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[Merged by Bors] - enum Visibility component #6320

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2 changes: 1 addition & 1 deletion crates/bevy_gltf/src/loader.rs
Original file line number Diff line number Diff line change
Expand Up @@ -465,7 +465,7 @@ async fn load_gltf<'a, 'b>(
let mut entity_to_skin_index_map = HashMap::new();

world
.spawn(SpatialBundle::VISIBLE_IDENTITY)
.spawn(SpatialBundle::INHERITED_IDENTITY)
.with_children(|parent| {
for node in scene.nodes() {
let result = load_node(
Expand Down
14 changes: 7 additions & 7 deletions crates/bevy_render/src/spatial_bundle.rs
Original file line number Diff line number Diff line change
Expand Up @@ -33,22 +33,22 @@ impl SpatialBundle {
pub const fn from_transform(transform: Transform) -> Self {
SpatialBundle {
transform,
..Self::VISIBLE_IDENTITY
..Self::INHERITED_IDENTITY
}
}

/// A visible [`SpatialBundle`], with no translation, rotation, and a scale of 1 on all axes.
pub const VISIBLE_IDENTITY: Self = SpatialBundle {
visibility: Visibility::VISIBLE,
computed: ComputedVisibility::INVISIBLE,
pub const INHERITED_IDENTITY: Self = SpatialBundle {
visibility: Visibility::Inherited,
computed: ComputedVisibility::HIDDEN,
transform: Transform::IDENTITY,
global_transform: GlobalTransform::IDENTITY,
};

/// An invisible [`SpatialBundle`], with no translation, rotation, and a scale of 1 on all axes.
pub const INVISIBLE_IDENTITY: Self = SpatialBundle {
visibility: Visibility::INVISIBLE,
..Self::VISIBLE_IDENTITY
pub const HIDDEN_IDENTITY: Self = SpatialBundle {
visibility: Visibility::Hidden,
..Self::INHERITED_IDENTITY
};
}

Expand Down
162 changes: 124 additions & 38 deletions crates/bevy_render/src/view/visibility/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -23,34 +23,42 @@ use crate::{
};

/// 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) will also be hidden.
/// This is done by setting the values of their [`ComputedVisibility`] component.
#[derive(Component, Clone, Reflect, FromReflect, Debug)]
///
/// If an entity is hidden in this way, all [`Children`] (and all of their children and so on) who
/// are set to `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 [`ComputedVisibility`] component.
#[derive(Component, Clone, Copy, Reflect, FromReflect, Debug, PartialEq, Eq, Default)]
#[reflect(Component, Default)]
pub struct Visibility {
/// Indicates whether this entity is visible. Hidden values will propagate down the entity hierarchy.
/// If this entity is hidden, all of its descendants will be hidden as well. See [`Children`] and [`Parent`] for
/// hierarchy info.
pub is_visible: bool,
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,
}

impl Default for Visibility {
fn default() -> Self {
Visibility::VISIBLE
// Allows `&Visibility == Visibility`
impl std::cmp::PartialEq<Visibility> for &Visibility {
#[inline]
fn eq(&self, other: &Visibility) -> bool {
**self == *other
}
}

impl Visibility {
/// A [`Visibility`], set as visible.
pub const VISIBLE: Self = Visibility { is_visible: true };

/// A [`Visibility`], set as invisible.
pub const INVISIBLE: Self = Visibility { is_visible: false };

/// Toggle the visibility.
pub fn toggle(&mut self) {
self.is_visible = !self.is_visible;
// Allows `Visibility == &Visibility`
impl std::cmp::PartialEq<&Visibility> for Visibility {
#[inline]
fn eq(&self, other: &&Visibility) -> bool {
*self == **other
}
}

Expand All @@ -71,13 +79,13 @@ pub struct ComputedVisibility {

impl Default for ComputedVisibility {
fn default() -> Self {
Self::INVISIBLE
Self::HIDDEN
}
}

impl ComputedVisibility {
/// A [`ComputedVisibility`], set as invisible.
pub const INVISIBLE: Self = ComputedVisibility {
pub const HIDDEN: Self = ComputedVisibility {
flags: ComputedVisibilityFlags::empty(),
};

