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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>>());
}
}