut thread_queues {
            visible_entities.entities.append(cell.get_mut());
        }
        if deterministic_rendering_config.stable_sort_z_fighting {
            // We can use the faster unstable sort here because
            // the values (`Entity`) are guaranteed to be unique.
            visible_entities.entities.sort_unstable();
        }
    }
}

#[cfg(test)]
mod test {
    use bevy_app::prelude::*;
    use bevy_ecs::prelude::*;

    use super::*;

    use bevy_hierarchy::BuildWorldChildren;

    fn visibility_bundle(visibility: Visibility) -> VisibilityBundle {
        VisibilityBundle {
            visibility,
            ..Default::default()
        }
    }

    #[test]
    fn visibility_propagation() {
        let mut app = App::new();
        app.add_systems(Update, visibility_propagate_system);

        let root1 = app.world.spawn(visibility_bundle(Visibility::Hidden)).id();
        let root1_child1 = app.world.spawn(VisibilityBundle::default()).id();
        let root1_child2 = app.world.spawn(visibility_bundle(Visibility::Hidden)).id();
        let root1_child1_grandchild1 = app.world.spawn(VisibilityBundle::default()).id();
        let root1_child2_grandchild1 = app.world.spawn(VisibilityBundle::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(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>>());
    }
}