Module visibility

Module visibility 

Source

Structs§

CascadesVisibleEntities
CubemapVisibleEntities
InheritedVisibility
Whether or not an entity is visible in the hierarchy. This will not be accurate until VisibilityPropagate runs in the PostUpdate schedule.
NoCpuCulling
NoFrustumCulling
Use this component to opt-out of built-in frustum culling for entities, see Frustum.
PreviousVisibleEntities
Stores all entities that were visible in the previous frame.
RenderLayers
Defines which rendering layers an entity belongs to.
ViewVisibility
Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering.
VisibilityClass
A bucket into which we group entities for the purposes of visibility.
VisibilityPlugin
VisibilityRange
Specifies the range of distances that this entity must be from the camera in order to be rendered.
VisibilityRangePlugin
A plugin that enables VisibilityRanges, which allow entities to be hidden or shown based on distance to the camera.
VisibleEntities
Collection of entities visible from the current view.
VisibleEntityRanges
Stores which entities are in within the VisibilityRanges of views.
VisibleMeshEntities
Collection of mesh entities visible for 3D lighting.

Enums§

Visibility
User indication of whether an entity is visible. Propagates down the entity hierarchy.
VisibilitySystems

Constants§

DEFAULT_LAYERS

Functions§

add_visibility_class
A generic component add hook that automatically adds the appropriate VisibilityClass to an entity.
calculate_bounds
Computes and adds an Aabb component to entities with a Mesh3d component and without a NoFrustumCulling component.
check_visibility
System updating the visibility of entities each frame.
check_visibility_ranges
Checks all entities against all views in order to determine which entities with VisibilityRanges are potentially visible.
update_frusta
Updates Frustum.

Type Aliases§

Layer
An identifier for a rendering layer.