Expand Down Expand Up @@ -298,7 +306,8 @@ fn visibility_propagate_system(
) {
for (children, visibility, mut computed_visibility, entity) in root_query.iter_mut() {
// reset "view" visibility here ... if this entity should be drawn a future system should set this to true
computed_visibility.reset(visibility.is_visible);
computed_visibility
.reset(visibility == Visibility::Inherited || visibility == Visibility::Visible);
if let Some(children) = children {
for child in children.iter() {
let _ = propagate_recursive(
Expand Down Expand Up @@ -329,7 +338,8 @@ fn propagate_recursive(
child_parent.get(), expected_parent,
"Malformed hierarchy. This probably means that your hierarchy has been improperly maintained, or contains a cycle"
);
let visible_in_hierarchy = visibility.is_visible && parent_visible;
let visible_in_hierarchy = (parent_visible && visibility == Visibility::Inherited)
|| visibility == Visibility::Visible;
// reset "view" visibility here ... if this entity should be drawn a future system should set this to true
computed_visibility.reset(visible_in_hierarchy);
visible_in_hierarchy
Expand Down Expand Up @@ -458,21 +468,15 @@ mod test {

let root1 = app
.world
.spawn((
Visibility { is_visible: false },
ComputedVisibility::default(),
))
.spawn((Visibility::Hidden, ComputedVisibility::default()))
.id();
let root1_child1 = app
.world
.spawn((Visibility::default(), ComputedVisibility::default()))
.id();
let root1_child2 = app
.world
.spawn((
Visibility { is_visible: false },
ComputedVisibility::default(),
))
.spawn((Visibility::Hidden, ComputedVisibility::default()))
.id();
let root1_child1_grandchild1 = app
.world
Expand Down Expand Up @@ -503,10 +507,7 @@ mod test {
.id();
let root2_child2 = app
.world
.spawn((
Visibility { is_visible: false },
ComputedVisibility::default(),
))
.spawn((Visibility::Hidden, ComputedVisibility::default()))
.id();
let root2_child1_grandchild1 = app
.world
Expand Down Expand Up @@ -578,4 +579,89 @@ mod test {
"child's invisibility propagates down to grandchild"
);
}

#[test]
fn visibility_propagation_unconditional_visible() {
let mut app = App::new();
app.add_system(visibility_propagate_system);

let root1 = app
.world
.spawn((Visibility::Visible, ComputedVisibility::default()))
.id();
let root1_child1 = app
.world
.spawn((Visibility::Inherited, ComputedVisibility::default()))
.id();
let root1_child2 = app
.world
.spawn((Visibility::Hidden, ComputedVisibility::default()))
.id();
let root1_child1_grandchild1 = app
.world
.spawn((Visibility::Visible, ComputedVisibility::default()))
.id();
let root1_child2_grandchild1 = app
.world
.spawn((Visibility::Visible, ComputedVisibility::default()))
.id();

let root2 = app
.world
.spawn((Visibility::Inherited, ComputedVisibility::default()))
.id();
let root3 = app
.world
.spawn((Visibility::Hidden, ComputedVisibility::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]);

app.update();

let is_visible = |e: Entity| {
app.world
.entity(e)
.get::<ComputedVisibility>()
.unwrap()
.is_visible_in_hierarchy()
};
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 ensure_visibility_enum_size() {
use std::mem;
assert_eq!(1, mem::size_of::<Visibility>());
assert_eq!(1, mem::size_of::<Option<Visibility>>());
}
}
2 changes: 1 addition & 1 deletion examples/2d/mesh2d_manual.rs
Original file line number Diff line number Diff line change
Expand Up @@ -103,7 +103,7 @@ fn star(
// The `Handle<Mesh>` needs to be wrapped in a `Mesh2dHandle` to use 2d rendering instead of 3d
Mesh2dHandle(meshes.add(star)),
// This bundle's components are needed for something to be rendered
SpatialBundle::VISIBLE_IDENTITY,
SpatialBundle::INHERITED_IDENTITY,
));

// Spawn the camera
Expand Down
2 changes: 1 addition & 1 deletion examples/animation/animated_transform.rs
Original file line number Diff line number Diff line change
Expand Up @@ -129,7 +129,7 @@ fn setup(
.with_children(|p| {
// This entity is just used for animation, but doesn't display anything
p.spawn((
SpatialBundle::VISIBLE_IDENTITY,
SpatialBundle::INHERITED_IDENTITY,
// Add the Name component
orbit_controller,
))
Expand Down
2 changes: 1 addition & 1 deletion examples/shader/shader_instancing.rs
Original file line number Diff line number Diff line change
Expand Up @@ -35,7 +35,7 @@ fn main() {
fn setup(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>) {
commands.spawn((
meshes.add(Mesh::from(shape::Cube { size: 0.5 })),
SpatialBundle::VISIBLE_IDENTITY,
SpatialBundle::INHERITED_IDENTITY,
InstanceMaterialData(
(1..=10)
.flat_map(|x| (1..=10).map(move |y| (x as f32 / 10.0, y as f32 / 10.0)))
Expand Down
2 changes: 1 addition & 1 deletion examples/stress_tests/many_foxes.rs
Original file line number Diff line number Diff line change
Expand Up @@ -113,7 +113,7 @@ fn setup(
let (base_rotation, ring_direction) = ring_directions[ring_index % 2];
let ring_parent = commands
.spawn((
SpatialBundle::VISIBLE_IDENTITY,
SpatialBundle::INHERITED_IDENTITY,
ring_direction,
Ring { radius },
))
Expand Down